diff --git a/.gitignore b/.gitignore index 4611369..fe2e157 100644 --- a/.gitignore +++ b/.gitignore @@ -1,6 +1,7 @@ bin/* src/*.o src/util/*.o +src/tests/*.o config.cache config.log config.status @@ -11,6 +12,25 @@ src/.accepted src/depend src/util/depend build/* +log/* +syslog* + +# Do not commit files from accounts +lib/acctfiles/A-E/* +lib/acctfiles/F-J/* +lib/acctfiles/K-O/* +lib/acctfiles/P-T/* +lib/acctfiles/U-Z/* +lib/acctfiles/ZZZ/* +lib/acctfiles/index + +# but do commit the placeholders +!lib/acctfiles/A-E/00 +!lib/acctfiles/F-J/00 +!lib/acctfiles/K-O/00 +!lib/acctfiles/P-T/00 +!lib/acctfiles/U-Z/00 +!lib/acctfiles/ZZZ/00 # Do not commit files from players lib/plrfiles/A-E/* diff --git a/README.md b/README.md index 5485bea..682532d 100644 --- a/README.md +++ b/README.md @@ -1,3 +1,73 @@ -Files for tbaMUD. +***Files for Miranthas MUD.*** +Miranthas MUD is a continuation of tbaMUD/CircleMUD, which is built on DIKU MUD. +The code here is freeware to honor that tradition. +Due to the sensitive nature of topics found in this setting, all characters and +players are 18+. The game world is derived from several inspirational sources, +most notably the former Armageddon MUD. + +Roleplay is highly encouraged, but not enforced. + +Features in Miranthas MUD Alpha release: + +* The city of Caleran is available for exploration +* Experience points and levels are removed in favor of skill based progression +* Initial skills/spells based partly on tbaMUD code and 5e conversion (to be cleaned up in later release) +* Expanded emoting system for roleplay +* Permanent character death - aka. hardcore mode +* A hybrid "5e-like" system where: + - [ ] Legacy THAC0 systems are removed in favor of the modern 5e system + - [ ] Your skill level translates to a proficiency bonus on a per-skill level + - [ ] Saving throws are based on 5e rules (if your class has them, you do) + - [ ] Your spell save DC is 8 + skill profiency + ability mod for your class + - [ ] AC and to hit d20 rolls typical of 5e, capped at +10 to hit and +8 to AC + - [ ] Introduction of basic 5e skills which are used for multiple commands + * QUIT room flags to designate a room safe to quit in, as well as quit ooc + * SAVE room flags for players to drop their loot in (such as an apartment or barracks) + * NPC's can be equipped with items and their prototypes saved for quick future loading + * Rooms can be saved with their objects and NPC's to be loaded on the next boot + * Converted action descriptions to main descriptions for items + * Mapping command now supports new terrain types + * Players do not pay to keep their items when they log out + * Furniture items now allow items to be placed on top of them (a mug on top of the bar) + * Furniture items can now be stood at, sat on, rested on, and slept on + * Furniture items in rooms can be reviewed with "look tables" + * Think, feel, and OOC commands for roleplay purposes + * Expanded say, talk, and whisper commands to allow for greater roleplay + * Sneak/Hide have been updated and an opposed roll against observers occurs + * Ability to stealthily put or get items from containers via Palm/Slip commands + * Listening in on conversations nearby is possible + * Modernized stat output for immortals + * NPC's can now be assigned a class like a PC and inherit the relevant skills + * PC's now use a short description for identification instead of name + * Backgrounds are now available for PC's and NPC's + * Account system for tracking players/characters over long periods of time + +Features to be implemented in the next few releases: + +* Race/species selection +* Subclass selection +* New calendar and moon cycles +* Heat based on time of day increases/decreases, changing hunger/thirst levels +* Sandstorms +* Shaded rooms +* Criminal system for cities and jails +* Basic Psionics +* Basic crafting system +* Continued skill and spell improvements +* Apartment rentals for storing your loot +* Enhanced quest system +* Dialogue trees with NPC's +* Additional zones/cities based on Miranthas world map +* Resources on the world map can be claimed by different city-states or independent factions +* Claimed resources improve quality of armor/weapons/food/prices available + +...and down the road: + +* Replace ASCII files in favor of SQL database on the backend +* Replace DG Scripts with a Python abstraction layer for modern scripting support +* Replace Oasis OLC with more modern interface for easing builder duties +* Discord server integration for ticketing and community +* Full documentation for admins and easy to follow improvement guides +* ...suggestions from anyone who uses this game diff --git a/autorun b/autorun index 22332cb..a467525 100755 --- a/autorun +++ b/autorun @@ -55,7 +55,7 @@ dts:0:death trap rip:0:killed restarts:0:Running levels:0:advanced -rentgone:0:equipment lost +syslog:0:equipment lost usage:5000:usage newplayers:0:new player errors:5000:SYSERR diff --git a/autorun.amiga b/autorun.amiga index 754ffdb..07a6c10 100755 --- a/autorun.amiga +++ b/autorun.amiga @@ -20,7 +20,7 @@ LAB runloop search nonum log/syslog "killed" >> log/rip search nonum log/syslog "Running" >> log/restarts search nonum log/syslog "advanced" >> log/levels - search nonum log/syslog "equipment lost" >> log/rentgone + search nonum log/syslog "equipment lost" >> log/syslog search nonum log/syslog "usage" >> log/usage search nonum log/syslog "new player" >> log/newplayers search nonum log/syslog "SYSERR" >> log/errors diff --git a/autorun.cmd b/autorun.cmd index a16c5e9..7af5792 100755 --- a/autorun.cmd +++ b/autorun.cmd @@ -43,7 +43,7 @@ Do forever 'fgrep -w "killed" syslog >> log/rip' 'fgrep -w "Running" syslog >> log/restarts' 'fgrep -w "advanced" syslog >> log/levels' - 'fgrep -w "equipment lost" syslog >> log/rentgone' + 'fgrep -w "equipment lost" syslog >> log/syslog' 'fgrep -w "usage" syslog >> log/usage' 'fgrep -w "olc" syslog >> log/olc' 'fgrep -w "new player" syslog >> log/newplayers' diff --git a/autorun.pl b/autorun.pl index 9bbc8d0..e2ff830 100755 --- a/autorun.pl +++ b/autorun.pl @@ -52,7 +52,6 @@ while (1) { open (DEATHS, ">>log/deaths"); open (REBOOT, ">>log/reboots"); open (LEVELS, ">>log/levels"); - open (NORENT, ">>log/norent"); open (USAGE, ">>log/usage"); open (NEWPLR, ">>log/newplrs"); open (SYSERR, ">>log/errors"); @@ -67,7 +66,6 @@ while (1) { print DEATHS if /killed/; print REBOOT if /Running/; print LEVELS if /advanced/; - print NORENT if /equipment lost/; print USAGE if /usage/; print NEWPLR if /new player/; print SYSERR if /SYSERR/; diff --git a/autorun.sh b/autorun.sh index 8b401fd..ff0ea39 100755 --- a/autorun.sh +++ b/autorun.sh @@ -57,7 +57,7 @@ while ( : ) do fgrep "killed" syslog >> log/rip fgrep "Running" syslog >> log/restarts fgrep "advanced" syslog >> log/levels - fgrep "equipment lost" syslog >> log/rentgone + fgrep "equipment lost" syslog >> log/syslog fgrep "usage" syslog >> log/usage fgrep "new player" syslog >> log/newplayers fgrep "SYSERR" syslog >> log/errors diff --git a/doc/FAQ.txt b/doc/FAQ.txt index 3b28a08..a463a1a 100644 --- a/doc/FAQ.txt +++ b/doc/FAQ.txt @@ -67,9 +67,9 @@ Table of Contents connection refused'' when the MUD boots, and then dies. Why? 4.7 When I run tbaMUD under Windows, it tells me ``Winsock error #10047'' when the MUD boots, and then dies. Why? - 4.8 When I run tbaMUD under Windows, players can't rent---their - equipment is just dropped on the ground, syslogs don't work, so what - is the problem? + 4.8 When I run tbaMUD under Windows, players can't save their items on + logout - their equipment is just dropped on the ground, syslogs don't + work, so what is the problem? 4.9 When someone logs on to my Windows MUD, the console screen gives: ``gethostbyaddr: No such file or directory'' 4.10 My MUD crashed and my connection got closed. What can I do? @@ -631,9 +631,9 @@ select ``Add Protocol'', and under the vendor ``Microsoft'', choose ``TCP/IP''. It may ask you to insert the Windows CDROM in order to copy the drivers onto your hard drive. -4.8. When I run tbaMUD under Windows, players can't rent---their - equipment is just dropped on the ground, syslogs don't work, so what - is the problem? +4.8. When I run tbaMUD under Windows, players can't save their items on + logout - their equipment is just dropped on the ground, syslogs don't + work, so what is the problem? The reason that objects aren't saved when your players quit is that certain unzip programs are buggy and don't completely recreate the MUD's directory diff --git a/doc/ProtocolSystem.txt b/doc/ProtocolSystem.txt index 986f1dc..71b4df7 100644 --- a/doc/ProtocolSystem.txt +++ b/doc/ProtocolSystem.txt @@ -104,16 +104,16 @@ can use MSDPFlush() instead - however, as with MSDPUpdate(), it will only send variables that are reportable and have changed. /****************************************************************************** - The MSDP_GOLD variable reports a negative number! + The MSDP_MONEY variable reports a negative number! ******************************************************************************/ The snippet uses ints, which are usually 32 bits. If you're using 64 bit long -long ints for certain things (such as gold), then you should either store them +long ints for certain things (such as coins), then you should either store them in MSDP string variables, or change the snippet to use long long ints. Note that this won't effect your character, it's only the MSDP variable that overflows. It will give inaccurate information on your GUI, but players won't -actually lose any gold, so don't panic! +actually lose any coins, so don't panic! /****************************************************************************** The snippet is revealing my vnums! Those are supposed to be top secret! diff --git a/doc/admin.txt b/doc/admin.txt index fb7210d..3543b81 100644 --- a/doc/admin.txt +++ b/doc/admin.txt @@ -433,7 +433,7 @@ file called “syslog”. During tbaMUD’s boot sequence, the system log keeps record of everything the MUD is doing to initialize itself; this can be useful to determine what the problem is if the MUD dies while it is booting. Once the game is up and running, the syslog contains player information, recording when -players connect, disconnect, rent, unrent, quit, die, hit death traps, etc. The +players connect, disconnect, save on logout, quit, die, hit death traps, etc. The game also records status information about itself, falling generally into two categories: usage information and errors. @@ -447,7 +447,7 @@ trap! tbaMUD is bound to contain bugs, but most of the core systems have been well tested, so you should take claims such as “I magically lost all my stuff!” with a grain of salt and check your system logs. -If a player ever asks you for reimbursement of equipment, money, gold, +If a player ever asks you for reimbursement of equipment, money, coins, experience points (XP), or whatever, your gut reaction should always be to check the logs first. @@ -469,20 +469,15 @@ syslog’s presence in the collective psyche of your players. Back to the point. When someone claims that they’ve been wronged by the evil system, always check the logs. The logs give you power to say things like “What -do you mean your items disappeared in rent? It says right here in the logs -‘Rasmussen has quit the game.’ You did not rent at all, you just quit!” +do you mean your items disappeared on logout? It says right here in the logs +‘Rasmussen has quit the game.’ You did not lose items, you just quit!” To diffuse disputes such as, “The game dumped my stuff, but I had enough money!!” or “I logged in and my stuff was gone, there must be a bug!!”, two -types of log entries are written. First, every time a character rents, the log -records the character’s per diem rent rate as well as the total amount of money -on hand and in the bank. Second, the log records makes a record of all -characters’ equipment dumped due to insufficient funds. +types of log entries are written. First, every time a character saves on logout, +the log records a summary along with total money on hand and in the bank. +Second, the log records all characters’ equipment dumped due to object limits. -Remember, rent is specified as a daily rate but is amortized on a per-second -basis! In other words, if you rent at the rate of 100 coins per day and come -back 36 hours later, you’ll be charged 150 coins. Or you can be nice and leave -rent disabled. The autorunscript saves 6 levels of raw system logs. In addition, it greps the logs for certain pieces of extra-juicy information to save indefinitely. diff --git a/doc/building.txt b/doc/building.txt index 2a17848..3a1b5a2 100644 --- a/doc/building.txt +++ b/doc/building.txt @@ -145,7 +145,7 @@ An area’s balance should be an integral part of the design process, not something to be tacked on as an afterthought. Too often, an area will be designed with outrageously good weapons and armor which throws off the balance of the game. Naturally, after such zone is added, players complain bitterly if -it is ever removed or toned down. Also, because the rent system saves hitrolls, +it is ever removed or toned down. Also, because the save system stores hitrolls, damrolls, and ac-apply’s, veteran players will be able to hold on to their old, spectacular equipment unless it is explicitly taken from them, even after the area has been changed. This does nothing but generate bad feelings on all @@ -750,7 +750,7 @@ For type S mobs, the type-specific information should be in the following format S - + Level The level of the monster, from 1 to 34. @@ -803,7 +803,7 @@ will do between 11 and 14 hitpoints each round without a weapon. If the monster picks up and wields a tiny stick which gives 1d2 damage, then the monster will do 1d2 + 10 points of damage per round with the stick. -Gold The number of gold coins the mobile is initially loaded with. +Coins The number of coins the mobile is initially loaded with. Experience The number of experience points the mobile is initially loaded with. @@ -848,7 +848,7 @@ hanging around his teeth. This is mobile vnum 3062. The Fido has mob and affect flags set and has an initial alignment of -200. After the S flag we see that the Fido is level 1, has a THAC0 of 20, an Armor Class of 9, 0d0+10 hit points (10 hitpoints), and -will do 1d2 hit points of bare hand damage per round. The Fido has 10 gold +will do 1d2 hit points of bare hand damage per round. The Fido has 10 coins and 100 experience points, has a load position and default position of STANDING, and is male. @@ -867,7 +867,7 @@ The format of an E mobile is as follows: E - + {E-spec list} E @@ -944,7 +944,7 @@ StrAdd The mobile’s strength addition, which can range from 1 to 99. ~ - + {Zero or more Extra Descriptions and/or Affect Fields} There can be an unlimited number of Extra Descriptions and up to 3 Affect @@ -1002,7 +1002,7 @@ the following numbers: 5 WEAPON Must be piercing to backstab. 6 FURNITURE Item may be sat on. 7 FREE Do not set. -8 TREASURE Item is treasure other than gold coins (i.e. gems) +8 TREASURE Item is treasure other than coins (i.e. gems) 9 ARMOR Item is armor. 10 POTION Item is a magical potion. 11 WORN Item is worn, but not armor. @@ -1026,7 +1026,7 @@ but has no substantive effect otherwise. The flags have the following values: 1) GLOW Item is glowing (cosmetic). 2) HUM Item is humming (cosmetic). -3) NORENT Item cannot be rented. +3) UNUSED Reserved (unused). 4) NODONATE Item cannot be donated. 5) NOINVIS Item cannot be made invisible. 6) INVISIBLE Item is invisible. @@ -1073,9 +1073,9 @@ Weight The weight of the object. The weight controls how many strength points a character must have to take the object, and is used to calculate when bags and other containers become full. -Cost The value of the object in gold coins; used by shopkeepers. +Cost The value of the object in coins; used by shopkeepers. -Rent Per Day The cost per day to rent the object in the Reception. +Cost Per Day A legacy value that the game ignores. 5.2 Object Value Definitions The meaning of an object’s four values (value 0 through value 3) vary depending @@ -1184,7 +1184,7 @@ value 1-2: unused value 3: Non-zero if the food is poisoned, 0 otherwise. MONEY: (Type Flag 20) -value 0: The number of gold coins in the pile. +value 0: The number of coins in the pile. value 1-3: unused PEN: (Type Flag 21) @@ -1239,7 +1239,7 @@ the following numbers: 12 MAXMANA Apply to MAX mana points. 13 MAXHIT Apply to MAX hit points. 14 MAXMOVE Apply to MAX movement points. -15 GOLD Unimplemented. Do not use. +15 COINS Unimplemented. Do not use. 16 EXP Unimplemented. Do not use. 17 ARMOR Apply to armor class (AC). negative is better. 18 HITROLL Apply to hitroll. @@ -1281,7 +1281,7 @@ A This object is virtual number 901, is a Type 9 object (armor), cannot be donated, has a magical aura, and cannot be dropped. It can be picked up and worn as a shield. It has an AC-apply of 12, weighs 15 pounds, is valued at -5000 coins and costs 1350 coins per day to rent. Its Affect fields indicate +5000 coins and includes a legacy cost-per-day value of 1350 (ignored). Its Affect fields indicate that this object affects breath weapon saving throws by -4 and increases Wisdom by 2. @@ -1811,7 +1811,7 @@ See also: TRIG-COMMANDS, VARIABLES, EXPRESSIONS ========================= Numeric arguments purpose varies depending on the trigger type. For most triggers it is the percentage chance of firing. But, it can also be the percentage of hitpoints remaining, location of an object, to match a string -or single word in the argument, or the amount of gold for a bribe. To find +or single word in the argument, or the amount of coins for a bribe. To find out what numeric arg does for each trig look up that triggers help file. Trig arg This describes the text argument, if any, which can be used to filter diff --git a/doc/coding.txt b/doc/coding.txt index 71151d5..ccb3eda 100644 --- a/doc/coding.txt +++ b/doc/coding.txt @@ -420,7 +420,7 @@ unworthy to connect to the MUD. Invalid name rejection loads a list of substring that must not appear in any character’s name that is being created. The invalid name list can be found at lib/misc/xnames. -After deleting any expired rent files, the house code loads up any abodes defined. +After deleting any expired legacy save files, the house code loads up any abodes defined. It must make sure the rooms still exist and the owner is still in the game before setting up the house, atrium, and guest list. Houses are not loaded in mini-MUD mode since most of the rooms will likely not exist. diff --git a/doc/files.txt b/doc/files.txt index a300f7f..10f6006 100644 --- a/doc/files.txt +++ b/doc/files.txt @@ -29,7 +29,7 @@ misc/ - Miscellaneous database files such as fight messages, invalid names, and socials. plrfiles/ - ASCII files which combined the player, alias, and variable files. plrobjs/ - The hierarchy containing player object files (i.e. crash files, - rent files, cryo-rent files, etc.) and utility scripts. + legacy save files, cryo files, etc.) and utility scripts. text/ - Files meant to be directly read by players such as MOTD (message of the day), help files, and the immortal handbook. You can change these files while the game is running, and then have the mud reload @@ -121,7 +121,6 @@ help - All help queries that are not found. levels - Records of all levels gained by all players. newplayers - Records of the creation of new players. olc - OLC log messages. -rentgone - Players who have lost their items in rent. restarts - List of times at which the MUD rebooted. rip - Player deaths. trigger - Trigedit log messages. diff --git a/doc/releases.txt b/doc/releases.txt index 37e2df5..fd00bf8 100755 --- a/doc/releases.txt +++ b/doc/releases.txt @@ -109,15 +109,15 @@ to new immortals constantly asking you when they will be added to the immlist! --"config.c" file allows you to change aspects of the game such as playerkilling/playerthieving legality, max number of objects -rentable, and nameserver usage --WITHOUT recompiling the +saveable, and nameserver usage --WITHOUT recompiling the entire MUD! --All text (help, mortal/immort MOTDs, etc.) is rebootable at run-time with the "reboot" command --All players are given a unique serial number --no more messy, time consuming str_cmp()s when you are trying to identify people! ---Fully integrated and robust rent/crash system --allows normal -renting, cryo-renting, crash protection, and forced rent -(at an increased price) after an hour of idling +--Fully integrated and robust save/crash system --allows normal +saving, cryo-saving, crash protection, and forced saves +after an hour of idling --All the standard wizard stuff you are used to: level-sensitive invisibility, settable poofin/poofouts, wizline --Advanced "set" command which allows you to set dozens of aspects diff --git a/doc/utils.txt b/doc/utils.txt index bc3915d..a77e12b 100644 --- a/doc/utils.txt +++ b/doc/utils.txt @@ -112,8 +112,8 @@ the text to be displayed and will take in all text until ended by an EOF marker 3 Informational Utilities 3.1 listrent -This utility allows you to view player rent files offline. It displays the type -of rent; Rent, Crash, Cryo, or lost link (TimedOut). It also displays the +This utility allows you to view player save files offline. It displays the type +of save; Legacy, Crash, Cryo, or lost link (TimedOut). It also displays the object vnum and first keyword. The command line syntax for listrent is as follows: @@ -123,7 +123,7 @@ listrent [ .. ] where is the first object file to view, the second, and so forth. -This utility must be recompiled if you make any changes to the rent file +This utility must be recompiled if you make any changes to the save file structure. diff --git a/lib/acctfiles/A-E/00 b/lib/acctfiles/A-E/00 new file mode 100644 index 0000000..0805cef --- /dev/null +++ b/lib/acctfiles/A-E/00 @@ -0,0 +1 @@ +This is a placeholder file so the directory will be created diff --git a/lib/acctfiles/F-J/00 b/lib/acctfiles/F-J/00 new file mode 100644 index 0000000..0805cef --- /dev/null +++ b/lib/acctfiles/F-J/00 @@ -0,0 +1 @@ +This is a placeholder file so the directory will be created diff --git a/lib/acctfiles/K-O/00 b/lib/acctfiles/K-O/00 new file mode 100644 index 0000000..0805cef --- /dev/null +++ b/lib/acctfiles/K-O/00 @@ -0,0 +1 @@ +This is a placeholder file so the directory will be created diff --git a/lib/acctfiles/P-T/00 b/lib/acctfiles/P-T/00 new file mode 100644 index 0000000..0805cef --- /dev/null +++ b/lib/acctfiles/P-T/00 @@ -0,0 +1 @@ +This is a placeholder file so the directory will be created diff --git a/lib/acctfiles/U-Z/00 b/lib/acctfiles/U-Z/00 new file mode 100644 index 0000000..0805cef --- /dev/null +++ b/lib/acctfiles/U-Z/00 @@ -0,0 +1 @@ +This is a placeholder file so the directory will be created diff --git a/lib/acctfiles/ZZZ/00 b/lib/acctfiles/ZZZ/00 new file mode 100644 index 0000000..0805cef --- /dev/null +++ b/lib/acctfiles/ZZZ/00 @@ -0,0 +1 @@ +This is a placeholder file so the directory will be created diff --git a/lib/misc/socials b/lib/misc/socials deleted file mode 100644 index 5539789..0000000 --- a/lib/misc/socials +++ /dev/null @@ -1,796 +0,0 @@ -accuse 0 5 -Accuse who?? -# -You look accusingly at $M. -$n looks accusingly at $N. -$n looks accusingly at you. -Accuse somebody who's not even there?? -You accuse yourself. -$n seems to have a bad conscience. - -applaud 0 0 -Clap, clap, clap. -$n gives a round of applause. -# - -beg 0 0 -You beg the gods for mercy. (No way you're gonna get it! :-)) -The gods fall down laughing at $n's request for mercy. -You desperately try to squeeze a few coins from $M. -$n begs you for money. You graciously let $m peep at your fortune. -$n begs $N for a dime or two -- or twenty! -Your money-lender seems to be out for the moment. -How? - begging yourself for money doesn't help. -# - -bleed 0 0 -You bleed profusely, making an awful mess... -$n bleeds profusely, making an awful mess... -# - -blush 0 0 -Your cheeks are burning. -$n blushes. -# - -bounce 0 0 -BOIINNNNNNGG! -$n bounces around. -# - -bow 0 5 -You bow deeply. -$n bows deeply. -You bow before $M. -$n bows before $N. -$n bows before you. -Who's that? -You kiss your toes. -$n folds up like a jacknife and kisses $s own toes. - -brb 0 0 -Come back soon! -$n will be right back! -# - -burp 0 0 -You burp loudly. -$n burps loudly. -# - -cackle 0 0 -You cackle gleefully. -$n throws back $s head and cackles with insane glee! -# - -chuckle 0 0 -You chuckle politely. -$n chuckles politely. -# - -clap 0 0 -You clap your small hands together. -$n shows $s approval by clapping $s small hands together. -# - -comb 0 0 -You comb your hair -- perfect. -$n combs $s hair, what a dashing specimen! -You patiently untangle $N's hair -- what a mess! -$n tries patiently to untangle $N's hair. -$n pulls your hair in an attempt to comb it. -That person is not here. -You pull your hair, but it will not be combed. -$n tries to comb $s tangled hair. - -comfort 0 5 -Do you feel uncomfortable? -# -You comfort $M. -$n comforts $N. -$n comforts you. -Comfort who? -You make a vain attempt to comfort yourself. -# - -cough 0 0 -Yuck, try to cover your mouth next time! -$n coughs loudly. -# - -cringe 1 0 -You cringe in terror. -$n cringes in terror! -You cringe away from $M. -$n cringes away from $N in mortal terror. -$n cringes away from you. -I don't see anyone by that name here.. what are you afraid of? -I beg your pardon? -# - -cry 0 5 -Waaaaah.. -$n bursts into tears. -You cry on $S shoulder. -$n cries on $N's shoulder. -$n cries on your shoulder. -Who's that? -You cry to yourself. -$n sobs quietly to $mself. - -cuddle 1 5 -Who do you feel like cuddling today? -# -You cuddle $M. -$n cuddles $N. -$n cuddles you. -They aren't here. -You must feel very cuddly indeed. :) -# - -curse 0 0 -You swear loudly for a long time. -$n swears: #@*"*&^$$%@*&!!!!!! -# - -curtsey 0 0 -You curtsey to your audience. -$n curtseys gracefully. -# - -dance 1 8 -Feels silly, doesn't it? -$n tries to dance breakdance but nearly breaks $s neck! -You lead $M to the dancefloor. -$n sends $N across the dancefloor. -$n sends you across the dancefloor. -Eh, WHO? -You skip and dance around by yourself. -$n skips a light Fandango. - -daydream 1 0 -You dream of better times. -$n looks absent-minded, $s eyes staring into space. -# - -drool 1 0 -You start to drool. -$n starts to drool. -You drool all over $N. -$n drools all over $N. -$n drools all over you. -Pardon?? -Sure, go ahead and drool...yuk! -$n drools on $mself. What a sight. - -embrace 0 0 -You reach but come away empty. :( -$n reaches out for an embrace, but no one is there. -You embrace $M warmly. -$n embraces $N warmly. -$n embraces you warmly. -Alas, your embracee is not here. -You embrace yourself?? -$n wraps his arms around himself for a warm self-embrace. - -fart 0 0 -Where are your manners? -$n lets off a real rip-roarer! -# - -flip 0 0 -You flip head over heels. -$n flips head over heels. -# - -flirt 1 5 -You flirt outrageously. -$n flirts outrageously. -You flirt outrageously with $N. -$n flirts outrageously with $N. -$n flirts outrageously with you. -Sorry, your dearly beloved is not around. -You flirt with yourself. Must look stupid. -$n thinks $e is the most wonderful person in the world. - -fondle 0 5 -Who needs to be fondled? -# -You fondly fondle $M. -$n fondly fondles $N. -$n fondly fondles you. -You fondly try to fondle someone not in the room, but who cares. -You fondly fondle yourself, feels funny doesn't it? -$n fondly fondles $mself -- this is going too far!! - -french 0 0 -French whom?? -# -You give $N a long and passionate kiss, it seems to take forever... -$n kisses $N passionately. -$n gives you a long and passionate kiss, it seems to take forever... -Your heart is filled with despair as that person is not here. -You gather yourself in your arms and try to kiss yourself. -$n makes an attempt at kissing $mself. - -frown 0 0 -What's bothering you? -$n frowns. -# - -fume 1 5 -Take it easy now! Count to ten, very slowly. -$n grits $s teeth and fumes with rage. -You stare at $M, fuming. -$n stares at $N, fuming with rage. -$n stares at you, fuming with rage! -Fume away.. they ain't here. -That's right - hate yourself! -$n clenches $s fists and stomps his feet, fuming with anger. - -gasp 0 0 -You gasp in astonishment. -$n gasps in astonishment. -# - -giggle 0 0 -You giggle. -$n giggles. -# - -glare 0 5 -You glare at nothing in particular. -$n glares around $m. -You glare icily at $M. -$n glares at $N. -$n glares icily at you, you feel cold to your bones. -You try to glare at somebody who is not present. -You glare icily at your feet, they are suddenly very cold. -$n glares at $s feet, what is bothering $m? - -greet 0 0 -Greet Who? -# -You greet $m with a light kiss on his cheek. -$n greets $N with a light kiss on its cheek. -$n greets you with a light kiss on your cheek. -Please -- try someone who is here? -So, you've finally discovered yourself! -$n greets $mself.. $e always was a strange one. - -grin 0 0 -You grin evilly. -$n grins evilly. -# - -groan 0 0 -You groan loudly. -$n groans loudly. -# - -grope 0 5 -Whom do you wish to grope?? -# -Well, what sort of noise do you expect here? -$n gropes $N. -$n gropes you. -Try someone who's here. -You grope yourself -- YUCK. -$n gropes $mself -- YUCK. - -grovel 1 0 -You grovel in the dirt. -$n grovels in the dirt. -You grovel before $M -$n grovels in the dirt before $N. -$n grovels in the dirt before you. -Who? -That seems a little silly to me.. -# - -growl 0 0 -Grrrrrrrrrr... -$n growls. -# - -hiccup 0 0 -*HIC* -$n hiccups. -# - -hug 1 5 -Hug who? -# -You hug $M. -$n hugs $N. -$n hugs you. -Sorry, friend, I can't see that person here. -You hug yourself. -$n hugs $mself. - -kiss 0 0 -Isn't there someone you want to kiss? -# -You kiss $M. -$n kisses $N. -$n kisses you. -Never around when required. -All the lonely people :( -# - -laugh 0 0 -You fall down laughing. -$n falls down laughing. -# - -lick 0 0 -You lick your mouth and smile. -$n licks $s mouth and smiles. -You lick $M. -$n licks $N. -$n licks you. -Lick away, nobody's here with that name. -You lick yourself. -$n licks $mself -- YUCK. - -love 0 0 -You love the whole world. -$n loves everybody in the world. -You tell your true feelings to $N. -$n whispers softly to $N. -$n whispers to you sweet words of love. -Alas, your love is not present... -Well, we already know you love yourself (lucky someone does!) -$n loves $mself, can you believe it? - -massage 0 0 -Massage what, thin air? -# -You gently massage $N's shoulders. -$n massages $N's shoulders. -$n gently massages your shoulders...ahhhhhhhhhh... -You can only massage someone in the same room as you. -You practise yoga as you try to massage yourself. -$n gives a show on yoga-positions, trying to massage $mself. - -moan 0 0 -You start to moan. -$n starts moaning. -# - -nibble 0 0 -Nibble on who? -# -You nibble on $N's ear. -$n nibbles on $N's ear. -$n nibbles on your ear. -Sorry, not here, better go back to dreaming about it. -You nibble on your OWN ear??????????????????? -$n nibbles on $s OWN ear (I wonder how it is done!!). - -nod 1 0 -You nod solemnly. -$n nods solemnly. -# - -nudge 0 0 -Nudge? Nudge??? The HELL you say!!!! -# -You nudge $M with your elbow. -$n nudges $N suggestively with $s elbow. -$n nudges you suggestively. You two have an understanding. -Eh? That person isn't here, you know. -Well, just nudge yourself, but how do you get your elbow in that position? -$n nudges $mself with $s elbows, making $m look like a large chicken. - -nuzzle 1 5 -Nuzzle who?? -# -You nuzzle $S neck softly. -$n softly nuzzles $N's neck. -$n softly nuzzles your neck. -No.. they aren't here.. -I'm sorry, friend, but that's impossible. -# - -pat 0 0 -Pat who?? -# -You pat $N on $S head. -$n pats $N on $S head. -$n pats you on your head. -Who, where, what?? -You pat yourself on your head, very reassuring. -$n pats $mself on the head. - -peer 1 0 -You peer around you, uncertain that what you see is actually true. -$n peers around, looking as if $e has trouble seeing everything clearly. -# - -point 1 0 -You point whereto? -$n points in all directions, seemingly confused. -You point at $M -- $E DOES look funny. -$n muffles a laugh, pointing at $N. -$n points at you... how rude! -You must have a VERY long index-finger... -You point at yourself. Insinuating something? -$n points at $mself, suggesting that the center of matters is $e. - -poke 0 0 -Poke who?? -# -You poke $M in the ribs. -$n pokes $N in the ribs. -$n pokes you in the ribs. -You can't poke someone who's not here! -You poke yourself in the ribs, feeling very silly. -$n pokes $mself in the ribs, looking very sheepish. - -ponder 1 0 -You ponder over matters as they appear to you at this moment. -$n sinks deeply into $s own thoughts. -# - -pout 0 0 -Ah, don't take it so hard. -$n pouts. -# - -pray 0 0 -You feel righteous, and maybe a little foolish. -$n begs and grovels to the powers that be. -You crawl in the dust before $M. -$n falls down and grovels in the dirt before $N. -$n kisses the dirt at your feet. -No such person around; your prayers vanish into the endless voids. -Talk about narcissism... -$n performs some strange yoga-exercises and mumbles a prayer to $mself. - -puke 0 0 -You puke. -$n pukes. -You puke on $M. -$n pukes on $N. -$n pukes on your clothes! -Once again? -You puke on yourself. -$n pukes on $s clothes. - -punch 0 0 -Punch the air? Sure, go ahead, fine by me... -$n starts shadow-boxing. -You punch $M right in the face! Yuck, the BLOOD! -$n punches weakly at $N, missing by miles. -$n tries a punch at you but misses by a good quarter-mile... -Punch who? -You punch yourself in the face resulting in your own nose being bloodied. -$n punches $mself in the face, looking kind of stupid. - -purr 0 0 -MMMMEEEEEEEEOOOOOOOOOWWWWWWWWWWWW. -$n purrs contentedly. -# - -roll 1 0 -You roll your eyes in disgust. -$n rolls $s eyes in disgust. -You look at $M and roll your eyes in disgust. -$n looks at $N in contempt and rolls $s eyes with disgust. -$n stares at you and rolls $s eyes in digust. -Um... who? -You roll your eyes, disgusted with your own incompetence. -$n rolls $s eyes, disgusted with $mself. - -ruffle 0 0 -You've got to ruffle SOMEONE. -# -You ruffle $N's hair playfully. -$n ruffles $N's hair playfully. -$n ruffles your hair playfully. -Might be a bit difficult. -You ruffle your hair, wondering how far you can go before the rest think you're crazy. -$n ruffles $s hair -- weirdo! - -scream 0 0 -ARRRRRRRRRRGH!!!!! -$n screams loudly! -# - -shake 0 5 -You shake your head. -$n shakes $s head. -You shake $S hand. -$n shakes $N's hand. -$n shakes your hand. -Sorry good buddy, but that person doesn't seem to be here. -You are shaken by yourself. -$n shakes and quivers like a bowlful of jelly. - -shiver 0 0 -Brrrrrrrrr. -$n shivers uncomfortably. -# - -shrug 0 0 -You shrug. -$n shrugs helplessly. -# - -sigh 0 0 -You sigh. -$n sighs loudly. -# - -sing 0 0 -You raise your clear (?) voice towards the sky. -SEEK SHELTER AT ONCE! $n has begun to sing. -# - -slap 0 0 -Normally you slap SOMEBODY. -# -You slap $N. -$n slaps $N. -You are slapped by $n. -How about slapping someone in the same room as you?? -You slap yourself, silly you. -$n slaps $mself, really strange... - -smile 1 0 -You smile happily. -$n smiles happily. -You smile at $M. -$n beams a smile at $N. -$n smiles at you. -There's no one by that name around. -You smile at yourself. -$n smiles at $mself. - -smirk 0 0 -You smirk. -$n smirks. -# - -snap 0 0 -PRONTO! You snap your fingers. -$n snaps $s fingers. -# - -snarl 0 0 -You snarl like a vicious animal. -$n snarls like a cornered, vicious animal. -You snarl at $M angrily. Control yourself! -$n snarls angrily at $N. $e$u seems incapable of controlling $mself. -$n snarls viciously at you. $U$s self-control seems to have gone bananas. -Eh? Who? Not here, my friend. -You snarl at yourself, obviously suffering from schizophrenia. -$n snarls at $mself, and suddenly looks very frightened. - -sneeze 0 0 -Gesundheit! -$n sneezes. -# - -snicker 0 0 -You snicker softly. -$n snickers softly. -# - -sniff 0 0 -You sniff sadly. *SNIFF* -$n sniffs sadly. -# - -snore 0 0 -Zzzzzzzzzzzzzzzzz. -$n snores loudly. -# - -snowball 0 0 -Who do you want to throw a snowball at?? -# -You throw a snowball in $N's face. -$n conjures a snowball from thin air and throws it at $N. -$n conjures a snowball from thin air and throws it at you. -You stand with the snowball in your hand because your victim is not here. -You conjure a snowball from thin air and throw it at yourself. -$n conjures a snowball out of the thin air and throws it at $mself. - -snuggle 1 5 -Who? -# -you snuggle $M. -$n snuggles up to $N. -$n snuggles up to you. -They aren't here. -Hmmm... -# - -spank 0 8 -You spank WHO? Eh? How? Naaah, you'd never. -$n spanks the thin air with a flat hand. -You spank $M vigorously, long and hard. Your hand hurts. -$n spanks $N over $s knee. It hurts to even watch. -$n spanks you long and hard. You feel like a naughty child. -Are you sure about this? I mean, that person isn't even here! -Hmm, not likely. -# - -spit 0 0 -You spit over your left shoulder. -$n spits over $s left shoulder. -You spit on $M. -$n spits in $N's face. -$n spits in your face. -Can you spit that far? -You drool down your front. -$n drools down $s front. - -squeeze 0 0 -Where, what, how, WHO??? -# -You squeeze $M fondly. -$n squeezes $N fondly. -$n squeezes you fondly. -Where, what, how, WHO??? -You squeeze yourself -- try to relax a little! -$n squeezes $mself. - -stare 0 5 -You stare at the sky. -$n stares at the sky. -You stare dreamily at $N, completely lost in $S eyes.. -$n stares dreamily at $N. -$n stares dreamily at you, completely lost in your eyes. -You stare and stare but can't see that person anywhere... -You stare dreamily at yourself - enough narcissism for now. -$n stares dreamily at $mself - NARCISSIST! - -steam 0 0 -You let out some steam, much to the others' relief (and your own!) -$n lets out a lot of steam, much to your relief. -# - -stroke 0 0 -Whose thigh would you like to stroke? -# -You gently stroke $S inner thigh. -$n gently strokes $N's inner thigh... hmm... -$n gently strokes your inner thigh with feathery touches. -That person is not within reach. -You are about to do something you would rather not be caught doing. -$n starts to do something disgusting and then stops. - -strut 0 0 -Strut your stuff. -$n struts proudly. -# - -sulk 1 0 -You sulk. -$n sulks in the corner. -# - -tackle 0 5 -You tackle the air. It stands not a chance. -$n starts running around $mself in a desperate attempt to tackle the air. -You ruthlessly tackle $M to the ground. -$n ruthlessly tackles $N, pinning $M to the ground. -$n suddenly lunges at you and tackles you to the ground! -That person isn't here (luck for them, it would seem...) -Tackle yourself? Yeah, right.... -$n makes a dexterous move and kicks $s left leg away with $s right. - -tango 0 8 -With whom would you like to tango? -$n puts a rose between $s teeth, but takes out it since noone joins $m. -You put a rose between your teeth and tango with $M seductively. -$n puts a rose between $s teeth and tangos with $N seductively. -$n puts a rose between $s teeth and tangos with you seductively. -That person isn't around. Better sit this one out. -Feels rather stupid, doesn't it? -$n puts a rose between $s teeth and tries to tango with $mself. - -taunt 0 0 -You taunt the nothing in front of you. -$n taunts something that seems to be right in front of $m. -You taunt $M, to your own delight. -$n taunts $N rather insultingly. $U$n seems to enjoy it tremendously. -$n taunts you. It really hurts your feelings. -Hmmmmmmm.....nope, no one by that name here. -You taunt yourself, almost making you cry...:( -$n taunts $mself to tears. - -thank 0 5 -Thank you too. -# -You thank $N heartily. -$n thanks $N heartily. -$n thanks you heartily. -No one answers to that name here. -You thank yourself since nobody else wants to! -$n thanks $mself since you won't. - -think 1 0 -You think about life, the universe and everything. -$n sinks deeply into thought about the meaning of life. -You think about what purpose $E has in relation to your part of life. -$n stops and thinks about $N, completely lost in thought. -Your ears burn as $n thinks about you.. you wonder what about. -You'd better think harder, if you hope to make contact! -You think about yourself (for once). -$n thinks about $mself for a change.....(?) - -tickle 0 0 -Who do you want to tickle?? -# -You tickle $N. -$n tickles $N. -$n tickles you - hee hee hee. -Who is that?? -You tickle yourself, how funny! -$n tickles $mself. - -twiddle 0 0 -You patiently twiddle your thumbs. -$n patiently twiddles $s thumbs. -# - -wave 0 0 -You wave. -$n waves happily. -You wave goodbye to $N. -$n waves goodbye to $N. -$n waves goodbye to you. Have a good journey. -They didn't wait for you to wave goodbye. -Are you going on adventures as well?? -$n waves goodbye to $mself. - -whine 0 0 -You whine pitifully. -$n whines pitifully about the whole situation. -# - -whistle 0 0 -You whistle appreciatively. -$n whistles appreciatively. -# - -wiggle 0 0 -Your wiggle your bottom. -$n wiggles $s bottom. -# - -wink 0 5 -Have you got something in your eye? -$n winks suggestively. -You wink suggestively at $N. -$n winks at $N. -$n winks suggestively at you. -No one with that name is present. -You wink at yourself?? -- what are you up to? -$n winks at $mself -- something strange is going on... - -worship 0 5 -You find yourself head-down in the dirt, worshipping. -$n starts worshipping nothing at all. -You fall to your knees and worship $M deeply. -$n falls to $s knees, worshipping $N with uncanny dedication. -$n kneels before you in solemn worship. -Uh.. who? They're not here, pal. -You seem sure to have found a true deity..... -$n falls to $s knees and humbly worships $mself. - -yawn 0 0 -Gosh, will you trade those teeth for mine?? -- you get my glasseyes in the bargain too! -$n yawns. -# - -yodel 0 0 -You start yodelling loudly and rather beautifully in your own ears. -$n starts a yodelling session that goes right to the bone. -# - -$ diff --git a/lib/misc/socials.new b/lib/misc/socials.new index d05ae0e..62d1244 100644 --- a/lib/misc/socials.new +++ b/lib/misc/socials.new @@ -1,753 +1,3 @@ -~... ... 0 5 0 0 -You're speechless. -$n is speechless. -You're speechless about what $E just did! -$n is speechless about what $N just did! -$n is speechless at what you just did! -Well they're not here, eh who cares? You were speechless anyway! -You're speechless about what you just did! -$n is speechless about what $e just did! -You're speechless about $S $t. -$n is speechless about $N's $t. -$n is speechless about your $t. -# -# - -~abc abc 1 1 0 0 -You start to sing, "ABCD LSD, Gummy Bears are chasing me." -$n starts to sing, "ABCD LSD, Gummy Bears are chasing me." -You look at $N. "Are the gummy bears chasing you?" -$n looks at $N and says, "Are the gummy bears chasing you?" -$n looks at you and says, "Are the gummy bears chasing you?" You see a small gummy bear jumping up and down on their shoulder. -You must be crazy... you can't see the gummy bears! -You look behind you. You look back forward, worried. "ABCD LSD, Gummy Bears are chasing me." -$n looks behind themselves. They look forward quickly, worried. "ABCD LSD, Gummy Bears are chasing me" escapes their lips. -# -# -# -# -# - -~abrac abrac 0 8 8 0 -Abra Abra Cadabra! -$n goes 'Abra Cadabra!' -# -# -# -# -# -# -# -# -# -# -# - -~accuse accuse 0 5 0 0 -Accuse who?? -$n accuses everyone. -You look accusingly at $M. -$n looks accusingly at $N. -$n looks accusingly at you. -Accuse somebody who's not even there?? -You accuse yourself. -$n seems to have a bad conscience. -You look accusingly at $S $t. -$n looks accusingly at $N's $t. -$n looks at your $t accusingly. -You look accusingly at $p. -$n looks accusingly at $p. - -~ack ack 0 5 0 0 -ACK! -$n goes ACK!! -You look at $M and go ACK! -$n looks at $N and goes ACK! -$n looks at you and goes ACK! -You look for someone to go ACK! at. -You look at yourself and go ACK! -$n looks at $mself and goes ACK! -You look at $S $t and go ACK! -$n looks atat $N's $t and goes ACK! -$n looks at your $t and goes ACK! -You look at $p and go ACK! -$n looks at $p and goes ACK! - -~adieu adieu 0 5 0 0 -You bid adieu to the world. -$n bids adieu to this world. -You bid $M a fond adieu. -$n bids $N a fond adieu. -$n bids you a fond adieu. -They must have already left. -You bid yourself a fond adieu. -$n bids $mself a fond adieu. -You look at $S $t and say adieu. -$n looks at $N's $t and bids it adieu. -$n looks at your $t and bids it adieu. -You look at $p and bids it adieu. -$n looks at $p and bids it adieu. - -~admire admire 0 5 0 0 -Who do you wish to admire in this Cruel World? -$n admires the Cruel World $e has become part of. -You look admiringly at $M. -$n looks admiringly at $N. -$n looks admiringly at you. -Your idol seems not to be here... -You must love yourself, huh? -$n admires $mself... get a life, huh? -You look admiringly at $S $t. -$n looks admiringly at $N's $t. -$n looks at your $t admiringly. -You look admiringly at $p. -$n looks admiringly at $p. - -~adoring adoring 0 8 8 0 -You look around with adoring eyes. -$n looks around with adoring eyes. -You look at $N with adoring eyes. -$n looks at $N with big, adoring eyes. -$n is looking at you with big, adoring eyes. Hmm... -You can't find that person! :( -# -# -# -# -# -# -# - -~agree agree 0 5 0 0 -You nod in agreement. -$n nods in agreement. -You nod in agreement with $M. -$n nods, agreeing with $N. -$n nods in agreement with you. -Agree with them - you can't even see them. -You agree with yourself, how very reasonable. -$n starts agreeing with $mself. Perhaps $e should seek professional help. -You look at $S $t and agree with it. How strange. -$n looks at $N's $t and agree's with it. How strange. -$n looks at your $t and nods in agreement. -You look at $p and nod in agreement. -$n looks at $p and nods in agreement. - -~ahem ahem 0 5 8 0 -You look down your nose and grunt 'Ahem!' -$n looks down $s nose and grunts 'Ahem!' -You look down your nose and grunt 'Ahem!' at $N. -$n looks down $s nose and grunts 'Ahem!' at $N. -$n looks down $s nose and grunts 'Ahem!' at you. -Ahem! That person isn't here! -You look down your nose and grunt 'Ahem!' to yourself. -$n looks down $s nose and grunts 'Ahem!' to $mself. -You look down your nose and grunt 'Ahem!' at $N's $t. -$n looks down $s nose and grunts 'Ahem!' at $N's $t. -$n looks down $s nose and grunts 'Ahem!' at your $t. -You look down your nose and grunt 'Ahem!' at $p. -$n looks down $s nose and grunts 'Ahem!' at your $p. - -~aim aim 0 5 0 0 -You have to point your weapon at someone!!! -$n looks around the room frantically. $e looks like $e's in a violent mood. -You point your weapon at $N, showing $M you will kill $M in a heartbeat. -$n points $s weapon at $N. $e looks like $e means business! -$n points $n weapon at you. $e looks quite annoyed! -How are you gonna scare $m with that if $e isn't even here??? -You point your weapon at yourself. Ready to die? -$n points $s weapon at $mself, he's going to kill $mself! -You point your weapon at $S $t preparing to strike. -$n points $s weapon at $N's $t and prepares to strike. -$n points $s weapon at your $t and prepares to strike. -You take your best aim at $p. -$n takes $s best aim at $p. - -~amused amused 0 8 8 0 -Your eyes flicker with amusement. -$n's eyes flicker with amusement. -You smile, amused with $N. -$n seems to find $N very amusing. -$n's eyes flicker with amusement at you. -You find yourself very amused but not quite sure why. -You find yourself very amusing. -$n finds $mself very amusing. -You find $N's $t very amusing. -$n finds $N's $t very amusing. -$n finds your $t very amusing. -You smile, amused with $p. -$n smiles, amused with $p. - -~apologize apologize 0 5 0 0 -You apologize to the gods for your very existence. -$n apologizes for even being alive. -You apologize to $M. -$n apologizes to $N. -$n apologizes to you. -Your apology does not seem to have been well received. -You apologize to yourself for being such a numskull. -$n apologizes to $mself for everything $e has ever done. -You look at $S $t and apologize. -$n looks at $N's $t and apologizes. -$n looks at your $t and apologizes. -You look at $p and apologize. -$n looks at $p and apologizes. - -~applaud applaud 0 5 0 0 -Clap, clap, clap. -$n gives a round of applause. -You give $M a round of applause. -$n gives $N a round of applause. -$n gives you a round of applause. -Clap away, they're not here. -No one else will do it, you may as well do it yourself. -$n must be desperate for praise, $e is applauding $mself. -You look at $S $t and applaud. -$n looks at $N's $t and applauds. -$n looks at your $t and applauds. -You look at $p and applaud. -$n looks at $p and applauds. - -~arch arch 0 5 0 0 -You arch an eyebrow. -$n raises an eyebrow speculatively. -You raise an eyebrow at $N. -$n arches an eyebrow at $N. -$n raise an eyebrow at you. -They seem to have left. -What's the matter? Right brain not talking to the left? -$n furiously waggles $s eyebrows... What a loony! -You look at $S $t and arch an eyebrow in speculation. -$n looks at $N's $t and raises an eyebrow speculatively. -$n looks at your $t and raises an eyebrow speculatively. -You look at $p and arch an eyebrow in speculation. -$n looks at $p and raises an eyebrow in speculation. - -~argh argh 0 8 8 0 -You slap your hands on your face - AARRGGHH!! -$n slaps $s hands on $s face - AARRGGHH!! -You take one look at $N - AARRGGHH!! -$n screams AARRGGHH at $N!! -$n screams AARRGGHH at you!! -ARGH! They're not here! -You provoke yourself into screaming AARRGGHH! -$n provokes $mself into screaming AARRGGHH! -You take one look at $N's $t - AARRGGHH!! -$n screams AARRGGHH at $N's $t!! -$n screams AARRGGHH at your $t!! -You take one look at $p - AARRGGHH!! -$n screams AARRGGHH at $p!! - -~armcross armcross 0 5 0 0 -You cross your arms. -$n crosses $s arms. -You look at $N, crossing your arms and being somewhat deffensive. -$n looks at $N, crossing $s arms and being somewhat deffensive. -$n looks at you, crossing $s arms and being somewhat deffensive. -They left before you had the chance to become deffensive. -You cross your arms and look at yourself deffensively? -$n crosses $s arms and looks at $mself deffensively. -You look at $S $t and cross your arms deffensively. -$n looks at $N's $t and crosses $s arms deffensively. -$n looks at your $t and crosses $s arms deffensively. -You look at $p and cross your arms deffensively. -$n looks at $p and crosses $s arms deffensively. - -~arrest arrest 0 5 0 0 -You read everyone their rights. But you skip the part about the phonecall... ;) -$n has placed you all under arrest. 'You have the right to...bla bla bla...' -You read $N $S rights. -$n has placed $N under arrest. Everything $E will, and can say, will be used against $M. -$n says, 'You have the right to remain silent. You have the right to....' $e just arrested you! -NOOO! They fled! After them! -You read the rights to yourself and wait for someone to take you to jail. -$n reads the rights to $mself and sits down waiting for someone to take $m to jail. -You look at $S $t and try to arrest it. -$n looks at $N's $t and places it under arrest. -$n looks at your $t and places it under arrest, I hope you didn't need that. -You look at $p and place it under arrest. -$n looks at $p and places it under arrest. - -~avsalute avsalute 0 5 0 0 -@YYou stamp your foot and give the mighty Avatar Salute!@n -@Y$n stamps $s foot and throws a fist in the air giving the proper Avatar Salute!@n -@YYou stamp your foot and give the mighty Avatar Salute towards $N!@n -$n stamps $s foot and throws a fist in the air, Avatar Saluting $N! -$n stamps $s foot and throws $s fist in the air, giving you the Avatar Salute! -@YYou do not see this person here.@n -# -# -# -# -# -# -# - -~aww aww 0 8 8 0 -You go AWWW. -$n goes AWWW. -You go AWWW at $N. -$n goes AWWW at $N. -$n goes AWWW at you. -You go AWWW, they're not here. -You go AWWW at yourself. -$n goes AWWW at $mself. -# -# -# -# -# - -~babble babble 0 5 0 0 -You babble unintelligently. -$n is babbling unintelligently. -You babble at $M in a meaningless manner. -$n is babbling at $N in a confused way. -$n is babbling something utterly meaningless at you. -You babble like a brook that only you can hear. -You babble to yourself like the total idiot that you are. -$n babbles to $mself like the fool $e really is. -You look at $S $t and start babbling incoherently. -$n looks at $N's $t and babbles incoherently. -$n looks at your $t and babbles unintellig. -You look at $p and begin babbling at it. -$n looks at $p and begins babbling like an idiot. - -~backclap backclap 0 8 8 0 -You clap everyone on the back... good job! -$n claps everyone on the back... good job! -You clap $N on the back... good job! -$n claps $N on the back for a job well done! -$n claps you on the back, job well done! -You clap the air... where their back would have been. -You clap yourself on the back... good job you! -$n claps $mself on the back, $e did a good job! -# -# -# -# -# - -~bark bark 0 5 0 0 -You bark like a dog. -$n barks! Has $e taken $s medication lately? -You bark angrily at $M. -$n is barking angrily at $N. -$n barks at you! -Your bark would make a tree proud -- too bad no one can hear you. -You make like a dog and bark at yourself. -$n seems to be barking at $mself. $E must think $e is a dog! -You look at $S $t and start barking. -$n looks at $N's $t and barks at it. -$n looks at your $t and barks at it. -You look at $p and start barking. -$n looks at $p and barks at it. - -~bat bat 1 5 0 0 -You bat your eyelashes. -$n bats $s eyelashes and looks cute. -You bat your eyelashes convincingly at $M. -$n bats $s eyelashes at $N. -$n bats $s eyelashes at you, how cute. -$E isn't here to be charmed! -How exactly do you propose to do that? -$n tries to bat $s eyelashes at $mself. It looks weird. -# -# -# -For some reason, you bat your eyelashes at $p. -$n bats $s eyelashes at $p. Strange. - -~batman batman 0 5 0 0 -'Quick Robin, to the BATMOBILE!' -$n exclaims, 'Quick Robin, to the BATMOBILE!' as $e dashes off! -You exclaim, 'Quick $N, to the BATMOBILE!' and dash off! -$n exclaims, 'Quick $N, to the BATMOBILE!' and dashes off! -$n exclaims, 'Quick $N, to the BATMOBILE!' and dashes off! -You don't see them here. -# -# -# -# -# -# -# - -~battlecry battlecry 0 5 0 0 -You beat your hands on your armor and give a blood-curdling warcry! -$n gives a blood-curdling warcry as $e beats $s hands on $s armor. -You beat your hands on your chest real hard, warcrying madly at $N. -$n beats $s hands on $s chest real hard, warcrying madly at $N. -$n beats $s hands on $s chest real hard, warcrying madly at you. -You begin to sound a warcry, until you realize they aren't here. -You start warcrying for no evident reason. Kind of looks weird. -$n starts warcrying at $mself for no evident reason. Hmmm.. Really weird. -You scream a warcry at $S $t -$n screams a warcry at $N's $t. -$n screams a warcry at at your $t and prepares for the attack. -You start to scream loudly in a strong battle cry at $p. -$n starts to scream loudly in a strong battle cry at $p. - -~beam beam 0 5 0 0 -You beam like a golden ray of sunshine. -$n is beaming like a golden ray of sunshine. -You beam a cheery smile at $M. -$n beams a cheery smile at $N. -$n beams a cheery smile at you. -You feel so warm and sunny, why not beam a smile at a real person? -You inwardly glow with warmth. -$n beams a warm smile at $mself. -You beam a cheery smile at $S $t -$n beam a cheery smile at $N's $t. -$n beams a cheery smile at your $t. -You beam a cheery smile at $p. -$n beam a cheery smile at $p. - -~bearhug bearhug 0 5 0 0 -Which bear do you wish to hug? -$n is pretending to be a bear... RUN! -You give $M a HUGE bearhug and nearly crack $S spine. -$n gives $N a huge bearhug! -$n gives you a huge, bone crushing bearhug! -Perhaps you better take lessons from a real bear? -You try to break every bone in your body. -$n seems to be trying to break every bone in $s body! -You squeeze $S $t in an impressive bearhug. -$n squeezes $N's $t in an impressive bearhug. -$n bearhugs your $t. -You give $p a huge bearhug. -$n gives $p a huge bearhug. - -~beckon beckon 0 5 0 0 -Whom do you wish to beckon? -$n beckons everyone closer. -You beckon $M over to where you stand. -$n beckons $N over to $m. -$n beckons you over to $m. -You beckon, but no one comes. -You beckon to yourself, are you coming? -$n beckons to $mself, how strange. -You look at $S $t and beckon it closer. -$n looks at $N's $t and beckons it closer. -$n looks at your $t and beckons it closer. -You look at $p and beckon it closer. -$n looks at $p and beckons it closer. - -~beer beer 0 5 0 0 -Aaaaaaaah! Better now... -$n opens up a bottle of beer and drinks it in less than 0 seconds!!! -Dang! You spilled the beer all over $N! -$n, sloppy as always, spills $s beer over $N! -$n spills $s beer all over you! -They're not here, you'll have to drink it yourself, darn it? -You spill it all over yourself! GAAAhhhhhh! -$n is so drunk that $e spills the beer over $mself. -You spill beer on $S $t. -$n spills beer on $N's $t, what a sloppy drunk. -$n spills beer on your $t, what a sloppy drunk. -You spill beer on $p, what a waste. -$n spills beer on $p, what a sloppy drunk. - -~beg beg 0 5 0 0 -You beg the gods for mercy. (No way you're gonna get it! :-)) -The gods fall down laughing at $n's request for mercy. -You desperately try to squeeze a few coins from $M. -$n begs $N for a dime or two -- or twenty! -$n begs you for money. You gratiously let $m peep at your fortune. -Your money-lender seems to be out for the moment. -How? - begging yourself for money doesn't help. -$n begs $mself for money. -You look at $S $t and beg pitifully. -$n looks at $N's $t and begs pitifully. -$n looks at your $t and begs pitifully. -You look at $p and beg pitifully. -$n looks at $p and begs pitifully. - -~behind behind 1 8 0 0 -Whom do you want to hide behind? -# -You hide behind $N. -$n hides behind $N. -$n hides behind you. -That person isn't here to hide behind. -You can't hide behind yourself! -$n tries to hide behind $mself, and fails miserably. -# -# -# -You hide behind $p. -$n hides behind $p. - -~belch belch 0 5 0 0 -A belch rumbles from the bottom of your stomach and echoes loudly in the room! -The room rumbles and shakes as $n belches! -You belch in $S face for a long time. -$n belches in $N's face. -$n belches in your face for a long time. -Belching in someone's face is quite disgusting! -You belch at yourself, that's disgusting. -$n belches at $mself, how disgusting. -You look at $S $t and belch at it. -$n looks at $N's $t and belches at it. -$n looks at your $t and belches at it. -You look at $p and belch at it. -$n looks at $p and belches at it. - -~bite bite 0 5 5 0 -Who do you want to bite? -# -You savagely bite $N. -$n savagely bites $N. -$n savagely bites you! -I cannot see that person here. -You attempt to bite yourself on the neck. -$n attempts to bite $mself on the neck. -You sink your teeth into $N's $t. -$n sinks $s teeth into $N's $t. -$n sinks $s teeth into your $t. -# -# - -~blah blah 0 8 8 0 -You say, "BLAH!!" -$n goes, "BLAH!!" -You look at $N and go, "BLAH!" -$n looks at $N and goes, "BLAH!" -$n looks at you and goes, "BLAH!" -There's no one around by that name. -You look at yourself and go, "BLAH!" -$n looks at $mself and goes, "BLAH!" -You take a marker and write "BLAH!" on $N's $t. -$n takes a marker and writes "BLAH!" on $N's $t. -$n takes a marker and writes "BLAH!" on your $t. -You take a marker and write "BLAH!" on $p. -$n takes a marker and writes "BLAH!" on $p. - -~blame blame 0 5 0 0 -You blame everyone! -$n blames you! -You blame $M. -$n blames $N. -$n blames YOU! -Try placing the blame on someone you can see. -You blame yourself. -$n blames $mself. -You blame everything on $S $t. -$n blames everything on $N's $t. -$n blames everything on your $t. -You blame everything on $p. -$n blames everything on $p. - -~bleed bleed 0 5 0 0 -You bleed profusely, making an awful mess... -$n bleeds profusely, making an awful mess... -You bleed all over $M. -$n bleeds all over $N. -$n bleeds all over you.. YUCK! -You bleed in vain for no one cares. -You pick at an old scab and begin to bleed. -$n picks at an old scab and bleeds all over $sself. -You bleed all over $S $t. -$n bleeds all over $N's $t. -$n bleeds all over your $t. -You bleed all over $p. -$n bleeds all over $p. - -~blink blink 0 5 0 0 -You blink. -$n blinks. -You blink at $M in disbelief. -$n blinks at $N. -$n blinks at you in disbelief. -Surprise! Surprise they are not here. -You blink your eye... Something in there? -$n seems to have something caught in $s eye. -You blink at $S $t -$n blinks at $N's $t. -$n blinks at your $t. -You blinks at $p. -$n blinks at $p. - -~bloob bloob 0 0 8 0 -You tell a story about a bloober, you once saw. -$n bloobs out about nothing and everything. -# -# -# -# -# -# -# -# -# -# -# - -~blue blue 0 5 5 0 -You take a deep breath and hold it. -$n holds $s breath. -You glance at $N as you slowly start turning blue. -$n glances at $N as $e slowly starts turning blue. -$n glances at you as $e slowly starts turning blue. -Don't hold your breath, they're not here. -You slowly start turning blue. -$n slowly starts turning blue. -# -# -# -# -# - -~blush blush 0 5 0 0 -Your cheeks are burning. -$n blushes. -You glance at $M and blush. -$n glances at $N and blushes. -$n glances at you and blushes deeply. -You are too embarrassed for words. -You blush at the merest sight of yourself. -$n seems to be blushing over $mself. -You look at $S $t and blush. -$n looks at $N's $t and blushes. -$n looks at your $t and blushes. -You look at $p and blush. -$n looks at $p and blushes. - -~bounce bo 0 5 0 0 -BOIINNNNNNGG! -$n bounces around the room. -You take $M out for a joyful bounce. -$n grabs $N and bounces around the room with $M. -$n grabs you and bounces around with you in joy. -Find another trampoline to bounce upon. -You go bouncing against the walls. -$n bounces off the walls! -You grab $S $t and start bouncing around with it. -$n grabs $N's $t and starts bouncing around with it. -$n grabs your $t and starts bouncing around with it. -You take it out for a joyful bounce. -$n grabs $p and starts bouncing around with it. - -~boast boast 0 5 0 0 -You boast about your great deed. -$n boasts loudly about $s great deed. -You boastfully tell $M about yourself. -$n boasts to $N. -$n boastfully tells you about $mself. -Your boasts seem generally ignored. -You boast to yourself and fill your head with silly thoughts. -$n boasts to $mself, how conceited. -You boast about $S $t. -$n boasts about $N's $t. -$n boasts about your $t. -You boast about $p. -$n boast about $p. - -~boggle boggle 0 5 0 0 -You are completely boggled. -$n is completely boggled. -You are boggled by $M. -$n seems a bit boggled by $N. -You seem to have boggled $n. -You are truly and utterly boggled it seems. -You boggle yourself... evidently it was quite easy. -$n's mind is completely boggled. -You are boggled over $S $t. -$n seems to be boggled over $N's $t. -$n boggles over your $t. -You are boggled by $p. -$n seems to be boggled over $p. - -~boink boink 0 5 0 0 -Who do you want to boink? -$n looks around, puzzled. -You boink $M. -$n boinks $N with ultimate passion. -$n boinks you passionately. -Who's that? -You boink yourself on the head. -*YUCK* $n boinks $mself on the head. -You boink $S $t. -$n boinks $N's $t. -$n boinks your $t. -You boink $p. -$n boinks $p. - -~bonk bonk 0 5 0 0 -Whom do you wish to bonk on the head? -$n is looking for someone to bonk, RUN! -You bonk $M on the head. -$n bonks $N on the head. -$n bonks you on the head. OUCH! -The bonkee seems to have fled. -You bonk yourself on the head. Hey! that hurt! -$n bonks $mself in the head. -You bonk $S $t. -$n bonks $N's $t. -$n bonks your $t. -You bonk $p. -$n bonk $p. - -~boo boo 0 5 0 0 -'BOO!' you're a frightening person, aren't ya? -From out of nowhere, $n goes, "BOO!" -# -# -# -# -# -# -# -# -# -# -# - -~booger booger 0 5 0 0 -You flick a booger from your finger off into space. -$n flicks a booger from $s finger. -You flick a slimy booger at $M. -$n flicks a booger at $N. -$n flicks a slimy booger at you. How disgusting! -Flicking boogers at people is not a good way of becoming well liked. -You pick your nose and discover a tasty booger. -$n picks $s nose and finds a big, green booger... ick! -You wipe a booger on $S $t. -$n wipes a booger on $N's $t. -$n wipes a booger on your $t. -You wipes a booger on $p. -$n wipes a booger $p. - -~bop bop 0 5 0 0 -Bop who? -$n bops around like a teenager! -You bop $N over the head, OUCH! -$n bops $N over the head, OUCH! -$n bops you over the head, are you going to take that? -You bop around like a teenager. -You bop yourself over the head. -$n bops $s head hard with $s fist. -You bop $S $t. -$n bops $N's $t. -$n bops your $t. -You bop $p. -$n bop $p. - -~bored bored 0 5 0 0 -You're bored out of your mind! -$n is bored out of $s mind! -Out of boredom, you try to annoy $N. -Out of boredom, $n tries to annoy $N. -Out of boredom, $n tries to annoy you. -They must be bored. They've left you all alone! -You're SO boring you even bore yourself! -$n bores even $mself! -Feeling very bored, you annoy $S $i. -Feeling very bored, $n annoys $N's $i. -Feeling very bored, $n annoys your $i. -Feeling bored, you try to annoy everyone with $p. -$n tries to annoy everyone with $p. - ~bow bow 0 5 0 0 You bow deeply. $n bows deeply. @@ -763,1746 +13,6 @@ $n bows at your $t. You bow at $p. $n bows at $p. -~box box 0 8 8 0 -You look for someone to box. -$n looks for someone to box. -You beat $N up. KO! -$n boxes $N. They both lose. -$n boxes with you. Oi... KO! -You beet him to a bloody pulp, they arn't here... -You can't beat yourself up! -Back away! $n is beating themselves up! -# -# -# -# -# - -~brag brag 0 5 0 0 -You brag about your adventures. -$n brags about deeds, done during $s countless adventures. -You brag to $M about your adventures. -$n brags to $N. -$n brags to you about $s adventures. -Your brags seem generally ignored. -You brag to yourself and make your head swell. -$n brags about $mself, how conceited. -You brag about $S $t. -$n brags about $N's $t. -$n bragss about your $t. -You brag about $p. -$n brags about $p. - -~brb brb 0 5 0 0 -You let everyone know that you'll be right back! -$n will be right back! -You tell $M you'll be right back. -$n tells $N that $e will be right back. -$n tells you that $e will be right back. -You tell someone that isn't there that you will be right back. -You tell yourself that you'll be right back. -$n tells $mself that $e will be right back. -You tell $S $t that you'll be right back. -$n tells $N's $t that you'll be right back. -$n tells $t that you'll be right back. -You tell $p that you'll be right back. -$n tells $p that you'll be right back. - -~breathe breathe 0 5 0 0 -You breathe slowly and steadily. -$n breathes. -You breathe on $M. -$n breathes on $N. -$n's breathes deeply, $s breath warm against your skin. -You can't breathe on someone that isn't even here! -You breathe onto your hand and sniff it... what a pong! -$n breathes onto $s hand and sniffs it. -# -# -# -# -# - -~burn burn 0 8 8 0 -You shriek for the witch to be BURNED! -$n shrieks for the witch to be BURNED! -You shriek that $N is a witch! BURN $M! -$n shrieks that $N is a witch! BURN $M! -$n shrieks that you are a witch! Do you smell smoke? -You need to find them first! -You're a witch, BURN! -$n shrieks that $e's a witch, and promptly BURNS $mself! -You shriek that $N's $t is the sign of a witch! BURN $M! -$n shrieks that $N's $t is the sign of a witch! BURN $M! -$n shrieks that your $t is the sign of a witch! Do you smell smoke? -You shriek that $p is the sign of a witch! BURN it! -$n shrieks that $p is the sign of a witch! BURN it! - -~burp burp 0 5 0 0 -You burp loudly! Better excuse yourself. -$n burps loudly. -You burp in $S face. -$n burps in $N's face. -$n burps in your face. -Burping in someone's face is not polite. -You try to stifle a small burp. -$n's tummy seems to be bothering $m. -You look at $S $t and burp at it. -$n looks at $N's $t and burps at it. -$n looks at your $t and burps at it. -You look at $p and burps at it. -$n looks at $p and burps at it. - -~buzz buzz 0 5 0 0 -You buzz like a bug. -$n buzzes. -You buzz like a mosquito in $S ear. -$n is buzzing in $N's ear. -$n buzzes annoyingly in your ear. -You are much too big of a bug to buzz! -Something seems to be buzzing in your ear. -A cloud of gnats buzz around $n's head. -You buzz at $S $t. -$n buzzes at $N's $t. -$n buzzes at your $t. -You buzz at $p. -$n buzzes at $p. - -~cackle cackle 0 5 0 0 -You cackle gleefully. -$n throws back $s head and cackles with insane glee! -You grasp $S shoulder and cackle at $M. -$n grasps $N's shoulder, throws back $s head and cackles insanely. -$n insanely cackles in your face. -Your madness seems to have affected your eyesight. -Still working on that wicked witch impersonation? -$n begins to cackle to $mself like an old crone. -You cackle insanely at $S $t. -$n cackles insanely at $N's $t. -$n cackles insanely at your $t. -You cackles insanely at $p. -$n cackles insanely at $p. - -~cake cake 0 5 0 0 -Piece of cake! -$n thinks it will be a `piece of cake!' -You tell $M that it will be a 'piece of cake.' -$n tells $N that that it will be a 'piece of cake.' -$n tells you that that it will be a 'piece of cake.' -You tell someone that it will be a 'piece of cake.' -You tell yourself that it will be a 'piece of cake.' -$n tells $mself that that it will be a 'piece of cake.' -You tell $S $t that it will be a 'piece of cake.' -$n tells $N's $t that it will be a 'piece of cake.' -$n tells your $t that it will be a 'piece of cake.' -You tell $p that it will be a 'piece of cake.' -$n tells $p that it will be a 'piece of cake.' - -~calm calm 0 5 0 0 -You breathe deeply and count to 10. -$n takes in a few deep breaths and counts to 10. -You try to calm $N down. -$n tries to calm $N down. -$n tries to calm you down. -To late! -You breathe deeply and think happy thoughts. -$n breathes deeply and tries to calm $mself down. -You look at $N's $t and tell it to calm down. -$n looks at $N's $t and tells it to calm down. -$n looks at your $t and tells it to calm down. -# -# - -~caress caress 0 5 0 0 -Whom do you wish to caress? -$n is looking for someone to caress? -You gently caress $M. -$n gently caress $N. -$n gently caresses you. -I hope you know this person! -You caress yourself... hmmmm. -$n caresses $mself in front of everyone. -You gently caress $S $t. -$n gently caresses $N's $t. -$n gently caresses your $t, it feels nice. -You gently caress $p. -$n gently caresses $p. - -~carrot carrot 0 8 8 0 -What would you possibly do with a carrot.....? -$n whips out a firm carrot! -You whip out a carrot and wink at $N. -$n whips a carrot out of $s pocket and winks at $N. -$n whips a carrot out of $s pocket and winks at you. -You try penetrating the air with your carrot! -You whip out a carrot with a demented look on your face. -$n whips out a carrot with an odd look on $s face. -You prod $N's $t with your carrot. -$n prods $N's $t with $s carrot! -$n prods your $t with $s carrot. -You stick your carrot in $p. -$n sticks $s carrot into $p. - -~cartwheel cartwheel 0 5 0 0 -You do a cartwheel. Wheeee! -$n does a cartwheel! -You cartwheel past $M. -$n cartwheels past $N in a blur. -$n cartwheels past you in a blur. -You spin me right round baby, right round... -You spin yourself around and around and around and... -$n does several cartwheels in a row. $e looks quite dizzy! -You do a cartwheel over $S $t. -$n does a cartwheel over $N's $t. -$n does a cartwheel over your $t. -You do a cartwheel over $p. -$n does a cartwheel over $p. - -~challenge challenge 0 5 0 0 -You challenge all who dare oppose you. -$n challenges all who dare oppose $m - better stay clear. -You challenge $N to a fight until DEATH! -$n challenges $N to fight $m until DEATH! -$n challenges you to fight $m until DEATH! -Challenge who?!? -Challenge yourself to mortal combat?? - stupid! -$n looks real stupid, walking in circles around $mself shadowfighting! -You challenge $S $t to a duel. -$n challenges $N's $t to a duel. -$n challenges your $t to a duel. -You challenge $p to a duel. -$n challenge $p to a duel. - -~channel channel 0 8 8 0 -You receive the "I don't know how to talk on the right channel" award. -$n wins the "I don't know how to talk on the right channel" award. -You give $N the "I don't know how to talk on the right channel" award. -$n gives $N the "I don't know how to talk on the right channel" award. -$n gives you the "I don't know how to talk on the right channel" award. -They left before you could present the award. -You award yourself for your accomplishments. -$n gives $mself the "I don't know how to talk on the right channel" award. -# -# -# -# -# - -~charge charge 0 5 0 0 -CHARGE! Into the fray! -$n charges into the fray! -You charge headlong into $M! -$n charges headlong into $N. -$n charges right into you! -Will that be VISA, MasterCard, or AmEx? -Charge yourself? How? -$n looks real stupid, trying to charge at $mself! -You charge $S $t. -$n charges $N's $t. -$n charges your $t. -You charges $p. -$n charges $p. - -~charm charm 0 5 0 0 -You look charming. -$n looks charming. -You are charmed by $M. -$n is charmed by $N. -$n is charmed by you. -Charming, isn't it? -You seem to be charmed by your own reflection. -$n is charmed by $s own reflection. -You are charmed by $S $t. -$n is charmed by $N's $t. -$n is charmed by your $t. -You is charmed by $p. -$n is charmed $p. - -~cheers cheers 0 5 0 0 -Hooray! -$n gives a resounding cheer. -You cheer $M. -$n cheers $N's great work. -$n gives you a hearty cheer. -Hmmm wonder where they went? -You congratulate yourself. -$n seems to be very impressed with $mself. -You cheer at $S $t. -$n cheers at $N's $t. -$n cheers at your $t. -You cheer at $p. -$n cheers at $p. - -~chitter chitter 0 5 0 0 -You chitter like a squirrel. -$n chitters loudly. -You chitter at $M like a squirrel. -$n chitters at $N. -$n chitters at you. -You chitter like a rabid squirrel at no one in particular. -You chitter to yourself like a squirrel off $s nut. -$n chitters loudly to $mself. -You chitter at $S $t. -$n chitters at $N's $t. -$n chitters at your $t. -You chitter at $p. -$n chitters at $p. - -~choke choke 0 5 5 0 -You choke and gasp for breath. -$n chokes and gasps for breath. -You look pleadingly at $N as you choke and gasp for breath. -$n looks pleadingly at $N as $e chokes and gasps for breath. -$n looks pleadingly at you as $e chokes and gasps for breath. -I can't see them, I'm sorry. -You're slowly choking to death. Help! -$n is slowly choking to death. Help! -# -# -# -# -# - -~chortle chortle 0 5 0 0 -You chortle. -$n chortles. -You chortle at $N. -$n chortles at $N. -$n chortles at you. -You don't see them here! -# -# -# -# -# -# -# - -~christmas christmas 0 8 8 0 -You wish everyone a Merry Christmas!!! -$n wishes everyone a Merry Christmas!!! -You wish $N a Merry Christmas!!! -$n wishes $N a very Merry Christmas!!! -$n wishes you a very Merry Christmas!!! -First sign of insanity... -You wish yourself a very Merry Christmas. -$n wishes $mself a very Merry Christmas. -# -# -# -# -# - -~chuckles chu 0 5 0 0 -You chuckle politely. -$n chuckles politely. -You chuckle at $N. -$n chuckles at $N. -$n chuckles at you. -Hmm... No one like that seems to be about. -You chuckle quietly to yourself. -$n chuckles quietly to $mself, obviously some private joke. -You chuckle at $S $t. -$n chuckles at $N's $t. -$n chuckles at your $t. -You chuckle at $p. -$n chuckles at $p. - -~clap clap 0 5 0 0 -You clap your small hands together. -$n shows $s approval by clapping $s hands together. -You clap wholeheartedly for $N's achievement! -$n claps wholeheartedly for $N's achievement! -$n claps wholeheartedly for your achievement! -You make the sound of one hand clapping. -You clap your hands over your ears. -$n claps $s hands over $s ears. -You clap at $S $t. -$n claps at $N's $t. -$n claps at your $t. -You clap at $p. -$n claps at $p. - -~clobber clobber 0 5 0 0 -Clobber the air? Sure, go ahead, fine by me... -$n starts shadow-boxing. -You clobber $M right in the face! Yuck, the BLOOD! -$n swings weakly at $N, missing by miles. -$n tries to clobber you but misses by a good quarter-mile... -Clobber who? -You clobber yourself in the face resulting in your own nose being bloodied. -$n clobbers $mself in the face, looking kind of stupid. -You clobber $M in the $t! -$n clobbers $N in the $t! -$n clobbers you in the $t! -You clobber $p. -$n clobbers $p. - -~coffee coffee 0 8 8 0 -You pour coffee for everyone, offering to tape eyelids open as needed. -$n pours coffee for everyone, offering to tape eyelids open as needed. -You fix two strips of tape to $N's eyelids and pour $M some coffee. -$n fixes two strips of tape to $N's eyelids and pours $M some coffee. -$n fixes two strips of tape to your eyelids and pours you some coffee. -Pouring coffee for imaginary friends? -You fix two strips of tape to your eyelids and pour yourself some coffee. -$n fixes two strips of tape to $s eyelids and pours $mself some coffee. -# -# -# -# -# - -~cold cold 0 8 8 0 -You shiver and hug your body, trying to get warm -$n's teeth starts chattering from the extremely cold weather -# -# -# -# -# -# -# -# -# -# -# - -~collapse collapse 0 5 0 0 -You collapse into a heap of weary bones. -$n collapses into a heap. -You collapse on top of $M. -$n collapses on top of $N. -$n collapses on top of you. -Are you really at the point of total collapse? -You totally collapse. -$n totally collapses. -You collapse on $S $t. -$n collapses on $N's $t. -$n collapses on your $t. -You collapse on $p. -$n collapses on $p. - -~comfort com 0 5 0 0 -Do you feel uncomfortable? -$n looks for someone to comfort. -You comfort $M. -$n comforts $N. -$n comforts you. -Comfort who? -You make a vain attempt to comfort yourself. -$n tries to comfort $mself. -You comfort $S $t. -$n comforts $N's $t. -$n comforts your $t. -You comfort $p. -$n comforts $p. - -~comb comb 0 5 0 0 -You comb your hair -- perfect. -$n combs $s hair, what a dashing specimen! -You patiently untangle $N's hair -- what a mess! -$n tries patiently to untangle $N's hair. -$n pulls your hair in an attempt to comb it. -That person is not here. -You pull your hair, but it will not be combed. -$n tries to comb $s tangled hair. -You comb $S $t. -$n combs $N's $t. -$n combs your $t. -You comb $p. -$n comb $p. - -~confuse confuse 0 5 0 0 -You feel very confused. -$n feels very confused. -You try to confuse $M. -$n tries to confuse $N. -$n tries to confuse you. -You're confused? So am I! Who's that supposed to be aimed at? -Well done, you've gone and confused yourself! -$n has confused $mself now. -You look at $N's $i in confusion. -$n looks at $N's $i in confusion. -$n looks at your $i in confusion. -# -# - -~conga conga 0 8 8 0 -@YYou start a conga line! Conga conga conga!!@n -@Y$n starts dancing around creating a conga line! (type CONGA to join $m)@n -@YYou put your hands on $N's hips and join the conga line!@n -@Y$n places their hands on $N's hips and joins the conga line!@n -@Y$n places their hands on your hips and joins the conga line! Weee fun!@n -You do not see them here. -You must conga with someone else! -# -# -# -# -# -# - -~conga2 conga2 0 8 8 0 -@YThe conga line dances around the location bringing joy and happiness to everyone!@n -@YThe conga line dances around the location bringing joy and happiness to everyone!@n -# -# -# -# -# -# -# -# -# -# -# - -~console conso 0 5 0 0 -You feel unconsolable. -$n looks for someone to console $m. -You console $M. -$n consoles $N. -$n consoles you. -Console who? -You make a vain attempt to console yourself. -$n tries to console $mself. -You console $S $t. -$n consoles $N's $t. -$n consoles your $t. -You console $p. -$n consoles $p. - -~contemplate contemplate 0 5 5 0 -You contemplate theology, the concept of heaven and hell and ethereal realities. -$n contemplates theology, the concept of heaven and hell and ethereal realities. -You contemplate $N, and the reason why $E exists. -$n contemplates $N, and the reason why $E exists. -$n contemplates you, and the reason why you exist. -You contemplate nothingness, mainly because that person isn't even there! -You contemplate yourself and the reason for why you exist. -$n contemplates $mself and the reason for why $e exists. -You contemplate the meaning of $N's $t. -$n contemplates the meaning of $N's $t. -$n contemplates the meaning of your $t. -# -# - -~cough cough 0 5 0 0 -You cough. -$n coughs. -You cough at $M trying to get attention. -$n coughs all over $N. -$n coughs all over you. -You cough, but they don't seem to care. -Something tickles your throat and you begin to cough. -$n coughs all over $sself. -You cough on $S $t. -$n coughs on $N's $t. -$n coughs on your $t. -You cough on $p. -$n coughs on $p. - -~cower cower 0 5 0 0 -You cower away in fear. -$n cowers away in fear. -You cower away from $M in fear! -$n cowers away from $N. -$n cowers away from you in fear! -Who has scared you to the point of cowering? -You cower away from your own shadow. -$n cowers away from $s own shadow! -You cower away from $S $t. -$n cowers away from $N's $t. -$n cowers away from your $t. -You cower away from $p. -$n cowers away from $p. - -~cradle cradle 0 5 0 0 -You look around desperately for someone to cradle in your arms. -$n is looking for someone to cradle in $s arms. -You wrap your arms around $N, cradling $M close to you. -$n wraps $s arms around $N, cradling $M to $m closely. -$n wraps $s arms gently around you, cradling you close to $m. -Sorry, they aren't here....maybe a cat would better suit you? -You wrap your arms around yourself and pretend it is your loved one. -n wraps $s arms around $mself as $e rocks side to side. -You cradle $S $t. -$n cradles $N's $t. -$n cradles your $t. -You cradle $p. -$n cradles $p. - -~crazed crazed 0 8 8 0 -You get a crazed look in your eyes. -$n gets a crazed look in $s eyes. -You glance at $N with a crazed look in your eyes. -$n glances at $N with a crazed look in $s eyes. -$n glances at you with a crazed look in $s eyes. -You're crazy, they're not here. -You give yourself a crazed look. -$n gives $mself a crazed look. -You glance at $N's $t with a crazed look in your eyes. -$n glances at $N's $t with a crazed look in $s eyes. -$n glances at your $t with a crazed look in $s eyes. -You glance at $p with a crazed look in your eyes. -$n glances at $p with a crazed look in $s eyes. - -~crazy crazy 0 8 8 0 -You look around. "Crazy, I used to be crazy once... they put me in a rubber room with rubber rats." The memories flow back. -$n looks around. "Crazy, I used to be crazy once. They put me in a rubber room with rubber rats." Their eyes daze over as they start to remember. -# -# -# -# -# -# -# -# -# -# -# - -~creep creep 0 5 0 0 -You creep quietly. -$n is creeping along quietly. -You creep towards $N. -$n creeps towards $N. -$n creeps towards you. -Sorry, they aren't here, you creep. -You creep towards yourself. -$n creeps towards $mself, how strange. -You creep towards $S $t. -$n creeps towards $N's $t. -$n creeps towards your $t. -You creep towards $p. -$n creeps towards $p. - -~cringe cringe 0 5 0 0 -You cringe in terror. -$n cringes in terror! -You cringe away from $M. -$n cringes away from $N in mortal terror. -$n cringes away from you. -I don't see anyone by that name here.. what are you afraid of? -You cringe at yourself, what are you afraid of? -$n cringes at $mself, how strange. -You cringe at $S $t. -$n cringes at $N's $t. -$n cringes at your $t. -You cringe at $p. -$n cringes at $p. - -~criticize criticize 0 5 0 0 -You criticize the whole world. -$n criticizes everything and everyone. -You harshly criticize $M. -$n harshly criticizes $N. -$n harshly criticizes you, $e should talk! -Whom do you wish to criticize? -Don't be so hard on yourself! -$n harshly criticizes $mself. -You criticize $S $t. -$n criticizes $N's $t. -$n criticizes your $t. -You criticize $p. -$n criticizes $p. - -~croon croon 0 5 0 0 -You croon a melody in a mellow, soothing voice. -$n croons a soulful melody. -You croon a soothing tune to $M. -$n croons a song to $N in a soothing voice. -$n soulfully croons a song to you. -You croon away... off into space... -Ol' Blue Eyes, eh? -$n thinks $e croons like Frank Sinatra. -You croon at $S $t. -$n croons at $N's $t. -$n croons at your $t. -You croon at $p. -$n croons at $p. - -~crossfinger crossfinger 0 8 8 0 -You cross your fingers and hope for the best. -$n crosses $s fingers and hopes for the best. -You cross your fingers and ask $N to wish you luck. -$n crosses $s fingers and asks $N to wish $m luck. -$n crosses $s fingers and asks you to wish $m luck. -They didn't wait around to wish you luck. -You cross your fingers and pray you don't mess things up. -$n crosses $s fingers and hopes he doesn't mess things up. -# -# -# -# -# - -~crushed crushed 0 8 8 0 -You collapse into broken pieces on the floor - CRUSHED! -$n collapses into broken pieces on the floor - CRUSHED! -You collapse into broken pieces on the floor - CRUSHED by $N! -$n collapses into broken pieces on the floor - CRUSHED by $N! -$n collapses into broken pieces on the floor - CRUSHED by you! -You are CRUSHED by their nonexistance. -You are CRUSHED by yourself! -$n is CRUSHED by $mself. -You collapse into broken pieces on the floor - CRUSHED by $N's $t! -$n collapses into broken pieces on the floor - CRUSHED by $N's $t! -$n collapses into broken pieces on the floor - CRUSHED by your $t! -You collapse into broken pieces on the floor - CRUSHED by $p! -$n collapses into broken pieces on the floor - CRUSHED by $p! - -~cry cry 0 5 0 0 -Waaaaah.. -$n bursts into tears. -You cry on $S shoulder. -$n cries on $N's shoulder. -$n cries on your shoulder. -Who's that? -You cry to yourself. -$n sobs quietly to $mself. -You cry on $S $t. -$n cries on $N's $t. -$n cries on your $t. -You cry on $p. -$n cries on $p. - -~crylaugh crylaugh 0 8 8 0 -You wipe a tear from your eye. -$n wipes a tear from $s eye. -You wipe a tear from your eye as you laugh heartily at $N. -$n wipes a tear from $s eye as $e laughs heartily at $N. -$n wipes a tear from $s eye as $e laughs heartily at you. -You're crying with laughter that they left? -You wipe a tear from your eye as you laugh heartily at yourself. -$n wipes a tear from $s eye as $e laughs heartily at $mself. -You wipe a tear from your eye as you laugh heartily at $N's $t. -$n wipes a tear from $s eye as $e laughs heartily at $N's $t. -$n wipes a tear from $s eye as $e laughs heartily at your $t. -You wipe a tear from your eye as you laugh heartily at $p. -$n wipes a tear from $s eye as $e laughs heartily at $p. - -~cuddle cuddle 0 5 0 0 -Who do you feel like cuddling today? -$n wants to cuddle with someone. -You cuddle $M. -$n cuddles $N. -$n cuddles you. -They aren't here. -You must feel very cuddly indeed.. :) -$n cuddles $mself. -You cuddle $S $t. -$n cuddles $N's $t. -$n cuddles your $t. -You cuddle $p. -$n cuddle $p. - -~curious curious 0 8 8 0 -You look curiously about. -$n looks curiously about. -You look curiously at $N. -$n looks curiously at $N. -$n looks curiously at you. -Are you curious that they're not here? -You examine yourself curiously. -$n examines $mself curiously. -You look curiously at $N's $t. -$n looks curiously at $N's $t. -$n looks curiously at your $t. -You look curiously at $p. -$n looks curiously at $p. - -~curl curl 0 5 0 0 -Curl what? -$n curls up into a little ball. -You curl up at $N's feet. -$n curls up into a little ball at $N's feet and goes to sleep. -$n curls up into a little ball and falls asleep at your feet. -You curl up to your imaginary friend. -You curl up and go to sleep. -$n curls and goes to sleep. -# -# -# -# -# - -~curse curse 0 5 0 0 -You swear loudly for a long time. -$n swears: @*"*&^$$%@*&!!!!!! -You curse $M and all $S ancestors and descendants. -$n calls doubt on $N's parentage. -$n curses you, what a moron! -Your curses echo emptily. -You make yourself a solemn promise. -$n curses under $s breath. -You curse $S $t. -$n curses $N's $t. -$n curses your $t. -You curse $p. -$n curses $p. - -~curtsey curtsey 0 5 0 0 -You curtsey to your audience. -$n curtseys gracefully. -You curtsey to $M. -$n curtsies gracefully to $N. -$n curtsies to you. -But there is nobody by that name here. -You try to curtsy to yourself and fall over. -$n falls over on $s derriere. -You curtsey at $S $t. -$n curtseys at $N's $t. -$n curtseys at your $t. -You curtsey at $p. -$n curtseys at $p. - -~custard custard 0 5 0 0 -You pull out a large custard pie and begin munching on it. -$n pulls out a large custard pie and eats it face-first. -You whip out a custard pie and slam it into $N's face, laughing all the while. -$n whips out a custard pie and slams it into $N's face! Whipped cream everywhere! -$n slams a custard pie into your face, which permanently dents your forehead. -You can't throw a pie at someone when they aren't here. *reality check* -You pull out a custard pie and slam it into your face. YUMMY. -$n pulls out a custard pie and slams it into $s face. YUM. -You toss a pie straight at $S $t. -$n tosses a custard pie straight at $N's $t, what a mess. -$n tosses a custard pie straight at your $t, what a mess, cherry you think. -You toss a custard pie onto $p. -$n tosses a custard pie onto $p. - -~dance dance 0 5 8 0 -You dance around happily. -$n dances a little jig. -You dance around happily with $M. -$n dances around happily with $N. -$n dances around happily with you. -Eh, WHO? -You dance around happily by yourself. -$n skips a light Fandango. -You grab $S $t and start dancing with it. -$n grabs $N's $t and starts dancing with it. -$n grabs your $t and starts dancing with it. -You dance around happily with $p. -$n grabs $p and starts dancing with it. - -~dark dark 0 5 0 0 -As you concentrate the room appears to darken. -$n concentrates on something, and the light in the room dims. -You raise your hand, palm open, towards $N. -$n raises $s hand, palm open, towards $N who staggers back. -$n raises $s hand, palm open towards you, and a wave of darkness passes through you! -You raise your hand and concentrate, but nothing happens. -You place your own hand over your heart, and a wave of darkness passes through you. -$n places $s hand over $s heart, and stumbles back. -You grab $S $t and send a wave of darkness through it. -$n grabs $N's $t and sends a wave of darkness through it. -$n grabs your $t and sends a wave of darkness through it. -You take $p and send a wave of darkness through it. -$n grabs $p and sends a wave of darkness through it. - -~daydream daydream 0 5 0 0 -You dream of better times. -$n looks absent-minded, $s eyes staring into space. -You look at $M dreamily. -$n looks at $N dreamily. -$n looks dreamily at you. -Your idol seems not to be here... -You must love yourself, huh? -$n daydreams about $mself... get a life, huh? -You look at $S $t dreamily. -$n looks at $N's $t dreamily. -$n looks at your $t dreamily. -You look dreamily at $p. -$n looks dreamily at $p. - -~dbc dbc 0 6 0 0 -This action is unfinished. -This action is unfinished. -You conjure up a bowl of icecream -$n conjures up a large bowl filled with Chocolate icecream, dipped in chocolate fudge sitting on a chocolate fudge brownie and hands it to $N - DBC -# -# -# -# -# -# -# -# -# - -~dead dead 0 8 8 0 -You stagger weakly about the room before keeling over... DEAD! -$n staggers weakly about the room before keeling over... DEAD! -You stagger weakly, grasping $N's shoulder before keeling over... DEAD! -$n staggers weakly, grasping $N's shoulder before keeling over... DEAD! -$n staggers weakly, grasping your shoulder before keeling over... DEAD! -They're not here to observe your tragic demise. -# -# -# -# -# -# -# - -~deaf deaf 0 8 8 0 -You plug your ears with your fingers and scream 'I CAN'T HEAR YOU!' -$n plugs $s ears with $s fingers and loudly screams 'I CAN'T HEAR YOU!!!' -You plug your ears and scream loudly so you can't hear $N. -$n plugs $s ears and screams violently at $N. -$n plugs $s ears and screams 'I CAN'T HEAR YOU!!!' in your face. -You plug your ears with your fingers and make a scene for no reason in particular. -You try and drown out your own speech by plugging your ears and screaming obscenely. -$n plugs $s ears and screams at $mself because $e doesn't know how to shut up. That'll teach $m. -# -# -# -# -# - -~defib defib 0 8 8 0 -You charge up the defibrillator and yell 'Clear.' -$n charges up $s defibrillator and yells 'clear.' -You place the defibrillator paddles on $N's chest and give $M a jolt. -$n places some defibrillator paddles against $N's chest and gives $M a jolt. -$n places some defibrillator paddles against your chest and jolts you half to death. -You look around for someone to jolt. -You place the paddles against yourself. Are you crazy? -$n places the defibrillator paddles on $mself and is jolted by the shock. -# -# -# -# -# - -~despair despair 0 5 0 0 -You throw your hands up in despair. You give up. -$n surrenders, and throws $s hands up in despair. -You throw your hands up in despair at $N. -$n thinks of $N, and throws $s hands in the air. -$n thinks of you, and throws $s hand up in despair. -If you want to show despair find someone to show it to. -You are fed up with yourself. -$n is fed up with $mself. -You look at $S $t despairingly. -$n looks at $N's $t despairingly. -$n looks at your $t despairingly. -You look despairingly at $p. -$n looks despairingly at $p. - -~despine despine 0 5 0 0 -You de-spine yourself... Ow. -$n de-spined $mself. Damn, that *HAD* to hurt... -You rip out $N's spine and cackle insanely, holding it up! -$n reaches over to $N's back, rips out $M spine, and laughs insanely! -$n has just ripped out your spine! Damn, that *HURT!* -Who do you wish to de-spine? -You de-spine yourself... Ow. -$n de-spines $mself. Damn, that *HAD* to hurt... -You try to de-spine $S $t. -$n tries to de-spine $N's $t. -$n tries to de-spine your $t. -You rip the spine out of the $p, then realize... inanimate objects don't have spines. -$n tries in vain to rip the $p's spine out, because it has no spine. - -~differ differ 0 5 0 0 -You differ with that. -$n begs to differ. -You differ with what $E just said. -$n begs to differ with what $N just said. -$n begs to differ with what you just said. -You differ with whom? -You are disagreeing with yourself? -$n is disagreeing with $mself, AGAIN! -You disagree with $S $t. -$n disagrees with $N's $t. -$n disagrees with your $t. -You disagree with $p. -$n disagree with $p. - -~disapprove disapprove 0 8 8 0 -You shake your head disapprovingly. -$n shakes $s head disapprovingly. -You give $N a disapproving glance. -$n gives $N a disapproving glance. -$n glances disapprovingly at you. -You disapprove of them but they're not here to notice. -You disapprove of yourself. -$n gives $mself a disapproving glance. -You glance disapprovingly at $N's $t. -$n glances disapprovingly at $N's $t. -$n glances disapprovingly at your $t. -You glance disapprovingly at $p. -$n glances disapprovingly at $p. - -~discombob discombob 0 5 0 0 -You feel discombobulated. -$n feels discombobulated. -You think $M is discombobulated. -$n thinks $N is discombobulated. -$n thinks you are discombobulated. -You think someone is discombobulated? You're right. -You become all discombobulated. -$n becomes all discombobulated. -You look at $S discombobulated $t. -$n looks at $N's $t and declares it discombobulated. -$n looks at your $t and declares it discombobulated. -You look at $p and declare it discombobulated. -$n looks at $p and declares it discombobulated. - -~disturbed disturbed 0 8 8 0 -You are highly disturbed... -$n is highly disturbed... -You find $N highly disturbing... -$n finds $N highly disturbing... -$n finds you highly disturbing... -They're not there... disturbing! -You are actually disturbed by yourself. -$n is disturbed by $mself. -$N's $t disturbs you... -$n is highly disturbed by $N's $t... -$n is highly disturbed by your $t... -You find $p highly disturbing... -$n finds $p highly disturbing... - -~dive dive 0 5 0 0 -You dive into the dirt. -$n dives into the dirt. -You dive behind $N's massive butt. -$n dives behind $N's massive butt. -$n dives behind your massive butt! -Sorry, that person's massive butt isn't here.. -Thats not an easy thing to do. -$n tries to dive behind $s own ass, but fails miserably. -You dive behind $N's massive $t. -$n dives behind $N's massive $t. -$n dives behind your massive $N. -You dive behind $p. -$n dives behind $p. - -~doh doh 0 5 0 0 -Doh! -$n dohs! -You look at $M and exclaim 'doh!' -$n looks at $N and exclaims 'doh!' -$n looks at you and exclaims 'doh!' -Doh a deer, a female deer... -You slap your forehead and exclaim 'doh!' -$n slaps $s forehead and exclaims 'doh!' -You look at $S $t and exclaim 'doh!' -$n looks at $N's $t and exclaims 'doh!' -$n looks at your $t and exclaims 'doh!' -You look at $p and and exclaim 'doh!' -$n looks at $p and and exclaims 'doh!' - -~doodle doodle 0 -1 -1 0 -You doodle in the dirt. -$n doodles in the dirt. -# -# -# -# -# -# -# -# -# -# -# - -~dread dread 0 8 8 0 -You dread to think. -$n dreads to think. -You recoil from $N in mortal dread. -$n recoils from $N in mortal dread. -$n recoils from you in mortal dread. -You dread them even when they're not here. -You recoil from yourself in mortal dread. -$n recoils from $mself in mortal dread. -You recoil from $N's $t in mortal dread. -$n recoils from $N's $t in mortal dread. -$n recoils from your $t in mortal dread. -You recoil from $p in mortal dread. -$n recoils from $p in mortal dread. - -~drool drool 0 5 0 0 -You start to drool. -$n starts to drool. -You drool all over $N. -$n drools all over $N. -$n drools all over you. -Pardon?? -Sure, go ahead and drool...yuk! -$n drools on $mself. What a sight. -You drool all over $S $t. -$n drools all over $N's $t. -$n drools all over your $t. -You drool on $p. -$n drools on $p. - -~drumroll drumroll 0 8 8 0 -You pound out a drumroll. -$n pounds out a drumroll. -You give $M a drumroll. -$n gives $N a drumroll. -$n gives you a drumroll. -You give a drumroll for someone that is not there. -You give yourself a drumroll. -$n gives $mself a drumroll. -You pound out a drumroll on $S $t. -$n pounds out a drumroll on $N's $t. -$n pounds out a drumroll on your $t. -You pound out a drumroll on $p. -$n pounds out a drumroll on $p. - -~duck duck 0 5 0 0 -You duck out of the way. -$n ducks out of the way. -You duck past $M. -$n ducks past $N. -$n ducks past you. -Quack? -You begin to waddle and quack like a duck. -$n begins to waddle and quack like a duck. -You duck under $S $t. -$n ducks under $N's $t. -$n ducks under your $t. -You duck under $p. -$n ducks under $p. - -~duh duh 0 8 8 0 -You hit yourself in the forehead and go, 'Duh!'. -$n hits themselves in the head and goes, 'Duh!'. What the? -# -# -# -# -# -# -# -# -# -# -# - -~earlick earlick 0 5 0 0 -There must be two people to do this you know... -$n looks seems to be looking for something. -You start to lick $N's ear gently and light in the touch. -$n whispers something to $N. -$n gently starts to lick your ear. MMmmmm... -Not here.. sorry. Pick another ear. -You can't. -$n seems to have something stuck between $s teeth. -# -# -# -# -# - -~eek eek 0 5 0 0 -Eeeeeeeek! -$n leaps onto a table and screams, 'Eeeeeeeeek!' -$N is terrifying!!! -$n leaps onto a table and screams 'Eeeeeeeeek!' at the sight of $N. -$n leaps onto a table and screams 'Eeeeeeeeek!' at the sight of you. -Panting you realise that the foul creature has left. Phewww.... -You point at yourself and scream, 'Eeeeeeeeek!' -$n points at $mself and screams, 'Eeeeeeeeek!' -You point at $S $t and scream, 'Eeeeeeeeek!'. -$n points at $N's $t and screams, 'Eeeeeeeeek!'. -$n points at your $t and screams, 'Eeeeeeeeek!'. -You point at $p and scream, 'Eeeeeeeeek!'. -$n points at $p and screams, 'Eeeeeeeeek!'. - -~eep eep 0 5 0 0 -Eeeeep! -$n looks a little sheepish and goes 'eep'. -You look at $M and go 'eep'. -$n looks at $N and goes 'eep'. -$n looks at you and goes 'eep'. -Find someone else to eep at. -You look down go 'eep'. -$n looks down and goes 'eep'. -You look at $S $i and go 'eep'. -$n looks at $N's $i and goes 'eep'. -$n looks at your $i and goes 'eep'. -You look at $p and go 'eep'. -$n looks at $p and goes 'eep'. - -~ego ego 0 8 8 0 -Your ego inflates like a giant balloon. -$n's ego inflates like a giant balloon! -You watch $N's ego inflate like a balloon. -$n watches $N's ego inflate like a balloon. -$n watches your ego inflate like a balloon. -They're not here to admire your ego. -You inflate your own ego like a giant balloon! -$n inflates $s ego like a giant balloon! -# -# -# -# -# - -~egrin egrin 0 5 5 0 -You grin very evilly. -$n grins very evilly. -You grin evilly, trying to frighten $M. -$n grins evilly, trying to frighten $N. -$n grins evilly, trying to frighten you. -Now, what's the point in trying to intimidate nothing? -You grin evilly, thinking about your own devious plans. -$n grins evilly, thinking about $s own devious plans. -You grin evilly at $N's $t. -$n grins evilly at $N's $t. -$n grins evilly at your $t. -# -# - -~elephantma elephantma 0 5 0 0 -You show your grotesque face and scream, 'I AM NOT AN ANIMAL!!' -$n with the grotesque face screams, 'I AM NOT AN ANIMAL!!' -# -# -# -# -# -# -# -# -# -# -# - -~embrace embrace 0 5 0 0 -You reach but come away empty. :( -$n reaches out for an embrace, but no one is there. -You embrace $M warmly. -$n embraces $N warmly. -$n embraces you warmly. -Alas, your embracee is not here. -You embrace yourself?? -$n wraps $s arms around $mself for a warm self-embrace. -You embrace $S $t warmly. -$n embraces $N's $t warmly. -$n embraces your $t warmly. -You embrace $p warmly. -$n embraces $p warmly. - -~enthuse enthuse 0 5 0 0 -You throw your arms wide and express enthusiasm for the beautiful day! -$n throws $s arms wide and expresses enthusiasm for the beautiful day! -You throw your arms around $N and hug $M enthusiastically! -$n throws $s arms around $N and hugs $s enthusiastically! -$n throws $s arms around you and hugs you enthusiastically! -Not here to enthuse. -You hug yourself enthusiastically, caught up in the moment! -$n hugs $mself enthusiastically, caught up in the moment! -You look enthusiastically at $S $t. -$n seems very enthused by $N's $t. -$n seems very enthused by your $t. -You throw your arms around $p and hug it enthusiastically! -$n throws $s arms around $p and hugs it enthusiastically! - -~envy envy 0 8 8 0 -You turn green with envy! -$n turns green with envy! -You become an attractive green colour as you envy $N. -$n turns an attractive shade of green as $e envies $N. -$n turns an attractive shade of green as $e envies you. -You envy their... lack of presence? -You are envious of yourself. -$n turns green, envious of $mself. -You become an attractive green colour as you envy $N's $t. -$n turns an attractive shade of green as $e envies $N's $t. -$n turns an attractive shade of green as $e envies your $t. -You become an attractive green colour as you envy $p. -$n turns an attractive shade of green as $e envies $p. - -~evileye evileye 0 5 0 0 -Whom do you wish to give the evileye? -$n looks for someone to give an evileye at. -You give $M the evileye. -$n gives $M the evileye. -$n gives you the evileye... scary! -Better check out that evileye. -You give yourself the evileye? -$n gives $mself the evileye. -You give $S $t the evileye. -$n gives $N's $t the evileye. -$n gives your $t the evileye. -You give $p the evileye. -$n gives $p the evileye. - -~eww eww 0 8 8 0 -Your face distorts in unspeakable horror - Ewwwwww! -$n's face distorts in unspeakable horror as $e shrieks Ewwwww! -You grimace in horror at $N and shriek Ewwwwww! -$n grimaces in horror at $N and shrieks Ewwwww! -$n grimaces in horror at you and shrieks Ewwwww! -Hmm... imaginary friend of yours? -You grimace in horror at yourself and shriek Ewwwww! -$n grimaces in horror at $mself and shrieks Ewwwww! -You grimace in horror at $N's $t and shriek Ewwwwww! -$n grimaces in horror at $N's $t and shrieks Ewwwww! -$n grimaces in horror at your $t and shrieks Ewwwww! -You grimace in horror at $p and shriek Ewwwwww! -$n grimaces in horror at $p and shrieks Ewwwww! - -~excuse excuse 0 5 0 0 -You say 'excuse me' -$n exclaims 'Excuse me!' -You excuse yourself to $M. -$n excuses $mself to $N. -$n excuses $mself to you. -Well EXCUSE me! -You excuse yourself. -$n excuses $mself. -You excuse yourself to $S $t. -$n excuses $mself to $N's $t. -$n excuses $mself to your $t. -You excuse yourself to $p. -$n excuses $mself to $p. - -~eye eye 0 5 0 0 -Your eyes take on a quizzical expression. -$n's eyes take on a quizzical expression. -You eye $N quizzically. -$n eyes $N quizzically. -$n eyes you quizzically. -You eye up the empty room. -You eye yourself quizzically. -$n eyes $mself quizzically. -You eye $N's $t quizzically. -$n eyes $N's $t quizzically. -$n eyes your $t quizzically. -You eye $p quizzically. -$n eyes $p quizzically. - -~eyebrow eyebrow 0 8 8 0 -You raise an eyebrow inquiringly. -$n raises an eyebrow inquiringly. -You raise an eyebrow at $N, confused about what $E means. -$n raises an eyebrow at $N. -$n raises an eyebrow at you. -At whom do you wish to raise your eyebrows? -You raise and eyebrow at yourself, very questionable. -$n raises an eyebrow at $mself. -You look at $S $t and raise your eyebrows! -$n looks at $N's $t and raises $s eyebrows! -$n looks at your $t and raises $s eyebrows! -You look at $p and raise your eyebrows! -$n looks at $p and raises $s eyebrows! - -~eyeroll eyer 0 5 0 0 -You roll your eyes. -$n rolls $s eyes. -You look at $M and roll your eyes. -$n rolls $s eyes at $N. -$n stares at you and rolls $s eyes. -Um... who? -You roll your eyes, disgusted with your own incompetence. -$n rolls $s eyes, disgusted with $mself. -You roll your eyes at $S $t. -$n rolls $s eyes at $N's $t. -$n rolls $s eyes at your $t. -You roll your eyes at $p! -$n rolls $s eyes at $p. - -~facegrab facegrab 0 5 0 0 -You look around for someone's face to grab. -$n looks around for someone's face to grab! -You grab $N's face tightly! -$n grabs $N's face tightly! -$n grabs your face tightly! -They're not here. -You grab your own face in disbelief. -$n grabs $s own face in disbelief. -You look at $S $t and contemplate grabbing it. -$n looks at $N's $t and contemplates grabbing it. -$n looks at your $t and contemplates grabbing it. -You look at $p and contemplates grabbing it. -$n looks at $p and contemplates grabbing it. - -~facepalm facepalm 0 8 8 0 -You plant your face in the palm of your hand with disbelief. -$n plants $s face into the palm of $s hand, full of disbelief. -You plant your face in the palm of your hand, mumbling something about $N's ways. -$n plants $s face into the palm of $s hand, mumbling something about $N's ways. -$n plants $s face into the palm of $s hand, mumbling something about your ways. -They're not around, bub. -You plant your face in the palm of your hand, not quite sure where you went wrong. -$n plants $s face into the palm of $s hand at $s own mistake. -# -# -# -You plant your face in the palm of your hand, cursing the day $p was ever conceived. -$n plants $s face into the palm of $s hand, cursing the day $p was ever conceived. - -~fade fade 0 5 0 0 -You disappear into the void. -$n slowly fades out of existence. -You make $N disappear. -$n makes $N fade out of existence. -You follow $n and disappear into the void $n. -Already gone. Good Job. -You disappear into the void. -$n slowly fades out of existence. -# -# -# -# -# - -~faint faint 0 5 0 0 -You faint dead away. -$n faints dead away. -You faint into $N's arms. -$n faints into $N's arms. -Feeling heroic, you catch $n as $e faints into your arms. -That person is not here to catch you, and you fall to the ground. -You faint at the sight of yourself. -$n faints at the sight of $mself. -You look at $S $t and faint. -$n looks at $N's $t and faints. -$n looks at your $t and faints. -You faint at the sight of $p. -$n faints at the sight of $p. - -~fall fall 0 5 0 0 -You fall on your face! -$n falls flat on $s face, what a klutz! -You fall on $M! -$n falls on $N, how clumsy! -$n falls on you! -Who did you want to fall on? -Its pretty hard to fall on yourself. -$n tries to fall on $mself and fails miserably. -You fall on $S $t. -$n falls on $N's $t. -$n falls on your $t. -You fall on $p. -$n falls on $p. - -~fan fan 0 5 0 0 -Fan who? -$n begins fanning the air, how odd! -You wave your paper fan at $N in an attempt to cool $M down. -$n pulls out a large cloth fan, and slowly waves it near $N , *now where did those grapes go?* -$n cools you down by fanning you. -Maybe you should check the WHO list again? -You feel much cooler, after fanning yourself. -$n cools $mself off, with a paper fan -# -# -# -# -# - -~fart fart 0 5 0 0 -Where are your manners? -$n lets off a real rip-roarer! -You fart in $s general direction. -$n farts in $N's general direction. -$n farts in your general direction. -You let loose a noxious stinky cloud that only you can smell. -You fart and are overwhelmed by the odiferous stench. -$n farts and nearly faints from the smell. -You fart on $S $t. -$n farts on $N's $t. -$n farts on your $t. -You fart on $p. -$n farts on $p. - -~fish fish 0 5 0 0 -You take out your smelly fish. Who wants some?? -$n takes out a smelly fish and grins a devilish grin. -You take out your smelly fish and whack the muffins out of $M. -$n goes on a wild whacking-rampage with a smelly fish on $N. -$n starts whacking you uncontrollably with a smelly fish. -You whack whack whack....wait...they're not here. dumbass. -You whack yourself with a smelly fish. Ahh, the joys of life! -$n whacks $mself with a smelly. -You whack at $N's $t with your smelly fish. -$n whacks $N's $t with $s smelly fish, like a wild Britney Spears on steroids! -$n mercilessly whacks at your $t with a smelly fish. -You whack at $p with your smelly fish. -$n starts whacking at $p with a smelly fish for absolutely no reason whatsoever. - -~flail flail 0 5 0 0 -You flail your arms about wildly. -$n flails $m arms about. -You wave your hands in front of $N's face, are they awake? -$n waves $s hands in front of $N's face. -$n waves a hand in front of your face, uh..hello? -They left before you could flail them. -You wave your hands in front of your face. -$n waves $s hands in front of $s face. -You flail your arms at $S $t. -$n flails $s arms at $N's $t. -$n flails $s arms at your $t. -You flail your arms at $p. -$n flails $s arms at $p. - -~flame flame 0 5 0 0 -Kids, don't try this at home... -$n is using a flamethrower to light small fires in the corners. -You grab your trusty ACME-Flamethrower and create a BBQ-party for $M, with $M. -$n takes a ACME-Flamethrower from $s backpack and turns $N into ashes. -$n takes a ACME-Flamethrower from $s backpack and turns you into a pile of ashes. -Maybe your victim disintegrated... Then again, maybe it wasnt here at all. -You point the opening of the flamethrower towards yourself and turn yourself into piles of bones and ashes. -$n toasts $mself. $n is no more. $n is ashes, ashes and only ashes, and the ashes blows away in the wind. Byebye $n... -You point the flamethrower at $S $t and start to barbecue. -$n points a flamethrower at $N's $t and starts to barbecue. -$n points a flamethrower at your $t and starts to barbecue. -You point the flamethrower at $p and starts to barbecue. -$n points a flamethrower at $p and starts to barbecue. - -~flare flare 0 5 0 0 -You flare your nostrils. -$n flares $s nostrils. -You flare your nostrils at $M. -$n flares $s nostrils at $N. -$n flares $s nostrils at you. -You send up a flare, but no one notices. -You seem to have a certain flare. -$n seems to have a certain flare about $mself. -You flare your nostrils at $S $t. -$n flares $s nostrils at $N's $t. -$n flares $s nostrils at your $t. -You flare your nostrils at $p. -$n flares $s nostrils at $p. - -~flash flash 0 5 0 0 -You flash the room. -$n flashes you. -You flash $M. -$n flashes $N. -$n flashes you. -No one seems to notice you, you pervert! -You flash yourself, impressed? -$n flashes $mself. -You flash $S $t. -$n flashes $N's $t. -$n flashes your $t. -You flash $p. -$n flashes $p. - -~flex flex 0 5 0 0 -You flex. -$n flexes $s impressive body. -You flex your muscles at $M. -$n flexes $s muscles at $N. -$n flexes $s muscles at you. -Oooo... Ahhhrnold! -You flex for yourself. -$n flexes $s massive body. -You flex $S $t. -$n flexes $N's $t. -$n flexes your $t. -You flex $p. -$n flexes $p. - -~flick flick 0 5 0 0 -You flick your hair back and pose stylishly. -$n flicks $s hair back and poses stylishly. -You flick $N for being cheeky. That'll learn 'em. -$n flicks $N for being cheeky. -$n flicks you for being cheeky. -They've gotten away from you! -You flick yourself on the nose. Why?! -$n scrunches up $s face and flicks $mself on the nose. -You flick $N's $t. -$n flicks $N's $t. -$n flicks your $t. -# -# - -~flinch flinch 0 5 0 0 -You flinch. -$n flinches. -$M makes you flinch. -$N makes $n flinch. -You make $n flinch. -Someone made you flinch? -You make yourself flinch. -$n makes $mself flinch. -You flinch away from $S $t. -$n flinches away from $N's $t. -$n flinches away from your $t. -You flinch away from $p. -$n flinches away from $p. - -~flip flip 0 5 0 0 -You flip head over heels. -$n flips head over heels. -You flip over $S head. -$n flips over $N's head. -$n flips over your head. -You try to flip over someone who isn't here and fall flat on your face. -You flip your lid! -$n flips $s lid! -You flip over $S $t. -$n flips over $N's $t. -$n flips over your $t. -You flip over $p. -$n flips over $p. - -~flirt flirt 0 5 0 0 -You flirt outrageously. -$n flirts outrageously. -You flirt outrageously with $N. -$n flirts outrageously with $N. -$n walks up to you and says, 'Hey baby, can I buy you a drink?' -Sorry, your dearly beloved is not around. -You flirt with yourself. Must look stupid. -$n thinks $e is the most wonderful person in the world. -You flirt with $S $t. -$n flirts with $N's $t. -$n flirts with your $t. -You flirt with $p. -$n flirts with $p. - -~floor floor 0 5 0 0 -You roll around on the floor. -$n rolls around on the floor! Looks like fun, no? -You roll along the floor and then on top of $N! -$n rolls along the floor and then on top of $N! -$n rolls along the floor until $e rolls on top of you! -You can't find them here! Too bad! -# -# -# -# -# -# -# - -~flop flop 0 8 5 0 -You flop to the ground like a sack of potatoes. -$n flops to the floor as if all the bones in $s body have disappeared. -# -# -# -# -# -# -# -# -# -# -# - -~flutter flutter 0 5 0 0 -You flutter like a butterfly. -$n flutters like a butterfly. -You flutter your hands in front of $N's face. -$n flutters $s hands in front of $N's face. -$n flutters $s hands in front of your face, uh..hello? -They left before you could flutter at them. -You flutter your hands in front of your face. -$n flutters $s hands in front of $s face. -You flutter your hands at $S $t. -$n flutters $s hands at $N's $t. -$n flutters $s hands at your $t. -You flutter your hands at $p. -$n flutters $s hands at $p. - -~foam foam 0 5 0 0 -You foam at the mouth. -$n foams at the mouth! -You foam at the mouth at the sight of $M! -$n foams at the mouth at the sight of $N. -$n foams at the mouth at the sight of you! -You seem a bit foamy today. -MAD DOG! -$n foams at the mouth like a mad dog! Run away! -Your mouth foams at $S $t. -$n mouth foams at $N's $t. -$n mouth foams at your $s $t. -Your mouth foams at $p. -$n mouth foams at $p. - -~fondle fondle 0 5 0 0 -Don't be a pervert. -$n is being a pervert. -Don't be a pervert. -$n is being a pervert. -$n is being a pervert. -They left before you could become perverted. -Don't be a pervert. -$n is being a pervert. -Don't be a pervert. -$n is being a pervert. -$n is being a pervert. -Don't be a pervert. -$n is being a pervert. - -~foot foot 0 5 8 0 -Nice going, hotshot. -$n chews on $s foot. What a smart one, eh? -You help $N put $S foot in $S mouth. -$n helps $N put $S foot in $S mouth. -$n helps you put your foot in your mouth. -They must not have wanted you to put their foot in their mouth. -You put your foot in your mouth and begin chewing. -$n puts $s foot in $s mouth and starts chewing. -# -# -# -# -# - -~forgive forgive 0 5 0 0 -Who needs to be forgiven? -$n is looking for someone to forgive??? -You forgive $M. -$n forgives $N. -$n forgives you. -You try to forgive someone not in the room, but who cares. -You forgive yourself, feel better? -$n forgives $mself! -You forgive $S $t. -$n forgives $N's $t. -$n forgives your $t. -You forgive $p. -$n forgives $p. - -~french french 0 5 0 0 -French whom?? -$n is looking for something to french!!! -You give $N a long and passionate kiss, it seems to take forever... -$n kisses $N passionately. -$n gives you a long and passionate kiss, it seems to take forever... -Your heart is filled with despair as that person is not here. -You gather yourself in your arms and try to kiss yourself. -$n makes an attempt at kissing $mself. -You kiss $S $t passionately. -$n kisses $N's $t passionately. -$n kisses your $t passionately. -You kiss $p passionately. -$n kisses $p passionately. - -~froth froth 0 5 0 0 -You froth at the mouth. -$n froths at the mouth! -You froth at the mouth at the sight of $M! -$n froths at the mouth at the sight of $N. -$n froths at the mouth at the sight of you! -You seem a bit frothy today. -MAD DOG! -$n froths at the mouth like a mad dog! Run away! -Your mouth froths at $S $t. -$n mouth froths at $N's $t. -$n mouth froths at your $s $t. -Your mouth froths at $p. -$n mouth froths at $p. - ~frown frown 0 5 0 0 What's bothering you? $n frowns. @@ -2518,21 +28,6 @@ $n frowns at your $s $t. You frown at $p. $n frowns at $p. -~fume fume 0 5 0 0 -Take it easy now! Count to ten, very slowly. -$n grits $s teeth and fumes with rage. -You stare at $M, fuming. -$n stares at $N, fuming with rage. -$n stares at you, fuming with rage! -Fume away.. they ain't here. -That's right - hate yourself! -$n clenches $s fists and stomps $s feet, fuming with anger. -You stare at $S $t, fuming with rage. -$n stares at $N's $t, fuming with rage. -$n stares at your $s $t, fuming with rage. -You stare at $p, fuming with rage. -$n stares at $p, fuming with rage. - ~furrow furrow 0 5 0 0 You furrow your brow in thought. $n furrows $s brow in thought. @@ -2548,231 +43,6 @@ $n furrows $s brow at your $s $t. You furrow your brow at $p. $n furrows $s brow at $p. -~fuss fuss 0 5 0 0 -You make a fuss. -$n makes a fuss. -You make a fuss over $M. -$n makes a fuss over $N. -$n makes a fuss over you. -Fussy, fussy! -You make a fuss over yourself. -$n makes a fuss over $mself. -You make a fuss about $S $t. -$n makes a fuss about $N's $t. -$n makes a fuss about your $t. -You make a fuss about $p. -$n makes a fuss about $p. - -~fwap fwap 0 5 0 0 -Backhand to the left cheek. Shoots. Scores! -$n backhands a pesky fly. -You backhand $N right in the face. FWAP! -$n fwaps $N. Ouch, that really HURT. -$n fwaps you in the face. Ouch, that really HURT. -Backhand to the right cheek. BUZZZ. Missed. -Wham! You fwap yourself in the face. Ouch. -$n fwaps $mself in the face. Ouch, that really HURT. -# -# -# -# -# - -~gag gag 0 5 0 0 -Gag who?? -$n gags in disgust. -You gag $N with one of your dirtiest socks. -$n gags $N with one of $s dirtiest socks. -$n gags you with one of $s dirtiest socks. -Hard to gag someone that isn't here. -You gag yourself with one of your dirtiest socks. -$n gags $mself with one of $s dirtiest socks. -# -# -# -# -# - -~gasp gasp 0 5 0 0 -You gasp in astonishment. -$n gasps in astonishment. -You gasp in total astonishment at $M. -$n gasps in astonishment at $N. -$n gasps in utter astonishment at you. -You gasp desperately for air. -You gasp at your own misfortune. -$n seems to gasp at $mself in utter astonishment. -You gasp in astonishment at $S $t. -$n gasps in astonishment at $N's $t. -$n gasps in astonishment at your $s $t. -You gasp in astonishment at $p. -$n gasps in astonishment at $p. - -~gaze gaze 0 5 0 0 -You gaze blankly into nothingness, not a thought in your head. -$n gazes blankly into nothingness, not a thought in $s head. -You gaze deeply into $S eyes, completely lost. -$n gazes deeply into $N's eyes, completely lost. -$n gazes deeply into your eyes, completely lost. -Where do you want to gaze? -You get cross-eyed, trying to gaze at yourself. -$n gets very cross-eyed. -You gaze at $S $i for a long time. -$n gazes at $N's $i for a long time. -$n gazes at your $i for a long time. -# -# - -~ghug ghug 0 8 8 0 -You pull everyone into a group hug. -$n pulls everyone into a group hug. -# -# -# -# -# -# -# -# -# -# -# - -~gibber gibber 0 5 0 0 -You start to gibber insanely. -$n gibbers insanely. -You gibber insanely at $N. -$n watches $N and gibbers insanely. -$n watches you and is gibbering insanely. -You gibber in vain, they can't see nor hear you. -You look at yourself and start to gibber like a maniac. -$n looks at $mself and start to gibber like a maniac. -You gibber insanely at $S $t. -$n gibbers insanely at $N's $t. -$n gibbers insanely at your $t. -You gibber insanely at $p. -$n gibbers insanely at $p. - -~giggle giggle 0 5 0 0 -You giggle. -$n giggles. -You look at $N and break into a fit of giggling. -$n points at $N and begins to giggle uncontrollably. -$n looks at you and giggles, wonder what $e finds so funny. -Well you may see something funny but I don't. -You seem to find yourself very amusing. -$n giggles at $mself. -You giggle at $S $t. -$n giggles at $N's $t. -$n giggles at your $t. -You giggle at $p. -$n giggles at $p. - -~glare glare 0 5 0 0 -You glare at nothing in particular. -$n glares around $m. -You glare icily at $M. -$n glares at $N. -$n glares icily at you, you feel cold to your bones. -You try to glare at somebody who is not present. -You glare icily at your feet, they are suddenly very cold. -$n glares at $s feet, what is bothering $m? -You glare at $S $t. -$n glares at $N's $t. -$n glares at your $t. -You glare at $p. -$n glares at $p. - -~gleam gleam 0 8 8 0 -You get a mischievous gleam in your eye. -$n gets a mischievous gleam in $s eye. -Your eyes gleam mischievously at $N. -$n's eyes gleam mischievously at $N. -$n's eyes gleam mischievously at you. -Do your eyes still gleam if there's no one around to see it? -Your eyes gleam mischievously at your own thoughts. -$n's eyes gleam mischievously at $s own thoughts. -Your eyes gleam mischievously at $N's $t. -$n's eyes gleam mischievously at $N's $t. -$n's eyes gleam mischievously at your $t. -Your eyes gleam mischievously at $p. -$n's eyes gleam mischievously at $p. - -~goodbye goodbye 0 5 0 0 -You wave goodbye to everyone. -$n waves goodbye to everyone. -You wave goodbye to $N. -$n waves goodbye to $N. -$n waves goodbye to you. Have a good journey. -They didn't wait for you to wave goodbye. -Are you going on adventures as well?? -$n waves goodbye to $mself. -You wave goodbye to $S $t. -$n waves goodbye to $N's $t. -$n waves goodbye to your $t. -You wave goodbye to $p. -$n waves goodbye to $p. - -~goose goose 0 5 0 0 -Whom do you want to goose? Choose carefully. -$n is looking for a tush to goose!!! -You goose $S tush! -$n gooses $N's tush. -$n gooses your tush! -Goose? Mother Goose? -You goose your own tush! -$n gooses $s own tush. -You goose $S $t. -$n gooses $N's $t. -$n gooses your $t. -You goose $p. -$n gooses $p. - -~greed greed 0 5 0 0 -You look around greedily. -$n looks around greedily. -You look at $S purse greedily. -$n looks at $N's purse greedily. -$n looks at your purse greedily. -Your money-lender seems to be out for the moment. -You look greedily at yourself -$n looks at $mself greedily? -You look at $S $t greedily. -$n looks at $N's $t greedily. -$n looks at your $t greedily. -You look at $p greedily. -$n looks at $p greedily. - -~greet greet 0 5 0 0 -You greet everyone. -$n greets everyone. -You raise your hand and greet $M. -$n raises $s hand and greets $N. -$n raises $s hand and greets you. -Please -- try someone who is here? -So, you've finally discovered yourself! -$n greets $mself.. $e always was a strange one. -You greet $S $t. -$n greets $N's $t. -$n greets your $t. -You greet $p. -$n greets $p. - -~grimace grimace 0 5 0 0 -You grimace in pain. -$n grimaces in pain. -You look at $M and grimace in pain. -$n grimaces at $N. -$n looks at you and grimaces in pain. -Life that bad, huh? -You grimace in pain at yourself... is life that bad? -$n grimaces at $mself.. $e always was a strange one. -You grimace at $S $t. -$n grimaces at $N's $t. -$n grimaces at your $t. -You grimace at $p. -$n grimaces at $p. - ~grin grin 0 5 0 0 You grin. $n grins. @@ -2803,335 +73,20 @@ $n groans at your $t. You groan at $p. $n groans at $p. -~grope grope 0 5 0 0 -Whom do you wish to grope?? -$n gropes at thin air. -Well, what sort of noise do you expect here? -$n gropes $N. -$n gropes you. -Try someone who's here. -You grope yourself -- YUCK. -$n gropes $mself -- YUCK. -You grope $S $t. -$n gropes $N's $t. -$n gropes your $t. -You grope $p. -$n gropes $p. - -~grovel grovel 0 5 0 0 -You grovel in the dirt. -$n grovels in the dirt. -You grovel before $M -$n grovels in the dirt before $N. -$n grovels in the dirt before you. -Who do you want to grovel in the dirt for? -That seems a little silly to me.. But, okay! -$n grovels in the dirt at $mself. -You grovel in the dirt before $S $t. -$n grovels in the dirt before $N's $t. -$n grovels in the dirt before your $t. -You grovel in the dirt before $p. -$n grovels in the dirt before $p. - -~growl growl 0 5 0 0 -Grrrrrrrrrr... -$n growls. -You growl at $M. -$n growls menacingly at $N. -$n growls at you threateningly. -Your stomach growls, but no one seems to notice but you. -Grrrrrrrrr... -$n growls softly to $mself. -You growl at $S $t. -$n growls at $N's $t. -$n growls at your $t. -You growl at $p. -$n growls at $p. - -~grumbles grumbles 0 5 0 0 -You grumble unhappily. -$n grumbles unhappily. +~grumble grumble 0 5 0 0 +You grumble. +$n grumbles. You grumble at $M. $n grumbles at $N. $n grumbles at you. You should at least grumble at someone nearby. -You grumble unhappily at yourself. -$n grumbles unhappily to $mself. -You grumble unhappily at $S $t. -$n grumbles unhappily $N's $t. -$n grumbles unhappily your $t. -You grumble unhappily $p. -$n grumbles unhappily $p. - -~grunts grunt 0 5 0 0 -You grunt loudly. -$n grunts at you vigorously! -You grunt vigorously at $M! -$n grunts vigorously at $N! -$n grunts vigorously at you! -Try grunting at a real person. -You grunt at yourself, maybe you should consider professional help... -You fall over with laughter as$n grunts at $mself. -You grunt at $S $t. -$n grunts at $N's $t. -$n grunts at your $t. -You grunt at $p. -$n grunts at $p. - -~haircut haircut 0 5 0 0 -You whine about your crappy haircut. -$n whines about $s crappy haircut! Waaaahhh... -You cut a few snips out of $N's hair. -$n cuts a few snips out of $N's hair. -$n cuts a few snips out of your hair. -You can't cut their hair, because they aren't here! -You almost cut your fingers trying to cut your hair. -$n tries to cut $s hair, but almost cuts $s finger instead. -You look at $S $t and think $E could use a little trimming off the top. -$n looks at $N's $t and seems to think it could use a little trimming off the top. -$n looks at your $t and seems to think it could use a little trimming off the top. -You look at $p and think it could use a little trimming off the top. -$n looks at $p and seems to think it could use a little trimming off the top. - -~halo halo 0 8 8 1 -You whip out the ol' halo. That should prove your innocence. -$n loads a halo and dons it. -$N could use a good disguise. -$n loads a halo and gives it to $N. -$n gives you a halo. Apparently you don't look angelic enough. -Too late, that person already made a getaway. -You load a halo and place it on your head. -$n loads a halo and dons it. -You place a halo on $S $t. -$n places a halo on $N's $t. -$n places a halo on your $t. -You place a halo on $p. -$n places a halo on $p. - -~handraise handraise 0 8 8 0 -You raise your hand - me me me! -$n raises $s hand - me me me! -You raise your hand, trying to get $N's attention? -$n raises $s hand in response to $N. -$n raises $s hand in response to you. -If you raise your hand in an empty room, does anyone see? -You raise your hand... at least that's one of you. -$n raises $s hand to $mself... that makes one. -# -# -# -# -# - -~handshake handshake 0 5 0 0 -You look for a hand to shake. -$n is looking for a hand to shake and babies to kiss. -You shake $N's hand. -$n shakes $N's hand. -$n shakes your hand. -They left before you could shake their hand. -You shake your own hand vigorously. -$n shakes $s own hand vigorously. -$n shakes $S $t. -$n shakes $N's $t. -$n shakes your $t. -You shake $p. -$n shakes $p. - -~happy happy 0 5 0 0 -You look happy. -$n looks happy. -You look happily at $M. -$n looks happily at $N. -$n looks happily in your direction. -You need someone to look happy? -You are so happy with yourself. -$n looks happily at $mself. -You look happily at $S $t. -$n looks happily at $N's $t. -$n looks happily at your $t. -You look happily at $p. -$n looks happily at $p. - -~hate hate 0 5 0 0 -Take it easy now! Count to ten, very slowly. -$n's eyes burn with hatred. -You stare at $M, your eyes trying to burn through $S skull. -$n stares at $N, $s eyes burning with hatred. -$n stares at you, $s eyes burning with hatred. -Hate away.. they ain't here. -That's right - hate yourself! -$n clenches $s fists and stomps $s feet, hating $mself. -You stare at $S $t with hatred. -$n stares at $N's $t with hatred. -$n stares at your $s $t with hatred. -You stare at $p with hatred. -$n stares at $p with hatred. - -~headache headache 0 8 8 0 -You rub your aching temples. -$n rubs $s aching temples. -You rub your aching temples, indicating that $N is giving you a headache. -$n rubs $s aching temples, indicating that $N is giving $m a headache. -$n rubs $s aching temples, indicating that you are giving $m a headache. -That person gives you a headache even when they're not here. -You're giving yourself a headache. -$n gives $mself a headache. -You rub your aching temples, indicating that $N's $t is giving you a headache. -$n rubs $s aching temples, indicating that $N's $t is giving $m a headache. -$n rubs $s aching temples, indicating that your $t is giving $m a headache. -You rub your aching temples, indicating that $p is giving you a headache. -$n rubs $s aching temples, indicating that $p is giving $m a headache. - -~heh heh 0 5 0 0 -You heh. Heh, heh, heh. -$n hehs. Heh, heh, heh! -You heh at $M. Heh, heh, heh. -$n hehs at $N. Heh, heh, heh. -$n hehs at you. Heh heh! -You heh at someone no longer around. -You heh at yourself. Silly you! -$n hehs at $mself. So silly! -You heh at $S $t. Heh, heh, heh. -$n hehs at $N's $t. Heh, heh! -$n hehs at your $t. Heh heh! -You heh at $p. Heh, heh! -$n hehs at $p. Heh, heh! - -~hiccup hiccup 0 5 0 0 -*HIC* -$n hiccups. -You hiccup in $S face. -$n hiccups in $N's face. -$n hiccups in your face. -Hiccupping in someone's face is not polite. -You try to stifle some hiccups. -$n's hiccups uncontrollably. -You look at $S $t and hiccup at it. -$n looks at $N's $t and hiccups at it. -$n looks at your $t and hiccups at it. -You look at $p and hiccups at it. -$n looks at $p and hiccups at it. - -~highfive highfive 0 5 0 0 -Whom do you wish to highfive? -$n is looking for someone to highfive. -You leap up and highfive $M. -$n leaps up and highfives $N. -$n leaps up and highfives you. -Sky me, baby! -You try to give yourself a highfive. -$n's attempts to give $mself a highfive. -You attempt to give $S $t a highfive. -$n attempts to give $N's $t a highfive. -$n attempts to give your $t a highfive. -You attempt to give $p a highfive. -$n attempts to give $p a highfive. - -~hiss hiss 0 5 0 0 -You hiss, trying to look menacing. -$n hisses, making your neck hairs stand on end! -You hiss at $N, trying to scare $M. -$n hisses at $N. -$n hisses at you! Maybe $e wants to start a fight? -Who are you hissing at? -You cross your eyes and hiss at yourself, getting even more pissed! -$n crosses $s eyes and hisses at $mself! -You hiss at $S $t. -$n hisses at $N's $t. -$n hisses at your $t. -You hiss at $p. -$n hisses at $p. - -~hmmmmm hmmmmm 0 5 0 0 -Hmmmmm. -$n seems to think about it for a while, and then goes hmm. -You go hmmmmm over what $E just said. -$n goes hmmmmm over $N's words. -$n goes hmmmmm your words. -They left you! -You go hmmm. -$n goes hmmmm. -You look at $S $t and go hmmmmmm. -$n looks at $N's $t and goes hmmmmmm. -$n looks at your $t and goes hmmmmmm. -You look at $p and go hmmmmmm. -$n looks at $p and goes hmmmmmm. - -~honey honey 0 8 8 0 -You pick up a big honeypot, mmm. -$n picks up a big honeypot, mmm. -You hand $N a big honeypot. -$n hands $N a big honeypot. -$n hands you a big honeypot. -Guess you've got it all to yourself. -You pick up a big honeypot and stick your paws in for a taste. -$n picks up a big honeypot and sticks $s paws in for a taste. -# -# -# -# -# - -~hop hop 0 5 0 0 -You hop about on one foot -$n hops about looking anxious. -You hop around merrily with $M. -$n hops around merrily with $N. -$n hops around merrily with you. -Hard to play `Leap-Frog' when no one is around. -You hop around yourself. What are you? A frog, right? -$n hops around $mself. -You hop over $S $t. -$n hops over $N's $t. -$n hops over your $t. -You hop over $p. -$n hops over $p. - -~hotfoot hotfoot 0 5 0 0 -Whom do you wish to give a hotfoot? -$n is looking for someone to give a hotfoot. -You light a match and give $M a hotfoot! -$n lights a match and gives $N a hotfoot! -$n lights a match and gives you a hotfoot! -They are already hotfooting it away from you. -You light a match and gives yourself a hotfoot! -$n lights a match and gives $mself a hotfoot! -You give $S $t a hotfoot? -$n gives $N's $t a hotfoot? -$n gives your $t a hotfoot? -You give $p a hotfoot? -$n gives $p a hotfoot? - -~howl howl 0 5 0 0 -AWWWWROOOOO! -$n howls at the moon. -You howl at $M. -$n howls at $N. -$n howls at you. -Full moon tonight, eh? -You howl at yourself. -$n howls at $mself! -You howl at $S $t. -$n howls at $N's $t. -$n howls at your $t. -You howl at $p. -$n howls at $p. - -~hrmph hrmph 0 5 0 0 -Hrmph. -$n goes hrmph. -You goe hrmph over what $E just said. -$n goes hrmph over $N's words. -$n goes hrmph your words. -They left before you could hrmph them. -You go hrmph at yourself. -$n goes hrmph at $mself. -You look at $S $t and go hrmph. -$n looks at $N's $t and goes hrmph. -$n looks at your $t and goes hrmph. -You look at $p and go hrmph. -$n looks at $p and goes hrmph. +You grumble at yourself. +$n grumbles to $mself. +You grumble at $S $t. +$n grumbles $N's $t. +$n grumbles your $t. +You grumble $p. +$n grumbles $p. ~hug hug 0 5 0 0 Hug who? @@ -3148,306 +103,6 @@ $n hugs your $t. You hug $p. $n hugs $p. -~huggle huggle 0 8 5 0 -Who do you want to huggle? -# -You huggle $M, sending them to the ground. -$n tackle hugs $N to the ground. -$n huggles you to the ground! -You can't huggle someone who doesn't exit you know. -You huggle yourself, nobody loves you! -$n huggles $mself, nobody loves $m! -You wrap your arms around $M and huggle $S $t. -$n wraps $s arms around $N and huggles $S $t. -$n wraps $s arms around you and huggles your $t. -# -# - -~hula hula 0 8 8 0 -You put on a grass skirt and start to hula dance. -$n puts on a grass skirt and starts to hula dance. -You put on a grass skirt and hula dance with $M. -$n puts on a grass skirt and hula dances with $N. -$n puts on a grass skirt and hula dances with you. -Who do you want to hula dance with? -You put on a grass skirt and start to hula dance. -$n puts on a grass skirt and starts to hula dance. -You put on a grass skirt and start to hula dance with $S $t. -$n puts on a grass skirt and hula dances with $N's $t. -$n puts on a grass skirt and hula dances with your $t. -You put on a grass skirt and hula dance with $p. -$n puts on a grass skirt and hula dances with $p. - -~hum hum 0 5 0 0 -You hum. -$n hums. -You hum an annoying little tune in $M's ear. -$n hums in $N's ear. -$n hums an annoying little tune in your ear. -Humming is so very much fun, no? -You hum to yourself. -$n hums to $mself. -You hum at $S $t. -$n hums at $N's $t. -$n hums at your $t. -You hum at $p. -$n hums at $p. - -~humans humans 0 5 0 0 -You make an agitated statement, 'Humans! Bah..' -'Humans! Bah...' blurts out $n. -You point at $N and blurt out, 'Humans! Bah..' -$n points at $N and blurts out, 'Humans! Bah...' -$n points at you and blurts out, 'Humans! Bah...' -You don't see them here. -# -# -# -# -# -# -# - -~hush hush 0 5 0 0 -You hush. -$n hushes. -You try to hush $M. -$n tries to hush $N. -$n tries to hush you. -Whom do you wish to hush? -You hush yourself. -$n hushes $mself. -You hush $S $t. -$n hushes $N's $t. -$n hushes your $t. -You hush $p. -$n hushes $p. - -~hustle hustle 0 5 0 0 -You hustle along. -$n hustles along. -You hustle past $M. -$n hustles past $N. -$n hustles past you. -Do the Hustle! -You do the Hustle! -$n does the Hustle! -You tell $S $t to hustle. -$n tells $N's $t to hustle. -$n tells your $t to hustle. -You tell $p to hustle. -$n tell $p to hustle. - -~huzzah huzzah 0 5 0 0 -You give a resounding, HUZZAH! -$n huzzahs! -You huzzah $M! -$n huzzahs $N. -$n huzzahs you! -Hmmm? -You give a resounding, HUZZAH! at yourself. -$n gives a resounding, HUZZAH! at $mself. -You HUZZAH at $S $t. -$n HUZZAHS at $N's $t. -$n HUZZAHS at your $t. -You HUZZAH at $p. -$n HUZZAHS at $p. - -~hysterical hysterical 0 8 8 0 -You clutch your sides, doubling over with laughter. -$n clutches $s sides, doubling over with laughter. -You clutch your sides, doubling over with laughter at $N. -$n clutches $s sides, doubling over with laughter at $N. -$n clutches $s sides, doubling over with laughter at you. -Hmm they're not here. Hallucinating again? -You clutch your sides, doubling over with laughter at yourself. -$n clutches $s sides, doubling over with laughter at $mself. -You clutch your sides, doubling over with laughter at $N's $t. -$n clutches $s sides, doubling over with laughter at $N's $t. -$n clutches $s sides, doubling over with laughter at your $t. -You clutch your sides, doubling over with laughter at $p. -$n clutches $s sides, doubling over with laughter at $p. - -~ignore ignore 0 5 0 0 -You ignore everyone. -$n ignores everyone, how rude! -You ignore $M. -$n ignores $N. -$n turns $s back towards you. -Who did you want to ignore? -You can't ignore yourself! -You watch as $n ignores $mself. -You try to ignore $S $t. -$n tries to ignore $N's $t. -$n tries to ignore your $t. -You try to ignore $p. -$n tries to ignore $p. - -~innocent innocent 0 5 0 0 -You do your best to look innocent....I don't think they're buying it. -$n bats $s eyelashes and smiles innocently. -You give $N an innocent glance, wonder if they're catching on... -$n gives $N an innocent glance... what is $e up to? -$n gives you an innocent glance... what could $e be up to? -You don't seem that innocent to me. -You look innocently at yourself. -$n looks innocently at $mself. -You look innocently at $S $t. -$n looks innocently at $N's $t. -$n looks innocently at your $t. -You look innocently at $p. -$n looks innocently at $p. - -~insane insane 0 5 0 0 -You always were a bit daft. -$n is insane! -You think $E is insane. -$n thinks $N is insane. -$n thinks you are insane. -You think someone is insane? You're right. -You become even more insane than you already were. -$n is losing $s sanity. -You look at $S $t and declare it insane. -$n looks at $N's $t and declares it insane. -$n looks at your $t and declares it insane. -You look at $p and declare it insane. -$n looks at $p and declares it insane. - -~insomnia insomnia 0 0 8 0 -Go to bed this instant! -Someone tell $n to quit and go to sleep. -# -# -# -# -# -# -# -# -# -# -# - -~jaw jaw 0 8 8 0 -Your jaw drops to the ground in disbelief. -$n's jaw drops to the ground in disbelief. -# -# -# -# -# -# -# -# -# -# -# - -~jeer jeer 0 5 0 0 -You jeer at the world in general. -$n seems upset with the world. -You jeer $M. -$n jeers at $N, how cruel. -$n jeers at you in an insulting and hurtful way. -Hmmm wonder where they went? -You laugh at your own inadequacies. -$n succeeds in making a fool of $mself. -You jeer at $S $t. -$n jeers at $N's $t. -$n jeers at your $t. -You jeer at $p. -$n jeers at $p. - -~jest jest 1 5 5 0 -You're only jesting! -$n is only jesting! -You playfully jest with $M. -$n playfully jests with $N. -$n playfully jests with you. -You fool! That person isn't here. -You make a fool of yourself. -$n makes a fool of $mself. -You make fun of $N's $t. -$n makes fun of $N's $t. -$n makes fun of your $t. -# -# - -~job job 0 8 8 0 -This looks like a job for you! -This looks like a job for... $n! -# -# -# -# -# -# -# -# -# -# -# - -~jog jog 0 8 8 0 -You start to jog in place. -$n starts to jog in place. -You jog around $N in circles! -$n jogs around $N in circles! -$n is jogging around you in circles! -You can't jog around people who aren't here. -# -# -# -# -# -# -# - -~joint joint 0 8 8 0 -You whip out a JoInT and get ready to meet the clouds... -$n whips out a JoInT and gets ready to meet the clouds... -# -# -# -# -# -# -# -# -# -# -# - -~joke joke 0 5 0 0 -You were only joking! -$n was only joking! -You play a cruel joke on $N! -$n plays a cruel joke on $N! -$n plays a cruel joke on you! -Find someone who actually exists to play a joke on. -You tell yourself a joke. I bet you'd laugh as well, huh? -$n tells $mself a joke... strange. -# -# -# -# -# - -~juggle juggle 0 8 8 0 -You begin to juggle. -$n begins to juggle. -You begin juggling with $N. -$n begins juggling with $N. -$n begins juggling with you. -That person is not here to juggle with. -You've only got so many hands. -# -# -# -# -You juggle a knife, a flaming torch, a bowling ball, and $p. -$n juggles a knife, a flaming torch, a bowling ball, and $p. - ~kiss ki 0 5 0 0 Isn't there someone you want to kiss? $n is looking for someone to kiss. @@ -3478,67 +133,7 @@ $n kneels at your $t. You kneel at $p. $n kneels at $p. -~knight knight 0 5 0 0 -Whom do you wish to knight? -$n is looking for someone to knight. -You tap a magical sword on $N's shoulder and knight $M. -$n taps a magical sword on $N's shoulder and knights $M. -$n taps a magical sword on your shoulder and knights you! -You want to knight someone? -You knight yourself, wouldn't your mother be proud. -$n knights $mself, $s mother must be proud. -You knight $S $t -$n knights $N's $t. -$n knights your $t. -You knight $p. -$n knights $p. - -~knuckle knuckle 0 5 0 0 -You start to pop your knuckles. Time to kick some ass. -$n starts to pop $s knuckles. $e looks like $e means business! -You feed $N a knuckle sandwich! -$n feeds $N a knuckle sandwich! -$n feeds you a knuckle sandwich! Are you gonna take that??? -You can't do that, they arent here! -You crack your knuckles in a cacophonous explosion of joints. -$n cracks $s knuckles. Causing a cacophony of exploding joints. -You knuckle $S $t. -$n knuckles $N's $t. -$n knuckles your $t. -You knuckle $p. -$n knuckle $p. - -~lala lala 0 8 8 0 -You stick your fingers in your ears - LA LA LA! -$n sticks $s fingers in $s ears and shouts LA LA LA! -You stick your fingers in $N's ears and shout LA LA LA! -$n sticks $s fingers in $N's ears and shouts LA LA LA! -$n sticks $s fingers in your ears and shouts LA LA LA! -Maybe you better take your fingers out of your eyes first - they're not here! -You stick your fingers in your ears, can you hear yourself? -$n sticks $s fingers in $s ears and goes LA LA LA! -# -# -# -# -# - -~lame lame 0 8 8 0 -You know that was lame, but you couldn't help yourself. -$n knows that was lame, but $e couldn't help $mself. -You think $N's comments were really lame. -$n thinks $N's comments were really lame. -$n thinks that was really lame. -You are so lame that they didn't stick around for you to tell them. -You are being lame. -$n is being lame. -You think $N's $t is lame. -$n thinks $N's $t is lame. -$n thinks your $t is lame. -You think $p is lame. -$n thinks $p is lame. - -~laughs lau 0 5 0 0 +~laugh lau 0 5 0 0 You laugh. $n laughs. You laugh wholeheartedly with $M. @@ -3553,426 +148,6 @@ $n laughs at your $t. You laugh at $p. $n laughs at $p. -~lean lean 0 8 5 0 -You lean against a nearby tree. -$n leans against a nearby tree. -You lean against $N, pressing your body close. -$n leans against $N, pressing $s body close. -$n leans against you, pressing $s body close. -You try to lean on someone but end up on your butt. -That's not even possible! -# -You lean against $S $i, pressing your body close. -$n leans against $N's $i, pressing $s body close. -$n leans against your $i, pressing $s body close. -# -# - -~licks lic 0 5 0 0 -You lick your lips and smile. -$n licks $s lips and smiles. -You lick your lips and look at $M. -$n licks $s lips and looks at $N. -$n licks $s lips and looks at you. -Lick away, nobody's here with that name. -You lick your lips. -$n licks $s lips. -You lick $S $t. -$n licks $N's $t. -$n licks your $t. -You lick $p. -$n licks $p. - -~listen listen 0 5 0 0 -You listen with great attention. -$n listens carefully. -You listen carefully to what $N has to say. -$n pays close attention to $N. -$n listens to what you have to say. -Who you tryin' to listen to stupid? The air??? -You listen to yourself talk and start to wonder... -$n listens to $mself talk. -You listen to $S $t. -$n listens to $N's $t. -$n listens to your $t. -You listen to $p. -$n listens to $p. - -~lofr lofr 0 5 5 0 -You laugh on the floor, rolling. -$n laughs on the floor, rolling. -You laugh on the floor, rolling at $M. -$n laughs on the floor, rolling at $N. -$n laughs on the floor, rolling at you. -You can't laugh at someone who isn't there, that would be silly. -You laugh on the floor, rolling because you know you're silly. -$n laughs on the floor, rolling because $e knows $e's silly. -# -# -# -# -# - -~lol lol 0 5 5 0 -You laugh out loud. -$n laughs out loud. -You laugh out loud at $M. -$n laughs out loud at $N. -$n laughs out loud at you. -You can't laugh at someone who isn't even here! -You laugh out loud at yourself. -$n laughs out loud at $mself. -# -# -# -# -# - -~lost lost 0 5 0 0 -You gaze at your surroundings, trying to make out where you are. -$n wanders around in a daze, with a rather clueless face. $e must be lost! -You look at $N, completely lost. -$n stares at $N, completely lost. -$n stares at you, completely lost. -You stare and stare but are still completely lost. -You stare at yourself - but are still completely lost. -$n stares at $mself - $e is completely lost. -You stare at $S $t, completely lost. -$n stares at $N's $t, $e is completely lost. -$n stares at your $t, $e is completely lost. -You stare at $p, completely lost. -$n stares at $p, $e is completely lost. - -~love love 0 5 0 0 -You love the whole world. -$n loves everybody in the world. -You tell your true feelings to $N. -$n whispers softly to $N. -$n whispers to you sweet words of love. -Alas, your love is not present... -Well, we already know you love yourself (lucky someone does!) -$n loves $mself, can you believe it? -You love $S $t. -$n loves $N's $t. -$n loves your $t. -You love $p. -$n loves $p. - -~lust lust 0 5 0 0 -You lusty devil you. -$n is lusty. -You lust after $M! -$n lusts after $N. -$n lusts after you! -It's May! It's May! The lusty month of May! -You lust after yourself. -$n lusts after $mself, can you believe it? -You lust after $S $t. -$n lusts after $N's $t. -$n lusts after your $t. -You lust after $p. -$n lusts after $p. - -~lag lz 0 5 0 0 -You are suffering from lag. -$n is lagging. -You lag behind $M. -$n lags behind $N. -$n lags behind you. -The lag doesn't seem that bad for them. -You are really lagged. -$n is really lagged. -You make $S $t lag. -$n makes $N's $t lag. -$n makes your $t lag. -You make $p lag. -$n makes $p lag. - -~mace mace 0 8 8 0 -You look around for someone to mace. -$n pulls out a can of mace and is looking for someone to spray. -You grab your can of mace and douce $N with it. -$n pulls out a can of mace and douces $N's face with it. -$n pulls out a can of mace and douces your face. -They ran away before you could mace them. -You spray a can of mace at yourselves burning your own eyes! -$n sprays $mself with a can of mace. $e immediately breaks down into tears. -You mace $S $t. -$n maces $N's $t. -$n maces your $t. -You mace $p. -$n maces $p. - -~madgiggle madgiggle 0 8 8 0 -You giggle madly. -$n giggles madly... -$n giggles madly at your crazy antics. -$n giggles madly at $N's insane antics. -$n giggles madly at you. -You giggle madly at someone...who isn't here anymore... -You giggle madly at yourself. -$nn is giggling madly at $mself. How strange... -# -# -# -# -# - -~makeout makeout 0 5 0 0 -Who are you trying to makeout with? -$n is looking for someone to makeout with! -You rush up to $N and beg for some action. -$n slides up next to $N and begs for some action. -$n has a wild look in $s eyes. $e looks desperate for some action. -Sorry, looks like you have to makeout with yourself this time. -Makingout with yourself !?!? Talk about lonely.... -$n starts running $s hands up and down $s body, what is $e nuts??? -You makeout with $S $t. -$n makes out with $N's $t. -$n makes out with your $t. -You makeout with $p. -$n makes out with $p. - -~massage massage 0 5 0 0 -Massage what, thin air? -$n is looking for someone to massage, any volunteers. -You gently massage $N's shoulders. -$n massages $N's shoulders. -$n gently massages your shoulders...ahhhhhhhhhh... -You can only massage someone in the same room as you. -You practice yoga as you try to massage yourself. -$n gives a show on yoga-positions, trying to massage $mself. -You gently massage $S $t. -$n gently massages $N's $t. -$n gently massages your $t.... -You gently massage $p. -$n gently massages $p. - -~meds meds 0 8 8 0 -You need medication. -$n is looking for some medication. -You give $N $S daily dose of medications. -$n gives $N $S daily dose of medications. -$n gives you your daily dose of medications. -They left before you get give them their medications. -You gather up all of your medications and swallow it dry. -$n gathers up all of $s medications and swallows it dry. -# -# -# -# -# - -~meep meep 0 8 8 0 -You meep! -$n meeps! -You meep at $N! -$n meeps at $N! -$n meeps at you! -Your meep goes echoing off the empty walls. -You meep at yourself! -$n meeps at $mself! -You meep at $N's $t! -$n meeps at $N's $t! -$n meeps at your $t! -You meep at $p! -$n meeps at $p! - -~meow meow 0 5 0 0 -Meeeeooow! -$n meows. -You meow at $M. -$n meows at $N. -$n meows at you. -Full moon tonight, eh? -You meow at yourself. -$n meows at $mself! -You meow at $S $t. -$n meows at $N's $t. -$n meows at your $t. -You meow at $p. -$n meows at $p. - -~mic mic 0 8 8 0 -You tap on the mic and wonder if it is turned on. -$n taps on the Microphone and says "Is this thing on?" -# -# -# -# -# -# -# -# -# -# -# - -~moan moan 0 5 0 0 -You start to moan. -$n starts moaning. -You moan passionately at $M. -$n moans at $N. -$n moans passionately at you. -You moan at the moon. -You moan as if you were your own ghost. -$n moans at $mself. -You moan at $S $t. -$n moans at $N's $t. -$n moans at your $t. -You moan at $p. -$n moans at $p. - -~mock mock 0 5 0 0 -You mock the entire World. -$n mocks the entire World. -You mock $M. -$n mocks $N. -$n mocks you! -Well you may see something worth mocking, but I don't. -You mock yourself. -$n starts mocking $mself. -You mock $S $t. -$n mocks $N's $t. -$n mocks your $t. -You mock $p. -$n mocks $p. - -~model model 0 5 0 0 -You strike a pose! "I wanna be a supermodel!" -$n poses attractively and models $s fab gear. -You strike your best pose for $M. They seem to maintain neutrality. -$n is posing for $N. I think somebody wants on! -$n appears to be posing for you. $e will do anything to catch your eye won't $e! -Modelling for the wall again? You really need friends. -You pose and proceed to observe yourself. "Perky!, nice and Perky!" -$n is modeling for $mself again. WHAT a surprise! -You grab $S $t and model it for $M. -$n grabs $N's $t and models it for $M. -$n grabs your $t and models it for you. -You pose attractively and model $p. It definitely goes with your outfit. -$n poses attractively and models $p. Don't they look gorgeous! - -~modest modest 0 8 8 0 -You smile modestly, mumbling "It was nothing really." -$n smiles modestly, mumbling "It was nothing really." -You assure $N it was nothing really. -$n assures $N it was nothing really. -$n assures you it was nothing really. -That person is not here to appreciate your modesty. -You don't think you're anything special. -$n doesn't think $e's particularly special. -You don't find $N's $t particularly special. -$n doesn't find $N's $t particularly special. -$n doesn't find your $t particularly special. -You don't find $p particularly special. -$n doesn't find $p particularly special. - -~moo moo 0 5 0 0 -Mooooooooo. -$n moos like a cow. -You moo at $M like a cow. -$n moos at $N like a cow. -$n moos at you like a cow. -Full moon tonight, eh? -You moo at yourself. -$n moos at $mself! -You moo at $S $t like a cow. -$n moos at $N's $t like a cow. -$n moos at your $t like a cow. -You moo at $p like a cow. -$n moos at $p like a cow. - -~mooch mooch 0 5 0 0 -From whom do you wish to mooch? -$n is looking for someone to mooch off from. -You try to mooch off of $M. -$n tries to mooch off of $N. -$n is trying to mooch off of you! -Try mooching off of someone. -How? - mooching from yourself rarely works. -$n mooches off of $mself. -You trie to mooch off of $S $t. -$n tries to mooch off of $N's $t. -$n tries to mooch off of your $t. -You trie to mooch off of $p. -$n tries to mooch off of $p. - -~moon moon 0 5 0 0 -You moon the whole world. -$n moons everyone in sight. -You drop your pants and moon $M! -$n drops $s pants and moons $N. -$n drops $s pants and moons you! -Blue Moon... You saw me standing alone... -You moon yourself, impressed? -$n moons $mself, $e has problems. -You moon $S $t. -$n moons $N's $t. -$n moons your $t. -You moon $p. -$n moons $p. - -~mortals mortals 0 5 0 51 -Aaagh!! I can't stand mortals!!! -$n cries out, 'Aaaagh!! I can't stand mortals!!!' -# -# -# -# -# -# -# -# -# -# -# - -~mosh mosh 0 5 0 0 -You start slam-dancing. Yeah! -$n starts slam-dancing. Yeah! -You slam into $N, before proceeding to mosh around the room! -$n slams into $N, then $e continues to mosh around the room! -$n slams into you while $e slam-dances around the room! -Uh, who? Nope, nobody like that here. -You mosh with yourself. -$n moshes with $mself. -You mosh with $S $t. -$n moshes with $N's $t. -$n moshes with your $t. -You moshes with $p. -$n moshes with $p. - -~muahaha muahaha 0 5 0 0 -Muahahaha! -$n demonically chortles, 'Muahahaha!' -Muahahaha! You demonically chortles at $M. -Muahahaha! $n demonically chortles at $N. -Muahahaha! $n demonically chortles at you. -You seem a bit insane, but nothing more. -You tip your head back and insanely chortle, `Muahahaha!' -$n tips $s head back and insanely chortles, `Muahahaha!' -You chortle demonically at $S $t `Muahahaha!' -$n chortles demonically at $N's $t `Muahahaha!' -$n chortles demonically at your $t `Muahahaha!' -You chortle demonically at $p `Muahahaha!' -$n chortles demonically at $p `Muahahaha!' - -~muffle muffle 0 5 0 0 -You try to speak but only manage a weak muffle. -$n tries to speak but only manages a weak muffled sound. -You try to muffle $N. -$n tries to muffle $N. -$n tries to muffle you. -They're no longer hre. -You make muffled sounds to yourself. -$n makes some muffled sounds to $mself. -# -# -# -# -# - ~mumble mumble 0 5 0 0 You mumble quietly. $n mumbles quietly. @@ -3988,21 +163,6 @@ $n mumbles into your $t. You mumble at $p. $n mumbles at $p. -~muss muss 0 5 0 0 -Who's hair do you want to muss up? -$n is looking for someone's hair to muss. -You walk up to $N and muss up $S hair. -$n walks up to $N and musses up $S hair till it is in knots. -$n walks up to you and musses up your hair, you will never get those knots out now! -Sorry, they aren't here. -You pull your hair in frustration. -$n pulls $m hair in frustration. -You muss up $S $t. -$n musses up $N's $t. -$n musses up your $t. -You muss up $p. -$n musses up $p. - ~mutter mutter 0 5 0 0 You mutter quietly under your breath. $n mutters quietly under $s breath. @@ -4018,81 +178,6 @@ $n mutters at your $t. You mutter at $p. $n mutters at $p. -~nailfile nailfile 0 8 8 0 -You file your nails with a glazed look. -$n files $s nails with a glazed look. -You file your nails with a glazed look, obviously impressed with $N. -$n files $s nails with a glazed look, obviously impressed by $N. -$n files $s nails with a glazed look, obviously you made an impression. -You file your nails, but noone is around to admire! -You file your nails, utterly bored with yourself. -$n files $s nails, utterly bored with $mself. -You take a glance at $N's $t and start filing your nails, obviously impressed. -$n takes a glance at $N's $t and starts filing $s nails, obviously impressed. -$n takes a glance at your $t and starts filing $s nails, obviously impressed. -You take a glance at $p and start filing your nails, obviously impressed. -$n takes a glance at $p and starts filing $s nails, obviously impressed. - -~needle needle 0 5 5 0 -You whip out a surgical needle and glance around, looking for an arm to stab! -$n whips out a surgical needle and glances around, looking for an arm to stab. -You whip out a surgical needle, glare at $N and laugh maniacally. -$n whips out a surgical needle, glares at $N and laughs maniacally. -$n whips out a surgical needle, glares at you and laughs maniacally. -You can't stab someone who isn't there! -You whip out a surgical needle and carefully withdraw some blood from your arm. -$n whips out a surgical needle and carefully withdraws some blood from $s arm. -You whip out a surgical needle and frantically stab $N's $t. -$n whips out a surgical needle and frantically stabs $N's $t. -$n whips out a surgical needle and frantically stabs your $t. -# -# - -~newidea newidea 0 0 8 0 -You suddenly understand. -A lightbulb clicks on over $n's head. -# -# -# -# -# -# -# -# -# -# -# - -~nibble nibble 0 5 0 0 -Nibble on who? -$n seems to be getting hungry. -You nibble on $N's ear. -$n nibbles on $N's ear. -$n nibbles on your ear. -Sorry, not here, better go back to dreaming about it. -You nibble on your OWN ear??????????????????? -$n nibbles on $s OWN ear (I wonder how it is done!!). -You nibble lightly on $S $t. -$n nibbles lightly on $N's $t. -$n nibbles lightly on your $t. -You nibble on $p. -$n nibbles on $p. - -~night night 0 5 0 0 -You bid everyone a good night. -$n bids everyone a good night. -You bid $M a good night. -$n bids $N a good night. -$n bids you a good night, sleep well! -They've gone to bed before you! -You bid yourself a good night, noone else seems to care! -$n bid $mself a good night, how lonely! -You bend down and bid $S $t a good night. -$n bends down and bids $N's $t a good night. -$n bends down and bids your $t a good night. -# -# - ~nods nod 0 5 0 0 You nod your head. $n nods $s head. @@ -4108,426 +193,6 @@ $n nods at your $t. You nod at $p. $n nods at $p. -~nodrugs nodrugs 0 8 8 0 -You chant "say no to drugs." -$n says no to drugs. -You tell $N to say no to drugs. -$n tells $N to say no to drugs. -$n reminds you to say no to drugs. -They didn't stick around. -You remind yourself once again to say no to drugs. -$n reminds $mself to say no to drugs. -# -# -# -# -# - -~nono nono 0 8 8 0 -@yYou wag your finger, shouting, '@gNo@G! @gNo@G!@y'@n -@y$n wags $s finger, shouting, '@gNo@G! @gNo@G!@y'@n -@yYou wag your finger at $N, shouting '@gNo@G! @gNo@G!@y'@n -@y$n wags $s finger at $N, shouting '@gNo@G! @gNo@G!@y'@n -@y$n wags $s finger at you like your momma would, shouting, '@gNo@G! @gNo@G!'@n -@yWho are you trying to scold?@n -@yYou mutter to yourself, '@gNo@G! @gNo@G!@y'@n -@yWhat's $n muttering about?@n -# -# -# -# -# - -~noogie noogie 0 5 0 0 -Whom do you wish to noogie? -Run! $n is looking for someone to Noogie. -You give $M a noogie! -$n noogies $N. -$n gives you a noogie! -Such childish behavior and no one real to play with. -You give yourself a big noogie. Ouch! -$n gives $mself a big noogie! -You give $M $t a noogie. -$n gives $N's $t a noogie. -$n gives your $t a noogie. -You give $p a noogie. -$n gives $p a noogie. - -~nudge nudge 0 5 0 0 -Nudge? Nudge??? The HELL you say!!!! -$n nudges everyone in the room suggestively. -You nudge $M with your elbow. -$n nudges $N suggestively with $s elbow. -$n nudges you suggestively. You two have an understanding. -Eh? That person isn't here, you know. -Well, just nudge yourself, but how do you get your elbow in that position? -$n nudges $mself with $s elbows, making $m look like a large chicken. -You give $M $t a nudge. -$n gives $N's $t a nudge. -$n gives your $t a nudge. -You give $p a nudge. -$n gives $p a nudge. - -~nuzzle nuzzle 0 5 0 0 -Nuzzle who?? -$n is looking for someone to nuzzle. -You nuzzle $S neck softly. -$n softly nuzzles $N's neck. -$n softly nuzzles your neck. -No.. they aren't here.. -I'm sorry, friend, but that's impossible. -$n tries to nuzzle $mself? -You nuzzle $N's $t. -$n nuzzles $N's $t. -$n nuzzles your $t. -You nuzzle $p. -$n nuzzles $p. - -~nyuk nyuk 0 5 0 0 -Nyuk, nyuk, nyuk! -$n goes 'Nyuk, nyuk, nyuk!' -You poke at $S eyes and go 'nyuk, nyuk, nyuk!' -$n pokes at $N's eyes and goes 'nyuk, nyuk, nyuk! -$n pokes at your eyes and goes 'nyuk, nyuk, nyuk! -Oh? A wise guy, huh? -You look at yourself and go 'Nyuk, nyuk, nyuk!' -$n looks at $mself and goes 'Nyuk, nyuk, nyuk!' -You look at $S $t and go 'Nyuk, nyuk, nyuk!' -$n looks atat $N's $t and goes 'Nyuk, nyuk, nyuk!' -$n looks at your $t and goes 'Nyuk, nyuk, nyuk!' -You look at $p and go 'Nyuk, nyuk, nyuk!' -$n looks at $p and goes 'Nyuk, nyuk, nyuk!' - -~ogle ogle 0 5 0 0 -At whom do you wish to ogle? -$n is looking for someone to ogle at. -You amorously ogle $M. -$n amorously ogles $N. -$n is amorously ogling you. -Who do you love? -You ogle yourself amorously. -$n ogles at $mself, talk about conceited? -You ogle at $M $t amorously. -$n ogles at $N's $t amorously. -$n ogles at your $t amorously. -You ogle at $p amorously. -$n ogles at $p amorously. - -~oh oh 0 5 0 0 -You give out a little, 'Oh..' -$n gives out a little, 'Oh..' -# -# -# -# -# -# -# -# -# -# -# - -~ok ok 0 8 8 0 -You let out a big, 'OK!' -$n lets out a big, 'OK!' -You nod towards $N and let out a big, 'OK!' -$n nods towards $N and lets out a big, 'OK!' -$n nods towards you and lets out a big, 'OK!' -You can't find them here. -# -# -# -# -# -# -# - -~orcs orcs 0 5 0 0 -'Orcs...' you patronize. -'Orcs...' patronizes $n. -You motion towards $N saying, 'Orcs...' patronizingly. -$n motions towards $N saying, 'Orcs...' patronizingly. -$n motions towards you saying, 'Orcs...' patronizingly. -You can't find them to patronize. -# -# -# -# -# -# -# - -~ouch ouch 0 5 0 0 -You say ouch. -$n says ouch. -You look at $M and say ouch. -$n looks at $N and says ouch. -$n looks at you and says ouch. -I don't see anyone by that name here..? -You look at yourself and say ouch. -$n looks at $mself and says ouch, how strange. -You look at $S $t and say ouch. -$n looks at $N's $t and says ouch. -$n looks at your $t and says ouch. -You look at $p and say ouch. -$n looks at $p and says ouch. - -~pat pa 0 5 0 0 -Pat who?? -$n is looking for someone to pet. -You pat $N on $S head. -$n pats $N on $S head. -$n pats you on your head. -Who, where, what?? -You pat yourself on your head, very reassuring. -$n pats $mself on the head. -You pat $M on $S $t. -$n pats $N on $S $t. -$n pats you on your $t. -You pat $p. -$n pats $p. - -~pace pace 0 5 0 0 -You pace the floor. -$n paces the floor, wearing a rut in it. -You pace in front of $N. -$n paces in front of $N. -$n paces in front of you. -They left before you could pace in front of them. -You pace back and forth across the room impatiently. -$n paces back and forth across the room impatiently. -You pace in front of $S $t. -$n paces in front of $N's $t. -$n paces in front of your $t. -You pace in front of $p. -$n paces in front of $p. - -~panic panic 0 5 0 0 -The sky is falling! We're all doomed! They're everywhere! Don't panic, don't PANIC!!! -$n starts to panic, $s eyes wide open with fear. -You take one look at $M and start to panic! -$n takes one look at $N and starts to panic! -$n takes one look at you and starts to panic! -Good idea, panic about nothing! -You take one look at yourself and start to panic! -$n takes one look at $mself and starts to panic! -You take one look at $S $t and start to panic. -$n takes one look at $N's $t and starts to panic. -$n takes one look at your $t and starts to panic. -You take one look at $p and start to panic. -$n takes one look at $p and starts to panic. - -~pant pant 0 5 0 0 -You start panting, damn near out of breath. -$n begins panting, $e looks out of breath. -You pant at $N, showing you're out of breath. -$n pants at $N, showing that $e is out of breath. -$n pants at you, showing that $e is out of breath. -They obviously aren't here. -You pant to yourself, not wanting to show how tired you are. -$n quietly pants to $mself, trying to disguise $s tiredness. -You pant on $S $t, drool everywhere. -$n pants on $N's $t, getting drool everywhere. -$n pants on your $t, getting drool everywhere. -You pant on $p, drool everywhere. -$n pants on $p, getting drool all over it. - -~peck peck 0 5 5 0 -Who do you want to give a gentle peck on the cheek? -$n is looking for someone to give a peck on the cheek. -You give $N a gentle peck on the cheek. -$n gives $N a gentle peck on the cheek. -$n gives you a gentle peck on the cheek. -No, I'm afraid not. That person isn't here. -That's not very possible you know? -$n tries to give $mself a peck on the cheek. Failing miserably. -You give $N a gentle peck on $S $t. -$n gives $N a gentle peck on $S $t. -$n gives you a gentle peck on your $t. -# -# - -~peer peer 0 5 0 0 -You peer around you, uncertain that what you see is actually true. -$n peers around, looking as if $e has trouble seeing everything clearly. -You peer intently at $N. -$n peers intently at $N, what is $e looking for? -$n peers intently at you, what is $e looking for? -Sorry buddy, no one here like that. -You peer at yourself, no small feat. -$n peers at $mself .. no small feat. -You peer intently at $S $t. -$n peers intently at $N's $t. -$n peers intently at your $t. -You peer intently at $p. -$n peers intently at $p. - -~perspire perspire 0 5 0 0 -Cool down? -$n perspires! -You look at $S and begin to perspire. -$n looks at $N and begins to perspire. -$n looks at you and begins to perspire. -You begin to perspire. -You perspire like a pig and begin to smell like one. -$n is perspiring and is beginning to smell funny. -You perspire on $S $t. -$n perspires on $N's $t. -$n perspires on your $t. -You perspire on $p. -$n perspires on $p. - -~pet pet 0 5 0 0 -What do you want to pet? -$n tries to pet the air. -You pet $M. -$n pets $N. -$n pets you. -You are not in Kansas anymore, pet someone that is near you. -You pet yourself, ummm wouldn't privacy be a good thing. -You see $n pet $mself -- not a pretty sight. -You pet $S $t. -$n pets $N's $t. -$n pets your $t. -You pet $p. -$n pets $p. - -~phew phew 0 5 0 0 -You let out a loud pheew! -$n wipes the sweat off $s brow and exclaims, Phew! -You wipe the sweat off your brow and exclaim, Phew to $M! -$n wipes the sweat off $s brow and exclaims, Phew! to $N. -$n wipes the sweat off $s brow and exclaims, Phew! to you. -You can't exclaim phew to them, they aren't here. -You exclaim phew to yourself. -$n exclaims phew to $mself. -You look at $S $t and exclaim, Phew! -$n looks at $N's $t and exclaims, Phew! -$n looks at your $t and exclaims, Phew! -You relax at the sight of the $p and exclaim, Phew! -$n relaxes at the sight of the $p and exclaims, Phew! - -~phlegm phlegm 0 5 0 0 -You phlegm. -$n phlegms all over the place, making a mess. -You phlegm on $S. -$n phlegms on $N. -$n phlegms on you. -Phlegming on someone is not polite. -You try to phlegm all over yourself. -$n phlegms all over $mself. -You phlegm on $S $t, that is so disgusting. -$n phlegms on $N's $t, how disgusting. -$n phlegms on your $t, all green and slimy. -You phlegm on $p. -$n phlegms on $p. - -~picknose picknose 0 8 8 0 -You pick your nose. Gross! -$n picks $s nose. Apparently someone doesn't know any manners. -You pick your nose, unfortunately at the same time as $N glances over at you! -$n picks $s nose right when $N glances over at $m! How unfortunate! -As you glance at $n, they pick their nose!! Ewwww! -You don't see them here. -You pick your nose, hoping noone will notice you. -$n picks $s nose, looking around making sure noone notices. -# -# -# -# -# - -~pie pie 0 5 0 0 -You get hold of a new, fresh slimy pie and look around for someone who seems hungry... -$n gets hold of a new, fresh slimy pie and looks around for someone who seems hungry... -You toss a pie straight into $N's face, Bwahahahaha!! -$n tosses a pie straight into the face of $N, yuck, goo all over $S face. -You are too late to see $n tossing a pie straight at your face. You try to move, but, no... Cherry flavored goo all over your face! -You can't see that person here, sorry. Aim again. :) -You plant a pie in your face, making a good work to get yourself as messy as possible, after all you like cherry... -$n looks at a pie and suddenly plants it straight in $s own face, whirling it around till it falls into tiny bits and pieces... -You toss a pie straight at $S $t. -$n tosses a pie straight at $N's $t, what a mess. -$n tosses a pie straight at your $t, what a mess, cherry you think. -You toss a pie onto $p. -$n tosses a pie onto $p. - -~pillow pillow 1 5 5 0 -You yell, 'PILLOW FIGHT!' and wait for the feathers to fly. -$n yells, 'PILLOW FIGHT!' -You whack $N right in the noggin with a pillow. -$n beans $N neatly with a pillow. -You get a mouthful of feathers as $n hits you with a pillow. -Try someone who's here. -You smack yourself with a pillow. Weirdo. -$n smacks $mself with a pillow... okayyy... -# -# -# -# -# - -~pindrop pin 0 8 8 0 -You test the silence by dropping a pin -$n drops a pin. @RTWAAAAAAAANNNGGGG!@n -# -# -# -# -# -# -# -# -# -# -# - -~pinch pinch 0 5 0 0 -Whom do you want to pinch? Choose carefully. -$n is looking for a tush to pinch!!! -You pinch $S tush! -$n pinches $N's tush. -$n pinches your tush! -They ran away before you could pinch them. -You pinch your own tush! -$n pinches $s own tush. -You pinch $S $t. -$n pinches $N's $t. -$n pinches your $t. -You pinch $p. -$n pinches $p. - -~pity pity 0 5 0 0 -You pity the world. -$n is looking for something to pity. -You pity $M, $E is so pathetic. -$n pities $N and everything $E stands for. -$n pities you and everything you stand for. -Hmmmmmmm.....nope, no one by that name here. -You pity yourself. -$n pities $mself to tears. -You pity $S $t. -$n pities $N's $t. -$n pities your $t. -You pity $p. -$n pities $p. - -~point point 0 5 0 0 -Who do you want to point at? -$n points in all directions, seemingly confused. -You point at $M. -$n points at $N. -$n points at you. -You must have a VERY long index-finger... -You point at yourself. Insinuating something? -$n points at $mself, suggesting that the center of matters is $e. -You point at $S $t. -$n points at $N's $t. -$n points at your $t. -You point at $p. -$n points at $p. - ~poke poke 0 5 0 0 Poke who?? $n seems to be poking around for something. @@ -4543,726 +208,6 @@ $n pokes you in your $t. You poke at $p. $n pokes at $p. -~ponder ponder 0 5 0 0 -You ponder over matters as they appear to you at this moment. -$n sinks deeply into $s own thoughts. -You ponder over what $E just said. -$n ponders $N's words. -$n ponders your words. -You ponder. -You ponder your very existence. -$n seems to be pondering why $e is even here. -You ponder over $S $t. -$n ponders over $N's $t. -$n ponders over your $t. -You ponder over $p. -$n ponders over $p. - -~pooh pooh 0 5 0 0 -You fold your arms, tap your temple and utter, 'think, think, think....' -$n folds $s arms, taps $s temple and utters, 'think, think, think....' -You fold your arms and tap your temple, deep in thought about $N. -$n folds $s arms and taps $s temple, deep in thought about $N. -$n folds $s arms and taps $s temple, deep in thought about you. -They're not here, you silly Pooh-bear. -You fold your arms and bite your tongue, deep in thought about yourself. -$n folds $s arms and bites $s tongue, deep in thought about $mself. -You fold your arms and tap your temple, deep in thought about $N's $t. -$n folds $s arms and taps $s temple, deep in thought about $N's $t. -$n folds $s arms and taps $s temple, deep in thought about your $t. -# -# - -~pop pop 0 8 8 0 -You mischievously get out a pin... POP! -$n mischievously gets out a pin... POP! -You get a pin and poke at $N... POP! -$n gets out a pin and pokes at $N... POP! -$n gets out a pin and pokes at you... POP! -Maybe you should take that pin and drop it. They're not here. -You get a pin and poke yourself... POP! -$n gets out a pin and pokes $mself... POP! -You get a pin and poke at $N's $t... POP! -$n gets out a pin and pokes at $N's $t... POP! -$n gets out a pin and pokes at your $t... POP! -You get out a pin and pokes at $p... POP! -$n gets out a pin and pokes at $p... POP! - -~pose pose 0 8 8 0 -You pose dramatically. -$n poses dramatically. -You pose before $N; $E seems to be impressed. -$n poses before $N; $E cheers at the drama. -$n poses dramatically at you; You feel honored. -You pose for someone, who seemingly isn't there. -You pose with passion in front of a mirror. -$n poses with passion in front of a mirror. -# -# -# -# -# - -~postal postal 0 5 0 0 -You go postal! -Run for cover! $n is going postal. -You go postal on $N. -$n goes postal on $N! -$n goes postal on you! -You WANT to go postal on them, but they're not here. -You go postal on yourself in frustration. -$n just went postal on $mself. -You go postal on $S $t. -$n goes postal on $N's $t. -$n goes postal on your $t. -You go postal on $p in frustration. -$n goes postal on $p in frustration. - -~pounce pounce 0 5 0 0 -You pounce around. -$n pounces around like a cat. -You pounce on $M. -$n pounces on $N, pinning $M to the ground. -$n pounces on you, knocking you down. -They aren't here. -You pounce upon yourself. -$n pounces upon $mself. -You pounce on $S $t. -$n pounces on $N's $t. -$n pounces on your $t. -You pounce on $p. -$n pounces on $p. - -~pound pound 0 5 0 0 -You pound your fist into the wall! You are so mad! -$n pounds $s fist into the wall! Ouch! $e looks mad! -You pound $N into the ground! -$n pounds $N into the ground! -$n pounds you into the ground! Are you gonna take that?? -You swing your fist as you pound the air. -You pound yourself. -You watch $N pound $mself in the face. -You pound on $S $t. -$n pounds on $N's $t. -$n pounds on your $t. -You pound on $p. -$n pounds on $p. - -~pout pout 0 5 0 0 -Ah, don't take it so hard. -$n pouts, $s lower lip quivering. -You pout at $N. -$n pouts at $N. -$n pouts at you. -You pout, but no one notices. -You purse your lips and pout. -$n pouts pitifully at $mself. -You pout at $S $t. -$n pouts at $N's $t. -$n pouts at your $t. -You pout at $p. -$n pouts at $p. - -~pray pray 0 5 0 0 -You feel righteous, and maybe a little foolish. -$n begs and grovels to the powers that be. -You crawl in the dust before $M. -$n falls down and grovels in the dirt before $N. -$n kisses the dirt at your feet. -No such person around, your prayers vanish into the endless voids. -Talk about narcissism... -$n performs some strange yoga-exercises and mumbles a prayer to $mself. -You pray to $S $t. -$n prays to $N's $t. -$n prays to your $t. -You pray to $p. -$n prays to $p. - -~pride pride 0 5 0 0 -You are proud and show it. -$n just wants to make $s mommy proud. -You show your heartfelt pride to $M. -$n beams with pride at $N's accomplishments. -$n beams with pride at your accomplishments. -No such person around, your pride vanishes into the endless voids. -You pride yourself in all of your accomplishments. -$n is full of $mself, again. -You are proud of $S $t. -$n is proud of $N's $t. -$n is proud of your $t. -You is proud of $p. -$n is proud of $p. - -~propose propose 0 5 0 0 -Still looking for the special someone, eh? -$n looks around for $s lost love. -You kneel before $N vowing your love asking for $S hand in marriage. -$n kneels before $N vowing $s eternal love and devotion. -$n kneels before you proclaiming $s love for you saying, "Will you marry me?" -Who are you proposing to? -Proposing to yourself now? Are you a little desperate? -$n kneels down, gets a funny look on $s face as $e proclaims selflove! -You propose to $S $t. -$n proposes to $N's $t, I hope $E doesn't need that. -$n proposes to your $t, I hope you didn't need that. -You propose to $p. -$n proposes to $p. - -~prozac prozac 0 5 0 0 -You get out your bottle of prozac.....*sigh* relief. -$n gets out $s bottle of prozac....he looks better?? -You hand over a prozac bottle to $N. -$n hands some prozac to $N. -$n hands ya some prozac.....relief. Ahhh... -Nobody here to take your cheap prozac. -AHHHHHHHHHHHHHHHH*sigh* -Apparently, prozac makes $n feel giddy. -You look at $S $t, and offer $M some prozac in sympathy. -$n looks at $N's $t, and offers $M some prozac in sympathy. -$n looks at your $t, and offers $M some prozac in sympathy. -You look at $p, and offer it some prozac in sympathy. -$n looks at $p, and offers it some prozac in sympathy. - -~puke puke 0 5 0 0 -You puke all over. -$n pukes. -You puke on $M. -$n pukes on $N. -$n pukes on your clothes! -Once again? -You puke on yourself. -$n pukes on $s clothes. -You puke on $S $t. -$n pukes on $N's $t. -$n pukes on your $t. -You puke on $p. -$n pukes on $p. - -~pull pull 0 5 0 0 -Who's leg do you want to pull? -# -You pull $S leg. -$n pulls $N's leg. -$n pulls your leg. -They're not here! -You pull your own leg. -$n pulls $s own leg. -You pull $S $i. -$n pulls $N's $i. -$n pulls your $i. -You pull at $p. -$n pulls at $p. - -~pulse pulse 0 8 8 0 -Who do you want to check for a pulse? -$n is looking for someone to check a pulse on. -You check $M's pulse. -$n checks $N for a pulse. -$n checks you for a pulse. -They must have seen you coming. -You check yourself for a pulse. -$n checks $mself for a pulse. -# -# -# -# -# - -~puppyeyes puppyeyes 0 8 8 0 -Your eyes brim with tears as you do your most sorrowful puppy eyes. -$n's eyes brim with tears as $e does $s most sorrowful puppy eyes. -Your eyes brim with tears as you look at $N, giving $M your most sorrowful puppy eyes. -$n looks at $N sorrowfully, with big tearful puppy eyes. -$n's eyes brim with tears as $e looks at you with $s most sorrowful puppy eyes. -Your puppy eyes are a wasted effort as that person is not here to fall for them. -You look at yourself tearfully, doing your most sorrowful puppy eyes. -$n looks at $mself sorrowfully, with big tearful puppy eyes. -You look at $N's $t sorrowfully, with big tearful puppy eyes. -$n looks at $N's $t sorrowfully, with big tearful puppy eyes. -$n looks at your $t sorrowfully, with big tearful puppy eyes. -You look at $p sorrowfully, with big tearful puppy eyes. -$n looks at $p sorrowfully, with big tearful puppy eyes. - -~purr pur 0 5 0 0 -Puuuurrrrrrrrrrrrrr............. -$n purrs contentedly. -You purr contentedly at $M. -$n purrs at $N. -$n purrs contentedly at you. -You purr, but no one notices. -You make little purring sounds to yourself. -$n purrs at $mself. -You purr at $S $t. -$n purrs at $N's $t. -$n purrs at your $t. -You purr at $p. -$n purrs at $p. - -~pushup pushup 0 5 0 0 -You assume the proper position and do a push-up. -$n assumes the proper position and does a push-up. -'Drop and give me 20, bucket-head!' you command $N. -$n shouts out at $N, 'Drop and give me 20, bucket-head!' -$n shouts at you, 'Drop and give me 20, bucket-head!' -You don't see them here. -You do a push-up. -$n does a push-up. -test -# -# -# -# - -~puzzle puzzle 0 5 0 0 -You try to sort all this confusion out. -$n seems puzzled. -$E looks as puzzled as you. -$n gives $N a puzzled look. -$n gives you a puzzled look. -Hmmm wonder where they went? -You attempt to confuse yourself and succeed!! -$n succeeds in confusing $mself. -You puzzle over $S $t. -$n is puzzled by $N's $t. -$n is puzzled by your $t. -You is puzzled by $p. -$n is puzzled by $p. - -~quiver quiver 0 8 8 0 -You quiver and quake like a bowl of jelly. -$n quivers and quakes like a bowl of jelly. -You eye $N fearfully, quivering and quaking like a bowl of jelly. -$n eyes $N fearfully, quivering and quaking like a bowl of jelly. -$n eyes you fearfully, quivering and quaking like a bowl of jelly. -Trying to keep yourself warm? -You eye yourself, quivering and quaking like a bowl of jelly. -$n eyes $mself, quivering and quaking like a bowl of jelly. -You eye $N's $t fearfully, quivering and quaking like a bowl of jelly. -$n eyes $N's $t fearfully, quivering and quaking like a bowl of jelly. -$n eyes your $t fearfully, quivering and quaking like a bowl of jelly. -You eye $p fearfully, quivering and quaking like a bowl of jelly. -$n eyes $p fearfully, quivering and quaking like a bowl of jelly. - -~rainbow rainbow 0 5 0 0 -You let everyone see a whole new R A I N B O W !! -Everyone sees a whole new R A I N B O W !! -# -# -# -# -# -# -# -# -# -# -# - -~raise raise 0 5 0 0 -You raise your eyebrow at the situation. -$n raises an eyebrow at the situation. -You raise an eyebrow at $N. -$n raises an eyebrow at $N. -$n raises an eyebrow at you. -You can't find them here. -# -# -# -# -# -# -# - -~raspberry raspberry 0 5 0 0 -You must blow a raspberry at someone! -# -You blow a raspberry at $N! -$n sticks out $s tongue and blows a raspberry at $N! -$n sticks out $s tongue and blows a raspberry at you! -You don't see them here. -You gotta blow a raspberry at someone ELSE! -# -# -# -# -# -# - -~rebuke rebuke 0 5 0 0 -Who's demon spirits do you wish to rebuke? You rebuke everything. -$n rebukes everything in the this god forsaken realm. -You wave your hands at $N and rebuke $S demonic spirits! -$n waves $s hands like an idiot, rebuking demons which are clearly not there... -$n slaps you on the head, screaming 'Demonic pumpkin, I rebuke thee!' -That person's demon spirits must have gone somewhere else. -You rebuke your own inner demons! -$n waves $s hands at $mself and screams 'Out, out, Demonic Raisins, I rebuke thee!' -You rebuke $S $t. -$n rebukes $N's $t. -$n rebukes $t. -You rebuke $p. -$n rebukes $p. - -~reconnect reconnect 0 5 0 0 -You have to reconnect, be right back! -$n has to reconnect, $e'll be right back! -# -# -# -# -# -# -# -# -# -# -# - -~relax relax 0 5 0 0 -You kick back and just enjoy the world around you. -$n relaxes and lets out a huge sigh of contentment. -You relax into $N's arms. -$n relaxes into $N's arms. -$n relaxes into your arms. -You can't relax, they are no where to be found. -You relax every muscle in your body. -$n relaxes every muscle in $s body. -You look at $S $t and relax. -$n looks at $N's $t and relaxes. -$n looks at your $t and relaxes. -You relax at the sight of the $p. -$n relaxes at the sight of the $p. - -~relief relief 0 5 0 0 -You sigh in relief. -$n sighs in relief. -You look at $M and sigh in relief. -$n sighs in relief at $N. -$n sighs in relief at you. -You sigh in relief at yourself. -You sighs in relief to yourself. -$n sighs in relief to $mself. -You sigh in relief at $S $t. -$n sighs in relief at $N's $t. -$n sighs in relief at your $t. -You sigh in relief at $p. -$n sighs in relief at $p. - -~ren ren 0 5 0 0 -Oh! Happy Happy, Joy Joy! -$n jumps up and shouts: "Oh, Happy Happy, Joy Joy!!" -You turn to $M and shout: "You eeediot!!" -$n turns to $N and shouts: "You eeediot!!" -$n turns to you and shouts: "You eeediot!!" -You eeediot!!! -Oh! Happy Happy, Joy Joy! -$n sniffs $mself and says: "Sttteeenky!!!" -# -# -# -# -# - -~revolve revolve 0 8 8 0 -Who do you want to give the item to? -$n looks silly trying to pawn things off on people who are not there. -You give $N a revolving door. -$n slaps a revolving door on $Ns back. -$n hands you a revolving door. -# -# -# -# -# -# -# -# - -~roar roar 0 5 0 0 -You ROAR like a triumphant lion! -$n ROARS like a triumphant lion! -You ROAR aggressively at $N. -$n ROARS aggressively at $N. -$n ROARS aggressively at you. -You ROAR at thin air!... pointless huh? -You ROAR and beat your chest aggressively! -$n ROARS and beats $s chest aggressively! -# -# -# -# -# - -~rofl rofl 0 5 0 0 -You roll around on the floor, laughing. -$n rolls around on the floor, laughing. -You fall to the floor and throw yourself back and forth... LAUGHING at their antics. -$n rolls around on the floor laughing at $N's antics. -$n rolls around on the floor laughing at your antics. -You can't... you are rolling around on the floor laughing at their absence. -You start to roll around on the floor laughing at your own antics. -$n rolls around on the floor laughing at $s own antics. Neat, huh? -You collapse on the floor laughing at $S $t. -$n collapses on the floor laughing at $N's $t. -$n collapses on the floor laughing at your $t. -You collapse on the floor laughing at $p. -$n collapses on the floor laughing at $p. - -~roll roll 0 5 0 0 -You roll your eyes in disgust. -$n rolls $s eyes in disgust. -You look at $M and roll your eyes in disgust. -$n looks at $N in contempt and rolls $s eyes in disgust. -$n stares at you and rolls $s eyes in disgust. -Um... who? -You roll your eyes, disgusted with your own incompetence. -$n rolls $s eyes, disgusted with $mself. -You roll your eyes at $S $t in disgust. -$n rolls $s eyes at $N's $t in disgust. -$n rolls $s eyes at your $t in disgust. -You roll your eyes at $p in disgust. -$n rolls $s eyes at $p in disgust. - -~romp romp 0 8 8 0 -You romp around joyfully. -$n romps around joyfully. -You romp joyfully around $N. -$n romps joyfully around $N. -$n romps joyfully around you. -They're not here, you sponge! -You romp around yourself. You feel quite dizzy. -$n romps around $mself and looks quite dizzy. -# -# -# -# -# - -~rose rose 0 8 8 0 -You whip out a beautiful @R@@@G}---`---,---@n -$n whips out a beautiful @R@@@G}---`---,---@n -You hand $N a @R@@@G}---`---,---@n -$n hands $N a @R@@@G}---@g`@G---@g,@G---@n -$n hands you a @R@@@G}---`---,---@n -The rose drops forlornly to the ground, no one is here. -You hand yourself a @R@@@G}---`---,---@n -$n hands $mself a @R@@@G}---`---,---@n -# -# -# -# -# - -~ruffle ruffle 0 5 0 0 -You've got to ruffle SOMEONE. -$n is looking for someone's hair to ruffle. -You ruffle $N's hair playfully. -$n ruffles $N's hair playfully. -$n ruffles your hair playfully. -Might be a bit difficult. -You ruffle your hair, wondering how far you can go before the rest think you're crazy. -$n ruffles $s hair -- weirdo! -You ruffle $S $t. -$n ruffles $N's $t. -$n ruffles your $t. -You ruffle $p. -$n ruffles $p. - -~run run 0 8 8 0 -You run screaming for the hills. -$n runs screaming for the hills. -You take one look at $N and run screaming for the hills. -$n takes one look at $N and runs screaming for the hills. -$n takes one look at you and runs screaming for the hills. -You run screaming... but from who? -You run screaming from yourself... AAH! You can't get away! -$n runs screaming from $mself... $e can't get away! -You take one look at $N's $t and run screaming for the hills. -$n takes one look at $N's $t and runs screaming for the hills. -$n takes one look at your $t and runs screaming for the hills. -You take one look at $p and run screaming for the hills. -$n takes one look at $p and runs screaming for the hills. - -~sad sad 0 8 8 0 -Your face sinks, an image of sadness. -$n's face sinks, an image of sadness. -Your face sinks as you look sadly at $N. -$n's face sinks as $e looks sadly at $N. -$n's face sinks as $e looks sadly at you. -You look sad, but no one is here to see. -Your face sinks as you look sadly at yourself. -$n's face sinks as $e looks sadly at $mself. -Your face sinks as you look sadly at $N's $t. -$n's face sinks as $e looks sadly at $N's $t. -$n's face sinks as $e looks sadly at your $t. -Your face sinks as you look sadly at $p. -$n's face sinks as $e looks sadly at your $p. - -~sage sage 0 5 5 0 -You nod sagely. -$n nods sagely. -You nod sagely to $N. -$n nods sagely to $N. -$n nods sagely to you. -Nod at who did you say? -You nod sagely, thinking about something important. -$n nods sagely, thinking about something important. -You nod sagely, thinking about $N's $t. -$n nods sagely, thinking about $N's $t. -$n nods sagely, thinking about your $t. -# -# - -~salute sal 0 5 0 0 -You salute everyone present. -$n salutes everyone present. -You salute $N. -$n salutes $N. -$n salutes you. -Hmmm. I wonder who you're trying to salute? -You manage to sprain your wrist while trying to salute yourself. -$n bends $s hand backwards and salutes $mself! -You salute $S $t. -$n salutes $N's $t. -$n salutes your $t. -You salute $p. -$n salutes $p. - -~scab scab 0 5 5 0 -You pick at a scab.. Don't you know it will never heal now? -$n picks at one of $s scabs. -# -# -# -# -# -# -# -# -# -# -# - -~scold scold 0 5 0 0 -You begin to scold this Cruel World we live in. -$n begins to scold the Cruel World we live in. -You scold $M to within a thrashing of $S life. -$n scolds $N to within a thrashing of $S life. -$n scolds you to within a thrashing of your life. -Sure sure, but who might that be? -You scold yourself, there that's better, you told yourself. -$n scolds $mself furiously. -You scold $S $t. -$n scolds $N's $t. -$n scolds your $t. -You scold $p. -$n scolds $p. - -~scout scout 0 8 8 0 -You take a good look around. -$n looks like $e has lost something nearby. -# -# -# -# -# -# -# -# -# -# -# - -~scratch scratch 0 5 0 0 -You scratch your head. -$n scratches $s head in confusion. -You rake $S face with your nails. -$n tries to scratch $N's eyes out. -$n lunges at you hissing like a stray cat. -Ahh you frightened them off! Good. -Ahhhhh that feels good! -$n scratches $s head in contemplation. -You scratch $S $t. -$n scratches $N's $t. -$n scratches your $t. -You scratch $p. -$n scratches $p. - -~scream scream 0 5 0 0 -ARRRRRRRRRRGH!!!!! -$n screams loudly! -You scream at $M. -$n screams loudly in $N's ear. -$n screams in your ear! AAAAAARRRRGGHHHHH!!!!! -No one can hear your screams. -You are so mad at yourself, you could just scream! -$n gapes in a silent expression of pain and angst. -You scream at $S $t. -$n screams at $N's $t. -$n screams at your $t. -You scream at $p. -$n screams at $p. - -~scuffle scuf 0 5 0 0 -You scuffle your feet around in the dirt. -$n scuffles $s feet around in the dirt. -You scuffle your feet in front of $N. -$n scuffles $s feet in front of $N. -$n scuffles $s feet in front of you. -They left before you could scuffle in front of them. -You scuffle your feet back and forth across the room impatiently. -$n scuffles $s feet back and forth across the room impatiently. -You scuffle your feet in front of $S $t. -$n scuffles $s feet in front of $N's $t. -$n scuffles $s feet in front of your $t. -You scuffle your feet in front of $p. -$n scuffles $s feet in front of $p. - -~secret secret 0 8 8 0 -Whom do you wish to give the secret TBA handshake? -$n is looking for someone to to give the secret TBA handshake. -You give $N the secret TBA handshake. -$n gives $N the secret TBA handshake. -$n gives you the secret TBA handshake. -They are not cool enough to know the secret TBA handshake anyways. -You give yourself the secret TBA handshake. -$n gives $mself the secret TBA handshake. -$n shakes $S $t. -$n shakes $N's $t. -$n shakes your $t. -You give $p the secret TBA handshake. -$n gives $p the secret TBA handshake. - -~seduce seduce 0 8 8 0 -@yYou @Dw@Ci@Dnk @yand blow @Rkisses@y at everyone in the room, attempting to seduce all of @Mthem@y. -@y$n looks like $e is trying to @Mseduce @ythe whole room!@n -@yYou slide up $S side and whisper @rnaughty@y things into $S ear.@n -@y$n slides up $N's side and whispers @rnaughty@y things into $S ear.@n -@y$n slides up your side and whispers @rnaughty@y things into your ear. @ROh my!@n -@yWho are you trying to @Mseduce@y? -@yYou pull out a mirror and blow @Rkisses@y at it, trying to @Mseduce@y yourself.@n -@yPoor $n is trying to @Mseduce@y $mself, and isn't doing a very good job.@n -# -# -# -# -# - -~sex sex 0 8 8 0 -What a dirty, dirty mind you have! -$n has the personality of a potted plant. -Get some soap for your mind. -$n needs some soap for $s mind. -$n needs some soap for $s mind. -Get some soap for your mind. -Get some soap for your mind. -$n needs some soap for $s mind. -# -# -# -# -# - ~shake shake 0 5 0 0 You shake your head. $n shakes $s head. @@ -5278,112 +223,7 @@ $n shakes your $t. You shake your head at $p. $n shakes $s head at $p. -~shame shame 0 5 0 0 -You bow your head in shame. -$n bows $s head in shame. -You look at $M, shame in your eyes. -$n looks at $N, shame in $s eyes. -$n looks at you, shame in $s eyes. -Sorry good buddy, but that person doesn't seem to be here. -You are ashamed of yourself. -$n is ashamed of $mself. -You are ashamed of $S $t. -$n is ashamed of $N's $t. -$n is ashamed of your $t. -You are ashamed of $p. -$n is ashamed of $p. - -~sheathe sheathe 0 5 0 0 -You sheathe your weapon. -$n sheaths $s weapon. -You sheathe your weapon glaring at $M. -$n sheathes $s weapon glaring at $N. -$n sheathes $s weapon glaring at you. -In front of whom? -You put it down, you are free to live. -$n cannot take $s life, so the weapon sheaths and $n looks more alive. -# -# -# -# -# - -~shh shh 0 5 5 0 -You whisper, 'Shhh!' -$n whispers, 'Shhh!' -You look at $m and whisper, 'Shhh!' -$n looks at $N and whispers, 'Shhh!' -$n looks at you and whispers, 'Shhh!' -They are in your mind only my friend. -You whisper quietly to yourself. -$n whispers quietly to $mself. -You look at $N's $t and whisper, 'Shhh!' -$n looks at $N's $t and whispers, 'Shhh!' -$n looks at your $t and whispers, 'Shhh!' -# -# - -~shiskabob shiskabob 0 5 0 0 -You whip out your kabobing tools. -$n whips out $s kabobing tools and prepares lunch. -You shishkabobs $M right through $S heart. -$n shishkabobs $N right through $S heart. -$n shishkabobs you right through your heart. -Sorry good chef, but that person doesn't seem to be here. -You stab yourself in the arm. I hope you're not planning to eat that! -$n kabobs $mself right in the arm... YUCK!!! -# -# -# -# -# - -~shivers shiver 0 5 0 0 -Brrrrrrrrr. -$n shivers uncomfortably. -You shiver at the sight of $M. -$n shivers at $N in fear. -You cause $n to shiver in fear. -Brrrrrr, mighty cold in here. -You shiver, feeling your skin covered with goose bumps. -$n shivers at $s own reflection. -You look at $S $t and shiver uncontrollably. -$n looks at $N's $t and shivers uncontrollably. -$n looks at your $t and shivers uncontrollably. -You look at $p and shiver uncontrollably. -$n looks at $p and shivers uncontrollably. - -~shock shock 0 5 0 0 -You shuffle your feet on the floor to amass static electricity... -$n shuffles $s feet on the floor to amass static electricity... -You stick your finger to $N's nose and release a bolt of static electricity. -$n sticks $s finger to $N's nose and releases a bolt of static electricity. -$n sticks a static-electricity-charged finger on your nose, and @R*@cBZZ@CZZZ@nZZT@R*@n. -You point at the air and release a couple sparks... -You put your finger on your nose and shock yourself. -$n places $s finger on $s own nose and shocks $mself! -You grab ahold of $N's $t and release all of your amassed static electricity into it. -$n grabs ahold of $N's $t and releases all of $s amassed static electricity into it. -$n grabs your $t and releases all of $s amassed static electricity into it. -You touch $p and release a bolt of energy right through it. -$n touches $p and makes a bolt of electricity dance around and through it. - -~shootout shootout 0 8 8 0 -You can't have a shootout by yourself, pardner. -$n looks around for someone to hold a shoot out with. -This town ain't big enough for you and $N! -$n wiggles $s fingers, holds $s hands near $s holsters, and sizes up $N. -$n wiggles $s fingers, holds $s hands near $s holsters, and sizes you up. -That there person ain't here. -You can't have a shootout with yourself, pardner. -$n seems to think about having a shoot out with $mself. $e decides against it. -You look at $N's $t and get ready to draw. -$n looks at $N's $t and gets ready to draw $s guns. -$n looks at your $t and gets ready to draw $s guns. -You look over $p and get ready to draw. -$n looks over $p and gets ready to draw $s guns. - -~shrugs shrugs 0 5 0 0 +~shrug shrug 0 5 0 0 You shrug. $n shrugs helplessly. You look at $M and shrug helplessly. @@ -5398,51 +238,6 @@ $n shrugs $s shoulders at your $t. You shrug your shoulders at $p. $n shrugs $s shoulders at $p. -~shudder shudder 0 5 0 0 -Urrrgghhh! Someone just walked over your grave. -$n shudders. -You shudder at the sight of $M. -$n shudders at $N as if $e has just seen a ghost. -$n shudders at the very sight of you. -A spooky sensation tingles up and down your spine. -You shudder in fear, as if you have seen your own ghost. -$n shudders, frightened by $s own shadow. -You shudder at the sight of $S $t. -$n shudders at the sight of $N's $t. -$n shudders at the sight of your $t. -You shudder at the sight of $p. -$n shudders at the sight of $p. - -~shy shy 0 8 8 0 -You shy away from everyone. -$n shies away from everyone. -You shy away from $N. -$n shies away from $N. -$n shies away from you. -You shy away from no one at all! -You shy away from yourself. -$n shies away from $mself. -You shy away from $N's $t. -$n shies away from $N's $t. -$n shies away from your $t. -You shy away from $p. -$n shies away from $p. - -~sidle sidle 0 8 8 0 -Sidle up to who? -$n contemplates sidling up to someone. -You sidle up to $N... $E has something you want? -$n sidles up to $N, $E has something $e wants? -$n sidles up to you, you have something $e wants? -You find yourself falling onto your side as you sidle up to someone who isn't there. -You sidle up to yourself... strangely uncomforting. -$n sidles up to $mself... bit sad actually. -You sidle up cozily to $N's $t. -$n sidles up to $N's $t. -$n sidles up to your $t. -You sidle up cozily to $p. -$n sidles up cozily to $p. - ~sigh sigh 0 5 0 0 You sigh. $n sighs loudly. @@ -5458,36 +253,6 @@ $n sighs at your $t. You sigh at $p. $n sighs at $p. -~sing sing 0 5 0 0 -You raise your clear (?) voice towards the sky. -SEEK SHELTER AT ONCE! $n has begun to sing. -You serenade $M. -$n sings softly to $N. -$n sings you a love song. -Sing away no-one will hear. -You raise your clear (?) voice towards the sky, serenading yourself. -SEEK SHELTER AT ONCE! $n has begun to serenade $mself. -You sing to $S $t. -$n sings to $N's $t. -$n sings to your $t. -You sing to $p. -$n sings to $p. - -~skip skip 0 8 8 0 -You skip around merrily. -$n skips around merrily. -You merrily skip around $N. -$n merrily skips around $N. -$n merrily skips around you. -You can't skip around that person because they're not here. -You skip around rapidly, in circles! -$n skips around rapidly, in circles. -# -# -# -# -# - ~slap slap 0 5 0 0 Normally you slap SOMEBODY. $n looks around for someone to vent $s frustrations on. @@ -5503,51 +268,6 @@ $n slaps your $t. You slap $p. $n slaps $p. -~slippers slippers 0 1 1 0 -You order your dog to fetch someone's slippers -$n tells $s dog to go fetch slippers for someone who's not there. -You order your dog to go fetch slippers belonging to $N. -$n orders $s dog to go and fetch the slippers of $N. -$n orders $s dog to go and fetch your slippers. -Your dog looks miffed as he cannot find them to give slippers to. -Your dog dashes off and returns with your slippers. -$n tells $s dog to go fetch slippers for $mself. -# -# -# -# -# - -~slouch slouch 0 6 6 0 -You slouch lazily in the corner. -$n slouches lazily in the corner. -You slouch lazily on $N. -$n slouches lazily on $N. -$n slouches lazily on you. -Who do you want to slouch upon? -That's not possible, I'm afraid. -# -# -# -# -# -# - -~slump slump 0 5 5 0 -Feeling extremely tired, you slump to the floor. -$n slumps tiredly to the floor. -You slump tiredly onto $S shoulder. -$n slumps tiredly onto $N's shoulder. -$n slumps tiredly onto your shoulder. -You can't slump onto someone who exists only in your mind. -Be reasonable! -# -You slump tiredly onto $S $t. -$n slumps tiredly onto $N's $t. -$n slumps tiredly onto your $t. -# -# - ~smile sm 0 5 0 0 You smile happily. $n smiles happily. @@ -5563,37 +283,7 @@ $n smiles at your $t. You smile at $p. $n smiles at $p. -~smack smack 0 5 0 0 -Pick someone to smack! -$n swings wildly at the air, trying to swat a fly or something. -You smack $N. $N reels from the blow. -$n gives $N a good smack, sending $M reeling. -$n smacks you! Idiot! -Nyuk Nyuk.. you miss and smack yourself instead. -You smack yourself. -$n smacks $mself? -You give $N a good smack in the $t. -$n smacks $N, right in the $t. -$n gives you a good smacking in the $t! You Idiot! -You smack $p. -$n smacks $p. - -~smash smash 0 5 0 0 -WHO DO YOU WANNA SMASH? -$n thinks $e smashing air. -You smash the $N into the ground! -$n smashes $N 0 feet into the ground! -$n SMASHES you into the ground about Ten Feet! -Ummmmmmmm "mental note: i must be retarded" -Ouch, you smashed your own skull, stupid, stupid. -stupid ass $n Smashed $mself into the ground, OUCH!!! -You totaly MUTILATE $N's $t. -$n MUTILATES $N's $t. -$n has...Lets say Dismantled your $t. -YOU SMASH THE HELL OUT OF $p. -$n mutters"work dammnit WORK" as $e SMASHES $p. - -~smirks smir 0 5 0 0 +~smirk smir 0 5 0 0 You smirk. $n smirks. You smirk at $M. @@ -5608,126 +298,21 @@ $n smirks at your $t. You smirk at $p. $n smirks at $p. -~smite smite 0 8 8 0 -Smiting the entire MUD is not allowed (bad for business). -$n is looking for someone to smite. -You smite $N with lighting. -$n calls down lightning on $N, leaving a pile of ashes that blows away in the wind. -$n calls down lightning on you, smiting you to death. -You try to smite them but they are not around. -You smite yourself into oblivion. -$n calls down lightning upon $mself. Smiting $mself out of existence. -# -# -# -# -# - -~smoke smoke 0 5 0 0 -You pull out a cigarette and begin to smoke. -$n pulls out a cigarette and starts to smoke, driving another nail into $s coffin. -You light a cigarette and give it to $N, driving another nail into $S coffin. -$n lights a cigarette and gives it to $N, driving another nail into $S coffin. -$n lights a cigarette and gives it to you, driving another nail into your coffin. -You lit a smoke for them and they walk away? -You light yourself a cigarette and drive another nail in your coffin. -$n lights $mself a cigarette. -You try to offer $S $t a cigarette. -$n offers $N's $t a cigarette. -$n offers your $t a cigarette. -You offer $p a cigarette. -$n offers $p a cigarette. - -~smooch smooch 0 5 0 0 -Who do you want to smooch? -$n is looking for someone to smooch. -You smooch $N all over the face. -$n smooches $N all over the face. -$n smooches you all over the face. -Now where did they go? -You want to smooch yourself?!? -$n smooches $mself, really strange... -You smooch $S $t. -$n smooches $N's $t. -$n smooches your $t. -You smooch $p. -$n smooches $p. - -~smug smug 0 0 8 0 -You start to look smug. -$n starts to look smug. -# -# -# -# -# -# -# -# -# -# -# - -~snap snap 0 5 0 0 -PRONTO! You snap your fingers. -$n snaps $s fingers. -You snap your fingers at $M. -$n snaps $s fingers at $N. -$n snaps $s fingers at you. Hurry up! -You snap your fingers at no one in particular. -You snap you fingers. Aww shucks. -$n snaps $s fingers at $mself. -You snap your fingers at $S $t. -$n snaps $s fingers at $N's $t. -$n snaps $s fingers at your $t. -You snap your fingers at $p. -$n snaps $s fingers at $p. - -~snarl snarl 0 5 0 0 -You snarl like a vicious animal. -$n snarls like a cornered, vicious animal. -You snarl at $M angrily. Control yourself! -$n snarls angrily at $N. $e seems incapable of controlling $mself. -$n snarls viciously at you. $s self-control seems to have gone bananas. -Eh? Who? Not here, my friend. -You snarl at yourself, obviously suffering from schizophrenia. -$n snarls at $mself, and suddenly looks very frightened. -You snarl at $S $t. -$n snarls at $N's $t. -$n snarls at your $t. -You snarl at $p. -$n snarls at $p. - ~sneer sneer 0 5 0 0 You sneer at no one in particular. -$n sneers at everyone! +$n sneers. You sneer at $M. $n sneers at $N! $n sneers at you! Did you wish to sneer at an actual person? You try to sneer at yourself. -$n looks like a retard as $e tries to sneer at $mself. +$n tries to sneer at $mself. You sneer at $S $t. $n sneers at $N's $t. $n sneers at your $t. You sneer at $p. $n sneers at $p. -~sneeze sneeze 0 5 0 0 -Gesundheit! -$n sneezes. -You sneeze on $M. -$n sneezes all over $N. -$n sneezes all over you. -Aww-chooo! -Something tickles your nose and you sneeze. -$n sneezes snot all over $mself. -You sneeze all over $S $t. -$n sneezes all over $N's $t. -$n sneezes all over your $t. -You sneeze all over $p. -$n sneezes all over $p. - ~snicker snicker 0 5 0 0 You snicker softly. $n snickers softly. @@ -5743,201 +328,6 @@ $n snickers at your $t. You snicker at $p. $n snickers at $p. -~sniff sniff 0 5 0 0 -You sniff sadly. *SNIFF* -$n sniffs sadly. -You sniff $M. -$n sniffs $N. -$n sniffs under your arm. Hope you have bathed! -You sniff about - Hmmm nowhere to be found. -You sniff under your arm and nearly faint from the fumes. -$n sniffs under $s underarm and nearly faints. -You sniff $S $t. -$n sniffs $N's $t. -$n sniffs your $t. -You sniff $p. -$n sniffs $p. - -~snigger snigger 0 5 0 0 -You snigger like a school child. -$n sniggers like an immature child. -You snigger at $N. -$n sniggers at $N. -$n sniggers at you. -You can't find the person you wish to snigger at. -You snigger at yourself. -$n sniggers at $mself. -# -# -# -# -# - -~snog snog 0 5 0 0 -You must snog someone! -# -You give $N a fierce snogging! Thou art brave! -$n gives $N a fierce snogging! -$n moves forward and gives you a fierce snogging! -You can't find them here. -You attempt to snog yourself.. -$n disregards physical impossibility and tries to snog $mself! -# -# -# -# -# - -~snoopy snoopy 0 5 0 0 -You do a snoopy dance -$n hops up onto Linus' piano and does a Snoopy dance. -# -$n hops up onto Linus' piano and does a Snoopy dance. -# -# -# -# -# -# -# -# -# - -~snore snore 0 4 0 0 -Zzzzzzzzzzzzzzzzz. -$n snores loudly. -You accuse $M of snoring. -$n accuses $N of snoring. -$n accuses you of snoring like a pig. -You hear snoring? -You snore loud enough to wake yourself. -$n snores so loud that $e wakes $mself. -You snore boringly at $S $t. -$n snores boringly at $N's $t. -$n snores boringly at your $t. -You snore boringly at $p. -$n snores boringly at $p. - -~snort snort 0 5 0 0 -You snort in discontent. -$n snorts in discontent. -You snort in discontent at $M. -$n snorts in discontent at $N. -$n snorts in discontent at you. -Snort away, they are not here to hear your discontent. -You snort in discontent at yourself. -$n snorts in discontent at $mself. -You snort in discontent at $S $t. -$n snorts in discontent at $N's $t. -$n snorts in discontent at your $t. -You snort in discontent at $p. -$n snorts in discontent at $p. - -~snowball snowball 0 5 0 0 -Who do you want to throw a snowball at?? -$n has a snowball $e needs to get rid of. -You throw a snowball in $N's face. -$n conjures a snowball from thin air and throws it at $N. -$n conjures a snowball from thin air and throws it at you. -You stand with the snowball in your hand because your victim is not here. -You conjure a snowball from thin air and throw it at yourself. -$n conjures a snowball out of the thin air and throws it at $mself. -You conjure a snowball out of thin air and throw it at $S $t. -$n conjures a snowball out of thin air and throws it at $N's $t. -$n conjures a snowball out of thin air and throws it at your $t. -You conjure a snowball out of thin air and throw it at $p. -$n conjures a snowball out of thin air and throws it at $p. - -~snuggle snuggle 0 5 0 0 -You wish to do some laundry? -$n wants to snuggle. -you snuggle $M. -$n snuggles up to $N. -$n snuggles up to you. -They aren't here. -You snuggle with yourself. -$n tries to snuggle $mself? -You snuggle up to $N's $t. -$n snuggles up to $N's $t. -$n snuggles up to your $t. -You snuggle up to $p. -$n snuggles up to $p. - -~sob sob 0 5 0 0 -Who's shoulder do you want to cry on? -$n looks around for a shoulder to cry on. -You bawl your eyes out on $N's shoulder. -$n leans on $N's shoulder and bawls $s eyes out. -$n leans on your shoulder and bawls $s eyes out, soaking you. -Aww....all alone again huh? -You break down bawling, tears flying everywhere. -$n breaks down bawling, tears flying everywhere. -You sob on $S $t. -$n sobs on $N's $t. -$n sobs on your $t. -You sob on $p. -$n sobs on $p. - -~sorry sorry 0 5 0 0 -You snivel out a, 'Sorry.' -$n snivels out a, 'Sorry.' -You snivel out a, 'Sorry,' to $N. -$n snivels out, 'Sorry,' to $N. -$n snivels out, 'Sorry,' to you. -You don't see them here. -# -# -# -# -# -# -# - -~spank spank 0 5 0 0 -You spank WHO? Eh? How? Naaah, you'd never. -$n spanks the thin air with a flat hand. -You spank $M vigorously, long and hard. Your hand hurts. -$n spanks $N over $s knee. It hurts to even watch. -$n spanks you long and hard. You feel like a naughty child. -Are you sure about this? I mean, that person isn't even here! -You spank yourself, such a naughty person. -$n spanks $mself, $e seems to enjoy it a little too much. -You spank $M $t. -$n spanks $N's $t. -$n spanks your $t. -You spank $p. -$n spanks $p. - -~spew spew 0 5 0 0 -SPEW!!!!! -EWW!!! $n spews all over. -EWW!!! You spew all over $M. -YECK!!! $n spews all over $N. -YECK!!! $n spews all over you! -Again? -You spew all over yourself. -$n spews all over $s own clothes. -# -# -# -# -# - -~spin spin 0 8 8 0 -You spin joyously in a circle. -$n spins around cheerfully. -You spin joyously in a circle. -$n spins around cheerfully. -# -You spin $N around and into your arms. -$n twirls $N around and into $s arms. -$n twirls you around and into $s warm embrace. -# -# -# -# -# - ~spit spit 0 5 0 0 You spit on the ground. $n spits on the ground. @@ -5953,1027 +343,7 @@ $n spits on your $t. You spit on $p. $n spits on $p. -~splash splash 0 5 0 0 -You splash your face with water. -$n splashes $s face water. -You splash water on $N soaking $M.... how rude. -$n splashes water on $N soaking $M.... run you might be next. -$n splashes you with water... you are soaked... REVENGE! -Whom do you want to splash water on again? -You splash water all over yourself..... FOOL you are drenched..... -$n splashes water all over $mself... the FOOL is drenched... -You playfully splash $N's $t with water. -$n playfully splashes $N's $t with water. -$n playfully splashes water at your $t...... going to take that? -You splash $p with water, trying to clean off those nasty bloodstains. -$n splashes $p with water, and starts to wash away an imaginary bloodstain. - -~spongebath spongebath 0 6 0 0 -You demand a sponge bath. -$n demands a sponge bath. -You look at $N and demand your sponge bath. -$n looks at $N and demands $s sponge bath. -$n looks at you and demands you give $m a sponge bath. -They left before you could give them a sponge bath. -You give yourself a sponge bath. -$n gives $mself a sponge bath... -You look at $N's $t and demand a sponge bath. -$n looks at $N's $t and demands a sponge bath. -$n looks at your $t and demands you give $m a sponge bath. -You look at $p and demand a sponge bath. -$n looks at $p and demands a sponge bath. - -~spork spork 0 8 8 0 -You whip out your spork and prepare for the worst. -$n pulls out a spork. -You spork $N ruthlessly. -$n sporks $N ruthlessly. -You are sporked by $n. It hurts! -They did not wait for you to spork them. -You spork yourself until it hurts -$n sporks $mself, it looks painful. -# -# -# -# -# - -~squeak squeak 0 5 0 0 -You let out a pitiful squeak. -$n lets out a pitiful squeak. -You look at $M and squeak in fear. -$n looks at $N and squeaks in fear. -$n looks at you and squeaks in fear. -Your squeak goes unanswered. -You squeak quietly to yourself. -$n squeaks quietly to $mself. -You nudge at $N's $t and squeak adorably. -$n nudges at $N's $t and squeaks adorably. -$n nudges at your $t and squeaks adorably. -# -# - -~squeal squeal 0 8 8 0 -You squeal with delight! -$n squeals with delight! -You look at $N and squeal with delight! -$n squeals with delight at $N's actions. -$n looks at you and squeals with delight! -# -# -# -# -# -# -# -# - -~squeeze squeeze 0 5 0 0 -Where, what, how, WHO??? -$n is looking for someone to squeeze. -You squeeze $M fondly. -$n squeezes $N fondly. -$n squeezes you fondly. -Where, what, how, WHO??? -You squeeze yourself -- try to relax a little! -$n squeezes $mself. -You fondly squeeze $N's $t. -$n fondly squeezes $N's $t. -$n fondly squeezes your $t. -You squeeze $p. -$n squeezes $p. - -~stare stare 0 5 0 0 -You stare at the sky. -$n stares at the sky. -You stare dreamily at $N, completely lost in $S eyes.. -$n stares dreamily at $N. -$n stares dreamily at you, completely lost in your eyes. -You stare and stare but can't see that person anywhere... -You stare dreamily at yourself - enough narcissism for now. -$n stares dreamily at $mself - NARCISSIST! -You stare at $S $t. -$n stares at $N's $t. -$n stares at your $t. -You stare at $p. -$n stares at $p. - -~steam steam 0 5 0 0 -You let out some steam, much to the others' relief (and your own!) -$n lets out a lot of steam, much to your relief. -You fume and rage at $M. -$n starts ranting at $N, $s face purple with rage. -$n starts yelling at you, $e should calm down. -Sure sure, but who might that be? -You scold yourself, there thats better, you told yourself. -$n seems furious about something or other. -You fume and rage at $S $t. -$n fumes and rages at $N's $t. -$n fumes and rages at your $t. -You fume and rage at $p. -$n fumes and rages at $p. - -~stomp stomp 0 5 0 0 -You stomp around like a little child. -$n stomps around in an irate manner. -You stomp on $N's toes! CRUNCH! -$n stomps on $N's toes! CRUNCH! -$n stomps on your toes! CRUNCH! -You go to stomp on them then stop short, realizing they're not here. -You stomp on your toes, way to go klutz! -$n stomps on $s own toes, don't they look stupid? -You stomp on $S $t. -$n stomps on $N's $t. -$n stomps on your $t. -You stomp on $p, breaking it into a million pieces. -$n stomps on $p, breaking it into a million pieces. - -~stone stone 0 8 8 0 -You call for a stoning! There's a SINNER about! -$n calls for a stoning! There's a SINNER about! -You start hurling stones at $N, SINNER! -$n starts hurling stones at $N the SINNER! -$n starts hurling stones at you, what did you do? -The stone whistles through the empty air. -You start pummeling yourself with stones, feel better yet? -$n starts pummeling $mself with stones, $e must be feeling guilty! -You hurl stones at $N's $t, it must have sinned! -$n hurls stones at $N's $t, it must have sinned! -$n hurls stones at your $t, what did it do? -You start hurling stones at $p, it must be evil! -$n starts hurling stones at $p, it must be evil! - -~strangle strangle 0 5 0 0 -You look around for a victim... -$n looks around for a victim to strangle. -You throw yourself against $N's throat, trying to squeeze the life out. -$n throws $mself after $N's throat. -$n throws $mself after your throat, you try to defend yourself. -AARGH! They must have left... -You put your hands around your throat and stop breathing. -$n tries to strangle $mself, making a very strange noise and getting blue in the face. -You strangle $M $t. -$n strangles $N's $t. -$n strangles your $t. -You strangle $p. -$n strangles $p. - -~stretch stretch 0 5 0 0 -You stretch your tired muscles. That feels so good. -$n stretches $s aching muscles. -You stretch $N. -$n stretches $N. -$n stretches you. -I hope you know this person! -You stretch yourself. -$n stretches $mself, $e must be getting ready for some exercise. -You stretch $S $t. -$n stretches $N's $t. -$n stretches your $t, it feels nice. -You stretch $p. -$n stretches $p. - -~stroke stroke 0 5 0 0 -Who would you like to stroke? -$n is looking for something to stroke?!? -You gently stroke $S inner thigh. -$n gently strokes $N's inner thigh... hrmm... -$n gently strokes your inner thigh... -That person is not within reach. -You are about to do something you would rather not be caught doing. -$n starts to do something disgusting and then stops. -You gently stroke $S $t. -$n gently strokes $N's $t... hrmm... -$n gently strokes your $t... -You gently stroke $p... -$n gently strokes $p... - -~strut strut 0 5 0 0 -Strut your stuff. -$n struts proudly. -You strut proudly in front of $N. -$n struts proudly in front of $N. -$n struts proudly in front of $N. -They left before you could strut proudly in front of them. -You strut proudly, admiring yourself. -$n struts proudly, admiring $mself. -You strut proudly in front of $S $t. -$n struts proudly in front of $N's $t. -$n struts proudly in front of your $t. -You strut proudly in front of $p. -$n struts proudly in front of $p. - -~suckit-up suckit-up 0 8 8 0 -You drive on. -$n looks for someone to give a can of suckit-up. -You give $N a can of suckit-up. -$n gives $N a can of suckit-up. -$n gives you a can of suckit-up. -Who do you want to tell to suckit-up? -You tell yourself to suckit-up. -$n gets $mself a can of suckit-up. -You give $S $t a can of suckit-up. -$n gives $N's $t a can of suckit-up. -$n gives your $t a can of suckit-up. -You give $p a can of suckit-up. -$n gives $p a can of suckit-up. - -~sue sue 0 8 8 0 -You sue everyone for all they're worth!!! -$n sues everyone for all they're worth!!! -You sue $N for all $E's worth!!! -$n sues $N for all $E's worth!!! -$n sues you for all you're worth!!! -You sue them for... not being there? -You sue yourself for all you're worth!!! -$n sues $mself for all $e's worth!!! -You sue $N for the state of $S $t. -$n sues $N for the state of $S $t. -$n sues you for the state of your $t. -You take one look at $p and decides to sue!!! -$n takes one look at $p and decides to sue!!! - -~sulk sulk 0 5 0 0 -You sulk. -$n sulks in a corner. $e looks so pitiful, you can't help but feel a bit sorry for $m. -You look at $M and sulk. -$n looks at $N and goes and sulks in a corner. -$N looks at you and goes and sulks in a corner. -No worries, they're not here. -You look at your pitiful equipment and sulk. -$n looks at $s pitiful equipment and sulks in a corner. -You look at $S $t and sulk. -$n looks at $N's $t and goes and sulks in a corner. -$n looks at your $t and goes and sulks in a corner. Guess $e's jealous... -You look at $p, and then go sulk in a corner. -$n looks at $p, and then goes and sulks in a corner. - -~sundance sundance 0 5 0 0 -BONGA BONGA!! You don't believe in weather forecasts? -$n dances around trying to summon the sun out of the clouds. -You dance wildly around $M trying to summon the sun out of the clouds. -$n dances wildly around $N trying to summon the sun out of the clouds. -$n dances wildly around you trying to summon the sun out of the clouds. -A totem pole is good for one thing, you understand that now. They don't move! -You BONGAWONGA around yourself, quicker, quicker and quicker! -$n attempts to dance the sundance around $mself. -You perform a sundance around $S $t. -$n performs a sundance around $N's $t. -$n performs a sundance around your $t. -You perform a sundance around $p. -$n performs a sundance around $p. - -~sunset sunset 0 8 8 0 -You ride off into the sunset. -$n rides off into the sunset. -# -# -# -Sorry, pardner, but $E ain't here. -You ride off into the sunset, all alone. -$n rides off, a lonely silhouette against the sunset. -# -# -# -# -# - -~sunshade sunshade 0 8 8 0 -You take out some black sunshades and slip them on. -$n takes out some dark sunshades and slips them on. -# -# -# -They're not here to admire your cool shades. -# -# -# -# -# -# -# - -~swat swat 0 8 8 0 -You really should try to swat someone. -$n runs around with a fly swatter looking for a bug to squash. -You swat $N like the bug that they are. -$n swats $N like the bug that $E is. -$n starts running after you with a fly swatter and a crazed look on $s face. -They buzzed away too quickly. -You turn the fly swatter on yourself and commence the swatting. -$n starts smacking $mself with $s fly swatter. -# -# -# -# -# - -~sways sways 0 5 8 0 -You sway with the rhythm. -$n sways with the rhythm. -# -# -# -# -# -# -# -# -# -# -# - -~swear swear 0 5 0 0 -You swear loudly for a long time. -$n swears: @*"*&^$$%@*&!!!!!! -You swear $M and all $S ancestors and descendants. -$n swears at $N's profanely. -$n swears at you profanely, what a jerk! -Your swearing echo's emptily. -You swear at yourself profanely. -$n swears under $s breath. -You swear at $S $t. -$n swears at $N's $t. -$n swears at your $t. -You swear at $p. -$n swears at $p. - -~sweat sweat 0 5 0 0 -Cool down? -$n sweats a river! -You look at $S and break out into a sweat. -$n looks at $N and breaks out in a sweat. -$n looks at you and starts sweating. -You break out in a sweat. -You sweat like a pig and begin to smell like one. -$n is sweating freely and is beginning to smell funny. -You sweat on $S $t. -$n sweats on $N's $t. -$n sweats on your $t. -You sweat on $p. -$n sweats on $p. - -~sweetsmile sweetsmile 0 8 8 0 -You smile sweetly. -$n smiles sweetly. -You smile sweetly at $M. -$n smiles sweetly at $N. -$n smiles sweetly at you. Hmm... -You smile sweetly at...someone who isn't here anymore... -You smile sweetly at...yourself. -$n smiles sweetly at...$mself? -# -# -# -# -# - -~swoon swoon 0 8 8 0 -You swoon! -$n swoons! -You swoon into $S arms. -$n swoons into $N's arms. -$n swoons into your arms. -That person isn't here to catch you. -You can't catch yourself when you swoon! -# -# -# -# -You swoon onto $p. -$n swoons onto $p. - -~sword sword 0 8 0 0 -You unsheathe your blade and threaten to lop someone's head off. -$n draws forth $s sword and threatens to lop someone's head off. -You unsheathe your sword and point it directly at the neck of $N. -$n unsheathes $s sword and points it directly at the neck of $N. -$n draws $s sword and points it directly at your neck! -Who shall you threaten with your sword? -You draw your sword and threaten to lop off your own head... -$n draws $s sword from its scabbard and begins to threaten $mself. -# -# -# -# -# - -~tackle tackle 0 5 0 0 -You tackle the air. It stands not a chance. -$n starts running around $mself in a desperate attempt to tackle the air. -You ruthlessly tackle $M to the ground. -$n ruthlessly tackles $N, pinning $M to the ground. -$n suddenly lunges at you and tackles you to the ground! -That person isn't here (luck for them, it would seem...) -Tackle yourself? Yeah, right.... -$n makes a dexterous move and kicks $s left leg away with $s right. -You tackle $S $t. -$n tackles $N's $t. -$n tackles your $t. -You tackle $p. -$n tackles $p. - -~tada tada 0 5 0 0 -You give out a big 'TADA!' and jazz your hands! -$n gives a big 'TADA!' as $e jazzes $s hands! -# -# -# -# -# -# -# -# -# -# -# - -~tag tag 0 5 0 0 -You should really be tagging someone specific. -$n seems to want to play tag! -You tag $M and scream "YOU'RE IT!" -$n tags $N and screams, "YOU'RE IT!" -$n tags you! YOURE IT!!!! -Swing.. miss.. dang, they must have run off. -You tag yourself and say, "I'M IT!" -$n tags $mself and says, "I'M IT!" -You tag $S $t. -$n tags $N's $t. -$n tags your $t. -You tag $p. -$n tags $p. - -~tango tango 0 5 0 0 -With whom would you like to tango? -$n puts a rose between $s teeth, but takes it out since no one joins $m. -You put a rose between your teeth and tango with $M seductively. -$n puts a rose between $s teeth and tangos with $N seductively. -$n puts a rose between $s teeth and tangos with you seductively. -That person isn't around. Better sit this one out. -Feels rather stupid, doesn't it? -$n puts a rose between $s teeth and tries to tango with $mself. -You tango with $S $t. -$n tangos with $N's $t. -$n tangos with your $t. -You tango with $p. -$n tangos with $p. - -~tantrum tantrum 0 8 8 0 -You flop to the floor having a tantrum. -$n flops to the floor, flailing $s arms in tantrum. -You flop to the floor, flailing your arms in tantrum at $N. -$n flops to the floor, flailing $s arms in tantrum at $N. -$n flops to the floor, flailing $s arms in tantrum at you. -Pity they aren't here to witness your performance. -You flop to the floor, flailing your arms in frustration at yourself. -$n flops to the floor, flailing $s arms in tantrum at $mself. -# -# -# -You flop to the floor, flailing your arms in tantrum at $p. -$n flops to the floor, flailing $s arms in tantrum at $p. - -~tap tap 0 5 0 0 -You tap your foot impatiently. -$n starts tapping $s foot. -You tap $M on the shoulder. -$n taps $N on the shoulder. -$n taps you on the shoulder. -You move to tap them -- but they are gone. -You knowingly tap yourself on the side of your head. -$n knowingly taps $mself on the side of $s head. -You tap $S $t. -$n taps $N's $t. -$n taps your $t. -You tap $p. -$n taps $p. - -~tapdance tapdance 0 8 8 0 -You do a little tapdance for everyone's amusement. -$n does a little tapdance for everyone's amusement. -You do a little tapdance for $N's amusement. -$n does a little tapdance for $N's amusement. -$n does a little tapdance for your amusement. -You do a fantastic dance, but that person is not here to see it. -You tapdance happily for yourself. -$n tapdances happily for $mself. -You do a tapdance on $N's $t. -$n does a tapdance on $N's $t. -$n does a tapdance on your $t. -You do a tapdance around $p. -$n does a tapdance around $p. - -~target target 0 5 0 0 -You look for a target to attack. -$n looks for a target to attack. -You target $N, making sure not to mess up and miss. -$n targets $N, preparing to attack! -$n targets you for attack. Better hope $e misses! -You can't target someone that isn't here you nimrod! -You point your weapon at yourself, attempting to commit suicide. -$n points $s weapon at $mself, preparing to commit suicide! -You target $S $t. -$n targets $N's $t! -$n targets your $t, watch out!!! -You target $p. -$n targets $p. - -~taunt taunt 0 5 0 0 -You taunt the nothing in front of you. -$n taunts something that seems to be right in front of $m. -You taunt $M, to your own delight. -$n taunts $N rather insultingly. $n seems to enjoy it tremendously. -$n taunts you. It really hurts your feelings. -Hmmmmmmm.....nope, no one by that name here. -You taunt yourself, almost making you cry...:( -$n taunts $mself to tears. -You taunt $S $t. -$n taunts $N's $t. -$n taunts your $t. -You taunt $p. -$n taunts $p. - -~tease tease 0 5 0 0 -Please don't play these games with me, you tease! -$n is such a tease. -You tease $M. -$n teases $N. Tee Hee Hee Hee... -$n teases you gently. -Hmmmmmmm.....nope, no one by that name here. -You tease yourself, this is fun! -$n teases $mself. What a peculiar person. -You tease $S $t. -$n teases $N's $t. -$n teases your $t. -You tease $p. -$n teases $p. - -~testsocial testsocial 0 8 8 2 -This action is unfinished. -This action is unfinished. -# -# -# -# -# -# -# -# -# -# -# - -~thanks thank 0 5 0 0 -Thank you too. -$n thanks everyone. -You thank $N heartily. -$n thanks $N heartily. -$n thanks you heartily. -No one answers to that name here. -You thank yourself since nobody else wants to! -$n thanks $mself since you won't. -You thank $S $t. -$n thanks $N's $t. -$n thanks your $t. -You thank $p. -$n thanks $p. - -~think think 0 5 0 0 -You think about life, the universe and everything. -$n sinks deeply into thought about the meaning of life. -You think about what purpose $E has in relation to your part of life. -$n stops and thinks about $N, completely lost in thought. -Your ears burn as $n thinks about you.. you wonder what about. -You'd better think harder, if you hope to make contact! -You think about yourself (for once). -$n thinks about $mself for a change.....(?) -You think about $S $t. -$n thinks about $N's $t. -$n thinks about your $t. -You spend some time thinking about $p. -$n seems to be spending a lot of time thinking about $p. - -~threaten threaten 0 5 0 0 -You threaten everyone and everything, you are just that good. -$n threatens everyone and everything. -You threaten $M. -$n threatens $N. -$n threatens you. -They ran away in fear before you could threaten them. -You threaten yourself, that's an under statement. -$n threatens $mself. No duh! -You threaten $S $t. -$n threatens $N's $t. -$n threatens your $t. -You threaten $p. -$n threatens $p. - -~thumbsup thumbsup 0 5 0 0 -You seem very happy today. -$n gives everyone a big thumbs up. -You give $N a big thumbs up. -$n gives $N a big thumbs up. -$n gives you a big thumbs up. -You don't see that person. -You feel extremely silly. -$n gives $mself a big thumbs up. How silly. -# -# -# -# -# - -~thwap thwap 0 5 0 0 -Thwap?? THWAP?! Thwap WHO?! -$n puts $s hand out, looking for someone to thwap. -You pull back your hand and THWAP $N. -$n pulls back $s hand and THWAPs $N! -$n pulls back $s hand and THWAPs you! -You thwap thin air.. -You pull back your hand and.. THWAP! -$n pulls back $s hand and THWAPS $mself. -You THWAP $N's $t. -$n THWAPs $N's $t. -$n THWAPs your $t! -You pull back your hand and THWAP $p. -$n pulls back and THWAPs $p. - -~tickle tickle 0 5 0 0 -Who do you want to tickle?? -$n is looking for someone to tickle. -You tickle $N. -$n tickles $N. -$n tickles you - hee hee hee. -Who is that?? -You tickle yourself, how funny! -$n tickles $mself. -You tickle $S $t. -$n tickles $N's $t. -$n tickles your $t. -You tickle $p. -$n tickles $p. - -~tie tie 0 8 0 0 -Whom do you wish to tie? -# -You tie $M up with all possible speed! -$n ties $N up! -You find yourself being tied up by $n! -That person is not here! -You can't tie yourself up! -# -# -# -# -# -# - -~tip tip 0 5 0 0 -You tip your hat gallantly. -$n gallantly tips $s hat. -You tip your hat to $M. -$n gallantly tips $s hat to $N. -$n gallantly tips $s hat to you. -Who? -That's silly. You tip your hat to yourself. -$n tips $s hat to $mself. -You tip your hat at $S $t. -$n tips $s hat at $N's $t. -$n tips $s hat at your $t. -You tip your hat at $p. -$n tips $s hat at $p. - -~titter titter 0 5 0 0 -You titter nervously. -$n titters nervously. -You titter nervously and shrink away from $N. -$n titters nervously and shrinks away from $N. -$n titters nervously and shrinks away from you. -They've left, phew! -You titter privately to yourself. -$n titters privately to $mself. -# -# -# -# -# - -~toast toast 0 1 8 0 -Looking for someone to toast eh, you pyromaniac! -$n looks around for someone $e can toast... HIDE! -You pull out a pocket dragon and squeeze it at $N. You wicked you! -$n pulls out a pocket dragon and toasts $N. $N is no more. $N is ashes, ashes and only ashes, and the ashes blow away in the wind. Buhbye $N. -$n pulls out a pocket dragon and toasts you. You are no more! Ow... -POOF! Maybe your victim disintegrated... Then again, maybe it was just a figment of your imagination. -You toast yourself. You are no more! Ow... -$n toasts $mself. $n is no more. $n is ashes, ashes and only ashes, and the ashes blow away in the wind. Buhbye $n. -# -# -# -You pull out a pocket dragon and squeeze it at $p. $p bursts in flame. $p is toast. Poor $p. -$n pulls out a pocket dragon and squeezes it at $p. $p bursts in flame. $p is toast. Poor $p. - -~tongue tongue 0 5 5 0 -You stick your tongue out. -$n sticks $s tongue out. -You stick your tongue out at $M. -$n sticks $s tongue out at $N. -$n sticks $s tongue out at you. -That's a little hard to do, what with no-one being there. -You stick your tongue out at yourself... How the?! -$n sticks $s tongue out at $mself... Somehow. -# -# -# -# -# - -~touch touch 0 5 0 0 -You're feeling very touchy! -$n is feeling very touchy! -You touch $M. -For some reason, $n has just touched $N. -For some reason, $n has just touched you. -You can't touch that person, they don't exist. -You touch yourself, eww! -$n does something a little discusting. -You curiously touch $S $t. -$n curiously touches $N's $t. -$n curiously touches your $t. -You curiously touch $p. -$n curiously touches $p. - -~trance trance 0 5 0 0 -You sit down in a yogin style position and begin to go, "Huuuuuuuuuuuuuuuuuuuu" -$n sits down with crossed legs and goes, "Huuuuuuuuuuuuuuuuuuuuuuu" slowly. -You try to put $N into a trance. -$n tries to put $N into a trance. -$n tries to put you into a trance. -You stare and stare but can't find anyone to put into a trance. -You put yourself into a deep trance, to never awaken again. -$n puts $mself into a deep trance. -You try to put $S $t into a deep trance. -$n tries to put $N's $t into a trance. -$n tries to put your $t into a deep trance. -You try to put $p into a deep trance. -$n tries to put $p into a deep trance. - -~tsk tsk 0 5 0 0 -Feeling very irritated, you tsk. -$n is irritated and starts to tsk. -You tsk at $N. -$n tsks at $N. -$n tsks at you. -Who's that supposed to be? I don't see anyone. -You tsk quietly to yourself. -$n tsks quietly to $mself. -# -# -# -# -# - -~tuck tuck 0 8 8 0 -You grab a big cozy blanket... ready to tuck someone in! -$n grabs a big cozy blanket... ready to tuck someone in! -You grab a big cozy blanket and tuck it warmly around $N. -$n grabs a big cozy blanket and tucks it warmly around $N. -$n grabs a big cozy blanket and tucks it warmly around you. -You go to tuck them in but they're not here! -You grab a big cozy blanket and tuck yourself in. -$n grabs a big cozy blanket and tucks $mself in. -# -# -# -# -# - -~tug tug 0 5 0 0 -You tug on your clothes a bit. -$n tugs on $s clothes a bit. -You tug on $N to try and get $S attention. -$n tugs on $N to try and get $S attention. -$n tugs on you to try and get your attention. -What are you trying to tug on? Air? -That's silly. You tug on yourself. -$n tugs on $mself. -You tug on $S $t. -$n tugs on $N's $t. -$n tugs on your $t. -$n tug on $p. -$n tugs on $p. - -~tummy tummy 0 5 0 0 -You rub your tummy, wishing you had bought that bagel earlier. -$n rubs $s tummy, $e looks famished! -You vigorously rub $M in the tummy! -$n vigorously rubs $N's tummy! -$n vigorously rubs your tummy! -Whos tummy did you want to rub? -You rub your tummy, wishing you had bought that bagel earlier. -$n rubs $s tummy, $e looks famished! -You look at $S $t and rub your tummy hungrily. -$n looks at $N's $t and rubs $s tummy hungrily. -$n looks at your $t and rubs $s tummy hungrily. -You look at $p and rub your tummy hungrily. -$n looks at $p and rubs $s tummy hungrily. - -~tweak tweak 0 5 0 0 -You look for a cheek to tweak. -$n starts scanning $s surroundings, flexing her fingers. -You tweak $S's cheek. -$n tweaks $N's cheek. -$n tweaks your cheek. -Aw, no cheek to be found! -You tweak your own cheek... Such a beautiful blush! -$n tweaks $s cheek... Look at that blush! -You tweak $S $t -$n tweaks $N's $t -$n tweaks your $t -You tweak $p -$n tweaks $p - -~twiddle twiddle 0 5 0 0 -You patiently twiddle your thumbs. -$n patiently twiddles $s thumbs. -You twiddle your thumbs patiently as you wait for $N. -$n twiddles $s thumbs patiently as $e waits for $N. -$n twiddles $s thumbs, patiently waiting for you. -They left before you could twiddle at them. -You twiddle your thumbs impatiently. -$n twiddles $s thumbs impatiently. -You twiddle your thumbs at $S $t. -$n twiddles $s thumbs at $N's $t. -$n twiddles $s thumbs at your $t. -You twiddle your thumbs at $p. -$n twiddles $s thumbs at $p. - -~twitch twitch 0 5 0 0 -You lie there, twitching helplessly. -$n lies there, twitching helplessly. -Your facial tick twitches at the thought of $N. -$n's facial tick twitches at the thought of $N. -$n's facial tick twitches at the thought of you. -Bad corpse! They're not there. -Your limp body twitches slightly. -$n's limp body twitches slightly. -You twitch at the thought of $S $i. -$n twitches at the thought of $N's $i. -$n twitches at the thought of your $i. -You twitch at the thought of $p. -$n twitches at the thought of $p. - -~type type 0 5 0 0 -You thro up yor handz in dizgust at yur lousy tiping skils. -$n couldn't type a period if there was only one key on the keyboard! -You declare $N to be inept at typing. -$n declares $N to be inept at typing. -$n declares you to be inept at typing. -They left before you could comment on their typing abilities. -You declare yourself to be inept at typing. -$n declares $mself to be inept at typing. -You declare $S $t to be inept at typing.. -$n declares that $N's $t is inept at typing. -$n declares your $t to be inept at typing. -You blame $p on all your typing mistakes. -$n blames $p on all $s typing mistakes. - -~understand understand 0 8 8 0 -You nod in understanding. -$n nods in understanding. -You nod in understanding with $M. -$n nods in understanding with $N. -$n nods in understanding with you. -Understand them - you can't even find them. -You finally understand yourself. -$n finally understands $mself after all these years. -You nod at $S $t in complete understanding. -n nods at $N's $t in complete understanding. -$n nods at your $t in complete understanding -You look at $p and nod in understanding. -$n looks at $p and nods in complete understanding. - -~unsheathe unsheathe 0 5 0 0 -You unsheathe your weapon, getting ready to fight. -$n unsheathes $s weapon, getting ready to fight. -You unsheathe your weapon and point it at $M. -$n unsheathes $s weapon and points it at $N. -$n unsheathes $s weapon and points it at you. -You decide to leave it sheathed, after all you don't see that person here. -You unsheathe your weapon and put it to your throat. -$n unsheathes $s weapon and puts it to $s throat. -# -# -# -# -# - -~vampire vampire 0 8 8 0 -'Bla.. I vant to suck yer blood!' -$n throws up $s hands and says, 'Bla.. I vant to suck yer blood!' -You turn to $N and tell $M, 'Bla.. I vant to suck yer blood!' -$n turns to $N and tells $M, 'Bla.. I vant to suck yer blood!' -$n turns to you and tells you, 'Bla.. I vant to suck yer blood!' -You don't see them here. -# -# -# -# -# -# -# - -~vice vice 0 8 8 0 -You perform careful maintenance on your vice and attach the four foot crank extension. -$n expertly strips down the vice and carefully oils the steel parts. Satisfied, $n reassembles the vice and attaches the four-foot extension to the crank. -You place $S head in the jaws of the vice and tighten them enough to prevent movement. Slowly, you crank the vice tighter and tighter, enjoying the rising amplitude of the screams until the splintering climax when the skull shatters. $N is quiet now. -$n stuns $N with a quick punch and forces $S head into the vice. $N screams and thrashes helplessly but the steel jaws hold $M tight. Grinning sadistically, $n slowly turns the crank until the skull cracks with a sickening pop. $N has been silenced. -$n forces your head into the vice and tightens the steel jaws preventing all movement. Smiling sadistically, $e cranks the handle as your screaming headache becomes everything. Then there is nothing but peace. -Your vice remains empty. -You place your own head into a vice and turn the crank until your consciousness fades. -$n puts $s own head into a vice and turns the crank until there is a loud pop. -You place $S $t in the jaws of the vice and tighten them enough to prevent movement. Slowly, you crank the vice tighter and tighter, enjoying the rising amplitude of the screams until the splintering climax when the $t shatters. $N is quiet now. -$n stuns $N with a quick punch and forces $S $t into the vice. $N screams and thrashes helplessly but the steel jaws hold $M tight. Grinning sadistically, $n slowly turns the crank until the $t cracks with a sickening pop. $N has been silenced. -$n forces your $t into the vice and tightens the steel jaws preventing all movement. Smiling sadistically, $e cranks the handle as your screaming $tache becomes everything. Then there is nothing but peace. -# -# - -~waggle waggle 0 5 0 0 -You waggle your eyebrows impressively. Go, caterpillars, go! -$n waggles $s eyebrows. Geez, look at those caterpillars go! -You give $M a good, solid waggle! -$n grabs $N's eyebrows and waggles them good. What a sight! -$n grabs your eyebrows and waggles them! Oi! -You look around for eyebrows to waggle but sadly, find none. Shoot! -You grab a firm hold of your eyebrows and give them a good waggle. Are they misbehaving? -$n grabs a firm hold of her eyebrows and starts to waggle them with fervor. Will they stay put?? -You waggle at $S $t. Now look at that! -$n waggles $s eyebrows at $N's $t. Oohyah! -$n waggles $s eyebrows at your $t. Oi oi! -You waggle $p. Wow! -$n waggles $p. Eep! - -~wait wait 0 5 0 0 -You put your hand up. -$n raises $s hand, as if to say, "Wait". -You tell $N to hold on a minute. -$n tells $N to wait just a minute. -$n tells you to wait just a minute. -Who? -Why would you want to do that? -$n tells $mself to just wait one minute. -You tell $S $t to hold on for one minute. -$n tell $N's $t to hold on for one minute. -$n tells your $t to hold on for one minute. -You tell $p to hold on for one minute. -$n tells $p to hold on for one minute. - -~wakka wakka 0 8 8 0 -Wow, that sounds like a cool word! -$n bluntly says 'Wakka wakka' -You say 'Wakka Wakka' to $N. -$n bluntly says 'Wakka Wakka' to $N. -$n says 'Wakka wakka' rather loudly to you. -They arn't here. -Why must you talk to yourself? -$n seems to be talking with himself...strange. -Why are you talking to $N's $t? -&n is talking to $N's $t...time to see a doctor. -$n mumbles something to your $t. -You mumble something to $p. -$n mumbles somthing to $p. - -~waltz waltz 0 8 8 0 -You ask around if anyone would like to join you for a waltz. -$n would like to perform a waltz with someone. -You sweep $N into a glorious waltz! -$n sweeps $N off $S feet into a beautiful waltz! -$n sweeps you into a glorious waltz! -You need to waltz with someone real, not your imaginary friend! -# -# -# -# -# -# -# - -~warscream warscream 0 5 0 0 -You holler your favourite warcry. -$n screams $s fiercest warcry, 'MOMMIEEEEEeeeee!' -You scream a warcry at $M. -$n screams a warcry at $N. -$n screams a warcry in your ear! -No one can hear your warcry. -Are you that mad at yourself? -$n screams a warcry at $mself. -You scream a warcry at $S $t. -$n screams a warcry at $N's $t. -$n screams a warcry at your $t. -You scream a warcry at $p. -$n screams a warcry at $p. - -~waves waves 0 5 0 0 +~wave wave 0 5 0 0 You wave. $n waves. You wave to $N. @@ -6988,81 +358,6 @@ $n waves to your $t. You wave to $p. $n waves to $p. -~wb wb 0 8 0 0 -You welcome everyone back. -$n welcomes everyone back. -You welcome $M back. -$n welcomes $N back. -$n welcomes you back. -They left before you could welcome them back. -You welcome yourself back to the real world. -$n welcomes $mself back. Strange, very strange. -You welcome $S $t back. -$n welcomes $N's $t back. -$n welcomes your $t back. -You welcome $p back. -$n welcomes $p back. - -~wedgie wedgie 0 8 8 0 -Who do you want to give a wedgie to? -$n is looking for someone to give a wedgie to. -You grab $N's underwear and pull it way up $S crack, that'll show em! -$n gives $N a massive wedgie, you might be next...RUN! -$n gives you a huge wedgie, feels like it went to your tonsils...REVENGE! -Sorry, they aren't here. -You reach behind yourself and yank your underwear up your crack, YOU ARE SICK!! -$n reaches behind $mself and pulls $s underwear up $s crack....EWWW how gross!! -You want to give $S $t a wedgie, but don't know how. -$n wants to give $N's $t a wedgie, but doesn't know how. -$n wants to give your $t a wedgie, but doesn't know how. -You want to give $p a wedgie, but you think better of it. -$n wants to give $p a wedgie, but thinks better of it. - -~weep weep 0 5 0 0 -You shed tears everywhere, what a mess! -$n weeps loudly drenching you! -You weep on $N, effectively drenching $M! -$n weeps all over $N, drenching $M! -$n soaks you with $s tears! -Since that player is not readily available you weep all over yourself instead. -You weep all over yourself! -$n sheds multiple tears drenching $s clothes and face. -You weep on $S $t. -$n weeps on $N's $t. -$n weeps on your $t. -You weep on $p. -$n weeps on $p. - -~welcome welcome 0 5 0 0 -You welcome everyone. -$n welcomes everyone. -You welcome $M. -$n welcomes $N. -$n welcomes you. -Please -- try someone who is here? -So, you've finally discovered yourself! -$n welcomes $mself.. $e always was a strange one. -You welcome $S $t. -$n welcomes $N's $t. -$n welcomes your $t. -You welcome $p. -$n welcomes $p. - -~whack whack 0 5 0 0 -You take out your spongy bat of whacking. Who wants some?? -$n takes out a giant spongy bat and grins a devilish grin. -You take out your spongy bat of whacking and whack the muffins out of $M. -$n goes on a wild whacking-rampage on $N. -$n starts whacking you uncontrollably with a giant spongy bat. -You whack whack whack....wait...they're not here. dumbass. -You whack yourself with a spongy bat. Ahh, the joys of life! -$n whacks $mself with a giant spongy bat. -You whack at $N's $t with your mighty spongy bat. -$n whacks $N's $t with $s spongy bat, like a wild Britney Spears on steroids! -$n mercilessly whacks at your $t. -You whack at $p with your spongy bat. -$n starts whacking at $p for absolutely no reason whatsoever. - ~whimper whimper 0 5 5 0 You whimper pitifully. $n whimpers pitifully. @@ -7078,36 +373,6 @@ $n whimpers pitifully at the loss of your $t. # # -~whine whine 0 5 0 0 -You whine pitifully. -$n whines pitifully about the whole situation. -You whine at $M. -$n starts whining at $N. -$n whines at you. How pathetic. -You can whine, but no one will care. -You whine to yourself -- poor you. -$n whines piteously about the whole situation. -You whine to $S $t. -$n whines to $N's $t. -$n whines to your $t. -You whine to $p. -$n whines to $p. - -~whip whip 0 5 0 0 -You break out your bullwhip and crack it loudly! -$n grabs $s bullwhip and cracks it loudly in the air! -You crack your bullwhip at $N barely missing! -$n cracks $s bullwhip at $N, barely missing! -$n cracks $s bullwhip at you, it just barely misses! -Awww, they must have seen that bullwhip and ran.... -You rub your bullwhip as your eyes take on a daring look. -$n rubs $s bullwhip and gets a daring look in $s eyes. -You crack your bullwhip at $S $t, barely missing! -$n cracks $s bullwhip at $N's $t, barely missing! -$n cracks $s bullwhip at your $t, barely missing! -You crack your bullwhip at $p, barely missing! -$n cracks $s bullwhip at $p, barely missing! - ~whistle whistle 0 5 0 0 You whistle appreciatively. $n whistles appreciatively. @@ -7123,52 +388,7 @@ $n whistles appreciatively at your $t You whistle appreciatively at $p. $n whistles appreciatively at $p. -~whoo whoo 0 5 0 0 -You go, "Whoo-hoo!" -$n goes, "Whoo-hoo!" -You give $M a "Whoo-hoo!" -$n gives $N a "Whoo-hoo!" -$n gives you a "Whoo-hoo!" -"Whoo-hoo!" away, the're not here. -No one else will do it, you may as well do it yourself. "Whoo-hoo!" -$n must be desperate for attention, $e is screaming "Whoo-hoo!" -You look at $S $t and scream at the top of your lungs "Whoo-hoo!" -$n looks at $N's $t and screams "Whoo-hoo!" -$n looks at your $t and screams "Whoo-hoo!" -You look at $p and scream "Whoo-hoo!" -$n looks at $p and screams "Whoo-hoo!" - -~wiggle wiggle 0 5 0 0 -You wiggle your bottom. -$n wiggles $s bottom. -You wiggle your bottom at $M. -$n wiggles $s bottom at $N. -$n wiggles $s bottom at you -- do you know $m. -You wiggle like a worm, but no one notices. -You wiggle yourself! -$n wiggles $s bottom at $mself, $e never was the brightest crayon in the box. -You wiggle your bottom at $S $t. -$n wiggles $s bottom at $N's $t. -$n wiggles $s bottom at your $t. -You wiggle your bottom at $p. -$n wiggles $s bottom at $p. - -~wince wince 0 5 0 0 -You wince. -$n winces. -You wince at what $N did. -$n winces at what $N just did. -$n winces at what you just did. -Can't wince at someone who isn't here, eh? -You wince at yourself. -$n winces at $mself -You look at $S $t and wince. -$n looks at $N's $t and winces. -$n looks at your $t and winces. -You wince at the damage done to $p. -$n winces at the damage done to $p. - -~winks winks 0 5 0 0 +~wink wink 0 5 0 0 Have you got something in your eye? $n winks. You wink at $N. @@ -7183,96 +403,6 @@ $n winks at your $t. You wink at $p. $n winks at $p. -~wipe wipe 0 5 0 0 -You wipe your nose. -$n wipes $s nose. -You wipe $N's nose -- what a mess! -$n tries to wipe $N's nose. -$n wipes your nose. -That person is not here. -You wipe your nose. -$n tries to wipe $s nose. -You wipe $S $t. -$n wipes $N's $t. -$n wipes your $t. -You wipe $p. -$n wipes $p. - -~women women 0 8 8 0 -You are in awe of the beauty, intellect, and driving skills of women. -$n is in awe of the beauty, intellect, and driving skills of women. -You remind $N of the beauty, intellect, and driving skills of women. -$n reminds $N of the beauty, intellect, and driving skills of women. -$n reminds you of the beauty, intellect, and driving skills of women. -Your awe goes sadly unnoticed. -You remind yourself of the beauty, intellect, and driving skills of women. -$n reminds $mself of the beauty, intellect, and driving skills of women. -# -# -# -# -# - -~wonder wonder 0 5 5 0 -You wonder about many things... -$n has a look of wonder on $s face. -You wonder about $N's sanity. -$n wonders about $N's sanity. -$n wonders about your sanity. -I can't see that person here, perhaps you need some glasses? -You wonder about your sanity, and so do I! -$n wonders about $s own sanity. -# -# -# -# -# - -~worry worry 0 8 8 0 -You can't help but be very worried. -$n can't help but be very worried. -You worry about $N. -$n worries about $N. -$n worries about you. -They're not here, but I'm sure they appreciate the concern. -You can't help but be very worried about yourself. -$n can't help but be very worried about $mself. -$N's $t is very worrying indeed. -$n finds $N's $t very worrying indeed. -$n finds your $t very worrying indeed. -You find $p very worrying indeed. -$n finds $p very worrying indeed. - -~worship worship 0 5 0 0 -You find yourself head-down in the dirt, worshipping. -$n starts worshipping nothing at all. -You fall to your knees and worship $M deeply. -$n falls to $s knees, worshipping $N with uncanny dedication. -$n kneels before you in solemn worship. -Uh.. who? They're not here, pal. -You seem sure to have found a true deity..... -$n falls to $s knees and humbly worships $mself. -You fall to your knees and worship $S $t. -$n falls to $s knees and worships $N's $t. -$n falls to $s knees and worships your $t. -You fall to your knees and worship $p. -$n falls to $s knees and worships $p. - -~wrong wrong 0 8 8 0 -You couldn't find the right social if your life depended on it. -$n couldn't find the right social if $s life depended on it. -# -# -# -# -# -# -# -# -# -# -# - ~yawn yawn 0 5 0 0 You yawn broadly. $n yawns from exhaustion. @@ -7288,79 +418,4 @@ $n yawns at your $t sleepily. You yawn at $p sleepily. $n yawns at $p sleepily. -~yayfor yayfor 1 5 0 0 -Yay for whom? -# -You cry out, 'Yay for $N!' -$n cries out, 'Yay for $N!' -$n cries out, 'Yay for $N!' and you feel special. -You could if that person were here. -No one else appreciates you. You cry out, 'Yay for me!' -$n cries out, 'Yay for me!' since no one else was going to. -# -# -# -# -# - -~yes yes 1 5 8 0 -You give out a polite, 'Yes.' -$n gives out a polite, 'Yes.' -# -# -# -# -# -# -# -# -# -# -# - -~yodel yodel 0 5 0 0 -You start yodelling loudly and rather beautifully in your own ears. -$n starts a yodelling session that goes right to the bone. -You yodel at $N. -$n yodels in $N's ear. Yodelayheehoo! -$n yodels in your ear -- Yodelayheehoo! -Heh heh, your victim seems to have fled -- very wise. -Yodelayheehoo! -$n yodels quietly to $mself. -You yodel to $S $t. -$n yodels to $N's $t. -$n yodels to your $t. -You yodel to $p. -$n yodels to $p. - -~zaps zaps 0 5 0 0 -You summon zeke and strike the ground with it. -$n summons zeke and strikes the ground with it. -You summon zeke and zap the hell out of $N. -$n summons zeke and zaps the hell out of $N. -$n summons zeke and zaps the hell out of you! You feel fried. -Zap who? -That HURT! Didn't your mother teach you better? -$n screams in pain as $e zaps $mself. -You zap $S $t. -$n zaps $N's $t. -$n zaps your $t. -In a bout of frustration, you bring down zeke on $p, trying to hurt it. -Looking very frustrated, $n brings down zeke on $p, trying to hurt it. - -~zip zip 0 8 8 0 -You zip your mouth shut - zzzzzip! -$n zips $s mouth shut - zzzzzip! -You zip $N's mouth shut - zzzzzip! -$n zips $N's mouth shut - zzzzzip! -$n zips your mouth shut - zzzzzip! -Unzip your eyelids, they're not here! -You zip your mouth shut - zzzzzip! -$n zips $s mouth shut - zzzzzip! -# -# -# -# -# - $ diff --git a/lib/text/greetings b/lib/text/greetings index 5792e0d..29fa60f 100644 --- a/lib/text/greetings +++ b/lib/text/greetings @@ -1,7 +1,15 @@ - T B A M U D - 2 0 2 5 + You are descending into... - Based on CircleMUD by Jeremy Elson and DikuMUD by Hans-Henrik Staerfeldt, - Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer + ___ ____ _ _ + | \/ (_) | | | | + | . . |_ _ __ __ _ _ __ | |_| |__ __ _ ___ + | |\/| | | '__/ _` | '_ \| __| '_ \ / _` / __| + | | | | | | | (_| | | | | |_| | | | (_| \__ \ + \_| |_/_|_| \__,_|_| |_|\__|_| |_|\__,_|___/ + -By what name do you wish to be known? +Select an option: + [C] Connect to the game + [X] Disconnect from the game + +Enter choice: diff --git a/lib/text/help/help.hlp b/lib/text/help/help.hlp index 5ecfd23..80f2657 100644 --- a/lib/text/help/help.hlp +++ b/lib/text/help/help.hlp @@ -13,7 +13,7 @@ Commands: %asound% You hear a blood chilling howl from nearby. See Examples: @RTSTAT 7505, 154@n -#31 +#2 %AT% WAT MAT OAT %MAT% %WAT% %OAT% %at% @@ -21,7 +21,7 @@ See Examples: @RTSTAT 7505, 154@n Using %at% will perform the command in the room where target is found. Example: @RTSTAT 19, 20@n -#31 +#2 %DAMAGE% ODAMAGE MDAMAGE WDAMAGE TRIGEDIT-DAMAGE TRIGEDIT-ROOM-DAMAGE TRIG-DAMAGE %damage% %victim% amount @@ -46,7 +46,7 @@ eval num_hitp %actor.hitp%/2 - calculate half of hitpoints and then damage Example: @RTSTAT 16, 51, 3008, 1600, 1601@n See also: DAMAGE, GUNS, DEATH -#31 +#2 %DOOR% WDOOR ODOOR MDOOR TRIGEDIT-EXIT TRIG-EXIT TRIGEDIT-DOORS TRIGEDIT-MENU-DOORS SECRET-DOORS TRIG-DOOR %EXIT% %door% < direction> < field> [value] @@ -68,7 +68,7 @@ name - value is the name of the door in the specified direction. room - value is the vnum of the room this direction leads to Example: @RTSTAT 17, 23603, 53429, 2759@n -#31 +#2 %ECHO% %ECHOAROUND% %SEND% TRIG-SEND %ZONEECHO% ZONEECHO ZONECHO %ZONECHO% ZECHOAROUND ECHOAROUND OECHO WECHO MECHO OECHOAROUND WECHOAROUND MECHOAROUD OSEND WSEND MSEND ZONECHO RECHO %ZECHO% ZSOUND MECHOAROUND MZONEECHO MRECHO %echo% @@ -92,7 +92,7 @@ NOTE: When used with mobs make sure the mobs can see the players. Example: @RTSTAT 18@n See also: %ASOUND% -#31 +#2 %FOLLOWER% TRIG-FOLLOW MFOLLOW %MASTER% MASTER %SELF.FOLLOWER% %SELF.MASTER% %FOLLOW% %MASTER.FOLLOWER% %MASTER.FIGHTING% Usage: mfollow @@ -106,7 +106,7 @@ mfollow %actor% Examples: @RTSTAT 57508, 39, 26@n See also: GROUP -#31 +#2 %FORCE% OFORCE WFORCE MFORCE TRIGEDIT-FORCE TRIG-FORCE %force% @@ -125,13 +125,13 @@ wait 1 s %teleport% %actor% 3001 %force% %actor% look -#31 +#2 %LOAD% OLOAD MLOAD WLOAD %load% [name [position]] This command loads a mob or object into the game. No-take objects loaded to -an actor will load to the room. NO_RENT objects can not be loaded. +an actor will load to the room. load an object to room: %load% obj 1300 load a mob to room : %load% mob 1300 @@ -142,7 +142,7 @@ Obj Example: @RTSTAT 94@n Mob Example: @RTSTAT 81@n See also: POSITIONS, CHAR-VAR -#31 +#2 %LOG% WLOG MLOG OLOG %log% @@ -178,11 +178,11 @@ Note: This does not create a copy of the object, but moves the actual object to room. See also: %TELEPORT% -#31 +#2 %NEXT_IN_ROOM% CHAR_VAR TRIG-FIELDS %ACTOR.SEX% ACTOR.SEX %ACTOR.HITPOINTS% %ACTOR.HP% %ACTOR.HITP% %HIS% IS_FIGHTING %FIGHTING% ACTOR.FIGHTING %ACTOR.FIGHTING% IN_ROOM IS_ROOM POS() HISHER %MASTER% %SELF.MASTER% %FOLLOWER.NAME% PVAR %HISHER% %SEX% See @RHELP CHAR-VAR@n -#31 +#2 %PURGE% OPURGE MPURGE WPURGE %purge% @@ -209,11 +209,11 @@ you can no longer access that mob/obj variables. Example: @RTSTAT 1375, 6300@n See also: POSITIONS -#31 +#2 %ROOM.CONTENTS% ROOM.CONTENTS See @RHELP ROOM-VAR@n -#31 +#2 %TELEPORT% WTELEPORT OTELEPORT MTELEPORT PORTALS %TRANSPORT% TRIG-TELEPORT Stock tbaMUD does not have an object type portal. This is instead done with @@ -235,7 +235,7 @@ PORTAL EXAMPLES: MOB: @RTSTAT 102@n See also: MGOTO, TELEPORT, %MOVE% -#31 +#2 %TRANSFORM% MTRANSFORMS OTRANSFORMS TRANSFORMS MORPHS MTRANSFERS TRIG-MOB-TRANSFORM %transform% < vnum | -vnum > @@ -247,7 +247,7 @@ regarding the transformation is sent to the room. The new mob or object will have the same trigger as the original, rather than any trigger normally assigned to the new, and no load trigger will be executed. - Mobs - The hit points, max hit points, position, gold, and experience value + Mobs - The hit points, max hit points, position, coins, and experience value will remain those of the original mob but all other statistics and descriptions will be those of the new mob. (The mob can be made to have all of its normal statistics by using a negative vnum.) Only mobiles may use this command (naturally). @@ -261,14 +261,14 @@ object, rather than any trigger normally assigned to the new object, and no load trigger will be executed. Example: @RTSTAT 21, 1370@n -#31 +#2 COMMAND> TOPICS You took me too literally. I want you to type help , as in topic being something like newbie. So you should type @RHELP NEWBIE@n to learn more about being a newbie here. -#31 +#2 @@ The @ character is used as a colorcode. If you see it, try toggling color to @@ -287,7 +287,7 @@ etc. if done improperly. The fix is to use the escape character \& in trigedit. See also: COLORCODES -#31 +#2 ABBREVIATIONS ABBREVS We have added abbreviations so you do not have to type everything exactly as @@ -295,28 +295,68 @@ it appears. This also means that when you enter keywords in OLC you do not have to list all forms. i. e. the keyword rumble could be used to cover anyone who types rumble rumbl rumb rum ru. -#31 -AC-CONFIDENCE ARMOR-CLASS ARMOUR-CLASS AC-APPLY +#2 +AC ARMOR-CLASS ASCENDING-AC DEFENSE - Your Armor Class (often called AC) is an expression for how good your armor -is at protecting you. When you don armor, any AC apply that armor has is -subtracted from your standard (naked) AC value, modified depending on where on -the body you are wearing the armor. Some items have a special bonus, and -subtract from the AC directly. Negative AC is better. Modifiers: Body X3, -head and legs X2. + Summary: We use an ascending AC system (higher is better). A typical +unarmored character has AC 10. Attacks roll 1d20 + attack modifiers and +hit if the total your AC. Natural 1 always misses; natural 20 always hits. -See also: MEDIT-AC -#31 -AC-CONFIDENCE ARMOR-CLASS ARMOUR-CLASS AC-APPLY +How AC is built: - Your Armor Class (often called AC) is an expression for how good your armor -is at protecting you. When you don armor, any AC apply that armor has is -subtracted from your standard (naked) AC value, modified depending on where on -the body you are wearing the armor. Some items have a special bonus, and -subtract from the AC directly. Negative AC is better. +Base: 10 -See Also: ARMOR-SPELL +Armor pieces: each worn slot contributes 03 AC (clamped by slot caps) +Armor magic: total armor magic across all pieces is capped at +3 +Dexterity: add min(DEX modifier, Dex cap); Dex cap depends on total armor bulk +Shield: base +2 (tower +3 if present), plus shield magic (capped at +3), plus +Shield Use skill proficiency +Situational: cover (+2/+5), spells (Shield, Haste, etc.) + +See Also: SCORE #0 +ACAUDIT ARMOR-AUDIT AUDIT-ARMOR IMMORTAL + + Summary: Imm-only tool that scans all ITEM\_ARMOR prototypes and reports +per-piece fields against slot caps. Use this to catch outliers and quickly +rebalance items to the Light/Medium/Heavy targets. + +Usage: +acaudit + +What it does: + +Scans prototypes for armor slots (head, body, legs, arms, hands, feet) and +prints one line per item: +\[#VNUM] slot= ac=\ bulk= mag=+ flags= + +Markers: + +OVER : value exceeds the slot’s hard cap (e.g., piece AC > slot max, or +magic > slot max) +WARN : value outside 0..3 (invalid for piece AC, bulk, or magic) +(STEALTHDISADV): flag is set (the piece imposes Stealth Disadvantage) + +Notes: + +• Shields are audited separately in AC calculations and are skipped here. +• Armor magic across all worn pieces is globally capped at +3 (shield +is separate). +• Bulk affects the Dex cap: Light (≤5) cap +5, Medium (6–10) cap +2, +Heavy (≥11) cap +0. +• Heavy bulk or any piece with Stealth Disadvantage imposes stealth +disadvantage. +• Values are clamped on save/load; this command helps you find and fix +prototypes. + +Typical targets (including Dex/shield effects): + +Light : AC \~12–16 +Medium : AC \~14–18 +Heavy : AC \~16–20 + +See Also: ARMOR PIECES, BULK, SHIELDS, MAGIC CAPS, SCORE, OEDIT ARMOR +#32 ACRONYMS TERMINOLOGY VOCABULARY Here are some common terms used in building, and TBA zone: @@ -337,7 +377,7 @@ TBA: The Builder Academy. PC: Player Character. Not a mob. NPC: Non Player Character. Mobs. -#31 +#2 ACTOR.CLASS ACTOR-CLASS %ACTOR.CLASS% This is used in scripts to find the actors class, or to adjust it. @@ -357,7 +397,7 @@ else end See Also: CHAR-VAR, ADMLEVEL, ACTOR.LEVEL -#31 +#2 ACTOR.INVENTORY %ACTOR.INVENTORY% %INVENTORY% TRIG-INVENTORY TRIGEDIT-INVENTORY %actor.inventory()% @@ -370,7 +410,7 @@ string is returned. * checks for any inventory. Examples: @RTSTAT 155, 94, 19537@n. See also: ACTOR.HAS TRIG-EQ, %PURGE%, %LOAD%, CHAR-VAR -#31 +#2 ACTOR.LEVEL ACTOR-LEVEL %ACTOR.LEVEL% This is used in scripts to find the mortal level of a player, or to adjust it. @@ -383,7 +423,7 @@ have a very good reason for it. This simply changes the mortal level and does not update any other stats (like max hp or exp). See Also: CHAR-VAR -#31 +#2 ADVANCE DEMOTE Usage: advance @@ -398,7 +438,7 @@ Example: > advance Rumble admin 4 See also: SET, PROMOTION, ADMIN -#31 +#2 AEDIT-MENU ACTION-EDITOR ACREATE SOCIAL-EDITOR Syntax: aedit @@ -421,7 +461,7 @@ $t body part of victim $p object See also: ASTAT, SOCIALS, AUTOSAVE -#31 +#2 AFFECTS OEDIT-PERM-AFFECTS PERM-AFFECTS OEDIT-PERMAFFECTS OEDIT-AFFECTS P) Perm Affects: @cNOBITS@n @@ -453,7 +493,7 @@ P) Perm Affects: @cNOBITS@n 21) UNUSED DO NOT USE. 22) CHARM DO NOT USE. -#31 +#2 AFK Usage : afk @@ -543,7 +583,7 @@ ranges from: 350 to 1000 Good See also: ALIGNMENTS -#31 +#2 ALIGNMENTS Many good areas stick to a defined level range, such as 10-20 or 25-30. Do @@ -569,7 +609,7 @@ area, or the blindingly good paladin fortress. Keep in mind that there are many layers in between, and these are often more interesting. See also: ALIGN -#31 +#2 ANIMATE-DEAD Usage: cast 'animate dead' corpse @@ -615,7 +655,7 @@ of a plural word that does not end in "S" is formed by adding "apostrophe S," as in "women's hemlines." We rest our case. Now do whatever you want...after all, it is your area. -#31 +#2 APPLICATION APPLY BUILDING LEARNING LESSONS To apply for a building position go to: @@ -645,6 +685,24 @@ Any areas that 'overlap' the specified range are shown in red. See Also: ZONES #0 +ARMOR SLOTS + + Summary: Armor is split across six slots: head, body, legs, arms, hands, +feet. Each piece has: + +Piece AC (value[0]): 0–3 (per-slot hard cap) +Bulk (value[1]): 0–3 (drives Dex cap & stealth) +Magic (value[2]): 0–3 (per-slot cap; global armor magic cap +3) +Flags (value[3]): special rules (e.g., Stealth Disadvantage) +Slot caps (defaults) +Head: AC ≤2, Magic ≤1 +Body: AC ≤3, Magic ≤3 +Legs: AC ≤2, Magic ≤1 +Arms/Hands/Feet: AC ≤1, Magic ≤1 +Shield is handled separately + +SEE ALSO: SHIELDS +#0 ARMOR-SPELL Usage : cast 'armor' [target] @@ -696,7 +754,7 @@ http://www.degraeve.com/img2txt.php '--______________--' See also: COLOR, AUTOMAP, TBAMAP, CARTOGRAPHY -#31 +#2 ASSIST Usage: assist @@ -740,27 +798,7 @@ attach mob 1332 Santa - Attaches mob trigger 1332 to mob 1308 (Santa). attach obj 1480 sword - Attaches obj trigger 1480 to a sword. See also: DETACH, TRIG-ATTACH, TRIG-DETACH, OLC, TRIGEDIT, TSTAT, STAT, ROOMFLAGS -#31 -AUCTION GOSSIP GRATS CONGRATULATIONS CONGRATS -Usage: auction - gossip - grats - -These are channels reserved for specific purposes. Messages on these -channels reach everyone who is monitoring them. You must be at least level -three to use these channels. - -These channels should be used accordingly. - -Examples: - - > auction short sword -- minimum bid 100k - > gossip Hey, is that a short sword on your belt or are you happy to see me? - > grats GRATS Detta!!!!!!!! - -See also: TOGGLE, EMOTE, GSAY, HOLLER, NOREPEAT, SAY, SHOUT - -#0 +#2 AUTOASSIST Usage: toggle autoassist @@ -792,15 +830,6 @@ If a door is closed it will not show up as a possible exit. See also: TOGGLE #0 -AUTOGOLD - -Usage: toggle autogold - - Enables you to automatically take the gold from any mob you kill. This will -not take any equipment or objects. - -See Also: TOGGLE, TAKE -#0 AUTOKEY Usage: autokey @@ -825,7 +854,7 @@ See Also: TOGGLE, TAKE, SPLIT #0 AUTOMAPPING MAPS -Usage: map <#31-12> +Usage: map <#2-12> This command prints a text generated map of your current surroundings. Including a number allows you to expand or shrink the map to show a wider @@ -860,7 +889,7 @@ visit a questmaster where they join an available quest, and get rewarded on its completion. See Also: QEDIT, QUEST-FLAG -#31 +#2 AUTOQUESTS QUESTS QUESTMASTERS QUEST-MOBS QUESTMOBS An autoquest is a quest that can be automatically started and completed @@ -870,15 +899,6 @@ autoquests scattered throughout the World. See Also: QUEST-FLAG, QUESTPOINTS #0 -AUTOSACRIFICE SACRIFICE - -Usage: toggle autosac - - Enables you to automatically sacrifice any mob you kill. If you do not have -autoloot enabled the objects and gold will also be sacrificed. - -See Also: TOGGLE -#0 AUTOSPLIT Usage: toggle autosplit @@ -893,7 +913,7 @@ AUTOWIZ This is automatically done whenever someone is advanced to immortal status to update the wizlist and immlist unless they have NO_WIZ set. -#31 +#2 BACKDOOR HACKING Not a good thing to be searching for help on. Your IP address has been logged @@ -937,7 +957,7 @@ having to recheck your zone, and yours for having to fix any problems we find) keep the balance. See also: STANDARDS -#31 +#2 BAN UNBAN Usage: ban [ ] @@ -956,7 +976,7 @@ Examples: > unban ai.mit.edu See also: WIZLOCK -#31 +#2 BANKS WITHDRAWING DEPOSITING BALANCES ATM-MACHINES Commands to take money out of the bank, put money in the bank, or see how @@ -964,9 +984,9 @@ much money you have in the bank. Can be used at any Bank of Ilniyr. Examples: - > deposit 400 gold + > deposit 400 coins -Deposits 400 gold on your account. +Deposits 400 coins on your account. > withdraw 1000 copper @@ -981,7 +1001,7 @@ Shows your balance. Moves all of your money in/out of the bank. -See also: GOLD, SCORE +See also: COINS, SCORE #0 BASH @@ -1007,12 +1027,12 @@ things as DARK PEACEFUL INDOORS etc. NOBITS means no flags are set. -#31 +#2 BLAST SHOOT RANGED-WEAPONS FIRE-WEAPONS BOWS QUIVERS MISSILES GUNS FIREARMS AMMO See @RTRIG-EXAMPLES@n -#31 +#2 BLEEDING This is what happens when you use a color code and do not finish it with @@n @@ -1020,7 +1040,7 @@ which turns it back to normal color. The term "bleeding" came about when someone failed to do this and Rumble bashed his head against the wall so many times that it became a bloody pulp. At least that is the rumor. -#31 +#2 BLESS Usage : cast 'bless' @@ -1063,7 +1083,7 @@ BOATS SHIPS FERRY TRANSPORTSS @RTSTAT 13691@n -#31 +#2 BOOBS NOASSHOLE TITS IMMORAL YES, people have tried to get help on these things... @@ -1083,7 +1103,7 @@ satisfaction that when you complete your area that hundreds of players will walk through the rooms and enjoy what you have created for them. There is never a rush. Relax, enjoy, learn, and do not forget to breathe. -#31 +#2 BRIEF Usage: brief @@ -1147,7 +1167,7 @@ define MAX_PROD 5 /* with shops before v3.0 define MAX_SHOP_OBJ 100 /* "Soft" maximum for list maximums */ define MAX_OPER 4 -#31 +#2 BUGS TYPOS IDEAS Usage: bug submit @@ -1175,7 +1195,7 @@ find treasures, and gain experience. A Builder creates the rooms, objects, mobs, shops, and triggers with which players will interact. See also: OLC, REDIT, MEDIT, OEDIT, ZEDIT, SEDIT, TRIGEDIT, AEDIT -#31 +#2 BUILDWALKING BUILD-WALKING DIGWALK WALKDIG Builders working on their trial vnum do not need to learn this command, yet. @@ -1199,7 +1219,21 @@ NOTE: Buildwalk does not autosave on exit. You must type SAVEALL. This way if to delete. See also: TOGGLE, SAVEALL, REDIT, OLC, RLIST, DIG -#31 +#2 +BULK DEX-CAP LIGHT MEDIUM HEAVY + + Summary: Armor bulk limits how much of your Dex modifier you can apply +to AC. + +Light (bulk ≤ 5): Dex cap +5 +Medium (bulk 6–10): Dex cap +2 +Heavy (bulk ≥ 11): Dex cap +0 and imposes Stealth Disadvantage + +Bulk is computed by summing each piece’s bulk × slot weight. +Slot weights: head 1, body 3, legs 2, arms 1, hands 1, feet 1. + +SEE ALSO: ARMOR +#0 BULLETINS BOARDS BULLETIN-BOARDS MESSAGE-BOARDS POSTING Bulletin boards are the forum of inter-player communication on the MUD. @@ -1229,7 +1263,7 @@ MUD's code. Ask your friendly implementor if you need to make one. 1290 - Social Board See also: MAIL, READ, WRITE, SPECIALS -#31 +#2 BULLETINS BOARDS BULLETIN-BOARDS MESSAGE-BOARDS Bulletin boards are the forum of inter-player communication on the MUD. @@ -1337,7 +1371,7 @@ Months of the year: Trigedit example that mimics the TIME command: @RTSTAT 36@n See also: DATE, TIME -#31 +#2 CALL-LIGHTNING Usage : cast 'call lightning' <victim> @@ -1360,13 +1394,13 @@ Trig Usage: %actor.canbeseen% Example: @RTSTAT 23613@n -#31 +#2 CAPITAL-LETTERS AT-POSTMASTER-MAIL-RUMBLE GOTO-3 I meant for you to type exactly what is in red not to check the help file ;-) i.e. @RGOTO 3@n not @RHELP GOTO 3@n -#31 +#2 CAPITALIZATION CAPITALISATION CAPITALIZE CAPITALISE Do not capitalize everything. Only capitalize the first letter of a full sentence @@ -1374,7 +1408,7 @@ and proper names. Do not capitalize s-desc unless it is a proper name, like Bill Random capitalization is distracting and serves no real purpose. See also: REDIT-NAME -#31 +#2 CARTOGRAPHY The reasons behind mapping are simple. It solidifies what you are planning @@ -1395,7 +1429,7 @@ which they started. Having an area geometrically correct makes it much easier for a player to visualize it, and thus increases their enjoyment of it. See also: AUTOMAP, TBAMAP, ASCII -#31 +#2 CAST Usage: cast '<spell name>' [target] @@ -1444,12 +1478,12 @@ configuration values that control the operation of the MUD. OasisOLC MUD Configuration Editor G) Game Play Options @RHELP CEDIT-GAME@n -C) Crashsave/Rent Options @RHELP CEDIT-SAVE@n +C) Crashsave Options @RHELP CEDIT-SAVE@n R) Room Numbers @RHELP CEDIT-ROOM@n O) Operation Options @RHELP CEDIT-OPERATION@n A) Autowiz Options @RHELP CEDIT-AUTOWIZ@n Q) Quit -#31 +#2 CEDIT-AUTOWIZ A) Use the autowiz : Yes @@ -1458,25 +1492,24 @@ Q) Exit To The Main Menu See also: CEDIT-MENU -#31 +#2 CEDIT-GAMES A) Player Killing Allowed : No B) Player Thieving Allowed : No C) Minimum Level To Shout : 0 -D) Holler Move Cost : 20 E) Tunnel Size : 2 F) Maximum Experience Gain : 100000 G) Maximum Experience Loss : 500000 H) Max Time for NPC Corpse : 5 I) Max Time for PC Corpse : 10 J) Tics before PC sent to void : 1000000 -K) Tics before PC is autosaved : 2000000 -L) Level Immune To IDLE : 35 -M) Death Traps Junk Items : No -N) Objects Load Into Inventory : Yes -O) Track Through Doors : Yes -P) Display Closed Doors : Yes +K) Level Immune To IDLE : 35 +L) Death Traps Junk Items : No +M) Objects Load Into Inventory : Yes +N) Track Through Doors : Yes +O) Display Closed Doors : Yes +P) Diagonal Directions : No R) Mortals Level To Immortal : Yes 1) OK Message Text : Okay. 2) NOPERSON Message Text : No-one by that name here. @@ -1488,7 +1521,7 @@ R) Mortals Level To Immortal : Yes Q) Exit To The Main Menu See also: CEDIT-MENU -#31 +#2 CEDIT-OPERATIONS A) Default Port : 9091 @@ -1526,32 +1559,28 @@ Q) Exit To The Main Menu See also: CEDIT-MENU -#31 +#2 CEDIT-ROOMS A) Mortal Start Room : 1498 B) Immortal Start Room : 1204 C) Frozen Start Room : 1202 -1) Donation Room #31 : 3063 +1) Donation Room #2 : 3063 2) Donation Room #2 : 5510 3) Donation Room #3 : 235 Q) Exit To The Main Menu See also: CEDIT-MENU -#31 +#2 CEDIT-SAVES -A) Free Rent : Yes -B) Max Objects Saved : 30 -C) Minimum Rent Cost : 100 -D) Auto Save : Yes -E) Auto Save Time : 5 minute(s) -F) Crash File Timeout : 10 day(s) -G) Rent File Timeout : 30 day(s) +A) Auto Save : Yes +B) Auto Save Time : 5 minute(s) +C) Crash File Timeout : 10 day(s) Q) Exit To The Main Menu See also: CEDIT-MENU -#31 +#2 CHALLENGE That is what you will find here at TBA. @@ -1568,7 +1597,7 @@ changelog. Changelog: https://github.com/tbamud/tbamud/commits/master See Also: FILE, CHANGES -#31 +#2 CHANGES Major Changes: @@ -1592,7 +1621,7 @@ zcheck checkload Copyover ANSI Color -Auto Toggles (loot, sac, gold, assist, split) +Auto Toggles (loot, sac, assist, split) Hidden mob/obj mob/obj stacking hindex @@ -1630,7 +1659,7 @@ exp() - Checks the actor's XP. Subfield adjusts. @RHELP NOP@n eq() - Returns ID of the first object equipped. @RHELP TRIG-EQ@n fighting - The unique id of the mob fighting the actor. follower(name) - The follower of the actor (as an id) with name supplied. -gold() - Checks the actor's gold. Subfield adjusts. @RHELP NOP@n +coins() - Checks the actor's coins. Subfield adjusts. @RHELP NOP@n has_item() - Checks if the actor has an object. @RHELP HAS_ITEM@n hasattached() - Checks if the trig is attached. @RHELP HASATTACHED@n. heshe - Returns the correct pronoun (he/she/it). @@ -1683,7 +1712,7 @@ weight - The actor's weight. Example: @RTSTAT 27@n See also: VARIABLES, GLOBALS -#31 +#2 CHARM-PERSON Usage : cast 'charm person' <victim> @@ -1724,7 +1753,7 @@ Checking load info for the object trigger 'Portal to Midgaard - 100': (obj) [ 100] the portal See also: LINKS, RLIST, OLIST, MLIST, SLIST -#31 +#2 CHILL-TOUCH Usage : cast 'chill touch' <victim> @@ -1746,7 +1775,7 @@ CHMOD 1 stands for "execute", and 0 stands for "no permission." So 7 is the combination of permissions 4+2+1 (read, write, and execute), 5 is 4+0+1 (read, no write, and execute), and 4 is 4+0+0 (read, no write, and no execute). -#31 +#2 CIRCLEMUD CREDITS tbaMUD (formerly known as CircleMUD) was developed from DikuMUD (Gamma 0.0) by @@ -1829,7 +1858,7 @@ Usage: CLSOLC Clears the screen just before you enter the main OLC menu. See Also: TOGGLE -#31 +#2 CODING C++ PROGRAMMING LINUX UNIX Coding is far more difficult than building, to do it well requires years of @@ -1855,7 +1884,7 @@ http://www.free-ed.net/catalog/crsemain.asp?nC=3&nD=2&nO=3 http://www.iu.hio.no/~mark/CTutorial/CTutorial.html See also: FREE-SERVERS, DOCUMENTATION, DOWNLOADS, CWG -#31 +#2 COLORCODES ANSI COLOURCODES COLOR-CODES COLOUR-CODES COLOR-LEVEL COLORS COLOURS PCOLORS COLORCODING Usage: @@ -1933,23 +1962,21 @@ reference, and for others to see what the trigger does. If you want a * in your trigger text try \*. See also: REDIT-ROOM-FLAGS -#31 +#2 COMMUNICATION The following commands deal with communication - for more info, @RHELP KEYWORD@n SAY ASK WHISPER - Talk to people in the room -GSAY GTELL REPORT - Talk to a person in the group. -TELL QSAY REPLY - Talk to a person in the game / the quest. -SHOUT HOLLER GOSSIP GRATS AUCTION - Send a message on a public channel +REPORT - Talk to a person in the group. +TELL REPLY - Talk to a person in the game / the quest. +SHOUT - Shout to nearby rooms MAIL RECEIVE CHECK - Used to communicate with a postman. WRITE READ REMOVE - Used to communicate via boards. DEPOSIT WITHDRAW BALANCE - Used to communicate in banks. BUY SELL LIST VALUE - Used to communicate in shops. -PRACTICE - Used to communicate with guilds. -EMOTE - Send a message to the room. -NOTELL NOSHOUT NOGOSSIP QUEST -NOGRATS NOAUCTION - Turn off the corresponding channels. +EMOTE - Send a customizable message to the room. +NOSHOUT QUEST - Turn off the corresponding channels. ORDER - Make charmed followers do things. #0 COMPACT @@ -1993,7 +2020,7 @@ set the following to C) Values: Container capacity counts towards the total container weight. See also: VALUES -#31 +#2 CONTEXT %CONTEXT% Usage: context <number> @@ -2017,7 +2044,7 @@ as variable context to allow a trigger to service multiple players at once. Example: @RTSTAT 23612, 13495@n See also: REMOTE -#31 +#2 CONTROL-WEATHER Usage : cast 'control weather' <'better' | 'worse'> @@ -2029,7 +2056,7 @@ Example: > cast 'control wea' worse See also: %WEATHER%, WEATHER -#31 +#2 CONTROL-WEATHER Usage : cast 'control weather' <'better' | 'worse'> @@ -2065,7 +2092,7 @@ dropped on the ground will get lost and aggro mobs will reappear just like any other zone reset or reboot. See Also: SHUTDOWN, AUTOSAVE -#31 +#2 CRASHES A crash is when the game decides to reboot itself, without the benefit of @@ -2158,7 +2185,7 @@ to download from http://cwg.lazuras.org/. It comes in three versions: Buddha, Suntzu, and Rasputin. CWG stopped development in 2008. See also: RESOURCES -#31 +#2 CYGWIN README.CYGWIN README-CYGWIN COMPILER SHELLS You can view all the documentation files via the github link at www.tbamud.com @@ -2167,7 +2194,7 @@ in the /doc directory. https://github.com/tbamud/tbamud/blob/master/doc/README.CYGWIN See also: CODING, DOWNLOADS -#31 +#2 D-DESC MEDIT-D-DESC MEDIT-EXTRA MEDIT-DESC 5) D-Desc:- @@ -2183,7 +2210,7 @@ Be careful how you word what they are wearing. For example of what not to say: load the mace, this would not make any sense. See also: TEXT-EDITOR -#31 +#2 DAMROLL ROLL DAMAGEROLL DAMAGE-ROLL A bonus added to your armor and weapons that allows your character to hit @@ -2209,7 +2236,7 @@ Usage: date Shows the current real time. (Not a social) -#31 +#2 DC Usage: dc <descriptor number> @@ -2221,7 +2248,7 @@ disconnecting people who have accidentally left themselves at the main menu, or connections sitting in the "Get name" state. See also: USERS -#31 +#2 DELETE SUICIDE If you choose to give up then quit the game back to the login screen and @@ -2245,7 +2272,7 @@ Unlike the load to room command where you should not set a maxload of 99 because 99 objects will load to that room. See also: MAXLOAD, ZEDIT-ADVANCED -#31 +#2 DESCRIBING Writing good descriptions requires inspiration and imagination before all @@ -2293,20 +2320,20 @@ Extra descriptions are unique because they can be used on either rooms or objects and can be seen when a player types "look <keyword>". See also: REDIT-DESC, REDIT-EXTRA, OEDIT-EXTRA, MEDIT-D-DESC -#31 +#2 DESCRIPTIONS DESCRIBE Use a lot of room/mob/obj/extra descriptions. And more descriptions. And then some. See also: DESCRIBING, REDIT-EXTRA-DESC, OEDIT-EXTRA-DESC, EXTRA -#31 +#2 DESCRIPTORS LOGINS This annoying message happens when someone connects but never logs into the MUD and is idled out. -#31 +#2 DETACH UNATTACH Builders working on their trial vnum do not need to learn this command, yet. @@ -2339,7 +2366,7 @@ detach obj sword 1300 - You guessed it - same as above. detach sword all - detach all triggers from the sword. See also: ATTACH, TRIG-DETACH, TRIG-ATTACH, OLC, TRIGEDIT, TSTAT, STAT, ROOMFLAGS -#31 +#2 DETECT-ALIGNMENT Usage : cast 'detect alignment' @@ -2398,7 +2425,7 @@ DG-SCRIPTS DG_SCRIPTS DGSCRIPTS Stands for Death Gate scripts and are named after the original MUD they came from. See also: TRIGEDIT, TRIGEDIT-MENU -#31 +#2 DG_AFFECTS DGAFFECT SCRIPT-AFFLICTED AFFLICTED DG-AFFECTS DG-AFFECTS %DG_AFFECT% DG-EFFECT DG_EFFECT DURATIONS TRIG-AFFECTS Usage: dg_affect <target> <property> <value | off> <duration> @@ -2414,7 +2441,7 @@ To check to see if an actor has an affection use affect(). i.e. if %affect(blind Example: @RTSTAT 1382@n See also: AFFECTS, APPLIES -#31 +#2 DG_CAST TRIG-CAST TRIGEDIT-CAST TRIGEDIT-SPELLS DG-CASTS %CAST% %SPELLS% %dg_cast% dg_cast 'spellname' [target] @@ -2431,7 +2458,7 @@ dg_cast 'poison' %actor% Example: @RTSTAT 132, 61@n See also: SPELLS -#31 +#2 DIAGNOSE Usage: diagnose [target] @@ -2443,7 +2470,7 @@ Example: > diagnose doctor See also: CONSIDER, HIT, KILL -#31 +#2 DIG UNDIG RDIG RELINK RLINKS Builders working on their trial vnum do not need to learn this command, yet. @@ -2466,7 +2493,7 @@ NOTE: Dig does not autosave on exit. you must type SAVEALL. This way if you mess up and want the links deleted we can just reboot and wipe them. See also: SAVEALL, REDIT, OLC, RLIST, BUILDWALK -#31 +#2 DIKU ROM DBX DBZ SMAUG MUD-HISTORY These are other types of MUD codebases. We only focus on tbaMUD (the codebase @@ -2503,7 +2530,7 @@ when done type /fi to format with indent. See also: TEXT-EDITOR -#31 +#2 DISPEL-EVIL Usage : cast 'dispel evil' <victim> @@ -2550,20 +2577,6 @@ Modify your prompt to show your hit points, mana, and/or movement points. prompt if the values drop below 30% of max. See also: TOGGLE #0 -DONATE - -Usage: donate <object> - donate <number> coins - -This command takes an object that you no longer want and deposits it in one of -the MUDs donation rooms. - - > donate shield - > donate all.bread - > donate 500 coins - -See also: JUNK, GET -#0 DROP THROWN Usage: drop <item> @@ -2578,7 +2591,7 @@ If you lose interest in a carried item, you can drop it on the ground. > drop all > drop 1000 coins -See also: DONATE, GET, JUNK +See also: GET, JUNK #0 DRUNK WINE LIQUID-CONTAINERS BEER SPIRITS DRINK-TYPES LIQUOR WHISKEY WHISKY LIQUIDS LIQ-CONTAINERS @@ -2595,7 +2608,7 @@ choose the type of liquid it contains from the following list: 14) salt water 15) clear water See also: VALUES, ZEDIT-REMOVE -#31 +#2 DTS NEAR-DEATHTRAP XP FIGHTING HEALTH DIE DYING DEATHTRAPS DEATHS %DEATH% DEAD STUNNED INCAPACITATED DEATH-TRAPS TRIG-DEATH TRAPS TRIGEDIT-DEATH A player will be in the following state at the listed hitpoints. @@ -2612,7 +2625,7 @@ near death trap: Example: @RTSTAT 3008, 12000, 6100, 6300, 41004@n See also: TRIGEDIT-MOB-DEATH, ROOMFLAGS, GROUP, SCORE -#31 +#2 EARTHQUAKE Usage : cast 'earthquake' @@ -2660,19 +2673,19 @@ Examples: > gecho Hi, everyone in the game, isn't this annoying? See also: %ECHO% -#31 +#2 EDIT This is simply a test function and does not actually do anything. See also: OLC -#31 +#2 EDITORS Editors are what builders use to create their worlds. See also: OLC, REDIT, OEDIT, MEDIT, ZEDIT, SEDIT, TRIGEDIT, TEXT-EDITOR -#31 +#2 EMAILS ICQ AIM E-MAILS CONTACTS MSN AOL Name Email @@ -2712,7 +2725,7 @@ Rhade is feeling very sad today. See also: SOCIALS, GEMOTE #0 Empty -#31 +#2 Empty #0 ENCHANT-WEAPON ENCHANT-ARMOR @@ -2787,7 +2800,7 @@ You are using: Trigedit positions AC is modified on some positions as follows: Body X3, Head and Legs X2. See also: INVENTORY, REMOVE, WEAR, %INVENTORY%, %EQ% -#31 +#2 ERRORS SYSERRS INVALID There are many common errors new builders cause. To simplify things they @@ -2856,7 +2869,7 @@ SYSERR: bind: adress is already in use. is probably already running and using that port. The default port is 4000. See also: TRIG-ERRORS, ZEDIT-MISTAKES, SEDIT-MISTAKES -#31 +#2 EVAL EVALUATE TRIG-EVALS EVALS Usage: eval <variable> <expression> @@ -2875,7 +2888,7 @@ is not evaluated until the variable is accessed. Example: @RTSTAT 49@n See Also: SET-EXAMPLES -#31 +#2 EVERYTHING ANYTHING When I help people I usually ask them what they need help with. All too often @@ -2887,7 +2900,7 @@ informed question in which I or the other staff members will be able to help with. See also: NEWBIE -#31 +#2 EXAMINE Usage: examine <thing to examine> @@ -2951,7 +2964,7 @@ a new zone is to first create the new zone and then overwrite the created files. A zone consist of up to 6 different files that are located in their own directories in lib/world/: <zone_#>.mob .obj .shp .trg .qst .wld .zon -#31 +#2 EXPRESSIONS TRIG-EXPRESSIONS TRIGEDIT-EXPRESSIONS INCREMENTS MATHEMATICAL NUMBERS TRIGEDIT-NUMBERS != <> LOGIC && /= || \ RNUMBERS + OPERATORS OPERATIONS == EQUAL ADDITION SUBTRACTION A false expression is any expression that evaluates to 0, or an empty string. @@ -2990,7 +3003,7 @@ right. Parenthesis can be used to create priority. NOTE: += and ++ are not used. Example: @RTSTAT 63@n -#31 +#2 EXTRA-DESCRIPTIONS EXTRA-DESCS E-DESCRIPTIONS REDIT-E-DESCRIPTIONS REDIT-MENU-E-DESCRIPTIONS REDIT-EXTRA-DESCRIPTIONS B) Extra descriptions menu @@ -3017,7 +3030,7 @@ use /fi by typing it into the last line and hitting enter. To delete an extra description all you have to do is clear the description with the "/c" then "/s" and quit. -#31 +#2 EXTRACT Usage: extract <variable> <word #> <string> @@ -3034,7 +3047,7 @@ say %word4% %word3% %word2% %word1%? Would say (Yoda-esque) "chicken want you do?" Example: @RTSTAT 208@n -#31 +#2 FAMOUS QUOTES FUNNY HUMOR JOKES LAUGH BASH.ORG Detta: this might hurt a little going in ;) @@ -3166,7 +3179,7 @@ files. @RHELP EXAMPLES@n for the best examples. 6. I just tried the track command suddenly all my rooms went from NOBITS to *. How can I fix this? That is normal, it will reset itself. -#31 +#2 FILES FILE-GODCMDS FILE-LEVELS Usage: file <option> <num lines> @@ -3180,14 +3193,13 @@ xnames ../lib/misc/xnames levels ../log/levels rip ../log/rip players ../log/newplayers -rentgone ../log/rentgone errors ../log/errors godcmds ../log/godcmds syslog ../syslog crash ../syslog.CRASH help ../log/help -#31 +#2 FILL REFILL REPLENISH Usage: fill <liquid container> <object to fill from> @@ -3216,7 +3228,7 @@ are in room 453 use %findobj.453(1234)%. Example: @RTSTAT 207, 26102, 50@n See Also: SPEC-VAR -#31 +#2 FIREBALL Usage : cast 'fireball' <victim> @@ -3258,7 +3270,6 @@ flags are always in parentheses, not brackets or braces. (writing) Player is writing on the board; do not disturb. (mailing) Player is writing mail; do not disturb. (deaf) Player has chosen not to hear shouts. - (nogos) Player has chosen not to hear gossips or gemotes. (notell) Player has chosen not to accept tells. (quest) Player is participating in a quest currently being run by the Gods. @@ -3318,7 +3329,7 @@ Example: > force room look fido See also: %FORCE% -#31 +#2 FOUNTAINS DRINK-UNITS OEDIT-FOUNTAINS After selecting object type FOUNTAIN you must then select C) Values to set @@ -3367,7 +3378,7 @@ A player's drunkenness, fullness, and thirst can range from 0 to 24. or thirsty respectively. See Also: VALUES -#31 +#2 FREEZE THAW FREEZING FROZEN Usage: freeze [target] @@ -3378,7 +3389,7 @@ ignore all commands entered by the player, including QUIT, until the player is unfrozen with THAW. Obviously, this command should only be used in extreme disciplinary circumstances. -#31 +#2 FYRE He actually needs no help. He is probably the most qualified of the staff to @@ -3392,7 +3403,7 @@ GAMBLING SLOTMACHINES GAMBLE GAMES me more examples. Examples: @RTSTAT 13899, 13420@n -#31 +#2 GCC Several people have problems with configuring tbaMUD in cygwin the first @@ -3402,7 +3413,7 @@ HELP CYGWIN. Reread them and add the compiler to the default download. See also: CYGWIN, README.CYGWIN -#31 +#2 GDB GENERAL-DEBUGGER DEBUGGING GDB stands for general debugger and is used to troubleshoot programming problems. @@ -3415,7 +3426,7 @@ gdb > bt gdb > info local gdb > list -#31 +#2 GEMOTES GMOTES EMOTICONS Usage: gemote <social> @@ -3431,7 +3442,7 @@ will display: Gossip: Manivo sporks Shamra ruthlessly. See also: SOCIALS, EMOTE -#0 +#2 GET TAKE-ALL-CORPSE LOOT "Get" and "take" are exactly the same and can be used interchangeably. @@ -3452,7 +3463,7 @@ Examples: > take all.bread all.bag > get all 2.corpse (to retrieve items from the second corpse in a room) -See also: DROP, PUT, AUTOLOOT, AUTOGOLD +See also: DROP, PUT, AUTOLOOT #0 GITHUB SVN SUBVERSION @@ -3495,12 +3506,12 @@ player. To save something to a players file for future use always use REMOTE. Examples: @RTSTAT 23612, 23613, 23614@n See also: REMOTE, VARIABLES, CONTEXT -#31 -GOLD PURSE MONEY PLATINUM SILVER COPPER CASH COINS WEALTH CURRENCY MULTI-CURRENCY ECONOMY TREASURE +#2 +COINS PURSE MONEY PLATINUM SILVER COPPER CASH WEALTH CURRENCY MULTI-CURRENCY ECONOMY TREASURE -Usage: gold +Usage: coins -Displays how many gold coins you are carrying. +Displays how many coins you are carrying. See also: BALANCE, DEPOSIT, WITHDRAW, MINIMIZE #0 @@ -3523,7 +3534,7 @@ Examples: > teleport fido 2.fido See also: POOFIN, POOFOUT, WIZAT, %TELEPORT% -#31 +#2 GRAB HOLD Usage: grab <object> @@ -3563,7 +3574,7 @@ some slang or 'bad' words, no biggie. Just don't abuse the use of any words. We don't want the MUD filthy, just fun! See also: APOSTROPHE, YOU -#31 +#2 GREP grep is a shell command. Only imps/gods with shell access can use it from the @@ -3585,7 +3596,7 @@ grep -c 'bar_foo' * Would search all files in the current In some cases grep switches can be appended to each other, -rin would be a good example of combining the first two examples. For more detailed information (from the shell prompt), type @Wman grep@n. -#31 +#2 GROUP Usage: group @@ -3624,7 +3635,7 @@ To edit the options in a group, use the GROUP option <option> commands. To kick someone from the group, use GROUP kick <player name> > group kick rumble -See also: FOLLOW, EXPERIENCE, UNGROUP, GSAY, ASSIST, GROUPS, REPORT +See also: FOLLOW, EXPERIENCE, UNGROUP, ASSIST, GROUPS, REPORT #0 GROUP-ARMOR @@ -3638,16 +3649,6 @@ points or up to 10%. See also: AC #0 -GSAY GTELL - -Usage: gsay <message> - gtell <message> - -Tell something to all the members of your group, even if they're not in the -room. - -See also: GROUP, TELL, SAY -#0 HALLOWEEN OBJ: 11712, 11713 @@ -3661,7 +3662,7 @@ MOB: 1313 ( | | ,_| ( |_, @G .:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.@n -#31 +#2 HALT TRIGEDIT-HALT TRIG-HALT %ACTOR.LEVEL% %HALT% Usage: halt @@ -3677,30 +3678,14 @@ end %echo% %self.name% yells a Battlecry and throws himself at you. mkill %actor% -#31 +#2 HANDBOOK WIZHANDBOOK WIZ-HANDBOOK IMMHANDBOOK IMM-HANDBOOK Usage: handbook Guidelines for having an Immortal character -- you should read it. -#31 -HAPPYHOUR -Usage: happyhour - show usage (this info) - happyhour show - display current settings (what mortals see) - happyhour time <ticks> - set happyhour time and start timer - happyhour qp <num> - set qp percentage gain - happyhour exp <num> - set exp percentage gain - happyhour gold <num> - set gold percentage gain - happyhour default - sets a default setting for happyhour - -Configure the happyhour settings and start a happyhour. -Currently 1 hour IRL = 48 ticks -If no number is specified, 0 (off) is assumed. -The command happyhour time will therefore stop the happyhour timer. - - -#31 +#2 HARM Usage : cast 'harm' <victim> @@ -3722,7 +3707,7 @@ Checks if actor has item (inventory, equipped and in containers) by subfield nam Examples: @RTSTAT 155, 94, 19537@n. See also: ACTOR.INV TRIG-EQ, %PURGE%, %LOAD%, CHAR-VAR -#31 +#2 HASATTACHED %HASATTACHED% %ACTOR.HASATTACHED% %ROOM.HASATTACHED% %OBJ.HASATTACHED Usage: %actor.hasattached(500)% @@ -3734,7 +3719,7 @@ room. Returns nothing if no number is specified or used on a PC (player character, i.e. non-mobile). Returns 0 if not attached and 1 if attached. See Also: VARIABLES, CHAR-VAR -#31 +#2 HCONTROL Some major misconceptions about houses. You do not set any flags for a @@ -3749,10 +3734,10 @@ Usage: hcontrol build <house vnum> <exit dir> <player name> House control, controls the addition, removal, and payments of houses. Hcontrol show will show all the houses currently defined in the game along -with their last 'rent' payment date. +with their last upkeep payment date. See also: HOUSE, HOUSES -#31 +#2 HEAL Usage : cast 'heal' <victim> @@ -3775,7 +3760,7 @@ Room Examples: @RTSTAT 163@n See also: %DAMAGE% -#31 +#2 HEDIT HELP-EDITOR Usage: hedit <keyword> @@ -3786,7 +3771,7 @@ use /fi in hedit. Also, when editing an existing entry make sure to modify the first keyword or it will not be saved. See also: HINDEX, HELPCHECK -#31 +#2 HEIACH XTBAX Heiach has been a big help with training new builders and has become very adept @@ -3802,7 +3787,7 @@ Checks all commands in interpreter.c to ensure they have an associated help file. See also: HEDIT, HINDEX -#31 +#2 HELPFILES HELP-FILES Usage: help [command] @@ -3835,7 +3820,7 @@ This normal description can be seen by anyone. To make hidden exits or secret doors use trigedit. See also: %DOOR% -#31 +#2 HIDE When you type hide there is a chance that you hide in the room. If hidden @@ -3859,7 +3844,7 @@ newbie-policy newbies news #0 HISTORY -Usage: history < all | say | gossip | wiznet | tell | shout | grats | holler | auction > +Usage: history < all | say | wiznet | tell | shout > This command displays what has been said over the channel you input along with a time stamp for when it was sent. History all will list the history of @@ -3867,16 +3852,6 @@ all channels. See also: CHANNELS, MUD-HISTORY #0 -HITROLL - - A bonus added to your armor and weapons that increases your chances of -hitting a creature while in battle. This does not affect how hard you hit, -just how often. - A player at level fifteen with a Hitroll of +25 will hit a creature more -often than a level fifteen player would with a Hitroll of +10. - -See also: DAMROLL, AC, STATS, DAMAGE -#0 HOLYLIGHT LIGHTING LIGHTS TORCHES HOLY-LIGHTING Usage: holylight @@ -3887,7 +3862,7 @@ keep HOLYLIGHT on most of the time; it exists so that you have the ability to see what mortals see for debugging purposes. See Also: TOGGLE -#31 +#2 HOMEPAGES WEBPAGES WEBSITES ADDRESSES PORT PORTS URLS ADDYS IP-ADDRESSES SITES INTERNET-PROTOCOLS WEBLINKS MUDS ACCOUNTS CONNECTIONS CONNECTING HOSTS WWW PLAYERPORT PLAYER-PORT Builder Academy Homepage: @@ -3942,7 +3917,7 @@ loaded into your house next time you enter the game. Guests of your house can be defined using the HOUSE command. See HOUSE for more information. -Houses are an alternative to renting. You can simply enter your house and +Houses are an alternative to logout storage. You can simply enter your house and quit; your objects will drop to the ground and be crash-saved for when you return. There is currently no limit to the number of objects which can be stored in your house. Of course, players must expect to pay a much higher @@ -3955,7 +3930,7 @@ HSEDIT EDIT-HOUSE HOUSE-EDIT CREATE-HOUSE HOUSE-CREATE BUILD-HOUSE HOUSE-BUILD See: HOUSE, HOUSES, HCONTROL -#31 +#2 HSEDIT-MENU -- House OLC Editor for tbaMUD -- @@ -3974,7 +3949,7 @@ Q) Quit Enter choice : See Also: HSEDIT, SHOW-HOUSES -#31 +#2 IDENTIFY Usage : cast 'identify' <target> @@ -4026,7 +4001,7 @@ Examples: @RTSTAT 22, 93@n ***EVERY IF NEEDS AN END: 2 IF'S NEEDS 2 ENDS....*** See also: EXPRESSIONS, NESTED-IFS -#31 +#2 IMMS WIZLIST IMMORTALS IMMLIST IMMORTALITY DEMIGOD ASSISTANTS LESSER GREATER GODS Usage: wizlist | immlist @@ -4045,7 +4020,7 @@ information on commands recently added, new features and other important information that immortals should be aware of. See also: MOTD -#31 +#2 IMPLEMENTORS IMPS CODERS ADMINISTRATORS Imp's- The friendly folks who run the mud. @@ -4058,7 +4033,7 @@ INFORMATION The following commands deal with information - for more info, @RHELP KEYWORD@n RULES POLICY - The rules of the game. -SCORE AFFECTS GOLD TOGGLE PRACTICE - Info about yourself and your settings. +SCORE AFFECTS COINS TOGGLE PRACTICE - Info about yourself and your settings. HELP INFO NEWS MOTD IMOTD - Info about the game, recent changes. WHO WHERE CONSIDER FLAGS TITLE - Info on other players. TIME DATE - Info on time. @@ -4080,9 +4055,9 @@ See also: DETECT-INVISIBILITY #0 INNS RECEPTIONS -Inns are only required if renting is enabled. +Inns are only required if inn services are enabled. -See also: OFFER, RENT +See also: OFFER #0 INVENTORY @@ -4108,7 +4083,7 @@ Examples: > invis 30 See also: MEDIT-AFF, VISIBLE, INVISIBILITY -#31 +#2 INVISIBILITY Usage : cast 'invisibility' <victim | object> @@ -4128,7 +4103,7 @@ IS-NPC NPCS IS_NPC ISNPC This is short for is non-player-character (mob). See also: MEDIT-NPC-FLAGS -#31 +#2 IS_PC ACTOR.IS_PC %ACTOR.IS_PC% %IS_PC% ISPC %ISPC% ACTOR_IS_PC %ACTOR_IS_PC% IS_MOB if %actor.is_pc% @@ -4143,7 +4118,7 @@ and not mobs. All Greet triggers should normally fire only on players. Example: @RTSTAT 103, 34@n See Also: CHAR-VARS -#31 +#2 ITEMS Equipment, objects, scenery, furniture. These can be almost anything and @@ -4156,7 +4131,7 @@ JEWELS GEMSTONES MINERALS DIAMONDS Jewels: http://www.allaboutjewels.com/jewel/glossary/ Gems and Minerals: http://www.minerals.net/index.htm -#31 +#2 JUNK Usage: junk <object> @@ -4172,7 +4147,7 @@ Examples: > junk all.bronze > junk 500 coins -See also: DONATE, DROP +See also: DROP #0 KEY-BASICS KEYS-BASICS OEDIT-KEYS @@ -4191,7 +4166,7 @@ should always be the first dependent object loaded to a mob so they don't rely on other equipment loading to the mob prior to it. See also: KEYS, ZONE-DESC, REDIT-EXIT -#31 +#2 KEYS DOORS GATES Usage: unlock [door] @@ -4213,7 +4188,7 @@ Always make them unique, there are already plenty of swords and citizens on most MUDs. See also: OEDIT-KEYWORD, MEDIT-KEYWORDS, EXTRA, COLORCODES -#31 +#2 KICK Some fighting classes only. @@ -4267,7 +4242,7 @@ and indent after descriptions (in any of the edits and also in messages). To know the commands while writing a description, type /h. It will tell you what all the / commands do). -#31 +#2 LAST LASTLISTS Usage: last [player_name | all] [#] @@ -4306,7 +4281,7 @@ Last log Liku mudconnector.com Mon Sep 8 20:10 - 21:01 (00:51) Disconnect See also: STAT, LAST -#31 +#2 LEAVE Usage: leave @@ -4378,7 +4353,7 @@ not limited to the following: If you run CircleMUD, you must not require any type of fee or donation in exchange for being able to play CircleMUD. You must not solicit, offer or accept any kind of donation from your players in exchange for enhanced status -in the game such as increased levels, character stats, gold, or equipment. +in the game such as increased levels, character stats, coins, or equipment. You must not solicit or accept money or other donations in exchange for running CircleMUD. You must not accept money or other donations from your players for @@ -4560,11 +4535,10 @@ OBJECT STANDARDS: |Weight | 50 | 1 | |Cost | 1000 | 1 | |Hitpoints, Mana, Movement | 50 | -50 | -|Gold | Do not use. | +|Coins | Do not use. | |Experience | Do not use. | |Armor Class Values | 10 | -10 | |Armor Class Applies^ | 10 | -10 | -|Hitroll & Damroll | 5 | -5 | |Saving_throws^ | 2 | -2 | |Weapon Damage | 50 | 1 | |================================================== @@ -4579,7 +4553,7 @@ want your zone used or approved. Zcheck (Immortal and above) checks a zone for these and other standards. See also: DAMAGE, POSITIONS -#31 +#2 LINK LINKDEATHS A lot of players have problems with their links to the game. This can be @@ -4617,7 +4591,7 @@ Usage : links <zone number> Lists all links from the given zone to any other zones. See also: RESOURCES, LINK -#31 +#2 LIST Usage: list [item type] @@ -4635,12 +4609,27 @@ Examples: See also: BUY, SELL, SHOPS, VALUE #0 +LISTEN + +Usage: listen + +Focus all of your senses on the subtle sounds around you. While LISTEN is +active you can overhear table talk even when you are seated elsewhere, catch +pieces of whispered conversations, and sometimes pick up what is being said +in a nearby room. Closed doors make the task much harder and only master +perceptionists (81%+) can pierce them. + +Issuing LISTEN again stops the effect early. Its duration scales with your +PERCEPTION skill, much like HIDE or SNEAK. + +See also: PERCEPTION, SCAN, SAY, TALK, WHISPER +#0 LITTERING Do not load mobiles or objects in other people's zones. Especially in TBA zone and immortal rooms. -#31 +#2 LOADING MOBLOAD OBJLOAD MOB-LOADING OBJECT-LOADING LOAD-MOBILE LOAD-OBJECT OBJ-LOAD Load only temporarily loads the mob/obj. It should NOT be used except for testing @@ -4659,14 +4648,14 @@ Example: You create the receptionist. See also: VNUM, PURGE, %LOAD%, ZEDIT-NEW, ZRESET -#31 +#2 LOADROOM An entry in the player file that can be set to load players to a specific room when they enter the game. See Also: SET -#31 +#2 LOCATE-OBJECT Usage : cast 'locate object' <object> @@ -4726,7 +4715,7 @@ MUDwide theme. Because of this your zone will be isolated from all others and should be designed to be added easily into any MUD. For location you should plan the geographic environment: Forest, tundra, city, port, etc. -#31 +#2 LOOK VIEW LOOK-AROUND Usage: look @@ -4753,6 +4742,20 @@ LOVE MARRIAGE WEDDINGS SEX Seek professional counseling if you need help on these topics. +#0 +MAGIC-CAP ENCHANTED-ITEMS + + Summary: Sum of magic across all worn pieces is capped at +3 (after +slot caps) + +Shield: magic is capped at +3 (separate from armor) +Weapons: magic is capped at +3 +Total attack bonus (stats + proficiency + magic + situational) is gently +capped around +10 for balance + +These caps are enforced automatically in calculations. + +SEE ALSO: AC ARMOR SLOTS SHIELDS #0 MAGIC-MISSILE @@ -4799,7 +4802,7 @@ for referring to a character, object, or room whose id is provided. Example: TSTAT 308 -#31 +#2 MANA Mana is used when casting spells. You must have a certain amount of mana @@ -4824,10 +4827,10 @@ All with a max load of 10. The first time the zone resets. 5 Kobolds will be loaded in 5 different rooms. The second time another 5 Kobolds will be loaded into those same rooms. So now you would have 5 rooms with 2 Kobolds in each. Next zone reset - nothing changes unless some players come along and kills some -Kobolds. An object in a players rent file does not count as in the game. +Kobolds. An object in a players save file does not count as in the game. See also: DEPENDENT, ZEDIT-MENU, ZEDIT-ADVANCED -#31 +#2 MEDIT MOBILES MOBS MCREATE MOBCREATE CREATE-MOBILE BUILD-MOBILE MOB-CREATE MOBEDIT Mob is short for mobile and are what we call our monsters. @@ -4843,7 +4846,7 @@ number. @RGOTO 10@n to enter The Builder Academy hallway on how to use medit. See also: MEDIT-MENU, MLIST, OLC -#31 +#2 MEDIT-AFF-FLAGS AFFECTIONS AFFECTS M) AFF Flags : @cNOBITS@n @@ -4872,7 +4875,7 @@ M) AFF Flags : @cNOBITS@n 22) CHARM Reserved for internal use. Do not set. See also: INVIS, MEDIT-NPC-FLAGS, DG_AFFECT, TRIG-AFFECT -#31 +#2 MEDIT-ARMOR-CLASS MEDIT-AC (A) Armor Class: [#] @@ -4885,7 +4888,7 @@ AC 0 Very heavily armored person (full plate mail) AC -100 Armored Battle Tank (hopefully impossible for players) See Also: MEDIT-MENU -#31 +#2 MEDIT-ATTACKS K) Attack : @yhit@n @@ -4899,7 +4902,7 @@ should be one of the following numbers: 4) bite 10) thrash 15) impale 5) bludgeon -#31 +#2 MEDIT-EXPERIENCE MEDIT-XP MEDIT-ALIGNMENT (B) Exp Points: [ 115600] (E) Alignment: [ 1000] @@ -4923,39 +4926,19 @@ split between members if grouped. Use the autoroll option if you are unsure of what to put here. See Also: MEDIT-MENU -#31 -MEDIT-GOLD +#2 +MEDIT-COINS -(C) Gold: [ #] +(C) Coins: [ #] - Gold is the number of coins the mobile is born with. Do not give gold to + Coins is the number of coins the mobile is born with. Do not give coins to animals or anything unlikely to need money. For example a pigeon should not -be carrying 100 gold. Well, maybe it is a carrier pigeon, ;-) be reasonable. -There are other ways to reward players than with gold or experience. Try +be carrying 100 coins. Well, maybe it is a carrier pigeon, ;-) be reasonable. +There are other ways to reward players than with coins or experience. Try objects and quests. See also: AUTOROLL -#31 -MEDIT-HITROLL MEDIT-DAMROLL MEDIT-NUMDAMDICE MEDIT-SIZEDAMDICE MEDIT-BHD - -(8) DamRoll: [ 5] - Damroll determines how much damage a mob does per hit when fighting. - -(D) Hitroll: [ 11] - Hitroll determines how often a mob lands a direct hit when fighting. - -Bare Hand Damage (xdy+z): -(6) BHD NumDice: [ 5] -(7) BHD SizeDice: [ 5] - For BHD (bare hand damage), xdy specifies the dice rolls and z is the -strength bonus added both to BHD and weapon-inflicted damage. For example, -a monster with a BHD of 1d4+10 will do between 11 and 14 hit points each -round without a weapon. If the monster picks up and wields a tiny stick -which gives 1d2 damage, then the monster will do 1d2 + 10 points of damage -per round with the stick. - -See also: AUTOROLL -#31 +#2 MEDIT-KEYWORDS MEDIT-ALIAS MEDIT-SEX MEDITNAME MOB-NAME MEDIT-ALIAS MOB-SEX 1) Sex: @yneutral@n @@ -4971,7 +4954,7 @@ with the mobile. @RHELP KEYWORDS@n. Examples: "sparkly golden dragon" "bassett hound fat" -#31 +#2 MEDIT-L-DESCRIPTION LDESCRIPTION L-DESCRIPTION LONG-DESCRIPTION 4) L-Desc:- @@ -4989,7 +4972,7 @@ that aggressive, the player will not have time to see it. Also, if the player is somehow protected or invisible the mob will not attack, it will look pretty silly. -#31 +#2 MEDIT-LEVEL MOB-STANDARDS MOB-LIMITS AUTOROLL AUTOGENERATE GENERATE MEDIT-STANDARDS MOB-BALANCE (1) Level: [ #] @@ -5007,16 +4990,14 @@ Here is our autoroll standard, entering mob level will calculate the following: GET_BONUS(OLC_MOB(d)) = mob_lev*10; /* hit point bonus */ GET_HIT(OLC_MOB(d)) = mob_lev/5; /* number of hitpoint dice */ GET_MANA(OLC_MOB(d)) = mob_lev/5; /* size of hitpoint dice */ - GET_HITROLL(OLC_MOB(d)) = mob_lev/3; /* hitroll 0-10 */ - GET_DAMROLL(OLC_MOB(d)) = mob_lev/6; /* damroll 0-5 */ GET_AC(OLC_MOB(d)) = (100-(mob_lev*6)); /* AC 94 to -80 */ GET_NDD(OLC_MOB(d)) = MAX(1, mob_lev/6); /* number damage dice 1-5 */ GET_SDD(OLC_MOB(d)) = MAX(2, mob_lev/6); /* size of damage dice 2-5 */ GET_EXP(OLC_MOB(d)) = (mob_lev*mob_lev*100); - GET_GOLD(OLC_MOB(d)) = (mob_lev*10); + GET_COINS(OLC_MOB(d)) = (mob_lev*10); See also: STANDARDS -#31 +#2 MEDIT-MENU MOB-MENU -- Mob Number: [@c1300@n] @RHELP MEDIT-NUMBER@n @@ -5037,7 +5018,7 @@ W) Copy mob X) Delete Mob @RHELP MEDIT-DELETE@n Q) Quit Enter choice : -#31 +#2 MEDIT-NPC-FLAGS MEDIT-FLAGS SPEC STAYZONE AGGRESSIVE AGGR_GOOD AGGR_NEU AGGR_EVIL STAY-ZONE STAY_ZONE SCAVENGER NPCFLAGS NPC-FLAGS MOBFLAGS MOB-FLAGS SENTINEL AWARE NOCHARM MOB-NPC NPC_FLAGS HELPER NPC stands for non-player-character (mob) @@ -5081,7 +5062,7 @@ L) NPC Flags : @cISNPC@n See also: MEDIT-AFF-FLAGS -#31 +#2 MEDIT-NUM-HP-DICE MEDIT-SIZE-HP-DICE MEDIT-HP-BONUS HPBONUS NUM-HP-DICE NUMHPDICE HP-DICE Hit Points (xdy+z): @@ -5098,7 +5079,7 @@ to figure out the rolls of the dice etc. Or better yet, just enter the mob level and let the autoroll settings calculate it for you. See also: AUTOROLL -#31 +#2 MEDIT-NUMBER -- Mob Number: @@ -5113,11 +5094,25 @@ having something to do besides killing. Make some quests with triggers. Have mobs interact with the players, respond to questions, etc. Try to keep mobs realistic. If a mob is not humanoid they probably do not have money, and do not go around wearing all that much by the way of clothing. -Instead of gold reward the player with a pelt, teeth, claws, etc. Always have +Instead of coins reward the player with a pelt, teeth, claws, etc. Always have a mob carry *something*. It might be low-grade piece of food, trash, or a bad rash. Be creative. -#31 +#2 +MEDIT-NUMDAMDICE MEDIT-SIZEDAMDICE MEDIT-BHD + +Bare Hand Damage (xdy+z): +(6) BHD NumDice: [ 5] +(7) BHD SizeDice: [ 5] + For BHD (bare hand damage), xdy specifies the dice rolls and z is the +strength bonus added both to BHD and weapon-inflicted damage. For example, +a monster with a BHD of 1d4+10 will do between 11 and 14 hit points each +round without a weapon. If the monster picks up and wields a tiny stick +which gives 1d2 damage, then the monster will do 1d2 + 10 points of damage +per round with the stick. + +See also: AUTOROLL +#2 MEDIT-POSITIONS MEDIT-DEFAULT MOB-POSITIONS MOBILE-POSITIONS I) Position : @yStanding@n @@ -5144,7 +5139,7 @@ the l-desc, instead it will display "<<s-desc>> is <<position>>." with a default position of standing. After being attacked, they will wander around instead of sitting back down! Other interesting things can be done with the position values as well... -#31 +#2 MEDIT-S-DESC S-DESC SDESC MOB-S-DESC SHORT-DESCRIPTION 3) S-Desc: @ythe unfinished mob@n @@ -5164,7 +5159,7 @@ As a player, which would you like to say that you killed: 'a citizen' or 'The Great Speaker of the Land'? Both could easily be the same mob, but one sounds more impressive than the other. -#31 +#2 MEDIT-STATS -- Mob Number: @c[@y1@c]@n @@ -5179,7 +5174,7 @@ Hit Points (xdy+z): Bare Hand Damage (xdy+z): @RHELP MEDIT-HP@n (@cA@n) Armor Class: @c[@y-100@c]@n (@cD@n) Hitroll: @c[@y 11@c]@n @RHELP MEDIT-ARMOR@n (@cB@n) Exp Points: @c[@y 115600@c]@n (@cE@n) Alignment: @c[@y 1000@c]@n @RHELP MEDIT-EXP@n -(@cC@n) Gold: @c[@y 340@c]@n @RHELP MEDIT-GOLD@n +(@cC@n) Coins: @c[@y 340@c]@n @RHELP MEDIT-COINS@n (@cF@n) Str: @c[@y11/ 0@c]@n Saving Throws (@cG@n) Int: @c[@y 11@c]@n (@cL) Paralysis @c[@y 0@c]@n @@ -5192,7 +5187,7 @@ Hit Points (xdy+z): Bare Hand Damage (xdy+z): @RHELP MEDIT-HP@n Enter choice : See Also: MEDIT-MENU -#31 +#2 MERC [Note: this entry may not be removed or altered or you will face legal @@ -5245,7 +5240,7 @@ mforget <victim> Remove victim from this mobile's memory list. Example: @RTSTAT 74, 75, 41@n -#31 +#2 MGOTO %GOTO% %MTELEPORT% MTELEPORT mgoto <target> @@ -5258,7 +5253,7 @@ mgoto 1233 mgoto Rumble mgoto fountain -#31 +#2 MHUNT %HUNT% HUNT mhunt <victim> @@ -5271,7 +5266,7 @@ mobs attacking mobs. Examples: @RTSTAT 19596, 19595, 41@n See also: TRIGEDIT-MOB-BRIBE -#31 +#2 MJUNK %JUNK% mjunk <object | all> @@ -5280,7 +5275,7 @@ mjunk <object | all> 'Mjunk all' removes all of the objects in the mobs inventory. No message is sent by this command. Only mobs may use this command. -#31 +#2 MKILL WKILL OKILL %KILL% mkill <victim> @@ -5289,7 +5284,7 @@ mkill <victim> except mkill works for low level mobs attacking PCs, where kill might not. Examples: @RTSTAT 23613@n -#31 +#2 MLIST MEDIT-LIST MLIST-FLAG MLIST-LEVEL Usage: mlist - list mobs in current zone. @@ -5306,7 +5301,7 @@ included level of the mob. mlist level 30 - lists all mobs of level 30 in the game. mlist flag 8 - lists all mobs with NPC flag WIMPY set. @RHELP MOBFLAG@n See also: MEDIT, OLC -#31 +#2 MOB-TRIGGERS MOBILE-TRIGGERS TRIGEDIT-MOB-TYPES 1) Global @RHELP TRIGEDIT-MOB-GLOBAL@n @@ -5327,7 +5322,7 @@ MOB-TRIGGERS MOBILE-TRIGGERS TRIGEDIT-MOB-TYPES 16) Cast @RHELP TRIGEDIT-MOB-CAST@n 17) Leave @RHELP TRIGEDIT-MOB-LEAVE@n 18) Door @RHELP TRIGEDIT-MOB-DOOR@n -#31 +#2 MOBILE-FORMATS MOB-FORMATS MOB-FILES @n#<virtual number> @@ -5339,11 +5334,11 @@ MOBILE-FORMATS MOB-FORMATS MOB-FILES ~ <mob flags> <affect flags> <alignment> <type flag> <level> <thaco> <armor class> <hitpoints> <damage> -<gold> <experience points> +<coins> <experience points> <load position> <default position> <sex> See also: MEDIT -#31 +#2 MORTALS Glad to see someone is willing to help others. Mortals are the player @@ -5440,11 +5435,11 @@ any abbreviations. if %cmd.mudcommand% == sit && chair /= %arg% && %arg% Examples: @RTSTAT 81, 52, 62 -#31 +#2 MUDCOMMAND %MUDCOMMAND% See @RHELP TEXT-VAR@n -#31 +#2 MULTIPLAYING MULTIPLAYERS MULTIPLE MULTI-PLAYERS MULTI-PLAYING Multiplaying is allowed. @@ -5467,7 +5462,7 @@ Usage: mute <player> It is a toggle that can be turned on and off by the same command. See also: FLAGS -#31 +#2 MV MOVEPOINTS MOVE-POINTS MOVEMENTPOINTS MOVEMENT-POINTS Depending on the type of terrain your character will tire from too much @@ -5507,7 +5502,7 @@ do not have the correct number of ifs to ends. @RWARNING:@n multiple unmatched if/ends will crash us. Make sure everything lines up with /f before you test. Example: @RTSTAT 1490, 41000@n -#31 +#2 NEW YEARS OBJ 1298, 1963 @@ -5541,7 +5536,7 @@ MOB: 1308 ^- `~,_ ,`==,_ _,~``'` ~, ,=. ^ ~^ - ~ - ~- ` ~ "~ ~ =~^ `~ ` `,_ , ` ~-^ ` ~^ ~^ -~^ ^~ -~^ -~ `^ ~~ -~ -#31 +#2 NOHASSLE HASSLE DARK NO_HASSLE DISABLE NOHASSEL HASSEL NO-HASSLE Usage: nohassle @@ -5552,17 +5547,17 @@ Allows you to walk through closed doors, and interact (look, put, take) with closed and locked containers. See also: TOGGLE, HOLYLIGHT, ROOMFLAGS, REDIT-ROOM -#31 -NOP NO-OPERATION NON-OPERATION TRIG-EXPERIENCE %ACTOR.EXP% ACTOR.EXP TRIG-GOLD ACTOR.GOLD %ACTOR.GOLD% %NOP% %POSITION% %POS% %ACTOR.POS% ACTOR.POS TRIGEDIT-NOP +#2 +NOP NO-OPERATION NON-OPERATION TRIG-EXPERIENCE %ACTOR.EXP% ACTOR.EXP TRIG-COINS ACTOR.COINS %ACTOR.COINS% %NOP% %POSITION% %POS% %ACTOR.POS% ACTOR.POS TRIGEDIT-NOP Almost a no-operation. Certain variable/subfield combinations for characters change some attribute about the character. nop allows those changes to be used legally on lines that do not need to process the result. -* this returns the amount of gold on the actor -%echo% %actor.name% has %actor.gold% gold coins. -* this will award the actor with 10 gold -nop %actor.gold(10)% +* this returns the amount of coins on the actor +%echo% %actor.name% has %actor.coins% coins. +* this will award the actor with 10 coins +nop %actor.coins(10)% * this takes away 10 experience nop %actor.exp(-10)% * or you can use a defined variable @@ -5582,13 +5577,13 @@ nop %actor.pos(sitting)% Examples: @RTSTAT 1399, 20997@n See also: MEDIT-POSITIONS -#31 +#2 NOREPEAT REPEAT Usage: norepeat This command toggles whether or not you see your communication echoed -back to you (i.e., from commands such as SAY, SHOUT, HOLLER, GOSSIP, etc.) +back to you (i.e., from commands such as SAY, SHOUT, etc.) Useful if you have a slow connection or if it just annoys you. See also: TOGGLE @@ -5605,12 +5600,9 @@ Usage: north To travel in a given direction. #0 -NOTELL NOAUCTION NOGOSSIP NOGRATS NOSHOUT +NOTELL NOSHOUT Usage: notell - nogossip - noauction - nograts noshout Use NO<channel> if you wish to stop using and seeing that channel. A @@ -5627,7 +5619,7 @@ consistently has an offensive title. The definition of offensive is left as an exercise for the reader. See also: TITLE -#31 +#2 NOWIZ NO-WIZ Usage: nowiz @@ -5635,7 +5627,7 @@ Usage: nowiz Allows you to hear or ignore messages coming over the wiznet. See also: TOGGLE, WIZNET -#31 +#2 NUMDICE DAMDICE NUM-DICE DAM-DICE NUMDAMDICE DICE DAMAGE-DICE HITPOINTS MODIFIERS WEAPONS-DAMAGE WEAPON-DAMAGE HP-DICE HP-BONUS DMG Different weapons, mobs, spells, and traps cause different damage. 2D5 @@ -5667,7 +5659,7 @@ the players level. since 4d5 would give damage between 4-20. See also: STANDARDS, %DAMAGE% -#31 +#2 NUMERIC-ARGUMENTS NUMARG NARG TRIGEDIT-NUMERIC-ARGUMENTS %NUMERIC% TRIGEDIT-NUMARG NUMERICARGUMENT NUMERIC-ARGUMENT 4) Numeric Arg : @y100@n @@ -5675,29 +5667,39 @@ NUMERIC-ARGUMENTS NUMARG NARG TRIGEDIT-NUMERIC-ARGUMENTS %NUMERIC% TRIGEDIT-NUMA Numeric arguments purpose varies depending on the trigger type. For most triggers it is the percentage chance of firing. But, it can also be the percentage of hitpoints remaining, location of an object, to match a string -or single word in the argument, or the amount of gold for a bribe. To find +or single word in the argument, or the amount of coins for a bribe. To find out what numeric arg does for each trig look up that triggers help file. See Also: TRIG-TYPES -#31 +#2 OASIS OLC CREATION ONLINE-CREATION ON-LINE-CREATION -On-line creation + Summary: OnLine Creation tool used by the game to create, modify, or delete +zones, rooms, objects, mobiles (NPC's), shops, and triggers. The OLC command will show you any unsaved, edited world files. -To use OLC you have to have permission from one of the greater -gods or implementors. When you are granted the right, -you will receive further information. +New updates to OLC: -To learn more about building check the website (help building) +OLC fields for ITEM_ARMOR): -@RGOTO 3@n to enter The Builder Academy. +value[0] Piece AC: 0–3 (slot-capped) +value[1] Bulk: 0–3 (affects Dex cap/stealth) +value[2] Magic: 0–3 (slot-capped; global armor magic cap +3) +value[3] Flags: armor-specific bitvector (e.g., STEALTH_DISADV, REQ_STR15) + +Target bands (typical, including Dex/shield): + +Light: AC ~12–16 + +Medium: AC ~14–18 + +Heavy: AC ~16–20 See also: REDIT, OEDIT, MEDIT, SEDIT, ZEDIT, ZRESET, RLIST, OLIST, MLIST, SLIST, SHOW-ZONE Advanced: TRIGEDIT, TSTAT, TLIST, DIG, XCOPY, BUILDWALK -#31 +#2 OBJ-FORMATS OBJECT-FORMATS OBJ-FILES @n#<virtual number> @@ -5707,18 +5709,18 @@ OBJ-FORMATS OBJECT-FORMATS OBJ-FILES <action description>~ <type flag> <extra (effects) bitvector> <wear bitvector> <perm affects> <value 0> <value 1> <value 2> <value 3> -<weight> <cost> <rent per day> +<weight> <cost> <unused> {Zero or more Extra Descriptions and/or Affect Fields} See also: OEDIT -#31 +#2 OBJ-NOTES OBJECT-NOTES BOOKS PENS NOTES QUILLS NEWSPAPERS POSTITS POST-ITS OBJ-TYPE-NOTE PAPERS TYPE-NOTE - With Object Type NOTE you can then use the A-desc to write what you want + With Object Type NOTE you can then use the M-desc to write what you want people to see when they read it. Players will then be able to write on the note by holding a PEN. If you want to create a book I suggest using object type OTHER. That way players can read/look book but can not overwrite what you put -in the a-desc. +in the m-desc. To make a long book you have to use the extra descriptions with keywords like 1 2 3 etc. Since the buffers can only hold so much text. You would need to include instructions, something like this: to read another page type read #. @@ -5726,7 +5728,7 @@ The player would type read 1, and would actually read page 1, then type read 2 and so on. See Also: MAP, NOTELL -#31 +#2 OBJ-TRIGGERS OBJECT-TRIGGERS TRIGEDIT-OBJ-TYPES 1) Global @RHELP TRIGEDIT-OBJ-GLOBAL@n @@ -5740,7 +5742,7 @@ OBJ-TRIGGERS OBJECT-TRIGGERS TRIGEDIT-OBJ-TYPES 12) Remove @RHELP TRIGEDIT-OBJ-REMOVE@n 14) Load @RHELP TRIGEDIT-OBJ-LOAD@n 17) Leave @RHELP TRIGEDIT-OBJ-LEAVE@n -#31 +#2 OBJECTS The following commands deal with objects - for more info, @RHELP KEYWORD@n @@ -5751,9 +5753,9 @@ INVENTORY EQUIPMENT - Inventory is carried, equipment is worn. GRAB HOLD WIELD WEAR REMOVE - Different ways of using equipment. EXAMINE LOOK - More or less like a 'look in object' EAT TASTE DRINK SIP POUR FILL - All living creatures must eat and drink. -JUNK DONATE - Get rid of an object. +JUNK - Get rid of an object. USE RECITE QUAFF - For wands, scrolls and potions. -SPLIT - For dividing gold between party members. +SPLIT - For dividing coins between party members. DEPOSIT WITHDRAW BALANCE - Used to communicate in banks. BUY SELL LIST VALUE - Used to communicate in shops. #0 @@ -5768,7 +5770,7 @@ number. @RGOTO 9@n to enter The Builder Academy hallway on how to use oedit. See also: OEDIT-MENU, OLIST, OLC -#31 +#2 OEDIT-A-DESC A-DESC ADESC ACTION-DESCRIPTION OEDIT-ADESC ACTION_DESCRIPTION 4) A-Desc :- @@ -5802,7 +5804,7 @@ $s his/her/its person using staff/wand/scroll/potion $S his/her target of staff/wand/scroll/potion PROPER USAGE: @RVSTAT OBJ 350@n -#31 +#2 OEDIT-APPLIES-MENU OEDIT-APPLYS AFF-FLAGS HEIGHT SAVESPELL SAVING_PARA SAVING_ROD SAVING_PETRI SAVING_BREATH SAVING_SPELL APPLIES-MENU SAVING-THROWS SAVING_ROLLS ROLLS MAXHITS D) Applies menu @@ -5827,32 +5829,27 @@ applies. Suggested object standards are displayed at the end of each apply 13) MAXMANA Apply to MAX mana points. 14) MAXHIT Apply to MAX hit points. 15) MAXMOVE Apply to MAX movement points. -16) GOLD Unimplemented. Do not use. +16) COINS Unimplemented. Do not use. 17) EXP Unimplemented. Do not use. 18) ARMOR Apply to armor class (AC). negative is better. -19) HITROLL Apply to hitroll. -20) DAMROLL Apply to damage roll bonus. -21) SAVING_PARA Apply to save throw: paralysis. negative is better. -22) SAVING_ROD Apply to save throw: rods. negative is better. -23) SAVING_PETRI Apply to save throw: petrify. negative is better. -24) SAVING_BREATH Apply to save throw: breathe. negative is better. -25) SAVING_SPELL Apply to save throw: spells. negative is better. +19) SAVING_PARA Apply to save throw: paralysis. negative is better. +20) SAVING_ROD Apply to save throw: rods. negative is better. +21) SAVING_PETRI Apply to save throw: petrify. negative is better. +22) SAVING_BREATH Apply to save throw: breathe. negative is better. +23) SAVING_SPELL Apply to save throw: spells. negative is better. See also: STANDARDS -#31 -OEDIT-COST OEDIT-COST/DAY OEDIT-TIMER OBJECT-TIMER TIMERS COST-DAY +#2 +OEDIT-COST OEDIT-TIMER OBJECT-TIMER TIMERS 9) Cost : @c0@n How much is the object worth. Maximum 1000. -A) Cost/Day : @c0@n - NOT USED. This is for MUD's that charge rent. - -B) Timer : @c0@n +A) Timer : @c0@n Should not be set, but may be used in conjunction with a timer trigger. See also: %TIMER% -#31 +#2 OEDIT-EXTRA-DESCRIPTIONS OEDIT-EXTRAS E) Extra descriptions menu @@ -5890,14 +5887,13 @@ the total sense of being within a certain world. They can also give clues as to what may lie ahead or what has happened in the past. See also: TEXT-EDITOR, EXTRA, SWORDS -#31 -OEDIT-EXTRA-FLAGS OEDIT-FLAGS OBJECT-FLAGS OBJECTFLAGS GLOW HUM NODROP NO_DROP NORENT NO_RENT OFLAGS OBJFLAGS OBJ-FLAGS +#2 +OEDIT-EXTRA-FLAGS OEDIT-FLAGS OBJECT-FLAGS OBJECTFLAGS GLOW HUM NODROP NO_DROP OFLAGS OBJFLAGS OBJ-FLAGS 6) Extra flags : @cNOBITS@n 1) GLOW Item is glowing (cosmetic). 2) HUM Item is humming (cosmetic). -3) NORENT Item cannot be rented. 4) NODONATE Item cannot be donated. 5) NOINVIS Item cannot be made invisible. 6) INVISIBLE Item is invisible. @@ -5928,7 +5924,7 @@ horns must be showing. Minotaurs also have hooves for feet. It would be tough for most to wear regular boots. Use some common sense when creating your equipment. Think about each object you create. Think about who you are creating it for. -#31 +#2 OEDIT-ITEM-NUMBER OEDIT-NUMBER -- Item number : @@ -5936,7 +5932,7 @@ OEDIT-ITEM-NUMBER OEDIT-NUMBER of the object within the game. It is the number that will be used to reference the object from zone files and is the number used to load objects from within the game. -#31 +#2 OEDIT-KEYWORDS OEDIT-NAMELIST OEDIT-ALIASES OBJ-NAMELIST NAMELIST @@ -5945,7 +5941,7 @@ OEDIT-KEYWORDS OEDIT-NAMELIST OEDIT-ALIASES OBJ-NAMELIST NAMELIST @RHELP KEYWORD@n. Examples: "excalibur sword" "wooden barrel" "emerald bracelet" -#31 +#2 OEDIT-L-DESC 3) L-Desc :- @@ -5961,7 +5957,7 @@ Examples: "A wooden barrel rests in the corner collecting dust." "A fine emerald bracelet sparkles magnificently." -#31 +#2 OEDIT-MENU OBJ-MENU OBJECT-MENU -- Item number : [@c@c1300@n] @RHELP OEDIT-NUMBER@n 1) keywords : @yunfinished object@n @RHELP OEDIT-KEYWORDS@n @@ -5975,8 +5971,7 @@ OEDIT-MENU OBJ-MENU OBJECT-MENU 7) Wear flags : @cTAKE@n @RHELP OEDIT-WEAR-FLAGS@n 8) Weight : @c0@n @RHELP OEDIT-WEIGHT@n 9) Cost : @c0@n @RHELP OEDIT-COST@n -A) Cost/Day : @c0@n @RHELP OEDIT-COST/DAY@n -B) Timer : @c0@n @RHELP OEDIT-TIMER@n +A) Timer : @c0@n @RHELP OEDIT-TIMER@n C) Values : @c0 0 0 0@n @RHELP OEDIT-VALUES@n D) Applies menu @RHELP OEDIT-APPLIES@n E) Extra descriptions menu @RHELP OEDIT-EXTRA@n @@ -5989,14 +5984,14 @@ Q) Quit Enter choice : See also: LIMITS, WEAPONS -#31 +#2 OEDIT-MIN-LEVEL MIN-LEVEL MINIMUM-LEVEL M) Min Level : @c0@n The level the player has to be before they can use the object. Should always be used. -#31 +#2 OEDIT-S-DESCRIPTION 2) S-Desc : @yan unfinished object@n @@ -6010,7 +6005,7 @@ descriptions, always use "the/a/an/etc." unless the item has a proper name. Examples: "Excalibur" "the wooden barrel" "an emerald bracelet" -#31 +#2 OEDIT-TYPES OBJECT-TYPES OBJ-TYPES OBJ-WEAPONS TRASH FURNITURE COUCH CHAIRS SEAT 5) Type : @cUNDEFINED@n @@ -6025,7 +6020,7 @@ of value0 through value4 (option C). The Type Flag must be one of the following: 5 WEAPON Must be piercing to backstab. 6 FURNITURE Item may be sat on. 7 FREE Do not set. -8 TREASURE Item is treasure other than gold coins (i.e. gems) +8 TREASURE Item is treasure other than coins (i.e. gems) 9 ARMOR Item is armor. Set AC in values, @RHELP OEDIT-VALUES@n. 10 POTION Item is a magical potion. 11 WORN Item is worn, but not armor. @@ -6065,7 +6060,7 @@ clothing, or anything else you can think of. This makes the truly useful objects more challenging to find, and it provides good props for people who enjoy role-playing. Useless objects are typically type trash. -#31 +#2 OEDIT-VALUES OBJECT-VALUES VALUES OBJ-VALUES C) Values : @c0 0 0 0@n @@ -6165,7 +6160,7 @@ FOOD value 3: Non-zero if the food is poisoned, 0 otherwise. MONEY - value 0: The number of gold coins in the pile. + value 0: The number of coins in the pile. PEN - No values currently used. BOAT - No values currently used. @@ -6174,7 +6169,7 @@ DRINKCON FOUNTAIN @RHELP FOUNTAIN@n -#31 +#2 OEDIT-WEAR-FLAGS WEAR-FLAGS WIELD-FLAG WEAR-FLAG 7) Wear flags : @cTAKE@n @@ -6204,7 +6199,7 @@ will not be able to take it. By giving it a large weight this causes the code to say it is too heavy for you instead of "You can't take that". Good for statues, and funny when you see players dropping all their stuff and stripping naked to get the things. Objects without take flags do not require a weight, -cost, cost/day, applies, min level, and perm affects. +cost, applies, min level, and perm affects. Note that the TAKE bit controls whether or not an item can be picked up using the get or take command, whereas the HOLD bit controls if the object can be worn using the hold command. The wear flags determine how you can @@ -6217,7 +6212,7 @@ both by stats, and by wear positions. To do this I would recommend that every zone has at least a complete set of equipment. This prevents the typical MUD where they have 200 weapons, and 10 that can be worn on the wrist. -#31 +#2 OEDIT-WEIGHT WEIGHT 8) Weight : @c0@n @@ -6231,21 +6226,6 @@ Everything that has a take flag must have a weight. For weapons a weight of If you do not want something to be taken you can remove the TAKE flag. See also: OEDIT-WEAR-FLAGS -#31 -OFFER RENTING UNRENTING UN-RENTING - -Usage: offer - rent - -For use in the receptions of inns. - -Offer makes the innkeeper tell you the cost of storing your belongings -for one day. Rent stores your belongings and exits you from the game. -When you re-enter, you will start where you rented. - -However, rent is free here, and you can simply quit. - -See also: INN, RECEPTION #0 OFFLINE-EDITOR CIRCEDIT CWC @@ -6255,7 +6235,7 @@ do not have Internet access and want to still work on your zones feel free to try them out. I have used CircEdit and the newest CWC seems to be even better. Old editors: ftp://ftp.circlemud.org/pub/CircleMUD/contrib/olc/offline/ -#31 +#2 OLC-COLOR IMMORTAL-COLORS GOD-COLORS OLC-COLORS While in OLC, color is handled through the '@*' codes, but must be manually @@ -6304,7 +6284,7 @@ olist type <num> - Displays objects of the selected type. Type olist type to see all available fields. See also: OEDIT, OLC -#31 +#2 OPEN CLOSED LOCK UNLOCK Usage: open | close | lock | unlock <door> [direction] @@ -6349,7 +6329,7 @@ values depends on the object type (@RHELP OEDIT-VALUES@n). "osetval 3 50" will set the objects 3rd value to 50. Example: @RTSTAT 79, 42@n -#31 +#2 OTIMER %TIMER% %OTIMER% otimer <value> @@ -6360,7 +6340,7 @@ timer triggers. Timers are reset on copyover and reboot. Example: @RTSTAT 82, 11894@n See also: TIMER, TRIGEDIT-OBJ-TIMER -#31 +#2 PAGELENGTHS PAGE_LENGTHS Usage: toggle pagelength [#] @@ -6384,14 +6364,14 @@ Examples: Do not abuse this command. -#31 +#2 PARDON Usage: pardon [target] Removes killer and thief flags from a player. -#31 +#2 PASSWORDS PW Ideally, your password should be something that nobody could guess. In @@ -6411,7 +6391,7 @@ How to hand patch: http://tbamud.com/forum/4-development/9-patch-file-how-to See also: CODING, DOWNLOADS -#31 +#2 PATHS When building rooms, try to allow characters some freedom of movement. Do @@ -6425,14 +6405,14 @@ much more easily. Such hints can be hidden two or three extra descriptions deep and be as small as a scrape on the side of a tree, a thread on a bush, or whatever. -#31 +#2 PEACE %PEACE% Usage : peace Stops all fighting within your current room. -#31 +#2 PERMISSIONS Access to the Oasis commands are controlled through a number of means. @@ -6446,7 +6426,7 @@ may be granted OLC rights to a specific zone by means of the "set" command, using "set <player> olc <zone>". The implementor has unfettered access to all Oasis commands. -#31 +#2 PET-SHOPS PETSHOPS PET_SHOPS We are getting away from standard stock special procedures. Instead we are @@ -6463,7 +6443,7 @@ until the code is changed and the MUD is rebooted. The cost of pets is 300 times their level. See also: SHOPS, SPECIALS -#31 +#2 PETS A few stores within the realm will allow you to buy pets. These pets are @@ -6504,7 +6484,7 @@ down and think about it. A zone should always start out on paper long before it reaches a MUD. Every zone starts with an idea or a spark. From there, develop it. Pay attention to what kind of zone theme you want to create. Is it meant to be generic hack and slash experience zone? A wealthy populace to fill -the player's purse with gold? A quest for a special item? The possibilities are +the player's purse with coins? A quest for a special item? The possibilities are limited only by your imagination. The important thing to remember is that zones are built for players. Ask yourself, would you want to play in this zone? To help brainstorm I suggest you check out the many different zones @@ -6536,7 +6516,7 @@ have a ready backup. Be careful cutting and pasting to the MUD; if you send too much text at once you will be disconnected. See also: WORK, CARTOGRAPHY, LOCATION, THEME, PLOT, SIZE, ALIGN, BIAS -#31 +#2 PLAYER-SHOPS PLAYER-OWNED-SHOPS As the name suggests, player-owned shops are shops owned by players. They have @@ -6546,22 +6526,22 @@ The shop owner simply places his unwanted items into the stock room, and they instantly become available to buy in the shop. The shopkeeper works like any other shopkeeper, but only sells the contents of the stock room. -Unsellable or unrentable items cannot be sold, and simply won't appear on the +Unsellable items cannot be sold, and simply won't appear on the shopkeeper's list. -When an item is sold, a small pile of gold will appear in the stock room. The -shop owner can collect all the gold at their leisure. +When an item is sold, a small pile of coins will appear in the stock room. The +shop owner can collect all the coins at their leisure. Like a player-owned house, the stock-room is private, but guests may be added by using the house command. The stock-room also crash-saves so that the -gold or items for sale aren't lost in the event of a MUD crash. +coins or items for sale aren't lost in the event of a MUD crash. See Also: HOUSE #0 PLAYER-VARIABLES TRIGEDIT-MOB-VAR %ACTOR.HISHER% %SELF.NAME% %LEVEL% %PLAYER% %MOB% %ROOM% %CHAR% %HUNGER% %DRUNK% %THIRST% %SELF.ID% DG_SKILLSET %TARGET% See @RHELP CHAR-VAR@n -#31 +#2 PLAYERBASE PLAYER-FILE PFILE PLAYERFILE PWIPES PLAYERWIPES PLAYER-WIPES All the players that make up a MUD are stored in individual ascii files. When @@ -6590,7 +6570,7 @@ Examples: plist -i -h 2 - List all immortals that have logged in in the past hour. See Also: LAST -#31 +#2 PLOTS The plot of a zone is the main story of the zone. Such as: hack and slash, @@ -6636,7 +6616,7 @@ short description of "the ground" so they get the treasure from the ground, and only know where this object is by the tale of the princess. When your players stumble upon something like this, they love it. -#31 +#2 PLR CSH SITEOK LODRM INVST KILLER - Player is a player-killer @@ -6648,7 +6628,6 @@ MAILING - Player is writing mail CSH - Player needs to be crash-saved SITEOK - Player has been site-cleared NOSHOUT - Player in not on the shout channel -NOGOS - Player is not on the gossip channel NOTITLE - Player not allowed to set title DELETED - Player deleted - space reusable LOADRM - Player uses nonstandard loadroom @@ -6659,7 +6638,7 @@ CRYO - Player is cryo-saved DEAD - Player being extracted. See also: FLAGS, PRF -#31 +#2 POISON Usage : cast 'poison' <victim | food | drink> @@ -6698,7 +6677,7 @@ splitting bang"; POOFOUT with no argument defaults to "disappears in a puff of smoke." Your current poofs can be viewed under the score command. See also: GOTO -#31 +#2 POSTOFFICE POST-OFFICE CHECK PMAIL MAILROOM RECEIVE MUDMAIL POSTMASTER AT-POSTMASTER-MAIL-RUMBLE POSTAL POSTMAN MMS MAILROOM CHECKMAIL CHECK-MAIL Usage: check @@ -6749,7 +6728,7 @@ game and will have to be redone. This is typical of people who are power hungry and are building for themselves and not for others. That is not a sign of a good builder (see @RHELP BUILDER@n). -#31 +#2 PRACTICE PRACTISE TRAINING GUILDS GUILDMASTERS PRACTICING EXPERIENCES Usage: practice [skill or spell name] @@ -7032,7 +7011,7 @@ projects. It is the most direct and concrete way for us to teach you how to build. Everyone wants builders, but they want quality work more. We would rather have one good zone than ten mediocre ones. -#31 +#2 PRF CHAR-FLAGS PC-FLAGS NO_TELL PLAYER-FLAGS BRIEF - Player has enabled brief mode. @@ -7055,22 +7034,33 @@ NO_WIZ - Builder can not see wiznet. L1 - Builder has syslog set to brief. L2 - Builder has syslog set to normal. BOTH: Builder has syslog set to on and will see ALL logs (spammy). -NO_AUC - Player can not see auctions. -NO_GOS - Player can not see gossips. -NO_GTZ - Player can not see grats. RMFLG - Builder can see roomflags, mobflags, and objflags. D_AUTO - Player stats auto displayed. CLS - Player is due to be saved on next autosave. BLDWLK - Builder is Buildwalking. AFK - Player is AFK. AUTOLOOT - Player has Autoloot enabled. -AUTOGOLD - Player has Autogold enabled. AUTOSPLIT - Player has Autosplit enabled. -AUTOSAC - Player has Autosac enabled. AUTOASSIST - Player has Autoassist enabled. See also: FLAGS, PLR -#31 +#2 +PROFICIENCY WEAPON SKILL SAVING THROWS + + Summary: We map your skill % to a 5e-like proficiency bonus: + +<=14:+0 +<=29:+1 +<=44:+2 +<=59:+3 +<=74:+4 +<=90:+5 +<=100:+6 + +This is used for weapon attacks, shields, and (when applicable) saving throws. + +SEE ALSO: SHIELDS +#0 PROMOTE PROMOTIONS ADVANCEMENTS RAISES LVLS LEVELS GAINS 31 32 33 34 RANKS RANKING HIRING JOBS STAFFING Here at The Builder Academy, the level of an immortal generally reflects that @@ -7079,14 +7069,14 @@ questions, you may want to ask someone whose level is at least 32. Of course, everyone is encouraged to help everyone else, but know that those who are not at least level 32 may have relatively little experience. -Level 31 (Immortal) Anyone who is new to TBA and is working on their trial +Level 2 (Immortal) Anyone who is new to TBA and is working on their trial vnum or zone. -Level 32 (God) An experienced builder with proven knowledge that is +Level 3 (God) An experienced builder with proven knowledge that is willing to teach others. Immortals of level 32 and above are considered staff. -Level 33 (Greater God) An experienced builder that has contributed significantly +Level 4 (Greater God) An experienced builder that has contributed significantly to TBA. -Level 34 (Implementor) Current developers: Welcor, Wyld, and Opie. +Level 5 (Implementor) Current developers: Welcor, Wyld, and Opie. Please do not bother asking to be advanced. If your goal is merely to rise in the ranks, you are wasting your time. The Gods here are dedicated to helping @@ -7114,7 +7104,7 @@ deadlines, so take the time to give your zone character. Required Reading: @RHELP PLANNING, HELP STYLISTICS@n See also: EXAMPLE-PROPOSAL -#31 +#2 PROTECTION-FROM-EVIL PROT-EVIL Usage : cast 'protection from evil' [self] @@ -7124,7 +7114,7 @@ Level : Cleric level 8. The meaning of this spell is not yet fully defined. #0 -PURGE DESTROY SACRIFICE UNLOAD DELETE-MOBILE DISINTEGRATE DECOMPOSE CLEANUP +PURGE DESTROY UNLOAD DELETE-MOBILE DISINTEGRATE DECOMPOSE CLEANUP Usage: purge [target] @@ -7146,7 +7136,7 @@ Examples: Corpses decompose after 5 minutes. See also: %PURGE%, DC, LOAD, ZRESET, ZPURGE -#31 +#2 PUT Usage: put <item> <container> @@ -7178,7 +7168,7 @@ When you qedit <vnum> to create a new quest (or edit an existing one), you will see the menu in @RHELP QEDIT-MENU@n See Also: QEDIT-MENU, QUESTPOINTS, QUESTFLAG -#31 +#2 QEDIT-ACCEPT This is the text that is sent to the player when they start the quest. It @@ -7199,7 +7189,7 @@ order to fill. I need these within 24 hours Thanks, Bob the Butcher, Midgaard The questmaster sighs. The questmaster says "A tricky quest, but it'll cost you 5qp to back out now" -#31 +#2 QEDIT-COMPLETED QEDIT-ABANDONED B) Completed : [ @c0@n] C) Abandoned : [ @c0@n] @@ -7208,26 +7198,26 @@ they successfully complete the quest. The abandoned field is the number of quest points that the player loses when they abandon a quest. Players do not lose quest points if a quest timer expires, so this should really be zero for all timed quests. -#31 +#2 QEDIT-COMPLETION Just like the accept message, this is simply text that is output on the player's screen when they successfully complete the quest. Prizes (quest -points, gold coins, experience points or an object) are automatically +points, coins, experience points or an object) are automatically announced after this text is shown, so this text does not need to have that information in it. -#31 +#2 QEDIT-DELETE As the name suggests, this will delete this quest from the MUD. You will be asked for confirmation, in case you accidentally hit the X key. -#31 +#2 QEDIT-DESCRIPTION This should be a short description of the quest. It is shown to players when they type quest list at the questmaster, and should therefore give some indication of what the quest requires. -#31 +#2 QEDIT-FLAGS These are toggles on and off in a sub-menu. When you select option 6 from @@ -7239,20 +7229,20 @@ Enter quest flags, 0 to quit : Currently, only one flag is available, the REPEATABLE flag. When you have finished turning this on or off, select "0" (zero) to return to the main menu. -#31 +#2 QEDIT-LEVELS D) Lower Level : [ @c0@n] E) Upper Level : [ @c30@n] Players below, and above, this level will be unable to join this quest. -#31 +#2 QEDIT-MASTER The Quest Master is the mobile who gives out the quest. Players need to find the quest master in order to join the quest. Simply enter the mobile vnum for the questmaster, and your quest will appear on their quest list. Only one questmaster can give out each quest. -#31 +#2 QEDIT-MENU QUESTEDITOR-MENU -- Quest Number : [ @c100@n] @RHELP QEDIT-NUMBER@n @@ -7272,7 +7262,7 @@ QEDIT-MENU QUESTEDITOR-MENU Quest Point Rewards @RHELP QEDIT-COMPLETED@n B) Completed : [ @c0@n] C) Abandoned : [ @c0@n] Other Rewards @RHELP QEDIT-REWARDS@n - G) Gold Coins : [ @c0@n] T) Exp Points : [ @c0@n] O) Object : [ @c-1@n] + G) Coins Coins : [ @c0@n] T) Exp Points : [ @c0@n] O) Object : [ @c-1@n] Level Limits to Accept Quest @RHELP QEDIT-LEVELS@n D) Lower Level : [ @c0@n] E) Upper Level : [ @c30@n] F) Prerequisite : [ @c-1@n] @RHELP QEDIT-PREREQUISITE@n @@ -7282,29 +7272,29 @@ QEDIT-MENU QUESTEDITOR-MENU X) Delete Quest @RHELP QEDIT-DELETE@n Q) Quit Enter Choice: -#31 +#2 QEDIT-NAME This is simply the name of the quest, shown in qlist. It should be short, but descriptive. -#31 +#2 QEDIT-NEXT This is the quest vnum of next quest in a chain. When a player completes the current quest, the next quest will automatically be joined. This allows for long quests with a number of "steps". -#31 +#2 QEDIT-PREREQUISITE This is the object vnum for a prerequisite object. The prerequisite object should be in the player's inventory in order for them to be able to join the quest. It is not taken from the player when the quest starts. -#31 +#2 QEDIT-PREVIOUS This is a quest prerequisite. The quest vnum entered here must have been completed by the player in order to join this quest. -#31 +#2 QEDIT-QUANTITY This is the number of times the player needs to repeat the quest. For @@ -7312,19 +7302,19 @@ example, it could be the number of items the player needs to find in a "object" quest of the number of mobs the player should kill in a "kill mob" quest. This should be used with caution, however. In an object quest picking up the same object 20 times will also complete the quest. -#31 +#2 QEDIT-QUIT QEDIT-MESSAGE The quit message is sent to the player when they type quest leave. Players can lose quest points for abandoning a quest (see "Abandoned" on the next page), so if they lose quest points, this text really should inform them of that. -#31 -QEDIT-REWARDS QEDIT-GOLD QEDIT-EXPERIENCE QEDIT-OBJECT +#2 +QEDIT-REWARDS QEDIT-COINS QEDIT-EXPERIENCE QEDIT-OBJECT - G) Gold Coins : [ @c0@n] T) Exp Points : [ @c0@n] O) Object : [ @c-1@n] + G) Coins Coins : [ @c0@n] T) Exp Points : [ @c0@n] O) Object : [ @c-1@n] - Gold is the number of gold coins awarded to the player when they + Coins is the number of coins awarded to the player when they successfully complete the quest. Exp is the number of experience points awarded to the player when they @@ -7332,7 +7322,7 @@ successfully complete the quest. Object is the object vnum of a prize object that should be awarded to the player when they successfully complete the quest. -#31 +#2 QEDIT-TARGET The target depends on the quest type. It is the VNUM that should be found @@ -7342,14 +7332,14 @@ by the player. The table below shows which vnum type is needed. Object, Return Object - Object VNUM Find Mob, Kill Mob, Save Mob - Mob VNUM Room, Clear Room - Room VNUM -#31 +#2 QEDIT-TIME This is the number of 'ticks' or game hours that the player has to complete the quest. If this is set, then the builder should really try to do the quest themselves, and time how long it takes (typing 'time' before and after the attempt), and then giving at least one extra 'tick' for players to complete it. -#31 +#2 QEDIT-TYPE There are a few different quest types. When you select option '7' from the @@ -7377,7 +7367,7 @@ main menu, you will be shown a list to choose from: Ends: When the last mobile in the target room dies. Enter Quest type : -#31 +#2 QLIST QUEST-LIST QEDIT-LIST QUESTLIST Usage: qlist <range of vnums or zone number> @@ -7389,15 +7379,7 @@ Qlist gives you a list of the quests within the parameters. qlist 1300 1310 - lists all existing quests from vnum 1300 to 1310. See also: QEDIT, OLC -#31 -QSAY - -Usage: qsay <message> - -To tell something to everyone on the current Quest. - -See also: QUEST -#0 +#2 QUAFF POTIONS Usage: quaff <potion> @@ -7446,7 +7428,7 @@ QUIT LOGOUT When you get tired of playing, you can leave the game by typing 'quit'. You can quit anywhere, and you will not lose your EQ when you decide to do so. -See also: INN, OFFER, RENT +See also: INN, OFFER #0 RADIAX @@ -7482,7 +7464,7 @@ fires by modifying numeric arg to the following values: The actual equation is 100/numeric arg X 13 = time in seconds. 100/20 X 13 = 65 seconds See also: TRIGEDIT-OBJ-RANDOM, TRIGEDIT-MOB-RANDOM, TRIGEDIT-ROOM-RANDOM -#31 +#2 RDELETE Usage: rdelete variable id @@ -7493,7 +7475,7 @@ rdelete quest_object %actor.id% Delete a remote variable from the trigger referred to by the id of its owner. See also: VDELETE, REMOTE -#31 +#2 READ Usage: read <object> @@ -7533,7 +7515,7 @@ Show recent activity such as logins, newplayers, and other info since last reboot. SEE ALSO: LAST, PFILE -#31 +#2 RECITE SCROLLS Usage: recite <scroll> [Target] @@ -7588,14 +7570,14 @@ If no room number is specified, the current room is used as target. @RGOTO 8@n to enter The Builder Academy hallway on how to use redit. See also: REDIT-MENU, RLIST, DIG, OLC, XCOPY -#31 +#2 REDIT-DELETE ROOMDELETE ROOM-DELETE ERASE DELETE-ROOM ODELETE OEDIT-DELETE MDELETE MEDIT-DELETE DELETE-OBJECT Deletes the current room, mobile, or object. Be careful and make sure you -are deleting the right vnum. Do not delete objects in rent files. +are deleting the right vnum. Do not delete objects in save files. See also: OLC, AUTOSAVE, PURGE, VDELETE -#31 +#2 REDIT-DESCRIPTIONS ROOM-DESCRIPTIONS ROOMDESCRIPTIONS 2) Description : @@ -7644,7 +7626,7 @@ times someone has to enter w to go down the road, you can say something is any size you feel like making it with words alone. See also: TEXT-EDITOR -#31 +#2 REDIT-EXITS DOORFLAGS REDIT-KEYS PICKPROOF REDIT-EXIT-MENU EXIT-BASICS DOOR-FLAGS EXIT-MENU PURGE-EXITS Choosing to modify an exit will bring you to the exit menu. @@ -7700,7 +7682,7 @@ information once you have finished your trialroom and have a zone. Remember that for working two-way doors, the rooms on each side must have matching door flags, doors, and zone commands to close them. -#31 +#2 REDIT-EXTRA-DESC REDIT-EXTRAS EXTRAS B) Extra descriptions menu @@ -7733,7 +7715,7 @@ going to play your area (and to make the staff here proud :P), use those extra descriptions. See also: EXTRA -#31 +#2 REDIT-MENU MENU ROOM_MENU BUILDINGS CASTLES REDIT-EDITOR ROOM-MENU EDIT-MENU EDIT-ROOM -- Room number : [@c1399@n] Room zone: [@c13@n] @RHELP REDIT-NUMBER@n @@ -7755,7 +7737,7 @@ D) Delete Room @RHELP REDIT-DELETE@n Q) Quit Enter choice : -#31 +#2 REDIT-NAME ROOM-NAME ROOM-TITLE REDIT-TITLE 1) Name : @yAn unfinished room@n @@ -7772,7 +7754,7 @@ Examples: "An Empty Dark Tunnel", "The Elcardorian Bakery", "Ms. Celande's Office" "The Beginning of the End" "Two Paths Diverge in the Woods" "Jack's Trial Vnum" -#31 +#2 REDIT-NUMBER -- Room number : [@c1399@n] Room zone: [@c13@n] @@ -7780,7 +7762,7 @@ REDIT-NUMBER lists the VNUM of the room (1399) and the zone number (13). Notice zone number and VNUM have the same first few numbers. -#31 +#2 REDIT-SECTOR-TYPE SECTORS SECTOR-TYPE TERRAIN-TYPE FIELDS FORESTS REDIT-SECTOR-FLAGS SCUBA UNDERWATER 4) Sector type : @cInside@n @@ -7799,7 +7781,7 @@ The following terrains may be selected (only one): 9) In Flight Wheee! Requires AFF_FLYING. 1 10) Underwater Underwater requires AFF_SCUBA. 5 -#31 +#2 RELEASES The complete release history of tbaMUD is available at: @@ -7828,7 +7810,7 @@ Valid files are: wizlist (/mud_dir/lib/text/wizlist) xhelp (/mud_dir/lib/text/help/*) -#31 +#2 RELSQUI How do you pronounce your MUD name? It doesn't come up very much, being a @@ -7866,7 +7848,7 @@ For more examples @RGOTO 13@n to access the trigedit hallway. Examples: @RTSTAT 199, 190-192, 23612-23614@n See also: RDELETE, VDELETE, TRIG-SET, CONTEXT -#31 +#2 REMOVE Usage: remove <item> @@ -7925,7 +7907,7 @@ Someone tells you, 'I am your secret admirer.' You tell someone, 'Who are you?' See also: TELL, NOTELL -#0 +#2 REPORT GROUP-REPORT GROUPREPORT Usage: report @@ -7937,7 +7919,7 @@ everyone in your group know the condition you are in. Example: report - Yields "Tink reports: 25/25H, 110/110M, 84/84V" -See Also: FOLLOW, GROUP, UNGROUP, GSAY, ASSIST, SPLIT +See Also: FOLLOW, GROUP, UNGROUP, ASSIST, SPLIT #0 REPORT-EXAMPLE @@ -7992,7 +7974,7 @@ From: justo tested the Zones. What have we got in that regard now ? Justo's Monthly Zone report -#31 +#2 REROLL Usage: reroll <player> @@ -8001,7 +7983,7 @@ REROLL gives a player new stats (i.e., Str, Int, Wis, Dex, Con, and Cha) See also: STAT -#31 +#2 RESCUE Some fighting classes only. @@ -8026,7 +8008,7 @@ Usage: restore <player | mobile | all> Restore all will restore all players in the game. If used on immortals, it also sets all skill levels to 100%. -#31 +#2 RETURN CHEATING CHEATS Usage: return @@ -8036,7 +8018,7 @@ switched into a mob it will advance them to their original level. This is used by staff so they can test triggers as mortals. See also: SWITCH, TRIG-RETURN -#31 +#2 RLIST ROOM-LIST REDIT-LIST Usage: rlist <range of vnums or zone number> @@ -8048,7 +8030,7 @@ Rlist gives you a list of the rooms within the parameters. rlist 1300 1310 - lists all existing rooms from vnum 1300 to 1310. See also: REDIT, OLC, DIG -#31 +#2 ROLEPLAYING RP Is highly encouraged. @@ -8066,7 +8048,7 @@ ROOM-TRIGGERS TRIGEDIT-ROOM-TYPES 16) Cast @RHELP TRIGEDIT-ROOM-CAST@n 17) Leave @RHELP TRIGEDIT-ROOM-LEAVE@n 18) Door @RHELP TRIGEDIT-ROOM-DOOR@n -#31 +#2 RUMBLE Thanks, I need all the help I can get. @@ -8093,7 +8075,7 @@ alias work title has gone to work.;afk alias away title is gone, send a tell to leave a message. See Also: ALIASES, RUMBLE -#31 +#2 SANCTUARY Usage : cast 'sanctuary' [self] @@ -8116,29 +8098,27 @@ copyover or shutdown die. All other forms of OLC are saved by quitting and saying "yes" to save internally. See also: OLC, BUILDWALK, DIG, ROOMDELETE -#31 -SAYS TELLS ASKS WHISPERS SHOUTS YELLS HOLLERS ' CHATS TALKS CHANNELS VOICES COMMON SPEAK SPEECH +#2 +SAYS ASKS WHISPERS SHOUTS YELLS ' CHATS TALKS CHANNELS VOICES COMMON SPEAK SPEECH -Usage: say | shout | holler <string> - tell | whisper | ask <player> <string> +Usage: say | shout <string> + whisper | ask <player> <string> If you consider communicating with other beings, you might be understood -better if you start your sentences with either say, tell, whisper or shout. +better if you start your sentences with either say, whisper or shout. Examples: > say Hey, does anyone know how to get to Oz? - > tell catje hi, how are you? + > whisper catje hi, how are you? You can use ' as a shorthand for say, as in: > ' hello there. -Shout broadcasts your message to everyone is your geographic zone. Holler -broadcasts to everyone in the game but costs 20 movement points. You must -be level 3 before you can use shout and yell. +Shout broadcasts your message to everyone is your geographic zone. -See also: AUCTION, GOSSIP, GSAY, WIZNET, NOREPEAT, QSAY, REPLY +See also: WIZNET, NOREPEAT, REPLY #0 SCAN @@ -8150,14 +8130,20 @@ See Also: LOOK #0 SCORE -Usage: score + Summary: Score provides useful information about your character that you +would find on a traditional tabletop character sheet. Examples: -Provides useful information on your status such as age, hit points, -mana, movement points, armor class, alignment, experience points, how long -you've been playing, and your level. Your money can be viewed with the -'gold' command. - -See also: ARMOR-CLASS, EXPERIENCE, GOLD +HP, Mana, and Movement points +Strength, Dexterity, Constituion, Intelligence, Wisdom, and Charisma scores +Armor Class with breakdown +Stealth Disadvantage +Age +Carried coins +Quest points +Current quest +Time played +Current position +Conditions and affects #0 SCREENWIDTHS SCREEN_WIDTHS @@ -8187,7 +8173,7 @@ too much about these until you are assigned a zone and are comfortable with all other forms of OLC. See Also: TRIGEDIT -#31 +#2 SEDIT SHOPS Usage: sedit <shop vnum> @@ -8199,7 +8185,7 @@ number. @RGOTO 12@n to enter The Builder Academy hallway on how to use sedit. See also: SEDIT-MENU, SLIST, OLC -#31 +#2 SEDIT-ACCEPTS T) Accept Types Menu @@ -8220,7 +8206,7 @@ Enter choice : See also: SEDIT-OBJ-EXTRA -#31 +#2 SEDIT-FLAGS SHOPFLAGS SHOP-FLAGS F) Shop flags : @cNOBITS@n @@ -8228,7 +8214,7 @@ F) Shop flags : @cNOBITS@n 2) USES_BANK - Shopkeeper will not carry more than 15000 coins. 3) UNLIMITED_CASH - Shopkeeper will never run out of money. -#31 +#2 SEDIT-KEEPER 0) Keeper : -1 @yNone@n @@ -8247,7 +8233,7 @@ Perhaps giving him a jewel will make him friendlier. In this way, an area can be made infinitely more exciting by making some triggers. The possibilities are endless. -#31 +#2 SEDIT-MENU STORES BARTERING TRADE TRADING SHOPPING SHOPKEEPERS BARTENDERS LIBRARIAN -- Shop Number : [@c1300@n] @RHELP SEDIT-NUMBER@n @@ -8271,7 +8257,7 @@ Q) Quit Enter Choice : See also: SEDIT-MISTAKES -#31 +#2 SEDIT-MISTAKES SEDIT-ADVANCED The message "You cannot do that here." could be caused by the following: @@ -8289,14 +8275,14 @@ inventory. You can not use the same shopkeeper or the same room to make multiple shops. See also: OEDIT-COST, SEDIT-PRODUCTS, SEDIT-MENU -#31 +#2 SEDIT-NUMBER -- Shop Number : [@c1300@n] The shop vnum. We suggest you use the shop vnum that matches the room you wish the shop to be in. -#31 +#2 SEDIT-OBJ-EXTRA OBJ-EXTRA OBJ-EXTRA FLAGS are formed by Boolean expressions. The following operators @@ -8329,7 +8315,7 @@ changes could be made to add other flags such as HUM or GLOW. It should be noted that these expressions are case sensitive and that all keywords should appear in lower-case, while the flag names should be in all caps. -#31 +#2 SEDIT-OPEN1 SEDIT-OPEN2 SEDIT-CLOSE1 SEDIT-CLOSE2 SEDIT-OPENS 1) Open 1 : @c0 @n2) Close 1 : @c28@n @@ -8341,7 +8327,7 @@ MUD day so setting closed to >24 will ensure the shop is always open. If you want the shopkeeper to only be open during normal working hours you can set open1 to 9 and close1 to 5. -#31 +#2 SEDIT-PRODUCTS PRODUCTS P) Products Menu @@ -8356,7 +8342,7 @@ D) Delete a product. Q) Quit Enter choice : -#31 +#2 SEDIT-RATES SEDIT-SELL-RATES SEDIT-BUY-RATES SEDIT-PRICE PRICES PRICING SEDIT-SELLRATE SELLRATE SEDIT-MENU-SELLRATE SELL-RATE 5) Sell rate : @c1.00 @n6) Buy rate : @c1.00@n @@ -8367,7 +8353,7 @@ object's value times Profit When Buying. It must be <= 1.0. A pawn shop could: Sell at: [2.00], Buy at: [0.50]. Meaning it would sell items at twice as much as their worth and buy them at half price. -#31 +#2 SEDIT-REPLIES 7) Keeper no item : @y%s Sorry, I do not stock that item.@n @@ -8397,7 +8383,7 @@ D) Sell success : @y%s I'll give you %d coins for that.@n be sure to follow the same format and remember to look at it from a players perspective. -#31 +#2 SEDIT-ROOMS R) Rooms Menu @@ -8413,7 +8399,7 @@ C) Compact Display. Q) Quit Enter choice : -#31 +#2 SEDIT-TRADE E) No Trade With : @cNOBITS@n @@ -8427,7 +8413,7 @@ E) No Trade With : @cNOBITS@n Currently will not trade with: @cNOBITS@n Enter choice (-1 for none): -#31 +#2 SELL Usage: sell [#] <item> @@ -8464,7 +8450,7 @@ Wiznet is now viewable while in OLC so if the MUD isn't too crowded you can use that as well, but do not spam other builders. See also: TRIG-SEND -#31 +#2 SENSE-LIFE DETECT-LIFE Usage : cast 'sense life' @@ -8516,16 +8502,14 @@ cha Imm BOTH NUMBER class Imm BOTH MISC color God PC BINARY con Imm BOTH NUMBER -damroll Imm BOTH NUMBER deleted IMP PC BINARY dex Imm BOTH NUMBER drunk Imm BOTH MISC exp God BOTH NUMBER frozen GrGod PC BINARY -gold Imm BOTH NUMBER +coins Imm BOTH NUMBER height Imm BOTH NUMBER hitpoints Imm BOTH NUMBER -hitroll Imm BOTH NUMBER hunger Imm BOTH MISC int Imm BOTH NUMBER invis God PC NUMBER @@ -8566,7 +8550,7 @@ weight Imm BOTH NUMBER wis Imm BOTH NUMBER See also: TRIG-SET, CLASS, STAT -#31 +#2 SET-EXAMPLES EVAL-EXAMPLES Good: set num %random.3% @@ -8581,7 +8565,7 @@ Good: set maxlength 0 Bad: eval maxlength 0 * This doesn't need to be evaluated, just set it. See Also: TRIG-SET, EVAL -#31 +#2 SET-OLC Usage: set <player> OLC <#> @@ -8593,7 +8577,7 @@ HEDIT: 888 ALL: 666 See Also: SET, ZEDIT-CREATE, AEDIT, HEDIT -#31 +#2 SHAMRA First and foremost, repeat after me "Shamra is God". Think it, know it, @@ -8607,6 +8591,25 @@ bit further along. I am oftentimes in another window or near my computer so page me if you really need something, if I don't respond I'm probably sleeping or in class or just don't want to be bothered :-) +#0 +SHIELD SHIELDS SHIELD-USE + + Summary: A shield adds to AC: + +Base +2 (tower +3 if applicable) +Shield magic (capped at +3) +Shield Use proficiency (based on your skill%) + +Shield Use proficiency (from skill%) +<=14:+0 +<=29:+1 +<=44:+2 +<=59:+3 +<=74:+4 +<=90:+5 +<=100:+6 + +SEE ALSO: AC ARMOR SLOTS #0 SHOCKING-GRASP @@ -8641,14 +8644,14 @@ Usage: show houses - Display a list of all houses show houses <vnum> - Display stats for a single house See Also; SHOW -#31 +#2 SHOW-SHOPS SHOW-ZONES SHOWZONES SHOWSHOPS ZSTAT SHOW->ZONES SHOW-COLOUR SHOW-COLOR Usage: show <mode> [argument] Show options: -zones player rent stats errors -death godrooms shops houses snoop +zones player stats errors +death godrooms shops houses snoop The SHOW command displays information. Some modes of show require additional information, such as a player name. @@ -8660,7 +8663,6 @@ zones Shows all the zones in the game and their current reset status. death Shows all death traps in the game. player Shows player summary information, simply provide a player name. godrooms Shows the rooms in the 'god zone'. -rent Shows the filename and path to a players rent file. shops Shows all the shops in the game and their buy/sell parameters. stats Shows game status information including players in game, mobs etc. houses Shows the houses that are currently defined. @@ -8673,7 +8675,7 @@ Examples: show shop See also: STAT, SLIST, ZRESET, SHOW-HOUSES -#31 +#2 SHOWVNUMS ROOMFLAGS RMFLG REDIT-ROOMFLAGS ROOM_FLAGS REDIT-ROOM-FLAGS ROOM-FLAGS GODROOMS TUNNELS NOMOB NO_MOB PEACEFUL INDOORS NO_TRACK NO-TRACK NO_MAGIC PRIVATE SOUNDPROOF HCRSH ATRIUM REDIT-FLAGS NO-MOBS Usage: showvnums @@ -8695,7 +8697,7 @@ The following room flags can be selected: 4) INDOORS - Weather messages will not be sent to room, always lighted. Call lightning will not work. 5) PEACEFUL - No violence will work here. Use sparingly. -6) SOUNDPROOF - Tell, gossip, shout, holler will not be heard here. This flag +6) SOUNDPROOF - Tell, shout will not be heard here. This flag should be used sparingly also, it is very annoying IMHO. 7) NO_TRACK - Track will never find a path through this room. 8) NO_MAGIC - No magic will work here. @@ -8716,7 +8718,7 @@ This requires repeating since it is so often ignored: @YIf a flag says UNUSED; DO NOT SET IT. If you do not know what it does; DO NOT SET IT!@n See Also: TOGGLE -#31 +#2 SHUTDOWNS Usage: shutdown [reboot | die | pause] [time] @@ -8735,7 +8737,7 @@ PAUSE Create a file called 'paused' in the root directory; do not TIME Time until reboot/shutdown. Omit to reboot/shutdown right away. See Also: COPYOVER, AUTOSAVE -#31 +#2 SIGNS A sign can be made by creating a room extra description with keyword sign or @@ -8744,7 +8746,7 @@ by loading a NOTAKE object to the room with an extra description sign. Object Example: @RLOAD OBJ 10403@n, @RLOOK SIGN@n. Room Example: @RGOTO 7318@n, @RLOOK SIGN@n. -#31 +#2 SKILLS | Warrior level | Thief level | @@ -8768,7 +8770,7 @@ Usage: skillset <name> '<skill>' <value> skillset rumble 'magic missile' 100 See also: SET, SKILLS, SPELLS -#31 +#2 SLEEP SLEEP is both a command and the name of a spell. @@ -8804,7 +8806,7 @@ Once you have the list of shops you can "show shop <vnum>" to get more info on t shop. See also: SHOW-SHOP, SEDIT, OLC -#31 +#2 SLOWNS SLOWNAMESERVER Usage: toggle slown @@ -8816,7 +8818,7 @@ site names. If slow nameserver is enabled, USERS will show only IP addresses. i.e. 128.123.222.111 and not ip.hr.hr.cox.net. See also: TOGGLE, USERS -#31 +#2 SNEAK Thieves Only. @@ -8846,7 +8848,7 @@ not meant as a tool for spying. Type snoop <your name> or just snoop to stop snooping. See also: SEND -#31 +#2 SNOWLOCK Not everything present in my zone was in my original plan. I got a lot of @@ -8858,7 +8860,7 @@ Thus the descriptions do not end up as a list of boring details, but rather, exclamations of wonderful, magical, and perhaps even horrible things yet to be noticed. -#31 +#2 SOCIALS ALIST Usage: socials @@ -8907,7 +8909,7 @@ http://www.42explore.com/writing.htm http://www.pastebin.com/ See also: CYGWIN, CODING -#31 +#2 SPAM Spam is the repeated use of a command, or series of commands, that cause @@ -8943,7 +8945,7 @@ just warriors or mages. Build in parts where thieves and clerics have a special part to play. By the same token, do not assume all anyone wants is +damage equipment. -#31 +#2 SPECIALS SPEC-PROC SPECIAL-PROCEDURES SPECPROC SPEC_PROC Special procedures are used to allow certain complex functions to rooms, @@ -8980,7 +8982,7 @@ is complete mudmail your coder for the additions you want including type and mob or object vnum. See also: POSTMASTER, PETSHOPS, BANKS, GUILDMASTER, BOARDS -#31 +#2 SPELLS 1) armor 2) teleport 3) bless @@ -9002,7 +9004,7 @@ SPELLS 49) !UNUSED! 50) infravision 51) waterwalk 52) identify -#31 +#2 SPELLS MAGICS SPELLBOOKS TOMBS SPELL-LEVELS SPELLS-STOCK SPELLLIST | Mage level | Cleric level | @@ -9093,7 +9095,7 @@ Great God's: Rumble See Also: TBA-ADMIN -#31 +#2 STAFF-ZONES Ensure their trial vnum is complete and they have submitted a zone proposal. @@ -9181,7 +9183,7 @@ Examples: > stat self See also: VSTAT, TSTAT, DETACH -#31 +#2 STATISTICS STATS STRENGTH INTELLIGENCE WISDOM CONSTITUTION DEXTERITY CHARISMA Statistics (Stats)- How your character measures up mentally and physically. @@ -9203,7 +9205,18 @@ Intelligence - How smart you are. Determines how much mana you gain per level, opponent and hit him more often, and if you're undead, helps control your followers. -See also: HITROLL, DAMROLL, AC +See also: AC +#0 +PALM + +Usage: palm <item> <container> + +Attempts to quietly remove an item from a container that you are carrying or +worn yourself. Success is determined by your sleight of hand skill opposed by +alert onlookers' perception. Anyone in the room may notice with a perception +check (scan bonuses apply). Palm cannot be used in peaceful rooms. + +See also: SLEIGHT OF HAND, SLIP, STEAL #0 STEAL @@ -9211,18 +9224,50 @@ Thief Only. Usage: steal <item> [target] -Use steal to steal gold or items from people. The chance of not getting +Use steal to steal coins or items from people. The chance of not getting caught depends on how well you have practiced steal, and if the person is asleep. Examples: - > steal gold drunk + > steal coins drunk > steal sword mercenary (If it is wielded, only possible if he is sleeping) See also: FLAGS #0 +SLIP + +Usage: slip <item> <container> + +Plants an item into one of your own carried or worn containers without drawing +attention. The attempt is resolved with your sleight of hand skill against any +scanning observers' perception. Anyone nearby may notice with a perception +check (scan bonuses apply). Slip cannot be used in peaceful rooms. + +See also: SLEIGHT OF HAND, PALM, STEAL +#0 +STEALTH SNEAK HIDE DISADVTANGE + + Summary: You have Stealth Disadvantage if certain conditions are met, +such as: + +Any worn piece has the Stealth Disadvantage armor flag, or +Your total armor bulk puts you in Heavy (Dex cap 0) + +With Stealth Disadvantage, Sneak and Hide roll twice and take the worse result. +Both success and failure can grant training progress. +#0 +SLEIGHT OF HAND + +Sleight of hand is the shared trickery skill used by rogues, bards, and rangers +to palm or slip items on their own person without being detected. It rolls +Dexterity plus your proficiency bonus against any scanning observers' +perception. Failure alerts whoever spotted you and prevents the action; success +moves the item silently. + +See also: PALM, SLIP +#0 STOCK This is a listing of stock areas. @@ -9291,7 +9336,7 @@ these rules should be good for most MUDs. The first thing to do when sitting down to build a zone is just that - sit down and think about it. Every zone starts with an idea or a spark. From there, develop it. Pay attention to what kind of zone you want to create. Is it to be -an exp zone? Gold/money? Equipment? Quest? A combination of each or something +an exp zone? Coins/money? Equipment? Quest? A combination of each or something else entirely? Evaluate the idea. Would you want to play in this zone? After you have this part worked out you're ready for the second step, mapping @@ -9567,7 +9612,7 @@ road. wearing all that much by the way of clothing. It is unrealistic for them to have it, so don't give it to them. If you want to reward the player for killing them, give them a pelt, teeth, claws or something to be sold. See - rule #314 for more info. + rule #24 for more info. 4) There should be between three and eight lines of text in a room desc. Proper grammar should be used at all times in said text. Going over 8 lines @@ -9611,7 +9656,7 @@ road. stylistics document, please copy-paste this into a text file and provide a link or help-keyword to it for those who wish to see the original. Thanks!@n -#31 +#2 SUGGESTIONS I have been MUDding for many years, I then became a builder, then an @@ -9657,7 +9702,7 @@ force them onto anyone. Be constructive, not critical about peoples ideas. Everyone is allowed their opinions. Be original, finish what you start, have fun, and don't forget to breathe! -#31 +#2 SUMMON Usage : cast 'summon' <victim> @@ -9702,7 +9747,7 @@ If you want to make your own messages use trigedit and set the INDOORS roomflag so you don't receive the default messages. See also: WAITUNTIL, WEATHER -#31 +#2 SWITCH Usage: switch [target] @@ -9712,7 +9757,7 @@ adventures. If the monster in which you are switched is killed you will be returned to your own body. See also: RETURN, TRIG-SWITCH -#31 +#2 SWORDS This help file is designed to remove a few misconceptions concerning swords @@ -9754,7 +9799,7 @@ Shamra or visit the international sword forum at http://forums.swordforum.com. -by Shamra See also: WEAPONS DAMAGE -#31 +#2 SYSLOG SYSLOG-OFF LOGS SYSLOG-BRIEF SYSLOG-NORMAL NORMAL SYSLOG-COMPLETE AUTOLOG Usage: toggle syslog [ Off | Brief | Normal | On ] @@ -9773,7 +9818,7 @@ Examples: > toggle syslog - lets you know what your current setting is. See also: TOGGLE, COLOR, PRF -#31 +#2 TANK LEAD This individual is the leader of the group and takes the brunt of all @@ -9787,7 +9832,7 @@ TARGET be an object a mobile or a player. Usually used in conjunction with another command. -#31 +#2 TBA TBAMUD PROJECT BACKGROUND STORY HISTORY INTRODUCTION ACADEMY COMMUNITY OVERVIEW VISION TBA-VISION TBA stands for The Builder Academy. @@ -9845,7 +9890,7 @@ set test nohassle off set test olc 611 set test title has trial vnum 61165 set test loadroom 3 -set test gold 1000000 +set test coins 1000000 restore test redit 61165 1 @@ -9869,7 +9914,7 @@ set test title has zone 348 set file test title has zone 348 set test loadroom 348 set file test loadroom 348 -set test gold 1000000 +set test coins 1000000 wiznet Okay test, you have zone 348 vnum's 34800 to 34899. Help buildwalk and help dig to learn how to create and link your rooms. If you have any questions just ask. toggle nohassle off load obj 1332 @@ -9897,7 +9942,7 @@ saveall set test olc 348 set test title has zone 348 set test loadroom 348 -set test gold 1000000 +set test coins 1000000 wiznet Okay test, you have zone 348 vnum's 34800 to 34899. Help buildwalk and help dig to learn how to create and link your rooms. If you have any questions just ask. toggle nohassle off @@ -9994,7 +10039,7 @@ TBAMAPS TBA-MAPS @RGOTO #@n to teleport to any of the room numbers above. See also: CARTOGRAPHY, ASCII -#31 +#2 TEDITOR Usage: tedit [file] @@ -10005,7 +10050,7 @@ credits news motd imotd greetings help ihelp info background handbook policies wizlist immlist Perhaps you meant @RHELP TRIGEDIT@n -#31 +#2 TELEPORTERS Usage: teleport <zone> @@ -10095,7 +10140,7 @@ all these options. Warning: Some clients will give you problems since they use special characters like the / character (MUDMaster 2k, Avplay, Mush, and SimpleMU). -#31 +#2 THANKSGIVING OBJ: 1331 @@ -10136,7 +10181,7 @@ MOB: 1322 ___) >____) >___ ^\_\_\_\_\_\_\) ^^^//\\_^^//\\_^ ^(\_\_\_\) ^^^ ^^ ^^^ ^^ -#31 +#2 THE-MUD-CONNECTOR TMC MUD-CONNECTOR MUDCONNECTOR Most of our traffic comes through word of mouth or TMC reviews. If you are so @@ -10202,7 +10247,7 @@ simple puzzles or descriptions. This can be done with the help of triggers. sci-fi, futuristic, medieval, present day, ancient history, Jurassic, western, Chinese dynasty, etc. -#31 +#2 THIEF THIEVES Thieves are known to have very special qualities, that no other class offers. @@ -10224,7 +10269,7 @@ the files can be saved and read. Because of this adding a tilde in any of the editors on older versions of CircleMUD could make the MUD unbootable. See also: WORLD-FILE -#31 +#2 TIME TICKS Usage: time @@ -10252,7 +10297,7 @@ takes about 12 days. @n#define SECS_PER_REAL_YEAR (365*SECS_PER_REAL_DAY) See also: DATE, %TIME% -#31 +#2 TITLES Usage: title <new title> @@ -10278,7 +10323,7 @@ Zones: 0, 1, 2, 3, 11, 12, 13, 19, 27, 118 to name a few. tlist 4000 4099 - lists all existing triggers from vnum 4000 to 4099 See also: TSTAT, TRIGEDIT, OLC -#31 +#2 TNL An acronym for to next level. The amount of experience required before you @@ -10303,9 +10348,8 @@ Hit Pnt Display: OFF Brief: OFF Summonable: OFF Move Display: OFF Compact: ON Quest: OFF Mana Display: OFF NoTell: OFF NoRepeat: OFF AutoExits: OFF NoShout: OFF Wimpy: OFF - NoGossip: OFF NoAuction: OFF NoGrats: OFF - AutoLoot: ON AutoGold: ON AutoSplit: ON - AutoSac: ON AutoAssist: ON AutoMap: ON + AutoLoot: ON AutoSplit: ON + AutoAssist: ON AutoMap: ON Pagelength: 32 Screenwidth: 80 AFK: OFF Autokey: OFF Autodoor: OFF Color: on @@ -10325,9 +10369,8 @@ Hit Pnt Display: OFF Brief: OFF Summonable: OFF Move Display: OFF Compact: ON Quest: OFF Mana Display: OFF NoTell: OFF NoRepeat: OFF AutoExits: OFF NoShout: OFF Wimpy: OFF - NoGossip: OFF NoAuction: OFF NoGrats: OFF - AutoLoot: ON AutoGold: ON AutoSplit: ON - AutoSac: ON AutoAssist: ON AFK: OFF + AutoLoot: ON AutoSplit: ON + AutoAssist: ON AFK: OFF Pagelength: 23 Color: off See also: DISPLAY, NOSHOUT, NOSUMM, NOTELL, QUEST, REPEAT, WIMP @@ -10351,7 +10394,7 @@ Usage: toggle trackthru Sets whether or not players can track through doors. See also: TOGGLE, TRACK -#31 +#2 TRIAL-ROOM TRIAL-VNUM TRIALVNUM INTRO TRIALROOM TRIALS TRAILROOM APPROVAL VNUM-APPROVAL TRAIL-VNUM TESTROOMS WIZNUMBER TRAINING-VNUM TEST-ROOM TRAIL-ROOM TRAILROOM AUTHORIZE During your initial training you will be able to edit a single trial Vnum. @@ -10400,7 +10443,7 @@ send("set " .. matches[3] .. " title has trial vnum " .. matches[2]) send("set file " .. matches[3] .. " title has trial vnum " .. matches[2]) send("set " .. matches[3] .. " loadroom 3") send("set file " .. matches[3] .. " loadroom 3") -send("set " .. matches[3] .. " gold 1000000") +send("set " .. matches[3] .. " coins 1000000") send("restore " .. matches[3]) send("redit " .. matches[2]) send("1") @@ -10417,7 +10460,7 @@ send("toggle nohassle on") @RTSTAT 1306, 1365, 1366@n See Also: TRIAL -#31 +#2 TRIG-AFFECTS TRIGEDIT-AFFECTS %ACTOR.AFFECT% Trig Usage: %actor.affect(<affect>)% @@ -10427,7 +10470,7 @@ Checks the actor for the affect in the subfield. Example: @RTSTAT 166@n See also: AFFECTS, DG_AFFECT -#31 +#2 TRIG-ATTACH %ATTACH% DG_ATTACH TRIG_ATTACH Usage: attach vnum id @@ -10443,7 +10486,7 @@ and %actor.id% are examples of id numbers, for use with this command.) Example: @RTSTAT 1345@n See also: ATTACH, DETACH, TRIG-DETACH -#31 +#2 TRIG-DETACH %DETACH% Usage: detach <vnum | all> id @@ -10459,7 +10502,7 @@ detach all %self.id% Example: @RTSTAT 45@n See also: ATTACH, DETACH, TRIG-ATTACH -#31 +#2 TRIG-EQUIPMENT ACTOR.EQUIPMENT %ACTOR.EQ% %EQ% TRIG_EQUIPMENT %actor.eq(wield)% @@ -10473,7 +10516,7 @@ name of the location. @RHELP POSITIONS. * checks all positions. Examples: @RTSTAT 94, 2700@n See also: TRIG-INV, %PURGE%, %LOAD%, POSITIONS, CHAR-VAR -#31 +#2 TRIG-EXAMPLES ASSEMBLIES ASSEMBLE ASSEMBLY VEHICLES MAKE BAKE BREW CRAFT FLETCH KNIT MIX THATCH WEAVE ASSEDIT FORGE SMOKE SMOKING CIGARS CIGARETTES PIPES SHOTGUN TRIGEDIT-EXAMPLES The above list of skills are not implemented since the same thing can be done with trigedit. @@ -10484,7 +10527,7 @@ Furniture: @RTSTAT 1399@n Weapons: @RTSTAT 45, 9000, 11840, 13005@n See Also: TSTAT, TRIG-QUESTS, TRIG-GAMES -#31 +#2 TRIG-QUESTS TRIGEDIT-QUESTS QUESTSHOP Many zones have their own quests and examples within them, such as: @@ -10495,7 +10538,7 @@ Questshop Example: @RTSTAT 167 in room 265, 57735@n Fizban's Questshop Example: @RTSTAT 57705-57707@n See Also Examples: QUESTS, QEDIT, TRIG-EXAMPLES, BOATS, PORTALS, GUNS, ASSASSINS -#31 +#2 TRIG-RETURN RETURN-0 CONTINUE %RETURN% RETURN-1 Usage: return 0 @@ -10517,7 +10560,7 @@ Return 1 is rarely used since it just means normal termination of the trigger. Example: @RTSTAT 25, 13F@n See also: TRIG-TYPE, HALT, WAIT -#31 +#2 TRIG-SET %SET% MSET Usage: set <variable> <value> @@ -10541,7 +10584,7 @@ the expression is evaluated immediately. Example: @RTSTAT 49, 41005@n See also: SET-EXAMPLES, EVAL, OSETVAL, UNSET -#31 +#2 TRIG-STATISTICS TRIGEDIT-STATISTICS TRIG-STATS %ACTOR.STR% %ACTOR.INT% STRADD Trig Usage: %actor.<stat>(<#>)% @@ -10552,7 +10595,7 @@ Checks the actor's stat. A number in the subfield sets. Stats include: cha, con, dex, int, str, stradd (only if str is 18). See also: STATS -#31 +#2 TRIG-SWITCH TRIGEDIT-SWITCH CASE TRIG-CASE DEFAULT BREAK %SWITCH% Usage: @@ -10582,7 +10625,7 @@ Default is similar to case but matches any condition not met. Done is used to terminate a while or switch block. Example: @RTSTAT 35, 18, 6, 153, 132@n -#31 +#2 TRIGEDIT TRIGS TRIGEDITOR TRIGGEREDIT TRIGGER-EDIT TRIGGERS DG-SCRIPTS TRIG-HELP SCRIPTS MOBPROGS MPROGS PROGS SCRIPTING TRIGMENU Builders working on their trial vnum do not need to learn this command, yet. @@ -10601,7 +10644,7 @@ Join the mailing list at: http://groups.yahoo.com/group/dg_scripts/ @RGOTO 13@n to enter the trigedit hallway. See also: TRIGEDIT-MENU, TSTAT, TLIST, OLC -#31 +#2 TRIGEDIT-ADVANCED-EXAMPLES To add life to the worlds tbaMUD uses something called triggers. There are @@ -10651,7 +10694,7 @@ issue from their command line as well as special commands added for mobiles, objects, and rooms such as wake, east, sit, etc. See also: @RTRIGEDIT-MOB-TUTORIAL@n, @RTRIGEDIT-ADVANCED-TUTORIAL@n -#31 +#2 TRIGEDIT-ADVANCED-TUTORIAL TRIG-ADVANCED-TUTORIAL If you haven't already refer to @RHELP TRIGEDIT-MOB-TUTORIAL@n. The process is @@ -10760,14 +10803,14 @@ people interact with it. Often you will see ways you can improve it. @RGOTO 13@n and work your way north to test these out. Triggers 4, 5, 7, 8 See Also: TRIG-EXAMPLES, TRIG-GAMES -#31 +#2 TRIGEDIT-ARGUMENTS ARGUMENTS ARGLISTS TRIG-ARG ARGUMENTS TRIG-ARGUMENTS Argument: This describes the text argument, if any, which can be used to filter out matches to the trigger. See also: TRIGEDIT-MENU -#31 +#2 TRIGEDIT-ARRAYS ARRAYS TRIG-ARRAYS Trigedit can use arrays to store information. An array is a variable that @@ -10779,7 +10822,7 @@ Would store "a string of text." in textarray position 1. You can have numerous positions to an array. See the examples below. @RTSTAT 150, 41005, 1325, 57715@n -#31 +#2 TRIGEDIT-COMMANDLISTS TRIG-COMMANDLIST 6) Commands: @@ -10790,7 +10833,7 @@ This is often called the 'trigger', and is actually a small program, executed step by step. In it, you can use different types of commands: trigger - specific commands, flow control commands - if this is a mobile trigger, you can use standard mud commands like say or give. -#31 +#2 TRIGEDIT-COMMANDS TRIG-COMMANDS TRIGGER-COMMANDS TRIGEDIT-COMMANDLISTS %COMMANDS% MUD-COMMANDS TRIGEDIT-COMMANDLIST TRIGEDIT-COMMAND-LIST TRIGEDIT-MENU-COMMANDS TRIGEDIT-MOBILE-COMMANDS TRIGEDIT-MOB-COMMANDS TRIG-COMMANDLIST TRIGEDIT_COMMANDS | Trigger Commands | Mobile Commands | Object Commands | Room Commands | @@ -10819,14 +10862,14 @@ TRIGEDIT-COMMANDS TRIG-COMMANDS TRIGGER-COMMANDS TRIGEDIT-COMMANDLISTS %COMMANDS | while | %follow% | typing: @RHELP <COMMAND>@n. =======================================| See also: TRIG-TYPES, VARIABLES, EXPRESSIONS -#31 +#2 TRIGEDIT-COPY Allows you to copy an existing trigger into a new trigger. First create a new trigger, then choose copy and type in the vnum of the trigger you want to copy. See Also: TRIGEDIT-MENU -#31 +#2 TRIGEDIT-GAMES TRIG-GAMES Examples of complex game triggers: @@ -10834,7 +10877,7 @@ Examples of complex game triggers: @RTSTAT 47905@n - Hearts See Also: TRIG-EXAMPLES, TRIG-ADVANCED -#31 +#2 TRIGEDIT-INTENDED 2) Intended for : @yMobiles@n @@ -10844,7 +10887,7 @@ only use the correct type. 0: Mobiles, 1: Objects, 2: Rooms: -#31 +#2 TRIGEDIT-MENU TRIG-MENU TRIG-EDIT TRIGEDIT-EDITOR SCRIPT-EDITOR TRIGGER-MENU TREDITOR DG-MENU Trigger Editor [1300] @RHELP TRIGEDIT-EDITOR@n @@ -10863,7 +10906,7 @@ Enter Choice : See also: TRIGEDIT-TYPES, TRIGEDIT-COMMANDS, VARIABLES, TRIGEDIT-MOB-TUTORIAL, TRIGEDIT-ADVANCED-TUTORIAL, TRIGEDIT-ADVANCED -#31 +#2 TRIGEDIT-MOB-ACTION TRIG-MOB-ACT ACTIONS TRIGEDIT-ACTIONS TRIG-ACTIONS MOB-ACT This trigger type should be set when a matching action is performed by a @@ -10886,23 +10929,23 @@ Variables: %self% - the mobile. Example: @RTSTAT 127, 64, 1372@n -#31 +#2 TRIGEDIT-MOB-BRIBE TRIGEDIT-BRIBE TRIG-MOB-BRIBE ASSASSINS -Activated when a character gives a specified amount of gold to the mobile. +Activated when a character gives a specified amount of coins to the mobile. -Numeric Arg : minimum number of gold pieces required to activate this trigger. +Numeric Arg : minimum number of coins required to activate this trigger. Argument : not used. Variables: -%actor% - the character providing gold to the mobile. +%actor% - the character providing coins to the mobile. %amount% - number of coins given. %self% - the mobile. Example: @RTSTAT 130, 72, 8308, 23612@n See also: MHUNT -#31 +#2 TRIGEDIT-MOB-CAST Activated when the mob is targeted by a spell. @@ -10919,7 +10962,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 76@n -#31 +#2 TRIGEDIT-MOB-COMMAND TRIG-MOB-COMMAND Activates when commands are performed in the same room as the mobile. @@ -10939,7 +10982,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 153, 1371, 62, 2721, 167@n -#31 +#2 TRIGEDIT-MOB-DEATH TRIG-MOB-DEATH MOB-DEATH MOBDEATH MDEATH Activated when this mobile dies just before the death cry. You can not %purge% @@ -10955,7 +10998,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 2, 44, 65, 19537@n -#31 +#2 TRIGEDIT-MOB-DOOR Activated when the mobile is in the same room as someone using the door specific @@ -10973,7 +11016,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 78, 33809@n -#31 +#2 TRIGEDIT-MOB-ENTRY ENTRY TRIGEDIT-ENTRY TRIGGER-ENTRY TRIG-MOB-ENTER TRIGEDIT-MOB-ENTER TRIGEDIT-MOBILE-ENTRY TRIG-MOB-ENTRY TRIGEDIT-MOBILE-ENTER Activated each time the mobile it is attached to enters a room. @@ -10988,7 +11031,7 @@ Variables: Example: @RTSTAT 68, 206@n See also: TRIGEDIT-ROOM-ENTER -#31 +#2 TRIGEDIT-MOB-FIGHTING TRIG-MOB-FIGHTING TRIGEDIT-MOB-ATTACK TRIG-MOB-ATTACK Activated each round of fighting, after the mobile has had all of its attacks. @@ -11001,7 +11044,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 70@n -#31 +#2 TRIGEDIT-MOB-GLOBAL TRIG-MOB-GLOBAL Not a trigger type by itself; used in conjunction with Random @RHELP @@ -11012,7 +11055,7 @@ Numeric Arg : not used. Argument : not used. Example: @RTSTAT 60@n -#31 +#2 TRIGEDIT-MOB-GREET GREET TRIGEDIT-GREET TRIG-MOB-GREET GREETINGS GREETERS Activated when a player attempts to enter the room and the character is visible @@ -11029,7 +11072,7 @@ Variables: Example: @RTSTAT 1305, 66, 101, 162@n See also: TRIG-MOB-GREET-ALL -#31 +#2 TRIGEDIT-MOB-GREET-ALL GREET-ALL TRIGEDIT-MOB-GREETALL TRIG-MOB-GREET-ALL TRIGEDIT-MOBILE-GREET-ALL TRIG-MOB-GREET-ALL Identical to greet except the mobile does not have to see the entering character @@ -11046,7 +11089,7 @@ Variables: Example: @RTSTAT 67@n See also: TRIG-MOB-GREET -#31 +#2 TRIGEDIT-MOB-HITPERCENT TRIGEDIT-MOB-HITPRCNT Activated during combat when the mobiles hit point percentage drops below a @@ -11061,7 +11104,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 71@n -#31 +#2 TRIGEDIT-MOB-LEAVE TRIG-MOB-LEAVE TRIGEDIT-MOB-EXIT TRIG-MOB-EXIT Activated when someone leaves the room the mob is in if the mob can see the person. @@ -11077,7 +11120,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 77, 133-136, 3000-3003@n -#31 +#2 TRIGEDIT-MOB-LOAD TRIGEDIT-LOAD TRIG-LOAD Activated when this mobile is created, either by manual load, zreset or @@ -11090,7 +11133,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 73@n -#31 +#2 TRIGEDIT-MOB-MEMORY TRIG-MOB-MEMORY MEMORY REMEMBERING Activated when the mobile encounters a character in its memory (mremember) @@ -11107,7 +11150,7 @@ Variables: Example: @RTSTAT 74, 75, 41@n See also: NPC-FLAGS -#31 +#2 TRIGEDIT-MOB-RANDOM TRIGEDIT-RANDOM TRIG-MOB-RANDOM TRIG-RANDOM No specific event needs to occur for this trigger to be activated. Every 13 @@ -11124,7 +11167,7 @@ Variables: Example: @RTSTAT 61@n See also: RANDOM-TIMING -#31 +#2 TRIGEDIT-MOB-RECEIVE TRIG-MOB-RECEIVE RECEIVE %RECEIVE% TRIG-MOB-RECEIVE TRIGEDIT-RECEIVE TRIG-RECEIVE TRIGEDIT-MOBILE-RECEIVE TRIG-RECEIVES TRIGEDIT-MOB-RECIEVES TRIGEDIT-MOBILE-RECIEVES TRI-RECIEVE TRIGEDIT-MOB-GIVE TRIG-MOB-GIVE Activated any time an object is given to the mobile. @@ -11141,11 +11184,11 @@ Variables: %self% - the mobile. Examples: @RTSTAT 69, 38, 152@n -#31 +#2 TRIGEDIT-MOB-SPEECH TRIG-MOB-SPEECH TRIGEDIT-SPEECH TRIG-SPEECH Activates when matching text is spoken by a character in the same room as the -mobile. This does not work for tells, gossip, etc. +mobile. This does not work for tells, etc. Numeric Arg : 0: argument is a substring that must be found in the speech to cause a match. @@ -11161,7 +11204,7 @@ Variables: Example: @RTSTAT 53, 2776, 63, 153, 1354, 139@n See also: TRIGEDIT-ROOM-SPEECH -#31 +#2 TRIGEDIT-MOB-TIME TRIG-MOB-TIME Activated by MUD hour listed in Numeric Arg. @@ -11174,7 +11217,7 @@ Variables: %self% - the mob. See also: %TIME% -#31 +#2 TRIGEDIT-MOB-TUTORIAL TRIGEDIT-TUTORIAL MOB-TUTORIAL This mini-quest is setup in TBA as an example. @RGOTO 13@n and work your way @@ -11291,9 +11334,9 @@ Trigger Editor [3] if %object.vnum% == 1 wait 1 sec say Thank you, %actor.name% - %send% %actor% %self.name% gives you a gold piece. + %send% %actor% %self.name% gives you a coin. %echoaround% %actor% %actor.name% is rewarded for his valor. - nop %actor.gold(1)% + nop %actor.coins(1)% wait 5 sec %purge% obj 1 else @@ -11349,7 +11392,7 @@ The above list is just a few examples. All of them could be implemented, but it is beyond the scope of this tutorial. Original mob tutorial by Welcor -#31 +#2 TRIGEDIT-NAMES TRIG-NAMES TRIGGER-NAMES 1) Name : @ynew trigger@n @@ -11365,7 +11408,7 @@ Princess Shout for Help - M2229 --> Trigger 2204 attached to mob 2229. Tutorial Example Quest Offer - M14 --> Trigger 1 attached to mob 14. No Recall - R10 --> Trigger 1201 attached to room 10. -#31 +#2 TRIGEDIT-OBJ-ACT TRANSLATE DODGE SEARCH PEEK OOC OUT-OF-CHARACTER DUALWIELD DUAL-WIELD SINGING REMORTS RECLASS SWIMMING COMPARE IEDIT LANGUAGES PERCENT-LOADING PERCENTAGE-LOADING CLONES CLONING ZCLONE BERSERK CLANS MUSIC RACES IMC Not implemented. @@ -11387,7 +11430,7 @@ Variables: %self% - the object. Example: @RTSTAT 90@n -#31 +#2 TRIGEDIT-OBJ-COMMANDS TRIGEDIT-OBJECT-COMMAND TRIG-OBJ-COMMAND TRIG-OBJ-COMMANDS Activates when a command is performed near this object. @@ -11413,7 +11456,7 @@ Variables: %self% - the object. Example: @RTSTAT 81, 154, 6, 9800, 11859@n -#31 +#2 TRIGEDIT-OBJ-CONSUME CONSUME TRIG-OBJ-CONSUME TRIGEDIT-CONSUME Activated any time a character attempts to consume (eat, drink, or quaff) this @@ -11428,7 +11471,7 @@ Variables: %command% - either eat, drink, or consume. Example: @RTSTAT 164, 1374@n -#31 +#2 TRIGEDIT-OBJ-DROP DROP-TRIGGER TRIG-OBJ-DROP TRIGEDIT-OBJ-PUT TRIG-OBJ-PUT Activated any time a character attempts to drop this object. This includes @@ -11444,7 +11487,7 @@ Variables: %self% - the object being dropped. Example: @RTSTAT 84, 1366@n -#31 +#2 TRIGEDIT-OBJ-GET TRIG-OBJ-GET TRIGEDIT-OBJ-TAKE TRIG-OBJ-TAKE Activated any time a character attempts to pick up this object or takes it from @@ -11460,7 +11503,7 @@ Variables: %self% - the object being picked up. Example: @RTSTAT 83@n -#31 +#2 TRIGEDIT-OBJ-GIVE TRIGEDIT-OBJ-RECEIVE TRIG-OBJ-GIVE TRIG-OBJ-RECEIVE %PUT% TRIGEDIT-OBJ-PUT TRIG-OBJ-PUT Activated when a player attempts to give this object away or put it inside a @@ -11477,7 +11520,7 @@ Variables: %self% - the object being given. Example: @RTSTAT 85, 1366@n -#31 +#2 TRIGEDIT-OBJ-GLOBAL TRIG-OBJ-GLOBAL Not a trigger type by itself; used in conjunction with a random trigger. @@ -11493,7 +11536,7 @@ Variables: Example: @RTSTAT 79@n See Also: TRIGEDIT-OBJ-RANDOM, TRIGEDIT-OBJ-LOAD -#31 +#2 TRIGEDIT-OBJ-LEAVE Activated when someone leaves the room the obj is in. @@ -11509,7 +11552,7 @@ Variables: %self% - the object. Example: @RTSTAT 89, 27108@n -#31 +#2 TRIGEDIT-OBJ-LOAD TRIGEDIT-OBJECT-LOAD TRIG-OBJ-LOAD TRIGEDIT-TYPE-LOAD Activated when the object is created. Can be used with the global trigger. @@ -11521,7 +11564,7 @@ Variables: %self% - the object being created. Example: @RTSTAT 88@n -#31 +#2 TRIGEDIT-OBJ-RANDOM TRIGEDIT-OBJECT-RANDOM TRIG-OBJ-RANDOM No specific event needs to occur for this trigger to be activated. Every 13 @@ -11538,7 +11581,7 @@ Variables: Example: @RTSTAT 80, 55005@n See also: RANDOM-TIMING -#31 +#2 TRIGEDIT-OBJ-REMOVE TRIG-OBJ-REMOVE Activated each time a character tries to remove the object. @@ -11553,7 +11596,7 @@ Variables: %self% - the object the character is attempting to remove. Example: @RTSTAT 87@n -#31 +#2 TRIGEDIT-OBJ-TIMER TRIGEDIT-TIMER TRIG-TIMER TRIGEDIT-OBJECT-TIMER Activated when the timer for this object has expired. The otimer command may @@ -11569,7 +11612,7 @@ Variables: Example: @RTSTAT 82@n See also: TIMER, %TIMER%, %TIME% -#31 +#2 TRIGEDIT-OBJ-WEAR TRIG-OBJ-WEAR TRIGEDIT-OBJECT-WEAR TRIG-OBJECT-WEAR Activated each time a character attempts to wear the object. @@ -11582,11 +11625,11 @@ Variables: %self% - the object the character is attempting to wear. Example: @RTSTAT 86, 1202@n -#31 +#2 TRIGEDIT-OBJECT-COMMANDS ROOM-COMMANDS OBJECT-COMMANDS TRIG-MOB-COMMAND TRIGEDIT-MUDCOMMANDS See: TRIGEDIT-COMMANDS -#31 +#2 TRIGEDIT-ROOM-CAST TRIG-ROOM-CAST Activated if a spell is cast in the room. @@ -11605,7 +11648,7 @@ Variables: %self% - the room. Example: @RTSTAT 57@n -#31 +#2 TRIGEDIT-ROOM-COMMANDS TRIG-ROOM-COMMANDS CLIMBING Activates when commands are performed in the room. @@ -11625,7 +11668,7 @@ Variables: %self% - the room. Example: @RTSTAT 52@n -#31 +#2 TRIGEDIT-ROOM-DOOR TRIGEDIT-DOOR TRIG-ROOM-DOOR Activated when a player uses the door specific commands: @@ -11643,7 +11686,7 @@ Variables: %self% - the room. Example: @RTSTAT 59@n -#31 +#2 TRIGEDIT-ROOM-DROP TRIGEDIT-DROP TRIG-DROP TRIG-ROOM-DROP DROP-TRIG DROP_TRIG Activated any time a character attempts to drop an item in this room. @@ -11659,7 +11702,7 @@ Variables: %self% - the room. Example: @RTSTAT 56@n -#31 +#2 TRIGEDIT-ROOM-ENTER TRIGEDIT-ROOM-ENTRY TRIGEDIT-ENTRY TRIG-ROOM-ENTRY TRIGEDIT-ENTER TRIG-ENTER TRIG-ROOM-ENTER ENTER-TRIG This trigger is checked whenever someone enters the room (including GOTO). @@ -11682,7 +11725,7 @@ Variables: Example: @RTSTAT 55, 133@n See also: TRIGEDIT-MOB-ENTRY -#31 +#2 TRIGEDIT-ROOM-GLOBAL TRIG-ROOM-GLOBAL Not a trigger type by itself; used in conjunction with Random @RHELP @@ -11697,7 +11740,7 @@ Variables: %self% - the room. Example: @RTSTAT 50@n -#31 +#2 TRIGEDIT-ROOM-LEAVE TRIG-ROOM-LEAVE TRIG-ROOM-EXIT TRIGEDIT-ROOM-EXIT TRIG-LEAVE TRIG-LEAVE LEAVE-TRIG Activated when someone leaves the room. @@ -11713,7 +11756,7 @@ Variables: %self% - the room. Example: @RTSTAT 58, 1233@n -#31 +#2 TRIGEDIT-ROOM-LOGIN TRIGEDIT-LOGIN TRIG-ROOM-LOGIN Activated if a player enters the game in the room the trigger is attached to. @@ -11729,7 +11772,7 @@ Variables: Example: @RTSTAT 3017, 199@n See also: TRIG-TYPE -#31 +#2 TRIGEDIT-ROOM-RANDOM TRIGEDIT-ROOM-WEATHER TRIG-ROOM-RANDOM No specific event needs to occur for this trigger to be activated. Every 13 @@ -11746,7 +11789,7 @@ Variables: Example: @RTSTAT 51, 2202, 2201@n See also: RANDOM-TIMING, TRIGEDIT-ROOM-GLOBAL -#31 +#2 TRIGEDIT-ROOM-SPEECH TRIGSPEECH TRIG-SPEECH TRIGEDIT-SPEECH TRIG-ROOM-SPEECH Activates when matching text is spoken by a character in the room @@ -11765,7 +11808,7 @@ Variables: Example: @RTSTAT 53, 2776, 63, 153, 1354, 139@n See also: TRIGEDIT-MOB-SPEECH -#31 +#2 TRIGEDIT-ROOM-TIME TRIGEDIT-TIME TRIG-ROOM-TIME Activated by MUD hour listed in Numeric Arg. A player must be in the zone for @@ -11781,7 +11824,7 @@ Variables: Example: @RTSTAT 211@n See also: TRIGEDIT-ROOM-GLOBAL, %TIME% -#31 +#2 TRIGEDIT-ROOM-ZONE-RESET TRIGEDIT-ROOM-ZRESET TRIGEDIT-ROOM-LOAD Activated when the zone this room belongs to is reset. A player does not have @@ -11794,7 +11837,7 @@ Variables: %self% - the room. Example: @RTSTAT 54@n -#31 +#2 TRIGEDIT-TRIGGER-TYPES 3) Trigger types: @yGreet@n @@ -11807,7 +11850,7 @@ This part is also the most important, in the sense that the rest of the triggers info means different things, depending on what trigger type the trigger has. For a full listing of types see: @RHELP TRIGEDIT-TYPES@n -#31 +#2 TRIGEDIT-TYPES TYPES TRIGGER-LIST TRIGGER-TYPES TRIG-TYPES OBJ-TRIG-TYPES TRIGEDIT-ROOMS TRIGTYPES TRIGEDIT-VALUES TRIGEDIT-NUMERICARG TRIGEDIT-MOBILE-TYPES TRIGEDIT-OBJECTS TRIGEDIT-OBJECT-TYPES TRIG_TYPES Triggers are broken up into three types by what they are attached to: @@ -11834,7 +11877,7 @@ i.e. @RHELP TRIGEDIT-MOB-ACT@n | TRIGEDIT-MOB-LEAVE | TRIGEDIT-MOB-DOOR | | TRIGEDIT-MOB-TIME | See also: TRIG-COMMANDS, VARIABLES, EXPRESSIONS |=========================| -#31 +#2 TRIGEDIT-VARIABLES VARIABLES TRIG-VARS TRIG-VARIABLES TRIGGER-VARIABLES VARS %VARIABLES% %VARIABLE% %% %TRIGGER% %TRIGGERS% %COMMAND% %WORD% VARIABLES-REFERENCE REFERENCES %VAR% DG-VARIABLES TRIGEDIT-VARS %VARIABLE% Variables appear as a name surrounded by '%'s, such as %actor% @@ -11877,7 +11920,7 @@ the help files below. @RSPEC-VAR@n - variables for special stuff. @Rtstat 31@n See also: GLOBAL -#31 +#2 TRIGEDIT-VARIABLES-OBJECTS OBJ-VAR %SHORTDESC% TRIGEDIT-OBJ-VAR VAL0 VAL1 VAL2 VAL3 %ITEM% %OBJECT% OBJVARS OBJ-VARS %NEXT_IN_LIST% %OBJ% OBJ-COMMAND IS_INROOM WORN_BY NEXT_IN_LIST CARRIED_BY OBJECT-VARIABLES HAS_IN Objects When using field - The variable returns: @@ -11885,8 +11928,7 @@ Objects When using field - The variable returns: affects() - Checks if flag exists. @RHELP OEDIT-AFFECT@n @RTSTAT 1205@n carried_by - The id of the character carrying the object, or an empty return. @RTSTAT 55005@n contents - Gives the first object in a container. @RTSTAT 32@n -cost() - The cost (not rent cost) of the object. Subfield sets. -cost_per_day - The rent cost of the object +cost() - The cost of the object. Subfield sets. count - The number of the same object. has_in - True if the container holds the item. hasattached() - Checks if the trig is attached. @RHELP HASATTACHED@n. @@ -11910,7 +11952,7 @@ weight() - The weight of the object. Subfield sets. worn_by - The id of the character wearing the object, or an empty return Example: @RTSTAT 28@n -#31 +#2 TRIGEDIT-VARIABLES-ROOMS ROOM-VARIABLES %WEATHER% %ID% %NAME% %DIRECTION% %ACTOR.ROOM% TRIGEDIT-ROOM-VAR %VNUM% CONTENTS %CONTENTS% %ROOMS% ROOM-VARS PEOPLE %PEOPLE% %ROOM% %ROOM.DIR% ROOM.ID ROOM.PEOPLE %ROOM.PEOPLE% ROOM.VNUM RANDOM.DIR %RANDOM.DIR% Rooms When using field - The variable returns: @@ -11939,7 +11981,7 @@ zonenumber - The zone number. Example: @RTSTAT 29@n See also: VARIABLES -#31 +#2 TRIGEDIT-VARIABLES-SPECIALS SPEC-VAR %SELF% RANDOM %RANDOM% %TIME% %PEOPLE% TRIGEDIT-SPEC-VAR %RANDOM.CHAR% %SPEECH% DG_LETTER DG-LETTERS TRIGEDIT-LETTERS %HOUR% SPEECH-VAR Special Variables When using field - The variable returns: @@ -11984,7 +12026,7 @@ Use \ for do not parse, or %% for %. Example: @RTSTAT 31@n See also: TRIGEDIT-RANDOM -#31 +#2 TRIGEDIT-VARIABLES-TEXTS TEXT-VAR %ARG% CDR CAR ARG.CDR %ARG.CDR% %CMD.CDR% CMD.CDR ARG.CAR CMD.CAR CAR %ARG.CAR% %CMD.CAR% %TEXT% PUSH CMD %CMD% %CDR% %CAR% %TRIM% TRIGEDIT-TEXT-VAR %STRLEN% CDR STRLEN STRING-LENGTH STRINGLENGTH CONTAINS %CONTAINS% CHAR T @@ -12014,14 +12056,14 @@ charat - set new variable %text/var.charat(index)% i.e. set phrase testing, toupper - Returns the string with the first letter of it capitalized. Example: @RTSTAT 30@n -#31 +#2 TRIGGER-EDITORS A trigger consists of the type, information on when to execute it, a list of commands, and a list of variables. Each mobile, object, and room have their own set of triggers. -#31 +#2 TRIGGER-FORMATS TRG-FILES TRIG-FILES TRIG-FORMATS TRG-FORMATS @n#<virtual number> @@ -12032,7 +12074,7 @@ TRIGGER-FORMATS TRG-FILES TRIG-FILES TRIG-FORMATS TRG-FORMATS ~ See Also: TRIGEDIT -#31 +#2 TRIGGER-TESTING TRIGEDIT-TESTING There are numerous reasons a trigger may not fire. @@ -12094,14 +12136,14 @@ trigger individually. You can always ask Rumble to find you an example. See also: TLIST, TRIGEDIT, OLC Other Examples: TRIG-EXAMPLES -#31 +#2 UNAFFECT Usage: unaffect [target] Removes all affections (i.e., spell effects) from a player. -#31 +#2 UNGROUP DISBAND Usage: ungroup [group member] @@ -12134,7 +12176,7 @@ found there, from the trigger. Example: @RTSTAT 70@n See also: SET, EVAL -#31 +#2 UPTIME Usage: uptime @@ -12146,7 +12188,7 @@ Record uptime: tbaMUD 3.51 from crackwhip.com: Up since Fri Jun 27 07:04:55 2008: 209 days, 2:45 -#31 +#2 USAGE Record high number of players: @@ -12212,7 +12254,7 @@ The following switches are available: See also: DC, SLOWNS -#31 +#2 UTILITIES SCREENS The following commands deal with utilities - for more info, @RHELP KEYWORD@n @@ -12232,7 +12274,7 @@ VALENTINES OBJ: 1342, 1304 -#31 +#2 VALUE Usage: value <item> @@ -12276,7 +12318,7 @@ To determine the player ID stat player male PC 'Rumble' IDNum: [ @R1@n], In room [ 0] See also: REMOTE, RDELETE, UID, ZEDIT-REMOVE -#31 +#2 VIRTUAL-NUMBERS RNUM Each room, mob, object, shop, and trigger within a zone is given a unique @@ -12299,7 +12341,7 @@ object 00 of 100 possible objects. However, never use any VNUM from someone else's zone without the permission of that person and the staff. See also: TERMINOLOGY, VNUM, SHOW-ZONES, AREAS -#31 +#2 VISIBLE Usage: visible @@ -12328,7 +12370,7 @@ Examples: 3. [ 208] the Master of Illusions See also: VSTAT, TSTAT, VIRTUAL-NUMBERS, LOAD -#31 +#2 VOTE VOTING Please feel free to provide feedback of your TBA experience: @@ -12338,7 +12380,7 @@ http://mudgamers.com/2009/01/01/the-builder-academy/ http://www.topmudsites.com/vote-tbamud.html http://www.themudslide.com/do_poll.html http://www.mudlists.com/cgi-bin/exchange/vote.pl?member=519 -#31 +#2 VSTATS MSTATS OSTATS RSTATS ROOM-STAT Usage: vstat < m | o | r | t | s | z > <virtual number> @@ -12352,7 +12394,7 @@ Examples: > vstat z 1 See also: LOAD, STAT, VNUM, TSTAT -#31 +#2 WAIT PAUSE TRIGEDIT-TIMING TIMING TRIG-WAIT TRIGEDIT-WAIT Usage: wait <time> [s | c] @@ -12371,7 +12413,7 @@ use seconds or cycles (1/20th of a second). Example: @RTSTAT 103, 43, 79@n See also: RANDOM-TIMING, WAIT-UNTIL -#31 +#2 WAITUNTIL WAIT-UNTIL The wait until command allows a trigger to fire at a specific time. @@ -12387,7 +12429,7 @@ Examples: Mob @RTSTAT 43@n Obj @RTSTAT 79@n Room @R @n See also: WAIT, RANDOM-TIMING -#31 +#2 WAKE SLEEPING RESTING SITTING STANDING Use these commands to change your position. If you feel weary, it @@ -12441,7 +12483,7 @@ should not use certain weapons, so weapons have to be within limits, or the game will be unbalanced. See also: SWORDS, DAMAGE -#31 +#2 WEAR Usage: wear <item> [location] @@ -12507,7 +12549,7 @@ Example: > where torch > where dragon -#31 +#2 WHILE DONE %NEXT% NEXT LOOPS TRIG-LOOPS TRIG-WHILE TRIG-DONE FOR-LOOP COUNT Usage: while expression @@ -12519,7 +12561,7 @@ While loops are disabled after looping 100 times. Room example: @RTSTAT 24, 2201, 18@n Obj example: @RTSTAT 23@n Mob example: @RTSTAT 11858@n -#31 +#2 WHIRLWIND Whirlwind is a warrior skill available at level 16. It is a melee multi-target @@ -12613,7 +12655,7 @@ Examples: > at catje wave catje See also: GOTO, %AT% -#31 +#2 WIZHELP WIZCOMMANDS WIZ-COMMANDS WIZ-MENU IMMCOMMANDS Usage: wizhelp <name> @@ -12630,26 +12672,26 @@ ban copyover freeze hcontrol reroll skillset thaw unban wizupdate Level 32 (God): -advance aedit checkload dc file force -gecho hedit helpcheck hsedit last links -mcopy mute notitle ocopy pardon plist -qecho rcopy restore scopy send snoop -switch tcopy tedit transfer unaffect uptime -users zlock zunlock +acaudit advance aedit checkload dc file +force gecho hedit helpcheck hsedit last +links mcopy mute notitle ocopy pardon +plist qecho rcopy restore scopy send +snoop switch tcopy tedit transfer unaffect +uptime users zlock zunlock Level 31 (Immortal): ; at attach buildwalk date detach dig echo handbook holylight imotd invis load medit mlist nohassle nowiz oedit olc olist peace purge qedit -qlist recent redit rlist roomflags saveall -sedit set show slist stat teleport -tlist trigedit tstat vdelete vnum vstat -wiznet wizhelp zcheck zedit zlist zpurge -zreset +qlist recent redit reply rlist roomflags +saveall sedit set show slist stat +teleport tell tlist trigedit tstat vdelete +vnum vstat wiznet wizhelp zcheck zedit +zlist zpurge zreset @RHELP <any of the above commands>@n -#31 +#2 WIZLOCK Usage: wizlock [value] @@ -12660,7 +12702,7 @@ allows only characters level n and above to log on. WIZLOCK with no argument displays the current WIZLOCK level. See also: BAN -#31 +#2 WIZNET ; WIZTALK WIZTELL WIZCHAT WIZLINE SEMICOLON IMMCHAT The immortal communication channel which is the only channel visible in OLC. @@ -12677,7 +12719,7 @@ Examples: - ;#32 only God and above will see this. See also: NOWIZ -#31 +#2 WIZUPDATE Usage: wizupdate @@ -12686,7 +12728,7 @@ Usage: wizupdate does not have the flag NOWIZLIST set. See Also: NOWIZLIST -#31 +#2 WORK Most new builders underestimate how much work it takes to build a good zone. @@ -12702,7 +12744,7 @@ running out of ideas. You then have to start making more ideas up and they will not fit well into the zone. See also: PLANNING -#31 +#2 WORLD-FORMATS ROOM-FORMATS WLD WLD-FORMAT WORLD-FILES @n#<virtual number> @@ -12725,7 +12767,7 @@ E http://www.circlemud.org/cdp/building/building-3.html#ss3.1 See also: MOB-FORMAT, OBJ-FORMAT, SHP-FORMAT, ZON-FORMAT, TRG-FORMAT, Redit -#31 +#2 WRITE WRITING POSTING MESSAGES Usage: write <object> @@ -12752,7 +12794,7 @@ Note: Only GODS and above can use this command. > rcopy 33 1233 - copies room 33 to 1233. See also: REDIT, DIG, OLC, RLIST -#31 +#2 XEDIT XEDIT-COMMANDS By Xedit I mean any form of OLC: redit, medit, oedit, zedit, sedit, @@ -12760,19 +12802,19 @@ trigedit, or qedit. i.e. Help Xedit means: help redit, help medit, help oedit, etc. -#31 +#2 XLIST %LIST% By Xlist I meant to for you to replace the X with the type of list you want to see. i.e. olist, mlist, rlist, zlist, slist, or qlist. See also: OLIST, MLIST, RLIST, TLIST, ZLIST, SLIST, QLIST -#31 +#2 XNAME The xname file is a list of names not allowed for players. -#31 +#2 YOU Many head builders prohibit the use of "you" in any descriptions. This is @@ -12821,7 +12863,7 @@ GOOD: Shadows cower along the tall walls and almost seem to be moving. The of the room. See also: GRAMMAR -#31 +#2 ZEDIT Usage: zedit [room vnum] @@ -12836,7 +12878,7 @@ If no room number is specified, the current room is used as target. Implementors wanting to create zones, see: @R HELP ZONE-CREATE@n See also: ZEDIT-MENU, ZEDIT-NEW, CREATE-ZONE, OLC, SHOW-ZONES -#31 +#2 ZEDIT-ADVANCED ADVANCED Let us say you want there to be a single rose loaded in a garden. But, you @@ -12882,12 +12924,12 @@ of each. Or you can use trigedit to load the mob on zreset, checking if they already exist. Both can be very time consuming. See Also: FOUNTAIN -#31 +#2 ZEDIT-BUILDERS The name of the builder creating the zone. -#31 +#2 ZEDIT-COMMANDS ZONE-COMMANDS ZEDITCOMMANDS ZEDIT-COMMANDLISTS COMMANDLISTS COMMAND-LISTS <Command list> @@ -12912,7 +12954,7 @@ one we need to go over is adding and editing a command. Both are similar all options will be explained under @RHELP ZEDIT-NEW@n. See also: ZEDIT-NEW, ZEDIT-MISTAKES -#31 +#2 ZEDIT-CREATE ZEDIT-CREATION ZONE-CREATE ZONE-CREATION ZCREATE CREATE-ZONE Usage: zedit new <new zone number> <bottom of zone> <top of zone> @@ -12934,7 +12976,7 @@ Examples: Max zone number is 655. Max vnum is 65534. 65535 is reserved for corpses. See Also: ZEDIT, ZEDIT-NEW, ZEDIT-DELETE -#31 +#2 ZEDIT-DELETE To remove a single zone you will need server access and then remove @@ -12975,7 +13017,7 @@ Location to equip : regardless of where the object flags say it should be worn. Be careful not to equip the same position with more than one object. -#31 +#2 ZEDIT-FLAGS ZONEFLAGS ZONE-FLAGS These flags are set in zedit, and are global for the whole zone. @@ -12989,7 +13031,7 @@ NOBUILD - Locks the zone so that it cannot be edited. Can be unlocked only by NOASTRAL - Prevents teleportation magic from working to or from this zone. See Also: ZLOCK, ZUNLOCK, ZEDIT-MENU -#31 +#2 ZEDIT-LEVELS ZONE-LEVELS A player is unable to enter the zone if their level is outside of the specified @@ -12997,7 +13039,7 @@ range. Summoning someone outside the range is not blocked, however. The level restrictions are shown on the areas command. See Also: ZEDIT-MENU, AREAS -#31 +#2 ZEDIT-LIFESPAN LIFESPAN ZEDITAGE ZEDIT-AGE TOP-OF-ZONE BOTTOM-OF-ZONE ZEDIT-TOP ZEDIT-BOTTOM ZONEAGE ZONE-AGE L) Lifespan : @y30 minutes@n @@ -13014,7 +13056,7 @@ T) Top of zone : @y1399@n The highest numbered room belonging to this zone. This defines the top room of the zone - You should not change this. -#31 +#2 ZEDIT-MENU ZONE-EDIT ZONE-MENU Room number: @c1300@n Room zone: @c13 @RHELP ZEDIT-ROOM@n @@ -13036,7 +13078,7 @@ Q) Quit Enter your choice : See also: ZEDIT-EQUIP, MAXLOAD, DEPENDENT, ZRESET, ZEDIT-ADVANCED -#31 +#2 ZEDIT-NAME ZONE-NAME Z) Zone name : @yNew Zone@n @@ -13049,7 +13091,7 @@ out what it is meant to be, and it will add to the game. Add your name to the end of the zone name to help us identify who it belongs too. If your name is not in your zone name or zone description room it may be deleted. -#31 +#2 ZEDIT-NEW-COMMAND ZEDIT-DOOR MOB-LOAD MOB-INVENTORY ZEDIT-NEWCOMMAND ZEDIT-LOADING ZLOADING ZEDIT-DOORS ZEDIT-REMOVE The number 1 mistake new builders make is not knowing what to do when they @@ -13092,7 +13134,7 @@ V) Set a global variable (Advanced builders only) Set a global variable to be used by triggers. @RHELP GLOBAL@n. See also: ZEDIT-CREATE, ZEDIT-EQUIP, MAXLOAD, ZRESET -#31 +#2 ZEDIT-RESETS RESET-MODES R) Reset Mode : @yNormal reset.@n @@ -13112,7 +13154,7 @@ R) Reset Mode : @yNormal reset.@n Reset the zone as soon as it reaches its Lifespan, regardless of who or what is in it. This is the most commonly used Reset Mode. -#31 +#2 ZEDIT-ROOM ZEDIT-NUMBER Room number: @c1300@n Room zone: @c13@n @@ -13121,7 +13163,7 @@ zone. The room zone is to identify the zone. Zone numbers are the room numbers of the zone divided by 100; for example, The Builder Academy, which consists of rooms 1300 through 1399, is zone 13. -#31 +#2 ZLIST Usage: @yzlist @n- List all zones @@ -13137,7 +13179,7 @@ The zone list may be limited to show a range of zones, or only show zones that have a particular builder name in the builder list. See also: OASIS, ZEDIT, SHOW-ZONE -#31 +#2 ZLOCK Usage: zlock <zone number> @@ -13149,7 +13191,7 @@ The 'list' shows all currently locked zones. 'zlock all all' will lock every zone in the MUD. See also: ZUNLOCK -#31 +#2 ZONE-COMPLETION COMPLETED-ZONE COMPLETION Spell-check your zone before you submit it for the final walk-through. If @@ -13171,7 +13213,7 @@ zone will be looked over and corrections will be MUDmailed or emailed to you. Do not take this personally. Everyone makes mistakes and everything we do is meant as constructive criticism. -#31 +#2 ZONE-DELETION DELETION To prevent accidentally deleting someone's zone and causing conflicting OLC @@ -13189,7 +13231,7 @@ to check if they made anything of value that could be saved and donated. "set file <playername> olc off" then "stat file <playername>" to be sure it worked and then delete the zone from the server withe the RemoveWorld script. -#31 +#2 ZONE-DESCRIPTION-ROOM ZONE_DESCRIPTION_ROOM 00 EXAMPLE-ZONE-DESCRIPTIONS ZONE-INFO TEST-ZONE TRIAL-ZONE ZONE-DESCRIPTIONS ZEDIT-DESCRIPTION Your zone proposal should be cut and pasted into your "Zone Description Room", @@ -13205,7 +13247,7 @@ easier to administer the zone on a MUD. See also: EXAMPLE-REPORT, PLANNING, PROPOSAL -#31 +#2 ZONE-FORMATS ZON-FILES @n#<virtual number> @@ -13215,7 +13257,7 @@ ZONE-FORMATS ZON-FILES {zero or more zone commands} See also: ZEDIT -#31 +#2 ZONE-SIZES SIZES Make sure to have some idea of how many rooms total you will use. Make a @@ -13233,7 +13275,7 @@ get phased in gradually is much better than one gigantic area that is never completed. Trust us when we tell you a 300-room area will never be finished without Herculean effort of which most of us are not capable. -#31 +#2 ZONES These zones are maintained in the latest tbaMUD format with DG Scripts on @@ -13459,7 +13501,7 @@ Usage: zpurge <zone #> and objs lying in the room will be purged. But, all objs carried by mobs will be dropped to the ground. To completely wipe a zone use it twice. -#31 +#2 ZRESETS RESETS ZONE-RESETS ZONERESETS POPS REPOPS SPAWN RE-POPS ZONEREBOOTS REFRESH ZONE-LOADS ZEDIT_RESET ZONE_RESET LOAD-ZONE LOADZONE LOAD_ZONE Usage: zreset @@ -13469,7 +13511,7 @@ mobs, objects, and closing doors. This is normally done once a zone reaches its lifespan (set in zedit) but can be done manually with this command. See also: ZPURGE, SHOW ZONES -#31 +#2 ZUNLOCK Usage: zunlock <zone number> @@ -13480,7 +13522,7 @@ The 'list' shows all currently unlocked zones. 'zunlock all' will unlock every zone in the MUD. See also: ZLOCK -#31 +#2 ZUNLOCK ZLOCK Zone locking and unlocking prevents any OLC from being used in the zone. Only @@ -13490,5 +13532,61 @@ own zone if their name is in the zone's builders list. zlock - Locks one or all zones. Type zlock for usage. zunlock - Locks one or all zones. Type zunlock for usage. -#31 +#2 +EMOTE EMOTING + +Emoting allows you to describe your characters actions, expressions, and +nuances in freeform text, bringing scenes to life in ways that predefined +commands cannot. These tools let you craft rich, reactive roleplay that +feels immediate and personal to everyone who sees it. + +The emoting engine in this game supports dynamic references which can be used +in your emotes to help you make the world feel vibrant: + ++----------+----------------------------+----------------+-----------------+ +| Operator | Actor Types | Target Sees | Others See | ++----------+----------------------------+----------------+-----------------+ +| ~ | target's name | you | target's name | +| ! | him/her/them | you | him/her/them | +| % | target's possessive | your | name's | +| ^ | his/her/their | your | his/her/their | +| # | he/she/they | you | he/she/they | +| & | himself/herself/themself | yourself | himself/etc. | +| = | target's possessive (abs) | yours | name's | +| + | his/hers/theirs (abs) | yours | his/hers/theirs | +| @ | actor's name or possessive | actor name/pos | actor name/pos | ++----------+----------------------------+----------------+-----------------+ + +Examples of using these operators in an emote: + +>emote scans the room, looking for ~amos + +The room sees: + +The bald, pudgy man scans the room, looking for the tall, muscular man. + +Amos sees: + +The bald, pudgy man scans the room, looking for you. + +>pemote after scanning the room, @ eyes drop to ~mug in his hand as he sighs. + +The room sees: + +After scanning the room, the bald, pudgy man's eyes drop to a clay mug in his +hand as he sighs. + +>emote gesturing to %amos empty mug, @ waves !amos over with %me right hand, +pointing to an empty seat at ^me table. + +The room sees: + +Gesturing to the tall, muscular man's empty mug, the bald, budgy man waves +him over with his right hand, pointing to an empty seat at his table. + +Amos sees: + +Gesturing to your empty mug, the bald, pudgy man waves you over with his right +hand, pointing to an empty seat at his table. +#0 $~ diff --git a/lib/text/imotd b/lib/text/imotd index dd554f0..c618b0e 100644 --- a/lib/text/imotd +++ b/lib/text/imotd @@ -1,11 +1,7 @@ -(lib/text/imotd) - -Welcome to tbaMUD! - -This is the immortal MOTD -- the file that immortals will see when they -log in to the game. You should change it to something more interesting -when you get a chance (as well as most of the other files in lib/text.) - -If you need help, find a bug, or wish to contribute please stop by -The Builder Academy at: tbamud.com 9091 or @Chttp://tbamud.com@n. - ++-----------------------------------------------------------------------------+ +| | +| Based on tbaMUD by Rumble, CircleMUD by Jeremy Elson, and DikuMUD by | +| Hans-Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, | +| and Sebastian Hammer. | +| | ++-----------------------------------------------------------------------------+ diff --git a/lib/text/motd b/lib/text/motd index 909d5ff..c618b0e 100644 --- a/lib/text/motd +++ b/lib/text/motd @@ -1,4 +1,7 @@ - Welcome to - T B A M U D - D E V E L O P M E N T P O R T - Please be brutal with the bug, idea, and typo commands. -- Rumble ++-----------------------------------------------------------------------------+ +| | +| Based on tbaMUD by Rumble, CircleMUD by Jeremy Elson, and DikuMUD by | +| Hans-Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, | +| and Sebastian Hammer. | +| | ++-----------------------------------------------------------------------------+ diff --git a/lib/text/news b/lib/text/news index b623eb9..c9d779b 100644 --- a/lib/text/news +++ b/lib/text/news @@ -34,7 +34,7 @@ NEW COMMANDS AND NEW MUD BEHAVIOR: ** You will now be immediately notified when you have new mail, when coming back from AFK and reconnecting. -** New toggles: autoloot, autogold, autosplit, autosac, and autoassist. +** New toggles: autoloot, autosplit, autosac, and autoassist. ** Improved toggle command allowing more options. @@ -95,7 +95,7 @@ NEW COMMANDS AND NEW MUD BEHAVIOR: shouts, emotes, socials, and even people talking in the same room. ***************************************************************************** - IF YOU LEAVE THE GAME FOR MORE THAN AN HOUR, either by renting or plain + IF YOU LEAVE THE GAME FOR MORE THAN AN HOUR, either by logging out or quitting, your hit points, move points, and mana will be fully restored when you come back! This doesn't work if you're poisoned. ***************************************************************************** @@ -103,7 +103,7 @@ NEW COMMANDS AND NEW MUD BEHAVIOR: ** Use the ASSIST command to engage in mortal combat with someone in the room who is getting pummeled. -** Use the SPLIT command to split gold among the members of your group +** Use the SPLIT command to split coins among the members of your group (including yourself) who are in the room. i.e. If you are in a group with 4 other people who are in the room with you, type "SPLIT 100" to give each of them 20 coins. diff --git a/lib/world/mob/0.mob b/lib/world/mob/0.mob index 541d1b2..857f13a 100644 --- a/lib/world/mob/0.mob +++ b/lib/world/mob/0.mob @@ -1,601 +1 @@ -#0 -trigger mob~ -the trigger mob~ -A mob required to be used for triggers. DO NOT DELETE. -~ -It looks unfinished. -~ -8 0 0 0 0 0 0 0 0 E -0 20 10 1d1+0 1d1+0 -0 0 -8 8 0 -E -#1 -Puff dragon fractal~ -Puff~ -Puff the Fractal Dragon is here, contemplating a higher reality. -~ - Is that some type of differential curve involving some strange, and unknown -calculus that she seems to be made out of? -~ -516106 0 0 0 2128 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -BareHandAttack: 12 -E -T 95 -#2 -cleric healer~ -the healer~ -A healer in a white luminescent robe is tending to the wounded. -~ - This beautiful woman at one time used to piously offer her healing skills to -any in need. But times are rough and now she can only afford to help those that -are just starting their adventures. Type 'heal' to see what services she -offers. -~ -188426 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -#3 -questmaster~ -the questmaster~ -The questmaster is waiting for a brave adventurer to step forth. -~ - Many adventurers come here to seek glory by attempting to solve the quests -given to them by this old man. The quests are not easy, sometimes nearly -impossible. But they will always be a challenge. The questmaster looks at you -and says, 'Help autoquest should show you all you need to know'. -~ -188426 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 138 -T 139 -T 143 -#4 -healer~ -the healer~ -A healer in a white luminescent robe is tending to the wounded. -~ - This beautiful woman at one time used to piously offer her healing skills to -any in need. But times are rough and now she can only afford to help those that -are just starting their adventures. Type 'heal' to see what services she -offers. Type 'heal <spell>' to buy one of her spells. -~ -253962 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -#5 -jack russell~ -Jack Russell~ -Jack Russell hunts with his dogs. -~ - The Jack Russell takes its name from the Reverend John Russell who bred one -of the finest strains of terriers for working fox in Devonshire, England in the -mid-to-late 1800's. Rev. Russell (1795-1883), apart from his church -activities, had a passion for fox hunting and the breeding of fox hunting dogs -he is also said to be a rather flamboyant character, probably accounting for his -strain of terrier's notability and the name of our terrier today. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#6 -john russell~ -John Russell~ -John Russell seems to have lost his dog. -~ - John Russell maintained his strain of fox terriers bred strictly for working, -and the terrier we know of today as the Jack Russell is much the same as the -pre-1900's fox terrier. The Jack Russell has survived the changes that have -occurred in the modern-day Fox Terrier because it has been preserved by working -terrier enthusiasts in England for more than 100 years. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#7 -jack russell terrier~ -the Jack Russell terrier~ -A Jack Russell terrier is following a scent. -~ - Jack Russell Terriers are a type, or strain, of working terrier. They are -not purebred in the sense that they have a broad genetic make-up, a broad -standard, and do not breed true to type. You will see different "types" of -JRTs, from long-bodied, short, crooked legs to a more proportioned length of -body and longer legs. This is a result of having been bred strictly for hunting -since their beginning in the early 1800's, and their preservation as a working -breed since. -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#8 -wishbone~ -Wishbone~ -Wishbone begins yet another adventure. -~ - Wishbone is a Jack Russell Terrier played by a dog named Soccer. This -adorable little actor has his own series on PBS and gets credit for introducing -children to over 40 stories from classic literature. Wishbone became so popular -after his series started in 1994 that he now has his own line of children's -books and plush toys. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#9 -sick looking dog~ -a sick looking dog~ -A sick looking dog gags on something in its mouth. -~ - The dog is unkempt and unhealthy. It does not look like it has been eating -very well. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -T 95 -#10 -clone~ -the clone~ -A boring old clone is standing here. -~ - This clone is nothing to look at. No, really, it is quite boring. -~ -188426 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#11 -zombie undead humanoid~ -the zombie~ -A strange humanoid is here. How odd, its flesh seems to be falling off! -~ - This strange humanoid is moving rather slowly, and appears to be a corpse, a -walking corpse! It must be a zombie or something of the sort. -~ -188426 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -BareHandAttack: 7 -E -#12 -moose eddie~ -Moose, the Jack Russel Terrier~ -Moose is lounging about enjoying his fame. -~ - Moose is the name of the cute little Jack Russell Terrier who became famous -when he landed the role of Eddie in the TV show Frasier. Moose is also a -leading star in the movie My Dog Skip and is known for his performances -throughout the U. S. Currently Moose lives in Los Angeles with two of his -sons, Enzo and Moosie. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#13 -kind soul~ -a kind soul~ -A very kind and caring soul is here looking out for those who need it. -~ - She immediately reminds you of your mother. Constantly worrying about -everyone and everything. She is always around to help out those who have hit -hard times and need a little boost. -~ -253962 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -T 94 -#14 -tutorial questmaster~ -the tutorial questmaster~ -A questmaster is waiting for a brave adventurer to step forth. -~ - Many adventurers come here to seek glory by attempting to solve the quests -given to them by this old woman. The quests are not easy, sometimes nearly -impossible. But they will always be a challenge. The questmaster looks at you -and says, 'Are you up for a challenge? ' -~ -253962 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -T 3 -T 1 -#15 -quest mobile~ -a quest mob~ -A quest mob wanders around aimlessly waiting to be slaughtered. -~ - This mobile's sole purpose is to be hunted down and killed. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -T 144 -#16 -ogre questogre~ -a quest ogre~ -A huge quest ogre has a pair of wings attached to his back as if he could fly. -~ - Though large and intimidating, this ogre does not seem to realize that he -would strike fear into the hearts of most mortals. Instead everything seems to -scare him to death. It is as if he has seen the future and he knows he is going -to die. A crude pair of small wings are attached to his back and he seems to be -trying to fly away. -~ -253962 0 0 0 0 0 0 0 0 E -1 20 10 0d0+10 0d0+0 -10 100 -8 8 1 -E -T 2 -#17 -Socrates~ -Socrates~ -Socrates patiently waits to help new builders. -~ - Socrates (469-399BC), Greek philosopher, who profoundly affected Western -philosophy through his influence on Plato. Born in Athens, the son of -Sophroniscus, a sculptor, and Phaenarete, a midwife, he received the regular -elementary education in literature. -~ -516106 0 0 0 80 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 196 -T 194 -T 183 -#18 -Friedrich Nietzsche~ -Friedrich Nietzsche~ -Friedrich Nietzsche searches for those wishing to become Overmen. -~ - Nietzsche, Friedrich Wilhelm (1844-1900), German philosopher, poet, and -classical philologist, who was one of the most provocative and influential -thinkers of the 19th century. One of Nietzsche's fundamental contentions was -that traditional values had lost their power in the lives of individuals. -Nietzsche maintained that all human behavior is motivated by the will to power. -~ -516106 0 0 0 80 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#19 -aerial servant shape~ -the aerial servant~ -An amorphous shape is floating in the air. -~ - As you stare at this amorphous shape, it begins to appear to take the shape -of a cloud-like humanoid. -~ -188426 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#20 -elemental~ -the elemental~ -An elemental is standing patiently here. -~ - This creature is the essence of the elements, and appears to be waiting -patiently for something to occur. -~ -188426 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#21 -Plato~ -Plato~ -Plato offers advice to any who are in need. -~ - Plato (circa 428-347 BC), Greek philosopher, one of the most creative and -influential thinkers in Western philosophy. -~ -516106 0 0 0 80 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 198 -T 184 -#22 -aristotle~ -Aristotle~ -Aristotle wanders the hallways constantly in search of more knowledge. -~ - Aristotle (384-322 BC), Greek philosopher and scientist, who shares with -Plato and Socrates the distinction of being the most famous of ancient -philosophers. -~ -516106 0 0 0 80 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 197 -T 185 -#23 -confucius~ -Confucius~ -Confucius is busy following the way. -~ - Confucianism, major system of thought in China, developed from the teachings -of Confucius and his disciples, and concerned with the principles of good -conduct, practical wisdom, and proper social relationships. Confucianism has -influenced the Chinese attitude toward life, set the patterns of living and -standards of social value, and provided the background for Chinese political -theories and institutions. -~ -516106 0 0 0 80 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 186 -#24 -gateguard guard quest~ -the example gateguard~ -The gateguard watches the gate carefully swinging the key around on its chain. -~ - He stands his watch carefully eyeing anyone who approaches. Disdain for the -local government and the miserable wages has corrupted most of the gateguards. -A simple bribe of about 10 gold is all it takes to get past them. -~ -253962 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 4 -T 5 -T 7 -T 8 -#25 -variable questmaster master~ -the variable questmaster~ -The variable questmaster is waiting to set you. -~ - This questmaster will save a variable to your player file to remember whether -or not you have done his quest. This way you can only do this quest once. -~ -253962 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -T 192 -T 191 -T 190 -#26 -protector magic eight ball~ -the protector of the magic eight ball~ -The protector of the magic eight balls ensures everyone gets an eight ball before they leave. -~ - This strange humanoid lacks any distinguishing features. It is dressed in a -white robe cinched about the waist with a white rope. It seems to have a -strange power about it. -~ -253962 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 0 -E -T 188 -#27 -man james bond stockdale admiral~ -James Stockdale~ -A man beaten to the brink of his life stares up at you with powerful eyes. -~ - James Stockdale was shot down by anti-aircraft fire during Vietnam. He was -held as a POW for seven years. He spent over half of this time in solitary -confinement in leg irons. Even being incapacitated he was still able to lead -the POW underground resistance successfully. For this he was routinely tortured -and beaten resulting in permanent disablement from a repeatedly broken leg, -broken back, and shoulders being wrenched from their sockets. When his captors -attempted to use him as televised propaganda, he slit his scalp with a razor. -When they covered the cut with a hat he beat himself with a stool until his face -was swollen beyond recognition. As a final attempt he slit his wrists rather -than allow himself to be used or let down his fellow POWs. His captors found -him unconscious and near death. The torture stopped after that and they no -longer attempted to use him. He received the Medal of Honor for his actions. -~ -262154 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 187 -#28 -carl von clausewitz~ -Carl Von Clausewitz~ -Carl Von Clausewitz is hunkered down in a corner of the cell plotting an escape plan. -~ - Carl von Clausewitz was born in Burg bei Magdeburg, Prussia, in 1780. -Clausewitz's father was an officer in the Prussian Army. Carl entered the -Prussian military service at the age of twelve years, eventually attaining the -rank of Major General. He is most famous for his military treatise, Vom Kriege, -translated into English as On War. -~ -262154 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 182 -#29 -epictetus crippled man~ -Epictetus~ -A crippled man seems content with his life and abysmal surroundings. -~ - Epictetus spent his youth as a slave in Rome to Epaphroditos, a very wealthy -freedman of Nero. Even as a slave, Epictetus used his time productively, -studying Stoic Philosophy under Musonius Rufus. He was eventually freed and -lived a relatively hard life in ill health in Rome, during which time he became -a cripple due to a bad knee. He was exiled along with other philosophers by the -emperor Domitian sometime between 89 and 95. -~ -262154 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 181 -#30 -spy underground resistance~ -the spy for the underground~ -A spy from the underground resistance is discreetly looking for some new recruits. -~ - The underground resistance has been blamed for most of the crime in the city -and it has been rumored that many new recruits often end up missing. The few -that do manage to come back are often damaged both physically and mentally. -~ -72 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 2 -E -T 174 -#31 -prison commissar~ -the Commissar~ -The prison commissar walks with his back straight and his nose held high. -~ - The Commissar is the highest ranking official in the prison and is -responsible for all interrogation and the propaganda it produces. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 173 -T 72 -#32 -hired muscle~ -the hired muscle~ -Some hired muscle is willing to do just about anything for the right price. -~ - This grisly mercenary is covered in scars from numerous fights. His eyes -show an intense hatred and a blankness of intelligence that seems to convey the -truth about brawn without brains. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#33 -Homer Simpson~ -Homer Simpson~ -Homer Simpson is wandering around aimlessly in a dream like state. -~ - The infamous cartoon character has come to life and roams this World spouting -words of wisdom to fellow travellers. He is decked out in his usual blue pants -and food stained white t-shirt. -~ -72 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -T 178 -#34 -chuck norris~ -Chuck Norris~ -The one, the only, Chuck Norris dominates the World around him. -~ - Chuck is a martial arts star, winning numerous martial arts championships -including being a six-time undefeated World Professional MiddleWeight Karate -Champion with a record of 65-5. He is also a renowned teacher in the martial -arts and if you are lucky he may pass on some of his wisdom to you. -~ -253962 0 0 0 65552 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 175 -#97 -waitress jenny jennifer woman girl maiden~ -Jenny the waitress~ -The waitress is waiting with a pot of coffee. -~ - Although she seems to be a mere maiden, Jennifer is a veteran of the greasy -spoon, and enjoys serving the builders who come here in their overalls after a -hard day laying bricks and writing triggers. -~ -24586 0 0 0 0 0 0 0 10 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -#98 -travelling saleswoman woman~ -the travelling saleswoman~ -This saleswoman is laden with gadgets and gizmos that are outrageously priced. -~ - A combination of good business sense, charming personality, and good looks -has made her a success at pushing useless products on uneducated buyers. Only -on a rare occasion does she sell anything useful. -~ -253962 0 0 0 2128 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -T 98 -#99 -death grim reaper Hookah~ -Death~ -Death the Grim Reaper is smoking a Hookah. -~ - The dark-robed skeletal figure radiates an unendurable coldness. It is -however, his day off, and he is using a water pipe that he picked up in -Istanbul. It smells like he is smoking strawberries. -~ -256026 0 0 0 65616 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E $ diff --git a/lib/world/mob/1.mob b/lib/world/mob/1.mob index 2f32390..892c795 100644 --- a/lib/world/mob/1.mob +++ b/lib/world/mob/1.mob @@ -1,1439 +1,177 @@ #100 -man young~ -the young man~ -A young man is here smoking a cigarette. +John~ +soldier tall burly human guard~ +the tall, burly human soldier~ +A tall, burly human soldier stands here at the gate. ~ - Dressed in drab clothes he looks tired and over worked. He is one of the -few men who did not sign up for military service. + This man stands slightly taller than the average human, but not by much. He +has a thick, haggard looking brown beard that is flecked with dust and sand. +His eyes have a bluish-tint to them with a small amount of green. One might +call his stature bulky, as he has quite a bit of muscle. ~ -2248 0 0 0 0 0 0 0 900 E -34 9 -10 6d6+340 5d5+5 -340 115600 +B + + + + + +~ +6218 0 0 0 0 0 0 0 0 E +1 3d20+40 8 8 1 +Str: 16 +Class: 3 +SaveStr: 3 +Skill 132 5 +Skill 134 5 +Skill 137 5 +Skill 141 5 +Skill 142 5 +Skill 143 5 +Skill 144 5 +Skill 145 5 +Skill 146 5 +Skill 147 5 E +L 17 127 1 +L 16 117 1 +L 15 117 1 +L 11 111 1 +L 10 107 1 +L 9 124 1 +L 8 115 1 +L 7 108 1 +L 6 110 1 +L 5 131 1 +L 3 118 1 #101 -Ian~ -Ian~ -Ian stands here ready to serve your needs. +Sally~ +slim lanky human soldier guard~ +the slim, lanky human soldier~ +A slim, lanky human soldier stands here eyeing passerbys. ~ - He watches you carefully, looking at everything you look at. Sizing you up -as you peruse his wares. He is a small man, by anyone's standards. He has a -strange glint in his eyes which some men get when obsessed with money. + This woman looks rather thin, with her darkly tanned skin hugging her frame +tightly. What muscle she does have is accentuated, though there is not much. +Her arms and legs are lanky, seeming to be longer than normal. A ponytail of +dark hair has been pulled back behind her head, intensifying the sharpness of +her nose. ~ -190474 0 0 0 16 0 0 0 900 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 +B + + + + + +~ +6218 0 0 0 0 0 0 0 0 E +1 3d20+40 +8 8 2 +Skill 132 5 +Skill 134 5 +Skill 137 5 +Skill 141 5 +Skill 142 5 +Skill 143 5 +Skill 144 5 +Skill 145 5 +Skill 146 5 +Skill 147 5 E -T 118 +L 3 118 1 +L 5 131 1 +L 6 110 1 +L 7 108 1 +L 8 115 1 +L 9 124 1 +L 10 107 1 +L 11 111 1 +L 15 117 1 +L 16 117 1 +L 17 127 1 #102 -liam~ -Liam~ -Liam waits impatiently while you shop. +Baldy~ +barkeep stocky bald~ +a stocky, bald barkeep~ +A stocky, bald barkeep stands behind the bar here. ~ - Liam is constantly checking and restocking all his shelves. His shop is in -an ordered disarray that only he can fathom. Just ask him for help and he can -probably find what you need. + This man is short and stocky, with a cleanly shaven head. Pattern baldness +has taken hold, yet he has a thick and wiry beard that covers most of his face. +Pale blue eyes look bloodshot, and bluish-purple bags hang under them. His +hands are marred with minor cuts and scars from years of working in service to +others. ~ -26634 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 +B + + + + + +~ +10 0 0 0 0 0 0 0 0 E +1 3d12+60 8 8 1 E -T 119 +L 9 112 1 +L 14 113 1 #103 -Shiro weaponshith~ -Shiro, the weaponsmith~ -Shiro waits with a smile while you browse his goods. +Lanky~ +woman lanky scarred~ +the lanky, scarred woman~ +The lanky, scarred woman is leaning against a wall here. ~ - Shiro is a large man, a good foot taller than you. He enjoys his job and no -one can come close to his skill in designing and forging weapons. He is still -very much in shape in spite of his years. He looks very capable of using any -of his fine weapons. + This human woman is of average height and has a very lanky frame. Her skin +hugs her body tightly and there is little fat to be seen, possibly due to +dehydration. Tanned dark from the harsh rays of the sun, her upper torso is +covered in scars from a lifetime of labor. Unkempt brown hair covers her head, +descending to just above her shoulders. Her eyes are a light blue color and +appear slightly bloodshot. ~ -190474 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 +B + + + + + +~ +10 0 0 0 0 0 0 0 0 E +1 3d8+60 +8 8 2 +Skill 131 5 +Skill 133 5 +Skill 135 5 +Skill 138 5 +Skill 139 5 +Skill 140 5 +Skill 142 5 +Skill 143 5 +Skill 144 5 +Skill 147 5 E -T 107 #104 -rhian daughter~ -Rhian~ -Shiro's daughter, Rhian, stands here waiting to help you. +Rat~ +rat small furry~ +a small, furry rat~ +Keeping low to the ground, a small, furry rat wanders around here. ~ - She is clothed in a beautiful, and tight, dress. Something tells you that -she sells more weapons when she wears that dress. She is easily one of the -more stunning woman you have ever come across. + This small rat is covered in thick fur. The fur itself appears matted and +has grime coating it. Two beady black eyes look around, constantly shifting. +Its tail is four, perhaps five inches long and grey in color. Both hindlings +appear thick and ready to propel the animal if it feels threatened. ~ -26634 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 2 -E -T 108 -#105 -balding man old~ -the balding man~ -An old, balding man slowly walks past, leaning heavily on his cane. -~ - The life in Sanctus though protected is anything but peaceful. The citizens -spend many a sleepless night wondering about their safety. This old man seems -to have aged prematurely due to his worrying. -~ -2136 0 0 0 0 0 0 0 900 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#106 -captain lugdach~ -Captain Lugdach~ -Captain Lugdach, a retired sailor, is steaming some white oak to make a canoe. -~ - Years at sea have hardened this already tough man. He looks like he could -tear your arms out at the socket without an upwards glance. -~ -190474 0 0 0 16 0 0 0 900 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 124 -#107 -branwen leatherworker~ -Branwen, the leatherworker~ -Branwen, the leatherworker stands behind the counter. -~ - Using hides bought from the local farms this young man makes some of the -finest leather products in Sanctus. His wares are guaranteed for life. -~ -190474 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 111 -#108 -sarge blacksmith~ -Sarge, the blacksmith~ -Sarge, the blacksmith is here, pounding on his anvil. -~ - So intent on his work he seems not to notice you. It gives you small start -when he asks, "may I help you? " without looking. Not a man to be kept -waiting, Sarge begins to tap his foot impatiently. -~ -190474 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 109 -#109 -hazel wellmaster~ -Hazel, the wellmaster~ -Hazel, the Wellmaster is sealing a barrel of water. -~ - She looks tired, but in a good way. It must be true when they say about -everyone worrying about the dome collapsing and chaos befalling the city. She -looks competent in her work and enjoys it immensely. -~ -190474 0 0 0 16 0 0 0 800 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -T 116 -T 43 -#110 -corwin postmasters~ -Corwin, the postmaster~ -Corwin, the head postmaster is waiting to help you with your mail. -~ - The Postmaster seems like a happy old man, though a bit sluggish. He -worries about the reputation of the Time Warp Mail Service, as many people seem -to think that it is slow. Perhaps if he were to brush the cobwebs from his -uniform it would help to make a better impression. -~ -518154 0 0 0 16 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 114 -#111 -rowin jeweler~ -the jeweler~ -Rowin, the jeweler, stands behind his display case. -~ - The jeweler has an eyepiece shoved in one squinted eye, and looks as if he -may be a tough bargainer. You won't have much luck swindling this swindler. +B -~ -190474 0 0 0 16 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 122 -#112 -young woman~ -the young woman~ -A young woman strolls by, smiling at you. -~ - She is wearing a very drab white dress with some sort of flowery print on it. -She keeps smiling at you, and she's not a bad looker, but I wouldn't get your -hopes up. She looks at you with a sideways glance and puckers her lips as if -she wants to be kissed. -~ -2120 0 0 0 0 0 0 0 1000 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -E -T 64 -#113 -old lady~ -an old lady~ -An old lady is taking a break, just sitting on the ground. -~ - She looks frail and withered. The kind of lady you're supposed to help -cross the road. -~ -72 0 0 0 0 0 0 0 1000 E -3 19 8 0d0+30 1d2+0 -30 900 -6 6 2 -E -#114 -man~ -the man~ -A man pushes past you in a rush to get somewhere. -~ - The man gives a little smirk as you look at him. He acknowledges you with a -simple nod and then moves on. -~ -2120 0 0 0 0 0 0 0 1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#115 -fisherman~ -the fisherman~ -A fisherman stalks past, obviously he didn't catch anything. -~ - He looks very disgruntled, another long day of fishing with nothing to bring -home. You feel sorry for the guy. -~ -72 0 0 0 0 0 0 0 1000 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#116 -old man~ -an old man~ -A old man is reminiscing about the old days. -~ - He rambles about how much better it was back in his day. Mentioning strange -words like "the old school" and how he was so popular back then. You pity him. +It's a rat. ~ -72 0 0 0 0 0 0 0 1000 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#117 -kid annoying~ -the annoying kid~ -An annoying kid is taunting everyone that looks at him. -~ - What a pest. This kid seems to enjoy other peoples misery. He is nothing -more than a big bully stuck in a little body. He seems to have learned to get -by with his big mouth rather than brawn or brain. Someone should teach him a -lesson. -~ -72 0 0 0 0 0 0 0 1000 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -T 161 -#118 -woman~ -the woman~ -A woman is here gossipping with anyone that will listen. -~ - She rants and raves about everything from her boyfriend to the weather. -She would probably give all she owns for a good man, maybe you should find out. - -~ -72 0 0 0 0 0 0 0 1000 E -6 18 6 1d1+60 1d2+1 -60 3600 +8 0 0 0 0 0 0 0 0 E +1 0d0+10 8 8 2 -E -#119 -banker~ -the banker~ -The banker greets you as you enter, smiling. -~ - A very rich man, one of the richest alive. He loves money. -~ -190474 0 0 0 65552 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 115 -#120 -guildmaster master mage~ -the mages' guildmaster~ -Your guildmaster is meditating here. -~ - Even though your guildmaster looks old and tired, you can clearly see the -vast amount of knowledge she possesses. She is wearing fine magic clothing, -and you notice that she is surrounded by a blue shimmering aura. -~ -59418 0 0 0 16 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -#121 -guildmaster master cleric~ -the clerics' guildmaster~ -Your guildmaster is praying here. -~ - You are in no doubt that this guildmaster is truly close to the Gods; he has -a peaceful, loving look. You notice that he is surrounded by a white aura. - -~ -59418 0 0 0 16 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#122 -guildmaster master thief~ -the thieves' guildmaster~ -Your guildmaster is hiding here. -~ - You realize that whenever your guildmaster moves, you fail to notice it - -the way of the true thief. He is dressed in the finest clothing, having the -appearance of an ignorant fop. -~ -59418 0 0 0 16 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 137 -#123 -guildmaster master~ -the warriors guildmaster~ -Your guildmaster is sitting here sharpening a sword. -~ - This is your master. Big and strong with bulging muscles. Several scars -across his body proves that he was using arms before you were born. He has a -calm look on his face. -~ -59418 0 0 0 16 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -6 6 1 -E -#124 -fiona~ -Fiona~ -Fiona is stocking the shelves to overflowing with various foods. -~ - She is rather slim for someone running a grocery. Remember that saying, -never trust a skinny cook, you would think it would also apply here. She -smiles and looks friendly enough. I guess if the rest of Sanctus trusts -her.... -~ -188426 0 0 0 0 0 0 0 900 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 123 -#125 -young girl~ -the young girl~ -A young girl is playing with a little doll. -~ - She is enthralled with reenacting a little skit of some sort where her doll -is a powerful Magi and is fighting the evil Drakkar. She is almost as filthy -and ragged as the doll that she plays with. -~ -72 0 0 0 0 0 0 0 1000 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#126 -assassin~ -assassin~ -An man dressed all in black stalks past you. -~ - A hired sword, this guy specializes in the elimination of pests. Of course -his price is high, but many think it is well worth it. Have someone you would -rather see dead? Just ask this guy for some help. -~ -18520 0 0 0 524368 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#127 -warrior guildguard~ -the warrior~ -A warrior is guarding a set of stairs in the back. -~ - Years of training and experience have molded this middle-aged man into a -fighting machine, only a fool would ever try to kill someone with as much skill -as this man. Then again, fools are born everyday. -~ -256010 0 0 0 80 0 0 0 800 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 133 -#128 -red magi~ -the Red Magi~ -A Red Magi watches you careful, as if you have done something wrong. -~ - This man is obviously very competent in the magical arts or he would not -stare at you so. He is dressed in a long flowing red robe with the hood pulled -down. Various pouches hang from a red belt. -~ -2120 0 0 0 16 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -6 6 1 -E -T 76 -#129 -thief man~ -the thief~ -The town thief is trying to hide from the authorities. -~ - Hard to believe, but even in Sanctus the underground activities of criminals -is always present. This small man lives off of the fortune of others by -stealing whatever he needs. -~ -72 0 0 0 0 0 0 0 -700 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -T 165 -#130 -maid~ -the maid~ -A maid scurries about trying to finish up all her chores. -~ - She smiles kindly as you look her up and down. She definitely enjoys her -work. With a sigh of regret she moves on to finish her chores. -~ -65608 0 0 0 0 0 0 0 700 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -#131 -hoodlum~ -the hoodlum~ -A hoodlum waits for an innocent victim. -~ - He starts to walk away slowly eyeing you carefully as he realizes he is -being stared at. -~ -4332 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#132 -butler~ -the butler~ -A butler bows says, 'good day sir' as he walks by with his nose in the air. -~ - Dressed in black and white finery this man lives a decent life by serving -others. Not exactly the most prestigious job, but it seems to make him think -that he is important. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#133 -blue magi~ -the blue magi~ -A member of the blue magi floats past you. -~ - He seems to be out practicing. He floats a good six inches off the ground -and is slowly moving along. What next? Someone will probably fly past you. - -~ -72 0 0 0 0 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#134 -master magi~ -the Red Master Magi~ -A Master Magi is in deep contemplation of the universe. -~ - The red robe signifies his order. He is one of the five Master Magi alive -today. He holds himself with a dignity that astonishes even you. -~ -2058 0 0 0 16 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 132 -#135 -blue magi master~ -the blue Master Magi~ -A man in a blue robe is studying a book intently. -~ - The Master Magi before you is enthralled in the book he is reading. He is -oblivious to the world around him. -~ -72 0 0 0 16 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 0 -E -T 166 -#136 -green master magi~ -the green Master Magi~ -The Master Magi of the green order dismisses you with a wave. -~ - A Master Magi is the highest ranking magi of each order. Of the seven -orders of the Magi only 5 have Master Magi's. The orders of the purple and -gray robe have yet to select a master magi as none of them are powerful enough. - -~ -72 0 0 0 16 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 104 -#137 -man black master magi~ -the Master Magi~ -A man in a black flowing robe is chanting something under his breath. -~ - The Master Magi of the black order. This man should not be taken lightly. -He has mastered the arts of his order and can call down upon his foes the power -of the gods. -~ -72 0 0 0 16 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#138 -yellow master magi man~ -the yellow Master Magi~ -A Master Magi in a yellow robe strolls by. -~ - One of the seven orders of the Magi, This Master Magi is well known -throughout the city and is revered almost as much as the gods. -~ -72 0 0 0 16 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#139 -alley cat~ -the alley cat~ -An ugly white cat with dirty matted hair is pawing through the garbage. -~ - The cat has been missing a few meals from the look of its tightly drawn skin -around its ribcage. The cat is filthy and needs a good hosing down. It is -extremely wary of you and shies away at your approach. -~ -72 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -BareHandAttack: 8 -E -T 149 -#140 -hannibal bartender~ -the bartender~ -Hannibal, the bartender wipes down a spot at the bar for you to sit at. -~ - Hannibal loves his job more than anyone in the city. He is always up to -date on all happenings within Sanctus. If you need some information this is -the man to go to. He shouts over the other customers to you, 'What can I -getcha? ' -~ -188426 0 0 0 16 0 0 0 900 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -T 105 -#141 -corporal~ -the corporal~ -A corporal is making his rounds. -~ - He looks very tired and sick of his low paid high hour job. His aspirations -to become a war hero went down the drain when he signed up for the army of -Sanctus. Now all he does is stand watch and clean latrines. -~ -72 0 0 0 0 0 0 0 900 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 2 -E -T 322 -#142 -green magi~ -the green magi~ -A member of the green magi flies past, literally. -~ - Another magi out for some spell testing it seems. They constantly expand -their knowledge. Seeking to invent some new spell to help restore the balance -that Drakkar ruined. -~ -72 0 0 0 0 0 0 0 600 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#143 -woman waitress~ -the waitress~ -A scantily clad waitress waits to fulfill your every need. -~ - She expertly works her way in between the tables and people balancing three -pints of ale on a platter while skillfully avoiding the attempted slaps at her -fine ass. -~ -10 0 0 0 0 0 0 0 600 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#144 -black magi~ -the black magi~ -A black magi walks past in a state of deep concentration. -~ - One of the seven orders of the magi the black are known for their delving -into the the more abstract forms of magic. The other Magi will not even -associate with them sometimes because of this. -~ -72 0 0 0 0 0 0 0 600 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -T 147 -#145 -yellow magi~ -the yellow magi~ -A yellow magi chants some arcane words and is suddenly standing behind you. -~ - The magi are known for their experience with magic. Many study decades to -reach the title of Master Magi. Very few actually make it. -~ -72 0 0 0 0 0 0 0 600 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#146 -gray magi man~ -the gray magi~ -A man in a flowing gray robe is resting here. -~ - He carries himself with a confidence that is almost frightening. You -realize he must be a magi. -~ -72 0 0 0 16 0 0 0 600 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 65 -#147 -logan~ -Logan~ -Logan looks up with a wry grin on his face. -~ - You are just another shopper to him, and he will squeeze every dollar out of -you that you carry if your not careful. He runs the town pawnshop. Though the -prices aren't great he carries a lot of equipment that cannot be found anywhere -else. -~ -253962 0 0 0 112 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -6 6 2 -E -T 110 -#148 -purple magi~ -the purple magi~ -A magi in a purple robe is making a fashion statement. -~ - The robe just seems.... Loud. That color purple can't be natural. You dare -not laugh or even smirk since you know they take offense to such things. -~ -72 0 0 0 16 0 0 0 -400 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -T 70 -#149 -sergeant~ -the sergeant~ -A sergeant is trying to find his corporal so he can put him to work. -~ - The sergeant looks pissed that his corporal ran away. Now he is going to -enjoy tearing the corporal a new one. More latrine duty is in the corporals -future. -~ -72 0 0 0 0 0 0 0 -400 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#150 -mangy mutt~ -the mangy mutt~ -A mangy mutt is looking for some scraps to eat. -~ - This dog does not look very healthy. It almost looks rabid, better keep -your distance. It notices you looking at it and trots towards you hoping for -some handouts, its tail wagging. -~ -10 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -BareHandAttack: 4 -E -#151 -midwife~ -the midwife~ -A midwife is tidying up the house. -~ - She looks rather old, touches of gray sprinkle her dark brown hair. She -must have once been very attractive, but not any longer. She looks worn down -and tired from her daily chores. -~ -4106 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -#152 -newborn baby~ -the newborn baby~ -A newborn baby is rocking peacefully in his crib. -~ - How cute, this little tyke can't be more than a few months old. He is just -starting to get some hair. He looks up at you and giggles softly, expecting -some attention. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#153 -pickpocket~ -the pickpocket~ -A pickpocket brushes up against you. -~ - This lowly thief has resorted to what most thieves consider petty crimes. -Like taking candy from a baby. Any thief can swipe gold, only the more -experienced thieves can swipe equipment. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#154 -patrolman~ -the patrolman~ -A patrolman is making sure everyone behaves. -~ - The patrolman keeps a keen eye out for any trouble and is quick to respond. -Only the foolish mess with these trained and disciplined men. -~ -72 0 0 0 0 0 0 0 0 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#155 -war master~ -the War Master~ -The War Master is planning his next victory. -~ - This one man is responsible for the protection of the entire city. He is -very old. His hair a bright white and hanging below his shoulders. Other than -his hair he shows no signs of his age. He is still built like an ogre and just -about as evil tempered. -~ -247818 0 0 0 0 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#156 -speaker great land~ -the speaker of the land~ -The Great Speaker of the Land greets all who enter the realm. -~ - Dressed in baggy blue velvet pants and a white silk shirt covered by a -glaring red vest this man's voice can be heard throughout the realm. He waits -to greet new travellers and bestow upon them his sagely advice. -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -T 127 -T 128 -#157 -old sage~ -the old sage~ -An old sage looks out over the city. -~ - Far older than anyone you have ever set eyes upon, this man holds himself as -if nothing could ever scare him again. As if he had seen everything this life -can throw at him and already overcome every obstacle in his life. He is -unafraid of death. -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#158 -carla~ -Carla~ -Carla stands here running her sewing machine at a blinding rate. -~ - Cloth flies into her homemade spindle at such an alarming rate that you -wonder how she could possibly keep up with it. Maybe she uses some kind of -magic to weave those clothes? Probably just years of experience. She can make -almost anything out of cloth. -~ -16394 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -T 117 -#159 -lieutenant~ -the lieutenant~ -A lieutenant is cursing up a storm as he looks for his sergeant. -~ - He is used to giving orders, not babysitting and hunting down people. -Looks like a lot of heads are going to roll when he finds who he is looking for. -He looks very strong and wise. -~ -6232 0 0 0 16 0 0 0 1000 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#160 -general~ -the general~ -A general is planning his next strategic victory. -~ - He mumbles to himself as the war plan is being picked apart in his head. -Trying to account for every possible outcome he carries a heavy responsibility -that few people never appreciate. He orders men to their death. -~ -6216 0 0 0 16 0 0 0 1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#161 -streetsweeper sweeper man~ -the streetsweeper~ -A streetsweeper pushes a broom in front of him, picking up any trash he finds. -~ - He is out here, day and night, picking up the garbage people leave behind. -Do him a favor and don't litter. He looks miserable from his job. -~ -72 0 0 0 16 0 0 0 800 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -T 179 -#162 -statesman~ -a statesman~ -A statesman holds himself in very high regard. -~ - This rather rich fellow owns a fair amount of property so he was given the -title of statesman. He is prized within the city because during a time of war -his land and property will help to protect the city. -~ -72 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#163 -hired hand~ -the hired hand~ -A hired hand is waiting for a job here. -~ - This guy looks capable of many things, which he would do for the right -price. Few people can afford him though. So don't expect him to jump at your -first offer. -~ -72 0 0 0 0 0 0 0 -330 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#164 -drunk~ -the drunk~ -A pathetic drunk is staggering around intoxicated almost to unconsciousness. -~ - He probably won't last very long. Some hoodlums or a thief will come along -and relieve him of his money and maybe his life. -~ -10 0 0 0 0 0 0 0 400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#165 -beggar~ -the beggar~ -A beggar looks up hopefully into your eyes. -~ - He has mastered a pathetic puppy dog look that would cause most people to -give in to his plead. But you're not that weak, are you? -~ -72 0 0 0 0 0 0 0 400 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -T 129 -T 130 -#166 -lance corporal~ -the lance corporal~ -A lance corporal struts past, looking very tough and conceited. -~ - Another member of the Sanctus army, this man has worked his way up and has a -bright future in the army. Too bad he will probably be dead before he can get -that far. -~ -72 0 0 0 0 0 0 0 -200 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#167 -staff sergeant~ -the staff sergeant~ -A staff sergeant walks by, keeping step to a cadence in his head. -~ - This guy has been around. He could probably teach you a thing or two on -fighting styles. -~ -2120 0 0 0 0 0 0 0 1000 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#168 -starving smelly bum~ -the smelly bum~ -A starving bum is trying to get to the good garbage before the streetsweeper. -~ - This guy must have run into some bad luck to end up where he is right now. -He is covered in a film of dirt and grime. He smells even worse than you. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#169 -citizen~ -a citizen~ -A loyal citizen of Sanctus wanders past. -~ - The man seems lost in his own thoughts. He has a grin on his face and seems -to think something is funny. He doesn't have a care in the world. -~ -72 0 0 0 0 0 0 0 350 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#170 -townsman~ -the townsman~ -One of the many townsman of Sanctus wanders past. -~ - He seems content with his life. He walks past briskly mumbling something to -himself. -~ -72 0 0 0 0 0 0 0 350 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 151 -#171 -townswoman woman~ -the townswoman~ -A townswoman is heading out to buy some supplies. -~ - Dressed in a simple floral print dress so looks nothing other than ordinary. - -~ -72 0 0 0 0 0 0 0 350 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#172 -farmer~ -the farmer~ -A farmer has come in off the fields to see something of the city. -~ - He looks lost in the hustle and bustle of the city. It looks like he wants -to get back to his farm as soon as possible. -~ -72 0 0 0 0 0 0 0 350 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 2 -E -T 302 -#173 -magi guildguard~ -the magi guildguard~ -A magi stands in front of a set of stairs with his arms crossed. -~ - He doesn't seem to be happy just standing there, he seems to be protecting -or standing watch over something, but you can't tell what. -~ -256010 0 0 0 80 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 134 -#174 -cleric guildguard~ -the cleric guildguard~ -A cleric carefully watches a set of stairs leading up. -~ - He looks intent on whatever purpose he has been given -~ -256010 0 0 0 80 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 135 -#175 -gate sentry~ -the gate sentry~ -A sentry is watching the gates, ensuring your protection. -~ - They stand their post with dedication and determination. They seem very -competent and will warn of any attack upon the city. -~ -2058 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -T 73 -#176 -gunney~ -Gunney~ -Gunney stand here shouting orders. -~ - This guy looks mean. He is stuck in charge of training new recruits to the -army. He pretends to hate his job, but deep down you know he loves making the -recruits lives miserable. -~ -72 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#177 -thief guildguard~ -the thief guildguard~ -A thief watches the entrance to the upstairs warily. -~ - He seems content twirling a dagger between his fingers and occasionally -glancing towards the stairs in the back. -~ -256010 0 0 0 80 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 136 -#178 -stateswoman woman~ -the stateswoman~ -The stateswoman walks by with her nose stuck up in the air. -~ - You wonder how she manages to see where she is going. Her nose is stuck sow -far up in the air that it seems she must not be able to see where she is -placing her feet. Yup, you were right. She just stepped in a pile of dog -shit. -~ -72 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 71 -#179 -recruit~ -the recruit~ -A miserable recruit is carrying out Gunney's orders. -~ - This guy is exhausted. The typical over worked and under paid army recruit. -This guy needs a beer, a woman, and some time off. -~ -72 0 0 0 0 0 0 0 1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -T 69 -#180 -javier~ -Javier, the High Councillor~ -Javier, the High Councillor looks at you peacefully. -~ - One of the seven high councilman he holds one of the most prestigious -positions within Sanctus. Javier is known for his common sense and appeal to -those who live hard lives. He was himself just a farmer before he his calling -to become a Cleric. -~ -10 0 0 0 0 0 0 0 1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#181 -lookout~ -the lookout~ -A lookout peers into the distance. -~ - Hour after hour he stands above the gates looking for any sign of danger. -It is up to him to warn the town in case of an attack. The position has a lot -of responsibility and is only given to those who show promise within the army. - -~ -10 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#182 -ingrid~ -Ingrid~ -Ingrid stands over a boiling pot of foul smelling liquids. -~ - She has given up her life as a mage and turned to the more economical -approach to living. She sells her potions and other concoctions for a fair -price to any who may be in need. -~ -188426 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -T 113 -#183 -thief master~ -the Master Thief~ -A Master Thief twirls a dagger between his fingers. -~ - He has probably killed more people than the number of days you have lived. -He looks hard, the kind of hardness that comes from watching people die and -seeing how fragile life can be. He acknowledges you with a nod and seems to -wait patiently for something. G -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -6 6 1 -E -T 165 -#184 -morgan bartender~ -Morgan, the bartender~ -Morgan, the bartender, looks you over carefully. -~ - He serves his customers with ease and experience. He wears a spotty apron -and has a dirty towel is over one shoulder. -~ -188426 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 112 -#185 -sareth~ -Sareth, the sage~ -Sareth flips through a book hardly paying any attention to you. -~ - He has become very good at putting things down in paper, including spells. -His powerful scrolls can be used by anyone and are a very valuable asset to any -adventurer. -~ -24586 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 126 -#186 -healer~ -the healer~ -A healer is bent over from old age. -~ - His fellow clerics forced this poor old man into retirement. He didn't -listen and instead opened up his own shop. For a small fee he can fix you -right up. -~ -24586 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 125 -#187 -baker~ -the baker~ -A baker, covered in flour, pounds relentlessly on some tough dough. -~ - She looks very rugged. Years of baking has given her arms like a smithy. -Very scary, especially considering she is bigger than most smithies you've seen. -She smiles kindly and tells you to let her know when you see something you'd -like. -~ -24586 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -T 120 -#188 -butcher assistant~ -the butcher's assistant~ -The butcher's assistant is learning the trade. -~ - He looks up to his father is in most young men. The field their father -works in is almost always what they end up doing. He seems resigned to his -fate of cutting meat for the rest of his life. -~ -188426 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 121 -#189 -commander army~ -the commander~ -A commander of the army overseas the protection of the city. -~ - He ensures that all is well within the city and that everyone in the army -carries out their orders and makes a good job of it. He has been fighting more -years than you've been living. -~ -2058 0 0 0 0 0 0 0 1000 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#190 -cat pussy~ -the cat~ -A cat rubs up against your leg hoping for some food or affection. -~ - A pure white long-haired pussycat. The only color cat in the city since -they are considered good luck. All other cats are either served up for dinner -or let loose outside the city. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#191 -puppy~ -the puppy~ -A small puppy has lost his way and is whimpering pathetically. -~ - How cute, you feel pity for him as he tries to work his way between peoples -legs trying to find his way home. -~ -72 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -T 160 -#192 -german shepherd dog~ -the german shepherd~ -A german shepherd perks up its ears and wags its tail as you approach. -~ - These dogs are kept for many reasons. Some are used to herd livestock, -others for protection, and even a few simply as pets. They are very smart and -have evolved beyond normal animal intelligence due to Drakkar's experiments with -animals. - -~ -76 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 0 -E -T 150 -#193 -dove~ -the dove~ -A small delicate dove pecks at the ground. -~ - The dove is pure white, almost looks like an albino except it has black eyes -instead of pink. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -T 145 -#194 -mouse~ -the mouse~ -A mouse scurries into the gutter, trying to avoid being stepped on. -~ - This little rodent looks more like someone's pet than a street rat. It is -pure white with black eyes and seems unafraid. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -T 148 -#195 -kitten~ -the kitten~ -A cute little kitten is ready to pounce, its tail twitching back and forth -~ - The kitten seems intent on attacking your feet for some reason. -~ -72 0 0 0 0 0 0 0 900 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#196 -newbie guide~ -the newbie guide~ -The newbie guide is here to answer any of your questions. -~ - This experienced adventurer has decided to devote her life to helping those -who are new to this dangerous realm. She has travelled far and seen many -things. For the right reasons she has been known to help those who request it -of her. She always is willing to give advice to those in need. -~ -253962 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -T 103 -#197 -carpenter~ -the carpenter~ -The carpenter frowns at your intrusion. -~ - He is loaded down with a tool belt full of various items he uses in his -building of houses. He looks very busy and should not be bothered. -~ -10 0 0 0 0 0 0 0 0 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -T 106 -#198 -temple cleric~ -a temple cleric~ -A temple cleric tends to the sick and wounded. -~ - He looks like he enjoys his job very much. Helping those who are in need -for nothing more than a warm smile. He is very gentle and looks like he cares -deeply about all of his patients. He smiles at you warmly. -~ -72 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#199 -butcher~ -the butcher~ -The butcher is covered in blood and guts. -~ - He seems to enjoy his job a little too much, is that blood on his lips too? -He has a strange look in his eyes, a lust of some kind. Some inner instinct -warns you to be careful around this guy. -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 +Str: 6 +Dex: 10 +Int: 4 +Wis: 4 +Con: 6 +Cha: 3 +AtkT 4 E $ diff --git a/lib/world/mob/100.mob b/lib/world/mob/100.mob deleted file mode 100644 index 630c5ae..0000000 --- a/lib/world/mob/100.mob +++ /dev/null @@ -1,255 +0,0 @@ -#10000 -hermit~ -the hermit~ -A hermit is standing here, oblivious to you and the rest of the world. -~ - This recluse has been living outside of the city for too long. He is -disheveled and in desperate need of a bath and clean clothes. He must be strong -and determined to survive out here on his own. -~ -2124 0 0 0 64 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 13 -E -#10001 -bobcat~ -the bobcat~ -A bobcat is crouching here, protectively guarding her young. -~ - Normally this animal would flee at the first sign of humans, but she has her -young close by and will not leave them. You have heard about how ferocious -animals can become when protecting their young. Now you are about to experience -it first hand. -~ -4170 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -BareHandAttack: 8 -E -#10002 -chipmunk~ -the chipmunk~ -A cute little chipmunk scurries around gathering nuts. -~ - Its cheeks are puffed out to the max and look like they are ready to explode. -It must be gathering food to stash away for emergencies. It's a small brown -furry critter with black and white stripes running from the top of its head all -the way down to its tail. -~ -200 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 4 -E -#10003 -fox~ -the fox~ -A red fox sneaks slowly away from you, trying to go unnoticed. -~ - It looks more of a brown than red. The fox is extremely alert with its ears -coming to fine points listening for any sound of danger. Its big bushy tail is -a sure sign of its good health. It saw you coming a mile away and does not seem -very scared. -~ -76 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 4 -E -#10004 -coyote~ -the coyote~ -A skinny gray coyote fades into the trees as you approach. -~ - Although the coyote looks a little too skinny, it is definitely still in very -good shape. This scavenger has learned to live off the land and has become a -common nuisance to the farmers in the area. Entire packs have been known to -take down a stray cow. -~ -92 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 4 -E -#10005 -doe~ -the doe~ -A graceful doe flicks her white tail at you. -~ - The doe stares at you carefully. You see a flash of white from the underside -of her tail as she warns other deer of your presence. She looks very frightened -of you and could run at any second. -~ -200 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -BareHandAttack: 4 -E -#10006 -buck~ -the buck~ -A large buck with a full rack of antlers stares back at you. -~ - There must be at least 12 points on the impressive antlers this buck is -wielding. You wonder what it would feel like to be butted with those things. -Maybe you're about to find out. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 10 -E -#10007 -merchant~ -the merchant~ -A merchant is here travelling between the capital and Dun Maura. -~ - This merchant looks like he has been travelling for some time between cities. -He is definitely gifted at the art of selling useless junk that no one really -needs. He looks experienced and you wonder how many times he's had to defend -himself being out in the wilderness like this. -~ -2122 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#10008 -peddler~ -the peddler~ -A peddler is bringing his wares to the city to sell. -~ - This peddler has a bunch of useless junk that he hopes to be able to sell at -a profit to the suckers in the city. He looks very untrustworthy. You hold -your purse a little tighter as you walk by. -~ -2122 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#10009 -possum~ -the possum~ -A possum is hanging from a tree by its tail. -~ - This odd creature has eyes that look to be made for seeing in the dark. -It's about 2 feet long including a hairless tail. It looks stupid and slow. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 4 -E -#10010 -alligator~ -the alligator~ -An alligator crawls slowly towards you. -~ - This large scaly creature has a set of jaws on it that make you take a few -steps back. It looks extremely tough and you doubt many weapons could penetrate -that thick hide. -~ -106 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 4 -E -#10011 -raccoon~ -the raccoon~ -A raccoon is sitting in a tree just above you. -~ - This miniature bandit looks very interested in what you're doing. It watches -you without any sign of fear. It uses its human-like hands to climb around in -the trees. It is gray and black with the unforgettable mask around its eyes. -~ -76 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 8 -E -#10012 -skunk~ -the skunk~ -A skunk waddles slowly past. -~ - You freeze in your footsteps as you see the familiar black feline with a -white stripe down its back and on its tail. This animal is scared of no one -since only an idiot would attack it and chance being skunked. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -BareHandAttack: 8 -E -#10013 -bobcat baby~ -the baby bobcat~ -A little baby bobcat is playing here. -~ - This cute little critter looks like a house pet. Except for those sharp -claws and teeth that it must just be learning how to use. It's tempting to go -ahead and pet the cute little fella. -~ -74 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 8 -E -#10014 -lynx~ -the lynx~ -A lynx hisses at you as you walk by. -~ - This small and stocky feline has definitely adapted to these forests. Its -ears have small tufts of hair sticking out of the ends. It is about two or -three times the size of any cat you've ever seen. It walks with agility and -purpose. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 8 -E -#10015 -hunter~ -the hunter~ -A hunter roams these woods in pursuit of a big buck. -~ - Clad in hides from his latest kills, this veteran of the wilderness stalks -his prey silently, waiting for the opportunity to strike. -~ -72 0 0 0 524288 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#10016 -huntress~ -the huntress~ -The huntress tracks her prey with skill and determination. -~ - Covered in hides and fur from her past killings, she looks very experienced -and adept. -~ -72 0 0 0 524288 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -$ diff --git a/lib/world/mob/101.mob b/lib/world/mob/101.mob deleted file mode 100644 index 85d5170..0000000 --- a/lib/world/mob/101.mob +++ /dev/null @@ -1,170 +0,0 @@ -#10100 -farmer bob~ -farmer Bob~ -Farmer Bob wanders about looking for his lost cow. -~ - He looks very old and tired. A lifetime's worth of hard work on the farm has -aged him beyond his years. -~ -72 0 0 0 0 0 0 0 400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#10101 -lost cow~ -a lost cow~ -A cow roams about aimlessly, munching on any grass it can find. -~ - The cow is large and brown, with a short fur coat. It is extremely docile -and friendly, having been domesticated to life on a farm. Strange for it to be -out roaming around. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#10102 -reddish brown weasel~ -the reddish brown weasel~ -A reddish brown weasel slinks along the road. -~ - The weasel is a rodent that can prey on animals larger than itself. It is -very intelligent and resourceful. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#10103 -cow calf~ -the calf~ -A newborn cow calf looks for its mother. -~ - The calf can barely walk on its own four feet. It stumbles awkwardly towards -you, looking for its mother. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#10104 -heifer ~ -the heifer~ -A heifer looks up at you. -~ - The heifer is a young cow that has not yet calved. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#10105 -fisherman~ -the fisherman~ -A fisherman walks between the cities to sell his latest catch. -~ - He walks past with a long purposeful stride on his way to making some money. - -~ -72 0 0 0 0 0 0 0 300 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#10106 -bandit pillaging~ -a pillaging bandit~ -A bandit pillages everything in sight. -~ - The bandit has a big grin on his face and greets you with a wave. He must -have just made a killing. -~ -72 0 0 0 0 0 0 0 -500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#10107 -merchant robbed~ -a robbed merchant~ -A merchant is here crying at his recent losses. -~ - A shame to see a grown man cry, but he has lost a lot. He relates to you how -his caravan was looted by bandits. All his accumulated wealth taken away in an -instant. -~ -72 0 0 0 0 0 0 0 400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#10108 -clairvoyant gypsy~ -a clairvoyant gypsy~ -A gypsy brags of her clairvoyant ability then stares at you, shocked by your future. -~ - She grasps your palm and stares in horror up into your eyes. She says, 'For -a minimal fee I can tell you of yer future.' -~ -72 0 0 0 0 0 0 0 100 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#10109 -trader greedy~ -a greedy trader~ -A greedy trader has been mugged recently and has nothing of value. -~ - He is upset at his loss, but knows how to get it all back. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#10110 -groundhog~ -the groundhog~ -A small brown furry groundhog runs towards its hole as you approach. -~ - It is a grizzled thickset marmot, built low to the ground and about the size -of a small dog. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#10111 -wanderer~ -the wanderer~ -The wanderer is out on one her missions. -~ - She is clad in only a burlap sack and roams the realm looking for something -or someone only known to her. -~ -72 0 0 0 0 0 0 0 800 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#10112 -Bubba~ -Bubba~ -Bubba staggers by, a little tipsy from his moonshine. -~ - He reeks of homemade moonshine, most likely made from corn. He is the -typical hillbilly, and fits his name to a tee. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -$ diff --git a/lib/world/mob/103.mob b/lib/world/mob/103.mob deleted file mode 100644 index 9e7042f..0000000 --- a/lib/world/mob/103.mob +++ /dev/null @@ -1,245 +0,0 @@ -#10304 -kami~ -the guardian of earth~ -Kami, the guardian of earth stands here. -~ - @WKami has long pointy ears, and green skin, he also has two antenna on his -head. Kami wears a white robe like thing that has a strange symbol on the -front. -@n -~ -253962 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -T 10304 -#10305 -Namekian Priest~ -a Namekian Priest~ -A Namekian Priest stands here looking at you. -~ - It looks unfinished. He looks just like the other people in this village, -his green skin, antenna, and namekian cloths. -~ -10 0 0 0 120 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -T 10305 -#10306 -Mr. Popo~ -the guardians helper~ -Mr. Popo is kneeling here tending to his flowers whistling. -~ - @WMr. Popo is a short fat man, his skin is fully black. He wears a turban -with a jewel in the center, also around his body he wears a red vest, and on his -legs he wears tan pants. -@n -~ -253962 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -6 6 1 -E -#10307 -large wolf~ -a large wolf~ -A large wolf stands here growling. -~ - The wolf has a very dirty looking coat, she seems angry at something. -~ -72 0 0 0 16 0 0 0 0 E -2 20 8 0d0+20 0d2+0 -20 400 -8 8 2 -BareHandAttack: 4 -E -#10316 -Matilda~ -Matilda~ -Matilda sits behind her desk writing something on a piece of paper. -~ - She is a very pretty woman, and is also very polite, she smile sweetly at you -and then goes back to writing on her paper. -~ -26 0 0 0 120 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -6 6 2 -E -T 10314 -#10318 -Newbie Fighter~ -a Newbie Fighter~ -A Newbie Fighter stands here looking at you. -~ - He seems to be not a lot to look at, he looks kind of weak, his health seems -to be good though. -~ -10 0 0 0 0 0 0 0 0 E -20 14 10 8d8+400 6d6+4 -3000 40000 -8 8 1 -E -#10319 -Vegeta~ -Vegeta~ -Vegeta stands here, grinning evilly at you. -~ - @YVegeta has a huge golden aura, his hair is blond and his muscles are huge. -Occasionally bolts of electricity arc through his aura. @n -~ -26 0 0 0 120 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -BareHandAttack: 13 -E -T 10319 -#10329 -Roshi~ -Master Roshi~ -Master Roshi sits here reading a magazine and making weird noises. -~ - He wears a large turtle shell, and large funny looking sunglasses, the sun -shines off of his head, and he wears an old Hawaiian shirt. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -6 6 1 -E -T 10329 -T 10331 -T 10332 -#10339 -Truncks~ -Truncks~ -Truncks is here playing his game system paying you no mind. -~ - The purple haired boy wears nothing more then a capsule corp t-shirt, blue -jeans, and a pair of semi worn-out socks. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -6 6 1 -E -T 10339 -#10345 -Bulma~ -Bulma~ -A beautiful woman is here tending to the garden. -~ - Here hair is purple and she wears no clothing you have seen, it seems to be -made completely of a red material, she has a very shaped figure, curves in all the -right places. -~ -72 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -T 10345 -#10346 -Namekian Townsmen~ -a Namek Townsmen~ -A Namek Townsmen is walking around here. -~ - You see nothing special... -~ -72 0 0 0 120 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#10361 -Elder Namek~ -the Elder Namek~ -The Elder Namek sits in his large chair breathing heavily. -~ - This has to be the largest Namek ever, sitting at a height of about 8'7" and -weighing over 800lb, he could easily crush you. But he won't because of his age -and he is a peace loving man that looks like any other Namek. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -6 6 0 -E -#10362 -Statue~ -a Dragon Statue~ -A Dragon Statue sits here. -~ - It is a large statue of a dragon. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#10368 -large bird~ -a large bird~ -A large bird flies around here. -~ - You see nothing special... -~ -72 0 0 0 0 0 0 0 0 E -27 11 10 5d5+270 4d4+4 -270 72900 -8 8 0 -E -#10378 -Rabbit~ -a rabbit~ -A brown rabbit hops around happily. -~ - It looks like a brown fluffy rabbit. -~ -10 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 2 -E -#10379 -Rabbit~ -a rabbit~ -A white rabbit hops around happily. -~ - It looks like a small white fluffy rabbit. -~ -10 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#10398 -Gambler~ -a Gambler~ -A Gambler is here gambling away his money. -~ - He wears the usual biker outfit, all leather, and he swings a chain around -his head. -~ -72 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#10399 -Biker~ -a Biker~ -A Biker stands here swinging a chain around. -~ - He has the usual gamblers dice, and holds a knife in his left hand. -~ -72 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -$ diff --git a/lib/world/mob/104.mob b/lib/world/mob/104.mob deleted file mode 100644 index 7808b79..0000000 --- a/lib/world/mob/104.mob +++ /dev/null @@ -1,257 +0,0 @@ -#10400 -Lena~ -Lena~ -Map maker Lena sits behind the desk selling and making maps. -~ - It looks unfinished. She has beautiful fair skin, her clothing looks new, a -nice silk shirt, and a pair of silk pants. Her long whit hair flows gently down -her back, and she wears a small pair of half-moon glasses. -~ -10 0 0 0 120 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -T 10406 -#10401 -Chwin~ -Chwin~ -Chwin stands behind his desk polishing a sword. -~ - Chwin has a rugged look about him, his cloths are torn in some places, and -his hair is all messed up. -~ -10 0 0 0 120 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 10406 -#10402 -Arwin Mic'Zell~ -Arwin Mic'Zell~ -Arwin Mic'Zell fiddles with some armor behind his desk. -~ - It looks unfinished. Arwin Mic'Zell wears some of the finest cloths you have -ever seen, they seem to be custom made, and very expensive. He has short blond -hair, and he stands rather tall. -~ -10 0 0 0 120 0 0 0 0 E -34 9 10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 10406 -#10403 -elven townsmen~ -an elven townsmen~ -An elven townsmen walks around the city. -~ - It looks unfinished. It is hard to tell this townsmen from the others, they -all look almost exactly the same, his hair is blond, and shoulder length. His -cloths look new and he has a peaceful aura about him. -~ -72 0 0 0 96 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#10404 -elven woman~ -an elven woman~ -An elven woman walks about the city. -~ - She has long flowing white hair, her body is well built, but still beautiful. -Her cloths are well crafted and she looks to be loving. -~ -72 0 0 0 96 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -BareHandAttack: 13 -E -#10405 -Village Elder~ -the Village Elder~ -The Village Elder stands here watching you. -~ - This man seems to be the oldest elf in the village, he has short white hair, -his face is worn looking. Even though he looks old, he still seems to be -beautiful. His clothes look to be some of the best you have seen. -~ -10 0 0 0 96 0 0 0 0 E -21 13 12 4d4+210 3d3+3 -210 44100 -6 6 1 -BareHandAttack: 13 -E -T 10411 -T 10412 -T 10414 -#10406 -Ligern~ -Ligern~ -Ligern, the village warrior, sits watching the fire. -~ - Ligern looks to be young, but he has many scars all over his body, the fire -light illuminates his body, making him seem older then he actually is. -Although he has many scars, he looks to be strong, and more powerful then any -other in the village. -~ -10 0 0 0 96 0 0 0 0 E -31 10 20 6d6+310 5d5+5 -310 96100 -8 8 1 -E -#10407 -squirrel~ -a small squirrel~ -A small squirrel frolics around. -~ - A chestnut brown squirrel, the is about medium size moves around in the -woods. -~ -72 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -E -#10408 -ugly troll~ -an ugly troll~ -An ugly troll stumbles around here. -~ - This has to be one of the ugliest things ever seen, it has large cuts on it's -body, and in some places it is missing skin. He wears nothing but a loincloth, -and a small belt. -~ -104 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#10409 -Jak~ -Jak~ -Jak the shop keeper sits behind his desk. -~ - He wears a long ratty trench coat, and his hair is all straggly. He has -multiple cuts on his face, and a long beard. -~ -10 0 0 0 120 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 10406 -#10410 -orc~ -an orc~ -An orc moves in the shadows. -~ - This creature almost matches a trolls ugliness, the stench that comes from -him smells like rotting flesh. His armor looks weak, and he wears no weapon. -He looks to be a little strong. -~ -104 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 13 -E -#10411 -wood imp~ -a wood imp~ -A wood imp watches you carefully. -~ - This wood imp looks like a giant tree, he stands at 8'3" and has a moss -beard. His branches are all messed up and he has no leaves. -~ -3144 0 0 0 32 0 0 0 0 E -16 15 10 3d3+160 2d2+2 -160 25600 -8 8 1 -BareHandAttack: 7 -E -#10412 -elide postmistress postmaster~ -postmistress Elide~ -A woman stands about the room, giving people there mail. -~ - She wears a pair of spectacles, and a long white coat. Her hair is a bright -pink, and is in a pony tail. She stands up straight looking at you sternly. -~ -518154 0 0 0 0 0 0 0 0 E -34 9 20 6d6+340 5d5+5 -340 115600 -8 8 2 -E -#10413 -Jewel~ -Jewel~ -Jewel stands here smiling sweetly. -~ - Jewel looks rather pretty. She has long brown hair, and she wears some odd -looking clothes. She has a well built body and looks very nice. -~ -10 0 0 0 0 0 0 0 0 E -34 9 20 6d6+340 5d5+5 -340 115600 -8 8 2 -E -#10414 -hell beast~ -hells hound~ -A hell hound looks at you angrily. -~ - This is a very large dog, his hair is messed up, and he glows a bit. -~ -104 0 0 0 120 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 3 -E -#10415 -kelly dog~ -a border collie~ -A pretty border collie sits by the chair. -~ - She is a medium sized black and white dog, she has a long fluffy tail, and a -small head. Her head cocks sideways as you look at her, and she wears an -expression as if asking who you are. -~ -74 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -6 6 2 -E -#10416 -guard town armored~ -Town Guard~ -A heavily armored Guard stands here. -~ - The guard looks to be unaffected by your presence. His large form is -completely covered by armor. His face expressionless, his body motionless. He -just looks to be one big living statue. -~ -10 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#10429 -Weatherman~ -the Weatherman~ -The Weatherman watches the sky. -~ - He seems to be a regular man, wearing large glasses, and other business -clothes. -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 10416 -$ diff --git a/lib/world/mob/106.mob b/lib/world/mob/106.mob deleted file mode 100644 index b81f241..0000000 --- a/lib/world/mob/106.mob +++ /dev/null @@ -1,365 +0,0 @@ -#10602 -priest~ -the Elcardorian priest~ -An Elcardorian orthodox priest stands here with a stern look on his face. -~ - At first sight, he's not the kind of priest you want to leave your children -with. Than again, with the aura of calmness oozing out of him. Maybe taking a -rest next to him would not be such a big risk. -~ -188426 0 0 0 0 0 0 0 1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 12 -Str: 3 -Dex: 3 -Int: 3 -Wis: 3 -E -#10603 -executioner~ -the executioner~ -The Executioner stands here waiting for his next beheading. -~ - A black hood covers his entire face. Three holes have been cut out of the -dark cloth. The eyes peering out behind the mask look to be slightly crazed and -definitely blood thirsty. -~ -254010 0 0 0 8312 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 6 -Str: 20 -Dex: 20 -Int: 20 -Wis: 20 -E -#10605 -suncas rebel foot soldier~ -a Suncas rebel foot soldier~ -A rebel from the Suncas clan looks at you, paranoia in his eyes. -~ - No more than a boy this teenager stands before you waiting for the overthrow -of the Elcardian Empire. No more than a boy this teenager stands before you -waiting for the overthrow of the Elcardorian Empire. -~ -6220 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 7 1 -E -#10606 -elite Suncas rebel soldier~ -an elite Suncas rebel soldier~ -An elite Suncas rebel soldier is standing here. -~ - This grizzled veteran looks more like a mercenary than a soldier. Which in -fact may actually be the case. The Suncas rebels have been known to hire help -when they need it. -~ -10316 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#10607 -suncas rebel commando~ -a rebel commando~ -A rebel commando from the Suncas clan stands here. -~ - Scars seem to cover this middle-aged man from head to toe. He appears to be -missing a few fingers and he walks with a favoring to his left leg. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#10608 -rebel leader Sujin Suncas~ -Sujin Suncas~ -The rebel leader Sujin Suncas is sitting here. -~ - The mastermind behind the latest attempt at overthrowing the Mayor. He is -young, but a brilliant fire burns in his eyes that some people would call -craziness, but he calls eccentricity. He is the motivation behind all the -rebels. -~ -254474 0 0 0 0 0 0 0 -350 E -10 17 4 2d2+100 1d2+1 -100 10000 -6 8 1 -E -#10609 -elcardorian infantry~ -an Elcardorian infantry man~ -An Elcardorian infantry man stands here. -~ - This grunt has no purpose other than to sacrifice his life for his army, and -maybe take a few enemies out in the pursuit of that end. He is heavily muscled -and adequately trained. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#10610 -officer elcardorian military~ -an Elcardorian military officer~ -An officer of the Elcardorian military guards his township here. -~ - He holds himself with an air of authority. A hard look in his eyes shows his -years of experience and training. He has probably led more men into battle than -you've ever met. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#10611 -elcardorian military captain~ -an elcardorian military captain~ -An Elcardorian military captain struts his sword around here. -~ - The Captain is in charge of keeping the peace by order of the Mayor. It is -the Captain's responsibility that everyone within the city behaves. More often -than not this includes crushing any rebel uprisings. -~ -328 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#10613 -sick dying man~ -a sick and dying man~ -A man is slowly dying from loss of blood. -~ - Wounds cover his body. Some from whips, others from jagged blades, and still -others from piercing weapons and hot brands. This poor soul looks to have been -broken with pain to spill his guts and tell his story. -~ -10 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -2 6 1 -E -#10614 -grandfather sunshine~ -grandfather sunshine~ -Grandfather sunshine is here tending the cash. -~ - His beaming smile seems to brighten everyone's day. The typical elderly -grandfather he looks very trusting and kind. White hair, beard, and mustache -give him a jovial look. -~ -172046 0 0 0 0 0 0 0 10 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#10615 -political prisoner parliaments elcardorian~ -a political prisoner~ -A member of the Elcardorian parliaments stands before you, now as a prisoner. -~ - At one time this guy used to stick his nose up in the air believing that he -was above the law because of his position he held within the government. Now he -has been humbled by chains and torture. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#10616 -suncas prison guard~ -a Suncas prison guard~ -The Suncas prison guard is here making sure that no one leaves the dungeons. -~ - He looks tired and inept. The monotony of his job has caused him to become -bored and lax. Of course so few of the prisoners stay long enough down here to -even attempt to escape so a guard is more for looks than need. -~ -260168 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#10617 -panhandler bum beggar~ -a panhandler~ -A panhandler broke off her ass, begging for your charity is sitting here. -~ - This poor lady has seen better days. At least she is begging and not selling -her soul body. That will probably come later. She looks up at you with those -pitiful puppy-dog eyes trying to find a little sympathy. -~ -10 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -6 6 2 -E -#10632 -brack~ -Brack, the weaponsmith~ -Brack, the weaponsmith displays his creations with pride. -~ - The burly man resembles the anvil that he pounds upon. Blunt is about the -only word to describe him. He definitely knows his metal-working though. He -holds his tools and works the forge with a love for the craft that only the -gifted can possess. -~ -10 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -Str: 20 -Dex: 20 -Int: 15 -Wis: 15 -E -#10633 -penny teller~ -Penny, the bank teller~ -Penny, the bank teller is handling some money. -~ - A strange gleam flickers in her eyes as she counts out some coins behind the -counter. She does not look like the kind of person you would want to trust your -fortune with. She immediately puts on a facade when she realizes you are -staring. -~ -10 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -Str: 10 -Dex: 10 -Int: 20 -Wis: 20 -E -#10634 -tring armorer~ -Tring, the armorer~ -Tring, the armorer pounds away at a stubborn cast. -~ - Elcardorian armor has been known for its strength and durability around the -realm. It is just about as famous as its outrageous prices. This stocky old -man makes some of the finest in the city, and he prices it that way too. -~ -10 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 20 -Dex: 20 -Int: 20 -Wis: 20 -E -T 10600 -#10635 -mayor's wife~ -the mayor's wife~ -The mayor's wife is here hinting at you to leave. -~ - They say behind every great man there is a woman, and she is one of those -women. She has long black here with green eyes and looks deceivingly frail. -~ -10 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#10636 -elcardorian mayor~ -the Elcardorian Mayor~ -Coughing in bed, the Elcadorian mayor really doesn't want to fight any more. -~ - This once powerful man has withered away into almost nothing. His strength -and will has been drained from him. Too bad it will soon be too late for you to -know what happened to him. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -5 5 1 -Str: 5 -Dex: 5 -Int: 5 -Wis: 5 -E -#10637 -grandmother sunshine~ -grandmother sunshine~ -Grandmother sunshine is here baking goodies. -~ - Her mere presence brightens the room. She treats everyone like a long lost -grandson and immediately makes you feel at home. Her kindness and sincerity -puts you to ease immediately. The cookies she is baking smell delicious. -~ -188430 0 0 0 0 0 0 0 1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#10638 -grocer elcardorian~ -the elcardorian grocer~ -The grocer of Elcardo smiles at you in hopes of a sale. -~ - His business continues to do well no matter who is fighting who, or who is -running what. The grocer could care less about rebels. As long as people need -food and supplies, he's happy. -~ -10 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 15 -Dex: 25 -Int: 25 -Wis: 10 -E -#10639 -lara~ -Lara~ -Lara is here looking you up and down. -~ - Rumors state that Lara was an outcast from a far distant city of mages. She -was caught up in some horrible feud and had no choice but to flee. So she setup -shop in Elcardo and seems happy and successful with the change. -~ -188430 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -Str: 15 -Dex: 20 -Int: 20 -Wis: 20 -E -#10640 -Shape Dark Hooded Man~ -a Shadowy figure~ -A dark hooded man roams the streets -~ - You can see almost nothing about this man because his black cloak covers him -fully. Just between the opening of the coat, a glint of steel catches your -eyes. Odds are this man would like to be left alone. He is almost certainly a -rebel which is apparent by the symbol on the head hilt of the dagger. Who is he -stalking? -~ -76 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -$ diff --git a/lib/world/mob/107.mob b/lib/world/mob/107.mob deleted file mode 100644 index 82a907c..0000000 --- a/lib/world/mob/107.mob +++ /dev/null @@ -1,263 +0,0 @@ -#10700 -spirit iuel strongarm~ -a spirit~ -A strongarm of Iuel is not willing to trade in business. -~ - This ghostly apparition uses benign forces to mold and shape various -instruments of death and destruction. -~ -16394 0 0 0 0 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -E -#10701 -wisdom iuel~ -a spirit~ -The wisdom of Iuel hangs over the atmosphere. -~ - The wisdom and experience of all time can be found from this spirit. It has -always been, and forever will be. Gaining knowledge and insight into -everything. -~ -16394 0 0 0 0 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -E -#10702 -iuel spirit~ -a spirit~ -A brewing cauldron is in the middle of the room bubbling. -~ - Within the cauldron an ethereal spirit stands, slowly stirring the contents. -No longer a living presence in this world it has nothing to fear, but it still -dwells in the lost arts of the arcane. -~ -16394 0 0 0 16 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -E -#10703 -iuel spirit~ -a spirit~ -A stoned drugkeeper stares at you with an empty eye. -~ - The shade of the drugkeeper is eternally doped. His abuses in mortality seem -to have somehow transferred over to the other side. It knows it's drugs. -~ -16394 0 0 0 0 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -E -#10704 -spirit ieul~ -the thieving spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shaky hand at you. -~ - The spirit floats towards you slowly, looking for anything of value. -~ -16460 0 0 0 0 0 0 0 500 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#10705 -assassin spirit~ -the assassin spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shaky hand at you. -~ - The spirit fades slowly in and out of existence, barely still part of the -real world. It stares with dull lifeless eyes at everything around it, seeming -to be looking for something. -~ -18504 0 0 0 0 0 0 0 500 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#10706 -knight spirit~ -the fallen knight's spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shaky hand at you. -~ - The shadowy figure seems to blink in and out of existence, it's form never -really even discernible, besides the fact that it looks human in form and is -layered in armor. -~ -16460 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#10707 -trulling spirit~ -the trulling spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shaky hand at you. -~ - An ephemeral form that almost seems to disappear when looked at directly. -~ -16460 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#10708 -dark blessing spirit~ -the dark blessing spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shaky hand at you. -~ - This shade from another life is strangely dark, almost black and seems to -carry with it an ill boding. -~ -16460 0 0 0 0 0 0 0 500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#10709 -vampiric spirit~ -the vampiric spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shaky hand at you. -~ - A lost soul of a long dead vampire, it's body has become lost with time and -only it's lifeless spirit can now seek fresh blood that it cannot consume. -~ -16460 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#10710 -ghoulic spirit~ -the ghoulic spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shaky hand at you. -~ - This hunched over spirit barely even looks human, or what was once a human, -grotesque features mark it as a ghoul that long since died. -~ -16460 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#10711 -spell spirit iuel~ -the spell chanting spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shaky hand at you. -~ - The wandering spirit is the remains of a powerful mage that found -immortality. But could not bring it's mortal body along for the ride. -~ -16460 0 0 0 0 0 0 0 500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#10712 -spirit soul snatcher~ -the soul snatching spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shaky hand at you. -~ - This undead spirit has lost it's bodily form and now lusts for another's to -absorb and return to life. -~ -16462 0 0 0 0 0 0 0 500 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -#10713 -fat rat pets~ -a fat rat~ -A fat rat sits on a mat eating slabs of cat grinning like the mad hat-ter. -~ - This tamed rat waddles awkwardly due to it's massive girth. -~ -72 0 0 0 0 0 0 0 200 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#10714 -dog pets wog~ -a wog dog~ -A wog dog chews on a log releasing gas, causing a fog is here. -~ - This trained dog can roll over like a log, go for a jog, fetch a cog, and -maybe kill a frog. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#10715 -boy roy petshops~ -a boy named Roy~ -A small boy named Roy sits here playing with this toy, his face full of joy. -~ - The boy looks rather coy and begins to annoy everyone which he seems to -enjoy. -~ -16394 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#10716 -rabid wolverine~ -a rabid wolverine~ -A wolverine sick with disease growls at you. -~ - This angry beasts fur is matted and brown from dirt. It foams at the mouth -and snarls at anything that moves, even it's own shadow. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#10717 -sabertooth tiger~ -a sabertooth tiger~ -A red and black striped tiger crawls in the shadows hoping not to be seen. -~ - The large beast is the size of a small horse. It's muscular body rippling as -it stalks back and forth waiting for some easy prey. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#10718 -king crab~ -a king crab~ -A huge crab skitters around in the muddy waters. -~ - The large crab has a set of deadly claws on two of it's eight long limbs. -Each limb measuring almost a span in length. It's hard crustaceous shell and -casings give it better armor than most other animals. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#10719 -messenger spirit postmasters~ -a spirit~ -Writing equipment floats around in the air, waiting to take a message. -~ - Leafs of paper and other parchment float about the room ominously. Quills -and ink bottles also. It is here where you may mail anyone within the mud. -~ -516106 0 0 0 0 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -E -$ diff --git a/lib/world/mob/11.mob b/lib/world/mob/11.mob deleted file mode 100644 index addbe7f..0000000 --- a/lib/world/mob/11.mob +++ /dev/null @@ -1,109 +0,0 @@ -#1100 -wraith~ -a mournful wraith~ -A mournful wraith hovers in and out of existence. -~ - Faceless and featureless, the only that can be seen about this entity is the -vague outline of a humanoid figure. Glowing faintly, it nonetheless appears the -darkest thing in the room. -~ -221194 0 0 0 1048580 0 0 0 0 E -33 9 -9 6d6+100 5d5+5 -0 0 -8 8 0 -E -T 1101 -T 1104 -T 1105 -#1101 -trigger mob xxmobxx~ -a mob for making triggers work~ -A mob stands here, waiting to help out some triggers. -~ - There is no actual description as this is a trigger mob. I only typed this -in because I didn't like seeing the error messages in zcheck la de la la de la -la de la -~ -10 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#1102 -gigantic ice dragon~ -@Ca gigantic ice dragon@n~ -@CA gigantic ice dragon@c stands guard over the castle.@n -~ - Huge and intimidating, this dragon is covered in massive armor-plated -scales, shimmering all different hues of crystal and ice. Large scaly limbs -stand firmly against the ground, tipped with razor-sharp claws and encrusted -with snow as if the dragon has almost become part of the architecture. His -steely eyes are bright but cold, glimmering with a strange blue fire. -~ -253962 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -500 90000 -8 8 1 -BareHandAttack: 8 -E -#1103 -pale queen~ -@Ca pale queen@n~ -@CA pale queen@c gazes forlornly towards the east.@n -~ - Her smooth, delicate features were probably naturally pale, but now her skin -is tinged with an eerie blue hue. Her sorrowful eyes linger on the eastern side -of the room as if she were longing for some place she can no longer reach. Her -dress merges with the floor in a flowing train of ice, rooting her to the spot -for all eternity. -~ -24586 0 0 0 0 0 0 0 0 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 2 -E -#1104 -white-haired king~ -@Ca white-haired king@c~ -@CA white-haired king@c gazes thoughtfully toward the west.@n -~ - Old and sorrowful in appearance, this man's thick white hair is part his own -and part crystals of snow. His face is haggard and morose, his eyes filled with -a silent longing as he gazes toward the western part of the room. The lower -part of his body has turned almost completely into ice, rendering him a statue -in his own abode. -~ -24586 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#1105 -icy princess~ -@Can icy princess@n~ -@CAn icy princess@c stands frozen to the spot.@n -~ - This young girl has smooth white skin like moon-cream, silver blonde hair -tumbling down her back, glittering with snow crystals. Her eyes are large and -sorrowful, a deep azure blue paled and sparkling with a misty glaze of ice. A -fine sheen of frozen droplets covers her gown, studding it with crystals as if -bejewelled. -~ -253962 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#1199 -tester card player dealer~ -a tester dealer~ -A tester dealer stands here. -~ -It looks unfinished. -~ -10 0 0 0 0 0 0 0 0 E -0 20 10 1d1+0 1d1+0 -0 0 -8 8 1 -E -$ diff --git a/lib/world/mob/115.mob b/lib/world/mob/115.mob deleted file mode 100644 index 9f507df..0000000 --- a/lib/world/mob/115.mob +++ /dev/null @@ -1,601 +0,0 @@ -#11500 -woodchuck~ -the woodchuck~ -A woodchuck runs for its hole. -~ - This small brown animal is covered in thick fur and is about the size of a -small dog. It is built very low to the ground and is actually pretty quick. -~ -72 0 0 0 0 0 0 0 500 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#11501 -rat~ -a large gray rat~ -A large dusty rat crawls around here. -~ - This rat seems to be oblivious to all around it. -~ -92 0 0 0 0 0 0 0 500 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#11502 -goblin raider~ -a goblin raider~ -A goblin raider stands here with a really angry look on his face. -~ - The goblin charges around looking for anything valuable to loot. He eyes you -up and down trying to determine what you might have of value. -~ -72 0 0 0 0 0 0 0 -400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#11503 -mon goblin~ -a mon's goblin~ -A mon's goblin is walking around looking for more artifacts to steal. -~ - He carries a sack of useless loot. Loot only to him you guess. -~ -72 0 0 0 0 0 0 0 -400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#11504 -hulk goblin~ -a hulk goblin~ -A hulk goblin is here tearing the place down. -~ - Larger than the typical goblin this beast relies on his brawn to win. -~ -76 0 0 0 0 0 0 0 -400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#11505 -bat~ -a small black bat~ -This is a small unfeathered vicious looking bat. -~ - It squeaks and flutters its wings in anticipation to flight, and possibly a -feast. -~ -88 0 0 0 0 0 0 0 500 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#11506 -goblin bomber~ -a goblin bomber~ -A goblin bomber is here setting up an explosive. -~ - He carries a flask of gunpowder, flint, and some wicks. Hardly the type of -person you would trust with explosives. -~ -76 0 0 0 0 0 0 0 -400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#11507 -centaur archer~ -a centaur archer~ -A centaur archer looks for a point of elevation to fire his arrows from. -~ - This beast has the upper body of a troll. Huge arms and a barrel chest gives -proof to his earned position within the military ranks of centaurs as an expert -archer. -~ -76 0 0 0 0 0 0 0 -500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#11508 -monk peaceful~ -a peaceful monk~ -A peaceful monk wanders the halls in thought. -~ - He looks peaceful until you notice what looks like troll armor hidden -underneath his robes. -~ -10314 0 0 0 0 0 0 0 1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 11 -Str: 20 -Dex: 20 -Int: 9 -Wis: 9 -E -#11509 -centaur warrior~ -a centaur warrior~ -A centaur warrior runs around the area looking for someone to kill -~ - The brown coat of this centaurs body is thick and matted with dirt and grime. -It looks like she has had a long battle. -~ -76 0 0 0 0 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#11510 -rat~ -an oversized rat~ -An oversized rat with large fangs looks at you curiously. -~ - This one looks weak. Though those fangs look deadly. -~ -72 0 0 0 0 0 0 0 300 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 4 -E -#11511 -crazy crazed monk~ -a crazed monk~ -A crazy monk stands her muttering gibberish. -~ - It appears he saw some things that he really wished he hadn't. -~ -10254 0 0 0 0 0 0 0 800 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 13 -E -#11512 -monk deranged~ -a deranged monk~ -A deranged monk screams in fear at your presence and cowers in the corner. -~ - His eyes have become unfocused and seem to be looking within. No one is home -upstairs. -~ -57434 0 0 0 65538 0 0 0 500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 12 -Str: 20 -Dex: 7 -Int: 20 -Wis: 20 -E -#11513 -centaur swordswoman~ -a centaur swordswoman~ -A centaur swordswoman stands here looking pretty. -~ - She simply stomps over any remaining monks that live. Crushing skulls and -breaking bones as she passes. -~ -76 0 0 0 0 0 0 0 400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#11514 -monk prayer~ -a monk that was praying~ -A monk who was kneeling in prayer before you interrupted him. -~ - The monk looks upset to have been interrupted from his daily ritual. -~ -10 0 0 0 0 0 0 0 1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#11515 -centaur axeman~ -a centaur axeman~ -A centaur axeman is here waiting to pick a fight. -~ - He looks crazed and in pursuit of more blood. -~ -76 0 0 0 0 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#11516 -centaur warpriest~ -a centaur warpriest~ -A centaur warpriest stands his ground, casting spells on all the enemies. -~ - Some centaurs have taken up the arcane arts. Before you stands one of them. - -~ -76 0 0 0 0 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#11517 -centaur samite healer~ -a centaur samite healer~ -A centaur samite healer runs around trying to revive the wounded centaurs -~ - He dwells in the arcane art of healing and looks to be very gifted at it. -~ -76 0 0 0 0 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#11518 -doom priest guildmaster~ -the Doom Priest guildmaster~ -The Doom Priest guildmaster assesses your abilities and prepares for your training. -~ - He is aged and weathered from a hard life. But, a power emanates from him -and the cold stare from his green eyes shows a wisdom and intelligence -unparalleled. -~ -188442 0 0 0 80 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#11519 -goblin horde~ -a goblin horde~ -A goblin horde rushes in, attacking you from all directions. -~ - These goblins are short, fat, and smelly. -~ -76 0 0 0 0 0 0 0 -400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#11520 -fat goblin~ -a fat goblin~ -An obese goblin charges in, trying to run you over. -~ - She is damn ugly, and smells funny. Hard to believe something as disgusting -as this creature can survive its own breath. -~ -76 0 0 0 0 0 0 0 -400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#11521 -white tan centaur~ -a white and tan centaur~ -A white and tan centaur gallops in your direction. -~ - This massive beast is half horse and half man. -~ -10 0 0 0 0 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#11522 -centaur armored~ -an armored centaur~ -A heavily armored centaur points an intimidating finger in your direction. -~ - This centaur has been equipped for battle with chainmail. He stomps around -heavily from the added weight. -~ -10 0 0 0 0 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#11523 -dying monk~ -a dying monk~ -A dying monk sits here in agony. -~ - This man looks as if he has been attacked by a pack of some wild beasts. -~ -138 0 0 0 0 0 0 0 1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -5 5 0 -Str: 3 -Dex: 3 -Int: 3 -Wis: 3 -E -#11524 -ensign goblin~ -an ensign goblin~ -An ensign goblin straight out from military camp, leads the raid at the front lines. -~ - He looks a little bit cleaner than the typical goblin, must be more educated. - -~ -76 0 0 0 0 0 0 0 -400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#11525 -raging troll~ -a raging troll~ -A raging troll clenches his fist in anger pulling the surroundings down. -~ - This troll looks to be in a battle frenzy. A glazed look covers his eyes as -he snorts and grunts in anger. -~ -76 0 0 0 0 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#11526 -stone skinned troll~ -a stone skinned troll~ -With skin of stone hardness, this troll runs up and down the monastery crashing into everything in his path. -~ - The skin of this troll looks like rock! He uses his arms and legs as -bludgeoning weapons against anything he comes across. -~ -76 0 0 0 0 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#11527 -enormously troll~ -an enormously huge troll~ -An enormously huge troll stands his ground, ready to take on a whole party of warriors. -~ - This troll is in a blood rage looking for another innocent victim to -slaughter. He looks your way. -~ -76 0 0 0 0 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#11528 -doom priest guild guardian~ -a Doom Priest guild guardian~ -A powerful Doom Priest guards the stairwell going down. -~ - He carries no weapons and wears no armor. He needs no such thing to protect -himself. A power and intelligence can be seen when looking at this priest. He -acknowledges your presence and stands even closer to the Doom Priest guild -entrance. -~ -188442 0 0 0 80 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#11529 -lamb~ -a small lamb~ -A small lamb is here looking for little boo peek. -~ - This poor lamb looks lost and lonely. -~ -72 0 0 0 0 0 0 0 500 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#11530 -little bow peek~ -little bow peek~ -Little bow peek is here looking for her lost sheep -~ - Nothing. -~ -10 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#11534 -bird~ -a small white bird~ -A very small white bird is perched here. -~ - This bird looks very gentle and sweet. -~ -163866 0 0 0 0 0 0 0 1000 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -BareHandAttack: 8 -Str: 9 -Dex: 20 -Int: 20 -Wis: 20 -E -#11537 -fish~ -a small fish~ -A small black fish swims here. -~ - This fish looks good. -~ -26 0 0 0 0 0 0 0 500 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 1 -Str: 3 -Dex: 3 -Int: 3 -Wis: 3 -E -#11538 -piglet~ -a small piglet~ -A small piglet dashes around. -~ - The small pig is covered in mud and is enjoying the mess it is making. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#11539 -snake~ -the small snake~ -A small snake lurks here waiting for something to eat. -~ - This snake looks as if it has been waiting for a while. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -Str: 25 -Dex: 25 -Int: 3 -Wis: 3 -E -#11541 -lost goblin~ -a lost goblin~ -A goblin is sneaking around looking for some backup. -~ - This goblin seems to have lost his counterparts. He is not quite so sure of -himself without friends to hide behind. -~ -2058 0 0 0 0 0 0 0 -400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 10 -Str: 25 -Dex: 3 -Int: 3 -Wis: 3 -E -#11553 -toad~ -a very large purple toad~ -A large purple toad squats here. -~ - This thing looks uninterested in everything. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 12 -E -#11563 -goblin~ -a goblin soldier~ -A goblin soldier is finishing off a few of the remaining monks. -~ - This yellow-green beast is barely even humanoid in resemblance. You can -smell him from here. -~ -72 0 0 0 0 0 0 0 -400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 7 -Str: 20 -Dex: 16 -Int: 9 -Wis: 9 -E -#11564 -ghost monk~ -a ghost of a monk~ -The ghost of a monk who died in an unfair game of politics haunts this room forever. -~ - Nothing. -~ -90158 0 0 0 88 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 10 -E -#11575 -troll small~ -a small troll~ -A small troll stomps around trying to look tough. -~ - This thing looks pretty weak Though it is a troll and shouldn't be -underestimated. -~ -72 0 0 0 0 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 1 -Str: 3 -Dex: 20 -Int: 20 -Wis: 20 -E -#11585 -grass~ -the grass~ -A heap of grass lies here. -~ - The grass looks like some kind of weed. -~ -10 0 0 0 0 0 0 0 500 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -Str: 20 -Dex: 3 -Int: 3 -Wis: 3 -E -#11588 -wounded monk~ -a wounded monk~ -A wounded monk is scrunched up here in the corner. -~ - The monk looks as if he had been attacked. -~ -10 0 0 0 0 0 0 0 400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 10 -Str: 25 -Dex: 25 -Int: 20 -Wis: 20 -E -#11589 -orc~ -orc~ -A very large orc is here dead. -~ - This orc looks as if it was torn apart by a pack of wolves. -~ -10 0 0 0 0 0 0 0 -500 E -3 19 8 0d0+30 1d2+0 -30 900 -0 0 1 -E -$ diff --git a/lib/world/mob/117.mob b/lib/world/mob/117.mob deleted file mode 100644 index b087ff1..0000000 --- a/lib/world/mob/117.mob +++ /dev/null @@ -1,494 +0,0 @@ -#11700 -guard holden~ -Tower Guard Holden~ -Tower Guard Holden is here inspecting visitors. -~ - It looks unfinished. A tall male guard in armor stands here inspecting each -visitor into the tower before they enter for security. He is rather satisfied -with his duties now and carries an arrogant smirk. -~ -12378 0 0 0 0 0 0 0 150 E -15 15 1 3d3+150 2d2+2 -300 25000 -8 8 1 -E -T 11703 -#11701 -guard stradler~ -Tower Guard Stradler~ -Tower Guard Stradler cheerfully surveys the crowd. -~ - Stradler is a charming and attractive guard. He inspects visitor's -inventories for security here. The ladies (and a few men) seem to flock to him -for inspection. He stands proud and tall for the safety of the people of Los -Torres. -~ -12378 0 0 0 0 0 0 0 175 E -15 15 1 3d3+150 2d2+2 -325 24000 -8 8 1 -E -T 11704 -#11702 -citizen~ -citizen~ -A citizen stands here. -~ - The citizen of Los Torres stands here, minding her own business. She does -not want to be bothered, she has many, many errands to run. She looks in her -purse, counts her money and checks for her ID cards. -~ -72 0 0 0 0 0 0 0 25 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#11703 -hired assassin~ -a hired assassin~ -A governmentally hired assassin stalks around here. -~ - An assassin veiled in red lurks around in the forest to match the color of -the leaves and be unseen. He crunches on the twigs making it a dead giveaway as -to where he is. He has been ordered by the government to kidnap any people who -are planning to attack them. -~ -8316 0 0 0 0 0 0 0 -200 E -13 16 2 2d2+130 2d2+2 -200 18000 -8 8 1 -E -#11704 -zulthan waiter~ -Zulthan the Waiter~ -Zulthan the Waiter takes orders from customers here. -~ - Zulthan the Waiter is here taking orders and retrieving food for people. He -seems very busy, but he is very happy doing what he does. He has brown hair and -is very short. He is also a bit on the pudgy side as well, though he doesn't -seem to care. -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 11700 -#11705 -cassandra lacela~ -Cassandra Lacela~ -Cassandra Lacela kinda stands here, like, drunk, you know... -~ - Cassandra Lacela stands here, kind of. She slurs her tongue and her hair is -all messed up. She must be drunk. She is wearing a white dress with some red -and purple stains on it. She lazily will take her customer's orders and she -seems to have an obsession with lace, due to the decor in the room. -~ -188426 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -T 11706 -#11706 -official lesalie~ -the Government Official Lesalie~ -The Government Official Lesalie is here. -~ - The Government Official Lesalie is here in his brown suit. He is wearing a -white tie and brown pants. He has brown hair and seems to be very tall. He has -a scar in his left cheek that looks like a slash from a weapon or a claw of -sorts. -~ -16394 0 0 0 65536 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -4 8 1 -E -T 11718 -#11707 -salesman derresor maosund~ -Salesman Derresor Maosund~ -Salesman Derresor Maosund stands here checking his inventory of armor. -~ - Salesman Derresor Maosund smiles at his customers as they browse his display -and ask him questions on 'What does this armor do' and 'How much are these -boots'. He is wearing a black robe over what seems to be flowing black pants -and a black shirt. -~ -74 0 0 0 16 0 0 0 0 E -20 14 -2 4d4+200 4d5+4 -0 0 -8 8 1 -BareHandAttack: 13 -E -T 11707 -#11708 -sniper assassin~ -a Sniper Assassin~ -A Sniper Assassin hides here spying on citizens. -~ - The assassin here looks through the wall patiently at the citizens walking -past. She has long red hair that matches her red outfit. She has very unique -sniping skills as well as some interesting close up combat technique to boot. -She is mumbling to herself as she carefully watches to anyone opposing the -government. -~ -2074 0 0 0 524288 0 0 0 -200 E -14 16 1 3d2+140 2d4+2 -450 21000 -8 8 2 -E -#11709 -assassin chieftain~ -the Assassin Chieftain~ -The Assassin Chieftain stands here guarding over her prisoner. -~ - The Chieftain of the Red Assassins stands here with her specially gold rimmed -red veil and her dull gold badge that reads 'Red Assassin Chieftain'. She gives -orders to her assassins from the government and checks over her prisoner. She -has long black hair that flies out from behind her veiled head. She has a very -tall and skinny figure and she stands with her hand on her hip. -~ -10266 0 0 0 80 0 0 0 -200 E -17 15 0 3d3+170 2d2+2 -1000 29500 -8 8 2 -E -T 11714 -#11710 -government official visconti~ -the Government Official Visconti~ -The Government Official Visconti crawls up in his own filth. -~ - The Government Official Visconti, famous now for the addition of the top floor -in the second tower, is covered in dirt, with ragged clothing and a bruised -face. He has a stubbled beard growing from lack of grooming and he smells like -a skunk in an exhaust pipe! -~ -72 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -4 8 1 -E -T 11729 -#11711 -guard ackley~ -Tower Guard Ackley~ -Tower Guard Ackley stands here, slacking off. -~ - He stands short, and has a severe acne problem. He often bites at his nails -and shivers uncontrollably. He has a major temper problem, and can go off the -deep end easily when someone comments on one of his flaws. He snorts loudly at -random people for a laugh, and makes lewd gestures at those who have -disrespected him before. -~ -10 0 0 0 0 0 0 0 -50 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#11712 -government official miranda~ -the Government Official Miranda~ -The Government Official Miranda stands here. -~ - Oh, busy, busy, busy! That's how she wishes her life was. Now she's been -stuck in this dark place for so long all she has left to do now is cry. Her -brown overcoat and pink dress are all tattered, torn and wet. Her face is -covered in dirt, though it is hard to tell through her bushy medium length hair. - -~ -138 0 0 0 0 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 12500 -8 8 2 -E -T 11730 -#11713 -government official phel~ -the Government Official Phel~ -The Government Official Phel is standing here. -~ - He grins, he manipulates, he's the sneaky official Phel. Known for his -persuasive skills around the town, nobody is exactly sure if this guy's -trustworthy or not. He wears a dark green suit as he works his busy day. His -hair is blonde with a white streak of hair down the right. His eyes are colored -differently, one being brown and one being hazel. -~ -26 0 0 0 0 0 0 0 -100 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#11714 -government official gertrude~ -the Government Official Gertrude~ -The Government Official Gertrude sneers wickedly as she works. -~ - The pink suited Gertrude always wears a sneer and does things for her own -interest instead of who she is supposed to represent. She constantly sends off -any messages of complaint to her, and is blatantly corrupt. -~ -10 0 0 0 0 0 0 0 -150 E -14 16 1 2d2+140 2d2+2 -140 17500 -8 8 2 -E -#11715 -government official cecille~ -the Government Official Cecille~ -The Government Official Cecille hums ignorantly to herself. -~ - Cecille looks pretty darn dumb to be an official. She is wearing a light -pink buttoned shirt and a matching skirt. She is humming a song that she made -up five seconds ago and its rather irritating. She seems like she would be -easily persuaded to believe one way or the other even if its unjust. -~ -10250 0 0 0 0 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 11500 -8 8 2 -BareHandAttack: 8 -E -#11716 -government official thedoric~ -the Government Official Thedoric~ -The Government Official Thedoric grins fakely as he greets his clients. -~ - Thedoric is heavily biased toward certain beliefs in life and is not afraid -to go to extreme measures to ensure that his beliefs are reality. He is wearing -a red suit and has medium length black hair. He always wears a rather fake grin -as he meets with people. He tends to favor those who agree with him, and maybe -he's a bit irrational when it comes to those who don't... -~ -10266 0 0 0 0 0 0 0 -250 E -18 14 0 3d3+180 3d3+3 -250 32400 -8 8 1 -BareHandAttack: 7 -E -#11717 -government official luther~ -the Government Official Luther~ -The Government Official Luther tries his best to keep the council in line. -~ - Luther is trying all he can do to keep the council in line as of now. He is -wearing a blue trench coat over a blue dress shirt with white pants. He has -very short brown hair with deep blue eyes. He is scrambling to save the city -from the council, though he looks like he could use some help. Maybe you should -say hello to him? -~ -10 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -T 11721 -#11718 -bodyguard verno~ -the Empress's bodyguard Verno~ -The Empress's bodyguard Verno blocks anyone from seeing the Empress. -~ - Verno, it would seem, stands very tall though he also has a very large -waistline. He is wearing a standard black tuxedo and he has his arms folded, -stepping right in front of the path so that no one will go through. He has a -bald head and is also wearing a pair of black sunglasses. -~ -262170 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -BareHandAttack: 6 -E -T 11719 -T 11720 -#11719 -empress leraillia~ -Empress Leraillia~ -Empress Lerallia smiles warmly at you. -~ - Leraillia is very exquisitely dressed. She is wearing an untied scarlet red -robe over a shirt that hangs down to her thighs at some parts. The shirt is cut -so tat triangular flaps hang from the waste. Her pants are very loose and have -several chains hanging from various spots. The pants are flared a lot at the -bottom, so much that it totally covers her feet. She has long blonde hair and -sky blue colored eyes. Her lips are the scarlet of her robe. -~ -188506 0 0 0 112 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -BareHandAttack: 8 -E -T 11731 -#11720 -artist~ -the artist~ -The artist paints another picture. -~ - The artist wears a paint covered smock and a black beret. He stands in -disgust trying to think of ideas for his next masterpiece. -~ -10 0 0 0 0 0 0 0 50 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#11721 -journalist~ -a journalist~ -A journalist wanders around asking people questions. -~ - The journalist is dressed nicely, and is carrying a notepad, a pen and a -sheet of questions to ask the citizens of Los Torres. The questions mainly deal -with the government, though most people seem unwilling to answer them. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#11722 -fat chef~ -a really fat chef~ -A really fat chef stands behind the counter chopping onions. -~ - The chef is extremely fat, I mean, totally huge. He has a thick, black, -curly mustache. He is wearing a big poofy hat that chefs normally wear and a -big white apron that somehow manages to fit around his grandiose waist. -~ -10 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#11723 -crying man~ -a crying man~ -A crying man mopes on one of the pews about how he lost his wedding ring. -~ - The man has totally wrinkled clothing and bangs his fist on the pew -repeatedly for some reason, making all the citizens nearby uncomfortable. -~ -10 0 0 0 0 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -T 11727 -#11724 -government official johanes~ -the Government Official Johanes~ -The Government Official Johanes works on his papers. -~ - He looks busy and self important. -~ -72 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#11725 -maid~ -the maid~ -The maid stands here doing laundry. -~ - The maid is a short skinny woman, wearing a black dress and a white apron. -She carries a bunch of towels in her hand and is busy doing the laundrywork to -care about anything else. -~ -10 0 0 0 0 0 0 0 150 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#11726 -karate instructor~ -the Karate Instructor~ -The Karate Instructor practices Tae Kwon Do. -~ - It looks unfinished. The instructor is bald headed, very short and thin. -He wears a white uniform with a black belt tied around the waist. He is -currently practicing one of his forms right now with his eyes closed, thinking -about what he is doing. -~ -10 0 0 0 64 0 0 0 100 E -15 15 1 3d3+150 3d2+3 -150 23500 -8 8 1 -BareHandAttack: 13 -E -#11727 -librarian~ -the librarian~ -The Librarian stands here, swatting dust particles that come by. -~ - The librarian wears her brown hair down to her waist, and has bright green -eyes. She stands aware, looking t the air. She seems very conscious about -having dust in the room, as she keeps slapping them out of the air with a -feather duster. -~ -10 0 0 0 0 0 0 0 200 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -E -#11728 -little alex~ -little Alex~ -Little Alex is here running around in circles. -~ - The confused little boy named Alex is bored, so he'll just run around in -circles now. H is wearing blue overalls and a red striped T-shirt. -~ -14 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#11729 -clever josie~ -clever Josie~ -Clever Josie sits in the corner reading a book. -~ - Clever Josie the know-it--all of the bunch. She is reading to herself in the -corner quietly. She is the only one of the children that is behaving nicely. -She has medium length brown hair and cat-shaped black glasses. She is wearing -a brown dress with pockets at the front. -~ -10 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 2 -E -#11730 -teacher~ -the teacher~ -The teacher stands here cleaning up after her kids. -~ - The teacher wears her hair in a bun, and is wearing small wire glasses. She -has a green dress on and she is aggravated by the mess that all of her students -had made when they left. -~ -10 0 0 0 0 0 0 0 50 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -E -#11731 -janitor~ -the janitor~ -The janitor kneels here, cleaning something off the walls. -~ - The janitor has short black hair, and a stubbly beard. He wears a red -T-shirt and blue jeans, and seems very cranky. HE is unhappy that he has to -clean up the messes that people make on the walls. -~ -10 0 0 0 0 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -BareHandAttack: 13 -E -$ diff --git a/lib/world/mob/118.mob b/lib/world/mob/118.mob deleted file mode 100644 index fb03bbc..0000000 --- a/lib/world/mob/118.mob +++ /dev/null @@ -1,856 +0,0 @@ -#11800 -young girl~ -a young girl~ -A young girl sits cross-legged on the floor, her eyes closed as though asleep. -~ - This girl's age is impossible to tell, sometimes it seems as though she is a -small child and then the light shifts and she seems a woman. The only thing -remaining constant is her peaceful expression and her eyes, which remain -serenely closed as though she is deep in some dream state. -~ -188426 0 0 0 64 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -0 10000 -6 6 2 -E -T 11804 -#11801 -eccentric shopwoman woman~ -the eccentric shopwoman~ -A slightly eccentric looking shopwoman watches over her collection. -~ - A vaguely wild look sparks in her eyes as she bustles about the shop, frizzy -hair poking out from a tightly woven braid and fresh smears of dust and dirt -streaking her face. Her expression is focused and intense, piercingly aware of -all around her. -~ -26 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -T 11800 -T 11801 -T 11802 -#11802 -child coloring~ -a coloring child~ -A child is coloring quietly with crayons here. -~ - This young girl looks to be between three and five years old. Her bright -blue eyes are slightly vacant as though she is far away in some imaginary place, -and her lips move silently as though she is singing or whispering to herself. -A colored crayon moves back and forth as she draws around her splayed fingers, -leaving the white canvas of paper covered with the smeared dark outlines of -hands. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -T 11814 -T 11818 -#11803 -shadow baby little~ -a shadow-baby~ -A little shadow-baby kicks restlessly within its cot. -~ - This little baby smiles brightly as it coos and gurgles to itself. Little -shadowy limbs flail and kick randomly as its tiny muscles strengthen themselves -slowly. It is impossible to tell by its little porcelain face whether it is -male or female, but its little navy jumpsuit is distinctly boyish. The only -thing unusual is its ghostly transparency, fading in and out of visibility like -a flickering shadow. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -T 11815 -#11804 -little girl~ -a little girl of about four years~ -A little girl, about four years old stands here. -~ - This little girl has soft brown hair that hangs in little ringlets around her -face. Bright starry eyes peer keenly around as though everything is new and -exciting. She fidgets constantly, as though a little hyper, and her small -fingers are blistered from constant coloring or writing. -~ -10 0 0 0 24 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -T 11807 -T 11815 -#11805 -tiny humming bird~ -a tiny humming-bird~ -A tiny humming-bird flits rapidly about. -~ - This minute little creature is barely the size of a ping pong ball, tiny -glittering wings beating so rapidly they can only be seen in a blur. A long -slender beak curves delicately from its iridescent green head, shimmering blue -feathers continuing down its body. -~ -72 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -0 2500 -8 8 0 -E -T 11816 -T 11896 -#11806 -pregnant shadow woman~ -a pregnant shadow-woman~ -A pregnant shadow-woman busies herself cooking. -~ - This young woman is darkly faded and flickers slightly as though she is only -a hologram, or some strange ghost. She is young, perhaps only in her late teens -or early twenties, the slight swell of her belly announcing the coming birth of -another child. Her long dark hair is uncut, and her naturally pretty face has -been carefully made up, eyes sparkling as she prepares food for the family. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -T 11815 -#11807 -shadow man bearded shadow-man~ -a bearded shadow-man~ -A shadow-man stands obliviously, absorbed in playing his trumpet. -~ - This young man is in his early thirties, a bushy brown beard covering almost -all of his face but his two squinting blue eyes. Large in build, and slightly -overweight, his expression is vacant and far away. Completely absorbed in his -somewhat unsuccessful music playing, the only thing remarkable about him is the -fact that his hand is mauled and deformed, only three fingers grasping the -trumpet where there should be five. -~ -10 0 0 0 0 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 11815 -#11808 -young shadow child~ -a young shadow-child~ -A young shadow-child leans against the railing, staring out dreamily. -~ - This little girl is very quiet and still, staring out at the scenery as -though deep in a world of daydreams. Her fingers absent-mindedly caress back -and forth along the polished wood, her eyes unblinking as she looks out over the -mountains. Her whole form flickers, as a flame that is dying, one moment solid -and the next transparent and fading, a shadow-gray hue darkening her features. - -~ -188426 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -T 11815 -#11809 -playing child~ -a playing child~ -A child sits here, playing quietly. -~ - About five years old, this little girl seems to be keeping herself company -while she waits for something. Her hands are busy dancing and playing with -imaginary toys, but her eyes are strangely cold and distant. Her bitten nails -are painted a pretty girly pink and her long brown hair is tied into two woven -plaits, long blue ribbons trailing down her back. -~ -253962 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -T 11820 -T 11821 -#11810 -ghostly figure rearing spider nightmare~ -a nightmare~ -The ghostly figure of a rearing spider creeps here. -~ - This horrible creature looks most like a spider, its splayed legs dark and -twitching like a demon's hand. Moving fast and furtively, it makes no sound as -it stalks its potential prey, an unnatural chill clouding the air around it. -~ -104 0 0 0 524368 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -0 10000 -8 8 0 -E -T 11816 -#11811 -small girl Ridley~ -Ridley~ -A small girl sits quietly rearranging words. -~ - Dark haired and sombre, she looks more like she is working than playing, her -small forehead furrowed in concentration as she continually stacks and restacks -the lettered blocks. Her lips move silently as she mumbles words to herself, -intensely focused blue eyes far too old for the rest of her face. -~ -253962 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -T 11827 -T 11828 -T 11867 -#11813 -strange man tunnel-man daniel~ -Daniel~ -A strange man stands here, creating a swirling tunnel from thin air. -~ - Tall and dark, at first glance he appears to be one of the shadow-folk, but -his presence is unwavering, completely bound to this world, and no part of -theirs. His face is unusual, almost too bland as though he were a painting -half-finished, and his expression is cold and distant, firmly fixed on the -strange magic his hands are creating. -~ -253978 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 11833 -#11814 -gurgling baby shadow-baby~ -a gurgling shadow-baby~ -A shadow-baby sits in a highchair here, gurgling to himself. -~ - Only just able to sit up, this little baby is partially slumped against the -sides of his highchair. Bright blue eyes sparkle happily from his cherubic -face, and little wisps of blonde hair stick haphazardly out from all sides of -his head. -~ -253962 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -T 11815 -#11815 -tiny shadow-girl girl~ -a tiny shadow-girl~ -A tiny shadow-girl sucks contentedly on her bottle. -~ - Probably about two years old, this little girl is scarcely more than a baby. -Her little round face is flushed and chubby-cheeked, fine black hair fastened -neatly into pigtails. Humming happily to herself, she pauses only now and again -to suck at her bottle. -~ -253962 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -T 11815 -#11816 -blonde shadow-girl girl~ -a blonde shadow-girl~ -A blonde shadow-girl is playing a clapping game here. -~ - This pretty little girl is about five years old, her face alive with wonder -and mischief. Long uncut hair cascades down her back, shimmering shades of gold -in the light. Smiling widely, she sings in a high-pitched little voice as she -claps her hands to the rhythm of the nursery rhyme. -~ -253962 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -T 11815 -T 11825 -T 11826 -#11817 -young shadow-boy boy~ -a young shadow-boy~ -A young shadow-boy is playing a clapping game here. -~ - He looks about six or seven, his small face flushed with singing and -sprinklings of freckles standing out prominently against his skin. Tufts of -untamed dark hair stick out all over the place, his wide grin revealing several -gaps where his adult teeth are beginning to grow in. -~ -253962 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -T 11815 -T 11824 -#11818 -gardening shadow-man man ~ -a gardening shadow-man~ -A shadow-man is here, tending to the roses. -~ - He looks to be in his late thirties, several days worth of stubble darkening -the lower portion of his face like a shadow. Cool blue eyes concentrate on his -work, frail dark hair beginning to thin in places, the first signs of wrinkles -cracking across his face. His hands move quickly, roughly adjusting the live -roses, crushing the thorny dead ones, his hands scarlet-stained with blood. -~ -253962 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 11815 -#11819 -young shadow-woman woman~ -a young shadow-woman~ -A young shadow-woman is covered in flour here. -~ - She looks to be in her late twenties, sparkling blue eyes slightly worn, and -the first shadows of time and stress creeping across her face. Long, uncut -brown hair cascades down her back, tied into a rough ponytail and grayed here -and there with pats of flour. -~ -258058 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -T 11815 -#11820 -curly haired shadow-girl girl~ -a curly-haired shadow-girl~ -A curly-haired shadow-girl watches over the garden. -~ - Humming quietly to herself, she looks to be about eight years old. Her large -blue eyes are slightly more faded than the rest of her, as though they would -have had a ghostly appearance even in life. Her fingers clutch the branches of -the tree as she climbs amongst them, peering out towards the garden and the -flowers dancing there. -~ -253962 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -T 11815 -#11821 -insect~ -an insect~ -An insect flits unobtrusively amongst the shadows. -~ - This little jewelled insect shimmers shades of green and blue, its dark body -glossy and segmented. Two sleek silver-webbed wings extend from either side of -its back, several wiry black legs curled cautiously close to its abdomen. -~ -254152 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -0 10000 -8 8 0 -BareHandAttack: 4 -E -T 11816 -T 11829 -T 11831 -#11822 -secret evil figure lurking~ -a secret~ -An evil figure with glowing red eyes lurks in the shadows here. -~ - This elongated creature is tall and thin, its black body moving unnaturally -fast as it melds in and out of surrounding shadows. Its face is eerily blank, -just darkness where its mouth, nose, and ears should be. Only two red eyes -blaze like burning coals from the blackness. -~ -72 0 0 0 0 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -T 11816 -T 11832 -#11823 -running girl~ -a running girl~ -A girl is here, trying to catch her breath. -~ - This young girl looks as if she never stops running back and forth, her small -face flushed with exertion as she breathes deeply. Her large blue eyes seem -intently focused on what she is doing as if she pursues a goal that eludes her. - -~ -253962 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -T 11835 -T 11836 -T 11842 -#11824 -blind girl~ -a blind girl~ -A girl with no eyes stands in the center of the room. -~ - This young girl has a perfectly-featured face except for the complete absence -of her eyes. There are no wounds or visible scars indicating how they were -lost, just two gaping holes where they should be; the blackness within -unnaturally and chillingly dark. -~ -10 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -T 11846 -T 11850 -#11825 -blind girl~ -a blind girl~ -A girl with no eyes stands in the center of the room. -~ - This girl glows faintly blue all over, as if layers of glowing paint have -been repeatedly applied and washed away. Her smoothly featured face is vividly -streaked with the phosphorescent stuff, two black gaping holes staring blankly -where her eyes should be. -~ -10 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -T 11850 -T 11851 -T 11847 -#11826 -slobbish shadow-man man~ -a slobbish shadow-man~ -A shadow-man lounges slobbishly, watching television. -~ - This middle-aged man looks as though he has done nothing but lounge on a -couch for the past ten years, a large pot belly protruding from his flabby -torso. His eyes are glazed and dull from watching television, a dark shadow of -stubble spreading over his face and rust-colored stains covering his -three-fingered right hand. -~ -10 0 0 0 0 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 11815 -#11827 -weeping girl~ -a weeping girl~ -A girl sits weeping, her tears shattering like ice on the counter top. -~ - This young girl is dark haired and solemn faced, her large blue eyes filling -with crystal tears that seem to turn to ice as they drip down her face, -shattering violently on the surface of the counter. Her hands fidget -restlessly, streaked with blood as she plays with the broken tears and mirror -shards. -~ -253962 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -T 11860 -#11828 -spine creature hideous~ -Spine~ -A hideous creature moves awkwardly about the garden. -~ - This tall fleshy creature has no arms or neck, only a thick naked body and a -large mushroom-domed head. A tiny, black gaping eye is its only human-like -feature, even its movements clumsy and unnatural as it waddles on two bloated, -hairy legs. -~ -72 0 0 0 0 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -T 11816 -T 11861 -#11829 -fidgety girl~ -a fidgety girl~ -A fidgety girl sits fondling her knife as she plays. -~ - She looks wound tightly with energy, hardly keeping still as her hands roam -from one object to another. Constantly playing and touching, she seems like an -average curious kid except for the long angry cuts that line the insides of her -arms, red blood spilling over her skin like crimson tears. -~ -253962 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -T 11862 -T 11852 -#11830 -red trout silvery fish~ -the red trout~ -A silvery fish swims peacefully in the water. -~ - This large fish is coated with a fine layer of silvery scales that glint when -struck with light. Its large glassy eyes seem vacant and unperceiving, although -there is a strange surrealism to the creature; almost as if it were some dream -object instead of an actual fish. -~ -24586 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -0 3600 -8 8 0 -E -T 11816 -T 11864 -#11831 -taildove bird soft white~ -the taildove~ -A soft white bird sits quietly amongst the branches. -~ - Smooth white feathers coat this bird's slightly plumpish body, a long elegant -tail fanning out as the creature fluffs up and preens itself, the rustling of -its feathers sounding eerily like whispering. Large black eyes peer warily but -innocently about as the dove coos quietly to itself. -~ -24586 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -0 3600 -8 8 0 -E -T 11816 -T 11864 -#11832 -vile toad little brown~ -the vile toad~ -A little brown toad hops through the grass. -~ - Brown, leathery skin coated in warts allows this creature to look more like a -clump of mud than any animal. Its tiny black beaded eyes look particularly -perceptive, and there is a strange shimmering effect to the creature, indicating -that it is not quite what it seems. -~ -24586 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -0 3600 -8 8 0 -E -T 11816 -T 11864 -#11833 -hiding Ruth girl small~ -Ruth~ -A small girl hides quietly here. -~ - Her eyes are wide and haunted looking, as though she has seen more reason for -fear than her age merits. White-knuckled, she clutches the carpet anxiously, -glancing constantly outward as though waiting for someone to come. -~ -253962 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -T 11863 -#11834 -emaciated girl~ -an emaciated girl~ -An emaciated girl stares blankly into space. -~ - Painfully thin, this girl's tiny frame is nothing but skin and bones. About -ten years old, her whole body is made of sharp angles and jutting corners where -soft curves should be developing. Most haunting of all are her large blue eyes, -deeply hollow and vacant, as though some torment has simply driven her soul -away. -~ -253962 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -0 6400 -8 8 2 -BareHandAttack: 4 -E -T 11870 -T 11872 -T 11873 -#11835 -silent girl~ -a silent girl~ -A silent girl sits huddled close to the flame. -~ - Sitting quietly, her pale face is drawn and sunken with what looks like -exhaustion. Her large eyes are glazed and slightly faded, the rest of her -features unremarkable except for the large metal stitches that have been sewn -around her lips; sealing them together. The wire stitches glow vaguely as if -protected by some evil magic, indicating that it will take a very special kind -of blade to 'cut' them. -~ -253962 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -0 6400 -8 8 2 -E -T 11874 -T 11875 -#11836 -angry girl bad sue~ -Bad Sue~ -An angry girl glares suspiciously at you. -~ - Wild, frizzy hair frames her pale, dirt-smudged face. Half-crazed eyes flash -fiercely blue as she eyes her surroundings and everything in them with almost -paranoid suspicion. Her movements are rapid and unpredictable, small fists -clenching and unclenching as she bares her teeth like an animal about to bite. -~ -253978 0 0 0 80 0 0 0 0 E -8 18 5 1d1+100 1d2+1 -0 6400 -8 8 2 -E -T 11878 -T 11877 -T 11876 -#11837 -dark serpent~ -the dark serpent~ -A dark serpent writhes along the ground. -~ - Shimmering black and undulating slowly, this mesmerizing serpent weaves along -the ground like the shadow of some dancing flame. Two evil emerald eyes seem -uncannily intelligent as the creature surveys its surroundings, a bright ruby -tongue flickering out in a gentle hiss. -~ -72 0 0 0 0 0 0 0 -1000 E -8 18 5 1d1+80 1d2+1 -0 6400 -8 8 0 -BareHandAttack: 4 -E -T 11879 -#11838 -scarred child~ -a scarred child~ -A badly scarred child gazes wistfully into the garden. -~ - At first glance it is almost impossible to tell whether this child is male or -female through the angry red scars covering its skin. The long curly hair, -however, is distinctly female, as is her twelve year old body shape. The rest -of her features are irretrievably marred, it looks as though she is walking -dead, her skin literally slashed into ribbons, and her large blue eyes eerily -glazed. -~ -253962 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -0 6400 -8 8 2 -E -T 11884 -#11839 -ghostly girl~ -a ghostly girl~ -A ghostly girl fades in and out of existence. -~ - Pale and partially transparent, this little girl looks just as though she -were just about to hit her teen years. Some strange event has frozen her in -place however, and a perpetual ghost of a child is all that remains, her faded -blue eyes dulled with time and the loss of innocence without the loss of youth. -~ -253962 0 0 0 16 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -0 6400 -8 8 2 -E -T 11864 -T 11811 -#11840 -cheerful young woman~ -a cheerful young woman~ -A cheerful-looking young woman smiles as she looks around. -~ - Smiling gently, this young woman's face is relaxed and care-free, a hint of -mischief and humor dancing in her large blue eyes. Long wisps of wavy brown -hair trail down her back, drifting in front of her face as she wanders, -examining everything curiously. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -T 11893 -T 11895 -#11841 -tired looking shadow-woman woman~ -a tired looking shadow-woman~ -A tired looking shadow-woman lounges on the bed here. -~ - This woman looks to be approaching middle age, her face beautiful but lined -with time and stresses. Her blue eyes look as if they were once full of light, -but now they are dimmed and dull, her eyelids half closed as if she were about -to fall asleep, and her body slumped dejectedly as she lies resting. -~ -10 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -T 11815 -#11842 -shadow-girl girl~ -a shadow-girl~ -A shadow-girl huddles in the corner. -~ - Looking to be about fourteen, this shadow girl is sitting tightly in the -corner with her knees pulled up to her chest and her head hidden in her arms. -She looks so still as to almost be mistaken for a doll if it weren't for the -heaving of her shoulders with slow breaths and the occasional fidget. -~ -10 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -T 11815 -#11843 -concerned looking shadow-boy boy~ -a concerned looking shadow-boy~ -A concerned looking shadow-boy sits quietly watching. -~ - In his early teens, this young lad sits quietly, his face furrowed as if in -deep thought and his large blue eyes look slightly puzzled. A smattering of -freckles darkens his face, thick eyebrows and a tangle of dark hair flickering -slightly in the stirring air. -~ -10 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 11815 -#11844 -pretty blonde shadow-girl girl~ -a pretty blonde shadow-girl~ -A pretty blonde shadow-girl sits embroidering peacefully. -~ - This pretty little girl looks to be about twelve years old, a long flowing -length of blonde hair shimmering down her back. Her small eyes are a deep ocean -blue, and her face is perfectly shaped as if sculpted, relaxed into a restful -yet focused expression. -~ -10 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -T 11815 -#11845 -little dark-haired shadow-girl girl~ -a little dark-haired shadow-girl~ -A little dark-haired shadow-girl sits playing with lego. -~ - About eleven years old, this little girl's chubby face is coated with a -speckling of freckles, large blue eyes concentrating playfully on her work as -she sculpts lego into a spaceship. Long dark hair flows down her back, smooth -and shimmering like liquid as she moves. -~ -10 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 2 -E -T 11815 -#11846 -scruffy shadow-boy boy~ -a scruffy shadow-boy~ -A scruffy shadow-boy sits building happily with toy bricks. -~ - Roughly ten years old, this young boy has an open smiling face, his large -grin full of gaps where his adult teeth are still growing in. Scruffy blonde -hair swirls itself carelessly around his head, sticking up haphazardly as if he -had just crawled out of bed. -~ -10 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -T 11815 -#11847 -mischievous shadow-girl girl~ -a mischievous looking shadow-girl~ -A mischievous looking shadow-girl sits watching television. -~ - About eight years of age, this young girl has smooth straight brown hair cut -into a bob around her rosy face. Bright eyes peer thoughtfully at the -television she is watching, lighting up with the sparks of some imagination. -~ -10 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 2 -E -T 11815 -#11848 -delicate little shadow-girl girl~ -a delicate little shadow-girl~ -A delicate little shadow-girl plays on one of the beds. -~ - Tiny and slender-limbed, this little girl is about six years old, her pale -face illuminated by two wide blue eyes, rimmed with heavy sweeping lashes. -Soft blonde hair cascades down her back in a shimmering wave, tumbling in front -of her face as she plays. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -T 11815 -#11849 -freckled shadow-girl girl~ -a freckled shadow-girl~ -A freckled shadow-girl dances here, lost in a daydream. -~ - Fine brown hair frames this little four year old girl's face, a little nose -and big blue eyes surrounded with an abundance of freckles. She hums quietly to -herself, stumbling rather ungracefully about the room as she attempts to dance. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -T 11815 -#11850 -tiny shadow-toddler toddler~ -a tiny shadow-toddler~ -A tiny shadow-toddler wanders about, looking for food. -~ - Barely out of baby years, this little girl wanders around the room with a -blank expression on her face. Careless wisps of blonde hair stick up all around -her head, and her face is dirty and smudged where she has been eating whatever -she can find. -~ -10 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -E -T 11815 -$ diff --git a/lib/world/mob/12.mob b/lib/world/mob/12.mob deleted file mode 100644 index 8e3c89d..0000000 --- a/lib/world/mob/12.mob +++ /dev/null @@ -1,222 +0,0 @@ -#1200 -innkeeper receptionists~ -the Immortal Innkeeper~ -The Immortal Innkeeper is organizing her books here. -~ - She appears to be having no problem tallying things up. -~ -188426 0 0 0 65536 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -#1201 -postmaster~ -the Immortal Postmaster~ -The Immortal Postmaster is hard at work here. -~ - Scary... A postal worker... Working? -~ -10 0 0 0 65536 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -#1202 -being amorphous spirit wandering~ -the wandering spirit~ -A strange amorphous being wanders these halls eternally cleaning. -~ - This spirit, having lived out its days in the mortal world, now works off its -final sins by doing menial labor in this realm's purgatory. In this case, -those chores seem to be cleaning up after the immortals of the land. -~ -254028 0 0 0 589840 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -T 3011 -#1203 -malikar twat~ -Malikar the Janitor~ -Malikar the Janitor stands here, looking lost. -~ - It looks like Malikar is suffering from a bad conscience he must have buggered -Emershia one time too many. -~ -172108 0 0 0 2 0 0 0 -1000 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 13 -E -#1204 -imp~ -the Imp~ -A small imp sits here, grinning devilishly. -~ - This small imp is used for testing. -~ -256092 0 0 0 20 0 0 0 -1000 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#1205 -bug~ -the bug~ -a nasty little bug is crawling around here, annoying the implementors. -~ - You are looking at a nasty little bug, it seems to be consisting of binary -numbers. 000@r1@n0@r1@n00 00@r1@n00@r1@n0@r1@n @r1@n0@r11111@n0 @r11111111@n -@r11111111@n @r1@n0@r11111@n0 00@r1@n0@r1@n00@r1@n 00@r1@n00@r1@n00 -~ -122984 0 0 0 65536 0 0 0 -1000 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 1 -E -#1206 -frosty little ice cube icecube~ -the frosty little ice cube~ -A frosty little ice cube walks about doing whatever Spector says. -~ - It is a little ice cube that Spector has given life to. It looks like a -normal ice cube, only now it has little arms and feet made out of ice. From -what you can see, it has no eyes, yet it can make it's way about without bumping -into things. -~ -253978 0 0 0 65656 0 0 0 1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -E -#1207 -cluster faeries faery~ -a cluster of rainbow-colored faeries~ -Zipping from plant to plant is a cluster of rainbow-colored faeries. -~ - There are about twenty tiny, ickle faeries floating around, each a completely -different shade from its friends. They are all female and continually giggle -and dart around sharing their own jokes and keeping forbidden people out of this -holy sanctuary. -~ -200 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#1209 -Julia~ -Julia~ -Taylor's secretary stands here holding a note pad. -~ - She is a very pretty woman, her hair is shoulder length and a beautiful -brown, and here body is slim and curvy. She stands about 5'4" and looks to be -light. -~ -256026 0 0 0 120 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#1210 -Dragon~ -a Large Dragon~ -Puff the @gMagic @rDragon -~ - A Large Dragon -~ -81992 0 0 0 262160 0 0 0 -1000 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 1 -BareHandAttack: 4 -Str: 25 -Dex: 25 -Int: 25 -Wis: 25 -E -#1211 -Santa~ -Santa's helper~ -Santa's helper looks forward to Christmas. -~ - Santa's helper stands here, dressed in her requisite red outfit with the -white faux fur trim. A red Santa hat is perched jauntily on her short brown -curls with the pompom bouncing against her left ear with every movement. -~ -90158 0 0 0 66576 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#1212 -scoreboard mob~ -the scoreboard mob~ -A mob is here keeping score for everyone that uses the game console. -~ - She stands here, holding a chalkboard and a piece of chalk to mark the -scores. Waiting for a player must be pretty boring. She looks hopefully at you -and suggests that you check out the console. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -T 1214 -#1217 -dog puppy peishu~ -a shitzu puppy dog~ -A friendly Shitzu puppy dog named Peishu is playing here. -~ - Peishu is a friendly Shitzu puppy dog bred from ancient chinese ancestors he -has a long line of genealogy dating back to the times of Confucius. He is -Gina's favorite pet and doesn't look too dangerous. -~ -188506 0 0 0 80 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 4 -E -#1233 -hidden mob~ -the hidden mob~ -.a hidden mob -~ - This mob is hidden so no one can see it. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#1267 -color mob~ -@Rtests the color mob@n~ -The color test mob. -~ - The color test mob is so colorful. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#1299 -test mob~ -the test mob~ -.the test mob is our friend. -~ - Test mobs can be whatever you want them to be. -~ -61454 0 0 0 983040 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -$ diff --git a/lib/world/mob/120.mob b/lib/world/mob/120.mob deleted file mode 100644 index e08f51b..0000000 --- a/lib/world/mob/120.mob +++ /dev/null @@ -1,516 +0,0 @@ -#12000 -judge adjudicator~ -the adjudicator~ -An adjudicator is watching the games intently. -~ - The adjudicator is a retired gladiator and scars cover all exposed parts of -his body. Although he is getting on in years, he remains healthy and fit. -~ -2058 0 0 0 0 0 0 0 100 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#12001 -scorekeeper~ -the scorekeeper~ -A scorekeeper has one eye on his stopwatch and the other on a clipboard. -~ - The scorekeeper is a young man of about 25 years of age and is very intently -studying his clipboard. -~ -2058 0 0 0 0 0 0 0 100 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#12003 -spectator fan~ -the spectator~ -A spectator is here watching the games. -~ - The spectator is filthy, half drunk and screaming his head off. -~ -10 0 0 0 0 0 0 0 -100 E -5 19 7 1d1+50 1d2+0 -50 2500 -6 6 0 -E -#12004 -noble nobleman~ -the nobleman~ -A nobleman stands here looking aloof. -~ - The nobleman is dressed in fine clothes and jewelry and has a very snobbish -attitude. While he is getting old and his hair and beard are streaked with -gray, he is by no means an easy target. -~ -2186 0 0 0 16 0 0 0 500 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#12005 -slave~ -the slave~ -A slave stands here, wishing that she was free. -~ - A very pretty young woman who was captured instead of being killed when the -Roman legions subjugated her land. -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#12006 -gladiator~ -the gladiator~ -There is a gladiator standing here. -~ - A well muscled man who is very heavily armored and armed to the teeth. He -lives for combat. -~ -10 0 0 0 0 0 0 0 -250 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#12007 -driver~ -the chariot driver~ -There is a chariot driver here. -~ - You see a very slight and small individual whose whole life is centered -around nothing but horses and speed. -~ -10 0 0 0 0 0 0 0 100 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#12008 -coach trainer~ -the coach~ -There is a coach standing here, going over last minute strategy. -~ - As you try to look over his shoulder and listen in on his mumbling, he looks -up at you and gives you a glare that chills you to the bone. -~ -2058 0 0 0 0 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#12009 -healer~ -the healer~ -A healer is standing here. -~ - You see a young man, still learning about magical healing, wearing a white -coat and using a stethoscope. -~ -2074 0 0 0 16 0 0 0 900 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 12001 -#12010 -herbalist young lady beautiful~ -the herbalist~ -There is a beautiful young lady here, carrying herbs to help the healer with. -~ - The herbalist is a very beautiful young lady who is about 22 years old. She -has deep brown eyes and shoulder-length chestnut hair. Her body is perfectly -proportioned and she stands about 5' 5" tall. -~ -2186 0 0 0 16 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#12011 -shopkeeper~ -Titus' shopkeeper~ -Titus' shopkeeper is here, minding the store. -~ - The shopkeeper is an older man in his middle to late fifties and looks like -he enjoys the quiet life. There is a long scar running from the edge of his -mouth to his right ear, making it look like he is always smiling. -~ -2058 0 0 0 16 0 0 0 750 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#12012 -peddler~ -the peddler~ -A poor peddler is standing here, trying to support his meager existence. -~ - You see a small, dirty man who doesn't look very healthy. -~ -8394 0 0 0 0 0 0 0 250 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#12013 -page~ -the page~ -A page stands here, waiting to run an errand. -~ - You see a young boy who looks very strong and very fast. He has the look of -a scholar about him. -~ -10 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#12014 -plaintiff~ -the plaintiff~ -The plaintiff stands here, pleading his case. -~ - He looks pitiful. Absolutely pitiful. -~ -10 0 0 0 0 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#12015 -master~ -the ticket master~ -A ticket master is here, looking at you expectantly. -~ - He seems to be waiting for you to either buy a ticket or to get out of his -way so that he can sell tickets to people that actually want them. -~ -2058 0 0 0 0 0 0 0 100 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#12016 -vendor~ -the stadium vendor~ -A stadium vendor is walking here, selling overpriced hotdogs and beer. -~ - The vendor is a scruffy looking man who isn't afraid of a fight and looks -like he has had just about enough of smart-mouthed spectators. -~ -254024 0 0 0 0 0 0 0 -150 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#12017 -citizen~ -the citizen~ -A citizen of Rome is standing here. -~ - It appears to be your ordinary citizen going about his business. -~ -2120 0 0 0 0 0 0 0 900 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#12018 -gateguard guard~ -the gateguard~ -A gateguard stands here, tending the gate. -~ - You see a strong, loyal public defender. -~ -2078 0 0 0 0 0 0 0 1000 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -T 12002 -#12019 -soldier~ -the soldier~ -A soldier on leave is walking around looking for entertainment. -~ - You see a member of one of the Emperor's elite legions. He looks VERY -strong. You have this vague feeling that his entertainment isn't going to be a -very wholesome activity. -~ -2120 0 0 0 0 0 0 0 300 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#12020 -emperor julius caesar~ -Julius Caesar~ -Julius Caesar, the Emperor of Rome, is sitting here. -~ - You see a man who is dressed in the finest of clothes, has eaten the best of -foods and lived in the most opulent palace that Rome has ever known. -~ -2058 0 0 0 65552 0 0 0 990 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -T 12001 -#12021 -guard royal bodyguard~ -the royal bodyguard~ -There is a royal bodyguard here, ready to die for the Emperor, if necessary. -~ - The bodyguard is dressed in the finest of armor and wields only the deadliest -of weapons. He is very strong and would put up one hell of a fight. He has -been trained to be suspicious of all but the most innocent visitors, and likely -to take offense of anyone with less than pure intentions. -~ -3338 0 0 0 16 0 0 0 990 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 6 -Str: 18 -StrAdd: 90 -E -T 12002 -#12022 -judge justice~ -the judge~ -A judge is standing here, reading a case. -~ - He seems to be quite interested in the case, perhaps you shouldn't disturb -him now, later would probably be a better time. -~ -2058 0 0 0 0 0 0 0 990 E -21 13 -2 4d4+210 3d3+3 -210 44100 -6 6 1 -E -#12023 -master scheduler~ -the master scheduler~ -The master scheduler is here, writing in an appointment book. -~ - As you look at him, he looks up at you and asks, 'Do you have an appointment? -' He waits for a few seconds and then asks, 'Would you like one? ' -~ -2058 0 0 0 0 0 0 0 900 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#12024 -slimeball slime ball green~ -the slimeball~ -A green ball of slime is hanging over you, oozing downward. -~ - There is a green 'ball' of slime oozing from the coating on the walls. -~ -196654 0 0 0 80 0 0 0 -500 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -BareHandAttack: 9 -Int: 3 -E -#12025 -froboz wizard~ -Froboz~ -Froboz the wizard is standing here, working on a new spell. -~ - You see a middle-aged man whose knowledge of magic, both offensive and -defensive, is legendary. He literally glows with a pink aura. -~ -26650 0 0 0 16 0 0 0 300 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -T 12001 -#12026 -titus andronicus~ -Titus Andronicus~ -Titus Andronicus is standing here, polishing a few swords. -~ - As you look at him, he suddenly swings a newly sharpened sword at you! -Watch out! -~ -26682 0 0 0 16 0 0 0 500 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -BareHandAttack: 3 -E -#12027 -senator~ -the senator~ -A senator is here, waiting for debate to begin. -~ - He seems to be quite bored and is playing with the edge of his toga. -~ -2058 0 0 0 0 0 0 0 350 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#12028 -bailiff~ -the bailiff~ -The bailiff stands here, keeping order in the courtroom. -~ - He is a very stern man and insists on absolute quiet in his courtroom unless -the judge has given someone permission to speak. -~ -2058 0 0 0 16 0 0 0 900 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#12029 -defendant~ -the defendant~ -The defendant stands here, pleading her case. -~ - She looks to be well organized and full of confidence. -~ -2058 0 0 0 0 0 0 0 200 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 2 -E -#12030 -jupiter king god~ -Jupiter~ -Jupiter, King of the Gods, is watching over his realm here. -~ - He is the strongest of the Gods, and certainly no easy mark! His powers -transcend the plane of the physical, and could easily kill an unprepared mortal. - -~ -256282 0 0 0 65552 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -BareHandAttack: 10 -Str: 25 -Dex: 25 -Int: 25 -Wis: 25 -E -T 12001 -#12031 -venus goddess~ -Venus~ -Venus, the Goddess of Beauty and Knowledge, is resting here. -~ - Venus is probably one of the most beautiful women you have ever seen if not -THE most beautiful. She is very powerful and tough under that outer image of -beauty. -~ -256026 0 0 0 65552 0 0 0 1000 E -28 11 -6 5d5+280 4d4+4 -280 78400 -5 5 2 -BareHandAttack: 12 -Str: 20 -Dex: 20 -Int: 20 -Wis: 20 -E -T 12001 -#12032 -mars god~ -Mars~ -Mars, the God of War and State, is sitting down here. -~ - Mars is a tall God with burning, hateful eyes and a large scowl on his face. - -~ -256026 0 0 0 65552 0 0 0 1000 E -27 11 -6 5d5+270 4d4+4 -270 72900 -6 6 1 -BareHandAttack: 7 -Str: 25 -Dex: 20 -Int: 20 -Wis: 20 -E -T 12001 -#12033 -mercury messenger god~ -Mercury~ -Mercury, the messenger of the Gods, is standing here. -~ - Mercury is a handsome, youthful God and wears a large grin on his face. -~ -256026 0 0 0 65552 0 0 0 1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -BareHandAttack: 13 -Str: 20 -Dex: 25 -Int: 20 -Wis: 20 -E -#12034 -shopkeeper~ -Froboz' shopkeeper~ -Froboz' shopkeeper is here, minding the store. -~ - The shopkeeper is an older man in his middle to late fifties and looks like -he enjoys the quiet life. There is a long scar running from the edge of his -mouth to his right ear, making it look like he is always smiling. -~ -26634 0 0 0 16 0 0 0 650 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#12035 -executioner~ -the executioner~ -The executioner stands here, waiting to torture some sorry soul. -~ - You see a burly man who is wearing a black hood that obscures his face. He -has a very sadistic attitude and clearly loves his work. -~ -24622 0 0 0 16 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#12036 -baker~ -the baker~ -The baker looks at you calmly, wiping flour from his face with one hand. -~ - A fat, nice looking baker. But you can see that he has many scars on his -body. -~ -2058 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#12037 -grocer~ -the grocer~ -A grocer stands at the counter, with a slightly impatient look on his face. -~ - A tall grocer, who moves two 200 pounds bag of flour around on his shoulders. - -~ -2058 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -$ diff --git a/lib/world/mob/125.mob b/lib/world/mob/125.mob deleted file mode 100644 index f7412b3..0000000 --- a/lib/world/mob/125.mob +++ /dev/null @@ -1,285 +0,0 @@ -#12500 -great oaken tree~ -the great oaken tree~ -A large ancient tree is here, wavering in the breeze. -~ - Before you stands an ancient tree. Its bark has been petrified over time and -there appears to be a hole in the trunk, possibly a nest of sorts. -~ -10 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#12501 -soldier hannah~ -the Hannah soldier~ -A Hannah soldier toils away at cleaning up the streets. -~ - He is loading a cart with dead bodies and other debris. He is vary wary of -trouble and keeps an eye peeled to his surroundings, waiting for another attack. - -~ -72 0 0 0 0 0 0 0 500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#12502 -city guard~ -the hannah city guard~ -A hannah city guard stands here, trying to prevent bloodshed. -~ - It is this mans job to clean up the streets of all the monsters that have -imperiled the city. Until this is done the remainder of the townspeople have -taken refuge in the temple. -~ -72 0 0 0 0 0 0 0 600 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -Str: 25 -Dex: 20 -Int: 12 -Wis: 12 -E -#12503 -orc~ -a disgusting orc~ -A disgusting orc wanders the streets here. -~ - This small yellow humanoid has small horns sticking out of its head and a pig -snout. He roams the streets looking for something to pillage or rape. -~ -72 0 0 0 0 0 0 0 -500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -Str: 18 -Dex: 18 -Int: 25 -Wis: 25 -E -#12504 -looter thieving~ -a thieving looter~ -A thief sulks along the street looting the abandoned homes. -~ - This looter is taking advantage of the city's downfall and has amassed a -large sack of goodies. -~ -72 0 0 0 0 0 0 0 -500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -Str: 25 -Dex: 25 -Int: 25 -Wis: 25 -E -T 12501 -#12505 -john~ -John~ -John the shopkeeper sits here. -~ - Before you stands a very large muscular man. He seems very friendly as he -smiles then returns to his work. You have heard a few people in the temple say -he used to be one of the Kings most elite guards. He truly must have been a -fierce opponent in battle if the rumors are true. -~ -16394 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#12506 -doctor~ -a doctor~ -A doctor was busy performing an amputation before you interrupted him. -~ - He looks at you, wondering why you would intrude upon all those poor people. -He tries to ignore you and get back to his work. -~ -10 0 0 0 0 0 0 0 400 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#12507 -troll crazed~ -a crazed troll~ -A crazed troll charges anything that moves. -~ - This tall brown beast has gone berserk and is looking for some blood. -~ -65608 0 0 0 0 0 0 0 -500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#12508 -goblin smelly~ -a smelly goblin~ -A goblin can be smelled before you even see him. -~ - This greenish beast is covered in filth. Snot oozes from its nose. Spit -drools from its mouth. -~ -72 0 0 0 0 0 0 0 -500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#12509 -girl crying~ -a crying girl~ -A small girl weeps at the loss of her family. -~ - Her faced is smudged and filthy from wiping away her tears with grubby hands. -She looks up at you pitifully. -~ -72 0 0 0 0 0 0 0 1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#12510 -homeless woman~ -a homeless woman~ -A woman who lost her home and husband in the battle. -~ - She is one of the few survivors of the battle. She mourns the loss of her -home and husband. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#12511 -broken man~ -a broken man~ -A man weeps in misery at the loss of everything he has ever known. -~ - He has given up on life, everything he had is now gone, taken away from him. -He just wants to know why. -~ -72 0 0 0 0 0 0 0 100 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#12512 -stray dog~ -a stray dog~ -A stray dog runs around the temple looking for its owners. -~ - The dogs fur is matted and filthy. Its been running the streets for a while -now. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#12513 -lost boy~ -a lost boy~ -A boy is lost, from his family and friends. -~ - He sucks his thumb innocently looking for a friend. -~ -72 0 0 0 0 0 0 0 1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#12562 -atropos~ -Atropos~ -Atropos is here selling baked items. -~ - He smiles at your patronage and claps his hands together causing a spray of -flower everywhere. Atropos says, 'What can I get ya today? ' -~ -16394 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#12564 -Elina~ -Elina~ -Elina is here greeting you. -~ - She smiles warmly and looks like she really wants to help. -~ -10 0 0 0 0 0 0 0 600 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#12566 -taber man short fat~ -Taber the shopkeeper~ -A short fat man with a bloody apron on stands here smiling. -~ - You see a short fat man before you. He is holding a large meat cleaver and -his blood-stained apron makes him appear at first like a common criminal. He -sets his cleaver down and beams a smile at you as he begins to show you his cuts -of meat. -~ -16394 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#12569 -ascepleptous~ -ascepleptous~ -Ascepleptous the healer is here, tending to the wounded. -~ - He has a gentle hand and friendly smile as he gives aid to those in need. -~ -20490 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#12597 -the elite guard~ -an elite temple guard~ -An elite temple guard is here. -~ - The guard has worked her way through the ranks from a mere soldier to her -present day exulted position as an elite guard. She seems very proud of -herself. -~ -10 0 0 0 0 0 0 0 800 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -Str: 25 -Dex: 25 -Int: 25 -Wis: 25 -E -#12598 -temple guard~ -a temple guard~ -A big temple guard is here. -~ - The temple guards were the ones that held the monsters at bay from entering -the temple and slaughtering the entire city. They are very respected. -~ -72 0 0 0 0 0 0 0 600 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -Str: 25 -Dex: 25 -Int: 12 -Wis: 12 -E -$ diff --git a/lib/world/mob/13.mob b/lib/world/mob/13.mob deleted file mode 100644 index ba003bd..0000000 --- a/lib/world/mob/13.mob +++ /dev/null @@ -1,422 +0,0 @@ -#1300 -friedrich~ -Friedrich Nietzsche~ -Friedrich Nietzsche searches for those wishing to become Overmen. -~ - Nietzsche, Friedrich Wilhelm (1844-1900), German philosopher, poet, and -classical philologist, who was one of the most provocative and influential -thinkers of the 19th century. One of Nietzsche's fundamental contentions was -that traditional values had lost their power in the lives of individuals. -Nietzsche maintained that all human behavior is motivated by the will to power. -~ -253962 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -Str: 25 -Dex: 25 -Int: 25 -Wis: 25 -E -T 1300 -#1301 -Socrates~ -Socrates~ -Socrates patiently waits to help new builders. -~ - Socrates (469-399BC), Greek philosopher, who profoundly affected Western -philosophy through his influence on Plato. Born in Athens, the son of -Sophroniscus, a sculptor, and Phaenarete, a midwife, he received the regular -elementary education in literature -~ -10 0 0 0 0 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 1303 -T 1305 -#1302 -plato~ -Plato~ -Plato offers advice to any who are in need. -~ - Plato (circa 428-347 BC), Greek philosopher, one of the most creative and -influential thinkers in Western philosophy. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 1301 -#1303 -librarian~ -the librarian~ -The Builder Academy librarian sorts through her inventory. -~ - She is in charge of keeping all articles of how to build in order and -available to anyone who needs them. -~ -10 0 0 0 0 0 0 0 0 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 2 -E -#1304 -aristotle~ -Aristotle~ -Aristotle wanders the hallways constantly in search of more knowledge. -~ - Aristotle (384-322 BC), Greek philosopher and scientist, who shares with -Plato and Socrates the distinction of being the most famous of ancient -philosophers. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 1302 -#1305 -confucius~ -Confucius~ -Confucius is busy following the way. -~ - Confucianism, major system of thought in China, developed from the teachings -of Confucius and his disciples, and concerned with the principles of good -conduct, practical wisdom, and proper social relationships. Confucianism has -influenced the Chinese attitude toward life, set the patterns of living and -standards of social value, and provided the background for Chinese political -theories and institutions. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 1304 -#1306 -lag monster~ -the lag monster~ -The evil lag monster is here eating up bandwidth. -~ - He grins evilly and laughs at your misery. A constant torrent of bits and -data flow into his gaping maw as he consumes every ounce of bandwidth possible. - -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#1307 -cute little rabbit~ -the cute little rabbit~ -A cute little rabbit hops around innocently. -~ - The rabbit is pure white with beady black eyes. The ears and whiskers are -constantly twitching as it hops around looking for something to chew on. -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -T 1398 -#1309 -dentist spaulding~ -Rumble's Dentist~ -Rumble's Dentist seems to enjoy his job a little too much. -~ - Dressed in bright white pullover pants and shirt he looks competent. A name -tag reads "Mr. Spalding. " A blue face mask covers his face and a white -hairnet makes him look more like a doctor than a dentist. He wears plastic -gloves and matching white shoes. The only part of his body that is visible are -the eyes. Very disturbing eyes. -~ -10 0 0 0 0 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 1331 -#1310 -questmaster~ -the questmaster~ -The questmaster is waiting for a brave adventurer to step forth. -~ - Many adventurers come here to seek glory by attempting to solve the quests -given to them by this old woman. The quests are not easy, sometimes nearly -impossible. But they will always be a challenge. The questmaster looks at you -and says, 'are you up for a challenge?' -~ -253962 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -T 1400 -T 1402 -#1311 -apprehensive ogre~ -an apprehensive ogre~ -The huge ogre cowers in the corner, afraid of what will happen next. -~ - Though large and intimidating this ogre does not seem to realize that he -would strike fear into the hearts of most mortals. Instead everything seems to -scare it shitless. It is as if he has seen the future and he knows he is going -to die. -~ -253962 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -T 1401 -T 1403 -#1312 -gateguard guard~ -the gateguard~ -The gateguard watches the gate carefully swinging the key around on its chain. -~ - He stands his watch carefully watching anyone who approaches. Disdain for -the local government and the miserable wages has corrupted most of the -gateguards. A simple bribe of about 10 gold is all it takes to get past them. -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 4 -T 5 -T 7 -T 8 -#1313 -black cat~ -the black cat~ -A black cat roams about suspiciously. -~ - No animal has been more revered or feared in history, and no animal has been -more closely associated with Halloween than the black cat. The witch's best -friend and helper ... A reincarnated evil spirit ... The harbinger of bad -luck. Countless tales recall the mystical qualities of black cats from King -Charles I of England, who was so obsessed with the fear of losing his black cat -that he had it guarded 24-seven, to fishermen's wives keeping a black cat at -home to prevent sea-going disasters. In Australia and Britain black cats are -considered lucky, while in America we basically believe the opposite. - - _ - ( \ - \ \ - / / |\\ - / / .-`````-. / ^`-. - \ \ / \_/ {|} `o - \ \ / .---. \\ _ ,--' - \ \/ / \, \( `^^^ - \ \/\ (\ ) - \ ) \ ) \ \ - jgs ) /__ \__ ) (\ \___ - (___)))__))(__))(__))) -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -T 1395 -#1314 -annoying verizon wireless guy~ -the annoying Verizon Wireless guy~ -The Verizon Wireless guy is walking around annoying everyone while checking his cell phone reception. -~ - Rumble created this guy to help relieve his frustrations with Verizon. If -you wish to trade horror stories about billing and cell phones just ask Rumble. -He has seen it all. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -T 1307 -#1315 -spy~ -Rumble's personal spy~ -A spy roams secretly about gleaning information for Rumble. -~ - Rumble hired this guy to delve into the underground of TBA. He secretly -wanders the halls of TBA looking for troublemakers. -~ -253978 0 0 0 1638484 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -T 1354 -#1316 -Martin Luther King~ -Martin Luther King Jr.~ -Martin Luther King is in the middle of delivering one of his many speeches. -~ - American clergyman and Nobel Prize winner, one of the principal leaders of -the American civil rights movement and a prominent advocate of nonviolent -protest. Kings challenges to segregation and racial discrimination in the -1950s and 1960s helped convince many white Americans to support the cause of -civil rights in the United States. After his assassination in 1968, King -became a symbol of protest in the struggle for racial justice. -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#1317 -variable questmaster master~ -the variable questmaster~ -The variable questmaster is waiting to set you. -~ - This questmaster will save a variable to your player file to remember whether -or not you have done his quest. This way you can only do this quest once. -~ -10 0 0 0 0 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 1409 -T 1410 -T 1411 -#1318 -groundhog hog~ -the groundhog~ -A small brown furry groundhog sticks its head out of the ground. -~ - Groundhog Day, a Canadian and American tradition, the day (February 2) that the -groundhog, or woodchuck, comes out of his hole after winter hibernation to look for his -shadow; foretells six more weeks of bad weather if he sees it; spring is coming if he cannot -see his shadow because of clouds; supposedly goes back into his hole if more bad weather is -coming and stays above ground if spring is near; statistical evidence does not support this -tradition. - This tradition is from a old European belief that if it is sunny on Candlemas Day, then -the winter would remain another six weeks. Candlemas Day was celebrated on February second -and commemorated the purification of the Virgin Mary. Candles for sacred uses were blessed -on this day. - -Six more weeks of winter for 2003! -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 0 -E -T 1357 -#1319 -albert einstein guy~ -Einstein~ -A guy sporting the aged Don King look is calculating things in his head. -~ - He frizzled gray hair sticks out in every direction. He sports a black and -white peppered mustache and seems to be daydreaming or in deep thought. A -pencil is stuck behind one ear and a notepad sticks out of his back pocket. - -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 1327 -#1320 -richard simmons~ -Richard Simmons~ -Richards Simmons is here to motivate and annoy you! -~ - It is the one and only Richard Simmons. One of the World's most revered -fitness experts. Born and raised in New Orleans, Simmons prevailed over his -own weight problem and then set out to help others. Simmons' success as a -fitness expert and advocate led to numerous local and national television and -radio appearances, and in the mid- 70's, Simmons began a four-year run on -"General Hospital". Following that, Simmons hosted "The Richard Simmons Show", -a nationally syndicated, Emmy Award-winning series that ran for four years. -He has sold over 27 million units of his products like "Sweatin' to the Oldies" -to his current (16th) infomercial for his "Blast Off the Pounds" program. He -has released more than 30 videos and published nine books (3 best-selling -cookbooks). -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#1321 -protector magic eight ball~ -the protector of the magic eight ball~ -The protector of the magic eight balls ensures everyone gets an eight ball before they leave. -~ - This strange humanoid lacks any distinguishing features. It is dressed in a -white robe cinched about the waist with a white rope. It seems to have a -strange power about it. -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -T 1416 -#1322 -thanksgiving turkey~ -the thanksgiving turkey~ -A full grown turkey with a large beard struts back and forth bobbing its head. -~ - This large foul has a mix of brown and white feathers covering everything but -its bald head and neck which is a reddish-blue. The long flap of skin under the -chin means this is a large Tom ready to be served up for a meal. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -T 1363 -#1323 -hidden mob~ -the hidden mob~ -.A hidden mob. -~ - This mob is hiding. You shouldn't be reading this. -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 0 -E -#1324 -bedbug~ -a bedbug~ -A bedbug lies in waiting. -~ - This nasty bugger sneaks up on people while they sleep and savagely bites -them! -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#1328 -Shakespeare~ -William Shakespeare~ -William Shakespeare is here searching for fresh talent. -~ - William is an English poet and playwright who has a reputation as one of the -greatest of all writers in the English language and in Western literature, as -well as one of the world's pre-eminent dramatists. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -$ diff --git a/lib/world/mob/130.mob b/lib/world/mob/130.mob deleted file mode 100644 index 07ae11b..0000000 --- a/lib/world/mob/130.mob +++ /dev/null @@ -1,110 +0,0 @@ -#13000 -hopelessness feeling~ -a feeling of hopelessness~ -A feeling of hopelessness threatens to overcome you. -~ - Depression, hopelessness, fear and anxiety all come together to try and bring -you down. They threaten to overcome and overpower you. Separately, each is a -dangerous foe, but together they are near unstoppable. Perhaps, before they -grow any more in numbers, or torment your soul any further you should just kill -yourself and end your pain. -~ -178298 0 0 0 64 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -0 40000 -8 8 2 -BareHandAttack: 8 -E -T 13008 -#13001 -depression feeling~ -a feeling of depression~ -A feeling of depression threatens to drag you down. -~ - Depression, hopelessness, fear and anxiety all come together to try and bring -you down. They threaten to overcome and overpower you. Separately, each is a -dangerous foe, but together they are near unstoppable. Perhaps, before they -grow any more in numbers, or torment your soul any further you should just kill -yourself and end your pain. -~ -194682 0 0 0 112 0 0 0 -1000 E -21 13 -2 4d4+210 3d3+3 -0 44100 -8 8 2 -BareHandAttack: 11 -E -T 13008 -#13002 -fear feeling~ -a feeling of fear~ -A feeling of fear stings in the pit of your stomach. -~ - Depression, hopelessness, fear and anxiety all come together to try and bring -you down. They threaten to overcome and overpower you. Separately, each is a -dangerous foe, but together they are near unstoppable. Perhaps, before they -grow any more in numbers, or torment your soul any further you should just kill -yourself and end your pain. -~ -178302 0 0 0 8304 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -0 62500 -8 8 1 -BareHandAttack: 1 -E -T 13008 -#13003 -anxiety feeling~ -a feeling of anxiety~ -A feeling of anxiety gnaws at the back of your mind. -~ - Depression, hopelessness, fear and anxiety all come together to try and bring -you down. They threaten to overcome and overpower you. Separately, each is a -dangerous foe, but together they are near unstoppable. Perhaps, before they -grow any more in numbers, or torment your soul any further you should just kill -yourself and end your pain. -~ -194682 0 0 0 8304 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -0 62500 -8 8 0 -BareHandAttack: 4 -E -T 13008 -#13004 -mist~ -the swirling mist~ -The swirling mists try to strike out at you! -~ - It looks unfinished. This stray tendril of a mist seems to come from nowhere -just as it seems to lead nowhere. But looks can be deceiving. Something about -the mist beckons and draws you toward it. Draws you in to it. Something about -it forces you to wield whatever weapons are at your disposal and defend -yourself. -~ -190586 0 0 0 84 0 0 0 0 E -32 10 -9 10d10+320 7d5+6 -50000 102400 -8 8 0 -BareHandAttack: 2 -E -T 13012 -T 13013 -#13005 -suicide~ -suicide~ -The urge to commit suicide rips at your will. -~ - Suicide is the act of killing oneself. But this isn't you. So if you kill -this is it really suicide? Or is it murder? Whatever this is, it is dangerous -and may be the cause of feelings that keep spreading through you and attempting -to drag down your soul. -~ -53370 0 0 0 65604 0 0 0 0 E -32 10 -9 6d6+320 6d5+6 -50000 102400 -8 8 0 -BareHandAttack: 9 -E -T 13016 -T 13012 -$ diff --git a/lib/world/mob/14.mob b/lib/world/mob/14.mob deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/mob/14.mob +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/mob/140.mob b/lib/world/mob/140.mob deleted file mode 100644 index 19dcb64..0000000 --- a/lib/world/mob/140.mob +++ /dev/null @@ -1,279 +0,0 @@ -#14000 -Wyvern guard commander wyv~ -the wyvern guard commander~ -A mighty wyvern stands here defending his city. -~ - This huge wyvern holds himself with military precision. His claws are -extremely sharp as if he has taken the time to file them to fine points. His -scales are a dull red and flex over the massive muscles underneath his hide. -His glance scans the room and focuses on you intently. He crooks one huge talon -as you look at him as if to ask what you want from him, better not waist his -time. -~ -26714 0 0 0 120 0 0 0 -400 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 8 -E -#14001 -Dust Devil wyv~ -a dust devil~ -A small tornado of dust spins here. -~ - This is a funnel of air about three feet tall. It spins in circles kicking -up sand and dust as it goes. There looks to be a human face within the tiny -storm. -~ -65612 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 12 -E -#14002 -Sand Crab Wyv~ -a sand crab~ -A small crab is crawling across the sand here. -~ - This little crab has two large claws to defend itself and a thick shell to -hide under. Looks like you wouldn't want it to get a good hold of you with -those pincers. -~ -2136 0 0 0 64 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 9 -E -#14003 -Heat Monster wyv~ -a heat monster~ -A monster made entirely of heat walks here in human form. -~ - This figure looks vaguely human in shape but keeps wavering in the light. -Waves of heated air flow from it and you wonder what kind of energy it took to -create this thing. The fiendish face of the monster grins demonically at you. - -~ -10312 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 10 -E -#14004 -guardian red dragon wyv~ -the guardian red dragon~ -A gigantic red dragon lies here blocking your way. -~ - This huge dragon sprawls across your way leaving you only a little room to -pass by it. Smoke and hot air Jet forth from its fanged maw and nostrils, while -sparks of reddish light reflect off its deep red scales and the treasure -imbedded in its belly. Its eyes are closed and although it is over 100 feet -long if it is sleeping.. You might be able to get passed it. What a guardian! - -~ -18526 0 0 0 120 0 0 0 -1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -BareHandAttack: 4 -E -#14005 -wyvern citizen wyv~ -a wyvern citizen~ -A working class wyvern walks these streets without fear. -~ - This is an adult wyvern on his way to run some errands. His gaze passes over -you and dismisses you as soon as it does. How pathetic you are. -~ -2124 0 0 0 0 0 0 0 -200 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -BareHandAttack: 8 -E -#14006 -Hatchling Wyvern wyv~ -a hatchling wyvern~ -A newly hatched wyvern is here. -~ - This is a tiny version of the other larger inhabitants of this city. It is -so young that its scales are still shiny from birth. The baby wyvern looks back -at you with curiosity, who is this strange being? -~ -2252 0 0 0 0 0 0 0 -100 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 8 -E -#14007 -Wyvern guard wyv~ -a wyvern guard~ -A wyvern guard is here on duty. -~ - This wyvern is powerfully built and carries himself with confidence. He -watches the crowds intently looking for signs of trouble within his city. His -dull red scales glint faintly in the light and his footsteps echo heavily over -the voices of those of his lighter brethren. A deadly opponent. -~ -59480 0 0 0 8256 0 0 0 -250 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 4 -E -#14008 -wyvern sentry wyv~ -a wyvern sentry~ -A mighty wyvern stands here watching the gates. -~ - This is a truly majestic example of the wyvern race. She stands with neck -raised to a height of ten feet and her dull blue scales reflect the light giving -everything around her a bluish tinge. She looks at you as if assessing your -possible danger to her. A forked tung flickers in and out of her mouth tasting -the air. -~ -22618 0 0 0 72 0 0 0 -350 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 8 -E -#14009 -wyvern royal attendant wyv~ -a royal wyvern attendant~ -A wyvern in royal colors stands here. -~ - This wyvern is dressed in the house colors of the ruling family of the city. -Deep red scales match a set of glowing red eyes which look at you distastefully. -Though he says nothing the 15 foot long reptile conveys a feeling of great -arrogance and disdain. He must be very important. -~ -26700 0 0 0 8248 0 0 0 -400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 4 -E -#14010 -Lord wyverns wyvern wyv~ -the Lord of the wyverns~ -The great Lord of the wyverns is here in all his glory. -~ - This is the largest wyvern you have ever seen. Fully 20 feet long, he dwarfs -even some dragons you've seen. Unlike other males his coloring is a deep -crimson. There is an other difference as well, he has a set of huge wings -folded across his back. His eyes pass serenely over you and the rest of the -room. You represent no threat to such a creature. -~ -256090 0 0 0 8312 0 0 0 -500 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 8 -E -#14011 -Wyvern wyv wizard~ -a wyvern wizard~ -A wyvern wizard is here researching new items to sell. -~ - This wyvern holds a wand in one hand and a spell book in the other. He looks -at you carefully to make sure you don't try to walk off with anything from his -shop. -~ -188638 0 0 0 8440 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 12 -E -#14012 -wyvern water worker wyv~ -a wyvern water worker~ -A wyvern stands here filling cups and barrels with water. -~ - This wyvern holds a forked stick in one hand and the Handel of a pump in the -other. He watches you with interest. Wonder if he's hungry or looking for -business? -~ -188638 0 0 0 8440 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 2 -BareHandAttack: 8 -E -#14013 -Wyvern wyv trader~ -a wyvern trader~ -A wyvern is here checking over his goods. -~ - This wyvern holds a jeweler's monocle in one hand and a tablet in the other. -There is a shrewd look in his eye. Looks like he drives a hard bargain. -~ -190686 0 0 0 8440 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 8 -E -#14014 -wyvern weapon master wyv~ -a wyvern weapon master~ -A huge wyvern is here sharpening his claws. -~ - He looks very well capable of crushing you with one claw tied behind his -back. It's a good thing he's selling weapons and not using them... On you. -~ -256094 0 0 0 8440 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 3 -E -#14015 -wyvern armor expert wyv~ -a wyvern armor expert~ -A wyvern is here tanning some hides. -~ - This wyvern holds a knife in one hand and a piece of hide in the other. -Wonder if she wants your hide too? -~ -256078 0 0 0 8440 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 2 -BareHandAttack: 4 -E -#14016 -wyvern cook wyv~ -a wyvern cook~ -A big wyvern is here selling his home cooked meals. -~ - This wyvern looks like he's had a few too many of his own creations. On the -other hand maybe he's had a few too many of his customers. -~ -190686 0 0 0 8440 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 8 -E -#14017 -wyvern healer wyv~ -a wyvern healer~ -A wyvern in the garb of a healer stands here. -~ - This wyvern holds a staff in one hand and a bag of herbs in the other. Is -that a smile on his face? Or is he just thinking of how much he can charge you? - -~ -190670 0 0 0 8440 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 4 -E -$ diff --git a/lib/world/mob/15.mob b/lib/world/mob/15.mob deleted file mode 100644 index 5b9e422..0000000 --- a/lib/world/mob/15.mob +++ /dev/null @@ -1,329 +0,0 @@ -#1500 -allah god yahweh~ -Allah~ -You resist the urge to avert your eyes from the sight of the one true God. -~ - The sight is for each man a different, a mirror into the true nature of each -person's body and soul. At first a proud, bitter old man, but just as easily a -gentle extended hand, a smile, and gardens... Gardens. -~ -256282 0 0 0 0 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#1501 -michael angel archangel~ -Michael~ -The archangel Michael turns and begins to look you over. -~ - At first you see nothing but a bright and comforting glow; then the image -sharpens suddenly, and you see a face, eyes, hands, but then that too fades, and -you see nothing. -~ -2058 0 0 0 0 0 0 0 1000 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#1502 -gabriel angel archangel~ -Gabriel~ -The archangel Gabriel smiles, and begins to tell you something. -~ - Known as the Messenger, it is this angel that has brought the Divine Word to -the chosen prophets, and in turn brought the Seal of the Prophets on a -miraculous journey to the holy city of Jerusalem. -~ -2058 0 0 0 0 0 0 0 1000 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#1503 -raphael angel archangel~ -Raphael~ -The archangel Raphael looks up and frowns at you in disapproval. -~ - It is impossible to get a solid glance at the archangel. He is nothing that -is human, and with a mere whisper, he dispels every image that you attempt to -create in your mind. -~ -2058 0 0 0 0 0 0 0 1000 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#1504 -uriel angel archangel~ -Uriel~ -Uriel, the angel of darkness, stands here guarding the way forward. -~ - After the Fall of the bringer of light, the Lord had need for the service of -a fourth, and it was this angel, Uriel, that rose to the highest ranks. -~ -2058 0 0 0 0 0 0 0 1000 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#1505 -cherub cherubin cherubim~ -the cherubin~ -The cherubin of the blazing sword looks at you and begins to chuckle. -~ - The monster before you seems to be nothing more than a baby or young child, -wrapped in a glowing white cloth, but as you try to walk past, the beast grins -and cackles, drawing its sword and blocking the way. -~ -42 0 0 0 0 0 0 0 0 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 0 -E -#1506 -jester~ -the jester~ -A mad, drunken jester is sitting here, lost in his deepening stupor. -~ - He is dimly aware of your gaze. Chuckling softly, you hear him mutter -something obscure: dragons, the temple, the falling of great empires. He laughs -at you and takes another drink. -~ -10 0 0 0 0 0 0 0 -300 E -13 16 2 2d2+130 2d2+2 -130 16900 -6 6 1 -E -#1507 -jinn sprite~ -the jinn~ -One of the jinn dances in and out of the air before your eyes, taunting you. -~ - You have heard legends of these creatures, the mischievous little demons said -to be trapped in lamps and bottles, capable of granting all kinds of powerful -wishes. To you, it looks like nothing more than an annoying little sprite. -~ -76 0 0 0 4 0 0 0 0 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -#1508 -man old~ -the slumped old man~ -A slumped, shaking old man stands up and begins to yell at the world. -~ - He wears a faded uniform, decorated with honors of his own creation, -slackened jaws and pasty white bags sagging under his ugly, hating eyes. A tuft -of reckless dark hair scatters across his forehead, and his right hand shakes -and shakes. -~ -42 0 0 0 16 0 0 0 -1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#1509 -caliph hakim al-hakim~ -al-Hakim~ -The mad Caliph al-Hakim is here, dissecting a young boy. -~ - The darkest skin, and eyes so white. Covered only in a shoddy woolen tunic, -he has not bathed in months nor eaten in days, and yet his smile, so charming. - -~ -42 0 0 0 16 0 0 0 -1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#1510 -judas escariot apostle~ -Judas Escariot~ -The wayward apostle approaches slowly, extending his arms in a hug. -~ - You see nothing but the sadness of a man who would sell his own God. -~ -14 0 0 0 16 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#1511 -pharaoh~ -Pharaoh~ -Pharaoh has been sent here in retribution for a lifetime of evils. -~ - Richly clothed and postured in arrogance and love of power, he looks at you -with nothing more than a smirk of contempt. -~ -10 0 0 0 16 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#1512 -abu bakr first caliph~ -Abu Bakr~ -Abu Bakr, first of the Rashidun, mourns over the death of the Prophet. -~ - You see a simple man, dressed in dark and unadorned robes, bent over and -pensive, reliving the memories of a man he never thought would die. -~ -10 0 0 0 16 0 0 0 1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#1513 -umar second caliph~ -Umar~ -You see Umar, second of the Rashidun, the successors of the Prophet. -~ - You are amazed at the piety of the man. He looks at you in sadness, saying: -"I do not wish to fight you, but if you refuse the truth of the Word, then I -must. " -~ -10 0 0 0 16 0 0 0 1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#1514 -uthman third caliph~ -Uthman~ -The third of the rightly-guided Caliphs, Uthman, stands before you. -~ - He was chosen as leader by a clique of jealous rivals who could agree upon no -other. The memory of the Prophet fading quickly from the minds of the faithful, -he could do little, and was in the end killed by his enemies. -~ -42 0 0 0 16 0 0 0 1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#1515 -ali fourth last caliph~ -Ali~ -You have come before Ali, fourth and last of the Rashidun. -~ - Some view him as the closest to God among all of the Caliphs, the one most -deserving of our respect and reverence. Still others saw him as a schismatic, a -heretic, one to be killed and forgotten. To look at him now is for you to -decide for yourself. -~ -42 0 0 0 16 0 0 0 1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#1516 -angel beautiful iblis~ -Iblis~ -You gaze in awe at the most beautiful of all angels, Iblis, the Fallen. -~ - He smiles calmly, and begins to tell you of the time when he would not kneel, -would not prostrate himself before the first human beings. And then he gestures -at you, smiling, and conjures an image of all the temptations that will be yours -if you in turn but follow him. -~ -46 0 0 0 16 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#1517 -iblis satan devil voice~ -the Temptation~ -You pause nervously as a voice whispers at you from over your shoulder. -~ - There is no physical figure attached to the presence that dominates this -place, just tormented laughter, moaning, screaming, and begging. -~ -46 0 0 0 16 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#1518 -serpent dragon devil iblis~ -the raging dragon~ -A raging dragon turns to you in violent lust for your soul. -~ - The serpent of babylon, the aged and violet hued monster that has watched all -of mankind succumb before its power, turns to you as its last victim. -~ -46 0 0 0 16 0 0 0 -1000 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#1519 -demon fire~ -the demon~ -The hell-fire around you is dominated by a massive, burning demon. -~ - You see nothing but the inexorably red and burning anger of the lord of the -underworld that you fear to be your fate. -~ -46 0 0 0 16 0 0 0 -1000 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#1520 -baby innocent~ -the innocent baby~ -Lying on the ground wrapped in blankets is the most innocent of babies. -~ - The baby is barely aware of your presence, lost in a sleepy and contented -yawn. -~ -10 0 0 0 16 0 0 0 1000 E -22 13 -3 4d4+220 3d3+3 -220 48400 -4 4 1 -E -#1521 -boy teenage~ -the teenage boy~ -You stop in surprise at the sight of a teenage boy staring off to the distance. -~ - He is young, and has not yet seen the bloodiness of this world. You follow -his gaze and notice that he is gazing in wonderment at the fullness of the moon. - -~ -10 0 0 0 16 0 0 0 1000 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#1522 -man~ -the man~ -A middle-aged man is here, kneeling in prayer. -~ - He is tired, the lines of age marking his face, but in his robe, kneeling, he -is the image of perfect contentment. -~ -2058 0 0 0 16 0 0 0 1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -5 5 1 -E -#1523 -soul~ -the bodyless soul~ -You are overwhelmed by the presence of a soul that has transcended its body. -~ - You sense certain tastes and smells, the winds through the gardens. Nothing -can explain or describe this perfection, this utter bliss. -~ -42 0 0 0 16 0 0 0 1000 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -$ diff --git a/lib/world/mob/150.mob b/lib/world/mob/150.mob deleted file mode 100644 index 9f7e9bb..0000000 --- a/lib/world/mob/150.mob +++ /dev/null @@ -1,447 +0,0 @@ -#15000 -gwydion guard royal~ -Gwydion~ -Gwydion the Royal Guard is here on duty. -~ - As all members of the Guard, Gwydion wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. -~ -75 0 0 0 0 0 0 0 800 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#15001 -king welmar~ -King Welmar~ -The wise King Welmar sits here in his throne. -~ - In his later middle-age, with his beard starting to gray, King Welmar is -still very powerfully built, and wouldn't take kindly to an attack. Despite -that, you know he is well-loved throughout the land, and has a reputation as a -wise and just ruler. -~ -11 0 0 0 16 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -6 8 1 -E -#15002 -ghost horrible~ -the horrible ghost~ -You hear a frightening wail, and see a horrible ghost approaching. -~ - The ghost is almost translucent, and looks really SCARY! -~ -254014 0 0 0 524304 0 0 0 -700 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#15003 -jim guard royal~ -Jim~ -Jim the Royal Guard is here on duty. -~ - As all members of the Guard, Jim wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. -~ -73 0 0 0 0 0 0 0 800 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#15004 -brian guard royal~ -Brian~ -Brian the Royal Guard is here, training with the Master. -~ - As all members of the Guard, Brian wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. -~ -75 0 0 0 0 0 0 0 800 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#15005 -mick guard royal~ -Mick~ -Mick the Royal Guard is here, training with the Master. -~ - As all members of the Guard, Mick wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. -~ -75 0 0 0 0 0 0 0 800 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#15006 -matt guard royal~ -Matt~ -Matt the Royal Guard is here on duty. -~ - As all members of the Guard, Matt wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. -~ -73 0 0 0 0 0 0 0 800 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#15007 -jochem guard royal~ -Jochem~ -Jochem the Royal Guard sits here, off duty. -~ - As all members of the Guard, Jochem wears the chain mail required of them as -uniform. He seems very well trained, and moves like a fighter who has seen more -than one battle, and longs to see the next! -~ -73 0 0 0 0 0 0 0 900 E -13 16 2 2d2+130 2d2+2 -130 16900 -6 6 1 -E -#15008 -anne guard royal~ -Anne~ -Anne the Royal Guard is here on duty. -~ - As all members of the Guard, Anne wears the chain mail required of them as -uniform. She seems very well trained, and moves like a fighter who has seen -more than one battle, and longs to see the next! -~ -73 0 0 0 0 0 0 0 900 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 2 -E -#15009 -andrew guard royal~ -Andrew~ -Andrew the Royal Guard is here on duty. -~ - As all members of the Guard, Andrew wears the chain mail required of them as -uniform. He seems very well trained, and moves like a fighter who has seen more -than one battle, and longs to see the next! -~ -73 0 0 0 0 0 0 0 900 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#15010 -bertram bert guard royal~ -Bertram~ -Bertram the Royal Guard is here on duty. -~ - As all members of the Guard, Bertram wears the chain mail required of them as -uniform. He seems very well trained, and carries his scars with pride. This -guy seems tough... -~ -73 0 0 0 0 0 0 0 900 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#15011 -jeanette guard royal~ -Jeanette~ -Jeanette the Royal Guard is here on duty. -~ - As all members of the Guard, Jeanette wears the chain mail required of them -as uniform. She seems very well trained, and carries her scars with pride. -This girl could be nasty if she wanted to... -~ -73 0 0 0 0 0 0 0 900 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -#15012 -peter captain guard royal~ -Peter, the Captain of the Royal Guard~ -Peter, the Captain of the Royal Guard, walks around inspecting. -~ - As all members of the Guard, Peter wears the chain mail required of them as -uniform. Even though all the other guards seem well trained, you realize none -of them would stand a chance against this man in a fight. He stands at least -two meters tall, but still moves with an almost feline grace. He actually -radiates strength and confidence, and you have to fight a sudden urge to come to -attention as you see him. -~ -73 0 0 0 0 0 0 0 900 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#15013 -master trainingmaster~ -the Training Master~ -The Training Master is here, supervising. -~ - Aged, but experienced, the Training Master is skilled in the use of virtually -every weapon type invented by Man. -~ -75 0 0 0 0 0 0 0 950 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#15014 -herald royal~ -the Royal Herald~ -The Royal Herald is standing here. -~ - This is a young, powerfully built man, whose primary function is to make -Royal Announcements. -~ -72 0 0 0 0 0 0 0 800 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#15015 -ergan murderer~ -Ergan the Murderer~ -Slumped in a corner you see Ergan, aka the Murderer of Townsbridge. -~ - You remember a time almost a decade ago, when the news of the day was how -this man had slaughtered the entire population of the little village of -Townsbridge. He was imprisoned, and here he is - a shadow of the undoubtedly -great warrior he once was, but still to be reckoned with. -~ -24828 0 0 0 589824 0 0 0 -1000 E -13 16 2 2d2+130 2d2+2 -130 16900 -6 6 1 -E -T 15000 -#15016 -butler james~ -James the Butler~ -James the Butler is standing here, looking pompous. -~ - The typical perfect butler: upper middle age, a bit bald and with an -impressive belly. -~ -73 0 0 0 0 0 0 0 500 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#15017 -woman cleaning~ -the Cleaning Woman~ -There is a Cleaning Woman here, trying not be noticed. -~ - Although she has a menial job, she seems to like it. -~ -73 0 0 0 0 0 0 0 800 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#15018 -cockroach roach~ -the cockroach~ -A large cockroach is crawling by the wall. -~ - Very large indeed, and they say cockroaches are hard to kill... -~ -196696 0 0 0 0 0 0 0 -250 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#15019 -astrologer~ -the Astrologer~ -The Astrologer is sitting here, studying a book. -~ - He is old and white-haired, with a long beard. As you see him, you can -almost believe the rumors about stars deciding Fate, and that astrology is -capable of seeing the future. -~ -26651 0 0 0 0 0 0 0 900 E -23 13 -3 4d4+230 3d3+3 -230 52900 -6 6 1 -E -#15020 -tim guard lifeguard~ -Tim, the King's Lifeguard~ -Tim, the King's Lifeguard, is standing here. -~ - This guy looks just like his twin, Tom. There seems to be no doubt that he -is completely prepared to give his life for the King, if necessary. -~ -11 0 0 0 16 0 0 0 900 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#15021 -tom guard lifeguard~ -Tom, the King's Lifeguard~ -Tom, the King's Lifeguard, is standing here. -~ - This guy looks just like his twin, Tim. There seems to be no doubt that he -is completely prepared to give his life for the King, if necessary. -~ -11 0 0 0 16 0 0 0 900 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#15022 -chef cook~ -the Chef~ -The Chef is here, shouting orders to the other cooks. -~ - It seems he has been tasting his own food a bit too enthusiastically. He is, -in other words, a bit fat. -~ -26778 0 0 0 0 0 0 0 500 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#15023 -cook~ -the cook~ -There is a cook here, making himself busy with a pot. -~ - A junior cook, eager to do the Chef's bidding. -~ -138 0 0 0 0 0 0 0 300 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#15024 -david man guard~ -David~ -David, a big, mean-looking man, stands here, guarding the door. -~ - He really is big, and you get the feeling he wouldn't take kindly to an -attempt to get past him. -~ -11 0 0 0 16 0 0 0 250 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#15025 -dick man guard~ -Dick~ -Dick, a big, mean-looking man, stands here, guarding the door. -~ - He really is big, and you get the feeling he wouldn't take kindly to an -attempt to get past him. -~ -11 0 0 0 16 0 0 0 250 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#15026 -jerry guard royal~ -Jerry~ -Jerry the Royal Guard is here off duty, playing dice. -~ - As all members of the Guard, Jerry wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. -~ -73 0 0 0 0 0 0 0 800 E -11 17 3 2d2+110 1d2+1 -110 12100 -5 5 1 -E -#15027 -michael guard royal~ -Michael~ -Michael the Royal Guard is here off duty, playing dice. -~ - As all members of the Guard, Michael wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. -~ -73 0 0 0 0 0 0 0 800 E -11 17 3 2d2+110 1d2+1 -110 12100 -5 5 1 -E -#15028 -hans guard royal~ -Hans~ -Hans the Royal Guard is here on duty. -~ - As all members of the Guard, Hans wears the chain mail required of them as -uniform. He seems very well trained, and moves like a fighter who has seen more -than one battle, and longs to see the next! -~ -73 0 0 0 0 0 0 0 900 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#15029 -boris guard royal~ -Boris~ -Boris the Royal Guard is here on duty. -~ - As all members of the Guard, Boris wears the chain mail required of them as -uniform. He seems very well trained, and carries his scars with pride. This -guy seems tough... -~ -73 0 0 0 0 0 0 0 900 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#15030 -zombie villager~ -the zombie~ -A zombie is shambling over some corpses here, moving quite silently. -~ - It is entirely possible that this zombie was once one of the villagers of -Townsbridge who has been brought to an undead life by a fuelling desire for -revenge. -~ -172090 0 0 0 524368 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#15031 -skeleton villager~ -the skeleton~ -A skeleton is moving about with a loud clatter here, climbing over corpses. -~ - It is entirely possible that this skeleton was once one of the villagers of -Townsbridge who has been brought to an undead life by a fuelling desire for -revenge. -~ -172090 0 0 0 80 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#15032 -pit fiend demon~ -the pit fiend~ -A large demon surrounded by flames rises out of the dark pool. -~ - It is a horrifying thing, this demonic creature from the depths of the Abyss. -It glares down at you through blood-red eyes, and bares its huge white fangs and -its razor-sharp talons. -~ -256058 0 0 0 80 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -6 8 1 -E -T 15001 -$ diff --git a/lib/world/mob/16.mob b/lib/world/mob/16.mob deleted file mode 100644 index 4bab882..0000000 --- a/lib/world/mob/16.mob +++ /dev/null @@ -1,507 +0,0 @@ -#1600 -serf~ -a serf~ -A dirty serf shuffles along here. -~ - The serf is in rags, he smells, and you actually think you can see lice on him. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -BareHandAttack: 8 -E -#1601 -squire~ -a squire~ -A squire is on an errand from his lord. -~ - A squire stands here on a mission for his lord. He is dressed in plain drab -clothes and aspires to some day earning the right to be knighted. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 11 -E -#1602 -benlad~ -Sir Benlad~ -Sir Benlad slaps you with his gauntlet and challenges you! -~ - Sir Benlad is clad in his renowned green armor, rumored to be impervious to -normal weaponry. He bears a huge battle axe. -~ -65608 0 0 0 80 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 9 -E -#1603 -Galahad~ -Sir Galahad~ -Sir Galahad, paragon of chivalry, bastard of Lancelot & Elane, stands here. -~ - Sir Galahad is dressed all in white armor and walks with pride. -~ -65608 0 0 0 80 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 12 -E -#1604 -Gareth knight~ -Sir Gareth~ -A knight with armor of many colors stands here. -~ - Sir Gareth, son of Lot, aka Beaumains proudly wears his armor and shield of -many colors. He anxiously awaits an opportunity to help a damsel in distress. - -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 13 -E -#1605 -Garlon~ -Sir Garlon~ -Sir Garlon, the invisible knight, is waiting here. -~ - Sir Garlon (the vile villain) is hiding here. He was given his invisibility -power by the witch of the fens for the furtherment of evil. -~ -72 0 0 0 84 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 9 -Str: 18 -Dex: 18 -Int: 10 -Wis: 10 -E -#1606 -gawaine~ -Sir Gawaine~ -Sir Gawaine, the strong, is on a mission of vengeance! -~ - Sir Gawaine, the red headed cousin of Arthur, is mounted, fully armored and -wears his famous horned helm. -~ -72 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 6 -E -#1607 -merlin~ -Merlin~ -The mighty Merlin is here grumbling over a book. -~ - Merlin, the son of a sorceress and a demon, seer of Camelot, is garbed in an -earth colored robe and bears a twisted staff. His flowing white beard offsets -his rosy cheeks and sparkling blue eyes. -~ -65546 0 0 0 80 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 7 -E -#1608 -king pellinore~ -King Pellinore~ -King Pellinore is here searching for the Questing Beast. -~ - King Pellinore tells you that his family has been searching for the Questing -Beast for generations and asks if you have seen it. Pellinore is just past -middle age, though he is still a stout fighter. -~ -72 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 13 -E -#1609 -tristram~ -Sir Tristram~ -Sir Tristram smirks at you. -~ - Sir Tristram, suitor of Isolade, is considered by many to be second only to -Lancelot in his skill of arms. -~ -72 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 10 -E -#1610 -mordred boy~ -Mordred~ -An boy in golden armor gives you an elfin laugh and strikes with his spear! -~ - Mordred, bastard son of Arthur and Morgause, wears his enchanted golden armor -and his unholy spear. -~ -41032 0 0 0 1572944 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 11 -E -#1611 -knight barant~ -Barant Les Apres~ -A knight in a flowing white cape swings a spiked ball here. -~ - Barant Les Apres, King of the Hundred Knights, stands here. Barant wears a -white cape and carries a spiked ball and chain. He hefts his weapon and grins -at you. -~ -2120 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 5 -E -#1612 -fool dagonet~ -Dagonet~ -A fool in motley cavorts here! -~ - Dagonet, the court jester of Arthur, is a master of his craft. He dances on -his hands while juggling a set of knives. You get the impression that he could -handle himself well in a fight. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 12 -E -#1613 -Knight turquine~ -Sir Turquine~ -A knight with a wolf helm cackles with glee! -~ - Turquine is dressed in scale mail and a wolf helm. He is a slender whip of -a man, and his eyes dart left and right. -~ -72 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 7 -E -#1614 -Perimones knight~ -Perimones~ -A knight dressed in red shimmering armor faces you! -~ - Perimones, the red knight, has a red beard and mustache. He is a short -stocky man. His ruby armor is shimmering in the sunlight, and he wears the -silken red favor of Galenvine on his sleeve. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#1615 -nobleman~ -a nobleman~ -A nobleman stands here in all his finery. -~ - The nobleman wears the finest cotton and wool clothing available. Riches -adorn him in the form of chains, and a rather heavy looking purse. He seems -intent on going somewhere. -~ -76 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 13 -E -#1616 -merchant~ -a merchant~ -A brightly clothed merchant hawks his goods to you! -~ - The merchant wears a bright tunic to draw attention and signify his wares. - -~ -76 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 10 -E -#1617 -servant~ -a servant~ -A servant is rushing by. -~ - The servant has a plate of hot food that looks delicious. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 13 -E -#1618 -demon~ -a demon~ -A towering, black scaled demon has come to eat your soul! -~ - As it breathes, the ground you stand on rumbles and you are seared by its hot -breath. It is this demon which has been laughing at you in all your visions. -Merlin has bound this demon here to use its power in the fabrication of magic -items. However his hold has slipped a few times, enabling the demon to give out -a few artifacts to encourage the downfall of Camelot. -~ -72 0 0 0 8 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 8 -E -#1619 -Iron Jack~ -Iron Jack~ -Iron Jack, the armorer of Camelot, is here. -~ - Iron Jack wears his smith apron, leather leggings, and has corded muscular -arms. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 6 -E -#1620 -persante~ -Persante of Inde~ -Persante of Inde is here, marshalling the troops of Camelot. -~ - Persante is called the blue knight because of his brilliant blue armor. He -is mounted on a fine charger, and is waving his blue pennant. -~ -65608 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 12 -E -#1621 -dodinas le savage~ -Dodinas Le Savage~ -Dodinas le Savage is here, holding a wicked looking sword! -~ - Dodinas is a whirlwind of weapons and martial skill, felling all who -challenge him. He is mounted atop his famed steed, Rue. -~ -65608 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 3 -E -#1622 -lionel~ -Lionel~ -Lionel, the knight, staggers past. -~ - Lionel is covered in blood, and is walking as if stunned. It looks like he -is going to fall. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#1623 -gaheris~ -Gaheris~ -Gaheris, Gawaine's brother, is here. -~ - Gaheris has long red hair and a gray stallion. He is extremely angry and is -looking for someone to take it out on. -~ -72 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 10 -E -#1624 -crow~ -a crow~ -A crow cocks its head sideways, staring at you inquiringly. -~ - One of Merlin's pets, this crow is supposed to have extraordinary -intelligence. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 8 -E -#1625 -toad~ -a toad~ -A toad is hopping around on the floor. -~ - This toad is used by Merlin for various experiments. It is unnaturally -large. -~ -10 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#1626 -cat~ -a cat~ -A cat rubs up against your leg, shedding half its fur on you. -~ - Another one of Merlins experimental pets, this cat looks extremely -dangerous. It is the largest cat you have ever seen. -~ -10 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 8 -E -#1627 -master bleise~ -Master Bleise~ -Master Bleise is here paging through some books. -~ - Merlin's mentor is completely absorbed in his reading and does not even look -up when you enter. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#1628 -cook~ -a cook~ -A fat cook is walking around with a spoons tasting all the food. -~ - She must weigh over 200 pounds. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 8 -E -#1629 -guard~ -a guard~ -A guard is standing a sharp watch. -~ - He seems to be suspicious of everyone. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 6 -E -#1630 -archer~ -a archer~ -An archer is dying here. -~ - He looks like he'll die any minute now. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 12 -E -#1631 -infantryman~ -a dying infantryman~ -An infantryman is dying here. -~ - He looks to be almost dead. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 7 -E -#1632 -knight~ -a dying knight~ -A knight is slowly bleeding to death. -~ - He has suffered several wounds during his battles. It doesn't look like -he'll last much longer. -~ -2058 0 0 0 80 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 13 -E -#1633 -wolf~ -a large wolf~ -A wolf is chewing on something. It looks like... someone's arm! -~ - The wolf is huge. Its shoulder comes up to about your waist and it looks -hungry. -~ -65608 0 0 0 524304 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#1634 -creature beast lion~ -a questing beast~ -A long necked, lion pawed, spotted creature is here gnawing on a femur. -~ - It looks hungry! -~ -106728 0 0 0 524308 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 4 -E -#1635 -damsel~ -a damsel in distress~ -A damsel in distress is here, screaming for help! -~ - The damsel in distress has been badly roughed up by the ruffians. She is -tied with her hands behind her back. Her courtly gown is soiled and tattered. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 4 -E -$ diff --git a/lib/world/mob/169.mob b/lib/world/mob/169.mob deleted file mode 100644 index b9a7804..0000000 --- a/lib/world/mob/169.mob +++ /dev/null @@ -1,188 +0,0 @@ -#16900 -gibberling bloodthirsty~ -a bloodthirsty gibberling~ -A bloodthirsty gibberling is here, grunting loudly. -~ - This hunchbacked, vicious, monstrosity is spawn of the numerous reviled and -feared race of gibberlings. The creature utters howls, shrieks, and insane -chattering noises from it's grinning, canine visage, which is encircled by a -wild black mane, almost covering it's pointed ears. -~ -104 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 14 -Int: 5 -E -#16901 -cougar~ -the cougar~ -A cougar is on the prowl here. -~ - It is a muscular cougar with gleaming fangs, stealthily searching the area -for fresh meat to fill it's savage belly until the next kill. -~ -328 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -BareHandAttack: 9 -E -#16902 -gibberling shifty~ -the shifty gibberling~ -A shifty gibberling is lingering here. -~ - It looks unfinished. An unusually quiet gibberling is chattering softly in -the shadows, and you can almost see a glint of unusually high intellect in the -creatures' beady black eyes. -~ -204 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -Int: 15 -E -#16903 -gibberling raider~ -a gibberling raider~ -A gibberling raider is here, snarling like an animal. -~ - This gibberling is obviously what you could call a gibberling soldier, if -there is such a thing. It seems even more bloodthirsty and vicious than the -average gibberling, not to mention larger in girth. The shrieking and clicking -noises it continually makes, are enough to unnerve even the most experienced -warriors. -~ -104 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#16904 -gibberling mutant~ -the mutant gibberling~ -A mutant gibberling is going completely insane here! -~ - The face of this four-armed gibberling, is completely disfigured and twisted -into an even more disgusting expression, than the usual horrific scowl of these -vicious creatures. Even the other gibberlings seem to avoid contact with it. -~ -108 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -Int: 5 -Wis: 5 -E -#16905 -gibberling king chieftain~ -the gibberling chieftain~ -The king of the gibberlings is here! -~ - You see before you the most massive gibberling you have ever seen in your -life, his canine features are twisted into a permanent scowl of hate for all -living creatures save his own kind, for which he merely feels no emotion. A -white mane frames his terrible face, and each rasping breath he takes, seems to -drain some of your lifeforce, to replenish his own horrifying being. -~ -2058 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -6 8 1 -Str: 14 -Dex: 8 -Int: 6 -Wis: 7 -E -#16906 -female gibberling~ -a female gibberling~ -A female gibberling is running around, screeching! -~ - You never stopped to think that there must be female gibberlings until you -met one face to face. She is just as horrific as any of the other gibberlings, -and of course completely insane, as she leaps and pounces around you, baring her -razor-sharp teeth! -~ -104 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -BareHandAttack: 4 -Str: 10 -Dex: 7 -Wis: 5 -E -#16907 -fat gibberling butcher~ -the gibberling butcher~ -A fat female gibberling is here, loudly burping and grunting. -~ - You observe a disgusting, foul-smelling, obese gibberling, whose bulky frame -is almost completely covered in refuse, and scraps of half-eaten meat. Her -beady eyes gleam with a maniacal glint as she consumes any and all edible -materials in sight! -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -BareHandAttack: 9 -Int: 3 -Wis: 3 -E -#16908 -gibberling shaman~ -the gibberling shaman~ -A gibberling shaman stands here. -~ - The gibberling shaman is not only the gibberlings religious leader, but also -a sinister practitioner of dark rituals who loves nothing more than to drink the -vital fluids of kills made in or near the caves. His glowing green eyes peer -out, sunken deep into his dog-face, with a sadistic intelligence found seldom -among the savage hordes of gibberlings. -~ -42 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 12 -Wis: 15 -E -#16909 -small marmot~ -a small marmot~ -A small marmot is scurrying about. -~ - It's a small, furry mammal found in the mountainous regions, and it appears -to be in a playful mood. -~ -200 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -Int: 18 -E -#16921 -mutant hulk gibberling~ -mutant hulk gibberling~ -A massive, two headed gibberling is growling at you! -~ - The two-headed beast drooling and growling before you, is almost as massive -as the gibberling king, but much more savage. He has apparently been confined -to this dark chamber either as a punishment, or because he is too crazed and -bloodthirsty to dwell even among the general population of gibberlings in the -cave. -~ -42 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 10 -Dex: 4 -Int: 3 -Wis: 4 -E -$ diff --git a/lib/world/mob/17.mob b/lib/world/mob/17.mob deleted file mode 100644 index 8e8e164..0000000 --- a/lib/world/mob/17.mob +++ /dev/null @@ -1,528 +0,0 @@ -#1700 -knight renown~ -a knight~ -A knight of renown slaps you with his gauntlet and challenges you! -~ - The knight of renown is mounted on a warhorse, balancing a lance, and you can -see his morningstar on his saddle. His colors fly from a banner carried by his -squire. -~ -65546 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 11 -E -#1701 -knight quality~ -a knight~ -A knight of quality looks down upon you from his mount. -~ - The knight is in full plate mail on a barded horse and carries a lance. -~ -65546 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 11 -E -#1702 -king arthur~ -King Arthur~ -King Arthur sits upon his throne awaiting the return of the grail. -~ - King Arthur is a black bearded, barrel-chested man. He is in full plate -armor emblazoned with the sign of a gold dragon. He carries Excalibur in a -strange looking sheath. -~ -65546 0 0 0 80 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 3 -E -#1703 -serf~ -a serf~ -A dirty serf shuffles along here. -~ - The serf is in rags, smells, and you actually think you can see lice on him. - -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 13 -E -#1704 -squire~ -a squire~ -A squire is here on an errand from his lord. -~ - He is practicing diligently to become a knight. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 11 -E -#1705 -black knight~ -the black knight~ -A knight dressed in black armor says "NONE SHALL PASS" -~ - The black knight has black armor and a visored helm. He stands resting on a -two handed sword. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 10 -E -#1706 -lamorak knight~ -Sir Lamorak~ -Sir Lamorak hefts his bastard sword as he considers you. -~ - Sir Lamorak, son of King Pellinore, lover of Queen Morgause, vanquisher of -the twelve of Morgan le Fey, and enemy of Sir Gawaine, is fully armored and -mounted. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 3 -E -#1707 -lancelot~ -Sir Lancelot~ -Sir Lancelot, champion of the Round Table, smiles at you. -~ - Sir Lancelot is wearing polished steel armor. His visor is up and his hand -raises in salute to you. -~ -65546 0 0 0 80 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#1708 -woman morgan~ -Morgan Le Fey~ -A beautifully dressed woman beckons you closer. -~ - Upon closer inspection you realize the woman is Morgan le Fey, the evil -enchantress and the scourge of Camelot. She snarls as you have seen through her -disguise. She is wearing silk robes which do little to hide her ugly, hateful, -and twisted body. -~ -2120 0 0 0 1572948 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 5 -E -#1709 -lady~ -a lady~ -A lady-in-waiting bats her eyes at you! -~ - The lady-in-waiting snuggles up closer to you, pressing you for the details -of your last campaign. She is clad in a long gown and garlands of flowers are -in her hair. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 8 -E -#1710 -queen guinevere~ -Queen Guinevere~ -A raven haired queen winks at you from behind her fan. -~ - Guinevere tells you a sorry tale about her forbidden love with Lancelot. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 8 -E -#1711 -nobleman~ -a nobleman~ -A nobleman stands here in all his finery. -~ - The nobleman wears the finest cotton and wool clothing available. Riches -adorn him in the form of chains and a rather heavy looking purse. He seems -intent on going somewhere. -~ -76 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 13 -E -#1712 -merchant~ -a merchant~ -A brightly clothed merchant hawks his goods to you! -~ - The merchant wears a bright tunic to draw attention and signify his wares. - -~ -76 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 5 -E -#1713 -monk~ -a monk~ -A monk is here, mumbling in Latin. -~ - The monk has a brown robe with a hood on it. He has tied it off with a -piece of rope. The top of his head is shaved in the Fransician fashion. -~ -72 0 0 0 8192 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 7 -E -#1714 -troubadour~ -a troubadour~ -A troubadour is here, strumming a merry tune. -~ - The troubadour, dressed in festival colors, is playing on a mandolin. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 5 -E -#1715 -bard~ -a bard~ -A bard is here, singing a sweet ballad. -~ - The bard is dressed in silk leggings, a leather vest, and bright orange -shirt. -~ -72 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 12 -E -#1716 -entertainer~ -an entertainer~ -An entertainer is here, leaping with great acrobatic prowess! -~ - The entertainer is doing handsprings and backflips in a dizzying -progression. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 8 -E -#1717 -servant~ -a servant~ -A servant is rushing by -~ - The servant has a plate of hot food that looks delicious. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 13 -E -#1718 -stablehand~ -a stablehand~ -A stablehand is cleaning up after the horses. -~ - He looks like he was raised in these stables. He walks with a wide gait and -has a piece of straw between his teeth. -~ -72 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 13 -E -#1719 -stirrup~ -Stirrup~ -Stirrup, the stable master of Camelot is here. -~ - Stirrup is a short man, wearing a leather jerkin, and smells of the barn. - -~ -72 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#1720 -horse~ -a riding horse~ -A riding horse is here. -~ - The riding horse is saddled with light tack, and has long slender limbs for -speed. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#1721 -horse warhorse~ -a horse~ -A medium warhorse is tethered here. -~ - This medium warhorse has heavy tack and leather barding. It looks well -trained and waits patiently to be taken out of its stall. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 4 -E -#1722 -horse warhorse~ -a warhorse~ -A heavy warhorse paws the ground and snorts in preparation for battle! -~ - The heavy warhorse has full chain barding and stands 17 hands. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 10 -E -#1723 -slave~ -a slave~ -A slave is here, cringing from everything. -~ - The slave is dirty and unkempt, but she retains a vestige of her former -station and bearing. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#1724 -scot clan chief~ -the scottish clan chief~ -The Scot clan chief is here, seizing his clansmen's women and whiskey! -~ - The Scot clan chief towers over you. He looks like he could toss a tree end -over end and have it land pointing away from him. He looks like he could heave -a sheaf with a fork more than 20 feet in the air. He looks like he could down a -barrel of ale and still have his whiskey. He looks... -~ -65546 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 9 -E -#1725 -scottish clansmen~ -a scottish clansman~ -A Scot clansman is here, ready to seize your women and whiskey! -~ - The Scot clansman is wearing a kilt and leather sandals and has a long swath -of cloth wrapped around his shoulders. He carries a beautiful claymore which is -about four feet long. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 3 -E -#1726 -spectator~ -a spectator~ -A spectator is enthralled in the jousting match. -~ - She jumps up and down screaming in an annoying ear-piercing shriek. She is -very much into the game and seems to have the hots for one of the jousters. - -~ -2120 0 0 0 65536 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 13 -E -#1727 -sheep~ -a sheep~ -A sheep is grazing here. -~ - Looks like you could make some nice clothes out of the wool from that sheep. - -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#1728 -ram~ -a ram~ -A ram is guarding his flock. -~ - Yet another animal with a set of horns. He looks mean. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 9 -E -#1729 -ox~ -an ox~ -An ox is pulling a plow, tilling the fields. -~ - A large beast with some impressive horns. It looks like it could plow all -day. -~ -98376 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 6 -E -#1730 -archbishop bishop~ -the archbishop~ -The Archbishop of Cantebury is praying that you'll leave him alone. -~ - You've heard about this guy before. He is close to King Arthur, having known -him most of his life. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 10 -E -#1731 -goat~ -a goat~ -A goat with some wicked looking horns is about to charge. -~ - You've done nothing to this goat but it seems ready to attack you. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#1732 -mule~ -a stubborn mule~ -A stubborn mule is standing in your way. -~ - This mule doesn't move for anybody. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#1733 -cow~ -a cow~ -A cow looks at you stupidly. -~ - The thick brown hair covering this cow is matted in mud and refuse. Flies -are everywhere. You try to keep your distance. -~ -65608 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#1734 -shepherd~ -a shepherd~ -A shepherd is looking for his flock of sheep. -~ - He watches over his flock, keeping an eye out for wolves. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 7 -E -#1735 -sheep dog~ -a sheep dog~ -A sheep dog barks at you playfully. -~ - This dog seems smarter than most people you've known. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#1736 -farmer~ -a farmer~ -A farmer is hard at work. -~ - He looks tired and overworked. He must put in long hours and make very -little money. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 13 -E -#1737 -guard~ -a guard~ -A guard is protecting the city. -~ - He looks like he's in a bad mood. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -$ diff --git a/lib/world/mob/175.mob b/lib/world/mob/175.mob deleted file mode 100644 index a2ec478..0000000 --- a/lib/world/mob/175.mob +++ /dev/null @@ -1,217 +0,0 @@ -#17500 -east wizard Shadimar~ -Shadimar~ -Shadimar, the Wizard of the East stands here. -~ - The Wizard of the East is a small wizened figure with a long, white beard. -His thin, stick-like limbs and torso look frail, but for some reason give a -formidable impression of strength. -~ -10 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 12 -Int: 18 -Wis: 18 -E -#17501 -large squid~ -the large squid~ -A large squid rests just beneath the surface of the water here. -~ - This squid is absolutely huge! It's almost half the size of a man, -discounting the tentacles, and it looks hungry. Not to mention dangerous. -~ -4138 0 0 0 0 0 0 0 125 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 1 -E -T 17500 -#17502 -lesser Kraken squid~ -the lesser Kraken~ -A lesser Kraken is here, eyeing you with hunger. -~ - The lesser Kraken is two-thirds the length of a man, disregarding the -tentacles. Which is hard to do, due to the sharp, claw-like tip on on the end -of all eight limbs. -~ -4138 0 0 0 0 0 0 0 225 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 14 -E -T 17500 -#17503 -Kraken squid~ -a Kraken~ -A Kraken swims here, growling menacingly. -~ - The Kraken is massive, larger than a man and with powerful stingers on the -end of each tentacle. -~ -4138 0 0 0 0 0 0 0 300 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 1 -E -T 17500 -#17504 -greater Kraken squid~ -a greater Kraken~ -A greater Kraken lurks in these waters. Watch out!!!! -~ - This monster of a squid fills the waters in front of you. The tentacles are -too long to see in your field of vision to estimate its size. You notice the -little beady eyes looking back at you, and the large beak opening and closing in -anticipation. -~ -4138 0 0 0 0 0 0 0 410 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 6 -E -T 17500 -#17505 -water elemental~ -the Water Elemental~ -A Water Elemental stands before you, rippling to faint vibrations. -~ - The Water Elemental is a vaguely man shaped statue of liquid water. It may -be liquid, but it looks tough. -~ -4138 0 0 0 0 0 0 0 410 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -T 17501 -#17506 -Trilless sorceress north northern~ -Trilless~ -Trilless the Northern Sorceress is here, radiating goodness and well-being. -~ - An aged woman, Trilless has long gray-white hair and pale, wrinkled skin. -She wears white robes, and she gives forth an aura of purity and goodness. The -only splash of color in her form is her eyes, which are a shade of piercing -electric blue. -~ -266 0 0 0 8400 0 0 0 1000 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -BareHandAttack: 12 -Int: 15 -Wis: 15 -E -#17507 -guard guardian light~ -the Light Guardian~ -The Light Guardian stands here, glowing with intense light. -~ - A glowing figure in brightly luminous armor, the Light Guardian looks to be -a formidable foe. -~ -4106 0 0 0 0 0 0 0 1000 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 3 -Str: 18 -Dex: 18 -Int: 5 -Wis: 5 -E -#17508 -sentinel Dark guard~ -the Dark Sentinel~ -A Dark Sentinel watches vigilantly, sucking light from the room. -~ - The black, light-absorbing armor of the Dark Sentinel draws you in, and it -becomes an effort not to fall over. -~ -4106 0 0 0 0 0 0 0 -1000 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -Str: 18 -Dex: 18 -Int: 5 -Wis: 5 -E -#17509 -Shadimar spectre~ -Shadimar's Spectre~ -Shadimar's Spectre floats here, glowing with faint gray light. -~ - This is not the true Shadimar, it is but a pale vision of him. You can see -the background through the Spectre's form. -~ -10 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 12 -E -T 17504 -#17510 -Carcophan Spectre~ -Carcophan's Spectre~ -Carcophan's Spectre floats here, absorbing the little light availible. -~ - This spectre of carcophan is just as evil as the man in real life. He now -must haunt these halls looking for revenge on the one that sent him to hell, or -at least this eternal limbo. -~ -10 0 0 0 80 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -T 17511 -#17511 -Carcophan south southern Wizard Evil~ -Carcophan~ -Carcophan the Southern Wizard stands here, radiating pure evil. -~ - If it wasn't for his aura of darkness, Carcophan could merely be a genteel -old man with salt-and-peppered hair and a dignified stance. But the dark -flowing robes and occult sigils adorning them let you know that this is not -someone to be trifled with. -~ -522 0 0 0 0 0 0 0 -1000 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 12 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -E -T 17513 -T 17515 -#17512 -inverse salamander~ -the inverse Salamander~ -An inverse salamander crouches into the ground here, absorbing light and heat. -~ - According to legend and myth, the Salamander is supposed to be a being of -fire and light. The reptilian form you see before you looks to be the exact -opposite, as it sucks the light and warmth from the room with its dark, liquid -eyes. -~ -4106 0 0 0 0 0 0 0 -900 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 8 -E -T 17514 -$ diff --git a/lib/world/mob/18.mob b/lib/world/mob/18.mob deleted file mode 100644 index 8cf8087..0000000 --- a/lib/world/mob/18.mob +++ /dev/null @@ -1,178 +0,0 @@ -#1809 -john connor~ -John Connor~ -John Connor is giving orders here. -~ - The leader of the Resistance Force he is a hardened veteran with the scars -to prove it. -~ -237834 0 0 0 80 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -BareHandAttack: 7 -E -#1810 -terminator~ -a series 800 terminator~ -A terminator is looking for a human to kill. -~ - This metal endoskeleton is the perfect killing weapon. The mechanical red -eyes scan the area for anything living. -~ -72 0 0 0 0 0 0 0 0 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 0 -BareHandAttack: 9 -E -#1811 -hunter killer~ -a aerial hunter killer~ -A flying hunter killer zooms past you, it's turbines whining. -~ - This flying metal machine has a mind of it's own and was made for the sole -purpose of hunting down humans and killing them. -~ -72 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 12 -E -#1812 -hunter killer tank~ -a hunter killer tank~ -A huge metal tank rolls past, bones crunching under it's weight. -~ - Yet another machine made by machines to purge the world of humans. -~ -72 0 0 0 0 0 0 0 0 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 0 -BareHandAttack: 12 -E -#1813 -Centurion~ -a centurion~ -A centurion runs past. -~ - This four legged gun pod is fast and deadly accurate. -~ -72 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 12 -E -#1814 -silverfish~ -a silverfish~ -A silverfish is trying to sneak up on you. -~ - This small centipede like robot finds it's way into the resistance force -hideouts and explodes, sending razor sharp shrapnel in all directions. -~ -72 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 10 -E -#1816 -T1000~ -the T1000~ -A T1000 is shapeshifting before you. -~ - A poly-alloy or liquid medal, this is the latest and greatest invention of -the robots. -~ -237610 0 0 0 1114188 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 0 -BareHandAttack: 11 -E -#1817 -guerilla soldier~ -a guerilla soldier~ -A soldier of the resistance force is looking for a terminator to kill. -~ - Born in battle, it's all this soldier has ever known. -~ -72 0 0 0 0 0 0 0 0 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 0 -BareHandAttack: 7 -E -#1818 -terminator~ -an autonomous terminator~ -An autonomous terminator is guarding skynet. -~ - This terminator was made as a sentry to keep all from entering skynet -laboratories. -~ -10 0 0 0 0 0 0 0 0 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 0 -E -#1819 -guerilla child~ -a guerilla child~ -A child is learning helping the soldiers with their wounds. -~ - Even the children take part in this war with the machines. They care for -the wounded, run messages, help with the equipment. No one is free until the -machines are destroyed. -~ -14 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 4 -E -#1820 -guerilla officer~ -a guerilla officer~ -An officer of the resistance force is leading his soldiers into battle. -~ - His eyes tell you what he dares not say to his troops, this battle is -hopeless, lives are waster killing machines that can just be rebuilt. -~ -72 0 0 0 0 0 0 0 0 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 0 -BareHandAttack: 6 -E -#1821 -german shepherd~ -a german shepherd~ -A german shepherd sniffs your hand. -~ - The resistance uses this dog to detect terminators. -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 4 -E -#1822 -kyle reese~ -Kyle Reese~ -Kyle Reese is hiding from the terminators. -~ - If only he knew what the future held for him. -~ -2376 0 0 0 84 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -BareHandAttack: 12 -E -$ diff --git a/lib/world/mob/186.mob b/lib/world/mob/186.mob deleted file mode 100644 index 4094c87..0000000 --- a/lib/world/mob/186.mob +++ /dev/null @@ -1,205 +0,0 @@ -#18601 -pitbeast beast~ -the pit beast~ -The big, ugly pit-beast is standing here sizing you up. -~ - Ick... What a disgusting creature! It is black and green and slimy and it -is drooling everywhere... Looks mean too. -~ -14 0 0 0 0 0 0 0 -750 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#18602 -newbie monster~ -the newbie monster~ -The newbie monster stands here looking confused. Kill him! Kill him! -~ - What an odd looking little beast. He looks harmless, but you never can tell. -He is only about 4 feet tall, but he pretty muscular looking... Maybe you -should ask if he needs help? Nah... Kill him. -~ -76 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#18603 -pet dragon baby newbie~ -the baby dragon~ -Someone's little pet dragon has gotten loose, and is sniffing about here. -~ - Awwww... How cute! A little baby dragon. He's about 3 feet long and you -just want to cuddle him to death... No, you really want to kill him to tell the -truth. But, remember, even a little dragon can be a big problem. -~ -72 0 0 0 0 0 0 0 100 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#18604 -keeper guard monster newbie~ -the Newbie Guard~ -The Newbie Guard is here wondering where that dragon went. -~ - The Guard also had the job of taking care of the Alchemist's pet dragon, but -he doesn't seem to be doing a good job of it. He looks at you and says, 'Have -you seen that dragon? Master will have my head if I don't find him. ' -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#18605 -alchemist newbie~ -the Newbie Alchemist~ -The Newbie Alchemist is here trying to make something. -~ - He is a funny looking, furry little dude. He looks really busy trying to mix -up a batch of something or other. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#18606 -crawler creepy bug thing newbie~ -the creepy crawler~ -A creepy little crawling thing is scuttling along the floor at your feet. -~ - Yuck! If they'd ever clean this place maybe it wouldn't attract vermin like -this disgusting, little, six-legged, brown bug. -~ -72 0 0 0 0 0 0 0 -250 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#18607 -newbie zombie~ -the zombiefied newbie~ -A VERY gaunt looking newbie... it looks like a zombie! -~ - This guy has been lost in here too long... It is more zombie than man now. -You would feel sorry for it, but it is moving in to attack! -~ -108 0 0 0 0 0 0 0 -500 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#18608 -quasit imp thing~ -the quasit~ -A funny little imp-like thing (a quasit perhaps?) is sneaking about here. -~ - Little green, vaguely humanoid shaped creature, with a long pointed tail. -It is hard to say because before you ever get a good look at it, it darts back -into the shadows. -~ -236 0 0 0 0 0 0 0 -800 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#18609 -minotaur~ -the massive Minotaur~ -The Great Minotaur is wondering just what you'll taste like. -~ - A massive man, with the head of a bull. He looks as strong as bull too, but -not nearly as smart. Actually, now that you consider it... He looks a heck of -a lot meaner than any bull you have ever seen... And he is coming this way! -~ -1608 0 0 0 0 0 0 0 -1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#18610 -spectre ghost~ -the dark spectre~ -The dark spectre is lurking in the shadows. -~ - The soul of a long since passed on adventurer... It lurks here waiting for a -chance to bring death to any who cross its path. -~ -2122 0 0 0 1048596 0 0 0 -850 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#18611 -newbie annoying jerk~ -the annoying newbie~ -A newbie is here annoying the hell out of you. -~ - What a jerk! He won't shut up, and he keeps making the most irritating -comments about everything. Better silence him with cold, tempered steel -MUHAHAHAHAHAHAHAHAHAHA! -~ -76 0 0 0 0 0 0 0 -500 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#18612 -newbie clueless moron~ -the clueless newbie~ -A newbie is here looking terribly confused. -~ - What a moron! Every question that is answered in the help files, he will ask -and he will probably ask 2 or 3 times too. This guy just doesn't get it, best -put him out of his misery. -~ -76 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#18613 -newbie talkative~ -the talkative newbie~ -A newbie is here talking a lot. -~ - Well, at least this gal seems pretty cool. Talks a lot, but she's a -friendly, interesting sort. Seems to have a clue what she's doing also, unlike -some others you might see. -~ -72 0 0 0 0 0 0 0 100 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#18614 -newbie lost~ -the lost newbie~ -A newbie is here wandering about aimlessly. -~ - Hmmm... Looks like he has been around a while, but he wandered a little too -far from home this time. Don't think he knows quite where he is, maybe you -should help him out? -~ -72 0 0 0 0 0 0 0 300 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#18615 -newbie smart~ -the smart newbie~ -A newbie is here, and he looks quite sure of himself. -~ - Here is a guy who has it all together. Nice equipment too, must have read -the help files, Eh? -~ -76 0 0 0 0 0 0 0 500 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -$ diff --git a/lib/world/mob/187.mob b/lib/world/mob/187.mob deleted file mode 100644 index fa0fb29..0000000 --- a/lib/world/mob/187.mob +++ /dev/null @@ -1,169 +0,0 @@ -#18702 -lion cub~ -a small lion cub~ -A small lion cubs lays here, looking helpless. -~ - It looks so cute and cuddly, but looks can be deceiving. -~ -74 0 0 0 0 0 0 0 -50 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#18703 -funny clown kablooey~ -Kablooey~ -Kablooey, the funny clown stands here making jokes. -~ - Kablooey is about the funniest thing you have ever seen. His huge red nose -and long pink hair cause a laugh to rise in your throat. His pants are so large -he has to wear suspenders to keep them up, and those feet .... They look like -boats! -~ -78 0 0 0 0 0 0 0 500 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -T 18702 -#18705 -minstrel Renuer~ -Renuer, the wandering minstrel~ -Renuer, the wandering minstrel stands here playing a sad song. -~ - His face is drooped and sad conveying the song he currently plays. -~ -76 0 0 0 0 0 0 0 800 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#18706 -Matrissa welcomer~ -Matrissa~ -Matrissa is here greeting you. -~ - A smiling young woman stands here greeting and smiling at all who enter the -circus. Her warm smile and friendly voice make you at ease as you listen. -~ -2058 0 0 0 0 0 0 0 500 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -BareHandAttack: 7 -E -T 18700 -#18707 -mole~ -a mole~ -A small black mole. -~ - A small black mole is sitting here waiting to be wacked at by someone. -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -6 6 0 -BareHandAttack: 4 -E -#18708 -chick~ -a chick~ -A small yellow chick is sitting here -~ - Ths small, yellow chick has a cute little beak. It looks up at you with cute -baby eyes. Awww, how precious. -~ -10 0 0 0 0 0 0 0 1000 E -3 19 8 0d0+30 1d2+0 -30 900 -8 6 0 -BareHandAttack: 4 -E -#18709 -frail old man~ -a frail old man~ -A frail, old man is lying here -~ - This frail old man is laying on the ground close to the back wall. He is -pale and emancipated. He looks up at you with fear in his eyes. He is truly a -poor soul if you ever saw one. -~ -18442 0 0 0 0 0 0 0 1000 E -3 19 8 0d0+30 1d2+0 -30 900 -6 6 1 -E -#18710 -evil wicked slaver Tekus~ -Tekus the Slaver~ -Tekus the Slaver is standing here, watching his slave -~ - This cruel, wicked man is standing here with a stance of authority. His -stern face looks at you with hatred and pleasure at the same time. Come hit my -slave he seems to say with his eyes. I dare you.... -~ -18442 0 0 0 0 0 0 0 -650 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 13 -E -#18711 -walrus boy creature~ -walrus boy~ -A sad looking Walrus Boy is sitting here -~ - This poor creature looks as if it is out of a story book of some kind. The -head of a boy and the body of a walrus. It's sad eyes look up at you as if -pleading for mercy. -~ -16394 0 0 0 0 0 0 0 850 E -3 19 8 0d0+30 1d2+0 -30 900 -6 6 1 -BareHandAttack: 7 -E -#18712 -croc man~ -croc man~ -A snarling Croc Man is standing here -~ - This huge looking half man half croc, glares at you with hatred and disdain. -There is only on thing that it wants.... Your flesh! -~ -16394 0 0 0 0 0 0 0 -500 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 9 -E -T 18701 -#18722 -organ grinder~ -the organ grinder~ -The organ grinder who plays a merry tune, is here. -~ - He looks really happy. -~ -200 0 0 0 0 0 0 0 500 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 7 -E -#18723 -Ringmaster~ -the Ringmaster~ -The powerful Ringmaster stands here. -~ - Dressed well, the Ringmaster commands all who are part of the circus. He has -a ominous presence to him. -~ -78 0 0 0 0 0 0 0 -100 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 2 -E -$ diff --git a/lib/world/mob/19.mob b/lib/world/mob/19.mob deleted file mode 100644 index 26e1920..0000000 --- a/lib/world/mob/19.mob +++ /dev/null @@ -1,613 +0,0 @@ -#1900 -young bullywug xyoung~ -a young bullywug~ -A young bullywug scavenges about. -~ - This rather small bullywug has the same frog-like features as its adult kin, -only slightly paler and less muscular. Its mottled hide looks soft in places, -affording it less protection than the armor-like skin of a full grown bullywug. - -~ -4106 0 0 0 0 0 0 0 -200 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -T 1905 -#1901 -small cricket~ -a small cricket~ -A small cricket chirps obnoxiously. -~ - This little green insect is covered with an unusually tough exoskeleton, -perhaps evolved to survive the attacks of local predators. Large multi-faceted -eyes peer alertly about and every few seconds the creature announces its -presence with its characteristic chirp. -~ -72 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -0 2500 -8 8 0 -E -T 1900 -#1902 -xleviathanfortrigx scaly leviathan head~ -the scaly leviathan~ -A scaly leviathan's monstrous head protrudes from the water. -~ - Sharp serrated teeth frame the open massive jaw of this creature. Two tiny -black eyes peer out from the scale armor of its gigantic face. Deep below the -water, the enormous undulating shadow of its body sends waves rippling across -the surface. -~ -57386 0 0 0 0 0 0 0 -100 E -22 13 -3 4d4+220 3d3+3 -0 48400 -8 8 0 -BareHandAttack: 4 -E -T 1991 -T 1906 -#1903 -menacing lizard warrior~ -a lizard warrior~ -A menacing lizard warrior stands at post. -~ - This savage, reptilian humanoid stands tall, proud, and muscular. Dark gray -scales armor almost his entire body, making him blend seamlessly into shadow, -only his fierce yellow eyes piercingly obvious. -~ -24696 0 0 0 80 0 0 0 -200 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -T 1909 -#1904 -menacing lizard warrior xgateopenerx~ -a lizard warrior~ -A menacing lizard warrior stands at post. -~ - This savage, reptilian humanoid stands tall, proud, and muscular. Dark gray -scales armor almost his entire body, making him blend seamlessly into shadow, -only his fierce yellow eyes piercingly obvious. -~ -188474 0 0 0 0 0 0 0 -200 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -T 1965 -#1905 -tiny lizard hatchling~ -a tiny lizard hatchling~ -A tiny lizard hatchling crawls about. -~ - This tiny lizard is humanoid but crawling about on four legs as though -newly-born. Soft translucent scales cover its whole body and its small eyes -are still squinted shut as though asleep. -~ -10 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -0 4900 -8 8 0 -BareHandAttack: 4 -E -#1906 -Lizard King lizard king enormously tall man~ -the Lizard King~ -An enormously tall lizard man lounges on the throne. -~ - Unusually tall, this reptilian humanoid is covered from head to toe in -magnificent flecked green scales. His long sweeping tail flicks restlessly from -side to side, and his cruel black eyes seem extraordinarily intelligent. -~ -24634 0 0 0 0 0 0 0 18 E -19 14 -1 3d3+190 3d3+3 -500 43320 -8 8 1 -E -#1907 -bullywug subleader xlead~ -a bullywug subleader~ -The bullywug subleader patrols cautiously. -~ - This large, bipedal amphibian looks almost like a frog. Covered in smooth, -mottled olive green hide he looks naturally well-armored. A wide gaping mouth -covers much of his face, the only other noteworthy feature being his large -bulbous eyes that peer keenly about. -~ -20568 0 0 0 0 0 0 0 -200 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -T 1904 -#1908 -jet-black jet black crow~ -a jet-black crow~ -A jet-black crow hops warily along the ground. -~ - This large bird is covered in shimmering inky feathers that glisten almost -iridescent in any light. Its large, sharp beak is curved and predatory, as is -the look in its tiny beaded eyes. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -0 10000 -8 8 0 -BareHandAttack: 4 -E -T 1901 -#1909 -hairy leader~ -a hairy spider~ -A hairy spider hunts the area for prey. -~ - This vicious, black, hunting spider is most often found in jungles and -caverns, though the damp of the swampland is equally acceptable as long as there -is food to be found. Incredibly large, effective eyes ensure that even the dark -cannot serve as a hiding place from this predator. -~ -4216 0 0 0 64 0 0 0 12 E -12 16 2 2d2+120 2d2+2 -0 14400 -8 8 2 -BareHandAttack: 4 -E -#1910 -hairy spider~ -a hairy spider~ -A hairy spider hunts the area for prey. -~ - This vicious, black, hunting spider is most often found in jungles and -caverns, though the damp of the swampland is equally acceptable as long as there -is food to be found. Incredibly large, effective eyes ensure that even the dark -cannot serve as a hiding place from this predator. -~ -4218 0 0 0 64 0 0 0 -400 E -10 17 4 2d2+100 1d2+1 -0 10000 -8 8 0 -BareHandAttack: 4 -E -T 1910 -#1911 -cross spider~ -a cross spider~ -A cross spider scuttles about warily. -~ - This rather plain-looking spider has the characteristic sleek legs and large -fangs of its more dangerous arachnid kin. Large bulbous eyes peer keenly and -evilly about, watching for any opportunity this creature could take to capture a -new meal. -~ -104 0 0 0 0 0 0 0 -400 E -15 15 1 3d3+150 2d2+2 -0 22500 -8 8 0 -BareHandAttack: 4 -E -#1912 -bolas spider~ -a bolas spider~ -A bolas spider clicks its fangs, filling the air with a heady scent. -~ - The air seems vaguely foggy around this creature, a powerful almost -hypnotizing scent wafting around it. The natural pheromones of this animal are -apparently as deadly as they are intoxicating, judging by the predatory gleam in -its calculating eyes. -~ -72 0 0 0 0 0 0 0 -400 E -15 15 1 3d3+150 2d2+2 -0 22500 -8 8 0 -BareHandAttack: 4 -E -T 1914 -#1913 -fishing spider~ -a fishing spider~ -A fishing spider scurries about on spindly legs. -~ - This delicate-looking spider is light and agile enough to run across the -surface of still waters with its long, slender legs. Small in size and almost -fragile in appearance, only its large glistening fangs betray the ferocity of -this creature. -~ -72 0 0 0 65664 0 0 0 -400 E -17 15 0 3d3+170 2d2+2 -0 28900 -8 8 0 -BareHandAttack: 4 -E -#1914 -flat spider~ -a flat spider~ -A flat spider moves stealthily and quickly along. -~ - This extremely agile little spider moves in sudden quick bursts, scuttling -rapidly from one hiding place to another. Its tiny beady eyes take in the -surroundings with ease, its relatively small fangs clicking almost impatiently -with the urge to kill. -~ -2152 0 0 0 524288 0 0 0 -400 E -17 15 0 3d3+170 2d2+2 -0 28900 -8 8 0 -BareHandAttack: 4 -E -#1915 -widow spider~ -a widow spider~ -A widow spider wanders silently about. -~ - This black bulbous spider has an unproportionately large belly, scarlet -markings decorating its black hide like fresh blood. Abnormally large poison -sacks are visible behind its substantial fangs, indicating that this spider's -bite could be worse than most. -~ -72 0 0 0 524288 0 0 0 -400 E -17 15 0 3d3+170 2d2+2 -0 28900 -8 8 0 -BareHandAttack: 4 -E -T 1913 -#1916 -mangora spider beautiful~ -a mangora spider~ -A beautiful mangora spider shimmers as it hurries along. -~ - This large delicate-looking spider is covered in beautiful soft velvety fur. -Shimmering like a large jewel, the deep reddish purple coloring of its soft -hide stands out strikingly. -~ -200 0 0 0 48 0 0 0 -400 E -18 14 0 3d3+180 3d3+3 -0 32400 -8 8 0 -BareHandAttack: 4 -E -T 1902 -#1917 -bird eating spider bird-eating~ -a bird-eating spider~ -A bird-eating spider lies in wait here, cleaning its pincers. -~ - This large, incredibly ferocious spider has intimidatingly huge fangs, -coupled with a sturdy hairy body and long well-armored forearms. Although its -pincers are slick with fresh blood, its eyes look almost murderously hungry. -~ -72 0 0 0 0 0 0 0 -400 E -18 14 0 3d3+180 3d3+3 -0 32400 -8 8 0 -BareHandAttack: 4 -E -T 1911 -#1918 -jumping spider~ -a jumping spider~ -A jumping spider crouches here, ready to spring. -~ - This light-bodied spider has large, powerful legs that allow it to jump both -great distances forward and into the air. Long, lean pincers glisten unsheathed -and ready for striking as its body stays tense for a leap. -~ -42 0 0 0 0 0 0 0 -400 E -15 15 1 3d3+150 2d2+2 -0 22500 -8 8 0 -BareHandAttack: 4 -E -#1919 -funnel spider~ -a funnel spider~ -A funnel spider's large eyes gleam in the shadows. -~ - This spider keeps as much of its body shrouded in darkness as it can. -Enormously large, vulnerable looking eyes peer cautiously about, so keenly able -in the dark, this spider is probably all but blind in sunlight. -~ -10 0 0 0 0 0 0 0 -400 E -18 14 0 3d3+180 3d3+3 -0 32400 -8 8 0 -BareHandAttack: 4 -E -#1920 -crab spider~ -a crab spider~ -A crab spider darts over the landscape in sudden bursts. -~ - This smallish, pancake-shaped spider moves quickly and decisively in almost -random directions whilst managing to stay in the same area. Highly intelligent -eyes survey the surroundings, burning with a fierce predatory lust. -~ -42 0 0 0 0 0 0 0 -400 E -15 15 1 3d3+150 2d2+2 -0 22500 -8 8 0 -BareHandAttack: 4 -E -#1921 -trapdoor spider~ -a trapdoor spider~ -A trapdoor spider crouches, attempting to hide itself. -~ - This stealthy spider gets its name from its love of hiding places and -attacking its prey with a quick ambush. Dark shades of drab colors, its -relatively small body is easy to conceal, only the glint of its smooth fangs and -dark eyes easily betray its presence. -~ -42 0 0 0 0 0 0 0 -400 E -19 14 -1 3d3+190 3d3+3 -0 36100 -8 8 0 -BareHandAttack: 4 -E -#1922 -water spider~ -a water spider~ -A water spider lingers here, spinning wisps of silk. -~ - This spider has tiny spines all over its body that seem to trap a bubble of -air around the creature, allowing it to breathe underwater. Its round dark eyes -appear slightly clouded, as though some mucusy residue protects them from the -water. -~ -10 0 0 0 128 0 0 0 -400 E -19 14 -1 3d3+190 3d3+3 -0 36100 -8 8 0 -BareHandAttack: 4 -E -T 1903 -#1923 -spitting spider~ -a spitting spider~ -A spitting spider flexes its fangs menacingly. -~ - This particularly ugly spider is short and squat, sharp wiry black hairs -sticking up like spines all over its body. Large glands sit behind its front -fangs, producing copious amounts of sticky webbing that the creature can project -at will from its mouth. -~ -72 0 0 0 0 0 0 0 -400 E -19 14 -1 3d3+190 3d3+3 -0 36100 -8 8 0 -BareHandAttack: 4 -E -T 1918 -#1924 -wasp spider~ -@ya @Dw@ya@Ds@yp@D s@yp@Di@yd@De@yr@n~ -@yA @Dw@ya@Ds@yp@D s@yp@Di@yd@De@yr lurks here, sticky ooze coating its forelegs. -~ - This smallish spider has a subtly striped hide, and a constant stream of -sticky web-like substance that it coats its legs with, particularly useful for -capturing and entangling unobservant prey. -~ -104 0 0 0 0 0 0 0 -400 E -17 15 0 3d3+170 2d2+2 -0 28900 -8 8 0 -BareHandAttack: 4 -E -T 1925 -#1925 -magnificent orb spider~ -a magnificent orb spider~ -A magnificent orb spider stands here, jewelled eyes perceiving all. -~ - This large regal looking spider has striking scarlet patterning all over its -bulging round body. Delicate, long legs look far too fragile to support it but -its movements are quick and elegant. Blackberry clusters of gleaming eyes watch -the entrance way without let up, seeing through cloaks of darkness and magic -alike. -~ -190490 0 0 0 80 0 0 0 -400 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 4 -E -T 1912 -T 1916 -#1935 -enormous whisper spider~ -an enormous whisper spider~ -An enormous whisper spider stirs from her blanket of webbing. -~ - This massive spider is almost ten feet in width, long jointed legs clicking -slightly as they support the weight of its huge bulbous black body. The two -signature gray stripes of the whisper species mark this creature's underbelly, -and two blood red eyes peer effortlessly through the dark. -~ -40970 0 0 0 80 0 0 0 0 E -23 13 -3 4d4+500 3d3+3 -230 52900 -8 8 2 -BareHandAttack: 4 -E -T 1922 -#1936 -tall glowering drow lord Selvetarm prince aranea~ -Selvetarm, Prince of the Aranea~ -A dark and glowering drow lord stands proudly here. -~ - An aura of immense confidence and fearlessness surrounds him, jet-black skin -shimmering slightly as though moonlit, complimenting the silvery hair that -cascades down his back. Bloodlust burns in his fierce eyes, like burning coals -they glow vaguely red, casting his regal features in an eerie crimson hue. -~ -155658 0 0 0 8 0 0 0 -500 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -T 1936 -T 1938 -T 1975 -#1937 -spirit maiden Drow xdrowfortrigx~ -a Drow spirit maiden~ -A spirit maiden of the Drow flickers in the light of her held candle. -~ - Sorrowful ruby eyes glint like rose petals in her shimmering dusky skin. -Long silver hair floats softly about her face in a starlit haze, casting her -delicate features in and out of shadows as her entire slender form flickers -eerily. -~ -253978 0 0 0 80 0 0 0 500 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 2 -E -T 1946 -#1938 -vicious drider~ -a vicious drider~ -A vicious drider prowls through the shadows. -~ - This strange creature has the head and torso of a drow, and the legs and -lower body of a giant spider. Evil and unnaturally bloodthirsty, its scarlet -glowing eyes show no sign of any remaining higher emotion, just an insatiable -lust for killing. -~ -104 0 0 0 80 0 0 0 -500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -T 1977 -#1939 -albino frog~ -an albino frog~ -An albino frog hops blindly along. -~ - This sickly-looking creature is obviously used to dwelling in dark places as -its pale skin offers absolutely no protection from the sun. Its light-pink eyes -are almost completely useless, gazing blindly about as it moves cautiously from -rock to rock. -~ -10 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -0 3600 -8 8 0 -BareHandAttack: 4 -E -T 1956 -#1940 -tiny fly glittering dragonfly~ -a tiny glittering dragonfly~ -A tiny glittering dragonfly flexes its wings. -~ - This tiny jewelled insect is sleek and shimmering with beautiful iridescent -colors. Fragile silvery wings open and close reflexively as it rests, delicate -metallic veins sparkling as they catch the light. -~ -10 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -0 400 -8 8 0 -BareHandAttack: 4 -E -T 1963 -#1941 -scruffy-haired gnome xgnomex~ -a scruffy-haired gnome~ -A scruffy-haired gnome rubs his eyes, blinking with confusion. -~ - Similar in appearance to a dwarf, this little humanoid is somewhat frailer, -being the lighter build of his gnomish kin. Long wisps of frizzy gray hair -stick out haphazardly from both his head and his large, pointed ears. -Friendly-faced, his skin is lined with many years of laughter and sorrow alike, -wise gray eyes twinkling with a stubborn humor. -~ -10 0 0 0 0 0 0 0 100 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -T 1964 -T 1966 -#1942 -giant spider~ -a giant spider~ -A giant spider moves silently through the shadows. -~ - This spider's legs alone are larger than most humanoids, glistening -razor-sharp fangs the size of spears protrude menacingly as its calculating eyes -pierce all darkness. Extremely intelligent, these spiders are often used as -viciously effective guards, eager to kill and devour even those of their own -kind. -~ -131176 0 0 0 0 0 0 0 -500 E -19 14 -1 3d3+190 3d3+3 -0 36100 -8 8 0 -BareHandAttack: 4 -E -#1943 -spider ball~ -a spider ball~ -A spider ball stands here. -~ -It looks unfinished. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#1997 -sexy stripper~ -a sexy stripper~ -A sexy stripper poses flirtatiously. -~ - Skimpily dressed, this curvacious woman is posing in ways that show off her -ample assets. Long platinum blonde hair swishes around her hips, and a -mischievous sparkle glimmers in her green eyes. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -T 1930 -T 1932 -#1998 -gorilla man suit~ -a hairy gorilla~ -A man in a gorilla suit stands here. -~ - This gorilla suit is very realistic, right down to the smell! Black tufts of -matted hair spring out haphazardly from this creature's sweaty body. The only -thing revealing that there is in fact a man inside, are the human eyes blinking -from two cut-out sockets. -~ -10 0 0 0 0 0 0 0 0 E -1 20 0 0d0+10 1d2+0 -10 100 -8 8 1 -E -T 1932 -T 1933 -#1999 -mob deliverer~ -the deliverer~ -A deliverer stands here. -~ - This mob is in neutral form, ready to take on whatever shape you request for -your singing telegram! -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -T 1949 -$ diff --git a/lib/world/mob/2.mob b/lib/world/mob/2.mob deleted file mode 100644 index fda11e6..0000000 --- a/lib/world/mob/2.mob +++ /dev/null @@ -1,280 +0,0 @@ -#200 -baker's assistant~ -the baker's assistant~ -An assistant to the baker is learning the trade. -~ - He sifts some flour with glazed over eyes that seem to be somewhere else. -Obviously daydreaming of better things. His white apron is covered in floor. -He stands a good six feet tall, all skin and bones. -~ -10 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -T 78 -#201 -apprentice healer~ -the apprentice healer~ -An apprentice healer helps any who are in need. -~ - He has devoted his life to selflessly aid those who are in need of either -physical or mental aid. The clerics of Sanctus are well known for their aiding -those physically wounded, but are seldom known for their great prowess in the -emotoinal aid they give. -~ -72 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -T 146 -#202 -horse pets ~ -the horse~ -A beautiful horse shakes his mane and swishes his tail. -~ - The horse has been well groomed and seems to be in excellent shape. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#203 -stablemasters petshops~ -the stablemaster~ -The stablemaster is busily cleaning out the stalls. -~ - He looks and smells like the rest of the stables. His clothes are the same -color and texture as the manure that he shovels into a wheelbarrow beside him. -He could definitely use a bath. But he does know his horses and makes a living -selling, training, and breeding them. -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 338 -#204 -horse pets mare~ -the fine mare~ -A gentle and kind horse stares at you. -~ - The horse seems to be well trained, but somewhat lazy. She Doesn't look fast -though her build shows promise of endurance. -~ -10 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 2 -E -#205 -horse pets stallion~ -the stallion~ -A sleek and mean looking horse tramps impatiently. -~ - The horse looks about ready to bolt, a strange gleam in its eyes makes you -wonder why this animal is even standing here. The animal looks wild. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#206 -chunky philosopher man old~ -a chunky philosopher~ -An old man roams about whispering to himself. -~ - He is a large middle-aged man missing most of his hair. He ambles about -seemingly oblivious to his own girth and the world around him. Occasionally he -rambles on about truth, existence, and other esoteric topics that better mind -than his have already questioned. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -T 200 -#207 -angel jack russell terrier~ -Angel~ -Angel, the Jack Russel Terrier, is racing around looking for someone to play with. -~ - This dog has to be on drugs. She never stops running around looking for -attention or someone to play with. Her breath smells strangely of bacon. She -appears to be beggin for some treats. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -BareHandAttack: 4 -E -T 152 -T 153 -T 155 -T 156 -#208 -haruspex diviner~ -the haruspex~ -A haruspex is predicting your demise. -~ - She is a diviner of what the future holds. Her predictions are gathered by -the inspection of the entrails of sacrificial animals. -~ -72 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -T 222 -#209 -bob midget dwarf achondroplastic~ -Bob, the achondroplastic dwarf~ -Bob is bobbing and weaving his way past people who don't seem to notice him. -~ - He is noticeably upset about the lack of attention the big people give him. -He is desperately trying not to be trampled on or shoved out of the way. His -short stature puts him about waist level to most people. Bob is an -achondroplastic dwarf. His torso is normal while his limbs are extremely short. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#210 -questmaster shopkeeper~ -the quest shopkeeper~ -A shopkeeper with a variety of powerful quest items waits for a customer. -~ - Experienced adventurers often come to her since she carries the best -equipment in the realm. But, the prices are steep and only the most experienced -questors can afford to pay her. -~ -253962 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -T 167 -#211 -phoenix~ -the phoenix~ -A phoenix looks up at you with intelligent eyes. -~ - This beautiful and magical bird is the source of many tales. Most so -outrageous they can't be true, or can they? -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -0 900 -8 8 0 -E -T 203 -#212 -pirate parrot~ -a parrot with an eye patch~ -This parrot seems to have lost his pirate. He squawks incessantly. -~ - The parrot paces back and forth with a look of authority. The usual -scratching of its small feet is punctuated by a thudding. Upon closer -inspection the parrot has a wooden leg and an eye patch! -~ -8 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -T 204 -#213 -santa claus man~ -Santa Claus~ -A merry old man with rosy-red cheeks and a full white beard is dressed all in red. -~ - "Santa Claus" is the American version of St. Nicholas, who originally -descended from the Dutch Sinte Klaas. Santa's gift-giving role in Christmas -rites follows from his fame as the friend of children. His story also tells -that he used to give donations o spread to Europe and Chritmas presents were -distributed on Dec. 6 during the pageant of St. Nicholas. In many countries, -this day is still the day of gift-giving although in America it's celebrated on -Dec. 24 and 25. -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 215 -#214 -old magi guard~ -the magi guard~ -An old magi has been guarding the orb for decades, his sanity seems questionable. -~ - After over 50 years of guard duty this magi seems to have lost touch with -reality. He stares blankly around the room and doesn't seem to even notice you. -He wears a plain gray robe and is a member of the magi guards, a once elite -group of magi dedicated to protecting the Orb of Sanctum. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -T 61 -#215 -magi guard young~ -the magi guard~ -A young member of the magi guard watches over the Orb of Sanctum. -~ - This elite member of the magi guard has dedicated her life to protecting the -orb and maintaining the precarious balance within the protected walls of -Sanctus. The magi guards numbers have dwindled over the years to only a select -few who have the necessary skills to protect this most valuable of treasures. -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -T 62 -#216 -Yoda~ -Yoda~ -Jedi Master Yoda. -~ - A tiny green alien, dressed in gray and white robes. He carries around a -small cane, and speaks oddly. -~ -8 0 0 0 0 0 0 0 1000 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -BareHandAttack: 10 -E -T 208 -#218 -woman fashionable interior design~ -a woman dressed in the latest fashions~ -A prissy woman dressed in the latest fashion struts past. -~ - She has a haughty expression on her face with her large nose stuck up in the -air. She looks around in discuss at her surroundings. A large badge over her -right breast is labeled "interior designer." -~ -8 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -T 218 -$ diff --git a/lib/world/mob/20.mob b/lib/world/mob/20.mob deleted file mode 100644 index 772090a..0000000 --- a/lib/world/mob/20.mob +++ /dev/null @@ -1,314 +0,0 @@ -#2000 -senator official~ -a senator~ -An official is trying to look important here. -~ - This senator is busy sucking up to the higher authorities. -~ -2124 0 0 0 80 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -BareHandAttack: 13 -E -#2001 -priest~ -a priest~ -A priest is praying for his favorite gladiator to win. -~ - For a priest he seems to be enjoying the bloodshed a little too much. -~ -231496 0 0 0 64 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#2002 -augur~ -an augur~ -An augur is trying to predict the winner of the next bout. -~ - Known for their predictions by the reading of omens, these men are very -popular among the rich. -~ -2264 0 0 0 64 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#2003 -magistrate~ -a magistrate~ -A magistrate is standing here with his nose stuck up in the air. -~ - He looks rather ridiculous and extremely full of himself. -~ -2058 0 0 0 65600 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 10 -E -#2004 -vestal virgin~ -a vestal virgin~ -A Vestal Virgin brushes close against you and winks seductively. -~ - She doesn't look nearly as innocent as she's supposed to be. -~ -256030 0 0 0 65616 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 4 -E -#2005 -samnite~ -a Samnite warrior~ -A Samnite warrior is waiting for his next bout. -~ - This warrior looks depressed, already realizing his fate. He will battle in -the arena until he is killed. It could be today or years from now, but his fate -is unavoidable. -~ -67672 0 0 0 0 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -BareHandAttack: 12 -E -#2006 -thracian warrior~ -a Thracian warrior~ -This warrior is covered in sweat, practicing his hand to hand combat skills. -~ - This guy is huge, well over six feet and pure muscle. Looks like he's been -training for years. -~ -67594 0 0 0 80 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 9 -E -#2007 -slave~ -a slave~ -A slave is hauling dead bodies to the graves. -~ - This slave looks like he's almost been worked to death, cleaning up after -the animals, hauling the corpses to the common grave, retrieving armor and -weapons from the dead. He will soon be left alone in the arena and the starved -wild animals will feed on him for the entertainment of the populace. -~ -2120 0 0 0 0 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#2008 -ostrich bird~ -an ostrich~ -A strange bird with long legs and a long neck stands here. -~ - This must be one of the exotic animals from far away countries that the -emperor brings in to amuse his people. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 4 -E -#2009 -horse giraffe~ -a giraffe~ -An odd animal, looking like a stretched-out horse, towers above you. -~ - Another one of those exotic animals the emperor imports to keep his people -happy by slaughtering them in the arena. What sort of strange name is 'giraffe'?" -~ -65562 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 4 -E -#2010 -elephant~ -an elephant~ -A huge gray beast with long tusks and large floppy ears trumpets at you. -~ - Yet another exotic animal the emperor imports so his people can watch it be -riddled with arrows and then slaughtered by gladiators. Metal tusks have been -placed over the regular ivory ones and look very sharp. -~ -65546 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 11 -E -#2011 -retiarius warrior~ -a retiarius warrior~ -A warrior in training practices with a wicked looking trident. -~ - This warrior is heavily equipped with weapons. He carries a dagger, a -trident and a weighted net. -~ -65608 0 0 0 0 0 0 0 0 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -BareHandAttack: 3 -E -#2012 -murmillo gladiator~ -a murmillo~ -This gladiator practices with a shortsword. He looks very skilled. -~ - He is heavily armored with a helmet, arm and leg guards and a funny looking -shield. The crest of his helmet has a strange ornament of a fish on it. He -swings a shortsword with ease and familiarity. -~ -65608 0 0 0 0 0 0 0 0 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -BareHandAttack: 3 -E -#2013 -lion~ -a lion~ -A lion looks up as you enter. He looks hungry. -~ - These lions are starved then let loose in the arenas with gladiators or -unarmed slaves. -~ -74 0 0 0 16 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -BareHandAttack: 8 -E -#2014 -tiger~ -a tiger~ -A tiger looks at you hungrily. -~ - Another animal that is let loose in the arenas to battle against the -gladiators or feed on the slaves, this large cat looks like it hasn't eaten -in a long time. -~ -10 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 8 -E -#2015 -Gladiator~ -a gladiator~ -A professional gladiator pushes you out of his way. -~ - Years of experience and the battle scars to prove it makes this gladiator a -veteran of combat of all kinds. -~ -204872 0 0 0 64 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#2016 -Gaul~ -a Gaul~ -A Gaul is practicing. He looks pathetic. -~ - This gladiator looks like he has just begun his training. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#2017 -Emperor Titus~ -Emperor Titus~ -Emperor Titus is overseeing the amphitheater. -~ - Emperor Titus abuses his wealth and power, all the while holding these great -games to distract the ignorant masses. He is very good at it. -~ -10 0 0 0 80 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 10 -E -#2018 -knight~ -a knight~ -This gladiator is dressed up like a knight. He looks ridiculous. -~ - This gladiator is dressed up like a knight for one of the many shows. -~ -72 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 10 -E -#2019 -soldier~ -a soldier~ -A soldier stands here catching his breath before the next battle. -~ - Another member of the dozen or so gladiators. -~ -2120 0 0 0 80 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 5 -E -#2020 -civilian~ -a civilian~ -A civilian is screaming at the top of his lungs, enthralled with the battle. -~ - He is watching the bout, screaming his encouragement to his favorite -gladiator. He seems to enjoy the bloodshed and death. -~ -72 0 0 0 80 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -BareHandAttack: 7 -E -#2021 -religious official~ -a religious official~ -A religious official is wandering aimlessly through the crowd. -~ - He walks around, spouting religious dogma to anyone who will listen. -~ -72 0 0 0 80 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#2022 -lanista~ -a lanista~ -A lanista is busy training gladiators. -~ - The lanista is a former gladiator who has managed to survive long enough to -retire and pass on all his skills to others. -~ -196618 0 0 0 80 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -$ diff --git a/lib/world/mob/200.mob b/lib/world/mob/200.mob deleted file mode 100644 index 88971b3..0000000 --- a/lib/world/mob/200.mob +++ /dev/null @@ -1,170 +0,0 @@ -#20000 -lost woman adventurer~ -a lost adventurer~ -A dirty woman dressed in ragged clothing wanders past. -~ - She definitely looks like she's had better days. It looks as if she has not -bathed or eaten for several days. You smell her long before and after you see -her. She hobbles along aimlessly. -~ -328 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#20001 -bunny rabbit fuzzy~ -the rabbit~ -A cute, furry rabbit is hopping about here. -~ - A large, white, furry rabbit with a big bushy tail. -~ -72 0 0 0 0 0 0 0 500 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 8 -E -#20002 -fawn deer~ -the fawn~ -A little fawn is standing here. -~ - A cute, little fawn. It looks quite lost. Perhaps it has lost it's mother. - -~ -72 0 0 0 0 0 0 0 300 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#20003 -bear cub~ -a bear cub~ -A bear cub stares warily at your intrusion. -~ - A small, black bear cub. Better hope it's mother is not around. -~ -72 0 0 0 0 0 0 0 300 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#20004 -wondering missionary~ -the missionary~ -A wondering missionary is looking for someone to preach too. -~ - The missionary looks a bit rough and seems that he has been walking around -for quite some time. Perhaps a nice warm meal would help to up his spirits a -bit. -~ -200 0 0 0 0 0 0 0 350 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 13 -E -#20005 -man woodsman~ -a woodsman~ -A grizzly old man stomps past with confidence. -~ - This man has lived out in the wilderness for the majority of his life. Few -things surprise or threaten him on his own turf. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#20006 -mother bear~ -an angry black bear~ -A huge black bear crashes through the brush as you approach. -~ - The thick black fur covering this massive animal can bring a good price if -you can kill it, and find a fur trader. Unfortunately, bears are not an easy -kill. They are even known to become aggressive when cornered or protecting -their young. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#20007 -sairith fur trader man~ -Sairith, the fur trader~ -An old man covered from head to toe in fur pelts shows them off and starts to haggle. -~ - This old man looks at you with a toothless grin and begins to haggle with you -immediately. He swears that he sells the finest furs in the realm and you could -never find a better bargain anywhere else. -~ -253962 0 0 0 80 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#20008 -trapper man talbath~ -Talbath, the trapper~ -An old man strolls past walking his trapline. -~ - It looks like he's had a long day out in the wilderness. He is checking his -trapline for any catch that he can take back to the trading post and sell. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#20009 -fox red~ -the red fox~ -A red fox lopes along, trying to keep a safe distance from you. -~ - This sly little create is reddish brown with a white-tipped tail. Foxes are -well known for their cunning and intelligence. Usually passive and wary they -have been known to raid local farms when food becomes sparse. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#20010 -crazy lunatic man jaron~ -Jaron, the lunatic~ -An old man with a crazy look in his eyes squints up at you and begins to rant and rave. -~ - You've heard stories about this man before. Jaron used to be a well known -citizen. But he was a witness to something terrible that drove him crazy. He -now roams the wilderness looking for something that he can never seem to find. -You suddenly realize that he is naked, solely covered by dirt and grime. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#20011 -Captain~ -the soaked captain~ -The soaked captain is drying off here. -~ - Once a captain of a barge that would travel down the river. His boat seemed -to have ran afoul on some rocks and he barely was able to SWIM for his life. -He has to have been very strong and good at swimming to have fought off the river -like he did. -~ -74 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -5 5 1 -E -T 20011 -$ diff --git a/lib/world/mob/201.mob b/lib/world/mob/201.mob deleted file mode 100644 index 313928d..0000000 --- a/lib/world/mob/201.mob +++ /dev/null @@ -1,145 +0,0 @@ -#20101 -crab~ -a grumpy-looking crab~ -A very unhappy crab crawls around the area. -~ - The crab has a protective shell that serves to shield its soft inner body. -When danger approaches, it uses its razor-sharp pincers to defend itself. -~ -76 0 0 0 1048576 0 0 0 0 E -10 17 2 2d2+100 1d2+1 -0 10000 -8 8 0 -BareHandAttack: 8 -E -T 20110 -#20102 -jellyfish fish jelly~ -a pale-looking jellyfish~ -An innocent-looking jellyfish floats here. -~ - This jellyfish has no features, except for its tentacles and the rounded top. -It's white and near translucent, and you can see its insides which looks like -silverish ribbons. -~ -16426 0 0 0 1572868 0 0 0 -200 E -15 15 1 3d3+150 2d2+2 -0 22500 -8 8 0 -BareHandAttack: 1 -E -#20103 -seagull bird~ -a hungry seagull~ -A seagull flies here, flapping its wings and soaring in the sky. -~ - The seagull has a white body, but the tip of its wings and the tail are -painted black. Its beck is yellow, which it uses to break the shells of crabs, -its main food source. -~ -72 0 0 0 524416 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -0 40000 -8 8 0 -BareHandAttack: 4 -E -T 20111 -#20104 -creature siren~ -a stunningly beautiful siren~ -A siren rests here, singing in a soothing voice. -~ - The siren has golden-colored eyes, and her body is lean. She has a fair -complexion, and her voluptuous, full lips are the main features of this -marvelous creature. -~ -16410 0 0 0 8272 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -BareHandAttack: 8 -E -T 20113 -T 20114 -#20105 -woman lady tryny shopkeeper widow~ -Tryny the Widow~ -@W[GREET]@n Tryny the Widow Shopkeeper is here, waiting to sell you things. -~ - Tryny has looks depressed and in need of comforting. Her black hair lined -with streaks of gray, and her face has numerous wrinkles on it. -~ -10 0 0 0 8192 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 0 -8 8 2 -E -T 20129 -T 20134 -#20106 -Old Fool~ -an old fool~ -@W[GREET]@n An Old Fool is muttering nonsense here. -~ - An old man stands before you, lean and wiry from time. His skin is wrinkled -and charred black from the sun, and he is bald, with only a few miserable -strands of hair left on his head. -~ -2074 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 0 -8 8 1 -BareHandAttack: 13 -E -T 20136 -T 20137 -T 20138 -T 20140 -T 20141 -T 20142 -T 20145 -#20197 -receptionist woman blonde~ -a blonde receptionist~ -An blonde woman in her late 40s is here, waiting to help you. -~ - The receptionist wears a smart business suit and holds a suitcase that holds -plenty of important documents. To delete/add questflags to unable you to do the -quest again or enable quest, type @rplease add/delete@n -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+10000 5d5+5 -10000 115600 -8 8 2 -E -T 20188 -#20198 -tourguide guide man~ -a cheerful tour guide~ -A tour guide stands here, ready to assist you. -~ - Hair neatly comb, and with a smile plastered on his face, this tour guide -will give you some stuff to begin your exploration of the Sapphire Islands. -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 20195 -T 20196 -#20199 -woman chef cook~ -a plump cook~ -A horizontally-challenged cook is here, awaiting your orders. -~ - This lady looks plump and is undeniably horizontally challenged. -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -T 20199 -T 20198 -$ diff --git a/lib/world/mob/211.mob b/lib/world/mob/211.mob deleted file mode 100644 index 2c39226..0000000 --- a/lib/world/mob/211.mob +++ /dev/null @@ -1,72 +0,0 @@ -#21101 -Sibyl SibylTarot reader~ -Sibyl~ -Sibyl caresses a deck of tarot cards with wrinkled hands. -~ - She is an old woman with many lines on her good-natured face. Darkly rimmed -eyes peer out from under the black, filmy head scarf, lined with gold coins, -that drapes to cover much of her black dress. -~ -262154 0 0 0 524288 0 0 0 0 E -30 20 10 1d1+0 1d1+0 -0 0 -8 8 2 -E -T 21101 -T 21104 -T 21105 -T 21108 -#21102 -Esmerelda EsmereldaTarot reader~ -Esmerelda~ -Esmerelda lovingly caresses a deck of tarot cards. -~ - She is a tall, dark gypsy, dressed in brightly colored skirt and short bolero -over a puffy, white blouse. Her curly dark hair almost covers the huge golden -hoops in her ears. -~ -262154 0 0 0 524288 0 0 0 0 E -30 20 10 1d1+0 1d1+0 -0 0 -8 8 2 -E -T 21101 -T 21104 -T 21105 -T 21108 -#21103 -Jaelle JaelleTarot reader~ -Jaelle~ -Jaelle endlessly shuffles and reshuffles a deck of tarot cards. -~ - She is wearing a long, white, short-sleeved dress with a bright scarf wrapped -angled around her waist, held in place by a black corset. Another scarf of the -same material is tied around her head over cascading blonde curls. -~ -262154 0 0 0 524288 0 0 0 0 E -30 20 10 1d1+0 1d1+0 -0 0 -8 8 2 -E -T 21101 -T 21104 -T 21105 -T 21108 -#21104 -Ana receptionist AnaTarot~ -Ana~ -A receptionist juggles appointments. -~ - Ana sits calmly behind a desk, juggling appointments with ease. She wears -a white shirt with puffed sleeves, a long wide skirt of many colors and a bright -bandanna. Large gold hoops dangle from her ears. -~ -262154 0 0 0 2128 0 0 0 0 E -30 20 10 1d1+0 1d1+0 -0 0 -8 8 2 -E -T 21106 -T 21107 -T 21108 -$ diff --git a/lib/world/mob/22.mob b/lib/world/mob/22.mob deleted file mode 100644 index bea975c..0000000 --- a/lib/world/mob/22.mob +++ /dev/null @@ -1,440 +0,0 @@ -#2200 -zombie guard~ -a zombie guard~ -A decomposing guard is still standing watch here. -~ - The flesh is falling off this guy, while green puss oozes from old wounds. -He looks Dead! -~ -6154 0 0 0 0 0 0 0 -750 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 3 -E -#2201 -zombie knight~ -a zombie knight~ -A rotten knight in black armor is standing here. -~ - A once noble knight in armor, it now looks like it spent a few weeks laying -out in the sun and has shriveled up. His black armor sits loosely over the -remains of this undead monsters body. -~ -2124 0 0 0 80 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 3 -E -#2202 -zombie servant~ -a zombie servant~ -A zombie servants rotten head almost falls off as he bows before you. -~ - This dead servant was brought back to life. You wonder why! -~ -188488 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 13 -E -#2203 -zombie maid~ -a zombie maid~ -A zombie maid picks up after all the zombies. -~ - She might have once been an attractive woman, but now she's just another -soulless husk of a human being. -~ -188488 0 0 0 0 0 0 0 -750 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 5 -E -#2204 -zombie lord~ -a zombie lord~ -A richly dressed zombie walks around with his nose stuck up in the air. -~ - At one time he used to be dressed in the finest of finery. You catch -glimpses of gold trimming on the old rotten clothing, hints of this mans -greatness at one time. The downfall of his empire seems to weep in his sunken -eyes. -~ -72 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 6 -E -#2205 -zombie lady~ -a zombie lady~ -A smelly zombie brushes up against you seductively. -~ - Dressed in clothes that were once very flattering, the decaying flesh and -oozing green puss don't do much to help this lady now. -~ -72 0 0 0 0 0 0 0 -750 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 8 -E -#2206 -skeleton bones~ -a skeleton~ -A pile of human bones is lying here. -~ - What you first think is just a pile of bones, you now realize that it is -actually alive and looks ready to attack. -~ -10 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 5 -E -#2207 -undead~ -an undead corpse~ -An undead corpse walks past you. -~ - This corpse just stood up and walked past you. How unnerving. -~ -72 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 13 -E -#2208 -zombie head maid~ -the head maid~ -A zombie head maid is supervising the cleaning of the tower. -~ - She looks tough, all the other maids cower towards her. She holds herself -with an air of authority that is expected to be respected and followed. -~ -10 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -BareHandAttack: 8 -E -#2209 -blistered zombie~ -a blistered zombie~ -A blistered zombie is smoldering from the heat. -~ - The heat has caused this zombie to be covered in blisters. Very little -clothing remains, what does is slowly smoldering into ash. -~ -10 0 0 0 0 0 0 0 -750 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 13 -E -#2210 -zombie~ -a smoking zombie~ -A zombie stands here negligent to the heat. -~ - This zombie is charred and smoke pours off his smoldering flesh. The smell -is none too appealing and makes your eyes burn. -~ -10 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 7 -E -#2211 -zombie~ -a flaming zombie~ -A zombie has caught on fire here. -~ - Smoke and flames roll off this zombie causing the horrible stench of burnt -hair and flesh to make you gag. It seems oblivious to the world. -~ -10 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 10 -E -#2212 -algae monster~ -an algae monster~ -An algae monster is trying to hide from you. -~ - This monster is covered in algae. It looks somewhat human in form, but it is -impossible to tell for sure. It looks very hostile. Claws and teeth protrude -from the fungus covered beast. -~ -2110 0 0 0 1048660 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 10 -E -#2213 -vampire~ -a vampire~ -A vampire looks at you and grins evilly. -~ - This vampire must be about 7 feet tall and looks really upset about you -disturbing him. He wears a black cape that fails to conceal his broad -shoulders. He looks to be much more than just your average vampire. -~ -237630 0 0 0 1048656 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 4 -E -#2214 -damsel~ -a damsel in distress~ -A damsel in distress sings so beautifully. -~ - Such a beautiful voice, but such an ugly face. She reminds you of those -sirens you've heard of. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 8 -E -#2215 -prisoner~ -a prisoner~ -A prisoner is standing here, looking hopeless. -~ - The blank eyes seem to already have seen the future and the fate that will -become of him. -~ -72 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 13 -E -#2216 -Inquisitor~ -the inquisitor~ -An inquisitor is here, applying her trade to the prisoners. -~ - She seems to enjoy her work a little too much. She is dressed in tight -black leather and various tools of her trade hang about her. -~ -2570 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -BareHandAttack: 8 -E -#2217 -head inquisitor~ -the head inquisitor~ -The head inquisitor is supervising the interrogations. -~ - She really seems to enjoy inflicting pain on others, she suddenly notices -you and smiles seductively. Yet another prisoner in her eyes. -~ -42 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 7 -E -#2218 -animator dead~ -the animator of the dead~ -An animator of the dead is weaving an intricate spell. -~ - Dressed completely in black, he hardly looks human. He makes several -intricate gestures while mumbling incomprehensible words. He suddenly notices -you, and loses his concentration. -~ -172074 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 12 -E -#2219 -zombie~ -a zombie~ -A zombie stumbles past you. -~ - This guy has been dead for a long time. The body is decomposed and ridden -with maggots. -~ -72 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 13 -E -#2220 -zombie~ -a moldy zombie~ -A zombie covered in mold is lying on the floor. -~ - This zombie has been lying on the ground too long and has gotten moldy. -~ -72 0 0 0 0 0 0 0 -750 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 10 -E -#2221 -wraith~ -a wraith~ -A wraith floats past you. -~ - This thing sends a chill down your spine as it slowly floats by, seeming to -fade in and out of existence, you can't tell if it's real or just your -imagination. -~ -2632 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 6 -E -#2222 -shade~ -a shade~ -A shade is slowly fading in and out of existence. -~ - It looks unreal, and definitely undead. -~ -42 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -BareHandAttack: 9 -E -#2223 -zombie~ -a frozen zombie~ -A zombie with icicles hanging on it shuffles by. -~ - The cold has taken hold of this zombie and turned it into a popsicle. It -moves even slower than normal. -~ -72 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 6 -E -#2224 -zombie king~ -a zombie king~ -A zombie king orders you to leave at once. -~ - Surprisingly, he looks like he would do well in a battle. Years of -rulership has left him with a smug arrogance in which he expects everything and -everyone to obey his every command. -~ -2090 0 0 0 80 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 11 -E -#2225 -zombie queen~ -a zombie queen~ -A zombie queen sniffs in disdain at you. -~ - Once beautiful, she is now just another one of the rotting undead. -~ -170026 0 0 0 0 0 0 0 30 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -BareHandAttack: 8 -E -#2226 -dungeon guard~ -a dungeon guard~ -A dungeon guard stands his watch vigilantly. -~ - He stands with pride and honor, the perfect guard. He wears a gray robe -over his armor with two crossed thunderbolts emblazoned on it. -~ -2124 0 0 0 80 0 0 0 750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -BareHandAttack: 6 -E -#2227 -dungeon sentry~ -a dungeon sentry~ -This sentry is standing watch over a large locked door to the south. -~ - She stands rigidly at attention. Heels together, feet separated at a 45 -degree angle, back straight, closed hands against the seam of her trousers. -She doesn't move an inch. -~ -6154 0 0 0 80 0 0 0 750 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 10 -E -#2228 -master~ -a dungeon master~ -The dungeon master is here protecting the cell to the south. -~ - She looks tough and very serious, She carries a wicked sword with two -crossed lightning bolts engraved on the handle. -~ -239626 0 0 0 80 0 0 0 750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -BareHandAttack: 14 -E -#2229 -princess~ -a princess~ -The princess is sitting in a corner, cowering in fear. -~ - Her face is streaked with dried tears, she looks like she has given up hope -on life, will you save her? -~ -202 0 0 0 0 0 0 0 750 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 8 -E -T 2204 -#2230 -lord undead~ -the Lord of the Undead~ -The Lord of the Undead ignores your pitiful existence. -~ - The master of the tower, his only equal is the gods, that is if he ever -escapes confinement from his warded cell. -~ -30 0 0 0 80 0 0 0 -1000 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 5 -E -$ diff --git a/lib/world/mob/220.mob b/lib/world/mob/220.mob deleted file mode 100644 index 5918619..0000000 --- a/lib/world/mob/220.mob +++ /dev/null @@ -1,135 +0,0 @@ -#22000 -dust bunny cloud~ -a dust bunny~ -@nA @Rterrifying @Ddust bunny@n blows @Ggr@gim@Ge@n in your face. -~ - @cIt appears to be nothing than an airy blob of dust, with glowing red chunks -of fungus for eyes. The way the dirt curls in some places almost seems like it -is reaching out for something...@n -~ -10 0 0 0 0 0 0 0 600 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#22001 -Snuffins mouse~ -@WSnuffins@y the mouse@n~ -@nA small @ymouse @nchews nervously on a piece of @Ycheese@n. -~ - @WSnuffins @cis a mouse, small in stature and by his sudden, @Rjerky @cmovements, -very nervous. He wears a single, @Ws@Dt@Wr@Di@Wp@De@Wd @ctie and bowl hat about his head, -seeming ready to go at a moments notice. The whiskers around his incessantly -twitching nose are long and frazzled, while patches of fur from his back seem to -have fallen out. -@n -~ -10 0 0 0 0 0 0 0 1000 E -20 17 -10 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 8 -E -T 22001 -T 22002 -#22002 -oreo cat kitty kitten~ -@DO@Wre@Do@n the cat~ -A huge, hissing cat sits atop a red cushion. -~ - @cThis frightening feline is both tall and sleek. Her face and tail are -completely @Dblack@c, save for a smattering of @Wivory @caround her nose, while her -torso and legs are pure, unbroken @Dwhite@c. A silver @Bpendant @changs from a @Dblack@c -collar around her neck.@n -~ -131210 0 0 0 0 0 0 0 -1000 E -19 15 -1 3d3+190 3d3+3 -200 36100 -5 8 2 -BareHandAttack: 8 -E -#22003 -icemonster~ -@cthe @Cice@Dmons@Cter@n~ -@nAn @Cice@Dmons@Cter @ngrowls angrily. -~ - @cA tremendous creation of @Cice@c, this colossal monster has a strange kind of -beauty to it. Two pairs of @Ccr@Wys@Cta@Wll@Cin@We@c legs stretch out from a @Ctranslucent@c, -central body. A lop-sided sphere of @Cice@c sits exactly where a head would be, and -a long @Cic@Wic@Cle@c sticks out from it, perfectly simulating a nose. This beast has -no visible eyes, but by its angry snarls and growls, it definitely senses your -presence here.@n -~ -14 0 0 0 0 0 0 0 -1000 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 0 -BareHandAttack: 3 -E -#22004 -slime blob scum~ -a blob of @Doven @yscum@n~ -@nA blob of @yslime@n skulks past.@n -~ - @cA mutant has been born out of coalesced oven scum and filth! It's a big, -green-and-brown blob that absolutely @Greeks@c.@n -~ -10 0 0 0 0 0 0 0 500 E -15 19 1 3d3+150 2d2+2 -100 22500 -8 8 0 -BareHandAttack: 4 -E -#22005 -kitchen pixie~ -a @Wkitchen @Cpixie@n~ -A @Wkitchen @Cpixie@n flitters by nervously. -~ - @cIt's a @Wkitchen @Cpixie@c, right out of the fairy tales! She is very small and -scrawny, with a pinched, upturned nose and pouty lips. A pair of wings attached -to her back flap at a maddeningly quick pace.@n -~ -10 0 0 0 0 0 0 0 1000 E -17 18 0 3d3+170 2d2+2 -170 28900 -8 8 2 -BareHandAttack: 14 -E -#22006 -spaghetti demon pile~ -a @Rspaghetti @Ddemon@n~ -@nA living pile of @Rspaghetti @wlurches past.@n -~ - @cThis mass of long, wet noodles seems to have suddenly mutated into a gross -kind of monster. It roars and growls out of a dent into the clump of moldy -noodles, though it apparently has no eyes. Old spaghetti sauce seeps out and -leaves a trail everywhere this demon goes.@n -~ -10 0 0 0 0 0 0 0 0 E -17 18 0 3d3+170 2d2+2 -170 28900 -8 8 0 -BareHandAttack: 2 -E -T 22000 -#22007 -turkey sandwich~ -a turkey sandwich~ -@nA @Dturkey @ysandwich @nmutter distractedly. -~ - @cIt looks...Like a turkey sandwich. A nice-sized sliver of meat rests -between two thick slices of @Wwhite@c bread. It seems to have everything a -person might want out of a sandwich- @Glettuce@c, @Rtomato@c and @Gpickles@c. -@YMustard@c is even dripping off the side. A pair of beachball-sized olives -skewered on colored toothpicks represent eyes. By the looks of things, this -sandwich can't move, though the slices of bread flap and make mumbling noises -occasionally.@n -~ -10 0 0 0 0 0 0 0 0 E -20 17 -3 4d4+200 3d3+3 -200 40000 -5 5 0 -BareHandAttack: 12 -E -T 22003 -$ diff --git a/lib/world/mob/232.mob b/lib/world/mob/232.mob deleted file mode 100644 index 7a32bef..0000000 --- a/lib/world/mob/232.mob +++ /dev/null @@ -1,113 +0,0 @@ -#23200 -Wizard merchant~ -a wizard~ -A tall man wearing a wizards hat stands behind a counter. -~ - The wizard is tall man with a gray beard. You can see such great wisdom in -his eyes. His hat makes him look very comical. -~ -256030 0 0 0 73808 0 0 0 600 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 12 -E -#23201 -Baker lady woman~ -the Baker~ -A beautiful Baker stands behind a counter full of goodies. -~ - You see a tall slender woman with some flour over her close and a touch on -her nose. She is very attractive and has a friendly attitude. -~ -256030 0 0 0 8272 0 0 0 150 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 2 -E -#23202 -man shopkeeper merchant Zorg~ -Zorg the shopkeeper~ -Zorg the shopkeeper sits behind a table with his feet propped up. -~ - You see a medium sized man with long hair. His hygiene is a little bit -questionable. His beard needs to be tended to. He looks as though he could get -out and exercise a LOT! -~ -256026 0 0 0 80 0 0 0 -200 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#23203 -Lora Croft~ -Lora Croft~ -You see Lora Croft examining some of the weapons she sells. -~ - You see a beautiful well built woman. She wears a white tank top shirt that -is almost see through. She looks very strong yet feminine -~ -256026 0 0 0 8272 0 0 0 250 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 2 -E -#23204 -tarzan petshops~ -Tarzan~ -Tarzan walks about feeding the pets. -~ - Tarzan seems to be a strange individual. Someone forgot to tell him that -causal day doesn't mean to just prance around in a short cloth wrapped around -his waist. He seems to know what he is doing though, all the Pets seem to -worship him. -~ -256030 0 0 0 8272 0 0 0 300 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#23205 -sabertooth tiger pets~ -Sabertooth Tiger~ -A Sabertooth Tiger stands here protecting it's owner. -~ - You see a large feline with very long, very sharp teeth. The tiger watches -you suspiciously, growling at you as you try to approach. -~ -237598 0 0 0 65616 0 0 0 -100 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -BareHandAttack: 4 -E -#23206 -anaconda pets~ -Anaconda~ -A large anaconda watches you closely. -~ - The snake looks at you evilly, flicking it's tongue to you, wondering how -good you taste. -~ -206862 0 0 0 80 0 0 0 -100 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -BareHandAttack: 6 -E -#23207 -Armorer~ -the armorer~ -The armorer is here forging new items. -~ - You see a very large man. He holds a large hammer and his muscles bulge as -he swings the hammer. He is very strong and has a soft smile. He looks pleased -to see you. -~ -188426 0 0 0 80 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 7 -E -$ diff --git a/lib/world/mob/233.mob b/lib/world/mob/233.mob deleted file mode 100644 index 2d5d30e..0000000 --- a/lib/world/mob/233.mob +++ /dev/null @@ -1,339 +0,0 @@ -#23301 -earthworm worm~ -an earthworm~ -A large earthworm is here. -~ - The worm is almost as big as you are and looks quite tough. You notice -several scars on this creature. -~ -10 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -BareHandAttack: 3 -E -#23304 -huge vulture bird~ -a huge vulture~ -A huge vulture is busily flying around you. -~ - She is the size of 2 eagles put together. Her claws are long and extremely -sharp. She appears to be blind in one eye, making it more difficult to see her -enemies. -~ -200 0 0 0 0 0 0 0 -300 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 2 -BareHandAttack: 11 -E -#23307 -roach~ -a small roach~ -A small roach is crawling around in the sand by your feet. -~ - The roach is rather small compared to the average size bug. You notice it -has 5 legs instead of four. This gives him the ability to move much more -quickly. -~ -10 0 0 0 0 0 0 0 -275 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -BareHandAttack: 9 -E -#23310 -black beetle~ -a black beetle~ -A mean looking black beetle is here. -~ - The beetle is the size of a small bird and is missing a leg. He probably -lost it in combat, but that doesn't make him any less strong. -~ -10 0 0 0 0 0 0 0 -250 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 4 -E -#23311 -sand dragon~ -a sand dragon~ -A large sand dragon is here. -~ - She stands about as tall as a tree, but much wider. Her toenails are in -badly need of being cut. Her sharp teeth are slightly discolored, dripping -with saliva. -~ -10 0 0 0 0 0 0 0 -300 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -BareHandAttack: 3 -E -#23313 -snake~ -a snake~ -A small snake is coiled up in an eye of one of the skulls looking at you. -~ - The snake must be a baby for it to be able to curl up inside an eye socket -like it has. It watches you with its deadly eyes, ready to attack. -~ -10 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -BareHandAttack: 11 -E -#23316 -butterfly~ -a butterfly~ -A beautiful butterfly is flying around your head. -~ - Her wings look like silk. When she moves you could swear you hear music. - -~ -72 0 0 0 0 0 0 0 250 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -BareHandAttack: 1 -E -#23318 -apparition~ -an apparition~ -An apparition is floating before your eyes! -~ - You can see right through the creature. Could this be a figment of your -imagination? -~ -10 0 0 0 0 0 0 0 -300 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 0 -BareHandAttack: 12 -E -#23323 -giant spider~ -a giant spider~ -A giant spider is standing here. -~ - The creature is quite a big larger than you could have possibly imagined. -It almost looks to have been made out of metal. It chitters evilly at you. - -~ -10 0 0 0 0 0 0 0 -275 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 0 -BareHandAttack: 4 -E -#23325 -spider mutant~ -a mutant spider~ -A mutant spider is here chittering evilly at you. -~ - He is quite a bit smaller than you are, but is obviously much tougher. -Maybe you should think twice before attacking him. -~ -10 0 0 0 0 0 0 0 -350 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 2 -BareHandAttack: 5 -E -#23329 -giant bat~ -a giant bat~ -A giant bat is flying around in here. -~ - The bat is quite large. Her wings stretch from wall to wall, making you -feel rather small. -~ -10 0 0 0 0 0 0 0 -300 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 2 -BareHandAttack: 4 -E -#23331 -ladybug~ -ladybug~ -A beautiful ladybug is here. -~ - The creature is rather delicate looking, but looks can be deceiving. -~ -10 0 0 0 0 0 0 0 -250 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 2 -BareHandAttack: 3 -E -#23335 -hermit~ -a hermit~ -A lonely hermit is here. -~ - He is very dirty and could use a good bath. He appears to be harmless, but -you should still keep your distance. -~ -10 0 0 0 0 0 0 0 250 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 3 -E -#23340 -red dragon~ -a red dragon~ -A large red dragon is here. -~ - She looks at you with glowing yellow eyes. Her nails are long and sharp and -could easily rip you apart. -~ -10 0 0 0 0 0 0 0 -300 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -BareHandAttack: 11 -E -#23341 -blue dragon~ -a blue dragon~ -A large blue dragon stands here, blocking your way. -~ - The creature is quite large. You can smell a foul odor coming from it. -~ -10 0 0 0 0 0 0 0 -300 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 0 -BareHandAttack: 6 -E -#23345 -cat~ -a two-headed cat~ -A two-headed cat is here, hissing at you. -~ - The creature looks quite grotesque. Drool hangs from both of its mouths, -making it look rather unattractive. -~ -10 0 0 0 0 0 0 0 -325 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 0 -BareHandAttack: 8 -E -#23351 -dragonfly~ -a dragonfly~ -A rather large dragonfly is here. -~ - Her wings flap at a tremendous speed, sending a breeze cascading across your -face. She looks rather tough. -~ -10 0 0 0 0 0 0 0 -250 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 2 -BareHandAttack: 1 -E -#23356 -yellow dragon~ -a yellow dragon~ -A yellow dragon is standing here. -~ - The hideous looking creature watches you closely. You observe the creature -and notice it has puss oozing from its eyes. It will probably go blind soon. - -~ -10 0 0 0 0 0 0 0 -300 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 0 -BareHandAttack: 5 -E -#23362 -dragon child kid~ -a dragon child~ -A small dragon child is sitting here watching you. -~ - The child is rather small, but he looks tough. His family probably isn't -far away. -~ -10 0 0 0 0 0 0 0 -275 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 8 -E -#23366 -lost adventurer~ -the lost adventurer~ -An adventurer has lost his way and is trying to figure out how to get home. -~ - He looks hungry and dehydrated. He is slowly losing his wits as he realizes -how lost and how much trouble he is in. -~ -10 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#23370 -hawk~ -a hawk~ -A hawk is flying around above you. -~ - You see nothing special about the creature. He looks mean and could -probably kill you easily. -~ -10 0 0 0 0 0 0 0 -250 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -BareHandAttack: 6 -E -#23376 -dragon~ -a dragon~ -A dragon is here. -~ - This particular dragon looks rather small, possibly due to a growth stunt. -It could still more than likely kill you. -~ -10 0 0 0 0 0 0 0 -300 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 2 -BareHandAttack: 12 -E -#23380 -dragon queen~ -the dragon queen~ -The dragon queen is here, looking directly at YOU! -~ - She is very large in size, and appears to be very tough. Maybe with some -help you could take her out. -~ -10 0 0 0 0 0 0 0 -500 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 2 -BareHandAttack: 5 -E -#23391 -green dragon~ -a green dragon~ -A green dragon is standing before you. -~ - The dragon is completely green. Its eyes glow yellow, making you cringe in -fear. -~ -10 0 0 0 0 0 0 0 -300 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -BareHandAttack: 8 -E -$ diff --git a/lib/world/mob/234.mob b/lib/world/mob/234.mob deleted file mode 100644 index ab6b2ba..0000000 --- a/lib/world/mob/234.mob +++ /dev/null @@ -1,165 +0,0 @@ -#23400 -samantha clerk~ -Samantha, the clerk~ -Samantha smiles as you enter her shop. -~ - Samantha is a beautiful young elf, who seems to be happy with what she does. -She is very pleased to see you. -~ -188442 0 0 0 65616 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#23401 -newbie training mob~ -a newbie training mob~ -The newbie training mob stands here mocking you. -~ - The newbie training mob looks very scrawny and sickly. -~ -10 0 0 0 80 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#23402 -newbie dummy mob~ -the dummy mob~ -A newbie dummy mob is unsure what it is doing. -~ - This mob looks like a punching bag, that would bounce right back up, if it -got knocked to the ground. -~ -26 0 0 0 80 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#23403 -Kobold~ -a kobold~ -A Kobold is sneering at you. -~ - You see a small rat man, which stands about 3 feet tall. In his hand is a -small dagger which is jagged and chipped. The clothes on this rat man are torn -and a bit oversized. -~ -72 0 0 0 0 0 0 0 1 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -BareHandAttack: 11 -E -#23404 -Badger~ -a badger~ -A badger is here hissing. -~ - You see a large badger with red eyes staring back at you. The badger seems -to be unusually strong. -~ -72 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -BareHandAttack: 8 -E -#23405 -Brownie~ -a brownie~ -A brownie is here trying to hide. -~ - You see a tiny humanoid. The brownie is a little larger than a fairy, and -does not have wings. They are skilled with ranged items. -~ -72 0 0 0 524372 0 0 0 6 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -BareHandAttack: 1 -E -#23406 -Bulette~ -a bulette~ -You see a bulette snooping around -~ - You see a very large insect type creature that looks like an overgrown -beetle. It is armored with a very tough shell. -~ -72 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -BareHandAttack: 7 -E -#23407 -Osquip~ -a osquip~ -An osquip snaps at you. -~ - You see a large rodent with 6 legs and appears to be of a beaver family. -It also looks like a large Rat. The Osquip is the size of a small dog. -~ -72 0 0 0 16 0 0 0 -8 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#23408 -urd~ -a urd~ -An urd is flying overhead -~ - An Urd is of the Kobold family, except that the Urd has wings and can fly. -Urds are three feet tall and have short ivory horns and red rimmed eyes. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 10 -E -#23409 -Water weird~ -a water weird~ -A water weird is angered to see you. -~ - This water weird is still young. It seems to be made out of water, and seems -to be of a serpent type. It's body blends into the water. -~ -10 0 0 0 80 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -BareHandAttack: 3 -E -#23410 -Armorer~ -the armorer~ -The Armorer is watching you eagerly. -~ - The Armorer is the size of a hobbit. He looks well equipped and seems to -have been in a battle or two. He has a kind looking face. -~ -188426 0 0 0 80 0 0 0 -250 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#23495 -Brownie~ -a brownie~ -A brownie is here trying to hide. -~ - You see a tiny humanoid. The brownie is a little larger than a fairy, and -does not have wings. They are skilled with ranged items. -~ -200 0 0 0 84 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -BareHandAttack: 1 -E -$ diff --git a/lib/world/mob/235.mob b/lib/world/mob/235.mob deleted file mode 100644 index fc72a9e..0000000 --- a/lib/world/mob/235.mob +++ /dev/null @@ -1,171 +0,0 @@ -#23500 -dwarven knight~ -the dwarven knight~ -A dwarven knight is standing here, guarding his post. -~ - He look intimidating, but could easily be out smarted. -~ -10 0 0 0 0 0 0 0 -400 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 3 -E -T 23500 -#23503 -dwarf dwarven teenager~ -the dwarven teenager~ -A wandering dwarven teenager is here. -~ - She is tall and looks quite scrawny. Her hair is matted down and her -clothes are ratty looking. She must work here in the caves. -~ -10 0 0 0 0 0 0 0 300 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 2 -BareHandAttack: 7 -E -T 23503 -#23508 -dwarf mutant dwarven~ -a mutant dwarf~ -A dwarven mutant is here, chittering evilly. -~ - She is an ugly thing. Her face is deformed and covered in scars. You -notice she has an extra arm and only one eye. How gross! -~ -10 0 0 0 0 0 0 0 -1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 7 -E -#23510 -scout~ -the scout~ -A scout is here, pacing back and forth. -~ - He looks tough. His body is covered in hair, which has been matted down by -sweat. He could use a bath. -~ -10 0 0 0 0 0 0 0 -500 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 3 -E -#23517 -soldier~ -the dwarven soldier~ -A dwarven soldier is here. -~ - He is well built and looks quite intelligent. He paces his post waiting for -enemies. -~ -10 0 0 0 0 0 0 0 -300 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 11 -E -#23520 -dwarven dwarf child~ -the dwarven child~ -A dwarven child is wandering around aimlessly. -~ - What a scrawny looking thing! She looks like a bag of bones and could badly -use a good meal. -~ -10 0 0 0 0 0 0 0 -200 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -BareHandAttack: 7 -E -#23523 -Dwarf Dwarven worker~ -the dwarven mine worker~ -A dwarven mine worker is standing here. -~ - He is short and stocky and seems to be balding on the top. He is covered in -dust and could use a bath. -~ -10 0 0 0 0 0 0 0 -400 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -BareHandAttack: 9 -E -#23534 -ranger~ -the ranger~ -A ranger is here. -~ - She is a dwarf just like all the others that live and work in this cave. -She is taller than the rest of the dwarves and appears to be much cleaner. -~ -10 0 0 0 0 0 0 0 400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 6 -E -#23547 -elderly dwarf~ -the elderly dwarf~ -An elderly dwarf stands before you. -~ - She is a ratty old thing, but looks nice enough. You can see pain and -suffering when you look into her eyes. Could it be possible that she has been -stuck down here all of her life? -~ -10 0 0 0 0 0 0 0 400 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -BareHandAttack: 9 -E -#23549 -turtle~ -the turtle~ -A brightly colored turtle is here. -~ - His black little eyes glare at you, giving you the feeling that maybe you -shouldn't have come this way. -~ -10 0 0 0 0 0 0 0 -250 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 4 -E -#23551 -water snake~ -the water snake~ -A water snake is swimming through the water. -~ - She is black and very large. If she got a good hold of you she could -probably crush you. -~ -10 0 0 0 0 0 0 0 -1000 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 2 -BareHandAttack: 4 -E -#23558 -scout leader~ -the scout leader~ -A mean looking scout leader is here. -~ - He's very well built. His looks alone could kill you. You notice several -scars covering his face. How gross! -~ -10 0 0 0 0 0 0 0 -900 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 6 -E -$ diff --git a/lib/world/mob/236.mob b/lib/world/mob/236.mob deleted file mode 100644 index 5c77f95..0000000 --- a/lib/world/mob/236.mob +++ /dev/null @@ -1,419 +0,0 @@ -#23601 -assistant stonewright shopkeeper trader~ -the stonewrights' assistant~ -The assistant to the stonewright is here, ready to sell you some stones. -~ - The stonewrights' assistant is a muscular man, obviously strong from -helping the stonewright with the rocks. And he obviously has been sent here, -because he's expendable - the stonewright wasn't... -~ -16410 0 0 0 16 0 0 0 650 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#23602 -weaponsmith assistant trader~ -the weaponsmiths' assistant~ -The assistant to the dwarven weaponsmith is ready to do business with you here. -~ - The weaponsmith himself is too valuable to the dwarven community to stand in -these halls. His assistant, on the other hand, is still a young dwarf, who -knows a little about the making of weapons, but is, as they say in these parts, -worth a dime a dozen. -~ -16394 0 0 0 0 0 0 0 650 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#23603 -armorsmith assistant trader~ -the armorsmiths' assistant~ -The assistant to the Armorsmith is here, showing you his wares. -~ - Having realized how many people with bad intentions come to buy their armor, -the dwarves have decided to only send the assistants to the tradehalls, leaving -the masters i the safety of their workshops. Thus a young dwarf, no more than -seventy or eighty years old, tends the stall for the armorsmith. But don't -let his age fool you. He knows how to wield the hammer to make the armor last. -Having discovered the possibilities in trade, the dwarves have decided to make -the armor in your size too. -~ -16394 0 0 0 0 0 0 0 650 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#23604 -trade guard~ -the trade guard~ -A guard is here, keeping an eye on the trade halls. -~ - He is patrolling the halls, making sure you only leave with what you have -paid for. Also he seems to be ready to to use force if necessary to avoid -trouble with the likes of you. -~ -6216 0 0 0 0 0 0 0 650 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#23605 -guard trade~ -the trade guard~ -A guard is here, keeping an eye on the flow of traders. -~ - This dwarf has found a good spot, from which he can see if people are -carrying stolen goods from the trade area. He looks ready to call for backup, -if needed. -~ -6154 0 0 0 0 0 0 0 650 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#23606 -guard trade sergeant dwarf~ -the sergeant of the trade hall guards~ -The sergeant of the guards is patrolling the trade halls, eyeing you suspiciously. -~ - A short look on this dwarf makes you realize he might not actually want to -be here, but has been ordered by his superiors to go around here, almost under -open sky, compared to his warm cosy bunk in the barracks in the town itself. -He seems to be just on the verge of becoming provocative just to get a fight -going. He still keeps his poor men busy, though. -~ -6472 0 0 0 0 0 0 0 650 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#23607 -gateguard guard dwarven~ -the dwarven gateguard~ -A dwarven gateguard is keeping an eye on the gates. -~ - He is guarding the gate, making sure you or anyone else with your intentions -say out of his city. You are convinced he wouldn't hesitate a second if you -tried to walk by him, but just throw you back from where you came. -~ -6154 0 0 0 0 0 0 0 650 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#23608 -gateguard lieutenant dwarven guard leader~ -the lieutenant of the gateguards~ -The leader of the gateguards, a lieutenant, is controlling the guard. -~ - A scarred war veteran of a dwarf, promoted to the rank of lieutenant, so the -kings guards could use his knowledge in controlling the new recruits, he is the -one to talk to, if you would ever dream of getting inside the city. Come to -think of it, he looks like he might accept a small bribe, should you be -interested. -~ -63498 0 0 0 0 0 0 0 280 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 23612 -T 23613 -T 23614 -#23609 -torg weaponsmith dwarven~ -Torg~ -Torg, the dwarven weaponsmith is pounding while the iron is hot. -~ - A stout and strong dwarf, he resembles every caricature ever made of dwarven -weaponsmiths. Short, bald and with a long beard, working his head off in the -smoky smithy. You notice he is very careful about striking at the right angle -with every stroke, and you realize you're standing in front of one of the -masters of forgery, Torg himself. -~ -253978 0 0 0 0 0 0 0 650 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#23610 -ralf armorsmith dwarven~ -Ralf~ -Ralf, legendary dwarven armorsmith, has gone all but deaf in the noise. -~ - He didn't hear you approaching. Actually you are quite sure he wouldn't -have heard you if you'd entered mounted on horseback. He is totally absorbed -in his work, making the armors for future wars. His stature is that of and -old dwarf, yet he uses his hammer like it was made of air. Again and again it -pounds on the metal, making those small dents that will strengthen the armor -rather than weaken it. -~ -253978 0 0 0 0 0 0 0 650 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#23611 -stonewright dwarven~ -the dwarven stonewright~ -The dwarven stonewright is making another rock into a headstone. -~ - He looks really strong and you realize he's the one responsible for all of -the headstones on the floor. He isn't really concentrating at the moment, -though. It seems he's more interested in keeping an eye on you, making sure -nothing is removed from his workshop. -~ -256026 0 0 0 0 0 0 0 650 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#23612 -foreman dwarf miner~ -the dwarven foreman~ -You are being watch by a dwarf, who spends most of his time watching others work. -~ - The foreman stares back at you. He says, 'You are interrupting the work - Go -away !' -~ -6216 0 0 0 0 0 0 0 450 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#23613 -spider small~ -a small spider~ -A small spider scurries along, oblivious. -~ - It's small has eight legs and doesn't care about you. It's nothing but a -baby spider. -~ -104 0 0 0 0 0 0 0 7 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 1 -E -#23614 -spider large~ -a large spider~ -A large spider has decided that your middle name is 'lunch'. -~ - Eight legs - one mouth - a poisonous sting. And it doesn't like YOU! -~ -65640 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 1 -E -#23615 -guard dwarf~ -a dwarven guard~ -A dwarven guard, with the emblem of the kings guard on his armor stands here. -~ - You are face to face with one of the guards of the dwarven court. He looks -very strong and able, and you're certain the axe he's wielding could cleave you -just like a log... -~ -6154 0 0 0 0 0 0 0 650 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#23616 -guard sergeant dwarf~ -a sergeant of the kings guard~ -A sergeant of the kings guard is getting his people lined up for inspection. -~ - Battle-scarred, and ready to get more of them, he looks like everything you'd -expect an old military career-dwarf to look. You don't think irritating him -would be such a good idea. -~ -6154 0 0 0 0 0 0 0 500 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#23617 -guard lieutenant dwarf~ -a dwarven lieutenant~ -A Lieutenant is inspecting the troops. -~ - Being lieutenant in the dwarven army is not easy. You have captains trying -to keep you down, sergeants trying to get you demoted and other lieutenants -trying to make you look bad in front of the captain. This lieutenant looks -quite strong and ready to beat the crap out of anyone disrupting his chances of -promotion. -~ -6216 0 0 0 16 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#23618 -captain guard dwarf~ -a dwarven captain~ -A captain of the guard is looking extremely important here. -~ - He has an aura of importance surrounding him. He seems busy doing -absolutely nothing right now, but the scars on his face, the muscles on his -arms suggest he is ready for combat, should it be necessary. -~ -6216 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#23619 -prince dwarf~ -the dwarven prince~ -A young dwarf is here, sleeping. -~ - You deem from what you've heard that you're standing in front of the prince -of the dwarves. He is asleep, but you quickly realize if you woke him, he'd -beat the living crap out of you. -~ -16456 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -4 4 1 -E -#23620 -trade minister dwarf~ -the dwarven minister of trade~ -The dwarven minister of trade is an important person. And he's here. -~ - It has taken some time for this old dwarf to get to the position he's at -today. He is a master of rhetoric and can talk almost any salesman down in -price, while selling his own goods more and more expensively. -~ -2058 0 0 0 0 0 0 0 400 E -14 16 1 2d2+140 2d2+2 -140 19600 -6 6 1 -E -#23621 -dwarf cleric~ -the dwarven cleric~ -The dwarven cleric is here, praying. -~ - An old, white-bearded dwarf, he seems to have been here as long as the rock -walls around you. He looks at you with eyes sad with age. He slowly lowers -his head, while mumbling something like 'Too late for saving.. .. Had I been -younger... ' -~ -18442 0 0 0 8192 0 0 0 400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 23600 -#23622 -dwarf king~ -the dwarven King~ -The King of the dwarves is sitting here, watching you from above. -~ - You feel confident this dwarf would be a match for you. Not only does it -take some force to get to the throne of the dwarven kingdom, rich as it is, but -the real trick is staying there. Many dwarves would like to be the king, so he -has developed a very good technique; If in doubt about your opponents -intentions, force him to understand yours. -~ -2058 0 0 0 0 0 0 0 400 E -14 16 1 2d2+140 2d2+2 -140 19600 -6 6 1 -E -#23623 -dwarf male~ -a dwarf~ -A long-bearded dwarf is walking here. -~ - He has got a long beard, a small body and strong limbs. A dwarf if you ever -saw one. -~ -2120 0 0 0 0 0 0 0 400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -T 23604 -#23624 -dwarf woman female~ -a dwarf woman~ -A long-bearded dwarf woman is walking here. -~ - Had she not worn her clothes in a slightly different way than the men, you -might have mistaken her for one. The beard, stoutness and strong limbs are all -there. Obviously a dwarf. -~ -2120 0 0 0 0 0 0 0 400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -T 23604 -#23625 -dwarf child kid~ -a dwarf child~ -You see an very small person here. Must be a kid. -~ - In front of you, you see one of natures miracles, according to his parents. -You however, think he looks just like his father except this young dwarf has -not had all the training his father has. He can strike you back, though. -~ -2248 0 0 0 0 0 0 0 400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#23626 -dwarf miner aggressive~ -a dwarven miner ~ -A dwarven miner has heard the bell and is now looking for whoever stole the titanium. -~ - This fierce-looking dwarf is ready to give his life to stop thieves from -stealing the hard-earned titanium he and his fellow miners has been mining -lately. -~ -2090 0 0 0 0 0 0 0 800 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#23627 -dwarf miner~ -a dwarven miner~ -A dwarven miner is here, taking a break. -~ - This old dwarf has a beard that almost reaches his toes. He's so used to -walking around in the mines he almost needs no light. -~ -72 0 0 0 0 0 0 0 800 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 23608 -#23628 -foreman dwarf miner~ -the foreman~ -The foreman is looking for loafers here. Boy, can he shout if he finds one... -~ - The foreman is the one to see if you want to enter the mines. He has strong -eyes and won't tolerate any laziness on the part of his workers. However, as -he seldom enters the mine itself, the miners have started going there to avoid -him... -~ -10 0 0 0 0 0 0 0 400 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 13 -E -T 23605 -$ diff --git a/lib/world/mob/237.mob b/lib/world/mob/237.mob deleted file mode 100644 index 7c88305..0000000 --- a/lib/world/mob/237.mob +++ /dev/null @@ -1,176 +0,0 @@ -#23700 -construction worker dwarf~ -a dwarven worker~ -A dwarven construction worker is here, tending the road. -~ - He's small and quite ugly. But the way he takes care of the road, you know -he loves his work. -~ -6216 0 0 0 0 0 0 0 100 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#23701 -construction worker dwarf foreman~ -the foreman~ -The foreman for the construction workers is here, getting an overview. -~ - A little higher than the original construction worker, this dwarf has been -instructed by his superiors to keep an eye on his fellow workers. He rather -enjoys that power... -~ -6216 0 0 0 0 0 0 0 100 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#23702 -guard dwarven~ -a dwarven guard~ -A dwarven guard is standing here, guarding. -~ - This guard looks to be in exceptional shape, and very tough. For a dwarf -he's look like he might actually pose a threat, should you encounter him in -battle. -~ -6154 0 0 0 0 0 0 0 300 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#23703 -guard dwarven~ -a dwarven guard~ -A dwarven guard is walking here, guarding the area. -~ - This guard looks to be in exceptional shape, and very tough. For a dwarf -he's look like he might actually pose a threat, should you encounter him in -battle. -~ -6216 0 0 0 0 0 0 0 300 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#23704 -lookout guard dwarf dwarven~ -the lookout~ -The dwarven lookout is here, watching over the trade route. -~ - This is one dwarf you do not want to mess with. He's so high in the ranks, -that he alone can determine when to set off the traps, you've noticed further -down the road. -~ -137226 0 0 0 16 0 0 0 500 E -10 17 4 2d2+100 1d2+1 -100 10000 -6 6 1 -BareHandAttack: 13 -E -#23705 -trader dwarven~ -the dwarven trader~ -The dwarven trader is on his way to a meeting with fellow traders. -~ - The dwarves has long known not to trust anybody except dwarves. This dwarf -has been given only the amount of gold necessary to perform his duties, and has -been assigned an escort. He walks as if he owns the world, as traders have -always done, and keeps his money in his hands always, lest someone steal them. - -~ -30750 0 0 0 80 0 0 0 400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -T 23702 -T 23706 -T 23708 -#23706 -bodyguard guard dwarf~ -a bodyguard~ -A bodyguard for the dwarven trader, is here, guarding. -~ - When he volunteered for this duty, he was certain to see the world. And -sure enough. Following the trader wherever he goes, takes him around to parts -of the world he only dreamed about. -~ -6154 0 0 0 0 0 0 0 400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -T 23703 -T 23704 -T 23705 -T 23707 -#23707 -dog cur~ -a cur dog~ -A cur dog is here, barking at you. -~ - It looks as though it's almost starved to death. And smells if its been -buried a week. -~ -232 0 0 0 524288 0 0 0 -100 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#23708 -mouse~ -a small mouse~ -A small mouse scurries about here. -~ - It looks soft and ready for your blade.. -~ -72 0 0 0 524288 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#23709 -crow~ -a crow~ -A crow is flying around here, looking for carcasses. -~ - A black crow. Just another black crow. How should that be anything worth -looking at. -~ -76 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 8 -E -#23710 -hawk~ -a hawk~ -A hawk has landed not far from you. It stares at you with one eye. -~ - A hawk, seemingly untamed and ready to put both beak and claws to use. -~ -232 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 8 -E -#23711 -centipede white~ -a small white centipede~ -A small white centipede tries to hide under a nearby rock. -~ - Well, it doesn't have a hundred legs. But it's a close race. And it's -really not worth looking at. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -$ diff --git a/lib/world/mob/238.mob b/lib/world/mob/238.mob deleted file mode 100644 index 8693e83..0000000 --- a/lib/world/mob/238.mob +++ /dev/null @@ -1,252 +0,0 @@ -#23802 -fish~ -the large fish~ -A large fish swims here. -~ - This fish looks very mean and hungry. -~ -76 0 0 0 0 0 0 0 -20 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -BareHandAttack: 4 -E -#23833 -swordfish fish~ -a large swordfish~ -A large swordfish swims here. -~ - This fish has a very long and sharp looking nose and appears to not notice -you. -~ -72 0 0 0 0 0 0 0 -20 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -BareHandAttack: 14 -E -#23841 -Monster~ -the ugly monster~ -A large ugly monster stands here. -~ - This monster looks hungry for blood. There are many blood stains around his -mouth and about his body. Many different bones line his neck connected by some -kind of metal. -~ -30 0 0 0 0 0 0 0 -100 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -BareHandAttack: 4 -Str: 25 -Dex: 9 -Int: 4 -Wis: 5 -E -T 23841 -T 23842 -#23842 -rat~ -the small rat~ -A small rat is here running in circles. -~ - The rat looks as if it has many wounds on his back as if something has -attacked it or something. The rat itself looks all but sick, it has a lot of -energy and appears to have been running in circles for hours. -~ -26 0 0 0 1024 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -BareHandAttack: 8 -Str: 3 -Dex: 4 -Int: 4 -Wis: 4 -E -#23849 -Crystal wyvern~ -the crystal wyvern~ -A large statue stands firm here. -~ - This statue appears to be solid yet alive. It looks very strong but not to -fast but it seems to not be moving at all. The statue stands firm looking east -towards where you came from. -~ -10 0 0 0 4 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -BareHandAttack: 6 -Str: 25 -Dex: 3 -Int: 15 -Wis: 15 -E -#23851 -spider~ -a large spider~ -A large spider with a look for blood is stuck to the wall here. -~ - This spider has many corpses strewn about his web and it seems to want to -add you. -~ -26 0 0 0 0 0 0 0 -100 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -BareHandAttack: 4 -E -#23855 -man~ -the old man~ -A very old looking man stands tall here. -~ - This man appears to be very old and has many war wounds. He also seems to -be experienced in the art of war. The old man looks not to be a warrior or -fighter but rather a spell caster. Wearing many valuable looking pieces of eq -makes you wonder can this guy be serious. -~ -8202 0 0 0 0 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -BareHandAttack: 11 -Str: 5 -Dex: 14 -Int: 20 -Wis: 20 -E -#23860 -troll~ -the large troll~ -A large troll with markings of some king of clan stands here. -~ - The troll looks to be tired and stressed. -~ -10 0 0 0 0 0 0 0 -100 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -BareHandAttack: 13 -Str: 20 -Dex: 10 -Int: 20 -Wis: 25 -E -T 23853 -T 23854 -T 23856 -T 23857 -T 23858 -T 23859 -T 23860 -#23874 -Queen Plegia~ -the queen plegia~ -Queen Plegia sits atop her throne here. -~ - The queen looks as if she has a lot of power and experience. She has -beautiful white hair and baby blue eyes. She appears to not question your -intrusion rather seems glad you came. -~ -10 0 0 0 0 0 0 0 100 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -BareHandAttack: 12 -E -#23875 -dragon~ -a crystal dragon~ -A large crystal covered dragon rests here. -~ - This dragon seems to be very old and very experienced due to the massive war -wounds on it's back and wings. The dragon looks very tough and seems to be -made of crystal. -~ -10 0 0 0 1048576 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -5 5 1 -BareHandAttack: 8 -Str: 18 -Dex: 3 -Int: 13 -Wis: 18 -E -#23876 -trout~ -the trout~ -A large trout swims here. -~ - This trout looks a little bit mean. His eyes are glowing red and his scales -are slightly glowing. The fish swims here unaware of your entrance. -~ -72 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#23877 -bird~ -the blue bird~ -A swift blue bird is flying here. -~ - This bird seems very fast not very strong but very fast. This bird is -flying around very fast making it hard for you to keep up with. -~ -72 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 2 -Str: 3 -Dex: 20 -Int: 3 -Wis: 3 -E -#23878 -crab~ -the little crab~ -A small crab sits here. -~ - This crab looks very tough. The crab has only one claw but that has been -enough to keep it alive so far. The crab also is missing a leg which appears -to have been eaten. -~ -72 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -BareHandAttack: 1 -E -#23879 -duck~ -the swimming duck~ -A swimming duck is here in the water. -~ - The duck has many colorful feathers and seems flawless in pattern and color -of it's feathers. The duck itself seems very calm and easy. The water around -the duck seems to be cleaner than the rest. -~ -72 0 0 0 0 0 0 0 0 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -#23880 -swallow~ -the swallow~ -A large swallow is here hunting fish. -~ - This swallow looks very hungry and has determination in his eye but has had -no luck as of yet. The bird is very persistent and seems almost dead from -hunger but he keeps searching. -~ -72 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -$ diff --git a/lib/world/mob/239.mob b/lib/world/mob/239.mob deleted file mode 100644 index 1b954e0..0000000 --- a/lib/world/mob/239.mob +++ /dev/null @@ -1,506 +0,0 @@ -#23900 -snake red coral~ -a red coral snake~ -A red coral snake squirms among the rocks here. -~ - A slippery red coral snake slides about on his belly through the rocks and sand -looking for something to eat, it may even try to eat you. -~ -72 0 0 0 0 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -BareHandAttack: 4 -E -#23901 -snake diamond rattle~ -a diamond-back rattle snake~ -A diamond-back rattle snake is coiled up ready to strike. -~ - A diamond-back rattle snake is coiled up amongst the rocks here ready to -strike at anything that moves or tries to step on it. -~ -72 0 0 0 0 0 0 0 0 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 0 -BareHandAttack: 4 -E -#23902 -brown scorpion ~ -a brown scorpion~ -A brown scorpion crawls around the rocks stalking its prey. -~ - A brown scorpion stalks amongst the rocks looking for victims to attack with -it's sharp stinger and suck its life force dry. -~ -72 0 0 0 0 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 0 -BareHandAttack: 1 -E -#23903 -red scorpion~ -a red scorpion~ -A red scorpion quivers its poisoned stinger at you. -~ - A red scorpion is the largest of all scorpions and quivers its deadly -stinger at you with confidence of victory. -~ -72 0 0 0 0 0 0 0 0 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 0 -BareHandAttack: 1 -E -#23904 -black scorpion~ -a black scorpion~ -A black scorpion is sharpening its vicious stinger here. -~ - A black scorpion passes its time while waiting for victims by polishing its -armor and sharpening its deadly stinger. -~ -8392 0 0 0 524292 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 0 -BareHandAttack: 1 -E -#23905 -spider red~ -a red spider~ -A red spider is building a trap in the desert floor. -~ - A red spider is passing time building a web trap in the desert floor in -hopes of catching some food for her new born babies. -~ -72 0 0 0 0 0 0 0 0 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 0 -BareHandAttack: 4 -E -#23906 -black spider hairy~ -a hairy black spider~ -A hairy black spider crawls amongst the rocks of slate. -~ - A hairy black spider is crawling in the rocks in quest of things to dine -upon. It looks famished and would probably eat anything, even you. -~ -72 0 0 0 0 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 0 -BareHandAttack: 4 -E -#23907 -travelling bugbear weary~ -a weary travelling bugbear~ -A weary travelling bugbear is limping aimlessly about the desert. -~ - A weary travelling bugbear seems lost and dying as he wanders aimlessly -about the desert. He seems lost and confused. -~ -75996 0 0 0 524304 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -BareHandAttack: 11 -E -#23908 -sand storm twirling~ -a sand storm~ -A twirling sand storm spins about picking up dust along its path. -~ - A twirling cloud of dust raises up sand and dust and spins it around and -around in a fearful vortex. -~ -28892 0 0 0 20 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 10 -E -#23909 -angry thorn cactus~ -a cactus~ -An angry thorn cactus is looking for some water. -~ - An angry and thirsty cactus is desperately looking for some water to drink, -and at this point would even take the blood of any animal that it happens to -wander into because its throat is so dry and parched. -~ -6348 0 0 0 0 0 0 0 0 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 0 -BareHandAttack: 11 -E -#23910 -cave dweller hairy~ -a hairy cave dweller~ -A hairy cave dweller is hiding behind a rock waiting to ambush you. -~ - A hairy cave dweller is covered with matted hair and a long scraggly beard. -He is hungry and would do almost anything for some food. -~ -72 0 0 0 16 0 0 0 0 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 0 -BareHandAttack: 7 -E -#23911 -gargantuan hairy bigfoot sasquatch beast~ -a sasquatch~ -A gargantuan hairy beast with big feet is walking in the snow. -~ - A gargantuan hairy beast with the stature of a slump-backed human with huge -feet is roaming around the mountain top looking for something to eat, maybe -it's gonna be you? -~ -86108 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 7 -E -#23912 -stone dwarf dwarven sentinel stern~ -a dwarven sentinel~ -A stern faced dwarven sentinel peers across the lands. -~ - A stern faced dwarven Sentinel guards the trail with a watchful eye for the -NewHaven dwarves' enemies. It was crafted ages ago by dwarven stone cutters. -Magical spells woven into the stone protect the Sentinel from the harsh climate -here. The eyes stare northward and into the Southern Desert far below. The -Sentinel has a stern countenance and wields a stone hammer and finely crafted -shield. -~ -125022 0 0 0 80 0 0 0 1000 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -BareHandAttack: 5 -E -#23913 -dark~ -the dark~ -The pitch black of the dark surrounds you. -~ - The sea of dark around you in these chambers surrounds you, scares you, -engulfs you in a total pitch black sea of nothing, leaving you all alone. -~ -84060 0 0 0 524372 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 12 -E -#23914 -hawk sharp talon bird~ -a hawk~ -A hawk with sharp talons is on a limb here. -~ - A hawk with sharp talons is guarding it's territory. It hates competition and -you. -~ -2136 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 8 -E -#23915 -eagle brown bird~ -a brown eagle~ -A brown eagle has sharp claws of steel. -~ - The eagle is a magnificent bird of prey, has sharp eyesight, claws to grasp -it's prey, and a 15 macra wingspan. -~ -2140 0 0 0 524304 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 8 -E -#23916 -cardinal bird~ -a cardinal~ -A red-chested cardinal flies around gathering pinion nuts. -~ - A beautiful red cardinal is busy gathering food and insects around the limbs -of the tree. It is too busy to notice you. -~ -204 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -#23917 -root dark~ -a dark root~ -A dark root of the tree penetrates the hard soil and supporting the tree. -~ - A long cylinder of sinew and fiber below the ground supporting the tree. -The fingers of the hand of the tree grasping deep into the earth with the grip -of a giant. -~ -245854 0 0 0 84 0 0 0 0 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -BareHandAttack: 13 -E -T 23905 -T 23906 -#23918 -nice shopkeeper michelle~ -a nice shop keeper~ -Michelle has a shop here that's going out of business. -~ - Michelle has a friendly face and a nice smile. She seems very busy but not -so busy that she can't help you with what you need. The shop isn't doing that -well but the owner still keeps her on because she does such a good job and -works for nothing. -~ -122906 0 0 0 80 0 0 0 1000 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 2 -BareHandAttack: 1 -E -#23919 -rodent chipmunk~ -a chipmunk~ -A small chipmunk with puffy cheeks chatters and barks here. -~ - A small rodent with a brown body and some yellow-white stripes down its back -is running around the shrubs and trees gathering fruit and nuts for its young. - -~ -143564 0 0 0 0 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 0 -BareHandAttack: 4 -E -#23920 -man drow mage~ -a drow mage~ -A man in black robes stands here. -~ - The Drow mage is a powerful magi with knowledge of spells long forgotten in -other cultures. He is unhappy with his position in the Matriarch society of the -Drow and could probably easily be angered into a fight. -~ -192584 0 0 0 80 0 0 0 -500 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 5 -E -#23921 -drow cleric~ -a drow cleric~ -A drow cleric walks along the passage. -~ - A cleric of the drow social system is an evil healer and spell caster. She -is a young drow matriarch with potential to be a drow priestess some day in her -future. -~ -245976 0 0 0 1048660 0 0 0 -500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -BareHandAttack: 7 -E -#23922 -cyclops guardian~ -a guardian cyclops~ -An enormous cyclops guardian is protecting the entrance. -~ - An enormous cyclops guards the entrance. It is about 8 metrons tall, weight -is about 350 stonga, very large muscles, one eye, and a bald head. -~ -182298 0 0 0 73816 0 0 0 0 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -BareHandAttack: 7 -E -#23923 -drow guard~ -a drow guard~ -A drow guard patrols the hallways. -~ - A drow guard keeps intruders from entering the inner chambers of the drow -sanctum. The life of a drow guard is usually short and honorable. They would -gladly sacrifice their lives to defend the colony. -~ -188488 0 0 0 80 0 0 0 0 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -T 23907 -#23924 -drow priestess~ -a drow priestess~ -A powerful drow priestess chants some prayers to her gods here. -~ - A drow priestess is barely clothed. She has a blank expression on her face -and pale white skin. The priestess eyes are pitch black and deep as the ocean -and you can see the evil forces that dwell within her dark soul through these -windows of her mind. -~ -254552 0 0 0 84 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -BareHandAttack: 8 -E -T 23908 -#23925 -drow guard~ -a drow guard~ -A drow guard keeps watch here with a vigilance. -~ - A male drow guard is stronger than the female drow guards but is lower in -rank within the Matriarch society. He would gladly die defending the inner -sanctum of the drow chapel. -~ -254044 0 0 0 524368 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 5 -E -#23926 -goblin guard~ -a goblin guard~ -A goblin guard stands here to keep out intruders. -~ - A smelly fat blob of ugliness with short black hair and wide nose. Thin -long fingers with black nails used to claw its enemy. Not much is known of -goblin culture, some think it was an early model of the orc, crafted by some -evil wizard in search of a slave type race that he could use in fighting his -battle and building his fortress. -~ -184396 0 0 0 20 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 8 -E -#23927 -old guard goblin~ -an older goblin guard~ -An older goblin guard tries to hold in his pot belly as he keeps watch. -~ - An older goblin guard has to keep working because he knows no other skills -and there is no retirement in the goblin society, they work till they die. -This one looks like he won't have to work too much longer. -~ -153672 0 0 0 64 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 0 -BareHandAttack: 8 -E -#23928 -goblin warrior~ -a goblin warrior~ -A goblin warrior defends his land from invaders. -~ - A goblin warrior has many battle scars. The goblins are not very skilled -warriors and have not ever won a major battle in the history of the world. -They are not known for their weapons or armor. They defend their lands out of -necessity rather than desire. -~ -98392 0 0 0 0 0 0 0 0 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 0 -BareHandAttack: 8 -E -#23929 -old aged hermit man~ -an old hermit~ -An old and decrepit hermit smokes his pipe here. -~ - An old and decrepit hermit has decided he wants nothing to do with society -anymore. He has a wrinkled brow, long scraggly gray beard, bent back, weak and -frail arms and legs, and is smoking his pipe. -~ -247898 0 0 0 8400 0 0 0 1000 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -BareHandAttack: 10 -E -T 23909 -#23930 -orc slave~ -an orc slave~ -An orc slave lays here grunting. -~ - Captured in the caverns of the drow, this orc is their prisoner slave now. -He is forced to mine adamite along with all the other slaves that have been -captured by the drow. -~ -10 0 0 0 0 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#23931 -dwarf slave~ -a dwarf slave~ -A dwarf slave lies not making a sound. -~ - A dwarf slave was captured by the drow guards wandering in the caves trying -to find NewHaven. Now he must live here till he can escape or is rescued by -his fellow dwarves. Until then he will be forced to work in the slave labor -camps of the drow. -~ -10 0 0 0 0 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#23932 -elf slave~ -an elf slave~ -An elf slave is pacing the cell. -~ - An elf slave is anxious and wants to find a way to escape slavery by his -drow captors. He has been forced to mine for them and has been beaten, -whipped, and humiliated by the drow guards. He is weak and has lost hope of -rescue by his friends. -~ -74 0 0 0 16 0 0 0 1000 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#23933 -minotaur slave~ -a minotaur slave~ -A minotaur slave wants to be free to run. -~ - A minotaur slave captured by the drow is very unhappy. He is forced to live -inside these caves, working in the drow mines pulling carts of ore instead of -roaming the surface of the world out in the open and free, with fresh air and -green grass. -~ -90186 0 0 0 80 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -$ diff --git a/lib/world/mob/240.mob b/lib/world/mob/240.mob deleted file mode 100644 index 0d2012e..0000000 --- a/lib/world/mob/240.mob +++ /dev/null @@ -1,431 +0,0 @@ -#24000 -minotaur~ -the minotaur~ -A huge minotaur stands here, keeping the peace. -~ - He is a massive, humanoid beast with the body of a man and the head of a -bull. His legs are also hoofed and shaped as that of a bull's. This is a very -strong creature, and should not be taken lightly. -~ -69704 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -BareHandAttack: 3 -E -#24001 -minotaur sentry~ -the sentry~ -A minotaur sentry is here guarding the gates. -~ - This half-man half-bull sentry is here to guard the gates and give warning -of any possible attack. It looks like he alone could withstand a small army. -He stands at least 8 feet tall and must be over 300 pounds. -~ -67658 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -BareHandAttack: 3 -E -#24002 -minotaur warrior~ -the warrior~ -A minotaur warrior carrying a deadly war-axe. -~ - This minotaur is suited for battle. You notice a sinking feeling in your -stomach the second you saw him. You are more than intimidated by this war -machine. The minotaur carries himself with pride and confidence. -~ -67656 0 0 0 0 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#24003 -minotaur woman~ -the minotaur woman~ -A female minotaur is sharpening her husbands weapons. -~ - Although the woman minotuar are usually only expected to raise the family it -is sometimes heard of that they will become warriors. This is usually not -acceptable and they must leave the city. Except in the case of widows without -any children. -~ -74 0 0 0 0 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -6 8 2 -BareHandAttack: 13 -E -#24004 -minotaur man~ -the minotaur~ -A large minotaur pushes you out of its way. -~ - This rude minotaur seems to be in his prime. He holds himself with -confidence and ignores you outright. It seems like he thinks you are not even -worthy of notice. Maybe you could teach him differently, or maybe not. -~ -2120 0 0 0 0 0 0 0 300 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#24005 -minotaur child~ -the minotaur child~ -A minotaur child is playing here. -~ - This little brat is dangerous. He seems to be pretending that he is -fighting some imaginary foe. He is running around pretending to impale his foe -with his miniature set of horns. Those horns look awfully sharp. -~ -2248 0 0 0 0 0 0 0 300 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#24006 -young minotaur~ -the young minotaur~ -A young, vibrant minotaur stomps past without a worry in the world. -~ - This minotaur looks to be in its adolescent years. It is almost full grown, -about seven feet tall and looks to be busy. Probably running some errand or -doing some task. -~ -2120 0 0 0 0 0 0 0 300 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 7 -E -#24007 -old minotaur~ -the old minotaur~ -An old minotaur is here rambling on about past battles and adventures. -~ - This ancient minotaur is just a shadow of the former warrior he must have -been. Scars riddle his body, you almost dismiss him as not being a threat when -you catch a glimpse of his eyes. Those eyes have seen and experienced more -than you ever will in your lifetime. -~ -2120 0 0 0 0 0 0 0 200 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#24008 -healer minotaur~ -the minotaur healer~ -A minotaur healer is making house calls to the sick and wounded. -~ - The healers are used during war to aid those who have fallen to the enemy. -It is a rather simple job. Either the victim can get up and continue fighting -or the healer will finish them off. -~ -72 0 0 0 0 0 0 0 300 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 2 -E -#24009 -vorn~ -Vorn~ -Vorn stands here conducting his business. -~ - This is the minotaur solely responsible for the wealth of the city. He -conducts all business matters and has managed to build this city into what it -is today. He looks deceiving. -~ -2122 0 0 0 0 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#24010 -zarn minotaur master grand~ -Zarn~ -Zarn, the Grand Master is busy ruling the city. -~ - He is in charge of day to day operations of the city. He is supposed to be -the supreme ruler of the city. But many advise him, including the war master -who to most is the true ruler of the city. -~ -2122 0 0 0 0 0 0 0 300 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -BareHandAttack: 5 -E -#24011 -master minotaur war~ -the War Master~ -The War Master is planning for battle. -~ - This grizzled old minotaur is not only the best and strongest warrior in the -city, but also the undefeated champion of the arena. He has more scars than -wrinkles. Most of his fur has turned gray. He looks like he knows what you -are thinking. -~ -2122 0 0 0 0 0 0 0 300 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#24012 -advisor minotaur~ -the minotaur advisor~ -The advisor to the grand master is doing some research here. -~ - The advisor's job is to make sure the grand master does not make any -mistakes. He is responsible for more than the grand master himself, but he -gets no credit. -~ -2120 0 0 0 0 0 0 0 300 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#24013 -minotaur interrogator~ -the interrogator~ -A large minotaur hides in the corner, waiting for its next victim. -~ - This minotaur has an evil grin and seems to enjoy his work of inflicting -pain on others. You wonder which is more important to him, inflicting the pain -or getting the information out of his subjects. -~ -74 0 0 0 0 0 0 0 -1000 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#24014 -minotaur master~ -the weapons master~ -A large minotaur wielding a wicked looking pole arm struts by. -~ - This battle veteran wield his polearm with a familiarity that's scary. You -wonder if he sleeps with it. He has a 1000 yard gaze that is even more -frightening. He must have seen many battles. -~ -2122 0 0 0 0 0 0 0 300 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#24015 -trainer minotaur~ -the trainer~ -A large minotaur stands beside a rack of training weapons and armor. -~ - This veteran is responsible for training all minotaurs able to fight to do -exactly that. He has had years of training and even more practice at the real -thing during the wars against the centaurs. -~ -2120 0 0 0 0 0 0 0 300 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#24016 -loremaster minotaur~ -the loremaster~ -A grizzled, old minotaur rests here, throughout the realm he is known as the loremaster. -~ - Perhaps the most famous minotaur to ever live. This minotaur's age is -unknown. He has outlived his friends by decades. No one alive knows when he -was born, and he will not tell anyone his real age. He remains a mystery to -many. -~ -254024 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#24017 -priest minotaur~ -the priest~ -A priest blesses all who worship Vardis. -~ - The minotaurs worship only one god. Vardis, the god of war. This priest is -responsible for the upkeep of the sole place of worship in the city. He often -goes into battle to bless all those who fight for their god. -~ -74 0 0 0 0 0 0 0 300 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -#24018 -merchant minotaur~ -the merchant~ -A wealthy minotaur with a pouch full of gold walks past you. -~ - This and many other minotaurs work for Vorn in keeping the trading and -supply routes open between the cities. They have all accumulated great wealth -from their adventures and most of them live the life of the rich. -~ -2120 0 0 0 0 0 0 0 300 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#24019 -noble minotaur~ -the noble~ -A minotaur with its nose stuck up in the air almost walks into you. -~ - This arrogant minotaur has lived the better life. It has never gone through -the hardships of battle, or the typical training given to most warriors. -Instead she has learned how to live off from others. You pity her. -~ -2120 0 0 0 0 0 0 0 300 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 2 -E -#24020 -tradesman minotaur~ -the tradesman~ -A minotaur tradesman is busy calculating profits. -~ - He looks intelligent. But he has never experienced the training for battle. -He has lived his life eating from the silver spoon. Some think they can avoid -war by separating themselves from those who fight. They are so wrong. -~ -2120 0 0 0 0 0 0 0 300 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#24021 -guildsman minotaur~ -the guildsman~ -A minotaur guildsman is waiting for someone to train. -~ - It is fighters like this guildsman that pass down the knowledge and -experience they have received over generations and in numerous battles that -make the minotaur one of the fiercest fighters in the realm. -~ -2120 0 0 0 0 0 0 0 300 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#24022 -lady minotaur~ -the lady~ -A lady minotaur gazes at you with total admiration, of your gold. -~ - If someone could ever consider a minotaur beautiful, you pity them. This -beastly lady is intimidating and just the thought of..... Frightens you. -~ -2120 0 0 0 0 0 0 0 300 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -BareHandAttack: 4 -E -#24023 -scribe minotaur~ -the scribe~ -A small minotaur is here writing something down. -~ - This educated minotaur has been hired by Vorn to take care of the paperwork -in running the estate. It's hard to believe a minotaur could look like a geek, -but this one does. -~ -2120 0 0 0 0 0 0 0 300 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 13 -E -#24024 -butcher minotaur~ -the butcher~ -A minotaur is carrying some meat to the market. -~ - This minotaur has blood smeared all face and hands. He must be the butcher -for the city. He is caring a few slabs of bloody meat slung over each -shoulder. -~ -2120 0 0 0 0 0 0 0 300 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 10 -E -#24025 -woman minotaur~ -the woman~ -A young female minotaur is running some errand. -~ - How anyone could consider a minotaur is beyond you. You can not help but to -remember the story about the young man who ran away with a beautiful minotaur -once. It sickens you. -~ -2120 0 0 0 0 0 0 0 300 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -BareHandAttack: 4 -E -#24026 -woman minotaur~ -the old woman~ -An old female minotaur is rambling about how beautiful she used to be. -~ - This old wrinkled hag has more stretch marks and sags than your waterskin. -If she was beautiful once it must not have been in this century. -~ -2120 0 0 0 0 0 0 0 300 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#24027 -Trang~ -Trang~ -Trang, the minotaur armorer is hammering something, he ignores you. -~ - This burly minotaur is very scary looking. He has huge arms and a scarred -face and body from the heat of the furnaces. He looks disagreeable. -~ -256074 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#24028 -targ~ -Targ~ -Targ, the supplies shop owner scowls at you. -~ - He has been running this shop for years and knows everyone in the city. He -makes you feel very uncomfortable. Minotaurs typically don't like the other -races and Targ is no exception. -~ -256074 0 0 0 0 0 0 0 100 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#24029 -garge~ -Garge~ -Garge, looks at you and immediately begins to ignore you. -~ - He deals in those hard to find items that are desired by everyone. But he -is very picky about who he sells to. Don't get on his bad side or he will -never deal with you. -~ -254026 0 0 0 0 0 0 0 100 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -$ diff --git a/lib/world/mob/241.mob b/lib/world/mob/241.mob deleted file mode 100644 index 5779a01..0000000 --- a/lib/world/mob/241.mob +++ /dev/null @@ -1,372 +0,0 @@ -#24100 -Lieutenant Commander Geordi LaForge~ -Geordi LaForge~ -Lieutenant Commander Geordi LaForge appears to be very busy. -~ - Geordi is the Chief Engineer of the Enterprise. He's blind, so he wears a -special VISOR that lets him see things. -~ -211016 0 0 0 65552 0 0 0 350 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -E -T 24118 -#24101 -Lieutenant Commander Data Android~ -Data~ -Lieutenant Commander Data is here, trying to be more human. -~ - Data is the only android on the Enterprise, and the only android in all of -Starfleet. He possesses super-human strength, and is extremely tough. -~ -260184 0 0 0 65552 0 0 0 350 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -BareHandAttack: 6 -Str: 20 -Dex: 20 -Int: 20 -Wis: 20 -E -T 24110 -T 24113 -#24102 -Lieutenant Worf Klingon~ -Lieutenant Worf~ -Lieutenant Worf is here, patrolling and generally keeping everything secure. -~ - Worf is the first Klingon to have joined Starfleet. He's Chief of Security -of the Enterprise, and he's plenty strong. -~ -211016 0 0 0 65552 0 0 0 350 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -BareHandAttack: 7 -Str: 19 -Dex: 17 -Int: 17 -Wis: 17 -E -T 24118 -#24103 -Doctor Beverly Crusher~ -Doctor Crusher~ -Lieutenant Beverly Crusher seemingly very serious, is looking for someone to heal. -~ - Doctor Crusher is the Enterprise's Chief Medical Officer. Wesley is her -son. Her husband was killed years ago in an accident on another starship which -was also commanded by Captain Picard. -~ -211016 0 0 0 65552 0 0 0 350 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -BareHandAttack: 3 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -E -T 24118 -#24104 -Counselor Deanna Troi~ -Counselor Troi~ -Counselor Deanna Troi walks past with a knowing smile on her face. -~ - Counselor Troi is the ship's main counselor. She's half betazoid, which -means that she can read people's minds. -~ -211016 0 0 0 65552 0 0 0 350 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 2 -BareHandAttack: 1 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -E -T 24118 -#24105 -Commander William Riker~ -Commander Riker~ -Commander William Riker is here, looking for someone to impress. -~ - Commander Riker is the Enterprise's first officer. He's in charge of -keeping the crew in line. -~ -211016 0 0 0 65552 0 0 0 350 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -BareHandAttack: 13 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -E -T 24104 -T 24113 -#24106 -Captain Jean Luc Jean-Luc Picard~ -Captain Picard~ -Captain Jean-Luc Picard proudly stands here, thinking deeply. -~ - Captain Picard is a very important man. He's in charge of Starfleet's -flagship, the Enterprise. He's very smart, and very wise. Don't mess with -him! -~ -260184 0 0 0 65552 0 0 0 350 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 9 -Str: 25 -Dex: 25 -Int: 25 -Wis: 25 -E -T 24113 -T 24104 -#24107 -Guinan~ -Guinan~ -Guinan is here, tending the bar. -~ - Guinan is a strange being. She's lived for thousands of years and -experienced many things, but now she's decided to work on the Enterprise as a -bartender. -~ -211018 0 0 0 65552 0 0 0 350 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -BareHandAttack: 11 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -E -T 24118 -#24108 -Chief O'Brien Transporter~ -Chief O'Brien~ -Chief O'Brien is here, waiting to teleport you somewhere. -~ - Chief O'Brien is the transporter chief on the Enterprise. It's his job to -make sure everyone arrives (and leaves) in one piece, instead of trillions of -atoms. -~ -211018 0 0 0 65552 0 0 0 350 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -BareHandAttack: 11 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -E -T 24118 -#24109 -Wesley Crusher~ -Wesley~ -Wesley Crusher is here, eagerly trying to earn your praise. -~ - Wesley Crusher is not even an official officer, but he serves as an acting -Ensign on the bridge. He got this position only because Captain Picard feels -guilty about killing his father. -~ -211144 0 0 0 65552 0 0 0 350 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -BareHandAttack: 4 -Str: 13 -Dex: 13 -Int: 13 -Wis: 13 -E -T 24118 -#24110 -Livingston fish~ -Livingston~ -Livingston the fish is here, swimming about in his tank. -~ - Livingston is Captain Picard's pet fish. He's some sort of exotic breed, and -he's expensive to FEED and keep alive. -~ -14410 0 0 0 65552 0 0 0 350 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -BareHandAttack: 4 -Str: 13 -Dex: 13 -Int: 13 -Wis: 13 -E -T 24114 -#24111 -spot cat~ -Spot~ -Spot, Data's pet cat, is sitting washing himself happily. -~ - Spot is Data's orange colored cat. Data is always trying to become more -human, so he thinks that having a pet might help him achieve his goal. -~ -14410 0 0 0 65552 0 0 0 350 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -BareHandAttack: 4 -Str: 13 -Dex: 13 -Int: 13 -Wis: 13 -E -T 24109 -#24112 -ensign~ -an ensign~ -A nervous looking ensign is standing here, waiting for orders. -~ - These ensigns make up the backbone of the Enterprise. They clean things, do -jobs the higher ups won't even consider doing, and get yelled at all the time. - -~ -211016 0 0 0 65552 0 0 0 350 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -BareHandAttack: 10 -Str: 14 -Dex: 14 -Int: 14 -Wis: 14 -E -T 24118 -#24113 -alexander rozhenko~ -alexander rozhenko~ -Alexander Rozhenko is here, practicing laughing hour. -~ - Alexander Rozhenko is Worf's son. His mother was half human and half -Klingon, so Alexander is 3/4 Klingon. He's quite small, but since he's a -Klingon he's very strong. -~ -211016 0 0 0 65552 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -BareHandAttack: 10 -Str: 14 -Dex: 14 -Int: 14 -Wis: 14 -E -T 24118 -#24114 -slightly dangerous alien~ -a slightly dangerous alien~ -Drooling everywhere is a slightly dangerous-looking alien. -~ - This alien has brown and green scales, 4 limbs and 2 tentacles. He has evil -green eyes and rows of sharp teeth protruding from his dog-like mouth. -~ -10 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -0 41000 -8 8 1 -E -#24115 -very dangerous alien~ -a very dangerous alien~ -Snarling with rage, a very dangerous-looking alien salivates. -~ - This alien is completely red and is covered with hundreds of sharp horns that -reach from the two at the sides of his head, down his spine and to the tip of -his devil-like tail. -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#24116 -klingon warrior~ -a fearsome Klingon warrior~ -Practicing with his batleth, is a fearsome-looking Klingon warrior. -~ - His face is a dark brown and his quite distinct, with it's protruding -forehead scales and his devious-looking eyes. He is fully armored and appears -to be quite skilled with his batleth. -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#24117 -small gray mouse~ -a small gray mouse~ -A small gray mouse carefully explores the office. -~ - Her fur is a pale gray and her ears, tail and claws are a bright, clean pink. -She peers around with large black eyes and constantly twitches her nose. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -T 24130 -#24118 -android experimental droid~ -an experimental android~ -Half completed, an experimental android stands here, de-activated. -~ - The android was never completed and therefore, has no gender. It has 2 legs, -a torso, a head and an electronic mind, but lacks any arms. It wears no clothes -and only has a half-finished skin-implant. Because of this, the android looks -splotched with a disease. Where the skin failed to cover, silvery mechanical -parts and micro-chips can be seen. It is currently de-activated but can be -re-activated by pressing a switch up behind it's left shoulder-blade. - -<press switch> -~ -10 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -T 24131 -#24119 -android experimental droid~ -an experimental android~ -Half completed, an experimental android stands here, examining its surroundings. -~ - It looks unfinished. The android was never completed and therefore, has no -gender. It has 2 legs, a torso, a head and an electronic mind, but lacks any -arms. It wears no clothes and only has a half-finished skin-implant. Because -of this, the android looks splotched with a disease. Where the skin failed to -cover, silvery mechanical parts and micro-chips can be seen. It has been -re-activated and is ready to accept vocal command programming. -~ -10 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -T 24132 -T 24131 -T 24133 -T 24134 -$ diff --git a/lib/world/mob/242.mob b/lib/world/mob/242.mob deleted file mode 100644 index dd0efe6..0000000 --- a/lib/world/mob/242.mob +++ /dev/null @@ -1,199 +0,0 @@ -#24200 -cityguard guard~ -the cityguard~ -A cityguard stands here, watching you intently. -~ - The guard looks very strong. He looks to be about 30 years of age, and is -wearing the standard guard uniform. He'd do anything to protect the citizens -of Midgaard. -~ -6220 0 0 0 0 0 0 0 1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#24201 -mayor~ -the Mayor~ -The Mayor is walking around here, inspecting the city. -~ - He is a stocky, middle-aged man with thin, gray hair. -~ -26634 0 0 0 16 0 0 0 1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -4 4 1 -E -#24202 -bank manager~ -the Bank Manager~ -The Bank Manager is here, watching your every move. -~ - The bank manager runs this place. He makes lots of money, and spends his -time counting other people's money. He likes money. -~ -10266 0 0 0 0 0 0 0 -350 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 10 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -E -#24203 -theater manager~ -the theater manager~ -The theater manager is here, looking bored. -~ - The theater manager stares back at you. He's a balding older man, and he -wears a cheap looking suit. He expects that you've bought tickets to tonight's -performance. -~ -10266 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -BareHandAttack: 10 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#24204 -usher~ -the usher~ -A young looking usher is here, showing you to your seat. -~ - This usher looks quite young. His job is to make sure people have their -tickets, and that they sit down during the play. Due to his small size, you -can't imagine how he'd enforce these rules if somebody resisted. -~ -204 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#24205 -computer salesman~ -the computer salesman~ -A computer salesman is here, blabbering about a new technology. -~ - This computer salesman obviously doesn't know what he's talking about. -He's busy telling you about all the great features of some OEM PC. You try to -ask him a question, but he raises had hand to silence you, and continues -talking. Oh well. -~ -26634 0 0 0 16 0 0 0 900 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#24206 -clothing salesman~ -the clothing salesman~ -A clothing salesman is here, waiting to serve you. -~ - This clothing salesman is standing here, watching you. He's wearing an -expensive suit, and his hair is slicked back. -~ -26634 0 0 0 16 0 0 0 900 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#24207 -waitress~ -the waitress~ -A waitress is here, ready to bring you some food. -~ - This waitress looks tired. She seems distracted, frequently looking out the -windows. She hurries from table to table, pouring coffee to the different -patrons. -~ -26634 0 0 0 16 0 0 0 900 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -#24208 -stagehand stage hand~ -the stagehand~ -A stagehand is here, waiting for something to do. -~ - This stagehand looks bored. He's wearing a pair of dark blue overalls, and -he's got on a black baseball cap. He looks pretty strong. -~ -2120 0 0 0 0 0 0 0 1000 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#24209 -actor~ -the actor~ -An actor is here, studying his lines. -~ - This actor looks quite busy. He's reading his lines, and not paying much -attention to you. -~ -2120 0 0 0 0 0 0 0 1000 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#24210 -actress~ -the actress~ -An actress is here, studying her lines. -~ - This actress looks quite busy. She's reading her lines, and not paying much -attention to you. -~ -2120 0 0 0 0 0 0 0 1000 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 2 -E -#24211 -snack booth attendant~ -the snack booth attendant~ -A snack booth attendant is here, ready to serve you. -~ - This snack booth attendant is tired of taking crap from ungrateful -customers. He looks like he's going to snap soon. -~ -26634 0 0 0 16 0 0 0 900 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#24212 -curler~ -the curler~ -A curler is here, practicing his sliding technique. -~ - This curler is busy practicing for tonight's game. He's stretching, and -trying to improve his technique. He doesn't look to scary. -~ -200 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#24213 -waitress~ -the waitress~ -A waitress is here, ready to bring you some food. -~ - This waitress looks tired. She seems distracted, frequently looking out the -windows. She hurries from table to table, pouring coffee to the different -patrons. -~ -26634 0 0 0 16 0 0 0 900 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 2 -E -$ diff --git a/lib/world/mob/243.mob b/lib/world/mob/243.mob deleted file mode 100644 index 1051a16..0000000 --- a/lib/world/mob/243.mob +++ /dev/null @@ -1,158 +0,0 @@ -#24300 -frost demon~ -the frost demon~ -A cold frost demon is staring at you. -~ - These frost demons are quite powerful. They use their cold bodies to freeze -their enemies to death. Be careful! -~ -135244 0 0 0 0 0 0 0 -800 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 5 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -E -#24301 -deformed skeleton~ -the deformed skeleton~ -A badly deformed skeleton is standing here. -~ - Due to spending thousands of years here in the sub-zero temperatures, this -skeleton's spine has been arched over, one of his arms is missing, and part of -another skull has grown out of his shoulder. Scary! -~ -204 0 0 0 0 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 6 -Str: 12 -Dex: 12 -Int: 12 -Wis: 12 -E -#24302 -furry beast~ -the furry beast~ -A very small furry beast is here. -~ - This is a very strange creature. It looks like a cross between a mouse and -a cat, and is only about one foot tall. It looks quite weak. This can't be -real, can it? -~ -182286 0 0 0 0 0 0 0 -250 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 8 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -E -#24303 -downhill skier~ -the downhill skier~ -An athletic looking downhill skier is here. -~ - This skier sure is enjoying himself. He has a big smile on his face as he -zooms down the hill. Skiers like this often get into fights with the -snowboarders. -~ -200 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -BareHandAttack: 7 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -E -#24304 -snowboarder~ -the snowboarder~ -A scuzzy looking snowboarder is standing here, smoking pot. -~ - Snowboarders like these are trouble. They only seem to like the sport so -they can have an easy place to sell drugs. -~ -200 0 0 0 0 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -BareHandAttack: 7 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -E -#24305 -lunch lady~ -the lunch lady~ -An old lunch lady is here, ready to serve you. -~ - These lunch ladies must be a 100 years old. Most of them have moustaches -and beards, and they're fairly fat too. Your typical grandmother character. - -~ -188554 0 0 0 0 0 0 0 350 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -Str: 20 -Dex: 20 -Int: 20 -Wis: 20 -E -#24306 -ski salesman~ -the ski salesman~ -An annoying ski salesman is ready to sell you something. -~ - Geez is this guy annoying. While he's trying to sell you those new $30k -pair of skis, he's blabbing on his cell phone with another customer. -~ -188426 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#24307 -yeti~ -a hairy yeti~ -A stinky hairy yeti is here, staring at you in awe. -~ - Whoa! You never knew these things actually existed, but now you do. These -guys are supposed to be close relatives of another legendary species, bigfoot. - -~ -256046 0 0 0 0 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -BareHandAttack: 7 -Str: 17 -Dex: 17 -Int: 17 -Wis: 17 -E -#24308 -ski bum~ -the ski bum~ -A ski bum is here selling ski passes. -~ - Ski bums spend their days on the slopes. They get free passes, and have to -spend their days skiing on the hill. They get paid for it too! Man, what a -hard life. -~ -239642 0 0 0 0 0 0 0 500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -$ diff --git a/lib/world/mob/244.mob b/lib/world/mob/244.mob deleted file mode 100644 index de977fb..0000000 --- a/lib/world/mob/244.mob +++ /dev/null @@ -1,39 +0,0 @@ -#24400 -fred guard prisonguard prison~ -Fred the prison guard~ -Fred the prison guard is standing here, staring at you. -~ - Fred and his brother Joe guard the Cooland Prison. Fred stands here, while -his brother Joe sits on the other side of the door. Fred doesn't look too -friendly. -~ -231498 0 0 0 16 0 0 0 -200 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 13 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -E -#24401 -joe guard prisonguard prison~ -Joe the prison guard~ -Joe the prison guard is standing here, staring at you. -~ - Joe and his brother Fred guard the Cooland Prison. Joe stands here, while -his brother Fred sits on the other side of the door. Joe doesn't look too -friendly. -~ -231498 0 0 0 16 0 0 0 -200 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 13 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -E -$ diff --git a/lib/world/mob/245.mob b/lib/world/mob/245.mob deleted file mode 100644 index 44eb0a0..0000000 --- a/lib/world/mob/245.mob +++ /dev/null @@ -1,260 +0,0 @@ -#24500 -banshee spirit female elf groaning~ -a banshee~ -The groaning spirit of a female elf floats toward you, teeth bared. -~ - A wild, crazed look is in the glowing eyes of this undead elf, her hair -disheveled and hanging in strands about her pale, milky shoulders. Her face, a -mask of pain and anguish, is contorted and crazed. -~ -254076 0 0 0 160 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -BareHandAttack: 9 -E -#24501 -knight death~ -a death knight~ -A hulking knight with a blackened, charred skull and glowing eyes assaults you. -~ - The flesh literally drips from the body of this undead, sinning paladin. It -is well over six feet in height, weighing more than three hundred pounds. -~ -188540 0 0 0 160 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 12 -E -#24502 -dragon shadow~ -a shadow dragon~ -A mass of shadows and teeth comes flying directly for you! -~ - The translucent scales of the dragon give it the look of being almost -insubstantial, especially here within the Maw. -~ -123000 0 0 0 160 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -BareHandAttack: 8 -E -#24503 -nereid water female girl~ -a nereid~ -A beautiful young female swims your way, a wicked smile upon her clear lips. -~ - She almost appears transparent, so odd is the pigmentation of her skin. She -is truly beautiful, however not in any way sweet. -~ -254072 0 0 0 160 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -BareHandAttack: 1 -E -#24504 -ghoul undead creature human~ -a ghoul~ -The wrecked body of a mutated human shambles toward you, licking its lips. -~ - This was certainly once a human being, but somehow it has been mutated into -the caricature of a disgusting, undead thing - doomed to spend eternity feeding -upon the flesh of corpses. -~ -188540 0 0 0 160 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 7 -E -#24505 -heucuva skeleton~ -a heucuva~ -A living skeleton turns it empty eyes upon you and attacks. -~ - This was once a human being, or something close to it, having been corrupted -by the black magic of the Nether and transformed into what you see before you. - -~ -188536 0 0 0 160 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 9 -E -#24506 -ixitxachitl manta ray~ -an ixitxachitl~ -A smallish manta ray with a barbed tail swims at you in a lightning attack. -~ - Its intelligent eyes bore down on you, sizing up your strength and possible -ability. It movements are all fast and fluid - it is a true predator of the -deep. -~ -123000 0 0 0 160 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 1 -E -#24507 -morkoth serpent~ -a morkoth~ -An enormous serpent lies in wait for anyone fool enough to swim into its lair. -~ - A hideous, high-pitched, bubbling scream emits from it as it falls upon you -in a frenzy of attack. -~ -123000 0 0 0 160 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 1 -E -#24508 -peryton eagle stag thing~ -a peryton~ -A giant eagle-thing with a stag's head roars a challenge and attacks. -~ - Its greenish feathers contrast with its obsidian horns, the look of savagery -upon its muzzle unmatched. -~ -122938 0 0 0 160 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 8 -E -#24509 -shadow~ -a shadow~ -A shadow floats from a dark corner and attacks. -~ - It is very hard to get a solid look at the thing, its form is insubstantial -and vaporous. -~ -254072 0 0 0 1048744 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 9 -E -#24510 -tanar'ri male warrior~ -a tanar'ri~ -An enormous warrior with a greenish cast to his skin spots you and attacks. -~ - He does not appear to be much of the thinking type, more one of the kill now -and east later types. His malevolent eyes scorch you with their hatred. -~ -57464 0 0 0 524448 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 6 -E -#24511 -troglodyte~ -a troglodyte~ -A troglodyte sniffs the air, sensing your arrival. It looks you way and grins. -~ - The grayish-brown scales running thick along its body give it an extremely -evil appearance - especially when it grins like that. -~ -16508 0 0 0 160 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 9 -E -#24512 -mutten hairy humanoid creature~ -a mutten~ -A hairy, crouched-over humanoid thing scuttles an attack at you. -~ - It stands only five feet when fully erect, however its long, powerful arms -are nearly as thick as its legs and end in long, curved claws - each one sharp -as a razor. -~ -16508 0 0 0 160 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 10 -E -#24513 -matron mother woman hideous~ -a Matron~ -A hideous, contorted female hisses as you approach, readying her claws. -~ - Her mottled, scorched skin is that of an ageless hag - she no longer -communicates in the same way as most humans might, but only through strange -hisses and shrieks. -~ -57464 0 0 0 160 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -BareHandAttack: 8 -E -#24514 -shade fawning~ -a fawning shade~ -The fawning shade of a soul wishing for the End screeches at your intrusion. -~ - Its eyes blaze in righteous hatred, its mouth opens in a soundless snarl. -You will NOT take its place in the Line. -~ -254072 0 0 0 160 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 12 -E -#24515 -lord nether being~ -the Nether Lord~ -The Nether Lord gazes furiously down upon you, angry at your intrusion. -~ - This is not a being to trifle with petty needs or even important needs. The -Lord makes his own decisions on when he will and will not allow an audience - -this is most certainly not one of those times. -~ -254010 0 0 0 176 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 6 -E -#24516 -death tyrant~ -a death tyrant~ -A death tyrant floats at you, its gaping wounds dripping puss across the floor. -~ - Its body and torn and rent in many places, its wounds somehow seeming to give -it strength. -~ -254076 0 0 0 0 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 9 -E -#24517 -crypt thing~ -a crypt thing~ -An undead mass of rotting flesh moves toward you, its mouth dripping gore. -~ - Its eyes glow with a red light, its flesh is all but gone, bones and decayed -organs showing through. -~ -188536 0 0 0 0 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 4 -E -$ diff --git a/lib/world/mob/246.mob b/lib/world/mob/246.mob deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/mob/246.mob +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/mob/247.mob b/lib/world/mob/247.mob deleted file mode 100644 index 6246d54..0000000 --- a/lib/world/mob/247.mob +++ /dev/null @@ -1,243 +0,0 @@ -#24700 -zombie~ -a zombie~ -A brain dead zombie is here, drooling all over himself. -~ - It was once a corpse but has somehow been brought back to life. It's very -slow and very stupid. It looks back at you and says 'fooooooood. ' -~ -72 0 0 0 0 0 0 0 -500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#24701 -mourner~ -the mourner~ -A mourner stands here weeping over a lost love. -~ - This lady is dressed all in black. Tears stream down her veil covered face. -She has been paying her last respects for the third time this week. -~ -2248 0 0 0 0 0 0 0 500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -#24702 -undertaker~ -the undertaker~ -The undertaker is standing here, leaning on his shovel. -~ - He looks back at you and spits on the ground. He's dressed in dirty -overalls and wears a Midgaard ball cap. He was once an adventurer but decided -to dig graves instead of ascending to immortality. You'd best keep out of his -way. -~ -2124 0 0 0 524288 0 0 0 1000 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#24703 -priest~ -the priest~ -The chapel priest is standing here, conducting service. -~ - He is a very pious man. Fat, balding and truly someone that you would think -of as "father". He stands at the podium and lectures over some drivel that you -really don't care about. -~ -2248 0 0 0 524288 0 0 0 1000 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -T 24702 -#24704 -boy~ -the altar boy~ -An altar boy sits here, bored out of his mind. -~ - He looks extremely bored and extremely tired. He looks at the priest -through the corner of his eyes as if he's expecting another flogging at any -moment. -~ -2186 0 0 0 0 0 0 0 1000 E -22 13 -3 4d4+220 3d3+3 -220 48400 -5 5 1 -E -#24705 -ghoul~ -the nasty ghoul~ -A nasty ghoul is here, and it wants to eat you for dinner. -~ - Its claws are filthy, its fangs look sharp. Fresh blood drips down the side -of its face, probably the remains of whatever it caught last. -~ -10 0 0 0 80 0 0 0 -1000 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -T 24701 -#24706 -wight~ -the wight~ -The barrow wight is here standing atop a pile of decaying corpses. -~ - It is the most hideous creature you have ever seen. It's covered from head -to toe in a thick blanket of dirt. Its claws look very nasty and the mere -thought of being struck by them sends shivers up and down your spine. -~ -10 0 0 0 524368 0 0 0 -1000 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#24707 -skeleton warrior~ -the skeleton warrior~ -A mean looking skeleton warrior is here grinning at you. -~ - There's no flesh on it at all -- just bones covered by armor. You wonder -what kind of forces keep it from collapsing into a heap on the floor. -~ -72 0 0 0 524368 0 0 0 -1000 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -#24708 -shadow~ -the black shadow~ -The shadows in this room seem to move of their own will. -~ - It is pitch black. The mere thought of being touched by it makes you feel -weak. -~ -72 0 0 0 524368 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#24709 -mummy~ -the mummy~ -A rotting mummy wrapped in dirty cloth is here. -~ - It looks ancient. The rank smell of decay reeks from its body. Worms crawl -in its eye sockets and pus drips from between bandages. -~ -10 0 0 0 524368 0 0 0 -1000 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -#24710 -banshee~ -the wailing banshee~ -A banshee is here, leaning on a sarcophagus and crying loudly. -~ - Even undead, she is quite beautiful. Tears streak down her high, elven -cheek bones. You wonder why she is so upset. -~ -10 0 0 0 524288 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -6 6 2 -E -#24711 -spectre~ -the transparent spectre~ -You glance right through the spectre and see the wall on the other side. -~ - You see the faint outline of a man. You see right through him, and judging -by the way he's coming after you, he'd like to see through you. -~ -10 0 0 0 524372 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#24712 -demilich lich skull~ -the demilich~ -A jeweled skull is sitting here, grinning at you. -~ - It is the most ancient creature you have ever seen. All that is left is the -jewel encrusted skull and a pile of fine dust. -~ -10 0 0 0 0 0 0 0 -1000 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -T 24700 -#24713 -guardian daemon~ -the guardian~ -A huge guardian daemon with huge teeth is guarding the door. -~ - It is a huge beast with huge teeth and claws. It looks very pissed off. - -~ -10 0 0 0 524368 0 0 0 -750 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#24714 -death master~ -the Death Master~ -The Death Master is here trying to animate a corpse. -~ - He is dressed all in black with skull and bone ornaments. He has been -trying to raise an army of undead with which to destroy Midgaard. You must -stop him! -~ -10 0 0 0 524368 0 0 0 -1000 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#24715 -imp familiar~ -the imp~ -An Imp is here, don't even ask it for reimbursement. -~ - Well, you've always wanted to talk to an IMP. Now here's your chance! -~ -142 0 0 0 1572864 0 0 0 -1000 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#24716 -man~ -the church goer~ -A man sits here, snoring loudly. -~ - He's dressed in his Sunday best, but apparently the boring sermon has put -him to sleep. -~ -2248 0 0 0 0 0 0 0 500 E -24 12 -4 4d4+240 4d4+4 -240 57600 -4 4 1 -E -#24717 -spider~ -an undead spider~ -An undead spider is here, spinning more cobwebs. -~ - Looks like just the exoskeleton, a dried out husk remains. Yet, it still -moves about on its thin legs and still spins its ghostlike cobwebs. -~ -10 0 0 0 84 0 0 0 -500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -$ diff --git a/lib/world/mob/248.mob b/lib/world/mob/248.mob deleted file mode 100644 index 2012463..0000000 --- a/lib/world/mob/248.mob +++ /dev/null @@ -1,127 +0,0 @@ -#24801 -Elf Guardian Elven~ -the Elven guardian~ -An Elven Guardian is standing here guarding the portal. -~ - This is a robust built elf in his best years and as far as you can tell. - -~ -10 0 0 0 16 0 0 0 1000 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#24802 -Elf Soldier guard elven~ -the Elven soldier~ -An Elven Soldier is standing here guarding the path. -~ - This is an elf in his youth, sent by the chief of the village guards, to -guard the path from any intruder not wanted here. -~ -10 0 0 0 16 0 0 0 1000 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#24803 -Elf Soldier guard elven~ -the Elven guard~ -An Elven Guard is walking around, protecting the villagers. -~ - This is an elf in her youth, sent by the chief of the village guards, to -guard the village from unwanted intruders. -~ -72 0 0 0 16 0 0 0 1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -#24804 -Elf weaponsmith smith elven~ -the Elven weaponsmith~ -A Large Elven weaponsmith is walking behind the counter. -~ - You notice a tired look on his face. -~ -10 0 0 0 0 0 0 0 900 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#24805 -Elf armorsmith smith elven~ -the Elven armorsmith~ -A Large Elven armorsmith is walking around behind the counter. -~ - You notice a tired look on his face. -~ -10 0 0 0 0 0 0 0 900 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#24806 -Elf mage elven~ -the Elven mage~ -A Tiny Elven mage is floating behind the counter. -~ - You notice a tired look on his face. -~ -10 0 0 0 0 0 0 0 900 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#24807 -Elf Quintor grocer~ -the Elf named Quintor~ -An Elf named Quintor is here counting money behind the counter. -~ - You notice a tired look on his face. -~ -10 0 0 0 0 0 0 0 900 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#24808 -elf bartender elven~ -the Elven bartender~ -A fat Elf is standing behind the bar taking orders. -~ - You notice a tired look on his face. -~ -10 0 0 0 0 0 0 0 900 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#24809 -elf receptionist elven~ -the Elven receptionist~ -A nice-looking Elf is standing in the reception. -~ - You notice a tired look on her face. -~ -10 0 0 0 0 0 0 0 900 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 2 -E -#24810 -elf chief elven guard~ -the chief of the elven guard~ -A lazy-looking Elf lies on his bed snoring loudly. -~ - This elf looks somehow more experienced than any guard in the village guard. -By the look of the uniform he is probably the chief of the village guard. You -notice some scars on the hands and one on the neck of the elf. He has -obviously been in battle in his days. -~ -72 0 0 0 16 0 0 0 1000 E -17 15 0 3d3+170 2d2+2 -170 28900 -4 4 1 -E -$ diff --git a/lib/world/mob/249.mob b/lib/world/mob/249.mob deleted file mode 100644 index 36e0252..0000000 --- a/lib/world/mob/249.mob +++ /dev/null @@ -1,13 +0,0 @@ -#24901 -Natasha~ -natasha shopkeeper woman keeper~ -Natasha, the shopkeeper, is here ready for trading. -~ - You see a very beautiful woman. But you note she is very powerful. -~ -125082 0 0 0 80 0 0 0 500 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -$ diff --git a/lib/world/mob/25.mob b/lib/world/mob/25.mob deleted file mode 100644 index 44e9b17..0000000 --- a/lib/world/mob/25.mob +++ /dev/null @@ -1,870 +0,0 @@ -#2500 -shadow guardian~ -the shadow guardian~ -A shadow guardian screams a challenge and attacks. -~ - It seems to be made of nothing more than darkness... -~ -260204 0 0 0 524368 0 0 0 -350 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 0 -E -#2501 -adventurer~ -the lost adventurer~ -An emaciated adventurer is here looking lost and hopeless. -~ - He looks haggard and sickly; no doubt he's been lost here for quite some -time. -~ -200 0 0 0 0 0 0 0 400 E -8 18 5 1d1+80 1d2+1 -80 6400 -6 8 1 -E -T 2503 -#2502 -edgar~ -Edgar~ -Edgar the Human Swordpupil is standing here, looking quite lost. -~ - Edgar says 'pardon me, can you tell me where to buy cups? ' You see before -you, one of Midgaard's finest fighting elite, the mighty bunny slayer himself, -Edgar the Horrible! -~ -204 0 0 0 0 0 0 0 1000 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#2503 -diamond golem~ -the diamond golem~ -A huge diamond golem is standing guard here. -~ - It looks quite strong. -~ -256090 0 0 0 16 0 0 0 500 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -#2504 -mage young~ -the mage~ -A young mage wanders about, oblivious to all. -~ - He seems to be contemplating life, love and the mysteries of the universe. -Then again, he may just have a headache. -~ -200 0 0 0 16 0 0 0 450 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 2501 -#2505 -strick bartender~ -Strick the bartender~ -Strick is here levitating drinks to his customers. -~ - He looks rather harmless, but then again so does a sleeping dragon. -~ -10 0 0 0 16 0 0 0 750 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#2506 -tatorious wizard~ -Tatorious~ -Tatorious the wizard is here counting his earnings. -~ - Tatorious winks at you mischievously. -~ -10 0 0 0 16 0 0 0 900 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#2507 -ezmerelda cook~ -Ezmerelda~ -Ezmerelda the cook is here stirring a large pot of something. -~ - She does not look like the typical cook you would find in a kitchen, but she -certainly fits what you would expect in a tower fulls of mages. -~ -10 0 0 0 16 0 0 0 -500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -T 2501 -#2508 -assistant mage cook~ -the cook's assistant~ -The cook's assistant is here assisting the cook. -~ - This young man is busy adding strange ingredients to the large pot. -~ -4298 0 0 0 16 0 0 0 -200 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -T 2501 -#2509 -prisoner~ -the prisoner~ -A prisoner is chained to the wall here. -~ - Though his clothes are all in rags, you can see that at one time they must -have been fine garments. A metal muzzle has been fitted over the poor wretch's -mouth, whether to keep him from screaming, or to silence his spell casting you -cannot tell. He looks quite mad, no doubt he has been mistreated horribly. -~ -202 0 0 0 0 0 0 0 100 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#2510 -jailor mage~ -the Jailor~ -The Jailor is here enjoying a comfortable nap. -~ - He looks rather dirty. -~ -10 0 0 0 16 0 0 0 100 E -17 15 0 3d3+170 2d2+2 -170 28900 -4 4 1 -E -T 2501 -#2511 -broom~ -the broom~ -A straw broom is here leaning against the wall. -~ - The broom screams 'Take that you lout! ' -~ -254074 0 0 0 80 0 0 0 50 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -T 2502 -#2512 -lesser guardian hands~ -the pair of disembodied hands~ -A pair of disembodied hands floats in the air here. -~ - The hands twitch with anticipation of strangling someone. -~ -229480 0 0 0 80 0 0 0 -400 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 0 -E -#2513 -guardian greater eyes~ -the pair of disembodied eyes~ -A pair of disembodied eyes floats here glaring at you. -~ - The eyes smoulder with hatred. -~ -98408 0 0 0 80 0 0 0 -600 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#2514 -mage visitor~ -the mage~ -A visiting mage is here snoring away in peaceful slumber. -~ - He looks quite sleepy. -~ -206 0 0 0 16 0 0 0 250 E -12 16 2 2d2+120 2d2+2 -120 14400 -4 4 1 -E -T 2501 -#2515 -apprentice young~ -the young apprentice magic user~ -A young apprentice magic user is here doing magical studies. -~ - She looks quite intent on her studies. -~ -206 0 0 0 16 0 0 0 400 E -7 18 5 1d1+70 1d2+1 -70 4900 -6 6 2 -E -T 2501 -#2516 -apprentice young~ -the young apprentice~ -A young apprentice is here mumbling words of magic to himself. -~ - He looks to be oblivious to all but the spell he is memorizing. -~ -206 0 0 0 16 0 0 0 380 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -T 2501 -#2517 -apprentice young~ -the young apprentice~ -A young apprentice is sleeping here. -~ - He seems to be dreaming. -~ -206 0 0 0 16 0 0 0 350 E -7 18 5 1d1+70 1d2+1 -70 4900 -4 4 1 -E -T 2501 -#2518 -apprentice young~ -the young apprentice~ -A young apprentice is here teasing a cornered kitten. -~ - He looks like a mischievous youth. -~ -206 0 0 0 16 0 0 0 -200 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -T 2501 -#2519 -kitten~ -the small kitten~ -A small kitten is here meowing in terror. -~ - The little ball of fur looks very unhappy. Singed fur and a few minor burns -mark its mottled coat. -~ -206 0 0 0 16 0 0 0 500 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#2520 -student~ -the student~ -A student of spells is here looking quite bored. -~ - The student yawns. -~ -206 0 0 0 16 0 0 0 350 E -8 18 5 1d1+80 1d2+1 -80 6400 -6 6 1 -E -T 2501 -#2521 -instructor teacher mage~ -the instructor of magic~ -The instructor screams at your interruption and attacks you. -~ - He looks quite angry at your interruption. -~ -170 0 0 0 16 0 0 0 300 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 2501 -#2522 -student~ -the student of spells~ -A student of spells is here trying to master invisibility. -~ - He blinks in and out of existence, trying to master the spell. -~ -206 0 0 0 20 0 0 0 400 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 2501 -#2523 -teacher mage~ -the spell teacher~ -A spell teacher screams at your interruption and attacks. -~ - The teacher is quite fierce and rather frightening. -~ -170 0 0 0 16 0 0 0 300 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -T 2501 -#2524 -student~ -the student of spells~ -A student of spells has fallen asleep at her desk here. -~ - She looks to have collapsed from sheer boredom. -~ -206 0 0 0 16 0 0 0 400 E -9 17 4 1d1+90 1d2+1 -90 8100 -4 4 2 -E -T 2501 -#2525 -wizard speaker mage~ -the wizard~ -An old wizard is here making a speech here. -~ - This wizened old man looks like he could easily pass for the oldest living -man. Of course, having heard stories about some of the magic available to the -people living here, and what toll the magic draws... This man might be as young -as you. -~ -206 0 0 0 16 0 0 0 400 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -T 2501 -#2526 -mage young~ -the young mage~ -A young mage is here learning hand to hand combat. -~ - This young fellow looks quite confident in his abilities to defend himself. - -~ -206 0 0 0 16 0 0 0 300 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -T 2501 -#2527 -mistress battle~ -the battle mistress~ -The battle mistress is here teaching the fine uses of a dagger. -~ - She looks quite rugged. In fact, she more resembles a warrior than a magic -user. -~ -67754 0 0 0 16 0 0 0 200 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 2 -E -T 2501 -#2528 -mage teacher~ -the spell teacher~ -A spell teacher is here relaxing. -~ - The teacher looks to be worn out by a long day of magic working, difficult -spells, and inattentive students. -~ -74 0 0 0 16 0 0 0 200 E -15 15 1 3d3+150 2d2+2 -150 22500 -5 5 1 -E -T 2501 -#2529 -wizard~ -the aged wizard~ -An aged wizard is sleeping here. -~ - Dreams of magic and power are probably flowing through his head right now, -better not wake him up. -~ -232 0 0 0 16 0 0 0 350 E -20 14 -2 4d4+200 3d3+3 -200 40000 -4 8 1 -E -T 2501 -#2530 -scribe mage~ -the scribe~ -A scribe is here working on some manuscripts. -~ - He appears to be copying out some spell ingredients or components right now. - -~ -206 0 0 0 16 0 0 0 400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 2501 -#2531 -scribe mage~ -the scribe~ -A scribe is here working diligently on some translations. -~ - She is quite cute. Too bad her only interest seems to be the words of lore -she is translating. -~ -206 0 0 0 16 0 0 0 500 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -T 2501 -#2532 -master scribe~ -the Master Scribe~ -The Master Scribe is here looking a little upset -~ - He seems to be so old, his skin has become nothing but a giant wrinkle. The -master scribe screams 'How dare you interrupt my important work??? ' -~ -234 0 0 0 16 0 0 0 100 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -T 2501 -#2533 -assistant scribe~ -the scribe's assistant~ -The scribe's assistant is here folding parchments. -~ - You can tell that he isn't trusted with the more important documents, since -those ones are rolled and sealed with wax. -~ -234 0 0 0 16 0 0 0 100 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -T 2501 -#2534 -master enchanter mage~ -the Enchanter~ -The Enchanter is here placing a dweomer upon well made sword. -~ - The Enchanter is hard at work, concentrating on a spell which could either -destroy the weapon or make it many times more powerful than it already is. -~ -170 0 0 0 16 0 0 0 -200 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -T 2501 -#2535 -sword dancing~ -the dancing sword~ -A well crafted sword lies on the work table here. -~ - It looks quite sharp. -~ -256170 0 0 0 16 0 0 0 -500 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#2536 -alchemist~ -the Mad Alchemist~ -The Mad Alchemist babbles something incomprehensible and attacks. -~ - He looks like he has been quaffing too many potions. His eyes dart around -wildly, and he starts to drool. The Mad Alchemist throws back his head and -cackles with insane glee! -~ -234 0 0 0 16 0 0 0 150 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -T 2501 -#2537 -master summoner~ -the Master Summoner~ -The Master Summoner is here holding gateways open to other planes. -~ - The Summoner looks to be hard at work, concentrating on keeping control over -the gateway before he loses his soul to the creatures on the other side of it. - -~ -234 0 0 0 16 0 0 0 -200 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -T 2501 -#2538 -master charmer~ -the Master Charmer~ -The Master Charmer utters the words, 'uuuzzldctz'. -~ - The Master Charmer sizes you up, always looking for a new pet. -~ -42 0 0 0 16 0 0 0 -400 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -T 2501 -#2539 -golem wooden~ -the wooden golem~ -A wooden golem stands a silent vigil here, guarding the stairs. -~ - He looks flammable. -~ -258154 0 0 0 16 0 0 0 100 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 0 -E -#2540 -master spellbinder~ -the Master Spellbinder~ -The Master Spellbinder is here re-charging a blackened wand. -~ - The Master Spellbinder snarls at you and attacks. -~ -234 0 0 0 16 0 0 0 -500 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -T 2501 -#2541 -master maker~ -the Golem Maker~ -The Golem Maker is here chiseling some stone. -~ - The Golem Master appears to be very meticulous about his work, to the point -of fussing over it. -~ -170 0 0 0 16 0 0 0 300 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -T 2501 -#2542 -golem granite~ -the granite golem~ -A granite golem stands here waiting to do its master's bidding. -~ - It looks like a statue, until you see it shamble towards you. -~ -258154 0 0 0 16 0 0 0 300 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#2543 -golem bronze~ -the bronze golem~ -A bronze golem stands here shining in the light. -~ - He looks rather dim witted. -~ -258154 0 0 0 16 0 0 0 350 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -#2544 -golem flesh~ -the flesh golem~ -A flesh golem stands guard here -~ - It looks to be made of a potpourri of different body parts; some don't even -resemble anything human. -~ -258154 0 0 0 16 0 0 0 200 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -E -#2545 -golem cloth~ -the cloth golem~ -A cloth golem wanders around here. -~ - It looks like a bunch of old rags, quite surprising it can actually walk. -~ -258154 0 0 0 16 0 0 0 350 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 0 -E -#2546 -golem adamantite~ -the adamantite golem~ -An adamantite golem stands here looking very dangerous. -~ - It seems to be forged of dark metal. It looks strong and durable, but -somewhat un-intelligent. -~ -258154 0 0 0 16 0 0 0 350 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#2547 -golem clay~ -the clay golem~ -A clay golem stands guard here. -~ - This large golem almost looks like it is made of dirt. -~ -258154 0 0 0 16 0 0 0 200 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#2548 -master illusionist mage dragon~ -the Master of Illusions~ -An enormous multi-colored three-headed dragon growls at you. -~ - The image of an ugly dragon flickers slightly, and where the dragon was now -stands a small harmless looking old man. -~ -206 0 0 0 16 0 0 0 150 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -T 2501 -#2549 -necromancer master~ -the Necromancer~ -The Necromancer is here raising undead servants. -~ - Attired all in black, the Necromancer is tall and gangly, but still quite an -imposing figure. A dark cowl shrouds most of his face, but two blazing embers -which serve as eyes can be seen through the shadow. The Necromancer shrieks -some obscenities and orders his minions to attack. -~ -234 0 0 0 16 0 0 0 -950 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -T 2501 -#2550 -skeleton undead~ -the animated skeleton~ -An animated skeleton screams silently and attacks. -~ - It feels no pain, and hacks at you ruthlessly. -~ -188586 0 0 0 16 0 0 0 -500 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#2551 -undead giant~ -the undead giant~ -An undead giant lumbers towards you. -~ - This thing seems to be the reanimated corpse of a giant, creating an enormous -zombie. -~ -188524 0 0 0 16 0 0 0 -500 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -#2552 -witch hag~ -the ugly witch~ -An ugly witch is here scrying out secrets. -~ - She has no face at all, just blank skin, rather disturbing. From about where -her mouth should be, comes a disgusting giggling sound that makes your skin -crawl with revulsion. -~ -108 0 0 0 16 0 0 0 -450 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -T 2501 -#2553 -librarian mage~ -the Librarian~ -The Librarian has fallen asleep at his desk here. -~ - He looks like a rather peaceful old man. -~ -234 0 0 0 16 0 0 0 450 E -23 13 -3 4d4+230 3d3+3 -230 52900 -4 8 1 -E -T 2501 -#2554 -apprentice~ -the Master's apprentice~ -The Master's apprentice leaps to halt your passage. -~ - A powerful wizard in his own right, the apprentice of the master of balance -has given up his station in the mage guild hierarchy in order to serve the Great -Master in hopes of gleaning secrets one could never hope to uncover alone. -~ -110 0 0 0 16 0 0 0 0 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -T 2501 -#2555 -cat gray familiar~ -the gray cat~ -A gray cat is lounging lazily here. -~ - The gray cat cocks an ear towards you, sensing your scrutiny, then purrs -contentedly. It looks rather harmless, until you notice its very large claws. - -~ -74 0 0 0 524304 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -#2556 -master guildmaster gray~ -the Master of Neutrality~ -The Master of Neutrality is here contemplating the balance of the Universe. -~ - He looks quite peaceful. -~ -2894 0 0 0 16 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 2501 -#2557 -apprentice black~ -the black robed apprentice~ -A black robed apprentice jumps from the shadows and attacks. -~ - She bears a wicked looking scar down the side of her face, though once she -must have been beautiful, now the scar combined with what seems to be a -permanent scowl make her looks quite fearsome. -~ -110 0 0 0 16 0 0 0 -750 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -T 2501 -#2558 -cat black familiar~ -the black cat~ -A black cat with its fur up hisses at you. -~ - It looks both mean and dangerous. Petting seems to be completely out of the -question. -~ -74 0 0 0 524304 0 0 0 -800 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 0 -E -#2559 -master guildmaster black~ -the Master of the Black Robes~ -The Master of the Black Robes is here plotting vile deeds. -~ - The Master glares at you. -~ -3662 0 0 0 16 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 2501 -#2560 -apprentice white~ -the white robed apprentice~ -A white robed apprentice screams at your desecration of goodness. -~ - He looks like a fanatic. The white robed apprentice screams 'Thou art -unworthy of this honor! ' -~ -174 0 0 0 16 0 0 0 750 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -T 2501 -#2561 -cat white familiar~ -the white cat~ -A white cat is here preening its fur. -~ - It seems to be nothing more than a large ball of fluff with claws. -~ -74 0 0 0 524304 0 0 0 800 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#2562 -master guildmaster white~ -the Master of Goodness~ -The Master of Goodness is here frowning at your intrusion. -~ - He looks like a self-righteous bastard. -~ -3406 0 0 0 16 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 2501 -#2563 -cat calico familiar~ -the calico cat~ -A large calico cat is lounging about here. -~ - It looks incredibly large for a cat, no doubt a giant of its species. A -beautiful jewel encrusted collar about its neck is its only adornment. -~ -74 0 0 0 524304 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#2564 -guildmaster grand mistress~ -the Grand Mistress~ -The Grand Mistress of Magic is sitting here. -~ - She looks quite comfortable on her emerald throne. Amazingly young and -pretty for one of such stature in the guild, no doubt she has kept her youthful -appearance through the use of strong magicks. The Grand Mistress pets her -familiar and smiles at you in confidence. -~ -2062 0 0 0 16 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -T 2501 -$ diff --git a/lib/world/mob/250.mob b/lib/world/mob/250.mob deleted file mode 100644 index 7670dd3..0000000 --- a/lib/world/mob/250.mob +++ /dev/null @@ -1,143 +0,0 @@ -#25000 -Copper Dragon~ -the Copper Dragon~ -The Copper Dragon of Time stands before you -~ - A majestic Dragon stands before you in all its glory. The gleam from its -copper scales seems to stop time. The Dragon does not seem happy that you are -here. It ATTACKS. -~ -2058 0 0 0 80 0 0 0 350 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#25001 -White Dragon~ -the White Dragon~ -The White Dragon of Ice stands before you -~ - A intimidating Dragon stands before you. The icy glare blinds you long -enough for the Ice Dragon to devour you. -~ -2058 0 0 0 80 0 0 0 -350 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#25002 -Pixie~ -a Pixie~ -A Pixie flits about the room -~ - This winged creature is the epitome of mischief. He loves to pick on -travelers, and guess what.... It's your turn :). -~ -200 0 0 0 0 0 0 0 500 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 0 -E -#25003 -Time Dragon Spirit~ -the Spirit of the Time Dragon~ -The translucent Spirit of the Dragon stares at you through uncaring eyes -~ - The Spirit of the Time Dragon guards the hoard gathered by the copper -dragons who have stood sentinel over this spot. The Spirit lunges for your -SOUL!!!!!!! -~ -2058 0 0 0 524372 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -#25004 -Ice Dragon Spirit~ -the Spirit of the Ice Dragon~ -The shimmering Spirit of the Dragon freezes you in your steps -~ - The Spirit of the Ice Dragon Stands over the hoard of the previous white -dragon guardians. The Spirit attempts to leech you life blood from your body. - -~ -2058 0 0 0 524372 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -#25005 -Pixie King~ -the Pixie King~ -The Pixie King looks at you with a merry glint in his eyes and nods -~ - The Pixie King is slightly bigger than other pixies. He is really cool. -The King loves to frolic and play, especially with new friends. He asks you -"Will you be my fwiend? ". -~ -2058 0 0 0 80 0 0 0 1000 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#25006 -gate keeper gatekeeper~ -the GateKeeper~ -The GateKeeper appears to look right through you as he stands at his post. -~ - The GateKeeper is a grim staunch figure. He looks as if he has been -carrying a large burden for some time. You feel sorry for him, but he does -have the key that you need to continue on through the cave. -~ -2058 0 0 0 80 0 0 0 0 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -#25007 -eternity dragon~ -the Eternity Dragon~ -The Eternity Dragon stands before you, it pays you no heed as it stays its everlasting vigil. -~ - The Eternity Dragon is by far the largest dragon you have ever seen or heard -of. Its body easily stretching 300 feet from nose to tail. This entire -cavern, which seems to span the distance of about three levels of this -mountain, is completely filled by the dragon. At the time it seems peaceful, -but you can tell that attacking it would be the dumbest, and last thing you -ever did. -~ -72 0 0 0 524372 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#25008 -pixie guard~ -a Pixie Guard~ -The Pixie Guard stands here, prepared to loose his life for the king. -~ - The Pixie Guard doesn't really do much to inspire fear in your heart, but -you suppose that if pressed, he could fight quite viciously compared to most -Pixies. -~ -4106 0 0 0 1048576 0 0 0 1000 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -#25009 -mage pixie master~ -the Master Pixie Mage~ -The Master Pixie Mage is here ruffling through the King's belongings. -~ - The Master Pixie Mage does not look like any of the other Pixies you have -encountered. His glow has taken on a pale green color, and he is staring at -you maliciously. The Staff he carries seems familiar, but you are not sure -from where you remember it. -~ -2058 0 0 0 16 0 0 0 -500 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -$ diff --git a/lib/world/mob/251.mob b/lib/world/mob/251.mob deleted file mode 100644 index 2eebba8..0000000 --- a/lib/world/mob/251.mob +++ /dev/null @@ -1,242 +0,0 @@ -#25100 -chimpanzee chimp~ -the chimpanzee~ -A chimpanzee is standing here. -~ - This intelligent chimpanzee is one of the many inhabitants of Ape Village. - -~ -200 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -E -#25101 -chimpanzee chimp~ -the chimpanzee~ -A chimpanzee is standing here. -~ - This intelligent chimpanzee is one of the many inhabitants of Ape Village. - -~ -200 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#25102 -orangutan orang~ -the Orangutan~ -A regal looking Orangutan is standing here. -~ - The Orangutans are the rulers of the Ape Village, and they are the most -intelligent. -~ -200 0 0 0 0 0 0 0 -350 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -BareHandAttack: 5 -Str: 12 -Dex: 12 -Int: 12 -Wis: 12 -E -#25103 -gorilla soldier~ -the savage gorilla soldier~ -A savage Gorilla soldier is here, looking for something to kill. -~ - The Gorilla Soldiers make up the army and police forces of Ape Village. -Don't mess with them! -~ -72 0 0 0 0 0 0 0 -500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 12 -Str: 12 -Dex: 12 -Int: 12 -Wis: 12 -E -#25104 -gorilla hunter~ -the gorilla hunter~ -A Gorilla Hunter is here, looking for something to kill. -~ - The Gorilla Hunters hunt down humans for sport. They also round up humans -for the ape scientists to use in experiments. -~ -72 0 0 0 0 0 0 0 -500 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -BareHandAttack: 12 -Str: 12 -Dex: 12 -Int: 12 -Wis: 12 -E -#25105 -ape child kid~ -the ape child~ -A small Ape Child is standing here. -~ - Ape children are stupid and weak. Perfect for killing! -~ -200 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#25106 -wild human~ -the wild human~ -A wild human is here, eyeing you nervously. -~ - These wild humans are crazy. They can't speak or write, and they are hunted -by the apes. -~ -76 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#25107 -caged human~ -the caged human~ -A caged human is here, eyeing you nervously. -~ - These wild humans are crazy. They can't speak or write, and they are hunted -by apes. Captivity has made these humans weaker than the wild ones. -~ -10 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#25108 -ursus gorilla captain~ -Ursus, the gorilla captain~ -Ursus, the Gorilla Captain, is glaring at you. -~ - Ursus is the captain of the Gorilla Soldiers. He's very mean and very -strong. Picking a fight with him would surely result in death! -~ -141384 0 0 0 0 0 0 0 -500 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 6 -Str: 17 -Dex: 17 -Int: 17 -Wis: 17 -E -#25109 -dr. doctor zaius~ -Dr. Zaius~ -Dr. Zaius, the ruler of Ape Village, is standing here. -~ - Dr. Zaius knows the truth behind Ape Village. He knows that apes were once -dominated by man, but he doesn't like to share information. -~ -8392 0 0 0 0 0 0 0 -200 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -BareHandAttack: 7 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -E -#25110 -cornelius chimpanzee~ -Cornelius~ -Cornelius the chimpanzee is standing here. -~ - Cornelius is an archeologist. He is sympathetic towards humans, unlike the -other apes. -~ -8264 0 0 0 0 0 0 0 200 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 7 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#25111 -zira chimpanzee~ -Zira~ -Zira the chimpanzee is standing here. -~ - Zira is a psychologist. She works with the humans and tries to make them -speak. Although she doesn't know it, she performs evil operations with Dr. -Zaius. -~ -8202 0 0 0 0 0 0 0 200 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 2 -BareHandAttack: 8 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#25112 -rock~ -the rock~ -A large rock is resting here. -~ - These rocks have been mutated by radiation from the nuclear wars of the -past. For some reason, they have developed an intelligence and are able to -move around. Beware! -~ -76 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 5 -Str: 12 -Dex: 12 -Int: 12 -Wis: 12 -E -#25113 -keeper~ -the keeper~ -The Keeper is here, watching out onto the ocean. -~ - The Keeper guards the Statue of Liberty. He certainly doesn't want any -hairy apes touching one of mankind's last relics. He's an avid steroid user, -so he's pretty tough. -~ -34830 0 0 0 0 0 0 0 -600 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 9 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#25114 -ape shopkeeper~ -the ape shopkeeper~ -An ape shopkeeper is here, staring at you. -~ - This ape likes to buy and sell stuff. He has a very short temper. -~ -141322 0 0 0 16 0 0 0 -300 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -$ diff --git a/lib/world/mob/252.mob b/lib/world/mob/252.mob deleted file mode 100644 index f1262b4..0000000 --- a/lib/world/mob/252.mob +++ /dev/null @@ -1,94 +0,0 @@ -#25200 -bat~ -a huge black bat~ -A huge black bat hovers before you. -~ - It doesn't seem to want to attack, it simply seems to be watching you, almost -with intelligent eyes. -~ -196684 0 0 0 80 0 0 0 -200 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 4 -E -#25201 -gypsy zigeuner~ -the Zigeuner Gypsy~ -A Zigeuner Gypsy seems shocked by your presence here. -~ - Walking head down, mumbling to himself, you are the last thing this guy -expected. -~ -6216 0 0 0 0 0 0 0 -300 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#25202 -gypsy cigano~ -the Cigano Gypsy~ -A Cigano Gypsy spots you and turns away at a quick pace. -~ - He seems to be on his way to take care of something. -~ -6344 0 0 0 0 0 0 0 -300 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#25203 -gypsy tsigani~ -a Tsigani Gypsy~ -A Tsigani Gypsy comes running at you, weapon drawn! -~ - Of all the different gypsies in the castle, you had to find the one with a -deathwish... -~ -6248 0 0 0 0 0 0 0 -300 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 3 -E -#25204 -vampire greater~ -a Greater Vampire~ -A Greater Vampire flings himself on you in a frenzy of Bloodlust! -~ - You really don't have the time to stop and check this guy out, he is -attacking you! -~ -229976 0 0 0 80 0 0 0 -700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 4 -E -#25205 -vampire lesser~ -a Lesser Vampire~ -A Lesser Vampire attacks with a power that only a vampire could possess. -~ - Watch the teeth - something you were supposed to remember about the teeth. -~ -168536 0 0 0 80 0 0 0 -800 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 8 -E -#25206 -Lord vampire~ -the Vampire Lord~ -A huge, terrifying man-like thing is about to bite your neck. -~ - He moves so fast, it is hard to tell anything about him at all. -~ -2650 0 0 0 80 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 4 -E -$ diff --git a/lib/world/mob/253.mob b/lib/world/mob/253.mob deleted file mode 100644 index 6adf325..0000000 --- a/lib/world/mob/253.mob +++ /dev/null @@ -1,155 +0,0 @@ -#25300 -guard~ -an MoS Guard~ -An MoS Guard stands here, blocking your passage down the steps. -~ - Such strict attention stands he, looks as if maybe he were made of steel -himself. -~ -10 0 0 0 0 0 0 0 -200 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -BareHandAttack: 10 -E -T 25300 -T 25301 -T 25302 -T 25305 -#25301 -charley checkpoint~ -Checkpoint Charley~ -Checkpoint Charley stands here, clipboard in hand, making sure no elves get in. -~ - Poor guy, must have been a geek in high school, now he has this semi-official -position and he takes it WAY too seriously. -~ -10 0 0 0 0 0 0 0 -100 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -T 25306 -T 25307 -T 25308 -#25302 -soldier mos~ -an MoS soldier~ -An MoS soldier is here, looking at you in some confusion. -~ - He turns away, begins to walk away, then stops. He turns back. Looks. -"Um, hey," he says, "are you supposed to be here? " -~ -200 0 0 0 0 0 0 0 -200 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -T 25309 -#25303 -master arms~ -the Master at Arms~ -The Master at Arms is here, working out with some steel weights. -~ - This dude looks like he could crush you in one sweep of his massive -tree-trunk arms. -~ -10 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 7 -E -#25304 -captain MoS~ -the MoS Captain~ -The MoS Captain stands here, hating elves. -~ - This guy is as brainwashed as they come. If he was wearing an "I hate elves" -patch on his arm, it couldn't be more obvious. You check his arm. He isn't -wearing one. -~ -10 0 0 0 0 0 0 0 -300 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#25305 -lieutenant MoS~ -the MoS Lieutenant~ -The MoS Lieutenant is here, reading a book on racial purity. -~ - He looks a bit confused as to why you are even in his room. After a brief -moment of silence he says, "Hey. Why are you in my room? " -~ -10 0 0 0 0 0 0 0 -300 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#25306 -sergeant MoS~ -the MoS Sergeant~ -The MoS Sergeant stands here, nothing to do. -~ - Pity this man seems like he might make a good stableman... -~ -10 0 0 0 0 0 0 0 -300 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#25307 -general MoS~ -the MoS General~ -The MoS General is here, practicing his hate speeches. -~ - This guy seems just maybe a couple cards short of a full deck. -~ -10 0 0 0 0 0 0 0 -300 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#25308 -grand knight~ -the Grand Knight~ -The Grand Knight stands here. -~ - Maybe you should consider running the other way... -~ -10 0 0 0 0 0 0 0 -400 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#25309 -Bob MoS guard~ -Bob, the MoS guard~ -A guard in MoS uniform with the name 'Bob' stenciled across his chest waits here. -~ - He has just the slightest grin on his face, one that suggests he may not be -"all there". -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -T 25303 -T 25304 -#25310 -soldier mos partII~ -an MoS soldier~ -An MoS soldier is here, looking at you in some confusion. -~ - He turns away, begins to walk away, then stops. He turns back. Looks. Um, -hey," he says, "are you sposed to be here? -~ -200 0 0 0 0 0 0 0 -200 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -T 25310 -$ diff --git a/lib/world/mob/254.mob b/lib/world/mob/254.mob deleted file mode 100644 index 5e4748f..0000000 --- a/lib/world/mob/254.mob +++ /dev/null @@ -1,197 +0,0 @@ -#25400 -villager man~ -the villager~ -A man is here, going about whatever business Mordecai has set him to. -~ - The villager looks quite like any other man you might meet on any other -street in any other town. -~ -76 0 0 0 0 0 0 0 -200 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#25401 -skinny woman villager~ -the skinny woman~ -A skinny woman stands here. She is pale, sickly and generally pathetic to see. -~ - The woman would probably be quite a hottie if not for her ribs showing through -the flimsy fabric of her grubby, raggedy dress. -~ -76 0 0 0 0 0 0 0 400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 2 -BareHandAttack: 8 -E -#25402 -lieutenant caspan caspan soldier~ -Lieutenant Caspan~ -Caspan recognizes you as an intruder immediately and attacks! -~ - Strong, tall, and mean as hell, this man could probably tear you limb from -limb. -~ -231466 0 0 0 16 0 0 0 -600 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -BareHandAttack: 3 -E -#25403 -penelope penelope~ -Penelope~ -Penelope stands here, looking beautiful as a Goddess. -~ - Slightly plump, but all in the right places, Penelope looks as if she knows a -trick or two with the fellas. -~ -229386 0 0 0 0 0 0 0 600 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -#25404 -soldier mordecai~ -the soldier~ -One of Mordecai's soldiers marches by, intent on his duties. -~ - Dressed in matching rags, these soldiers present a pitiful ragtag bunch. -~ -6154 0 0 0 0 0 0 0 -400 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#25405 -little village whore~ -the little whore~ -A poor twelve year old girl is here, offering herself to all men in the village. -~ - The girl looks worn and beaten. Perhaps you should have pity on her? -Certainly, her way of life has been ordered by Mordecai. -~ -72 0 0 0 524288 0 0 0 -50 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -#25406 -pale child chanker~ -the chanker ridden child~ -A child covered in nasty chankers trudges past. -~ - The child, dressed in the dirtiest of rags, looks up at you through his pussy -eyes, and smiles a toothless smile. -~ -200 0 0 0 524288 0 0 0 -50 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#25407 -pregnant woman~ -the pregnant woman~ -A pregnant woman sits here, eating a peanut butter and pickle sandwich. -~ - The woman looks at you with hope and asks, "Got any ice cream?!? " -~ -10 0 0 0 0 0 0 0 500 E -12 16 2 2d2+120 2d2+2 -120 14400 -6 6 2 -BareHandAttack: 10 -E -#25408 -three legged dog~ -the three legged dog~ -A three legged dog limps by you. -~ - This flea-bitten, beaten-half-to-death-every-day-of-its-life dog looks sadly -at you and then continues limping along. -~ -72 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -BareHandAttack: 4 -E -#25409 -hag toothless~ -a toothless hag~ -A toothless hag lays here, smiling big, trying to look appealing. -~ - As the hag notices your interest, her smile gets wider. She turns slowly -onto her back, spreads her legs and raises a suggestive eyebrow. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -6 6 2 -E -#25410 -mordecai mordecai~ -Mordecai~ -Mordecai stand before you; proud, defiant... and dirty. -~ - Mordecai is a menacing figure. A true Lord of Grubs. -~ -2110 0 0 0 16 0 0 0 -999 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#25411 -wandering chicken~ -the chicken~ -A chicken wanders by you, no concerns in life but to cluck. -~ - Sometimes you wonder if life would be better as a chicken. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#25412 -woman filthy shitting~ -a squatting woman~ -A woman is here, squatting over a hole in the ground. -~ - The woman seems only slightly upset to see you here as she tries to shit. -You sense she is having a tough time with her business. -~ -2058 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -BareHandAttack: 13 -E -#25413 -bastard sneaky~ -the sneaky little bastard~ -A sneaky little bastard is here, counting his coins. -~ - The grubby hands and shifty eyes give this little brat the look of a -criminal. He's rooting through his purse inspecting his loot. Perhaps some of -it came from yours. -~ -204 0 0 0 524288 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#25414 -man old~ -the grouchy old man~ -A grouchy old man is here, complaining about the weather. -~ - What crawled up this guys arse? -~ -10312 0 0 0 0 0 0 0 -200 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -$ diff --git a/lib/world/mob/255.mob b/lib/world/mob/255.mob deleted file mode 100644 index ac5e317..0000000 --- a/lib/world/mob/255.mob +++ /dev/null @@ -1,97 +0,0 @@ -#25500 -parrot ghost~ -a parrot ghost~ -A ghost parrot suddenly appears before you in a flurry of motion. -~ - Man that thing is fast! -~ -256282 0 0 0 65540 0 0 0 -1000 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -BareHandAttack: 4 -E -T 46 -#25501 -pirate ghost~ -a pirate ghost~ -A pirate ghost fades into existence, intent on getting you off his ship. -~ - The image of this being flickers in and out of existence, making it hard for -you to distinguish any specific features. -~ -231544 0 0 0 65556 0 0 0 -1000 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -BareHandAttack: 5 -E -#25502 -captain ghost~ -the Captain ghost~ -The Captain blurs into focus, just as he slams his weapon into your head! -~ - The ghost of the captain is much larger than the other ghosts you've seen. -And much meaner! -~ -239674 0 0 0 65556 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 10 -E -#25503 -ghost cook pirate~ -the ghost cook~ -The ghost of the pirate cook blurs into focus before your eyes. Is that a meat cleaver? -~ - You cannot get a solid look at the cook, the apparition is not distinct -enough for that. -~ -231482 0 0 0 65540 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 3 -E -#25504 -first mate ghost pirate~ -the ghost of the First Mate~ -The ghost of the First Mate comes flying at you, a silent scream of fury on it's lips! -~ - This man must have been a maniac even when he was alive! -~ -188536 0 0 0 65540 0 0 0 -1000 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -BareHandAttack: 9 -E -#25505 -sailor old man~ -an old sailor~ -An old sailor sits before the fire, cross-legged, staring at the flames. -~ - The old man does not even seem to notice that you have entered into his -domain. -~ -2074 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -6 6 1 -BareHandAttack: 5 -E -#25506 -bones pile~ -the pile of bones~ -A pile of bones suddenly rises up, comes to life and attacks! -~ - Horror of horrors, RUN! -~ -229418 0 0 0 4 0 0 0 -1000 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 0 -BareHandAttack: 9 -E -$ diff --git a/lib/world/mob/256.mob b/lib/world/mob/256.mob deleted file mode 100644 index a6fdc7c..0000000 --- a/lib/world/mob/256.mob +++ /dev/null @@ -1,209 +0,0 @@ -#25600 -maid~ -the maid~ -A maid walks around, looking for something to clean. -~ - She wears a black dress with a white apron. She looks as if she knows her -job well. -~ -204 0 0 0 0 0 0 0 500 E -7 18 5 1d1+70 1d2+1 -70 4900 -6 6 2 -E -T 25604 -#25601 -firetender fire tender~ -the firetender~ -A firetender is here keeping the water warm for you. -~ - This young servant has probably only reached his ninth or tenth year, and is -probably working to help support his family. What a great little fella. -~ -10 0 0 0 0 0 0 0 750 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 25601 -T 25600 -T 25603 -#25602 -firetender~ -the firetender~ -A young female firetender is here keeping the water warm for guests' baths. -~ - This young lady has probably only reached her ninth or tenth year. She is -probably working so that her poverty stricken family can eat this season. -~ -10 0 0 0 0 0 0 0 750 E -6 18 6 1d1+60 1d2+1 -60 3600 -6 6 1 -E -T 25600 -T 25601 -T 25602 -#25603 -servant~ -the Lord's servant~ -One of the Lord's servants bustles by looking very busy. -~ - The servant turns to you and says, "Shhh... The Lord does not tolerate -dawdling service, at least not since the lady Penelope was taken by Mordecai. -" -~ -200 0 0 0 0 0 0 0 250 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 25605 -#25604 -lord's lord's guest~ -the Lord's guest~ -One of the Lord's guests stands here importantly. -~ - Dressed in finery, with many frills and trills, this man could very well pass -for a transvestite. -~ -192584 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -T 25606 -T 25607 -#25605 -cook~ -a cook~ -One of the Lord's cooks stands here preparing for the next meal. -~ - Dressed all in white, this woman seems covered head to toe in flour. -~ -10 0 0 0 0 0 0 0 350 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -T 25608 -T 25609 -T 25610 -T 25611 -T 25612 -#25606 -child kid~ -the child~ -An annoying little kid runs past you, nearly knocking you over. -~ - Dressed all in finery, this is obviously one the children of one the Lord's -guests. -~ -72 0 0 0 0 0 0 0 500 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#25607 -lord~ -the Lord~ -Here you find the Lord of the Keep, weeping silently, knees drawn up against his chin. -~ - The Lord, a strong and proud looking man, can not seem to stay lucid long -enough to speak to you. -~ -223258 0 0 0 16 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#25608 -guard~ -the Lord's Guard~ -A member of Lord's Guard stands here, ready to fight for his Lord. -~ - This man, showing no expression at all, could easily be made of stone. -~ -4106 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#25609 -commander guard~ -the Commander~ -The Commander of the Lord's Guard stands here at attention. -~ - A truly noble man, this person's only desire in life is to protect his Lord. - -~ -4106 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#25610 -gardener~ -the gardener~ -A gardener smiles up at you as you enter. -~ - He looks to be a kind and gentle man, one who has devoted much of his life to -nature and Mother Earth. -~ -10 0 0 0 0 0 0 0 500 E -18 14 0 3d3+180 3d3+3 -180 32400 -6 6 1 -E -#25611 -stable hand stablehand~ -the stablehand~ -A stablehand waits patiently for your mount. -~ - Although a young lad, he still seems very competent. -~ -10 0 0 0 0 0 0 0 500 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#25612 -waiter~ -a waiter~ -A waiter stands nearby, waiting to serve. -~ - Hans waits, stolidly and politely, as if he has not a care in the world but -to get you a drink or snack. -~ -188426 0 0 0 0 0 0 0 600 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#25613 -blacksmith~ -a blacksmith~ -A blacksmith works here, intent on his anvil. -~ - He looks as if he could pound that metal for hours and not even break a -sweat. -~ -10 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#25650 -sneaky servant~ -the sneaky servant'~ -A servant sneaks by you, head down, seeming to want to be un-noticed. -~ - This guy MUST be some kind of rat or informer, he just looks so, well, -guilty. -~ -216 0 0 0 1572864 0 0 0 -100 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -$ diff --git a/lib/world/mob/257.mob b/lib/world/mob/257.mob deleted file mode 100644 index 35d4503..0000000 --- a/lib/world/mob/257.mob +++ /dev/null @@ -1,915 +0,0 @@ -#25700 -man young~ -the young man~ -A young man wearing mirrored sunglasses and a tie-dyed robe stands smoking a home grown 'cigarette' behind the counter. -~ - Not a mage himself, this young man has found enough suppliers in town to keep -his shop well stocked, even overstocked at times. -~ -190474 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25701 -provisioner~ -the town provisioner~ -The town provisioner stands here ready to serve your needs. -~ - A small man, by anyone's standards. He has a strange glint in his eyes which -some men get when obsessed with money. -~ -190474 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25702 -dalston elias man~ -Elias Dalston~ -Elias Dalston, son of the original Dalston, waits impatiently while you shop. -~ - Elias carries the haughty look that says, "My daddy is an important man, so -respect me, or I'll tell. " -~ -190474 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25703 -maris~ -Maris the weaponsmith~ -Maris waits with a smile while you browse his goods. -~ - Maris is a large man, still very much in shape in spite of his years. He -looks very capable of using any of his fine weapons. -~ -190474 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25704 -ilena maris wife~ -maris' wife Ilena~ -Maris' wife, Ilena, stands here waiting to help you. -~ - Probably one of the more stunning older woman you have ever come across, -Ilena exudes confidence and knowledge. -~ -190474 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 2 -E -#25705 -receptionist balding man proprietor~ -the balding man~ -The balding man is sitting here at his desk, busily counting the day's sales. -~ - You notice a tired look in his face. He looks like he is a bit too worried -about his fortune to worry about sleep. -~ -59418 0 0 0 65616 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -6 6 1 -E -#25706 -captain vulcevic~ -Captain Vulcevic~ -Captain Vulcevic, a retired captain from the naval forces, impatiently stands here. -~ - Not a man to be kept waiting, Vulcevic begins to tap his foot impatiently. -~ -190474 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25707 -daron bootmaster~ -Daron~ -Daron the Bootmaster stands behind the counter with a shoe horn in one hand and a sanitary footy in the other. -~ - He looks like a competent young bootmaker. -~ -190474 0 0 0 0 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25708 -blacksmith~ -the blacksmith~ -The blacksmith is here, pounding on his anvil. So intent on his work he seems, -it gives you small start when he asks, "may I help you?" without looking up. -~ - He looks like he could tear your arms out at the socket without an upwards -glance. -~ -26634 0 0 0 0 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25709 -wellmaster~ -the wellmaster~ -The Wellmaster is standing behind the counter. -~ - The Wellmaster looks tired, but in a good way. It must be true when they say -that Alquandon river water is the best in Dibrova. -~ -190474 0 0 0 16 0 0 0 800 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25710 -master head postmasters~ -the postmaster~ -The head postmaster is standing here, waiting to help you with your mail. -~ - The Postmaster seems like a happy old man, though a bit sluggish. He worries -about the reputation of the DMS (Dibrova Mail Service), as many people seem to -think that it is slow. Perhaps if he were to brush the cobwebs from his uniform -it would help to make a better impression. -~ -518154 0 0 0 65552 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25712 -lease manager~ -the lease manager~ -The lease manager sits behind her desk, smiling at you. -~ - True enough, she is smiling at you, and she's not a bad looker, but I think -it's all part of the job. Don't get your hopes up. -~ -190474 0 0 0 65552 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -6 6 2 -E -#25713 -granny~ -Granny~ -Granny sits here in here rocker, calmly knitting an afghan. "Kin ah hilp yus?", she asks an old, tired voice. -~ - Granny looks as if she could be 110 years old, so frail and withered she -seems. -~ -190474 0 0 0 65552 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -6 6 2 -E -#25714 -dealer mobster man poker suit dark~ -the dealer~ -A man dealing cards in a dark suit sits behind a table, waiting to win your money. -~ - The man gives a little smirk as you look him over. "Nervous? ", he asks. -~ -190474 0 0 0 65552 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -6 6 1 -E -#25715 -grigor grigor~ -Grigor~ -Grigor leans on his counter here, tying lures. -~ - Grigor wears a round fishing hat covered in lures and smells like bad... -Well, like fish. -~ -190474 0 0 0 65552 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25716 -franz clothier~ -Franz the clothier~ -Franz stands here, sizing you up, one hand resting delicately under one chin, the other on his elbow. -~ - Franz may not be what many would term a CONFIDENT heterosexual. -~ -190474 0 0 0 65552 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25717 -trainer man master~ -the trainer~ -The trainer stands ready, waiting to train you in whatever stat you wish to increase. -~ - A solidly built 6'5, this man could wallup three of you. -~ -190474 0 0 0 65552 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25718 -librarian woman pretty plump~ -the librarian~ -The librarian, a plump woman in her mid-thirties, sits at a desk reading a romance -novel. -~ - Obviously a spinster, this woman would most probably give all she owns for a -man of her own. -~ -190474 0 0 0 65552 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -6 6 2 -E -#25719 -banker~ -the banker~ -The banker stands behind one of his tellers, smiling. -~ - A man used to seeing vast sums of gold. -~ -190474 0 0 0 65552 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25720 -guildmaster master mage~ -the mages' guildmaster~ -Your guildmaster is studying a spellbook while preparing to cast a spell. -~ - Even though your guildmaster looks old and tired, you can clearly see the -vast amount of knowledge she possesses. She is wearing fine magic clothing, and -you notice that she is surrounded by a blue shimmering aura. -~ -59418 0 0 0 16 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -#25721 -guildmaster master priest~ -the priests' guildmaster~ -Your guildmaster is praying to your God here. -~ - You are in no doubt that this guildmaster is truly close to your God; he has -a peaceful, loving look. You notice that he is surrounded by a white aura. -~ -59418 0 0 0 16 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#25722 -guildmaster master thief~ -the thieves' guildmaster~ -A man who looks as if he has had all he could ever need in this world is -sitting here, could he be a guildmaster? -~ - You realize that whenever your guildmaster moves, you fail to notice it - the -way of the true thief. He is dressed in the finest clothing, having the -appearance of an ignorant fop. -~ -59418 0 0 0 16 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#25723 -guildmaster master~ -the fighters' guildmaster~ -Your guildmaster is sitting here picking his teeth with a dagger. -~ - This is your master. Big and strong with bulging muscles. Several scars -across his body proves that he was using arms before you were born. He has a -calm look on his face. -~ -59418 0 0 0 0 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#25724 -clariss~ -Clariss~ -Clariss, a heavy set, jovial woman stands here with her arms folded across -her ample bosom, awaiting your pleasure. -~ - Not a mage herself, Clariss was once married to a mage who taught her many of -his secrets, including those secrets dealing with the making of potions. -~ -188426 0 0 0 0 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 2 -E -#25725 -horse trader~ -the horse trader~ -The horse trader sits behind his desk, patiently waiting. -~ - His intense knowledge of every kind of steed makes him seem almost bookish, -but when he talks, you can see his knowledge also comes from experience. -~ -10 0 0 0 0 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -6 6 1 -E -#25726 -guildmaster master assassin~ -the assassin's guildmaster~ -An man dressed all in black stands here. -~ - This man is none other than the founding father of the fraternal order of -assassins. Every idea, concept, and belief that is instilled in every assassin -while training came straight from this man. -~ -59418 0 0 0 524368 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25727 -knight~ -the knight~ -A knight is guarding the entrance. -~ - He is an expert warrior who has attained knighthood through countless -chivalrous deeds. His duty is to protect the Guild of Swordsmen and his extreme -skill combined with his experience in warfare makes him a deadly opponent. -~ -59402 0 0 0 16 0 0 0 800 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25728 -magistrate~ -the Magistrate~ -The Magistrate sits behind his desk, eyeing you as if you have done -something wrong. -~ - This man is obviously used to the power he wields. A man to be reckoned -with. -~ -190474 0 0 0 65552 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -6 6 1 -E -#25729 -rapas rat thief man~ -Rapas~ -Rapas the Rat stands in this small shop, ready to serve your needs. -~ - Obviously not only a skilled thief, but a trained killer. -~ -190474 0 0 0 65552 0 0 0 -700 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25730 -nurse~ -the nurse~ -A nurse waits here, syringe in hand. -~ - A kind smile on her care worn face, this woman is perfect for her job. -~ -190474 0 0 0 65552 0 0 0 700 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#25731 -street tough punk hood~ -the street tough~ -A street tough stands here, looking angry at the world. -~ - What the hell are you looking at, dickweed? -~ -194570 0 0 0 65552 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25732 -ranger master guildmaster man~ -the Guildmaster~ -A ranger leans against the inner trunk of the tree here, waiting to help -you to the next level. -~ - Lean and wiry, this man almost blends into the wall he leans against. -~ -190490 0 0 0 589904 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25733 -assassin man~ -the assassin~ -A man tends shop here, a wry smile on face. -~ - It is apparent that this man would much rather be out killing someone. -~ -190474 0 0 0 65552 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25740 -bartender~ -the bartender~ -The bartender gives you a quick once-over, decides you're okay, and asks -how he can help you. -~ - A young, quick-witted man, the bartender loves to meet new people and hear -their stories as they rest in his bar. -~ -24586 0 0 0 0 0 0 0 900 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#25741 -nurse~ -the nurse~ -A nurse is here, making her rounds. -~ - A tired looking nurse. -~ -24586 0 0 0 0 0 0 0 900 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 2 -E -#25742 -bartender~ -the bartender~ -The bartender turns to you, folds his massive arms, and growls from under his thick beard, "What'll it be?" -~ - This man obviously will brook no argument in his place. A real his way or -the highway kind of guy. -~ -188426 0 0 0 0 0 0 0 600 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#25743 -hostess scantily clad woman waitress~ -the hostess~ -A scantily clad waitress hands you your menu with a more-than-friendly smile and tells you, "anything you need, ANYTHING, just let me know." -~ - This woman may not be quite a goddess, but she sure comes close. -~ -188426 0 0 0 0 0 0 0 600 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 2 -E -#25744 -waiter~ -the waiter~ -A waiter who knows where all his customers keep their money is standing here. -~ - Hmmm... Wonder where he got that coin he is playing with. -~ -188426 0 0 0 0 0 0 0 600 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#25745 -waiter~ -the waiter~ -A waiter is here. -~ - This guy looks like he could easily kill you while still carrying quite a few -firebreathers. -~ -24586 0 0 0 0 0 0 0 600 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#25746 -salazar waiter man~ -Salazar~ -Salazar is standing here, eager to serve you a special drink. -~ - Salazar looks like quite an entrepreneur. He knows how to keep his customers -happy, but that doesn't mean he's a pushover! -~ -190490 0 0 0 16 0 0 0 600 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#25747 -woman receptionist assassin~ -the receptionist~ -A young, pert, beautiful, and dangerous woman sits behind the desk. -~ - She looks as if she would be afraid to break a nail, but if she works here, -then she probably could pull your nails out one by one without you even -noticing. -~ -256026 0 0 0 112 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -6 6 2 -E -#25748 -karandon sly jacques jackal man~ -Jacques the Jackal~ -A man hurries by, head down, dressed all in black. -~ - This man, wearing a jet black cloak pulled high over his face and black -boots, looks like a rough customer. -~ -200 0 0 0 524288 0 0 0 -400 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#25749 -saracaphos bejis harah horsemaster man~ -Harah the Horsemaster~ -A man hurries by, head down, dressed all in brown. -~ - This man must be the most nondescript man you've ever seen. -~ -200 0 0 0 524288 0 0 0 -400 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#25759 -keeper peacekeeper~ -the Peacekeeper~ -A Peacekeeper is standing here, ready to jump in at the first sign of trouble. -~ - He looks very strong and wise. Looks like he doesn't answer to ANYONE. -~ -6232 0 0 0 16 0 0 0 1000 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#25760 -constable~ -a member of the city constable~ -A member of the City Constable stands here. -~ - A large man with no expression whatsoever showing beneath his visored helm. - -~ -6216 0 0 0 16 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#25761 -janitor sanitary engineer~ -the sanitary engineer~ -A sanitary engineer is walking around, cleaning up. -~ - What a tough job he has. -~ -2120 0 0 0 0 0 0 0 800 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#25762 -constable~ -a member of the city constable~ -A member of the city constable stands here. -~ - A large man with no expression whatsoever showing beneath his visored helm. - -~ -6216 0 0 0 16 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#25763 -mercenary~ -the mercenary~ -A mercenary is waiting for a job here. -~ - He looks pretty mean, and you imagine he'd do anything for money. -~ -2058 0 0 0 0 0 0 0 -330 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#25764 -drunk~ -the drunk~ -A sullen, sloppy drunk is here practically laying on the bar. -~ - A drunk who seems to not be able to handle his drink, and to carry too much -money. -~ -10 0 0 0 0 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#25765 -beggar~ -the beggar~ -A beggar is here, asking for a few coins. -~ - The beggar looks up at you with pleading eyes. -~ -10 0 0 0 0 0 0 0 400 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#25766 -stableman~ -the stableman~ -A stableman is here, ready to take your steed. -~ - The stableman, or more aptly put, stableboy, is a young man earning extra -money to help support his family. -~ -65770 0 0 0 65536 0 0 0 -200 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#25767 -constable~ -a member of the city constable~ -A member of the City Constable is here, guarding against trouble. -~ - A big, strong, helpful, trustworthy constable. -~ -6218 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#25768 -pale skinny street urchin~ -the pale street urchin~ -A pale, skinny street urchin is here looking for any handouts or -valuable garbage. -~ - Grubby from head to toe, this poor fella looks like he was born on the -streets. -~ -256216 0 0 0 16 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#25769 -commoner~ -a commoner~ -A Jareth commoner walks by you. -~ - The man looks at you, tips his hat, and say,"good day to you, my friend. " -~ -200 0 0 0 0 0 0 0 350 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#25770 -town folk~ -one of the town folk of Jareth~ -One of the town folk of Jareth is here. -~ - Prosperous, this man walks by whistling a merry tune. -~ -200 0 0 0 0 0 0 0 350 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#25771 -courtier fop~ -a courtier~ -A sniveling fop of a courtier walks by you, his nose in the air. -~ - Dressed in his finest, this little man must have been to see the Lord. -~ -200 0 0 0 0 0 0 0 350 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#25772 -miss hawaii beautiful woman~ -Miss Hawaii~ -A woman wearing a bikini and a sash reading Miss Hawaii stands here proudly. -~ - Beautifully tanned, long shapely legs, and DEVOTED to Kaan. Wait! What's -that mark on her left boob? Well, I'll be damned! It's a tatoo! It reads -"Rodger's a sex-machine! " -~ -202 0 0 0 80 0 0 0 350 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#25773 -mage guildguard~ -the guildguard~ -The Guard for the Guild of Mages stands here. -~ - Pretty mean looking for a mage, better be cool. -~ -256010 0 0 0 80 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 25701 -#25774 -cleric guildguard~ -the guildguard~ -The Guard for the Guild of Clerics stands here. -~ - He may be wearing a robe, but I bet he could still kick your ass. -~ -256010 0 0 0 80 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 25700 -#25775 -warrior guildguard~ -the guildguard~ -The Guard for the Guild of Warriors stands here. -~ - Now THIS is one mean motherfucker. -~ -256010 0 0 0 80 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 25703 -#25776 -ranger guildguard~ -the guildguard~ -The Guard for the Guild of Rangers stands here. -~ - Wiry, lean and ready to beat your ass. -~ -256010 0 0 0 80 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 25702 -#25777 -assassin guildguard~ -the guildguard~ -The Guard for the Guild of Assassins stands here. -~ - Do NOT mess with this man. -~ -256010 0 0 0 80 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 25704 -#25779 -miss florida~ -Miss Florida~ -A woman wearing a thong and pasties wearing a bright sash reading Miss Florida stands here. -~ - Sorry, buddy. No peeking this one is all Kaan's. One feature seems to stand -out though... What's that tatooed on her ass??? Ahh, it's some letters that -spell, "Djinn's MY pimp! " hmm, how interesting. -~ -245770 0 0 0 0 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#25789 -petshops wayn shop~ -wayn the Pet Shop~ -Wayn stands here, smiling, waiting to help you. You wonder how he could possibly be smiling in this stench. -~ - As you get in closer for a better look, you see that Wayn has a set of nose -plugs in, attached to a head strap. So that's his trick! -~ -26634 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#25790 -cartwright~ -the cartwright~ -The cartwright waits here, ready to answer any questions. -~ - The cartwright looks to be owner, operator, and builder of these fine carts. - -~ -188430 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#25791 -puppy pets~ -the puppy~ -A small loyal puppy is here. -~ - The puppy looks like a cute, little, fierce fighter. -~ -14 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#25792 -beagle pets~ -the beagle~ -A small, quick, loyal beagle is here. -~ - The beagle looks like a fierce fighter. -~ -14 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -E -#25793 -rottweiler pets~ -the rottweiler~ -A large, loyal rottweiler is here. -~ - The rottweiler looks like a strong, fierce fighter. -~ -14 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#25794 -wolf pets~ -the wolf~ -A large, trained wolf is here. -~ - The wolf looks like a strong, fearless fighter. -~ -14 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#25795 -cryogenicist~ -the cryogenicist~ -The cryogenicist is here, playing with a canister of liquid nitrogen. -~ - You notice a tired look in her face. She looks like she isn't paid well -enough to put up with any crap from mud players with attitudes. -~ -26634 0 0 0 65616 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 2 -E -#25799 -Jeweler~ -the Jeweler~ -The jeweler stands behind his display case. -~ - The jeweler has an eyepiece shoved in one squinted eye, and looks if he may -be a tough bargainer. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -$ diff --git a/lib/world/mob/258.mob b/lib/world/mob/258.mob deleted file mode 100644 index df5e973..0000000 --- a/lib/world/mob/258.mob +++ /dev/null @@ -1,52 +0,0 @@ -#25800 -man vagabond roaming~ -the roaming vagabond~ -A man dressed in dusty clothes gives you a smile and a wave as he walks by. -~ - The glint in his eye as he watches you pass doesn't make you feel all that -comfortable. -~ -76 0 0 0 0 0 0 0 -100 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#25801 -messenger man~ -the messenger~ -A man wearing a blue and gray uniform reading 'XXXX POSTAL SERVICE' runs by. -~ - You barely get a look as this man keeps on going toward the next town, just -doing his job. -~ -200 0 0 0 0 0 0 0 -250 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#25802 -rabbit~ -a rabbit~ -A small, white rabbit hops by you, making it's way into the woods. -~ - Cute little guy - but he IS in your way. -~ -72 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 4 -E -#25803 -hiker~ -a hiker~ -A hiker trudges by, loaded down with his backpack. -~ - This man looks as if he could walk you into the ground and then some. -~ -2120 0 0 0 0 0 0 0 500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -$ diff --git a/lib/world/mob/259.mob b/lib/world/mob/259.mob deleted file mode 100644 index 6764fc2..0000000 --- a/lib/world/mob/259.mob +++ /dev/null @@ -1,128 +0,0 @@ -#25900 -fetch undead spectre~ -the Fetch~ -A Fetch, dressed in black tattered robes which seem to float about its body, stands here. -~ - A Fetch can mean one thing and one thing only - someone is going to die. -The primary function of a Fetch is to foretell death. The question is - is this -Fetch foretelling your death, or someone else's? -~ -253978 0 0 0 88 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 16 -E -#25901 -mother spectre ghost~ -the Spectre of a Woman~ -A womanish spectre floats through the manse, her eyes crying blood. -~ - Her sad eyes tell a story of loss and regret, an anguish as ancient as this -home, possibly even older. She constantly wrings her hands, looking about as if -in search for someone or something. -~ -254056 0 0 0 1104 0 0 0 -200 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -#25902 -web spiderweb~ -a sticky spiderweb~ -A sticky spiderweb lunges out at you, trying to draw you into its web. -~ - It is a very intricate and thick pattern that has been woven here, you could -stare at it for hours and travel its full length. Strange, it seems almost as -if it might have just moved... -~ -253994 0 0 0 80 0 0 0 -500 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -E -#25903 -man spectre ghost~ -the spectre of the master of the house~ -A spectre of a distinguished man floats a foot above the chair at the desk, intent on something there at the desk. -~ - The spectre notices your arrival and - with bared teeth - lunges at you, -obviously intent on your destruction. -~ -2090 0 0 0 262224 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -BareHandAttack: 12 -E -#25904 -churel woman moaning~ -the churel~ -A moaning churel floats through the house, weeping for all the lost children. -~ - Its feet seem a bit askew, almost as if they were turned backward on the -ankles, and the constant moaning is enough to drive a crazy man sane. -~ -196680 0 0 0 0 0 0 0 -300 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#25905 -spider~ -a large black spider~ -A large black spider crawls along the floor just ahead of you. -~ - It has hair all over its small but grotesque body. -~ -65608 0 0 0 0 0 0 0 -300 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -BareHandAttack: 4 -E -#25906 -phantom howling~ -a Howling Phantom~ -A howling Phantom floats through the halls, looking for others to join it in its eternal Hell. -~ - You can not distinguish any specific features of this terrible force of evil, -only a vague humanish shape, baleful glowing eyes, and what appears to a flowing -robe cloak all about it. -~ -163944 0 0 0 0 0 0 0 -800 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 9 -E -#25907 -apparition angry screeching~ -a Screeching Apparition~ -A Screeching Apparition comes flying at you, screaming its anger and hatred. -~ - Its insubstantial form gathers together into a blackish cloud, all mottled -and shot through with streaks of reddish-orange flames. -~ -98346 0 0 0 0 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 12 -E -#25908 -rat scurrying~ -a scurrying rat~ -A rat scurries across the floor in front of you. -~ - With its short, stubby hairs all raised on its back and its tail ramrod -straight, you would almost think this rat meant to attack you! Best not to find -out - better kill it. -~ -72 0 0 0 0 0 0 0 -500 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -BareHandAttack: 8 -E -$ diff --git a/lib/world/mob/260.mob b/lib/world/mob/260.mob deleted file mode 100644 index 5db3aad..0000000 --- a/lib/world/mob/260.mob +++ /dev/null @@ -1,77 +0,0 @@ -#26000 -warrior rhan~ -a Rahn warrior~ -A Rahn warrior suddenly lunges up out of the grass and attacks you! -~ - Dressed in the ancient Rahn war garb, wearing tufts of grass about his waist, -with his face painted in light brown hues, this man looks quite fearsome. -~ -104 0 0 0 1572864 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 1 -E -#26001 -warrior rahn~ -a Rahn warrior~ -A Rahn warrior lunges at you, seemingly from nowhere! -~ - Dressed in the colors of the grasslands, this woman blends in with everything -around her, rendering her nearly invisible. -~ -104 0 0 0 1572864 0 0 0 0 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 2 -E -#26002 -hunter rahn~ -a Rahn hunter~ -A Rahn hunter is startled from his place of concealment, turning his anger on you! -~ - The tales told of these fearsome grassland hunters keep children up at night, -for fear one may sneak into their room! -~ -104 0 0 0 1572864 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#26003 -huntress rahn~ -a Rahn huntress~ -A Rahn huntress decides you are fair game since you have invaded her territory! -~ - This fearsome woman can only be described as 'bestial'. -~ -104 0 0 0 1572864 0 0 0 0 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 2 -E -#26004 -rahn hidesman~ -a Rahn hidesman~ -A Rahn hidesman comes running at you, teeth bared. -~ - Man, this dude is crazy! -~ -104 0 0 0 1572864 0 0 0 0 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#26005 -rahn keeper~ -a Rahn Keeper~ -A Rahn Keeper lunges at you from his spot in the grass, watch out! -~ - He looks mean. -~ -104 0 0 0 1572864 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -$ diff --git a/lib/world/mob/261.mob b/lib/world/mob/261.mob deleted file mode 100644 index c907121..0000000 --- a/lib/world/mob/261.mob +++ /dev/null @@ -1,294 +0,0 @@ -#26100 -butler~ -the butler~ -A butler walks up to you and states, 'please follow me, sir.' -~ - Dressed all in black, looking like a very capable and dependable man. -~ -200 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 10 -E -#26101 -five headed demon~ -a five headed demon~ -A huge five headed demon rises up up on its haunches and attacks! -~ - This demon has pure malevolence for anything living. Oops! You're living! -I guess that means you! -~ -194586 0 0 0 16 0 0 0 -1000 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -BareHandAttack: 8 -E -#26102 -man~ -a man~ -A man sits here, chatting happily with a handsome older woman. -~ - Looks like he just might get lucky. -~ -256026 0 0 0 16 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -6 6 1 -E -#26103 -woman~ -a woman~ -A woman sits here, chatting with a young man. -~ - Looks like a socialite who has seen better days. -~ -256026 0 0 0 16 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -6 6 2 -E -#26104 -man balding~ -a balding man~ -A balding man sits in a recliner, feet up, before the fire. -~ - Man, that looks comfey! -~ -253962 0 0 0 16 0 0 0 0 E -19 14 -1 3d3+190 3d3+3 -190 36100 -6 6 1 -E -#26105 -servant~ -a servant~ -A servant walks by, stiff backed and formal. -~ - Black slacks, white shirt, black overcoat - you know, a servant. -~ -6344 0 0 0 16 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#26106 -maid~ -a maid~ -A maid walks by, ignoring you and all others as she goes about her business. -~ - Black dress, white smock. She looks quite a bit like a maid. -~ -4296 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -E -#26107 -cook~ -the Cook~ -The Cook bustles about, making a mess while making a meal. -~ - Dressed in what used to be white, the cook mostly wears her many stains upon -herself. Strangely, she seems almost proud of those stains, almost as if they -were decorations from battles past. -~ -2058 0 0 0 0 0 0 0 0 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 2 -BareHandAttack: 5 -E -#26108 -maid fat~ -the fat maid~ -A HUGE FAT maid stands here, cramming all the food she can in her mouth. -~ - This big 'ole porker must have won at least one all-you-can-eat contest in -her time. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#26109 -thing~ -a slimy green thing~ -A huge slimy green thing crawls across the table, sucking at the food. -~ - Man, that's sick. Sick and wrong. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#26110 -face floating floatingfacepainting ~ -the Floating Face~ -The Face suddenly comes alive, out of the picture, and attacks you! -~ - By the Gods, what IS it? -~ -229418 0 0 0 1572864 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -BareHandAttack: 4 -E -#26112 -bear cat~ -Inna's cat~ -A HUGE bear rises up on its hind legs, looking as if it may attack! -~ - The image of this bear wavers in and out, flickering. Could it be that this -thing isn't what it seems? -~ -138 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -BareHandAttack: 4 -E -#26113 -man naked~ -a naked man~ -The man jumps up from the bed and although he has not a stitch on him, attacks! -~ - This guy must've been a little, err, busy? When you landed in his room. -~ -42 0 0 0 80 0 0 0 100 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#26114 -woman cowering~ -the cowering woman~ -The woman simply tries to cover herself under the blankets. -~ - Poor girl, looks as if maybe she was one the servants... -~ -138 0 0 0 0 0 0 0 300 E -6 18 6 1d1+60 1d2+1 -60 3600 -6 6 2 -E -#26115 -vampiress~ -vampiress~ -A vampiress stands naked in the shower, mouth open wide, gleefully slurping the blood. -~ - As beautiful as she may seem, she is ten times as dangerous. -~ -30 0 0 0 65536 0 0 0 -1000 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -BareHandAttack: 4 -E -#26116 -marty bartender~ -Old Marty~ -Old Marty stands behind the bar, mixing drinks. -~ - Good Old Marty, what a guy. -~ -188442 0 0 0 0 0 0 0 500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#26117 -ma~ -Ma~ -Ma sits here in her rockin' chair, knittin' away the time. -~ - -Ma asks, 'Are you one of Inna's friends? ' -~ -6154 0 0 0 0 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -6 6 2 -BareHandAttack: 13 -E -#26118 -pa~ -Pa~ -Pa sits with his whittlin' knife, whittlin' on some wood. -~ - -'Looks like another one of them damn hippies, Ma', Pa says. -~ -4106 0 0 0 0 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -6 6 1 -BareHandAttack: 10 -E -#26119 -Dragon ancient~ -the Ancient Dragon~ -An Ancient Dragon is resting on it's haunches in the center of the floor, one eye cocked curiously upon you. -~ - Scarred, a bit withered, but definitely still in good enough condition to -whoop your ass. -~ -2058 0 0 0 73808 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 8 -E -#26120 -martin~ -Martin~ -Martin dangles about four feet off the floor from a rope. -~ - Poor fella, he always said he never had enough time to get anything done. -Always so busy... Guess he got this one thing done, though. -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -0 0 1 -BareHandAttack: 10 -E -#26121 -receptionist~ -a receptionist~ -A receptionist sits at her desk, filing her nails. -~ - Undefined -~ -10 0 0 0 112 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -6 6 2 -E -#26122 -inna~ -Inna~ -Inna is here, busily brewing some kind of potion. -~ - Dressed in a white alchemist's robe, she still looks stunning. -~ -6282 0 0 0 0 0 0 0 100 E -30 10 -8 6d6+300 5d5+5 -300 90000 -6 6 1 -E -#26123 -igor~ -Igor~ -Igor is mixing a brew here. -~ - Looking tall, regal and powerful, you have to respect this man. -~ -6282 0 0 0 0 0 0 0 100 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -$ diff --git a/lib/world/mob/262.mob b/lib/world/mob/262.mob deleted file mode 100644 index 963b470..0000000 --- a/lib/world/mob/262.mob +++ /dev/null @@ -1,85 +0,0 @@ -#26200 -bear brown~ -a brown bear~ -A huge brown bear roars its defiance and opens its jaws in a snarl! -~ - It moves its head this way and that, as if looking for the best spot to bite -you. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 8 -E -#26201 -snake rattlesnake~ -a rattlesnake~ -A rattlesnake slithers up near you, raising head and tail in anticipation. -~ - Roughly 5 feet in length, this snake could very well give you a bit of -trouble if you mess with it too much. Best to just sort of ease on past. -~ -76 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 4 -E -#26202 -wolf timberwolf~ -a timberwolf~ -A wolf slinks past you, looking at you out of the corner of its eye. -~ - It looks sleek and swift, not very large at all, but large enough to give you -a few nips in the ass if you mess with it. -~ -65608 0 0 0 0 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -BareHandAttack: 4 -E -#26203 -bear black~ -an enormous black bear~ -An enormous black bear rears up on two legs and roars! -~ - Its gaping jaws drip saliva, saliva that is probably the prep for the bear's -mouth where it intends to bodily put you! -~ -72 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 0 -BareHandAttack: 4 -E -#26204 -bear grizzly~ -a huge grizzly bear~ -A huge grizzly bear lumbers along, minding its own business. -~ - It doesn't even acknowledge the fact that you are near, it just moves right -along on its way. -~ -76 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -BareHandAttack: 9 -E -#26205 -fox~ -a little fox~ -A little fox runs past you, happily playing its day away. -~ - It jumps from leaf to leaf in huge bounds, trapping the leaf and biting the -hell out of it, the going onto its next 'victim'. -~ -72 0 0 0 0 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 0 -BareHandAttack: 4 -E -$ diff --git a/lib/world/mob/263.mob b/lib/world/mob/263.mob deleted file mode 100644 index 2297af9..0000000 --- a/lib/world/mob/263.mob +++ /dev/null @@ -1,225 +0,0 @@ -#26300 -ernie farmer~ -Ernie~ -Ernie the farmer stands here, welcoming you to his home. -~ - Ernie looks like your typical country farmland hick, complete with cowhide -jacket and rubber boots. -~ -10 0 0 0 0 0 0 0 200 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#26301 -sandy wife~ -Sandy~ -Ernie's wife, Sandy, stands proudly with her husband. -~ - She ain't much of a looker, but for a farmer's wife, she'll do. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -#26302 -patty daughter~ -Patty~ -Ernie's daughter, Patty, is here milking a cow. -~ - Wow, they sure make farm girls just right. Think she's eighteen? -~ -10 0 0 0 0 0 0 0 200 E -5 19 7 1d1+50 1d2+0 -50 2500 -6 6 2 -E -#26303 -tramp man~ -the tramp~ -A man is here, bedded down in the hay, obviously a tramp looking for a free day's rest. -~ - Patchwork clothes of every color and size, this man is your typical roaming -loser. -~ -10 0 0 0 0 0 0 0 100 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#26304 -cow~ -a cow~ -A cow patiently waits to be milked here. -~ - Moo. -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 6 -E -#26305 -girschwyn farmer~ -Girschwyn~ -Girschwyn relaxes in his favorite chair near the fire. -~ - He looks a bit old, but just the same, very fit. -~ -138 0 0 0 0 0 0 0 200 E -5 19 7 1d1+50 1d2+0 -50 2500 -6 6 1 -E -#26306 -farmhand hand~ -the farmhand~ -A farmhand is here, busy at work. -~ - Looks like this guy spends most of his day rolling in dirt and sweating. -~ -138 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#26307 -tractor~ -a tractor~ -A tractor sits in the middle of the field, looking quite unused. -~ - Big, green and mean - that's this tractor's story. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -BareHandAttack: 6 -E -#26308 -stableman man~ -a stableman~ -A stableman works with the horses here. -~ - Dusty and musty, grubby and nasty, this guy LIVES for his job. -~ -138 0 0 0 0 0 0 0 300 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#26309 -krandle farmer~ -Krandle~ -Krandle is here, chewin' on a piece of straw. -~ - Krandle has that look of a man always squinting into the sun, even at night. -His face is leathered and wrinkly from the sun. -~ -138 0 0 0 0 0 0 0 300 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#26310 -erik son fisherman~ -Erik~ -Erik sits here on the dock, doing a bit of fishing. -~ - No doubt Krandle, Erik's father, would throw a fit if he knew Erik was -fishing and not doing his chores. -~ -138 0 0 0 0 0 0 0 400 E -5 19 7 1d1+50 1d2+0 -50 2500 -6 6 1 -E -#26311 -frog~ -a frog~ -A frog is here, relaxing in the sun and water. -~ - Riddip. -~ -74 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#26313 -deer~ -a deer~ -A deer is standing here, frozen in fear by your presence. -~ - A beautiful doe, this beautiful creature nearly brings tears to your eyes by -it's stunning perfection. -~ -138 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#26314 -suzarre woman~ -Suzarre the Pig Woman~ -Suzarre the Pig Woman stands here... she looks a LOT like Kathy Bates. -~ - She's your number one fan.... -~ -10 0 0 0 0 0 0 0 -200 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 2 -E -#26315 -pig~ -a pig~ -A pig is here, stinking and dirty. -~ - Oink. -~ -10 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#26316 -chicken~ -a chicken~ -A chicken struts around the yard, hoping for some seeds. -~ - Cluck. -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#26317 -slopper man~ -the slopper~ -A man is here, sloppin' the pigs. -~ - Grubby old man, looks like he really gets into his work. -~ -10 0 0 0 0 0 0 0 500 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#26318 -feeder man~ -a feeder~ -A man is here, feeding the chickens. -~ - With his long, beak-like nose and strange walk, this man has become his work. - -~ -10 0 0 0 0 0 0 0 500 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -$ diff --git a/lib/world/mob/264.mob b/lib/world/mob/264.mob deleted file mode 100644 index 05be20b..0000000 --- a/lib/world/mob/264.mob +++ /dev/null @@ -1,96 +0,0 @@ -#26400 -Padrick father~ -the Father, Padrick~ -The Father, Padrick lies in everlasting slumber next to his bride, Siobian. -~ - Although in a slumber, his eyes will not close. Must be an enchanted -slumber. -~ -2058 0 0 0 0 0 0 0 -600 E -33 9 -9 6d6+330 5d5+5 -330 108900 -5 5 1 -BareHandAttack: 16 -E -#26401 -siobian mother~ -the Mother, Siobian~ -The Mother, Siobian, lies in eternal rest next to her husband, Padrick. -~ - Siobian lies at rest, but her eyes remain open - she must be enchanted. -~ -6154 0 0 0 0 0 0 0 -700 E -32 10 -9 6d6+320 5d5+5 -320 102400 -5 5 2 -BareHandAttack: 16 -E -#26402 -cathari goddess~ -the Goddess Cathari~ -The Goddess Cathari, in all her splendid wisdom, rests here in her golden throne. -~ - Her aura is such that it makes you squint looking at her. What a sight to -beheld... A true Goddess. Maybe you should try killing her... -~ -256026 0 0 0 524408 0 0 0 -1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -5 5 2 -BareHandAttack: 16 -E -#26403 -howler banshee~ -a Howler Banshee~ -A Howler Banshee moves gracefully past you, ignoring the fact that you are here. -~ - Dressed in a fine evening gown, simple yet elegant, she moves with an -otherworldly grace. -~ -38984 0 0 0 0 0 0 0 -700 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 2 -E -#26404 -banshee wailer~ -a Wailer Banshee~ -A Wailer Banshee floats past you, her feet barely touching the ground. -~ - Her feet actually do touch the ground, but her grace and poise is such that -she seems to float. -~ -36936 0 0 0 0 0 0 0 -800 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 2 -BareHandAttack: 16 -E -#26405 -firshee banshee~ -the Firshee Banshee~ -A Firshee Banshee strolls past you, all elegance and formality. -~ - One of the few males you have seen thus far in the village, and a stunning -specimen he is. -~ -6216 0 0 0 0 0 0 0 -600 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#26406 -cousin toreador~ -a visiting Toreador Cousin~ -A visiting Toreader cousin kneels in worship before the Mother and Father. -~ - Her head is bowed and her lips move, but she makes no sound, nor does she -acknowledge your presence. -~ -4122 0 0 0 0 0 0 0 -400 E -30 10 -8 6d6+300 5d5+5 -300 90000 -5 5 2 -BareHandAttack: 13 -E -$ diff --git a/lib/world/mob/265.mob b/lib/world/mob/265.mob deleted file mode 100644 index 5c3856f..0000000 --- a/lib/world/mob/265.mob +++ /dev/null @@ -1,184 +0,0 @@ -#26500 -pelican~ -a pelican~ -A pelican is here, taking a break in the sun. -~ - Looks like every other pelican you've seen.... -~ -200 0 0 0 128 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 4 -E -#26501 -otter sea~ -a sea otter~ -A sea otter is here, basking in the warmth of the sun. -~ - Cute little guy, even though he looks a bit slimy. -~ -204 0 0 0 128 0 0 0 0 E -21 13 -2 4d4+210 3d3+3 -210 44100 -6 8 0 -BareHandAttack: 4 -E -#26502 -seagull gull~ -a seagull~ -A seagull pokes about, looking for scraps. -~ - Dirty little bird, you wish you had a wrist-rocket (more fun). -~ -200 0 0 0 128 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -BareHandAttack: 4 -E -#26503 -lighthouse keeper~ -the Lighthouse Keeper~ -The Lighthouse Keeper is here, looking unsure of what he should do about you being here. -~ - "All I ever wanted was sexual fulfillment", the Lighthouse Keeper explains, -"I never intended to hurt anyone, it seems that this all;just got a bit out of -hand.... " -~ -202 0 0 0 0 0 0 0 -200 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#26504 -thing hermaphrodite~ -the hermaphrodite~ -A strange looking.. thing(?) is standing here, no expression on it's face at all. -~ - It looks as if it may be a man, but then, being that it is naked, you can see -that it is just a bit of both. -~ -74 0 0 0 0 0 0 0 800 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -E -#26505 -woman naked battered~ -the battered woman~ -A woman lies here on her cot, bruised, naked, and bleeding. -~ - It looks as if she may have been a very beautiful woman at one time, however -she is now so covered in dirt and grime, it is hard to tell. -~ -74 0 0 0 0 0 0 0 800 E -27 11 -6 5d5+270 4d4+4 -270 72900 -5 8 2 -E -#26506 -man tits~ -the Man with Tits~ -A naked man stands, boasting a HUGE set of knockers. -~ - You're not sure what he is, how he came to be what he is now, and you're not -sure you want to know. -~ -74 0 0 0 0 0 0 0 800 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -E -#26507 -perfect companion~ -the Perfect Companion~ -The Perfect Companion lies stretched out on the bed, waiting to give pleasure. -~ - It is not describable, simply not describable. -~ -74 0 0 0 0 0 0 0 900 E -25 12 -5 5d5+250 4d4+4 -250 62500 -6 6 0 -E -#26508 -wife lighthouse keeper's~ -the Lighthouse Keeper's Wife~ -The Lighthouse Keeper's wife is here, sewing and humming a happy song. -~ - Such a kind looking lady, I'm sure she'd let you stay to dinner if you had -the urge. -~ -74 0 0 0 0 0 0 0 900 E -24 12 -4 4d4+240 4d4+4 -240 57600 -6 8 2 -E -#26509 -max~ -Max~ -Max, the Lighthouse Keeper's dog rests before the fire. -~ - Mostly mutt, but very friendly, this black dog looks like the stereo- typical -house-dog. -~ -4170 0 0 0 0 0 0 0 900 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -BareHandAttack: 4 -E -#26510 -daughter lighthouse keeper's~ -the Lighthouse Keeper's Daughter~ -The Lighthouse Keeper's Daughter is here, playing house. -~ - Although she looks as if she must be at least fifteen or sixteen years old, -she still seems quite content with her dolls. What a nice girl! -~ -74 0 0 0 0 0 0 0 900 E -29 11 -7 5d5+290 4d4+4 -290 84100 -6 8 2 -E -#26511 -takker man~ -Takker~ -Old man Takker sits here, fishing away his life. -~ - It is said by many that Old Man Takker hasn't left this spot for over twenty. -His disciples bring him any food he needs, and they say he never sleeps - just -fishes. -~ -74 0 0 0 0 0 0 0 900 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#26512 -fisherman disciple~ -Takker's Disciple~ -A fisherman sits here, trying to imitate Takker as best he can. -~ - Man this guy smells bad! -~ -74 0 0 0 0 0 0 0 900 E -25 12 -5 5d5+250 4d4+4 -250 62500 -6 6 1 -E -#26513 -kracken~ -the Kracken~ -With a tremendous blast of force, the Kracken lunges up from the water! -~ - This creature is larger than a city block and older than the Gods themselves. -~ -254058 0 0 0 1638512 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 9 -E -$ diff --git a/lib/world/mob/266.mob b/lib/world/mob/266.mob deleted file mode 100644 index d03af66..0000000 --- a/lib/world/mob/266.mob +++ /dev/null @@ -1,91 +0,0 @@ -#26600 -barghest dog thing~ -the Barghest~ -A huge, black doglike thing blasts from behind trees, attacking you! -~ - This demon dog is a Barghest, guardian of all things evil and cruel. -~ -108 0 0 0 0 0 0 0 -800 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#26601 -candle~ -a corpse candle~ -A corpse candle shimmers before you, trying to find it's way to Peace. -~ - This unlucky soul lost it's way to Heaven or Hell, wherever it was headed, -and wound up roaming this forest in search of the Way. -~ -237768 0 0 0 0 0 0 0 -300 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -E -#26602 -cucubeth thing pale~ -the cucubeth~ -A strange, pale manlike thing ambles into view, slowly turning its head your way. -~ - This thing, half blood-sucker and half were-man, looks as if it has not fed -in some time. -~ -172616 0 0 0 0 0 0 0 -900 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#26603 -ankou king lord~ -Lord Ankou~ -Lord Ankou, King of the Dead, rides his ghostly cart through the forest. -~ - This awful spectre of death rides his cart through the forest searching for -dead souls that he may claim as his own. -~ -254040 0 0 0 65616 0 0 0 -1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#26604 -spectre ghostly~ -a ghostly spectre~ -A ghostly spectre follows alongside it's Lord, guarding the captured souls. -~ - With no distinct facial features it is hard to tell if this thing was once a -man or woman or if it ever was alive at all. -~ -258120 0 0 0 80 0 0 0 -900 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#26605 -man hunter vampire~ -the vampire hunter~ -A man stands here, a wooden stake sticking out of a backpack he is wearing. -~ - He gives you a piercing look, one that seems to borrow down into your soul. -He raises one side of his upper lip in a snarl and attacks. -~ -72 0 0 0 0 0 0 0 100 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#26606 -buzzard~ -the buzzard~ -A buzzard spots you and heads your way, watch out! -~ - This nasty, dirty bird looks hungry and mean and ready to bite your face off. -~ -42 0 0 0 0 0 0 0 -500 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -BareHandAttack: 8 -E -$ diff --git a/lib/world/mob/267.mob b/lib/world/mob/267.mob deleted file mode 100644 index 0d0861f..0000000 --- a/lib/world/mob/267.mob +++ /dev/null @@ -1,298 +0,0 @@ -#26701 -woman harem slave pink~ -the woman in pink~ -A woman wearing a pretty pink taffeta dress trudges along the beach. -~ - My, what beauty. But she just gives you a long, doleful stare and without a -sound continues along. How strange--her eyes are a very dull gray. Doesn't -seem to work with her beautiful face. -~ -220 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -T 26701 -T 26703 -#26702 -woman harem slave blue~ -the woman in blue~ -A woman wearing a pretty blue silk dress trudges along the beach. -~ - My, what beauty. But she just gives you a long, doleful stare and without a -sound continues along. How strange--her eyes are a very dull gray. Doesn't -seem to work with her beautiful face. -~ -220 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -T 26701 -T 26703 -#26703 -woman harem slave white~ -the woman in pristine white~ -A woman wearing a pretty pristine white cotton dress trudges along the beach. -~ - My, what beauty. But she just gives you a long, doleful stare and without a -sound continues along. How strange--her eyes are a very dull gray. Doesn't -seem to work with her beautiful face. -~ -220 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -T 26703 -T 26701 -#26704 -woman harem slave beige~ -the woman in a drab beige dress~ -A woman wearing a drab beige burlap dress trudges along the beach. -~ - My, what beauty. But she just gives you a long, doleful stare and without a -sound continues along. How strange--her eyes are a very dull gray. Doesn't -seem to work with her beautiful face. -~ -220 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -T 26703 -T 26701 -#26705 -woman harem slave concubine~ -the special slave of the master~ -A slave for the master works endlessly at his will. -~ - My, what beauty. But she just gives you a long, doleful stare and without a -sound continues along. How strange--her eyes are a very dull gray. Doesn't -seem to work with her beautiful face. -~ -220 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -#26706 -leader harem master~ -a fat harem master~ -A very fat harem master orders his concubines around. -~ - Gads. This man must have some kind of magic to be able to keep all of these -women, because he certainly doesn't have the face for it. He looks somewhat -like a cross between a pear and a potato, but without the good looks. -~ -10 0 0 0 16 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -T 26700 -T 26702 -#26707 -crab~ -a small, red crab~ -A small, red crab scuttles along the beach. -~ - This small creature has rather large pincers for its negligible size. It -looks benign, but probably wouldn't appreciate being attacked. -~ -88 0 0 0 0 0 0 0 0 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -#26708 -baby tar~ -a cuddly little tar baby~ -A cute, cuddly little tar baby is here, ready to follow the first person it sees. -~ - Aww, this cute little thing is just COVERED in tar. It latches on to the -first sign of human life. And it's just so cute you can't want to kill it! - -~ -220 0 0 0 16 0 0 0 500 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -T 26707 -#26709 -seagull bird~ -a seagull~ -A seagull flies about the cliff. -~ - Hmm... It's a bird, that much you can tell. It doesn't appear to care -whether you look closely at it or not. -~ -26 0 0 0 0 0 0 0 0 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -#26710 -priest fear~ -the Priest of Fear~ -The Priest of Fear is walking around, looking rather pompous. -~ - This incredibly strong person doesn't look like the kind of man you'd want -to meet on the street every day. He certainly inspires fear in your heart. -You'd most likely *NOT* want to attempt to kill this man! He's one mean -fellow! -~ -88 0 0 0 16 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -T 26705 -#26711 -ghost banshee siren~ -a wailing ghost~ -A wailing ghost floats about the halls. -~ - You look and look but all you can really see is the wall behind it, and a -faint outline of something making the wall shimmer. -~ -248 0 0 0 1122376 0 0 0 -750 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -#26712 -prisoner cellmate~ -the prisoner~ -A prisoner, locked up for crimes against Fear, is raving here. -~ - The prisoner looks at you bravely and shouts, "JUST KILL ME! I DARE YOU! -" He looks totally emaciated, as if he hasn't been fed for weeks. He is dirty -and almost naked--his rags barely cover him. He is covered in his own filth. -Just looking at him makes you want to retch. -~ -14 0 0 0 16 0 0 0 -900 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#26713 -butcher~ -the butcher~ -The butcher stands here, waiting for his next kill. -~ - He's rather ordinary, except for the humongous knife he holds in his hand. - -~ -10 0 0 0 0 0 0 0 -1000 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -T 26706 -#26714 -terror high priest~ -the High Priest of Terror~ -The High Priest of Terror stands before you in all her majesty. -~ - How shocking! Out of all the types of people you would expect to see in -this kind of position, you didn't expect to see someone this beautiful and -kind- looking. She stands about 2 meters tall, and while she is obviously very -strong, she is also quite voluptuous. She looks at you with the most -sympathetic eyes--you just want to give yourself over to her. -~ -88 0 0 0 16 0 0 0 -1000 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 2 -E -T 26709 -#26715 -keeper vice~ -the Keeper of the Shrine of Vice~ -The Keeper of the Shrine of Vice guards the alter from desecration. -~ - This man is covered in the blood of his former kills. He looks as if -he would like to make you his next. Keep clear of this guy. -~ -14 0 0 0 16 0 0 0 -800 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#26716 -dragon terror~ -the Grand Dragon of Terror~ -The Grand Dragon of Terror rests, curled around a giant pillar in the temple. -~ - This dragon is just beautiful. Its scales are mirror-like in polish. -Beautifully-colored wings protrude from the sides. Unlike most dragons, this -actually resembles a snake--except that it's about one-hundred times larger, -and certainly is more dangerous. Sharp teeth extend from the mouth, and wisps -of smoke curl from its nose. It looks at you with infinite intelligence and a -little bit of resignation, as though it knows you will eventually get around to -attacking it. -~ -90 0 0 0 16 0 0 0 -750 E -24 12 -4 4d4+240 4d4+4 -240 57600 -5 5 0 -E -#26717 -torturer man~ -a torturer~ -The torturer stands here, brandishing a cat o' nine tails. -~ - The torturer looks stark raving mad, to be frank. He waves his weapon in -the air with a mad cackle, and looks at you. With an evil grin, he says, "ah, -my next victim! Yessssss" and launches himself at you. -~ -26 0 0 0 16 0 0 0 -1000 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#26718 -interrogator secretary~ -an interrogator~ -An interrogator sits here, ready to grill you for information. -~ - This man is small and frail-looking, but you can tell that he's quite -dangerous to attack. He looks at you with steel-rimmed glasses and says, -"shall ve beegeen? " -~ -216 0 0 0 0 0 0 0 -1000 E -22 13 -3 4d4+220 3d3+3 -220 48400 -6 6 1 -E -#26719 -interrogator inquisitor grand~ -the Grand Inquisitor~ -The Grand Inquisitor of Despair looks you up and down appraisingly. -~ - This man looks just like the others, except for an uncharacteristic gleam in -his eye. He looks quite sinister, as though he expects to get information out -of you--whether you know it or not. -~ -216 0 0 0 0 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -T 26708 -#26720 -priest hopelessness~ -the Priest of Hopelessness~ -The Priest of Hopelessness stands here, waiting to remove all hope of leaving. -~ - The priest looks back at you indignantly and says, "how dare you attempt to -look at me!? " and promptly attacks you. -~ -10 0 0 0 1048576 0 0 0 -1000 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -$ diff --git a/lib/world/mob/268.mob b/lib/world/mob/268.mob deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/mob/268.mob +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/mob/269.mob b/lib/world/mob/269.mob deleted file mode 100644 index c07eb43..0000000 --- a/lib/world/mob/269.mob +++ /dev/null @@ -1,183 +0,0 @@ -#26900 -armadillo rodent~ -the armadillo~ -A small rodent with armored scales slowly crosses the path. -~ - This wee armadillo looks fairly well-armored. Doesn't look like he could do -much damage, but would still be difficult to kill. -~ -6348 0 0 0 524288 0 0 0 0 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#26901 -spider tarantula~ -the tarantula~ -An oversized, hairy spider scuttles away. -~ - The tarantula loves its privacy, and hopes you will soon leave. -~ -137304 0 0 0 16 0 0 0 -400 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#26902 -cactus~ -the creeping cactus~ -There is a strange looking cactus here. -~ - You have never seen anything like it. This plant can actually change its -position over time! Sharp spines stick out dangerously, threatening to prick -you. -~ -172104 0 0 0 327752 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#26903 -beast thin mangy~ -the wild dog~ -A thin, mangy beast lurks about here. -~ - This dog looks like it has never been tamed. Its fur stands on end, and it -is full of brambles. You don't think you should pet it. -~ -6364 0 0 0 524288 0 0 0 -200 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#26904 -rodent lemming~ -the lemming~ -A lemming pauses here, looking for a cliff to leap off. -~ - This small but feisty rodent has absolutely no brains. It is sitting here, -just waiting to follow a crowd. -~ -4168 0 0 0 0 0 0 0 200 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -BareHandAttack: 4 -Int: 3 -Wis: 3 -E -T 26900 -#26905 -pig hog boar razorback~ -the razorback boar~ -A razorback boar stands here, looking angry as hell. -~ - This vicious-looking animal looks both angry and hungry. Provocation would -surely bring him to a spastic frenzy! -~ -38988 0 0 0 64 0 0 0 100 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -BareHandAttack: 10 -Str: 15 -Dex: 18 -E -#26906 -snake rattle~ -the diamondback rattler~ -A rattler is coiled up here, trying to be invisible. -~ - This snake is doing its best to blend in with its surroundings. Most of its -victims usually bet attacked because they step on it. -~ -74 0 0 0 1048580 0 0 0 -400 E -19 14 -1 3d3+190 3d3+3 -190 36100 -6 5 0 -E -#26907 -indian scout~ -the Indian scout~ -An Indian scout sneaks about here, glaring at you with suspicious eyes. -~ - This man is sent out into the desert for one reason, to keep you away from -something. -~ -6364 0 0 0 524368 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#26908 -hermit mad~ -the mad hermit~ -A mad hermit is here, getting ready to mutilate you! -~ - You see an old man, covered with wrinkles and other deformities. He is -obviously very displeased with your presence, and wants to kill you for your -knowledge of where he lives. -~ -2074 0 0 0 1026 0 0 0 -300 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#26909 -Indian guard~ -the massive Indian guard~ -A massive Indian guard is here, ready to defend his post to the death! -~ - This large man has very dark skin, from standing at attention in the desert -sun for hours on end. He eats cactus thorns for breakfast, and sleeps on -rocks. You wish you were this tough. -~ -14362 0 0 0 8288 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#26910 -chief Indian slashing boar~ -the Indian chief~ -The Indian ruler of the south is here, smoking a strange weed. -~ - Slashing Boar looks right back at you, and you can somehow sense that he -would just as soon kill you as look at you. -~ -22554 0 0 0 8308 0 0 0 1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -5 5 1 -Str: 18 -StrAdd: 100 -Dex: 18 -Int: 18 -Wis: 18 -E -#26911 -bird giant condor~ -the giant condor~ -The Giant condor peers off into the south... -~ - You are amazed at this bird's size. You are awed at its grand presence. -You really shouldn't kill it, it might be illegal. -~ -137304 0 0 0 128 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -E -#26912 -toad horny~ -the horny toad~ -A spiky-looking horny toad is here, taking an afternoon nap. -~ - This little beast would be very frightening if it were larger. -~ -200 0 0 0 0 0 0 0 1000 E -17 15 0 3d3+170 2d2+2 -170 28900 -5 5 2 -E -$ diff --git a/lib/world/mob/27.mob b/lib/world/mob/27.mob deleted file mode 100644 index 8b2274a..0000000 --- a/lib/world/mob/27.mob +++ /dev/null @@ -1,530 +0,0 @@ -#2700 -memlin sad creature small~ -a sad-looking memlin~ -A small creature digs here with a sad look in its eyes. -~ - This creature is one of the few left of the race of memlins. Short and -gangly, it looks well suited to life in tunnels. Its warty skin is the color -of sand and stone and two large pointed ears twitch at any sound. Large yellow -eyes seem to fill its face with an expression of despair and helplessness. -~ -72 0 0 0 2048 0 0 0 100 E -10 19 6 2d1+110 1d2+2 -150 10000 -8 8 0 -BareHandAttack: 5 -E -T 2772 -#2701 -heavily-muscled guard memlin~ -a heavily-muscled guard~ -A heavily-muscled guard stands here keeping an eye on the surroundings. -~ - This fierce looking guard has the large amber eyes and pointed ears of his -memlin kin, but appears unnaturally muscled and strong. His face is stern and -grim as though he takes his duties seriously, but his wide eyes betray a sense -of concealed desperation. -~ -26 0 0 0 0 0 0 0 0 E -15 19 4 3d2+165 0d6+3 -225 22500 -8 8 1 -E -T 2702 -#2702 -small squeaking bat~ -a small squeaking bat~ -A small squeaking bat dives in and out of the shadows. -~ - Flitting about quickly, this bat hardly stays still long enough to be -observed. Its characteristic black furred body and webbed wings are somewhat -harmless looking until several sharp teeth glint in the subdued light. -~ -135178 0 0 0 67664 0 0 0 -500 E -10 17 4 2d2+500 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#2703 -weary memlin~ -a weary memlin~ -A weary memlin supervises the handing out of supplies. -~ - His eyes are slightly glassed over and the natural creases of his face are -even more deeply furrowed into an almost constant frown. Absent-mindedly -shuffling various items into some resemblance of order, he seems scarcely aware -of anyone else's presence. -~ -188426 0 0 0 0 0 0 0 0 E -34 15 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 2704 -T 2716 -#2704 -tiny wish~ -a @Ctiny wish@n~ -A @Ctiny wish@y floats lazily through the air.@n -~ - It looks almost like a small wisp of cotton, delicate white strands drifting -out from a spherical body as it floats in the air. Almost more like a seedling -than an animal, it is easy to forget it is alive, until it hums gently and -drifts deliberately closer. This creature's mere presence seems to freshen the -air, as though it were somehow filtering and replenishing it. -~ -72 0 0 0 2048 0 0 0 0 E -15 18 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -T 2703 -#2705 -armored guardian~ -an armored guardian~ -An armored guardian stands here, blocking the gates to the north. -~ - Tall and menacing, his body is completely covered with black iridescent -armor that reveals none of his natural form. Even his eyes are masked by the -metal visor over his face, though somehow he seems to perceive his surroundings -very well indeed. -~ -135226 0 0 0 64 0 0 0 -50 E -16 18 3 3d2+200 1d2+3 -240 25600 -8 8 1 -BareHandAttack: 3 -E -T 2705 -T 2706 -#2706 -blind child small~ -a blind child~ -A small child stands here. -~ - This small memlin child seems to have even larger eyes than her adult-kin. -Startlingly luminous and brimming slightly with tears, they are almost like the -amber eyes of a feline, only unsettlingly vacant. She seems confused at the -workings of the world around her and draws shyly away on approach. -~ -138 0 0 0 80 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -T 2713 -T 2714 -T 2715 -T 2712 -#2707 -colorful pheasant~ -a colorful pheasant~ -A colorful pheasant hides amongst the greenery. -~ - This beautiful bird is well-fattened and covered with bright plumage that -makes its efforts at hiding almost laughable. Its cherry-red face blends into a -warm bespeckled brown that covers most of its body, a brilliant patch of -eggshell blue and light purple fanning out into its tail. -~ -10 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -0 6400 -8 8 0 -E -T 2774 -#2708 -keeper~ -the Keeper of the Temple~ -The Keeper of the Temple stands here. -~ - This memlin looks very wise as though the product of a lifetime of -contemplation. Tranquil yellow eyes betray no hint of emotion or thought, and -only the faint swishing of robes can be heard as he moves about the room. -~ -172042 0 0 0 0 0 0 0 0 E -30 15 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 2708 -T 2773 -#2709 -fire wrm~ -a @Rfire wrm@n~ -A @Rfire wrm@y scuttles about here, filling the air with smoke.@n -~ - This creature wanders about the place devouring anything it sees. -Shuffling along on spines that cover its entire body, its gigantic fiery mouth -gives it the ability to consume even metals and piles of rubble, making it -useful for excavation sites. Black smoke rises from the creature, the product -of its constant digestion. -~ -72 0 0 0 0 0 0 0 0 E -15 18 1 3d3+150 3d7+2 -0 22500 -8 8 0 -BareHandAttack: 12 -E -T 2731 -#2710 -emaciated memlin~ -an emaciated memlin~ -An emaciated memlin lies dying here. -~ - This pathetic looking creature could easily be mistaken for a decaying -skeleton were it not for the rasping sounds of breath that still escape his -mouth. A single black chain secures his ankle to the wall, though he appears -far beyond any chance for escape or survival. Paper-thin skin hangs loosely in -folds about his skeletal body, the eerie rattling sound as he struggles for -breath a sure sign of his imminent death. -~ -74 0 0 0 0 0 0 0 0 E -8 19 5 0d0+0 1d2+1 -0 6400 -8 8 1 -E -#2711 -strange glassy stalagmite tentacle~ -the glassy tentacle~ -@gA strange glassy stalagmite protrudes from the floor.@n -~ - On closer inspection, this spike doesn't appear to be a stalagmite at all. -In fact it seems almost gelatinous, quivering slightly with every vibration and -slowly waving as if by its own accord. It looks as though there is more to it -than what can be seen protruding from the ice. -~ -147482 0 0 0 0 0 0 0 0 E -20 17 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#2712 -newly grown wish~ -a newly-grown @Cwish@n~ -A newly-grown @Cwish@y wobbles uncertainly in the air.@n -~ - This little creature is still sticky from the sap of its parent vine. -Disentangling its delicate strands slowly, it seems to grow larger as the air -currents from its siblings dry it off, making it increasingly capable of -navigating its way through the slight breeze. -~ -10 0 0 0 0 0 0 0 0 E -12 18 2 2d2+120 2d2+2 -0 14400 -8 8 0 -BareHandAttack: 4 -E -#2713 -skeletal creature toothy~ -a skeletal creature~ -A skeletal creature crouches within the circle of light. -~ - The color of faded blue egg-shell, this creature makes a faint clacking -sound when it moves as though it is made entirely of bone... or indeed -egg-shell. Squinting black eyes peer calculatingly out from an elongated skull -and a hideous toothy smile splits across its face at the sight of you. Two -gigantic spider-like hands curl protectively around a glowing object in its -lap. -~ -188442 0 0 0 80 0 0 0 0 E -15 18 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 4 -E -T 2755 -T 2709 -#2714 -dying memlin partially-petrified partially petrified~ -a partially-petrified memlin~ -A dying memlin leans against the wall, half turned to stone. -~ - Shuddering slightly, this half-dead creature clutches at the wall for support -as his skin seems slowly to darken and crack. His entire lower body has turned -completely into stone, the petrification creeping higher like a black spreading -stain. -~ -24586 0 0 0 0 0 0 0 0 E -1 20 9 0d0+0 1d2+0 -120 100 -5 5 1 -E -T 2707 -T 2724 -#2715 -smoking fire wrm~ -a smoking @Rfire wrm@n~ -A @Rfire wrm@y is tethered here, billowing smoke around it.@n -~ - Large sharp spines protrude from all over this strange creature, twitching -slightly as peristaltic-like contractions ripple through its body. Large -amounts of thick black smoke ooze from pores all over its body as it devours the -piles of rubble, ore and all with its massive fiery mouth, acting almost as -living waste disposal. -~ -10 0 0 0 0 0 0 0 0 E -15 18 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#2716 -dark beady-eyed rat~ -a dark, beady-eyed rat~ -A dark, beady-eyed rat sniffs the air. -~ - This mangy rodent must be well-fed to have grown so large. Pink scaly feet -and a long worm-like tail are all of the creature that is not covered in coarse, -matted dark fur. Two predatory black eyes scan the surroundings as the animal -apparently continues its scavenges for anything edible. -~ -6264 0 0 0 64 0 0 0 0 E -10 19 4 2d2+100 1d2+1 -0 10000 -8 8 0 -BareHandAttack: 4 -E -T 2778 -#2717 -iridescent beetle little~ -a little iridescent beetle~ -A little iridescent beetle scurries along. -~ - This little glistening beetle has two rather large pincers that protrude -like horns from its head. Tiny legs move almost too quickly to be seen, as the -creature scuttles nervously around, streaks of blue and green glinting in its -black armor. -~ -200 0 0 0 2048 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -BareHandAttack: 4 -E -#2718 -jewelled green serpent~ -a jewelled green serpent~ -A green serpent writhes along the floor, jewelled markings down its back. -~ - This long, undulating snake weaves its way cautiously along, green shimmering -scales glinting as it moves. A tiny blood-red tongue flickers in and out of its -mouth like fire, highlighting the scarlet diamond markings all down the length -of its body. -~ -2120 0 0 0 0 0 0 0 0 E -17 18 0 3d3+170 2d2+2 -170 28900 -8 8 0 -BareHandAttack: 4 -E -#2719 -female memlin~ -a female memlin~ -A female memlin stands here, busily preparing food. -~ - This memlin appears intently focused on her activities, large yellow eyes -following the flurry-like movements of her hands as she washes, slices, and -kneads. Traces of white powder and the scent of herbs and spices linger on her -clothes and skin. -~ -10 0 0 0 0 0 0 0 0 E -15 18 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -T 2776 -T 2775 -#2720 -memlin child~ -a memlin child~ -A memlin child seems to daydream as he dangles his feet in the water. -~ - Smaller and scrawnier than a full-grown memlin, this appears to be a child of -about ten years old. His large eyes are far too big for his head, which is -likewise out of proportion to his fragile build. Kicking his feet lazily, his -expression is one of almost meditative calm. -~ -10 0 0 0 0 0 0 0 0 E -10 19 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 2757 -T 2797 -#2721 -mighty dragon dragon-like creature Cui~ -the mighty Cui~ -A mighty, dragon-like creature watches perceptively with glowing eyes. -~ - This powerful creature is most similar in appearance and size to a dragon. -Massive scale plating cascades smoothly down its back and sides, reptilian skin -polished and gleaming as it moves. An enormous tail waves slowly and -pendulously from side to side, its clawed feet indenting the almost solid -ground. Its most unusual feature is its large faintly glowing eyes, uncannily -perceptive they seem to peer through things rather than at them. The eyes are -of odd coloring too, one glowing bright ember red and the other gleaming -charcoal black. -~ -253978 0 0 0 0 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 0 -E -T 2760 -T 2761 -#2722 -female humanoid Ve~ -a female Ve~ -A female humanoid with scaly skin stands here, her eyes faintly glowing. -~ - This young female is tall and well built, her lean body covered with pale -soft scales that shimmer gently in the light, barely noticeable they look more -like tattooed patterns on human skin. Long fair hair cascades down her back, -and her features are strikingly prominent yet still smoothly feminine. Her -large blue eyes seem almost eerily perceptive, shimmering just a little to -brightly to appear normal, vivid splashes of green fading and dying as though -some strange force pulses through them. -~ -253978 0 0 0 0 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 2 -E -T 2762 -#2723 -Khan'li khanli warrior~ -a Khan'li warrior~ -A Khan'li warrior stands proudly here. -~ - This tall warrior is strong and muscular, his whole body covered in very fine -smooth scale-like skin that glistens iridescent black, almost shimmering and -radiating intense heat. His eyes are large and dark, flickering slightly with -red flashes as though a very fire dances within them. Long clawed hands hang at -his sides and his black teeth are small and pointed. Powerful and intimidating, -he gives an air of formidable confidence and proud fearlessness. -~ -10 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#2724 -Dynar youth~ -a Dynar youth~ -A Dynar youth wanders meditatively here. -~ - This delicate, agile humanoid is slender and elongated in body and limb. -His movements are unusually fast although smooth and graceful and his pale skin -glows like moonlight. His soft, fair hair seems almost to float through the air -as he moves and his large violet eyes are almost childishly innocent. -~ -10 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#2725 -little memlin~ -a little memlin~ -A little memlin blinks curiously around. -~ - This small creature is slight and sinewy, his skin as tanned leather and -slightly rough in texture. Large pointed ears stick up on either side of his -head and his huge amber eyes fill half his face. Peaceful in expression, he -looks eager to learn and explore, peering easily and perceptively about in the -shadows. -~ -10 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#2726 -Revealer memlin~ -the Revealer~ -The Revealer stands here, guarding the secrets of his people. -~ - This aged memlin is shrunken and wrinkled with time, his large eyes faded in -color as an ember about to die. His expression is firm and troubled, as though -he has seen enough for many lifetimes. -~ -10 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -T 2763 -T 2764 -T 2765 -#2727 -rabbit~ -a rabbit~ -A rabbit grazes peacefully here. -~ - This little animal is covered with soft brown fur, two long floppy ears -dangling down either side of its head. Oblivious to everything, it chews -happily on the abundant grass, constantly sniffing as it hops about. -~ -10 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -0 6400 -8 8 0 -E -#2728 -young memlin~ -a young memlin~ -A young memlin stands eagerly here, as if waiting for something. -~ - This bright-eyed memlin has an expression of almost excited wonder and -curiosity on his face. Fidgeting constantly, he wrings his hands as he -glances around at everything, flickers of emotion passing over his face like -wind-blown clouds. -~ -253962 0 0 0 0 0 0 0 0 E -10 17 4 2d0+100 1d2+1 -100 10000 -8 8 1 -E -T 2766 -T 2767 -T 2768 -T 2769 -T 2770 -T 2771 -#2729 -sorceress Khan'li khanli powerful underworld~ -the Sorceress of the Underworld~ -A powerful Khan'li sorceress stands here, eyes blazing with anger. -~ - This intimidating Khan'li woman radiates an immense aura of power and rage, -her dark flowing hair billows restlessly around her as though caught in some -stormy force. Her eyes are deep obsidian black, shifting with Khan'li flickers -of scarlet and the occasional flash of green, their expression one of vicious -calculating evil. Cruel black teeth glint like coals amidst the fiery crimson -of her lips, so sharp and pointed as to appear almost feral, her smooth scaled -skin as dark and glossy as slick oil. -~ -10 0 0 0 0 0 0 0 -1000 E -25 12 -5 5d5+700 4d4+4 -500 62500 -8 8 2 -E -T 2720 -T 2790 -T 2791 -T 2795 -#2730 -dark crow~ -a dark crow with gleaming green eyes~ -A dark crow perches here, its green eyes gleaming. -~ - This jet-black crow is covered with sleek iridescent feathers, its -formidable beak sharply curved, obviously made for tearing flesh. Two tiny -gleaming eyes peer suspiciously about, the color of deep emerald green. -~ -10 0 0 0 0 0 0 0 0 E -23 13 -3 4d4+230 3d3+3 -0 52900 -8 8 0 -E -$ diff --git a/lib/world/mob/270.mob b/lib/world/mob/270.mob deleted file mode 100644 index 1d3750f..0000000 --- a/lib/world/mob/270.mob +++ /dev/null @@ -1,162 +0,0 @@ -#27000 -giant vulture~ -the giant vulture~ -A giant vulture is here. -~ - It looks hungry. -~ -76 0 0 0 80 0 0 0 -1000 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#27001 -demon horse~ -the demon horse~ -A demon horse is here. -~ - The demon horse widens its nostrils and fire burns in its eyes. -~ -1546 0 0 0 0 0 0 0 -1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#27002 -rabid fox~ -the rabid fox~ -A rabid fox is here, drooling heavily. -~ - The rabid fox seems almost putrid. -~ -40970 0 0 0 0 0 0 0 -900 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 0 -E -#27003 -earth demon~ -the earth demon~ -An earth demon lingers in the air. -~ - It is brown and stocky. -~ -41032 0 0 0 589824 0 0 0 -900 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 0 -E -#27004 -evil bird~ -the evil bird~ -An evil bird is here. -~ - It is raven black with bright, gleaming, yellow eyes. -~ -72 0 0 0 16 0 0 0 -1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#27005 -iodocentipedus~ -the iodocentipedus~ -An Iodocentipedus crawls around here very slowly. -~ - It is a mixture of colors, blue, red and brown, totally lacking hair on its -plated body. -~ -6154 0 0 0 0 0 0 0 -700 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#27006 -fanged reindeer~ -the fanged reindeer~ -A fanged reindeer walks around here looking for food. -~ - It is awesome, at least by reindeer standards! -~ -14 0 0 0 16 0 0 0 -1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#27007 -hill ghoul~ -the hill ghoul~ -An hill ghoul walks and walks and walks here. -~ - It is large, white and looks MAD!!! -~ -8222 0 0 0 1114128 0 0 0 -1000 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 0 -E -#27008 -stone ogre~ -the stone ogre~ -A stone ogre tramples around. -~ - The ogre seems confused. -~ -6158 0 0 0 80 0 0 0 -800 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#27009 -ice troll~ -the ice troll~ -An ice troll mutters about. -~ - It is covered with a thick ice armor. And it certainly looks ready for -battle. -~ -14 0 0 0 1114128 0 0 0 -1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#27010 -lithophiliac~ -the lithophiliac~ -A lithophiliac is here, burping his ass off. -~ - He is skinny but still a scary being, presumably because of his dreadful -smell. -~ -14 0 0 0 4 0 0 0 200 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#27011 -ice wizard~ -the ice wizard~ -The Wizard of ice-molding looks grimly at YOU!! -~ - He is of average height wearing a long silvery robe covered with small ice -crystals. He seems very intelligent with his long frosty beard and sharp -looks. -~ -24606 0 0 0 80 0 0 0 -1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#27012 -stormbringer~ -the stormbringer~ -The stormbringer sweeps around here. -~ - The stormbringer is HUGE but still swift. -~ -24606 0 0 0 84 0 0 0 -1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -$ diff --git a/lib/world/mob/271.mob b/lib/world/mob/271.mob deleted file mode 100644 index 714bf89..0000000 --- a/lib/world/mob/271.mob +++ /dev/null @@ -1,929 +0,0 @@ -#27100 -earl sundhaven~ -the Earl of Sundhaven~ -The Earl of Sundhaven is out for a stroll. -~ - A tall noble with sand-colored hair and goatee is strolling by with an -amiable but authoritative countenance. Long out of knighthood, he nevertheless -looks quite confident in his abilities to defend himself, and has gone on to -wining, dining and governing the human population. -~ -2264 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 27105 -#27101 -guard sundhaven~ -a Sundhaven guard~ -A guard of Sundhaven stands watchfully. -~ - His swarthy human face is framed by well-combed dark hair that gazes about -with a relaxed, alert air. He wears in his uniform the dark gold and black -colors of the town banner, and the sword that hangs from his hip looks more -than idle decoration. -~ -72 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27102 -hangman executioner~ -the town hangman~ -The town hangman is here, idly swinging a noose. -~ - This brawny, placid fellow is garbed in loose black garments and an -eye-patch, from his days as a pirate along the northern coast. He has, of -course, since seen the light and sticks to legal murder. -~ -2058 0 0 0 16 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 27102 -#27103 -priest black~ -a black-robed priest~ -A black-robed priest is here, tending a candelabra. -~ - The glow of candles half reveals a shadowy priest with dark features and a -somber but pleasant manner. He carries a small kaleidoscope in one hand, with -which he watches the movements of his elusive deity. -~ -2062 0 0 0 16 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#27104 -priestess priest black~ -a black-robed priestess~ -A black-robed priestess is charting a stellar calendar on the wall. -~ - She looks entirely focused on her task of painting and numbering, yet pauses -to give you a nod as you pass in. Her beauty, though great, is surpassed by -the swirl of etherous colors that she busies herself with. -~ -2058 0 0 0 16 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -#27105 -raven bird shadow~ -a raven~ -A shadow passes along the ground something flies overhead. -~ - Regarded in local myth as a bird of prophecy, it regards you with one eye as -it passes over. -~ -10 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -E -#27106 -rat smoke~ -a smoke rat~ -A smoke-colored rat sits in the shadows. -~ - It slinks quickly from your vision, apparently nervous about eye contact. - -~ -76 0 0 0 524288 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#27107 -thief~ -a thief~ -You sense someone lurking about. -~ - Catching you spotting him, he gives you a quick grin and a friendly nudge. -Better check your pockets. -~ -200 0 0 0 1572864 0 0 0 -600 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -T 27110 -#27108 -picker blackberry~ -a blackberry picker~ -A blackberry picker is singing among the bushes. -~ - She is garbed in a peasant's frock and carries a basket of blackberries. -Black hair frames a gentle face and broad gray eyes accustomed to hardship. -She gives you a shy smile and feigns interest in a fray of her sleeve. -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#27109 -peddler halfling~ -a peddler~ -A halfling peddler is here calling his wares. -~ - A short, slender being with wary and mirthful eyes barely gives your -kneecaps a second glance. He seems engaged in drawing the eyes of persons of -wealth. He wears a tray of spices and other goods on a strap around his neck. - -~ -72 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#27110 -mendicant beggar~ -a mendicant~ -A mendicant in rags shoves a cup in your face. -~ - You are absorbed by the foul smell of his ragged body, but take pity; there -are worse odors among the wild regions of the vast world. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#27111 -knight warrior~ -a knight in bright armor~ -A knight in bright armor is telling tales in a roaring voice. -~ - His shining armor and sword of silver are so stainless that you wonder if he -merely has a master blacksmith, or an overactive imagination. -~ -10 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27112 -squire~ -a squire~ -An eager squire stands attendant. -~ - He appears to be hanging on his lord's every word, but when watched closely -seems to pay more attention to his cold mug of ale. -~ -10 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#27113 -princess foreign~ -a foreign princess~ -A foreign princess is downing shots at the bar. -~ - She has a beauty that fascinates the eye, but she shows about as much -interest in you as an empty keg. -~ -138 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -#27114 -minstrel gypsy~ -a gypsy minstrel~ -A gypsy minstrel bows a fiddle nearby. -~ - She is clad in the brightest colors; red, gold, purple and orange compete -for the attention of the eye. She has thrown down his feathered cap and seems -ready for donations. -~ -72 0 0 0 524288 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -#27115 -idiot village fool~ -the village idiot~ -The village idiot is dancing about. -~ - He notices you checking him out, bounces up into your face, and begins -reciting bad poetry. He looks suspiciously like someone you know. -~ -220 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -T 27107 -#27116 -priestess master cleric~ -the Priestess of the Ministry~ -The Priestess of the Ministry is here, garbed in black. -~ - She is tall, elderly and imposing, but willing to teach those new to her -priestly arts. The black gown that she wears flows past her toes to the stone -floor. -~ -10 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -#27117 -master mistress assassin thief~ -the Mistress of Assassins~ -The Mistress of Assassins comes half out of the shadow. -~ - You see but a blur in the shadow that is the keeper of the Black Naga -assassins guild. She is willing to train newcomers to her roguish trade, after -that you must search elsewhere for learnings. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#27118 -knightmaster knight master warrior~ -the Knightmaster~ -The Knightmaster fingers his beard and ponders you. -~ - A swarthy man clad in the padded armor standard for training newcomers. -Thick auburn hair and beard frame a face intelligent in battle. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#27119 -master archmage mage~ -the Archmage~ -The Archmage watches you through a crystal ball as you arrive. -~ - His violet robes have long frayed and faded, his beard is long and tapering, -but his powers have only grown throughout the years. He is willing to teach -his mystical arts to newcomers. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#27120 -bartender~ -the bartender~ -The bartender is here doing his thing. -~ - This plump fellow leads a quiet life. Nevertheless the odd creatures that -find their way to this bar from all lands have had an effect on him. He -glances up and gives you a lopsided grin as he mumbles to the floor. -~ -188426 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#27121 -retired thief~ -a retired thief~ -A retired thief cleans a shot glass behind the counter. -~ - Having retired from the bounty lists, this thief spends his days managing -the Nightbreak Cafe for the assassins guild. So may you, if you become -addicted enough to caffeine. -~ -188426 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27122 -falconer petshops~ -the falconer~ -The falconer stands proudly before several cages. -~ - His tall, noble bearing seems to go hand in hand with the alert postures of -his taloned birds. A magnificent white kestrel stares at you from his left -shoulder. -~ -10 0 0 0 0 0 0 0 600 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#27123 -cartographer~ -the cartographer~ -The cartographer grins at you over wire-rimmed spectacles. -~ - Thin and wisp-haired, this old man regards you with a wily grin and looks -ready to cut some deals. There is a rumor he was kicked out of the mages -guild for fraud. Can you trust his goods? -~ -188426 0 0 0 0 0 0 0 -800 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27124 -town treasurer~ -the town treasurer~ -The town treasurer sits happily on a huge pile of gold. -~ - This little man has found his bliss. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#27125 -blacksmith~ -the blacksmith~ -The blacksmith stands in the glare of the fire. -~ - This ex-warrior is short and brawny, looks to have some dwarf ancestry. He -is carrying a hot poker though, better not mess with him. -~ -10 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27126 -jeweller~ -the jeweller~ -The jeweller stands behind a glass case of rubies. -~ - The jeweller is a dark-skinned woman in a silken frock. She seems to be -doing very well for herself. A black gem sparkles dimly round her neck. -~ -188426 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#27127 -phadela witch~ -Phadela~ -Phadela is here grinning maniacally in a mirror. -~ - This local witch comes from desert lands and is making her fortune off the -superstitious. Her dark eyes look sharply into yours in the mirror on the far -wall. Her black hair and turban remind you of her exotic origins. -~ -188426 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#27128 -baker chef hobbit~ -the hobbit pastry chef~ -The hobbit pastry chef rolls some dough behind the counter. -~ - A round, short fellow covered in flour. He looks content as a mouse in a -corn shed, snacking on his sticky creations perpetually. -~ -188426 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#27129 -alchemist~ -the old alchemist~ -The old alchemist stands here preparing bubbling vials. -~ - He is withered as a gnarled tree, but seems wise in a mad sort of way. -Glass vials of all colors surround him, attesting to his knowledge. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#27130 -magess magician~ -the magess~ -The wise magess flies about the shop. -~ - An old silver haired woman levitates and sings to herself as she reshelves -tomes and organizes scrolls and parchments. -~ -188426 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -#27131 -mekala thai cook~ -Mekala~ -Mekala tosses some pad thai in a pan nearby. -~ - This young, dark woman has traveled far from jungle lands to prepare her -spicy-hot dishes for this heavily traversed town. She sings a foreign song in -a bizarre, guttural tongue. -~ -188426 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#27132 -armorer~ -the armorer~ -The armorer is here buffing a suit of scale mail. -~ - The cousin of the warrior guildmaster is six foot five and perhaps three -hundred pounds.. Needless to say, he has many friends. He stands rose-buffing -a beautiful suit of scale mail. -~ -188426 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27133 -weaponsmaster weapons~ -the weaponsmaster~ -The weaponsmaster sharpens a kris at the back wall. -~ - He's a wiry little fellow, but agile as a squirrel. He prefers to be left -alone in the world of blade artistry, and generally people grant him his wish -with pleasure. -~ -188426 0 0 0 0 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -5 8 1 -E -#27134 -lady old~ -a little old lady~ -A little old lady hovers around you. -~ - She looks a little bored, and pleased to see you, hoping for a big sale. -You cringe as she gives you a warm toothless smile. -~ -188426 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#27135 -mockingbird bird~ -a mockingbird~ -A gray and white mockingbird mimics you from an oak branch. -~ - She cocks her head from side to side, studying you rapidly, then does an -impression that looks very familiar and makes your friends crack up laughing. - -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#27136 -adventurer paranoid fool~ -a paranoid adventurer~ -A paranoid adventurer hides within the town walls, afraid to leave. -~ - His bug eyes and electric hair show you he has perhaps seen to many beasts, -and they were too much for him. -~ -200 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#27137 -trader silk~ -a silk trader~ -A silk trader is strolling, looking for business. -~ - The fact that he has been about many lands shows on his weathered, scarred -face. When he notes you looking him over he smiles cunningly and shows you a -variety of colored silk goods. -~ -72 0 0 0 0 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -T 27100 -#27138 -boy mischievous~ -a mischievous boy~ -A mischievous boy is looking for something to set on fire. -~ - His small, darting eyes are set off by a mess of tousled black hair. Ever -since his sling shot was taken away, he has been playing with torches. -~ -72 0 0 0 524288 0 0 0 -40 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#27139 -girl dark~ -a dark-haired girl~ -A dark-haired girl is eyeing you curiously. -~ - This small girl has a fine dress and precocious look that makes you feel she -must be a wealthy citizen's daughter, perhaps a merchant or judge. -~ -72 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#27140 -tabby cat~ -a tabby cat~ -A tabby cat is stalking a mockingbird. -~ - She looks plump from plenty of good eating. Her wide green eyes are fixated -on a fluttering mockingbird, the stripes of her thick black and brown fur -mingling with the lines of the grasses. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#27141 -mage old~ -an old mage~ -An old mage studies the chessboard in rapt contemplation. -~ - His white beard trails down to his withered toes. His forehead is creased -in contemplation, but a wine-induced smile plays on his lips. -~ -2058 0 0 0 16 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27142 -warrior young~ -a young warrior~ -A young warrior is sparring with his shadow. -~ - This brawny fellow hops about, rather gracelessly, shadow-boxing. He is too -absorbed to notice you watching him. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#27143 -thief wanted~ -a wanted thief~ -A thief is lounging, hiding out from the bounty hunters. -~ - He doesn't look too nervous about being found and brutally hung for his -crimes. With his feet up and margarita in hand, he kicks back in an easy chair -and thumbs through a magazine. -~ -10 0 0 0 0 0 0 0 -1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -T 27110 -#27144 -priestess sacrifice~ -a sacrificial priestess~ -A priestess is preparing a blindfolded animal for sacrifice. -~ - She is busy anointing a serrated dagger with a special balm, and sprinkling -a dark water over the animal. She asks that you take a seat and keep quiet. - -~ -2058 0 0 0 16 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 2 -E -#27145 -black animal~ -a black animal~ -An iron chain rattles as something moves in the back of the room. -~ - Some black animal, its hard to tell exactly what in this darkness, is -chained to the back wall. Even its eyes are darkened as a black fold of cloth -covers them until the moment of its departure from the world. -~ -10 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#27146 -gray cat~ -a gray cat~ -A gray cat pads around, sniffing things. -~ - He seems vaguely interested in something beyond the range of your five -senses, as cats often are. -~ -72 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#27147 -white cat~ -a large white cat~ -A large white cat is sunning himself on a wall. -~ - He's a beautiful creature, with a long snow-colored coat tinged with gold in -the sunlight. His eyes are closed as he lies in bliss in the heat. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#27148 -butcher~ -the butcher~ -The town butcher tosses meat cleavers about listlessly. -~ - This overweight fellow looks bloodthirsty and bored with life. As you enter -he hurls several sharp meat cleavers around the edge of the door without -looking up. -~ -188426 0 0 0 0 0 0 0 -700 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 27103 -#27149 -watchman watch guard gate~ -the gate watchman~ -The gate watchman stares glass-eyed at the horizon. -~ - He was apparently chosen for his inability to blink. He is a brawny fellow, -but doesn't strike you as having the froth-mouthed drive to fight as seen in the -town guards. -~ -2058 0 0 0 16 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#27150 -sparrow bird pets~ -a little sparrow~ -A little sparrow pecks at the ground. -~ - The tiny metal clasp round a leg of this diminutive bird tells you it is -someone's pet. It regards you with one eye then the other in a nervous -fashion, awaiting its first chance to fly to freedom. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#27151 -blackbird bird pets~ -a blackbird~ -A red-winged blackbird is preening nearby. -~ - The blackbird sports glossy dark feathers with wings tipped in crimson, and -a keen eye. The small metal clasp round one leg tells you it is someone's -trained pet. -~ -10 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#27152 -kestrel giant bird pets~ -a giant kestrel~ -A giant white kestrel is perched near its master. -~ - The kestrel's plumage is pale as lamb's down, making it a beautiful animal, -but the sharp curved beak and arched talons remind you of its predatory habits. -A tiny metal ring is clasped round one leg.. It must be someone's pet. -~ -10 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#27153 -athos knight warrior~ -Athos~ -Athos the great knight is somberly nursing a bottle of wine. -~ - Athos wears a face of sorrow on his noble countenance, displaying only a few -quiet words of philosophy when his tongue is loosened by drink. His dress -depicts a man of learning and his voice one of some foul experience. -Something - or someone - still haunts him to this day. -~ -2058 0 0 0 8 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 27101 -#27154 -milady lady winter mage~ -Milady de Winter~ -A beautiful woman with fair hair flares angrily up at your intrusion. -~ - Milady de Winter is a slender form draped in white ermine and knowledgeable -in the ways of enchantment. Golden hair falls to her waist, her eyes are cyan -blue and widened with anger, or perhaps a tinge of fear. Long presumed dead, -she wears one of many guises and is accustomed to discarding lives. -~ -10 0 0 0 524288 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#27155 -naga black guard guardian~ -a black naga guardian~ -The black naga guardian is coiled here. -~ - The guardian naga is a serpent-like creature, coal-black scales shield an -elongate body with the head of a woman, and make no sound with her curious -writhing. It looks intelligent enough to judge whether you are worthy to pass -into the guild of rogues that is its keeping. -~ -10 0 0 0 80 0 0 0 -900 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#27156 -gryphon guard guardian~ -a guardian gryphon~ -A large guardian gryphon sits immobile before you. -~ - It's a brawny beast, measuring six feet at the shoulder, and staring -passively at you with cold red eyes. It watches faithfully over the guild of -physical battle that is its charge; only those worthy may enter. -~ -10 0 0 0 80 0 0 0 900 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 0 -E -#27157 -basilisk guard guardian~ -a guardian basilisk~ -A basilisk summoned from the ether guards a doorway. -~ - The guardian stands motionless with eyes of stone fixed on the far wall. -Nonetheless, this reptile, a figure born of a cold wisdom, knows well enough if -you are worthy to pass into the guild of priests. -~ -10 0 0 0 80 0 0 0 900 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 0 -E -#27158 -imp horned guard guardian~ -a guardian imp~ -A horned imp is crouched nearby, unfolding its wings. -~ - This is the familiar of the Archmage of the town, at present an ill- meaning -sort of ruler. It is charged with the worthy task of defending the guild from -unwelcome intruders. Its wickedly curving horns and innocuous teeth attest to -its ability to.... Well, dispose of you. -~ -10 0 0 0 80 0 0 0 -900 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#27159 -guard elite watch warrior~ -a warrior of the Black Watch~ -A warrior of the Black Watch maintains a alert vigilance here. -~ - A handsome, stalwart warrior of the famed elite guard of Sundhaven keeps a -tireless watch over the peace of the town. -~ -72 0 0 0 80 0 0 0 800 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#27160 -guard lord elite watch~ -the Lord of the Black Watch~ -The Lord of the Black Watch keeps the peace as he sips a scotch. -~ - The captain of the Black Watch, the well-known anti-rogue force of -Sundhaven, seems a fairly complacent noble confident in his own strength. He -surveys his surroundings casually over the rim of a glass of strong drink. -~ -2120 0 0 0 80 0 0 0 500 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#27161 -mage blind man~ -an old blind mage~ -A blind mage is sitting here, communing with nature. -~ - His blank eyes, the color long lost, leave the broad sky and seem to stare -right through you. His sanity, also long lost, might have made him a fine -fellow once, but he would best be left alone now. -~ -14 0 0 0 0 0 0 0 -800 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -T 27106 -#27162 -lamprey black~ -a black lamprey~ -Something makes an eel-like motion under the water. -~ - A giant leech-like movement under the water marks the outline of a lamprey, -skin wet and oil-black. The row of teeth that gapes for an instant above the -waterline gives a hint of its hunger for prey in this deserted place. -~ -72 0 0 0 524496 0 0 0 -900 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#27163 -moth bug~ -a moth~ -A small moth flits about nearby. -~ - The moth, pale downy white in color, beats its wings heavily above some -ferns nearby. It seems quite harmless. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#27164 -disgruntled courier postmasters~ -a disgruntled courier~ -A disgruntled courier awaits your bidding. -~ - The gray and strained eyes of the courier look at you with ill-concealed -lack of interest. The scars on his face are an indication that he has seen -foul weather of all sorts on the roads, and nothing you could request would -surprise him. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#27165 -noble sundhaven~ -a Sundhaven noble~ -A Sundhaven noble stares past you with an aloof air. -~ - The noble is tall, of fair hair and complexion, and dressed in gold-bordered -finery. He appears unaware of your presence, and preoccupied with his own -affairs. -~ -2120 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#27166 -stu fool~ -Stu~ -Stu the Recruit is standing here. -~ - Achhh! Dont pay too much attention to him or you'll regret it. -~ -220 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -T 27104 -$ diff --git a/lib/world/mob/272.mob b/lib/world/mob/272.mob deleted file mode 100644 index b6b5ba6..0000000 --- a/lib/world/mob/272.mob +++ /dev/null @@ -1,14 +0,0 @@ -#27242 -child citizen~ -a child playing~ -A child playing obliviously on the floor is here. -~ - The child is like their parents with brown hair and eyes and they wear a -black pair of knit pants and and a white top. They play with a wooden toy on -~ -122970 0 0 0 0 0 0 0 0 E -0 20 10 1d1+0 1d1+0 -0 0 -8 8 0 -E -$ diff --git a/lib/world/mob/273.mob b/lib/world/mob/273.mob deleted file mode 100644 index db9c29e..0000000 --- a/lib/world/mob/273.mob +++ /dev/null @@ -1,153 +0,0 @@ -#27300 -facehugger alien~ -a facehugger alien~ -A facehugger stage alien sees you and springs! -~ - A facehugger is trying to wrap it's tail around your throat! -~ -36968 0 0 0 524288 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -BareHandAttack: 8 -E -#27301 -alien~ -a drooling alien~ -A slime drooling alien is here waiting for lunch! -~ - The alien 'smiles' back at you and extends its inner jaws! SNAP SNAP SNAP! - -~ -4200 0 0 0 524288 0 0 0 -1000 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 0 -BareHandAttack: 9 -Str: 22 -Dex: 22 -E -#27302 -queen alien~ -the queen alien~ -The queen alien is here laying eggpods! -~ - The queen alien is less than pleased at your presence. You should die now! - -~ -129038 0 0 0 524352 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -6 6 2 -BareHandAttack: 9 -Str: 24 -Dex: 20 -E -#27303 -Predator alien~ -a Predator alien~ -A Predator alien is here scouting for trophies. -~ - The Predator is a huge bipedal monstrosity with vertically aligned jaws and -'hair' that reminds you of when you used to fight gorgons! He is nearly twice -your size and already has a nice polished human skull hanging from his trophy -belt. It looks like you are next! -~ -96492 0 0 0 524372 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -BareHandAttack: 8 -Str: 24 -Dex: 24 -Int: 22 -E -#27304 -Captain Vance Marshal captain vance marshal~ -Captain Vance Marshal~ -Captain Vance Marshal is here in his exoskeleton armor! -~ - Captain Vance Marshal has obviously gone mad! Then again you would too if -you had survived as long as he has on this cursed space station! -~ -2222 0 0 0 80 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -BareHandAttack: 13 -Str: 20 -StrAdd: 100 -Dex: 20 -Int: 19 -Wis: 18 -E -#27305 -panther alien~ -a panther alien~ -A four-legged panther alien is here waiting to rip your guts out! -~ - You thought the regular aliens had a lot of teeth?! This man-eater has twice -as many at the bipedal aliens. It also looks a lot nastier. It moves with -such speed on all fours that there is just no way you can out run it. You must -stand and fight this black monstrosity! -~ -2152 0 0 0 524368 0 0 0 -500 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -BareHandAttack: 9 -Str: 24 -StrAdd: 100 -Dex: 23 -Int: 12 -Wis: 7 -E -#27306 -oshura woman~ -Lt. Miko Oshura~ -Lt. Miko Oshura is standing here in torn clothing. -~ - This tough young lady has been through hell and has managed to keep her wits -about her... Not to mention her weapons! Man is she ever glad to see a -smiling HUMAN face! -~ -2252 0 0 0 80 0 0 0 500 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 2 -Str: 18 -StrAdd: 100 -Dex: 19 -E -#27307 -captain alien predator~ -the Predator Captain~ -The Predator Captain is standing here looking angry! -~ - Uh oh... Now you've done it! There are some places you just shouldn't go -... This is one of them! The Captain of the Predators is very angry that you -have invaded his ship. He will have to 'discuss' it with his crew-members after -he finishes polishing your skull! -~ -6382 0 0 0 80 0 0 0 -1000 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -Str: 23 -Dex: 23 -E -#27308 -crew crewmember~ -a crewmember~ -A Space Station Alpha crewmember is here trying to stay alive! -~ - This poor haggard soul has been fleeing the onslaught of two different -species of alien aggressors. How he has managed to stay alive this long is -anyone's guess. He must be extremely resourceful! -~ -2508 0 0 0 0 0 0 0 367 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -$ diff --git a/lib/world/mob/274.mob b/lib/world/mob/274.mob deleted file mode 100644 index 338d6ab..0000000 --- a/lib/world/mob/274.mob +++ /dev/null @@ -1,844 +0,0 @@ -#27400 -Kay the village Priest~ -Kay the Village Priest~ -Kay the Village Priest is here to tend you. -~ - Kay, the boyish lad, is the Cure of Saint Brigid. He has short black hair, -dark eyes, rather scrawny in demeanor, but a very wise lad trained from the -north. -~ -256090 0 0 0 8448 0 0 0 550 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -T 27400 -#27401 -Broderick~ -Broderick the Inn Keep~ -Broderick the Inn Keep is keeping his place. -~ - Broderick is from the north. He is once a guard for Hypperex, then turned -pilgrim for a time he has found himself down here tending bar in his own place. -He has sandy blond hair, brown eyes, rather tall, muscular and a bit scarred -from all the battles he has seen while as a guard in Hypperex. He wears a white -shirt and tan pants, with a green apron made of leather. He smokes a cigar and -it protrudes from his narrow fleshy lips which he occasionally puffs while -wiping down the bar. -~ -522266 0 0 0 0 0 0 0 220 E -34 9 -10 7d6+340 5d5+5 -340 115600 -8 8 1 -Str: 18 -Dex: 16 -Wis: 13 -Cha: 12 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -T 27405 -#27402 -Francis~ -Francis the Blacksmith~ -Francis the Blacksmith is here beating out a rod of metal. -~ - Francis is a big burley man with a ruddy complexion, dark black hair, dark -eyes and a thick full beard. He had a huge upper body and arms from his work at -the forge. He wears a white shirt, and black pants, and thick work boots on his -feet. He looks like he is very formidable if you make him angry so best to -watch it. -~ -522330 0 0 0 2424 0 0 0 0 E -34 20 10 1d1+0 1d1+0 -0 0 -8 8 1 -Str: 20 -Dex: 17 -Int: 12 -Wis: 12 -Con: 20 -Cha: 13 -E -T 27407 -#27403 -Mick~ -Mick of Malvern~ -Mick of Malvern is here to help you. -~ - Mick is the older son of Francis. He looks like his father in many ways with -a huge demeanor, a large upper body and arms from working the forge. He wears a -simple leather tunic and pants made of soft brown and helps in the Armory. He -has the same dark black hair, dark eyes and a thick beard. -~ -522330 0 0 0 2424 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -Str: 20 -Dex: 17 -Int: 13 -Wis: 15 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -T 27407 -#27404 -Charity~ -Charity~ -Charity of Malvern is here to help you. -~ - Charity is the adopted daughter to Elizabeth and Andrew of Saint Brigid. -She is very tall, lean and strikingly beautiful with long flowing blond hair to -almost the ground, blue eyes, and a fair complexion. She wears a simple blue -gown adorned with flowers and hems sewn by her own hand and it fits the -flattering curves she has. Her shoes are black made of calf skin. -~ -522330 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -BareHandAttack: 13 -Str: 20 -Dex: 17 -Int: 13 -Wis: 15 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -#27405 -Zino~ -Zino the Jeweler~ -Zino the Jeweler is standing here with an eye-loop examining a jewel. -~ - Zino is new to this realm, he is from the north, living in Hypperex mostly -and makes his living examining and appraising jewelry and jewels for the barons -of Hypperex. He is a wiry man, who is very lean, with graying hair has a full -goatee, and dark eyes. He wears a typical red tunic and pants with a golden -belt, and necklace that has the symbol of the Inquisition about his neck. He is -not too welcome here in Saint Brigid by the folk here but he is known for being -a just and fair man when it comes to his skills to appraisal. -~ -522330 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -Str: 20 -Dex: 17 -Int: 13 -Wis: 15 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -T 27407 -#27406 -Hans ~ -Hans~ -Hans is here to pawmp you up... -~ - Hans is German, very short, and clad in a gray sweat suit and boots with a -headband on his forehead. He has brown hair, a burly face and he is really well -built from head to toe. -~ -522330 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -Str: 20 -Dex: 17 -Int: 13 -Wis: 15 -Con: 18 -Cha: 22 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -T 27402 -#27407 -Floora~ -Floora the Grump~ -Floora the Grump is here to take your order. -~ - Floora is an old woman in about her nineties, but looks and acts like she is -still in her fifties. She has dark hair, sprinkled ever slightly with gray -hair, green eyes and has a trim but heavyset figure. She is no slouch when it -comes to hard work, being active a lot in her store, it is always so neat and -orderly. She wears a simple green and brown jumper with a brown tunic and -boots. For her age she still seems to shine brightly. -~ -522330 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -BareHandAttack: 13 -Str: 25 -Dex: 17 -Int: 13 -Wis: 15 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -T 27407 -#27408 -Elizabeth~ -Elizabeth of Malvern~ -Elizabeth of Malvern is here selling her realm famous bread. -~ - Unlike Charity, Elizabeth is her adopted mother, and she had brown hair, -brown eyes, and a heavyset figure and is quite beautiful but not shockingly like -her daughter. She wears a simple brown and white dress, adorned with the same -patterns and colors incorporated in Charity's gowns as she taught her the trade. -Her shoes are brown leather. -~ -522330 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -BareHandAttack: 13 -Str: 20 -Dex: 17 -Int: 13 -Wis: 15 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -T 27407 -#27409 -Miriam~ -Miriam~ -Miriam of Malvern is here to humble serve you. -~ - Miriam is a youthful girl of about twenty, she has long reddish-gold hair, -green eyes and a trim very voluptuous body. She wears a simple black dress -adorned in blue and a necklace of a pentagram around her neck. She has no shoes -on ad the slit in her dress goes up to her waist revealing a little more than -anyone would want to know that she is a witch. There is a tattoo on her left -thigh. -~ -522330 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -BareHandAttack: 13 -Str: 20 -Dex: 17 -Int: 13 -Wis: 15 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -T 27407 -#27410 -Madam Gwen~ -Madam Gwen~ -Madam Gwen is here dressed sexy and ready for action. -~ - Madam Gwen is here dressed in a sexy low cut house dress with slits up the -sides made of silk and wears thigh hight boots and a leather collar with spikes -while brandishing a whip. She is attractive despite she is in her mid-forties, -a bit plump but still an eye catcher with her trim body, blond hair, blue eyes -and fair complexion. -~ -57422 0 0 0 2424 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -Str: 16 -Dex: 15 -Wis: 13 -Con: 20 -Cha: 22 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -#27411 -Alisha~ -Alisha~ -Alisha is sitting here on the bed reading. -~ - Alisha is here reading while she waits for her next customer. She is rather -young, about nineteen and been doing this for a while now since her mother -abandoned her on the street in Hypperex when she was accused as being a witch. -She has dark brown hair, brown eyes, a medium complexion and a trim body. -Alisha is attractive but rather too much of a brain for this type of work. -~ -57422 0 0 0 2168 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -2500 10000 -8 8 2 -Str: 16 -Dex: 12 -Int: 13 -Wis: 13 -Con: 18 -Cha: 13 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -#27413 -Rebecca~ -Rebecca~ -Rebecca of Pine is in her bed alone naked. -~ - Rebecca is a fair young woman with ruddy features, she has long brown hair, -almond brown eyes, and she is heavy set. She has a round face with a medium -complexion, and despite she is heavyset has a decent figure. -~ -57422 0 0 0 2168 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -4 4 2 -Str: 15 -Dex: 15 -Wis: 12 -Con: 17 -Cha: 13 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -#27414 -Doris~ -Doris~ -Doris is here naked on top of Sphen -~ - Doris is maiden in her late twenties, she has black hair, dark eyes and a -fantastic body to boot. She is one of the few who has escaped the Inquisition -and torture and she has many scars on her back and legs where the torturer -burned, broke, and mutilated her body. -~ -57422 0 0 0 2168 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -Str: 15 -Dex: 15 -Wis: 12 -Con: 17 -Cha: 13 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -#27415 -Jenny~ -Jenny Of Alaster~ -Jenny Of Alastar is here playing with herself. -~ - Jenny is a young woman with long brown hair streaked with black, a pale form -with green eyes, a very small pair of breasts and she wears a black skirt over -it. She is quite attractive, despite she is Wiccian, a large tattoo on the left -butt cheek on her left side depicting a pentagram. -~ -57422 0 0 0 2168 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -Str: 15 -Dex: 15 -Wis: 12 -Con: 17 -Cha: 13 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -#27416 -citizen male~ -a male citizen of Saint Brigid~ -a male citizen of Saint Brigid is here walking to work. -~ - The man is a typical peasant, with a simple brown leather pants and tunic -that he wears about him. He has short brown hair, a headband, and looks a bit -of a weakling when it comes to battle. He is one of the many farmers of Saint -Brigid who works the fields. -~ -72 0 0 0 0 0 0 0 0 E -4 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -Str: 12 -Dex: 15 -Int: 13 -Wis: 15 -Con: 17 -Cha: 15 -E -T 27404 -#27417 -Natasha~ -Natasha~ -Natasha rubs herself down pinching her own nipples -~ - Natasha stands about five feet and six inches. Her long red hair encircles -her angelic face. Her eyes are as blue as the sky, and her skin is a milky -white. -~ -188506 0 0 0 16 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 2 -Str: 12 -Dex: 13 -Int: 14 -Wis: 18 -Con: 20 -Cha: 20 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -#27418 -Dirken~ -Dirken~ -Dirken the mighty runs his hands all over Candy's body. -~ - Dirken is an young man about twenty-eight, with short blond hair, brown eyes, -a bean pole body, and a ruddy complexion. He sits on the bed with his shirt off -as he waits for Candy to acknowledge him and to start mutually satisfying each -other. He is not very handsome for a miner. -~ -254170 0 0 0 2096 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -750 2500 -8 8 1 -Str: 15 -Dex: 19 -Wis: 16 -Con: 20 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -#27419 -Sphen~ -Sphen of Sweden~ -Sphen of Sweden is laying on the bed enjoying the ride. -~ - Sphen is a thirty year old from sweden, he has come a long way to this realm -for fortune and glory and has may scars to show it. He is tall and heavyset -Inza. /n with blond hair, a very light complexion and blue eyes. -~ -254170 0 0 0 2096 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -750 2500 -8 8 1 -Str: 15 -Dex: 19 -Wis: 16 -Con: 20 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -#27420 -Tarus~ -Tarus the Traveller~ -Tarus the Traveller is here watching the action. -~ - Tarus is a short dwarf of a man, with a long beard, a small body and only -stands about 4'2" tall. His hair is white, and his eyes a sinister deep red. -He wears a tunic, a pair of pants and his belt he has a dagger sheath at his -side made of leather. -~ -254170 0 0 0 2096 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -750 2500 -8 8 1 -Str: 15 -Dex: 19 -Wis: 16 -Con: 20 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -#27421 -Renah~ -Renah~ -Renah the Gnome is here waiting for his turn. -~ - Renah is a gnome, about 3'8" tall, and he has a single mohawk on top of his -head colored multiple colors, above his thinly black eyebrows on his almost -oriental features. He has a yellowish skin, dark brown eyes, and a plump body. -~ -254170 0 0 0 2096 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -Dex: 17 -Wis: 16 -Con: 15 -Cha: 12 -E -#27422 -citizen female~ -a female citizen~ -a female citizen of Saint Brigid is here. -~ - She is atypical citizen of the village, mostly a farmer, so she is very ruddy -complected. She has long brown hair, brown eyes and a narrow figure. She wears -a brown tunic top and a loose skirt, and what appears to be soft shoes. -~ -254042 0 0 0 120 0 0 0 0 E -5 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -Str: 13 -Dex: 17 -Int: 14 -Wis: 14 -Con: 16 -Cha: 15 -E -#27423 -citizen male~ -a male citizen~ -a male citizen is here with his family. -~ - The man is a typical peasant, with a simple brown leather pants and tunic -that he wears about him. He has short brown hair, a headband, and looks a bit -of a weakling when it comes to battle. He is one of the many farmers of Saint -Brigid who works the fields. -~ -188506 0 0 0 0 0 0 0 0 E -5 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -Str: 12 -Dex: 15 -Int: 13 -Wis: 15 -Con: 17 -Cha: 15 -E -#27424 -child citizen~ -a child~ -a child plays innocently on the floor. -~ - The child is like their parents with brown hair and eyes and they wear a -black pair of knit pants and and a white top. They play with a wooden toy on -the floor oblivious to the carnage that is to come. -~ -254682 0 0 0 0 0 0 0 0 E -3 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -Str: 14 -Dex: 13 -Int: 14 -Wis: 14 -Con: 15 -Cha: 16 -E -T 27406 -#27425 -A female citizen of Saint Brigid~ -a female citizen of Saint Brigid~ -A female citizen of Saint Brigid is going about her daily chores -~ - The woman is a typical peasant with a simple leather brown skirt and tunic -that she wears about her. She had long brown hair, and looks a bit rough for -wear when it comes for battle. She is one of the many farmers of Saint Brigid -who works the fields. -~ -72 0 0 0 0 0 0 0 0 E -4 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -Str: 12 -Dex: 15 -Int: 13 -Wis: 15 -Con: 17 -Cha: 15 -E -T 27404 -#27426 -guard~ -a village militia-man ~ -a village militia-man is here on guard duty. -~ - The guard is clad in a green and white tunic with a dark green pair of -trousers. IT has the ensign of Saint Brigid on the tunic front which marks him -as a soldier of the free town. He is one of the citizens who has stepped up and -volunteered to take the post to protect the village. -~ -254042 0 0 0 0 0 0 0 0 E -10 18 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 17 -Dex: 13 -Int: 13 -Wis: 15 -Con: 17 -Cha: 16 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -#27428 -a female farmer~ -a female farmer~ -A female farmer is working in the fields. -~ - She is a typical farmer with straw hat and a blue shirt, pants and work boots -in which she toils in the earth with her brawny arms and narrow frame. She -has long blond hair, blue eyes and a delicate, angelic appearance. -~ -72 0 0 0 0 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 2 -Str: 15 -Dex: 16 -Wis: 12 -Con: 16 -Cha: 12 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -#27429 -Franz~ -Franz~ -Franz is here to pamp you up... -~ - Franz is German, very short, and clad in a gray sweat suit and boots with a -headband on his forehead. He has brown hair, a burly face and he is really well -built from head to toe. -~ -522330 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -Str: 20 -Dex: 17 -Int: 13 -Wis: 15 -Con: 18 -Cha: 22 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -T 27403 -#27430 -Molly~ -Molly~ -Molly the Barmaiden is here serving drinks. -~ - Molly is one of Broderick;s daughters. She has long brown hair, brown eyes, -and a light complexion. She is quite beautiful and trim, wearing a long gown -under the apron she wears over it. Molly holds a tray in her hand as she cycles -through the adventurers who stand in the room. -~ -450648 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 2 -Str: 16 -Dex: 14 -Int: 12 -Wis: 12 -Con: 14 -Cha: 16 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -#27431 -Catherine~ -Catherine~ -Catherine the beggar is here. -~ - Catherine the beggar is a young woman who is a known witch from the north. -She is outcast, and makes a decent wage begging from the local populace for food -and clothing, perhaps anything she really needs. She has dark hair, dark eyes -and a round pleasant face, She is dressed in a patched ruddy gown with a rope -belt and no shoes. In her hand she carries a tambourine in which to catch the -coins given to her by the adventurers in the tavern. -~ -188504 0 0 0 0 0 0 0 1000 E -8 18 8 0d0+20 1d2+1 -1500 1200 -8 8 2 -Str: 12 -Dex: 15 -Int: 13 -Wis: 15 -Con: 17 -Cha: 15 -E -#27432 -adventurer~ -a sleeping adventurer~ -a sleeping adventurer is passed out here on the floor. -~ - He is a typical ruffian who wanders this realm seeking fortune and glory. -The adventurer is male, short, with short hair, dwarf-like, with a beard and he -snoozes on the floor in a drunken stupor with a glass mug still in hand. -~ -206 0 0 0 0 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -4 4 1 -Str: 15 -Dex: 16 -Wis: 12 -Con: 16 -Cha: 12 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -#27433 -hooker~ -a midget named Bridjet~ -A midget named Bridget is here waiting for the next trick. -~ - Brigjet is a full framed young woman of eighteen but only stands about four -foot two in height, and weighs about eighty pounds, She has red hair and green -eyes, wearing that of a thin, sheer gown as she waits for the next trick to -come. -~ -254042 0 0 0 120 0 0 0 0 E -5 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -Str: 13 -Dex: 17 -Int: 14 -Wis: 14 -Con: 16 -Cha: 15 -E -T 27408 -#27434 -adventurer female~ -female adventurer~ -A female adventurer is here drinking silently with her friends. -~ - The young woman is very attractive, and wears a simple tunic and pants under -the heavy armor she wears over it. She has long brown hair, green eyes and a -slender attractive, but muscular figure. -~ -254042 0 0 0 120 0 0 0 0 E -5 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -Str: 13 -Dex: 17 -Int: 14 -Wis: 14 -Con: 16 -Cha: 15 -E -#27435 -adventurer male~ -male adventurer~ -A male adventurer is here drinking. -~ - This man is a mercenary of his profession, wearing armor and brandishing a -sword at his side. He is an adventurer seeking fortune and glory. He has black -hair, dark eyes and a lean muscular body. He looks dangerous to be around. -~ -188506 0 0 0 0 0 0 0 0 E -5 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -Str: 12 -Dex: 15 -Int: 13 -Wis: 15 -Con: 17 -Cha: 15 -E -#27436 -hooker~ -a hooker~ -A hooker is here taking a break from her tricks to smoke a cigarette. -~ - The hooker is not bad looking and she wears a simple robe over her narrow -body. Her face is made up still but her hair is a mess from all the activities in -the last few hours. -~ -254042 0 0 0 120 0 0 0 0 E -5 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -Str: 13 -Dex: 17 -Int: 14 -Wis: 14 -Con: 16 -Cha: 15 -E -$ diff --git a/lib/world/mob/275.mob b/lib/world/mob/275.mob deleted file mode 100644 index 5160550..0000000 --- a/lib/world/mob/275.mob +++ /dev/null @@ -1,1191 +0,0 @@ -#27500 -goethe~ -Goethe~ -Goethe is here, staring blindly into space. -~ - Goethe exudes an aura of verbosity. -~ -188426 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -6 6 1 -E -#27501 -harry hare krishna~ -Harry the Hare Krishna~ -Harry the Hare Krishna is busy burning incense and singing. -~ - Harry is a tall man with a shaven head and a long pony tail... Gee I wonder -if he is a Hare Krishna. -~ -188426 0 0 0 0 0 0 0 900 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27502 -wally wizard~ -Wally the Wizard~ -Wally the Wizard is busy playing with his magical items. -~ - Wally is an old, long haired man with an obvious affection to strange and -unusual magic items. When he looks at you, he doesn't seem to be completely -there. -~ -188426 0 0 0 0 0 0 0 1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#27503 -policeman police man~ -the policeman~ -A policeman is here, walking his beat. -~ - Specifically recruited by the upper class people of New Sparta, there is no -one more respectable and honest than the on-duty policeman. -~ -2120 0 0 0 0 0 0 0 1000 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#27504 -cop~ -the cop~ -A cop is wandering around looking for doughnuts. -~ - You can see that this guy does not concentrate very much on his job and -tends to look the other way. He seems to be more interested in filling his -belly with doughnuts than in protecting the city. -~ -2248 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#27505 -mugger~ -the mugger~ -A mugger is thinking about taking your money or your life. -~ - Driven to desperate measures, this leech of society is after one thing... -Your money. He'll do anything to get it too. -~ -76 0 0 0 0 0 0 0 -350 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#27506 -tourist~ -the tourist~ -A tourist is here, taking in the sights. -~ - Every metropolis has them, well so does New Sparta. Be careful not to get -caught in their line of sight. -~ -72 0 0 0 0 0 0 0 500 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -E -#27507 -norm peterson~ -Norm~ -Norm is drinking another beer. -~ - You see Norm from Cheers, he is big, fat, drinks a lot and is an overall -jolly fellow. -~ -26 0 0 0 0 0 0 0 800 E -6 18 6 1d1+60 1d2+1 -60 3600 -6 6 1 -E -#27508 -cliff claven~ -Cliff Claven~ -Cliff is rattling off useless trivia. -~ - A postal worker who never seems to be doing his job, Cliff is out of touch -with reality and tends to be annoying--even to his friends. -~ -158 0 0 0 0 0 0 0 1000 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27509 -carla labeck~ -Carla~ -Carla is waiting on tables. -~ - Carla splashes a drink in your face. -~ -76 0 0 0 0 0 0 0 -800 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 2 -E -#27510 -woody boyd~ -Woody~ -Woody is waiting to serve you a drink. -~ - A farm boy from Indiana, he has not quite fit into the atmosphere of the big -city yet. -~ -188426 0 0 0 0 0 0 0 1000 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27511 -mayor abe~ -Mayor Abe~ -Mayor Abe is about, inspecting the city. -~ - This high official, like most other politicians, seems uninterested in -helping the community. Not a man to be trifled with, the Mayor is reputed to -have ties with the mob kingpin -- Lucifer. -~ -72 0 0 0 0 0 0 0 -900 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#27512 -rebecca howe~ -Rebecca Howe~ -Rebecca Howe is hurrying about making sure Cheers is in order. -~ - A very harried but yet beautiful woman. Most of her anguish stems from her -sexual frustrations and from attempting to keep Cheers in order. -~ -72 0 0 0 0 0 0 0 900 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -#27513 -sam malone~ -Sam~ -Sam is here, hitting on the women. -~ - A very handsome, self-assured ex-baseball player who is very popular with -the ladies, but often finds himself in sticky situations. -~ -72 0 0 0 0 0 0 0 900 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#27514 -frasier crane~ -Frasier~ -Frasier is here psychoanalyzing patrons in the bar. -~ - Though very emotionally unstable for a psychiatrist, Dr. Crane tries to aid -people with their problems while creating his own. -~ -72 0 0 0 0 0 0 0 900 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27515 -lilith sternen crane~ -Lilith~ -Lilith is sitting at the bar, keeping a watchful eye on Frasier. -~ - A calm, thoroughly rational and logical thinker on the outside -- a wild, -crazy, sexual goddess on the inside. -~ -74 0 0 0 0 0 0 0 900 E -9 17 4 1d1+90 1d2+1 -90 8100 -6 6 2 -E -#27516 -paul~ -Paul~ -Paul is here, drinking a beer. -~ - Paul is a robust man, who tends to be a bit childish when around Norm and -Cliff. -~ -88 0 0 0 0 0 0 0 800 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#27517 -alley cat~ -the alley cat~ -An alley cat is looking for food. -~ - This is an everyday unwanted alley cat who spends most of his day looking -for food. -~ -138 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#27518 -pee wee peewee~ -Pee Wee~ -Pee Wee is doing something you would rather not like to know. -~ - Pee Wee is the owner of this peep show, so you'd better not piss him off. -~ -14 0 0 0 0 0 0 0 -500 E -3 19 8 0d0+30 1d2+0 -30 900 -6 6 1 -E -#27519 -punk~ -the punk~ -A punk is here, deciding what color to spray paint your back. -~ - You see a punk who is more than willing to knock off an old lady for a few -bucks. -~ -76 0 0 0 1048576 0 0 0 -400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#27520 -skinhead head skin~ -the skinhead~ -A skinhead is here, looking for a punk to kill. -~ - Skinheads are mean and nasty... Better not stare too long. -~ -76 0 0 0 0 0 0 0 -500 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#27521 -prostitute~ -the prostitute~ -A prostitute is soliciting you. -~ - When you look at her she says, 'Hey baby, wanna party? ' -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#27522 -jonathan hill~ -Jonathan Hill~ -Jonathan Hill is here, welcoming his costumers. -~ - This is the evil bald-headed guy who runs Melville's. -~ -10 0 0 0 0 0 0 0 -1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#27523 -bishop~ -the Bishop~ -The Bishop is here, looking for a crime to solve. -~ - Da Da Deah (sorry for the bad sound effects)! It's the Bishop! -~ -88 0 0 0 0 0 0 0 1000 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27524 -dockworker worker~ -the dockworker~ -A dockworker is busy moving crates. -~ - Dockworkers get very strong from lifting crates and the size of his muscles -make you think twice about attacking him. -~ -76 0 0 0 0 0 0 0 500 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#27525 -prostitute transvestite~ -the transvestite~ -A prostitute is here, looking for customers. -~ - When you take a closer look, you realize that this is not the lovely lady -you first laid eyes on, but is really just a female impersonator. -~ -76 0 0 0 0 0 0 0 -350 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#27526 -pimp~ -the pimp~ -A pimp is busy counting his money to see if his women have been cheating him. -~ - You over hear the pimp reciting poetry... - Bitch better have my money - not some, not half - but all my cash! -~ -76 0 0 0 0 0 0 0 -700 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#27527 -orc lineman raider~ -the Orc lineman~ -A Raiders' lineman is here hunting for the ball. -~ - This is one of Orcland's lineman. He is a balanced player, but has no -outstanding abilities. -~ -76 0 0 0 0 0 0 0 -700 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27528 -human lineman warrior~ -the Human lineman~ -A Warriors' lineman is here hunting for the ball. -~ - This is one of New Sparta's lineman. He is a balanced player, but has no -outstanding abilities. -~ -76 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#27529 -orc raider receiver~ -the Orc receiver~ -A Raiders' receiver is here running a pattern. -~ - This is one of the Orcs' skilled receivers. He is quick, but not very -powerful. -~ -76 0 0 0 0 0 0 0 -700 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#27530 -human warrior receiver~ -the Human receiver~ -A Warriors' receiver is here running a pattern. -~ - This is one of the Warriors' skilled receiver. He is quick, but not very -powerful. -~ -76 0 0 0 0 0 0 0 700 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#27531 -orc blocker raider~ -the Orc blocker~ -A Raiders' blocker is trying to pave an open pathway. -~ - This is the slowest (both physically AND mentally) of the bloodbowl players. -However, he is also very large and powerful, so be careful when tangling with -him. -~ -76 0 0 0 0 0 0 0 -700 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27532 -human blocker warrior~ -the Human blocker~ -A Warriors' blocker is trying to pave an open pathway. -~ - This is the slowest (both physically AND mentally) of the bloodbowl players. -However, he is also very large and powerful, so be careful when tangling with -him. -~ -76 0 0 0 0 0 0 0 700 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27533 -orc thrower raider~ -the Orc thrower~ -A Raiders' thrower, attempting a pass. -~ - Similar to a quarterback, this is a player with both mobility and a cannon -for an arm. He can also hold his own when hitting with the big boys. -~ -76 0 0 0 0 0 0 0 -700 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#27534 -human thrower warrior~ -the Human thrower~ -A Warriors' thrower, attempting a pass. -~ - Similar to a quarterback, this is a player with both mobility and a cannon -for an arm. He can also hold his own when hitting with the big boys. -~ -76 0 0 0 0 0 0 0 700 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#27535 -orc blitzer raider~ -the Orc blitzer~ -A fierce Raiders' blitzer, waiting to tear someone limb from limb. -~ - An all-around fearsome athlete, the blitzer is the toughest most aggressive -player on the bloodbowl field. -~ -14 0 0 0 0 0 0 0 -800 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#27536 -human blitzer warrior~ -the Human blitzer~ -A fierce Warriors' blitzer, waiting to tear someone limb from limb. -~ - An all-around fearsome athlete, the blitzer is the toughest most aggressive -player on the bloodbowl field. -~ -76 0 0 0 0 0 0 0 800 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27537 -spectator loyal fan~ -the loyal fan~ -A loyal fan is here enjoying the game. -~ - Your average sports fan, who attends a game now and then. -~ -72 0 0 0 0 0 0 0 1000 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#27538 -child kid~ -the innocent child~ -A child is here, wandering around. -~ - Awww, how cute!!! -~ -72 0 0 0 0 0 0 0 1000 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#27539 -vendor salesman~ -the vendor~ -A vendor is here peddling his goods. -~ - A merchant with a variety of goods, with nothing you particularly need. -~ -76 0 0 0 0 0 0 0 700 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#27540 -construction worker~ -the construction worker~ -A construction worker is here on his break. -~ - A strong, dirty, harsh-talking construction worker. -~ -10 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#27541 -rowdy fan drunk~ -the drunk, rowdy fan~ -A drunk, rowdy fan is here, making an ass of himself. -~ - Sit down, sit down, sit down, sit down -- sit down you're rocking the boat. -~ -72 0 0 0 0 0 0 0 -400 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#27542 -security guard~ -the Security Guard~ -A Security Guard is here, attempting to maintain order. -~ - Not as efficient as a police officer, but then not as expensive either. -~ -10 0 0 0 0 0 0 0 800 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27544 -fire marshall bob~ -Fire Marshall Bob~ -Fire Marshall Bob is busy trying to extinguish the fire that is on his back. -~ - This is one poor excuse for a Fire Marshall. He's obviously started more -fires in his day than he's actually extinguished. Just another sad example of -nepotism in today's world! -~ -76 0 0 0 16 0 0 0 350 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#27545 -fireman fire man~ -the fireman~ -A fireman is here, looking rather useless. -~ - Well, the less skilled relatives of the Sparta executives needed a job -somewhere, so they wound up here. Obviously, it is a very cushy job because -there are no real fires in New Sparta. -~ -72 0 0 0 0 0 0 0 500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#27546 -whore ~ -the whore~ -A whore is looking for customers. -~ - The only good attribute of this beast is her low prices, which would explain -why she is always busy with punks and skinheads. -~ -10 0 0 0 0 0 0 0 -400 E -4 19 7 0d0+40 1d2+0 -40 1600 -5 5 2 -E -#27547 -minor throat~ -the minor throat~ -A minor throat is busy doing homework. -~ - This is one of the weakest of the evil inhabitants of the library. They -will do anything for a good grade or to keep a good man down. -~ -76 0 0 0 1048576 0 0 0 -1000 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#27548 -throat~ -the throat~ -A throat is here, looking for someone's notes to steal. -~ - This is one of the most populated species of the library. They are really -desperate for a good grade. -~ -76 0 0 0 1048592 0 0 0 -1000 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#27549 -major throat~ -the major throat~ -A major throat is busy hiding all the science reference books. -~ - You see a barely human creature that has absolutely no morals or sense of -dignity. -~ -76 0 0 0 1048592 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#27550 -senior throat~ -the senior throat~ -A senior throat is burning all the useful books. -~ - You see a devilish looking creature that would gladly sell its sister into -slavery for a good grade. -~ -76 0 0 0 1048592 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#27551 -master throat~ -the master throat~ -The master throat is here, trying to break into the school records. -~ - The master throat is the devilish and desperate creature that lacks any -morals or self dignity. Watch out, its' eyeing your stuff right now! -~ -14 0 0 0 1048592 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#27552 -cheerleader leader~ -the cheerleader~ -A cheerleader is here rooting on the home team. -~ - Wow! Don't you wish there were more girls like these around? Almost -nothing rivals the beauty of the cheerleaders, unfortunately their looks are -not always matched by their brains (unfortunately for them, but lucky for YOU!! -), though you are positive you could forget about that fact for just a few -hours. -~ -154 0 0 0 0 0 0 0 1000 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -E -#27553 -head cheerleader leader ilsa~ -Ilsa the Head Cheerleader~ -Ilsa the Head Cheerleader is here, looking totally gorgeous! -~ - You gaze at this beauty with long, flowing blonde hair, an angelic, calming -face, firm, ample... And a body that just screams...! You snap out of your -daydream and notice that she is frowning at you, as she does not appreciate -people undressing her with their eyes. -~ -10 0 0 0 0 0 0 0 1000 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -E -#27554 -chief o'hara~ -Chief O'Hara~ -Chief O'Hara is sitting behind his desk. -~ - The Chief is a longtime law enforcement agent who has become overweight from -years of eating doughnuts. He is a jolly Irishman, who for the first time will -have to do his job without the services of Batman. Unfortunately for you, he -actually looks up to the job now! Looks like he has finally gotten a clue. -~ -2058 0 0 0 144 0 0 0 1000 E -6 18 6 1d1+60 1d2+1 -60 3600 -6 6 1 -E -#27555 -warden~ -the Warden~ -The Warden is here guarding the jail. -~ - A staunch proponent of the death penalty, and the keeper of the jail key. -~ -10 0 0 0 0 0 0 0 1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#27556 -maid~ -the maid~ -A maid is here cleaning up after the guests. -~ - The maid is a lady weary from constant upkeep of the hotel who views most of -mankind as slobs. -~ -14 0 0 0 0 0 0 0 900 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#27557 -esprit~ -Esprit~ -Esprit is behind bars, where he belongs. -~ - The law finally caught up to this character killer, who is serving an -indefinite sentence. May this be a lesson to you all. -~ -10 0 0 0 16 0 0 0 -1000 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#27558 -cashier clerk~ -the cashier~ -A cashier is busy filing her nails. -~ - You see a student working at her part-time job. She really would rather be -somewhere else, but needs the money for tuition. -~ -188426 0 0 0 0 0 0 0 900 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#27559 -cop~ -the cop~ -The cop is sitting here eating doughnuts. -~ - You can see that this guy does not concentrate very much on his job and -tends to look the other way. He seems to be more interested in filling his -belly with doughnuts than in protecting the city. -~ -2250 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -6 6 1 -E -#27560 -cop~ -the cop~ -The cop is sitting here having a drink. -~ - You can see that this guy does not concentrate very much on his job and -tends to look the other way. He seems to be more interested in filling his -belly with beer than in protecting the city. -~ -2250 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -6 6 1 -E -#27561 -shoplifter shop lifter~ -a shoplifter~ -A shoplifter is busy stuffing things into her pockets. -~ - From the size of her pockets, you can see that this is one busy -kleptomaniac. -~ -14 0 0 0 0 0 0 0 -350 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -E -#27562 -fisherman fisher man~ -a fisherman~ -A fisherman is waiting to serve you. -~ - This guy's been around fish so long that he is beginning to look and smell -like one. -~ -188426 0 0 0 0 0 0 0 900 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#27563 -arms dealer~ -the arms dealer~ -An arms dealer is cleaning his guns. -~ - Like most arms dealers, he has got greased back hair and a slimy moustache. -~ -188426 0 0 0 0 0 0 0 350 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#27564 -raghuram manager~ -Raghuram the 7-11 Manager~ -Raghuram the 7-11 Manager is here. -~ - Like most 7-11 managers, Raghuram is Indian, and speaks with a near -incomprehensible accent. -~ -188426 0 0 0 0 0 0 0 900 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#27565 -launchpad duck mcquack~ -Launchpad McQuack~ -Launchpad McQuack is here following Darkwing. -~ - You see a tall humanoid duck who is quite confused and very dim-witted, but -definitely no duck to mess with. You instinctively retch in reaction to -looking at this horrible thing! -~ -220 0 0 0 16 0 0 0 1000 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#27566 -bimbo bleached blonde~ -the bleached blonde bimbo~ -A bleached blonde bimbo is bouncing around. -~ - You can almost feel the intelligence and wisdom points being reduced as you -feel the blood rush from your head to another part of your anatomy. -~ -10 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -E -#27567 -stripper~ -the stripper~ -A stripper is here, undressing for your entertainment. -~ - Wow, you have never seen such large breasts before in your life, it really -makes you believe that there is a God! (and he likes big butts too) -~ -10 0 0 0 0 0 0 0 100 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -E -#27568 -Guildguard sorcerer~ -the sorcerer~ -A sorcerer is guarding the entrance. -~ - He is an experienced mage who has specialized in the field of Combat Magic. -He is here to guard the Mage's Guild and his superior knowledge of offensive as -well as defensive spells make him a deadly opponent. -~ -10 0 0 0 0 0 0 0 800 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 27500 -#27569 -knight templar guildguard~ -the knight templar~ -A knight templar is guarding the entrance. -~ - He is a specially trained warrior belonging to the military order of the -Faith. His duty is to protect the faithful from persecution and infidel -attacks and his religious devotion combined with his superior skill makes him a -deadly opponent. -~ -10 0 0 0 0 0 0 0 800 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 27501 -#27570 -assassin guildguard~ -the assassin~ -An assassin is guarding the entrance. -~ - He is a thief who has specialized in killing others as effectively as -possible, using all sorts of weapons. His superior knowledge of how and where -to use them combined with his extraordinary stealth makes him a deadly -opponent. -~ -10 0 0 0 0 0 0 0 800 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 27502 -#27571 -knight guildguard~ -the knight~ -A knight is guarding the entrance. -~ - He is an expert warrior who has attained knighthood through countless -chivalrous deeds. His duty is to protect the Guild of Swordsmen and his -extreme skill combined with his experience in warfare makes him a deadly -opponent. -~ -10 0 0 0 0 0 0 0 800 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 27503 -#27572 -guildmaster master~ -the Guildmaster~ -The Mages' Guildmaster is standing here. -~ - Even though your Guildmaster looks old and tired, you can clearly see the -vast amount of knowledge she possesses. She is wearing fine magic clothing, -and you notice that she is surrounded by a blue shimmering aura. -~ -16394 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#27573 -guildmaster master~ -the Guildmaster~ -The Clerics' Guildmaster is standing here. -~ - You are in no doubt that this Guildmaster is truly close to your god; he has -a peaceful, loving look. You notice that he is surrounded by a white aura. -~ -16394 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#27574 -guildmaster master~ -the Guildmaster~ -The Thieves' Guildmaster is standing here. -~ - You realize that whenever your Guildmaster moves, you fail to notice it - -the way of the true thief. She is to be dressed in poor clothing, having the -appearance of a beggar. -~ -16394 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#27575 -guildmaster master~ -the Guildmaster~ -The Warriors' Guildmaster is standing here. -~ - This is your master. Big and strong with bulging muscles. Several scars -across his body proves that he was using arms before you were born. He has a -calm look on his face. -~ -16394 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#27576 -captain~ -the Captain~ -A retired Captain stands here, selling boats. -~ - This Captain has eaten more sharks than you have killed peas. -~ -188426 0 0 0 0 0 0 0 900 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#27577 -armorer~ -the Armorer~ -An Armorer stands here displaying his shiny new (and previously owned) armor. -~ - An old but very strong armorer. He has made more armor in his life than -you have ever seen. -~ -188426 0 0 0 0 0 0 0 900 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#27578 -receptionist~ -the receptionist~ -A receptionist stands in front of you, looking quite bored. -~ - You notice a tired look in her face. She looks like she isn't paid well -enough to put up with any crap from mud players with attitudes. -~ -10 0 0 0 0 0 0 0 900 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#27579 -waiter~ -the waiter~ -A waiter is going around from one place to another. -~ - A tired looking waiter. -~ -188426 0 0 0 0 0 0 0 900 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#27580 -waiter~ -the waiter~ -A waiter is going around from one place to another. -~ - This man was a famous sorcerer in his young days but now leads a quiet, -peaceful life as a waiter. -~ -10 0 0 0 0 0 0 0 600 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#27581 -waiter~ -the Waiter~ -A waiter is going around from one place to another. -~ - This waiter seems to have reach contact with God. -~ -10 0 0 0 0 0 0 0 600 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#27582 -waiter~ -the Waiter~ -A waiter is going around from one place to another. -~ - This waiter knows where all his customers has their money. -~ -10 0 0 0 0 0 0 0 600 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#27583 -waiter~ -the Waiter~ -A waiter is going around from one place to another. -~ - The waiter looks like he could easily kill you while still carrying quite a -few firebreathers. -~ -10 0 0 0 0 0 0 0 600 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#27584 -janitor~ -the janitor~ -A janitor is walking around, cleaning up. -~ - What is there to say? He is cleaning stuff up. Wow. What a thrill. -~ -2120 0 0 0 0 0 0 0 900 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#27585 -fido beastly~ -the beastly fido~ -A beastly fido is here. -~ - A fido is a small dog that has a foul smell and pieces of rotted meat -hanging around its teeth. -~ -200 0 0 0 0 0 0 0 -200 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#27586 -drunk~ -the drunk~ -A singing, happy drunk. -~ - A drunk who seems to be too happy, and to carry too much money. -~ -72 0 0 0 0 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#27587 -kitten pets~ -the kitten~ -A small loyal kitten is here. -~ - The kitten looks like a cute, little, fierce fighter. -~ -14 0 0 0 0 0 0 0 400 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#27588 -puppy pets~ -the puppy~ -A small loyal puppy is here. -~ - The puppy looks like a cute, little, fierce fighter. -~ -14 0 0 0 0 0 0 0 400 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#27589 -beagle pets~ -the beagle~ -A small, quick, loyal beagle is here. -~ - The beagle looks like a fierce fighter. -~ -14 0 0 0 0 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -E -#27590 -rottweiler pets~ -the rottweiler~ -A large, loyal rottweiler is here. -~ - The rottweiler looks like a strong, fierce fighter. -~ -14 0 0 0 0 0 0 0 400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#27591 -wolf pets~ -the wolf~ -A large, trained wolf is here. -~ - The wolf looks like a strong, fearless fighter. -~ -14 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -$ diff --git a/lib/world/mob/276.mob b/lib/world/mob/276.mob deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/mob/276.mob +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/mob/277.mob b/lib/world/mob/277.mob deleted file mode 100644 index 06d09a5..0000000 --- a/lib/world/mob/277.mob +++ /dev/null @@ -1,469 +0,0 @@ -#27700 -elven wizard~ -the Elven Wizard~ -An Elven Wizard is here, creating fireworks for the festivities. -~ - The Elven Wizard looks at you in a solemn sort of way. His gaze seems to -penetrate through your innermost being. He is wearing a silvery cloak and -holding a multi-colored staff. Although he appears to be older than the oldest -man, he seems to have an inner strength which most mortals cannot overcome. -~ -74 0 0 0 16 0 0 0 500 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#27701 -ring keeper~ -the Keeper of the Ring~ -The Keeper of the Ring is here, guarding his treasure jealously. -~ - The Ring Keeper is a rather big but short halfling. His short stature and -bulbous nose belie his true nature. An elven sword that glows with a blue light -hangs from his belt, and on his finger you see the One Ring. Although usually a -halfling of peace, he will fight you to the death if you attempt to take away -that which belongs to him. -~ -74 0 0 0 20 0 0 0 0 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#27702 -farmer gamgee~ -Farmer Gamgee~ -Farmer Gamgee sniffs the air, wondering if harvest time is near. -~ - Farmer Gamgee is a short, stout halfling of thirty years. His skin has been -tanned from working the fields night and day. He's quite a jolly chap, always -ready to befriend an injured bunny rabbit. -~ -138 0 0 0 0 0 0 0 350 E -7 18 5 1d1+70 1d2+1 -70 4900 -5 5 1 -E -#27703 -toddler~ -a toddler~ -A toddler crawls about, looking for something to chew on. -~ - The toddler is dressed in nothing but his birthday suit. He crawls about for -he hasn't learned to walk yet. He peers up at you and asks "da da? " -~ -138 0 0 0 0 0 0 0 100 E -2 20 8 0d0+20 1d2+0 -20 400 -6 6 1 -E -#27704 -nursemaid~ -a nursemaid~ -A nursemaid wanders about, trying to keep track of all the toddlers. -~ - The nursemaid looks rather tired and worn out. Taking care of so many -toddlers for too long has evidently taken its toll. She looks to you and in her -eyes you can see her longing for a better life. -~ -10 0 0 0 0 0 0 0 100 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -#27705 -cow~ -a cow~ -A cow is here, chewing her cud. -~ - The cow looks like it hasn't been milked in quite some time. Although she is -past her prime, you see that she still has a lot of years left, and that if -provoked, her rear kick can be quite deadly. -~ -72 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -5 5 0 -E -#27706 -pig~ -a pig~ -A pig wallows in the mud and oinks in contentment. -~ - The pig appears quite happy to be a pig. He is oblivious to your presence -and cares only for the care-free life that he leads. It is enormously fat and -consequently cannot move around very quickly. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -5 5 0 -E -#27707 -chicken~ -a chicken~ -A chicken sits on her nest. -~ - The chicken is bright and healthy. She has no weapons but her beak. -~ -72 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -6 6 2 -E -#27708 -bull~ -a bull~ -A bull scratches at the ground and lowers his head. -~ - The bull is in top condition. He looks like quite a fighter, nothing to be -reckoned with. With his horns and his hooves he can attack just about anything. - -~ -42 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#27709 -horse~ -a horse~ -A horse becomes frightened by your presence. -~ - The horse looks at you and turns away. You can tell that it is afraid of -you. -~ -74 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#27710 -sheriff~ -a sheriff~ -A sheriff of the Shire looks for signs of trouble. -~ - The sheriff is over waist high, quite tall for a halfling. His eyes are ever -roaming, looking for signs of trouble from riff-raff like you. In his belt is a -thin dagger, and on his body he wears a suit of leather armor. This is one -halfling you don't want to mess with. -~ -76 0 0 0 0 0 0 0 150 E -8 18 5 1d1+80 1d2+1 -80 6400 -6 6 1 -E -#27711 -sheriff~ -a sheriff~ -A sheriff of the Shire looks for signs of trouble. -~ - The sheriff is over waist high, quite tall for a halfling. His eyes are ever -roaming, looking for signs of trouble from riff raff like you. In his belt is a -thin dagger, and on his body he wears a suit of leather armor. This is one -halfling you don't want to mess with. -~ -76 0 0 0 0 0 0 0 150 E -8 18 5 1d1+80 1d2+1 -80 6400 -6 6 1 -E -#27712 -thain~ -the Thain~ -The Thain commands respect from all Shire folk. -~ - A personable yet serious halfling, the Thain looks at you and yells a deep -'Hullo'. He walks about comfortably, secure in the knowledge that as long as -he's in office, the Shire will always remain a safe haven for Shire folk. -~ -72 0 0 0 0 0 0 0 400 E -14 16 1 2d2+140 2d2+2 -140 19600 -6 6 1 -E -#27713 -innkeeper~ -the Innkeeper~ -The Innkeeper stands here awaiting your order. -~ - The Innkeeper is a jolly old halfling who spends his days eavesdropping on -local gossip. In his younger days, he was quite a seasoned traveller. -~ -74 0 0 0 0 0 0 0 200 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#27714 -miller~ -the Miller~ -The Miller is here, overseeing his busy mill workers. -~ - The Miller is an impatient young halfling, always trying to command more -respect from his workers than he can get. He looks like the type of person who -deserves a spanking but never got one. -~ -204 0 0 0 0 0 0 0 50 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#27715 -mill worker~ -the mill worker~ -The mill worker runs to and fro. -~ - The mill worker is in fine shape from the hard labor that he does at the -mill. He doesn't notice your presence, but he looks like he could break you in -two without thinking about it. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#27716 -elven warrior~ -the elven warrior~ -The elven warrior watches you solemnly. -~ - The tall elven warrior is light and fair-skinned. The expression that he -wears on his countenance is solemn and tragic. He cares not for this world any -longer and wearies of it. -~ -10 0 0 0 0 0 0 0 600 E -17 15 0 3d3+170 2d2+2 -170 28900 -6 6 1 -E -#27717 -dwarven prince~ -the dwarven prince~ -The dwarven prince waits here patiently for the return of his king. -~ - Grim and cold, the dwarven prince is quite strong and bulky, even for the -dwarves of his land. His glowing eyes peer out of his bushy face and stare -beyond your gaze. -~ -10 0 0 0 0 0 0 0 200 E -17 15 0 3d3+170 2d2+2 -170 28900 -6 6 1 -E -#27718 -shopkeeper~ -the shopkeeper~ -the shopkeeper smiles and patiently waits for you to buy something. -~ - The shopkeeper will fight like a madman to protect his store from riff-raff -like you. -~ -10 0 0 0 0 0 0 0 600 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#27719 -grocer~ -the grocer~ -The grocer offers you the finest breads in all the land. -~ - The grocer is a large, jovial halfling who knows how to enjoy his pipeweed. -However, he also knows that it's worth protecting and so will do everything in -his power to prevent riff-raff like you from stealing it. -~ -10 0 0 0 0 0 0 0 600 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#27720 -blacksmith~ -the blacksmith~ -The blacksmith bids you welcome to his humble store. -~ - The blacksmith is a lean and mean fighting machine. His knowledge of weapons -and armor would certainly help him in any fight against riff-raff like you. -~ -10 0 0 0 0 0 0 0 600 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#27721 -battle master~ -the battle master~ -The battle master offers to train any aspiring fighters. -~ - The battle master is a wizened fighter, with many scars to prove his worth. - -~ -10 0 0 0 0 0 0 0 350 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#27722 -halfling youth~ -a halfling youth~ -A halfling youth stands here, waiting for nothing in particular. -~ - The halfling youth is not yet quite in the prime of his youth. He's knee -high and you get the sudden urge to step on him. -~ -200 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#27723 -seasoned adventurer~ -a seasoned adventurer~ -A seasoned adventurer sits here, telling tales of fame and fortune. -~ - The seasoned adventurer has seen his share of glory days. Although he is -past his prime, he still looks like he could put up more than his share of a -good fight. -~ -10 0 0 0 0 0 0 0 100 E -8 18 5 1d1+80 1d2+1 -80 6400 -6 6 1 -E -#27724 -local gossip~ -a local gossip~ -A local gossip asks you, "Have you heard the latest?" -~ - The gossip is all talk and no action. You're transfixed by her ability to -talk so much so quickly. -~ -138 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -6 6 2 -E -T 27700 -#27725 -halfling beauty~ -a halfling beauty~ -A halfling beauty stares dreamily into your eyes. -~ - She is the most beautiful creature you've seen in quite some time. As you -stare at her, thoughts of all else vanish. You get the sudden urge to grovel at -her feet, hoping she'll take you in like a lost puppy. You wouldn't dare harm a -hair on her precious little head. -~ -10 0 0 0 0 0 0 0 1000 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 2 -E -#27726 -trainee~ -a trainee~ -A trainee screams a death cry as he delivers the fatal blow to a dummy. -~ - The trainee smiles smugly, aware of your interest in him. He's a little -fresh, but his enthusiasm and desire to please more than make up for what he -lacks in skill. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#27727 -chic urbanite~ -a chic urbanite~ -A chic urbanite sits here, enjoying his class status. -~ - The urbanite seems very much at home in his surroundings. His clothes are -all of the latest fashions and his manners impeccable. He offers you some coins -if you'd be so good as to order a drink for him. -~ -138 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -6 6 1 -E -#27728 -country bumpkin~ -a country bumpkin~ -A country bumpkin dreams of pipeweed and its many uses. -~ - The country bumpkin snores noisily. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -4 4 1 -E -#27730 -innkeeper~ -the Innkeeper~ -The Innkeeper stands here awaiting your order. -~ - The Innkeeper is a jolly old halfling who spends his days eavesdropping on -local gossip. In his younger days, he was quite a seasoned traveller. -~ -10 0 0 0 0 0 0 0 200 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#27731 -receptionist~ -the receptionist~ -The receptionist sits here, signing forms. -~ - He is a very professional looking type. -~ -10 0 0 0 0 0 0 0 200 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#27732 -sheriff~ -a sheriff~ -A sheriff of the Shire looks for the lost halfling youth. -~ - The sheriff is over waist high, quite tall for a halfling. He looks at you, -smiles and asks you if you have seen a halfling youth somewhere outside the -shire. -~ -10 0 0 0 0 0 0 0 150 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#27733 -young hobbit waitress~ -a young hobbit waitress~ -A young hobbit waitress is taking orders for food. -~ - Bright eyed and rosy-cheeked, her small face is surrounded with an abundance -of dark curls. Busily writing down orders, she scurries from one customer to -another, grabbing plates and setting them down on tables. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#27734 -elderly tailor~ -the tailor~ -An elderly tailor stands here, folding fabric. -~ - Obviously elderly, even by hobbit's reckoning, this little tailor is somewhat -bent and frail looking. Wrinkled, calloused hands caress the fabric in his -hands expertly, as though this is a trade he has held his whole life. -~ -10 0 0 0 0 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -$ diff --git a/lib/world/mob/278.mob b/lib/world/mob/278.mob deleted file mode 100644 index 66e5ecf..0000000 --- a/lib/world/mob/278.mob +++ /dev/null @@ -1,59 +0,0 @@ -#27800 -yachtman boatman sailor man captain~ -the crusty old Captain~ -The crusty old Captain is here, fishing in the ocean. -~ - The old captain has skin like leather, and a mottled complexion. He looks -positively ancient; yet his muscles and his countenance show that he is a -capable warrior. He glares at you menacingly, suggesting you go away unless -you want to <Buy ship> -~ -222 0 0 0 16 0 0 0 125 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#27801 -sea serpent seaserpent~ -the huge, green Sea Serpent~ -The huge, green Sea Serpent is swimming in the ocean, hunting for food. -~ - You see a huge monster before you. Its glowing green eyes and sharp teeth -terrify you. Green scales provide a spectacular defense armor. They would -probably make great armor on you too. -~ -72 0 0 0 16 0 0 0 -875 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -T 27800 -#27802 -barracuda fish~ -a vicious barracuda~ -A mean barracuda is flopping around in the sea. -~ - This horrid-looking fish looks very unhappy that you've infested his sea. -His sharp, huge teeth show just how unhappy he is as they clamp into you. -~ -72 0 0 0 0 0 0 0 -150 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -#27803 -leviathan~ -the demigod, Leviathan~ -Leviathan is here, looking at you with a quizzical expression. -~ - Leviathan, the guardian of the seas--an eternal power guaranteed by the gods -to keep an eye on all those travelers that enter Oceania. He is totally green -and has seaweed as his garb. His ancient eyes belie his youthful countenance. -~ -26 0 0 0 16 0 0 0 1000 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -T 27802 -$ diff --git a/lib/world/mob/279.mob b/lib/world/mob/279.mob deleted file mode 100644 index 7905c0d..0000000 --- a/lib/world/mob/279.mob +++ /dev/null @@ -1,597 +0,0 @@ -#27900 -bat gray~ -a gray bat~ -A gray bat hangs from the shadows here. -~ - This furry creature looks just like a giant gray rat, only with large -pointed ears and webbed wings that it curls around itself whilst hanging. -Glistening fangs and keen beady eyes seem ever ready for a chance to attack -fresh prey. -~ -137288 0 0 0 82 0 0 0 -15 E -10 17 4 2d2+100 1d2+1 -100 10000 -4 8 0 -BareHandAttack: 4 -E -#27904 -poor citizen~ -a poor citizen~ -A poor citizen of France is sitting here. -~ - This unfortunate man is obviously from the lower classes of France, -unashamedly begging, the state of his appearance and the lingering smell around -him leaves no doubt that he is in the very desperate depths of poverty. -~ -2120 0 0 0 64 0 0 0 -20 E -12 16 2 2d2+120 2d2+2 -120 14400 -6 8 1 -BareHandAttack: 13 -E -#27911 -Tintoreto priest~ -Tintoreto the priest~ -A priest is standing here. -~ - This elderly man is silver-haired and his aged face is lined with years of -concentration and devout prayer. His eyes look far away, as though he has -already half passed from this world into the next. -~ -18442 0 0 0 0 0 0 0 50 E -12 16 2 2d2+120 2d2+2 -120 14400 -6 8 1 -BareHandAttack: 13 -E -#27916 -believer man~ -a believer~ -A believer man is standing here. -~ - This average looking man is probably in his late thirties or early forties. -Clean-shaven and reasonably neat, he is most likely of French middle class. His -dark eyes look humble and repentant, as though he seeks atonement for his sins -here. -~ -6344 0 0 0 64 0 0 0 10 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#27921 -boy choirboy~ -a choirboy~ -A choirboy is singing here. -~ - This young lad has an innocent cherubic face, flushed with the effort of -recent singing. Pale and solemn, it looks as though he must have spent most of -his life within stone walls, his slight build made even frailer through lack of -work or play. -~ -4296 0 0 0 64 0 0 0 20 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#27922 -believer woman~ -a believer woman~ -A believer woman is praying here. -~ - This woman is obviously a very devout believer in Christ, her expression -fervent and concentrated as she prays. Apparently she is also one of the many -who value their riches, her garb wealthy and well-adorned with gold. -~ -6216 0 0 0 65536 0 0 0 20 E -10 17 4 2d2+100 1d2+1 -100 10000 -6 8 2 -E -#27924 -Richelieu cardinal~ -the cardinal Richelieu~ -The cardinal Richelieu is standing here, shouting to the people. -~ - This man has a darkly-lined face that is red from bellowing, and a peculiar -mustache, identifying him to most as Richelieu, the cardinal of France and -minister of Louis XIV. He appears completely absorbed in what he is saying, his -eyes bright and fierce with righteous fervor. -~ -2058 0 0 0 16 0 0 0 50 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#27925 -white pigeon~ -a pigeon~ -A white pigeon is here. -~ - This smoothly feathered creature coos gently as it struts about, scavenging -for any left over morsels of food. Its wide black eyes peer cautiously about, -ever alert for some predator. -~ -72 0 0 0 0 0 0 0 1 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#27926 -man hunchback~ -the hunchback~ -A man with a strangely shaped body is here wandering amongst the bells. -~ - This unusual looking man looks half-crazed, his face flushed as he screams -for someone named Esmerelda. His back is strangely bent, a large hump rising -from between his shoulders, but he looks incredibly muscular and strong, his -strength no doubt more powerful because of his anger. -~ -18442 0 0 0 88 0 0 0 10 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#27930 -monk Jean~ -Jean the monk~ -Jean the monk is wandering here, cleaning the floors. -~ - This round-faced monk does not look very happy at all, frowning deeply, he -mumbles unhappily to himself as he goes about the menial chore of floor- -cleaning. Short and stout, his beady eyes look more like those of a -troublemaker than a man of God. -~ -4296 0 0 0 65600 0 0 0 -25 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#27934 -monster horrible statue gargoyle stone~ -the gargoyle~ -A horrible monster made of stone is here collecting dust. -~ - This stone monster has been here for years and years judging by the layers -of dust. It seems to have become the home of several pigeons and insects, -layers of grime and dried on feathers making it truly grotesque, quite apart -from the evil and leering face. -~ -18442 0 0 0 65536 0 0 0 -100 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 10 -E -#27937 -D'artagnan apprentice musketeer boy~ -D'artagnan~ -An apprentice of the Musketeers is standing here. -~ - This youth looks fresh faced and eager, his keen piercing eyes showing an -unusual power and certainty as though he has great potential for leadership. -Still scrawny and small built, he is nonetheless quick and agile in movement, -his demeanor almost too confident for one so young. -~ -4168 0 0 0 8 0 0 0 10 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 3 -E -#27940 -citizen Lyon~ -a citizen of Lyon~ -A citizen of Lyon is standing here. -~ - This common citizen looks like one of many farmers and merchants of this -town, his expression seems humble and worn as though he has worked long and -hard, no energy left for protest or conflict. -~ -4296 0 0 0 65536 0 0 0 10 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#27941 -white poodle~ -a white poodle ~ -A white poodle is tied to a tree here. -~ - This little dog is covered in fluffy white fur, carefully groomed and -sculpted from head to foot. Its smooth gray face has been clean shaven, two -large black eyes blinking at the surroundings as it waits for its owner. -~ -6154 0 0 0 80 0 0 0 -15 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -BareHandAttack: 4 -E -#27943 -Pierre magician~ -Pierre the magician~ -Pierre is standing here mixing something very special. -~ - Dark haired and pale skinned, his piercing green eyes are fixed keenly on -what he is doing, aged hands steadily pouring colorful potions into glass -vials. His expression is stern and wise, as though he has learned much of the -world in his years. -~ -188426 0 0 0 16 0 0 0 100 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#27945 -French merchant~ -a French merchant~ -A French merchant is here, trying to make a deal. -~ - This elderly man of lower class looks as though he has been at his craft -all his life. Honest faced and smiling, he nonetheless looks haggard, as though -it is a daily struggle just to bring money in for basic living. -~ -6154 0 0 0 0 0 0 0 18 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#27947 -French woman~ -a French woman~ -A French woman is sitting here waiting for a carriage to pass. -~ - This young lady is very pretty and well-groomed, a hint of expensive -perfume lingering about her presence, indicating her upper class status. -Waiting patiently, she watches the surroundings dreamily with large chocolate- -brown eyes. -~ -4296 0 0 0 64 0 0 0 8 E -12 16 2 2d2+120 2d2+2 -120 14400 -5 8 2 -E -#27948 -black rat~ -a black rat~ -A black rat is here sniffing through trash. -~ - This vile creature is covered with matted dark fur, one of the disease- -ridden rodents so prevalent in the filthier places of France. Sharp yellowed -teeth glint menacingly beneath its twitching whiskers, piercing black eyes on -the look out for prey. -~ -10 0 0 0 128 0 0 0 -100 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#27949 -Renoir thief~ -Renoir the thief~ -Renoir the thief lingers here, sharpening his dagger. -~ - Dark garbed, and covered with a layer of grime, he blends easily and -dangerously into the shadows, his squinting gray eyes watching everything -suspiciously. His constant sharpening of his dagger is an indication that he -must use it often. -~ -2058 0 0 0 1048784 0 0 0 -100 E -15 15 1 3d3+150 2d2+2 -150 22500 -6 8 1 -BareHandAttack: 3 -E -#27951 -hermit degas~ -Degas the hermit~ -Degas the hermit is collecting some fruit here. -~ - Degas is well known throughout these parts for his hermit way of living and -revolutionary standing, both these lifestyles well-funded by his less well- -known occupation as a thief. Busying himself picking, he nonetheless can be -seen glancing furtively at the pockets of passing citizens. -~ -6344 0 0 0 65536 0 0 0 -20 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 13 -E -#27955 -brown squirrel~ -a brown squirrel~ -A brown squirrel scurries about collecting nuts. -~ - This furry little creature looks decidedly like a rat with a bushy tail -albeit a little cuter. Bright black eyes scavenge the surroundings for food, -its little whiskers twitching nervously as it stands up and peers around. -~ -4296 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#27957 -Esmerelda woman mysterious gypsy ~ -Esmerelda the gypsy~ -A mysterious woman is dancing here. -~ - This young woman has smooth olive-colored skin, her jet black hair -cascading down her back in loose curls as she dances. Smiling flirtatiously, -her emerald green eyes flicker with fiery personality and an almost devilish -enjoyment of life. -~ -2058 0 0 0 4 0 0 0 -50 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -BareHandAttack: 3 -E -#27963 -citizen Paris~ -a citizen of Paris~ -A citizen of Paris is standing here. -~ - This simple citizen looks a little nervous and furtive, perhaps because of -all the insecurity within France around this time. Plain-faced and wide-eyed he -glances around as though expecting trouble at any moment. -~ -6344 0 0 0 8192 0 0 0 10 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -BareHandAttack: 13 -E -#27967 -Robespierre revolutionary~ -Robespierre~ -A revolutionary is here. -~ - His face is firm and set as though he has utter conviction in his beliefs, -stone-gray eyes look ready to take on almost anyone who would disagree with -him. He does not look strong enough to be a fighter although his movements are -fast and decisive. -~ -6216 0 0 0 524368 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 13 -E -#27968 -Musketeer guard~ -a Musketeer in service~ -A Musketeer in service is stationed here. -~ - This guard does not look as though he takes his post very seriously, in -fact he seems more inclined to sleep than to do much of anything else. His face -is carefree and bland in expression as though there is little in life he would -fight for. -~ -6154 0 0 0 32832 0 0 0 -25 E -14 16 1 2d2+140 2d2+2 -140 19600 -4 8 1 -BareHandAttack: 3 -E -#27971 -Monet chef cook~ -Monet the cook~ -Monet the chef is cooking delicious-smelling food. -~ - Known as one of the best chefs of all France, Monet has the privilege of -catering for the royal guards of king Louis XIV. Jovial in expression, his dark -twinkling eyes seem to indicate that he loves his job, his hands moving in a -flurry of busy preparation. -~ -190474 0 0 0 80 0 0 0 100 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#27972 -Porthos~ -Porthos the Musketeer~ -Porthos the Musketeer is here, looking for trouble. -~ - Large built and muscular, Porthos is known as one of the strongest of the -Musketeers. His wide frame and intimidating height make him slower in movement -and reaction, but he is nevertheless one of the best fighters in all France. -~ -6216 0 0 0 8 0 0 0 25 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#27977 -Athos~ -Athos the Musketeer~ -Athos the Musketeer is standing here. -~ - Not particularly intelligent or strong in appearance, Athos nonetheless is -a man of conviction, demanding respect for his sheer loyalty and sense of duty. -Neatly groomed, he is mostly sombre in expression, lines of time and hardship -creasing his face. -~ -6154 0 0 0 65536 0 0 0 12 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 3 -E -#27978 -Aramis~ -Aramis the Musketeer~ -Aramis the Musketeer is standing here. -~ - Sharp eyed and highly perceptive, Aramis has a strong reputation for his -quick wit and intelligence. A gleam catches in his eye as he glances around, -always on the ready for a good scuffle in the name of duty. -~ -6154 0 0 0 65536 0 0 0 12 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 3 -E -#27987 -trained well-trained Musketeer's horse~ -a Musketeer's horse~ -A well-trained horse is eating some grass here. -~ - This beautiful black horse is sleek and glossy, its dark coat and mane well -groomed, already saddled and prepared for the guards of the French king. Large, -impossibly dark eyes blink at any visitors as the horse chews slowly, shuffling -the grass with its hooves. -~ -8202 0 0 0 65616 0 0 0 20 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#27988 -French woman receptionist~ -a French receptionist~ -A French receptionist is here, waiting to help. -~ - This young woman is very pretty and kind-faced, her gentle dark eyes -smiling welcomingly at all who pass. Sleek brown hair is pulled back into a -shiny ponytail, her smooth face powdered subtly and a hint of red gloss -flushing her lips. -~ -6154 0 0 0 8192 0 0 0 15 E -12 16 2 2d2+120 2d2+2 -120 14400 -6 8 2 -E -#27989 -Musketeer royal~ -a royal Musketeer~ -A royal Musketeer is here protecting the king. -~ - This Musketeer must be well trusted and competent to have achieved such a -place of honor, that of personally guarding the life of the King. Stern in -expression, his countenance is one of unyielding loyalty and determination, his -keen eyes on the lookout for any danger. -~ -6216 0 0 0 65536 0 0 0 10 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#27990 -man mask~ -a man in an iron mask~ -A man in an iron mask languishes here. -~ - This scrawny looking man is in pitiable shape, his limbs wasted away from -lack of use. His face is completely obscured from view but his presence is -somewhat powerful despite his state, as though he once held a position of great -importance. -~ -2058 0 0 0 65536 0 0 0 -10 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -T 27994 -#27992 -flea~ -a flea~ -A tiny flea is jumping around. -~ - This ugly little insect is dark and covered with tiny barbed hairs, its -little legs allowing it to jump higher and further than would have been thought -possible, allowing it to attach itself to almost any warm-blooded creature for -a feed. -~ -4296 0 0 0 0 0 0 0 -100 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#27993 -Paulo murderer prisoner~ -Paulo the prisoner~ -Paulo the murderer is standing here. -~ - This man looks very dangerous, his cruel eyes malicious and calculating as -though he has betrayed many and would not hesitate to do it again. Agile and -muscular, he seems a formidable enough warrior, almost looking for an excuse to -kill. -~ -10 0 0 0 1048656 0 0 0 -500 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 10 -E -#27995 -sentinel~ -a sentinel~ -A Musketeer is here on duty as sentinel. -~ - This young man looks bored out of his wits, swaying lazily as he stands, -almost fighting to keep his eyelids open. Humming gently to himself, it seems -almost as if the forlorn tune is more to keep him awake than offer any source -of amusement. -~ -79882 0 0 0 80 0 0 0 10 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#27996 -guardian~ -the guardian of time and space~ -The guardian of time and space stands here. -~ - This tall person is slightly strange in appearance, though it is not -immediately obvious why. His face is deeply lined and creased with age, his -deep-set gray eyes filled with a wisdom rarely seen. Although he does not look -particularly strong, something about his presence gives the impression that he -is a force to be reckoned with. -~ -65608 0 0 0 65620 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 6 -E -#27998 -Toulouse~ -Toulouse ~ -Toulouse waits quietly here, ready to help. -~ - Bright faced and mild in expression, he looks eager to assist. One of the -many merchants to be found here, he does not appear to be wealthy although he -seems more than content with his lifestyle and trade. -~ -194570 0 0 0 65616 0 0 0 10 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#27999 -king Louis France~ -the King of France~ -Louis XIV is sitting here. -~ - Proud and grim, his features are sharp and striking, dark confident eyes -betray no hint of uncertainty though this is the man held responsible for all -of the problems in France. He looks completely sure of himself, and this -despite the circulating rumors that he is not even really the king. -~ -6154 0 0 0 0 0 0 0 -50 E -15 15 1 3d3+150 2d2+2 -150 22500 -6 8 1 -E -$ diff --git a/lib/world/mob/28.mob b/lib/world/mob/28.mob deleted file mode 100644 index b17c466..0000000 --- a/lib/world/mob/28.mob +++ /dev/null @@ -1,43 +0,0 @@ -#2800 -teacher~ -the teacher~ -A teacher of skills and spells sits here, waiting for someone to teach. -~ - He looks skinny and has heavy glasses. Also he looks rather intelligent. -To be taught what you can, type <prac> now. -~ -253978 0 0 0 80 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -6 6 1 -BareHandAttack: 7 -E -#2801 -piglet pig~ -the piglet~ -A small piglet is sleeping here. -~ - It's a small piglet, sleeping, unaware that soon it will be pork chops. -Type <consider piglet> first and read what you're told. Then <kill piglet> to -start fighting it. -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -4 4 0 -BareHandAttack: 4 -E -#2802 -shopkeeper keeper~ -the shopkeeper~ -The shopkeeper for Mudschool is ready to sell newbie-items. -~ - He looks like any other merchant, only his clothes are ragged. He must have -too low prices. To see what he sells type <list>, then <buy> to buy it. -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -$ diff --git a/lib/world/mob/280.mob b/lib/world/mob/280.mob deleted file mode 100644 index e6b261e..0000000 --- a/lib/world/mob/280.mob +++ /dev/null @@ -1,107 +0,0 @@ -#28000 -electron~ -an electron~ -An electron is here, doing electron things. -~ - This electron is a few hundred thousand times larger than your typical -electron. It glows a bright yellow, and it crackles with energy. -~ -192712 0 0 0 65616 0 0 0 0 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 0 -BareHandAttack: 12 -E -#28001 -cpu~ -a cpu~ -There is a large Pentium-166Mhz processor here. -~ - This is a *huge* processor. It dwarfs everything you've seen so far. The -pins are huge, the cooling fan could probably chop a human in two. The heat -given off by something of that size is ungodly, you are sweating heavily under -your armor. -~ -256010 0 0 0 65536 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#28002 -fpu~ -an fpu~ -There is a massive floating point processor here. -~ - This is basically a really $#@%! Big calculator. -~ -256074 0 0 0 65536 0 0 0 0 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 0 -E -#28003 -meg megabyte mb 16 simm ram~ -a 16MB EDO SIMM chip~ -There is a 16MB EDO SIMM chip here, running programs. -~ - This looks like your typical 16MB SIMM, black chips fused to a silicon -board, only this one's a lot larger, and oddly enough, looks mean. -~ -221194 0 0 0 65536 0 0 0 0 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 0 -E -#28004 -modem 28.8~ -a 28.8kbps modem~ -There is a 28.8kbps modem here, emitting a hideous noise. -~ - This is your typical modem, except the fact that it's alive, and a hundred -times bigger. -~ -256010 0 0 0 65536 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -#28005 -video card~ -a video card~ -There is a massive video card here. -~ - This video card is massive. The chips are the size of small horses, and the -metal connectors are the size of your fist. -~ -256010 0 0 0 65536 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -#28006 -sound card~ -a sound card~ -There is a gargantuan sound card here. -~ - This sound is huge, the ram chips are huge, and the connector for the CD-ROM -drive is huge. -~ -256010 0 0 0 65536 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -#28007 -scsi controller~ -an SCSI controller~ -There is a huge SCSI controller here. -~ - This is your typical SCSI controller. Ports for hard drives, CD-ROM drives -and the like. -~ -256010 0 0 0 65536 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -$ diff --git a/lib/world/mob/281.mob b/lib/world/mob/281.mob deleted file mode 100644 index 3768f39..0000000 --- a/lib/world/mob/281.mob +++ /dev/null @@ -1,221 +0,0 @@ -#28100 -woman female pretty~ -the female~ -A pretty female sits on the edge of a table, talking with someone. -~ - She is dressed in some loose clothes and wears a short, dark cloak. Brown -curly hair lines her face which looks very pleasant, as if smile and joy used -to house it. Judging by that short sword on her side, she is something else -than just a normal housewife. -~ -10 0 0 0 0 0 0 0 570 E -3 19 8 0d0+30 1d2+0 -30 900 -6 6 2 -E -#28101 -herdsman man~ -a herdsman~ -A herdsman sits here, concentrating on his beer. -~ - Dressed in a bunch of worn-out clothes, this man does not seem to own much -of wealth. -~ -10 0 0 0 0 0 0 0 350 E -4 19 7 0d0+40 1d2+0 -40 1600 -6 6 1 -E -#28102 -wanderer hooded man~ -the hooded wanderer~ -You barely notice a hooded man, sitting at the corner. -~ - As you star he turns away. But you were quick enough to notice a tattooed -symbol on his wrist - like a small, reddish eye. -~ -10 0 0 0 16 0 0 0 600 E -6 18 6 1d1+60 1d2+1 -60 3600 -6 6 1 -E -#28103 -dwarf taciturn silent~ -the dwarf~ -A taciturn dwarf is standing here, fingering his great beard. -~ - His great beard is reddish and it has been plaited carefully. Even as a -dwarf he looks very robust, and a huge rucksack and a bunch of utilities, such -as hammers and dark chisels, seem to be carried as though they weighted -nothing. -~ -10 0 0 0 0 0 0 0 470 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#28104 -barumafir keeper tavern barman~ -Barumafir~ -Barumafir, the keeper of this tavern is standing here. -~ - Barumafir is a middle-aged, short-like man with a bad sciatica. But he does -well with his tavern. -~ -188426 0 0 0 0 0 0 0 200 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#28105 -guest pale man drunken~ -the guest~ -A pale man is lying on the bed, moaning faintly. -~ - This guy had too much money - most of it is gone now. Not too enviable. - -~ -10 0 0 0 0 0 0 0 400 E -1 20 9 0d0+10 1d2+0 -10 100 -5 5 1 -E -#28106 -ragamuffin fierce~ -a ragamuffin~ -A fierce ragamuffin rushes from the shadows. -~ - Dressed in dirty, tattered clothes, this being looks extremely poor. With a -sick glow in his eyes he attacks you, intending to rob every- thing you -possess. -~ -138 0 0 0 0 0 0 0 -150 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#28107 -pinemarten brown~ -the pinemarten~ -A brown pinemarten stars at you. -~ - The animal looks considerably meager. -~ -88 0 0 0 0 0 0 0 15 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#28108 -brownie man bearded~ -the brownie~ -A short, long-bearded man is standing here. -~ - What a jolly being. His face is reddish and he looks very kind. The -clothes he wears are of cheerfully woven and brown leather, some of them simply -patterned. As he were ascertaining something, he utters odd words and beckons -his companier. -~ -72 0 0 0 1048576 0 0 0 400 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#28109 -brownie man bearded~ -the brownie~ -You barely see a short man with a greenish beard. -~ - He seems to have some peculiar abilities. Perhaps these brownies are not as -harmless as they look like. -~ -10 0 0 0 0 0 0 0 350 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#28110 -gwytehydra hydra beast green~ -the gwytehydra~ -A greenish creature with many tentacles rises from the pond! -~ - These strange monsters are slimy and their skin is covered in the shaking -rings of meat and vesicles. They have several ugly heads with an eye standing -in the each. The land of Gwyte is where they come from. It is rumored that -they serve the Evil and therefore were sent around as messengers of horror. -~ -10 0 0 0 0 0 0 0 -400 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 0 -E -#28111 -galeaufir hunter~ -Galeaufir~ -A tall hunter stands here, glancing over the edge of the forest. -~ - Galeaufir looks like a man who is always sure of himself and his doings. -He is hardened in his work and keeps his carriage through the years. Though -today's hunt does not seem a success at all. -~ -10 0 0 0 0 0 0 0 250 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#28112 -steinbock large animal~ -the steinbock~ -A large steinbock is here. -~ - Eating in peace, it does not pay any attention to you. -~ -10 0 0 0 0 0 0 0 -1 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#28113 -hobgoblin brownie~ -the hobgoblin~ -A hobgoblin stands here, grinning at you broadly. -~ - The hobgoblin resembles much of those brownies you encountered before, -although being a bit shorter. But somehow you feel their personality might be -entirely unlike, and include sides which are dark and strange. -~ -10 0 0 0 1048576 0 0 0 -90 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#28114 -centaur~ -the centaur~ -A beautiful centaur rests on the dais. -~ - She is tall and well-proportioned. The dark hair descends on the light -brown skin, making no curls. Her big eyes radiate wisdom and pleasant heat, -making it difficult to leave this fabulous being. No doubt she enjoys high -esteem amidst the small folk of this forest. -~ -10 0 0 0 8 0 0 0 800 E -8 18 5 1d1+80 1d2+1 -80 6400 -5 5 2 -E -#28115 -brownie grand~ -the grand brownie~ -An impressive brownie sits here, talking with the centaur. -~ - Taller than others, this brownie looks very authoritative. His beard is as -white as snow and almost reaches his feet. The jacket he uses is decorative, -and his hat is high and very fine in its own manner. -~ -10 0 0 0 16 0 0 0 600 E -7 18 5 1d1+70 1d2+1 -70 4900 -6 6 1 -E -$ diff --git a/lib/world/mob/282.mob b/lib/world/mob/282.mob deleted file mode 100644 index 824ab2c..0000000 --- a/lib/world/mob/282.mob +++ /dev/null @@ -1,88 +0,0 @@ -#28200 -balrog small~ -a small balrog~ -A small winged balrog is here gazing at you with demonic red eyes -~ - The Balrog is a winged creature with eyes which seem to pervade your being -and tear your soul apart. -~ -72 0 0 0 0 0 0 0 -100 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 1 -E -#28201 -balrog winged elder~ -the Elder Balrog~ -The Elder Balrog is here...gnawing happily on your body. -~ - Well hes trying to consume you, bones and all. Yuck. -~ -2120 0 0 0 16 0 0 0 -150 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -E -#28202 -balrog winged grand~ -the Grand Balrog~ -The Grand High Balrog is here, kicking your ass. -~ - Hes umm, killing you -~ -2120 0 0 0 16 0 0 0 -200 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 2 -E -#28204 -slave human chained~ -a human slave~ -A human slave is chained to the wall here. -~ - He looks pretty pathetic, maybe you should end his misery -~ -14 0 0 0 0 0 0 0 50 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28205 -kerjim lord evil~ -Kerjim~ -Kerjim, lord of the balrogs sits here on his throne. -~ - His wings spread throughout the room blocking some exits, his demonic red -eyes glow as red as blood. He looks very angry. -~ -2058 0 0 0 16 0 0 0 -50 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 0 -E -#28206 -lilith~ -Lilith~ -Lileth stands here in all her magnificence. -~ - She is extremely beautiful, with glowing gold hair cascading down her -shoulders, adorned with precious jewelry from all over the cosmos. -~ -2058 0 0 0 16 0 0 0 30 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 2 -E -#28207 -undead zombie~ -the undead zombie~ -The Undead Corpse is here, attempting to persuade you to join the living dead -~ - Hes just a rotted corpse, with gangly ripped arms and a detachable head -~ -10 0 0 0 16 0 0 0 -500 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 0 -E -$ diff --git a/lib/world/mob/283.mob b/lib/world/mob/283.mob deleted file mode 100644 index b366a0b..0000000 --- a/lib/world/mob/283.mob +++ /dev/null @@ -1,368 +0,0 @@ -#28300 -ruler dungeon~ -the dungeon ruler~ -The dungeon ruler sits here in his chair. -~ - This guy looks mean! You had better run while you still have time! -~ -63518 0 0 0 65628 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 3 -Str: 17 -Dex: 15 -E -#28301 -old woman housekeeper owner~ -an old woman ~ -An old woman sits here waiting to attack you, the intruder. -~ - She looks really nasty. You don't want to find out how the deep scratches -and blood marks got on those walls.... Or do you? -~ -63518 0 0 0 66652 0 0 0 -700 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 2 -BareHandAttack: 4 -Str: 9 -Dex: 5 -Int: 18 -Wis: 18 -E -#28302 -wandering ghoul~ -a wandering ghoul~ -A spooky ghost is floating in mid-air here. -~ - His eyes glow yellow, and then you practically feel them penetrate yours. -He reveals long, razor-sharp, 6 inch long claws and then takes a swipe at you! -~ -59468 0 0 0 589844 0 0 0 -800 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 0 -BareHandAttack: 8 -Str: 20 -Dex: 18 -Int: 3 -Wis: 7 -E -#28303 -darkness dark~ -darkness~ -Darkness reigns over the entire room. -~ - It is a huge shadowy figure with no eyes or anything. Just total darkness. -How weird. But when he hits you, it will HURT!! -~ -63502 0 0 0 65620 0 0 0 -300 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -BareHandAttack: 1 -Str: 25 -Dex: 10 -E -#28304 -spider harmless~ -a harmless spider~ -A harmless spider sits in his web here. -~ - This spider couldn't be dangerous.... But could it? -~ -30750 0 0 0 65556 0 0 0 -10 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -Str: 18 -Dex: 15 -E -#28305 -mad dragon~ -the mad dragon~ -A dragon is here waiting for you to move closer... -~ - This thing doesn't like you. It breaths fire out of its nostrils, and then -comes in for the kill. If I were you, I'd get out of here and fast! -~ -194590 0 0 0 65628 0 0 0 -400 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 4 -Str: 18 -StrAdd: 18 -Dex: 18 -Int: 18 -Wis: 18 -E -#28306 -box~ -a box~ -A small box lays in the corner, torn somehow. -~ - It's a plain old box with nothing inside of it but dust. -~ -194590 0 0 0 66580 0 0 0 -500 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -Dex: 17 -Int: 3 -Wis: 4 -E -#28307 -rock~ -a rock~ -A rock lays on the ground here. -~ - It's just a plain old rock. -~ -194714 0 0 0 1115152 0 0 0 -30 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -#28308 -spider little~ -a little spider~ -A little spider sits here. -~ - It's a cute little spider. -~ -30924 0 0 0 590864 0 0 0 -4 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -#28309 -headless ghost~ -a headless ghost~ -A ghost is here, carrying his head with him. -~ - His head was somehow cut off and now he must carry it wherever he goes. -It's is a very bloody picture. Sick. Actually, it makes you want to puke. -~ -57502 0 0 0 590868 0 0 0 -50 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -BareHandAttack: 1 -Str: 17 -Dex: 18 -E -#28310 -bat large~ -a large bat~ -A large bat flies around up here. -~ - It's a bat! Eeeeek! Run!! -~ -59596 0 0 0 1115218 0 0 0 -50 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -BareHandAttack: 4 -Str: 7 -Dex: 13 -E -#28311 -little bat~ -a little bat~ -A bat is flying around. -~ - It's a bat! Eeeeek!!! Run!!!! -~ -61644 0 0 0 590930 0 0 0 -20 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -BareHandAttack: 4 -Str: 6 -Dex: 8 -E -#28312 -rat~ -a rat~ -A rat crawls around in a skull here. -~ - This little guy is having loads of fun playing inside of a skull on the -ground here. It sits in the eye-hole and starts watching you now... -~ -63630 0 0 0 65552 0 0 0 -98 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -BareHandAttack: 4 -Str: 10 -Dex: 4 -E -#28313 -rat wandering~ -a wandering rat~ -A rat is wandering around the entire area looking lost. -~ - This little guy looks so cute.... Don't let the looks fool you, though. -Be on your guard at every moment. -~ -30924 0 0 0 524304 0 0 0 -200 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 4 -Dex: 14 -E -#28314 -roach~ -a roach~ -A roach crawls around here. -~ - It's a bug! Squash it! -~ -30920 0 0 0 16 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 5 0 -E -#28315 -beetle~ -a beetle~ -A beetle crawls around here. -~ - Yuck! A beetle! How sick! -~ -30920 0 0 0 16 0 0 0 1 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 6 0 -E -#28316 -insane prisoner~ -an insane prisoner~ -Someone is acting like an idiot. -~ - It's simple: he's LUNEY!! -~ -26700 0 0 0 0 0 0 0 20 E -24 12 -4 4d4+240 4d4+4 -240 57600 -6 6 1 -BareHandAttack: 6 -Str: 14 -Dex: 10 -E -#28317 -evil prisoner~ -the evil prisoner~ -A very evil prisoner stands here plotting his revenge. -~ - This guy is really evil. He walks around with a file trying to get out of -this dungeon. It looks like he's been in here for years! -~ -63502 0 0 0 1040 0 0 0 -320 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -BareHandAttack: 9 -Str: 18 -Dex: 18 -Int: 16 -E -#28318 -sad prisoner~ -a sad prisoner~ -Someone who looks very sad is here. -~ - All he does is weep all day long. He does not belong here. He cries and -balls, and then starts screaming of how he's here for no reason. -~ -24586 0 0 0 1024 0 0 0 278 E -24 12 -4 4d4+240 4d4+4 -240 57600 -6 6 1 -Str: 4 -Dex: 7 -E -#28319 -slave~ -a slave~ -A slave sits here working for his master. -~ - This is really sad. He gets whipped and whipped by the dungeon ruler, who -makes him work all day long for nothing. He has marks all over his body from a -whip. -~ -30734 0 0 0 1026 0 0 0 180 E -23 13 -3 4d4+230 3d3+3 -230 52900 -6 6 1 -Dex: 6 -E -#28320 -wizard lost~ -a lost wizard~ -A wizard is wandering around here. -~ - This guy is bout half of your size and carries around a magic wand. He -keeps mumbling to himself, and he probably is very lost. -~ -30808 0 0 0 65620 0 0 0 -60 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -BareHandAttack: 7 -Str: 17 -Dex: 8 -E -#28321 -boogie monster~ -the boogie monster~ -A monster from your nightmares stands here. -~ - It's the boogie monster! Run and hide under your bed! -~ -59422 0 0 0 65536 0 0 0 -400 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -BareHandAttack: 6 -Str: 15 -Dex: 18 -Int: 8 -Wis: 3 -E -#28322 -crow dark~ -a dark crow~ -A crow stands here. -~ - There's nothing really special about this bird. -~ -30750 0 0 0 66580 0 0 0 -10 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -Str: 6 -Dex: 3 -E -#28323 -stone wall~ -a stone wall~ -The walls are strangely made of stone... -~ - It's just a wall made of hard stone... -~ -260126 0 0 0 65628 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 6 -Str: 25 -StrAdd: 100 -Dex: 16 -Int: 4 -Wis: 3 -E -$ diff --git a/lib/world/mob/284.mob b/lib/world/mob/284.mob deleted file mode 100644 index 2659ff2..0000000 --- a/lib/world/mob/284.mob +++ /dev/null @@ -1,456 +0,0 @@ -#28400 -shamus wanderer~ -Shamus~ -Shamus, the wandering liege, wants to protect you from the evil here. -~ - You see a human male, bald of head and thick of frame, wearing a white robe. -He has heard tales of this city of evil, and has come here as a missionary. -~ -6220 0 0 0 16 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#28401 -ghenna barrow wight~ -the barrow wight~ -A twisted pile of cloth and bones lies here. -~ - You see an undead being whose sole purpose is to protect its barrow mound. -Flesh hangs from its wretched body, and it looks more dead than alive. -~ -139338 0 0 0 1048592 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#28402 -ghenna banshee~ -the Banshee~ -The groaning spirit of a long-dead woman floats here. -~ - This is the spirit of an evil female elf, a very rare thing indeed. Her -hair is wild and unkempt, and she is dressed in tattered rags. -~ -196684 0 0 0 524304 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#28403 -ghenna argos~ -the Argos~ -A multi-mouthed pseudopod of great girth is standing here. -~ - This is a large, amoeba-like being with one central eye which has a -tripartite pupil, and a hundred lashless inhuman eyes set above many -sharp-toothed mouths.. -~ -10316 0 0 0 16 0 0 0 -666 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#28404 -ghenna bugbear~ -the bugbear~ -A tall Bugbear stands here, poised for action. -~ - Large and very muscular, this guy is covered in brick red fur. Though -vaguely humanoid in appearance, he seems to contain the blood of some large -carnivore. -~ -76 0 0 0 16 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28405 -ghenna broken one~ -a Broken One~ -A Broken One stands here looking gruesome. -~ - This guy sure is ugly! He has the head of an ogre, one webbed foot, one -human foot, and various other body parts that don't match. -~ -8268 0 0 0 16 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28406 -ghenna bullywug~ -the Bullywug~ -A Bullywug is standing here, ready to defend his master's lair. -~ - This guy looks kinda like a ninja turtle, except he's a frog. -~ -8266 0 0 0 1048592 0 0 0 -699 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28407 -ghenna plant~ -a Man-Eating plant~ -A large plant that reeks of carrion stands here stinking up the place. -~ - You see a giant, venus fly trap with 6 inch fangs. -~ -213006 0 0 0 16 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#28408 -ghenna gorgimera~ -the Gorgimera~ -A Gorgimera roars at your entrance, and ATTACKS!!! -~ - This monster has three heads, those of a gorgon, a lion, and a fierce -dragon. It has the hindquarters of a large, black gorgon and the forequarters -of a huge, tawny lion, with brownish-black wings like those of a dragon. -~ -213066 0 0 0 20 0 0 0 100 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 0 -E -#28409 -ghenna death knight~ -the Death Knight~ -A Death Knight stands here, lowering at you. -~ - A hulking skeleton, its face a blackened skull covered with shards of -shriveled rotting flesh, chillingly returns your gaze. -~ -172108 0 0 0 20 0 0 0 -1000 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 1 -E -#28410 -ghenna deep dragon~ -the Deep Dragon~ -A large snake sits here, munching on a human body. -~ - The Deep dragon is an iridescent maroon colored beast about 25 feet long. -Known for assuming various shapes, this animal is highly dangerous and you -would do best to exit its lair immediately. -~ -18446 0 0 0 16 0 0 0 -1000 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 0 -E -#28411 -ghenna derro~ -the Derro~ -The Derro is standing here, barking orders. -~ - You see a dwarf with glowing white eyes which have no pupils. His skin is -pasty white, but he looks stout enough. -~ -8270 0 0 0 1040 0 0 0 -250 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28412 -ghenna elf~ -the errant Elf~ -An errant Elf is here, looking for denizens of evil. -~ - You see an attractive young man, about 5 feet tall, with gleaming eyes and a -pale complexion. Though small, he appears to be very lithe and agile. -~ -4300 0 0 0 16 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28413 -ghenna efreeti genie~ -the Efreeti~ -A Genie is levitating here with an evil grin on his face. -~ - You see a powerful mage naked to the waist, wearing only a pair of slippers, -some baggy purple pants, and a bracelet which sparkles with a multi-hued color. -~ -221194 0 0 0 20 0 0 0 0 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 1 -E -#28414 -ghenna medusa~ -the Medusa~ -A woman sits here on the bed, with her back to you. -~ - Well, you probably shouldn't have looked at this chick, cause she sure is -ugly. But I guess you are about to see HOW ugly. -~ -8206 0 0 0 16 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#28415 -ghenna stupid orc~ -the Orc~ -A big, stupid Orc is lumbering through here. -~ - He's just ugly as sin... Lets leave it at that. -~ -76 0 0 0 0 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28416 -ghenna barkeep~ -the barkeep~ -There is a barkeep standing here, waiting to take your order. -~ - The barkeep is a waifish little guy, with safety pins piercing the flesh all -over his face... He even has safety pins through his eyelids. -~ -8266 0 0 0 16 0 0 0 -100 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28417 -ghenna citizen~ -a citizen of Ghenna~ -A citizen of Ghenna stands here. -~ - You see a grungy human, long since gone insane at the fall of his once proud -city. -~ -76 0 0 0 0 0 0 0 666 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28418 -ghenna avon lady~ -the Avon lady~ -An old lady (who is obviously lost) is trying to sell you some makeup -here. -~ - You see a little old lady, dressed all in pink chiffon. On her arm she -carries a heart shaped box made of crepe paper. -~ -16460 0 0 0 16 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#28423 -ghenna swordmaster~ -the Ghenna Swordmaster~ -A broad shouldered man lies prostrate here, apparently praying. -~ - A huge man with a long black beard, the Ghenna Swordmaster is tatooed with -rune-like scars from head to toe. Shrouded in vermillion, he wields a sword of -stunning beauty, which sings through the air as he attacks you. -~ -213002 0 0 0 16 0 0 0 -1000 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 1 -E -#28431 -ghenna wall foot~ -a claw toed foot protruding from the wall~ - ~ - It looks just like a foot sticking out of the wall. -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#28432 -ghenna wall arm~ -a claw fingered arm protruding from the wall~ -A claw fingered arm protrudes out of the wall. -~ - It looks just like an arm sticking out of the wall. -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#28433 -ghenna statue stone golem~ -the stone golem~ -A large statue of a humanoid male has been cut out of the granite here. -~ - It looks like a stone sculpture of Frankenstein's monster. It stands twelve -feet tall, casting a long shadow over you. -~ -8206 0 0 0 20 0 0 0 0 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 0 -E -#28458 -ghenna dominatrix woman~ -the Dominatrix~ -An ugly woman clad in studded black leather turns toward you and shouts, "Down on your knees, maggot!!" -~ - This ugly wench is clad in studded black leather from head to toe. Her -nipples protrude conspicuously from a leather push-up bra. A thong around her -waist disappears into her crotch, which hasn't been waxed in a millenia. -~ -16398 0 0 0 0 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#28464 -ghenna doll golem~ -the Doll Golem~ -A doll sits here leaning against the wall, forgotten by the child who owns it. -~ - This looks like your typical child's doll. Its about one foot tall, and -looks like it is made of plastic. -~ -32778 0 0 0 16 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#28471 -ghenna woman prostitute~ -the prostitute~ -A young, innocent looking woman is sitting here reading a magazine. -~ - She is so cute that you wonder how she ever fell into a lifestyle such as -this. She notices your gaze, and gives you a cloying look. -~ -2062 0 0 0 0 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#28472 -ghenna lester molester~ -Lester the molester~ -Lester the molester is here with a pair of womens panties on his head. -~ - You see a sicko with bulging eyes, and a tiny bit of white spittle in the -corners of his mouth. -~ -2062 0 0 0 16 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28475 -ghenna whore~ -the whore~ -A toothless whore is sitting here on the bed, inviting you to join her. -~ - One eye, no teeth and pasty white skin, this chick looks like your worst -nightmare. -~ -2058 0 0 0 16 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#28481 -ghenna dead dwarf~ -the Dwarf~ -A dwarf is lying here, stunned. -~ - You see nothing special. -~ -10 0 0 0 1048576 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -6 6 1 -E -#28485 -ghenna maedar~ -the Maedar~ -A Maedar stands here in the darkness smacking his lips. -~ - You see a muscular, hairless humanoid male dressed in a tunic. -~ -10 0 0 0 0 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28486 -ghenna maedar master~ -the Maedar master~ -A Maedar stands here in the darkness smacking his lips. -~ - You see a muscular, hairless humanoid male dressed in a tunic. -~ -10 0 0 0 16 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28487 -ghenna roger dodger~ -Roger the dodger~ -Roger, the elven apostle is looking for evil guys to kill here. -~ - You see a young elf, only about 130 years old, who acts as though he is on a -crusade. Dressed in light armor, he seeks out evil doers in order to eradicate -them from the face of the planet. -~ -141388 0 0 0 1572880 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28489 -ghenna deep dragon dragonet~ -the Dragonet~ -A wimpy little dragon is standing here, looking at you with deep blue eyes. -~ - You see what appears to be a tiny dragon, about the size of a chihuahua. -What a pansy he is too! -~ -32840 0 0 0 16 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28494 -ghenna cockroach~ -the cockroach~ -The biggest cockroach you have ever seen is standing here, looking down at you. -~ - You see a cockroach about 8 feet tall - apparently a mutant breed. -~ -16394 0 0 0 16 0 0 0 -351 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#28497 -ghenna deepspawn~ -the Deepspawn~ -The Deepspawn is standing here, ready to kill you. -~ - It looks like a large, rubbery sphere of mottled gray and brown. Six arms -project from its body; three are tentacle-arms, and three are jaw-arms, ending -in mouths of many teeth. It also has about 40 long, retractable, flexible eye -stalks that wave at you menacingly. -~ -81994 0 0 0 16 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -$ diff --git a/lib/world/mob/285.mob b/lib/world/mob/285.mob deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/mob/285.mob +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/mob/286.mob b/lib/world/mob/286.mob deleted file mode 100644 index 9359c48..0000000 --- a/lib/world/mob/286.mob +++ /dev/null @@ -1,938 +0,0 @@ -#28601 -Guardian guard~ -the Guardian of Hell~ -A Guardian of Hell stands here keeping you the hell out. -~ - The guardian is a stone devil, a hideous creation from the dark laboratories -of Hell. Its black eyes stare into your soul with a hunger that makes you -shiver. The guardian stands motionless before you. Its rough gray skin looks -impervious to normal weapons. -~ -6236 0 0 0 2128 0 0 0 -900 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#28602 -pile coins~ -the pile of gold coins~ -A pile of gold coins lies on the ground. -~ - A large sparkly pile of gold coins. -~ -30 0 0 0 2128 0 0 0 -800 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#28603 -male dee demon~ -the male Dee~ -The male demon Dee lies on the bed here waiting to please you. -~ - This is the most handsome male you have ever seen. His naked body makes -your mouth water. -~ -4638 0 0 0 2048 0 0 0 -1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#28604 -female dee demon~ -the female Dee~ -The female demon Dee lies on the bed here waiting to please you. -~ - This is the most beautiful female you have ever seen. The curves of her -naked body make you sweat, and babble uncontrollably. -~ -4638 0 0 0 0 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#28605 -bar gold~ -the gold bar~ -A shiny gold bar lies on the ground. -~ - This gold bar must be worth bucks! -~ -30 0 0 0 0 0 0 0 -800 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#28606 -chicken pot pie~ -a scrumptious chicken pot pie~ -A yummy looking chicken pot pie is here on the ground. -~ - You see a golden crusted pot pie filled with chicken and vegetables. -~ -30 0 0 0 0 0 0 0 -800 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -#28607 -beef pot pie~ -a yummy beef pot pie~ -A yummy looking beef pot pie is here on the ground. -~ - You see a golden crusted pot pie filled with beef and vegetables. -~ -30 0 0 0 0 0 0 0 -800 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -#28608 -vegetable pot pie~ -a yummy vegetable pot pie~ -A yummy looking vegetable pot pie is here on the ground. -~ - You see a golden crusted pot pie filled with vegetables. -~ -30 0 0 0 0 0 0 0 -800 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -#28609 -damned soul~ -a damned soul~ -A damned soul wanders aimlessly here. -~ - You see a faint silhouette of a person. Looking closely at it you can -barely make out features that would identify it as the person it was in life. -~ -92 0 0 0 0 0 0 0 -700 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -#28610 -tortured soul~ -a tortured soul~ -A tortured soul screams out in pain. -~ - You see a unrecognizable person going through unheard of and indescribable -torture. It screams out at you in pain and terror. -~ -220 0 0 0 0 0 0 0 -800 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -#28611 -half-eaten person~ -the half-eaten person~ -A half-eaten person lies here writhing in agony. -~ - This poor soul looks as if he has been chewed on and been spit out. It -writhes in agony and pain as it gasps frantically for Death to answer its -desperate plea... -~ -94 0 0 0 0 0 0 0 -757 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -#28612 -living wall~ -the living wall~ -A wall stands here. Its surface seems to move and come to life... -~ - The wall consist of graying and sinewy flesh - faces, hands, broken bones, -feet, and toes jutting from the surface. You hear low moans of horror, pain, -and sorrow issuing from the walls. -~ -260190 0 0 0 65600 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#28613 -skeletal warrior~ -skeletal warrior~ -A skeletal warrior wanders the planes of hell. -~ - Rotting flesh and gore drops from the bones of this creature. Its decaying -eyes stare at you intently as it sees only you delicious and juicy brain. -~ -76 0 0 0 0 0 0 0 -743 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#28614 -bloody severed arm~ -bloody severed arm~ -A bloody severed arm lies here. -~ - The blood arm of some poor luckless individual. The stench of the gore -covered limb makes you want to retch. -~ -78 0 0 0 0 0 0 0 -884 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -#28615 -bloody severed foot~ -bloody severed foot~ -A bloody severed foot lies here. -~ - This bloody foot definitely wasn't a lucky one. -~ -78 0 0 0 0 0 0 0 -800 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -#28616 -bloody severed nose~ -bloody severed nose~ -A bloody severed nose lies here. -~ - I wonder how the person that lost this smells... Hopefully not as bad as -this nose does... -~ -78 0 0 0 0 0 0 0 -800 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -#28617 -blood~ -the blood from the fountain~ -The blood in the fountain gurgles merrily. -~ - You see gallons and gallons of thick red blood gurgling in the fountain. - -~ -78 0 0 0 0 0 0 0 -950 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#28618 -Lost soul~ -the lost soul~ -A lost soul stands here looking lost. -~ - This soul is definitely clueless to where it is. He holds a ticket that -reads #14349023402342039840293481234900049. -~ -76 0 0 0 0 0 0 0 -500 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -#28619 -crispy critter~ -crispy critter~ -A crispy critter is here being burned to death. -~ - This once used to be a person. Now it is only a charred and smoking hulk -that is being burned for eternity... I screams out as the flames lick at its -body and devour its flesh... -~ -22638 0 0 0 0 0 0 0 -800 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -#28620 -pile bones skeleton~ -pile of bones~ -A decaying pile of bones lies here on the ground. -~ - Stringy bits of flesh blow gently in the breeze. The bones rattle as you -walk by them. -~ -2126 0 0 0 0 0 0 0 -700 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#28621 -manes sub-demon~ -the manes~ -A manes is here wandering the planes of hell looking for something to kill. -~ - A gruesome sub-demon who used to be a mortal. It is a semi-intelligent -creature who attacks anyone they encounter with nails and teeth. They are -often fed upon by Demon lords and princes. Their green and red blotched skin -gives them a diseased and decaying look. They somewhat resemble shadows or -ghasts. -~ -71772 0 0 0 0 0 0 0 -900 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -E -#28622 -prisoner raiden~ -the prisoner Raiden~ -The prisoner of hell, Raiden sits here for eternity. -~ - This is a sad individual. He smells strongly of the rotten food that has -been thrown at him. He sits here chained to the wall; banished to hell forever -by the God. -~ -22622 0 0 0 0 0 0 0 -1000 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#28623 -prisoner hell~ -a prisoner in hell~ -A sad looking individual sits here awaiting torture. -~ - She is sad looking indeed. Cuts and scraps all over her. Many scars and -burns cover her face and arms. -~ -222 0 0 0 0 0 0 0 -800 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -#28624 -prisoner hell~ -a prisoner in hell~ -A sad looking individual sits here awaiting torture. -~ - He is sad looking indeed. Cuts and scraps all over him. Many scars and -burns cover her face and arms. One of his arms is broken at the forearm and -hangs limply by his side. -~ -222 0 0 0 0 0 0 0 -800 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#28625 -demonguard demon guard~ -demonguard~ -A demonguard patrols the planes of hell. -~ - This very large demon stands before you licking its daggerlike teeth. -Yellow spittle runs down the scales of his blackened skin. -~ -76 0 0 0 0 0 0 0 -800 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#28626 -burning fool~ -the burning fool~ -A burning fool is here, crisping away. -~ - You can barely make out anything on it. All you can make out is the flames -of hell consuming it and the smell of burning flesh. -~ -46 0 0 0 0 0 0 0 -900 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#28627 -construction worker male~ -male construction worker~ -A construction worker is here welding pipework. -~ - He is the typical construction worker. T-shirt, jeans, yellow hard hat. As -you look closer at the hard hat you notice it says, '4th DEMONsion Construction -Co. ' -~ -22782 0 0 0 0 0 0 0 -666 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#28628 -construction worker female~ -female construction worker~ -A construction worker is here working riveting framework. -~ - She is the typical construction worker. T-shirt, jeans, yellow hard hat. -As you look closer at the hard hat you notice it says, '4th DEMONsion -Construction Co. ' -~ -22782 0 0 0 0 0 0 0 -666 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 2 -E -#28629 -construction worker female~ -female construction worker~ -A construction worker is here working cutting structural steel. -~ - She is the typical construction worker. T-shirt, jeans, yellow hard hat. -As you look closer at the hard hat you notice it says, '4th DEMONsion -Construction Co. ' -~ -22782 0 0 0 0 0 0 0 -666 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -#28630 -fire devil~ -fire devil~ -A fire devil stands here with a box of matches lighting up poor souls. -~ - It is an indescribably grotesque creature. Its pale green-yellow skin erupts -with blisters and puss. As you look at it, it smiles at you with sharp blood -covered teeth. This is definitely a face only a mother could love. -~ -2140 0 0 0 0 0 0 0 -1000 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -#28631 -wall fire~ -wall of fire~ -A wall of fire is here, creeping slowly across the room. -~ - It is simply a large door sized wall of fire. It slowly inches across the -room burning everything in its path; Including the poor souls that are chained -to various posts around the room. -~ -126 0 0 0 0 0 0 0 -600 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -E -#28632 -hell hound~ -hell hound~ -A hell hound runs free through the halls of hell. -~ - This freak of a canine is rusty red to red brown in color. Its eyes glow an -ghastly red. Its sooty black teeth and tongue are covered with green spittle -that runs down its dung covered coat. -~ -260316 0 0 0 0 0 0 0 -900 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -E -#28633 -frozen body~ -frozen body~ -A frozen body lies here on the ground. -~ - As you look at the corpse you recoil as you notice its eyes still move. -They stare intently from its bluish face as if pleading for your help. -~ -10 0 0 0 0 0 0 0 -900 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#28634 -ice devil~ -ice devil~ -A Greater Ice Devil stands here cheerfully freezing souls.. -~ - This devil is a mix of bug, bird, humanoid, and who knows what else. Its -multifaceted eyes stare everywhere. It goes about its business of slowly and -painfully freezing the damned souls, quickly thawing them and then starting -over. Every couple of minutes it takes time out to break an appendage off of a -nearby soul and beat the soul with it. -~ -18526 0 0 0 0 0 0 0 -1000 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -#28635 -trapped soul ice~ -soul trapped under the ice~ -A soul trapped under the ice gasps desperately for air. -~ - This poor soul has been encased in ice; almost as if it is caught under an -ice-flow. It desperately gasps for air for a few minutes and then seems to die -for a second before it is restored and begins thrashing about again. -~ -10 0 0 0 0 0 0 0 -789 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -#28636 -half frozen body~ -half frozen body~ -A half frozen body hangs here on a meat hook. -~ - A large meat hook is imbedded deep within the back of the body. You see -small white maggots eating away at the body. The flesh seems to move and -wriggle with a life of its own... -~ -10 0 0 0 0 0 0 0 -876 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -#28637 -killer penguin~ -killer penguin~ -A small penguin waddles around here on the ice. -~ - What a cute little penguin.... Wait why is it looking at you that way... -HEY! Penguins don't have teeth! -~ -204 0 0 0 0 0 0 0 -876 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -#28638 -I-scream worker~ -I-scream worker~ -An I-scream worker runs from machine to machine. -~ - It moves about so frantically you can't really get a chance to look at it. -It runs about screaming, 'I SCREAM, YOU SCREAM! WE ALL SCREAM FOR I SCREAM!!! -' -~ -2300 0 0 0 0 0 0 0 -706 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -#28639 -Ice Screamer~ -Ice Screamer~ -An Ice Screamer is here yelling into empty cartons. -~ - He is dressing in a white jumpsuit with the words, 'Eye Splean I Screamery' -written on it in large yellow letters. -~ -2300 0 0 0 0 0 0 0 -706 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -#28640 -Construction Foreman Demonic~ -Demonic Foreman~ -A Demonic Foreman sits here looking at blueprints. -~ - This huge demon has somehow managed to fit himself into a oversized orange -jumpsuit. The words, '4th DEMONsion Construction Co. ' are written on the -back in large black letters. He seems none to happy to see you. -~ -260222 0 0 0 0 0 0 0 -1000 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#28641 -Secretary of Hell~ -Secretary of Hell~ -The Secretary of Hell sits here watching the phones ring. -~ - This very sexy secretary seems to be just sitting here amusing herself by -watching the little lights on the telephone blink. She is oblivious to your -presence and seems fascinated by the phones. -~ -18654 0 0 0 0 0 0 0 -700 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 2 -E -#28642 -office worker hell~ -office worker from hell~ -An office worker from hell is here looking for a boss to piss off. -~ - Just looking at them makes your blood boil. -AAAAAAAAAAaaaaaaaaaaaarrrrrrrrgggggghhhhh!!!!!!!!!!! -~ -204 0 0 0 0 0 0 0 -1000 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -#28643 -records worker~ -records worker~ -A records worker is here filing bad reports. -~ - You see a rather plain looking office person here filing a file on -someone. -~ -204 0 0 0 0 0 0 0 -1000 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -#28644 -santa claus~ -Santa Claus~ -Santa Claus is here checking who has been naughty... -~ - He's a jolly old man with red cheeks and a roly-poly belly and a laugh as -jolly as you can get. -~ -260350 0 0 0 0 0 0 0 1000 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#28645 -high priest hell~ -High Priest of Hell~ -The High Priest of Hell is here eating 'I Scream'. -~ - The dark black robes hide most of his features, but you can barely make out -his emaciated face beneath his hood. -~ -2634 0 0 0 0 0 0 0 -1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#28646 -bowl blood~ -a bowl of blood~ -A bowl of blood sits here on the altar. -~ - Its is a wooden bowl filled with blood and bits of flesh. -~ -16394 0 0 0 0 0 0 0 -900 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#28647 -jury member~ -jury member~ -A jury member sits here with a guilty sign, waiting for a trial to begin. -~ - It seems to be a lesser demon disguised as mortal. Fair trial... Not -likely. -~ -2186 0 0 0 0 0 0 0 -800 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#28648 -Judge Whopper~ -Judge Whopper~ -Judge Whopper sits here trying to think of a painful sentence. -~ - This is the High Judge of Hell. He has never found anyone innocent, and is -notorious for his painful and harsh punishments. -~ -260314 0 0 0 0 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#28649 -lawyer hell~ -Lawyer from Hell~ -The Lawyer from Hell sits here playing games on his laptop computer. -~ - Slimy, sleazy and has very sharp teeth... A lawyer all right... -~ -2190 0 0 0 0 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#28650 -complaints officer~ -Complaints Officer~ -The Complaints Officer is here watching her favorite soap opera. -~ - She seems not to notice you; But is absorbed in her favorite soap, 'As The -Hell Burns' -~ -2186 0 0 0 0 0 0 0 -1000 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 2 -E -#28651 -bastard hiramoto~ -bastard hiramoto~ -The Bastard Hiramoto stands here trying to learn Kung Fu from a book. -~ - He looks at you and says, 'I think my Kung Fu is no good' and then goes back -to practicing. He is known to buy anything.... And sell anything people sell -him. -~ -18446 0 0 0 0 0 0 0 -600 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#28652 -maintenance worker~ -maintenance worker~ -A maintenance worker is here fixing stuff. -~ - He is in a yellow jumpsuit with a large nuclear warning symbol on the back. - -~ -22748 0 0 0 0 0 0 0 -750 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#28653 -weeds~ -weeds~ -A weed is growing out of the cement here. -~ - You see a nasty yellow and purple weed. -~ -10 0 0 0 0 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#28654 -stanley~ -Stanley~ -Stanley stands here waiting to sell you one of his wonderful figurines. -~ - He is a crafty old fart who looks about 1000 years old. But his figurines -are pretty well known. He was rumored to disappear around Solace 100 years -ago. -~ -16394 0 0 0 0 0 0 0 -700 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#28655 -half eaten horse carcass~ -half eaten horse carcass~ -A half eaten horse carcass is here being digested. -~ - This is what used to be a horse.... Maybe... Its hard to tell; half of it -has been digested already. -~ -10 0 0 0 0 0 0 0 -800 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#28656 -stomach dragon~ -stomach dragon~ -A stomach dragon is here digesting Big Mouth's food. -~ - A large brown and green slime covered reptile. It seems to move around to -each food item and proceed to barf acid all over it. -~ -16394 0 0 0 0 0 0 0 -900 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -#28657 -rancid turkey leg~ -rancid turkey leg~ -A rancid turkey leg sits in a pool of slime here. -~ - Its one of those really nasty pieces of food in the refrigerator that -disappears and you wonder if it just walked away.... -~ -10 0 0 0 0 0 0 0 -900 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#28658 -reactor specialist~ -reactor specialist~ -A reactor specialist sits here checking on the reactor core. -~ - He is dressed in a black jumpsuit with a large nuclear warning symbol on the -back. -~ -22750 0 0 0 0 0 0 0 -900 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#28659 -reactor worker~ -reactor worker~ -A reactor worker sits here monitoring various screens. -~ - He is dressed in a black jumpsuit with a large lighting bolt symbol on the -back. -~ -22750 0 0 0 0 0 0 0 -900 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#28660 -homer simpson~ -Homer Simpson~ -Homer Simpson sits here eating donuts. -~ - A balding fat man with jelly stains on his uniform. He suddenly spills his -coffee and shouts out, 'DOH! ' Warning lights blink rapidly as the coffee -shorts out the control panel. Homer calmly stands up and unplugs the control -panel and sits down for a nap. -~ -16522 0 0 0 0 0 0 0 -900 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#28661 -Devils food cake~ -devils food cake~ -A nice slice of devils food cake is here waiting to be eaten. -~ - Mmmmmm... Don't you just want to take a bite? -~ -16394 0 0 0 0 0 0 0 -900 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -#28662 -mad cook~ -mad cook~ -A mad cook is here cooking up a storm. -~ - You spots you and screams, 'Git awa froom mi food! ' 'I'll kill you! ' -~ -16604 0 0 0 0 0 0 0 -900 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#28663 -frantic lady~ -frantic lady~ -A frantic lady is here tearing her hair out looking for a sale. -~ - Ugly! -~ -16604 0 0 0 0 0 0 0 -600 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 2 -E -#28664 -nuclear technician~ -nuclear technician~ -A nuclear technician is here fiddling with his rad suit. -~ - Wau, dont get too close, he seems to be glowing! -~ -22750 0 0 0 0 0 0 0 -850 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#28665 -stray proton~ -stray proton~ -A stray proton is here whizzing about. -~ - I can't see it. Can you? -~ -72 0 0 0 0 0 0 0 -850 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -#28666 -radiation~ -radiation~ -Radiation is here doing unknown things to you. -~ - Eagle eyes? -~ -104 0 0 0 0 0 0 0 -1000 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -#28667 -chief engineer hell~ -the Chief Engineer of Hell~ -The Chief Engineer of Hell is here playing with the panic button. -~ - He kinda reminds you of an old Bart Simpson. He seems to be enjoying the -panic button at the moment; Chuckling happily as workers below on the reactor -floor frantically check dials and gauges while flashing lights and sirens sound. -~ -18590 0 0 0 0 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28668 -Greater Fire Demon~ -Greater Fire Demon~ -A Greater Fire Demon stands here laughing at each scream he hears.. -~ - This large black scaled demon laughs merrily as he watches poor souls scream -out in pain. He pokes and picks at the flesh of the damned who were unlucky -enough to be tortured close to him. His black taloned nails rip slowly through -their flesh, as he cackles with glee at the sounds of their unending pain... -~ -22620 0 0 0 0 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#28669 -frozen side beef~ -side of frozen beef~ -A frozen side of beef hangs here on a hook. -~ - This enormous carcass looks as if it came from a small dragon or a very -large cow. -~ -16394 0 0 0 0 0 0 0 -675 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -#28670 -guard dog~ -guard dog~ -A guard dog sits here guarding the break room. -~ - A vicious looking pit bull / demon dog mix is here slobbering on the donuts. -~ -10 0 0 0 0 0 0 0 -900 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -#28671 -juicy steak~ -juicy steak~ -A mouth watering juicy steak is here steaming. -~ - Mmmmmmm..... Steak.... Mmmmmm... You feel your mouth start to water. -~ -10 0 0 0 0 0 0 0 -900 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -$ diff --git a/lib/world/mob/287.mob b/lib/world/mob/287.mob deleted file mode 100644 index 1412952..0000000 --- a/lib/world/mob/287.mob +++ /dev/null @@ -1,1011 +0,0 @@ -#28700 -innkeeper reilly~ -Reilly the Innkeeper~ -The innkeeper watches for customers and drinks imported Scotch. -~ - Reilly doesn't keep this inn open by sitting and watching the goblins invade! -He looks more like a hobo than an innkeeper but you can at least see that he is -wearing a huge Scotch sword at his side. He is also drinking from a huge bottle -of Scotch whiskey, probably not the single-malt variety. -~ -190682 0 0 0 524400 0 0 0 200 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 13 -Str: 18 -StrAdd: 100 -E -#28701 -priest pater vinci~ -Pater Vinci~ -Pater Vinci greets you as you pass by. -~ - Pater Vinci did not bear a weapon in the good old days, but now the goblins -ought to avoid him, because the good priest fought for King Korbor before he -took holy orders, and still carries a sturdy club. -~ -10456 0 0 0 8200 0 0 0 900 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#28702 -sheriff zeb~ -Zeb Rykalp~ -Zeb Rykalp, sheriff of Ofingia, watches you closely. -~ - You had better keep on Zeb's good side. He has few qualms about roughing up -the Midgaarders, and is ever-vigilant for evil. -~ -10588 0 0 0 8 0 0 0 700 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#28703 -smith dorig dwarf~ -Dorig Foehammer~ -Dorig the dwarf welds bars together with a 10 pound hammer. -~ - He is too strong for you to beat easily in a fight, and if he had a beer or -two in him Dorig would be invincible. At least, he would think himself -invincible. -~ -190686 0 0 0 524400 0 0 0 700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28704 -carpenter joel~ -Joel Kreb~ -Joel Kreb, the village carpenter, rests with an axe close at hand. -~ - That axe he has has a long spike opposite its blade, and you do not think it -is intended for wood, but for flesh and bone, particularly of goblin-kind. -~ -190686 0 0 0 524400 0 0 0 700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28705 -maxtrum halfling shopkeeper~ -Maxtrum Holloknob~ -A stout halfling shopkeeper eyes your moneybag with a glinting eye. -~ - Guard your wallet carefully! Rumor has it that Maxtrum rarely runs out of -money, which would be wonderful, if only his customers didn't so often find -their pockets lighter after leaving his store, though they bought nothing. -~ -190686 0 0 0 524400 0 0 0 700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28706 -churt elf elven alchemist~ -Churt Agenris~ -An elven alchemist inhales the fumes deeply and sighs happily. -~ - Churt notices you gagging as you enter his shop and peers at you with some -surprise. He is a powerful wizard, having practiced such great spells as -`Churt's Irresistible Retch' and `Word of Command: Go away, I... ' Well, never -mind that one. -~ -190686 0 0 0 524400 0 0 0 700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28707 -dek ranger elf elven leatherworker~ -Dek Shattershock~ -A retired elven ranger works here as a leatherworker. -~ - Dek Shattershock- the name inspires fear in goblin and githyanki warrior -alike! You ought to be scared, too, you shrimp. -~ -190686 0 0 0 524400 0 0 0 700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28708 -marya woman baker~ -Marya the Baker~ -A young Ofintine woman kneads dough here. -~ - She is not a noblewoman, but is a lady all the same. After all, lady means -`loaf-kneader' just as lord means `loaf-ward' in the old Anglo- Saxon tongue. -She has bashed more goblins with her rolling pin than Jewish rye has caraway -seeds. -~ -190686 0 0 0 524400 0 0 0 700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28709 -serathana priestess librarian~ -Serathana the Guardian of Lore~ -A priestess watches you carefully. -~ - This priestess is an old friend of Dek, Dorig, Churt, and Maxtrum. They -saved the world from destruction, but there isn't much need for heroes in -peacetime. You can see Sara's long spear hung on the wall where she can -instantly reach it. -~ -190494 0 0 0 524400 0 0 0 700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28710 -kelek guard captain~ -Sir Kelek~ -Passing guards raise their visors in salute to Sir Kelek, their captain. -~ - He did not reach this rank by staying close by the Newbie Zone. -~ -14618 0 0 0 0 0 0 0 700 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#28711 -king korbor~ -King Korbor~ -Clad in bright mail and girt with a sword, King Korbor goes to war. -~ - Once King Korbor sat in his lofty hall, but now he marches with his army to -drive off the goblins which threaten his realm. -~ -14618 0 0 0 0 0 0 0 800 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#28712 -tim thief boy~ -Tim the Thief~ -A small boy sneaks silently through the shadows. -~ - Guard your money! It is that dratted Tim! -~ -34908 0 0 0 0 0 0 0 100 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 28700 -#28713 -sir mischa~ -Sir Mischa~ -Sir Mischa guards his town from evil creatures. -~ - This knight could easily kill Curley GreenLeaf. -~ -6472 0 0 0 0 0 0 0 700 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#28714 -guard~ -the Ofintine guard~ -A guard of Ofintinia patrolls his town. -~ - A sturdy guardsman, loyal to King Korbor. -~ -6472 0 0 0 0 0 0 0 400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#28715 -guard~ -the Ofintine guard~ -An Ofintine guard watches the gate. -~ - A sturdy guardsman, ever vigilant for evil. -~ -6410 0 0 0 0 0 0 0 400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#28716 -volunteer~ -an Ofintine volunteer~ -An Ofintine volunteer patrolls his town. -~ - He has taken up arms to fight the goblins. -~ -4168 0 0 0 0 0 0 0 400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#28717 -volunteer~ -an Ofintine volunteer~ -A citizen of Ofinitine looks fierce and determined. -~ - She has taken up arms to fight the goblins. -~ -4168 0 0 0 0 0 0 0 400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#28718 -man~ -a Lonoyan man~ -A man of Ofingia stands here. -~ - He won't desert his town for a million goblins, all waving axes. -~ -72 0 0 0 0 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#28719 -woman~ -a Lonoyan citizen~ -An Lonoyan woman walks through town. -~ - Though the goblins poured in through every gate, she would stay here. -~ -72 0 0 0 0 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -E -#28720 -boy~ -a small boy~ -A small boy runs around shouting at unseen foes. -~ - He is ready for the goblins when they come! -~ -200 0 0 0 0 0 0 0 300 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#28721 -girl~ -a young girl~ -A Lonoyan girl stands here. -~ - You are sure she has killed many trolls and more goblins. -~ -200 0 0 0 0 0 0 0 300 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#28722 -big dog~ -the big dog~ -A huge dog runs about, tongue lolling out of his mouth in a silly way. -~ - A big goofy retriever, with a rough, coarse black coat. -~ -4296 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -BareHandAttack: 4 -E -#28723 -dog~ -Reilly's dog~ -You cringe in fear when a small black dog growls menacingly. -~ - Reilly's miniature schnauzer looks tougher than a small dragon. -~ -4296 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#28724 -farmer man~ -a Lonoyan farmer~ -A farmer strolls about town in his Sunday clothes. -~ - As he walks past you, you see him stop and stare with an expression of -recognition, changing to anger. Perhaps you left his gate open on the way here. - -~ -200 0 0 0 0 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#28725 -dwarf~ -a dwarf~ -A drunken Dwarf rests here, singing loud enough to wake the dead. -~ - It takes more than a beer or two to intoxicate the sturdy mountain folk; he -must have had enough to stun a giant. -~ -200 0 0 0 0 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#28726 -hobbit~ -a hobbit landowner~ -A fine fat gentlehobbit swaggers around, whistling merrily. -~ - There aren't too many hobbits living in Lonoya, and he is most likely a -visitor from the Shire. -~ -200 0 0 0 0 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#28727 -woman barmaid maid~ -the bar maid~ -A lovely Lonoyan woman serves mead to Reilly's customers. -~ - No one bothers her as she serves drinks, because they know that she has a -dagger ready for anyone who gets `fresh'. -~ -200 0 0 0 0 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -E -#28728 -man~ -the old man~ -An old Lonoyan man sweeps the road clean. -~ - Too old to wield a glaive, this man has taken upon himself the task of -picking up the litter that passerby drop in Lonoyan gutters. Ofingia, the -"Jewel of Lonoya", would not sparkle as it does in Korbor's crown if he was not -so busy. The old man really hates adventurers who don't clean up after -themselves. -~ -200 0 0 0 0 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#28729 -goblin~ -the goblin~ -A forest goblin roams Lonoya, arguing with himself. -~ - He doesn't seem to notice you right away, but I wouldn't wait for him to stop -talking and see you. Goblins hate strangers, especially if they are armed. -~ -6248 0 0 0 0 0 0 0 -250 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#28730 -goblin raider~ -the goblin~ -A goblin raider prowls Lonoya, looking for travellers to rob. -~ - Stumpy-short but thick, green-skinned and great-headed. Ugly, ain't he? -~ -6248 0 0 0 0 0 0 0 -250 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#28731 -goblin~ -the goblin~ -A goblin crouches in ambush here. -~ - Another goblin, another battle, another notch in your newbie dagger. -~ -6248 0 0 0 0 0 0 0 -250 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#28732 -goblin~ -the goblin watchman~ -A goblin stands watch here. -~ - Goblins, it seems, are not trusty watchmen. You'd expect no more. -~ -6250 0 0 0 0 0 0 0 -250 E -5 19 7 1d1+50 1d2+0 -50 2500 -4 8 1 -E -#28733 -serpent~ -the serpent~ -A great serpent slithers through the caverns, ignoring you. -~ - For a little while you fear poison, but this snake looks about as harmless as -any forty-five-foot reptile can. Perhaps this serpent lives off the carcasses -of those killed by these goblins. -~ -76 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#28734 -gnome~ -the lost gnome~ -A stone-gnome is far from home. -~ - He is wandering, as you are, through these tunnels to find an exit. -~ -2268 0 0 0 589824 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#28735 -goblin~ -the goblin guard~ -A goblin stands here alert, vigilant for intruders. -~ - No one will pass by him unnoticed. -~ -6250 0 0 0 0 0 0 0 -350 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#28736 -goblin~ -the goblin~ -A green-skinned goblin warrior stands here, clutching a bloody scimitar. -~ - He looks tougher than the average goblin. -~ -6248 0 0 0 0 0 0 0 -400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#28737 -goblin~ -the goblin warrior~ -A goblin warrior glares at you, angry at having been awakened. -~ - He looks tougher than the average goblin. -~ -6248 0 0 0 0 0 0 0 -400 E -6 18 6 1d1+60 1d2+1 -60 3600 -4 8 1 -E -#28738 -hobgoblin goblin~ -a hobgoblin~ -A large goblin clad in stinking hides glares at you. -~ - You would NEVER wear his armor; untanned cowhide is not your style. He -doesn't seem to mind it, however, and in any case this fellow is a dangerous foe -for any knight. -~ -6248 0 0 0 0 0 0 0 -400 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#28739 -toadstool goblin chieftain~ -Toadstool the Goblin~ -Toadstool, chief of the forest goblins, shouts and throws things at you. -~ - What does he throw? Rocks, mostly. Toadstool is taller than a dwarf, and -ugly as a toad. He is larger than any goblin you have seen, in fact; maybe -Toadstool is orcish or half-orcish. -~ -6248 0 0 0 0 0 0 0 -500 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#28740 -goblin~ -the goblin~ -A goblin gnaws a bone here. -~ - That bone looks very tasty, but he probably won't share it. -~ -6248 0 0 0 0 0 0 0 -250 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#28741 -groff troll cook~ -Groff the Troll~ -A huge hairy troll stirs a bubbling pot. -~ - As you watch, safely hidden, he picks up a dead goblin and throws it into his -pot, followed by a few spotted mushrooms and a halfling. Then he catches sight -of you, and wonders what flavor you'd add to his concoction. Oops! Should have -stayed still, you idiot. -~ -46 0 0 0 0 0 0 0 -800 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#28742 -mimic barrel~ -the mimic~ -A sturdy oaken barrel bound with iron hoops stands in the corner. -~ - This barrel has no tap, but perhaps you could borrow one from the goblins. -No, I doubt it. Besides, there is something queer about that cask. Did it just -move? -~ -196618 0 0 0 0 0 0 0 10 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#28743 -mimic cabinet~ -the mimic~ -A cabinet marked `Magical Items Only' stands in the corner. -~ - You nearly open the cabinet when you realize goblins don't write in the -Common Speech. Perhaps it's a trap. -~ -196618 0 0 0 0 0 0 0 10 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#28744 -hybrid centipede cementipede~ -the Cementipede~ -A strange hybrid of stone and centipede prowls the caves. -~ - Half-crawler, half-concrete; it could only be the legendary Cementipede! -~ -73944 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -BareHandAttack: 8 -E -#28745 -goblin~ -the goblin~ -A drunken goblin staggers around. -~ - You don't want to THINK about what he's been drinking. -~ -6248 0 0 0 0 0 0 0 -250 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#28746 -warg~ -the hungry warg~ -A hungry warg stands here, growling at you. -~ - The goblins sometimes ride wargs, and maybe this one is trained as a mount. -You only know that the white fangs it now shows as it sees you approaching look -very sharp. -~ -104 0 0 0 0 0 0 0 -350 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#28747 -mold~ -the green mold~ -A peculiar green mold looks at you from the wall. -~ - Looks at you? Molds don't usually have EYES! But this one does. -~ -196682 0 0 0 0 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -BareHandAttack: 1 -Str: 3 -Dex: 3 -Int: 3 -Wis: 3 -E -#28748 -orc~ -the orc~ -An Orc guards the caves here. -~ - He is not as large as the usual Orc, probably half a goblin. -~ -6250 0 0 0 0 0 0 0 -400 E -6 18 6 1d1+60 1d2+1 -60 3600 -4 8 1 -E -#28749 -goblin~ -the goblin~ -A goblin miner chips away at the mountains' stony innards. -~ - He doesn't seem to be in the best of spirits. It's been a long day. -~ -6248 0 0 0 0 0 0 0 -250 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#28750 -stalker~ -the Stalker~ -The invisible stalker is, fortunately, not after you. -~ - You can't see him. -~ -239704 0 0 0 590076 0 0 0 -1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 0 -BareHandAttack: 10 -E -#28751 -kobold~ -the kobold~ -A kobold slave hauls rubble for the goblins. -~ - He is always looking for a way to escape. -~ -76 0 0 0 0 0 0 0 -100 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#28752 -goblin~ -the goblin~ -A goblin miner rests here, out of his master's sight. -~ - He is not too tired to kill you with that big nasty pick. -~ -6250 0 0 0 0 0 0 0 -250 E -5 19 7 1d1+50 1d2+0 -50 2500 -5 5 1 -E -#28753 -mimic boulder~ -the mimic~ -A great boulder nearly blocks the tunnel. -~ - Where did that thing come from? It didn't just MOVE, did it? Hmmm... -~ -196618 0 0 0 0 0 0 0 -10 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#28754 -goblin~ -the goblin~ -A goblin slave driver supervises the miners and cracks his whip! -~ - He lashes fiercely at you with that great whip when he sees you in his mine -tunnels. -~ -6252 0 0 0 0 0 0 0 -800 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -BareHandAttack: 2 -E -#28755 -slave~ -the human slave~ -An Ofintine works as a goblin slave, with no hope of escape. -~ - The goblins captured him in a raid and now work him to death in their huge -mines. -~ -72 0 0 0 0 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#28756 -slave~ -the human slave~ -An Ofintine works as a goblin slave, with no hope of escape. -~ - The goblins captured her in a raid and now work her to death in their huge -mines. -~ -72 0 0 0 0 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -E -#28757 -goblin blacksmith~ -the goblin blacksmith~ -Wielding two great hammers, the goblin smith toils at his forge. -~ - His knotted, iron-hard muscles attest to long hours at the anvil. -~ -6250 0 0 0 0 0 0 0 -800 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#28758 -goblin~ -the goblin~ -A goblin pumps the great forge-bellows here. -~ - He works at a furious pace as the overseer cracks his whip, to keep the -goblins' iron furnace white-hot. -~ -6248 0 0 0 0 0 0 0 -250 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#28759 -kobold slave~ -the kobold slave~ -A kobold shuffles quickly about, carrying iron ore and lime. -~ - He avoids the whip nimbly as he feeds the roaring furnace. -~ -76 0 0 0 0 0 0 0 -100 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#28760 -giant overseer~ -the hill giant~ -A hill giant `encourages' the slaves with a huge flint-studded whip. -~ - He is not very bright, as few giants are, and might think you work here if -you stay much longer. Like any evil giant, he loves causing pain. -~ -6378 0 0 0 0 0 0 0 -900 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#28761 -mimic pig iron~ -the mimic~ -A glowing iron pig cools in the sand, away from the others. -~ - This iron pig seems to be chuckling softly. Odd. -~ -196618 0 0 0 0 0 0 0 -10 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#28762 -ogre~ -the ogre~ -A large ogre trudges about, pushing boulders that must weigh tons. -~ - He looks very strong. -~ -6346 0 0 0 0 0 0 0 -900 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#28763 -elf elven~ -an Elf~ -An Elven hunter stalks goblins here. -~ - He, like you, has crept into Goblin-Town to hunt goblins. Seems as though he -is doing a good job of it, so why not let him continue? -~ -2392 0 0 0 1048688 0 0 0 1000 E -6 18 6 1d1+60 1d2+1 -60 3600 -4 8 1 -E -#28764 -dragon~ -the red dragon~ -A large red dragon stands here, angry that you disturbed his rest. -~ - He can't see you when he's sleeping, and you had best let him stay that way. - -~ -90218 0 0 0 16 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -4 8 0 -E -#28765 -troll guard~ -the troll guard~ -A huge troll of the Olog-Hai stands guard here. -~ - Oh dear! Time to leave the way you came in! -~ -6378 0 0 0 0 0 0 0 -900 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -BareHandAttack: 13 -Str: 24 -Int: 3 -Wis: 3 -E -#28766 -orc~ -the orc~ -A large Orc stands here, looking for dinner. -~ - Offering him a waybread was a BAD idea, you now think. Orcs don't like elves -very much. Well, they do like elves dead. In fact, they like almost any meat. -You probably look like a tasty meal. -~ -108 0 0 0 0 0 0 0 -800 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#28767 -wall~ -the living wall~ -A section of stone wall has many treasures embedded in it. -~ - You have heard of walls that came alive by wicked sorcery and absorb great -treasures within their magical masonry. -~ -253978 0 0 0 16 0 0 0 -750 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 0 -E -#28768 -mimic chest~ -the mimic~ -A fine iron-bound chest would catch any cabinetmaker's eye. -~ - The chest was truly the work of a master carpenter. -~ -196618 0 0 0 0 0 0 0 -10 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#28769 -goblin moragd~ -Moragd the Goblin~ -Moragd the Goblin stands here. -~ - Moragd is a great goblin warrior, son of Gorgh the Knob-headed. -~ -6378 0 0 0 0 0 0 0 -900 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#28770 -goblin gorgh~ -Gorgh the Goblin~ -Gorgh the Knob-Headed stands here. -~ - Gorgh, father of Moragd , is the greatest goblin warrior yet to taint this -world. -~ -6378 0 0 0 0 0 0 0 -900 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#28771 -goblin Khos~ -Khos the Goblin~ -Khos the Greatnosed stands here. -~ - Khos, Gorgh, and Moragd are the three best soldiers of the Great Goblin. -~ -6378 0 0 0 0 0 0 0 -900 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#28772 -goblin~ -the goblin~ -A goblin warrior stands here. -~ - Ugly, slime-green, and bull-strong. -~ -6248 0 0 0 0 0 0 0 -400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#28773 -ogre guard Thrash~ -Thrash the Ogre~ -Thrash the Ogre Mercenary guards the Great Goblin. -~ - You are sure you have seen Thrash before, somewhere. Maybe he was in the -Grunting Boar the other day with Pippin. Anyway, the Great Goblin has hired him -as a bodyguard. -~ -6254 0 0 0 16 0 0 0 -900 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -BareHandAttack: 10 -E -#28774 -giant guard Throm~ -Throm the Giant~ -Throm the Giant guards the Great Goblin. -~ - You are sure you have seen Throm before, somewhere. Maybe he was at the -weapon shop the other day? Anyway, the Great Goblin has hired this renowned -giant to guard his person. -~ -6254 0 0 0 16 0 0 0 -900 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -BareHandAttack: 13 -Str: 25 -Int: 3 -Wis: 3 -E -#28775 -human guard Tarus~ -Tarus~ -Tarus the Swordpupil guards the Great Goblin. -~ - You are sure you have seen Tarus before, perhaps on BluemageMUD. This sturdy -human is one of the Great Goblin's bodyguards. -~ -6254 0 0 0 16 0 0 0 -900 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#28776 -great goblin~ -the Great Goblin~ -The Great Goblin sees you and calls his guards! -~ - His head is bigger than any goblin's you have seen, and he is quite proud of -it. This goblin is quite strong, and quite ugly, and has quite a few guards -around him. Kill him, and King Korbor will repay you handsomely. -~ -6254 0 0 0 0 0 0 0 -990 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -$ diff --git a/lib/world/mob/288.mob b/lib/world/mob/288.mob deleted file mode 100644 index ef26790..0000000 --- a/lib/world/mob/288.mob +++ /dev/null @@ -1,443 +0,0 @@ -#28801 -poor mudder~ -a poor mudder~ -A poor mudder wanders, lost in this place. -~ - You will become him if you are not careful. -~ -76 0 0 0 0 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -T 28802 -#28802 -star~ -a beautiful star~ -A beautiful white star smiles at you. -~ - You can't tell what the star looks like, she is too bright! -~ -10 0 0 0 0 0 0 0 500 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 2 -E -#28803 -nebula young~ -a young nebula~ -A young nebula is waiting to become a star. -~ - It hasn't got a definite shape, it is just a cloud of mist. -~ -72 0 0 0 0 0 0 0 200 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 2 -E -#28804 -comet speedy~ -a speedy comet~ -A speedy comet is waiting to crush your head in. -~ - You see the offspring of Halley's comet, here just to wipe everything out. -~ -76 0 0 0 0 0 0 0 -500 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#28805 -red supergiant~ -a red supergiant~ -An enormous, red supergiant is forced to protect the galaxy. -~ - You notice the giant is not as tough as his name sounds ... Still he can be -very powerful. -~ -138 0 0 0 0 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#28806 -white dwarf~ -a white dwarf~ -A tiny white dwarf is trying to sneak away from duty. -~ - Like the red giant, he is also appointed to stand guard for the galaxy. -But somehow he manages to escape. Though tiny, it can take a lot of hits! -~ -76 0 0 0 0 0 0 0 0 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 1 -E -#28807 -horsehead nebula~ -a horsehead nebula~ -A huge nebula is here, resembling a horsehead. -~ - You can only make out its shape from the darkness. He was cursed to stay in -here and his face may never be seen by anyone again. -~ -10 0 0 0 1572864 0 0 0 -1000 E -28 11 -6 5d5+280 4d4+4 -280 78400 -6 8 1 -E -#28808 -andromeda~ -poor Andromeda~ -The poor Andromeda is chained to the wall, suffering ... -~ - She was once a princess of beauty. However, her beauty has led to a -Goddess's jealousy and she has to suffer here endlessly until Perseus comes. -~ -26 0 0 0 0 0 0 0 1000 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 2 -E -#28809 -hercules~ -the mighty Hercules~ -The Mighty Hercules is working hard on his extra Labors for the Gods. -~ - He has been put to do the Ten Labors -- ten impossible tasks, by Hera, the -queen goddess, who disliked him. But he finished them all and at the end was -granted immortality. He is a very brave and strong fighter. -~ -10 0 0 0 0 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28810 -pegasus~ -the wild Pegasus~ -The wild pegasus is grazing peacefully. -~ - It is the legendary horse with wings on its back. -~ -138 0 0 0 0 0 0 0 300 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 0 -E -#28811 -orion~ -Orion the hunter~ -Orion is still hunting for Scorpio. -~ - He is the legendary hunter who almost defeated Taurus the bull, but got -killed by Scorpio. The gods put them both up as constellations but one appears -on one side of the sky and the other the other side so they will never meet. -~ -74 0 0 0 0 0 0 0 300 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#28812 -pleiades~ -the Pleiades~ -The Pleiades are here, weeping for the loss of their sisters. -~ - These are the seven sisters of the Myths, and as for why they are here, no -one knows; even the Gods themselves have forgotten. -~ -10 0 0 0 0 0 0 0 300 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 2 -E -#28813 -draco head~ -the Head of Draco~ -The gigantic Head of Draco lurks out from beneath and prepares to roast you. -~ - This evil-looking head is even larger than a giant. He is the last guardian -before entering the inner galaxy. His neck is flexing in a random fashion so -hitting the head is certainly not easy. -~ -10 0 0 0 16 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -T 28803 -#28814 -draco baby~ -a baby draco~ -A baby draco is crawling on the Draco's body. -~ - You see a tiny creature which looks like a dragon except that its body -resembles a snake. Gosh, is this a draco, you wonder, is this the thing we are -on now? -~ -204 0 0 0 0 0 0 0 -700 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -T 28803 -#28815 -aries~ -Aries~ -Aries is sitting here, welcoming you. -~ - You see a white goat here, the first guardian of the Zodiac, also the ruler -of Spring. He looks as if he is expecting you. -~ -10 0 0 0 0 0 0 0 700 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 28800 -#28816 -taurus~ -Taurus~ -Taurus wants to leave, but has been forced to stay as a guardian here. -~ - You see a wild-looking bull with a bad temper. He is well-built and looks -like he can fight well ... Indeed he has fought with Orion before and -survived. -~ -10 0 0 0 16 0 0 0 -100 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 28800 -#28817 -gemini~ -Gemini~ -Gemini is looking for his brother; have you seen him? -~ - As soon as you see him you know that he is the most perfect man you have -seen. You can't find any imperfections on him. -~ -74 0 0 0 0 0 0 0 1000 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -E -T 28800 -#28818 -gemini~ -Gemini~ -Gemini is hiding from his brother, grinning evilly at you. -~ - As soon as you see him you see the most imperfect man you have ever seen. -How can there be such a contrast? You wonder ... -~ -238 0 0 0 16 0 0 0 -1000 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -E -T 28800 -#28819 -cancer~ -Cancer~ -Cancer the crab is here, hoarding the treasure away from you. -~ - You see a gigantic crab (YES, it is bigger than you! ) with a crushed -shell. Legend is that he was crushed by Hercules when he was sent by Hera to -kill him. So Hera made Cancer a constellation for his work. -~ -74 0 0 0 0 0 0 0 0 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 1 -E -T 28800 -#28820 -leo~ -Leo~ -Leo the lion is roaring at you, ready for a strike! -~ - His metallic skin means that he could be the one which was killed by -Hercules during his first Labor. His skin is so weapon-proof that Hercules -had to use his bare hands to tear the lion into two from its mouth! -~ -106 0 0 0 16 0 0 0 -100 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 28800 -#28821 -virgo~ -Virgo~ -Virgo is sitting here, winking at you suggestively ... you are alarmed! -~ - From what you have seen, you now realize that legends are legends, and Virgo -may not be the maid of chastity and purity at all! But still she looks -gorgeous and is waiting for your first move, whatever it is ... -~ -74 0 0 0 0 0 0 0 1000 E -29 11 -7 5d5+290 4d4+4 -290 84100 -6 8 2 -E -T 28800 -#28822 -libra~ -Libra~ -Libra, the fair and just, is staring at you, weighing up the sins of your past. -~ - He is a wise old man and can see people's thoughts through their eyes.... -Now all he can see from you is greed and bloodshed. -~ -74 0 0 0 0 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -T 28800 -#28823 -scorpio~ -Scorpio~ -Scorpio is moving his tail towards you, waiting to put an end to some mortals. -~ - Ever since he killed Orion in the myths, he has been punished by having -Sagittarius' arrow aimed at his heart forever. -~ -10 0 0 0 16 0 0 0 -200 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 28800 -#28824 -sagittarius~ -Sagittarius~ -Sagittarius the centaur is waiting to let go of his well aimed arrow ... -~ - He is a centaur and a well trained archer. No one can escape his arrows. - -~ -74 0 0 0 0 0 0 0 1000 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -E -T 28800 -#28825 -capricorn~ -Capricorn~ -Capricorn is here, feeling bored ... he wants a fight! -~ - You see a mean-looking ram here. He used to be a fierce fighter in the -ancient war but now the gods have decided to put him here, to live out the rest -of his days in peace. -~ -74 0 0 0 0 0 0 0 700 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 28800 -#28826 -aquarius~ -Aquarius~ -The beautiful Aquarius is standing here, holding THE vessel. -~ - The pretty Water Bearer is smiling at you, you think you'd better give her a -hand with holding the vessel. -~ -74 0 0 0 0 0 0 0 1000 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 2 -E -T 28800 -#28827 -pisces mermaid~ -Pisces the mermaid~ -Pisces the mermaid is sitting here, waiting for your help. -~ - She has been forced to serve her husband, who had been cursed to turn into a -fish and she deserves your pity. -~ -74 0 0 0 0 0 0 0 1000 E -28 11 -6 5d5+280 4d4+4 -280 78400 -6 8 2 -E -T 28800 -#28828 -pisces fish~ -Pisces the fish~ -Pisces the fish, is jealous of your approach... -~ - He was once a very handsome man but now has turned into an ugly big fish. -So he becomes jealous of any living thing which is more handsome than him. -~ -106 0 0 0 0 0 0 0 -1000 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -E -T 28800 -#28829 -bear ursa major~ -Ursa Major the bear~ -Ursa Major the bear is the last defense against any intruders. -~ - The Huge Bear which resides in the northern skies is here. You think you'd -better turn back. At least you have got a chance of survival. -~ -10 0 0 0 16 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -T 28800 -#28830 -cassiopeia queen~ -Cassiopeia the Queen~ -Cassiopeia, the queen of the Universe, is sitting on her throne. -~ - She is the Queen of Dignity; facing her you feel all your dignity has gone. -~ -10 0 0 0 0 0 0 0 700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -6 8 2 -E -T 28801 -#28831 -cepheus king~ -Cepheus the King~ -Cepheus, the king of the Universe, is sitting on his throne. -~ - He is the King of Might as well as of the Universe. You suddenly feel very -weak and useless in front of him. -~ -10 0 0 0 0 0 0 0 700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -6 8 1 -E -T 28801 -#28832 -polaris polar star~ -Polaris, the polar star~ -Polaris, the polar star, who commands the whole Universe, stands before you! -~ - He is the Master of the Universe, (NOT He-Man! ), the most powerful! Even -the King and the Queen obey him. As you look at him you notice he is actually -a STAR, with dazzling bright light ... Maybe you shouldn't have come here at -all? -~ -10 0 0 0 20 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 28804 -$ diff --git a/lib/world/mob/289.mob b/lib/world/mob/289.mob deleted file mode 100644 index 017de9f..0000000 --- a/lib/world/mob/289.mob +++ /dev/null @@ -1,305 +0,0 @@ -#28900 -Farlenian~ -Farlenian~ -Farlenian the soldier stands and watches quietly. -~ - Farlenian is a dark-haired, blue-eyed man with an extremely grave expression -drawn upon his face. He wears a bright blue set of overalls, with some -protective layers of leather over top and a white cloak to round it out. His -crossbow looks well-used and cared for. You think he knows how to use it. -~ -10 0 0 0 0 0 0 0 400 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#28901 -Koofy gerbil~ -Koofy~ -A small gerbil is eating some peanuts on a table here. -~ - It's a small, well-groomed and well-cared for brown gerbil. Its sniffing -around some peanuts quietly, and then promptly shoves the lot of them in its -mouth! -~ -138 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -6 6 0 -E -#28902 -Alerka~ -Alerka~ -Alerka Bardbane is resting here. -~ - Alerka sneers at you rudely, and ignores you. He looks rather nondescript -and plain, just an ordinary man taking a break. His knives do not look -ordinary at all, however. -~ -10 0 0 0 0 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -5 5 1 -E -#28903 -Drogo~ -Drogo~ -Drogo the Dwarf is polishing his axe here. -~ - Drogo Bloodstain, dwarf at large. He polishes his battle axe with a fervor, -more than once licking the blade to put a shine on it. He seems to be having -fun... To each his own. -~ -10 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -6 6 1 -E -#28904 -Desslok elf dark~ -Desslok~ -A dark elf stands against the wall, watching. -~ - You feel his eyes bore through you for a moment, and then whisk away. He -stands motionless, quietly... Awaiting a proper moment perhaps? -~ -10 0 0 0 16 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#28905 -dog~ -a dog~ -A dog sits here, protecting his master. -~ - The dog growls at you as you approach, and his hackles raise menacingly. -You carefully stand back and consider your next move. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -6 6 1 -E -#28906 -Airden~ -Airden the Wanderer~ -Airden the Wanderer is taking a break from wandering here. -~ - Airden is a tall, skinny human, dressed in simple clothes. He smiles at you -and nods hello. The dust on his clothes tells tales of many strange lands and -stranger adventures, and for a moment you consider asking him to tell you a -story. -~ -72 0 0 0 0 0 0 0 750 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#28907 -Seemie kid~ -Seemie~ -A young kid stands out of the way here. -~ - On a second look, this twelve-year old kid seems completely drunk! Hey! -Who gave the kid a drink? -~ -10 0 0 0 0 0 0 0 250 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#28908 -Eshiay woman~ -Eshiay~ -A young woman sits here, a confused expression upon her face. -~ - Eshiay seems somewhat pretty, but very confused. She moves a little -awkwardly, as if her body doesn't fit her very well. She smiles at you -uncertainly, and then ignores you. -~ -10 0 0 0 0 0 0 0 900 E -8 18 5 1d1+80 1d2+1 -80 6400 -6 6 2 -E -#28909 -Jordo~ -Jordo~ -Jordo the Engineer is just hanging out here. -~ - Jordo's eyes glint viciously as he looks across the room. From the way his -hands tighten on his weapon, you can tell that he isn't quite as at ease as he -would like you to believe. -~ -10 0 0 0 0 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#28910 -horse~ -a horse~ -A horse stands in its stall here, munching on some grain. -~ - It's a fairly plain, nondescript horse. Brown hair, brown eyes, quiet and -pretty well-mannered. -~ -138 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#28911 -waiter~ -a waiter~ -A waiter rushes by, intent on his business. -~ - He looks harried from the way he hastily takes orders and rushes in the back -to get food, and to the bar for drinks. He doesn't even spare you a glance as -he passes by. -~ -72 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#28912 -waitress~ -a waitress~ -A waitress rushes by, intent on her business. -~ - She looks harried from the way she hastily takes orders and rushes in the -back to get food, and to the bar for drinks. She doesn't even spare you a -glance as she passes by. -~ -72 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -#28913 -farmer~ -a farmer~ -A tired farmer relaxes here, for awhile. -~ - The dust and dirt of the land cover this man head to toe. His eyes look -weary, his hands calloused, and those big work-boots he's wearing just can't be -comfortable. This man is one of the citizenry elite; he feeds the people -through his own hard work. Maybe you should buy him a beer. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#28914 -Werith~ -Werith~ -Werith tends bar here, listening but not talking very much. -~ - From the size of those arms, this man must've once been a blacksmith. You -bet he can more than take on anyone who wants to knock over his wayhouse for a -little cash... This man is truly immense. His movements sure, his eyes -keen... You don't think messing with him would be a good idea. -~ -188426 0 0 0 0 0 0 0 750 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#28915 -bartender~ -a bartender~ -A bartender pours a drink while advising his patrons. -~ - He nods, smiles, and asks you what you would like to drink. As you decide, -he mixes a Franjie Deluxe for the guy down the ways a bit, his hands quickly -and surely spinning the lemon over the sides of the glass. -~ -188426 0 0 0 0 0 0 0 200 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#28916 -chef~ -a chef~ -A chef struggles to get the food out quickly. -~ - With one hand he fries, with the other he flips the meat over, and with the -other hand he sprinkles some salt into the other hand which is holding... -Hey! Isn't that too many hands? This guy is good. -~ -10 0 0 0 0 0 0 0 350 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#28917 -adventurer~ -an adventurer~ -An adventurer babbles about some monster she killed. -~ - Her tales are pretty much full of it, and her equipment sucks. Cannon -fodder. -~ -72 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -#28918 -adventurer~ -an adventurer~ -An adventurer babbles about some monster he killed. -~ - His tales are pretty much full of it, and his equipment sucks. Cannon -fodder. -~ -72 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#28919 -Marketeer Black woman black-marketeer~ -the woman~ -A young woman watches the crowd go by. -~ - She seems rather secretive. You wonder what she's hiding. -~ -188426 0 0 0 0 0 0 0 -500 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -#28920 -bartender~ -a bartender~ -A bartender pours a drink while advising his patrons. -~ - He nods, smiles, and asks you what you would like to drink. As you decide, -he mixes a Franjie Deluxe for the guy down the ways a bit, his hands quickly -and surely spinning the lemon over the sides of the glass. -~ -188426 0 0 0 0 0 0 0 200 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#28921 -bartender~ -a bartender~ -A bartender pours a drink while advising his patrons. -~ - He nods, smiles, and asks you what you would like to drink. As you decide, -he mixes a Franjie Deluxe for the guy down the ways a bit, his hands quickly -and surely spinning the lemon over the sides of the glass. -~ -188426 0 0 0 0 0 0 0 200 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -$ diff --git a/lib/world/mob/290.mob b/lib/world/mob/290.mob deleted file mode 100644 index 5208526..0000000 --- a/lib/world/mob/290.mob +++ /dev/null @@ -1,90 +0,0 @@ -#29000 -sea serpent~ -the sea serpent~ -A sea serpent swims around here. -~ - Looking closely at this creature reveals its large teeth... Heading your -way. -~ -76 0 0 0 1048592 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#29001 -lizardman sentry~ -the sentry~ -A lizardman sentry sentries here. -~ - He seems to be doing a good job sentrying. -~ -170 0 0 0 16 0 0 0 -150 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#29002 -lizardman wizard~ -the wizard~ -A lizardman wizard is conjuring here. -~ - This wizard is deeply involved in his conjuring and hasn't noticed you... -Yet. -~ -10 0 0 0 0 0 0 0 -200 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 6 1 -E -#29003 -water elemental~ -the water elemental~ -A large water elemental is swimming about here. -~ - It seems to be part of the conjuring spell the wizard is casting. -~ -42 0 0 0 16 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#29004 -lizardman guard~ -the guard~ -A lizardman guard is guarding this area from people like you. -~ - This Guard is guarding. Obviously he is not doing a good job. This is -proven by the simple fact that you are still here. -~ -14 0 0 0 16 0 0 0 -100 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#29005 -lizardman prince~ -the prince~ -The lizardman prince glares at you. -~ - His glare is very unnerving. Maybe you should attack him... -~ -14 0 0 0 16 0 0 0 -350 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#29006 -hooper old man~ -Mr. Hooper~ -From behind the counter, Mr. Hooper smiles at you. -~ - Mr. Hooper is the kind old man that runs this small general store. He tips -his head forward and looks over his glasses at you. 'Is there something that -you would like to buy? ', he asks politely. -~ -188618 0 0 0 16 0 0 0 250 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -$ diff --git a/lib/world/mob/291.mob b/lib/world/mob/291.mob deleted file mode 100644 index 67b82f7..0000000 --- a/lib/world/mob/291.mob +++ /dev/null @@ -1,417 +0,0 @@ -#29100 -headless horseman~ -the Headless Horseman~ -The Headless Horseman, riding his nightmare, comes charging down on you. -~ - The horseman eternally looks for his missing head. In an ancient military -uniform he sits on top of a powerful nightmare. He turns toward you and levels -his sword at your neck, just before he charges. -~ -72 0 0 0 80 0 0 0 -250 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29101 -elvis impersonator~ -an Elvis Impersonator~ -An Elvis Impersonator is hiding behind a potted ficus here. -~ - This jumpsuitted throwback likes strutting his stuff. The jumpsuit is -absolutely covered with flashy sequins. As you look at him, he snaps his -fingers and points at you as he says, "Thank you. Thank you very much! " -~ -34888 0 0 0 0 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -BareHandAttack: 13 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29102 -plant ficus rabid~ -a Rabid Potted Ficus~ -A Rabid Potted Ficus sits here, grooving to the music. -~ - It is a rabid Potted plant. -~ -72 0 0 0 0 0 0 0 -100 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 9 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29105 -Lesser Ghoul~ -the Lesser Ghoul~ -A gibbering lesser ghoul is savaging for his next meal here. -~ - It is a little thing, three feet tall at the most. Its warped, green little -body twitches almost uncontrollably as he scans you deciding if it is worth the -risk to try to make you his next meal. -~ -200 0 0 0 0 0 0 0 -5 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 4 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29106 -Goblin~ -a Goblin~ -A gray-skinned goblin is prowling around here. -~ - The gray skinned creature is prowling here. He carries a crude club and a -nasty expression -~ -2248 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -BareHandAttack: 5 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29107 -Crystal Monster~ -the Crystal Monster~ -A monster made of crystal lurks here, -~ - Almost invisible against the rocky backdrop, the rock monster went -unnoticed until it struck. Made of crystals and minerals it is slow but -powerful. -~ -10 0 0 0 4 0 0 0 -290 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 7 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29108 -red scorpion~ -the red scorpion~ -a red scorpion scuttles over a rocky patch of ground here. -~ - An arachnid about the the size of your two hands put together, the red -carapace of this creature provides it with a protective shells while its -stinger drips with a nasty venom. -~ -200 0 0 0 0 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -BareHandAttack: 1 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29110 -doom guard doomguard armor~ -the DoomGuard~ -One of the citadel's doomguard is patrolling the area here. -~ - A lumbering, clanking suit of animated platemail is all that makes up the -doomguard. Like an invisible man in visible armor it forever walks the halls -of the citadel protecting it from outside threats. -~ -4168 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29111 -Clock Guardian guard~ -a Clock Guardian~ -A Clock Guardian lurks here waiting to get the drop on you. -~ - You didn't see it until it was almost on top of you. The Clockwork -nightmare is in a vaguely humanoid shape. It jerks and quirks as if it is not -totally in control of its own movements. -~ -42 0 0 0 4 0 0 0 -50 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 6 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29112 -Grim Reaper Death~ -the Grim Reaper~ -The Grim Reaper himself stands here waiting for those who would challenge him -~ - This is death himself. The reaper stands as a grim figure. His skeletal -hands clutch at his scythe. His bony skull only partially concealed by his -black robe. He looks at you a moment before he attacks. -~ -40970 0 0 0 16 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 3 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29113 -zombie legionnaire undead~ -an Undead Legionnaire~ -A shambling zombie patrols the area here -~ - A walking, rotting corpse. This is one of the mistresses countless thralls. -What they lack in individual strength, they make up for in numbers. -~ -36936 0 0 0 0 0 0 0 -50 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 5 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29114 -Suit armor dark stormy knight~ -the Dark and Stormy Knight~ -A Gigantic Suit of Armor stands here contesting your right to proceed further -~ - This monstrous suit of armor stands over ten feet tall and five feet wide. -Four inches thick as its thinnest point, the armor is covered with all form of -arcane runes that glow with power, burnishing the dark metal with an unholy -green glow that flows from deep within the Doomguard. Who can guess what foul -dwenomers have been placed on this armor to give it its vital force. -~ -40970 0 0 0 16 0 0 0 -500 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 10 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29115 -A Greater Ghoul~ -the Greater Ghoul~ -A Greater ghoul stands on the balcony gnawing on the leg bone of his last victim -~ - A Humanoid mass of massive gray-green muscle and yellowed teeth. Always and -eternally hungry. He likes to take his victims here to eat in peace. Will you -be his next victim. -~ -8268 0 0 0 16 0 0 0 -60 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 9 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29116 -short squat purple child children~ -the Child of Ilian~ -A short, squat, purple child sits at the foot of Ilian's throne. -~ - A Gibbering little delinquent. This child sits amused with childish toys. -Playing with rattles or slingshots or tops and the like. It seems content with -its lot in life. -~ -4106 0 0 0 0 0 0 0 -200 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29117 -Prisoner helpless~ -the Helpless Prisoner~ -A helpless prisoner is chained to the wall here. -~ - This pathetic individual has not been fed in weeks. He is lean and gaunt -from starvation. He looks at you, pleading for mercy. -~ -10 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29119 -Ilian~ -Ilian, the Mistress of the Void~ -Ilian, the mistress of the Void sits on her throne here glaring at you. -~ - The mistress of the void stands a full ten feet tall. She personifies the -beauty of the night sky. It is a cold, distant beauty, yet awesome in its -vastness and power. Her smooth bone white skin is like flawless porcelain. -Her face has a haunting beauty ensculped in her evil. The flowing purple robes -she wears are woven with the vastness of space. She sits on her throne, -glaring at you while her children scuttle about her. -~ -253962 0 0 0 64 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -BareHandAttack: 12 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29130 -doom doomguard armor~ -the doomguard~ -a flawed doomguard in on assignment, patrolling outside the citadel walls here. -~ - Like an invisible man in visible armor, the animated suit of plate was -relegated to outerpatrol due to its inferior quality. -~ -72 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 10 -E -#29140 -doom guard doomguard armor~ -the DoomGuard~ -One of the citadel's doomguard is patrolling the area here. -~ - A lumbering, clanking suit of platemail is all that makes up the doomguard. -Like an invisible man in visible armor, it forever walks the halls of the -citadel. -~ -4168 0 0 0 64 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29150 -Scarlet Fever~ -Scarlet Fever~ -Scarlet Fever stands here with her hand on her saber -~ - She looks diseased. -~ -72 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29175 -elf dark drow~ -the Drow Hunter~ -A dark-skinned elf is stalking through the forest. -~ - It is a dark skinned creature, with all the usual fine refinements -associated with their race. His hair is a pale, bone white. He stalks his -prey with a long curved knife. -~ -72 0 0 0 65536 0 0 0 -200 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 3 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29180 -Mosquito bug~ -a Mosquito~ -A bug, one of a swarm flies around here, pestering you. -~ - Its a mosquito, what else do you want. -~ -4106 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 1 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29181 -plant venus flytrap~ -the Venus Flytrap~ -A Large venus flytrap pokes itself out of the vines here. -~ - It is a venus flytrap. What more do you people want? -~ -10 0 0 0 64 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#29199 -Band~ -the Band~ -The Band stands here. -~ - The band is playing a local favorite. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -$ diff --git a/lib/world/mob/292.mob b/lib/world/mob/292.mob deleted file mode 100644 index 0086846..0000000 --- a/lib/world/mob/292.mob +++ /dev/null @@ -1,728 +0,0 @@ -#29200 -MouseRider~ -MouseRider~ -MouseRider sits on his throne here, his head in his hands. -~ - MouseRider is the greatest mortal sage ever. He is also a most troubled -man, knowing things you couldn't even guess at. You wonder how he could have -all that knowledge and not want power. -~ -10 0 0 0 0 0 0 0 1000 E -5 19 7 1d1+50 1d2+0 -50 2500 -6 6 1 -E -#29201 -Sentinel Beast~ -the Sentinel Beast~ -The Sentinel Beast's eyes glow chaotically as it attacks! -~ - The Sentinel Beast is somewhat reminiscent of a wolf if you ignore the -multi-colored glowing eyes, the horns, the six inch long claws... -~ -42 0 0 0 16 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#29202 -Leonna~ -Leonna~ -Leonna, guildmaster of the Mages' Guild of Kerofk, greets you. -~ - Leonna seems to be a nice, fun-loving woman. Obviously she became -guildmaster due more to her personality than her wizardly power. Her powers -are no small matter, however; she is still one of the best mages in the city. - -~ -10 0 0 0 0 0 0 0 700 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 2 -E -#29203 -Bookstore Owner guildguard~ -the Bookstore Owner~ -The Bookstore Owner looks up from a paperback as you come in. -~ - The Bookstore Owner looks very bored in his job here. From the way his -fingers twitch and his eyes dart, you wonder if he really is what he appears... -~ -253962 0 0 0 80 0 0 0 -500 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -T 29201 -#29204 -Seobagn Thieves Thief Guildmaster~ -Seobagn~ -The Thieves' Guildmaster, Seobagn, watches you with narrowed eyes. -~ - Seobagn snickers at you while he spins a coin around his fingers with -practised ease. You wonder if its your coin. -~ -10 0 0 0 0 0 0 0 -800 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#29205 -Bartender~ -the Bartender~ -The Bartender pours drinks several at a time to keep up with the rush. -~ - The Bartender looks harried as he tries to keep up with several different -orders at the same time. Maybe you should bother him later... -~ -188426 0 0 0 0 0 0 0 250 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#29206 -Barmaid~ -the Barmaid~ -The barmaids rush about delivering drinks and taking orders. -~ - The barmaid looks at you with a tired glance as she struggles to keep up -with the thirsty populace. 'What do you want? ' she asks while pulling out an -order pad. -~ -138 0 0 0 0 0 0 0 100 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -#29207 -drunk person~ -the Drunk~ -A drunk person is here, babbling about something incessantly. -~ - The drunk person looks at you and slurs, 'Whatre you lookin' at, bozo? ' -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#29208 -lucky gambler~ -the Gambler~ -A lucky gambler is here, striking it rich! -~ - The lucky gambler looks at you and snickers. Poor Boy! -~ -14 0 0 0 0 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#29209 -dealer~ -the Dealer~ -The dealer sets out a new hand for all to play. -~ - The dealer looks at you flatly and says, 'Are you in or out? ' He really -doesn't seem to care one way or another. -~ -10 0 0 0 0 0 0 0 200 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#29210 -Ben Benzaldehyde~ -Ben~ -Ben counts his money, ignoring you completely. -~ - Benzaldehyde is a big man, reminding you of some elephants you've seen. -His eyes light up while he counts his money--a man possessed by his greed. -~ -138 0 0 0 0 0 0 0 -785 E -24 12 -4 4d4+240 4d4+4 -240 57600 -6 6 1 -E -#29211 -Ginger shopkeeper~ -the Shopkeeper~ -The shopkeeper smiles at you as you enter her store. -~ - The shopkeeper here is the legendary Bob's wife Ginger. She welcomes you to -her establishment and invites you to browse as long as you wish. -~ -188426 0 0 0 0 0 0 0 900 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 2 -E -#29212 -unlucky gambler~ -the Gambler~ -An unlucky gambler struggles to hold back tears as his money disappears. -~ - The unlucky gambler just doesn't say a word, he just keeps putting the money -down, hoping to at least break even. It doesn't even look like he's got a -chance. -~ -14 0 0 0 0 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#29213 -citizen~ -the Citizen~ -A citizen is here, debating politics with anyone who will listen. -~ - The citizen seems very upset about something. You're not sure exactly what, -but he seems anxious to tell you. The more he talks, the more your attention -wanders until you're ready to go. -~ -138 0 0 0 0 0 0 0 350 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#29214 -receptionist wife~ -the Receptionist~ -The receptionist smiles and offers you a room. -~ - Myrama is all smiles as you look at her. She is bright, witty, and the only -reason why Kell is so successful. Myrama is truly marvelous! -~ -10 0 0 0 0 0 0 0 1000 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -#29215 -herbalist shopkeeper~ -the Herbalist~ -The herbalist is here, reading to her plants. -~ - The herbalist is an ancient woman, but she still seems spry and sharp-minded -when it comes to plants. You've no doubt this woman is an expert in her field. - -~ -188426 0 0 0 0 0 0 0 500 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 2 -E -#29216 -lawyer~ -the Lawyer~ -The lawyer is here, ready to lie his tongue out. -~ - The lawyer looks at you, ready to spot anything he can sue you for. This -has got to be one of the most loathsome mobs in the whole mud! -~ -138 0 0 0 0 0 0 0 -1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#29217 -secretary~ -the Secretary~ -The secretary pops his gum and asks you what you want. -~ - The secretary is a bored, out-of-place looking man, until you spot the -hidden daggers in his sleeve, boot, shirt, down his back, etc. (not too good -at hiding them, is he? ). Obviously, this man is here more to protect the -mayor than to do office work. -~ -10 0 0 0 0 0 0 0 0 E -24 12 -4 4d4+240 4d4+4 -240 57600 -6 6 1 -E -#29218 -mayor kell~ -Kell~ -Mayor Kell greets you into his office with a welcoming hand. -~ - The mayor seems happy to see you, even though you interrupted his putting -practice. He sits you down, offers you a drink, and asks what he can do for -you. -~ -10 0 0 0 0 0 0 0 1000 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#29219 -council guard~ -the Council Guard~ -The Council Guards look ready to rip you apart if you disturb the meeting. -~ - The Council Guards are impressive. As you look upon their pikes and plate -armor, a little part of your brain start screaming about how you'd be crazy to -mess with them. -~ -10 0 0 0 16 0 0 0 0 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#29220 -council members~ -the Council Member~ -The council member looks quite upset as you interrupt them! -~ - The council member is not just another politician... He can fight, too! - -~ -138 0 0 0 0 0 0 0 350 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#29221 -jailer~ -the Jailer~ -The jailer reads his newspaper while sitting in his chair. -~ - The jailer looks bored, as if he was in a Fortran class. That bored... -Really! -~ -10 0 0 0 0 0 0 0 100 E -10 17 4 2d2+100 1d2+1 -100 10000 -6 6 1 -E -#29222 -prisoner~ -the Prisoner~ -A prisoner here has given up all hopes of escape. -~ - The prisoner looks up at you weakly and mumbles, 'I am not a number! ' He -gasps and looks dejected again. -~ -10 0 0 0 0 0 0 0 -500 E -5 19 7 1d1+50 1d2+0 -50 2500 -6 6 1 -E -#29223 -innguard guard~ -the Innguard~ -A innguard is here, ready to fight off some marauding hordes. -~ - The innguard looks fearless and ready to defend the patrons of the Fortress -at a moments notice. -~ -10 0 0 0 0 0 0 0 600 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#29224 -Jenk~ -Jenk~ -Jenk is here, ready to sell you anything! -~ - Jenk is a lowdown no good shopkeeper who'll sell anything to make a gold! -He's corrupt, greedy, and you're kind of man! -~ -188426 0 0 0 0 0 0 0 -500 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#29225 -black marketeer~ -the Black Marketeer~ -The black marketeer is here ready to sell you anything you want. -~ - The black marketeer has set up shop in Jenk's place to sell just what you -need... Now what is it that you need? -~ -10 0 0 0 0 0 0 0 -750 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#29226 -priest guildguard~ -the Priest~ -A priest is here, performing his absolutions. -~ - The priest looks like a kindly man who has seen too much suffering for one -life. He now devotes his life to XXXX, hoping to one day ascend to -immortality. -~ -254090 0 0 0 80 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -T 29200 -#29227 -high priest guildmaster~ -the High Priest~ -The High Priest is here, glowing with the benevolence of AO. -~ - The High Priest will be ascending to XXXX soon, and now his entire body -glows with the same light as his soul. -~ -16394 0 0 0 0 0 0 0 1000 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#29228 -sergeant recruiting~ -the Sergeant~ -The recruiting sergeant tries to make you sign his forms. -~ - The recruiting sergeant has seen the world. Now he's trying to make you do -the same. ARGH!!! Resist! Resist!! -~ -253962 0 0 0 80 0 0 0 0 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -T 29202 -#29229 -captain guard~ -the Captain~ -The Captain of the Guard salutes you with his epee. -~ - The Captain has a true love of civilized fighting. He raises his eyebrow to -you... Shall we have a go at it? -~ -10 0 0 0 0 0 0 0 200 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#29230 -beggar~ -the Beggar~ -A beggar sits here, waiting for handouts. -~ - The beggar looks up at you with sad eyes. However, you notice something -shiny clenched in his hand... What is he hiding? -~ -200 0 0 0 0 0 0 0 900 E -5 19 7 1d1+50 1d2+0 -50 2500 -6 6 1 -E -#29231 -citizen~ -the Citizen~ -A citizen is here, waiting in line. -~ - The citizen looks at you with a flat stare. You can see he's wondering if -you'll butt in line. -~ -10 0 0 0 0 0 0 0 100 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#29232 -citizen~ -the Citizen~ -A citizen of Kerofk is here, going about his business. -~ - This citizen really doesn't have time to fool around with adventurers; he -has too much to do. -~ -72 0 0 0 0 0 0 0 100 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#29233 -militia guard~ -the Militia Man~ -A militia guard is here keeping the peace. -~ - The militia guardsman looks very well trained, for a citizen. -~ -72 0 0 0 0 0 0 0 500 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#29234 -Kervin~ -Kervin~ -Kervin the wandering mage is well, ...wandering here. -~ - Kervin is very odd looking.... He has a big unkempt shock of white hair -that stick straight up and wears an electric blue robe to hide the rest of his -features. -~ -72 0 0 0 16 0 0 0 700 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#29235 -gateguard~ -the Gateguard~ -The gateguard is here, guarding the gate. -~ - The guard guard looks at you and enunciates very clearly, 'Guard guard guard -guard guard guard guard guard guard. ' (looks like he got the right job! ) -~ -10 0 0 0 0 0 0 0 400 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#29236 -bright light~ -the Bright Light~ -A bright shining light here nearly blinds you! -~ - You try to look closer at the light and nearly burn your retinas clear off. -That wasn't too bright now, was it? -~ -42 0 0 0 16 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -#29237 -guardian wisp~ -the Guardian Wisp~ -Some guardian wisps here attack! -~ - The wisp is made up of clammy, misty air, and a bad attitude. -~ -42 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -#29238 -orb~ -the Orb~ -The orb glows with a pure white light. -~ - The orb is pure crystal and shines with a bright aura. This is surely the -object of your quest! -~ -10 0 0 0 16 0 0 0 1000 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 0 -E -#29239 -liche mouserider~ -the Liche~ -The liche that was MouseRider curses you horribly! -~ - This liche was once the troubled MouseRider. Now he has finally lunged for -power and achieved it, making him immortal. Will you be able to stop him? -~ -10 0 0 0 0 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#29240 -storm demon~ -the Storm Demon~ -The storm demons attack on the Liche's order! -~ - The demons are spindly with great bats wings and glowing blue eyes. They -are twisted things not of nature. They attack! -~ -42 0 0 0 16 0 0 0 -900 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#29241 -Tiersten vampire~ -Tiersten~ -Tiersten looks at you with angry eyes and bared fangs! -~ - Tiersten, the patriarch of this odd, odd, family, turns out to be a vampire. -And a demonologist to boot! He growls incoherently at you as he attacks! -~ -10 0 0 0 16 0 0 0 -1000 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#29242 -Edimmu~ -the Edimmu~ -A mist-like being stabs at you with a tendril! -~ - There doesn't seem to be much to look at, besides the coiling mist attacking -you! -~ -42 0 0 0 1048596 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#29243 -Sosivia~ -Sosivia~ -Sosivia stands here, lost in daydreams. -~ - Sosivia struggles to hold onto her artist's soul, in spite of her family. -She is a beautiful woman that you wish you could take away from all this. -~ -26 0 0 0 0 0 0 0 1000 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -E -#29244 -Celia~ -Celia~ -Celia sneers at you...Sneer! Sneer! -~ - Celia is Talbot and Korino's sister, and Sosivia's mother. She is the head -of the household as far as you can tell, and leeches onto the power with a -death-grip. What a horrible woman! -~ -14 0 0 0 0 0 0 0 -600 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 2 -E -#29245 -Talbot~ -Talbot~ -Talbot spars with his brother Korino here. -~ - Talbot has a permanent sneer on his face. He barely glances at you as he -beats his brother's sword back to take a vicious swipe... -~ -10 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#29246 -Korino~ -Korino~ -Korino spars with his brother Talbot here. -~ - Korino looks at you with barely disguised contempt as he parries Talbot's -blow and ripostes around... -~ -10 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#29247 -Fleecem Bungle~ -Bungle Fleecem~ -Bungle Fleecem, esquire, looks at you expectantly. -~ - He smiles, leans back, and tries to look bored to cover that vulturous -attitude. He doesn't quite succeed; he IS a lawyer, after all. -~ -138 0 0 0 0 0 0 0 -600 E -14 16 1 2d2+140 2d2+2 -140 19600 -6 6 1 -E -#29248 -digger gravedigger~ -the gravedigger~ -A gravedigger works away the night shift here. -~ - He looks tired and dirty. A glare out of the corner of his eye, and he -dismisses you easily. He doesn't seem to care one whit about you. -~ -16394 0 0 0 0 0 0 0 200 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#29249 -citizen~ -the Citizen~ -A citizen of Kerofk is here, going about her business. -~ - This citizen really doesn't have time to fool around with adventurers; she -has far too much to do. -~ -72 0 0 0 0 0 0 0 100 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 2 -E -#29250 -hellhounds hounds hell hell-hounds~ -a hellhound~ -A hellhound looks at you with hunger. -~ - It's hide is a deep brownish-red hue, but its eyes are the most noticeable -about this magnificent beast. Red within red eyes, with tiny pupils of black -in the center. -~ -42 0 0 0 80 0 0 0 -500 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -#29251 -goblin~ -a goblin~ -A goblin launches into a frenzied attack! -~ - You see the bloodlust in its eyes, and know there's no reasoning with this -creature... -~ -42 0 0 0 80 0 0 0 -600 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#29252 -Farmer~ -the Farmer~ -The farmer sells her lackluster with all the excitement it warrants. -~ - She looks wearied, but keeps hanging in there! -~ -188426 0 0 0 0 0 0 0 200 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -E -#29253 -Receptionist~ -the Receptionist~ -A receptionist stands in front of you, waiting to help you. -~ - She looks at you happily, and pushes a ledger at you. -~ -10 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -E -#29254 -Bartender~ -the Bartender~ -The Bartender pours drinks several at a time to keep up with the rush. -~ - The Bartender looks harried as he tries to keep up with several different -orders at the same time. Maybe you should bother him later... -~ -188426 0 0 0 0 0 0 0 250 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -$ diff --git a/lib/world/mob/293.mob b/lib/world/mob/293.mob deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/mob/293.mob +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/mob/294.mob b/lib/world/mob/294.mob deleted file mode 100644 index 3c50a29..0000000 --- a/lib/world/mob/294.mob +++ /dev/null @@ -1,315 +0,0 @@ -#29400 -madman man mad~ -the Madman~ -A madman has tea with his mortally challenged friends. -~ - He looks up at you with misted eyes and clenches his knife convulsively. -Spluttering and shaking, he begins to rise to his feet, cradling the cold steel -of his knife in his hands. A tiny voice in your head says very clearly, -'Uh-oh. ' You feel chilled... Distant. -~ -10 0 0 0 16 0 0 0 -1000 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#29401 -rat~ -the rat~ -A rat scurries near the wall. -~ - Its black, furry, and seems to have a serious problem with fleas. -~ -200 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#29402 -Leatherworker worker~ -the Leatherworker~ -A Leatherworker is here...working with leather. -~ - He smiles at your attention, and then turns back to his work. His hands are -rough and scarred from frequent accidents with needles and leather-knives... -A hazard of the trade. -~ -188426 0 0 0 0 0 0 0 350 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#29403 -Jeweller~ -the Jeweller~ -The Jeweller smiles at you briefly and motions you in. -~ - You can't guess what age she is; she's one of those few women that seem to -be almost timeless in their looks. Her eyes glint with laughter as she notices -your scrutiny and slowly examines you. You squirm under her penetrating gaze. - -~ -188426 0 0 0 0 0 0 0 500 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -E -#29404 -Butcher~ -the Butcher~ -The butcher glances at you briefly and SLAMS down his cleaver. -~ - His apron is covered with bloodstains, as are his large, thick python-arms. -He holds a cleaver loosely and easily, almost as if he were born gripping that -thing. His hair seems greasy and useless on his balding pate. He sneers at -you and motions for you to take a number. -~ -10 0 0 0 0 0 0 0 100 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#29405 -Sakifan librarian~ -Sakifan~ -Sakifan the librarian looks up from his book as you enter. -~ - Sakifan sits on a small pile of books, idly caressing the cover of one while -he reads. He puts his book down with a sigh as you come in. Sakifan says, -'May I help you? ' -~ -10 0 0 0 0 0 0 0 750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#29406 -Brewermaster Brewer~ -the Brewermaster~ -The Brewermaster oversees the work and marks upon a clipboard. -~ - The Brewermaster looks you up and down, nods approvingly, and says, 'Would -you like to chip in with the work? Pays well... ' -~ -10 0 0 0 0 0 0 0 600 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#29407 -Ceran contractor~ -Ceran~ -Ceran the Contractor waves for you to sit down in a chair. -~ - Ceran plots a final line on his sketch and sighs in gratification. He holds -the finished architectural drawing up to you; a plan to rebuild the ruined -temple to the north! He examines it again, and then slaps it down onto a sheaf -of similar papers on his desk. -~ -10 0 0 0 0 0 0 0 100 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#29408 -Grebe bartender~ -Grebe~ -Grebe tends bar here between the drunkards. -~ - Grebe is an old, weatherbeaten scarred hulk of a man who looks as if he -survived the holocaust with only a few minor bruises to show for it. You're -not sure if you want to mess with him or not. -~ -188426 0 0 0 0 0 0 0 -300 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#29409 -Sailor Merchant Sailor-Merchant~ -the Sailor-Merchant~ -A Sailor-Merchant points out his wares. -~ - This retired weather-beaten sailor man has quite a booming trade going on -here. He grins snaggle-toothedly at you and tries to sell you an anchor. You -don't think you need it. -~ -188426 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#29410 -Landlord lord land~ -the Landlord~ -The Landlord asks you how long you'll be staying. -~ - The landlord of this boarding house sneers at you and sticks out his hand. -Payment in advance. -~ -10 0 0 0 0 0 0 0 -500 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#29411 -Cityguard guard city~ -the Cityguard~ -A cityguard is keeping the peace. -~ - Just another law abiding citizen that decided to do more than just work the -mines or fields. He has devoted his life to ensuring the protection of others. - -~ -72 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#29412 -Worker brewery~ -the Brewery Worker~ -A Brewery Worker rolls a barrel right on by you. -~ - He waves at you and keeps going on by... -~ -10 0 0 0 0 0 0 0 200 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#29413 -Boarder~ -the Boarder~ -A Boarder sighs and tromps back to his room. -~ - Sad, poor, and depressed. Obviously not one of the citizenry elite of -XXXX. -~ -10 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#29414 -Citizen~ -the Citizen~ -A Citizen of XXXX passes you without a glance. -~ - You make eye contact with the average looking man for a moment, and he -quickly looks away. You notice his pace has sped up slightly; in a hurry to -get away from you? Why would he... Oh. You've still got your weapon out. - -~ -72 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#29415 -Citizen~ -the Citizen~ -A Citizen of XXXX passes you without a glance. -~ - You make eye contact with the average looking woman for a moment, and she -quickly looks away. You notice her pace has sped up slightly; in a hurry to -get away from you? Why would she... Oh. You've still got your weapon out. - -~ -72 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -E -#29416 -Trader Merchant~ -the Trader~ -A Merchant Trader is doing inventory in his head. -~ - His clothes are silken, and eyes hands soft, but his movement belie combat -training. You don't think he would have gotten so successful by letting just -anyone knock over his operation here. -~ -10 0 0 0 0 0 0 0 350 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#29417 -Woman Old~ -the Old Woman~ -An Old Woman sits here, remembering better times... -~ - Looking closer, you see that she isn't remembering; she's asleep! -~ -10 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -4 4 2 -E -#29418 -Child Boy Young~ -the Young Boy~ -A young boy plays quietly here. -~ - He looks up at you with watery eyes and asks for a drink. He looks rather -sickly. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -6 6 1 -E -#29419 -Housewife woman wife~ -the Housewife~ -An aging housewife is waiting for her husband to return. -~ - You see worry in her eyes; is her husband overdue? Possibly dead? You know -with all those marauding bands of adventurers out there... You never know! - -~ -10 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -E -#29420 -Slob sleeping man~ -the Slob~ -An utter slob of a man is curled up in his chair. -~ - He hasn't bathed in, what? One, two... You stand away quickly; the smell -got to you. -~ -10 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -4 4 1 -E -#29421 -Man Old~ -the Old Man~ -An Old Man stares at the checkerboard intently. -~ - He's playing checkers. Leave him alone! -~ -10 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -6 6 1 -E -#29422 -Bachelor man~ -the Bachelor~ -A man sits in his bachelor pad, just hanging out. -~ - He's cool, he's slick, he's got a job, and no woman will come near him. -That's life... -~ -10 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -6 6 1 -E -$ diff --git a/lib/world/mob/295.mob b/lib/world/mob/295.mob deleted file mode 100644 index e0e9954..0000000 --- a/lib/world/mob/295.mob +++ /dev/null @@ -1,161 +0,0 @@ -#29500 -lion~ -a really fierce looking lion~ -A nasty looking lion stands here! -~ - All teeth and fur, it could rip you apart in a few seconds! Just hope it is -not really hungry! -~ -2168 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 9 -E -#29501 -guard native~ -a gate guard~ -A gate guard stands here. -~ - Dressed in animal furs, and smelling like he has not washed in a month, you -can tell that you have stumbled on a rather uncivilized person! -~ -8234 0 0 0 16 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#29502 -cannibal~ -a cannibal~ -A cannibal stands here looking hungry! -~ - Looks a little like the guards that were on the gate, but with one -difference. This guy has bits of meat and blood all over him. Guess where it -came from! -~ -6186 0 0 0 0 0 0 0 -100 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 11 -E -#29503 -cannibal~ -a happy cannibal~ -A happy cannibal stands here. -~ - This cannibal is real happy because he has just got the last bit of meat -from a sweet young girl who stumbled into the camp! -~ -2090 0 0 0 0 0 0 0 -200 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#29504 -meal woman~ -a woman~ -The next meal cowers on the floor. -~ - She looks like she has been in here for days just waiting to be eaten! You -could put her out of her misery! -~ -138 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -#29505 -woman cannibal~ -a cannibal woman~ -A cannibal woman looks at you lustfully! -~ - Eeew! How gross! You can see little insects running all over her body. -She looks worse than the male cannibal's do, and that is saying something! -~ -138 0 0 0 0 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 2 -E -#29506 -chief cannibal~ -the cannibal chief~ -The cannibal chief looks very annoyed at your intrusion! -~ - This guy looks really mean! Maybe you have walked in on the middle of a -meal. Just hope that you don't end up as the next course! -~ -6186 0 0 0 0 0 0 0 -300 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#29507 -snake~ -a tree snake~ -A greater climbing tree snake slithers here! -~ - This snake looks mean, no doubt about it. Watch out for the fangs! -~ -6186 0 0 0 0 0 0 0 -50 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -BareHandAttack: 4 -E -#29508 -monkey small~ -a small monkey~ -A small monkey plays with himself! -~ - Awwww how cute! It's scratching it balls! KILL IT!!!!! -~ -4300 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -BareHandAttack: 7 -E -#29509 -ape~ -a large ape~ -A large ape stands here. -~ - Hairy, smell, and not nice to look at. Maybe you should leave it alone? - -~ -40974 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 6 -E -#29510 -a female ape~ -a female ape~ -A female ape jumps about wildly! -~ - She looks the same as the large apes really. Smelly dirty, and horrible. -~ -142 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 4 -E -#29511 -ape chief~ -the ape chief~ -The ape chief looks at you and roars!! -~ - Like the other apes, but bigger, meaner, and a whole lot smellier! -~ -192538 0 0 0 16 0 0 0 -20 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 5 -E -$ diff --git a/lib/world/mob/296.mob b/lib/world/mob/296.mob deleted file mode 100644 index 796341a..0000000 --- a/lib/world/mob/296.mob +++ /dev/null @@ -1,177 +0,0 @@ -#29600 -foreman~ -the foreman~ -A foreman stands here, cracking his whip evilly! -~ - He looks mean, brawny, and ready to bite you! His clothes are rumpled, and -splattered with the blood of innocent citizens of Midgaard! Cliche practically -oozes off him. Get him! -~ -10 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#29601 -alarm car banshee spirit guard~ -the Car Alarm~ -An odd spirit guards an expensive-looking wagon here. -~ - This spirit looks kind of like the banshees that Mother always told you -about. It seems pretty serious about guarding this wagon... -~ -10 0 0 0 16 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#29602 -worker floor factory~ -a Factory Worker~ -A Factory Worker works hard for minimum wage here. -~ - The worker is poor and wears ragged clothes. Down- trodden by the system, -forced to work to exhaustion, he still holds his head high. You can have his -life, but not his dignity. -~ -10 0 0 0 0 0 0 0 250 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#29603 -turtle~ -the Turtle~ -A turtle trombles about, carrying wands for assembly. -~ - This turtle doesn't look too healthy for a good 4 foot high reptile. Its -skin is going gray and patchy in areas, and its eyes are white and misty. -Poor thing! -~ -138 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#29604 -vending machine~ -the Automated Vending Machine~ -A Vending Machine fixes orders for people with mechanical arms. -~ - This machine is a marvel of magic and engineering. After recognizing the -order, and receiving the money, it quickly fetches and fixes the food, -delivering it with a tinny 'Thank You! ' -~ -10 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#29605 -secretary~ -the Secretary~ -A Secretary sits here, answering the phone and looking busy. -~ - This secretary looks busy, but confident. Even though she has a lot to do -greeting visitors and answering the phone, she never bats an eye as she says to -you, 'May I help you? ' -~ -10 0 0 0 0 0 0 0 150 E -1 20 9 0d0+10 1d2+0 -10 100 -6 6 2 -E -#29606 -worker office~ -the Office Worker~ -An office worker is pushing paper here. -~ - This office worker is trying to make it to the top, rung by rung. -Unfortunately, there isn't much room for advancement in this corporation, so -now is as good a time as any to goof off. -~ -10 0 0 0 0 0 0 0 100 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#29607 -secretary~ -the Secretary~ -A secretary runs around here, busier than anyone should be. -~ - This secretary has SCADS of work to do, from her boss, friends of her boss, -other workers, etc. You wonder why she puts up with this at all... -~ -10 0 0 0 0 0 0 0 300 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#29608 -boss big~ -the Big Boss~ -The Big Boss is waiting to give someone the AXE! -~ - You look at him, and accidentally catches his eye. He begins yelling at -you! For a second you get angry, before you realize that this is his _job_... -To yell at people. -~ -142 0 0 0 0 0 0 0 -200 E -4 19 7 0d0+40 1d2+0 -40 1600 -6 6 1 -E -#29609 -machine~ -the Machine~ -A Giant Machine twists and whirls, hitting you by accident! -~ - It looks like a giant twisted creation of a blind engineer on acid. Its -extruding parts look so hazardous that just thinking about entering the same -room might get you extremely hurt! -~ -42 0 0 0 16 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#29610 -ghost~ -the Ghost~ -A frightened looking ghost flits about looking for escape. -~ - This ghost escaped the nets of the workers and now desperately seeks escape. -You feel for it, probably because of the fate that was intended for it... -~ -10 0 0 0 4 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#29611 -worker dock~ -the Dock Worker~ -A Dock Worker moves big crates about here. -~ - He's big, he's brawny, he's busy. Leave him alone. -~ -10 0 0 0 0 0 0 0 100 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#29612 -worker maintenance~ -the maintenance worker~ -A maintenance worker looks bored here. -~ - He looks at you with half-lidded eyes and rubs his hands on his jumpsuit -absently. Not a real rocket scientist here. -~ -10 0 0 0 0 0 0 0 400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -$ diff --git a/lib/world/mob/298.mob b/lib/world/mob/298.mob deleted file mode 100644 index 1da2f97..0000000 --- a/lib/world/mob/298.mob +++ /dev/null @@ -1,299 +0,0 @@ -#29801 -lag beast~ -the lag beast~ -The big, ugly lag beast is standing here sizing you up. -~ - Ick... What a disgusting creature! It is black and green and slimy and it -is drooling everywhere... Looks mean too. -~ -14 0 0 0 0 0 0 0 -750 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#29802 -lag monster~ -the lag monster~ -The lag monster stands here looking confused. Kill him! Kill him! -~ - What an odd looking little beast. He looks harmless, but you never can -tell. He is only about 4 feet tall, but he pretty muscular looking... Maybe -you should ask if he needs help? Nah... Kill him. -~ -76 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#29803 -lag baby~ -the baby lag~ -Someone's little pet lag has gotten loose, and is sniffing about here. -~ - Awwww... How cute! A little baby lag. He's about 3 feet long and you just -want to cuddle him to death... No, you really want to kill him to tell the -truth. But, remember, even a little lag can be a big problem. -~ -72 0 0 0 0 0 0 0 100 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#29804 -keeper lag monster~ -the lag Guard~ -The lag Guard is here wondering where that lag went. -~ - The Guard also had the job of taking care of the court jester's pet lag, but -he doesn't seem to be doing a good job of it. He looks at you and says, 'Have -you seen that lag? Master will have my head if I don't find him. ' -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#29805 -court jester~ -the court jester~ -The court jester is here trying to make something. -~ - He is a funny looking, furry little dude. He looks really busy trying to -mix up a batch of something or other. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#29806 -crawler creepy lag thing~ -the creepy lag crawler~ -A creepy little crawling lag thing is scuttling along the floor at your feet. -~ - Yuck! If they'd ever clean this place maybe it wouldn't attract vermin like -this disgusting, little, six-legged, brown bug. -~ -72 0 0 0 0 0 0 0 -250 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#29807 -lag zombie~ -the zombiefied lag~ -A VERY gaunt looking lag... it looks like a zombie! -~ - This guy has been lost in here too long... It is more zombie than man now. -You would feel sorry for it, but it is moving in to attack! -~ -108 0 0 0 0 0 0 0 -500 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#29808 -quasit imp lag thing~ -the quasit lag~ -A funny little imp-like lag thing (a quasit perhaps?) is sneaking about here. -~ - Little green, vaguely humanoid shaped creature, with a long pointed tail. -It is hard to say because before you ever get a good look at it, it darts back -into the shadows. -~ -236 0 0 0 0 0 0 0 -800 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#29809 -great lag monster~ -the Great Lag Monster~ -The Great Lag Monster is wondering just what you'll taste like. -~ - A massive man, with the head of a bull. He looks as strong as bull too, but -not nearly as smart. Actually, now that you consider it... He looks a heck of -a lot meaner than any bull you have ever seen... And he is coming this way! - -~ -1608 0 0 0 0 0 0 0 -1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#29810 -specter lag ghost~ -the dark specter~ -The dark specter is lurking in the shadows. -~ - The soul of a long since passed on adventurer... It lurks here waiting for -a chance to bring death to any who cross its path. -~ -2122 0 0 0 1048596 0 0 0 -850 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#29811 -annoying lag jerk~ -the annoying lag~ -A lag is here annoying the hell out of you. -~ - What a jerk! He won't shut up, and he keeps making the most irritating -comments about everything. Better silence him with cold, tempered steel -MUHAHAHAHAHAHAHAHAHAHA! -~ -76 0 0 0 0 0 0 0 -500 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#29812 -clueless lag moron~ -clueless lag~ -A lag is here looking terribly confused. -~ - What a moron! Every question that is answered in the help files, he will -ask and he will probably ask 2 or 3 times too. This guy just doesn't get it, -best put him out of his misery. -~ -76 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#29813 -lag talkative~ -the talkative lag~ -A lag is here talking a lot. -~ - Well, at least this gal seems pretty cool. Talks a lot, but she's a -friendly, interesting sort. Seems to have a clue what she's doing also, unlike -some others you might see. -~ -72 0 0 0 0 0 0 0 100 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#29814 -lag lost~ -the lost lag~ -A lag is here wandering about aimlessly. -~ - Hmmm... Looks like he has been around a while, but he wandered a little too -far from home this time. Don't think he knows quite where he is, maybe you -should help him out? -~ -72 0 0 0 0 0 0 0 300 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#29815 -lag smart~ -the smart lag~ -A lag is here, and he looks quite sure of himself. -~ - Here is a guy who has it all together. Nice equipment too, must have read -the help files, Eh? -~ -76 0 0 0 0 0 0 0 500 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#29816 -gateguard~ -a Gateguard~ -You see a Gateguard standing here waiting for orders. -~ - The Gate Guard looks quite like a small knight without his powerful steed. -His armor is shiny and black. He stands ready to give his life for the Crown. - -~ -72 0 0 0 16 0 0 0 -400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#29817 -royalty guard~ -the Royalty Guard~ -You see a very large Royalty Guard. -~ - The Royalty Guard is a very large man. Just from the looks of Him, this -could very well be your doom should you tangle with him! -~ -34940 0 0 0 16 0 0 0 -600 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -E -#29818 -black knight~ -a Black Knight~ -Here stands a magnificent Knight of the dark realm. -~ - The Black Knight is here, riding his ebony black war horse. His eyes flash -behind his visor in vengeance. -~ -2172 0 0 0 16 0 0 0 -400 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -#29819 -white knight~ -a White Knight~ -Here stands a magnificent knight of the light realm. -~ - The White Knight is here, riding his ivory white war horse. His eyes gleam -behind his visor in joy. -~ -2172 0 0 0 16 0 0 0 400 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -#29820 -dungeon master~ -the Dungeon Master~ -A Dungeon Master stands here. -~ - The Dungeon Master seems willing to help you straight into your grave so he -can bless you properly. -~ -2174 0 0 0 16 0 0 0 -500 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -#29821 -queen~ -the Queen of the Castle of Desire~ -The Queen of the Castle of Desire stands here. -~ - The Queen is a strikingly beautiful woman with pale skin and a mass of dark -hair that crowns her head like a black cloud. If looks could kill, you would -already be dead. -~ -2174 0 0 0 16 0 0 0 -750 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#29822 -king~ -the King of the Castle of Desire~ -The King of the Castle of Desire stands here. -~ - The King is a menacing figure. You can easily understand why he is the king -and you are not. -~ -2174 0 0 0 16 0 0 0 -999 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -$ diff --git a/lib/world/mob/299.mob b/lib/world/mob/299.mob deleted file mode 100644 index b1a6fef..0000000 --- a/lib/world/mob/299.mob +++ /dev/null @@ -1,223 +0,0 @@ -#29900 -hunchback isaac being deformed~ -Isaac~ -A strange and deformed being stands here tugging on a bell rope. -~ - The being before you just happens to be named Isaac, although how you know -that is beyond you, but he is a poor and deaf hunchback, once hired by the High -Priest of the cathedral to ring the bells. He is quite large, but appears -smaller due to his deformity, and looks to be quite strong. -~ -10 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 0 -E -#29901 -ghoul being~ -the ghoul~ -A ghoul is here attacking a man in black robes! -~ - This being looks like a long dead and dessicated human corpse. Its neat -translucent skin is taut about its bones and you think you can see strange -little white movements underneath it. -~ -78 0 0 0 16 0 0 0 700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#29902 -ghoul being~ -the ghoul~ -A ghoul is plodding towards the woman! -~ - This being looks like a long dead and dessicated human corpse. Its neat -translucent skin is taut about its bones and you think you can see strange -little white movements underneath it. -~ -78 0 0 0 16 0 0 0 700 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 0 -E -#29903 -esmerelda priestess woman~ -Esmerelda the priestess~ -A woman dressed in dark robes watches the approaching undead in fear. -~ - Dressed in solid black, Esmerelda is the current High Priestess of this -Cathedral. Funny how you had never heard of a female high priestess before -this time, isn't it? And even stranger, you know her name... How distinctly -odd. Anyways, Esmerelda seems to be watching the undead before her advancing -ever so slowly, maybe you can try to save her! -~ -174 0 0 0 16 0 0 0 -900 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 2 -E -#29904 -priest man~ -the man~ -A man, dressed in black and silver robes, is fighting off some undead! -~ - This man is wearing a black and silver robe and is swinging a mace made of -what looks to be obsidian. He seems to be sorely beset by the undead before -him. -~ -170 0 0 0 16 0 0 0 -750 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#29905 -wyrenthoth dracolich dragon undead~ -Wyrenthoth~ -It is on this ledge that Wyrenthoth sits, preening him... itself. -~ - Hmmm... Seems that you have managed to walk in on Wyrenthoth during one of -his... Its preening sessions. You don't exactly understand what there is to -see beyond the bones. Oh, wait, you didn't even know what the thing in front -of you was did you? Well, you take the time to look, for once, and notice that -it is a large collection of bones. And it just so happens that this large -collection of bones serves to form what looks to be a dragon, although the odd -bone or two seems to be out of place. It does appear that Wyrenthoth is a -dracolich. -~ -202 0 0 0 16 0 0 0 900 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 0 -E -#29906 -vampire erich man~ -Erich~ -A pale white man dressed in a black stands before you. -~ - The man before you is dressed in all black except for his cape which has a -red satin lining. He has dark hair and cold green eyes that catch and reflect -every movement. Erich, as his name happens to be, is the master vampire in -control of all of the evil undead which infest this cathedral. -~ -46 0 0 0 16 0 0 0 -1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#29907 -giant zombie~ -the giant zombie~ -A rather large zombie is lumbering about here, quite aimlessly. -~ - The zombie giant seems to be wandering around crushing those who oppose -the... It. It is an enormous mass of rotting flesh and filth that smells, to -put it bluntly, really bad. -~ -10 0 0 0 16 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 0 -E -#29908 -skeleton human~ -the human skeleton~ -A skeletal human is standing here, looking rather confused. -~ - You look upon this being with a good deal of curiosity. Then it begins to -twitch, and looks around. You are rather shocked, until you realize that it -seems to be looking for someone in particular. -~ -74 0 0 0 16 0 0 0 600 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 0 -E -#29909 -zombie~ -the zombie~ -A zombie is wandering these halls. -~ - The thing before you is a rotting corpse, complete with flesh falling off of -it in small chunks. It is dressed in the remains of a peasant's clothing and -seems to have a single purpose in mind (not that its mind could probably handle -any more than that). -~ -74 0 0 0 16 0 0 0 500 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 0 -E -#29910 -shadow~ -the shadow~ -A shadow made of inky blackness moves along the wall towards you. -~ - The moving shape of blackness looks like it is a shadow that lost its owner -at some point. It looks rather malignant. To put it mildly. -~ -74 0 0 0 16 0 0 0 -800 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 0 -E -#29911 -wight~ -the wight~ -A hideous creature is here, mere skin and bones, howling madly. -~ - This ghastly apparition fills you with nigh-absolute terror. Your first -conscious thought is to run. Run fast and far that is. However, your second -thought is to look at it a little more closely. In doing so, you notice that -it seems to be made of mummified flesh, stretched over pointed bones. Also, it -has strangely glowing red eyes. -~ -74 0 0 0 16 0 0 0 -900 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 0 -E -#29912 -wraith~ -the wraith~ -A strange humanoid shape moves towards you. It is a wraith! -~ - This thing looks vaguely humanoid, but does not appear to be made of flesh -but rather seems to be made of a strange electricity in the air. -~ -74 0 0 0 16 0 0 0 -800 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 0 -E -#29913 -banshee form humanoid mother superior~ -the banshee~ -A strange humanoid form stands in one corner of the room, singing. -~ - The once beautiful complexion of this female has deteriorated under the -ravages of time and decay, leaving only a pale resemblance to the former living -elf. Looking closely at the clothing she wears, you notice that it appears to -be the soul of the cathedral's Mother Superior. -~ -74 0 0 0 16 0 0 0 800 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 2 -E -#29914 -ghost abbott~ -the ghost of the Abbott~ -A portly ghost is sitting on an ethereal bed, singing softly to himself. -~ - This lost soul looks like he was once the Abbott of the cathedral. He is a -portly fellow and even though he is long since dead, he looks rather jovial. -When you look at him, he stops singing for a minute, looks up at you, smiles -sadly, and then continues his song. -~ -74 0 0 0 16 0 0 0 750 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -$ diff --git a/lib/world/mob/3.mob b/lib/world/mob/3.mob deleted file mode 100644 index 476b02a..0000000 --- a/lib/world/mob/3.mob +++ /dev/null @@ -1,44 +0,0 @@ -#300 -chemist camille~ -Camille the chemist~ -Camille the chemist stands over a cauldron mixing ingredients. -~ - Camille wears a thick brown robe that covers most of her features. Only her -hands and head stick out of her robe. Stains and burns cover her body and -clothing. She works diligently over her cauldron. Camille has been known to -concoct many different potions and is most famous for her liquid fire. -~ -253962 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -T 300 -T 335 -#301 -naked magi~ -the naked magi~ -A magi sits against a wall wearing nothing but a towel. -~ - Sweat gleams on her supple skin. Her black hair is wet and frames a round -face with slanted blue eyes. She is striking in her beauty and grace. -~ -10 0 0 0 2112 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -T 305 -#302 -mob unfinished~ -the unfinished mob~ -An unfinished mob stands here. -~ -It looks unfinished. -~ -8 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -$ diff --git a/lib/world/mob/30.mob b/lib/world/mob/30.mob deleted file mode 100644 index f03aa00..0000000 --- a/lib/world/mob/30.mob +++ /dev/null @@ -1,620 +0,0 @@ -#3000 -wizard~ -the wizard~ -A wizard walks around behind the counter, talking to himself. -~ - The wizard looks old and senile, and yet he looks like a very powerful -wizard. He is equipped with fine clothing, and is wearing many fine rings and -bracelets. -~ -26635 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#3001 -baker~ -the baker~ -The baker looks at you calmly, wiping flour from his face with one hand. -~ - A fat, nice looking baker. But you can see that he has many scars on his -body. -~ -26635 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#3002 -grocer~ -the grocer~ -A grocer stands at the counter, with a slightly impatient look on his face. -~ - A tall grocer, who moves two 200 pounds bag of flour around on his shoulders. - -~ -26635 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#3003 -weaponsmith~ -the weaponsmith~ -A weaponsmith is standing here. -~ - He is a young weaponsmith, who still has lots to learn but he is still eager -to sell you his latest implements of carnage and destruction. -~ -26635 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#3004 -armorer~ -the armorer~ -An armorer stands here displaying his new (and previously owned) armors. -~ - An old but very strong armorer. He has made more suits of armor in his -life than you have ever seen. -~ -26635 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#3005 -receptionists~ -the receptionist~ -A receptionist is standing behind the counter here, smiling at you. -~ - You notice a tired look in her face. She looks like she isn't paid well -enough to put up with any crap from mud players with attitudes. -~ -59419 0 0 0 65616 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 2 -E -#3006 -captain stolar~ -Captain Stolar~ -A retired captain stands here, selling boats. -~ - This captain has eaten more sharks than you have killed peas. -~ -26635 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#3007 -sailor~ -the sailor~ -A sailor stands here, waiting to help you. -~ - He looks like a strong, fit sailor. -~ -26634 0 0 0 0 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#3008 -uncle juan~ -Uncle Juan~ -Uncle Juan is here ready to take your order. -~ - He looks like he may or may not have a green card. -~ -26635 0 0 0 0 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#3009 -wally watermaster~ -Wally the Watermaster~ -Wally the Watermaster is standing behind the counter. -~ - Wally is a bit pudgy but looks very strong. He has a glass of Midgaard -Natural Spring Water in his hand. When he notices you, he proudly displays his -fine collection of contemporary waters. -~ -26635 0 0 0 16 0 0 0 800 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#3010 -postmasters~ -the postmaster~ -The head postmaster is standing here, waiting to help you with your mail. -~ - The Postmaster seems like a happy old man, though a bit sluggish. He worries -about the reputation of the MMS (Midgaard Mail Service), as many people seem to -think that it is slow. Perhaps if he were to brush the cobwebs from his uniform -it would help to make a better impression. -~ -518154 0 0 0 65552 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#3011 -travelling saleswoman woman~ -the travelling saleswoman~ -This saleswoman is laden with gadgets and gizmos that are outrageously priced. -~ - A combination of good business sense, charming personality, and good looks -has made her a success at pushing useless products on uneducated buyers. Only -on a rare occasion does she sell anything useful. -~ -253962 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#3012 -kind soul~ -a kind soul~ -A very kind and caring soul is here looking out for those who need it. -~ - She immediately reminds you of your mother. Constantly worrying about -everyone and everything. She is always around to help out those who have hit -hard times and need a little boost. -~ -253962 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -T 3016 -#3013 -newbie tour guide~ -the newbie tour guide~ -A newbie tour guide is here to help. "@RTell guide help@y" for assistance.@n -~ - This young lady has the sole purpose of helping those who need assistance. -She will follow you around Midgaard and provide a walking tour of the local -attractions. -~ -10 0 0 0 2128 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -#3020 -master mage guildmasters~ -the mages' guildmaster~ -Your guildmaster is studying a spellbook while preparing to cast a spell. -~ - Even though your guildmaster looks old and tired, you can clearly see the -vast amount of knowledge she possesses. She is wearing fine magic clothing, and -you notice that she is surrounded by a blue shimmering aura. -~ -59419 0 0 0 16 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -#3021 -guildmasters master priest~ -the priests' guildmaster~ -Your guildmaster is praying to your God here. -~ - You are in no doubt that this guildmaster is truly close to your God; he has -a peaceful, loving look. You notice that he is surrounded by a white aura. -~ -59419 0 0 0 16 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#3022 -guildmasters master beggar thief~ -the thieves' guildmaster~ -A beggar is sitting here, could she be a guildmaster? -~ - You realize that whenever your guildmaster moves, you fail to notice it - the -way of the true thief. She is to be dressed in poor clothing, having the -appearance of a beggar. -~ -59419 0 0 0 16 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -#3023 -guildmasters master~ -the fighters' guildmaster~ -Your guildmaster is standing here sharpening an axe. -~ - This is your master. Big and strong with bulging muscles. Several scars -across his body proves that he was using arms before you were born. He has a -calm look on his face. -~ -59419 0 0 0 0 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#3024 -sorcerer guildguard~ -the sorcerer~ -A sorcerer is guarding the entrance. -~ - He is an experienced mage who has specialized in the field of Combat Magic. -He is here to guard the Mage's Guild and his superior knowledge of offensive as -well as defensive spells make him a deadly opponent. -~ -256010 0 0 0 80 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 3000 -#3025 -knight templar guildguard~ -the knight templar~ -A knight templar is guarding the entrance. -~ - He is a specially trained warrior belonging to the military order of the -Faith. His duty is to protect the faithful from persecution and infidel attacks -and his religious devotion combined with his superior skill makes him a deadly -opponent. -~ -256010 0 0 0 80 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 3001 -#3026 -assassin guildguard~ -the assassin~ -An assassin is guarding the entrance. -~ - He is a thief who has specialized in killing others as effectively as -possible, using all sorts of weapons. His superior knowledge of how and where -to use them combined with his extraordinary stealth makes him a deadly opponent. - -~ -256010 0 0 0 1572944 0 0 0 400 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 3002 -#3027 -knight guildguard~ -the knight~ -A knight is guarding the entrance. -~ - He is an expert warrior who has attained knighthood through countless -chivalrous deeds. His duty is to protect the Guild of Swordsmen and his extreme -skill combined with his experience in warfare makes him a deadly opponent. -~ -256010 0 0 0 80 0 0 0 800 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -T 3003 -#3040 -bartender~ -the bartender~ -A bartender watches you calmly, while he skillfully mixes a drink. -~ - A tired looking Bartender who hates trouble in his bar. -~ -24586 0 0 0 0 0 0 0 900 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#3041 -waiter~ -the waiter~ -A waiter is going around from one place to another. -~ - A tired looking waiter. -~ -24586 0 0 0 0 0 0 0 900 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#3042 -waiter~ -the waiter~ -A man now leads a quiet, peaceful life as a waiter is standing here. -~ - This man was obviously a famous sorcerer in his younger days as you instantly -recognize his face. -~ -24586 0 0 0 0 0 0 0 600 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#3043 -waiter~ -the waiter~ -A waiter who seems to have reached contact with his God is standing here. -~ - This waiter almost makes you feel like you should drop to your knees and -begin to worship your God. Naaah. -~ -24586 0 0 0 0 0 0 0 600 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#3044 -waiter~ -the waiter~ -A waiter who knows where all his customers keep their money is standing here. -~ - Hmmm... Wonder where he got that coin he is playing with. -~ -24586 0 0 0 0 0 0 0 600 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#3045 -waiter~ -the waiter~ -A waiter is here. -~ - This guy looks like he could easily kill you while still carrying quite a few -firebreathers. -~ -24586 0 0 0 0 0 0 0 600 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#3046 -filthy~ -Filthy~ -Filthy is standing here, eager to serve you a special drink. -~ - Filthy looks real, ehm, dirty. He likes to keep his customers happy, but do -not mess with him or else he'll get upset. -~ -26650 0 0 0 16 0 0 0 600 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#3059 -keeper peacekeeper~ -the Peacekeeper~ -A Peacekeeper is standing here, ready to jump in at the first sign of trouble. -~ - He looks very strong and wise. Looks like he doesn't answer to ANYONE. -~ -6232 0 0 0 16 0 0 0 1000 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -BareHandAttack: 10 -E -T 3009 -#3060 -cityguard guard~ -the cityguard~ -A cityguard stands here. -~ - A big, strong, helpful, trustworthy guard. -~ -6216 0 0 0 16 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 3009 -#3061 -janitor~ -the janitor~ -A janitor is walking around, cleaning up. -~ - What a tough job he has. -~ -2120 0 0 0 0 0 0 0 800 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -T 3011 -#3062 -fido dog~ -the beastly fido~ -A beastly fido is mucking through the garbage looking for food here. -~ - The fido is a small dog that has a foul smell and pieces of rotted meat -hanging around his teeth. -~ -202 0 0 0 65536 0 0 0 -200 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -BareHandAttack: 4 -E -T 3010 -#3063 -mercenary~ -the mercenary~ -A mercenary is waiting for a job here. -~ - He looks pretty mean, and you imagine he'd do anything for money. -~ -2058 0 0 0 0 0 0 0 -330 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#3064 -drunk~ -the drunk~ -A singing, happy Drunk. -~ - A drunk who seems to be too happy, and to carry too much money. -~ -10 0 0 0 0 0 0 0 400 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#3065 -beggar~ -the beggar~ -A beggar is here, asking for a few coins. -~ - The beggar looks like she is fed up with life. -~ -10 0 0 0 0 0 0 0 400 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#3066 -odif yltsaeb~ -the odif yltsaeb~ -An odif yltsaeb is here, walking backwards. -~ - The odif is a small god that has been reversed by some dog. -~ -65768 0 0 0 65536 0 0 0 -200 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -BareHandAttack: 4 -E -T 3010 -#3067 -cityguard guard~ -the cityguard~ -A cityguard is here, guarding the gate. -~ - A big, strong, helpful, trustworthy guard. -~ -6218 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 3009 -#3068 -green gelatinous blob oozing~ -the green gelatinous blob~ -An oozing green gelatinous blob is here, sucking in bits of debris. -~ - A horrid looking thing; it is huge, greenish, and looks like the blob. -~ -256216 0 0 0 16 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 6 -E -T 3011 -#3089 -petshops shop boy~ -the Pet Shop Boy~ -There is a Pet Shop Boy standing here cuddling something furry in his hands. -~ - As you look at him, he opens his hands to reveal a rat! -~ -26634 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#3090 -kitten pets~ -the kitten~ -A small loyal kitten is here. -~ - The kitten looks like a cute, little, fierce fighter. -~ -16398 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -BareHandAttack: 8 -E -#3091 -puppy pets~ -the puppy~ -A small loyal puppy is here. -~ - The puppy looks like a cute, little, fierce fighter. -~ -16398 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -BareHandAttack: 8 -E -#3092 -beagle pets~ -the beagle~ -A small, quick, loyal beagle is here. -~ - The beagle looks like a fierce fighter. -~ -16398 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -BareHandAttack: 4 -E -#3093 -rottweiler pets~ -the rottweiler~ -A large, loyal rottweiler is here. -~ - The rottweiler looks like a strong, fierce fighter. -~ -16398 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#3094 -wolf pets~ -the wolf~ -A large, trained wolf is here. -~ - The wolf looks like a strong, fearless fighter. -~ -16398 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -BareHandAttack: 4 -E -#3095 -cryogenicist cryo~ -the cryogenicist~ -The cryogenicist is here, playing with a canister of liquid nitrogen. -~ - You notice a tired look in her face. She looks like she isn't paid well -enough to put up with any crap from mud players with attitudes. -~ -26635 0 0 0 65616 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 2 -E -$ diff --git a/lib/world/mob/300.mob b/lib/world/mob/300.mob deleted file mode 100644 index 0ecca17..0000000 --- a/lib/world/mob/300.mob +++ /dev/null @@ -1,224 +0,0 @@ -#30000 -zombie putrid~ -the putrid zombie~ -A putrid zombie is here. -~ - It is a prime example of the undead: sickly green skin, sunken eyes with a -yellowish tinge, and sharp, dirt-encrusted claws. -~ -10 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 0 -E -#30001 -asp snake~ -the deadly asp~ -A poisonous asp slithers here. -~ - This small snake looks quite dangerous, better take a wide detour around it. - -~ -104 0 0 0 0 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -E -#30002 -morticia guildhead~ -Morticia~ -Morticia, Guildhead of the Living Dead, is here. -~ - Her long, raven black hair drapes those stunning curves of hers. How did -such a sweet thing become the leader of this cult? As a bard once wrote, 'You -could tell she was practiced at the art of deception by her bloodstained hands. -' -~ -14 0 0 0 16 0 0 0 -1000 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 2 -E -#30003 -lazarus assassin physician~ -Lazarus~ -Lazarus, Assassin and Guild Physician, is here. -~ - This master herbalist was found too valuable to the Guild as a maker of both -soothing balms and poisons. Even death could not release him... The -necromancers just reanimated him. -~ -10 0 0 0 0 0 0 0 -900 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#30004 -beetle undead~ -the undead riding beetle~ -An undead riding beetle is parked here. -~ - A fine example of Necromancy, this giant beast can travel for miles with no -need for food nor water. A most economical mount -- and sporty too! -~ -10 0 0 0 0 0 0 0 -300 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#30005 -wraith knight~ -the wraith knight~ -A wraith knight stands a silent watch here. -~ - This was probably some poor adventurer, like you, before the Necromancers -got their hold on him. Now he just awaits, blade drawn, like some ethereal -beefeater. -~ -42 0 0 0 0 0 0 0 -800 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#30006 -keeper~ -the Crypt Keeper~ -The Crypt Keeper, grinning at you maliciously, is here. -~ - The dessicated little fellow cackles with mad glee as he approaches you. -He twitches from excitement so much that his scraggly hair jostles as he -flashes his dull yellow teeth. -~ -10 0 0 0 16 0 0 0 20 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#30007 -hermit~ -the hermit~ -A Hermit, starved for company, is here. -~ - Although raving mad, the hermit has come out of his isolation since he has -not spoken with anyone for ages. The shaggy hermit draws you over and begins -to tell a strange tale, 'Some 600 years ago, when I was but a lad, a great -dragon ruled the land. His name was Ancalador. Many heroes came to do battle -with him, but all failed and died, horribly, I imagine. But one wizard -challenged the Drake to a magic duel. He too died, like the others, but with -his last breath, the wizard turned the mighty Ancalador to stone! Many -believed the dragon's evil reign ended, but after the dancing and drinking were -over, and life returned to its quiet pace, the people began to notice that the -Dragon's presence could still be felt. Ancalador did, in fact, continue to -rule from his petrified prison through the manipulation of the minds of men. -Indeed, he has done so to this day. Many believe he is plotting the day he can -return in the flesh, so to speak... ' With that the Hermit begins to cackle -madly, ~ -10 0 0 0 0 0 0 0 500 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#30008 -slime blob~ -the green slime~ -A blob of green slime drops upon you! -~ - It looks like animated mucous, dissolving and eating all it touches. -~ -42 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#30009 -dweller flame~ -the flame dweller~ -A flame dweller is basking in fire here. -~ - Its shape changes like the flame it lives in. One moment it may resemble a -serpent, the next, a man. It seems to be thoroughly enjoying itself. -~ -10 0 0 0 0 0 0 0 -50 E -14 16 1 2d2+140 2d2+2 -140 19600 -6 6 0 -E -#30010 -spider green~ -the green crystal spider~ -A green crystal spider is roaming here. -~ - The fantastic beast seems to be made of a crystalline substance which is -giving off a green light. It clicks its crystal mandibles in irritation with -you. -~ -200 0 0 0 0 0 0 0 -400 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 0 -E -#30011 -spider yellow~ -the yellow crystal spider~ -A yellow crystal spider is clicking its mandibles here. -~ - Slightly smaller than its green cousin, this creature also appears to be -made of living crystalline substance which glows yellow. -~ -104 0 0 0 0 0 0 0 -350 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#30012 -warden petrified~ -the Petrified Warden~ -The Petrified Warden guards the way. -~ - It wears the sneer of cold command upon its stony visage. -~ -10 0 0 0 0 0 0 0 -700 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -E -#30013 -hulk umber~ -the umber hulk~ -A lumbering umber hulk is here. -~ - This great beast has huge mandibles and a mammals' mouth, angry animal eyes -set between unreadable insect eyes. The effect is confusing. -~ -104 0 0 0 0 0 0 0 -750 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -#30014 -jello ochre~ -the ochre jello~ -A hideous ochre jello approaches. -~ - As it oozes slowly at you, you can make out items undigested within it. -From past unfortunates, you presume. -~ -104 0 0 0 0 0 0 0 -700 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 0 -E -#30015 -necromancer~ -the Necromancer~ -A Necromancer of the Bloodstone, creating zombies, is here. -~ - Evil reeks from his dark robes. His hands are adorned with the long, wicked -nails which are stained with the ichor of embalmers and malignant salves. -~ -170 0 0 0 0 0 0 0 -900 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -$ diff --git a/lib/world/mob/301.mob b/lib/world/mob/301.mob deleted file mode 100644 index 531fa77..0000000 --- a/lib/world/mob/301.mob +++ /dev/null @@ -1,618 +0,0 @@ -#30100 -frec~ -the FREC~ -The FREC stands here looking for violence. -~ - This large, purpled, mohawked warrior looks quite aggressive. It is -probably not something anyone should mess with. -~ -8 0 0 0 16 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#30101 -boss~ -the Boss~ -The Boss is standing here looking somewhat bored. -~ - This person is bearing up under University pressures quite well and looks as -if it can cope with anything. -~ -12 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#30102 -gael~ -the Gael~ -The Gael is here to help you. -~ - This person is ready, and willing to help any being in trouble. Just to top -things off, the gael is extremely well dressed. -~ -140 0 0 0 0 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 0 -E -#30103 -mob example~ -the Example Mob~ -An Example Mob stands here, exampling. -~ - The example mob looks indistinct, as if it hasn't been completely fleshed -out yet. -~ -136 0 0 0 20 0 0 0 100 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#30104 -professor prof~ -the Professor~ -A professor is standing here, glaring at you. -~ - As you glance at the professor, it suddenly begins to scream about homework -and its spatial relationship to you. -~ -8 0 0 0 16 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#30105 -security~ -Security~ -Security is lurking in the area, watching for misbehavior. -~ - You don't want to misbehave when these guys are around. In fact you don't -want to even be around these guys. -~ -40 0 0 0 16 0 0 0 -130 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 0 -E -#30106 -security~ -Security~ -Security is lurking in the area, watching for misbehavior. -~ - You don't want to misbehave when these guys are around. In fact you don't -want to even be around these guys. -~ -40 0 0 0 16 0 0 0 -130 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#30107 -security~ -Security~ -Security is lurking in the area, watching for misbehavior. -~ - You don't want to misbehave when these guys are around. In fact you don't -want to even be around these guys. -~ -40 0 0 0 16 0 0 0 -130 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 2 -E -#30108 -student constable stucon~ -the Student Constable~ -A Student Constable is protecting the campus from this point. -~ - These are also known as StuCons and are recruited from amongst the ranks of -everyday students of the university. They are not much more than hired help. - -~ -8 0 0 0 16 0 0 0 130 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 0 -E -#30109 -student constable stucon~ -the Student Constable~ -A Student Constable is guarding the campus from this point. -~ - These are also known as StuCons and are recruited from amongst the ranks of -everyday students of the university. They are not much more than hired help. - -~ -8 0 0 0 16 0 0 0 130 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#30110 -student constable stucon~ -the Student Constable~ -A Student Constable is guarding the campus from this very point right here. -~ - These are also known as StuCons and are recruited from amongst the ranks of -everyday students of the university. They are not much more than hired help. - -~ -8 0 0 0 16 0 0 0 130 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -#30111 -student~ -the student~ -The student is hurrying off to its next class. -~ - This is just your average it university student, the only interests it has -are classes, work, and other its. -~ -12 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#30112 -student~ -the student~ -The student is rushing off to his next class. -~ - This is just your average male university student, the only interests he has -are classes, work, and other students of the opposite sex (females, you think). - -~ -12 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#30113 -student~ -the student~ -The student is scurrying off to her next class. -~ - This is just your average female university student, the only interests she -has are classes, and work. -~ -12 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#30114 -frosh froshie~ -the froshie~ -This frosh is standing here with a confused expression on its face. -~ - You are looking at the everyday run of the mill confused frosh. -~ -136 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#30115 -frosh froshie~ -the froshie~ -This frosh is standing here with a confused expression on his face. -~ - You are looking at the everyday run of the mill confused frosh. -~ -136 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#30116 -frosh froshie~ -the froshie~ -This frosh is standing here with a confused expression on her face. -~ - You are looking at the everyday run of the mill confused frosh. -~ -136 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#30117 -mary rotte chef~ -a Mary-Rotte chef~ -A Mary-Rotte chef struggles to poison the food quickly. -~ - With one hand he fries, with the other he flips the meat (? ) over, and -with the other hand he sprinkles some salt into the other hand which is -holding... Hey! Isn't that too many hands? This guy is good (or maybe he -isn't... ). -~ -10 0 0 0 0 0 0 0 -350 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#30118 -coke machine~ -the Coke Machine~ -A Coke Machine hums quietly. -~ - This machine is a marvel of engineering. After receiving the money, it -quickly fouls up the order and delivers it with a large clanging noise. -~ -188426 0 0 0 16 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -E -#30119 -frosh froshie~ -the froshie~ -This frosh is lining up here. -~ - You are looking at the everyday run of the mill lining-up frosh. -~ -136 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#30120 -frosh froshie~ -the froshie~ -This frosh is lining up here. -~ - You are looking at the everyday run of the mill lining-up frosh. -~ -136 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#30121 -frosh froshie~ -the froshie~ -This frosh is lining up here with a confused expression on her face. -~ - You are looking at the everyday run of the mill confused frosh. -~ -136 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -#30122 -frec~ -the FREC~ -The FREC waits here for violence to come to it. -~ - This large, purpled, mohawked warrior looks quite aggressive. It is -probably not something anyone should mess with. -~ -46 0 0 0 16 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#30123 -caf employee~ -a caf employee~ -A caf employee stands here ready to fill your order. -~ - As if you'd actually order anything. -~ -10 0 0 0 0 0 0 0 -100 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 0 -E -#30124 -jock~ -a BIG jock~ -A rather large jock occupies the room. -~ - It (he? ) is quite big. It (she? ) looks at you with undisguised -hunger... -~ -8 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -6 8 0 -E -#30125 -mosher~ -a mosher~ -A mosher moshes here. Oh it hit you! -~ - This mosher moshes with enthusiasm! -~ -42 0 0 0 16 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 0 -E -#30126 -mosher~ -a mosher~ -A mosher moshes here. Oh he hit you! -~ - This mosher moshes with enthusiasm! -~ -42 0 0 0 16 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#30127 -mosher~ -a mosher~ -A mosher moshes here. Oh she hit you! -~ - This mosher moshes with enthusiasm! -~ -42 0 0 0 16 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 2 -E -#30128 -box postmasters~ -the mailbox~ -A friendly mailbox waits for your mail here. -~ - This mailbox is a staple in most of Tabrach. Funny thing though, you've -never seen one in your life... Hmmmm. On the side is emblazoned the word TP -(must stand for Tabrach Post). -~ -10 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#30129 -swarm frgo frgos~ -the swarm of frgos~ -A swarm of frgos circles above the building to the west. -~ - This creature appears to have the body of a cow with eagle's wings... How -strange. -~ -10 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#30130 -student~ -the student~ -A student is snoozing here. -~ - This is just your average it university student, and hey, it's sleeping too! - -~ -12 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -4 4 0 -E -#30131 -student~ -the student~ -A student is furiously taking notes here. -~ - This is just your average it university student. -~ -12 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -6 6 0 -E -#30132 -chris~ -Chris~ -Chris is drooling here. -~ - The man before you is tall and stocky. He is clothed in a stone-washed pair -of jeans and a purple beret. -~ -12 0 0 0 0 0 0 0 150 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#30133 -residence master~ -the Residence Master~ -The Residence Master is presiding over his little world here. -~ - The creature before you looks EVIL and SCARY, but you being a hearty -adventurer are not afraid! (unless you are less than 15th level ... That is. - -~ -40 0 0 0 20 0 0 0 -276 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#30134 -bennie boo ben~ -Bennie Boo~ -Bennie Boo is playing The World of Xeen here. -~ - He seems to need help, any ideas? -~ -10 0 0 0 0 0 0 0 298 E -9 17 4 1d1+90 1d2+1 -90 8100 -6 6 1 -E -#30135 -bubble man~ -the Bubble Man~ -The Bubble Man is bubbling over. -~ - His surface is a nice mixture of color and light. It seems to be very thin -though. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#30136 -chimpster chimp~ -the chimpster~ -A chimp-like being is doing acrobatics here. -~ - It looks like some kind of cross between a human and a chimpanzee... -That's odd. Those darned elves ... They should never have invented gene -splicing... -~ -10 0 0 0 0 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 0 -E -#30137 -alex~ -Alex~ -Alex is here fleshing out the Example Mob. -~ - Alex is working hard at fleshing out the example mob which looks indistinct, -because it hasn't been completely fleshed out yet. -~ -24 0 0 0 20 0 0 0 100 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#30138 -steve~ -Steve~ -Steve is working furiously at finishing the wld file so it can be put online. -~ - Steve is working hard and it looks like he should be finishing soon. -~ -24 0 0 0 20 0 0 0 100 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#30139 -bob~ -Bob the storekeeper~ -Bob is looking after his store here. -~ - As you look more closely, you realize that Bob is somewhat spaced out. -Looking at the sheet in his hand reveals that he is doing inventory. No wonder -he is so spaced out. -~ -188426 0 0 0 0 0 0 0 200 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#30140 -tuck~ -Mr. Tuck~ -Mr. Tuck is organizing shelves. -~ - He seems to be locating things like candy. -~ -188426 0 0 0 0 0 0 0 200 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#30141 -sue~ -Sue, the book-looker-after-er~ -Sue is looking after books here. -~ - Actually, there doesn't seem to be any books... Hmmmmmm. -~ -188426 0 0 0 0 0 0 0 200 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 2 -E -#30142 -bartender~ -the Bartender~ -The Bartender pours drinks several at a time to keep up with the rush. -~ - The Bartender looks harried as he tries to keep up with several different -orders at the same time. Maybe you should bother him later... -~ -188426 0 0 0 0 0 0 0 250 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#30143 -drunk~ -the Drunk~ -A drunk, babbling about something incessantly. -~ - The drunk person looks at you and slurs, 'Whatre you lookin' at, bozo? ' -~ -10 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#30144 -Chief FREC~ -Chief FREC~ -Chief FREC orders you around here. -~ - It stands tall and proud... As if being purple with golden hair can make -anyone proud... -~ -12 0 0 0 16 0 0 0 -300 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#30145 -golden world copy~ -a copy of Golden World~ -A copy of Golden World lies here. -~ - It looks like the student humor newspaper, but it contains nothing to do -with actual news that you didn't know already. -~ -8 0 0 0 1048576 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#30146 -clock ghost grant hall~ -the ghost of Grant~ -The clock ghost flits about randomly here. -~ - The ghost resembles the late Grant Hall. It seems to be somewhat -transparent though. -~ -14 0 0 0 20 0 0 0 -100 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#30147 -wraith~ -a wraith~ -An ethereal wraith-like shape is here. -~ - This ghostly creature is gray in color and has an amorphous shape. -~ -10 0 0 0 16 0 0 0 -400 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -$ diff --git a/lib/world/mob/302.mob b/lib/world/mob/302.mob deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/mob/302.mob +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/mob/303.mob b/lib/world/mob/303.mob deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/mob/303.mob +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/mob/304.mob b/lib/world/mob/304.mob deleted file mode 100644 index ad8be58..0000000 --- a/lib/world/mob/304.mob +++ /dev/null @@ -1,94 +0,0 @@ -#30401 -shaggy monk~ -the Shaggy Monk~ -A shaggy monk stands here quietly. -~ - This man looks like an ordinary monk, except he is really quite a big fella, -and seems to have a lot of very fine brown body hair, even on his palms.. -*stare* -~ -14 0 0 0 20 0 0 0 600 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#30402 -silver statue~ -the Silver Statue~ -A silver statue has posted itself in the corner. -~ - Well, It doesn't APPEAR to be human. It looks like a suit of armor, but why -the heck did it just turn to look at you? -~ -138 0 0 0 20 0 0 0 400 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#30403 -templar~ -the templar of Mateon~ -Mateon's Templar is here, looking out the window. -~ - This man has dedicated his life to Mateon, and the man behind the mask. He -turns from the window and stares at you blankly. -~ -10 0 0 0 20 0 0 0 800 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#30404 -mateon knight~ -the grand knight Mateon~ -Mateon, defender of the Bull, scowers at you! -~ - Mateon is a HUGE man. A huge ANGRY man. He will NOT let you NEAR the man -behind the mask. -~ -10 0 0 0 20 0 0 0 600 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#30405 -chambermaid maid~ -the Chambermaid~ -A Chambermaid is here, desperately trying to straighten up. -~ - The Chambermaid looks harried, and glances at you with fear in her eyes. -~ -138 0 0 0 16 0 0 0 100 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#30406 -man taurus~ -Taurus~ -A man wearing a golden mask watches you. -~ - You look at this man, and then notice something funny. It seems to be -difficult for him to stand on two legs. As you watch, he drops to all fours. -You see a glimpse of fur under his cloak. He peels the mask off and you stare -into his brown eyes, and big, wet, black nose. "Nice nose ring", you think. -~ -10 0 0 0 20 0 0 0 800 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#30407 -acolyte~ -an acolyte~ -An acolyte is here, looking for a broom. -~ - The acolyte wanders around, looking for a broom. He is making a heroic -attempt to ignore you. -~ -204 0 0 0 20 0 0 0 600 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -$ diff --git a/lib/world/mob/305.mob b/lib/world/mob/305.mob deleted file mode 100644 index b9d3b21..0000000 --- a/lib/world/mob/305.mob +++ /dev/null @@ -1,241 +0,0 @@ -#30500 -troll tunnel~ -the Tunnel Troll~ -A tunnel troll wanders about here. -~ - The troll is small, dark, and smelly. You would be willing to bet that he -has never seen the light of day. -~ -204 0 0 0 0 0 0 0 -500 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -E -#30501 -pawn wooden black~ -the Black Pawn~ -A Black Pawn shuffles around nervously here. -~ - The pawn seems to be made of carved wood, and animated by some magical -means. -~ -142 0 0 0 0 0 0 0 -200 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#30502 -pawn wooden white~ -the White Pawn~ -A White Pawn shuffles around nervously here. -~ - The pawn seems to be made of carved wood, and animated by some magical -means. -~ -142 0 0 0 0 0 0 0 200 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#30503 -rook wooden black~ -the Black Rook~ -A black Rook stands here, having linear thoughts. -~ - The black Rook stares absently into space, he doesn't seem to notice you. - -~ -142 0 0 0 0 0 0 0 -300 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#30504 -rook wooden white~ -the White Rook~ -A white Rook stands here, having linear thoughts. -~ - The white Rook stares absently into space, he doesn't seem to notice you. - -~ -142 0 0 0 0 0 0 0 300 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#30505 -knight wooden black~ -the Black Knight~ -A black Knight is here, looking for his horse. -~ - The black Knight would probably look a lot more noble if he was astride a -horse. -~ -76 0 0 0 0 0 0 0 -400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#30506 -knight wooden white~ -the White Knight~ -A white knight is here, looking for his horse. -~ - The white Knight would probably look a lot more noble if he was astride a -horse. -~ -76 0 0 0 0 0 0 0 400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#30507 -bishop wooden black~ -the Black Bishop~ -A black bishop stands here quietly. -~ - The bishop looks at you, then stares at the ceiling and yawns. -~ -76 0 0 0 0 0 0 0 -400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#30508 -bishop wooden white~ -the White Bishop~ -A white bishop stands here quietly. -~ - The bishop looks at you, then stares at the ceiling and yawns. -~ -76 0 0 0 0 0 0 0 400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#30509 -queen wooden black~ -the Black Queen~ -The Black Queen stands here, blocking a door. -~ - The black Queen stares into you eyes and screams, "Mop the floor, you -nitwit! " -~ -10 0 0 0 0 0 0 0 -600 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#30510 -queen wooden white~ -the White Queen~ -The white Queen stands here, blocking a door. -~ - The white Queen stares into you eyes and screams, "Mop the floor, you -nitwit! " -~ -10 0 0 0 0 0 0 0 600 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#30511 -king black wooden~ -the Black King~ -A black King stands here, looking grumpy. -~ - The black King looks rather haggard. He tells you, "Take my wife... -Pleeeaase. " You decide that the king is not much of a comedian. -~ -10 0 0 0 0 0 0 0 -700 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 0 -E -#30512 -king white wooden~ -the White King~ -A white King stands here, looking grumpy. -~ - The white King looks rather haggard. He tells you, "Take my wife... -Pleeeaase. " You decide that the king is not much of a comedian. -~ -10 0 0 0 0 0 0 0 700 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 0 -E -#30513 -fish flying~ -the flying Fish~ -A flying fish jumps out of the water at you! -~ - The fish winks at you?! -~ -42 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#30514 -card playing diamonds~ -a card of the suit diamonds~ -A playing card shuffles around here. -~ - The playing card grins at you evilly. He is of the suit diamonds. -~ -76 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#30515 -card playing hearts~ -a card of the suit hearts~ -A playing card shuffles around here. -~ - The playing card grins at you evilly. He is of the suit hearts. -~ -76 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#30516 -card playing clubs~ -a card of the suit clubs~ -A playing card shuffles around here. -~ - The playing card grins at you evilly. He is of the suit clubs. -~ -76 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#30517 -card playing spades~ -a card of the suit spades~ -A playing card shuffles around here. -~ - The playing card grins at you evilly. He is of the suit spades. -~ -76 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#30518 -joker madman nut~ -the Joker~ -The Joker bounces around, happy to see you. -~ - The Joker cackles happily and ruffles your hair. "So nice to see you -dearie, would you like some tea? " The Joker is NUTS! -~ -10 0 0 0 0 0 0 0 -900 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -$ diff --git a/lib/world/mob/306.mob b/lib/world/mob/306.mob deleted file mode 100644 index 320a974..0000000 --- a/lib/world/mob/306.mob +++ /dev/null @@ -1,298 +0,0 @@ -#30600 -jaguar brown~ -a stealthy brown jaguar~ -A stealthy brown jaguar makes its way along the branches. -~ - It gives a lazy look in your direction and continues with its slow, graceful -slink across the Tree's branches. -~ -16456 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -Dex: 12 -Int: 13 -Wis: 13 -E -#30601 -cat elven~ -an elven cat~ -An elven cat lies on a branch, deep in sleep. -~ - It lays in the shade with an uncaring look to it, as if everything were -completely safe. -~ -72 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -4 4 0 -Dex: 12 -Int: 13 -Wis: 13 -E -#30602 -leopard spotted~ -a spotted leopard~ -A spotted leopard lazily preens its coat as you walk past. -~ - It does not even glance your way as it goes about its bathing needs. -~ -72 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -Dex: 12 -Int: 13 -Wis: 13 -E -#30603 -jaculi snake~ -a jaculi~ -A small tree snake slithers past. -~ - It is a very small, green thing which has made its home in the Great Tree. -~ -72 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -Dex: 12 -Int: 13 -Wis: 13 -E -#30604 -grippli frog tree~ -a grippli~ -A small tree frog hops about. -~ - It is a little green thing, looking for a few good insects to munch. -~ -72 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -Dex: 12 -Int: 13 -Wis: 13 -E -#30605 -baboon wild~ -a wild baboon~ -A wild baboon ambles about. -~ - It lumbers about the tree, munching here and there on any items it finds of -interest. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -Dex: 12 -Int: 13 -Wis: 13 -E -#30606 -ape carnivorous~ -a carnivorous ape~ -A carnivorous ape swings from branch to branch. -~ - It has a fixed look of stupidity upon its face, one which says plainly that -it exists only by the grace of the creatures around it. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -Dex: 12 -Int: 13 -Wis: 13 -E -#30607 -atomie shaman~ -an Atomie Shaman~ -An Atomie Shaman walks slowly past. -~ - The Shaman wears a look of absolute seriousness upon his face, a fixed -expression of intense concentration. -~ -72 0 0 0 0 0 0 0 600 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -Dex: 12 -Int: 13 -Wis: 13 -E -#30608 -atomie father~ -an Atomie father~ -An Atomie father works diligently for his family. -~ - The atomie is a race of highly intelligent elf-like beings who serve the -trees in which they reside. -~ -72 0 0 0 0 0 0 0 700 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -Dex: 12 -Int: 13 -Wis: 13 -E -#30609 -atomie mother~ -an Atomie mother~ -An Atomie mother fusses about the tree, cleaning and straightening. -~ - Her face looks careworn and full of love. Her labors are those of her -people, which age all prematurely. -~ -72 0 0 0 0 0 0 0 900 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -Dex: 12 -Int: 13 -Wis: 13 -E -#30610 -atomie child~ -an Atomie child~ -An Atomie child plays about the tree branches. -~ - The child looks to be without a care in the world, existing in a very perfect -place. -~ -72 0 0 0 0 0 0 0 600 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -Dex: 12 -Int: 13 -Wis: 13 -E -#30611 -dryad~ -a dryad~ -A dryad walks about the branches with a lithe dexterity. -~ - She politely nods to you and continues on her way. -~ -72 0 0 0 0 0 0 0 500 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -Dex: 12 -Int: 13 -Wis: 13 -E -#30612 -sylph~ -a sylph~ -A sylph flitters and flutters about the Tree. -~ - She smiles merrily at you as you pass, a gay expression fixed upon her face. - -~ -72 0 0 0 0 0 0 0 400 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -Dex: 12 -Int: 13 -Wis: 13 -E -#30613 -sprite~ -a sprite~ -A sprite moves past, all grace and mischief. -~ - She grins wickedly your way and winks before moving on. -~ -72 0 0 0 0 0 0 0 600 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -Dex: 12 -Int: 13 -Wis: 13 -E -#30614 -ettercap~ -an ettercap~ -An ettercap lounges in a small branching of the tree. -~ - It looks to be awake but nods off every now again, jerking upright with a -start. -~ -74 0 0 0 0 0 0 0 800 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -Dex: 12 -Int: 13 -Wis: 13 -E -#30615 -grig shaman~ -a Grig shaman~ -A Grig shaman moves purposefully about the Tree. -~ - He is lost in deep thought, taking no notice of those around him. -~ -72 0 0 0 0 0 0 0 900 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -Dex: 12 -Int: 13 -Wis: 13 -E -#30616 -grig father~ -a grig father~ -A grig father works about the Tree. -~ - The father works hard for the well-being of the Tree. -~ -72 0 0 0 0 0 0 0 800 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -Dex: 12 -Int: 13 -Wis: 13 -E -#30617 -grig mother~ -a grig mother~ -A grig mother clucks and tsks over the condition of the Tree. -~ - She skimpers about here and there making a fuss at the smallest of tasks -which need doing. -~ -72 0 0 0 0 0 0 0 800 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -Dex: 12 -Int: 13 -Wis: 13 -E -#30618 -grig child~ -a grig child~ -A grig child performs some small, menial chores about the Tree. -~ - The child appears solemn, even more so than the rest of the grigs in this -Tree due to her age. -~ -72 0 0 0 0 0 0 0 900 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -Dex: 12 -Int: 13 -Wis: 13 -E -$ diff --git a/lib/world/mob/307.mob b/lib/world/mob/307.mob deleted file mode 100644 index 6cec5a4..0000000 --- a/lib/world/mob/307.mob +++ /dev/null @@ -1,253 +0,0 @@ -#30700 -lord castle~ -the Lord of the Castle~ -The Lord gives you a sloppy smile and nods your way. -~ - He is obviously quite drunk most of his waking moments - and rightly so. -Being married to the dreadful wench of a Lady must be quite demanding on one's -nerves. -~ -72 0 0 0 0 0 0 0 600 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#30701 -lady castle~ -the Lady of the Castle~ -The Lady narrows here eyes at you, wondering who you are. -~ - She seems to come to some sort of decision about you, one that must have -been favorable on your part, because she suddenly dons a bright smile and comes -walking your way. -~ -72 0 0 0 0 0 0 0 600 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#30702 -maiden handmaiden~ -the Lady's handmaiden~ -The Lady's handmaiden fusses about the castle, making sure all is perfect. -~ - She is a young and beautiful thing, handpicked by the Lady for her aesthetic -pleasantness. Her manners in court are unmatched and yet she knows her place -enough to never overstep her bounds. -~ -72 0 0 0 0 0 0 0 780 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 2 -E -#30703 -servant manservant~ -the Lord's manservant~ -The Lord's manservant regards you solemnly. -~ - He regards you with calm, clear eyes that reflect almost nothing at all -within them. His only desire seems to be to serve his Lord. -~ -72 0 0 0 0 0 0 0 200 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#30704 -brother drunk~ -the Lady's drunk brother~ -The Lady's drunk brother leans over a window ledge, his feet almost leaving the floor. -~ - He is obviously a guest-turned-permanent-resident. The fact that the Lady -and her husband throw a nonstop party appeals greatly to this man. Coupled -with the fact that everything is free plus whatever gold he can sponge from his -sister, he has it made. -~ -10 0 0 0 0 0 0 0 100 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#30705 -brother knight lord~ -the Lord's brother~ -A very militaristic man stands rigidly while the gala goes on around him. -~ - He is obviously unused to the informalities of court life and spends most of -his time in the field, doing whatever it is that knights do best. -~ -10 0 0 0 0 0 0 0 700 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#30706 -contingent member knight lesser soldier~ -a soldier~ -A soldier from the Lord's brother's contingent beds down in the hay. -~ - He seems more than content to relax for this short duration, even though it -be out in this barn rather than indoors where it is much more festive. -~ -4106 0 0 0 0 0 0 0 500 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#30707 -impatient soldier~ -an impatient soldier~ -An impatient soldier paces back and forth, waiting for his captain. -~ - Some of his other men may feel comfortable standing still, but this one is -ready to get back out into action. -~ -4106 0 0 0 0 0 0 0 800 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#30708 -soldier bored~ -a bored soldier~ -A bored soldier leans against a wood post in the barn, waiting for something to happen. -~ - He stares off into space with a vacant look, idly picking at the hay beneath -him. -~ -4106 0 0 0 0 0 0 0 300 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#30709 -lady in waiting~ -a lady-in-waiting~ -A lady-in-waiting fusses and fritters about the Lady's bedroom, tidying up. -~ - This one is a neat freak, for sure. She seems almost on the verge of tears -when she finds the slightest smudge of dirt anywhere. -~ -10 0 0 0 0 0 0 0 600 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 2 -E -#30710 -lady in waiting~ -a lady-in-waiting~ -A lady-in-waiting wanders about the keep, searching for her Lady. -~ - After all, what good is a lady-in-waiting if she can't wait on her Lady? - -~ -72 0 0 0 0 0 0 0 500 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 2 -E -#30711 -scholar visiting~ -a visiting scholar~ -A visiting scholar rests from a long day in the Grand Ballroom. -~ - The man is obviously not one for the party life and hasn't the stamina that -the Lord and Lady possess for drinking and carousing. -~ -10 0 0 0 0 0 0 0 700 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#30712 -whore~ -a whore~ -A scantily-clad woman pats the drunk man's back soothingly, giving you a wink. -~ - She is obviously hired company for the awful man who probably is leaving -most of his dinner on the ground outside the castle at this very moment. -~ -10 0 0 0 0 0 0 0 300 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 2 -E -#30713 -entertainer man~ -an entertainer~ -A man with a bowed fiddle plays with vigor for the room. -~ - He is older, with crows feet in the corners of his eyes that he scrunches up -every time he gets going really well into an overture. -~ -10 0 0 0 0 0 0 0 500 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#30714 -cook~ -a cook~ -A cook works about the kitchen, keeping the food fresh and tasty. -~ - He and his co-workers look more than pleased to be doing to be doing what -they are for the Lord and Lady. They must be well paid. -~ -10 0 0 0 0 0 0 0 500 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#30715 -stable boy~ -the stable boy~ -The stable boy smiles up at you, looking to take your horse. -~ - He says nothing, only looks you dead in the eye and smiles. Its actually -sort of annoying. -~ -10 0 0 0 0 0 0 0 900 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#30716 -salesman ale~ -an ale salesman~ -An ale salesman lies stretched out on the bed, catching some Z's. -~ - He must have had himself a few too many tastes of his own product last night -and now has to sleep it off. -~ -10 0 0 0 0 0 0 0 500 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#30717 -alanis sorceress~ -Alanis~ -Alanis the sorceress waits patiently for the Lady to return. -~ - It seems the Lady has been dabbling in magic of late and has asked Alanis to -join the staff permanently - unbeknownst to the Lord. -~ -10 0 0 0 0 0 0 0 400 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 2 -E -#30718 -felice healer~ -Felice~ -Felice, the castle healer, relaxes on the bed, reading a thick book. -~ - He smiles at you as you enter, inviting you to come sit near him and talk. - -~ -10 0 0 0 0 0 0 0 900 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -$ diff --git a/lib/world/mob/308.mob b/lib/world/mob/308.mob deleted file mode 100644 index 312a589..0000000 --- a/lib/world/mob/308.mob +++ /dev/null @@ -1,511 +0,0 @@ -#30800 -cailveh baron~ -the Baron Cailveh~ -The Baron lounges in his favorite chair, reading from a thick book. -~ - He is a short, stocky man who looks as if he might need a bit of shaping up -to be called 'in shape'. His eyes are a bit hollowed, as are most men's eyes -spent too long reading from books. His hair is all but vanished except for two -thin lines on the sides of his head. -~ -16394 0 0 0 0 0 0 0 800 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#30801 -melinna cailvah's wife baroness~ -Melinna, the Baroness~ -Melinna, Cailveh's wife, holds court for her absent husband. -~ - Most of the day-to-day runnings of the court are left to Melinna, a very -skilled and shrewd politician. It is an unspoken agreement between the Baron -and his wife that she deal with the more mundane matters so that he might -continue his studies without significant interruption. -~ -24586 0 0 0 0 0 0 0 900 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -#30802 -gilzaan son eldest~ -Gilzaan~ -Cailveh's eldest son, Gilzaan, walk about meeting and greeting the people. -~ - It is Gilzaan who will eventually succeed to the title of Baron when Cailveh -and his wife have passed on. Gilzaan does not take this responsibility -lightly, and makes it a point to make himself known to as many of the prominent -men of the area that he can. -~ -6216 0 0 0 0 0 0 0 500 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#30803 -necromocis son younger~ -Necromocis~ -Necromocis, Cailveh's youngest son, works diligently at one of the tables. -~ - Although not as large of frame or imposing as his older brother, Necromocis -has his strength in other areas. He has a highly developed intellect, bred -from many years of study and dedication. His father's work with healing will -certainly go on even after his father has passed on. -~ -20490 0 0 0 0 0 0 0 600 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#30804 -astronomer court~ -the court astronomer~ -The court astronomer peers with one eye closed through the telescope. -~ - He is a withered old man, who doesn't appear to have much longer in this -plane of existence. He scratches notes in a small pad of paper every now and -again. -~ -10 0 0 0 0 0 0 0 300 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#30805 -servant quiet~ -a quiet servant~ -A quiet servant glides about the tower, keeping the guests happy. -~ - He is a stately old gentleman with long, fine wisps of hair that delicately -brush the back of his coat. -~ -76 0 0 0 0 0 0 0 400 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#30806 -man robed~ -a robed man~ -A robed man patiently awaits his time to speak with the Baron. -~ - He stands within the comfortable confines of the tower, yet he wears a -thick, full robe of dark wool with the hood pulled up over his head. He -radiates a very mysterious aura. -~ -10 0 0 0 0 0 0 0 -500 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#30807 -petitioner humble~ -a humble petitioner~ -A humble petitioner pleads his cause with the Baroness. -~ - He looks as if he might be a woodcutter or perhaps a simple worker, however -he bravely stands his ground and speaks with a strong voice to the Baroness. -~ -10 0 0 0 0 0 0 0 400 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#30808 -owner land arrogant~ -an arrogant land owner~ -An arrogant land owner noisily clears her throat as she waits in annoyance. -~ - She wears only the finest of clothing upon her body, making excellent use of -her bodice so that she might court even more favor with the locals. It ain't -workin'. -~ -10 0 0 0 0 0 0 0 200 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 2 -E -#30809 -farmer pious~ -a pious farmer~ -A pious farmer patiently awaits his audience with his head bowed. -~ - He holds his rumpled hat in his hands, fretfully twisting and turning it in -nervous anticipation. -~ -10 0 0 0 0 0 0 0 600 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -#30810 -assistant lab~ -a lab assistant~ -A lab assistant works about the tables, mixing various chemicals. -~ - She looks to be about middle-aged with severe features which almost seem to -be held in place with an iron will. Her work is her life. -~ -10 0 0 0 0 0 0 0 600 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 2 -E -#30811 -guard door holy warrior~ -a door guard~ -A door guard stands post at the door, clicking his heels sharply as you enter. -~ - He looks more for decoration and ceremony than anything else, but he -certainly seems to take his job very seriously. -~ -10 0 0 0 0 0 0 0 400 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -E -#30812 -maid chamber~ -a chamber maid~ -A chamber maid efficiently cleans and organizes the room. -~ - She hums as she works, apparently enjoying what she does for a living a -great deal. She apparent hasn't noticed your entry into the room. -~ -10 0 0 0 0 0 0 0 600 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 2 -E -#30813 -cousin visiting~ -a visiting cousin~ -A visiting cousin leans back contentedly in his chair, enjoying a meal. -~ - It looks like this one may have run low on funds and knew that good old -Cailveh would come through with a few meals and maybe a bit of spare change for -the road. -~ -18442 0 0 0 0 0 0 0 100 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 1 -E -#30814 -farmhand man old~ -an old farmhand~ -An old farmhand makes his way about the barn, going through his work day. -~ - He walks slightly hunched over with a bad back, but he still seems to be able -to perform his regular duties without much trouble. He notices you looking his -way and gives a smile and a wink. -~ -10 0 0 0 0 0 0 0 500 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#30815 -cow fat~ -a fat cow~ -A fat cow waddles about, lazily chewing on some grass. -~ - No matter how long you stare, it still looks like nothing more than a big -fat cow chewing grass. -~ -72 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#30816 -wife housewife busy~ -a busy housewife~ -A busy housewife skitters about the house, cleaning everything. -~ - She must not have seen you enter yet or else your shoes would be *off*. -~ -10 0 0 0 0 0 0 0 400 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 2 -E -#30817 -farmer snoozing~ -a snoozing farmer~ -A farmer snoozes in his favorite chair, his nose hairs vibrating as he snores. -~ - He is your average typical farmer - a tall, lanky guy dressed in serviceable -clothing that smells of cow. -~ -10 0 0 0 0 0 0 0 400 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -#30818 -woodsman lounging~ -a lounging woodsman~ -A woodsman, still dressed in his work clothes, lounges in a chair. -~ - He looks so relaxed there in that chair - is it really necessary to kill the -poor chap? -~ -10 0 0 0 0 0 0 0 300 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#30819 -man old humble~ -a humble old man~ -An old man sits humbly in an old wooden chair staring up at you. -~ - He almost looks as if he might have something to say, but he just sits -there, mouth half open and quiet. -~ -10 0 0 0 0 0 0 0 400 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#30820 -housewife wife quiet~ -a quiet housewife~ -A poor, quiet housewife looks up in fear as you enter into her home. -~ - She says nothing, only stares at you with fear-filled eyes. -~ -10 0 0 0 0 0 0 0 800 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 2 -E -#30821 -man eating~ -an eating man~ -A man sits at his small table, eating the last part of a meal. -~ - He nods at you as you enter into his home, a slightly confused expression on -his face. -~ -10 0 0 0 0 0 0 0 499 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#30822 -marm school~ -the school marm~ -The school marm sits at her desk, scribbling some notes. -~ - She barely glances at you as you enter, giving you a 'May I help you? ' -sort of look. -~ -10 0 0 0 0 0 0 0 800 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -#30823 -barkeep~ -the barkeep~ -The barkeep gives you a warm smile and bids you welcome. -~ - He waves his arm expansively at one of his many tables, bidding that you sit -down, relax a while and enjoy a fine meal. -~ -10 0 0 0 0 0 0 0 400 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 1 -E -#30824 -man storyteller expansive~ -an expansive storyteller~ -A man speaks in a loud voice, telling tales of heroism and bravery. -~ - The stories are not of his own adventures, but of those made by the -characters of his stories. Whether these people he tells of ever lived is a -tale in itself, but it matters little - the stories are all good. -~ -10 0 0 0 0 0 0 0 400 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#30825 -man lounging~ -a man~ -A man lounges back in a chair, listening good-naturedly to the storyteller. -~ - His eyes look only a little bleary - undoubtedly he has had some of the -Hall's finest after a long day's work. -~ -10 0 0 0 0 0 0 0 600 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#30826 -man gentleman well dressed~ -a well-dressed gentleman~ -A well-dressed gentleman sits at the bar, sipping a tankard of ale. -~ - He appears to be keeping to himself, having no desire to interact with -anyone. He is obviously not a local. -~ -10 0 0 0 0 0 0 0 100 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#30827 -woman flirtatious~ -a flirtatious woman~ -A woman leans over her small table, smiling up at the storyteller. -~ - She never takes her eyes from him, intent on his story and intent on showing -as much of her bosom as she might be able to. -~ -10 0 0 0 0 0 0 0 300 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 2 -E -#30828 -Calintra herbalist~ -Calintra~ -Calintra the herbalist grinds some herbs in a bowl, smiling as you enter. -~ - Calintra is a young woman for the standards of most of the business owners -in the town, and beautiful as well. Her long, dark hair falls in her face as -grinds the herbs, causing her to brush it back with her fingers every so often. -~ -188426 0 0 0 0 0 0 0 600 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 2 -E -#30829 -salaylia kind woman~ -Salaylia~ -A kind, plump woman beams a broad smile your way as you enter the restaurant. -~ - She wipes her hands on an apron, happily clucking over you as she leads you -toward an empty table. -~ -188426 0 0 0 0 0 0 0 800 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#30830 -smithy man~ -the town smithy~ -A short, stocky man grinds at a piece of steel. -~ - Save for his shortness of stature, this man is exactly what you might -envision a blacksmith to look like. Strong, gruff, a bit dirty - this man is -it. -~ -10 0 0 0 0 0 0 0 400 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#30831 -apothecary master~ -the master apothecary~ -The master apothecary is here, resting in a comfortable chair. -~ - It looks as if he must have already done the brunt of his work for the day -and is now taking the time to rest and relax a bit. -~ -188426 0 0 0 0 0 0 0 300 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 1 -E -#30832 -mochaaska~ -Mochaaska~ -Mochaaska stands amid his many fine barrels of water, smiling you way. -~ - Mochaaska is obviously not originally from these parts. His skin is of a -darker complexion, his teeth very large and white. -~ -188426 0 0 0 0 0 0 0 400 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#30833 -owner store~ -the store owner~ -The owner of the store wipes down her main counter, keeping things clean. -~ - She glances up at you as you enter, giving you a nod and leaving you to -browse for yourself. -~ -188426 0 0 0 0 0 0 0 300 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#30834 -minister town~ -the town minister~ -The town minister waddles past, sweat pouring from his every gland. -~ - Although everyone is well aware of the minister's ill health, no one can -convince him to abstain from his daily rounds. Every day, he walks about the -settlement giving ministry to those who might need it, talking to those who -might wish to sit and talk a while. And every day, he looks just a little -worse for the wear. -~ -72 0 0 0 0 0 0 0 900 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#30835 -townsman man~ -a townsman~ -A townsman makes his way through the settlement. -~ - He looks as if he couldn't be much happier - bright and cheery, full of -vigor. -~ -72 0 0 0 0 0 0 0 600 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#30836 -young lass~ -a young lass~ -A young lass skips past, her pigtails bouncing. -~ - Her freckled face squinches up at you in a smile. She winks and skips right -on past. -~ -72 0 0 0 0 0 0 0 800 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#30837 -tailor man~ -the tailor~ -The tailor awaits to serve you. -~ - He says nothing to you, only nods a great deal and smiles. -~ -188426 0 0 0 0 0 0 0 200 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -E -$ diff --git a/lib/world/mob/309.mob b/lib/world/mob/309.mob deleted file mode 100644 index 968f2c7..0000000 --- a/lib/world/mob/309.mob +++ /dev/null @@ -1,585 +0,0 @@ -#30900 -guardsman man~ -a guardsman~ -A guardsman stands at ease near the barrier, casually watching your arrival. -~ - The guardsman looks at you with a mixture of curiosity and mild animosity. -Seeing that you wear no colors for any of the Barons, he is not sure what to -make of you. -~ -6170 0 0 0 0 0 0 0 500 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#30901 -tradesman man~ -a tradesman~ -A tradesman laden down with barrels of Westlawn's finest trudges past. -~ - The man must have traveled some distance to get the brew that only Westlawn -can make so well. He carries the barrels, one on each shoulder, a bead of -sweat running down the bridge of his nose. -~ -76 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#30902 -serf worker~ -a serf worker~ -A man with a crude wheel barrow works on the road. -~ - The road being so rutted and in poor shape, it requires constant attention -from the workers of the area. The serf carts dirt from dry areas onto the -road, trying to dry up the areas of the road that are muddiest. -~ -4106 0 0 0 0 0 0 0 300 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#30903 -muddy little boy~ -a muddy little boy~ -A little boy covered in mud and filth plays with a pile of mud. -~ - He smiles up at you with a beguiling twinkle in his eye. How could he know -that his life is less than perfect with such a fine pile of mud right outside -his front door? -~ -10 0 0 0 0 0 0 0 400 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#30904 -sad little girl~ -a sad little girl~ -A little girl stands forlornly at the door to her family's hut. -~ - The poor dear does not wish to step off the doorstep because she knows she -will instantly be a mess from the muddy yard, but she does not wish to stay -indoors all day. -~ -10 0 0 0 0 0 0 0 600 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#30905 -serf man~ -a serf~ -A man makes his way home after a long day's work. -~ - He is filthy, covered in dirt and grime that seems almost a pigment to his -skin rather than a covering of extra mess. -~ -72 0 0 0 0 0 0 0 700 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#30906 -wizened old woman~ -a wizened old woman~ -An old woman with a wrinkled and careworn face stands outside her hovel. -~ - Her eyes perpetually squint from the sun, her face pinched and leathery as -she watches the children at play. -~ -10 0 0 0 0 0 0 0 400 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -#30907 -young child~ -a young child~ -A young child plays outside his home under the watchful eyes of his mother. -~ - He is a dirty, filthy child - a child of the dregs, who's lot it is in life -to do nothing but labor for others. -~ -10 0 0 0 0 0 0 0 600 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#30908 -gilsby innkeep man servant~ -Gilsby~ -An old man stands behind the bar slowly and deliberately serving drinks and food. -~ - Gilsby was in the service of the old Baron, Westlawn's father for many years -before Westlawn took on the mantle of Baron. Gilsby has seen them come and -seen them go and holds within his old head many secrets to the keep and the -surrounding area. -~ -16394 0 0 0 0 0 0 0 800 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#30909 -tired man~ -a tired-looking man~ -A tired-looking man leans on a table, tiredly sipping at his ale. -~ - He sits at a chair at a table, both elbows propped up on the table, slumped -over with all his weight on those elbows. -~ -10 0 0 0 0 0 0 0 400 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#30910 -man beady eyes secretive~ -a secretive man~ -A man leans against the far side of the bar, his eyes trained upon you. -~ - It is his eyes, those secretive eyes, that give you pause when you look his -way. He is certainly not one of the serfs of the area, and does not wear the -red of Baron Westlawn. -~ -90122 0 0 0 0 0 0 0 -400 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#30911 -woman servant serf~ -a worn-looking woman~ -A woman sits upon a barrel working the leather of a harness. -~ - Her wrinkled hands move with strength and fluidity which belies the image -she presents upon first look. -~ -10 0 0 0 0 0 0 0 600 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 2 -E -#30912 -little boy playing~ -a little boy~ -A little boy plays on the stacks of hay, laughing in delight. -~ - He climbs high up into the heights of the hay stacks, looking down every -once in a while to assure himself that he is truly ascending. -~ -10 0 0 0 0 0 0 0 800 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#30913 -little girl~ -a little girl~ -A little girl coquettishly tries to act as if she isn't chasing the boy. -~ - She nonchalantly climbs the stacks after the boy, trying to make it appear -that all of this hay climbing is foolish and beneath her, but she never takes -her eyes of the boy and there is a slight smile at the corners of her mouth. - -~ -10 0 0 0 0 0 0 0 700 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#30914 -cow old~ -an old, sagging cow~ -An old cow with sagging udders lazily wanders the field. -~ - Its tail swishes back and forth, lazily swatting the flies that buzz about. - -~ -10 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#30915 -nag mare old~ -an old nag~ -An old nag slowly makes its way around the area, looking for fresh grass. -~ - Her back is bowed in the center, her coat patched and in poor condition. - -~ -10 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#30916 -local man fishing~ -a local~ -One of the locals sits on the bridge's edge with a fishing pole. -~ - He idly dangles his legs over the side, swinging them lazily as the day -passes. It doesn't appear that he really cares whether or not he catches -anything, he is just enjoying the quiet. -~ -10 0 0 0 0 0 0 0 600 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#30917 -woman basket~ -a woman carrying a basket~ -A woman hoists a large wicker basket on one shoulder, carrying it through the yard. -~ - She walks slightly bent over to one side, the contents of the basket -obviously heavy and awkward. -~ -72 0 0 0 0 0 0 0 500 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -#30918 -man keg~ -a man rolling a keg~ -A man pushes a wooden keg through the keep, taking it to another room. -~ - This man is one of Westlawn's many servants whose main job it is to make -sure that the dining and kitchen area is always well-stocked with ale. -~ -72 0 0 0 0 0 0 0 600 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#30919 -watchman soldier~ -a watchman~ -A soldier stands at post, scanning the horizon for any signs of invasion. -~ - His keen eyes do not for one moment waver from their incessant scanning of -the lands around the keep. If this man fails in his job, many people could -die. -~ -124954 0 0 0 0 0 0 0 500 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -#30920 -soldier man~ -a soldier~ -A soldier tromps about the keep, stepping in clean rhythm even though he is alone. -~ - All of Westlawn's men have been trained so well that they continue to march -in formation even when there is no formation. -~ -6220 0 0 0 0 0 0 0 500 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -#30921 -soldier guard finest~ -one of Westlawn's Elite~ -A soldier wearing the sigil of an Elite strides past. -~ - Westlawn's Elite are feared throughout the realm by all Barons and common -folk alike. They have been trained in the arts of battle to such a degree as -to be masters, respected as the best in nearly every fight. -~ -71768 0 0 0 0 0 0 0 700 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#30922 -jerrod swordsman elite captain~ -Jerrod~ -People stand aside as Jerrod, the captain of the Elite, makes his way through. -~ - Jerrod smiles and nods as he passes by, his face set in an expression of -open kindness. The people who he smiles at, however, smile nervously back, -hoping not to offend in any way. Jerrod is never petty or unkind to the common -folk of the keep or the surrounding land, but the stories of his tirades on his -men are legendary - thus the reason for the wide berth that people give when he -passes. -~ -14408 0 0 0 0 0 0 0 700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#30923 -raggedy commoner~ -a raggedy commoner~ -A raggedy commoner walks past. -~ - He is nondescript in nearly every way possible. His clothes are those of a -common man's - brown jerkin with a pair of sandals. -~ -72 0 0 0 0 0 0 0 200 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#30924 -foreman man boss~ -the foreman~ -The foreman of the farm crew stands scribbling in a clipboard. -~ - He is probably the only man in the immediate area who is not covered in mud -and filth from head to toe. -~ -10 0 0 0 0 0 0 0 100 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#30925 -donld smithy~ -Donld~ -Donld the smithy pounds away at his anvil. -~ - He is tall and lean, well muscled but not huge like many stereotypical smiths -of the area. He looks up at you without stopping his pounding, winks with a sly -smile, and goes back to concentrating on his anvil. -~ -124938 0 0 0 0 0 0 0 800 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#30926 -Westlawn Baron~ -the Baron Westlawn~ -The Baron Westlawn is here, talking with Donld. -~ - He is not a particularly large or imposing man, he is simply a man. He is -better than average looking, about six foot even in height and carries himself -with a strong dignity. -~ -2058 0 0 0 0 0 0 0 750 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#30927 -serving wench~ -a serving wench~ -A serving wench moves about the keep, performing her duties. -~ - She is dressed in a very fetching homespun dress that amplifies her bosoms -to the full extent. Her hair is done up high in a nest of sorts, stray wisps -falling about her face. -~ -72 0 0 0 0 0 0 0 600 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -#30928 -cook~ -a cook~ -A cook hustles about the kitchen, staying clear of Salida's spoon. -~ - He is dressed in a white kitchen-workers outfit, stained and nastified by -the many juices and fluids of the food he prepares. -~ -10 0 0 0 0 0 0 0 400 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#30929 -cook~ -a cook~ -A cook works feverishly at scrubbing the pots and pans for the next meal. -~ - She is up to her elbows in dirty dish water, her face covered in a sheen of -sweat and grime. But she is smiling. Who can understand women? -~ -10 0 0 0 0 0 0 0 300 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -#30930 -salida chief cook~ -Salida~ -Salida booms orders in her huge voice, her large wooden spoon held at ready. -~ - Anyone who has frequented the kitchen at all knows to stay clear of this big -woman's spoon and the lashings it will endow. Just the same, she runs a great -kitchen with great food. -~ -10 0 0 0 0 0 0 0 -50 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 2 -E -#30931 -pig stray~ -a stray pig~ -A stray pig runs about the yard, snorting and oinking. -~ - From the looks of it, this nasty creature couldn't be happier as it rolls -and twists about in the mud. -~ -10 0 0 0 0 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -E -#30932 -old man serf~ -an old man~ -An old man, one of the original serfs of the area, lounges on the floor. -~ - He looks up at you pitifully with pain-filled eyes, silently beseeching that -you let him alone. -~ -10 0 0 0 0 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#30933 -stableman man servant~ -a stableman~ -One of Westlawn's servants tends to the horses. -~ - He is a younger lad - possibly fourteen or fifteen years of age - who wishes -to make a go at becoming one of the Elite. All of the younger generation here -at Warrior's Keep have that same desire - to one day be a proud warrior who -fights at the Baron's side. -~ -10 0 0 0 0 0 0 0 600 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#30934 -roscoe chief stablemaster horse breaker~ -Roscoe~ -Roscoe, the chief stablemaster and horsebreaker, leans on the fence. -~ - He chews a piece of straw slowly, deliberately, as he watches one of the -newest of the steeds trot about the field. -~ -10 0 0 0 0 0 0 0 0 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -#30935 -lounging soldier~ -a lounging soldier~ -A soldier lounges on a cot, taking a break before he goes on watch. -~ - He stares up at the ceiling, not really paying any attention to anything at -all. -~ -10 0 0 0 0 0 0 0 200 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -#30936 -child mischievous~ -a mischievous child~ -A mischievous child darts through the kitchen, stealing any scraps she can find. -~ - She somehow stays just of reach from Salida's spoon, winking slyly and -dodging around piles of pots and pans. -~ -10 0 0 0 0 0 0 0 500 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#30937 -noble man conniving~ -a secretive noble~ -A noble whispers quietly to the others gathered around him. -~ - He has a look of confidentiality about him - as if what he whispers is of -great import and groundbreaking news. -~ -10 0 0 0 0 0 0 0 -200 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#30938 -young noble~ -a young noble~ -A young noble listens as the secretive one whispers. -~ - The young man looks quite open and trusting - perhaps too trusting. He -listens raptly, nodding every now and again to what is being said. -~ -10 0 0 0 0 0 0 0 800 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -#30939 -haughty noble~ -a haughty noble~ -A haughty noble listens to it all with an air of disdain. -~ - He frequently rolls his eyes, looking for all the world as if he couldn't -disagree more or be more bored - but he doesn't leave. -~ -10 0 0 0 0 0 0 0 200 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#30940 -bold noblewoman~ -a bold noblewoman~ -A noblewoman stands boldly with the men, taking her chances at being laughed out. -~ - She holds her head defiantly, listening only slightly to what the noble -whispers, worried more about her status being called down. -~ -10 0 0 0 0 0 0 0 100 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -#30941 -visiting merchant~ -a visiting merchant~ -A visiting merchant walks through the yard, enjoying some time to himself. -~ - He carries most of what he owns in a bag slung over one shoulder - the rest -must be stashed away somewhere in one of the guest rooms. -~ -72 0 0 0 0 0 0 0 300 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#30942 -bud alemaster~ -Bud~ -Bud, the alemaster of the keep, brews his finest. -~ - Some people carry pride in themselves at being very fast, some are proud of -their ability to fight, others love the adventure of learning new spells. Bud -is proud of one thing only - the man loves his beer. Crisp and clean, always -cold-filtered, never heat pasteurized. -~ -10 0 0 0 0 0 0 0 1000 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -$ diff --git a/lib/world/mob/31.mob b/lib/world/mob/31.mob deleted file mode 100644 index a07254b..0000000 --- a/lib/world/mob/31.mob +++ /dev/null @@ -1,136 +0,0 @@ -#3100 -maid~ -the Maid~ -The Maid is waiting for your order. -~ - She is very beautiful with golden hair, and deep blue eyes. A good reason -for coming here more often, you think to yourself. -~ -26635 0 0 0 16 0 0 0 1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 2 -E -#3101 -sexton~ -the Sexton~ -A Sexton is sitting here, drinking hot tea. -~ - The Sexton looks like he is relaxing after another grave-digging job. -~ -10 0 0 0 0 0 0 0 800 E -3 19 8 0d0+30 1d2+0 -30 900 -6 6 1 -E -#3102 -chief guard~ -the Chief Guard~ -The Chief Guard is looking very upset. -~ - A very angry chief. -~ -46 0 0 0 16 0 0 0 800 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#3103 -cityguard guard~ -the upset cityguard~ -A cityguard stands here, looking very upset. -~ - A big, strong, angry guard. -~ -46 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#3104 -secretary~ -the Secretary~ -A secretary is sitting at the desk, typing away on the typewriter. -~ - She looks very busy. The Secretary says 'Sorry, but the Mayor is extremely -busy today. ' The Secretary says 'Please sit down and have a seat in the -meantime. ' -~ -10 0 0 0 0 0 0 0 900 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -E -#3105 -mayor~ -the Mayor~ -The Mayor is sitting in his huge chair, snoring loudly. -~ - He is a stocky, middle-aged man with thin, gray hair. -~ -26635 0 0 0 16 0 0 0 1000 E -24 12 -4 4d4+240 4d4+4 -240 57600 -4 4 1 -E -#3106 -crier~ -the Town Crier~ -The Town Crier is here, weeping quietly. -~ - He is very good at his job - completely dissolved in tears. -~ -200 0 0 0 0 0 0 0 900 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#3120 -swan~ -the swan~ -A swan is swimming around in the pond. -~ - The white swan is very elegant. -~ -10 0 0 0 0 0 0 0 1000 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#3121 -duckling~ -the duckling~ -A duckling is swimming around in the pond. -~ - The duckling is adorable, it looks most of all like a tiny furball. -~ -10 0 0 0 0 0 0 0 1000 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#3122 -sparrow~ -the sparrow~ -A sparrow is flapping around on the ground. -~ - The sparrow looks like it is enjoying life. -~ -200 0 0 0 0 0 0 0 1000 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#3123 -duck~ -the duck~ -A duck is here, quacking happily. -~ - The duck is quite fat. It looks like it is enjoying life. -~ -72 0 0 0 0 0 0 0 1000 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -$ diff --git a/lib/world/mob/310.mob b/lib/world/mob/310.mob deleted file mode 100644 index e3e9947..0000000 --- a/lib/world/mob/310.mob +++ /dev/null @@ -1,225 +0,0 @@ -#31001 -brownie forest~ -the forest brownie~ -A forest brownie scampers about here. -~ - The forest brownie winks at you and scurries away. Quite an amicable -fellow. -~ -204 0 0 0 1048580 0 0 0 800 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#31002 -wolf~ -the wolf~ -a wolf trots by, looking for a rabbit -~ - The wolf looks rather hungry. You see him trying to decide if YOU taste -like rabbit. -~ -76 0 0 0 1048576 0 0 0 -300 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 0 -E -#31003 -rabbit brown~ -the brown rabbit~ -A brown rabbit hops along merrily. -~ - The rabbit looks up at you with big brown eyes, then scoots away.. Hey.. -There goes lunch! -~ -200 0 0 0 0 0 0 0 400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#31004 -tomal woodsman~ -Tomal~ -A woodsman watches you, a stalk of grass hanging from his mouth -~ - The woodsman chuckles and says, 'Howdy stranger- the name is Tomal.. Howya -doing? ' -~ -76 0 0 0 0 0 0 0 800 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#31005 -demon guardian~ -the guardian demon~ -A shadowy form steps out of the mist. -~ - You see a nightmarish array of teeth and claws, the guardian demon is -determined to rip your guts out. -~ -42 0 0 0 56 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#31006 -guard graye guardsman~ -the Graye guardsman~ -The Graye guardsman is posted here. -~ - The guardsman smiles at you kindly. He says, 'better stick with me guy-- -its a dangerous world out there. ' -~ -10 0 0 0 0 0 0 0 900 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31007 -demon imp~ -the demon imp~ -A tiny demon snarls at you. -~ - It seems like a relatively harmless little demon, but those sharp teeth -might hurt if they were wrapped around your arm. -~ -76 0 0 0 1048576 0 0 0 -800 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -E -#31008 -minor demon~ -the minor demon~ -A minor demon jumps out of the shadows at you! -~ - The demon resembles little, but a sinewy mass of flesh, tendons, and teeth. -It glares at you with pure fury in it's eyes. -~ -104 0 0 0 4 0 0 0 -900 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 0 -E -#31009 -citizen graye man~ -the Graye Citizen~ -A citizen of Graye rushes by here, looking over his shoulder. -~ - The citizen looks rather nervous- You would too if your town was besieged by -demons. -~ -200 0 0 0 0 0 0 0 700 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#31010 -citizen gray woman~ -the Graye Citizen~ -A citizen of Graye rushes by here, looking over her shoulder. -~ - The citizen looks rather nervous- You would too if your town was besieged by -demons. -~ -200 0 0 0 0 0 0 0 700 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -#31011 -demon major~ -a major demon~ -A major demon lurks about here. -~ - You look deep into the eyes of the beast. You sense no absolutely no -intellect, only raw power and rage. -~ -108 0 0 0 4 0 0 0 -900 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -#31012 -guardian rift~ -the rift guardian~ -A shadow wraith drifts into your way. -~ - All you see is a fog-like apparition, with two glowing red eyes... -~ -42 0 0 0 4 0 0 0 -900 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -#31013 -guard jail~ -the jail guard~ -A jail guard patrols here, whipping the prisoners. -~ - The guard seems to be, well, mostly human. He is covered in boils and tufts -of hair. He glares at you with his one good eye and says, 'Put down that -weapon, prisoner! ' -~ -46 0 0 0 0 0 0 0 -800 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31014 -rymat~ -Rymat~ -The King's Advisor is here, weeping. -~ - He looks at you and begs, 'please! They have taken him! I can see that you -are a great adventurer.. Please bring him back to us! ' The advisor turns -from you and continues to sob uncontrollably. -~ -10 0 0 0 0 0 0 0 900 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#31015 -irgon arch demon~ -the Arch-Demon Irgon~ -The Arch-Demon Irgon emerges from the shadows. -~ - Irgon frowns down upon you. His oily black skin reflects the torchlight. -A thick white claw points at you, and he utters, 'prepare to die. ' -~ -42 0 0 0 4 0 0 0 -900 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -#31016 -scrytin demon~ -Scrytin~ -Scrytin, the demon lord's apprentice, smiles at you. -~ - Scrytin looks at you kindly, and suddenly you feel very peaceful and -relaxed. You stare directly into his eyes, and feel yourself slipping deeper -and deeper... NOOO!! Scrytin growls, 'Won't become a minion of mine eh?.. -Then you shall DIE! ' -~ -104 0 0 0 0 0 0 0 -999 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31017 -relnar king~ -Relnar~ -The good king Relnar is here. -~ - You look into the eyes of the descendant of Graye, and know now why his city -is so prosperous and happy. -~ -10 0 0 0 0 0 0 0 999 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -$ diff --git a/lib/world/mob/311.mob b/lib/world/mob/311.mob deleted file mode 100644 index 30871f3..0000000 --- a/lib/world/mob/311.mob +++ /dev/null @@ -1,197 +0,0 @@ -#31100 -chimerae guardian~ -a chimerae~ -All three sets of a chimerae's eyes glare straight at you. -~ - It stands still as a statue, its stance rigid and unmoving. It has the -hindquarters of a goat, the forequarters of a strong lion and the wings of a -black dragon. It is enormously and evilly impressive. -~ -10 0 0 0 0 0 0 0 0 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -#31101 -gorgimera~ -a gorgimera~ -A gorgimera turns two of its heads your way as you enter the cave. -~ - It is a grotesque abomination to nature, a freak of creation that has -managed to stay alive due to its brute strength and ferocity. -~ -10 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#31102 -dracolich guardian~ -a dracolich~ -The undead remains of a huge dragon rises as you approach. -~ - Two tiny pinpoints of light glare from its eyelets, its skeletal frame -moving jerkily as it moves to block your progress into the cave. -~ -10 0 0 0 0 0 0 0 0 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -#31103 -dragon black~ -a black dragon~ -A black dragon moves about in the darkness of the room. -~ - It is hard to make out any details of the creature save for the fact that it -is an enormous thing, its bulk seeming endless. -~ -10 0 0 0 0 0 0 0 0 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -#31104 -dragon blue~ -a blue dragon~ -A blue dragon turns its malevolent eyes upon you. -~ - Its eyes narrow to mere slits as it takes in the fact that someone of your -stature was not only stupid enough to enter into its lair, but also somehow -wily enough to get past the guardian. -~ -10 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#31105 -dragon red~ -a red dragon~ -A red dragon tosses back its head and jets a plume of fire into the air. -~ - The dragon appears less than pleased that you have intruded upon its domain. -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#31106 -dragon white~ -a white dragon~ -A white dragon turns it icy gaze your way, eyes narrowing. -~ - The gleaming scales of the dragon glow with a bright, cold beauty which -detracts from its powerful evil. Do not be distracted by the beauty and wealth -of this creature. It will kill you. -~ -10 0 0 0 0 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -#31107 -dragon green~ -a green dragon~ -A green dragon mucks about in its own excrement, not even aware of you. -~ - The dragon appears perfectly content to rot and wither, laying in a pile of -its own refuse. It is old and no longer has the desire to fight and rampage. -It must soon find a successor. -~ -10 0 0 0 0 0 0 0 0 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 0 -E -#31108 -dragon topaz~ -a topaz dragon~ -A topaz dragon storms in a rage at you, screeching its anger. -~ - So much for a little PR work, here. -~ -10 0 0 0 0 0 0 0 0 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -E -#31109 -dragon crystal~ -a crystal dragon~ -A crystal dragon appears pleased that you have come to call. -~ - Come to call?! This is the den of a dragon! And yet this beast seems -extremely pleased that you are here, indeed looks ready to engage in -conversation. -~ -10 0 0 0 0 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -#31110 -dragon emerald~ -an emerald dragon~ -An emerald dragon instantly assumes a defensive posture as you enter. -~ - It does not attack, however it looks more than ready for a fight. -~ -10 0 0 0 0 0 0 0 0 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 0 -E -#31111 -dragon faerie~ -a faerie dragon~ -A strange, small lizard with wings and a big grin flies at you. -~ - With its full of mischief, it opens its mouth to reveal a set of long, -spiked teeth and a forked tongue. -~ -10 0 0 0 0 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -E -#31112 -fire drake~ -a fire drake~ -What looks to be a young red dragon flies straight for you, jetting flame. -~ - It is much too small to be a dragon of any sort, however its speed and fire -breath seems more than sufficient to give it some credibility as a dangerous -foe. -~ -10 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#31113 -gryphon guardian~ -a gryphon~ -A gryphon stands proudly before the entrance into the cave. -~ - It blocks entry with a firm look and a level stare. -~ -10 0 0 0 0 0 0 0 0 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -E -#31114 -wyvern~ -a wyvern~ -A long, leathery brown serpent flies at you with its teeth bared. -~ - It speeds directly for you, intent on a strong, aggressive attack. Run? -~ -10 0 0 0 0 0 0 0 0 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -$ diff --git a/lib/world/mob/312.mob b/lib/world/mob/312.mob deleted file mode 100644 index 1fb61b8..0000000 --- a/lib/world/mob/312.mob +++ /dev/null @@ -1,261 +0,0 @@ -#31200 -alain longstride man~ -Alain Longstride~ -Alain Longstride strides about the area, protecting the innocent lepers. -~ - Alain is probably the only man on the island who is not a leper himself. -His mother was sent here when he was a baby. When he became old enough, he -journied for many months to get to this place. Upon arrival, he found that she -had already submitted to the Eternal Flame. Heartbroken, he wept for days. -When he finially came to his senses, he vowed that no leper would ever again be -prosecuted, and so he set about protecting them and their awful home as best he -could. -~ -6232 0 0 0 65536 0 0 0 800 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31201 -robed man leper~ -a robed leper~ -A man in flowing robes sits upon the crest of the volcano, eyes closed in a trance. -~ - He sits cross-legged with his arms resting palms up in his lap. Looking -down at his hands, you see that two of his fingers are missing. This man is a -leper! -~ -10 0 0 0 0 0 0 0 700 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#31202 -wild old hermit man leper~ -the wild old hermit~ -A wild old hermit begins screaming "GET OUT OF MY TREE!!!" as soon as you enter. -~ - This poor man is obviously in the grips of some sort of dillusionary side -affect from his leprosy. -~ -42 0 0 0 0 0 0 0 100 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -#31203 -lioness~ -a lioness~ -A lioness looks up at you with a slow, purring growl and licks her lips. -~ - She is really quite a fine specimen, for a lioness. The fact that she -appears to be sizing you up in proportion to a dinner plate does not give much -time for admiration, though. -~ -72 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#31204 -supplicant leper man~ -a supplicant leper~ -A man riddled with pussing pustules walks vacant-eyed about the area. -~ - He looks neither right nor left as he makes his way to where ever it is that -he is going. In fact - it doesn't even appear that he looks straight ahead, so -mechanical is his gait. -~ -8264 0 0 0 0 0 0 0 300 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#31205 -supplicant leper woman~ -a supplicant leper~ -A woman stares off into space, no longer caring about much of anything. -~ - Her once-beautiful face is now almost unrecognizable as human. She is -swathed from head to toe in wet bandages which soak up most of the festering -wounds all over her body. -~ -72 0 0 0 0 0 0 0 300 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -#31206 -supplicant leper man~ -a supplicant leper~ -A terribly diseased man stands at the fence to the pen, gripping the rail. -~ - He does not move nor speak. He stares into open air, his mouth half open -with the occasional spittle dripping down his chin. -~ -10 0 0 0 0 0 0 0 200 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#31207 -supplicant leper woman~ -a supplicant leper~ -An awfully disfigured woman walks through the camp, head down. -~ - She does not look up, even when she stumbles over something. She simply -wanders this small area in hopelessness. -~ -72 0 0 0 0 0 0 0 300 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 2 -E -#31208 -tomm walker~ -Tomm Walker~ -Tomm Walker strides about the community, encouraging faith in the Gods. -~ - Tomm truly believes that through supplication to the Gods, some lepers may -find absolution and be heals through divine power. -~ -72 0 0 0 0 0 0 0 900 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#31209 -dying man leper~ -a dying leper~ -A dying leper lies amid stained sheets and cloths, gasping his last breathes. -~ - His face is beyond description, the disease having such a hold on him that -it is a wonder why he has not been thrown to the Sternal Flame as of yet. -~ -10 0 0 0 0 0 0 0 200 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31210 -boa constrictor~ -a boa constrictor~ -A boa constrictor lazily unwinds from a tree branch, eyeing you thoughtfully. -~ - It is roughly eight feet in length and it does not look all that fat right -now. It might be a good idea to sort of back up - real slow-like. -~ -72 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#31211 -wild boar~ -a wild boar~ -A wild boar snorts a couple of times and then lowers its tusks. -~ - The snorting, the lowering of the tusks. It seems to spark a small rule of -thumb for wild boars... -~ -72 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#31212 -argus leper man~ -Argus~ -Argus walks about the area, tidying up here and there. -~ - For a leper, keeping things clean and organized is a way of prolonging life. -Most of their extremities are numbed or missing, making it easy to receive a -wound without noticing it. -~ -72 0 0 0 0 0 0 0 200 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -#31213 -Jantry woman leper~ -Jantry~ -Jantry hums an old ballad as she rakes the garden slowly and deliberately. -~ - Jantry is the resident in charge of keeping the garden plentiful and free of -disease - a very important job which she herself takes quite seriously. This -garden is the area's main source and backup for foodstuffs when the Lord of -Jareth runs into snags or delays in sending shipments. -~ -10 0 0 0 0 0 0 0 400 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 2 -E -#31215 -kneeling leper man~ -a kneeling leper~ -A horribly scarred man kneels at the altar, praying feverishly. -~ - His eyes are closed tightly, his hands clasped together in the traditional -position of prayer and supplication. -~ -10 0 0 0 0 0 0 0 500 E -27 11 -6 5d5+270 4d4+4 -270 72900 -5 5 1 -E -#31216 -crazed half naked leper man~ -a crazed half-naked man~ -A crazed, half-naked man leaps from behind a tree, assaulting you with a cry. -~ - He wears only a short loin cloth, which would be terrible enough all by -itself, but the fact that he is a leper with pussy pustules all over his body -is enough to make even the most stalwart of men retch in agony. -~ -104 0 0 0 131072 0 0 0 -200 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31217 -chicken~ -a chicken~ -A pathetic excise for a chicken clucks about half-heartedly. -~ - It is dirty and mangy as a chicken can be, its feathers covered in muck and -filth. -~ -10 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#31218 -dalgon man~ -Dalgon~ -Dalgon walks about the village trying his best to remain productive for the community. -~ - He has the age lines of a man of advanced years, the permanent frown that -only age can bring. He is twenty-two. -~ -72 0 0 0 0 0 0 0 600 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#31219 -alvah man leper~ -Alvah~ -A tall gangly man ambles through the area. -~ - Alvah is the village idiot, so to speak. He is liked by everyone but -respected by none. -~ -76 0 0 0 0 0 0 0 700 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -$ diff --git a/lib/world/mob/313.mob b/lib/world/mob/313.mob deleted file mode 100644 index 81146f7..0000000 --- a/lib/world/mob/313.mob +++ /dev/null @@ -1,175 +0,0 @@ -#31300 -goblin raider~ -a goblin raider~ -A goblin raider runs crouched-over through the fields, looking for people to kill. -~ - It runs with its arms almost dragging on the ground through the fields, its -nose twitching as it sniffs for prey. -~ -584 0 0 0 0 0 0 0 -700 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#31301 -goblin torch~ -a torch-bearing goblin~ -A goblin walks through the smoke and ash carrying a torch. -~ - He looks right and then left - he must be searching for something to burn. - -~ -584 0 0 0 0 0 0 0 -600 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#31302 -goblin gnawing~ -a leg-gnawing goblin~ -A goblin sits cross-legged on the ground gnawing on a human leg. -~ - Blood and muscle tissue drip down its face, its pointed noise dripping with -goo and gore. -~ -10 0 0 0 0 0 0 0 -900 E -10 17 4 2d2+100 1d2+1 -100 10000 -6 6 1 -E -#31303 -goblin commander~ -the goblin commander~ -A goblin commander grunts and screams his troops into organization. -~ - His green warted skin stretches tight over his squinted eyes, he sniffs the -wind every now and again for signs of human flesh. -~ -584 0 0 0 0 0 0 0 -1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#31304 -goblin scout~ -a goblin scout~ -A goblin scout walks cautiously past, sniffing and searching. -~ - A goblin scout here could mean only one thing - there are more in the area. -Best to keep a close eye out. -~ -92 0 0 0 0 0 0 0 -600 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#31305 -goblin looter~ -a goblin looter~ -A goblin searches through the wreckage of the fields for scraps. -~ - It rummages through the blackened dirt, looking for any valuables that might -have been overlooked by the troops when they came through. -~ -76 0 0 0 0 0 0 0 -700 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#31306 -goblin hordesman~ -a goblin hordesman~ -A goblin hordesman tromps confidently along, looking for a fight. -~ - Its weapon is constantly held at ready while it scans the smoke and ruin for -any signs of life. -~ -72 0 0 0 0 0 0 0 -600 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#31307 -commander lord's retinue~ -the Commander of the Lord's Retinue~ -The Commander of the Lord's Retinue leads a weary gaggle of men through the desolation. -~ - His face is covered in black dirt and ash, his once-fine armor dented and -dirty. By the look in his black-rimmed eyes, he is a man at the end of his -rope. -~ -72 0 0 0 0 0 0 0 900 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#31308 -member Lord's Retinue soldier guard~ -a member of the Lord's Retinue~ -A member of the Lord's Retinue strides wearily past. -~ - He appears to have lost much of his hope in eliminating the threat of the -goblins in this region. The the constant raids and the lack of sleep has made -him less than the highly-trained soldier that he was when he arrived here some -months back. -~ -72 0 0 0 0 0 0 0 800 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#31309 -sobbing soldier retinue~ -a sobbing soldier~ -A soldier is curled into a ball, knees clutched, sobbing into the black dirt. -~ - He does not acknowledge your presence nor does he stop his sobbing. He -seems to have lost his mind, reduced to a whimpering infant. -~ -10 0 0 0 0 0 0 0 600 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#31310 -jon boggins farmer~ -Jon Boggins~ -Jon Boggins strides through his fields, a heavy pitchfork held at ready. -~ - Jon has lost not only his son the Horde, but has lost his wife and daughter -as well. He is a man with no ties and no love of life - that is what makes him -so dangerous. -~ -72 0 0 0 0 0 0 0 400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#31311 -desperate farmer~ -a desperate farmer~ -A desperate farmer crouches in this barricade, eyes wide with fear. -~ - The poor man has lost his livelihood, but he will BE DAMNED if he will lose -his land as well to the very creatures who destroyed it. He will die before he -gives this small stand up to the enemy. -~ -10 0 0 0 0 0 0 0 300 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#31312 -angry farmwife~ -an angry farmwife~ -An angry farmwife squats beside her husband, lending him her strength and support. -~ - Against her husband's numerous requests, she has stayed here in their last -ditch stand to make an effort at saving their home. -~ -10 0 0 0 0 0 0 0 500 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -E -$ diff --git a/lib/world/mob/314.mob b/lib/world/mob/314.mob deleted file mode 100644 index 45e7acc..0000000 --- a/lib/world/mob/314.mob +++ /dev/null @@ -1,282 +0,0 @@ -#31400 -x'raantra man kneel~ -X'Raantra~ -X'Raantra kneels with his knees deep in the blood-filled floor, his arms held high. -~ - His eyes are tightly clenched closed, his right fist holding fast to a -curved dagger held high to his God. He sporadically mumbles words, garbled -phrases or prayers which may or may not have meaning. -~ -4106 0 0 0 0 0 0 0 -200 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#31401 -believer follower~ -a Believer~ -A Believer kneels proudly beside his saviour. -~ - His eyes are a bit glazed over, blood spattered over the front of his grubby -jerkin. He never seems to lose sight of the blade which is raised high by -X'Raantra in anticipation of the next kill. -~ -10 0 0 0 0 0 0 0 -500 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#31402 -man gibbering slobbering grubby~ -a gibbering man~ -A man is slouched against the wall, badly bleeding and broken. -~ - He almost does not notice you from the pain that he is in, but then he -obviously must have as he is trying to speak to you. -~ -10 0 0 0 0 0 0 0 200 E -17 15 0 3d3+170 2d2+2 -170 28900 -1 1 1 -E -#31403 -elf retching~ -a retching elf~ -An elf is curled up at the fountain's base, retching and vomiting terribly. -~ - He looks up at you with terror-stricken eyes and pleads without words for -you to help him, somehow help him. -~ -10 0 0 0 0 0 0 0 500 E -15 15 1 3d3+150 2d2+2 -150 22500 -6 6 1 -E -#31404 -woman~ -a woman~ -A woman walks with a very deliberate gait across the courtyard. -~ - She holds her tattered clothing tight against her as if she were cold or -afraid of prying eyes. It is certainly a gesture of fear or discomfort. -~ -2120 0 0 0 0 0 0 0 -200 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 2 -E -#31405 -squatter man~ -a squatter~ -A man lies on the floor, stretched out on a raggedy blanket. -~ - He has a wealth of nasty stubble and the smell - it might be better not to -talk about the smell. -~ -10 0 0 0 0 0 0 0 -200 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#31406 -child terrified~ -a terrified child~ -A terrified child lies huddled in a corner, squinting against your light. -~ - The child is wearing no clothes whatsoever and is covered in welts and -bruises. He couldn't be much more than ten or eleven years old. -~ -74 0 0 0 0 0 0 0 400 E -12 16 2 2d2+120 2d2+2 -120 14400 -6 6 1 -E -#31407 -man weeping~ -a weeping man~ -A man sits curled up in ball, weeping uncontrollably. -~ - He alternates between rage and sadness - touching the mangled remains of his -son's body, stroking the blood matted hair back from the cold, lifeless ears. - -~ -10 0 0 0 0 0 0 0 100 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#31408 -rat scurrying~ -a scurrying rat~ -A rat scurries past, its feet clicking on the stone floor. -~ - It looks very much like your every day typical disgusting rat. -~ -72 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 0 -E -#31409 -gunter~ -Gunter~ -Gunter wanders the compound, spreading the word of the Chosen. -~ - Gunter is a small, pale man who looks as if he may be a bit ill. His main -task which has raised him in the ranks of X'Raantra's Chosen, is to go out and -Select the next of the Chosen. It is quite an honor. -~ -88 0 0 0 0 0 0 0 -700 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 1 -E -#31410 -guard man toturer~ -a torturer~ -A man stands near the doorway, a hideous sneer on his face. -~ - A horrid scar runs down the left side of his face, he looks you up and down -and uncrosses his arms, readying his whip. -~ -42 0 0 0 0 0 0 0 -900 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#31411 -man grubby~ -a grubby man~ -A grubby man stands before the fire barrel, warming his hands. -~ - He looks pitifully poverty-stricken, enough so that it is obvious at first -glance. He is covered in dirt and grime and has a few pussing welts on his -face and hands. -~ -10 0 0 0 0 0 0 0 100 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#31412 -man seeker hooded~ -a Seeker~ -A man in a hooded cloak walks slowly by mumbling to himself. -~ - The mumblings are not coherent, they are words spoken in garbled phrases, -words that mean nothing. They are the words of one who is delusioned beyond -regainment of full mental faculties. -~ -72 0 0 0 0 0 0 0 -300 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#31413 -believer hidden~ -a hidden Believer~ -One of X'Raantra's Believers hides in the shadows. -~ - The Believer notes your look with a look of her own, giving you a curt nod. - -~ -10 0 0 0 0 0 0 0 -500 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 2 -E -#31414 -bat brown~ -a brown bat~ -A bat dive bombs you, coming inches from your head! -~ - It is hard to get a good look at the little fella, but that really doesn't -matter, just aim for the blackish-brown blur. -~ -104 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 0 -BareHandAttack: 4 -E -#31415 -spider dirty hairy~ -a hairy spider~ -A small, hairy spider moves across the ground before you. -~ - It is not an aggressive type of spider, nor is it large by any means - but -it is a spider, nonetheless, and is disgusting and wrong. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 4 -E -#31416 -deathknight knight dazed~ -a dazed DeathKnight~ -A DeathKnight wanders about, staggering in a daze. -~ - He holds his weapon as if he had never used it before, a slight line of -drool running from the left corner of his mouth. His eyes hold a faraway, -dazed look in them. -~ -72 0 0 0 0 0 0 0 -600 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#31417 -fellow adventurer~ -a fellow adventurer~ -A man in warrior's traveling garb lies upon the floor, looking very surprised to see you. -~ - Looks like he was catching a nap where he thought he might be safe. -~ -14 0 0 0 0 0 0 0 400 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -E -#31418 -wight blood scavenger humanoid~ -a blood wight~ -A humanoid is hunched over the corpse, hands and face dripping with blood. -~ - This awful scavenger looks up at you with a snarl and spits some blood on -you. It goes back to its feast without another glance. -~ -10 0 0 0 0 0 0 0 -800 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -BareHandAttack: 8 -E -#31419 -believer unrobed slobbering~ -the unrobed believer~ -A Believer stands menacingly over the boy, a look of glee on his face. -~ - The Believer looks as if this sort of sport were his passion, his only -reason for living. Indeed, it may be from the look of the boy's back. -~ -10 0 0 0 0 0 0 0 -900 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31420 -boy screaming crying~ -a screeching boy~ -A screeching boy is thrown face down over a desk, his shirt torn off, blood everywhere. -~ - It appears that this man has been at this boy for some time. The slashes -across the boy's back are many and deep. -~ -10 0 0 0 0 0 0 0 100 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -$ diff --git a/lib/world/mob/315.mob b/lib/world/mob/315.mob deleted file mode 100644 index 7b03347..0000000 --- a/lib/world/mob/315.mob +++ /dev/null @@ -1,789 +0,0 @@ -#31500 -kire~ -the patrol captain, Kire~ -Kire, the patrol captain, is walking here. -~ - At first glance, this man would not seem to even hurt a fly. As you look -closer, you notice a long scar running down the left side of his face. You -think that perhaps looks can be deceiving and that you might not want to mess -with him. -~ -182344 0 0 0 0 0 0 0 500 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -BareHandAttack: 9 -E -#31501 -commoner~ -a commoner~ -A commoner is here searching for goods. -~ - She is rather plain, wearing her hair up in a bun, and she's dressed, -well... Plain. -~ -72 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -#31502 -street rat~ -a street rat~ -A street rat is here, begging for food. -~ - The boy is caked in dirt, and smells of dead fish. You may want to give him -a few coins just to go away. -~ -72 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#31503 -common peddler~ -a common peddler~ -A peddler tries to do business with you. -~ - The man is uninteresting, except for his dirty turban, which seems unusually -large. -~ -72 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -BareHandAttack: 13 -E -#31504 -guard man~ -a guardsman~ -A guardsman patrols the streets and shops of McGintey Cove. -~ - He looks to be a kind, jovial man. But I wouldn't test it. -~ -72 0 0 0 0 0 0 0 500 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31505 -toll booth worker~ -the toll booth worker~ -A toll booth worker is here, taking your fare for crossing into the city. -~ - She notices you looking and smiles at you. -~ -72 0 0 0 0 0 0 0 300 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -#31506 -Jon barkeep~ -Jon the barkeep~ -Jon the barkeep is here serving dinner and drinks. -~ - This man looks as if there could be no other place he'd rather be then here -at this inn, serving drinks and making everyone's food. -~ -253978 0 0 0 0 0 0 0 500 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31507 -receptionist~ -the receptionist~ -The receptionist waits patiently for you to decide on a room. -~ - Such a bright and cheery lady, she beams a happy smile at you. -~ -16394 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -6 6 2 -E -#31508 -information Cindii~ -Cindii the Info Lady~ -Cindii the Info Lady sits behind the desk, smiling happily. -~ - She looks so pathetically blonde, you are almost afraid to ask for any -assistance. -~ -72 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -6 6 2 -E -#31509 -Samuel Faarza~ -Samuel Faarza~ -Samuel himself is here, pouring the drinks and getting rich. -~ - Samuel looks like he may have poured a few extra tonight. -~ -188426 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31510 -postal worker postmasters~ -the postal worker~ -A postal worker is here, ready to send or get your mail. -~ - Be careful. No sudden moves. You know how these guys get.... -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31511 -Juan pusher potion~ -Juan the potion pusher~ -Juan the potion pusher is here, trying sell you some potions. -~ - He's got that money-hungry glint in his eyes. Watch your wallet. -~ -188426 0 0 0 0 0 0 0 -200 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31512 -Alandra jewelry maker~ -Alandra~ -Alandra the jewelry maker is here, working on some pieces. -~ - She almost didn't notice you come in, so focused on her craft was she. -~ -188426 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#31513 -armorer~ -the armorer~ -The armorer waits patiently to help you. -~ - He looks quite competent, quite relaxed. He must make a good living in -spite of his reputation. -~ -188426 0 0 0 0 0 0 0 100 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31514 -shellee shop petshops~ -Shellee~ -Shellee waits here, hoping to find good homes for her little friends. -~ - Shellee is quite an attractive woman, however you notice that she lacks a -bit upstairs. Yes, she is blonde. -~ -16394 0 0 0 0 0 0 0 500 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#31515 -jak weaponsmith~ -Jak~ -Jak the weaponsmith is here, currently taking a break. -~ - Man, this guy is ALWAYS taking a break. Must be because he sells no -weaponry. -~ -188426 0 0 0 0 0 0 0 100 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31516 -clerk~ -the clerk~ -A clerk is here, waiting to take your money. -~ - Poor guy looks a little bored - must be the only job available in town. -~ -188426 0 0 0 0 0 0 0 300 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31517 -Pauletra pottery~ -Pauletra~ -Pauletra the pottery woman stands next to her cart, selling her goods. -~ - She looks like she's come a long way to sell her goods in this famous market -place. -~ -188426 0 0 0 0 0 0 0 300 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -#31518 -Herb~ -Herb the herbalist~ -Herb stands here. Know what he's selling? -~ - Kind of makes you wonder if Herb was always his name, doesn't it? -~ -188426 0 0 0 0 0 0 0 300 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31519 -Bones~ -Bones~ -Bones stands here, selling his exotic jewelry. -~ - Bones has all kinds of strange bone-made jewelry hanging from his body. -~ -188426 0 0 0 0 0 0 0 100 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#31520 -Farah~ -Farah~ -Farah has a nice little booth set up to display her wares. -~ - Although tired, she looks very happy. -~ -188426 0 0 0 0 0 0 0 500 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 2 -E -#31521 -farmer~ -the farmer~ -A farmer stands next to cart selling fresh vegetables. -~ - Just a normal, average, every day country bumpkin. -~ -188426 0 0 0 0 0 0 0 350 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#31522 -candle maker man wax~ -the wax man~ -A man is here selling candles. -~ - Numerous little burn scars mark his hands. Dangerous job, this man has. - -~ -188426 0 0 0 0 0 0 0 300 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -E -#31523 -fisherman~ -a fisherman~ -A fisherman sells good quality fish fresh from the sea. -~ - This guy... There's something fishy about him... Get it? Fishy? You -know, he's a fisherman, and... Forget it. -~ -188426 0 0 0 0 0 0 0 300 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31524 -glass blower~ -the glass blower~ -A glass blower is here, her items carefully stacked on portable wooden shelf. -~ - She looks like a world traveler, one who has seen and been almost -everywhere. -~ -188426 0 0 0 0 0 0 0 200 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 2 -E -#31525 -carpenter~ -the carpenter~ -A carpenter is here, selling his woodwork. -~ - Big, strong with hands as big as sledgehammers. -~ -188426 0 0 0 0 0 0 0 400 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#31526 -darva cape maker~ -Darva~ -Darva, the cape maker, is here with his many fine threads for sale. -~ - The man wears a very fine looking cape. You notice that his isn't for sale, -it must be a special one. -~ -188426 0 0 0 0 0 0 0 -500 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#31527 -cleric robed man healer~ -the healer~ -A robed man with the power to heal stands here, hands folded before him. -~ - This cleric looks quite at peace with himself, tranquil even. -~ -10 0 0 0 0 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31528 -leather man~ -the Leatherman~ -The Leatherman stands next to his cart, his many leather goods for sale. -~ - Clad all in leather, this guy looks like he could be friend or foe. -~ -188426 0 0 0 0 0 0 0 100 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31529 -Shantar~ -Shantar~ -Shantar sits under an umbrella, relaxing as she sells an assortment of rings. -~ - Sipping her cool drink, you cannot help but feel just a bit jealous of her -comfort and ease. -~ -188426 0 0 0 0 0 0 0 100 E -18 14 0 3d3+180 3d3+3 -180 32400 -6 6 2 -E -#31530 -shades~ -Shades~ -Shades the eyewear man displays his assortment of eyepieces and glasses. -~ - Shades wears a pair of the blackest sunglasses you have ever seen. Kind of -makes him look a bit sinister, you know - cool. I think that was his intended -effect there. -~ -188426 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31531 -blacksmith~ -the blacksmith~ -A blacksmith sells assorted daggers here. -~ - This huge man seems very out of place here in the middle of this bazaar, -where he is forced to remain in one spot. -~ -188426 0 0 0 0 0 0 0 300 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31532 -man burlap~ -the burlap man~ -A man is here selling various burlap goods. -~ - This huge guy seems quite comfortable relaxing and selling his goods. -~ -188426 0 0 0 0 0 0 0 100 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31533 -woman~ -a woman~ -A woman is here selling scarves. -~ - She has a whole lot of scarves, a whole lot. Buy one. -~ -188426 0 0 0 0 0 0 0 100 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -#31534 -man hat~ -the Hat Man~ -A man is here with stacks and stacks of hats, all of them for sale. -~ - The is wearing like ten hats on his own head. What a goof. -~ -188426 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31535 -elf vendor~ -the elven vendor~ -An elven vendor is here offering an assortment of drinking vessels. -~ - This elf has the look of one who has been down a few rocky roads in his -time. His mistrust of most everyone is quite apparent. -~ -188426 0 0 0 0 0 0 0 -100 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31536 -baker~ -the baker~ -A baker stands proudly next to her fine baked goods. -~ - It is quite obvious that she loves her vocation from the look of enormous -pride on her face. -~ -188426 0 0 0 0 0 0 0 300 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -#31537 -man~ -the huge man~ -A very large man stands next to his display case. -~ - This man is so large, he almost seems intimidating enough to MAKE you buy -something. -~ -188426 0 0 0 0 0 0 0 500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31538 -dwarf helm smith~ -a dwarven smith~ -A dwarven smith stands here selling helms. -~ - This stocky little guy has arms that look like miniature tree trunks. -~ -188426 0 0 0 0 0 0 0 100 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31539 -Shalaylia~ -Shalaylia~ -Shalaylia sits peacefully, selling rolling papers to any who are in need. -~ - She sure looks comfortable. In fact, she looks as if she might even be a -bit sleepy. Her eyelids droop and she has this sloppy grin on her face. -~ -188426 0 0 0 0 0 0 0 500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -6 6 2 -E -#31540 -Sazaindin~ -Sazaindin~ -Sazaindin the mage rests comfortably here, ready to brew you a potion. -~ - You have to wonder just what type of potions she is selling, the way she is -huddled into this far corner of the bazaar. -~ -188426 0 0 0 0 0 0 0 -200 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31541 -lease manager~ -the lease manager~ -The lease manager is here, ready to take your application. -~ - She smiles prettily at you and thanks you for stopping by. -~ -72 0 0 0 0 0 0 0 500 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#31542 -jeweler~ -the jeweler~ -The jeweler stands behind the counter waiting to help you. -~ - Tall, thin, and wiry. -~ -188426 0 0 0 0 0 0 0 500 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#31543 -local physician~ -a local physician~ -A physician is here, ready to tend to your wounds. -~ - A fairly pleasant looking person stands before you wearing a white coat. -They seem eager to get your business, and take care of whatever wounds you may -have. -~ -16394 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31544 -Aelsa~ -the bootsmith~ -Aelsa, one of Fatima's full timers, is here working on some boots. -~ - She looks quite exhausted, as you see a bead of sweat roll her face. The -leather apron she's wearing is caked in soot, and doesn't appear to be in a -good mood, so you should better hurry up with whatever you want. -~ -188426 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#31545 -Randon~ -Randon~ -Randon stands ready to sell you a scroll or two. -~ - He looks like a nice young man. A man who never cheats his customers. -~ -188426 0 0 0 0 0 0 0 800 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31546 -Curley~ -Curley~ -Curley hustles about the room, tending to his customers in a very timely fashion. -~ - From the way this guy runs around this place, you would think it was all he -ever wanted out of life. -~ -188426 0 0 0 0 0 0 0 500 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31547 -Tephe water guy~ -the water guy~ -Tephe, the water guy, sits on a stool behind a counter, twiddling his fingers. -~ - An overweight man looks at you with pleading eyes, begging you to buy -something to liven up his day. -~ -188426 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -6 6 1 -E -#31548 -man glove~ -the gloveman~ -A man sits at a desk patiently sewing a pair of leather gauntlets. -~ - He looks up and tells you that if you need anything just ask. Then he goes -back to his sewing. -~ -188426 0 0 0 0 0 0 0 300 E -30 10 -8 6d6+300 5d5+5 -300 90000 -6 6 1 -E -#31549 -merchant~ -a skillful merchant~ -A merchant stands here trying to persuade you to buy his goods. -~ - You can tell this man knows what he's doing when it comes to sales. He's -almost gotten you to buy several of his items more than a few times. -~ -72 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#31550 -local youth~ -a local youth~ -A local youth walks by, looking for something. -~ - They seem eager to find something to spend their money on. -~ -72 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 0 -E -#31551 -bird gull~ -a gull~ -A gull flits about, pecking the ground for dropped food. -~ - WHOOA! The bird just tried to attack you, better give it some food -before... Ooops... It just shit on your boots. -~ -76 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -BareHandAttack: 8 -E -#31552 -bird albatross~ -an albatross~ -An albatross rests on a nearby post. -~ - A large, white bird rests its wings from a long flight. -~ -76 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -5 5 0 -BareHandAttack: 8 -E -#31553 -McHale lieutenant~ -McHale, the patrol lieutenant~ -You see McHale, the patrol lieutenant, out of the corner of your eye. -~ - A silhouette of a man lurks in the distance, you can' tell much about him -except that he is avoiding being seen. -~ -104520 0 0 0 0 0 0 0 -350 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 14 -E -#31554 -Tess sergeant~ -Tess, the Bazaar Overseer~ -Sergeant Tess, the Bazaar overseer, stands ready for any trouble. -~ - She is a hefty guard, but make no mistake that doesn't set her back. She -peers in your direction, making sure you have no plans of doing any harm. She -smiles and you can see chunks of her last "victim" in her teeth, you turn away -quickly in disgust. -~ -170056 0 0 0 0 0 0 0 500 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -BareHandAttack: 14 -E -#31555 -deputy~ -a deputy~ -A young deputy is here. -~ - They look vibrant and full of life as if never even seen any action in their -entire lives. -~ -4296 0 0 0 0 0 0 0 50 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -BareHandAttack: 1 -E -#31556 -cat wildcat pets~ -the fearless wildcat~ -A fearless wildcat is waiting here patiently. -~ - Though this cat has a wild look in its eyes, it waits here patiently for -something to happen. -~ -72 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -BareHandAttack: 4 -E -#31557 -hawk pets~ -a hawk~ -A hawk waits faithfully for an order to be given. -~ - This beautiful winged creature is faithful only to it's master. Don't mess -with it, it may decide to peck your eyes out! -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#31558 -teleport operator man~ -the teleport operator~ -A man in a Mage's Guild robe awaits to teleport you to your desired locale. -~ - His manner and bearing are both that of a perfect gentleman and -professional. It seems the Mage's Guild in this town must have a hard time -making the rent payment, so they rely heavily on the business from this shop to -support most of their payment. -~ -16394 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -E -#31559 -newbie helper Alaantra~ -Alaantra the Newbie Helper~ -Alaantra the Newbie Helper is here, helping newbies go to the Newbie Headquarters. -~ - She smiles charmingly at you and says, 'I can get you to the Newbie -Headquarters in a snap - just type NEWBIE and you will be instantly -transported. ' -~ -16394 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 2 -E -#31560 -banker~ -the city banker~ -The city banker waits impatiently behind the counter. -~ - He sneers a welcome at you and asks in a nasal voice if he might be able to -help you. -~ -16458 0 0 0 0 0 0 0 -300 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -$ diff --git a/lib/world/mob/316.mob b/lib/world/mob/316.mob deleted file mode 100644 index 3d53032..0000000 --- a/lib/world/mob/316.mob +++ /dev/null @@ -1,559 +0,0 @@ -#31600 -guard cynder guildguard~ -Cynder~ -Cynder stands here, guarding the warrior guild entrance. -~ - Don't even think about it, she'll kick your head in. -~ -253978 0 0 0 80 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -BareHandAttack: 12 -E -T 31600 -#31601 -guildmaster~ -a guildmaster~ -A warrior guildmaster is here, waiting to train you. -~ - There is nothing special about this master. -~ -213018 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 14 -E -#31602 -nnoa guard guildguard~ -Nnoa~ -Nnoa is here, preventing all those who may enter the Ranger training grounds. -~ - A very earthy looking man, dark hair, scruffy beard and very plain clothing. -He is respected by all, and feared by many, many more. His skill of earthy -elements will make anyone hurt. -~ -253978 0 0 0 80 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 3 -E -T 31601 -#31603 -guildmaster~ -a guildmaster~ -A Ranger guildmaster is here, waiting to train you. -~ - There is nothing special about this master. -~ -213018 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 1 -E -#31604 -deke guildguard guard~ -Deke~ -Deke stands silently, allowing only the holiest to enter. -~ - He stands silently with arms crossed, hands concealed in his robe. With -hood covering his face, you can not tell his intentions, lest you try and pass -him. -~ -253978 0 0 0 80 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 2 -E -T 31602 -#31605 -guildmaster~ -a guildmaster~ -A Cleric guildmaster is here, waiting to train you. -~ - There is nothing special about this master. -~ -213018 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 2 -E -#31606 -Sersin guard guildguard~ -Sersin~ -Sersin is here, guarding the mage guild. -~ - He fiddles with his cape, organizing many scrolls making sure not to lose -track of a single one. He lifts an eye for a second, and then retrieves a -scroll from a pouch on his belt. -~ -253978 0 0 0 80 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 31603 -#31607 -guildmaster~ -a guildmaster~ -A Mage's guildmaster is here, waiting to train you. -~ - There is nothing special about this master. -~ -213018 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 12 -E -#31608 -ryske guard guildguard~ -Ryske~ -Ryske peeks at you from the shadows. -~ - Watch It! You'll go blind, literally, if you stare that long. -~ -253978 0 0 0 80 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 11 -E -T 31604 -#31609 -guildmaster~ -a guildmaster~ -An assassin guild master is here, waiting to train you. -~ - There is nothing special about this master. -~ -213018 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 11 -E -#31610 -Alexa guard guildguard~ -Alexa~ -Alexa stands with back to the wall, eying you curiously. -~ - Her hair lies loosely on her shoulders, covering half her face. She brushes -it back and leans casually against the wall thinking nothing of you. She -crosses her arms a closes her eyes, almost daring you to pass. -~ -253978 0 0 0 80 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -BareHandAttack: 11 -E -T 31605 -#31611 -guildmaster~ -the guildmaster~ -A Deathknight guildmaster is here waiting to train you. -~ - There is nothing special about this master. -~ -213018 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 11 -E -#31612 -deathknight knight~ -a Deathknight~ -A Deathknight is here, quietly waiting to sell you something. -~ - With no expression whatsoever, this man goes about his business. -~ -188426 0 0 0 0 0 0 0 -200 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31613 -assassin~ -the lovely assassin~ -A lovely female assassin is here, helping others find what they need. -~ - Too bad she could probably drop you with one good blow (get it, blow? ), -otherwise you could ask her out. -~ -16394 0 0 0 0 0 0 0 600 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#31614 -monk guild~ -the monk~ -A monk from the guild stands here quietly, waiting on you. -~ - This guy looks perfectly happy to just stand and contemplate all the live -long day. -~ -188426 0 0 0 0 0 0 0 500 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31615 -mage~ -a member of the Mage's Guild~ -A member of the Mage's Guild awaits your purchase behind the counter. -~ - You cannot tell if this man be evil or good aligned, nor where his loyalties -may lie. Who cares, he has good stuff for sale! -~ -188426 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31616 -Gendar~ -Gendar~ -Gendar the elven thief leans in a corner of the room, a small grin on his face. -~ - Gendar looks almost amused by the fact that you were startled so easily. - -~ -188426 0 0 0 0 0 0 0 -200 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31617 -Wirntyn~ -Wirntyn~ -Wirntyn grins as you walk in. Man, he looks even uglier when he smiles! -~ - Ugly, maybe, but just as deadly. Don't piss him off. -~ -16394 0 0 0 0 0 0 0 -500 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31618 -Griselda~ -Griselda~ -Griselda tends bar for all her warrior friends. -~ - This tough little bitch has beaten down more foes than most men can boast -their friends have all added together. And she's a hottie. -~ -188426 0 0 0 0 0 0 0 300 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#31619 -warrior drunk~ -a drunken warrior~ -A drunken warrior is in the midst of hefting another chair, this time taking careful aim. -~ - You'd think that if you could get past the first chair tossing, they'd leave -you alone, but it looks as if you are in for a bit of fun... Duck! -~ -10 0 0 0 0 0 0 0 -500 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31620 -warrior drunk~ -a drunken warrior~ -A drunk warrior grins his toothy grin at you, flexing his huge biceps. -~ - You can smell him from here. -~ -10 0 0 0 0 0 0 0 -600 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#31621 -bookie~ -the bookie~ -A bookie stands here, willing to take any bet. -~ - Dressed in the finest armor, this man obviously preys on the stupidity of -the people of the Cove. -~ -10 0 0 0 0 0 0 0 -500 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31622 -ticket master woman~ -the ticket master~ -The Ticket Master, a beautiful and enticing woman, waits to sell you your chance to die. -~ - Just from the way she looks makes you want to get in that Pit and risk your -life. -~ -10 0 0 0 0 0 0 0 100 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#31623 -employee warrior guild~ -an employee of the warrior guild~ -An employee of the Warrior Guild is here waiting to help you. -~ - More of an apprentice than anything else, this employee is one who pulled -extra duty for misconduct within the guild. -~ -188426 0 0 0 0 0 0 0 -100 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31624 -mage member~ -a member of the Mage's Guild~ -A member of the Mage's Guild waits patiently for you to buy something. -~ - This man could be good or evil, or whatever - but who gives a shit - he has -kickass eq for sale! -~ -188490 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31625 -mage member~ -a member of the mage's guild~ -A member of the Mage's Guild stands behind the counter. -~ - She looks eager enough to sell you the goods. -~ -188490 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#31626 -member mage guild~ -a member of the Mage's Guild~ -A member of the Mage's Guild waits patiently for your purchase. -~ - He seems intent on the workings of one of the scrolls, making sure that it -will perform its proper function. -~ -188490 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31627 -employee warrior guild~ -an employee of the warrior guild~ -An employee of the Warrior Guild is here waiting to help you. -~ - More of an apprentice than anything else, this employee is one who pulled -extra duty for misconduct within the guild. -~ -188426 0 0 0 0 0 0 0 -100 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31628 -employee warrior guild~ -an employee of the warrior guild~ -An employee of the Warrior Guild is here waiting to help you. -~ - More of an apprentice than anything else, this employee is one who pulled -extra duty for misconduct within the guild. -~ -188426 0 0 0 0 0 0 0 -100 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31629 -employee warrior guild~ -an employee of the warrior guild~ -An employee of the Warrior Guild is here waiting to help you. -~ - More of an apprentice than anything else, this employee is one who pulled -extra duty for misconduct within the guild. -~ -188426 0 0 0 0 0 0 0 -100 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31630 -yolanda babe honey whore slut dancer~ -Yolanda the Bar-Slut~ -Yolanda the Bar-Slut dances on the only remaining intact table. -~ - You can almost smell her putrid breath from here. As you watch her -pirouette clumsily on the table, you notice a breast fall saggily and limply -out of the loose rag she wears. Seemingly unembarrassed, Yolanda tucks her tit -back into her rag and continues her 'extremely seductive' dance. -~ -10 0 0 0 0 0 0 0 200 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#31631 -cleric guild member~ -a member of the Cleric's Guild~ -A member of the Cleric's Guild waits patiently for you to shop. -~ - He stares into what you would assume is empty space, but for him is the -space that his God occupies. -~ -188426 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31632 -cleric guild member~ -a member of the Cleric's Guild~ -A member of the Cleric's Guild waits patiently for you to shop. -~ - He stares into what you would assume is empty space, but for him is the -space that his God occupies. -~ -188426 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31633 -cleric guild member~ -a member of the Cleric's Guild~ -A member of the Cleric's Guild waits patiently for you to shop. -~ - He stares into what you would assume is empty space, but for him is the -space that his God occupies. -~ -188426 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31634 -deathknight knight~ -a Deathknight~ -A Deathknight sneers as he waits for you to buy something. -~ - He notices you looking and his sneer becomes even more pronounced than -before. Better just buy your stuff and get out of here. -~ -188426 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31635 -paladin seamstress member~ -the Paladin Seamtress~ -A Paladin Seamstress works diligently on some fabric as you browse the goods. -~ - She looks up at you as she sews and smiles a pretty smile, going back to her -work while keeping an eye out in case you need any assistance. -~ -16394 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#31636 -Paladin smith~ -the Paladin smith~ -A Paladin smith works here, pounding away at the forge. -~ - He seems to be very happy with his work, the allotment that the Guild has -given him. It is a rare and fine thing to see such pride from a man who could -be more if he desired. -~ -16394 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31637 -paladin member~ -a member of the Paladin Guild~ -A member of the Paladin Guild is here helping the customers. -~ - He beams a smile your way and holds up one finger - be with you in just one -moment! -~ -16394 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31638 -guard paladin Shindoz guildguard~ -Shindoz~ -Shindoz stands proudly at the entrance to the Guild, gently keeping non-members out. -~ - Paladin through and through - you can tell this guy is the Master's Pet, a -real ass-kiss and butt-puppy. -~ -253962 0 0 0 80 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 31606 -#31639 -master guildmaster paladin~ -the Master~ -The Master stands calmly here, ready to train if that is your need. -~ - He smiles and looks you in the eye, as if reading your thoughts and virtue -all in one glance. It almost makes you uneasy. -~ -16394 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31640 -Alastor guard monk guildguard~ -Alastor~ -Alastor looks just a bit unhappy about being a monk, but guards the door just the same. -~ - It's a looooooonng story - don't ask. -~ -253962 0 0 0 80 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -T 31607 -#31641 -master guildmaster monk~ -the Monk Guildmaster~ -The Monk Guildmaster awaits your need quietly. -~ - He speaks no word, makes no move. He simply waits. -~ -16394 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -$ diff --git a/lib/world/mob/317.mob b/lib/world/mob/317.mob deleted file mode 100644 index a49d11f..0000000 --- a/lib/world/mob/317.mob +++ /dev/null @@ -1,318 +0,0 @@ -#31700 -mayor mcgintey cove~ -the Mayor of McGintey Cove~ -The Mayor of McGintey Cove parades by you. -~ - He looks quite decadent, draped in sheer, golden silk and satin teal -sashes. He turns his head suddenly to catch a glimpse of a young noblewoman -and you see a small teal ornament hanging loosely from his right ear. The -trinket looks quite valuable. -~ -32968 0 0 0 0 0 0 0 0 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -BareHandAttack: 5 -E -#31701 -Maree~ -Maree~ -Maree is here serving drinks. -~ - She is one of those women who could be twenty-five or could be forty. She -has that timeless look about her that lends a quiet, dignified beauty. -~ -188426 0 0 0 0 0 0 0 700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#31702 -noble~ -an upperclass citizen~ -A town noble stands nearby, disgusted by your mere presence. -~ - He is dressed in the finest clothes money can buy, and as he dusts of his -shirt and tidies his hair he turns his head from you, not acknowledging your -presence there. -~ -200 0 0 0 0 0 0 0 0 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -BareHandAttack: 13 -E -#31703 -proprietor man~ -the proprietor~ -The proprietor of the Inn is here, making sure everything is perfect. -~ - He hurries here and there and everywhere, always fussing or whining that -something is wrong or out of place. -~ -16394 0 0 0 0 0 0 0 200 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31704 -waiter~ -a waiter~ -A waiter is here scurrying from table to table. -~ - He keeps glancing up at the proprietor, as if he were a stray dog expecting -to beat at any moment. Poor fella, he probably gets at least one good tongue -lashing a day. -~ -138 0 0 0 0 0 0 0 800 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#31705 -wife mayor~ -the Mayor's wife~ -The Mayor's wife stalks silently by. -~ - Yes, her clothes are of the finest make but you can tell she does not -belong. Her features are long and sad looking, as if she had no desire to be -the mayor's wife. She moves away quickly, trying to remain unseen. -~ -147656 0 0 0 0 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 2 -BareHandAttack: 3 -E -#31706 -attendant roulette~ -the roulette attendant~ -A strikingly beautiful woman stands at the wheel, taking bets. -~ - She gives you a very big, very seductive smile and urges you to place a bet. - -~ -16394 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#31707 -dealer Baagh~ -Baagh~ -Baagh is here, dealing the next the grueling round of war. -~ - Baagh does not look all that smart. Seems that this card game is just his -speed. -~ -16394 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31708 -dealer blank faced~ -the blank-faced dealer~ -A blank-faced dealer is here, getting ready to take your money. -~ - This guy is the poster child for poker faces. -~ -16394 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31709 -noble noblewoman~ -a noblewoman~ -A noble's wife is standing here. -~ - She has the same contempt of you as a nobleman has, full of disgust. She -tries to be as far away from you as she can. -~ -200 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 2 -E -#31710 -sam dealer blackjack~ -Sam the blackjack dealer~ -Sam the blackjack dealer is here flipping cards to players. -~ - Sam looks almost bored as he turns over one card after another. You can -barely hear him mumble, 'push, we got a winner, oh too bad, and every now and -then an almost audible blackjack! ' -~ -16394 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#31711 -stealthy burglar~ -a stealthy burglar~ -A stealthy burglar is attempting to hide himself in the shadows. -~ - Crouched back in a corner, head low, this man thinks that you are unable to -see him. -~ -138 0 0 0 0 0 0 0 -500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31712 -ranger park~ -the park ranger~ -The Park Ranger is here, tending to the park. -~ - She is dressed all in brown and green, with rake in hand. She looks like -she knows her way around both forest and city. -~ -2186 0 0 0 0 0 0 0 600 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#31713 -kid little boy~ -a little boy~ -A little boy plays tag with a little girl, laughing and giggling as he runs. -~ - With lunch stains all over his shirt and grass stains all on his knees, he -looks like he couldn't be any happier than he is now. -~ -72 0 0 0 0 0 0 0 400 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#31714 -kid little girl~ -the little girl~ -A little girl laughs as a boy tries in vain to catch her by the ponytails. -~ - With her bright red hair up in ponytails, she kind of looks like Pippy -Longstocking. -~ -72 0 0 0 0 0 0 0 500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#31715 -matre de~ -the matre de~ -The matre de looks disdainfully at you. -~ - This man may have to get a bit snooty, better watch it. -~ -10 0 0 0 0 0 0 0 -100 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#31716 -waiter~ -the waiter~ -A well dressed waiter is moving gracefully through the room, serving customers. -~ - Resplendent in his black tuxedo and shined shoes, this man would be graceful -falling down. -~ -10 0 0 0 0 0 0 0 300 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31717 -waitress~ -the waitress~ -A waitress moves through the room serving drinks. -~ - This woman could only be described as elegant the way she sways and moves -through the clientele dining here. -~ -188426 0 0 0 0 0 0 0 300 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -#31718 -receptionist~ -the receptionist~ -A receptionist sits behind an ornate mahogany desk, taking reservations for the night. -~ - She looks almost bored with her job as she efficiently writes dates, names, -and times in ledger. -~ -16394 0 0 0 0 0 0 0 100 E -25 12 -5 5d5+250 4d4+4 -250 62500 -6 6 2 -E -#31719 -gardener woman~ -the woman~ -A woman is planting flowers here, pulling weeds here and there. -~ - She looks in her element here, digging in the dirt, like she couldn't be -happier anywhere else. -~ -10 0 0 0 0 0 0 0 1000 E -17 15 0 3d3+170 2d2+2 -170 28900 -6 6 2 -E -#31720 -server man~ -the server~ -A man is here serving all the diners quietly, efficiently. -~ - A very somber seeming man, you cannot see a glint of a smile or any kind of -emotion on his face. His work seems to be his passion. -~ -188426 0 0 0 0 0 0 0 -100 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31721 -grave digger man~ -the grave digger~ -A grave digger is resting under the shade of a tree, shovel on the ground next to him. -~ - He wipes the sweat from his brow, smiles, and asks if you might like to join -him for a bit of a rest...? -~ -10 0 0 0 0 0 0 0 800 E -15 15 1 3d3+150 2d2+2 -150 22500 -6 6 1 -E -#31722 -manager hotel~ -the hotel manager~ -The hotel manager stands behind a large desk, ready to sell you a room. -~ - He smiles and asks how he can help you today. -~ -10 0 0 0 0 0 0 0 100 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31723 -woman receptionist~ -the receptionist~ -She stands smiling at you, waiting for you to take a room. -~ - Hmmmm.... Wonder if she is part of the price, too... -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -$ diff --git a/lib/world/mob/318.mob b/lib/world/mob/318.mob deleted file mode 100644 index 42de4eb..0000000 --- a/lib/world/mob/318.mob +++ /dev/null @@ -1,311 +0,0 @@ -#31800 -sailor drunk~ -the drunken sailor~ -A drunken sailor stumbles past you, the fumes all whiskey and vomit. -~ - His white and black striped shirt is speckled with the stains from his last -meal. The stubble on his face is only overshadowed by the hair which grows out -of the top of the back of his shirt. -~ -200 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31801 -gambler shouting~ -a shouting gambler~ -A gambler is here, shouting at the top of his lungs at the cocks fighting in the street. -~ - You want to tell him the cocks don't understand, but then you realize that -HE would probably not understand. -~ -10 0 0 0 0 0 0 0 100 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#31802 -dead boy~ -a Dead Boy~ -A Dead Boy eyes you evilly. -~ - The unwashed boy seems to be eying you rather fiercely. You don't know what -you did to offend him but hey, it could be any... Nothing. -~ -4680 0 0 0 0 0 0 0 -700 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 13 -E -#31803 -bloody scythe boy~ -a Bloody Scythe gang member~ -A member of Bloody Scythe eyes you evilly. -~ - The unwashed boy seems to be eyeing you rather fiercely. You don't know -what you did to offend him but hey, it could be any... Nothing. -~ -4680 0 0 0 0 0 0 0 -700 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 13 -E -#31804 -giant cockroach~ -a giant cockroach~ -A giant cockroach looks about ready to eat you. -~ - QUICK!!! Squish it, before it squishes you!! -~ -42 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#31805 -beggar~ -an old beggar~ -A beggar stands here, pleading for a few coins. -~ - You see an old dirty beggar with no teeth trying to get coins by passer -byes. -~ -72 0 0 0 0 0 0 0 0 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -BareHandAttack: 4 -E -#31806 -Marcko Dead Boy~ -Marcko, the Dead Boy's leader~ -Marcko, gives you a slight smirk. -~ - Less dirty than the rest of his disciples, he no less ruthless. He grins at -you, almost pleasantly, until he flashes the knife in his hand, in which his -pleasant smile fades. -~ -152074 0 0 0 0 0 0 0 -1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 1 -BareHandAttack: 14 -E -#31807 -Ie Bloody scythe boy~ -Ie, Bloody Scythe's leader~ -Ie, sits here reviewing the days collections. -~ - A woman sits before you, ruffling through papers, not bothering to look up -to see or greet you. She drops one of her papers onto the floor, as she bends -down to pick it up she notices your boot and gets up suddenly, preparing for -your attack. She taps her boot heel to the ground and a razor juts out the toe -of her boot. You sense that this isn't going to be pretty. -~ -153610 0 0 0 0 0 0 0 -1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -6 6 2 -BareHandAttack: 12 -E -#31808 -carpenter man worker~ -a carpenter~ -A man is here, hammering on some rounded ship's boards. -~ - Bathed in sweat and looking quite the strong type, you can't help but wonder -what motivates a man who does a job such as this to get up every morning. -~ -10 0 0 0 0 0 0 0 200 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#31809 -foreman shipyard~ -the shipyard foreman~ -The shipyard foreman struts through the room, kicking his workers, telling them to work harder. -~ - Complete with his fat cigar, this man is the poster child for alcoholics -anonymous. -~ -10 0 0 0 0 0 0 0 -400 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31810 -sailor~ -a hard working sailor~ -A hard working sailor struggles along, loaded down with nets and rigging. -~ - Poor fella, almost makes you want to help him with his load, but then, -nahhhh... -~ -72 0 0 0 0 0 0 0 300 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31811 -dock master woman~ -the Dockmaster~ -A very self important woman stands here with a clipboard. -~ - She supervises and regulates the loading and unloading of cargo and -passengers to every ship that docks in this cove. -~ -2248 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#31812 -assistant~ -the Dockmaster's assistant~ -The Dockmaster's assistant proudly follows along beside her. -~ - This little guy looks like he finally found someone bigger than him that -wouldn't kick his ass, so he's hanging on for dear life. -~ -6216 0 0 0 0 0 0 0 300 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31813 -bum~ -a bum~ -A bum lays on a bench, snoring softly. -~ - You might even be doing this guy a favor... One good bop to the noggin and -he's done. -~ -10 0 0 0 0 0 0 0 200 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#31814 -ticket travel woman receptionist~ -a travel agent~ -A woman sits behind the glass, selling boat tickets. -~ - She moves at lightning speed, with the assurance of one who has done her job -for a long time. -~ -16394 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#31815 -midshipman~ -a midshipman~ -A midshipman passes by you, mumbling something. -~ - The man walks with hands in his pockets and head bowed, continually mumbling -something to himself. Perhaps he's looking for a bar or a fight, who knows. - -~ -104 0 0 0 0 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -BareHandAttack: 9 -E -#31816 -pack rat~ -a pack rat~ -A pack rat is sifting through trash. -~ - It's a large, fat rat, what else would it be. -~ -76 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 4 -E -#31817 -Cap'n Darby~ -Cap'n Darby~ -Cap'n Darby is here, fighting. -~ - It seems like every time you see Cap'n Darby, the guy is fighting. Doesn't -this old sailor EVER take a break?!? -~ -190536 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -7 7 1 -BareHandAttack: 13 -E -#31818 -net weaver~ -the netweaver~ -The netweaver is here, sewing some netting together. -~ - He has small, horn rimmed glasses, and a large net draped across his body, -which he is currently working on. -~ -10 0 0 0 0 0 0 0 500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -6 6 1 -E -#31819 -punk street~ -the street punk~ -A street punk is here, getting to throw a set of dice. -~ - He looks up and growls. It must be that no one usually upsets the game. - -~ -42 0 0 0 0 0 0 0 -300 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#31820 -sailor drunk sing~ -the singing drunken sailor~ -A sailor is lounging near the piano, singing his heart out. -~ - He looks like if he were to let go of the piano, he may not end up on his -feet still. -~ -10 0 0 0 0 0 0 0 -100 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31821 -myra madame~ -Madame Myra~ -Madame Myra is here, selling herself and any of her girls for the right price. -~ - Large breasted, large assed, and smothered in make-up and perfume, this lady -is one nasty specimen. -~ -10 0 0 0 0 0 0 0 400 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#31822 -motel man attendant~ -the motel attendant~ -The man reads his book behind the glass without glancing up. -~ - You clear your throat, but he just continues to ignore you. -~ -10 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -$ diff --git a/lib/world/mob/319.mob b/lib/world/mob/319.mob deleted file mode 100644 index e711f61..0000000 --- a/lib/world/mob/319.mob +++ /dev/null @@ -1,201 +0,0 @@ -#31900 -zombie sea sailor dead~ -a sea zombie~ -A sea zombie rises from the sea with a blast of water and attacks! -~ - This long dead soul of a sea captain deigned to forsake the chance to Pass -Through to the next life, instead wreaking his vengeance on all those who cross -the place where he himself perished. -~ -190506 0 0 0 0 0 0 0 -700 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#31901 -squid giant~ -a giant squid~ -A giant squid moves through the water at a lightning pace. -~ - It looks very slimy to the touch and extremely mean. Watch that it does not -decide to make a meal of you. -~ -104 0 0 0 0 0 0 0 0 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -#31902 -dragon turtle~ -a dragon turtle~ -An enormous dragon turtle glides across the surface of the sea, searching for food. -~ - It does not move very fast, in fact it still has not seemed to notice that -you are here, but it is larger than a killer whale. And stronger. -~ -76 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -#31903 -pelican~ -a pelican~ -A pelican glides over the surface of the water, skimming for food. -~ - Its enormous beak dips in and out of the water in constant search for a -morsel to eat. -~ -72 0 0 0 0 0 0 0 100 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -BareHandAttack: 4 -E -#31904 -whale killer~ -a killer whale~ -A killer whale skims just under the surface of the water. -~ - The teeth are the visible part of this animal, even when its mouth is closed -- could it just be your imagination?!? -~ -65608 0 0 0 0 0 0 0 200 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -BareHandAttack: 9 -E -#31905 -great white shark~ -a great white shark~ -A curved fin is visible swimming very near to you. -~ - Is this something that you really feel you'd like to investigate? If it IS -a shark, it is probably best left alone. -~ -204872 0 0 0 0 0 0 0 300 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -BareHandAttack: 4 -E -#31906 -sea elf~ -a sea elf~ -The head of a sea elf pokes out of the water nearby. -~ - The elf gives you a smile and a laugh and then dives for the depths of the -sea. -~ -2120 0 0 0 0 0 0 0 400 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -#31907 -crab red~ -a bright red crab~ -A small red crab bobs at the top of the water. -~ - Its two little whiskers bounce wetly above its bulbous eyes. It almost -seems like it might be looking at you, even smiling... -~ -72 0 0 0 0 0 0 0 0 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -E -#31908 -jellyfish fish mass gooey~ -a jellyfish~ -A gooey mass of greenish yuck is floating on the surface. -~ - That damn stuff is alive! Its a jellyfish! -~ -72 0 0 0 0 0 0 0 0 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 0 -BareHandAttack: 1 -E -#31909 -walrus~ -a walrus~ -The dark colored head of a walrus is all that is visible from here. -~ - It almost looks goofy with its big buck-toothed tusks and the whiskers. It -sees you and gives a bark. -~ -72 0 0 0 0 0 0 0 400 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -#31910 -seal~ -a seal~ -A seal gracefully leaps the waves as it happily plays on the surface. -~ - It barks and claps it fins as plays, noisily voicing its delight. -~ -72 0 0 0 0 0 0 0 700 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 5 -E -#31911 -merman~ -a merman~ -A merman gives a gasp as he realizes you've spotted him and dives under. -~ - All that is left of where he was is a small ripple on the surface of the -sea. -~ -202 0 0 0 0 0 0 0 700 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 1 -E -#31912 -mermaid maid~ -a mermaid~ -A mermaid's eyes get very wide and afraid as she spots you. -~ - She immediately ducks under the water, only a small ripple left of where she -was. -~ -10 0 0 0 0 0 0 0 800 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 2 -E -#31913 -elemental water~ -a water elemental~ -A water elemental swirls in with a rush of water and wind. -~ - It is in constant motion, churning and swirling with force and fury. -~ -239626 0 0 0 0 0 0 0 700 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 0 -E -#31914 -demon sea~ -a sea demon~ -A sea demon snarls in fury as you enter into its domain. -~ - Sea demons are extremely protective of their area, almost as if they felt -that they owned their section of the seas. Indeed, many seafarers might not -argue that. -~ -254490 0 0 0 0 0 0 0 900 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 0 -BareHandAttack: 12 -E -$ diff --git a/lib/world/mob/32.mob b/lib/world/mob/32.mob deleted file mode 100644 index 185c943..0000000 --- a/lib/world/mob/32.mob +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/mob/320.mob b/lib/world/mob/320.mob deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/mob/320.mob +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/mob/321.mob b/lib/world/mob/321.mob deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/mob/321.mob +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/mob/322.mob b/lib/world/mob/322.mob deleted file mode 100644 index 65d6821..0000000 --- a/lib/world/mob/322.mob +++ /dev/null @@ -1,147 +0,0 @@ -#32200 -worker dock strong~ -a strong dock worker~ -A strong dock worker loads and unloads heavy crates. -~ - He bulges from the tight short sleeves of his shirt, a tattoo peeking out -from beneath. -~ -2120 0 0 0 0 0 0 0 300 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#32201 -hauler cargo man~ -a cargo hauler~ -A man who's sole job it is to lug crates lugs a crate past you. -~ - The crate does appear to be at all light in weight, however this guy carries -it along with both arms as if it were nothing more than a trifle. -~ -2120 0 0 0 0 0 0 0 100 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#32202 -representative travel woman~ -the travel representative~ -A woman in a tight fitting body suit helps passengers on board their boats. -~ - She gives you a quick look and decides that you are not one of her clients. -She sniffs quietly and turns away. -~ -200 0 0 0 0 0 0 0 200 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#32203 -sailor~ -a sailor~ -A sailor pushes past you, intent on finding the nearest brothel. -~ - The man still walks with that rolling gait that most sailors affect. He -will probably continue to do so, unless he finds another profession,. -~ -2120 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#32204 -boatman man~ -a boatman~ -A boatman tips his hat to you as he passes. -~ - He appears to be a resident of these docks, as he is intent on making sure -that his ship in good condition. -~ -72 0 0 0 0 0 0 0 800 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#32205 -passenger~ -a passenger~ -A passenger waits to board their ship. -~ - They tap their feet impatiently, frequently glancing at the sky. -~ -72 0 0 0 0 0 0 0 300 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#32206 -fisherman man~ -a fisherman~ -A fisherman floats lazily in a small boat, trying to catch some dinner. -~ - He stares glazy-eyed at the water, as if it has transfixed him. He raises -up his pole, bringing the line and casting out again without blinking or -looking up. In the same motion, he raises a bottle of whiskey to his lips with -his free hand. The whiskey is also swagged without blinking. -~ -74 0 0 0 0 0 0 0 100 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#32207 -dolphin~ -a dolphin~ -A dolphin playfully splashes you with its tail. -~ - It makes little squeak noises, twisting its body back and forth in its -excitement in seeing you. -~ -73800 0 0 0 0 0 0 0 900 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -BareHandAttack: 10 -E -#32208 -seagull gull~ -a seagull~ -A seagull squawks past overhead, searching the water for dinner. -~ - Best to watch above from now on, you never know when one of those pests -might have to let a load go. -~ -196680 0 0 0 0 0 0 0 100 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#32209 -ship owner wealthy~ -a wealthy ship owner~ -A wealthy ship owner walks past, regarding you with disdain. -~ - He must realize that you are not a part of the elite crowd that owns the -vessels which dock here. -~ -76 0 0 0 0 0 0 0 100 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#32210 -service representative customer~ -a customer service representative~ -A customer service representative stands ready to attend to any passenger's needs. -~ - He opens his mouth as if to say 'Can I help you? ' and sees that you have -no ticket or luggage. Assuming you are yet another vagrant from the dock area, -he turns away in disgust. -~ -200 0 0 0 0 0 0 0 100 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -$ diff --git a/lib/world/mob/323.mob b/lib/world/mob/323.mob deleted file mode 100644 index ff18cd0..0000000 --- a/lib/world/mob/323.mob +++ /dev/null @@ -1,314 +0,0 @@ -#32300 -obsidian rockman man~ -an obsidian rockman~ -The wall seems to shift slightly, as a rockman makes himself visible to you. -~ - This huge slab of rock shaped into something vaguely humanoid looks massive -and powerful enough to blast anyone or thing to smithereens. -~ -242186 0 0 0 0 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#32301 -man pale~ -the Pale Man~ -The Pale Man regards you intently, as if forming a plan with you in mind. -~ - He is no more than five feet in height, however with his massive guardians -at his side, he needs not stature to seem impressive. His skin is milky white, -his eyes a dark charcoal black. He has no hair upon his head. -~ -163866 0 0 0 0 0 0 0 -900 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#32302 -aboleth mother~ -an aboleth mother~ -An aboleth lumbers toward you, intent on devouring you in one gulp. -~ - It looks almost like a very large but intelligent fish, about twenty feet in -length, its skin blue-green with splotches of gray. -~ -46 0 0 0 0 0 0 0 -700 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -#32303 -aboleth baby~ -an aboleth baby~ -An aboleth baby follows its mother in anticipation of a good supper. -~ - It looks much the same as it its mother, only smaller and with no splotches -of gray. -~ -196650 0 0 0 0 0 0 0 -200 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -#32304 -large bat~ -a large bat~ -A large bat swoops down at you from the ceiling! -~ - Its eyes are shot through with red, its fangs bared as it moves in for the -attack. -~ -2120 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -#32305 -rot grub~ -a rot grub~ -A rot grub slunks toward you, sucking debris from the floor. -~ - It is a lump of grayish flesh and blood that has almost no mind - it only -knows to consume. -~ -76 0 0 0 0 0 0 0 -100 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -#32306 -carrion crawler~ -a carrion crawler~ -A carrion crawler moves about the caverns, taking scraps where it can. -~ - This thing looks like a giant grub with teeth. It takes whatever leftovers -there are from scraps left behind in battle. -~ -76 0 0 0 0 0 0 0 -400 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 0 -E -#32307 -death kiss~ -a Death Kiss~ -A Death Kiss floats toward you, its tentacles reaching out. -~ - It looks like a beholder kin, but larger and with more tentacles. Its many -eyes rotate this way and that, a few always upon you. -~ -42 0 0 0 0 0 0 0 -1000 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -#32308 -bugbear chief~ -the bugbear chief~ -The bugbear chief growls angrily from his place of rest. -~ - This thing does not look as if it desired to be intruded upon. Possibly a -hasty departure might be in order... -~ -4200 0 0 0 0 0 0 0 -400 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 0 -E -#32309 -bugbear leader~ -the bugbear leader~ -The bugbear leader howls a mindless warcry and charges! -~ - Your time is quite limited in that the leader has decided to kill you on -sight. He looks like many of the other bugbears, just larger and meaner with -larger fangs. -~ -4168 0 0 0 0 0 0 0 -700 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -#32310 -bugbear shaman~ -the bugbear shaman~ -The bugbear shaman looks up at you in anger. You interrupted it. -~ - It appears that even bugbears can read - somewhat. This one was reading -from an old tome. -~ -4168 0 0 0 0 0 0 0 -900 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -E -#32311 -deepspawn spawn~ -the DeepSpawn~ -A DeepSpawn sits in the center of the room, its many eyes glaring at you. -~ - This abomination of nature rests casually in this dark, stinking place -creating minions of Hell, sending them out to wreck havoc upon the lands. -~ -42 0 0 0 0 0 0 0 -1000 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 0 -E -#32312 -feyr sleeping~ -a sleeping feyr~ -Gasp! You have stumbled upon a sleeping Feyr. -~ - This mystical creature they say is born from the nightmares of others, the -deepest, darkest fears of many coalescing into one single horror. This must be -a melding of all the horrors in the minds of those at X'Raantra's. -~ -237578 0 0 0 0 0 0 0 -1000 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -E -#32313 -gargoyle~ -a gargoyle~ -The statue of a gargoyle stands against the far wall. -~ - It appears almost as if it might really BE a gargoyle, almost as if it were -alive. Did its right fore-claw just move? -~ -42 0 0 0 0 0 0 0 -900 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -BareHandAttack: 8 -E -#32314 -margoyle~ -the margoyle~ -An extremely large statue of a gargoyle rests on its laurels in the corner. -~ - It is curled into a ball on the floor, its arms around its drawn-up knees. -Its head is in its arms, however it almost appears as if one eye might be -watching you. -~ -42 0 0 0 0 0 0 0 -990 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 0 -BareHandAttack: 8 -E -#32315 -gibberling~ -a gibberling~ -A small, vocal, hunchbacked man rushes at you with sword drawn. -~ - This screaming, jabbering, howling hunchback seems more an annoyance than a -threat, however you never know. -~ -4204 0 0 0 0 0 0 0 -500 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#32316 -gorgon~ -the gorgon~ -A huge gorgon stamps its feet and snorts, eyeing you with hunger. -~ - It is a huge bull-thing with horns as large as a minotaur's. In fact, it -almost looks like a minotaur but less humanoid. -~ -73738 0 0 0 0 0 0 0 -400 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -BareHandAttack: 6 -E -#32317 -grimlock~ -a grimlock~ -A disgusting manlike thing ambles toward you, arms outstretched toward you. -~ - It is dressed in nothing more than a few filthy rags, the rest of its body -is covered in long, dirty, black hair. Any skin which shows through is gray -and scaly. -~ -58 0 0 0 0 0 0 0 -800 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#32318 -hook horror~ -a hook horror~ -A hook horror spots you and immediately rushes! -~ - It is huge, almost nine feet tall and at least three hundred pounds. It is -a cross between a vulture and a man and has hooks for claws. -~ -155706 0 0 0 0 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#32319 -brown mold~ -a brown mold~ -A brown mold sucks up all the heat around it, including yours! -~ - It is nothing more than a lump of mold on the floor of the cave, however it -exudes a power which takes in all heat sources in its immediate vicinity. -Whenever directly approached whether by animate or inanimate, its shoots a -tentacle from its center, grabbing the offender of its space and killing it. - -~ -42 0 0 0 0 0 0 0 -200 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -#32320 -mold man~ -a mold man~ -A mold man sees you and squats down in a fight-ready stance. -~ - He is not large at all - about four foot, nor does he appear to be of any -particular strength. He does appear to know his way around a spear, though. - -~ -4168 0 0 0 0 0 0 0 -300 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#32321 -bugbear clansman~ -a bugbear clansman~ -A bugbear clansman lumbers along. -~ - He is covered in thick fur, his large shaggy eyebrows drooping low over his -eyes lending him both a sad and sinister look at the same time. -~ -4680 0 0 0 0 0 0 0 -200 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#32322 -deep dragon~ -a Deep Dragon~ -A Deep Dragon regards you with curiosity. -~ - She probably wouldn't even bother to be curious if it weren't for the fact -that only a fool human would walk straight into a Deep Dragon's den and stand -there. -~ -253962 0 0 0 0 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -BareHandAttack: 12 -E -$ diff --git a/lib/world/mob/324.mob b/lib/world/mob/324.mob deleted file mode 100644 index 32d9ea9..0000000 --- a/lib/world/mob/324.mob +++ /dev/null @@ -1,286 +0,0 @@ -#32400 -cow~ -a cow~ -A fat cow stand here chewing her cud. -~ - She may not be the most hygienic animal, but she sure has a good load of fat -meat on her! And look at them tits! -~ -73738 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -BareHandAttack: 6 -E -#32401 -bull~ -the mean bull~ -A mean bull stamps it feet and snorts at you. -~ - Papa always said make sure you never get behind an angry bull. Also said -never get in front of one. So where does that leave? -~ -73770 0 0 0 0 0 0 0 -200 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -BareHandAttack: 9 -E -#32402 -horse war~ -a war horse~ -A proud war horse tosses its head whinnies. -~ - This large animal is trained to hate every human except the one who rides -him. Beware his kicking hooves! -~ -106538 0 0 0 0 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -BareHandAttack: 6 -E -#32403 -horse work~ -a sturdy work horse~ -A sturdy work horse grazes the tall grass. -~ - It takes almost no notice of you, just continues on with it's lunch. -~ -40970 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 2 -BareHandAttack: 5 -E -#32404 -forge master smith~ -the Forgemaster~ -The Forgemaster stands near the fire directing his workers in their labors. -~ - He is quite large with tree-trunk arms. He is definitely not someone to -trifle with even on one of his bad days. -~ -72 0 0 0 0 0 0 0 300 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#32405 -smithy sweating~ -the sweating smithy~ -A sweating smithy soldier pumps the coals with a bellows. -~ - The sweat drips from his bare back as makes sure that the fire does not get -low. -~ -72 0 0 0 0 0 0 0 200 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#32406 -smithy soldier sweating~ -the smithy~ -A smithy pounds away at a piece of metal, shaping it into a usable piece. -~ - His muscles bulge and the hammer rings. This guy could do commercials. -~ -72 0 0 0 0 0 0 0 350 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#32407 -tanner soldier~ -a tanner~ -A soldier works diligently at tanning hides. -~ - He wipes his sweating brow and gives a smile. At least he seems to enjoy -his work a bit. -~ -72 0 0 0 0 0 0 0 400 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#32408 -soldier sweating grunting~ -the sweating soldier~ -A soldier grunts as he lifts a bale of hay up onto the stack. -~ - He is sweating from most every pore in his body - it does not appear that he -is enjoying his labors. -~ -72 0 0 0 0 0 0 0 100 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#32409 -soldier brander~ -a brander~ -A soldier is here branding the cattle and the horses of the Eastern Army. -~ - He stands with a sly grin on his face, as if he might enjoy his work just a -bit too much. -~ -76 0 0 0 0 0 0 0 -100 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#32410 -soldier rustler~ -a rustler~ -A soldier rustles a cow into a prone position so that the brander might place his mark. -~ - He looks strong enough to wrestle an ox - indeed he often does. -~ -72 0 0 0 0 0 0 0 300 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#32411 -soldier footman~ -a footman~ -A footman trudges wearily back toward the barracks tents. -~ - His job is done for the day and he is quite glad of it! -~ -72 0 0 0 0 0 0 0 300 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#32412 -soldier general tso~ -General Tso~ -General Tso walks among his troops, a look of disapproval fixed upon his face. -~ - Tso appears the type that would never be satisfied no matter what the length -a soldier might go to to obtain his approval. -~ -72 0 0 0 0 0 0 0 200 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#32413 -soldier patrolman~ -a patrolman~ -A patrolman walks his rounds, watching for signs of invasion. -~ - He does not appear all that concerned about invaders as he drearily walks -his rounds. -~ -72 0 0 0 0 0 0 0 600 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#32414 -soldier scout~ -an army scout~ -An army scout walks lithely through the camp. -~ - He moves with a sinuous grace that speaks well of his abilities in the -forest. -~ -72 0 0 0 0 0 0 0 700 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#32415 -surgeon soldier~ -the surgeon~ -The camp surgeon is here tending to the wounded. -~ - He is a very energetic young man, fully trained by the Eastern Army's best -surgeons. -~ -72 0 0 0 0 0 0 0 600 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#32416 -medic soldier~ -the medic~ -A medic bustles along self-importantly. -~ - He gives you a look and sees that you don't appear hurt. He then pointedly -ignores you and continues on. -~ -72 0 0 0 0 0 0 0 100 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#32417 -marksman soldier~ -the marksman~ -A marksman keeps a keen eye out for trouble. -~ - He looks a bit startled at your intrusion, but quickly recovers seeing that -you are not the enemy and goes back to watching out the peepholes. -~ -74 0 0 0 0 0 0 0 400 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#32418 -soldier wounded~ -a wounded soldier~ -A wounded soldier limps past. -~ - He gives you a curt nod and then continues on his way. -~ -72 0 0 0 0 0 0 0 600 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#32419 -officer soldier cavalry~ -a cavalry officer~ -An off-duty cavalry officer walks past. -~ - He has that odd gait that suggests that more of his time is spent in the -saddle than on his feet. -~ -72 0 0 0 0 0 0 0 300 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#32420 -soldier~ -the water boy~ -A young soldier is here filling his water pails to carry them up to the mess tent. -~ - He grumbles under his breath as he works, feeling that his position in the -Army's ranks are very unfair. -~ -72 0 0 0 0 0 0 0 600 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#32421 -soldier squatting~ -the squatting soldier~ -A soldier looks up in shock as you enter into this small and private area with him. -~ - He clutches to the sides of the seat, wondering just what sort of person -would intrude on one in such a place! -~ -72 0 0 0 0 0 0 0 800 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -$ diff --git a/lib/world/mob/325.mob b/lib/world/mob/325.mob deleted file mode 100644 index dae6b41..0000000 --- a/lib/world/mob/325.mob +++ /dev/null @@ -1,869 +0,0 @@ -#32500 -tumbler man~ -a tumbler~ -A man runs past, flipping and somersaulting his body in the air as he runs. -~ - His only break from the constant flips and jumps are when he runs along at a -steady pace. He looks your way and gives a wink. -~ -76 0 0 0 0 0 0 0 400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#32501 -juggler woman~ -a juggler~ -A juggler walks slowly past juggling five colored balls in rapid succession. -~ - She is so good at her juggling that she is able to nod to passersby who give -gasps of astonishment at her ability in juggling and smiles to excited -children. -~ -72 0 0 0 0 0 0 0 300 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 2 -E -#32502 -street bard~ -a street bard~ -A street bard wanders past strumming on a lute. -~ - His clear tenor voice mingles in with the flawless precision of his lute, -creating a soulful melody that uplifts spirits and makes the day just a bit -brighter. -~ -78 0 0 0 0 0 0 0 600 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#32503 -wandering minstrel~ -a wandering minstrel~ -A wandering minstrel strolls past, her voice raised in jubilant song. -~ - She seems entranced by her own song - she sings with eyes closed, with such -feeling and power. -~ -76 0 0 0 0 0 0 0 500 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -#32504 -peddler tonic man traveler garb~ -the tonic peddler~ -A man in bright traveler's garb bids you welcome. -~ - He motions you closer and closer and then closer yet. He whispers to you -that his tonics can make a man think better, run quicker and cause the woman of -his dreams to fall immediately in love with him. -~ -188430 0 0 0 0 0 0 0 600 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#32505 -Milissin story teller~ -Milissin the Story Teller~ -Milissin reads from her tome, her voice changing with each character's lines. -~ - Milissin has the rare gift of the ability to change her voice at command. -She can sound mean, sad, scared or happy at will, making her a very effective -storyteller. -~ -188426 0 0 0 0 0 0 0 800 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 2 -E -#32506 -monkey~ -a small monkey~ -A small monkey dances in time with the melody of the bard. -~ - The monkey keeps tethered to the bard's waist by means of a thin rope which -is attached to a collar around the monkey's neck. -~ -188430 0 0 0 0 0 0 0 100 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -E -#32507 -kid child small~ -the little kid~ -A parentless little kid runs past, screaming in delight at the wonders around him. -~ - He seems to be everywhere at once, a flurry of movement and noise that no -one can get a lid on. -~ -76 0 0 0 0 0 0 0 700 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#32508 -old crone zayla madame~ -Madame Zayla~ -An old crone sits unmoving in the darkness of this place. -~ - She sits with her hands folded over each on the table, neither looking -toward you or away from you. Looking closer, you begin to think that she may -be very blind. -~ -14 0 0 0 0 0 0 0 300 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 2 -E -#32509 -woman palm reader tarot~ -the tarot reader~ -A woman sits cross-legged on the ground, a deck of strange cards spread out before her. -~ - She concentrates on the cards before her, as if reading something of some -important in the way they lay on the ground. -~ -14 0 0 0 0 0 0 0 300 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -#32510 -gypsy dancer~ -a gypsy dancer~ -A gypsy dancer sways with the beat of the music, her hips a gyrating phenomenon. -~ - It is hard not to blush watching this full grown woman go through her -sensuous moves - but then, it is just as hard to look away. -~ -14 0 0 0 0 0 0 0 400 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -#32511 -gypsy dancer man~ -a gypsy man~ -A gypsy man attempts to keep time with his female counterpart. -~ - He is a wonderful dancer in all rights - she is simply a bit more interesting -to watch than he is . -~ -14 0 0 0 0 0 0 0 200 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#32512 -gypsy food vendor man~ -a gypsy food vendor~ -A man covered in tattoos and piercings serves food from a large grill. -~ - The man sings and talks jovially to all of his customers, as if there is no -other place in Dibrova that he would rather be. -~ -188430 0 0 0 0 0 0 0 800 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#32513 -jimmy pickpocket kid hand~ -Jimmy the Hand~ -A little kid bumps into you and goes off running in another direction. -~ - That almost felt like the little punk was trying to lighten your load a bit. -Best to try and ask him what his intentions were. -~ -76 0 0 0 0 0 0 0 -100 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#32514 -woman~ -a woman~ -A woman sits upon the grass, watching the performance on the stage. -~ - She seems riveted by the performance, although there really isn't much to it -- the actors are definitely not professionals. -~ -14 0 0 0 0 0 0 0 800 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 2 -E -#32515 -vendor woman gypsy~ -the vendor~ -A vendor walks the festival, carrying a crate filled with foodstuffs. -~ - She calls in a loud voice to all who will listen to get what she has while -she still has it - only a few left and going quick. -~ -188430 0 0 0 0 0 0 0 400 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 2 -E -#32516 -rootless homeless man vagabond~ -a rootless man~ -A rootless man roams the festival, heading in no particular direction at all. -~ - He walks with his hands in his pockets, a travel-worn cape slung over his -left shoulder. He meets no eyes nor does he evade them, he simply strolls -along minding his own business. -~ -76 0 0 0 0 0 0 0 200 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#32517 -bard stump strumming~ -a lonesome bard~ -A bard rests upon the stump, lost in song as he strums his lute. -~ - He sways gently in his position on the stump, eyes closed and humming to the -song his lute carries. It must be a fine thing indeed to be so very in tune -with one's inner self. -~ -14 0 0 0 0 0 0 0 600 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#32518 -woman bard flute player~ -a woman bard~ -A woman sits at the riverbank, softly playing a song through a bamboo reed. -~ - The song is as fine as any produced through a metal instrument such as a -flute. She plays with such skill and feeling that even the wind seems to -listen to her song. -~ -14 0 0 0 0 0 0 0 900 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 2 -E -#32519 -woman cat actress~ -an actress~ -A woman dressed as a cat enacts her part in the production. -~ - The woman sports a long tail and a set of whiskers made to make even the -most stoic of onlookers grin. She plays her part well. -~ -14 0 0 0 0 0 0 0 89 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -#32520 -actor man mushroom~ -the actor~ -A man dressed as a huge mushroom stands still as he recites his lines. -~ - It really does not take a great deal of talent to play the part of a -mushroom, however the man recites his line with precision and clarity. -~ -14 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#32521 -gypsy woman clean~ -a gypsy woman~ -A gypsy woman kneels at water's edge cleaning her clothes. -~ - She hums as she scrubs and cleans, apparently happy with her lot in life and -pleased to be cleaning clothes in a river. -~ -14 0 0 0 0 0 0 0 800 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 2 -E -#32522 -man fixing wagon repair burly~ -a gypsy man~ -A burly gypsy mends a broken wheel on the wagon. -~ - He wears only the baggy pants commonly worn by the gypsy clans, sweat -pouring from his body. Maybe you ought to help the poor fella? -~ -14 0 0 0 0 0 0 0 400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#32523 -man shoer~ -a gyspsy man~ -A gypsy man shoes a horse, tapping nails in gently. -~ - He is quite stout but makes up for his lack in height in strength. His arms -are heavily muscled and tanned. -~ -14 0 0 0 0 0 0 0 600 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#32524 -mime~ -a mime~ -A mime silently moves past, acting as if trapped in a moving glass prison. -~ - There really is nothing worse than a mime, except maybe a politician. -Please put this one out of its misery. -~ -76 0 0 0 0 0 0 0 200 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#32525 -woman gypsy face painter~ -the face-painter~ -A smiling gypsy woman paints the faces of delighted children. -~ - She seems to truly enjoy the fun and excitement that each child exhibits -when a new face is painted on and the child leaps from his or her chair, -laughing in delight. -~ -14 0 0 0 0 0 0 0 800 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -#32526 -man resting performer~ -a resting performer~ -One of the performers rests after a gruelling performance on stage. -~ - He massages his shins and lower legs, getting the cramps out from the -performances onstage. -~ -14 0 0 0 0 0 0 0 600 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#32527 -resting performer woman~ -a resting performer~ -A woman lies on her back, catching her breath after a tiring show. -~ - She stares at the sky as she breathes, lost in thought. -~ -14 0 0 0 0 0 0 0 600 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 2 -E -#32528 -townsman man~ -a townsman~ -A townsman walks along, taking in the sights and sounds of the festival. -~ - He walks along attempting to appear unimpressed by the antics of the -gypsies, however his open eyes and twisting neck give him away. -~ -76 0 0 0 0 0 0 0 500 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#32529 -countryman man~ -a wide-eyed countryman~ -A wide-eyed countryman walks the festival, amazed at all the people and sights. -~ - This bumpkin makes no attempt to hide the fact that he only sees this many -people when he comes to town once a month - and then only the same faces. -~ -76 0 0 0 0 0 0 0 0 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#32530 -townswoman woman~ -a townswoman~ -A townswoman sniffs at the workers of the festival, taken aback at their filthiness. -~ - It appears that this woman feels that these workers are not of the same -level of stature as she and that they should pay heed to where she treads. -Most of them pay her no heed at all. -~ -76 0 0 0 0 0 0 0 500 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -#32531 -elven male wanderer~ -an elven wanderer~ -An elven wanderer walks the festival, his gait steady and dextrous. -~ - Although he seems to enjoy a great many of the tricks and shows that go on, -he still keeps one hand on his dagger - just in case any of those MoS types -show up. -~ -76 0 0 0 0 0 0 0 600 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -#32532 -stout countryman's wife~ -a stout countryman's wife~ -A stout countryman's wife bounces through the festival, smiling warmly. -~ - She seems so happy, so pleased to be out and about among people. Poor -thing, she must not get out very much. -~ -72 0 0 0 0 0 0 0 0 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 2 -E -#32533 -farmer man~ -a farmer~ -A farmer walks through the festival with a disbelieving look fixed upon his face. -~ - This is a simple man, a man of low birth who has never known much of the -fine life or wandering. All of this is almost too much. -~ -76 0 0 0 0 0 0 0 600 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#32534 -farmer's wife woman~ -a farmer's wife~ -A woman in a simple spun dress looks around in joy and wonder. -~ - She looks around in all directions, trying to see everything at once. -~ -76 0 0 0 0 0 0 0 700 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -E -#32535 -midget~ -a midget~ -A midget runs through the crowds, back-flipping and somersaulting. -~ - He does all of his tricks with a smile and a flourish, sometimes including -people in his routine as he dives and rolls between their legs. -~ -76 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#32536 -man stilts~ -a man on stilts~ -A man walks through the festival on tall wooden poles. -~ - The poles seem almost an extension of his own legs. He never falters, -stumbles or rests for any period of time. -~ -76 0 0 0 0 0 0 0 600 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#32537 -lounging gypsy~ -a lounging gypsy~ -A gyspsy lounges on the grass, arms folded under his head. -~ - He does not appear to be bothered that he is taking his break, or more aptly -put, nap in the middle of this throng of people. He rests easily, his chest -rising and falling in rhythmic sleeping patterns. -~ -14 0 0 0 0 0 0 0 600 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#32538 -sword juggler silver~ -a sword juggler~ -A man in a silver tunic juggles curved broadswords with his partner. -~ - He tosses the swords, spinning them away as fast as he catches them toward -his partner in red who does just the same right back. -~ -72 0 0 0 0 0 0 0 600 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#32539 -sword juggler red~ -a sword juggler~ -A man in a red tunic juggles curved broadswords with his partner. -~ - As his partner catches and throws the spinning swords back at him, this man -talks animatedly with the crowd, urging them to throw a coin or two their way. - -~ -72 0 0 0 0 0 0 0 500 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#32540 -animal caretaker~ -the animal caretaker~ -A woman tends to the animals, keeping a close watch on them. -~ - Her main function is to be sure that these animals do not injure the -children who pet them. And that is exactly what she does. -~ -72 0 0 0 0 0 0 0 700 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 2 -E -#32541 -child face painted lion~ -a child with his face painted~ -A child runs past, his face painted like a lion. -~ - He looks up at you. He smirks and says, 'Roar. ' -~ -76 0 0 0 0 0 0 0 800 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#32542 -preparing performer man~ -a preparing performer~ -A man stares off into space, reciting his lines quickly and quietly. -~ - He bobs his head with each word he whispers, as if agreeing that what he is -saying are the proper lines, psyching himself for his time on stage. -~ -14 0 0 0 0 0 0 0 600 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#32543 -preparing performer woman~ -a preparing performer~ -A woman nervously paces back and forth at the edge of the stage. -~ - As she paces along she mutters to herself, praising her own ability to sing -and dance, giving herself confidence for her time on stage. -~ -14 0 0 0 0 0 0 0 300 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -E -#32544 -child face paint kitty cat~ -a child with her face painted~ -A child pushes past, her face painted up like a kitty-cat. -~ - She squeals in delight as she runs along, meowing and purring at intervals. - -~ -76 0 0 0 0 0 0 0 800 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -E -#32545 -child face paint skeleton~ -a child with his face painted~ -A child with a painted-on skeleton face looks somberly up at you. -~ - It is only face paint, but he appears to be taking his role quite seriously. - -~ -76 0 0 0 0 0 0 0 900 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#32546 -man gypsy artifact~ -the gypsy salesman~ -A man leans out of his cart, bidding you to take a look at his fine goods. -~ - He is fat and red-faced, a dirty turban wrapped around his head. He wears a -set of soiled robes which have at least on hue of every color under the sun on -them. -~ -188430 0 0 0 0 0 0 0 600 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#32547 -clothing woman gypsy~ -the cloth lady~ -A woman draped in awful-colored clothing stands proudly at her wagon. -~ - She offers the 'finest in all the land' for exotic cloth, found only at the -outer fringes of the world and beyond. -~ -188490 0 0 0 0 0 0 0 300 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 2 -E -#32548 -woman costume jewelry~ -the jewelry woman~ -A woman draped in cheap jewelry beckons you in closer. -~ - She bids you to take a look at her fine wares, all at a price which can be -made specially for you - but only today, right now! -~ -188426 0 0 0 0 0 0 0 400 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 2 -E -#32549 -puppet master~ -the puppet master~ -The puppet master causes his little creatures to dance and cavort comically. -~ - He looks up from time to time to make sure his audience is enjoying the -show, but for the most part this rat-nosed man seems engrossed in his job. -~ -14 0 0 0 0 0 0 0 800 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#32550 -horse pack~ -a pack horse~ -A sturdy pack horse patiently waits on his shoes. -~ - Every now again a muffled snort or a swish of the tail is affected - other -than that, it just stands there looking bored. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#32551 -man gypsy grin sloppy~ -a grinning gypsy~ -A gypsy man with a big sloppy grin serves the ale. -~ - His eyes are a bit red around the edges, his smile a bit too loose. He may -have taken a couple swills himself... -~ -188430 0 0 0 0 0 0 0 500 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#32552 -man beer swilling~ -a beer-swilling man~ -A man is here throwing back the beers. -~ - He is a tall, broad-shouldered man who takes his drink very seriously. -~ -72 0 0 0 0 0 0 0 600 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#32553 -man beer drinker~ -an ale quaffer~ -A farmer drinks some ale as he watches the stage show. -~ - It doesn't appear that he is a heavy drinker, but he does keep a firm grip -on his mug. Maybe he is afraid the misses will take it away... -~ -72 0 0 0 0 0 0 0 400 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#32554 -man ale drinker local drunk~ -a local drunk~ -One of the locals of the area stands near the keg, refilling his glass frequently. -~ - He tries to start conversations with just about anyone who will listen - he -has a story for just about everything. -~ -72 0 0 0 0 0 0 0 300 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#32555 -man spectator farmhand~ -a farmhand~ -A farmhand watches starry-eyed as the gypsy dancer moves her hips. -~ - He looks no older than fifteen or sixteen, with freckles and all. -~ -14 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#32556 -man spectator~ -a cityboy~ -A young lad of the city blushes as he watches the gypsy dancer move. -~ - He may be blushing, but he sure ain't turning around, either. -~ -14 0 0 0 0 0 0 0 800 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#32557 -older woman~ -an older woman~ -An older woman clucks in disapproval at the display onstage. -~ - She sure makes a lot of racket for someone who hasn't moved from her spot in -front of male gypsy dancer for the last hour and a half. -~ -14 0 0 0 0 0 0 0 500 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 2 -E -#32558 -gypsy onlooker~ -a gypsy onlooker~ -A gypsy watches his fellow brethren as they go about their dance. -~ - He must be on break or between shows, the lucky guy. -~ -14 0 0 0 0 0 0 0 700 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#32559 -young country girl~ -a young country girl~ -A young country girl watches in rapture as the dancers make their exotic moves. -~ - This poor little dear is certainly a candidate for recruitment into the -gypsy band. -~ -14 0 0 0 0 0 0 0 700 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -#32560 -gypsy cook~ -a gypsy woman~ -A gypsy woman prepares food for the hungry festival-goers. -~ - She is spattered in stains and grease, but seems to be enjoying herself just -the same. -~ -14 0 0 0 0 0 0 0 600 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 2 -E -#32561 -child waiting face paint~ -an excited child~ -An excited child waits as he gets his face painted. -~ - He tries not to appear too excited, but he bounces from foot to foot with -anticipation in his eyes. -~ -72 0 0 0 0 0 0 0 800 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#32562 -wide eyed child~ -a wide-eyed child~ -A wide-eyed child listens raptly to the story. -~ - A thin line of spittle runs out of the corner of his mouth, but he doesn't -notice it. He stares up in awe at the storyteller as the relates the story. - -~ -14 0 0 0 0 0 0 0 900 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#32563 -little girl~ -a little girl~ -A little girl listens raptly as the story unfolds. -~ - Her ponytails droop unmoving as she listens to the story, not moving muscle, -listening with every part of her being. -~ -14 0 0 0 0 0 0 0 800 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -E -#32564 -young lad~ -a young lad~ -A young lad listens to the story with wonder in his eyes. -~ - He almost looks as if he were in a trance of some sort, lost so deeply in -the plot of the story that he lost track of the real world. -~ -14 0 0 0 0 0 0 0 800 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#32599 -butler duvois~ -Duvois' Butler~ -Duvois' personal butler stands here ready for your request. -~ - An old english looking fellow with gray hair and a gray moustache. He -features are warm and friendly, and he seems overly exciting to satisfy your -request. He is dressed in the traditional butler's garb and is standing -upright like a englishman should. -~ -256026 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -$ diff --git a/lib/world/mob/326.mob b/lib/world/mob/326.mob deleted file mode 100644 index 147d86b..0000000 --- a/lib/world/mob/326.mob +++ /dev/null @@ -1,280 +0,0 @@ -#32600 -footman man soldier~ -a footman~ -A footman trudges past you, looking worn and tired. -~ - Poor guy must have been marching all day long. You notice that the only one -with a canteen is the guy in the front - must be one of the rank things. ' -~ -4172 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 7 -E -#32601 -footman man soldier~ -a footman~ -A footman marches along steadily with the rest his troop. -~ - This man looks as if he could probably march all day and all night without a -complaint. Must be what the army would call 'Gung Ho'. -~ -72 0 0 0 0 0 0 0 0 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#32602 -footman man soldier~ -a footman~ -A footman trudges along with the rest of his troop, trying to stay in step. -~ - This slob can't seem to keep step no matter how hard he tries. He keeps -hopping from one foot to the other, watching his fellow footmen, trying to get -in synch - but to no avail. -~ -72 0 0 0 0 0 0 0 0 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 1 -E -#32603 -cavalry soldier~ -a cavalry soldier~ -A cavalry soldier walks his horse along the road, giving the steed a rest. -~ - This man appears to be most proud of not only his steed, but of the position -he has attained within the Army's Ranks. -~ -72 0 0 0 0 0 0 0 0 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#32604 -patrolman man soldier~ -a patrolman~ -A patrolman walks his rounds, on constant alert for signs of danger or invasion. -~ - His eyes seem constantly squinted to the sun, even when there is none. He -walks with a slow, deliberate gait that suggests readiness and watchfulness. - -~ -72 0 0 0 0 0 0 0 0 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#32605 -guard post gate soldier~ -a guard~ -A guard stands at rigid attention, eyes boring down on you as if reading your intent. -~ - Strict orders have been placed upon this poor lad - no one in civilian -clothing may pass without authorization forms from a higher power. -~ -69722 0 0 0 0 0 0 0 0 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#32606 -lookout out watchman man soldier~ -the lookout~ -A lookout appears shocked by your intrusion here. -~ - These platforms were created in the interest of safety and security, to keep -invaders from launching surprise attacks upon the camp. You are now considered -a breach of security. -~ -122 0 0 0 0 0 0 0 0 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -#32607 -lookout out watchman man soldier~ -the lookout~ -A man is here with his back turned to you, unaware of your presence. -~ - He appears to be watching something through the trees, so intent on whatever -he is watching, he does not notice that you have entered into his small space. - -~ -74 0 0 0 0 0 0 0 0 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -#32608 -lookout out watchman man soldier~ -the lookout~ -The lookout is here, fast asleep against the trunk of the tree. -~ - He is someone you could almost miss were you not searching for someone, he -is so camouflaged by his face paint and attire. -~ -74 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -4 4 1 -E -#32609 -logger army soldier man~ -a logger~ -A logger is here, pounding away at a tree. -~ - This man is built like an ox - muscles to match. Might be a good idea to -make friends with this one... -~ -456 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#32610 -logger army soldier man~ -a logger~ -A logger is here taking a break from the chopping, leaning on his axe. -~ - This man is lean and wiry, with small, solid muscles that bely his true -strength. -~ -4186 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#32611 -logger army soldier man~ -a logger~ -A logger is propped up against a stump, snoring away. -~ - If this man can sleep through the sound of loggers hacking at trees with -axes, then this man has my respect and admiration! -~ -456 0 0 0 0 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -4 4 1 -E -#32612 -logger army soldier man chief~ -the logging chief~ -The logging chief is here barking orders at the top of his lungs. -~ - How could a man spend his days screaming at the top of his lungs, in -competition with a dozen axes pounding at trees? This guy is special... -~ -456 0 0 0 0 0 0 0 0 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 1 -E -#32613 -dryad faerie wood nymph~ -the dryad~ -A dryad sits upon the stump of the huge tree, weeping for its loss. -~ - Her brown skinned cheeks are saturated by the tears that stream down her -face. She does not seem to notice or care that you have entered into her area -- she looks at a point in the air just past where she sits - staring at nothing -and crying for her loss. -~ -254042 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -6 6 0 -E -#32614 -soldier jogging running man~ -a soldier~ -A soldier jogs past you, getting a bit of exercise. -~ - He looks a bit red in the face and maybe even winded, but he continues on. -A real trooper. No pun intended. -~ -4168 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#32615 -soldier marching man army~ -a marching soldier~ -A soldier marches past you, intent on his rhythm. -~ - He looks neither right nor left, simply straight ahead at where he is going. - -~ -4168 0 0 0 0 0 0 0 0 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#32616 -wagon driver man soldier~ -a wagon driver~ -A wagon driver stands beside his wagon, mopping his face and forehead from the heat. -~ - He glances up with a small smile and a wave. -~ -6218 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#32617 -squirrel~ -a squirrel~ -A little squirrel runs across your path. -~ - It stops at the edge of the path, raises up on its hind legs and twitches -its nose at you. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#32618 -bird small~ -a small bird~ -A small bird hops about on the forest floor, looking for worms or bits of seed. -~ - It shies away from your approach, but doesn't take to flight - yet. -~ -72 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 0 -E -#32619 -rabbit little~ -a little rabbit~ -A little rabbit sprints across the path just ahead of you. -~ - It pauses just at the fringe of the forest and wiggles its pink nose at you. - -~ -72 0 0 0 0 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#32620 -sergeant drill soldier man 823487~ -the drill sergeant~ -A drill sergeant runs along side his men, barking the rhythm. -~ - He wear his hair in a long ponytail braid, severely pulled back on the -sides, lending him an air of hostility and savagery. He looks mean to the -core. -~ -4168 0 0 0 0 0 0 0 -100 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -$ diff --git a/lib/world/mob/33.mob b/lib/world/mob/33.mob deleted file mode 100644 index dac688e..0000000 --- a/lib/world/mob/33.mob +++ /dev/null @@ -1,281 +0,0 @@ -#3300 -farmer~ -the farmer~ -A farmer walks around, looking for something to do. -~ - This farmer is a resident of Stanneg by the Mountains, and as such, is one of -the most boring people on earth. -~ -204 0 0 0 0 0 0 0 500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#3301 -storekeeper~ -the storekeeper~ -A bored storekeeper waits for you to do something. -~ - The bored storekeeper keeps a lazy eye on you as he waits for you to buy -something. Whee. -~ -10 0 0 0 0 0 0 0 750 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -#3302 -cowgirl~ -the cowgirl~ -A cowgirl stand here ready to defend her horses... -~ - This woman seems ready for anything you might do... She is truly a woman to -be reckoned with... -~ -6154 0 0 0 1572880 0 0 0 750 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -#3303 -horse~ -the horse~ -A horse does horsely things here. -~ - This horse looks like a nice horse. It looks at you with soft brown eyes and -you want to give it a carrot. -~ -10 0 0 0 0 0 0 0 250 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -BareHandAttack: 4 -E -#3304 -farmer's wife~ -the farmer's wife~ -A farmer's wife offers you some vegetables. -~ - This woman has many different types of fruits and vegetables for you to buy. -She looks bored, though. -~ -10 0 0 0 0 0 0 0 500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -#3305 -aglandiir dragon~ -Aglandiir~ -The Dragon Prince, Aglandiir, sits here looking at you curiously. -~ - Aglandiir is a prince of his kind, and he didn't get where he is today by -letting people steal from his horde! -~ -256058 0 0 0 16 0 0 0 750 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 8 -Str: 25 -Dex: 25 -Int: 25 -Wis: 25 -E -#3306 -cyclops~ -the Cyclops~ -A Cyclops is here, trying to judge range with no depth perception. -~ - This Cyclops throws rocks real good. With one eye though, hitting the target -is another matter. He looks at you and growls as he misses again! -~ -75822 0 0 0 0 0 0 0 -500 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -BareHandAttack: 13 -E -#3307 -salle woman~ -Salle~ -A woman ignores you completely, so intent is she upon her sword. -~ - She is a stunning woman, all hair and eyes, it seems. Her clothing is of the -same tawny brown of her skin and hair. Her blue eyes look at you appraisingly, -seemingly to show great intelligence. Her mouth twitches into a sneer... -~ -4106 0 0 0 0 0 0 0 -600 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -#3308 -duwick man~ -Duwick~ -A truly immense man laughs at you, and draws his knife! -~ - This has to be one of the biggest men you've ever seen. He is a full seven -feet toe to head, and weighs a good three hundred pounds -- mostly on his biceps -and pectorals it appears. An ornate scabbard slaps by his side, with the pommel -of a silvered dagger sticking out... A tiny weapon for such a large man! -~ -4106 0 0 0 0 0 0 0 -900 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#3309 -receptionist~ -the Receptionist~ -A receptionist offers you a room. -~ - He looks like a retired farmer now making an honest living in an inn. More -power to him! -~ -10 0 0 0 0 0 0 0 400 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#3310 -innkeeper~ -the innkeeper~ -An aged innkeeper greets you as you enter. -~ - He is old and graying, but seems to have been able to keep his mental -faculties through the years. A large woolen sweater is wrapped about him for -warmth. His blue eyes dance with amusement as he notices your weapons, but he -doesn't seem too terribly startled. -~ -10 0 0 0 0 0 0 0 750 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#3311 -hunter~ -the hunter~ -A hunter walks through the town streets on his own time. -~ - He looks mean, as if the very personality of the mountains had infected him -with hardness. His stride is purposeful, his face weathered, his eyes cold and -dark. Others are standing out of his way as he walks on by. -~ -4172 0 0 0 0 0 0 0 500 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#3312 -waiter~ -a waiter~ -A waiter rushes by, intent on his business. -~ - He looks harried from the way he hastily takes orders and rushes in the back -to get food, and to the bar for drinks. He doesn't even spare you a glance as -he passes by. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#3313 -waitress~ -a waitress~ -A waitress rushes by, intent on her business. -~ - She looks harried from the way she hastily takes orders and rushes in the -back to get food, and to the bar for drinks. She doesn't even spare you a -glance as she passes by. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -#3314 -bartender~ -a bartender~ -A bartender washes a glass idly here. -~ - He nods, smiles, and asks you what you would like to drink. As you decide, -he slowly polishes a glass with an old bar rag. The glass is completely clean, -but he polishes it anyway. Go figure. -~ -10 0 0 0 0 0 0 0 200 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#3315 -bandit~ -the bandit~ -A bandit springs into action upon seeing you. -~ - Whew! Has this guy ever seen a bath? His face, hands, arms... Nearly every -bit of him is covered with grime, dust, dirt and decay. His sword is polished -and cleaned though... -~ -1740 0 0 0 0 0 0 0 -500 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#3316 -bandit guard~ -the bandit guard~ -A bandit guard stands at attention here. -~ - He may be a bandit, but he's no slacker. You wonder who would be able to -keep these bandits in line enough to pull a good guard duty... (boy is this guy -DIRTY!!! ) -~ -1546 0 0 0 0 0 0 0 -500 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -#3317 -miner worker slave~ -the slave~ -A slave here is mining out a new passageway. -~ - The slave looks up at you with pleading eyes. He wants his freedom. The -chains around his ankles are tight, and you wonder if you should set him free, -and if you even can. -~ -138 0 0 0 0 0 0 0 1000 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#3318 -farmer~ -the farmer~ -A farmer walks around, looking for something to do. -~ - This farmer is a resident of Stanneg by the Mountains, and as such, is one of -the most boring people on earth. -~ -206 0 0 0 0 0 0 0 500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#3319 -hunter~ -the hunter~ -A hunter walks through the town streets on his own time. -~ - He looks mean, as if the very personality of the mountains had infected him -with hardness. His stride is purposeful, his face weathered, his eyes cold and -dark. Others are standing out of his way as he walks on by. -~ -4174 0 0 0 0 0 0 0 500 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -$ diff --git a/lib/world/mob/343.mob b/lib/world/mob/343.mob deleted file mode 100644 index 7069f32..0000000 --- a/lib/world/mob/343.mob +++ /dev/null @@ -1,207 +0,0 @@ -#34300 -Barney~ -Barney the Dinosaur~ -Barney the Dinosaur is here singing (Off-key). -~ - Here he is, large, purple, green with a goofy grin, big nose -and big gleaming black eyes. He stands towering here acting -all goofy as usual. -~ -520282 0 0 0 2424 0 0 0 1000 E -34 9 -10 6d6+340 5d5+5 -340 115600 -8 8 0 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 10 -E -T 34300 -#34301 -Kenny~ -Kenny the attendant~ -Kenny the attendant is here looking after the coffee bar. -~ - Kenny is a young man, a typical teenager who works at this Coffee Alcove. -He has blue sagging pants to show off his gaudy Sponge-Bob Boxers, white -sneakers, a red long sleeved shirt with the logo of the service company on its -breast, and a red matching hat to his shirt. He has dirty blond hair, blue -eyes, big nose, giant ears, freckles among the zits on his face and green teeth -under the braces he wears in his mouth, EEEW.. -~ -516186 0 0 0 2424 0 0 0 325 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -Str: 16 -Dex: 16 -Int: 14 -Wis: 12 -Con: 18 -Cha: 19 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -T 34301 -#34302 -Assistant~ -a bikini clad Executive Assistant~ -an bikini clad Executive Assistant is here holding a tablet. -~ - The Executive Assistant is tall, slender, and has a fantastic body with -curves in all the right places. She wear a skimpy orange and white bikini two -piece over those curves. She still holds her purple tablet to help Whiteknight -with business affairs of the office. -~ -520282 0 0 0 0 0 0 0 0 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 2 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 7 -SavingRod: 7 -SavingPetri: 7 -SavingBreath: 7 -SavingSpell: 7 -E -#34303 -Chandra Bishop~ -Bishop Chandra~ -Bishop Chandra, the Holy Father is here. -~ - Bishop Chandra is an older man, with white hair, a full beard and a wrinkled -face. His blue eyes twinkle brightly though as-if he were a young man ready -to go out and face adventures. He wears a simple white and blue trimmed robe -that has the designs of the Holy Church emblazoned on it in gold. -~ -258120 0 0 0 2168 0 0 0 0 E -31 10 -8 6d6+310 5d5+5 -310 96100 -8 8 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 7 -SavingRod: 7 -SavingPetri: 7 -SavingBreath: 7 -SavingSpell: 7 -E -T 34399 -#34304 -being amorphous spirit drunk wandering~ -a drunk amorphous spirit~ -a drunk amorphous spirit is here nursing its drink. -~ - This spirit, having lived out its days in the mortal world, now works off its -final sins by doing menial labor in this realm's purgatory. In this case, -those chores seem to be cleaning up after the immortals of the land. Obviously -this one does not exactly like his job in this world and looks a little bit pink -from the booze. It also appears very depressed and down on its luck. -~ -516170 0 0 0 589840 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -#34305 -gardener~ -a gardener~ -a gardener is working here. -~ - The gardener is clad in a two piece kimono with what appears to cast 'beacon' -a dragon on the back and wears sandals. Although she is not oriental, she has -black hair, deep brown eyes and a narrow trim figure. -~ -520204 0 0 0 0 0 0 0 350 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -Str: 16 -Dex: 17 -Int: 13 -Wis: 12 -Con: 16 -Cha: 19 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -#34306 -golem~ -a stone golem~ -a stone golem is on guard duty here. -~ - The stone golem looks rather solid, very buff with huge powerful legs, arms -chest and able to tear the victim in half with its bare hands. It has an -expressionless look on its face despite its red glowing eyes. -~ -520266 0 0 0 2424 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -Con: 16 -Cha: 16 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -T 34303 -#34307 -golem~ -an air golem~ -an air golem is here on guard duty. -~ - The air golem is that if a displacement of air and a cloud-like shape with -wispy arms and legs and a huge center body. It has yellow glowing eyes and a -bluish electrical glow about it. -~ -520266 0 0 0 133500 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -Con: 16 -Cha: 16 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -T 34303 -$ diff --git a/lib/world/mob/345.mob b/lib/world/mob/345.mob deleted file mode 100644 index 96ef681..0000000 --- a/lib/world/mob/345.mob +++ /dev/null @@ -1,97 +0,0 @@ -#34500 -groundskeeper keeper~ -the old grounds keeper~ -An old grounds keeper works here. -~ - The man is hunched over from years of hard work. His skin hangs off his -already skinny body. His eyes shown with he light of madness. He wears denim -overalls with a dirt stained white t-shirt. -~ -2122 0 0 0 0 0 0 0 -350 E -6 18 6 10d5+60 2d4+1 -100 1000 -8 8 1 -BareHandAttack: 13 -E -T 34501 -T 34500 -T 34502 -#34501 -ghost~ -the ghost~ -A ghost floats here looking for its next victim. -~ - Transparent and hard to see, the ghost seems must have been a patient at the -nearby asylum. Already insane in life, death has turned it into an unrelenting -killer. -~ -41064 0 0 0 65600 0 0 0 -1000 E -7 18 6 10d7+70 2d5+1 -100 3000 -8 8 0 -E -#34502 -doctor man red~ -the bloody doctor~ -A doctor with a bloody lab coat stands here. -~ - The doctor is a tall lanky man. His face is stubbly and his hair unkempt. -His eyes are sunken in to his skull and shown with the madness that affected -some many others in this place. Perhaps the most startling aspect of him is his -white lab coat that is now almost red wit the stains of blood. -~ -18458 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 14 -E -T 34504 -T 34505 -T 34507 -#34503 -mental patient~ -the mental patient~ -A mental patient shuffles along here. -~ - The person before is dressed in a ragged hospital gown, dirty from being worn -for so long. The skin is a pale white from the lack of sun and the stench -coming from him is horrendous at best. Unable to figure out what he is doing, -he is doomed to roam these halls forever. Even death is not a barrier for his -suffering. -~ -8396 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#34504 -operation victim~ -the operation victim~ -The operation victim stands here. -~ - This man is bleeding severely from an incision in his chest. While he is -losing blood a fire burns in his eyes. Having his mind completely shattered by -the ordeal that he has just gone through, he rages against anyone foolish enough -to get in his way. -~ -10344 0 0 0 0 0 0 0 -750 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#34505 -tortured patient~ -the tortured patient~ -A tortured patient stands here. -~ - The person before has been so horribly disfigured by the 'treatments' at this -facility that it is no longer possible to tell if they are a man or a woman. -It wears a tattered hospital gown and cowers in fear at almost everything. -~ -6344 0 0 0 0 0 0 0 -350 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -$ diff --git a/lib/world/mob/346.mob b/lib/world/mob/346.mob deleted file mode 100644 index 185c943..0000000 --- a/lib/world/mob/346.mob +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/mob/35.mob b/lib/world/mob/35.mob deleted file mode 100644 index 337785b..0000000 --- a/lib/world/mob/35.mob +++ /dev/null @@ -1,106 +0,0 @@ -#3500 -wyvern~ -the wyvern~ -A monstrous wyvern slowly circles just above your head. -~ - This huge winged creature looks really menacing as it circles only inches -above your head, flapping its wings and squawking very loudly. -~ -66122 0 0 0 0 0 0 0 -700 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 0 -E -#3501 -goblin mountain~ -the goblin~ -A mountain goblin is wandering around mumbling to himself... -~ - You see before you a small and twisted creature with knotted muscles and -disgustingly green skin. Doesn't look like the type you'd invite to dinner. -~ -6248 0 0 0 0 0 0 0 -250 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#3502 -goblin lieutenant~ -the goblin lieutenant~ -A goblin lieutenant stands here, attempting to get his men in order. -~ - The goblin lieutenant is rather angry, and looking for one of his men to beat -up upon, but maybe you will do just fine... -~ -6728 0 0 0 16 0 0 0 -600 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#3503 -goblin leader~ -the goblin leader~ -The goblin leader surveys the room. -~ - The leader doesn't look too happy that you have found him here. He grabs for -his shortsword and lunges for your neck. -~ -6670 0 0 0 16 0 0 0 -900 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#3504 -boy small~ -the small boy~ -A small boy sits here, licking his wounds. -~ - The poor boy has numerous cuts and scratches, but appears to be all right. -He is apparently the only survivor of the ambush. -~ -138 0 0 0 0 0 0 0 500 E -4 19 7 0d0+40 1d2+0 -40 1600 -5 5 1 -E -#3505 -innkeeper~ -the Innkeeper~ -The Innkeeper stands here, cleaning glasses. -~ - The Innkeeper now spends most of his days waiting for customers, while the -nights are spent watching out for goblins. His inn is no longer the happy place -that is used to be in days past. -~ -6218 0 0 0 0 0 0 0 400 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#3506 -bard~ -the bard~ -A sullen bard is here, drinking away his problems. -~ - You can smell the alcohol on his breath from across the room. This poor bard -has been sitting here quite a while, drinking himself into oblivion. -~ -6218 0 0 0 16 0 0 0 600 E -8 18 5 1d1+80 1d2+1 -80 6400 -6 6 1 -E -#3507 -horseman dark~ -the dark horseman~ -A dark horseman is here, mounted on his black steed. -~ - The man is obviously an outlaw, and has no qualms about slashing you into -little bits. -~ -4296 0 0 0 589824 0 0 0 -900 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -$ diff --git a/lib/world/mob/36.mob b/lib/world/mob/36.mob deleted file mode 100644 index 426e264..0000000 --- a/lib/world/mob/36.mob +++ /dev/null @@ -1,161 +0,0 @@ -#3600 -black pawn~ -the Pawn of the Black Court~ -You see a pawn standing here waiting for orders. -~ - The Black Pawn looks quite like a small knight without his powerful steed. -His armor is shiny and black. He stands ready to give his life for the Crown. - -~ -78 0 0 0 16 0 0 0 -400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#3601 -white pawn~ -the Pawn of the White Court~ -You see a pawn standing here waiting for orders. -~ - The White Pawn looks quite like a small knight without his powerful steed. -His armor is spotless and white. He stands ready to give his life for the -Crown. -~ -78 0 0 0 16 0 0 0 400 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#3602 -black rook castle~ -the Black Rook~ -In the corner you see a large, black, stone castle on wheels. -~ - The Black Rook is a very large man-made tomb on wheels. Just from the looks -of it, it will probably be YOUR tomb. -~ -229386 0 0 0 16 0 0 0 -600 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -E -#3603 -white rook castle~ -the White Rook~ -In the corner you see a large, white, stone castle on wheels. -~ - The White Rook is a very large man-made tomb on wheels. Just from the looks -of it, it will probably be YOUR tomb. -~ -229386 0 0 0 16 0 0 0 600 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -E -#3604 -black knight~ -the Black Knight~ -Here stands a magnificent knight of the dark realm. -~ - The Black Knight is here, riding his ebony black war horse. His eyes flash -behind his visor in vengeance. -~ -42 0 0 0 16 0 0 0 -400 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -#3605 -white knight~ -the White Knight~ -Here stands a magnificent knight of the light realm. -~ - The White Knight is here, riding his ivory white war horse. His eyes gleam -behind his visor in joy. -~ -42 0 0 0 16 0 0 0 400 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -#3606 -black bishop priest~ -the Black Bishop~ -A dark priest stands here. -~ - The Black Bishop seems willing to help you straight into your grave so he can -bless you properly. -~ -10 0 0 0 16 0 0 0 -500 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -#3607 -white bishop priest~ -the White Bishop~ -A light priest stands here. -~ - The White Bishop seems willing to help you in any possible so that he can -attain a higher spirituality. -~ -10 0 0 0 16 0 0 0 500 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -#3608 -black queen~ -the Black Queen~ -The Black Queen stands here. -~ - The Black Queen is a strikingly beautiful woman with pale skin and a mass of -dark hair that crowns her head like a black cloud. If looks could kill, you -would already be dead. -~ -2094 0 0 0 16 0 0 0 -750 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -#3609 -white queen~ -the White Queen~ -The White Queen stands here. -~ - The White Queen is a stunningly beautiful woman with dark skin and a mass of -light hair that frames her head like the sun. This is surely love at first -sight for you. -~ -2094 0 0 0 16 0 0 0 750 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 0 -E -#3610 -black king~ -the Black King~ -The Black King stands here. -~ - The Black King is a menacing figure. You can easily understand why he is the -king and you are not. -~ -2110 0 0 0 16 0 0 0 -999 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#3611 -white king~ -the White King~ -The White King stands here. -~ - The White King is a stately figure. You can easily understand why he is the -king and you are not. -~ -2110 0 0 0 16 0 0 0 999 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -$ diff --git a/lib/world/mob/37.mob b/lib/world/mob/37.mob deleted file mode 100644 index 6d59c19..0000000 --- a/lib/world/mob/37.mob +++ /dev/null @@ -1,199 +0,0 @@ -#3700 -rat big~ -the big rat~ -A large rat is scurrying about here, squeaking as you approach. -~ - As you look closer you see flecks of blood on the teeth of the rat. It's so -obvious because the rat is just about ready to sink those teeth into your warm -human flesh. -~ -232 0 0 0 0 0 0 0 -150 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#3701 -rat big~ -the big rat~ -A large rat is here, searching for food. -~ - This rat doesn't look very menacing, but if you press it hard it'll certainly -fight back. -~ -232 0 0 0 0 0 0 0 100 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#3702 -rat protector guard~ -the protector rat~ -A huge rat is here, growling as you get nearer. Careful - it bites! -~ - This battle-scarred rat is not going anywhere. You, however are going to go -right into its belly, after it's killed you. Better get out of here. -~ -4202 0 0 0 0 0 0 0 -350 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#3703 -rat king~ -the king rat~ -A gigantic rat is here standing on top of a pile of glittering stones. -~ - The King rat is so large, magic is the only possible explanation. There has -long been rumors about the magic-users using sewer animals in their experiments. -This is the final proof. As you study the rat closer you notice what looks like -a small gleam of intelligence in its eyes. -~ -4174 0 0 0 0 0 0 0 -350 E -7 18 5 1d1+70 1d2+1 -70 4900 -5 5 0 -BareHandAttack: 4 -E -#3704 -bat small~ -the bat~ -A bat is hanging from the ceiling here. -~ - A small bat, getting a good days sleep. -~ -4330 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -4 4 0 -BareHandAttack: 4 -E -#3705 -bat small~ -the bat~ -A bat is here, flying quickly about. -~ - A small bat, getting ready to go out of the cave, to get something to eat. -~ -4328 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#3706 -bat giant~ -the giant bat~ -A huge bat is here, considering you for meal. -~ - This giant bat makes you shiver. Even if it just flies around you, it still -gives you the creeps. -~ -4328 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#3707 -bat vampire~ -the vampire bat~ -A huge bat is here. You see fresh blood on its face. -~ - This giant bat makes you shiver. You realize that soon your blood will be -tasted too. -~ -4202 0 0 0 0 0 0 0 -500 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#3708 -trout fish~ -the trout~ -A trout is swimming happily about here. -~ - The underground lake must be connected to the outside rivers. This fish -looks healthy and fresh. -~ -106522 0 0 0 589952 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#3709 -blind fish~ -the blind fish~ -A blind fish is here, all white. -~ - Having spent it's entire life in this cave, the fish has never used its eyes. -Your torch' presence has made it blind. -~ -106522 0 0 0 589954 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#3710 -oyster fish~ -the giant oyster~ -A giant oyster sits on the bottom here. -~ - You come very close to the oyster, but suddenly it snaps shut, preventing you -from seeing inside. -~ -254026 0 0 0 128 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -6 6 0 -BareHandAttack: 4 -E -#3711 -rabbit~ -a small rabbit~ -A small rabbit is nibbling on some grass here. -~ - You've seen them before.. And hunted them down like rats, when you were a -kid.. They're small, furry and generate extreme amounts of small black pearls -wherever they go... -~ -72 0 0 0 0 0 0 0 1000 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#3712 -cat~ -a small cat~ -A small gray and black striped cat is waiting for a bird to catch.. -~ - It's extremely nice and sweet. If you reach out your hand to caress it, it -only bites and scratches so HALF your fingers are missing afterwards.. -~ -72 0 0 0 524288 0 0 0 -50 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 8 -E -#3713 -fox~ -the fox~ -A small fox is here, prowling. -~ - A red, not so large canine, with pointy ears and nose - and teeth, for that -matter.. -~ -72 0 0 0 0 0 0 0 300 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -$ diff --git a/lib/world/mob/38.mob b/lib/world/mob/38.mob deleted file mode 100644 index f87a05f..0000000 --- a/lib/world/mob/38.mob +++ /dev/null @@ -1,50 +0,0 @@ -#3800 -black rat~ -the black rat~ -A large, scrabby-looking black rat is clawing the ground around here. -~ - It is an oversized black rat. It is different than the rats of the capital -sewers. It has shaggy black fur that seems to be slicked down from the sewage -that it lives in. Its long, gray tail flicks about as it claws the ground with -its large, ugly talons. It stops clawing just enough to see you and bare its -hideous teeth in a screeching hiss. -~ -14 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 2 -E -T 3800 -#3801 -slaive~ -the corpse of Slaive~ -A strange corpse lies here, filling the room with its stench. -~ - It appears to be the corpse of some unfortunate soul whose body was never -found. The bones seem misshapen in places, and the carcass gives off a nasty -odor. The corpse seems to be human, but the head has been horribly bashed in. - -~ -26 0 0 0 65536 0 0 0 -100 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 3804 -#3802 -ugly black rat~ -the black rat~ -An ugly black rat scurries about, trying to find something to eat. -~ - The hideous rodent is pattering around on its gross claws. Its black fur is -the most disgusting hair you've ever seen, with deathly looking lice running -through the small pricks of hair. It has a bald, gray head with a long, white -tail. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -$ diff --git a/lib/world/mob/39.mob b/lib/world/mob/39.mob deleted file mode 100644 index e4f5377..0000000 --- a/lib/world/mob/39.mob +++ /dev/null @@ -1,1406 +0,0 @@ -#3912 -eunuch~ -the eunuch~ -A eunuch stands here, guarding the harem. -~ - He doesn't have any expression, nor anything special about him. -~ -10282 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 13 -Str: 17 -Dex: 15 -Int: 13 -Wis: 13 -E -#3913 -sightseer~ -the sightseer~ -A sightseer is here, smiling at the sights. -~ - The woman looks as though she would be content wandering around all day, -seeing everything there is possible to see. She is a traveler, judging by her -semi-poor clothes, and probably not possessing of a lot of material wealth. -~ -2248 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 10 -Str: 14 -Dex: 13 -Int: 14 -Wis: 14 -E -#3914 -wandering man~ -the man~ -A man is here, wandering aimlessly. -~ - The man just wanders around, his dull eyes absorbing all of the sights he can -see. -~ -2120 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 3 -Str: 15 -Dex: 13 -Int: 12 -Wis: 12 -E -#3915 -wandering woman~ -the woman~ -A woman is here, wandering around aimlessly. -~ - She looks like she has all the time in the world and nowhere to be. She is -obviously very content with just seeing the sights. -~ -2120 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -BareHandAttack: 14 -Str: 14 -Dex: 12 -Int: 14 -Wis: 14 -E -#3916 -carver~ -the carver~ -A carver is here, selling his wares. -~ - The carver is middle-aged and obviously very proud of the works he displays, -carried in the two bags at his waist. He politely encourages you to buy some of -his works, unlike some of the people around DEMANDING you buy their wares. -~ -2058 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 16 -Dex: 10 -Int: 16 -Wis: 16 -E -#3917 -yelling woman~ -the yelling woman~ -A woman yells here, selling kitchenware. -~ - The woman looks rather poor, but happy in her work of yelling at the passers -by to buy her wonderful kitchenware! -~ -2058 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 10 -E -#3918 -man selling furniture~ -the furniture-seller~ -A man stands here, selling his furniture. -~ - This man is selling his furniture, and would like your business. -~ -2058 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 14 -Int: 13 -Wis: 13 -E -#3919 -maid~ -the maid~ -A maid stands here, looking for dust. -~ - She looks as though dust is her worst enemy - and she shall wipe out the -entire species if she can! -~ -204 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -BareHandAttack: 1 -Dex: 13 -Int: 14 -Wis: 13 -E -#3920 -Degruziel's advisor~ -Degruziel's advisor~ -Degruziel's advisor stands here, looking important. -~ - He looks like he thinks himself very important. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 10 -Int: 16 -Wis: 12 -E -#3921 -body guard~ -the bodyguard~ -A bodyguard stands here, looking mean. -~ - The bodyguard looks as though he knows what he's going - protecting. He also -doesn't look like the kind of person to mess with without thinking about it -first. -~ -6216 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 3 -Str: 13 -Dex: 13 -Int: 13 -Wis: 13 -E -#3922 -elite patrol man~ -an elite patrolman~ -An elite patrolman is here, walking Haven and looking for trouble. -~ - He looks as if he enjoys keeping the peace for Haven. It would be unwise to -make him angry. -~ -6216 0 0 0 0 0 0 0 1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#3923 -elite guard~ -an elite guard~ -An elite guard stands here, protecting the innocent. -~ - This guard looks as if he knows the use of his weapon well. It would be a -bad idea to cross him. -~ -6154 0 0 0 0 0 0 0 1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 12 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -E -#3924 -resting citizen~ -the citizen~ -A citizen is here, resting and looking about himself happily. -~ - This man is obviously enjoying his life. He loves his town, Haven, and just -sits here, enjoying all of the life that goes on around him. -~ -2058 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -5 5 1 -BareHandAttack: 7 -E -#3925 -talented bard~ -the talented bard~ -A bard is here, singing to a strummed tune. -~ - His voice is clear and strong. It is so good it might make you wish to give -him coin... Or buy him supper. -~ -2186 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 12 -Int: 15 -Wis: 14 -E -#3926 -tumbler~ -a tumbler~ -A tumbler is here, doing handstands. -~ - This tumbler is tall, thin, and lightning quick. He draws a crowd on good -days, and appears to make a living off his skill. -~ -2186 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 1 -Str: 13 -Dex: 16 -E -#3927 -tavern wench~ -a tavern wench~ -A busty tavern wench is here, serving drinks. -~ - She looks rather busty, but don't try anything... She looks as though she -wouldn't take any crap from anyone. Some of the men in the room give her -fearful glances if she so much as makes a slight threatening move. -~ -2058 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 1 -E -#3928 -mud snake mudsnake~ -the muddy mudsnake~ -An unusual-looking mud slick is here, swirling. -~ - It looks dirty.... It looks like mud. Wow. It might even be a snake. -~ -172136 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#3929 -mud monster bubbles~ -the mudmonster~ -Little bubbles pip up through the water here. -~ - There is something strange about those bubbles... -~ -650 0 0 0 1048576 0 0 0 -100 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 10 -E -#3930 -yappy dog~ -a yappy dog~ -A yappy dog stands here, barking... and barking... and barking... -~ - This dog is small and white, with brown markings. Apparently she likes to -bark because she barks at everything that moves... And even things that don't -move. This dog barks at her own shadow. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#3931 -swift cat~ -the swift cat~ -A cat is here, looking small but fast. -~ - This cat is small, but has muscles that indicate it could move like -lightning. -~ -200 0 0 0 1572864 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 8 -Dex: 15 -E -#3932 -rabid dog~ -a rabid dog~ -A rabid dog stands here, looking mean. -~ - This dog is skinny and on his last leg of life. Foams surrounds his mouth. -He is obviously rabid. He is also obviously a very LARGE dog. -~ -232 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#3933 -rat~ -a rat~ -A rat is here... boy is it huge. -~ - This rat looks at you with beady, unafraid eyes as if it can see right -through you. It appears completely unafraid. -~ -232 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#3934 -serving boy~ -a serving boy~ -A serving boy is here, bearing a pitcher full of wine. -~ - This boy walks around the room asking those with glasses if they would like a -refill. -~ -2248 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 1 -E -#3935 -a gentle man~ -a gentleman~ -A gentleman stands here, looking about himself in disgust. -~ - This gentleman is obviously used to company with more morals and higher -intelligence. He looks around at the opulence around him with disgust, appalled -at such wasteful spending. After all, this money could go to help the poor! -~ -6472 0 0 0 0 0 0 0 750 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 14 -Dex: 13 -Int: 15 -Wis: 14 -E -#3936 -well born lady~ -the well-born lady~ -A well-born lady stands here, busily seducing the other guests. -~ - This lady is wear a dress that hints at everything but reveals nothing. Her -demeanor and speech is of the high born, but she acts like a harlot, using her -feminine allure on everyone nearby. -~ -2248 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 8 -Str: 9 -Dex: 13 -Int: 15 -Wis: 15 -E -#3937 -an honored guest~ -the honored guest~ -An honored guest stands here, arrogantly sipping some wine. -~ - Between his arrogant sips this guest talks about the downfalls of killing off -all the poor people in the world, as if he is convincing himself not to. His -manner shows he was born rich and has never known poverty as anything but -missing a meal. -~ -2120 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#3938 -manor guard~ -a manor guard~ -A manor guard stands here, guarding. -~ - This manor guard looks as if he is very importantly guarding... Something. -It must be important to him at least. He closely scrutinizes everyone that -walks past. -~ -6410 0 0 0 0 0 0 0 250 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 14 -Dex: 14 -E -#3939 -body guard~ -Degruziel's bodyguard~ -Degruziel's bodyguard stands here, watching him protectively. -~ - He looks very strong, and he plainly wishes to take care of anyone and -everyone that might wish harm his master... By putting them six feet under. -~ -6410 0 0 0 0 0 0 0 500 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 15 -Dex: 15 -Int: 12 -Wis: 12 -E -#3940 -smiling woman~ -the smiling woman~ -A smiling woman stands here, not looking... very smart... -~ - This woman is blankly smiling at air, ignoring anything and everything around -her. One might mistake her for the typical high-born woman, but there is some -sort of glint deep in her eyes that you can't quite place. -~ -2120 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -BareHandAttack: 1 -Str: 13 -Dex: 13 -Int: 10 -Wis: 10 -E -#3941 -filcher~ -a filcher~ -A filcher stands here, half-hidden by the shadows. -~ - The filcher looks as though he is trying to hide in any and all nearby -shadows. You would think that attempting to hide in shadows would make you -inconspicuous, but apparently that isn't the case. Dodging around and trying to -walk quietly is only getting this filcher noticed. -~ -2264 0 0 0 1572864 0 0 0 -250 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 13 -Str: 13 -Dex: 14 -Int: 15 -Wis: 15 -E -#3942 -pick pocket~ -the pickpocket~ -A pickpocket is here, trying to blend in with the shadows. -~ - He has long, slender fingers that he twists along the bottom of his shirt -with a deft twist. As he sees you looking his way he tries to fit into the -shadows. -~ -72 0 0 0 0 0 0 0 -300 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#3943 -small child~ -a small child~ -A small child stands here, adjusting her fake peg leg. -~ - She looks as if she is already a professional at her young age, about to go -out and cheat a few tourists out of their money. She adjusts her fake peg leg -and gets ready to go out for a round of begging. -~ -2248 0 0 0 0 0 0 0 -100 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -Dex: 10 -E -#3944 -disguised woman~ -the disguised woman~ -A smiling man stands here, rubbing at his slightly crooked moustache. -~ - The man is short and slender, rather curvy for a man. He wears black, baggy -clothes. His black moustache is slightly crooked. It looks as if he messed up -his trimming slightly. -~ -2062 0 0 0 0 0 0 0 -250 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 6 -Str: 14 -Dex: 13 -Int: 15 -Wis: 14 -E -#3945 -shadowy form~ -the black-clad woman~ -A shadowy form is here. -~ - You can't really make out the features. -~ -2152 0 0 0 1572864 0 0 0 -250 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 3 -Str: 14 -Dex: 15 -Int: 15 -Wis: 15 -E -#3946 -sleeping man~ -the man~ -A man is here, sleeping in his bedroll. -~ - He is quite obviously asleep in his bedroll, and that is that. -~ -2058 0 0 0 0 0 0 0 -50 E -10 17 4 2d2+100 1d2+1 -100 10000 -4 4 1 -E -#3947 -black clad bully~ -the black-clad bully~ -A black-clad bully stands here, picking his nails with a dagger. -~ - He looks as if he would push around his own mother until he received all of -her money. Then he might just kill her for the fun of it. He doesn't look like -a nice guy. He is clad all in black, and would blend in well with any shadows. - -~ -2152 0 0 0 1572864 0 0 0 -550 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 12 -Str: 16 -Dex: 15 -Int: 13 -Wis: 14 -E -#3948 -King Luna's Alley~ -the King of Luna's Alley~ -The King of Luna's Alley is here, appearing slightly more sane than his peers. -~ - The King of Luna's Alley has a small glint of sanity left in his eyes, though -why somebody would want to be the king of this place is a sign of insanity in -itself. Some people are just different... Whatever floats your boat. -~ -2218 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 1 -Str: 14 -Dex: 12 -Int: 16 -E -#3949 -cackling bum~ -a cackling bum~ -A bum stands here, quietly cackling. -~ - This bum has obviously gone insane, as he just stands here quietly cackling -to himself. -~ -2058 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 13 -E -#3950 -screaming paranoid schizophrenic~ -the paranoid schizophrenic~ -A paranoid schizophrenic stands here, screaming at the world. -~ - It looks as if this crazy person is on one of their screaming phrases. -~ -2090 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -Str: 14 -Dex: 14 -E -#3951 -half wit~ -a halfwit~ -A halfwit sits here, drooling. -~ - The halfwit is thoroughly content to just sit here and stare at the ground -all day, watching their drool accumulate into a small puddle. -~ -142 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -6 6 1 -BareHandAttack: 6 -E -#3952 -gibbering mad man~ -the gibbering madman~ -A gibbering madman stands here, talking to the wall. -~ - He looks quite insane, but his face is sincere as he talks to the wall in a -language that only they can understand. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 1 -Str: 12 -Dex: 13 -Int: 14 -Wis: 14 -E -#3953 -raving lunatic~ -a raving lunatic~ -A raving lunatic is here, preaching the destruction of the world. -~ - The raving lunatic is clad only in what rags he could find. He might have -once been a handsome man, but now he has scars across his cheeks. The look like -they might have been caused by fingernails. Perhaps his own. -~ -2190 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 3 -E -#3954 -ships cook~ -the ship's cook~ -The ship's cook stands here, brandishing a baked bread nastily. -~ - He looks just like any other sailor, except he wears an apron and angrily -brandishes a herring at his simmering delights. -~ -2058 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 16 -Dex: 16 -Wis: 13 -E -#3955 -Mithroq~ -Mithroq~ -Mithroq stands here, his horns almost scraping the ceiling. -~ - Mithroq is a huge minotaur. His muscles bulge and twist as he works at his -art, creating weapons. He looks super-strong, and has the marks of many -battles. His left horn is broken in half, and scars mark his brown fur. He -doesn't look like someone you would want to mess with. -~ -26634 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 6 -E -T 3906 -#3956 -Tia~ -Tia~ -Tia stands here, mixing a potion and looking ready to help you. -~ - The mistress of the shop is here. Tia is a thin, frail woman who wears -flowing blue robes. She can always be seen mixing a potion or two, or helping -people find things in her shop. -~ -26634 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -T 3905 -#3957 -Milos Banker banker~ -Milos~ -Milos stands behind the counter here, happily counting his money. -~ - Milos is a short, thin man of middle age with a short moustache. His only -love in life is his money, and your money. He would love to hold your money for -you while you are out adventuring. -~ -26634 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -Str: 13 -Dex: 13 -Int: 16 -Wis: 15 -E -T 3909 -#3958 -wandering shopper~ -a wandering shopper~ -The wandering shopper stands here, looking for a merchant to spend money on. -~ - One of the many wealthy shoppers looking to waste more off their hard earned -money. -~ -2120 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 6 -Str: 15 -Dex: 12 -E -#3959 -fisherman's wife~ -the fisherman's wife~ -A fisherman's wife stands here, looking around and muttering. -~ - She looks as though she is looking for someone, and she is not very happy -about it. Perhaps her husband went to the bar again and she doesn't yet know -it. No matter, she is angry anyway. -~ -2058 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -BareHandAttack: 13 -Dex: 13 -Int: 10 -Wis: 10 -E -#3960 -sun bather~ -the sunbather~ -A sunbather lies here, enjoying lying in the sand. -~ - She looks as if she could just sunbathe all day long and then look at the -stars all night. She doesn't appear to have a care in the world. -~ -2186 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -5 5 2 -BareHandAttack: 1 -Str: 14 -Dex: 13 -Int: 13 -Wis: 14 -E -#3961 -strolling citizen~ -the strolling citizen~ -A citizen is here, strolling past. -~ - He looks as if he is enjoying the fine scenery. -~ -2120 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 13 -Str: 15 -Dex: 15 -Int: 14 -Wis: 14 -E -#3962 -strolling citizen~ -the strolling citizen~ -A citizen is here, strolling past. -~ - She looks as if she is enjoying the fine scenery. -~ -2120 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 8 -Str: 14 -Dex: 14 -Int: 15 -Wis: 15 -E -#3963 -king crab~ -the king crab~ -A king crab is here, looking mean. -~ - The king crab does @RNOT@n like intruders in his lair. -~ -42 0 0 0 1048576 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 11 -E -#3964 -woman~ -the Captain's woman~ -The Captain's woman is here, looking at the Captain with dreamy eyes. -~ - She looks as if she is lost in her own little world. She is staring at the -Captain as if she doesn't really see him, but there is a wide smile on her face -as if she is remembering something pleasant. -~ -2186 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 8 -Dex: 16 -Int: 13 -Wis: 14 -E -#3965 -Captain~ -the Captain~ -The Captain of the ship stands here, looking off into space. -~ - The Captain of the ship is very involved with his daydream. After all, he -has no work to do now that the ship is in the port. He wears a soft smile, as -though his daydream is good. He also doesn't like people in his quarters... -~ -2090 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 6 -Str: 16 -Dex: 15 -Int: 14 -Wis: 14 -E -#3966 -net hoist man~ -the net hoistman~ -A man stands here, next to the rope connected to the net. -~ - This man looks as though he will, when ordered, pull the rope so that the net -will drop all of its fish onto the deck. He has a spare net draped over his -shoulder, in case the current one needs repairs. -~ -2058 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 5 -E -#3967 -fish pitcher~ -the fish pitcher~ -A fish pitcher is here, throwing fish over the edge of the deck. -~ - He goes about his work like a pro, throwing the heavy fish over the edge of -the deck without even looking. He knows there is and always will be cartmen -down there waiting for him to throw a fish down into their carts. -~ -2058 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 7 -Str: 16 -Dex: 15 -E -#3968 -waiting cart man~ -the cartman~ -A man with a cart stands here, waiting patiently. -~ - He stands next to a ship, waiting patiently for his turn to get his cart -filled so that he may hurry away to the market and the vendor that wishes to -purchase the fish. -~ -2058 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 10 -E -#3969 -hurrying cart man~ -a man~ -A man speeds through the crowd here with his cart. -~ - He looks as if he is in a hurry to get himself and his cart to wherever it is -he is going, and he isn't going to stop for anything if he can help it. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 13 -Str: 14 -Dex: 12 -Int: 15 -Wis: 12 -E -#3970 -singing patron~ -the patron~ -A patron of the bar stands here, singing loudly. -~ - He looks as if he has enjoyed a few too many of the local drinks. He sings -in a loud clear voice, a bawdy sailing song. -~ -2058 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 13 -Dex: 14 -Int: 10 -Wis: 10 -E -#3971 -Gilles Bartender~ -Gilles~ -Gilles the Bartender stands here, patiently polishing glasses. -~ - He doesn't look like much. He is young, slightly handsome, but his eyes have -a hard glint to them that shows you he has seen his share of fights. His -muscular arms could easily break up any brawls, should they start. He doesn't -look at you, but you know he wishes you to buy a drink if you wish to stay any -length of time. -~ -26634 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 12 -Str: 16 -Dex: 13 -E -T 3908 -#3972 -stumbling drunk~ -a drunk~ -A drunken man is here, stumbling around in circles. -~ - This man stumbles and drools in such a manner that it is very obvious he has -had more than a few too many drinks. He occasionally mutters insults to his -imaginary friend, whom the drunk often accuses of tripping him. You can see -some of the people nearby looking at him with obvious disgust, but some just -plain don't care. They see enough of his kind since the tavern was built. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 1 -Str: 8 -Dex: 7 -Int: 7 -Wis: 6 -E -#3973 -Aramut~ -Aramut~ -Aramut the wizened old man stands here, waiting to help you. -~ - Aramut is tall and skinny, and has the rolling walk of one who had once been -a sailor. He looks very old, but not at all weak. His skinny frame is wiry -with the muscles he had acquired, as he has worked for long years as the armorer -of Haven. He impatiently taps his fingers on the counter as he waits for you to -tell him what you wish of him. -~ -26634 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -Str: 16 -Dex: 15 -Int: 15 -Wis: 16 -E -T 3903 -T 3904 -#3974 -cart man~ -a cartman~ -A cartman stands here, rummaging around in the back of his cart. -~ - This cartman is casually rummaging around in the back of his cart, looking -over his goods. It looks pretty full, and the man looks very alert and -possessive of it. The cartman is a big, muscular man who looks as if he knows -the use of his weapon. His muscles ripple as he casually tosses heavy chairs -and such from one side of his cart to the other. From his dress he looks like a -sailor, as do most of the people in Haven. -~ -2120 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 13 -Str: 17 -Dex: 12 -Int: 10 -Wis: 10 -E -#3975 -special harem girl~ -Degruziel's special harem girl~ -An especially beautiful harem girl is here, being over-pampered and envied by the other girls -~ - It looks unfinished. C/c This harem girl looks as if she gets all the -special attention she could ever want or need. She even has a few gifts from -Degruziel to her. She appears very happy with what she does, even though some -other people might not like it... -~ -2186 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -6 6 2 -BareHandAttack: 8 -Str: 9 -Dex: 15 -Int: 13 -Wis: 13 -E -T 3902 -#3976 -harem girl~ -the harem girl~ -A harem girl lounges here, beautiful and not wearing much. -~ - The harem girl looks very young, but it doesn't appear that she minds her -job. After all, most of her day is spent sitting around and looking pretty. -She gets well-fed, well-paid, and she hardly has to do anything now that -Degruziel has a favorite, and it isn't her. She thinks she has it made, and it -shows on her pampered face. -~ -2186 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -6 6 2 -BareHandAttack: 8 -Str: 9 -Dex: 15 -Int: 10 -Wis: 12 -E -#3977 -kitchen maid~ -a kitchenmaid~ -A kitchenmaid stands here covered in flour, mixing something. -~ - The young kitchenmaid glances apprehensively over her shoulder as she -hurriedly pours contents into a mixing bowl. Sometimes her glance will stray to -Tiama, if she is present. It is quite possible this young girl is afraid of the -head cook, like so many of her smart peers. -~ -14 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#3978 -half mad prisoner~ -the half-mad prisoner~ -A half-mad prisoner is shackled here in the filth, muttering to himself -~ - The prisoner looks as though he has been beaten several times and starved, he -is as thin as a toothpick. He is manacled to the wall, and muttering all sorts -of nonsense. Occasionally he will let out a yell for help, however. Maybe you -should listen to him. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -T 3901 -#3979 -Master Torture~ -the Master of Torture~ -Degruziel's Master of Torture stands here, looking very sinister. -~ - The Master of Torture doesn't like intruders into his lair.... Which means -you. -~ -18474 0 0 0 0 0 0 0 -500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#3980 -Tiama head cook~ -Tiama, the Head Cook~ -Tiama, the Head Cook of Haven, stands here covered from head to toe in flour. -~ - Tiama is plump from tasting her own creations, but she waves her spoon around -as if she isn't afraid to give any of the kitchen girls a good whack. -~ -18442 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 5 -E -#3981 -Degruziel Lord Haven~ -Degruziel, the Lord of Haven~ -Degruziel, the Lord of Haven, is here, lounging lazily and conversing with his guests. -~ - Degruziel is lazing around, but the way his eyes quickly shift to take -everything in tells you he is an experienced warrior. His hand rests casually -on the mace at his belt, as if he wouldn't be afraid to use it if things got out -of hand. -~ -18714 0 0 0 16 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -6 6 1 -BareHandAttack: 10 -E -#3982 -rich guest~ -a rich guest~ -A rich guest stands here, casually sipping some expensive wine. -~ - With his well-tailored clothes and his expensive jewelry, this painted man -looks as though he cares nothing about the poor or their welfare. The glass of -wine he so casually sips looks as though it could be sold for enough money to -feed a fishing family for weeks. -~ -2120 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 1 -E -#3983 -manservant~ -a manservant of Degruziel~ -A manservant of Degruziel stands here, attending to... whatever it is he's attending to. -~ - This manservant looks like he's hurriedly going about doing something very -important... Though what exactly it is he's doing is unapparent. -~ -2120 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#3984 -stablemaster~ -the Stablemaster~ -The Stablemaster stand here... what?! A WOMAN?!?! -~ - This woman looks as tough - if not tougher - than any man around. How else -would she get the job as stablemaster? She talks to the horses as if she speaks -their language. -~ -2058 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#3985 -stableboy~ -the stableboy~ -A stableboy stands here, contemplating life as he mucks out stalls. -~ - He looks very unhappy with his job, but at least it gets him food and a warm -bed. He mucks out the stalls mechanically, giving his pitchfork an expert twist -every time he throws something into the nearby wheelbarrow. -~ -2058 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#3986 -plodding donkey~ -a plodding donkey~ -A donkey is here, plodding away with its head down. -~ - The plodding donkey looks like she is very bored, but the muscles she has -received from hauling things to and fro all day have given her bulging muscles. - -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 4 -E -#3987 -swearing cart man~ -the cartman~ -A cartman stands here, swearing profusely at the traffic and his draft animal. -~ - The swearing cartman is red in the face from anger. The long strings of -expletives coming from his mouth make the people around him wince and cover -their children's ears. -~ -2120 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 7 -E -#3988 -prancing horse~ -a prancing horse~ -A prancing horse stands here, tossing its pretty head. -~ - The horse tosses its head and snorts, full of energy and eager to be off. -It looks more like a rider's horse, not a cart horse, and is full of spirit. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#3989 -loud merchant~ -a loud merchant~ -A merchant stands here, advertising his wares at the top of his lungs. -~ - This merchant looks disappointed - apparently he hasn't had much business -today. He keeps his hand on his weapon as if he knows it well, probably to ward -off thieves. -~ -72 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 7 -E -#3990 -sailor~ -the sailor~ -A sailor stands here, walking like he belongs on the sea. -~ - He looks rather burly and rather mean, so you might want to leave him alone. -He also looks like he could hold his own in a fight. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 7 -Str: 16 -Dex: 15 -Wis: 13 -E -#3991 -outlander~ -an outlander~ -An outlander stands here looking very confused. -~ - He is short with wavy black hair, something that doesn't fit the setting of -Haven very well. He also appears very confused, listening intently and trying -to figure out what people around him are saying. -~ -2120 0 0 0 0 0 0 0 200 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#3992 -admirer~ -an admirer of Haven~ -An admirer of Haven is here, appearing awestruck. -~ - The woman is clad in the garb of one who travels much, and her mouth is -slightly open as she looks around with wide eyes at the sights. -~ -2120 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#3993 -a happy child~ -the happy child~ -A little boy stands here, smiling happily. -~ - The little boy is happily whistling as he looks around. Something about his -manner tells you that he is probably skipping out on his chores to view the -town. -~ -2120 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#3994 -woman citizen~ -a woman of Haven~ -A woman of Haven is here, humming softly to herself. -~ - A tall, stately woman is here in a pretty dress, probably on her way to a -vendor in the market. She appears to be richly dressed, and is probably a -merchant's wife. -~ -2120 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#3995 -motherly woman~ -a motherly woman~ -A short, matronly citizen of Haven is here, her patched dress billowing in the constant breeze. -~ - This motherly woman stands here in the breeze, her colorful and heavily -patched dress billowing. She calls out a name, probably of her child, and she -has an angry look on her face. Boy, is somebody in trouble. -~ -2120 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#3996 -citizen male man~ -a man of Haven~ -A citizen of Haven -~ - The burly man of Haven stands here, his pipe hanging from his mouth. He -looks as though he is talking to himself about the market prices. -~ -2120 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 13 -E -#3997 -elite gatekeeper~ -an elite gatekeeper~ -An elite gatekeeper stands here looking bored. -~ - An elite gatekeeper often wonders why he was chosen for the monotonous job -of watching Haven's gates. The usually peaceful city doesn't see much trouble -from the merchants and tourists, so his days pass slowly as he wishes for -excitement. -~ -6154 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 3900 -#3998 -diligent carver~ -a diligent carver~ -A diligent carver stands here, biting on the end of his knife. -~ - Having devoted his entire life to this work, the diligent carver is almost -completely absorbed in the gates of Haven, always seeking to improve them with -his skillful hand and his sharp knife. -~ -2058 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -$ diff --git a/lib/world/mob/4.mob b/lib/world/mob/4.mob deleted file mode 100644 index c68d580..0000000 --- a/lib/world/mob/4.mob +++ /dev/null @@ -1,438 +0,0 @@ -#400 -grass snake~ -a grass snake~ -A grass snake is coiled up in the grass. -~ - He really isn't very big, but he looks very mean. He watches the surroundings -with his yellow eyes, ready to attack. -~ -10 0 0 0 0 0 0 0 -250 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 11 -E -#401 -Giant Mosquito~ -a giant mosquito~ -A giant mosquito is here. -~ - The creature is rather large looking. She is almost the size of a bird! -It would be wise to not upset her. -~ -10 0 0 0 0 0 0 0 -250 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 1 -E -#403 -firefly~ -a firefly~ -A firefly is here. -~ - This creature flits around through the various tangled weeds. She appears -much larger than any average firefly would be. -~ -10 0 0 0 0 0 0 0 -225 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 4 -E -#406 -bluebird bird~ -a bluebird~ -A bluebird flies past you and lands on a nearby branch. -~ - The creature is rather small, but looks to be quite tough. It would be a -mistake to under estimate him. -~ -10 0 0 0 0 0 0 0 -225 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 8 -E -#410 -bear~ -a bear~ -A large bear is standing here. -~ - The creature is enormous and could very easily rip an average humanoid to -shreds. Maybe it would be wise to just leave him alone. -~ -10 0 0 0 0 0 0 0 -300 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 9 -E -#412 -chipmunk~ -a chipmunk~ -A small chipmunk is here looking at you. -~ - She chitters at any intruders, warning them to stay away. Her teeth are -razor sharp and one of her ears has a small hole in it. No doubt a battle scar. - -~ -10 0 0 0 0 0 0 0 -200 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 4 -E -#415 -cricket~ -a cricket~ -A cricket is sitting here. -~ - The creature blends in with the grass and she is very hard to see. She can -easily hide from her enemies in here. -~ -10 0 0 0 0 0 0 0 250 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -BareHandAttack: 1 -E -#416 -mouse~ -a mouse~ -A cute little mouse is here. -~ - The mouse looks up with his big black eyes. He looks to be harmless, but -looks can be deceiving. -~ -10 0 0 0 0 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -BareHandAttack: 8 -E -#421 -zombie~ -a zombie~ -A zombie staggers limply around. -~ - The creature is quite horrid looking. His skin has just about completely -rotted away. The skin that is left is gray and holds a nasty odor. Strangely -enough, his teeth are in perfectly chiseled condition. -~ -10 0 0 0 0 0 0 0 -300 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -BareHandAttack: 13 -E -#422 -ghoul~ -a ghoul~ -A mean looking ghoul is here. -~ - This strange creature shimmers in and out of existence, its body shadowy and -surreal. -~ -10 0 0 0 0 0 0 0 -200 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 5 -E -#423 -skeleton~ -a skeleton~ -A skeleton stands before you. -~ - There is not much left to this creature. It's just a stack of bones, but its -grinning teeth and large empty eyes seem to have a predatory gleam. -~ -10 0 0 0 0 0 0 0 -300 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -BareHandAttack: 9 -E -#426 -slug~ -a slug~ -An enormous slug is here. -~ - The creature is filthy from the dirt and looks to be very slimy. It doesn't -look like it could do much to protect itself, but looks can be deceiving. -~ -10 0 0 0 0 0 0 0 -200 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -BareHandAttack: 10 -E -#430 -rat~ -a rat~ -A rat sniffs about for food. -~ - This large hairy rat looks insatiably hungry, its nose twitching -uncontrollably as it scuttles about searching for something to eat. -~ -10 0 0 0 0 0 0 0 -200 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -BareHandAttack: 4 -E -#433 -redbird bird~ -a redbird~ -A beautiful redbird is sitting on the side of the bridge. -~ - The bird is rather simple looking. He appears to be missing a few feathers, -likely from previous battles. -~ -10 0 0 0 0 0 0 0 -200 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -BareHandAttack: 11 -E -#434 -muskrat~ -a muskrat~ -A muskrat is here. -~ - She glances around warily with her mangled face. Her face is covered in -battle scars. She hisses at any intruders, warning them to stay away. -~ -10 0 0 0 0 0 0 0 200 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -BareHandAttack: 11 -E -#435 -leech~ -a leech~ -A slimy leech is here. -~ - The creature sticks to some weeds that are sticking out of the water. She -watches for intruders very closely, ready to attack. -~ -10 0 0 0 0 0 0 0 -250 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 4 -E -#440 -bullfrog frog~ -a bullfrog~ -A bullfrog is sitting here. -~ - The creature ribbits leisurely to itself as various other animals wander by. -He is by far most bigger than most bullfrogs would ever naturally be. -~ -10 0 0 0 0 0 0 0 -300 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#441 -crow~ -a crow~ -A crow is flying around above you. -~ - Her beak is enormous and she could probably swallow a large animal whole! -Her claws are in bad need of clipping. You notice she is missing a few -feathers. -~ -10 0 0 0 0 0 0 0 -300 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 4 -E -#444 -grasshopper~ -a grasshopper~ -A grasshopper hops from place to place. -~ - She looks like any other grasshopper, but it wouldn't be wise to -underestimate her. She could be quite tough. -~ -10 0 0 0 0 0 0 0 200 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 9 -E -#447 -small boy child~ -a small boy~ -A small boy is here playing in the dirt. -~ - He looks up at the hint of any disruption. His hands are covered in dirt. -You can see a slight glowing aura within his eyes. -~ -10 0 0 0 0 0 0 0 200 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 6 -E -#449 -jedidiah~ -Jedidiah~ -Jedidiah is standing here, waiting to help you. -~ - Jedidiah is a tall man with dark eyes. He looks very mysterious, but -friendly. -~ -188426 0 0 0 80 0 0 0 300 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -BareHandAttack: 7 -E -#450 -teenager~ -a teenager~ -A teenager is standing here. -~ - She stands at the side of the road looking at you. You suddenly feel like a -stranger. She looks harmless enough, but you shouldn't anger her. -~ -10 0 0 0 0 0 0 0 -200 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -BareHandAttack: 10 -E -#453 -samuel~ -Samuel~ -Samuel the shopkeeper is here. -~ - He is a shorter man with no hair. He is slightly on the chubby side, but -looks very friendly. -~ -188426 0 0 0 0 0 0 0 500 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -BareHandAttack: 7 -E -#460 -caterpillar~ -a caterpillar~ -A caterpillar is here. -~ - The creature is covered in fur, ranging from brown to black. She looks much -larger than a normal sized caterpillar. -~ -10 0 0 0 0 0 0 0 -200 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 4 -E -#466 -rabbit~ -a rabbit~ -A rabbit is here. -~ - He looks at you curiously, watching your every move. His fur is very fluffy -and clean. It doesn't look like he's ever been dirty. -~ -10 0 0 0 0 0 0 0 -250 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 4 -E -#471 -raccoon~ -raccoon~ -A raccoon is standing here. -~ - The raccoon stands there watching you. You notice her eyes start to glow as -a low growl begins coming from within her. -~ -10 0 0 0 0 0 0 0 -300 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 2 -BareHandAttack: 8 -E -#475 -coyote~ -a coyote~ -A mean looking coyote is here. -~ - He looks at you with his cold dark eyes. You suddenly feel like maybe you -shouldn't have come here. As he snarls at you, you see some blood dried to his -teeth. -~ -10 0 0 0 0 0 0 0 -300 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 10 -E -#480 -ghost~ -a ghost~ -A ghost is floating around before you. -~ - You can see right through the creature, almost as if it wasn't there at all. -You can hear a soft crying noise coming from within it. -~ -10 0 0 0 0 0 0 0 -300 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -BareHandAttack: 5 -E -#481 -zachary~ -Zachary~ -Zachary the shopkeep is standing here. -~ - He is a rather small man, but appears to be very tough. You probably -couldn't fight him alone. -~ -188426 0 0 0 0 0 0 0 500 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -BareHandAttack: 11 -E -#491 -finch~ -a finch~ -A finch is here. -~ - The creature is very small and delicate looking. She seems to be in -excellent condition, but looks can be deceiving. -~ -10 0 0 0 0 0 0 0 200 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 2 -BareHandAttack: 4 -E -#493 -wolf~ -a wolf~ -A wolf is standing here. -~ - He looks at you with his cold eyes, ready to attack. Maybe if you're quiet -and sneak past him he won't attack you. But then again, maybe not. -~ -10 0 0 0 0 0 0 0 -350 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 8 -E -$ diff --git a/lib/world/mob/40.mob b/lib/world/mob/40.mob deleted file mode 100644 index 294ca26..0000000 --- a/lib/world/mob/40.mob +++ /dev/null @@ -1,192 +0,0 @@ -#4000 -snake large~ -the snake~ -A large dreadful snake is at your feet, hissing at you. -~ - This heavy-bodied snake is about 5 feet long. It is gray with black -crossbands that are chevron-shaped. These rattlesnakes are generally passive if -not disturbed or pestered in some way. When a rattlesnake is encountered, the -safest reaction is to back away -- it will not try to attack you if you leave it -alone. -~ -10 0 0 0 16 0 0 0 -200 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -T 4000 -#4001 -snake green~ -the green snake~ -A small green snake is here, and it doesn't look too friendly... -~ - It looks harmless. It appears to be a slender garter snake. It is about 2 -feet long and starts slithering away as you approach. -~ -10 0 0 0 0 0 0 0 -100 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -T 4000 -#4002 -centipede~ -the centipede~ -A small centipede is here, making its way across the floor. -~ - It looks completely harmless. -~ -10 0 0 0 0 0 0 0 100 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#4003 -kobold~ -the kobold~ -An ugly kobold is here, searching for dinner. -~ - It looks ugly. -~ -76 0 0 0 0 0 0 0 -100 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#4004 -orc~ -the orc~ -The orc walks around, looking for someone to kill. -~ - You notice an evil look in its eyes... -~ -108 0 0 0 0 0 0 0 -400 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#4005 -orc large~ -the orc~ -A large orc is here, looking really mean. -~ - He looks dreadful. -~ -76 0 0 0 0 0 0 0 -500 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#4050 -warrior~ -the warrior~ -A tall warrior is here. He has more scars than anyone you have ever seen. -~ - He seems to be a strong, brainless fighter. -~ -110 0 0 0 0 0 0 0 -300 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#4051 -warrior~ -the warrior~ -A tall warrior is here. -~ - He seems to know his way with weapons. -~ -108 0 0 0 0 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#4052 -hobgoblin~ -the hobgoblin~ -A small hobgoblin stands here. -~ - The hobgoblin looks quite lost. -~ -76 0 0 0 0 0 0 0 -300 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#4053 -snake~ -the snake~ -A brown snake watches you. -~ - The snake looks quite mean. It stretches about 4 feet long. The color -pattern is variable, but the back is drab brown. The snake stands its ground -and hisses at you. -~ -10 0 0 0 0 0 0 0 -600 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -T 4000 -#4054 -centipede~ -the centipede~ -A white centipede is here. -~ - The centipede doesn't really seem to notice you. -~ -10 0 0 0 0 0 0 0 -100 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#4055 -hobgoblin~ -the hobgoblin~ -A large hobgoblin is here. -~ - The hobgoblin looks quite dangerous. -~ -76 0 0 0 0 0 0 0 -500 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#4056 -orc~ -the orc~ -An orc is here, looking for something (or perhaps someone?) to eat. -~ - Well, he doesn't seem to be friendly. -~ -108 0 0 0 0 0 0 0 -800 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#4057 -lion mountain~ -the mountain lion~ -A mountain lion is here, growling at you viciously. -~ - The lion looks very nasty with huge claws and big teeth. -~ -104 0 0 0 0 0 0 0 -100 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#4058 -giant hill~ -the hill giant~ -A hill giant is here, tossing some rocks around. -~ - The hill giant looks like he's about 9 feet tall. By his actions you quickly -come to the conclusion that he isn't very intelligent. -~ -65608 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -$ diff --git a/lib/world/mob/41.mob b/lib/world/mob/41.mob deleted file mode 100644 index 3e36392..0000000 --- a/lib/world/mob/41.mob +++ /dev/null @@ -1,103 +0,0 @@ -#4100 -mage~ -the mage~ -A small intelligent looking mage is standing here. -~ - His IQ makes almost any normal person look stupid... It looks like he knows -his way with magic. -~ -14 0 0 0 16 0 0 0 -100 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -T 4100 -#4101 -troll~ -the troll~ -A large mean-looking troll is here. -~ - Well, it looks dangerous! -~ -46 0 0 0 0 0 0 0 -800 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#4102 -snake~ -the snake~ -A large green snake is here, looks like a guardian for an evil force. -~ - You see a evil creature. The snake measures at least 5 feet in length and is -coiled into a tight circle hissing at you. -~ -14 0 0 0 0 0 0 0 -700 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 4000 -#4103 -thief~ -the thief~ -A thief is here, all dressed in black. -~ - He seems to be counting a handful of coins. Maybe you ought to count YOUR -gold too... -~ -76 0 0 0 1572880 0 0 0 -400 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 4101 -#4104 -orc ugly~ -the orc~ -A ugly orc is standing here. -~ - It is quite disgusting to look at. -~ -236 0 0 0 65552 0 0 0 -200 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#4105 -centipede~ -the centipede~ -A small harmless centipede is here. -~ - Well it doesn't seem to pay any attention to you. -~ -10 0 0 0 0 0 0 0 300 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#4106 -warrior~ -the warrior~ -A human warrior is here. He has a evil grin in his face. -~ - He doesn't look friendly at all... -~ -108 0 0 0 0 0 0 0 -300 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#4107 -kobold~ -the kobold~ -A green kobold is here. -~ - It looks slimy.. -~ -108 0 0 0 0 0 0 0 -100 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -$ diff --git a/lib/world/mob/42.mob b/lib/world/mob/42.mob deleted file mode 100644 index 06542b9..0000000 --- a/lib/world/mob/42.mob +++ /dev/null @@ -1,145 +0,0 @@ -#4200 -red dragon~ -a red dragon~ -A red dragon is curled up here. -~ - As you get close enough to see the small details, the dragon whips its snout -toward you, breathing a small cloud of smoke. -~ -188474 0 0 0 0 0 0 0 -1000 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 8 -E -#4201 -king dragons~ -the King of the Dragons~ -The King of the Dragons reclines on his tail here. -~ - He looks extremely large, and as you lean a little forward to look closer, he -narrows his eyes and breathes a cloud of sulfur smoke into your face, making you -cough and take a step backwards. -~ -42 0 0 0 48 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 8 -Str: 25 -Dex: 20 -Int: 25 -Wis: 20 -E -T 4200 -#4202 -hatchling hatch dragon drag~ -a Dragon Hatchling~ -A dragon hatchling is lying here curled up into a ball -~ - It looks up at you and breathes a small tongue of flame. -~ -253982 0 0 0 56 0 0 0 -10 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 4 -E -#4203 -troll~ -a troll~ -A large, hulking troll is standing here. -~ - It looks big, and very hungry... -~ -253978 0 0 0 56 0 0 0 -1000 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#4204 -dragon guard~ -a Guard Dragon~ -A dragon is here, blocking your way -~ - He looks at you, and you see a dangerous glint in his eye... -~ -253978 0 0 0 120 0 0 0 -1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -BareHandAttack: 8 -E -#4205 -elf slave enslaved servant~ -an elven slave~ -An elf is here, mopping the floor. -~ - She looks up at you sadly, and you can tell by her eyes that she was broken -by the dragons long ago. -~ -256010 0 0 0 0 0 0 0 1000 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 2 -BareHandAttack: 7 -E -#4206 -dragon green~ -a green dragon~ -A green dragon is standing here! -~ - The green dragon is big, strong, and dangerous, Unfortunately for you, it has -already seen you, so there is no good in running. -~ -254076 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -BareHandAttack: 8 -E -#4207 -dragon king ~ -the king of dragons~ -The King of the Dragons reclines on his tail here. -~ - He looks extremely large, and as you lean a little forward to look closer, he -narrows his eyes and breathes a cloud of sulfur smoke into your face, making you -cough and take a step backwards. -~ -83982 0 0 0 16 0 0 0 -800 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 0 -Str: 20 -Dex: 20 -Int: 20 -Wis: 20 -E -T 4200 -#4298 -income~ -Guldane's Income~ -Guldane's Income mob. -~ - I have not idea what this is for. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 3 -E -#4299 -shopkeeper~ -Guldane's Shopkeeper~ -Guldane's Shopkeeper stands here -~ - He has only 2 items.... -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -6 6 1 -E -$ diff --git a/lib/world/mob/43.mob b/lib/world/mob/43.mob deleted file mode 100644 index ea4cd11..0000000 --- a/lib/world/mob/43.mob +++ /dev/null @@ -1,205 +0,0 @@ -#4301 -black penguin~ -a black penguin~ -A black penguin waddles around here. -~ - This penguin looks very hungry. But he also looks very determined. He looks -toward the large body of water to the east probably waiting for food to come -from the females. -~ -76 0 0 0 0 0 0 0 -135 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 3 -Str: 8 -Dex: 16 -Int: 9 -Wis: 13 -E -#4302 -new born penguin~ -a new born penguin~ -A new born penguin is standing here. -~ - The new born penguin is very small, roughly one-forth the size of an average -human. It is very fluffy with down to keep it warm. The little penguins -parents are never too far away from it if ever. -~ -76 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 8 -Str: 3 -Dex: 18 -Int: 3 -Wis: 3 -E -#4303 -penguin royal kingpenguin~ -the royal penguin~ -The royal penguin is here, lounging in his chair. -~ - This penguin is the authority of this little land. His coat his black and -white as usual with penguins, but he is the most well groomed penguin you've -seen. On his head sits a crown of ice and in his hand a scepter of great power. - -~ -72 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -6 8 1 -Str: 16 -Int: 13 -Wis: 8 -E -#4304 -guard penguin~ -the royal penguins guard~ -The royal penguin's guard is here, protecting his king. -~ - This penguin looks, well, buff. It's hard to believe but a buff penguin is -here with a blank stare. He seems to be looking at absolutely nothing but you -feel his eyes looking you over. Should you be here? -~ -10 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 10 -Str: 17 -Dex: 12 -Int: 9 -Wis: 7 -E -#4305 -orphaned penguin~ -the orphaned penguin~ -An orphaned penguin stands here, lonely. -~ - This penguin looks so depressed. You can't help but feel sorry for it. -It's cute little eyes and fluffy self... Snap out of it! Muahahahaha! -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 8 -Str: 9 -Int: 12 -Wis: 10 -E -#4306 -penguin caretaker~ -the penguin caretaker~ -The penguin caretaker stands here, watching her adopted children. -~ - This penguin looks just like-a- house wife! The tired eyes and the whole get -up. That has not got to be fun. -~ -26 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 3 -Dex: 15 -Int: 14 -Wis: 13 -E -#4307 -penguin caretaker~ -the penguin caretaker~ -The penguin caretaker is standing here, keeping a watchful eye out. -~ - The penguin looks a little better trimmed than the female but just as -exhausted. -~ -26 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 3 -Str: 14 -Dex: 7 -Int: 9 -Wis: 10 -E -#4308 -walrus~ -the walrus~ -A walrus is here, flopping around. -~ - This walrus is a fine looking specimen. Fat, blubbery, and well, fat. It's -tucks are at least a foot and a half long and the shiniest white. -~ -72 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -Str: 14 -Int: 7 -Wis: 6 -E -#4309 -eskimo baker~ -the eskimo baker~ -The eskimo baker stands here, waiting to serve you. -~ - It looks unfinished. The baker is here bundled up in eskimo finery, skins -and fur. He stands behind the counter of this igloo with meat of different -kinds hanging from the walls. He turns toward you as you enter, ready to serve. - -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 4301 -#4310 -eskimo weaponrist~ -the weaponrist~ -The weaponrist is here shaping a new spear. -~ - The weaponrist is working here. She has a large hammer that is striking a -long, thin sheet of metal with a point at one end. She is sweating bullets as -you freeze your bum off outside. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -T 4302 -#4311 -eskimo outfitter~ -the eskimo outfitter~ -The outfitter is here ready to send you away warmly clothed. -~ - This eskimo is garbed inn finely laid and pressed hide and fur clothes. Her -eyes pierce your soul though you cannot see her except for those eyes. She -stands as you enter trying to help as much as possible. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -T 4303 -#4312 -eskimo butcher~ -the eskimo butcher~ -The butcher is here hacking away at another piece of meat. -~ - He looks very pleased with himself as he hacks down another mass of flesh and -bones. He looks very fierce with that large butchers knife in his hand. -~ -10 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 3 -E -T 4303 -$ diff --git a/lib/world/mob/44.mob b/lib/world/mob/44.mob deleted file mode 100644 index 859ffdb..0000000 --- a/lib/world/mob/44.mob +++ /dev/null @@ -1,107 +0,0 @@ -#4401 -orc~ -the terrible orc~ -A seriously menacing orc is here, growling at you. -~ - This orc looks really ugly, and you realize that wherever he's from, he sure -wasn't first in line when the gods handed out beauty. However, there seem to be -nothing amiss with his sword arm, and he doesn't seem to like you. -~ -6252 0 0 0 0 0 0 0 -650 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -T 4401 -T 4402 -#4402 -orc~ -the terrible orc~ -A seriously menacing orc is here, resting. -~ - The terrible orc is here, resting and having a quiet and of course -unintelligent conversation with his friends. -~ -6252 0 0 0 0 0 0 0 -650 E -3 19 8 0d0+30 1d2+0 -30 900 -5 5 1 -E -T 4401 -T 4402 -#4403 -orc~ -the terrible orc~ -A seriously menacing orc is getting a - much needed - beauty sleep here. -~ - The orc is battle-scarred, and seem to have just been in a fight. You guess -he's just getting ready to go back in the fray. -~ -6252 0 0 0 0 0 0 0 -650 E -3 19 8 0d0+30 1d2+0 -30 900 -4 4 1 -E -T 4401 -T 4402 -#4404 -orc halfogre h'ogh~ -H'Ogh~ -H'Ogh the Half-ogre is here, guarding the Boss' tent. -~ - A closer examination of H'Ogh reveals an extremely ugly halfogre. He -obviously lives in this room, just to protect the Boss around the clock. As if -he knew what that is. -~ -6206 0 0 0 0 0 0 0 -650 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#4405 -orc halfogre dra'l~ -Dra'L~ -Dra'L the Half-ogre is here, guarding the Boss' tent. -~ - A closer examination of Dra'L reveals an extremely ugly halfogre. He -obviously lives in this room, just to protect the Boss around the clock. As if -he knew what that is. -~ -6206 0 0 0 0 0 0 0 -650 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#4406 -ogre boss orc chief~ -the Boss~ -The Boss, chief of the raiding orcs, is sitting on his throne, contemplating. -~ - The Boss is not even an orc himself, but actually an ogre, which gives him a -big physical advantage over his people. This also makes for small differences -in world view, but after the introduction of his personal guards H'Ogh and -Dra'L, there has been little said against his position. As you look closer he -turns to you and reaches for his sword. -~ -6190 0 0 0 16 0 0 0 -650 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 7 -Str: 21 -E -#4407 -orc shaman~ -the orc Shaman~ -The orc Shaman is here, screaming, because you interrupted the spell. -~ - This little orc is not pretty, but being totally covered by a purple robe -helps a bit. He seems to be all but out of his mind, and you decide to put him -out of his misery. -~ -14382 0 0 0 48 0 0 0 -650 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -$ diff --git a/lib/world/mob/45.mob b/lib/world/mob/45.mob deleted file mode 100644 index bf8e188..0000000 --- a/lib/world/mob/45.mob +++ /dev/null @@ -1,170 +0,0 @@ -#4500 -monk priest~ -the monk~ -A ferret wearing monk robes stands here. -~ - You see a very calm monk. He walks around with a serene look on his face. -This is a creature completely at peace with him self. He is dressed in some -nice red robes, and wearing a pair of worn out sandals. -~ -6600 0 0 0 8200 0 0 0 1000 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -BareHandAttack: 8 -E -#4501 -monk mouse~ -the monk~ -A mousy looking monk stands here. -~ - You see a mouse wearing a monk's robe. He is walking about intently. -~ -6600 0 0 0 8192 0 0 0 1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 4 -E -#4502 -squirrel monk~ -the monk~ -A squirrel monk darts around. -~ - You see a monk. This one has a rather large, bushy tail, and seems to have a -weird twitch. -~ -6476 0 0 0 8192 0 0 0 1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 4 -E -#4504 -assistant~ -the assistant~ -An assistant stands here nervously. -~ - You see a rabbit wearing an apron. He looks exhausted and overworked. -Maybe his shift has been a little too long... -~ -4234 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#4509 -cook badger~ -Buttercup~ -A large badger stands here, barking orders. -~ - You see a VERY large badger. She is ranting and raving at various helpers -within the kitchen. She looks upset. -~ -37130 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#4516 -Pyrobos phoenix bird fire firebird~ -Pyrobos~ -A phoenix nests here. -~ - You see one of the legendary phoenix's here. It is scarred and is missing -patches of feathers. One wing hangs slightly limp. It's head contains a crest -with several very long ornamental feathers. -~ -178446 0 0 0 8272 0 0 0 1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 11 -E -#4518 -Yeral abbot monk priest otter~ -Yeral~ -The abbot calmly stands here. -~ - You see a large otter wearing saintly robes. He is standing quietly, -watching the people sitting within the pews as the choir behind him sings -quietly. -~ -14602 0 0 0 8192 0 0 0 1000 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 8 -E -#4525 -gopher furball~ -the gopher~ -A gopher sits here, watching you intently. -~ - You see an ordinary gopher. It seems a little big for it's kind. -~ -14 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 4 -E -#4527 -guard gate man~ -the guard~ -A guard stands here. -~ - You see a cleanly shaven man in a military uniform. He is dressed in a green -suit. On his back hangs a quiver and a bow. A sword hangs loosely by his side. -He stares at you, waiting for a response. -~ -6158 0 0 0 0 0 0 0 700 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 3 -E -#4543 -sentry guard archer ranger~ -the sentry~ -A sentry stands here. -~ - You see a very alert guard, intently gazing into the surrounding territory. -~ -72 0 0 0 0 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#4570 -forest Dragon~ -the forest dragon~ -A large green dragon prowls here. -~ - A large green wall of muscle stands before you. As it moves, you can see -large thick muscles ripple under is skin as it moves silently through the -forest. To large red eyes turn and concentrate on you. You shudder as you feel -a wave of hate and anger ripple through you from the dragon. -~ -256030 0 0 0 8192 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 8 -E -#4588 -archer guard patrol~ -the Archer~ -An archer patrols the walls. -~ - You see a strongly build guard. He walks around, watching over the wall for -any sign of movement in the forest, which he takes care of with one quickly shot -arrow. -~ -179276 0 0 0 16 0 0 0 350 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 12 -E -$ diff --git a/lib/world/mob/46.mob b/lib/world/mob/46.mob deleted file mode 100644 index 7702104..0000000 --- a/lib/world/mob/46.mob +++ /dev/null @@ -1,96 +0,0 @@ -#4600 -green ant worker~ -a green worker ant~ -A green worker ant toils away mindlessly for its queen. -~ - The green worker ant is the powerhouse behind this anthill. It slaves away -almost constantly, digging new tunnels, gathering food, and even protecting the -hill from other bugs. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#4601 -red soldier ant~ -a red soldier ant~ -A red soldier ant is invading the anthill. -~ - Sent by the red queen to seek and destroy for progression and expansion of -the red ant colony. This red soldier ant has been sent here to eliminate the -existing residents. -~ -65612 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 1 -E -#4616 -green soldier ant~ -a green soldier ant~ -A green soldier ant is protecting the anthill. -~ - The green soldier ant was born and raised to protect the queen and the entire -anthill. They do no work, but will sacrifice themselves for the queen. -~ -10 0 0 0 0 0 0 0 3 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 11 -E -#4632 -huge green soldier ant~ -a huge green soldier ant~ -A huge green soldier ant stands here ready to die protecting the Queen. -~ - This special soldier ant has been given the sole responsibility of protecting -the queen from attack. It is by far one of the largest ants in the entire -anthill. -~ -4106 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 4 -E -T 4603 -T 4605 -T 4607 -#4633 -green queen ant~ -the green queen ant~ -The green queen ant is ensuring the survival of the species. -~ - She has no purpose other than to lead the anthill, and breed. She is huge -and it doesn't look like she could ever fit through any of the tunnels. She -guards over her newborn larvae. -~ -10 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -BareHandAttack: 4 -E -T 4602 -T 4604 -T 4606 -#4699 -dominant male ant green~ -a green dominant male ant~ -A large green dominant male ant skitters about, making sure the workers tend their jobs. -~ - This large dominant male green ant is second only to the queen. Its purpose -is to ensure everything gets done and the queen keeps pumping out cute little -larvae. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 4 -E -$ diff --git a/lib/world/mob/5.mob b/lib/world/mob/5.mob deleted file mode 100644 index 2c1077c..0000000 --- a/lib/world/mob/5.mob +++ /dev/null @@ -1,528 +0,0 @@ -#500 -bunny~ -a bunny~ -A cute little bunny is here. -~ - She is white with red eyes and looks harmless, but looks can be deceiving. - -~ -10 0 0 0 0 0 0 0 200 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -BareHandAttack: 4 -E -T 500 -#501 -apple boy thief~ -the apple thief~ -A dirty boy is waiting for the next apple to fall. -~ - This little thief is too short to reach the apples over his head. Instead -he waits for the ripe apples to fall from the breeze. -~ -10 0 0 0 80 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -T 503 -#502 -mouse~ -a mouse~ -A small mouse is here. -~ - He is rather small and scrawny looking. His teeth look very sharp and would -hurt terribly if he bit you. -~ -10 0 0 0 0 0 0 0 250 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -BareHandAttack: 4 -E -T 502 -#503 -old farmer~ -the old farmer~ -An old farmer sits underneath the shade of the apple tree. -~ - He wears a set of old ratty coveralls and is picking his teeth with a bit of -hay. -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#504 -rooster~ -a rooster~ -An ugly little rooster is here. -~ - He is perhaps the ugliest rooster you have ever seen. He is missing over -half of his feathers and has a large scar over his left eye. -~ -10 0 0 0 0 0 0 0 -200 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -BareHandAttack: 8 -E -T 504 -#507 -rat~ -a rat~ -A large rat is here. -~ - The creature looks up at you with it's big dark eyes. They look black. -The hair on the rat is matted down, probably from some sewer water. -~ -10 0 0 0 0 0 0 0 -250 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -BareHandAttack: 4 -E -#508 -weasel~ -a weasel~ -A sly looking weasel is here. -~ - She looks very sneaky and could easily sneak up on her prey. -~ -10 0 0 0 0 0 0 0 -250 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -BareHandAttack: 9 -E -#510 -goose~ -a goose~ -A goose is here, walking along the trail. -~ - Her feathers are as white as snow, she looks friendly enough to touch. -~ -10 0 0 0 0 0 0 0 300 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -BareHandAttack: 4 -E -#511 -chick~ -a chick~ -A furry little chick is here. -~ - She is a small little thing and looks quite weak. -~ -10 0 0 0 0 0 0 0 250 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -BareHandAttack: 4 -E -#514 -hen~ -a hen~ -A hen is here. -~ - She is mean looking and quite ugly. Her eyes give you the chilling feeling -of death. -~ -10 0 0 0 0 0 0 0 -300 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -BareHandAttack: 8 -E -#518 -dog~ -a dog~ -A large dog is here. -~ - He is very bony, but appears to be very tough. It might be wise to leave -him alone. -~ -10 0 0 0 0 0 0 0 300 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -BareHandAttack: 4 -E -#520 -farmer pete~ -a farmer~ -Farmer Pete is here, busily working. -~ - He is a husky man. Well built, but friendly looking. His silver hair -reflects in the sunlight. -~ -10 0 0 0 0 0 0 0 300 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 7 -E -T 520 -#522 -cow~ -a cow~ -A cow is here. -~ - She is very clean and well groomed. -~ -10 0 0 0 0 0 0 0 300 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -BareHandAttack: 4 -E -#523 -barn cat~ -a barn cat~ -A lazy barn cat is roaming around here. -~ - He is a large creature, and could probably use a diet. His fur is orange -with stripes of brown. -~ -10 0 0 0 0 0 0 0 -300 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -BareHandAttack: 8 -E -#524 -crow~ -a crow~ -An ugly crow is here. -~ - He looks like he should be dead. He is covered in scars. You notice some -blood on his beak. -~ -10 0 0 0 0 0 0 0 -300 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -BareHandAttack: 4 -E -#526 -farmers wife Helen~ -the farmer's wife~ -Helen, the farmers wife is standing here. -~ - She is a kind looking old woman. Her hair is still its natural brown. She -must be younger than the farmer. -~ -10 0 0 0 0 0 0 0 350 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -BareHandAttack: 13 -E -T 526 -#527 -sheep~ -a sheep~ -A sheep is here. -~ - She looks very tired. Maybe you should let her rest. -~ -10 0 0 0 0 0 0 0 400 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -BareHandAttack: 4 -E -#529 -calf~ -a calf~ -A small calf is here. -~ - She looks up at you with her young innocent eyes. How could you ever harm -her? -~ -10 0 0 0 0 0 0 0 300 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -BareHandAttack: 9 -E -#536 -farm boy Jonathan~ -a farm boy~ -A young farm boy named Jonathan is here. -~ - He is a scrawny little thing, but quite tall. He makes you think of a twig. -His face is boney and looks like it's been caved in. How gross! -~ -10 0 0 0 0 0 0 0 300 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 9 -E -#542 -owl~ -an owl~ -An owl is here -~ - She is quite large, but very beautiful. Her white feathers look like -freshly fallen snow. -~ -10 0 0 0 8 0 0 0 200 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -BareHandAttack: 8 -E -#543 -sheepdog~ -a sheepdog~ -A furry sheepdog is here. -~ - He is quite friendly looking. He must belong to the farmer. -~ -10 0 0 0 0 0 0 0 400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 4 -E -#544 -blackbird~ -a blackbird~ -A blackbird is flying around above you. -~ - She is old and mean looking. She carries a lot of battle scars. -~ -10 0 0 0 0 0 0 0 -300 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -BareHandAttack: 8 -E -#545 -raven~ -a raven~ -A raven is here. -~ - Her beak is long and sharp. It would hurt greatly if she decided to bite -you. -~ -10 0 0 0 0 0 0 0 -600 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 2 -BareHandAttack: 4 -E -#546 -wolf~ -a wolf~ -A snarling wolf is here. -~ - His teeth drip with drool as he snarls at you, warning you to stay back. -Maybe you should just leave him alone. -~ -10 0 0 0 0 0 0 0 -500 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -BareHandAttack: 9 -E -#547 -squirrel~ -a squirrel~ -A cute little squirrel is here. -~ - He is a cute little thing and probably wouldn't attack you unless you -provoked him. -~ -10 0 0 0 0 0 0 0 -250 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 3 -E -#548 -gopher~ -a gopher~ -A small gopher is here -~ - She must be a baby. She is half the size of a normal gopher. -~ -10 0 0 0 0 0 0 0 -300 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -BareHandAttack: 4 -E -#555 -bat~ -a bat~ -A small bat is hanging from the wall. -~ - He is a small thing, but rather nasty looking. His eyes look like 2 small -black holes. They remind you of death. -~ -10 0 0 0 0 0 0 0 -400 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -BareHandAttack: 8 -E -T 555 -#563 -colt~ -a colt~ -A fiery colt is here. -~ - He looks quite mean. He must be the bully of the farm. -~ -10 0 0 0 0 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 10 -E -#565 -mare~ -a mare~ -A mare is here. -~ - She is a cute little thing, almost too weak to stand on her own. -~ -10 0 0 0 0 0 0 0 -300 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -BareHandAttack: 4 -E -#566 -horse~ -a horse~ -A beautiful horse stands here. -~ - Her coat is a shiny brown. You notice she has some white splotches on her -legs. -~ -10 0 0 0 0 0 0 0 -200 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -BareHandAttack: 4 -E -#568 -stallion~ -a stallion~ -A fierce looking stallion is here. -~ - His eyes almost seem red as they stare at you, almost making you want to -leave. -~ -10 0 0 0 0 0 0 0 -500 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -BareHandAttack: 4 -E -#580 -turkey~ -a turkey~ -An annoying turkey is here. -~ - He is more than ugly. He is hideous looking! His eyes seem to have a fog -in them. Maybe he can't see as well as he used to. -~ -10 0 0 0 0 0 0 0 -400 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 4 -E -#582 -butterfly~ -a butterfly~ -A beautiful butterfly is here. -~ - His wings are splotched in many bright colors. He is the most beautiful -creature you have ever seen. -~ -10 0 0 0 0 0 0 0 600 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 9 -E -#584 -arthur man~ -Arthur~ -Arthur is sitting here in his rocking chair, warming himself by the fire. -~ - He smiles at you when you look at him. He must work somewhere on the farm -and hunt in his spare time. -~ -10 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 9 -E -T 584 -#586 -coyote~ -a coyote~ -A coyote is here. -~ - He is fierce looking. His teeth are probably razor sharp and could easily -tear you open. -~ -10 0 0 0 0 0 0 0 -800 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 8 -E -#587 -hawk~ -a hawk~ -A hawk is here. -~ - She looks like a normal hawk, but her wings seems to be somewhat longer, -enabling her to fly faster. -~ -10 0 0 0 0 0 0 0 -300 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -BareHandAttack: 8 -E -#591 -roach~ -a roach~ -A large roach is here. -~ - He is an ugly thing. He has hair growing off his legs and is head looks -some what deformed. -~ -10 0 0 0 0 0 0 0 -300 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -BareHandAttack: 4 -E -#599 -sparrow~ -a sparrow~ -A small sparrow is here. -~ - She is delicate looking, but looks can be deceiving. -~ -10 0 0 0 0 0 0 0 -300 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -BareHandAttack: 4 -E -$ diff --git a/lib/world/mob/50.mob b/lib/world/mob/50.mob deleted file mode 100644 index 32bfc00..0000000 --- a/lib/world/mob/50.mob +++ /dev/null @@ -1,218 +0,0 @@ -#5000 -dervish raggedy~ -the dervish~ -A raggedy dervish walks on aimlessly. -~ - Dressed in loose fitting rags, this man looks like he could use some rest. -~ -204 0 0 0 1572864 0 0 0 900 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#5001 -dervish large~ -the dervish~ -A large dervish watches for signs of trouble. -~ - Dressed in loose fitting rags, this man looks like he could use LOTS of rest. - -~ -104 0 0 0 1572864 0 0 0 650 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#5002 -snake coral~ -the coral snake~ -A brightly colored snake slithers along the sands. -~ - This relatively harmless snake has bright alternating bands of red, yellow -and black. -~ -72 0 0 0 0 0 0 0 -10 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#5003 -scorpion small~ -the small scorpion~ -A small, red scorpion scuttles away at your approach. -~ - The little tail is mighty dangerous for such a small creature. -~ -72 0 0 0 0 0 0 0 -50 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#5004 -worm giant purple~ -the sand worm~ -A giant, purple sand worm thrusts up out of the sand and attacks! -~ - He's big, mean, and purple. Watch out! -~ -165946 0 0 0 80 0 0 0 -300 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -E -T 5001 -#5005 -dragon brass~ -the brass dragon~ -A very large brass dragon steps out of the darkness and says 'Hello.' -~ - Then adds to it, 'Prepare to die, have a nice day! ' -~ -65562 0 0 0 65552 0 0 0 950 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -T 5002 -#5006 -nomad leader~ -the nomad leader~ -The nomad leader sits silently in prayer. -~ - He is clad in silk robes lined with gold thread. At his side is a large, -engraved cutlass. He has an especially haughty air about him. -~ -2186 0 0 0 16 0 0 0 950 E -14 16 1 2d2+140 2d2+2 -140 19600 -6 6 1 -E -#5007 -nomad commander~ -the nomad commander~ -The nomad commander stands here staring at you suspiciously. -~ - This is the nomad leader's second in command. His clothes are richly woven -of silk and gold thread. A nasty cutlass hangs at his side. -~ -2186 0 0 0 0 0 0 0 900 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#5008 -nomad warrior~ -the nomad warrior~ -A proud nomad warrior stands here. -~ - This warrior is dressed in typical nomad clothing and looks quite mean. -~ -10 0 0 0 0 0 0 0 700 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#5009 -slave young~ -the slave~ -A young slave sits here staring at you with pleading eyes. -~ - She looks quite thin and weak. -~ -138 0 0 0 0 0 0 0 1000 E -3 19 8 0d0+30 1d2+0 -30 900 -5 5 2 -E -#5010 -dracolich lich~ -the dracolich~ -A pile of bones rises up to form a skeletal dracolich. -~ - The dracolich is now only bone with pieces of flesh hanging from it. -Obviously it no longer fears death. -~ -124986 0 0 0 65620 0 0 0 -1000 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 0 -E -T 5001 -#5011 -drider~ -the drider~ -The drider looks at you viciously while it draws its sword. -~ - This half-spider, half-drow creature is a formidable opponent. -~ -104 0 0 0 65552 0 0 0 -1000 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 0 -E -#5012 -duergar dark dwarf~ -the dark dwarf~ -A duergar is here mining precious stones with his pick. -~ - The duergar could probably crush your head as easily as he does those rocks. - -~ -104 0 0 0 65552 0 0 0 -850 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#5013 -myconoid~ -the myconoid~ -A myconoid lumbers along peacefully. -~ - The myconoid looks something like a giant mushroom (and probably has the same -effect). -~ -200 0 0 0 16 0 0 0 850 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#5014 -myconoid shaman~ -the myconoid shaman~ -A rather large myconoid stands here chanting in a strange tongue. -~ - The shaman shoots spores into the air. -~ -2380 0 0 0 16 0 0 0 950 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -T 5001 -#5015 -dustdigger oasis~ -the dustdigger~ -A small oasis invites you to dive in. -~ - Looking a little closer at this oasis, you begin to wonder why it seems to be -moving about... -~ -196654 0 0 0 0 0 0 0 -200 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#5017 -camel~ -the camel~ -A very dangerous creature, a camel, snorts at you. -~ - It is advisable not to mess with this creature. After all, you have heard -many a horror story about experiences with camels. Bad experiences. -~ -65578 0 0 0 0 0 0 0 -351 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -$ diff --git a/lib/world/mob/51.mob b/lib/world/mob/51.mob deleted file mode 100644 index 8594b7e..0000000 --- a/lib/world/mob/51.mob +++ /dev/null @@ -1,149 +0,0 @@ -#5100 -goblin slave~ -the goblin slave~ -A goblin slave lies here asleep. -~ - The defenseless goblin begs for mercy. -~ -138 0 0 0 0 0 0 0 350 E -1 20 9 0d0+10 1d2+0 -10 100 -4 4 1 -E -#5101 -drow commoner~ -the Drow commoner~ -A drow commoner is here, walking around on guard duty. -~ - I doubt he is the type to give directions. -~ -6248 0 0 0 16 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#5102 -drow noble warrior~ -the drow warrior~ -A drow warrior stands here guarding his home. -~ - He looks kind of annoyed! -~ -6186 0 0 0 16 0 0 0 -1000 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#5103 -drow noble mage~ -the drow mage~ -A drow mage is here protecting his home. -~ - The mage prepares to cast a spell... At you!! -~ -6186 0 0 0 16 0 0 0 -1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -T 5101 -#5104 -drow priestess~ -the drow priestess~ -A drow priestess is here shouting orders. -~ - I wouldn't want go get on her bad side! -~ -6186 0 0 0 16 0 0 0 -1000 E -17 15 0 3d3+170 2d2+2 -170 28900 -8 8 2 -E -T 5101 -#5105 -drow master~ -the drow master~ -A drow master stares at you angrily. -~ - The drow master is ALWAYS ready for a fight. -~ -6186 0 0 0 16 0 0 0 -1000 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#5106 -drow weaponsmaster~ -the weaponsmaster~ -A drow weaponsmaster is here shadow boxing. -~ - He definitely know his way around in combat. -~ -6186 0 0 0 65552 0 0 0 -1000 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -#5107 -drow matron mother~ -the Matron Mother~ -The Matron Mother of the house is standing here. -~ - She looks really and truly annoyed that you have found your way here. -~ -2090 0 0 0 65552 0 0 0 -1000 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 2 -E -T 5101 -#5108 -drow matron mother~ -the Matron Mother~ -The Matron Mother of the first house is waiting for you. -~ - She looks like she is about to rip your head of and eat it. -~ -2090 0 0 0 65552 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -E -T 5101 -#5109 -drider~ -the drider~ -The drider looks at you viciously while it draws its sword. -~ - This half-spider, half-drow creature is a formidable opponent. -~ -24680 0 0 0 65552 0 0 0 -1000 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 0 -E -#5110 -drider~ -the drider~ -The drider looks at you viciously while it draws its sword. -~ - This half-spider, half-drow creature is a formidable opponent. -~ -24682 0 0 0 65552 0 0 0 -1000 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#5111 -yochlol~ -the yochlol~ -A yochlol forms out of a swirling mist... -~ - The yochlol is not in a good mood. -~ -223290 0 0 0 65616 0 0 0 -1000 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 2 -E -$ diff --git a/lib/world/mob/52.mob b/lib/world/mob/52.mob deleted file mode 100644 index c310276..0000000 --- a/lib/world/mob/52.mob +++ /dev/null @@ -1,138 +0,0 @@ -#5200 -beholder~ -the mighty beholder~ -You meet a beholder's deadly gaze! -~ - It has a large central eye that projects an anti-magic ray and ten eye-stalks -atop the round body which can do anything from charm you to disintegrate you. -Beholders are not known for their personality. -~ -92202 0 0 0 65552 0 0 0 -870 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -T 5201 -#5201 -lamia beast~ -the lamia~ -A strange lamia stands here waiting for her next meal. -~ - This is a creature with the upper torso of a beautiful woman, but the lower -body of a four-legged beast. She licks her lips as she looks at you greedily. - -~ -588 0 0 0 0 0 0 0 -1000 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -E -T 5201 -#5202 -mimic chest~ -the mimic~ -A strong chest lies in one corner of the room. -~ - A strong, wooden chest bound with iron straps and a heavy padlock on the -front. -~ -196618 0 0 0 0 0 0 0 10 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#5203 -mimic boulder skeleton skeletons~ -the mimic~ -Two skeletons lie crushed under a large boulder. -~ - This large boulder seems to have been dropped here at some point, since there -aren't any boulders native to this area. The two skeletons beneath it are -simply that, bones... No rags or anything else appears to be attached to them. - -~ -196618 0 0 0 0 0 0 0 -10 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#5204 -mimic floor~ -the mimic~ -The stone floor of this house has been ripped apart. -~ - What a mess, you wonder to yourself what could have caused this rampant -destruction. -~ -196618 0 0 0 0 0 0 0 -140 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#5205 -mimic pottery shards~ -the mimic~ -Some broken shards of pottery lie strewn about the floor. -~ - The pottery shards appear to have been part of a large vase at one point, -probably before the city fell. -~ -196618 0 0 0 0 0 0 0 200 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#5206 -mimic planks wooden~ -the mimic~ -A few wooden planks lie stacked on a low shelf. -~ - The fact that these planks still rest on this shelf leads you to believe that -someone has been here before you... -~ -196618 0 0 0 0 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#5207 -lizard horned~ -the horned lizard~ -A small horned lizard flicks his tongue and slithers away. -~ - A cute little lizard -- that is, if you like reptiles! -~ -138 0 0 0 0 0 0 0 300 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#5208 -golem stone~ -the stone golem~ -In the corner you see a large, stone golem faithfully standing watch. -~ - It is a big chunk of rock that has been magically formed into a giant stone -creature. He stands here still guarding the city. -~ -256266 0 0 0 80 0 0 0 800 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -E -#5209 -lamia beast~ -the lamia~ -A strange lamia stands here waiting for her next meal. -~ - This is a creature with the upper torso of a beautiful woman, but the lower -body of a four-legged beast. She licks her lips as she looks at you greedily. - -~ -106 0 0 0 64 0 0 0 -500 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 2 -E -T 5201 -$ diff --git a/lib/world/mob/53.mob b/lib/world/mob/53.mob deleted file mode 100644 index b167710..0000000 --- a/lib/world/mob/53.mob +++ /dev/null @@ -1,266 +0,0 @@ -#5300 -asp snake~ -the horrible asp~ -A small, poisonous asp slithers over your feet. -~ - The asp is a small, smooth-scaled snake the color of worn pottery. The -poison bite of this snake has felled many a mighty pharaoh. -~ -72 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -T 5301 -#5301 -cobra snake~ -the hooded cobra snake~ -A cobra snake rears up and opens its fearsome hood. -~ - The cobra snake waves back and forth before you, its hood displaying -brilliant colors designed to serve notice to its prey that it is about to -strike. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -T 5301 -#5302 -mongoose~ -the wily little mongoose~ -A small mongoose slinks along the ground, hunting snakes. -~ - The mongoose is a wily rodent, a quick hunter of nasty poisonous snakes. -She sniffs you and appears to be looking for food in your hand. -~ -104 0 0 0 0 0 0 0 10 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 2 -E -#5303 -pyramid watcher~ -the pyramid watcher~ -The pyramid watcher protects the tombs from intruders. -~ - The pyramid watcher has made a pledge to destroy any would-be looters of the -tombs of the pharaohs. He is clad from head to foot in utilitarian sand-colored -clothing. -~ -4122 0 0 0 65536 0 0 0 250 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#5304 -thief tomb~ -the tomb thief~ -A sneaky tomb thief moves about in search of treasure. -~ - The thief brushes against you briefly, then slinks back into the shadows. -~ -200 0 0 0 1638400 0 0 0 -250 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 5303 -#5305 -ali baba thief~ -Ali Baba~ -Ali Baba is here, hunting for the pharaoh's tomb. -~ - You see a tall, full-bearded man with a mischievous glint in his eye. Ali -Baba has made his life from stealing things from others, including many items -stolen recently from under the nose of the hapless guardians of this pyramid. -Someday he might get caught, but not today... -~ -2140 0 0 0 589824 0 0 0 -300 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -E -T 5303 -#5306 -magic carpet~ -the magic carpet~ -A small woven carpet lies under your feet. -~ - The carpet is simply beautiful, made from intricately woven silken material. -It seems to rise up at the touch of your feet. Wait, it is rising, a few feet -above the ground! In fact, it seems to be ALIVE! -~ -256026 0 0 0 65552 0 0 0 500 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 0 -E -#5307 -mummy~ -the mummy~ -A mummy reaches for you, disturbed by your presence. -~ - You only see the disfigured, rotting features of decaying human flesh, -animated by the distempered spirit of a long-deceased person. -~ -188520 0 0 0 65616 0 0 0 -600 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -E -#5308 -sand man sandman~ -the sandman~ -A sandman rises up from the desert floor. -~ - The sandman is exactly that -- some sort of strange being formed from the -sands of the desert floor. It seems quite large and strong and at home in the -heat and sandy winds. -~ -190584 0 0 0 65552 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#5309 -efreeti efreet~ -the efreeti~ -The efreeti stands here, sheathed in a column of fire. -~ - The efreeti is a mighty being formed from living fire. He gazes down at you -with disdain and scorn, arms folded across his mighty chest. -~ -256026 0 0 0 65552 0 0 0 -600 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -E -T 5304 -#5310 -caryatid column~ -the caryatid~ -A sandstone column stands here, carved into a feminine figure. -~ - The column has been carved into a set of four shapely women, each facing -outward into the room. The sandstone of the caryatid is smooth with age, but -you can still make out a deadly stone sword in the hands of each figure. -~ -260122 0 0 0 65536 0 0 0 0 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 2 -E -#5311 -djinn genie~ -the djinn~ -The djinn issues forth from the confines of a small lamp. -~ - The djinn is a mighty being formed from the air itself and frequently -imprisoned in a small lamp, used to do the bidding of those who find him. He -smiles down at you congenially, arms folded across his blue-tinged skin, and -strokes his goatee. -~ -256026 0 0 0 65552 0 0 0 600 E -28 11 -6 5d5+280 4d4+4 -280 78400 -8 8 1 -E -T 5302 -#5312 -hieracosphinx sphinx~ -the hieracosphinx~ -A hieracosphinx looks at you cunningly. -~ - The hieracosphinx are cunning, small, but nasty creatures, having the heads -of birds, mighty wingspans, and a full set of four paws to rend their victims to -pieces. They tend to be quite jealous of the sharper wits of their older -cousins. -~ -92280 0 0 0 65536 0 0 0 -200 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#5313 -gynosphinx sphinx~ -the gynosphinx~ -A gynosphinx sits here, befuddled by a riddle. -~ - The gynosphinx is a crafty but gentle creature, having the body of a -beautiful dark-skinned woman from the waist up, a feathery set of wings and the -hind legs of a mighty cat. Right now she is confused, having just heard a -puzzling riddle from a cousin criosphinx. -~ -92186 0 0 0 65552 0 0 0 100 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 2 -E -T 5305 -#5314 -criosphinx sphinx~ -the criosphinx~ -A criosphinx calmly watches you. -~ - The criosphinx is a calm and friendly creature, having the head of a ram atop -the body of a well-furred feline with eagle-like wings. He delights in riddles, -and in poking occasional fun at his easily confused lesser cousins. -~ -92186 0 0 0 65552 0 0 0 300 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -E -T 5305 -#5315 -androsphinx sphinx~ -the androsphinx~ -A mighty androsphinx tosses its lion-like mane. -~ - The mighty androsphinx is a huge creature, with the body of a lion whose face -is quite man-like, perhaps even handsome, and a massive pair of feathered wings. -Tales are told of pharaohs that were rendered permanently deaf by the mighty -roar of this sphinx. -~ -92186 0 0 0 65552 0 0 0 400 E -27 11 -6 5d5+270 4d4+4 -270 72900 -8 8 0 -E -T 5305 -#5316 -great sphinx~ -the great sphinx~ -A mighty sphinx rests here in the sand, dormant now for centuries. -~ - The great sphinx towers tens of feet above you, resting here in a state of -dormancy. It has become almost indistinguishable from the sand that surrounds -it, although you can still make out the features of the handsome face that once -advised many rulers. -~ -256026 0 0 0 65552 0 0 0 500 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -T 5305 -#5317 -ramses mummy~ -Ramses the Damned~ -You have awakened the mighty servant to the pharaohs, Ramses. -~ - As your light spills over his face and body, you can see his features begin -to fill out, swell, and harden, until an apparently healthy man stands before -you, clad only in the raiments he was left in when he last slept. His hair is a -soft black, his skin a deep chocolate, and his tall frame is totally still, his -chest not even moving to breathe. -~ -190554 0 0 0 65552 0 0 0 150 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 5302 -$ diff --git a/lib/world/mob/54.mob b/lib/world/mob/54.mob deleted file mode 100644 index 5711735..0000000 --- a/lib/world/mob/54.mob +++ /dev/null @@ -1,1160 +0,0 @@ -#5400 -mage guildmasters~ -the guildmaster~ -Your guildmaster stands here. -~ - An old man peering through ancient tomes rests here. -~ -26635 0 0 0 16 0 0 0 1000 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#5401 -cleric guildmasters~ -the guildmaster~ -Your guildmaster stands here. -~ - An older man wrapped in purple, long-flowing robes meditates here. -~ -26635 0 0 0 16 0 0 0 1000 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#5402 -warrior guildmasters~ -the guildmaster~ -Your guildmaster stands here. -~ - A smaller man dressed in black robes stands here waiting to train you. -~ -26635 0 0 0 16 0 0 0 1000 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#5403 -thief guildmasters~ -the guildmaster~ -Your guildmaster stands here. -~ - A small human dressed in black rests in the corner. As you enter he grabs a -knife and throws it at you. It lands in the wall next to your left ear. 'We -will now begin', is all he says. -~ -26635 0 0 0 16 0 0 0 1000 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#5404 -receptionist woman~ -the receptionist~ -A dark skinned, veiled woman greets you from behind the desk. -~ - This Arabian beauty is obviously the daughter of some high ranking official. -As you attempt to sneak a peek under her veil you notice a small moon-shaped -birthmark on her left cheek. -~ -26635 0 0 0 16 0 0 0 800 E -10 17 4 2d2+100 1d2+1 -100 10000 -6 6 2 -E -#5405 -bartender man mage old~ -the old withered man~ -An old withered man leans against the bar. -~ - He looks distracted as he pours five drinks at once without error. -~ -26634 0 0 0 16 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#5406 -john brother singer lead~ -Brother John~ -Brother John, lead singer for the Lokettes stands on stage. -~ - You see the lead singer of the Lokettes lip synching to an old Zochan tune. - -~ -74 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#5407 -panhandler~ -the panhandler~ -A panhandler rests here. -~ - A small skinny man rests here hoping to find a warm heart. -~ -204 0 0 0 0 0 0 0 -20 E -2 20 8 0d0+20 1d2+0 -20 400 -5 5 1 -E -#5408 -panhandler~ -the panhandler~ -A panhandler rests here. -~ - A small skinny man rests here staring at your clothes. -~ -204 0 0 0 0 0 0 0 -20 E -3 19 8 0d0+30 1d2+0 -30 900 -5 5 1 -E -#5409 -beggar~ -the beggar~ -A grubby beggar sits here in the filth. -~ - This poor soul seems down on his luck, perhaps you might spare a dime? -~ -204 0 0 0 0 0 0 0 -20 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#5410 -baker~ -the baker~ -The baker stands here playing solitaire. -~ - You see a large man in a white apron covered in flour from head to toe. -~ -26634 0 0 0 16 0 0 0 100 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#5411 -shopkeeper~ -the shopkeeper~ -The shopkeeper stands here. -~ - You see a half-elf sitting on a stool behind his counter. -~ -26634 0 0 0 16 0 0 0 100 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#5412 -banker~ -the banker~ -A banker stands here waiting to help you. -~ - This small halfling seems adept at counting money. -~ -26634 0 0 0 16 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#5413 -ahkeem tailor~ -Ahkeem the tailor~ -Ahkeem the tailor welcomes you to his store. -~ - This middle-aged man looks over you with disdain and quickly suggests a new -wardrobe. - -~ -26634 0 0 0 16 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#5414 -vera lady~ -Vera the veggie lady~ -Vera the veggie lady beams as you look over her stand. -~ - A tall slender woman stands before you smiling broadly. -~ -26634 0 0 0 16 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#5415 -butch~ -Butch the meatcutter~ -Butch the meatcutter stands here in his bloodied apron. -~ - This stocky dwarf has a mad glint in his eye as he twirls his clever -carelessly into the air. -~ -26634 0 0 0 16 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#5416 -abdul armorer~ -Abdul the armorer~ -Abdul stands here, waiting to help you. -~ - Abdul returns your gaze with a steady eye. You quickly glance away under his -cold stare and place your order. -~ -26634 0 0 0 16 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#5417 -igor weaponsmith~ -Igor the weaponsmith~ -Igor stands here doing... something. -~ - You see a small dwarf with a large hump on his left shoulder. -~ -26634 0 0 0 16 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#5418 -cassandra~ -Cassandra~ -Cassandra stands proudly over her selection. -~ - You see a happy weather-worn face whose lines suggest many years on the open -sea. It is only through years of fishing that she is able to withstand the -smell that permeates the air. -~ -26634 0 0 0 16 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#5419 -foreman man~ -the foreman~ -The foreman stands here screaming at the workers. -~ - A worried working dwarf stands here constantly making notes in his book and -looking at his watch. -~ -74 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#5420 -construction worker~ -the construction worker~ -A construction worker steadily works here. -~ - A large sweaty looking man doesn't even return your glance. -~ -74 0 0 0 0 0 0 0 10 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#5421 -statue brahman~ -the statue of Brahman~ -The statue of Brahman stands here. -~ - The statue made of solid marble depicts the mighty God defeating Siva in -magical combat. -~ -256026 0 0 0 16 0 0 0 1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -T 5404 -#5422 -statue siva~ -the statue of Siva~ -The statue of Siva stands here. -~ - The statue of the High Lord of Destruction stands here beings attacked by -Brahman in magical combat. -~ -256026 0 0 0 16 0 0 0 -1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -T 5404 -#5423 -statue indra~ -the statue of Indra~ -The statue of Indra stands here. -~ - This statue looks like an enormous elephant. -~ -256026 0 0 0 16 0 0 0 1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -T 5404 -#5424 -statue yama~ -the statue of Yama~ -The statue of Yama stands here. -~ - This is a statue of the God of Death. It is covered with odd runes. -~ -256026 0 0 0 16 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -T 5404 -#5425 -statue surya~ -the statue of Surya~ -The statue of Surya stands here. -~ - The statue of Surya, the God in charge of the Sun, almost glows with a fiery -aura. -~ -256026 0 0 0 16 0 0 0 1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -T 5404 -#5426 -statue kali~ -the statue of Kali~ -The statue of Kali stands here. -~ - The statue of the Black Mother, Kali, is made of black marble and is covered -with silver runes. -~ -256026 0 0 0 16 0 0 0 -1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -T 5404 -#5427 -statue brihaspati~ -the statue of Brihaspati~ -The statue of Brihaspati stands here. -~ - The statue of Brihaspati, the God of Scholars and Knowledge is made of a -weathered marble. -~ -256026 0 0 0 16 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -T 5404 -#5428 -statue puchan~ -the statue of Puchan~ -The statue of Puchan stands here. -~ - The statue of Puchan, God of Travellers, is covered with dust and worn as if -it had been dragged a long way down a dusty road. -~ -256026 0 0 0 16 0 0 0 1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -T 5404 -#5429 -aziz human canon~ -Aziz~ -Aziz the Human Canon stands here. -~ - This big and burly man grins at you as he draws his sword. -~ -200 0 0 0 16 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#5430 -mustafah human robber~ -Mustafah~ -Mustafah the Human Robber stands here. -~ - This man is lithe and has an evil smirk upon his face. -~ -200 0 0 0 16 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#5431 -fatima elf invoker~ -Fatima~ -Fatima the Elven Invoker stands here. -~ - This female elf has dusky skin and black hair. A combination you don't see -very often on elves. -~ -200 0 0 0 16 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 2 -E -#5432 -kareem dwarf mercenary~ -Kareem~ -Kareem the Dwarven Mercenary stands here. -~ - This short stocky fellow has a chest the girth of a barrel. -~ -200 0 0 0 16 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#5433 -nomad merchant~ -the nomad merchant~ -A nomad merchant looks you over. -~ - This robust fellow returns your gaze with a smile, but something inside tells -you not to trust him very far. -~ -30924 0 0 0 0 0 0 0 -100 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#5434 -bodyguard guard~ -the Sultan's Bodyguard~ -A bodyguard sizes you up. -~ - The large half-orc quickly glances you over and returns to his duties. -~ -6202 0 0 0 16 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -T 5405 -#5435 -kid thief~ -the skinny kid~ -A skinny kid wanders around. -~ - This small child sees you looking at him and quickly looks away. -~ -204 0 0 0 0 0 0 0 100 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#5436 -dockworker~ -the dockworker~ -A strong dockworker walks by moving crates. -~ - Although seemingly dull-witted, this hulking mass carries the huge crates -from the boats like it was a box of lilies. -~ -72 0 0 0 0 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#5437 -man taxcollector~ -the taxcollector~ -A small man walks around scribbling in a notebook. -~ - The city's taxcollector walks from store to store collecting the Sultan's fee -for living in his grand city. -~ -200 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#5438 -gord~ -Gord~ -Gord the Rogue stand here. -~ - Gord wanders about trying to look innocent. He fails miserably and makes -everyone around him watch their purses guardedly. -~ -204 0 0 0 16 0 0 0 1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#5439 -chulainn knight~ -Chulainn~ -Chulainn the Knight stands here. -~ - This large man does not seem to be surprised at your approach and looks at -you quizzically. -~ -6348 0 0 0 16 0 0 0 800 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#5440 -daghdha~ -Daghdha~ -Daghdha the Arch-Magi stands here. -~ - This man is dressed in long brown robes and has a penetrating gaze. - -~ -72 0 0 0 16 0 0 0 200 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -T 5404 -#5441 -curley greenleaf~ -Curley GreenLeaf~ -Curley GreenLeaf stands here. -~ - Curley constantly fiddles with his hair that gave him his namesake. -~ -204 0 0 0 16 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#5442 -man wandering prophet~ -the wandering prophet~ -A small gray-haired man walks around spouting gospel. -~ - This sad case may have been an evangelist in another lifetime. He is known -to stand on corners and accost passers-by with his doomsday preaching. -~ -200 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#5443 -alley cat~ -the alley cat~ -A small harmless feline searches for food. -~ - You see a small starved cat. -~ -200 0 0 0 0 0 0 0 -10 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#5444 -vulture~ -the vulture~ -A vulture circles above you. -~ - As you look up at this bird, you see the only thing it wants is a corpse. -~ -200 0 0 0 0 0 0 0 -200 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#5445 -old man~ -the old man~ -An old man sits here playing chess. -~ - He seems intent on winning. -~ -200 0 0 0 0 0 0 0 200 E -4 19 7 0d0+40 1d2+0 -40 1600 -6 6 1 -E -#5446 -lugh librarian~ -Lugh the Librarian~ -Lugh the Librarian sits behind a desk. -~ - The huge hulking mass rises as someone asks him a question. -~ -26650 0 0 0 0 0 0 0 300 E -10 17 4 2d2+100 1d2+1 -100 10000 -6 6 1 -E -#5447 -dirt dust devil~ -the dirt devil~ -The wind kicks up some dust. -~ - What you see before you is really a baby air elemental. -~ -108 0 0 0 0 0 0 0 -1000 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -E -#5448 -lamia beast~ -the lamia~ -A strange lamia stands here waiting for her next meal. -~ - This is a creature with the upper torso of a beautiful woman, but the lower -body of a four-legged beast. She licks her lips as she looks at you greedily. - -~ -588 0 0 0 0 0 0 0 -500 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -E -#5449 -dervish~ -the raggedy dervish~ -A raggedy dervish stands here. -~ - This man looks like he could use a lot of rest. -~ -104 0 0 0 65536 0 0 0 -750 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#5450 -sultan~ -the Sultan~ -The Sultan rests here on his throne. -~ - You see a large wealthy man in red robes smiling at you. -~ -26906 0 0 0 16 0 0 0 200 E -10 17 4 2d2+100 1d2+1 -100 10000 -5 5 1 -E -#5451 -harem girl~ -a harem girl~ -A lovely, veiled harem girl stands here. -~ - You see a dark skinned beauty, wearing almost transparent silks and light -blue veil. Her loyalty to the Sultan is unwavering. -~ -10 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#5452 -jailer~ -the jailer~ -The Jailer sleeps here, snoring loudly. -~ - You see a pathetic soul lying here. Probably some ex-nobleman that has -fallen out of grace with the Sultan. -~ -142 0 0 0 0 0 0 0 -100 E -18 14 0 3d3+180 3d3+3 -180 32400 -4 4 1 -E -#5453 -eunuch~ -a eunuch~ -A eunuch stands here watching over the girls. -~ - You see a large man whose only duty is to protect the harem. He has been -castrated for the ladies' safety. -~ -42 0 0 0 16 0 0 0 0 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -E -#5454 -sultans favorite girl nichole~ -Nichole, the Sultan's favorite~ -Nichole, the Sultan's favorite girl rests on a mound of pillows. -~ - You see the most beautiful Arabian girl that has ever meet your eyes. Too -bad she is about to kill you. -~ -42 0 0 0 16 0 0 0 100 E -10 17 4 2d2+100 1d2+1 -100 10000 -5 5 2 -E -#5455 -allah~ -Allah~ -Allah is here. -~ - You see the all-knowing Allah. -~ -257306 0 0 0 524304 0 0 0 1000 E -11 17 3 2d2+110 1d2+1 -110 12100 -5 5 0 -E -T 5404 -#5456 -mage guildguard~ -the guildguard~ -The Guard for the Guild of Mages stand here. -~ - This man looks like a mage/warrior, I wouldn't mess with him. -~ -256010 0 0 0 80 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 5401 -#5457 -cleric guildguard~ -the guildguard~ -The Guard for the Guild of Clerics stands here. -~ - This man looks like a cleric/warrior, I wouldn't mess with him. -~ -256010 0 0 0 80 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 5402 -#5458 -warrior guildguard~ -the guildguard~ -The Guard for the Guild of Warriors stands here. -~ - The man looks like Conan's cousin, I wouldn't mess with him. -~ -256010 0 0 0 80 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 5403 -#5459 -thief guildguard~ -the guildguard~ -The Guard for the Guild of thieves stands here. -~ - You see a thief dressed all in black, he quickly stands as you enter and -steps to bar your way. You notice his hands resting on two sheathes. -~ -256010 0 0 0 80 0 0 0 -100 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 5400 -#5460 -servant boy~ -the servant boy~ -A servant boy is here running errands. -~ - You see a small boy running around the halls of the palace. -~ -72 0 0 0 0 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#5461 -sultans guard~ -the Sultan's Guard~ -A guard stands here, protecting the innocent. -~ - You see a trained fighter, ready to help those in need. -~ -200 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 5405 -#5462 -sultans guard~ -the Sultan's Guard~ -A guard stands here, watching the gate. -~ - You see a trained fighter, ready to defend the city. -~ -74 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 5405 -#5463 -sultans guard chief~ -the Chief Guard~ -The Chief of the Sultan's Guard stands here. -~ - You see a large man skilled in hunting and killing. -~ -72 0 0 0 16 0 0 0 1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -T 5405 -#5464 -mercenary~ -the mercenary~ -A mercenary stands here waiting for a job. -~ - You see an assassin down on his luck looking to be freelanced out. -~ -72 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#5465 -shipwright captain~ -the shipwright~ -An old captain rests here carving on a stick. -~ - You see the shipwright of New Thalos, waiting to make someone a boat. He -beams a smile at you through his beard as you walk in. -~ -26634 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#5466 -blacksmith~ -the blacksmith~ -The blacksmith stands here pumping air into his fire. -~ - You see a large human, dripping in sweat, standing before you. He takes a -break from his sweltering work to bid you welcome. -~ -26634 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#5467 -horse~ -the horse~ -A horse stands here. -~ - You see one of the fine Arabian beasts known about the land. -~ -202 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#5468 -tourist~ -the tourist~ -A tourist stands here looking lost. -~ - You see a small, rotund man, with a strange object around his neck and a nose -guard. He is looking at a small map that he seems to be holding upside down. -~ -204 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#5469 -ixitxachitl ray~ -the ixitxachitl~ -A very large ray with a wicked looking tail swims here. -~ - You see a large ray with sharp fangs and a barbed tail. -~ -231466 0 0 0 144 0 0 0 -500 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#5470 -cryohydra~ -the cryohydra~ -The cryohydra stands here. -~ - A gray-brown reptilian creature with amber eyes stands before you. -~ -100456 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#5471 -minotaur lizard~ -the minotaur lizard~ -the minotaur lizard stands here. -~ - A huge lizard like reptile with horns like a minotaur. -~ -104 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -#5472 -dog death~ -the death dog~ -The death dog stands here. -~ - A large two-headed hound barks at you viciously. -~ -2152 0 0 0 0 0 0 0 0 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#5473 -lion spotted~ -the spotted lion~ -The spotted lion stands here. -~ - A large fierce dapple skinned lion glares at you. -~ -104 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#5474 -behir~ -the behir~ -A behir slithers on the ground. -~ - You see a large snake-like reptile with more than a dozen legs. -~ -100456 0 0 0 65536 0 0 0 -300 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -E -#5475 -chimera creature lion goat dragon~ -the chimera~ -A creature with three heads: lion, goat, and dragon stands here. -~ - The chimera is still a mystery, better left unexplored. This creature has -the hindquarters of a goat, the forepaws of a lion and the body of a red dragon. - -~ -67626 0 0 0 65680 0 0 0 -500 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 0 -E -#5476 -couatl~ -the couatl~ -A couatl hovers here. -~ - A beautiful creature with the body of a serpent and feathered wings the -color of the rainbow. -~ -92186 0 0 0 65680 0 0 0 300 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#5477 -giant hornet~ -the giant hornet~ -The giant hornet hovers here. -~ - It is a hornet, what else can be said? -~ -196696 0 0 0 144 0 0 0 300 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#5478 -pegasus~ -the pegasus~ -The pegasus stands here, flexing its wings. -~ - A magnificent winged steed, this horse looks much like the Arabian -thoroughbreds you have seen in stables. -~ -104522 0 0 0 144 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#5479 -elriva~ -Elriva~ -Elriva stands here mixing a love potion. -~ - You see a very healthy female dressed in black, with long flowing hair to -match her outfit. -~ -26634 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -#5480 -braheem~ -Braheem~ -Braheem stands here talking to the walls. -~ - You see a powerful but slightly insane mage. -~ -26634 0 0 0 0 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#5481 -high priest~ -the high priest~ -The high priest rests here meditating, well he WAS meditating. -~ - He does NOT look real happy that you have disturbed him. -~ -202 0 0 0 16 0 0 0 1000 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -E -T 5406 -#5482 -royal guard elite~ -the Royal Guard~ -An Elite Royal Guard stands here smiling happily. -~ - You see one of the Royal Guards of New Thalos who seems to have undergone -some heavy training. -~ -30746 0 0 0 16 0 0 0 1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -T 5405 -#5483 -patch bartender~ -Patch the bartender~ -A large half-orc with a patch over one eye pours beer behind the counter. -~ - You see a really big guy here who seems to have lost an eye in one manner or -another. -~ -26634 0 0 0 16 0 0 0 -500 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#5484 -stitch~ -Stitch, the leather dude~ -Stitch, the leather dude reclines in his chair. -~ - You see a small hobbit with his feet kicked up on his desk waiting for some -sucker, uhm, customer to walk in his store. -~ -26634 0 0 0 16 0 0 0 -500 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -#5485 -gardener elf~ -the gardener~ -A small elf stands here tending the garden. -~ - A young elf stands here in dirt covered overalls. He seems to be weeding his -garden. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#5486 -nightmare demon horse~ -the nightmare~ -A large horse, black as night, stands here. -~ - You see the largest horse you have ever seen before. Standing 10' at the -shoulder it breathes flame from his nostrils and leaps to attack you. -~ -26634 0 0 0 590032 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -#5487 -wolverine wolf~ -the wolverine~ -A large wolf like creature leaps out from the darkness. -~ - You see a half wolf, half human beast wearing a glove with long thin blades -on it. -~ -42 0 0 0 589824 0 0 0 -351 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -E -#5488 -mimic painting~ -the mimic~ -You see an incredibly life-like painting of the Sultan's mother. -~ - Boy is she ugly. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#5489 -mayor rabbit~ -the mayor~ -The Mayor of New Thalos stands here. -~ - You see a chubby rabbit dressed in his best suit. -~ -72 0 0 0 0 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#5490 -chef~ -the chef~ -The chef stands here making dinner. -~ - You see a very large human who seems to taste everything he makes. -~ -10 0 0 0 0 0 0 0 400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -$ diff --git a/lib/world/mob/55.mob b/lib/world/mob/55.mob deleted file mode 100644 index 185c943..0000000 --- a/lib/world/mob/55.mob +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/mob/555.mob b/lib/world/mob/555.mob deleted file mode 100644 index 0bda0cf..0000000 --- a/lib/world/mob/555.mob +++ /dev/null @@ -1,1576 +0,0 @@ -#55500 -insects swarm bugs~ -the insects~ -You hear buzzing, and see a swarm of insects flying at you. -~ - These insects are more of an annoyance than a threat. It is made up of -hundreds of annoying insects. -~ -104 0 0 0 131072 0 0 0 -10 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -BareHandAttack: 1 -E -#55501 -bat~ -the bat~ -A black furry bat flies into your face. -~ - You hear a high pitch screech. It is a black furry bat. This annoying -creature usually travels in flocks, so WATCH OUT. -~ -42 0 0 0 131072 0 0 0 -10 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -BareHandAttack: 8 -E -#55502 -shepherd man~ -the shepherd~ -A humble shepherd is here, looking after his sheep. -~ - The shepherd is a patient old man who has spent all his days looking after -his sheep and all his nights studying the virtue of Humility. Through the -wrinkles on his face you can see his proud dignity and begin to sense that he -was once a warrior. -~ -72 0 0 0 0 0 0 0 500 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 1 -E -#55503 -girl child~ -the girl~ -A smiling young girl is here. -~ - The girl looks shyly at you. Even at this young age, she has learned enough -of her culture to be humble. She jumps rope and looks up at you expectantly. -~ -200 0 0 0 0 0 0 0 1000 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 2 -E -#55504 -sheep~ -the sheep~ -A sheep peacefully eats grass. -~ - Even the sheep in New Magincia seem to exude humbleness. The sheep has pure -white fleece. -~ -138 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -BareHandAttack: 4 -E -#55505 -Katrina woman shepherd~ -Katrina the Shepherd~ -Katrina the Shepherd is here, looking over the village. -~ - Katrina was one of the Warriors of Destiny. She epitomizes the virtue of -humility. After her great Enlightenment, she traveled back to her home and -helped rebuild Magincia. She still is a great warrior and an able guardian of -New Magincia. -~ -76 0 0 0 32 0 0 0 1000 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -#55506 -rat~ -the giant rat~ -A rat is gnawing on a book. -~ - This giant rat is smelly and fleas jump up from its fur. The rats have been -a great problem in the Library because they eat and shred the books. This rat -seems to be rabid, so beware its teeth. -~ -104 0 0 0 0 0 0 0 -50 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -BareHandAttack: 4 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -#55507 -spider~ -the giant spider~ -A giant spider sits on its web. -~ - This scavenger has seemed to have collected many things, including books, -scrolls, and other scraps. Its glistening teeth drip with poison. -~ -46 0 0 0 0 0 0 0 -50 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -BareHandAttack: 4 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -#55508 -mage~ -the mage~ -A mage stands here, reading a book. -~ - The mage, in his ever-increasing search for Honesty and Truth, has come to -the library to peruse the ancient tomes of knowledge. He glances at you, and -returns to his study. -~ -72 0 0 0 32 0 0 0 500 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -#55509 -Nystul librarian mage~ -Nystul the Librarian~ -Nystul the Librarian sits at his desk, writing some scrolls. -~ - Nystul is the mentor, teacher, mage of the Lyceum. He is a shining example -of Truth. His head is bowed over a book, but power radiates from him. -~ -10 0 0 0 256 0 0 0 1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -Str: 13 -Dex: 13 -Int: 13 -Wis: 13 -Con: 13 -Cha: 13 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 -E -#55510 -mariah mage~ -Mariah the Mage~ -Mariah walks around the stacks, busily looking for a book. -~ - Mariah is another Warrior of Destiny. She joined the Avatar to add some -magical punch during his Enlightenment. She seems serene in her total devotion -to the virtue of Honesty. -~ -72 0 0 0 256 0 0 0 1000 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 2 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -#55511 -slime puddle mass~ -the slime~ -An ugly green mass sits on the ground in a puddle. -~ - The slime is an amorphous goo. It seems pretty wimpy, but it has a lot of -friends. As you look at it you wonder how these things reproduce. -~ -232 0 0 0 0 0 0 0 -100 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 9 -SavingPara: 1 -SavingRod: 1 -SavingPetri: 1 -SavingBreath: 1 -SavingSpell: 1 -E -#55512 -snake~ -the snake~ -The snake strikes. -~ - The green snake's tongue darts in and out tasting the air. It senses spilled -beer and the distinctive taste of human. -~ -232 0 0 0 0 0 0 0 -100 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -BareHandAttack: 1 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -#55513 -horse Smithy~ -Mr. Smithy~ -Mr. Smithy, the talking horse, is chewing hay. -~ - This useless horse is a novelty, he can talk. Though his talk is often -meaningless and he gives out irrelevant clues, his sleek body and his much -practiced jaw muscles can be very dangerous. -~ -10 0 0 0 0 0 0 0 500 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 6 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -T 55513 -T 55514 -#55514 -bard musician~ -the bard~ -A bard sits here, strumming his mandolin. -~ - The bard seems happy and content to play his mandolin. He is a seeker of -Compassion, but in his spare time he sings and dances. -~ -10 0 0 0 0 0 0 0 500 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -#55515 -beggar~ -the beggar~ -A beggar is here with his hand out. -~ - He is more accustomed to receiving Compassion than giving it. But help him -out guv, give him a few coins. -~ -72 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -T 55515 -#55516 -Iolo bard musician~ -Iolo the Bard~ -Iolo sits here with a bottle in his hand and a smile on his face. -~ - Iolo is one of the first Warriors of Destiny. He seems to be a little bit -tipsy from the party and you wonder why he has wandered down to the cellar. -Anyway, in the spirit of the virtue Compassion that he embodies, he holds out a -bottle for you. -~ -10 0 0 0 256 0 0 0 1000 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -#55517 -jester Chuckles~ -Chuckles the Jester~ -Chuckles the Jester is juggling and entertaining. -~ - Chuckles the Jester is here mumbling, 'Spam Spam.' This annoying character is -Lord British's major entertainment. He is laughing and telling corny jokes. -He seems to hold his dinner in his hands, and when he dances, the bells on his -hat jingle merrily. -~ -10 0 0 0 256 0 0 0 1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -Con: 16 -Cha: 16 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -#55518 -townsman man~ -the townsman~ -A townsman is here downing drinks. -~ - This townsman is here partying and having many drinks. Though he is also an -ardent believer in Compassion, and a responsible citizen, he knows the value of -a good party. -~ -72 0 0 0 0 0 0 0 0 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -#55519 -Gwenno bard~ -Gwenno the Bard~ -Gwenno the Bard, Iolo's happy wife, wanders around with bow in hand. -~ - You see a pretty woman with finally sculptured musculature. She seems to -guard the party with her Infinity Bow, the best bow in the Ultima world. Her -kindly eyes seem to emit pure Compassion, and as she wanders, she helps the -drunks up and leads them out the door. -~ -72 0 0 0 256 0 0 0 1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -Con: 16 -Cha: 16 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -#55520 -orc ape~ -the orc~ -A mutated ape carries a spear. -~ - This orc is a disgusting animal. As you look, this ape-like monster -scratches its armpits. It travels in herds and is a coward. -~ -232 0 0 0 0 0 0 0 -100 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -BareHandAttack: 3 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -#55521 -troll~ -the troll~ -A stony troll swings his club. -~ - This huge monster is immense and powerful. Over a chest and a head taller -then you, his meaty arms swing a club at you. -~ -104 0 0 0 0 0 0 0 -100 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 9 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -#55522 -wisp ball~ -the wisp~ -A blue ball of light soars over to you and winks. -~ - The Wisp is constantly blinking. It wishes information exchange. It looks -peaceful, but will defend itself. -~ -76 0 0 0 256 0 0 0 500 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -#55523 -druid~ -the forest druid~ -A chanting druid walks the woods. -~ - Dressed in a hooded robe that obscures his face, the druid is softly chanting -words and traveling through the woods. He is one that is secure in his sense of -Justice, and enlightened in the ways of judging others. Through his communion -with nature, he has gained power. -~ -72 0 0 0 0 0 0 0 100 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -#55524 -druid~ -the city druid~ -A druid walks around a flame. -~ - This druid seems to be entranced by the fire. She chants softly as she waves -her hand and stares into the flame. She is one with the flame. When she looks -at you, her hard eyes only judge, seeking Justice. -~ -10 0 0 0 0 0 0 0 100 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -#55525 -judge~ -the Judge~ -The Judge sits here. -~ - You cannot help but shiver as you see the Judge sit here silently. His eyes -pierce into your soul, and he knows. He knows your faults. He knows your -virtues. He knows if you've been bad or good.... So be good. This ultimate -purveyor of Justice sends criminals to jail everyday, sometimes with his bare -hands. -~ -10 0 0 0 256 0 0 0 500 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -Con: 16 -Cha: 16 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -#55526 -Jaana druid~ -Jaana the Druid~ -Jaana the Druid is in deep meditation. -~ - You meet another Warrior of Destiny. She helped to lead the magical force to -the Avatar. The Avatar's mentor in Justice, she has gone to the woods to drive -life into a corner. -~ -72 0 0 0 320 0 0 0 1000 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 2 -SavingPara: 4 -SavingRod: 4 -SavingPetri: 4 -SavingBreath: 4 -SavingSpell: 4 -E -#55527 -prisoner~ -the dirty prisoner~ -The Prisoner grips the bars with his dirty hands. -~ - The Prisoner seems to be a slimy character. He was a thief, and Justice was -done to him. You glimpse light shining off something in his hands. -~ -10 0 0 0 1572864 0 0 0 -100 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -#55528 -prisoner~ -the prisoner~ -The Prisoner is big and grins evilly at you. -~ - This Prisoner was convicted of one of the most heinous crimes, MURDER. It -took many guards and druids to restrain this beast. -~ -42 0 0 0 0 0 0 0 -100 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -#55529 -citizen yewsman~ -the citizen of Yew~ -A citizen of Yew walks around. -~ - Being the second largest city in Britannia, second only to Britain itself, -this city employs and houses many people. This citizen of the city of Justice -strolls the street, sure of his Virtue. -~ -200 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -#55530 -bartender~ -the bartender~ -A bartender stands here in the the middle of a throng of people. -~ - A smiling face asks you what you would like to drink. Well versed in -Compassion, he has heard and sympathized with many people who have gone to him -for advice. His advice to you is to kick back and enjoy a drink. -~ -74 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -SavingPara: 2 -SavingRod: 2 -SavingPetri: 2 -SavingBreath: 2 -SavingSpell: 2 -E -#55531 -owner bartender~ -the pub owner~ -The owner of the pub walks around, talking to her customers. -~ - The pub owner waves and smiles to you. She asks what you want to drink and -eat. -~ -10 0 0 0 0 0 0 0 0 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 2 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -#55532 -ettin~ -the ettin~ -The ettin scratches its heads and attacks. -~ - With its two heads, it should make sense that this monster would have double -the intelligence. But, in fact, it has only half. -~ -104 0 0 0 0 0 0 0 -100 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -BareHandAttack: 9 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -#55533 -gremlin creature~ -the gremlin~ -This little creature sneaks around and steals your food. -~ - It seems to be just a head with little hands and feet sticking out of it. -It does not seem like these things could hurt you, but your money pouch seems -much lighter. -~ -204 0 0 0 1572864 0 0 0 -100 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -BareHandAttack: 8 -SavingPara: 3 -SavingRod: 3 -SavingPetri: 3 -SavingBreath: 3 -SavingSpell: 3 -E -#55534 -headless~ -the headless~ -The headless creature seems to be heading right for you! -~ - No one really understands how these things can sense but, as it unerringly -reaches for you, you know it does. In any case these creatures are strong and -endurable. -~ -104 0 0 0 0 0 0 0 -100 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 0 -BareHandAttack: 9 -Str: 12 -Dex: 12 -Int: 12 -Wis: 12 -Con: 12 -Cha: 12 -SavingPara: 4 -SavingRod: 4 -SavingPetri: 4 -SavingBreath: 4 -SavingSpell: 4 -E -#55535 -fighter~ -the fighter~ -A muscular fighter searches here. -~ - This fighter is cleaning out the dungeons. In the peaceful time following -the Avatar's success, there are few ways to show Valor. One of the more -dangerous is to descend into the pits of hell and clean them out. -~ -72 0 0 0 0 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 2 -Str: 12 -Dex: 12 -Int: 12 -Wis: 12 -Con: 12 -Cha: 12 -SavingPara: 4 -SavingRod: 4 -SavingPetri: 4 -SavingBreath: 4 -SavingSpell: 4 -E -#55536 -Geoffrey~ -Geoffrey the Fighter~ -Geoffrey the Fighter leads this campaign. -~ - The muscle power of the Warriors of Destiny, Geoffrey is immense. His broad -shoulders make you look like a mouse. He epitomizes Valor. -~ -72 0 0 0 256 0 0 0 1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -Str: 13 -Dex: 13 -Int: 13 -Wis: 13 -Con: 13 -Cha: 13 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 -E -#55537 -lord serpent Simon~ -Lord Simon~ -Lord Simon of the Serpent Hold stares at your form. -~ - His movements are liquid and art. As he makes a few practice swings, you -HOPE that you are never on the receiving end of his immense sword. This is The -Lord of Serpent Hold, courage itself solidified into a human form. -~ -72 0 0 0 256 0 0 0 1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -Con: 16 -Cha: 16 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -#55538 -mimic chest~ -the mimic~ -A treasure chest is here, overflowing with gold. -~ - The treasure chest reforms, and spits out a glob of poison. Beware, -adventurer, of the Mimic. -~ -104 0 0 0 0 0 0 0 -500 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -Str: 14 -Dex: 14 -Int: 14 -Wis: 14 -Con: 14 -Cha: 14 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 -E -#55539 -gazer eyeball~ -the gazer~ -A floating eyeball glares at you. -~ - This creature is comprised of one main eyeball and several auxiliary eyeballs -coming out of the main. The eyeballs draw you in, making you forget who you -are.... -~ -104 0 0 0 0 0 0 0 -100 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -Str: 14 -Dex: 14 -Int: 14 -Wis: 14 -Con: 14 -Cha: 14 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 -E -#55540 -tinker~ -a tinker~ -A tinker is fiddling with one device or another. -~ - The tinker has huge rippling muscles and a scarred skin. You realize that -his great Sacrifice to his craft has led to his incredible strength and -weaponskill. This is not one you wish to fight. -~ -72 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -Str: 14 -Dex: 14 -Int: 14 -Wis: 14 -Con: 14 -Cha: 14 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 -E -#55541 -Julia~ -Julia the Tinker~ -Julia the Tinker is here, forging a sword. -~ - Julia the Tinker provided some of the muscle power to the Avatar during his -Great Quest for enlightenment. She was a Warrior of Destiny and you see that -not much has changed since those days. She represents Sacrifice in everything -she does. She is the Keeper of Oral History, as well as a prominent -weaponsmith. -~ -10 0 0 0 256 0 0 0 1000 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 2 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -Con: 16 -Cha: 16 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -#55542 -lady~ -the Lady of Empath Abbey~ -The Lady of Empath Abbey stands here. -~ - When you see her your heart almost stops as you feel the intense waves of -pure Love come from her body. Her love for you almost knocks you down. You -cannot hurt this one. -~ -72 0 0 0 256 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 7 -SavingRod: 7 -SavingPetri: 7 -SavingBreath: 7 -SavingSpell: 7 -E -#55543 -sandtrap tentacle~ -the sandtrap~ -A tentacle reaches out of the sand and latches onto your leg. -~ - The Sandtrap burrows around under the sand and comes onto travellers, hidden. -No one is really sure what the Sandtrap looks like but it is a dangerous foe. -~ -236 0 0 0 1572864 0 0 0 -100 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 2 -Str: 12 -Dex: 12 -Int: 12 -Wis: 12 -Con: 12 -Cha: 12 -SavingPara: 4 -SavingRod: 4 -SavingPetri: 4 -SavingBreath: 4 -SavingSpell: 4 -E -#55544 -dragon~ -the dragon~ -A dragon lies on his heap of treasure with fire billowing out of his maw. -~ - The dragon looks like every other dragon you've seen; wings, tail, fire. -Only this one doesn't have a dorky color attached to it. And doesn't talk about -annoying C terms. -~ -42 0 0 0 0 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -BareHandAttack: 8 -Str: 13 -Dex: 13 -Int: 13 -Wis: 13 -Con: 13 -Cha: 13 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 -E -#55545 -paladin~ -the paladin~ -A paladin practices his sword strokes here. -~ - This paladin works hard to keep his Honor and the Honor of his people. -Honor does not lead his life, Honor is his life. His shiny armor and equally -shiny sword serves to remind you that he is among Britannia's most powerful -battalion. -~ -72 0 0 0 0 0 0 0 500 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -Str: 13 -Dex: 13 -Int: 13 -Wis: 13 -Con: 13 -Cha: 13 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 -E -#55546 -Dupre paladin~ -Dupre the Paladin~ -Sitting here, Dupre the Paladin consults his maps. -~ - Dupre the Paladin was constant companion of the Avatar and a Warrior of -Destiny. He is a symbol of Honor. He is right now trying to figure out a plan -of attack to get the dragon. -~ -10 0 0 0 256 0 0 0 1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -Con: 16 -Cha: 16 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -#55547 -reaper~ -the reaper~ -The reaper strikes out with its tentacles. -~ - The reaper is immobilized and attached to the ground. Even with this -disadvantage its tentacles and magical powers more then make up for any -disadvantage. -~ -42 0 0 0 0 0 0 0 -100 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 2 -Str: 12 -Dex: 12 -Int: 12 -Wis: 12 -Con: 12 -Cha: 12 -SavingPara: 4 -SavingRod: 4 -SavingPetri: 4 -SavingBreath: 4 -SavingSpell: 4 -E -#55548 -gargoyle king Draxthanum~ -Draxthanum the Gargoyle~ -The King of Gargoyles is here. -~ - Draxthanum, the Winged Gargoyle, is here to observe the odd habits of humans -and their combat tactics. He is red with wings, very strong and his aura is -overpowering. -~ -72 0 0 0 256 0 0 0 1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -BareHandAttack: 8 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -Con: 16 -Cha: 16 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -#55549 -ghost spirit~ -the spirit~ -The spirit of a peaceful man floats around here. -~ - This ghost seems peaceful, even though he is chained to the earth through -some responsibility. -~ -72 0 0 0 0 0 0 0 100 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -Con: 16 -Cha: 16 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -#55550 -ghost spirit~ -the ghost~ -This ghost was an evil man in a past life. -~ - Even on its transparent face, you can see a grimace of evil as it swoops over -to you. -~ -104 0 0 0 0 0 0 0 -100 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -Con: 16 -Cha: 16 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -#55551 -skeleton~ -the skeleton~ -The skeleton walks around in tattered clothing. -~ - The skeleton has rotting bits of flesh attached to its bones. It carries a -rusty shield and sword. In fact the only thing completely clean on it are its -white teeth, perhaps from its nightly meals of flesh and bone. -~ -104 0 0 0 0 0 0 0 -100 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 0 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -Con: 15 -Cha: 15 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 -E -#55552 -daemon demon~ -the daemon~ -The daemon unfurls his wings and swoops towards you. -~ - The most dangerous undead, and among the most dangerous of all monsters, this -beast can use all magics, is strong and hardy. Right now he seems to be busy... -Killing you. -~ -104 0 0 0 0 0 0 0 -500 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 1 -BareHandAttack: 8 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -Con: 15 -Cha: 15 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 -E -#55553 -mourner~ -the mourner~ -A mourner bows her head over the grave. -~ - A mourner is in tears. She is crying over the grave of a loved one. She is -expressing poignant Spirituality. This gives her strength to persevere. -~ -72 0 0 0 0 0 0 0 0 E -23 13 -3 4d4+230 3d3+3 -230 52900 -8 8 2 -Str: 15 -Dex: 15 -Int: 15 -Wis: 15 -Con: 15 -Cha: 15 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 -E -#55554 -Shamino ranger~ -Shamino the Ranger~ -Shamino the Ranger sits here, meditating. -~ - The last Warrior of Destiny, Shamino sits here in a yoga position. The -Enlightened smile on his face confirms that he indeed is one with the spirit of -Spirituality. -~ -10 0 0 0 256 0 0 0 1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -Con: 16 -Cha: 16 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -#55555 -timelord~ -the Timelord~ -The Timelord is here in an aura of power. -~ - The Hourglass that he holds in his hand actually controls the fickle powers -of time. This being is so awe-inspiring that you feel an urge to prostrate -yourself to him. But as all godly powers must be, he is truly and totally -neutral. -~ -10 0 0 0 256 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 7 -SavingRod: 7 -SavingPetri: 7 -SavingBreath: 7 -SavingSpell: 7 -E -#55556 -guardian~ -the Guardian~ -The Guardian, as far as you can tell, is just a big red face. -~ - First you hear a booming voice. 'You will join the Fellowship.' He is the -latest, and some people say greatest, of the Avatar's enemies. And now you have -the joy of meeting him. -~ -42 0 0 0 256 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 7 -SavingRod: 7 -SavingPetri: 7 -SavingBreath: 7 -SavingSpell: 7 -E -T 55556 -#55557 -Blackthorn~ -Blackthorn~ -Blackthorn wonders how he lost the throne. -~ - Blackthorn was more misguided rather then evil. Though he was still a foe of -Avatar that eventually was destroyed, during this era he still is corrupt and -VERY, VERY dangerous. -~ -42 0 0 0 256 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 7 -SavingRod: 7 -SavingPetri: 7 -SavingBreath: 7 -SavingSpell: 7 -E -#55558 -Exodus~ -Exodus~ -Exodus is here, reveling in his island fortress. -~ - Exodus, the horrible progeny of Minax and Mondain, is here. More powerful -then his parents, he is also more dangerous. He was the last of the Triad that -the Avatar destroyed. -~ -42 0 0 0 256 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 7 -SavingRod: 7 -SavingPetri: 7 -SavingBreath: 7 -SavingSpell: 7 -E -#55559 -Minax~ -Minax~ -Minax is here, conjuring up the evil spirits. -~ - More powerful then her master and lover, Minax is as beautiful as she is -dangerous. Bold enough to take on the forces of evil without the gem, she -eventually proved to be their mistress. Without the Avatar the world would -still be under her complete power. -~ -42 0 0 0 256 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 7 -SavingRod: 7 -SavingPetri: 7 -SavingBreath: 7 -SavingSpell: 7 -E -#55560 -Mondain~ -Mondain~ -Mondain grips his evil gem and conjures magic to destroy you. -~ - Mondain, the first of the Triad of Evil, was the first foe that the man, -later to be known as the Avatar, was to face. Mondain has killed his father to -gain the power of the dark gem that he wielded. -~ -42 0 0 0 256 0 0 0 -1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 7 -SavingRod: 7 -SavingPetri: 7 -SavingBreath: 7 -SavingSpell: 7 -E -#55561 -Sentri guard~ -Sentri~ -Sentri stoically stands here, protecting his Lord and castle. -~ - Sentri is a powerful man whose only job is to protect the life of Lord -British. In seeing this done he is completely armored and wields a heavy blade. -~ -10 0 0 0 0 0 0 0 750 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -Str: 16 -Dex: 16 -Int: 16 -Wis: 16 -Con: 16 -Cha: 16 -SavingPara: 6 -SavingRod: 6 -SavingPetri: 6 -SavingBreath: 6 -SavingSpell: 6 -E -T 55561 -#55562 -Batlin~ -Batlin~ -Batlin says, 'Join the Fellowship.' -~ - Batlin is an evil man that goes around and corrupts the young. You see also -that he has a full set of mantras, probably stolen from their rightful owners. -He is protected though by the power of his god. -~ -76 0 0 0 256 0 0 0 -750 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 7 -SavingRod: 7 -SavingPetri: 7 -SavingBreath: 7 -SavingSpell: 7 -E -T 55562 -#55563 -avatar~ -the Avatar~ -The Avatar is here, chatting to Lord British. -~ - The Avatar is the symbol of courage and truth and love, and all that descends -from it. He has mastered Compassion, Humility, Justice, Spirituality, Honesty, -Sacrifice, Valor, and Honor. He truly is an inspiration to those who know him. -~ -10 0 0 0 256 0 0 0 1000 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -#55564 -Lord British~ -Lord British~ -Lord British is healing the Avatar's wounds. -~ - Lord British sits on his throne. When you see him, you know the meaning of -true leadership. His charisma is almost tangible. On him you see the three -crown jewels. These hold power both figuratively and literally. -~ -10 0 0 0 256 0 0 0 1000 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -#55565 -shark~ -the shark~ -The shark smells blood. -~ - This fish can sense blood in the water and comes to kill you. -~ -104 0 0 0 128 0 0 0 -100 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -Str: 14 -Dex: 14 -Int: 14 -Wis: 14 -Con: 14 -Cha: 14 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 -E -#55566 -seahorse sea horse~ -the seahorse~ -The peaceful seahorse swims here. -~ - The seahorse is an amazingly beautiful creature. Its swimming and diving -pleases you. -~ -72 0 0 0 128 0 0 0 100 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 0 1 -BareHandAttack: 4 -Str: 14 -Dex: 14 -Int: 14 -Wis: 14 -Con: 14 -Cha: 14 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 -E -#55567 -squid~ -the squid~ -The squid's tentacles reach for you. -~ - The squid easily is double a boat in size. Its tentacles are huge and you -fear as it grabs for you. -~ -104 0 0 0 0 0 0 0 -100 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 0 -BareHandAttack: 2 -Str: 14 -Dex: 14 -Int: 14 -Wis: 14 -Con: 14 -Cha: 14 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 -E -#55568 -armorer~ -the armorer~ -The Armorer stands here. -~ - The Armorer sells... Armor. -~ -10 0 0 0 64 0 0 0 0 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -#55569 -weaponseller~ -the weaponseller~ -The Weaponseller stands here. -~ - The Weaponseller sells... Weapons. -~ -10 0 0 0 64 0 0 0 0 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -#55570 -boatseller~ -the boatseller~ -The Boatseller stands here. -~ - The Boatseller sells... Boats. -~ -10 0 0 0 64 0 0 0 0 E -32 10 -9 6d6+320 5d5+5 -320 102400 -8 8 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 18 -Con: 18 -Cha: 18 -SavingPara: 8 -SavingRod: 8 -SavingPetri: 8 -SavingBreath: 8 -SavingSpell: 8 -E -$ diff --git a/lib/world/mob/556.mob b/lib/world/mob/556.mob deleted file mode 100644 index 185c943..0000000 --- a/lib/world/mob/556.mob +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/mob/56.mob b/lib/world/mob/56.mob deleted file mode 100644 index 185c943..0000000 --- a/lib/world/mob/56.mob +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/mob/57.mob b/lib/world/mob/57.mob deleted file mode 100644 index 38a93ac..0000000 --- a/lib/world/mob/57.mob +++ /dev/null @@ -1,237 +0,0 @@ -#5700 -Sheila~ -Sheila, Gatia's Assistant~ -Sheila, Gatia's Assistant stands here. -~ - Sheila is a busty blonde that Gatia once had the fortune of saving from -certain death. Ever since that day she has sworn to do everything that Gatia -says... -~ -192538 0 0 0 0 0 0 0 900 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -#5701 -Gemini Twins~ -the Gemini~ -The Gemini stands here. -~ - Gemini is a sign of the zodiac and is represented by the twins. -~ -42 0 0 0 0 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 10 -Str: 15 -Dex: 17 -Int: 19 -Wis: 19 -E -#5702 -Pisces~ -Pisces~ -Pisces the fish are swimming here. -~ - Pisces is represented by the two fish. -~ -522 0 0 0 8192 0 0 0 -1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 4 -Str: 17 -Dex: 18 -Int: 13 -Wis: 13 -E -#5703 -Aquarius~ -Aquarius~ -Aquarius the Water Carrier stands here. -~ - Aquarius seems to be made out of water. She is carrying a large vase on her -back, it looks too much for a lady to carry but she handles it very well, almost -as if she was a man... -~ -106 0 0 0 0 0 0 0 -1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 13 -E -#5704 -Leo Lion~ -Leo the Lion~ -Leo the Lion stands here proudly. -~ - Leo is the 5th sign of the zodiac. He is a fearsome monster and not one to -be messed with. Treat him with care. -~ -82250 0 0 0 0 0 0 0 879 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 3 -E -#5705 -Taurus~ -Taurus the Bull~ -Taurus the Bull walks around his pen grunting. -~ - Taurus looks like a typical bull in every way except that he is ten times the -size! Getting on his bad side would be a big mistake. -~ -172074 0 0 0 0 0 0 0 184 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -Str: 18 -Dex: 17 -Int: 9 -Wis: 9 -E -#5706 -Aries~ -Aries the Ram~ -Aries the Ram stands here bleating. -~ - Aries is a large Merino ram. If he had an owner he would win every -competition hand (er, hooves) down. He is a good starsign and dislikes evil -things. -~ -266 0 0 0 0 0 0 0 1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 7 -E -#5710 -Sagittarius~ -Sagittarius~ -Sagittarius is here stringing a bow. -~ - Sagittarius belongs to an ancient race, the Centaurs. He is the 9th sign of -the zodiac and is famous because of this. -~ -10 0 0 0 0 0 0 0 400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 12 -Str: 18 -Dex: 18 -Int: 17 -Wis: 18 -E -#5712 -Cancer~ -Cancer the Crab~ -Cancer the Crab squats here bubbling at the mouth. -~ - Cancer looks dangerous. She has 5 foot claws at the end of each arm. The -claws gleam in the half light as she clacks them through the air. -~ -164362 0 0 0 0 0 0 0 -600 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 6 -Dex: 18 -Int: 18 -Wis: 17 -E -#5713 -Bungle~ -Bungle the shopkeeper~ -Bungle the Shopkeeper stands here. -~ - Bungle is widely considered a pervert, mainly after he was caught looking up -Virgos' dress at a Fancy Dress Ball two years ago. Since then he has spent his -life in this cramped little shop. -~ -254030 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#5714 -Virgo~ -Virgo~ -Virgo is imprisoned here. -~ - Virgo is the 6th sign of the zodiac, she is imprisoned by Scorpio and will -probably end up as his next meal. -~ -10 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -#5724 -Capricorn~ -Capricorn~ -Capricorn rests his head here. -~ - Capricorn is resting his head on a bed of moss. He looks so relaxed. -~ -10 0 0 0 0 0 0 0 100 E -14 16 1 2d2+140 2d2+2 -140 19600 -5 5 1 -Str: 18 -Dex: 18 -Int: 18 -Wis: 17 -E -#5727 -A Male Goat~ -a male goat~ -A Male Goat stands here. -~ - A Male Goat stands here butting heads with friends and whacking his head into -the oak tree. -~ -4106 0 0 0 0 0 0 0 200 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -Str: 15 -Dex: 18 -Int: 10 -Wis: 9 -E -#5730 -Scorpio~ -Scorpio~ -Scorpio, the 8th sign of the zodiac stands here. -~ - Scorpio is the 8th sign of the zodiac. -~ -16458 0 0 0 0 0 0 0 -1000 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -T 5730 -#5734 -Crannasia~ -Crannasia the drow assassin~ -Crannasia the Drow Assassin stands here with an evil grin upon her face. -~ - Crannasia is a very famous Drow assassin. Her rates are high but she's the -best there is. She has never missed a target... -~ -258058 0 0 0 8212 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 10 -Str: 18 -Dex: 18 -Int: 17 -Wis: 15 -E -T 5734 -$ diff --git a/lib/world/mob/6.mob b/lib/world/mob/6.mob deleted file mode 100644 index 47c1ca2..0000000 --- a/lib/world/mob/6.mob +++ /dev/null @@ -1,365 +0,0 @@ -#600 -snail~ -a snail~ -A snail is here, nestled in the sand. -~ - The snail looks quite comfortable sitting there in the sand. You can see -his small little eyes looking at you, almost watching you. -~ -10 0 0 0 0 0 0 0 250 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 4 -E -#602 -clam~ -a clam~ -A clam is here. -~ - The clam looks dead. It's just lying there in the sand, but looks can be -deceiving. -~ -10 0 0 0 0 0 0 0 -220 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 9 -E -#606 -fishfly fly~ -a fishfly~ -An ugly fishfly is here. -~ - Her wings are quite long and make a soft humming noise when she moves. He -is quite ugly, and could easily scare her enemies away. -~ -10 0 0 0 0 0 0 0 -200 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 2 -BareHandAttack: 4 -E -#611 -crab~ -a crab~ -A small crab is crawling around in the sand. -~ - The claws of this creature are huge! He could easily tear you apart if you -provoked him. His eyes are small and black, almost like death. -~ -10 0 0 0 0 0 0 0 0 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -BareHandAttack: 8 -E -#612 -seagull bird~ -a seagull~ -A seagull is here. -~ - The bird is filthy. His feather that were once white are now brown from the -dirt. -~ -10 0 0 0 0 0 0 0 200 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -E -#613 -water snake~ -a water snake~ -A water snake is at the waters edge. -~ - He is small and black. He almost looks like an eel. He appears to be -harmless, but looks can be deceiving. -~ -10 0 0 0 0 0 0 0 -300 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 5 -E -#619 -mosquito~ -a mosquito~ -A large mosquito is here. -~ - The creature is rather large. You can see blood sitting in its stomach. -How revolting! -~ -10 0 0 0 0 0 0 0 -220 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 4 -E -#622 -parrot bird polly~ -Polly~ -A beautiful parrot is here. -~ - The colors of the creature blend like paint on a canvas. You wonder why -such a beautiful bird would be on such a small island like this. -~ -10 0 0 0 0 0 0 0 -250 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 8 -E -T 600 -T 601 -#626 -crayfish~ -a crayfish~ -An ugly little crayfish is here. -~ - Her eyes are tiny are black, they watch you very cautiously. She may be -small, but can move quite fast. -~ -10 0 0 0 0 0 0 0 -400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 10 -E -#627 -lobster~ -a lobster~ -A mean looking lobster is here. -~ - His claws are enormous! He could easily tear you apart if provoked. -~ -10 0 0 0 0 0 0 0 -300 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 4 -E -#632 -sparrow bird~ -a sparrow~ -A sparrow is flying around above you. -~ - She is a beautiful creature. Her feathers are a light brown. You see them -glistening in the sunlight. -~ -10 0 0 0 0 0 0 0 200 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 2 -BareHandAttack: 8 -E -#634 -waitress~ -a waitress~ -The waitress is here, ready to serve you. -~ - She is a pretty little thing, slender with long brown hair. She has the -most friendliest smile you have ever seen. -~ -188426 0 0 0 0 0 0 0 500 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 2 -BareHandAttack: 12 -E -#635 -herman~ -Herman~ -Herman the shopkeeper is here. -~ - He looks like a friendly gentleman. He is balding on top, but still has -some hair on the sides. He's a short, husky man. One who would be good at -protecting what he owns. -~ -188426 0 0 0 0 0 0 0 500 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -BareHandAttack: 3 -E -#641 -spider~ -a black widow spider~ -A black widow spider is here. -~ - The spider is small, but fierce looking. She looks to be in excellent -condition. -~ -10 0 0 0 0 0 0 0 -330 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -BareHandAttack: 4 -E -#643 -snake rattlesnake~ -a coiled up rattlesnake is here.~ -A coiled up rattle snake is here. -~ - The snake is coiled up on the ground, looking at you, ready to attack. -Maybe you should just leave it alone. -~ -10 0 0 0 8 0 0 0 -400 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 9 -E -#644 -wasp~ -a wasp~ -A wasp is flying around you. -~ - The wasp is rather large. You see its incredibly large stinger, waiting to -dive into your skin! -~ -10 0 0 0 0 0 0 0 -275 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 0 -BareHandAttack: 1 -E -#648 -scorpion~ -a scorpion~ -A scorpion is here. -~ - She is nasty little thing and would kill you without a second thought. She -should be the least of your worries. -~ -10 0 0 0 0 0 0 0 -400 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 2 -BareHandAttack: 1 -E -#649 -scorpion queen~ -a scorpion queen~ -The scorpion queen is here. -~ - She looks much tougher than the average scorpion. She has two stingers -instead of one! Maybe you should stay away. -~ -10 0 0 0 0 0 0 0 -400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 1 -E -#650 -scorpion leader~ -a scorpion leader~ -The scorpion leader is standing here. -~ - He looks at you as his stinger shakes slightly. You suddenly feel terror -run through you. Maybe you shouldn't have come here. -~ -10 0 0 0 0 0 0 0 -500 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -BareHandAttack: 1 -E -#664 -dragon earth~ -an earth dragon~ -Earth dragon is here. -~ - The creature is quite large. It towers over you, drooling. You suddenly -feel like someone's lunch. -~ -10 0 0 0 0 0 0 0 -350 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -BareHandAttack: 8 -E -#665 -purple dragon~ -a purple dragon~ -Purple dragon is here. -~ - The dragon is purple with glowing yellow eyes. You are frozen in terror. - -~ -10 0 0 0 0 0 0 0 -400 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -BareHandAttack: 11 -E -#671 -dragon ice~ -an ice dragon~ -Ice dragon is here. -~ - The creature is white and gives off a cold mist of steam. You can see the -ice hanging off her scales. -~ -10 0 0 0 8 0 0 0 -600 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 4 -E -#678 -polar bear~ -a polar bear~ -A large polar bear is standing here. -~ - The bear looks cuddly, but as you look closer you can tell he has long fangs -stained with blood. -~ -10 0 0 0 0 0 0 0 -300 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -BareHandAttack: 8 -E -#679 -penguin~ -a penguin~ -A cute penguin is here. -~ - It looks like an average looking penguin. You see nothing special about it. - -~ -10 0 0 0 0 0 0 0 -100 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -BareHandAttack: 4 -E -#683 -bear~ -a bear~ -A bear is standing in front of you. -~ - He is mean looking. You can hear a soft growl coming from within him. -~ -10 0 0 0 0 0 0 0 -300 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 9 -E -#684 -fox~ -a fox~ -A fox is here. -~ - The creature is slightly larger than normal, but looks nice enough. You -notice a large scar down the side of its stomach. -~ -10 0 0 0 0 0 0 0 -200 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -BareHandAttack: 8 -E -$ diff --git a/lib/world/mob/60.mob b/lib/world/mob/60.mob deleted file mode 100644 index 69897a5..0000000 --- a/lib/world/mob/60.mob +++ /dev/null @@ -1,259 +0,0 @@ -#6000 -john lumberjack~ -John the Lumberjack~ -John the Lumberjack is here, looking for some trees to chop down. -~ - He is six feet tall and looks quite strong, muscles bulging under his heavy, -checkered shirt. His features are worn with hard work and his expression is one -of a peaceful man leading a simple life. -~ -6220 0 0 0 64 0 0 0 370 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#6001 -rabbit small~ -the rabbit~ -A small rabbit is foraging in the bushes here. -~ - It is a small, furry creature with long ears and big feet. -~ -72 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#6002 -bear brown~ -the brown bear~ -A big, brown, angry-looking bear is here. -~ - The bear is a big, brown, furry animal with very large claws and very sharp -teeth. It doesn't resemble those cute little dolls from toy shops at all. -~ -104 0 0 0 0 0 0 0 -50 E -8 18 5 1d1+80 1d2+1 -80 6400 -4 8 0 -E -#6003 -rabbit ferocious~ -the ferocious rabbit~ -A ferocious rabbit is here, glaring hungrily at you. -~ - This small, furry creature with long ears and big feet has been attacked by -the dreaded rabbit rabies, a horrible disease that turns helpless and innocent -rabbits into ferocious and bloodthirsty monsters. -~ -104 0 0 0 0 0 0 0 -150 E -3 19 8 0d0+30 1d2+0 -30 900 -4 8 0 -E -#6004 -deer fallow~ -the fallow deer~ -A fallow deer is grazing peacefully here. -~ - She is a graceful creature on long, slender legs, and with large, brown eyes -looking back at you with an air of watchful interest. -~ -200 0 0 0 16 0 0 0 350 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 2 -E -#6005 -fox brown~ -the brown fox~ -A brown fox is stalking rabbits through the underbrush here. -~ - It is a large fox with beautiful, red-brown fur and a long, thick bushy tail. - -~ -72 0 0 0 0 0 0 0 -50 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -E -#6006 -bird large~ -the bird~ -A large bird with a broken wing has been cornered here. -~ - The bird isn't going to live much longer, by the looks of it. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#6007 -bobcat cat~ -the bobcat~ -A medium sized bobcat is stalking a bird here. -~ - The bobcat has sharp claws and teeth, and will probably eat you instead of -the bird if you give it the chance. -~ -42 0 0 0 16 0 0 0 -150 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#6008 -sparrow~ -the sparrow~ -A sparrow is flapping around by the ground. -~ - The sparrow looks like it is enjoying life. -~ -72 0 0 0 0 0 0 0 200 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#6009 -robin~ -the robin~ -A robin is hopping around looking for bugs to eat. -~ - The robin looks quite intent on finding a bug or worm to eat. -~ -72 0 0 0 0 0 0 0 200 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#6010 -squirrel~ -the squirrel~ -A squirrel is here seeking refuge in its nest. -~ - It peers out of its nest at you anxiously, seeming to plead silently with you -to leave it alone. -~ -10 0 0 0 1572864 0 0 0 200 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#6011 -badger~ -the sleepy badger~ -A furry brown badger is curled up under a log here. -~ - The badger is slowly awakening and peering up at you from its burrow. You -know that it won't be moving this slow for long. Its sharp claws and teeth -catch your attention when you consider killing it. -~ -10 0 0 0 1048576 0 0 0 50 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#6012 -gray squirrel~ -the gray squirrel~ -A gray squirrel with a bushy tail is foraging for nuts here. -~ - This happy creature seems to pay you no heed as it goes about its search for -nuts among the leaves and twigs on the ground here. -~ -72 0 0 0 524288 0 0 0 150 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -E -#6013 -chipmunk~ -the small chipmunk~ -A small brown-red chipmunk dashes from tree to tree here. -~ - The absolute zenith of hyperactivity, this small rodent seems to never tire -of running up, down, and around the trees in this area. If you could ever catch -it, you imagine it would make an easy meal. -~ -72 0 0 0 524288 0 0 0 170 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#6014 -crow black bird~ -the large black crow~ -A large black bird flits about here, picking at bits of carrion. -~ - The bird eyes you warily, but continues with its meal. -~ -142 0 0 0 0 0 0 0 -20 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -E -#6015 -grotesque vulture~ -the grotesque vulture~ -A grotesque vulture covered in blood and gore is here feeding madly. -~ - It sickens you to even look at this foul bird. Bits of dried gore stick to -its beak, and unidentifiable organs hang from its talons and feathers. It sees -you and attacks, protecting its horrible feast! -~ -46 0 0 0 16 0 0 0 -700 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#6016 -buck deer~ -the young buck~ -A young 5-point buck is drinking from the lake here. -~ - This young male deer is drinking from the edge of the lake and watching you -warily. His antlers are not full size yet, and will no doubt be quite -impressive in a few years. -~ -74 0 0 0 16 0 0 0 350 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#6017 -fish~ -the fish~ -A fish is swimming about here. -~ - The fish looks about the right size for a meal. -~ -10 0 0 0 128 0 0 0 100 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#6018 -duckling~ -the duckling~ -A duckling is swimming around in the pond. -~ - The duckling is adorable, it looks most of all like a tiny furball. -~ -10 0 0 0 0 0 0 0 1000 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#6019 -duck~ -the duck~ -A duck is here, quacking happily. -~ - The duck is quite fat. It looks like it is enjoying life. -~ -72 0 0 0 0 0 0 0 1000 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -$ diff --git a/lib/world/mob/61.mob b/lib/world/mob/61.mob deleted file mode 100644 index 120fc90..0000000 --- a/lib/world/mob/61.mob +++ /dev/null @@ -1,171 +0,0 @@ -#6100 -warg vicious~ -the vicious warg~ -A vicious warg is here, snarling angrily at you. -~ - It is an exceptionally large wolf with thick, black fur. Saliva is dripping -quickly from its long, white fangs. It looks quite dangerous and very angry. -~ -104 0 0 0 0 0 0 0 -350 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#6101 -warg ferocious~ -the ferocious warg~ -A ferocious warg is here, snarling angrily at you. -~ - It is an exceptionally large wolf with thick, black fur. Saliva is dripping -quickly from its long, white fangs. It looks quite dangerous and very angry. -~ -104 0 0 0 0 0 0 0 -350 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#6102 -wolf gray~ -the large, gray wolf~ -A large, gray wolf is here, glaring hungrily at you. -~ - The large, gray wolf eyes you with interest while licking its lips. -~ -104 0 0 0 0 0 0 0 -150 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#6103 -wolf black~ -the large, black wolf~ -A large, black wolf is here, glaring hungrily at you. -~ - The large, black wolf eyes you with interest while licking its lips. -~ -104 0 0 0 0 0 0 0 -150 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#6110 -tree ancient~ -the ancient tree~ -A huge, ancient tree towers above you. -~ - Its roots are extremely big and large parts of them are above ground. -Something about it makes you think that this is not a normal oak tree. The -enormous gray trunk shivers slightly, as if sighing deeply. -~ -256072 0 0 0 1638480 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#6111 -tree ancient~ -the ancient tree~ -A huge, ancient tree towers above you. -~ - Its roots are extremely big and large parts of them are above ground. -Something about it makes you think that this is not a normal oak tree. The -enormous gray trunk emits a deep, moaning sound. -~ -256072 0 0 0 1638480 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -E -#6112 -dragon green~ -the green dragon~ -A huge green dragon is here, its narrow yellow eyes glowing with rage. -~ - This enormous winged serpent has dark green scales covering most of its -colossal body. Numerous holes in its heavy wings tell of many fights as does -the nicks in the horns on its head. It smells as disgusting as only dragons do. - -~ -90216 0 0 0 16 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -T 6101 -#6113 -spider poisonous~ -the huge, poisonous spider~ -A huge, poisonous spider is here. -~ - This disgusting creature is at the size of a human crawling on all four. It -has eight hairy legs that gives it a tremendous speed on almost any surface and -sharp poisonous fangs to paralyze or kill its prey. -~ -74 0 0 0 16 0 0 0 -350 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 0 -E -T 6102 -#6114 -queen spider~ -the Queen spider~ -The huge, bulky Queen spider is here. -~ - This disgusting creature is at the size of a small elephant. It has eight -huge, hairy legs that would give it a tremendous speed on almost any surface if -it wasn't so immensely fat. Its large, bulbous eyes stare back at you. -~ -2634 0 0 0 65616 0 0 0 -1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 2 -E -T 6101 -#6115 -shargugh brownie~ -Shargugh~ -Shargugh the Forest Brownie is here, grinning broadly at you. -~ - This little fellow is only three foot tall with wild matted brown hair and -long tangled brown beard. He wears ragged brown and green clothing and looks as -if he is having great fun. -~ -2252 0 0 0 1638612 0 0 0 1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 6101 -#6116 -elder druid~ -the Elder druid~ -The Elder druid is here. He looks very upset about your presence in his home. -~ - The druid looks quite old. You would think of him as venerable but yet you -know he would be a tough foe. -~ -778 0 0 0 80 0 0 0 0 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -T 6101 -#6117 -isha elf~ -Isha the Dark Elf~ -Isha the Dark Elf is here, observing you silently. -~ - She is no less than beautiful, skin as dark as the night and hair shining -like silver in the moonlight. Her slender body is adorned with a sleeveless -shirt and a short skirt made from black scales joined with silver threads. Her -back is covered by a large, hooded cloak as black as her skin and in her broad -silver belt hangs a long, slender sword in a silver scabbard. -~ -6154 0 0 0 524304 0 0 0 -1000 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 2 -E -T 6101 -$ diff --git a/lib/world/mob/62.mob b/lib/world/mob/62.mob deleted file mode 100644 index ff1c43c..0000000 --- a/lib/world/mob/62.mob +++ /dev/null @@ -1,177 +0,0 @@ -#6200 -deer~ -the deer~ -A deer looks at you with fear in its eyes. -~ - That is one nice looking deer! -~ -200 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#6201 -rabbit~ -the rabbit~ -A small rabbit nibbles at a leaf here. -~ - It is a small, furry rodent with big ears. -~ -200 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#6202 -squirrel~ -the squirrel~ -A squirrel spots you and runs around a tree! -~ - It is a small, brown squirrel. Kind of like a fuzzy high-tension spring. -~ -200 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#6203 -orc hunter~ -the orc hunter~ -An orc hunter looks at you with hateful eyes. -~ - He looks angry, desperate, and maybe a little sick. His green skin is -definitely mottled, and he seems to limp a little bit... -~ -4200 0 0 0 0 0 0 0 -350 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#6204 -orc chief~ -the orc chief~ -An orc chief growls at you! -~ - He wears a crown of oak leaves to show he is a leader. He carries a club to -show he is a warrior. You wonder how good he is at both. -~ -6186 0 0 0 0 0 0 0 -600 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#6205 -orc woman~ -the orc woman~ -An orc woman stands here, frightened of you. -~ - As you stare her down, she raises her hands slowly, as if to say, 'Don't kill -me'. -~ -200 0 0 0 0 0 0 0 -50 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -E -#6206 -orc child~ -the orc child~ -An orc child frantically searches for her mother. -~ - She is raggedy, and seems to be covered with sores. -~ -200 0 0 0 0 0 0 0 50 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#6207 -orc woman~ -the orc woman~ -A pregnant orc woman tries to stand to flee from you. -~ - She is too far gone to move very quickly. You could kill her easily. -~ -138 0 0 0 0 0 0 0 -50 E -5 19 7 1d1+50 1d2+0 -50 2500 -6 6 2 -E -#6208 -orc mutant mutated~ -the mutant orc~ -A mutant orc lies here, barely alive. -~ - Its body has been twisted beyond all hope. It is dying, and nothing will -stop that. -~ -72 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -5 5 0 -E -#6209 -orc mutant mutated~ -the mutant orc~ -A horribly mutated orc stands here, gibbering. -~ - It doesn't even appear to have registered your arrival... It is just talking -to itself. Its body is a twisted wreck of orc, man, beast, and what-not. -~ -72 0 0 0 0 0 0 0 0 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#6210 -wizard elf elven Elstar~ -Elstar~ -An elven wizard is here. He looks angry. -~ - He looks at you archly as he wonders why you have invaded his domain. No -matter... It shouldn't be too hard for him to destroy you, no? -~ -2090 0 0 0 16 0 0 0 -1000 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 1 -E -#6211 -child elf elven apprentice~ -the elven child~ -An elven child casts his fishing pole into the river. -~ - He looks young and innocent. You wonder what he is doing here. -~ -10 0 0 0 0 0 0 0 600 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#6212 -mutant thing~ -the mutant thing~ -A mutant... thing rushes at you! -~ - It might've been an orc, once. Now it is a living terror, pushing everything -out of its way to get at you. -~ -2152 0 0 0 0 0 0 0 -800 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -E -#6213 -mutant thing~ -the mutant thing~ -A mutant... thing tries to get you, but cannot move into range! -~ - It might have been an orc, once. Now it is a living terror, pushing -everything out of its way to get at you. -~ -2058 0 0 0 0 0 0 0 -800 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -E -$ diff --git a/lib/world/mob/63.mob b/lib/world/mob/63.mob deleted file mode 100644 index 7dbf772..0000000 --- a/lib/world/mob/63.mob +++ /dev/null @@ -1,238 +0,0 @@ -#6301 -spider young~ -the young spider~ -The young spider is ballooning by you. -~ - He looks freshly hatched and sprightly. His young fangs are just growing in -as of late. -~ -76 0 0 0 16 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#6302 -yevaud dragon usurper~ -Yevaud~ -Yevaud, the Usurper of Midgaard is here, grinning evilly at you. -~ - Old, scaly, but still with a lot of bite in him left. -~ -3598 0 0 0 16 0 0 0 -1000 E -24 12 -4 4d4+240 4d4+4 -240 57600 -8 8 1 -E -T 6301 -#6303 -spider wolf~ -the wolf spider~ -The wolf spider is here, licking its bloody fangs. -~ - The wolf spider is hairy, very hairy. -~ -42 0 0 0 0 0 0 0 -300 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 2 -E -#6304 -orc~ -the orc~ -The orc is stuck in the web and he can't get out. -~ - You notice an evil look in his eyes, but he seems quite drained of life, and -all he can do is glare at you while he's stuck in this web. -~ -10 0 0 0 0 0 0 0 -400 E -2 20 8 0d0+20 1d2+0 -20 400 -6 6 1 -E -#6305 -wasp queen~ -the queen wasp~ -The queen wasp is here, thinking how tasty you look. -~ - You notice a glazed look in her eyes. -~ -42 0 0 0 0 0 0 0 -800 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -#6306 -spider drone~ -the drone spider~ -A drone spider walks around doing its master's bidding. -~ - An ordinary drone spider. -~ -76 0 0 0 0 0 0 0 -200 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#6307 -spider ethereal~ -the ethereal spider~ -An ethereal spider strides here, traveling to different worlds. -~ - She winks in and out of reality. It looks like it'd be difficult to hit her -without a magical weapon. -~ -76 0 0 0 524492 0 0 0 300 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 2 -E -#6308 -slave human~ -the slave~ -A human slave of Arachnos works here relentlessly. -~ - The slave does not mind you, but will fight like a warrior if attacked. He -serves the spider Empress, Arachnos, though whether it is by choice or because -he was beguiled, you are not fully certain. -~ -2124 0 0 0 0 0 0 0 -50 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 1 -E -#6309 -quasit~ -the quasit~ -A quasit blinks in and out, grinning at you. -~ - Demoniac in nature, but more mischievous. He twiddles his thumbs and creates -a magical treasure! -~ -204 0 0 0 524372 0 0 0 -300 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -T 6301 -#6310 -spider bird~ -the bird spider~ -The bird spider snaps its powerful jaws. -~ - The Bird Spider has very powerful jaws. -~ -42 0 0 0 16 0 0 0 -800 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -#6311 -hermit~ -the hermit~ -The hermit sits here and warns, 'Go back before it is too late!' -~ - A dishevelled veteran warrior in disguise is what he is, but he means well. - -~ -2062 0 0 0 16 0 0 0 750 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#6312 -donjonkeeper keeper~ -the Donjonkeeper~ -The Donjonkeeper eyes you and wonders how pure your soul is. -~ - He delves deeper into you as you stare at him. Only those free of taint will -be allowed to remain here safely. -~ -2318 0 0 0 16 0 0 0 1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -T 6301 -#6313 -guardian~ -the guardian~ -The guardian is obviously not doing his job. -~ - He looks like a lazy bum who sleeps half the time. -~ -104 0 0 0 524304 0 0 0 250 E -17 15 0 3d3+170 2d2+2 -170 28900 -4 4 1 -E -#6314 -arachnos spider empress~ -Arachnos~ -Arachnos the Empress of Spiders welcomes you with an evil smile. -~ - She is a very attractive spider with an ornate gown. She tempts you into -being one of her many slaves. She does not possess the venomous fangs of normal -spiders, but then, as you realize, she does not need them. -~ -92686 0 0 0 65616 0 0 0 -1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -T 6301 -#6315 -ki-rin~ -the Ki-Rin~ -The Ki-Rin smiles good-naturedly to you. -~ - She is the last bastion of good in this realm. Her mission is to someday -free the slaves of the Empress. She has been trapped here for time eternal, and -now the evil power of Arachnos feeds upon her intense magical energies. She -will never give up here fight against evil, though, and will continue her work -in whatever manner presents itself. -~ -26894 0 0 0 16 0 0 0 1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 2 -E -T 6301 -#6316 -dragon wyrmkin young~ -the young wyrmkin~ -A wyrmkin with no teeth plays here. -~ - It is a rather small dragon, and you almost feel sad about killing it. -~ -10 0 0 0 16 0 0 0 50 E -9 17 4 1d1+90 1d2+1 -90 8100 -8 8 1 -E -#6317 -dragon wyrmkin elder~ -the elder wyrmkin~ -A wyrmkin that has grown a bit stares at you inquisitively. -~ - A medium-sized dragon -- seems it hasn't killed anything yet by itself, -though there is a first time for everything... -~ -10 0 0 0 16 0 0 0 -300 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#6318 -mahatma thief~ -Mahatma, the thief~ -Mahatma, that silly thief, is here, stealing everything. -~ - This professional thief has constructed a trap to catch unwary travellers. -~ -16394 0 0 0 0 0 0 0 0 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -T 6300 -$ diff --git a/lib/world/mob/64.mob b/lib/world/mob/64.mob deleted file mode 100644 index a013e50..0000000 --- a/lib/world/mob/64.mob +++ /dev/null @@ -1,96 +0,0 @@ -#6400 -goat mountain~ -the mountain goat~ -A mountain goat nibbles at a piece of grass here. -~ - This goat is acclimated to the rugged terrain of the mountains. It looks at -you and shies away a little. -~ -200 0 0 0 0 0 0 0 0 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 1 -BareHandAttack: 4 -E -#6401 -demon decay~ -the Demon of Decay~ -A cloaked and clawed demon of decay comes at you viciously! -~ - This demon has pure malevolence for anything living. Oops! You're living! -I guess that means you! -~ -194618 0 0 0 16 0 0 0 -1000 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -BareHandAttack: 8 -E -#6402 -book monster guardian~ -the Book Monster~ -A mound of books rise up into a human shape and tries to hit you! -~ - Ironically enough, the book-monster's head is War and Peace. Hmm. -~ -260154 0 0 0 16 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -#6403 -bad feeling~ -a Bad Feeling~ -A bad feeling chokes your throat. -~ - It resembles a lot of other bad feelings you've had, but a lot more -tangible... Magic? -~ -260154 0 0 0 16 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -E -#6404 -nightmare~ -Your Worst Nightmare~ -Your worst nightmare coalesces in front of you and attacks! -~ - It looks like you deepest, darkest fears personified. Wait a minute! It IS -your deepest, darkest fears personified! -~ -260154 0 0 0 16 0 0 0 0 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 0 -E -#6405 -guardian~ -the Guardian~ -A guardian guards the door. It looks at you and attacks! -~ - The guardian guards the door. That's about all its brain can handle: -guarding. -~ -194618 0 0 0 16 0 0 0 0 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 0 -BareHandAttack: 9 -E -#6406 -small god~ -a small God~ -A small god entrapped by the wizard looks at you with an insane expression. -~ - Four hundred years of imprisonment doesn't do much for one's disposition. -It looks ready and able to take out vengeance on anyone silly enough to enter -the pentagram that contains its power. -~ -16394 0 0 0 80 0 0 0 0 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 0 -E -T 6400 -$ diff --git a/lib/world/mob/65.mob b/lib/world/mob/65.mob deleted file mode 100644 index 28bbf0e..0000000 --- a/lib/world/mob/65.mob +++ /dev/null @@ -1,192 +0,0 @@ -#6500 -guard dwarf dwarven~ -the dwarf guard~ -A dwarven guard is here. -~ - The guard looks very tough and mean. He wears his beard long, and he smells -like he hasn't bathed in over a month. -~ -6154 0 0 0 16 0 0 0 1000 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -T 6501 -#6501 -worker dwarf dwarven~ -the dwarf worker~ -A dwarven mining worker is here. -~ - He is very dirty, and looks extremely over-worked. -~ -6216 0 0 0 0 0 0 0 900 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 1 -E -#6502 -wraith~ -the wraith~ -A wraith is awaiting your first move here. -~ - A black, almost transparent wraith. -~ -188458 0 0 0 80 0 0 0 -900 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -T 6500 -#6503 -storekeeper~ -the Hide & Tooth storekeeper~ -The Hide & Tooth storekeeper is standing here, waiting patiently. -~ - The storekeeper is very rotund, but looks in excellent condition. -~ -6154 0 0 0 16 0 0 0 1000 E -33 15 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#6504 -baker granite head~ -Granite Head the baker~ -Granite Head, the baker, is waiting for a customer here. -~ - Granite Head is covered with flour and grains. -~ -6154 0 0 0 16 0 0 0 900 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -#6505 -lizard giant~ -the giant lizard~ -A giant lizard is foraging for food along the cavern floor here. -~ - This scaly creature looks like it is well adapted to its underground habitat. -He looks very powerful. -~ -72 0 0 0 16 0 0 0 100 E -21 13 -2 4d4+210 3d3+3 -210 44100 -8 8 1 -E -#6506 -giant~ -the giant~ -A giant is wandering around the mountainside here. -~ - The giant is about 18 feet tall, with arms of steel, and looks in excellent -physical condition. -~ -2120 0 0 0 0 0 0 0 600 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#6507 -mineworker dwarven dwarf miner worker~ -the dwarven mineworker~ -A dwarven mineworker is here. -~ - The mineworker is very tired, and very dirty, and he has bulging muscles. -~ -2058 0 0 0 0 0 0 0 500 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 1 -E -#6508 -mineleader dwarven dwarf mine leader~ -the mine leader~ -A dwarven mine leader is here, supervising the work. -~ - The mine leader is very big and very strong, though he must be fairly bright -also, to have gotten this job. -~ -2058 0 0 0 0 0 0 0 700 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 1 -E -#6509 -doctor dwarven healer~ -the dwarven doctor~ -The dwarven doctor is here, aiding the sick of his people. -~ - He is a very skilled healer, and extremely faithful to his god. -~ -2058 0 0 0 16 0 0 0 999 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -T 6500 -#6510 -peon dwarven~ -the dwarven peon~ -A dwarven peon is awaiting help here. -~ - Incapable of doing anything himself this dwarf is utterly lost and is -awaiting orders. -~ -4106 0 0 0 0 0 0 0 500 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -#6511 -dwarf~ -the Dwarf~ -A dwarf is here. -~ - He is short and stout as their kind is famed to be. -~ -10 0 0 0 0 0 0 0 500 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 1 -E -#6514 -guard barrack~ -the barrack guard~ -A barrack guard is here, lounging around while off duty. -~ - This middle aged man seems lost without something to guard. -~ -4106 0 0 0 0 0 0 0 100 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#6516 -mazekeeper keeper~ -the mazekeeper~ -A mazekeeper is here. -~ - He looks VERY tough. -~ -2090 0 0 0 16 0 0 0 -1000 E -29 11 -7 5d5+290 4d4+4 -290 84100 -8 8 1 -E -T 6500 -#6517 -snake giant~ -the giant snake~ -There is a giant snake here. -~ - The snake is coiled tightly and ready to strike at the first sign of trouble. -The scaly skin is a mottled brown, black, and gray that blends into the -surrounding terrain. -~ -42 0 0 0 0 0 0 0 -1000 E -33 9 -9 6d6+330 5d5+5 -330 108900 -8 8 1 -E -$ diff --git a/lib/world/mob/653.mob b/lib/world/mob/653.mob deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/mob/653.mob +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/mob/654.mob b/lib/world/mob/654.mob deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/mob/654.mob +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/mob/7.mob b/lib/world/mob/7.mob deleted file mode 100644 index 8758f7c..0000000 --- a/lib/world/mob/7.mob +++ /dev/null @@ -1,166 +0,0 @@ -#700 -merchant~ -a merchant~ -A merchant is trying to you sell you something. -~ - A merchant forces a smile and walks up to you like you are his best friend. -He immediately begins his speech on all the fine wares he could sell you... -For the right price of course. -~ -76 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 9 -E -#701 -border guard~ -a border guard~ -This guard is protecting the outskirts of the city from attack. -~ - A veteran warrior, this guard was enlisted by the city to protect it from -attack. -~ -233482 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#702 -outpost commander~ -the commander~ -The outpost commander is here, safe in the respect of her men. -~ - The outpost commander is a hardened, grizzled veteran with the cunning that -comes from a life of leading men in endless battle. -~ -2058 0 0 0 80 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 3 -E -#703 -trader~ -a trader~ -A trader tries to barter with you. -~ - He immediately starts telling you the value of every item you carry and -explains to you how he could trade you some much better equipment for a small -few or an extra item or two. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 12 -E -#704 -hermit~ -a hermit~ -A hermit looks nervous with all these people around. -~ - This guy spends his life living alone in the wilderness. It's a wonder he -can survive. -~ -200 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 7 -E -#705 -patrolman~ -a patrolman~ -A patrolman is keeping an eye out for any trouble. -~ - One of the many protectors of the city, his job is to protect the outskirts -of the city and give warning in case of trouble. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 13 -E -#706 -warden~ -a warden~ -A warden is patrolling the outskirts of the city. -~ - He looks more like he's seen his fair share of action in his time. He looks -at you suspiciously. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 6 -E -#707 -woodsman~ -a woodsman~ -A woodsman walks by. He needs a shower, bad! -~ - Born and raised in the woods, he looks like more a part of the wilderness -than most animals you've seen. -~ -232 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 9 -E -#708 -guard~ -a guard~ -A guard is standing watch here. -~ - He looks very well trained. -~ -2058 0 0 0 72 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 10 -E -#709 -woodswoman~ -a woodswoman~ -A woodswoman is looking for a woodsman to nag. -~ - She looks upset about something. -~ -72 0 0 0 8192 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -BareHandAttack: 8 -E -#710 -messenger~ -a messenger~ -A messenger runs by on an errand. -~ - He looks fit from running on all those errands. -~ -76 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 13 -E -#711 -scoundrel~ -a scoundrel~ -This scoundrel is looking for some easy prey. -~ - She lives off the misfortune of others. She looks at you warily. -~ -65608 0 0 0 1048660 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -BareHandAttack: 13 -E -$ diff --git a/lib/world/mob/70.mob b/lib/world/mob/70.mob deleted file mode 100644 index ae70193..0000000 --- a/lib/world/mob/70.mob +++ /dev/null @@ -1,253 +0,0 @@ -#7000 -mudmonster mud monster~ -the horrifying Mudmonster~ -A horrifying Mudmonster is slowly evolving from the mud... -~ - It sure looks like something out of a horror movie. It strongly resembles a -huge figure made up from mud alone, and it sure looks like it had human flesh -for breakfast and is strongly intent on having the same for dinner - Perhaps -you? -~ -196680 0 0 0 524288 0 0 0 -250 E -12 16 2 2d2+120 2d2+2 -120 14400 -6 8 0 -E -#7001 -bat small fierce~ -the small bat~ -The small fierce-looking bat is hanging from the ceiling, obviously sleeping. -~ - You have never in your entire life seen such a mean looking small creature, -though it looks rather peaceful, hanging there, sleeping. The thought of -arousing this cruel creature doesn't sit well in your bones. -~ -131176 0 0 0 524288 0 0 0 -500 E -1 20 9 0d0+10 1d2+0 -10 100 -4 8 0 -E -#7002 -rat sewer~ -the sewer rat~ -The huge hungry-looking sewer rat sits here. -~ - This creature is fairly large for a rat, but not so big that it could be -called a giant rat. Sewer water drips off of its gray fur as it looks at you -with black glistening eyes. -~ -104 0 0 0 0 0 0 0 -1000 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#7003 -spider small hairy~ -the small Spider~ -The small hairy Spider is here, busy with its web. -~ - This small spider seems to pay you no attention at all as it builds its -intricately designed web. -~ -104 0 0 0 524288 0 0 0 -700 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 0 -E -#7004 -beetle giant earth~ -the giant earth beetle~ -The giant, mean-looking earth beetle is here. -~ - Now, you've seen beetles, but this one is enormous. It stretches perhaps two -feet from head to tail. As it notices you, it waves its six legs about and -makes some strange skittering noises at you. -~ -72 0 0 0 0 0 0 0 -300 E -8 18 5 1d1+80 1d2+1 -80 6400 -4 8 0 -E -#7005 -maggot giant~ -the maggot~ -The giant maggot is here, simply existing. -~ - This large mound of grotesque flesh is just lying here quivering, almost as -if it can sense your warm blood nearby. -~ -196680 0 0 0 0 0 0 0 300 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#7006 -snake~ -the snake~ -The snake slithers towards you. It looks very mean. -~ - This snake is of a variety that you do not recall seeing recently. It has -near black skin with small white diamond shaped spots all over its head and -upper body. A thin green stripe stretches along each side of its body. -~ -72 0 0 0 0 0 0 0 -500 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -T 7000 -#7007 -wanderer evil~ -the evil wanderer~ -The evil wanderer stares at you with a piercing gaze. -~ - The evil wanderer is very thin. He is dressed in a gray cloak. He doesn't -look like he'd be your first choice as a travelling companion. -~ -204 0 0 0 64 0 0 0 -1000 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -E -#7008 -homunculus creature~ -the creature homunculus~ -The creature homunculus is here, looking at you with an evil look. -~ - The homunculus appears in a man-like form, about eighteen inches tall, has a -greenish, reptilian skin, leathery wings, and a bat-like mouth, with teeth -dripping with a greenish sludge. -~ -57416 0 0 0 80 0 0 0 -780 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#7009 -morkoth shadowy~ -the shadowy morkoth~ -The morkoth are standing here, waiting for someone to KILL! -~ - It is a five foot tall, shadow monster. This has the shape between a human -and a rat. It breaths very heavily while staring at you. -~ -200 0 0 0 64 0 0 0 -900 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -E -T 7200 -#7010 -chr-eff'n chreffn~ -the evil chr-eff'n~ -The chr-eff'n are crawling here, looking around with its yellow eyes. -~ - The head and torso of a chr-eff'n is copper-covered, with yellow, glowing -eyes. The lower body is in an orange shading. -~ -204 0 0 0 524304 0 0 0 -830 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -E -#7040 -dragon red~ -the red dragon~ -The fierce-looking red dragon stares at you angrily. -~ - The red dragon stares at you, angrily, as it wakes when you arrive. It says -'Oh, human YOU woke me up... Hsssss', while it moves closer, 'Can one NEVER -sleep in peace... Hssss... ' -~ -90170 0 0 0 65552 0 0 0 -1000 E -19 14 -1 3d3+190 3d3+3 -190 36100 -8 8 0 -E -#7041 -hag sea~ -the sea hag~ -A sea hag is here, swimming around. -~ - The sea hag is so ghastly looking that you feel the deepest fear: Big yellow -eyes and sharp teeth. Its ears are very big, and it has small sharp horns. -This beast is obviously a hater of beauty. -~ -104 0 0 0 0 0 0 0 -800 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -#7042 -naga guardian~ -the guardian naga~ -The guardian naga looks kindly at you. -~ - The naga are a snake-liked creature. She is covered in green-gold scales -with silvery triangles along her back. Her eyes are golden. She notices that -you are staring at her, and she says 'Watch out. This way leads to some evil -creatures. ' -~ -10 0 0 0 0 0 0 0 700 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 2 -E -#7043 -basilisk scaled~ -the scaled basilisk~ -The scaled basilisk crawls towards you slowly. -~ - The basilisk is a reptilian monster. It has eight legs, and a strong, toothy -jaws. It is dull brown with yellowish underbelly. Its eyes are glowing pale -green. -~ -76 0 0 0 80 0 0 0 -250 E -13 16 2 2d2+130 2d2+2 -130 16900 -8 8 0 -E -#7044 -lemure blob~ -the lemure~ -The lemure blob slithers towards you for an attack! -~ - This looks like a vaguely human blob. Big black yellow eyes, and a mouth -going a little bit out from the face. The lemure does not look interested in -you at all, but it attacks anyway. It looks like its mind has been burned out. - -~ -73832 0 0 0 0 0 0 0 -500 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -E -#7045 -jones cruncher ettin~ -Jones 'cruncher' ettin~ -Jones is standing here glaring at you. -~ - At the first sight you thought Jones was an Orc, but when he came closer you -see his second head. He wears an animal skin dress, filthy and moth eaten. -Jones really stinks... -~ -76 0 0 0 0 0 0 0 -480 E -10 17 4 2d2+100 1d2+1 -100 10000 -5 5 1 -E -#7046 -herald mouse killer ettin~ -Herald 'the mouse-killer' ettin~ -Herald is standing here looking confused at you. -~ - When you look at Herald, you feel pity. His clothes are really poor, and one -of his heads hangs down. At the rope around his stomach hangs dead mice and -rats. He does not smell good. -~ -76 0 0 0 0 0 0 0 200 E -6 18 6 1d1+60 1d2+1 -60 3600 -5 5 1 -E -$ diff --git a/lib/world/mob/71.mob b/lib/world/mob/71.mob deleted file mode 100644 index 185c943..0000000 --- a/lib/world/mob/71.mob +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/mob/72.mob b/lib/world/mob/72.mob deleted file mode 100644 index e75eddf..0000000 --- a/lib/world/mob/72.mob +++ /dev/null @@ -1,72 +0,0 @@ -#7200 -mindflayer master mind~ -the master mindflayer~ -The master mindflayer is here, looking at you with an evil look. -~ - It is a seven foot tall humanoid dressed in a purple cloak, and swinging a -black and purple rod above its head as if it was going to attack you any moment -now. In the middle of its head are four tentacles with sharp points. -~ -6268 0 0 0 80 0 0 0 -800 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -T 7200 -#7201 -mindflayer senior mind~ -the senior mindflayer~ -The senior mindflayer walks around here, looking for something useful. -~ - This is a horrifying monster indeed, 6'6" high. Dressed in purple and black, -and carrying a large mace in its hand. In the center of its head are four large -tentacles with very sharp points. -~ -7772 0 0 0 80 0 0 0 -600 E -8 18 5 1d1+80 1d2+1 -80 6400 -8 8 0 -E -T 7200 -#7202 -mindflayer junior mind~ -the junior mindflayer~ -The junior mindflayer is here, watching you carefully from the corner. -~ - This mindflayer is six feet high. It has a small mace in its belt, and is -dressed in purple and black cloth. It has four small tentacles in the center of -its head. -~ -6364 0 0 0 80 0 0 0 -350 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -T 7200 -#7203 -wererat rat~ -the ugly wererat~ -An ugly wererat is here, looking at you with a strange flick in his eyes. -~ - The wererat is about four feet tall. It looks very much like rat, except -that it is standing. -~ -3660 0 0 0 0 0 0 0 -700 E -6 18 6 1d1+60 1d2+1 -60 3600 -8 8 0 -E -#7204 -rat gigantic~ -the gigantic rat~ -There is a gigantic rat here, looking at you with a hungry look. -~ - The gigantic rat is about ten feet long from head to tail and has claws the -size of your head, looking very nasty. -~ -42 0 0 0 0 0 0 0 -800 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -$ diff --git a/lib/world/mob/73.mob b/lib/world/mob/73.mob deleted file mode 100644 index 185c943..0000000 --- a/lib/world/mob/73.mob +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/mob/74.mob b/lib/world/mob/74.mob deleted file mode 100644 index c1cc8a1..0000000 --- a/lib/world/mob/74.mob +++ /dev/null @@ -1,299 +0,0 @@ -#7400 -gray dove~ -a gray dove~ -A gray dove coos softly from the branches of the willow tree. -~ - Peaceful and content, this dove sways slightly as it sings a soft, trilling -song for any to hear. Now and again it appears to lean and breathe deeply the -scents of the nearby blossoms. -~ -188430 0 0 0 0 0 0 0 1000 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 1 -E -#7401 -disheveled boy~ -the disheveled boy~ -A disheveled boy is here, digging in the dirt. -~ - About six summers old, the young boy is covered to his elbows in dirt. His -reddish hair stands about unkempt and his clothing is streaked with dirt. As -you look on, he wanders around, digging holes in the carefully maintained lawn. - -~ -16526 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 13 -Str: 8 -Dex: 15 -Int: 9 -Wis: 5 -E -T 7401 -#7402 -scrawny little girl~ -the scrawny little girl~ -A scrawny little girl skips around, uprooting the flowers. -~ - Long of limb and tooth, the thin and gangly little girl looks to be caught -firmly in the awkward age. Her homespun dress is simple and fairly clean. As -you watch, she trots around the path, uprooting flowers violently from the -ground. -~ -16398 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -BareHandAttack: 4 -E -T 7402 -#7403 -squat groundskeeper~ -a squat groundskeeper~ -A squat groundskeeper is busy polishing the fence here. -~ - Clad in woolen homespun clothing and sturdy leather boots, the groundskeeper -is dressed for heavy work. He is rather short and more than a bit overweight, -but intent on his job nonetheless. His russet hair is in a bit of a disarray -and his fingers are stained with iron polish. -~ -16398 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 7 -E -T 7403 -#7404 -twisted dwarf graverobber~ -the graverobber~ -A twisted dwarf wrestles with a monstrous shovel, attempting to dig a hole here. -~ - One arm twisted by a birth defect, this ugly little dwarf has made a career -of relieving the dead of their valuables. His face and clothes are streaked -with grave-dirt and sweat, testimony to the amount of work required to avoid -honest labor. -~ -16526 0 0 0 524288 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 13 -Str: 15 -Dex: 8 -Int: 10 -Wis: 10 -E -T 7404 -#7405 -angry young man~ -the angry young man~ -An angry young man stands screaming at a redstone grave marker. -~ - His face flushed with anger, the young man seems to be scolding a large -redstone grave marker. His arms flail about wildly as he screams and shouts at -the unhearing tomb. -~ -16394 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -E -T 7405 -#7406 -mourner distressed mother~ -the distressed mother~ -A distressed mother mourns her child's death. -~ - Clad in black, the woman mourns her child's death. Her face is lined with -stress and sadness. Tears slide slowly down her cheeks as she cries selflessly -for the loss of her poor, sweet child. -~ -16394 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -T 7406 -#7407 -groundskeeper busy~ -a busy groundskeeper~ -A groundskeeper is here, keeping busy. -~ - Clad in homespun cottons, the groundskeeper takes turns either pulling weeds -or polishing marble statues. His face is set and he keeps his attention to his -duties, ignoring the passing mourners. -~ -76 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 13 -E -#7408 -old woman~ -an old woman~ -An old woman is here, considering the purchase of a new plot. -~ - Her face is a mapwork of wrinkles and her hair is spidersilk thin. The old -woman looks briefly over at a couple empty plots and sinks deep into thought. -In time, she turns and moves on in search of another plot. -~ -16584 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -BareHandAttack: 8 -E -T 7408 -#7409 -stern man groundskeeper head~ -the head groundskeeper~ -A stern man is here attempting to keep people off the empty plots. -~ - A large and brutish man, the head groundskeeper enforces his policy on -cleanliness with a stern hand. The beauty and order of the cemetery is a -responsibility he takes very seriously. With a loud bark, he scares a young man -off the soft grass. -~ -16398 0 0 0 80 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -BareHandAttack: 7 -E -T 7409 -#7410 -tawny owl~ -a tawny owl~ -A tawny owl is perched in the lower branches of the tree. -~ - Colored a creamy tan with dark fletchings on its wing and tail feathers, this -owl is fairly sedate and unconcerned with its surroundings. A thin leather -thong is wrapped around one leg, apparently for carrying messages. -~ -81930 0 0 0 65536 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -5 5 0 -BareHandAttack: 8 -E -#7411 -ancient groundskeeper wizened old woman~ -the ancient groundskeeper~ -A wizened old woman uses a tall staff to prod pigeons from the crypt roof. -~ - Her face is worn and wrinkled and her hair is white and sparse. The old -woman looks to be nearly as old as some of the pitted and weathered statues -nearby. While you look on, she pokes at the pigeons roosting on the crypt here -with a long, ashwood staff. -~ -16394 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -T 7411 -#7412 -tall thin man pickpocket~ -the pickpocket~ -A tall, thin man lurks about the edge of the clearing. -~ - Narrow of face and long of nose, the man is tall, nearly seven feet or so. -His clothing is the drab black most often worn by mourners, yet he hardly seems -to be here to grieve a friend or family member. His eyes dart back and forth as -he lurks here, watching everyone. -~ -14 0 0 0 1572864 0 0 0 -250 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 1 -Str: 12 -Dex: 17 -Int: 12 -Wis: 12 -E -T 7412 -#7413 -burned zombie~ -the badly burned zombie~ -A badly burned corpse haunts the place it was accidentally burned alive. -~ - The corpse is of indeterminate gender or race. Most noticeable is that it is -moving about as no corpse was meant to do and it is covered in huge, weeping -wounds and crisp, blackened skin. Even its armor is seared and burned. -~ -188426 0 0 0 1024 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 8 -Str: 18 -Dex: 6 -Int: 3 -Wis: 3 -E -#7414 -shade ghendry alchemist~ -the alchemist's shade~ -The shade of the alchemist, Ghendry, glares at nothing in particular. -~ - Clearly long dead, the shade is merely a wisp of something physical, barely -discernible among the shadows. In life, it was a man of great stature in -society and much loved by the people of the realm. Now, however, the shade -seems more a forgotten past than legend made to live again. -~ -81946 0 0 0 1024 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#7415 -bones lord mycea skeleton~ -Lord Mycea's skeleton~ -The bones of Lord Mycea reanimate in the center of the room. -~ - Bones yellowed with age have reanimated themselves inside the molded burial -rags of the great Lord Mycea. Rather than eyes, twin orbs of glowing greenish -light rest inside the sockets of his skull. -~ -188426 0 0 0 1024 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#7416 -frightening apparition ghost fennywen~ -Fennywen's ghost~ -A frightening apparition floats about, examining the huge locked chests here. -~ - Given the bashed head leaking who knows what all over, this would seem to be -the ghost of the great halfling hero, Fennywen. A bit translucent and -thoroughly dead, the ghost is having some time adjusting to its new -circumstances. -~ -123146 0 0 0 8192 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -BareHandAttack: 4 -E -#7417 -mourner black~ -a mourner~ -A mourner, dressed all in black, wanders around consumed by grief. -~ - Upset by a loved one's death and in no mood for socializing, the mourner -turns away before you can get a really good look. -~ -204 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -T 7417 -$ diff --git a/lib/world/mob/75.mob b/lib/world/mob/75.mob deleted file mode 100644 index 00fc7bf..0000000 --- a/lib/world/mob/75.mob +++ /dev/null @@ -1,574 +0,0 @@ -#7500 -doe animal~ -a small doe~ -A small doe stands here grazing. -~ - The small doe is brown with tiny white spots on its back. A piece of hide -hangs from an old wound on its side. -~ -14 0 0 0 0 0 0 0 1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -Str: 12 -Dex: 18 -Int: 9 -Wis: 9 -E -#7505 -boar pig~ -a wild boar~ -A wild boar stands here. -~ - A wild boar has been trapped here. It is short and round with large tusks -protruding from its mouth. As it shifts its head around looking for the way out -its eyes shine red. -~ -30 0 0 0 1048592 0 0 0 -200 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -E -T 7505 -#7508 -giant fruit bat~ -the giant fruit bat~ -A giant fruit bat hangs here sleeping. -~ - A giant fruit bat is hanging here in an upside down position from a large -tree. Its black wings are wrapped around its body like a cozy blanket. -~ -8206 0 0 0 0 0 0 0 1000 E -18 14 0 3d3+180 3d3+3 -180 32400 -4 4 1 -BareHandAttack: 3 -Dex: 14 -Int: 8 -Wis: 8 -E -#7511 -man guard warrior zamba~ -a warrior~ -A Zamba warrior stands here alert. -~ - The large warrior stands here guarding the gate. He is well tanned with -long, black hair and cold, piercing eyes. His clothing is strange, around his -head is a leather strap with many colorful feathers attached, he wears thick -gold bands around the upper part of both his arms and has a white cloth tied -around his waist. -~ -4122 0 0 0 16 0 0 0 100 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 3 -Str: 14 -Dex: 12 -Int: 10 -E -#7512 -black kitten cat~ -a black kitten~ -A black kitten is lying here sleeping. -~ - A black kitten looks like a cute, fuzzy ball. -~ -10 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -4 4 1 -BareHandAttack: 8 -E -#7514 -large fat man~ -an old fat man~ -A large man is sitting here eating. -~ - The large man has dirty white hair and food smudges on his faces and hands. -He has a large brown cloth wrapped around his waist. His skin is sweaty and -oily, he smells horrible. -~ -4110 0 0 0 8192 0 0 0 300 E -14 16 1 2d2+140 2d2+2 -140 19600 -6 6 1 -Dex: 8 -E -#7515 -girl child~ -a young girl~ -A young girl sits here playing. -~ - A young girl sits here playing with her doll. Her hair is long and black, -she had big brown eyes and a very dark tan. She wears a yellow dress tied -around the neck and waist. -~ -74 0 0 0 8200 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 4 -Str: 8 -Dex: 20 -Int: 10 -E -#7518 -woman ~ -a short woman~ -A short woman stands here. -~ - The short woman is standing here catching her breath as she fans herself. -She is barefoot and wears only a white dress tied at one shoulder. -~ -2248 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -Str: 13 -Dex: 15 -E -#7519 -native boy~ -a native boy~ -A native boy stands here. -~ - The native boy is dressed in a small cloth wrapped around his waist. He -carries a small bow and arrow as he searches around looking for something to aim -at for target practice. -~ -254040 0 0 0 524288 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 12 -E -#7522 -barkeeper woman~ -the barkeeper~ -The barkeeper is standing here. -~ - You see a large woman standing behind the bar wearing a flowery dress. She -smiles at you revealing several gaps where she is missing teeth. -~ -10 0 0 0 0 0 0 0 -300 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 2 -E -T 7522 -#7523 -green lizard reptile iguana~ -a green lizard~ -A green lizard rests here in the warm sand. -~ - An iguana around six feet long is resting here. Its skin is leathery and -bright green, strange thorn looking scales run from the top of its head down to -its tail. The tail is extremely long and is probably more than half the length -of this strange reptile. -~ -67660 0 0 0 4 0 0 0 -100 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 2 -Str: 8 -Int: 7 -Wis: 7 -E -#7524 -woman native~ -a native woman~ -A native woman sits here. -~ - A native woman sits here preparing food for the tribe. She is wearing a -brightly colored dress. Her black hair is held back with a pearl hair piece. -~ -2058 0 0 0 0 0 0 0 1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -6 8 2 -BareHandAttack: 8 -E -#7525 -man fisherman ~ -a fisherman~ -A native fisherman is standing here working. -~ - The fisherman looks at you sharply as he gathers together his fishing net. -He has a dark tan and is quite muscular. His clothing is a simple cloth wrapped -around his waist. -~ -83994 0 0 0 0 0 0 0 -200 E -14 16 1 2d2+140 2d2+2 -140 19600 -6 6 1 -Str: 14 -Dex: 14 -Wis: 12 -E -#7526 -monkey creature~ -an angry monkey~ -An angry monkey stands here challenging you. -~ - The large monkey stands on its bottom two feet that look just like its hands. -It stands slightly bent over a little over six feet in height. It glares its -sharp teeth at you. -~ -4106 0 0 0 0 0 0 0 -300 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 8 -Str: 10 -Dex: 14 -Int: 6 -Wis: 6 -E -#7528 -plant vine crona~ -a vine~ -A thick vine is blocking the path. -~ - A vine of the Crona plant entangles everything. The Crona has a think, dark -green base with small yellow leaves. -~ -4110 0 0 0 64 0 0 0 -1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 10 -Str: 15 -Dex: 9 -Int: 9 -Wis: 9 -E -#7530 -man robe figure priest~ -a robed figure~ -A robed figure hiding at the edge of the jungle. -~ - A man stands here dressed in dark robes hiding his appearance. From what you -can see he is tall and thin. The large hood of the robe drapes over his eyes -only leaving his long white beard visible. -~ -1802 0 0 0 524288 0 0 0 -1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -Str: 12 -Dex: 13 -Int: 15 -Wis: 15 -E -T 7500 -#7531 -plant flower yellow hook zamba~ -a yellow flower~ -A Zamba hook plant is rooted here. -~ - You see a beautiful flower gracefully standing in a little clearing to -itself. It is quite tall with a broad flower and long, slim leaves. The light -that glows onto this lovely flower enhancing its beauty is actually glowing from -within the flower. -~ -18446 0 0 0 64 0 0 0 -500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 10 -Str: 15 -Dex: 12 -E -#7535 -rat ~ -a rat~ -A large rat scurries here. -~ - The large rat scurries around looking for food. Its red beady eyes stare -about the room as it sniffs the air. As it lifts its head you can see it has -very long front teeth on both the top and bottom of its mouth. -~ -76 0 0 0 0 0 0 0 -1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 4 -E -#7539 -man witch doctor~ -a witch doctor~ -The witch doctor is hovering in the pentagram. -~ - An old man dressed in armor made of bones and teeth is inside the pentagram. -He is softly chanting strange incantations. He sways his arms around tossing -black powder into a large pewter bowl set in the center of the pentagram. -~ -172042 0 0 0 0 0 0 0 -1000 E -18 14 0 3d3+180 3d3+3 -180 32400 -8 8 1 -BareHandAttack: 12 -Str: 15 -Dex: 13 -Int: 15 -Wis: 15 -E -T 7539 -#7545 -bird falcon colossal ~ -a colossal falcon~ -A colossal falcon is perched on the edge of the cliff. -~ - The falcon stretches out its wings and screeches. Its wing span is at least -ten feet. Its talons look large enough to grasp large cows making the perfect -size dinner. -~ -18462 0 0 0 65536 0 0 0 400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 8 -Str: 15 -Dex: 16 -Wis: 10 -E -#7552 -a chubby man~ -a chubby man~ -A chubby man stands here. -~ - The chubby man looks at you and smiles. He is wearing many expensive pieces -of jewelry, and unlike the natives he is well dressed. Something about him -doesn't look quite right. -~ -24668 0 0 0 0 0 0 0 -400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 12 -Dex: 20 -E -T 7552 -#7558 -man gentleman nobleman~ -the nobleman~ -A nobleman stands here. -~ - The nobleman looks wise and intellectual. His cloths look similar to ancient -gentleman attire but new. His hair is short and black with a touch of gray at -the temples. -~ -18442 0 0 0 0 0 0 0 -300 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -Str: 15 -Dex: 15 -Int: 19 -Wis: 19 -E -#7559 -woman girl lady ~ -a refined lady~ -A refined lady stands here gracefully. -~ - She stands with a grace of elegance. Her hair pulled back and held with -pearls and strands of gold. She wears a long, flowing, white gown. -~ -16666 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -Str: 10 -Dex: 15 -Int: 13 -Wis: 14 -E -#7561 -cook woman lady~ -a cook~ -A cook is here preparing a dish for a banquet. -~ - The cook is a young woman dressed in white cloths with a small apron around -her. Her black hair is pulled back and covered with a large scarf. -~ -2074 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -#7567 -voodoo doll~ -a voodoo doll~ -A cloth doll is lying here. -~ - The cloth doll looks tortured from needles poked into its eyes. -~ -16906 0 0 0 1572868 0 0 0 -1000 E -14 16 1 2d2+140 2d2+2 -140 19600 -5 5 0 -BareHandAttack: 13 -E -T 7567 -#7570 -man guard~ -the guard~ -The guard stands here in front of the door. -~ - The guard is wearing silver armor. He stares at you watching you closely. -~ -22554 0 0 0 16 0 0 0 200 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 13 -Str: 15 -Dex: 10 -Int: 12 -Wis: 12 -E -#7571 -black panther~ -a black panther~ -A black panther crouches down ready to strike! -~ - The panther is well muscular, it looks very strong and dangerous. Bright -green eyes shine out from under is sleek, black fur. -~ -28730 0 0 0 1572868 0 0 0 400 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -BareHandAttack: 4 -Str: 12 -Dex: 14 -E -T 7571 -#7572 -girl servant~ -a servant girl~ -A young servant girl stands here waiting. -~ - The young girl is pretty in a plain way. She is dressed all in white with a -cloth tied around her head to hold back her long black hair. -~ -118794 0 0 0 8196 0 0 0 200 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -#7573 -kiona woman empress~ -the Empress Kiona~ -The Empress Kiona sits here, leaning over a huge bath. -~ - She gracefully leans over the tub getting ready for her bath. She wears a -long robe about her but has removed everything else except some gold jewelry and -a elegant hair comb holding her black hair up. -~ -253978 0 0 0 73736 0 0 0 1000 E -18 14 0 3d3+180 3d3+3 -180 32400 -6 6 2 -Dex: 9 -Int: 9 -Wis: 9 -E -T 7573 -#7583 -sea turtle reptile ~ -a sea turtle~ -A sea turtle is standing here. -~ - The sea turtle is around 6 feet around and has a light green shell. As it -sits here in the sand it uses its back legs to dig into the sand. -~ -4106 0 0 0 128 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 4 -E -#7585 -native woman girl~ -a young native woman~ -A young native woman is playing at the waters edge. -~ - The beautiful girl is soaking wet. She stops for a moment, smiles at you, -then continues running in and out of the water. -~ -26 0 0 0 0 0 0 0 100 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -#7588 -old man~ -the old man~ -An old man is standing here. -~ - The old man peers over his glasses at you. -~ -138 0 0 0 0 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 7588 -#7589 -young man~ -the young man~ -The young man is standing here selling fruit. -~ - The young man smiles at you and holds a basket of fruit toward you to look -at. -~ -14 0 0 0 16 0 0 0 0 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -E -T 7589 -#7590 -old man mage~ -a feeble old man~ -A feeble old man stands here leaning on his staff. -~ - The old man stands here slightly been over using a tall staff for support. -He wears a long blue robe with gold embroidery. He has thin, long, white, hair -growing from the top of his head to the bottom of his chin. -~ -253962 0 0 0 0 0 0 0 1000 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -Str: 12 -Dex: 8 -Int: 18 -Wis: 14 -E -T 7590 -#7592 -gray wolf~ -a gray wolf~ -A gray wolf hunts here. -~ - The gray wolf stands as tall as a horse. The thick fur around its neck and -back is standing up as it looks around. Foam drips from the corner of its mouth -as it bares its teeth. -~ -2062 0 0 0 1572880 0 0 0 -100 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 4 -Str: 13 -Dex: 13 -Int: 10 -Wis: 10 -E -T 7592 -$ diff --git a/lib/world/mob/78.mob b/lib/world/mob/78.mob deleted file mode 100644 index 8829e5e..0000000 --- a/lib/world/mob/78.mob +++ /dev/null @@ -1,140 +0,0 @@ -#7801 -elven lass~ -the elven lass~ -An elven lass stands here, humming to herself. -~ - The elven lass smiles happily as she goes on about her business, humming -quietly to herself. -~ -200 0 0 0 0 0 0 0 900 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#7802 -Stamnell Baker~ -Stamnell, the baker~ -The baker Stamnell stands here smiling. -~ - Stamnell has rosy cheeks and round belly. His handlebar mustache has specks -of flour in it, but he doesn't seem to mind. -~ -147466 0 0 0 0 0 0 0 500 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -E -#7803 -Vhispera shopkeeper~ -Vhispera the shopkeeper~ -Vhispera stands here busily counting her stock. -~ - She is a middle aged elven woman with dark hair and eyes. She is rather -plain to look at but she smiles at you warmly. -~ -147466 0 0 0 0 0 0 0 700 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 2 -E -#7804 -human boy~ -a small human boy~ -A small boy stands here. -~ - The small boy has a crooked smile across his dirty face. His blonde hair -lies messily on his head and he has clothes that looks like they have seen -better days. -~ -200 0 0 0 0 0 0 0 750 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 13 -E -T 7804 -T 7805 -#7805 -village guard~ -the village guard~ -The village guard stands here, observing the area. -~ - Dressed in a gray tunic and black pants you wouldn't suspect this to be a -guard off hand, but the small patch sewn on his right arm sleeve denotes his -profession. His eyes are darting about on constant watch for trouble. -~ -6216 0 0 0 0 0 0 0 1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 7 -E -#7806 -village fool~ -the village fool~ -The village fool stands here, making an idiot of himself. -~ - Little more than a nuisance, the fool walks around trying his best to -entertain. His ratty clothes shed dust with every movement as he goes about his -way. -~ -8264 0 0 0 0 0 0 0 600 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 7 -E -#7807 -elven gardner~ -an elven gardner~ -An elven gardner stands here, grumbling to himself. -~ - The gardner looks very grumpy, perhaps it would be a good idea to stay out of -his way. -~ -84040 0 0 0 0 0 0 0 900 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 13 -E -#7808 -human servant~ -a human servant~ -A human servant stands here. -~ - She looks just like you would expect a servant to look like. -~ -164040 0 0 0 0 0 0 0 200 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#7809 -husky hunter~ -a husky hunter~ -A husky hunter stands here, bragging of his last kill. -~ - He is big and burly. He has stains all over his clothing, perhaps it is -blood from his constant hunting. -~ -254024 0 0 0 0 0 0 0 -100 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 7 -E -#7810 -elven healer~ -the elven healer~ -The elven healer hurries about. -~ - The elven healer hurries about from house to house bandaging the sick. -Maybe she will have enough time to teach you. -~ -81992 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -E -$ diff --git a/lib/world/mob/79.mob b/lib/world/mob/79.mob deleted file mode 100644 index ef8a36c..0000000 --- a/lib/world/mob/79.mob +++ /dev/null @@ -1,43 +0,0 @@ -#7900 -paladin grand knight~ -the Grand Knight of Paladins~ -The Grand Knight is standing here, waiting for someone to help. -~ - The Knight is standing here, smiling at you. He is dressed all in white, -blue and silver. He looks VERY strong, as he stands here, ready to help the -innocent. -~ -26894 0 0 0 16 0 0 0 1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -T 7901 -#7901 -rat large~ -the large rat~ -There is a large rat here, poking through the foodstuffs lying around. -~ - The large rat is about two feet long from head to tail and has claws the size -of your fingers, looking very nasty. It seems to be quite occupied with all the -chewed open foodstuffs lying about the room. -~ -42 0 0 0 0 0 0 0 -800 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 0 -E -#7902 -cleaver~ -the Cleaver~ -The Cleaver is here eyeing you hungrily in anticipation of its next meal. -~ - The Cleaver is a huge spidery chitinous creature with four large spindly -arms ending in cleaver-like talons that will surely cut you to ribbons. -~ -256120 0 0 0 65552 0 0 0 0 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 0 -E -$ diff --git a/lib/world/mob/83.mob b/lib/world/mob/83.mob deleted file mode 100644 index dd7c986..0000000 --- a/lib/world/mob/83.mob +++ /dev/null @@ -1,239 +0,0 @@ -#8301 -small fish~ -a small fish~ -A small fish swims by. -~ - These small fish tend to school together, in order to improve their chances -of survival against larger predators. Their bright colors disorient the foe, -and their numbers ensure that the majority survive. -~ -200 0 0 0 128 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 0 -BareHandAttack: 2 -E -T 8301 -#8302 -large fish~ -a large fish~ -A large fish swims by. -~ - These large fish are more solitary than the small ones. They have less to -fear in the sea, and thus concentrate most of their efforts on hunting smaller -fish. -~ -200 0 0 0 128 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 0 -BareHandAttack: 2 -E -T 8302 -#8303 -eel moray hungry~ -a moray eel~ -A hungry moray eel swims by. -~ - This long, slender creature is fond of small caves and passages in the rocks -on the ocean floor. They scavenge for food, but will sometimes attack other -creatures when hungry. -~ -236 0 0 0 128 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -8 8 0 -BareHandAttack: 4 -E -#8304 -shark great white~ -a Great White Shark~ -A Great White Shark swims by, watching you very closely... -~ - This sleek, gray creature is one of nature's most deadly predators. They -feed on almost every creature in the sea, including you! -~ -104 0 0 0 128 0 0 0 0 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 0 -BareHandAttack: 4 -E -#8305 -ship pirate Glumgold~ -a Pirate's Ship~ -A huge ship flying a black flag sails by here. -~ - This large vessel appears to be very heavily armed. The sailors don't -exactly seem to be friendly as they sneer at you from the deck. A large, black -flag bearing a skull and crossbones indicates that these men are pirates. - Pirates are not usually fond of prisoners, but sometimes exceptions are made; -If they seem too tough for you, say or just type @oSURRENDER@n at the prompt. -~ -108 0 0 0 65664 0 0 0 -999 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 0 -BareHandAttack: 12 -E -T 8305 -T 8303 -#8306 -pirate man navigator sailor~ -the navigator~ -A grizzly pirate stands here, steering the boat. -~ - Long exposure to the sea air has given this man's face and hair a light -dusting of salt. His tired eyes are focused intently on the horizon, searching -for new lands or other ships to loot. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 13 -E -T 8306 -#8307 -boy cabin man~ -the cabin boy~ -The cabin boy stands here, wearily swabbing the deck. -~ - The cabin boy has dreamed of being a pirate since they plundered his village -when he was a child. Hey, if you can't beat them, join them! -~ -204 0 0 0 0 0 0 0 200 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -BareHandAttack: 13 -E -T 8307 -T 8304 -#8308 -pirate jailer guard~ -a pirate guard~ -A pirate stands here, guarding the brig. -~ - If there is one thing you can always count on, it's pirate's greed. This -man is paid to make sure prisoners stay in their cell, but everyone has a -price... The going rate for a set of keys is 100 gold down here in the brig. - -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 13 -E -T 8308 -T 8309 -#8309 -pirate drunk man~ -a drunken pirate~ -A drunken pirate sits here, taking a swig of booze. -~ - This pirate is quite enjoying his time off duty. Right now he's so -plastered he can barely move, so he'll be stuck in that chair for a while. -~ -10 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -6 6 1 -BareHandAttack: 13 -E -T 8393 -#8310 -drunk pirate man~ -a drunken pirate~ -A drunken pirate sits here, taking a swig of booze. -~ - This pirate is quite enjoying his time off duty. Right now he's so -plastered he can barely move, so he'll be stuck in that chair for a while. -~ -10 0 0 0 0 0 0 0 0 E -15 15 1 3d3+150 2d2+2 -150 22500 -6 6 1 -BareHandAttack: 13 -E -#8311 -Glumgold pirate~ -Glumgold the Pirate~ -@o@cGlumgold the Pirate@n@y, Captain of this Vessel, stands here.@n -~ - He looks very mean! He's missing an eye, a hand, and a leg, each replaced -some way or another. -~ -20490 0 0 0 0 0 0 0 -600 E -30 10 -8 6d6+300 5d5+5 -300 90000 -8 8 1 -BareHandAttack: 8 -E -T 8304 -T 8310 -T 8311 -#8313 -Polly parrot~ -Polly the Parrot~ -@yA @o@gb@cr@ri@gg@ch@rt@cl@gy @cc@ro@gl@co@rr@ge@cd@n@y parrot is perched here.@n -~ - This parrot, Polly, comes from a far away tropical land that these -pirates have visited. Parrots are believed to have the ability to hold a -conversation, but in reality they only repeat simple phrases that they've heard -others speak. -~ -10 0 0 0 0 0 0 0 0 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 2 -BareHandAttack: 4 -E -T 8313 -T 8314 -#8319 -crab hermit red~ -a small crab~ -A small crab is here, scurrying about in the sand. -~ - It's a small, red, crab. He looks quite content just sitting here on the -beach. -~ -10 0 0 0 0 0 0 0 0 E -1 20 9 0d0+10 1d2+0 -10 100 -8 8 1 -BareHandAttack: 8 -E -T 8319 -#8397 -tai ho taiho fisherman~ -Tai Ho~ -Tai Ho, a famous fisherman, sits on the side of the boat waiting for a fish to bite his line. -~ - Tai Ho is a fisherman from a far away town called Kaku, in the Toran -Republic. He and his brother Yam Koo travel far and wide searching for good -spots to fish and good people to gamble with. -~ -72 0 0 0 0 0 0 0 300 E -20 14 -2 4d4+200 3d3+3 -200 40000 -6 6 1 -BareHandAttack: 13 -E -#8398 -Yam Koo~ -Yam Koo~ -Yam Koo, a fisherman, stands here. -~ - Yam Koo is the brother of Tai Ho. The two come from the town of Kaku in the -Toran Republic in search of good times and good fishing. -~ -10 0 0 0 0 0 0 0 300 E -20 14 -2 4d4+200 3d3+3 -200 40000 -8 8 1 -BareHandAttack: 13 -E -$ diff --git a/lib/world/mob/86.mob b/lib/world/mob/86.mob deleted file mode 100644 index 4820f32..0000000 --- a/lib/world/mob/86.mob +++ /dev/null @@ -1,197 +0,0 @@ -#8601 -rat~ -a rat~ -A rat is chewing on an moldy piece of bread here. -~ - A rat is a small, black, greasy looking rodent with a tiny twitching nose. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -6 8 0 -BareHandAttack: 4 -E -#8602 -moth~ -a moth~ -A dusty white moth beats her wings here. -~ - No longer than the first joint of a human finger, this tiny moth flits about -looking for more curtains to chew upon. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#8603 -rat black~ -a rat~ -A rat is wiggling beneath the covers here. -~ - The rat is a fairly large black rodent with shiny black whiskers and a foul -odor about him. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#8604 -rat~ -a small rat~ -A small rat is here, nibbling on something. -~ - This rat is a tiny specimen considering what else is roaming about this Keep. -His eyes are shiny black and his coat is of a dark brown color. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 4 -E -#8605 -bandit~ -a bandit~ -A bandit is sleeping on the floor here. -~ - His skin is covered by about three layers of grime and has various scars all -over his face. The bandits clothing is ripped and riddled with lice and food. - -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -5 8 1 -BareHandAttack: 11 -E -#8606 -female bandit~ -a female bandit~ -A female bandit is here, looking for something to wear. -~ - This young woman is half dressed in one of Lady Kalithorn's old dusty -dresses. The dress has been ripped at the hem and is missing a sleeve. The -young woman is rummaging through her closet for a better one. -~ -74 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 8 -E -#8607 -bat~ -a bat~ -A bat is flapping about here. -~ - It looks like a flying rat! -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 2 -E -#8608 -mouse small gray~ -a mouse~ -A mouse is running about here, looking for a scrap of food. -~ - Small and gray this mouse looks a little on the thin side. Its whiskers -twitch quickly and it blinks rapidly. -~ -72 0 0 0 0 0 0 0 0 E -3 19 8 0d0+30 1d2+0 -30 900 -8 8 0 -E -#8609 -stone guardian~ -the stone guardian~ -A stone guardian is fixed into the wall here. -~ - The guardian appears to be made of a chiseled marble. A wondrous hand has -chiseled out a most imposing carving. The guardian's stone delineated muscles -seem to quiver and its eyes almost shift. Whomever set them here must have -something to protect... -~ -174154 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 0 -BareHandAttack: 5 -E -#8610 -Grand Duke Kalithorn~ -Grand Duke Kalithorn~ -Grand Duke Kalithorn is here, plotting his revenge. -~ - Clad in a long tunic and matching brown hose, Grand Duke Kalithorn is bent -over his desk scribbling and mumbling to himself about his ultimate revenge upon -the bandits who took his wife. -~ -172106 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -6 8 1 -BareHandAttack: 3 -E -#8611 -bandit man~ -a wandering bandit~ -A wandering bandit is here, staring off into the distance. -~ - Unshaved, scarred and generally unappealing to look at, a bandit, grins -broadly as he stares off into the distance. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 3 -E -#8613 -dirty man bandit~ -a dirty bandit~ -A dirty bandit is standing here. -~ - Looks like this fella hasn't washed in a loooong time. His stench alone -could kill. -~ -72 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 13 -E -#8614 -bandit man leader~ -the bandit leader~ -The leader of the bandits is here, writing something down. -~ - This bandit is at least somewhat clean as compared to the rest of the -riff-raff. His hair is bound back with a leather fillip and he appears to be -writing something down in a notebook. -~ -172106 0 0 0 0 0 0 0 0 E -14 16 1 2d2+140 2d2+2 -140 19600 -8 8 1 -BareHandAttack: 2 -E -#8615 -young bandit~ -a young bandit~ -A young bandit is sneaking about here. -~ - This small, lanky bandit is hardly old enough to have hair on his face, yet -he walks with the confidence of a much older individual. The calluses on his -hands prove that he knows his way around a sword. -~ -12360 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -$ diff --git a/lib/world/mob/9.mob b/lib/world/mob/9.mob deleted file mode 100644 index a460d76..0000000 --- a/lib/world/mob/9.mob +++ /dev/null @@ -1,149 +0,0 @@ -#900 -homba~ -the homba~ -The homba flits about. -~ - Part kestrel, part bear, part wolf. Parts is parts, and makes an ugly whole. - -~ -6186 0 0 0 65684 0 0 0 -100 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 0 -E -#901 -swordsman~ -the swordsman~ -The greatest swordsman in the land is standing here with a sneer on his face. -~ - This is the ultimate swordsman. -~ -6186 0 0 0 65552 0 0 0 -400 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#902 -mummy rabscuttle~ -the Mummy of Rabscuttle~ -The Mummy of Rabscuttle wanders here, hands aloft, walking towards you. -~ - All bandages, no personality. -~ -6186 0 0 0 65552 0 0 0 -780 E -11 17 3 2d2+110 1d2+1 -110 12100 -8 8 0 -E -#903 -lizard giant~ -the giant lizard~ -A giant lizard is here. -~ - This scaly creature looks like it is well adapted to its underground habitat. -He looks very powerful. -~ -6186 0 0 0 65552 0 0 0 100 E -16 15 0 3d3+160 2d2+2 -160 25600 -8 8 1 -E -#904 -woundwort general demon~ -General Woundwort~ -General Woundwort, the dark demon of Minos, awaits to maul you to shreds. -~ - He looks vaguely like a rabbit, but sure doesn't act like one. -~ -6186 0 0 0 65552 0 0 0 -1000 E -25 12 -5 5d5+250 4d4+4 -250 62500 -8 8 1 -E -#905 -franz henchman~ -Franz the Henchman~ -Franz, Minos' henchman, is here ready to pump you up. -~ - Franz is no girlie man. He is very muscular and looks as if he could squeeze -your head like a grapefruit. -~ -6186 0 0 0 65552 0 0 0 -300 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#906 -hanz henchman~ -Hanz the Henchman~ -Hanz is here flexing his muscles and squeezing grapefruits. -~ - Hanz is no girlie man. He is very muscular and looks as if he could lift a -large dragon. -~ -6186 0 0 0 65552 0 0 0 -300 E -12 16 2 2d2+120 2d2+2 -120 14400 -8 8 1 -E -#907 -minos king minotaur~ -King Minos the Minotaur~ -King Minos the Minotaur is ready and waiting to gore you to death. -~ - He smells something awful. -~ -96298 0 0 0 65616 0 0 0 -1000 E -26 12 -5 5d5+260 4d4+4 -260 67600 -8 8 1 -E -#908 -turtle dragon~ -the dragon turtle~ -A large dragon turtle breaks the surface churning the water into huge waves. -~ - The turtle's shell is the size of a small house and looks as hard as rock. -~ -65640 0 0 0 65552 0 0 0 -200 E -22 13 -3 4d4+220 3d3+3 -220 48400 -8 8 1 -E -#909 -hag sea~ -the sea hag~ -You notice the face of an ugly hag in the sea weeds. -~ - The sea hag is terribly frightful and has razor sharp teeth. -~ -104 0 0 0 65552 0 0 0 -700 E -4 19 7 0d0+40 1d2+0 -40 1600 -8 8 2 -E -#910 -merman~ -the merman~ -There is a merman swimming here brandishing his trident at you! -~ - The merman has a powerful tail fin instead of legs. -~ -96298 0 0 0 1638416 0 0 0 350 E -5 19 7 1d1+50 1d2+0 -50 2500 -8 8 1 -E -#911 -crab crusty~ -the crusty crab~ -A crusty looking crab is crawling around here searching for food. -~ - It looks like a crab... What more can be said? -~ -65768 0 0 0 65552 0 0 0 0 E -2 20 8 0d0+20 1d2+0 -20 400 -8 8 0 -E -$ diff --git a/lib/world/mob/90.mob b/lib/world/mob/90.mob deleted file mode 100644 index dcf8e06..0000000 --- a/lib/world/mob/90.mob +++ /dev/null @@ -1,122 +0,0 @@ -#9000 -fox desert~ -the desert fox~ -A desert fox watches you carefully, trying to keep a safe distance away. -~ - This sly fox has learned to live in this wasteland and survive off it's -meager wildlife. His tan coat blends with the sand around him, making him -almost impossible to follow as he never stays out in the open for long. -~ -76 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 4 -E -#9001 -spider~ -the spider~ -A small brown and black spider is hiding in the sand. -~ - You've heard stories about these small, but deadly, spiders. They wait for a -victim to walk over them and then they attack. Poisoning their prey with their -deadly venom. It's been rumored that these spiders can even take down full -grown camels. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 4 -E -#9002 -camel~ -the camel~ -A camel spits at you! -~ - These beasts of burden are one of the foulest creatures in the realm. They -reek and have a bad habit of spitting on people. This four legged animal not -only resembles but also acts like a mule. But they are invaluable to someone -trying to cross the desert. They have been known to go months without water. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 4 -E -#9003 -coyote~ -the coyote~ -A coyote slinks away as you approach. -~ - This scavenger lives off the misfortune of those attempting to cross the -deserts. They are known for their intelligence and cunning fighting skills. -They sometimes wander in packs and have been known to attack travellers. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 2 -E -#9004 -scorpion~ -the scorpion~ -A huge scorpion raises its tail and prepares to strike. -~ - These deadly desert dwellers are more poisonous than even the spiders found -in these parts. They are very quick and can attack even when unprovoked. Many -a traveller has been killed simply by almost stepping on one. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -BareHandAttack: 1 -E -#9005 -hyeena~ -the hyeena~ -A hyeena cackles insanely as you pass. -~ - These small dog like creatures are known for their tempers and hunting in -packs to take down large animals. They have an impressive set of sharp small -teeth. They are rarely found alone and always rely on strength in numbers. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 4 -E -#9006 -guildsman ranger man~ -the ranger guildsman~ -An old man stands here leaning on an expertly crafted bow. -~ - He stands with a casualness that radiates enough confidence to make you think -twice before approaching. But then you look at his face and realize he means no -one any harm. He is just here to train those seeking to learn the ways of the -Ranger. -~ -260106 0 0 0 80 0 0 0 1000 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -#9007 -guard ranger man~ -the ranger guard~ -A tall man stands here, casually stringing a bow. -~ - You wonder why this man is just standing out here in the middle of no where. -He seems in no hurry and you almost wonder if he is guarding something. He is -in his middle years and has several scars from what must have been some -horrendous battles. -~ -194570 0 0 0 65616 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 1 -E -$ diff --git a/lib/world/mob/96.mob b/lib/world/mob/96.mob deleted file mode 100644 index c5337c3..0000000 --- a/lib/world/mob/96.mob +++ /dev/null @@ -1,179 +0,0 @@ -#9601 -bushy animal small squirrel~ -a small bushy-tailed animal~ -A small squirrel scampers about. -~ - A little brown squirrel scampers about busily, searching for nuts. Finding -one, he grabs it and begins cracking it, before noticing you. He stands stock -still and stares, waiting for you to make a move. -~ -65608 0 0 0 0 0 0 0 153 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 8 -E -#9602 -bird sparrow~ -a sparrow~ -A sparrow buzzes erratically about. -~ - A small sparrow flies around randomly, collecting food and grass for it's -nest. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -E -#9603 -wizard mad insane~ -the mad wizard~ -A mad wizard stands here, cackling at your presence. -~ - Red lines criss-cross in the mad wizards eyes as he glances around the room. -He dons a purple cone-shaped hat on his head, and he is dressed in ragged blue -robes. -~ -10 0 0 0 16 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 12 -E -T 9603 -T 9604 -#9612 -mole~ -the mole~ -A mole squints at you from the safety of its den. -~ - A mole with velvety brown fur and cute squinty eyes peers at you. He tugs -his nose a few times, then resumes staring at the sky. -~ -10 0 0 0 2 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -6 6 1 -E -#9617 -rabbit lanky white~ -a rabbit~ -A lanky white rabbit hops around here. -~ - Jumping around in a blind frenzy, the rabbit takes little heed in your -appearance. Standing about a foot high, the lanky white speedster expertly -bounds around you, eluding your grasp. -~ -72 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 10 -E -#9618 -fox red wily~ -a red fox~ -A wily red fox sprints around here. -~ - A wily red fox, almost 3 feet long, rushes around the path. Spotting you, he -stops momentarily and stares at you, then continues his everlasting search for -rabbits. -~ -65608 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 4 -E -#9626 -demon bear~ -the bear~ -A demonic bear with blood-red eyes snarls at you. -~ - A huge, 8 foot tall bear snarls menacingly. His blood-red eyes seem to -pulsate eerily, and it raises a blunt claw, making ready to swipe at you. -~ -42 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 8 -E -#9634 -rat~ -a rat~ -A black rat scurries about. -~ - A small black rat, about a foot long, scurries about the floor. -~ -72 0 0 0 0 0 0 0 0 E -7 18 5 1d1+70 1d2+1 -70 4900 -8 8 0 -BareHandAttack: 4 -E -#9642 -rat queen~ -the queen rat~ -The queen of all rats prepares for battle. -~ - The queen of all rats, in all her hideousness. Her jet black fur reflects no -light, and this monster is a full 3 foot long, maybe even longer. Teeth working -in a mad frenzy, it looks ready to kill. -~ -42 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 2 -BareHandAttack: 4 -E -#9647 -knight old~ -the old knight~ -An old knight is here, ready for a last battle. -~ - An old knight is here, he must be at least 70. As hard as it is to believe, -he still finds the strength to wield his sword and armor. What a valiant man. - -~ -10 0 0 0 0 0 0 0 569 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -Str: 18 -E -T 9647 -#9651 -gremlin small~ -a gremlin~ -A small hairy gremlin hops about recklessly. -~ - A small gremlin, about 3 foot high and brandishing sharp claws bounces about. -Although he looks weak, appearances can be deceiving. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 8 -E -T 9650 -#9654 -king~ -the king~ -The King is here, shining his sword of legend. -~ - The King of Domiae seems young. His face is youthful, with no gray hairs or -wrinkles. He has sandy blond hair, but no beard. His blue eyes seem to -penetrate into one's very soul. -~ -10 0 0 0 0 0 0 0 0 E -10 17 4 2d2+100 1d2+1 -100 10000 -8 8 1 -BareHandAttack: 3 -E -T 9654 -T 9666 -$ diff --git a/lib/world/mob/index b/lib/world/mob/index index 90bbbef..316b58a 100644 --- a/lib/world/mob/index +++ b/lib/world/mob/index @@ -1,189 +1,3 @@ 0.mob 1.mob -2.mob -3.mob -4.mob -5.mob -6.mob -7.mob -9.mob -11.mob -12.mob -13.mob -14.mob -15.mob -16.mob -17.mob -18.mob -19.mob -20.mob -22.mob -25.mob -26.mob -27.mob -28.mob -30.mob -31.mob -32.mob -33.mob -35.mob -36.mob -37.mob -38.mob -39.mob -40.mob -41.mob -42.mob -43.mob -44.mob -45.mob -46.mob -50.mob -51.mob -52.mob -53.mob -54.mob -55.mob -56.mob -57.mob -60.mob -61.mob -62.mob -63.mob -64.mob -65.mob -70.mob -71.mob -72.mob -74.mob -75.mob -78.mob -79.mob -83.mob -86.mob -90.mob -96.mob -100.mob -101.mob -103.mob -104.mob -106.mob -107.mob -115.mob -117.mob -118.mob -120.mob -125.mob -130.mob -140.mob -150.mob -169.mob -175.mob -186.mob -187.mob -200.mob -201.mob -211.mob -220.mob -232.mob -233.mob -234.mob -235.mob -236.mob -237.mob -238.mob -239.mob -240.mob -241.mob -242.mob -243.mob -244.mob -245.mob -246.mob -247.mob -248.mob -249.mob -250.mob -251.mob -252.mob -253.mob -254.mob -255.mob -256.mob -257.mob -258.mob -259.mob -260.mob -261.mob -262.mob -263.mob -264.mob -265.mob -266.mob -267.mob -268.mob -269.mob -270.mob -271.mob -272.mob -273.mob -274.mob -275.mob -276.mob -277.mob -278.mob -279.mob -280.mob -281.mob -282.mob -283.mob -284.mob -285.mob -286.mob -287.mob -288.mob -289.mob -290.mob -291.mob -292.mob -293.mob -294.mob -295.mob -296.mob -298.mob -299.mob -300.mob -301.mob -302.mob -303.mob -304.mob -305.mob -306.mob -307.mob -308.mob -309.mob -310.mob -311.mob -312.mob -313.mob -314.mob -315.mob -316.mob -317.mob -318.mob -319.mob -320.mob -321.mob -322.mob -323.mob -324.mob -325.mob -326.mob -343.mob -345.mob -346.mob -555.mob -556.mob -653.mob -654.mob $ diff --git a/lib/world/mob/index.mini b/lib/world/mob/index.mini index 571f6d9..857f13a 100644 --- a/lib/world/mob/index.mini +++ b/lib/world/mob/index.mini @@ -1,4 +1 @@ -0.mob -12.mob -30.mob $ diff --git a/lib/world/obj/0.obj b/lib/world/obj/0.obj index 25775cd..0c17fa8 100644 --- a/lib/world/obj/0.obj +++ b/lib/world/obj/0.obj @@ -1,1337 +1,10 @@ #1 -wings~ -a pair of wings~ -A pair of wings is sitting here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -1 1 0 0 0 -#2 -fire ball fireball~ -a fireball~ -A fireball lies here burning.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#3 -ruby red slippers~ -a pair of ruby slippers~ -A pair of ruby slippers lies here.~ -~ -13 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#4 -emails listing~ -an email listing of the gods~ -The email listing of the gods is pinned against the wall.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 30 0 -E -emails listing~ - HELP CONTACT -~ -#5 -foraged berries~ -some foraged berries~ -A few discolored berries that someone foraged.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 10 0 0 0 -E -berries foraged~ - These blue, red, and even green berries look edible. Though you do wonder -about all those stories of poisonous berries out in the woods. These don't -smell bitter, so they must be fine. -~ -#6 -greens forage~ -some foraged greens~ -Someone has foraged some greens to eat, but just left them here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 20 0 0 0 -E -foraged greens~ - An assortment of leaves and grasses that look rather bland. But if you had -to a person could survive off this meager cuisine. After all, how do you think -all these animals live out here. -~ -#7 -foraged roots~ -some foraged roots~ -A pile of roots that someone collected for dinner.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -2 30 0 0 0 -E -roots foraged~ - Tubular roots of varying sizes and colors. They look very edible. Some of -them are known to even taste good! You recognize on of a purplish hue that is -extremely sweet and is actually considered a delicacy in some parts. -~ -#8 -foraged bark~ -some foraged bark~ -A pile of bark is stacked neatly in front of you.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -3 15 0 0 0 -E -foraged bark~ - Now this is gross! It must be desperate times when you have to turn to -eating tree bark. This stuff is still green luckily so it has some moisture to -it. But you really aren't going to eat this are you? -~ -#9 -foraged nuts~ -some foraged nuts~ -Half a dozen nuts are lined up perfectly on the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 10 0 0 0 -E -nuts foraged~ - A variety of nuts that are very hard to come by. Various animals hoard -these in their lairs, so if you are lucky enough to come across some then you -can just go nutty! -~ -#10 -waybread bread~ -a waybread~ -Some waybread has been put here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 50 0 0 0 -E -waybread bread~ - The waybread is the traditional feed of elves when travelling, they call it -lembas. It is said to refresh the weary traveler greatly. -~ -#11 -water spring water~ -the spring~ -Fresh water is bubbling up from a spring.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -100 100 0 0 -0 0 0 0 0 -#12 -staff sanctum~ -the Staff of Sanctum~ -The Staff of Sanctum stands here waiting to be taken up by those who are worthy.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -50 10 5 7 -20 1000 0 30 0 -T 85 -#13 -Ferret's black book~ -the little black book~ -A little black book is sitting here calling your name.~ -~ -12 bgi 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -book~ - Upon these pages are players that have upset Ferret and will not receive help! - - -Demigod -Saint -Angel -Phoenix -Alexander -&w(Maybe you!)&y -~ -#14 -pile stool steaming~ -a steaming pile of stool~ -A steaming pile of stool has recently been deposited here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#15 -quest_token_zone_1 token~ -a quest token~ -A quest token needs to be returned to the questmaster.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 141 -T 169 -E -quest token~ - It is a plain gold coin with the symbol of Sanctus engraved on both sides. -This token should be taken back to the questmaster to receive a reward. -~ -#16 -quest timer~ -a quest timer~ -A small quest timer is ticking away.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 140 -T 141 -T 142 -E -quest timer~ - This small device looks like an antique gold pocket watch. One small hand -counts down the 10 minutes a questor has to complete their quest. -~ -#17 -quest mobile head~ -the head of the quest mob~ -The head of a quest mob needs to be taken back to the questmaster.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 141 -E -head quest mob~ - This quest item is proof that you have hunted down and killed the quest mob. -It needs to be returned to the questmaster within 10 minutes. -~ -#20 -portal gate gateway~ -a shimmering portal~ -A shimmering portal hovers here forming a gateway to another place and time.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#21 -sword quest War's Blood~ -War's Blood~ -The sword of kings awaits a hero to wield it.~ -~ -5 abdgimnoq 0 0 0 ano 0 0 0 0 0 0 0 -8 10 9 3 -1 1000 0 20 0 -T 80 -E -sword quest war's blood~ - The blade of this beautiful weapon is inlaid with tiny wavelets. The guard -extends far out from the basket hilt, guarding the wielder from all attacks. -Engraved across the blade are these words. "Seek not death. Seek not triumph. -Seek wisdom, honor, and truth. For I wield the spirit of my wielder, and blood -of heroes never dies." These words are written in golden runes across the -polished steel of the blade. War's blood is given only to those warriors meant -for greatness. Remember, the sword wields the spirit of its master. -~ -A -18 5 -A -19 5 -A -1 3 -#22 -Shadow Stealer dagger quest~ -shadow stealer~ -A piece of deepest midnight calls to you here.~ -~ -5 bdgmnpq 0 0 0 ano 0 0 0 0 0 0 0 -10 10 9 11 -1 1000 0 20 0 -T 84 -E -shadow stealer dagger quest~ - This long, thin dagger is made of the blackest metal you have ever seen. It -seems to devour all the light in its vicinity, making it appear as if it were a -part of the very night. As you look at the blade and hilt, you can make out an -inscription which travels from the point of the weapon to its ornately engraved -pommel. "Whosoever would let blood for love, whosoever would make war upon -death, whosoever would give their life to love, make war with my darkness." -Wield this fabled blade of lost love, and become one with the shadows. -~ -A -2 3 -A -14 50 -A -18 5 -#23 -staff spellfire quest~ -the staff of spellfire~ -A burning staff of magical power floats in the air under its own power.~ -~ -5 abdfginopq 0 0 0 ano 0 0 0 0 0 0 0 -6 10 9 7 -1 1000 0 20 0 -E -staff spellfire quest~ - Wrought of the pure weave, bound by mortal spells, wielded by only the -highest of sorcerers, this staff is a burning rod of pure magic. The white -flame that gives it substance flickers and flares as you watch, threatening to -break its magical wards and devour its surroundings. As you hold this weapon, -these words are burned into your mind. "From the flash to the flame, my light -shall guide the wizardry with wisdom. From the beginning to the end, there -will I be; to weave the one force eternal." -~ -A -4 3 -A -3 3 -A -12 50 -#24 -mace quest divine blessing~ -the mace of divine blessing~ -A gift from the gods is here seeking a worthy mortal.~ -~ -5 abdgimopq 0 0 0 ano 0 0 0 0 0 0 0 -6 10 9 7 -1 1 0 20 0 -E -mace quest divine blessing~ - This heavy iron mace hums with suppressed power. Its surface is engraved -with thousands of tiny runes of all the deities that have ever been and ever -will be. Written across the flanges of the head are these words, "Let faith be -the beginning. Let the body be its instrument. Let divinity flow through the -wielder of my force. Believe and be blessed." -~ -A -4 3 -A -3 3 -A -12 50 -#25 -silver bow quest~ -the silver bow of the light~ -A mighty force for good seeks a champion of the light.~ -~ -5 abdgiklq 0 0 0 ano 0 0 0 0 0 0 0 -8 10 9 14 -1 1000 0 20 0 -E -silver bow quest light~ - Resplendent as the sun, this bow of pure silver seems to exude purity and -goodness. The bow itself is a shaft of pure silver, inscribed with sunbursts -and lightning bolts. Its string is a thread of purest white light that shimmers -as you look at it. No arrow is needed for this mighty weapon. Its wielder need -never carry a quiver. If you listen closely, you can hear the weapon humming -with its own energy. If you listen long enough you might hear these words in -its song. "Let light banish darkness. Let Hope banish fear. I am the herald -of the end. Where I strike, only light remains." -~ -A -12 50 -A -13 50 -A -18 5 -#26 -spear balance quest~ -the spear of balance~ -The greatest symbol of balance seeks the hearts of evil and good alike.~ -~ -5 abdgjkq 0 0 0 ano 0 0 0 0 0 0 0 -8 10 9 11 -1 1000 0 20 0 -E -spear quest balance~ - The Lance of heroes. The spear of mortal man. The shaft of this legendary -pike is carved from the wood of the tree of life. Though separated from the -tree that gave it life, the wood is a living, thinking entity. Full 6 feet in -length, the shaft's wood is smooth and unbroken by any scratch or mark. The -head of the spear is a huge dragon's fang, rumored to be from the mouth of the -god Balm himself. Etched in runes across the head of the spear are these words. -"Find gray where only black and white were before. Seek truth where others seek -good and evil. Bring justice through the scales of balance. Then may you wield -the truth that is my gift." -~ -A -12 50 -A -13 50 -A -14 50 -#27 -axe quest doomslaying~ -the axe of doomslaying~ -The axe meant to end all that is good in the realms floats here seeking a head to remove.~ -~ -5 bdgjlq 0 0 0 ano 0 0 0 0 0 0 0 -10 10 9 3 -1 1000 0 20 0 -T 83 -E -axe doomslaying quest~ - Darkest midnight, purest evil, death embodied. This weapon is the end of all -that is good. Made only of shadows and the taint that is the most obscene -corruption, the head of this axe is jagged and spiked. The blade is balanced by -a wicked spike giving this ancient weapon the look of a warped headsman's axe. -No light seems to reach it, no living thing seeks its touch. Tendrils of sickly -smoke rise from the blade tainting your thoughts and the very air around you. -It calls you, it draws you. "Wield me, worship me, watch me take the blood of -the pure. Become one with my taint. Feel the foulness fermenting your soul. -Accept evil, accept the shadow. Wield me and become death. Become immortal." -~ -A -18 5 -A -19 5 -A -2 3 -#28 -cap quickling quest~ -the cap of quickling~ -A small cap of the faerie folk seeks the grasp of a true quickling.~ -~ -11 dfgq 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 20 0 -E -cap quickling quest~ - This small green cap is made of a fine velvet lined with silk. Its material -seems to conform to your touch, as if trying to accommodate itself to your -grasp. Its only distinctive feature is a emerald studded silver stickpin -jutting jauntily out of the front of the cap. A peace of silk ribbon forms a -band around the inside of the brim. These words have been embroidered into the -cap's material. "The world is a wonder. A wonder to wander. To wander the -wonderful world. That is the life of a sprite. Come, my brothers, for much is -lost that we may find. Come, my sisters, for many are lost that we may love. -Happiness is a laugh away. Live and laugh and love; that is joy." -~ -A -14 50 -A -2 3 -A -17 -10 -#29 -armbands midnight sun land quest~ -the armbands of the land of the midnight sun~ -The symbol of trollish heroes awaits the next leader of the tribes.~ -~ -9 bdgiq 0 0 0 ai 0 0 0 0 0 0 0 -10 0 0 0 -1 1000 0 20 0 -E -armbands land midnight sun quest~ - These huge bands of red metal are scratched and marked from years of battle -and blood. Crude markings cover their surface, chronicling the history of the -trollish race in gory detail. Marked in magical runes on the inside of each -band are these words. "Breaking bones, bringing blood, battering battle, bless -me brothers, My eyes see red, my claws drip scarlet, and my soul is crimsoned -with the blood of the hunt. We will triumph, for there is no cure for death." -~ -A -1 3 -A -13 50 -A -5 3 -#30 -star man quest~ -the star of man~ -The light of humanity guides you onward here.~ -~ -1 abdgq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -2 1000 0 20 0 -E -star man quest~ - This beautiful gem was mined from the center of the mountain from which the -stone of Sanctus's walls is constructed. It pulses with the glow of true magic. -Carved by the finest craftsman, enchanted by the most powerful wielders of the -magical arts, this stone was made for the greatest of the human race. Look into -its depths, and see all the souls of mortal man. It has no peer, no equal, and -has yet to be classified by dwarven miners or gnomish scholars. The human who -holds it holds the light of all humanity in their grasp. -~ -A -12 50 -A -13 50 -A -14 50 -#31 -shield quest wyrmguard~ -WyrmGuard~ -The protection of dragon-kind seeks the next hero of the wryms.~ -~ -9 abdgq 0 0 0 aj 0 0 0 0 0 0 0 -10 0 0 0 -5 1000 0 20 0 -T 86 -E -shield quest wyrmguard~ - Torn from Balm's breast, this scale has been shaped into a shield of -unrivaled strength and beauty. Its diamond shape expands and shapes itself to -protect any dragon who bears it, from the youngest of hatchlings, to the most -ancient of wyrms. The shield shimmers and wavers with all the colors of the -rainbow. In its shimmering depths can be seen all the colors of every dragon -that has ever come to pass. Magical runes circle the shield's rim. "Come wind, -come fire. Come Thunder, come rain. My bearer need never fear. Come giants to -duel. My roar of triumph will be the last you ever hear." -~ -A -17 -10 -A -3 3 -A -12 50 -#32 -heartguard armor quest~ -HeartGuard~ -The pride of the dwarven race lies here unused.~ -~ -9 bdgiq 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -10 1000 0 20 0 -E -heartguard armor quest~ - This armor has been forged from the purest iron that can be found in mortal -realms. Its surface has been polished time and time again till it gleams with -dark perfection. The finest dwarven smiths have placed all their knowledge in -its making. The most hallowed dwarven priests have gifted this armor with their -blessing. It has no peer, no equal. Inscribed on the armor's breastplate are -these words: "To march to the clang of the hammer. To be cooled by the -whistling wind of the whirling axe. Come foe, come fool; Break yourself on the -rock of the dwarf. Eternal wealth awaits, and we will not be denied." -~ -A -18 5 -A -19 5 -A -13 50 -#33 -scholar's guide jeweler's loop quest~ -Scholar's Guide~ -The Guide to all Gnomish knowledge hums here quietly.~ -~ -11 abdgq 0 0 0 aco 0 0 0 0 0 0 0 -0 0 0 0 -3 1000 0 20 0 -E -scholar's guide jeweler's loop quest~ - You are looking at what could quite possibly be one of the most beautiful -peaces of artistry ever made. This finely crafted jeweler's loop is suspended -from a chain of golden links. The loop itself is a perfectly made combination -of ground glass, perfectly crafted silver, and precision gnomish workmanship. -It is so simple as to be elegant. A tiny plaque hangs from the chain that -suspends the loop. "To you who would sacrifice for life, join me. To you who -would become a slave to wonder, hold me. To you who seek riches through -learning, I am yours." -~ -A -3 3 -A -12 50 -A -4 3 -#34 -boots strider quest~ -the boots of the strider~ -The companions to the wanderlust sit here waiting for travel.~ -~ -9 bdgq 0 0 0 ag 0 0 0 0 0 0 0 -10 0 0 0 -5 1000 0 20 0 -E -boots strider quest~ - These fine boots have been made from the hides of monsters and beasts the -world over. They are unadorned black suede leather, with a thick sole and -steel toe. The stitching that holds them together is so fine as to be -invisible. As you look at them, words enter your mind. "Trip over mountain. -Stride over sea. Travel across desert. Run between the forest trees. Be bold, -be brave. Be unfettered. Let us run the world over. You and me." -~ -A -14 50 -A -5 3 -A -2 3 -#35 -battleaxe dragonbane quest axe~ -the Battleaxe of Dragonbane~ -The bane of all wyrmkin seeks the heart of a dragon.~ -~ -5 abdgiq 0 0 0 ano 0 0 0 0 0 0 0 -10 10 9 3 -10 1000 0 20 0 -E -battleaxe dragonbane quest~ - There is no greater weapon in mortal hands. This is an instrument of death. -The two-headed axe was meant for the hands of a giant. The shaft and hilt of -this mighty blade are formed from a gray stone that can never be chipped or -broken. The head of the weapon is formed from two massive pieces of obsidian, -shaped like diamonds, side by side. However this vicious object has but one -purpose. Etched into the two heads of the axe are these words. "Slash, slice, -swerve and swipe. Dodge, duck, down and up. I draw the blood of the weak. -Thunder marks my strike. Lightning shines when I am drawn. I am the storm to -end all. I am the dragonbane." -~ -A -13 50 -A -19 5 -A -18 5 -#36 -cloak Elven court quest~ -the cloak of the elven court~ -A heavy cloak of brown and green is here for the next elven king.~ -~ -9 dgq 0 0 0 ack 0 0 0 0 0 0 0 -10 0 0 0 -4 1000 0 20 0 -E -cloak elven court quest~ - A heavy, richly embroidered, cloak of green and brown. Its color changes as -you move, blending in with the world around you. A simple wooden clasp holds it -together at the neck. It would be like any other nobleman's traveling cloak -were it not for one thing. Laced with thread so fine it almost isn't there, the -symbol of the Elven court is sewn over the breast of the cloak. This is the -garment of the Elven court. Its bearers are the pride of their race. Only 6 -heroes have ever been worthy to wear such a mark of honor. -~ -A -2 3 -A -3 3 -A -14 50 -#37 -Gloves kindred quest~ -Gloves of the Kindred~ -Some fine gloves sit hear itching to grab something.~ -~ -11 dgq 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -3 1000 0 20 0 -E -gloves kindred quest~ - A set of lithe leather riding gloves. The leather is so thin as to almost -not be there. The palm and fingertip of each glove are padded with a lining of -cloth to protect the wearer's hand against harm. Looking at these tiny gloves -you wonder what keeps them from just tearing at the slightest pressure. -~ -A -13 50 -A -14 50 -A -2 3 -#38 -gem sanctum~ -a gem of sanctum~ -One of the lost treasures of Sanctum is here.~ -~ -4 a 0 0 0 ao 0 0 0 0 0 0 0 -30 1 1 26 -1 1000 0 0 0 -T 90 -E -gem sanctum~ - This is one of the treasures from the hoards of the city of Sanctum. -~ -#39 -staff curative~ -a curative staff~ -A staff used by the healers of Sanctum is here.~ -~ -4 b 0 0 0 ao 0 0 0 0 0 0 0 -30 1 1 43 -1 1000 0 0 0 -E -curative staff~ - This beautiful staff is used by the healers of sanctum. -~ -#40 -runestone sanctum church~ -a runestone of Sanctum~ -A runestone of the church of Sanctum has been left here.~ -~ -4 b 0 0 0 ao 0 0 0 0 0 0 0 -30 1 1 36 -1 1000 0 0 0 -E -runestone Sanctum church~ - This is one of the runestones used by the priests of Sanctum in their duties. - -~ -#41 -Bell sanctum freedom~ -the bell of Sanctum's freedom~ -The symbol of Sanctum's freedom waits to be returned to its city.~ -Nothing. -~ -4 b 0 0 0 ao 0 0 0 0 0 0 0 -30 1 1 39 -1 1000 0 0 0 -E -bell sanctum's freedom~ - This is the bell that represents the freedom of the city of Sanctum. -~ -#42 -hammer Sanctum~ -the hammer of Sanctum~ -The hammer used to ring Sanctum's mighty bell is here.~ -~ -4 ab 0 0 0 ao 0 0 0 0 0 0 0 -30 1 1 3 -1 1000 0 0 0 -E -hammer Sanctum~ - This is the hammer used to ring the bell of freedom in the church of Sanctum. - -~ -#43 -Guards Eternal Flame quest~ -Guards of the Eternal Flame~ -The spirit of Wyvern Rulers seeks a new Guardian of the flames.~ -~ -9 adfgq 0 0 0 af 0 0 0 0 0 0 0 -10 0 0 0 -5 1000 0 30 0 -E -guards eternal flame quest~ - Guardians of history, heroes of legend, Ancients of elder years. These are -the Guards worn by those chosen to rule all of Drake kind. The material that -forms them glows and smokes like living flame. However, it is cool to the -touch, forming an impenetrable barrier against all attacks. These leggings seem -to shimmer before your very eyes, fact or fiction, they look as though they -could vanish at any turn. Looking deep into the fire that is their strength you -see these words in yellow and red flame. "Drawn from the depths. Delivered -from death. Directed by Divinity. I am the truth. The light. The guardian of -hope and the future. Find comfort in my flames. Find strength in my touch. -For with me lies all that is to come." -~ -A -6 3 -A -13 50 -A -14 50 -#44 -questpoint setter immortal device~ -a questpoint setter~ -An immortal device to set questpoints.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 34 0 -T 168 -#46 -key gateguard~ -the gateguard key~ -The gateguards key was left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#47 -magic eight ball eightball~ -the magic eight ball~ -A mysterious looking magic eight ball holds the answer.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 6 -E -magic eight ball~ - Simply "shake eightball" to have all of your questions answered. -~ -#48 -bed comfy~ -a comfy bed~ -A comfy bed is begging you to take a nap.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -comfy bed~ - This bed is beckoning you to lie down and get some much needed sleep. -Just "sleep bed" -~ -#49 -quarter coin~ -a quarter~ -A typical U.S. quarter that appears to be perfect for flipping.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 37 -E -coin quarter~ - This quarter is perfect for deciding those difficult boolean questions you -may have. Just "flip quarter" -~ -#50 -generic light~ -a generic light~ -A generic light is lying here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 1 0 0 0 -E -generic light~ - Since this light is completely generic there are no distinctive features -worth noticing. -~ -#51 -generic ring rfinger~ -a generic ring~ -A generic ring is lying here.~ -~ -9 0 0 0 0 abo 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic ring right~ - Since this ring is completely generic there are no distinctive features worth -noticing. -~ -#52 -generic ring lfinger~ -a generic ring~ -A generic ring is lying here.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic ring left~ - Since this ring is completely generic there are no distinctive features worth -noticing. -~ -#53 -generic neck1 necklace~ -a generic necklace~ -A generic necklace is lying here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic neck1 necklace~ - Since this necklace is completely generic there are no distinctive features -worth noticing. -~ -#54 -generic neck2 necklace~ -a generic necklace~ -A generic necklace is lying here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic neck2 necklace~ - Since this necklace is completely generic there are no distinctive features -worth noticing. -~ -#55 -generic body armor~ -a set of generic body armor~ -A set of generic body armor is lying here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic body armor~ - Since this body armor is completely generic there are no distinctive features -worth noticing. -~ -#56 -generic helm~ -a generic helm~ -A generic helm is lying here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic helm~ - Since this helm is completely generic there are no distinctive features worth -noticing. -~ -#57 -generic leggings~ -a pair of generic leggings~ -A pair of generic leggings are lying here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic leggings~ - Since this pair of leggings is completely generic there are no distinctive -features worth noticing. -~ -#58 -generic boots~ -a pair of generic boots~ -A pair of generic boots are lying here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic boots~ - Since the pair of boots are completely generic there are no distinctive -features worth noticing. -~ -#59 -generic gloves~ -a pair of generic gloves~ -A pair of generic gloves are lying here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic gloves~ - Since the pair of gloves are completely generic there are no distinctive -features worth noticing. -~ -#60 -generic sleeves~ -a pair of generic sleeves~ -A pair of generic sleeves are lying here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic sleeves~ - Since the pair of sleeves are completely generic there are no distinctive -features worth noticing. -~ -#61 -generic shield~ -a generic shield~ -A generic shield is lying here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic shield~ - Since the shield is completely generic there are no distinctive features -worth noticing. -~ -#62 -generic cape~ -a generic cape~ -A generic cape is lying here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic cape~ - Since the cape is completely generic there are no distinctive features worth -noticing. -~ -#63 -generic belt~ -a generic belt~ -A generic belt is lying here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic belt~ - Since the belt is completely generic there are no distinctive features worth -noticing. -~ -#64 -generic wristguard~ -a generic wristguard~ -A generic wristguard is lying here.~ -~ -9 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic wristguard~ - Since the wristguard is completely generic there are no distinctive features -worth noticing. -~ -#65 -generic wristguard~ -a generic wristguard~ -A generic wristguard is lying here.~ -~ -9 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic wristguard~ - Since the wristguard is completely generic there are no distinctive features -worth noticing. -~ -#66 -generic weapon~ -a generic weapon~ -A generic weapon is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 2 0 -1 2 0 0 0 -E -generic weapon~ - Since this weapon is completely generic there are no distinctive features -worth noticing. -~ -#67 -generic staff~ -a generic staff~ -A generic staff is lying here.~ -~ -9 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic staff~ - Since this staff is completely generic there are no distinctive features -worth noticing. -~ -#68 -commissars key~ -the Commissar's key~ -A large key painted red and hanging on a metal ring was left here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -E -commissars key~ - This old fashioned skeleton key has been painted a bright red and is all -alone on an over-sized metal key ring. -~ -#69 -wooden signopened~ -a wooden sign~ -A simple wooden sign hanging from a shop to the North states, "OPEN."~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -wooden sign~ - The wooden sign says OPEN in big bright letters. -~ -#70 -wooden signclosed~ -a wooden sign~ -A simple wooden sign hanging from a shop to the North states, "CLOSED."~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -wooden sign~ - The wooden sign says CLOSED in big bright letters. -~ -#71 -chinese finger trap fingertrap cardboard tube~ -a chinese finger trap~ -A strange and colorful tube was left here. It is made from cardboard intricately woven together.~ -~ -11 g 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 0 -T 87 -E -chinese finger trap fingertrap cardboard tube~ - It consists of at least a dozen different colors of cardboard woven together -into a tube. The holes on each end are just about the right size to stick a -finger in. -~ -A -2 -5 -A -1 -5 -A -3 -5 -#80 -paintball gun red~ -a red paintball gun~ -A red paintball gun was abandoned here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 0 -T 97 -#81 -paintball gun blue~ -a blue paintball gun~ -A blue paintball gun was abandoned here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 0 -T 96 -#82 -teleporter~ -the teleporter~ -A strange device labeled "teleporter" was left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -T 99 -T 176 -E -teleporter~ - This teleporter is used to transfer players between zones. Accessible zones -are listed under HELP ZONES by being CAPITALIZED. For example to teleport to: - 74 Newbie GRAVEyard -- Jojen 3- 5 -type: teleport grave - The teleporter may also be used to recall back to Midgaard at any time. - -Uncapitalized zones are linked through a capitalized zone. -~ -#83 -slip paper tapcode code~ -a slip of paper~ -A small slip of paper has something written on it.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -slip paper tapcode code~ - Below is a tap code we use to communicate through the walls by tapping 2 numbers. -TAPS| 1 | 2 | 3 | 4 | 5 | -1 | A | B |C/K| D | E | The first designates the horizontal row and the 2nd -2 | F | G | H | I | J | designates the vertical row. The letter W, for -3 | L | M | N | O | P | example, would be 5-2. The letter H would be 2-3. -4 | Q | R | S | T | U | The letter "c" works double duty as a c or k. -5 | V | W | X | Y | Z | -~ -#84 -drain shower hidden~ -the shower drain~ -.a hidden object!~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -5 5 -1 0 -0 0 0 0 0 -E -shower drain~ - The metal drain is covered with years of hair and grime. Several screws -holding the drain in place seem to be missing. -~ -#85 -pick iron~ -a small pick~ -A small piece of metal wire has been sharpened into a pick.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -pick iron~ - This small piece of wire has been filed or sanded into a sharp point and -resembles some time of lock picking device. -~ -#86 -shackles pair~ -a pair of shackles~ -A pair of shackles have been left here open.~ -~ -12 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -15 2 0 0 0 -E -shackles pair~ - These iron shackles are heavy with a chain of about 20 links connecting the -two ankle braces. -~ -A -14 -5 -#87 -throne chair bayonets~ -a throne of bayonets~ -A throne of sharp bayonets looks like the last place you would want to sit.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 0 -0 0 0 0 0 -E -throne chair bayonets~ - The chair is made completely out of bayonets with the sharpest points in the -most inconvenient of spots. A plaque on the bottom reads: "You can build a -throne of bayonets, but you can't sit on it for long." -~ -#88 -idleout timer stayalive bracelet~ -a stayalive bracelet~ -A bright orange plastic bracelet was left here.~ -~ -12 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 195 -E -idleout timer stayalive bracelet~ - The bracelet is made of a garish orange plastic with the letters STAYALIVE -carved into the outer band. It is rumored that this bracelet will keep people -from going linkdead. -~ -#89 -iron shackles~ -a pair of iron shackles~ -A pair of shackles are securely fastened around both of your ankles.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 89 -T 180 -E -iron shackles pair~ - The shackles are locked closed about your ankles with the link chain looped -through a steel ring cemented into the floor. -~ -#90 -ice cream 99 flake~ -an ice cream~ -An ice cream has been dropped here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -1 4 0 0 1 -E -ice cream 99 flake~ - Known as the 99, it is an ice cream cornet with a stick of chocolate rammed -in. First sold in 1922 at the ice cream shop at 99 the High Street, Portobello, -Scotland. -~ -#91 -full english breakfast fatty food~ -an English Breakfast~ -A full English Breakfast is being served here in all its fatty glory.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -4 8 0 0 0 -E -full english breakfast fatty food~ - 'Heaven on a plate' or the quickest route to a heart attack. Eggs, bacon, -sausages, baked beans, hashed browns, mushrooms, tomatoes, black pudding and -fried bread. Available variants include the so-called Jewish Breakfast, served -with turkey ham and beef sausages, or the vegetarian breakfast, served with -quorn sausages. -~ -#92 -tea mug cup nice tea~ -a nice mug~ -A nice mug of tea has been left here.~ -~ -17 i 0 0 0 a 0 0 0 0 0 0 0 -2 2 11 0 -7 1 0 0 0 -E -mug cup tea nice~ - A nice mug of fair trade tea, all you need now is a nice piece of cake. -From its home in China to the break times of Britain, Tea is the drink of Asian -Emperors and European Monarchs, as well as sweatshop workers in the east and IT -workers in the west. -~ -#93 -board~ -the warriors board~ -The warriors board has been posted here to allow fellow fighters to communicate.~ +board immortal~ +the immortal board~ +The immortal bulletin board is here.~ +Made specifically for immortals to post on. ~ 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -#94 -clerics board~ -the clerics board~ -A bulletin board for clerics to keep in touch with each other.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#95 -thieves board~ -the thieves board~ -A board for thieves to relate their current plots and schemes is hidden here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#96 -mages board~ -the mages board~ -A board for mages to post to others in their class is glowing brightly here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#97 -coffee cup mug coffee~ -a cup~ -A coffee cup has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 12 0 -2 5 0 0 0 -E -cup coffee mug~ - A coffee cup, it is marked with the letters 'TBA'. Coffee originated from -the Kaffa region in Ethiopia, and while long drunk in the Arab world, it did -not enter Europe until the British East India Company began to import the -product in the 16th Century. The first coffee house in Europe was founded in -Oxford during 1650, and by 1670 there was already a coffee house in the -Massachusetts Bay Colony. -~ -#98 -board sign notice writing~ -a sign~ -@gA small @Gsign@g hangs on the wall.@n~ -~ -12 dq 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -board sign notice writing~ - Please keep discussions within the room as much as possible, so that people -can build with clear screens. -~ -#99 -scythe death~ -the Scythe of Death~ -The Scythe of Death rests heavily on the ground.~ -~ -5 jkmno 0 0 0 an 0 0 0 0 0 0 0 -0 5 10 5 -40 1000 0 20 0 -E -scythe death~ - It is a very heavy scythe. The gray handle is made from hard wood and the -long iron blade is completely smooth from countless years of use. It feels cold -to the touch. -~ $~ diff --git a/lib/world/obj/1.obj b/lib/world/obj/1.obj index 3a30f9f..f284cd9 100644 --- a/lib/world/obj/1.obj +++ b/lib/world/obj/1.obj @@ -1,1460 +1,645 @@ #100 -portal~ -the portal~ -A shimmering portal leading to Midgaard has been placed here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 100 -#101 -beer bottle imported beer~ -an imported bottle of beer~ -A bottle of imported beer has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 1 0 -13 20 0 0 0 -#102 -stout bottle malt liquor ale~ -a stout bottle~ -A dark bottle of stout malt liquor has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 3 0 -13 140 0 0 0 -#103 -glass firebreather~ -a glass~ -A glass of firebreather was left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 7 0 -13 200 0 0 0 -#104 -bottle brew special local~ -a bottle~ -A dark bottle of some special brew was left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 8 0 -10 5 0 0 0 -#105 -green robe~ -a green robe ~ -A green robe of the magi lies here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -1 500 0 0 0 -E -green robe magi~ - This beautiful flowing robe is the prized possesion of the magi. It is -strange to find it here. -~ -#106 -red robe~ -a red robe~ -A beautiful red magi robe~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -3 0 0 0 -3 500 0 0 0 -E -red robe~ - The robe of the order of the red magi. Very well made. -~ -#107 -blue robe~ -a blue robe~ -A blue robe sits here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -4 0 0 0 -5 500 0 0 0 -E -blue robe~ - The robe of the order of the blue magi. Very well made. -~ -#108 -round fishing hat~ -a fishing hat~ -A round fishing hat has been left here.~ +padded armor~ +some padded armor~ +Some padded armor has been discarded here.~ ~ 9 0 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -1 40 0 0 0 -E -hat fishing round~ - Round, rumpled, and covered in lures, this hat must have been someone's -favorite. -~ -#109 -waybread bread~ -a waybread~ -Some waybread has been put here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 5 0 0 0 -E -waybread bread~ - The waybread is the traditional feed of elves when traveling, they call it -lembas. It is said to refresh the weary traveler greatly. -~ -#110 -dried rations~ -some dried rations~ -Some dried rations has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -18 0 0 0 -1 7 0 0 0 -E -rations dried~ - These rations are bland and serve no other purpose than to keep you alive. - -~ -#111 -apple~ -an apple~ -A nice looking delicious red apple has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 2 0 0 0 -E -apple~ - The apple looks fresh, except for one small worm hole in, nothing wrong with -a little protien in your diet. -~ -#112 -crescent~ -a crescent~ -A tasty looking crescent has been dropped here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -15 0 0 0 -1 5 0 0 0 -E -crescent~ - The crescent looks warm and flaky, just how you like it... -~ -#113 -bourbon shot whisky~ -a shot~ -A shot of bourbon is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 5 0 -5 230 0 0 0 -E -bourbon shot~ - This is the kind of liquor that makes successful peopl into sloppy drunks. -You sure you're man or woman enough to drink this stuff? -~ -#114 -pretzel~ -a pretzel~ -A pretzel has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 5 0 0 0 -E -pretzel~ - Heavily salted, you better buy a drink if you're gonna eat this thing. -~ -#115 -safe banks~ -a huge safe~ -A huge safe sits behind the counter, filled with gold coins.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -safe~ - The door is propped open, the glint of gold coins sparkles from the lantern -overhead. Looks like enough gold is contained within to retire and live a full -life. Too bad no one ever steals from this bank. -~ -#116 -bench~ -the bench~ -A bench of black polished granite looks mighty uncomfortable.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -bench granite black~ - The bench is carved out of a single block of black granite and has been -polished to a smooth shine. -~ -#117 -rack armor~ -a rack of armor~ -A rack of armor rests here against one wall.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -rack armor~ - Chain mail shirts, leggings, helms, sleeves, everything an adventurer could -ever need. -~ -#118 -rack weapons~ -a rack of weapons~ -A rack of weapons leans against the wall.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -rack weapons~ - Swords, clubs, implements of masss destruction for the taking, at the right -price of course -~ -#119 -yellow robe~ -a yellow robe~ -A yellow robe of the Magi was left here, how strange.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -3 0 0 0 -3 500 0 0 0 -E -yellow robe~ - An expertly woven silken cloth of very high quality, most magi would die -before giving one of these up. -~ -#120 -dagger~ -a dagger~ -A dagger with a long thin blade is here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 11 -2 30 0 0 0 -E -dagger~ - A simple dagger used by thieves and hoodlums to relieve the unwary of their -money. -~ -#121 -sword small~ -a small sword~ -A small sword lies here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 11 -3 75 0 0 0 -E -sword~ - The basic sword of the Sanctus army. Nothing spectacular about it. -~ -#122 -gray robe~ -a gray robe~ -An exquisite gray robe is rumpled in a corner.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -4 0 0 0 -3 500 0 0 0 -E -gray robe~ - This simple robe is the type used by Magi of the gray order. -~ -#123 -club wooden~ -a wooden club~ -A simple looking wooden club is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 3 7 -3 50 0 0 0 -E -club~ - Your basic club, nothing very remarkeable about it. -~ -#124 -mace~ -a mace~ -A mace is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 7 5 -6 60 0 0 0 -E -mace~ - This mace is made of a heavy polished metal with small spikes on the end. -Look deadly -~ -#125 -flail large~ -a flail~ -A large flail is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 7 -6 100 0 0 0 -E -flail~ - A strange weapon, you wonder if you even know how to use it. -~ -#126 -purple robe~ -a purple robe~ -A magnificent purple robe was deserted here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -5 500 0 0 0 -E -purple robe~ - Another impressive robe of the Magi. This robe looks to be in very good -shape. -~ -#127 -brass knuckles~ -some brass knuckles~ -Some brass knuckles are here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 2 5 7 -6 200 0 0 0 -E -knuckles brass~ - These, heavy, wicked looking knuckles could do some serious damage if worn -on the hands. -~ -#128 -cigarette~ -a cigarette~ -An un-smoked cigarette has been left here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -cigarette~ - A perfectly good cigarette, home-made by the looks of it, but wrapped very -neatly. -~ -#129 -black robe~ -a black robe~ -A black robe of the Magi hangs on a small coatrack.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -4 0 0 0 -1 500 0 0 0 -E -black magi robe~ - This robe is very hard to focus on. When you stare at it your eyes seem to -slide right off the black velvety material. -~ -#130 -torch~ -a torch~ -A large torch.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 24 0 -1 20 0 0 0 -E -torch~ - Your basic torch, nothing very remarkeable about it. -~ -#131 -lantern brass~ -a lantern~ -A brass lantern is here.~ -~ -1 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 96 0 -1 50 0 0 0 -E -brass lantern~ - Your basic lantern, nothing very remarkeable about it. Just a fuel tank, -glass covering and a wick. -~ -#132 -bag~ -a bag~ -A small bag is here.~ -~ -15 h 0 0 0 ao 0 0 0 0 0 0 0 -50 0 0 0 -2 100 0 0 0 -E -bag~ - A simple bag to help you carry all of your belongings. -~ -#133 -backpack~ -a backpack~ -A backpack is here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -40 5 -1 0 -5 250 0 0 0 -E -backpack~ - A hefty backpack that can carry more than a bag. -~ -#134 -dog collar~ -a dog collar~ -A dog collar was left here, what happened to the poor dog?~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 0 -E -dog collar~ - It looks mangled and chewed, the dog probably pulled it off. -~ -#135 -catnip~ -some catnip~ -A pile of catnip is here waiting for a cat to enjoy it.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -catnip~ - This stuff drives cats bonkers. -~ -#136 -broom~ -a broom~ -A broom is lying on the floor.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 0 -E -broom~ - Looks like the streetsweep must be taking a break, he left his broom lying -here. -~ -#137 -whisky dirty glass whisky~ -a dirty glass~ -A filthy glass of whiskey was left here, waiting to be emptied.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -5 5 5 0 -5 75 0 0 0 -E -whisky dirty glass~ - You think that's whisky in there. The glass is so filthy you can't be sure. - -~ -#138 -wine white glass wine~ -a glass~ -A glass of white wine is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -5 5 2 0 -10 15 0 0 0 -E -wine white glass~ - A very fancy and tall glass holding some white wine. The drink of the -middle class. -~ -#139 -champagne speciality local~ -a champagne glass~ -A champagn glass sits on the ground.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -4 4 8 0 -10 25 0 0 0 -E -local speciality champage~ - A tall glass with a long skinny stem. The type of glass that rich folk use -to drink bubbly. -~ -#140 -cloth jacket~ -a cloth jacket~ -A jacket is lying on the floor~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -5 100 0 0 0 -E -cloth jacket~ - A rugged looking cloth jacket. -~ -#141 -leather gloves~ -a pair of leather gloves~ -A pair of leather gloves lie here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -5 170 0 0 0 -E -leather gloves~ - Rugged looking brown leather gloves. -~ -#142 -shield wooden~ -a wooden shield~ -A small wooden shield is lying on the ground.~ +1 1 0 0 +10 4 0 0 0 +#101 +erdlu leather armor~ +some erdlu leather armor~ +An unfinished object is lying here.~ +~ +9 0 0 0 0 ae 0 0 0 0 0 0 0 +1 1 0 0 +5 5 0 0 0 +#102 +studded leather jacket~ +a studded leather jacket~ +A jacket made from studded leather lies here.~ +~ +9 0 0 0 0 ae 0 0 0 0 0 0 0 +2 1 0 0 +13 10 0 0 0 +#103 +bone chitin armor~ +some bone and chitin armor~ +A piece of armor made from bone and chitin lies here.~ +~ +9 0 0 0 0 ae 0 0 0 0 0 0 0 +1 1 0 0 +20 12 0 0 0 +#104 +pair padded sleeves~ +a pair of padded sleeves~ +A pair of padded cloth sleeves lie here abandoned.~ ~ 9 0 0 0 0 aj 0 0 0 0 0 0 0 -2 0 0 0 -3 500 0 0 0 -E -wooden shield~ - It's small, it's wooden. +1 1 0 0 +5 10 0 0 0 +#105 +pair padded leggings~ +a pair of padded leggings~ +A pair of padded leggings lie here in the dust.~ ~ -#143 -pants pair black leather~ -a pair of black leather pants~ -A pair of black leather pants lie on the ground.~ +9 0 0 0 0 ag 0 0 0 0 0 0 0 +1 1 0 0 +5 10 0 0 0 +#106 +pair cloth gloves~ +a pair of cloth gloves~ +A pair of yellowed cloth gloves lie here.~ +~ +11 0 0 0 0 ai 0 0 0 0 0 0 0 +0 0 0 0 +2 10 0 0 0 +#107 +pair leather gloves~ +a pair of leather gloves~ +A pair of thick leather gloves have been left here.~ +~ +9 0 0 0 0 ai 0 0 0 0 0 0 0 +1 1 0 0 +6 10 0 0 0 +#108 +bone helmet~ +a bone helmet~ +A helmet made of bone has been discarded here.~ ~ 9 0 0 0 0 af 0 0 0 0 0 0 0 -5 0 0 0 -10 300 0 0 0 -E -black leather pants~ - These pants are in very good condition. They would provide minimal -protection during a fight. +1 1 0 0 +12 18 0 0 0 +#109 +padded cloth helmet~ +a padded cloth helmet~ +A padded cloth helmet has been left here.~ ~ -#144 -helm leather~ -a leather helm~ -A leather helm is lying on the ground.~ +9 0 0 0 0 af 0 0 0 0 0 0 0 +1 1 0 0 +4 11 0 0 0 +#110 +braxat hide jacket~ +a braxat hide jacket~ +A thick jacket made of braxat hide has been abandoned here.~ ~ 9 0 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -5 100 0 0 0 -#145 -jacket scale~ -a scale mail jacket~ -A scale mail jacket is lying on the ground.~ +3 3 0 1 +30 250 0 0 0 +#111 +pair thick leather sleeves~ +a pair of thick leather sleeves~ +Cured and stitched tight, a pair of thick leather sleeves are here.~ ~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -10 500 0 0 0 -#146 -blood pool~ -a pool of blood~ -A pool of blood from a recent kill has collected here.~ +9 0 0 0 0 aj 0 0 0 0 0 0 0 +1 1 0 0 +14 30 0 0 0 +#112 +pair sandals~ +a pair of sandals~ +Some cheap looking sandals have been left in the dust here.~ ~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -10 10 13 0 -0 0 0 0 0 -#147 -splugen bottle beer~ -an exotic bottle of beer~ -Some exotic beer from far away.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -10 10 1 0 -15 50 0 0 0 -E -splugen beer bottle~ - This beer looks and tastes like formaldehyde. -~ -#148 -blue velvet pants~ -some blue velvet pants~ -A pair of blue pants made from a fine fabric.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -3 0 0 0 -3 100 0 0 0 -E -blue pants~ - These gaudy velvet pants are meant for a royal court, not adventuring. -Most respectable adventurers wouldn't even be caught dead in these things. -~ -A -6 1 -#149 -dustpan dust pan~ -a dustpan~ -A dustpan has been left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 +11 0 0 0 0 ah 0 0 0 0 0 0 0 0 0 0 0 -2 2 0 0 0 -E -dustpan pan~ - The streetsweeper uses this to clean up the city. +1 8 0 0 0 +#113 +loincloth~ +a loincloth~ +A scrap of cloth with a string attached has been left here.~ ~ -A -19 2 -A -6 3 -#150 -white shirt~ -a white silken shirt~ -A fine white shirt is crumpled into a ball.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -7 100 0 0 0 -E -white shirt~ - This fine silken shirt could fetch a nice price if it wasn't in such poor -shape. Frills of lace line the collar and cuffs. The kind of shirt one would -wear to a court or very fancy social gathering. -~ -#151 -red vest~ -a fancy red vest~ -A red vest was left here.~ +11 0 0 0 0 am 0 0 0 0 0 0 0 +0 0 0 0 +1 1 0 0 0 +#114 +erdlu scale shield~ +an erdlu scale shield~ +A shield made from erdlu scales lies here, collecting dust.~ ~ 9 0 0 0 0 ak 0 0 0 0 0 0 0 -3 0 0 0 -3 100 0 0 0 -E -red vest~ - The vest is far more extravagant than anything you have ever worn before. -Fancy designs run up and down it's length. This would look very nice over a -fancy shirt. -~ -#152 -cane~ -a cane~ -An old worn cane lies here in the dust.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 0 0 0 0 -5 100 0 0 0 -E -cane~ - It looks to be carved from some type of hard wood. Maybe oak or maple. -Only traces of varnish can be seen on the wood that has been worn smooth from -time and use. +5 50 0 0 0 +#115 +pair thick leather leggings~ +a pair of thick leather leggings~ +A pair of leggings made from thick, dark leather are here.~ ~ -A -18 1 +9 0 0 0 0 ag 0 0 0 0 0 0 0 +1 1 0 0 +12 50 0 0 0 +#116 +hide wrist wrap wrist-wrap~ +a hide wrist-wrap~ +A simple hide wrist-wrap gathers dust and sand here.~ +~ +9 0 0 0 0 an 0 0 0 0 0 0 0 +1 1 0 0 +2 25 0 0 0 +#117 +studded hide wrist wrap wrist-wrap~ +a studded hide wrist-wrap~ +A hide wrist-wrap with studded bone bits has been left here.~ +~ +9 0 0 0 0 an 0 0 0 0 0 0 0 +1 1 0 0 +8 40 0 0 0 +#118 +padded neckguard~ +a padded neckguard~ +A padded neckguard made of cloth is here.~ +~ +9 0 0 0 0 ac 0 0 0 0 0 0 0 +1 1 0 0 +5 25 0 0 0 +#119 +pair padded shoes~ +a pair of padded shoes~ +An assuming pair of padded cloth shoes are here.~ +~ +9 0 0 0 0 ah 0 0 0 0 0 0 0 +1 1 0 0 +8 25 0 0 0 +#120 +black belt~ +a black belt~ +A belt made of black cloth lies here.~ +~ +15 0 0 0 0 am 0 0 0 0 0 0 0 +10 0 0 0 +1 25 0 0 0 +#121 +small bag~ +a small bag~ +A small bag made of cloth lies here.~ +~ +15 0 0 0 0 a 0 0 0 0 0 0 0 +15 0 0 0 +1 25 0 0 0 +#122 +bag large~ +a large bag~ +A large bag made of cloth is lying here.~ +~ +15 0 0 0 0 a 0 0 0 0 0 0 0 +50 0 0 0 +1 50 0 0 0 +#123 +pair boots~ +a pair of boots~ +A pair of simple leather boots are here.~ +~ +9 0 0 0 0 ah 0 0 0 0 0 0 0 +1 1 0 0 +1 25 0 0 0 +#124 +pair thick leather boots~ +a pair of thick leather boots~ +Boots made of thick leather have been left here.~ +~ +9 0 0 0 0 ah 0 0 0 0 0 0 0 +2 2 0 0 +5 50 0 0 0 +#125 +bone shortsword sword~ +a bone shortsword~ +Made of bone, a shortsword has been left here.~ +~ +5 0 0 0 0 aop 0 0 0 0 0 0 0 +1 6 11 0 +5 50 0 0 0 +#126 +bone dagger~ +a bone dagger~ +A dagger made of bone lies here abandoned.~ +~ +5 0 0 0 0 aop 0 0 0 0 0 0 0 +1 4 11 0 +2 25 0 0 0 +#127 +bone longsword sword~ +a bone longsword~ +Long and slender, a sword lies here.~ +~ +5 0 0 0 0 ao 0 0 0 0 0 0 0 +1 8 3 0 +8 100 0 0 0 +#128 +bone club~ +a bone club~ +Made of bone, a club is lying here.~ +~ +5 0 0 0 0 aop 0 0 0 0 0 0 0 +1 4 5 0 +5 50 0 0 0 +#129 +bone javelin~ +a bone javelin~ +A long, bone javelin has been left here.~ +~ +5 0 0 0 0 ao 0 0 0 0 0 0 0 +1 6 11 0 +5 50 0 0 0 +#130 +bone spear~ +a bone spear~ +A long piece of bones with a sharpened edge has been left here.~ +~ +5 0 0 0 0 ao 0 0 0 0 0 0 0 +1 6 11 0 +3 50 0 0 0 +#131 +backpack pack hide~ +a hide backpack~ +A backpack made of thick hide is lying here.~ +~ +15 0 0 0 0 ad 0 0 0 0 0 0 0 +75 0 0 0 +5 50 0 0 0 +#132 +counter long rough hewn stone~ +a long, rough-hewn stone counter~ +A long, rough-hewn stone counter is here along the eastern wall.~ + This stone countertop is a crude L-shape, allowing the staff of the +establishment to enter from behind it as need be. Carved of stone, it is +rough-hewn except on the very top, which has been polished down as much as +possible. Chips and cracks have formed across its surface, which is beginning +to show its age. Most of the counter is relatively clean, but certain spots are +sticky from spilled drink and food. +~ +6 0 0 0 0 0 0 0 0 0 0 0 0 +8 0 0 0 +200 0 0 0 0 +#133 +table long carved stone~ +a long, carved stone table~ +A long, carved stone table is near the southern wall.~ +Made of one piece of solid stone, this table is easily six feet in length. At +each of its corners a thick leg supports the top. Each leg at the base has been +carved to look like an erdlu's foot, with small talons extending out diagonally. +Over time it has been worn and chipped, leaving it stained but still functional. +~ +6 0 0 0 0 0 0 0 0 0 0 0 0 +6 0 1 0 +100 0 0 0 0 +#134 +ledge small stone~ +a small stone ledge~ +A small stone ledge rests against the western wall here.~ +This makeshift seat is really nothing more than a large slab of stone. It is +unfinished, yet shows some attempts to carve it into a more suitable place to +sit upon. One end is still slightly jagged, though has been dulled so as not to +easily hurt someone. +~ +6 0 0 0 0 0 0 0 0 0 0 0 0 +2 0 0 0 +100 0 0 0 0 +#135 +mug ale~ +a mug of ale~ +A mug of ale has been left here.~ +Made of clay, this mug appears to have been fired in a kiln to retain its shape. +The craftsmanship is questionable, but it does it job well enough. +~ +17 0 0 0 0 ap 0 0 0 0 0 0 0 +3 3 3 0 +8 12 0 0 0 +#136 +shot whiskey~ +a shot of whiskey~ +A shot of whiskey has been set here.~ +This shotglass is made of fired clay and is small enough to hold a single pour +of spirits. +~ +17 0 0 0 0 ap 0 0 0 0 0 0 0 +1 1 5 0 +1 15 0 0 0 +#137 +shot firebreather~ +a shot of firebreather~ +A shot of firebreather has been set here.~ + Made of discolored stone, this shotglass appears to have been chipped by +hand. It could probably hold a small amount of spirits. +~ +17 0 0 0 0 ap 0 0 0 0 0 0 0 +0 0 0 0 +1 15 0 0 0 +#138 +cup water~ +a cup of water~ +A small cup filled with water is here.~ + This small cup is carved from wood and looks like it could hold a fair amount +of liquid. +~ +17 0 0 0 0 a 0 0 0 0 0 0 0 +4 4 0 0 +9 8 0 0 0 +#139 +skewer erdlu meat~ +an erdlu meat skewer~ +A skewer with some browned meat is here.~ + A thin piece of wood has been carved into a long skewer, with one end tied +into a small hook. Pieces of dark erdlu meat have been pressed into the skewer +and cooked over an open fire. +~ +19 0 0 0 0 ap 0 0 0 0 0 0 0 +2 2 1 0 +1 12 0 0 0 +#140 +steak carru thick~ +a thick carru steak~ +A thick, cooked steak is here.~ + This steak is a very large piece of meat that has been cooked over an open +fire. Grill marks can be seen on both sides which form small X's. +~ +19 0 0 0 0 a 0 0 0 0 0 0 0 +8 8 1 0 +2 20 0 0 0 +#141 +bacon aprig plate~ +a plate of aprig bacon~ +A plate with several slices of cooked bacon is here.~ + This plate is small, but piled high with pieces of bacon. They are cooked to +the point that they are still chewy but not quite crunchy. +~ +19 0 0 0 0 a 0 0 0 0 0 0 0 +4 4 1 0 +1 18 0 0 0 +#142 +bread hunk~ +a hunk of bread~ +A piece of bread has been torn from a loaf and left here.~ + Torn from a larger piece of bread, this hunk is a still a decent size. The +crust is brown and the inside is fluffy. +~ +19 0 0 0 0 a 0 0 0 0 0 0 0 +2 2 1 0 +1 14 0 0 0 +#143 +cot small~ +a small cot~ +A small cot has been set up here.~ + This cot is made primarily from pieces of wood that are lashed together with +rope. Pieces of hide have been tied down, providing a soft yet supportive place +for someone to rest upon. +~ +6 0 0 0 0 0 0 0 0 0 0 0 0 +1 0 0 0 +10 100 0 0 0 +#144 +barrel water~ +a barrel of water~ +A barrel of water has been placed here.~ + This barrel is made of thick agafari wood and bound by pieces of rope to keep +it from falling apart. Pitch has been pressed between each each stave. +~ +17 0 0 0 0 0 0 0 0 0 0 0 0 +100 100 0 0 +20 0 0 0 0 +#145 +table~ +a squat wooden table~ +A squat wooden table is here, stained and dirty.~ + This table was once expertly carved and stained, but years of use have begun +to show. Drinks have been spilled on it repeatedly, staining its top in +different patterns. +~ +6 0 0 0 0 0 0 0 0 0 0 0 0 +4 0 2 0 +40 0 0 0 0 +#146 +table long chipped granite~ +a long, chipped granite table~ +A long granite table that is chipped and worn is here.~ + Carved from several pieces of granite, this table seems to have been made in +such a way that the pieces can slot into each other to make the final form. +Long lines can be seen at various points which have accumulated dirt and debris +over time. The pieces don't fit properly in some areas, which has led to them +becoming chipped and worn. +~ +6 0 0 0 0 0 0 0 0 0 0 0 0 +6 0 2 0 +80 0 0 0 0 +#147 +pen animal wooden~ +a wooden animal pen~ +A wooden animal pen is here, holding several mounts.~ + Within the wooden walls of this animal pen, several beasts can be seen +roaming about. There isn't a whole lot of room, but enough so that they can +push past each other to get to the water troughs and feeding bins. +~ +13 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +100 0 0 0 0 +#148 +torch bone~ +a bone torch~ +A torch made out of a piece of bone has been discarded here.~ + Made out of a piece of broken bone, this torch has some oil-wrapped cloth +wrapped around one end. +~ +1 0 0 0 0 ap 0 0 0 0 0 0 0 +0 0 8 0 +1 20 0 0 0 +#149 +torch wooden~ +a wooden torch~ +A wooden torch has been left here.~ + A piece of carved wood has been fashioned into a crude torch, with one end +wrapped in oil-soaked cloth. +~ +1 0 0 0 0 ap 0 0 0 0 0 0 0 +0 0 8 0 +1 20 0 0 0 +#150 +board rumor~ +the Caleran rumor board~ +A board with rumors has been placed here.~ +OOC: This is the rumor board for the city of Caleran. Treat it as if you are overhearing +a rumor at the bar. +~ +13 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 0 +#151 +lantern stone~ +a stone lantern~ +A lantern carved out of grey stone is here.~ + Made out of a single piece of grey stone, this lantern has been carved to +allow for a candle to be placed inside. A small handle on the top allows the +user to carry it. +~ +1 0 0 0 0 ap 0 0 0 0 0 0 0 +0 0 14 0 +2 40 0 0 0 +#152 +basket wicker~ +a wicker basket~ +A wicker basket has been left here.~ + Made of some sort of dried plant reed, this basket has been tightly braided +with few visible holes. A handle has been made that that allows for ease of +carry. +~ +15 0 0 0 0 ap 0 0 0 0 0 0 0 +10 0 0 0 +1 40 0 0 0 #153 -touppe brown~ -a brown touppe~ -A brown mass of hair almost looks like a small animal, it must be someon's touppe.~ +backpack pack jozhal hide~ +a jozhal-hide backpack~ +A backpack made out of jozhal hide is lying here.~ + This backpack has been made out of several pieces of jozhal hide. Sewn +together to form the main compartment, it has a pair of shoulder straps that +would fit most humanoids. +~ +15 0 0 0 0 adp 0 0 0 0 0 0 0 +40 0 0 0 +4 80 0 0 0 +#154 +rope short piece~ +a short piece of rope~ +A short piece of rope has been left here.~ + This piece of rope is no more than six feet in length and has been made out +of some sort of plant fiber. +~ +13 0 0 0 0 ap 0 0 0 0 0 0 0 +0 0 0 0 +1 50 0 0 0 +#155 +rope coil~ +a coil of rope~ +A long piece of rope has been coiled and left here.~ + This piece of rope must be at least thirty feet in length. Made out of some +sort of plant fiber, the ends have been waxed slightly to prevent it from +unraveling. +~ +13 0 0 0 0 ap 0 0 0 0 0 0 0 +0 0 0 0 +5 200 0 0 0 +#156 +ring bone~ +a bone ring~ +A simple hoop of bone is lying here.~ + This ring is carved from a single piece of yellowed bone. It is unevenly +shaped and likely would slip off the finger. +~ +11 0 0 0 0 ab 0 0 0 0 0 0 0 +0 0 0 0 +1 10 0 0 0 +#157 +ring bone blackened~ +a blackened bone ring~ +A blackened piece of bone in the shape of a ring is here.~ + This piece of bone has been carved into the shape of a ring, then blackened +in a fire. +~ +11 0 0 0 0 ab 0 0 0 0 0 0 0 +0 0 0 0 +1 15 0 0 0 +#158 +necklace bone~ +a bone necklace~ +A necklace made of pieces of bone is lying here.~ + Various pieces of bone have had a hole drilled through them to allow for a +string to pass through, forming a simple necklace. +~ +11 0 0 0 0 ac 0 0 0 0 0 0 0 +0 0 0 0 +1 25 0 0 0 +#159 +necklace blackened bone~ +a blackened bone necklace~ +A blackened bone necklace has been left here.~ + Small and thick piece of bone have had a small hole drilled into them to +create this crude necklace. Each piece seems to have been blackened in a fire, +though some are lighter than others. +~ +11 0 0 0 0 ac 0 0 0 0 0 0 0 +0 0 0 0 +1 40 0 0 0 +#160 +waterskin skin~ +a waterskin~ +A simple waterskin is lying here.~ + Made of some sort of animal hide, the pieces have been sewn tightly together +to form a receptacle that can hold water. +~ +17 0 0 0 0 ap 0 0 0 0 0 0 0 +4 4 0 0 +9 40 0 0 0 +#161 +waterpouch pouch leather~ +a leather waterpouch~ +A leather waterpouch has been left here.~ + Formed out of a few pieces of cheap leather that have been sewn tightly +together, this waterpouch has a small opening on one side which can be capped to +prevent water spilling out. +~ +17 0 0 0 0 ap 0 0 0 0 0 0 0 +4 4 0 0 +9 40 0 0 0 +#162 +cloak dark hooded~ +a dark, hooded cloak~ +A piece of dark fabric lays here in a heap.~ + This piece of fabric is made of linen and has been dyed a dark, blackish-blue +color. It has a few small pockets sewn inside and a clasp near the neck to +close it. A large hood has been attached, allowing the wearer to partially +cover their face. +~ +11 0 0 0 0 al 0 0 0 0 0 0 0 +1 1 0 10 +1 10 0 0 0 +#163 +pants worn fraying~ +a pair of worn, fraying pants~ +Some worn, fraying fabric is lying here in a heap.~ + What was once likely a nice pair of pants has been worn down over several +years. The bottom has frayed and is in tatters, while the knees are completely +split open. +~ +11 0 0 0 0 ag 0 0 0 0 0 0 0 +0 0 0 0 +1 5 0 0 0 +#164 +shirt worn sleeveless~ +a worn, sleeveless shirt~ +A plain shirt without sleeves lies here.~ + This shirt at one point had sleeves, but they have been cut from the body. +A plain undyed color, it looks similar in color to sand. ~ 11 0 0 0 0 ae 0 0 0 0 0 0 0 0 0 0 0 -3 90 0 0 0 -E -touppe brown~ - It looks more like a rat than anything else. Some balding people wear these -things to try and look younger. The can sometimes fetch a good price at the -local pawn if they are of high enough quality. This one unfortunately, isn't. -~ -A -17 -3 -#154 -sewing machine~ -the sewing machine~ -A sewing machine is covered in clothes.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sewing machine~ - It is made of both metal and wood, a large footpedal can be pumped to make -the strange contraption lower and raise a needle through the cloth. Very -ingenious contraption. It is the only one in the city and because of it Carla -has a monopoly on clothing. -~ -#155 -feather duster~ -a feather duster~ -A feather duster lies in the dirt.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -4 50 0 0 0 -E -duster feather~ - Made from the feathers of a very large bird this duster is extremely clean -considering the purpose it is supposed to serve. Then again maybe it is just -used to make the person holding it look busy. -~ -A -3 1 -#156 -purse~ -someone else's purse~ -Someone's purse has been left here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 -1 0 -9 100 0 0 0 -E -purse~ - The initials NJW are inscribed in gold lettering. Very fancy. Whoever had -this must have been well off. The drawstring used to hold it to a belt has -been cleanly cut. Must be someone had their purse snatched. -~ -#157 -gunney's hat~ -Gunney's hat~ -This is Gunney's hat, better not be caught wearing it.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -3 200 0 0 0 -A -5 1 -#158 -coveralls~ -some coveralls~ -A set of coveralls lies here.~ -~ -11 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -5 201 0 0 0 -A -5 2 -A -17 -3 -#159 -list directions sanctus~ -a list of directions~ -A list of directions to important areas within Sanctus lies here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -list directions sanctus~ - @n -recall Room - teleport Sanctus -Newbie Zones - teleport Newbie -Food - 1d, 3s, 1e, 1n -1d, 3s, 1w, 1n -Water - 1d, 3n, 2e, 1s -Donation Room - 1d, 1n, 1w -Cleric Guild - 1d, 7s, 3w, 2u -Warrior Guild - 1d, 7n, 5w, 1n, 1u -Mage Guild - 1d, 7s, 2e, 2u -Thief Guild - 1d, 7n, 4e, 1n, 1u -Post Office - 1d, 3n, 1w, 1s -Bank - 1d, 3n, 1e, 1s -~ -#160 -kitchen timer~ -a kitchen timer~ -A kitchen timer has been abandoned here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -kitchen timer~ - The face of the timer has the number one to ten on it with two hands. -~ -#161 -sacrificial entrails~ -some sacrificial entrails~ -The entrails of a sacrificial animal.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -sacrificial entrails~ - The animal is impossible to identify. Just a collection of intestines, a -stomach, maybe a liver. Hard to tell with the it dripping in blood. -~ -#162 -row boat~ -a row boat~ -A row boat has been left here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -20 1000 0 0 0 -E -row boat~ - A sturdy row boat with three seats and paddles bolted in the middle. -~ -#163 -floatation device~ -a floatation device~ -A floatation device has been left here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 400 0 0 0 -E -floatation device~ - You would have to be crazy to attemp to cross large bodies of water with the -thing. -~ -#164 -beggin strips treats bacon ~ -some beggin strips~ -A poor dog lost their treats here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -T 164 -E -beggin strips treats bacon ~ - Even though they really don't look like bacon, they smell strangely similiar -to it. The front of the bag reads 'Dogs don't know its not bacon. ' -~ +1 5 0 0 0 #165 -water cup water~ -a cup~ -A cup has been left here.~ +shirt sandcloth~ +a sandcloth shirt~ +A shirt made of sandcloth lies here.~ + This shirt is made from undyed sandcloth. Woven to keep out the harsh gritty +sand that is found nearly everywhere, the fabric is known for being lightweight +and resistant to the elements. ~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 0 0 -8 75 0 0 0 -E -water cup~ - Just a plain old cup of water. Nothing special about it. -~ -#166 -cloth pants~ -a pair of cloth pants~ -A pair of cloth pants is rumpled up into a ball.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -2 0 0 0 -5 75 0 0 0 -E -cloth pants~ - The pants are filthy, but wearable. -~ -#167 -cloth cap~ -a cloth cap~ -A cloth cap rests on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -1 50 0 0 0 -E -cloth cap~ - The kind of cap a street urchin might wear. -~ -#168 -cloth shirt~ -a cloth shirt~ -A cloth shirt lays on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -5 90 0 0 0 -E -cloth shirt~ - The shirt looks pretty rugged. The plain dirty white cloth would provide -some protection. -~ -#169 -cloth shoes~ -a pair of cloth shoes~ -A pair of cloth shoes are here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -1 60 0 0 0 -E -cloth shoes~ - These shoes are more like moccassins than anything else. A strip of leather -on their soles should make them last a long time and protect your feet very -well. -~ -#170 -gloves cloth~ -some cloth gloves~ -A pair of cloth gloves have been left here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -1 0 0 0 -5 65 0 0 0 -E -cloth gloves~ - They are a ditry white color, with the fingers cut off, these gloves look -useful. -~ -#171 -short staff gilded oak~ -a short gilded staff of oak~ -A short staff of oak gilded in silver looks well made.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -7 3 3 39 -1 400 0 0 0 -E -short staff gilded oak~ - The staff is too short for use by the average human. It is well made from an -extremely straight and unspoiled oak. Silver gilding has been added in a spiral -giving the staff extra strength and support. -~ -#172 -rubber chicken~ -a rubber chicken~ -A yellow rubber chicken has been chewed half to death.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 154 -T 88 -E -yellow rubber chicken~ - This dog toy barely even resembles its namesake. The long yellow body is -elongated and several holes have been chewed into it. Its feet and crown are a -strange orange color. I small plug is stuck where its butt should be and makes -a squeaking noise when you squeeze it. -~ -#173 -ten sided dice die~ -a ten sided die~ -A ten sided die is waiting to be rolled~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 +11 0 0 0 0 ae 0 0 0 0 0 0 0 0 0 0 0 1 20 0 0 0 -T 157 -E -ten sided dice die~ - The die has been carefully carved out of bone with black spots painted on -each of its 10 sides accordingly. @RROLL DIE@n +#166 +trousers sandcloth pair~ +a pair of sandcloth trousers~ +A pile of undyed sandcloth lies here in a heap.~ + These pants have been sewn by a modest tailor and made out of undyed +sandcloth. Known for its ruggedness and being lightweight, they look capable of +keeping the wearer safe from the elements. ~ -#174 -hairball~ -a nasty hairball~ -A hairball was left here from what must have been a very large cat.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 +11 0 0 0 0 ag 0 0 0 0 0 0 0 0 0 0 0 -1 5 0 0 0 -E -hairball~ - The hairball is about the size of a childs fist and has a fetid odor of dead -mice. +2 30 0 0 0 +#167 +boots carru hide pair~ +a pair of carru-hide boots~ +A pair of boots made out of carru hide are here.~ + Made from tanned carru hide, these boots look sturdy and well worn. The +stitching is dark and repeats an X pattern, reinforcing them to ensure they +remain reliable for a long time. The sole appears to be made of two layers of +hide, reinforcing the foot from the ground below. ~ -#175 -rope bell toll~ -a long rope~ -A long rope hangs down through the middle of the room.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 +11 0 0 0 0 ah 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 0 -E -rope bell toll~ - The rope is suspended in the middle of the room and rises into the darkness -of the ceiling above. It looks like it might be attached to a bell in the tower -above. -~ -#176 -cancer stick~ -a cancer stick~ -A cancer stick was left here by someone gone cold turkey.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -T 159 -E -cancer stick~ - Commonly known as a cigarette (or fag if you practice the Queen's English) -this addictive, cancer causing carcinogen was once thought to be cool. -~ -#179 -water canteen water~ -a canteen~ -A canteen has been set on the ground here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 --1 0 15 0 -20 100 0 0 0 -E -canteen water~ - This canteen is pretty old and has acquired a strange smell. -~ -#180 -chunk meat~ -a chunk of meat~ -An hunk of meat lies here covered in dirt.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 50 0 0 0 -E -chunk meat~ - The meat is some form of venison. Hard to tell since it is rather filthy. - -~ -#181 -bar platinum~ -a bar of platinum~ -A bar of platinum must have been dropped here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 300 0 0 0 -E -bar platinum~ - The platinum bar is formed perfectly into a rectangular block. Its surface -is smooth and polished. -~ -#182 -bar mithril~ -a bar of mithril~ -A bar of mithril must have been dropped here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 300 0 0 0 -E -bar mithril~ - The mithril bar is formed perfectly into a rectangular block. Its surface -is smooth and polished. -~ -#183 -bar gold~ -a bar of gold~ -A bar of gold must have been dropped here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 200 0 0 0 -E -bar gold~ - The gold bar is formed perfectly into a rectangular block. Its surface is -smooth and polished. -~ -#184 -bar silver~ -a bar of silver~ -A bar of silver must have been dropped here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 100 0 0 0 -E -bar silver~ - The silver bar is formed perfectly into a rectangular block. Its surface is -smooth and polished. -~ -#185 -calendar~ -a calendar~ -A calendar of beautiful woman is pinned on the wall.~ - The calendar has been torn in half and only the first few months are -visible. -~ -16 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -january~ - . .:IIIIHIHHIHHHII::I:. - :IIIIHIHHHHHHMMHHIHHIIHHIII:. - ,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:. - .:IIHHHHHHHHMMMMMHHHHMMMHHMHHHIIIHIIII: - .IIHHHMMMMMMMHHMMMHHHMMMHHMHII:HHHII:I. - :HIHHHMHMMMMMMMMMMMMHMHHHHII:HHMMHII:II - :HHHHMHMMMMMMMMMMMMMMMHIIHIHHMMHHHHII::I: -:IIHHHHHMHMMMMMMMMMMHMMHIHMMMMHHHI:"::IIHII: -:IHHHHHMHMMMMMMMMMMMMHHI:II::I:"' . '"IHH. -::HHHHMHMMMMMMMMMMHMHHI:II::.' . 'VMA. -IHHHHHMHNMMMMMMMMHMHHI:II:. . . 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They look -edible. -~ -#188 -iron bound wooden chest~ -an iron bound chest~ -A large wooden chest with bands of iron circling it is closed with its lock hanging open.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -50 5 -1 0 -0 0 0 0 0 -T 209 -E -iron bound wooden chest~ - The chest is in excellent condition. Made from a fine grain of wood it is -stained and polished to a shine. Bands of iron to wrap around the chest. But, -the lock hangs open. -~ -#189 -staff gnarled~ -a gnarled staff~ -A gnarled wooden staff beacons you.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -T 48 -E -gnarled wooden staff~ - The staff appears to have been twisted into a strange spiral up along its -surface. The top has three claws meant to hold something. It is conspicuosly -empty. -~ -#190 -scroll deep green remove curse~ -a scroll of remove curse~ -A deep green scroll has been left here.~ -~ -2 a 0 0 0 a 0 0 0 0 0 0 0 -1 35 -1 -1 -2 1000 0 0 0 -E -scroll deep green~ - A scroll that will remove a curse from an object or person. -~ -#191 -orb topping~ -an orb meant to top a staff~ -An orb meant to top a staff must have fallen out here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -orb staff topping~ - The orb is about the size of a small fist. It appears to have been meant to -be placed on the end of a staff. -~ -#192 -broken staff~ -a broken staff~ -A broken and useless staff has been discarded here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -broken staff~ - It appears to have once been a very nice staff that someone ruined by putting -it together wrong. Someone must have not been able to "join" it properly. -~ -#193 -blood trickle stream thin liquid red blood~ -a thin stream of red liquid~ -A small trickle of red liquid flows from the shop to the north to a drain to the south.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 13 0 -0 0 0 0 0 -T 79 -E -blood trickle stream thin liquid red blood~ - The liquid has a heavy metallic scent to it and is mixed with dirt and a few -other questionable liquids. -~ -#194 -closet~ -a closet~ -A closet is built into the south wall of the room.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 81 -E -closet~ - The closet door is made of faded wood and it has rusty hinges. -~ -#195 -rotten mistletoe~ -some rotten mistletoe~ -This mistletoe reeks of mold and decay.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 1 -1 1 0 0 0 -#196 -mistletoe plant~ -some mistletoe~ -A soft woody plant with green leaves and white berries is hanging over your head.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 0 -E -plant mistletoe~ - The tradition of kissing under the mistletoe originated from the Druids who -considered the mistletoe sacred. They believed that it held magical virtue and -was a remedy for evil. The priests would cut pieces of the oak tree on which -the mistletoe grew and offer them along with two white bulls as a sacrifice to -pagan gods. Twigs with berries were hung above doors to indicate that past -grievance and hatreds were forgiven and it was used in amulets, bracelets and -rings to ward off evil and protect against witchcraft and poisoning. Mistletoe -symbolizes peace and love. -~ -#197 -kickme sign~ -a "kick me" sign~ -A sign with "kick me" written in bold black letters is laying on the ground.~ -~ -12 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 177 -E -kickme sign~ - The sign seems to suggest that someone should kick whoever is wearing it. A -piece of tape is affixed to the top of the small piece of paper and looks -perfect to place on someone's back. -~ -#198 -pair lungs scuba underwater~ -a pair of lungs~ -A pair of strange looking lungs have been left here.~ -~ -12 0 0 0 0 ac 0 0 0 s 0 0 0 -0 0 0 0 -1 10 0 0 0 -E -pair lungs scuba underwater~ - This contraption seems to be made from a set of lungs pulled out of some very -large fish. A hose and mouthpiece has been attached so it can be hung around -the neck. -~ +1 40 0 0 0 $~ diff --git a/lib/world/obj/100.obj b/lib/world/obj/100.obj deleted file mode 100644 index 4eaed61..0000000 --- a/lib/world/obj/100.obj +++ /dev/null @@ -1,234 +0,0 @@ -#10000 -bunk~ -a dirty bunk~ -A flee-infested bunk filled with rags sits in one corner.~ -~ -15 e 0 0 0 0 0 0 0 0 0 0 0 -100 0 -1 0 -0 0 0 0 0 -E -dirty bunk~ - As you examine the bunk closer you notice some of the rags may not be as -shabby as you originally thought. No one would miss them, would they? -~ -#10001 -stove~ -a stove~ -An old stove is slowly rusting away to nothing here.~ -~ -15 e 0 0 0 0 0 0 0 0 0 0 0 -400 0 -1 0 -0 0 0 0 0 -E -stove~ - The stove looks like it hasn't been used for a few years. In the bottom you -see a thick pile of ashes. You notice something sparkling in the ashes. -~ -#10002 -river~ -the river~ -A clear river with small trout swimming lazily in the current flows by.~ -~ -15 e 0 0 0 0 0 0 0 0 0 0 0 -400 0 -1 0 -0 0 0 0 0 -E -river~ - The river here is gently flowing by. Small trout float close to the surface. -You wonder if you could catch one of them. -~ -E -fish~ - They are small trout of some kind. They look very tasty. -~ -#10003 -lake~ -the lake~ -A beautiful, calm lake is sparkling here.~ -~ -23 e 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 0 -505 0 0 0 0 -E -lake~ - The lake is perfectly calm, no movement of any kind in the lake makes the -surface look like glass. The water looks clean and drinkable. -~ -#10004 -pond~ -the pond~ -A murky pond is stagnating here.~ -~ -23 e 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 0 -505 0 0 0 0 -E -pond~ - The pond is a deep brown color and smells funny. You think twice about -trying to take a drink from it. -~ -#10005 -river~ -the river~ -A fast moving river flows by you with a roar.~ -~ -23 e 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -505 0 0 0 0 -E -river~ - The river is extremely wide here. You doubt you could make it across. The water -looks very refreshing. -~ -#10006 -trout~ -a small trout~ -A small trout is squirming in your hands.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 1 0 0 0 -E -trout~ - This poor little fella wants to get back into some water before he dies. -He looks rather tasty. -~ -#10007 -pants~ -some pants~ -A pair of dirty pants lies crumpled on the ground.~ -~ -11 e 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -3 3 0 0 0 -E -pants~ - These pants are filthy. They look like they have not been washed in years. -Besides the filth and smell they are in relatively good shape. -~ -A -17 3 -#10008 -shirt~ -a shirt~ -A filthy looking shirt has been left here.~ -~ -11 e 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -3 3 0 0 0 -E -shirt~ - Although the shirt is dirty, it looks very useable. The fabric is a fine -wool and should stand up to a lot of wear and tear. -~ -A -17 3 -#10009 -coins~ -a few coins~ -A few coins have been left here.~ -~ -20 e 0 0 0 a 0 0 0 0 0 0 0 -50 7 2 0 -1 1 0 0 0 -E -coins~ - The pile sparkles, coins of platinum, gold, silver, and bronze. -~ -#10010 -oak~ -the oak~ -A huge oak towers above you.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -oak tree~ - This impressive tree is thicker than you are tall. Many animals have homes -way up in the top of the tree. Certain parts look hollow and are probably the dens -of squirrels and raccoons. -~ -#10011 -maple~ -the maple~ -A maple tree sways gently in the breeze here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -tree maple~ - This massive tree sways gently in the breeze. It towers above all the other -trees in the area. If you could climb to the top you could probably get a good -view of the area. But you see no branches that you could possibly reach. -~ -#10012 -elm~ -the elm~ -A gigantic elm reaches towards the sky.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -elm~ - This must be one of the biggest trees you've ever seen. The base must be a good -three paces in width and you can't even make out the top of the tree because of all -the branches. -~ -#10013 -ash~ -the ash~ -A tall, straight ash tree stretches towards the sky.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -ash~ - This tree has a rough bark and looks to be perfectly straight, without limbs -until it reaches above all the lesser trees. There huge limbs full of healthy, -funny shaped leaves take all the sunlight away from the rest of the forest. -~ -#10014 -brass lantern~ -a brass lantern~ -A brass lantern is extinguished here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 8 0 -6 120 12 0 0 -E -brass lantern~ - The brass hood can be opened and closed allowing for dimming the light -without actually extinguishing it. The globe is filthy, but clear enough to -let out a fair amount of light. -~ -#10015 -fur backpack~ -a fur backpack~ -A pile of fur with straps on it looks like it might be a backpack.~ -~ -15 0 0 0 0 ak 0 0 0 0 0 0 0 -50 1 -1 0 -5 25 2 0 0 -E -fur backpack~ - This backpack is made from deer hide and is extremely durable. It can be -worn about the body. -~ -#10016 -deer venison meat~ -some venison~ -This slab of venison is from a large, well-fed deer.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -3 10 0 0 0 -E -deer meat venison~ - This large slab of meat has been recently cooked and, though dry, looks -rather tasty. -~ -$~ diff --git a/lib/world/obj/101.obj b/lib/world/obj/101.obj deleted file mode 100644 index f670383..0000000 --- a/lib/world/obj/101.obj +++ /dev/null @@ -1,230 +0,0 @@ -#10100 -irrigation ditch~ -an irrigation ditch~ -An irrigation ditch has been dug across the road to water the fields.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 0 -505 0 0 0 0 -E -irrigation ditch~ - The ditch is full of fresh water from a recent rain. It crosses under a -small wooden grating in the road. The water looks clear and refreshing. -~ -#10101 -caravan~ -the caravan~ -A caravan of wagons lies burned in ruins from a recent raid.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -caravan~ - Several different wagons make up the caravan. They appear to have been -carrying fish and crops between the cities. Right up until a group of bandits -or mercenaries ransacked it, that is. -~ -#10102 -salmon~ -some salmon~ -Several fresh cuts of salmon have been recently filleted.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -10 500 0 0 0 -E -salmon~ - These salmon steaks look delicious. Except for the fact that they are rare. - -~ -#10103 -large assortment crops fish~ -a large assortment of crops and fish~ -A large assortment of crops and fish.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -50 1000 0 0 0 -E -large assortment crops fish~ - Various crops, such as wheat, corn, and rice, are laid out besides crates of -fish. -~ -#10104 -shovel manure~ -a shovel covered in manure~ -A shovel covered in cow manure smells here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 8 7 -7 350 35 0 0 -E -shovel manure~ - The shovel reeks of the barn and cows. It is covered from end to end with -manure. -~ -#10105 -worn coveralls~ -some worn coveralls~ -Some coveralls that have been worn and abused were discarded.~ -~ -11 g 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -3 25 3 0 0 -E -worn coveralls~ - A set of farmers coveralls. They are made of a light but durable cloth. -They have been heavily used and look about ready to be junked. -~ -A -17 -3 -#10106 -cow bell~ -a cow bell~ -This bell was made to hang around a cow's neck.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -9 180 18 0 0 -E -cow bell~ - The brass bell is affixed to a leather adjustable strap. -~ -A -2 -1 -#10107 -small cow nose ring~ -a nose ring for a cow~ -A small cow's nose ring glistens brightly.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -1 0 0 0 -1 20 2 0 0 -E -small cow's nose ring~ - The ring is made from solid brass, and is meant to prevent a cow from -drinking from its mother's teats. -~ -A -6 1 -#10108 -fishing pole~ -a fishing pole~ -A fishing pole looks bare without a line, hook, or sinkers.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -7 2 5 2 -5 25 2 0 0 -E -fishing pole~ - The pole is made from a strange wood, reminding you of bamboo. It is -extremely flexible and rugged. -~ -#10109 -bandit mask~ -a mask for a bandit~ -A bandit's mask is waiting to be worn.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -1 1 0 0 0 -E -bandit's mask~ - The cloth mask has been dyed black with holes cut out for the eyes and -mouth. It is very crude and extremely itchy. -~ -#10110 -camouflage pants~ -some camouflage pants~ -A set of camouflaged pants, dyed black and brown, blend into their surroundings.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -3 0 0 0 -3 15 1 0 0 -E -camouflage pants~ - The pants are made from burlap, and have been dyed a deep black and brown to -blend in with the surrounding terrain. -~ -#10111 -camouflage moccasins~ -some camouflage moccasins~ -A pair of camouflage moccasins blend into their surroundings.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -3 15 1 0 0 -E -camouflage moccasins~ - These fur moccasins have been dyed brown and black to blend in with their -surroundings. -~ -#10112 -camouflage gloves~ -some camouflage gloves~ -A set of camouflaged gloves blend into their surroundings.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -3 15 1 0 0 -E -camouflage gloves~ - The gloves are dyed brown, black, and green to help conceal their wearer in -the wilderness. -~ -#10113 -torn sleeves coat~ -some torn sleeves~ -A once fine coat has had its sleeves torn off and left here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -2 0 0 0 -3 3 0 0 0 -E -torn sleeves coat~ - The coat must have been very fine by the look of these embroidered sleeves, -but now it's been ravaged and torn. -~ -#10114 -local bottle rum local~ -a bottle~ -A bottle of cheap rum lies here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -3 3 8 0 -8 120 12 0 0 -E -bottle rum~ - Many find solace and protection within bottles such as these. At least -those that are dim witted and hopeless. -~ -#10115 -beltpouch pouch~ -a beltpouch~ -This fancy beltpouch is made from a fine leather.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -3 0 0 0 -3 30 3 0 0 -E -beltpouch pouch~ - The beltpouch is top of the line, a fine pouch with a brass clasp and leather -belt combined into one. -~ -#10116 -gypsy bracelet~ -a bracelet of the gypsy~ -A gypsy's bracelet sparkles brightly.~ -~ -12 g 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 130 15 0 0 -E -gypsy's bracelet~ - The bracelet glimmers. It's fake diamonds and emeralds set into a fake -gold. But it looks pretty real from a distance. -~ -A -12 20 -$~ diff --git a/lib/world/obj/103.obj b/lib/world/obj/103.obj deleted file mode 100644 index 70d3614..0000000 --- a/lib/world/obj/103.obj +++ /dev/null @@ -1,218 +0,0 @@ -#10300 -Zone Description Sign~ -the Zone Description Sign~ -The Zone Description Sign is staked in the ground here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -sign~ - @RThe location of this zone is the dragonball setting of Earth and Planet -Namek. You can be any level to enter this zone, it is just a place to have fun. -You can also be any alignment to enter my area. The theme is of course DB DBZ -and DBGT. And the plot of my zone is to allow people to fight in a dbz -environment, letting them just have fun killing stuff. - -@n -@RRooms: 100 - -Objects: A Few - -Mobs: A Few@n -~ -#10301 -sign~ -a sign~ -A sign is nailed in to the wall here.~ -~ -12 q 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -sign~ - @RIf you wish to travel, there is only one way. If you go up you will find a -teleporter, and if you go down you will find a teleporter. They both will take -you somewhere new. @N @RTo enter either teleporter, all you have to type is -enter teleporter. @n -~ -#10302 -teleporter~ -a teleporter~ -A teleporter sits in the middle of the room.~ -~ -12 ab 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -T 10302 -#10303 -teleporter~ -a teleporter~ -A teleporter sits in the middle of the room.~ -~ -18 ab 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -T 10303 -#10304 -yellow cloud~ -a yellow cloud~ -A yellow cloud hovers here, makeing a slight noise~ -~ -18 aq 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -T 10306 -E -cloud nimbus~ - A small yellow cloud puff. -~ -#10306 -Ruby Emerald Necklace~ -a Ruby Emerald Necklace~ -A Ruby Emerald Necklace has fallen here.~ -~ -11 a 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -T 10308 -#10308 -sign~ -a sign~ -A sign is on the wall here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -sign~ - To enter the teleporter, just type 'enter teleporter' or 'enter tele' for -short. -~ -#10309 -test~ -a test~ -This is a test~ -~ -0 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#10318 -fighters carcass~ -a fighters carcass~ -A newbie fighters carcass lies here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -T 10315 -#10319 -vegetas~ -Vegetas corpse~ -Vegetas corpse lies here slain.~ -~ -13 0 0 0 0 k 0 0 0 g 0 0 0 -0 0 0 0 -0 0 0 30 -T 10316 -#10320 -Teleporter~ -a teleporter~ -A teleporter sits in the middle of the room glowing and humming.~ -~ -12 ab 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -T 10320 -#10329 -Turtle Hermit headband~ -a Turlte Hermit headband~ -It looks like an ordinary headband, but it looks a bit different.~ -~ -9 0 0 0 0 aen 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -T 10330 -#10333 -Turtle Shell~ -a Turtle Shell~ -A Turtle Shell that looks like Master Roshis' is here.~ -~ -9 dq 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -50 25 0 0 -A -17 10 -#10355 -book~ -a book~ -A book lies here open on the table~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -book~ - +--------------+ - |Story of Sages| -+------------+--------------+-------------+ -| This is how you would do it, set it in | -|a table just to make it look better. That| -|is how you get it to be a better look, | -|a little touch to the table for yourself.| -| | -| | -| Created by: Taylor | -| | -+-----------------------------------------+ -~ -#10362 -Dragon Statue~ -a Dragon Statue~ -A Dragon Statue is on the side of the gate.~ -~ -12 g 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#10363 -Gate Key~ -a Gate Key~ -A Gate Key is here.~ -~ -18 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#10369 -circular rock~ -a circular rock~ -A circular rock lies right in the middle the trees.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#10373 -torch~ -a torch~ -A torch rest in a crevice in the wall.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#10376 -orb~ -a orb~ -A orb sits in the middle of the room letting off light.~ -~ -1 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#10389 -Teleporter~ -a Teleporter~ -A Teleporter sits in the middle of the room.~ -~ -12 ab 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -T 10389 -$~ diff --git a/lib/world/obj/104.obj b/lib/world/obj/104.obj deleted file mode 100644 index 8b7474a..0000000 --- a/lib/world/obj/104.obj +++ /dev/null @@ -1,570 +0,0 @@ -#10400 -Beer Keg~ -a Beer Keg~ -A Beer Keg is here with the tap already in it.~ -~ -23 o 0 0 0 0 0 0 0 0 0 0 0 -50 50 1 0 -55 0 0 0 0 -T 10400 -#10401 -beer glass beer~ -a Beer Glass~ -A Beer Glass is on the ground here.~ -~ -17 o 0 0 0 ao 0 0 0 0 0 0 0 -50 50 1 0 -55 10 0 0 0 -#10402 -forest map~ -a forest map~ -A forest map lies here rolled up.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 750 0 0 0 -E -map forest~ -Area : A Small Forest -Level : Any Level -------------------------------------------------------- - WOD - | - BET--WOP--NTF--FTF ENF - | | | | - HSE LLP--ENF SHK--LKE -------------------------------------------------------- -WOD: Further into the Woods LLP: Lightly Lit Path -BET: Barricade of Trees ENF: End of Forest -WOP: Woodland Path NTF: Near the Tree Fort -FTF: Foot of the Fort SHK: A Small Shack -LKE: Lake -------------------------------------------------------- -~ -#10403 -tacky wooden sign~ -a tacky wooden sign~ -A tacky wooden sign is tacked into the ground by a tall oak.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -wooden sign tacky~ - +----------------------------+ - | @DMiz'real@n and Orchan Forest | -+----------------------------------+ -| The forest of @DMiz'real@n lies | -| to the north of this forest. | -|----------------------------------| -| To the south lies the Orchan | -| Forest In it lies danger and | -| fear. | -|----------------------------------| -| To the west Lies Orchan Village, | -| a small elven village, where | -| magic is not to be used. | -+----------------------------------+ -~ -#10404 -long sword~ -a long sword~ -A long sword shines on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 1 12 3 -8 347 0 5 0 -#10405 -broze armor~ -bronze armor~ -Bronze aromor glimmers in the light.~ -~ -9 0 0 0 0 adf 0 0 0 0 0 0 0 -4 0 0 0 -15 362 0 4 0 -#10406 -bronze helm~ -a bronze helm~ -A bronze helm is on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -9 0 0 0 -5 346 0 4 0 -#10407 -leather boots~ -a pair of leather boots~ -A pair of boots are strewn about here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -3 150 0 2 0 -#10408 -metal gloves~ -a pair of metal gloves~ -A pair of metal gloves lie here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -5 0 0 0 -5 124 0 2 0 -#10409 -wooden shield~ -a wooden shield~ -A wooden shield is on the ground here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -7 0 0 0 -3 4 0 3 0 -#10410 -town map~ -a town map~ -A map has be carelessly droped here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 800 0 0 0 -E -town map~ -Area : Orchan Village -Level : Any -------------------------------------------------------- - MSH - | - MST--MST--VIW - | - ROR - | - ROR--ACS ROR--GTE - | | | - ELD WPS--ROR -------------------------------------------------------- -GTE: Gate ELD: Village Elder -ROR: Rock Road VIW: Village Warrior -WPS: Weapon Shop MST: Main Street -ACS: Amor Shop MSH: Map Shop -------------------------------------------------------- -~ -#10411 -road sign~ -a road sign~ -A road sign is staked into the ground on the side of the road~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -road sign~ - +------+ - | West | - /+------+--------+ - / |To the west the| -/__| main | -\ | street | - \ | continues. | - \+---------------+ -+------+ -| East | -+------+--------+\ -|To the east is | \ -| where the |__\ -|Village Warrior| / -| lives. | / -+---------------+/ -~ -#10412 -parchment~ -a sheet of map parchment~ -A sheet of map parchment has been droped.~ -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 170 0 0 0 -#10413 -ink pen~ -an ink pen~ -An ink pen is on the ground near your feet.~ -~ -21 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 225 0 0 0 -#10414 -house sign~ -a house sign~ -A sign has been placed neatly onto the door.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign~ - +----------------+ - | Ligerns' House | -+-+----------------+---------------+ -| In this house lives the almighty | -| village warrior Ligern. He killed| -| hundreds of Ogres at onec with | -| his bare hands. Now Ligern lives | -| here alone, a retired old fighter| -+----------------------------------+ -~ -#10415 -short sword~ -a short sword~ -A short sword shimmers from the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 1 8 3 -5 312 0 2 0 -#10416 -dagger~ -a dagger~ -A dagger is stuck in the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 1 5 3 -2 224 0 2 0 -#10417 -silver dagger~ -a silver dagger~ -A silver dagger lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 2 13 3 -2 352 0 2 0 -#10418 -diamond encrusted long sword~ -a diamond encrusted long sword~ -A diamond encrusted long sword shimmers from the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -4 3 12 3 -8 647 0 4 0 -#10419 -spear~ -a spear~ -A spear has benn oddly placed here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -2 1 8 14 -3 274 0 2 0 -#10420 -war hammer~ -a war hammer~ -A war hammer lies on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 1 14 7 -14 289 0 3 0 -#10421 -diamond encrusted armor~ -diamond encrusted armor~ -Diamond encrusted armor lies on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -10 624 0 5 0 -#10422 -diamond encrusted leggings~ -a pair of diamond encrusted leggings~ -A pair of diamond encrusted leggings lies on the ground here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -10 0 0 0 -8 675 0 4 0 -#10423 -diamond gloves~ -a pair of diamond gloves~ -A pair of diamond gloves have been left here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -10 0 0 0 -5 657 0 4 0 -#10424 -diamond helm~ -a diamond helm~ -A diamond helm has been placed here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -9 0 0 0 -4 681 0 4 0 -#10425 -siamond shield~ -a diamond shield~ -A diamond shield lies on the ground.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -10 0 0 0 -7 661 0 4 0 -#10426 -silver boots~ -a pair of silve boots~ -A pair of silver boots lies on the ground.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -5 628 0 0 0 -#10427 -Zone Description Sign~ -a Zone Description Sign~ -A Zone Description Sign Has been placed here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -Zone Description Sign~ -+------------------+ -| Zone Description | -+------------------+-----------------------------------------+ -| Location=Real time country side, Around the place I live. | -| Level=any alignment=Good theme=The theme of my zone will | -| be based on my experiences in my everyday life, such as | -| liveing in the country, shareing the majestic landscap | -| and the beautiful animals with everyone I can. Plot= | -| My plot will be let people enjoy the relaxing | -| country side, there bars, and there stores. Also to allow | -| them to get into fights with everyday people. :P rooms=I | -| Will not use all 99 rooms given to me, I will use about | -| 45-50 of the rooms given to me. Mobs=somewhere in the | -| vicenity of 2/4 of my rooms. Objects=Nearly 1/4 of my | -| rooms. | -+------------------------------------------------------------+ -~ -#10428 -maze map~ -a maze map (not for mortals)~ -A maze map (not for mortals)~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 30 0 -E -map maze~ -@r------------------------------------------------------- - -@b DED -@b | -@b DED DED DED--MOD--DED X --MOD -@b | | | | | -@b X -- X -- X CNT-- X X --MOD--DED -@b | | | | -@b DED-- X X --MOD-- X -- X -- X -- X -@b | | | | -@b X -- X -- X DED X MOD -@b | | -@b X DED -@b | -@b ENT - -@r------------------------------------------------------- -@yENT: Beginning MOD: Monsters Den -@yDED: Dead End X: Just a Regular Maze Room -@yCNT: Center of the Maze @BRooms: 31 -@r-------------------------------------------------------@n -~ -#10429 -Infa Armor~ -Infra Armor~ -Infra armor sits here~ -~ -9 ag 0 0 0 ad 0 0 0 o 0 0 0 -10 0 0 0 -16 892 0 7 0 -T 10413 -E -Infa armor~ - This looks like any other armor, but it is more finely made, it has a soft -glowing aure, and it hums slightly. -~ -A -1 3 -A -17 10 -A -5 3 -#10430 -Taylors Journal~ -Taylors Journal~ -Taylors Journal sits here for people to read.~ -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 10408 -#10431 -Master Map~ -a Master Map~ -A Master Map lies on the ground here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -4 1000 0 0 0 -E -3~ -@r------------------------------------------------------- - -@b DED -@b | -@b DED DED DED--MOD--DED X --MOD -@b | | | | | -@b X -- X -- X CNT-- X X --MOD--DED -@b | | | | -@b DED-- X X --MOD-- X -- X -- X -- X -@b | | | | -@b X -- X -- X DED X MOD -@b | | -@b X DED -@b | -@b ENT - -@r------------------------------------------------------- -@yENT: Beginning MOD: Monsters Den -@yDED: Dead End X: Just a Regular Maze Room -@yCNT: Center of the Maze @BRooms: 31 -@r-------------------------------------------------------@n -~ -E -2~ -@bArea : Orchan Village -Level : Any -@r------------------------------------------------------- -@b - MSH - | - MST--MST--VIW - | - ROR - | - ROR--ACS ROR--GTE - | | | - ELD WPS--ROR - -@r------------------------------------------------------- -@bGTE: Gate ELD: Village Elder -ROR: Rock Road VIW: Village Warrior -WPS: Weapon Shop MST: Main Street -ACS: Amor Shop MSH: Map Shop -@r------------------------------------------------------- -~ -E -1~ -@bArea : A Small Forest -@bLevel : Any Level -@r------------------------------------------------------- -@b WOD - | - BET--WOP--NTF--FTF ENF - | | | | - HSE LLP--ENF SHK--LKE -@r------------------------------------------------------- -@bWOD: Further into the Woods LLP: Lightly Lit Path -BET: Barricade of Trees ENF: End of Forest -WOP: Woodland Path NTF: Near the Tree Fort -FTF: Foot of the Fort SHK: A Small Shack -LKE: Lake -@r------------------------------------------------------- -~ -E -master map~ -@bMaster Map -@r*=================+==================================* -@r| @bPage 1 @r| @bForest Map @r| -@r| @bPage 2 @r| @bVillage Map @r| -@r| @bPage 3 @r| @bMaze Map @r| -@r+=================+==================================+ -| | -| @b@uTo look at any of these maps, it is look (#)@n@r | -| | -*====================================================*@n -~ -#10432 -map~ -a map~ -DO NOT LOOK!~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 200 0 0 0 -E -map~ - ______________________________ ___________________________ - | |---| | - | ___________________________|: :|________________________ | - | | : : | | - | | STB STB STB : :____ | | - | | | | | :____ : | | - | | STB--STB--STB GRD--GRD--GRD--GRD | | - | | | | | | | | | - | | STB PSH--PSH--CTY--CTY--CTY--CTY | | - | | | | | | | | | | - | | DRD PSH CTY--CTY--CTY--CTY | | - | | | | | | | | | | - | | :X:--:X:--DRD PSH--PSH ESH CTY--CTY--CTY | | - | | | | | | | - | | QLA--QLA--QLA INN BRD ESH--EHS :X: CRD WEL | | - | | | | | | | | | | | | | | - | | QLA--QLA--QLA--INN--BRD--TSQ--SIN--TPT--CRD--DRD | | - | | | | | | | | | | | - | | QLA--QLA--QLA INN BRD MST CRD--BNK--CRD | | - | | | | | | | | | | - | | QLA--DRD INN BRD MST BNK--BNK | | - | | | | | | | | | - | | JSH--BRD--BRD MST BNK--BNK | | - | | | | | | | - | | PND--JSH--JSH--JSH MST | | - | | : : | | - | |___________________________ : : ________________________| | - | |: :| | - |______________________________|---|___________________________| - - To see the legend it is 'look legend' -~ -E -legend~ - +------+ - |LEGEND| - +---------------------+------+--------------------+ - | ---: Gate :X:: A Dead End | - | : :: Golden Road EHS: Elders House | - | MST: Main Street PSH: Items Shop | - | TSQ: Town Square BRD: Brick Road | - | SIN: Small Intersection INN: Inn | - | TPT: Trodden Path JSH: Jaks Shop | - | CRD: Cement Road PND: Pond | - | DRD: Dirt Road QLA: Quan Road | - | STB: Stable CTY: Court Yard | - | GRD: Gold Road WEL: Well | - +-------------------------------------------------+ -~ -#10433 -spy glasses~ -spy glasses~ -A pair of spy glasses lies here.~ -~ -12 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 10 0 -T 10417 -#10434 -Infra Armor~ -the Infra Armor~ -Infra armor sits here~ -~ -9 ag 0 0 0 ad 0 0 0 o 0 0 0 -10 0 0 0 -16 892 0 7 0 -A -1 3 -A -17 10 -A -5 3 -#10499 -a bag~ -a bag~ -A bag is neatly folded here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 10416 -$~ diff --git a/lib/world/obj/106.obj b/lib/world/obj/106.obj deleted file mode 100644 index e218646..0000000 --- a/lib/world/obj/106.obj +++ /dev/null @@ -1,370 +0,0 @@ -#10600 -shirt off back panhandler~ -the shirt off the panhandlers back~ -A panhandler must of lost his shirt here~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -shirt off back panhandler~ - The thing is filthy and smells like the gutters along the street. -~ -#10601 -altar~ -a large altar~ -An altar stands tall at the back of the room~ -~ -8 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#10602 -quarterstaff flame hardened~ -a flame hardened quarterstaff~ -A nicely burnt quarterstaff is lying here.~ -~ -5 j 0 0 0 an 0 0 0 0 0 0 0 -4 3 6 6 -5 25 2 0 0 -#10603 -spear cast iron rebel~ -a cast iron rebel spear~ -A long thin shaft with a sharpened tip lies here.~ -~ -5 jmn 0 0 0 an 0 0 0 0 0 0 0 -4 3 5 3 -7 350 35 0 0 -#10604 -marble fountain~ -a fountain~ -A large marble fountain is here in the middle of the square.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 0 -505 0 0 0 0 -#10605 -elcadorian cross~ -a wooden orthodox Elcardorian cross~ -A blood coated cross is here, someone must have slain the owner.~ -~ -12 b 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -5 25 2 0 0 -A -19 1 -#10606 -pole arm~ -a long iron bladed pole arm~ -A badly finished pole arm with a hefty blade on the end.~ -~ -5 jmn 0 0 0 an 0 0 0 0 0 0 0 -4 4 5 3 -8 400 40 0 0 -#10607 -suncas bodyplate~ -a forged Suncas bodyplate~ -A roughly shaped forged bodyplate lays here with the symbol of Suncas on it.~ -~ -9 j 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -20 1000 100 0 0 -#10608 -suncas kilt cloth~ -a Suncas cloth kilt~ -A protective kilt lays here with the symbol of Suncas on it.~ -~ -9 j 0 0 0 al 0 0 0 0 0 0 0 -2 0 0 0 -7 7 0 0 0 -#10609 -suncas banded wristguard~ -a Suncas banded wristguard~ -A ring made of forged iron lays here with the symbol of Suncas embossed in it.~ -~ -9 j 0 0 0 am 0 0 0 0 0 0 0 -1 0 0 0 -6 300 30 0 0 -#10610 -suncas tin plated leather helmet~ -a Suncas tin scaled leather helmet~ -An tin scaled leather helmet is here, seemingly collasped into itself.~ -~ -9 j 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -10 100 10 0 0 -#10611 -sandal suncas rebel~ -a pair of Suncas untanned leather sandals~ -A pair of sandals made from untanned leather lies here.~ -~ -9 j 0 0 0 ag 0 0 0 0 0 0 0 -1 0 0 0 -3 30 3 0 0 -#10612 -elcadorian military sword~ -a two-handed Elcardorian military sword~ -A crudely fashioned two-handed military sword is lying here.~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -6 3 8 3 -20 1000 100 0 0 -#10613 -longsword elcardorian military~ -an Elcardorian military longsword~ -A well-made longsword is lying here with the Elcardorian badge on it.~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -6 3 6 3 -14 700 70 0 0 -#10614 -rapier military elcardorian~ -an Elcardorian military rapier~ -A finely polished silver edged rapier is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 2 5 14 -5 250 25 0 0 -#10615 -platinum Elcardorian sceptre~ -a platinum Elcardorian sceptre~ -A sceptre belonging to the late mayor of Elcardo lays here now, unwanted.~ -~ -1 gklp 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -2 600 60 0 0 -A -12 15 -#10616 -military combat plate elcardorian~ -an Elcardorian military combat plate~ -An awkwardly shaped plate lays here collecting dust.~ -~ -9 gk 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -15 750 75 0 0 -A -13 15 -#10617 -elcardorian military shin guard~ -an Elcardorian military shin guard~ -Some plates of bent metal lay here, looking like they belong to the military.~ -~ -9 kl 0 0 0 af 0 0 0 0 0 0 0 -7 0 0 0 -16 800 80 0 0 -#10618 -arm plate elcardorian military~ -some Elcardorian military arm plates~ -Some plates of raw metal have been tossed here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -7 0 0 0 -10 500 50 0 0 -#10619 -cloak elcardorian~ -a blue elcardorian cloak~ -A cloth of soft blue material lies on the ground.~ -~ -9 kp 0 0 0 ak 0 0 0 0 0 0 0 -2 0 0 0 -1 10 1 0 0 -#10620 -shield elcardorian~ -a leather underlined Elcardorian shield~ -A piece of metal plate with Elcardorian decorations lies here on the ground.~ -~ -9 kmno 0 0 0 aj 0 0 0 0 0 0 0 -8 0 0 0 -23 150 11 0 0 -#10621 -helmet elcardorian~ -a full faced Elcardorian helmet~ -A large alloy helmet lays here on the ground.~ -~ -9 ko 0 0 0 ae 0 0 0 0 0 0 0 -8 0 0 0 -15 750 75 0 0 -#10622 -axe executioner~ -a tempered bladed executioner's axe~ -A huge axe is lying here stuck one sided into the ground.~ -~ -5 bgjmno 0 0 0 an 0 0 0 0 0 0 0 -1 4 7 3 -30 267 26 0 0 -A -18 -1 -A -19 3 -#10623 -noose~ -a rope noose~ -Circular pieces of rope lie here on the ground.~ -~ -11 h 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -2 2 0 0 0 -A -13 -50 -A -12 -50 -A -14 -50 -#10624 -torture rack~ -a torture rack~ -A torture rack stands here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -torture rack~ - An old and blood stained sticky torture rack buckles up and ready to split -the next victim. -~ -#10625 -cast iron shackles~ -a pair of cast iron shackles~ -A pair of cast iron shackles lay here on the floor.~ -~ -9 egh 0 0 0 af 0 0 0 0 0 0 0 -2 0 0 0 -15 750 75 0 0 -A -17 -10 -#10626 -parliament ring~ -a parliament ring~ -A solid gold ring lies here.~ -~ -12 gk 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 950 100 0 0 -E -ring gold~ - The ring is engraved symbol of Elcardo. -~ -A -17 -5 -#10627 -wire barbed whip~ -a barb wire whip~ -A coil of barb wire lays here on the ground with a handle on the end.~ -~ -5 hj 0 0 0 an 0 0 0 0 0 0 0 -7 5 4 2 -1 20 2 0 0 -#10628 -cinnamon danish~ -a cinnamon danish~ -A soil covered cinnamon danish is here on the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 120 12 0 0 -#10629 -savoury muffins~ -a savoury muffin~ -A crumbled muffin has been dropped here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 170 17 0 0 -#10630 -cheese bun~ -a cheese bun~ -A bun coated with tasty cheese has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -1 170 17 0 0 -#10631 -ebony vial jar~ -an ebony vial~ -A dark glass jar lies here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -12 29 -1 -1 -2 300 30 0 0 -#10632 -blue waters~ -a jar of blue waters~ -An empty looking jar lays here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -12 51 -1 -1 -4 180 20 0 0 -#10633 -bright yellow gel jar~ -a jar containing bright yellow gel~ -A jar glowing in bright yellow sits here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -12 44 -1 -1 -5 160 16 0 0 -#10634 -cherry tube~ -a cherry colored tube~ -A long cherry colored test tube lays here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -12 21 -1 -1 -4 170 17 0 0 -#10635 -ring suncas authority~ -an authority ring of the Suncas clan~ -A symbol of authority and power sits in a ring lying here in the middle of the room.~ -~ -12 jlm 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 495 55 0 0 -#10636 -backpack lamb skin~ -a lamb skin backpack~ -A backpack either made or covered of lamb skin lays here.~ -~ -15 0 0 0 0 ak 0 0 0 0 0 0 0 -100 0 -1 0 -15 75 7 0 0 -#10637 -torch~ -a kerosene soaked torch~ -A kerosene soaked torch reeks.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 10 0 -3 15 1 0 0 -#10638 -waterskin buffalo water~ -a buffalo waterskin~ -A small buffalo waterskin is leaking onto the ground.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -20 20 0 0 -25 50 5 0 0 -#10639 -null gravity potion~ -a null gravity potion~ -A small jar is here floating in the middle of the room.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -12 53 -1 -1 -1 500 50 0 0 -#10640 -banks~ -the bank~ -A vault for collection and deposits is here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#10641 -assassins dagger~ -an assassins dagger~ -A long slender dagger is lying here~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -5 4 4 11 -1 100 10 0 0 -$~ diff --git a/lib/world/obj/107.obj b/lib/world/obj/107.obj deleted file mode 100644 index 292642f..0000000 --- a/lib/world/obj/107.obj +++ /dev/null @@ -1,740 +0,0 @@ -#10700 -tablet message iuel~ -the Tablet of Ieul~ -A large tablet of Ieul hangs on the wall bearing messages for the common folk.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -iuel message board tablet~ - Ever since the sun has set upon the eastern skys, and fallen every day to a -darken reign. Parables of Nox roam the land abound and beyond. Strong and -mighty warriors magicicians and those of lesser known march the ground mortal -fear to thread on. But times grew short, the wars plagued the realms and death -had flexed it's wings. Masses and mobs killings took place. Sacrifices of -blood and bone soaked the grounds, making it moist and hungry for more. The -war of the immortals was at it's darkest hour. 800 years later. The wars -ended, leaving only the fittest to survive. These great legends were loved and -feared, their faces to be thought unworthy to look upon, by mere mortals. -They were to be Gods and Greater Gods. Casting the rotting and part soiled -remains of their victims into a pit and burried it far away from the town that -was built for the living. Life soon begin to spawn by itself. Life as it -seems cannot be stopped, and those that was once dead. Are now known only to -be called commonly as the Undead. In the land of Iuel this massgrave -rejuvinates it's movements and sends forth a great army of fearsome creatures. -Wrecking havoc in the city around, with skills so great, and magic so potent. -The wars between the living and the dead, has now just begun. A place to rest, -away from the living. They mock me, but soon they will die. Everyone has to -die. -~ -#10701 -odylic face mask~ -an odylic face mask~ -A face mask gathering the surrounding forces of nature lays here translucent.~ -~ -9 f 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -4 200 20 0 -E -odylic face mask~ - The face mask is transparent, practically invisble and covers the entire -head. -~ -#10702 -odylic breastplate~ -an odylic breastplate~ -An enchanted translucent breastplate lays here.~ -~ -9 f 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -4 200 20 0 -E -odylic breastplate~ - The breastplate is unbelievably light and made from a see through material. - -~ -#10703 -odylic sandals~ -some odylic sandals~ -A pair of barely visible odylic sandals lay here collecting energy.~ -~ -9 f 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -4 40 4 0 -E -odylic sandals~ - The sandals are made from a strange transparent material, they fit snuggly -and offer good protection and mobility. -~ -#10704 -odylic wristlock~ -a broken odylic wristlock~ -Looks like someone has escaped an odylic wristlock, and just left it here.~ -~ -12 g 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 310 31 0 -E -odylic wristlock~ - These strange restraints can now be worn about the wrists, offering greater -protection and even empowering your limbs with a strange feeling of strength. - -~ -A -13 -10 -A -18 2 -A -19 1 -#10705 -odylic ring~ -an odylic ring~ -Small rings eluminating with odylic energy lays here nearly unseen.~ -~ -12 fg 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 500 50 0 -E -odylic ring~ - The transparaent ring glows with an unearthly light. It emanates a feeling -of power and lust to help bring forth death. -~ -A -17 5 -A -18 2 -#10706 -odylic shield~ -an odylic shield~ -A large shield bursting with energy lays here.~ -~ -9 f 0 0 0 aj 0 0 0 0 0 0 0 -8 0 0 0 -10 750 75 0 -E -shield odylic~ - The shield has a strange feeling of other worldly power and protection, it's -light and see through material is surprisingly durable. -~ -#10707 -odylic amulet~ -an odylic amulet~ -An odylic amulet lays here collecting impurities.~ -~ -12 f 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -4 470 47 0 -E -odylic amulet~ - The powerful amulet brings forth a lust for battle and blood. It's power -invigorating and empowering it's wearer. -~ -A -12 15 -A -18 -1 -#10708 -odylic greaves leg plates~ -some odylic greaves~ -A pair of darken, battered odylic leg plates lay here.~ -~ -9 f 0 0 0 af 0 0 0 0 0 0 0 -7 0 0 0 -6 450 45 0 -E -odylic greaves leg plates~ - The odylic greaves though transparent have a dark presence that seems to be -trapped within the magical armor. -~ -#10709 -odylic shoulder plates~ -some odylic shoulder plates~ -Some odylic should plates lay here.~ -~ -9 f 0 0 0 ai 0 0 0 0 0 0 0 -7 0 0 0 -5 375 37 0 -E -odylic shoulder plates~ - The plates seem to magically mold into the desired shape of whom ever -attempts to wear them. -~ -#10710 -vampire cloak~ -a red velvet vampire's cloak~ -A stunning cloak made from an erotic red velvet lays here wasted.~ -~ -9 p 0 0 0 ak 0 0 0 0 0 0 0 -3 0 0 0 -6 350 35 0 -E -vampire cloak~ - This blood red cloak is made from a thick velvet material that seems to flow -around it's wearer. -~ -A -12 10 -#10711 -odylic gauntlets~ -a pair of odylic gauntlets~ -Some odylic gauntlets lay here absorbing odylic energy.~ -~ -9 f 0 0 0 ah 0 0 0 0 0 0 0 -7 0 0 0 -4 300 30 0 -E -odylic gauntlets~ - The strange transparent material is very flexible and seems to form to the -wearers hand when worn. -~ -#10712 -odylic scabbard slate piece~ -an odylic scabbard~ -A piece of odylic slate lays here.~ -~ -9 f 0 0 0 al 0 0 0 0 0 0 0 -3 0 0 0 -4 40 4 0 -E -odylic piece scabbard slate~ - The strange transparent material seems to have been the scabbard from a -strange sword. -~ -#10713 -long bone~ -a long bone ~ -A really long bone, belonging to a incredibly huge creature lays here now.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 3 4 7 -4 40 4 0 -E -long bone~ - This strange bone has a feeling of power and anger about it. It would make -a great weapon for bludgeoning someone to a pulp. -~ -#10714 -spiked handwrap~ -a spiked handwrap~ -A handwrap with elugated spikes pertuding is here on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -8 3 3 8 -4 40 4 0 -E -spiked handwrap~ - This handwrapping is inlayed with deadly spikes with which would do a number -on someone if punched. -~ -#10715 -broad tempered scimitar fillet knife~ -a broad tempered scimitar~ -An enormously huge fillet knife is here, ready to fillet the world's largest tuna.~ -~ -12 0 0 0 0 an 0 0 0 0 0 0 0 -0 0 0 0 -16 800 80 0 -E -broad tempered scimitar~ - The blade is long and polished, making it a deadly weapon. -~ -#10716 -dancing fire soul weapon~ -a dancing fire soul~ -A rough looking weapon is here burnt for all it's made for.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 25 0 -4 20 2 0 -E -dancing fire soul weapon~ - This abandoned soul has been transformed into a weapon, and now seems -useless. -~ -#10717 -twig spikey~ -a spikey twig~ -A spikey twig lays on the ground waiting for you to step on.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 19 -3 150 15 0 -E -spikey twig~ - This strange twig has a strange feeling to it. It seems to fade in and out -of existence. -~ -#10718 -water soaked branch moss wood greeny~ -a water soaked branch~ -A greeny moss covered piece of wood lays here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 18 -1 1000 100 0 -E -water soaked branch moss wood greeny~ - The branch seems to glow red and blue on each end seeming to detect some -strange presence. -~ -#10719 -algae green blue stick~ -a blue and green algae covered stick~ -A green and blue stick covered in algae lays here on the ground.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 21 -1 550 55 0 -E -algae green blue stick~ - The stick seems rotten, and diseased, but it's magical qualities make it -very apparent. -~ -#10720 -red yellow algae stick~ -a red and yellow algae covered stick~ -A red and yellow algae covered stick lays here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 39 -1 175 17 0 -E -red yellow algae stick~ - The stick is remarkably strong for it's size and condition. -~ -#10721 -blue brown algae stick~ -a blue and brown algae covered stick~ -A blue and brown algae covered stick lays here on the ground.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 42 -1 250 25 0 -E -blue brown algae stick~ - This stick has a homey feeling to it. -~ -#10722 -brown maroon algae stick~ -a brown and maroon algae covered stick~ -A brown and marron algae covered stick lays here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 51 -1 180 18 0 -E -brown maroon algae stick~ - The stick smells faintly of the ocean and is extremely sodden. -~ -#10723 -slimy green moss covered twig~ -a slimy green moss covered twig~ -A slimy green moss covered twig lays here on the ground.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 -1 -1 500 50 0 -E -slimy green moss covered twig~ - The stick has a strange evil blessing emanating from within itself. -~ -#10724 -dead olive twig~ -a dead olive twig~ -A twig taken from a dead olive tree lays here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 43 -1 1000 100 0 -E -dead olive twig~ - This twig seemed to have once been ill and diseased but has now miraculously -recovered. -~ -#10725 -rotting white bark~ -a rotting white bark~ -A piece of bark ripped from a tree has been left here rotting.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 -1 -1 120 12 0 -E -rotting white bark~ - The bark seems to have aged beyond it's normal years. As if it's life had -been magically quickened. -~ -#10726 -water damaged tree bark~ -a water damaged tree bark~ -A tree bark soaked too long in water has been left here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 20 -1 750 75 0 -E -water damaged tree bark~ - The bark has the strange ability to detect forms of magic. -~ -#10727 -dried deer penis~ -a dried up penis of a deer~ -A dried up animal's groin lays here smelling really bad.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 35 -1 600 60 0 -E -dried up deer's penis~ - This disgusting extremity could make you drop or junk anything. -~ -#10728 -rhino horn~ -a freshly cut rhino's horn~ -A rhino's horn lays here on the ground.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 29 -1 160 16 0 -E -rhino horn~ - The horn is dull and worn from age. It seems to fade in and out of -existence, as if it was partially invisible. -~ -#10729 -nun nipple~ -a nun's nipple~ -A very disgusting nipple has been ripped off some poor woman and sits here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 -1 -1 900 90 0 -E -nun's nipple~ - The nipple has a strange ability to rejuvenate it's user. -~ -#10730 -good knight testicle~ -a good knight's testicle~ -A pair of very small testicles sits here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 50 -1 120 12 0 -E -good knight testicle~ - The testicle is shriveled and extremely small. After seeing this you -believe you could see anything. -~ -#10731 -mind altering smelling bag~ -a mind altering smelling bag~ -A bag sits here on the ground smelling very tempting.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 -1 -1 200 20 0 -E -mind altering smelling bag~ - This strange bag has the ability to rejuvenate those who dwell in the -mystical arts. -~ -#10732 -brass visor~ -a brass visor~ -A brass rim made from badly forged brass lays here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -3 60 6 0 -E -brass visor~ - The brass visor is poorly made and in need of a good shining. -~ -#10733 -brass chestplate~ -a brass chestplate~ -A long slate of brass lays here covering a lot of other equipment.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -15 300 30 0 -E -brass chestplate~ - The chestplate has been beaten and bloodied from use. Not very appealing, -but it would offer minimal protection. -~ -#10734 -horn scaled sleeve~ -a pair of horn scaled sleeves~ -A sleeve made from boiled and cut horn lays here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -5 0 0 0 -3 30 3 0 -E -horn scaled sleeves~ - These sleeves are very unique, made from horns of an unidentifiable beast -they are extremely durable. -~ -#10735 -horn scaled leg plates~ -a horn scaled leg plate ~ -A longish plate made from scaled horns lay here~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -5 0 0 0 -4 40 4 0 -E -orn scaled leg plates~ - These leg plates are made from durable horns, very strange and unique -design. -~ -#10736 -brass gauntlets~ -a pair of brass gauntlets~ -A pair of gauntlets made from shining brass lays here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -3 60 6 0 -E -brass gautlets~ - A set of brass hammered gauntlets. Very stiff and unflexible, they are not -very well suited for maneuverability, but they do offer good protection. -~ -#10737 -brass wrist wrap~ -a brass supported cloth wrist wrap~ -A piece of cloth with a brass bar in the middle lays here on the ground.~ -~ -12 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -2 40 4 0 -E -brass wrist wrap~ - The brass piece is completely wrapped in cloth. Making a very stiff and -supportive guard. -~ -A -13 3 -#10738 -brass neck piece~ -a brass neck piece~ -A ring of brass lays here on the ground.~ -~ -12 g 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -3 250 25 0 -E -brass neck piece~ - The ring of brass has a small clasp that can be opened to place it around -the neck. -~ -A -6 -1 -A -12 5 -#10739 -mossy webbed feet~ -some mossy webbed feet~ -A pair of green covered slimy mossy feet lay here.~ -~ -12 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -3 135 13 0 -E -mossy webbed feet~ - This strange footwear is extremely awkward looking, but it may be useful -over watery terrain. -~ -#10740 -black wood buckler~ -a black wood buckler~ -A flat piece of black wood lays here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -4 0 0 0 -7 35 3 0 -E -black wood buckler~ - The black wood appears to have been hardened by flame. The tempering has -given it a smooth black polish. -~ -#10741 -phoenix wings~ -a pair of phoenix wings~ -A pair of red and gold wings is here half burried.~ -~ -12 g 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -4 350 35 0 -E -phoenix wings~ - These strange wings can be placed about your body. -~ -#10742 -broadsword Iuel~ -a broadsword from Ieul~ -A broadsword made from an incredible weaponsmith lays here.~ -~ -12 0 0 0 0 an 0 0 0 0 0 0 0 -0 0 0 0 -7 525 52 0 -E -broadsword Iuel~ - The blade is finely honed and polished. An excellent weapon for almost any -battle. -~ -#10743 -Ieulish gray sword~ -a gray sword from Ieul~ -A medium sized sword made from a land far away sits here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -6 4 5 3 -5 375 37 0 -E -Ieulish gray sword~ - The sword is made from an unkown material. It's gray shine like that of -metal, but it is not metal. -~ -#10744 -ieulish battleaxe~ -an ieulic battleaxe~ -A battleaxe from the land of Ieul is sits here humming.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -1 10 4 3 -20 150 15 0 -E -ieulish battleaxe~ - The axehead is two-headed, made from a strange gray material. The head is -mounted on an oaken handle. -~ -#10745 -iuelish polearm~ -an Iuelic polearm~ -A polearm from the land of Ieul stands against the wall.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 5 5 3 -9 675 67 0 -E -ieulish polearm~ - The polearm is about two spans in length equipped with a nasty looking blade -on it's end. -~ -#10746 -war mallet iuel~ -a war mallet from Iuel~ -A large headed war mallet from the land of Iuel is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 5 5 7 -15 112 11 0 -E -war mallet iuel~ - The mallet is made from a strange gray material. It's head large and blunt. -The handle long and thin. -~ -#10747 -tiger sabertooth tooth~ -a long sabertooth tiger's tooth~ -The tooth of a grand sabertooth now lays here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -8 5 5 4 -3 30 3 0 -E -tiger sabertooth tooth~ - The long tooth is over a hands length. It's point very sharp, making it an -excellent weapon. -~ -#10748 -ieulic spiked ball chain~ -an Iuelic spiked ball and chain~ -A spiked ball connected to a long wooden handle lays here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 6 3 6 -10 750 75 0 -E -ieulic spiked ball chain~ - The spike ball is about the size of a human head. Attach to a long chain -with a small handle. -~ -#10749 -weed vine iuel~ -a weed vine from the wetlands of Iuel~ -A short rope made from vines lay here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -7 4 4 2 -3 30 3 0 -E -weed vine iuel~ - The vine has been weaved into a makeshift whip. -~ -#10750 -odylic spike iuel~ -an odylic spike from Iuel~ -A sharp very long spiked jets out from the ground here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -4 3 4 11 -2 100 10 0 -E -odylic spike iuel~ - The spike is about an arms length long and sharpened to a fine point. -~ -#10751 -vault banks~ -the bank vault~ -The bank vault lies open, waiting for someone to try to enter.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -bank vault~ - The bank vault stands wide open. All the coins and loot inside are fully -visible and ripe for the taking. Except for a strange presence that you can -feel but not see. Many have tried to loot from this bank, but the unseen -spirits have caused them to always fail. Only a fool attempts to steal from -the dead city of Iuel. -~ -#10752 -rare gem~ -a sparkling rare gem~ -A gem, sparkling and rare in all favors is stuck in the ground~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 -#10753 -lower gem~ -a lower gem~ -A blackish gem with the weight of a dead corpse is stuck here in the ground~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 -#10774 -middle gem~ -a middle gem~ -A piece of mud like solid is stuck in the ground.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 -#10775 -level gem~ -a level gem~ -A long flat gem is here balancing itself one a small twig~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 -$~ diff --git a/lib/world/obj/11.obj b/lib/world/obj/11.obj deleted file mode 100644 index 3e3615b..0000000 --- a/lib/world/obj/11.obj +++ /dev/null @@ -1,448 +0,0 @@ -#1100 -table end~ -the end of a table~ -The end of a long dining table protrudes from the west.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -end table~ - Majestic and intricately carved, this massive table fills the entire -stretching hall to the west. A finely embroidered tablecloth can be glimpsed in -places, most of the smooth surface covered with a layer of powdery white snow. -~ -#1101 -end table~ -the end of a table~ -The end of a long dining table protrudes from the east.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -end table~ - Majestic and intricately carved, this massive table fills the entire -stretching hall to the east. A finely embroidered tablecloth can be glimpsed in -places, most of the smooth surface covered with a layer of powdery white snow. -~ -#1102 -long dining table~ -a long dining table~ -A long dining table stretches to the east and west.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -long dining table~ - Made by the finest of carpenters, this immensely long table has several legs -bearing its weight, each carved into the shape of a dragon's scaled foot, the -elegant curving claws formed of ivory. The rest of the table is smoothly -polished dark mahogany, coated with a fine powder of pure white snow. -~ -#1103 -throne quartz beryl~ -a throne of quartz and beryl~ -A throne of quartz and beryl stands frozen in the center of the room.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -throne quartz beryl~ - Sculpted as if from ice itself, the transparent quartz of this throne -reflects and illuminates, filling the room with hundreds of tiny sparkles. -Pale blue beryl gilds the back and armrests, lending its immensely rare value to -the immense beauty of the sculpting work. -~ -#1104 -grand glass piano~ -a grand glass piano~ -A grand glass piano stands abandoned to dust and snow.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 1107 -E -grand glass piano~ - A work of breathtaking beauty, this gently curving piano is as delicate and -light-filled as the ice that holds it in place. Sparkles of blue and green and -purple dance like tiny fireflies within its transparent structure, tiny luminous -strips of aquamarine used for the chord keys. Despite its age, however, it -appears it is still possible to 'play' this instrument. -~ -#1105 -case jewellery~ -a case of jewellery~ -A case of jewellery glistens in the light.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -case jewellery~ - Once polished and transparent, this delicate case is now slightly frosted -with ice, offering only a vague glimpse of the unreachable gems within. -Sparkling and lustrous hues of every color are visible, from blood red rubies -to the delicate purples of amethyst, and cool green of emerald, each gem -fashioned expertly into a breathtaking piece of jewellery. -~ -#1106 -silver flame crystal stand~ -a silver flame~ -A silver flame writhes silently on a crystal stand.~ -~ -1 dq 0 0 0 a 0 0 0 0 0 0 0 -0 0 -1 0 -1 1000 0 0 0 -E -silver flame crystal stand~ - Slowly undulating, the ripples of this fire are cool and reflective, giving -off a light brighter than any natural fire could, and filling the surrounding -atmosphere with a sense of intense cold rather than heat. A slender stand of -crystal spirals beneath it, allowing the flame to be carried without the -bearer's hand being frozen. -~ -#1107 -blossoms edelweiss flowers~ -blossoms of edelweiss~ -Blossoms of edelweiss nod sorrowfully in the stirring air.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -E -blossoms flowers edelweiss~ - Delicately star-shaped, and the pure color of spun white wool, these tiny -flowers convey an image of beauty and innocence. Slender stems support the -blossoms, extending elegantly beneath the buds like tiny emerald pedestals. -~ -#1108 -diamond bracelet~ -a diamond bracelet~ -A diamond bracelet glints brightly from the shadows.~ -~ -11 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 400 0 0 0 -T 1109 -E -diamond bracelet~ - Beautiful, shimmering diamonds are set in a delicate spiral of white gold, -made to decorate a slender wrist. A cool aura of magical power whispers amongst -the twinkling stones, and the surrounding wind seems to stir uneasily in answer. -Glowing faintly, this jewellery seems to possess some strange force that can be -imbued upon the wearer, all they need do is 'draw' upon it. -~ -#1109 -ivory bed silk~ -an ivory bed spread with silk~ -An ivory bed spread with silk stands in the center of the room.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -ivory bed silk~ - Smooth creamy curving lines make up the white frame of this bed, polished -until shining and silver-veined with ice. Soft, lush bedding is spread -generously over the padded mattress, white pillows and downy quilts giving it a -beautifully inviting appearance if it wasn't for the layers of snow. -~ -#1110 -crystal chalice~ -a crystal chalice~ -A crystal chalice sparkles with holy light.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -E -crystal chalice~ - Clear as pure water, this delicate chalice sparkles as though imbued with its -own holy internal light. The cup itself is wreathed with fragile silver vines, -spiralling down into a slender braided stem. -~ -#1111 -pewter blade~ -a pewter blade~ -A pewter blade glints sharply.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 0 -E -pewter blade~ - Beautifully fashioned, this blade is extremely sharp along both its edges. -A cool blue hue lights the pewter from within, giving the weapon a slight icy -glow. Arcane symbols have been engraved along the hilt, old magic filling the -metal with an unnatural cold. -~ -#1112 -sleep ring~ -a sleep ring~ -A sleep ring lies here~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -2 4 0 0 0 -#1113 -rosewood bed~ -a rosewood bed, covered with satin~ -A bed of rosewood stands undisturbed, covered with satin.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -rosewood bed~ - Darkly beautiful, this bed has been carved from richly-hued rosewood. -Symbols and runes are etched along the framework, and a thin veil hangs torn -from its overhead canopy. Scarlet satin sheets lie almost buried beneath -coatings of snow, deep reds contrasting with the purity as spatterings of blood -on a white canvas. -~ -#1114 -mahogany bed velvet~ -a bed of mahogany and velvet~ -A bed of mahogany and velvet stands frozen with ice.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -bed mahogany velvet~ - The deep, dark wood of this bedframe glistens as though freshly polished, a -thick coating of ice making it glassy and cold. Even darker velvet has been -spread generously over the solidly frozen bed, its rich hues of red and purple -deceptively soft-looking. -~ -#1115 -crystalline bed~ -a crystalline bed, covered with feather-down~ -A crystalline bed stands here, covered with feather-down.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -crystalline bed~ - This bed's slender frame has been carved from some crystalline substance, -glittering as though covered in diamonds. A fluffy feather down is piled -luxuriously on top of it, piles of the soft, white bedding mingling with pillows -of snow. -~ -#1116 -frosted plum~ -a frosted plum~ -A frosted plum has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 1 0 0 0 -E -frosted plum~ - Richly purple, this fruit is blossoming with beads of frozen juice. Its -glistening skin is dusted with a light coat of snow, making it look as though it -has been rolled in powdered sugar. -~ -#1117 -brick cheeze frozen~ -a frozen brick of cheese~ -A brick of cheese stands frozen in place.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -7 0 0 0 -1 1 0 0 0 -E -frozen brick cheese~ - This rich-colored cheese looks as though it was once smooth and creamy. -Now, however, it is unnaturally frozen solid, silver veins of ice criss-crossing -its surface. -~ -#1118 -water pewter goblet water~ -a pewter goblet~ -A pewter goblet glints subtly.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -30 30 15 0 -35 10 0 0 0 -E -pewter goblet~ - This pretty goblet has been engraved with the image of a winged dragon. The -creature's tail winds down around the stem of the cup, and its eyes are embedded -with two sparkling green jewels. -~ -#1119 -barrel ale~ -a barrel of ale~ -A barrel of ale has been cracked open.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -60 60 3 0 -0 0 0 0 0 -E -barrel ale~ - This large wooden barrel has had its top deliberately cracked and forced off. -Within, a swirling amber liquid looks invitingly thirst-quenching. -~ -#1120 -iron maiden~ -an iron maiden~ -An iron maiden stands against the wall.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -iron maiden~ - This medival torture device is viciously built, designed to cause -excruciating pain and slow death to any unfortunate soul placed inside. -Engraved with arcane symbols, the sleek exterior bears the resemblance of some -terrible goddess. However, her evil eyes and sharp fangs are nothing compared -to the cruel glistening spikes that overlay the interior, rust-colored stains -silent evidence of previous victims. -~ -#1121 -bucket~ -a bucket~ -A bucket dangles above the well.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 1127 -E -bucket rope~ - Old brown rope is coiled around a windlass, a large handle projecting from -the side so that one may 'lower' the bucket into the well. Once the bucket has -been raised, one must 'empty' it in order to see its contents. -~ -#1122 -rope~ -a rope~ -A rope hangs down into the well.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 1126 -E -rope~ - This long frayed rope hangs deep into the darkness of the well. There is -probably a bucket attached to the end of it, just waiting for someone to come -and 'raise' it. -~ -#1123 -gold coin~ -a gold coin~ -A gold coin shines brightly here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -gold coin~ - This shiny, round coin has been abandoned for some strange reason. Perhaps -it was somebody's wish, or maybe a curse. -~ -#1124 -handful sludge~ -a handful of sludge~ -A handful of sludge lies in a lumpy pile.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -handful sludge~ - Mostly consisting of mud and a few green tufts of moss or fungi, this handful -of sludge is hardly a great prize. In fact, it seems to be moving here and -there, a few maggots or earthworms poking their slimy appendages out. -~ -#1125 -object triggers xxobject~ -an object for helping with triggers~ -An object for helping with triggers lies here.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#1126 -white key~ -@Wa white key@n~ -@WA white key@g lies gathering dust.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -white key~ - This pale key is elegant and intricately carved. It seems to have been -wrought from smooth ivory and polished, a long spiralling stem branching into -complex notches. -~ -#1127 -dark key~ -@Da dark key@n~ -@DA dark key@g lies gathering dust.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -dark key~ - Oily black and glistening, this dark key looks as though it has been carved -from rich obsidian. Strange magical symbols and letters are etched along its -length, giving it an ominous quality. -~ -#1128 -crystal tiara~ -@Wa crystal tiara@n~ -@WA crystal tiara@c sparkles brightly here.@n~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 300 0 0 0 -E -crystal tiara~ - Delicate and shimmering, a thin band of crystal has been twisted by some -strange means into a tiara. Icy blue and faintly glowing, it radiates an aura -of magic and unnatural chill. -~ -A -24 2 -#1129 -snow-speckled gown~ -@Wa @Cs@Wn@Co@Ww@C-@Ws@Cp@We@Cc@Wk@Cl@We@Cd @Wg@Co@Ww@Cn@n~ -@WA @Cs@Wn@Co@Ww@C-@Ws@Cp@We@Cc@Wk@Cl@We@Cd @Wg@Co@Ww@Cn@n lies crumpled here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -2 400 0 0 0 -E -snow-speckled gown~ - Long and flowing, this elegant white gown appears to made out of an extremely -fine wool. A fine sheen of frozen droplets covers this it, studding it with ice -crystals as if bejewelled, and its long train sparkles with diamond flecks of -snow. -~ -A -24 2 -#1130 -DG test map~ -a test DG map~ -A DG test map lies here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 1134 -E -DG test map~ - Type 'map' to use. -~ -$~ diff --git a/lib/world/obj/115.obj b/lib/world/obj/115.obj deleted file mode 100644 index 51a222b..0000000 --- a/lib/world/obj/115.obj +++ /dev/null @@ -1,231 +0,0 @@ -#11500 -goblin shortsword~ -a goblin shortsword~ -An odd length looking sword lays here, too long for a dagger and not really a sword.~ -~ -5 jm 0 0 0 an 0 0 0 0 0 0 0 -5 2 4 3 -1 1 0 0 -#11501 -chainmail~ -copper pressed chainmail~ -A really flat chainmail made of copper lies on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -2 40 4 0 -#11502 -handaxe~ -a stout handaxe~ -A handaxe of centaur craftsmanship lays here gleming in the sun.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 4 10 -4 20 2 0 -#11503 -broad sword~ -a copper broad sword~ -A copper broad sword of centaur make is stuck to the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -6 3 3 12 -1 1 0 0 -#11504 -tarnished copper bracelet~ -a tarnished copper bracelet~ -A tarnished copper bracelet lies here.~ -~ -12 g 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 100 10 0 -A -1 -1 -#11505 -horse shoe~ -a copper horse shoe~ -A roughly pressed copper horse shoe lays here.~ -~ -12 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 20 2 0 -A -23 2 -A -18 2 -#11506 -monk robes~ -some monk robes~ -A monk's robe is here crumbled on the ground, covered in blood~ -~ -11 gj 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -10 10 1 0 -A -17 -6 -A -12 -20 -#11507 -book~ -a small gray book~ -A gray color leather bounded book lays here.~ -~ -3 bcgp 0 0 0 a 0 0 0 0 0 0 0 -12 1 1 20 -3 50 5 0 -#11508 -intangible kris~ -an intangible kris~ -There is nothing here as a weapon.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -5 3 3 11 -5 200 20 0 -A -12 -35 -A -19 3 -#11509 -goblin helmet~ -a very ordinary goblin helmet~ -A goblin helmet lays here on the ground collecting water.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -1 1 0 0 -#11510 -goblin shield~ -a wooden goblin shield~ -A round piece of wood shaped out to be a shield lays here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -3 0 0 0 -1 1 0 0 -#11511 -key~ -a key~ -It is an old rusty key.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -look key~ - There is a small area with the words western hall etched on it. -~ -#11512 -small key~ -a small key~ -A key marked eastern room.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#11513 -pewter ring~ -a pewter ring~ -A very small piece of rounded alloy glems in the sunlight.~ -~ -11 g 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 150 15 0 -A -1 -2 -A -3 1 -#11514 -key~ -this is a small golden key~ -This key looks very expensive and valuable.~ -~ -18 ac 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -look key~ - There are the words Northern Hall etched in this key. -~ -#11515 -goblin spear~ -a goblin short spear~ -A short stick with a stone head on the end trys to pass as a spear is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -4 3 3 11 -1 1 0 0 -#11516 -copper gauntlets~ -some copper gauntlets~ -A badly finished pair of gauntlets lay here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -3 60 6 0 -#11517 -kicking boots~ -a pair of kicking boots~ -A small solid pair of kickers lay here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -3 30 3 0 -#11518 -little bow peeks staff~ -little bow peek's staff~ -A small shepard girl's stick lays here.~ -~ -11 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 315 31 0 -A -3 1 -A -12 10 -#11519 -intangible backpack~ -an intangible backpack~ -There is nothing here to hold anything at all.~ -~ -15 0 0 0 0 ak 0 0 0 0 0 0 0 -600 0 -1 0 -10 500 100 0 -#11520 -intangible light~ -an intangible light~ -There is nothing here to light the way~ -~ -1 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 1 0 0 -A -12 10 -#11521 -barrel monk wine~ -a barrel~ -A barrel filled with wine made by the monks of this monestary is here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -100 100 2 0 -0 0 0 0 -#11537 -Small stream~ -a small stream lies here flowing from the north~ -A small stream lies here flowing from the north.~ -~ -23 i 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -505 0 0 0 -#11547 -sign~ -a old wooden sign~ -A old wooden sign stands untouched here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -sign~ - North - Holy Battlegrounds - South - Monestary - East - Forest -~ -$~ diff --git a/lib/world/obj/117.obj b/lib/world/obj/117.obj deleted file mode 100644 index a24514c..0000000 --- a/lib/world/obj/117.obj +++ /dev/null @@ -1,642 +0,0 @@ -#11700 -wedding ring~ -a wedding ring~ -A simple ring made out of gold, it looks like a ring one would recieve at a wedding from their spouse.~ -~ -11 q 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#11701 -sign~ -a sign~ -A sign is posted in the ground~ -Tower #1: Shops and excecutive officing -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 1 0 0 0 -#11702 -yellow straightsword~ -@YYellow@n straightsword~ -A @YYellow@n straightsword is lying here.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -2 3 6 3 -6 475 0 10 0 -E -yellow straightsword~ - The long straight blade is stained a bright yellow. It is well forged and -the hilt is made of gold. On the hilt is a symbol that looks like the sun seems -to make the sword glow. The blade is sharpened well and made of a sturdy metal. -While somewhat heavy -~ -#11703 -yellow field plate~ -@YYellow@n field plate~ -A @YYellow@n field plate is lying here.~ -~ -9 bo 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -9 1 0 10 0 -E -yellow field plate~ - The field plate is stained a bright yellow. The armor is made of extremely -sturdy metal and will sustain well against some pretty serious attacks. The -armor has a symbol that looks like a sun engraved on the back near the top. -~ -#11704 -silver scimitar~ -@DSilver@n scimitar~ -A @DSilver@n scimitar has been left here.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -3 2 9 3 -7 500 0 10 0 -E -silver scimitar~ - The scimitar is well curved and very sharp. The blade is made of silver and -shines like the full moon. The hilt of the sword is also silver and very -exquisite. -~ -#11705 -broiled turkey~ -a Broiled Turkey~ -A Broiled Turkey has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -15 0 0 0 -3 1250 0 20 0 -E -broiled turkey~ - This delicious meal was no doubt made by the chefs at The Turkey's Gobble. -The famed food looks juicy and tender, cooked to a perfect golden brown on the -outside and a delicious white on the inside, it can make even the most stubborn -person's mouth water -~ -#11706 -silver splint mail~ -a @DSilver@n splint mail~ -A @DSilver@n splint mail has been left here.~ -~ -9 bm 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -10 550 0 10 0 -E -silver splint mail~ - This unique armor has been made from forged scraps of silver, and is -surprisingly durable. The inside of the armor is covered in a layer of red felt -for comfort. The silver seems to shine more than you would expect it to. -~ -#11707 -turkey sandwich~ -a Turkey Sandwich~ -A Turkey Sandwich has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -2 30 0 0 0 -E -turkey sandwich~ - A turkey sandwich with a toothpick. It looks quite tasty. -~ -#11708 -wooden cello~ -a wooden cello~ -A wooden cello has been left here.~ -~ -12 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -8 1 0 0 0 -T 11705 -E -wooden cello~ - The cello is pretty and made of wood. It is in tune and can be used well -by masters. -~ -#11709 -turkey soup~ -a Turkey Soup~ -A Turkey Soup has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -5 100 0 0 0 -E -turkey soup~ - The steaming soup is served in an ivory bowl. The soup is a tanish color -with bits of white turkey meat floating in it. There are also vegetables such -as celery, tomatoes and carrots. -~ -#11710 -turkey surprise~ -a Turkey Surprise~ -A Turkey Surprise has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -4 75 0 0 0 -E -turkey surprise~ - Nobody knows what they put in this meal. Nobody really cares, since it isn't -that great anyway. -~ -#11711 -cranberry juice~ -a Cranberry Juice~ -A Cranberry Juice has been left here.~ -~ -23 0 0 0 0 a 0 0 0 0 0 0 0 -2 2 0 0 -3 60 0 0 0 -E -cranberry juice~ - The dark red juice is served in a tall glass with cranberries at the bottom -of the juice. The sweet and tart liquid is a favorite among many kids and -adults. -~ -#11712 -pumpkin ale~ -a Pumpkin Ale~ -A Pumpkin Ale has been left here.~ -~ -23 0 0 0 0 a 0 0 0 0 0 0 0 -21 7 3 0 -10 200 0 0 0 -E -pumpkin ale~ - The orange ale is served in a large glass mug. It has a thick froth at the -top and is really bubbly. On the side of the mug there is 'The Turkey's Gobble' -written in calligraphy. -~ -#11713 -pumpkin pie~ -a Pumpkin Pie~ -A Pumpkin Pie has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -9 300 0 0 0 -E -pumpkin pie~ - The pie is baked to perfection and is topped in the center with whip cream. -It is steaming fresh from the oven and a dark orange-brown color. -~ -#11714 -road heaven wine~ -@RRoad@n @Yto@n @CHeaven@n~ -A @RRoad@n @Yto@n @CHeaven@n has been left here.~ -~ -23 0 0 0 0 a 0 0 0 0 0 0 0 -100 10 2 0 -15 750 0 0 0 -E -road heaven wine~ - This dark red wine is called the @RRoad@n @Yto@n @CHeaven@n because it is -extremely intoxicating but filling. The bottle that contains it is huge and -probably will keep you busy for quite some time. The wine has a smell of a -mixture of many fruits, though it is difficult to tell which ones were used. -~ -#11715 -wine flask~ -a Flask of White Wine~ -A Flask of White Wine has been left here.~ -~ -23 0 0 0 0 a 0 0 0 0 0 0 0 -12 3 2 0 -5 75 0 0 0 -E -flask wine~ - The flask is brown, and not very big. The wine inside it kind of smells like -peaches, for some reason. -~ -#11716 -estanzia~ -an Estanzia~ -An Estanzia has been left here.~ -~ -23 0 0 0 0 a 0 0 0 0 0 0 0 -15 5 2 0 -10 300 0 0 0 -E -estanzia~ - The wine in the bottle is a nice clear/white color. The bottle itself is -green and is wrapped with a large label that says 'Estanzia'. -~ -#11717 -glass wine~ -a glass of wine~ -A glass of wine has been left here.~ -~ -23 0 0 0 0 a 0 0 0 0 0 0 0 -8 2 2 0 -5 50 0 0 0 -E -glass wine~ - The glass is made of an intricately cut crystal filled to the top with a -sweet, red wine. It tastes like a mixture of grape and raspberry that feels -warm on the tongue but cold in the hand. -~ -#11718 -cellar key~ -the wine cellar key~ -The wine cellar key has been left here.~ -~ -18 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -key~ - The key is pink and cut very nicely. It is hanging off of a chain and it has -'Wine cellar' engraved on it. -~ -#11719 -chalice red something~ -a Chalice of Red Something~ -A Chalice of Red Something has been left here.~ -~ -23 0 0 0 0 a 0 0 0 0 0 0 0 -7 7 13 0 -7 400 0 0 0 -E -chalice wine~ - @WO@n@DM@n@WG@n @WO@n@DM@n@WG@n that isn't @mwine@n it's @rblood!!!!! @n -~ -#11720 -defender~ -the @rD@n@me@n@rf@n@me@n@rn@n@md@n@re@n@mr@n~ -The @rD@n@me@n@rf@n@me@n@rn@n@md@n@re@n@mr@n has been left here.~ -~ -5 abdmnoq 0 0 0 an 0 0 0 0 0 0 0 -4 7 3 10 -15 2000000 0 10 0 -E -defender~ - The @rD@n@me@n@rf@n@me@n@rn@n@md@n@re@n@mr@n is a valiant sword only usable -by masters of the world. The blade is a dull gray and the hilt is made of -silver with a leather bound handle for a good grip. Legend goes it was used to -protect Los Torres from i nvasion of the Valdurain Army. It is only wieldable -by the warriors of the land. -~ -#11721 -optical blue helm~ -an @DOptical@n @bBlue@n helm~ -An @DOptical@n @bBlue@n helm has been left here.~ -~ -9 0 0 0 0 ae 0 0 0 e 0 0 0 -10 0 0 0 -7 2750 0 10 0 -E -optical blue helm~ - Painted blue and black in a very, very thin striped pattern, the helmet makes -your eyes hurt a bit. The helm completely covers your head and neck, and it's -desgin makes it look like a hood. There is a mask covering the face, with -eyeholes and holes in front of the mouth and nose for breathing. The empty -holes for the eyes seem to have a piercing look to them. -~ -#11722 -large boots~ -some Large Boots~ -Some Large Boots have been left here.~ -~ -9 0 0 0 0 afg 0 0 0 0 0 0 0 -10 0 0 0 -10 2500 0 10 0 -T 11708 -T 11709 -E -large boots~ - The boots are large and made of iron. They are large enough to cover your -shins as well as your feet. -~ -#11723 -titanium gauntlets~ -some Titanium Gauntlets~ -Some Titanium Gauntlets have been left here.~ -~ -9 b 0 0 0 ah 0 0 0 0 0 0 0 -7 0 0 0 -5 2200 0 10 0 -E -titanium gauntlets~ - These gauntlets have been forged with pure titanium. They are sturdy yet -flexible enough to fit your fingers well. The metal feels unexpectedly warm as -it is worn. The knuckles of the gauntlets have small spikes on them for -aesthetic purposes. -~ -#11724 -pair greaves~ -a pair of greaves~ -A pair of greaves have been left here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -6 0 0 0 -10 1500 0 10 0 -E -pair greaves~ - The greaves are made of metal and strap around the user's legs with -leather-bound buckles. They are very shiny and look brand new. -~ -#11725 -white chainmail~ -a White Chainmail~ -A White Chainmail has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -9 0 0 0 -13 4000 0 10 0 -E -white chainmail~ - A chainmail made entirely of a white painted metal is here. It has not been -painted very well, for tiny hatches of gray are still visible. The chainmail -feels somewhat heavy and it is longer than a normal chainmail would be. -~ -#11726 -red wood bow~ -a bow made of dark, red wood~ -A bow made of dark, red wood has been left here.~ -~ -5 mn 0 0 0 ano 0 0 0 0 0 0 0 -3 3 4 1 -10 600 0 14 0 -E -bow red wood~ - This is a bow intricately made of red wood from the Red Forest outside of Los -Torres. It has a small jewel placed at the tip of the red wooden parabola. -The coarse string of the bow is very stiff and difficult to pull for even the -strongest of people. It makes a very quiet and constant 'twang' sound when -plucked. -~ -A -3 2 -A -1 1 -#11727 -ousishi katana~ -an Ousishi Katana~ -An Ousishi Katana has been left here.~ -~ -5 p 0 0 0 an 0 0 0 t 0 0 0 -3 5 4 3 -20 1500 0 10 0 -E -ousishi katana~ - This sword is a new model of the katana. Unlike most models, it has a -backward blade and is somewhat heavier. There is a small hole in the blade -above the hilt so the blade will make less sound when slashed. It is also a -little longer and there is a little bit more curve to the end of the blade than -a standard katana. -~ -A -2 3 -#11728 -red arrow~ -a red arrow~ -A red arrow has been left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 10 0 -E -arrow~ - The skinny arrow is painted red and has red feathers at the end of it. It -pierces the wind when fired and doesn't make more than a really quiet whistle. -The head of the arrow is made of red painted iron. -~ -#11729 -redwood quiver~ -a Redwood Quiver~ -A Redwood Quiver has been left here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -10 0 -1 0 -3 200 0 0 0 -E -redwood quiver~ - Red painted wood signifies this quiver was made by the Red Assassins, an -infamous group from Los Torres. It looks very deep and it might be able to hold -a lot of arrows. There are metal bindings at the top and the bottom of the -cylindrical quiver that keep the wood together. They are fastened with screws -that are welded into the iron. -~ -#11730 -obscenity~ -an @WO@n@Yb@n@Rs@n@Mc@n@Be@n@Cn@n@Gi@n@Kt@n@Wy@n~ -An @WO@n@Yb@n@Rs@n@Mc@n@Be@n@Cn@n@Gi@n@Kt@n@Wy@n has been left here.~ -~ -11 abdq 0 0 0 ao 0 0 0 i 0 0 0 -0 0 0 0 -2 5 0 10 0 -A -1 2 -A -2 2 -A -5 2 -#11731 -beam light~ -a beam of light~ -A Beam of Light has been left here.~ -~ -1 a 0 0 0 a 0 0 0 0 0 0 0 -0 0 -1 0 -1 500 0 17 0 -E -beam light~ - This is a strange source of light indeed. It is a beam of eternal light from -the sun enclosed within a clear and weightless magical case. It floats with -it's carrier and clears away any darkness it may see. -~ -#11732 -kard~ -a Kard~ -A Kard has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 3 5 14 -3 350 0 13 0 -E -kard~ - The small and lightweight dagger was made so that nobody would see it when it -is thrust at its opponent. The blade reaches over the hilt by about an inch and -is about 5 inches in length. -~ -A -2 1 -#11733 -red cloth costume~ -a @RRed Cloth Costume@n~ -A @RRed Cloth Costume@n has been left here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -5 475 0 15 0 -E -red cloth costume~ - The costume is made of red cloths woven and tied together in a tight fashion, -with some flaps at the bottom. It is apparently designed to be worn around the -torso, with tiny arm holes and an opening at the top and bottom. The hems on -the clothing are gold colored and so are the buttons. There are long, red -strings around the costume to fasten it to its wearer. -~ -A -19 2 -A -5 1 -#11734 -pewter key~ -a pewter key~ -A pewter key has been left here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -pewter key~ - The key is simply cut, and made of a dark gray colored stone. -~ -#11735 -bouquet exotic flowers~ -a bouquet of exotic flowers~ -A bouquet of exotic flowers has been left here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -bouquet exotic flowers~ - A hand picked bouquet of @rred@n, @ggreen@n, @yyellow@n and @bblue@n flowers -nicely arranged into a bouquet could make the perfect gift for anyone. -~ -#11736 -red breaker~ -a red breaker~ -A Red Breaker has been left here.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -2 3 6 9 -12 900 0 17 0 -E -red breaker~ - This extremely large sword is also known as a 'breaker' It extends 4 feet -making it extremely heavy but powerful. The blade has been colored a shade of -red that matches the forest leaves. The hilt is embedded with a symbol of a -blazing meteor. -~ -#11737 -broken chandelier~ -a broken chandelier~ -A broken chandelier has been left here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -15 1 0 0 0 -E -broken chandelier~ - The chandelier is broken and of no use. The top of the chandelier where the -wiring would poke out has been cut off for some reason. -~ -#11738 -marble fountain~ -a Marble Fountain~ -A Marble Fountain stands in the center of the plaza.~ -~ -23 0 0 0 0 a 0 0 0 0 0 0 0 -500 500 15 0 -505 1000 0 0 0 -E -marble fountain~ - The fountain is made of a black marble and is impossibly cut, making the -shape of a tree with hundreds of individual leaves! What's more, every last -leaf is squirting out a pure water for drinking enjoyment. -~ -#11739 -paintbrush~ -a paintbrush~ -A paintbrush has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 1 6 0 -3 60 0 6 0 -E -paintbrush~ - The small paintbrush is dipped in blue paint. -~ -#11740 -chef's knife~ -a Chef's Knife~ -A Chef's Knife has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 4 2 14 -5 70 0 10 0 -E -chef's knife~ - The knife is a standard knife used in a kitchen. It is very lare, and has a -small handle for holding. -~ -#11741 -note~ -a note~ -A note has been left here.~ - barbatsis -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 12 0 0 0 -#11742 -black belt~ -a black belt~ -A black belt has been left here.~ -~ -11 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -4 150 0 13 0 -E -black belt~ - This is a belt made of thick rough cloth that should be tied around the -waist. -~ -A -1 1 -#11743 -feather duster~ -a Feather Duster~ -A Feather Duster has been left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 75 0 0 0 -E -feather duster~ - The feather duster has a wooden handle attached to numerous large brown -feathers. This seems ideal for cleaning places. -~ -#11799 -spoilers list~ -the Spoiler's List for Los Torres.~ -The Spoiler's List of Los Torres is waiting to be read.~ -Trigger Commands: -In 11715- say hello -In 11701- get ring -In 11703- steal cello (pointless) -In 11751- touch display -Get to 11758 -In 11721- open forest -In 11722- sit stump (just a hint) -In 11753- sit stump -In 11755- touch nest -In 11760- wake visconti -In 11723- pick flowers (pointless, but pretty) -In 11725- search fireplace (3n for password note) -Go to 11702 (must have Goblet of Red Something) -In 11705 unlock trapdoor, open trapdoor -In 11752- wake lesalie -In 11703- give ring(11700) man -In 11719- say barbatsis -Get to 11720 -*QUEST COMPLETE* -~ -16 ab 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -$~ diff --git a/lib/world/obj/118.obj b/lib/world/obj/118.obj deleted file mode 100644 index 88efc5b..0000000 --- a/lib/world/obj/118.obj +++ /dev/null @@ -1,1145 +0,0 @@ -#11800 -tall hibiscus plant~ -a tall hibiscus plant~ -A tall hibiscus plant stands proudly in a large china vase.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -tall hibiscus plant china vase~ - This regal looking plant is in fantastic shape, beautiful emerald green -leaves splaying widely in pleasing contrast to the bright magenta petals of the -blooming flowers. A sweet scent surrounds them, soft yellow pollen sparkling as -it catches the light. -~ -#11801 -pram lacey doll's~ -a lacey doll's pram~ -A lacey doll's pram stands against the corner.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 0 -1 0 -0 0 0 0 -E -lacey doll's pram~ - This rather expensive looking toy has been decorated liberally with fine -satin material and delicate purple lace. White glossy paint covers the entire -frame, tiny smudged handprints darkening the handle. -~ -#11802 -machine washing~ -a washing machine~ -A washing machine rumbles steadily as it spins.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 5 -1 0 -0 0 0 0 -E -washing machine~ - Simple yet most effective, this smooth white appliance vibrates gently as it -goes about the important business of cleaning soiled clothing. -~ -#11803 -cloth nappy dingy white piece~ -a cloth nappy~ -A dingy white piece of cloth lies crumpled on the ground.~ -~ -11 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 15 0 0 -E -cloth nappy dingy white piece~ - This triangular piece of fabric is obviously meant to be folded for use as a -baby's nappy. Although it is washable and reusable, something about the grungy -color of the cloth makes it look as though it would be better thrown away. -~ -#11804 -tiny blue sundress dress little pretty~ -a tiny blue sundress~ -A pretty little sundress lies crumpled here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 -E -tiny blue sundress dress little pretty~ - This pretty little thing is obviously meant for a child, baby blue material -floating lightly in a ruffled skirt, the elasticated torso decorated with little -flowers and designed so that there is no need for straps. -~ -#11805 -eye~ -an eye~ -A large eye sits unblinking here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -T 11805 -T 11806 -E -eye~ - This large eerie eye has a strange shimmering glow to it. Smooth like glass -and cold like frost, the staring lidless pupil is infinitely dark as though the -opening to oblivion itself. Around it, the vivid blue iris provides a startling -contrast, drawing attention back to the fact that this looks to be a very -realistic eyeball indeed. A strange shimmering cover of darkness envelops the -entire eye, making it possible for a holder to 'open' or 'close' it. -~ -#11806 -dollhouse house dollshouse~ -an old and magnificent wooden dollhouse~ -An old and magnificent wooden dollhouse stands prominently displayed.~ -~ -15 g 0 0 0 0 0 0 0 0 0 0 0 -99 0 -1 0 -0 0 0 0 -E -dollhouse house~ - This intricately fashioned dollhouse looks to be many years old, a thin layer -of dust coating its nonetheless exceptionally beautiful wooden structure. -There are many rooms to this house, some bright and large whilst others are -darker and drearier, here cobwebs flutter in the corner, and here glorious -miniature paintings decorate a grand display room. There are three levels to -the house, and each seems rather peculiarly to be an independantly designed -structure of its own. Tiny pieces of furniture are scattered here and there, -realistically placed as though a tiny family actually lived here. In fact, -there is an unusual aura around this little house, a slight chill in the dusky -air surrounding it, and an almost imperceptible murmuring sound of talking, -laughing, crying; all echoing faintly within the miniature rooms and halls as if -tiny ghosts wandered amongst them. -~ -#11807 -leather-strapped journal~ -a leather-strapped journal~ -A leather-strapped journal lies on the ground.~ -~ -12 dq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -T 11891 -E -leather-strapped journal~ - This leather bound journal is wound tightly around with a piece of rawhide -cord, the pages within curling and yellowing with age. A thin layer of dust -covers the whole book, but there is not much more to discover without -READing it. -~ -#11808 -little red crayon~ -a little red crayon~ -A little red crayon lies here.~ -~ -21 dq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -little red crayon~ - This shiny wax crayon looks just like any other, a bright blood-red it has -been used slightly, the paper peeled half away and the glistening tip partially -blunted. -~ -#11809 -little doll blue~ -a little doll in a blue dress~ -A little doll, dressed in blue, lies gathering dust here.~ -~ -13 dgq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -T 11803 -E -little doll blue~ - This little cloth doll has had its face completely smudged away, just black -smudges of ink smearing its features like dark tears. Its worn limbs are ragged -in places, fraying cloth barely holding together the stuffing within, and -unravelling in places so that threads trail loosely. A tiny blue dress is -stitched carefully around it, offering a cheery, if somewhat faded, splash of -color to this sorry looking toy. -~ -#11810 -children's bible book~ -a children's bible~ -A children's bible lies open here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -children's bible book~ - This little book has been designed for a child to read, colored pictures -decorating the cover and liberally placed here and there amongst the pages of -large simply-worded stories. It is opened to a chapter on obedience, several -paragraphs highlighted with bright yellow marker pen. -~ -#11811 -slightly dented billiard ball~ -a slightly dented billiard ball~ -A slightly dented billiard ball has been left lying on the floor.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 3 4 5 -1 1 0 0 -E -slightly dented billiard ball~ - This polished red ball is smooth to the touch and extremely heavy. It looks -as though it was once perfectly round, but some substantial force has dented it, -leaving it useless for its original purpose as part of a pool-table game. -~ -#11812 -birdcage little wicker cage~ -a little wicker birdcage~ -A little wicker birdcage hangs from a white stand.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 15 11823 0 -0 0 0 0 -E -birdcage little wicker cage~ - This little cage looks as if it was designed to be more ornamental than -functional. Long slender bars have been carefully smoothed and covered with -glossy white paint. Inside, two perches span the width and a little metal swing -hangs from the domed roof. -~ -#11813 -tiny humming bird~ -a tiny humming-bird~ -A tiny humming-bird flits rapidly about.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -T 11809 -#11814 -fridge tall~ -a tall fridge~ -A tall fridge stands unobtrusively against the wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 5 -1 0 -0 0 0 0 -E -tall fridge~ - This tall fridge is of simple design and hums gently as it performs its -continuous cooling duty. The smooth surfaces are undecorated and reflect -everything around in a slightly distorted way. -~ -#11815 -green velvety pool table~ -a green velvety pool table~ -A green velvety pool table on sturdy wooden legs stands in the room.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -green velvety pool table~ - This large impressive pool table is in pristine condition and beautifully -laid out all ready for a game. Hanging lights illuminate the entire velvety -green covering, complimenting the dark earthy tones of the wooden frame. -~ -#11816 -milk carton milk~ -a carton of milk~ -A carton of milk stands here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -10 10 10 0 -25 1 0 0 -T 11810 -E -milk carton~ - This is just your average wax-coated cardboard milk carton. Assorted -drawings of cows and milk jugs cover the packaging, just to make extra sure you -know what it is. -~ -#11817 -shiny red apple~ -a shiny red apple~ -A shiny red apple lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 1 0 0 -T 11810 -E -shiny red apple~ - This perfectly round apple is deep delicious red in color and smooth to the -touch. A little stem and leaves are still attached to it, as if it were only -just picked from the tree. -~ -#11818 -long orange carrot~ -an orange carrot~ -A long orange carrot lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 1 0 0 -T 11810 -E -long orange carrot~ - This long orange vegetable is still slightly dirty as though only just pulled -from the ground. Spikey green leaves sprout from a rounded end, its bright -orange color slightly muddened and stained. -~ -#11819 -playpen childs child's pen~ -a child's playpen~ -A brightly colored child's playpen stands here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -child's playpen pen~ - This bright plastic piece of furniture is actually more like a little cage -than anything else, fine mesh spanning the space between each padded bar. -Various brightly colored cartoon characters have been imprinted on the inside, -and a soft mat pads the floor of it. -~ -#11820 -bright yellow fluffy towel~ -a bright yellow fluffy towel~ -A bright yellow fluffy towel lies neatly folded here.~ -~ -11 0 0 0 0 adkl 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 -E -bright yellow fluffy towels~ - This sweet citrus-smelling towel is large and vivid yellow, beautifully soft, -it feels fantastic to touch and to snuggle! This sweet citrus-smelling towel is -large and vivid yellow, beautifully soft, it looks as though it would feel -fantastic to touch and to snuggle! -~ -#11821 -shiny brass trumpet~ -a shiny brass trumpet~ -A shiny brass trumpet lies here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 -E -shiny brass trumpet~ - This brand new trumpet is made of shiny, reflective brass metal. Three keys -control the pitch, and a small round mouthpiece curves and winds its way around -into the larger cone shaped part of the instrument that projects the... -theoretically, melodic sound. -~ -#11822 -child's dress shoes~ -child's dress shoes~ -Some child's dress shoes lie dropped here.~ -~ -11 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 -E -child's dress shoes~ - These smart little shoes are obviously designed for formal occasions, but -look well used, the once polished black surfaces scuffed and beginning to wear -away. -~ -#11823 -little white key~ -a little white key~ -A little white key is lying on the ground.~ -~ -18 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -little white key~ - This tiny white key has been carved from aging wood and painted a bright -white color. Though the paint is faded and chipped in places with use, it is -still rather pretty to look at, intricate celtic carvings decorating its length. -A word has been scratched into the handle, the letters P IN can be seen, though -one letter has been worn away. -~ -#11824 -bookshelf shelf tall wooden~ -a tall wooden bookshelf~ -A tall wooden bookshelf stands here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 0 -1 0 -0 0 0 0 -E -bookshelf shelf tall wooden~ - This large bookshelf is made from a very dark, smooth wood. Rows upon rows -of shelves are provided as storing space, reaching high enough to touch the -ceiling of most houses. -~ -#11825 -fresh baked bread~ -some fresh baked bread~ -Some fresh baked bread sits here, filling the air with a warm scent.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -14 0 0 0 -1 10 0 0 -E -fresh baked bread~ - This large loaf of bread has been freshly made, golden brown crispy crust and -fluffy white centers steam lazily from where the loaf has been recently sliced, -filling the air with a lovely baking smell. -~ -#11826 -golden apple pie cinnamon~ -a golden apple pie~ -The smell of apples and cinnamon waft from a golden pie.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -14 0 0 0 -1 10 0 0 -E -golden apple pie cinnamon~ - This flaky pie is still steaming hot, cooked a delicious golden brown and -steaming with the sweet smell of sugared apple slices and cinnamon. -~ -#11827 -tree large leafy pear~ -a large leafy pear tree~ -A large leafy pear tree grows here, branches waving gently.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -tree large leafy pear~ - This beautiful green tree is partially flowering, little white blossoms -scattered amongst the leaves, along with the occasional golden piece of fruit. -Pale branches dance quietly in the wind, the leaves hushing as though eager to -preserve the silence. -~ -#11828 -pear~ -a pear~ -A golden pear lies here.~ -~ -19 dq 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 5 -1 1 0 0 -E -pear~ - This golden curvaceous fruit is ripe and overflowing with juices. There is a -strange feel to it though, an unnatural cold, and the longer it is examined the -less appealing it becomes, as if it were something more sinister than what it -seems. -~ -#11829 -bed large wooden bunkbed~ -a large wooden bunkbed~ -A large wooden bunkbed stands against the wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -bed large wooden bunkbed~ - This large piece of furniture comprises of two beds, one stacked on top of -the other and supported with four large poles. A little ladder clings to the -side, making it possible for a small child to climb into the upper bed. Warm -looking quilts are carelessly crumpled and kicked to the ends of the beds, -tangled sheets left unmade. -~ -#11830 -alphabet blocks pile~ -a pile of alphabet blocks~ -A pile of alphabet blocks lie scattered here.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 -E -alphabet blocks pile~ - These little wooden cubes have been painted in bright colors, each carefully -stamped with its own letter from the alphabet. Used as a plaything, these -little cubes are also highly educational, teaching children how to form, and -rearrange words. -~ -A -4 2 -#11831 -milk baby bottle milk~ -a baby bottle~ -A baby bottle has been dropped on the ground, left to sour.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -8 8 10 0 -13 50 0 0 -E -baby bottle~ - This little plastic cylinder is topped with a rubber teat for small children -to drink from without spilling. Colorfully decorated with pictures of cartoon -characters, it narrows at the middle, making it easier for little hands to -grasp. -~ -#11832 -violet flower~ -@ma violet@n~ -@mA violet@g blooms in a flowerpot here.@n~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 -E -violet flower~ - Deep morose purple, this little flower stands alone amongst a pile of -feathery green leaves that protrude from the ceramic pot. The petals seem to be -very tiny, and hang limply as though the flower were already wilting, though it -has not yet reached its full growth. -~ -#11833 -tiny insect~ -an insect~ -A tiny insect lies as if dead here.~ -~ -13 dq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -T 11830 -T 11897 -E -tiny insect~ - This little jewelled insect shimmers shades of green and blue, its dark body -glossy and segmented. Two sleek silver-webbed wings extend from either side of -its back, several wirey black legs curled cautiously close to its abdomen. -~ -#11834 -box little black~ -a little black box~ -A little black box has been set here.~ -~ -15 dq 0 0 0 a 0 0 0 0 0 0 0 -99 1 -1 0 -1 1 0 0 -E -box little black~ - This dark glistening box is set with black onyx stones, the smooth reflective -surface shadow-like and ominous as though it is not quite part of the living -world. -~ -#11835 -sword words~ -a sword of words~ -A sword lies gathering dust here.~ -~ -5 dgq 0 0 0 an 0 0 0 0 0 0 0 -2 6 2 3 -1 1 0 0 -E -sword words~ - This long sword is made of dark shimmering metal, the silvery hilt is carved -into the likeness of an open mouth from which the length of the blade protrudes -like a sharp black tongue. Etchings here and there in the metal glow faintly, -spelling out letters and words that fade too quickly to be read. -~ -#11836 -swirling tunnel tunnel-like vortex~ -a swirling vortex~ -A swirling tunnel-like vortex hovers here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -swirling tunnel tunnel-like vortex~ - This gaping tunnel seems to shimmer and shift continually, various colors -melding and merging as it swirls slowly. It seems to have no substance in -reality, the gaping mouth offering only a view of utter darkness. -~ -#11837 -dark brown sofa couch~ -a dark brown sofa couch~ -A dark brown sofa sits against the wall, ripped and frayed.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -dark brown sofa couch~ - This large sofa is a deep chocolate color, its once ample padding now -partially strewn about through the rips in the covering fabric. Rather -strangely, wooden boards have been placed beneath the seat cushions, as if to -stop the whole piece of furniture from collapsing. -~ -#11838 -computer~ -a computer~ -A computer sits on one of the desks here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -computer~ - This whirring machine flickers slightly as it sits ready for use. Pieces of -finished and unfinished homework can be seen partially typed on the screen. -Background windows displaying various internet pages and emails. -~ -#11839 -bush leafy~ -a leafy bush~ -A leafy bush grows greenly here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 0 -1 0 -0 0 0 0 -E -bush leafy~ - This short sprouting bush is covered with flowers that are just beginning to -fade, bright berries sprouting here and there amongst the leaves, blossoming -like tiny wounds amongst the dying flowers. -~ -#11840 -cluster little red berries~ -a little cluster of red berries~ -A little cluster of red berries lie fallen here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 15 0 0 -E -cluster little red berries~ - These plump, juicy berries are a vibrant red color and look perfectly -delicious to eat. The deep color pleasantly contrasts the bright green leaves, -the fleshy skin taut with nectar and unblemished. -~ -#11841 -bed wooden~ -a wooden bed~ -A wooden bed has been pushed against the wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 0 -1 0 -0 0 0 0 -E -bed wooden~ - This regular-sized single bed is made of ordinary wood, roughly nailed -together and somewhat worn as if it has been used for many years. The mattress -too is in rough shape, metal coils protruding in places through tears in the -fabric, filthy stuffing slowly working its way out. -~ -#11842 -screwdriver~ -a screwdriver~ -A screwdriver has been left here.~ -~ -5 jl 0 0 0 an 0 0 0 0 0 0 0 -2 5 2 11 -1 30 0 0 -E -screwdriver~ - This simple tool has a chilled feeling to it as though touched with some -evil. The smooth glassy handle is scarlet red and transparent, a long metal -shaft extending from its middle. The silvery length ends in a pointed tip, its -sleek surface slightly copper-stained as if rusted. -~ -#11843 -toolbox box~ -a toolbox~ -A toolbox sits unobtrusively off to the side.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -99 1 -1 0 -4 40 0 0 -E -toolbox box~ - This rusting toolbox has been painted bright red, the old paint flaking off -in places to expose the sharp glistening metal. Although the box itself is -covered in a layer of dust, the trays and tools within look regularly used. -~ -#11844 -piece twine~ -a piece of twine~ -A piece of twine lies coiled up.~ -~ -11 0 0 0 0 am 0 0 0 k 0 0 0 -0 0 0 0 -1 10 0 0 -E -piece twine~ - This dirty and stained piece of a twine has a sinister feel to it, almost as -if some malicious evil had embedded its presence into the fraying material. It -looks strong but worn, as if it has been used and reused many times for securing -something. -~ -#11845 -pair pliers~ -a pair of pliers~ -A pair of pliers glint dangerously.~ -~ -5 jl 0 0 0 an 0 0 0 0 0 0 0 -2 4 3 11 -2 20 0 0 -E -pair pliers~ - This long sleek pair of pliers has a red rubber handle for easy gripping. -The jagged inner surfaces of the pliers look vicious, extending into a -dangerously pointed end that would make a formidable weapon. -~ -#11846 -long black skirt~ -a long black skirt~ -A long black skirt lies crumpled on the ground.~ -~ -11 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -2 50 0 0 -E -long black skirt~ - Made of black, heavy fabric, this skirt looks almost more like it is woven -from darkness itself than any natural cloth. It feels strange to the touch, as -if saturated with time and the ghosts of memories. -~ -A -4 2 -#11847 -little pile cornflakes~ -a little pile of cornflakes~ -A little pile of cornflakes lies scattered here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 1 0 0 -E -little pile cornflakes~ - This crispy yellow cereal looks reasonably safe to eat although it is not the -most appealing considering it has been on the ground. In fact little tufts of -hair and other dust fluffs are sticking all over it. -~ -#11848 -shelves large wooden~ -large wooden shelves~ -Large wooden shelves stand against the eastern wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 0 -1 0 -0 0 0 0 -E -shelves large wooden~ - These huge wooden shelves look strong and sturdy, spanning the entire length -of the crawl-space wall, they are wide enough and well-built enough to hold all -but the largest of boxes. A large gap beneath them leaves room for taller -objects and pieces of small furniture. -~ -#11849 -bathtub tub bath~ -a bathtub~ -A bathtub sits against the wall.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -bathtub tub bath~ - This smooth tub has a dark ring of grime staining much of the formerly white -surface. Buildups of mildew and minerals are caked around the taps and plug, -leaving it almost impossible to drain as evidenced by the slight pooling of -dirty water. -~ -#11850 -bed wooden~ -a wooden bed~ -A wooden bed has been pushed against the wall.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -bed wooden~ - This single bed is made of ordinary wood that is smeared all over with -glowing blue fingerprints. Splashes of the phosphorescent stuff glow ominously -from the blankets and sheets, coating the protruding metal coils, and speckling -the rest of the framework. -~ -#11851 -pair eyes~ -a pair of eyes~ -A pair of eyes lie unblinking on the ground.~ -~ -11 q 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -T 11848 -T 11849 -E -pair eyes~ - These large, open eyes are bright blue in color, and slide slowly about as -if still attached to some living creature. Unblinking and strangely piercing, -they seem to perceive things beyond the normal realm. -~ -#11852 -cabinet broken mirror~ -a broken mirror cabinet~ -A mirror cabinet hangs on the wall, the glass cracked and broken.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 5 -1 0 -0 0 0 0 -T 11859 -E -cabinet broken mirror~ - This carved wooden cabinet has been inlaid with a pane of reflective glass, -once an unblemished mirror but now cracked and splintered in many places, the -silver lines spanning the surface of the mirror like crystal spider webs. -~ -#11853 -sharp knife~ -a sharp knife~ -A sharp knife lies glinting cruelly on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 6 2 3 -2 200 0 0 -E -sharp knife~ - This long, frightful looking blade is razor-sharp and already rust-colored -with a taste of blood. The silvery, shiny metal is otherwise perfectly -polished; beautiful as well as lethal. -~ -A -19 2 -#11854 -bloody dress~ -a bloody dress~ -A bloody dress lies dumped in a heap.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 -E -bloody dress~ - A faded blue color, the vague pattern of flowers can be seen on the parts of -the fabric that are not worn away. Much of it has been utterly spoiled however, -angry splashes of red blood soaking the material, making it rust-colored and -gruesomely sticky. -~ -A -4 2 -#11855 -little black key~ -a little black key~ -A little black key lies forgotten here.~ -~ -18 dq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -little black key~ - This tiny black key has been carved from naturally dark wood that has then -been stained a deep oil black. Though the key is somewhat old and damaged, it -still looks usable, angry slashes carved apparently deliberately into its -length. A word has been crudely etched into the handle, the letters S E can be -seen, though one has been worn away. -~ -#11856 -corpse red trout~ -the corpse of the red trout~ -The corpse of the red trout is lying here.~ -~ -15 dq 0 0 0 a 0 0 0 0 0 0 0 -0 0 -1 0 -1 1 0 0 -T 11865 -T 11898 -#11857 -corpse taildove~ -the corpse of the taildove~ -The corpse of the taildove is lying here.~ -~ -15 dq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -T 11865 -T 11898 -#11858 -corpse vile toad~ -the corpse of the vile toad~ -The corpse of the vile toad is lying here.~ -~ -15 dq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -T 11865 -T 11898 -#11859 -ana pearl darkly beautiful~ -the ana pearl~ -A darkly beautiful pearl glints from the ground.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 500 0 0 -E -ana pearl darkly beautiful~ - Perfectly smooth and round, this pearl is black as the darkest depths of an -ocean. A strong chill emanates from it, the feel of pure evil and sorrow. -Like an unblinking, unfeeling eye, it looks out on the world with the watchful -gaze of a predator. -~ -A -19 1 -A -18 1 -#11860 -hotdog~ -a hotdog~ -A hotdog lies gathering dust.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -T 11871 -E -hotdog~ - Drops of fat glisten along the long roll of meat like tears, a thin rivulet -of ketchup seeping scarlet from the soft bread that has been torn in two to -accomodate it. There is a dark feel to it, as though it is of evil origin and -imparts only pain instead of nourishment. -~ -#11861 -pines~ -the pines~ -Pines stand stiffly against the breeze.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -T 11883 -E -pines~ - Dark and menacing, these tall trees are armed with several stiff branches of -needle-like spines. The black roots can be seen penetrating far into the -ground, repulsively twitching like the legs of a splayed spider. -~ -#11862 -black egg~ -a black egg~ -A black egg lies forgotten on the ground.~ -~ -12 cdq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -T 11880 -T 11897 -E -black egg~ - Smoothly polished and dark like obsydian, this oval egg is cold to the touch -as if carved from marble. A strange pulsing vibrates through it however, as if -some unseen heart were beating within. -~ -#11863 -serpent's tongue~ -the serpent's tongue~ -The severed tongue of a serpent has been left to rot.~ -~ -11 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 0 -E -serpent's tongue~ - Deep blood-red, this long tongue coils around in a spiral, its forked end -slightly lifted and bent as if it were cut in the very process of speaking. An -aura of charisma and deceit surrounds it, the inheritance of its serpent owner. - -~ -A -6 2 -A -3 2 -#11864 -wine glass red wine~ -a glass of red wine~ -A glass of deep red wine stands here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -10 10 2 1 -15 1 0 0 -E -wine glass red wine~ - This long stemmed glass has a delicate oval body, sparkling when any light -hits it and illuminating the ruby wine within. Swirling gently and ominously, -it seems almost as if the blood red liquid moves of its own accord. -~ -#11865 -dark cluster burning trees raging fire pines~ -a burning cluster of pines~ -A dark cluster of pines is ablaze with raging fire.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -T 11881 -T 11882 -T 11897 -E -dark cluster burning trees raging fire pines~ - The black branches of trees can be seen grasping through the fire like -desperate charcoal fingers. Ash swirls relentlessly around the doomed pines, -mixing with the smoke to create an impenetrable cloud of darkness. -~ -#11866 -black page~ -a black page~ -A black page lies gathering dust.~ -~ -13 dq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -black page~ - This dark page looks as though it is the remnants of some burned tree, the -charred bark still warm to the touch as if with some magic. Most strangely of -all, charcoal words fade in and out of existance with a whispering, some -terrible story trying to tell itself. -~ -#11867 -flickering candle~ -a flickering candle~ -A flickering candle casts long shadows about itself.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 30 0 0 -E -flickering candle~ - This is a regular candle made from soft white wax and fixed into a delicate -bronze holder. The flame atop it blazes passionately, and although the heat -radiating from it is immense, the wax does not seem to be melting. -~ -#11868 -book shadows dark~ -@Da book of shadows@n~ -@DA dark book lies amongst the shadows.@g~ -~ -12 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -book shadows dark~ - This thick shadowy book is made from the crispy bark of some fire-blackened -tree. It shimmers slightly as though from a ghost realm, and strange charcoal -words fade in and out of existance, too dark to read. -~ -#11869 -corpse~ -the corpse of a ghostly girl~ -The corpse of a ghostly girl is lying here.~ -~ -15 dq 0 0 0 a 0 0 0 0 0 0 0 -1 0 -1 0 -1 1 0 0 -T 11865 -T 11892 -T 11898 -#11870 -green mound earth little~ -a little green mound of earth~ -A little green mound of earth marks a burial spot.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -T 11865 -T 11898 -E -green mound earth little~ - This freshly piled mound of earth and grass seems to mark a place of burial. -Its length and width only big enough to accomodate the size of a child. -~ -#11871 -fiery bloodstone amulet~ -a fiery bloodstone amulet~ -A fiery amulet lies flickering on the ground.~ -~ -11 g 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 700 0 0 -T 11819 -T 11894 -E -fiery bloodstone amulet~ - A smooth round bloodstone shimmers strangely as it is examined, ripples of -dark red and fiery light dancing across its surface, reflecting in the gold -clasp that spirals around it. Beautiful and mysterious, the magic imbued in -this gem is that of enhancing the wearer's concentration, allowing them to -'focus' and retreat into a realm of inner safety, choosing to 'awaken' at will. -~ -#11880 -little silver ring~ -a little silver ring~ -A little silver ring lies gathering dust.~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 -E -little silver ring~ - This delicate little ring is made from beautiful untarnished silver, a -fragile looking band meets in a v-shape, the silver carefully fashioned into the -shape of a tiny smooth heart. -~ -A -12 20 -#11881 -small embroidery~ -a small embroidery~ -A small embroidery has been left crumpled here.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 20 0 0 -E -small embroidery~ - A little wooden loop has been fastened around a square piece of fabric, -several tiny colored stiches making up an embroidered likeness of a collie dog, -a few loose and untidy threads testifying to the amateur skill of the artist. -~ -#11882 -lego bricks~ -some lego bricks~ -Some lego bricks lie abandoned.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -lego bricks~ - These tiny plastic bricks are meant to be fastened together to build various -sorts of objects. A popular kind of child's toy, these have been well used, -tiny grimy fingerprint marks smudging the bright colorful surfaces. -~ -#11883 -box cornflakes~ -a box of cornflakes~ -A box of cornflakes lies on the ground.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -30 0 -1 0 -1 1 0 0 -E -box cornflakes~ - Made of white cardboard, this box has the trademark logo of cornflakes on the -front, a bright green cartoon rooster hovering over a photographed bowl of -yellow cripsy cereal. -~ -#11884 -box kraft cheese macaroni~ -a box of kraft macaroni and cheese~ -A box of kraft macaroni and cheese lies on the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 1 0 0 -E -box kraft cheese macaroni~ - About the size of a video tape, this blue cardboard box holds a packet of -cheese powder and dried macaroni noodles, ready for cooking up a fast and easy -dinner. -~ -$~ diff --git a/lib/world/obj/12.obj b/lib/world/obj/12.obj deleted file mode 100644 index 7c88bfc..0000000 --- a/lib/world/obj/12.obj +++ /dev/null @@ -1,346 +0,0 @@ -#1200 -email list staff~ -a list of the staff's emails~ -A list of the staff's emails has been left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 1205 -E -list email staff~ - @RHELP CONTACT@n for the most recent listing or: -~ -#1201 -pamphlet trigedit~ -a pamphlet advertising the wonderful world of triggers~ -A small pamphlet advertising the wonderful world of Trigedit.~ -~ -12 0 0 0 0 an 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -pamphlet trigedit~ - Are you looking to pour in life into your mobs? To enliven your rooms? Or -just make your objects special? Well then, come and read to your hearts content -through the trigedit tutorial hallway starting in room 13. It will describe -what trigedit is, what it can do, and of course, how to make them. Dont forget, -for optimal results, Use the pages in conjuction with TSTAT. Have fun with the -power of (minor)coding! -~ -#1202 -scroll~ -a scroll~ -A scroll.~ -~ -2 0 0 0 0 a 0 0 0 0 0 0 0 -1 31 -1 -1 -1 7 0 0 0 -#1203 -color test object~ -a color test object~ -This is a @Rred@n test object~ -~ -1 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 23 0 -1 1 0 0 0 -#1204 -wand~ -the wand~ -A test wand~ -~ -3 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 1 31 -1 1 0 0 0 -T 1284 -#1205 -staff~ -staff~ -Staff~ -~ -4 0 0 0 0 a 0 0 0 0 0 0 0 -1 3 3 31 -1 1 0 0 0 -#1207 -neon sign~ -a neon sign~ -A neon sign is here blinking an important message!~ - The sign is lighted and surrounded in brillant, flashing, multi-color bulbs. -The sign itself has a message written on it using the stick on Velcro(tm) -letters. - - Please be aware that the God Hall has changed, and all operations are -available using the new zone, (343) Offices are also posted at this new -location. Look at fountain for the Directory and Map (34306) to -assist you if this applies. - -Whiteknight, The Just Cleric -Billeting Officer, Zone(s) 343/346 -~ -16 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#1209 -squishy armchair chair~ -a squishy armchair~ -A large squishy armchair sits in front of the fireplace.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 0 -0 0 0 0 0 -T 1209 -T 1286 -E -chair armchair squishy~ - This chair has large red leather cushions, on the seat and back. Strange -patterens are sewn into the seat and back. The arms are made of the same -material as the rest of the chair, and they seem to be stuffed to a point where -they look to be almost exploding. -~ -#1210 -Straight Jacket~ -a straight jacket~ -You can't see it...it isn't here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#1211 -neon sign~ -a @Rn@Ge@Yo@Wn @Bs@Ci@Mg@Rn@n~ -@WA @Rn@Ge@Yo@Wn @Bs@Ci@Mg@Rn@W has been placed here, and is POINTING to the message board!@n~ -~ -16 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#1212 -game console~ -a game console~ -A game console sits in one corner of the room.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 1212 -T 1213 -E -game console~ - To start a game type: go -To move around type: go <up | down | left | right> - -You must collect the prizes and avoid the animal to obtain maximum points. -Each prize is worth 500 * game_level in experience. -~ -#1218 -spring fountain water well~ -a spring well~ -A mountain spring bubbles up fresh water here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -0 0 0 0 0 -E -spring fountain water~ - Bubbles up fresh spring water that can quench your thirst -~ -#1221 -near-transparent small garmet~ -the near-transparent, small garmet~ -A pile of sheer silk is here, almost transparent.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -near-transparent small garmet silk sheer transparent~ - The tiny silk dress is cut so thin it is almost transparent, and it doesn't -look as thought it would cover much. -~ -A -6 2 -A -2 1 -#1226 -boards builder's bulletin gen_boards~ -a builder's bulletin board~ -A builder's bulletin board is floating here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#1227 -staff bulletin boards gen_boards~ -a staff bulletin board~ -A staff only board is floating here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#1228 -advertising bulletin boards gen_boards~ -an advertising bulletin board~ -An advertising board is hovering here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#1229 -Couch~ -Smaug's Couch~ -Smaug's Couch is standing here.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -6 0 0 0 -0 0 0 0 0 -E -smaug couch~ - Smaug's glamourous couch :-P. It is made from a soft medal, only found deep -in the dungeons of hell. The coushons on the couch are the finest of all -couschons, the arms of the couch are made from a ferret's pelt. The legs are in -the shape of dragons, and are also made from dragon's skin. -~ -#1230 -test scroll~ -a torn scroll~ -It looks like a half finished spell~ -~ -2 g 0 0 0 ao 0 0 0 0 0 0 0 -12 51 -1 -1 -1 250 10 0 0 -#1231 -test object~ -the test object~ -A test object.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 0 -#1233 -weapon level 34~ -a level 34 weapon~ -A level 34 weapon is used to test level restrictions.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -11 2 2 0 -1 1 0 34 0 -#1266 -Black Staff of Immortality~ -the black staff of immortality~ -A Gigantic Black Staff rests here.~ -~ -4 b 0 0 0 ao 0 0 0 0 0 0 0 -1 10 10 23 -5 1 0 30 0 -E -staff black~ - A Huge staff sits here eminating a tremendous power. -~ -#1269 -switch~ -a switch from a willow tree~ -A magical switch from a willow tree has carelessly been discarded here.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -7 10 5 2 -2 1000 0 0 0 -T 1270 -E -switch willow~ - It's a stick. It's magical. It also hurts when you beat people with it. -~ -#1275 -uniform~ -a Builder Academy uniform~ -A Builder Academy uniform has been left here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#1290 -fountain poisoned~ -poisoned fountain~ -A poisoned fountain is here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 1 -505 0 0 0 0 -#1291 -fountain unpoisoned~ -an unpoisoned fountain~ -An unpoisoned fountain is here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 0 -505 0 0 0 0 -#1292 -american flag~ -an American flag~ -An American flag waves proudly in the wind, marking wishes for the safe return of Rumble from the foreign lands.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -flag american~ - The proud stars and stripes are set strongly against the blue background of -the morning sky. Someone has raised the flag in hopes that our dear friend, -Rumble, returns from his service in Iraq. May his courage and strength keep him -safe, and let the great banner of our great nation always watch over him. -Return home my friend. -~ -#1295 -notebook notes book~ -Elaseth's notebook~ -@nA book entitled "@YElaseth's Notes: A Madwoman's Account@n" lies here.~ -~ -9 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#1296 -lamp hanukah~ -a hanukah lamp~ -A Hanukah lamp lies here on the floor, all eight candles lit up.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#1297 -Desk~ -Large desk~ -A large blackened desk~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -20000 3 0 0 -0 0 0 0 0 -#1298 -firework new year piece~ -a piece of fireworks~ -A piece of fireworks is planted in a champagne bottle.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 1297 -E -firework new year piece~ - This large rocket is about to go up! Strange colors will fill the sky! -~ -E -bottle champagne~ - The bottle is filled partially with water so it doesn't tilt over. Someone -has obviously drunk the champagne first. -~ -#1299 -christmas tree~ -a christmas tree~ -A festive christmas tree is covered in various ornaments and lights.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -tree christmas~ - The Christmas Tree is nicely decorated, there is a Huge shining star at the -top. And colorful lights are hanging from all its branches. -~ -$~ diff --git a/lib/world/obj/120.obj b/lib/world/obj/120.obj deleted file mode 100644 index 85e5a97..0000000 --- a/lib/world/obj/120.obj +++ /dev/null @@ -1,387 +0,0 @@ -#12000 -ring pewter~ -a pewter ring~ -There is a pewter ring lying here.~ -~ -11 fg 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -5 150 25 0 -A -13 10 -A -2 1 -#12001 -belt bronze~ -a bronze belt~ -There is a bronze belt on the ground here.~ -~ -9 f 0 0 0 al 0 0 0 0 0 0 0 -4 0 0 0 -5 1000 50 0 -A -1 -2 -A -18 1 -#12002 -helmet roman combat~ -a Roman combat helmet~ -A Roman combat helmet has been left here.~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 -8 0 0 0 -25 120 80 0 -A -2 -2 -A -18 1 -#12003 -whistle coach~ -a coach's whistle~ -A coach's whistle has been left here.~ -~ -8 h 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 200 0 -#12004 -stethoscope object~ -a stethoscope~ -There is an odd object laying on the ground here.~ -~ -11 i 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 150 20 0 -A -18 4 -A -19 -3 -#12005 -hairpin~ -a hairpin~ -A woman's hairpin is lying here.~ -~ -11 i 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 300 50 0 -A -1 -1 -A -3 1 -#12006 -apple~ -an apple~ -A delicious looking apple has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 5 5 0 -#12007 -orange~ -an orange~ -A sun-ripened orange has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 6 6 0 -#12008 -sandals leather~ -a pair of leather sandals~ -A pair of leather sandals has been dropped here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -2 250 41 0 -#12010 -hotdog frank dog~ -a hotdog~ -A hotdog loaded with chili and onions has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 11 11 0 -#12011 -bracelet silver gold~ -a silver and gold bracelet~ -A bracelet, made from silver and gold, has been carelessly left here.~ -~ -11 bh 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -14 1000 800 0 -A -12 25 -A -19 -3 -#12012 -ring sapphire~ -a sapphire ring~ -A sapphire ring has been left here.~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -20 350 55 0 -A -18 2 -A -17 -10 -#12013 -pendant jade~ -a jade pendant~ -A beautiful jade pendant has been left here.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -30 165 60 0 -A -3 1 -A -4 2 -#12014 -robe froboz~ -Froboz' robe~ -Froboz' robe has been dropped here.~ -~ -11 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -5 150 25 0 -A -17 -6 -A -24 -2 -#12015 -sword tempered~ -a tempered sword~ -A nasty looking tempered sword is lying here.~ -~ -5 bmn 0 0 0 an 0 0 0 0 0 0 0 -0 3 8 3 -16 150 50 0 -A -18 -2 -#12016 -sword quenched~ -a quenched sword~ -A very bloody, but quenched, sword has been left here.~ -~ -5 fmn 0 0 0 ano 0 0 0 0 0 0 0 -0 3 5 3 -14 100 40 0 -#12017 -bracers moorish~ -a pair of Moorish bracers~ -A pair of Moorish bracers has been dropped here.~ -~ -9 a 0 0 0 ai 0 0 0 0 0 0 0 -8 0 0 0 -15 250 100 0 -A -2 -2 -A -19 2 -#12018 -plate breast roman combat~ -a Roman combat breast plate~ -A piece of military combat plate has been left here.~ -~ -9 a 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -50 500 95 0 -A -2 1 -A -18 -2 -#12019 -boots combat~ -a pair of Roman combat boots~ -A pair of combat boots have been left here.~ -~ -9 a 0 0 0 ag 0 0 0 0 0 0 0 -8 0 0 0 -45 875 90 0 -A -1 2 -A -19 -1 -#12020 -thunderbolt jupiter~ -Jupiter's Thunderbolt~ -Jupiter's Thunderbolt has been left here.~ -~ -5 bgkmn 0 0 0 an 0 0 0 0 0 0 0 -0 4 6 6 -22 1000 250 0 -A -18 3 -A -19 3 -#12021 -loincloth red mars~ -a red loincloth~ -Mars' red loincloth is resting here.~ -~ -9 bk 0 0 0 al 0 0 0 0 0 0 0 -10 0 0 0 -30 1000 200 0 -A -1 2 -A -2 2 -#12022 -necklace crystal venus~ -a crystal necklace~ -Someone has left the crystal necklace of knowledge here.~ -~ -11 b 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -35 500 120 0 -A -3 3 -A -4 2 -#12023 -sandals winged mercury~ -a pair of winged sandals~ -Mercury's winged sandals have been left here.~ -~ -9 al 0 0 0 ag 0 0 0 0 0 0 0 -8 0 0 0 -14 750 130 0 -A -2 2 -A -14 50 -#12024 -scroll dark gray~ -a dark gray scroll~ -A scroll has been carelessly left here.~ -~ -2 fp 0 0 0 ao 0 0 0 0 0 0 0 -20 4 15 1 -2 500 200 0 -#12025 -scroll ornate~ -an ornate scroll~ -An ornate scroll has been left here.~ -~ -2 p 0 0 0 ao 0 0 0 0 0 0 0 -18 10 10 16 -2 700 300 0 -#12026 -scroll plain~ -a plain scroll~ -A plain scroll is lying on the ground.~ -~ -2 p 0 0 0 ao 0 0 0 0 0 0 0 -15 7 15 1 -2 800 220 0 -#12027 -bag herbs~ -a bag of herbs~ -There is a small, sweet-smelling bag here on the ground.~ -~ -3 b 0 0 0 ao 0 0 0 0 0 0 0 -30 4 4 43 -5 150 20 0 -#12028 -staff kodarta~ -a Kodarta staff~ -A Kodarta staff has been carelessly left here.~ -~ -4 0 0 0 0 ao 0 0 0 0 0 0 0 -17 3 3 15 -6 350 40 0 -#12029 -wand prototype~ -a prototype wand~ -There is a prototype of a new magical wand lying here.~ -~ -3 fhj 0 0 0 ao 0 0 0 0 0 0 0 -30 4 3 26 -26 200 130 0 -A -18 -3 -A -24 2 -#12030 -flask potion blaze orange~ -a flask~ -There is a flask, containing a blaze orange potion, resting here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -9 4 17 33 -8 1000 100 0 -#12031 -mace executioner~ -an executioner's mace~ -An executioner's mace is lying here.~ -~ -5 hmo 0 0 0 an 0 0 0 0 0 0 0 -0 5 1 7 -13 300 18 0 -A -2 -2 -A -1 -2 -#12032 -mug beer~ -a mug~ -A frosty mug has been left on the ground here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 1 0 -3 10 5 0 -#12033 -key rusted~ -a rusted key~ -There is a rusted key here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -12033 0 0 0 -1 1 0 0 -#12034 -key double~ -a double sided key~ -A double sided key has been left here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 1 0 0 -#12035 -key diamond~ -a diamond studded key~ -A diamond studded key is sitting on the ground.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -30 1 0 0 -#12036 -key pearl~ -a key with a pearl handle~ -A key with a pearl handle is sitting on the ground.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 1 0 0 -#12037 -key aquamarine~ -an aquamarine key~ -There is an aquamarine colored key here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 1 0 0 -#12038 -key opal~ -an opal key~ -An opal key has been left here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -20 1 0 0 -#12039 -key steel~ -a steel key~ -A steel key is lying on the ground.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -$~ diff --git a/lib/world/obj/125.obj b/lib/world/obj/125.obj deleted file mode 100644 index 7b9b8b5..0000000 --- a/lib/world/obj/125.obj +++ /dev/null @@ -1,185 +0,0 @@ -#12500 -hannah key~ -a key~ -A golden key to the gates of hannah is lying here~ -~ -18 cd 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#12501 -temple sword~ -an elite temple guard sword~ -A black temple guard's sword is here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -6 2 13 3 -18 135 13 0 -A -18 3 -#12502 -moki bird feather~ -a golden moki bird feather~ -A golden moki bird feather is here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 10 10 -1 -1 1 0 0 -T 12500 -#12503 -lamb chop~ -a lamb chop~ -A cooked lamb chop was left here, uneaten.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 10 0 0 -#12504 -granite fountain~ -a granite fountain~ -A fountain, carved from a single block of granite, bubbles merrily here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -0 0 0 0 -#12505 -golden orb~ -a golden orb~ -A golden orb is floating about here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -2 60 6 0 -#12507 -amputating saw~ -an amputating saw~ -A saw used to amputate limbs is here covered in blood.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 5 4 -6 240 24 0 -#12508 -side beef~ -a side of beef~ -A side of beef hangs on a hook.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -15 20 5 0 -#12509 -pastry~ -a small pastry~ -A small pastry lathered with butter is attracting flies.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 15 3 0 -#12510 -croissant~ -a fluffly croissant~ -A fluffy croissant is collecting dust.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 14 4 0 -#12511 -thieves dagger~ -a thieves dagger~ -A dagger belonging to some thief tribes lay here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 1 10 14 -1 50 5 0 -#12512 -soldiers lance~ -a soldiers lance~ -A soldiers lance is propped up here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -4 2 12 12 -10 500 50 0 -#12520 -moki bird feather~ -a golden moki bird feather~ -A golden moki bird feather is here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 10 10 -1 -1 1000 0 0 -T 12500 -#12521 -moki bird feather~ -a golden moki bird feather~ -A golden moki bird feather is here.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 0 -T 12500 -#12522 -moki bird feather~ -a golden moki bird feather~ -A golden moki bird feather is here.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 0 -T 12500 -#12552 -silver key hannah~ -a silver key~ -A key of brilliant silver is here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#12562 -bread pound~ -a pound of bread~ -A large pound of bread is here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 5 1 0 -#12567 -beef cutlet~ -a beef cutlet~ -A big beef cutlet is here, waiting to be eaten.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -2 200 20 0 -#12568 -Hannah pack~ -a pack~ -A pack with the seal of Hannah is here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -80 0 -1 0 -9 120 12 0 -#12569 -bandages~ -some bloody bandages~ -A few strips of blooded cloth lies here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 -#12570 -recall scroll~ -a scroll of recall~ -A fine looking scroll lies on the grouns here.~ -~ -2 g 0 0 0 a 0 0 0 0 0 0 0 -12 42 -1 -1 -1 150 14 0 -#12599 -oaken boots~ -a pair of oaken boots~ -A pair of heavy oaken boots are here.~ -~ -9 g 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -12 60 6 0 -A -18 2 -$~ diff --git a/lib/world/obj/13.obj b/lib/world/obj/13.obj deleted file mode 100644 index 68d5b54..0000000 --- a/lib/world/obj/13.obj +++ /dev/null @@ -1,823 +0,0 @@ -#1300 -apprehension~ -some apprehension~ -Some apprehension lays here in waiting.~ -~ -12 0 0 0 0 an 0 0 0 tu 0 0 0 -0 0 0 0 -1 10 0 0 0 -E -apprehension~ - Everyone has a little. Some have more than others. It is that feeling of -doom some call premonition. The gut feeling that the worse is yet to come. - -~ -#1301 -grenade~ -a grenade~ -A fist sized smooth metal grenade looks armed.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 1350 -E -grenade~ - The rounded metal surface is a dull gray with numerous small pits. A metal -pin and handle are connected to the top. Engraved into it is an arrow that -points to a small steel ring connected to the pin that reads "pull here. " -~ -#1302 -pile coins gold~ -free~ -A pile of gold coins is half-buried in the mud and muck.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000000 0 0 0 -1 1 0 0 0 -T 1351 -E -pile gold coins~ - The glittering gold catches your eye. Though covered in dirt and grime -money is money. -~ -#1303 -gun~ -the gun~ -A small silver plated pistol.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -1 1 1 0 -1 1 0 0 0 -T 1352 -#1304 -kiss candy~ -a sweet kiss~ -A sweet kiss has lost its way and lies here waiting~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -kiss candy ~ - Fyre has selected only the finest of ingredients for this chocolate -confection. It has been created exclusively for the most discriminating of persons.. -For those initiated with Fyre's sweet kiss, there can be only one choice ... -And that is to crave for more. -~ -#1305 -common sense~ -some common sense~ -Some common sense has been left here. Better give it to someone that needs it.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -common sense~ - Common sense seems to be lacking in the world. Be sure to spread this -around. -~ -#1306 -order events policy starting newbie builders~ -an order of events policy for starting builders~ -A policy on how to get new builders started, called "Order of Events" is hovering here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -order events policy starting newbie builders~ - HELP STAFF -~ -#1307 -building report example~ -a building report example~ -A building report example.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -building report example~ - HELP REPORT -~ -#1308 -grammar tips~ -some proper grammar tips~ -A manual of tips on how to use proper grammar.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -grammar tips~ - HELP GRAMMAR -~ -#1309 -zone proposal guidelines~ -the zone proposal guidelines~ -The zone proposal guidelines were left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -zone proposal guidelines~ - HELP PROPOSAL -~ -#1310 -zone completion policy~ -the zone completion policy~ -A zone completion policy for builder's.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -zone completion policy~ - HELP COMPLETION -~ -#1311 -swift kick ass something~ -a swift kick in the ass~ -Something you definitely deserve was left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#1312 -suggestions~ -some suggestions~ -Some Suggestions for a would be builder.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -suggestions~ - HELP SUGGESTIONS -~ -#1313 -zone deletion policy~ -a zone deletion policy~ -The implementors zone deletion policy.~ - To prevent accidentally deleting someone's zone and causing conflicting OLC -access I have made the following guide. If someone does not login to the mud -for over 6 months, and does not mudmail an implementor to let them know of a -delayed absence their zone can be deleted. I use show areas to list all zones -and then go through one by one using "last <playername>". If they have not -logged in for over 6 months I then "stat file <playername>" and check that they -have the proper OLC set, and that they do not have the NO_DEL flag. Anyone with -an excused absence MUST have the NO_DEL flag set so we will not delete their -zone. If they have not been on for 6 month2 and are not excused I then "show -zone #" to doublecheck the zone and builder assigned. I then check if they made -anything of value that should be saved. Once you are sure it is safe to delete -their zone and all their work set their OLC to -1. "stat file <playername>" to -be sure it worked and then feel free to delete away. -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#1314 -graduation certificate~ -a graduation certificate~ -A certificate for graduating from TBA has been abandoned here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -certificate graduation~ - It rambles on in some officialese language about how great the person is who -earned this award and is signed on the bottom by Rumble himself. -~ -#1315 -FREE~ -a gnarled staff~ -A gnarled wooden staff beacons you.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -T 1389 -E -gnarled wooden staff~ - The staff appears to have been twisted into a strange spiral up along its -surface. The top has three claws meant to hold something. It is conspicuosly -empty. -~ -#1316 -FREE~ -an orb meant to top a staff~ -An orb meant to top a staff must have fallen out here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -orb staff topping~ - The orb is about the size of a small fist. It appears to have been meant to -be placed on the end of a staff. -~ -#1317 -FREE~ -a broken staff~ -A broken and useless staff has been discarded here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -broken staff~ - It appears to have once been a very nice staff that someone ruined by -putting it together wrong. -~ -#1318 -christmas hat reindeer~ -a christmas hat with reindeer horns~ -A christmas hat with reindeer horns coming out of it lies here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -christmas hat reindeer~ - This festive hat is trimmed with red and gold tinsel, green velvety material -peaking in the middle with two large reindeer horns branching out either side. -Very fetching. -~ -#1319 -festive Christmas cracker~ -a festive @rC@wh@rr@wi@rs@wt@rm@wa@rs@n @ncracker~ -A festive @rC@wh@rr@wi@rs@wt@rm@wa@rs@n @gcracker lies here, ready to be pulled.~ -~ -0 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -christmas cracker festive~ - This is a very fun looking Christmas cracker, and fun things are always best -shared. Choose a special person to pull this with. -(pull <name>) -~ -#1320 -smallest violin~ -the World's smallest violin~ -The World's smallest violin is waiting for someone to play it.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -smallest violin~ - This violin is meant for those with a sarcastic wit and too much spare time -on their hands. -~ -#1321 -kitchen sink~ -the kitchen sink~ -Yes, this is everything including the kitchen sink.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -kitchen sink~ - Rumble thought of everything...... -~ -#1322 -oath~ -an oath~ -An oath lays on the ground waiting to be sworn.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -oath~ - I do solemnly swear that I will support and defend the Constitution of the -United States against all enemies, foreign and domestic, and to bear true faith -and allegiance to the same that I take this obligation freely, without any -mental reservation or purpose of evasion, and that I will well and faithfully -discharge the duties of the office upon which I am about to enter. -~ -#1325 -introduction note paper~ -an intro note~ -A builder intro note has been dropped here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -introduction note paper~ - This has been moved to @RHELP INTRO@n. -~ -#1329 -test backpack~ -Test's backpack~ -A locked backpack with Test written on its front.~ -~ -15 0 0 0 0 ak 0 0 0 0 0 0 0 -100 10 -1 0 -1 1 0 0 0 -T 1349 -#1330 -straightjacket jacket straitjacket~ -a bleached-white straitjacket~ -A pristine white straitjacket is waiting for you.~ -~ -11 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -10 100 0 0 0 -T 1345 -T 1346 -#1331 -cornucopia goats horn~ -a cornucopia~ -A curved goat's horn overflows with fruit, vegetables, and ears of grain.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -15 100 0 0 0 -E -cornucopia goats horn~ - "Cornucopia" comes from the Latin "cornu copiae," which translates literally -as "horn of plenty. " A traditional staple of feasts, the cornucopia is -believed to represent the horn of a goat from Greek mythology. According to -legend, it was from this horn that the god Zeus was fed as an infant. Later, -the horn was filled with flowers and fruits, and given as a present to Zeus. -The filled horn (or a receptacle resembling it) has long served as a traditional -symbol in art and decoration to suggest a store of abundance. -~ -#1332 -trial vnum assigner limiter~ -the trial vnum assigner~ -A trial vnum assigner helps people work on their trial vnum.~ -~ -12 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 1365 -T 1366 -T 1306 -E -trial vnum assigner~ - This object was created to help new builders follow the directions under HELP -TRIAL. -~ -#1333 -postit post-it note paper pad~ -a post-it note~ -A post-it note is stuck here as a reminder to someone.~ -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#1334 -pilot precise pen~ -a fine pen~ -A Pilot Precision Pen awaits someone's use.~ -~ -21 0 0 0 0 ano 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#1335 -novelty prize~ -a novelty prize~ -A novelty prize lies on the ground.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -novelty prize~ - This is a rather cheap-looking novelty prize. Congratulations on winning -this... Wonderful... Thing! -~ -#1336 -wrapped christmas present~ -a @RC@gh@Rr@gi@Rs@gt@Rm@ga@Rs @gp@Rr@ge@Rs@ge@Rn@gt@n~ -A beautifully wrapped @RC@gh@Rr@gi@Rs@gt@Rm@ga@Rs @gp@Rr@ge@Rs@ge@Rn@gt@g has been set here.@n~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 1973 -E -wrapped christmas present~ - This parcel offers no hint whatsoever as to what may be inside. Covered in -tinsel and festively patterned glitter paper, the only way to find out what it -holds is to unwrap it! -~ -#1337 -bright christmas lights~ -@Bs@Go@Cm@Re @Mb@Yr@Wi@Bg@Gh@Ct @RC@Mh@Yr@Wi@Bs@Gt@Cm@Ra@Ms @Yl@Wi@Bg@Gh@Ct@Rs@n~ -@BS@Go@Cm@Re @Mb@Yr@Wi@Bg@Gh@Ct @RC@Mh@Yr@Wi@Bs@Gt@Cm@Ra@Ms @Yl@Wi@Bg@Gh@Ct@Rs @Ma@Yr@We @Bh@Gu@Cn@Rg @Ma@Yl@Wl @Ba@Gr@Co@Ru@Mn@Yd @Wt@Bh@Ge @Cp@Rl@Ma@Yc@We@B.@n~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -bright christmas lights~ - This string of Christmas lights is brightly colored, and brings an air of -festive cheer to the place. -~ -#1338 -Christmas tree pine large~ -a Christmas tree decorated with tinsel and baubles~ -A large Christmas pine tree, covered with tinsel and baubles lights up the room.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -Christmas tree pine large~ - This large and beautiful tree gives off a rich scent of fresh pine, long -green needles draped with sparkling silver and gold tinsel. Red and green -baubles hang here and there, along with assorted wooden toys. Soft glowing -lights surround the entire tree with a warm halo-like haze. -~ -#1339 -Christmas pudding~ -a plump Christmas pudding~ -A plump Christmas pudding has been left here, what's wrong with it?~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -pudding christmas~ - A wonderfully delicious looking pudding filled with festive fruits and -generously laced with alcohol. You really have to eat it! -~ -#1340 -christmas santa claus hat~ -@Wa @RS@Wa@Rn@Wt@Ra @WC@Rl@Wa@Ru@Ws @Rh@Wa@Rt@n~ -@WA @RS@Wa@Rn@Wt@Ra @WC@Rl@Wa@Ru@Ws @Rh@Wa@Rt@n is lying here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -christmas santa claus hat~ - This bright red hat is trimmed with soft white fur, a little fluffy pom-pom -dangles at the end of the floppy peak. -~ -#1341 -stocking christmas~ -a Christmas stocking~ -A Christmas stocking hangs expectantly from the wall.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -99 0 -1 0 -1 1 0 0 0 -E -christmas stocking~ - This rather large knitted stocking has been designed to hold a LOT of -presents. Someone is optimistic. -~ -#1342 -heart candy~ -a small heart shaped candy~ -A pretty heart shaped candy with a message on it lies here.~ -~ -0 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 1309 -#1343 -code conduct~ -the code of conduct~ -The Code of Conduct was placed here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -code conduct~ - The United States Military Code of Conduct - -Article I -I am an American, fighting in the forces which guard my country and our way of -life. I am prepared to give my life in their defense. - -Article II -I will never surrender of my own free will. If in command, I will never -surrender the members of my command while they still have the means to resist. - -Article III -If I am captured I will continue to resist by all means available. I will make -every effort to escape and to aid others to escape. I will accept neither -parole nor special favors from the enemy. - -Article IV -If I become a prisoner of war, I will keep faith with my fellow prisoners. I -will give no information or take part in any action which might be harmful to -my comrades. If I am senior, I will take command. If not, I will obey the -lawful orders of those appointed over me and will back them up in every way. - -Article V -When questioned, should I become a prisoner of war, I am required to give -name, rank, service number, and date of birth. I will evade answering -further questions to the utmost of my ability. I will make no oral or -written statements disloyal to my country and its allies or harmful to -their cause. -~ -#1344 -cheesy sword destruction~ -the ultimate cheesy sword of destruction~ -A sword so ultimately powerful that it is cheesy.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 4 5 14 -1 1 0 0 0 -#1345 -key gateguard~ -a key~ -The gateguards key was left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#1369 -Memorial 9.11 9/11 stone pyramid 911~ -a 911 memorial~ -A tapered pyramid of dark stone rises from floor to ceiling.~ -~ -8 e 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -memorial pyramid stone~ - A tapered spire of dark gray marble rises from its four sided base to a -blunted tip near the ceiling. Two adjacent sides of the spire have been -polished to a mirror-like finish while the remaining two sides are rough and -jagged. Small sculpted figures of police, fire, and paramedics climb the -blasted sides of the spire. Each of the hundreds of figures is a shade of -either white, black, brown, yellow or red. A bronze plaque has been set in to -the base of the monument. -~ -E -plaque base~ - To the memory of the thousands who died, and for the hundreds of millions -who wept. -~ -#1370 -flag american mast half~ -the American flag~ -An American flag is hung at half mast to mourn the World's loss.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -flag american mast half 1FEB03~ - The flag hangs limp and still unstirred by the wind. As if it mourns along with the -rest of the world at the loss of the Columbia and crew. - - Rick Husband paid tribute to fallen astronauts from space, just four days before he died. -"They made the ultimate sacrifice, giving their lives and service to the country and for all -mankind," the Texas native said Jan. 28, on the 17th anniversary of the Challenger -explosion. The 45-year-old former Air Force test pilot was selected as an astronaut in 1994 -on his fourth try. Space flight was his lifelong passion, along with singing. This was his -second space flight. Personal data: Married, two children. - William McCool was an experienced Navy pilot with more than 2,800 hours in flight. But -two weeks into his first trip into space, the 41-year-old astronaut was bursting with -amazement. "There is so much more than what I ever expected," McCool told NPR on Jan. 30. -"Its beyond imagination, until you actually get up and see it and experience it and feel -it." The former Navy test pilot grew up in Lubbock, Texas, and became an astronaut in 1996. -Personal data: Married, three children. - Michael Anderson accepted the risks of space flight willingly. "I take the risk because I -think what were doing is really important. If you look at this research flight ... the -potential yield that we have is really tremendous," he said. Anderson, 43, was born in New -York and grew up on military bases. He was flying for the Air Force when NASA chose him in -1994 as one of only a handful of black astronauts. He traveled to Russias Mir space station -in 1998. Personal data: Married. - Kalpana Chawla wanted to design aircraft when she emigrated to the United States from -India in the 1980s. The space program was the furthest thing from her mind. But "one thing -led to another," the 41-year-old engineer said, and she was chosen as an astronaut in 1994. -Chawla was the first native of India to fly on a space shuttle but the second in space, -after Rakesh Sharma, who flew on an Indo-Soviet mission in 1984. This was Chawla's second -space flight. Personal data: Married. - David Brown was a Navy novelty: a jet pilot as well as a doctor. He was also probably the -only NASA astronaut to have worked as a circus acrobat. (It was a summer job during -college.) He said what he learned about "the teamwork and the safety and the staying -focused" carried over to his space job. He joined the Navy after his medical internship, and -held a captain's rank. NASA chose him as an astronaut in 1996. This was the 46-year-old -Virginia native's first space flight. Personal data: Single. - Laurel Clark was a diving medical officer aboard submarines and then a flight surgeon -before she became an astronaut in 1996. This was her first space flight. She had been on -board Columbia to help with more than 80 science experiments. "She was doing something that -she cared deeply about, that she was very good at," said her father, Robert Salton. In fact, -he said, "she was pretty good at everything." The 41-year-old's hometown was Racine, Wis. -Personal data: Married, one child. - Ilan Ramon, a colonel in Israels air force, was the first Israeli in space. His mother -and grandmother survived the Auschwitz death camp. Like his Zionist father, the astronaut -fought for his country, in the Yom Kippur War in 1973 and the Lebanon War in 1982. He took -part in the 1981 air strike that destroyed an Iraqi nuclear reactor. Ramon, 48, was selected -as an astronaut in 1997 and moved to Houston in 1998 for training. He called Tel Aviv home. -Personal data: Married, four children. - - -~ -#1388 -gambling winnings~ -Rumble's gambling winnings~ -A large pile of cash and coins are labeled "Rumble's Gambling Winnings."~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -150 0 0 0 -1 1 0 0 0 -#1389 -obvious award~ -the "thanks for stating the obvious" award~ -The "thanks for stating the obvious" award lies here majestically, waiting to be awarded.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -obvious award~ - This award was created for those who have the knack of stating what everyone -already knows. -~ -#1390 -award channel mischannel~ -the "I don't know how to talk on the right channel" award~ -The "I don't know how to talk on the right channel" award is waiting to be awarded.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -award channel~ - The award is huge and cumbersome. It is a large gold plated telephone -mounted on a base of marble. The inscription reads: "For those who have trouble -figuring out what channel they are using, we salute you! " -~ -#1391 -deodorant bottle~ -a bottle of deodorant~ -A bottle of deodorant is begging to be sprayed~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 1 0 -1 9 0 0 0 -T 1362 -E -deodorant bottle~ - The bottle is labeled "Glade" "mountain fresh" and smells nothing like fresh -mountains. But, it does smell nice. -~ -#1392 -shotgun gun postal~ -a postal worker's shotgun~ -A postal worker's shotgun is beckoning you.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -1 1 1 12 -1 1 0 0 0 -T 45 -E -shotgun~ - A shotgun with the emblem of the USPS on the hilt. -~ -#1393 -ruby slippers~ -a pair of ruby slippers~ -Dorothy left her ruby slippers here. Maybe they can take you home.~ -~ -11 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 1391 -E -ruby slippers~ - The depp red slippers sparkle with magic and energy. They are rumored to be -able to take you home if you say there is no place like home. -~ -#1397 -christmas poem soldiers~ -a soldiers christmas poem~ -A poem about the forgotten soldiers christmas.~ -Twas the night before Christmas, -He lived all alone, -In a one bedroom house -Made of plaster and stone. - -I had come down the chimney -With presents to give, -And to see just who -In this home did live. - -I looked all about, -A strange sight I did see, -No tinsel, no presents, -Not even a tree. - -No stocking by mantle, -Just boots filled with sand, -On the wall hung pictures -Of far distant lands. - -With medals and badges, -Awards of all kinds, -A somber thought -Came through my mind. - -For this house was different, -It was dark and dreary, -I found the home of a soldier, -Once I could see clearly. - -The soldier lay sleeping, -Silent, alone, -Curled up on the floor -In this one bedroon home. - -The face was so gentle, -The room in such disorder, -Not how I pictured -A United States Soldier. - -Was this the hero -Of whom I'd just read? -Curled up on a poncho, -The floor for a bed? - -I realized the families -That I saw this night, -Owed their lives to these soldiers -Who were willing to fight. - -Soon round the world, -The children would play, -And grownups would celebrate -a bright Christmas Day. - -They all enjoyed freedom -Each month of the year, -Because of the soldiers, -Like the one lying here. - -I couldn't help wonder -How many lay alone, -On an old Christmas Eve -In a land far from home. - -The very thought -Brought a tear to my eye, -I dropped to my knees -And started to cry. - -The soldier awakened -And I heard a rough voice, -"Santa don't cry, -This life is my choice; - -I fight for freedom, -I don't ask for more, -My life is my GOD, -My COUNTRY, My CORPS." - -The soldier rolled over -And drifted to sleep, -I couldn't control it, -I continued to weep. - -I kept watch for hours, -So silent and still -And we both shivered -From the cold night's chill. - -I didn't want to leave -On that cold, dark, night, -This Guardian of Honor -So willing to fight. - -Then the soldier rolled over, -With a voice soft and pure, -Whispered, "Carry on Santa, -It's Christmas Day, All is secure." - -One look at my watch, -And I knew he was right. -"MERRY CHRISTMAS MY FRIEND, -AND TO ALL A GOOD NIGHT." - -This poem was written by a Marine stationed in Okinawa Japan. -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#1398 -rotten mistletoe~ -some rotten mistletoe~ -This mistletoe reeks of mold and decay.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 1 -1 1 0 0 0 -$~ diff --git a/lib/world/obj/130.obj b/lib/world/obj/130.obj deleted file mode 100644 index 8980cc8..0000000 --- a/lib/world/obj/130.obj +++ /dev/null @@ -1,180 +0,0 @@ -#13000 -tombstone~ -an old tombstone~ -A home for moss and fungus to grow, a tombstone shows it's age.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 13007 -#13001 -crown eagle eyes~ -an eagle eyed crown~ -You are watched by the clear brown eagle eyes that set atop this crown.~ -~ -9 ag 0 0 0 ae 0 0 0 g 0 0 0 -5 0 0 0 -3 5000 0 0 0 -T 13004 -E -crown eagle eyes~ - The sharp eyes that served this eagle so well, until the fateful day that a -hunter caught the eagle, now adorn this crown. Where it not completely -immpossible you would think the eyes follow you around, as you move about the -room. The eyes sit atop a simple crown of a metal that looks like gold and yet -is almost as hard as steel. -~ -A -18 3 -A -2 2 -#13002 -bow detta dettas~ -Detta's Bow~ -Intricate lettering spelling the name Detta is carved on to the shaft of this bow.~ -~ -5 bg 0 0 0 an 0 0 0 l 0 0 0 -0 1 1 5 -8 666 0 0 0 -T 13005 -A -18 -2 -#13003 -arrow black~ -a black arrow~ -A black shafted arrow awaits it's chance to bite.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#13004 -arrow red~ -a red arrow~ -A red shafted arrow awaits it's chance to bite.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#13005 -arrow blue~ -a blue arrow~ -A blue shafted arrow awaits it's chance to bite.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#13006 -arrow green~ -a green arrow~ -A green shafted arrow awaits it's chance to bite.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#13007 -recall staff~ -a recall staff~ -A simple staff with only a few knots to mar it's appearance quivers anxiously.~ -~ -11 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 0 -T 13002 -T 13003 -T 13006 -#13008 -note~ -a torn note~ -A fragment of a note blows in the breeze.~ -~ -13 cq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -note~ - The torn paper contains the following letter groups: -"nstructi", "Crown o" and "peek" -~ -#13009 -mist~ -a swirling mist~ -The mists swirl before you.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 13009 -E -mist swirling~ - The mists swirl and eddy before your eyes, obscuring your vision. However, -they also look almost thick enough to walk in to. It almost has enough texture -to be able to touch and feel it. This mist is different than the others -somehow. -~ -#13010 -mist~ -a swirling mist~ -The mists swirl before you.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 13010 -E -mist swirling~ - The mists swirl and eddy before your eyes, obscuring your vision. However, -they also look almost thick enough to walk in to. It almost has enough texture -to be able to touch and feel it. This mist is different than the others -somehow. -~ -#13011 -light~ -a ray of light~ -A ray of light penetrates the mist showing you the way out.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 13018 -E -light~ - Somehow a single beam of light has managed to penetrate the eternal mist and -shadows. The ray of light leads out and is the salvation from the emotional -turmoil of this dreary place. -~ -#13012 -mist whip tendril~ -a tendril of the wispy mist~ -A tendril of the mist taken solid form awaits your touch.~ -~ -5 jmn 0 0 0 an 0 0 0 0 0 0 0 -4 5 6 2 -1 2000 0 15 0 -E -mist whip tendril~ - Reality faded from the mists leaving a single tendril of itself in a solid -form. The lack of stability of the mists is offset by the firmness of this -wisp. A strong odor, almost that of old death, comes off the wisp, tearing your -nostrils, causing your eyes and sinuses to water. -~ -A -19 4 -A -18 4 -#13099 -mist~ -a swirling mist~ -A tendril of a mist swirls from the ground up.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 13099 -E -mist swirling swirl~ - This stray tendril of a mist seems to come from nowhere just as it seems to -lead nowhere. But looks can be deceiving. Something about the mist beckons and -draws you toward it. Draws you in to it. Something about it compels you to -enter the mist and prove your worth and defend your right to remain sane. -~ -$~ diff --git a/lib/world/obj/14.obj b/lib/world/obj/14.obj deleted file mode 100644 index b5737cb..0000000 --- a/lib/world/obj/14.obj +++ /dev/null @@ -1,20 +0,0 @@ -#1400 -apple~ -a red apple~ -A red apple lays on the ground.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#1401 -bed comfy~ -a comfy bed~ -A comfy bed is begging you to take a nap.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -T 1413 -T 1414 -T 1415 -$~ diff --git a/lib/world/obj/140.obj b/lib/world/obj/140.obj deleted file mode 100644 index f47cbff..0000000 --- a/lib/world/obj/140.obj +++ /dev/null @@ -1,566 +0,0 @@ -#14000 -wyvern scale armor~ -some wyvern scale armor~ -Some tough blue tinged scale armor has been left here.~ -~ -9 agimo 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -5 200 0 0 -E -wyvern scale armor~ - This armor is made from the scales of a great wyvern. The blue plates of -scale armor overlap providing protection from attacks. The armor has been -blessed by the high priest of the wyverns for the Sentries guarding the Lord of -the wyverns. -~ -A -1 1 -#14001 -Red dragon orb wyv~ -a red dragon orb~ -A glowing red ball floats in the air here.~ -~ -3 aghjl 0 0 0 ao 0 0 0 0 0 0 0 -30 3 1 36 -4 600 0 0 -E -red dragon orb~ - This sphere of deep red scales has been endowed with the evil essence of a -red dragon. It glows with an unholy light of pure evil. -~ -A -12 20 -#14002 -wyvern claw wyv~ -a wyvern claw~ -A dull red claw has been dropped here.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -1 1 6 8 -2 500 0 0 -E -claw wyvern~ - This sturdy claw was once the weapon of a mighty wyvern. It is scratched and -nicked from countless battles. -~ -A -19 1 -#14003 -wyvern foreclaw wyv~ -the foreclaw of a wyvern~ -The great foreclaw of a wyvern lies here.~ -~ -9 0 0 0 0 aho 0 0 0 0 0 0 0 -6 0 0 0 -2 500 0 0 -E -foreclaw wyvern~ - This is the foreclaw of a great wyvern. Its tough material and deadly -pointed talons make it an excellent weapon and parrying item. What a beast it -must have been that this came from. -~ -A -18 1 -A -19 1 -#14004 -crested wyvern helm wyv~ -a crested wyvern helm~ -A helm made of blue scales has been dropped here.~ -~ -9 agim 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -2 100 0 0 -E -crested wyvern helm~ - This is the blue crested helm of a wyvern sentry. The blue ridges of bone -and scale that cover it make it stronger than forged steel. The helm has been -blessed by the High priest of the wyverns. -~ -A -13 5 -A -18 1 -#14005 -greater wyvern talon wyv~ -a greater wyvern talon~ -A huge talon rests here looking very dangerous.~ -~ -5 bimn 0 0 0 an 0 0 0 0 0 0 0 -1 2 8 3 -6 300 0 0 -E -greater wyvern talon~ - This huge claw was once wielded in battle by the commander of all the wyvern -defenders. Its edges have been filed down into wicked blades and the points are -barbed. It must have been quite painful for the commander to have this done -while he was still attached to the talon. -~ -A -18 1 -A -19 3 -#14006 -hind claws wyvern wyv~ -the hind claws of a wyvern~ -Someone has left a set of wyvern claws here.~ -~ -9 ai 0 0 0 ag 0 0 0 0 0 0 0 -5 0 0 0 -4 300 0 0 -E -hind claws wyvern~ - These were once the hind claws of a wyvern warrior. Someone has set them -into light leather boots as a symbol of their victory over the beast. Fully a -foot long and deadly sharp, you better not step on anyone's feet with these on. - -~ -A -2 1 -#14007 -claw ring wyv~ -a claw ring~ -A ring made of an old claw has been dropped here.~ -~ -9 abfgi 0 0 0 abo 0 0 0 0 0 0 0 -4 0 0 0 -1 400 0 0 -E -claw ring~ - This ring was made from a very old claw by soaking it in water for 2 years -and gradually shaping it. There is a feeling of magical energy that emanates -from the ring. In wyvern culture this ring represents allegiance to the city -lord, and service in his court. -~ -A -19 1 -A -5 1 -A -1 1 -#14008 -wyvern wings wyv~ -some wyvern wings~ -A huge set of wings float in the air here.~ -~ -22 dfh 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -8 700 0 0 -E -wyvern wings~ - These wings came from the mighty Lord of all the wyverns. The oldest and -strongest of all wyverns he reached an age where he grew wings like his cousins -the dragons. Incredibly light and strong these wings are 15 feet long from tip -to tip. They are transparent and very difficult to see. -~ -A -2 2 -A -17 -10 -#14009 -royal wyvern shield wyv~ -a royal wyvern shield~ -A shield of red and blue scales lies here.~ -~ -9 agimo 0 0 0 aj 0 0 0 0 0 0 0 -8 0 0 0 -5 500 0 0 -E -shield royal wyvern~ - This shield is crafted of overlapping blue and red scales to provide maximum -possible protection to its owner. Emblazoned upon the front is the symbol of -the royal house of wyverns. -~ -A -13 10 -#14010 -red wyvern eyes wyv~ -a set of glowing red eyes~ -The glowing eyes of some great animal have been forgotten here.~ -~ -1 aghijn 0 0 0 aeo 0 0 0 0 0 0 0 -0 0 -1 0 -3 800 0 0 -E -glowing red eyes wyvern~ - These were once the eyes of a mighty wyvern, now dead. They still retain -some of their previous owner's magical energy. They glow with a sinister red -light. The red orbs seem to watch you where ever you go. -~ -A -18 2 -A -4 1 -A -17 -5 -#14011 -fountain red blood wyv~ -a fountain flowing with blood~ -A fountain full of a red liquid is flowing here.~ -~ -23 b 0 0 0 0 0 0 0 0 0 0 0 -500 500 13 0 -505 0 0 0 -E -fountain blood~ - This fountain has been skillfully crafted of red and blue stone, the -traditional colors of the wyvern race. Upon close inspection you realize that -the liquid in it is blood. The wyverns believe that this is the blood of their -ansesters, and so drinking of it gives them strength. Never the less the -question is where is the blood coming from? -~ -#14012 -statue dragon god~ -a statue of the dragon God Ferret~ -A statue of the dragon God Ferret has been placed here.~ -~ -8 ag 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -statue dragon god ferret~ - This huge statue is made of pure amethyst. It towers 30 feet into the air -taller than any of the buildings in the city. The image of the amethyst dragon -looks down on the mortals he created so many years ago. The citizens -constructed this statue in honor of the God after they completed this city, they -believe he protects them, and sent the red dragon to defend the city. -~ -#14013 -statue god elf~ -a statue of the god Ilsensine~ -A statue of the god Ilsensine has been constructed here.~ -~ -8 ab 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -statue elf god ilsensine~ - The citizens of the city have constructed a statue of the god Ilsensine here -in hopes he will honor and aid their students of magic. The statue is only 6 -feet tall but made entirely of pure emerald. The god is pictured dressed in -robes, his head shaved and his hands raised in the act of calling upon great -magical forces. -~ -#14014 -alter gods telemacos balm wyv~ -an alter to the gods Balm and Telemacos~ -An alter to the gods Balm and Telemacos is here.~ -~ -8 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -alter balm telemacos~ - This alter is made of polished gray marble. The wyverns have constructed it -in honor of the two gods of neutrality who battle each other over the fait of -all mortality. The two dragon gods are sculpted as facing each other preparing -for combat. Between them is a marble egg representing the lives they battle -over. -~ -#14015 -willow wyv statue goddess~ -a statue of the goddess Willow~ -A statue of the Goddess Willow has been placed here.~ -~ -8 b 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -goddess willow statue~ - This statue of the dragon goddess Willow is made entirely of sapphire and has -been trimmed with silver guild. The temple priests placed her here to symbolize -the separation of the duties of men and women. Her sudor Balm is for ever bound -by his battle for the souls of mortals in the next room. The two may watch each -other but are for ever apart. -~ -#14016 -scroll recall wyv~ -a scroll of recall~ -A scroll of recall has been dropped here.~ -~ -2 g 0 0 0 a 0 0 0 0 0 0 0 -30 42 -1 -1 -1 200 0 0 -#14017 -scroll seeing wyv~ -a scroll of seeing~ -A magical scroll has been left here.~ -~ -2 g 0 0 0 a 0 0 0 0 0 0 0 -30 19 44 50 -1 800 0 0 -#14018 -water cup wyv water~ -a cup~ -A small cup is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -2 2 15 -1 -2 10 0 0 -#14019 -water Barrel wyv water~ -a barrel~ -A large barrel has been dropped here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -10 10 15 0 -10 1000 0 0 -#14020 -ring holding wyv~ -a ring of holding~ -An old ring of brass has been dropped here.~ -~ -15 agi 0 0 0 abo 0 0 0 0 0 0 0 -200 5 -1 0 -2 1000 0 0 -#14021 -pine torch wyv~ -a pine torch~ -Someone left you a perfectly good torch.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 24 0 -1 100 0 0 -#14022 -wyvern fang wyv~ -a wyvern fang~ -A sharp animal's fang is in the dirt here.~ -~ -5 i 0 0 0 ano 0 0 0 0 0 0 0 -1 1 5 11 -3 110 0 0 -A -19 1 -#14023 -wyvern tail wyv~ -a wyvern tail~ -The tail of a wyvern is in the dust here.~ -~ -5 i 0 0 0 an 0 0 0 0 0 0 0 -1 2 5 10 -4 200 0 0 -A -18 1 -A -19 1 -#14024 -hide helm wyv~ -a hide helm~ -A helm of tanned hide is here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -3 150 0 0 -#14025 -hide cloak wyv~ -a hide cloak~ -A cloak of tough hide is here.~ -~ -9 0 0 0 0 ack 0 0 0 0 0 0 0 -4 0 0 0 -15 400 0 0 -#14026 -hide bracer wyv~ -a hide bracer~ -A strip of thick hide is here.~ -~ -9 0 0 0 0 aim 0 0 0 0 0 0 0 -3 0 0 0 -3 1000 0 0 -A -13 5 -#14027 -hide armor wyv~ -a suit of hide armor~ -Someone has left you a suit of hide armor.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -10 200 0 0 -A -13 8 -#14028 -hide gauntlets wyv~ -some hide gauntlets~ -Some sturdy hide gauntlets are here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -2 150 0 0 -#14029 -hide leggings wyv~ -some hide leggings~ -A set of hide leggings have been dropped here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -3 150 0 0 -#14030 -hide boots wyv~ -a pair of hide boots~ -Some heavy hide boots have been left here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -4 170 0 0 -#14031 -hide shield wyv~ -a hide shield~ -A tough hide shield was dropped here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -0 0 0 0 -4 170 0 0 -A -13 5 -#14032 -ale pint wyv ale~ -a pint~ -A pint of thick dark stout is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -2 2 4 0 -7 20 0 0 -#14033 -ale keg wyv ale~ -a large Keg~ -A large keg is standing here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -10 10 4 0 -20 200 0 0 -#14034 -steak wyv~ -a 16oz steak~ -A huge steak has been left on a plate here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -36 0 0 0 -1 90 0 0 -#14035 -huge roast wyv~ -a huge roast~ -A huge slab of meat is on a spit here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -3 200 0 0 -#14036 -scroll remove curse wyv~ -a scroll of remove curse~ -A scroll of great power is here.~ -~ -2 gi 0 0 0 a 0 0 0 0 0 0 0 -30 35 -1 -1 -1 300 0 0 -#14037 -potion healing wyv~ -a potion of healing~ -A potion of great curative power lies here.~ -~ -10 agi 0 0 0 a 0 0 0 0 0 0 0 -1 16 -1 -1 -10 1000 0 0 -#14038 -wand aid wyv~ -a wand of aid~ -A long thin wand lies here.~ -~ -3 bgi 0 0 0 ao 0 0 0 0 0 0 0 -30 1 1 1 -10 1000 0 0 -#14039 -staff wounding wyv~ -a staff of wounding~ -A heavy black staff lies here in a corner.~ -~ -4 abgi 0 0 0 ao 0 0 0 0 0 0 0 -30 6 6 27 -2 600 0 0 -A -12 10 -#14040 -god springfire statue wyv~ -a statue of the Air God Springfire~ -A statue of the God Springfire is here.~ -~ -8 bfgi 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -god springfire air statue~ - This statue of the God Springfire is made of pure transparent crystal. To -the naked eye it is completely invisible. The warriors of the city paid a -staggering amount of money to have the warrior god's image immortalized in their -guild. They hope he will aid them in battle against their mortal enemies the -giants. -~ -#14041 -statue khelben god knight wyv~ -a statue of the mighty God Khelben~ -There is a statue of the God Khelben, Lord of The Elements here.~ -~ -8 agi 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -knight khelben god statue lord elements~ - The knights of the city have placed this statue here to watch over their -guild. Above all other gods they worship the mighty Khelben, who they believe -founded the order of knighthood. The statue itself is 9 feet tall and made of -pure platinum. It is clad in the armor and symbols of the city's royal line and -the knights' personal colors. The knights hope that the god will grant them -their magic in days to come and aid them when they enter battle. -~ -#14042 -god statue thunder~ -a statue of the Thunder God Rumble~ -A statue of the mighty God Rumble has been built here.~ -~ -8 abgi 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -thunder rumble god statue ~ - This statue was built by the city's guild of rogues and thieves. -They have chosen the almighty thunder god as their patron deity because -of his former status as a thief, and because they believe that in the -final battle between order and chaos he will come down from the heavens -and help them destroy Balm and all his followers for ever. The statue -is carved from polished obsidian stone and has been inlaid with streaks -of silver lightning bolts. The God is depicted, dressed in a gray robe -with both hands raised hurling his deadly thunder around him. -~ -#14043 -sexykitty magic goddess statue wyv~ -a statue of the goddess Sexykitty~ -A statue of the Goddess Sexykitty has been placed here.~ -~ -8 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -goddess magic sexykitty statue~ - This statue stands 8 feet tall and is made of polished silver. From its -pedistle, the image of Sexykitty, the beautiful empress of magic, stands -watching over this room. The wyverns have chosen her as their deity of charity -and the poor because of her kindness and exceptional beauty. They believe that -all who are in need can call upon her and if their need is strong enough she -will come to aid them in their time of trouble. -~ -#14044 -Gnoff god statue wyv~ -a statue of the God Gnoff~ -A statue of the God Gnoff is here.~ -~ -8 b 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -gnoff god statue~ - This statue has been carved from pure topaz. The bright yellow sculpture -looks to be worth a small fortune. The wyverns worship Gnoff as their god of -social activities and interaction. They believe he watches all marriages and -gives his blessing to those which will endure. -~ -$~ diff --git a/lib/world/obj/15.obj b/lib/world/obj/15.obj deleted file mode 100644 index d4eab54..0000000 --- a/lib/world/obj/15.obj +++ /dev/null @@ -1,206 +0,0 @@ -#1501 -scroll parchment~ -the Scroll of the Messenger~ -You see a solid and silver-lined scroll resting on the ground.~ -~ -12 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 500 500 0 0 -E -scroll parchment~ - It seems to be some sort of spell designed to transport its user across vast -distances, but how to make use of it is impossible to tell. -~ -A -14 15 -A -19 -1 -#1502 -sword blazing~ -a blazing sword~ -You are startled by the sight of a sword that glows as you approach it.~ -~ -5 abgkn 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 11 -10 500 90 0 0 -E -sword blazing~ - The edge of the blade is lined with writing, religious verse apparently, in a -fine, silver-laced and flowing script. -~ -A -13 -5 -#1503 -protector faithful shield~ -the Protector of the Faithful~ -A weighty looking shield has been abandoned by one unworthy to hold it.~ -~ -9 kn 0 0 0 aj 0 0 0 0 0 0 0 -10 0 0 0 -20 500 150 0 0 -E -protector faithful shield~ - It evades your attempts to focus on it, deflecting your gaze as it deflects -the weapons that will try to kill you. -~ -#1504 -armband band faded~ -a faded armband~ -A ragged and faded looking piece of cloth has been left here, forgotten.~ -~ -12 j 0 0 0 ai 0 0 0 0 0 0 0 -0 0 0 0 -1 15 50 0 0 -E -armband faded band~ - It has some sort of militia insignia on it, perhaps an indication of a rank -or award in some military order unknown to you. -~ -A -6 2 -A -5 -1 -#1505 -scimitar jeweled~ -a jeweled scimitar~ -A stunning curved blade glistens on the ground.~ -~ -5 akn 0 0 0 an 0 0 0 0 0 0 0 -0 7 1 3 -5 500 50 0 0 -E -scimitar jeweled~ - The entire rim and edge of the scimitar's handle is bedecked in a gorgeous -array of stones and precious metals. -~ -#1506 -ember charred~ -a charred ember~ -You glance briefly at a smouldering ember that rests at your feet.~ -~ -1 ajnop 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 5 25 0 0 -E -ember charred~ - It glares back at you, almost angrily. -~ -A -18 2 -A -12 10 -#1507 -ethereal flame~ -an ethereal flame~ -The entire room is aglow from the flame at your feet.~ -~ -1 ajkop 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 5 25 0 0 -E -ethereal flame~ - Even being near it fills you with a peaceful and comforted feeling. -~ -A -12 8 -A -13 10 -#1508 -key gates~ -the Key to the Gates~ -You have found at last the Key to the Gates of eternity.~ -~ -18 aikl 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 100 50 0 0 -E -key gates~ - There are no gates. They are inside of you. -~ -A -3 2 -#1509 -history burnt book~ -a burnt history~ -You have found a burnt book, some forgotten history lying on the ground.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 10 500 0 0 -E -history burnt book~ - So this is the jester's joke. All of our works have turned to dust, and will -end in nothing. It is for this that he laughs. -~ -A -4 2 -#1510 -surah book~ -a surah of the book~ -You notice a thin parchment, with flowing script and rich decorative trim.~ -~ -1 dklmn 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 500 80 0 0 -E -surah book~ - Al-Kafirun Say: "Oh ye that reject the Faith, I do not worship what you -worship, nor do you worship what I worship. To you be your Way, and to me mine. -" -~ -A -18 3 -A -19 3 -#1511 -forge unity~ -the Forge of Unity~ -It is surely the best of men who has left these gloves to aid you.~ -~ -9 iklmn 0 0 0 ah 0 0 0 0 0 0 0 -5 0 0 0 -5 120 40 0 0 -A -19 2 -A -13 10 -#1512 -ankh~ -an Ankh~ -You see a beautiful pendant of ancient and noble craftsmanship.~ -~ -11 al 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -3 500 200 0 0 -E -ankh~ - It is an even earlier version of the old Christian cross, an oval loop above -the crossed arms of white gold. -~ -A -12 10 -A -12 5 -#1513 -amulet ra~ -the Amulet of Ra~ -You have found a beautiful gleaming disc with a golden image of the sun god.~ -~ -11 ag 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -5 750 150 0 0 -A -3 2 -A -4 2 -#1514 -image azathoth graven~ -a graven image of Azathoth~ -You frown in disgust at the hideous icon of a false god that you have found.~ -~ -1 jlq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 1000 500 0 0 -A -6 2 -$~ diff --git a/lib/world/obj/150.obj b/lib/world/obj/150.obj deleted file mode 100644 index 1760ba0..0000000 --- a/lib/world/obj/150.obj +++ /dev/null @@ -1,250 +0,0 @@ -#15000 -nothingness universal~ -Sapowox's Universal Nothingness~ -You are quite unable to perceive Sapowox's Universal Nothingness here.~ -~ -5 bcg 0 0 0 an 0 0 0 0 0 0 0 -0 6 4 1 -40 1 200 0 -E -text writing inscription~ - It just says: ' (void *) ' Not very enlightening, is it? -~ -E -nothingness universal~ - You are not sure, but you do not seem not able to figure out what it isn't, -because it doesn't much resemble anything you haven't ever seen. You feel a bit -of mortal confusion, but you notice a small inscription on it. -~ -A -18 2 -A -19 2 -#15001 -gold coins~ -the gold~ -A lot of gold is here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -1 1000 0 0 -#15002 -sceptre royal golden~ -a golden sceptre~ -A golden Royal sceptre lies on the ground.~ -~ -12 gk 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -20 150 30 0 -A -18 2 -#15003 -crown golden~ -a golden crown~ -A magnificently jewelled golden crown has been left here.~ -~ -9 gk 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -40 120 10 0 -A -12 30 -A -3 1 -#15004 -apple golden~ -a golden apple~ -There is a golden apple here.~ -~ -1 gk 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -5 800 40 0 -#15005 -telescope scope~ -a large telescope~ -There is a large telescope here, pointing at the sky.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -telescope scope~ - A small sign says: - -Made in Siberia. - -~ -#15006 -sword training~ -a training sword~ -A training sword with blunt edges is leaned against a wall.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 3 -7 300 5 0 -A -18 -2 -#15007 -key huge~ -a huge key~ -There is a huge, heavy-looking key on the floor here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#15008 -Verminator sword~ -Verminator~ -A strange looking sword is lying upon the ground here.~ -~ -5 adjmnoq 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 11 -2 1 40 0 -E -verminator sword~ - This strange sword seems to be made of black metal, an eerie green glow -surrounds the blade. -~ -#15009 -key butlers butler~ -the Butler's key~ -The Butler's key is here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 0 -#15010 -key small~ -a small key~ -A small key lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 100 0 -#15011 -chest wooden~ -a large wooden chest~ -A large wooden chest stands here in a corner.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -800 13 15010 0 -50 400 100 0 -E -chest~ - It is equipped with a small lock, that any self-respecting thief should be -able to pick. -~ -#15012 -vial large potion brown~ -a large vial~ -A large vial has been left here.~ -~ -10 g 0 0 0 a 0 0 0 0 0 0 0 -15 15 -1 -1 -14 800 80 0 -E -vial large brown potion~ - It is filled with a disgusting brown liquid. -~ -#15013 -banner royal~ -a royal banner~ -The royal banner has been firmly planted in the ground here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -flag~ - On the flag is the symbol of King Welmar's house, the rampant stag. -~ -E -banner royal standard~ - It is large and very heavy. On top of it flutters King Welmar's flag -proudly. -~ -#15014 -key~ -a key~ -A key lies on the floor.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -13 1 0 0 -E -key~ - It has a finely carved letter 'W' inscribed on it. -~ -#15015 -hauberk mail chain~ -a guard's chain mail hauberk~ -A chain mail hauberk lies on the floor~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -50 200 50 0 -#15016 -broadsword sword large~ -a large broadsword~ -There is a large broadsword lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 3 -14 130 30 0 -#15017 -key cell~ -the cell key~ -A key lies on the floor.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 0 -E -key cell~ - This appears to be the key for the cells of the castle. -~ -#15018 -carcass~ -a carcass~ -There is a carcass lying in the middle of the floor of the building here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#15019 -lobster~ -a delicious-looking lobster~ -A delicious-looking lobster is lying here, tempting your appetite.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -7 0 0 0 -5 100 10 0 -#15020 -caviar~ -some Russian caviar~ -There is some delicious-looking Russian caviar here, making your mouth water.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 250 20 0 -#15021 -glow~ -the glow from the west~ -There is a strange glow coming from the west.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -glow~ - The glow from the west appears to be quite strong, but it does not give -enough light to see by here, nor can you see the source of the glow. -~ -#15022 -wail sound~ -the wailing sound from the east~ -There is an eerie wailing sound coming from the house to the east.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -$~ diff --git a/lib/world/obj/16.obj b/lib/world/obj/16.obj deleted file mode 100644 index bd7f980..0000000 --- a/lib/world/obj/16.obj +++ /dev/null @@ -1,289 +0,0 @@ -#1600 -lifecutter sword~ -Lifecutter~ -A blue black crusader hilt sword is stuck in the ground.~ -~ -5 gno 0 0 0 an 0 0 0 0 0 0 0 -6 3 6 3 -9 450 0 0 0 -E -sword lifecutter~ - As you look at the sword you hear inside your head the words, "My name is -Lifecutter and my last master was Dodinas le Savage. Take me and let's slay -evil!" -~ -#1601 -axe~ -an axe~ -A huge axe is lying here~ -~ -5 gn 0 0 0 an 0 0 0 0 0 0 0 -1 4 7 10 -8 600 60 0 0 -E -axe~ - The axe handle has the name 'Gaheris' inscibed on it. -~ -A -19 2 -#1602 -axe~ -an axe~ -A two headed axe with the Hautdesert crest lies here.~ -~ -5 mn 0 0 0 an 0 0 0 0 0 0 0 -1 5 5 10 -10 500 50 0 0 -E -axe~ - The strange crest of Hautdesert is engraved on both heads of this large axe. - -~ -#1603 -crest~ -a crest~ -The crest has a stag on a verdant field~ -~ -11 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 250 25 0 0 -E -crest stag~ - The crest is about the size of your fist and is made of what looks like -pewter. -~ -#1604 -armor green~ -some green armor~ -A fine suit of green armor bearing the crest of Hautdesert glistens here!~ -~ -9 gn 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -9 900 90 0 0 -E -green armor~ - The strange crest of Hautdesert is engraved on the breast of this fine -armor. The strange green color is like no other metal you have ever seen. -~ -A -5 1 -#1605 -colored cloak~ -a cloak of many colors~ -A cloak of many colors and the crest of Orkney lies here.~ -~ -9 d 0 0 0 ak 0 0 0 0 0 0 0 -1 0 0 0 -4 4 0 0 0 -E -colored cloak~ - The cloak is made from many patches of various shades and colors. Making it -look more like a clown's garment than something a warrior would wear. -~ -#1606 -colored shield~ -a shield of many colors~ -A rainbow of colors is reflected from the shield which lies here!~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -4 0 0 0 -5 25 2 0 0 -E -colored shield~ - The shield has been shellacked with some strangely colorful paint that has -hardened it to an above average durability. -~ -#1607 -armbands~ -garlons invisible armbands~ -A set of armbands of black iron lie here.~ -~ -9 fg 0 0 0 ai 0 0 0 0 0 0 0 -5 0 0 0 -3 450 50 0 0 -E -armbands~ - Made of pure silver these armbands have been turned invisible. -~ -A -13 15 -#1608 -merlins scroll~ -Merlin's scroll~ -A scroll was left here.~ -~ -2 0 0 0 0 a 0 0 0 0 0 0 0 -12 44 -1 -1 -1 500 100 0 0 -E -merlins scroll~ - The thick parchment is yellow from age and crumbling at the corners. An -arcane spell is written upon it. -~ -#1609 -merlins wand~ -Merlin's wand~ -A wand, glowing with power, lies here.~ -~ -3 g 0 0 0 a 0 0 0 0 0 0 0 -12 3 3 6 -3 15 1 0 0 -E -merlins wand~ - The wand is capped on both ends with clear crystal orbs. Small sparks can -be seen within each orb. -~ -#1610 -white bracers~ -the white bracers~ -A humming, blinding white bracer lies here!~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -6 0 0 0 -3 525 60 0 0 -E -white bracers~ - These bracers are made from a strange white metal, or alloy. They gleam and -reflect a perfect image. -~ -A -1 1 -A -18 1 -#1611 -black greaves~ -some black greaves~ -A pair of blackened steel greaves lies here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -5 0 0 0 -4 300 30 0 0 -E -black greaves~ - These black metal plates fit over a person's legs to help protect from -disabling attacks. -~ -#1612 -club ball mace~ -a spiked mace~ -A clublike weapon with a spiked balled head lies here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -3 2 6 5 -9 650 65 0 0 -E -club ball mace spiked~ - The spiked ball is affixed to the top of a long pole and looks deadly as a -bludgeoning weapon. -~ -A -19 2 -#1613 -pack backpack~ -Pellinore's pack~ -A backpack made of fine leather sits here. You see lettering on its corner.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -150 1 -1 0 -15 150 15 0 0 -E -lettering backpack pack~ - You read the writing on the pack. It says "To my dear friend Pellinore, may -this pack make your journeys shorter and allow you to bring all the provisions -you need. Simply wear the pack, and the weight and number of items you carry -will decrease, and you will be able to travel long distances without tiring. -May you succeed in your quest! - Merlin". -~ -#1614 -unholy spear~ -an unholy spear~ -A spear is here, glowing with an unholy dark light.~ -~ -5 j 0 0 0 an 0 0 0 0 0 0 0 -4 3 7 14 -5 200 20 0 0 -E -unholy spear~ - You look at the unholy light surrounding the spear. Your vision darkens. -Out of the darkness red glowing eyes laugh and dance at you. A rage slowly -fills you, you want to kill. Rend. Tear. Rape. Murder - ahhahahahah! -~ -#1616 -wolf helm~ -the wolf helm~ -A helm with the semblance of a wolf is here~ -~ -9 g 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -3 160 20 0 0 -E -wolf helm~ - The metal helm has been wrapped with the fur and head of a wolf. -~ -A -18 1 -#1617 -pen~ -a pen~ -An old pen is leaking ink everywhere here.~ -~ -21 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 3 0 0 0 -E -pen~ - This writing utensil could be used if only you had something to write on. -~ -#1618 -horned helm~ -a horned helm~ -A burnished steel helm with oxen horns lies here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -5 375 37 0 0 -E -horned helm~ - This strange hide helm has a set of horns sticking out of the top, they look -like goblin horns, but hard to tell. -~ -#1619 -note~ -a note~ -A note is lying here.~ -If only you had a pen, you could write on this. -~ -16 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -#1620 -ball chain spiked~ -spiked ball and chain~ -A massive spiked iron ball is attached to a iron handle by a 3 foot chain.~ -~ -5 mn 0 0 0 an 0 0 0 0 0 0 0 -3 5 3 6 -8 600 60 0 0 -E -ball chain spiked~ - This spiked ball is attached to a long metal handle and can be swung as a -bludgeoning weapon. -~ -A -18 1 -A -19 1 -#1621 -rod command~ -a rod of command~ -A rod of black, runed metal swallows light here.~ -~ -3 gj 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 7 -1 900 90 0 0 -E -rod command~ - The black, runed metal seems to absorb all heat and light it comes in -contact with. -~ -$~ diff --git a/lib/world/obj/169.obj b/lib/world/obj/169.obj deleted file mode 100644 index cbe402e..0000000 --- a/lib/world/obj/169.obj +++ /dev/null @@ -1,280 +0,0 @@ -#16901 -intricate gold ring~ -an intricate gold ring~ -An intricate gold ring is lying here, sinking into the dirt.~ -~ -13 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 400 40 0 0 -#16902 -gibberling shortsword~ -a bluish shortsword~ -A bluish shortsword is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 0 1 0 -1 10 0 0 0 -E -gibberling shortsword~ - You see a crudely constructed shortsword, made exclusively for dismembering -and disemboweling foes, with little regard to artistic detail. The metal has a -dark, blue and purple hue, and the blade itself has many irregularities and -grooves. -~ -#16903 -small carcass~ -a small carcass~ -A corpse is decaying here on the ground.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -20 200 20 0 0 -E -small carcass~ - You look closely and realize this stinking mass of flesh is actually the -rotting corpse of a once proud dwarven warrior, killed in battle with a group -of assailants. The body has been impaled, dismembered and left to rot, only -after being partially devoured! -~ -#16904 -brittle twig~ -a brittle twig~ -A small twig litters the ground here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -brittle twig stick branch~ - A small twig litters the ground here. It's just a small, useless, dry twig. -~ -#16905 -butcher knife~ -a butcher knife~ -A wicked looking butcher knife is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 2 3 -3 90 9 0 0 -E -knife~ - It's an extra large, chipped butcher knife that looks like it has chopped -much more than it's share of flesh and bone. -~ -#16906 -slab of meat~ -a slab of mystery meat~ -A shapeless mass of meat has been thrown here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 10 0 0 0 -E -meat~ - It is the meat of some poor animal ripped into large chunks. You can't even -begin to guess what type of meat this is, you only know that it is extremely -bloody. -~ -#16907 -gibberling shaman's wand~ -a gibberling wand of power~ -A bejeweled, gnarled, stick is lying here.~ -~ -3 b 0 0 0 an 0 0 0 0 0 0 0 -12 5 5 -1 -2 10 1 0 0 -E -gibberling shaman's wand~ - It's a long, gnarled staff encrusted with jewels around one end and a large, -blood red stone rests at the end. -~ -#16908 -berries~ -some wild berries~ -Some wild berries are lying on the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 0 -E -berries ~ - You see a small bunch of fresh wild berries gathered in the mountains. -~ -#16909 -keg of dark ale~ -a keg of dark ale~ -A large wooden keg is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -35 20 4 0 -25 15 1 0 0 -E -keg~ - You observe a large, iron banded, wooden keg of gibberling workmanship, -which beckons you to taste its contents. -~ -#16910 -hide trousers~ -a pair of hide trousers~ -Some hide trousers have been thrown on the ground here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -2 10 1 0 0 -E -hide trousers~ - You see a ruggedly constructed pair of comfortable hide pants, apparently -worn previously in a few battles, judging from the dried blood stains. -~ -#16911 -pine tree~ -a pine tree~ -A tall pine tree is growing here along the trail.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -carvings inscription patch scratch~ - The inscription is a strange series of symbols written in the language of -the gibberlings. As you strain your eyes to try and decipher the meaning, the -words begin to glow, and a voice inside your head speaks a message: The bearer -of the tomahawk of terror has forged the fate of my tribe, if i could repay -him, I would gouge out his eyes! Thryln'k -~ -E -tree pine~ - It is a massive pine tree, apparently very old, judging by the mass and -grayish-brown coloring of the bark. This variety of pine is typically found in -wooded areas such as this, near mountainous regions. You look closely, and -notice there appears to be some kind of writing, scratched into a small -barkless patch near the base of the tree. -~ -#16912 -rotting animal carcass~ -a rotting animal carcass~ -An animal carcass is rotting in the dirt.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 3 0 0 0 -E -rotting animal carcass~ - It is the mangled, half-eaten carcass, of some poor, hapless creature, torn -apart and left in the dirt. Maggots are greedily feasting on what remains of -the animals' flesh, while the fur, heavily caked with dried blood, sticks to -the bones. -~ -#16913 -brass skullcap~ -a brass skullcap~ -A shiny brass skullcap is on the ground here.~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -5 100 10 0 0 -E -brass skullcap~ - You see a shiny brass skullcap with spikes arranged in a cirle around the -crown, and the royal seal of the gibberling chieftain on the right temple. -~ -#16914 -tough leather trousers~ -some tough leather trousers~ -Some tough leather trousers have been tossed here.~ -~ -9 a 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -2 20 2 0 0 -E -leather tough trousers~ - You see a thick pair of leather pants, made of 4 different kinds of leather -sewn together with the sinew of a dragon. -~ -#16915 -gibberling imperial sword~ -a gibberling imperial sword~ -A great bluish imperial sword lies here.~ -~ -5 ag 0 0 0 an 0 0 0 0 0 0 0 -6 2 6 3 -12 545 55 0 0 -E -sword imperial~ - It is a very large battlesword bearing many magical symbols, and apparently -forged by gibberling smiths, judging by the rare bluish hue of the alloy. -~ -#16916 -dead elf~ -a dead elf~ -A dead elf is shackled to the north wall.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -dead elf body ~ - You see the rotting corpse of an unfortunate elf adventurer, still chained to -the wall, though he appears to be long dead. -~ -#16917 -gibberling shelf~ -a stone shelf~ -A stone shelf has been dug into the wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -stone shelf shelves~ - Crude shelves of a primitive sort have been dug into the walls here, however -only one holds anything of use, the one on the west wall, which also is -conveniently the one closet to the ground. -~ -#16918 -water clay bowl water~ -a clay bowl~ -A hand-made bowl or pot is laying in the dirt.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -2 2 0 0 0 -#16919 -gib potion~ -a gib potion~ -A gibberling potion is lying here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -12 28 -1 -1 -1 1 0 0 0 -E -potion~ - It's a small, painted, clay bottle of gibberling energy tonic, the only -gibberling medicine known to exist! -~ -#16920 -small fortune~ -a small fortune~ -A small fortune is lying here, sparkling!~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -1 1 0 0 0 -E -fortune~ - You see a pile of coins. -~ -#16921 -bottle whiskey whisky~ -a large green bottle of whiskey~ -A large green bottle of whiskey has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -10 10 5 5 -15 50 0 0 0 -E -bottle whisky whiskey~ - The bottle is large and green! The label on the side says, 'XXX'. Only the -most hardcore drinkers would even dare drink this! -~ -$~ diff --git a/lib/world/obj/17.obj b/lib/world/obj/17.obj deleted file mode 100644 index 26ecb53..0000000 --- a/lib/world/obj/17.obj +++ /dev/null @@ -1,195 +0,0 @@ -#1700 -dagger~ -a squire's dagger~ -An old worn dagger is lying here.~ -~ -5 gn 0 0 0 an 0 0 0 0 0 0 0 -5 1 4 11 -3 160 16 0 0 -E -dagger squires~ - This small dagger has an ivory handle and polished silver blade. -~ -A -18 1 -#1701 -lance~ -a lance~ -A 10 foot long pole is sunk into the ground here.~ -~ -5 gmn 0 0 0 an 0 0 0 0 0 0 0 -4 8 3 14 -15 75 7 0 0 -E -lance~ - The knight's lance is well made of a sturdy steel. Its weight is cumbersome, -but its powerful once in motion. -~ -#1702 -excalibur sword~ -Excalibur~ -A beautiful dragon hilted sword lies here!~ -~ -5 agkmno 0 0 0 an 0 0 0 0 0 0 0 -6 5 6 3 -20 540 540 0 0 -T 1700 -T 1701 -E -sword excalibur~ - You run your fingers over the blue green steel of Excalibur and feel a -tingling sensation. Your vision blurs until all you see is a blinding white -light. A warm sensation fills your limbs, and a sense of relaxed comfort -permeates you. A deep fatherlike voice says "Now that Arthur is dead, it is up -to you to right what he wrought. Seek out and destroy Mordred and Morgan Le -Fey. They are destroying Camelot." The voice and the light gradually fades -leaving you with only a lingering warm feeling. -~ -#1703 -scabbard~ -Excalibur's scabbard~ -A beautiful golden scabbard lies here!~ -~ -12 agk 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -4 540 50 0 0 -E -scabbard~ - This elegant scabbard, covered in runes and jewels, was made for the fabled -sword Excalibur. -~ -A -17 -3 -A -13 15 -#1704 -suit plate armor~ -the plate armor~ -A suit of full plate armor gleams on the ground.~ -~ -9 kmn 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -20 700 150 0 0 -E -suit plate armor~ - This large suit looks encumbering, but very protective. The tarnished steel -is black from neglect, but is still in fair condition. -~ -#1705 -spurs~ -Lamoraks spurs~ -A set of silver spurs lies here.~ -~ -9 k 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -2 100 10 0 0 -E -spurs~ - These fancy spurs were meant for riding stubborn steeds. The sharp thorny -metal wheels look extremely painful. -~ -A -19 1 -#1706 -staff~ -Merlin's staff~ -A staff of two intertwined vines lies here in a circle of power!~ -~ -4 fgop 0 0 0 ao 0 0 0 0 0 0 0 -12 3 3 30 -3 15 1 0 0 -E -staff~ - The staff hums strangely and small sparks occasionally flicker off both -ends. It appears to have been magically charged. -~ -#1707 -gauntlets~ -the gauntlets~ -A glowing pair of burnished chain mesh gauntlets lies here.~ -~ -9 gk 0 0 0 ah 0 0 0 0 0 0 0 -6 0 0 0 -3 650 65 0 0 -E -gauntlets~ - They appear to be in excellent condition, though just beginning to rust. -~ -A -6 2 -A -18 1 -#1709 -silken favor~ -a silken favor~ -A silken favor is here. Maybe it belongs to your lady?~ -~ -9 gh 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 0 -E -silken favor~ - The transparent material is extremely fine and well made. It smells faintly -of perfume and is stained slightly pink from dye. -~ -A -6 1 -A -18 2 -#1710 -emerald necklace~ -an emerald necklace~ -An exquisite emerald necklace with intricate gold settings has been left here!~ -~ -12 gk 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -3 400 120 0 0 -E -emerald necklace~ - The necklace is made from fine green jewels captured in workings of silver -and gold. -~ -A -4 1 -A -3 1 -#1711 -bastard sword~ -a bastard sword~ -A bastard sword was left here.~ -~ -5 mn 0 0 0 an 0 0 0 0 0 0 0 -5 3 5 3 -9 450 45 0 0 -E -bastard sword~ - This brutal sword was made cheaply. Its weight makes it cumbersome. The -tarnished metal and coiled handle are in poor condition. -~ -#1712 -wand rod~ -a wand~ -A marble rod with a white hot tip is smouldering here.~ -~ -3 op 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 7 -2 40 4 0 0 -E -wand rod~ - This white rod of marble seems to be smouldering on one end by some hidden -internal force. -~ -#1718 -wine flask wine~ -the wine~ -A flask of nice, cold Pinot Noir wine is here, just waiting to be tasted.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -15 15 2 0 -15 100 0 0 0 -E -wine flask~ - A cheap wine flask made from clay. The smell of fermented grapes is almost -overpowering. -~ -$~ diff --git a/lib/world/obj/175.obj b/lib/world/obj/175.obj deleted file mode 100644 index 48cee70..0000000 --- a/lib/world/obj/175.obj +++ /dev/null @@ -1,182 +0,0 @@ -#17500 -scroll Shadimar quest~ -Shadimar's quest scroll~ -An important-looking scroll is lying here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 0 -E -scroll~ - Greetings, adventurer! - I have hoped for many years that one such as you would come! I have great -need of your aid to help me in my plight. I am the Eastern Wizard, one of the -two Wizardly champions of Neutrality. - My counterpart, Tokar of the West, has been kidnapped by Carcophan, the evil -Wizard of the South and Trilless, the Northen Sorceress of Good. The two locked -him away behind two doors, and each has a key. - Tokar's enslavement has weakened me severely, and whilst he is trapped I am -far too weak to challenge both Carcophan and Trilless on my own. - Without you to stop them, Carcophan and Trilless will battle throughout -eternity and eventually all the balance that Tokar and I have spent our lives -trying to achieve will come to nothing. I beg you for your aid in this. - If you accept this duty from me, go to the northern wall. There is a hidden -door in the stone of the cliff, which can be unlocked magically with this -scroll in your possession. - Beyond the door, you will find an entrance to the Wizard's Mansion, and from -there you can find both Trilless and Carcophan. But beware, both are well -guarded, and you would do well to buy equipment from me for your quest. - I wish you luck, my friend. You'll need it. -- Shadimar -~ -#17501 -fire wand~ -a fire wand~ -A fiery wand lies on the ground here, warming the area slightly.~ -~ -3 agi 0 0 0 ao 0 0 0 0 0 0 0 -12 1 1 26 -3 1000 100 0 0 -E -wand~ - The wand looks like a silver of liquid fire, frozen and carved into a form -that can be easily held by your hand. -~ -#17502 -black void wand~ -a void wand~ -A void wand lies here, absorbing the light and the warmth.~ -~ -3 gj 0 0 0 ao 0 0 0 0 0 0 0 -12 5 5 25 -3 800 80 0 0 -E -void~ - The wand looks as if a hole has been cut in the fabric of reality and it is -allowing the blackness beyond to show through. It sucks the light and warmth -from the room, and gives off a nearly suffocating odour of vile evil. -~ -#17503 -inscription~ -an inscription~ -An inscription is carved into the wall here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -inscription~ - Good friend, - At great expense to myself I have sent you this warning. Trilless the -Northern Sorceress defends herself with strong creatures of the deep and -raging waters. Once you enter her river, it will sweep you forth with no -respite. - I strongly advise against taking the Northern Sorceress's river without -proper preparations. She is well defended, and if underprepared you will -surely perish. - -Shadimar -~ -#17504 -trickle~ -a trickle of water~ -A trickle of clean water runs down the wall here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 0 -505 0 0 0 0 -E -trickle~ - Closer examination shows that a trickle of clean water does in fact run down -the wall here. What's the matter? Don't you trust the long description? -~ -#17505 -lesser Kraken spike~ -a lesser Kraken's spike~ -A lesser Kraken's spike bobs in a rock pool here.~ -~ -5 g 0 0 0 ano 0 0 0 0 0 0 0 -3 8 5 11 -5 50 5 0 0 -E -spike~ - The lesser Kraken's spike is long and sharp. -~ -#17506 -glow glowing white potion~ -a glowing white potion~ -A glowing white potion is on the ground here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -12 1 -1 -1 -3 1000 100 0 0 -#17509 -Trilless bracelet white~ -Trilless' white bracelet~ -A small white bracelet hovers half an inch above the ground here, rotating gently.~ -~ -11 g 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 130 0 0 -A -1 -1 -A -12 10 -#17510 -sanctuary glyph Trilless~ -Trilless' sanctuary glyph~ -A small white glyph lies on the ground here.~ -~ -18 abcgi 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 120 12 0 0 -#17511 -white blade Tranquil~ -Tranquil~ -A white blade rests here, shining brightly. It has the word 'Tranquil' etched along the blade.~ -~ -5 gkl 0 0 0 an 0 0 0 0 0 0 0 -4 8 7 3 -10 950 120 0 0 -#17512 -black blade Ristoril~ -Ristoril~ -A blade of pure blackness lies here, absorbing the light. It has the word 'Ristoril' etched across the blade.~ -~ -5 gjl 0 0 0 an 0 0 0 0 0 0 0 -4 8 8 11 -10 300 30 0 0 -#17513 -sigil darkness~ -a sigil of darkness~ -A dark sigil is here, glowing with a dark aura of magic.~ -~ -18 cg 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 150 15 0 0 -#17514 -carcophans black bracelet~ -Carcophan's black bracelet~ -A dark bracelet lies on the ground here, consuming light and warmth.~ -~ -11 g 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -5 350 40 0 0 -A -13 -25 -A -12 50 -#17515 -staff night carcophan~ -Carcophan's Staff of Night~ -A black staff is waiting for someone to pick it up.~ -~ -5 gp 0 0 0 an 0 0 0 0 0 0 0 -4 3 8 5 -8 40 4 0 0 -E -staff night carcophan~ - The staff is made from a strange black material that must have been -magically enhanced. It is far too light for it's size. An inscription is -written along the handle in a language that you have never seen before. -~ -$~ diff --git a/lib/world/obj/18.obj b/lib/world/obj/18.obj deleted file mode 100644 index bdcf198..0000000 --- a/lib/world/obj/18.obj +++ /dev/null @@ -1,27 +0,0 @@ -#1803 -key~ -a password key~ -A key with a password written on it is lying here.~ -~ -18 ac 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 -#1804 -key card~ -a key card~ -An electronic key card is hidden here~ -~ -18 acd 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 -#1805 -battle rifle~ -a battle rifle~ -A wicked looking rifle is lying here.~ -~ -5 mn 0 0 0 ano 0 0 0 0 0 0 0 -0 5 6 12 -10 1000 0 0 -A -18 2 -$~ diff --git a/lib/world/obj/186.obj b/lib/world/obj/186.obj deleted file mode 100644 index 8e60227..0000000 --- a/lib/world/obj/186.obj +++ /dev/null @@ -1,141 +0,0 @@ -#18601 -sword newbie~ -a shiny newbie sword~ -A shiny newbie sword is lying here waiting to be possessed.~ -~ -5 ag 0 0 0 an 0 0 0 0 0 0 0 -0 1 5 3 -4 1 0 0 -A -19 1 -#18602 -vest newbie~ -a bright green newbie vest~ -A bright green newbie vest is lying here looking for a body to hug.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -4 1 0 0 -#18603 -helm helmet newbie~ -a bright newbie helm~ -A bright newbie helm is hoping a loose head will wander by.~ -~ -9 ag 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -4 1 0 0 -A -5 1 -#18604 -cloak dark newbie~ -a dark newbie cloak~ -A dark newbie cloak is lying here hoping to smother you.~ -~ -9 ag 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -2 100 0 0 -A -17 -3 -A -4 1 -#18605 -ring signet newbie~ -a newbie signet ring~ -A newbie signet ring is lying in the dust here.~ -~ -9 fg 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 500 0 0 -A -17 -2 -#18606 -dagger newbie~ -a shiny newbie dagger~ -A shiny newbie dagger is lying here looking for a back to stab.~ -~ -5 ag 0 0 0 ano 0 0 0 0 0 0 0 -0 1 4 11 -1 1 0 0 -A -19 1 -#18607 -collar dragon~ -a pet dragon collar~ -Someone's pet dragon has escaped and left his collar here.~ -~ -9 g 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -A -18 1 -A -17 -1 -#18608 -key newbie~ -a wee little key~ -A key with the newbie crest on it is here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 -#18609 -light jar~ -a brightly glowing jar~ -A jar of glowing fluid wants to brighten your day.~ -~ -1 ag 0 0 0 a 0 0 0 0 0 0 0 -0 0 -1 0 -2 1 0 0 -A -24 -1 -#18610 -horns horn~ -the horns of the Minotaur~ -The horns of the great Minotaur lie here.~ -~ -9 n 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -8 100 0 0 -A -1 1 -#18611 -hide skin~ -the smelly hide of the Minotaur~ -The hide of the great Minotaur is lying here.~ -~ -11 n 0 0 0 adk 0 0 0 0 0 0 0 -0 0 0 0 -6 100 0 0 -A -17 -6 -A -13 15 -#18612 -leggings newbie~ -some cool newbie leggings~ -A pair of neat looking leggings are here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -4 200 0 0 -#18613 -sleeves newbie~ -some cool newbie sleeves~ -A set of nifty sleeves is here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -4 0 0 0 -3 400 0 0 -A -3 1 -#18614 -mace newbie~ -a glowing newbie mace~ -A finely crafted newbie mace is waiting for a worthy owner.~ -~ -5 ag 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 7 -8 300 0 0 -A -17 -2 -$~ diff --git a/lib/world/obj/187.obj b/lib/world/obj/187.obj deleted file mode 100644 index 4e5cef6..0000000 --- a/lib/world/obj/187.obj +++ /dev/null @@ -1,83 +0,0 @@ -#18703 -Funny red nose~ -a funny clown nose~ -A funny clown nose is lying here.~ -~ -9 g 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -6 75 9 0 -A -6 2 -#18707 -Baton~ -a colorful baton~ -A short, wooden, muli-colored baton~ -~ -5 cd 0 0 0 an 0 0 0 0 0 0 0 -3 1 2 7 -1 5 0 0 -#18708 -Stuffed Dragon~ -Stuffed Dragon~ -A cute, huggable dragon is lying on the ground here.~ -~ -12 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 3 0 0 -#18709 -teddybear~ -teddy bear~ -A cute, loveable teddy bear is sitting here~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 2 0 0 -#18710 -Whip~ -a leather whip~ -A long leather bullwhip is coiled up here~ -~ -5 j 0 0 0 an 0 0 0 0 0 0 0 -7 2 3 2 -5 50 5 0 -#18716 -Gaudy Cloak~ -a gaudy cloak~ -A gaudy circus cloak is lying in a heap here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -2 0 0 0 -2 2 0 0 -#18718 -top hat~ -Top Hat~ -A ring masters top hat is just lying here on the ground~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -2 2 0 0 -#18719 -coat with tails~ -a fine coat with long tails~ -A fine coat with long tails, has been thrown here.~ -~ -11 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -2 2 0 0 -#18723 -meat rabbit~ -a piece of rabbit meat~ -A large piece of rabbit meat.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -5 29 0 0 -#18724 -meat deer venison~ -a piece of venison~ -A large piece of venison.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -10 80 0 0 -$~ diff --git a/lib/world/obj/19.obj b/lib/world/obj/19.obj deleted file mode 100644 index 1983505..0000000 --- a/lib/world/obj/19.obj +++ /dev/null @@ -1,1135 +0,0 @@ -#1900 -spider's fang~ -a spider's fang~ -A spider's fang glistens here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 2 6 14 -3 300 3 0 0 -E -spider's fang~ - This long, wickedly curving pincer is that of a giant spider. Jet-black and -smooth to the touch, it feels slightly wet and glistens as though freshly hewn. -The tip is intensely sharp and tiny spikes of hair barb their way down the -length, making this fang extraordinarily painful to remove once embedded. -~ -A -18 5 -#1901 -straggling weed~ -a straggling weed~ -A straggling weed grows miserably here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -1 1 0 0 0 -E -straggling weed~ - This dark green weed has a strong smell of salt about it, similar to seaweed. -Although it is limp and unappealing to the eye, it appears it is not impossible -to eat. -~ -#1902 -murky pool water~ -a murky pool of water~ -A murky pool of water stagnates slowly.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -99 99 0 0 -104 0 0 0 0 -E -murky pool water~ - This muddy pool of water looks safe to drink despite the unappealing -particles of algae and rotting matter that discolor it. -~ -#1903 -rusted dagger~ -a rusted dagger~ -A rusted dagger protrudes from the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 2 3 14 -2 100 0 0 0 -E -rusted dagger~ - This ancient dagger is still somewhat sharp despite the blood-like patches of -rust that stain the metal. Light and easily concealed, only the tiny black -symbol of a spider distinguishes this blade as at all unusual. -~ -#1904 -cricket legs~ -a pair of cricket legs~ -A pair of cricket legs lie here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 1 0 0 0 -T 1915 -E -cricket legs~ - These small green legs are incredibly unappetising to look at, though they -are probably very high in protein and a great source of energy! Not to mention, -the little critters have outstanding ability to survive local predatory toxins. -~ -#1905 -primitive fire torch~ -a primitive fire torch~ -A primitive fire torch has been set here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 15 0 -1 1 0 0 0 -E -primitive fire torch~ - The handle of this torch is made of a very tough dark wood, coated with a -thin layer of some sticky wax. In the cup-like holder is stuffed dried mosses -and bracken, soaked with a strong smelling resin. -~ -#1906 -sharply chiselled key~ -a sharply chiselled key~ -A sharply chiselled key has been left here.~ -~ -18 cdq 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -sharply chiselled key~ - This little key has been carved from some sort of stiff reed. The end and -notches have not been smoothed, left almost deliberately spiked. A frayed bit -of twine has been tied loosely around it, enabling it to be worn as a necklace. - -~ -#1907 -stained bone necklace bones~ -@ya stained bone necklace@n~ -@yA necklace of stained bones@g is lying here.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 100 1 0 0 -E -stained bone necklace bones~ - This appears to be a simple bit of muddy twine, carefully knotted around -several large sharp bones. What type and from what sort of creature the bones -originate is hard to tell, but the rust-colored stains are unmistakeable. -~ -#1908 -dark leathery egg~ -a dark leathery egg~ -A dark leathery egg lies here.~ -~ -12 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -dark leathery egg~ - This large round egg is so tough and leathery that it is probably not edible. -The hide covering it however is incredibly strong and could potentially be used -for making armor. -~ -#1909 -Fallorain's Plate fallorains fallorain's plate ancient beautiful breastplate~ -Fallorain's Plate~ -An ancient but beautiful breastplate lies forgotten here.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -2 500 4 0 0 -E -Fallorain's Plate fallorains fallorain's plate ancient beautiful breastplate~ - Perfectly worked tan leather binds the metal pieces of this plate together. -Heavy but thin it is made to cover all of the main vital areas such as the -chest, abdomen and groin. The metal, although old is uncannily beautiful and -glitters as though infused with some magic. -~ -#1910 -skeleton rotting old~ -an old rotting skeleton~ -An old rotting skeleton floats forlornly in the water.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 0 -1 0 -0 0 0 0 0 -E -skeleton rotting old~ - This rotting corpse is so old that nothing is left but bones. Many of the -marks and notches chipped into the bone indicate that this was a warrior who -died in battle. Stripped of almost everything, it seems that only rags and the -weeds still cling to this forgotten carcass. -~ -#1911 -tiny silver tag chain~ -a silver tag~ -A tiny tag on a silver chain sparkles here.~ -~ -8 i 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 800 5 0 0 -E -tiny silver tag chain~ - A somewhat crudely forged silver chain supports this little metal tag. On -one side the words @DCALIMSHAN'S 12TH CAVALRY BRIGADE@n are engraved, and on the -other the tiny sentence @D'Come back to me'@n has been scrawled. -~ -#1912 -great trident forked weapon large~ -a great trident~ -A large forked weapon lies abandoned.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 3 4 14 -2 200 2 0 0 -E -great trident forked weapon large~ - This large trident is tipped at the ends with three terrifyingly sharp -spikes. Several dark smears down the length of each unyielding point testify to -the deadliness of the weapon. -~ -#1913 -warrior's longsword shiny blade sword~ -a warrior's longsword~ -A long shiny blade lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 3 3 3 -2 200 1 0 0 -E -warrior's longsword shiny blade sword~ - This long glistening piece of metal looks ancient though well kept. A few -notches have been scratched into the blade where it seems rust stains used to -be, but it is incredibly sharp and well-balanced. -~ -#1914 -spiked mace~ -a spiked mace~ -A spiked mace has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 3 5 7 -2 300 2 0 0 -E -spiked mace~ - This heavy pole of metal has a large sphere welded at one end, making it -perfect for crushing enemy skulls. If that weren't deadly enough, it is also -covered in several intimidating metal spikes almost six inches long. -~ -#1915 -old wooden shield~ -an old wooden shield~ -An old wooden shield lies forgotten here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -5 0 0 0 -2 100 1 0 0 -E -old wooden shield~ - This shield looks very primitive, roughly hewn from some half rotting tree -and fastened crudely onto leather straps, making it easy to wear if not the most -attractive. -~ -#1916 -metal wall shield~ -a metal wall shield~ -A metal wall shield glistens brightly here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -9 0 0 0 -4 600 4 0 0 -E -metal wall shield~ - This large shield is big enough to provide defense for the entire torso and -legs of a warrior. Glistening brightly, it has a strange green tint as though -at one time it were covered with algae. -~ -#1917 -smoked meat~ -some smoked meat~ -Some smoked meat is here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 1 0 0 0 -E -some smoked meat~ - This is a large slab of red meat, roughly hewn from the carcass of some -creature. Partially cooked and dried, smoke stains discolor it slightly. -~ -#1918 -massive statue frog god~ -the massive statue of a frog god~ -The massive statue of a frog god has been erected here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -massive statue frog god~ - This enormous statue is an amphibious creature, much like a frog but with -unusually distorted features. A crown of bones sits upon its head, and in each -extended webbed hand it holds some humanoid skull. -~ -#1919 -several scattered coins~ -several scattered coins~ -Several scattered coins glint temptingly on the ground.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -147 0 0 0 -1 1 0 0 0 -E -several scattered coins~ - These coins all appear to be of current value, though most are encrusted with -algae and varying forms of swamp slime. -~ -#1920 -large webbed cocoon~ -a large webbed cocoon~ -A large webbed cocoon lies here.~ -~ -12 cdq 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 1919 -T 1920 -E -large webbed cocoon~ - This large cocoon is slightly sticky to the touch. Wound tightly with -spider's thread it seems far too durable to be cut open, though the glistening -strands likely would not withstand the heat of fire. It seems the only way to -release the contents would be to burn it. -~ -#1921 -crimson-stained crimson stained robe~ -a crimson-stained robe~ -A robe lies crumpled here, flecked with red.~ -~ -11 jl 0 0 0 ad 0 0 0 o 0 0 0 -0 0 0 0 -1 300 2 0 0 -E -crimson-stained crimson stained robe~ - This intricately woven robe is made of extraordinarily fine white silk. -Long flowing sleeves are hemmed with a single gold thread, and a large hood -trails down the back. In perfect condition, the only thing that marrs the -beauty of this garment is the various spatterings of blood that darken it, -spreading through the fabric and tinting it crimson red. -~ -A -12 20 -#1922 -small piece meat~ -a small piece of meat~ -A small piece of meat has been left to spoil.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -1 1 0 0 0 -E -small piece meat~ - This small piece of whitish meat is most likely the flesh of a large bird -judging by the wispy bits of feather that cling to it. Although not the most -appetising in appearance or smell, it looks nourishing nonetheless. -~ -#1923 -smooth piece velvety leather cloak blanket hide~ -@ma smooth velvety piece of hide@n~ -@mA piece of smooth velvety leather lies forgotten here.@n~ -~ -9 j 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -1 400 2 0 0 -E -smooth piece velvety leather cloak blanket hide~ - This large piece of exceptionally beautiful leather is velvety to the touch -and a pleasing dark maroon color that shimmers strangely in any light. While -the fabric is easily workable into some form of clothing, it functions just as -efficiently as a blanket or wraparound cloak. The slight unnatural chill to its -surface indicates an inherent ability to ward off magic. -~ -A -24 2 -#1924 -glistening woven long silk cord~ -@Wa glistening silk cord@n~ -@WA long cord of woven silk lies glistening here.@n~ -~ -11 0 0 0 0 al 0 0 0 h 0 0 0 -0 0 0 0 -1 200 2 0 0 -E -glistening woven long silk cord~ - This delicate cord has been woven from the water spider's fine silk, -particularly useful for retaining air bubbles, this potential belt aids agility -and movement within water, making it functional as well as beautiful. -~ -A -2 2 -#1925 -dark shimmering retina~ -@Da dark shimmering retina@n~ -@DThe dark retina of an orb spider lies here.@n~ -~ -11 0 0 0 0 ae 0 0 0 l 0 0 0 -0 0 0 0 -1 200 0 0 0 -E -dark shimmering retina~ - This wetly glistening piece of organic tissue is the large retina from one of -the notoriously perceptive orb spiders. The magical and inherent properties of -this flesh are rumored to enhance vision when applied carefully to the eye. -~ -#1926 -chunk rich cheese~ -a chunk of rich cheese~ -A chunk of rich cheese gives off a powerful aroma.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -14 0 0 0 -1 1 0 0 0 -E -chunk rich cheese~ - This appears to be a very expensive, and judging by the smell, very aged -chunk of cheese. Obviously the food kept by someone with luxurious tastes. -~ -#1927 -juicy cluster red grapes~ -a cluster of juicy red grapes~ -A cluster of juicy red grapes has been placed here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -15 0 0 0 -1 1 0 0 0 -E -juicy cluster red grapes~ - These lush red grapes are perfectly plump and juicy, practically glistening -with sweet fresh nectar. Clustered on a newly hewn green vine, these are -nothing less than the finest specimen of fruit. -~ -#1928 -candleholder dark holder~ -a dark candleholder~ -A dark candleholder stands elegantly here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -10 0 -1 0 -0 0 0 0 0 -E -candleholder dark holder~ - This long slick candleholder has been forged by some unnatural means out of -dark crystalline metal. Designed to hold only one candle, it seems an overly -elaborate design for serving such a menial purpose. -~ -#1929 -long black candle xcandlex~ -a long black candle~ -A single black candle stands here.~ -~ -12 cdegjq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -T 1940 -T 1941 -E -long black candle xcandlex~ - Although it looks ordinary, there is a strange aura around this candle, and -an unnatural chill that is the unmistakeable influence of evil magic. -~ -#1932 -ragged loincloth filthy pile fabric cloth~ -a ragged loincloth~ -A filthy pile of ragged fabric lies here.~ -~ -11 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -ragged loincloth filthy pile fabric cloth~ - This dingy, stained piece of cloth is almost falling apart it looks so old -and used. Two long pieces of cord hold the more substantially intact piece -together, but it is barely big enough to cover even the smallest of essentials. - -~ -#1933 -large webbed cocoon~ -a large webbed cocoon~ -A large webbed cocoon lies here~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 1924 -E -large webbed cocoon~ - This large coccoon is slightly sticky to the touch. Wound tightly with -spider's thread it seems far too durable to be cut open, though the glistening -strands likely would not withstand the heat of fire. It seems the only way to -release the contents would be to burn it. -~ -#1934 -water webbing spider gland water~ -the webbing gland of a spider~ -The webbing gland of a spider is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -30 0 0 0 -1 100 0 0 0 -E -webbing spider gland~ - This large, elastic gland was originally used by its spider host to contain -the secretions that would solidfy into webbing. Although the creature has -apparantly no more use for it, this gland is nonetheless as efficient as ever at -containing any liquids with minimal leaking. -~ -#1935 -venommace mace large deadly~ -Venommace~ -A large and deadly mace glints on the ground.~ -~ -5 gjq 0 0 0 an 0 0 0 0 0 0 0 -5 7 4 6 -3 500 3 0 0 -E -venommace mace large deadly~ - This massive weapon has been made from a pale white metal that glows vaguely -red. Tiny barbed spikes cover the entire spherical head, tinted black with what -may be poison or simply dried blood. Delicate etchings spiral all the way -around the handle, glowing a brighter crimson and giving the appearance of tiny -red spiders crawling around the weapon. -~ -A -19 2 -#1936 -blood-red shield blood red~ -a blood-red shield~ -A shield glints red, like a puddle of blood on the ground.~ -~ -9 gj 0 0 0 aj 0 0 0 0 0 0 0 -10 0 0 0 -3 500 3 0 0 -E -blood-red shield blood red~ - This beautiful semi-transparant shield is made of sparkling red beryll, -gilded around the edges with magically runed platinum that glows lightly. A -fine chain runs along the inside, delicate but strong enough to use as a handle -for holding the shield to the wearer's arm. -~ -#1937 -silvery-webbed leather pants black silver webbed~ -silvery-webbed leather pants~ -A dark pair of leather pants lie here, webbed with silver.~ -~ -9 j 0 0 0 af 0 0 0 0 0 0 0 -2 0 0 0 -2 400 2 0 0 -E -silvery-webbed leather pants black silver webbed~ - These slightly stretchy leather pants are glossy black, the many strategic -rips looking almost more deliberate than the after-marks of battle. Fine -silvery spider thread webs the garment, glistening strikingly against the dark -hide and making it glitter. -~ -#1938 -delicate chain mail chainmail shirt~ -a delicate chainmail shirt~ -A glittering piece of fine chainmail has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -3 400 3 0 0 -E -delicate chain mail chainmail shirt~ - Tiny sparkling chain rings have been so finely linked together that this -armor looks almost more like silver shimmering fabric. Light but incredibly -strong, a strange glow pulses softly through the metal, giving it an eerie -appearance that is particularly striking in the dark. -~ -#1939 -black spider gloves dark pair leathery~ -black spider gloves~ -A dark pair of leathery gloves lie here.~ -~ -9 gj 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -1 200 1 0 0 -E -black spider gloves dark pair leathery~ - This black piece of leathery material is shaped like a spider, legs splayed -so that one extends and caps over each finger, two wrap around the wrist, and -one extends up the center of the forearm. The end of each is tipped with a -metal claw, making this potentially lethal as well as protective. In the center -of the dark hide, a blood-red hourglass symbol blazes, the signature of the -black widow. -~ -A -12 10 -A -18 3 -#1940 -sheer gown heap shadowy shimmering dark fabric~ -a sheer shadowy gown~ -A heap of shimmering dark fabric lies here.~ -~ -11 g 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 600 4 0 0 -E -sheer gown heap shadowy shimmering dark fabric~ - Dark and unnatural, this strange shimmering fabric is icy cold to the touch -as if it lingers in another realm. Elegantly beautiful, it has been fashioned -to fit female curves perfectly, its semi-transparant look designed to be subtly -revealing, shrouding much of the wearer's form within the alluring and -imaginative realm of shadows. -~ -A -24 2 -#1941 -long burning black candle drowcandle~ -a burning black candle~ -A burning black candle lies here.~ -~ -1 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -long burning black candle drowcandle~ - Although it looks ordinary, there is a strange aura around this candle, and -an unnatural chill that is the unmistakeable influence of evil magic. -~ -#1942 -Eilistraee Eilistraee's Pendant silver chain necklace~ -Eilistraee's Pendant~ -A delicate silver necklace glitters here.~ -~ -8 gq 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 100 1 0 0 -E -Eilistraee Eilistraee's Pendant silver chain necklace~ - Fragile and shimmering like starlight, this curvacious teardrop pendant is a -symbol of feminine beauty and sadness. Perfectly smooth, only a tiny glowing -name has been engraved into the back - @CEilistraee@n. -~ -A -3 1 -#1943 -cabinet mahogany~ -a mahogany cabinet~ -A mahogany cabinet is fixed to the eastern wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 13 1944 0 -0 0 0 0 0 -E -cabinet mahogany~ - Smooth dark wood has been expertly carved to form this elaborately etched -cabinet. Forms of various spiders cover the entire surface, swirling and -blending into each other so that from a distance it looks like a random pattern. -A tiny silver keyhole glistens in the door, bordered with several sparkling onyx -stones. -~ -#1944 -key dark little carved wood~ -a key carved from dark wood~ -A little dark key lies here.~ -~ -18 cdq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -key dark little carved wood~ - This smoothly polished key has been carved from rich mahogany wood and coated -with a fine layer of sealant wax. The unmistakeable shape of a spider forms the -handle, two tiny onyx stones set into the wood where its eyes should be. -~ -#1945 -silvery-webbed silver red vial~ -a silvery-webbed @Rred vial@n~ -@RA silvery-webbed red vial lies here.@n~ -~ -12 gq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 1 0 0 -T 1950 -E -silvery-webbed silver red vial~ - This delicate crystal vial is filled with a sparkling red potion. A silvery -cork in the shape of spider seals it, sleek metallic legs clasping the -transparant neck. -~ -#1946 -silvery-webbed silver blue vial~ -a silvery-webbed @Bblue vial@n~ -@BA silvery-webbed blue vial lies here.@n~ -~ -12 gq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 1 0 0 -T 1951 -E -silvery-webbed silver blue vial~ - This delicate crystal vial is filled with a sparkling blue potion. A silvery -cork in the shape of spider seals it, sleek metallic legs clasping the -transparant neck. -~ -#1947 -silvery-webbed silver green vial~ -a silvery-webbed @Ggreen vial@n~ -@GA silvery-webbed green vial lies here.@n~ -~ -12 gq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 1952 -E -silvery-webbed silver green vial~ - This delicate crystal vial is filled with a sparkling green potion. A -silvery cork in the shape of spider seals it, sleek metallic legs clasping the -transparant neck. -~ -#1948 -contraption large mysterious metal machine~ -a large and mysterious metal contraption~ -A large and mysterious metal contraption hums noisily.~ -~ -15 g 0 0 0 0 0 0 0 0 0 0 0 -99 0 -1 0 -0 0 0 0 0 -T 1960 -T 1954 -T 1961 -E -contraption large mysterious metal machine~ - This large machine makes a considerable noise as its unseen insides whir and -click continuously away. The only noteworthy external parts are a large metal -tray that looks as though it opens and closes, releasing its contents to the -inner parts of the machine, also a large nozzle with a shelf placed -strategically beneath it. A control board with three colored buttons is fixed -to the front of the machine. The red button is inscribed with the word - press, -the blue button with switch, and green with turn. - - @R _______ @B ________ @G ______@n - @R | | @B | | @G | |@n - @R | @nPRESS@R | @B | @nSWITCH@B | @G | @nTURN@G |@n - @R |_______| @B |________| @G |______|@n - -~ -#1949 -water silvery-webbed clear silver empty vial water~ -a silvery-webbed empty vial~ -A silvery-webbed clear vial is lying here.~ -~ -17 q 0 0 0 a 0 0 0 0 0 0 0 -20 0 13 0 -1 1 0 0 0 -E -silvery-webbed clear silver empty vial~ - This delicate crystal vial has obviously been made to hold some magical -substance, judging by its powerful aura. A silvery cork in the shape of spider -seals it, sleek metallic legs clasping the transparant neck. -~ -#1950 -long sticky flesh albino frog's tongue~ -a long, sticky bit of flesh~ -A long, sticky bit of flesh is lying here.~ -~ -12 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -long sticky flesh albino frog's tongue~ - This long strip of flesh looks to be the sickly pink tongue of an albino -frog. This creature is increasingly rare, due to high demand for various parts -of its anatomy, most of which are rumored to have powerful magical properties. -~ -#1951 -sealed beaker dark blood~ -a sealed beaker of dark blood~ -A sealed beaker of dark blood stands here.~ -~ -12 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -sealed beaker dark blood~ - Almost black in color, this glass beaker holds the blood of a creature that -is clearly not human. A strange chill creeps through the container, and a -slightly shimmering aura betrays the inherent magic of this substance. -~ -#1952 -silvery-webbed silver black vial~ -a silvery-webbed @Dblack vial@n~ -@DA silvery-webbed black vial lies here.@n~ -~ -12 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 1962 -E -silvery-webbed silver black vial~ - This delicate crystal vial is filled with an ominous black potion. A silvery -cork in the shape of spider seals it, sleek metallic legs clasping the -transparant neck. -~ -#1953 -old leather book ruby~ -a leather book inset with a ruby~ -An old leather book gathers dust here.~ - - Having spent considerable time studying the inhabitants of the place they -call the Spider Swamp and the powerful magicks they possess, I have -decided to preserve my findings in writing. Each of these volumes is -dedicated to Tyrel the Machine-Maker, who was a brilliant colleague and -great friend. Alas, both he and his devices are lost to the Drow lord who -rules this place, and so the method of creating these potions is no more. -Nonetheless, I lay it out here for any who would continue these studies. - - A powerful potion of strength was our first discovery, a deep red potion, -the color of rich wine. When quaffed, it produced immediate physical -effects, muscle ability enhanced and body defenses strengthened. - - As a base for all our testings, we used the nightblood of the driders, black -viscous fluid that burns the eyes unless contained in special beakers. Then, -for this particular solution we added an arachnoid fang, from a striped spider -it was. Finally, one of the eggs from the lizard man tribe. All of these -ingredients were gained with great peril, and once mixed together in Tyrel's -machine, produced a solution so potent that we were forced to create special -magical vials to hold it. The effects, though temporary, are nonetheless -astounding. - - These findings are the work of myself - Artemis, of gnome-kind, and Tyrel, -a man and machine-maker. Use them wisely. - -~ -16 cdq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#1954 -old leather book sapphire~ -a leather book inset with a sapphire~ -An old leather book gathers dust here.~ - - Having spent considerable time studying the inhabitants of the place they -call the Spider Swamp and the powerful magicks they possess, I have -decided to preserve my findings in writing. Each of these volumes is -dedicated to Tyrel the Machine-Maker, who was a brilliant colleague and -great friend. Alas, both he and his devices are lost to the Drow lord who -rules this place, and so the method of creating these potions is no more. -Nonetheless, I lay it out here for any who would continue these studies. - - A powerful potion of magic was our second discovery, a deep blue potion, -the color of a clear sky. When quaffed, it produced immediate magical -effects, enhanced mental ability and casting endurance. - - As a base for all our testings, we used the nightblood of the driders, black -viscous fluid that burns the eyes unless contained in special beakers. Then, -for this particular solution we added an arachnoid gland, from the spider that squirts. Finally, a tongue from the local species of white frog. All of these -ingredients were gained with great peril, and once mixed together in Tyrel's -machine, produced a solution so potent that we were forced to create special -magical vials to hold it. The effects, though temporary, are nonetheless -astounding. - - These findings are the work of myself - Artemis, of gnome-kind, and Tyrel, -a man and machine-maker. Use them wisely. - -~ -16 cdq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#1955 -old leather book emerald~ -a leather book inset with an emerald~ -An old leather book gathers dust here.~ - - Having spent considerable time studying the inhabitants of the place they -call the Spider Swamp and the powerful magicks they possess, I have -decided to preserve my findings in writing. Each of these volumes is -dedicated to Tyrel the Machine-Maker, who was a brilliant colleague and -great friend. Alas, both he and his devices are lost to the Drow lord who -rules this place, and so the method of creating these potions is no more. -Nonetheless, I lay it out here for any who would continue these studies. - - A powerful potion of agility was our third discovery, a bright green potion, -the color of fresh grass. When quaffed, it produced immediate changes to -speed and agility, improving endurance in travel. - - As a base for all our testings, we used the nightblood of the driders, black -viscous fluid that burns the eyes unless contained in special beakers. Then, -for this particular solution we added an arachnoid fur, from a spider that was -purple in color. Finally, one of the salty plant growths that flourish here. -All these ingredients were gained with great peril, and once mixed together in -Tyrel's machine, produced a solution so potent that we were forced to create -special magic vials to hold it. The effects, though temporary, are nonetheless -astounding. - - These findings are the work of myself - Artemis, of gnome-kind, and Tyrel, -a man and machine-maker. Use them wisely. - -~ -16 cdq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#1956 -swamp vine~ -a swamp vine~ -A swamp vine splays across the ground like an open hand.~ -~ -19 q 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 1 0 0 0 -E -swamp vine~ - This limp plant has the dark green color of spinach, its lethargic trailing -limbs splaying out in all directions in a desperate hunt for richer soil. All -that is nourishing in the swamp has been condensed into this sickly pile of -stems and leaves. -~ -#1957 -something remember~ -something to remember~ -Something to remember is left here.~ -~ -5 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -something to remember~ - Oh yeah, you won't forget this! -~ -#1958 -crumpled heap gloosy black animal fur~ -a glossy black animal fur~ -A crumpled heap of glossy black fur lies here.~ -~ -11 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -2 200 0 0 0 -E -crumpled heap gloosy black animal fur~ - This long section of beautiful shimmering fur must have once adorned a very -elegant creature indeed, perhaps a black panther judging by the smooth glossy -appearance of the fur and incredibly soft dark texture of its leathery interior. -Cut into a simple shape and crudely hemmed, it has been fashioned into a sort of -robe, though the poor quality of the stitching somewhat marrs the incredible -beauty of the fur itself. -~ -#1959 -humanoid skull~ -a humanoid skull~ -A humanoid skull lies decaying here.~ -~ -13 dq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -humanoid skull~ - This yellowing piece of old, hardy bone is still intact, the gruesome -features of a humanoid face still visible although empty eye sockets glare where -eyes once were, and rows of jagged teeth are openly exposed, seeming almost -absurdly to be grinning. -~ -#1960 -white chainmail arm wrappings armor~ -white chainmail arm wrappings~ -A little pile of white chainmail armor lies here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -5 0 0 0 -2 200 0 0 0 -E -white chainmail arm wrappings armor~ - Tiny circles of strange metal are perfectly linked to form a glistening piece -of armor that glows vaguely in moonlight. There is no padding nor real shape -to this armor, made simply to attach at the shoulders and hang protectively -around the arms. -~ -#1961 -beautiful silvery helmet sleek helm~ -a sleek silvery helm~ -A beautiful silvery helmet lies here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -2 200 0 0 0 -E -beautiful silvery helmet sleek helm~ - This elegantly forged helm is made from one solid piece of white metal that -looks almost to beautiful to be used in armor, though it is more than hardy -enough to withstand even the heaviest of blows. Two long grasping pieces curve -around the jaw, holding the piece in place without the need for straps. -~ -#1962 -scaley black leather boots~ -scaley black leather boots~ -Some scaley black leather boots lie here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -1 100 0 0 0 -E -scaley black leather boots~ - These roughly stitched boots have been sewn using the black scaley hide of -some reptile. Glossy and shimmering, each dark scale is hard yet pliable, -making these an excellent set of boots for intense travelling or fighting. -~ -A -14 40 -#1963 -fireworks~ -a colorful firework~ -A colorful firework is lying here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 1987 -E -fireworks~ - This colorfully wrapped firework has a long dangling fuse, just begging for -you to LIGHT it. -~ -#1964 -irridescent webbed ring~ -an irridescent webbed ring~ -A tiny ring glints delicate shades of green and blue.~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 200 0 0 0 -E -irridescent webbed ring~ - Incredibly delicate, this beautiful ring looks to have been woven by master -spider weavers, the fragile sparkling threads treated with some magic to -solidify and glisten with unnatural color. Shades of blue and green shimmer -along the elegantly curving surfaces, purple and silver adding a darker hue when -the light catches a certain way. -~ -#1965 -tiny bikini top~ -a tiny bikini top~ -A tiny bikini top lies crumpled here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -tiny bikini top~ - This top basically consists of pieces of pink silk string fastened together. -The amount of fabric isn't even enough to use as a handkerchief, so one can only -imagine how efficient this top is at covering anything! -~ -#1966 -skimpy thong miniscule piece fabric~ -a skimpy thong~ -A miniscule piece of fabric lies on the ground.~ -~ -11 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -skimpy thong miniscule piece fabric~ - No, it isn't a piece of pink dental floss, although one could easily mistake -it for that. This is in fact, a very skimpy thong, although one wonders if it -would be easier just to go naked! -~ -#1967 -bright red lipstick print~ -a bright red lipstick print~ -A bright red lipstick print is smeared here.~ -~ -11 0 0 0 0 c 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 1929 -E -bright red lipstick print~ - This bright red smear is in the vague shape of a luscious pair of lips. -Somebody got kissed! -~ -#1968 -pair high stilettos~ -a pair of high stilettos~ -A pair of stilettos lie abandoned here.~ -~ -11 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -pair high stilettos~ - These strappy stilettos have a good six inch heel on them. Not only does -this look incredibly uncomfortable, they'd probably make a deadly weapon! -Still... They're very sexy. -~ -#1969 -thick cloud manly scent~ -a thick cloud of manly scent~ -A thick cloud of manly scent hovers here.~ -~ -11 0 0 0 0 k 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -thick cloud manly scent~ - This rich, somewhat pungent odour is obviously that of a man's. Think sweaty -sports socks and bellybutton fluff. Tantalising! -~ -#1970 -romantic red rose~ -a romantic red rose~ -A romantic red rose lies forgotten here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -red rose~ - This deep red rose would be quite a romantic flower if it weren't for the -strange, pungent aroma around it. -~ -#1971 -big slobbery kiss~ -a big slobbery kiss~ -A big slobbery kiss has been smeared on the ground.~ -~ -11 0 0 0 0 c 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 1929 -E -big slobbery kiss~ - This is the erotic saliva smear of the biggest, wettest, slobbery kiss you -can imagine. -~ -#1972 -summer tree xxtree~ -a summer tree~ -A summer tree stands here, lush and green.~ -~ -0 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#1973 -fall tree xxtree~ -a fall tree~ -A fall tree stands here, colored red and gold.~ -~ -0 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#1974 -winter tree xxtree~ -a winter tree~ -A winter tree is here, bare and hung with ice.~ -~ -0 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#1975 -spring tree xxtree~ -a spring tree~ -A spring tree is here, budding into bloom.~ -~ -0 0 0 0 0 i 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -$~ diff --git a/lib/world/obj/2.obj b/lib/world/obj/2.obj deleted file mode 100644 index b299edd..0000000 --- a/lib/world/obj/2.obj +++ /dev/null @@ -1,330 +0,0 @@ -#200 -generic light~ -a generic light~ -A generic light is lying here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 1 0 0 0 -E -generic light~ - Since this light is completely generic there are no distinctive features -worth noticing. -~ -#201 -generic ring rfinger~ -a generic ring~ -A generic ring is lying here.~ -~ -9 0 0 0 0 abo 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic ring right~ - Since this ring is completely generic there are no distinctive features worth -noticing. -~ -#202 -generic ring lfinger~ -a generic ring~ -A generic ring is lying here.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic ring left~ - Since this ring is completely generic there are no distinctive features worth -noticing. -~ -#203 -generic neck1 necklace~ -a generic necklace~ -A generic necklace is lying here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic neck1 necklace~ - Since this necklace is completely generic there are no distinctive features -worth noticing. -~ -#204 -generic neck2 necklace~ -a generic necklace~ -A generic necklace is lying here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic neck2 necklace~ - Since this necklace is completely generic there are no distinctive features -worth noticing. -~ -#205 -generic body armor~ -a set of generic body armor~ -A set of generic body armor is lying here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic body armor~ - Since this body armor is completely generic there are no distinctive features -worth noticing. -~ -#206 -generic helm~ -a generic helm~ -A generic helm is lying here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic helm~ - Since this helm is completely generic there are no distinctive features worth -noticing. -~ -#207 -generic leggings~ -a pair of generic leggings~ -A pair of generic leggings are lying here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic leggings~ - Since this pair of leggings is completely generic there are no distinctive -features worth noticing. -~ -#208 -generic boots~ -a pair of generic boots~ -A pair of generic boots are lying here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic boots~ - Since the pair of boots are completely generic there are no distinctive -features worth noticing. -~ -#209 -generic gloves~ -a pair of generic gloves~ -A pair of generic gloves are lying here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic gloves~ - Since the pair of gloves are completely generic there are no distinctive -features worth noticing. -~ -#210 -generic sleeves~ -a pair of generic sleeves~ -A pair of generic sleeves are lying here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic sleeves~ - Since the pair of sleeves are completely generic there are no distinctive -features worth noticing. -~ -#211 -generic shield~ -a generic shield~ -A generic shield is lying here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic shield~ - Since the shield is completely generic there are no distinctive features -worth noticing. -~ -#212 -generic cape~ -a generic cape~ -A generic cape is lying here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic cape~ - Since the cape is completely generic there are no distinctive features worth -noticing. -~ -#213 -generic belt~ -a generic belt~ -A generic belt is lying here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic belt~ - Since the belt is completely generic there are no distinctive features worth -noticing. -~ -#214 -generic wristguard~ -a generic wristguard~ -A generic wristguard is lying here.~ -~ -9 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic wristguard~ - Since the wristguard is completely generic there are no distinctive features -worth noticing. -~ -#215 -generic wristguard~ -a generic wristguard~ -A generic wristguard is lying here.~ -~ -9 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic wristguard~ - Since the wristguard is completely generic there are no distinctive features -worth noticing. -~ -#216 -generic weapon~ -a generic weapon~ -A generic weapon is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 2 0 -1 2 0 0 0 -E -generic weapon~ - Since this weapon is completely generic there are no distinctive features -worth noticing. -~ -#217 -generic staff~ -a generic staff~ -A generic staff is lying here.~ -~ -9 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -generic staff~ - Since this staff is completely generic there are no distinctive features -worth noticing. -~ -#218 -loaf bread~ -a loaf of bread~ -A loaf of freshly baked bread was left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 10 0 0 0 -#219 -pile ashes~ -a pile of ashes~ -A pile of ashes is slowly being blown away by the wind.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 212 -E -pile ashes~ - The ashes are an unnatural mix of black and silver powder. Too fine to have -come from a regular fire. -~ -#220 -wrapped birthday present~ -a wrapped birthday present~ -A beautifully wrapped birthday present has been set here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 220 -E -wrapped birthday present~ - This parcel offers no hint whatsoever as to what may be inside. The only way -to find out what it holds is to unwrap it! -~ -#221 -magical gray cloak~ -a gray cloak~ -A gray cloak emits a faint glow.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -1 0 0 0 -1 100 0 0 0 -T 219 -E -gray cloak~ - The cloak must be imbued with some magical property. The cloth seems -excessively strong though still feels soft and light. -~ -#222 -wrapped christmas present~ -a @RC@gh@Rr@gi@Rs@gt@Rm@ga@Rs @gp@Rr@ge@Rs@ge@Rn@gt@n~ -A beautifully wrapped @RC@gh@Rr@gi@Rs@gt@Rm@ga@Rs @gp@Rr@ge@Rs@ge@Rn@gt@g has been set here.@n~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 1973 -E -wrapped christmas present~ - This parcel offers no hint whatsoever as to what may be inside. Covered in -tinsel and festively patterned glitter paper, the only way to find out what it -holds is to unwrap it! -~ -#251 -water marble fountain water~ -a marble fountain~ -A large fountain with two statues standing protectively above it.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 1 0 0 -0 0 0 0 0 -T 201 -E -rumble names ferret~ - To bring peace where there was only war. To bring justice where there was -only inequity. To bring freedom where there was only coercion. To bring -balance where there was only chaos. To bring Sanctum to the world. - -DO NOT ENTER FOUNTAIN! -~ -E -statues figures~ - Below each statue is engraved a name. Rumble and Ferret. More is written -below the names but you must look more closely to read it. -~ -E -fountain~ - This is the most beautiful fountain you have ever set your eyes upon! It -has a marble bottom, which is clean enough to eat off from. In the center of -the fountain, you see some stone FIGURES. They have their mouths open. As you -look closely you can see that there is water streaming out from the mouths. -What a neat idea! -~ -$~ diff --git a/lib/world/obj/20.obj b/lib/world/obj/20.obj deleted file mode 100644 index 9d837bf..0000000 --- a/lib/world/obj/20.obj +++ /dev/null @@ -1,159 +0,0 @@ -#2000 -helmet~ -a helmet~ -A strange looking helmet with an ornamental fish on it.~ -~ -9 e 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -3 500 0 0 0 -#2001 -shortsword~ -a shortsword~ -A short, thick sword is stuck in the ground up to its hilt.~ -~ -5 emn 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 3 -6 1000 0 0 0 -#2002 -shield~ -a shield~ -A strange oblong shaped shield with a fish painted on it is lying here.~ -~ -9 eq 0 0 0 aj 0 0 0 0 0 0 0 -5 0 0 0 -6 450 0 0 0 -#2003 -leg shield~ -some leg shields~ -A pair of metal plates lie on the floor.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -3 0 0 0 -3 100 0 0 0 -#2004 -arm shield~ -some arm shields~ -A set of arm shields are lying in the dust.~ -~ -9 e 0 0 0 ai 0 0 0 0 0 0 0 -3 0 0 0 -3 300 0 0 0 -#2005 -net~ -a net~ -A net, with weighted lead balls on its edges, is lying here.~ -~ -12 e 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -15 200 0 0 0 -A -18 2 -A -19 1 -#2006 -spiked trident~ -a trident~ -A trident with barbed points was left here.~ -~ -5 emn 0 0 0 an 0 0 0 0 0 0 0 -0 6 3 11 -6 500 0 0 0 -#2007 -dagger~ -a dagger~ -An old dull looking dagger was discarded here.~ -~ -5 en 0 0 0 an 0 0 0 0 0 0 0 -2 2 3 14 -3 300 0 0 0 -#2008 -pot~ -a smelly pot~ -A smelly pot is stinking up the entire room.~ -~ -12 dh 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -20 10 0 0 0 -A -6 -2 -A -14 -20 -#2009 -iron tusk~ -an iron tusk~ -A long sharpened iron tusk was left here.~ -~ -5 en 0 0 0 an 0 0 0 0 0 0 0 -0 3 3 11 -10 100 0 0 0 -#2010 -warriors medal~ -the warriors medal~ -A medal is lying here~ -~ -11 amnoq 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 25 0 -A -13 25 -A -18 1 -A -19 1 -#2011 -thieves medal~ -the thieves medal~ -A medal is lying here~ -~ -11 amnpq 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 25 0 -A -2 2 -A -14 25 -A -18 1 -#2012 -clerics medal~ -the clerics medal~ -A medal is lying here~ -~ -11 amopq 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 25 0 -A -12 25 -A -18 1 -A -19 1 -#2013 -mages medal~ -the mages medal~ -A medal is lying here~ -~ -11 anopq 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 25 0 -A -12 25 -A -18 1 -A -19 1 -#2014 -gladiators medal~ -the gladiators medal~ -A medal is lying here~ -~ -11 aq 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 25 0 -A -18 3 -A -19 3 -A -14 25 -$~ diff --git a/lib/world/obj/200.obj b/lib/world/obj/200.obj deleted file mode 100644 index 976a744..0000000 --- a/lib/world/obj/200.obj +++ /dev/null @@ -1,341 +0,0 @@ -#20000 -river~ -the river~ -The edge of the waters spilt from the overflowed river stops at your feet.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -505 0 0 0 0 -E -river water overflowed edge spilt~ - From the messy and untamed way the debris are jumbled along the bank of the -river, a raging torrent must have came through recently. -~ -#20001 -bridge~ -the bridge~ -Sharp splinters from the collasped bridge lay here in the wet grounds.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -bridge~ - Once again cultural monuments fall to the destructive powers of mother -nature. The bridge that has withstood the poundings of centuries, from the -brightest of days to the darkest of nights has finally succumbed and only bits -and pieces are left. Barely good enough for even firewood. -~ -#20002 -fallen pine~ -the fallen pine~ -Logs of fallen pine wood obstructs the way around.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -fallen pine~ - Huge logs of fallen pine make passage difficult, the bases look to have been -chopped by either a woodsman or beavers. Not many beavers in these parts... -~ -#20003 -solid brass crucifix~ -a solid brass crucifix~ -A gleaming crucifix made of brass lies here.~ -~ -1 i 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -3 60 6 0 0 -E -solid brass crucifix~ - This brass crucifix fits snugly in the palm of your hand. -~ -#20004 -heavy set white robe~ -a heavy set of white robes~ -A white robe made from a very thick woolen material lies here soaked in the mud.~ -~ -9 gop 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -6 250 25 0 0 -E -robe~ - This fine, white robe is made of course cloth. It looks as if the maker -threw it together quite hastily. -~ -#20005 -a small sign~ -small sign~ -Stuck to the ground on a short rotten pole. A small sign is here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign~ - The sign is rotten and falling apart. You can no longer read what was once -written upon it. -~ -#20006 -woodsmans axe~ -an axe of a woodsman~ -A make shift axe lays here, looking like it's been through a tougher life than you!~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 4 5 6 -8 400 40 0 0 -E -woodmsan's axe~ - The axe is crude, but well-made. Looks like it could hack a limb off just -as easy as it could cut wood. -~ -#20007 -rabbit foot fur~ -a rabbit's foot~ -A hacked off rabbit's foot lays here, hopping no more.~ -~ -12 dkp 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 5 1 0 0 -E -rabbit foot fur~ - The rabbits foot has been known to bring good luck to those who hold it. -But then again maybe that is just another old wive's tale. -~ -A -2 1 -A -17 3 -#20008 -smelly rags tattered cloths~ -some smelly rags~ -Bits of tattered cloths lay here smelling badly of pesperation.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 0 -E -smelly rags tattered cloths~ - These rags emanate a foul stench that would surely never wash out. -~ -A -6 -2 -#20009 -belt cloth strip~ -a strip of torn cloth~ -A strip of torn cloth lays here, maybe you could use it for a belt?~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 0 -E -belt cloth strip~ - This old and worn bit of cloth looks like it was meant to be used as a belt. - -~ -#20010 -broken sandals~ -a pair of broken sandals~ -A well worn down pair of hide sandals has been discarded here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -1 0 0 0 -1 110 12 0 0 -E -broken sandals~ - The leather hide straps have been broken, re-stitched, and broken again. -The look wearable, but barely. -~ -A -2 2 -#20011 -tattered pants~ -some tattered pants~ -An already torn apart pair of pants lies here unwanted.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -2 0 0 0 -3 3 0 0 0 -E -pants tattered~ - These old pants are faded and have patches covering most of the holes in it. - -~ -#20012 -rabbit ears fur~ -a pair of rabbit ears~ -A pair of bloody rabbit ears are here sticking out of the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -1 5 0 0 0 -E -rabbit ears fur~ - A scalp of a rabbit lies here. Looks like someone must have been practicing -their scalping techniques on the poor critter. It almost looks like the rabbit -fur has been cut into a makeshift helm. -~ -#20013 -brown fur piece~ -a piece of brown fur~ -A small piece of brown fur has been dropped here, barely enough to cover anything.~ -~ -9 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 0 -E -brown fur piece~ - This small patch of fur has been fashioned into some sort of wristguard. -Barely large enough to really cover anything. -~ -A -5 1 -A -4 -1 -#20014 -fawn fur~ -some fawn fur~ -The remains of a skinned fawn is here rotting away.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -2 0 0 0 -1 5 0 0 0 -E -fawn fur~ - The hide of a fawn has been skinned into some make shift arm guards. -~ -#20015 -thick black fur coat~ -a thick black fur coat~ -A luxurious thick black fur coat lays here covered in dirt.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -5 25 2 0 0 -E -thick black fur coat~ - A thick black fur coat from the hide of a bear. It is extremely heavy and -bulky, but affords a remarkeable amount of protection. -~ -#20016 -rusty steel trap~ -a rusty steel trap~ -An old rusty steel trap lays on the ground looking dangerous.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -6 450 45 0 0 -E -rusty steel trap~ - This metal foot trap is almost rusted completely shut. The springs on each -side of the metal clamps are old and worn. -~ -#20017 -canvas harversack~ -a canvas harversack~ -A canvas harversack lays here.~ -~ -15 0 0 0 0 ak 0 0 0 0 0 0 0 -25 0 -1 0 -3 30 3 0 0 -E -canvas harversack~ - This sack though small would be excellent to store a few belongings in. -~ -#20018 -sharpened wooden dagger~ -a sharpened wooden dagger~ -A large wooden splinter leans against the long grass.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 3 1 11 -3 15 1 0 0 -E -sharpened wooden dagger~ - At first glance it is just a piece of wood, until you examine it more -closely and you realize it is a weapon. -~ -#20019 -bounded gloves~ -some bounded gloves~ -Pieces of leather stiched together lays here, probably a makeshift glove.~ -~ -11 g 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -3 150 15 0 0 -E -bounded gloves~ - These gloves are well made and extremely sturdy. -~ -A -1 1 -#20020 -red fox pelt fur~ -a red fox pelt~ -An attractive game prized pelt lays here, unwanted.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -2 10 1 0 0 -E -red fox pelt fur~ - This bright red fur could only have come from a red fox. It is smooth and -in excellent condition. -~ -#20021 -dehydrated meat~ -a piece of dehydrated meat~ -A piece of meat rubs in the dirt here, not sure what sort and it doesn't look too tasty.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 50 0 0 0 -E -dehydrated meat~ - This meat has been dehydrated out in the sun and then smoked to increase -it's life. -~ -#20022 -polishing kit~ -a polishing kit~ -A can of ultra shine is here.~ -~ -3 g 0 0 0 ao 0 0 0 0 0 0 0 -12 1 1 3 -1 150 15 0 0 -E -polishing kit~ - This polishing kit could add sparkle to almost anything if you simply used -it. -~ -#20023 -stretched hide shield~ -a stretched hide shield~ -A hide stretched over a frame of wood appears to be a shield.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -3 0 0 0 -4 20 2 0 0 -E -stretched hide shield~ - The hide has been pulled taught by a sappling that has been bent into a -circle and the hide placed over it. It looks like it could make do as a -shield. -~ -#20024 -twine ring~ -a twine ring~ -A piece of twine has been braided into a nice little ring.~ -~ -12 g 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 25 3 0 0 -E -twine ring~ - The twine looks like hemp, but hard to tell. It has been braided into a -looping knot that can fit over your finger. -~ -A -17 -1 -$~ diff --git a/lib/world/obj/201.obj b/lib/world/obj/201.obj deleted file mode 100644 index 42b0fa1..0000000 --- a/lib/world/obj/201.obj +++ /dev/null @@ -1,574 +0,0 @@ -#20100 -golden plaque sign~ -a golden plaque~ -An impressive plaque hangs on the wall.~ -~ -8 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign plaque~ - Here is a list of secret stuff: -[20199] Key to open Lighthouse -[20198] A shirt made for Immortals (only) -[20199] Load this cook and give her the corpse of a dead crab for food -[20197] Or just load the food directly =P -[20198] tour guide who gives you stuff =) -[20196] A surfboard -[20104] coconut -At night, mobs sleep. In morning they wake. Take note some wake and sleep at different times. -~ -#20101 -seashell shell~ -a simple @Ws@ye@Wa@ys@rh@ye@Wll@n~ -A petite, spiral-like seashell lies here, its tip pointing skywards.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 1 0 0 -E -shell seashell~ - This seashell is rather small, and has a sprical like shape with a broader -base that narrows to the tip. -~ -#20102 -coral~ -a piece of @mc@Mo@Yr@Ma@ml@n~ -A genuine piece of sea coral lies here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 300 0 0 0 -E -coral~ - This underwater treasure is a rock-like substance formed in the sea. Is has -a pinkish-orange coloring to it. -~ -#20103 -sign wood~ -a wooden sign~ -A weather-beaten sign solemnly stands here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign words word~ - @n -North: Forbidden Forest -West: An Abandoned Lighthouse -South: Konolua Beach -~ -#20104 -coconut milk~ -a brown coconut~ -A coconut which has fallen from its tree lies forgotten here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 10 0 -3 1 1 0 0 -E -coconut~ - A small hole has been cut at the top of this coconut, transforming the husk -into a cup of some sort. -~ -#20105 -coconuttree tree~ -a sturdy coconut tree~ -A tall and sturdy coconut tree is rooted here.~ -~ -8 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 20106 -E -tree~ - A coconut tree has broad leaves suitable for providing shade from the sun in -the morning. Getting the coconuts down is the a real problem though... -~ -#20106 -boulder stone rock~ -a jagged boulder~ -A jagged boulder pokes up from the sand here.~ -~ -8 dq 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -boulder rock stone~ - This boulder has been weathered and has developed dangerous, sharp edges. -~ -#20107 -nest~ -a seagull's nest~ -A nest made of straw is here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -5 0 -1 0 -0 0 0 0 0 -E -nest~ - The nest is made of straw, firmly weaved by a clever bird. -~ -#20108 -egg~ -a seagull's egg~ -An egg with brown specks is here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 1 0 0 -E -egg~ - The egg is white, round, with specks of brown all over it. It has been -removed from its nest, and the egg is fast growing cold. -~ -#20109 -harp~ -@wh@Warp @wo@Wf @we@Wchoes@n~ -An ornate harp has been carelessly left here.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 10000 5000 0 0 -T 20115 -E -harp~ - This harp is made of a metal that shifts and changes its colors every now -and then. Carved into the column of it are strange elvish designs, while the -neck of the harp is a simple S-shape. @Rplay harp@n to produce sensational -music. -~ -#20110 -sign~ -a warning sign~ -A warning sign has been placed here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign~ - A picture has been drawn on this sign, warning swimmers to be careful of deep -underwater currents and giant waves that may sweep them away into the deep -ocean. -~ -#20111 -sword meridianus oceana~ -@bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@n~ -A blade exuding arcane powers has been planted into the ground here.~ -~ -5 a 0 0 0 ano 0 0 0 0 0 0 0 -5 3 5 3 -12 10000 2000 0 0 -T 20123 -T 20122 -T 20127 -E -sword meridianus oceana~ - Engraved on this sacred blade is the name of the sword. Forged by a -competant and highly skilled blacksmith and enchanted by an adept and powerful -sorceror, this blade holds the potential to create HORRENDOUS amount of damage. -The blade itself is made of a bluish metal, yet it cannot be determined for the -tones of blue are always changing. You may say the blade itself is made of a -solid type of flowing liquid, while the hilt has been creatively designed to -form the shape of Leviathan, the legendary dragon that sleeps beneath the ocean. -@W@uTo Use this blade:@n At the expense of 50 mana points, this blade will -constantly heal you for 10 hp every 2-3 seconds. To use this command, type -@BEXECUTE FUSION@n. For 100 of your own hp you can damage the opponent for 1000 -in return, provided that it is not a player character. A drawback to this -ability is the time taken to fully execute the damage, it takes time to recharge -before striking down the opponent. To use this type @BPERFORM AURORAFALL@n. -~ -#20112 -chest~ -a treasure chest~ -A sturdy wooden chest lies opened here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -50 5 -1 0 -0 0 0 0 0 -E -chest~ - This wooden chest must have been here for a long time. The wood is already -decaying and there are several holes in it. -~ -#20113 -key~ -a old, rusty key~ -A crude rusty key is half-buried here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 1 0 0 -E -key~ - This key is losing its silvery glint to rust and has little twist here and -there. -~ -#20114 -note paper~ -a note~ -A small piece of yellowed paper has been discared here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 1 0 0 -E -paper note~ - The paper has somehow managed to survived a few centuries, but the writings -on it has not. Written on it are the words: The bla e you seek is magi al y enc -ante , an only few pe ple wh has survived th wra h of the ocean is al owed to -wield this weapon. To rec i e it say the word 'liq iddr s' -~ -#20115 -prism shard~ -a @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrd@n~ -A glowing fragmented shard is lying here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 0 0 -E -prism shard~ - This appears to be a broken fragment from a shell. Its surface glitters with -a kind of white dust, while the prism shard itself is a bright pink. Prisms are -known to be the main material used to make enchanted weapons and armors. -~ -#20116 -prism shell~ -a heavy @MP@Wr@Mi@ms@Wm S@Mhe@Wll@n~ -A glowing piece of shell is lying here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 500 500 0 0 -E -prism shell~ - The white powdery substance on this shell glitters, while the color of the -shell itself is a bright pink. A few scratches can be found on the shell, or -otherwise it would have been flawless. Prisms are known to be the main material -used to make enchanted weapons and armors. -~ -#20117 -cushion~ -@Rred@n cushion~ -A big, @Rred@g cushion has been carefully placed here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 200 0 0 0 -T 20146 -T 20147 -E -cushion~ - The @Rred@n cushion is big, nice, and exceptionally nice to cuddle or sit on. - -~ -#20118 -cushion~ -@Bblue@n cushion~ -A big, @Bblue@g cushion has been carefully placed here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 200 0 0 0 -T 20146 -T 20147 -E -cushion~ - The @Bblue@n cushion is big, nice, and exceptionally nice to cuddle or sit -on. -~ -#20119 -cushion~ -@Yyellow@n cushion~ -A big, @Yyellow@g cushion has been carefully placed here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 200 0 0 0 -T 20146 -T 20147 -E -cushion~ - The @Yyellow@n cushion is big, nice, and exceptionally nice to cuddle or sit -on. -~ -#20120 -prism anklet~ -a @MP@Wr@Mi@ms@Wm @MA@Wn@Mk@ml@We@mt@n~ -A glittering anklet sparkles silently here.~ -~ -9 gq 0 0 0 ag 0 0 0 0 0 0 0 -10 0 0 0 -6 2500 500 0 0 -E -anklet~ - This @MP@Wr@Mi@ms@Wm @MA@Wn@Mk@ml@We@mt@n is made from prism, a rare mineral -that is created after being buried under the sand for many years. The white -powdery substance it is made from makes it glitters, enhancing the beauty of -this wonderful object. -~ -#20121 -prism dress~ -a @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n~ -A nearly transparent dress lies here, sparkling silently.~ -~ -9 gq 0 0 0 af 0 0 0 0 0 0 0 -10 0 0 0 -8 7500 1000 0 0 -E -dress~ - This @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n is made from prism, a rare mineral -that is created after being buried under the sand for many years. The white -powdery substance it is made from makes it glitters, enhancing the beauty of -this wonderful object. -~ -#20122 -prism collar~ -a @MP@Wr@Mi@ms@Wm @MC@Wo@Ml@ml@Wa@Mr@n~ -A glittering collar sparkles alone.~ -~ -9 gq 0 0 0 ac 0 0 0 0 0 0 0 -10 0 0 0 -5 2500 500 0 0 -E -collar~ - This @MP@Wr@Mi@ms@Wm @MC@Wo@Ml@ml@Wa@Mr@n is made from prism, a rare mineral -that is created after being buried under the sand for many years. The white -powdery substance it is made from makes it glitters, enhancing the beauty of -this wonderful object. -~ -#20123 -sign~ -a wooden sign~ -A wooden sign has been planted here.~ -~ -8 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign~ - The sign says: When you wish to go home, just @CJUMP@n into the water. -~ -#20124 -book manual guide~ -a handy guidebook~ -A simple guidebook of @WSapphire Islands@g lies here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -E -4~ - @n -SECRETS - There are a list of things that will not appear anywhere on this zone. They -are for immortals only ;) Type olist to bring out a list of them. Items -classified under this will be those with VNUM 20170+. Load them and enjoy. - -QUESTS - A power sword can be obtained by braving the deep waters (move far away from -the island) and wait. Then go north, and SEARCH around. Finally say the words -'liquiddreams' and receive this magnificent blade! - The Old Fool in the old hut may seem to be talking rubbish, but they are -actually clues to the words liquiddreams ;) - - Special commands like dive and dig can be performed at the places where they -say you can do so. -~ -E -3~ - FEATURES - Wildlife: Crabs and seagull sleep at night, if you like watching these -creatures you may want to observe them from day till night. - - Prism: The old fool will offer to make prism equipments for you. Simple DIG -around for a few prism shards of shells and greet him to get a list of -instructions. - - Danger: Although Konolua beach may seem peaceful on the outside, GUYS -especially should keep a look out for the siren and be wary of them. Their -voices can stun you! - Deep waters should also be avoided, if you don't want to drown. -~ -E -2~ - WORDS BY THE BUILDER -Thanks everyone who has helped me in the making of this zone. It took me 7 -days to finish it, followed by a few more days of editing. -There may be a lot more hidden errors, so mail me if you see any ;) -~ -E -1~ - OVERVIEW type @Rgoto 20100@n and look ;) -~ -E -index~ - INDEX: -1)Overview -2)Notes by the Author -3)Features -4)Secrets -Type look <number> to read the different entries. -~ -E -book guide~ - This book has been made for immortals to give them a rough idea of this area. -A simple, plain hardcover book, the pages contains many useful information and -secrets of the Sapphire Islands. Type look index to look at it. -~ -#20190 -sword nirvana~ -@bDeathly @BNirvana@n~ -A sword with an evil aura is glowing here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -20 5 10 3 -9 5000 0 0 0 -T 20187 -E -sword nirvana~ - Deathly Nirvana is a blade made of pure runestone. Its edge is razor-sharp -and dangerously thin - a characteristic that enables it to slice through any -material with utmost ease. @RSlash@n releases its hidden power. -~ -#20191 -icecream ice cone~ -a yummy icecream cone~ -A @Wvanilla-flavoured@g icecream in a cone is slowly melting here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 0 -T 20190 -E -icecream ice~ - A vanilla icecream! The icecream is slowly melting, and the white substances -is dripping from the sides of the cone! -~ -#20192 -hat~ -a lakers hat~ -Someone has left a hat here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 500 0 0 0 -E -hat~ - This hat is made by Elixias to his cousin Azwick. Now isn't that -thoughtful.. -~ -#20193 -bag~ -a bag of holding~ -A simple bag lies here.~ -~ -15 a 0 0 0 al 0 0 0 0 0 0 0 -10000 1 -1 0 -1 5000 0 0 0 -E -bag~ - This bag looks deflated and strangely is weighs nothing! A spell have been -cast on it so that you can put as many things as you like into the bag. -~ -#20194 -specs spec spectacles spectacle glasses~ -a cool-looking @1@Wtinted-spectacle@0@n~ -Someone has dropped a pair of glasses here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 500 0 0 0 -E -glasses specs spectacle spectacles~ - The glass of this pair of spectacle is heavily tinted in @Cblue@n! Looking -through it will probably make everything look @Cblue@n as well. -~ -#20195 -shorts short~ -a pair of @Wb@wo@wa@Wr@wd @Bs@Wh@Bo@Wr@Bt@Ws@n~ -A new pair of hawiian style shorts has been left here.~ -~ -11 b 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -short shorts~ - This pair of shorts is made of a blue fabric and has been specially made for -Immortals of all shapes and sizes. -~ -#20196 -surfboard board~ -a stylish surfboard~ -A surfboard capable of riding the waves has been dropped here.~ -~ -22 adq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 1000 0 30 0 -T 20193 -T 20192 -T 20191 -E -surfboard board~ - This surfboard will allow you to ride any wave big or small. Enchanted with -the ability to use the [teleport] command. -~ -#20197 -crab food meal dish~ -a crab cooked in spicy sauce~ -A crab cooked with spicy sauce is in a dish here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 50 0 0 0 -E -crab dish food meal~ - This crab has been cooked in thick, hot and spicy sauce by the local chef and -has been placed in a small dish. Powdery spices is sprinkled on the crab itself -to enhace its taste. -~ -#20198 -shirt t-shirt tshirt clothes~ -an Authentic @BH@Wa@Bw@Wi@Bi@Wa@Bn@n T-shirt~ -A neatly folded, @Cocean blue@g T-shirt lies here.~ -~ -11 bdq 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 300 0 0 0 -E -label~ - The label reads: I-wear - We specialize in making clothes for happy -immortals. -~ -E -tshirt shirt t-shirt~ - This Hawiian t-shirt is made from a brilliant blue fabric, carefully and -specially designed to fit any immortal. A label hangs by the collar of the -shirt. -~ -#20199 -key~ -a rusty, old key~ -A key that is covered in a reddish-material lies forgotten here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 1 0 0 -E -engraving engravings~ - The rust makes it difficult to read. -~ -E -key~ - The key is crudely made, and it has rusted over the many years. Small -engravings can be found on the key, the rust makes it difficult to see. -~ -E -material rust~ - The reddish-material is rust, which the key seems to be collecting after many -many years. -~ -$~ diff --git a/lib/world/obj/211.obj b/lib/world/obj/211.obj deleted file mode 100644 index 66d09a5..0000000 --- a/lib/world/obj/211.obj +++ /dev/null @@ -1,1331 +0,0 @@ -#21101 -card ace wands~ -the card~ -The Ace of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - This shows a creative beginning. -~ -E -reverse~ - Selfishness may spoil the beginning. -~ -#21102 -card ace cups~ -the card~ -The Ace of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Good things are beginning. -~ -E -reverse~ - Egotism and selfishness will interfere with new beginnings. -~ -#21103 -card ace swords~ -the card~ -The Ace of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - The beginnings of victory are in sight. -~ -E -reverse~ - A good beginning may have a destructive ending. -~ -#21104 -card ace pentacles~ -the card~ -The Ace of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Financial matters are off to a good start. -~ -E -reverse~ - Beware of greed or miserliness. -~ -#21105 -card two wands~ -the card~ -The Two of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Patience leads to success. -~ -E -reverse~ - Be patient, a watched pot never boils. -~ -#21106 -card two cups~ -the card~ -The Two of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - A romance or friendship is beginning. -~ -E -reverse~ - There are difficulties in a new romance or friendship. -~ -#21107 -card two swords~ -the card~ -The Two of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - This card shows indecision on which way to go. -~ -E -reverse~ - A decision is being made but it may be the wrong one. -~ -#21108 -card two pentacles~ -the card~ -The Two of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Good organization leads to being able to handle multiple jobs. -~ -E -reverse~ - Doing too much at one time can lead to problems. -~ -#21109 -card three wands~ -the card~ -The Three of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Good cooperation and partnership will bring success. -~ -E -reverse~ - Arrogance may lead to trying to do too much at one time. -~ -#21110 -card three cups~ -the card~ -The Three of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - This is a good time to concentrate on the arts. -~ -E -reverse~ - Gossip will interfere with your pleasures. -~ -#21111 -card three swords~ -the card~ -The Three of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - There are difficulties in love due to quarrels. -~ -E -reverse~ - Romance may be confusing right now. -~ -#21112 -card three pentacles~ -the card~ -The Three of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Your work and skills will be appreciated. -~ -E -reverse~ - Laziness will lead to mediocrity. -~ -#21113 -card four wands~ -the card~ -The Four of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Hard work leads to a feeling of fulfillment. -~ -E -reverse~ - Appreciate the good things that are happening in your life. -~ -#21114 -card four cups~ -the card~ -The Four of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Boredom provides a good time for self reevaluation. -~ -E -reverse~ - New goals are in sight. -~ -#21115 -card four swords~ -the card~ -The Four of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - After strife comes a time of rest to gather yourself for future endeavors. -~ -E -reverse~ - After a rest comes renewed activity. -~ -#21116 -card four pentacles~ -the card~ -The Four of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - This card indicates a miserly nature. -~ -E -reverse~ - Financial problems could be ahead if you aren't careful. -~ -#21117 -card five wands~ -the card~ -The Five of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - You may have to fight for what you believe in. -~ -E -reverse~ - Competition may be enjoyable. -~ -#21118 -card five cups~ -the card~ -The Five of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - If you look closely you will find that not all is lost. -~ -E -reverse~ - Hope and courage will lead you through difficulties. -~ -#21119 -card five swords~ -the card~ -The Five of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Cruelty may lead to defeat. -~ -E -reverse~ - A feeling of unfairness may interfere with the pleasure of winning. -~ -#21120 -card five pentacles~ -the card~ -The Five of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Financial matters may lead to depression. -~ -E -reverse~ - Charity will be good for your emotional health. -~ -#21121 -card six wands~ -the card~ -The Six of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Advancement will come through hard work. -~ -E -reverse~ - Good news may be on the way, but delayed. -~ -#21122 -card six cups~ -the card~ -The Six of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - A pleasant surprise comes out of the past. -~ -E -reverse~ - Its time to let the past go and live in the present. -~ -#21123 -card six swords~ -the card~ -The Six of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - This card shows a journey to happier times. -~ -E -reverse~ - You cannot run away from present problems. -~ -#21124 -card six pentacles~ -the card~ -The Six of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Rewards gained will be shared. -~ -E -reverse~ - Beware of gifts given that may be bribes. -~ -#21125 -card seven wands~ -the card~ -The Seven of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Your business success depends on your courage and energy. -~ -E -reverse~ - Beware of indecision and people taking advantage of you. -~ -#21126 -card seven cups~ -the card~ -The Seven of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - You are mistaking shadow for substance. -~ -E -reverse~ - Focusing on the matter with determination will lead to success. -~ -#21127 -card seven swords~ -the card~ -The Seven of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - A dishonorable act can lead to failure. -~ -E -reverse~ - Listen to good advice. -~ -#21128 -card seven pentacles~ -the card~ -The Seven of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Hard work might eventually lead to success. -~ -E -reverse~ - This matter may not be worth the work you put into it. -~ -#21129 -card eight wands~ -the card~ -The Eight of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Your goal is approaching. -~ -E -reverse~ - Jealousy may lead to quarrels. -~ -#21130 -card eight cups~ -the card~ -The Eight of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Your romance may have disappointed you but there is still something there. -~ -E -reverse~ - Enjoyment and romance may be ahead. -~ -#21131 -card eight swords~ -the card~ -The Eight of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Current matters make you feel tied down. -~ -E -reverse~ - Problems will soon release their hold on you. -~ -#21132 -card eight pentacles~ -the card~ -The Eight of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - This is a good time to learn new skills. -~ -E -reverse~ - Be careful of how you use your skills. -~ -#21133 -card nine wands~ -the card~ -The Nine of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - You can face whatever comes, if you're prepared for it. -~ -E -reverse~ - You'd better start thinking ahead because you aren't ready for what lies -ahead of you. -~ -#21134 -card nine cups~ -the card~ -The Nine of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - A material wish will be granted. -~ -E -reverse~ - You aren't happy with what you have. -~ -#21135 -card nine swords~ -the card~ -The Nine of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - This card shows that things are not going well with this matter. -~ -E -reverse~ - Things will get better over time. -~ -#21136 -card nine pentacles~ -the card~ -The Nine of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Things are going well, do what you enjoy. -~ -E -reverse~ - Be careful of what you have, you may be losing something. -~ -#21137 -card ten wands~ -the card~ -The Ten of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - There are burdens involved but you can manage them. -~ -E -reverse~ - Try to work out the reasons that things are done. Be wary of means -justifying bad ends. -~ -#21138 -card ten cups~ -the card~ -The Ten of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - This is a card of family love and happiness. -~ -E -reverse~ - There may be family difficulties here. -~ -#21139 -card ten swords~ -the card~ -The Ten of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Beware of aggressive behavior. Someone may be plotting. -~ -E -reverse~ - This may be a good time to fight for what you believe in. -~ -#21140 -card ten pentacles~ -the card~ -The Ten of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - Financial matters are going well. -~ -E -reverse~ - This is not a good time to take risks. -~ -#21141 -card Page Wands~ -the card~ -The Page of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - The person involved can be brilliant and enthusiastic but may become angry -easily. -~ -E -reverse~ - The person involved is unstable and may be a disappointment. -~ -#21142 -card Page Cups~ -the card~ -The Page of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - The person involved is artistic and dreamy. -~ -E -reverse~ - The person involved is selfish and may use others. -~ -#21143 -card Page Swords~ -the card~ -The Page of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - The person involved is diplomatic and understanding. -~ -E -reverse~ - The person involved is frivolous and should not be trusted. -~ -#21144 -card Page Pentacles~ -the card~ -The Page of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - The person involved is a scholar with a respect for knowledge. -~ -E -reverse~ - The person involved has a rebellious nature. -~ -#21145 -card Knight Wands~ -the card~ -The Knight of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - The person involved has an impetuous nature. -~ -E -reverse~ - The person involved can be narrow-minded and disruptive. -~ -#21146 -card Knight Cups~ -the card~ -The Knight of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - The person involved is intelligent and romantic. -~ -E -reverse~ - The person involved may lie, but not always maliciously. -~ -#21147 -card Knight Swords~ -the card~ -The Knight of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - The person involved is clever and courageous and may arrive unexpectedly. -~ -E -reverse~ - The person involved may be a troublemaker and a bully. -~ -#21148 -card Knight Pentacles~ -the card~ -The Knight of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - The person involved is trustworthy but unimaginative. -~ -E -reverse~ - The person involved is irresponsible. -~ -#21149 -card Queen Wands~ -the card~ -The Queen of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -card~ - The person involved is fond of nature and home. -~ -E -reverse~ - The person involved is honest but domineering. -~ -#21150 -card Queen Cups~ -the card~ -The Queen of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - The person involved may mean well but is not reliable. -~ -E -card~ - The person involved is imaginative and helpful. -~ -#21151 -card Queen Swords~ -the card~ -The Queen of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - The person involved may enjoy gossip. -~ -E -card~ - The person involved is perceptive and has a strong character. -~ -#21152 -card Queen Pentacles~ -the card~ -The Queen of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - The person involved depends on others for ideas. -~ -E -card~ - The person involved is thoughtful and good at business. -~ -#21153 -card King Wands~ -the card~ -The King of Wands~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - The person involved is strict and sometimes intolerant. -~ -E -card~ - The person involved is agile and passionate. -~ -#21154 -card King Cups~ -the card~ -The King of Cups~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - The person involved is powerful with a violent nature. -~ -E -card~ - The person involved is calm but powerful. -~ -#21155 -card King Swords~ -the card~ -The King of Swords~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - The person involved is obstinate and malicious. -~ -E -card~ - The person involved is commanding but overcautious. -~ -#21156 -card King Pentacles~ -the card~ -The King of Pentacles~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - The person involved does not anger easily but can be dangerous. -~ -E -card~ - The person involved is good at mathematics and finances. -~ -#21157 -card 0 Fool~ -the card~ -O: The Fool~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Be aware of the reasons behind your choices and make them wisely. -~ -E -card~ - Joys and possibilities may lie ahead if you choose wisely. -~ -#21158 -card I Magician~ -the card~ -I: The Magician~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Creativity may be used unwisely. Look for better outlets. -~ -E -card~ - This card shows a person who can turn ideas into reality. -~ -#21159 -card II High Priestess~ -the card~ -II: The High Priestess~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Surface knowledge is not enough. Dig deeper into your own mind and -understand yourself better. -~ -E -card~ - Not all things can or should be understood. Some things can only be felt. -~ -#21160 -card III Empress~ -the card~ -III: The Empress~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - This card shows some instability, possibly in family life or financial -matters. -~ -E -card~ - This card shows fertility of thought, mind or body. -~ -#21161 -card IV Emperor~ -the card~ -IV: The Emperor~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Character flaws may be the source of danger, try to use some common sense in -this matter. -~ -E -card~ - This card shows leadership qualities, either in yourself or in someone in a -position of authority over you. -~ -#21162 -card V Hierophant~ -the card~ -V: The Hierophant~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - This card shows a desire to be unconventional, a rebellious streak. At the -same time, it warns against superstition. -~ -E -card~ - This card shows conventionality and conformity. You are swayed by a need for -social approval. -~ -#21163 -card VI Lovers~ -the card~ -VI: The Lovers~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - There are problems, possibly in romance or family life. -~ -E -card~ - A choice is offered, possibly between temptation and romance. -~ -#21164 -card VII Chariot~ -the card~ -VII: The Chariot~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Difficulties lie ahead, be careful of your health. -~ -E -card~ - Hard work leads to success. -~ -#21165 -card VIII Strength~ -the card~ -VIII: Strength~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Learn how to control your passions. -~ -E -card~ - Love has triumphed over hate, consideration over obstinence. -~ -#21166 -card IX Hermit~ -the card~ -IX: The Hermit~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Learn when to accept advice. -~ -E -card~ - You are open minded enough to accept the wisdom of others. -~ -#21167 -card X Wheel Fortune~ -the card~ -X: The Wheel of Fortune~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Things are looking down now but they'll pick up. -~ -E -card~ - Fortune has ups and downs, and right now your luck is up. Build on it. -~ -#21168 -card XI Justice~ -the card~ -XI: Justice~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - The matter in your mind will be affected by prejudice. -~ -E -card~ - The judgment is fair and well balanced. -~ -#21169 -card XII Hanged~ -the card~ -XII: The Hanged Man~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - You may be concentrating too much on the physical side of life. -~ -E -card~ - This would be a good time to concentrate on the spiritual side of life. -~ -#21170 -card XIII Death~ -the card~ -XIII: Death~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - This card does not suggest a person's death but the stagnation of a matter. -~ -E -card~ - This card does not suggest a person's death but the rebirth and renewal of a -matter. -~ -#21171 -card XIV Temperance~ -the card~ -XIV: Temperance~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Trying to combine different things will not be successful at this time. -~ -E -card~ - This indicates a successful combination of some sort. -~ -#21172 -card XV Devil~ -the card~ -XV: The Devil~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Chains binding you to your material side are loosened. -~ -E -card~ - There is a temptation to choose the material over the spiritual. Watch all -choices carefully. -~ -#21173 -card XVI Tower~ -the card~ -XVI: The Tower~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - False accusations will eventually lead to freedom. -~ -E -card~ - Ambition is overthrown, leaving room for new ideas. -~ -#21174 -card XVII Star~ -the card~ -XVII: The Star~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Doubts and pessimism will lead to difficult times. Look for new -inspirations. -~ -E -card~ - Inspiration will lead to good things. -~ -#21175 -card XVIII Moon~ -the card~ -XVIII: The Moon~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Deceptions are uncovered but watch out for misunderstandings. -~ -E -card~ - Beware of deception, leading to unforeseen perils. -~ -#21176 -card XIX Sun~ -the card~ -XIX: The Sun~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Future plans are in difficulty. Something will be lost. -~ -E -card~ - Achievements in some area are indicated. -~ -#21177 -card XX Judgement~ -the card~ -XX: Judgement~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Fears lead to failure. -~ -E -card~ - A sense of renewal leads to a new outlook. -~ -#21178 -card XXI World~ -the card~ -XXI: The World~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -reverse~ - Fear of change makes success difficult. -~ -E -card~ - Triumph and fulfillment in the matter in question. -~ -#21180 -glass tarot large milk~ -a large glass~ -A large etched glass waits to be used.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 10 0 -1 10 0 0 0 -T 21110 -E -etching side~ - Flowing letters spell out: - -@wWhat lies ahead of you? Visit Tarot.@n -@w Sibyl, Esmerelda and Jaelle@n -~ -E -glass~ - The large glass, made out of thick, strong glass, has something etched into -one side. -~ -#21181 -urn milk~ -an urn filled with milk~ -A milk urn waits here, hospitably.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 100 10 0 -0 0 0 0 0 -E -milk~ - It's fresh and a bit foamy. It's not the pale, thin, bluish type of milk. -It looks very creamy. -~ -E -urn~ - A tall, clear urn stands here, filled with white foamy liquid. A protruding -tap allows you to fill your glass with nice, cold milk. -~ -#21182 -bokolyitarot breadtarot~ -a piece of bokolyi~ -A piece of bokolyi sits here, waiting to be eaten.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 5 0 0 0 -T 21110 -E -bokolyi~ - It's a piece of flatbread, warm and comforting. It has a delicious odor that -seems homelike. -~ -#21198 -quill pen~ -a quill pen~ -A quill pen lies here with ink on the nib.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 10 -T 21109 -#21199 -reverser~ -a reverser~ -Reversed~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -$~ diff --git a/lib/world/obj/22.obj b/lib/world/obj/22.obj deleted file mode 100644 index ecb44a2..0000000 --- a/lib/world/obj/22.obj +++ /dev/null @@ -1,343 +0,0 @@ -#2200 -scimitar sword saber~ -a curved scimitar~ -An old rusted sword that barely looks usable is lying here.~ -~ -5 mn 0 0 0 an 0 0 0 0 0 0 0 -6 3 5 3 -4 300 30 20 0 -E -scimitar sword~ - A saber having a curved blade with the edge on the convex side is pitted and -rusty. The blade is miraculously sharp for its condition -~ -#2201 -black chainmail~ -the black chainmail~ -A dark chainmail shirt covered in grime was left here.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -11 825 82 21 0 -E -chainmail black dark~ - Bits of rotted clothing, and possibly even flesh are caught in between the -chain links of this shirt. The smell is not too appealing, but the shirt is in -good condition and looks like it can afford a fair amount of protection. -~ -A -5 1 -#2202 -ferret pelt~ -a ferret pelt~ -A ferret skin is lying here.~ -~ -9 p 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -2 400 50 0 0 -E -ferret pelt skin~ - The hide has been well-tanned and the fur is very soft and supple. An -expert tanner must have aged this hide to perfection. -~ -A -6 2 -#2203 -vampire heart~ -a vampire heart~ -A heart lying on the floor is still beating.~ -~ -12 agjl 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 1000 500 0 0 -E -heart vampire~ - The heart still beats with some strange life of its own. Small spurts of -blood ooze out of it with every pulse. It looks dark and diseased. -~ -A -18 2 -A -19 2 -#2204 -gloves ferret~ -a pair of ferret skin gloves~ -A pair of gloves made of fine fur lay here.~ -~ -9 gjp 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -2 200 25 0 0 -E -fur gloves ferret~ - The gloves are small and well-made. The stitching is almost impercebtible -within the inside of the gloves. Ferret fur lines both the inside and out. -They are of very high quality and make. -~ -A -2 2 -#2205 -gloves~ -the animators gloves~ -A pair of black velvet gloves are lying here.~ -~ -9 op 0 0 0 ah 0 0 0 0 0 0 0 -2 0 0 0 -2 500 50 5 0 -E -animators gloves~ - The gloves seem to have some form of magical quality. They are hard to -focus on direcdtly. They seem to move with a life of their own. At first -glance they look black, but upon further examination they appear to be stained -black from dried blood. -~ -A -12 20 -#2206 -stiletto~ -a stiletto~ -A finely crafted stiletto is lying on the ground.~ -~ -5 an 0 0 0 ano 0 0 0 0 0 0 0 -5 4 2 11 -5 500 55 21 0 -E -stiletto~ - It is a slender dagger with a blade thick in proportion to its breadth. -Usually used to cause horrible puncture wounds, this weapon is meant for a -thief. -~ -A -2 1 -#2207 -corset~ -a queens corset~ -A smelly and stained corset was discarded here.~ -~ -9 jp 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -10 100 10 0 0 -E -corset~ - It is a woman's close-fitting boned supporting undergarment that is often -hooked and laced and that extends from above or beneath the bust or from the -waist to below the hips and has garters attached. -~ -#2208 -sword~ -a zombie sword~ -An old sword was left here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -3 2 8 14 -4 300 30 12 0 -E -sword~ - It is a weapon with a long blade for cutting or thrusting that is often used -as a symbol of honor or authority. -~ -A -18 1 -A -19 1 -#2209 -boots~ -the zombie boots~ -A pair of old leather boots lie here.~ -~ -9 j 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -4 240 30 4 0 -E -leather boots~ - These boots are rotted and slowly falling apart from age. The stitching has -come loose and the left boots heel flops about annoyingly. -~ -A -14 20 -#2210 -helm~ -a zombie helm~ -An old dented helm is lying here, with a head still in it.~ -~ -9 j 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -2 40 4 3 0 -E -helm~ - The remains of someone's brains is splattered into the top of the helm. -Chunks of scalp and hair cover the chin strap that appears to be broken. -~ -#2211 -gray robe~ -a gray robe~ -A gray robe with two lightning bolts crossed on the chest is hanging here.~ -~ -9 k 0 0 0 ak 0 0 0 0 0 0 0 -2 0 0 0 -7 7 0 0 0 -E -robe~ - A pair of crossed lightning bolts are emblazoned on the front of this fine -robe. It looks to be made of a strange gray velvet like material that your -eyes slide off as soon as you look at it, making it impossible to focus. -~ -A -5 1 -#2212 -masters sword~ -a masters sword~ -A finely crafted sword with lightning bolts engraved on the handle lies here.~ -~ -5 kmn 0 0 0 an 0 0 0 0 0 0 0 -6 3 9 3 -10 900 300 30 0 -E -masters sword~ - The quality of this blade mesmerizes you, as does the finely emblazoned -lightning bolts on its handle. Something about this sword just makes you want -to pick it up. -~ -A -18 2 -A -19 2 -#2213 -brass knuckles~ -the brass knuckles~ -A pair of brass knuckles are lying here.~ -~ -9 gj 0 0 0 ah 0 0 0 0 0 0 0 -2 0 0 0 -2 240 24 3 0 -E -brass knuckles~ - The knuckles are roughly made, pitted and even cracked in one place were the -tempering must have failed. They are very heavy but look like they could be -very lethal on someone who knew how to use them. -~ -A -18 1 -A -19 1 -#2214 -flames~ -some flames~ -Flames flicker across the floor, burning everything in their path.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -flames~ - They dance across the floor, ceiling, and walls. Just waiting for an -unsespecting traveller to attempt to cross through them. -~ -#2215 -cadaver hidden~ -a half-eaten cadaver~ -.This is a hidden object. The long description can only be seen with holylight. If you see this as a mortal please report the bug.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -cadaver hidden~ - The stench permeates you and all your clothing as you examine it closer. -Small teeth marks cover the arms and legs. Larger teeth marks cover the torso, -they look human. -~ -#2216 -emerald ring~ -an emerald ring~ -A beatiful ring with a large emerald set in it's face.~ -~ -12 g 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 30 3 10 0 -E -emerald ring~ - This gold ring has been set with a large green emerald, princess cut. -~ -A -17 -1 -#2217 -flickering candle~ -a flickering candle~ -A candle lies here~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 50 0 -3 3 0 0 0 -E -flickering candle~ - A little stub of candle is all that is left. -~ -A -2 -3 -#2218 -leg plates steel~ -some steel leg plates~ -Some steel leg plates are in need of some legs to protect.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -8 0 0 0 -4 300 30 20 0 -E -steel leg plates~ - Made from a dull hard metal, these plates are surprisingly light for their -durability. -~ -#2219 -steel arm plates~ -some steel arm plates~ -Some steel arm plates have been abandoned.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -8 0 0 0 -5 375 37 20 0 -E -steel arm plates~ - The plates are made from a durable and light alloy that appears to be steel. -They can be placed over the arms for protection. -~ -#2220 -shield blackened~ -a blackened shield~ -A blackened shield is propped up here, waiting to be carried into battle.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -8 0 0 0 -10 750 75 20 0 -E -blackened shield~ - The shield was once made of a fine wood, but has now been hardened and burnt -by fire, it is the strongest wood you have ever come across. -~ -#2221 -thick braided twine~ -some thick braided twine~ -Some twine that has been braided into a belt.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -4 0 0 0 -2 10 1 0 0 -E -twine~ - This loosely braided piece of twine has been made into a belt, a poor one, -but a belt none the less. -~ -#2222 -leather wristguard~ -a leather wristguard~ -A leather wristguard lies in the dirt.~ -~ -9 0 0 0 0 am 0 0 0 0 0 0 0 -1 0 0 0 -3 30 3 0 0 -E -leather wristguard~ - The wristguard has been heavily oiled and is extremely flexible and -supportive. It is laced with some leather string to loosen and tighten to -almost any size. -~ -$~ diff --git a/lib/world/obj/220.obj b/lib/world/obj/220.obj deleted file mode 100644 index 749bf02..0000000 --- a/lib/world/obj/220.obj +++ /dev/null @@ -1,75 +0,0 @@ -#22000 -cheese triangle hat~ -a triangle of @Ycheese@n~ -A big triangle of cheese looks @Gdelicious@n. @BM@Cm@Rm!@n~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 --5 0 0 0 -2 20 0 15 -A -3 2 -A -4 2 -#22001 -oreo's collar~ -@DO@Wre@Do@n's collar~ -A black collar with a silver @Bpendant@n is here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 --2 0 0 0 -2 5 0 0 -E -pendant~ - The pendant is engraved with the name @DO@WRE@DO@n. -~ -A -2 2 -#22002 -icepick toothpick~ -an @Cice@Dpick@n~ -A long, @Cice-coated @ytoothpick@n sits here.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -8 4 6 11 -4 40 0 15 -E -toothpick~ - It looks a like a toothpick was thrown into a freezer and left for a while. -It has been covered in a thick layer of sharp, @Rdeadly@n @Cice@n. -~ -#22003 -burnt cookie~ -a @Dburnt @Ycookie@n~ -@nA @gginormous @Ycookie @nsits here, steaming slightly. Looks kinda @yburnt@n...~ -~ -19 q 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 10 -3 5 0 0 -E -burnt cookie~ - @nThis rock-hard lump of overcooked cookie smells horrible! -~ -#22004 -spork plastic~ -a @Dplastic @Wspork@n~ -A @Dplastic @Wspork@n is sitting here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 4 4 14 -2 20 0 13 -A -1 2 -#22005 -drippy faucet water~ -@ca @ndrippy @cfaucet@n~ -@nThe drippy @cfaucet @nleaks @Wclean @Cwa@Bt@Cer@n at its base.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -10 0 0 0 -E -leaky faucet water~ - @nThe faucet has a leak at its base, creating a pool of @Wclean @Cwa@Bt@Cer @nwhich is -spilling like a waterfall into the sink. -~ -$~ diff --git a/lib/world/obj/232.obj b/lib/world/obj/232.obj deleted file mode 100644 index d9e8312..0000000 --- a/lib/world/obj/232.obj +++ /dev/null @@ -1,232 +0,0 @@ -#23200 -snake ring~ -a snake ring~ -A snake ring is sitting here peacefully.~ -~ -9 abgi 0 0 0 ab 0 0 0 0 0 0 0 -5 0 0 0 -1 1 0 0 0 -E -snake ring~ - You see a ring that is in a shape of a snake. The eyes are made from -Sapphires. -~ -E -wedding~ - A ring that shows that the wearer is commited to the most lovely woman -around, Midnight. The ring is a symbol of the wearers devoted Love to her. -~ -#23201 -fountain~ -a fountain~ -A large fountain with a dolphin statue.~ -~ -23 b 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -505 0 0 0 0 -#23202 -Raspberry tart~ -a raspberry tart~ -A sweet tart filled with a raspberry filling is calling out to you.~ -~ -19 e 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 200 0 0 0 -#23203 -Chocolate eclairs~ -a chocolate eclair~ -A large chocolate eclair calls you over to eat it.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -16 0 0 0 -1 250 0 0 0 -#23204 -Apple pie~ -an apple pie~ -A steaming hot Apple pie rests here.. waiting to be eaten.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -2 300 0 0 0 -#23205 -bread~ -a slice of bread~ -A slice of bread has fallen and can't get up.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 25 0 0 0 -#23206 -German Chocolate cake~ -a German chocolate cake~ -An awesome German chocolate cake sits here waiting for you to eat it.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -26 0 0 0 -5 500 0 0 0 -#23207 -Pound cake~ -a pound cake~ -A heavy looking cake sits here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -5 100 0 0 0 -#23208 -bag~ -a small bag~ -A small bag lies here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -30 1 -1 0 -2 150 0 0 0 -#23209 -Rucksack~ -a rucksack~ -A large rucksack rests here.~ -~ -15 0 0 0 0 ak 0 0 0 0 0 0 0 -60 1 -1 0 -4 500 0 0 0 -#23210 -Flashlight~ -a flashlight~ -A flashlight is lying here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 150 0 -2 120 0 0 0 -#23211 -Lantern~ -a lantern~ -A lantern with energizer batteries is sitting here lighting your way.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -3 350 0 0 0 -#23212 -Flail~ -a flail~ -A flail lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 4 0 -6 625 0 0 0 -#23213 -warhammer~ -a warhammer~ -A warhammer rests here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 1 5 7 -6 50 0 0 0 -#23214 -Club~ -a club~ -A club is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 1 3 0 -3 12 0 0 0 -#23215 -Long sword~ -a long sword~ -A long sword rests up against the wall.~ -~ -5 mn 0 0 0 an 0 0 0 0 0 0 0 -1 1 8 3 -8 600 0 0 0 -#23216 -Small sword~ -a small sword~ -A small sword is sitting here looking for a master.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -1 1 6 3 -3 60 0 0 0 -#23217 -dagger~ -a dagger~ -A dagger is waiting here for a back to pierce.~ -~ -5 n 0 0 0 ano 0 0 0 0 0 0 0 -1 1 4 11 -1 10 0 0 0 -#23218 -Black ringmail ring mail~ -some black ringmail~ -An all black ringmail is lying here.~ -~ -9 mn 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -11 500 0 0 0 -#23219 -Studded leather~ -some studded leather armor~ -A leather suit with studs is resting here.~ -~ -9 mn 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -8 200 0 0 0 -#23220 -Plate platemail mail leggings~ -a pair of platemail leggings~ -A pair of platemail leggings are stacked here.~ -~ -9 mn 0 0 0 af 0 0 0 0 0 0 0 -8 0 0 0 -15 300 0 0 0 -#23221 -Banded leggings~ -some banded leggings~ -A set of binding leggings.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -5 0 0 0 -7 200 0 0 0 -#23296 -quest flag~ -a quest flag~ -A Quest flag is hiding here.~ -~ -8 dgq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#23297 -ring power~ -a ring of power~ -A ring of power is lying here.~ -~ -22 gi 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -4 1000 0 0 0 -#23298 -black book blackbook~ -a blackbook~ -A large blackbook is resting here, with its' pages open.~ -~ -12 g 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -black book blackbook~ - @n -Demigod -Saint -Angel -Phoenix -(Maybe you) -~ -#23299 -Ferrets necklace~ -Ferret's necklace~ -Ferret's necklace is lying here.~ -~ -9 abfgi 0 0 0 ac 0 0 0 0 0 0 0 -7 0 0 0 -5 1000 0 30 0 -A -12 50 -A -5 2 -$~ diff --git a/lib/world/obj/233.obj b/lib/world/obj/233.obj deleted file mode 100644 index 2cc98d6..0000000 --- a/lib/world/obj/233.obj +++ /dev/null @@ -1,417 +0,0 @@ -#23300 -dragontooth necklace~ -a dragontooth necklace~ -A dragontooth necklace is here.~ -~ -8 a 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 480 0 0 0 -E -dragontooth necklace~ - The teeth from several dragons have been strung up on a rawhide necklace. -This isn't worth much value, but its been known to bring travelers like -yourself good luck. -~ -A -2 2 -A -12 25 -#23301 -pile sticks~ -a pile of sticks~ -A pile of sticks is lying on the ground.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 50 0 0 0 -E -pile sticks~ - This is just a simple pile of sticks that was left here, most likely from a -recent traveler. -~ -#23302 -map~ -a map of the dragon plains~ -A map with the words "Dragon Plains" written on the top.~ - O - | -O-O-O-O-O-O-O-O-O-O-O-O - | | | - O O O - | | - O-O O - | - O-O-O - | - O-O - | - O-O-O O - | | | - O O-O O - | | | - O-O-O-O O-O - | - O - | - O - | - O - | - O-O O-O-O - | | | - O O O - | | | - O-O-O-O-O-O-O-O O - | | - O O - | | - O-O-O-O-O-O O - | | - O O-O-O - | | - O-O-O-O-O-O---O - | - O O-O-O-O - | | | - O-O-O-O O O O - | | | | - O-O-O---O-O O O - | | - O-O-O - -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -#23303 -bird feather~ -a bird feather~ -A colorful bird feather has dropped on the ground before you.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 0 -E -bird feather~ - The feather is bright with colors ranging from blue to orange to green. -You wonder what kind of a bird it could have come from. -~ -#23306 -weed tumbleweed~ -some tumbleweed~ -A large tumbleweed is blowing around in the wind.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -tumbleweed weed~ - The tumbleweed consists of many dead twigs bunched together. It's -relativley weightless and could easily be crushed. -~ -#23312 -skull~ -a skull~ -A fragile looking skull is sitting on the ground.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 0 0 -E -skull~ - The skull looks up at you with its empty eyes. The skull is covered with -blood stains, making you feel sick to your stomach. -~ -#23316 -large rock~ -a rock~ -A large rock is sitting here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -large rock~ - The rock is rather plain. You notice a few small chips on the surface. -~ -#23320 -pile dust~ -a pile of dust~ -There is a pile of dust at your feet.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -Pile dust~ - This is just a simple pile of dust. There is nothing special about it. -~ -#23321 -broken lantern~ -a broken lantern~ -A broken lantern has been left here.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 10 0 -3 125 0 0 0 -E -broken lantern~ - The lantern appears to be out of gas. The glass top has been shattered, -leaving shards of glass around the floor. -~ -#23324 -shirt~ -a torn shirt~ -A torn shirt has been left here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -10 1 0 0 0 -E -torn shirt~ - The shirt has almost been ripped to shreads. It might be possible to still -wear it, but it wouldn't give you much warmth or protection. -~ -#23329 -ring~ -an onyx ring~ -A beautiful onyx ring has been left here.~ -~ -8 a 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -onyx ring~ - The beautiful ring sparkles in the light of the day. The ring holds no -power, but could be worth some value. Although, you may want to hold onto it. -You may never find another gem like it. -~ -#23331 -stone~ -a glass stone~ -A shimmering glass stone is here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -E -glass stone~ - As you look at the beautiful rock, you see a slight shade of blue coming -from within it. It sparkles in the light, making you feel warmer. -~ -#23333 -candle~ -a candle~ -A small candle is lying on the floor in front of you.~ -~ -1 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -E -candle~ - As you look at the candle, you notice there isn't much left of it. It could -be lit and used as light, but probably wouldn't stay lit for very long. -~ -#23335 -water canteen water~ -canteen~ -A canteen is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -10 10 0 0 -15 1 0 0 0 -E -canteen~ - The canteen is rather simple looking. The outside is made out of cat skin, -giving it an odd smell. But hey, it works! -~ -#23336 -rope~ -50' of rope~ -A coil of rope is here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 0 0 -E -coil rope~ - There is 50' of rope here which could be used for climbing. The rope -appears to be in good shape. -~ -#23337 -burnt out torch~ -a burnt out torch~ -A burnt out torch has been left here.~ -~ -1 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 2 0 -3 75 0 0 0 -E -burnt out torch~ - The torch is in reasonably good shape. You might still be able to get some -light from it, but don't expect it to last long. -~ -#23340 -red dagger~ -a red dagger~ -A red dagger is here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -2 2 2 3 -4 150 0 0 0 -E -red dagger~ - This weapon is rather extravagant looking. The handle is made from ivory. -You see swirls of red marble throughout it. The blade shimmers in the light. - -~ -A -1 2 -A -2 2 -#23341 -torch~ -a torch~ -A torch is here.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 10 0 -2 200 0 0 0 -E -torch~ - The torch is simple looking. There doesnt appear to be anything special -about it. -~ -#23342 -mace~ -a mace~ -A mace is lying on the ground.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -1 1 2 11 -4 900 0 0 0 -E -mace~ - The weapon is quite large in size. You notice several large spikes coming -out from the weapon. It could easily tear someone apart. -~ -#23345 -dirk~ -a dirk~ -A small dirk has been left here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -2 1 3 14 -3 500 0 0 0 -E -dirk~ - As you look at the dirk, you notice how small it is. However, it is quite -sharp. Be careful not to cut yourself. -~ -#23356 -dragonmail gloves~ -a pair of dragonmail gloves~ -A pair of dragonmail gloves are here.~ -~ -9 a 0 0 0 aho 0 0 0 0 0 0 0 -2 0 0 0 -7 700 0 0 0 -E -dragonmail gloves~ - These fine gloves were hand made from the scales of a dragon. They look -like they would provide excellent protection. -~ -#23362 -toy top~ -a toy top~ -A toy top is here.~ -~ -8 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 125 0 0 0 -E -toy top~ - This is just a simple toy top from a child. You could amuse yourself by -playing with it. -~ -#23366 -backpack~ -a dragonscale backpack~ -A large dragonscale backpack has been left here.~ -~ -15 0 0 0 0 ad 0 0 0 0 0 0 0 -250 1 -1 0 -5 140 0 0 0 -E -dragonscale backpack~ - The pack is considerably large and could carry a lot. It is green and very -shiny as it catches in the light. -~ -#23370 -feather~ -a feather~ -A feather is here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 0 -E -feather~ - This is a feather of a hawk. There is nothing special about it. -~ -#23376 -boots~ -a pair of dragonscale boots~ -A pair of dragonscale boots is here.~ -~ -9 0 0 0 0 ago 0 0 0 0 0 0 0 -2 0 0 0 -8 850 0 0 0 -E -dragonscale boots boot~ - As you look at the boots, you notice they are in excellent condition. They -would fit you well, and no doubt protect your feet from just about anything. - -~ -#23380 -dragonscale armor~ -a suit of dragonscale armor~ -A suit of dragonscale armor is here.~ -~ -9 b 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -10 400 0 0 0 -E -dragonscale armor~ - The suit of armor is quite large, but would provide excellent protection -against your enemies. It's made from the finest dragonscales, and is quite -colorful. -~ -A -2 3 -#23391 -dragonscale warhelm~ -a dragonscale warhelm~ -A dragonscale warhelm is here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -8 150 0 0 0 -E -dragonscale warhelm~ - This is a simple helmet, designed to protect your head in battle. -~ -#23398 -ruby gem~ -a ruby gem~ -A ruby gem is lying on the ground before you.~ -~ -8 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 600 0 0 0 -E -ruby gem~ - The gem reflects off the sun, making a red rainbow in front of you. You -suddenly feel warmer. -~ -$~ diff --git a/lib/world/obj/234.obj b/lib/world/obj/234.obj deleted file mode 100644 index d3458a6..0000000 --- a/lib/world/obj/234.obj +++ /dev/null @@ -1,472 +0,0 @@ -#23400 -goatskin skin water~ -a goatskin~ -A skin with water seeping out of it, is lying here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 0 0 -13 10 0 0 -#23401 -black berries blackberries~ -some blackberries~ -A bunch of blackberries.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 8 0 0 -#23402 -pouch~ -a small pouch~ -A small pouch has been dropped here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -15 1 -1 0 -1 30 0 0 -#23403 -milk fountain milk~ -a fountain~ -A drinking fountain looks out of place, here in the Arena.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 1 10 0 -0 0 0 0 -E -fountain milk~ - The fountain seems to be filled with milk! Of course, newbies drink milk. -~ -#23404 -leaves leaf~ -a leaf~ -A fallen leaf rests here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 5 0 0 -E -leaves leaf~ - The leaf has a strange magical affect to it. Your feet seem lighter as if -you may be able to walk on water. -~ -#23405 -newbie sword short shortsword~ -a newbie shortsword~ -A newbie shortsword is sitting here.~ -~ -5 mn 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 3 -3 10 0 0 -#23406 -Newbie mace~ -a newbie mace~ -A newbie mace has been dropped here.~ -~ -5 op 0 0 0 an 0 0 0 0 0 0 0 -0 1 5 5 -3 10 0 0 -E -newbie mace~ - A short mace designed for new characters. -~ -#23407 -newbie dagger~ -a newbie dagger~ -A newbie dagger is resting here.~ -~ -5 mn 0 0 0 ano 0 0 0 0 0 0 0 -1 1 6 11 -2 10 0 0 -E -newbie dagger~ - A small dagger designed for thieves, or an offset weapon. -~ -A -19 1 -#23408 -Newbie club~ -a newbie club~ -A newbie club has been left here.~ -~ -5 op 0 0 0 ano 0 0 0 0 0 0 0 -1 1 4 7 -2 5 0 0 -E -newbie club~ - A small club designed for an offset hand. -~ -A -19 1 -#23409 -Newbie chest~ -a newbie chest~ -A newbie chest plate rests here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -6 15 0 0 -E -newbie chest~ - A small chest place designed for all classes. -~ -#23410 -ring power~ -a ring of power~ -A shiny ring is trying to hide here.~ -~ -9 amno 0 0 0 ab 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 -E -ring power~ - A ring with a fighter drawing his sword is engraved on this shiny ring. -~ -A -1 1 -#23411 -ring shadows~ -a ring of shadows~ -A black ring is hiding in the shadows~ -~ -9 mnp 0 0 0 ab 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 -E -ring shadows~ - A dark black ring with no markings on it. -~ -A -2 1 -#23412 -Blessed ring~ -a blessed ring~ -A humming ring is calling out to you.~ -~ -9 abmop 0 0 0 ab 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 -E -ring blessed~ - A ring that looks pure and glows brightly. -~ -A -4 1 -#23413 -ring fire~ -a ring of fire~ -A ring that glows like fire is warding you off.~ -~ -9 anop 0 0 0 ab 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 -E -ring fire~ - This ring burns bright red and burns to the touch. -~ -A -3 1 -#23414 -Warriors Amulet~ -a warriors amulet~ -An amulet is lying here.~ -~ -9 mno 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 -E -warriors amulet~ - This amulet is designed to protect the neck of a Warrior. -~ -#23415 -Black collar~ -a black collar~ -A black collar has been left here.~ -~ -9 mnp 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 -E -black collar~ - This collar wraps around the neck of a thief to prevent this skin from -showing. -~ -#23416 -Silver pendant~ -a silver pendant~ -A silver pendant is resting here.~ -~ -9 mop 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 15 0 0 -E -silver pendant~ - This pendant is shaped as a cross. It shines brightly. -~ -#23417 -Red charm~ -a red charm~ -A fire red charm is burning a hole here.~ -~ -9 nop 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 -E -red charm~ - This charm is red as fire and burns to the touch. -~ -#23418 -Warriors Helm~ -a warriors helm~ -A large Helm is looking for an owner~ -~ -9 mno 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 -E -warriors helm~ - A large helm which covers the entire face. It has slits for the Eyes and -for the nose. -~ -#23419 -Leather Helm~ -a leather helm~ -A dark leather helm is sitting here.~ -~ -9 mnp 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 -E -leather helm~ - This is helm is black and covers the entire face except for the eyes. It -most resembles a mask. -~ -#23420 -gold Tiara~ -a gold tiara~ -A gold tiara calls out to you.~ -~ -9 mop 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -1 20 0 0 -E -gold tiara~ - A tiara designed to show respect to the Deities. -~ -#23421 -Wizards Hat~ -a wizards hat~ -A pointy hat is floating here.~ -~ -9 nop 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -2 10 0 0 -E -wizards hat~ - A common wizards hat which points at the end. The hat is red with pictures -of fire. -~ -A -21 1 -#23422 -Leggings~ -some leggings~ -A pair of leggings are resting here.~ -~ -9 mno 0 0 0 af 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 -E -leggings~ - Leggings that cover the entire legs but has the ability to bend at the knee. - -~ -#23423 -Leather leggings~ -some leather leggings~ -A set of leather leggings.~ -~ -9 mnp 0 0 0 af 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 -E -leather leggings~ - A pair of leggings designed for maneuverability. -~ -#23424 -Cleric Breeches~ -some cleric's breeches~ -A pair of breeches that allows for great movement.~ -~ -9 mop 0 0 0 af 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 -E -cleric breeches~ - Breeches that fight very loosely but provides extra protection. -~ -A -24 1 -#23425 -Leather leggings~ -some leather leggings~ -A set of leggings rest here.~ -~ -15 nop 0 0 0 af 0 0 0 0 0 0 0 -15 1 -1 0 -1 20 0 0 -E -leather leggings~ - Leather leggings with pouches along the side. -~ -#23426 -mail boots plate~ -some mail boots~ -A pair plate mail boots~ -~ -9 mno 0 0 0 ag 0 0 0 0 0 0 0 -1 0 0 0 -2 50 0 0 -E -mail plate boots~ - A pair of boots that is made completely of Plate. -~ -A -14 -10 -#23427 -Leather boots~ -some leather boots~ -A rugged pair of boots.~ -~ -9 mnp 0 0 0 ag 0 0 0 0 0 0 0 -1 0 0 0 -2 10 0 0 -E -leather boots~ - A pair of leather boots that look very comfortable. -~ -A -14 20 -#23428 -Sandals~ -some sandals~ -A pair of Sandals.~ -~ -9 mop 0 0 0 ag 0 0 0 0 0 0 0 -1 0 0 0 -2 10 0 0 -E -sandals~ - A pair of light weight sandals. -~ -#23429 -Mage boots~ -some mage boots~ -A pair of Mage boots are floating here.~ -~ -9 nop 0 0 0 ag 0 0 0 0 0 0 0 -1 0 0 0 -2 10 0 0 -E -mage boots~ - A pair of boots that are very lightweight, but provide good protection. -~ -#23430 -map newbie school~ -a map of the newbie school~ -A map of the newbie school was left here.~ -v O-v-O O-^-O-O-O-O-O - | | | | | | | | - O O O-O-O-O-O-O-O-O - | | | | | | | | | - O O O-O-O O-O-O-O-O-O-O - | | | | | | | | | | -^-O-O-O-v O O O O-O-O-O-O-O-O - | | | | | | | | | | | | - O O O-O-O-O-O-^ O-O-O-O-O-O-O - | | | | | | | | | - O v O O-O-O-O-^-O-O -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#23495 -Tuxedo~ -a tuxedo~ -A tuxedo sized for a dragon.~ -~ -9 mn 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 -E -tuxedo~ - You see a dragon sized Tuxedo. Its coat has a twin tail. -~ -#23496 -wedding dress gown~ -a wedding dress~ -A long white gown.~ -~ -11 mn 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 -E -wedding dress~ - You see a beautiful white wedding dress. It covers the complete body of the -bride and its train stretches five feet out from the bride. -~ -#23497 -engagement ring~ -an engagement ring~ -A beautiful ring of twisted gold and platinum.~ -~ -9 agi 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -ring~ - A beautiful ring of twisted gold and platinum. There is an engravement on -the inside: "I love you Erica" -~ -A -1 1 -A -19 2 -A -18 2 -#23498 -wedding ring~ -a wedding ring~ -A wedding ring that shines brightly.~ -~ -9 agi 0 0 0 ab 0 0 0 0 0 0 0 -5 0 0 0 -1 1 0 0 -E -ring~ - A ring that symbols love. Engraved in the ring, I will love you forever, -~ -A -19 2 -A -18 2 -A -5 1 -#23499 -little black book~ -a little black book~ -A little black book is sitting here calling your name.~ -~ -12 bgi 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -book~ - Upon these pages are players that have upset Ferret and will not receive -help! - -Demigod -Saint -Angel -Phoenix -Alexander -@w(Maybe you!)!@n -~ -$~ diff --git a/lib/world/obj/235.obj b/lib/world/obj/235.obj deleted file mode 100644 index 274f15a..0000000 --- a/lib/world/obj/235.obj +++ /dev/null @@ -1,169 +0,0 @@ -#23500 -pickaxe~ -a pickaxe~ -A pickaxe is here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -2 2 3 3 -6 350 0 7 -E -axe pickaxe~ - The pickaxe is mostly used for diging but also can be used for combat. -~ -#23501 -map dwarven mines~ -a map of the dwarven mines~ -A map of the dwarven mines was left here.~ - O-O-O O v-^ - | | | - O O-O-O-O-O v O-O-O-^-O-O-O-O - | | | | | | - O-O O ^ O O O - | | | - O O O O-O - | | | | | - O-O-O-O-O-O-O-O O O-O O - | | | | | - O O-O O-O-O-O O - | | | | - O O-O ^-O-O-O - | | -^ O-O-O-O-O -| | -O O -| | -O v-O-O-O O-O-O-O v -| | | | -O-O-v O-O O - | | - ^-v-O-O-O-O-O -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#23502 -boulder~ -a boulder~ -A large boulder is here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -boulder~ - The boulder is enormous in size and would take more then one person to move -it. -~ -#23509 -pebble~ -a small pebble~ -A small pebble is lying on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 -E -small pebble rock~ - The pebble is quite dusty, but it's in the shape of a heart. It might be -worth holding onto. -~ -#23513 -rock pile~ -a pile of rocks~ -A pile of rocks have been lazily discarded here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -rock pile~ - There must be atleast twenty rocks here in this mess! Someone should come -by and move them. -~ -#23517 -stone mace~ -a stone mace~ -A large stone mace.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -4 3 3 3 -6 450 0 7 -E -stone mace~ - The mace is quite heavy. You notice it's in excellent condition. It would -protect you well. -~ -#23519 -skeleton~ -a skeleton~ -A skeleton is lying on the ground before you.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -skeleton~ - This is the skeleton of one of the dwarven workers. They must have been -crushed to death during an avalanche. -~ -#23520 -bag~ -a leather bag~ -A leather bag was left here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -50 1 -1 0 -3 350 0 0 -E -leather bag~ - The bag looks brand new! You can smell the leather every time you open the -bag. What a marvelous scent! -~ -#23523 -helmet~ -a workers helmet~ -A workers helmet was abandoned here.~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -4 200 0 7 -E -worker workers helmet hat~ - It looks very much like hard hat, but it some what larger. There is a small -hole in the front, where a light used to be. -~ -#23526 -enormous boulder~ -an enormous boulder~ -An enormous boulder rolls past you!~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -boulder~ - The boulder is the size of a small house! It would easily crush you into -the ground. -~ -#23531 -torch~ -a torch~ -A torch is hanging from the wall beside you.~ -~ -1 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 -1 0 -0 0 0 0 -E -torch~ - The torch is rather ratty looking. It looks half rotted and could easily -fall apart. -~ -#23599 -long sword~ -a long sword~ -A long sword is half-buried here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 --10 5 5 3 -6 800 0 0 -$~ diff --git a/lib/world/obj/236.obj b/lib/world/obj/236.obj deleted file mode 100644 index 63898fb..0000000 --- a/lib/world/obj/236.obj +++ /dev/null @@ -1,583 +0,0 @@ -#23600 -map aldin~ -a map of Aldin~ -A map of Aldin and the Dwarven Trade Route.~ - - O O | - | | O - O O | - | | O -O-O-O-O-O-O-O O-O O-O | - | | | | | O-^ -O-O-O O O-O-O-O-O-O-O | - | | | | | | | | O - O-O O O O-O O O O O | - | | | O-O - O-O-O-O---O-O | - | | | | | | O - O v O O-O O O | - | | | O O - O---O-O-O---O | | - | O O - O O-O | | - | | O O - O-O-O-O-O-O | | - | | O-O-O-O-O-O - O-O-O O | - | O - O | -O O -| | -O-O O -| | | -O O-O O -| | | -v O O -| | -O O -| | -^ O - -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#23601 -headstone head stone~ -a headstone~ -A headstone has been set in the ground here.~ -~ -12 e 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 250 25 0 0 -E -headstone head stone~ - Your everyday typical headstone, made from black granite, and engraved with - _____________ -| \ -| R I P | -| | -| | -| | -| | -| | -|_____________| -Obviously there's plenty of room for your name on it. -It's also extremely heavy... -~ -#23602 -onyx necklace~ -an onyx necklace~ -Someone has left a small onyx necklace here.~ -~ -11 g 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 205 20 0 0 -E -onyx necklace~ - The necklace has been made with small stones of onyx, all connected by a thin -silver chain. You think it would fit you just perfectly. A small rune has been -scribed on one of the pieces. It looks like a 'W' -~ -A -3 1 -#23603 -ankh bloodstone~ -a bloodstone ankh~ -A 2" ankh made from bloodstone has been dropped here.~ -~ -11 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 700 70 0 0 -E -ankh bloodstone~ - It looks a bit like this - 0 --+- - | - | -and it's made from bloodstone. -~ -A -18 3 -A -13 10 -#23604 -amethyst pendant~ -an amethyst pendant~ -A pendant made from amethyst is here on the ground.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -2 480 48 0 0 -E -amethyst pendant~ - It's very good craftmanship. Obviously dwarven manufacture. -~ -A -6 2 -#23605 -axe dwarven~ -a dwarven axe~ -An axe, obviously of dwarven manufacture, has been left here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -1 4 4 3 -24 210 20 0 0 -E -axe dwarven~ - A nicely made battle axe, with the rune 'T' engraved on the haft. -~ -#23606 -short sword shortsword dwarven~ -a dwarven shortsword~ -A short sword with a broad blade has been left here.~ -~ -5 gn 0 0 0 an 0 0 0 0 0 0 0 -5 3 4 11 -8 500 50 0 0 -E -short sword shortsword dwarven~ - This sword is typical dwarven manufacture. The forge in the mountain has -produced planty of these small wonders to start a full-scale war. This -particular blade bears a small 'T' rune, near the handle. -~ -A -18 1 -#23607 -dagger dwarven~ -a dwarven dagger~ -A large dagger, almost resembling a small sword, is here.~ -~ -5 gn 0 0 0 an 0 0 0 0 0 0 0 -5 3 3 11 -1 75 7 0 0 -E -dagger dwarven~ - A standard dwarven dagger, made in the forges of the dwarven mountain. It -has a small 'T' rune engraved near the handle. -~ -A -19 1 -#23608 -plate mail platemail dwarven~ -a dwarven platemail~ -A platemail, obviously of crafted by dwarves, has been left here.~ -~ -9 o 0 0 0 adk 0 0 0 0 0 0 0 -6 0 0 0 -7 950 95 0 0 -E -plate mail platemail dwarven~ - A fine platemail, marked with an 'R' rune on the backside. -~ -#23609 -ring mail ringmail dwarven~ -a dwarven ringmail~ -A ringmail has been thrown in a heap here.~ -~ -9 o 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -2 1000 120 0 0 -E -ring mail ringmail dwarven~ - A mail shirt, made from small interlocking rings, it has taken quite some -time to make. On the inside of the collar is a small 'R' rune. -~ -#23610 -bracers steel dwarven~ -some steel bracers~ -Some bracers made of the finest steel are here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -7 0 0 0 -2 500 50 0 0 -E -bracers steel dwarven~ - Some fine steel bracers, all polished and shiny. On the inside, near the -elbows, a small 'R' rune has been set. -~ -#23611 -gloves dwarven~ -a pair of dwarven gloves~ -Some gloves have been thrown here.~ -~ -9 gmo 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -1 210 21 0 0 -E -gloves dwarven~ - A fine set of gloves. They appear to be made from buckskin at first, but a -closer examination reveals in inner glove made from small rings of the highly -praised dwarven metal, mithril. This makes the glove very strong, and such -gloves are known to be enchanted. -~ -A -5 2 -#23612 -iron ore~ -a lump of ore~ -Some iron ore has been piled up here.~ -~ -8 d 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -4 200 20 0 0 -E -iron ore~ - A pretty much nondescript pile of rustred ore, ready to be refined. -~ -#23613 -ore gold~ -a lump of ore~ -Some gold ore has been piled up here.~ -~ -8 d 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 820 82 0 0 -E -ore gold~ - A pretty nondescript pile of gold-streaked ore. -~ -#23614 -ore titanium~ -a lump of ore~ -Some titanium ore has been piled up here.~ -~ -8 d 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 800 80 0 0 -E -ore titanium~ - A pretty nondescript pile of titanium-gray ore. -~ -#23615 -rod iron~ -an iron rod~ -A small rod, made from iron, is here.~ -~ -8 d 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -8 400 40 0 0 -E -rod iron~ - A small rod, made for comfotably moving small amounts of metal. In this case -iron. -~ -#23616 -rod gold~ -a golden rod~ -A small rod, made of gold, is here.~ -~ -8 d 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 800 80 0 0 -E -rod gold~ - A small rod, made for comfotably moving small amounts of metal. In this case -gold. -~ -#23617 -rod titanium~ -a titanium rod~ -A small rod, made of titanium, is here. ~ -~ -8 d 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 100 0 0 -E -rod titanium~ - A small rod, made for comfotably moving small amounts of metal. In this case -titanium. -~ -#23618 -bar iron~ -an iron bar~ -An iron bar is here on the ground - it looks quite heavy.~ -~ -8 d 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -12 600 60 0 0 -E -bar iron~ - A bar some two by two by ten inches, pure iron. -~ -#23619 -bar gold~ -a gold bar~ -A gold bar is here on the ground - it looks quite heavy, but also valuable.~ -~ -8 d 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 900 90 0 0 -E -bar gold~ - A bar some two by two by ten inches, pure gold. -~ -#23620 -bar titanium~ -a titanium bar~ -A titanium bar is here on the ground - it looks heavy, but also very valuable.~ -~ -8 d 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 1000 100 0 0 -#23621 -gold foil~ -some gold foil~ -Some gold foil is here. You might pick it up - but be gentle with it.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 400 40 0 0 -E -gold foil~ - Some very thin sheets of gold foil, ready to use on the armors in the -smithy. You have to handle them really gently, since they are so thin they -break if you touch them the wrong way. -~ -#23622 -rock~ -a rock~ -A piece of rock has fallen down here.~ -~ -12 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 25 2 0 0 -E -rock~ - A small rock, about the size of your underarm. -~ -#23623 -rock large~ -a large rock~ -A large rock has dropped to the ground here.~ -~ -12 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 50 5 0 0 -E -rock large~ - A large rock, about the size of your head. -~ -#23624 -ruby~ -a small ruby~ -Someone have lost a ruby here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 450 45 0 0 -E -ruby~ - A small, bloodred, ruby. -~ -#23625 -emerald~ -a small emerald~ -A little emerald is lying here on the ground.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 372 37 0 0 -E -emerald~ - A little green spot of light in a dark world. -~ -#23626 -key mine dwarven~ -the mine key~ -A small key has been tossed to the ground here.~ -~ -18 cd 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 5 0 0 -#23627 -well basin spring~ -the well~ -Water runs from the spring into a basin, making a nice well for people to drink from.~ -~ -23 i 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -0 0 0 0 0 -#23628 -bed dwarven small~ -a small dwarven bed~ -A bed, just the right size for a dwarf, has been set in one corner here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -200 0 -1 0 -0 0 0 0 0 -E -bed dwarven small~ - The bed is made from wood, has four corners, and is about 5 feet long. You -think it would suit almost any of the dwarves you've met. -~ -#23629 -chest dwarven~ -a reinforced chest~ -A chest, heavily reinforced with iron bands, has been put here. ~ -~ -15 g 0 0 0 0 0 0 0 0 0 0 0 -300 15 4030 0 -0 0 0 0 0 -E -chest dwarven~ - A large chest, with several broad and heavy iron bands going around both the -top and the sides, and a large padlock on the front, stands here. From the -padlock a blue glitter periodically reoccurs, so you are in no doubt the lock is -magical. -~ -#23630 -key dwarven~ -a small key~ -A small key has been thrown here.~ -~ -18 cdg 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 5 0 0 -#23631 -parade chain chainmail mail dwarven~ -a parade chainmail~ -A beautiful dwarven chainmail with a gold hammer emblem has been laid here..~ -~ -9 ag 0 0 0 ad 0 0 0 0 0 0 0 -9 0 0 0 -5 1000 10 0 0 -E -parade chain chainmail mail dwarven~ - An extremely beautiful chainmail, it encompasses everything you expect from a -dwarven armor. It's comparatively light, strong and yet seemingly made only -for parades. On every little ring you can see the 'R' rune, made by Ralf - -Armorsmith of the dwarves. -~ -A -2 -1 -A -5 1 -A -6 1 -#23632 -bed large dwarven~ -a large bed~ -A large four-poster bed, almost your size, has been set in the corner here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -200 0 -1 0 -0 0 0 0 0 -E -bed large dwarven~ - A bed of almost mansize, it's obviously made for the dwarf inhabitant to have -plenty of space. -~ -#23634 -key silver~ -a small silver key~ -A small key, made from silver, has been thrown here.~ -~ -18 cd 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 30 3 0 0 -#23635 -plate silver dwarven~ -a silver breastplate~ -A silver breastplate, made for a stout dwarf, has been droppped here.~ -~ -9 agmo 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -15 500 50 0 0 -E -plate silver dwarven~ - An extremely nice breastplate it is obviously made for the dwarf of some -stature. You think you might just be able to squeeze in, and you feel very -lucky to have found such a beatyful piece of art. A Rune 'R' has been etched -under the left armhole. -~ -A -5 2 -A -6 1 -#23636 -axe dwarven two~ -a two-handed dwarven axe~ -A very large axe of dwarven manufacture has been thrown here.~ -~ -5 gmno 0 0 0 an 0 0 0 0 0 0 0 -1 5 5 3 -18 510 51 0 0 -#23637 -hammer dwarven~ -a dwarven hammer~ -A hammer, ready for pounding on armor, worn or not, is here.~ -~ -5 mo 0 0 0 an 0 0 0 0 0 0 0 -2 2 10 7 -6 550 55 0 0 -E -hammer dwarven~ - A large hammer for dwarven standards, the head of this weapon can also be -used in the everyday life of the working dwarf -~ -A -19 1 -#23638 -pile titanium pieces ore~ -a pile of titanium ore~ -A large pile of very fine pieces of titanium ore is attached to a bell here.~ -~ -8 a 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 1000 100 0 0 -T 23610 -E -pile titanium pieces ore~ - A very large amount of titanium-rich ore. A small bell has been attached to -it, and you're quite sure you wouldn't be able to get more than a handful of -them before the bell goes off. -~ -#23639 -pile titanium pieces ore~ -a pile of titanium ore~ -A large pile of very fine pieces of titanium ore is here.~ -~ -8 a 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -4 1000 100 0 0 -E -pile titanium pieces ore~ - A very large amount of titanium-rich ore. A small bell has fallen to the -ground in front of it. -~ -#23640 -mining pick dwarf~ -a dwarven mining pick~ -A small mining pick has been left here, gathering dust.~ -~ -5 mn 0 0 0 an 0 0 0 0 0 0 0 -0 3 7 10 -3 150 15 0 0 -E -mining pick dwarf~ - A mining pick, made for someone not quite as tall as you. -~ -#23641 -helm mining dwarven~ -a dwarven mining helmet~ -An old helmet with an almost extinguished light is here.~ -~ -9 agm 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -1 600 60 0 0 -E -helm mining dwarven~ - A small helmet worn by the dwarves in the mine, so they can see in the total -darkness downthere. A small candle sits in a housing on the brim. -~ -#23642 -key dwarven city~ -a heavy iron key~ -A key made from heavy iron is here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 100 10 0 0 -$~ diff --git a/lib/world/obj/237.obj b/lib/world/obj/237.obj deleted file mode 100644 index 157b785..0000000 --- a/lib/world/obj/237.obj +++ /dev/null @@ -1,224 +0,0 @@ -#23700 -axe dwarven~ -a dwarven axe~ -An axe, obviously of dwarven manufacture, has been left here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -1 3 6 3 -12 600 60 0 -E -axe dwarven~ - A nicely made battle axe, with the rune 'T' engraved on the haft. -~ -#23701 -short sword shortsword dwarven~ -a dwarven shortsword~ -A short sword with a broad blade has been left here.~ -~ -5 gn 0 0 0 an 0 0 0 0 0 0 0 -5 2 6 11 -8 700 70 0 -E -short sword shortsword dwarven~ - This sword is typical dwarven manufacture. The forge in the mountain has -produced planty of these small wonders to start a full-scale war. This -particular blade bears a small 'T' rune, near the handle. -~ -A -18 1 -#23702 -dagger dwarven~ -a dwarven dagger~ -A large dagger, almost resembling a small sword, is here.~ -~ -5 gn 0 0 0 an 0 0 0 0 0 0 0 -5 2 4 11 -1 175 17 0 -A -19 1 -#23703 -pick dwarven~ -a dwarven pick~ -A small pick has been left here, gathering dust.~ -~ -5 mn 0 0 0 an 0 0 0 0 0 0 0 -0 3 5 10 -4 200 20 0 -E -pick dwarven~ - A pick, made for someone not quite as tall as you. -~ -#23704 -hammer dwarven~ -a dwarven hammer~ -A hammer, ready for pounding on armor, worn or not, is here.~ -~ -5 mo 0 0 0 an 0 0 0 0 0 0 0 -2 2 8 7 -6 300 30 0 -E -hammer dwarven~ - A large hammer for dwarven standards, the head of this weapon can also be -used in the everyday life of the working dwarf -~ -A -19 1 -#23705 -studded leather dwarven~ -a studded leather armor~ -A dwarven made studded leather armor has been thrown in a pile here.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -6 160 6 0 -A -17 -3 -#23706 -ring mail ringmail dwarven~ -a dwarven ringmail~ -A ringmail has been thrown in a heap here.~ -~ -9 o 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -2 750 75 0 -#23707 -chain chainmail dwarven~ -a dwarven chainmail~ -A chainmail is here, abandoned.~ -~ -9 mo 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -3 850 85 0 -#23708 -shield dwarven kite~ -a dwarven shield~ -A shield, bearing the insignia of the dwarves, has been left here.~ -~ -9 o 0 0 0 aj 0 0 0 0 0 0 0 -5 0 0 0 -2 100 10 0 -E -shield dwarven kite~ - A hammer and an axe crossed over 3 rocks is the insignia of the dwarves. -This must be a dwarven shield. -~ -#23709 -buckler dwarven shield~ -a dwarven buckler~ -A small round shield has been thrown here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -2 0 0 0 -1 50 5 0 -E -buckler dwarven shield~ - A small round 'target' shield, it offers little protection when fighting. -But anything is better than nothing... -~ -#23710 -gauntlets plate dwarven~ -some plate gauntlets~ -Some plate gauntlets, with the dwarven insignia on them, are here.~ -~ -9 go 0 0 0 ah 0 0 0 0 0 0 0 -7 0 0 0 -1 250 25 0 -E -gauntlets plate dwarven insignia~ - A hammer and an axe crossed over 3 rocks is the insignia of the dwarves. -This must be dwarven gauntlets. -~ -A -19 2 -#23711 -chain sleeves~ -a set of chain sleeves~ -Some chain mail sleeves has been abandoned here.~ -~ -9 o 0 0 0 ai 0 0 0 0 0 0 0 -7 0 0 0 -3 150 15 0 -#23712 -chain leggings~ -a set of chain leggings~ -Some chain mail leggings are here on the ground.~ -~ -9 o 0 0 0 af 0 0 0 0 0 0 0 -7 0 0 0 -3 150 15 0 -#23713 -overalls dwarven dwarf~ -some overalls~ -A pair of workers overalls lie here in an uneven pile.~ -~ -11 g 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -1 2 1 0 -A -2 -1 -#23714 -helmet plate dwarven~ -a dwarven plate helmet~ -A helmet bearing the dwarven insignia has been thrown here.~ -~ -9 o 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -3 150 15 0 -E -helmet plate dwarven~ - A hammer and an axe crossed over 3 rocks is the insignia of the dwarves. -This must be a dwarven helmet. -~ -#23715 -purse traders leather~ -a large leather purse~ -A large leather purse with the dwarven insignia has been thrown here.~ -~ -15 e 0 0 0 a 0 0 0 0 0 0 0 -30 5 -1 0 -5 50 5 0 -E -purse traders leather~ - A hammer and an axe crossed over 3 rocks is the insignia of the dwarves. -This must be the traders purse. -~ -#23716 -pile coins~ -quite a large amount of coins~ -Quite a large amount of coins is lying here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -1 1000 0 0 -#23717 -looking glass dwarven~ -a looking glass~ -A copper tube about 3' long has been left here.~ -~ -12 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 220 22 0 -E -looking glass dwarven~ - In either end of the tube a small piece of glass is inserted. When you look -through it, you see much clearer, even in half-darkness. -~ -#23718 -skullcap cap iron~ -an iron skullcap~ -A skullcap, made from iron, has been thrown here.~ -~ -9 m 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -2 100 10 0 -#23719 -boots leather~ -some soft leather boots~ -Some rather soft leather boots have been left behind.~ -~ -9 g 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -2 220 22 0 -A -2 1 -$~ diff --git a/lib/world/obj/238.obj b/lib/world/obj/238.obj deleted file mode 100644 index 352331a..0000000 --- a/lib/world/obj/238.obj +++ /dev/null @@ -1,385 +0,0 @@ -#23800 -map~ -a map of the crystal castle~ -A map of the crystal castle.~ - - O - | - O O-v - - - - ^ - | - O-O-O-O-O-O-O-O O O O - | | | | | | | | | | | - O-O-O-O-O-O-O-O O O O O O - | | | | | | | | | | | | | - O-O-O-O-O-O-O-O O O O O O-O - | | | | | | | | | | | | | - O-O-O-O-O-O-O-v O O O O O-O-O - | | | | | | - O O O O O v - | | | | | | -O-O-O-O-O-O ^ O O-O-O O O ^ -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#23801 -ring~ -a ruby colored ring~ -A small ruby covered ring is lying here.~ -~ -9 gp 0 0 0 ab 0 0 0 0 0 0 0 -8 0 0 0 -2 1000 0 0 0 -A -4 2 -A -1 -2 -A -2 -1 -#23802 -wand~ -a wisdom wand~ -A very colorfull wand is lying here.~ -~ -3 gklop 0 0 0 ao 0 0 0 0 0 0 0 -12 4 4 24 -2 500 0 0 0 -A -12 30 -A -1 -2 -A -2 -1 -#23803 -bow~ -a short bow~ -A emerald covered bow lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 5 5 12 -14 1000 0 0 0 -A -2 -1 -A -12 30 -A -5 -1 -#23804 -cloak~ -portal cloak~ -A large portal looking cloak is lying here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -2 0 0 0 -10 10 0 0 0 -A -4 2 -A -3 2 -A -2 -2 -#23805 -darkness~ -a bottle~ -A bag shimmering with dark power is lying here.~ -~ -15 j 0 0 0 a 0 0 0 0 0 0 0 -1000 1 -1 0 -1 1000 0 0 0 -#23806 -ring~ -a wedding ring~ -A small diamond wedding ring lies here.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -5 0 0 0 -1 1000 0 0 0 -A -6 2 -A -2 -1 -A -18 -2 -#23807 -boots~ -some boots of stealth~ -A set of boots with a wing emblem attached to the heel is lying here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -1 0 0 0 -9 600 0 0 0 -A -2 2 -A -14 30 -A -13 -10 -#23833 -swordfish nose~ -a swordfish's nose~ -A large sword made from the nose of a swordfish lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 5 10 11 -20 1000 0 0 0 -A -14 -20 -A -17 5 -#23837 -skull~ -a small skull~ -A small skull which seems to be of a very small human.~ -~ -15 deh 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#23838 -light potion~ -a light potion~ -A small light potion lies here.~ -~ -10 a 0 0 0 a 0 0 0 0 0 0 0 -20 28 -1 -1 -2 500 0 0 0 -#23840 -torch~ -a light torch~ -A small torch sputters on the wall casting a flickering light.~ -~ -1 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -stone~ - Upon further inspection you notice that the torch is pullable. -~ -E -torch~ - A small light torch is here sticking out of the wall surrounded by loose -stones. -~ -#23841 -bone necklace~ -a bone necklace~ -A necklace made of bones lies here.~ -~ -9 djn 0 0 0 ac 0 0 0 0 0 0 0 -10 0 0 0 -10 100 0 0 0 -E -necklace~ - As you look at this necklace you see that it is made of small pieces of bone -connected by titanium. -~ -A -1 2 -A -4 -2 -A -12 -30 -#23843 -box~ -a large box~ -A large box stands upright here.~ -~ -12 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 23843 -E -box~ - You notice that this box is in excellent condition. -~ -#23844 -coin~ -a massive heap of coins~ -A massive pile of coins lie here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 500 500 30 -1 1 0 0 0 -#23845 -boots~ -some crystal boots~ -A set of crystal boots are lying here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -10 0 0 0 -10 1000 0 0 0 -A -18 3 -A -19 -2 -A -12 -10 -#23846 -gloves~ -some crystal gloves~ -A set of crystal gloves is lying here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -10 0 0 0 -10 1000 0 0 0 -A -19 -3 -A -18 4 -A -12 -10 -#23847 -wristband~ -a small crystal wristband~ -A small crystal wristband lies here shimmering on the ground.~ -~ -9 g 0 0 0 am 0 0 0 0 0 0 0 -6 0 0 0 -10 1000 0 0 0 -A -19 5 -A -12 -10 -A -14 -20 -#23848 -leggings~ -some crystal leggings~ -A set of flawless leggings sit upright here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -5 0 0 0 -10 1000 0 0 0 -A -14 -10 -A -18 -2 -A -19 4 -#23849 -girth~ -a crystal girth~ -A large crystal girth is lying here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -10 0 0 0 -10 1000 0 0 0 -A -1 1 -A -2 -2 -A -20 2 -#23855 -fountain~ -a large fountain~ -A large emerald covered fountain sits here, looking refreshing.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 0 -0 0 0 0 0 -T 23855 -E -fountain~ - Looking closer at the fountain you notice that the bottom is very deep and -there is something sparkling in the water. -~ -E -water~ - You notice that there is a small portal on the bottom of the fountain. -~ -#23860 -key~ -a titanium key~ -A small titanuim key is lying here.~ -~ -18 d 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -50 1 0 0 0 -A -3 -4 -A -23 -2 -A -4 -3 -#23861 -portal~ -a blue portal~ -A large blue portal shimmers here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 23862 -#23862 -portal~ -a red portal~ -A large red portal shimmers here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 23863 -#23863 -portal~ -a green portal~ -A large green portal shimmers here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 23861 -#23870 -plate~ -a pile of dark plate~ -A pile of black plate is lying here.~ -~ -9 ag 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -20 200 0 0 0 -A -17 -2 -A -12 -50 -A -5 -2 -#23874 -scepter~ -queens scepter~ -The queens scepter is lying here.~ -~ -1 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -3 200 0 0 0 -A -12 30 -A -13 -15 -A -5 -1 -#23875 -claw~ -a large crystal claw~ -A dragon claw is lying here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -8 10 5 8 -20 1000 0 0 0 -#23899 -head~ -a crystal dragon's head~ -A large crystal dragon's head is lying here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -10 0 0 0 -20 1000 0 0 0 -A -5 -1 -A -1 2 -A -4 -2 -$~ diff --git a/lib/world/obj/239.obj b/lib/world/obj/239.obj deleted file mode 100644 index d7c61b2..0000000 --- a/lib/world/obj/239.obj +++ /dev/null @@ -1,442 +0,0 @@ -#23900 -dry canteen~ -a canteen~ -A once full canteen is dry now.~ -~ -13 dhq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -15 10 0 0 0 -E -canteen~ - The canteen is dry and cursed. It's not nice to kill poor defenseless -bugbears. A weary travelling bugbear canteen is empty. -~ -#23901 -wooden club sasquatch~ -a huge wooden club~ -A huge wooden club with two spikes on the end.~ -~ -5 cd 0 0 0 an 0 0 0 0 0 0 0 -3 3 10 5 -5 300 3 17 0 -E -club~ - The wooden club has sharp spikes protruding from the end of it. Could -definitely cause some damage if it hit someone. -~ -#23902 -sentinel hammer~ -a sentinel hammer~ -A Dwarven Sentinel's Hammer~ -~ -5 acdkoq 0 0 0 an 0 0 0 0 0 0 0 -0 0 0 0 -5 900 0 17 0 -E -hammer sentinel~ - A fine weapon crafted by the ancient dwarven weaponsmiths of NewHaven. It -once belonged to a Dwarven Sentinel to help it guard the north face of the -Southern Mountains from enemies of the NewHaven Dwarves. -~ -A -19 2 -A -18 2 -A -2 1 -#23903 -shield sentinal stone dwarven~ -a stone shield~ -A shield of stone manufactered by the finest dwarven stone cutters of NewHaven~ -~ -9 acdkp 0 0 0 aj 0 0 0 0 0 0 0 -3 0 0 0 -2 900 0 16 0 -E -stone shield~ - Finely Dwarven crafted stone shield with unknow magical powers. Was crafted -centuries ago by dwarven stone cutters for the Dwarven Sentinal in the Southern -Mountains. -~ -A -2 2 -A -6 2 -#23904 -bark helmet ponderosa pine~ -a bark helm~ -A bark helm crafted by Ewts.~ -~ -9 fgk 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -3 900 200 0 0 -E -bark helm~ - Helm of Bark from the root of an ancient ponderosa pine. Crafted by ewts of -old with long forgotten forging skills and long lost spells of ewt sorcery -~ -A -13 20 -A -12 -20 -#23910 -club stone drow~ -an obsidian club~ -A Drow's stone club.~ -~ -5 i 0 0 0 an 0 0 0 0 0 0 0 -3 5 5 7 -3 500 5 0 0 -E -club stone drow obsidian~ - A very nice club chipped from obsidian by drow slaves in the drow mines. -It seems to have some maigical powers cast upon it. -~ -A -13 10 -A -14 -15 -#23911 -boots drow~ -a pair of drow boots~ -A pair of Drow boots~ -~ -9 ajop 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -3 500 25 15 0 -E -drow boots~ - Boots of the finest drow construction, with spider webbing padding and -magical spells cast upon it by the drow clerics. -~ -A -2 1 -A -6 -2 -A -14 20 -#23912 -black cape drow~ -a black cape~ -A Drow's black cape~ -~ -9 op 0 0 0 ack 0 0 0 0 0 0 0 -1 0 0 0 -2 500 10 15 0 -E -cape black drow~ - A drow cleric's cape of spider web. It has been skillfully woven with a -strange fabric and interlaced with magical spells of the drow clerics. -~ -A -12 20 -A -6 -1 -A -1 -1 -#23913 -staff drow~ -a spider staff~ -A staff of spider silk woven with magical powers.~ -~ -5 fop 0 0 0 an 0 0 0 0 0 0 0 -4 2 10 5 -3 500 10 15 0 -E -spider staff drow~ - A gray staff of spider silk woven into a staff by drow mages. It has some -magical powers -~ -A -18 1 -A -19 2 -A -14 -10 -#23914 -robe drow amber~ -an amber robe~ -An amber black robe woven from spider silk.~ -~ -9 gop 0 0 0 ak 0 0 0 0 0 0 0 -3 0 0 0 -3 500 10 15 0 -E -amber drow robe~ - Woven from spider silk by the Drow mages it is said to have some magical -powers. A long amber robe of the finest Drow quality. The mages wear it for -protection and to religous ceremonies. -~ -A -12 20 -A -13 -10 -#23915 -helmet drow~ -a drow helmet~ -A drow helmet with a spider emblem.~ -~ -9 jlmno 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -1 200 5 0 0 -E -drow helmet~ - A helmet of drow construction has a spider emblem on the brow. Seems to -have been woven with some magical spells by a drow mage. -~ -A -13 15 -A -6 -2 -#23916 -spider web collar~ -a spider web collar~ -A drow spider web collar.~ -~ -9 mno 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -2 200 8 15 0 -E -spider collar drow~ - A fine woven drow collar. Constructed of spider web and woven with magical -spells. -~ -A -13 10 -A -14 -7 -A -18 1 -#23917 -breastplate plate drow dark~ -a dark breastplate~ -A dark drow breastplate.~ -~ -9 mno 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -5 400 5 15 0 -E -dark drow breastplate plate~ - A drow guard's breastplate made from a black metal. Finely contructed by -drow weaponsmiths and offers good protection of the body. -~ -A -1 1 -A -2 -1 -#23918 -drow belt guard~ -a drow guard belt~ -A drow guard's belt woven with leather.~ -~ -9 mno 0 0 0 al 0 0 0 0 0 0 0 -1 0 0 0 -1 200 3 15 0 -E -guard belt drow~ - A leather drow guard's belt is woven with spider web and leather. Hand made -by the drow guards in a method only know to them. -~ -#23919 -drow guard bracelet~ -a drow bracelet~ -A drow guard's bracelet.~ -~ -9 mno 0 0 0 am 0 0 0 0 0 0 0 -1 0 0 0 -2 300 3 15 0 -E -drow bracelet~ - A drow bracelet is made of some shiny metal. It offers good wrist -protection. -~ -A -13 10 -A -3 -1 -#23920 -black silk pants~ -a pair of black silk pants~ -A pair of black silk pants.~ -~ -9 mno 0 0 0 af 0 0 0 0 0 0 0 -1 0 0 0 -3 300 5 15 0 -E -black silk pants~ - A pair of black silk pants interwoven with spider web. Crafted by drow -guards and interwoven with the dark magic of the drow. -~ -A -18 1 -A -19 -1 -#23921 -guard drow boots~ -a pair of drow boots~ -A black pair of guard boots.~ -~ -9 mno 0 0 0 ag 0 0 0 0 0 0 0 -1 0 0 0 -2 300 5 15 0 -E -black drow boots~ - A pair of finely crafted drow guard boots. Sturdy and durable they are -comfortable on the feet. -~ -A -14 15 -A -13 -20 -#23922 -arm band drow armband~ -a drow armband~ -A drow guard's armband.~ -~ -9 go 0 0 0 ai 0 0 0 0 0 0 0 -1 0 0 0 -1 300 0 15 0 -E -arm band armband drow guard~ - A finely crafted armband of drow construction. Seems to be woven with -strands of spider web, leather, and metal links. -~ -#23923 -leg leggings leather black drow~ -a pair of drow leggings~ -A pair of finely crafted drow leggings lays here.~ -~ -9 gjo 0 0 0 af 0 0 0 0 0 0 0 -1 0 0 0 -2 300 2 15 0 -E -leggings leg drow guard black~ - A finely crafted pair of drow leggings offers good protection for the legs. -They are made from small metal rings interwoven with spider web and leather. - -~ -#23924 -rusty sword~ -a rusty sword~ -A rusty sword lies here.~ -~ -5 mn 0 0 0 an 0 0 0 0 0 0 0 -5 2 10 3 -3 300 3 15 0 -E -rusty sword~ - The sword was probably a good weapon at one time but now it has rusted and -needs sharpening. It is well balanced and easy to use. With a little care and -polishing this weapon could be better. -~ -A -24 2 -#23925 -rusty knife~ -a rusty knife~ -A rusty knife lays here.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -5 2 5 11 -2 300 2 15 0 -E -rusty knife~ - A long thin knife good for piercing armor. Sturdy and well balanced it is -not difficult to use. Rust has dulled the blade and would need care to return -it to it's original luster. -~ -#23926 -crude shield~ -a crude shield~ -A crude shield with a blue dragon on it lays here.~ -~ -9 a 0 0 0 aj 0 0 0 0 0 0 0 -2 0 0 0 -3 300 2 15 0 -E -crude shield~ - A crude shield of ancient times is round, hard to hold and easily broken. -There is a blue dragon emblem on the front of the worn, dented and thin face of -the shield. -~ -A -2 -1 -A -17 2 -A -6 2 -#23927 -leather halter~ -a leather halter~ -A shabby leather halter lays in a pile here.~ -~ -9 mn 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -2 300 1 12 0 -E -shabby leather halter~ - A leather halter is poorly contructed and offers little protection to the -body. Made from leather then dyed black it is held together with metal rings. - -~ -#23928 -leather vest~ -a leather vest~ -A leather vest is lying here.~ -~ -9 j 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -2 300 3 15 0 -E -leather vest~ - A poorly crafted leather vest of elf skin. Offers little protection to the -body. -~ -A -6 -1 -A -5 1 -#23929 -key obsidian~ -an obsidian gate key~ -An obsidian key shines here.~ -~ -18 bh 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 300 0 0 0 -E -key obsidian~ - The key is a finely crafted obisidian stone key that shines a black gleaming -shine. It emits some strange sounds, and vibrates when touched. -~ -#23930 -sign crude~ -a crude sign~ -A crude sign is scrawled here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign crude~ - GoBlinz OnnLee -TrASSpassers wiLT B KiLtted -DaT Meeens U -Dunt Foller dis path -~ -#23931 -green sign~ -a green sign~ -A green sign is posted next to the tree here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign green~ - Climb Tree at Own Risk -Please do not feed the animals -Please do not harm the birds -Thank you -~ -$~ diff --git a/lib/world/obj/240.obj b/lib/world/obj/240.obj deleted file mode 100644 index f8d1471..0000000 --- a/lib/world/obj/240.obj +++ /dev/null @@ -1,373 +0,0 @@ -#24000 -robe~ -a gray robe~ -A nice robe is laying abandoned on the ground.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -2 0 0 0 -3 3 0 0 0 -E -robe~ - A long, loose flowing, outer garment, significant of church rank or position. - -~ -#24001 -mantle~ -a cloth mantle~ -Someone left a bright white mantle here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -2 0 0 0 -3 3 0 0 0 -E -mantle~ - A very short cloak, often covering just the shoulders. -~ -#24002 -axe~ -a battle axe~ -A large battle axe is stuck into the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 7 3 6 -16 800 120 0 0 -E -axe~ - A single-bladed axe designed primarily for combat. -~ -#24003 -axe~ -a double headed axe~ -A massive double headed axe is half buried in the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 4 6 3 -18 850 135 0 0 -E -axe~ - A war axe with two opposing blades. -~ -#24004 -lochaber~ -a lochaber~ -An expertly crafted lochaber is hidden in the dirt.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 8 3 3 -12 600 0 0 0 -E -axe~ - As much a polearm as an axe, it is a single edged axe head attached to a 6 -foot long haft. -~ -#24005 -axe~ -a broad axe~ -A large axe was left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 4 5 6 -8 300 0 0 0 -E -axe~ - A single wide-edged axe. -~ -#24006 -bardiche~ -a bardiche~ -A bardiche was negligently left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -4 7 4 10 -7 525 52 0 0 -E -bardiche~ - A type of pole-axe, typically a long, convex blade attached to the pole at -two points. -~ -#24007 -halberd~ -a halberd~ -A halberd is rusting in the damp air.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -4 3 10 6 -8 600 60 0 0 -E -halberd~ - A large, angled axe blade atop a pole, set with a back spike. -~ -#24008 -hatchet~ -a hatchet~ -A small hatchet has been abandoned by its owner.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 5 3 3 -3 150 15 0 0 -E -hatchet~ - A small, one handed axe, designed for labor more than combat. -~ -#24009 -polearm~ -a polearm~ -A expertly crafted polearm is lying here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -4 5 5 10 -13 465 47 0 0 -E -polearm~ - This horrifying weapons main feeature is that a large hook is the main body -of the weapon, with a convex axe blade on the end with sharpened edges and -spikes. -~ -#24010 -loincloth~ -a leather loincloth~ -A leather loincloth is laying on the ground.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -3 0 0 0 -2 20 2 0 0 -E -loincloth~ - This is the only clothing most minotaurs wear. It looks very uncomfortable -and you would rather not be caught wearing it. -~ -#24011 -bear meat~ -some bear meat~ -A large side of meat is lying here attracting flies.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 15 3 0 0 -E -meat~ - This large hunk of meat must have come from a big animal. You guess it's -probably from the bears outside the city of Dun Maura. -~ -#24012 -elk meat~ -some elk meat~ -A side of meat was left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -2 10 2 0 0 -E -meat~ - This large hunk of meat must have come from a big animal. You guess it's -probably from the elks outside the city of Dun Maura. -~ -#24013 -salmon fish~ -some salmon~ -A large fish stinks here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -2 50 5 0 0 -E -fish~ - A large fish, looks like salmon, was left here. It still looks edible, at -least if you like fish. -~ -#24014 -loincloth fur~ -a fur loincloth~ -A loincloth made of soft fur has your name on it.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -2 0 0 0 -3 15 1 0 0 -E -loincloth~ - This attractive little getup is very soft. You wouldn't mind wearing this at -all. Who knows, maybe you'll attract some attention. -~ -#24015 -minotaur horns~ -a set of minotaur horns~ -A set of minotaur horns was left here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 350 35 0 0 -E -minotaur horns~ - Whoever, or whatever killed the minotaur to get these horns must be one tough -SOB. These horns are prized in some areas and will fetch a good price. -~ -#24016 -gold nosering ring~ -a minotaur's nosering~ -A gold nosering is covered in dust.~ -~ -12 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -2 260 26 0 0 -E -nosering~ - This prized item among the minotaurs looks almost big enough to fit around -your wrist. The minotaurs use the nosering as a symbol of office. Only an -experienced guildsman is allowed to wear them. -~ -A -19 2 -#24017 -staff oak quarterstaff~ -an oak quarterstaff~ -A large oak quarterstaff is perfectly straight and smooth without imperfection.~ -~ -5 go 0 0 0 an 0 0 0 0 0 0 0 -4 3 7 7 -5 125 12 0 0 -E -oak quarterstaff~ - A long staff a few inches thick. It is made of oak and is in perfect -condition. It is the best staff you have ever seen. -~ -A -19 1 -#24018 -brass knuckles~ -a set of brass knuckles~ -A set of brass knuckles is lying in the dirt.~ -~ -9 ag 0 0 0 ah 0 0 0 0 0 0 0 -5 0 0 0 -4 280 28 0 0 -E -brass knuckles~ - This deadly looking weapon is very good during fist fights. That or it can -be worn when wielding a weapon to prevent a foe from raking your fingers and -trying to make you drop your own weapon. -~ -#24019 -hooded lantern~ -a hooded lantern~ -A large hooded lantern is unlit.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 36 0 -3 60 6 0 0 -E -lantern hooded~ - This is a rugged lantern used on long treks when searching caves or -underground tunnels. It is made to last a long time, but the price is -outrageous. -~ -#24020 -belt pouch~ -a belt pouch~ -A small belt pouch was left here, maybe there is some money in it.~ -~ -15 0 0 0 0 al 0 0 0 0 0 0 0 -50 1 -1 0 -2 2 1 0 0 -E -belt pouch~ - This small pouch is used by merchants to carry their gold, is this one empty? - -~ -#24021 -fancy cape~ -a fancy cape~ -A fancy cape was left here.~ -~ -9 0 0 0 0 ack 0 0 0 0 0 0 0 -2 0 0 0 -4 204 20 0 0 -E -cape~ - An fancy unhooded cloak that serves no real purpose except look silly. You -wonder how anyone could wear one of these and not get all tangled up in it. -~ -A -2 1 -#24022 -sandals~ -a pair of sandals~ -A pair of hoof looking sandals are lying here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -6 30 3 0 0 -E -sandals~ - These sandals won't even fit on your feet. Some rich minotaurs of Dun Maura -are supposed to wear these, they are considered a type of high status if you -have a pair. To you they are just junk. -~ -#24023 -scourge~ -a scourge~ -A wicked looking whip is coiled up neatly in a circle.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -7 4 5 2 -8 500 0 0 0 -E -scourge~ - A whip with sharp metal attached to the end. -~ -A -19 2 -A -18 -3 -#24024 -sceptre~ -a bronze sceptre~ -A large bronze sceptre sparkles brightly.~ -~ -1 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 -1 0 -15 1000 0 0 0 -E -spectre~ - This spectre gives off a strange light from an unkown source. It does not -flicker like a torch or lantern but radiates constantly. -~ -#24025 -purse~ -a purse~ -A fancy fur purse is hidden in the shadows.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -50 1 -1 0 -9 100 0 0 0 -E -purse~ - This nice looking purse is very pretty. You wonder what poor woman dropped -it. -~ -#24026 -gold band~ -a gold band~ -A gold band, signifying an arena win has been lost here.~ -~ -9 jk 0 0 0 ab 0 0 0 0 0 0 0 -5 0 0 0 -3 1000 0 0 0 -E -gold ring~ - This ring signifies a victory in the arena of Dun Maura, city of minotaurs. -These are considered precious. Minotaurs wear these on their horns after a -victory. Anyone falsely wearing this is deserving of a long painful death. -~ -A -19 2 -A -5 -2 -#24027 -fountain~ -the fountain~ -A pool of clear water is contained within a large fountain made of stone.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 0 -0 0 0 0 0 -$~ diff --git a/lib/world/obj/241.obj b/lib/world/obj/241.obj deleted file mode 100644 index ad748d1..0000000 --- a/lib/world/obj/241.obj +++ /dev/null @@ -1,396 +0,0 @@ -#24100 -standard issue starfleet phaser~ -a standard issue phaser~ -A standard issue Starfleet phaser has been left here.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -0 5 5 12 -3 200 500 0 -E -phaser~ - These phasers are the standard weapon of Starfleet officers. It offers -decent damage for its fairly small size. -~ -A -18 2 -#24101 -phaser rifle~ -a phaser rifle~ -A large phaser rifle is lying here.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -0 7 6 12 -8 400 1000 0 -E -phaser rifle~ - This phaser rifle looks pretty powerful. These weapons are used mainly on -assault type missions, where power is important. -~ -A -18 4 -#24102 -burgandy starfleet command uniform~ -a burgandy Starfleet command uniform~ -A neatly folded burgandy Starfleet command uniform is lying here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -10 0 0 0 -5 400 500 0 -E -burgandy command uniform~ - These uniforms are worn by command officers on Federation starships. It's -kind of tight, but it looks pretty good. -~ -A -3 1 -A -4 1 -A -9 1 -#24103 -gold starfleet engineering uniform~ -a gold Starfleet engineering uniform~ -A neatly folded gold Starfleet engineering uniform is lying here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -10 0 0 0 -5 400 500 0 -E -gold engineering uniform~ - These uniforms are worn by engineering officers on Federation starships. -It's kind of tight, but it looks pretty good. -~ -A -1 1 -A -3 1 -A -13 1 -#24104 -blue starfleet medical uniform~ -a blue Starfleet medical uniform~ -A neatly folded blue Starfleet medical uniform is lying here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -10 0 0 0 -5 400 500 0 -E -blue medical uniform~ - These uniforms are worn by medical officers on Federation starships. It's -kind of tight, but it looks pretty good. -~ -A -2 1 -A -5 1 -A -12 20 -#24105 -starfleet black boots~ -a pair of Starfleet black boots~ -A pair of Starfleet black boots are sitting here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -5 0 0 0 -3 500 250 0 -E -starfleet black boots~ - These boots must be worn by all Starfleet officers while on duty. They're -quite light, and offer good protection for the feet. -~ -A -14 50 -#24106 -starfleet comm com communication badge~ -a Starfleet communication badge~ -A Starfleet communication badge is lying here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 500 500 0 -T 24105 -E -starfleet communication badge~ - These communication badges must be worn by all officers while on a starship. -It looks like a silver arrow head on top of a golden colored oval: - - ____/\____ - / / \ \ - | / \ | - \_/ _/\_ \_/ - // \\ - -It looks like it could be TAPped. -~ -A -18 1 -A -19 1 -#24107 -worf's worf sash~ -Worf's sash~ -Worf's silver chain sash has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -6 500 300 0 -E -worf's worf sash~ - Worf's sash is some sort of Klingon clothing. Worf always wears it, which -makes you wonder how you managed to get a hold of it... -~ -A -1 1 -#24108 -geordi geordi's visor~ -Geordi's VISOR~ -Geordi's VISOR is lying here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -6 500 750 0 -T 24116 -E -geordi geordi's visor~ - Geordi's VISOR was made specially for him, because he's blind. This piece of -equipment allows him to see things, but differently than normal eyes. I wonder -how Geordi is managing, now that you've stolen his only way of seeing? -~ -A -3 1 -A -18 3 -#24109 -medical tricorder~ -a medical Tricorder~ -A medical Tricorder is lying here, ready to be used.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -10 5 5 28 -6 500 500 0 -T 24136 -E -medical tricorder~ - This medical Tricorder is used to heal small wounds and cuts. While it isn't -made for major injuries, it can help you limp home. To use, hold it and then -use it. You can also use it to @gscan@n someone for injuries. -~ -#24110 -dilithium crystal~ -a dilithium crystal~ -A shard of dilithium crystal is lying here.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -2 500 250 0 -E -dilithium crystal~ - Dilithium crystals are used to power warp cores of starships. This -particular crystal is glowing brightly, and gives off a blue-ish tinge. -~ -A -18 1 -#24111 -picard picard's flute~ -Picard's flute~ -Captain Picard's wooden flute is sitting here.~ -~ -12 b 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 500 250 0 -T 24103 -E -picard picard's flute~ - Captain Picard received this flute when he lost his memory and was stuck on -some strange world. Now, he plays it to relieve stress. -~ -A -4 3 -A -19 2 -#24112 -riker riker's trombone~ -Riker's trombone~ -Commander Riker's trombone has been placed here.~ -~ -12 b 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 500 250 0 -T 24106 -E -riker riker's trombone~ - Commander Riker considers himself to be a talented jazz musician. He -practices on this trombone all the time. -~ -A -18 3 -A -19 3 -#24120 -tea cup tea~ -a small cup~ -A small cup of tea is sitting here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -4 4 11 0 -9 15 10 0 -#24121 -wine bottle synthehol wine~ -a synthehol~ -A bottle of synthehol is standing here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -8 8 2 0 -13 30 10 0 -#24122 -ale ferengi bottle ale~ -a Ferengi bottle~ -A bottle of Ferengi ale is sitting here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -8 8 3 0 -13 30 10 0 -#24123 -hisky whiskey romulan bottle whisky~ -a Romulan bottle~ -A bottle of Romulan whiskey is sitting here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -8 8 5 0 -13 45 10 0 -#24124 -lemonade prune juice glass lemonade~ -a small glass~ -A small glass of prune juice is sitting here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -8 8 6 0 -13 10 10 0 -#24125 -beer vulcan bottle beer~ -a Vulcan bottle~ -A bottle of Vulcan beer is standing here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -8 8 1 0 -13 10 10 0 -#24126 -spacesuit suit~ -a Starfleet regulation spacesuit~ -A Starfleet regulation spacesuit lies, crumpled on the floor.~ -~ -9 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 0 -E -spacesuit suit~ - These suits come in pale shades of red, blue and gold, depending on ones -rank. Their tanks contain plenty of oxygen. Always wear one before going out -into space! -~ -#24127 -spacesuit suit~ -a row of Starfleet regulation spacesuits~ -A row of Starfleet regulation spacesuits hang along the walls.~ -~ -9 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -T 24108 -E -spacesuit suit~ - This is a long row of Starfleet regulation spacesuits, enough for every -member of the crew, and then some. They come in various colors, dependant on -rank and have an almost limitless supply of oxygen. -~ -#24128 -replicator~ -a replicator~ -A replicator stands against one wall.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -replicator~ - This is a very special and high-tech device used to replicatate any known -(and programmed) food or drink. They can be configured to reproduce other -things, like weapons and atomic elements. But this one hasn't got such a -function, you'd want the ones in security for that. One of the side-panels -appears to have some writing on it. -~ -E -side panel~ - Order: - -Tea -Bread -Coffee -Beer -~ -#24129 -cup earl gray tea~ -a cup of earl gray tea~ -A cup of earl gray tea has been discarded.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 11 0 -1 1 0 0 -E -cup earl gray tea~ - This is captain Picard's favorite beverage. -~ -#24130 -loaf warm bread~ -a loaf of warm bread~ -A loaf of warm bread has been dropped here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -loaf warm bread~ - A delicious-looking loaf of warm bread. -~ -#24131 -mug black coffee~ -a mug of black coffee~ -A mug of black coffee lies steaming on the floor.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 12 0 -1 1 0 0 -E -mug black coffee~ - A lovely big mug of hot black coffee. -~ -#24132 -worf batleth~ -Worf's batleth~ -A very dangerous-looking batleth has been carefully placed here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 8 8 3 -10 1 0 0 -T 24117 -E -worf batleth~ - This is the native weapon of a Klingon, they are given one when they are old -enough to stand and are very adept with it before they reach puberty. It -consists of a long, curved blade with a slightly shorter handle parallel to it, -with appropriate grip holes. -~ -#24133 -spots collar red~ -a small red collar~ -Spot seems to have lost his small red collar.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 -E -spots collar red~ - A very fine-looking red cat's collar. It has a small metal tag that reads -'SPOT' hanging from it. -~ -$~ diff --git a/lib/world/obj/242.obj b/lib/world/obj/242.obj deleted file mode 100644 index b218749..0000000 --- a/lib/world/obj/242.obj +++ /dev/null @@ -1,587 +0,0 @@ -#24200 -tea cup tea~ -a cup~ -A cup has been set here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 11 0 -13 5 1 0 -E -cup~ - It is a small simple cup. -~ -#24201 -milk cup milk~ -a cup~ -A cup has been set here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 10 0 -13 7 1 0 -E -cup~ - It is a small simple cup. -~ -#24202 -water cup water~ -a cup~ -A cup has been set here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -12 12 15 0 -17 2 1 0 -E -cup~ - It is a large simple cup. -~ -#24203 -water bottle water~ -a bottle~ -A bottle of Evian natural spring water is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -24 24 15 0 -29 10 6 0 -E -bottle~ - It is a large, clean bottle. There is a large label pasted on the side. -~ -E -label~ - You've been ripped off! It says here at the bottom of the label, in really -really small letters, 'Bottled in the Midgaard branch of Evian Inc. This water -is from the natural, mostly clean River of Midgaard. ' -~ -#24204 -water canteen water~ -a canteen~ -A canteen has been set on the ground here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -80 80 15 0 -85 45 15 0 -E -canteen~ - It is a fairly big canteen. Looks like it can hold a lot of liquid. -~ -#24205 -red usher usher's vest~ -a red usher's vest~ -A red ushers vest has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -4 1 0 0 -E -red usher usher's vest~ - This vest is made out of thick cloth. It has bright gold buttons running -down the middle of it, and it has two small pockets on either side. -~ -#24206 -flashlight flash light~ -a small black flashlight~ -A small black metal flashlight is lying here.~ -~ -1 ag 0 0 0 a 0 0 0 0 0 0 0 -0 0 -1 0 -2 1 0 0 -E -flashlight flash light~ - This is a small flashlight, used by the ushers at the theater. -~ -#24207 -leather work gloves~ -a pair of leather work gloves~ -A pair of thick leather work gloves have been left here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -2 1 0 0 -E -leather work gloves~ - This pair of gloves looks fairly new. The palms have an extra strip of -leather across them, while the tops have a layer of thick yellow fabric. -~ -#24208 -denim overalls~ -a pair of denim overalls~ -A pair of denim overalls have been discarded here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -4 200 0 0 -E -denim overalls~ - This pair of overalls looks quite big. They're a dark blue color, with a -large pocket over the chest. -~ -#24209 -expensive suit jacket~ -an expensive suit jacket~ -An expensive looking black suit jacket is sitting here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -4 0 0 0 -4 400 100 0 -E -expensive suit jacket~ - This jacket looks pretty nice. It seems to fit you perfectly. -~ -#24210 -white dress shirt~ -a white dress shirt~ -A white dress shirt has been neatly folded here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -4 750 250 0 -E -white dress shirt~ - The shirt has no patterns or colors on it whatsover. It's a thin white -shirt with white buttons. -~ -#24211 -black dress pants~ -a pair of black dress pants~ -A pair of black dress pants is lying here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -3 0 0 0 -3 200 20 0 -E -black dress pants~ - This pair of dress pants feel soft, and seem to fit you well. -~ -#24212 -leather dress shoes~ -a pair of men's leather dress shoes~ -A pair of men's black leather dress shoes are sitting here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -2 400 500 0 -E -leather dress shoes~ - These shoes look quite comfortable. The leather is soft, and has an -elaborate pattern printed on it. -~ -#24213 -fancy dress~ -a fancy black dress~ -A fancy black dress has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -3 400 100 0 -E -fancy dress~ - This dress is very nice. It's rather tight, but it fits you quite well. -~ -#24214 -dress heels~ -a pair of dress heels~ -A pair of women's dress heels are sitting here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -2 400 500 0 -E -dress heels~ - These shoes look quite comfortable. The leather is soft, the heels aren't -too high. -~ -#24215 -black bow tie~ -a black bow tie~ -A black bow tie is here, waiting for you to pick it up.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -2 0 0 0 -1 250 50 0 -E -black bow tie~ - This bow tie looks brand new. It would go well with a suit. -~ -#24216 -key city~ -the City Key~ -The very big City Key is lying here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -30 1000 500 0 -E -key city~ - It is probably the biggest key you have seen in your life. It is made from -polished gold and has various patterns on it along with the Midgaard Coat of -Arms. -~ -#24217 -pda personal digital assistant~ -a PDA~ -A PDA (Personal Digital Assistant) is lying here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 250 50 0 -E -pda personal digital assistant~ - This PDA looks pretty complicated. It's a small black box, about the size of -a small book. On the screen are several icons. -~ -A -3 2 -A -18 1 -#24218 -cell phone cellphone~ -a black cellphone~ -A black cell phone is here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 150 50 0 -E -cell phone cellphone~ - A cellphone is a pretty worthless item. Why use a cellphone when you can use -a regular phone? And besides, on a MUD, you can magically communicate without -phones anyway. -~ -A -14 30 -#24219 -laptop lap top~ -a brand new laptop~ -A brand new laptop is here, waiting to be stolen.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 550 55 0 -E -laptop lap top~ - This laptop looks brand new. Black in color, it features a 1. 6 GHz -processor, 512 MB of RAM, a 64 MB video card, and a 40x DVD/CD burner. Pretty -fancy. -~ -A -3 1 -A -19 1 -#24220 -sack coins gold~ -a huge sack of gold coins~ -A huge sack of gold coins sits here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -1 1 0 0 -#24221 -sword long~ -a long sword~ -A long sword has been left here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -8 600 10 0 -#24222 -meat chunk~ -a piece of meat~ -A rather dubious looking piece of meat is on the ground here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -14 0 0 0 -5 24 10 0 -E -meat chunk~ - It isn't so much that the meat looks poisoned or anything, but that you just -are not sure of its origins. You doubt that a hunter would drop a side of -venison or rabbit meat... What in the world could this meat have come from, you -wonder... -~ -#24223 -script first 1 one~ -the first page of a script~ -The first page of a play script is lying here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -script 1 one~ - x-------------------------------------------------x - | pg 1 | - | THE STREET VENDOR FROM HELL | - | by Crazyman | - | | - | (The play begins on a street in downtown | - | New Sparta. It's about noon, and it's | - | raining. Joe Smith is seated on a bench, | - | along with a cop.) | - | | - | Joe: Oh, how I wish it would stop raining! I | - | grow weary of this foul weather. | - | | - | Cop: Actually, I like this rain. It gives me | - | an excuse to sit in the 7-11 and eat | - | donuts. | - | | - | Joe: Yes, you would like that. | - | | - | (A high pitched scream pierces the silence.) | - | | - | Joe: What the hell was that? Is somebody | - | trying to kill Abe again? | - | | - | Cop: I don't know. I'll go check it out. | - | (The cop stands up, and hurries down | - | the street.) | - | | - | Joe: (To himself) I think I'm heading home. | - | (He gets up to leave.) | - | | - x-------------------------------------------------x -~ -A -9 10 -#24224 -script second 2 two~ -the second page of a script~ -The second page of a play script is lying here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -script second 2 two~ - x-------------------------------------------------x - | pg 2 | - | | - | (A street vendor dashes out from behind a | - | building, and rushes over to Joe) | - | | - | Vendor: Good afternoon good sir! May I inter- | - | est you in this beautiful gold watch? | - | (The vendor pulls out a gold watch | - | from his pocket, obviously one of | - | many.) | - | | - | Joe: Is it stolen? It doesn't matter anyway, | - | I don't need another watch. Besides, I | - | don't even any money right now. | - | | - | Vendor: (Snarling) Look son, I want to sell | - | you this watch. It's not stolen, and | - | it's only 50 coins, a very reasonable | - | price. | - | | - | Joe: That's true, it is a reasonable price. | - | My answer is still no. | - | | - | Vendor: Ok, this is what I'm going to do. (He | - | reaches inside his coat and pulls | - | out a switchblade.) You're going to | - | buy this watch, or I'll cut you | - | bitch. I've got 5 kids to feed. | - | | - x-------------------------------------------------x -~ -A -9 10 -#24225 -script third 3 three~ -the third page of a script~ -The third page of a script is lying here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -script third 3 three~ - x-------------------------------------------------x - | pg 3 | - | | - | Joe: Put that shit away man. I told you, I | - | don't have the money for that. | - | | - | Vendor: That's it. (He slashes Joe with his | - | knife, cutting him in the arm.) | - | | - | Joe: Help! Police! I'm being murdered! | - | | - | Vendor: Shut the hell up. You're gonna be | - | sorry you didn't buy this from me. | - | (He puts the watch away, and pulls out | - | a handgun. He cocks the trigger, and | - | points it at Joe's chest.) | - | | - | Joe: No!!!! | - | | - | Vendor: Good-bye, friend. (He pulls the | - | trigger, and the bullet rips through) | - | Joe's body.) | - | | - | Joe: (Falling to the ground.) You bastard. | - | How unfair life can be! (He dies.) | - | | - | Vendor: Haha! Hopefully the next customer | - | will be more cooperative! | - | | - | T H E E N D | - | | - x-------------------------------------------------x -~ -A -9 10 -#24226 -mop~ -a mop~ -A wooden handled mop has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 7 -8 300 0 0 -E -mop~ - This looks like a very useful mop. It has a soft cloth end, which looks like -it would be great at washing a floor. The wooden handle is quite thick and -hard. It would make an idea weapon. -~ -A -17 -2 -#24227 -broom curling~ -a curling broom~ -A plastic curling broom has been left.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 5 3 -8 300 0 0 -E -broom curling~ - This is a curling broom. It has a long thin plastic handle, and an end -consisting of rough fabric stretched over a piece of foam attached to a wooden -block. Curlers use these to sweep the ice in front of the rocks. -~ -A -13 20 -#24228 -red curling rock~ -a red curling rock~ -A red curling rock has been left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -14 50 0 0 -E -red curling rock~ - The curling rock is made of a gray stone, and has a red handle and red -stripes on it. It feels quite heavy. -~ -A -5 1 -A -17 -5 -#24229 -yellow curling rock~ -a yellow curling rock~ -A yellow curling rock has been left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -14 50 0 0 -E -yellow curling rock~ - The curling rock is made of a gray stone, and has a yellow handle and yellow -stripes on it. It feels quite heavy. -~ -A -1 1 -A -17 -5 -#24291 -coffee cup coffee~ -a cup~ -A cup of coffee has been set here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -2 2 12 0 -7 7 1 0 -#24292 -hamburger burger~ -a tasty hamburger~ -A tasty looking hamburger has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 10 5 0 -E -hamburger burger~ - This hamburger was made at the Newbie Zoo. It's still in its foil wrapper, -so it's still warm. -~ -#24293 -poutine box cheesy~ -a box of poutine~ -A box of cheesy poutine has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -36 0 0 0 -1 15 5 0 -E -poutine box cheesy~ - This box of poutine is quite large. For those who don't know, poutine is -composed of french fries covered with gravy and cheese curds. -~ -#24294 -hotdog foot long foot-long~ -a foot-long hotdog~ -A foot-long is lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 10 5 0 -E -hotdog foot long foot-long~ - This hot dog was made at the Newbie Zoo. It looks pretty tasty. -~ -#24295 -water bottle water~ -a bottle of water~ -A bottle of water has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -4 4 0 0 -9 5 0 0 -#24296 -bag potato chips~ -a bag of potato chips~ -A bag of potato chips has been left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 15 5 0 -#24297 -box pretzels~ -a box of pretzels~ -A box of pretzels is here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -18 0 0 0 -1 18 10 0 -#24298 -sturdy key~ -a sturdy key~ -A sturdy key is lying here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#24299 -silver key~ -a silver key~ -A shiny silver key has been left here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -$~ diff --git a/lib/world/obj/243.obj b/lib/world/obj/243.obj deleted file mode 100644 index 22e6350..0000000 --- a/lib/world/obj/243.obj +++ /dev/null @@ -1,171 +0,0 @@ -#24300 -furry belt~ -a furry belt~ -An orange furry belt is here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -7 0 0 0 -2 750 250 0 -E -furry belt~ - These are rather strange belts. The fur is probably from a tiger or a lion, -but why would someone make a belt from that? This particular belt is about 2. -5 inches thick. -~ -A -13 20 -#24301 -icicle~ -a sharp icicle~ -A long sharp icicle is melting here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 4 6 14 -5 200 34 0 -E -sharp icicle~ - An icicle is just as dangerous as a sword. This icicle is 3 feet long and -capable of stabbing things quite well. -~ -#24302 -ski boots black boot~ -some black ski boots~ -A pair of thick black ski boots are resting here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -6 0 0 0 -8 200 45 0 -E -ski boots black boot~ - These downhill ski boots are quite thick and sturdy. They offer exceptional -heel and ankle protection, but they're very awkward to walk in. -~ -A -14 -15 -#24303 -baggy pants snowboarder~ -some baggy pants~ -A pair of really baggy snowboarder pants.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -9 0 0 0 -6 1000 350 0 -E -baggy pants snowboarder~ - These pants sure are baggy. It's amazing that the snowboarders who wear them -can even move around with them on! -~ -#24304 -belt ancient ancients~ -a belt of the ancients~ -The belt of the ancients is lying here.~ -~ -9 a 0 0 0 al 0 0 0 0 0 0 0 -5 0 0 0 -6 1000 40 0 -E -belt ancients ancient~ - Long thought lost and destroyed, this is a legendary piece of equipment. It -was used thousands of years ago by a hero in the Orc Wars. This belt grants the -wearer the ability to hit his enemies more often and with greater damage. -~ -A -18 4 -A -19 4 -#24305 -ski goggles expensive~ -some expensive ski goggles~ -A pair of expensive ski goggles are lying here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -6 0 0 0 -4 600 30 0 -E -ski goggles expensive~ - More of a status symbol than a functional piece of equipment, these goggle -must have cost a fortune! They block out sunlight just as well as a $20 pair of -sunglasses. -~ -A -6 2 -A -5 1 -#24306 -yellow plastic ski pass skipass lift ticket~ -a yellow plastic ski pass~ -A shiny yellow plastic ski pass is here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 750 25 0 -E -yellow plastic ski pass skipass~ - This is a credit card sized yellow plastic ski pass. It has a picture of -your face on it, as well as your name and address. You need one of these to get -into the skihill. -~ -#24307 -hamburger burger~ -a tasty hamburger~ -A tasty looking hamburger has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 10 5 0 -E -hamburger burger~ - This hamburger was made at the Cooland Ski Hill. It's still in its foil -wrapper, so it's still warm. -~ -#24308 -poutine box cheesy~ -a box of poutine~ -A box of cheesy poutine has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -36 0 0 0 -1 15 5 0 -E -poutine box cheesy~ - This box of poutine is quite large. For those who don't know, poutine is -composed of french fries covered with gravy and cheese curds. -~ -#24309 -hotdog foot long foot-long~ -a foot-long hotdog~ -A foot-long is lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 10 5 0 -E -hotdog foot long foot-long~ - This hot dog was made at the Cooland Ski Hill. It looks pretty tasty. -~ -#24310 -lemonade can lemonade~ -a can~ -A can of lemonade is sitting here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -5 5 6 0 -10 5 5 0 -E -can lemonade~ - This can of lemonade is still nice and cold. -~ -#24398 -small rusty key~ -a small rusty key~ -A small rusty key is barely visible here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 25 0 -E -small rusty key~ - This is a very small key. Due to the excessive rust, you're not sure if it -even works anymore! -~ -$~ diff --git a/lib/world/obj/244.obj b/lib/world/obj/244.obj deleted file mode 100644 index cc6fda9..0000000 --- a/lib/world/obj/244.obj +++ /dev/null @@ -1,14 +0,0 @@ -#24499 -rusty prison key~ -a rusty prison key~ -A rusty prison key is lying here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 25 0 -E -rusty key prison~ - This is the key that opens all of the jail cell doors. Due to the excessive -rust, you're not sure if it even works anymore! -~ -$~ diff --git a/lib/world/obj/245.obj b/lib/world/obj/245.obj deleted file mode 100644 index bd4eacb..0000000 --- a/lib/world/obj/245.obj +++ /dev/null @@ -1,191 +0,0 @@ -#24500 -piece skull blackened~ -a blackened skull piece~ -A charred piece of skull lies on the floor.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -10 0 0 0 -3 176 0 0 -A -19 5 -A -13 50 -A -1 -4 -#24502 -mask anguish~ -a mask of anguish~ -A mask is on the floor, emitting pain and anguish.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -8 154 0 0 -A -2 3 -A -13 50 -A -12 50 -#24503 -eyes orange red peryton~ -the dull, orange-red eyes of a peryton~ -A strange set of eyes lie here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -4 100 0 0 -A -17 -5 -A -14 30 -A -1 -2 -#24504 -shawl glimmering white~ -a glimmering white shawl~ -A glimmering white shawl lies upon the ground.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -6 104 0 0 -A -13 50 -A -12 50 -#24505 -trappings power body armor~ -the Trappings of Power~ -A glowing set of body armor lies on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -21 556 0 0 -A -1 3 -A -18 4 -A -13 -50 -#24507 -brace wrist warrior's~ -a warrior's wrist brace~ -A large metal wrist brace has been left here.~ -~ -9 b 0 0 0 am 0 0 0 0 0 0 0 -8 0 0 0 -7 543 0 0 -A -1 3 -A -13 -50 -A -2 -2 -#24508 -claws ghoul~ -the claws of a ghoul~ -A set of moldy, green claws lie on the ground.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -7 0 0 0 -12 165 0 19 -A -18 5 -A -13 -50 -A -3 -3 -#24510 -twine nether lord ring~ -the Twine of the Nether Lord~ -A twined ring lies on the ground, thrumming with power.~ -~ -11 afjmn 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -5 10 0 21 -A -18 5 -A -19 5 -A -13 -50 -#24512 -dress remnants tattered banshee's cloth~ -the tattered remnants of a banshee's dress~ -A soiled scrap of cloth lies upon the ground.~ -~ -9 p 0 0 0 ak 0 0 0 0 0 0 0 -10 0 0 0 -11 543 0 0 -A -18 5 -A -19 5 -A -1 -3 -#24513 -tail barbed ixitxachitl~ -the barbed tail of an ixitxachitl~ -A greenish, barbed-tail lies upon the ground.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -8 0 0 0 -14 104 0 19 -A -12 50 -A -13 50 -A -1 2 -#24517 -bone piece brittle~ -a brittle piece of bone~ -A human bone lies upon the ground.~ -~ -12 bjmn 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -11 143 0 21 -A -18 5 -A -19 5 -#24518 -wisp darkness~ -a wisp of darkness~ -A rolling darkness floats just above the ground.~ -~ -12 gmno 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -1 776 0 22 -A -19 5 -A -18 5 -A -13 -50 -#24519 -essence nether light coalescation~ -the Essence of the Nether~ -A glowing coalescation of light lies gleaming upon the ground.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -15 767 0 22 -A -4 2 -A -5 2 -A -13 -40 -#24520 -scale translucent~ -a translucent scale~ -A translucent scale lies upon the ground.~ -~ -9 fj 0 0 0 aj 0 0 0 0 0 0 0 -10 0 0 0 -11 721 0 22 -A -18 5 -A -19 5 -$~ diff --git a/lib/world/obj/246.obj b/lib/world/obj/246.obj deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/obj/246.obj +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/obj/247.obj b/lib/world/obj/247.obj deleted file mode 100644 index 42f7ffb..0000000 --- a/lib/world/obj/247.obj +++ /dev/null @@ -1,405 +0,0 @@ -#24700 -candlestick~ -a candlestick~ -A pewter candlestick is standing here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 24 0 -5 150 15 0 0 -E -candlestick~ - It is a rather old-looking three-armed candlestick made from pewter. Its -candles are a yellowish white color. -~ -#24701 -cross~ -a silver cross~ -A beautiful cross made of silver has been left here.~ -~ -8 i 0 0 0 ac 0 0 0 0 0 0 0 -10 0 0 0 -5 800 80 0 0 -E -silver cross~ - It is made of pure silver but is actually quite plain. -~ -A -17 -6 -#24703 -tombstone headstone~ -a tombstone~ -An ancient tombstone sits at the head of this cemetery plot.~ -~ -15 a 0 0 0 0 0 0 0 0 0 0 0 -500 0 -1 0 -0 0 0 0 0 -E -tombstone headstone~ - There is some writing on the tombstone. Type "look grave" or "look stone" to -read it. -~ -#24704 -ball string~ -a ball of string~ -There is a ball of string rolling on the floor.~ -~ -12 h 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 1 0 0 -E -ball string~ - You never know when a ball of string will come in handy! -~ -#24705 -knife pocket~ -a pocket knife~ -A small pocket knife lies in the dust. Someone must have dropped it.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 11 -1 100 10 0 0 -E -pocket knife~ - The handle is well worn, and the blade has a small nick in it. -~ -#24706 -thigh bone~ -a large thigh bone~ -A disgusting thigh bone is lying in the corner.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 7 -15 50 5 0 0 -E -thigh bone~ - Chunks of flesh still hang from it and blood drips down its sides. -~ -#24707 -pile carcasses~ -a pile of decaying carcasses~ -There is a larg pile of decaying carcasses here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -500 5 -1 0 -0 0 0 0 0 -E -pile carcasses~ - The pile of refuse is utterly disgusting. None of the carcasses are complete --- it's more a pile of limbs, heads and other body parts. Mixed in with it all -is bits and pieces of assorted arms and armor, none of which look useful. -~ -#24708 -shovel~ -a burial shovel~ -A very well built shovel rests against the wall.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 7 -25 500 40 0 0 -E -shovel~ - This is the nicest shovel you have ever seen. The shaft is made of smooth -oak and the blade is of shining silver. -~ -A -18 3 -A -19 3 -#24709 -cloak shadow~ -a shadow cloak~ -A cloak as black as the very night lies on the ground.~ -~ -11 g 0 0 0 ack 0 0 0 0 0 0 0 -10 0 0 0 -5 500 50 0 0 -E -shadow cloak~ - It is pure black in color -- as pure black as the heart that wears it. -~ -A -2 1 -A -17 -4 -#24710 -wrap~ -a burial wrap~ -A dirty gray burial wrap is lying here.~ -~ -11 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -3 400 80 0 0 -E -wrap~ - It looks ancient, but surprisingly enough it is not brittle. It is made of -fine gauze. -~ -A -1 1 -A -17 -3 -#24711 -sarcophagus~ -an ancient sarcophagus~ -An ancient sarcophagus lies in the center of this room.~ -~ -15 a 0 0 0 0 0 0 0 0 0 0 0 -500 15 24744 0 -0 0 0 0 0 -E -sarcophagus~ - It is made of the finest marble. You wonder what lies inside. -~ -#24712 -sword crystal~ -a crystal sword~ -A sword carved out the finest crystal has been left here.~ -~ -5 ag 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -15 1000 100 0 0 -E -crystal sword~ - You've never seen any weapon quite like it. It appears to be etched from a -single gem, and that gem must have been huge and quite flawless. The blade is -as sharp as glass and will never dull. -~ -A -18 1 -A -19 2 -#24713 -plate crystal breast~ -a crystal breast plate~ -Plate mail formed from crystal has been carelessly left here.~ -~ -9 ag 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -10 200 20 0 0 -E -crystal plate~ - Truly this armor is a work of genius. The plate is fashioned from pure gem -but looks remarkingly comfortable. You wonder who created it. -~ -A -12 25 -#24714 -carcass elven prince~ -the carcass of an elven prince~ -The carcass of an elven prince is here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 -1 0 -20 1 0 0 0 -E -carcass elven prince~ - He was once a great elvish warrior, but his life has passed on. He has been -kept in this sarcophagus, much to the dismay of his lovely bride who jumped to -her death when she heard he had passed on. -~ -#24715 -rose~ -a beautiful crystal rose~ -The most beautiful rose you have ever seen is here.~ -~ -1 agi 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -5 750 170 0 0 -E -crystal rose~ - The stem and leaves are of the finest emerald and the petals are of amethyst. -However, the two types of crystal seem to be bonded together naturally. It -looks very delicate, but you doubt it will ever break. -~ -A -3 1 -A -4 1 -#24716 -black lace veil~ -a black lace veil~ -A black lace veil lies crumpled on the ground.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 100 10 0 0 -A -9 3 -#24717 -coins huge pile~ -a huge pile of treasure~ -There is a huge pile of treasure in this room.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -952 0 0 0 -50 1 0 0 0 -#24718 -crown jewel~ -a jewel encrusted crown~ -A beautiful crown with elegant jewels rests on the ground.~ -~ -8 g 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -5 300 30 0 0 -E -jewel crown~ - You have never seen a crown this beautiful before. Sparkling rubies and -diamonds adorn it's surface. -~ -A -17 -7 -A -5 1 -#24719 -wand skull~ -a skull headed wand~ -An evil looking wand with a grinning skull stares up at you.~ -~ -3 bg 0 0 0 ao 0 0 0 0 0 0 0 -30 3 3 1 -5 500 50 0 0 -E -skull wand~ - It is a black rod with a small skull attached to the head. Evil permeates -from it in a faint red aura. -~ -#24720 -dagger vorpal~ -a vorpal dagger~ -A curvy vorpal dagger is stuck into the wall.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 11 -5 250 25 0 0 -E -vorpal dagger~ - Its curvy edge is extremely sharp. You dread to think of how many hearts it -has been plunged into. -~ -A -18 -2 -A -19 2 -#24721 -sword rusty~ -a rusty sword~ -An ancient sword covered in rust lies among the debris.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 3 -5 10 1 0 0 -#24723 -robe black undead~ -the black robe of the undead~ -The black robe of the undead is spread out on the floor before you.~ -~ -11 g 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -10 240 24 0 0 -E -black robe~ - It is jet black in color and seems to radiate evil. -~ -A -12 50 -A -17 -5 -#24724 -armor bone~ -some bone plated armor~ -Some plate mail formed from large bones lies in a heap.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -15 250 25 0 0 -#24725 -mask death~ -the grinning mask of death~ -A mask made from a rather large skull grins back at you.~ -~ -9 h 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -8 260 25 0 0 -E -death mask~ - A mask in the shape of a grinning skull. It must have been fashioned from -the head of giant. -~ -#24726 -gold coins~ -some gold coins~ -A small pile of gold coins.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -452 0 0 0 -10 1 0 0 0 -#24730 -key iron~ -an iron key~ -There is a heavy looking iron key here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#24731 -crowbar~ -a crowbar~ -There is a heavy looking crowbar leaning against the corner.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -20 1 0 0 0 -#24734 -rose~ -a long stemmed rose~ -A beautiful long stemmed rose has been placed here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -rose~ - The petals are bright red, the stem is a vivbrant green and the thorns appear -razor sharp. -~ -#24744 -key crystal~ -a crystal key~ -There is a beautiful crystal key lying on the floor.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#24749 -key warped wooden~ -a warped wooden key~ -There is a warped wooden key lying in the dirt.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#24756 -tea no~ -no tea~ -There is no tea here.~ -~ -12 h 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 1 0 0 -#24759 -key stone~ -a stone key~ -There is ancient stone key lying here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#24760 -key black~ -a pure black key~ -There is a key black as the night lying on the ground.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -$~ diff --git a/lib/world/obj/248.obj b/lib/world/obj/248.obj deleted file mode 100644 index 066c00f..0000000 --- a/lib/world/obj/248.obj +++ /dev/null @@ -1,230 +0,0 @@ -#24800 -sword diamond edge edged long~ -a diamond-edged sword~ -A long sharp-edged sword is stuck half into a stone.~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -0 6 5 4 -15 1000 1000 0 0 -E -diamond edge edged sword long~ - This is a long slim sword with diamond edges on its silver blade. On the -silver blade are some writings in a long forgotten language. The diamond edges -of the blade are as sharp as razors and hard as dimonds. -~ -E -writings~ - You can't make out anything of it, sorry. Maybe you should ask a sage or a -wizard for help in this matter... -~ -A -18 5 -A -19 5 -#24801 -longsword fine sword~ -a fine Longsword~ -A shiny longsword is lying on the ground.~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 3 -8 600 200 0 0 -#24802 -armor elven chain chainmail~ -an Elven chainmail~ -A nice looking chainmail is lying on the ground here.~ -~ -9 k 0 0 0 ado 0 0 0 0 0 0 0 -6 0 0 0 -15 800 80 0 0 -#24803 -mithril elven armor chain~ -a Mithril chainmail~ -A white chainmail is lying on the ground.~ -~ -9 k 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -15 1000 85 0 0 -A -13 10 -A -12 10 -#24804 -mithril sword twohanded~ -a Two-handed Mithril Sword~ -A large sword is stuck into the ground.~ -~ -5 agik 0 0 0 an 0 0 0 0 0 0 0 -0 4 4 3 -18 1000 100 0 0 -A -18 1 -A -19 2 -#24805 -scope telescope large~ -a large telescope~ -A large telescope is fastened on a tree.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#24806 -bow hunting elven~ -an Elven hunting bow~ -A wooden bow has been left here lying on the ground.~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 7 -1 1000 330 0 0 -A -18 2 -#24807 -cap coif chain elven~ -an Elven Chaincoif~ -A chainmail coif has been left here on the ground.~ -~ -9 k 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -20 400 20 0 0 -#24808 -leggings chain elven~ -a pair of Elven Chain leggings~ -Some chain leggings has been left here unguarded.~ -~ -9 abk 0 0 0 af 0 0 0 0 0 0 0 -6 0 0 0 -25 750 84 0 0 -#24809 -green leafgreen potion~ -a Leaf-green potion~ -A green potion is standing on the ground.~ -~ -10 gk 0 0 0 ao 0 0 0 0 0 0 0 -30 25 28 15 -1 900 50 0 0 -#24810 -oak branch staff~ -an oak branch staff~ -A long, gray branch rests heavily on the ground. ~ -~ -4 gk 0 0 0 ao 0 0 0 0 0 0 0 -30 15 5 42 -2 500 20 0 0 -#24811 -potion ocean blue~ -an Ocean-blue potion~ -An ocean-blue potion is resting on the ground.~ -~ -10 gk 0 0 0 ao 0 0 0 0 0 0 0 -30 3 1 36 -2 900 50 0 0 -#24812 -flute mithril~ -a Mithril flute~ -A glittring flute has carelessly been dropped here.~ -~ -3 gk 0 0 0 ao 0 0 0 0 0 0 0 -26 4 4 34 -2 1000 40 0 0 -#24813 -bag green small~ -a small green bag~ -A green bag has been left here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -50 0 0 0 -1 18 6 0 0 -#24814 -sack green large~ -a large green sack~ -A green sack has been left here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -100 0 0 0 -2 25 10 0 0 -#24815 -papyrus paper~ -a papyrus note~ -A papyrus roll is lying on the ground.~ -~ -16 k 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 15 1 0 0 -#24816 -swan quill feather pen white~ -a swan-feather quill~ -A small white feather is flying around in mid-air.~ -~ -21 k 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -#24817 -small jar glass worm~ -a small glass jar with a glowing worm in it~ -A small glass jar has been left on the ground.~ -~ -1 k 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -2 100 3 0 0 -E -small jar glass~ - You see a small perfectly made glass jar. In the jar you can see a small -worm glowing brightly. -~ -E -worm glowing~ - The worm looks friendly... :-) -~ -A -18 2 -#24818 -milk skin milk~ -a homemade milk skin~ -A nice looking skin, with white traces of milk on it, has been left here.~ -~ -17 k 0 0 0 a 0 0 0 0 0 0 0 -20 20 10 0 -25 333 10 0 0 -#24819 -rabbit meat rosted~ -a nicely rosted rabbit~ -A very good smelling rosted rabbit has been left on the ground.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -24 0 0 0 -3 25 2 0 0 -#24820 -bisquet elven~ -a fine elven bisquet~ -A small bisquet lies on the ground.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -12 0 0 0 -1 5 1 0 0 -#24821 -cape wool woolen ~ -a warm woolen cape~ -Someone has left something wooly on the ground.~ -~ -9 0 0 0 0 ack 0 0 0 0 0 0 0 -9 0 0 0 -10 1000 200 0 0 -#24822 -ring fire opal~ -a small fire-opal ring ~ -A small glowing ring has been left on the ground.~ -~ -9 a 0 0 0 ab 0 0 0 0 0 0 0 -10 0 0 0 -10 950 100 0 0 -E -ring fire opal~ - A small red opal is set into the platinum ring, the opal glows with a faint -red light that pulses whith your heart beet. -~ -A -9 10 -A -1 2 -$~ diff --git a/lib/world/obj/249.obj b/lib/world/obj/249.obj deleted file mode 100644 index 14b96a5..0000000 --- a/lib/world/obj/249.obj +++ /dev/null @@ -1,22 +0,0 @@ -#24901 -sabre light lightsabre~ -the Lightsabre~ -Can't believe! A Lightsabre has been left here!!~ -~ -5 abhi 0 0 0 an 0 0 0 0 0 0 0 -4 5 5 0 -15 1000 500 0 -E -sabre~ - You behold one of the most powerful weapons ever made. A true Jedi weapon. - -~ -#24902 -dagger golden~ -a golden dagger~ -A bright humming thing is left on the ground.~ -~ -5 abhi 0 0 0 an 0 0 0 0 0 0 0 -0 20 3 11 -1 1 1 0 -$~ diff --git a/lib/world/obj/25.obj b/lib/world/obj/25.obj deleted file mode 100644 index d4e9fd7..0000000 --- a/lib/world/obj/25.obj +++ /dev/null @@ -1,908 +0,0 @@ -#2500 -key diamond~ -a diamond key~ -A glinting key of diamond has been left here.~ -~ -18 cdq 0 0 0 ao 0 0 0 0 0 0 0 -2500 0 0 0 -2 1 0 0 0 -#2501 -oven black~ -an oven~ -.a hidden oven~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -1000 5 -1 0 -0 0 0 0 0 -#2502 -locker~ -a meat locker~ -.a hidden meat locker~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -1000 5 -1 0 -0 0 0 0 0 -E -locker~ - You just had the horrid thought that a cadaver might be in there. -~ -#2503 -rack spice~ -a spice rack~ -.a hidden spice rack~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -50 0 -1 0 -10 150 50 0 0 -#2504 -slice bread traveller~ -a slice of traveller's bread~ -A slice of traveller's bread is here looking very tasty.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -15 0 0 0 -1 12 3 0 0 -#2505 -chunk meat~ -a large chunk of meat~ -A large chunk of meat is here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 1 -2 20 5 0 0 -#2506 -sandwich~ -a finger sandwich~ -A finger sandwich is here.~ -~ -19 q 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -2 15 5 0 0 -E -sandwich finger~ - It would look quite tasty if someone had first removed the fingernails! -~ -#2507 -broom straw~ -a straw broom~ -A straw broom is here leaning against the wall.~ -~ -22 d 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 5 600 0 0 -E -broom straw~ - A magical flying broomstick? Nah! Not here. -~ -#2508 -cabinet~ -a cabinet~ -A cabinet is here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -5000 5 -1 0 -0 0 0 0 0 -#2509 -bar silver~ -a bar of silver~ -A bar of silver has been left here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 1000 500 0 0 -#2510 -bar gold~ -a bar of gold~ -A bar of gold has been left here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -11 200 75 0 0 -#2511 -bar mithril~ -a bar of mithril~ -A bar of mithril has been left here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -12 300 95 0 0 -#2512 -bar adamantite~ -a bar of adamantite~ -A bar of adamantite has been left here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -15 500 100 0 0 -#2513 -hammer mithril~ -a mithril hammer~ -A mithril hammer has been left here~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 7 -19 1000 100 0 0 -A -18 2 -A -1 1 -#2514 -chest~ -a chest~ -A chest is here.~ -~ -15 a 0 0 0 0 0 0 0 0 0 0 0 -5000 15 1316 0 -0 0 0 0 0 -#2515 -key~ -a small key~ -A small key has been left here.~ -~ -18 cdq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#2516 -long sword~ -a long sword~ -A long sword has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -8 1000 100 0 0 -A -18 1 -A -19 2 -#2517 -dagger silver~ -a silver dagger~ -A finely crafted dagger made of silver is on the ground here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 3 11 -5 150 120 0 0 -A -18 2 -A -19 2 -#2518 -scimitar~ -a curved scimitar~ -A curved scimitar is here in a jewel-covered sheath.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 7 3 -10 175 19 0 0 -A -13 3 -#2519 -staff wooden~ -a wooden staff~ -A wooden staff is against the wall here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 8 -6 10 5 0 0 -#2520 -cabinet silver~ -a silver chased cabinet~ -A large cabinet with a silver finish is here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -5000 15 2523 0 -0 0 0 0 0 -#2521 -cabinet silver~ -a silver chased cabinet~ -A large cabinet with a silver finish is here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -5000 15 2523 0 -0 0 0 0 0 -#2522 -key old~ -an old key~ -An old key is here~ -~ -18 cdq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#2523 -key silvery~ -a silvery key~ -A silvery key has been left here.~ -~ -18 cdq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#2524 -key silvery~ -a silvery key~ -A silvery key has been left here.~ -~ -18 cdq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#2525 -staff red white~ -a red and white staff~ -A red and white staff is leaning against the wall here~ -~ -4 0 0 0 0 ao 0 0 0 0 0 0 0 -20 3 3 28 -8 550 50 0 0 -#2526 -staff burnt~ -a burnt staff~ -A burnt staff is leaning against the wall here.~ -~ -4 0 0 0 0 ao 0 0 0 0 0 0 0 -20 4 4 4 -6 900 60 0 0 -#2527 -rod black~ -a black rod~ -A black rod has been left here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -20 3 3 22 -4 800 200 0 0 -#2528 -stick wooden wand~ -a wooden stick~ -A wooden stick is here~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -20 10 10 3 -4 600 60 0 0 -#2529 -wand metal~ -a metal wand~ -A metal wand is here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -20 20 4 25 -5 800 350 0 0 -#2530 -cauldron black~ -a black cauldron~ -A large black cauldron is here bubbling.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -1000 0 -1 0 -0 0 0 0 0 -#2531 -wings bat~ -a small pair of bat wings~ -A small pair of bat wings is here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 1 1 0 0 -#2532 -eyeball eye~ -an eyeball~ -An eyeball has been left here~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 1 0 0 -#2533 -book tome~ -the book of magic~ -An enormous book is lying open here~ -~ -15 ag 0 0 0 0 0 0 0 0 0 0 0 -500 0 -1 0 -0 0 0 0 0 -#2534 -spectacles glasses~ -a pair of spectacles~ -A pair of wire-rimmed spectacles has been left here.~ -~ -9 g 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -4 1000 500 0 0 -A -3 1 -A -4 1 -#2535 -altar~ -a golden altar~ -A golden altar stands here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -1000 5 -1 0 -0 0 0 0 0 -#2536 -medallion heart~ -a heart shaped medallion~ -A heart shaped medallion is here.~ -~ -9 bdei 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -3 1000 100 0 0 -A -4 2 -A -5 -1 -#2537 -chest~ -a large chest~ -A large chest is here.~ -~ -15 ag 0 0 0 0 0 0 0 0 0 0 0 -2000 15 2538 0 -0 0 0 0 0 -#2538 -key intricate~ -an intricately carved key~ -An intricately carved key has been left here.~ -~ -18 acdgq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -A -24 -1 -#2539 -pile coins~ -a pile of coins is here~ -A pile of coins is here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -235 0 0 0 -23 235 0 0 0 -#2540 -cloak brown~ -a brown cloak~ -A travel worn cloak has carelessly been left here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -5 200 25 0 0 -A -17 -5 -A -24 -2 -#2541 -chameleon poncho cloth~ -a chameleon poncho~ -Some multicolored cloth is on the ground here~ -~ -9 g 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -4 150 50 0 0 -A -2 2 -A -17 -3 -#2542 -boots worn~ -a pair of old boots~ -A pair of old boots is here, they look very comfortable.~ -~ -9 g 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -2 350 90 0 0 -A -14 15 -#2543 -ring seashell~ -a seashell ring~ -A small seashell has been left here.~ -~ -22 g 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -2 650 110 0 0 -#2544 -backpack leather~ -a leather backpack~ -A leather backpack is here.~ -~ -15 0 0 0 0 ak 0 0 0 0 0 0 0 -750 0 -1 0 -9 750 50 0 0 -#2545 -cup brew herbal tea~ -a herbal brew~ -A herbal brew is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -5 5 11 1 -10 11 5 0 0 -#2546 -waybread~ -a waybread~ -A loaf of waybread has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -32 0 0 0 -3 65 5 0 0 -#2547 -cleaver~ -a meat cleaver~ -A meat cleaver is sticking in the wall here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 1 -8 600 100 0 0 -#2548 -shackles chain~ -some chain shackles~ -Some chain shackles have been discarded here~ -~ -13 gh 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -15 750 1000 0 0 -A -12 -50 -A -14 -50 -#2549 -dagger silvery~ -a silvery dagger~ -A long dagger that seems to be made of silver is here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 11 -5 120 50 0 0 -A -18 1 -#2550 -scroll~ -a scroll~ -A scroll is here.~ -~ -2 0 0 0 0 ao 0 0 0 0 0 0 0 -21 4 17 38 -5 300 100 0 0 -#2551 -scroll bound~ -a bound scroll~ -A bound scroll is here blowing in the breeze.~ -~ -2 g 0 0 0 ao 0 0 0 0 0 0 0 -16 1 2 34 -3 950 300 0 0 -A -17 -6 -#2552 -tube cylinder~ -a long cylindrical tube~ -A long cylindrical tube is rolling around here.~ -~ -15 g 0 0 0 a 0 0 0 0 0 0 0 -100 5 -1 0 -8 500 50 0 0 -#2553 -scroll old~ -an old scroll~ -An old scroll has been left here.~ -~ -2 0 0 0 0 ao 0 0 0 0 0 0 0 -10 12 -1 -1 -2 500 100 0 0 -#2554 -scroll blue~ -a scroll written on blue paper~ -A blue scroll has been left here.~ -~ -2 g 0 0 0 ao 0 0 0 0 0 0 0 -24 24 -1 -1 -5 200 150 0 0 -#2555 -pouch leather~ -a leather pouch~ -A leather pouch is on the ground here.~ -~ -15 g 0 0 0 ao 0 0 0 0 0 0 0 -150 0 -1 0 -2 175 5 0 0 -#2556 -spoon silver~ -a silver stirring spoon~ -A silver stirring spoon has been left here.~ -~ -12 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 565 90 0 0 -A -24 -1 -#2557 -potion blue~ -a blue potion~ -A blue potion is here.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -24 27 27 27 -2 900 50 0 0 -#2558 -potion red~ -a bright red potion~ -A bright red potion is here.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -15 15 -1 -1 -2 150 50 0 0 -#2559 -potion green~ -a green potion~ -A green potion is here.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -20 4 2 14 -2 150 15 0 0 -#2560 -potion effervescent~ -an effervescent potion~ -An effervescent potion is bubbling away here~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -16 18 19 20 -2 1000 150 0 0 -E -potion effervescent~ - Ahh! Schwepes Sparkling Soda a refreshing drink. -~ -#2561 -white milky potion~ -a milky white potion~ -A milky white potion is here.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -14 42 -1 -1 -2 750 50 0 0 -#2562 -staff black~ -a black staff~ -A black staff is leaning against the wall here.~ -~ -4 g 0 0 0 ao 0 0 0 0 0 0 0 -18 2 2 2 -5 500 50 0 0 -#2563 -flute golden~ -a golden flute~ -A golden flute has been left here.~ -~ -4 fg 0 0 0 ao 0 0 0 0 0 0 0 -22 1 1 7 -4 150 50 0 0 -A -3 -5 -#2564 -figurine humanoid small~ -a small figurine~ -A small figurine in the shape of a humanoid is standing here.~ -~ -4 g 0 0 0 ao 0 0 0 0 0 0 0 -21 10 10 32 -4 600 65 0 0 -#2565 -belt holster~ -a holstered belt~ -A holstered belt is here.~ -~ -15 0 0 0 0 al 0 0 0 0 0 0 0 -20 0 -1 0 -4 290 29 0 0 -#2566 -wand~ -a blackened wand~ -A blackened wand is here.~ -~ -3 g 0 0 0 ao 0 0 0 0 0 0 0 -17 5 1 26 -4 250 50 0 0 -#2567 -chisel runed~ -a runed chisel~ -A runed chisel is here.~ -~ -5 ag 0 0 0 an 0 0 0 0 0 0 0 -0 2 3 11 -6 150 50 0 0 -A -2 1 -#2568 -pouch belt beltpouch~ -a beltpouch~ -A beltpouch is here.~ -~ -15 0 0 0 0 al 0 0 0 0 0 0 0 -50 0 -1 0 -5 750 50 0 0 -#2569 -dust~ -some sparkling dust~ -Some sparkling dust is in a pile here.~ -~ -4 0 0 0 0 ao 0 0 0 0 0 0 0 -20 1 1 38 -2 1000 150 0 0 -#2570 -cowl dark~ -a dark cowl~ -A dark cowl is here.~ -~ -9 abgj 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -5 120 40 0 0 -A -17 -8 -A -24 -2 -#2571 -wand ashen~ -an ashen wand~ -An ashen wand is here~ -~ -3 j 0 0 0 ao 0 0 0 0 0 0 0 -20 4 4 5 -4 200 60 0 0 -#2572 -club spiked~ -a huge spiked club~ -A huge spiked club has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 5 8 -29 750 200 0 0 -#2573 -robe gray~ -a gray robe~ -A pile of gray cloth has been left here.~ -~ -15 gjk 0 0 0 ak 0 0 0 0 0 0 0 -50 0 -1 0 -8 500 75 0 0 -A -17 -9 -A -24 -2 -#2574 -bracelet silver~ -a glinting silver bracelet~ -A glinting hoop of silvery metal is here.~ -~ -9 gjk 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -5 500 50 0 0 -A -17 -5 -#2575 -cloak gray~ -a long gray cloak~ -A pile of gray cloth has been left here.~ -~ -9 gjk 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -7 120 12 0 0 -A -17 -10 -A -24 -2 -#2576 -staff~ -an iron shod staff~ -A gray piece of wood shod in iron has been left here.~ -~ -5 gjk 0 0 0 an 0 0 0 0 0 0 0 -0 2 7 8 -7 900 300 0 0 -A -18 3 -#2577 -minor ward cube clear~ -a ward minor~ -A small clear cube is sitting here.~ -~ -9 ag 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 500 100 0 0 -A -17 -5 -#2578 -robe black~ -a black robe~ -A pile of black cloth is on the ground here.~ -~ -15 gjl 0 0 0 ak 0 0 0 0 0 0 0 -50 0 -1 0 -8 500 75 0 0 -A -17 -9 -A -24 -2 -#2579 -bracelet onyx~ -an onyx bracelet~ -A hoop of black onyx is here.~ -~ -9 gjl 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -6 850 85 0 0 -A -19 2 -#2580 -cloak black dark~ -a dark black cloak~ -A pile of black cloth is on the ground here.~ -~ -9 gjl 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -8 900 95 0 0 -A -17 -10 -A -24 -2 -#2581 -shard black obsidian~ -a sharp shard of obsidian~ -A piece of black glass is here.~ -~ -5 gjl 0 0 0 an 0 0 0 0 0 0 0 -0 2 7 1 -8 120 20 0 0 -A -19 3 -#2582 -robe white~ -a white robe~ -A pile of white cloth is on the ground here.~ -~ -15 gkl 0 0 0 ak 0 0 0 0 0 0 0 -50 0 -1 0 -7 750 75 0 0 -A -17 -9 -A -24 -2 -#2583 -bracelet white gold~ -a white gold bracelet~ -A hoop of silvery metal is here.~ -~ -9 gkl 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -5 500 100 0 0 -A -18 2 -#2584 -cloak white~ -a white cloak~ -A pile of white cloth is on the ground here.~ -~ -9 gikl 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -7 900 150 0 0 -A -17 -10 -A -24 -2 -#2585 -ivory dagger~ -an ivory hilted dagger~ -An ivory hilted dagger has been left here~ -~ -5 gikl 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 11 -8 120 15 0 0 -A -18 1 -A -19 2 -#2586 -collar spiked~ -a spiked collar~ -A small spiked collar is here.~ -~ -9 g 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -9 100 50 0 0 -A -17 -2 -A -19 3 -#2587 -cloak shimmering~ -a shimmering cloak of many colors~ -A multi-colored pile of cloth is here.~ -~ -15 ag 0 0 0 ac 0 0 0 0 0 0 0 -100 0 -1 0 -8 250 55 0 0 -A -17 -10 -A -24 -2 -#2588 -emerald ring~ -a small emerald ring~ -A small ring with a green gemstone is here.~ -~ -9 g 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -5 500 100 0 0 -A -12 20 -#2589 -bracelet emerald~ -an emerald bracelet~ -A beautifully crafted hoop of emerald is here.~ -~ -9 g 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -5 300 35 0 0 -A -17 -5 -A -3 1 -#2590 -ward major clear crystal~ -a ward major~ -A large clear crystal cube is here.~ -~ -9 ag 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -6 200 20 0 0 -A -17 -10 -A -24 -2 -#2591 -ebony kris~ -the ebony kris~ -A wavy bladed knife made of ebony is here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 11 -9 600 50 0 0 -A -2 2 -A -19 5 -#2592 -green scale shirt~ -a tight fitting green dragon scale shirt~ -Some green dragon scales which have been sewn together are here.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -9 1000 100 0 0 -E -green scale shirt~ - This Green dragon scale shirt was made from a poor unfortunate green dragon. - -~ -A -2 3 -A -17 -5 -#2593 -key gray metal~ -a gray key~ -A key made of a strange gray metal has been left here.~ -~ -18 cdq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -#2594 -key black obsidian~ -a black key~ -A key made of black obsidian has been left here.~ -~ -18 cdq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -#2595 -key white ivory~ -a white key~ -A key made of white ivory has been left here.~ -~ -18 cdq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -$~ diff --git a/lib/world/obj/250.obj b/lib/world/obj/250.obj deleted file mode 100644 index 752712e..0000000 --- a/lib/world/obj/250.obj +++ /dev/null @@ -1,333 +0,0 @@ -#25000 -pixie sword~ -a very tiny sword~ -A very petite sword lies here on the ground, you almost didn't see it.~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 11 -1 10 1 0 -E -sword pixie~ - This elegant sword appears to have served its previous owner very well, but -you aren't sure how well a weapon this small would serve you. -~ -A -19 -1 -A -14 10 -#25001 -white dragon claw key~ -a small white key shaped like a claw~ -A small white claw is sitting here, lost.~ -~ -18 m 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -1 1 0 0 -E -key claw white dragon~ - This key appears to have been fashioned from the claw of a dragon. You are -glad you weren't the locksmith assigned to getting the materials. -~ -#25002 -door key~ -a door key~ -There is a door key sitting here.~ -~ -18 m 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -1 1 0 0 -E -key door~ - This is a small nondescript key, with nothing special about it. -~ -#25003 -gate keeper key~ -the gatekeeper's key~ -A large bronze key sits upon the ground, covered with dust.~ -~ -18 m 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -1 1 0 0 -E -gate keeper key~ - This is the key to the gate. It belongs to the gatekeeper, and he is -probably looking for it. -~ -#25004 -copper dragon claw key~ -a small copper key shaped like a claw~ -A small copper claw lies here, abonded by everyone~ -~ -18 m 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -1 1 0 0 -E -copper dragon claw key~ - This key appears to have been fashioned from a dragon's claw. It is quite -large. -~ -#25005 -pixie king key~ -a very small key~ -The key to the Pixie King's bedroom is here, it is almost impossible find.~ -~ -18 m 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -1 1 0 0 -E -pixie king key~ - This is a very small key, you cannot imagine what door this would go to. -~ -#25006 -white pendant dragon scale~ -a white dragon scale pendant~ -Upon the ground lies a solid white pendant, it issues forth an aura of cold.~ -~ -9 agi 0 0 0 aco 0 0 0 0 0 0 0 -5 0 0 0 -5 1000 50 0 -E -white pendant dragon scale~ - This pendant appears to be very ancient. It is solid white, with a blue -diamond set in the center. You feel chilled whenever it touches open flesh. -~ -A -19 1 -A -24 -2 -#25007 -copper pendant dragon scale~ -a copper dragon scale pendant~ -Upon the ground lies a solid copper pendant, as you reach for it, time seems to slow.~ -~ -9 agi 0 0 0 aco 0 0 0 0 0 0 0 -5 0 0 0 -5 1000 50 0 -E -copper pendant dragon scale~ - The pendant you now own appears to be very new, in fact it looks freshly -forged. It is solid copper, white a streak of gold shaped like an hourglass in -the center. When you look back up, hours have passed. -~ -A -18 1 -A -24 -2 -#25008 -pixie wings~ -a pair of pixie wings~ -A pair of translucent wings lie upon the ground, their is an eerie glow about them.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 250 150 0 -E -pixie wings~ - Just what they are called. You feel sorry for the pixie who used to own -these. -~ -A -14 30 -#25009 -pendant eternity~ -the pendant of eternity~ -A small pendant is here on the ground, you almost ignore it, til it calls out your name.~ -~ -9 agi 0 0 0 aco 0 0 0 0 0 0 0 -5 0 0 0 -1 1 0 0 -E -pendant eternity~ - As you stare at the pendant, you begin to feel as if you are being sucked in. -It is all you can do to look away. -~ -#25010 -white dragon scale breast plate~ -a white dragonscale breast plate~ -A shimmering white breast plate lies here, it is cold to the touch.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -12 200 100 0 -E -white dragon scale breast plate~ - This is a very quickly strewn together breast plate. It looks like it was -fashioned from the breast of a real dragon, minutes after it was slain. -~ -A -24 -2 -#25011 -copper dragon scale breast plate~ -a copper dragonscale breast plate~ -An elegant copper breast plate lies here, it looks very new.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -12 200 100 0 -E -copper dragon scale breast plate~ - This is a very hastely strewn together breast plate. It looks like it was -made from the breast of a real dragon, minutes after it was slain. -~ -A -18 -2 -A -17 -5 -#25012 -carcass~ -a carcass~ -A carcass is lying on the ground, mangled beyond recognition.~ -~ -9 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -carcass~ - This carcass appears to be that of an adventurer who wasn't as lucky as you. -Looking around, you can't see anything that could have destroyed his body this -badly, but then again, you probably wouldn't want to. -~ -#25013 -spray paint can~ -a can of spraypaint~ -A can of spraypaint is sitting here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 10 25 0 -#25014 -pixie stick~ -a Pixie Stick~ -A Pixie Stick lies here on the ground, it looks tasty.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 6 -2 1 1 0 -E -pixie stick~ - This is a Pixie Stick. While you may be used to eating these "sugar sticks", -the Pixies use them, quite well, as weapons. -~ -A -18 2 -A -19 -3 -#25015 -pixie plate breast~ -a Pixie breast plate~ -There is a very small piece of metal lying here.~ -~ -9 a 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -5 1000 100 0 -E -plate pixie breast~ - This is a piece of Pixie armor. It looks very well crafted, but has an odd -aura about it. -~ -A -1 -3 -A -17 -5 -#25016 -pixie greaves~ -a pair of Pixie greaves~ -A pair of very small metallic pants lie here.~ -~ -9 a 0 0 0 af 0 0 0 0 0 0 0 -3 0 0 0 -3 1000 100 0 -E -pixie greaves~ - These are VERY small pants.... Although they do seem fairly stretchy..... -~ -A -5 -2 -A -3 3 -#25017 -pixie arm plates~ -a pair of Pixie armplates~ -A pair of small metal sleeves lie here, glowing~ -~ -9 a 0 0 0 ai 0 0 0 0 0 0 0 -3 0 0 0 -3 1000 100 0 -E -pixie arm plates~ - These arm plates would be a tad bit to small for you..... IF YOU WERE A -FREAKING SMURF!!!! -~ -A -11 -30 -A -2 2 -#25018 -wisp dragon fire~ -a wisp of DragonFyre~ -There is a small flame sitting here.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -2 1000 100 0 -E -flame wisp dragon fyre fire~ - You aren't quite sure how it is, but the DragonFyre is existing without its -dragon. -~ -A -19 2 -#25019 -helm dragon~ -a white dragon scale helm~ -A white dragon scale helm with a plume of dragon mane lies here.~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -6 500 50 0 -E -helm dragon~ - This helm appears to have been created from the scales of a freshly dead -dragon. The plume is made from the mane of said dragon. -~ -A -1 3 -A -2 -2 -#25020 -helm dragon~ -a copper dragon scale helm~ -A copper helm made from the scales of a dragon is here.~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -5 500 50 0 -E -helm dragon~ - This helm appears to be made from the scales of a recently dead dragon. The -plume appears to be made from the plume of said dragon. It has a copper sheen -to it. -~ -A -5 2 -A -2 -2 -#25021 -staff magius~ -the Staff of the Magius~ -A gnarled wooden shaft lies here, pulsing slightly.~ -~ -5 abcfg 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 7 -4 900 100 0 -E -staff magius~ - This is the Staff of the Magius. Rumored to bring untold mystical power to -the one who owns it, it is also rumored to completely destroy the person -physically. -~ -A -13 50 -A -12 -50 -$~ diff --git a/lib/world/obj/251.obj b/lib/world/obj/251.obj deleted file mode 100644 index 0855e12..0000000 --- a/lib/world/obj/251.obj +++ /dev/null @@ -1,139 +0,0 @@ -#25100 -rifle gun~ -a short ape rifle~ -A short black ape rifle is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 3 12 -7 600 25 0 -E -rifle gun~ - These rifles are the main weapons of the Gorilla Soliders. Their .308 -calibre makes them quite deadly. -~ -A -1 1 -#25101 -shotgun gun~ -an ape shotgun~ -A black ape shotgun is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 12 -7 800 35 0 -E -shotgun gun~ - These shotguns are used mainly by Gorilla Hunters for hunting humans. Since -this gun is a 12 guage, little aiming is required. -~ -A -1 1 -#25102 -green thick cloak~ -a thick, green ape cloak~ -A thick green ape cloak is lying here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -6 0 0 0 -10 200 45 0 -E -green thick cloak~ - Green ape cloaks are worn mainly by the chimpanzees. Due to their thickness, -they provide decent armor. -~ -A -18 2 -#25103 -small ape doll~ -a small ape doll~ -A small ape doll is lying here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 600 150 0 -E -small ape doll~ - Most ape children own one of these ape dolls. This particular one resembles -a chimpanzee, and it has dark green clothes. -~ -A -18 1 -A -19 1 -#25104 -black leather gorilla armor armor~ -black gorilla armor~ -Some black leather gorilla armor is lying here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -5 600 20 0 -E -black leather gorilla armor armor~ - This black leather ape armor is worn only by Gorillas. It doesn't offer -very good protection, as this suit is worn with a few holes in it. -~ -#25105 -ursus helm helmet leather black~ -Ursus's black leather helm~ -Ursus's black leather helmet is lying here.~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -3 250 20 0 -E -ursus black helm helmet leather black~ - This is Ursus's black helm. Ursus is the captain of the Gorilla Soldiers, so -this helm signifies his power. -~ -A -19 4 -#25106 -club wood wooden~ -a wooden club~ -A simple wooden club is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 2 5 -5 100 50 0 -E -club wood wooden~ - This is your basic wooden club. Some Gorilla Soldiers use these weapons, and -so do the wild humans. -~ -#25108 -ape machine gun~ -an ape machine gun~ -A polished ape machine gun is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 5 12 -7 1000 350 0 -E -ape machine gun~ - These machine guns are used mainly for village defense. It shoots 10 rounds -per second, which means most enemies can be filled with lead quite quickly -~ -A -19 1 -#25109 -rusty spike~ -a rusty spike~ -An old rusty spike is lying here.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -0 4 6 11 -5 250 25 0 -E -rusty spike~ - This old spike seems to have once been part of a metal structure. It -features a sharp end, and a filed handle. An excellent, if not crude, weapon. - -~ -A -1 1 -A -18 2 -A -19 2 -$~ diff --git a/lib/world/obj/252.obj b/lib/world/obj/252.obj deleted file mode 100644 index 2848e28..0000000 --- a/lib/world/obj/252.obj +++ /dev/null @@ -1,152 +0,0 @@ -#25200 -blood ring ancients blood~ -the Blood Ring of the Ancients~ -A bloody red ring is here on the ground.~ -~ -11 a 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 20 0 -E -blood ring ancients blood~ - It has a large ruby set into the center of it, a thick gold band to hold the -gem in. -~ -A -13 50 -A -1 2 -A -19 -2 -#25201 -cape vampyre~ -a vampyre's cape~ -A black cape has been left here.~ -~ -9 a 0 0 0 ak 0 0 0 0 0 0 0 -7 0 0 0 -10 1 0 25 0 -E -cape vampyre~ - It is made of the finest woven thread one can find, on any side of the world. - -~ -A -19 3 -A -1 2 -A -18 -2 -#25202 -ring~ -a glowing green ring~ -A glowing green ring has been dropped here.~ -~ -11 b 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 15 0 -E -ring~ - It glows with an unholy green light, almost as if it were alive itself. -~ -A -13 25 -A -5 2 -#25203 -blood stone amulet blood~ -a Bloodstone Amulet~ -A strange, red amulet has been left here.~ -~ -11 a 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -7 1 0 10 0 -E -bloodstone amulet~ - The color is more of a deep red, like fresh blood. -~ -A -2 2 -A -14 25 -A -5 -2 -#25204 -belt jeweled~ -a jeweled belt~ -A beautifully jeweled belt is on the ground.~ -~ -11 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -10 1 0 5 0 -E -belt jeweled~ - It is very intricately detailed, very finely crafted. -~ -A -17 9 -A -12 30 -#25205 -ring thumb topaz~ -a topaz thumb ring~ -A bright, jeweled ring has been dropped here.~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -4 1 0 5 0 -E -ring thumb topaz~ - The beauty is all in the jewel, these gypsies really know their craft. -~ -A -17 4 -A -1 2 -#25206 -ruby ring~ -a ruby ring~ -A ruby ring is here~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -4 1 0 12 0 -E -ruby ring~ - You are caught up in it's beauty, you must have it! Oh - you do have it... - -~ -A -13 20 -#25207 -armband band studded~ -a studded armband~ -A small strap of leather studded with gems has been left here.~ -~ -11 0 0 0 0 ai 0 0 0 0 0 0 0 -0 0 0 0 -6 1 0 0 0 -E -armband band studded~ - This armband is meant to be worn around one's upper bicep. It is studded -with many different kinds of gems, more of a cosmetic item than any kind of -armor. -~ -A -17 4 -A -6 2 -#25208 -bracelet shining silver~ -a shining silver bracelet~ -A shiny bracelet is here.~ -~ -11 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 5 0 -E -bracelet shining silver~ - It is very plain and very shiny. Pretty. -~ -A -17 4 -$~ diff --git a/lib/world/obj/253.obj b/lib/world/obj/253.obj deleted file mode 100644 index 5111535..0000000 --- a/lib/world/obj/253.obj +++ /dev/null @@ -1,99 +0,0 @@ -#25300 -armor suit steel~ -a suit of steel MoS armor~ -A steel suit of MoS is laying here on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -11 450 0 10 0 -E -armor suit steal~ - Polished to a high sheen, this suit of steel completely encases the upper -torso. Looks as if it has never seen battle. -~ -A -19 2 -A -13 -40 -A -12 20 -#25301 -sword steel~ -a steel sword~ -A steel sword with a blade-breaker guard sits on the ground.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -4 3 4 14 -5 1000 0 0 0 -E -sword steel~ - This finely crafted weapon still shines when the light hits it right, it -looks as if it has never been to battle. -~ -#25302 -shield steel~ -an MoS shield~ -An MoS shield has been left here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -8 0 0 0 -5 12 0 10 0 -E -shield steel~ - This shield bears the sigil of the Militant Order of the Sword two swords, -point down, crossing each other. -~ -#25303 -clipboard board~ -a clipboard~ -A clipboard has been left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 0 0 -E -clipboard board~ - Brown wood surface, steel clip affixed to the wood - yep, it's a clipboard. - -~ -A -1 2 -A -2 -2 -A -18 3 -#25304 -bands wrist steel~ -a steel wrist band~ -A steel wrist band have been left here.~ -~ -9 a 0 0 0 am 0 0 0 0 0 0 0 -7 0 0 0 -5 46 0 0 0 -E -bands wrist steel~ - Quite simply, you wear it on your wrist and it is steel. -~ -A -1 1 -A -19 2 -A -13 -5 -#25305 -banner gray piece cloth~ -a gray piece of cloth~ -A gray piece of cloth lies thrown in a corner.~ -~ -12 b 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 100 0 0 0 -E -banner gray piece cloth~ - This cloth tapestry depicts the Elven Lore of the Ancients, from the -beginning of time to present day. All the history and magic that is the Elven -Society is depicted on this tapestry. -~ -A -4 2 -$~ diff --git a/lib/world/obj/254.obj b/lib/world/obj/254.obj deleted file mode 100644 index ab0fb92..0000000 --- a/lib/world/obj/254.obj +++ /dev/null @@ -1,145 +0,0 @@ -#25404 -armor lieutenant silver chain mesh~ -the lieutenant's armor~ -Some armor made of silver chain mesh lies here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -30 700 0 30 0 -E -armor~ - It look well-used and well worn by its previous owner. The mesh is turned -black in some places from rubbing against itself, but all in all it seems a good -piece of armor. -~ -A -2 3 -#25405 -locket golden~ -Penelope's Golden Locket~ -A golden locket lies here.~ -~ -9 agk 0 0 0 ac 0 0 0 0 0 0 0 -5 0 0 0 -6 450 0 20 0 -E -text~ - To my darling daughter Penelope for her 16th birthday. Much love, Arnold - -Lord of Jareth. -~ -E -locket~ - It is engraved with a line of text etched in fine writing. -~ -A -4 2 -A -14 10 -#25406 -fishtail fish tail dagger~ -a fishtail dagger~ -A fishtail dagger lays here.~ -~ -5 amn 0 0 0 an 0 0 0 0 0 0 0 -1 2 7 11 -12 10 0 10 0 -A -1 1 -A -2 1 -#25407 -leather scrap armor~ -the leather scrap armor~ -Some armor made from leather scraps is here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -18 10 0 5 0 -#25409 -peanut butter pickle sandwich~ -a peanut butter and pickle sandwich~ -A peanut butter and pickle sandwich lies in the dust here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -3 2 0 0 0 -#25412 -mordecai's robe~ -Mordecai's Robe~ -Mordecai's Robe lies here.~ -~ -9 ij 0 0 0 ak 0 0 0 0 0 0 0 -10 0 0 0 -20 850 0 20 0 -E -robe~ - It is a long, black robe with a flowing cape. It is jet black with a thin -white collar encircling the neck. It seems very formal, and very elegant. Too -bad it smells so bad. -~ -A -6 3 -A -3 2 -#25413 -piece chicken drumstick~ -the chicken drumstick~ -A scrumptous looking chicken drumstick lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -3 5 0 0 0 -#25414 -key bamboo~ -the Bamboo Key~ -There is a bamboo key lying here.~ -~ -18 cdq 0 0 0 a 0 0 0 0 0 0 0 -3600 0 0 0 -1 1000 0 0 0 -#25415 -key skull~ -the skull-shaped key~ -There is a skull-shaped key lying here.~ -~ -18 cdq 0 0 0 a 0 0 0 0 0 0 0 -3652 0 0 0 -1 1000 0 0 0 -#25416 -coins gold stash~ -Mordecai's Stash~ -Mordecai's stash has been left here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -10 1 0 0 0 -#25417 -key dull gray~ -the dull gray key~ -A dull gray key has been left here.~ -~ -18 cdq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 1 0 0 0 -#25418 -hole~ -a hole~ -.A hidden hole in the ground.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -100 0 -1 0 -0 0 0 0 0 -E -hole~ - It is a putrid, rotting, grub-infested mud hole in the ground that stinks -worse than anything you have ever had to smell in your life. -~ -#25419 -corn cob~ -a corn cob~ -A cob, stipped of its corn is here.~ -~ -4 q 0 0 0 a 0 0 0 0 0 0 0 -4 1 1 17 -1 1 0 1 0 -$~ diff --git a/lib/world/obj/255.obj b/lib/world/obj/255.obj deleted file mode 100644 index 94f37f3..0000000 --- a/lib/world/obj/255.obj +++ /dev/null @@ -1,85 +0,0 @@ -#25500 -cleaver meat~ -a meat cleaver~ -A shadowy meat cleaver has been left here~ -~ -5 aj 0 0 0 an 0 0 0 0 0 0 0 -5 4 5 3 -10 549 0 0 -E -scales justice scale~ - As you look at the scales, you notice that they seem to sway back and forth -of their own accord, as if weighing something that is to you still unseen. -~ -A -19 2 -A -2 -2 -#25501 -gold ring~ -a gold ring~ -A gold ring is sitting here on the ground.~ -~ -11 a 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -2 150 0 0 -E -gold ring~ - It is a simple golden ring, almost looks like the typical wedding band. -~ -A -14 15 -A -19 -1 -#25502 -necklace shark tooth~ -a shark-toothed necklace~ -A shark-toothed necklace has been left here.~ -~ -9 aj 0 0 0 ac 0 0 0 0 0 0 0 -5 0 0 0 -1 500 0 20 -E -sword blazing~ - The edge of the blade is lined with writing, religious verse apparently, in a -fine, silver-laced and flowing script. -~ -A -1 2 -#25503 -eyepatch~ -an eyepatch~ -An eyepatch has been left here.~ -~ -11 b 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 12 -A -19 2 -A -18 -1 -#25504 -dagger ghostly~ -a ghostly dagger~ -A ghostly dagger has been left here.~ -~ -5 fmn 0 0 0 an 0 0 0 0 0 0 0 -1 2 8 11 -5 651 0 25 -A -19 3 -#25505 -rapier captains~ -the Captain's rapier~ -The Captain's rapier has been left here.~ -~ -5 bmn 0 0 0 an 0 0 0 0 0 0 0 -4 4 8 14 -5 900 0 16 -A -1 1 -A -2 1 -A -13 10 -$~ diff --git a/lib/world/obj/256.obj b/lib/world/obj/256.obj deleted file mode 100644 index 5d3a342..0000000 --- a/lib/world/obj/256.obj +++ /dev/null @@ -1,282 +0,0 @@ -#25600 -orange~ -an orange~ -An orange lies on the ground here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 8 0 0 0 -E -orange~ - You wonder how it got here, seeing how oranges are non-migratory. -~ -#25601 -bale wheat~ -a bale of wheat~ -There is a bale of wheat here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -50 1000 0 0 0 -E -bale wheat~ - It doesn't look appetizing to you, but a horse might enjoy this... -~ -#25602 -iron flail~ -an iron flail~ -An iron flail has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 4 5 5 -5 25 0 22 0 -E -flail~ - Made of wrought iron, with a mean looking spiked ball at the end, this flail -looks like the perfect companion for a guard. -~ -#25603 -barrel perfume~ -a barrel of perfume~ -You can smell a barrel on the other side of the room from here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -20 1000 0 0 0 -E -barrel perfume~ - Smells good...the label reads: - - "Somewhere between GPA and MUD there lies... - OBSESSION" -~ -#25604 -statue~ -a statue~ -There is a statue of Aglandiir here, made of solid gold.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -30 500 0 0 0 -E -statue~ - He's a pretty striking chap, for a dragon. -~ -#25605 -halberd~ -a halberd~ -A runed halberd lies on the ground here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 5 5 3 -16 750 0 0 0 -E -halberd~ - The runes glow with a bright light, making you think that this might be a -pretty decent weapon. -~ -A -18 5 -#25606 -potion protection dun vial~ -a potion of protection~ -A vial of a dun fluid is here.~ -~ -10 a 0 0 0 a 0 0 0 0 0 0 0 -20 36 1 3 -1 1000 0 0 0 -E -potion protection dun vial~ - Looks thick, and brownish-gray (dun). Ick! -~ -#25607 -headband~ -a black headband~ -A black headband sits here, ready for your use.~ -~ -9 a 0 0 0 e 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#25608 -apple~ -an apple~ -A scrawny red apple sits here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 5 0 0 0 -E -apple~ - It is not wormy... Yet. -~ -#25609 -bread loaf~ -a loaf of bread~ -A fresh loaf of bread lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 10 0 0 0 -E -bread loaf~ - Mmmm... Rye! -~ -#25610 -melon~ -a melon~ -A melon sits here, discarded evidently.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -3 100 0 0 0 -E -melon~ - Wow! Look at the size of that melon! -~ -#25611 -knife~ -a knife~ -A sturdily made butcher's knife rests here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 5 14 -8 10 0 0 0 -#25612 -sword long~ -a long sword~ -A superb long sword sticks in the earth.~ -~ -5 dmn 0 0 0 ano 0 0 0 0 0 0 0 -0 2 7 3 -15 750 0 0 0 -E -sword long~ - This sword is light, but the heft is perfectly balanced. Such an incredible -weapon can only have be crafted by the legendary smith Gabadiel, and as such be -worth a fortune! -~ -A -18 2 -A -1 1 -#25613 -sword short~ -a short sword~ -A short sword lies here... a work of art!~ -~ -5 adimn 0 0 0 ano 0 0 0 0 0 0 0 -3 4 6 3 -10 821 0 29 0 -E -sword short~ - It brings tears to your eyes. This must have been Gabadiel the smith's -masterpiece; his final work. Simply invaluble. -~ -A -18 1 -A -2 2 -#25614 -rolling pin~ -a rolling pin~ -A wooden rolling pin is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 7 -1 1 0 0 0 -#25615 -armor plate suit~ -a suit of plate mail~ -A suit of plate mail lies here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -50 500 0 0 0 -E -armor suit plate mail~ - This armor was made especially for the Lord's Guard. -~ -#25616 -cooler~ -a cooler~ -A cooler rests here against one wall.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -200 5 0 0 -50 200 0 0 0 -E -cooler~ - It must be magically maintained, to keep all the food cold. -~ -#25617 -lord's Lord's badge office~ -the Lord's badge of office~ -The Lord's badge of office lays on the ground here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -7 0 0 0 -50 400 0 0 0 -E -badge office~ - This is the Lord's symbol of integrity and responsibility, the symbol of the -people of Jareth. -~ -A -4 3 -A -1 -2 -A -13 20 -#25618 -helm~ -a metal helm~ -A metal helm lies here.~ -~ -9 g 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -6 50 0 0 0 -#25619 -wine glass wine~ -a glass~ -A glass of wine sits forgotten here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 2 0 -2 500 0 0 0 -E -glass~ - This is a nice glass filled with the Lord's finest. -~ -#25620 -tea cup tea~ -a cup of tea~ -A cup of tea sits here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 11 0 -2 100 0 0 0 -E -tea cup~ - Looks good. Looks warm. Doesn't matter; it still looks good. -~ -#25621 -slice pie~ -a slice of pie~ -A slice of pie is sitting here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 100 0 0 0 -E -slice pie~ - Whew! Looks like some good food! -~ -#25625 -key gray metal~ -a gray key~ -A key made of a strange gray metal has been left here.~ -~ -18 cdq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -$~ diff --git a/lib/world/obj/257.obj b/lib/world/obj/257.obj deleted file mode 100644 index 0f4b59f..0000000 --- a/lib/world/obj/257.obj +++ /dev/null @@ -1,987 +0,0 @@ -#25700 -bottle cracked fermented beer~ -a fermented bottle~ -Some fermented beer in a cracked bottle is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -50 50 1 0 -50 4 0 0 0 -#25701 -bottle imported beer~ -a bottle~ -A bottle of imported beer has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 1 0 -10 5 0 0 0 -#25702 -ale stout bottle malt liquor ale~ -a bottle~ -A dark bottle of stout malt liquor has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 3 0 -10 7 0 0 0 -#25703 -firebreather blasco-s bottle revenge firebreather~ -Blasco's Revenge~ -A bottle of Blasco's Revenge has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 7 0 -10 5 0 0 0 -#25704 -local speciality sally's special local~ -a bottle of Sally's Special~ -A dark bottle of Sally's Special has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 8 0 -10 5 0 0 0 -#25705 -key dull metal~ -a key of dull metal~ -A key made of a dull metal is lying on the ground here.~ -~ -18 cdq 0 0 0 ao 0 0 0 0 0 0 0 -3100 0 0 0 -1 1 0 0 0 -#25706 -sunglasses mirrored glasses~ -some mirrored sunglasses~ -A pair of orange-tinted, mirrored sunglasses sit here.~ -~ -9 q 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 0 -E -sunglasses glasses mirrored~ - Lenses in the shape of rectangles, these orange-tinted mirrored sunglasses -are UV protected. -~ -#25707 -tie dyed robe~ -a tie dyed robe~ -A tie dyed robe sits here.~ -~ -9 q 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -1 1 0 0 0 -E -tie dyed robe~ - Colored in every shade under the rainbow, this robe is sure to attract -attention. -~ -#25708 -round fishing hat~ -a fishing hat~ -A round fishing hat has been left here.~ -~ -9 q 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 0 -E -round fishing hat~ - Round, rumpled, and covered in lures, this hat must have been someone's -favorite. -~ -#25709 -waybread bread~ -a waybread~ -Some waybread has been put here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 5 0 0 0 -E -waybread bread~ - The waybread is the traditional feed of elves when traveling, they call it -lembas. It is said to refresh the weary traveler greatly. -~ -#25710 -dried rations~ -some dried rations~ -Some dried rations has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -18 0 0 0 -1 7 0 0 0 -#25711 -apple~ -an apple~ -A nice looking delicious red apple has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 2 0 0 0 -#25712 -hoagie sandwich~ -a hoagie~ -A tasty looking hoagie has been dropped here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -15 0 0 0 -1 5 0 0 0 -#25713 -whisky shot bourbon whisky~ -a shot~ -A shot of bourbon is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 5 0 -5 5 0 0 0 -#25714 -nachos nacho~ -some nachos with cheese~ -Some nachos have been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 5 0 0 0 -E -nachos nacho~ - They have cheese on them. Looks like one of The Goat's specials. -~ -#25715 -chest coins gold treasure~ -a heaping chest of coins~ -A heaping chest of coins sits in the floor here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#25716 -bench~ -the bench~ -A white painted bench is standing here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -bench~ - It is a quite heavy but very comfortable bench. It is placed with its front -towards the river so that you may enjoy the view of the river and all the shops -and homes on the opposite bank. -~ -#25717 -glowing rack armor~ -a glowing rack of armor~ -A golden, glowing rack of armor and weapons rests here against one wall.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -glowing rack armor~ - A golden broadsword, chain mail shirt, leggings, and helm rest on the rack. - -~ -#25718 -menu~ -a menu~ -A menu from the Kitty Kat Club sits at your table.~ -~ -12 q 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -menu~ - ****** THE KITTY KAT CLUB ****** - fine dining and exotic entertainment - - Ask for any of our dinner specials - - -OR- - - if you are in the mood for - something a bit more on the WILD side, - try our upper lounge's wonderful facilities -~ -#25719 -bag gold coins~ -a bag of gold~ -A bag of gold coins sits here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -50 0 0 0 -10 1 0 0 0 -#25720 -dagger~ -a dagger~ -A dagger with a long thin blade is here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 11 -1 10 0 0 0 -#25721 -sword small~ -a small sword~ -A small sword lies here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 11 -3 18 0 0 0 -#25722 -aqua potion~ -an aqua potion~ -An aqua potion has been left here.~ -~ -10 a 0 0 0 a 0 0 0 0 0 0 0 -1 16 -1 -1 -3 500 0 0 0 -#25723 -club wooden~ -a wooden club~ -A simple looking wooden club is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 3 7 -3 8 0 0 0 -#25724 -mace~ -a mace~ -A mace is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 7 5 -6 15 0 0 0 -#25725 -flail large~ -a flail~ -A large flail is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 7 -6 25 0 0 0 -#25726 -dark pin-striped suit~ -a dark pin-striped suit~ -A dark, pin-striped suit sits here.~ -~ -9 q 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -5 100 0 0 0 -#25727 -brass knuckles~ -some brass knuckles~ -Some brass knuckles are here.~ -~ -5 nq 0 0 0 an 0 0 0 0 0 0 0 -0 2 5 7 -5 1 0 0 0 -#25728 -joint cigarette pot herb spleef~ -a joint~ -An un-smoked joint has been left here.~ -~ -12 abq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#25729 -nose plugs~ -a pair of nose plugs~ -A pair of nose plugs attached to a head strap have been left here.~ -~ -9 q 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#25730 -torch~ -a torch~ -A large torch.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 24 0 -1 3 0 0 0 -#25731 -lantern brass~ -a lantern~ -A brass lantern is here.~ -~ -1 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 96 0 -1 7 0 0 0 -#25732 -bag~ -a bag~ -A small bag is here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -50 0 0 0 -2 5 0 0 0 -#25733 -backpack~ -a backpack~ -A backpack is here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -10 0 0 0 -5 10 0 0 0 -#25734 -shoe horn~ -a shoe horn~ -A shoe horn has been left here.~ -~ -12 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#25735 -fountain water~ -the large fountain~ -A large fountain with a statue of a man holding a sword aloft dominates the town proper. A single word - FREEDOM - is engraved into the base.~ -~ -23 cdeg 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -505 0 0 0 0 -E -large fountain statue~ - It is a well crafted fountain, carved from a single piece of granite -beautifully rendered so to represent a feeling of victory. It seems to be -enchanted in some manner, as the water level seems to never lower. -~ -#25736 -sanitary footy~ -a sanitary footy~ -A sanitary footy sits on the ground.~ -~ -9 q 0 0 0 ag 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 0 -#25737 -whisky dirty glass rye whisky~ -a dirty glass~ -A dirty glass of rye is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -5 5 5 0 -10 5 0 0 0 -#25738 -wine white glass wine~ -a glass~ -A glass of white wine is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -5 5 2 0 -10 15 0 0 0 -#25739 -local speciality champagne local~ -a champagne glass~ -A champagn glass sits on the ground.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -4 4 8 0 -10 25 0 0 0 -#25740 -jacket blue~ -a blue jacket~ -A blue jacket is lying on the floor.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -20 45 0 0 0 -#25741 -leather gloves~ -a pair of leather gloves~ -A pair of leather gloves lie here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -15 15 0 0 0 -#25742 -shield wooden~ -a shield~ -A small wooden shield is lying on the ground.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -2 0 0 0 -3 100 0 0 0 -#25743 -pants pair black leather~ -a pair of black leather pants~ -A pair of black leather pants lie on the ground.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -5 0 0 0 -10 30 0 0 0 -#25744 -helm leather~ -a leather helm~ -A leather helm is lying on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -20 240 0 0 0 -#25745 -jacket scale~ -a scale mail jacket~ -A scale mail jacket is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -40 1000 0 0 0 -#25746 -plate bronze breast~ -a bronze breast plate~ -A bronze breast plate is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -50 700 0 0 0 -#25747 -poster wanted~ -a wanted poster~ -A wanted poster hangs on the wall here.~ -~ -12 jklq 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -wanted poster~ - The poster has no picture, only a short description: - - REWARD!!!! - WANTED DEAD OR ALIVE - Karandon the Sly, alias Jacques the Jackal -Known to be fond of strong drink and women. Wears - black cloak and boots. -~ -#25748 -poster wanted~ -a wanted poster~ -A wanted poster hangs on the wall here.~ -~ -12 jklq 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -wanted poster~ - The poster has no picture, only a short description: - - REWARD!!! - WANTED DEAD OR ALIVE - Saracaphos Bejis, alias Harah the Horsemaster -Known horse thief and murderer. Wears brown jacket - and rawhide riding boots. -~ -#25749 -dustpan dust pan~ -a dustpan~ -A dustpan has been left here.~ -~ -12 b 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 2 0 0 0 -A -19 2 -A -6 2 -#25750 -scroll identify~ -a scroll of identify~ -A scroll has carelessly been left here.~ -~ -2 g 0 0 0 ao 0 0 0 0 0 0 0 -1 52 -1 -1 -1 5000 0 0 0 -E -scroll identify~ - The scroll has a magic formula drawn upon it: - - ??? - ? ? - ? - ? - ? - * - -~ -#25751 -potion yellow~ -a yellow potion of see invisible~ -A small yellow potion has carelessly been left here.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -12 19 -1 -1 -1 20 0 0 0 -E -potion yellow~ - The potion has a small label 'Detect The Invisible'. -~ -#25752 -scroll recall~ -a scroll of recall~ -A scroll has carelessly been left here.~ -~ -2 g 0 0 0 ao 0 0 0 0 0 0 0 -12 42 -1 -1 -4 1000 0 0 0 -E -scroll recall~ - The scroll has written a formulae of 'Word of Recall' upon it. -~ -#25753 -wand gray~ -a gray wand of invisibility~ -A gray wand has carelessly been left here.~ -~ -3 g 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 29 -2 400 0 0 0 -E -wand gray~ - The wand is an old dark gray stick. You notice a small symbol etched at -the base of the wand. It looks like this: - - \ / - - O - - / \ - -~ -#25754 -staff gnarled~ -a gnarled staff~ -A gnarled staff has been carelessly abondoned.~ -~ -4 g 0 0 0 ao 0 0 0 0 0 0 0 -12 1 1 38 -17 700 0 0 0 -E -staff gnarled~ - The staff is made of old oak, and is around five feet long. It fits -perfectly into your hand. You notice a small symbol etched at the -base of the staff, it looks like: - - ZZZZZ - Z - Z - Z - ZZZZZ z z - -~ -#25755 -staff metal~ -a metal staff~ -A metal staff has carelessly been left here.~ -~ -4 g 0 0 0 ao 0 0 0 0 0 0 0 -10 3 3 15 -7 850 0 0 0 -E -staff metal~ - The staff is made of metals unknown to you. -~ -#25756 -gold~ -some gold coins~ -A heap of gold coins.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -50 1 0 0 0 -#25757 -remove curse scroll~ -a scroll of remove curse~ -A scroll has been left here.~ -~ -2 0 0 0 0 a 0 0 0 0 0 0 0 -1 35 -1 -1 -1 250 0 0 0 -#25758 -pile slips deposit banks~ -a deposit slip~ -A pile of deposit slips sit here on a table.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 0 -#25759 -pile slips slip withdrawal~ -a withdrawal slip~ -A pile of withdrawal slips sit here on a table.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#25760 -raft~ -a raft~ -A raft has been left here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 400 0 0 0 -E -raft~ - The raft looks very primitive. -~ -#25761 -canoe~ -a canoe~ -A canoe has been left here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -32 200 0 0 0 -E -canoe~ - The canoe looks to be made from white ash. A strong but light wood that can -be easily steamed into almost any shape. -~ -#25762 -row boat~ -a row boat~ -A row boat has been left here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -32 55 0 0 0 -#25763 -rubber ducky floatation device~ -a rubber ducky~ -A floatation device has been left here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 200 0 0 0 -E -rubber ducky flotation device~ - You have got to be kidding! No one would actually use this would they? -You are going to be the laughing stock of the realm if you ever use this thing. - -~ -#25764 -beer red lager beer~ -a red lager~ -A red lager has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 3 0 -8 5 0 0 0 -#25765 -water cup water~ -a cup~ -A cup has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 0 0 -8 5 0 0 0 -#25766 -bright green checkered yellow pants~ -a bright checkered pants~ -A pair of bright green and yellow checkered pants has been left here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -2 0 0 0 -5 20 0 0 0 -E -bright green yellow checkered pants~ - Reading the tag in the back, you see that it was Made in Jareth, by Franz's -Clothier. -~ -#25767 -hot pink golfers cap ball~ -a golfers cap~ -A hot pink golfers cap with a ball in top rests in the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -1 15 0 0 0 -#25768 -red satin shirt~ -a red satin shirt~ -A red satin shirt lays on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -5 20 0 0 0 -#25769 -blue suede shoes~ -a pair of blue suede shoes~ -A pair of blue suede shoes are here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -1 20 0 0 0 -#25770 -gloves stealing~ -some black leather gloves~ -A pair of black gloves have been left here.~ -~ -9 amnpq 0 0 0 ah 0 0 0 0 0 0 0 -5 0 0 0 -5 700 0 0 0 -E -stealing gloves~ - Black, leather, with the fingers cut off, these gloves radiate power. -~ -A -2 2 -#25771 -boots sneaking~ -a pair of black boots~ -A pair of low cut black boots are here.~ -~ -9 amnpq 0 0 0 ag 0 0 0 0 0 0 0 -5 0 0 0 -5 600 0 0 0 -A -2 2 -#25772 -wagon~ -a wagon~ -A wagon sits here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 -1 0 -15 200 0 0 0 -#25773 -hand cart~ -a hand cart~ -A hand cart sits here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -300 0 -1 0 -5 100 0 0 0 -#25774 -carriage~ -a carriage~ -A carriage has been left here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 -1 0 -15 300 0 0 0 -#25775 -tray donuts~ -a tray of stale donuts~ -A tray of stale donuts sits here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -40 0 -1 0 -15 1 0 0 0 -#25776 -syringe~ -a syringe~ -A syringe has been left here.~ -~ -3 bq 0 0 0 ao 0 0 0 0 0 0 0 -1 5 5 15 -5 1 0 0 0 -#25777 -pool table~ -a pool table~ -A beautiful regulation length pool table stands proudly in the center of the room.~ -~ -12 b 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#25778 -hot tub 3 ft pool water~ -Kaan's hot tub~ -Kaan's hot tub is sunk into the northeast corner of the room.~ -~ -12 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#25779 -water canteen water~ -a canteen~ -A canteen has been set on the ground here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -45 45 15 0 -50 45 0 0 0 -#25780 -jacque pinky finger~ -Jacque's pinky finger~ -Jacque the Jackal's pinky finger lies on the ground here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 -1 0 -1 1000 0 0 0 -E -jacque pinky finger~ - Is that a booger on the end? Yuck! -~ -#25781 -wall sign~ -the wall sign~ -A sign hangs on the wall here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign~ - This establishment will pay any being who gives blood a flat sum of gold in -return for their donation. Simply GIVE BLOOD and you shall be rewarded. -~ -#25782 -sign~ -the wall sign~ -A sign hangs on the wall here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign~ - House Rules -To wager coin, simple GAMBLE (AMT). -Be warned, chances are slim that you will be a winner! -~ -#25783 -water empty vial water~ -an empty vial~ -An empty vial has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 0 -E -vial~ - It's just an empty vial. -~ -#25784 -blank scrolled paper~ -some blank, scrolled paper~ -You see a piece of blank paper lying on the floor ...you might wish to write a note?~ -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#25785 -sign wall~ -a sign~ -There is a sign hanging on the south wall.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign~ - -Training Hall- - -- To train a stat, type TRAIN (stat). Cost will vary depending on player level. -~ -#25786 -sign~ -the sign~ -There is a sign hanging on the wall here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign~ - -Library - --To train your intelligence or wisdom, simply type TRAIN (stat). - --AND KEEP YOUR VOICE DOWN!!!!!!!!!! -~ -#25787 -ruby gem~ -a large ruby~ -A large ruby lies on the ground, collecting dust.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 300 1 0 0 -#25788 -diamond gem~ -a glittering diamond~ -A glittering diamond lies at your feet.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -8 634 1 0 0 -#25789 -sapphire gem~ -a brilliant sapphire~ -A brilliant sapphire lies here, twinkling happily.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 723 0 0 0 -#25790 -scroll deep green~ -a deep green scroll~ -A deep-green scroll has been left here.~ -~ -2 a 0 0 0 a 0 0 0 0 0 0 0 -30 35 -1 -1 -2 20 0 0 0 -#25791 -nuts berries~ -some nuts and berries~ -An assortment of nuts and berries have been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -2 10 0 0 0 -#25796 -board social bulletin~ -a social bulletin board~ -A large, sociable bulletin board is mounted on a wall here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -drop box message~ - Use 'look box' to write a message. -~ -E -box~ - If you can read this, the drop box is not working. -~ -#25797 -board frozen bulletin~ -a frozen bulletin board~ -A large bulletin board is here, carved from a block of ice.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -freeze bulletin~ - Use 'look board' to read the board. -~ -E -board~ - If you can read this, the board is not working. -~ -#25798 -board holy bulletin~ -a holy bulletin board~ -A large bulletin board is mounted on a wall here. It glows with a faint aura.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -holy bulletin~ - Use 'look board' to read the board. -~ -E -board~ - If you can read this, the board is not working. -~ -#25799 -board bulletin~ -a bulletin board~ -A large bulletin board is mounted on a wall here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -bulletin~ - Use 'look board' to read the board. -~ -E -board~ - If you can read this, the board is not working. -~ -$~ diff --git a/lib/world/obj/258.obj b/lib/world/obj/258.obj deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/obj/258.obj +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/obj/259.obj b/lib/world/obj/259.obj deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/obj/259.obj +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/obj/26.obj b/lib/world/obj/26.obj deleted file mode 100644 index 185c943..0000000 --- a/lib/world/obj/26.obj +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/obj/260.obj b/lib/world/obj/260.obj deleted file mode 100644 index 185c943..0000000 --- a/lib/world/obj/260.obj +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/obj/261.obj b/lib/world/obj/261.obj deleted file mode 100644 index ca2ed59..0000000 --- a/lib/world/obj/261.obj +++ /dev/null @@ -1,252 +0,0 @@ -#26100 -painting portrait picture~ -a painting~ -A painting in bright, eye-catching colors hangs here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 26101 -T 26102 -E -painting picture portrait~ - One particulary gruesome piece done in a backdrop of flames catches your eye. -Must be the face floating in the center of it, mouth open wide in a scream of -pain, huge yellow teeth dripping blood. -~ -#26101 -water pool water~ -the glistening pool of water~ -A glistening pool of water shines here in the mountain sun.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -1500 1500 15 0 -1505 0 0 0 0 -E -pool water~ - Almost looks inviting enough to make you want to jump in! -~ -#26102 -black dress~ -a black maid's dress~ -A black maid's dress lies crumpled on the floor here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -1 600 0 0 0 -#26103 -jade jewel~ -a piece of jade~ -A small jewel gleams here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 0 0 -#26104 -smock white~ -a white maid's smock~ -A maid's white smock is tossed carelessly in a corner.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -10 123 0 0 0 -E -sculpture~ - It is of a beautiful woman, straining beneath a heavy weight. She looks -tired, with chiseled tears staining her cheeks. It makes you sad. -~ -#26105 -blood shower blood~ -a bloody shower~ -A shower stall runs, spraying blood from its nozzle into its basin.~ -~ -17 0 0 0 0 0 0 0 0 0 0 0 0 -10 10 13 0 -0 0 0 0 0 -#26106 -amulet~ -an amulet~ -An amulet was hidden here.~ -~ -9 f 0 0 0 ac 0 0 0 0 0 0 0 -6 0 0 0 -3 854 0 0 0 -A -4 3 -A -2 -2 -#26107 -beer bottle light beer~ -a bottle~ -A bottle sits here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 1 0 -8 1 0 0 0 -#26108 -beer bottle dark beer~ -a dark bottle~ -A dark bottle of beer sits here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 3 0 -8 1 0 0 0 -#26109 -wine fine bottle wine~ -a bottle~ -There is a bottle of fine wine here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 2 0 -8 1 0 0 0 -#26110 -ale mug ale~ -a mug~ -A mug of foamy ale is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 4 0 -8 1 0 0 0 -#26111 -whisky shot whiskey whisky~ -a shot~ -There is a small shot glass here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 5 0 -1 1 0 0 0 -#26112 -firebreather hot stuff bottle flaming firebreather~ -a Flaming Bottle~ -A bottle of Hot Stuff has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 7 0 -8 1 0 0 0 -#26113 -local speciality marty's malt local~ -a mug (Marty's Own Malt)~ -A mug of Marty's Own Malt has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 8 0 -8 1 0 0 0 -#26114 -coffee cup coffee~ -a coffee cup~ -There is a cup of coffee here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 12 0 -8 9 0 0 0 -#26115 -tea cup tea~ -a cup~ -There is a cup of tea here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 11 0 -8 1 0 0 0 -#26116 -shirt white~ -a white shirt~ -A white servant's shirt has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -1 1 0 0 0 -#26117 -slacks black~ -some black slacks~ -A pait of black servant's slacks lay on the ground here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -5 0 0 0 -1 1 0 0 0 -#26118 -overcoat black~ -a black overcoat~ -There is a black overcoat here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -1 1 0 0 0 -E -coat overcoat~ - This looks almost to be a formal dinner jacket. -~ -#26119 -knife whittlin'~ -a whittlin' knife~ -A whittlin' knife is on the ground here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 2 5 14 -1 1 0 0 0 -#26120 -wood whittled~ -some whittled wood~ -A piece of whittled wood lays on the ground.~ -~ -11 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 20 0 0 0 -E -food~ - It is just random and assorted food. Don't ask questions. It is only a -game. -~ -A -9 5 -A -4 2 -A -1 -2 -#26121 -needles knitting~ -some knitting needles~ -Some knitting needles lie here, forgotten.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 5 10 -1 1 0 0 0 -#26122 -secret medallion Inna~ -Inna's secret~ -Inna's secret lies on the floor here.~ -~ -11 bg 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 0 -E -secret medallion~ - It is a small medallion carved in a strange shape that really has no -definition. -~ -A -12 25 -A -3 2 -A -1 -1 -#26123 -glasses diamond chip~ -a pair of diamond chip glasses~ -A pair of diamond chip glasses lay on the ground.~ -~ -11 a 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 0 -#26124 -painting portrait picture purgepic~ -a painting~ -A painting of flames hangs on the wall. Something seems to be missing.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -painting picture portrait~ - There seems to be a large empty space in the center of the painting. -~ -$~ diff --git a/lib/world/obj/262.obj b/lib/world/obj/262.obj deleted file mode 100644 index e0ffaa4..0000000 --- a/lib/world/obj/262.obj +++ /dev/null @@ -1,108 +0,0 @@ -#26200 -claws bear~ -some bear's claws~ -A terribly wicked looking set of bear's claws have been left here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -1 2 7 8 -10 200 0 10 0 -E -claws bear~ - They look as if they might fit well into the palms of your hand - maybe to -use as weapon, hmm... -~ -A -1 1 -#26201 -belt skin snake~ -a snake skin belt~ -A pile of rattlesnake skin has been dropped here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -5 0 0 0 -6 40 0 7 0 -E -belt skin snake~ - The skin is naturally decorated by the diamonds that cover the skin of most -rattlesnakes from the forest area east of Midgaard. -~ -#26202 -rattle snake~ -a rattlesnake's rattle~ -A severed rattle from a rattlesnake has been dropped here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -6 30 0 7 0 -E -rattle snake~ - If there's a rattle here, then where's the rest of the snake? -~ -A -17 -5 -#26203 -tooth wolf~ -a Wolf's Tooth~ -A wolf's tooth is on the ground.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -4 0 0 0 -4 200 0 12 0 -E -tooth wolf~ - It is slightly yellowed, but still razor sharp. -~ -#26204 -paw wolf~ -the Wolf's Paws~ -A set of wolf's paws have been left here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -7 0 0 0 -10 300 0 12 0 -E -paws wolf~ - They seem like they would fit right over your own hands as a defense against -blows and an attack with the claws they still boast. -~ -A -19 1 -#26205 -necklace fang bear~ -a Bear's Fang Necklace~ -A necklace made from bear fangs has been left here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -3 0 0 0 -3 100 0 13 0 -E -necklace fang bear~ - It is long, curved, and scythe-like. -~ -A -13 10 -#26206 -hide bear~ -a bear's hide~ -A furry, shaggy brown hide has been left here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -9 0 0 0 -18 20 0 15 0 -A -5 1 -#26207 -skull~ -a bear skull~ -A bear's skull shines with a strange brightness.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 200 0 -9 10 0 15 0 -E -skull bear~ - Strange that a bear's skull would shine with a light - must be enchanted. -~ -A -13 5 -$~ diff --git a/lib/world/obj/263.obj b/lib/world/obj/263.obj deleted file mode 100644 index adb5927..0000000 --- a/lib/world/obj/263.obj +++ /dev/null @@ -1,256 +0,0 @@ -#26300 -water pail water~ -a pail~ -A small metal pail is lying here on the floor.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -20 20 0 0 -20 150 0 0 -E -water pail water~ - Looks to be a very sturdy little pail. -~ -#26301 -bag patchwork~ -a patchwork bag~ -A patchwork bag lies on the ground here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -500 0 -1 0 -2 1 0 0 -E -bag patchwork~ - Looks like a bag which has seen a great many years. -~ -#26302 -boots rubber~ -a pair of rubber boots~ -A pair of rubber boots have been left here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -2 1 0 0 -E -boots rubber~ - I would be VERY careful not to touch the bottoms of those. -~ -#26303 -jacket cowhide~ -a cowhide jacket~ -A cowhide jacket has been left here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -7 0 0 0 -2 1 0 0 -E -jacket cowhide~ - Looks VERY manly, strong, even. -~ -#26304 -hat floppy cloth~ -a floppy cloth hat~ -A floppy cloth hat has been tossed on the ground here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -2 1 0 0 -E -hat floppy cloth~ - You have to wonder which side is the front with this raggety piece of cloth. - -~ -#26305 -cloak patchwork~ -a patchwork cloak~ -A patchwork cloak lies here, discarded.~ -~ -9 a 0 0 0 ak 0 0 0 0 0 0 0 -6 0 0 0 -2 1 0 0 -E -cloak patchwork~ - Looks as if this cloak has been worn many a year, over many a road. -~ -A -5 2 -A -13 -10 -#26306 -dress flowered~ -a flowered dress~ -A flowered dress has been tossed away in a corner.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -2 79 0 0 -E -dress flowered~ - The dress is made from fine fabric and fits very tightly. Real plain jane -farmer's daughter type clothing here. -~ -A -6 2 -#26307 -stool~ -a stool~ -A milking stool sits here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -stool~ - Small, wood, and rickety - three legs, be careful. -~ -A -11 5 -#26308 -piano~ -a piano~ -A piano sits in the middle of the floor, looking very lonely.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -piano~ - Looks as if the keys haven't been touched in years. -~ -#26309 -whip horse~ -a horse whip~ -A horse whip has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 5 2 -2 1 0 0 -E -whip horse~ - It is made of brown leather. Looks like a sex toy more than a horse whip! -~ -#26310 -rope~ -some rope~ -A pile of rope has been left here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#26311 -boots riding~ -a pair of riding boots~ -A pair of riding boots have been left here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -2 1 0 0 -E -boots riding~ - Spurs and all, these are a FINE pair of boots. -~ -A -2 2 -#26312 -hat horseman~ -a horseman's hat~ -A horseman's hat has been left here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -9 0 0 0 -2 1 0 0 -E -hat horseman~ - Kind of makes you look like Indiana Jones. Maybe even better than that. -~ -#26313 -straw piece~ -a piece of straw~ -A piece of straw has been left here.~ -~ -9 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 -E -straw piece~ - It's all chewed at one end, maybe you should wash it first... -~ -#26314 -pants rawhide~ -a pair of rawhide pants~ -A pair of rawhide pants have been left here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -7 0 0 0 -2 1 0 0 -E -pants rawhide~ - They look really stiff and uncomfortable, but then it's better than being -naked. -~ -#26315 -scythe~ -a scythe~ -A field scythe is laying on the floor.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 7 3 -1 1 0 0 -E -scythe~ - Not quite as cool as the Grim Reaper's, but cool just the same. -~ -#26316 -stone skipping~ -a skipping stone~ -A round, flattened stone is here.~ -~ -12 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -stone skipping ~ - Looks like it would be a great candidate for a skipper. -~ -A -5 2 -#26317 -pole fishing bamboo~ -a bamboo fishing pole~ -A bamboo fishing pole has been left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -pole fishing bamboo~ - A simple branch of bamboo with some string and a hook tied to it. -~ -#26318 -hat straw~ -a straw hat~ -A straw hat has been left here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -2 1 0 0 -E -hat straw~ - Big huge brim, looks like it would DEFINITELY keep the sun out of your eyes. - -~ -#26319 -boots steel toed rubber~ -some steel-toed boots~ -Some steel-toed, rubber boots are here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -2 300 0 0 -E -boots steel toed rubber~ - A shudder goes down your spine as you just think about being kicked by these -heavy steel montrosities. They are made from rugged leather hide and the toes -are capped with solid steel. They look like they could do some serious groin -damage, if implemented properly. -~ -$~ diff --git a/lib/world/obj/264.obj b/lib/world/obj/264.obj deleted file mode 100644 index 6f098d5..0000000 --- a/lib/world/obj/264.obj +++ /dev/null @@ -1,203 +0,0 @@ -#26400 -pool eternal~ -the Pool of Eternal Life~ -The Pool of Eternal Life sits centered in the boulevard, a wondrous beacon of life and the pursuit of the everlasting.~ -~ -23 a 0 0 0 0 0 0 0 0 0 0 0 -1000 1000 15 0 -0 0 0 0 0 -T 26400 -E -pool eternal life~ - Deep in its mirrored depths, you think you may be able to see something past -yourself, something dark, sinister. -~ -#26401 -robe father~ -the Robe of the Father~ -A glowing robe is rumpled on the ground.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -8 0 0 0 -7 1 0 30 0 -A -3 2 -A -4 2 -A -5 -2 -#26402 -lament father's~ -the Father's Lament~ -A strange glowing ball has been left here.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -10 1 0 0 0 -A -18 1 -A -1 1 -#26403 -gown mother~ -the Gown of the Mother~ -A beautiful gown has been left here.~ -~ -9 b 0 0 0 ak 0 0 0 0 0 0 0 -8 0 0 0 -10 1 0 25 0 -A -13 25 -A -12 20 -#26404 -remorse mother's~ -the Mother's Remorse~ -A strange trinket of some sort has been left here.~ -~ -12 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 1 0 20 0 -A -17 -3 -A -19 2 -#26405 -mask enlightenment~ -the Mask of Enlightenment~ -A glowing mask is on the ground here.~ -~ -9 ahjo 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -15 1 0 30 0 -A -5 2 -#26406 -crown gentle~ -the Gentle Crown of Cathari~ -A shimmering crown has been dropped here.~ -~ -11 a 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -10 1 0 25 0 -A -17 -6 -A -13 20 -A -1 -1 -#26407 -fist justice supreme~ -the Fist of Supreme Justice~ -A molded fist made of an unknown material has been left here.~ -~ -5 ajmop 0 0 0 an 0 0 0 0 0 0 0 -3 5 7 7 -8 1 0 30 0 -A -18 2 -A -19 1 -A -2 -2 -#26408 -song banshee~ -the Song of the Banshee~ -A glowing song has been left here.~ -~ -12 adejop 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 25 0 -A -3 2 -A -12 15 -A -1 -2 -#26409 -amulet voce~ -the Voce Amulet~ -A wide amulet in the shape of a teardrop has been dropped here.~ -~ -11 b 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -6 1 0 20 0 -A -20 -2 -A -9 -2 -#26410 -wraps arm embrace~ -the Arm Wraps of Embracing~ -Some leather wraps have been dropped here.~ -~ -9 hi 0 0 0 ai 0 0 0 0 0 0 0 -6 0 0 0 -8 1 0 20 0 -A -6 3 -A -5 2 -#26411 -ring voce~ -the Voce Ring~ -A ring with a teardrop insignia has been left here.~ -~ -11 ajmn 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 25 0 -A -18 2 -A -19 2 -#26412 -wrap hand leather~ -some leather hand wraps~ -Some long strips of leather have been left here.~ -~ -11 0 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -2 550 0 20 0 -A -17 -5 -A -19 1 -#26414 -jacket stately~ -a stately jacket~ -A fine jacket has been left here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -10 0 0 0 -8 800 0 20 0 -E -buttons~ - The heavy buttons are engraved with small anchors. -~ -E -stately jacket~ - The dark jacket is really quite nice. The material is smooth and clean. -Heavy metal buttons are sewn in a straight line from top to bottom. -~ -A -23 2 -A -18 2 -A -19 1 -#26415 -boots travelling~ -the boots of travelling~ -Some soft, comfortable boots have been abandoned here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -4 1 0 25 0 -E -boots travelling~ - These boots are typical of travellers. Lightweight and comfortable yet -sturdy. -~ -A -14 16 -$~ diff --git a/lib/world/obj/265.obj b/lib/world/obj/265.obj deleted file mode 100644 index 6aa6a12..0000000 --- a/lib/world/obj/265.obj +++ /dev/null @@ -1,36 +0,0 @@ -#26500 -desk~ -a desk~ -There is a mahogney desk here, up against the east wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -2000 5 -1 0 -0 0 0 0 -E -desk~ - It looks as if any business the Lighthouse Keeper may need to do is done -here, at this desk. It has a drawer in it and implements for writing. -~ -E -drawer~ - Looks like any other drawer you've seen before - knob and all. -~ -#26501 -key figure eight~ -a figure-eight key~ -A key in the shape of a figure-eight is here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#26502 -key cell~ -a cell key~ -A cell key lies here in the dirt.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 650 0 0 -A -18 2 -$~ diff --git a/lib/world/obj/266.obj b/lib/world/obj/266.obj deleted file mode 100644 index 991a2c8..0000000 --- a/lib/world/obj/266.obj +++ /dev/null @@ -1,146 +0,0 @@ -#26600 -collar black spiked~ -a spiked collar~ -A spiked collar has been dropped here.~ -~ -9 aj 0 0 0 ac 0 0 0 0 0 0 0 -5 0 0 0 -10 1 0 18 0 -E -collar black spiked~ - If this is a dog's collar, then it must've been one huge dog. -~ -A -19 2 -A -2 -1 -A -1 -1 -#26601 -cape night~ -the Night Cape~ -A black pile of cloth is in the ground.~ -~ -9 bjl 0 0 0 ak 0 0 0 0 0 0 0 -6 0 0 0 -6 1 0 20 0 -E -cape night~ - This beautiful cape looks to be made from an unknown material, at least -unknown to this world. -~ -A -18 2 -A -19 1 -A -13 -25 -#26602 -gloves soul stealing~ -the Gloves of Soul Stealing~ -The Gloves of Soul Stealing have been dropped here.~ -~ -9 ajl 0 0 0 ah 0 0 0 0 0 0 0 -8 0 0 0 -8 1 0 25 0 -E -gloves soul stealing~ - These black chain mesh gloves have stolen many souls and taken them straight -to Hell. -~ -A -19 2 -A -18 2 -A -1 -3 -#26603 -helm shimmering~ -a shimmering helm~ -A shimmering helm is the ground.~ -~ -9 aj 0 0 0 ae 0 0 0 0 0 0 0 -9 0 0 0 -10 1 0 20 0 -E -helm shimmering~ - This ethereal helm shimmers faintly with arcane energies. -~ -A -5 2 -A -13 15 -#26604 -eyelets red glowing~ -some glowing red eyelets~ -Some glowing red eyelets are glowing on the floor.~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -3 1 0 15 0 -E -eyelets red glowing~ - They look as if they radiate evil's essence. -~ -A -19 1 -A -18 2 -A -2 -2 -#26605 -breast plate spectral~ -a spectral breast plate~ -A strange looking breast plate is here.~ -~ -9 a 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -15 1 0 20 0 -E -breast plate spectral~ - It is engraved and carved in intricate ancient symbols. -~ -A -13 50 -#26606 -back pack~ -a backpack~ -A strong looking brown leather backpack lies here on the floor.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -300 1 -1 0 -10 1 0 0 0 -E -backpack pack~ - Dusty and worn, it looks very usable. -~ -#26607 -stake wooden~ -a wooden stake~ -Someone left a wooden stake here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 2 4 14 -5 1 0 0 0 -E -stake wooden~ - It looks to have been fashioned more as a weapon than as a tool for -anchoring. -~ -A -1 2 -A -13 25 -#26608 -garlic string~ -a string of garlic~ -A string of garlic has been left here.~ -~ -11 gi 0 0 0 acl 0 0 0 0 0 0 0 -0 0 0 0 -7 1 0 0 0 -E -garlic string~ - It is long enough to be worn around neck or waist, take your pick. -~ -$~ diff --git a/lib/world/obj/267.obj b/lib/world/obj/267.obj deleted file mode 100644 index f40defa..0000000 --- a/lib/world/obj/267.obj +++ /dev/null @@ -1,532 +0,0 @@ -#26700 -dress pink taffeta~ -a pretty pink taffeta dress~ -A pretty pink taffeta dress lies crumpled on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -5 300 0 0 0 -E -dress pink taffeta~ - It's a beautifuly tailored pink dress. You would look quite nice in it. -~ -#26701 -dress blue silk~ -a pretty blue silk dress~ -A pretty blue silk dress is getting wrinkled and dirty lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -5 300 0 0 0 -E -dress blue silk~ - It's a beautifully tailored silk dress. You would look smashing in it. -~ -#26702 -dress white cotton~ -a pretty pristine white cotton dress~ -A pretty white cotton dress has been tossed to the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -5 300 0 0 0 -E -dress white cotton~ - It's a lovely cotton dress. You would look quite the woman in it. -~ -#26703 -dress beige burlap~ -an ugly beige burlap dress~ -An ugly beige burlap dress looks very like a sack of potatoes on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -5 300 0 0 0 -E -dress beige burlap~ - Eyugh. Gross. You don't actually want to wear _this_, do you? -~ -#26704 -dress swirling beautiful multi-colored~ -a beautiful swirling multi-colored dress~ -A beautiful, swirling, multi-colored dress is getting soiled on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -5 700 0 0 0 -E -dress swirling beautiful multi-colored~ - The dress is made from many different colors, and just seems to flow more -than rest. You would look more beautiful than you ever have in this luscious -garb. -~ -A -3 -2 -A -24 -2 -#26705 -talisman demon-faced demon faced charming~ -a demon-faced talisman~ -A talisman with the face of a demon on it has been thrown to the ground.~ -~ -4 aejlo 0 0 0 aco 0 0 0 0 0 0 0 -30 3 3 7 -10 500 0 0 0 -E -talisman demon-faced demon faced charming~ - It has a picture of a disgustingly ugly daemon on it. It looks quite evil, -but it also looks very powerful. You can feel the magic flowing from it to your -hand. You're torn on whether to use it or not. -~ -#26706 -robe leisure~ -a robe of leisure~ -A robe of leisure is on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -5 800 0 0 0 -E -robe leisure~ - Oh, my, you could just sink right into this robe. It looks so very -*comfortable. * -~ -A -2 3 -A -5 -3 -#26707 -rattle tar~ -a tar rattle~ -A tar rattle just insists on your getting it.~ -~ -8 h 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 1000 0 0 0 -E -rattle tar~ - Awww... Look at it! You just wnat to pick it right up and rattle it. -~ -A -3 -3 -A -9 -5 -#26708 -scroll fear~ -a screaming scroll~ -A scroll with the description of a man screaming at the top of his lungs has been left here.~ -~ -2 gn 0 0 0 ao 0 0 0 0 0 0 0 -20 30 30 30 -15 400 0 0 0 -E -scroll fear~ - It looks pretty frightening. -~ -#26709 -crown spikes~ -a Crown of Spikes~ -A crown with very sharp spikes has been very carelessly left here to rust.~ -~ -9 egjlnp 0 0 0 ae 0 0 0 0 0 0 0 -8 0 0 0 -20 750 0 0 0 -E -crown spikes~ - The hat itself is rather disconcerting. Huge, very sharp, razorlike spikes -protrude from the top; it's pa268ed with cloth at the bottom, so it looks like -it might be worth with relative comfort--but it sure looks sinister. -~ -A -1 2 -A -5 -1 -#26710 -robe fear~ -a black, bloodstained robe~ -A black, bloodstained robe is crumpled on the floor.~ -~ -9 ejlnp 0 0 0 ak 0 0 0 0 0 0 0 -7 0 0 0 -20 800 0 0 0 -E -robe fear black blood stained bloodstained~ - This strange robe seems to absorb the light around it. It's stained with the -blood of many men. -~ -A -12 20 -A -4 -3 -#26711 -ball chain~ -a ball and chain~ -A ball and chain lies on the ground.~ -~ -14 cfglno 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -30 100 0 0 0 -E -ball chain~ - It's a huge steel bowling ball--looks to way several hundred kilograms--with -a long chain extended to one legiron... -~ -A -2 -3 -A -14 -50 -#26712 -manacles handcuffs~ -some manacles~ -Some manacles are on the ground.~ -~ -14 cfglno 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -15 100 0 0 0 -A -3 -3 -A -10 50 -#26713 -key cell cellkey~ -a cellkey~ -A cellkey has been hung on the wall.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -3 20 0 0 0 -#26714 -knife butcher~ -a huge butcher knife~ -A huge butcher knife has been left on the ground.~ -~ -5 abejl 0 0 0 an 0 0 0 0 0 0 0 -0 2 9 3 -26 1000 0 0 0 -E -knife butcher~ - It looks quite effective as a knife. It's very sharp and has just the right -amount of blood from previous kills. -~ -A -18 3 -A -19 3 -#26715 -armbands pitch black~ -a pair of pitch black armbands~ -A pair of pitch black armbands has been thrown to the ground.~ -~ -9 bgjlnp 0 0 0 ai 0 0 0 0 0 0 0 -7 0 0 0 -10 400 0 0 0 -E -armbands pitch plack~ - These armbands are made from the same kind of stone the outer area of the -High Path in Vice Island are. They are probably imported from the same place. - -~ -A -18 1 -#26716 -leggings pitch black~ -a pair of pitch black leggings~ -A pair of pitch black leggings lie on the ground.~ -~ -9 agjln 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -15 200 0 0 0 -E -leggings pitch black~ - The leggings are made from the same kind of stone the outer area of the -High Path in Vice Island are. They are probably imported from the same place. -~ -A -13 -10 -A -18 3 -#26717 -boots pitch black~ -a pair of pitch black boots~ -A pair of pitch black boots lie on the ground.~ -~ -9 bgjlnp 0 0 0 ag 0 0 0 0 0 0 0 -6 0 0 0 -15 300 0 0 0 -E -boots pitch black~ - The boots are made from the same kind of stone the outer area of the -High Path in Vice Island are. They are probably imported from the same place. -~ -A -2 1 -#26718 -gloves pitch black~ -a pair of pitch black gloves~ -A pair of pitch black gloves are on the ground.~ -~ -9 bgjlnp 0 0 0 ah 0 0 0 0 0 0 0 -7 0 0 0 -15 1000 0 0 0 -E -gloves pitch black~ - The gloves are made from the same kind of stone the outer area of the -High Path in Vice Island are. They are probably imported from the same place. -~ -A -5 2 -#26719 -blade terror~ -the terror-blade~ -The Blade of Terror has been thrown to the ground.~ -~ -5 aejl 0 0 0 an 0 0 0 0 0 0 0 -0 4 6 3 -15 1000 0 0 0 -E -blade pitch black terror~ - The blade is made from the same kind of stone the outer area of the -High Path in Vice Island are. They are probably imported from the same place. -~ -A -1 3 -A -18 3 -#26720 -armor pitch black plate~ -a pitch-black plate armor~ -A pitch black plate armor has been carelessly left behind.~ -~ -9 bgjlnp 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -20 1000 0 0 0 -E -armor pitch black plate~ - The armor is made from the same kind of stone the outer area of the -High Path in Vice Island are. They are probably imported from the same place. -~ -#26721 -headdress terror~ -the Headdress of Terror~ -The Headdress of Terror has been dropped here.~ -~ -9 bgjlnp 0 0 0 ae 0 0 0 0 0 0 0 -9 0 0 0 -30 1000 0 0 0 -E -hea268ress terror~ - This hea268ress is made from the same metal as the Temple of Terror is made -from. Perhaps they came from the same blacksmith. -~ -A -3 -3 -A -14 20 -#26722 -ring pitch black~ -a ring of pitch-black metal~ -A ring of pitch-black metal is half-sticking out of the floor.~ -~ -8 bgjlnp 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -2 800 0 0 0 -E -ring pitch black~ - The ring is made from the same kind of stone the outer area of the -High Path in Vice Island are. They are probably imported from the same place. -~ -A -5 2 -#26723 -cloak darkness~ -a cloak of the purest black~ -A cloak of darkness is in a heap on the ground.~ -~ -9 bgjlnp 0 0 0 ac 0 0 0 0 0 0 0 -5 0 0 0 -20 1000 0 0 0 -E -cloak darkness~ - The material the cloak is made from just seems to suck the light right in. -You can still see around you, but things just look dimmer. It's rally o268. -~ -A -4 -1 -A -12 5 -#26724 -armor scale iridescent~ -an irridescent scale armor~ -An armor made out of the irridescent scales of a dragon is on the floor.~ -~ -9 bdefjlp 0 0 0 ad 0 0 0 0 0 0 0 -9 0 0 0 -25 900 0 0 0 -A -1 3 -A -19 3 -#26725 -whip cat o' nine tails~ -a cat o' nine tails~ -A cat o' nine tails is on the ground here.~ -~ -5 bdghijkn 0 0 0 an 0 0 0 0 0 0 0 -0 4 5 2 -20 920 0 20 0 -A -19 1 -#26726 -spectacles rimmed 4-eyes four-eyes four eyes~ -a pair of wire-rimmed spectacles~ -A pair of wire-rimmed spectacles is about to get crushed if it is left on the ground.~ -~ -8 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -5 1000 0 0 0 -#26727 -key strangely shaped~ -a strangely shaped key~ -A strangely shaped key is lying on the ground.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -3 100 0 0 0 -#26728 -key black pitch~ -a pitch-black key~ -A pitch-black key is lying on the ground.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -3 100 0 0 0 -#26729 -key glass~ -a transparent glass key~ -A transparent glass key lies on the ground.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -3 100 0 0 0 -#26730 -key stone~ -a stone key~ -A stone key lies on the ground.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -3 100 0 0 0 -#26731 -key redwood~ -a redwood key~ -A redwood key lies on the ground.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -3 100 0 0 0 -#26732 -key iron dull~ -a dull iron key~ -A dull iron key lies on the ground. *yawn*~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -3 100 0 0 0 -#26733 -key tiny~ -a tiny key~ -You almost miss a tiny key on the ground.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -3 100 0 0 0 -#26734 -key burning~ -a red-hot key~ -A red-hot key glows brightly on the ground.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -3 100 0 0 0 -#26735 -potion red glowing~ -a glowing red potion~ -A glowing red potion bubbles in a canister on the ground.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -15 2 17 33 -3 1000 0 30 0 -E -potion red glowing~ - It looks rather strange. Somehow you get the feeling it might not be a good -idea to quaff this one. -~ -#26736 -potion blue shining~ -a shining blue potion~ -A shining blue potion is in a canister on the ground.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -20 18 18 18 -3 1000 0 0 0 -E -potion blue shining~ - It looks informative. -~ -#26737 -potion green~ -a green potion~ -A green potion is in a canister on the ground.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -15 29 29 29 -3 1000 0 0 0 -E -potion green~ - It has a sign on it that reads, "drink me. " -~ -#26738 -purple potion~ -a purple potion of giant strength~ -A purple potion of giant strength.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -30 39 39 39 -3 1000 0 0 0 -E -potion purple~ - A thin label says, "use this to wield heavy weapons. " -~ -#26739 -cloak wisdom~ -a cloak of wisdom~ -A green cloak of wisdom is in a heap on the ground.~ -~ -9 aghjl 0 0 0 ac 0 0 0 0 0 0 0 -3 0 0 0 -3 1000 0 30 0 -E -cloak wisdom~ - It's of a silvery metal, and practically eminates magic. -~ -A -4 3 -A -13 10 -#26740 -cloak forgetfulness~ -a cloak of forgetfulness~ -A hazel cloak of forgetfulness is in a big heap on the ground.~ -~ -9 aghjl 0 0 0 ac 0 0 0 0 0 0 0 -3 0 0 0 -3 1000 0 0 0 -E -cloak forgetfulness~ - It's of a strange hazel material, and doesn't look particularly helpful. -~ -A -3 -5 -A -9 -10 -$~ diff --git a/lib/world/obj/268.obj b/lib/world/obj/268.obj deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/obj/268.obj +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/obj/269.obj b/lib/world/obj/269.obj deleted file mode 100644 index 957545c..0000000 --- a/lib/world/obj/269.obj +++ /dev/null @@ -1,141 +0,0 @@ -#26900 -stone chipped rock~ -a chipped rock~ -A chipped rock is lying here, half-hidden in the weeds.~ -~ -5 e 0 0 0 an 0 0 0 0 0 0 0 -0 2 3 0 -5 10 0 0 -A -13 2 -A -18 1 -A -19 1 -#26901 -weed plant grass~ -a strange weed~ -A strange, dry weed attempts to grow out of the dust.~ -~ -19 jq 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -2 1 0 0 -A -19 -1 -A -14 -30 -#26902 -hatchet tomahawk~ -a chipped tomahawk~ -A strange little axe is here, abandoned on the ground.~ -~ -5 bgj 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 10 -5 500 0 0 -A -1 1 -A -13 2 -#26903 -spear vicious~ -a vicious spear~ -A vicious spear is struck into the earth here, daring you to take it.~ -~ -5 bfjn 0 0 0 an 0 0 0 0 0 0 0 -0 4 4 11 -10 700 0 0 -A -2 -2 -#26904 -dagger black quartz~ -a black quartz dagger~ -A black dagger exists here, hovering about seven inches off the ground.~ -~ -5 abdfgimnpq 0 0 0 an 0 0 0 0 0 0 0 -0 5 6 11 -5 645 0 0 -E -dagger stone quartz~ - This is the oldest of all daggers, and by far the best. Ancient enscriptions -are scratched into its quartz-like surface, and the entire dagger seems to -become part of your arm. -~ -A -18 3 -A -19 3 -A -1 1 -#26905 -bone breastplate plate~ -a bone breastplate~ -An Indian bone breastplate is here.~ -~ -9 bdegj 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -9 1000 0 0 -E -bone plate breastplate~ - It seems to be lightweight, but effective armor. -~ -#26906 -leather headband band~ -a leather headband~ -A leather headband is here, it is your destiny to wear it.~ -~ -9 begj 0 0 0 aem 0 0 0 0 0 0 0 -4 0 0 0 -2 1000 0 0 -E -leather band headband~ - You see that it is a well-made headband, with an eagle's feather sewn into -it. -~ -A -4 2 -A -17 2 -A -2 1 -#26907 -necklace quartz beaded beads~ -a quartz-bead necklace~ -A necklace is here, made of shining stones.~ -~ -9 agp 0 0 0 acm 0 0 0 0 0 0 0 -3 0 0 0 -2 1000 0 0 -E -beaded necklace beads quartz~ - This necklace has been carefully crafted without tools, out of the purest -black quartz you have ever seen. -~ -A -9 10 -A -13 5 -#26908 -thorn cactus~ -a cactus thorn~ -A cactus thorn lies here, almost under your feet.~ -~ -5 e 0 0 0 an 0 0 0 0 0 0 0 -0 1 3 1 -1 100 0 0 -E -thorn cactus~ - This little thorn has come from the largest brand of cactus known to man. -~ -#26967 -feather red key~ -a red feather~ -A red feather is lying here.~ -~ -18 ce 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -feather red key~ - It is red, but not like any red you have ever seen. -~ -$~ diff --git a/lib/world/obj/27.obj b/lib/world/obj/27.obj deleted file mode 100644 index cfa0e49..0000000 --- a/lib/world/obj/27.obj +++ /dev/null @@ -1,1329 +0,0 @@ -#2700 -large iron pick~ -a large iron pick~ -A large iron pick has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 3 5 14 -10 200 0 1 0 -E -large iron pick~ - This large pick looks incredibly strong and heavy. Small gashes and -scratches in the metal show that it has been well used. -~ -#2701 -blackened axe black glistening~ -a blackened axe~ -A glistening black axe is lying here.~ -~ -5 agj 0 0 0 an 0 0 0 0 0 0 0 -2 2 6 3 -5 100 0 5 0 -E -blackened axe black glistening~ - This incredibly sharp axe looks to be made of some normal metal which has -then been blackened with magic. Only the handle appears naturally dark, carved -out of glistening obsidian and inscribed with evil runes. -~ -E -evil runes~ - The runes are unreadable but unmistakably Khan-li in origin, testifying to -the evil magic bestowed upon this weapon. -~ -A -1 2 -A -19 2 -A -13 10 -#2702 -trickle water~ -a trickle of water~ -A trickle of water snakes its way slowly along the grooves in the floor.~ -~ -23 g 0 0 0 0 0 0 0 0 0 0 0 -100 100 0 0 -105 0 0 0 0 -E -trickle water~ - This trickle of water is slightly murky from particles of dust and rubble, -but does not look otherwise contaminated. -~ -#2703 -phosphorescent mushroom fungi fungus~ -@Ga phosphorescent mushroom@n~ -@GA phosphorescent mushroom@g grows here, glowing faintly.@n~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -3 5 0 1 0 -E -phosphorescent mushroom fungi fungus~ - Smooth and fragile to the touch, this tiny domed mushroom glows faintly all -over, as though it has tapped some internal source of light. -~ -#2704 -dark red pool liquid~ -@ra dark red pool@n~ -@rDark red rivulets of liquid form a pool here.@n~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -50 50 0 1 -55 0 0 0 0 -E -dark red pool liquid~ - This pool has the disturbing color of blood but appears to be water -contaminated with rusty particles of the mineral hematite from the surrounding -rock. This makes it gruesome to look at, and probably very inadvisable to -drink. -~ -#2705 -miniature corked bottle fairy tears~ -a bottle of fairy tears~ -A miniature corked bottle lies here.~ -~ -10 g 0 0 0 a 0 0 0 0 0 0 0 -10 48 43 35 -5 1000 0 0 0 -E -miniature corked bottle fairy tears~ - This tiny glimmering bottle is of fairy make, fragile crystal reflecting the -soft glow of the tears within. An equally tiny cork seals the bottle, set with -a perfectly minute aquamarine gem. -~ -#2706 -ragged diary book 1~ -a ragged diary~ -A ragged book has been left here.~ -~ -12 cq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 0 -E -ragged diary~ - This dark leather book is almost falling apart, although there appears to be -very little written inside it. The word @gPRIVATE@n has been carefully carved -into the cover. - - (type look 1, 2, or 3 to view pages) -~ -E -3~ - @G -@gEntry 3@n - Somehow I fear this may be my last entry. I have been recruited, along with -several others for a secret task by the sorceress' evil bird. What the task is -I do not yet know, but I know that the sorceress has a particular way of -keeping her secrets, and it does not involve the survival of witnesses. -~ -E -2~ - @G -@gEntry 2@n - Someone came to help us today, he told me he knew how to destroy the -sorceress once and for all. I thought he would be the one to succeed but he -was killed by the toothy one. Now the abominable creature has holed itself -into a cave from which there is no return... or so it is claimed. -~ -E -1~ - @G -@gEntry 1@n - I have lost all interest in keeping this diary. Since the sorceress has -taken over, life has not been worth writing about. I shall instead record -anything I observe that may aid in her demise, though it will mean my death -should this book be found. -~ -#2707 -carcass stone~ -the stone carcass of a sad-looking memlin~ -The stone carcass of a memlin is lying here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -50 0 -1 0 -0 0 0 0 0 -E -stone carcass~ - This is the perfect form of a crumpled memlin corpse, one of the many diggers -found throughout the tunnels. This creature has obviously met a most unnatural -death, as the corpse has fossilized into an eternal stone statue, an expression -of surprise and horror frozen into its features. -~ -#2708 -goethite shackle~ -a Goethite shackle~ -A Goethite shackle lies here.~ -~ -11 ag 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -7 400 0 1 0 -T 2710 -E -goethite shackle~ - This shackle has been twisted by some unnatural means out of goethite -crystals. Dark as night, it glistens as though dripping with the black blood -of the Khan'li themselves. It appears to be unlockable, except by a magic as -strong as that which wrought it. -~ -#2709 -bejewelled crystal key~ -a bejewelled crystal key~ -A bejewelled crystal key is lying here.~ -~ -18 cdgq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -E -bejewelled crystal key~ - This sparkling key catches the light perfectly, giving it a rainbow hue. A -perfectly round red beryll is set into the crystal, making it glow with magic. - -~ -#2710 -candystick~ -a @rc@na@rn@nd@ry@ns@rt@ni@rc@nk~ -A @rc@na@rn@nd@ry@ns@rt@ni@rc@nk lies here~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -50 0 0 0 -1 1 0 0 0 -#2711 -dark visored helmet~ -a dark visored helmet~ -A dark visored helmet is lying here.~ -~ -9 gj 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -6 200 0 5 0 -E -dark visored helmet~ - This dark helmet glimmers various shades of blue and green when turned in -the light. The metal visor looks as though it offers excellent protection -though making it somewhat harder to see, at least by any natural means. -~ -#2712 -irridescent breastplate plate~ -an irridescent breastplate~ -An irridescent breastplate is lying here.~ -~ -9 gj 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -6 200 0 5 0 -E -irridescent breastplate plate~ - This breastplate is a deep inky black that shimmers irridescent green and -blue at the slightest movement. As well as being extraordinarily beautiful, it -looks as though it offers excellent defense. -~ -#2713 -ink black boots ink-black~ -a pair of ink-black boots~ -A pair of ink-black boots stand here.~ -~ -9 gj 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -6 200 0 5 0 -E -ink black boots ink-black~ - These thigh-high boots are plated and jointed at the knee, allowing for -freedom of movement. A smooth glistening black they feel strangely cold, as -though some evil magic chills them. -~ -#2714 -water leathery pouch water~ -a leathery pouch~ -A leathery pouch is lying here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -10 10 0 0 -15 50 0 1 0 -E -leathery water pouch~ - Apparently made for holding water, this tan-colored leather has been -treated with some form of sticky resin, making it relatively leak-proof. -~ -#2715 -fountain bubbling~ -a bubbling fountain~ -A large round bench sits in the center of the room.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -50 50 15 0 -55 0 0 0 0 -E -fountain bubbling~ - Sculpted from glass and filled with smooth round pebbles, the water -splashing lazily from this fountain looks crystal clear. -~ -#2716 -fragrant flower~ -a @Mfragrant flower@n~ -@wA @Mfragrant flower@n blossoms here.~ -~ -12 q 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -fragrant flower~ - Various shades of magenta and purple, this flower has a large golden stamen -that fills the air with a sweet perfume, making it a likely member of the -tropical hibiscus family. -~ -#2718 -test bracelet~ -a test bracelet~ -An unfinished object is lying here.~ -~ -11 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 2722 -#2719 -griffin's tears clear bottle~ -a bottle of Griffin's Tears~ -A bottle of clear liquid lies here.~ -~ -10 gkq 0 0 0 ao 0 0 0 0 0 0 0 -12 28 28 1 -2 100 0 0 0 -E -Griffin's Tears clear liquid small bottle~ - This small bottle is round with a cork tightly sealing it as if the liquid -inside was very precious. -~ -#2720 -floorboards loose~ -some loose floorboards~ -A mouldy puddle stagnates in the corner.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -50 5 -1 0 -0 0 0 0 0 -E -mouldy puddle~ - This looks like it may have once been water, but has turned into a greenish -glob of undrinkable slime from the influence of mould and various fungi. -~ -E -loose floorboards~ - These floorboards look a little loose, as though they have been pried open -and set carefully back into place. -~ -#2721 -white bone key~ -a white bone key~ -A white key lies here.~ -~ -18 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -white bone key~ - This tiny white key has been carefully carved from a single curved bone, the -notches are sharp enough to cut and have been polished until gleaming. -~ -#2722 -bubbling hot spring~ -a bubbling hot spring~ -A bubbling hot spring flows here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -99 99 0 0 -104 0 0 0 0 -E -bubbling hot spring~ - This spring flows lazily through the cavern, its heat evidenced by the -wafting steam and bubbling water. -~ -#2723 -small doll~ -a small doll~ -A small doll lies crumpled on the ground.~ -~ -8 ciq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 3 0 -T 2729 -E -small doll~ - This little doll is obviously hand-made from old rags and stuffing, -carelessly sewn together. The eyes however, are made of some unknown material -and are chillingly life-like. Mostly in the closed position, from time to time -they open as if by accident. -~ -#2724 -fiery spine~ -a @Rfiery spine@n~ -A @Rfiery spine@n lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 3 9 14 -3 300 0 0 0 -E -fiery spine~ - This long sharp spine seems to glisten slightly as though recently hewn from -its animal owner. Blood red and hot to the touch, a wisp of smoke curls -continually around it as though some inner fire continually burns. -~ -#2725 -skull stone massive dragon~ -the massive stone skull of a dragon~ -The massive stone skull of a dragon sits ominously on the altar.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 0 -1 0 -0 0 0 0 0 -E -massive stone dragon skull~ - This enormous stone skull appears to have come from an actual dragon corpse. -Apparently once made of bone, it has long since petrified into smooth stone. -Long jagged teeth frame the slightly open jaw, and the two immense eye sockets -are empty, filled with an unnatural darkness. -~ -#2726 -broken shard glass~ -a broken shard of glass~ -A broken shard of glass lies here.~ -~ -8 gq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 2732 -E -broken shard glass~ - This glass appears to mirror something, dark swirling shapes lingering just -beneath the flawless surface. Almost unnaturally black, it seems to whisper to -you, invoking the urge to pick it up and look closer. -~ -#2727 -glowing blue shard glass~ -@Ba glowing blue shard of glass@n~ -@BA glowing blue shard of glass@n lies here.~ -~ -8 gq 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 2739 -E -glowing blue shard glass~ - Razor-sharp and glittering with uncanny beauty, this shard seems to reflect -some aspect of you, as indeed its mirror host once would have. A delicate -silver chain, fine as spider-silk supports the jewel-like glass, silvery -writing scrawled across the smooth surface, spelling the words: Healer, heal -thyself. -~ -A -12 30 -#2728 -glowing red shard glass~ -@Ra glowing red shard of glass@n~ -@RA glowing red shard of glass@n lies here.~ -~ -8 gq 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 2740 -E -glowing red shard glass~ - Razor-sharp and glittering with uncanny beauty, this shard seems to reflect -some aspect of you, as indeed its mirror host once would have. A delicate -silver chain, fine as spider-silk supports the jewel-like glass, silvery -writing scrawled across the smooth surface, spelling the words: Conqueror, -conquer thyself. -~ -A -13 30 -#2729 -glowing green shard glass~ -@Ga glowing green shard of glass@n~ -@GA glowing green shard of glass@n lies here.~ -~ -8 gq 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 2741 -E -glowing green shard glass~ - Razor-sharp and glittering with uncanny beauty, this shard seems to reflect -some aspect of you, as indeed its mirror host once would have. A delicate -silver chain, fine as spider-silk supports the jewel-like glass, silvery -writing scrawled across the smooth surface, spelling the words: Deceiver, know -thyself. -~ -A -14 30 -#2730 -glowing purple shard glass~ -@Ma glowing purple shard of glass@n~ -@MA glowing purple shard of glass lies here.@n~ -~ -8 gq 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 2742 -E -glowing purple shard glass~ - Razor-sharp and glittering with uncanny beauty, this shard seems to reflect -some aspect of you, as indeed its mirror host once would have. A delicate -silver chain, fine as spider-silk supports the jewel-like glass, silvery -writing scrawled across the smooth surface, spelling the words: Seeker, seek -thyself. -~ -A -12 30 -#2731 -test quiver~ -a test quiver~ -A test quiver is lying here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -99 0 -1 0 -1 1 0 0 0 -#2732 -test bow~ -a test bow~ -A test bow is lying here~ -~ -12 0 0 0 0 an 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#2733 -test arrow~ -a test arrow~ -A test arrow is lying here.~ -~ -7 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#2734 -little bundle white flowers~ -a little bundle of white flowers~ -A little bundle of white flowers has been placed here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 30 0 0 0 -E -little bundle white flowers~ - These flowers have tiny star-shaped heads that seem an almost luminous -white. Delicate silver-veined leaves and pale green stems extend beneath the -fragile petals, held together with a single scarlet ribbon. -~ -#2735 -bright circle~ -@Ca bright circle of light@n~ -@CA bright circle of light glows from the floor.@n~ -~ -12 g 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -bright circle~ - This glowing circle has clear magical properties, its surface shimmering as -though it is not entirely in one place. In fact, it seems almost like it could -function as some kind of portal. -~ -#2736 -firebreather bottle vodka firebreather~ -a bottle of vodka~ -A bottle of vodka stands here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -10 10 7 0 -10 1 0 0 0 -#2737 -empty~ -a buggy trigger~ -A buggy trigger is wreaking havoc here.~ -~ -0 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#2738 -suspended orb glowing water~ -@Ca suspended orb of glowing water@n~ -@CA suspended orb of glowing water@n~ -~ -1 cdgq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 1 1 0 0 -T 2794 -E -suspended orb glowing water~ - This shimmering orb ripples with beautiful patterns of unnatural light that -dance upon the surface of the water. Amazingly the fluid holds itself in a -perfect sphere, hovering as though weightless in the air. -~ -#2739 -broken pick~ -a broken pick~ -A broken pick lies discarded on the floor.~ -~ -13 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -E -broken pick~ - This pick seems newly built, though the iron head has already been shattered -as though it has been repeatedly struck against a material that will not yield. -~ -#2740 -single black feather~ -a black feather~ -A single black feather lies on the ground.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -single black feather~ - This large and beautiful feather is perfectly black, glistening slightly -irridescent, streaks of blue and green glinting in any light. Soft as silk and -almost as light as air, it probably once belonged to a raven or crow. -~ -#2741 -apron stained wrinkled~ -a stained apron~ -A wrinkled apron lies here, covered with various stains.~ -~ -15 0 0 0 0 al 0 0 0 0 0 0 0 -10 0 -1 0 -1 50 0 0 0 -E -apron stained wrinkled~ - This looks like your average kitchen apron, though rather ragged and -well-used. Several food stains cover the otherwise white material, and the -scent of peppers and spices wafts from the fabric. A large pocket hangs along -the side, small crumbs falling through a hole in the bottom. -~ -#2742 -swirling tor Tor~ -a swirling Tor~ -A swirling Tor hovers here, distorting everything around it.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -swirling tor Tor~ - This massive black sphere hovers effortlessly in mid-air, strange colors and -patterns flickering and dancing over its surface. The atmosphere around it -seems unnatural, distortions spreading rhythmically out around it like ripples -in the very fabric of space. A low vibrating pulse can also be felt, energy -ebbing and flowing as if some invisible heart was beating. -~ -#2743 -sacrificial blade cruel silvery~ -a sacrificial blade~ -A cruel silvery blade glistens here.~ -~ -5 j 0 0 0 an 0 0 0 o 0 0 0 -2 3 5 3 -2 500 2 0 0 -E -sacrificial blade cruel silvery~ - This long, curving blade is razor sharp and glistens silver in the light, -though when examined carefully the metal that forged it can be seen to be black. -Elegant runes glow faintly red though to the touch they are icy cold, chilling -even the tightly wound strips of hide that bind the handle. -~ -#2744 -proud metal sculpture~ -a proud metal sculpture~ -A proud metal sculpture stands unyieldingly in the center of the room.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -proud metal sculpture~ - This beautifully forged abstract metal sculpture is seamless and flowing as -if still liquid, only it has cooled completely into an unmoldable image of -interpretative art. Stubbornly fixed in place, the curving contours of the -sculpture seem to contrast its complete refusal to bend under any pressure. -~ -#2745 -flickering flame~ -a flickering flame~ -A flickering flame hovers warily above the ground.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -flickering flame~ - This large flame is the pure scarlet color of unpolluted fire, dancing and -leaping almost frantically it casts its surroundings in and out of shadow. -Though nothing supports it and nothing appears to be feeding it, it burns almost -brighter than any natural flame ever could. -~ -#2746 -set silver balancing scales~ -a set of silver balancing scales~ -A set of silver scales tips continuously from one side to the other.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -set silver balancing scales~ - Expertly forged and polished until shimmering, these beautiful scales are an -artistic expression of justice and moderation. Simple and unembellished, the -flat silver plates alternately raise and lower, invisible forces seeking to tip -the balance, whilst Navi, the will of the Imari seeks constantly to restore it. -~ -#2747 -long simple garment piece white fabric~ -a long simple garment~ -A long piece of white fabric lies crumpled here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -long simple garment piece white fabric~ - This simply sewn piece of flowing white cloth looks light to the touch and -has an almost airy floating quality to it. Dull white, it is clean and orderly -but otherwise unremarkable. -~ -A -3 2 -#2748 -delicate piece white gown material~ -a delicate white gown~ -A delicate piece of white material lies here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -delicate piece white gown material~ - This fragile shimmering dress is made of fine silk, so delicate the slightest -pull would tear it. Two jewelled straps hold the flowing material in place, the -rest of it left to naturally cascade in smooth, shining folds. -~ -A -3 2 -#2749 -tiny opal pendant gold chain~ -a tiny opal pendant~ -A tiny opal lies here, attached to a fragile gold chain.~ -~ -8 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 200 0 0 0 -E -tiny opal pendant gold chain~ - A tiny fire opal lies embedded in a delicate circle of gold, its smooth white -surface flecked with brilliant shades of scarlet and crimson. A slight glow -seems to come from it as though some inner source of light is shining through, a -fragile gold chain trailing from the tip of its gold setting. -~ -A -3 3 -#2750 -simple gray tunic~ -a simple gray tunic~ -A gray tunic is lying here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -simple gray tunic~ - This modest garment is a light slate gray in color, made of delicate, -flexible material and sealed down the front with tiny wooden buttons. -~ -A -2 2 -#2751 -rope-like cord belt~ -a rope-like cord~ -A rope-like cord is lying here.~ -~ -11 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -rope-like cord belt~ - This long woven cord has been woven from a very rough and durable brown -material, it seems it has been designed to serve as a tool belt, able to bear -the constant weight of heavy objects. -~ -A -2 1 -#2752 -faded brown shirt~ -a faded brown shirt~ -A faded brown shirt lies crumpled here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -faded brown shirt~ - This short sleeved garment is made of very light and airy material that looks -as though it were once deep chocolate brown, now faded through use and time. -~ -A -2 2 -#2753 -dusty white vest~ -a dusty white vest~ -A dusty white vest lies forgotten here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -dusty white vest~ - This simple, loose-fitting vest is made of comfortable breathable material, -well-suited for hot humid environments. Apparently once a brilliant white, it -has faded and grayed with dust. -~ -A -2 2 -#2754 -worn leather pants~ -some worn leather pants~ -A pair of worn leather pants lies discarded here.~ -~ -11 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -worn leather pants~ - These durable pants have been made from some type of thin hide, well-made -they have nonetheless been used far beyond their time, leaving them ragged and -worn through in places. -~ -A -2 2 -#2755 -pair tan trousers~ -a pair of tan trousers~ -A pair of tan trousers lie here gathering dust.~ -~ -11 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -pair tan trousers~ - These light colored trousers are partially darkened by patches of dried mud -and dust, obviously on the verge of wearing through they are nonetheless very -light and unrestrictive. -~ -A -22 2 -A -2 2 -#2756 -loose-fitting breeches~ -some loose-fitting breeches~ -Some loose-fitting breeches have been dumped here.~ -~ -11 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -loose-fitting breeches~ - These large breeches have been designed for maximum ease of movement, -comfortable and light material delicately sewn to hold in place without -restricting. Well-used and grimy, they are nonetheless intact. -~ -A -2 2 -#2757 -some tattered sandals~ -some tattered sandals~ -Some tattered sandals lie here.~ -~ -11 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -some tattered sandals~ - These roughly stitched sandals seem to have been crudely thrown together from -bits and pieces of left over hide. The thread is old and worn and the entire -piece looks on the verge of falling apart. -~ -A -14 10 -#2758 -plain leather shoes~ -plain leather shoes~ -Some plain leather shoes have been dropped here.~ -~ -11 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -plain leather shoes~ - Dusty and ragged, these worn out shoes are reaching the end of their possible -use. Frayed stitching is already beginning to unwind, and patches in the sole -are threadbare. -~ -A -14 10 -#2759 -frayed belt~ -a frayed belt~ -A frayed belt is lying here.~ -~ -11 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -frayed belt~ - This belt looks almost about to snap, pieces of unravelling thread sticking -out here and there like spines. A simple wooden buckle fastens it together, -layers of dust and grime covering the carved patternwork. -~ -A -22 2 -#2760 -threadbare boots~ -threadbare boots~ -Some threadbare boots lie discarded here.~ -~ -11 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -threadbare boots~ - Made of rawhide and stitched tightly with black threads, there seems to be -more clumped mud making up this footwear than fabric. Pieces of twine are -carelessly tied around in various places, an obvious attempt to hold them -together for longer. -~ -A -14 5 -#2761 -dirty pieces wound cloth~ -dirty pieces of wound cloth~ -Some dirty pieces of wound cloth lie here.~ -~ -11 0 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -dirty pieces wound cloth~ - This long piece of filthy cloth has been wound into a sort of bandage, it -looks as though it serves to protect the palms from the chafing of heavy tools. -~ -A -18 2 -#2762 -crate dusty storage~ -a dusty storage crate~ -A dusty storage crate stands against the wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 0 -1 0 -0 0 0 0 0 -E -crate dusty storage~ - This small wooden box looks like it once held tools although now there is not -much to be seen through the cracked pieces of wood but dust and the occasional -spider. -~ -#2763 -blue patchwork dress~ -a blue patchwork dress~ -A blue patchwork dress lies here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -blue patchwork dress~ - This simple but pretty dress has been sewn together from patches of leftover -material. As such there are many shades of blue, some floral, some patterned, -and others plain, making the garment a little unusual but still quite pleasing -to look at. -~ -A -2 2 -#2764 -peach colored dress~ -a peach-colored dress~ -A peach-colored dress lies crumpled here.~ -~ -11 0 0 0 0 ad 0 0 0 n 0 0 0 -0 0 0 0 -1 30 0 0 0 -E -peach colored dress~ - This soft dress is a little faded, but still a pretty peach color, most of -the delicate stitching and fabric intact. Mostly unremarkable, there is a -slightly electric feel to it as though the weaver infused some magical -properties. -~ -A -2 2 -A -12 10 -#2765 -silver-leafed book time~ -the Book of Time~ -A silver-leafed book lies here.~ -~ -12 cdq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -3 three~ - THIRD AGE - AGE OF REBIRTH - -This is an accounting of things future, the third age. - -With the canvas wiped clean and the hearts of the Cui weighed heavy with -grief and regret, they will invest their last energies in creating a new race. A -form of life that embodies the whole scope of the balance, having the ability to -sway itself to dark or light as it pleases. - -The internal nature of these opposing forces means that the race will have to -keep peace within itself or suffer complete self-inflicted destruction. Thus, -along with the power to choose, this life will have the burning desire of its -Cui makers to continue itself, to survive, to flourish and grow. - -With only one of the Cui remaining, this race is left almost entirely to its own -devices, only a few perceiving and heeding the whisperings of their sole -remaining parent and the occasional Ve offspring. - -Beyond this point no speaking creature can see. - -~ -E -2 two~ - SECOND AGE - AGE OF RECONCILIATION - -This is an accounting of things present, the second age. - -The Second Age began with the creating of a new race, a neutral race, -intended to bridge the gap between those of darkness and those of light. -Peace-loving and friendly, it was hoped that this race (the race of Memlins) -would act as mediator, allowing interactions between all three races without -the clash and destruction of war. - -Unfortunately, although this intervention did stem the flow of blood, a new -war began for domination over memlin-kind, with the Khan'li seeking to -enslave them and the Dynar seeking to convert them. Caught in the middle, -the dismayed call of memlin-kind for peace goes largely unheeded, and slowed -but not stopped the destruction continues its insidious spread. - -Here begins the accounting of things future, the prophecies of the Ve. - -The carnage will continue, memlin-kind being destroyed, Khan'li and Dynar -once again preparing to take up the battlefield. At this point, the now almost -extinct Cui will make one last desperate effort to create harmonius miru life. -Coming together, they will cause a massive wave of destruction, completely -wiping out all of their own creation. With the blood-soaked ground cleansed -and uninhabited the third age will begin. - -~ -E -1 one~ - FIRST AGE - AGE OF SORROW - - This is an accounting of things past, the first age. - -The first efforts of the Cui in shaping their world resulted in the separating -of Denuo into two major root forms - Khan'li, those of darkness, and Dynar, -those of light, the intention being that the interactions between the two would -allow for motion of forces whilst keeping the balance relatively stable. - -However, the Cui were not prepared for the outright carnage that resulted. -Dynar and Khan'li both working to slaughter the other and spilling oceans of -blood, destroying many of their sub-races that Cui had sacrificed themselves to -create. - -Dismayed, the Cui sought to make peace between the two, realising that all -they had worked for was about to destroy itself. Finally, they sought to make -a more drastic change... - -~ -E -silver-leafed book time~ - This beautiful shimmering book is bound with leather and overlaid with fine -silver leafing. Carefully scrawled letters glow vaguely phosphorescent on the -cover, spelling out Book of Time. There appears to be three chapters (look 1, -2, or 3). -~ -#2766 -strip white meat~ -a strip of white meat~ -A strip of white meat has been left here to rot.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -1 10 0 0 0 -E -strip white meat~ - This long piece of white flesh is fresh and healthy-looking. Apparently some -sort of poultry, it smells a bit like... chicken? -~ -#2767 -piece salted dried meat~ -a piece of salted, dried meat~ -A piece of salted, dried meat lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -1 10 0 0 0 -E -piece salted dried meat~ - While this preserved piece of red meat does not look particularly delicious, -it seems to be in good condition and a good source of nourishment. -~ -#2768 -pheasant mushroom meat pie~ -a pheasant and mushroom pie~ -A meat pie has been left here to spoil.~ -~ -19 q 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 10 0 0 0 -E -pheasant mushroom meat pie~ - This freshly baked pie is light and crispy on the outside, the delicious -smell of gravy-soaked meat and mushrooms steaming through the pastry shell. -~ -#2769 -boiled potato~ -a boiled potato~ -A boiled potato lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -1 10 0 0 0 -E -boiled potato~ - This slightly mud-stained vegetable looks not long plucked from the ground. -Recently boiled, it is still somewhat warm to the touch. A sprinkling of salt -coats its light brown skin. -~ -#2770 -fresh carrot~ -a fresh carrot~ -A fresh carrot lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -1 10 0 0 0 -E -fresh carrot~ - This fresh carrot has been recently pulled and rinsed off, a layer of -sparkling water still clinging to its bright orange surface. Long green leaves -dangle from one end, a stark contrast in color to the rest of it. -~ -#2771 -small piece meat~ -a small piece of meat~ -A small piece of meat lies rotting here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 5 0 0 0 -E -small piece meat~ - This small piece of red meat is not the most appetizing in appearance, but is -probably quite nourishing nonetheless. -~ -#2772 -scarlet fire dress~ -a scarlet dress of fire~ -A scarlet dress lies here, wreathed in flame.~ -~ -11 dgq 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 500 0 0 0 -T 2780 -E -scarlet fire dress~ - This blazing gown has been wrought by some powerful magic out of raging -scarlet flame. Shimmering with intense heat and energy, the tongues of fire -dance frantically through the magical fabric as though seeking escape. The -delicate shoulder straps are made of glittering rubies linked with gold, the -gems glowing with firelight as the dress crackles and burns. -~ -A -18 2 -#2773 -crystal delicate nymph ring~ -a crystal nymph ring~ -A delicate crystal ring lies here.~ -~ -11 q 0 0 0 ab 0 0 0 h 0 0 0 -0 0 0 0 -1 300 0 0 0 -E -crystal delicate nymph ring~ - This delicate ring is made of pure flowing crystal, carved into the tiny form -of a naked ice nymph, slender arms and legs curled around to grasp the wearer's -finger. Its tiny face has a tranquil expression, two aquamarine gems glowing as -eyes, softly illuminating the rest of her smoothly feminine features. -~ -A -24 2 -#2774 -folded note~ -a folded note~ -A folded note lies dropped here.~ - -Ah, I have a small task for you faithful one. - -No doubt you know of the Dynar scum that came here to kill me. Well, as -expected he was of no match against my protector. Unfortunately, the -wretched creature had a powerful weapon with him, infused with Dynar -magic. It has utterly overcome my protector, poisoned him beyond the point -of return, and although he remains loyal to me I cannot have an item of such -power in the hands of one so corrupted. - -He no doubt knows this himself, for he has hidden himself away with the help -of those worthless memlins. They call him the toothy one, and I have finally -found the door to his hideout, although he has actually invoked some Dynar -magic to keep me out. - -In any case, if I cannot break in, I shall make certain he never gets out. This -is where your task comes in. - -Go into the heart of the mines, there in a niche to the east you will find a -group of memlins digging at the southern wall. This is where the hidden -ivorydoor lies, and no doubt they will have had no success at breaking -through. - -It is of no matter as I have acquired the key, which you should have received -along with this note. Your job now is simply to dispose of the memlins -involved however you see fit, and discover if in fact that wretched creature -is even still alive in that self-made tomb. - -That is all. - -~ -16 dq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#2775 -glistening obsidian key~ -a glistening obsidian key~ -A glistening obsidian key lies here.~ -~ -18 cdq 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -glistening obsidian key~ - This dark magical key has been wrought from pure black obsidian, shimmering -as though wet it has a strangely hot surface, as though some invisible fire -warmed it. -~ -#2776 -icy mana ring~ -an icy mana ring~ -An icy ring lies here, glowing faintly.~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 600 2 0 0 -T 2781 -T 2783 -E -icy mana ring~ - This cool glassy ring has been forged from a silvery metal and interwoven -with blue crystal, the two substances spiralling around each other in a -never-ending circle, a symbol of the flowing of unseen forces. It looks as -though it may impart some powerful magic unto the wearer if@c used@n. -~ -#2777 -Goethite staff flame fire~ -a Goethite staff alight with flame~ -A Goethite staff lies here, topped with flickering fire.~ -$n caresses the flame of $s staff, unleashing its full fury upon you. -~ -4 cdgq 0 0 0 ao 0 0 0 0 0 0 0 -18 20 20 26 -2 1 2 0 0 -E -Goethite staff flame fire~ - This spiralling glossy staff has been carved and polished from pure Goethite -crystal. Black as night and warm to the touch, its slender rod forms into an -oval platform upon which a fire elemental dances. Blazing with fury and power, -the tiny creature sparks with almost unnatural energy, its frenzied movements -sending wisps of smoke into the air. -~ -#2778 -test object~ -test object to purge corpse~ -A test object lies here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 2784 -#2779 -Goethite staff flame fire~ -a Goethite staff alight with flame~ -A Goethite staff lies here, topped with flickering fire.~ -~ -4 0 0 0 0 a 0 0 0 0 0 0 0 -18 5 5 26 -2 2 0 0 0 -T 2789 -T 2793 -T 2796 -T 2787 -E -Goethite staff flame fire~ - This spiralling glossy staff has been carved and polished from pure Goethite -crystal. Black as night and warm to the touch, its slender rod forms into an -oval platform upon which a fire elemental dances. Blazing with fury and power, -the tiny creature sparks with almost unnatural energy, its frenzied movements -sending wisps of smoke into the air. -~ -#2780 -test ash arrow~ -an ash arrow~ -An ash arrow is lying here.~ -~ -0 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#2781 -test silver arrow~ -a silver arrow~ -A silver arrow is lying here.~ -~ -0 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#2782 -poison arrow~ -a poison arrow~ -A arrow lies here, tipped with poison.~ -~ -0 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#2783 -birthday cake~ -a birthday cake~ -A birthday cake stands here, flickering with candles.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 1 0 0 0 -E -birthday cake~ - This birthday cake is Detta's, created on August 5th, to commemorate her last -ever day of being 22 years old. *breaks down and sobs about not being old* -~ -#2784 -xxxspiderball spider ball~ -a spider ball~ -A spider ball sits here.~ -~ -0 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -$~ diff --git a/lib/world/obj/270.obj b/lib/world/obj/270.obj deleted file mode 100644 index 38ddc2e..0000000 --- a/lib/world/obj/270.obj +++ /dev/null @@ -1,139 +0,0 @@ -#27000 -stone club~ -a large stone club~ -A large stone club lies here.~ -~ -5 jmop 0 0 0 an 0 0 0 0 0 0 0 -0 3 8 6 -17 500 0 20 -A -18 2 -A -2 -1 -#27001 -trollhelm helm~ -a trollhelm~ -A huge trollhelm lies here.~ -~ -9 jlm 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -10 200 0 30 -A -1 1 -#27002 -ice club~ -an ice club~ -A large ice club lies here.~ -~ -5 jmo 0 0 0 an 0 0 0 0 0 0 0 -0 4 6 6 -18 200 0 30 -A -19 3 -#27003 -robe white~ -the robe of the ice wizard~ -A white robe lies on the ground.~ -~ -9 agjnop 0 0 0 ak 0 0 0 0 0 0 0 -8 0 0 0 -1 120 0 30 -A -12 30 -A -18 3 -#27004 -cloak stormbringer~ -the cloak of the stormbringer~ -A dull cloak lies here.~ -~ -9 agjp 0 0 0 ac 0 0 0 0 0 0 0 -6 0 0 0 -1 120 0 0 -A -13 30 -#27005 -sleeves iron~ -a pair of iron sleeves~ -A pair of iron sleeves lies on the ground.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -7 0 0 0 -10 245 0 20 -A -18 -4 -A -19 5 -#27006 -cube ice translucent~ -a translucent ice cube~ -Someone has left a translucent ice cube here.~ -~ -8 gh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 500 0 0 -A -2 1 -A -13 -15 -#27007 -cube white ice~ -a white ice cube~ -Someone has left a white ice cube here.~ -~ -8 gj 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 550 0 0 -A -2 1 -A -1 1 -#27008 -cube white ice~ -a white ice cube~ -Someone has left a white ice cube here.~ -~ -8 gh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 500 0 0 -A -13 -20 -A -9 10 -#27009 -cube white ice~ -a white ice cube~ -Someone has left a white ice cube here.~ -~ -8 gj 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 500 0 0 -A -2 2 -A -19 -1 -#27010 -cube pearly blue ice~ -a pearly blue ice cube~ -Someone has left a pearly blue ice cube here.~ -~ -8 gj 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 550 0 0 -A -17 10 -A -19 -1 -#27011 -golden crystal~ -a golden crystal~ -A golden crystal lies here.~ -~ -8 agjlnop 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 1000 0 30 -A -3 3 -A -4 2 -$~ diff --git a/lib/world/obj/271.obj b/lib/world/obj/271.obj deleted file mode 100644 index aef24d1..0000000 --- a/lib/world/obj/271.obj +++ /dev/null @@ -1,1328 +0,0 @@ -#27100 -noose death~ -a noose~ -A bit of sinister-looking coiled rope is lying here.~ -~ -11 h 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -3 30 0 0 0 -E -noose~ - Its a thick rope coiled into a fatal knot. Feeling like suicide today? -~ -A -13 -50 -#27101 -kaleidoscope light~ -a kaleidoscope~ -A kaleidoscope is lying here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -2 60 0 0 0 -E -kaleidoscope~ - It's a tiny thing, and brightly colored. While showing you a fantasy swirl -of colors away from Mirror|rorriM Mud, here it shows you the real world. -~ -A -18 1 -#27102 -tunic gold~ -a frayed golden tunic~ -A frayed golden tunic lies crumpled here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -2 30 0 0 0 -E -tunic gold~ - It's thin and frayed at more than just the seams. Since you have been -wearing this your whole life before entering your discipline, it may be time for -an improvement. -~ -#27103 -black leggings pants~ -a pair of black leggings~ -A pair of black leggings has been left here.~ -~ -11 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -3 340 0 0 0 -E -leggings black~ - They are pitch black and merely a thin covering. -~ -A -17 -3 -#27104 -boots leather~ -old leather boots~ -A pair of old leather boots are here.~ -~ -11 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -2 270 0 0 0 -E -boots leather~ - They are close to wearing holes at the toes and the heels. -~ -A -17 -2 -#27105 -dagger black~ -a small black dagger~ -A tiny black dagger has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 11 -1 20 0 0 0 -E -dagger black~ - This tiny dagger serves well for around town and the neighboring village. -The blade, however, is small and dull. -~ -#27106 -staff gnarled~ -a gnarled staff~ -A thin gnarled staff has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 7 -2 20 0 0 0 -E -staff gnarled~ - The staff is carved from holly wood, and serves well for around town and the -neighboring village. You might want to consider a stronger weapon as time goes -by, however. -~ -#27107 -mace iron~ -an iron mace~ -An iron mace is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 5 -2 20 0 0 0 -E -mace iron~ - It is wrought from strong iron, but small and slightly rusty. It serves well -for around town and the neighboring village, but as time goes by you might want -to consider trying something heavier. -~ -#27108 -sword short~ -a short sword~ -A short sword is lying on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 3 -2 20 0 0 0 -E -sword short~ - The blade is dull, but it serves well for around town and the neighboring -village. -~ -#27109 -candelabra candle~ -a candelabra~ -A candelabra glows dimly with a golden light.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 1 0 0 0 -E -candelabra candle~ - Thirty tiny black candles shine with a golden glow. At the base is an -engraving of one circle partially obscured by another. -~ -#27110 -water fountain marble black water~ -a black marble fountain~ -A black marble fountain flows with a clear water.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -100 100 0 0 -105 0 0 0 0 -E -fountain marble black~ - The circular fountain is carved from black marble from the mines below the -town. The water inside looks sweet to drink. -~ -#27111 -axe severance~ -the axe of severance~ -A bloody axe has been left here.~ -~ -5 mn 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 0 -10 1000 0 0 0 -E -axe severance~ - This massive weapon takes much of your strength to carry. It would like to -kill again, for the blood of the last victim has just dried on the blade. -~ -A -18 -1 -A -19 2 -#27112 -gold vault pile atm~ -a huge pile of gold~ -A huge pile of gold is guarded by a magical force.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -gold vault pile~ - This is the treasury of Sundhaven. It is, of course, guarded by a magical -protective shield against greedy intruders. -~ -#27113 -quesadilla food~ -a quesadilla~ -A quesadilla is here, hot and steaming.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -1 21 0 0 0 -E -quesadilla~ - It looks deliciously hot and spicy, a Maynards specialty! -~ -#27114 -coffee brewer drink coffee~ -a coffee brewer~ -A coffee brewer purcolates in the corner of the room.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -20 0 -1 0 -0 0 0 0 0 -E -brewer coffee~ - The smells of brewing coffee coming from this rouse you from any numb- -mindedness and cause your mouth to water. -~ -#27115 -rose gold black~ -a golden rose with black leaves and stem~ -A golden rose with leaves and stem of black is growing here.~ -~ -11 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -E -rose golden~ - A dark stem crowned with golden petals, it smells of warm summer winds. -~ -#27116 -coffee iced cappuccino drink coffee~ -an iced cappuccino~ -A foamy iced cappuccino is sitting here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 12 0 -8 15 0 0 0 -E -iced cappuccino~ - A clear glass is filled with ice, espresso, steamed milk and milk foam. It -looks irresistable. -~ -#27117 -coffee irish cream latte drink coffee~ -an irish cream latte~ -A hot latte is sitting here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -5 5 12 0 -10 18 0 0 0 -E -irish cream latte~ - It's a tall glass of high-caffeine espresso, steamed milk, milk foam, and -irish cream. Mmmm! -~ -#27118 -coffee black cup drink coffee~ -a black cup~ -A black cup of coffee rests here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 12 0 -8 7 0 0 0 -E -coffee cup~ - Who doesn't need one of these now and then? How about very often? -~ -#27119 -tea cup drink hot tea~ -a hot cup~ -A cup of hot tea is resting here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 11 0 -8 11 0 0 0 -E -tea cup~ - It comes in a slightly ornamented porceline cup, and looks to be brewed -mostly of chamomile. -~ -#27120 -ale rogue brew ale~ -a rogue's brew~ -The mascot brew of the assassins guild is resting here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -7 7 4 0 -12 20 0 0 0 -E -rogue brew~ - It comes in a tall pewter flask engraved with a black naga. -~ -#27121 -local speciality black adder drink local~ -the black adder special~ -A black metal flask is sitting here.~ -~ -17 b 0 0 0 a 0 0 0 0 0 0 0 -1 1 8 0 -1 25 0 0 0 -E -special black adder~ - A black metal flask engraved with a coiled snake and filled with dark ale -that looks very inviting. -~ -#27122 -whisky shot drink whisky~ -a shot~ -A shot of whisky emits an alluring scent from the ground.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 5 0 -1 20 0 0 0 -E -whisky shot~ - The scent stings your nose pleasantly. -~ -#27123 -victim sandwich food~ -a victim sandwich~ -The specialty sandwich of the Nightbreak Cafe is sitting here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -25 0 0 0 -2 30 0 0 0 -E -victim sandwich~ - What does the assassins guild do with all those corpses left over from a -day's work? Well, now you know. -~ -#27124 -firebreather mug flames drink firebreather~ -a black mug filled with leaping flames~ -A large black mug rimming with flames sits here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -10 10 7 0 -15 66 0 0 0 -E -mug fire firebreather flames~ - You see a wide, black mug filled with liquid of a fiery color. The side is -engraved with a roaring dragon. -~ -#27125 -beer mug cold drink beer~ -a cold mug~ -The air is condensing on a cold mug of beer.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 1 0 -8 10 0 0 0 -E -mug beer cold~ - It's a cold pewter mug, dented from being banged on tables repeatedly. -~ -#27126 -wine keg wine~ -a keg of wine~ -A keg of wine rests on the floor.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -200 200 2 0 -205 205 0 0 0 -#27127 -wine flask leather drink red wine~ -a leather flask~ -A flask of red wine has been dropped here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -4 4 2 0 -9 20 0 0 0 -E -wine flask~ - The flask is gray and filled, or once filled, perhaps, with red wine. -~ -#27128 -roast rabbit food~ -a rabbit roast~ -A tasty-looking roast is lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -2 14 0 0 0 -E -roast rabbit~ - Its a savory garlic rabbit roast. -~ -#27129 -stew dragon pot food~ -a pot of dragon stew~ -A pot of delicious stew is steaming away.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -40 0 0 0 -8 55 0 0 0 -E -stew dragon pot~ - You see a small black cauldron of steaming meat stew. The few scales -remaining tell you this was once a breathing dragon. Despite its grisly -appearance, it smells delicious. -~ -#27130 -bread rye food~ -a rye bread~ -A bread baked from rye is sitting here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -2 11 0 0 0 -E -bread rye~ - Its a round bread dotted with black rye. It smells good to eat. -~ -#27131 -cake saffron food~ -a cake baked from wild saffron~ -A cake baked from wild saffron is resting at your feet.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -25 0 0 0 -3 20 0 0 0 -E -cake saffron~ - You see a round tan-colored cake, still hot from the oven. -~ -#27132 -pastry blackberry food~ -a blackberry pastry~ -A sticky black pastry is sitting here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 15 0 0 0 -E -pastry blackberry~ - Its sticky with sugar and looks delicious. Hobbit specialty. -~ -#27133 -dish pad tai food~ -a dish of pad tai~ -A spicy dish of Thai food is sitting here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -2 20 0 0 0 -E -dish pad tai~ - The plate is hot to the touch, and the mixture of noodles and vegetables look -spicy and delicious. -~ -#27134 -sack leather deer~ -a sack of deer leather~ -A strapped leather sack has been left here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -70 1 -1 0 -5 25 0 0 0 -E -sack deer leather~ - The hardy deer leather sack has straps to allow slinging over the shoulder. - -~ -A -17 -2 -#27135 -torch light~ -a torch~ -A torch is lying on the ground.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 25 0 -1 5 0 0 0 -E -torch light~ - Its a short, wooden torch. It's um, flammable. -~ -#27136 -quill black pen~ -a black feather quill~ -A black inky feather is lying nearby.~ -~ -21 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 13 0 0 0 -E -quill black feather~ - A slender dark feather rises from an ink pen. -~ -#27137 -paper~ -a piece of paper~ -A piece of paper is fluttering in the wind.~ -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 12 0 0 0 -#27138 -lamp copper light~ -a copper lamp~ -A lamp glints copper in the faint light.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 60 0 -2 20 0 0 0 -E -lamp copper~ - It's a small, dented lamp, forged from copper. -~ -#27139 -sword quartz~ -a sword of quartz hilt~ -A sword with a pale quartz hilt has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 3 -8 550 0 0 0 -E -sword quartz~ - You see a long, slender-tapered sword with a carved hilt of white quartz. -~ -A -18 1 -#27140 -dagger crescent mithril~ -a mithril dagger~ -A dagger with a blade curved like a crescent is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 11 -3 535 0 0 0 -E -dagger crescent mithril~ - It's a silver-colored dagger, with a crescent-like blade. -~ -A -18 1 -#27141 -mace fire~ -a fire-headed mace~ -Still hot from the forge, a mace burns a black space on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 5 -5 545 0 0 0 -E -mace fire~ - The barbed head of the mace is still hot from the forge, and crafted to look -like the rising spikes of flames. -~ -A -18 1 -#27142 -staff rock crystal~ -a rock crystal staff~ -A staff crowned with a cloudy crystal is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 6 -4 540 0 0 0 -E -staff rock crystal~ - A slender staff, carved from ash and embedded with a cloudy crystal at the -head. -~ -A -18 1 -#27143 -shield black sandstone~ -a black sandstone shield~ -A dark sandstone plate is lying here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -5 0 0 0 -6 400 0 0 0 -E -shield black sandstone~ - Molded from local black cliff sandstone and laquered with a special varnish -for strength, this makes a sturdy shield. -~ -#27144 -tunic golden guard~ -a guard's golden tunic~ -A tunic of dark gold is crumpled here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -4 158 0 0 0 -E -tunic golden~ - The guard's tunic is made of a sturdy, canvas-like material. -~ -#27145 -boots black~ -sturdy black boots~ -A pair of sturdy black boots lie scattered on the ground.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -3 200 0 0 0 -E -boots black~ - They are made from heavy black leather, and make a small clump-clump sound -when walking in them. -~ -#27146 -sword broadsword silver~ -a silver broadsword~ -A silver, straight-edge sword has been left here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 1 7 3 -10 770 0 0 0 -E -sword broadsword silver~ - You see a silver sword with a straight, tapering blade, forged by the town -magicians from the cliff metal and winds for the guards that defend the city. -~ -#27147 -marbles set~ -a set of marbles~ -Red, purple and black marbles are set up in a circular game.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 14 0 0 0 -T 27108 -E -marbles set~ - Twenty-two marbles of red, purple and black comprise a set used commonly for -games such as 'Lick the dragon', 'Addiction' and 'Dodge the imp', popular among -human youths. Set on the ground, the rolling marbles become slippery. -~ -#27148 -chess board set glass~ -a glass chessboard~ -A black and rose glass chessboard is set up in mid-game.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -4 500 0 0 0 -E -chess board glass~ - The board and pieces are carved from black and light rose glass. It's hard -to say who is winning, but the sacrifices are high. -~ -#27149 -ribbon velvet~ -a velvet ribbon~ -A dark velvet ribbon is coiled here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 30 0 0 0 -E -ribbon velvet~ - It's a ribbon of soft dark velvet of finest quality.. Whoever's this is is -probably a rich merchant's daughter or the like. -~ -A -12 10 -#27150 -dagger shattered~ -a shattered dagger~ -Something that used to be a dagger has been abandoned here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 1 11 -2 1 0 0 0 -E -dagger shattered~ - Some poor fool tried to fight something ten times his strength, and was lucky -to get out with his life. You see his dagger didn't make it. The thin blade is -shattered to splinters. -~ -#27151 -curse luck ill~ -a curse of ill luck~ -You sense something unlucky about this room.~ -~ -13 h 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -curse ill luck~ - You think you can see a curse? You sense its evil presence all around you. - -~ -A -18 -5 -A -4 -3 -#27152 -gallows platform death~ -the gallows platform~ -The gallows platform rises ominously before you.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -gallows platform~ - A sturdy wooden platform rises above the black sand road, with plenty of room -around it for spectators. On it are two means to death, the shackles for -beheading and the oak planking holding the noose for hanging. The entire -surface is bespeckled with dried blood. -~ -#27153 -fountain cracked drink~ -a cracked stone fountain~ -A cracked stone fountain holds a supply of mossy-green water.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 -1 0 0 -0 0 0 0 0 -E -fountain cracked stone~ - The circular fountain was etched from stone eons ago, and is worn and cracked -from the weather. Thick moss grows along its inside walls, reflecting its poor -maintanance. -~ -#27154 -altar amber~ -an altar carved from amber~ -An altar of dark amber stands here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -altar amber~ - The altar is waist-high, with a stand of black oak and a top of dark amber. -There is a single black candle burning in a silver holder resting on it. -~ -#27155 -cleaver meat~ -a meat cleaver~ -A large meat cleaver is stuck in the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 10 -5 115 0 0 0 -E -cleaver meat~ - It is wide and sharp, the blade's edge stained a dark red. -~ -#27156 -amber stone gem~ -an amber stone~ -An amber stone glints dully in the light.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 400 0 0 0 -E -amber gem~ - You see a hunk of amber stone in excellent condition, and possibly worth a -little gold. -~ -#27157 -amethyst violet gem~ -an amethyst~ -An amethyst of pure violet glints from the ground.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 832 0 0 0 -E -amethyst violet gem~ - It's a beautiful amethyst in excellent condition, and possibly worth some -gold. -~ -#27158 -diamond gem~ -a diamond~ -A small diamond twinkles from the ground.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 500 0 0 0 -E -diamond gem~ - You see a tiny diamond in excellent condition, and likely worth some gold. -~ -#27159 -sunstone golden gem~ -a sunstone~ -A golden sunstone shines with a celestial glow.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 1000 0 0 0 -E -sunstone gem~ - The golden sunstone is very pretty to look at, but is probably worth more -than the hand that carries it. -~ -#27160 -necklace tiger eye eyes~ -a necklace of tiger eyes~ -A gold and brown necklace lies on the ground.~ -~ -8 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 700 0 0 0 -E -necklace tiger eyes~ - Small but delightful to the eye. Golden and brown bands shimmer from the -stones as the necklace is turned in the light. -~ -#27161 -ring agate black~ -a black agate ring~ -A black agate ring lies half-buried on the ground.~ -~ -8 g 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 200 0 0 0 -E -agate black ring~ - The agate is an opaque black and set in a ring of silver. -~ -A -17 -3 -#27162 -shard obsidian gem~ -a shard of snowflake obsidian~ -A black, white-flecked shard is lying here.~ -~ -8 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 0 0 -E -shard obsidian~ - It's a pointed shard of obsidian flecked with white cloud-like patterns. -~ -A -17 -2 -#27163 -suit chain mail~ -a suit of chain mail~ -A heap of chain mail is lying here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -10 900 0 0 0 -E -suit chain mail~ - The silvery chain mail looks sturdy and close-fitting. -~ -#27164 -helm bright~ -a bright helm~ -A bright helm has been left nearby.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -8 780 0 0 0 -E -helm bright~ - The helm is small and brightly silver-colored. Fitting snugly on the head, -it impairs your hearing slightly, but the protection seems a worthwhile -sacrifice. -~ -#27165 -bracers silver~ -silver bracers~ -A pair of silver bracers is here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -4 0 0 0 -7 845 0 0 0 -E -bracers silver~ - They extend from elbow to wrist, and are forged from bright silver. -~ -#27166 -boots sharp~ -a pair of sharp-toed boots~ -A pair of boots with razor-sharp toes is sitting here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -6 950 0 0 0 -E -boots sharp~ - The knee-height black boots are fashioned with a razor-sharp point at each -toe, delivering a more wicked kick, and kind of a nice tapdance, in fact. -~ -A -19 1 -#27167 -shield scale~ -a scale shield~ -A shield of the scales of an unknown creature is lying here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -5 0 0 0 -10 110 0 0 0 -E -shield scale~ - It's a large, thin shield fashioned of the scales of an old creature you -don't recognize. You wonder if the maker did. -~ -#27168 -water skin waterskin water~ -a waterskin~ -A waterskin has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -17 17 0 0 -22 150 0 0 0 -E -water skin waterskin~ - It seems to be stiched together from some kind of small animal hide, probably -something plentiful.. Mouse? Rat? Mole? The water looks safe, however. -~ -#27169 -chair lounger black~ -a black lounger~ -A black lounger chair looks very relaxing.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -chair lounger black~ - The black naga-hide chair eases back by the use of a lever on the side, and -looks luxuriously comfortable. Perfect for hanging out on, waiting for the -bounty hunters to give up. (Theoretically. ) -~ -#27170 -magazine rogue book bartending~ -the Rogue's book of bartending~ -A magazine is lying open on the floor.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 30 0 0 0 -E -magazine rogue book bartending~ - You flip through it. It appears to contain various recipes for poisons.. -From minor irritations to fatal, soul-stealing tinctures.... Yet, most of the -scrawlings are spattered with blood and blurred with time. Only in Exile would -these components be useful - you are doubtful you could find such ingrediants -here. -~ -#27171 -sword gilded fencing~ -a gilded fencing sword~ -A beautiful gilded sword lies at your feet.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 4 2 3 -7 850 0 0 0 -E -sword gilded fencing~ - The silvery sword is slender and light, suitable for fencing manuevers. The -hilt is gilded with the purest gold from the treasury of nobility. -~ -A -18 1 -#27172 -scabbard silver~ -a silver scabbard~ -A scabbard of bright silver lies on the ground.~ -~ -15 0 0 0 0 al 0 0 0 0 0 0 0 -13 0 -1 0 -6 120 0 0 0 -E -scabbard silver~ - It is crafted to fit a long, slender type of sword, perhaps a foil. The -edges are faintly gilded in gold, and one side engraved with the seal of a noble -house. -~ -A -17 -5 -#27173 -sword stone~ -a stone-hilted sword~ -A short sword with a hilt of finished stone has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 3 -10 200 0 0 0 -E -sword stone~ - It is rather crudely made, it must be acknowledged. The use of stone in -weaponry has fallen out of fashion, since the weight allows only the clumsier -manuevers. -~ -#27174 -notice sign disclaimer~ -the cartographer's disclaimer~ -A notice is posted on the wall.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -notice sign disclaimer~ - A neat type in black stencil gives the warning, "No Guaranteed Satisfaction. -" -~ -#27175 -mutton leg meat food~ -a leg of mutton~ -A leg of mutton is lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -25 0 0 0 -4 120 0 0 0 -E -mutton leg~ - The meat is thick and juicy, still red with the blood of the beast. -~ -#27176 -heart boar food~ -a wild boar heart~ -A heart is lying in a pool of blood.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -3 172 0 0 0 -E -heart boar~ - A human delicacy. And well worth its reputation for inspiring courage... -Or at least gall. -~ -#27177 -wings bowl dragon food~ -a bowl of little dragon wings~ -A bowl of tasty dragon wings is resting here.~ -~ -19 f 0 0 0 a 0 0 0 0 0 0 0 -25 0 0 0 -5 122 0 0 0 -E -wings dragon bowl~ - Cruelly harvested from the backs of young dragons, the leathery wings are -tasty, and diaphanous as strands of silk or rain. -~ -#27178 -sandwich troll grilled food~ -a grilled troll sandwich~ -A hot sandwich with a putrid odor is here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -25 0 0 0 -2 110 0 0 0 -E -sandwich troll grilled~ - Fingers and ribs grilled to a saucy roast poke out from between two slices of -coarse rye bread. -~ -#27179 -key black gold sundhaven~ -a black and gold key~ -A key fashioned of black and gold metal is lying in the dust.~ -~ -18 f 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -key black gold~ - On the handle the words are engraved, "City of the Cliffs, gates freed, No -trust guaranteed" -~ -#27180 -doll voodoo hex~ -a voodoo doll~ -A corn straw doll is lying in the dust.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -voodoo doll~ - The small corn husk doll is stitched with irregular, uneven lines, giving it -an eerie appearance. A shiver runs through you as you realize it is slightly -warm to the touch. -~ -#27181 -lock hair red mercy~ -a lock of someone's hair~ -A lock of red hair is lying coiled on the ground.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -lock hair red~ - A long lock of straight red hair is coiled round your fingers. -~ -#27182 -sword black watch~ -a sword of the Black Watch~ -A beautiful black sword emblazoned with a triskelion lies here.~ -~ -5 fo 0 0 0 an 0 0 0 0 0 0 0 -0 2 5 3 -10 250 0 0 0 -E -sword black watch~ - The sword is beautifully crafted in order to serve the elite members of the -Black Watch of Sundhaven, charged with the work of keeping the town clean from -ill-meaning rogues and killers. -~ -#27183 -blade iron~ -an iron blade~ -A short iron blade has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 1 -6 200 0 0 0 -E -blade iron~ - The hilt of the short iron blade is still warm from the hand of the elite -guardsman to whom it once belonged. -~ -#27184 -plate steel black~ -a plate of black steel~ -A black breast plate is lying face up.~ -~ -9 o 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -10 250 0 0 0 -E -plate black steel~ - The breast plate seems to be forged from some sort of black iron, and is -quite sturdy. -~ -#27185 -cloak gold black~ -a handsome black and gold cloak~ -A handsome black and gold cloak is folded on the ground.~ -~ -9 g 0 0 0 ak 0 0 0 0 0 0 0 -7 0 0 0 -5 660 0 0 0 -E -cloak black gold~ - The flowing knee length cloak is fashioned from wool and chased in gold -corded thread. -~ -A -19 1 -#27186 -whisky scotch glass whisky~ -a glass~ -A tall glass of scotch is sitting nearby.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -10 1 5 0 -1 50 0 0 0 -E -glass scotch~ - _______ - | |- - |.....| \ The warrior's drink of choice. - | | / - | |- Okay, one of them. - ------- - It appears the Lord of the Watch favored this one very much, -since it is empty. -~ -#27187 -skirt gypsy red~ -a colorful gypsy skirt~ -A patchwork of red and purple lies on the ground.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -3 53 0 0 0 -E -skirt gypsy red~ - The patched skirt is a sturdy cross-stitching of bright red and violet. -~ -#27188 -blouse shirt red blood~ -a blood red blouse~ -A dark red blouse is crumpled here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -3 40 0 0 0 -E -blouse red blood~ - The gypsy blouse is of a rugged muslin fabric, rough and somewhat dirty, but -in decent shape. -~ -#27189 -violin old~ -an old violin~ -An old violin has been tossed in the dust.~ -~ -9 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -4 220 0 0 0 -E -violin old~ - The instrument seems to have seen some rough times. The gypsies range far -and wide... However, it still holds together enough to play a tune, even block -a blow or two. -~ -#27190 -mushroom white food pc~ -a white spotted mushroom~ -A mushroom with white spots is growing in the water.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 20 0 0 0 -E -mushroom white~ - The mushroom is short with a wide, pale-spotted umbrella. It emits a toxic -fume. -~ -#27191 -blossom flower hibiscus red pc~ -a red hibiscus blossom~ -A lovely red hibiscus flower is lying here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 120 0 0 0 -E -blossom flower hibiscus red~ - The large wine-red flower emits a delightful smell, and is rumored to be -excellent for tea, and some other more toxic uses. -~ -#27192 -eye toad~ -an eye of toad~ -A small slimy eye stares up at you from the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 600 0 0 0 -E -eye toad~ - All life has left the eye that stares blankly into space. However, toad's -eyes are rumored to be excellent in the manufacture of toxic substances. -~ -#27193 -mortar pestle pc~ -a mortar and pestle~ -A mortar and pestle of black marble sits here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -10 0 -1 0 -1 300 0 0 0 -E -pestle mortar~ - A bowl-shaped mortar carved from black marble holds a small blunt pestle. -It looks like the perfect container to mash up something toxic in. -~ -#27194 -tunic red dusty~ -a dusty red tunic~ -A dusty pile of red canvas is here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -5 70 0 0 0 -E -tunic red dusty~ - The tunic is frayed and layered with the dust of the road from many leagues -of travel. -~ -#27195 -tray goodies~ -a tray of goodies~ -A tray of goodies sits invitingly on the ground.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -200 0 -1 0 -30 120 0 0 0 -E -tray goodies~ - A thin, worn cloth of blue drapes over a polished wooden tray. Though -covered with the dust of winding roads, several goods of exotic make are lain -out that appeal. -~ -#27196 -pipe wooden~ -a wooden pipe~ -An old wooden pipe sits in the dust.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -3 0 -1 0 -1 35 0 0 0 -E -pipe wooden~ - The pipe is cracked with age and filled with tobacco half-smoked into -charcoal. -~ -#27197 -candle candlestick black light~ -a black candle~ -A black candlestick glows with a dim light.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 30 0 -1 40 0 0 0 -E -candle candlestick black light~ - A slim dark taper rises from a circular brass holder. -~ -#27198 -incense stick light~ -a stick of incense~ -A plume of smoke drifts from an incense stick in the room.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 20 0 -1 30 0 0 0 -E -stick incense~ - A small glowing ember shows atop a stick of a grainy substance. It smells of -some strong herbs grown beyond the lands you have known. -~ -#27199 -honey jar food~ -a jar of honey~ -Flies are buzzing round a honey jar on the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -3 220 0 0 0 -E -honey jar~ - The small, blue and brown ornamented jar is cracked slightly and dripping -with a sticky golden substance. -~ -$~ diff --git a/lib/world/obj/272.obj b/lib/world/obj/272.obj deleted file mode 100644 index d9cd68a..0000000 --- a/lib/world/obj/272.obj +++ /dev/null @@ -1,377 +0,0 @@ -#27200 -herring salted food~ -a salted herring~ -A dried and salted fish lies at your feet.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -25 0 0 0 -2 100 0 0 -E -herring salted~ - The slender and shrivelled herring comes from waters far away, and looks -tasty despite its delapidated appearance. -~ -#27201 -quill feather white swan~ -a white feather quill~ -A swan's feather drifts along the ground in the breeze.~ -~ -21 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 440 0 0 -E -quill feather white swan~ - A single, slender swan's feather stands from the end of an ivory- colored ink -quill. -~ -#27202 -shard crystal pc~ -a shard of broken crystal~ -A sharp-edged shard sparkles dimly from the ground.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 0 -E -shard crystal~ - The broken crystal glass has a sharp edge, and looks like it could hurt -someone. Since wielding it may hurt your hand, however, it remains a mystery -exactly how it may accomplish this end.. -~ -#27203 -gloves silk~ -a pair of silk gloves~ -Someone has left a pair of silk gloves crumpled here.~ -~ -11 0 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -2 400 0 0 -E -gloves silk~ - You see a pair of creased gloves of dark silk. There are tiny holes in the -ends of the fingers, as if this was once worn by a clawed creature. -~ -#27204 -shawl blue silk~ -a laced blue shawl~ -A pile of blue silk is lying on the ground.~ -~ -11 0 0 0 0 ai 0 0 0 0 0 0 0 -0 0 0 0 -5 700 0 0 -E -shawl blue silk~ - The trellised shawl is handmade of a dusty-blue silk, and is framed to wrap -about the shoulders. -~ -#27205 -gown indigo silk~ -a gown of indigo silk~ -A pile of indigo-blue silk lies here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -7 210 0 0 -E -gown indigo silk~ - The gown has a deep indigo blue shine to its silken folds. When worn by a -creature of medium size, its hem lightly trails the ground. It looks -appropriate for festive occasions, the sort of thing that may be donned by -ladies attending an execution at the gallows. -~ -#27206 -wine glass drink wine~ -a glass of wine~ -A glass of white wine sits primly on the ground.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -5 5 2 0 -10 100 0 0 -E -wine glass~ - It's a tall, clear glass rimmed in genuine crystal and filled with sparkling -white wine. -~ -#27207 -map sundhaven~ -a map of Sundhaven~ -A colorful map is lying here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 20 0 0 -E -map~ - It is a simplified map of Sundhaven. - Cliff Gate - Tower of Sorcery | Cartographers Shop - Alchemy Shop Corner Store - <--To Homes________________________________________________ - | Bakery | - Jewellers | Temple of Mercy Silver Scale | Dragons - Town Treasury | Library * Armory | Wrath - Post Office | *** Dirk & Dagger | Alehouse - | ***** Weaponry | - | | -West Gate________|_________The Gallows______________________|_____East Gate - | - | Nightbreak Cafe - Town Dump | - | - | - Southern Gate - - The Tower of Sorcery is a refuge of the mages of Sundhaven. - The western chambers of the temple house the local priests. - The guild of warriors lies beneath the Alehouse. - Rumor has it that the thieves lurk below the town's waste. -~ -#27208 -potion crystal~ -a crystal potion~ -A crystalline potion sits here.~ -~ -10 g 0 0 0 a 0 0 0 0 0 0 0 -13 3 -1 -1 -2 200 0 0 -E -potion crystal~ - The potion sparkles with a diamond-like shine. -~ -#27209 -staff twisted~ -a twisted staff~ -A corkscrew wooden staff lies here discarded.~ -~ -4 g 0 0 0 ao 0 0 0 0 0 0 0 -13 10 10 10 -10 400 0 0 -E -staff twisted~ - The staff has been carved into a twisting spiral from a light gray pliant -wood. -~ -#27211 -bottle blue~ -a blue bottle~ -A blue bottle floats by in the water.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -3 0 -1 0 -0 0 0 0 -E -bottle blue~ - You see a bottle floating listlessly, carved from blue glass. There appears -to be a message inside. You have the impression you would do well to read it. - -~ -#27212 -message paper~ -a message~ -A wet and crumpled paper lies on the ground.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 -E -message paper~ - The words are scrawled in black ink and leave crooked trails as they run down -the page. .... "You who would enter this forsaken place! Stir it not, leave -it be, lest you would waken the underworld creatures that swim these infested -waters. Only those of evil thoughts and deeds may pass unscathed. -~ -#27213 -sword heraldry~ -a heraldry sword~ -A sword marked with the insignia of a noble house is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 3 3 -10 800 0 0 -E -sword heraldry~ - The sword is of silver with a slender, tapering point, sharp as a needle. -The hilt is inscribed with the insignia of a noble house of Sundhaven. -~ -#27214 -mim~ -a mithril dagger~ -A shining mithril dagger lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 5 8 11 -1 500 0 0 -E -dagger mithril~ - It's a silver-colored dagger, with a crescent-like blade. -~ -A -18 5 -A -19 5 -#27215 -wall~ -a wall~ -.A hidden wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -100 5 -1 0 -0 0 0 0 -E -wall stone~ - A gray stone wall covers the entrance. -~ -#27216 -cloak taupe~ -a flowing taupe cloak~ -A billowing cloak blows in the wind nearby.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -4 0 0 0 -5 200 0 0 -E -cloak taupe~ - It is long with full folds that catch the wind, and soft as angora or lambs -wool. Whoever wears this must be doing well for themselves. -~ -#27217 -gung ma bowl food~ -a bowl of ma gung~ -A steaming hot bowl of ma gung sits here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -2 10 0 0 -E -bowl ma gung~ - You slightly burn your fingers touching the ornamented bowl, which is small -but filled to the rim with a spicy exotic soup. -~ -#27218 -basket~ -a basket~ -A basket sits on the ground.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -20 5 -1 0 -5 40 0 0 -E -basket~ - The basket is small, wicker, and bowl-shaped.. A perfect container for -collecting berries and other food in. -~ -#27219 -blackberries berries black food~ -a handful of blackberries~ -Some blackberries lie in a pile in the dirt.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 20 0 0 -E -blackberries berries black~ - The blackberries are ripe and full, growing to be large in this region of the -world. -~ -#27220 -message guild sign~ -a guild message~ -A message is inscribed over the doorway to the west.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -message guild sign~ - The message reads.. "Within this sanctum do the priests learn the holy words -of their gods, that they may work their healings and destructions upon the -world. We bid you turn back if you do not belong. WARNING! Courtesy of the -Sundhaven Ministry: Do not venture below, those halls of the temple have fallen -into serious neglect. If your death is untimely you have none to blame but -yourself. " -~ -#27221 -heap refuse sign guild~ -a heap of refuse~ -A heap of refuse emits a foul smell.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -heap rubble refuse~ - This enormous pile of trash is disgusting, no one would touch it.. You -think... Yet.. If you look down, you will find an entrance to someplace else -beneath. -~ -#27222 -potion white~ -a white potion~ -A misty-white potion sits here.~ -~ -10 g 0 0 0 a 0 0 0 0 0 0 0 -20 19 -1 -1 -1 700 0 0 -E -potion white~ - A mist whirls about the surface of the liquid, which is milky- white in -color. -~ -#27223 -potion bubbling~ -a bubbling potion~ -Bubbles rise and pop from a potion on the ground.~ -~ -10 g 0 0 0 a 0 0 0 0 0 0 0 -20 19 20 -1 -1 210 0 0 -E -potion bubbling~ - The potion is multi-colored, with small bubbles shivering chaotically to the -surface. -~ -#27224 -wand silver silvery~ -a silver wand~ -A silvery wand rests here.~ -~ -3 fg 0 0 0 ao 0 0 0 0 0 0 0 -25 1 1 29 -4 300 0 0 -E -wand silver silvery~ - The short silver wand is inscribed with runes for a single spell of -invisibility. -~ -#27225 -wine drink bottle spanish wine~ -a bottle of Spanish wine~ -A port-red bottle of Spanish wine is resting here, its supply readily -depleting.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -20 20 2 0 -25 550 0 0 -E -bottle wine spanish~ - It looks and smells luxuriously inebriating, and brings to mind ponderous -philosophical thoughts. -~ -#27226 -foil fencing athos rapier~ -a thin fencing foil~ -A gallant rapier of silver is lying here.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -0 6 3 3 -10 100 0 0 -E -foil fencing rapier~ - Forged entirely from silver but for a hilt of black ruby, it was given to a -great warrior by the gods and would be wisely returned. -~ -A -18 2 -A -19 1 -$~ diff --git a/lib/world/obj/273.obj b/lib/world/obj/273.obj deleted file mode 100644 index ffe6502..0000000 --- a/lib/world/obj/273.obj +++ /dev/null @@ -1,198 +0,0 @@ -#27300 -staff Ra ra~ -the Staff of Ra~ -The Staff of Ra has been left here unguarded! What luck!~ -~ -4 adegiklop 0 0 0 ao 0 0 0 0 0 0 0 -30 5 5 26 -15 1000 0 0 -E -staff Ra ra~ - The Golden Staff of Ra is topped by the holy symbol of the sun god himself. -This staff eminates great power! -~ -A -1 2 -A -13 -50 -#27301 -ACEPLM modules leg~ -a pair of ACELM's~ -A pair of ACE leg modules are lying here.~ -~ -9 b 0 0 0 af 0 0 0 0 0 0 0 -7 0 0 0 -10 1000 0 0 -E -leg legmodules pants modules~ - These leggings are labeled "Advanced Combat Exoskeleton Leg Modules" -~ -A -14 -50 -A -20 -2 -#27302 -ACEMFG boots magnetic~ -some ACEMFG~ -A pair of ACEMFG are sitting here on the floor.~ -~ -9 b 0 0 0 ag 0 0 0 0 0 0 0 -6 0 0 0 -5 1000 0 0 -E -boots~ - These strange boots are labeled: "Advanced Combat Exoskeleton Magnetic Foot -Gear" -~ -A -2 2 -#27303 -ACEUB belt utility~ -an advanced combat exoskeleton utility belt (ACEUB)~ -An ACEUB is hanging here~ -~ -15 0 0 0 0 al 0 0 0 0 0 0 0 -40 1 -1 0 -5 350 0 0 -A -17 2 -#27304 -ACES sleeves~ -a pair of advanced combat exoskeleton sleeves (ACES)~ -A pair of ACE sleeves are laying here!~ -~ -9 b 0 0 0 ai 0 0 0 0 0 0 0 -4 0 0 0 -5 330 0 0 -A -1 2 -#27305 -ACEG gloves~ -a pair of advanced combat exoskeletion gloves (ACEG)~ -A pair of ACEGs are laying here!~ -~ -9 b 0 0 0 ah 0 0 0 0 0 0 0 -2 0 0 0 -2 290 0 20 -A -18 1 -A -19 1 -#27306 -ACPEH helmet~ -an advanced combat presurized exoskeleton helmet (ACPEH)~ -An ACPEH is laying laying here! ~ -~ -9 b 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -8 300 0 20 -A -3 2 -A -24 -2 -#27307 -ACEGP gravpack gravity pack~ -an advanced combat exoskeleton gravity pack (ACEGP)~ -An ACEGP is laying here!~ -~ -22 b 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -13 340 0 20 -A -14 44 -#27308 -AHHL flashlight~ -an advanced halogen helmet light (AHHL)~ -An AHHL is laying here.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -2 400 0 0 -#27309 -HEPG plasmagun gun plasma~ -a High Energy Plasma Gun (HEPG)~ -A HEPG is laying here at your feet.~ -~ -5 bm 0 0 0 an 0 0 0 0 0 0 0 -0 4 6 12 -21 450 0 20 -#27310 -laser pistol~ -a shiny new laser pistol~ -A shiny new government issue laser pistol is lying here.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -0 3 9 12 -8 900 0 0 -E -gun laser pistol~ - This is a USSN general issue hand held high-intensity photon emission device. -AKA a laser pistol. -~ -#27311 -laser rifle gun~ -a laser rifle~ -A well used laser rifle is laying here in the dust.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -0 5 8 12 -16 750 0 0 -E -laser rifle gun weapon~ - This a USSN general issue two handed personal high-intensity photon emission -device. AKA a laser rifle. -~ -#27312 -IR Goggles~ -a pair of IR goggles~ -A pair of USSN Infra Red goggles lies here in the dust.~ -~ -1 0 0 0 0 aeo 0 0 0 0 0 0 0 -0 0 0 0 -2 400 0 0 -#27313 -flying-blade blade~ -a Predator flying blade.~ -A Predator flying blade is lying here stuck into the ground.~ -~ -5 abn 0 0 0 an 0 0 0 0 0 0 0 -1 4 9 3 -10 750 0 0 -E -blade flying-blade~ - This strange looking roundish disk has a oversized handgrip in it. There are -numerous lights flashing on it and it hums. -~ -#27314 -keycard key card red~ -a red plastic card~ -A red plastic card is laying here.~ -~ -18 cdq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#27315 -keycard key card blue~ -a blue plastic card~ -A blue plastic card is laying here.~ -~ -18 cdq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#27316 -keycard key card white~ -a white plastic card~ -A white plastic card lies here.~ -~ -18 cdq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#27317 -keycard key card green~ -a green plastic card~ -A green plastic key card is laying here.~ -~ -18 cdq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -$~ diff --git a/lib/world/obj/274.obj b/lib/world/obj/274.obj deleted file mode 100644 index e6e20df..0000000 --- a/lib/world/obj/274.obj +++ /dev/null @@ -1,434 +0,0 @@ -#27400 -square key~ -square key~ -A square key lies here.~ -~ -18 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#27401 -fountain granite~ -a granite fountain~ -A granite fountain is here bubbling merrily. ~ -~ -23 a 0 0 0 0 0 0 0 0 0 0 0 --1 2 0 0 -0 0 0 0 0 -E -granite fountain~ - The fountain has a long and wide round basin with a short statue in the -center. -~ -E -statue~ - The statue is of a woman carrying a basin of on her shoulder, clad in a -simple gown. The water is being pumped into the basin below from a hole in the -jug on the statue. The statue is made of marble and the woman whom it portrays -is very youthful and beautiful. -~ -E -basin~ - The basin is open and round and in it the cool water resides. It looks cool -and refreshing. -~ -#27402 -anvil~ -a heavy anvil~ -A heavy anvil is here bolted and secured to a block of cement. ~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -anvil~ - The anvil is pure solid cast iron and it is attached to the cement block with -U shaped bolts and large nuts. -~ -E -block~ - The cement block is a rectangle cube and it takes the punishment of shock -from the pounding hammer as the blacksmithe beats and pounds the metal on it. -~ -#27403 -lance~ -a Saint Brigid lance~ -A Saint Brigid lance is here leaning against the wall. ~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 2 3 7 -100 250 0 5 0 -E -lance~ - The lance is long and cylindrical made of a fine ash tree that has been cut -down and hardened via the use of fire and bronze guards and stuff attached to -it. It has a very sharp point at one end. -~ -A -17 10 -A -18 5 -A -19 3 -#27404 -staff~ -a staff~ -A five foot staff lies on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 3 3 7 -16 50 0 0 0 -E -hammer~ - The hammer is large with a wood handle and a huge head, equally solid for -pounding molten metal at the forge, or busting someone's skull wide open. -~ -A -17 2 -#27405 -sword~ -a Saint Brigid sword~ -A shiny Saint Brigid Bastard Sword is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -6 1 2 3 -15 120 0 5 0 -E -sword~ - The sword is well forged, with a simple handle made of wrapped wood and a -curved narrow blade, easy for slashing. -~ -#27406 -helmet~ -a green and gray helmet~ -A greenand gray helmet is here laying in the dust~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -20 250 0 5 0 -E -helmet~ - The helmet is a full head with a visor and it is made of a hard iron that is -colored green and gray. It looks very protective. -~ -A -18 1 -A -18 2 -#27407 -cloak gray~ -a gray cloak~ -A gray cloak is fluttering in the breeze hanging from a hook.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -2 20 0 5 0 -E -cloak~ - The cloak is made of thick wool and is held together at the neck by a gold -and silver clasp. -~ -E -clasp~ - The clasp is gold and silver and in the form of a crescent moon and -interlocked, rayed star. The sign of its Elvish origin. -~ -A -17 1 -A -19 -2 -#27408 -armor body~ -a green and gray leather tunic~ -A green and gray leather tunic is here wanting to be worn.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -20 500 0 5 0 -E -tunic~ - The body armor is a simple tunic made of greenand gray leather that clasps to -one side. It is adorned with designs of an elvish origin. -~ -A -18 3 -A -19 -1 -#27409 -bucklers~ -green and gray leather bucklers~ -Green and gray leather bucklers are here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -2 0 0 0 -20 50 0 5 0 -E -bucklers~ - The buckler are mere arm guards that strap onto the arm and they go up to the -shoulder protecting the arm from damage. -~ -A -19 1 -#27410 -breeches~ -leather breeches~ -Leather breeches are folded neatly into a pile~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -2 0 0 0 -5 25 0 5 0 -E -breeches~ - The breeches are leather pants that match the tunic and they blouse outward -at the knee when tucked into the boots giving ample protection to the legs. -~ -A -19 2 -A -2 3 -#27411 -belt~ -a leather belt~ -An unfinished object is lying here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 2 0 4 0 -E -belt~ - The belt is a woen lether strip that surrounds the waist. It has a metal -clasp in the front that clips the two ends together -~ -A -17 -2 -A -18 1 -A -19 2 -#27412 -boots gray~ -gray leather boots~ -D~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 --3 0 0 0 -5 50 0 5 0 -E -boots gray~ - Gray leather boots are soft and durable that seem to blend in with the tunic -and breeches when worn. -~ -A -19 1 -A -1 2 -#27413 -gloves green~ -a pair of green leather gloves~ -A pair of green leather gloves lay on the ground.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -3 75 10 5 0 -A -18 1 -A -19 1 -#27414 -leather loop~ -a leather loop~ -A leather loop is here connected to a pair of dusters~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -1 0 0 0 -1 10 1 5 0 -E -leather ring~ - The ring is a simple ring of leather that has dusters attached that protect -the fingers while fighting in battle. -~ -A -18 2 -A -19 -1 -#27415 -girdle~ -a green and gray girdle~ -A green and gray girdle is here looking to be tied.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 --10 0 0 0 -15 250 0 5 0 -E -girdle~ - The girdle slips on around the waist and is tightened by laces that are -resemblant to a corset. The laces then tie securing the girdle to the abdomen. -~ -A -18 2 -A -19 2 -#27416 -wristguards~ -green leather wristguards~ -A pair of green leather wristguards roll here when dropped.~ -~ -9 0 0 0 0 am 0 0 0 0 0 0 0 -1 0 0 0 -10 150 0 5 0 -E -wristguards~ - The wristguards are a hard leather that have been bent and secured into a -sturdy loop, protecing the thumb and wrist and part of the hand when worn. -~ -A -19 1 -#27417 -shield metal~ -a metal shield~ -A large metal shield is lying on the ground~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 --20 0 0 0 -3 100 10 5 0 -E -shield~ - The shield has a crescent moon and interlocked rayed star painted on the -front of it in full radiant color. The shield itself is a gray metal color. -~ -A -19 5 -#27418 -warhammer hammer~ -a Saint Brigid hammer~ -A medium sized hammer is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 5 7 -6 50 10 5 0 -#27419 -flail large~ -a Saint Brigid flail~ -A large flail is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 7 -6 625 10 5 0 -E -Flail~ - The flail is a massive ball of spikes hooked to a chain connected to a large -staff in which is a swung at the enemy to crush them. It looks formidable. -~ -#27420 -sword small~ -a Saint Brigid small sword~ -A small sword is here laying on its side.~ -~ -5 e 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 11 -3 60 10 5 0 -E -inscription~ - It says: 'May this sword be a good companion. ' -~ -E -sword small~ - The small sword seems to have an inscription of some sort. -~ -#27421 -dagger~ -a Saint Brigid dagger~ -A dagger with a long thin blade is here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 11 -1 10 10 0 0 -#27422 -atm teller banks machine~ -an automatic teller machine~ -An automatic teller machine has been installed in the wall here.~ -~ -12 cdeg 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -atm teller bank machine~ - There is a small note on the machine which says: - -To use, type 'BALANCE', 'WITHDRAW <amount>', or 'DEPOSIT <amount>'. -Please report any strange occurrences to the bank manager. - -~ -#27423 -box~ -a box on a pedistal~ -A box on a pedistal is sitting here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -5000 15 27424 0 -0 0 0 0 0 -E -box~ - The box is made of ash and has a slot on top to be able to put things into -it. It looks to be a donations box. -~ -#27424 -key golden~ -a golden key~ -A golden key is here glistening in the light~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 50000 0 0 0 -E -key~ - The key looks to be a stumpy, old fashioned one and it has a strange circular -handle with a star on it. -~ -#27425 -coins~ -some coins~ -A huge pile of coins is here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000000 0 0 0 -1 1000000 0 0 0 -E -coins gold~ - The coins are small and circular and have the insign of Saint Brigid stamped -in the center of them. -~ -#27426 -shrine~ -a large shrine made of marble~ -A large shrine made of marble dominates the wall.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -incense~ - The incense is stuck out of the top from small holes and it smells like the -wild honeysuckle. Very refreshing. -~ -E -shrine~ - The shrine here is smaller and made of marble, trimmed in flexible strips of -ornamental oak wood. It has cubbies where small candles burn and incense burns -honoring the god or goddess here. -~ -#27427 -altar~ -a prayer altar~ -A prayer altar is here.~ -~ -6 ai 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 0 -0 0 0 0 0 -E -altar~ - The altar is made of gold and twisted marble. It has a shiny well finished -appearance in its construction with the rune symbol of Whiteknight carved on the -side of it. There are candles and incense burners incorperated in the design -and they smolder gently. -~ -$~ diff --git a/lib/world/obj/275.obj b/lib/world/obj/275.obj deleted file mode 100644 index eba18e4..0000000 --- a/lib/world/obj/275.obj +++ /dev/null @@ -1,323 +0,0 @@ -#27500 -key jail~ -a jail key~ -A jail key has been carelessly left here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -key jail~ - This is the key to the jail of New Sparta. -~ -#27501 -handgun gun~ -a handgun~ -A handgun has been left here. Looks pretty dangerous.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 4 6 10 -12 250 0 0 -E -handgun gun~ - This is a very deadly weapon, but takes skill to aim and fire. -~ -A -1 -1 -A -18 -2 -#27502 -slippers doggie~ -a pair of doggie slippers~ -A pair of doggie slippers are on the floor.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -1 0 0 0 -2 50 0 0 -E -slippers doggie~ - These are very cute and comfortable bulldog slippers. -~ -#27503 -sneakers nike~ -a pair of Nike sneakers~ -A pair of Nike sneakers are on the ground.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -14 60 0 0 -E -nike sneakers~ - These are just like the ones Michael Jordan wears! -~ -#27504 -jeans blue~ -a pair of blue jeans~ -A pair of blue jeans is lying on the ground.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -2 0 0 0 -8 150 0 0 -#27505 -sweatshirt sweat shirt~ -a sweatshirt~ -A sweatshirt is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -10 200 0 0 -#27506 -overcoat coat~ -an overcoat~ -An overcoat was thrown on the ground here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -20 500 0 0 -A -17 -4 -#27507 -sweatpants pants~ -a pair of sweatpants~ -A pair of sweatpants has been left here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -1 0 0 0 -8 150 0 0 -#27508 -pads shoulder~ -a pair of shoulder pads~ -A pair of shoulder pads is sitting here.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -50 500 0 0 -A -17 -5 -#27509 -bat baseball~ -a baseball bat~ -A baseball bat is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 7 -10 1000 0 0 -E -baseball bat~ - A 34 oz. Louisville Slugger -~ -A -19 2 -#27510 -nightstick stick~ -a nightstick~ -A nightstick is has been left here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 7 -6 600 0 0 -E -nightstick stick~ - Just like the ones used to beat Rodney King! -~ -A -19 1 -#27511 -switchblade knife blade~ -a switchblade knife~ -A switchblade knife has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 3 11 -6 60 0 0 -E -switchblade knife blade~ - If you are using this, you are probably a punk. -~ -#27512 -chain~ -a chain~ -A long chain is lying on the ground.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 3 3 2 -10 300 0 0 -#27513 -rod connecting~ -a connecting rod~ -A connecting rod is lying on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 3 -20 500 0 0 -E -connecting rod~ - This is a long, heavy rod with a pointy end used on the job by construction -workers -- structural ironworkers to be exact. -~ -#27514 -dildo silver~ -a silver dildo~ -A silver dildo is vibrating on the ground.~ -~ -5 b 0 0 0 ano 0 0 0 0 0 0 0 -0 1 4 11 -3 160 0 0 -E -silver dildo~ - As it has many uses, this fine piece of both weaponry and pleasure sure gets -a lot of use. -~ -#27515 -set pom-poms~ -a set of pom-poms~ -A set of pom-poms is lying here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 1 3 3 -3 30 0 0 -#27516 -fish~ -a fish~ -A dead fish has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 10 0 0 -#27517 -belt tool~ -a tool belt~ -A tool belt has been left here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -2 0 0 0 -13 1000 0 0 -E -tool belt~ - Don't wear this too long, or your pants will sag and your butt will show. -~ -#27518 -hardhat hat~ -a hardhat~ -A hardhat is lying on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -6 150 0 0 -E -hardhat hat~ - A construction worker's hardhat. -~ -#27519 -axe fireman~ -a fireman's axe~ -A fireman's axe lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 3 -10 50 0 0 -#27520 -doughnut~ -a doughnut~ -A doughnut is here, waiting to be eaten.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 5 0 0 -#27521 -lobster~ -a lobster~ -A lobster is here, ready to be eaten.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 25 0 0 -#27522 -bag potato chips~ -a bag of potato chips~ -A bag of potato chips has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -1 15 0 0 -#27523 -box pretzels~ -a box of pretzels~ -A box of pretzels is here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -9 0 0 0 -1 18 0 0 -#27524 -water coke bottle litre water~ -a two litre bottle~ -A two litre of Coke is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -4 4 15 0 -9 20 0 0 -#27525 -tea carton iced tea~ -a carton~ -A carton of iced tea is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -2 2 11 0 -7 10 0 0 -#27526 -milk carton milk~ -a carton~ -A carton of milk is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -2 2 10 0 -7 15 0 0 -#27527 -hoagie italian~ -an Italian hoagie~ -An Italian hoagie is sitting here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -11 0 0 0 -1 18 0 0 -#27528 -jacket suit~ -a suit jacket~ -A suit jacket is lying here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -3 100 0 0 -#27529 -necktie tie neck~ -a necktie~ -A necktie has been left here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -2 0 0 0 -1 25 0 0 -E -necktie tie neck~ - This is worse looking than what you gave you dad on Father's Day! -~ -#27530 -camera~ -a camera~ -A camera is on the ground.~ -~ -3 g 0 0 0 aco 0 0 0 0 0 0 0 -8 3 3 4 -24 150 0 0 -E -camera~ - This camera is more confusing than any item you have ever seen. -~ -#27531 -water canteen water~ -a canteen~ -A hard leather canteen was left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -10 10 0 0 -15 50 0 0 -$~ diff --git a/lib/world/obj/276.obj b/lib/world/obj/276.obj deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/obj/276.obj +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/obj/277.obj b/lib/world/obj/277.obj deleted file mode 100644 index d27476d..0000000 --- a/lib/world/obj/277.obj +++ /dev/null @@ -1,897 +0,0 @@ -#27700 -rainbow staff~ -the rainbow staff~ -The rainbow staff lies here.~ -~ -1 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -8 500 0 0 0 -A -4 1 -#27701 -sting~ -Sting~ -Sting lies here.~ -~ -5 abk 0 0 0 an 0 0 0 0 0 0 0 -0 2 7 10 -1 1000 0 0 0 -A -2 2 -#27702 -sign~ -a sign~ -A sign demands your attention.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign~ - Welcome to the Shire. As you enter the Shire from Haon-Dor you come under -the jurisdiction of the Thain, the peacekeeper of the Shire. Consequently, by -entering these lands you agree to obey our laws. If you break these laws, you -will be severely punished. We do not like riff raff in our peaceful town. - -The Thain -Peacekeeper of the Shire -~ -#27703 -pipeweed bread~ -a pipeweed bread~ -A loaf of pipeweed bread arouses your hunger.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 13 0 0 0 -#27704 -silvery cloak~ -a silvery cloak~ -A silvery cloak lies here.~ -~ -9 gk 0 0 0 ak 0 0 0 0 0 0 0 -7 0 0 0 -3 100 0 0 0 -A -24 -2 -#27705 -one ring~ -the One Ring~ -The One Ring is here.~ -~ -9 g 0 0 0 abo 0 0 0 0 0 0 0 -0 0 0 0 -3 250 0 0 0 -A -17 10 -A -12 20 -#27706 -elven bow~ -an elven bow~ -An elven bow lies here.~ -~ -5 bgk 0 0 0 an 0 0 0 0 0 0 0 -0 2 8 4 -10 200 0 0 0 -A -18 2 -#27707 -mithril axe~ -a mithril axe~ -A mithril axe lies here.~ -~ -5 acmno 0 0 0 an 0 0 0 0 0 0 0 -0 2 8 5 -12 400 0 0 0 -A -19 2 -#27708 -thain girth~ -the thain girth~ -The girth of the thain lies here.~ -~ -9 n 0 0 0 al 0 0 0 0 0 0 0 -5 0 0 0 -4 1000 0 0 0 -A -4 2 -#27709 -tiny dagger~ -a tiny dagger~ -A tiny dagger lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 11 -3 40 0 0 0 -#27710 -egg~ -an egg~ -An egg lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 9 0 0 0 -#27711 -bag~ -a bag~ -A bag is on the floor.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -50 0 0 0 -5 50 0 0 0 -#27712 -lantern~ -a lantern~ -A lantern is on the floor.~ -~ -1 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 20 0 -4 50 0 0 0 -#27713 -bardiche long weapon~ -a bardiche~ -A long weapon with a sharp end is on the floor.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 3 -10 1000 0 0 0 -A -18 4 -#27714 -flail~ -a flail~ -A flail is on the floor.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 6 -8 300 0 0 0 -#27715 -sunflower golden flower~ -a golden sunflower~ -A golden sunflower blooms here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 -1 0 -1 1 0 0 0 -E -sunflower golden flower~ - This large flower is the bright golden yellow color of sunshine, beautiful -splayed petals surrounding the dark seeded center, providing a source of -nourishment as well as beauty. -~ -#27716 -sunflower seeds~ -a pile of sunflower seeds~ -A pile of sunflower seeds has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 10 0 0 0 -E -sunflower seeds~ - This little teardrop shaped seeds are dark gray and striped with white, the -crispy shell breaking easily to reveal the soft white seed. Its salty nutty -flavour a tasty and nutritious snack. -~ -#27717 -water trickle Brandywine water~ -a trickle of water~ -A trickle of water flows from the Brandywine.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -99 99 15 0 -0 0 0 0 0 -E -water trickle Brandywine water~ - This little trickle of sparkling water comes straight from the Brandywine -River, winding its way gently through the surrounding reeds and dissipating -gradually into the well-watered grasslands. -~ -#27718 -plate toad hole toad-in-the-hole~ -a plate of toad-in-the-hole~ -A plate of toad-in-the-hole is steaming here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 25 0 0 0 -E -plate toad hole toad-in-the-hole~ - This steaming dish is made mainly of battered sausages, crisp brown batter -curling around the succulent meat and glistening with a trickle of hot gravy. -Cooked green vegetables have been arranged neatly to the side, long string beans -and crisp sliced carrots. -~ -#27719 -plate venison red wine~ -a plate of venison in red wine~ -A plate of venison in red wine is steaming here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 25 0 0 0 -E -plate venison red wine~ - This delicious looking meal is made from diced venison that has been simmered -with sliced onions and carrots in a rich gravy of black pepper and red wine. A -few stewed mushrooms sit to the side, a sprinkling of whole juniper berries and -bay leaves garnishes the dish. -~ -#27720 -plate suet pudding beef~ -a plate of suet pudding with beef~ -A plate of suet pudding with beef sits steaming here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 30 0 0 0 -E -plate suet pudding beef~ - This brown crisp battering looks perfectly made, puffy and steaming next to a -pile of sliced roast beef and covered with a drizzle of onion gravy. A little -helping of horseradish sauce sits to the side, and a sprinkling of salt covers -the dish. -~ -#27721 -bowl apple crumble~ -a bowl of apple crumble~ -A bowl of apple crumble sits here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 15 0 0 0 -E -bowl apple crumble~ - This dish is made of diced apples that have been coated with brown sugar and -tossed with chopped walnuts and hazelnuts. Baked together with a sprinkling of -porrige oats, the whole steaming mixture has been coated with a generous helping -of cold cream. -~ -#27722 -bowl apricot fool~ -a bowl of apricot fool~ -A bowl of apricot fool sits here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 15 0 0 0 -E -bowl apricot fool~ - Golden apricots have been mashed to a smooth puree and allowed to soak in -cool milky cream. The soft mixture has been chilled and sprinkled with a -spoonful of sugar. -~ -#27723 -plate bacon roly-poly~ -a plate of bacon roly-poly~ -A plate of bacon roly-poly sits steaming here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 15 0 0 0 -E -plate bacon roly-poly~ - This traditional dish is made with moist suet pastry, filled with chopped -bacon and onion and baked slowly. Sliced green vegetables and a deep brown -sause are drizzled over the plate, a sprinkling of pepper and parsley dashed -here and there. -~ -#27724 -plate bangers mash~ -a plate of bangers and mash~ -A plate of bangers and mash smells absolutely delicious.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 20 0 0 0 -E -plate bangers mash~ - Three crispy brown sausages sit side by side, nestled next to a generous -dollop of fluffy white mashed potatoes. A few slices of fried onion are laid -over the dish and the whole thing coated with thick, rich gravy. -~ -#27725 -bowl bread butter pudding~ -a bowl of bread and butter pudding~ -A bowl of bread and butter pudding is soaking here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 12 0 0 0 -E -bowl bread butter pudding~ - Sliced bread has been soaked in sugared milk until completely moist and soft, -dried currants and sultanas have been added to the mixture, and the whole thing -tossed with brown sugar and powdered cinnamon. The finished dish has then been -baked slowly until golden brown. -~ -#27726 -plate bubble squeak~ -a plate of bubble and squeak~ -A plate of bubble and squeak wafts heat into the air.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -1 25 0 0 0 -E -plate bubble squeak~ - Chopped up beef has been fried together with green cabbage and mixed -thoroughly into a dish of mashed potatoes. The whole mixture has been cooked -until set solid and the outsides a crispy golden brown. -~ -#27727 -plate cauliflower cheese~ -a plate of cauliflower cheese~ -A plate of cauliflower cheese sits temptingly here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -16 0 0 0 -1 25 0 0 0 -E -plate cauliflower cheese~ - Pale cauliflower florets have been steamed lightly until softened and baked -in a rich cheese sauce until slightly browned. A sprinkling of parmesan has -been grated over the top, and a single sprig of parsley set in the center. -~ -#27728 -plate chicken kiev~ -a plate of chicken kiev~ -A plate of chicken kiev steams slowly.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 30 0 0 0 -E -plate chicken kiev~ - A piece of succulent white chicken breast has been carefully pierced and -stuffed with a stick of garlic butter and cooked slowly. A little pile of leeks -sits to the side and the whole thing sprinkled with ground black pepper and a -dash of lemon juice. -~ -#27729 -plate fried duck breast~ -a plate of fried duck breast~ -A plate of fried duck breast simmers with heat.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 30 0 0 0 -E -plate fried duck breast~ - This slightly fatty piece of deep red meat has been seared with intense heat -to make the skin crisp while leaving the meat tender and juicy. A light bitter -gravy has been drizzled over top along with a squeeze of orange and topped with -a slice of lime. -~ -#27730 -scotch egg~ -a scotch egg~ -A scotch egg has been dropped here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 15 0 0 0 -E -scotch egg~ - This filling little snack has been made from a hard boiled egg which has then -had sausage meat moulded around it and been rolled in breadcrumbs before the -whole thing is deep fried. -~ -#27731 -bowl bananas custard~ -a bowl of bananas and custard~ -A bowl of bananas and custard has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 15 0 0 0 -E -bowl bananas custard~ - This delicious desert has been made from sliced bananas left to simmer in hot -creamy custard. Fine white sugar has been sprinkled over the top and a vanilla -pod placed in the middle for flavouring. -~ -#27732 -piece sticky gingerbread~ -a piece of sticky gingerbread~ -A piece of sticky gingerbread is lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 10 0 0 0 -E -piece sticky gingerbread~ - This golden brown piece of gingerbread is soft and squidgy, made from mostly -butter and treacle and baked until set. This particular piece has been cut in -the shape of a star and dusted with a light coat of powdered sugar. -~ -#27733 -plate smoked mackerel~ -a plate of smoked mackerel~ -A plate of smoked mackerel has been set here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 25 0 0 0 -E -plate smoked mackerel~ - Creamy colored mackerel meat has been cooked and mashed together with melted -butter to make a creamy pate. This has been sprinkled with ground black pepper -and served with a tiny dollop of horseradish sauce and a crisp green side of -salad. -~ -#27734 -plate shepherd's pie~ -a plate of shepherd's pie~ -A plate of shepherd's pie gives off a delicious smell.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -1 25 0 0 0 -E -plate shepherd's pie~ - This piping hot dish has been made from minced mutton mixed with sliced -onions and carrots and fried until brown. Salt, pepper and a little tomato -puree has been added, and the mixture covered with creamy mashed potato, baked -until just golden and served with a side of green beans. -~ -#27735 -pickled onion~ -a pickled onion~ -A pickled onion lies on the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 15 0 0 0 -E -pickled onion~ - This very small onion is about the size of a whole walnut, peeled and scalded -before being left to pickle for several days in a jar of vinegar, leaving it -slightly browned and very strongly flavoured. -~ -#27736 -sausage roll~ -a sausage roll~ -A sausage roll lies steaming here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 20 0 0 0 -E -sausage roll~ - A slightly spiced sausage has been cooked until soft and tender and rolled in -a light pastry, then baked golden and flaky. Piping hot, it has been rolled in -some brown paper for easy snacking. -~ -#27737 -spotted dick bowl~ -a bowl of spotted dick~ -A bowl of spotted dick is set here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 15 0 0 0 -E -spotted dick bowl~ - Shredded suet pastry has been tossed with breadcrumbs and raisins, seasoned -with ginger and nutmeg and packed into a bowl before being drizzled with brandy -and steamed. The hot mixture has been served with a lashing of creamy custard -and some grated orange zest. -~ -#27738 -plate baked gammon cider~ -a plate of baked gammon in cider~ -A plate of baked gammon in cider sits here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -1 25 0 0 0 -E -plate baked gammon cider~ - A joint of gammon has been slowly simmered in a cider sauce with chopped -chives until tender. Peach juice has been drizzled over top, and a few peach -slices left to garnish the dish along with a sprig of bay leaves. -~ -#27739 -plate baked flounder~ -a plate of baked flounder~ -A plate of baked flounder smells delicious.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -14 0 0 0 -1 20 0 0 0 -E -plate baked flounder~ - Two small flounders have been baked with nutmeg and herbs before being -drizzled with white wine and melted butter. The meat has then been rolled in -breadcrumbs and chopped chives and rebaked until browned, sprinkled with a -little parsley and tarragon. -~ -#27740 -crumpet~ -a crumpet~ -A crumpet has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 20 0 0 0 -E -crumpet~ - A salted batter of flour and yeast has been mixed with warm milk and fried -until golden brown and fluffy. The cooked batter has then been spread with -butter until it has melted and absorbed into the crumpet. -~ -#27741 -plate lamprey brewet~ -a plate of lampery in brewet~ -A plate of lamprey in brewet sits here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -1 24 0 0 0 -E -plate lamprey brewet~ - A piece of fresh white lamprey has been boiled in salted water and then fried -in melted butter with mixed sweet herbs. A little white wine has been added, -along with a sprinkling of ground ginger, and the cooked meat served with its -own juices and a slab of hot white bread. -~ -#27742 -piece lemon cake~ -a piece of lemon cake~ -A piece of lemon cake sits here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 15 0 0 0 -E -piece lemon cake~ - This deliciously sweet and lemony piece of cake is a delicate yellow color, -sprinkled with powdered sugar and zest of lemon, and baked until light and -fluffy. -~ -#27743 -plate mushroom croustades~ -a plate of mushroom croustades~ -A plate of mushroom croustades is steaming here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -1 24 0 0 0 -E -plate mushroom croustades~ - Wholemeal rolls have been hollowed out and spread with crushed garlic, -chopped rosemary and black pepper in a butter sauce. Sliced, sauteed mushrooms -have then been stuffed into the flavoured rolls and baked until golden, served -with a side of green crisp salad. -~ -#27744 -bowl treacle pudding~ -a bowl of treacle pudding~ -A bowl of treacle pudding sits here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -15 0 0 0 -1 15 0 0 0 -E -bowl treacle pudding~ - A golden tart of treacle and rich shortcrust pastry has been sprinkled with -lemon juice and baked until piping hot before being drizzled with cold custard -and a little lashing of golden syrup. -~ -#27745 -plate skirlie mushrooms~ -a plate of skirlie with mushrooms~ -A plate of skirlie with mushrooms has been set here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -1 25 0 0 0 -E -plate skirlie mushrooms~ - Sliced mushrooms and onion have been fried until golden brown in good meat -dripping. The mixture has been tossed with oatmeal and browned again before -being seasoned with salt and black pepper. -~ -#27746 -plate quails mushrooms~ -a plate of quails on mushrooms~ -A plate of quails on mushrooms has been set here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -1 25 0 0 0 -E -plate quails mushrooms~ - Two plump quails have been stuffed with finely chopped garlic, chives, and -parsley, sprinkled with lemon juice before being cooked and seasoned with salt -and pepper. The cooked birds have then been set onto large grilled mushrooms -and drizzled with garlic butter. -~ -#27747 -hunter's knife~ -a hunter's knife~ -A hunter's knife lies forgotten here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 4 3 11 -1 150 0 0 0 -E -hunter's knife~ - This little serrated blade has been designed for sawing through tough hides -and slabs of meat. Neatly sharpened, the petrified wooden handle has been -tightly bound with black leather, making it easier to grip. -~ -#27748 -flowing purple skirt~ -@Ma flowing purple skirt@n~ -@MA flowing purple skirt@g lies on the ground.~ -~ -11 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -2 150 0 0 0 -E -flowing purple skirt~ - This long skirt is made from masses of purple fabric, making it very full and -ruffled indeed. The hemline is neatly sewn with a pretty gold ribbon for -decoration. -~ -A -2 2 -#27749 -purple bodice~ -@ma purple bodice@n~ -@mA purple bodice@g lies here.~ -~ -11 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -purple bodice~ - This delicate bodice has been designed to tightly cinch the waist of the -wearer, giving them a more hourglass figure. Pretty celtic buttons have been -fastened to the front as decoration, long laces closing it at the back. -~ -#27750 -white cotton blouse~ -@wa white cotton blouse@n~ -@wA white cotton blouse@g lies forgotten on the ground.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 90 0 0 0 -E -white cotton blouse~ - This simple gauzy blouse is loose and airy, gathered sleeves ending at the -elbow, allowing the wearer to work without soiling the cuffs. Little wooden -buttons line the front, covered over with a seam of material and a slight ruffle -around the neck. -~ -A -2 2 -#27751 -daisy chain~ -@Wa @Yd@Wa@Yi@Ws@Yy @Wc@Yh@Wa@Yi@Wn@n~ -@WA @Yd@Wa@Yi@Ws@Yy @Wc@Yh@Wa@Yi@Wn@g has been left here.~ -~ -11 0 0 0 0 aeo 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -E -daisy chain~ - This pretty little chain is made up of flowers as white as pure snow, their -beautifully fragranced centers the color of golden streaming sunshine. -~ -#27752 -sweeping green skirt~ -@Ga sweeping green skirt@n~ -@GA sweeping green skirt@g lies crumpled here.~ -~ -11 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -2 110 0 0 0 -E -sweeping green skirt~ - This long velvety skirt hangs in deep sweeping folds, the long hem trimmed -with a delicate cord of gold and gathered tightly at the waist. -~ -A -2 2 -#27753 -green bodice~ -@ga green bodice@n~ -@gA green bodice is lying here.~ -~ -11 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -green bodice~ - This deep green material is slightly velvety in feel, dark wooden buttons -running down either side carved with beautiful patterns. Dark green cords lace -the material together, strong enough to cinch the wearer's waist tightly. -~ -A -6 2 -#27754 -light yellow skirt~ -@Ya light yellow skirt@n~ -@YA light yellow skirt@g has been left here.~ -~ -11 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -2 120 0 0 0 -E -light yellow skirt~ - This brightly colored skirt is made from a very fragile and airy material, -delicate veins of gold embroidered here and there and sparkling in any light. -~ -A -2 2 -#27755 -yellow bodice~ -@ya yellow bodice@n~ -@yA yellow bodice@g has been dropped here.~ -~ -11 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -yellow bodice~ - This pretty little bodice is hemmed with a delicate embroidering of gold, and -decorated with a single line of brass buttons down the front. Strong lacings -fastening the bodice tightly at the back. -~ -A -6 2 -#27756 -flowing blue skirt~ -@Ca flowing blue skirt@n~ -@CA flowing blue skirt@g lies dropped here.~ -~ -11 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -2 120 0 0 0 -E -flowing blue skirt~ - Made from light silky material, this delicate blue skirt is soft and smooth -to the touch, hanging in flowing folds long enough to brush the ground. -~ -A -2 2 -#27757 -blue bodice~ -@ca blue bodice@n~ -@cA blue bodice@g is lying here.~ -~ -11 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 90 0 0 0 -E -blue bodice~ - Lightly embroidered with silver thread, this blue bodice is made of a very -soft and smooth material, that nonetheless is strong enough to cinch the waist -tightly, laced with several silver cords at the back. -~ -A -6 2 -#27758 -wooden crate~ -a wooden crate~ -A wooden crate stands amongst the shadows.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 0 -1 0 -0 0 0 0 0 -E -wooden crate~ - Made of damp and mouldy wooden boards, this crate looks more likely to fall -apart than be of any use in containing its contents. A layer of dust and -cobwebs covers the grimey surface, as if this box has been left untouched for a -long time. -~ -#27759 -string black pearls~ -@Da string of black pearls@n~ -@DA string of black pearls@g lies here.~ -~ -11 0 0 0 0 ac 0 0 0 o 0 0 0 -0 0 0 0 -1 500 2 0 0 -E -string black pearls~ - Darkly beautiful, these smooth black pearls are linked with a fine silver -cord that spirals elegantly around each one. A strange sinister feeling seems -to emanate from them, as though they once belonged to a powerfully evil owner. -~ -A -19 2 -#27760 -treasure chest~ -a treasure chest~ -A treasure chest stands against the wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 13 27761 0 -0 0 0 0 0 -E -treasure chest~ - This strong wooden chest is bound with thick metal bands, keeping the -contents safely protected from all but the owner of the key. Slight blue and -green streaks marr the beauty of its design, growths of mould and fungus -beginning to flourish on the dark, damp wooden surface. -~ -#27761 -tiny metal key~ -a tiny metal key~ -A tiny metal key glints on the ground.~ -~ -18 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -E -tiny metal key~ - This little key has been forged from a silvery metal, its once polished -surface beginning to decay with rust and neglect, although it nevertheless -appears in working order. -~ -#27762 -pile gold coins~ -a pile of gold coins~ -A pile of gold coins glints temptingly here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1220 0 0 0 -1 1 0 0 0 -E -pile gold coins~ - Various pieces of gold lie gathered in a pile, worn with time and lack of -use, but still obviously valuable. -~ -#27763 -paladin's bejewelled shield~ -Paladin's shield~ -A bejewelled shield sparkles here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -5 0 0 0 -3 1000 5 0 0 -E -paladin's bejewelled shield~ - This shield is inscribed with the name of Paladin Took II, and seems to be -the shield that would have been used against Lotho in the Battle of Bywater. -Gilded with gold and silver, several precious gems are studded here and there, -rubies, sapphires, and emeralds all testifying to the wealth and pride of the -owner. -~ -#27764 -chest small~ -a small chest~ -A small chest stands here, covered over with a dirty cloth.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 1 -1 0 -0 0 0 0 0 -E -chest small~ - This decrepit wooden chest is made from dark mouldy boards, almost completely -rotted away with various fungi, and the continual dampness that has soaked -through the wood. -~ -#27765 -old skeleton~ -an old skeleton~ -An old skeleton lies crumpled here.~ -~ -13 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 0 -E -old skeleton~ - This intact pile of bones is obviously the long decayed form of a hobbit, -seeming proof that murder exists even amongst these normally peace-loving -people. There is no telling how long this skeleton has been here, although the -thick layer of dust seems to indicate many years. -~ -$~ diff --git a/lib/world/obj/278.obj b/lib/world/obj/278.obj deleted file mode 100644 index a97156d..0000000 --- a/lib/world/obj/278.obj +++ /dev/null @@ -1,120 +0,0 @@ -#27800 -scale armor~ -a beautiful green-metallic scale armor~ -A green scale armor has been tossed onto the ground.~ -~ -9 agkn 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -10 250 0 0 -E -scale armor~ - The scale armor is bright green; it looks like painted platinum, though why -anyone would paint platinum is beyond you. It looks very sturdy and as if it -could be very helpful in battle. -~ -A -17 -3 -A -19 2 -#27801 -dragon's claws~ -a pair of dragon's claws~ -A pair of dragon's claws have been thrown to the ground.~ -~ -5 gjn 0 0 0 an 0 0 0 0 0 0 0 -0 2 7 11 -14 700 0 0 -E -claws~ - These claws are huge, and fit over your hands just as if they were gloves. -Amazing that they are so large, and yet feel so light. -~ -A -24 -2 -#27802 -staff illumination light~ -the Staff of Illumination~ -A staff lies here on the ground, collecting dust.~ -~ -1 agkn 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -15 200 0 0 -E -staff light~ - This staff glows softly, yet casts a clear illumination all over the room. -It is made of a strange purple metal, with two green sea serpants twining around -the staff until they meet with extended teeth at the top. -~ -A -12 10 -A -19 2 -#27803 -green gauntlets~ -some green gauntlets~ -A pair of green gauntlets has been left on the ground to tarnish.~ -~ -9 kn 0 0 0 ah 0 0 0 0 0 0 0 -7 0 0 0 -8 300 0 0 -E -gauntlets~ - These gauntlets are strong and amazingly light. They would probably be very -valuable in battle. They are made of a strange, green metal that glints in the -light. -~ -#27804 -green leggings~ -some green leggings~ -A pair of greenish metal leggings have been plunked onto the ground.~ -~ -9 gkn 0 0 0 af 0 0 0 0 0 0 0 -5 0 0 0 -12 150 0 0 -E -runes inscriptions~ - The runes have faded away to the point where they are unreadable. The only -phrase you can work out is "Forward to Orlana. " -~ -E -leggings green~ - These leggings are made of a strange green-tinted metal. Strange -inscriptions and runes run up the sides. -~ -A -2 1 -A -4 -1 -#27805 -crown coral~ -the Coral Crown~ -A crown made of red and blue coral has been unwisely thrown to the ground.~ -~ -9 gikn 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -10 250 0 0 -E -crown pearls~ - This crown is made of beautiful red and blue coral; pearls line the sharply- -pointed top. It positively prickles with majick. -~ -A -4 1 -A -12 15 -#27806 -crystal trident~ -the Crystal Trident~ -A trident, made of crystal, lies on the ground.~ -~ -5 aghkn 0 0 0 an 0 0 0 0 0 0 0 -0 5 4 11 -24 950 0 0 -E -trident hoe crystal~ - This trident is of exquisite craftsmanship; though it is made of crystal, it -is rock-hard. It looks quite unbreakable. -~ -A -18 2 -$~ diff --git a/lib/world/obj/279.obj b/lib/world/obj/279.obj deleted file mode 100644 index 43d9be6..0000000 --- a/lib/world/obj/279.obj +++ /dev/null @@ -1,621 +0,0 @@ -#27900 -red cape Cardinal's cloak~ -a Cardinal's red cloak~ -A red cloak is lying here.~ -~ -9 a 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -5 175 0 0 0 -A -17 -10 -A -12 10 -#27902 -brown boots~ -a pair of brown boots~ -A pair of brown boots are lying here.~ -~ -11 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -6 1000 0 0 0 -A -17 -5 -A -14 20 -A -2 1 -#27905 -water vase wood water~ -a wood vase~ -A wood, and old vase has been left here.~ -~ -17 g 0 0 0 a 0 0 0 0 0 0 0 -12 12 15 0 -12 150 0 0 0 -E -look vase~ - This is a very old vase, inside is clear water wich you can drink, it says -that you can drink from it 12 times, after that you would need to fill it from a -fountain. -~ -#27907 -water plate silver water~ -a silver plate~ -A silver plate is stuck to the wall.~ -~ -17 aik 0 0 0 0 0 0 0 0 0 0 0 -10 10 14 0 -0 0 0 0 0 -E -look plate~ - This plate is filled with blessed water. -~ -#27908 -sweater~ -a cool sweater~ -A sweater is lying here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -3 400 0 0 0 -A -17 -10 -#27911 -bible~ -a Bible~ -A bible has been left here.~ -~ -1 amo 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -5 50 0 0 0 -A -17 -5 -A -1 1 -A -4 1 -#27915 -slab~ -a wood slab~ -A wood slab has been left here.~ -~ -22 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -28 120 0 0 0 -A -1 -1 -A -14 -20 -A -19 -1 -#27921 -tithe basket~ -a tithe basket~ -A basket has been left here.~ -~ -15 i 0 0 0 ao 0 0 0 0 0 0 0 -150 1 -1 0 -3 100 0 0 0 -#27924 -ring Cardinal Cardinal's ruby~ -Cardinal's ruby ring~ -A ruby ring has been left here.~ -~ -9 a 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -2 440 0 0 0 -A -18 2 -A -12 5 -A -17 -5 -#27925 -pants dirty~ -a pair of dirty pants~ -A pair of dirty pants has been left here.~ -~ -11 k 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -4 1000 0 0 0 -A -17 -5 -A -3 -1 -#27926 -green shirt~ -a green shirt~ -A green piece of cloth is lying here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -4 125 0 0 0 -A -17 -9 -A -2 1 -A -6 1 -#27930 -sacred sandals~ -a pair of sacred sandals~ -A pair of sandals are lying here.~ -~ -11 a 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -2 250 0 0 0 -A -17 -3 -A -14 20 -A -18 2 -#27933 -stone shield~ -a stone shield~ -A stone shield has been left here.~ -~ -9 bh 0 0 0 aj 0 0 0 0 0 0 0 -5 0 0 0 -10 1000 0 0 0 -A -1 -1 -A -18 -1 -A -19 2 -#27934 -stone sleeves~ -a pair of stone sleeves~ -A pair of stone sleeves are lying here.~ -~ -9 bh 0 0 0 ai 0 0 0 0 0 0 0 -4 0 0 0 -12 275 0 0 0 -A -1 -1 -A -14 -20 -A -19 2 -#27936 -stone leggings~ -a pair of stone leggings~ -A pair of leggings made out of stone are lying here.~ -~ -9 bdh 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -15 257 0 0 0 -A -13 -1 -A -14 -20 -A -19 2 -#27937 -silver sword~ -a silver sword~ -A shiny sword is lying here.~ -~ -5 ckmno 0 0 0 an 0 0 0 0 0 0 0 -2 6 6 0 -5 825 0 0 0 -A -1 1 -A -19 1 -A -18 1 -#27938 -rosary~ -a rosary~ -A chain has been left here.~ -~ -11 ao 0 0 0 acm 0 0 0 0 0 0 0 -0 0 0 0 -3 853 0 0 0 -A -17 -5 -A -1 1 -A -18 1 -#27941 -collar dog~ -a bright dog collar~ -A bright collar has been left here.~ -~ -11 b 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -3 150 0 0 0 -A -17 -5 -A -19 1 -A -9 1 -#27942 -Lyon fountain~ -a fountain~ -A gray stone fountain babbles here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 2 0 -505 0 0 0 0 -E -look fountain~ - Is not just a fountain, it is an ornament of the city. -~ -#27943 -magic potion~ -a magic potion~ -A magic potion has been left here~ -~ -2 c 0 0 0 a 0 0 0 0 0 0 0 -30 3 43 3 -2 562 0 0 0 -#27945 -lamp copper~ -a copper lamp~ -A copper lamp has been left here.~ -~ -1 adhn 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -6 500 0 0 0 -A -9 -5 -A -17 -5 -A -3 1 -#27947 -flowers~ -a bunch of flowers~ -Some flowers have been left here.~ -~ -12 ck 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -A -6 1 -#27949 -bloody doagger~ -a bloody dagger~ -A dagger stained with blood has been left here.~ -~ -5 djnp 0 0 0 an 0 0 0 0 0 0 0 -2 2 12 0 -7 120 0 0 0 -A -2 1 -A -3 1 -A -12 25 -#27951 -hermit mace~ -a hermit mace~ -A hermit mace has been left here.~ -~ -5 jp 0 0 0 an 0 0 0 0 0 0 0 -1 2 6 10 -8 500 0 0 0 -#27955 -magical key~ -a magical key~ -A magical key has been left here.~ -~ -18 cf 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 0 -#27957 -magic belt~ -a magic belt~ -A magic belt is lying here.~ -~ -9 aop 0 0 0 al 0 0 0 0 0 0 0 -5 0 0 0 -10 120 0 20 0 -A -24 -2 -A -12 25 -#27965 -statue~ -a statue of Louis XIV~ -A bronze statue of Louis XIV is here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -look statue~ - This statue was made in honor of the king Louis XIV. -~ -#27966 -dress white~ -a white dress~ -A white dress is lying here.~ -~ -11 a 0 0 0 adk 0 0 0 0 0 0 0 -0 0 0 0 -4 500 0 0 0 -E -look dress~ - It is a beautifull dress, you cant imagine yourself using it. -~ -A -6 1 -A -5 1 -#27967 -hood~ -a black hood~ -A black hood is lying here.~ -~ -11 jnp 0 0 0 aek 0 0 0 0 0 0 0 -0 0 0 0 -2 500 0 0 0 -A -17 -5 -A -6 -1 -A -9 1 -#27968 -bronze key~ -a bronze key~ -A bronze key is lying here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -8 1 0 0 0 -E -look key~ - This key is the one that open the principal door of the Musketeers H. Q. -~ -#27969 -guillotine~ -a guillotine~ -A blody guillotine is here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -guillotine~ - This guillotine was built to punish the revolutioners. -~ -#27971 -French cake~ -a French cake~ -A French cake has been left here it looks delicius.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 50 0 0 0 -#27972 -Musketeer hat~ -a Musketeer hat~ -A brown hat has been left here.~ -~ -11 kn 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -5 120 0 0 0 -A -17 -4 -A -1 1 -A -13 25 -#27977 -rapier~ -a golden rapier~ -A sword has been left here.~ -~ -5 fl 0 0 0 an 0 0 0 0 0 0 0 -3 4 6 3 -1 100 0 0 0 -A -6 1 -A -2 1 -A -18 2 -#27978 -foil~ -a foil~ -A sword is lying here.~ -~ -5 aop 0 0 0 an 0 0 0 0 0 0 0 -3 4 5 3 -3 500 0 0 0 -A -4 1 -A -3 1 -A -12 25 -#27979 -brown gloves~ -a pair of brown gloves~ -A pair of brown gloves has been left here.~ -~ -11 mn 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 0 -A -17 -5 -A -18 2 -A -19 2 -#27985 -baggete~ -a baggete~ -A peace of bread has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -3 58 0 0 0 -#27987 -horseshoes~ -a set of horseshoes~ -A set of horseshoes has been left here.~ -~ -11 c 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -12 400 0 0 0 -E -look horseshoes~ - This object can only be use by a horse sorry if you liked them but, you cant -take them with you. -~ -A -19 3 -A -17 -5 -A -14 25 -#27988 -magic staff~ -a magic staff~ -A staff has been left here.~ -~ -4 gi 0 0 0 ao 0 0 0 0 0 0 0 -30 5 5 3 -1 180 0 0 0 -E -look staff~ - This is a magical an powerful staff that blesses all the persons that are -around you players or mobs. When you buy it you can used 5 times. -~ -#27990 -key oxided~ -an oxided key~ -An oxided key has been left here.~ -~ -18 bcdh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -8 100 0 0 0 -E -look key~ - This is a key of a cell, what ever muste be in that cell you should live it -there it must be a very dangerous thief or revolutioner. -~ -#27991 -cadaver~ -a cadaver~ -The cadaver of a man is lying here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -look corpse~ - This is the corpse of the man that once had the iron mask on his head. -~ -#27992 -key platinum~ -a platinum key~ -A platinum key is lying here.~ -~ -18 f 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 100 0 0 0 -E -look key~ - This is not an ordinary key, this key can open a secret passage that leads to -the royal hall, where you can find the king. -~ -#27993 -crown royal~ -a royal crown~ -A royal crown has been left here.~ -~ -11 a 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -8 250 0 0 0 -A -19 -5 -A -1 -3 -#27994 -mask iron~ -an iron mask~ -An iron mask is lying here.~ -~ -11 b 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -12 180 0 0 0 -A -19 -5 -A -1 -1 -#27995 -cape Musketeer~ -a Musketeer cape~ -A Musketeer cape is lying here.~ -~ -9 ekn 0 0 0 adk 0 0 0 0 0 0 0 -0 0 0 0 -4 150 0 0 0 -A -17 -5 -A -13 10 -A -2 1 -#27996 -pearl necklace~ -a pearl necklace~ -A necklace has been left here.~ -~ -11 jk 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -3 250 0 0 0 -A -13 10 -A -14 10 -A -12 10 -#27997 -spiritual gloves~ -a pair of spiritual gloves~ -A pair of gloves have been left here.~ -~ -11 afop 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -6 1000 0 0 0 -A -12 25 -A -9 3 -#27998 -iron chain~ -an iron chain~ -A chain has been left here~ -~ -9 0 0 0 0 acdhklm 0 0 0 0 0 0 0 -0 0 0 0 -16 500 0 0 0 -A -1 -1 -A -17 -5 -#27999 -dark mask~ -a dark mask~ -A dark mask is lying here.~ -~ -11 bmn 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -A -19 -5 -A -1 1 -A -13 10 -$~ diff --git a/lib/world/obj/28.obj b/lib/world/obj/28.obj deleted file mode 100644 index b176d59..0000000 --- a/lib/world/obj/28.obj +++ /dev/null @@ -1,80 +0,0 @@ -#2803 -whip newbie~ -a newbie whip~ -A small whip, obviously made for those new to the game, is here.~ -~ -5 dg 0 0 0 an 0 0 0 0 0 0 0 -7 2 2 2 -2 10 1 0 0 -E -whip newbie~ - It's a small whip, not made to last, but it'll hold a couple of days. -~ -#2804 -cloak newbie~ -a newbie cloak~ -A cloak, obviously made for those new to the game, is here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 5 0 0 0 -E -newbie cloak~ - This drap garment can be worn around the neck to protect an adventurer from -the weather. It affords very little protection from anything else. -~ -A -17 -3 -#2805 -water canteen newbie water~ -a canteen~ -A brand new canteen is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -10 10 0 0 -15 25 2 0 0 -E -water canteen newbie~ - The canteen can hold only a few mouthfuls of water. It would be handy to -keep this canteen in case you travel a short distance away from the clean -waters of the town. -~ -#2806 -porkchop chop~ -a pork chop~ -A side of pork has been cut into a pork chop here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -2 15 0 0 0 -E -porkchop chop~ - This slab of meat looks quite appetizing. Just brush off some of the dirt -and grime first. -~ -#2807 -purse~ -a purse~ -A small purse has been dropped here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -10 5 -1 0 -10 10 1 0 0 -E -purse~ - A small purse for carrying a few items. It cannot hold much, but it looks -useful. -~ -#2808 -coins pile~ -a small pile of coins~ -Some coins has been thrown here. - Should never be seen.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -25 10 5 0 -10 1 0 0 0 -E -coins pile~ - A small pile of coins, what luck you have to stumble upon such a thing. -~ -$~ diff --git a/lib/world/obj/280.obj b/lib/world/obj/280.obj deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/obj/280.obj +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/obj/281.obj b/lib/world/obj/281.obj deleted file mode 100644 index 2d4a1d9..0000000 --- a/lib/world/obj/281.obj +++ /dev/null @@ -1,215 +0,0 @@ -#28100 -bracelet tasseled leather~ -a tasseled leather bracelet~ -A tasseled bracelet is lying here.~ -~ -9 g 0 0 0 am 0 0 0 0 0 0 0 -2 0 0 0 -3 400 0 0 0 -A -12 5 -#28101 -ring red~ -a fine, red ring~ -A red ring is lying here.~ -~ -12 g 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 120 0 0 0 -A -3 1 -A -19 1 -#28102 -pendant stone small~ -a stone pendant~ -A small pendant is lying here.~ -~ -9 g 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 100 0 0 0 -A -13 8 -A -20 -1 -#28103 -sleeves dark dwarven~ -a pair of dark dwarven sleeves~ -A pair of dark sleeves is lying here.~ -~ -9 g 0 0 0 ai 0 0 0 0 0 0 0 -5 0 0 0 -3 400 0 0 0 -#28104 -shoes birch bark tiny~ -a pair of birch bark shoes~ -A tiny pair of shoes is here.~ -~ -9 g 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -2 50 0 0 0 -A -18 1 -#28105 -knife red-handled red~ -a red-handled knife~ -A red-handled knife is lying here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 11 -1 100 0 0 0 -A -18 1 -A -19 1 -#28106 -jerkin small red blue~ -a red and blue jerkin~ -A small jerkin is lying here.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -3 114 0 0 0 -A -12 3 -A -13 3 -A -14 3 -#28107 -belt leather brown~ -a brown leather belt~ -A brown belt is lying here.~ -~ -9 g 0 0 0 al 0 0 0 0 0 0 0 -4 0 0 0 -2 60 0 0 0 -#28108 -wooden ring~ -a wooden ring~ -A small loop of wood is lying here.~ -~ -12 g 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 30 0 0 0 -A -13 3 -#28109 -mittens dark green small~ -a pair of dark green mittens~ -A small pair of mittens is lying here.~ -~ -9 g 0 0 0 ah 0 0 0 0 0 0 0 -1 0 0 0 -1 75 0 0 0 -A -18 1 -A -19 1 -#28110 -talon runed~ -a runed talon~ -A small talon is lying here.~ -~ -12 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 40 0 0 0 -A -4 1 -A -19 1 -#28111 -rucksack green modest~ -a green rucksack~ -A modest rucksack is lying here.~ -~ -15 g 0 0 0 ak 0 0 0 0 0 0 0 -65 1 -1 0 -2 30 0 0 0 -#28112 -lantern carved small wood~ -a carved lantern~ -A small lantern of wood is lying here.~ -~ -1 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 102 0 -2 50 0 0 0 -A -4 1 -#28113 -hat conical wolf muzzle~ -a conical hat with a wolf-muzzle on it~ -A conical, peculiar hat is lying here.~ -~ -9 g 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -1 60 0 0 0 -A -12 3 -A -18 1 -#28114 -leggings woven brown~ -a pair of brown, woven leggings~ -A pair of brown leggings is lying here.~ -~ -9 g 0 0 0 af 0 0 0 0 0 0 0 -3 0 0 0 -2 40 0 0 0 -A -4 1 -A -18 1 -#28115 -beer tankard beer~ -a tankard~ -A tankard of beer is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 1 0 -8 12 0 0 0 -#28116 -soup substantial plate~ -a substantial soup~ -A plate of soup is here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -30 0 0 0 -1 27 0 0 0 -#28117 -pastry khanjar~ -a pastry of Khanjar~ -A nice pastry is here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -1 8 0 0 0 -#28120 -mask green leather~ -a green leather mask~ -A green mask is lying here.~ -~ -9 cd 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 80 0 0 0 -A -1 1 -A -13 10 -#28130 -key bronze~ -a small bronze key~ -A small bronze key is lying here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28131 -key iron~ -a small iron key~ -A small iron key is lying here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -$~ diff --git a/lib/world/obj/282.obj b/lib/world/obj/282.obj deleted file mode 100644 index bec5597..0000000 --- a/lib/world/obj/282.obj +++ /dev/null @@ -1,69 +0,0 @@ -#28200 -gothic kris obsidian demonic blade~ -the gothic kris~ -A demonic blade of obsidian lies on the ground.~ -~ -5 jlmn 0 0 0 an 0 0 0 0 0 0 0 -3 2 10 11 -5 1 0 30 -A -19 3 -A -18 3 -#28201 -crown emerald~ -an emerald crown~ -An Emerald crown is here glittering magnificently in the sunshine~ -~ -9 jop 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -3 1 0 20 -A -17 -10 -A -18 2 -A -19 -1 -#28202 -armplates glowing arm armor~ -a set of glowing armplates~ -An armplate glows here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 --9 0 0 0 -50 1 0 0 -A -2 -2 -A -1 -2 -A -19 3 -#28203 -belt jeweled~ -a jeweled belt~ -A sparkling jeweled belt is lying on the ground here.~ -~ -9 jno 0 0 0 al 0 0 0 0 0 0 0 -2 0 0 0 -4 1 0 0 -A -1 1 -A -13 20 -A -19 2 -#28204 -spear death~ -a death spear~ -A death spear is lying here~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -2 3 7 11 -4 1 0 30 -A -18 2 -A -19 4 -A -13 10 -$~ diff --git a/lib/world/obj/283.obj b/lib/world/obj/283.obj deleted file mode 100644 index 3e613dd..0000000 --- a/lib/world/obj/283.obj +++ /dev/null @@ -1,375 +0,0 @@ -#28300 -ring devil evil~ -a ring of the devil~ -Something very evil lies here haunting you.~ -~ -9 dfhj 0 0 0 ab 0 0 0 0 0 0 0 -5 0 0 0 -1 564 0 20 -A -18 1 -A -17 -4 -A -13 5 -#28301 -shield dead evil~ -the shield of the dead~ -A shield lies here, with an evil aura to it...~ -~ -9 bdfhj 0 0 0 aj 0 0 0 0 0 0 0 -5 0 0 0 -3 780 0 0 -A -9 7 -A -2 1 -A -1 1 -#28302 -skeleton key bone~ -a skeleton key~ -There is a key-shaped item here, which looks to be made from real bone.~ -~ -18 cdfhjq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 0 -A -18 -2 -A -9 5 -#28303 -secret key~ -a secret key~ -Something lies here...~ -~ -18 cdfjq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 500 0 0 -#28304 -fireplace~ -the fireplace~ -The fireplace sits here in the corner.~ -~ -13 e 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#28305 -special key~ -a special key~ -A key lays here, and somehow you think it is very special.~ -~ -18 fj 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#28306 -well~ -an old well~ -A well sits here, mangled from time.~ -~ -12 e 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#28307 -key treasure~ -the key to the treasure~ -A golden key lays here.~ -~ -18 f 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 0 -#28308 -small bed~ -a small bed~ -A tiny bed sits here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#28309 -golden lance~ -a golden lance~ -A large weapon sticks into the ground here, glowing a golden color.~ -~ -5 i 0 0 0 an 0 0 0 0 0 0 0 -1 5 4 6 -4 700 0 0 -#28310 -torch~ -a torch~ -An unlit torch hangs on the wall here.~ -~ -1 j 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -3 208 0 0 -A -12 20 -A -19 1 -#28311 -bloody claws~ -a pair of bloody claws~ -Claws lay here in a pool of blood.~ -~ -5 e 0 0 0 an 0 0 0 0 0 0 0 -3 3 6 5 -2 907 0 0 -E -bloody claws~ - They're all bloody! How sick! -~ -A -19 2 -A -17 -1 -A -14 25 -#28312 -punisher~ -the PUNISHER~ -A huge weapon lays here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 5 6 3 -5 909 0 30 -E -punisher~ - This weapon rocks butt!!! -~ -A -1 2 -A -19 2 -A -12 -20 -#28313 -rusty sword~ -a rusty sword~ -A sword has been stuck in the wall here.~ -~ -5 e 0 0 0 an 0 0 0 0 0 0 0 -0 1 2 0 -4 1 0 0 -#28314 -potion purple~ -a purple potion~ -A potion lays here.~ -~ -10 f 0 0 0 a 0 0 0 0 0 0 0 -20 1 1 1 -1 150 0 0 -#28315 -leather old belt~ -an old leather belt~ -A belt made of leather lays here.~ -~ -9 ej 0 0 0 al 0 0 0 0 0 0 0 -4 0 0 0 -1 560 0 0 -E -belt leather old~ - It looks very, very old. -~ -A -18 2 -A -1 1 -#28316 -jacket old~ -an old jacket~ -A jacket, which is torn from wear, is here.~ -~ -9 ej 0 0 0 ak 0 0 0 0 0 0 0 -2 0 0 0 -1 607 0 0 -A -9 6 -A -17 -1 -#28317 -scarf~ -a scarf~ -A scarf lays here.~ -~ -9 ej 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 207 0 0 -A -6 1 -A -17 -1 -#28318 -gold coins~ -lots of gold coins~ -There are quite a few gold coins in a pile here.~ -~ -20 f 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -2 100 0 0 -#28319 -ghost head~ -a ghosts' head~ -The head of a ghost lays here making a huge pool of blood.~ -~ -15 f 0 0 0 ao 0 0 0 0 0 0 0 -14 1 -1 0 -2 500 0 0 -A -13 15 -#28320 -stupid brain ghost~ -a stupid ghost's brain~ -A brain lays here. How sick!~ -~ -13 f 0 0 0 aeo 0 0 0 0 0 0 0 -0 0 0 0 -1 500 0 0 -A -17 -2 -A -12 20 -#28321 -skull~ -a skull~ -A skull lays here.~ -~ -13 e 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -50 10 0 0 -#28322 -bench~ -a bench~ -A bench sits in the corner.~ -~ -13 e 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#28323 -box~ -a box~ -A box sits in another corner.~ -~ -15 e 0 0 0 a 0 0 0 0 0 0 0 -49 5 -1 0 -20 900 0 0 -#28324 -water bottle water~ -a bottle~ -A bottle of water sits here.~ -~ -17 fj 0 0 0 a 0 0 0 0 0 0 0 -17 17 0 0 -22 125 0 0 -#28325 -whisky bottle old whisky~ -an old bottle~ -A bottle of whisky sits here.~ -~ -17 e 0 0 0 ao 0 0 0 0 0 0 0 -34 26 5 1 -31 470 0 0 -#28326 -old bread~ -an old bread~ -Mold grows all over a small piece of bread here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 1 -1 238 0 0 -#28327 -dark sword power~ -the dark sword of power~ -A shadowy sword lies here, deserted.~ -~ -5 f 0 0 0 an 0 0 0 0 0 0 0 -0 4 6 3 -4 543 0 0 -A -18 2 -A -19 2 -A -13 -30 -#28328 -file rusted~ -a rusted file~ -A file sits here looking very rusted.~ -~ -13 e 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 870 0 0 -A -19 1 -A -14 -15 -#28329 -glowing wand~ -a glowing wand~ -A wand is glowing here.~ -~ -3 a 0 0 0 ao 0 0 0 0 0 0 0 -18 3 2 16 -3 304 0 0 -#28330 -violet scroll~ -a violet scroll~ -A violet scroll sits here, crumbled into a big ball.~ -~ -2 df 0 0 0 ao 0 0 0 0 0 0 0 -10 1 33 17 -1 123 0 0 -#28331 -dragon tail~ -a dragon tail~ -A dragon's tail sits here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 5 5 10 -6 450 0 0 -A -19 1 -A -12 21 -#28332 -bull skull~ -a bull skull~ -A bull's skull lays here. ~ -~ -9 dfhjq 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -4 800 0 0 -A -19 5 -A -18 -2 -A -3 1 -#28333 -key rugged~ -a rugged key~ -A dirty key lays on the ground here...~ -~ -9 f 0 0 0 ano 0 0 0 0 0 0 0 -3 0 0 0 -1 651 0 0 -A -18 1 -A -12 -40 -A -14 7 -#28334 -jagged piece stone~ -a jagged piece of stone~ -A very sharp and jagged stone is laying here...~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 6 4 6 -4 508 0 0 -A -13 12 -A -19 2 -A -18 -1 -$~ diff --git a/lib/world/obj/284.obj b/lib/world/obj/284.obj deleted file mode 100644 index 2f16666..0000000 --- a/lib/world/obj/284.obj +++ /dev/null @@ -1,452 +0,0 @@ -#28400 -candelabra~ -a candelabra~ -A candelabra is sitting here, emitting a soft glow.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 5 0 -50 1 0 0 -A -2 -1 -#28401 -pillow~ -a pillow~ -A pillow adorned with mirrors sits here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 1 1 6 -1 1 0 0 -#28402 -bardiche~ -a bardiche~ -A bardiche leans against the wall, casting a long shadow.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 5 3 -14 950 0 0 -#28403 -fly key~ -a dead fly~ -A dead fly lies on its back with its legs twitching.~ -~ -18 mn 0 0 0 ao 0 0 0 0 0 0 0 -9900 2 7 3 -1 950 0 0 -#28404 -heart box~ -a heart shaped box~ -A heart shaped box made of pink crepe paper sits here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -1000 0 0 0 -2 950 0 0 -#28405 -corkscrew~ -the Corkscrew of the GODS~ -A corkscrew lies here, a cork still in it.~ -~ -5 abgh 0 0 0 an 0 0 0 0 0 0 0 -1 3 5 11 -1 1 0 0 -#28407 -ghenna blood~ -some blood~ -A large pool of blood sits here with flies buzzing about it.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#28408 -ghenna hand~ -a rotting hand~ -A half decayed hand sits here (Gross!).~ -~ -12 ehmn 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#28409 -dead fly~ -a dead fly~ -A dead fly lays on its back with its legs twitching slightly.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -22 17 33 33 -1 1 0 0 -#28410 -ghenna cinch~ -a genie's cinch~ -There is a gold roped cinch laying here.~ -~ -9 abg 0 0 0 al 0 0 0 0 0 0 0 -4 0 0 0 -3 500 0 0 -#28411 -spear~ -a spear~ -A wooden spear, with a crudely fashioned stone tip, sits here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 11 -8 200 0 0 -#28412 -gorgimera wings~ -a pair of dragon's wings~ -A mass of black leather sits here.~ -~ -9 abg 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -10 952 0 0 -#28413 -jaw bone jawbone~ -the jawbone of Lord Suzerain~ -A human jawbone is laying here, biting the dirt.~ -~ -1 gn 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -5 300 0 0 -#28414 -hide impermeable carapace~ -an impermeable carapace~ -A leathery, red scaled hide sits here in a heap.~ -~ -9 aln 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -7 600 0 0 -#28415 -bone scrimshaw cameo~ -a scrimshaw cameo~ -A piece of carved bone attached to a leather strap sits half buried in -the dirt.~ -~ -9 f 0 0 0 aco 0 0 0 0 0 0 0 -1 0 0 0 -2 500 0 0 -#28416 -skeleton ring~ -a skeleton ring~ -A small ring of a human skeleton sits here.~ -~ -18 mq 0 0 0 abo 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#28417 -loop viscera ring~ -a ring made of viscera~ -A small loop of entwined viscera lays here.~ -~ -9 fg 0 0 0 ab 0 0 0 0 0 0 0 -1 0 0 0 -1 500 0 0 -#28418 -ghenna dragon claw~ -a dragon's claw~ -The severed claw of a maroon colored beast squirms in the dirth here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 7 4 3 -10 1000 0 0 -#28419 -oriental rug~ -an oriental rug~ -An oriental rug lays here, its fringes blowing in the breeze.~ -~ -15 g 0 0 0 ao 0 0 0 0 0 0 0 -1000 0 0 0 -12 1000 0 0 -E -rug~ - Looks like your typical rug... *shrug* -~ -#28420 -snake crown~ -a crown of woven snakes~ -A swirling mass of snakes is writhing here.~ -~ -9 ahj 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -7 500 0 0 -#28421 -roygbv~ -a prizmatic bracelet~ -Something lies here, shimmering in spectral colors.~ -~ -9 g 0 0 0 amo 0 0 0 0 0 0 0 -3 0 0 0 -3 1000 0 0 -A -19 3 -A -18 1 -#28422 -ghenna baggy purple pants~ -baggy purple pants~ -A pile of purple silk hovers above the ground here.~ -~ -9 abg 0 0 0 af 0 0 0 0 0 0 0 -5 0 0 0 -1 300 0 0 -A -12 15 -A -2 1 -#28423 -n nosferatu~ -the sword of Nosferatu~ -A small sword with a zigzag blade lies here.~ -~ -5 efg 0 0 0 an 0 0 0 0 0 0 0 -0 8 3 11 -10 690 0 0 -E -nosferatu sword~ - It vibrates with a hidden power of ultimate evil. With this weapon in your -grasp you feel most invincible. But beware, lest Nosferatu should come calling -for his precious. -~ -#28424 -razor boots~ -Some razor tipped boots~ -A pair of shit-kickers sits here.~ -~ -9 b 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -5 800 0 0 -#28425 -chrome leggings~ -chrome leggings~ -Some slick, shiny chrome glints in the sunlight.~ -~ -9 a 0 0 0 af 0 0 0 0 0 0 0 -8 0 0 0 -9 120 0 0 -#28426 -chrome sleeves~ -chrome sleeves~ -Some slick, shiny chrome glints in the sunlight.~ -~ -9 a 0 0 0 ai 0 0 0 0 0 0 0 -5 0 0 0 -7 1000 0 0 -#28427 -chrome shield~ -a chrome shield~ -Some slick, shiny chrome lies glinting in the sunlight.~ -~ -9 ag 0 0 0 aj 0 0 0 0 0 0 0 -10 0 0 0 -10 1000 0 0 -#28428 -vermillion cloak~ -a vermillion cloak~ -A pile of bright red fabric sits here.~ -~ -15 g 0 0 0 ak 0 0 0 0 0 0 0 -50 0 0 0 -4 200 0 0 -#28429 -chrome gauntlets~ -chrome gauntlets~ -Some slick, shiny chrome glints in the sunlight.~ -~ -9 ag 0 0 0 ah 0 0 0 0 0 0 0 -6 0 0 0 -4 300 0 0 -#28430 -chrome helm~ -a chrome helm~ -Some slick, shiny chrome glints in the sunlight.~ -~ -9 ag 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -4 1000 0 0 -#28431 -ghenna footlocker~ -the footlocker~ -A bound footlocker of black leather sits against the wall.~ -~ -15 ag 0 0 0 a 0 0 0 0 0 0 0 -300 5 1 0 -50 100 0 0 -#28432 -ghenna wyrm book~ -the book of the Wyrm~ -A book made from human skin sits here.~ -~ -3 abgop 0 0 0 ao 0 0 0 0 0 0 0 -29 5 5 26 -3 1000 0 30 -#28433 -Whip leather cat~ -a cat 'o nine tails~ -A flimsy black leather whip lies here.~ -~ -5 bgl 0 0 0 an 0 0 0 0 0 0 0 -0 1 15 2 -4 950 0 0 -#28434 -Ghenna black leather bra~ -a black leather push-up bra~ -A scrap of black leather is vibrating here.~ -~ -9 bgh 0 0 0 ado 0 0 0 0 0 0 0 -4 0 0 0 -2 500 0 0 -#28435 -Ghenna spiked heels~ -Spiked heels~ -A pair of do-me pumps is sitting here.~ -~ -9 bh 0 0 0 ag 0 0 0 0 0 0 0 --1 0 0 0 -2 125 0 0 -#28458 -Ghenna leather thong~ -a black leather thong~ -A thin strip of black leather is wedged into a crack in the dirt.~ -~ -9 bgh 0 0 0 al 0 0 0 0 0 0 0 -2 0 0 0 -1 100 0 0 -#28464 -Ghenna hatpin~ -a hatpin~ -A hatpin has been left here.~ -~ -5 abg 0 0 0 an 0 0 0 0 0 0 0 -0 2 2 11 -1 1 0 0 -#28465 -Shoe key~ -a shoe~ -A child's shoe is sitting here, none the worse for wear.~ -~ -18 mn 0 0 0 ao 0 0 0 0 0 0 0 -9965 0 0 0 -1 1 0 0 -#28466 -Ghenna fake voodoo totem~ -a voodoo totem~ -A voodoo totem sits here, grinning at you.~ -~ -9 abhn 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -1 1000 0 0 -#28477 -ghenna sign warning~ -the sign~ -A sign sits here flashing a WARNING at you.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -sign~ - /^^^^^^^^^^^^^^^^^^^^^^^^^^^^\ - ------------------------------ - || || - || If you are below level 30, || - || and you are alone, perhaps || - || you should reconsider this || - || area. || - ||____________________________|| - /================================\ -~ -#28481 -mithril belt~ -a mithril belt~ -A belt of durable metal lies here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -7 0 0 0 -5 250 0 0 -A -1 1 -#28486 -ghenna tunic~ -a translucent tunic~ -Some celophane-like substance is laying here.~ -~ -9 e 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -5 250 0 0 -A -1 1 -A -2 -1 -#28487 -ghenna light bow~ -a light mahogany bow~ -A thin bow hewn from mahogany lies here.~ -~ -5 afk 0 0 0 an 0 0 0 0 0 0 0 -0 3 6 11 -3 400 0 0 -A -2 1 -A -19 1 -#28495 -ghenna platinum ring~ -a platinum ring~ -A large ring made from precious metal is sitting here, evading the dirt.~ -~ -9 af 0 0 0 ab 0 0 0 0 0 0 0 -1 0 0 0 -1 500 0 0 -#28496 -ghenna gelatinous skin~ -gelatinous skin~ -A pile of jello undulates here.~ -~ -9 a 0 0 0 ak 0 0 0 0 0 0 0 -8 0 0 0 -5 900 0 0 -E -gelatinous skin~ - Hell, it looks like a pile of red gelatin... Pretty gross. -~ -A -3 -1 -A -23 -2 -#28497 -ghenna gelatinous leggings~ -gelatinous leggings~ -A pile of jello undulates here.~ -~ -9 bg 0 0 0 af 0 0 0 0 0 0 0 -8 0 0 0 -5 250 0 0 -E -gelatinous leggings~ - Looks like slimy red gelatin... Pretty gross. -~ -A -4 2 -A -5 2 -A -3 -3 -#28498 -ghenna skull~ -a skull~ -A human skull sits here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -1000 0 0 0 -50 250 0 0 -A -18 3 -#28499 -ghenna voodoo totem~ -a voodoo totem~ -A voodoo totem sits here, grinning at you.~ -~ -12 bef 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 250 0 0 -A -18 -1 -A -19 5 -$~ diff --git a/lib/world/obj/285.obj b/lib/world/obj/285.obj deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/obj/285.obj +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/obj/286.obj b/lib/world/obj/286.obj deleted file mode 100644 index 850a121..0000000 --- a/lib/world/obj/286.obj +++ /dev/null @@ -1,420 +0,0 @@ -#28601 -wicked trident~ -a wicked looking trident~ -A wicked looking trident is stuck into the ground here.~ -~ -5 aegmnq 0 0 0 an 0 0 0 0 0 0 0 -0 4 5 11 -7 20 0 0 0 -#28602 -black leather whip~ -a black leather whip~ -A black leather whip lies on the ground here.~ -~ -5 j 0 0 0 an 0 0 0 0 0 0 0 -3 7 3 2 -7 20 0 0 0 -#28603 -hickey maker~ -hickey maker~ -A hickey maker lies on the ground here making a soft sucking sound.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 3 12 -7 20 0 0 0 -#28604 -farslayer sword~ -a black hilted sword called, "Farslayer"~ -A black hilted sword with engravings on the blade lies here.~ -~ -5 deghjmnoq 0 0 0 an 0 0 0 0 0 0 0 -0 1 20 11 -7 1000 0 0 0 -E -sword~ - The blade of the sword is a full meter long, and straight as an arrow, with -lightly fluted sides. Both edges keened down to perfect lines, invisibly sharp. -Perfection like this could of only been forged by a god. The black hilt is -contrasted only by the faint symbol of a white arrow. Upon the blade is -engraved a poem: - - Farslayer howls across the world - For thy heart, for thy heart, who hast wronged me! - Vengeance is his who casts the blade - Yet he will in the end no triumph see. -~ -A -13 -10 -A -14 -20 -#28605 -angel's skull~ -angel's skull~ -An angel's skull lies here on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -10 0 0 0 -4 20 0 0 0 -#28606 -rotting flesh~ -rotting flesh~ -Some rotting flesh lies here in a pile.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -5 0 0 0 -3 20 0 0 0 -#28607 -sword vorpal blade~ -vorpal blade~ -A magnificently crafted blade lies here humming softly.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -0 1 20 1 -6 20 0 0 0 -#28608 -flaming claw~ -flaming claw~ -A flaming claw lies here burning brightly.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 25 5 -4 20 0 0 0 -#28609 -Demonskin~ -demonskin~ -A black scaley pile of demonskin lies here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -4 20 0 0 0 -#28610 -demon teeth~ -demon teeth~ -A bunch of very sharp slimy teeth lie here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 4 5 10 -1 20 0 0 0 -#28611 -burning flesh~ -burning flesh~ -A pile of burning flesh lies here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -5 0 0 0 -5 20 0 0 0 -#28612 -rivet gun~ -rivet gun~ -A rivet gun loaded with hot rivets lies here.~ -~ -3 0 0 0 0 a 0 0 0 0 0 0 0 -4 3 3 30 -7 20 0 15 0 -#28613 -circular saw~ -circular saw~ -A circular saw lies here humming.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -0 5 4 0 -7 20 0 0 0 -#28614 -box matches~ -box of matches~ -A box of matches lies here ready to light something.~ -~ -4 a 0 0 0 a 0 0 0 0 0 0 0 -4 3 3 26 -2 20 0 0 0 -#28615 -bloody black talon~ -bloody black talon~ -A severed bloody black talon lies here.~ -~ -5 jn 0 0 0 an 0 0 0 0 0 0 0 -0 4 5 5 -6 20 0 0 0 -#28616 -jar blood~ -jar of blood~ -A dark jar of blood lies here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -30 17 46 20 -1 20 0 0 0 -#28617 -hell hound teeth~ -hell hound teeth~ -The bloody teeth of a hell hound sit here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 6 3 10 -2 20 0 0 0 -#28618 -icy bottle~ -icy bottle~ -An icy bottle sits here sits on the floor.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -30 22 15 15 -1 20 0 10 0 -#28619 -ice spear~ -ice spear~ -A spear made out of ice lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 6 11 -5 20 0 0 0 -#28620 -large meat hook~ -large meat hook~ -A large meat hook is stuck into the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 5 4 4 -3 20 0 0 0 -#28621 -meat~ -meat~ -A chuck of meat lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -30 0 0 0 -2 20 0 0 0 -#28622 -blueprint~ -blueprint~ -A construction blueprint lies on the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -31 0 0 0 -1 20 0 0 0 -#28623 -electric eraser~ -electric eraser~ -A electric eraser lies on the ground waiting an erasermate.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 6 3 0 -1 20 0 0 0 -#28624 -spectacles~ -spectacles~ -A set of spectacles lies here on the ground. Don't step on them.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -1 20 0 0 0 -A -3 2 -#28625 -unholy symbol~ -unholy symbol~ -A sinistar looking symbol of evil lies here smoldering.~ -~ -3 0 0 0 0 ac 0 0 0 0 0 0 0 -30 1 1 42 -2 20 0 0 0 -#28626 -unholy robe pile cloth~ -unholy robe~ -A stinking pile of cloth lies here.~ -~ -9 aj 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -4 20 0 0 0 -A -12 20 -#28627 -sharp teeth lawyer~ -sharp teeth of a lawyer~ -A set of sharp evil looking teeth lie here. Probably a lawyer's.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 6 4 0 -2 20 0 0 0 -#28628 -golden ring~ -golden ring~ -A golden ring lies on the ground here.~ -~ -20 0 0 0 0 ab 0 0 0 0 0 0 0 -5000 0 0 0 -1 20 0 0 0 -#28629 -engagement ring~ -engagement ring~ -An engagement ring lies here.~ -~ -20 0 0 0 0 ab 0 0 0 0 0 0 0 -7000 0 0 0 -1 20 0 0 0 -#28630 -prenuptial agreement~ -prenuptial agreement~ -A prenuptial agreement lies here.~ -~ -2 0 0 0 0 a 0 0 0 0 0 0 0 -30 29 42 16 -1 20 0 0 0 -#28631 -ionic torque wrench~ -ionic torque wrench~ -You see an ionic torque wrench on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 5 4 7 -3 20 0 0 0 -#28632 -figurine horse~ -figurine of a horse~ -You see a small figurine of a horse on the ground.~ -~ -9 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 20 0 0 0 -A -14 20 -#28633 -figurine winged horse pegasus~ -figurine of a winged horse~ -You see a small figurine of a winged horse on the ground.~ -~ -3 0 0 0 0 a 0 0 0 0 0 0 0 -30 3 3 42 -3 20 0 0 0 -A -14 25 -#28634 -figurine dark horse nightmare~ -figurine of a nightmare~ -You see a small figurine of a dark horse on the ground.~ -~ -3 0 0 0 0 a 0 0 0 0 0 0 0 -30 3 3 17 -3 20 0 0 0 -A -14 30 -#28635 -figurine black dragon~ -figurine of a black dragon~ -You see a small figurine of a black dragon on the ground.~ -~ -3 0 0 0 0 a 0 0 0 0 0 0 0 -10 1 1 32 -3 20 0 0 0 -#28636 -figurine red dragon~ -a figurine of a red dragon~ -You see a small figurine of a red dragon on the ground.~ -~ -3 0 0 0 0 a 0 0 0 0 0 0 0 -30 1 1 37 -3 20 0 0 0 -A -14 35 -#28637 -figurine white dragon~ -figurine of a white dragon~ -You see a small figurine of a white dragon on the ground.~ -~ -3 0 0 0 0 a 0 0 0 0 0 0 0 -30 1 1 16 -3 20 0 0 0 -A -14 35 -#28638 -figurine green dragon~ -figurine of a green dragon~ -You see a small figurine of a green dragon on the ground.~ -~ -3 0 0 0 0 a 0 0 0 0 0 0 0 -30 1 1 30 -3 20 0 0 0 -A -14 35 -#28639 -figurine blue dragon~ -figurine of a blue dragon~ -You see a small figurine of a blue dragon on the ground.~ -~ -3 0 0 0 0 a 0 0 0 0 0 0 0 -30 1 1 6 -3 20 0 0 0 -A -14 35 -#28640 -geiger counter~ -geiger counter~ -You see a geiger counter here.~ -~ -3 a 0 0 0 a 0 0 0 0 0 0 0 -10 1 1 31 -2 20 0 0 0 -#28641 -photon displacement matrix~ -photon displacement matrix~ -You see a photon displacement matrix on the ground.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -0 1 24 6 -7 20 0 0 0 -#28642 -black jumpsuit~ -black jumpsuit~ -You see a black jumpsuit on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -4 20 0 0 0 -#28643 -antacid pill~ -antacid pill~ -You see an antacid pill here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -54 0 0 0 -1 20 0 0 0 -#28644 -manes claw claws~ -mane's claws~ -The severed claws of a sub-demon lie here, twitching.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 5 6 5 -4 20 0 0 0 -#28645 -welding torch~ -welding torch~ -A welding torch sits on the ground here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 30 0 -7 20 0 0 0 -#28646 -blond wig~ -blond wig~ -A blond wig lies on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -2 20 0 0 0 -#28647 -yellow jumpsuit nuclear symbol~ -yellow jumpsuit~ -You see a yellow jumpsuit with a nuclear warning symbol.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -3 20 0 0 0 -#28648 -cleaver~ -cleaver~ -You see a nasty looking cleaver stuck in the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 5 3 1 -6 20 0 0 0 -$~ diff --git a/lib/world/obj/287.obj b/lib/world/obj/287.obj deleted file mode 100644 index cf27e95..0000000 --- a/lib/world/obj/287.obj +++ /dev/null @@ -1,870 +0,0 @@ -#28700 -key dark~ -a dark key~ -A key of dark black metal is here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28701 -key black~ -a black key~ -A black key of very hard metal lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28702 -key runed~ -a runed key~ -A key graven with evil runes lies in the dust.~ -~ -18 bcdh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28703 -key pale green~ -a pale green key~ -A key of pale-green oxidized copper lies here.~ -~ -18 cdh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28704 -key iron~ -an iron key~ -A key of dull iron lies in the dirt.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28705 -key small black~ -a small black key~ -A small, black skeleton key lies in the dirt.~ -~ -18 bcdh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28706 -key bronze~ -a bronze key~ -A bronze key with intricate wards lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28707 -key huge iron~ -a huge iron key~ -A huge key, made of black iron, lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 0 -#28708 -key blued steel~ -a blued steel key~ -A small key of blued steel lies here.~ -~ -18 ac 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28709 -key red~ -a red key~ -A red-colored steel key lies unnoticed in the dust.~ -~ -18 c 0 0 0 abo 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28710 -key golden~ -a golden key~ -A golden key brazed to a fine gold ring lies here.~ -~ -18 ac 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28711 -key silver~ -a silver key~ -An ornate silver key lies on the ground, unwanted.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28712 -key copper~ -a copper key~ -An iron key has been copper plated to keep off rust.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28713 -cheese~ -some cheese~ -A large wedge of cheddar cheese gathers a lovely mold here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -8 0 0 0 -2 50 0 0 0 -#28714 -key bright iron~ -a bright iron key~ -This bright iron key can open a lock, somewhere.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#28715 -juice brew strange bottle juice~ -a bottle~ -A large lumpy bottle of some strange brew is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 9 1 -8 1 0 0 0 -#28716 -chest bronze~ -an ugly bronze chest~ -A bronze chest, made ugly with grotesque bas-reliefs, stands here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -200 15 8105 0 -0 0 0 0 0 -#28717 -potion oily black~ -an oily black potion~ -A bottle of oily black liquid lies on its side.~ -~ -10 g 0 0 0 a 0 0 0 0 0 0 0 -25 27 27 46 -2 50 0 0 0 -#28718 -crown~ -King Korbor's crown~ -The crown of the Lonoyan king rolls by and falls flat with a clang.~ -~ -9 aeik 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -2 250 0 0 0 -E -crown~ - As you turn the crown over in your hands, you feel twice the warrior you used -to be, ready even to lead an army into battle. Surely no magic can harm such a -great one as wears this crown. -~ -A -6 1 -A -18 1 -A -24 -2 -#28719 -whisky bottle scotch whisky~ -a bottle~ -A bottle of Inver House blended whiskey lies here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -20 14 5 0 -19 5 0 0 0 -E -bottle~ - It is sealed with a metal cap. You KNOW this stuff is bad,bad,bad. It is -probably not single-malt. More likely eight malt. -~ -#28720 -bowl stew bigos~ -the bowl of bigos~ -A steaming bowl of Polish hunters' stew has been left here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -10 0 0 0 -3 12 0 0 0 -E -bowl stew bigos~ - It is the famous Polish hunters' stew that was immortalized in Adam -Mickiewicz' epic poem Pan Tadeusz. Venison and other meats are boiled with -kapusta (sauerkraut) to make a delicious dinner, fit for King Korbor of Lonoya. - -~ -#28721 -apple~ -an apple~ -A lovely yellow apple with gold flecks and red cheeks lies here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -1 3 0 0 0 -#28722 -walnuts nuts~ -some walnuts~ -The squirrels have left a few nuts here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -2 10 0 0 0 -#28723 -shirt~ -a plain shirt~ -A Lonoyan man's shirt lies in a crumpled heap.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 0 -#28724 -shortgown gown~ -a shortgown~ -A Lonoyan woman's shortgown hangs forgotten on a nearby peg.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -1 10 0 0 0 -#28725 -pants breeches~ -a pair of breeches~ -Some Lonoyan left in such a hurry, he forgot his breeches.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -1 0 0 0 -1 20 0 0 0 -#28726 -skirt~ -a skirt~ -A skirt lies here.~ -~ -9 0 0 0 0 adf 0 0 0 0 0 0 0 -1 0 0 0 -1 20 0 0 0 -#28727 -boots~ -high boots~ -A pair of clodhoppers lies here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -4 200 0 0 0 -#28728 -kerchief~ -a kerchief~ -A kerchief lies here.~ -~ -9 0 0 0 0 ace 0 0 0 0 0 0 0 -0 0 0 0 -1 3 0 0 0 -#28729 -bandanna neckerchief~ -a bandanna~ -A large red neckerchief is draped over a stone.~ -~ -9 0 0 0 0 ace 0 0 0 0 0 0 0 -2 0 0 0 -3 200 0 0 0 -#28730 -claymore sword~ -a claymore~ -A claymore lies here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 12 3 -10 1000 0 0 0 -#28731 -claymore sword~ -the claymore of MacLeod~ -A beautiful claymore with an engraved hilt lies here.~ -~ -5 agikmno 0 0 0 an 0 0 0 0 0 0 0 -0 2 12 3 -10 1000 0 0 0 -E -hilt claymore sword engravings~ - The hilt is engraved with one word, a name ;it is the name "MacLeod". -~ -A -1 1 -A -6 1 -A -18 5 -#28732 -spear long~ -a long spear~ -A fifteen-foot spear is hung on the wall here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 11 -3 300 0 0 0 -#28733 -hand axe~ -a hand axe~ -A hand axe lies here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 7 3 -3 10 0 0 0 -#28734 -axe~ -a battle axe~ -A battle axe lies here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 9 3 -8 90 0 0 0 -#28735 -dirk knife~ -a dirk~ -A long, single-edged knife lies here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 11 -1 15 0 0 0 -#28736 -quarterstaff staff~ -a quarterstaff~ -A quarterstaff lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 5 -9 340 0 0 0 -#28737 -broadsword sword~ -a broadsword~ -A broadsword lies here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 3 -4 800 0 0 0 -#28738 -chain mail shirt~ -a mail-shirt~ -A shirt of chain mail lies in a heap.~ -~ -9 m 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -15 300 0 0 0 -#28739 -helm~ -a helm~ -An open-faced helm lies on its side.~ -~ -9 m 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -6 465 0 0 0 -#28740 -green cloth cloak~ -a green Elven cloak~ -A pile of forest green cloth lies in a crumpled heap.~ -~ -9 gikl 0 0 0 ak 0 0 0 0 0 0 0 -1 0 0 0 -2 1000 0 0 0 -A -14 50 -A -18 2 -A -24 -2 -#28741 -cloak cloth red~ -a red cloak~ -A pile of red cloth lies on the ground.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -1 0 0 0 -2 10 0 0 0 -#28742 -cloak cloth blue~ -a blue cloak~ -A pile of blue cloth lies on the ground.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -1 0 0 0 -2 15 0 0 0 -#28743 -cloak cloth green~ -a green cloak~ -A pile of green cloth lies on the ground.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -1 0 0 0 -2 9 0 0 0 -#28744 -backpack~ -a backpack~ -A backpack lies here.~ -~ -15 0 0 0 0 ak 0 0 0 0 0 0 0 -100 1 -1 0 -8 400 0 0 0 -#28745 -water flask pint water~ -a pint flask~ -A glass flask lies here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -6 6 0 0 -11 100 0 0 0 -#28746 -water skin water~ -a water skin~ -A water skin lies here~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -24 24 0 0 -29 100 0 0 0 -#28747 -robe~ -a robe of pockets~ -A many-pocketed robe lies here.~ -~ -15 ag 0 0 0 ak 0 0 0 0 0 0 0 -1000 0 -1 0 -2 1000 0 0 0 -A -17 -5 -#28748 -robe~ -a white robe~ -A white robe lies here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -2 0 0 0 -4 300 0 0 0 -E -white robe~ - This robe is worn by only the most prestigious. An aura of peace and -contentment surrounds the robe. Making it feel almost other worldly. The -fabric is soft and very pliable. This robe would be very comfortable to wear. - -~ -#28749 -shield medium wooden~ -a medium shield~ -A medium-sized wooden shield lies in the dust.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -6 0 0 0 -10 400 0 0 0 -#28750 -bow short~ -a short bow~ -A short bow lies here unstrung, its string wrapt round its stave.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 11 -5 150 0 0 0 -#28751 -breastplate plate leather~ -a rigid leather breastplate~ -A breastplate made of leather hardened in hot oil lies here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -9 400 0 0 0 -#28752 -jacket studded leather~ -a studded leather jacket~ -A leather jacket studded with metal plates lies in a heap.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -12 800 0 0 0 -#28753 -flask healing draught~ -the healing draught~ -A small flask full of an aromatic, and alcoholic, fluid.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -5 16 16 16 -10 550 0 0 0 -E -flask~ - It is engraved with these arcane runes: - - judicandus dies -~ -#28754 -flask sight elixir~ -the draught of sight~ -A small flask of clear, glimmering liquid.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -10 14 18 20 -1 150 0 0 0 -#28755 -flask life elixir~ -the elixir of life~ -A small flask of fragrant golden liquid.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -10 28 39 48 -1 200 0 0 0 -#28756 -flask evil's bane potion~ -the potion of evil's bane~ -A large vial of bubbling red fluid lies here, firmly capped.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -10 22 35 43 -1 200 0 0 0 -#28757 -scroll~ -a scroll of enchantment~ -A scroll labelled "To Augment Thy Craftsmanship" lies here.~ -~ -2 g 0 0 0 ao 0 0 0 0 0 0 0 -30 24 3 -1 -1 1000 0 0 0 -#28758 -scroll~ -a scroll of stormbringing~ -A scroll labelled "To Bring the Spring Rains" lies here.~ -~ -2 g 0 0 0 ao 0 0 0 0 0 0 0 -30 11 -1 -1 -1 500 0 0 0 -#28759 -scroll~ -a scroll of battle-might~ -A scroll labelled "To Increase Thy Fighting Spirit" lies here.~ -~ -2 g 0 0 0 ao 0 0 0 0 0 0 0 -30 1 3 39 -1 150 0 0 0 -#28760 -scroll~ -a scroll of lore~ -A scroll labelled "The Legend of Nambor" lies here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -scroll~ - The Legend of Nambor. - In days now forgotten to any but the living God, there lived a - valiant Man, Nambor by name, who dared enter the evil tunnels - in the bowels of the mountains. From Symtoto he came, through - paths untrodden, until after great struggle he found a shaft - leading down into deep darkness. But that was the start of poor - Nambor's trials, for he found the entrance was too high to leave - through. Now must he roam the tunnels of the evil creatures that - gnaw the rocks of the Underdark, till God shows him an escape - from the tunnels, or from this world. - And bravely he went forth, ever climbing deeper, sword clutched - in hand. And 'tis said by the elves that he saw there many a - marvel; rocks that turned into vile beasts when touched, and - unseen creatures that lurked in the shadows. And some there are - that say he escaped at last, but others say he never left, but - died in the dark, broken sword still in his hand. - And now these tunnels are full of goblins, yet still some of the - nameless things Nambor fought remain. Where now is one willing - to enter and discover the ancient hero's fate? Where now is the - hero, to save Lonoya from the goblins? - Cwell the Bard -~ -#28761 -ring opal golden~ -an opal ring~ -A fine gold ring set with an opal lies on the ground.~ -~ -9 egik 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 600 0 0 0 -A -12 20 -A -18 2 -#28762 -gold~ -the gold of King Korbor~ -A huge pile of gold is here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -1 1 0 0 0 -#28763 -knife goblin~ -a goblin knife~ -A jagged black knife with a goblin-head carved on its hilt lies here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 5 14 -1 50 0 0 0 -E -hilt~ - It is a hideous, leering goblin head carved in bone. -~ -#28764 -scimitar goblin~ -a goblin scimitar~ -A blackened scimitar engraved with evil runes lies here.~ -~ -5 ghjn 0 0 0 an 0 0 0 0 0 0 0 -0 1 7 3 -4 200 0 0 0 -A -18 1 -A -19 1 -#28765 -club goblin~ -a goblin's club~ -A large human bone set with cruel jagged spikes lies here.~ -~ -5 ghj 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 6 -6 400 0 0 0 -A -19 2 -#28766 -bow goblin~ -a goblin's shortbow~ -A shortbow of ogre horn backed with sinew lies here.~ -~ -5 ghj 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 11 -6 600 0 0 0 -A -19 1 -#28767 -spear goblin~ -a goblin's spear~ -A short spear with a broad blade lies here.~ -~ -5 ghjn 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 14 -3 100 0 0 0 -A -18 1 -A -19 2 -#28768 -poleaxe jagged goblin~ -a poleaxe~ -A jagged, black, rune-carved poleaxe is stuck into the ground.~ -~ -5 ghjn 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 3 -10 120 0 0 0 -A -18 1 -A -19 3 -#28769 -elven chainmail mail~ -the elven chain mail~ -A hauberk of mithril rings lies here.~ -~ -9 gikl 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -6 150 0 0 0 -A -13 20 -A -24 -2 -#28770 -elven bow~ -the elven hunting bow~ -An elvish bow of aurodiea wood lies here.~ -~ -5 gikl 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 11 -4 220 0 0 0 -A -18 2 -A -19 2 -#28771 -broadsword sword fine krat~ -a fine broadsword named "Krat"~ -A finely crafted broadsword must have been plundered from Lonoya.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 2 5 3 -7 1000 0 0 0 -E -broadsword sword~ - The mark "D. F. " with a stamped-in hammer is on its hilt, and the blade -bears the name "Krat". Perhaps it is magic? But its blade, at least, is very -well-tempered, and its edge razor-sharp. -~ -A -19 2 -#28772 -platemail red~ -the red platemail~ -Some sturdy but ugly platemail has been painted over red. Doesn't help.~ -~ -9 ghjlm 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -50 1000 0 0 0 -A -17 -10 -#28773 -mace huge black~ -a huge black mace~ -A huge black club with metal bands lies here.~ -~ -5 hjl 0 0 0 an 0 0 0 0 0 0 0 -0 3 8 6 -20 1000 0 0 0 -#28774 -collar iron toadstool~ -Toadstool's iron collar~ -An iron collar lies in the dirt. It has some writing on it.~ -~ -9 hjl 0 0 0 ac 0 0 0 0 0 0 0 -8 0 0 0 -8 1000 0 0 0 -E -collar writing~ - It is in orcish: - I AM TOADSTOOL THE MIGHTY - NONE SHALL DEFEAT ME -~ -#28775 -toadstool goblin head~ -Toadstool's head~ -A severed goblin head lies here. Looks tasty.~ -~ -12 cmnop 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -10 200 0 0 0 -#28776 -goblin hide~ -a goblin hide~ -The hide of a goblin lies on the ground, smelling very bad.~ -~ -12 c 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -8 600 0 0 0 -#28777 -apron~ -a pink apron~ -A frilly pink apron, stained with blood, is on the ground.~ -~ -12 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -#28778 -scimitar horrible orcish~ -an orcish scimitar~ -A horrible jagged scimitar of orcish make is stuck into the ground.~ -~ -5 bdeghjlnop 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 11 -5 1000 0 0 0 -A -1 -4 -A -18 5 -A -19 5 -#28779 -gold~ -the gold~ -A gigantic mountain of plunder is piled in every corner.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -1 1 0 0 0 -#28780 -chest crude~ -a crude chest~ -A crude wooden chest sits here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -200 13 8103 0 -50 1 0 0 0 -#28781 -chest ebony~ -an ebony chest~ -An ebony chest sits here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -400 13 8111 0 -50 1 0 0 0 -#28782 -chest pine~ -a pinewood chest~ -A light chest of pine sits here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -100 15 8112 0 -0 0 0 0 0 -#28783 -pick~ -a small pick~ -A mining pick lies here, discarded.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 9 -8 100 0 0 0 -#28784 -pick orcish~ -an orcish pick~ -A mining pick lies here, discarded.~ -~ -5 hjn 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 12 -8 1000 0 0 0 -A -19 4 -#28785 -tub~ -a tub of dirty water~ -A tub of dirty water for quenching tools sits here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -999 999 14 1 -1004 0 0 0 0 -E -water tub~ - It doesn't look too good. I wouldn't drink it if I were you! -~ -#28786 -well jakur~ -the Well of Jakur~ -You stand by the ancient Well of Jakur, delved thousands of years ago.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -9999 9999 15 0 -10004 0 0 0 0 -#28787 -wine fountain wine~ -the wine fountain~ -A magical fountain of marble spouts the blood-red wine.~ -~ -23 g 0 0 0 0 0 0 0 0 0 0 0 -999 999 2 0 -1004 0 0 0 0 -E -wine fountain~ - The fountain is filled with cheap, but not sour, wine. -~ -#28788 -safe picture~ -the large portrait~ -A portrait of King Korbor in robes of state hangs on the wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -20 15 28714 0 -0 0 0 0 0 -E -portrait~ - It is an oil-on-wood portrait of the good King. No, you can't steal it, my -friend. It is, strange to say, firmly bolted to the wall, not hung from the -usual nail. -~ -#28789 -waybread~ -some waybread~ -Some waybread has been placed here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 10 0 0 0 -$~ diff --git a/lib/world/obj/288.obj b/lib/world/obj/288.obj deleted file mode 100644 index 153d5fe..0000000 --- a/lib/world/obj/288.obj +++ /dev/null @@ -1,389 +0,0 @@ -#28801 -comet's tail~ -a comet's tail~ -A long, slender whip lies here.~ -~ -5 ab 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 2 -9 1000 0 0 0 -#28802 -arm hercules~ -the Titanic Arm plates of Hercules~ -Arm plates of the Zodiac lie here.~ -~ -9 agk 0 0 0 ai 0 0 0 0 0 0 0 -6 0 0 0 -10 100 0 0 0 -E -arm~ - These mighty armors have been worn by this immortal, since the ancient time. - -~ -A -1 1 -A -19 2 -#28804 -belt orion~ -the Titanic Belt of Orion~ -A belt of the Zodiac lies here.~ -~ -9 agk 0 0 0 al 0 0 0 0 0 0 0 -9 0 0 0 -7 1000 0 0 0 -E -belt~ - You can immediately see that it belongs to Orion, from the three stars -engraved on it. -~ -A -5 2 -#28805 -skull draco~ -an ugly skull of Draco~ -A massive skull of a dead Draco lies here.~ -~ -4 bgh 0 0 0 ao 0 0 0 0 0 0 0 -15 5 5 44 -20 1000 0 0 0 -#28806 -fleece aries~ -the Titanic Fleece of Aries~ -A fleece of the Zodiac lies here.~ -~ -9 agk 0 0 0 ac 0 0 0 0 0 0 0 -9 0 0 0 -9 1000 0 0 0 -E -fleece~ - From a look it resembles the Golden Fleece that exists in the Greek myths. -~ -#28807 -hoof taurus~ -the Titanic Hoof of Taurus~ -A hoof of the Zodiac lies here.~ -~ -9 agk 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -3 1000 0 0 0 -E -hoof~ - It is with these hooves that Taurus can stand against Orion's attacks. -~ -A -14 50 -A -19 1 -#28808 -mask gemini~ -the Titanic Mask of Gemini~ -A mask of the Zodiac lies here.~ -~ -9 aghk 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -7 1000 0 0 0 -E -mask~ - You notice the mask has got two faces, one smiling and the other crying. -You don't know which way you should wear it. -~ -A -1 1 -A -2 2 -#28809 -shell cancer~ -the Titanic Shell of Cancer~ -A shell of the Zodiac lies here.~ -~ -9 agk 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -15 1000 0 0 0 -E -shell~ - A shell which is dented in the middle, resulting from the Hercules' mighty -pound when the Crab was still an enemy of Hercules in ancient times. -~ -A -17 -2 -#28810 -skin leo~ -the Titanic Skin of Leo~ -A skin of the Zodiac lies here.~ -~ -9 agk 0 0 0 ak 0 0 0 0 0 0 0 -10 0 0 0 -15 1000 0 0 0 -E -skin~ - A skin made of metal, which was worn by Hercules during his Ten Labours. -~ -A -1 2 -#28811 -bracelet virgo~ -the Titanic Bracelet of Virgo~ -A bracelet of the Zodiac lies here.~ -~ -9 agk 0 0 0 am 0 0 0 0 0 0 0 -4 0 0 0 -4 1000 0 0 0 -E -bracelet~ - A bracelet of purity and youth, only worn by selected virgins. -~ -A -4 2 -#28812 -scale libra~ -the Titanic Scale of Libra~ -A shield of the Zodiac lies here.~ -~ -9 agk 0 0 0 aj 0 0 0 0 0 0 0 -8 0 0 0 -15 1000 0 0 0 -E -scale~ - It is a shield of justice, used in the ancient battle against injustice. -~ -A -17 -3 -A -13 15 -#28813 -scale libra~ -the Titanic Scale of Libra~ -A shield of the Zodiac lies here.~ -~ -9 bgh 0 0 0 aj 0 0 0 0 0 0 0 -0 0 0 0 -15 1000 0 0 0 -E -scale~ - It is a shield of injustice, it picks on the innocent. -~ -A -17 6 -A -13 -30 -#28814 -sting scorpio~ -the Sting of Scorpio~ -Sting of the Zodiac lies here.~ -~ -5 agk 0 0 0 an 0 0 0 0 0 0 0 -0 4 4 1 -7 1000 0 0 0 -E -sting~ - This dreadful weapon put a lot of mortals to death before Scorpio was -banished. -~ -A -18 3 -A -19 4 -#28815 -arrow sagittarius~ -the Arrow of Sagittarius~ -The Arrow of Sagittarius lies here.~ -~ -3 agk 0 0 0 ao 0 0 0 0 0 0 0 -10 10 10 30 -7 500 0 0 0 -E -arrow~ - It's an arrow of lightning; it will never miss any target. -~ -#28816 -bow sagittarius~ -the Titanic Bow of Sagittarius~ -The Titanic Bow of Sagittarius lies here.~ -~ -5 agk 0 0 0 an 0 0 0 0 0 0 0 -0 2 9 12 -20 1000 0 0 0 -E -bow~ - The gigantic bow used by the Archer; it is a very powerful weapon. -~ -A -18 4 -A -19 3 -#28817 -horns capricorn~ -the Titanic Horns of Capricorn~ -A pair of horns of the Zodiac lies here.~ -~ -9 agk 0 0 0 ah 0 0 0 0 0 0 0 -4 0 0 0 -6 1000 0 0 0 -E -horn~ - These strange horns are the work of gods, shaped to fit on hands. They look -powerful indeed. -~ -A -18 3 -A -19 2 -#28818 -vessel aquarius~ -the Ancient Vessel of Aquarius~ -A vessel of the Zodiac lies here.~ -~ -4 agk 0 0 0 ao 0 0 0 0 0 0 0 -10 5 5 43 -12 1000 0 0 0 -E -vessel~ - This vessel has been carried by the Water Bearer ever since she came to the -Zodiac. -~ -#28819 -tail pisces~ -the Titanic Tail of Pisces~ -A fish tail of the Zodiac lies here.~ -~ -9 agk 0 0 0 af 0 0 0 0 0 0 0 -10 0 0 0 -10 1000 0 0 0 -E -tail~ - This tail can actually be worn by mortals somehow as leggings ... Another -work of the gods. -~ -A -17 -2 -A -2 -2 -#28820 -ring dignity~ -the Ring of Dignity~ -A ring of specialty lies here.~ -~ -9 abfgk 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -3 2000 0 0 0 -E -ring~ - This ring belongs to Cassiopeia, queen of the Universe. Mortals, do not -touch! -~ -A -12 25 -A -3 2 -#28821 -sceptre might~ -the Sceptre of Might~ -A sceptre of interest lies here.~ -~ -1 abgk 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -4 2000 0 0 0 -E -sceptre~ - You'd better give it back, or the king of the Universe will punish you. -~ -A -18 2 -A -19 2 -#28822 -ring universe~ -the ring of the universe~ -Here lies a fortune ... a small ring of power.~ -~ -9 abfgi 0 0 0 ab 0 0 0 0 0 0 0 -4 0 0 0 -3 4000 0 0 0 -E -ring~ - It conceals the power of the universe. -~ -A -12 15 -A -13 30 -#28823 -great dipper~ -the Great Dipper of the Skies~ -A dazzling white object lies on the ground.~ -~ -5 abfgi 0 0 0 an 0 0 0 0 0 0 0 -0 4 6 6 -1 1 0 0 0 -A -18 2 -A -19 2 -#28824 -spring shoot~ -a spring shoot~ -A shoot grows here, covered with dew.~ -~ -18 ab 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -#28825 -summer flower~ -a summer flower~ -A flower grows here, waiting to be picked up.~ -~ -18 ab 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -#28826 -autumn leaf~ -an autumn leaf~ -A leaf lies here, as if just fallen from a tree.~ -~ -18 ab 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -#28827 -winter branch~ -a winter branch~ -A branch lies here, still covered with snow.~ -~ -18 ab 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -#28828 -chains andromeda~ -chains of Andromeda~ -Some chains lie on the floor.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 1 0 0 0 -E -chains~ - They certainly look important! -~ -#28829 -plinth plaque~ -a plinth~ -A plith, with an engraved plaque, sits on a table.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -plinth plaque~ - A wooden base holds a glowing crystal ball. An engraved brass plaque - is attached to the plinth. The plaque reads: - The galaxy within this crystal ball was created by Doctor of EnvyMUD. -~ -#28830 -crystal ball crystalball~ -the crystal ball~ -A crystal ball sits on the plinth.~ -~ -12 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -T 28830 -$~ diff --git a/lib/world/obj/289.obj b/lib/world/obj/289.obj deleted file mode 100644 index 6b633b2..0000000 --- a/lib/world/obj/289.obj +++ /dev/null @@ -1,273 +0,0 @@ -#28900 -Crossbow cross bow~ -a crossbow~ -A huge crossbow is leaning against the wall here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 3 11 -10 500 0 0 -E -Crossbow cross bow~ - This weapon almost scares you. Why, this thing could punch a hole right -through you... Ack! -~ -A -18 1 -A -19 5 -#28901 -axe sturdy~ -a sturdy axe~ -A thick, well-crafted axe lies here, well-polished.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -0 2 8 3 -10 200 0 0 -E -axe sturdy~ - This axe is so shiny, you'd swear someone has licked it clean! -~ -A -18 -2 -A -1 2 -#28902 -Sword bastard~ -an immense bastard sword~ -An astoundingly big bastard sword stands here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 15 6 -10 750 0 0 -E -Sword bastard~ - Wow! It would take a HUGE person to wield this sword! -~ -A -1 2 -A -17 10 -#28903 -water rain barrel water~ -a rain barrel~ -A rain barrel stands here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -300 300 0 0 -305 50 0 0 -E -rain barrel~ - That's one big rain barrel! The water looks cool and clear inside... -~ -#28904 -slingshot sling shot~ -a slingshot~ -A slingshot of wood has been discarded here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 2 11 -2 25 0 0 -E -slingshot sling shot~ - A child's weapon, nothing more. -~ -A -18 5 -#28905 -dart~ -a dart~ -A dart is stuck in the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 2 11 -1 5 0 0 -E -dart~ - You're not actually considering wielding this, are you? "The dragon cowers -before your dart, 'Please do not hurt me! '" Yeah, right. -~ -#28906 -pike~ -a pike~ -A nasty looking pike is lying on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 8 3 -20 500 0 0 -E -pike~ - It's heavy, but not a bad weapon! -~ -#28907 -knife wicked~ -a wicked knife~ -A wickedly curved knife sits here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 2 5 11 -5 300 0 0 -E -knife wicked~ - This is a murderer's knife, pure and simple. -~ -A -18 1 -#28908 -staff quarter quarterstaff~ -a quarterstaff~ -A metal-shod quarterstaff has been stuck in the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 7 -12 100 0 0 -E -staff quarter quarterstaff~ - An oaken war staff. A simple weapon that can be very deadly. -~ -A -19 1 -#28909 -Bevgul weapon wood spike spikes~ -Bevgul~ -A strange weapon made of wood and spikes sits here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 2 6 -8 1000 0 0 -E -Bevgul weapon wood spike spikes~ - It looks to be a piece of wood made to be strapped to the forearm covered -with spikes and nails. Doesn't look like a friendly weapon at all! -~ -A -19 2 -#28910 -scarf silk~ -a silk scarf~ -A silk scarf has been folded neatly here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 500 0 0 -E -scarf silk~ - Very nice... A beautiful scarf. -~ -A -3 1 -#28911 -scarf silk~ -a silk scarf~ -A silk scarf has been folded neatly here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 500 0 0 -E -scarf silk~ - Very nice... A beautiful scarf. -~ -A -3 -1 -#28912 -Pot cooking~ -a big pot~ -A big cooking pot sits here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -50 0 0 0 -15 200 0 0 -E -pot~ - That's one big cast-iron pot! -~ -#28913 -Pan frying~ -a frying pan~ -A frying pan has been put aside here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -10 100 0 0 -E -Pan frying~ - There's some grease on the bottom. Yuck! -~ -#28914 -Plate Jumbalaya~ -a plate of jumbalaya~ -A plate of HOT jumbalaya gives off steam.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -15 0 0 0 -3 20 0 0 -E -Plate Jumbalaya~ - This is a Dummy, please make me valid!! -~ -E -shrimp plate jumbalaya~ - Shrimp, rice, sausage, and lots and LOTS of cayenne pepper! Whew! -~ -#28915 -Plate spaghetti~ -a plate of spaghetti~ -A plate of spaghetti sits here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -14 0 0 0 -3 18 0 0 -E -Plate spaghetti~ - Spaghetti with meatballs... Looks good! -~ -#28916 -Bowl soup~ -a bowl of soup~ -A bowl of soup is cooling here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -6 0 0 0 -1 10 0 0 -E -Bowl soup~ - Looks like garden vegetable soup. Smells good too. -~ -#28917 -beer glass beer~ -a glass~ -A glass of beer sits forgotten here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -1 1 1 0 -2 5 0 0 -E -Beer glass~ - A nice glass filled with 'Mr. Beer' brand beer. -~ -#28918 -ale glass ale~ -a glass~ -A big glass of mead sits here, cool and frosty.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -1 1 3 0 -2 8 0 0 -E -Mead glass~ - Looks good. Looks cold. You sure could use some cold and alcoholic right -about now... -~ -#28919 -whisky shot whiskey whisky~ -a shot~ -A shot of Whiskey is sitting here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -1 1 5 0 -1 10 0 0 -E -Whiskey shot~ - Whew! Looks like potent stuff! -~ -$~ diff --git a/lib/world/obj/290.obj b/lib/world/obj/290.obj deleted file mode 100644 index 58189b9..0000000 --- a/lib/world/obj/290.obj +++ /dev/null @@ -1,198 +0,0 @@ -#29000 -crown gold~ -a crown of gold~ -A crown of gold lies forgotten here.~ -~ -8 g 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -10 600 0 0 0 -E -crown gold~ - This golden crown looks to be worth its weight in gold... -~ -#29001 -claymore~ -a claymore~ -An almost new claymore lies here on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 11 -2 110 0 0 0 -E -claymore~ - This claymore has a similar shape to a dagger except that the hilt is -perpendicular to the blade not parallel. -~ -A -18 1 -#29002 -robes lizardman~ -a set of lizardman robes~ -A pile of clothing has been left here. It looks like robes.~ -~ -9 ag 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -5 300 0 0 0 -E -robes lizardman~ - These robes have intricate designs on them with a flavour towards the -religion of the lizardmen. They are a deep blue color. -~ -A -12 10 -A -1 2 -#29003 -key useless~ -a useless key~ -A completely useless key lies here.~ -~ -18 0 0 0 0 ab 0 0 0 0 0 0 0 -29003 0 0 0 -1 1 0 0 0 -E -key useless~ - This key is completely useless since it cannot be picked up and to get to it, -the door it unlocks must be unlocked... Hmmmmm, I'm sure that there is some -obscure reason for it though... -~ -E -reason~ - There is absolutely no reason for this key except to be an ignorant item that -no one can get. The bonuses are in case some Id's it and should be ignored -since the item cannot be used anyways. -~ -A -1 3 -#29004 -altar~ -a large altar~ -An astronomically huge altar stands in the middle of the room.~ -~ -9 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -altar~ - This altar is really BIG. It has neat little incomprehensible writing all -over it. -~ -E -twit~ - It can be worn on your head, you twit! -~ -E -writing~ - Not to insult your intelligence or anything, but it happens to be completely -and utterly incomprehensible. -~ -A -14 -30 -A -13 30 -#29005 -key green~ -a green key for the exit~ -A large green key lies here.~ -~ -18 abg 0 0 0 ao 0 0 0 0 0 0 0 -29005 0 0 0 -1 1 0 0 0 -E -key green~ - This key is to be used for the exit. Nothing else. -~ -#29006 -scroll magic~ -a magic scroll~ -A magical scroll sits here.~ -~ -2 f 0 0 0 ao 0 0 0 0 0 0 0 -17 1 3 35 -5 200 0 0 0 -E -magic scroll~ - This magical scroll has the word 'EEFRTFG' on it. -~ -E -eefrtfg~ - Actually, I was sort of hoping you knew what it meant... Since I haven't the -foggiest. -~ -A -14 10 -#29007 -shield~ -a shield~ -A shield is laying here on the ground.~ -~ -9 a 0 0 0 aj 0 0 0 0 0 0 0 -8 0 0 0 -13 513 0 0 0 -E -shield~ - This is a very plain shield as if the creator had gotten extremely annoyed by -the time he, she or it got to this point. -~ -A -9 -3 -#29008 -lucky~ -a LUCKY~ -A LUCKY is lying here on the ground.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -29008 0 0 0 -1 1 0 0 0 -E -lucky~ - Boy are you lucky you found this... IT opens the door in the tunnels. -~ -#29009 -milk barrel milk~ -a barrel~ -A milk barrel has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -50 50 10 0 -50 60 0 0 0 -E -milk barrel~ - This barrel is a standard Sesame Street milk barrel, normally found in Mr. -Hooper's Store. -~ -#29010 -milk cup milk~ -a cup~ -A cup of milk, don't spill it.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -5 5 10 0 -10 10 0 0 0 -#29011 -milk glass milk~ -a glass~ -A milk glass is sitting here waiting for an eager drinker.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -5 5 10 0 -6 10 0 0 0 -E -milk glass~ - This is an ordinary glass with the Sesame Street emblem engraved on the side. - -~ -#29012 -cookie choclate chip small~ -a small chocolate chip cookie~ -A small chocolate chip cookie has been left here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -6 0 0 0 -1 7 0 0 0 -E -cookie chocolate chip small~ - This is essentially just a small version of the VERY BIG CHOCOLATE CHIP -COOKIE found elsewhere. -~ -$~ diff --git a/lib/world/obj/291.obj b/lib/world/obj/291.obj deleted file mode 100644 index 74b4d2b..0000000 --- a/lib/world/obj/291.obj +++ /dev/null @@ -1,330 +0,0 @@ -#29100 -triangled wheel medallion~ -a triangled wheel medallion~ -A Dark Amulet rests amulet here, bathed in its unholy glow.~ -~ -9 agj 0 0 0 ac 0 0 0 0 0 0 0 -3 0 0 0 -1 100 0 0 -E -triangled wheel~ - Attached to a chain, this unholy symbol is made of an unknown alloy. It is -imbued with a portion of the power of the Mistress of the Void, giving its -wearer a taste of the power of the Symmetry. -~ -A -4 2 -A -12 20 -A -6 -2 -#29101 -rustry lantern~ -a rusty lantern~ -A rusty lantern hangs on a peg on the wall here~ -~ -1 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 24 0 -3 55 0 0 -E -rusty lantern~ - An aged light giving device, rusted with the passage of the years. It still -works quite well though. Useful for all your lighting needs. -~ -#29102 -torch~ -a torch~ -A torch is set in a mounting in the wall here.~ -~ -1 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 5 0 -1 15 0 0 -E -torch~ - This is a simple torch. It looks like it is of at least decent quality. -~ -#29103 -silver feather~ -a silver feather~ -A metallic feather rests here in the dust.~ -~ -8 ik 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 0 -E -silver feather~ - A piece of metallic down donated from the wing of the silver angel. -~ -A -18 2 -A -6 1 -#29104 -Black Scimitar Horseman~ -the Horseman's scimitar~ -A night black scimitar.~ -~ -5 bgn 0 0 0 an 0 0 0 0 0 0 0 -0 8 5 3 -10 250 0 20 -E -black horseman scimitar~ - This just black sword is made of an unnatural metal. It hums with the -resonance of the void. This is a powerful weapon. -~ -A -4 -3 -A -1 1 -A -19 3 -#29105 -Green herb~ -a green herb~ -Some green herbs grow in the ground here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -20 43 -1 -1 -1 900 0 0 -E -green herb~ - A small cluster of bright green leaves sprouts out of the ground. Even in -the most opperssive of places, the hardiest of weeds can grow. -~ -#29107 -crystal orb~ -a crystal orb~ -A Crystal orb bound in black, wrought iron rests here.~ -~ -1 ajl 0 0 0 a 0 0 0 0 0 0 0 -0 0 -1 0 -5 150 0 0 -A -12 20 -A -13 -30 -#29109 -DoomGuard Breastplate~ -the Breastplate of a DoomGuard~ -The breastplate of a Doomguard lies here, gathering dust.~ -~ -9 p 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -30 1000 0 20 -A -6 2 -A -13 20 -#29110 -power silver angel~ -the Power of the Silver Angel~ -A glowing aura of energy hovers near the floor.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -0 4 8 12 -10 830 0 20 -#29111 -Sign~ -a sign~ -A sign is placed on the wall here you may wish to read.~ -Unwelcome Guests, - -Your presence is not wanted here. If you wish to confront me, I will -be foreced to stop you. You are welcome to try, but I will not save -you from your own stupidity. You have been warned. - -Ilian -~ -16 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#29115 -Death's Key~ -Death's Key~ -Death's Key lis lying here amongst much debris.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#29116 -Telescope~ -the Telescope~ -The Observing telescope is mounted into the wall here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -10 1 -1 0 -0 0 0 0 -#29117 -key C~ -the Key of C~ -The Key of C rests here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 1 0 0 -#29118 -shelf bookshelf~ -a Bookshelf~ -A Bookshelf rests on the wall here, gathering dust.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -75 0 -1 0 -0 0 0 0 -#29119 -Book key harmony harmonious ascension~ -the Book of Harmonious Ascension~ -A Book titled "The Key to Harmonious Ascension" Gathers dust here.~ - The Key to Harmonious Ascension: The Extremes are unpleasent things. -Invaribly, they all work to prevent harmony. Therefore, only the key that has -lost its razor-sharp edges and its flat and blunt ends can unlock the doorwaay -to the above which stands amongst the pillars of this world. -~ -16 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -15 100 0 0 -#29120 -tome red book ~ -the Tome of Infernal Burning~ -A book bound in fiery red leather lies here.~ -$n recites the ancient words "Incenderius Diabolicius! " -~ -2 d 0 0 0 a 0 0 0 0 0 0 0 -30 26 17 35 -15 200 0 0 -#29121 -tome book blue icy~ -the Tome of Icy Chill~ -A Book bound with an Icy-blue leather rests here.~ -$n recites the ancient words "Subthermae Aeterna!" -~ -2 0 0 0 0 a 0 0 0 0 0 0 0 -30 1 2 36 -15 100 0 30 -#29122 -tome book yellow~ -the Tome of Maximum Zappage~ -A book bound in bright yellow leather rests here.~ -$n recites the ancient words "Volteaic Electrum Teslagrate!" -~ -2 0 0 0 0 a 0 0 0 0 0 0 0 -30 23 28 39 -15 200 0 15 -#29130 -Key D~ -the Key of D~ -The Key of D is lying here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -35 100 0 0 -#29131 -key sharp~ -the Key of A Sharp~ -The Key of A sharp is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 15 3 -20 100 0 0 -#29132 -key B~ -the Key of B~ -The Key of B is lying here.~ -~ -3 0 0 0 0 a 0 0 0 0 0 0 0 -25 7 7 29 -10 200 0 0 -#29133 -Key F sharp Fsharp~ -the Key of F sharp~ -The key of F sharp is lying here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -35 100 0 0 -A -18 -3 -A -5 2 -A -2 1 -#29134 -Key G~ -the Key of G~ -The Key of G is lying here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -9 100 0 0 -A -12 25 -A -19 -2 -A -4 1 -#29135 -Key E~ -the Key of E~ -The Key of E is lying here.~ -~ -18 abgh 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 100 0 0 -A -1 -1 -A -14 -30 -A -13 -30 -#29136 -Music stand~ -a Music Stand~ -A music stand is standing in the middle of the room here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -245 0 -1 0 -0 0 0 0 -#29137 -guantlet black iron doomguard~ -the Guantlet of a DoomGuard~ -A black iron guantlet rests here.~ -~ -9 o 0 0 0 ah 0 0 0 0 0 0 0 -10 0 0 0 -10 500 0 0 -A -12 -15 -A -13 20 -#29138 -helm doomguard iron~ -the helm of a doomguard~ -A thick black iron helmet is here.~ -~ -9 gm 0 0 0 ae 0 0 0 0 0 0 0 -10 0 0 0 -20 500 0 0 -A -13 20 -A -12 -10 -A -14 -15 -#29150 -Feverpitch~ -the Fever Pitch~ -Scarlet Fever's Sword, The Fever Pitch is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 4 8 14 -10 543 0 20 -#29151 -Tome Book manule golem~ -the Manule of the Golems~ -An old book with a humanoid symbol on it rests here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -15 1000 0 0 -A -3 2 -$~ diff --git a/lib/world/obj/292.obj b/lib/world/obj/292.obj deleted file mode 100644 index 97f2311..0000000 --- a/lib/world/obj/292.obj +++ /dev/null @@ -1,529 +0,0 @@ -#29200 -white glove~ -a white glove~ -There is a small white glove on the ground here.~ -~ -3 g 0 0 0 aho 0 0 0 0 0 0 0 -30 25 20 1 -1 525 12 0 0 -E -white glove~ - This white glove looks rather like its worth no protection what-so-ever. -~ -#29201 -crystal shard~ -a crystal shard~ -There is a tiny piece of broken crystal on the ground.~ -~ -9 a 0 0 0 ao 0 0 0 0 0 0 0 -3 0 0 0 -2 750 20 0 0 -A -12 35 -#29202 -book dragons~ -the book of dragons~ -There is a book here with a scaled cover.~ -~ -3 g 0 0 0 ao 0 0 0 0 0 0 0 -18 3 3 26 -10 1000 200 0 0 -E -book dragons~ - This book has so much information about dragons it would take you weeks to -decide what you wanted to read... -~ -#29203 -robe liche~ -the robe of the Liche~ -A partly rotted robe lies in the corner.~ -~ -9 g 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -5 150 10 0 0 -E -robe liche~ - This robe looks like it once belonged to something dead. Maybe you shouldn't -keep it. -~ -A -5 -2 -A -4 3 -#29204 -epee~ -an epee~ -A nice looking epee lies here, begging to be picked up.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 12 1 11 -12 250 17 0 0 -A -18 2 -#29205 -powwee~ -a powwee~ -There is a strange blue spiraled fruit on the ground here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -3 12 2 0 0 -E -powwee~ - This fruit tastes something like apples with peanut better spread on. -~ -#29206 -war ribbon~ -a war ribbon~ -There is a coiled up piece of ribbon here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 8 2 2 -11 200 25 0 0 -E -war ribbon~ - This weapon is certainly one of the more exotic you've seen: a coiled up -piece of incredibly sharp metal used to coil around an opponent's limb and rip -off as much flesh as possible. -~ -A -18 -4 -A -19 4 -#29207 -zucchini~ -a zucchini~ -A pale, light green zucchini.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -4 0 0 0 -2 6 2 0 0 -E -zucchini~ - It looks rather sickly, as if it didn't get enough sun. -~ -#29208 -manual protection~ -a manual of protection~ -There is a thin manual with big red letters here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -1 3 3 1 -5 300 36 0 0 -E -manual protection~ - As you read the manual, you begin to realize that its better NOT to get hit -during a fight... -~ -#29209 -brochure~ -a travel brochure~ -There is a travel brochure here, inviting you to see the sights.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -8 1 1 2 -1 100 10 0 0 -E -brochure~ - Hey you know, now that you think of it, there's a lot of places you haven't -been... This is the perfect opportunity! -~ -#29210 -bird perch plate~ -a plate bird perch~ -There is some sort of bird perch here, attached to something metal.~ -~ -9 h 0 0 0 ai 0 0 0 0 0 0 0 -7 0 0 0 -12 180 30 0 0 -E -bird perch plate~ - This is a bird perch made to affix to the shoulder plate of some armor. You -don't have a clue why. -~ -A -3 -3 -#29211 -arbalest~ -an arbalest~ -There is an arbalest here, nearly as tall as you!~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 5 6 11 -24 500 34 0 0 -A -18 -5 -#29212 -target armor~ -a suit of target armor~ -There is a light set of armor here, with a big bulls-eye painted on -the front...~ -~ -9 bg 0 0 0 ad 0 0 0 0 0 0 0 --10 0 0 0 -15 300 10 0 0 -A -18 3 -A -1 2 -#29213 -quick sheathe~ -a quick sheathe~ -There is a nice-looking break-away sheathe discarded here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -10 500 25 0 0 -A -18 1 -#29214 -tin can worms nightcrawlers~ -a tin of nightcrawlers~ -There is a tin can of worms lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -5 4 1 0 0 -#29215 -amulet~ -an amulet of Rumble~ -There is a valuble amulet inscribed with Rumble's symbol here.~ -~ -9 afg 0 0 0 ac 0 0 0 0 0 0 0 -5 0 0 0 -5 300 40 0 0 -A -13 20 -#29216 -eagle pendant~ -an eagle pendant~ -There is a pendant in the shape of an eagle here.~ -~ -9 afg 0 0 0 ac 0 0 0 0 0 0 0 -3 0 0 0 -7 250 45 0 0 -A -2 3 -A -12 10 -#29217 -fly lure~ -a fly lure~ -There is a small fishing lure here.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 10 5 0 0 -#29218 -dusk basil~ -a dusk of basil~ -You see a small dusk of an herb here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -9 1 1 3 -1 500 50 0 0 -#29219 -fern seed~ -a fern seed~ -You see a very tiny seed here.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -4 1 1 29 -1 300 0 0 0 -#29220 -clump hemlock~ -a clump of hemlock~ -There is a clump of hemlock lying on the ground.~ -~ -3 a 0 0 0 ao 0 0 0 0 0 0 0 -5 1 1 4 -1 400 35 0 0 -#29221 -leaf betony~ -a betony leaf~ -A small bright green leaf lies on the ground.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -7 1 1 38 -1 750 75 0 0 -#29222 -crown elder berries~ -a crown of elder berries~ -A ring of red berries lies here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 200 40 0 0 -A -24 -2 -#29223 -guild key~ -a guild key~ -There is a small green key on the floor.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -29252 0 0 0 -1 1 0 0 0 -#29224 -blank key~ -a blank key~ -There is a blank key here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#29225 -odd scroll~ -an odd scroll~ -There is an odd-looking scroll here.~ -~ -18 ag 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#29226 -jailer's key~ -a jailer's key~ -There is a jailer's key here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#29227 -flaming sword~ -a flaming sword~ -There is a sword here with a blade of red.~ -~ -5 agk 0 0 0 an 0 0 0 0 0 0 0 -0 4 3 3 -12 180 18 0 0 -A -17 -8 -#29228 -dreamblade blade~ -the dreamblade~ -A sword lies here with a shifting blade that hurts your eyes.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -5 500 10 0 0 -E -dreamblade blade~ - The inscription on the pommel reads, 'Strike True' -~ -A -18 5 -#29229 -chimaera cloak~ -a chimaera cloak~ -You spot a cloak out of the corner of your eye.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -2 0 0 0 -15 250 25 0 0 -A -1 2 -#29230 -jerkin~ -a magic jerkin~ -There is a nice looking shirt here.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -3 360 80 0 0 -#29231 -space warp wand space-warp~ -the space-warp wand~ -A wand might be here.~ -~ -15 g 0 0 0 a 0 0 0 0 0 0 0 -200 0 0 0 -1 500 15 0 0 -#29232 -elite sword~ -an elite sword~ -A beautiful sword has been discarded here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 8 3 -8 800 80 0 0 -#29233 -amulet protection~ -an amulet of protection~ -An amulet is here, not wanted by anybody.~ -~ -9 ag 0 0 0 ac 0 0 0 0 0 0 0 -8 0 0 0 -7 750 20 0 0 -#29234 -staff memory~ -the memory staff~ -A staff stands against the wall here.~ -~ -1 ag 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -10 200 30 0 0 -A -4 1 -#29235 -flail~ -a flail~ -A sharp-looking flail is here.~ -~ -5 ag 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 6 -10 600 10 0 0 -A -19 2 -#29236 -painting~ -a painting~ -A painting of the goddess of healing hangs here.~ -~ -3 gk 0 0 0 ao 0 0 0 0 0 0 0 -10 5 5 15 -15 150 30 0 0 -E -painting art arla~ - This is a painting of Arla, goddess of healing. There seems to be no -artist's signiture, however. -~ -#29237 -axe~ -an axe~ -A big axe is here.~ -~ -5 ag 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 3 -14 900 20 0 0 -A -19 4 -#29238 -talisman hope~ -a talisman of hope~ -A talisman lies here, filleted in gold.~ -~ -9 ag 0 0 0 ac 0 0 0 0 0 0 0 -4 0 0 0 -1 400 10 0 0 -A -12 10 -#29239 -armor living blob~ -a blob of living armor~ -A blob of something that pulses slightly is lumped here.~ -~ -9 g 0 0 0 acdfgilm 0 0 0 0 0 0 0 -5 0 0 0 -5 100 20 0 0 -E -armor living blob~ - It seems to be rather cohesive, and feels dry to the touch. -It grips your finger firmly as you poke it. You wonder WHO -would want such a thing. -~ -#29240 -apple~ -a pale apple~ -An extremely pale apple sits here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 3 1 0 0 -E -apple~ - It looks like it didn't get enough sun. -~ -#29241 -potato potatoe~ -a potato~ -A potato sits here, eyeing you.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 2 1 0 0 -E -potato potatoe~ - Looks like a potatoe^H. -~ -#29242 -onion~ -an onion~ -You can smell that onion from here!~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 1 1 0 0 -E -onion~ - That's a pretty strong onion! -~ -#29243 -plate breast~ -a breast plate~ -A steel breast plate lies here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -15 1000 100 0 0 -#29244 -cap steel round~ -a round, steel cap~ -A round, steel cap lies here, discarded.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -5 100 30 0 0 -#29245 -leggings chain~ -a pair of chain leggings~ -A pair of chain leggings are piled here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -5 0 0 0 -20 600 75 0 0 -#29246 -chest~ -a chest~ -An ornate looking chest sits here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -200 5 -1 0 -0 0 0 0 0 -#29247 -water well water~ -a well~ -A well sits in the center of the intersection here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 0 -0 0 0 0 0 -E -well~ - It goes deep, deep, deep into the ground. There's a grate overtop to keep -people from throwing trash down inside it. -~ -#29248 -beer bottle beer~ -a bottle~ -A bottle with a brightly colored label sits here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -4 4 1 0 -9 10 2 0 0 -#29249 -wine carafe wine~ -a carafe~ -A wooden carafe sits on a table here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 2 0 -13 20 5 0 0 -#29250 -firebreather shotglass glass firebreather~ -a shotglass~ -A shotglass has been discarded here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -2 2 7 0 -7 15 4 0 0 -$~ diff --git a/lib/world/obj/293.obj b/lib/world/obj/293.obj deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/obj/293.obj +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/obj/294.obj b/lib/world/obj/294.obj deleted file mode 100644 index 370eb3e..0000000 --- a/lib/world/obj/294.obj +++ /dev/null @@ -1,283 +0,0 @@ -#29400 -Knife madman madmans piece cutlery~ -the Madman's Knife~ -A dangerous piece of cutlery sits here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 4 3 11 -6 50 0 0 -E -Knife madman madmans piece cutlery~ - There's dried blood on the blade. -~ -A -4 -2 -#29401 -Awl~ -an Awl~ -A discarded awl lies here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 3 1 11 -1 5 0 0 -E -awl~ - Looks like a normal awl, used to punch holes through leather. -~ -#29402 -T-Square square t~ -a T-Square~ -An architect's T-Square lies forgotten here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 30 0 0 -E -T-Square square t~ - You think its used for angles and lines and ... Stuff. -~ -#29403 -Cleaver knife meat meatcleaver~ -a Huge Meat Cleaver~ -A huge meat cleaver gathers rust here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 4 4 6 -15 100 0 0 -E -Cleaver knife meat meatcleaver~ - Looks like you could really hack through some meat with that thing! -~ -A -17 -10 -A -18 -1 -#29404 -silver ring~ -a silver ring~ -A silver ring lies here.~ -~ -9 0 0 0 0 abo 0 0 0 0 0 0 0 -2 0 0 0 -1 1000 0 0 -E -ring silver~ - Small and silver, Nice. -~ -#29405 -boots pair leather~ -a pair of Leather Boots~ -A pair of Leather Boots are sitting here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -6 200 0 0 -E -boots pair leather~ - A nice set of heavy leather boots. -~ -#29406 -Tie leather necktie~ -a leather tie~ -A Leather tie is here. Fashionable!~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -1 450 0 0 -E -Tie leather necktie~ - A black leather necktie. It would go well with nothing you have. -~ -#29407 -jacket leather~ -a Leather Jacket~ -A nice leather jacket gathers dust on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -15 300 0 0 -E -jacket leather~ - A heavy-duty leather jacket, made for warmth and protection. -~ -#29408 -Gloves leather~ -a pair of Leather Gloves~ -A pair of leather gloves have been discarded in a pile.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -2 0 0 0 -1 30 0 0 -E -Gloves leather~ - These heavy-duty leather gloves seem to offer a lot of hand protection for -day-to-day activities. -~ -#29409 -Sapphire gem jewel~ -a Sapphire~ -A glittering blue gem sits here.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 0 -E -Sapphire gem jewel~ - Pretty. It's a sapphire, isn't it? -~ -#29410 -Emerald gem jewel~ -an Emerald~ -A sparkling green jewel sits here.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 500 0 0 -E -Emerald gem jewel~ - Exquisite... A fantastic stone. -~ -#29411 -Diamond gem jewel~ -a Diamond~ -A diamond gathers dust here.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 200 0 0 -E -Diamond gem jewel~ - Wow! A real Diamond! -~ -A -2 2 -#29412 -Slab beef~ -a slab of beef~ -A fresh slab of beef is wrapped up here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -15 0 0 0 -10 50 0 0 -E -Slab beef~ - It's a big, bloody hunk of meat. Mmmm. -~ -#29413 -Haunch mutton~ -a haunch of mutton~ -A haunch of fresh mutton is sitting here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -8 0 0 0 -7 25 0 0 -E -Haunch mutton~ - Looks like it came from a nice, fat sheep. -~ -#29414 -Steak deer~ -a deer steak~ -A steak of deer meat is wrapped in paper here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -9 0 0 0 -5 30 0 0 -E -Steak deer~ - Smells gamy, but seems edible. -~ -#29415 -Rope coil~ -a coil of rope~ -A length of rope is neatly coiled here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -25 250 0 0 -E -Rope coil~ - The rope seems to be made of a good quality hemp. -~ -#29416 -Anchor~ -an anchor~ -A large metal anchor sits here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 1000 0 0 -#29417 -Net~ -a net~ -A fishing net is lying on the ground.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 2 4 3 -10 1000 0 0 -E -Net~ - Its a fishing net, with little fishing hooks attached to the knots. -~ -#29418 -Fishhook hook~ -a fishhook~ -A stray fishhook is lying here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 1 1 11 -1 1 0 0 -E -Fishhook hook~ - Its a tiny wire fishhook. You've seen these before... -~ -#29419 -beer glass beer~ -a glass~ -A glass of beer sits forgotten here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -1 1 1 0 -2 5 0 0 -E -Beer glass~ - A nice glass filled with 'Mr. Beer' brand beer. -~ -#29420 -ale mead glass ale~ -a glass~ -A big glass of mead sits here, cool and frosty.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -1 1 3 0 -2 8 0 0 -E -Mead glass~ - Looks good. Looks cold. You sure could use some cold and alcoholic right -about now... -~ -#29421 -whisky shot whiskey whisky~ -a shot~ -A shot of Whiskey is sitting here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -1 1 5 0 -1 10 0 0 -E -Whiskey shot~ - Whew! Looks like potent stuff! -~ -#29422 -Sword Long Longsword~ -a long sword~ -A long sword gathers rust here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -12 600 0 0 -E -Sword Long Longsword~ - Looks like your generic long sword. -~ -$~ diff --git a/lib/world/obj/295.obj b/lib/world/obj/295.obj deleted file mode 100644 index 18c05ca..0000000 --- a/lib/world/obj/295.obj +++ /dev/null @@ -1,141 +0,0 @@ -#29500 -spear~ -a spear~ -A rather unremarkable spear lays here.~ -~ -5 hno 0 0 0 an 0 0 0 0 0 0 0 -3 3 3 11 -4 1000 0 0 -#29501 -fire~ -a large fire~ -A large fire burns very brightly!~ -~ -15 a 0 0 0 0 0 0 0 0 0 0 0 -1000 0 -1 0 -0 0 0 0 -E -fire~ - Hey, watch it, this thing is realy hot! -~ -#29502 -heart~ -a human heart~ -A human heart still beats slowly as it sits on the floor!~ -~ -18 bc 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 -E -heart~ - Urrgh! It still beats in your hand! What strange magic could do this? -~ -#29503 -bones~ -a pile of bones~ -A pile of bones rests on the ground.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -bones~ - WooWoo! Human bones! Lots of em to! Must of been a good meal. -~ -#29504 -meat human~ -a slab of meat~ -A slab of meat that look a little leg shaped sits on the floor.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -2 20 0 0 -E -leg~ - Ha! A human leg! Oyur not realy gonna eat this are you? -~ -#29505 -fur skin~ -some animal fur~ -An animal skin lays here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -9 200 0 5 -E -fur~ - Well, its like furry! Probably from a lion. -~ -A -19 1 -A -18 1 -A -17 -4 -#29506 -bone large~ -a large bone club~ -A large club made from bone rests here.~ -~ -5 dhj 0 0 0 an 0 0 0 0 0 0 0 -5 6 6 6 -5 300 0 0 -A -1 2 -A -3 -2 -A -4 -2 -#29507 -teeth necklace~ -a tooth necklace~ -A necklace made of teeth rests here.~ -~ -11 b 0 0 0 aco 0 0 0 0 0 0 0 -0 0 0 0 -6 500 0 0 -A -13 20 -A -19 2 -A -18 -1 -#29508 -branch~ -a branch~ -A small branch rests here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 -E -branch~ - Made of wood! What did you expect :)- -~ -#29509 -skull crystal~ -a crystal skull~ -A crystal skull sits unattended!~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -10 300 0 0 -E -skull crystal~ - The skull seems to be made out of an unknow crystal! Wonder what it is?!? -~ -A -4 1 -A -3 1 -A -12 30 -#29510 -water fountain water~ -a fountain~ -A nice looking fountain sprays water about.~ -~ -23 b 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 0 -10000004 0 0 0 -$~ diff --git a/lib/world/obj/296.obj b/lib/world/obj/296.obj deleted file mode 100644 index e8df7f2..0000000 --- a/lib/world/obj/296.obj +++ /dev/null @@ -1,70 +0,0 @@ -#29600 -water fizzypop pop can water~ -a can of FizzyPop~ -A can of FizzyPop sits here, cool and refreshing.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 15 0 -1 10 0 0 -#29601 -AXE~ -the AXE~ -The AXE sits here, waiting to be given to someone.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 3 4 3 -15 500 0 0 -#29602 -sandwich~ -an old sandwich~ -A vending machine sandwich sits here till the end of time.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -1 5 0 0 -#29603 -froboz candy bar crunchie chewie~ -a Froboz candy bar~ -A Froboz Crunchie-Chewie candy bar is here! Yum!~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 3 0 0 -#29604 -cart chevvy lay~ -the cart~ -A brand new Magic-cart creation of Wizard Chevvy Lay is parked here.~ -~ -15 b 0 0 0 0 0 0 0 0 0 0 0 -500 5 -1 0 -0 0 0 0 -#29605 -wagon Too-yoto~ -the beat up too-yoto~ -A beat up Too-yoto wagon is parked here. -~ -~ -15 b 0 0 0 0 0 0 0 0 0 0 0 -300 5 -1 0 -0 0 0 0 -#29606 -beanie propeller hat~ -the propeller hat~ -A nice looking hat with a propeller on top is here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -3 1000 0 0 -A -3 1 -#29607 -gear magic~ -the magic gear~ -A magic gear sits here.~ -~ -1 ag 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -15 1000 0 0 -A -18 1 -$~ diff --git a/lib/world/obj/298.obj b/lib/world/obj/298.obj deleted file mode 100644 index 38e613f..0000000 --- a/lib/world/obj/298.obj +++ /dev/null @@ -1,221 +0,0 @@ -#29801 -sword lag~ -a shiny lag sword~ -A shiny lag sword is lying here waiting to be possessed.~ -~ -5 ag 0 0 0 an 0 0 0 0 0 0 0 -0 1 5 3 -4 1 0 0 -A -19 1 -#29802 -rubber body suit~ -a bright rubber body suit~ -A bright rubber body suit is lying here looking for a body to hug.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -4 1 0 0 -#29803 -rubber mask~ -a rubber mask~ -A rubber mask is hoping a loose head will wander by.~ -~ -9 ag 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -4 1 0 0 -A -5 1 -#29804 -nipple clamps~ -a set of nipple clamps~ -A set of nipple clamps are lying here hoping to excite you.~ -~ -9 ag 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -2 100 0 0 -A -17 -3 -A -4 1 -#29805 -ring branding lag~ -a lag branding ring~ -A lag branding ring is lying in the dust here.~ -~ -9 fg 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 500 0 0 -A -17 -2 -#29806 -dagger lag~ -a shiny lag dagger~ -A shiny lag dagger is lying here looking for a back to stab.~ -~ -5 ag 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 11 -1 1 0 0 -A -19 1 -#29807 -collar slave~ -a pet lag slave collar~ -Someone's pet lag has escaped and left his collar here.~ -~ -9 g 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -A -18 1 -A -17 -1 -#29808 -key lag~ -a wee little key~ -A key with the lag crest on it is here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 -#29809 -light dildo~ -a brightly glowing dildo~ -A glowing dildo wants to brighten your day.~ -~ -1 ag 0 0 0 a 0 0 0 0 0 0 0 -0 0 -1 0 -2 1 0 0 -A -24 -1 -#29810 -horny horns~ -the horny horns of the Great Lag Monster~ -The horny horns of the great Lag Monster lie here.~ -~ -9 n 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -8 100 0 0 -A -1 1 -#29811 -hide skin~ -the Cum Soaked hide of the Great Lag Monster~ -The Cum Soaked hide of the Great Lag Monster is lying here.~ -~ -11 n 0 0 0 adk 0 0 0 0 0 0 0 -0 0 0 0 -6 100 0 0 -A -17 -6 -A -13 15 -#29812 -leggings lag~ -some sexy lag leggings~ -A pair of sexy looking leggings are here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -4 200 0 0 -#29813 -sleeves lag~ -some sexy lag sleeves~ -A set of sexy sleeves is here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -4 0 0 0 -3 400 0 0 -A -3 1 -#29814 -oil lag~ -a glowing hot jar of oil~ -A finely crafted Jar of Hot Dripping Oil waits for a worthy slave.~ -~ -5 ag 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 7 -8 300 0 0 -A -17 -2 -#29815 -armor gateguard~ -Some Gate Guard Armor~ -A pile of black armor is here.~ -~ -9 j 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -13 300 0 0 -#29816 -sword gateguard~ -a Gate Guard's Sword~ -The sword of a Gate Guard lies here.~ -~ -5 j 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 3 -10 100 0 0 -#29817 -armor royalty guard~ -Some Royalty Guard Armor~ -Some armor made from the remains of a Royalty Guard lies heaped on the floor.~ -~ -9 aj 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -30 700 0 0 -A -17 2 -A -5 1 -#29818 -lance knight~ -the Knight's Lance~ -The Lance of the Knight lies here, waiting to rust.~ -~ -5 bgj 0 0 0 an 0 0 0 0 0 0 0 -0 3 6 6 -18 1000 0 0 -A -19 2 -A -23 2 -#29819 -staff dungeon~ -the Staff of the Dungeon Master~ -The Dungeon Master's Staff is lying here.~ -~ -4 agj 0 0 0 ao 0 0 0 0 0 0 0 -20 5 5 16 -3 200 0 20 -#29820 -crown queen~ -the Queen's Crown~ -The Queen's Crown lies here, looking neglected.~ -~ -9 bgj 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -4 300 0 0 -A -3 1 -A -4 1 -#29821 -sceptre king~ -the King's Sceptre~ -The King's Sceptre lies here, collecting dust.~ -~ -8 bfgj 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 850 0 0 -A -1 1 -A -18 1 -#29822 -key golden heavy~ -a golden key~ -A heavy golden key lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -900 0 0 0 -1 1 0 0 -$~ diff --git a/lib/world/obj/299.obj b/lib/world/obj/299.obj deleted file mode 100644 index 47a1434..0000000 --- a/lib/world/obj/299.obj +++ /dev/null @@ -1,258 +0,0 @@ -#29900 -cadaver altar~ -a cadaver~ -A cadaver is pinned to the altar with a large knife~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 -1 0 -25 1 0 0 0 -E -corpse fresh~ - The corpse lying here is disgusting at best. Looking closely at it, you -notice that it has been disembowled, but can find no trace of the entrails -whatsoever. -~ -E -altar~ - The altar before you is covered with glyphs and symbols that mean nothing to -you. It obviously is not the original altar that was in this cathedral. There -are fresh blood stains down the side of it and the top is stained a very deep -brown. -~ -#29901 -knife long curved~ -a long, curved knife~ -A long curved knife.~ -~ -5 j 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 3 -2 350 0 0 0 -E -knife long curved~ - This long knife has a long curved blade with a bone handle. The blade is -very plain, but looks surprisingly sharp. -~ -A -19 2 -#29902 -amulet sapphire~ -a sapphire amulet~ -A strange sapphire amulet rests on the ground here.~ -~ -9 g 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -10 200 0 0 0 -E -amulet sapphire~ - This necklace is comprised of a large sapphire hanging on a brass chain. -There are some runes in the back of the sapphire, but they are almost totally -indecipherable. -~ -E -runes~ - My mistake. They are *totally* indecipherable. -~ -A -2 -1 -A -5 2 -#29903 -key ivory bone~ -an ivory key~ -An ivory key has been left here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -29909 0 0 0 -10 5 0 0 0 -E -key ivory bone~ - You stare at the shiny white surface of this key, noticing strange brownish -marks marring its surface. Suddenly you realize that the key is made not of -ivory, but rather of bone. Erk. -~ -#29904 -coffin ebony~ -the coffin~ -.hidden coffin~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -500 5 0 0 -0 0 0 0 0 -#29905 -carcass evalynn~ -the carcass of Evalynn~ -The carcass of Evalynn is lying here almost as if she had just died~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 -1 0 -29 1 0 0 0 -E -corpse evalynn~ - Evalynn's corpse does not seem to have decayed at all over the past few -hundred years. It appears to be clutching a sword of some sort. -~ -#29906 -potion dark~ -a dark potion~ -A dark potion is sitting here on the floor, sucking up all the light.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -30 38 -1 -1 -10 200 0 0 0 -E -potion dark~ - This potion almost seems to be made of the complete and utter absence of -light. Boy, is it ever weird. -~ -#29907 -staff ivory~ -an ivory staff~ -An elegant ivory staff rests here, giving off a strange pure white light.~ -~ -4 g 0 0 0 ao 0 0 0 0 0 0 0 -15 3 3 36 -20 800 0 0 0 -E -staff ivory~ - This staff is really weird. Not only is it carved from a beautiful white -ivory, but it is giving off a strange white light that bedazzles you with its -brilliance. -~ -#29908 -coins pile~ -a mid-sized pile of coins~ -A not-too-small, not-too-large pile of coins glistens in the light.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1500 0 0 0 -15 150 0 0 0 -E -coins pile~ - The coins look to be quite pretty. The pile before you isn't that big, but -nor is it all that small. All in all, you would guess that it is 'mid-sized'. - -~ -#29909 -sword rune~ -the rune sword~ -A strange sword lies here.~ -~ -5 j 0 0 0 an 0 0 0 0 0 0 0 -0 2 8 3 -10 500 0 0 0 -E -sword rune~ - The sword looks rather strange, and has cryptic runes engraved into the -blade. -~ -A -19 2 -#29910 -key gold golden~ -a beautiful golden key~ -A key made of gold seems to have been forgotten on the ground here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 0 0 -E -key gold golden~ - This fine key is made out of gold. There is a very tiny ruby set into the -teeth of the key. -~ -#29911 -key blood~ -a strange blood key~ -A sinister key of blood beckons...~ -~ -18 gh 0 0 0 ao 0 0 0 0 0 0 0 -29911 0 0 0 -1 1 0 0 0 -E -key blood~ - This key seems to have been formed by mystically forming human blood into the -shape of a rather sinister key. -~ -#29912 -bones pile crushed~ -a pile of crushed bones~ -A pile of well-crushed bones is lying on the floor here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -bones pile crushed~ - The bones in this pile look to have been crushed by a large force. Like that -wasn't expected. They have all been splintered and most are shattered in -addition. You can think of no good reason to pick them up and carry them with -you. -~ -#29913 -cape black satin~ -a black cape with a red satin lining~ -A strange black cape lies here.~ -~ -9 j 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -3 400 0 0 0 -E -cape black satin~ - This cape seems to be rather black. It feels like it is made of velvet or -some similar material. Turning it over, you notice that the inside lining is -made of red satin. A small gold link holds the neck of the cape together. -~ -A -3 1 -A -4 1 -#29914 -necklace onyx~ -an onyx necklace~ -A strange necklace made of onyx stones lies here.~ -~ -9 gh 0 0 0 ac 0 0 0 0 0 0 0 -5 0 0 0 -5 1 0 0 0 -E -necklace onyx~ - This necklace is pretty much just a string with a number of black onyx stones -attached to it. It gives you a sinister feeling simultaneously with a feeling -of wonderment. -~ -A -5 -2 -#29915 -halberd giant~ -a giant halberd~ -A tremendously large halberd stained with blood rests here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 15 3 -30 800 0 0 0 -E -halberd giant~ - This has got to be the largest weapon you have ever seen. Sure, halberds are -normally big, but this has got to be at least twice as big as any other halberd -you've seen. How any mortal can even hope to use it, you are not sure, but it -is definitely something you wouldn't want to get hit by.... -~ -A -18 -2 -A -19 3 -#29916 -avenger holy sword~ -the Holy Avenger~ -A beautiful sword glowing white is floating upright here.~ -~ -5 akl 0 0 0 an 0 0 0 0 0 0 0 -0 2 10 3 -10 800 0 0 0 -E -avenger holy sword~ - This beautiful weapon has been forged out of an unknown metal and seems to -glow with an inner light of its own. The hilt is made of what seems to be gold -tightly wrapped with a silken material. -~ -$~ diff --git a/lib/world/obj/3.obj b/lib/world/obj/3.obj deleted file mode 100644 index edea527..0000000 --- a/lib/world/obj/3.obj +++ /dev/null @@ -1,685 +0,0 @@ -#300 -beer barrel beer~ -a barrel~ -A beer barrel has been left here.~ -~ -17 0 0 0 0 0 0 0 0 0 0 0 0 -50 50 1 0 -0 0 0 0 0 -#301 -beer bottle beer~ -a bottle~ -A beer bottle has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 1 0 -10 20 0 0 0 -#302 -ale bottle dark ale~ -a bottle~ -A dark bottle of ale has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 3 0 -10 10 0 0 0 -#303 -firebreather bottle firebreather~ -a firebreather~ -A firebreather has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 7 0 -10 50 0 0 0 -#304 -local bottle local~ -a bottle~ -A dark bottle has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 8 0 -10 20 0 0 0 -#305 -key dull metal~ -a key of dull metal~ -A key made of a dull metal is lying on the ground here.~ -~ -18 cdq 0 0 0 ao 0 0 0 0 0 0 0 -3005 0 0 0 -1 1 0 0 0 -#306 -jar naphthalene~ -a jar of naphthalene~ -A jar labeled NAPTHTHALENE was left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -jar naphthalene~ - There is a thick cloudy jell inside this jar. -~ -#307 -jar palmitite~ -a jar of palmatite~ -A jar labeled PALMITITE was left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -jar palmitite~ - There is a thick cloudy jell inside this jar. -~ -#308 -water clay jug water~ -a clay jug~ -A clay jug was left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 0 0 -4 500 0 0 0 -E -clay jug~ - An extremely well mad clay jug that fits nicely into the palm of your hand. -The perfect size and weight to throw. -~ -#309 -waybread bread~ -a waybread~ -Some waybread has been put here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 50 0 0 0 -E -waybread bread~ - The waybread is the traditional feed of elves when travelling, they call it -lembas. It is said to refresh the weary traveler greatly. -~ -#310 -bread loaf~ -a bread~ -A loaf of bread has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 10 0 0 0 -#311 -danish pastry~ -a danish pastry~ -A nice looking delicious danish pastry has been placed here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 5 0 0 0 -#312 -taco mexican~ -a Mexican taco~ -A tasty looking Mexican taco has been dropped here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -15 0 0 0 -1 15 0 0 0 -#313 -burrito hot~ -a spicy hot burrito~ -A spicy looking burrito has been set here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -1 10 0 0 0 -#314 -nachos nacho~ -some nachos with cheese~ -Some nachos have been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 5 0 0 0 -E -nachos nacho~ - They have cheese on them. Looks like one of Uncle Juan's specials. -~ -#315 -meat chunk~ -a piece of meat~ -A rather dubious looking piece of meat is on the ground here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -14 0 0 0 -5 30 0 0 0 -E -meat chunk~ - It isn't so much that the meat looks poisoned or anything, but that you just -are not sure of its origins. You doubt that a hunter would drop a side of -venison or rabbit meat... What in the world could this meat have come from, you -wonder... -~ -#316 -cauldron scarred~ -a cauldron~ -A cauldron filled with a thick boiling jelly.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -scarred cauldron~ - The cauldron is a deep charred black with chips and cracks all over the upper -rim. It somehow still manages to contain a thick jelly that bubbles ominously. -A small fire with no source heats it from the bottom. -~ -#317 -napalm bomb~ -a napalm bomb~ -A clay bomb of napalm lays here dangerously.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 1000 0 0 0 -T 337 -E -napalm balm~ - A few chemists in the realm know the magic required to concoct this liquid -fire. This bomb can be used to target a foe with deadly effect. Just throw -this bomb at them and see. -~ -#320 -dagger pierce piercing ~ -a dagger~ -A dagger with a long thin blade is here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 11 -1 10 0 0 0 -#321 -sword small~ -a small sword~ -A small sword lies here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 11 -3 60 0 0 0 -E -inscription~ - It says: 'May this sword be a good companion. ' -~ -E -sword small~ - The small sword seems to have an inscription of some sort inscription... -~ -#322 -sword long~ -a long sword~ -A long sword has been left here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -8 600 0 0 0 -#323 -club wooden~ -a wooden club~ -A simple looking wooden club is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 3 7 -3 12 0 0 0 -#324 -warhammer hammer~ -a warhammer~ -A medium sized warhammer is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 5 7 -6 50 0 0 0 -#325 -flail large~ -a flail~ -A large flail is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 7 -6 625 0 0 0 -#326 -towel white~ -a white towel~ -A white bleached towel is folded nicely here.~ -~ -12 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -white towel~ - The towel looks thick and plush. It appears to be woven from cotton and -bleached a bright white. -~ -#330 -torch~ -a torch~ -A large torch.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 24 0 -1 10 0 0 0 -#331 -lantern brass~ -a lantern~ -A brass lantern is here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 96 0 -1 50 0 0 0 -#332 -bag~ -a bag~ -A small bag is here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -50 0 0 0 -2 20 0 0 0 -#333 -box~ -a box~ -A small box is here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -10 0 0 0 -5 50 0 0 0 -#334 -atm teller banks machine~ -an automatic teller machine~ -An automatic teller machine has been installed in the wall here.~ -~ -12 cdeg 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -atm teller bank machine~ - There is a small note on the machine which says: To use, type 'BALANCE', -'WITHDRAW <amount>', or 'DEPOSIT <amount>'. Please report any strange -occurrences to the bank manager. -~ -#335 -fountain water marble~ -the large fountain~ -An elegant fountain of marble gurgles peacefully.~ -~ -23 e 0 0 0 0 0 0 0 0 0 0 0 -0 -1 0 0 -0 0 0 0 0 -E -marble blue streaked~ - It is a well crafted fountain, carved from a single piece of very beautiful -white marble shot through with electric blue streaks that look almost like -lightning dancing along the sides of the fountain. It seems to be enchanted in -some manner, as the water level seems to never lower. -~ -#336 -cashcard card atm banks~ -a cashcard~ -A handy dandy cashcard is sitting on the ground here.~ -~ -12 cdeg 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 0 0 -E -cashcard card atm~ - There is some writing on the back of the card which reads: To use, type -'BALANCE', 'WITHDRAW <amount>', or 'DEPOSIT <amount>'. Please report any -strange occurrences to the bank manager. -~ -#337 -candle~ -a candle~ -A candle lies here, unlit.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 4 0 -1 5 0 0 0 -E -candle~ - A home-made candle, how quaint! -~ -#338 -nail~ -a nail~ -A penny nail lies in the dust.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 1 11 -1 5 0 0 0 -E -nail~ - Its a common iron nail, used for carpentry work. -~ -#339 -pot~ -a pot~ -A cast-iron pot sits on the ground.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -10 100 0 0 0 -E -pot~ - It is a nice pot. You could use it, if you ever settled down. -~ -#340 -plate breast~ -a breast plate~ -A breast plate is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -50 800 0 0 0 -#341 -shirt chain mail~ -a chain mail shirt~ -A chain mail shirt is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -50 250 0 0 0 -#342 -shield wooden~ -a shield~ -A small wooden shield is lying on the ground.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -2 0 0 0 -3 100 0 0 0 -#343 -jacket soft leather~ -a leather jacket~ -A soft leather jacket is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -10 200 0 0 0 -#344 -jacket studded leather~ -a studded leather jacket~ -A studded leather jacket is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -20 500 0 0 0 -#345 -jacket scale mail~ -a scale mail jacket~ -A scale mail jacket is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -40 1000 0 0 0 -#346 -plate bronze breast~ -a bronze breast plate~ -A bronze breast plate is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -50 700 0 0 0 -#350 -scroll identify~ -a scroll of identify~ -A scroll has carelessly been left here.~ -$n recites the ancient words "Identium oliciferous!" -~ -2 g 0 0 0 ao 0 0 0 0 0 0 0 -1 52 -1 -1 -1 5000 0 0 0 -E -scroll identify~ - The scroll has a magic formula drawn upon it: - - ??? - ? ? - ? - ? - ? - * - -~ -#351 -potion yellow~ -a yellow potion of see invisible~ -A small yellow potion has carelessly been left here.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -12 19 -1 -1 -1 900 0 0 0 -E -potion yellow~ - The potion has a small label 'Detect The Invisible'. -~ -#352 -scroll recall~ -a scroll of recall~ -A scroll has carelessly been left here.~ -~ -2 g 0 0 0 ao 0 0 0 0 0 0 0 -12 42 -1 -1 -4 200 0 0 0 -E -scroll recall~ - The scroll has written a formulae of 'Word of Recall' upon it. -~ -#353 -wand gray~ -a gray wand of invisibility~ -A gray wand has carelessly been left here.~ -~ -3 g 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 29 -2 400 0 0 0 -E -wand gray~ - The wand is an old dark gray stick. You notice a small symbol etched at -the base of the wand. It looks like this: - - \ / - - O - - / \ - -~ -#354 -staff gnarled~ -a gnarled staff~ -A gnarled staff has carelessly been left here.~ -~ -4 g 0 0 0 ao 0 0 0 0 0 0 0 -12 1 1 38 -17 700 0 0 0 -E -staff gnarled~ - The staff is made of old oak, and is around five feet long. It fits -perfectly into your hand. You notice a small symbol etched at the -base of the staff, it looks like: - - ZZZZZ - Z - Z - Z - ZZZZZ z z - -~ -#355 -staff metal~ -a metal staff~ -A metal staff has carelessly been left here.~ -~ -4 g 0 0 0 ao 0 0 0 0 0 0 0 -10 2 2 15 -7 850 0 0 0 -T 303 -E -staff metal~ - The staff is made of metals unknown to you. -~ -#360 -raft~ -a raft~ -A raft has been left here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 400 0 0 0 -E -raft~ - The raft looks very primitive. -~ -#361 -canoe~ -a canoe~ -A canoe has been left here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -32 1000 0 0 0 -E -canoe~ - The canoe is fairly light. -~ -#370 -gauntlets bronze~ -a pair of bronze gauntlets~ -A pair of bronze gauntlets is lying on the ground.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -6 0 0 0 -8 150 0 0 0 -#371 -gloves leather~ -a pair of leather gloves~ -A pair of leather gloves is lying on the ground.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -3 75 0 0 0 -#373 -large well~ -a large well~ -A large well is overflowing with crystal clear water.~ -~ -23 g 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -0 0 0 0 0 -E -large well~ - The well is made from large rocks stacked and shaped into a perfect circle. - -~ -#375 -helmet bronze~ -a bronze helmet~ -A bronze helmet is lying on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -8 350 0 0 0 -#376 -cap leather~ -a leather cap~ -A leather cap is lying on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -3 150 0 0 0 -#380 -leggings bronze~ -a pair of bronze leggings~ -A pair of bronze leggings is lying on the ground.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -6 0 0 0 -8 350 0 0 0 -#381 -pants leather~ -a pair of leather pants~ -A pair of leather pants is lying on the ground.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -3 0 0 0 -8 150 0 0 0 -#385 -sleeves bronze~ -a pair of bronze sleeves~ -A pair of bronze sleeves is lying on the ground.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -6 0 0 0 -8 175 0 0 0 -#386 -sleeves leather~ -a pair of leather sleeves~ -A pair of leather sleeves is lying on the ground.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -2 0 0 0 -4 75 0 0 0 -#396 -board social bulletin~ -a social bulletin board~ -A large, sociable bulletin board is mounted on a wall here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -social bulletin~ - Use 'look board' to read the board. -~ -E -board~ - If you can read this, the board is not working. -~ -#397 -board frozen bulletin~ -a frozen bulletin board~ -A large bulletin board is here, carved from a block of ice.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -freeze bulletin~ - Use 'look board' to read the board. -~ -E -board~ - If you can read this, the board is not working. -~ -#398 -board holy bulletin~ -a holy bulletin board~ -A large bulletin board is mounted on a wall here. It glows with a faint aura.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -holy bulletin~ - Use 'look board' to read the board. -~ -E -board~ - If you can read this, the board is not working. -~ -#399 -board bulletin~ -a bulletin board~ -A large bulletin board is mounted on a wall here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -bulletin~ - Use 'look board' to read the board. -~ -E -board~ - If you can read this, the board is not working. -~ -$~ diff --git a/lib/world/obj/30.obj b/lib/world/obj/30.obj deleted file mode 100644 index 97c225b..0000000 --- a/lib/world/obj/30.obj +++ /dev/null @@ -1,695 +0,0 @@ -#3000 -barrel beer~ -a barrel~ -A beer barrel has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -50 50 1 0 -50 300 100 0 0 -#3001 -bottle beer~ -a bottle~ -A beer bottle has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 1 0 -10 20 8 0 0 -#3002 -bottle dark ale~ -a bottle~ -A dark bottle of ale has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 3 0 -10 10 3 0 0 -#3003 -bottle firebreather~ -a bottle~ -A bottle of firebreather has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 7 0 -10 50 17 0 0 -#3004 -bottle local~ -a bottle~ -A dark bottle has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 8 0 -10 20 7 0 0 -#3005 -key dull metal~ -a key of dull metal~ -A key made of a dull metal is lying on the ground here.~ -~ -18 cdq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#3006 -teleporter~ -the teleporter~ -A strange device labeled "teleporter" was left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 0 0 -T 3014 -T 3015 -E -teleporter~ -This teleporter is used to transfer players between zones. Accessible zones -are listed under HELP ZONES by being CAPITALIZED. For example to teleport to: - 74 Newbie GRAVEyard -- Jojen 3- 5 -type: teleport grave - The teleporter may also be used to recall back to Midgaard at any time. - -Uncapitalized zones are linked through a capitalized zone. -~ -#3009 -waybread bread~ -a waybread~ -Some waybread has been put here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 50 50 0 0 -E -waybread bread~ - The waybread is the traditional feed of elves when travelling, they call it -lembas. It is said to refresh the weary traveler greatly. -~ -#3010 -bread loaf~ -a bread~ -A loaf of bread has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 10 10 0 0 -#3011 -danish pastry~ -a danish pastry~ -A nice looking delicious danish pastry has been placed here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 5 5 0 0 -#3012 -taco mexican~ -a Mexican taco~ -A tasty looking Mexican taco has been dropped here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -15 0 0 0 -1 15 15 0 0 -#3013 -burrito hot~ -a spicy hot burrito~ -A spicy looking burrito has been set here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -1 10 10 0 0 -#3014 -nachos nacho~ -some nachos with cheese~ -Some nachos have been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 5 5 0 0 -E -nachos nacho~ - They have cheese on them. Looks like one of Uncle Juan's specials. -~ -#3015 -meat chunk~ -a piece of meat~ -A rather dubious looking piece of meat is on the ground here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -14 0 0 0 -5 24 10 0 0 -E -meat chunk~ - It isn't so much that the meat looks poisoned or anything, but that you just -are not sure of its origins. You doubt that a hunter would drop a side of -venison or rabbit meat... What in the world could this meat have come from, you -wonder... -~ -#3020 -dagger~ -a dagger~ -A dagger with a long thin blade is here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 11 -1 10 10 0 0 -#3021 -sword small~ -a small sword~ -A small sword lies here.~ -~ -5 e 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 11 -3 60 10 0 0 -E -inscription~ - It says: 'May this sword be a good companion. ' -~ -E -sword small~ - The small sword seems to have an inscription of some sort. -~ -#3022 -sword long~ -a long sword~ -A long sword has been left here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -8 600 10 0 0 -#3023 -club wooden~ -a wooden club~ -A simple looking wooden club is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 3 7 -3 12 10 0 0 -#3024 -warhammer hammer~ -a warhammer~ -A medium sized warhammer is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 5 7 -6 50 10 0 0 -#3025 -flail large~ -a flail~ -A large flail is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 7 -6 625 10 0 0 -#3030 -torch~ -a torch~ -A large torch.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 24 0 -1 10 10 0 0 -#3031 -lantern brass~ -a lantern~ -A brass lantern is here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 96 0 -1 50 10 0 0 -#3032 -bag~ -a bag~ -A small bag is here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -50 0 0 0 -2 20 10 0 0 -#3033 -box~ -a box~ -A small box is here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -10 0 0 0 -5 50 10 0 0 -#3034 -atm teller banks machine~ -an automatic teller machine~ -An automatic teller machine has been installed in the wall here.~ -~ -12 cdeg 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -atm teller bank machine~ - There is a small note on the machine which says: - -To use, type 'BALANCE', 'WITHDRAW <amount>', or 'DEPOSIT <amount>'. -Please report any strange occurrences to the bank manager. - -~ -#3035 -fountain water~ -the large fountain~ -A large fountain carved from blue-streaked marble is here, bubbling merrily.~ -~ -23 cdeg 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -505 0 0 0 0 -E -marble blue streaked fountain~ - It is a well crafted fountain, carved from a single piece of very beautiful -white marble shot through with electric blue streaks that look almost like -lightning dancing along the sides of the fountain. It seems to be enchanted in -some manner, as the water level seems to never lower. -~ -#3036 -cashcard card atm banks~ -a cashcard~ -A handy dandy cashcard is sitting on the ground here.~ -~ -12 cdeg 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 10 0 0 -E -cashcard card atm~ - There is some writing on the back of the card which reads: - -To use, type 'BALANCE', 'WITHDRAW <amount>', or 'DEPOSIT <amount>'. -Please report any strange occurrences to the bank manager. - -~ -#3037 -candle~ -a candle~ -A candle lies here, unlit.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 5 1 0 0 -E -candle~ - A home-made candle, how quaint! -~ -#3038 -nail~ -a nail~ -A penny nail lies in the dust.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 1 11 -1 5 1 0 0 -E -nail~ - Its a common iron nail, used for carpentry work. -~ -#3039 -pot~ -a pot~ -A cast-iron pot sits on the ground.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -10 100 20 0 0 -E -pot~ - It is a nice pot. You could use it, if you ever settled down. -~ -#3040 -plate breast~ -a breast plate~ -A breast plate is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -50 180 15 0 0 -#3041 -shirt chain mail~ -a chain mail shirt~ -A chain mail shirt is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -50 250 5 0 0 -#3042 -shield wooden~ -a shield~ -A small wooden shield is lying on the ground.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -2 0 0 0 -3 100 10 0 0 -#3043 -jacket soft leather~ -a leather jacket~ -A soft leather jacket is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -10 200 10 0 0 -#3044 -jacket studded leather~ -a studded leather jacket~ -A studded leather jacket is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -20 500 10 0 0 -#3045 -jacket scale mail~ -a scale mail jacket~ -A scale mail jacket is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -40 1000 10 0 0 -#3046 -plate bronze breast~ -a bronze breast plate~ -A bronze breast plate is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -50 700 10 0 0 -#3050 -scroll identify~ -a scroll of identify~ -A scroll has carelessly been left here.~ -~ -2 g 0 0 0 ao 0 0 0 0 0 0 0 -1 52 -1 -1 -1 5000 10 0 0 -E -scroll identify~ - The scroll has a magic formula drawn upon it: - - ??? - ? ? - ? - ? - ? - * - -~ -#3051 -potion yellow~ -a yellow potion of see invisible~ -A small yellow potion has carelessly been left here.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -12 19 -1 -1 -1 400 10 0 0 -E -potion yellow~ - The potion has a small label 'Detect The Invisible'. -~ -#3052 -scroll recall~ -a scroll of recall~ -A scroll has carelessly been left here.~ -~ -2 g 0 0 0 ao 0 0 0 0 0 0 0 -12 42 -1 -1 -4 200 10 0 0 -E -scroll recall~ - The scroll has written a formulae of 'Word of Recall' upon it. -~ -#3053 -wand gray~ -a gray wand of invisibility~ -A gray wand has carelessly been left here.~ -~ -3 g 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 29 -2 400 10 0 0 -E -wand gray~ - The wand is an old dark gray stick. You notice a small symbol etched -at the base of the wand. It looks like this: - \ / - - O - - / \ -~ -#3054 -staff gnarled~ -a gnarled staff~ -A gnarled staff has carelessly been left here.~ -~ -4 g 0 0 0 ao 0 0 0 0 0 0 0 -12 1 1 38 -17 700 50 0 0 -E -staff gnarled~ - The staff is made of old oak, and is around five feet long. It fits -perfectly into your hand. You notice a small symbol etched at the -base of the staff, it looks like: - - ZZZZZ - Z - Z - Z - ZZZZZ z z - -~ -#3055 -staff metal~ -a metal staff~ -A metal staff has carelessly been left here.~ -~ -4 g 0 0 0 ao 0 0 0 0 0 0 0 -10 8 8 15 -7 850 30 0 0 -E -staff metal~ - The staff is made of metals unknown to you. -~ -#3060 -raft~ -a raft~ -A raft has been left here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 400 10 0 0 -E -raft~ - The raft looks very primitive. -~ -#3061 -canoe~ -a canoe~ -A canoe has been left here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -32 1000 100 0 0 -E -canoe~ - The canoe is fairly light. -~ -#3070 -gauntlets bronze~ -a pair of bronze gauntlets~ -A pair of bronze gauntlets is lying on the ground.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -6 0 0 0 -8 175 10 0 0 -#3071 -gloves leather~ -a pair of leather gloves~ -A pair of leather gloves is lying on the ground.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -3 75 10 0 0 -#3075 -helmet bronze~ -a bronze helmet~ -A bronze helmet is lying on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -8 350 10 0 0 -#3076 -cap leather~ -a leather cap~ -A leather cap is lying on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -3 150 10 0 0 -#3080 -leggings bronze~ -a pair of bronze leggings~ -A pair of bronze leggings is lying on the ground.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -6 0 0 0 -8 350 10 0 0 -#3081 -pants leather~ -a pair of leather pants~ -A pair of leather pants is lying on the ground.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -3 0 0 0 -8 150 10 0 0 -#3082 -leather gorget neck guard~ -a leather gorget~ -A leather neck guard has been left here~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -3 0 0 0 -1 10 0 0 0 -E -leather gorget neck guard~ - This leather neck guard is meant to protect the throat and face in battle. -~ -#3083 -leather ring~ -a leather ring~ -A leather ring with strange symbols lies here.~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -1 0 0 0 -1 10 1 0 0 -E -leather ring~ - The ring used to have some strange writing and symbols around the band but it -has become so worn with time and use that it is unreadable. -~ -#3084 -leather boots~ -a pair of leather boots~ -A pair of leather boots is lying here.~ -~ -11 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -2 11 0 0 0 -E -leather boots~ - The boots are worn with age but well oiled and polished to still remain -useable. -~ -#3085 -sleeves bronze~ -a pair of bronze sleeves~ -A pair of bronze sleeves is lying on the ground.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -6 0 0 0 -8 175 10 0 0 -#3086 -sleeves leather~ -a pair of leather sleeves~ -A pair of leather sleeves is lying on the ground.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -2 0 0 0 -4 75 10 0 0 -#3087 -brown leather cape~ -a brown leather cape~ -A brown leather cape was abandoned on the floor~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -4 100 0 0 0 -E -brown leather cape~ - It is a rough brown leather cape that is frayed at the end. -~ -A -1 1 -#3088 -leather old belt~ -an old leather belt~ -A belt made of leather was left here.~ -~ -9 e 0 0 0 al 0 0 0 0 0 0 0 -2 0 0 0 -1 30 0 0 0 -E -belt leather old~ - It looks very, very old. -~ -A -18 2 -A -1 1 -#3089 -leather wristguard~ -a leather wristguard~ -A leather wristguard lies in the dirt.~ -~ -9 0 0 0 0 am 0 0 0 0 0 0 0 -1 0 0 0 -3 30 0 0 0 -E -leather wristguard~ - The wristguard has been heavily oiled and is extremely flexible and -supportive. It is laced with some leather string to loosen and tighten to -almost any size. -~ -#3096 -boards social bulletin gen_boards~ -a social bulletin board~ -A large, sociable bulletin board is mounted on a wall here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -social bulletin~ - Use 'look board' to read the board. -~ -E -board~ - If you can read this, the board is not working. -~ -#3097 -boards frozen bulletin gen_boards~ -a frozen bulletin board~ -A large bulletin board is here, carved from a block of ice.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -freeze bulletin~ - Use 'look board' to read the board. -~ -E -board~ - If you can read this, the board is not working. -~ -#3098 -boards holy bulletin gen_boards~ -a holy bulletin board~ -A large bulletin board is mounted on a wall here. It glows with a faint aura.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -holy bulletin~ - Use 'look board' to read the board. -~ -E -board~ - If you can read this, the board is not working. -~ -#3099 -boards bulletin gen_boards~ -a bulletin board~ -A large bulletin board is mounted on a wall here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -bulletin~ - Use 'look board' to read the board. -~ -E -board~ - If you can read this, the board is not working. -~ -$~ diff --git a/lib/world/obj/300.obj b/lib/world/obj/300.obj deleted file mode 100644 index b043f62..0000000 --- a/lib/world/obj/300.obj +++ /dev/null @@ -1,396 +0,0 @@ -#30000 -falchion sword~ -a falchion~ -A strange looking sword lies discarded here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 3 -5 900 0 0 0 -E -falchion sword~ - It is a short sword of the hacking variety, it seems a bit worn. -~ -#30001 -blood chalice blood~ -a chalice~ -A blood-stained chalice has been set down here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -6 6 13 1 -11 300 0 0 0 -E -chalice~ - What a perfect gift for mother! -~ -#30002 -coffer copper ornate~ -the copper coffer~ -An ornate copper coffer is set against the far wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -200 13 0 0 -0 0 0 0 0 -E -coffer copper ornate~ - This small coffer looks like it could contain all of your belongings, which -isn't really saying a lot. -~ -#30003 -tonic root comfrey~ -a tonic of comfrey root~ -A tonic of comfrey root has been discarded here.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -15 39 39 33 -1 600 0 0 0 -E -tonic root comfrey~ - What doesn't kill you makes you stronger, right? -~ -#30004 -elixir tongue adder~ -an elixir of Adder's Tongue~ -An elixir of Adder's Tongue lies here.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -15 44 21 -1 -1 600 0 0 0 -E -elixir tongue adder~ - This elixer may be good for you, but it sure looks disgusting. Adder's -tongue indeed. -~ -#30005 -key skeleton~ -a skeleton key~ -An old skeleton key lies on the floor.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -30005 0 0 0 -2 500 0 0 0 -E -key skeleton~ - It is made of bone. What did you expect, in this place of death? -~ -#30006 -blowgun bamboo~ -a blowgun~ -A long, bamboo blowgun rest on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 9 2 7 -5 160 0 0 0 -E -blowgun bamboo~ - How odd, who would have ever expected you to find a bamboo blowgun in these -parts... -~ -A -18 1 -#30007 -blood pool blood~ -the pool~ -You seem to be standing in a pool of blood.~ -~ -17 0 0 0 0 0 0 0 0 0 0 0 0 -15 15 13 5 -0 0 0 0 0 -E -blood pool~ - Wow! Perfect for the vampire in you! I wonder if it is human or animal -blood however... -~ -#30008 -Bloodstone stone red~ -the Bloodstone~ -A large, dull red stone awaits, invitingly, to be picked up.~ -~ -4 bgj 0 0 0 ao 0 0 0 0 0 0 0 -13 7 7 25 -8 300 0 0 0 -E -bloodstone stone red~ - It glows malignantly with its own ruddy light. You peer within the stone -only to see the vague impression of some misshaped soul trapped within. -~ -A -4 -2 -#30009 -Heartseeker stiletto blade~ -the Heartseeker~ -A nasty looking stiletto with a shiny black blade lies amid the dust.~ -~ -5 bgj 0 0 0 an 0 0 0 0 0 0 0 -0 4 4 11 -3 1000 0 0 0 -E -Heartseeker stiletto blade~ - This blade has a distinct aura of evil surrounding its fine blade. -~ -A -18 3 -A -13 -10 -#30010 -shield scarab~ -a scarab shield~ -A shield with a large, dead scarab mounted in the center lies here.~ -~ -9 g 0 0 0 aj 0 0 0 0 0 0 0 -6 0 0 0 -17 900 0 0 0 -E -shield scarab beetle~ - This shield is unremarkable except for the oversized scarab beetle mounted in -the center. The beetle appears to be an enormous strain of the ordinary scarab. - -~ -A -5 1 -#30011 -mace fred skull~ -the Mace of Undead Fred~ -A skull-headed mace has been left here.~ -~ -5 bgj 0 0 0 an 0 0 0 0 0 0 0 -0 3 6 6 -10 120 0 0 0 -E -mace fred skull~ - The stout leather-wrapped shaft is topped with the animated skull of Fred -himself. Though the jawbone is missing, you can hear him scream obscenities -even in the midst of a fray. A vague light stirs within his eyesockets as he -says, 'What are ye looking at, maggot breath! ' -~ -A -19 3 -#30012 -buckler arsenal~ -an arsenal buckler~ -A spiked buckler with a circle of knives set in it, has been left here.~ -~ -15 0 0 0 0 aj 0 0 0 0 0 0 0 -3 0 -1 0 -7 240 0 0 0 -E -buckler arsenal~ - The buckler has a circle of throwing knives set around its center spike. -~ -A -17 -5 -A -19 1 -#30013 -knife throwing~ -a throwing knife~ -A well balanced throwing knife lies on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 3 -1 10 0 0 0 -E -knife throwing~ - This knife has been carefully crafted to provide maximum balance, so that it -can be used for accurate throwing. -~ -#30014 -pile debris~ -the pile~ -A pile of debris has been stacked on a small plateau, away from the acid.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -1000 0 -1 0 -0 0 0 0 0 -E -pile debris~ - It contains all manner of rusty items and beaten equipment garnered by the -fastidious denizens of this place. -~ -#30015 -guisarme polearm~ -a guisarme~ -A long, sharp polearm has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 8 3 -16 150 0 0 0 -E -guisarme polearm~ - What more can be said? It is a rather long weapon of destruction. -~ -A -18 -2 -A -19 2 -#30016 -glove minstrels minstrel~ -a minstrel's glove~ -A single, white minstrel's glove has been discarded here.~ -~ -9 ag 0 0 0 ah 0 0 0 0 0 0 0 -6 0 0 0 -8 450 0 0 0 -E -glove minstrels minstrel harp pattern~ - The glove has a small needlework pattern in the back formed in the shape of a -small harp. -~ -A -18 2 -#30017 -mail shabby~ -some shabby mail~ -A worn and shabby suit of ring mail has been cast away here.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -9 0 0 0 -20 700 0 0 0 -E -mail shabby~ - It seems about ready to fall apart! -~ -#30018 -key granite~ -a granite key~ -A key fashioned of stone has been left here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 150 0 0 0 -E -key granite~ - This key appears to have be crafted from solid granite. You wonder what kind -of tools could have been used to do such a thing. -~ -#30019 -flesh embalmed~ -the embalmed flesh~ -A large pile of presumably human flesh has been embalmed and stored here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 600 0 0 0 -E -flesh embalmed~ - Ugh. You have never seen such sickly looking flesh before in your life. -And the smell of it! -~ -#30020 -flail beater grave~ -a grave beater~ -A rusty grave beater flail has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 7 2 -12 150 0 0 0 -E -flail beater grave~ - This flail seems only to have been used to keep the dead in their place. -~ -A -19 1 -#30021 -dagger rusty~ -a rusty dagger~ -An old and rusty dagger has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 2 3 -1 2 0 0 0 -E -dagger rusty~ - This dagger appears to be rather old and by the looks of it, has been left -here to rust for quite some time. -~ -#30022 -vial potion puce~ -a puce potion~ -A small vial has been forgotten here.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -25 19 33 -1 -2 35 0 0 0 -E -vial potion puce~ - The vial contains a disgusting looking liquid, which appears to be almost -puce in color. -~ -#30023 -shield large shiny~ -a large, shiny shield~ -A glistening metal object is here, it appears to be a shield.~ -~ -9 g 0 0 0 aj 0 0 0 0 0 0 0 -9 0 0 0 -1 1000 0 0 0 -E -shield large shiny~ - This shield is very shiny, and appears to have been recently polished by -something or someone, yet it also appears to be several decades old from the -style is has been crafted in. -~ -A -1 -2 -A -9 10 -#30024 -torch green~ -a green torch~ -An odd torch glowing green has been left here.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 1 0 0 0 -E -torch green~ - This torch is quite odd, since you have never seen a torch glow with an -everlasting flame before, and a green flame no less... -~ -#30025 -helm silver metal~ -a silver helm~ -A helm made of a silverish metal has been left here.~ -~ -9 0 0 0 0 aeo 0 0 0 0 0 0 0 -0 0 0 0 -10 100 0 0 0 -E -engravings lines pattern~ - The lines appear to be a part of a pattern, but you cannot make out exactly -what the pattern is. -~ -E -helm silver metal~ - This helm looks to be purely ornamental, and does not look like it would -afford the wearer any protection whatsoever. It is finely engraven with small -wavy lines however. -~ -#30026 -jacket rotted leather~ -a rotted leather jacket~ -An old, rotted leather jacket is decomposing on the ground here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -3 1 0 0 0 -E -jacket rotted leather~ - This jacket looks like it may have once been in decent condition, but is no -longer in any condition to speak of. -~ -#30027 -rod metal strange~ -a strange metal rod~ -A rather strange rod of a metallic material has been left here.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -15 7 0 0 0 -E -rod metal strange~ - This strange metallic rod looks like it was once a wooden branch, so -carefully crafted are the "knots", bends, and bumps along the shaft. You have -no clue whatsoever of anything you could use it for, but you should hang onto it -since there could always be some use beyond your imagination. -~ -$~ diff --git a/lib/world/obj/301.obj b/lib/world/obj/301.obj deleted file mode 100644 index 8b43c10..0000000 --- a/lib/world/obj/301.obj +++ /dev/null @@ -1,847 +0,0 @@ -#30100 -key small red~ -a red key~ -A small red key has been left here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -small red key~ - It's small, it's red, it's a key. -~ -#30101 -key brass~ -a brass key~ -An worn brass key lies idlely on the ground here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -brass key~ - The brass key seems worn through years of use. -~ -#30102 -oreo~ -an Oreo(tm) cookie~ -A moldy, dust covered Oreo(tm) cookie has been discarded here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -oreo~ - It isn't a pretty sight. You could not bring yourself to eat this! -~ -E -tm trademark~ - Oreo is a registered trademark of Christie Brown & Co. A division of Nabisco -Brands Ltd. -~ -#30103 -key small iron~ -a small iron key~ -A small iron key hangs from a hook here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -small iron key~ - It has a 'W3625' insribed on it. -~ -#30104 -key small iron~ -a small iron key~ -A small iron key lies on a desk here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -small iron key~ - It has a 'W2716' insribed on it. -~ -#30105 -steak salisbury tray~ -a salisbury steak~ -A tray of Mary Rotte salisbury steak has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 1 -2 10 0 0 0 -E -salisbury steak tray~ - It's not steak! -~ -#30106 -burger garden~ -a garden burger~ -A Mary Rotte garden burger lies here, lonely.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 1 -1 8 0 0 0 -E -garden burger~ - You've never seen anything more disgusting in your life. -~ -#30107 -eggs fried~ -some fried eggs~ -Some Mary Rotte fried eggs sit here slowly hardening.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 1 -1 2 0 0 0 -E -fried eggs~ - You're not sure, but you think that they are plastic. -~ -#30108 -dish lyonnaise potatoes~ -a dish of lyonnaise potatoes~ -A dish of Mary Rotte lyonnaise potatoes wobbles around here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 1 -1 5 0 0 0 -E -lyonnaise potatoes dish~ - What is lyonnaise, anyways? -~ -#30109 -calzone~ -a calzone~ -A Mary Rotte calzone cools here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 10 0 0 0 -E -calzone~ - It's similar to a pizza pop. It looks vaguely edible. -~ -#30110 -barbells~ -a set of barbells~ -A HUGE set of barbells lies here, gathering dust.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 100 0 0 0 -E -barbells~ - They look heavy. -~ -#30111 -condom~ -a condom~ -A condom has been carefully placed here.~ -~ -9 g 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 0 -E -condom~ - One of the old type... The ones they give away for free. -~ -A -14 -10 -#30112 -tam~ -a tam~ -A tam is here...~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 0 -E -tam~ - This tam is real ugly. I mean ugly. -~ -A -4 1 -#30113 -tray blue~ -a blue tray~ -No it couldn't be... a blue tray!~ -~ -9 g 0 0 0 aj 0 0 0 0 0 0 0 -10 0 0 0 -1 100 0 0 0 -E -blue tray~ - You can't believe you actually found one. Blue trays are almost as common as -talking dogs that speak in Norwegian! -~ -#30114 -hairnet~ -a hairnet~ -A hairnet has been thrown away here.~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 0 0 -E -hairnet~ - This thing (blech) must be glowing from the radiation... -~ -#30115 -flashlight light~ -a flashlight~ -A long flashlight has been dropped here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 2 4 7 -8 150 0 0 0 -E -flashlight light~ - This looks like one of the flashlights Security uses... Uh-oh... -~ -#30116 -jacket yellow~ -a yellow jacket~ -A nice yellow jacket has been carefully hung here.~ -~ -9 gk 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -15 200 0 0 0 -E -yellow jacket~ - This nice, yellow jacket has the word STU-CON emblazoned on the back. -~ -#30117 -knife evil~ -an evil knife~ -An evil knife lies on the ground here.~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -0 2 5 11 -5 300 0 0 0 -E -knife evil~ - This is an evil knife, pure and simple. -~ -#30118 -key silver~ -a small silver key~ -A small silver key lies forgotten here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -silver key~ - This small key has only one marking on it, the number BF128. -~ -#30119 -key brass~ -a small brass key~ -A small brass key lies forgotten here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -brass key~ - This brass key is marked with the number HG34. -~ -#30120 -blade darkness~ -the Blade of Darkness~ -A dark, incredibly sharp blade lies on the ground here.~ -~ -5 fgjl 0 0 0 an 0 0 0 0 0 0 0 -0 3 7 11 -10 500 0 5 0 -E -blade darkness~ - The blade has a dark aura surrounding it. It seems to absorb any light that -dares to stray near it. -~ -A -18 2 -#30121 -cloak twilight~ -Twilight cloak~ -A dark brown-to-black cloak has been left here.~ -~ -9 fgjl 0 0 0 ak 0 0 0 0 0 0 0 -6 0 0 0 -11 102 0 0 0 -#30122 -sword mage bane magebane~ -Magebane~ -An oddly shaped sword lies here.~ -~ -5 abh 0 0 0 ano 0 0 0 0 0 0 0 -0 2 9 11 -10 1000 0 0 0 -E -mage bane magebane sword~ - It's shape is very peculiar. It seems to have a glowing aura. -~ -A -24 2 -A -12 -50 -#30123 -orb obsidian~ -the obsidian orb~ -An Obsidian orb is emoting darkness here.~ -~ -1 fjk 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -orb obsidian~ - This Orb looks distinctly evil. -~ -A -12 25 -A -24 2 -#30124 -gpa golden party armor~ -Golden Party Armor~ -A beautiful Golden jacket has been left here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -8 0 0 0 -22 543 22 0 0 -E -gpa golden party armor~ - This gold leather jacket looks rather beaten up, but it still looks like it -will last forever. You can see a crest of sorts on the left breast. -~ -E -crest~ - The crest seems to portray the numbers 9 and 7. -~ -A -9 2 -#30125 -furry hat~ -a Furry Hat~ -An extremely Furry Hat has been carefully hung on the wall here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -3 133 0 0 0 -E -furry hat~ - This hat is covered with fur and has rather nice ear-flaps. -~ -A -12 5 -#30126 -boots work~ -an old pair of work boots~ -A pair of boots has been left here.~ -~ -9 a 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -10 65 0 0 0 -E -work boots~ - This pair of boots is well worn. -~ -#30127 -vest silver~ -a shiny silver vest~ -A nice, shiny, silver vest has been lost here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -20 100 0 0 0 -E -silver vest~ - It's shiny, it's silver ... What more could you want? -~ -#30128 -hairbrush silver hair brush object~ -a lovely silver hairbrush~ -A silver object has been dropped here.~ -~ -22 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -30 143 0 0 0 -E -silver hair brush hairbrush~ - This nice, silver hairbrush is a bit tarnished but still suffices to untangle -hair. -~ -#30129 -extension cord~ -the extension cord~ -A long extension cord stretches to the north and south.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -extension cord~ - The extension cord was probably made by the twin power-mages Black and Decker -and seems to stretch off to the horizon. -~ -#30130 -extension cord~ -the extension cord~ -A cord comes in from the street and is plugged in an outlet to the east.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -extension cord~ - The extension cord was probably made by the twin power-mages Black and Decker -and leads off into the street. Wonder where it leads? -~ -#30131 -extension cord~ -the extension cord~ -An cord comes from the back of the Coke Machine and stretches to the north.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -extension cord~ - The extension cord was probably made by the twin power-mages Black and Decker -and seems to stretch off to the northern horizon. -~ -#30132 -extension cord~ -the extension cord~ -A long extension cord stretches to the south and into a building to the east.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -extension cord~ - The extension cord was probably made by the twin power-mages Black and Decker -and seems to stretch off to the southern horizon and into the building which -just happens to lie to the east. -~ -#30133 -world xeen~ -the World of Xeen(tm)~ -The World of Xeen(tm) game is sitting here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -42 123 0 0 0 -E -tm trademark~ - World of Xeen is a registered trademark of New World Computing. As are the -Might & Magic games (IV and V). -~ -E -world xeen~ - This game is a combination of Might & Magic IV and V (tm) and takes up a lot -of hard drive space. Almost 42 megabytes in fact! -~ -#30134 -sword long longsword~ -a long sword~ -An ordinary long sword gathers dust here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -12 600 0 0 0 -E -sword long longsword~ - Looks almost like your generic long sword, but not quite. -~ -#30135 -t-square t square death~ -a T-square of Death~ -A T-square has been carelessly discarded here.~ -~ -5 agh 0 0 0 an 0 0 0 0 0 0 0 -0 4 6 3 -9 250 0 0 0 -E -t-square t square death~ - This T-square is an extremely sharp weapon, and has been well used. -~ -A -19 -2 -#30136 -apple~ -a pale apple~ -An extremely pale apple sits here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 3 0 0 0 -E -apple~ - It looks like it didn't get enough sun. -~ -#30137 -milk bottle milk~ -a bottle~ -A bottle with a brightly colored label sits here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -4 4 10 0 -9 10 0 0 0 -E -bottle~ - This bottle has such greenish glass that you can't see if anything is inside. - -~ -#30138 -wine carafe wine~ -a carafe~ -A wooden carafe sits on a table here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 2 0 -13 20 0 0 0 -E -carafe~ - The wooden carafe seems to be some sort of container. -~ -#30139 -firebreather glass shotglass firebreather~ -a shotglass~ -A shotglass has been discarded here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -2 2 7 0 -7 15 0 0 0 -E -glass shot shotglass~ - This small glass looks like it would be emptied in a drink or two. -~ -#30140 -water popcoke coke pop can water~ -a can of PopCoke~ -A can of PopCoke awaits you here, cool and refreshing.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 15 0 -1 10 0 0 0 -E -popcoke coke pop can~ - This can is elegantly decorated with garish colors that almost make you -sick. They were probably intended to have a similar effect to the drink inside. - -~ -#30141 -candy bar~ -a candy bar~ -A candy bar is here!~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 3 0 0 0 -E -candy bar~ - This candy is made of the highest standard of chocolate. It even meets the -standards of the Candy Man. -~ -#30142 -key steel~ -a large steel key~ -A large steel key lies hidden here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -7 1 0 0 0 -E -key steel~ - This large, steel key is very ordinary. -~ -#30143 -copy golden world~ -a copy of Golden World~ -A copy of Golden World lies here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -copy golden world~ - It looks like the student humor newspaper, but it contains nothing to do -with actual news that you didn't know already. -~ -#30144 -water bottle water~ -a bottle~ -A large Water Bottle stands in the corner.~ -~ -17 0 0 0 0 0 0 0 0 0 0 0 0 -2000 2000 0 0 -0 0 0 0 0 -E -water bottle~ - It seems to have water in it and it reminds you of one of the water bottles -used in hamster's cages. -~ -#30145 -key vic~ -the Key to Vic~ -A key elusively lies quite convincingly.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -key vic~ - This key is an effective master of the art of uselessness... You wonder why -it is even here. -~ -#30146 -computer~ -a computer~ -A computer sits quietly in the corner.~ -~ -13 ab 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -computer screen~ - The computer is turned on and on the screen you can see: - -0) Exit from DikuMud. -1) Enter the game. -2) Enter description. -3) Change password. -5) Read History. - - Make your choice: -~ -#30147 -letter~ -a letter~ -A letter lies here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -letter~ - This looks like it was postdated a loooong time ago. Wonder why it hasn't -been delivered. -~ -#30148 -mail~ -some mail~ -A piece of mail is here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -mail~ - This piece of mail has been stamped and dropped into the mailbox and is -presently awaiting delivery. -~ -#30149 -parcel~ -a parcel~ -A large parcel stands here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -25 13 30199 0 -10 1 0 0 0 -E -parcel~ - This parcel has been wrapped with brown paper and sealed with Duct Tape. -Looks like it's never getting opened again. -~ -#30150 -milk dispenser milk~ -a milk dispenser~ -A milk dispenser sits at the back of the auditorium.~ -~ -13 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 1 0 0 0 -E -milk dispenser~ - Darn! It seems to be broken. -~ -#30151 -milk carton white milk~ -a carton of white milk~ -A cool carton of refreshing milk catches your eye.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -2 2 10 0 -2 20 0 0 0 -E -milk carton white~ - Hey! It's got that cool picture from those commercials! -~ -#30152 -milk chocolate carton milk~ -a carton of chocolate milk~ -A cool carton of refreshing milk catches your eye.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -2 2 10 0 -2 21 0 0 0 -E -milk chocolate choco carton~ - Hey! It's got that cool picture from those commercials too! -~ -#30153 -map~ -a map of the campus~ -A handy-dandy map of the campus is standing here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -part2~ - . - | | - | | - Ellis - University -- Corry-Mack Campus - Division - Hall Avenue Building Bookstore Road - | | | | - | | | | -<--To ------ Campus - Crossroads - C.C -------- C.C. - Division -< Entrance Crescent | | Road - | | | | - Mary Rotte - U.A. Student \|/ - Cafeteria | Health Wally - \|/ Services World -~ -E -part1~ - . - To Ghetto - /|\ - | - | - University --- The "J" Jock Jock Hardy - Avenue Dock Hardy Gym Arena - | | | | - | | | | - University --- Union --- Union ----- Division - Avenue Street Street Road - | | | - | | | - Dunning --- University -- Frosty The Grant Division - Hall Avenue Annex Hall Building Road - | | - | | -~ -E -inscription~ - The inscription reads: - - i'd rather die than give you control... - -~ -E -map~ - To see the map, type "look part1" and "look part2". There is also an -inscription on the map. -~ -#30154 -key ghostly~ -a ghostly key~ -You can see through an object resembling a key.~ -~ -18 f 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -key ghostly~ - This key is extremely ghostly, and you fear to put it down as you might not -be able to find it again. -~ -#30155 -nothing~ -some nothing~ -.A hidden nothing.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 1 0 0 0 -#30156 -pendulum~ -a pendulum~ -A large pendulum swings here.~ -~ -13 b 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -pendulum plaque~ - A small plaque on the base reads: This pendulum was donated by the Class of -'67 Of course.... You do have a little trouble reading this as the pendulum -swings inches from your head. -~ -#30157 -water fountain water~ -a water fountain~ -A drinking fountain is firmly attached to the wall here.~ -~ -17 b 0 0 0 0 0 0 0 0 0 0 0 -200 200 0 0 -0 0 0 0 0 -E -fountain water~ - You can tell it is firmly attached simply by pulling on it. -~ -#30158 -chest wooden~ -a wooden chest~ -There is a wooden chest here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -500 15 30154 0 -0 0 0 0 0 -E -chest wooden~ - This is your average, every day, run-of-the-mill, wooden chest. -~ -#30159 -ledger book~ -a ledger~ -A large book with the word "Ledger" written on it has been forgotten here.~ -~ -2 0 0 0 0 ao 0 0 0 0 0 0 0 -25 38 4 -1 -10 200 0 0 0 -E -ledger book~ - This book is filled with numbers, dates, and strange notation. It is enough -to put anyone to sleep. -~ -#30160 -chest wooden~ -a wooden chest~ -There is a wooden chest here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -500 15 30154 0 -0 0 0 0 0 -E -chest wooden~ - This is your average, every day, run-of-the-mill, wooden chest. -~ -#30161 -bag coins gold~ -a bag of coins~ -A small bag filled with coins lies here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -1 1 0 0 0 -E -bag coins gold~ - This bag of coins doesn't look too big. -~ -$~ diff --git a/lib/world/obj/302.obj b/lib/world/obj/302.obj deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/obj/302.obj +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/obj/303.obj b/lib/world/obj/303.obj deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/obj/303.obj +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/obj/304.obj b/lib/world/obj/304.obj deleted file mode 100644 index c8c1845..0000000 --- a/lib/world/obj/304.obj +++ /dev/null @@ -1,236 +0,0 @@ -#30401 -brown fur cape~ -a brown fur cape~ -A brown fur cape is piled on the floor here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -5 0 0 0 -4 200 0 5 0 -E -brown fur cape~ - It is a rather coarse brown cape. -~ -A -1 1 -#30402 -sword~ -a Statue's Sword~ -An straight sword is stuck in the ground here.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -0 4 3 3 -9 100 0 0 0 -E -sword~ - The sword looks rather old. -~ -A -13 10 -#30403 -seasoned staff~ -a seasoned staff~ -A well seasoned staff has been dropped here.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -0 5 3 7 -9 200 0 0 0 -E -seasoned staff~ - It looks like a seasoned staff. Probably good for hitting people. -~ -A -18 3 -#30404 -wet mop~ -a wet mop~ -A soaking wet mop is here, making a puddle.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 100 0 0 0 -E -wet mop~ - Yuck, its a smelly wet mop.. Better run before you have to mop something. -~ -A -9 5 -#30405 -marble key~ -a marble key~ -A marble key lies here, gathering dust.~ -~ -18 f 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 0 -E -marble key~ - Its a small marble key, would fit in a marble door methinks. -~ -#30406 -oak key~ -an oak key~ -An oak key rests here.~ -~ -18 f 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 0 -E -oak key~ - It's a small oak key, would fit in an oak door methinks. -~ -#30407 -iron key~ -an iron key~ -An iron key lies here, rusting.~ -~ -18 f 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 0 -E -iron key~ - It's an iron key, would fit in an iron door methinks. -~ -#30408 -taurus ring~ -a taurus ring~ -A ring shaped like a bull lies here.~ -~ -9 af 0 0 0 abo 0 0 0 0 0 0 0 -5 0 0 0 -1 200 0 0 0 -E -taurus ring~ - It is a ring with a golden bull insignia. -~ -A -19 2 -A -1 1 -#30410 -great fur cloak~ -a great fur cloak~ -A great fur cloak is here.~ -~ -9 ab 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -8 333 0 0 0 -E -fur cloak~ - This was once the skin of a great bull. The hide has been tanned and oiled. -Thick black coarse fur on the outside and the hardened leather inside would -make this cloak a good defense against most attacks. -~ -A -14 -10 -A -1 2 -#30411 -golden horn mask~ -a golden horned mask~ -A mask with two wicked horns rests here.~ -~ -9 abf 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -3 400 0 0 0 -E -golden horn mask~ - This mask is made out of pure gold, and has two wicked horns. -~ -A -24 2 -A -19 2 -#30412 -wabat bible~ -a WABAT bible~ -A strange book is collecting dust on the floor.~ -~ -4 ab 0 0 0 ao 0 0 0 0 0 0 0 -10 10 10 4 -10 1 0 0 0 -E -wabat bible~ - The WABAT bible is printed thus: - - I. Thou shalt behave with honor at all times. - II. Thou shalt shalt disperse thy enemies with thy sword. - III. Thou shalt defend WABAT and those who cannot - defend themselves. - IV. Thou shalt have no guilds before WABAT. - V. Thou shalt kill those who take the name of WABAT in vain. - -Thus speaketh the WABAT bible. -~ -#30413 -dagger fire atens~ -a Fire Dagger~ -A dagger with strange blue flames dancing along it's tip.~ -~ -5 ab 0 0 0 an 0 0 0 0 0 0 0 -1 3 4 11 -10 1 0 0 0 -E -fire dagger~ - A thin stream of fire runs from the dagger's leather bound hilt to its razor -sharp tip. -~ -#30414 -suit chain chainmail~ -a Suit of Old Chainmail~ -A full suit of chainmail is looking very old and used.~ -~ -9 ab 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -10 500 0 0 0 -E -suit old chainmail~ - Wow! A suit of old chainmail! Who told you these things don't exist -anymore? -~ -A -2 -1 -#30415 -holy cloak~ -a Holy Cloak~ -A beautiful cloak of pristine white silke hangs on a peg.~ -~ -9 ab 0 0 0 ak 0 0 0 0 0 0 0 -6 0 0 0 -10 1 0 0 0 -E -holy cloak~ - It is a holy cloak, crafted by the gods. -~ -#30416 -leggings leg brown fur~ -a set of brown fur leggings~ -A pair of brown fur leggings lie on the ground here.~ -~ -9 ab 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -5 250 0 10 0 -E -leggings leg brown fur~ - They seem to have been stripped off of a Bull. -~ -A -14 20 -A -2 2 -#30417 -bracelet horn twisted~ -a twisted horn~ -A twisted piece of horn has been dropped here.~ -~ -9 ab 0 0 0 am 0 0 0 0 0 0 0 -5 0 0 0 -2 1000 0 10 0 -E -bracelet horn twisted~ - It is a highly polished piece of horn, might fit on your wrist. -~ -A -18 2 -A -19 1 -$~ diff --git a/lib/world/obj/305.obj b/lib/world/obj/305.obj deleted file mode 100644 index a1e6ae5..0000000 --- a/lib/world/obj/305.obj +++ /dev/null @@ -1,165 +0,0 @@ -#30500 -vase painted~ -a painted vase~ -A painted vase lies in the corner.~ -~ -15 a 0 0 0 ao 0 0 0 0 0 0 0 -10 5 -1 4 -1 100 0 0 -E -vase painted~ - The vase is small and painted. -~ -#30501 -key silver~ -a silver key~ -A silver key waits in the dust here.~ -~ -18 q 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 4 -1 10 0 0 -E -key silver~ - It looks like a boring silver key. -~ -#30502 -key white queen~ -a queens white key~ -A white key is here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 4 -1 10 0 0 -E -key white~ - It looks like a white queens key. -~ -#30503 -key black queen~ -a queens black key~ -A black key is here.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 4 -1 10 0 0 -E -key black~ - It looks like a black queens key. -~ -#30504 -loincloth~ -a dirty loincloth~ -A trolls dirty loincloth lies crumpled in the corner.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -5 0 0 1 -3 100 0 0 -E -loincloth~ - The loincloth smells really, really nasty. -~ -#30505 -potion vial~ -a pawn's potion~ -A tiny vial lies on the ground here.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -10 3 4 14 -1 100 0 0 -#30506 -scroll~ -a rook's scroll~ -A yellowed scroll has been left on the ground here.~ -~ -2 0 0 0 0 ao 0 0 0 0 0 0 0 -10 29 -1 -1 -1 100 0 0 -#30507 -lance~ -a knight's lance~ -A sturdy lance has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 2 5 -5 100 0 0 -#30508 -staff~ -a bishop's staff~ -A polished staff lies on the ground here.~ -~ -4 0 0 0 0 ao 0 0 0 0 0 0 0 -10 3 3 4 -3 100 0 0 -#30509 -skin~ -a silvery skin~ -A silvery skin lies on the ground here.~ -~ -4 0 0 0 0 ao 0 0 0 0 0 0 0 -10 3 3 21 -3 100 0 0 -#30510 -shield~ -a king's shield~ -A large shield is here.~ -~ -15 0 0 0 0 aj 0 0 0 0 0 0 0 -100 5 -1 21 -10 100 0 0 -#30511 -potion diamond~ -a diamond potion~ -A potion with a diamond scratched in it is here.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -10 35 -1 -1 -1 100 0 0 -#30512 -potion heart~ -a heart potion~ -A potion with a heart scratched in it is here.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -10 39 -1 -1 -1 100 0 0 -#30513 -potion club~ -a club potion~ -A potion with a club scratched in it is here.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -10 -1 -1 -1 -1 100 0 0 -#30514 -potion spade~ -a spade potion~ -A potion with a spade scratched in it is here.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -10 -1 -1 -1 -1 100 0 0 -#30515 -cap dunce~ -the Joker's cap~ -A Joker's cap is crumpled up on the floor here.~ -~ -15 0 0 0 0 ae 0 0 0 0 0 0 0 -100 5 -1 1 -2 100 0 0 -#30516 -circlet~ -the Joker's circlet~ -A circlet lies on the floor here.~ -~ -15 0 0 0 0 ae 0 0 0 0 0 0 0 -100 5 -1 1 -2 100 0 0 -#30517 -teacup cup tea~ -a teacup~ -A small teacup rests here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -30 30 11 -1 -35 1 0 1 -$~ diff --git a/lib/world/obj/306.obj b/lib/world/obj/306.obj deleted file mode 100644 index fba94fc..0000000 --- a/lib/world/obj/306.obj +++ /dev/null @@ -1,63 +0,0 @@ -#30600 -spear atomie~ -an Atomie spear~ -An Atomie spear has been left here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 3 2 14 -4 10 0 3 -A -13 5 -#30601 -book story high adventure~ -a book with a tree bark cover~ -A story of high adventure has been dropped here.~ -~ -2 a 0 0 0 ao 0 0 0 0 0 0 0 -1 1 20 44 -6 10 0 1 -#30602 -boots grig leaping~ -the Grig Boots of Leaping~ -The Grig Boots of Leaping have been dropped here.~ -~ -9 b 0 0 0 ag 0 0 0 0 0 0 0 -6 0 0 0 -5 10 0 2 -A -14 10 -#30603 -wings grig~ -a pair of Grig wings~ -A pair of Grig wings have been left here.~ -~ -11 a 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -3 111 0 3 -#30604 -ring small glowing~ -a small glowing ring~ -A small glowing ring has been left here.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -2 0 0 0 -2 100 0 1 -A -13 10 -#30605 -chest~ -a small green chest~ -A small green chest is resting in the far corner.~ -~ -15 a 0 0 0 ao 0 0 0 0 0 0 0 -1000 5 -1 0 -1 1 0 0 -#30606 -newbie potion~ -a newbie potion~ -A newbie potion has been left here.~ -~ -10 a 0 0 0 a 0 0 0 0 0 0 0 -1 16 3 18 -1 1 0 1 -$~ diff --git a/lib/world/obj/307.obj b/lib/world/obj/307.obj deleted file mode 100644 index 5ea81e7..0000000 --- a/lib/world/obj/307.obj +++ /dev/null @@ -1,283 +0,0 @@ -#30700 -eyepiece brass~ -a brass eyepiece~ -A brass eyepiece has been left here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 21 -A -17 -2 -A -13 20 -A -1 1 -#30701 -finery suit~ -a suit of elegant finery~ -A suit of elegant finery has been tossed aside.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -6 10 0 21 -A -4 1 -A -5 1 -#30702 -bracelet delicate~ -a delicate bracelet~ -A delicate bracelet has been left on the ground.~ -~ -11 a 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 21 -A -17 -2 -A -19 1 -A -3 -1 -#30703 -dress elegant~ -an elegant dress~ -An elegant dress has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -4 10 0 1 -A -2 -2 -#30704 -string pearls~ -a string of pearls~ -A string of pearls have been left behind.~ -~ -11 a 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 21 -A -17 -1 -A -12 20 -A -3 2 -#30705 -veil maiden's~ -a maiden's veil~ -A maiden's veil lies crumple on the floor.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 21 -A -13 20 -A -2 1 -A -6 -2 -#30706 -light servant's~ -the servant's light~ -The servant's light has been left on the floor.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -4 10 0 21 -A -13 20 -A -18 2 -A -19 1 -#30707 -whisky whiskey bottle whisky~ -a bottle~ -A bottle of whiskey lies thrown to the floor.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -10 10 5 0 -15 10 0 21 -A -19 2 -A -18 1 -#30708 -belt thick embossed buckle~ -a thick belt with an embossed buckle~ -A thick belt with an embossed buckle has been left here.~ -~ -9 b 0 0 0 al 0 0 0 0 0 0 0 -5 0 0 0 -3 10 0 21 -A -6 1 -A -18 2 -A -13 -15 -#30709 -mask worked steel~ -a worked steel mask~ -A worked steel mask has been left on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -4 10 0 21 -A -18 2 -A -19 1 -A -13 -20 -#30710 -boots cuffed pair~ -a pair of cuffed leather boots~ -A pair of cuffed leather boots have been left here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -5 0 0 0 -6 10 0 21 -A -19 1 -A -18 1 -A -14 10 -#30711 -gloves pair elbow length leather~ -a pair of elbow-length leather gloves~ -A pair of elbow-length leather gloves have been laft here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 21 -A -1 2 -A -19 1 -A -13 -20 -#30712 -shield full length iron~ -a full-length iron shield~ -A full-length iron shield has been dropped to the ground.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -0 0 0 0 -9 9 0 21 -A -18 2 -A -19 1 -A -2 -2 -#30713 -gloves white~ -a pair of white gloves ~ -A pair of white gloves have been left here. ~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 1 -#30714 -specs wire pair~ -a pair of wire specs~ -A pair of wire specs have been left here.~ -~ -11 0 0 0 0 aeo 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 15 -A -17 -1 -A -3 1 -A -4 1 -#30715 -bag book~ -a book bag~ -A book bag lies on the ground.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -300 0 -1 0 -1 10 0 11 -A -19 2 -#30716 -fiddle bowed~ -a bowed fiddle~ -A bowed fiddle lies on its back on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 1 -#30717 -shoes work~ -a pair of work shoes~ -A pair of work shoes have been left here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -5 10 0 1 -#30718 -ring thumb gaudy~ -a gaudy thumb ring~ -A gaudy thumb ring has been dropped here.~ -~ -11 a 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 21 -A -17 -2 -A -18 1 -A -19 1 -#30719 -headband band jeweled~ -a jeweled headband~ -A jeweled headband has been left here.~ -~ -11 a 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 21 -A -13 20 -A -1 -1 -#30720 -ring webbed full finger~ -a webbed full-finger ring~ -A webbed full-finger ring has been left here.~ -~ -11 b 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 21 -A -18 2 -A -12 10 -#30721 -book life~ -the Book of Life~ -The Book of Life has been left here by someone very careless.~ -~ -2 ac 0 0 0 ao 0 0 0 0 0 0 0 -21 34 43 44 -5 10 0 21 -#30722 -cassock black~ -a black cassock~ -A black cassock has been left in a crumpled heap on the floor.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -3 0 0 0 -5 10 0 21 -A -4 1 -A -13 20 -A -1 -2 -$~ diff --git a/lib/world/obj/308.obj b/lib/world/obj/308.obj deleted file mode 100644 index c2ca3df..0000000 --- a/lib/world/obj/308.obj +++ /dev/null @@ -1,251 +0,0 @@ -#30800 -key old brittle~ -an old and brittle key~ -An old and brittle key lies on the ground.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 1 0 -#30801 -flail baron~ -the Baron's Flail~ -A strange, silver flail has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 6 8 10 -7 560 0 25 0 -A -19 5 -A -18 2 -A -1 -2 -#30802 -adornment holy white shroud cloth~ -a holy adornment~ -A brilliant white shroud of cloth has been dropped here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -4 0 0 0 -6 10 0 23 0 -A -18 3 -A -1 1 -A -13 30 -#30803 -bracelet white bead~ -a white bead bracelet~ -A white bead bracelet has been left here.~ -~ -11 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -5 10 0 20 0 -A -24 -2 -A -3 2 -A -19 3 -#30804 -pewter cross~ -a pewter cross~ -An earring in the shape of a pewter cross has been left here.~ -~ -11 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 21 0 -A -19 4 -A -18 1 -A -13 -30 -#30805 -gown flowing white~ -a flowing white gown~ -A pile of thin white fabric lies upon the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -3 10 0 24 0 -A -13 30 -A -12 30 -#30806 -crest cailveh ring~ -the Crest of Cailveh~ -A silver ring lies upon the ground.~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 21 0 -A -17 -2 -A -19 4 -A -18 2 -#30807 -sandals scholar's~ -some scholar's sandals~ -Some scholar's sandals lie upon the ground.~ -~ -11 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -5 10 0 27 0 -A -17 -4 -A -3 3 -A -4 2 -#30808 -book warding~ -the Book of Warding~ -A glowing book lies upon the ground.~ -~ -2 0 0 0 0 ao 0 0 0 0 0 0 0 -30 3 1 24 -4 10 0 0 0 -#30809 -paper wadded piece~ -a wadded piece of paper~ -A wadded piece of paper lies crumpled on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 1 0 -#30810 -ring diamond sparkling~ -a sparkling diamond~ -A diamond ring~ -~ -11 0 0 0 0 abo 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 12 0 -A -17 -2 -A -19 4 -A -18 2 -#30811 -maul two handed~ -a two-handed maul~ -A two-handed maul has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 8 8 9 -9 10 0 21 0 -A -19 4 -A -18 2 -#30812 -shield silver face~ -a silver face shield~ -A silver face shield has been left here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -4 10 0 24 0 -A -19 3 -A -18 2 -A -5 1 -#30813 -plates set scuffed thigh~ -a set of scuffed thigh plates~ -A set of scuffed thigh plates have been tossed aside.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -8 0 0 0 -7 10 0 17 0 -A -19 4 -A -18 3 -A -2 -1 -#30814 -belt weapons tarnished~ -a tarnished weapons belt~ -A tarnished weapons belt has been dropped here.~ -~ -15 0 0 0 0 alo 0 0 0 0 0 0 0 -150 0 -1 0 -4 10 0 23 0 -A -17 -4 -A -19 3 -A -18 2 -#30815 -tie waist beaded~ -a white beaded waist tie~ -A white beaded waist tie has been left here.~ -~ -11 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 21 0 -A -17 -1 -A -12 20 -A -13 20 -#30816 -potion refresh~ -a refreshing potion~ -A potion lies upon the ground, untouched.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -10 1 17 35 -2 103 0 1 0 -#30817 -potion curing~ -a potion of curing~ -A potion lies upon the ground, untouched.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -10 3 39 18 -2 184 0 1 0 -#30818 -pork roast platter potatoes~ -a pork roast platter with potatoes~ -A pork roast platter with potatoes has been thrown to the ground.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -8 0 0 0 -3 9 0 1 0 -#30819 -sandwich supreme deluxe salaylia~ -a Deluxe Salaylia Sandwich Supreme~ -The biggest damn sandwich you've ever seen has been dropped here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -15 0 0 0 -3 12 0 1 0 -#30820 -water barrel small water~ -a small barrel~ -A small barrel of water has been left here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -40 40 15 0 -45 200 0 1 0 -#30821 -water barrel large water~ -a large barrel~ -A large barrel of water has been left here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -80 80 15 0 -85 300 0 1 0 -$~ diff --git a/lib/world/obj/309.obj b/lib/world/obj/309.obj deleted file mode 100644 index 2f75e9f..0000000 --- a/lib/world/obj/309.obj +++ /dev/null @@ -1,484 +0,0 @@ -#30900 -breastplate plate red steel~ -a red steel breastplate~ -A red steel breastplate lies discarded on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -11 100 0 20 0 -A -13 25 -A -19 3 -A -3 -2 -#30901 -plate face red steel~ -a red steel face plate~ -A red steel face plate lies on the ground.~ -~ -9 0 0 0 0 ace 0 0 0 0 0 0 0 -5 0 0 0 -5 100 0 20 0 -A -1 3 -A -13 30 -#30902 -guardsman's sword red steel~ -a guardsman's sword~ -A guardsman's sword has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 4 5 3 -8 100 0 20 0 -A -19 4 -A -18 3 -A -2 -3 -#30903 -beer barrel beer~ -a barrel~ -A barrel of beer lies on the ground.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -75 75 1 0 -80 20 0 1 0 -#30904 -wheel barrow~ -a wheel barrow~ -A wheel barrow lies at the side of the road.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -400 0 -1 0 -18 10 0 1 0 -#30905 -shovel~ -a shovel~ -A shovel has been left on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -4 250 0 1 0 -#30906 -beads string~ -a string of beads~ -A string of beads have been dropped here.~ -~ -12 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -4 100 0 20 0 -A -3 1 -A -13 -20 -#30907 -ale pint westlawn ale~ -a pint of Westlawn's Ale~ -A pint of container has been left on the ground.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -4 4 3 0 -9 8 0 1 0 -#30908 -water jar water~ -a jar of water~ -A clear jar has been left here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -4 4 0 0 -9 3 0 1 0 -#30909 -steak platter~ -a steak platter~ -A steak platter lies on the ground.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -6 0 0 0 -3 11 0 1 0 -#30910 -paper wadded piece~ -a wadded up piece of paper~ -A wadded up piece of paper lies on the ground.~ -~ -12 b 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 25 0 -E -paper~ - To you my love, my dear Landestine - - -I have written you this very same letter a thousand times, rewriting and -throwing away the same words time after time. I do not know why I find -myself always writing the same thing over and over, knowing that our -love is as futile as the attempted peace talks which go on between the -Barons. - -I know that you have your realm and your people to consider, and I realize -who I am - naught but a lowly servant, and an old one now - but even so, -I cannot stop the hunger for your touch which still burns as strong as it -did so many years ago. - -One day, when all is settled and no one can get hurt anymore, our love will -have its chance and you and I will live in blissful peace. -I know it in my heart. - -Yours - - -Gilsby -~ -A -5 3 -A -4 1 -#30911 -cloak jet black~ -a jet-black cloak~ -A jet-black cloak lies in a ball on the ground.~ -~ -9 a 0 0 0 ak 0 0 0 0 0 0 0 -9 0 0 0 -7 1000 0 26 0 -A -12 40 -A -3 2 -A -1 -3 -#30912 -etched staff~ -an etched staff~ -An etched staff has been left on the ground.~ -~ -4 a 0 0 0 ao 0 0 0 0 0 0 0 -30 3 3 3 -6 100 0 0 0 -A -19 3 -A -18 2 -A -13 -30 -#30913 -rune thumb~ -a glowing thumb rune~ -A glowing thumb rune lies on the ground.~ -~ -11 a 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -3 103 0 25 0 -A -19 2 -A -18 1 -A -13 35 -#30914 -harness leather~ -a leather harness~ -A leather harness lies coiled on the ground.~ -~ -9 0 0 0 0 aco 0 0 0 0 0 0 0 -6 0 0 0 -6 50 0 23 0 -A -13 30 -#30915 -pole fishing~ -a fishing pole~ -A fishing pole lies tossed aside.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 1 0 -#30916 -shiney lure~ -a shiny lure~ -A small shiny lure lies glinting on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 1 0 -#30917 -basket wicker~ -a wicker basket~ -A wicker basket has been left here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -300 5 -1 0 -5 10 0 1 0 -#30918 -belt might~ -the Belt of Supreme Might~ -A glowing belt lies thrown to the ground.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -7 0 0 0 -6 100 0 21 0 -A -1 3 -A -19 4 -A -18 -3 -#30919 -shield sorcery~ -the Shield of Sorcery~ -A small, glowing purple shield lies on the ground.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -10 0 0 0 -6 1000 0 22 0 -A -13 35 -A -18 2 -A -19 -3 -#30920 -beer keg beer~ -a keg of beer~ -A keg of beer of beer lies on its side.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -100 100 1 0 -105 56 0 1 0 -#30921 -eyepiece glass~ -a glass eyepiece~ -An odd-shaped glass eyepiece has been dropped.~ -~ -11 a 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -3 100 0 20 0 -A -13 30 -#30922 -charm elite~ -an elite charm~ -An elite charm hangs from a red steel chain, dropped upon the floor.~ -~ -11 a 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -4 10 0 21 0 -A -17 -3 -A -19 4 -A -18 2 -#30923 -sword red steel short~ -a red steel short sword~ -A red steel short sword has been left here.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -0 4 7 14 -8 400 0 23 0 -A -18 4 -A -19 3 -A -1 -2 -#30924 -boots bladed pair~ -a pair of bladed boots~ -A pair of bladed boots have been left on the floor.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -8 0 0 0 -9 300 0 25 0 -A -19 4 -A -18 2 -A -13 -35 -#30925 -blade titanium~ -a titanium blade~ -A beautiful titanium blade has been somehow left behind.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -0 6 6 3 -10 500 0 25 0 -A -18 5 -A -19 4 -A -13 -45 -#30926 -mantle red~ -a red mantle~ -A red mantle lies on the ground, waiting to be worn.~ -~ -11 a 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -7 154 0 25 0 -A -18 3 -A -19 2 -A -3 2 -#30927 -red clasp~ -a red clasp~ -A red clasp has been dropped to the ground.~ -~ -11 a 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -3 300 0 25 0 -A -17 -4 -A -13 35 -A -3 2 -#30928 -clipboard board~ -a clipboard~ -A clipboard has been left here.~ -~ -16 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -4 10 0 1 0 -#30929 -hammer forgeman's~ -a forgeman's hammer~ -A huge forgeman's hammer lies on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 6 8 7 -14 100 0 21 0 -A -19 4 -A -1 3 -A -18 -2 -#30930 -guard brass eye~ -a brass eye guard~ -A brass eye guard has been dropped on the ground.~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -4 100 0 23 0 -A -13 35 -A -2 2 -#30931 -anvil~ -an iron anvil~ -An iron anvil sits squarely in the center of the floor.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#30932 -guards forearm arm~ -a set of leather forearm guards~ -A set of leather forearm guards lie on the ground.~ -~ -9 mn 0 0 0 ai 0 0 0 0 0 0 0 -7 0 0 0 -6 100 0 25 0 -A -19 3 -A -18 3 -A -13 20 -#30933 -red steel ring~ -a red steel ring~ -A red steel ring had been dropped on the ground.~ -~ -11 ak 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -2 300 0 25 0 -A -19 5 -A -18 -4 -A -13 -20 -#30934 -ring plain red steel~ -a plain red steel ring~ -A plain red steel ring lies on the ground.~ -~ -11 k 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -3 400 0 25 0 -A -17 -3 -A -18 4 -A -2 2 -#30935 -leggings red chainmail~ -a pair of red chainmail leggings~ -A pair of red chainmail leggings lie on the ground.~ -~ -9 ak 0 0 0 af 0 0 0 0 0 0 0 -9 0 0 0 -9 1000 0 25 0 -A -19 5 -A -18 5 -A -1 -5 -#30936 -spoon large wooden~ -a large wooden spoon~ -A large wooden spoon has been left on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 1 0 -#30937 -straw piece~ -a piece of straw~ -A piece of straw lies thrown to the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 1 0 -#30938 -boots thick leather~ -a pair of thick leather boots~ -A pair of thick leather boots lie on the ground.~ -~ -9 a 0 0 0 ag 0 0 0 0 0 0 0 -6 0 0 0 -8 100 0 27 0 -A -5 2 -A -19 2 -A -18 2 -#30939 -hat wide brimmed tall~ -a tall, wide-brimmed hat~ -A tall, wide-brimmed hat lies thrown to the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -5 300 0 28 0 -A -19 4 -A -18 2 -A -5 1 -$~ diff --git a/lib/world/obj/31.obj b/lib/world/obj/31.obj deleted file mode 100644 index d984097..0000000 --- a/lib/world/obj/31.obj +++ /dev/null @@ -1,225 +0,0 @@ -#3100 -cup tea~ -a cup~ -A cup has been set here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 11 0 -13 5 1 0 0 -E -cup~ - It is a small simple cup. -~ -#3101 -cup coffee~ -a cup~ -A cup has been set here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 12 0 -13 7 1 0 0 -E -cup~ - It is a small simple cup. -~ -#3102 -cup water~ -a cup~ -A cup has been set here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -12 12 15 0 -17 2 1 0 0 -E -cup~ - It is a large simple cup. -~ -#3103 -bottle water~ -a bottle~ -A bottle of Evian natural spring water is here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -24 24 15 0 -29 10 6 0 0 -E -label~ - You've been ripped off! It says here at the bottom of the label, in really -really small letters, 'Bottled in the Midgaard branch of Evian Inc. This water -is from the natural, mostly clean River of Midgaard. ' -~ -E -bottle~ - It is a large, clean bottle. There is a large label pasted on the side. -~ -#3104 -canteen water~ -a canteen~ -A canteen has been set on the ground here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -80 80 15 0 -85 45 15 0 0 -E -canteen~ - It is a fairly big canteen. Looks like it can hold a lot of liquid. -~ -#3105 -key iron~ -an iron key~ -An iron key has been left here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 10 0 0 -E -key iron~ - The iron key is not special. In fact, it is quite boring. -~ -#3106 -key rusty~ -a rusty key~ -A rusty key has been left here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 10 0 0 -E -key rusty~ - The key is a fairly large rusty key. You notice a lot of dirt it. -~ -#3107 -key wooden~ -a wooden key~ -A wooden key has been left here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 10 0 0 -E -key wooden~ - The wooden key is not special. In fact it is just about the most boring key -you've ever seen in your life. -~ -#3108 -key brass~ -a brass key~ -A brass key has been left here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 10 0 0 -E -key brass~ - The brass key is small and looks like it fits a very complicated lock. -~ -#3109 -desk drawer~ -the desk~ -A desk is set against the western wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -34 15 3107 0 -0 0 0 0 0 -E -desk~ - The desk looks very sparse, there is a drawer in the left side. -~ -E -drawer~ - You notice a keyhole in the drawer. -~ -#3110 -safe~ -the safe~ -A safe is placed in a dark corner of the room.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -34 15 3108 0 -0 0 0 0 0 -E -safe~ - The safe is very heavy and has a keyhole. -~ -#3111 -bench~ -the Bench~ -A white-painted wooden bench is standing here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -bench~ - It is a quite heavy but very comfortable bench. It is placed with its front -towards the river so you can sit and watch the river and the houses on the other -side. -~ -#3112 -key city~ -the City Key~ -The very big City Key is lying here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -30 1000 50 0 0 -E -key city~ - It is probably the biggest key you have seen in your life. It is made from -polished gold and has various patterns on it along with the Midgaard Coat of -Arms. -~ -#3113 -fountain water~ -a fountain~ -A small white fountain is standing here, gurgling happily.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -999 999 15 0 -999 0 0 0 0 -E -fountain water~ - It is very nice. Made from fine white marble. -~ -#3114 -coins gold~ -a small pile of gold coins~ -A small pile of gold coins lies here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -37 0 0 0 -1 1 0 0 0 -#3115 -gold coins~ -the gold~ -A lot of gold is here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -1 1000 0 0 0 -#3116 -candlestick candle stick pewter~ -a candlestick~ -A pewter candlestick is standing here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 24 0 -5 150 10 0 0 -E -candlestick~ - It is a rather old-looking three-armed candlestick made from pewter. Its -candles are a yellowish white color. -~ -#3117 -tree elm~ -an elm tree~ -An old elm tree grows here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -elm tree~ - The fresh young leaves of the elm tree wave gently in the wind. -~ -$~ diff --git a/lib/world/obj/310.obj b/lib/world/obj/310.obj deleted file mode 100644 index 8752a73..0000000 --- a/lib/world/obj/310.obj +++ /dev/null @@ -1,345 +0,0 @@ -#31001 -key secret~ -a secret key~ -A secret key lies here.~ -~ -18 ab 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -1 100 0 0 -E -key secret~ - It is a itty bitty secret key. -~ -#31002 -key trapdoor~ -a trapdoor key~ -A key to a trapdoor has been left here.~ -~ -18 a 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -1 100 0 0 -E -key trap trapdoor~ - It is a tiny key meant to open a trapdoor. -~ -#31003 -key ebony~ -an ebony key~ -An intricate ebony key is here.~ -~ -18 ab 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -1 100 0 0 -E -key ebony~ - Look's like it would open an ebony door. -~ -#31004 -key ivory~ -an ivory key~ -An ivory key has been left here.~ -~ -18 ab 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -1 100 0 0 -E -key ivory~ - Look like it would open an ivory door. -~ -#31005 -book chronicles~ -the chronicles of Graye~ -The chronicles of Graye rest on the desk here.~ -~ -12 a 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 -E -book chronicles~ - You open the book and begin to read: - -@Many ages ago, the great paladin knight Graye defeated -the Demon lord, and his disciples Irgon and Scrytin, and banished -them to to bowels of the earth from which they came. Years passed -and Graye's descendants prospered. The city of Graye has been ruled -for many hundreds of years by wise kings, directly descended from -Graye himself. - -The book goes on to list dozens of names of kings.. -~ -A -4 2 -#31006 -desk~ -a desk~ -Relnar's desk is in the corner.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -50 5 -1 0 -0 0 0 0 -E -desk~ - It is a fine oak desk with a drawer. -~ -#31007 -sapling wand~ -a sapling~ -A green stick lies here.~ -~ -3 ab 0 0 0 ao 0 0 0 0 0 0 0 -15 1 1 3 -3 123 0 0 -E -sapling wand~ - It is a fresh green stick. -~ -A -2 1 -#31008 -cloak woodsman~ -a woodsman's cloak~ -A woodsman's cloak is crumpled up here.~ -~ -15 0 0 0 0 ak 0 0 0 0 0 0 0 -60 5 -1 0 -2 1000 0 0 -E -cloak woodsman~ - It has a lot of pockets. -~ -A -17 8 -A -2 1 -#31009 -belt woodsman~ -a woodsman's belt~ -A woodsman's belt lies coiled here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -7 0 0 0 -2 1000 0 0 -E -belt woodsman~ - What a nice leather belt! -~ -A -14 10 -#31010 -boots walking~ -walking boots~ -A pair of walking boots have been left here.~ -~ -22 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -3 100 0 0 -E -boots walking~ - I bet you could go anywhere wearing these. -~ -#31011 -helmet plumed~ -a helmet emblazoned with the mark of Graye~ -A plumed helmet lies on the ground here.~ -~ -9 abk 0 0 0 ae 0 0 0 0 0 0 0 -10 0 0 0 -5 1000 0 0 -E -helmet plumed~ - It's a nice thing to wear on your head. -~ -A -18 2 -#31012 -cape crimson emblazoned~ -a cape emblazoned with the mark of Graye~ -A crimson cape lies on the ground here.~ -~ -9 abk 0 0 0 ac 0 0 0 0 0 0 0 -6 0 0 0 -2 1000 0 0 -E -cape crimson emblazoned~ - It's a nice thing to wear around your neck. -~ -A -13 10 -#31013 -sword long longsword crimson emblazoned~ -a longsword of Graye~ -A crimson emblazoned longsword is stuck in the ground here.~ -~ -5 abk 0 0 0 an 0 0 0 0 0 0 0 -0 4 4 2 -15 1000 0 0 -E -sword long longsword crimson emblazoned~ - It is a finely balanced weapon.. Standard eq for Graye guards. -~ -#31014 -claw bloodied~ -a bloodied claw~ -A severed claw lies on the ground here, making a puddle.~ -~ -4 abj 0 0 0 aho 0 0 0 0 0 0 0 -15 5 5 33 -5 1000 0 0 -E -claw bloodied~ - It seems to have been severed off a demons corpse. -~ -A -18 2 -#31015 -mist arm armbands~ -armbands of mist~ -Armbands of pure mist lie hoover here.~ -~ -9 abj 0 0 0 ai 0 0 0 0 0 0 0 -10 0 0 0 -5 1000 0 10 -E -mist arm armbands~ - They are fascinating.. All mist... Cool. -~ -A -18 2 -A -24 2 -#31016 -whip bloodied~ -a bloodied whip~ -A whip, encrusted with dried blood, is coiled up here.~ -~ -5 abj 0 0 0 an 0 0 0 0 0 0 0 -0 4 5 2 -15 1000 0 0 -E -whip bloodied~ - It looks well used. -~ -#31017 -candle black~ -the black candle~ -A black candle rests here, making sooty smoke.~ -~ -1 abj 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -3 500 0 0 -E -candle black~ - It just RADIATES evil. -~ -A -18 3 -A -19 1 -#31018 -shield scrytin~ -Scrytin's Shield~ -The dark shield of Scrytin rests here.~ -~ -4 abj 0 0 0 ajo 0 0 0 0 0 0 0 -15 3 3 27 -10 500 0 0 -E -shield scrytin~ - It is a powerful shield. -~ -A -17 10 -A -12 10 -#31019 -visor graye~ -Graye's Visor~ -The legendary visor of Graye rests here.~ -~ -9 abk 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -8 800 0 20 -E -visor graye~ - It is finely crafted and old. -~ -A -19 3 -#31020 -breastplate plate graye~ -Graye's Breastplate~ -The legendary breastplate of Graye rests here.~ -~ -4 abk 0 0 0 ado 0 0 0 0 0 0 0 -15 3 3 28 -10 1000 0 0 -E -breastplate plate graye~ - It is finely crafted and old. -~ -A -17 10 -A -18 4 -#31021 -note personal journal~ -a personal journal~ -A personal journal, written by the king is here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -note personal journal~ - The last entry reads: - - I fear my magic is not enough..every day the demons -get stronger...my people are living in fear..we cannot go -on like this. Noone save myself knows of the secret passage -beneath the throne room, perhaps I should take it and confront -the enemy? But I cannot leave my people here alone..and the -legasy of Graye must never fall into enemy hands. What is that! -The sounds of fighting?! In the Castle?! I must... - -The next few sentences are unintelligible..they say something -about a spell being cast on this room to bar the demon's entry -and something about defending his castle. -~ -#31022 -note hastily scrawled~ -a hastily scrawled note~ -A hastily scrawled note lies here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -note hastily scrawled~ - The note reads: - - Thank you kind adventurer! I heard the sound's of -your battle with Scrytin, and while he was distracted I was -able to cast a powerful spell. You will find a magical key -on the ground here, disguised as a rock, and you will also -find that I have magically formed an exit back to my study from -here. The key will unlock some secret floorboards, and what -you find under there will be your reward. I must stay here -and help my countrymen from their chains. Thank You for -what you have done. - - Signed, - King Relnar -~ -#31023 -key magic~ -an inconspicuous rock~ -An inconspicuous rock is tucked in a corner here.~ -~ -18 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 1 0 0 -E -key magic rock~ - Huh.. Somethin kinda funny about that rock. -~ -$~ diff --git a/lib/world/obj/311.obj b/lib/world/obj/311.obj deleted file mode 100644 index 7e2a772..0000000 --- a/lib/world/obj/311.obj +++ /dev/null @@ -1,127 +0,0 @@ -#31100 -hide green dragon~ -a green dragon's hide~ -A green drgaon's hide has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -11 800 0 20 -A -13 25 -A -19 4 -A -18 -2 -#31101 -shield scale red dragon~ -the scale from a red dragon~ -The scale from a red dragon has been dropped here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -9 0 0 0 -10 700 0 25 -A -3 2 -A -13 20 -A -19 -3 -#31102 -claw ice dragon white~ -the Ice Claw~ -The icy claw of a white dragon has been dropped here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 6 8 8 -5 1000 0 27 -A -19 2 -A -18 4 -A -13 -30 -#31103 -fang dripping ooze black~ -a fang dripping with black ooze~ -A fang dripping with black ooze has been left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -8 300 0 28 -A -12 30 -#31104 -nest blue dragon~ -the nest of the blue dragon~ -The nest of the blue dragon lies in the center of the room.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -1000 15 31109 0 -0 0 0 1 -#31105 -pile blue sapphires~ -a pile of blue sapphires~ -A pile of blue sapphires lie upon the ground.~ -~ -8 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 900 0 1 -#31106 -gleaming blue blade~ -a gleaming blue blade~ -A gleaming blue blade lies on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 6 9 3 -11 654 0 29 -A -18 4 -A -19 2 -A -13 20 -#31107 -armor mail scale gleaming~ -a set of gleaming blue scale mail armor~ -A set of gleaming blue scale mail armor lies tossed to the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -50 1000 0 21 -A -19 4 -A -18 -2 -A -1 2 -#31108 -potion blue deep~ -a deep blue potion~ -A deep blue potion lies thrown to the ground, unbroken.~ -~ -10 ac 0 0 0 a 0 0 0 0 0 0 0 -30 16 -1 -1 -1 100 0 0 -#31109 -scale tiny blue~ -a tiny blue scale~ -A tiny blue scale lies upon the ground.~ -~ -18 ac 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 1 -#31110 -eye dragon~ -the Eye of the Dragon~ -A dragon's eye has been left on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -4 100 0 22 -A -12 30 -A -13 20 -A -18 -3 -$~ diff --git a/lib/world/obj/312.obj b/lib/world/obj/312.obj deleted file mode 100644 index 94633b7..0000000 --- a/lib/world/obj/312.obj +++ /dev/null @@ -1,88 +0,0 @@ -#31200 -crude sign~ -a crude sign~ -A sign made from jungle bark has been erected by the side of the path.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -sign~ - BEWARE - - Death and pestilence lies to the - north. The eternal fire burns away - the sins of those who have passed - away. Damnation, the caretaker of - the flame, resides in its heat. - Beware the foul corruption therein. -~ -#31201 -water pond water~ -the clear water of the pond~ -The clear water of the pond ripples past.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -0 0 0 0 -#31202 -pool tepid water~ -a pool of tepid water~ -A pool of tepid water lies underfoot.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 1 -0 0 0 0 -#31203 -beaten gold cross~ -a beaten gold cross~ -A beaten gold cross with a leather strap lies on the ground.~ -~ -9 a 0 0 0 ac 0 0 0 0 0 0 0 -3 0 0 0 -4 500 0 25 -A -19 3 -A -18 2 -A -1 -2 -#31204 -plain wool cloak~ -a plain cloak of wool~ -A plain cloak of wool lies on the ground.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -8 0 0 0 -9 100 0 25 -A -4 3 -A -5 2 -A -3 -2 -#31205 -prayer book~ -a prayer book~ -A prayer book has been left here.~ -~ -2 a 0 0 0 ao 0 0 0 0 0 0 0 -30 3 -1 -1 -6 50 0 25 -A -13 25 -A -18 2 -#31206 -willow switch~ -a willow switch~ -A willow switch has been left here.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -0 6 5 1 -4 10 0 25 -A -18 2 -A -19 2 -$~ diff --git a/lib/world/obj/313.obj b/lib/world/obj/313.obj deleted file mode 100644 index c285535..0000000 --- a/lib/world/obj/313.obj +++ /dev/null @@ -1,248 +0,0 @@ -#31300 -banner horde~ -the War Banner of the Horde~ -A large piece of cloth mounted on a pole lies on the ground.~ -~ -12 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -4 10 0 7 -A -5 1 -#31301 -goblin scrap armor~ -some goblin scrap armor~ -A filthy set of scrap armor lies in a heap.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -7 4 0 1 -#31302 -torch~ -a torch~ -A torch has been left here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 20 0 -3 3 0 1 -#31303 -human leg~ -the remains of a human leg~ -The remains of a human leg lie discarded on the ground.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -20 0 0 1 -7 1 0 1 -#31304 -green wart~ -a green wart~ -A hideous green wart lies severed from someone's skin.~ -~ -11 0 0 0 0 abe 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 1 -A -17 3 -#31305 -commander's vest goblin~ -a goblin commander's vest~ -A filthy rag of a vest lies stinking on the ground.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -6 0 0 0 -5 4 0 7 -A -3 1 -#31306 -blackened gold ring~ -a blackened gold ring~ -A tarnished ring lies on the ground.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -2 0 0 0 -2 200 0 8 -A -3 1 -#31307 -curve bladed sword~ -a curve bladed sword~ -A curve bladed sword has been left behind.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 4 2 3 -7 10 0 7 -#31308 -raggedy pair black pants~ -a raggedy pair of black pants~ -A raggedy pair of black pants lie strewn on the ground.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -3 1 0 6 -A -4 1 -#31309 -curve bladed knife~ -a curve-bladed knife~ -A curve-bladed knife has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 4 3 11 -4 10 0 12 -A -2 1 -#31310 -set dented armor~ -a set of dented armor~ -A set of dented armor from one of the Lord's Retinue lies here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -9 100 0 5 -A -5 1 -#31311 -filthy cape~ -a filthy cape~ -A once-fine, but now very filthy cape has been left here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -3 50 0 11 -A -19 1 -#31312 -notched sword~ -a notched sword~ -A sword that had seen many battles lies on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 6 3 -4 10 0 8 -A -19 1 -#31313 -battle scarred chest plate~ -a battle-scarred chest plate~ -A battle-scarred chest plate lies on its side here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -7 75 0 8 -#31314 -three pronged pitch fork~ -a three-pronged pitch fork~ -A three-pronged pitch fork lies dully on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 3 4 14 -4 10 0 9 -A -5 1 -#31315 -homemade leather vest~ -a homemade leather vest~ -A homemade leather vest has been left here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -4 0 0 0 -4 200 0 7 -A -1 2 -#31316 -sewn leather pants~ -a pair of sewn leather pants~ -A pair of sewn leather pants have been discarded on the ground.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -7 0 0 0 -4 10 0 1 -#31317 -toy dolly~ -a toy dolly~ -A toy dolly has been left on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 2 0 8 -A -4 1 -#31318 -long wooden pole~ -a long wooden pole~ -A long wooden pole lies on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 6 7 -3 2 0 8 -A -13 15 -#31319 -kitchen knife~ -a sturdy kitchen knife~ -A good, sturdy kitchen knife lies on the ground.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -1 3 3 3 -3 1 0 5 -#31320 -pair grubby overalls~ -a pair of grubby overalls~ -A pair of grubby overalls lie thrown on the ground.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -4 0 0 0 -4 3 0 1 -#31321 -sooty black dress~ -a black, sooty dress~ -A dress black with soot has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -3 3 0 1 -#31322 -steady waterfall water~ -a steady waterfall~ -A waterfall streams steadily down from the mountaintop.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -505 0 0 0 -E -waterfall~ - It appears that there may be some sort of cavern or cave behind the fall, but -it is too hard to tell from this angle. -~ -#31323 -husk goblin body~ -the husk of a goblin body~ -The fire-dried husk of a goblin body lies stinking on the ground.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#31324 -scraps wood timber~ -a few scraps of wood and timber~ -A few scraps of wood and timber from what was a farmhouse lie here.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 1 -#31325 -jumble boulders~ -a jumble of boulders~ -A jumble of boulders lie strewn about the ground.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#31326 -unidentifiable body part~ -an unidentifiable body part~ -An unidentifiable human body part lies left on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -4 1 0 0 -$~ diff --git a/lib/world/obj/314.obj b/lib/world/obj/314.obj deleted file mode 100644 index e137bb0..0000000 --- a/lib/world/obj/314.obj +++ /dev/null @@ -1,304 +0,0 @@ -#31400 -fountain old stone~ -the old cracked fountain~ -An old cracked fountain sits stagnant in the center of the court.~ -~ -23 g 0 0 0 0 0 0 0 0 0 0 0 -80 50 9 1 -55 0 0 1 0 -E -statue~ - The man appears very proud, very noble and very learned. His stained head is -held high, his unseeing eyes fixed onto brighter futures and promise of great -things. -~ -#31401 -glass pieces~ -some broken pieces of glass~ -Some broken pieces of glass lie scattered about on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 1 0 -#31402 -tattered cloth piece~ -a rotted piece of cloth~ -A rotted piece of cloth has gotten caught on a tall weed and flutters in the breeze.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 1 0 -#31403 -blood still pool floor gazebo~ -the dark blood~ -The floor of this gazebo is covered in a thick layer of blood.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -2000 2000 13 1 -2005 0 0 1 0 -#31404 -altar dark stained~ -a dark, blood-stained altar~ -A dark, blood-stained altar is set in the center of the floor, awaiting its next victim.~ -~ -12 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 1 0 -E -altar~ - It appears that the altar is nothing more than a loose piece of stone from -the courtyard floor or maybe one of the nearby buildings. However, with the -black cloth that is draped over top of it and the layers of blood stains upon -it, it appears ghastly and otherwordly. -~ -#31405 -bookshelf shelf old~ -an old bookshelf~ -An old bookshelf clings precariously to the wall, nearly falling from the crumbling ruin.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -1000 0 -1 0 -0 0 0 1 0 -#31406 -book blood stained~ -a blood-stained book~ -A blood-stained book rests comfortably here.~ -~ -2 bg 0 0 0 ao 0 0 0 0 0 0 0 -25 33 4 17 -11 10 0 1 0 -#31407 -body dead child~ -a child's dead body~ -A small child's body lies against the north wall, its chest a gaping empty hole.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 1 0 -#31408 -barrel burning~ -a burning barrel~ -A barrel holds assorted trash within, all ablaze in fire.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 1 0 -#31409 -fresh cadaver~ -a fresh corpse~ -A fresh cadaver lies steaming in the cortyard.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 1 0 -E -corpse~ - It looks as if it might have been alive just minutes ago. The blood which -wells over its chest is still warm, still flowing - undried. Its chest is torn -open, split in two. From the amount blood and innards splayed over the corpse's -chest, it appears the heart was taken. -~ -#31410 -decayed carcass~ -a decayed corpse~ -A mostly decayed carcass is hanging from the wall, its chest a large gaping hole.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 1 0 -#31411 -blade shining curved~ -a shining curved blade~ -An evil-looking dagger with a curved blade has been left here.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -2 6 6 11 -9 300 0 22 0 -A -6 2 -A -19 3 -#31412 -robe soiled~ -a soiled and bloodstained robe~ -A soiled and bloodstained robe has been discarded.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -6 0 0 0 -4 10 0 1 0 -#31413 -ring enchantment~ -the Ring of Enchantment~ -A dark colored ring has been dropped here.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -3 0 0 0 -4 100 0 26 0 -A -6 1 -A -12 30 -#31414 -jerkin grubby~ -a grubby jerkin~ -A grubby jerkin has been tossed aside.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -4 10 0 1 0 -#31415 -blood innocent~ -the blood of an innocent~ -A smear of blood is on the ground.~ -~ -11 0 0 0 0 ai 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 24 0 -A -1 1 -A -18 3 -#31416 -shredded leather armor~ -some badly shredded leather armor~ -Some shreds of leather armor has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -9 1 0 1 0 -#31417 -coating vomit~ -a coating of vomit~ -A small pile of what looks to be vomit is lying on the ground.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 1 0 -A -6 -3 -#31418 -soiled tattered dress~ -a soiled tattered dress~ -A very dirty piece of clothing has been discarded here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -4 1 0 1 0 -#31419 -raggedy blanket~ -a raggedy blanket~ -A raggedy blanket is strecthed out on the floor.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 15 0 -A -19 3 -#31420 -welts bruises smattering~ -a smattering of welts and bruises~ -Someone's pain and misery has been left here for the taking.~ -~ -11 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 1 0 -A -13 -30 -#31421 -horrid scar~ -a horrid scar~ -A horrid scar has been left here.~ -~ -11 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 21 0 -A -13 10 -A -18 2 -#31422 -black leather whip~ -a black leather whip~ -A black leather whip has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 5 4 2 -6 100 0 23 0 -A -19 1 -A -1 1 -#31423 -word God~ -the Word of God~ -A crumpled note has been thrown down on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 30 0 -E -word~ - This note, originally given to Gunter by X'Raantra reads but one word. That -word is: Sacrifice -~ -A -3 2 -A -4 3 -#31424 -inlaid black sword~ -an inlaid black sword~ -An inlaid black sword lies here forgotten.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 5 3 3 -9 10 0 19 0 -A -2 2 -#31425 -helm black~ -a blackened helm~ -A blackened helm has been left here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -10 10 0 17 0 -A -4 1 -#31426 -black cape~ -a black cape~ -A black cape has been left here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -6 10 0 18 0 -A -19 3 -#31427 -vial blood~ -a vial of blood~ -A vial of blood has been left here.~ -~ -10 a 0 0 0 ao 0 0 0 0 0 0 0 -10 7 39 22 -1 10 0 1 0 -#31428 -dark red blood ring~ -a dark red blood ring~ -A dark red blood ring has been left here.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -3 0 0 0 -5 100 0 23 0 -A -18 2 -#31429 -traveler's pack~ -a traveler's pack~ -A traveler's pack has been left here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -12 16 0 30 0 -$~ diff --git a/lib/world/obj/315.obj b/lib/world/obj/315.obj deleted file mode 100644 index 147075a..0000000 --- a/lib/world/obj/315.obj +++ /dev/null @@ -1,984 +0,0 @@ -#31500 -eventru war hammer~ -Eventru~ -A large war hammer rests here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 7 4 9 -12 100 0 24 0 -A -3 3 -A -5 2 -#31501 -armor hard dragonskin~ -a hard Dragonskin armor~ -Some finely crafted dragonskin armor lies here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -37 1 0 16 0 -A -13 10 -A -2 2 -#31502 -spear long~ -a long spear~ -A long spear rests undisturbed on the ground.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -2 3 3 11 -4 10 0 6 0 -#31503 -garden hoe~ -a garden hoe~ -A garden hoe encrusted in dirt lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 1 7 -5 10 0 1 0 -#31504 -falconblade~ -Falconblade~ -A blade seems to quiet the air around it.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 5 4 14 -20 1000 0 23 0 -A -10 -40 -A -14 22 -#31505 -McHale's Cape~ -McHale's Cape~ -Some cloth is neatly set here.~ -~ -11 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 10 0 -A -1 -2 -A -2 2 -A -3 1 -#31506 -fishing pole~ -a fishermans' pole~ -A fisherman's pole lies here, ready to catch some fish.~ -~ -4 0 0 0 0 ao 0 0 0 0 0 0 0 -10 7 7 12 -2 1 0 0 0 -#31507 -carpenter hammer~ -a carpenters' hammer~ -A larger hammer lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 1 1 9 -10 1 0 1 0 -#31508 -deputy badge~ -a deputy's badge~ -A small golden symbol is here.~ -~ -11 a 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 19 0 -A -4 1 -A -5 1 -#31509 -battered war helm~ -a battered war helm~ -Tess' battered helm rolls along on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -10 250 0 21 0 -A -5 2 -A -18 -1 -A -19 2 -#31510 -small crested shield~ -a small crested shield~ -A crested disc leans on some nearby bricks.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -8 0 0 0 -12 10 0 14 0 -#31511 -dried sea bass~ -some dried sea bass~ -A well preserved fish litters the ground.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -6 0 0 0 -3 12 0 0 0 -#31512 -colored gems~ -several colored gems~ -There are several colored gems piled here.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -4 100 0 0 0 -#31513 -oil lamp~ -a large oil lamp~ -An old oil lamp is here, waiting to be used again.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 2 0 0 0 -#31514 -rye bread~ -a Rye bread~ -A loaf of Rye bread lies here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -4 0 0 0 -1 1 0 0 0 -#31515 -cornbread~ -a square of cornbread~ -A square of cornbread was carelessly left here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -1 4 0 0 0 -#31516 -broken costume mask~ -a broken costume mask~ -An ancient mask of some sort, lies in pieces.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 23 0 -A -17 -3 -A -5 -1 -A -18 2 -#31517 -shield strength~ -Shield of Strength~ -A mighty shield lies here gathering dust.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -8 0 0 0 -23 10 0 24 0 -A -1 2 -#31518 -steel bracelet~ -a steel bracelet~ -A hoop of steel lies on the ground.~ -~ -9 0 0 0 0 am 0 0 0 0 0 0 0 -3 0 0 0 -1 400 0 0 0 -#31519 -thick gloves~ -a pair of thick gloves~ -Some thick gloves seem to be tossed to the ground.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -2 20 0 10 0 -#31520 -red steel gauntlets~ -a pair of red steel gauntlets~ -A pair of gauntlets are tucked away in a corner.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -14 1 0 20 0 -A -1 2 -A -19 1 -#31521 -boots leather~ -a pair of leather boots~ -A pair of leather boots lie in a puddle of water.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -5 230 0 0 0 -#31522 -brown green sleeves~ -a set of brown and green sleeves~ -A set of sleeves appear to blend in with the ground.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -2 0 0 0 -2 1 0 13 0 -A -9 5 -A -3 1 -A -5 -1 -#31523 -bag wonders~ -the Bag of Wonders~ -A large, magical bag has been left here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -200 0 -1 0 -10 1 0 0 0 -E -bag wonders~ - It looks as if someone used this for a great many years before losing or -having it taken from them. -~ -#31524 -hat dusty~ -a dusty old hat~ -An old rumpled hat has been dropped here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -5 20 0 1 0 -E -hat dusty~ - Looks like this hat has seen much better days. -~ -A -17 -3 -#31525 -bardiche spiked~ -a spiked bardiche~ -A spiked bardiche is on the ground here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 2 7 3 -10 20 0 11 0 -E -bardiche spiked~ - This spiked piece fo metal looks to be a fearsome weapon, indeed. -~ -#31526 -guardsman's armor~ -a guardsman's armor~ -A guard's piece of expensive lightweight armor rests on the floor.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -25 60 0 23 0 -A -18 1 -A -19 2 -A -13 -10 -#31527 -Boots~ -a pair of nickel plated boots~ -A pair of fancy boots sit together nicely.~ -~ -9 g 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -12 1000 0 20 0 -A -12 10 -A -22 1 -#31528 -sign~ -a sign~ -A sign hangs on the side of the toll booth.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign~ - Please help to keep our city clean and beautiful by paying the mandatory -donation of 10 gold. - -Please leave all horses at the stables as we do not allow mountable animals -inside the city gates as they are unsightly and unclean. - -Just type PAY to pass. -~ -#31529 -floppy hat~ -a floppy hat~ -A floppy hat has been left here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -3 10 0 1 0 -E -floppy hat~ - It nevers seems to stay in one shape, whenever you move, it moves with you. - -~ -#31530 -ale glass ale~ -a foamy glass~ -A glass has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 3 0 -8 3 0 0 0 -#31531 -steak~ -a juicy hunk of steak~ -A big, juicy hunk of steak has been dropped here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -5 0 0 0 -2 5 0 0 0 -#31532 -badge courage~ -a badge of courage~ -A silvery badge has been left behind.~ -~ -11 f 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -6 800 0 12 0 -E -badge courage~ - The badge is an ornament to a plain leather strap. It was surely meant to be -worn over your neck. -~ -A -5 1 -#31533 -brochure information~ -a brochure~ -A simple brochure with 'McGintey Cove' stenciled on the front is here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -brochure~ - McGintey Cove - A Great for fun, travel, and shopping! - - -McGintey Cove offers many attractions, large and small. -It's main point of interest is the bazaar, located in -the center of the business district. All manner of -goods and services are offered this vast market place, -and these goods and services change daily. Be sure to -make the bazaar an all day stop if you have the time! - -Another of the Cove's attractions is the Gladiator Pit -located in the Guild Area, which is just west of the main -business district. At the Gladiator Pit one can place wagers -on on-going fights, or participate themsleves in a battle -to the death! What more could one ask for in a day's -adventures? -Also, be sure to visit the Guild Area for one-of-a-kind items -only found in this town, items made specifically for each class -from warrior to thief to mage to cleric! - -If you are looking for more high class entertainment, the Wharf, -McGintey's high class district, offers casinos galore and many fine -dining establishments and hotels. Just head east up the hill for a -night of gambling and feasting! - - -And last, but not least, do not forget that McGinety Cove is the main -seaport for Dibrova, where can book passage on any number of commercial -travel ships which sail all over Dibrova. Just head to the Docks and -look for the Boat Station, tcikets can be purchased every day all day -long. - -May your stay in McGintey be not only long and restful, but also as -memorable as any stay in any town ever! Have a great time! -~ -#31534 -rack~ -a brochure rack~ -A brochure rack hangs from a wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -20000 0 -1 0 -0 0 0 0 0 -#31535 -ring silver~ -a small silver ring~ -A small silver ring has been dropped here.~ -~ -11 0 0 0 0 abo 0 0 0 0 0 0 0 -0 0 0 0 -4 20 0 3 0 -A -17 -2 -#31536 -bracelet pewter~ -a pewter bracelet~ -Someone has left a pewter bracelet here.~ -~ -11 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -5 22 0 1 0 -A -17 -2 -#31537 -ring quartz stone~ -a ring with a quartz stone~ -Someone dropped a ring adorned with a quartz stone here.~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -3 30 0 1 0 -A -17 -3 -#31538 -necklace bismuth~ -a necklace made of bismuth~ -A necklace made of some kind of element lies here.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -4 12 0 1 0 -A -17 -3 -#31539 -potion white fizzy~ -a fizzy white potion~ -A fizzy white potion has been dropped here.~ -~ -10 a 0 0 0 ao 0 0 0 0 0 0 0 -1 16 -1 -1 -2 700 0 1 0 -#31540 -potion gray thick~ -a thick gray potion~ -A small gray vial has been left here.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -10 1 -1 -1 -1 520 0 0 0 -#31541 -potion blue sizzling~ -a sizzling blue potion~ -A sizzling blue potion has been left here.~ -~ -10 b 0 0 0 ao 0 0 0 0 0 0 0 -1 47 -1 -1 -2 40 0 0 0 -#31542 -potion blue recall~ -a blue potion of recall~ -A blue potion of recall fizzes here.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -20 42 -1 -1 -2 230 0 0 0 -#31543 -sabre~ -a sabre~ -A sabre has been left behind.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 3 4 3 -7 450 0 0 0 -E -sabre~ - The sabre is not especially fine. In fact, its blade is chipped from use. -It could stand to be sharpened but you can tell, with sufficient power, it still -has a few kills left in it. -~ -#31544 -mace studded nail~ -a nail-studded mace~ -A mace, bristling with sharp nails, lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 6 5 -10 30 0 8 0 -E -mace studded nail-studded~ - Looks pretty mean - pretty tough. -~ -#31545 -bola weapon~ -a simple bola~ -A bola is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 3 4 5 -6 34 0 9 0 -E -bola weapon~ - This bola is made from thick leather wrapped about heavy rocks. It doesn't -look simple to use but you've seen them brain people in the past. If learn how -to use it well, you could, perhaps, brain a few nasties yourself! -~ -#31546 -ale glass ale~ -a glass~ -A glass of dark lager has been left here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -4 4 4 0 -4 10 0 0 0 -#31547 -ale pint ale~ -a pint~ -A pint of Samuel's Own Firebreather has been left here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -4 4 7 0 -5 8 0 0 0 -#31548 -local speciality mug local~ -a mug~ -A mug of Samuel's House Special has been left here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -6 6 8 0 -11 12 0 0 0 -#31549 -beer flask beer~ -a flask~ -A flask of home made beer lies on the ground fermenting.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -50 50 5 0 -50 20 0 0 0 -#31550 -whisky whiskey bag paper whisky~ -a bottle~ -A bottle wrapped inside a paper bag lies here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -50 50 5 0 -50 50 0 0 0 -#31551 -beer fruit bag beer~ -a paper bag~ -Some strange tasting wiskey lies here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -50 50 5 0 -50 20 0 0 0 -#31552 -local special drink local~ -a local special drink~ -A dark red drink bubbles and frothes here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -30 30 7 0 -35 15 0 0 0 -#31553 -lantern hooded~ -a hooded lantern~ -A hooded lantern has been dropped here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 20 0 -9 12 0 1 0 -#31554 -bag sack~ -a large sack~ -A large sack has been discarded on the ground.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -200 0 -1 0 -3 10 0 0 0 -#31555 -scroll~ -a small, red scroll~ -A small red scroll has been left here.~ -~ -2 0 0 0 0 ao 0 0 0 0 0 0 0 -1 18 -1 -1 -4 30 0 1 0 -#31556 -scroll~ -a wide, green scroll~ -A wide, green scroll was dropped here.~ -~ -2 0 0 0 0 ao 0 0 0 0 0 0 0 -1 14 -1 -1 -4 35 0 1 0 -#31557 -water flask water~ -a flask~ -A small flask has been left here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -10 10 15 0 -10 15 0 1 0 -#31558 -gauntlet nickle plated~ -a nickle plated gauntlet~ -A nickel plated gauntlet has been dropped here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -4 0 0 0 -8 20 0 7 0 -#31559 -glaive spiked~ -a spiked glaive~ -A spiked glaive is on the ground.~ -~ -9 0 0 0 0 an 0 0 0 0 0 0 0 -5 0 0 0 -7 31 0 4 0 -#31560 -special house~ -the House Special~ -One of Curley's own House Specials has been left here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -4 0 0 0 -3 7 0 0 0 -#31561 -fries curley side~ -a side of Curley's fries~ -A side of Curley's fries have been left for anyone to grab an/d munch con.0~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -3 5 0 0 0 -#31562 -lemonade glass lemonade~ -a glass~ -A tall glass of lemonade has been left here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -3 3 6 0 -8 3 0 0 0 -#31563 -ale mug ale~ -a mug~ -A wide mug of ale is here, warming on the ground.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -4 4 4 0 -9 4 0 0 0 -#31564 -ruby red~ -a large ruby~ -A large glittering ruby is on the floor.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 35 0 0 0 -#31565 -diamond glittering~ -a glittering diamond~ -A glittering diamond lies here.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -4 70 0 0 0 -#31566 -opal dark~ -a dark opal~ -A dark opal lies on the ground darkly.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 1000 0 0 0 -#31567 -shoe boot concept~ -a pair of leather concept shoes~ -A pair of new aged leather shoes lie here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -4 40 0 1 0 -A -3 2 -A -4 -1 -#31568 -boots climbing~ -some climbing boots~ -Some sturdy looking boots have been left here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -10 20 0 1 0 -#31569 -wizard pointed shoes~ -a pair of pointed wizard shoes~ -A pair of wizards shoes lie here stacked nicely.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -5 799 0 10 0 -A -18 1 -A -3 2 -#31570 -pot clay~ -a clay pot~ -A clay pot lies here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -80 1 -1 0 -1 100 0 0 0 -#31571 -molded clay jar~ -a moulded clay jar~ -A moulded clay jar lies here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -70 0 -1 0 -2 70 0 0 0 -#31572 -leaf hergin~ -some hergin leaf~ -A bit of hergin leaf has been dropped here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 35 0 0 0 -#31573 -bracelet bone curved~ -a curved bone bracelet~ -A bracelet made of bone has been left here.~ -~ -11 0 0 0 0 amo 0 0 0 0 0 0 0 -0 0 0 0 -4 40 0 10 0 -A -17 -3 -A -1 2 -#31574 -ring bone carved~ -a carved bone ring~ -A ring carved from bone has been dropped here.~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -2 30 0 1 0 -A -17 -2 -#31575 -sabre tooth ring~ -a sabre tooth ring~ -A ring made from a tiger's tooth has been left here.~ -~ -11 0 0 0 0 abo 0 0 0 0 0 0 0 -0 0 0 0 -3 40 0 1 0 -A -17 -2 -A -13 5 -#31576 -root fisca~ -some fisca root~ -A bit of fisca root has been left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 27 0 0 0 -#31577 -bark bismure~ -a bit of bismure bark~ -Someone dropped some bismure bark here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -4 45 0 0 0 -#31578 -water glass-blown colorful water~ -a glass-blown cup~ -A exspensive cup lies here full of fluid.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -10 10 0 0 -15 25 0 0 0 -#31579 -red celery glass bowl~ -a red glass celery bowl~ -A bowl lies here right side up.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -50 0 -1 0 -3 50 0 0 0 -#31580 -handmade glass pipe~ -a handmade glass pipe~ -A valuable and fragile glass pipe lies here.~ -~ -4 0 0 0 0 ao 0 0 0 0 0 0 0 -5 15 15 15 -1 70 0 0 0 -#31581 -fish salmon~ -a silver salmon~ -A dead fish lies here stinking.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -10 0 0 0 -3 10 0 0 0 -#31582 -mud sucker fish~ -a mud-sucking brown fish~ -A very ugly, dead fish degrades here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -5 0 0 0 -4 5 0 0 0 -#31583 -shark~ -a dead baby shark~ -A choped up uterus of a shark lies here waiting from someone to eat it.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -33 0 0 0 -2 15 0 0 0 -#31584 -holy fish angel~ -an angelfish~ -A holy dead fish hovers here.~ -~ -19 a 0 0 0 ao 0 0 0 0 0 0 0 -24 0 0 0 -1 15 0 0 0 -#31585 -emerald jewel~ -a beautiful emerald~ -A giant emerald sparkles in the light.~ -~ -8 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -14 950 0 0 0 -#31586 -leaves hergin~ -some hergin leaves~ -Some hergin leaves have been dropped here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 27 0 0 0 -#31587 -carrot~ -a carrot~ -A carrot has been left here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -3 4 0 0 0 -#31588 -potato~ -a potato~ -A potato has been dropped here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -3 0 0 0 -3 5 0 0 0 -#31589 -tomato~ -a tomato~ -Someone has left their tomato here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -2 2 0 0 0 -#31590 -candle dragon~ -a dragon-shaped candle~ -A dragon-shaped candle has been dropped here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 40 0 -5 15 0 0 0 -A -13 5 -#31591 -candle green~ -a large green candle~ -Someone has left a large green candle here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 10 0 -6 10 0 0 0 -#31592 -candle curved purple~ -a curved purple candle~ -A candle glows here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 6 0 -2 7 0 0 0 -#31593 -wrap gold handsome~ -a handsome gold-stiched wrap~ -A gold-stitched wrap of some sort has been left here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -10 24 0 4 0 -A -5 2 -#31594 -mantle lord~ -a Lord's Mantle~ -A beautiful cape fit for a Lord has been left here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -9 0 0 0 -8 31 0 1 0 -#31595 -pelerine white~ -a white pelerine~ -A white pelerine lies in a clump of cloth.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -7 0 0 0 -6 17 0 0 0 -A -4 1 -#31596 -pony toy wooden~ -a small wooden toy pony~ -Someone left their toy pony here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -4 5 0 0 0 -#31597 -sword wooden~ -a small wooden sword~ -A small wooden play sword has been dropped here.~ -~ -12 0 0 0 0 ano 0 0 0 0 0 0 0 -0 0 0 0 -3 6 0 0 0 -A -19 1 -#31598 -hat pointed feather~ -a pointed hat with a feather in it~ -Someone dropped their hat here - oh well, finders keepers!~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -4 20 0 0 0 -A -17 -3 -#31599 -papers rolling~ -some rolling papers~ -Someone dropped their rolling papers here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 0 -$~ diff --git a/lib/world/obj/316.obj b/lib/world/obj/316.obj deleted file mode 100644 index 0a7766f..0000000 --- a/lib/world/obj/316.obj +++ /dev/null @@ -1,875 +0,0 @@ -#31600 -pie spiced~ -a spiced pie~ -A hot spiced pie is here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -4 0 0 0 -3 7 0 0 -#31604 -muffler silk~ -a silk muffler~ -A strip of silk has been dropped here.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 1 -A -17 -2 -#31605 -bandanna red~ -a large red bandanna~ -A red bandanna has been left here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -2 7 0 1 -A -17 -1 -#31606 -bandana~ -a blue bandanna~ -A blue bandanna has been left here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -2 5 0 1 -A -17 -2 -#31607 -sack burlap~ -a burlap sack~ -A burlap sack has been left here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -100 0 -1 0 -3 350 0 0 -#31608 -jerkin burlap~ -a burlap jerkin~ -A length of burlap has been left here.~ -~ -9 0 0 0 0 ao 0 0 0 0 0 0 0 -5 0 0 0 -6 12 0 1 -#31609 -dagger dark~ -a dark dagger~ -A dark-looking dagger has been dropped here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -1 3 4 11 -9 25 0 9 -#31610 -dagger ruby~ -a ruby-hilted dagger~ -An exquisitely crafted dagger has been left here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -1 3 3 11 -7 56 0 5 -#31611 -shades~ -a pair of dark-tinted shades~ -Someone dropped their shades here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -3 15 0 1 -A -17 -1 -#31612 -glasses read~ -a pair of reading glasses~ -A pair of glasses are here - be careful, don't step on them!~ -~ -9 p 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -3 75 0 1 -A -4 1 -#31613 -ring emerald carved~ -a carved emerald ring~ -An emerald ring has been left here.~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -3 34 0 12 -A -18 1 -A -17 -2 -#31614 -band golden ring~ -a golden band~ -A beautiful gold ring has been dropped here.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -2 0 0 0 -3 56 0 1 -#31615 -ring silver wide~ -a wide silver ring~ -A silver ring has been dropped here.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -3 0 0 0 -3 21 0 1 -#31616 -water cup water~ -a cup~ -A cup has been left here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -3 0 0 0 -3 3 0 0 -#31617 -water goblet water~ -a goblet~ -A goblet is here on the ground.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -5 0 0 0 -4 10 0 0 -#31618 -water grail water~ -a grail~ -A grail has been left on the ground.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -8 0 0 0 -3 21 0 0 -#31619 -potion~ -a glowing potion of invisibility~ -A glowing potion of invisibility~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -1 29 -1 -1 -2 500 0 0 -#31620 -potion green bright~ -a bright green potion~ -A bright green potion is on the ground.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -1 39 1 1 -3 66 0 0 -#31621 -potion cure blind~ -a potion of cure blindness~ -A potion of cure blindness is fizzing here.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -1 14 -1 -1 -3 700 0 0 -#31622 -staff magi glowing~ -the Staff of the Magi~ -A glowing staff lays here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -2 3 8 12 -6 233 0 25 -E -staff magi glowing~ - Strange signs and sigils cover most of it's length - this must be a fearsome -weapon, indeed. -~ -A -3 2 -A -12 10 -#31623 -hat mage's runed~ -a runed mage's hat~ -A runed hat lies on the ground.~ -~ -9 b 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -6 555 0 5 -E -hat mage's runed~ - It looks quite ridiculous the way it points at the top and has all those -moons and stars all over it, but hey, anything for some mana! -~ -A -12 5 -A -20 -2 -#31624 -sword short encrypted~ -an encrypted short sword~ -A small glowing sword has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 4 3 3 -10 342 0 13 -E -sword short encrypted~ - Up and down the lengths of it's blade are strange sigils and signs. They -must be where the power emanates from. -~ -#31625 -dagger glowing~ -a glowing dagger~ -A glowing dagger has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 5 3 3 -6 386 0 20 -E -dagger glowing~ - It seems to be a plain enough dagger, however the glow which radiates it's -length is near blinding. -~ -A -12 15 -#31626 -robe magi~ -the Robe of the Magi~ -A crumpled pile of cloth lies here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -7 0 0 0 -11 222 0 17 -E -robe magi~ - You sense something strange about this pile of cloth - almost like energy. -~ -A -12 20 -#31627 -sash magician's~ -a Magician's Sash~ -A length of cloth lies here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -4 0 0 0 -6 177 0 12 -E -sash magician~ - This wide, purple belt made of velvet feels so soft, so smooth and SO -powerful. -~ -A -3 2 -#31628 -scroll vellum~ -a vellum scroll~ -A vellum scroll has been left here.~ -It glows with its own bright light, almost as if it were alive. -~ -2 a 0 0 0 ao 0 0 0 0 0 0 0 -5 1 16 19 -7 145 0 0 -#31629 -scroll frayed~ -a frayed scroll~ -A frayed scroll has been dropped here.~ -Its edges seem almost as if they might crumble with the slightest touch. -~ -2 0 0 0 0 ao 0 0 0 0 0 0 0 -5 26 -1 -1 -9 177 0 0 -#31630 -scroll bound tightly~ -a tightly bound scroll~ -A tightly bound scroll has been dropped here.~ -A thin piece of string secures this scroll, keeping it tightly bound. -~ -2 0 0 0 0 ao 0 0 0 0 0 0 0 -5 -1 -1 -1 -8 123 0 0 -#31631 -boots sneaking~ -the boots of sneaking~ -A pair of sneaking boots have been left here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -10 455 0 15 -E -boots sneaking~ - They appear to be made of the softest leather, leather that would almost seem -to suck to your feet. The soles, made of the same leather, are only slightly -more thick from the rest of the boot, but appear to be quite durable. -~ -A -2 1 -#31632 -cloak shadows~ -the cloak of shadows~ -A shadowy cloak has been dropped here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -5 0 0 0 -11 565 0 10 -E -cloak shadows~ - It appears that it would cover its wearer completely, obscuring identity and -because of its dark color, enable the wearer to hide well in shadows. -~ -#31633 -hood identity hidden~ -the hood of hidden identity~ -A dark hood has been left here.~ -~ -9 0 0 0 0 ace 0 0 0 0 0 0 0 -3 0 0 0 -7 777 0 15 -E -hooden hidden identity~ - This hood looks menacing even without being worn by anyone. It appears to -have been tailor-made for those who deal in the darker trades. -~ -#31634 -gloves snatching~ -the gloves of snatching~ -A pair of thieven gloves have been left here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -4 0 0 0 -4 644 0 10 -E -gloves snatching~ - These gloves, made from a soft, supple leather with the finger tips cut out -were made to serve a thief. -~ -A -2 1 -#31635 -face plate darkened~ -a darkened face plate~ -A darkened face plate lies discarded on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -6 375 0 10 -E -face plate darkened~ - It appears that when worn, this plate would conceal not only the identity of -the wearer, but also shade the eyes so that others would not be able to discern -which direction the wearer might be looking in. -~ -A -18 2 -#31636 -dirk snake blade~ -a Snake-blade dirk~ -A strange dirk with a curving blade has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 7 11 -8 877 0 10 -E -dirk snake blade~ - The workmanship on this is superb, its carftsman obviously someone who's life -work is creating beautiful wweapons such as this. -~ -A -19 2 -#31637 -sword short glowing~ -a glowing short sword~ -A glowing short sword has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 5 5 11 -12 267 0 30 -E -sword short glowing~ - Up and down its entire length, this small sword, almost small enough to be -called a dagger, glows with its own fierce light. -~ -A -18 1 -A -19 2 -#31638 -beer tankard heavy beer~ -a heavy tankard~ -A heavy tankard has been dropped here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -30 30 1 0 -35 5 0 0 -E -beer heavy tankard beer~ - This thing looks like it could hold enough beer for THREE warriors, but... -It appears that you are meant to drink its contents to the finish. -~ -#31639 -sword short blade warrior's companion~ -the Warrior's Companion~ -A small sword with a wolf's head pommel has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 3 5 14 -11 460 0 10 -E -sword short blade warrior's companion~ - This is the blade that no warrior should be without... At least that is the -sales pitch. It is quite an impressive blade. -~ -A -18 1 -A -1 1 -#31640 -sword deathbringer~ -DeathBringer~ -A huge sword made of blazing gold has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 3 8 3 -14 800 0 25 -E -deathbringer sword~ - Strange that a sword could be made of gold and still maintain an edge - it -must be magically enhanced. -~ -A -19 2 -A -2 1 -#31641 -sword bastard~ -a huge bastard sword~ -A huge bastard sword lies on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 5 8 14 -18 400 0 25 -E -sword bastard~ - It would take a being of great strength to wield this mighty blade - a being -of great strength, indeed. -~ -A -18 2 -A -19 3 -A -1 -3 -#31642 -knuckles brass~ -a pair of brass knuckles~ -A pair of brass knuckles have been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 5 5 7 -7 210 0 30 -E -knuckles brass~ - They appear big enough to fit the hand of an ogre, but when you try them on -your own hands, they meld into the sahpe of your fist, fitting perfectly! -~ -A -19 2 -A -13 20 -A -2 -1 -#31643 -bola~ -a black bola~ -A black bola has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 7 5 -12 460 0 10 -E -bola~ - Just looking at this fine piece of weapontry makes you want to go thump -someone on the head! -~ -A -1 1 -#31644 -club death~ -a huge club, Death~ -A very huge and very nasty looking club has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 5 8 9 -25 750 0 25 -E -club death~ - Shot through with metal spikes at the end and heavy as an ogre weapon, this -thing looks as impressive as any club could look. No wonder they named it -Death. -~ -A -1 3 -A -19 2 -A -3 -3 -#31645 -helm horns~ -the helm of horns~ -A huge helm with two bull horns on top has been left here.~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -13 477 0 10 -E -helm horns~ - The two horns curve up menacingly, allowing the wearer to use this helm as a -secondary weapon. -~ -A -19 2 -#31646 -shield agate glowing~ -a glowing agate shield~ -A glowing agate shield has been discarded here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -9 0 0 0 -8 400 0 10 -E -shield agate glowing~ - The power emenating from this huge piece of agate carved into a shield is so -immense that it makes the entire thing glow. -~ -A -2 2 -A -4 2 -#31647 -buckler black stone blackstone~ -a blackstone buckler~ -A blackstone buckler has been left on the ground.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -10 0 0 0 -12 650 0 20 -E -buckler stone blackstone~ - It appears to be in fine shape - a formidable guard against attack. -~ -A -18 2 -#31648 -plate chest crested eagle~ -an eagle crested chest plate~ -A chest plate bearing the crest of an eagle has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -10 450 0 10 -E -plate chest crested eagle~ - The insignia of the eagle is bold and bright, making your heart soar and your -spirit long for the din battle to surround you. -~ -A -13 20 -#31649 -arm guard spiked~ -a set of spiked arm guards~ -A set of arm guards have been left here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -7 0 0 0 -7 650 0 15 -E -arm guard spiked~ - They look like any other set of arm guards you have seen in the past - well, -except for the three-inch spikes which protrude from the lower arm area. -~ -A -4 2 -A -14 20 -#31650 -diamond-chip chip gauntlets~ -a pair of diamond-chip gauntlets~ -A pair of gauntlets lie on the ground.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -5 0 0 0 -9 777 0 20 -E -diamond-chip gauntlets chip~ - These gauntlets are made from a sturdy metal and leather combination, with -diamond chips embedded into the knuckles - made to slice into the opponent's -flesh. -~ -A -19 3 -#31651 -book Krolar~ -the Book of Krolar~ -Someone left the Book of Krolar here.~ -The Holy Book of Krolar emenates a power, a presence unmatched by any -other book you ever have held. -~ -2 0 0 0 0 ao 0 0 0 0 0 0 0 -1 1 3 22 -7 389 0 10 -#31652 -mace~ -a glowing mace~ -A mace infused with the power of a God has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 7 5 -8 300 0 10 -E -mace~ - It gently glows, inviting you to pick it up, find some poor innocent slob, -clobber him on the head repeatedly until the blood and brains that ooze from his -head are so thick and juicy that you cannot even make out his features, whether -he was a man, woman, human or ogre it doesn't matter you just want to bludgeon, -kill, mangle, maim!!!!!...... Now where did all that come from? -~ -A -12 15 -A -19 2 -#31653 -sceptre holy~ -Krolar's Holy Sceptre~ -Someone in their haste has dropped their sceptre.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -3 5 8 6 -12 321 0 25 -E -sceptre holy~ - It is rumored that every one of Krolar's Holy Sceptres made was forged with a -small piece of the original Sceptre that Krolar used to vanquish the evil Amos -Trask, thief and rogue who plagued the men and creatures of Jareth for nearly a -decade. -~ -A -12 35 -A -3 2 -#31654 -whip power~ -the Power Whip~ -A whip glowing with energy lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 5 3 2 -5 997 0 20 -E -whip power~ - Suffused with some unknown God's power, this whip has all the power of a whip -and then some. -~ -A -19 1 -A -1 2 -#31655 -book word holy~ -the Holy Word~ -A book has been dropped here.~ -You can only see one word on the interior of this book - only one page -fills it's entire content. -~ -2 0 0 0 0 ao 0 0 0 0 0 0 0 -1 47 33 43 -4 278 0 1 -#31656 -amulet sacred~ -a sacred amulet~ -A small clear stone on a chain has been left here.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -5 567 0 10 -E -amulet sacred~ - You see nothing all that special about the amulet, however looks can be -deceiving. -~ -A -17 -3 -A -4 2 -#31657 -wristlet glory~ -the Wristlet of Glory~ -A small wristlet has been left here.~ -~ -11 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -5 340 0 10 -E -wristlet glory~ - It looks almost too small to be worn at all, but opun trying it on, you see -that it is not too small at all. -~ -A -1 2 -#31658 -ring krolar holy~ -Krolar's Holy Stone~ -A small holy, red ring has been left here.~ -~ -11 0 0 0 0 aim 0 0 0 0 0 0 0 -0 0 0 0 -3 200 0 14 -E -ring krolar holy~ - Red stone inset in a black band - wow, this thing is cool! -~ -A -12 20 -A -18 2 -#31659 -robe yellow~ -a yellow robe~ -A yellow robe has been dropped here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -10 0 0 0 -9 699 0 10 -E -robe yellow~ - It looks to be in decent enough shape. -~ -#31660 -robe bright~ -a bright robe~ -A bright robe lies crumpled in a corner.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -8 0 0 0 -9 900 0 20 -E -robe bright~ - It is made from some sort of material that makes the color just seem to jump -out at you! -~ -A -3 2 -A -13 25 -#31661 -robe white~ -a white robe~ -A beautiful white robe has been left here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -7 0 0 0 -9 235 0 20 -E -robe white~ - An exquisite robe of the finest fabric. One of the finest pieces of cloth -you have ever seen. Who in their right mind would sell or leave this thing -unaccounted for must be an absolute idiot. Why would anyone want to leave this -lovely piece of fabric behind? -~ -A -3 2 -A -19 2 -#31662 -shield rose~ -a gray shield emblazoned with the Black Rose~ -A gray shield of the Deathknight has been left here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -9 0 0 0 -12 766 0 20 -E -shield rose~ - The black rose is symbolic of the hatred for all others, the desire to kill -and maim that a Deathknight has breeded into them as part of their training. -~ -A -3 2 -A -18 2 -A -1 -3 -#31663 -armor body black onyx~ -some black onyx body armor~ -Someone left their black onyx body armor here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -9 0 0 0 -22 890 0 25 -E -armor body black onyx~ - It is not a gleaming black color that this armor exhibits, but a dull, flat -black that seems to soak up all color and joy around it. -~ -A -19 3 -A -18 2 -A -13 -35 -#31664 -cape rose black~ -the Black Rose Cape~ -Some Deathknight left their cape laying here.~ -~ -9 q 0 0 0 ak 0 0 0 0 0 0 0 -6 0 0 0 -8 666 0 20 -E -cape rose black~ - The Black Rose, the traditional symbol of the Deathknight, proudly adorns the -back of this cape. -~ -A -1 2 -A -18 1 -#31665 -sword rose black~ -the Sword of the Black Rose~ -A Deathknight has left their sword here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 5 3 3 -9 600 0 20 -E -sword rose black~ - The pommel is in the shape of a wilted black rose, the thorns on the stem -serving as the grip. -~ -A -1 1 -A -19 1 -#31666 -mace nail studded~ -a nail-studded mace~ -A mean-looking mace with nails studding its length has been dropped here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -1 2 7 7 -10 300 0 10 -E -mace nail studded~ - This mean looking weapon looks as if it could do more damage than a bastard -sword. -~ -#31667 -water fountain mermaid water~ -a beautiful mermaid fountain~ -An inticately carved fountain with a naked mermaid in the center sprays a fine geyser of clear water into its basin.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -505 0 0 0 -E -water fountain mermaid~ - Local lore states that a tribe of merfolk live just off the coast near the -city, and that this fountain was a gift to the people of McGintey by the Lord -of those merfolk. -~ -$~ diff --git a/lib/world/obj/317.obj b/lib/world/obj/317.obj deleted file mode 100644 index f126dce..0000000 --- a/lib/world/obj/317.obj +++ /dev/null @@ -1,342 +0,0 @@ -#31700 -waiters tray~ -a waiters tray~ -A tray that was once used by an underpaid waiter lies here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -400 0 -1 0 -1 1000 0 0 -#31701 -sash~ -a satin teal sash~ -A expensive silk sash lies here waiting for you.~ -~ -9 bkq 0 0 0 al 0 0 0 0 0 0 0 -2 0 0 0 -4 1000 0 18 -A -19 2 -A -3 -2 -#31702 -shirt protection stained~ -a stained shirt of protection~ -A stained shirt lies here folded nicely.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -3 500 0 10 -A -12 5 -A -4 2 -#31703 -ring topaz~ -a topaz ring~ -A shiny topaz ring was left here.~ -~ -11 0 0 0 0 abo 0 0 0 0 0 0 0 -0 0 0 0 -1 500 0 12 -A -12 10 -A -3 1 -#31704 -shoes shiny pair black~ -a pair of shiny black shoes~ -A pair of shiny black shoes are on the ground.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -5 0 0 0 -5 12 0 11 -E -shoes shiny pair black~ - These shoes are perfectly spotless, meticulously kept clean by someone with a -fetish for cleaning stuff. -~ -#31705 -shovel~ -a shovel~ -A dirty old shovel lies against the wall.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 1 6 -7 9 0 1 -#31706 -dusty lantern~ -a dusty lantern~ -A dusty lantern lies tipped over on the ground.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -6 10 0 17 -A -2 1 -A -14 -5 -#31707 -golden sandals~ -some golden sandals~ -A pair of gold sandals are buried under some dirt.~ -~ -11 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 10 -A -14 15 -A -18 -1 -A -19 -1 -#31708 -sachel~ -a sachel~ -A plain looking sachel hangs here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -25 1 -1 0 -12 10 0 1 -#31709 -whisky flask silver whisky~ -an engraved silver flask~ -A small flask has been left here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -5 5 5 0 -10 10 0 1 -E -whisky flask silver whisky~ - The engraving on the side reads CTW, whatever that means.. -~ -#31710 -locket golden~ -a golden locket~ -A small piece of jewelry is on the ground.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -5 100 0 13 -E -locket golden~ - You try and try to prise this thing open, but it will not budge. -~ -A -3 2 -A -4 1 -A -1 -2 -#31711 -sash cloth embroidered~ -an embroidered sash~ -A pile of cloth is on the ground.~ -~ -11 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -5 200 0 11 -E -sash cloth embroidered~ - Woven from the finest silk, this was obviously made for a woman of stature. - -~ -A -17 -2 -A -6 2 -#31712 -cloak obscurity~ -a Cloak of Obscurity~ -A dark pile of cloth is crumpled in the corner.~ -~ -9 f 0 0 0 ak 0 0 0 0 0 0 0 -6 0 0 0 -5 10 0 15 -A -2 2 -A -13 20 -A -19 -1 -#31713 -stiletto black~ -a black stiletto~ -A deadly stiletto stands upright between two stones.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 5 3 11 -1 50 0 20 -A -1 1 -A -19 2 -#31714 -cape blending~ -the Cape of Blending~ -It looks as if the floor has wrinkles.~ -~ -9 bf 0 0 0 ak 0 0 0 0 0 0 0 -7 0 0 0 -10 1 0 15 -E -cape blending~ - This wonderful cape can camouflage you in almost any setting. -~ -A -5 2 -A -14 25 -#31715 -rake~ -a simple rake~ -A rake has been dropped on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -7 10 0 1 -E -rake~ - Metal pronged teeth and a wooden handle. Looks a lot like a rake. -~ -#31716 -peel banana~ -a banana peel~ -Someone left their banana peel here... tsk, tsk, someone could fall!~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 1 -E -peel banana~ - No banana stuff inside, sorry, just the peel. -~ -#31717 -gloves gardening~ -some gardening gloves~ -A pair of gardening gloves have been left here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -4 0 0 0 -3 10 0 1 -E -gloves gardening~ - They have a bit of dirt smudged on the fingertips, but other than that, they -look perfectly usable. -~ -#31718 -shovel gardening~ -a small gardening shovel~ -A small gardening shovel is laying in the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 1 -E -shovel gardening~ - Looks like it could dig a mean hole or two... -~ -#31719 -shovel~ -a shovel~ -A shovel is propped up against a tree.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -9 1 0 1 -E -shovel~ - Kind of makes you queasy to know that this shovel is used only for burying -people... -~ -#31720 -sign rules~ -the rules of the game~ -A sign is hung on the wall just inside the door.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -sign~ - -House Rules- - --To place a wager simply type GAMBLE (amnt) and the dealer will deal -you one card and a card for himself. The player with the highest -card wins the wager. - -In the event of a tie, there will be a War! and this will continue -until there is a winner. -~ -#31721 -beer goblet sparkling beer~ -a sparkling goblet~ -A sparkling goblet full of beer has been left here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -3 3 1 0 -5 19 0 0 -#31722 -wine decanter crystal wine~ -a crystal decanter~ -A crystal decanter filled with expensive wine has been left here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -7 7 2 0 -9 38 0 0 -#31723 -meat plate sizzling~ -a sizzling plate of rare szgina meat~ -Someone left a REALLY tasty looking plate of food here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -4 0 0 0 -6 40 0 0 -#31724 -tray vegetable steaming~ -a steaming vegetable tray~ -A steaming vegetable is here, steaming.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -4 20 0 0 -#31725 -leg yantha beast~ -leg of Yantha Beast~ -Someone left their leg of Yantha Beast here - what a waste of a delicacy!~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -3 0 0 0 -5 66 0 0 -#31726 -ribs ilzaak pomegranete sauce~ -some Ilzaak ribs in pomegranete sauce~ -There is a plate of Ilzaak ribs here steaming in pomegranete sauce.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -5 0 0 0 -6 85 0 0 -#31727 -banana red~ -a red banana~ -A red banana has been dropped here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -2 25 0 0 -#31728 -chupacabre rotisseri~ -some rotiserrie chupacabre~ -A warm, steaming rotiserri chupacabre has been left here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -10 0 0 0 -10 100 0 0 -#31729 -wine glass green wine~ -a beveled green glass~ -A beautifully beveled green glass has been left here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -3 3 2 0 -3 30 0 0 -$~ diff --git a/lib/world/obj/318.obj b/lib/world/obj/318.obj deleted file mode 100644 index ff7c501..0000000 --- a/lib/world/obj/318.obj +++ /dev/null @@ -1,364 +0,0 @@ -#31800 -shirt sailors white black~ -a white and black striped sailor's shirt~ -A white and black striped sailor's shirt has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -5 100 0 20 0 -E -shirt sailors white black~ - The stains which riddle this shirt are enough to make any land-lubber not -want to even touch it. -~ -#31801 -stubble~ -some prickly chin stubble~ -Some prickly chin stubble is lying in a heap on the floor.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -3 100 0 20 0 -E -stubble~ - Yuck. -~ -A -6 1 -#31802 -fistful money~ -a fistful of money~ -A fistful of money is laying here on the ground.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -50 0 0 0 -50 1 0 1 0 -E -fistful money~ - What the hell are you looking at it for? Take it! -~ -#31803 -sash black~ -a black sash~ -A pile of crumpled black silk is on the ground.~ -~ -9 j 0 0 0 al 0 0 0 0 0 0 0 -4 0 0 0 -1 1 0 20 0 -E -sash black~ - This sash, the mark of a member of the Dead Boys, radiates evil intent. -~ -A -13 15 -#31804 -knuckles spiked~ -a set of spiked knuckles~ -A set of spiked knuckles have been left here.~ -~ -5 j 0 0 0 an 0 0 0 0 0 0 0 -3 5 3 9 -1 1 0 20 0 -E -knuckles spiked~ - The deadly looking spikes glisten as the light catches them. -~ -#31805 -sash red~ -a red sash~ -A red sash has been left on the floor.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -4 0 0 0 -3 200 0 20 0 -E -sash red~ - This sash, the opposing color to the Dead Boy's black sash, marks the wearer -as a member of the Bloody Scythe. -~ -A -4 2 -#31806 -wicked scythe~ -a wicked looking scythe~ -A wicked looking scythe lies on the ground.~ -~ -5 no 0 0 0 an 0 0 0 0 0 0 0 -3 5 3 3 -1 1 0 20 0 -E -wicked scythe~ - This weapon, although unwieldy, is the token weapon of the Bloody Scythe -gang. -~ -#31807 -rusted knife~ -a rusted knife~ -A rusted knife has been left here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -1 2 7 14 -1 1 0 10 0 -E -rusted knife~ - It is chipped in many places, worn down to almost a flat edge where it should -be sharp. -~ -#31808 -blade marcko's dagger~ -Marcko's Blade~ -A black knife has been left here.~ -~ -5 adjn 0 0 0 an 0 0 0 0 0 0 0 -3 5 8 11 -1 1 0 28 0 -E -blade marcko's dagger~ - Made by an old veteran assassin from the Far Reaches just for Marcko, this -blade is said to have special powers. -~ -A -18 2 -A -19 1 -A -2 -1 -#31809 -ring opal black~ -a black opal ring~ -A black opal ring has been dropped here.~ -~ -11 jl 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 28 0 -E -ring opal black~ - The thing seems to radiate evil and bad intent. -~ -A -1 2 -A -2 -1 -A -19 1 -#31810 -boots razor tipped~ -a pair of razor tipped boots~ -A pair of boots have been left here.~ -~ -9 bj 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -3 300 0 19 0 -E -boots razor tipped~ - Looks like these boots were meant for someone who likes to surprise their -opponent, from the way the blade shoots out the toe. -~ -A -19 2 -A -2 1 -A -1 -2 -#31811 -hammer~ -a hammer~ -A hammer has been left here on the ground.~ -~ -5 o 0 0 0 an 0 0 0 0 0 0 0 -2 4 5 7 -1 1 0 22 0 -E -hammer~ - Long wooden handle, strong metal head. A hammer. -~ -#31812 -belt tool carpenter's~ -a carpenter's tool belt~ -A carpenter's tool belt has been dropped here.~ -~ -15 0 0 0 0 al 0 0 0 0 0 0 0 -100 0 -1 0 -1 1 0 22 0 -E -belt tool caprenter's~ - It has many pouches and loops where one can safely place items for storage. - -~ -A -1 1 -#31813 -cigar stogie fat~ -a fat cigar~ -A fat cigar is on the floor, just begging to be smoked.~ -~ -12 b 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 0 -E -cigar stogie fat~ - The business end of the thing looks a bit wet and chewed, but other than that -it seems perfectly good. -~ -A -4 -2 -A -10 20 -#31814 -beer gut foreman~ -the foreman's beer gut~ -The foreman's beer gut is lumped in the corner.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -5 0 0 0 -1 50 0 25 0 -E -beer gut foreman~ - You are actually considering wearing this nasty thing? -~ -A -10 10 -A -14 -20 -#31815 -sweat coat thin~ -a thin coat of sweat~ -A thin coat of sweat is glooped on the floor.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -1 0 0 0 -1 1 0 20 0 -E -sweat coat thin~ - You give it a cursory sniff. Yep, it's sweat, all right. -~ -A -5 1 -A -4 1 -#31816 -board clip clipboard~ -a clipboard~ -A clipboard is lying face down on the floor.~ -~ -12 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 10 0 25 0 -E -board clip clipboard~ - It currently holds no papers of any kind, mus tnot be much harbor traffic at -this time. -~ -A -19 1 -A -18 2 -#31817 -locket anchor~ -an anchor shaped locket~ -A necklace of some sort is lying on the ground.~ -~ -11 b 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 200 0 21 0 -E -locket anchor~ - You turn it over and read the inscription - -To my lovely daughter, -May the waves of fate always turn the tide in your favor. -~ -A -2 2 -A -5 1 -A -1 -2 -#31818 -dirk shiny~ -a shiny dirk~ -A shiny dirk has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 3 11 -1 1 0 1 0 -E -dirk shiny~ - Boy, it sure is a shiny little bugger. -~ -#31819 -britches pair green~ -a pair of green britches~ -A green pair of britches are crumpled on the floor here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 11 0 -E -britches pair green~ - They look like they definitely could be in the 'flood' classification. Wear -them at your own risk... My guess is even the non-aggro mobs will attack you -with these on! -~ -A -6 -2 -A -9 -5 -#31820 -hat cap'n~ -the Cap'n's hat~ -A sailor's hat is lying here.~ -~ -9 b 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -1 500 0 20 0 -E -hat cap'n~ - This thing emminates a strong aura of bad whiskey, bad women, and bad -personality. Use it at your own risk. -~ -A -19 1 -A -18 2 -#31821 -sleeves dolphin skin~ -some dolphin skin sleeves~ -A wad of some sort of animal's skin is on the ground.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -6 0 0 0 -1 200 0 23 0 -E -sleeves dolphin skin~ - They look as if they would stretch right over your arms for a snug fit. -~ -A -13 25 -#31822 -arm tie~ -a black leather arm tie~ -A thin piece of black leather is here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -1 0 0 0 -1 100 0 25 0 -E -arm tie~ - It is about 9 inches long, frayed at both ends. -~ -A -18 2 -#31823 -whip backhand~ -a backhand whip~ -A small whip has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 4 2 -1 1 0 2 0 -E -whip backhand~ - Just the perfect fit in the palm of your hand. -~ -$~ diff --git a/lib/world/obj/319.obj b/lib/world/obj/319.obj deleted file mode 100644 index 5a222c5..0000000 --- a/lib/world/obj/319.obj +++ /dev/null @@ -1,87 +0,0 @@ -#31900 -tooth shark~ -a shark's tooth~ -A shark's tooth has been left here.~ -~ -8 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#31901 -shell shield~ -a deep green shell~ -A deep green shell lies here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -8 0 0 0 -12 100 0 21 -A -18 2 -A -13 25 -A -1 -2 -#31902 -gill sea elf~ -the gill of a sea elf~ -The severed gill of a sea elf has been dropped here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -6 10 0 24 -A -17 -2 -#31903 -tusk walrus~ -the tusk of a walrus~ -The tusk of a walrus has been dropped here.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -12 300 0 1 -#31904 -whiskers seal~ -a seal's whiskers~ -A seal's whiskers have been cut off and left here.~ -~ -11 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 11 -A -17 -3 -A -12 15 -#31905 -conch shell~ -a beautiful conch shell~ -A beautiful conch shell has been left here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 500 0 1 -#31906 -bracelet seashell~ -a seashell bracelet~ -A beautiful seashell bracelet has been dropped here.~ -~ -9 0 0 0 0 am 0 0 0 0 0 0 0 -4 0 0 0 -6 100 0 24 -A -3 2 -#31907 -foam~ -some foam~ -A bit of foam froths on the surface of the water.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#31908 -fish dead~ -a dead fish~ -A dead fish floats on the water.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 1 -3 1 0 1 -$~ diff --git a/lib/world/obj/32.obj b/lib/world/obj/32.obj deleted file mode 100644 index 185c943..0000000 --- a/lib/world/obj/32.obj +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/obj/320.obj b/lib/world/obj/320.obj deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/obj/320.obj +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/obj/321.obj b/lib/world/obj/321.obj deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/obj/321.obj +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/obj/322.obj b/lib/world/obj/322.obj deleted file mode 100644 index 94d8e75..0000000 --- a/lib/world/obj/322.obj +++ /dev/null @@ -1,189 +0,0 @@ -#32200 -crate~ -a crate~ -A wooden crate has been dropped here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32201 -rope thick~ -a length of thick rope~ -A length of thick rope hangs down from the docks.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -9 10 0 0 0 -#32202 -hawser~ -a hawser~ -A long hawser keeps a boat tied here securely.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -9 10 0 0 0 -#32203 -suit body tight~ -a tight fitting body suit~ -Someone left a suit of clothing here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -6 10 0 1 0 -#32204 -suitcase case~ -a large suitcase~ -A large suitcase has been left here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -250 1 -1 0 -4 10 0 1 0 -#32205 -ring thumb opal~ -a bright opal thumb ring~ -Someone dropped some jewelry here.~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -4 100 0 15 0 -#32206 -crate~ -a large wooden crate~ -A large wooden crate lies on the dock, waiting to be loaded.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32207 -sea algae~ -a clump of sea algae~ -A formless clump of sea algae floats on the water's surface.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -3 1 0 0 0 -#32208 -buoy~ -a bouy~ -A red and white bouy floats here, anchored to the bottom by a chain.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32209 -boat fishing~ -a small fishing boat~ -A small fishing boat has been left here.~ -~ -22 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -22 500 0 1 0 -#32210 -flotsam~ -a lump of flotsam~ -A lump of flotsam bobs on the surface of the water.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -7 1 0 1 0 -#32211 -jetsam~ -a floating clump of jetsam~ -A clump of formless jetsam floats by.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -8 1 0 1 0 -#32212 -pole fishing~ -a fishing pole~ -A fishing pole has been carelessly left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -6 10 0 1 0 -#32213 -tattoo~ -a tough-looking tattoo~ -There is a tough-looking tattoo is lying on the ground here.~ -~ -11 0 0 0 0 acfi 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 20 0 -A -1 2 -A -19 2 -#32214 -hat wide straw~ -a wide straw hat~ -A wide straw hat has been left here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -4 10 0 1 0 -#32215 -boots thick sailor~ -a pair of thick sailor's boots~ -A pair of thick sailor's boots lie in a grungy heap.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -6 0 0 0 -8 10 0 1 0 -#32216 -shirt tight sleeveless~ -a tight, sleeveless workman's shirt~ -A small black shirt without sleeves has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -3 10 0 1 0 -#32217 -shirt blue~ -a blue shirt~ -A blue shirt has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -3 10 0 1 0 -#32218 -slacks pair white~ -a pair of white slacks~ -A pair of white slacks have been left here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -5 10 0 1 0 -#32219 -undergarments garments~ -a pair of clean undergarments~ -A pair of clean undergarments have been left here.~ -~ -9 0 0 0 0 afo 0 0 0 0 0 0 0 -2 0 0 0 -2 10 0 1 0 -#32220 -socks pair~ -a pair of green socks~ -A pair of cool green socks have been left here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -1 10 0 1 0 -#32221 -whisky whiskey pint whisky~ -a pint of whiskey~ -A pint of whiskey has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -6 6 5 0 -11 10 0 1 0 -#32222 -rigging~ -a rigging line~ -A rigging line hangs down from the docks into the water.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -$~ diff --git a/lib/world/obj/323.obj b/lib/world/obj/323.obj deleted file mode 100644 index 345cb70..0000000 --- a/lib/world/obj/323.obj +++ /dev/null @@ -1,463 +0,0 @@ -#32300 -obsidian gauntlets~ -a pair of obsidian gauntlets~ -A pair of obsidian gauntlets have been left here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -7 0 0 0 -11 100 0 21 0 -A -19 2 -A -1 2 -#32301 -obsidian girth~ -an obsidian girth~ -An obsidian girth has been left here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -6 0 0 0 -9 100 0 20 0 -A -18 2 -A -19 2 -#32302 -blackstone amulet~ -the Blackstone Amulet~ -A shining black amulet has been dropped here.~ -~ -11 f 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -8 100 0 20 0 -A -17 -4 -A -19 3 -A -1 3 -#32303 -blackfire staff~ -the BlackFire Staff~ -A staff glowing with a black fire has been abandoned here.~ -~ -4 0 0 0 0 ao 0 0 0 0 0 0 0 -30 3 3 26 -9 100 0 27 0 -A -19 3 -A -14 15 -#32304 -black leggings~ -a pair of black leggings~ -A pair of black leggings have been left here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -7 0 0 0 -9 100 0 28 0 -A -3 2 -A -4 2 -#32305 -mucus aboleth~ -a bit of aboleth mucus~ -A slimy pile of mucus lies on the ground.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -6 1 0 1 0 -#32306 -pile gray slime~ -a pile of gray slime~ -A pile of gray slime lies disgustingly on the floor.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 1 0 -#32307 -aboleth's treasure~ -the aboleth's treasure~ -The aboleth's treasure gleams brightly.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -4 1 0 1 0 -#32308 -small pile guano~ -a small pile of guano~ -A small pile of guano is on the floor of the cave.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -3 1 0 1 0 -#32309 -eyestalk tentacle~ -an eyestalk tentacle~ -An eyestalk tentacle lies severed on the ground.~ -~ -12 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 20 0 -A -2 1 -A -17 -3 -#32310 -bugbear hide~ -a bugbear hide~ -A bugbear hide lies stinking in a heap.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -7 0 0 0 -9 10 0 1 0 -#32311 -shining mace~ -a shining mace~ -A shining mace polished to a high sheen has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 5 4 5 -7 10 0 27 0 -A -19 2 -#32312 -chrome hammer~ -a chrome hammer~ -A chrome hammer has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 4 6 7 -7 10 0 29 0 -A -19 2 -A -2 2 -#32313 -jeweled spear~ -a jeweled spear~ -A jeweled spear has been abandoned here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -2 4 6 1 -10 10 0 28 0 -A -19 3 -#32314 -pile slippery shifting coins~ -a pile of slippery shifting coins~ -A pile of slippery shifting coins lies here in the center of the floor.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -200 0 0 0 -50 1 0 0 0 -#32315 -tentacle deepspawn~ -a tentacle of the DeepSpawn~ -A tentacle of the DeepSpawn has been left here.~ -~ -12 jop 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -10 10 0 21 0 -A -19 1 -#32316 -maroon dragon scale~ -a maroon dragon scale~ -A maroon dragon scale has been left here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -9 0 0 0 -13 10 0 20 0 -A -9 4 -A -3 2 -A -19 3 -#32317 -deep gem~ -the Deep Gem~ -The Deep Gem has been dropped here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -6 1000 0 26 0 -A -3 3 -A -20 -2 -A -4 3 -#32318 -dragon's claw~ -a dragon's claw~ -A dragon's claw has been left here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -2 5 6 8 -11 1000 0 28 0 -A -19 3 -#32319 -jaws feyr teeth~ -the jaws of a Feyr~ -A terrible set of fanged teeth have been left here.~ -~ -11 j 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 21 0 -A -18 3 -A -5 2 -#32320 -nightmare feyr~ -the nightmares of a feyr~ -An awful nightmare has been left on the ground.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 1 0 1 0 -A -6 -3 -#32321 -gargoyle's horn~ -the horn of a gargoyle~ -A severed horn has been left here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -1 1 0 20 0 -A -19 2 -A -13 25 -#32322 -gray wings of flight~ -the gray wings of flight~ -A pair of leathery, gray wings have been left here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -4 0 0 0 -14 10 0 20 0 -A -5 2 -#32323 -suit stone skin~ -a suit of stone skin~ -A suit of stone skin lies on the floor.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -15 10 0 22 0 -A -2 -2 -A -14 -20 -A -19 3 -#32324 -festering wart~ -a festering wart~ -A festering wart has been lopped off a margoyle's nose.~ -~ -13 0 0 0 0 abde 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#32325 -short gibberling sword~ -a short gibberling sword~ -A short gibberling sword lies in the dirt.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 3 8 3 -1 1 0 26 0 -A -19 2 -#32326 -cloth eyeshade~ -a cloth eyeshade~ -A filthy cloth eyeshade has been left here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -2 1 0 24 0 -A -2 2 -#32327 -cloven hoof~ -a cloven hoof~ -A cloven hoof has been sperated from its leg.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -6 10 0 22 0 -A -19 2 -A -1 1 -#32328 -metal scale hide~ -a metal scale hide~ -A huge metal scale hide has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -14 10 0 20 0 -A -13 20 -A -1 2 -#32329 -blood gorgon capilary~ -the blood of a gorgon~ -A small capilary full of the blood of a gorgon has been left here.~ -~ -10 a 0 0 0 ao 0 0 0 0 0 0 0 -30 33 36 4 -3 1000 0 0 0 -#32330 -enormous battle axe~ -an enormous battle axe~ -An enormous battle axe has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 4 5 9 -1 1 0 0 0 -#32331 -grimlock's helm~ -the Grimlock's Helm~ -An odd-shaped helm has been left here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -9 100 0 24 0 -A -1 3 -A -18 3 -#32332 -hideous hook hand~ -a hideous hook hand~ -A hideous-looking hook hand has been left on the floor.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 5 6 8 -5 560 0 20 0 -A -19 2 -A -3 2 -#32333 -tough exoskeleton~ -a tough exoskeleton~ -A tough exoskeleton lies on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -9 0 0 0 -14 100 0 27 0 -A -18 3 -A -19 2 -A -21 -2 -#32334 -moldy topknot~ -a moldy topknot~ -A moldy topknot lies severed from some poor sod's head.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -4 10 0 22 0 -A -12 25 -A -3 2 -#32335 -poisoned spore blade~ -a spore blade~ -A strange blade made of some sort of fungus lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 4 7 11 -7 10 0 21 0 -A -19 2 -A -13 20 -#32336 -russet mold~ -a lump of russet mold~ -A lump of russet mold lies on the floor.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32337 -budding spore~ -a budding spore~ -A budding spore grows from one corner of the room.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32338 -water cascade fall water~ -a cascade of water~ -A cascade of water runs down the south wall into a crack in the floor.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -1000 1000 15 0 -0 0 0 0 0 -#32339 -sconced torch~ -a sconced torch~ -A sconced torch glows brightly on the wall.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#32340 -stewpot~ -a stewpot~ -A stewpot full of foul-smelling meat rests over a small fire.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -1 1 0 0 0 -#32341 -torch ornate sconce~ -a torch in an ornate black sconce~ -A torch glows from an ornate black sconce.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 1 0 -1 1 0 0 0 -#32342 -black rock throne~ -a carved black rock throne~ -A carved black rock throne rests against the east wall.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32343 -gibberling leg~ -a gibberling leg~ -A gibberling leg has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 1 -4 1 0 1 0 -#32344 -eye bat~ -the eye of a bat~ -The eye of a bat has been dropped on the floor.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 1 -2 1 0 1 0 -$~ diff --git a/lib/world/obj/324.obj b/lib/world/obj/324.obj deleted file mode 100644 index b046bb5..0000000 --- a/lib/world/obj/324.obj +++ /dev/null @@ -1,285 +0,0 @@ -#32400 -chair~ -a chair~ -There is a chair that has been left in the center of the floor.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 1 0 -E -chair~ - It is a very uncomfortable looking piece of furniture which is designed to -keep the user not only awake, but on their feet at most times. -~ -#32401 -hammer heavy~ -a heavy iron hammer~ -A heavy iron hammer has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 5 3 7 -13 10 0 20 0 -A -1 2 -A -19 1 -#32402 -iron branding~ -a branding iron~ -A steaming branding iron has been dropped here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -3 3 5 1 -7 10 0 16 0 -A -4 2 -#32403 -papers command~ -a set of official command papers~ -A set of official command papers have been left here.~ -Nothing. -~ -2 b 0 0 0 ao 0 0 0 0 0 0 0 -1 36 -1 -1 -3 10 0 1 0 -#32404 -arrows~ -a bundle of arrows~ -A bundle of arrows are stacked neatly here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -1 2 3 1 -3 10 0 1 0 -#32405 -pot boiling pitch~ -a pot full of pitch~ -A pot full of pitch for boiling is waiting for a war.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 21 0 -#32406 -ram battering~ -a battering ram~ -A stack of battering rams await times of war and siege.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32407 -rations military~ -a bundle of military rations~ -A bundle of military rations have been dropped here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -4 10 0 1 0 -#32408 -sabre proud~ -a proud sabre~ -A very ornate, proud sabre has been left here.~ -~ -5 ag 0 0 0 an 0 0 0 0 0 0 0 -3 5 4 3 -7 10 0 24 0 -A -3 2 -#32409 -knife cavalry~ -a cavalry knife~ -A cavalry knife has been dropped here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 3 7 11 -4 10 0 21 0 -A -19 2 -A -2 2 -#32410 -rope~ -a coil of rope~ -A coil of rope has been dropped here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -4 10 0 1 0 -#32411 -picks lock~ -a set of lock picks~ -A set of lock picks have been left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -6 10 0 21 0 -A -2 2 -#32412 -spyglass glass~ -a spyglass~ -A spyglass has been left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 10 0 19 0 -A -5 2 -#32413 -kit first aid~ -a first aid kit~ -A first aid kit has been left here.~ -~ -3 b 0 0 0 ao 0 0 0 0 0 0 0 -20 3 3 15 -5 10 0 1 0 -#32414 -kit medic~ -a medic's kit~ -A medic's kit has been left here.~ -~ -4 0 0 0 0 ao 0 0 0 0 0 0 0 -20 5 5 16 -6 10 0 1 0 -#32415 -crutch~ -a crutch~ -A crutch has been left here.~ -~ -11 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -4 10 0 10 0 -A -14 -20 -A -10 20 -#32416 -badge honor~ -a Badge of Honor~ -A shiny badge has been left here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 10 0 -A -5 2 -#32417 -stretcher~ -a stretcher~ -A stretcher lies rolled up on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 10 0 1 0 -A -10 20 -#32418 -duffel military~ -a military issue duffel~ -A military issue duffel has been left here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -300 1 -1 0 -4 10 0 10 0 -#32419 -medals slew~ -a slew of medals~ -A slew of medals have been left here.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -5 10 0 24 0 -A -5 2 -A -4 1 -#32420 -visor steel~ -a steel visor~ -A steel visor has been left here.~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -4 10 0 20 0 -A -19 2 -A -18 1 -#32421 -pump bellows~ -a bellows pump~ -A bellows pump has been left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -13 10 0 15 0 -A -19 2 -#32423 -ring heavy bronze~ -a heavy bronze ring~ -A heavy bronze ring has been left here.~ -~ -9 a 0 0 0 ab 0 0 0 0 0 0 0 -2 0 0 0 -8 10 0 20 0 -A -18 1 -A -19 2 -#32424 -pitchfork fork~ -a pitchfork~ -A pitchfork has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 5 14 -6 10 0 14 0 -#32425 -apron leather stained~ -a stained leather apron~ -A stained leather apron has been left here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -5 0 0 0 -5 10 0 1 0 -#32426 -water pail water~ -a metal pail~ -A metal pail lies here on its side.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -4 10 0 0 0 -#32427 -milk jug milk~ -a jug of cold milk~ -A jug of cold milk has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -10 10 10 0 -15 10 0 0 0 -#32428 -meat slab frozen~ -a slab of frozen meat~ -A slab of frozen meat hangs here on a hook.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 10 0 0 0 -#32429 -fruit dried~ -some dried fruits~ -Some dried fruits are laying the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -3 10 0 0 0 -#32430 -rations soldier's~ -some soldier's rations~ -Some soldier's rations are stacked here in a pile.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -4 10 0 0 0 -$~ diff --git a/lib/world/obj/325.obj b/lib/world/obj/325.obj deleted file mode 100644 index 250250d..0000000 --- a/lib/world/obj/325.obj +++ /dev/null @@ -1,658 +0,0 @@ -#32500 -madame zayla wagon~ -Madame Zayla's wagon~ -Madame Zayla's Wagon rests here in the middle of the woods.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32501 -small round table~ -a small round table~ -A small round wooden table sits in the center of the wagon.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32502 -crystal ball madame zayla's~ -Madame Zayla's crystal ball~ -Madame Zayla's crystal ball glows upon the table.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 0 0 -A -3 1 -#32503 -trickling brook~ -a trickling brook~ -The brook trickles by, clear and clean.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -2000 2000 15 0 -2005 0 0 0 0 -#32504 -small platform stage~ -a small platform stage~ -A small platform stage has been erected for the actors.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32505 -line children~ -a line of children~ -A line of children run past you from the face painter's booth.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32506 -hot pie covered~ -a small hot pie~ -A small hot pie has been dropped on the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -9 0 0 0 -2 5 0 0 0 -#32507 -picnic table~ -a long wood picnic table~ -Long wooden picnic tables are scattered about.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -table~ - The tables are about eight feet in length, made from some wood that has aged -beyond recognition. The tables are still serviceable, though barely. -~ -#32508 -grill black iron~ -a black iron grill~ -A black iron grill steams with heat.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32509 -water keg wooden water~ -a wooden keg~ -A wooden keg stands on stilts next to the grill.~ -~ -17 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32510 -puppet castle~ -a wooden puppet castle~ -A wooden puppet castle painted to look like stone is here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#32511 -set colored balls~ -a set of colored balls~ -Don't slip! A set of colored balls have been left on the ground.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -4 10 0 1 0 -#32512 -lute simple wooden~ -a simple wooden lute~ -A simple wooden lute has been left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 25 0 11 0 -A -3 2 -#32513 -homemade lyre~ -a homemade lyre~ -A nice, homemade lyre has been dicarded here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 100 0 1 0 -#32514 -love tonic~ -a jar of love tonic~ -A jar of love tonic is glowing on the ground.~ -~ -10 a 0 0 0 ao 0 0 0 0 0 0 0 -1 7 18 22 -1 165 0 1 0 -#32515 -tonic super smarts jar~ -a jar of super brain-power~ -A jar of super brain-power tonic has been left here.~ -~ -10 b 0 0 0 ao 0 0 0 0 0 0 0 -1 3 20 21 -2 231 0 1 0 -#32516 -youth tonic~ -a youth tonic~ -An odd looking jar of tonic has been dropped here.~ -~ -10 a 0 0 0 ao 0 0 0 0 0 0 0 -1 43 -1 -1 -2 189 0 1 0 -#32517 -great tome adventures~ -the Great Tome of Adventures~ -A large tome rests face down on the ground.~ -~ -2 0 0 0 0 ao 0 0 0 0 0 0 0 -10 -1 -1 -1 -19 200 0 1 0 -#32518 -tether monkey throat small~ -a small throat tether~ -A small throat tether has been thrown to the ground.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -3 20 0 11 0 -A -2 2 -#32519 -tiny symbols~ -a set of tiny symbols~ -A set of tiny symbols lie left on the ground.~ -~ -12 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 10 0 -A -13 15 -#32520 -fortune your told~ -a glowing fortune~ -A glowing fortune lies on the ground.~ -~ -2 0 0 0 0 ao 0 0 0 0 0 0 0 -25 3 -1 -1 -5 100 0 1 0 -#32521 -moth eaten robes~ -a set of moth-eaten robes~ -A set of moth-eaten robes lies left for trash here.~ -~ -9 b 0 0 0 ak 0 0 0 0 0 0 0 -4 0 0 0 -6 27 0 21 0 -A -4 2 -A -9 2 -#32522 -deck tarot cards~ -a deck of tarot cards~ -A deck of tarot cards have been left here.~ -~ -12 a 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 500 0 23 0 -A -19 1 -A -18 2 -#32523 -gypsy dancer's silks~ -some gypsy dancer's silks~ -Some gypsy dancer's silks have been removed and left here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -1 0 0 0 -1 80 0 13 0 -#32524 -tambourine~ -a tambourine~ -A tambourine lies twinklling in the light.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -4 100 0 0 0 -#32525 -slab mutton jerky~ -a slab of mutton jerky~ -A slab of mutton jerky has been dropped here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -7 0 0 0 -1 6 0 0 0 -#32526 -purse snatching~ -the purse of snatching~ -An odd-looking black purse has been dropped here.~ -~ -15 0 0 0 0 al 0 0 0 0 0 0 0 -650 1 -1 0 -1 200 0 10 0 -A -2 2 -#32527 -alfalfa sprouts~ -some alfalfa sprouts~ -Some alfalfa sprouts lie tossed to the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 3 0 0 0 -#32528 -fresh fruit~ -some fresh fruits~ -Some fresh fruits have been dropped to the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -2 7 0 0 0 -#32529 -travel worn cape~ -a travel-worn cape~ -A travel-worn cape lies crunkled on the ground.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -3 0 0 0 -4 200 0 22 0 -A -18 2 -A -13 15 -#32530 -severed claw jamuurin lion~ -the severed claw of a jamuurin lion~ -A claw attached to a leather strap has been left here.~ -~ -9 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 0 -4 10 0 11 0 -A -4 1 -#32531 -pair traveling shoes~ -a pair of traveling shoes~ -A pair of traveling shoes lie on the ground, dusty from the road.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -4 45 0 13 0 -A -5 2 -#32532 -emblem song true necklace chain~ -the Emblem of True Song~ -An odd-shaped piece lies on the ground, attached to a chain.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -2 0 0 0 -4 400 0 15 0 -A -6 2 -#32533 -bamboo reed~ -a bamboo reed~ -A bamboo reed lies on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 40 0 13 0 -A -6 2 -#32534 -silk scarf~ -a silk scarf~ -A silk scarf lies rumpled on the ground.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -15 2 0 11 0 -A -21 -2 -#32535 -lute finely carved decorated~ -a finely carved lute~ -A finely carved lute made from glossy wood lies here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -6 400 0 17 0 -A -18 2 -#32536 -fake cat's tail~ -a fake cat's tail~ -A costume cat's tail has been dropped to the ground.~ -~ -11 0 0 0 0 alo 0 0 0 0 0 0 0 -0 0 0 0 -3 7 0 10 0 -A -17 -2 -A -6 1 -#32537 -cat whiskers~ -some cat's whiskers~ -Some cat's whiskers have been left here.~ -~ -11 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 8 0 13 0 -A -2 2 -#32538 -soft gypsy boots~ -a pair of soft gypsy boots~ -A pair of soft gypsy boots lie unused on the ground.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -5 18 0 14 0 -A -14 25 -#32539 -mushroom suit~ -a mushroom suit~ -A mushroom suit lies in a heap.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -11 40 0 1 0 -#32540 -clean laundry pile~ -a pile of clean laundry~ -A pile of clean laundry lies on the riverbank.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -6 1 0 0 0 -#32541 -wooden mallet~ -a wooden mallet~ -A wooden mallet has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 2 7 7 -5 5 0 11 0 -A -3 1 -#32542 -pair baggy pants~ -a pair of baggy pants~ -A pair of baggy pants has been tossed to the ground.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -2 0 0 0 -6 14 0 10 0 -A -2 1 -#32543 -shoeing hammer~ -a shoeing hammer~ -Someone dropped a shoeing hammer here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 3 7 -3 3 0 1 0 -#32544 -mime face paint~ -some mime face paint~ -Some mime face paint has been smudged onto the floor.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 7 0 12 0 -A -6 2 -#32545 -painter's pallet~ -a painter's pallet~ -A painter's many-colored pallet full of colorful paint is here.~ -~ -15 b 0 0 0 ao 0 0 0 0 0 0 0 -250 0 -1 0 -3 25 0 20 0 -A -6 1 -A -2 2 -#32546 -finely crafted shoes~ -a pair of finely-crafted shoes~ -A pair of finely-crafted shoes have been neatly placed here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -3 0 0 0 -4 35 0 26 0 -A -19 2 -A -18 3 -#32547 -dainty kerchief~ -a dainty kerchief~ -A dainty kerchief lies on the ground.~ -~ -12 o 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 30 0 11 0 -A -6 1 -#32548 -shining ring~ -a shining ring~ -A shining ring lies on the ground.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -2 0 0 0 -3 300 0 12 0 -A -3 1 -#32549 -hawk dagger~ -a hawk dagger~ -A sharp-looking hawk dagger has been left here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -2 4 5 11 -5 150 0 22 0 -A -19 2 -A -2 1 -#32550 -elven boots~ -a pair of well-worn elven boots~ -A pair of well-worn elven boots lie on the ground.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -5 0 0 0 -8 135 0 19 0 -A -14 25 -#32551 -simple home spun dress~ -a simple home-spun dress~ -A simple home-spun dress has been left behind by someone.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -6 5 0 1 0 -#32552 -silly-looking jokers cap bells~ -a silly-looking joker's cap~ -A silly-looking joker's cap with bells at the ends lies here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -4 20 0 15 0 -A -6 2 -#32553 -stilts~ -a set of stilts~ -A set of stilts has been dropped here.~ -~ -11 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 1 0 -A -11 3 -#32554 -gypsy ring~ -a gypsy ring~ -A gypsy ring has been left here.~ -~ -11 k 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 45 0 28 0 -A -19 2 -A -5 1 -A -1 -1 -#32555 -gypsy thumb ring~ -a gypsy thumb ring~ -A gypsy thumb ring lies in the dirt.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -2 0 0 0 -2 170 0 29 0 -A -18 1 -A -6 2 -#32556 -curved broadsword sword~ -a curved broadsword~ -A curved broadsword has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 4 2 3 -11 75 0 7 0 -#32557 -silver tunic~ -a silver tunic~ -A silver tunic lies on the ground.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -4 0 0 0 -4 10 0 1 0 -#32558 -red tunic~ -a red tunic~ -A red tunic has been left here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -4 0 0 0 -4 10 0 1 0 -#32559 -lamp renkaza~ -the Lamp of Renkaza~ -A tiny brass oil lamp has been left here.~ -~ -13 a 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -12 203 0 1 0 -#32560 -horn manticonn~ -the Horn of Manticonn~ -An ood-looking horn has been dropped here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -14 164 0 1 0 -#32561 -arvida banner~ -Arvida's Banner~ -A lenght of old cloth has been left here.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -12 189 0 1 0 -#32562 -length silk~ -a length of silk~ -A length of silk has been dropped here.~ -~ -9 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -3 101 0 1 0 -#32563 -silk wrap~ -a silk wrap~ -A beautiful silk wrap has been left here.~ -~ -9 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -2 87 0 1 0 -#32564 -silk belt~ -a silk belt~ -A silk belt lies on the ground.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -1 0 0 0 -3 69 0 1 0 -#32565 -hand crafted ring~ -a hand crafted ring~ -A hand crafted ring has been left here.~ -~ -11 0 0 0 0 abo 0 0 0 0 0 0 0 -0 0 0 0 -2 156 0 1 0 -A -17 -3 -#32566 -rope woven necklace~ -a hand-woven rope necklace~ -A small rope necklace lies on the ground.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -2 67 0 1 0 -A -17 -2 -#32567 -pewter thumb ring~ -a pewter thumb ring~ -A pewter thumb ring lies left behind.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -2 0 0 0 -2 132 0 1 0 -#32568 -finger puppet small man~ -a small finger puppet of a man~ -A small finger puppet of a man has been left here.~ -~ -13 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -5 10 0 1 0 -#32569 -finger puppet small woman~ -a small woman finger-puppet~ -A small woman finger-puppet has been dropped on the ground here.~ -~ -13 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -5 10 0 1 0 -#32570 -ale mug ale~ -a mug~ -An ale mug has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -6 6 4 0 -11 7 0 0 0 -$~ diff --git a/lib/world/obj/326.obj b/lib/world/obj/326.obj deleted file mode 100644 index a483c51..0000000 --- a/lib/world/obj/326.obj +++ /dev/null @@ -1,332 +0,0 @@ -#32600 -paint face~ -some green face paint~ -A smudge of face paint has been left here.~ -~ -13 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -paint face~ - The color of green that this paint is would lend to camoflaging you were you -in the forest. -~ -A -14 15 -#32601 -ankle boots issue black~ -a pair of black issue boots~ -A pair of black issue boots have been left here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -7 10 0 16 0 -A -5 1 -#32602 -pants black issue~ -a pair of black issue pants~ -A pair of black issue pants have been left here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -6 10 0 19 0 -A -13 10 -#32603 -tunic issue gray~ -a gray issue tunic~ -A gray issue tunic has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -6 10 0 16 0 -A -18 1 -#32604 -cloak issue blue~ -a blue issue cloak~ -A blue issue cloak has been left here.~ -~ -11 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -8 10 0 15 0 -A -17 -2 -#32605 -cloak issue blue~ -a blue issue cloak with red edging~ -A blue issue cloak with red edging has been left here.~ -~ -11 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -9 10 0 18 0 -A -19 2 -A -2 -2 -#32606 -pike~ -a pike~ -Someone dropped a long pike here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 3 6 3 -7 7 0 17 0 -A -18 1 -#32607 -baton short mean~ -a short, mean, black baton~ -A black baton has been dropped here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -6 10 0 29 0 -A -1 2 -A -19 2 -#32608 -braid ponytail~ -a long ponytail braid~ -A long ponytail braid has been shorn and left here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 28 0 -A -4 2 -A -1 -2 -#32609 -water canteen army water~ -an Eastern Army issue canteen~ -An Eastern Army issue canteen has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -25 25 0 0 -30 10 0 1 0 -#32610 -whip horse~ -a horse whip~ -A horse whip has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 3 5 2 -4 10 0 16 0 -A -19 2 -#32611 -rock~ -a large rock~ -A large rock was placed here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -rock~ - If you tried really hard I bet you could crall under it. -~ -#32612 -sword long horseman's~ -a long horseman's sword~ -A long horseman's sword has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 5 3 3 -8 100 0 20 0 -A -2 1 -A -19 1 -#32613 -armor splint mail issue~ -some Eastern Army issue splint mail armor~ -Some Eastern Army issue splint mail armor has been left here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -9 0 0 0 -11 10 0 10 0 -#32614 -sword issue army~ -an Eastern Army issue sword~ -An Eastern Army issue sword has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 4 3 3 -7 10 0 12 0 -A -19 1 -#32615 -helm visored~ -a visored helm~ -A visored helm has been left here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -5 10 0 10 0 -#32616 -crossbow~ -a sturdy crossbow~ -A sturdy crossbow has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 4 6 1 -14 10 0 28 0 -A -4 3 -#32617 -longbow~ -a green longbow~ -A green longbow has been left here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -3 3 8 1 -10 10 0 26 0 -#32618 -bow short~ -a shortbow~ -A shortbow has been dropped here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -2 3 7 1 -7 10 0 21 0 -#32619 -jacket camo~ -a camo jacket~ -A camo jacket blands in with its surroundings here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -7 7 0 23 0 -#32620 -pants camo~ -some camo pants~ -Some camo pants have been left here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -6 10 0 24 0 -A -5 1 -#32621 -telescope collapsible~ -a collapsing telescope~ -A small, handheld collapsing telescope has been left here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -4 10 0 15 0 -#32622 -hood camo~ -a camo hood~ -A camo hood has been left here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 22 0 -A -13 20 -#32623 -gloves marksman's~ -a pair of marksman's gloves~ -A pair of marksman's gloves have been left here.~ -~ -9 b 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -4 10 0 23 0 -A -3 1 -#32624 -knife bowie~ -a bowie knife~ -A bowie knife has been left here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -1 3 5 11 -4 10 0 14 0 -A -18 2 -#32625 -quiver~ -a quiver~ -A quiver has been left here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -350 0 -1 0 -5 10 0 1 0 -#32626 -axe woodman's~ -a woodsman's axe~ -A woodsman's axe has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 4 3 5 -13 10 0 12 0 -#32627 -pants leather~ -a pair of strong leather pants~ -A pair of strong leather pants have been left here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -6 0 0 0 -4 450 0 1 0 -#32628 -headband band thick cloth~ -a thick cloth headband~ -A thick cloth headband has been left here.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -2 10 0 10 0 -A -5 1 -#32629 -whistle shiny~ -a shiny whistle~ -A shiny whistle has been left here by someone.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 26 0 -A -11 1 -A -19 1 -#32630 -leggings officers chainmail~ -a set of officer's chainmail leggings~ -A set of officer's chainmail leggings have been left here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -7 0 0 0 -11 10 0 23 0 -A -19 2 -A -13 15 -#32631 -belt leather thick~ -a thick leather belt~ -A thick leather belt has been dropped here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -4 0 0 0 -4 120 0 15 0 -A -3 2 -#32632 -ring thumb glowing tear drop~ -a glowing teardrop thumbring~ -A glowing teardrop thumbring has been left here.~ -~ -11 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -2 400 0 24 0 -A -4 2 -A -5 2 -$~ diff --git a/lib/world/obj/33.obj b/lib/world/obj/33.obj deleted file mode 100644 index 0a973d9..0000000 --- a/lib/world/obj/33.obj +++ /dev/null @@ -1,292 +0,0 @@ -#3300 -orange~ -an orange~ -An orange lies on the ground here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 8 8 0 0 -E -orange~ - You wonder how it got here, seeing how oranges are non-migratory. -~ -#3301 -bale wheat~ -a bale of wheat~ -There is a bale of wheat here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -50 100 10 0 0 -E -bale wheat~ - It doesn't look appetizing to you, but a horse might enjoy this... -~ -#3302 -zither~ -a big zither~ -A HUGE zither made of gold rests in the corner~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -40 1000 100 0 0 -E -zither~ - Someone truly huge with big fingers might be able to play this. You can't. - -~ -#3303 -barrel perfume~ -a barrel of perfume~ -You can smell a barrel on the other side of the room from here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -20 1000 100 0 0 -E -barrel perfume~ - Smells good... The label reads: "Somewhere between GPA and MUD there lies... -OBSESSION" -~ -#3304 -statue~ -a statue~ -There is a statue of Aglandiir here, made of solid gold.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -30 900 90 0 0 -E -statue~ - He's a pretty striking chap, for a dragon. -~ -#3305 -halberd~ -a halberd~ -A runed halberd lies on the ground here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 1 12 3 -16 1000 300 0 0 -E -halberd~ - The runes glow with a bright light, making you think that this might be a -pretty decent weapon. -~ -A -18 5 -#3306 -potion protection dun vial~ -a potion of protection~ -A vial of a dun fluid is here.~ -~ -10 a 0 0 0 a 0 0 0 0 0 0 0 -20 36 1 3 -1 1000 200 0 0 -E -potion protection dun vial~ - Looks thick, and brownish-gray (dun). Ick! -~ -#3307 -crown~ -a dragon's crown~ -Aglandiir's crown sits here, radiating a shield.~ -~ -8 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -crown~ - The shield repulses you, making you wonder how you're going to get your hands -on this huge, valuble chunk of gold... -~ -#3308 -apple~ -an apple~ -A scrawny red apple sits here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 5 2 0 0 -E -apple~ - It is not wormy... Yet. -~ -#3309 -bread loaf~ -a loaf of bread~ -A fresh loaf of bread lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 10 5 0 0 -E -bread loaf~ - Mmmm... Rye! -~ -#3310 -melon~ -a melon~ -A melon sits here, discarded evidently.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -3 8 3 0 0 -E -melon~ - Wow! Look at the size of that melon! -~ -#3311 -knife~ -a knife~ -An exquisitely crafted knife rests here.~ -~ -5 dn 0 0 0 ano 0 0 0 0 0 0 0 -0 3 5 11 -8 1000 200 0 0 -E -knife~ - The craftsmanship... It takes your breath away! This knife... It had to -have been forged by the legendary smith Gabadiel. It must be worth a fortune! - -~ -A -18 3 -A -2 2 -#3312 -sword long~ -a long sword~ -A superb long sword sticks in the earth.~ -~ -5 dmn 0 0 0 ano 0 0 0 0 0 0 0 -0 2 7 3 -15 750 150 0 0 -E -sword long~ - This sword is light, but the heft is perfectly balanced. Such an incredible -weapon can only have be crafted by the legendary smith Gabadiel, and as such be -worth a fortune! -~ -A -18 2 -A -1 1 -#3313 -sword short~ -a short sword~ -A short sword lies here... a work of art!~ -~ -5 adimn 0 0 0 ano 0 0 0 0 0 0 0 -0 4 6 3 -10 100 30 0 0 -E -sword short~ - It brings tears to your eyes. This must have been Gabadiel the smith's -masterpiece; his final work. Simply invaluble. -~ -A -18 4 -A -2 3 -#3314 -cadaver~ -a dismembered and burnt cadaver~ -A dismembered and burnt cadaver lies on the ground here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -cadaver~ - It is still smouldering a little; the culprits can't be far off! -~ -#3315 -scimitar~ -a scimitar~ -A scimitar as long as your arm lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 7 3 -10 500 50 0 0 -E -scimitar~ - This weapon really isn't of too high a quality. -~ -#3316 -crate~ -a crate~ -A crate is stacked here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -200 5 0 0 -50 100 20 0 0 -E -crate~ - It's a standard wooden crate. -~ -#3317 -bow hunting~ -a hunting bow~ -A hunting bow lies here, unwanted~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 5 11 -6 400 40 0 0 -E -bow hunting~ - This is the type of weapon you would use to bag some deer or rabbits, but not -the type you'd take into battle... -~ -A -19 1 -#3318 -vest leather~ -a leather vest~ -A nice leather vest lies here.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -6 500 50 0 0 -E -vest leather~ - The seams are delicately sewn with a enruned thread... -~ -#3319 -glass beer~ -a glass~ -A glass of beer sits forgotten here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -1 1 1 0 -2 5 1 0 0 -E -glass~ - This is a nice glass filled with homebrew. There doesn't seem to be too much -stuff floating in it. -~ -#3320 -glass mead ale~ -a glass~ -A big glass of mead sits here, cool and frosty.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -1 1 3 0 -2 8 3 0 0 -E -glass mead~ - Looks good. Looks warm. Doesn't matter; it still looks good. -~ -#3321 -shot whisky~ -a shot~ -A shot of whisky is sitting here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -1 1 5 0 -1 10 5 0 0 -E -shot~ - Whew! Looks like potent stuff! -~ -$~ diff --git a/lib/world/obj/343.obj b/lib/world/obj/343.obj deleted file mode 100644 index 624a33f..0000000 --- a/lib/world/obj/343.obj +++ /dev/null @@ -1,827 +0,0 @@ -#34300 -fountain~ -a granite fountain~ -A granite fountain is gurgling here.~ -~ -23 a 0 0 0 0 0 0 0 0 0 0 0 --1 2 15 0 -0 0 0 0 0 -E -Directory~ ---------------------------------------------------------- -Immortal Name: ===== Room # ====== Location: ======= ----------------------------------------------------------- -Rumble -------------- 34361 ----- Indoor Garden -Opie -------------- 34362 ----- Indoor Garden -Velcor -------------- 34387 ----- Indoor Garden -Whiteknight --------- 34337 ----- Higher Imm Hall, West -Elona ------------- 34359 ----- Higher Imm Hall, West -Fizbin ------------ 34365 ----- Higher Imm Hall, East -Rhade ------------- 34367 ----- Higher Imm Hall, East -Shama ------------- 34366 ----- Higher Imm Hall, East -Wyld ------------- 34364 ----- Higher Imm Hall, East -Aich --------------- 34334 ------- God Hall, West -Axanon ------------- 34342 ------- God Hall, North -Detta -------------- 34333 ------- God Hall, Southwest -JamDog ------------- 34340 ------- God Hall, North -Elaseth ------------ 34345 ------- God Hall, Northweast -Kyle --------------- 34348 ------- God Hall, East -Perna --------------- 34353 ------- God Hall, South -Tink --------------- 34355 ------- God Hall, South - -Proca -------- 34338 ------- God Hall, Northwest -Vatiken ------- 34339 -------- God Hall, Northwest -Niamh ----------- 34351 ----------- God Hall, Southeast -Fade ----------- 34337 ------------ God Hall, West -Angela -------- 34636 --------God Hall, South Extension -~ -E -Map~ -Nth: God Hall - Nth, Inn, Post Office, Coffee Alcove -Sth: God Hall - Sth, Bus. Ctr, Bldr Brd Rm, God Hall, Ext -Est: God Hall - Est, Imm/Mrtl Brd Rm, Upr Imm Hall, Grd Lvl, God Hl - Ext -Wst: God Hall - Wst, H.O.Jst/Chpl, Mtn Rm, Upr Imm Hall, Grd Lvl, God Hl - Ext -Dwn: Midguaard -~ -E -spade~ - The spade seems to be the headstone of the center of the fountain here. It -is made of black stone and is an obelisk in shape. It has 'Directory' on the -side of it and it also has a 'MAP' on the side of it as well. -~ -E -fountain basin~ - The fountain is made of black granite and the water in it looks and inviting -to drink. In the center is a 'SPADE' shaped centerstone that seems to have -writing all over it. -~ -#34301 -fouton~ -a Fouton(tm) ~ -A Fouton(tm) is sitting here in the corner~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -6 0 0 0 -0 0 0 0 0 -E -fouton~ - A fouton couch is here with a blue matress and a light oak frame. It also -doubles as a bed when it is flattened to sleep two. -~ -#34302 -Beertap~ -a beertap~ -A beertap is here to dispense beer.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 2 1 0 -0 0 0 0 0 -E -Beertap~ - The tap is made of chrome as is the spigot and it has -a wooden handle that serves as a valve to allow the beer -to flow. On the handle are the words SAM ADAMS. -~ -#34303 -coffee dispenser~ -a coffee dispenser~ -A coffee dispenser is here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 2 12 0 -0 0 0 0 0 -E -dispenser~ - The dispenser is attached to a big 5 gallon drum and there is a tray below -with a button. The dispenser is made of chrome and wood. -~ -#34304 -mug beer~ -an empty beer mug~ -An empty beer mug is here ready for use.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 1 0 -3 1 0 1 0 -E -beermug mug~ - The mug is rather large and tall. It is also very cold, chilled before being -placed out for use by the patrons. -~ -#34305 -coffee cup coffee~ -a large coffee cup~ -A large empty coffee cup is here ready for use.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 12 0 -3 1 0 1 0 -E -coffeecup cup~ - The cup is white crockery and a fair sized mug to allow a good portion of -coffee to be drank from it. -~ -#34306 -Watertap~ -a water tap~ -A water tap is here dripping into the sink.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 2 15 0 -0 0 0 0 0 -E -watertap~ - The tap is a crookneck tap made by Kohler and it is a swivel head that can be -moved left or right. -~ -#34307 -countrytime fountain~ -a Lemonaid fountain machine~ -A Countrytime(tm) Lemonaid fountain drink machine is here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 2 6 0 -0 0 0 0 0 -E -Lemonaid Fountain~ - The fountain machine sits in the corner and has a one glass dispenser in -front of a five gallon jug of the yellow delicious liquid. -~ -#34308 -juice glass juice~ -a tall frosty glass~ -An empty tall frost-covered glass is here ready for use.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 10 0 -3 1 0 0 0 -E -glass~ - The glass is large and tall, able to hold a lot of the drink available for -either water, beer, lemonaid. It is frost-covered of course, kept on ice before -it is used by the patrons. -~ -#34309 -cabinet storage~ -a large storage cabinet~ -A large storage cabinet is attached to the wall behind the counter.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 --1 5 -1 0 -0 0 0 0 0 -E -cabinet~ - The storage cabinets are attached to the wall and have large swinging doors -to allow acess to the inside. It is white colored to match the sterile color -and green that make up the coffee bar. -~ -#34310 -tea brewer~ -a Lipton Tea (tm) Brew Dispenser~ -A Lipton Tea(tm) tea barrel is here with a dispenser.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 2 11 0 -0 0 0 0 0 -E -Brewer brewer tea~ - The Tea Brewer machine is a steel drum with a dispenser on the front and a -platform where you place your glass. It has a red button to dispense the tea. -~ -#34311 -milk~ -a milk dispensing machine~ -A milk dispensing machine is here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 2 10 0 -5 0 0 1 0 -E -winebox~ - The machine is a steel drum with a single dispenser over a platform for the -glass. There is a trigger to push glass against to make it dispense. -~ -#34312 -wine glass wine~ -a crystal wine glass~ -A crystal wine glass is here ready for use.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 2 0 -2 2 0 1 0 -E -wineglass wine~ - The glass is tall and round, made of superb crystal that gleams stunningly in -the light. -~ -#34313 -shelf wooden~ -a wooden shelf~ -A wooden shelf is attached to the wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 --1 0 -1 0 -0 0 0 0 0 -E -shelf wooden~ - The shelf is made of oak and is attached to the wall using 'L' Brackets into -the wall below, It makes for perfect storage. -~ -#34314 -whisky bottle whisky~ -a bottle of whisky~ -A bottle of whisky is here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -5 1 5 0 -5 25 0 0 0 -E -bottle whiskey~ - The bottle is brown and it has a white and red label marked "Wild Turkey" -~ -#34315 -ale shotglass ale~ -a short shotglass~ -A short shotglass is here ready for use.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 5 0 -2 5 0 0 0 -E -firebreather~ - The shot glass is small and the size of a good sized coffee cup and it is -made of glass. -~ -#34316 -whiskytap~ -a whisky dispenser~ -A whisky dispenser is here giving shots.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 2 5 0 -0 0 0 0 0 -E -whiskytap~ - The tap is made of metal and it has a small platform. Place a drink against -the metal tigger and it will dispense a perfect shot of whiskey. -~ -#34317 -barrier construction~ -a construction barrier~ -A construction barrier is here on its metal spidery legs.~ - The orange and white stripped barrier has two lights on the top of it that -blink yellow and it sits on long spidery looking legs. -~ -16 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -200 2000 0 31 0 -#34318 -couch~ -a plush couch~ -A plush couch is here in front of a coffee table.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -5 0 0 0 -0 0 0 0 0 -E -couch~ - The couch is long, has a frame of oak wood and a long blue cushion. It -happens to be a Futon (tm). -~ -#34319 -LazyBoy recliner~ -a LazyBoy(tm) recliner~ -A LazyBoy(tm) recliner is here.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 0 -0 0 0 0 0 -E -LazyBoy recliner~ - The recliner is made of leather and it swivels on an iron pedistal. The -leather is light brown trimmed in black. -~ -#34320 -sign~ -a construction sign~ -A construction sign is here nailed to a 2x4~ -This area is currenty under construction. Please enter at OWN RISK -------------------- HARD-HAT AREA ----------------- - -Witt's End Construction Company -Making for a Better Tomorrow -~ -16 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#34321 -bigscreen TV~ -a bigscreen TV 51"~ -A big screen 51" TV is here playing the local sports channel highlights.~ - The Big Screen 51" has a huge, flat screen, perfect sound, and color. It -sits on a black pedistal with a swivel, and has a keypad on one side, on front -to change the channels. Sounds of Lively Action is on the SCREEN right now. - - The split screen is engaged and on it the NY Yankees (tm) vs the SF Giants -(tm) for MLB. The other split screen shows a round of Soccer being played, -Mexico vs Brazil. Exciting games! -~ -16 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#34322 -stool barstool~ -a barstool~ -A barstool is here next to the counter wanting to be sat on~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 0 -0 0 0 0 0 -E -stool barstool~ - The stood has a green top of padded foam and the legs are made of metal. -~ -#34323 -hardhat construction~ -a yellow hardhat~ -A yellow construction hardhat is here on the desk.~ -~ -9 0 0 0 0 aeo 0 0 0 0 0 0 0 --20 0 0 0 -5 100 0 31 0 -E -hardhat construction~ -The helmet is yellow, made off plastic and it has a logo -of the Witt's Construction company on the center front of it. -There is a plastic adjustable insert to fit the wearers head. -~ -A -18 5 -A -19 5 -A -24 2 -#34324 -sign~ -a small freestanding sign~ -A small freestanding sign is here on a rod and pedistal.~ - The sign is in the shape of two arrows, on pointing up and the other pointing -downward, There is a MESSAGE written in the center of either of the arrows. - - -The arrow up has the message: For all Lead Offices, use upper stairs to -Garden Level - -The arrow down has the message: Higher Immortal Hallway, North Extension(s) -Section(s) A-B (coming soon C) -~ -16 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 31 0 -#34325 -neck guard~ -a titanium neckguard~ -A titanium necckguard is here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 --20 0 0 0 -20 10 0 0 0 -E -ascot~ - The ascot is made of silk and is of a sheer material. It flows nicely in the -breeze to make you look uber cool. -~ -A -18 5 -A -19 5 -#34326 -smock~ -a builder's smock~ -A builders smock is here in a heap.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 --40 0 0 0 -20 200 0 31 0 -E -smock~ - The smock is blue and white with the logo of TBA on the back of it. It has -no sleeves but is protectant against impact by items while building. -~ -A -18 5 -A -19 5 -#34327 -elbow~ -elbow guards~ -Protetive elbow guards are here hanging from the straps~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 --10 0 0 0 -5 20 0 31 0 -E -elbow guards~ - The elbow guards are soft and white and slip on the arms for protection of -the joints while working. -~ -A -18 5 -A -19 5 -#34328 -jeans~ -501 Levi (tm) Jeans~ -A pair of Levi (tm) 501 jeans is here in a heap.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 --20 0 0 0 -5 50 0 31 0 -E -jeans~ - The levis are stone washed blue jeans and they are trimmed in the ypical -orange that usually come with the thread pattern. They look very well worn. -~ -A -18 5 -A -19 5 -A -14 40 -#34329 -gloves~ -a pair of calf hide gloves~ -A pair of thick calf hide gloves~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 --10 0 0 0 -2 10 0 0 0 -E -gloves~ - The gloves are thick calf hide and are colored orange one one side with brown -palm sides. They help to not wreck your hands while working hard on physical -tasks. -~ -A -18 5 -A -19 5 -#34330 -Rebock's Sneakers~ -Rebock's Hightop Sneakers~ -Rebock's Hightop Sneakers are sitting here as a pair.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 --5 0 0 0 -5 20 0 31 0 -E -sneakers~ - The sneakers are white and blue and they are hightops for what appears to be -Basketball, but for just general wear they are quite comfortable. -~ -A -18 5 -A -19 5 -#34331 -labcoat~ -an OFFICIAL TBAMUD Labcoat~ -An official TBAMUD Labcoat hangs here from a hook.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 --20 0 0 0 -3 20 0 31 0 -E -Labcoat~ - The coat is white and trimmed and blue and on the back of it is the TBAMUD -Logo, -~ -A -18 5 -A -19 5 -#34332 -belt~ -a leather belt~ -A leather belt with a gold clasp is here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 --10 0 0 0 -10 50 0 0 0 -E -belt~ - The belt is black woven leather and it has a gold clasp in the front. -~ -A -18 5 -A -19 5 -#34333 -rolex~ -a gold and silver Rolex Watch~ -WOW! A real gold and silver Rolex Watch is laying here!~ -~ -9 0 0 0 0 am 0 0 0 defgs 0 0 0 --5 0 0 0 -1 1 0 31 0 -E -watch rolex~ - The watch is really fancy, showing time in three different countries can go -under water 300m and is made of a bright silver and gold body. -~ -A -18 5 -A -19 5 -#34334 -gold chain~ -a gold chain~ -A decorative gold chain~ -~ -9 0 0 0 0 am 0 0 0 0 0 0 0 --5 0 0 0 -1 1 0 31 0 -E -gold chain~ - The chain is linked gold and it twinkles in the light. -~ -A -18 4 -A -17 3 -A -19 5 -#34335 -hammer~ -a TBAMUD Builder's Hammer~ -A TBAMUD Builder's Hammer is here laying head down.~ -~ -5 0 0 0 0 an 0 0 0 i 0 0 0 -10 6 6 5 -17 500 0 31 0 -E -hammer~ - The hammer is very small, like the size of a 20 lb sledgehammer but it has -the bite of a warhammer. It should be ample protection against mobs. -~ -A -18 5 -A -19 5 -#34336 -ring class~ -a TBAMUD Builder's Ring~ -A TBA Builder's Ring is here laying in the dust.~ -~ -9 0 0 0 0 ab 0 0 0 hno 0 0 0 --10 0 0 0 -5 300 0 31 0 -E -ring class~ - The ring is a gold signet with a silver center and it has the TBAMUD Logo in -the center of it. It signify's you are an official builder! -~ -A -18 5 -A -19 5 -#34337 -skirt~ -a pleated 503 Levi (tm) skirt~ -A pleasted 503 Levi (tm) skirt is here in a heap.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 --10 0 0 0 -5 10 0 31 0 -E -skirt~ - The skirt is a typical stone washed blue with the orange thread and on the -back is the paper marker showing the size. It is about migh thigh to knee -length. -~ -A -18 5 -A -19 5 -#34338 -shield~ -a powerful titanium shield~ -A powerful titanium shield sits tipped against the wall.~ -~ -9 0 0 0 0 aj 0 0 0 ino 0 0 0 --10 0 0 0 -20 35000 0 31 0 -E -shield~ - The titanium shield is blue and has the seal of TBA MUD rampant on the front -and center of it. It is made of titanium metal. -~ -A -18 5 -A -19 5 -#34339 -bench loveseat~ -a comfy looking French loveseat~ -A comfy looking French loveseat is here.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -2 0 0 0 -0 0 0 0 0 -E -armchair~ - The armchair is made of leather and it is a designed like a bench. It has -plush cushions on the back and bottom that are blue with orange, yellow, white, -and green stripes on one corner of the pillow. -~ -#34340 -key golden~ -a stumpy golden key~ -A stumpy golden key glistens in the light~ -~ -18 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 0 -E -key golden~ - The key is short and twisted in a unique shape as it is an old fashioned type -key. -~ -#34341 -tablet~ -a purple tablet~ -A purple tablet is here blinking and chirping. ~ -~ -3 0 0 0 0 an 0 0 0 0 0 0 0 -10 500 20 30 -10 200 0 0 0 -E -tablet purple~ - The tablet is about 12" square and it has a touch face with a dark purple -shell back, It seems to blink and flash when she touches the face of it. -~ -#34342 -hotttub~ -a steaming corner hottub~ -A steaming corner hottub is here bubbling ominously.~ -~ -6 b 0 0 0 0 0 0 0 0 0 0 0 -10 0 0 0 -0 0 0 0 0 -E -hotttub~ - The hotttub is about 8 feet in diameter and holds up to 10 people. The water -bubbles and churns, looking very inviting. -~ -#34343 -toilet~ -a toilet~ -A toilet is here made of porclein.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 0 -0 0 0 0 0 -E -toilet toidy throne~ - The toilet is made of white porcelien and it stands with a tank near the -wall. It has a wooden seat that is made of carved walnut and it has gold -fixtures all around, which include the handles. -~ -E -sign~ - Be sure to Flush! -~ -#34344 -sink~ -a sink and granite counter~ -A sink and long granite counter is here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sink~ - The sink is clean and white, with a shiny chrome faucet system and drain in -the bottom. -~ -E -counter~ - The counters are made of granite and are immaculately carved with such -precision into a smooth flowing shape and designs all over them. -~ -#34345 -tub clawtub~ -an old fashioned claw tub and shower~ -An old fashioned claw tub and shower is here.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -3 0 0 0 -0 0 0 0 0 -E -tub~ - The tub is made of iron and porcelin and it has claw feet in which it sits. -It is quite large and deep holding several meters of water. -~ -E -shower~ - The shower is a gold tube and a nozzle that is located on one side of the tub -and the water pours down over the person or persons. The valve is located just -above the fixture on the bottom of the tub that fills it. -~ -#34346 -bench~ -a short teak bench~ -A short teak bench is here sitting on its legs.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -3 0 0 0 -0 0 0 0 0 -E -bench~ - A short teak bench is here sitting on its four carved legs, of an oriental -type design. -~ -#34347 -spring~ -a gurgling spring~ -A gurgling spring is here splashing into a golden basin.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 2 15 0 -0 0 0 0 0 -E -spring~ - The spring is just a free flowing stream of water that flows from the ground -with a murmuring, gurgling sound. -~ -E -basin~ - The basin is made of gold and it holds the water as it splashes out from the -spring from the ground. When full it runs into what appears to be a channel -leading to the lagoon. -~ -#34348 -statue~ -a guardian statue of Rumble~ -A guardian statue of Rumble is here next to a pedistal.~ -~ -12 abi 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 31 0 -E -pedistal~ - The pedistal is made of rounded carved marble and it has unique designs, -portraying extreme power. The top of the pedistal is empty, but it seems that -something should go there. -~ -E -statue Rumble rumble guardian~ - The statue is a guardian to this shrine, it depicts one of the immortals of -TBA and his power and influence over all who worship here. He stands clad as a -Battle Mage, in flowing robes and carries a staff. His hair is long and flowing -as he seems to be raising the staff in battle. You seem to feel at ease by this -statue. -~ -#34349 -Opie~ -a guardian statue of Opie~ -A guardian statue of Opie is here.~ -~ -12 abg 0 0 0 0 0 0 0 tu 0 0 0 -0 0 0 0 -0 0 0 31 0 -E -nametag~ - The nametag reads Opie the Cunning and that is carved at the base of the -statue near the foot of his statue. -~ -E -Opie Guardian~ - The statue is a guardian to this shine, it depicts one of the immortals of -TBA and the influence of steath and cunning to all who worhip here. He stands -clad in carved battle armor of leather, a loose flowing shirt and a sash about -his waist. In his hand he carries a dagger that is thrust outward in a backstab -motion. You feel a strange surge of adventure looking at this statue. -~ -#34350 -Welcor~ -a guardian statue of Welcor~ -A guardian statue of Welcor is here.~ -~ -12 ab 0 0 0 0 0 0 0 ior 0 0 0 -0 0 0 0 -0 0 0 31 0 -E -nametag~ - The nametag reads Welcor the Bishop and that is carved at the base of the -statue near the foot of it. -~ -E -Welcor guardian~ - The statue is a guardian to this shine, it depicts one of the immortals of -TBA and the influence of Justice to all who worship here. He/She stands clad in -a long flowing set of robes and he/she carries a warhammer in their hand. The -feeling of peace overwhelms the senses when you look at the statue that seems to -be floating and glowing brightly. -~ -$~ diff --git a/lib/world/obj/345.obj b/lib/world/obj/345.obj deleted file mode 100644 index 9c7059d..0000000 --- a/lib/world/obj/345.obj +++ /dev/null @@ -1,61 +0,0 @@ -#34500 -skeleton key~ -a skeleton key~ -A skeleton key is lying here.~ -~ -18 q 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 5 0 -E -skeleton key~ - The key is a old skeleton key. At the decorative end of the key there is an -engraving of a mansion that looks a lot like the sanatorium. -~ -#34501 -scalpel~ -a blood-stained scalpel~ -A blood-stained scalpel is lying here~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 1 6 14 -2 10 0 5 0 -#34502 -severed head~ -a severed head~ -A severed head bloodies the floor here~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 1 0 0 0 -E -head~ - The head drips blood into a pool of crimson on the floor. The face is -twisted in terror and pain. There is little doubt that this person meet his end -in a horrific manner. -~ -#34503 -skull cap~ -a skull cap~ -A skull cap sits here.~ -~ -9 0 0 0 0 ae 0 0 0 k 0 0 0 -10 0 0 0 -5 100 0 8 0 -E -skull cap~ - Made from the top of an actual human skull, this cap is rather plain. The -only adornments are a series of red zig-zag line running the length of it. -~ -A -1 3 -A -4 -3 -#34504 -light~ -a light~ -A light sits here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -$~ diff --git a/lib/world/obj/346.obj b/lib/world/obj/346.obj deleted file mode 100644 index 36a8221..0000000 --- a/lib/world/obj/346.obj +++ /dev/null @@ -1,200 +0,0 @@ -#34600 -fountain~ -a large corner fountain~ -A large corner fountain is here~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 2 15 0 -0 0 0 0 0 -E -statue~ - The statue is that of a warrior who is dressed in robes of silk carrying a -sword at his side and a fan in his hand. It appears to be that of the ancient -samurai warriors. -~ -E -basin~ - The basin is granite and it is carved by hand as-if every piece of the stone -were removed into the very shape to make it into the beautiful piece that it -really is. There is a statue in the center, no doubt a centerpiece god that is -worshipped here in this pagoda. -~ -E -fountain~ - The foutain is a corner one and it is being fed from a spring that flows from -a spigot from the wall. The water flows into the basin below with a quiet -splashing. -~ -#34601 -shrine~ -a shrine made of teak and gold~ -A shrine made of teak and gold is here.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 0 -0 0 0 0 0 -E -shrine~ - The shrine is large and boxy, with gold trim and it shines in the medium -light of the many lanterns that light this Pagoda. It has an insription what -appears to be a poem, but it is written in a foreign language which you do not -understand. -~ -#34602 -lantern~ -a shining bronze lantern~ -A shining bronze lantern is here.~ -~ -1 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 -1 0 -0 0 0 0 0 -E -lantern~ - The lantern is about 3 feet high and about 3 feet in diameter, made off metal -glass and wire, giving off a warm glow. -~ -#34603 -statuehead~ -a statuehead on a pedistal~ -A statuehead on a pedistal stands here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -pillar~ - The pillar it stands on of simple marble with many carvings of different -designs belonging to many parts of the realms found on TBAMUD. Com. There are -inscriptions on the side and decorative grooves that make it up. It is very -well designed. -~ -E -statuehead~ - The statuehead is a head and partial shoulders that depicts one of the many -gods who works over this realm as a builder. Its resemblene is uncanny to one -of the many builders who work here. It is made of a hi-tech material that it -allows holograms to be placed over the plaster mold that it covers. -~ -#34604 -couch~ -a plush couch~ -A plush couch is sitting here against the wall.~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -5 0 0 0 -0 0 0 0 0 -E -couch~ - The couch is colored blue and white and it stands on four legs looking very -comfortable. It appears to be used as a waiting place for mortals looking to -meet with the immortals. -~ -#34605 -altar~ -a prayer altar~ -A prayer altar is here.~ -~ -6 ai 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 0 -0 0 0 0 0 -E -altar~ - The altar is made of gold and twisted marble. It has a shiny well finished -appearance in its construction with the rune symbol of Whiteknight carved on the -side of it. There are candles and incense burners incorperated in the design -and they smolder gently. -~ -#34606 -shrine~ -a small shrine made of marble~ -A small shrine made of marble is here~ -~ -6 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 0 -0 0 0 0 0 -E -incense~ - The incense is stuck out of the top from small holes and it smells like wild -honeysuckle. Very refreshing. -~ -E -shrine~ - The shrine here is smaller and made of marble, trimmed in flexible strips of -ornamental oak wood. It has cubbies where small candles burn and incense burns -honoring the god or goddess here. -~ -#34607 -painting~ -a large oil painting of the Last Judgement~ -An oil painting of the Last Judgement hangs here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -painting judgement~ - The painting here represents the Last Judgement of Christ our Redeemer -standing forth at the great white throne of judgement as he casts his judgement -upon the souls that stand before him. It has a lot of floaty representation with -background color and flowing design. It is uplifting. -~ -#34608 -oil painting~ -an oil painting of the Last Supper~ -An oil painting of the Last Supper hangs here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -painting supper~ - The painting here is the Last Supper where Christ and the Disciples sit -together at the familiar long table and have the famous dinner before his -crucifixion. It is absolutely stunning, the design and painting representation -that is here. -~ -#34609 -exit arrow~ -a glowing exit arrow~ -A glowing exit arrow is here, hanging from the ceiling.~ -~ -12 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -exit arrow~ - The arrow is made of glass, metal and plastic and it hangs over the main exit -which happens to be south, over the step up into the Main Upper Imm Hall. On -the surface, in red letters, on the green glass is the word 'EXIT:' -~ -#34610 -exit arrow~ -a glowing exit arrow~ -A glowing exit arrow is here, hanging from the ceiling.~ -~ -12 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -exit arrow~ - The arrow is made of glass, metal and plastic and hangs over the main exit of -the room. It has the words 'EXIT' written in red letters on the green glass -lens and an arrow ->. -~ -#34611 -american flag~ -an American Flag~ -An American Flag hangs from the wall in honor for the 9/11 Victims.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -flag american~ - The proud stars and stripes are set strongly against the blue background of -the morning sky. Someone has raised the flag in hopes that our dear friend, -Rumble, returns from his service in Iraq. May his courage and strength keep him -safe, and let the great banner of our great nation always watch over him. -Return home my friend. -~ -$~ diff --git a/lib/world/obj/35.obj b/lib/world/obj/35.obj deleted file mode 100644 index 4ab8f9e..0000000 --- a/lib/world/obj/35.obj +++ /dev/null @@ -1,97 +0,0 @@ -#3500 -sword small~ -a small sword~ -A small sword lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 11 -3 60 10 0 -#3501 -sword long~ -a fine long sword~ -A long sword has been left here.~ -~ -5 an 0 0 0 an 0 0 0 0 0 0 0 -0 1 9 3 -8 600 10 0 -A -19 2 -#3502 -club wooden~ -a wooden club~ -A simple looking wooden club is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 3 7 -3 12 10 0 -#3503 -jacket studded leather~ -a studded leather jacket~ -A studded leather jacket is lying on the ground.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -20 500 10 0 -#3504 -spear small~ -a small spear~ -A small spear lies here.~ -~ -5 m 0 0 0 an 0 0 0 0 0 0 0 -0 5 1 11 -15 500 120 0 -#3505 -corpse mutilated~ -a mutilated corpse~ -A mutilated corpse has been left on the ground here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -20 0 -1 0 -0 0 0 0 -E -corpse mutilated~ - Looks to be an aftermath of whatever caused this carnage. -~ -#3506 -mutilated carcass~ -a mutilated carcass~ -A mutilated carcass has been left on the ground here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -20 0 -1 0 -0 0 0 0 -E -carcass mutilated~ - Looks to be an aftermath of whatever caused this carnage. -~ -#3507 -dagger ornate~ -an ornate dagger~ -A beautiful looking dagger is stuck in the ground.~ -~ -5 dfghkmnpq 0 0 0 an 0 0 0 0 0 0 0 -0 3 3 11 -4 1000 500 0 -E -dagger ornate~ - The hilt of this dagger looks to be two intertwined snakes. At the end of -it, there is a small red ruby. -~ -A -18 5 -A -19 -3 -#3508 -gyroscope toy~ -the gyroscope~ -A small toy is spinning about on the ground here.~ -~ -9 b 0 0 0 abo 0 0 0 0 0 0 0 -5 0 0 0 -1 25 600 0 -E -gyroscope toy~ - As the gyroscope spins around and around you find yourself almost hypnotized -by its movement. -~ -$~ diff --git a/lib/world/obj/36.obj b/lib/world/obj/36.obj deleted file mode 100644 index c2b517b..0000000 --- a/lib/world/obj/36.obj +++ /dev/null @@ -1,177 +0,0 @@ -#3600 -armor black pawn~ -some Black Pawn Armor~ -A pile of black armor is here.~ -~ -9 j 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -13 300 1 0 0 -#3601 -armor white pawn~ -some White Pawn Armor~ -A pile of white armor is here.~ -~ -9 k 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -13 300 1 0 0 -#3602 -sword black pawn~ -a Black Pawn's Sword~ -The sword of a Black Pawn lies here.~ -~ -5 j 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 3 -10 100 1 0 0 -#3603 -sword white pawn~ -a White Pawn's Sword~ -The sword of a White Pawn lies here.~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 3 -10 100 1 0 0 -#3604 -armor black rook~ -some Black Rook Armor~ -Some armor made from the remains of a black rook lies heaped on the floor.~ -~ -9 aj 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -50 170 5 0 0 -A -17 2 -A -5 1 -#3605 -armor white rook~ -some White Rook Armor~ -Some armor made from the remains of a white rook lies heaped on the floor.~ -~ -9 agk 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -50 170 5 0 0 -A -17 2 -A -5 1 -#3606 -lance black knight~ -the Lance of the Black Knight~ -The Lance of the Black Knight lies here, waiting to rust.~ -~ -5 bgj 0 0 0 an 0 0 0 0 0 0 0 -0 3 6 6 -18 100 3 0 0 -A -19 2 -A -23 2 -#3607 -lance white knight~ -the Lance of the White Knight~ -The Lance of the White Knight lies here, waiting to rust.~ -~ -5 bgk 0 0 0 an 0 0 0 0 0 0 0 -0 3 6 6 -18 100 3 0 0 -A -19 2 -A -23 2 -#3608 -staff black bishop~ -the Staff of the Black Bishop~ -The Black Bishop's Staff is lying here.~ -~ -4 agj 0 0 0 ao 0 0 0 0 0 0 0 -20 5 5 36 -3 200 6 0 0 -#3609 -staff white bishop~ -the Staff of the White Bishop~ -The White Bishop's Staff is lying here.~ -~ -4 agk 0 0 0 ao 0 0 0 0 0 0 0 -20 5 5 36 -3 200 6 0 0 -#3610 -crown black queen~ -the Crown of the Black Queen~ -The Crown of the Black Queen lies here, looking neglected.~ -~ -9 bgj 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -4 300 5 0 0 -A -3 1 -A -4 1 -#3611 -crown white queen~ -the Crown of the White Queen~ -The Crown of the White Queen lies here, looking neglected.~ -~ -9 bgk 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -4 300 5 0 0 -A -3 1 -A -4 1 -#3612 -sceptre black king~ -the Black King's Sceptre~ -The Sceptre of the Black King lies here, collecting dust.~ -~ -8 bfgj 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -50 850 1 0 0 -A -1 1 -A -18 1 -#3613 -sceptre white king~ -the White King's Sceptre~ -The Sceptre of the White King lies here, collecting dust.~ -~ -8 bfgk 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -50 850 10 0 0 -A -1 1 -A -18 1 -#3614 -key black treasury~ -the Key to the Black Treasury~ -There is a sinister black key lying here.~ -~ -18 cdfq 0 0 0 ao 0 0 0 0 0 0 0 -3614 0 0 0 -1 1000 300 0 0 -#3615 -key white treasury~ -the Key to the White Treasury~ -There is a bright white key lying here.~ -~ -18 cdfq 0 0 0 ao 0 0 0 0 0 0 0 -3615 0 0 0 -1 1000 300 0 0 -#3616 -coins gold black royal treasure~ -the Black Royal Treasure~ -There are a LOT of coins here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -10 1000 0 0 0 -#3617 -coins gold white royal treasure~ -the White Royal Treasure~ -There are a LOT of coins here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -10 1000 0 0 0 -$~ diff --git a/lib/world/obj/37.obj b/lib/world/obj/37.obj deleted file mode 100644 index 70327e2..0000000 --- a/lib/world/obj/37.obj +++ /dev/null @@ -1,133 +0,0 @@ -#3700 -glitter pile~ -a pile of glitter~ -A pile of glittering objects has been gathered here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -10 7 3 0 -2 200 0 0 0 -E -pile glitter~ - The king rat seem to like shining objects. This pile is filed with small -pieces of glass, broken mirrors, nice pebbles and the occasional lost gold -piece. -~ -#3701 -trout fillet~ -a trout fillet~ -A trout fillet has been left here. wonder who wasn't hungry..~ -~ -19 c 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 10 5 0 0 -#3702 -fish fillet~ -a fish fillet~ -The fillet of some strange fish is here.~ -~ -19 c 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 10 5 0 0 -#3703 -pearl~ -a pearl~ -A large shining pearl has been left here.~ -~ -8 ac 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 500 50 0 0 -#3704 -chest~ -an ironbound chest~ -A chest is here, protecting whatever is hidden in it.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -400 13 3710 0 -0 0 0 0 0 -E -iron ironbound chest~ - The chest has been bound by iron, to prevent it from being forced open. -Lucky for you the lock is a simple one. -~ -#3705 -chain chainmail mail~ -a fine looking chainmail~ -A very nice chainmail has been thrown on the ground here.~ -~ -9 gm 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -8 850 150 0 0 -E -chain mail chainmail~ - The chains connected in this chainmail is of a fine quality, making a very -nice and very sturdy chainmail suit. -~ -A -24 -2 -A -1 3 -#3706 -dagger long~ -a long dagger~ -A long dagger, ready for action is here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -5 1 4 11 -1 210 23 0 0 -A -18 1 -A -19 1 -#3707 -boat~ -a fishing boat~ -A small fishing boat has been moored here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -32 160 16 0 0 -E -boat~ - The boat is made from a very light sort of wood, making it extremely easy to -carry around. -~ -#3708 -fungus~ -a piece of fungus~ -Fungus is hanging from the ceiling.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 25 2 0 0 -E -fungus~ - Green fungus growing on spiderwebs - YUCK! -~ -#3709 -desk~ -an old desk~ -An old desk is here, covered in guano.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -100 0 -1 0 -0 0 0 0 0 -E -desk~ - An old desk, heavy with age - and guano - has been left here by the -constructors of the sewers. If there was anything of interest on it earlier, it -has been covered in several tons of guano from the bats on the ceiling above. -~ -#3710 -key~ -a dirty key~ -An extremely dirty key is lying here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 5 0 0 -E -key~ - An old and very dirty key. It looks as you'd imagine a padlock key looks, -when not in the padlock. And of course dirty from the surrounding muck. -~ -$~ diff --git a/lib/world/obj/38.obj b/lib/world/obj/38.obj deleted file mode 100644 index c17fa60..0000000 --- a/lib/world/obj/38.obj +++ /dev/null @@ -1,95 +0,0 @@ -#3800 -rat tail~ -a rat tail~ -A disgusting, fat tail is slowly rotting away here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -7 1 10 2 -3 15 1 0 -E -rat tail~ - The apparant tail of what seems to be an unusually large rat. Though it -seems to give you quivers of sickness, it must be a fierce weapon. -~ -A -6 -2 -#3801 -secret safe~ -a secret safe~ -.A hidden safe.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -100 5 -1 0 -0 0 0 0 -T 3801 -E -secret safe~ - It is a titanium safe that is implanted into the wall. It has a industrial -strength lock that only not even the craftiest thief could pick. Otherwise, it -could easily go unnoticed. -~ -#3802 -Backstabber~ -Backstabber~ -The legendary Backstabber has been left here.~ -~ -5 bc 0 0 0 an 0 0 0 0 0 0 0 -5 2 6 11 -5 250 25 0 -T 3802 -E -Backstabber~ - This is the legendary Backstabber. It is the ultimate symbol of all that -thieves believe in. The bronze blade is of Roman design and is reinforced with -iron and what appears to be gold. Legend has it that it was the same dagger -that commited the first backstabbing, done on Julius Ceasar. It has black -runes on it, the ancient code of the thieves. Just holding makes you feel like -you feel not just like a million dollars, but that you could steal a million -dollars. -~ -A -14 -3 -A -17 3 -A -3 2 -#3803 -pile riches~ -huge pile of stolen riches~ -A huge pile of stolen riches lies here!~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -1 1000 0 0 -E -pile riches~ - A huge pile of riches. There must be thousands of coins here! The gold and -platinum pile up! -~ -#3804 -smelly key~ -a red smelly key~ -A smelly key with flaking red paint is lying on the floor.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 100 10 0 -E -smelly red key~ - It is an iron key. It seems to have flakes of red paint that give the key a -red look. It is slightly heavy, but you hardly care. What seems to matter is -that it is extremely smelly, probably from years in the sewers. -~ -A -17 2 -A -1 -1 -#3805 -crap pile~ -a stinking pile of crap~ -A stinking pile of crap is lying here, filling the whole place with a nasty stink!~ -~ -19 d 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 1 -10 1 0 0 -$~ diff --git a/lib/world/obj/39.obj b/lib/world/obj/39.obj deleted file mode 100644 index 4d5bc97..0000000 --- a/lib/world/obj/39.obj +++ /dev/null @@ -1,828 +0,0 @@ -#3900 -Rusty Key~ -a rusty key~ -A rusty key is here, getting rustier by the minute.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -key rusty~ - A rusty key is here. It has a fish engraved upon it, and looks like it -might fit on a keyring. -~ -#3901 -Shining Silver Key~ -a shining silver key~ -A shining silver key is here, glinting merrily.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -silver key shining~ - A silver key is here, engraved with a heron - the ensignia of the highest -house of Haven. -~ -#3902 -large key~ -a large key~ -A large key is lying here, as big as your hand.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#3903 -sea chest~ -sea chest~ -A heavy sea chest is here, against the wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -400 15 3945 0 -0 0 0 0 0 -#3904 -twinkling ruby~ -a twinkling ruby~ -A ruby is lying here, twinkling suggestively.~ -~ -13 h 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -A -2 -5 -#3905 -twinkling ruby~ -a twinkling ruby~ -A ruby is lying here, twinkling suggestively.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 0 -#3906 -candle~ -a low-burning candle~ -A candle is here, sputtering almost to the point of going out.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 3 0 -1 10 1 0 0 -#3907 -banks hidden~ -the bank~ -.This is a hidden object. The long description can only be seen with holylight. If you see this as a mortal please report the bug.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#3908 -padded couch~ -a padded couch~ -A padded couch is lying here, looking shabby.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 1 0 0 0 -#3909 -silver ring~ -the silver ring~ -A silver hoop of metal is here in the dust.~ -~ -9 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#3910 -black leather boots~ -a pair of black leather boots~ -A pair of worn, black leather boots is lying here on the ground.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -5 0 0 0 -2 20 2 0 0 -#3911 -silver helm~ -a silver helm~ -A sparkling helm of silver is here on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -10 300 30 0 0 -#3912 -wooden spoon~ -a wooden spoon~ -A wooden spoon is here, looking very mundane.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 12 12 12 -1 5 0 0 0 -#3913 -demonic idol~ -a demonic idol~ -A demonic idol is here, crudely made.~ -~ -11 gh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 1000 100 0 0 -A -1 -5 -#3915 -stag carving~ -a stag carving~ -A small carving of a stag is here, so masterfully done it looks almost alive.~ -~ -11 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -A -1 1 -#3916 -chair~ -a chair~ -A wooden chair is here, ready to be sat upon.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 1 0 0 0 -#3917 -diamond brooch~ -a diamond brooch~ -A brooch is here, sparkling with diamonds.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 0 0 -E -diamond~ - Hey... These diamonds look rather fake... -~ -#3918 -pixie-eye emerald~ -a pixie-eye emerald~ -An emerald about the size of a pixie's eye is here.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 20 0 -1 1 0 0 0 -A -17 6 -#3919 -bejeweled bracelet~ -the bejeweled bracelet~ -A bracelet is lying here, sparkling with jewels.~ -~ -11 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 40 4 0 0 -A -14 20 -#3920 -fish~ -a fish~ -A fish is lying here, smelling fishy.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -4 1 0 0 0 -#3921 -brown bottle beer~ -a brown bottle~ -Its a brown bottle. It might even have beer in it.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 1 0 -8 120 12 0 0 -#3922 -pitcher water~ -a pitcher~ -A pitcher has been placed here carefully, full of clear water.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 5 0 0 -5 75 7 0 0 -#3924 -twisted staff~ -a twisted staff~ -A twisted quarterstaff is here, looking rather harmless.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -4 2 3 7 -8 40 4 0 0 -#3925 -barbed spear~ -a barbed spear~ -A dangerous barbed spear is here, looking nasty.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -4 2 4 3 -10 200 20 0 0 -#3926 -awl pike~ -an awl pike~ -An awl pike is here, taking up much space.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -4 3 5 3 -15 750 75 0 0 -#3927 -jeweled dagger~ -a jeweled dagger~ -A dagger is lying here, its jewels sparkling merrily.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 2 3 14 -4 120 12 0 0 -#3928 -curving dagger~ -a wickedly curving dagger~ -A dagger lies here on the ground, its curve looking particularly wicked.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 1 4 1 -3 150 15 0 0 -#3929 -chain~ -a length of chain~ -A lenght of chain is lying on the ground, gleaming.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -7 1 5 2 -7 350 35 0 0 -#3930 -large flail~ -a large flail~ -A large flail is lying here, looking abandoned.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 2 4 10 -20 1000 100 0 0 -#3931 -bench~ -a bench~ -A bench has been provided for weary travelers to rest upon.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#3932 -aquamarine chalice~ -an aquamarine chalice~ -An aquamarien chalice has been abandoned here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -12 -1 -1 -1 -3 100 0 0 0 -#3933 -purple decanter~ -a purple decanter~ -A purple decanter is here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -12 43 -1 -1 -2 800 0 0 0 -#3934 -glowing apple~ -a glowing apple~ -A glowing red apple is here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -12 3 -1 -1 -1 600 0 0 0 -#3935 -yellow jar~ -a yellow jar~ -A yellow jar is here, humming with power.~ -~ -10 b 0 0 0 a 0 0 0 0 0 0 0 -12 19 -1 -1 -2 400 0 0 0 -#3936 -rose shaped vial~ -a rose-shaped vial~ -A rose-shaped vial is lying here, glowing slightly.~ -~ -10 a 0 0 0 ao 0 0 0 0 0 0 0 -12 36 -1 -1 -3 1000 0 0 0 -#3937 -green vial~ -the green vial~ -A green vial is here, glowing slightly.~ -~ -10 a 0 0 0 ao 0 0 0 0 0 0 0 -12 29 -1 -1 -1 500 0 0 0 -#3938 -wooden toy~ -a wooden toy~ -A wooden child's toy is lying here, forgotten.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#3939 -market stall~ -a market stall~ -A market stall is here, the vendors inside yelling for customers.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#3940 -dining table~ -a dining table~ -A dining table is setting in the middle of the floor here, heaped with food.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#3941 -big soft pillow~ -a big, soft pillow~ -A big pillow is here, looking very soft and inviting.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 0 -#3942 -mat~ -a mat~ -A mat is lying on the floor here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 0 -#3943 -bread~ -a freshly baked bread~ -A loaf of freshly baked bread is here. It looks yummy.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 1 0 0 0 -#3944 -bed~ -Degruziel's bed~ -The magnificent bed of Degruziel lies here on the center of the floor.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#3945 -key~ -the small key~ -A small key has been left lying here. Maybe someone has lost it.~ -~ -18 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#3946 -chainmail coif~ -a chainmail coif~ -A small pile of chainmail lies here on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -3 150 15 0 0 -#3947 -lute~ -a lute~ -A lute is lying here, abandoned by its owner.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 15 15 32 -10 150 15 0 0 -#3948 -steel longsword~ -a steel longsword~ -A steel longsword is here on the ground, neglected.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -6 1 9 3 -10 750 75 0 0 -#3949 -old leather dog collar~ -an old leather dog's collar~ -Some dog somewhere has lost it's old collar.~ -~ -11 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 10 1 0 0 -#3950 -rat tail~ -a rat's tail~ -A long, dirty rat's tail is here on the ground. What pollution.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -1 0 0 0 -2 10 1 0 0 -#3951 -silver pitcher wine~ -a silver pitcher~ -A silver pitcher is on the ground here.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -7 3 2 0 -10 300 30 0 0 -#3952 -serving platter~ -a silver serving platter~ -A large platter made of silver and with an odd handle is on the ground here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -7 0 0 0 -7 210 21 0 0 -#3953 -tri-cornered hat~ -the tri-cornered hat~ -A hat with three corners is lying here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -7 35 3 0 0 -#3954 -shimmering silvery dress~ -a shimmering silvery dress~ -A pile of shimmering material is lying here. Perhaps it might be a dress.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -6 6 0 0 0 -#3955 -rich cape~ -a rich cape~ -A rich cape made of silver thread is here, looking expensive.~ -~ -9 gikl 0 0 0 ak 0 0 0 0 0 0 0 -1 0 0 0 -20 20 2 0 0 -A -2 2 -A -4 2 -#3956 -banded steel leg guard~ -the banded steel leg guards~ -A pair of banded steel leg guards are sitting here, looking rather new.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -8 0 0 0 -1 100 0 0 0 -#3957 -banded steel bracer~ -a banded steel bracer~ -A piece of banded steel is just lying here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -7 0 0 0 -2 150 15 0 0 -#3958 -steel shortsword~ -a steel shortsword~ -A steel shortsword is on the ground here. Pity. It might rust.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 1 6 3 -6 450 45 0 0 -#3959 -black silk skirt~ -a black silk skirt~ -Somebody has left a skirt here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -6 0 0 0 -5 5 0 0 0 -#3960 -moustache~ -a fake moustache~ -A small, fuzzy thing is on the ground here. What the... It looks like a fake moustache.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#3961 -peg leg~ -a false peg leg~ -A false peg leg is here, lying in the open.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 1 6 5 -3 15 1 0 0 -#3962 -rusty cup water~ -a rusty cup~ -A rusty cup is lying here, collecting rainwater.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -5 3 0 1 -8 160 16 0 0 -#3963 -curving sword~ -a short, curving sword~ -A short, curving sword is lying here glimmering.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 1 5 3 -10 500 50 0 0 -#3964 -curving dagger~ -a curving dagger~ -A strange curved dagger is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 1 4 14 -2 100 10 0 0 -#3965 -black silk pants~ -a pair of black silk pants~ -Someone has lost their pants.... hmm....~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -6 0 0 0 -3 3 0 0 0 -#3966 -black silk shirt~ -a black silk shirt~ -A black silk shirt is lying here, neglected.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -3 3 0 0 0 -#3967 -rags~ -some rags~ -A pile of smelly rags is here, stinking.~ -~ -11 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -4 4 0 0 0 -A -18 3 -A -19 3 -#3968 -purse~ -a purse~ -A woman must have dropped her purse here...~ -~ -15 0 0 0 0 aco 0 0 0 0 0 0 0 -10 1 -1 0 -2 10 1 0 0 -#3969 -red dress~ -an expensive red dress~ -A pile of red material lies abandoned here, looking vaguely like a dress.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -2 0 0 0 -8 8 0 0 0 -#3970 -cutlass~ -a sharp cutlass~ -A cutlass is here, gleaming sharply.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 1 4 1 -2 100 10 0 0 -#3971 -net~ -a rope net~ -A tangled rope net is lying here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -1 0 0 0 -20 20 2 0 0 -#3972 -herring~ -a raw herring~ -A raw fish is here... it might just be a herring.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 1 0 0 0 -#3973 -broken bottle~ -a broken bottle~ -A half-shattered broken bottle has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 3 14 -1 15 1 0 0 -#3974 -wine glass wine~ -a wine glass~ -A wine glass lies here, discarded.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -2 2 2 0 -7 105 10 0 0 -#3975 -patched dress~ -a patched dress~ -A shabby dress is here, sewn with colorful patches.~ -~ -11 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -7 7 0 0 0 -#3976 -ale flagon ale~ -a flagon of ale~ -A flagon of ale lying is here, forgotten.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -3 3 3 0 -8 40 4 0 0 -#3977 -handcart~ -a wooden handcart~ -A wooden handcart is lying here, tipped on its side.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -100 0 -1 0 -20 1 0 0 0 -#3978 -silver bracelet~ -a silver bracelet~ -A ring of silver metal is here, waiting to be worn on a wrist.~ -~ -11 0 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -A -19 2 -#3979 -transparent veil~ -a small, nearly transparent veil~ -A small pile of sheer material is here, looking like a veil.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#3980 -wool skirty~ -a long wool skirt~ -A pile of wool is here, vaguely looking like a skirt.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -5 25 2 0 0 -#3981 -black leather mask~ -a black leather mask~ -A black leather mask lies here, ready to conceal someone's face.~ -~ -11 g 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -2 20 2 0 0 -#3982 -barbed whip~ -a cruel-looking barbed whip~ -A barbed whip is here, looking malicious.~ -~ -5 j 0 0 0 an 0 0 0 0 0 0 0 -7 2 4 1 -3 30 3 0 0 -#3983 -wooden spoon~ -a wooden spoon~ -A wooden spoon is lying here, looking abandoned.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 5 0 0 0 -#3984 -sparkling chainmail~ -the sparkling chainmail~ -A pile of chain links is here, sparkling in the light.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -30 400 150 0 0 -#3985 -black bandana~ -a black bandana~ -A strip of black cloth is on the ground here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -3 0 0 0 -1 1 0 0 0 -#3986 -bullwhip~ -a bullwhip~ -A bullwhip is here, looking menacing.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -7 1 5 2 -3 30 3 0 0 -#3987 -saddlebag~ -a saddlebag~ -A saddlebag is lying here, abandoned.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -50 1 -1 0 -15 150 15 0 0 -#3993 -sparkling mace~ -a sparkling silver mace~ -A sparkling silver, but heavy-looking, mace is lying here unattended~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -3 1 5 6 -50 375 375 0 0 -E -sparkling mace~ - This mace looks pretty fancy, but if used right it might be able to inflict -some damage... -~ -A -1 1 -A -4 -1 -#3994 -merchant's sword~ -a merchant's sword~ -A shimmering sword is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 1 7 3 -15 900 112 0 0 -E -merchant's sword~ - The sword is well-crafted and also looks expensive. It has the mark of a -master swordsman on the side. -~ -#3995 -commoner's sword~ -a commoner's sword~ -An unusually common looking sword is here, gleaming slightly.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 1 7 3 -12 240 24 0 0 -E -commoner's sword~ - The sword looks like the generic sword, except for the blue silk wrapped -around the hilt signifying loyalty to the diety of the sea. -~ -#3996 -bracer~ -a black leather bracer~ -A black leather bracer is lying here, looking special.~ -~ -9 ag 0 0 0 am 0 0 0 0 0 0 0 -1 0 0 0 -2 20 2 0 0 -E -bracer~ - The bracer is made of top-quality black leather and seems to glow a bit. -~ -A -13 20 -A -1 2 -#3997 -guard vest~ -a well-made leather vest~ -A pile of black leather is lying here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -15 150 15 0 0 -E -guard vest leather~ - The vest, judging by the make and material, was crafted by hand and made -well. It is of black leather and looks comfortable. -~ -A -2 -1 -A -1 1 -#3998 -whittling knife~ -a sharp whittling knife~ -A whittling knife is lying here. It looks sharp.~ -~ -5 i 0 0 0 an 0 0 0 0 0 0 0 -5 1 3 1 -2 100 10 0 0 -E -whittling knife~ - This whittling knife looks as though it has been used a lot, but it is still -very sharp. -~ -#3999 -gullmarked sword~ -a gull-marked sword~ -A sword with a stylized gull engraved onto the hilt is here, looking special.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -6 1 9 3 -20 1000 100 0 0 -E -gull~ - The stylized gull form on the sword is the special mark of Haven's best -trained, their elite guardsmen. Not many in the realm can boast their skill -with their swords. -~ -A -1 2 -$~ diff --git a/lib/world/obj/4.obj b/lib/world/obj/4.obj deleted file mode 100644 index 167592a..0000000 --- a/lib/world/obj/4.obj +++ /dev/null @@ -1,301 +0,0 @@ -#400 -gloves~ -rabbit skin gloves~ -A pair of rabbit skin gloves.~ -~ -9 0 0 0 0 aho 0 0 0 0 0 0 0 -2 0 0 0 -6 250 0 10 0 -E -rabbit skin gloves glove~ - The gloves are very furry. They are made from the skin and fur of a -recently killed rabbit. You think these would keep your hands safe as well as -warm. -~ -#401 -boots~ -rabbit skin boots~ -A pair of rabbit skin boots.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -8 400 0 10 0 -E -rabbit skin boots boot~ - The boots are very well made, and look like they would protect you well. -The outside is covered in soft fur to keep your warm. The inside is made from -the skin of the rabbit. -~ -#402 -shrub~ -a small shrub~ -A small shrub is here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -small shrub plant~ - The plant is about knee high and in full bloom. Many colorful flowers -dangle from it, giving off a sweet scent. -~ -#403 -whip~ -rawhide whip~ -A rawhide whip~ -~ -5 b 0 0 0 ano 0 0 0 0 0 0 0 -2 2 3 2 -7 300 0 10 0 -E -rawhide whip~ - The weapon looks rather strong and would defend you well in battle. The -whip is nine feet long with a very skinny end. You could cut someone badly -with this weapon. -~ -#406 -tree stump~ -tree stump~ -There is a tree stump here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -Tree Stump~ - This is just an ordinary tree stump. By the looks of it, it's been here for -quite some time. -~ -#407 -teddybear~ -a teddybear~ -A teddybear was abandoned here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -4 450 0 0 0 -E -teddybear~ - The bear is rather cute looking. There seems to be a small glow within his -eyes, maybe this bear is magical. -~ -#409 -armor~ -wooden armor~ -A suit of wooden armor~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -11 300 0 10 0 -E -Wooden armor~ - The armor is quite solid, giving you the best protection available. A -person would easily be able to move around wearing this. -~ -#410 -warhelm helmet~ -wooden warhelm~ -A wooden warhelm~ -~ -9 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -8 550 0 10 0 -E -wooden wood warhelm helmet~ - The helmet is quite solid and would protect you quite well in battle. You -notice a few small chips in the wood, most likely from a past battle. -~ -#411 -pebble rock~ -Onyx pebble~ -An onyx pebble is lying on the ground.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 300 0 10 0 -E -onyx pebble rock~ - The black pebble shines as you look at it. You feel that it must contain -some kind of power. -~ -A -1 2 -A -6 1 -#415 -tree~ -a large tree is here.~ -A large tree is here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -tree~ - The tree is quite large. It towers over you, shading you from the sunlight. - -~ -#416 -torch~ -a torch~ -A large torch.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 24 0 -1 20 0 0 0 -E -torch~ - Your basic torch, nothing very remarkeable about it. -~ -#417 -backpack~ -a backpack~ -A backpack is here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -40 5 -1 0 -5 250 0 0 0 -E -backpack~ - A hefty backpack that can carry more than a bag. -~ -#418 -dagger~ -a dagger~ -A dagger with a long thin blade is here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 11 -2 30 0 0 0 -E -dagger~ - A simple dagger used by thieves and hoodlums to relieve the unwary of their -money. -~ -#419 -mace~ -a mace~ -A mace is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 7 5 -6 60 0 0 0 -E -mace~ - This mace is made of a heavy polished metal with small spikes on the end. -Look deadly -~ -#420 -dirk knife~ -a dirk~ -A long, single-edged knife lies here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 11 -1 15 0 0 0 -#427 -plant~ -colorful plant~ -A colorful plant is growing here.~ -~ -12 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -colorful plant~ - The plant is the most beautiful plant you have ever set your eyes on. It -has petals like silk and gives off the most wondrous scent. -~ -#433 -egg~ -bird egg~ -A bird egg is lying on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 125 0 0 0 -E -bird egg~ - The egg is speckled with shades of blue. It's in excellent condition. -~ -#447 -apple~ -apple~ -An apple~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -1 0 0 0 -3 50 0 0 0 -E -apple~ - The red apples shines in the light, making it look more delicious. -~ -#450 -rock~ -magical rock~ -A magical rock~ -~ -8 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 400 0 0 0 -E -magical rock~ - The rocks seems to hold some sort of magic. You feel the power running -through your hands. -~ -A -2 3 -A -1 1 -#483 -painting~ -painting~ -A beautiful painting is hanging on the wall.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -painting~ - Color flowers fills your eyes as they stretch off the canvas of the -painting. The picture gives the room a cheerful feeling. -~ -#484 -stream water~ -a stream of water~ -A stream of water babbles as it rushes past.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 -1 15 0 -0 0 0 0 0 -E -stream water~ - This clear water looks refreshing and safe to drink. -~ -#485 -pool murky water~ -a pool of murky water~ -A pool of murky water stagnates slowly.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 -1 0 0 -0 0 0 0 0 -E -pool murky water~ - This water looks as though it has been stewing for a long time, a slight -greenish film coating its surface, though it is probably still safe to drink. -~ -#486 -stone well~ -a stone well~ -A stone well stands here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 -1 0 0 -0 0 0 0 0 -E -stone well~ - This basic stone well appears reasonably well maintained, a simple wooden -bucket allowing water to be drawn from it. -~ -$~ diff --git a/lib/world/obj/40.obj b/lib/world/obj/40.obj deleted file mode 100644 index e3255aa..0000000 --- a/lib/world/obj/40.obj +++ /dev/null @@ -1,89 +0,0 @@ -#4000 -ring yellow green~ -a yellow and green ring~ -A ring is here, with yellow and green ornamentation. It looks very old.~ -~ -9 dhq 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 50 20 0 -E -ring yellow green~ - It feels heavy. -~ -A -1 -2 -#4001 -carcass goblin~ -a goblin's carcass~ -A halfway decayed carcass of a goblin is here, giving off a foul odor.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 -1 0 -20 1 500 0 -#4002 -coins~ -some coins~ -A small pile of coins is on the ground.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -500 0 0 0 -1 1 0 0 -#4050 -potion purple~ -a purple potion~ -A purple potion is here.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -17 14 36 33 -1 355 20 0 -E -potion purple~ - It looks rather strange! -~ -#4051 -helmet metal~ -a metal helmet~ -A metal helmet in here.~ -~ -9 g 0 0 0 ae 0 0 0 0 0 0 0 --5 0 0 0 -4 300 100 0 -E -helmet metal~ - It looks somehow magical!. -~ -A -24 -2 -A -23 -2 -#4052 -mushroom~ -a mushroom~ -A small mushroom is here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -2 0 0 1 -1 9 3 0 -E -mushroom~ - Let's put it this way - I wouldn't eat it!! -~ -#4053 -dirk~ -a thieves' dirk~ -A beautifully crafted dirk is lying here.~ -~ -5 np 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 11 -2 850 500 0 -E -dirk~ - It is a medium sized, beautifully crafted dirk made from some grayish alloy. -Its blade is double-edged and very thin... This looks like a good thieves' -weapon. -~ -A -18 1 -A -19 1 -$~ diff --git a/lib/world/obj/41.obj b/lib/world/obj/41.obj deleted file mode 100644 index b931b72..0000000 --- a/lib/world/obj/41.obj +++ /dev/null @@ -1,66 +0,0 @@ -#4100 -blade black demon~ -a black demon blade~ -A black demon blade is here.~ -~ -5 jlm 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 11 -8 1000 80 0 -E -blade black demon~ - You'll become as evil as the weapon, if you use it as you sense the forces of -evil controlling the weapon... -~ -#4101 -gloves swordmans~ -a pair of swordsmans' gloves~ -A pair of finely crafted gloves are lying on the ground here.~ -~ -9 j 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -1 350 80 0 -E -gloves swordsmans~ - They look like the right kind of equipment to use when fighting. -~ -A -18 2 -A -19 1 -#4102 -scroll ysafg~ -a scroll which reads 'ysafg'~ -A scroll which reads 'ysafg', it looks very fragile and quite old.~ -~ -2 0 0 0 0 a 0 0 0 0 0 0 0 -1 44 -1 -1 -1 150 10 0 -E -scroll ysafg~ - It looks informative. -~ -#4103 -slime mould green~ -a green slime mould~ -A green slime mould is here. Stinks like you wouldn't believe!~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 20 8 0 -E -smile mould~ - It wasn't meant to be food -- at least, certainly not for humans. -~ -#4104 -slime mould green~ -a green slime mould~ -A green slime mould is here. Stinks like you wouldn't believe!~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 1 -1 20 8 0 -E -smile mould~ - It wasn't meant to be food -- at least, certainly not for humans. -~ -$~ diff --git a/lib/world/obj/42.obj b/lib/world/obj/42.obj deleted file mode 100644 index aa5e168..0000000 --- a/lib/world/obj/42.obj +++ /dev/null @@ -1,90 +0,0 @@ -#4200 -key~ -a Prison Key~ -A prison key is hanging on a peg here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 150 15 0 -#4201 -egg dragons dragon ~ -a Dragon Egg~ -A Dragon Egg is sitting here~ -~ -1 ag 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 250 30 0 -A -1 1 -A -5 1 -#4202 -key golden~ -a Golden Key~ -A glimmering golden key is lying here.~ -~ -18 ac 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 400 40 0 -#4203 -sword dragon dragynblade~ -the Dragynblade~ -A sword with a dragon curled along the pommel is sticking out of the ground.~ -~ -5 gj 0 0 0 an 0 0 0 m 0 0 0 -6 8 4 3 -5 1000 250 0 -E -dragynsword dragon sword~ - The dragon on the pommel seems strangely alive, almost as if it could attack -you at any second... -~ -A -13 -20 -A -18 3 -A -17 10 -#4204 -mop~ -a mop~ -A mop is lying on the floor here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -4 3 6 7 -3 15 1 0 -A -6 -1 -#4205 -dragon scale dragonscale~ -a dragonscale~ -A dragonscale lies on the ground here, shimmering slightly.~ -~ -12 ag 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 50 5 0 -A -3 1 -A -4 1 -#4206 -dragonscale king scale~ -the scale of the Dragon King~ -A bright red dragonscale lies here, glowing with some internal fire.~ -~ -9 g 0 0 0 aj 0 0 0 0 0 0 0 -5 0 0 0 -10 100 10 0 -A -3 2 -A -4 2 -#4207 -pile coins~ -a huge pile of coins~ -A huge pile of coins is lying in a heap here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -5 1 0 0 -$~ diff --git a/lib/world/obj/43.obj b/lib/world/obj/43.obj deleted file mode 100644 index 7aba664..0000000 --- a/lib/world/obj/43.obj +++ /dev/null @@ -1,228 +0,0 @@ -#4301 -royal penguins crown~ -a crown of ice~ -There is a bright icy crown here, melting.~ -~ -9 p 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -2 75 7 0 0 -E -crown royal ice~ - This crown is slowling melting into water so you had better pick it up fast. - -~ -A -12 -30 -#4302 -royal penguin scepter~ -a scepter of ice~ -An icy scepter is here.~ -~ -3 gp 0 0 0 ao 0 0 0 0 0 0 0 -12 6 6 10 -6 500 150 0 0 -E -scepter icy~ - This scepter is very cold to the touch. You now that it is made out of ice -but you can't figure out why it doesn't melt. -~ -A -3 1 -A -4 1 -#4303 -penguin pelt~ -a penguin's pelt~ -The pelt of some unfortunate penguin lies crumpled here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -2 0 0 0 -2 10 1 0 0 -E -penguin pelt~ - This is all that's left of a poor penguin. -~ -#4304 -penguin claw~ -a black penguin claw~ -A smooth, black claw of a penguin lays here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 30 3 0 0 -#4305 -walrus tusk~ -the tusk of a walrus~ -The tusk of some walrus is here.~ -~ -5 o 0 0 0 an 0 0 0 0 0 0 0 -0 6 4 14 -4 100 10 0 0 -#4306 -chest~ -a chest~ -A chest is here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -10 5 -1 0 -0 0 0 0 0 -#4307 -ice boots melting~ -a pair of melting boots~ -A pair of melting boots lies here. ~ -~ -9 a 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -4 160 16 0 0 -A -14 -10 -A -12 5 -#4308 -sign ice covered~ -an icy covered sign~ -An ice covered sign stands here, slightly tilted.~ -North: Barren Fields - -West: The Realm of Glogtar -~ -16 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -#4309 -engraved bone sign~ -an engraved, bone sign~ -An bone sign with engraved symbols stands here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -sign bone~ - Welcome to Rankir! -~ -#4310 -ice sculpted fountain~ -a Beautifully Carven Ice Fountain~ -A beautifully carven ice fountain is here with almost frozen water.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -1000 1000 15 0 -1005 0 0 0 0 -E -ice fountain~ - The fountain before yu is the most beautiful ice sculpture you have ever -seen. The ice is sculpted, on one side, as an Eskimo with a whaling spear -returning with a kill, displayed on the other. -~ -#4311 -strip penguin flesh~ -a strip of penguin flesh~ -A strip of penguin flesh lies here, rotting.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -7 0 0 1 -1 9 0 0 0 -#4312 -walrus meat~ -a chunk of walrus meat~ -A chunk of walrus meat lies here, spoiling.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 1 -2 11 1 0 0 -#4313 -whale blubber~ -whale blubber~ -A dirty piece of whale blubber.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -4 20 2 0 0 -#4314 -eskimo whaling spear~ -an eskimo whaling spear~ -An eskimo's spear is her with a very sharp barb.~ -~ -5 ko 0 0 0 an 0 0 0 0 0 0 0 -4 2 16 14 -5 250 40 0 0 -#4315 -iditarod whip~ -a strong bound whip~ -A whip for the iditarod dog sled race is coiled up here.~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -7 3 7 2 -2 20 2 0 0 -#4316 -seal meat~ -a slice of seal meat~ -A slice of seal meat is here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -2 13 0 0 0 -#4317 -eskimo hunting knife~ -an eskimo hunting knife~ -A knife made for hunting is lying here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -5 4 3 11 -6 450 45 0 0 -E -hunting knife~ - This knife is used to skin the spoils of an eskimo hunting trip, -~ -#4318 -leather snow shoes~ -a pair of leather snow shoes~ -A pair of snow shoes is here, snow melting all over them.~ -~ -9 k 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -2 20 2 0 0 -#4319 -hood soft leather~ -a hood of soft leather~ -A soft leather hood is folded over on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -2 20 2 0 0 -#4320 -fur cape~ -a cape of fur~ -A cape lined with fur is lying here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -2 0 0 0 -2 10 1 0 0 -#4321 -huge pile money gold coin~ -a HUGE pile of money~ -A HUGE glittering pile of money.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -1 1 0 0 0 -#4322 -glogtar key~ -Glogtar's key~ -A key is lying here, covered with dirt.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 5 0 0 -#4323 -king hunting tunic~ -a hunting tunic for the king~ -A tunic for hunting lies here, unused for years.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -4 293 30 0 0 -A -18 2 -$~ diff --git a/lib/world/obj/44.obj b/lib/world/obj/44.obj deleted file mode 100644 index 77b00a8..0000000 --- a/lib/world/obj/44.obj +++ /dev/null @@ -1,134 +0,0 @@ -#4401 -sword bastard bastardsword~ -an orcish bastardsword~ -A big sword with crude edges is lying here.~ -~ -5 fgjn 0 0 0 an 0 0 0 0 0 0 0 -6 3 3 3 -12 480 48 0 -E -sword~ - A bastard sword, made from an unknown metal, probably a mix of iron and -bronze. -~ -A -18 1 -A -19 3 -A -3 -2 -#4402 -sword long longsword~ -an orcish longsword~ -A longsword of orcish origin has been thrown here.~ -~ -5 gjn 0 0 0 an 0 0 0 0 0 0 0 -6 1 8 3 -5 100 10 0 -A -19 2 -A -12 -20 -#4403 -mace rusty~ -a rusty spiked mace~ -A wicked looking spiked iron mace has been left here.~ -~ -5 gjo 0 0 0 an 0 0 0 0 0 0 0 -3 2 3 5 -10 200 20 0 -A -18 -2 -A -19 3 -#4404 -dagger bone bonedagger sacrificial~ -a sacrificial bonedagger~ -A dagger with a bloodstain on its tip has been plunged into the ground here.~ -~ -5 aghj 0 0 0 an 0 0 0 0 0 0 0 -5 2 2 14 -1 150 15 0 -A -4 -1 -A -5 -2 -A -2 2 -#4405 -robe purple cloak~ -a long purple robe~ -A pile of purple cloth is here on the ground.~ -~ -9 gjl 0 0 0 ak 0 0 0 0 0 0 0 -1 0 0 0 -4 4 0 0 -A -4 -1 -A -12 20 -A -6 2 -#4406 -pot magic cauldron potion~ -a cauldron of magic brew~ -A bubbling cauldron is sending peculiar smells in your direction.~ -~ -10 ag 0 0 0 ao 0 0 0 0 0 0 0 -12 1 36 2 -6 300 30 0 -E -pot cauldron magic~ - A small iron pot with a strange green glowing liquid fills the room with a -peculiar aroma. You think you smell fresh bark and some kind of mushroom, maybe -amanita. You figure this brew is powerful stuff. -~ -#4407 -ringmail mail bronze~ -a bronze ringmail~ -A bronze ringmail in on the ground.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -12 480 48 0 -#4408 -leather scalemail mail~ -a studded leather scalemail~ -A studded leather scalemail has been left here.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -6 250 25 0 -A -13 10 -#4409 -collar spiked iron~ -an iron spiked collar~ -A leather strap with iron spikes has been thrown in the corner.~ -~ -12 gjmno 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 150 15 0 -A -17 -5 -A -12 -10 -A -19 2 -#4410 -pouch~ -a large leather pouch~ -A leather pouch with a string at the opening is lying here.~ -~ -15 c 0 0 0 a 0 0 0 0 0 0 0 -10 5 -1 0 -1 10 1 0 -#4411 -money coins~ -some coins~ -Some coins have been dropped here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -100 0 0 0 -1 100 0 0 -$~ diff --git a/lib/world/obj/45.obj b/lib/world/obj/45.obj deleted file mode 100644 index ea57351..0000000 --- a/lib/world/obj/45.obj +++ /dev/null @@ -1,95 +0,0 @@ -#4500 -feather red phoenix~ -the feather of a Phoenix~ -A red feather lies here.~ -~ -2 0 0 0 0 ae 0 0 0 0 0 0 0 -30 26 -1 -1 -1 300 0 0 0 -A -17 -5 -#4501 -robes cloth bundle~ -some robes~ -A large bundle of cloth lies here.~ -~ -9 k 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -5 100 0 0 0 -A -4 2 -A -12 25 -#4502 -sandals shoes~ -a pair of sandals~ -Some nice sandals sit here.~ -~ -9 kmopq 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -2 500 0 0 0 -A -3 1 -A -4 1 -#4514 -treasure gold~ -a small pile of gold~ -A pile of gold is stacked here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -500 0 0 0 -20 500 0 0 0 -#4517 -chimera statue~ -a statue of a chimera~ -A small statue is here.~ -~ -12 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 0 -#4518 -phoenix claw~ -a phoenix claw~ -A large claw of the phoenix lies here.~ -~ -5 kopq 0 0 0 an 0 0 0 0 0 0 0 -2 3 7 8 -3 1000 0 0 0 -A -17 5 -A -18 3 -A -19 3 -#4520 -celery stalk~ -a stalk of celery~ -Some celery stalks here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -48 0 0 0 -1 500 0 0 0 -#4524 -bunch o strawberries~ -a bunch of strawberries~ -A bunch of strawberries lie here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 1 0 0 0 -#4588 -cloak green dark arrow broken~ -a Cloak of the Broken Arrow~ -A dark green cloak lies here.~ -~ -1 gk 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -9 1000 0 30 0 -A -5 2 -A -1 1 -A -2 1 -$~ diff --git a/lib/world/obj/46.obj b/lib/world/obj/46.obj deleted file mode 100644 index 32bc299..0000000 --- a/lib/world/obj/46.obj +++ /dev/null @@ -1,153 +0,0 @@ -#4600 -giant anthill~ -a giant anthill~ -There is a particularly large anthill here. ~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -T 4601 -E -anthill~ - You are looking at a huge anthill, it's unfanthomably big, there is a large -man size hole leading into it. -~ -#4601 -giant ant feeler~ -a feeler from a giant ant~ -A long whip, looking like a piece of a bug is lying here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 3 2 2 -3 30 3 0 -#4602 -exoskeleton shell~ -an exoskeleton shell~ -An exoskeleton shell is lying here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -4 40 4 0 -#4603 -ant pincher~ -an ant's pincher~ -Some insect pinchers have been hacked off and left here, oozing green slime.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 5 1 -1 10 1 0 -A -18 2 -A -17 -1 -#4604 -queen ants stinger~ -a stinger from the queen ant~ -Looks like someone ripped off the tip of a Queen ant's butt.~ -~ -5 ag 0 0 0 an 0 0 0 0 0 0 0 -0 4 4 1 -1 40 0 0 -A -12 5 -#4605 -red ant eye~ -a red ant's eye~ -A bright shining eye is here looking back at you.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -3 90 10 0 -A -3 1 -#4606 -poisoned metasoma~ -a poisoned metasoma~ -A small sac of sweet smelling liquid oozing out from a metasoma.~ -~ -3 0 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 33 -5 50 5 0 -#4607 -sleeves exoskeleton~ -a pair of exoskeleton sleeves~ -Small bits of exoskeleton stiched together lay here in armor form.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -3 0 0 0 -2 20 2 0 -#4608 -legging exoskeleton~ -a pair of exoskeleton leggings~ -Long pieces of exoskeleton lay here in armor form.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -3 0 0 0 -2 20 2 0 -#4609 -larvae~ -an ant larvae~ -A small ant larvae has been left behind here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 1 0 0 -#4610 -junk~ -some junk~ -Broken shells, unborn larvae and heaps of other junk have been thrown here in an untidy pile.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#4611 -red exoskeleton~ -a leather underlined red plated exoskeleton~ -Slabs of an exoskeleton bounded together on a large piece of leather lays here.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -9 140 15 0 -A -5 1 -#4612 -red ant stinger~ -a red ant's stinger~ -Someone has ripped the butt off a red ant and threw it here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 1 -3 30 3 0 -#4613 -leg broken red ant~ -a broken red ant's leg~ -The remaining leg of a red ant lays here, it's never gonna walk again.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#4616 -sharp claws~ -a pair of sharp claws~ -A pair of sharp claws, taken from an extremely large ant is here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -8 3 3 8 -5 150 20 0 -A -19 3 -#4633 -antenna~ -an antennae~ -An ant antennae still twitches on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -2 20 2 0 -A -2 2 -A -13 3 -A -17 5 -$~ diff --git a/lib/world/obj/5.obj b/lib/world/obj/5.obj deleted file mode 100644 index cfb107e..0000000 --- a/lib/world/obj/5.obj +++ /dev/null @@ -1,353 +0,0 @@ -#500 -dandelion~ -a dandelion~ -A dandelion is growing here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -E -dandelion flower~ - The flower is yellow and as bright as the sun. The stem is a pale green -that blends in with the grass. -~ -#501 -apple red~ -a red apple~ -A red apple lays on the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -1 1 0 0 0 -T 505 -E -red apple~ - A ripe red apple looks good enough to eat. -~ -#502 -cheese~ -a wedge of cheese~ -A wedge of cheese is molding here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -2 60 0 0 0 -E -wedge cheese~ - The wedge looks quite tasty. You can smell a delicious aroma coming from -it. -~ -#503 -boulder~ -a boulder~ -A large boulder is here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -boulder rock~ - The boulder is huge! It would take at least five men of your size to move -it. -~ -#504 -little spring water~ -a little spring~ -A little spring babbles here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -99 99 0 0 -0 0 0 0 0 -E -little spring water~ - Clear water trickles lazily along, murmuring as it traces rivulets in the -soil. It looks temptingly fresh and thirst-quenching. -~ -#505 -pile corn~ -a pile of cracked corn~ -A small pile of cracked corn is here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 1 0 0 0 -E -pile crack cracked corn~ - The corn is everywhere! The animals must not have eaten their breakfast -today. You can hear the corn crunching under your feet. -~ -#506 -small sword~ -a small sword~ -A small sword of little value was abandoned here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -1 2 2 14 -1 10 0 0 0 -E -small sword~ - The sword is poorly crafted and worn with age. -~ -#507 -gem~ -a sapphire gem~ -A sapphire gem was left here.~ -~ -8 b 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 125 0 0 0 -E -sapphire gem~ - The blue gem sparkles in the light. It's a pretty little thing. You may -want to hold onto it for good luck. -~ -#508 -hunters knife~ -a hunters knife~ -A hunters knife was left here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -3 3 2 3 -4 250 0 0 0 -E -hunter hunters knife~ - The knife is large with a rigid blade. The handle is made from ivory and is -quite heavy in your hand. -~ -#509 -puddle water~ -a puddle of water~ -A puddle of water stagnates here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -99 99 0 0 -0 0 0 0 0 -E -puddle water~ - This slightly muddy puddle of water looks drinkable if not the most -appealing. Tinted with dirt and covered with a slight film, the water looks as -if it has been sitting here a while. -~ -#510 -water trough~ -a water trough~ -A water trough stands here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -99 99 0 0 -0 0 0 0 0 -E -water trough~ - This long metal trough is full of fresh, if slightly murky water. It doesn't -look the most delicious, but is probably perfectly effective at quenching -thirst. -~ -#511 -tree leafy apple~ -a leafy apple tree~ -A leafy apple tree grows here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 0 -1 0 -0 0 0 0 0 -E -tree leafy apple~ - This large leafy tree rustles slightly as it waves in the breeze, strong -branches made for holding an abundance of fat round apples. -~ -#512 -brown egg~ -a brown egg~ -A brown egg lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 1 0 0 0 -E -brown egg~ - This smooth tan-colored egg is nice and firm, the crisp brown shell shiny -and perfectly oval shaped, a few white feathery tufts still clinging to it. -~ -#513 -swaying stalk green cornstalk~ -a green cornstalk~ -A green cornstalk is swaying gently in the breezes.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -99 0 -1 0 -0 0 0 0 0 -E -cornstalk swaying green~ - This tall leafy stalk looks very strong, its firm but bendable structure -allowing it to remain upright even though it is pummeled by the weather. -~ -#514 -cob corn~ -a cob of corn~ -A cob of corn lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -1 1 0 0 0 -E -cob corn~ - This cone shaped cob is covered with plump pieces of juicy yellow corn, fresh -green leaves still protruding from the base and partially covering it, tufts of -grassy hair sticking wildly out of the top. -~ -#517 -paint can~ -an empty paint can~ -An empty paint can has been left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 80 0 0 0 -E -empty paint can~ - The can did at one time contain red paint. It must have been used on the -barn. -~ -#520 -pitchfork~ -a pitchfork~ -A pitchfork was left here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -3 2 2 14 -5 300 0 0 0 -E -pitchfork~ - The fork looks fairly new. The prongs on the end are very shiny and sharp. -They could easily pierce someone. -~ -#521 -potato~ -a potato~ -A potato has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -3 75 0 0 0 -E -potato~ - This is just an ordinary looking potato. You might want to wipe off the -dirt before you eat it. -~ -#526 -sewing needle~ -a sewing needle~ -A sewing needle was left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 100 0 0 0 -E -sewing needle~ - The needle is quite large! It must be a quilting needle. Be careful not -to prick yourself. -~ -#527 -muddy footprints~ -some muddy footprints~ -Some muddy footprints have been tracked in from outside.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -muddy footprints~ - The footprints are fresh and quite large. Most likely made by the farmer. - -~ -#536 -rake~ -a rake~ -A rake was left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -2 2 3 3 -5 200 0 0 0 -E -rake~ - The rake appears to be in good condition. There is some dirt stuck to its -tines, but could be easily washed away. -~ -#537 -jerky~ -a piece of jerky~ -A piece of jerky was left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -2 100 0 0 0 -E -jerky~ - The piece is rather small and probably won't fill you up for very long. -~ -#566 -lucky horseshoe~ -a lucky horseshoe~ -A lucky horseshoe was left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 150 0 0 0 -E -horseshoe~ - It's a rusty old thing, but might be worth some money. -~ -#578 -hay~ -a bale of hay~ -A bale of hay is sitting here.~ -~ -12 a 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -bale hay~ - The bale is rather large. It must be used for the chickens beds. -~ -#584 -fireplace~ -a fireplace~ -A stone fireplace is here, hosting a warm crackling fire.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -fireplace~ - The fireplace is rather old looking, but gets the job done. There are a few -small pots hanging from the front of it. They are probably used for cooking. - -~ -#585 -bowl stew~ -a bowl of stew~ -A bowl of stew was left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -3 125 0 0 0 -E -bowl stew~ - The stew smells delicious! It consists of freshly cut carrots, onions, -celery and rabbit meat. -~ -#588 -well~ -a well~ -An enormous marble well stands before you.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -99 99 0 0 -0 0 0 0 0 -E -well~ - The well sparkles in the sunlight, giving off a magical glow. As you look -down into the darkness of the well, you begin to wonder what could be lurking -down there. -~ -$~ diff --git a/lib/world/obj/50.obj b/lib/world/obj/50.obj deleted file mode 100644 index 0e95628..0000000 --- a/lib/world/obj/50.obj +++ /dev/null @@ -1,281 +0,0 @@ -#5000 -pick mining~ -a small mining pick~ -A small mining pick made of what appears to be silver lies on the ground.~ -~ -5 j 0 0 0 an 0 0 0 0 0 0 0 -0 1 9 11 -3 600 500 0 -#5001 -suit mail banded~ -a glowing suit of banded mail~ -A glowing suit of banded mail lies on the ground.~ -~ -9 ag 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -10 750 20 0 -A -2 2 -A -17 -4 -#5002 -halberd~ -a halberd~ -A mighty halberd lies against the wall.~ -~ -5 gi 0 0 0 an 0 0 0 0 0 0 0 -0 3 5 3 -16 120 100 0 -A -18 2 -A -19 2 -#5003 -amulet mushroom~ -a mushroom amulet~ -A mushroom-shaped amulet lies on the ground.~ -~ -9 gp 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -2 150 40 0 -A -5 2 -#5005 -bone leg~ -a large leg bone~ -A large leg bone rests on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 7 -5 300 60 0 -#5006 -cactus cup water~ -a small cactus cup~ -A small cactus cup lies on the ground.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -5 5 0 0 -6 30 5 0 -#5007 -basket wicker small~ -a small wicker basket~ -A small wicker basket sits on the ground.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -100 5 -1 0 -50 500 50 0 -#5008 -basket wicker small~ -a small wicker basket~ -A small wicker basket sits on the ground.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -100 5 -1 0 -50 500 50 0 -#5009 -basket wicker small~ -a small wicker basket~ -A small wicker basket sits on the ground.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -100 5 -1 0 -50 500 50 0 -#5010 -basket wicker small~ -a small wicker basket~ -A small wicker basket sits on the ground.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -100 5 -1 0 -0 0 0 0 -#5011 -rope coil~ -a coil of rope~ -A long coil of rope lies on the ground.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -12 450 45 0 -#5012 -stakes bundle bunch~ -a bunch of stakes~ -A small bundle of stakes lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 2 11 -6 250 30 0 -#5013 -ttatered old parchment~ -an old, tattered parchment~ -An old, tattered, and much faded parchment lies here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 300 20 0 -#5014 -turban padded~ -a thick padded turban~ -A thick padded turban lies here.~ -~ -9 gh 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -15 430 100 0 -A -17 1 -#5015 -coins treasure~ -a great pile of treasure~ -A great, gleaming pile of treasure lies at your feet.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -1 1 0 0 -#5016 -sabre curved long~ -a long, curved sabre~ -A long, curved sabre stands upright in the ground.~ -~ -5 l 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -7 105 20 0 -A -18 2 -#5017 -scimitar curved~ -a curved scimitar~ -A curved scimitar lies at your feet.~ -~ -5 l 0 0 0 an 0 0 0 0 0 0 0 -0 1 7 3 -6 600 150 0 -A -18 1 -#5018 -cutlass pointed long~ -a long, pointed cutlass~ -A long, pointed cutlass lies here.~ -~ -5 l 0 0 0 an 0 0 0 0 0 0 0 -0 1 7 3 -5 550 10 0 -#5019 -potion pink~ -a pink potion~ -A pink potion stands here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -25 33 17 -1 -6 600 100 0 -#5020 -wand platinum~ -a platinum wand~ -A platinum wand lies here.~ -~ -3 b 0 0 0 ao 0 0 0 0 0 0 0 -30 10 10 32 -50 190 10 0 -#5021 -bow golden~ -a golden bow~ -A powerful golden bow lies here.~ -~ -5 abfgio 0 0 0 an 0 0 0 0 0 0 0 -0 4 6 12 -20 150 20 0 -#5022 -scroll encrypted~ -an encrypted scroll~ -An encrypted scroll lies at your feet.~ -~ -2 0 0 0 0 a 0 0 0 0 0 0 0 -22 14 35 43 -7 150 50 0 -#5023 -chest iron bound~ -an iron bound chest~ -An iron bound chest with a shiny lock sits here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -200 13 5024 0 -0 0 0 0 -#5024 -key golden~ -a golden key~ -A shiny golden key lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -10 0 0 0 -1 150 0 0 -#5025 -bracelet copper~ -a copper bracelet~ -A tarnished copper bracelet lies at your feet.~ -~ -9 gh 0 0 0 am 0 0 0 0 0 0 0 --5 0 0 0 -10 230 25 0 -A -13 10 -A -19 -4 -#5026 -ruby gem~ -a large ruby~ -A large ruby lies on the ground, collecting dust.~ -~ -8 gh 0 0 0 ao 0 0 0 0 0 0 0 -20 0 0 0 -9 400 20 0 -#5027 -diamond gem~ -a glittering diamond~ -A glittering diamond lies at your feet.~ -~ -8 g 0 0 0 ao 0 0 0 0 0 0 0 -21 0 0 0 -10 950 20 0 -#5028 -sapphire gem~ -a brilliant sapphire~ -A brilliant sapphire lies here, twinkling happily.~ -~ -8 g 0 0 0 ao 0 0 0 0 0 0 0 -22 0 0 0 -7 350 20 0 -#5029 -lapis lazuli blue gem~ -a deep blue lapis lazuli~ -A deep blue lapis lazuli gem lies here.~ -~ -8 g 0 0 0 ao 0 0 0 0 0 0 0 -24 0 0 0 -11 850 20 0 -#5030 -jewel tiger~ -the Tiger Jewel~ -The Tiger Jewel lies here blazing.~ -~ -8 i 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -23 430 150 0 -A -2 1 -#5031 -jewel red-eyed~ -the red-eyed jewel~ -The red-eyed jewel glares at you greedily.~ -~ -8 h 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -30 350 50 0 -A -3 -2 -#5032 -emerald gem fiery green~ -a fiery green emerald~ -A fiery green emerald sits here.~ -~ -8 g 0 0 0 ao 0 0 0 0 0 0 0 -23 0 0 0 -7 550 20 0 -$~ diff --git a/lib/world/obj/51.obj b/lib/world/obj/51.obj deleted file mode 100644 index 3e35eed..0000000 --- a/lib/world/obj/51.obj +++ /dev/null @@ -1,193 +0,0 @@ -#5100 -longsword commoner~ -a commoner's longsword~ -A commoner's longsword made of adamantite has been left here.~ -~ -5 m 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -12 1000 500 0 0 -A -18 1 -A -19 1 -#5101 -longsword noble~ -a noble's longsword~ -A drow noble's longsword, made of adamantite, lies here.~ -~ -5 m 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -12 150 80 0 0 -A -18 2 -A -19 2 -#5102 -whip snake twoheaded~ -a two-headed snake whip~ -A whip with two snakes heads lies here.~ -~ -5 ab 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 3 -12 175 15 0 0 -A -18 2 -A -19 2 -#5103 -whip snake threeheaded~ -a three-headed snake whip~ -A whip with three snake heads has been left here.~ -~ -5 ab 0 0 0 an 0 0 0 0 0 0 0 -0 2 7 3 -12 500 23 0 0 -A -18 2 -A -19 2 -#5104 -whip snake fourheaded~ -a four-headed snake whip~ -A whip with four snake heads has been carelessly left here.~ -~ -5 ab 0 0 0 an 0 0 0 0 0 0 0 -0 2 8 3 -12 102 40 0 0 -A -18 2 -A -19 2 -#5105 -longsword black~ -a black longsword~ -A black longsword has been carelessly left here.~ -~ -5 agm 0 0 0 an 0 0 0 0 0 0 0 -0 2 8 3 -12 102 40 0 0 -A -18 2 -A -19 2 -#5106 -whip snake fiveheaded~ -a five-headed snake whip~ -A whip with 5 snake heads has been carelessly dropped here.~ -~ -5 agj 0 0 0 an 0 0 0 0 0 0 0 -0 3 6 3 -12 120 45 0 0 -A -1 -2 -A -3 -2 -#5107 -whip snake sixheaded~ -a six-headed snake whip~ -A whip with six snake heads has been dropped here very carelessly.~ -~ -5 agj 0 0 0 an 0 0 0 0 0 0 0 -0 4 5 3 -12 150 80 0 0 -A -1 -3 -A -3 -3 -#5108 -bracers iron~ -a pair of bracers~ -A pair of iron bracers has been dropped here.~ -~ -9 ag 0 0 0 ai 0 0 0 0 0 0 0 -8 0 0 0 -3 200 10 0 0 -A -18 -1 -#5109 -gauntlets~ -a pair of gauntlets~ -A pair of gauntlets is lying on the ground.~ -~ -11 a 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -2 1000 30 0 0 -A -1 2 -#5110 -wand blue silver~ -a silvery blue wand~ -A silvery blue wand has been dropped in the dirt.~ -~ -3 g 0 0 0 ao 0 0 0 0 0 0 0 -10 3 3 30 -1 400 30 0 0 -#5111 -helmet small~ -a small helmet~ -A small helmet lies up against a rock.~ -~ -9 g 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -5 600 30 0 0 -A -3 3 -#5112 -ring ruby~ -a small ruby ring~ -A small ruby ring lies in the dirt.~ -~ -11 g 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 200 80 0 0 -A -13 25 -#5113 -dagger sacrificial spider~ -a spider shaped dagger~ -A dagger with spider leg shaped blades lies on the ground.~ -~ -5 gjmnp 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 11 -8 120 15 0 0 -A -18 3 -A -19 3 -#5114 -hat green~ -a small bright green hat~ -A small bright green hat lies in the dirt.~ -~ -9 h 0 0 0 ae 0 0 0 0 0 0 0 -10 0 0 0 -1 200 60 0 0 -A -9 -10 -A -17 -2 -#5115 -key adamantite~ -an adamantite key~ -A key made of a strange metal is lying here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#5116 -gold treasure coins~ -a pile of golden coins~ -A large pile of golden coins is lying here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -10 1 0 0 0 -#5121 -unfinished object~ -an unfinished object~ -An unfinished object is lying here.~ -~ -0 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -$~ diff --git a/lib/world/obj/52.obj b/lib/world/obj/52.obj deleted file mode 100644 index eca2fa6..0000000 --- a/lib/world/obj/52.obj +++ /dev/null @@ -1,423 +0,0 @@ -#5200 -vest ringmail~ -a ringmail vest~ -A vest made of iron rings lies heaped on the floor.~ -~ -9 ag 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -50 800 40 0 -A -17 -1 -#5201 -helm iron~ -an iron helm~ -An iron helm has been left on the ground.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -10 500 80 0 -A -18 -2 -#5202 -gauntlets iron~ -a pair of iron gauntlets~ -A pair of iron gauntlets rests heavily on the ground.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -7 0 0 0 -10 220 90 0 -A -18 -3 -A -19 1 -#5203 -sleeves iron~ -a pair of iron sleeves~ -A set of iron sleeves lies on the ground.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -7 0 0 0 -10 245 50 0 -A -18 -4 -A -19 2 -#5204 -boots iron~ -a pair of iron boots~ -A pair of iron boots has been left here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -6 800 200 0 -A -18 -1 -A -2 -2 -#5205 -greaves iron~ -a set of iron greaves~ -A set of iron greaves lie here unattended.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -7 0 0 0 -10 540 21 0 -A -18 -3 -A -2 -3 -#5206 -girth iron~ -an iron girth~ -A small iron girth lies at your feet.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -4 0 0 0 -6 420 60 0 -#5207 -plate breast iron~ -a battered iron breast plate~ -A battered iron breast plate lies here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -50 800 15 0 -A -18 -5 -#5208 -shield iron~ -a sturdy iron shield~ -A small, but sturdy, iron shield has been left here.~ -~ -9 gh 0 0 0 aj 0 0 0 0 0 0 0 -5 0 0 0 -5 500 1000 0 -A -23 -2 -A -24 -2 -#5210 -potion black~ -a black potion~ -A jet black potion sits upright waiting to be taken.~ -~ -10 fg 0 0 0 a 0 0 0 0 0 0 0 -16 4 36 39 -5 600 100 0 -#5211 -potion orange~ -an orange potion~ -A small orange potion lies here.~ -~ -10 fg 0 0 0 a 0 0 0 0 0 0 0 -20 44 -1 -1 -10 750 100 0 -#5213 -staff serpentine~ -a green serpentine staff~ -A green serpentine staff has been left here.~ -~ -4 fg 0 0 0 ao 0 0 0 0 0 0 0 -15 2 2 23 -12 660 30 0 -#5214 -ball quartz~ -a smooth quartz ball~ -A smooth quartz ball lies here gleaming.~ -~ -1 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 72 0 -30 305 95 0 -#5215 -scroll tattered~ -a tattered scroll~ -A worn and tattered scroll has been left here.~ -~ -2 g 0 0 0 a 0 0 0 0 0 0 0 -24 24 44 4 -15 800 40 0 -#5216 -scroll bound~ -a bound scroll~ -A bound scroll of detection lies at your feet.~ -~ -2 g 0 0 0 a 0 0 0 0 0 0 0 -15 18 19 20 -15 420 100 0 -#5217 -flute silver~ -a silver flute~ -A brilliant silver flute glimmers from beneath a rock.~ -~ -4 fg 0 0 0 ao 0 0 0 0 0 0 0 -18 2 2 7 -3 900 80 0 -#5218 -talisman demon~ -a demon-faced talisman~ -A demon-faced talisman glares at you angrily.~ -~ -9 agh 0 0 0 ac 0 0 0 0 0 0 0 -5 0 0 0 -11 250 15 0 -A -1 -3 -A -2 -3 -#5219 -venison chunk~ -a chunk of venison~ -A large chunk of venison sits here, ready to be eaten.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -20 100 20 0 -#5220 -fountain blood cracked~ -a large cracked fountain~ -Undefined~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -10 10 13 1 -0 0 0 0 -E -fountain blood cracked~ - A pool of blood lies in the bottom of the fountain. -~ -#5221 -sword two-handed~ -a two-handed sword~ -A nice two-handed sword hangs on a hook in the wall.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 6 3 -22 550 80 0 -A -18 -3 -A -19 4 -#5222 -robe black silk~ -a black silk robe~ -A black silk robe lies heaped in one corner.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -1 0 0 0 -6 130 50 0 -#5223 -cloak green~ -a dark green cloak~ -A beautiful dark green cloak has been dropped here by someone.~ -~ -9 ag 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -12 450 40 0 -A -13 8 -A -17 -5 -#5224 -seal ebony~ -an engraved ebony seal~ -A small, engraved ebony seal is here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 -#5225 -desk curved~ -the desk~ -Undefined~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -100 13 5224 0 -0 0 0 0 -#5226 -seal ivory~ -an engraved ivory seal~ -A small, engraved ivory seal lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 -#5227 -cabinet glass~ -the glass cabinet~ -Undefined~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -500 13 5226 0 -0 0 0 0 -#5228 -arm rotted~ -a half-rotted arm~ -A half-rotted arm floats lazily past your feet.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -50 0 0 1 -20 10 10 0 -#5230 -stone pale blue~ -a pale blue stone~ -A pale blue stone sits here.~ -~ -8 dg 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 550 60 0 -A -1 1 -#5231 -stone scarlet blue~ -a scarlet and blue stone~ -A pretty scarlet and blue stone has been dropped here.~ -~ -8 dg 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 550 60 0 -A -3 1 -#5232 -stone blue incandescent~ -an incandescent blue stone~ -A small incandescent blue stone lies here.~ -~ -8 dg 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 550 60 0 -A -4 1 -#5233 -stone red deep~ -a deep red stone~ -Someone has left a deep red stone here.~ -~ -8 dg 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 550 60 0 -A -2 1 -#5234 -stone pink~ -a pink stone~ -A tiny pink stone lies at your feet.~ -~ -8 dg 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 550 60 0 -A -5 1 -#5235 -stone pearly white~ -a pearly white stone~ -A lovely, pearly white stone has been carelessly left here.~ -~ -8 dg 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 870 60 0 -A -13 1 -#5236 -stone lavender pale~ -a pale lavender stone~ -A beautiful pale lavender stone lies here.~ -~ -8 dgh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 530 60 0 -A -24 -2 -#5237 -stone lavender green~ -a lavender and green stone~ -A stunning lavender and green stone rests on the ground.~ -~ -8 dgh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 470 60 0 -A -24 -2 -#5238 -stone rose dusty~ -a dusty rose stone~ -A stone is here, sort of a dusty rose color and very pretty.~ -~ -8 dg 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 980 60 0 -A -17 -1 -#5239 -stone gray dull~ -a dull gray stone~ -You can barely make out a dull gray stone on the ground.~ -~ -8 dg 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 20 200 0 -#5240 -stone purple vibrant~ -a vibrant purple stone~ -A stunningly vibrant purple stone attracts your attention.~ -~ -8 dgh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 1000 100 0 -A -13 -50 -#5241 -stone pink green~ -a pink and green stone~ -A bright pink and green stone has been left here.~ -~ -8 dgh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 660 100 0 -A -18 -5 -#5242 -stone green pale~ -a pale green stone~ -A pale green stone lies here collecting dust.~ -~ -8 dgh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 710 100 0 -A -19 -5 -#5243 -stone clear~ -a clear stone~ -An odd clear stone lies at your feet.~ -~ -8 dgh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 890 100 0 -A -17 -3 -#5244 -stone iridescent~ -an iridescent stone~ -A large iridescent stone has been left here.~ -~ -8 dgh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 370 100 0 -A -13 -50 -#5250 -mandolin~ -a mandolin~ -A mandolin lies against the wall.~ -~ -4 g 0 0 0 ao 0 0 0 0 0 0 0 -13 3 3 15 -20 300 150 0 -#5251 -harp golden~ -a golden harp~ -A battered golden harp has been tipped over.~ -~ -4 g 0 0 0 ao 0 0 0 0 0 0 0 -18 1 1 6 -50 250 80 0 -$~ diff --git a/lib/world/obj/53.obj b/lib/world/obj/53.obj deleted file mode 100644 index 182f760..0000000 --- a/lib/world/obj/53.obj +++ /dev/null @@ -1,421 +0,0 @@ -#5300 -mace egyptian~ -an egyptian mace~ -A hierogylph-engraved mace has been left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 7 -10 800 50 0 -E -mace egyptian~ - The mace is formed from solid brass, and engraved in strange hieroglyphs. -~ -#5301 -robe sand~ -some sand-colored robes~ -Sand-colored robes lie here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -4 0 0 0 -5 500 40 0 -E -robes sand~ - The robes are colored a sandy off-white, and are in fact caked and covered -with sand as well. You don't seem to be able to remove all of the sand, no -matter how much you try. -~ -#5302 -dirk obsidian~ -an obsidian dirk~ -A flat dirk made of chipped obsidian lies here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 3 3 11 -8 1000 100 0 -E -dirk obsidian~ - The blade of the dirk is black, glassy obsidian, chipped razor sharp. -~ -A -2 1 -A -18 1 -#5303 -turban cloth~ -a dirty cloth turban~ -A dirty cloth turban has been forgotten here.~ -~ -9 g 0 0 0 ae 0 0 0 0 0 0 0 -5 0 0 0 -10 150 25 0 -E -turban cloth~ - The turban used to be white cloth, now it is covered with oil and dirt from -the head and hair of its previous owner, who must not have bathed much. -~ -A -2 1 -A -13 5 -#5304 -wrappings cloth~ -some cloth wrappings~ -Long cloth wrappings lie on the ground in a pile.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -15 125 17 0 -E -wrappings cloth~ - The cloth wrappings are old, wrinkled, and stink of embalming fluid. -~ -#5305 -bottle fluid~ -a bottle of embalming fluid~ -A dusty bottle lies here on the ground.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -5 33 -1 -1 -5 250 50 0 -E -bottle fluid~ - The bottle is dusty and the fluid has a strange sickly-sweet smell to it. -~ -#5306 -jar formaldehyde~ -a jar of formaldehyde~ -A small jar lies here on the ground.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -10 16 -1 -1 -6 300 60 0 -E -jar formaldehyde~ - The jar is sticky and smells really bad. -~ -#5307 -ball fire~ -a small hot ball of fire~ -A little ball of fire hovers in the air before your eyes.~ -~ -1 agp 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -10 350 50 0 -E -ball fire~ - The ball of fire is hot to the touch and very very bright. -~ -A -13 10 -A -14 50 -#5308 -scimitar stone~ -a stone scimitar~ -A curved scimitar made of stone rests on the ground.~ -~ -5 bgmno 0 0 0 an 0 0 0 0 0 0 0 -0 4 3 3 -18 1000 75 0 -E -scimitar stone~ - The scimitar is formed from solid stone, chipped and carved to perfection, -with a sharp, cold blade that is marred only by a few nicks here and there. -~ -A -18 2 -A -19 3 -#5309 -key stone~ -a stone key~ -A stone key has been dropped here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -15 1 0 0 -E -key stone~ - The key is made from stone, but is otherwise unremarkable. -~ -#5310 -sarcophagus stone~ -a mighty stone sarcophagus~ -A mighty stone sarcophagus lies in the center of the tomb.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -500 15 5309 0 -0 0 0 0 -E -sarcophagus stone~ - The sarcophagus is engraved on the sides with the images of pharaohs, great -wars fought long ago, mighty pyramids being constructed... A raised image atop -the sarcophagus is formed in the visage of one of the mighty pharaohs, painted -in gold and studded with precious gems. You see a small keyhole in the side of -the sarcophagus. -~ -#5311 -dust~ -some ancient dust~ -A small pile of dust is being scattered by the breeze.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 1 0 -E -dust~ - The dust is old. As you sift it through your hands you find tiny chips of -aged bone inside -- it must be the ancient remains of something. -~ -#5312 -scarab emerald~ -a small emerald scarab~ -A small emerald scarab lies here on the ground.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 -E -scarab emerald~ - The scarab is intricately detailed, down to the tiny hairs on its insectile -legs and the faceting of the emeralds in its eyes. -~ -#5313 -lamp~ -the lamp~ -A small, tarnished, battered lamp has been dropped here.~ -~ -4 abgk 0 0 0 ao 0 0 0 0 0 0 0 -25 5 5 51 -10 250 60 0 -E -lamp~ - The lamp is quite old and tarnished. You rub at it to get some of the grime -off, but it doesn't seem like anybody is home. -~ -A -17 -5 -A -18 1 -#5314 -ankh~ -an ankh~ -A small brass ankh has been left here.~ -~ -9 ik 0 0 0 ao 0 0 0 0 0 0 0 -7 0 0 0 -9 1000 30 0 -E -ankh~ - The ankh is a small brass symbol of an ancient religion. It glows with a -soft bright light that is soothing to you. -~ -A -3 1 -A -4 2 -#5315 -book riddles~ -a book of riddles~ -A medium-sized parchment book with well-worn pages lies here.~ -~ -2 0 0 0 0 a 0 0 0 0 0 0 0 -21 1 20 21 -15 750 25 0 -E -book riddles~ - The book has well-worn pages, containing many befuddling riddles to surprise, -confuse, and amuse you. You find yourself bewildered by its contents and put it -down to sort your head out. -~ -#5316 -paw lion~ -a lion's paw~ -The mighty paw of a lion-like creature has been dropped here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 1 14 5 -20 180 60 0 -E -paw lion~ - The massive paw has straps on it formed of bronze, so that it will fit snugly -over your hand. As you put it on, it melds with your hand, becoming an -extension of your arm. -~ -A -5 1 -A -18 4 -#5317 -parchment answer~ -the answer~ -A small piece of parchment covered in hieroglyphics lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -5317 0 0 0 -1 1 1 0 -E -answer hieroglyphics parchment~ - You cannot decipher the strange hieroglyphics that cover the sheet of -parchment. -~ -#5318 -treasure~ -the treasure of the sphinx~ -The massive treasure of the sphinx lies here in a big pile.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -23 1000 0 0 -E -treasure~ - The treasure is incredibly large, filled with gold coins and valuables, more -wealth than you could ever possibly imagine accumulated in one place. -~ -#5319 -sand pile~ -a pile of sand~ -You see a small pile of sand.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -12 1000 0 0 -E -sand pile~ - You think you see some coins and valuables glinting amongst the grains of -sand. -~ -#5320 -curse mummy~ -the curse of the mummy~ -Some fortunate soul has escaped the mummy's curse, for now.~ -~ -13 cdfgh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 500 50 0 -E -curse mummy~ - Rumor has it that whomever disturbs the grave of the mummy shall be cursed -for all eternity, and that the descendents of that person shall likewise be -cursed for ten generations to follow. -~ -A -13 -50 -A -14 -50 -#5321 -elixir small glass~ -a small elixir~ -A small glass elixir lies under your feet.~ -~ -10 g 0 0 0 a 0 0 0 0 0 0 0 -30 39 1 36 -2 1000 50 0 -E -elixir small glass~ - The elixir is deceptively small. Something tells you that its contents are -truly quite potent. Perhaps too potent for ordinary mortals to attempt to -consume. -~ -#5322 -mask golden~ -a golden mask~ -A beautiful, intricately detailed mask has been forgotten here.~ -~ -9 g 0 0 0 ae 0 0 0 0 0 0 0 -10 0 0 0 -10 150 75 0 -E -mask golden~ - This beautiful mask was shaped from solid gold and magically enchanted to -perfectly fit the face of any who choose to wear it, its golden features and -turquoise highlights even moving to match the expressions of the face of the -wearer. -~ -A -12 25 -A -13 10 -#5323 -diamond~ -the diamond~ -.A hidden diamond.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 -E -diamond~ - Aha! You see a multifaceted gemstone, which strangely reflects no light, -making it very hard to see when it lies on the ground. -~ -#5324 -wand sun brass pipe~ -a blazing sun wand~ -A small length of brass pipe shines here with its own light.~ -~ -3 agp 0 0 0 ao 0 0 0 0 0 0 0 -25 5 5 27 -10 250 10 0 -E -wand sun brass pipe~ - This small brass shaft is a holy weapon used by the ancient people of this -land to defend against the deadliest of foes. It shines with the brilliant -blazing light of the sun. -~ -A -21 -2 -A -24 -2 -#5325 -ring sandy~ -a sandy-colored ring~ -A small sandy-colored ring has been carelessly dropped here.~ -~ -9 bg 0 0 0 ab 0 0 0 0 0 0 0 -8 0 0 0 -5 200 75 0 -E -ring sandy~ - The ring is small, smooth, sandy-colored and unremarkable, save that it -gives off a continuous low humming noise that tickles your fingertips. -~ -A -3 1 -A -12 35 -#5326 -sphinx golden~ -a small golden sphinx~ -A small golden sphinx glints in the light.~ -~ -8 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 500 75 0 -E -sphinx golden~ - The golden sphinx is incredibly detailed and very small, fitting easily into -the palm of your hand. You can even make out the expression of wisdom and peace -on its face. -~ -A -4 2 -#5327 -leggings sphinxian~ -a pair of sphinxian leggings~ -Massive leggings formed from the body of a sphinx stand here.~ -~ -9 gk 0 0 0 af 0 0 0 0 0 0 0 -10 0 0 0 -20 200 50 0 -E -leggings sphinxian~ - These magically fashioned leggings impart the strength and stamina of the -mightiest of the ancient sphinxes. You feel ancient power emanating from them; -they seem to be almost alive. -~ -A -1 3 -A -14 50 -$~ diff --git a/lib/world/obj/54.obj b/lib/world/obj/54.obj deleted file mode 100644 index d5e4b58..0000000 --- a/lib/world/obj/54.obj +++ /dev/null @@ -1,812 +0,0 @@ -#5400 -palace key~ -the palace key of New Thalos~ -A large key bearing the crest of New Thalos lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 0 -#5401 -city key~ -the Key to the City of New Thalos~ -The heavy city key lies here in the dust~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 0 -#5402 -fountain water~ -the large central fountain~ -The large central fountain domintating the central square rests here.~ -~ -23 ce 0 0 0 0 0 0 0 0 0 0 0 -9999 9999 0 0 -9999 0 0 0 0 -#5403 -morningstar morning star~ -a morningstar~ -A small spiked metal ball connected to a rod by links of chain lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 5 6 -5 800 50 0 0 -#5404 -awl-pike~ -an awl-pike~ -An awl pike lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 12 5 -3 210 10 0 0 -#5405 -bardiche~ -a bardiche~ -A bardiche lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 3 -4 190 11 0 0 -#5406 -corbin bec~ -a bec de corbin~ -A bec de corbin lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -3 540 50 0 0 -#5407 -guisarme bill~ -a bill-guisarme~ -A bill-guisarme lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 10 3 -3 130 50 0 0 -#5408 -fauchard~ -a fauchard~ -A fauchard lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 1 -3 125 20 0 0 -#5409 -glaive~ -a glaive~ -A glaive lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 10 5 -3 187 20 0 0 -#5410 -guisarme~ -a guisarme~ -A guisarme lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 4 -4 195 20 0 0 -#5411 -sickle~ -a sickle~ -A sickle lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 3 -1 500 10 0 0 -#5412 -sword bastard two-handed~ -a two-handed bastard sword~ -A two handed bastard sword lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 8 3 -18 625 10 0 0 -#5413 -scimitar~ -a scimitar~ -A scimitar lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 9 3 -10 120 15 0 0 -A -19 1 -#5414 -rapier~ -a rapier~ -A rapier lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -10 310 10 0 0 -A -18 1 -#5415 -suit mail banded~ -a suit of banded mail~ -A suit of banded mail lies here.~ -~ -9 agmno 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -25 340 80 0 0 -#5416 -suit brigandine~ -a suit of brigandine~ -A suit of brigandine lies here.~ -~ -9 agmo 0 0 0 ad 0 0 0 0 0 0 0 -7 0 0 0 -20 200 42 0 0 -#5417 -suit plate field~ -a suit of field plate~ -A suit of field plate lies here.~ -~ -9 agmno 0 0 0 ad 0 0 0 0 0 0 0 -9 0 0 0 -28 400 100 0 0 -#5418 -suit ringmail ring mail~ -a suit of ringmail~ -A suit of ringmail lies here.~ -~ -9 n 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -6 138 10 0 0 -#5419 -suit splintmail splint mail~ -a suit of splintmail~ -A suit of splintmail aromr lies here.~ -~ -9 m 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -5 250 10 0 0 -#5420 -shield wooden~ -a wooden shield~ -A wooden shield lies here~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -1 0 0 0 -1 10 1 0 0 -#5421 -shield splinted~ -a splinted shield~ -A splinted shield lies here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -7 0 0 0 -8 175 17 0 0 -#5422 -buckler shield~ -a buckler~ -A buckler lies here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -1 0 0 0 -6 30 7 0 0 -#5423 -jacket leather~ -a leather jacket~ -A leather jacket lies here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -6 600 200 0 0 -#5424 -sleeves leather~ -a pair of leather sleeves~ -A pair of leather sleeves lies here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -2 0 0 0 -2 350 200 0 0 -#5425 -cap leather~ -a leather cap~ -A leather cap lies here~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -2 65 200 0 0 -#5426 -pants leather~ -a pair of leather pants~ -A pair of leather pants lies here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -2 0 0 0 -2 850 200 0 0 -#5427 -gloves leather~ -a pair of leather gloves~ -A pair of leather gloves lies here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -2 0 0 0 -2 150 200 0 0 -#5428 -boots padded leather~ -a pair of padded leather boots~ -A pair of padded leather boots lies here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -2 410 200 0 0 -#5429 -jacket studded leather~ -a studded leather jacket~ -A studded leather jacket lies here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -10 650 200 0 0 -#5430 -sleeves studded leather~ -a pair of studded leather sleeves~ -A pair of studded leather sleeves lie here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -3 0 0 0 -3 500 200 0 0 -#5431 -pants studded leather~ -a pair of studded leather pants~ -A pair of studded leather pants lie here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -3 0 0 0 -3 500 200 0 0 -#5432 -gloves studded leather~ -a pair of studded leather gloves~ -A pair of studded leather gloves lie here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -3 0 0 0 -3 500 200 0 0 -#5433 -shield leather~ -a leather shield~ -A leather shield lies here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -5 0 0 0 -3 50 200 0 0 -#5434 -sack~ -a sack~ -A sack lies here~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -50 0 0 0 -1 20 200 0 0 -#5435 -lamp oil oillamp~ -an oil lamp~ -An oil lamp lies here~ -~ -1 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 48 0 -1 100 200 0 0 -#5436 -backpack back pack~ -a backpack~ -A backpack lies here~ -~ -15 0 0 0 0 ak 0 0 0 0 0 0 0 -75 1 0 0 -8 100 100 0 0 -#5437 -basket~ -a basket~ -A basket lies here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -50 0 0 0 -4 250 50 0 0 -#5438 -pouch belt~ -a belt pouch~ -A belt pouch lies here~ -~ -15 0 0 0 0 al 0 0 0 0 0 0 0 -25 0 0 0 -3 100 20 0 0 -#5439 -candle~ -a candle~ -A candle lies here~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 50 0 -1 35 10 0 0 -#5440 -cheese~ -a hunk of cheese~ -A hunk of cheese lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 5 10 0 0 -#5441 -bread~ -some bread~ -Some bread lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -1 3 10 0 0 -#5442 -rations dry~ -some dry rations~ -Some dry rations lie here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -20 0 0 0 -2 20 30 0 0 -#5443 -rations iron~ -some iron rations~ -A tin of iron rations lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -25 0 0 0 -3 25 50 0 0 -#5445 -nuts~ -some nuts~ -Some nuts lie scatterd on the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 1 10 0 0 -#5446 -belt~ -a belt~ -A nicely made belt lies here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -2 2 10 0 0 -#5447 -boots hiking~ -a pair of hiking boots~ -A nicely made pair of boots lies here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -3 390 10 0 0 -#5448 -cloak fur~ -a fur cloak~ -A nicely made fur cloak lies here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -2 455 50 0 0 -#5449 -girdle~ -a girdle~ -A nicely made girdle lies here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 375 10 0 0 -#5450 -hose~ -a pair of hose~ -A nicely made pair of hose lies here.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -1 120 10 0 0 -#5451 -robe common~ -a common robe~ -A nicely made robe of common cloth lies here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -2 90 20 0 0 -#5452 -robe embroidered~ -an embroidered robe~ -A nicely made robe of embroidered cloth lies here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -2 250 5 0 0 -#5453 -sandals~ -a pair of sandals~ -A nicely made pair of sandals lies here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -1 15 10 0 0 -#5454 -sash~ -a sash~ -A nicely made sash lies here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -0 0 0 0 -1 20 10 0 0 -#5455 -jacket silk~ -a silk jacket~ -A nicely made silk jacket lies here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -1 380 100 0 0 -#5456 -egg~ -an egg~ -An egg lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 3 10 0 0 -#5457 -carrot~ -a carrot~ -A carrot lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -1 4 10 0 0 -#5458 -tomato~ -a tomato~ -A tomato lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 8 10 0 0 -#5459 -fig~ -a fig~ -A fig lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 2 10 0 0 -#5460 -dates~ -some dates~ -A bunch of dates lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 4 10 0 0 -#5461 -lamb leg~ -a leg of lamb~ -A leg of lamb lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -2 10 20 0 0 -#5462 -beef side~ -a side of beef~ -A side of beef lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -15 0 0 0 -5 20 50 0 0 -#5463 -chicken whole~ -a whole chicken~ -A whole skinned chicken lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -3 12 30 0 0 -#5464 -herring salted~ -a salted herring~ -A salted herring lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -1 8 10 0 0 -#5465 -mussel~ -a mussel~ -A mussel lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 4 10 0 0 -#5467 -glass liquor blue oasis whisky~ -a glass~ -A glass of blue alcohol rests here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -5 5 5 0 -10 180 10 0 0 -#5468 -glass wine~ -a glass~ -A glass rests here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 2 0 -1 380 10 0 0 -#5469 -bottle grog ale~ -a bottle of grog~ -A bottle lies here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -2 2 3 0 -7 800 10 0 0 -#5470 -vial glowing blue~ -a glowing blue vial~ -A glowing blue vial lies here.~ -~ -10 ag 0 0 0 ao 0 0 0 0 0 0 0 -12 1 3 -1 -1 800 15 0 0 -E -vial glowing blue~ - The bluish liquid inside this potion bottle is glowing with a strange light. -There is a small label that reads 'Protection' -~ -#5471 -potion green~ -a deep-green potion~ -A deep-green potion lies here.~ -~ -10 ag 0 0 0 ao 0 0 0 0 0 0 0 -10 15 35 -1 -1 500 15 0 0 -E -potion green~ - The potion inside the bottle is a greenish color and has a small label which -reads 'Curative' -~ -#5472 -potion crystal clear~ -a crystal clear potion~ -A crystal clear potion lies here.~ -~ -10 g 0 0 0 ao 0 0 0 0 0 0 0 -10 50 51 35 -1 300 15 0 0 -E -potion crystal clear~ - This glass bottle appears to contain a clear liquid. There is a label on the -bottle which reads 'Preparation' -~ -#5473 -potion white~ -an off-white potion~ -An off-white potion lies here.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -15 14 16 -1 -1 800 15 0 0 -E -potion white~ - This potion bottle contains a whitish liquid that looks rather thick. A -small label reads 'Redemption' -~ -#5474 -potion dark blue~ -a dark blue potion~ -A dark blue potion lies here.~ -~ -10 0 0 0 0 ao 0 0 0 0 0 0 0 -10 35 14 -1 -1 400 15 0 0 -E -potion dark blue~ - This dark blue potion has a small label on it reading 'Restoration' -~ -#5475 -bottle scorpion flaming beer~ -a flaming scorpion~ -A bottle of strong beer lies here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -5 5 1 0 -10 500 10 0 0 -#5476 -barrel beer~ -a barrel~ -A barrel of beer lies here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -10 10 1 0 -15 900 50 0 0 -#5477 -shot whisky~ -a shot~ -A shot of strong liquor lies here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 5 0 -1 350 10 0 0 -#5478 -scroll recall~ -a scroll of recall~ -A scroll of recall lies here.~ -~ -2 g 0 0 0 ao 0 0 0 0 0 0 0 -12 42 -1 -1 -4 200 25 0 0 -#5479 -wand gray silver~ -a gray-silver wand~ -A gray-silver wand lies here.~ -~ -3 gnop 0 0 0 ao 0 0 0 0 0 0 0 -15 1 1 6 -1 1000 15 0 0 -E -wand gray silver~ - You see a small engraved storm cloud at the base of this wand. -~ -#5480 -wand yellow~ -a wand of glinting yellow~ -A wand of glinting yellow lies here.~ -~ -3 g 0 0 0 ao 0 0 0 0 0 0 0 -1 1 1 19 -1 666 15 0 0 -E -wand yellow~ - You see a shape slowly fading into existance at the base of this wand. -~ -#5481 -wand oak~ -an oak wand~ -A wand of oak lies here.~ -~ -3 g 0 0 0 ao 0 0 0 0 0 0 0 -5 1 1 32 -1 500 15 0 0 -#5482 -wand pink~ -a pink wand~ -A pink wand lies here~ -~ -3 g 0 0 0 ao 0 0 0 0 0 0 0 -3 1 1 38 -1 500 15 0 0 -#5483 -shears sewing~ -a pair of sewing shears~ -A pair of sewing shears lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 1 -2 100 50 0 0 -#5484 -cleaver meat~ -a meat cleaver~ -A meat cleaver lies here~ -~ -5 cd 0 0 0 an 0 0 0 0 0 0 0 -0 1 5 0 -5 100 10 0 0 -#5485 -pen fountain~ -a fountain pen~ -A fountain pen lies here.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -0 1 3 11 -1 100 5 0 0 -#5486 -hammer sledge~ -a sledge hammer~ -A sledge hammer lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 3 6 -24 200 40 0 0 -#5487 -shoe horse~ -a horse shoe~ -A horse shoe lies here.~ -~ -9 bg 0 0 0 aco 0 0 0 0 0 0 0 -1 0 0 0 -2 1000 200 0 0 -A -18 1 -#5488 -saddle~ -a saddle~ -A saddle lies here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -4 100 50 0 0 -#5489 -crop riding~ -a riding crop~ -A riding crop lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 2 -1 50 10 0 0 -#5490 -chessboard~ -a chessboard~ -A heavy marble chessboard lies here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -0 1 30 6 -10 100 20 0 0 -#5491 -seed sesame~ -a sesame seed~ -A sesame seed lies here.~ -~ -19 0 0 0 0 ao 0 0 0 0 0 0 0 -6 0 0 0 -1 10 0 0 0 -#5492 -spear gae bolg~ -Gae Bolg~ -A beautiful spear is lying on the ground here.~ -~ -5 agmno 0 0 0 an 0 0 0 0 0 0 0 -0 5 3 11 -12 180 12 0 0 -E -spear gae bolg~ - The beautiful, glowing spear is close to eight feet long and has a bright, -polished silver blade that tapers at the end into what must be the finest point -you have ever seen. -~ -#5493 -key~ -the jail key~ -The key to the jail lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -5493 0 0 0 -1 100 200 0 0 -#5494 -key~ -the dungeon key~ -The dungeon key lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -5494 0 0 0 -1 100 200 0 0 -#5495 -claw wolverine~ -the wolverine claw~ -A claw from some animal lies here.~ -~ -5 bl 0 0 0 an 0 0 0 0 0 0 0 -0 3 6 8 -2 400 50 0 0 -A -13 -20 -#5496 -wrath allah mace~ -the wrath of Allah~ -A large ornate mace floats above the ground here.~ -~ -5 agmop 0 0 0 an 0 0 0 0 0 0 0 -0 4 4 6 -16 250 125 0 0 -E -wrath allah mace~ - This enormous weapon looks like it could pound the stuffing out of anything -or anyone around. -~ -$~ diff --git a/lib/world/obj/55.obj b/lib/world/obj/55.obj deleted file mode 100644 index 185c943..0000000 --- a/lib/world/obj/55.obj +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/obj/555.obj b/lib/world/obj/555.obj deleted file mode 100644 index 95beaad..0000000 --- a/lib/world/obj/555.obj +++ /dev/null @@ -1,796 +0,0 @@ -#55500 -mantra compassion mu~ -Mu~ -Mu, the Mantra of Compassion is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55501 -lum mantra humility~ -Lum~ -Lum, the Mantra of Humility, is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55502 -beh mantra justice~ -Beh~ -Beh, the Mantra of Justice, is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55503 -ohm mantra spirituality~ -Ohm~ -Ohm, the Mantra of Spirituality, is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55504 -ahm mantra honesty~ -Ahm~ -Ahm, the Mantra of Honesty, is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55505 -cah mantra sacrifice~ -Cah~ -Cah, the Mantra of Sacrifice, is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55506 -ra mantra valor~ -Ra~ -Ra, the Mantra of Valor, is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55507 -summ mantra honor~ -Summ~ -Summ, the Mantra of Honor, is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55508 -moonstone~ -Moonstone~ -A totally featureless Moonstone is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55509 -moonstone~ -Moonstone~ -A totally featureless Moonstone is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55510 -moonstone~ -Moonstone~ -A totally featureless Moonstone is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55511 -moonstone~ -Moonstone~ -A totally featureless Moonstone is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55512 -moonstone~ -Moonstone~ -A totally featureless Moonstone is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55513 -moonstone~ -Moonstone~ -A totally featureless Moonstone is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55514 -moonstone~ -Moonstone~ -A totally featureless Moonstone is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55515 -moonstone~ -Moonstone~ -A totally featureless Moonstone is here.~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 25 0 0 0 -#55516 -hourglass~ -the Hourglass~ -You feel an aura of power emanating from the Hourglass~ -~ -18 b 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 0 -A -4 2 -#55517 -crook~ -the shepherd's crook~ -The crook lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 11 7 -4 200 0 0 0 -#55518 -doll~ -the doll~ -An old rag doll is here.~ -~ -13 h 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -30 1 0 0 0 -E -doll~ - The rag doll seems to take on the weight of the child you killed. -~ -#55519 -sword~ -Katrina's sword~ -Katrina's sword gleams prettily.~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -0 6 1 3 -2 200 0 5 0 -E -sword~ - The sword has been polished and tended with much care. It glows with the -light of virtue. -~ -#55520 -scroll~ -a wrinkled scroll~ -A scroll has been rescued from the spider's web.~ -~ -2 0 0 0 0 a 0 0 0 0 0 0 0 -5 35 -1 -1 -1 500 0 5 0 -#55521 -dagger~ -a magic dagger~ -The magic dagger lies here, pulsating.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -0 9 4 11 -4 500 0 8 0 -A -3 2 -A -18 2 -#55522 -robe~ -a robe~ -The robes of a mage lies here.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -3 0 0 0 -5 250 0 0 0 -E -robe robes~ - These robes are comfortable and clean. -~ -#55523 -horseshoes~ -horseshoes~ -Smithy's horseshoes are here.~ -~ -9 a 0 0 0 ag 0 0 0 0 0 0 0 -10 0 0 0 -7 200 0 20 0 -A -14 50 -A -19 3 -#55524 -instrument mandolin~ -a mandolin~ -The fine instrument lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 5 2 6 -5 250 0 5 0 -#55525 -cup~ -a cup~ -The beggar's cup is here.~ -~ -15 0 0 0 0 ac 0 0 0 0 0 0 0 -2 0 -1 0 -1 200 0 0 0 -#55526 -gold pieces $$50~ -some gold pieces~ -Gold pieces.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -50 0 0 0 -1 50 0 0 0 -#55527 -bottle~ -the bottle~ -Iolo's bottle sits here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -11 15 26 -1 -1 500 0 10 0 -#55528 -bow~ -Iolo's bow~ -Iolo's bow stands against a wall.~ -~ -5 ab 0 0 0 an 0 0 0 0 0 0 0 -0 4 4 11 -4 700 0 10 0 -E -bow~ - Crafted by the master himself, Iolo, the bow is finely made. It's wood -gleams, and as you pluck the string the clearest note sounds. -~ -A -2 1 -#55529 -chicken~ -a chicken~ -A chicken is lying on the ground.~ -~ -5 0 0 0 0 a 0 0 0 0 0 0 0 -0 1 2 2 -6 250 0 20 0 -E -chicken~ - As you look closer you see this isn't a real chicken, it's one of those gag -rubber chickens. -~ -A -19 3 -#55530 -infinity bow~ -the Infinity Bow~ -The Infinity Bow floats here.~ -~ -5 a 0 0 0 an 0 0 0 0 0 0 0 -0 4 12 12 -3 1000 0 20 0 -E -bow infinity~ - The bow is immense, yet light. You see no string, but as your hands touch -the bow a string of pure energy appears and the bow vibrates with power. -~ -A -2 3 -A -19 5 -#55531 -spear~ -a wooden spear~ -A simple wooden spear lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 5 3 14 -4 200 0 10 0 -#55532 -club~ -a stone club~ -A stone club is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 5 3 7 -10 50 0 10 0 -#55533 -gavel~ -a gavel~ -The Judge's gavel lies here.~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -0 3 17 7 -5 300 0 20 0 -E -judge gavel~ - The Gavel is made of ironwood, and seems to have some of the qualities of -Justice in it. -~ -A -4 3 -A -12 10 -#55534 -staff~ -a staff~ -Janna's staff lies here.~ -~ -5 ak 0 0 0 an 0 0 0 0 0 0 0 -0 1 25 6 -7 300 0 15 0 -E -staff~ - Jaana's staff is strangely shaped, in a double helix form. As you look at -the two snake-like pieces of wood, they seems to move. -~ -A -4 1 -#55535 -sword~ -a sword~ -Geoffrey's sword gleams in the sun.~ -~ -5 ak 0 0 0 an 0 0 0 0 0 0 0 -0 5 5 3 -7 300 0 15 0 -E -geoffrey sword~ - Geoffrey's sword is heavy but sharp. When you touch the jeweled hilt, power -floods into your arm. -~ -A -1 1 -#55536 -sword~ -a sword~ -A simple sword is here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 9 3 -5 300 0 10 0 -#55537 -sword bastard~ -a bastard sword~ -Simon's monstrous bastard sword lies here.~ -~ -5 ak 0 0 0 an 0 0 0 0 0 0 0 -0 5 11 3 -18 1000 0 20 0 -E -sword bastard~ - This is the biggest and best sword you've ever seen. Its balance is perfect -and it is sharp and sure. When you grab it, you suddenly feel incredibly -strong, and incredibly courageous. -~ -A -2 2 -A -19 5 -A -13 -50 -#55538 -hammer~ -a hammer~ -A tinker's hammer lies here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 6 5 7 -12 300 0 15 0 -#55539 -sword~ -a sword~ -Julia's hot, glowing sword lies here.~ -~ -5 ak 0 0 0 an 0 0 0 0 0 0 0 -0 5 7 3 -8 300 0 20 0 -E -glowing sword hot~ - Julia was working on this sword when she was killed. Though it has been -removed from the forge for a long time, it seems to continue to glow as if -Julia's vengeful spirit has taken its place. -~ -A -23 -2 -A -19 3 -A -18 -2 -#55540 -amulet~ -the Amulet of Love~ -A most beautiful amulet lies in a pile here.~ -~ -9 adkq 0 0 0 ac 0 0 0 0 0 0 0 -10 0 0 0 -1 500 0 15 0 -A -22 -2 -A -23 -2 -A -24 -2 -#55541 -sword~ -a shiny sword~ -A sword lies on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 13 3 3 -10 300 0 15 0 -A -18 2 -#55542 -armor~ -shiny armor~ -A paladin's suit of armor lies here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -15 500 0 15 0 -A -1 1 -A -17 -5 -#55543 -rapier~ -a rapier~ -Dupre's rapier is here.~ -~ -5 ak 0 0 0 an 0 0 0 0 0 0 0 -0 6 9 11 -13 300 0 20 0 -A -1 1 -A -2 1 -#55544 -boomerang~ -a boomerang~ -A gargoyle's boomerang is here.~ -~ -5 b 0 0 0 an 0 0 0 0 0 0 0 -0 32 1 6 -6 300 0 20 0 -E -boomerang~ - Though this seems like your basic boomerang, it is much more. It hums with -an unearthly tone, waiting for its power to be unleashed. -~ -A -18 5 -A -17 -5 -#55545 -rusty sword~ -a rusty sword~ -A corroded, rusty sword is here.~ -~ -5 h 0 0 0 an 0 0 0 0 0 0 0 -0 9 5 3 -9 50 0 20 0 -A -1 -5 -#55546 -rusty shield~ -a rusty shield~ -A spiked rusty shield lies here.~ -~ -9 h 0 0 0 aj 0 0 0 0 0 0 0 -5 0 0 0 -5 50 0 20 0 -A -17 3 -A -19 -3 -#55547 -cloak~ -a magic cloak~ -A magic cloak is here.~ -~ -9 a 0 0 0 ak 0 0 0 0 0 0 0 -8 0 0 0 -6 500 0 25 0 -A -12 10 -A -13 10 -#55548 -aura power~ -an aura of power~ -A bright light of power shoots into the air.~ -~ -9 a 0 0 0 ak 0 0 0 0 0 0 0 -8 0 0 0 -1 500 0 25 0 -A -4 2 -A -17 -10 -#55549 -red helmet face~ -a big red face~ -The empty shell of the Guardian head lies here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -10 250 0 25 0 -E -face head red~ - When you slew the evil Guardian, all that was left was his corporal form that -he inhabited. That of the big red head. -~ -A -13 50 -A -5 2 -#55550 -spiked mace~ -a spiked mace~ -Waves of corruption come off this evilly enchanted spiked mace.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 5 15 7 -5 300 0 25 0 -A -18 5 -A -19 5 -#55551 -black death armor~ -a completely black armor~ -This completely black armor reeks of death.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -8 0 0 0 -9 500 0 25 0 -A -17 5 -A -14 -50 -A -19 5 -#55552 -evil charm~ -an evil charm~ -You see a very oddly shaped charm... it might be worth it to look at its shape.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -5 0 0 0 -3 250 0 25 0 -E -shape~ - The charm looks to be a mummified part of a body. It is about 3 inches long, -and... NO it could not be.... -~ -A -12 50 -A -3 1 -#55553 -evil gem~ -an evil gem~ -The evil gem pulsates.~ -~ -4 0 0 0 0 ao 0 0 0 0 0 0 0 -30 1 1 27 -1 200 0 25 0 -A -12 50 -A -3 3 -#55554 -helmet~ -Sentri's helmet~ -Sentri's helmet is here.~ -~ -9 k 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -30 500 0 20 0 -A -4 2 -A -12 15 -#55555 -sleeves~ -Sentri's sleeves~ -Sentri's sleeves lie here.~ -~ -9 k 0 0 0 ai 0 0 0 0 0 0 0 -6 0 0 0 -40 500 0 20 0 -A -1 2 -A -13 15 -#55556 -girth~ -Sentri's girth~ -Sentri's girth is here.~ -~ -9 k 0 0 0 al 0 0 0 0 0 0 0 -6 0 0 0 -40 500 0 20 0 -A -13 15 -A -24 -2 -#55557 -twohanded sword~ -Sentri's two-handed sword~ -Sentri's two-handed sword is here.~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -0 1 30 3 -20 500 0 20 0 -A -18 3 -A -19 3 -#55558 -gloves~ -Sentri's gloves~ -Sentri's gloves are here.~ -~ -9 k 0 0 0 ah 0 0 0 0 0 0 0 -6 0 0 0 -20 500 0 20 0 -A -13 15 -A -18 3 -#55559 -boots~ -Sentri's boots~ -Sentri's boots are here.~ -~ -9 k 0 0 0 ag 0 0 0 0 0 0 0 -6 0 0 0 -40 500 0 20 0 -A -2 1 -A -13 15 -#55560 -leggings~ -Sentri's leggings~ -Sentri left his leggings here.~ -~ -9 k 0 0 0 af 0 0 0 0 0 0 0 -6 0 0 0 -40 500 0 20 0 -A -2 1 -A -18 3 -#55561 -armor~ -Sentri's armor~ -Sentri left his armor here.~ -~ -9 k 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -30 500 0 20 0 -A -13 20 -A -18 3 -#55562 -fellowship medallion~ -a Fellowship medallion~ -A triangular shaped medallion is here.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -7 0 0 0 -6 200 0 25 0 -A -4 -1 -A -12 10 -#55563 -glass sword~ -the Glass Sword~ -The most amazingly well crafted sword lies here.~ -~ -5 f 0 0 0 an 0 0 0 0 0 0 0 -0 6 12 3 -4 1000 0 30 0 -E -glass sword~ - Invisible to the naked eye, this sword is the best crafted. As you look at -it, its amazing shape and size brings tears to your eyes. You know that this is -the best weapon that you will ever see. -~ -A -1 1 -A -18 5 -#55564 -crown~ -British's crown~ -A jewel encrusted crown is here.~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 -10 0 0 0 -10 1000 0 30 0 -E -british crown~ - Legend has it that this most perfect of crowns has within one of its jewels, -a perfect ray of sunlight. He who wears it must truly be enlightened. -~ -A -3 2 -A -4 2 -#55565 -0~ -British's sceptre~ -A pure gold sceptre is topped with a perfect crystal orb of power.~ -~ -9 a 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -10 1000 0 30 0 -E -sceptre~ - The second of the crown jewels, this sceptre is amazingly light, and -amazingly powerful. It is pure gold, but topped with an orb of power. -~ -E -orb~ - The orb of power is transparent to the point of sightlessness. It holds -within a vast store of power. -~ -A -5 2 -A -13 50 -#55566 -silver amulet~ -British's amulet~ -A silver amulet lies here.~ -~ -9 a 0 0 0 ac 0 0 0 0 0 0 0 -8 0 0 0 -1 500 0 30 0 -E -amulet~ - British's amulet is in the shape of the great earth serpent. -~ -A -1 2 -A -2 2 -A -13 50 -#55567 -fountain~ -a fountain~ -A fountain shaped as an Ankh pours water.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 1000 0 0 -1000 0 0 0 0 -#55568 -boat~ -a boat~ -A boat lies here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -20 500 0 0 0 -$~ diff --git a/lib/world/obj/556.obj b/lib/world/obj/556.obj deleted file mode 100644 index 185c943..0000000 --- a/lib/world/obj/556.obj +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/obj/56.obj b/lib/world/obj/56.obj deleted file mode 100644 index 185c943..0000000 --- a/lib/world/obj/56.obj +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/obj/57.obj b/lib/world/obj/57.obj deleted file mode 100644 index 59c5ea2..0000000 --- a/lib/world/obj/57.obj +++ /dev/null @@ -1,85 +0,0 @@ -#5700 -starstone~ -the starstone~ -The Starstone lies here on the ground collecting dust.~ -~ -1 abgk 0 0 0 ao 0 0 0 c 0 0 0 -0 0 -1 0 -2 600 1 0 -A -14 20 -A -9 3 -#5703 -fountain aquarius~ -the fountain of Aquarius~ -The Fountain of Aquarius is bubbling merrily here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 1 -505 0 0 0 -#5708 -Rune Saber~ -the rune saber~ -The Rune Saber lies here.~ -~ -5 abg 0 0 0 an 0 0 0 0 0 0 0 -6 4 8 3 -8 200 250 0 -E -rune~ - These runes appear to be ancient. Whatever race created this sword was -probably evil due to the gruesome detail in the pictures etched into it. -~ -E -pictures~ - The pictures are of people being killed by the wielder of this sword. Some -are being impaled and others decapitated. -~ -A -3 -2 -#5728 -Libra water~ -Libra~ -Libra, the scales lies here. Water has built up on the weighing pans creating a place to drink.~ -~ -23 a 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -505 0 0 0 -#5730 -Rune Blade~ -a rune blade~ -A Rune Blade lies here.~ -~ -5 abg 0 0 0 an 0 0 0 0 0 0 0 -5 4 2 3 -7 280 28 0 -A -3 -2 -#5734 -carcass tree nymph~ -the carcass of the tree nymph~ -The carcass of the tree nymph lies here bleeding profusely.~ -~ -13 ab 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -carcass tree nymph~ - The corpse is of a recently deceased tree nymph. -~ -#5798 -Scorpion Platemail~ -the scorpion platemail~ -A suit of Scorpion Platemail lies here.~ -~ -9 abgm 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -10 250 30 0 -A -14 -15 -A -17 -5 -A -13 -10 -$~ diff --git a/lib/world/obj/6.obj b/lib/world/obj/6.obj deleted file mode 100644 index ef2a2a0..0000000 --- a/lib/world/obj/6.obj +++ /dev/null @@ -1,217 +0,0 @@ -#600 -pebble~ -a shiny pebble~ -A shiny pebble is lying in the sand.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 75 0 0 0 -E -shiny pebble rock~ - The pebble is bright white. It seems to sparkle in the light. It's a rather -beautiful stone. One you may want to hold on to. -~ -#601 -seagull feather~ -a seagull feather~ -A seagull feather is lying on the ground.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 50 0 0 0 -E -seagull bird feather~ - The feather is quite large. It's bright white with some streaks of gray -running through it. -~ -#602 -pearl~ -a pearl~ -A beautiful pearl was dropped here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 200 0 0 0 -E -pearl~ - The beautiful pearl sparkles as you hold it up to the light. It's in -excellent shape. -~ -#606 -log~ -a log~ -A large log is lying in the sand.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -5 70 0 0 0 -E -log~ - The log looks like it came from the bottom of a tree. It's quite big -around, and doesn't look like it had been floating in the water for very long. - -~ -#611 -twig~ -a twig~ -There is a small twig on the ground.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 35 0 0 0 -E -twig~ - The twig is small and fragile looking. It looks to be almost dead. -~ -#612 -flower red rose~ -a red rose~ -A beautiful red rose has been left here.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 200 0 0 0 -E -rose~ - The rose has been cleared of all thorns, keeping you from harms way. You -sniff the flower and feel a wondrous scent fill your nose. -~ -#617 -hat~ -a hat~ -A straw hat is floating in the water.~ -~ -11 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -4 125 0 0 0 -E -straw hat~ - The hat is in excellent condition. It would serve well in keeping the -sunlight out of your eyes. -~ -#620 -dead fish~ -a dead fish~ -A dead fish is here.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -dead fish~ - The eye sockets of the fish have rotted away, leaving nothing but blackness. -There is a faint smell coming from it. -~ -#622 -coconut~ -a coconut~ -A large coconut has fallen from one of the palm trees, and lies on the ground.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -3 75 0 0 0 -E -coconut~ - This is the largest coconut you have ever set your eyes upon. It could -easily feed four people. -~ -#634 -marble shield~ -a marble shield~ -A marble shield lies here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -10 0 0 0 -8 200 0 10 0 -E -marble shield~ - The shield was hand crafted from white marble. It's quite heavy, but would -protect you well in battle. -~ -#635 -banana~ -a banana~ -A yellow banana is ripening here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -3 50 0 0 0 -E -banana~ - The fruit is ripe and ready to be eaten. It looks delicious! -~ -#636 -ale glass ale~ -a glass~ -A glass with a dark foamy liquid in it.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 3 0 -3 100 0 0 0 -E -ale~ - The brew is quite tasty! It would go good with any meal. -~ -#637 -lobster~ -a red lobster~ -A red lobster looks good enough to eat.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -4 250 0 0 0 -E -lobster~ - The lobster is large and would easily fill your stomach. -~ -#638 -clams~ -some clams~ -Some clams have been gathered here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 100 0 0 0 -E -clams~ - They look quite tasty! You have heard that these are the best tasting clams -around. -~ -#639 -eels~ -some eels~ -Some eels have been collected together.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -3 150 0 0 0 -E -eels eel~ - The plate doesn't look very appetizing, but it would fill you up. -~ -#640 -shrimp~ -some shrimp~ -Some shrimp have been prepared for eating.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -3 300 0 0 0 -E -shrimp~ - The creatures look delicious! They were taken freshly from the sea and -cooked especially for you! -~ -#641 -milk glass milk~ -a glass~ -A glass full of a white liquid lies here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 10 0 -3 75 0 0 0 -E -milk~ - This is just an ordinary glass of milk. It looks refreshing. -~ -$~ diff --git a/lib/world/obj/60.obj b/lib/world/obj/60.obj deleted file mode 100644 index 7832b55..0000000 --- a/lib/world/obj/60.obj +++ /dev/null @@ -1,278 +0,0 @@ -#6000 -axe lumber~ -a lumber axe~ -A heavy lumber axe lies here.~ -~ -5 d 0 0 0 an 0 0 0 0 0 0 0 -0 2 3 3 -12 50 15 0 -E -axe lumber~ - It is a heavy axe of the kind lumberjacks use to chop down trees. -~ -A -18 1 -#6001 -shirt checkered~ -a checkered shirt~ -A checkered shirt lies here.~ -~ -9 d 0 0 0 ad 0 0 0 0 0 0 0 -1 0 0 0 -2 20 8 0 -E -shirt checkered~ - It is an extra large, checkered shirt made from heavy cloth. -~ -#6002 -boots leather~ -a pair of worn leather boots~ -A pair of worn leather boots lies here.~ -~ -9 d 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -4 60 10 0 -E -boots~ - They are fashioned from rough leather that has been oiled frequently to make -it stay waterproof. They look worn but quite functional. -~ -#6003 -fireplace~ -a fireplace~ -A fireplace made from stone is set against the east wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -200 0 0 0 -0 0 0 0 -E -fireplace~ - It is fashioned from stones of various sizes that have been stacked on top of -each other and fastened with mortar. Its chimney is constructed likewise and -leads the smoke out through the low cabin ceiling. -~ -#6004 -lantern brass hooded~ -a hooded brass lantern~ -A hooded brass lantern has been left here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 100 0 -4 60 10 0 -E -letters~ - The letters say: Use 'hold lantern' to activate. -~ -E -lantern brass hooded~ - It is a large and robust but somewhat battered oil lantern made from brass, -and it is equipped with a handle to make it handy and a hood to protect its -flame. Some letters have been scratched on its bottom. -~ -#6005 -chest wooden~ -a wooden chest~ -A wooden chest stands in the corner.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -100 15 6006 0 -20 100 10 0 -E -chest wooden~ - It is a robust chest made from short, heavy planks that have been fastened -together with tenons. It is equipped with a simple brass lock. -~ -#6006 -key brass~ -a small brass key~ -A small brass key lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -E -key brass~ - It is a small, simple brass key with no inscriptions or marks of any kind. -~ -#6007 -coins gold~ -a heap of gold coins~ -Some gold coins lie piled up in a heap on the floor.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -127 0 0 0 -1 127 0 0 -E -coins gold~ - The coins seem to be gold. They are obviously valuable. -~ -#6010 -blackberries berries~ -some blackberries~ -Some blackberries grow on a bush nearby.~ -~ -19 c 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -1 1 0 0 -E -blackberries berries~ - They look very tasty indeed. -~ -#6011 -mushroom~ -a mushroom~ -A small mushroom grows nearby.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 10 10 0 -E -mushroom~ - It looks to be a tasty little thing. -~ -#6012 -sign~ -a large sign~ -A large sign mounted on a pole is standing by the roadside.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -sign~ - It says :- - Haon-Dor - -------- - - This is the Forest of Haon-Dor. Enter at your own risk. -~ -E -pole~ - Not the most interesting pole in the world. Better leave it here, though, as -it holds the sign in place. -~ -#6013 -barrel water~ -a barrel~ -A water barrel has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -40 40 15 0 -45 60 20 0 -#6014 -water brook~ -a small brook~ -A small brook trickles through the forest beside the path.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -505 0 0 0 -E -water brook~ - The water looks clean and refreshing. -~ -#6015 -water lake~ -the lake~ -.the lake~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 0 -505 0 0 0 -#6016 -cudgel oak oaken limb~ -an oaken cudgel~ -A limb has fallen here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 1 7 7 -16 1 20 0 -E -cudgel oak oaken limb~ - The cudgel looks quite sturdy, and would make a nice weapon. -~ -A -19 2 -A -1 -2 -#6017 -carcass board~ -the carcass of a boar~ -.A hidden carcass of a boar.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -100 0 0 0 -0 0 0 0 -#6018 -slab meat~ -a large slab of meat~ -A large piece of freshly cut boar meat is on the ground here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -15 40 1 0 -E -slab meat~ - It looks quite filling. -~ -#6019 -tusks pair~ -a pair of boar tusks~ -A pair of large boar tusks have been dropped here.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 60 1 0 -E -tusks pair~ - They look like they might be worth something to a craftsman. -~ -#6020 -log hollow floating~ -a hollow log~ -.A hidden hollow log.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -48 2 1 0 -E -log~ - It looks like it would probably float. -~ -#6021 -nest bird~ -the bird's nest~ -.A hidden bird's nest.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -30 0 0 0 -0 0 0 0 -#6022 -egg blue robin~ -a blue robin's egg~ -A small bluish egg has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -6 0 0 0 -1 10 0 0 -E -egg blue robin~ - It is small, but food nonetheless. -~ -#6023 -meat rabbit~ -a piece of rabbit meat~ -A large piece of rabbit meat.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -5 29 20 0 -#6024 -meat deer venison~ -a piece of venison~ -A large piece of venison.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -10 80 20 0 -$~ diff --git a/lib/world/obj/61.obj b/lib/world/obj/61.obj deleted file mode 100644 index e50e31a..0000000 --- a/lib/world/obj/61.obj +++ /dev/null @@ -1,292 +0,0 @@ -#6101 -sign~ -a sign~ -An old, battered sign lies on the ground.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 2 2 0 0 -E -sign~ - Only some of the letters are legible :- - _ - _________| |_________ - / | | \ - / CAR.AX | | M.STY \ - \ M..SI.N | | SW..P / - \_________| |_________/ - | | -~ -#6102 -tree opening~ -a colossal tree~ -A colossal tree blocks the way westward.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -1000 0 0 0 -0 0 0 0 0 -E -tree~ - This enormous tree must be a thousand years old. Its rough bark looks gray -and pale and is decorated with scratches and clawmarks. On its west side is a -small opening just above ground level. -~ -E -opening~ - The opening is far too narrow for you to squeeze through but it looks as if -the tree is hollow. -~ -#6103 -branch gray long~ -a long, gray branch~ -A long, gray branch rests heavily on the ground.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 25 0 -20 1 3 0 0 -E -branch gray long~ - It is quite heavy and looks as if it has been dropped from great height. It -is long dead and very dry. Could probably be lighted quite easily. -~ -#6104 -branch gray long~ -a long, gray branch~ -A long, gray branch rests heavily on the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 7 -18 60 20 0 0 -E -branch gray long~ - It is very heavy and looks as if it has been dropped from great height. It -is long and straight and the wood is very hard, still being full of sap. -Although it does not fit very well in your hand, it could be used as a clumsy -but very heavy weapon. -~ -A -18 -2 -#6105 -branch gray long~ -a long, gray branch~ -A long, gray branch rests heavily on the ground.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -40 1 0 0 0 -E -branch gray long~ - It is very heavy and looks as if it has been dropped from great height. It -is somewhat twisted and the hard wood is still full of sap. -~ -#6106 -toadstool~ -a toadstool~ -A large toadstool grows nearby.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -5 20 20 0 0 -E -toadstool~ - It is a large, brown boletus that must weigh nearly five pounds. The top -surface is covered in a thin layer of transparent slime that emits a weak, musty -smell. Not the most delicious thing you have seen. -~ -#6107 -toadstool~ -a toadstool~ -A large toadstool grows nearby.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 1 -5 20 20 0 0 -E -toadstool~ - It is a large, brown boletus that must weigh nearly five pounds. It has -small white spots and the top surface is covered in a thin layer of transparent -slime that emits a weak, musty smell. Not the most delicious thing you have -seen. -~ -#6108 -coins gold~ -a big pile of gold coins~ -A big pile of gold coins is lying here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -15 1000 0 0 0 -#6109 -potion blue~ -a blue potion~ -A blue potion has been left here.~ -~ -10 g 0 0 0 a 0 0 0 0 0 0 0 -15 28 -1 -1 -2 680 50 0 0 -E -potion blue~ - It has a nice deep blue color and a smell like peppermint. -~ -#6110 -potion yellow musky~ -a musky yellow potion~ -A yellow potion has been left here.~ -~ -10 g 0 0 0 a 0 0 0 0 0 0 0 -15 39 -1 -1 -2 1000 200 0 0 -E -potion yellow musky~ - It has a deep yellow color and and a strong spicy smell. -~ -#6111 -shield round large~ -a large round shield~ -A large round shield has been left here.~ -~ -9 0 0 0 0 aj 0 0 0 0 0 0 0 -5 0 0 0 -15 300 800 0 0 -E -shield round large~ - It is made from hard wood that has been reinforced with heavy iron bands. -~ -#6112 -crown iron~ -an iron crown~ -An iron crown rests on the ground.~ -~ -9 g 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -20 700 50 0 0 -E -crown iron~ - It is a heavy human-sized crown made from solid iron. -~ -#6113 -sceptre iron~ -an iron sceptre~ -An iron sceptre lies on the ground.~ -~ -1 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -10 500 70 0 0 -E -sceptre iron~ - It is a heavy sceptre made from solid iron. -~ -#6114 -ring iron~ -an iron ring~ -An iron ring has been left here.~ -~ -11 g 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -10 500 50 0 0 -E -ring iron~ - It is a quite heavy human-sized ring made from solid iron. It lacks -decorations of any kind. -~ -A -17 -4 -A -9 1 -#6115 -star morning-star~ -the morning star~ -The morning star is here collecting dust while it lies on the ground.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 2 9 7 -10 150 20 0 0 -A -18 2 -#6116 -shirt scale~ -a black dragon scale shirt~ -A black dragon scale shirt has been left here.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -10 1000 10 0 0 -E -shirt scale~ - It is a sleeveless shirt made from big, black dragon scales joined with -silver threads. Its inside has been made from the soft skin on the dragon's -belly, making it very comfortable to wear. The word 'Isha' has been engraved on -one of the scales. -~ -#6117 -skirt scale~ -a black dragon scale skirt~ -A black dragon scale skirt has been left here.~ -~ -9 g 0 0 0 af 0 0 0 0 0 0 0 -6 0 0 0 -8 500 10 0 0 -E -skirt scale~ - It is a short skirt made from big, black dragon scales joined with silver -threads. Its inside has been made from the soft skin on the dragon's belly, -making it very comfortable to wear. The word 'Isha' has been engraved on one of -the scales. -~ -#6118 -cloak black~ -a black, hooded cloak~ -A large, hooded cloak, as dark as the night, has been left here.~ -~ -11 g 0 0 0 ak 0 0 0 0 0 0 0 -0 0 0 0 -20 800 40 0 0 -E -cloak black~ - It is a heavy, black cloak with a large hood. The word 'Isha' is written -inside it with a silver thread. -~ -A -17 -6 -A -24 -2 -#6119 -belt silver~ -a broad silver belt~ -A broad silver belt has been left here.~ -~ -9 ag 0 0 0 al 0 0 0 0 0 0 0 -6 0 0 0 -4 500 35 0 0 -E -belt silver~ - It is a broad belt made from tiny silver rings woven together. -~ -#6120 -sword long slender~ -a long, slender sword~ -A long, slender sword lies on the ground.~ -~ -5 agjl 0 0 0 an 0 0 0 0 0 0 0 -0 3 6 3 -4 300 60 0 0 -E -sword long slender~ - It is a long, slender sword that seems to be made from silver. The word -'Isha' has been engraved on the hilt. -~ -A -18 4 -A -19 2 -#6121 -sign~ -wooden sign~ -A wooden sign nailed to a tree is here, You'd better read it...~ - Warning Spider Trap to the West. Be Warned, Be Wary. Tholius, The -Travelling Monk. -~ -16 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -$~ diff --git a/lib/world/obj/62.obj b/lib/world/obj/62.obj deleted file mode 100644 index 7d34a87..0000000 --- a/lib/world/obj/62.obj +++ /dev/null @@ -1,85 +0,0 @@ -#6200 -key~ -a key~ -A key sits here.~ -~ -18 cdq 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 20 0 0 -E -key~ - It is a plain looking key. -~ -#6201 -manacles~ -a set of manacles~ -A set of iron manacles lie here.~ -~ -9 h 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -20 100 20 0 -E -manacles~ - They're big steel cuffs, meant to be locked around the hands. -~ -A -18 -5 -#6202 -shackles~ -a set of shackles~ -A set of shackles sit here, discarded.~ -~ -9 h 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -20 100 20 0 -E -shackles~ - Big iron cuffs, meant to be locked around the ankles. -~ -A -14 -50 -#6203 -Runestone rune stone~ -the Runestone~ -A small stone with an inscription sits here.~ -~ -1 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -1 1000 200 0 -E -runestone rune stone~ - It is a small, carved stone with a strange symbol carved upon it. -Strange... -~ -A -12 8 -#6204 -club~ -a club~ -A crude wooden club sits here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 2 7 -12 10 2 0 -E -club~ - It is a big, wooden club. -~ -#6205 -Starkblade knife dagger blade~ -Starkblade~ -A knife hums with eternal energy here.~ -~ -5 bp 0 0 0 an 0 0 0 0 0 0 0 -0 3 7 3 -1 1000 200 0 -E -starkblade knife dagger blade~ - It is an odd knife, with an inset of sapphire in the pommel. It hums -constantly, and your hand stings a bit when you touch it. -~ -A -12 10 -A -13 -20 -$~ diff --git a/lib/world/obj/63.obj b/lib/world/obj/63.obj deleted file mode 100644 index 34294be..0000000 --- a/lib/world/obj/63.obj +++ /dev/null @@ -1,86 +0,0 @@ -#6300 -key black~ -a black key~ -A somewhat plain black key has been left here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 1 0 -#6301 -knife thief~ -a very sharp knife~ -A very sharp knife lies here.~ -~ -5 glmnp 0 0 0 an 0 0 0 0 0 0 0 -0 8 1 11 -9 1000 2500 0 -E -knife thief~ - A keen knife, very sharp -- you could cut the air in two! -~ -A -2 2 -A -18 3 -#6302 -hat wizard~ -a wizard's hat~ -A blue wizard's hat lies here.~ -~ -9 fgnop 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -5 200 10 0 -E -hat wizard~ - A hat made of blue cloth. It looks very comfortable. -~ -A -3 2 -A -12 17 -#6303 -headress pontiff ornament cone head~ -a pontiff's headress~ -A white cone-shaped head ornament with religious symbols lies here.~ -~ -9 fgmop 0 0 0 ae 0 0 0 0 0 0 0 -6 0 0 0 -5 200 10 0 -E -headress pontiff ornament cone head~ - A starchy headress worn by powerful secular types. -~ -A -4 3 -A -12 13 -#6304 -visor black knight~ -a black knight's visor~ -A black visor sits here.~ -~ -9 fgmno 0 0 0 ae 0 0 0 0 0 0 0 -8 0 0 0 -5 200 10 0 -E -visor black knight~ - A visor that protects the head, good for warriors. -~ -A -1 1 -A -5 2 -#6305 -potion thick white~ -a thick white potion~ -A thick white potion has been left here.~ -~ -10 g 0 0 0 a 0 0 0 0 0 0 0 -25 15 35 19 -9 210 10 0 -E -potion thick white~ - It is disgusting thick white gunk which looks like liquid web and smells like -medicine. -~ -$~ diff --git a/lib/world/obj/64.obj b/lib/world/obj/64.obj deleted file mode 100644 index 20bd842..0000000 --- a/lib/world/obj/64.obj +++ /dev/null @@ -1,199 +0,0 @@ -#6400 -dagger glowing~ -a glowing dagger~ -A glowing dagger glows here.~ -~ -5 ag 0 0 0 an 0 0 0 0 0 0 0 -0 1 4 11 -1 1000 300 0 0 -A -18 3 -#6401 -platemail glowing plate mail~ -the glowing platemail~ -Some glowing platemail lies in a heap here.~ -~ -9 ag 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -50 300 10 0 0 -#6402 -agate gem~ -an agate~ -A small gem lies here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 500 50 0 0 -#6403 -jade jewel~ -a piece of jade~ -A small jewel gleams here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 100 0 0 -#6404 -sculpture~ -a piece of sculpture~ -A nice piece of sculpture is here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 200 20 0 0 -E -sculpture~ - It is of a beautiful woman, straining beneath a heavy weight. She looks -tired, with chiseled tears staining her cheeks. It makes you sad. -~ -#6405 -vial dragons blood~ -a vial of dragon's blood~ -A small vial filled with a red fluid lies in the dust here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -7 39 39 39 -5 480 21 0 0 -#6406 -amulet~ -an amulet~ -An odd looking amulet has been discarded here.~ -~ -9 ag 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -3 200 30 0 0 -A -2 3 -#6407 -pole tent~ -a tent pole~ -A tent pole has been tossed away here.~ -~ -3 ag 0 0 0 ao 0 0 0 0 0 0 0 -25 5 5 38 -10 250 50 0 0 -#6408 -bag powder wealth~ -a bag of powder of wealth~ -A small bag filled with powder of wealth lies here.~ -~ -20 ag 0 0 0 a 0 0 0 0 0 0 0 -1000 0 0 0 -1 1000 0 0 0 -#6409 -desk~ -a desk~ -There is an ebony desk here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -100 13 0 0 -0 0 0 0 0 -#6410 -book chaos~ -the Book of Chaos~ -A book with a title written in moving letters rests here.~ -~ -3 abgh 0 0 0 ao 0 0 0 0 0 0 0 -20 1 1 26 -25 1000 250 0 0 -#6411 -book elder~ -the Book of the Elder~ -A gray-bound book lies here.~ -~ -3 abg 0 0 0 ao 0 0 0 0 0 0 0 -30 1 1 28 -25 300 50 0 0 -#6412 -lens occluded~ -the Occluded Lens~ -A smoky lens about a foot around has been scuffled in the dirt here.~ -~ -1 aghjk 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -20 200 50 0 0 -A -12 20 -A -4 1 -#6413 -mevais herb leaf~ -a leaf of mevais~ -A small black leaf of a mevais plant lies here, well preserved.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -30 27 33 4 -1 1 1 0 0 -E -mevais herb leaf~ - Quaffing this down might provide interesting effects. -~ -#6414 -bottle peska~ -a bottle of peska~ -There is a bottle of a milky fluid here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -30 28 3 1 -12 150 30 0 0 -E -bottle peska~ - It is a milky concoction, with strange motes floating in it. -~ -#6415 -staff rand~ -Rand's staff~ -There is a metal-shod staff here.~ -~ -9 agnop 0 0 0 ao 0 0 0 0 0 0 0 -8 0 0 0 -7 1000 250 0 0 -A -12 5 -A -17 5 -#6416 -chest wooden~ -a wooden chest~ -There is a wooden chest here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -500 13 0 0 -0 0 0 0 0 -#6417 -chest wooden~ -a wooden chest~ -There is a wooden chest here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -500 13 0 0 -0 0 0 0 0 -#6418 -chest wooden~ -a wooden chest~ -There is a wooden chest here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -500 13 0 0 -0 0 0 0 0 -#6419 -basin water~ -a water basin~ -A basin filled with crisp, clean water is here.~ -~ -17 a 0 0 0 0 0 0 0 0 0 0 0 -100 100 0 0 -0 0 0 0 0 -#6420 -food~ -some food~ -There's some food lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -8 0 0 0 -3 20 10 0 0 -E -food~ - It is just random and assorted food. Don't ask questions. It is only a -game. -~ -$~ diff --git a/lib/world/obj/65.obj b/lib/world/obj/65.obj deleted file mode 100644 index b0df4e1..0000000 --- a/lib/world/obj/65.obj +++ /dev/null @@ -1,209 +0,0 @@ -#6500 -key treasury~ -a treasury key~ -There is a key for the treasury lying here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 1 0 0 -#6501 -gold treasure coins~ -the Queen's treasure~ -A large pile of treasure has been left here, it must be the Queen's.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -650 0 0 0 -20 650 0 0 0 -#6502 -key mine~ -a mine key~ -There is a key to the mines lying here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#6503 -key bright gold~ -a bright golden key~ -There is a bright golden key lying here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#6504 -hammer dwarven~ -a dwarven hammer~ -There is a dwarven hammer lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 6 7 -13 550 100 0 0 -#6505 -plate dwarven mail~ -the dwarven plate mail~ -There is dwarven plate mail lying here.~ -~ -9 0 0 0 0 ad 0 0 0 0 0 0 0 -6 0 0 0 -50 450 30 0 0 -#6506 -stick black long~ -a long, black stick~ -There is a long, black stick lying here.~ -~ -4 q 0 0 0 ao 0 0 0 0 0 0 0 -4 2 2 28 -1 100 60 0 0 -#6507 -stick black long~ -a long, black stick~ -There is a long, black stick here.~ -~ -1 q 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 100 6000 0 0 -#6508 -club dwarven~ -a dwarven club~ -There is a dwarven club lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 3 3 -12 300 30 0 0 -#6509 -axe two-handed dwarven~ -a two-handed dwarven axe~ -A two-handed dwarven axe is here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 2 7 3 -14 500 30 0 0 -A -18 2 -A -1 2 -#6510 -helmet dwarven~ -a dwarven helmet~ -A dwarven helmet is here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -4 250 50 0 0 -#6511 -ring gold dwarven~ -a golden dwarven ring~ -A golden dwarven ring is lying here.~ -~ -11 g 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 100 0 0 -A -18 1 -A -19 1 -#6512 -gloves dwarven~ -a pair of dwarven gloves~ -A pair of thick dwarven gloves lay here.~ -~ -9 0 0 0 0 ah 0 0 0 0 0 0 0 -1 0 0 0 -2 400 20 0 0 -A -5 1 -A -2 1 -#6513 -coal chunk~ -a chunk of coal~ -There is a chunk of coal here.~ -~ -13 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -50 1 1 0 0 -#6514 -pick mining~ -a mining pick~ -There is a mining pick here.~ -~ -5 i 0 0 0 an 0 0 0 0 0 0 0 -0 2 3 11 -9 300 10 0 0 -E -pick mining~ - It looks almost blessed! -~ -#6515 -key deep green~ -a deep green key~ -There is a deep green key lying here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -10 1 0 0 0 -#6516 -key old~ -an old key~ -Someone seems to have dropped an old key.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#6517 -sword long~ -a long sword~ -A long sword has been left here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -0 1 8 3 -8 600 10 0 0 -#6518 -barrel beer~ -a barrel~ -A beer barrel has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -50 50 1 0 -50 300 100 0 0 -#6519 -bottle firebreather~ -a bottle~ -A bottle of firebreather has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -8 8 7 0 -10 50 17 0 0 -#6520 -bread loaf~ -a bread~ -A loaf of bread has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 10 10 0 0 -#6521 -danish pastry~ -a danish pastry~ -A nice looking delicious danish pastry has been placed here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 5 5 0 0 -#6522 -lantern brass~ -a lantern~ -A brass lantern is here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 96 0 -1 50 10 0 0 -#6523 -barrel water~ -a barrel~ -A water barrel has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -40 40 15 0 -45 60 20 0 0 -$~ diff --git a/lib/world/obj/653.obj b/lib/world/obj/653.obj deleted file mode 100644 index 857f13a..0000000 --- a/lib/world/obj/653.obj +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/lib/world/obj/654.obj b/lib/world/obj/654.obj deleted file mode 100644 index 657a1bc..0000000 --- a/lib/world/obj/654.obj +++ /dev/null @@ -1,101 +0,0 @@ -#65400 -graffiti wall south~ -graffiti~ -Some graffiti is scrawled on the wall to the south.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 0 -E -graffiti wall south~ - This subdivision was built to use with the TBA housing code since the code -needs rooms that have already been created. It's a very simple plan with 38 -houses, meant to simplify the placing of houses. Feel free to make any changes. -Look map for a better idea of the layout. - - To assign the houses, stand in any main room with the player and use hcontrol. - - *WARNING* Before setting the first house, please check for the file lib/house. -This will sometimes be deleted as an empty file. The house contents will not -save without this directory! - - If you want to use this subdivision but need more than 38 houses, First and -Second Streets can be continued to the east by changing the room names and some -of the exit descriptions. First and Second Avenue would need to be changed to -Third and Fourth Avenue. - - If you need more space, you might want to change #3 and #8 Second Street to -continue the Avenues southward and change #3 and #8 First Street of the new -section to match. Of course, First and Second Street would become Third and -Fourth Streets. - -Sorry for any errors. Please wash this wall with zedit. -Hugs, -Parnassus for TBAmud -December 12, 2013 -~ -#65402 -keychain subdivision~ -a plain keychain~ -Someone left a keychain lying here.~ -~ -8 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 65400 -E -keychain subdivision~ - This keychain, when held in a room away from the subdivision, will bring -you to the subdivision intersection of First Street and First Avenue to make -it easier to find your way home. If you hold it again, anywhere in the -subdivision, it will take you back to where you came from. -~ -#65407 -keychain subdivision~ -a plain keychain~ -Someone left a keychain lying here.~ -~ -8 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 65400 -E -keychain subdivision~ - This keychain, when held in a room away from the subdivision, will bring -you to the subdivision intersection of First Street and Second Avenue to -make it easier to find your way home. If you hold it again, anywhere in the -subdivision, it will take you back to where you came from. -~ -#65412 -keychain subdivision~ -a plain keychain~ -Someone left a keychain lying here.~ -~ -8 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 65400 -E -keychain subdivision~ - This keychain, when held in a room away from the subdivision, will bring -you to the subdivision intersection of Second Street and First Avenue to -make it easier to find your way home. If you hold it again, anywhere in the -subdivision, it will take you back to where you came from. -~ -#65417 -keychain subdivision~ -a plain keychain~ -Someone left a keychain lying here.~ -~ -8 a 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -T 65400 -E -keychain subdivision~ - This keychain, when held in a room away from the subdivision, will bring -you to the subdivision intersection of Second Street and Second Avenue to -make it easier to find your way home. If you hold it again, anywhere in the -subdivision, it will take you back to where you came from. -~ -$~ diff --git a/lib/world/obj/7.obj b/lib/world/obj/7.obj deleted file mode 100644 index 5851471..0000000 --- a/lib/world/obj/7.obj +++ /dev/null @@ -1,282 +0,0 @@ -#700 -useless trinkets~ -some useless trinkets~ -A lot of useless trinkets, nothing of value.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -8 100 0 0 0 -E -useless trinkets~ - Bits of discarded metal have been strung together by a piece of twine, too -heavy to wear, but light enough to carry. -~ -#701 -tempered broadsword sword~ -a tempered broadsword~ -A large tempered broadsword was left here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -6 2 12 3 -8 400 40 0 0 -E -tempered silver broadsword~ - The fine blade of silver looks magnificently crafted and forged. The hilt is -protected by a silver wire mesh that wraps around the wielder's entire hand. -~ -A -18 1 -#702 -silver chain armor~ -some silver chain armor~ -Some chain armor made of silver is lying here.~ -~ -9 g 0 0 0 ad 0 0 0 0 0 0 0 -4 0 0 0 -8 400 40 0 0 -E -silver chain armor~ - Links of silver chain have been woven into this fine vest meant to be worn -on the body. It is in pristine condition and looks to offer a good level of -protection. -~ -A -1 1 -#703 -silver wristguard~ -a silver wristguard~ -Someone left a silver wristguard here.~ -~ -9 g 0 0 0 am 0 0 0 0 0 0 0 -1 0 0 0 -8 340 34 0 0 -E -silver wristguard~ - A thick band of silver looking to fit around a wrist. It is superbly crafted -with engravings winding around the bracelet, of a snake eating its own tail in -an endless cycle. -~ -A -19 1 -#704 -crystal clear stream~ -a crystal clear stream~ -A crystal clear stream gently flows by you.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -0 0 0 0 0 -E -stream crystal clear~ - You can peer to the bottom of the clear stream as it flows gently over a bed -of rock and sand. It looks untainted and refreshing. -~ -#705 -silver link chain belt~ -a belt of silver chain links~ -A belt of silver chain links was left here.~ -~ -9 h 0 0 0 al 0 0 0 0 0 0 0 -2 0 0 0 -5 100 10 0 0 -E -silver link chain belt~ - The links of silver have been placed over a leather belt that could easily -fit around the waist. -~ -A -2 -1 -#706 -silver shield~ -a silver shield~ -A silver shield with the crest of Camelot engraved on the front.~ -~ -9 g 0 0 0 aj 0 0 0 0 0 0 0 -3 0 0 0 -12 500 50 0 0 -E -silver shield~ - The crest of Camelot adorns both sides of this sturdy shield. The weight is -cumbersome, but bearable. -~ -A -5 1 -#707 -silver trimmmed coat~ -a silver trimmed coat~ -A fine coat trimmed with silver.~ -~ -9 0 0 0 0 ak 0 0 0 0 0 0 0 -2 0 0 0 -3 200 0 0 0 -E -silver trimmed coat~ - A fine hooded woolen coat with wide sleeves that are trimmed with silver. -It can be worn over almost anything, a good way to conceal heavy, bulky armor. - -~ -#708 -silver bracers pair~ -a pair of silver bracers~ -A pair of silver bracers.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -4 0 0 0 -5 150 15 0 0 -E -pair silver bracers~ - A shiny pair of silver bracers that can be worn upon the arms. They are -well made and should offer good protection. -~ -#709 -set silver gauntlets~ -a set of silver gauntlets~ -A set of silver gauntlets engraved with the crest of Camelot.~ -~ -9 g 0 0 0 ah 0 0 0 0 0 0 0 -4 0 0 0 -5 200 25 0 0 -E -set silver gauntlets~ - The crest of Camelot is engraved on the palm of these fine gauntlets of -steel. The fingers are jointed and allow for good movement and flexibility. -~ -A -5 1 -#710 -set silver boots~ -a set of silver boots~ -A set of silver boots with the crest of Camelot.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -5 150 15 0 0 -E -silver set boots~ - A set of sturdy silver boots engraved with the crest of Camelot. They are -slightly worn but still in excellent condition. -~ -#711 -set silver greaves~ -a set of silver greaves~ -A set of silver greaves with the crest of Camelot on them.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -4 0 0 0 -4 120 12 0 0 -E -set silver greaves~ - A set of silver greaves with the crest of Camelot engraved on them appear to -be in excellent condition and design. -~ -#712 -fine silver helm~ -a fine silver helm~ -A fine silver helm with the crest of Camelot on the forehead.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -4 0 0 0 -5 150 15 0 0 -E -fine silver helm~ - The helm's polished surface gleams around the crest of Camelot embossed upon -the front. Made of pure silver, the helm is in excellent condition. -~ -#713 -silver chain~ -a silver chain~ -A silver chain made from small links with the crest of Camelot hanging from it.~ -~ -9 0 0 0 0 ac 0 0 0 0 0 0 0 -1 0 0 0 -5 150 15 0 0 -E -silver chain~ - A silver chain with a medallion hanging from it that resembles the crest of -Camelot. The chain is made up of fine links, each one about the size of a -copper coin. -~ -#714 -silver ring~ -a silver ring~ -A silver ring with the crest of Camelot upon it.~ -~ -12 0 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -3 90 9 0 0 -E -silver ring~ - The surface of the ring is engraved with the crest of Camelot with the sword -of Excalibur wrapping around it. The ring is made of solid silver and is in -good condition. -~ -#715 -silver sceptre~ -a silver sceptre~ -A silver sceptre with the crest of Camelot upon it.~ -~ -1 gk 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -4 500 50 0 0 -E -silver sceptre~ - The crest of Camelot is embossed in gold upon the face of this silver -sceptre. It looks extremely valuable and glows slightly, emitting enough light -to see by. -~ -A -17 -6 -#716 -stone fountain~ -the stone fountain~ -A stone fountain depicts three bare-breasted women pouring water out of jugs.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 0 0 -0 0 0 0 0 -E -stone fountain~ - The white stone is remarkably smooth and finely detailed. From a distance -the three woman almost look real, extremely pale, but real. The water is clear -and rushes out from the jugs the women hold and down three tiers of large bowls -filled with water. -~ -#717 -gold panning bowl~ -a gold panning bowl~ -A wooden bowl with a screen mesh on its bottom was left here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 10 0 0 0 -E -gold panning bowl~ - The bowl is worn from use. It looks like it is meant to pan for gold. You -simply scoop up some dirt and swirl in with water to try to find gold nuggets. -~ -#718 -gold nugget~ -a small gold nugget~ -A small nugget of gold is glittering here.~ -~ -8 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -E -gold nugget~ - The small nugget is probably not worth very much, but it is gold. -~ -#719 -water flowing river water~ -a gently flowing river~ -A river with a few small white caps flows between tall banks eroded over generations.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 --1 1 15 0 -0 0 0 0 0 -E -river flowing water~ - You can peer to the bottom of the clear river as it flows gently over a bed -of rock and sand. You notice strange glints of gold in the river bed. -~ -$~ diff --git a/lib/world/obj/70.obj b/lib/world/obj/70.obj deleted file mode 100644 index 185c943..0000000 --- a/lib/world/obj/70.obj +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/obj/71.obj b/lib/world/obj/71.obj deleted file mode 100644 index a6ee545..0000000 --- a/lib/world/obj/71.obj +++ /dev/null @@ -1,13 +0,0 @@ -#7190 -ring silver~ -a glinting silver ring~ -A lovely silver ring has been left here.~ -~ -11 g 0 0 0 ab 0 0 0 0 0 0 0 -0 0 10 0 -9 160 50 0 -A -17 -10 -A -18 2 -$~ diff --git a/lib/world/obj/72.obj b/lib/world/obj/72.obj deleted file mode 100644 index faaf659..0000000 --- a/lib/world/obj/72.obj +++ /dev/null @@ -1,177 +0,0 @@ -#7200 -rod devil~ -the devil rod~ -The mysterious devil rod lies on the floor.~ -~ -5 gj 0 0 0 an 0 0 0 0 0 0 0 -0 2 5 3 -6 160 80 0 -E -devil rod~ - This is indeed a mysterious rod. It is dark black at the base but has four -very sharp purple tentacles at the end. -~ -A -18 3 -A -1 -1 -#7201 -mace large~ -the large mace~ -A large mace lies here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 7 -10 1000 400 0 -E -large mace~ - The mace is pretty large with a weight of 10 lbs. The head is actually four -purple tentacles tied together. -~ -A -19 2 -#7202 -mace small~ -the small mace~ -A small mace has been left here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -0 1 6 7 -6 600 200 0 -E -small mace~ - This weapon does look like it does a lot of damage, but then you never know. -It consists of a black handle and a purple head. -~ -A -19 1 -#7203 -cloak purple~ -a purple cloak~ -A purple cloak lies on the floor.~ -~ -11 g 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -20 500 60 0 -E -cloak purple~ - This is a very fine made cloak from an unknown material, in a nice purple -color. -~ -A -24 2 -A -17 -10 -#7204 -potion blue neon~ -a neon blue potion~ -A neon blue potion stands on the floor.~ -~ -10 g 0 0 0 a 0 0 0 0 0 0 0 -14 6 15 16 -4 100 1000 0 -E -potion blue~ - In the flask is a transparent electric blue liquid. -~ -#7205 -key black~ -a black key~ -A black key has been left on the floor.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 -E -black key~ - This little key is made from a black metal of unknown origin. -~ -#7206 -skull white~ -a strange white skull~ -A strange white skull lies on the floor looking at you.~ -~ -9 abh 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -30 1 250 0 -E -white skull~ - The skull has two small horns in the forehead. You notice some writing on -the inside. -~ -E -writing text~ - You read the number '666'. -~ -A -2 -4 -#7207 -gauntlets muddy~ -a pair of muddy gauntlets~ -A pair of muddy gauntlets have been thrown away here.~ -~ -9 g 0 0 0 ah 0 0 0 0 0 0 0 -6 0 0 0 -10 600 150 0 -E -muddy gauntlets~ - These gauntlets are muddy indeed, however they look very effective. -~ -A -1 1 -#7208 -stick small~ -a small stick~ -A small stick lies here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 -1 0 -4 200 200 0 -E -small stick~ - The small stick does not look interesting at all. But just as you are going -to throw it away you notice some small letters. -~ -E -letters letter~ - They read: Hold me -~ -#7209 -boots muddy~ -a pair of muddy boots~ -A pair of muddy boots has been dropped here.~ -~ -9 g 0 0 0 ag 0 0 0 0 0 0 0 -4 0 0 0 -10 75 500 0 -E -boots muddy~ - The boots are muddy and they look well worn, but also very comfortable. -~ -A -14 15 -#7210 -treasure coins~ -a huge treasure~ -There is a huge treasure here, looking very valuable.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -652 0 0 0 -5 652 0 0 -E -treasure coins~ - This looks like a whole lot of coins. -~ -#7211 -sword short~ -a short sword~ -A short sword is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 3 3 -4 100 300 0 -E -short sword~ - This is a very nice little weapon. -~ -$~ diff --git a/lib/world/obj/73.obj b/lib/world/obj/73.obj deleted file mode 100644 index 185c943..0000000 --- a/lib/world/obj/73.obj +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/obj/74.obj b/lib/world/obj/74.obj deleted file mode 100644 index 0c7fee8..0000000 --- a/lib/world/obj/74.obj +++ /dev/null @@ -1,525 +0,0 @@ -#7400 -codex stone massive~ -the stone codex~ -A massive stone codex rests in the center of the room.~ -~ -12 d 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -codex stone massive~ - This massive codex was placed here by the Halfling God, Jojen. A thin, -spiralling script covers its surface, telling the tale of the Graveyard above. -The Graveyard is a place where newbie characters are able to become used to the -commands of the mud as well as gather a few pieces of equipment that will help -them survive the harsh reality of the world. The mobiles in the Graveyard are -of both evil and good virtues, so the player may decide which to kill in the -case of alignment- driven roleplaying. The zone itself is to look realistic -within the fantasy realms and will not include any t-shirts, beastly fidos, nor -a Ring of Newbie Helping. With luck and work, the Graveyard will be enjoyable -to play and beneficial to the new player as well without the use of cadets, -training dummies, or janitors. -~ -#7401 -large wooden sign~ -a large, wooden sign~ -A large wooden sign is mounted on a painted post near the path.~ -~ -12 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -E -large wooden sign~ - The scrolling painted letters are written in common: Adventurers might find -it interesting to know that the use of all capital letters often means there is -help to be had with that particular word. Please do not pick the flowers. -~ -#7402 -hole~ -a hole in the ground~ -A hole has been dug in the ground here.~ -~ -15 d 0 0 0 0 0 0 0 0 0 0 0 -20 0 -1 0 -0 0 0 0 -#7403 -handful edible roots~ -a handful of edible roots~ -A handful of edible roots juts up from the dirt.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -2 25 5 0 -E -handful edible roots~ - These roots are small and colored a tasty russet. Aside from the dirt and -bugs, they look quite edible. -~ -#7404 -bunch hyacinths white~ -a bunch of white hyacinths~ -Petals scattered, a bunch of hyacinths has been tossed to the ground here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 15 5 0 -E -bunch hyacinths white flowers~ - Pure white and refreshing, the blossoms on these flowers drip gracefully -from the long healthy stems. Some roots still cling to the flowers, apparently -a reminder of the violent upheaval required to pull them from the ground. -~ -A -6 1 -#7405 -boots sturdy~ -a pair of sturdy leather boots~ -Someone has left a pair of boots lying around.~ -~ -9 o 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -10 100 10 0 -E -pair leather boots sturdy~ - Worked of good, sensible leather, these boots are well-made and should last -a long time. They are a bit muddy from the previous owner and a spot of blood -seems to have stained one heel. -~ -A -14 10 -#7406 -shovel iron battered~ -an iron shovel~ -A battered iron shovel has been discarded here.~ -~ -5 jm 0 0 0 an 0 0 0 l 0 0 0 -0 3 2 7 -5 250 25 0 -E -shovel iron battered~ - A little dented around the iron spade, the handle still seems to be in good -condition. Its pointed end is still clumped with grave-dirt. -~ -#7407 -small marble tombstone~ -a small, marble tombstone~ -A small, marble tombstone lies here, marking an unknown grave.~ -~ -9 jm 0 0 0 aj 0 0 0 o 0 0 0 -3 0 0 0 -10 50 5 0 -E -small round tombstone marble~ - Small and round, this thin marble tombstone has a thick brass strap attached -to one side, apparently to hold flowers at the gravesite. It almost looks as -if it could be worn as a shield -~ -#7408 -patchwork cloak heap cloth~ -a patchwork cloak~ -A heap of cloth collects dust as it lies here.~ -~ -9 gp 0 0 0 ak 0 0 0 0 0 0 0 -1 0 0 0 -2 2 0 0 -E -patchwork cloak heap cloth~ - This cloak is patched together from various unmatched bits of fabric of all -types. Silk and wool are knit together to create this garish, but warm cloak. - -~ -A -12 15 -#7409 -simple earthenware jug water~ -a simple earthenware jug~ -An earthenware jug lies on its side on the ground.~ -~ -17 0 0 0 0 ao 0 0 0 0 0 0 0 -10 5 15 0 -5 75 7 0 -E -simple earthenware jug~ - Red clay and completely unadorned, this jug looks functional and watertight. - -~ -#7410 -black pile silk gloves~ -a pair of fine, black silk gloves~ -A small pile of black silk lies crumpled on the ground.~ -~ -11 0 0 0 0 ah 0 0 0 0 0 0 0 -0 0 0 0 -1 1 1 0 -E -black silk gloves~ - Dainty enough for a woman, but large enough for a man, these fine silk -gloves are well-made and traced with a delicate black lace. -~ -A -24 2 -#7411 -long black silk veil~ -a long, black silk veil~ -A silk veil is tossed around in the breeze.~ -~ -11 dgh 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -2 2 0 0 -E -long black silk veil~ - A length of fine black silk, thie veil appears to be the sort used by -mourners. -~ -A -6 -1 -#7412 -heavy canvas bag~ -a heavy canvas bag~ -A heavy canvas bag has been tossed aside here.~ -~ -15 0 0 0 0 ad 0 0 0 0 0 0 0 -200 0 -1 0 -2 10 1 0 -E -heavy canvas bag~ - Constructed of heavy canvas, this bag is fairly large and comes with a -large, overshoulder strap for easy carrying. Unfortunately, wearing it would -require giving up any body armor. -~ -#7413 -bright copper oil lamp~ -a bright, copper oil lamp~ -A bright, copper oil lamp lies here, burning merrily.~ -~ -1 k 0 0 0 a 0 0 0 e 0 0 0 -0 0 10 0 -3 60 6 0 -E -bright copper oil lamp~ - Made of a shoddy burnished copper, this lamp is functional, but -unremarkable. A small hoop handle allows easy carrying. Somehow, despite its -poor quality, the lamp allows you to see far more than you would have thought -possible. -~ -A -18 -1 -#7414 -wide ivory bracelet~ -a wide ivory bracelet~ -A wide, ivory bracelet is here, collecting dust.~ -~ -9 b 0 0 0 am 0 0 0 0 0 0 0 -1 0 0 0 -2 50 5 0 -E -wide ivory bracelet~ - This wide bracelet is formed of delicately carved ivory and has yellowed -considerably with age. An image carved in the ivory depicts a thorny pattern -of roses. -~ -A -19 1 -#7415 -key shiny copper~ -a shiny copper key~ -Something shiny has been left lying here.~ -~ -18 c 0 0 0 alm 0 0 0 0 0 0 0 -0 0 0 0 -1 20 2 0 -E -shiny copper key~ - This key is small and made of soft copper. Not widely used for tools as -important as keys and such, copper is delicate and should be handled carefully -or it might bend or even break. -~ -#7416 -pouch belt hide worn beltpouch~ -a worn hide beltpouch~ -Someone's beltpouch was left here.~ -~ -15 0 0 0 0 al 0 0 0 0 0 0 0 -13 0 -1 0 -3 25 1 0 -E -worn wide beltpouch belt pouch hide~ - Animal hide of some sort has been tanned and sewn together with thick strips -of sinew to form this beltpouch. The small pouches hanging from the belt are -trimmed with a coarse, black fur. It is hardly a market piece, but seems -serviceable enough. -~ -A -24 2 -#7417 -square stone key~ -a square stone key~ -An odd shaped stone is lying here.~ -~ -18 c 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -2 10 1 0 -E -square stone key~ - This key is a very intricate piece of stonework. A chip of granite has been -chipped away to shape a squat stone key. Smoothed by age and use, this key is -really quite extraordinary. -~ -#7418 -long knobby ashwood staff~ -a long ashwood staff~ -A long, knobby staff lies here.~ -~ -5 p 0 0 0 an 0 0 0 0 0 0 0 -4 2 2 7 -5 100 10 0 -E -long knobby ashwood staff~ - This is a simple staff, roughly six feet in length and shaped of smooth -ashwood. -~ -A -12 10 -#7419 -platinum circlet ring small~ -a small platinum circlet~ -Nearly unnoticeable, a small ring glints in the dust.~ -~ -11 gk 0 0 0 ab 0 0 0 g 0 0 0 -0 0 0 0 -1 300 30 0 -E -platinum circlet ring small~ - This small circlet of platinum is plain and unadorned, but made of a very -rare metal. The value alone makes this item a treasure, but there is something -more. Just touching this ring, you can feel your senses soar and heighten. -~ -A -4 1 -#7420 -slender steel key~ -a slender, steel key~ -A slender bit of steel has been discarded here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 75 7 0 -E -slender steel key~ - Hardly unusual, this is a simple steel key. It is worn from use, but it -otherwise quite unremarkable. -~ -#7421 -sweeping black cape pile cloth~ -a sweeping black cape~ -A pile of black cloth lies in the dirt.~ -~ -9 j 0 0 0 ak 0 0 0 0 0 0 0 -2 0 0 0 -3 100 10 0 -E -sweeping black cape~ - A cape of heavy cloth, this simple bit of finery is dyed a deep, shadowy -black. A rather unusual bit of clothing in that it is without colorful thread -or embroidery of any sort. -~ -A -2 1 -#7422 -sinuous leather whip~ -a sinuous leather whip~ -There is a leather whip lying here, unclaimed.~ -~ -5 bj 0 0 0 an 0 0 0 0 0 0 0 -7 1 5 10 -5 150 15 0 -E -sinuous leather whip~ - Not unlike the whip a horse driver would use, this is little more than a -long, snaking leather whip set in a bone handle. It's length is an astounding -eight feet from handle to tongue that would require much skill to master. -~ -A -18 1 -#7423 -charred suit mail~ -a charred suit of mail~ -A charred mail suit was thrown aside here.~ -~ -9 jmo 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -20 400 40 0 -E -charred suit mail~ - Seared by fire and blackened with ash, this suit of mail hardly seems -useable. It stinks of charred flesh and soot, but is actually still in a -single piece and can be pulled over the head if careful. -~ -#7424 -pair chain blackened sleeves~ -a pair of blackened chain sleeves~ -Someone's chain sleeves lie here, badly burned.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -2 0 0 0 -10 250 25 0 -E -pair chain blackened sleeves~ - This pair of chainmail sleeves has suffered grievous damage in a fire. The -links are scorched black and, in places, melded together by the heat that -burned them. -~ -A -13 5 -A -12 -5 -#7425 -pair blackened chain leggings~ -a pair of blackened chain leggings~ -A pair of blackened leggings lies here, smouldering.~ -~ -9 0 0 0 0 af 0 0 0 0 0 0 0 -2 0 0 0 -10 275 27 0 -E -pair blackened chain leggings~ - Chain links woven together to make these sleeves have been damaged in a -fire. Black streaks cover the armor and the smell of charred flesh is heavily -soaked into the blackened linen lining. -~ -A -14 -5 -A -13 5 -#7426 -glowing length chain ~ -a glowing length of chain ~ -A glowing length of chain was cast aside here.~ -~ -9 a 0 0 0 al 0 0 0 0 0 0 0 -1 0 0 0 -8 350 35 0 -E -glowing length chain~ - About two feet in length, this thick iron chain glows vibrantly with an -eerie greenish glow. Adjustable clasps on either end make this chain easy to -wear on almost any part of the body. -~ -A -3 1 -#7427 -bottle fizzing green liquid potion~ -a fizzing green potion~ -A bottle of fizzing green liquid has been set here carefully.~ -~ -10 cg 0 0 0 a 0 0 0 0 0 0 0 -12 -1 -1 -1 -2 400 40 0 -E -bottle fizzing green liquid potion~ - A rotund glass bottle with a tall, narrow neck contains a substance of -extremely dubious origins. A brilliant green, the fluid inside the bottle -bubbles fiercely and without stop despite the stoppered bottle top. -~ -#7428 -stone vial oil potion~ -a stone vial~ -A stone vial filled with a foul-smelling oil is here.~ -~ -10 cg 0 0 0 a 0 0 0 0 0 0 0 -12 1 -1 -1 -5 500 50 0 -E -stone vial oil potion~ - This squat, stone vial is filled with an awful smelling liquid that brings -tears to the eyes. The vial is fairly original in design, there being few -stone bottles used these days. -~ -#7429 -fine bluesteel steel breastplate~ -a fine bluesteel breastplate ~ -A breastplate of blue steel lies here, glowing softly.~ -~ -9 n 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -10 400 40 0 -E -fine bluesteel steel blue breastplate~ - This breastplate is a gorgeous piece of work. Crafted of fine bluesteel, an -ore from deep in the mountains, the armor is both functional and beautiful. -Age may have caused some breakdown in the metal, but it seems strong. -~ -#7430 -steel bluesteel warhammer hammer~ -Lord Mycea's bluesteel warhammer~ -A wicked-looking warhammer has been left here.~ -~ -5 g 0 0 0 an 0 0 0 0 0 0 0 -2 3 2 6 -15 900 100 0 -E -blue steel bluesteel warhammer hammer~ - A historic weapon, Lord Mycea's warhammer has a bluesteel head strapped to a -three foot handle. The metal shines as it must have the day it was forged and -a low hum emanates from the fabulous weapon. -~ -#7431 -ancient band copper~ -an ancient band of copper~ -A band of copper lies here.~ -~ -12 gk 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -5 100 10 0 -E -ancient band copper~ - This copper band has deteriorated somewhat with age and is showing signs of -mineral build up. The band is unadorned and undecorated, nothing more than a -simple piece of jewelry worn on the wrist. -~ -#7432 -tiny horned half helm little~ -a tiny, horned half-helm~ -Someone left their little helm here.~ -~ -9 a 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -8 300 30 0 -E -tiny little horned half helm~ - This helm is truly more of a metal hat. Built like a bascinet, it lacks the -neck plate or nose guard of a true helm. Still, the small, curved horns could -do well to protect against heavy, downward swings. -~ -A -5 1 -#7433 -six massive locked chests~ -six massive locked chests~ -Six massive locked chests are scattered about here.~ -~ -15 cd 0 0 0 0 0 0 0 0 0 0 0 -500 0 -1 0 -0 0 0 0 -E -six massive locked chests~ - These massive chests hold the various pieces of the halfling hero's original -body. Knowing that the parts would simply reform again, the townsfolk locked -them into these monstrous chests and sealed them beneath locks both magical and -mundane. It would be wise not to tamper with them. -~ -#7435 -lace handkerchief black~ -a black lace handkerchief~ -A lace handkerchief blows around on the breeze.~ -~ -2 g 0 0 0 a 0 0 0 0 0 0 0 -12 35 -1 -1 -1 250 30 0 -E -lace black handkerchief~ - A square of lace about twelve inches across, this handkerchief is dyed black -in respect for the dead. It is salty and stained with the tears of a mournful -friend or family member to the deceased. -~ -$~ diff --git a/lib/world/obj/75.obj b/lib/world/obj/75.obj deleted file mode 100644 index 7fcb6cf..0000000 --- a/lib/world/obj/75.obj +++ /dev/null @@ -1,721 +0,0 @@ -#7500 -fur strap piece hide~ -a strip of fur hide ~ -A long strip of hide is lying here.~ -~ -9 0 0 0 0 al 0 0 0 0 0 0 0 -1 0 0 0 -1 5 0 0 0 -E -hide fur strap~ - A long piece of hide covered in brown fur looks like it could be worn. -~ -#7501 -white toga~ -a white toga~ -A large white piece of cloth is lying here.~ -~ -9 ag 0 0 0 ak 0 0 0 0 0 0 0 -2 0 0 0 -1 5 0 0 0 -E -white toga cloth~ - The white cloth looks large enough to wrap completely around a giant. -~ -#7502 -leather sandal~ -a pair of sandals~ -A wellcrafted pair of leather sandals set here. ~ -~ -9 g 0 0 0 ag 0 0 0 0 0 0 0 -1 0 0 0 -1 10 1 0 0 -E -leather sandal~ - Made from the finest of leather these sandals look very comfortable. -~ -#7503 -gold medallion chain~ -a golden medallion~ -A golden chain is lying here.~ -~ -12 g 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 650 65 0 0 -E -chain medallion~ - This large medallion has been created from pure gold. On the front several -large gems have been set. On the back a strange symbol familiar to the ones -outside. -~ -A -12 5 -#7504 -ring diamond~ -a diamond ring~ -A diamond ring is lying here.~ -~ -11 g 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 100 0 0 -E -diamond ring ~ - This thick gold band contains an huge diamond. The diamond has been cut -into a perfect circle. -~ -A -6 1 -#7505 -golden armband~ -a golden armband~ -A golden armband is lying here.~ -~ -12 g 0 0 0 ai 0 0 0 0 0 0 0 -0 0 0 0 -2 800 80 0 0 -E -armband~ - The golden armband is unusually cold. -~ -A -18 1 -#7506 -wand stick~ -a long stick~ -A long stick is lying here twitching.~ -~ -3 ag 0 0 0 ao 0 0 0 0 0 0 0 -12 2 2 6 -1 250 25 0 0 -E -stick wand ~ - The small stick is slightly twisted and looks freshly cut. -~ -#7507 -banana~ -a yellow banana~ -A yellow banana is lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 7 2 0 0 -E -banana fruit ~ - The banana is bright yellow, it appears to have been just picked. -~ -#7508 -mango~ -a ripe mango~ -A ripe mango is lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 5 0 0 0 -E -mango fruit~ - The mango looks plump and juicy. -~ -#7509 -coconut milk~ -a coconut~ -A coconut of milk is lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -8 10 2 0 0 -E -coconut milk fruit~ - The top of the coconut has been cut off making it look like a cup of milk. - -~ -#7510 -pineapple~ -a pineapple~ -A pineapple is lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 12 2 0 0 -E -pineapple fruit~ - The pineapple has been cut and cleaned so that it is now easy to eat. -~ -#7511 -sword blade~ -a large Zamba sword~ -A large sword from a Zamba warrior is lying here.~ -~ -5 n 0 0 0 an 0 0 0 0 0 0 0 -5 4 5 3 -14 700 70 0 0 -E -sword blade ~ - This Zamba sword has a long think blade. The end of the hilt has been -shaped into the image of a panther. -~ -#7513 -plate fish~ -a plate of fish~ -A plate of fish is lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 20 2 0 0 -E -plate fish~ - The wooden plate is full of fish and bread. -~ -#7514 -short table~ -a short table~ -A short table rests in the center of the room.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -100 0 -1 0 -0 0 0 0 0 -E -short table ~ - The short table is covered with food and dishes. Some of the food is fresh -but other things are moldy and stink really bad. A wooden plate of fish and -bread looks fresh and tasty. -~ -#7515 -doll toy~ -toy doll~ -A toy doll is lying here abandoned on the floor.~ -~ -12 agh 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -3 10 1 0 0 -E -doll toy~ - The toy doll is made of a brown cloth with a green dress. Extra stitches -where done to make the dolls face. -~ -#7516 -shelf~ -a shelf~ -A tall shelf sets against the east wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -300 1 -1 0 -0 0 0 0 0 -E -shelf ~ - The shelf is made of many branches tied together that have been shaped and -smoothed so that it was sturdy and level. It has been decorated with many odd -things. One part of the shelf has a sliding door. -~ -#7517 -statue clay~ -a small statue~ -A small statue made of clay is lying here.~ -~ -8 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 25 3 0 0 -E -clay statue~ - The small statue is of a person with the head of a cat. It is slightly -smaller than a helmet and made of red clay. It almost looks alive from the -superb quality and realistic workmanship of the artist. Small rubys have been -set for its eyes and golden claws extend from the hands. -~ -#7518 -cog shell~ -a cog shell~ -A large cog shell is lying here.~ -~ -11 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 10 1 0 0 -E -cog shell~ - The large cog shell is rough on the outside and bright white. On the inside -it is smooth and pink. As you move it around in your hand the inside seems to -glitter and change slightly. -~ -#7519 -red candle~ -a red candle~ -A red candle is lying here.~ -~ -1 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 4 0 -1 1 0 0 0 -E -red candle~ - Dark red wax forms this fat slightly used candle. At the base of the candle -is a holder made of glass to catch the wax as it drips. -~ -#7520 -tea drink glass island madness cup tea~ -a glass of Island Madness~ -A glass of Island Madness has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -3 3 11 0 -8 50 1 0 0 -#7521 -wind drink glass spirit wine~ -a glass of spirits full~ -A glass of spirits has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -2 2 2 0 -7 100 0 0 0 -#7522 -firebreather coconut cup firebreather~ -a coconut cup~ -A cup made from a coconut has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -5 5 7 0 -10 125 0 0 0 -E -cup coconut~ - Inside the coconut cup is a drink called island madness. -~ -#7523 -tail whip iguana~ -a green tail~ -A green tail is lying here twitching.~ -~ -5 j 0 0 0 an 0 0 0 0 0 0 0 -0 1 7 10 -2 10 1 0 0 -E -tail green whip ~ - The green tail from an iquana is quite long and looks like it would make an -excellent whip. -~ -#7524 -feather anklet~ -a feather anklet~ -A feather anklet is lying here.~ -~ -11 g 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -1 75 7 0 0 -E -feather anklet~ - Several colorful feathers have been joined together with a thick band of -gold. -~ -A -6 1 -#7525 -shark tooth necklace~ -a shark tooth necklace~ -A shark tooth necklace is lying here.~ -~ -11 gi 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 110 11 0 0 -E -shark necklace tooth~ - This necklace is fashioned from the teeth of a large shark tied together -with a leather strap. -~ -A -12 12 -#7526 -basket~ -an empty basket~ -An empty basket is lying here.~ -~ -15 0 0 0 0 aeo 0 0 0 0 0 0 0 -20 0 -1 0 -1 5 0 0 0 -E -basket~ - This basket has been woven together by hand and can be carried in several -ways. -~ -#7527 -bow~ -a small bow~ -A small bow and arrow is lying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 12 -2 10 1 0 0 -E -bow arrow~ - This small bow and arrow was crafted for young boys to train with. It is -light weight and easy to handle. -~ -#7528 -metal box~ -a metal box~ -A metal box rests on the floor.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -800 0 -1 0 -0 0 0 0 0 -E -metal box~ - This metal box is made of fine silver but very tarnished with years of age. -The lock is shattered and is useless. Its the size of a small personal chest. - -~ -#7529 -book journal~ -a large book~ -A heavy book is lying here.~ -~ -12 g 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 550 55 0 0 -E -bookmarked page writing ~ - Today many of the merchants left to find a better location for their wares. -I have decided to stay here despite the evil gossip of black magic and human -sacrifice. I understand their leaving, so much business came from the other -towns I can't blame them for staying away when our own people fear the rumors. -I think in time everyone will grow use to going without some of the finer -things from the other towns and enjoy living apart from the other towns. The -common people have always had to make do. I think Zamba is better off without -all the tourist and having to follow the laws of all the surrounding town. We -are much better off being apart from outsiders. -~ -E -book journal~ - The large book is quite heavy and made of leather. On the front the -embossed letters are too faded to read. But a bookmark page at the end of the -book looks readable. -~ -#7530 -black robe~ -a black robe~ -A black robe is lying here.~ -~ -9 ab 0 0 0 ak 0 0 0 0 0 0 0 -1 0 0 0 -2 2 0 0 0 -E -robe black~ - This black cloak is quite light for how thick it is. Its wide hood drapes -over your face. The collar is drawn closed with a gold medallion of a black -panthers head. The cloak is made from a rough leather. -~ -#7531 -petal shield yellow ~ -a yellow petal~ -A yellow petal from the Zamba hook plant is lying here.~ -~ -9 g 0 0 0 aj 0 0 0 0 0 0 0 -1 0 0 0 -5 25 2 0 0 -E -shield petal~ - The shield is one of the petals of the Zamba Hook plant. It is bright -yellow and does not appear to be wilting or turning. It is easy to hold, light -and strudy. -~ -A -19 2 -#7532 -pearl hair comb~ -a pearl hair comb~ -A pearl hair comb is lying here.~ -~ -9 agkl 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -1 300 30 0 0 -E -pearl hair comb~ - This wellcrafted hair comb is a combination of gold and pearls formed into a -large butterfly. -~ -A -6 1 -#7533 -ring ~ -a golden ring~ -A golden ring is lying here.~ -~ -11 gik 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -1 450 60 0 0 -E -ring ~ - This golden ring is engraved with the seal of Empiress Kiona. -~ -A -17 -1 -#7534 -ruby bracer~ -a ruby bracer~ -A ruby bracer is lying here.~ -~ -12 kl 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -2 210 21 0 0 -E -ruby bracer~ - This wide bracer is made of quality gold and has a oval rudy set in the -center. -~ -A -19 1 -#7535 -emerald bracer~ -an emerald bracer~ -An emerald bracer is lying here.~ -~ -12 g 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 125 13 0 0 -E -emerald bracer~ - This wide bracer is made of quality gold and has a large emerald set in the -center. -~ -A -18 1 -#7536 -skull helmet~ -a skull helm~ -A skull helmet is lying here.~ -~ -9 gjl 0 0 0 ae 0 0 0 0 0 0 0 -2 0 0 0 -3 321 35 0 0 -E -skull helm helmet~ - The skull appears to be from a large reptile. It has been cleaned and -fashioned into a fine helmet. -~ -A -6 -3 -A -12 20 -#7537 -black powder vial~ -a vial of black powder~ -A vial of black powder is lying here.~ -~ -10 g 0 0 0 a 0 0 0 0 0 0 0 -12 16 -1 -1 -5 750 75 0 0 -E -vial powder black~ - The clear container is full of a potion created from black powder that oozes -within the vial. -~ -#7538 -torch~ -a torch~ -A small torch is mounted to the wall.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 6 0 -2 10 1 0 0 -#7539 -breastplate bone ~ -a bone breastplate~ -A bone breastplate made of human bones is lying here.~ -~ -9 egjl 0 0 0 ad 0 0 0 0 0 0 0 -5 0 0 0 -12 125 12 0 0 -E -bone breastplate armor~ - This breastplate has been created with a mixture of human bones and animal -teeth fused together with Titanium. -~ -A -17 -8 -#7540 -skeleton bone~ -a human skeleton~ -The skeleton remains of a human lie here.~ -~ -13 h 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -50 500 50 0 0 -E -skeleton human bone~ - The skeleton is setting in an upright position as if it just sat down to -rest. It is the remains of a man dress in leather and armor, his equipment is -very rusty and dented. A broken sword hilt is still held in his right hand. -~ -#7552 -wooden cabinet~ -a wall sized cabinet~ -A oak cabinet sets against the east wall.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -500 1 -1 0 -0 0 0 0 0 -E -cabinet oak~ - The oak cabinet has several doors and fills the space of the east wall. -The top of the cabinet holds an engraved message which reads, "Please feel free -to get comfortable. You must remove your armor and weapons here. " -~ -#7558 -monocle glass eyewear~ -a clear monocle~ -A monocle is lying here.~ -~ -11 g 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 527 52 0 0 -E -monocle~ - The small monocle is made of a fine, clear glass with gold trim. Its -designed to be worn on one eye and has a gold chain attached to clip to a side -pocket. -~ -A -4 2 -#7559 -fountain ice sculpture~ -a fountain ~ -A fountain sets in the center of the room.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -505 0 0 0 0 -E -fountain ice sculpture~ - The fountain is made of white marble. Inside the center of the fountain an -ice sculpture of a mermaid holding a vessel pouring cool water into the -fountain. The sculpture is cold and does not melt despite the warmth of the -room. -~ -#7562 -wheel cheese~ -a wheel of cheese~ -A wheel of cheese is lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -10 0 0 0 -4 100 10 0 0 -E -wheel cheese~ - The heavy wheel of cheese is covered with a thick cloth. The cheese is dark -yellow and looks tasty. -~ -#7563 -wine barrel wine~ -a barrel~ -A barrel of wine sets here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -25 25 2 0 -30 87 9 0 0 -E -barrel wine~ - The barrel is large with the word wine wrote on top and a royal crest -engraved in its side. -~ -#7567 -blood decanter blood~ -a tiny decanter~ -A tiny decanter is lying here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -5 5 13 1 -10 200 0 0 0 -E -decanter~ - This tiny decanter contains a red liquid. -~ -#7570 -silver boots~ -a pair of silver boots~ -A set of silver boots is lying here.~ -~ -9 ag 0 0 0 ag 0 0 0 0 0 0 0 -2 0 0 0 -3 90 9 0 0 -E -silver boot~ - The silver boots have been polished to a fine shine. Engraved on the -outside of each boot is the image of a snarling panther. -~ -A -14 15 -#7571 -key collar~ -a collar~ -A large pet collar is lying here.~ -~ -18 c 0 0 0 aco 0 0 0 0 0 0 0 -0 0 0 0 -1 50 5 0 0 -E -collar ~ - A key dangles from the panthers collar. -~ -#7580 -pewter wristband~ -a pewter wristband~ -A pewter wristband is lying here.~ -~ -11 g 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -3 243 25 0 0 -E -wristband pewter ~ - This wide piece of pewter has been shaped to wear around your wrist and -lined with a soft piece of fur. -~ -A -13 -4 -A -18 2 -#7585 -seashell necklace~ -a seashell necklace~ -A necklace adorned with seashells is lying here.~ -~ -11 g 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 10 1 0 0 -E -seashell necklace ~ - A beautiful seashell as been attached to a braided piece of leather. -~ -#7587 -torch~ -a wooden torch~ -A wooden torch is lying here.~ -~ -1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 6 0 -2 10 1 0 0 -E -torch~ - The torch is a thick piece of wood with a moist cloth wrapped around the top -end. -~ -#7588 -leather bag~ -a leather bag~ -A leather bag is lying here.~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -50 1 -1 0 -3 30 3 0 0 -E -leather bag~ - The leather bag is quite large. -~ -#7590 -scroll~ -an old scroll~ -An old scroll is lying here.~ -~ -2 ag 0 0 0 a 0 0 0 0 0 0 0 -12 42 -1 -1 -1 750 1 0 0 -E -old scroll~ - You see a rolled up piece of paper faded and yellow from age. The top of -the parchment reads return home. -~ -$~ diff --git a/lib/world/obj/78.obj b/lib/world/obj/78.obj deleted file mode 100644 index 0f950f8..0000000 --- a/lib/world/obj/78.obj +++ /dev/null @@ -1,176 +0,0 @@ -#7801 -fountain water~ -a fountain of water~ -A fountain flowing with cool, clear water is here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 15 0 -0 0 0 0 0 -E -fountain~ - Made of pure white marble, this fountain bubbles lazily providing cool, -crystal clear water to those of the village. -~ -#7802 -black silk dress~ -a long black tight-fitting silk dress~ -A discarded black piece of silk lies here.~ -~ -11 acd 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -2 2 0 0 0 -#7803 -blueberry tart~ -a yummy blueberry tart~ -A delectible pastry has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 30 3 0 0 -#7804 -apple pie~ -a freshly baked apple pie~ -A pie has been dropped here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -4 0 0 0 -1 40 5 0 0 -#7805 -slice cake~ -a slice of cake~ -A slice of cake has been dropped here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 20 2 0 0 -#7806 -muffin~ -a hot muffin~ -A muffin has been tossed to the side here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 10 2 0 0 -#7807 -huge chocolate chip cookie~ -a huge chocolate chip cookie~ -A rather large circular object has been left here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -1 0 0 0 -1 15 2 0 0 -#7808 -milk glass cold milk~ -a glass~ -A glass of white liquid has been dropped here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -1 1 10 0 -1 15 1 0 0 -#7809 -small fuzzy pouch~ -a small fuzzy pouch~ -A small fuzzy pouch has been left here. ~ -~ -15 0 0 0 0 ao 0 0 0 0 0 0 0 -8 1 -1 0 -3 15 1 0 0 -#7810 -large travelers pack~ -a large travelers pack~ -A lump of material lies here.~ -~ -15 0 0 0 0 ad 0 0 0 0 0 0 0 -45 1 -1 0 -5 50 5 0 0 -#7811 -soft tanned leather boots~ -some soft tanned leather boots~ -A pair of boots have been tossed aside here.~ -~ -9 0 0 0 0 ag 0 0 0 0 0 0 0 -1 0 0 0 -5 50 5 0 0 -#7812 -leather haversack~ -a leather haversack~ -A crumpled piece of leather has been tossed here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -65 1 -1 0 -5 60 7 0 0 -#7814 -gray leather armor~ -some gray leather armor~ -Some gray leather has been carelessly left here.~ -~ -9 np 0 0 0 ad 0 0 0 0 0 0 0 -3 0 0 0 -12 120 12 0 0 -#7815 -gray leather boots~ -a pair of gray leather boots~ -Some gray boots lay on their sides here.~ -~ -9 g 0 0 0 ag 0 0 0 0 0 0 0 -1 0 0 0 -4 95 10 0 0 -A -14 10 -#7816 -slender dagger~ -a slender dagger~ -A slender shiney dagger is half buried in the dirt here.~ -~ -5 ep 0 0 0 an 0 0 0 0 0 0 0 -5 2 2 11 -3 120 12 0 0 -#7817 -rainbow stripped pants~ -a pair of rainbow stripped pants~ -Some colorful pants have been discarded here.~ -~ -13 0 0 0 0 af 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#7818 -pink polkadot frock~ -a pink polkadot frock~ -A colorful heap of cloth lies here.~ -~ -13 0 0 0 0 ad 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#7819 -tri-cornered hat~ -a tri-cornered hat~ -A strange looking hat has been dropped here.~ -~ -13 0 0 0 0 ae 0 0 0 0 0 0 0 -0 0 0 0 -2 2 0 0 0 -#7820 -red stripped juggling pin~ -a red stripped juggling pin~ -A stripped object was tossed here carelessly.~ -~ -5 cd 0 0 0 an 0 0 0 0 0 0 0 -3 2 3 7 -6 120 12 0 0 -#7821 -pitchfork~ -a pitchfork~ -A pitchfork has been shoved into the ground here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -4 3 4 14 -5 100 10 0 0 -#7822 -spiked club~ -a spiked club~ -A spiked club has been left carelessly here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 3 2 5 -6 150 15 0 0 -$~ diff --git a/lib/world/obj/79.obj b/lib/world/obj/79.obj deleted file mode 100644 index 5b37541..0000000 --- a/lib/world/obj/79.obj +++ /dev/null @@ -1,282 +0,0 @@ -#7900 -key steel~ -a large key~ -A large steel key has been left here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 -E -steel key~ - This huge key is made from solid steel. -~ -#7901 -key copper~ -a copper key~ -A copper key has been left on the floor.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 1 0 0 -E -copper key~ - This little key is made from copper. -~ -#7902 -key brass~ -a small brass key~ -A small brass key lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -7902 0 0 0 -1 10 4 0 -E -key brass~ - It is a small, simple brass key with no inscriptions or marks of any kind. -~ -#7903 -treasure coins~ -a huge treasure~ -There is a huge treasure here, looking moderately valuable.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -799 0 0 0 -5 1 0 0 -E -treasure~ - This looks like a whole lot of coins, though not as many as you expected. -~ -#7904 -chest wooden~ -a wooden chest~ -A wooden chest stands in the corner.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -100 15 7902 0 -0 0 0 0 -E -chest wooden~ - It is a robust chest made from short, heavy planks that have been fastened -together with tenons. It is equipped with a simple brass lock. -~ -#7905 -chest~ -a chest~ -A heavy iron chest sits in one corner of the room.~ -~ -15 f 0 0 0 0 0 0 0 0 0 0 0 -15 15 7902 0 -0 0 0 0 -#7906 -dagger plain black~ -a plain dagger~ -A long black, but very plain, dagger rests here.~ -~ -5 dfhn 0 0 0 an 0 0 0 0 0 0 0 -0 5 3 11 -3 650 150 0 -A -18 -3 -A -19 -1 -#7907 -bracelet spiked~ -a large spiked bracelet~ -A large spiked bracelet has been left here.~ -~ -11 g 0 0 0 am 0 0 0 0 0 0 0 -0 0 0 0 -1 120 20 0 -A -17 -4 -#7908 -waybread bread~ -a waybread~ -Some waybread has been put here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -24 0 0 0 -1 50 50 0 -E -waybread bread~ - The waybread is the traditional feed of elves when travelling, they call it -lembas. It is said to refresh the weary traveler greatly. -~ -#7909 -ring gold goldring~ -a golden ring~ -A shiny goldring has been abandoned here.~ -~ -11 dfmpq 0 0 0 ab 0 0 0 0 0 0 0 -0 0 0 0 -20 350 20 0 -A -3 2 -#7910 -sword bastard~ -a huge bastard sword~ -There is a huge bastard sword here.~ -~ -5 gklmn 0 0 0 an 0 0 0 0 0 0 0 -0 2 8 3 -18 170 80 0 -E -bastard sword~ - Quite a heavy weapon, with a pure white hilt. -~ -A -19 3 -#7911 -helmet large~ -a large helmet~ -There is a large helmet on the floor.~ -~ -9 g 0 0 0 ae 0 0 0 0 0 0 0 -7 0 0 0 -5 450 150 0 -E -large helmet~ - This looks like some heavy protection, for the head of course. -~ -#7912 -helmet chaos~ -a chaos helmet~ -On the floor is a grand evil-looking chaos helmet.~ -~ -9 fgj 0 0 0 ae 0 0 0 0 0 0 0 -8 0 0 0 -8 230 100 0 -E -chaos helmet~ - This helmet has mounted some mean looking spikes on the front, moreover it -looks like good protection. -~ -A -19 2 -A -24 -2 -#7913 -sword two-handed~ -a two-handed sword~ -On the floor rests a enormous two-handed sword.~ -~ -5 gjkm 0 0 0 an 0 0 0 0 0 0 0 -0 3 6 3 -22 350 350 0 -E -two-handed sword~ - You notice that there has been inscribed some runes and a sort of pattern, -which resembles flames running along the edge. -~ -E -runes~ - On the blade you can read 'Flame And Strength United Are My Soul Power'. -~ -A -17 10 -A -19 3 -#7914 -plate breast silvery silver~ -a silvery breast plate~ -There is a silvery breast plate on the floor.~ -~ -9 gkl 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -50 200 50 0 -E -plate breast silvery silver~ - On the breast plate you notice a relief of large rose. The metal seems to be -some kind of silver or platinum. -~ -#7915 -plates leg silvery~ -some silvery leg plates~ -On the floor you see some leg plates.~ -~ -9 gkl 0 0 0 af 0 0 0 0 0 0 0 -7 0 0 0 -40 125 50 0 -E -leg plates silvery silver~ - They seem to be made from silver or platinum. You see the outline of a rose. - -~ -#7916 -gloves silvery silver~ -a pair of silvery gloves~ -You can see a pair of gloves on the floor.~ -~ -9 gkl 0 0 0 ah 0 0 0 0 0 0 0 -5 0 0 0 -14 250 20 0 -E -gloves silvery silver~ - The gloves are made of silver threads. -~ -A -18 1 -#7917 -helmet silvery silver~ -a silvery helmet~ -The silvery helmet lies here.~ -~ -9 gkl 0 0 0 ae 0 0 0 0 0 0 0 -8 0 0 0 -35 900 50 0 -E -helmet silvery silver~ - The helmet is made from platinum or silver and has a white fur brush attached -on the top. -~ -#7918 -shield rose~ -the shield of the rose~ -The shield of the rose rests on the floor.~ -~ -9 gkl 0 0 0 aj 0 0 0 0 0 0 0 -10 0 0 0 -50 800 75 0 -E -shield rose~ - On the shield you see a clear and perfect painting of a dark red rose on a -white background. You also notice an inscription. -~ -E -inscription~ - The inscription reads: Pax Est Sanctuum -~ -#7919 -boots heavy plated~ -a pair of heavy plated boots~ -A pair of heavy plated boots stand on the floor.~ -~ -9 gkl 0 0 0 ag 0 0 0 0 0 0 0 -5 0 0 0 -40 350 35 0 -E -boots heavy plated~ - The boots are made from a silvery metal. -~ -#7920 -plates arm silvery silver~ -some silvery arm plates~ -On the floor you see some arm plates.~ -~ -9 gkl 0 0 0 ai 0 0 0 0 0 0 0 -7 0 0 0 -40 800 50 0 -E -plates arm silvery silver~ - They seem to be made from silver or platinum. You see the outline of a rose. - -~ -#7921 -barrel water~ -a barrel~ -A water barrel has been left here.~ -~ -17 0 0 0 0 a 0 0 0 0 0 0 0 -40 40 15 0 -45 60 20 0 -$~ diff --git a/lib/world/obj/83.obj b/lib/world/obj/83.obj deleted file mode 100644 index 83a2c5e..0000000 --- a/lib/world/obj/83.obj +++ /dev/null @@ -1,222 +0,0 @@ -#8301 -small boat dingy~ -a small boat~ -A small boat is tied up here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 100 10 0 -E -small boat dingy~ - It may not be big, it may not be pretty, but it's a boat. Appears to be -somewhat seaworthy. -~ -#8302 -old wooden sign~ -a sign~ -An old wooden sign is stuck in the ground here.~ -@y __________________ -@y| | -@y|@w BEWARE @y| -@y|@w -------- @y| -@y|@w These waters are @y| -@y|@w known to be home @y| -@y|@w to pirates and @y| -@y|@wdangerous monsters@y| -@y|@w ENTER AT YOUR @y| -@y|@w OWN RISK @y| -@y|__________________| -@y | | -@y | | -@y | | -@y | | -@y \|@n -~ -16 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -#8303 -mop old~ -an old mop~ -A dirty, old mop lies here in a puddle of its own filth.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -5 5 5 7 -3 1 1 0 -#8304 -rations iron~ -some iron rations~ -A packet of iron rations lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -12 0 0 0 -1 2 1 0 -E -rations iron~ - This packet of rations contains food high in iron and other nutrients. -Rations of this type are favorites of seamen on long voyages where storage -space is limited and nutrition is invaluable. -~ -#8305 -key golden small~ -a small golden key~ -A small key made of solid gold lies here.~ -~ -18 c 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1000 0 0 -#8306 -crate wooden~ -a large crate~ -A large, wooden crate stands here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -1000 1 -1 0 -0 0 0 0 -E -wooden crate~ - This huge crate was once full of food rations. -~ -#8307 -key iron large~ -an iron key~ -A large, iron key lies here.~ -~ -18 c 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -3 1 0 0 -#8308 -money gold cash coins~ -a huge mound of gold coins~ -A huge mound of gold coins is lying here.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -842 0 0 0 -10 842 0 0 -#8309 -key small steel~ -a small, steel key~ -A small, steel key lies here.~ -~ -18 c 0 0 0 ac 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#8312 -saber sabre pirate sword~ -a pirate's saber~ -A pirate has left his saber here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -3 3 10 3 -3 500 10 0 -#8313 -eyepatch patch pirate~ -an eyepatch~ -Someone is missing an eye, and also an eyepatch, since it is lying here.~ -~ -9 0 0 0 0 ae 0 0 0 0 0 0 0 -1 0 0 0 -1 10 1 0 -A -6 -3 -#8314 -barrel wooden cask~ -a large barrel~ -A large barrel stands here.~ -~ -23 0 0 0 0 0 0 0 0 0 0 0 0 -500 500 1 0 -505 0 0 0 -E -barrel wooden cask~ - This huge barrel is full of beer--the fuel which keeps these pirates running -on long voyages. -~ -#8315 -bucket tar oil~ -a bucket of steaming tar~ -A bucket of steaming tar sits here.~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -20 50 5 0 -T 8315 -T 8316 -E -bucket tar oil~ - The tar in this bucket is used by the pirates to quickly seal small leaks in -the ship. As the mixture cools, it hardens, and forms a permanent seal against -the elements. -~ -#8316 -bucket tar oil~ -a bucket of tar~ -A bucket of tar sits here.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -20 1 1 0 -E -bucket tar oil~ - The tar has cooled and sealed itself into the bucket. The only way to -remove the tar now would be to reheat the bucket. -~ -#8317 -tar clump spill~ -a clump of tar~ -Someone has carelessly spilled a clump of tar here.~ -~ -13 0 0 0 0 0 0 0 0 0 0 0 0 -0 0 0 0 -0 0 0 0 -T 8317 -E -tar clump spill~ - Someone has sloshed some tar out of a bucket here and it has cooled and -hardened to the ground. How careless! -~ -#8318 -hook pirate~ -a pirate's hook~ -A steel hook, often used to replace a hand, lies here.~ -~ -5 0 0 0 0 ano 0 0 0 0 0 0 0 -3 1 10 8 -2 100 10 0 -A -6 -3 -#8319 -crab meat~ -some crab meat~ -A piece of crab meat is lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -5 0 0 0 -1 25 1 0 -#8320 -life boat dingy~ -a life boat~ -A life boat hangs from the side of the ship here.~ -~ -22 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -10 100 10 0 -T 8320 -#8397 -dice die chinchirorin bones~ -@yA set of @o@gChinchirorin@n @ydice@n~ -@yA set of @o@gChinchirorin@n @ydice lie here, waiting for someone to roll them.@n~ -~ -12 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -1 200 10 0 -T 8397 -#8398 -fish~ -a small fish~ -A small fish is lying here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -3 0 0 0 -1 10 1 0 -$~ diff --git a/lib/world/obj/86.obj b/lib/world/obj/86.obj deleted file mode 100644 index c1d244d..0000000 --- a/lib/world/obj/86.obj +++ /dev/null @@ -1,163 +0,0 @@ -#8601 -swan~ -ceramic swan~ -A small ceramic swan sits here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -10 1 -1 0 -0 0 0 0 -E -swan ceramic~ - This small ceramic swan has a gently curving neck and slightly raised wings. -The bill has been dipped in gold and the feathers are lightly brushed with gold -as well. There seems to be an opening between the slightly raised wings. -~ -#8602 -small key~ -a small key~ -A small gold key shines here.~ -~ -18 ac 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 5 0 -E -small gold key~ - This small golden key has a singular word written upon it. 'home' -~ -#8603 -small dagger~ -a small dagger~ -A small dagger is laying here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 1 5 11 -1 40 4 0 -#8610 -spider key~ -a spidery key~ -A silver spider shaped key is laying in the dust here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 50 5 0 -E -silver small spider~ - A small spider that appears to have been cast in solid silver. -~ -#8611 -picture Emily~ -a picture of emily~ -A tattered and faded picture lays on the floor here.~ -~ -2 0 0 0 0 a 0 0 0 l 0 0 0 -12 1 -1 -1 -2 2 0 0 -E -picture emily tattered faded~ - Emily smiles out from this faded picture. Her long curly chocolate colored -hair has been painstakingly arranged and her features are astonishingly -beautiful. -~ -#8612 -rusty short sword~ -a rusty short sword~ -A short sword is rusting here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -5 2 4 3 -2 100 10 0 -#8613 -dirty bracers~ -a pair of dirty bracers~ -Something dirty is laying here.~ -~ -9 0 0 0 0 ai 0 0 0 0 0 0 0 -2 0 0 0 -2 80 8 0 -#8614 -dresser~ -an old wooden dresser~ -An old wooden dresser is standing here, shakily.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -100 1 -1 0 -0 0 0 0 -#8615 -long black whip~ -a long black whip~ -A long whip lays curled up here.~ -~ -5 p 0 0 0 an 0 0 0 0 0 0 0 -7 3 4 2 -5 50 5 0 -#8616 -rock-shaped key~ -a rock-shaped key~ -An oddly shaped rock has been tossed away here.~ -~ -18 ce 0 0 0 ao 0 0 0 0 0 0 0 -0 0 0 0 -2 100 10 0 -E -stone rock odd~ - Marked with various small knobs and rods, this rock is much different from -the others that lay about on the ground. -~ -#8617 -formation~ -a rock formation~ -A rock formation is laying here, waiting~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -100 1 -1 0 -0 0 0 0 -E -formation rock stone~ - This largish rock formation rests at the end of the dirt path. Some rocks -are smooth while others are pockmarked with holes and divots where minerals -have washed away. There is a small hole between two of the smaller rocks. -~ -#8618 -bandit journal~ -a journal of the bandit~ -A bandit's journal lays open on the ground here.~ -~ -2 ch 0 0 0 a 0 0 0 0 0 0 0 -12 2 -1 -1 -5 50 5 0 -E -journal bandit~ - I have traveled far in these last few months with little success in my -ventures. Even now, my comrades are investigating the ruins of Kalithorn's -Keep in hopes of finding treasure or something that we can live off of for a -while. I found a strange book today with runes such as i have never seen. I -have copied them into this journal so that I may study them further. I believe -they are some kind of spell that will transport me to another place in this -world, but I am unsure. -~ -#8619 -desk~ -a desk~ -A grand oaken desk is standing here.~ -~ -15 0 0 0 0 0 0 0 0 0 0 0 0 -1000 1 -1 0 -0 0 0 0 -E -oaken desk~ - This old oaken roll-top desk has seen many, many years of use. -~ -#8620 -piece jade~ -a piece of jade~ -A small sliver of jade is laying on the ground here.~ -~ -8 cd 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -2 250 25 0 -E -small jade~ - This small piece of jade has been smoothed out to perfection by some loving -hand. -~ -$~ diff --git a/lib/world/obj/9.obj b/lib/world/obj/9.obj deleted file mode 100644 index 0d8284b..0000000 --- a/lib/world/obj/9.obj +++ /dev/null @@ -1,118 +0,0 @@ -#900 -key golden heavy~ -a golden key~ -A heavy golden key lies here.~ -~ -18 c 0 0 0 ao 0 0 0 0 0 0 0 -900 0 0 0 -1 1 0 0 -#901 -shield minotaur~ -a dark minotaur shield~ -A dark minotaur shield has been left here.~ -~ -9 dgh 0 0 0 aj 0 0 0 0 0 0 0 -10 0 0 0 -12 500 135 0 -E -shield minotaur~ - A strong, sturdy shield. It brings to mind legends of a shield that provided -protection from poisonous gases. -~ -A -23 -2 -#902 -potion speckled~ -a speckled potion~ -A speckled potion speckles here.~ -~ -10 g 0 0 0 a 0 0 0 0 0 0 0 -15 15 15 15 -2 130 50 0 -#903 -gauntlets troll~ -a pair of troll gauntlets~ -A pair of gauntlets made from troll skin lie on the ground.~ -~ -9 g 0 0 0 ah 0 0 0 0 0 0 0 -5 0 0 0 -8 200 135 0 -#904 -ring platinum~ -a platinum ring~ -A shining ring of platinum lies here. It has a tiny inscription.~ -~ -1 ag 0 0 0 abo 0 0 0 0 0 0 0 -0 0 -1 0 -1 200 550 0 -E -ring platinum inscription~ - The inscription on the ring reads: - -Cursed be the gods that supply coins to mortals! -And cursed be the mortal that accepts valuable gifts from the gods! -Especially cursed are those who do not leave the toilet seat up! - -~ -A -17 10 -A -18 2 -#905 -flail~ -a flail~ -A flail has been carelessly left here.~ -~ -5 fgh 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 7 -8 500 350 0 -A -19 2 -#906 -coins gold treasure~ -a great pile of treasure~ -A great, gleaming pile of treasure lies at your feet.~ -~ -20 0 0 0 0 a 0 0 0 0 0 0 0 -43500 0 0 0 -20 1 0 0 -#907 -spear heavy~ -a heavy spear~ -A heavy spear has been tossed on the ground here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 1 7 11 -8 450 200 0 -A -19 1 -#908 -trident~ -a trident~ -There is a warrior's trident here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 2 4 11 -8 350 200 0 -E -trident~ - This is a common trident, often used by gladiators or mermen. It has three -sharp prongs jutting from the business end and a smooth wooden handle with two -comfortable grip points. -~ -#909 -boots boat~ -a pair of boots~ -A pair of boots sit here in a puddle of water.~ -~ -22 deq 0 0 0 ag 0 0 0 0 0 0 0 -0 0 0 0 -1 500 185 0 -E -boots boat~ - The boots are made of a strange lightweight hide and float in a puddle of -water. -~ -A -14 -20 -$~ diff --git a/lib/world/obj/90.obj b/lib/world/obj/90.obj deleted file mode 100644 index 62377d2..0000000 --- a/lib/world/obj/90.obj +++ /dev/null @@ -1,50 +0,0 @@ -#9000 -ranger bow~ -the ranger's bow~ -A finely crafted bow lies on the ground.~ -~ -5 k 0 0 0 an 0 0 0 0 0 0 0 -0 4 5 12 -5 25 2 0 0 -T 9000 -#9001 -bow string~ -the bow string~ -A piece of string was left here.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#9002 -bow unfinished~ -an unfinished bow~ -A bow that wasn't quite finished was left here.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 3 4 10 -5 25 2 0 0 -#9003 -ranger sword~ -the sword of the ranger~ -A expertly crafted sword is stuck into the ground.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -6 3 8 3 -9 675 67 0 0 -#9004 -arrow~ -an arrow~ -An arrow is stuck into the ground.~ -~ -12 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 0 -#9005 -quiver~ -a quiver~ -A quiver was left here.~ -~ -15 0 0 0 0 a 0 0 0 0 0 0 0 -50 0 -1 0 -1 1 0 0 0 -$~ diff --git a/lib/world/obj/96.obj b/lib/world/obj/96.obj deleted file mode 100644 index af81dfc..0000000 --- a/lib/world/obj/96.obj +++ /dev/null @@ -1,100 +0,0 @@ -#9601 -nut chest chestnut~ -a small chestnut~ -A half eaten chestnut lies here.~ -~ -19 0 0 0 0 a 0 0 0 0 0 0 0 -2 0 0 0 -1 10 1 0 -E -nut chest chestnut~ - A squirrel has cracked the shell open and half-eaten the juicy yellow -inside. -~ -#9602 -blue rapier sword~ -a blue rapier~ -A blue rapier, glowing with energy hovers above the floor.~ -~ -5 0 0 0 0 an 0 0 0 n 0 0 0 -5 5 3 11 -3 225 22 0 -E -blue rapier sword~ - The finely forged blade glows with a strange blue light. It seems -impossibly light weight and can be swung with the utmost ease and grace. A -finer sword would be hard to come by. -~ -#9603 -key small iron~ -a small iron key~ -A small iron key lays here, collecting dust.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 250 25 0 -#9604 -purple potion glowing~ -a purple potion~ -A glowing purple potion rests here.~ -~ -10 a 0 0 0 a 0 0 0 0 0 0 0 -12 16 1 -1 -3 500 45 0 -#9606 -silver thin vial~ -a vial of silver fluid~ -A long vial of thin silver fluid balances precariously here.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -12 -1 -1 -1 -4 800 90 0 -#9608 -armor steel engraved breast plate breastplate~ -an engraved breastplate~ -An engraved breastplate of steel lies here.~ -~ -9 i 0 0 0 ad 0 0 0 0 0 0 0 -10 0 0 0 -12 900 90 0 -#9615 -thick green potion~ -a thick green potion~ -A thick green potion sits on the floor, bubbling furiously.~ -~ -10 0 0 0 0 a 0 0 0 0 0 0 0 -12 29 -1 -1 -1 450 35 0 -#9626 -claws bear~ -a pair of bear claws~ -A pair of large, blunt bear claws await an owner.~ -~ -5 0 0 0 0 an 0 0 0 0 0 0 0 -0 4 4 8 -12 120 12 0 -#9646 -key silvery~ -a silvery key~ -A silvery key lies on the floor here.~ -~ -18 cd 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -3 90 9 0 -#9652 -key roughly~ -a roughly made key~ -A roughly crafted key of iron lies here.~ -~ -18 c 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -1 1 0 0 -#9666 -head knight~ -an old knight's head~ -The head of an old knight rolls around, looking for an owner.~ -~ -13 0 0 0 0 a 0 0 0 0 0 0 0 -0 0 0 0 -5 1 0 0 -$~ diff --git a/lib/world/obj/index b/lib/world/obj/index index 3363526..5f40f80 100644 --- a/lib/world/obj/index +++ b/lib/world/obj/index @@ -1,188 +1,3 @@ 0.obj 1.obj -2.obj -3.obj -4.obj -5.obj -6.obj -7.obj -9.obj -11.obj -12.obj -13.obj -14.obj -15.obj -16.obj -17.obj -18.obj -19.obj -20.obj -22.obj -25.obj -26.obj -27.obj -28.obj -30.obj -31.obj -32.obj -33.obj -35.obj -36.obj -37.obj -38.obj -39.obj -40.obj -41.obj -42.obj -43.obj -44.obj -45.obj -46.obj -50.obj -51.obj -52.obj -53.obj -54.obj -55.obj -56.obj -57.obj -60.obj -61.obj -62.obj -63.obj -64.obj -65.obj -71.obj -72.obj -74.obj -75.obj -78.obj -79.obj -83.obj -86.obj -90.obj -96.obj -100.obj -101.obj -103.obj -104.obj -106.obj -107.obj -115.obj -117.obj -118.obj -120.obj -125.obj -130.obj -140.obj -150.obj -169.obj -175.obj -186.obj -187.obj -200.obj -201.obj -211.obj -220.obj -232.obj -233.obj -234.obj -235.obj -236.obj -237.obj -238.obj -239.obj -240.obj -241.obj -242.obj -243.obj -244.obj -245.obj -246.obj -247.obj -248.obj -249.obj -250.obj -251.obj -252.obj -253.obj -254.obj -255.obj -256.obj -257.obj -258.obj -259.obj -260.obj -261.obj -262.obj -263.obj -264.obj -265.obj -266.obj -267.obj -268.obj -269.obj -270.obj -271.obj -272.obj -273.obj -274.obj -275.obj -276.obj -277.obj -278.obj -279.obj -280.obj -281.obj -282.obj -283.obj -284.obj -285.obj -286.obj -287.obj -288.obj -289.obj -290.obj -291.obj -292.obj -293.obj -294.obj -295.obj -296.obj -298.obj -299.obj -300.obj -301.obj -302.obj -303.obj -304.obj -305.obj -306.obj -307.obj -308.obj -309.obj -310.obj -311.obj -312.obj -313.obj -314.obj -315.obj -316.obj -317.obj -318.obj -319.obj -320.obj -321.obj -322.obj -323.obj -324.obj -325.obj -326.obj -343.obj -345.obj -346.obj -555.obj -556.obj -653.obj -654.obj $ diff --git a/lib/world/obj/index.mini b/lib/world/obj/index.mini index aa202a2..857f13a 100644 --- a/lib/world/obj/index.mini +++ b/lib/world/obj/index.mini @@ -1,4 +1 @@ -0.obj -12.obj -30.obj $ diff --git a/lib/world/mob/26.mob b/lib/world/qst/0.qst similarity index 100% rename from lib/world/mob/26.mob rename to lib/world/qst/0.qst diff --git a/lib/world/qst/1.qst b/lib/world/qst/1.qst index 92e7432..185c943 100644 --- a/lib/world/qst/1.qst +++ b/lib/world/qst/1.qst @@ -1,15 +1 @@ -#100 -Kill the Mice!~ -mice~ - I really need some help killing these mice or the Sarge is going to make my -life a living hell. -~ - Well done! You have completed your quest! -~ -You have abandoned the quest. -~ -3 179 0 194 -1 -1 -1 -0 0 1 34 60 -1 3 -10 0 65535 -S $~ diff --git a/lib/world/qst/211.qst b/lib/world/qst/211.qst deleted file mode 100644 index 185c943..0000000 --- a/lib/world/qst/211.qst +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/qst/343.qst b/lib/world/qst/343.qst deleted file mode 100644 index 185c943..0000000 --- a/lib/world/qst/343.qst +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/qst/346.qst b/lib/world/qst/346.qst deleted file mode 100644 index 185c943..0000000 --- a/lib/world/qst/346.qst +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/qst/555.qst b/lib/world/qst/555.qst deleted file mode 100644 index 185c943..0000000 --- a/lib/world/qst/555.qst +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/qst/556.qst b/lib/world/qst/556.qst deleted file mode 100644 index 185c943..0000000 --- a/lib/world/qst/556.qst +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/qst/653.qst b/lib/world/qst/653.qst deleted file mode 100644 index 185c943..0000000 --- a/lib/world/qst/653.qst +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/qst/654.qst b/lib/world/qst/654.qst deleted file mode 100644 index 185c943..0000000 --- a/lib/world/qst/654.qst +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/qst/index b/lib/world/qst/index index 1f7b10a..8f59cfc 100644 --- a/lib/world/qst/index +++ b/lib/world/qst/index @@ -1,9 +1,3 @@ +0.qst 1.qst -211.qst -343.qst -346.qst -555.qst -556.qst -653.qst -654.qst $ diff --git a/lib/world/qst/index.mini b/lib/world/qst/index.mini index b6b68da..857f13a 100644 --- a/lib/world/qst/index.mini +++ b/lib/world/qst/index.mini @@ -1,2 +1 @@ -0.qst $ diff --git a/lib/world/rsv/0.rsv b/lib/world/rsv/0.rsv new file mode 100644 index 0000000..bdd50d9 --- /dev/null +++ b/lib/world/rsv/0.rsv @@ -0,0 +1,19 @@ +#R 1 1759515981 +O 1 0 0 0 0 +X 0 0 +X 1 0 +X 2 0 +X 3 0 +W 0 0 +W 1 0 +W 2 0 +W 3 0 +V 0 0 +V 1 0 +V 2 0 +V 3 0 +V 4 0 +V 5 0 +V 6 0 +V 7 0 +. diff --git a/lib/world/rsv/1.rsv b/lib/world/rsv/1.rsv new file mode 100644 index 0000000..a8bbff6 --- /dev/null +++ b/lib/world/rsv/1.rsv @@ -0,0 +1,199 @@ +#R 100 1759514843 +M 100 +E 3 118 +E 5 131 +E 6 110 +E 7 108 +E 8 115 +E 9 124 +E 10 107 +E 11 111 +E 15 117 +E 16 117 +E 17 127 +M 101 +E 3 118 +E 5 131 +E 6 110 +E 7 108 +E 8 115 +E 9 124 +E 10 107 +E 11 111 +E 15 117 +E 16 117 +E 17 127 +. +#R 200 1759595106 +O 143 0 10 100 0 +X 0 0 +X 1 0 +X 2 0 +X 3 0 +W 0 0 +W 1 0 +W 2 0 +W 3 0 +V 0 1 +V 1 0 +V 2 0 +V 3 0 +V 4 0 +V 5 0 +V 6 0 +V 7 0 +. +#R 131 1759603279 +O 144 0 20 0 0 +X 0 0 +X 1 0 +X 2 0 +X 3 0 +W 0 0 +W 1 0 +W 2 0 +W 3 0 +V 0 100 +V 1 100 +V 2 0 +V 3 0 +V 4 0 +V 5 0 +V 6 0 +V 7 0 +O 145 0 40 0 0 +X 0 0 +X 1 0 +X 2 0 +X 3 0 +W 0 0 +W 1 0 +W 2 0 +W 3 0 +V 0 4 +V 1 0 +V 2 2 +V 3 0 +V 4 0 +V 5 0 +V 6 0 +V 7 0 +O 146 0 80 0 0 +X 0 0 +X 1 0 +X 2 0 +X 3 0 +W 0 0 +W 1 0 +W 2 0 +W 3 0 +V 0 6 +V 1 0 +V 2 2 +V 3 0 +V 4 0 +V 5 0 +V 6 0 +V 7 0 +. +#R 136 1759603517 +O 147 0 100 0 0 +X 0 0 +X 1 0 +X 2 0 +X 3 0 +W 0 0 +W 1 0 +W 2 0 +W 3 0 +V 0 0 +V 1 0 +V 2 0 +V 3 0 +V 4 0 +V 5 0 +V 6 0 +V 7 0 +. +#R 134 1760390381 +M 102 +E 9 112 +E 14 113 +G 138 +G 137 +G 136 +G 135 +G 139 +G 140 +G 141 +G 142 +M 103 +O 134 0 100 0 0 +X 0 0 +X 1 0 +X 2 0 +X 3 0 +W 0 0 +W 1 0 +W 2 0 +W 3 0 +V 0 2 +V 1 0 +V 2 0 +V 3 0 +V 4 0 +V 5 0 +V 6 0 +V 7 0 +O 133 0 100 0 0 +X 0 0 +X 1 0 +X 2 0 +X 3 0 +W 0 0 +W 1 0 +W 2 0 +W 3 0 +V 0 6 +V 1 0 +V 2 1 +V 3 0 +V 4 0 +V 5 0 +V 6 0 +V 7 0 +O 132 0 200 0 0 +X 0 0 +X 1 0 +X 2 0 +X 3 0 +W 0 0 +W 1 0 +W 2 0 +W 3 0 +V 0 8 +V 1 0 +V 2 0 +V 3 0 +V 4 0 +V 5 0 +V 6 0 +V 7 0 +O 150 0 0 0 0 +X 0 0 +X 1 0 +X 2 0 +X 3 0 +W 0 0 +W 1 0 +W 2 0 +W 3 0 +V 0 0 +V 1 0 +V 2 0 +V 3 0 +V 4 0 +V 5 0 +V 6 0 +V 7 0 +. diff --git a/lib/world/shp/0.shp b/lib/world/shp/0.shp index e74f508..185c943 100644 --- a/lib/world/shp/0.shp +++ b/lib/world/shp/0.shp @@ -1,72 +1 @@ -CircleMUD v3.0 Shop File~ -#0~ -82 --1 -1.20 -0.90 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -98 -0 -100 --1 -0 -28 -0 -0 -#1~ --1 -1.00 -1.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 --1 -0 --1 -0 -28 -0 -0 -#99~ -91 -92 -97 -90 --1 -1.00 -1.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -97 -0 -99 --1 -0 -28 -0 -0 $~ diff --git a/lib/world/shp/1.shp b/lib/world/shp/1.shp index e734498..2c73428 100644 --- a/lib/world/shp/1.shp +++ b/lib/world/shp/1.shp @@ -1,203 +1,39 @@ CircleMUD v3.0 Shop File~ -#142~ -113 -103 -102 -147 +#100~ +135 +136 137 -28324 -28719 -30707 --1 -1.10 -0.90 -12 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -140 -0 -142 --1 -0 -28 -0 -0 -#144~ -30134 -31543 -1601 -120 -121 -123 -124 -125 -127 -28736 --1 -1.20 -0.80 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -103 -0 -144 --1 -0 -28 -0 -0 -#145~ -12001 -28729 -28739 -31518 -29404 -27103 -28738 -142 -385 --1 -1.50 -0.90 -9 -11 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -108 -0 -145 --1 -0 -28 -0 -0 -#147~ -150 -151 -148 --1 -1.50 -0.50 -5 -9 -11 -12 -15 -17 -22 -19 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -147 -0 -147 --1 -0 -28 -0 -0 -#149~ -141 -144 -31521 -32627 -29406 -26412 -25744 -5433 -28100 --1 -2.00 -0.50 -9leather -11leather --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -107 -0 -149 --1 -0 -28 -0 -0 -#150~ -101 -29419 -29420 -31562 -27206 -27186 -104 138 139 +140 +141 +142 -1 -2.00 -0.50 -1 -2 -3 +1.00 +1.00 +-1 +%s We're fresh out of that.~ +%s Trying to sell something you don't have?~ +%s Not interested. Try someone else.~ +%s I can't afford that!~ +%s Come back when you have some coin.~ +%s That'll be %d coins.~ +%s I'll give you %d coins for that.~ +0 4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20 -21 -22 -23 +102 +0 +134 +-1 +0 +28 +0 +0 +#101~ +138 +-1 +1.00 +1.00 -1 %s Sorry, I don't stock that item.~ %s You don't seem to have that.~ @@ -207,10 +43,9 @@ CircleMUD v3.0 Shop File~ %s That'll be %d coins, thanks.~ %s I'll give you %d coins for that.~ 0 -6 -184 0 -150 +103 +0 -1 0 28 diff --git a/lib/world/shp/100.shp b/lib/world/shp/100.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/100.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/101.shp b/lib/world/shp/101.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/101.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/103.shp b/lib/world/shp/103.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/103.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/104.shp b/lib/world/shp/104.shp deleted file mode 100644 index 9845469..0000000 --- a/lib/world/shp/104.shp +++ /dev/null @@ -1,125 +0,0 @@ -CircleMUD v3.0 Shop File~ -#10405~ -10405 -10406 -10407 -10408 -10409 -10421 -10422 -10423 -10424 -10425 -10426 --1 -3.20 -0.75 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -10402 -0 -10422 --1 -0 -28 -0 -0 -#10406~ -10402 -10410 -10412 -10413 --1 -1.00 -0.75 -12 -21 -16 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -10400 -0 -10419 --1 -0 -28 -0 -0 -#10407~ -10404 -10415 -10416 -10417 -10418 -10419 -10420 --1 -3.00 -0.25 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -10401 -0 -10421 --1 -0 -28 -0 -0 -#10409~ -10405 -10406 -10407 -10408 -10409 -10404 --1 -2.50 -1.00 -5 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -10409 -0 -10409 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/106.shp b/lib/world/shp/106.shp deleted file mode 100644 index e200ff1..0000000 --- a/lib/world/shp/106.shp +++ /dev/null @@ -1,153 +0,0 @@ -CircleMUD v3.0 Shop File~ -#10600~ -10631 -10632 -10633 -10634 -10639 --1 -1.20 -0.30 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10639 -0 -10639 --1 -0 -28 -0 -0 -#10601~ -10627 -10628 -10629 -10630 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10614 -0 -10637 --1 -0 -28 -0 -0 -#10602~ -10636 -10637 -10638 --1 -1.50 -0.30 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s Ke?!~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -10638 -0 -10638 --1 -0 -28 -0 -0 -#10603~ -10616 -10617 -10618 -10620 -10621 --1 -1.50 -0.60 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10634 -0 -10632 --1 -0 -28 -0 -0 -#10604~ -10613 -10614 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10632 -0 -10634 --1 -0 -28 -0 -0 -#10638~ --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10617 -0 -10605 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/107.shp b/lib/world/shp/107.shp deleted file mode 100644 index 0d65c78..0000000 --- a/lib/world/shp/107.shp +++ /dev/null @@ -1,78 +0,0 @@ -CircleMUD v3.0 Shop File~ -#10700~ -10732 -10733 -10734 -10735 -10736 -10737 -10738 -10739 -10740 -10741 -10742 -10743 -10744 -10745 -10746 -10747 -10748 -10749 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10700 -0 -10732 --1 -0 -28 -0 -0 -#10701~ -10718 -10719 -10720 -10721 -10722 -10723 -10724 -10725 -10726 -10727 -10728 -10729 -10731 -10730 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10702 -0 -10733 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/11.shp b/lib/world/shp/11.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/11.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/115.shp b/lib/world/shp/115.shp deleted file mode 100644 index dec4265..0000000 --- a/lib/world/shp/115.shp +++ /dev/null @@ -1,2 +0,0 @@ -CircleMUD v3.0 Shop File~ -$~ diff --git a/lib/world/shp/117.shp b/lib/world/shp/117.shp deleted file mode 100644 index bf82cf6..0000000 --- a/lib/world/shp/117.shp +++ /dev/null @@ -1,88 +0,0 @@ -CircleMUD v3.0 Shop File~ -#11700~ -11707 -11709 -11705 -11710 -11711 -11712 -11713 --1 -1.00 -0.00 -0 --1 -%s So sorry, but I don't have that item!~ -%s But, er, you don't have one of those!~ -%s I don't want that, sorry.~ -%s You think I can afford that?? Hah!~ -%s You cannot afford that!~ -%s It will cost you %d coins. Thank you very much!~ -%s I am willing to pay you %d coins for that.~ -0 -0 -11704 -0 -11704 --1 -1 -24 -0 -0 -#11701~ -11714 -11716 -11715 -11717 -11719 --1 -1.00 -1.00 --1 -%s Shorry, I don't hab dat...~ -%s You don't *hic* hab one a doz~ -%s I don't think I *hic* want *hic* that, rrreally... *hic*~ -%s I dun 'ave teh *hic* monney~ -%s Youuuu can't afforrrd it...~ -%s It'll cosht ya %d thingammajigs...~ -%s Yoo cn'ave %d fer it.~ -0 -0 -11705 -0 -11706 --1 -3 -25 -0 -0 -#11702~ -11721 -11722 -11723 -11724 -11725 --1 -1.00 -0.50 -9 -5 --1 -%s Look at my display, do you see one of those there? No? I thought so.~ -%s I do not see one of those on you.~ -%s I will not take that.~ -%s I seem to be unable to afford what you have.~ -%s You do not have sufficient funds!~ -%s It will be %d coins. Thank you for your patronage.~ -%s I can give you %d coins for your item.~ -0 -4 -11707 -0 -11751 --1 -7 -18 -22 -28 -$~ diff --git a/lib/world/shp/118.shp b/lib/world/shp/118.shp deleted file mode 100644 index ffadca1..0000000 --- a/lib/world/shp/118.shp +++ /dev/null @@ -1,44 +0,0 @@ -CircleMUD v3.0 Shop File~ -#11800~ --1 -1.00 -1.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -11824 -0 --1 -0 -28 -0 -0 -#11801~ --1 -1.00 -1.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -11825 -0 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/12.shp b/lib/world/shp/12.shp deleted file mode 100644 index 8d44db4..0000000 --- a/lib/world/shp/12.shp +++ /dev/null @@ -1,97 +0,0 @@ -CircleMUD v3.0 Shop File~ -#1200~ --1 -1.50 -0.50 -1torch & MAGIC -9HUM | GLOW | MAGIC -3 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -1204 -0 -1208 -1299 --1 -0 -28 -0 -0 -#1201~ -1300 --1 -2.00 -0.50 -3 --1 -%s werw~ -%s sdfsdfsd~ -%s fdfgddfg~ -%s sdfsdf~ -%s 1212323534~ -%s sdfsdfsd~ -%s %d 4353rewrterdfbcv fghfghrt~ -0 -3 -1203 -0 -1204 -1208 --1 -0 -28 -0 -0 -#1202~ --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -1203 -0 -1204 -1208 --1 -0 -28 -0 -0 -#1204~ --1 -1.00 -1.00 --1 -%s test~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 --1 -0 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/120.shp b/lib/world/shp/120.shp deleted file mode 100644 index 74a74bc..0000000 --- a/lib/world/shp/120.shp +++ /dev/null @@ -1,171 +0,0 @@ -CircleMUD v3.0 Shop File~ -#12011~ -3020 -3021 -3022 -3023 -3024 -3025 -12008 --1 -2.25 -0.60 -5 -9 --1 -%s We are out of that item right now.~ -%s You don't have that. Stop wasting my time!~ -%s This is a weapon and armor shop! Go someplace else!~ -%s A fine weapon indeed, but more than I can afford.~ -%s NO CREDIT!~ -%s Here you go. That will be %d coins. Don't get hurt!~ -%s You'll get %d for that.~ -0 -6 -12011 -0 -12006 --1 -0 -28 -0 -0 -#12012~ -12006 -12007 --1 -1.20 -0.60 --1 -%s I don't have anything like that. Sorry.~ -%s I don't think you have that.~ -%s I don't stock that stuff. Try another shop.~ -%s I can't afford to buy anything, I'm only a poor peddler.~ -%s No cash, no goods!~ -%s Here you go. That'll be... %d coins.~ -%s Thank-you very much. Here are your %d coins as payment.~ -1 -6 -12012 -0 -12032 --1 -7 -13 -14 -19 -#12016~ --1 -1.60 -0.30 --1 -%s We don't sell that.~ -%s I don't think you have that.~ -%s I don't stock that stuff. Try another shop.~ -%s I can't afford to buy anything, I'm only a poor peddler.~ -%s No cash, no goods!~ -%s Here you go. That'll be... %d coins.~ -%s Thank-you very much. Here are your %d coins as payment.~ -1 -6 -12016 -0 -12003 -12004 -12008 -12015 -12022 -12023 --1 -9 -17 -18 -22 -#12034~ -3050 -3051 -3052 -3053 -3054 -12030 --1 -1.85 -0.50 -2 -3 --1 -%s We don't carry that item.~ -%s You don't have that.~ -%s I can't buy that. See another shop.~ -%s We are low on cash. Come back later.~ -%s Sorry, but you can't afford that.~ -%s Here you go. That will cost you %d.~ -%s I will give you %d coins for that.~ -2 -6 -12034 -96 -12042 --1 -8 -18 -0 -0 -#12036~ -3000 -3001 -3009 -3010 -3011 -12006 -12007 --1 -1.10 -0.80 --1 -%s We don't have that item in stock right now.~ -%s I don't think you have that item.~ -%s Hmmmm... if I was in a good mood, I'd consider it. But I'm not.~ -%s The Emperor's tax collector just came. I don't have the cash. Sorry.~ -%s NO CREDIT! We don't even take the Renaissance Express card!~ -%s That will be %d coins. Enjoy!~ -%s You'll get %d coins for that.~ -2 -6 -12036 -0 -12062 --1 -0 -28 -0 -0 -#12037~ -3030 -3031 -3032 -3033 -3036 -12003 --1 -1.75 -0.60 --1 -%s We don't have that item on stock.~ -%s I don't think you have that.~ -%s I don't stock that stuff. Try another shop.~ -%s I can't afford it right now. Come back tomorrow.~ -%s No cash, no goods!~ -%s Here you go. That'll be... %d coins.~ -%s Thank-you very much. Here are your %d coins as payment.~ -2 -6 -12037 -0 -12063 --1 -6 -20 -0 -0 -$~ diff --git a/lib/world/shp/125.shp b/lib/world/shp/125.shp deleted file mode 100644 index 1e3bee1..0000000 --- a/lib/world/shp/125.shp +++ /dev/null @@ -1,101 +0,0 @@ -CircleMUD v3.0 Shop File~ -#12500~ -12569 -12570 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -7 -12569 -0 -12569 --1 -0 -28 -0 -0 -#12562~ -12562 -12509 -12510 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s I'm not interested!~ -%s Not interested!~ -%s I can't afford that!~ -%s Go make some money first.~ -%s Lets see, that's %d coins.~ -%s That'll be %d coins for ya, good deal eh?~ -0 -3 -12562 -0 -12562 --1 -0 -28 -0 -0 -#12567~ -12567 -12503 -12508 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -7 -12566 -0 -12567 --1 -0 -28 -0 -0 -#12568~ -12568 -12511 -12501 --1 -1.20 -0.80 --1 -%s A what?~ -%s I don't buy, only sell.~ -%s I don't buy, only sell.~ -%s Out of cash.~ -%s You need money idiot.~ -%s That's %d, thank you.~ -%s I'll give you %d coins for that.~ -0 -7 -12505 -0 -12568 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/13.shp b/lib/world/shp/13.shp deleted file mode 100644 index 561db95..0000000 --- a/lib/world/shp/13.shp +++ /dev/null @@ -1,30 +0,0 @@ -CircleMUD v3.0 Shop File~ -#1300~ -1306 -1307 -1308 -1309 -1310 --1 -2.00 -0.50 -16 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -1303 -0 -1300 --1 -0 -24 -0 -0 -$~ diff --git a/lib/world/shp/130.shp b/lib/world/shp/130.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/130.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/14.shp b/lib/world/shp/14.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/14.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/140.shp b/lib/world/shp/140.shp deleted file mode 100644 index 58224a5..0000000 --- a/lib/world/shp/140.shp +++ /dev/null @@ -1,203 +0,0 @@ -CircleMUD v3.0 Shop File~ -#14000~ -14022 -14023 --1 -1.20 -0.80 -5 -6 -7 --1 -%s Go somewhere else ya bum, I aint got tat.~ -%s Get a brain, you don't got tat.~ -%s Whata ya tinking? I don't want dat.~ -%s I'm broke, try later.~ -%s What'a ya thinking, I can gives the stuff away???~ -%s Tanks, anything else I can getcha?~ -%s Not bad I can use dis.~ -0 -7 -14014 -8 -14079 --1 -0 -24 -0 -0 -#14001~ -14032 -14033 -14034 -14035 --1 -1.20 -0.85 -17 -19 --1 -%s Go somewhere else will ya? We only got food and drink here.~ -%s I'm only buying thinks you got, not stuff you aint.~ -%s Wada ya tink I am, a general store? I don't want tat.~ -%s Shoot wish I had that kind of doe.~ -%s I aint given dis stuff away, go beg'n somewhere else.~ -%s Tanks I'm gona hit ya for %d we don't have a tab here.~ -%s I'll give ya %d for it, take it or leave it.~ -0 -6 -14016 -0 -14080 --1 -1 -24 -0 -0 -#14002~ -14024 -14025 -14026 -14027 -14028 -14029 -14030 -14031 -14031 --1 -1.20 -0.90 -9 --1 -%s You see that here? Go somewhere else.~ -%s You blind? I don't by things in your imagination.~ -%s Armor, dats it. Anything else you go out the door.~ -%s Too rich for my blood.~ -%s Sure how bout I give you the shop too. Go get a job.~ -%s Thanks. Anything else I can get ya?~ -%s %d up front. Take it or leave it.~ -0 -6 -14015 -0 -14081 --1 -1 -24 -0 -0 -#14003~ -14020 -14021 --1 -1.50 -0.80 -8 -18 -20 -1 -15 --1 -%s If you run across one let me no, but I don't have it right now.~ -%s I don't by dreams.~ -%s Maybe in the future, but not into that right now.~ -%s Kind of strapped right now, try later.~ -%s Prices aren't up for discussion.~ -%s Here ya go.~ -%s Hmm...Here's %d for it.~ -0 -6 -14013 -32 -14082 --1 -1 -24 -0 -0 -#14004~ -14036 -14037 -14038 -14039 --1 -2.00 -0.50 -2 -3 -4 -10 --1 -%s I Do not have that My Child. Pray and It will come.~ -%s I fear you do not carry such an item with you..you must have more faith...then will the gods reward you.~ -%s I do not trade in mortal goods...I am sorry my child.~ -%s My vows do not permit me to carry such wealth...wealth is for the sinfull.~ -%s You must donate more than that to gain such a blessing.~ -%s Take this and live a blessed life my child.~ -%s For such an object I can give you %d.~ -0 -6 -14017 -32 -14083 --1 -1 -24 -0 -0 -#14005~ -14016 -14017 --1 -1.20 -0.80 -2 -3 -4 -10 --1 -%s Don't have that in my spell book..yet.~ -%s Got to see it before I'll buy it.~ -%s Got to be magic or I don't buy.~ -%s Can't aford that, us wizards aren't rich.~ -%s No credit!~ -%s %d up front...no financing.~ -%s I need that here's %d~ -0 -6 -14011 -0 -14084 --1 -1 -24 -0 -0 -#14006~ -14018 -14019 --1 -2.00 -0.50 -10 -17 -23 --1 -%s Sorry, I sell water, only water.~ -%s You may think you have that, but you don't.~ -%s I only buy liquid, that's it.~ -%s Water's down lately, can't buy that much..sorry.~ -%s Sorry, I need gold not dreams, and you only have dreams.~ -%s Enjoy. Did you know water is one of the 4 elements?~ -%s Here's %d. Nice doing business with you.~ -0 -6 -14012 -0 -14085 --1 -1 -24 -0 -0 -$~ diff --git a/lib/world/shp/15.shp b/lib/world/shp/15.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/15.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/150.shp b/lib/world/shp/150.shp deleted file mode 100644 index 102c1d1..0000000 --- a/lib/world/shp/150.shp +++ /dev/null @@ -1,55 +0,0 @@ -CircleMUD v3.0 Shop File~ -#15019~ -15012 -3050 -3052 --1 -1.20 -0.30 -2 -3 -4 -10 --1 -%s But I have no such thing for sale.~ -%s But you do not have this item.~ -%s I have no interest in that.~ -%s I am sorry, but I can not afford such a valuable item.~ -%s But you can not afford that item.~ -%s It will cost you %d coins.~ -%s Here, you shall have %d coins for it.~ -2 -6 -15019 -40 -15052 --1 -2 -8 -20 -28 -#15022~ -15019 -15020 --1 -1.10 -0.90 --1 -%s Je suis tres desole, mais je n'ai pas ca.~ -%s Mais, je n'achete pas!~ -%s Mais, je n'achete pas!~ -%s Mais, je n'achete pas!~ -%s Si vous n'avez d'argent, vous ne pouvez p'acheter!~ -%s Ca coute %d piece d'or, s'il vous plait.~ -%s %d piece d'or.~ -0 -6 -15022 -0 -15005 --1 -6 -23 -0 -0 -$~ diff --git a/lib/world/shp/16.shp b/lib/world/shp/16.shp deleted file mode 100644 index fd09655..0000000 --- a/lib/world/shp/16.shp +++ /dev/null @@ -1,42 +0,0 @@ -CircleMUD v3.0 Shop File~ -#1600~ -1600 -701 -702 -703 -705 -706 -707 -708 -709 -710 -711 -712 -713 -714 -715 --1 -1.50 -0.50 -5lifecutter -9silver -12silver --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s Sorry, I don't stock that item.~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -1619 -0 -1627 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/169.shp b/lib/world/shp/169.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/169.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/17.shp b/lib/world/shp/17.shp deleted file mode 100644 index dec4265..0000000 --- a/lib/world/shp/17.shp +++ /dev/null @@ -1,2 +0,0 @@ -CircleMUD v3.0 Shop File~ -$~ diff --git a/lib/world/shp/175.shp b/lib/world/shp/175.shp deleted file mode 100644 index 5fa6984..0000000 --- a/lib/world/shp/175.shp +++ /dev/null @@ -1,37 +0,0 @@ -CircleMUD v3.0 Shop File~ -#17500~ -17500 -17501 -17502 -17506 --1 -2.00 -0.50 -10 -3 -1 -2 -8 -18 -6 -4 -12 --1 -%s Your eyes fool you child. I have that item not.~ -%s You have that item not, child.~ -%s I have no need of that item.~ -%s I apologise, but I have not the coin for such an item.~ -%s Unfortunately, you have not enough money.~ -%s You may have it. My price is %d coins.~ -%s Thankyou! Here is %d coins for your trouble.~ -0 -6 -17500 -0 -17502 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/18.shp b/lib/world/shp/18.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/18.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/186.shp b/lib/world/shp/186.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/186.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/187.shp b/lib/world/shp/187.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/187.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/19.shp b/lib/world/shp/19.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/19.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/2.shp b/lib/world/shp/2.shp deleted file mode 100644 index 475450c..0000000 --- a/lib/world/shp/2.shp +++ /dev/null @@ -1,315 +0,0 @@ -CircleMUD v3.0 Shop File~ -#221~ -190 -26738 -31621 -31619 -31542 -31620 -351 --1 -1.20 -0.80 -10 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -182 -0 -221 --1 -0 -28 -0 -0 -#225~ -30821 -30820 -28324 -27168 -26300 -179 -165 -308 --1 -1.50 -0.50 -17 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -109 -0 -225 --1 -0 -28 -0 -0 -#234~ -162 -32209 -25763 -163 -25761 -108 --1 -1.30 -0.60 -22 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -106 -0 -234 --1 -0 -28 -0 -0 -#238~ -107 -106 -140 -166 -167 -168 -169 -170 -126 -122 -129 -119 -105 --1 -1.10 -0.90 -9 -11 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -158 -0 -238 --1 -0 -28 -0 -0 -#264~ -114 -111 -110 -32429 -27190 -27217 -27200 --1 -1.30 -0.70 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -124 -0 -264 --1 -0 -28 -0 -0 -#268~ -30416 -30410 -30125 -30401 -29505 -5448 --1 -2.00 -0.50 -9fur -11fur --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -101 -0 -268 --1 -0 -28 -0 -0 -#277~ -5030 -5032 -5028 -5026 -5027 -31566 -181 -182 -183 -184 -26103 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that~ -0 -6 -111 -0 -277 --1 -0 -28 -0 -0 -#278~ -2505 -3015 -6018 -6023 -6024 -27175 -29504 -14034 -315 -180 --1 -1.30 -0.90 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -188 -0 -278 --1 -0 -28 -0 -0 -#280~ -112 -109 -27130 -2504 -27520 -27131 -27132 --1 -1.40 -0.60 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -187 -0 -280 --1 -0 -28 -0 -0 -#281~ -133 -132 -131 -130 -30905 -31607 -5000 --1 -1.30 -0.70 -15 -1 -12 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -102 -0 -281 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/20.shp b/lib/world/shp/20.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/20.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/200.shp b/lib/world/shp/200.shp deleted file mode 100644 index 886d36b..0000000 --- a/lib/world/shp/200.shp +++ /dev/null @@ -1,37 +0,0 @@ -CircleMUD v3.0 Shop File~ -#20040~ -20007 -20012 -20013 -20014 -20020 -20015 -20017 -20021 -20022 -20023 --1 -1.20 -0.80 -9fur -12fur -11fur --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -20007 -0 -20040 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/201.shp b/lib/world/shp/201.shp deleted file mode 100644 index 2e93eed..0000000 --- a/lib/world/shp/201.shp +++ /dev/null @@ -1,30 +0,0 @@ -CircleMUD v3.0 Shop File~ -#20100~ -20117 -20118 -20119 -20197 -20115 --1 -1.00 -0.20 -8cushion --1 -%s I don't sell that!~ -%s I can't buy something which you haven't got!~ -%s I don't need that stuff.~ -%s I seem to have... ran out of money.~ -%s You must have forgotten to bring enough money with you.~ -%s That will cost you %d coins.~ -%s I'll give you %d coins for that.~ -0 -2 -20105 -0 -20150 --1 -7 -19 -0 -0 -$~ diff --git a/lib/world/shp/211.shp b/lib/world/shp/211.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/211.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/22.shp b/lib/world/shp/22.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/22.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/220.shp b/lib/world/shp/220.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/220.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/232.shp b/lib/world/shp/232.shp deleted file mode 100644 index 0d510b0..0000000 --- a/lib/world/shp/232.shp +++ /dev/null @@ -1,137 +0,0 @@ -CircleMUD v3.0 Shop File~ -#23200~ -3052 -3050 -3051 -3053 --1 -1.50 -0.75 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23200 -2 -23229 --1 -0 -28 -0 -0 -#23201~ -23202 -23203 -23204 -23205 -23206 -23207 --1 -1.20 -0.80 --1 -%s Sorry, I don'u stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23201 -0 -23274 --1 -0 -28 -0 -0 -#23202~ -23208 -23209 -23210 -23211 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23202 -0 -23280 --1 -0 -28 -0 -0 -#23203~ -23212 -23213 -23214 -23215 -23216 -23217 --1 -1.70 -0.70 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23203 -0 -23240 --1 -0 -28 -0 -0 -#23257~ -23218 -23219 -23220 -23221 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23207 -0 -23257 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/233.shp b/lib/world/shp/233.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/233.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/234.shp b/lib/world/shp/234.shp deleted file mode 100644 index 0cd70f8..0000000 --- a/lib/world/shp/234.shp +++ /dev/null @@ -1,65 +0,0 @@ -CircleMUD v3.0 Shop File~ -#23400~ -23400 -23401 -23402 -23405 -23406 -23407 -23408 -23409 --1 -3.00 -0.80 -15 -19 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23400 -0 -23423 --1 -0 -28 -0 -0 -#23401~ -23422 -23423 -23424 -23425 -23426 -23427 -23428 -23429 --1 -4.00 -0.50 -11 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23410 -0 -23471 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/235.shp b/lib/world/shp/235.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/235.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/236.shp b/lib/world/shp/236.shp deleted file mode 100644 index 4893b77..0000000 --- a/lib/world/shp/236.shp +++ /dev/null @@ -1,142 +0,0 @@ -CircleMUD v3.0 Shop File~ -#23601~ -23601 --1 -1.60 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I sell what my master and I make. I don't want your petty items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23601 -0 -23604 --1 -0 -28 -0 -0 -#23602~ --1 -2.30 -0.90 --1 -%s My master doesn't make those.~ -%s You don't seem to have that.~ -%s I don't buy!~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23602 -0 -23605 -23604 --1 -0 -28 -0 -0 -#23603~ --1 -3.70 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't buy !~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23603 -0 -23606 --1 -0 -28 -0 -0 -#23604~ --1 -4.00 -0.70 -8[^foil & gold|titanium|iron] & METAL --1 -%s That is not one of the items I manufacture.~ -%s You don't seem to have that.~ -%s Sorry - I can't use that for anything, can I ?~ -%s That's to much. I don't have that kind of gold.~ -%s Leave - before I slap you out of here.~ -%s That'll be %d coins, thanks.~ -%s If you give me that, I'll give you %d coins.~ -0 -6 -23609 -2 -23612 --1 -8 -20 -0 -0 -#23605~ --1 -4.00 -0.80 -8[gold|titanium|iron] & METAL --1 -%s WHAT DID YOU SAY ?!?~ -%s SORRY, DIDN'T HEAR YOU. CAN YOU REPEAT THAT ?~ -%s HEY - YOU THINK I'M STUPID ?~ -%s HUH ?~ -%s A WHAT ? I DIDN'T QUITE GET THAT...~ -%s GIVE ME %d COINS AND ITS YOURS.~ -%s I'LL TAKE THAT - HERE'S %d COINS FOR YOU.~ -0 -2 -23610 -2 -23615 --1 -8 -20 -0 -0 -#23606~ --1 -2.60 -0.97 -12rock -8ruby | emerald -8gold & foil -12stone | headstone --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -2 -23611 -2 -23616 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/237.shp b/lib/world/shp/237.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/237.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/238.shp b/lib/world/shp/238.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/238.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/239.shp b/lib/world/shp/239.shp deleted file mode 100644 index 2458a4d..0000000 --- a/lib/world/shp/239.shp +++ /dev/null @@ -1,41 +0,0 @@ -CircleMUD v3.0 Shop File~ -#23900~ -23902 -23900 -23901 -23903 -23904 -23910 -23911 -23912 -23913 --1 -1.50 -0.60 -5 -9 -15 -19 -17 -11 -3 -4 --1 -%s I can't find any of that, perhaps you would want something else?~ -%s You don't have one of them, wanna buy one?~ -%s I'm sorry but I don't buy that, no shelf space.~ -%s I'm sorry but I can't afford that, business has been really bad.~ -%s You are too poor, would you like some of my money?~ -%s That'll be %d coins, would you like me to wrap that up for you?~ -%s I'll give you %d coins for that and one of my best smiles.~ -0 -4 -23918 -0 -23900 --1 -0 -23 -0 -0 -$~ diff --git a/lib/world/shp/240.shp b/lib/world/shp/240.shp deleted file mode 100644 index 01f62dd..0000000 --- a/lib/world/shp/240.shp +++ /dev/null @@ -1,92 +0,0 @@ -CircleMUD v3.0 Shop File~ -#24000~ -24005 -24008 -24010 -24014 -24022 -24018 --1 -9.00 -0.50 -15purse -5axe -9loincloth -5hatchet -9brass --1 -%s You seeing things boy?~ -%s You stupid or what?~ -%s I don't want that.~ -%s I'm broke, come back later.~ -%s You seeing things boy?~ -%s That's %d, now go away~ -%s Here's %d, now go home!~ -0 -6 -24027 -0 -24012 --1 -0 -28 -0 -0 -#24001~ -24011 -24012 -24013 -24019 -24020 -24021 -24025 --1 -5.00 -0.50 -19meat -19fish -1lantern -15pouch -15purse -9cape --1 -%s I'm out of that.~ -%s Look again you idiot~ -%s I don't want that.~ -%s I'm broke~ -%s How do you plan on paying for that?~ -%s That's %d!~ -%s Here's %d coins!~ -0 -6 -24028 -0 -24031 --1 -0 -28 -0 -0 -#24002~ --1 -20.00 -0.20 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -24029 -7 -24029 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/241.shp b/lib/world/shp/241.shp deleted file mode 100644 index c33bd6b..0000000 --- a/lib/world/shp/241.shp +++ /dev/null @@ -1,31 +0,0 @@ -CircleMUD v3.0 Shop File~ -#24100~ -24120 -24121 -24122 -24123 -24124 -24125 --1 -2.00 -0.50 -0 --1 -%s I'm sorry, but I don't have that right now!~ -%s I don't want to buy anything from you.~ -%s I don't want to buy anything from you.~ -%s I don't want to buy anything from you.~ -%s You don't have the money, stranger.~ -%s That will cost you %d coins. Enjoy your drink.~ -%s I don't want to buy anything from you.~ --1 -7 -24107 -0 -24121 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/242.shp b/lib/world/shp/242.shp deleted file mode 100644 index cd57ed8..0000000 --- a/lib/world/shp/242.shp +++ /dev/null @@ -1,145 +0,0 @@ -CircleMUD v3.0 Shop File~ -#24200~ -24217 -24218 -24219 --1 -1.10 -0.90 --1 -%s I don't have that!.~ -%s I see no such thing.~ -%s I don't buy, I only sell!~ -%s BUG, Please report.~ -%s You can't afford that!~ -%s Fine, that'll be %d gold pieces.~ -%s Bug, please report (%d).~ -1 -6 -24205 -0 -24223 --1 -6 -22 -0 -0 -#24201~ -24209 -24210 -24211 -24212 -24213 -24214 -24215 --1 -1.10 -0.90 --1 -%s I don't have that!.~ -%s I see no such thing.~ -%s I don't buy, I only sell!~ -%s BUG, Please report.~ -%s You can't afford that!~ -%s Fine, that'll be %d gold pieces.~ -%s Bug, please report (%d).~ -1 -6 -24206 -0 -24224 --1 -6 -22 -0 -0 -#24202~ -24295 -24296 -24297 --1 -1.10 -0.90 --1 -%s I don't have that!.~ -%s I see no such thing.~ -%s I don't buy, I only sell!~ -%s BUG, Please report.~ -%s You can't afford that!~ -%s Fine, that'll be %d gold pieces.~ -%s Bug, please report (%d).~ -0 -6 -24211 -0 -24238 --1 -0 -28 -0 -0 -#24203~ -24291 -24292 -24293 -24294 -24295 -24296 -24297 -24203 -24202 -24201 -24200 --1 -1.10 -0.90 --1 -%s I don't have that!.~ -%s I see no such thing.~ -%s I don't buy, I only sell!~ -%s BUG, Please report.~ -%s You can't afford that!~ -%s Fine, that'll be %d gold pieces.~ -%s Bug, please report (%d).~ -0 -6 -24207 -0 -24231 --1 -0 -28 -0 -0 -#24204~ -24291 -24292 -24293 -24294 -24295 -24200 -24201 -24202 -24203 --1 -1.10 -0.90 --1 -%s I don't have that!.~ -%s I see no such thing.~ -%s I don't buy, I only sell!~ -%s BUG, Please report.~ -%s You can't afford that!~ -%s Fine, that'll be %d gold pieces.~ -%s Bug, please report (%d).~ -0 -6 -24213 -0 -24276 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/243.shp b/lib/world/shp/243.shp deleted file mode 100644 index ee7167e..0000000 --- a/lib/world/shp/243.shp +++ /dev/null @@ -1,79 +0,0 @@ -CircleMUD v3.0 Shop File~ -#24300~ -24306 --1 -2.00 -0.40 -5 --1 -%s I only sell ski passes wink!~ -%s I don't buy stuff!~ -%s I don't buy stuff!~ -%s I don't buy stuff!~ -%s Hey man, get some more cash!~ -%s That'll be %d bucks dude.~ -%s I don't buy stuff!~ -0 -6 -24308 -0 -24392 --1 -0 -28 -0 -0 -#24301~ -24302 -24303 -24305 --1 -2.00 -0.50 -0 --1 -%s What you see is what I've got!~ -%s I don't buy stuff!~ -%s I don't buy stuff!~ -%s I don't buy stuff!~ -%s Sorry, but you can't afford it!~ -%s That'll be %d bucks dude.~ -%s I don't buy stuff!~ -0 -6 -24306 -0 -24399 --1 -0 -28 -0 -0 -#24302~ -24307 -24308 -24309 -24310 --1 -2.00 -0.50 -0 --1 -%s Sorry, but I don't have any!~ -%s Used food? No thanks!~ -%s Used food? No thanks!~ -%s Used food? No thanks!~ -%s Sorry, but you can't afford it!~ -%s That shall be %d dollars.~ -%s Used food? No thanks!~ -0 -6 -24305 -0 -24361 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/244.shp b/lib/world/shp/244.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/244.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/245.shp b/lib/world/shp/245.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/245.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/246.shp b/lib/world/shp/246.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/246.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/247.shp b/lib/world/shp/247.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/247.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/248.shp b/lib/world/shp/248.shp deleted file mode 100644 index 32e0ace..0000000 --- a/lib/world/shp/248.shp +++ /dev/null @@ -1,167 +0,0 @@ -CircleMUD v3.0 Shop File~ -#24800~ -24801 -3020 -3021 -3023 -24806 -7211 -6000 --1 -1.30 -0.40 -5 -6 -7 -0 -0 --1 -%s Sorry, I don't have that weapon.~ -%s Sorry, you don't seem to have that...~ -%s I don't buy such an item, try some other shop.~ -%s Sorry, that's a too expensive weapon for me, try in Thewston.~ -%s Get some money if you wanna buy something...~ -%s Ok, I'll charge you %d coins for it.~ -%s Here you are, I'll give you %d coins for it.~ -2 -6 -24804 -0 -24811 --1 -0 -28 -0 -0 -#24801~ -3042 -3086 -3076 -24802 -6002 -24807 -24808 --1 -2.00 -0.50 -9 -0 -0 -0 -0 --1 -%s Sorry, I don't have that armor.~ -%s Sorry, you don't seem to have that.~ -%s I don't buy such a item, try some other shop.~ -%s Sorry, that's a too expensive armor for me, try in Thewston.~ -%s Get some money if you like to buy something...~ -%s Ok, that'll be %d coins, please.~ -%s Here you are, I'll give you %d coins for it.~ -0 -6 -24805 -0 -24810 --1 -0 -28 -0 -0 -#24802~ -3050 -3051 -24809 -24810 -24811 -24812 --1 -1.05 -0.15 -2 -3 -4 -10 -0 --1 -%s To bad, I don't seem to have that item.~ -%s Sorry, I don't buy something you don't have.~ -%s Sorry that's not my part of business...~ -%s Sorry, that's a too expensive item for me, try in Thewston.~ -%s Get lost punk! You don't have that much money.~ -%s That'll be %d coins!~ -%s I'll give you about %d coins for it.~ -0 -6 -24806 -0 -24814 --1 -0 -28 -0 -0 -#24803~ -24813 -24814 -24815 -24816 -24817 -7208 --1 -1.50 -0.40 -1 -15 -16 -21 -8 --1 -%s Sorry, I'm unfortunatly out of that for the moment.~ -%s You don't seem to be a honest man, maybe I should call the guards?~ -%s I don't trade in that kind of objects.~ -%s Sorry, I'm out of cash, try in Thewston, or give it to me. :-)~ -%s You seem to have been robbed if you thought you had that kind of money? ~ -%s That'll be %d coins, please...~ -%s I'll give you about %d coins for it, here you go...~ -0 -6 -24807 -0 -24813 --1 -0 -28 -0 -0 -#24804~ -3102 -24818 -24819 -24820 --1 -2.00 -0.90 -17 -19 -0 -0 -0 --1 -%s It's very noisy in here, what did you say you wanted to buy?~ -%s You don't seem to be a honest man, maybe I should call the guards?~ -%s I don't trade in that kind of objects.~ -%s Sorry, I'm out of cash, try in Thewston, or give it to me for free...:-)~ -%s Are you drunk or what ??? - NO CREDIT!~ -%s That'll be - say %d coins.~ -%s I'll give you about %d coins for it, here you go...~ -0 -6 -24808 -0 -24816 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/249.shp b/lib/world/shp/249.shp deleted file mode 100644 index e51ab98..0000000 --- a/lib/world/shp/249.shp +++ /dev/null @@ -1,36 +0,0 @@ -CircleMUD v3.0 Shop File~ -#24900~ -3009 -3010 -3011 -3102 -3103 -3104 -6013 -3000 -3001 -3002 -3003 -3004 --1 -1.00 -1.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -24901 -0 -24914 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/25.shp b/lib/world/shp/25.shp deleted file mode 100644 index 9df45f8..0000000 --- a/lib/world/shp/25.shp +++ /dev/null @@ -1,61 +0,0 @@ -CircleMUD v3.0 Shop File~ -#2505~ -2504 -2545 -2546 -3010 -3100 -3101 --1 -2.10 -0.50 -19 -17 --1 -%s Haven't got that in storage, try LIST!~ -%s You can't sell what you don't HAVE!~ -%s Sorry, I'm not a fence.~ -%s I'd love to buy it, I just can't spare the coinage~ -%s Bah, come back when you can pay!~ -%s That'll be %d coins -- thank you.~ -%s I'll give ya %d coins for that!~ -0 -6 -2505 -112 -2518 --1 -0 -28 -0 -0 -#2506~ -3050 -3051 -3053 --1 -2.50 -0.30 -2 -3 -4 -10 --1 -%s Say again?~ -%s You don't have that, try INVENTORY!~ -%s What do I look like, a fence?~ -%s Sorry, I just can't afford such a costly item.~ -%s You can't afford it!~ -%s You're getting a bargain for that at only %d!~ -%s I guess I could give ya %d for that.~ -0 -6 -2506 -112 -2519 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/250.shp b/lib/world/shp/250.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/250.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/251.shp b/lib/world/shp/251.shp deleted file mode 100644 index e76da8d..0000000 --- a/lib/world/shp/251.shp +++ /dev/null @@ -1,30 +0,0 @@ -CircleMUD v3.0 Shop File~ -#25100~ -25100 -25106 -25108 -25101 -25104 --1 -1.50 -0.50 -5 --1 -%s We don't sell that, filthy human!~ -%s You don't have one, human!~ -%s We don't want those. Get lost!~ -%s We can't afford that! Get it outta here!~ -%s You don't have the money, moron!~ -%s That'll be %d coins, human.~ -%s We'll give you %d coins for that.~ -0 -5 -25114 -0 -25123 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/252.shp b/lib/world/shp/252.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/252.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/253.shp b/lib/world/shp/253.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/253.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/254.shp b/lib/world/shp/254.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/254.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/255.shp b/lib/world/shp/255.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/255.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/256.shp b/lib/world/shp/256.shp deleted file mode 100644 index cf33d91..0000000 --- a/lib/world/shp/256.shp +++ /dev/null @@ -1,54 +0,0 @@ -CircleMUD v3.0 Shop File~ -#25601~ -25600 -25601 -25608 -25609 -25610 --1 -1.10 -0.90 --1 -%s We didn't grow any of those this year.~ -%s You don't have that!~ -%s I won't buy that!~ -%s I can't buy that!~ -%s You can't buy that!~ -%s Ok, %d coins please!~ -%s Ok, %d coins please!~ -2 -2 -25610 -0 -25639 --1 -8 -22 -0 -0 -#25602~ -25619 -25620 -25621 --1 -1.10 -0.90 --1 -%s Could you repeat that please?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s But you haven't the money!~ -%s Ok, %d gold please.~ -%s Ok, %d gold please.~ -1 -6 -25612 -0 -25634 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/257.shp b/lib/world/shp/257.shp deleted file mode 100644 index a2027b5..0000000 --- a/lib/world/shp/257.shp +++ /dev/null @@ -1,497 +0,0 @@ -CircleMUD v3.0 Shop File~ -#25700~ -25750 -25752 -25753 -25757 --1 -1.15 -0.15 -2 -3 -4 --1 -%s Sorry, but like, I haven't got exactly that item.~ -%s Maybe if you had one of those...~ -%s I don't get into that funky stuff, man.~ -%s That is too expensive for me!~ -%s You don't got the green!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -1 -6 -25700 -0 -25735 --1 -0 -28 -0 -0 -#25702~ -25722 -25751 -25752 -25790 --1 -1.50 -0.40 -10 -2scroll --1 -%s Haven't got that on storage - try list!~ -%s You don't seem to have that.~ -%s I don't buy THAT... Try another shop.~ -%s I can't afford such a strong potion.~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -1 -6 -25724 -0 -25717 --1 -0 -28 -0 -0 -#25703~ -25734 -25736 --1 -1.30 -0.40 -9 --1 -%s I haven't got that kind of boots!~ -%s You don't carry those boots!~ -%s I only buy boots.~ -%s I can't afford such a great pair of boots!~ -%s sorry, but NO CREDIT!~ -%s That costs just %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25707 -0 -25733 --1 -0 -28 -0 -0 -#25704~ -25760 -25761 -25762 -25763 --1 -2.00 -0.50 -22 --1 -%s Haven't got that on storage - try list!~ -%s You don't seem to have that.~ -%s I only buy boats.. Go away!~ -%s That is too expensive for me - Try a wizard!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -1 -6 -25706 -0 -25710 --1 -0 -28 -0 -0 -#25705~ -25704 -25764 --1 -1.20 -0.90 -17 --1 -%s Sorry pal, I have not got that kind of drink.~ -%s Okay, but let me see it first.~ -%s I only buy drinks.~ -%s I can't afford such a drink.~ -%s This drink is too expensive for you.~ -%s Here is your drink, I'll take %d gold coins.~ -%s What a fine deal, you get %d gold coins.~ -1 -6 -25746 -0 -25789 --1 -0 -28 -0 -0 -#25706~ -25765 -25779 --1 -2.00 -0.80 -17 --1 -%s Sorry, that isn't on my list of things I can sell.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, but here, no money means no goods!~ -%s That will be %d coins, please. Thank you.~ -%s Here, you can have %d coins for that.~ -1 -6 -25709 -0 -25709 --1 -0 -28 -0 -0 -#25707~ -25702 -25703 -25712 -25713 --1 -2.00 -0.50 --1 -%s No such - try list!~ -%s No buying, buddy.~ -%s No buying, buddy.~ -%s No buying, buddy.~ -%s No flow! Hit the road!~ -%s That'll be %d coins, buddy.~ -%s Here, you can have %d coins for that.~ -1 -6 -25740 -0 -25732 --1 -0 -28 -0 -0 -#25708~ -25740 -25741 -25742 -25743 -25744 --1 -1.50 -0.50 -9 --1 -%s Sorry, I don't have that -- try list!~ -%s Sorry, I don't buy armor from outsiders.~ -%s Sorry, I don't buy armor from outsiders.~ -%s Sorry, I don't buy armor from outsiders.~ -%s Sorry, but here, no money means no armor!~ -%s That will be %d coins, please. Thank you.~ -%s Here, you can have %d coins for that.~ -1 -6 -25704 -0 -25700 --1 -0 -28 -0 -0 -#25709~ -25713 -25714 --1 -1.10 -0.90 --1 -%s It's very noisy in here, what did you say you wanted to buy?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s Are you drunk or what?? - NO CREDIT!~ -%s That'll be - say %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25742 -56 -25724 --1 -0 -28 -0 -0 -#25710~ -25730 -25731 -25732 -25733 --1 -1.50 -0.50 -1 -9 -15 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25702 -0 -25762 --1 -0 -28 -0 -0 -#25711~ -25720 -25721 -25723 -25724 -25725 --1 -1.10 -0.50 -5 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25703 -0 -25763 --1 -0 -28 -0 -0 -#25712~ -25701 -25738 -25739 --1 -1.70 -0.50 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25743 -0 -25731 -25715 --1 -0 -28 -0 -0 -#25713~ -25700 -25737 --1 -1.50 -0.80 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25744 -88 -25719 --1 -0 -28 -0 -0 -#25714~ -25709 -25710 -25711 --1 -2.00 -0.50 -19 --1 -%s What did you say you wanted to buy?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s Oh, bugger off, NO CREDIT!~ -%s That'll be - say %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25701 -0 -25716 --1 -0 -28 -0 -0 -#25715~ -25766 -25767 -25768 -25769 --1 -1.50 -0.50 -9 --1 -%s Thorry, I don't thell those.~ -%s Sorry, Ducky, I don't buy those.!~ -%s Can't help, you there, love.~ -%s Can't afford to buy that, sweety.~ -%s You can't afford that, but maybe for a favor...~ -%s Thank you SO much, lovey, DO come again.~ -%s Come back anytime!~ -1 -6 -25716 -0 -25786 --1 -0 -28 -0 -0 -#25716~ -25770 -25771 --1 -1.50 -0.50 -9 --1 -%s Nope.~ -%s Nope.~ -%s Nope.~ -%s Nope.~ -%s Nope.~ -%s Nope.~ -%s Nope.~ -1 -6 -25729 -84 -25767 --1 -0 -28 -0 -0 -#25717~ -25772 -25773 -25774 --1 -1.50 -0.50 -15 --1 -%s Sorry, can't.~ -%s Sorry, can't.~ -%s I only offer carts and the like.~ -%s I can't afford that.~ -%s You can't afford that.~ -%s Thank you.~ -%s Thanks.~ -1 -6 -25790 -0 -25753 --1 -0 -28 -0 -0 -#25720~ --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -2 -25713 -88 -25720 --1 -0 -28 -0 -0 -#25734~ -25787 -25788 -25789 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -25799 -0 -25734 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/258.shp b/lib/world/shp/258.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/258.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/259.shp b/lib/world/shp/259.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/259.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/26.shp b/lib/world/shp/26.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/26.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/260.shp b/lib/world/shp/260.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/260.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/261.shp b/lib/world/shp/261.shp deleted file mode 100644 index d81e105..0000000 --- a/lib/world/shp/261.shp +++ /dev/null @@ -1,34 +0,0 @@ -CircleMUD v3.0 Shop File~ -#26100~ -26107 -26108 -26109 -26110 -26111 -26112 -26113 -26114 -26115 --1 -2.00 -0.50 -17 --1 -%s We don't that on tap, sorry!~ -%s Check your possessions, you don't have that.~ -%s I don't care for those types of goods.~ -%s I can't afford something that great!~ -%s You can't afford it, you damn lush!~ -%s That'll cost you %d coins, please.~ -%s You'll get %d coins for that.~ -1 -7 -26116 -0 -26129 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/262.shp b/lib/world/shp/262.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/262.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/263.shp b/lib/world/shp/263.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/263.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/264.shp b/lib/world/shp/264.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/264.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/265.shp b/lib/world/shp/265.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/265.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/266.shp b/lib/world/shp/266.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/266.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/267.shp b/lib/world/shp/267.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/267.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/268.shp b/lib/world/shp/268.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/268.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/269.shp b/lib/world/shp/269.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/269.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/27.shp b/lib/world/shp/27.shp deleted file mode 100644 index 6b550a2..0000000 --- a/lib/world/shp/27.shp +++ /dev/null @@ -1,68 +0,0 @@ -CircleMUD v3.0 Shop File~ -#2707~ -2700 -2703 -2714 -2767 -2750 -2751 -2752 -2753 -2754 -2755 -2756 -2757 -2758 -2759 -2760 -2761 -2747 -2741 -2763 -2764 --1 -1.50 -0.80 -15 -1 -5 -8 -10 -12 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20 -21 -22 -23 --1 -%s We don't have any of that here.~ -%s You know, its easier to sell something if you actually have it.~ -%s Sorry, thats of no use to me.~ -%s I'm afraid I don't have the money right now.~ -%s You need to save a little more for that.~ -%s You can have that for %d coins.~ -%s I can afford %d coins for that.~ -0 -6 -2703 -0 -2707 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/270.shp b/lib/world/shp/270.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/270.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/271.shp b/lib/world/shp/271.shp deleted file mode 100644 index 80a2ee2..0000000 --- a/lib/world/shp/271.shp +++ /dev/null @@ -1,268 +0,0 @@ -CircleMUD v3.0 Shop File~ -#27100~ -27178 -27177 -27176 -27175 --1 -1.20 -0.20 --1 -%s Don't got none, don't want none!~ -%s You don't seem to have one of those.~ -%s I don't want anything of yours.~ -%s Too rich for my blood!~ -%s You're too stinking poor to afford it.~ -%s That'll be %d coins and your firstborn child please!~ -%s I don't buy.~ -2 -6 -27148 -0 -27142 --1 -0 -28 -0 -0 -#27111~ -27207 --1 -1.20 -0.20 --1 -%s I don't sell any of those!~ -%s Nothing is refundable, have a nice day.~ -%s Nothing is refundable, have a nice day.~ -%s Nothing is refundable, have a nice day.~ -%s Go buy something you can afford.~ -%s That comes to %d coins. Now get lost! Heheh.~ -%s I don't buy.~ -2 -6 -27123 -0 -27281 --1 -0 -28 -0 -0 -#27112~ -27209 -27224 --1 -1.20 -0.10 -2 -3 -4 --1 -%s I offer no such thing! Try list.~ -%s You lack the item in question.~ -%s I buy the tools of magicians only.~ -%s The price of this is beyond my means.~ -%s You can't afford to purchase this!~ -%s %d coins, thank you.~ -%s You'll have %d coins for that.~ -2 -6 -27130 -0 -27112 --1 -0 -28 -0 -0 -#27121~ -27123 -27121 -27120 -27119 -27118 -27117 -27116 -27115 --1 -1.20 -0.20 --1 -%s I never palmed that thing, try list.~ -%s That seems to be absent from your belongings.~ -%s I don't buy, I accept charity. Fork it over!~ -%s How about if I just steal it instead?~ -%s You beggar! You can't afford that.~ -%s Here ye go, pal. That'll be %d coins.~ -%s I don't buy.~ -2 -7 -27121 -1 -27121 --1 -0 -28 -0 -0 -#27122~ -27193 -27192 -27191 -27180 --1 -1.20 -0.20 -12 --1 -%s I don't carry that.~ -%s Even if you had one of those, I doubt I would want it.~ -%s I don't need to buy those - I'm a witch! Muaha!~ -%s I'd buy it, but I just fed my dragon and am broke!~ -%s You'll need more gold than that!~ -%s Good choice, my pretty! %d coins please.~ -%s Ahh! Just the thing I needed. Have %d coins.~ -2 -6 -27127 -0 -27234 --1 -0 -28 -0 -0 -#27146~ -27142 -27141 -27140 -27139 --1 -1.20 -0.20 -5 --1 -%s I do not forge that weapon, try list.~ -%s You seem fresh out of those.~ -%s My art is purely offensive. Try somewhere else.~ -%s Ah! I haven't seen the like of that in years! I cannot afford it.~ -%s You haven't the means to pay for this.~ -%s A fine selection for %d coins.~ -%s Here you are, %d coins. Now be off.~ -2 -6 -27133 -0 -27146 --1 -0 -28 -0 -0 -#27147~ -27167 -27166 -27165 -27164 -27163 --1 -1.20 -0.20 -9 --1 -%s I don't carry that.~ -%s Hm. Smoke another one and check your inventory.~ -%s I'm not interested in such things.~ -%s The price for that is outrageous! Away with you.~ -%s That seems to be out of your price range.~ -%s That comes to %d coins. Enjoy.~ -%s I'll give you %d coins for that.~ -2 -6 -27132 -0 -27147 --1 -0 -28 -0 -0 -#27148~ -27129 -27128 -27127 -27126 -27124 -27125 -27122 --1 -1.20 -0.40 --1 -%s You'll have to make that yourself, never heard of it.~ -%s You don't seem to have one.~ -%s Be on your way loafer, I don't buy.~ -%s Not for those prices.~ -%s You can't afford my hearty drink and meals!~ -%s A solid %d coins down on the bar, friend.~ -%s I don't buy.~ -2 -5 -27120 -0 -27148 --1 -0 -28 -0 -0 -#27150~ -27133 -27217 --1 -1.20 -0.50 --1 -%s None of those here! Try list.~ -%s I don't buy!~ -%s I'd rather eat half-cooked chihuahua for a month than buy that.~ -%s I don't buy.~ -%s You cannot afford this.~ -%s The bill is %d coins.~ -%s I don't buy.~ -2 -6 -27131 -0 -27150 --1 -0 -28 -0 -0 -#27153~ -27132 -27131 -27130 --1 -1.20 -0.20 --1 -%s Yo! Um, we don't sell that.~ -%s We don't buy, and you have none. I see a problem there.~ -%s I don't want for anything. Be on your way, peddler.~ -%s Not buying none, nope.~ -%s You haven't enough gold for it.~ -%s That'll be %d coins.~ -%s I'm not interested.~ -2 -2 -27128 -0 -27153 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/272.shp b/lib/world/shp/272.shp deleted file mode 100644 index 77dbebd..0000000 --- a/lib/world/shp/272.shp +++ /dev/null @@ -1,86 +0,0 @@ -CircleMUD v3.0 Shop File~ -#27234~ --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -27127 -0 -27234 --1 -0 -28 -0 -0 -#27259~ -27162 -27161 -27160 -27159 -27158 -27157 -27156 --1 -3.00 -0.50 -8 --1 -%s None of those available.~ -%s You seem to lack one of those yourself.~ -%s I deal in gems only.~ -%s I cannot afford this precious thing you carry.~ -%s You have not the gold to buy this.~ -%s That will be %d coins.~ -%s You'll have %d coins for it.~ -2 -6 -27126 -0 -27259 --1 -0 -28 -0 -0 -#27282~ -27168 -27138 -27137 -27136 -27135 -27134 --1 -1.20 -0.20 -15 -16 -17 -21 --1 -%s I don't carry those in stock. Try list.~ -%s My eyesight is poor, but I can't see as you have one.~ -%s I don't buy those. Try another shop!~ -%s My store is too humble to afford this.~ -%s I don't accept down payments. Come back with more gold!~ -%s That comes to %d coins.~ -%s I'll give you %d coins for that.~ -2 -6 -27134 -0 -27282 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/273.shp b/lib/world/shp/273.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/273.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/274.shp b/lib/world/shp/274.shp deleted file mode 100644 index 527e47c..0000000 --- a/lib/world/shp/274.shp +++ /dev/null @@ -1,280 +0,0 @@ -CircleMUD v3.0 Shop File~ -#27400~ -27405 -27403 -27418 -27419 -27420 -27421 --1 -1.00 -1.00 -9Armor -5Weapons --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -27402 -0 -27444 --1 -0 -28 -0 -28 -#27401~ -27406 -27407 -27408 -27409 -27410 -27411 -27412 -27413 -27414 -27415 -27416 -27417 --1 -1.00 -1.00 -5Weapon -9Armor -11Worn --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -27403 -0 -27445 --1 -0 -28 -0 -28 -#27402~ -3000 -3001 -3002 -3003 -3004 --1 -1.25 -1.00 -19Food -17Liquid Containers --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -27401 -0 -27459 --1 -0 -28 -0 -28 -#27403~ -3030 -3031 -3032 -3033 -3037 -3038 -3039 -3104 -3103 -3060 -3061 --1 -1.00 -1.00 -15Container -1light -17Liquid Container -19Food -22Boatr --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -27407 -0 -27440 --1 -0 -28 -0 -28 -#27404~ -3009 -3010 -3011 --1 -1.00 -1.00 -19Food --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -27408 -0 -27434 --1 -0 -28 -0 -28 -#27405~ --1 -1.00 -1.00 -2Scroll -10Potion -3Wand -8Treasure -4Staff --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -27405 -32 -27431 --1 -0 -28 -0 -28 -#27406~ -3050 -3051 -3052 -3054 -3053 -3055 --1 -1.00 -1.00 -2Scroll -4staff -10potion -3wand -21pen --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -27409 -0 -27435 --1 -0 -28 -0 -28 -#27407~ -3001 -3002 -3003 -3004 -3000 --1 -2.25 -1.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -27430 -0 -27458 -27459 -27472 --1 -0 -28 -0 -28 -#27408~ -3001 -3002 -3003 -3004 -3000 --1 -2.25 -1.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 --1 -0 -27458 -27459 -27472 --1 -0 -28 -0 -28 -$~ diff --git a/lib/world/shp/275.shp b/lib/world/shp/275.shp deleted file mode 100644 index b0b2701..0000000 --- a/lib/world/shp/275.shp +++ /dev/null @@ -1,319 +0,0 @@ -CircleMUD v3.0 Shop File~ -#27500~ -350 -352 --1 -1.05 -0.15 -2 --1 -%s Terribly sorry, I don't have one of those, but I have a poem about one. Would you like to hear it?~ -%s Don't you know Goethe knows all? Sell me something you have.~ -%s Get a clue! Try the store next door. Non-poets can't stand them.~ -%s I've spent all my money to feed all the hungry artists in the world. I can't afford that.~ -%s Sorry, you can't afford that, but you can afford a copy of 'Goethe: the poet's early years' (autographed version).~ -%s That will cost you %d coins. And with that fine purchase you recieve a free copy of 'Goethe: Mere Genius or God.'~ -%s Money is but transient ether. I will buy it for %d coins.~ -0 -6 -27500 -0 -27581 --1 -0 -28 -0 -0 -#27501~ -4103 -6106 --1 -1.20 -0.05 -4 -10 --1 -%s I beg your pardon sir, but I do not seem to have that right now.~ -%s I see no such item on your person kind sir.~ -%s Sorry, sir, but I do not buy anything of that sort.~ -%s Sorry, but I do not seem to be in a position to buy that item.~ -%s I do not mean to be rude, but you cannot afford that item.~ -%s Kind sir, that will be %d coins and thank you for your patronage.~ -%s Oh, thank you for the opportunity to buy from you.~ -0 -6 -27501 -0 -27513 --1 -0 -28 -0 -0 -#27502~ -332 -351 -353 -354 --1 -1.05 -0.15 -3 -4 -15 -0 -0 --1 -%s I don't have that item...better try again sometime later.~ -%s I might be old, but I'm not stupid. You don't have that item.~ -%s I have no interest in anything like that, go try somewhere else.~ -%s Sorry, but buying that item would put me over my budget.~ -%s Come back after you get a job to earn some money to buy that!~ -%s That will be %d coins.~ -%s Thank you for helping enlarge my collection, here are %d coins.~ -0 -6 -27502 -0 -27568 --1 -0 -28 -0 -0 -#27510~ -300 -301 -302 --1 -2.00 -0.01 --1 -%s Oops, I forgot to order more, please don't tell Sam.~ -%s I might be from Indiana, but you can't put a cow in my lap!~ -%s HA HA, now why would I want something like that?~ -%s Everytime Sam goes on a date, he leaves me with no money to buy anything!~ -%s Sorry, but only Mr. Peterson's allowed to run up a tab anymore.~ -%s That will be %d coins.~ -%s Here are %d coins, wait until Sam hears about what I bought.~ -0 -6 -27510 -0 -27583 --1 -0 -28 -0 -0 -#27558~ -27503 -27504 -27505 -27506 -27528 -27507 -27514 -27529 --1 -2.00 -0.10 -5 -9 -16 -18 -21 --1 -%s Sorry, but that item hasn't been unloaded from the trucks yet.~ -%s Like, stop wasting my time with things you don't have!~ -%s You can't return something that you can't buy here!~ -%s Sorry, the store's going through financial difficulties now.~ -%s Look, I've got better things to do than talking to dead beats!~ -%s That will be %d coins, thank you and come again!~ -%s Here is your %d coins for your item.~ -0 -6 -27558 -0 -27597 --1 -0 -28 -0 -0 -#27562~ -27516 -27521 -310 --1 -2.00 -0.01 --1 -%s Sorry, I don't have that right now.~ -%s What the hell's wrong with you, boy...you blind?!~ -%s This is a fish store...you can't expect me to buy that!~ -%s Sorry, business is bad, so I can't buy that right now.~ -%s If you want that, you'd better come back with some money.~ -%s That will be %d coins.~ -%s Here are %d coins.~ -0 -6 -27562 -0 -27507 --1 -0 -28 -0 -0 -#27563~ -27510 -27511 -27519 -322 -324 -320 -321 -323 -325 --1 -2.00 -0.10 -5 --1 -%s What are you, blind? Can't you see I don't have that right now?!~ -%s Do you think I'm blind!? Get out of here, you con artist!~ -%s I don't buy that sh*t!~ -%s Sorry, but all my money went into bailing me out of jail!~ -%s Get out of here, you no good bum, come back when you get some money!~ -%s Pssst, I'll let you have it for %d coins.~ -%s You got yourself a deal.~ -0 -6 -27563 -0 -27517 --1 -0 -28 -0 -0 -#27564~ -27520 -27521 -27522 -27526 -27527 -27523 -27524 -27525 --1 -2.00 -0.50 --1 -%s Yrros, ew era tuo fo taht thgir won.~ -%s Ouy tog ot eb gniddik, ouy t'nod evah taht meti.~ -%s Ew od ton yub gnihtyna tuohtiw tpiecer, hcihw ew t'nod evig.~ -%s I t'nod yub yna smeti, os ti t'nseod rettam taht m'I ekorb!~ -%s Ouy dlouhs peek retteb kcart to ruoy yenom esuac' ruoy ekorb!~ -%s Taht lliw eb %d snioc.~ -%s S'taht elbissopmi esuac' I t'nod yub gnihtyna.~ -0 -6 -27564 -0 -27518 --1 -0 -28 -0 -0 -#27576~ -3061 -361 --1 -2.00 -0.50 -22 --1 -%s I don't have that! Try list!~ -%s Show me one and I'll buy it! You don't have one!~ -%s Sorry, that thing doesn't look like it floats too well!~ -%s That's such a fine vessel... too bad, I can't afford it.~ -%s Har! No free rides here! Come back when you have more money!~ -%s That'll be %d coins, matie. Happy sailing.~ -%s I'll give you %d coins for that fine craft.~ -0 -6 -27576 -0 -27501 --1 -0 -28 -0 -0 -#27577~ -340 -341 -342 -343 -344 -346 -370 -371 -375 -376 -380 -381 -385 -386 --1 -2.00 -0.50 -9 --1 -%s Haven't got that on storage -- try list!~ -%s You don't seem to have that.~ -%s I only buy armors.. Go away!~ -%s That is too expensive for me - Try a wizard!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -0 -6 -27577 -0 -27567 --1 -0 -28 -0 -0 -#27579~ -25620 -26114 -27531 -30821 --1 -2.00 -0.50 --1 -%s Sorry, I don't have that -- try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s Friend, you don't seem to have enough money for that.~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -27579 -0 -27512 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/276.shp b/lib/world/shp/276.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/276.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/277.shp b/lib/world/shp/277.shp deleted file mode 100644 index efb9d6f..0000000 --- a/lib/world/shp/277.shp +++ /dev/null @@ -1,186 +0,0 @@ -CircleMUD v3.0 Shop File~ -#27705~ -27711 -27712 --1 -1.00 -1.00 -0 -12 -15 -21 -1 -10 -13 -16 -22 -2 -8 -11 -17 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -27718 -0 -27705 --1 -0 -28 -0 -0 -#27707~ -27709 -27747 --1 -1.00 -1.00 -9 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -27720 -0 -27707 --1 -0 -28 -0 -0 -#27721~ -27703 -27710 -27716 -27730 -27735 -27736 -27740 -27742 -27732 --1 -1.20 -0.80 -12 -15 -21 -1 -10 -13 -16 -19 -22 -2 -8 -17 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -27719 -0 -27721 --1 -0 -28 -0 -0 -#27744~ -27718 -27719 -27720 -27723 -27724 -27726 -27727 -27728 -27729 -27733 -27734 -27738 -27739 -27741 -27743 -27745 -27746 -27721 -27722 -27725 -27731 -27737 -27744 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -27733 -0 -27744 -27716 --1 -0 -28 -0 -0 -#27758~ -27749 -27753 -27755 -27757 -27748 -27752 -27754 -27756 -27750 --1 -1.00 -1.00 -11 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -27734 -0 -27758 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/278.shp b/lib/world/shp/278.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/278.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/279.shp b/lib/world/shp/279.shp deleted file mode 100644 index e4dd57f..0000000 --- a/lib/world/shp/279.shp +++ /dev/null @@ -1,86 +0,0 @@ -CircleMUD v3.0 Shop File~ -#27943~ -5473 -15012 -6110 -27943 -27988 -351 --1 -1.75 -0.55 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -27943 -32 -27943 --1 -8 -20 -8 -20 -#27971~ -3101 -3010 -3308 -27971 -27985 --1 -3.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -27971 -34 -27971 --1 -6 -18 -6 -18 -#27998~ -27998 -27996 -27905 -27908 -27915 --1 -1.50 -0.50 -9chain -11pearl --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't affore that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -27998 -0 -27998 --1 -8 -20 -0 -0 -$~ diff --git a/lib/world/shp/28.shp b/lib/world/shp/28.shp deleted file mode 100644 index 4b994ea..0000000 --- a/lib/world/shp/28.shp +++ /dev/null @@ -1,28 +0,0 @@ -CircleMUD v3.0 Shop File~ -#2800~ -2803 -2804 -2805 --1 -1.20 -0.80 -15 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -2802 -0 -2803 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/280.shp b/lib/world/shp/280.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/280.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/281.shp b/lib/world/shp/281.shp deleted file mode 100644 index 5626851..0000000 --- a/lib/world/shp/281.shp +++ /dev/null @@ -1,29 +0,0 @@ -CircleMUD v3.0 Shop File~ -#28100~ -28115 -28116 -28117 --1 -1.15 -0.80 -17 -19 --1 -%s Ummm, I don't have such things here.~ -%s Hmm, do you have such a thing?~ -%s Unfortunately I don't buy those.~ -%s Hah, that's way too expensive for me.~ -%s Mmm, you need some more gold to buy this, fellow.~ -%s Okay, %d gold coins. Thanks.~ -%s Okay, I'll give you %d gold coins for it.~ -2 -6 -28104 -0 -28106 --1 -8 -24 -0 -0 -$~ diff --git a/lib/world/shp/282.shp b/lib/world/shp/282.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/282.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/283.shp b/lib/world/shp/283.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/283.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/284.shp b/lib/world/shp/284.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/284.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/285.shp b/lib/world/shp/285.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/285.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/286.shp b/lib/world/shp/286.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/286.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/287.shp b/lib/world/shp/287.shp deleted file mode 100644 index eb87af4..0000000 --- a/lib/world/shp/287.shp +++ /dev/null @@ -1,245 +0,0 @@ -CircleMUD v3.0 Shop File~ -#28700~ -28720 -28713 -28721 -28722 --1 -1.15 -0.15 --1 -%s Sorry, I haven't got exactly that item.~ -%s Even if you had that, I wouldn't want it.~ -%s I don't buy anything from Midgaarders.~ -%s Tell Pippin! I ain't supposed to buy!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s Tell Pippin! I ain't supposed to buy!~ -1 -7 -28700 -2 -28728 --1 -5 -24 -0 -0 -#28703~ -28739 -28738 -28735 -28734 -28733 -28737 -28730 -321 -324 --1 -1.50 -0.50 -5 -9 --1 -%s Nope. Don't make that here.~ -%s Maybe I'd buy it, but you don't have it.~ -%s Keep it. I have no use for it.~ -%s I am sorry, but I have bought too much already.~ -%s You need to pay for that, my friend.~ -%s All right. That'll be %d coins.~ -%s Fine. Here are %d crowns.~ -1 -7 -28703 -2 -28719 --1 -5 -18 -0 -0 -#28704~ -28750 -28736 -28749 -323 -342 --1 -1.50 -0.40 --1 -%s I haven't made any of those lately.~ -%s I think I could live without one of those.~ -%s I won't buy that.~ -%s I only buy wood, from John the Lumberjack.~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s Oops...a bug! I don't buy.~ -1 -7 -28704 -2 -28714 --1 -5 -18 -0 -0 -#28705~ -28746 -28745 -28744 -28742 -309 -337 -332 -331 --1 -3.50 -0.10 -1 -2 -3 -4 -5 -8 -9 -10 -12 -15 -16 -17 -19 -21 -22 --1 -%s Don't have one. Get lost!~ -%s Take a look in your pack again, Sherlock!~ -%s No. Don't buy it!~ -%s Not enough cash! Go soak your head!~ -%s Sorry, but NO CREDIT!~ -%s Gimme %d coins!~ -%s I'll give you a whole %d coins for that.~ -1 -7 -28705 -0 -28720 --1 -9 -17 -0 -0 -#28706~ -28756 -28755 -28754 -28753 -351 --1 -2.00 -0.50 -1 --1 -%s I don't see that here. Do you?~ -%s Well, my friend, perhaps you hallucinate?~ -%s I buy only things that bubble and fizz.~ -%s Too expensive for THIS wizard.~ -%s Alas, you are too poor to buy that.~ -%s That'll be %d coins, please.~ -%s Here. I pay you %d coins. Is that enough?~ -0 -7 -28706 -2 -28730 --1 -5 -12 -13 -18 -#28707~ -28752 -28751 -28727 -386 -371 -376 -381 --1 -1.20 -0.90 --1 -%s Sorry...don't have that.~ -%s I don't buy anything.~ -%s I don't buy anything.~ -%s I don't buy anything.~ -%s This fine armor is too costly for you.~ -%s Wear it in good health! That will be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -7 -28707 -2 -28729 --1 -6 -22 -0 -0 -#28708~ -310 -28789 --1 -2.00 -0.50 --1 -%s I know not the recipe for that.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, but here, no money means no goods!~ -%s %d coins, please. Don't talk with your mouth full.~ -%s Here, you can have %d coins for that.~ -2 -7 -28708 -2 -28731 --1 -3 -16 -0 -0 -#28709~ -28760 -28759 -28758 -28757 -352 -350 --1 -1.50 -0.50 -2 -16 -21 --1 -%s The goblins must have stolen that.~ -%s Sorry, you don't have that to sell.~ -%s This is a library, not a general store.~ -%s Would you donate it?~ -%s I'm sorry, but you can't afford that.~ -%s That'll be %d crowns.~ -%s Here are %d crowns. Thank you very much.~ -2 -7 -28709 -2 -28724 --1 -5 -19 -0 -0 -$~ diff --git a/lib/world/shp/288.shp b/lib/world/shp/288.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/288.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/289.shp b/lib/world/shp/289.shp deleted file mode 100644 index 70e349b..0000000 --- a/lib/world/shp/289.shp +++ /dev/null @@ -1,129 +0,0 @@ -CircleMUD v3.0 Shop File~ -#28900~ -28917 -28918 -28919 --1 -1.10 -0.90 --1 -%s I don't know how to make one of those!~ -%s We don't *buy* drinks...we sell 'em!~ -%s We don't *buy* drinks...we sell 'em!~ -%s We don't *buy* drinks...we sell 'em!~ -%s I don't give 'em away free, you know!~ -%s That's %d gold.~ -%s We don't *buy* drinks...we sell 'em!~ -1 -6 -28921 -0 -28913 --1 -1 -24 -0 -0 -#28901~ -28917 -28918 -28919 --1 -1.10 -0.90 --1 -%s I don't know how to make one of those!~ -%s We don't *buy* drinks...we sell 'em!~ -%s We don't *buy* drinks...we sell 'em!~ -%s We don't *buy* drinks...we sell 'em!~ -%s I don't give 'em away free, you know!~ -%s That's %d gold.~ -%s We don't *buy* drinks...we sell 'em!~ -1 -6 -28920 -0 -28921 --1 -1 -24 -0 -0 -#28902~ -28917 -28918 -28919 --1 -1.10 -0.90 --1 -%s I don't know how to make one of those!~ -%s We don't *buy* drinks...we sell 'em!~ -%s We don't *buy* drinks...we sell 'em!~ -%s We don't *buy* drinks...we sell 'em!~ -%s I don't give 'em away free, you know!~ -%s That's %d gold.~ -%s We don't *buy* drinks...we sell 'em!~ -1 -6 -28915 -0 -28928 --1 -1 -24 -0 -0 -#28903~ -28917 -28918 -28919 --1 -1.10 -0.90 --1 -%s Say again, friend?~ -%s Thanks, but no thanks.~ -%s Thanks, but no thanks.~ -%s Thanks, but no thanks.~ -%s No tabs, friend. Sorry.~ -%s That's %d gold.~ -%s We don't *buy* drinks...we sell 'em!~ -1 -6 -28914 -0 -28920 --1 -1 -24 -1 -24 -#28904~ --1 -1.10 -0.90 -3 -4 -8 -10 -2 --1 -%s Don't have one, but I think I might be able to find one...~ -%s You have one? Really? Let me see!~ -%s I'm not interested. Anything else?~ -%s Too rich for my blood!~ -%s Perhaps you should go visit the bank first...~ -%s That's just %d coins, cash in advance.~ -%s I'll take that for %d coins, thank you!~ -1 -6 -28919 -0 -28927 --1 -1 -24 -1 -24 -$~ diff --git a/lib/world/shp/290.shp b/lib/world/shp/290.shp deleted file mode 100644 index 6607881..0000000 --- a/lib/world/shp/290.shp +++ /dev/null @@ -1,27 +0,0 @@ -CircleMUD v3.0 Shop File~ -#29000~ -29009 -29010 -29011 --1 -1.10 -0.90 --1 -%s I don't seem to have anything like that. Sorry.~ -%s I'm sorry, I don't purchase goods.~ -%s I'm sorry, I don't purchase goods.~ -%s I'm sorry, I don't purchase goods.~ -%s If I gave you credit, Cookie Monster would ruin me.~ -%s That will be %d coins. I sincerely hope you enjoy it.~ -%s I'm sorry, I don't purchase goods.~ -0 -7 -29006 -0 -29018 --1 -0 -24 -0 -0 -$~ diff --git a/lib/world/shp/291.shp b/lib/world/shp/291.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/291.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/292.shp b/lib/world/shp/292.shp deleted file mode 100644 index 251655e..0000000 --- a/lib/world/shp/292.shp +++ /dev/null @@ -1,197 +0,0 @@ -CircleMUD v3.0 Shop File~ -#29200~ -29202 -29208 -29209 -352 -350 --1 -1.20 -0.50 --1 -%s I can't find that...it must be out of print!~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s You don't have enough money!~ -%s That will run you %d coins.~ -%s I don't buy.~ -0 -7 -29203 -0 -29247 --1 -0 -24 -0 -0 -#29201~ -29214 -29217 -29243 -29244 -29245 --1 -1.20 -0.50 -9 -5 --1 -%s We don't have any of those, Sugar.~ -%s Are you sure you have one, handsome?~ -%s I don't buy those, darling.~ -%s I'm a little strapped--how about a gift?~ -%s Perhaps later, when you've more cash, honey.~ -%s That's %d coins, love.~ -%s Here's %d coins, friend.~ -0 -7 -29211 -0 -29243 --1 -0 -24 -0 -0 -#29202~ -29218 -29219 -29220 -29221 -29222 --1 -1.30 -0.80 --1 -%s I've never heard of that...what species is it?~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s If you come back with more money, I may consider selling it.~ -%s That's %d coins...can I wrap it up for you?~ -%s I don't buy.~ -0 -7 -29215 -0 -29254 --1 -0 -24 -0 -0 -#29203~ -29211 -29212 -29213 -29210 --1 -1.40 -0.80 -9 -5 -3 -4 -10 --1 -%s I don't know if we have those...take a look around!~ -%s Is this a joke? I don't see one.~ -%s I don't buy those. Call me picky.~ -%s I don't have enough money for that. Try a collector.~ -%s Why not come back with more money?~ -%s That's %d coins.~ -%s Here's %d coins.~ -0 -7 -29224 -0 -29239 --1 -0 -24 -0 -0 -#29204~ -29205 -29207 -29240 -29241 -29242 --1 -1.10 -0.90 --1 -%s I didn't grow any of those this season, sorry.~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s You don't have enough money...sorry.~ -%s That costs %d coins.~ -%s I don't buy.~ -0 -1 -29252 -0 -29352 --1 -0 -24 -0 -24 -#29205~ -29248 -29249 -29250 -0 -0 --1 -1.10 -0.90 --1 -%s How do you mix one of those?~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s No bar tabs. Pay in advance, bub.~ -%s That's %d gold.~ -%s I don't buy.~ -0 -7 -29205 -0 -29246 --1 -0 -24 -0 -0 -#29206~ -29248 -29249 -29250 -0 -0 --1 -1.10 -0.90 --1 -%s How do you mix one of those?~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s No bar tabs. Pay in advance, bub.~ -%s That's %d gold.~ -%s I don't buy.~ -0 -7 -29254 -0 -29265 --1 -0 -24 -0 -0 -$~ diff --git a/lib/world/shp/293.shp b/lib/world/shp/293.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/293.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/294.shp b/lib/world/shp/294.shp deleted file mode 100644 index 222c90a..0000000 --- a/lib/world/shp/294.shp +++ /dev/null @@ -1,130 +0,0 @@ -CircleMUD v3.0 Shop File~ -#29400~ -29405 -29406 -29407 -29408 --1 -1.10 -0.90 --1 -%s I haven't made any of those lately, but I'll consider it.~ -%s I don't buy used leather. Try a pawnshop.~ -%s I don't buy used leather. Try a pawnshop.~ -%s I don't buy used leather. Try a pawnshop.~ -%s You can't afford this. I'm sorry.~ -%s That will cost you %d gold coins.~ -%s I don't buy used leather. Try a pawnshop.~ -1 -7 -29402 -0 -29441 --1 -8 -17 -0 -0 -#29401~ -29409 -29410 -29411 --1 -1.30 -0.70 -8 --1 -%s I don't have any of those!~ -%s Are you sure you have one of those?~ -%s Yes, but do you have any valuble gems or jewels?~ -%s I'd love to, but tomorrow the rent is due.~ -%s We don't have a layaway plan, sorry.~ -%s That will run %d gold coins.~ -%s How about %d gold coins?~ -0 -7 -29403 -0 -29436 --1 -8 -17 -8 -17 -#29402~ -29412 -29413 -29414 --1 -1.10 -0.90 --1 -%s Whah kind of ammynal iz dat?~ -%s I sells meats. I no buyz meats.~ -%s I sells meats. I no buyz meats.~ -%s I sells meats. I no buyz meats.~ -%s Gold coinz! I ownly take gold coins!~ -%s That costses you %d golds.~ -%s I sells meats. I no buyz meats.~ -1 -6 -29404 -0 -29435 --1 -7 -18 -7 -18 -#29403~ -29415 -29416 -29417 -29418 --1 -1.20 -0.80 --1 -%s I don't have that.~ -%s You don't have that.~ -%s I don't buy those.~ -%s I won't buy that.~ -%s You can't buy that.~ -%s That's %d gold.~ -%s Here's %d gold.~ -1 -6 -29409 -0 -29450 --1 -8 -17 -8 -17 -#29404~ -29419 -29420 -29421 --1 -1.10 -0.90 --1 -%s I don't have that on tap, putz!~ -%s I only buy from the distributor, dwick!~ -%s I only buy from the distributor, dwick!~ -%s I only buy from the distributor, dwick!~ -%s Get some cash, you flaming newbie!~ -%s Gimme %d gold first!~ -%s I only buy from the distributor, dwick!~ -1 -6 -29408 -0 -29452 --1 -1 -24 -0 -0 -$~ diff --git a/lib/world/shp/295.shp b/lib/world/shp/295.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/295.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/296.shp b/lib/world/shp/296.shp deleted file mode 100644 index fe0d97a..0000000 --- a/lib/world/shp/296.shp +++ /dev/null @@ -1,27 +0,0 @@ -CircleMUD v3.0 Shop File~ -#29659~ -29600 -29602 -29603 --1 -1.50 -0.10 --1 -%s I'm sorry *BEEP* but I do not have that item.~ -%s Please do not stuff that in my *BEEP* coin slot.~ -%s Please do not stuff that in my *BEEP* coin slot.~ -%s Please do not stuff that in my *BEEP* coin slot.~ -%s Please insert *BEEP* additional coins.~ -%s *WHIRR* *KACHUNK* %d coins. Have a nice *BEEP* day.~ -%s *WHIRR* *KACHUNK* %d coins. Have a nice *BEEP* day.~ -0 -6 -29604 -0 -29608 --1 -1 -24 -0 -0 -$~ diff --git a/lib/world/shp/298.shp b/lib/world/shp/298.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/298.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/299.shp b/lib/world/shp/299.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/299.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/3.shp b/lib/world/shp/3.shp deleted file mode 100644 index b81da3c..0000000 --- a/lib/world/shp/3.shp +++ /dev/null @@ -1,54 +0,0 @@ -CircleMUD v3.0 Shop File~ -#351~ -28753 -14037 -29105 -12027 -2545 --1 -2.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -186 -0 -351 --1 -0 -28 -0 -0 -#361~ -25757 -25752 -25750 --1 -2.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -185 -0 -361 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/30.shp b/lib/world/shp/30.shp deleted file mode 100644 index bcc96ee..0000000 --- a/lib/world/shp/30.shp +++ /dev/null @@ -1,398 +0,0 @@ -CircleMUD v3.0 Shop File~ -#3000~ -3050 -3051 -3052 -3053 -3054 --1 -1.15 -0.15 -2 -3 -4 -10 --1 -%s Sorry, I haven't got exactly that item.~ -%s You don't seem to have that.~ -%s I don't buy such items.~ -%s That is too expensive for me!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -0 -6 -3000 -2 -3033 --1 -0 -28 -0 -0 -#3001~ -3009 -3010 -3011 --1 -1.40 -0.90 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Oops - %d a minor bug - please report!~ -0 -6 -3001 -0 -3009 --1 -0 -28 -0 -0 -#3002~ -3030 -3031 -3032 -3033 -3036 --1 -1.50 -0.40 -1 -8 -15 --1 -%s Haven't got that on storage - try list!~ -%s You don't seem to have that.~ -%s I don't buy THAT... Try another shop.~ -%s I can't afford such a treasure.~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -0 -6 -3002 -0 -3010 --1 -0 -28 -0 -0 -#3003~ -3020 -3021 -3022 -3023 -3024 -3025 --1 -1.30 -0.40 -5 --1 -%s I haven't got that kind of a weapon!~ -%s You don't carry that weapon!~ -%s I only buy weapons.~ -%s I can't afford such a great weapon!~ -%s sorry, but NO CREDIT!~ -%s That costs just %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3003 -0 -3011 --1 -0 -28 -0 -0 -#3004~ -3040 -3041 -3042 -3043 -3044 -3045 -3046 -3070 -3071 -3075 -3076 -3080 -3081 -3085 -3086 --1 -1.20 -0.50 -9 --1 -%s Haven't got that on storage - try list!~ -%s You don't seem to have that.~ -%s I only buy armors.. Go away!~ -%s That is too expensive for me - Try a wizard!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -0 -6 -3004 -0 -3020 --1 -0 -28 -0 -0 -#3005~ -3006 --1 -1.20 -0.90 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -3011 -0 -3000 --1 -0 -28 -0 -0 -#3006~ -3060 -3061 --1 -1.20 -0.90 -22 --1 -%s Sorry pal, I have not got that kind of ship.~ -%s Ok, but let me see it first.~ -%s I only trade ships.~ -%s I can't afford such a nice ship.~ -%s This ship is too expensive for you.~ -%s Here is your ship, I'll take %d gold coins.~ -%s What a fine deal, you get %d gold coins.~ -0 -6 -3006 -0 -3049 --1 -6 -22 -0 -0 -#3007~ --1 -2.00 -0.50 --1 -%s Sorry, you aren't on my list of people I can sell to.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, but here, no money means no goods!~ -%s That will be %d coins, please. Thank you.~ -%s Here, you can have %d coins for that.~ -2 -6 -3007 -1 -3050 --1 -0 -28 -0 -0 -#3009~ -3102 -3103 -3104 --1 -1.20 -0.80 --1 -%s Sorry, I don't have that -- try list!~ -%s Sorry, I don't buy waters from outsiders.~ -%s Sorry, I don't buy waters from outsiders.~ -%s Sorry, I don't buy waters from outsiders.~ -%s Sorry, but here, no money means no water!~ -%s That will be %d coins, please. Thank you.~ -%s Here, you can have %d coins for that.~ -0 -6 -3009 -0 -3058 --1 -0 -28 -0 -0 -#3040~ -3000 -3001 -3002 -3003 -3004 --1 -1.10 -0.90 --1 -%s It's very noisy in here, what did you say you wanted to buy?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s Are you drunk or what?? - NO CREDIT!~ -%s That'll be - say %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3040 -0 -3007 --1 -0 -28 -0 -0 -#3042~ -3002 -3003 --1 -1.20 -0.80 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3042 -112 -3018 --1 -0 -28 -0 -0 -#3043~ -3002 -3004 --1 -1.10 -0.90 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3043 -104 -3003 --1 -0 -28 -0 -0 -#3044~ -3003 -3004 --1 -1.70 -0.80 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3044 -88 -3028 --1 -0 -28 -0 -0 -#3045~ -3002 -3003 -3004 --1 -1.50 -0.75 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3045 -56 -3022 --1 -0 -28 -0 -0 -#3046~ -3004 -3003 --1 -1.30 -0.70 --1 -%s It's very noisy in here, what did you say you wanted to buy?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s Oh, bugger off, NO CREDIT!~ -%s That'll be - say %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3046 -0 -3048 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/300.shp b/lib/world/shp/300.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/300.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/301.shp b/lib/world/shp/301.shp deleted file mode 100644 index 6ccfe8e..0000000 --- a/lib/world/shp/301.shp +++ /dev/null @@ -1,128 +0,0 @@ -CircleMUD v3.0 Shop File~ -#30100~ -30135 -30136 -30140 --1 -3.00 -0.10 --1 -%s I'm sorry but I could not find that particular item.~ -%s Please do not stuff that in my coin slot.~ -%s Please do not stuff that in my coin slot.~ -%s Go away.~ -%s Please insert additional coins.~ -%s That comes to about %d coins. Have a awesome day, Eh?~ -%s That also comes to %d coins. Have a cool day, Eh?~ -1 -7 -30118 -0 -30104 --1 -1 -24 -0 -0 -#30101~ -30136 -30140 -30141 -30152 -30151 --1 -1.20 -0.80 --1 -%s I can't find that...it must be out of stock.~ -%s I don't buy from people.~ -%s I don't buy from people.~ -%s I don't buy from people.~ -%s You don't have enough money! Come back later.~ -%s That will run you %d coins. Here you are.~ -%s I don't buy.~ -0 -5 -30139 -0 -30245 --1 -5 -12 -13 -22 -#30102~ -30140 -30141 --1 -1.20 -0.80 --1 -%s I'm sorry, I can nae help you there.~ -%s Are you sure you have one of those?~ -%s Dream on, dude!~ -%s How about as a gift?~ -%s Perhaps later, when you've got enough money, my friend.~ -%s That's %d coins.~ -%s Here's %d coins.~ -0 -7 -30140 -0 -30169 --1 -0 -24 -0 -0 -#30103~ -30116 -30126 -30111 --1 -6.30 -0.80 --1 -%s I've never heard of that...what is it?~ -%s I don't see the goods, neighbour.~ -%s I don't buy that junk.~ -%s I'm a little short on the moolah, know what I mean?~ -%s If you come back with more money, I may consider selling it...to you.~ -%s That's %d coins...can I wrap it up for you?~ -%s Here's %d for that.~ -0 -7 -30141 -0 -30141 --1 -0 -24 -0 -0 -#30104~ -30137 -30138 -30139 --1 -1.10 -0.90 --1 -%s How do you mix one of those?~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s No bar tabs. Pay in advance, bub.~ -%s That's %d gold.~ -%s I don't buy.~ -0 -7 -30142 -0 -30166 --1 -0 -24 -0 -0 -$~ diff --git a/lib/world/shp/302.shp b/lib/world/shp/302.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/302.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/303.shp b/lib/world/shp/303.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/303.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/304.shp b/lib/world/shp/304.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/304.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/305.shp b/lib/world/shp/305.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/305.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/306.shp b/lib/world/shp/306.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/306.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/307.shp b/lib/world/shp/307.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/307.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/308.shp b/lib/world/shp/308.shp deleted file mode 100644 index 9308cd2..0000000 --- a/lib/world/shp/308.shp +++ /dev/null @@ -1,150 +0,0 @@ -CircleMUD v3.0 Shop File~ -#30842~ -30816 -30817 --1 -1.50 -0.90 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -30831 -0 -30842 --1 -0 -28 -0 -0 -#30845~ -30818 -30819 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -30829 -0 -30845 --1 -0 -28 -0 -0 -#30846~ -29105 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -30828 -0 -30846 --1 -0 -28 -0 -0 -#30849~ -343 -371 -376 -381 --1 -1.50 -0.90 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -30837 -0 -30849 --1 -0 -28 -0 -0 -#30852~ -330 -331 -332 -339 -376 --1 -1.50 -0.90 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -30833 -0 -30852 --1 -0 -28 -0 -0 -#30854~ -30820 -30821 --1 -1.50 -0.90 --1 -%s Sorry, I don't stock that item.~ -%s You dpn't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -30832 -0 -30854 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/309.shp b/lib/world/shp/309.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/309.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/31.shp b/lib/world/shp/31.shp deleted file mode 100644 index 62ecbc5..0000000 --- a/lib/world/shp/31.shp +++ /dev/null @@ -1,27 +0,0 @@ -CircleMUD v3.0 Shop File~ -#3100~ -3100 -3101 -3102 --1 -1.10 -0.90 --1 -%s I haven't got such a drink.~ -%s I see no such thing.~ -%s I do not buy, would you like a drink?~ -%s BUG, Please report.~ -%s You can't afford such a fine drink, try the Grubby Inn.~ -%s Fine, that'll be %d gold pieces.~ -%s Bug, please report (%d).~ -0 -6 -3100 -0 -3106 --1 -6 -22 -23 -24 -$~ diff --git a/lib/world/shp/310.shp b/lib/world/shp/310.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/310.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/311.shp b/lib/world/shp/311.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/311.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/312.shp b/lib/world/shp/312.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/312.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/313.shp b/lib/world/shp/313.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/313.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/314.shp b/lib/world/shp/314.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/314.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/315.shp b/lib/world/shp/315.shp deleted file mode 100644 index 003e8de..0000000 --- a/lib/world/shp/315.shp +++ /dev/null @@ -1,907 +0,0 @@ -CircleMUD v3.0 Shop File~ -#31500~ -31530 -31531 --1 -1.50 -0.00 -19steak -17ale --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31506 -0 -31504 --1 -0 -28 -0 -0 -#31501~ -31538 -31537 -31536 -31535 --1 -2.00 -0.50 -11 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31512 -0 -31518 --1 -0 -28 -0 -0 -#31502~ -31539 -31540 -31541 -31542 --1 -1.50 -0.50 -10 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31511 -0 -31516 --1 -0 -28 -0 -0 -#31503~ -31543 -31544 -31545 -320 --1 -1.50 -0.80 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -7 -31515 -1 -31526 --1 -0 -28 -0 -0 -#31504~ -31546 -31547 -31548 -31549 -31550 -31551 -31552 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31509 -0 -31507 --1 -0 -28 -0 -0 -#31505~ -12001 -370 -31315 --1 -1.50 -0.80 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31513 -0 -31521 --1 -0 -28 -0 -0 -#31506~ -31553 -31554 --1 -1.50 -0.50 -15 -1 -12 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31516 -0 -31527 --1 -0 -28 -0 -0 -#31507~ -31555 -31556 -350 -352 --1 -1.50 -0.50 -2 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31545 -0 -31557 --1 -0 -28 -0 -0 -#31508~ -31557 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31547 -0 -31564 --1 -0 -28 -0 -0 -#31509~ -31519 -31558 -31559 --1 -1.50 -0.50 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31548 -0 -31572 --1 -0 -28 -0 -0 -#31510~ -31560 -31561 -31562 -31563 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31546 -0 -31556 --1 -0 -28 -0 -0 -#31511~ -31564 -31565 -31566 --1 -1.50 -0.50 -8 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31542 -0 -31561 --1 -0 -28 -0 -0 -#31512~ -31567 -31568 -31569 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31544 -0 -31559 --1 -0 -28 -0 -0 -#31513~ -31573 -31574 -31575 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31519 -0 -31532 --1 -0 -28 -0 -0 -#31514~ -31570 -31571 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31517 -0 -31530 --1 -0 -28 -0 -0 -#31515~ -31576 -31577 -31586 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -7 -31518 -0 -31531 --1 -0 -28 -0 -0 -#31516~ -31585 -31566 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31520 -0 -31533 --1 -0 -28 -0 -0 -#31517~ -31587 -31588 -31589 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31521 -0 -31534 --1 -0 -28 -0 -0 -#31518~ -31590 -31591 -31592 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31522 -0 -31535 --1 -0 -28 -0 -0 -#31519~ -381 -386 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31528 -0 -31541 --1 -0 -28 -0 -0 -#31520~ -31578 -31579 -31580 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31524 -0 -31537 --1 -0 -28 -0 -0 -#31521~ -31581 -31582 -31583 -31584 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31523 -0 -31536 --1 -0 -28 -0 -0 -#31522~ -31595 -31594 -31593 --1 -1.50 -0.80 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31526 -0 -31539 --1 -0 -28 -0 -0 -#31523~ -31597 -31596 --1 -1.50 -0.80 -12 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31525 -0 -31538 --1 -0 -28 -0 -0 -#31524~ -31524 -31598 --1 -1.50 -0.80 -11 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31534 -0 -31547 --1 -0 -28 -0 -0 -#31525~ -31599 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31539 -0 -31552 --1 -0 -28 -0 -0 -#31526~ -375 -31315 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31538 -0 -31551 --1 -0 -28 -0 -0 -#31527~ --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31537 -0 -31550 --1 -0 -28 -0 -0 -#31528~ --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31536 -0 -31549 --1 -0 -28 -0 -0 -#31529~ -31606 -31605 -31604 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31533 -0 -31546 --1 -0 -28 -0 -0 -#31530~ -31608 -31607 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31532 -0 -31545 --1 -0 -28 -0 -0 -#31531~ -31610 -31609 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31531 -0 -31544 --1 -0 -28 -0 -0 -#31532~ -31612 -31611 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31530 -0 -31543 --1 -0 -28 -0 -0 -#31533~ -31613 -31615 -31614 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31529 -0 -31542 --1 -0 -28 -0 -0 -#31534~ -31618 -31617 -31616 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31535 -0 -31548 --1 -0 -28 -0 -0 -#31535~ -31621 -31620 -31619 --1 -1.34 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31540 -0 -31553 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/316.shp b/lib/world/shp/316.shp deleted file mode 100644 index 314d23f..0000000 --- a/lib/world/shp/316.shp +++ /dev/null @@ -1,424 +0,0 @@ -CircleMUD v3.0 Shop File~ -#31600~ -31625 -31624 -31622 --1 -1.50 -0.80 -55 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31615 -112 -31607 --1 -0 -28 -0 -0 -#31601~ -31623 -31626 -31627 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too ppor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31624 -112 -31610 --1 -0 -28 -0 -0 -#31605~ -31620 -31621 -31619 --1 -1.50 -0.80 -10 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31625 -112 -31605 --1 -0 -28 -0 -0 -#31606~ -31628 -31629 -31630 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31626 -112 -31606 --1 -0 -28 -0 -0 -#31622~ -31636 -31637 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31617 -88 -31622 --1 -0 -28 -0 -0 -#31625~ -31631 -31632 -31633 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -31616 -88 -31625 --1 -0 -28 -0 -0 -#31629~ -31638 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31618 -0 -31629 --1 -0 -28 -0 -0 -#31630~ -31642 -31643 -31644 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -31627 -56 -31630 --1 -0 -28 -0 -0 -#31631~ -31639 -31640 -31641 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31623 -0 -31631 --1 -0 -28 -0 -0 -#31640~ -31645 -31646 -31647 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31629 -56 -31640 --1 -0 -28 -0 -0 -#31642~ -31648 -31649 -31650 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -31628 -56 -31642 --1 -0 -28 -0 -0 -#31651~ -31659 -31660 -31661 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31631 -104 -31651 --1 -0 -28 -0 -0 -#31652~ -31656 -31657 -31658 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31632 -104 -31652 --1 -0 -28 -0 -0 -#31653~ -31651 -31655 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31633 -104 -31653 --1 -0 -28 -0 -0 -#31654~ -31652 -31653 -31654 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31614 -104 -31654 --1 -0 -28 -0 -0 -#31660~ -31662 -31663 -31664 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -31634 -40 -31660 --1 -0 -28 -0 -0 -#31663~ -31665 -31666 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -31612 -56 -31663 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/317.shp b/lib/world/shp/317.shp deleted file mode 100644 index bcc6199..0000000 --- a/lib/world/shp/317.shp +++ /dev/null @@ -1,79 +0,0 @@ -CircleMUD v3.0 Shop File~ -#31700~ -301 --1 -1.28 -0.80 -12 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -7 -31701 -0 -31734 --1 -0 -28 -0 -0 -#31701~ -31721 -31722 -31723 -31724 --1 -1.80 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31717 -0 -31718 --1 -0 -28 -0 -0 -#31702~ -31725 -31726 -31727 -31728 -31729 --1 -1.67 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31720 -0 -31725 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/318.shp b/lib/world/shp/318.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/318.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/319.shp b/lib/world/shp/319.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/319.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/32.shp b/lib/world/shp/32.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/32.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/320.shp b/lib/world/shp/320.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/320.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/321.shp b/lib/world/shp/321.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/321.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/322.shp b/lib/world/shp/322.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/322.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/323.shp b/lib/world/shp/323.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/323.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/324.shp b/lib/world/shp/324.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/324.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/325.shp b/lib/world/shp/325.shp deleted file mode 100644 index c408936..0000000 --- a/lib/world/shp/325.shp +++ /dev/null @@ -1,220 +0,0 @@ -CircleMUD v3.0 Shop File~ -#32503~ -32514 -32515 -32516 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32504 -0 -32503 --1 -0 -28 -0 -0 -#32504~ -32559 -32560 -32561 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32546 -0 -32504 --1 -0 -28 -0 -0 -#32516~ --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32505 -0 -32577 --1 -0 -0 -0 -0 -#32517~ -32527 -32528 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32515 -0 -32517 --1 -0 -28 -0 -0 -#32519~ -32562 -32563 -32564 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32547 -0 -32531 -32519 --1 -0 -28 -0 -0 -#32521~ -3050 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32506 -0 -32512 --1 -0 -28 -0 -0 -#32522~ -32565 -32566 -32567 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32548 -0 -32522 --1 -0 -28 -0 -0 -#32529~ -32570 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32551 -0 -32529 --1 -0 -28 -0 -0 -#32544~ -32525 -32506 -32570 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32512 -0 -32544 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/326.shp b/lib/world/shp/326.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/326.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/33.shp b/lib/world/shp/33.shp deleted file mode 100644 index b5f1cca..0000000 --- a/lib/world/shp/33.shp +++ /dev/null @@ -1,80 +0,0 @@ -CircleMUD v3.0 Shop File~ -#3301~ -3300 -3301 -3308 -3309 -3310 --1 -1.10 -0.90 --1 -%s We didn't grow any of those this year.~ -%s You don't have that!~ -%s I won't buy that!~ -%s I can't buy that!~ -%s You can't buy that!~ -%s Ok, %d coins please!~ -%s Ok, %d coins please!~ -2 -6 -3304 -0 -3350 --1 -8 -22 -0 -0 -#3302~ -3032 -3037 -3038 -3039 --1 -1.10 -0.90 --1 -%s Could you repeat that please?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s But you haven't the money!~ -%s Ok, %d gold please.~ -%s Ok, %d gold please.~ -2 -6 -3301 -0 -3345 --1 -8 -22 -0 -0 -#3303~ -3319 -3320 -3321 --1 -1.20 -0.80 --1 -%s I don't know how to make one of those!~ -%s We don't *buy* drinks... we sell 'em!~ -%s We don't *buy* drinks... we sell 'em!~ -%s We don't *buy* drinks... we sell 'em!~ -%s I don't give 'em away free, you know!~ -%s That's %d gold.~ -%s We don't *buy* drinks... we sell 'em!~ -2 -6 -3314 -0 -3357 --1 -11 -18 -20 -22 -$~ diff --git a/lib/world/shp/343.shp b/lib/world/shp/343.shp deleted file mode 100644 index 9e9f3e4..0000000 --- a/lib/world/shp/343.shp +++ /dev/null @@ -1,59 +0,0 @@ -CircleMUD v3.0 Shop File~ -#34300~ -3009 -3011 -3013 -3014 -3012 -3015 -3010 -3015 --1 -0.00 -0.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -34301 -0 -34398 --1 -0 -28 -0 -0 -#34301~ -3009 -3010 -3011 -3012 -3013 -3014 --1 -0.00 -0.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 --1 -0 --1 -0 -28 -0 -28 -$~ diff --git a/lib/world/shp/345.shp b/lib/world/shp/345.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/345.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/346.shp b/lib/world/shp/346.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/346.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/35.shp b/lib/world/shp/35.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/35.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/36.shp b/lib/world/shp/36.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/36.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/37.shp b/lib/world/shp/37.shp deleted file mode 100644 index dec4265..0000000 --- a/lib/world/shp/37.shp +++ /dev/null @@ -1,2 +0,0 @@ -CircleMUD v3.0 Shop File~ -$~ diff --git a/lib/world/shp/38.shp b/lib/world/shp/38.shp deleted file mode 100644 index dec4265..0000000 --- a/lib/world/shp/38.shp +++ /dev/null @@ -1,2 +0,0 @@ -CircleMUD v3.0 Shop File~ -$~ diff --git a/lib/world/shp/39.shp b/lib/world/shp/39.shp deleted file mode 100644 index c431f96..0000000 --- a/lib/world/shp/39.shp +++ /dev/null @@ -1,240 +0,0 @@ -CircleMUD v3.0 Shop File~ -#3900~ -3952 -3951 -3983 --1 -1.10 -0.90 --1 -%s I don't have me none o' dat!~ -%s You don't got none o' dat!~ -%s I don't have no uses for dat stuff.~ -%s I can't buy dat! You think me be made o' money?~ -%s You ain't got dat sort o' money? You think me be stupid?~ -%s Gimme %d moneys!~ -%s I give you %d moneys for dat.~ -0 -6 -3917 -0 -3900 -3901 -3902 -3903 -3904 -3905 -3906 -3907 -3908 -3909 -3910 -3911 -3912 -3913 -3914 -3915 -3916 -3917 -3918 -3919 -3920 -3921 -3922 -3923 -3924 -3925 -3926 -3927 -3928 -3929 -3930 -3931 -3932 -3933 -3934 -3935 -3936 -3937 -3938 -3939 -3940 -3941 -3942 -3944 -3943 -3945 -3946 -3947 -3948 -3949 -3950 -3951 -3952 -3953 -3954 -3955 -3956 -3957 -3958 -3959 -3960 -3961 -3962 -3963 -3964 -3965 -3966 -3967 -3968 -3969 -3970 -3971 -3972 -3973 -3974 -3975 -3976 -3977 -3978 -3979 -3980 -3981 -3982 -3983 -3984 -3985 -3986 -3987 -3988 -3989 -3990 -3991 -3992 -3993 -3994 -3995 -3996 -3997 -3998 -3999 --1 -0 -28 -0 -0 -#3901~ -3921 -3922 --1 -2.00 -0.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -3971 -0 -3940 --1 -0 -28 -0 -0 -#3902~ -3999 -3925 -3926 -3928 -3929 -3930 -3994 -3995 -3927 --1 -2.00 -0.50 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s Get your cheap self out of my shop.~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -3955 -0 -3957 --1 -0 -28 -0 -0 -#3903~ -3946 -3965 -3957 -3984 -3956 --1 -2.00 -0.50 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -3973 -0 -3972 --1 -0 -28 -0 -0 -#3904~ -3932 -3933 -3934 -3935 -3936 -3937 --1 -2.00 -0.50 -3 -10 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -3956 -0 -3966 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/4.shp b/lib/world/shp/4.shp deleted file mode 100644 index 08a7201..0000000 --- a/lib/world/shp/4.shp +++ /dev/null @@ -1,80 +0,0 @@ -CircleMUD v3.0 Shop File~ -#449~ -400 -401 -409 -410 --1 -1.40 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -449 -0 -449 --1 -0 -28 -0 -0 -#453~ -407 -416 -417 --1 -1.30 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -453 -0 -453 --1 -7 -22 -0 -0 -#481~ -403 -418 -419 -420 --1 -1.12 -0.60 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -481 -32 -481 --1 -7 -12 -13 -22 -$~ diff --git a/lib/world/shp/40.shp b/lib/world/shp/40.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/40.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/41.shp b/lib/world/shp/41.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/41.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/42.shp b/lib/world/shp/42.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/42.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/43.shp b/lib/world/shp/43.shp deleted file mode 100644 index 3e04bb4..0000000 --- a/lib/world/shp/43.shp +++ /dev/null @@ -1,78 +0,0 @@ -CircleMUD v3.0 Shop File~ -#4300~ -4311 -4312 -4313 -4316 --1 -1.50 -0.90 --1 -%s Our hunters don't kill that.~ -%s You ain't got that item.~ -%s I only sell!~ -%s I'm low on cash at the moment, come back later.~ -%s Come back later, when you have enough money!~ -%s Thank you have a nice day.~ -%s Thank you have a nice day.~ -0 -6 -4309 -0 -4385 --1 -0 -28 -0 -0 -#4301~ -4314 -4315 -4317 --1 -1.50 -0.90 --1 -%s Sorry, I don't make that.~ -%s You don't have that.~ -%s I don't want that.~ -%s I don't seem to have that much.~ -%s Not enough money there.~ -%s Thank you, come again.~ -%s Thank you, come again.~ -0 -6 -4310 -0 -4386 --1 -0 -28 -0 -0 -#4302~ -4318 -4319 -4320 --1 -2.00 -0.50 --1 -%s That's not in stock.~ -%s You don't have that.~ -%s I don't want that item.~ -%s I don't have THAT much money!~ -%s You don't have enough money for that.~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -4311 -0 -4387 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/44.shp b/lib/world/shp/44.shp deleted file mode 100644 index dec4265..0000000 --- a/lib/world/shp/44.shp +++ /dev/null @@ -1,2 +0,0 @@ -CircleMUD v3.0 Shop File~ -$~ diff --git a/lib/world/shp/45.shp b/lib/world/shp/45.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/45.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/46.shp b/lib/world/shp/46.shp deleted file mode 100644 index dec4265..0000000 --- a/lib/world/shp/46.shp +++ /dev/null @@ -1,2 +0,0 @@ -CircleMUD v3.0 Shop File~ -$~ diff --git a/lib/world/shp/5.shp b/lib/world/shp/5.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/5.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/50.shp b/lib/world/shp/50.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/50.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/51.shp b/lib/world/shp/51.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/51.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/52.shp b/lib/world/shp/52.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/52.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/53.shp b/lib/world/shp/53.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/53.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/54.shp b/lib/world/shp/54.shp deleted file mode 100644 index d384477..0000000 --- a/lib/world/shp/54.shp +++ /dev/null @@ -1,511 +0,0 @@ -CircleMUD v3.0 Shop File~ -#5405~ -5467 -5468 -5469 --1 -1.10 -0.90 -17 --1 -%s I don't know how to make one of those!~ -%s I don't *buy* drinks... we sell 'em!~ -%s I don't *buy* drinks... we sell 'em!~ -%s I don't *buy* drinks... we sell 'em!~ -%s I don't give 'em away free, you know!~ -%s That's %d gold.~ -%s I don't *buy* drinks... we sell 'em!~ -1 -6 -5405 -0 -5402 --1 -0 -28 -0 -0 -#5410~ -5440 -5441 -5442 -5443 -5445 -5491 --1 -1.10 -0.90 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -5410 -0 -5535 --1 -0 -28 -0 -0 -#5411~ -5434 -5435 -5436 -5437 -5438 -5439 --1 -1.50 -0.40 -1 -15 -19 -13 -8 --1 -%s Haven't got that on storage - try list!~ -%s You don't seem to have that.~ -%s I don't buy THAT... Try another shop.~ -%s I can't afford such a treasure.~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -0 -6 -5411 -0 -5528 --1 -0 -28 -0 -0 -#5413~ -5446 -5447 -5448 -5449 -5450 -5451 -5452 -5453 -5454 -5455 --1 -1.05 -0.15 --1 -%s Sorry, I haven't got exactly that item.~ -%s You don't seem to have that.~ -%s I don't buy such items.~ -%s That is too expensive for me!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -0 -6 -5413 -0 -5514 --1 -0 -28 -0 -0 -#5414~ -5456 -5457 -5458 -5459 -5460 --1 -1.30 -0.90 --1 -%s I've never heard of that... what kind of vegetable is it?~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s If you come back with more money, I may consider selling it.~ -%s That's %d coins... can I wrap it up for you?~ -%s I don't buy.~ -0 -6 -5414 -0 -5515 --1 -0 -28 -0 -0 -#5415~ -5461 -5462 -5463 --1 -1.10 -0.90 -19 --1 -%s I didn't kill any of those this season, sorry.~ -%s I don't buy that.~ -%s I don't buy that.~ -%s I don't buy that when I don't have the money.~ -%s That costs money. Something you don't have... sorry.~ -%s That costs %d coins.~ -%s Here are %d coins, thank you for your business.~ -0 -6 -5415 -0 -5522 --1 -0 -28 -0 -0 -#5416~ -5415 -5416 -5417 -5418 -5419 -5420 -5421 --1 -1.30 -0.50 -9 --1 -%s Haven't got that on storage - try list!~ -%s You don't seem to have that.~ -%s I only buy armors.. Go away!~ -%s That is too expensive for me - Try a wizard!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -2 -6 -5416 -40 -5529 --1 -0 -28 -0 -0 -#5417~ -5403 -5404 -5405 -5406 -5407 -5408 -5409 -5410 -5411 -5412 -5413 -5414 --1 -1.30 -0.40 -5 --1 -%s I haven't got that kind of a weapon~ -%s You don't carry that weapon~ -%s I only buy weapons.~ -%s I can't afford such a great weapon~ -%s Sorry, but NO CREDIT~ -%s That just costs %d coins.~ -%s Here is %d coins for that.~ -0 -6 -5417 -0 -5536 --1 -0 -28 -0 -0 -#5418~ -5464 -5465 --1 -2.00 -0.50 -19 --1 -%s Sorry buddy, I don't sell that.~ -%s Why don't you sell something you own?~ -%s I don't buy such items!~ -%s That is much to valuable for you to let go!~ -%s No money. Off with ya then!~ -%s That will be %d gold.~ -%s Here is %d gold for that.~ -0 -6 -5418 -0 -5432 --1 -6 -12 -13 -20 -#5433~ --1 -2.00 -0.50 -2 -3 -4 -8 --1 -%s Don't have one, but I think I might be able to find one...~ -%s You have one? Really? Let me see!~ -%s I'm not interested. Anything else?~ -%s Too rich for my blood!~ -%s Perhaps you should go visit the bank first...~ -%s That's just %d coins, cash in advance.~ -%s I'll take that for %d coins, thank you!~ -2 -6 -5433 -8 -5403 -5404 -5405 -5406 -5407 -5408 -5409 -5410 -5414 -5415 -5416 -5417 -5418 -5419 -5420 -5421 -5422 -5424 -5425 -5426 -5427 -5428 -5429 -5430 -5434 -5435 -5436 -5437 -5438 -5439 -5440 -5441 -5442 -5444 -5445 -5446 -5447 -5448 -5449 -5450 -5451 -5452 -5453 -5454 -5455 -5456 -5460 -5461 -5462 -5463 -5464 --1 -0 -28 -0 -0 -#5465~ -3060 -3061 --1 -1.20 -0.90 -22 --1 -%s Sorry pal, I have not got that kind of ship.~ -%s Ok, but let me see it first.~ -%s I only trade ships.~ -%s I can't afford such a nice ship.~ -%s This ship is too expensive for you.~ -%s Here is your ship, I'll take %d gold coins.~ -%s What a fine deal, you get %d gold coins.~ -0 -6 -5465 -0 -5542 --1 -6 -22 -0 -0 -#5466~ -5487 -5488 -5489 --1 -1.20 -0.50 -9 -5 --1 -%s Havn't got that in storage, try LIST!~ -%s You can't sell what you dont HAVE!~ -%s Sorry, I'm not a fence.~ -%s I'd love to buy it, I just can't spare the coinage~ -%s Bah, come back when you can pay!~ -%s That'll be %d coins -- thank you.~ -%s I'll give ya %d coins for that!~ -0 -6 -5466 -0 -5544 --1 -0 -28 -0 -0 -#5479~ -5470 -5471 -5472 -5473 -5474 --1 -1.20 -0.80 -10 --1 -%s We don't have any of those, Sugar.~ -%s Are you sure you have one, handsome?~ -%s I don't buy those, darling.~ -%s I'm a little strapped -- how about a gift?~ -%s Perhaps later, when you've more cash, honey.~ -%s That's %d coins, love.~ -%s Here's %d coins, friend.~ -0 -6 -5479 -0 -5523 --1 -7 -17 -0 -0 -#5480~ -5478 -5479 -5480 -5481 -5482 --1 -1.80 -0.50 -11 -12 -3 -4 --1 -%s Sorry buddy, I don't sell that.~ -%s Why don't you sell something you own?~ -%s I don't buy that kind of crap!~ -%s That is much to valuable for you to let go!~ -%s No money. I killed my mother for less.~ -%s That will be %d gold.~ -%s Here is %d gold for that.~ -0 -6 -5480 -0 -5524 --1 -0 -12 -13 -20 -#5483~ -5475 -5476 -5477 --1 -1.30 -0.70 --1 -%s It's very noisy in here, what did you say you wanted to buy?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s Are you drunk or what ?? - NO CREDIT!~ -%s That'll be - say %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -5483 -0 -5538 --1 -0 -28 -0 -0 -#5484~ -5422 -5423 -5424 -5425 -5426 -5427 -5428 -5429 -5430 -5431 -5432 -5433 --1 -1.10 -0.50 -9 --1 -%s Havn't got that in storage, try LIST!~ -%s You can't sell what you dont HAVE!~ -%s Sorry, I'm not a fence.~ -%s I'd love to buy it, I just can't spare the coinage~ -%s Bah, come back when you can pay!~ -%s That'll be %d coins -- thank you.~ -%s I'll give ya %d coins for that!~ -0 -6 -5484 -0 -5537 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/55.shp b/lib/world/shp/55.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/55.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/555.shp b/lib/world/shp/555.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/555.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/556.shp b/lib/world/shp/556.shp deleted file mode 100644 index 699298c..0000000 --- a/lib/world/shp/556.shp +++ /dev/null @@ -1,76 +0,0 @@ -CircleMUD v3.0 Shop File~ -#55603~ -55522 -55542 --1 -1.00 -1.00 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -55568 -0 -55603 --1 -0 -28 -0 -0 -#55605~ -55541 -55532 -55531 --1 -1.00 -1.00 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -55569 -0 -55605 --1 -0 -28 -0 -0 -#55606~ -55568 --1 -1.00 -1.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -55570 -0 -55606 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/56.shp b/lib/world/shp/56.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/56.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/57.shp b/lib/world/shp/57.shp deleted file mode 100644 index aa06b01..0000000 --- a/lib/world/shp/57.shp +++ /dev/null @@ -1,28 +0,0 @@ -CircleMUD v3.0 Shop File~ -#5713~ -5700 -5708 -5798 -5730 --1 -2.00 -0.50 --1 -%s Feck off, i don't have that!~ -%s You don't have that feckin' item.~ -%s Feck off, I don't trade in such pieces of crap!~ -%s I can't afford that!~ -%s You're too feckin' poor!~ -%s That'll be %d coins, now feck off!~ -%s I'll give you %d coins for that.~ -0 -6 -5713 -0 -5713 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/6.shp b/lib/world/shp/6.shp deleted file mode 100644 index 9b14fc6..0000000 --- a/lib/world/shp/6.shp +++ /dev/null @@ -1,68 +0,0 @@ -CircleMUD v3.0 Shop File~ -#634~ -635 -636 -637 -638 -639 -640 -641 --1 -1.25 -0.75 --1 -%s Sorry, I don't serve that.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s This is not a homeless shelter, you've got to pay.~ -%s Let me see, with my 25 percent tip, that comes to %d coins please.~ -%s I'll give you %d coins for that.~ -0 -4 -634 -0 -634 --1 -7 -22 -0 -0 -#635~ -600 -602 -617 -634 --1 -2.00 -0.20 -1 -4 -5 -8 -9 -10 -11 -15 -19 -17 -21 --1 -%s oh you know what would be a little better?~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s This is not a homeless shelter, you've got to pay.~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -635 -0 -635 --1 -7 -22 -0 -0 -$~ diff --git a/lib/world/shp/60.shp b/lib/world/shp/60.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/60.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/61.shp b/lib/world/shp/61.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/61.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/62.shp b/lib/world/shp/62.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/62.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/63.shp b/lib/world/shp/63.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/63.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/64.shp b/lib/world/shp/64.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/64.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/65.shp b/lib/world/shp/65.shp deleted file mode 100644 index f79399c..0000000 --- a/lib/world/shp/65.shp +++ /dev/null @@ -1,84 +0,0 @@ -CircleMUD v3.0 Shop File~ -#6503~ -6504 -6505 -6510 -6512 -6517 --1 -1.90 -0.30 -9 -5 --1 -%s We don't have any in storage, sorry!~ -%s Check your possessions, you don't have that.~ -%s I don't care for those types of goods.~ -%s I can't afford something that great!~ -%s You can't afford it, and don't ask a God for the money!~ -%s That'll cost you %d coins, please.~ -%s You'll get %d coins for that.~ -1 -6 -6503 -0 -6516 --1 -1 -28 -0 -0 -#6504~ -6518 -6519 -6520 -6521 -6522 -6523 --1 -1.90 -0.20 -1 -15 -17 -19 --1 -%s Haven't got that on storage!~ -%s You don't seem to have that!~ -%s I don't buy those types, try another shop.~ -%s I cannot afford such a great treasure!~ -%s You can't afford that!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for that!~ -0 -6 -6504 -0 -6535 --1 -6 -18 -20 -28 -#6535~ --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -1 -0 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/653.shp b/lib/world/shp/653.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/653.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/654.shp b/lib/world/shp/654.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/654.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/7.shp b/lib/world/shp/7.shp deleted file mode 100644 index dec4265..0000000 --- a/lib/world/shp/7.shp +++ /dev/null @@ -1,2 +0,0 @@ -CircleMUD v3.0 Shop File~ -$~ diff --git a/lib/world/shp/70.shp b/lib/world/shp/70.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/70.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/71.shp b/lib/world/shp/71.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/71.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/72.shp b/lib/world/shp/72.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/72.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/73.shp b/lib/world/shp/73.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/73.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/74.shp b/lib/world/shp/74.shp deleted file mode 100644 index dec4265..0000000 --- a/lib/world/shp/74.shp +++ /dev/null @@ -1,2 +0,0 @@ -CircleMUD v3.0 Shop File~ -$~ diff --git a/lib/world/shp/75.shp b/lib/world/shp/75.shp deleted file mode 100644 index 1ef1124..0000000 --- a/lib/world/shp/75.shp +++ /dev/null @@ -1,114 +0,0 @@ -CircleMUD v3.0 Shop File~ -#7500~ -7521 -7522 -7520 --1 -1.20 -0.80 -8 -5 -19 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You can't afford my drinks! Get out!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -7522 -0 -7522 --1 -1 -28 -0 -0 -#7501~ -7587 -7588 --1 -1.20 -0.80 -15 -1 -11 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -7588 -0 -7588 --1 -6 -23 -0 -0 -#7502~ -7507 -7508 -7509 -7510 --1 -1.20 -0.80 -19 -15 --1 -%s Sorry, I only stock the best food in town.~ -%s You don't seem to have that.~ -%s I don't want that!~ -%s I can't afford that!~ -%s Sorry, no charity.~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -7589 -0 -7589 --1 -7 -23 -0 -0 -#7503~ -7590 -7537 -7506 --1 -1.20 -0.80 -3 -10 -2 -4 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor! Get out of here you bum!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -7590 -0 -7590 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/78.shp b/lib/world/shp/78.shp deleted file mode 100644 index 5133627..0000000 --- a/lib/world/shp/78.shp +++ /dev/null @@ -1,56 +0,0 @@ -CircleMUD v3.0 Shop File~ -#7801~ -7803 -7804 -7805 -7806 -7807 -7808 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -7802 -0 -7820 --1 -0 -28 -0 -0 -#7802~ -7809 -7810 -7811 -7812 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -7803 -0 -7822 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/79.shp b/lib/world/shp/79.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/79.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/83.shp b/lib/world/shp/83.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/83.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/86.shp b/lib/world/shp/86.shp deleted file mode 100644 index dec4265..0000000 --- a/lib/world/shp/86.shp +++ /dev/null @@ -1,2 +0,0 @@ -CircleMUD v3.0 Shop File~ -$~ diff --git a/lib/world/shp/9.shp b/lib/world/shp/9.shp deleted file mode 100644 index 185c943..0000000 --- a/lib/world/shp/9.shp +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/shp/90.shp b/lib/world/shp/90.shp deleted file mode 100644 index dec4265..0000000 --- a/lib/world/shp/90.shp +++ /dev/null @@ -1,2 +0,0 @@ -CircleMUD v3.0 Shop File~ -$~ diff --git a/lib/world/shp/96.shp b/lib/world/shp/96.shp deleted file mode 100644 index 99de4a3..0000000 --- a/lib/world/shp/96.shp +++ /dev/null @@ -1,28 +0,0 @@ -CircleMUD v3.0 Shop File~ -#9600~ -9615 -9606 -9604 --1 -1.20 -0.70 -10 --1 -%s I don't carry that, fool!~ -%s You don't have that. Check your inventory.~ -%s I trade in only what I sell.~ -%s Er...I don't seem to have the funds for that item.~ -%s What are you trying to pull! You can't pay for that!~ -%s Really? Ok! That's...%d coins.~ -%s Against my better judgement, I'll pay %d coins.~ -0 -6 -9603 -0 -9600 --1 -0 -28 -0 -0 -$~ diff --git a/lib/world/shp/index b/lib/world/shp/index index c8a3b27..ded3d4a 100644 --- a/lib/world/shp/index +++ b/lib/world/shp/index @@ -1,170 +1,3 @@ 0.shp 1.shp -2.shp -3.shp -4.shp -5.shp -6.shp -7.shp -11.shp -13.shp -14.shp -16.shp -17.shp -18.shp -19.shp -20.shp -22.shp -25.shp -26.shp -27.shp -28.shp -30.shp -31.shp -32.shp -33.shp -37.shp -38.shp -39.shp -41.shp -42.shp -43.shp -44.shp -45.shp -46.shp -54.shp -55.shp -56.shp -57.shp -65.shp -74.shp -75.shp -78.shp -83.shp -86.shp -90.shp -96.shp -100.shp -101.shp -103.shp -104.shp -106.shp -107.shp -115.shp -117.shp -118.shp -120.shp -125.shp -130.shp -140.shp -150.shp -169.shp -175.shp -186.shp -187.shp -200.shp -201.shp -211.shp -220.shp -232.shp -233.shp -234.shp -235.shp -236.shp -237.shp -238.shp -239.shp -240.shp -241.shp -242.shp -243.shp -244.shp -245.shp -246.shp -247.shp -248.shp -249.shp -250.shp -251.shp -252.shp -253.shp -254.shp -255.shp -256.shp -257.shp -258.shp -259.shp -260.shp -261.shp -262.shp -263.shp -264.shp -265.shp -266.shp -267.shp -268.shp -269.shp -270.shp -271.shp -272.shp -273.shp -274.shp -275.shp -276.shp -277.shp -278.shp -279.shp -280.shp -281.shp -282.shp -283.shp -284.shp -285.shp -286.shp -287.shp -288.shp -289.shp -290.shp -291.shp -292.shp -293.shp -294.shp -295.shp -296.shp -298.shp -299.shp -300.shp -301.shp -302.shp -303.shp -304.shp -305.shp -306.shp -307.shp -308.shp -309.shp -310.shp -311.shp -312.shp -313.shp -314.shp -315.shp -316.shp -317.shp -318.shp -319.shp -320.shp -321.shp -322.shp -323.shp -324.shp -325.shp -326.shp -343.shp -345.shp -346.shp -555.shp -556.shp -653.shp -654.shp $ diff --git a/lib/world/shp/index.mini b/lib/world/shp/index.mini index b30c126..857f13a 100644 --- a/lib/world/shp/index.mini +++ b/lib/world/shp/index.mini @@ -1,4 +1 @@ -0.shp -12.shp -30.shp $ diff --git a/lib/world/trg/0.trg b/lib/world/trg/0.trg index db8a2e2..185c943 100644 --- a/lib/world/trg/0.trg +++ b/lib/world/trg/0.trg @@ -1,2982 +1 @@ -#0 -Non-attachable trigger~ -0 g 100 -~ -* You can't attach trigger 0! -~ -#1 -Mob Tutorial Example Quest Offer - M14~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A very basic 3 trigger receive quest. Trigs 1-3. -* Make sure the actor is a player first. -if %actor.is_pc% && %direction% == south - * only greet players coming from the south. - * wait 1 second, always give the player time before you start sending text. - wait 1 sec - say Can you help me, %actor.name%? - wait 1 sec - say An ogre has something of mine. - wait 1 sec - say If you slay him I'll give you all the coins I can spare. - wait 1 sec - say Please, bring me the wings he has stolen. -end -~ -#2 -Mob Tutorial Example Kill Ogre - 16~ -0 f 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A very basic 3 trigger receive quest. Trigs 1-3. -say You got the best of me, %actor.name%. But I'll be back. -* Load the wings to be returned to the questmaster. -%load% obj 1 -* Reload the mob for the next questor. -%load% mob %self.vnum% -~ -#3 -Mob Tutorial Example Completion - 14~ -0 j 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A very basic 3 trigger receive quest. Trigs 1-3. -* Check if this was indeed the right object. -if %object.vnum% == 1 - wait 1 sec - say Thank you, %actor.name% - %send% %actor% %self.name% gives you a gold piece. -%echoaround% %actor% %actor.name% is rewarded for %hisher% valor. - * Reward the actor with an entire gold coin! - nop %actor.gold(1)% - wait 5 sec - %purge% %object% -else - * This isn't the right object - don't accept it. - say I don't want that - bring me back my wings. - return 0 -end -~ -#4 -Tutorial II Guard Greet - 24~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A basic guard bribe trigger. Trigs 4, 5, 7, 8. -* This is a N S road so only greet players arriving from the south. -if %direction% == south && %actor.is_pc% - wait 1 sec - emote snaps to attention. - wait 1 sec - say Admittance to the city is 10 coins. -end -~ -#5 -Tutorial II Guard Bribe 10 - 24~ -0 m 1 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A basic guard bribe trigger. Trigs 4, 5, 7, 8. -* This is a comment. Always use amplifying comments to explain your Triggers! -* If actor gives 10 coins or more. -if %amount% >= 10 - * If more than 10 give them change. - if %amount% > 10 - eval change %amount% - 10 - give %change% coin %actor.name% - end - * Otherwise they must have given exactly 10 coins, open the gate. - say Thank you. - wait 1 sec - unlock gateway - wait 1 sec - open gateway - wait 10 sec - close gateway - wait 1 sec - lock gateway - * Else they gave too few! be nice and refund them. -else - say only %amount% coins, I require 10. - give %amount% coin %actor.name% -end -~ -#6 -Obj Command Magic Eight Ball - O47~ -1 c 2 -shake~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Numeric Arg: 2 means in character's carried inventory. -* Command trigs do not work for level 33 and above. -* There are 20 possible answers that the Magic Eight Ball can give. -* Of these, nine are full positive, two are full negative, one is -* mostly positive, three are mostly negative, and five are abstentions. -* -* Check arguments if they match. /= checks abbreviations. -set argcheck 'ball 'eightball -if %argcheck.contains('%arg%)% - * Echo text to everyone else in the room and the actor. - %echoaround% %actor% %actor.name% shakes %self.shortdesc% vigorously. - %send% %actor% You shake %self.shortdesc% vigorously. - * Use a switch to choose a random response (1-20). - switch %random.20% - * Send the answer! %self% is the 8ball, or whatever the trig is attached to. - * Only the actor sees the answer. - * Case is what we are trying to match. Does %random.20% == 1? - case 1 - %send% %actor% %self.shortdesc% reveals the answer: Outlook Good - * We are done with this case so check the next one. - break - case 2 - %send% %actor% %self.shortdesc% reveals the answer: Outlook Not So Good - break - case 3 - %send% %actor% %self.shortdesc% reveals the answer: My Reply Is No - break - case 4 - %send% %actor% %self.shortdesc% reveals the answer: Don't Count On It - break - case 5 - %send% %actor% %self.shortdesc% reveals the answer: You May Rely On It - break - case 6 - %send% %actor% %self.shortdesc% reveals the answer: Ask Again Later - break - case 7 - %send% %actor% %self.shortdesc% reveals the answer: Most Likely - break - case 8 - %send% %actor% %self.shortdesc% reveals the answer: Cannot Predict Now - break - case 9 - %send% %actor% %self.shortdesc% reveals the answer: Yes - break - case 10 - %send% %actor% %self.shortdesc% reveals the answer: Yes, definitely - break - case 11 - %send% %actor% %self.shortdesc% reveals the answer: Better Not Tell You Now - break - case 12 - %send% %actor% %self.shortdesc% reveals the answer: It Is Certain - break - case 13 - %send% %actor% %self.shortdesc% reveals the answer: Very Doubtful - break - case 14 - %send% %actor% %self.shortdesc% reveals the answer: It Is Decidedly So - break - case 15 - %send% %actor% %self.shortdesc% reveals the answer: Concentrate And Ask Again - break - case 16 - %send% %actor% %self.shortdesc% reveals the answer: Signs Point To Yes - break - case 17 - %send% %actor% %self.shortdesc% reveals the answer: My Sources Say No - break - case 18 - %send% %actor% %self.shortdesc% reveals the answer: Without A Doubt - break - case 19 - %send% %actor% %self.shortdesc% reveals the answer: Reply Hazy, Try Again - break - case 20 - %send% %actor% %self.shortdesc% reveals the answer: As I See It, Yes - break - * Every switch should have a default. A catch-all if the cases do not match. - default - %send% %actor% %self.shortdesc% explodes since your question is unanswerable. - break - * Every switch must have a done! Just like every if needs an end! - done - * The actor didn't use the command shake with arg ball or eightball. -else - * Return 0 allows the command to continue through to the MUD. The player will - * get the Huh!?! response or the shake social if you have one. - return 0 -end -~ -#7 -Tutorial II Guard Closes Gate - 24~ -0 e 0 -The gate is opened from~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A basic guard bribe trigger. Trigs 4, 5, 7, 8. -* This is required to close the gate after someone opens it from the other -* side. -wait 5 sec -close gate -wait 1 sec -lock gate -~ -#8 -Tutorial II Guard Closes Gate 2 - 24~ -0 e 0 -leaves north.~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A basic guard bribe trigger. Trigs 4, 5, 7, 8. -* This is required to close the gate after the guard is bribed and someone -* leaves to the north. -wait 5 sec -close gate -wait 1 sec -lock gate -~ -#9 -Tutorial Quest 1317 - Starter~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Quest Trigs 9-12. If the player comes from the south and has not done the quest. -if %direction% == south && %actor.varexists(solved_tutorial_quest_zone_0)% - wait 1 sec - say you have already completed this quest. - wait 2 sec - say but you can try it again if you so desire. Would you like to find the magic eight ball again? - rdelete solved_tutorial_quest_zone_0 %actor.id% -else - wait 1 sec - say Hello, %actor.name%. Could you find me the magic eight ball? - say Please say yes, %actor.name%. -end -~ -#10 -Tutorial Quest 1317 - Accept~ -0 d 1 -yes~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Quest Trigs 9-12. If the player has not done the quest give them a hint. -if !%actor.varexists(solved_tutorial_quest_zone_0)% - wait 1 sec - say Perfect, %actor.name%. I'll make this easy. It is to the east. - wait 3 sec - say I'd go get it myself, but I'm lazy and you need the exercise. - wait 1 sec -end -~ -#11 -Tutorial Quest 1317 - Completion~ -0 j 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Quest Trigs 9-12. If the player returns the right object reward them. -if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 47 - set solved_tutorial_quest_zone_0 1 - remote solved_tutorial_quest_zone_0 %actor.id% - %purge% %object% - dance - wait 1 sec - say Thank you, %actor.name%. - nop %actor.exp(50)% - nop %actor.gold(50)% - say finally, now I can get some answers. - wait 1 sec - emote shakes the magic eight ball vigorously. - wait 1 sec - emote does not seem too pleased with his answer. -else - say I don't want that! - junk %object.name% -end -~ -#12 -Tutorial Quest 1441 - Load 8ball~ -2 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Quest Trigs 9-12. Drop the 8ball on their head when they enter. -wait 1 sec -%echoaround% %actor% A magic eight ball drops from the sky striking %actor.name% on the head. -%send% %actor% A magic eight ball drops from the sky striking you on the head. -%load% obj 1394 -%damage% %actor% %random.5% -~ -#13 -Restorative Comfy Bed 1401 - Sleep~ -1 c 4 -sl~ -set argcheck 'bed -if %cmd.mudcommand% == sleep && %argcheck.contains('%arg%)% - %force% %actor% sleep - set laying_in_comfy_bed_14 1 - remote laying_in_comfy_bed_14 %actor.id% -end -~ -#14 -Restorative Comfy Bed 1401 - Heal~ -1 b 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Healing Bed Trigs 13-15. Heals those who sleep on it. -set room_var %actor.room% -set target_char %room_var.people% -while %target_char% - set tmp_target %target_char.next_in_room% - if %target_char.varexists(laying_in_comfy_bed_14)% - %damage% %target_char% -10 - %send% %target_char% You feel refreshed from sleeping in the comfy bed. - end - set target_char %tmp_target% -done -~ -#15 -Restorative Comfy Bed 1401 - Wake~ -1 c 100 -wa~ -* does not work for level 33 and above. -if %cmd.mudcommand% == wake - %force% %actor% wake - rdelete laying_in_comfy_bed_14 %actor.id% -end -~ -#16 -Damage Example~ -2 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* First put a wait in so the echo waits for the player to get into the room. -wait 1 sec -%echo% As %actor.name% enters the room a bolt of lightning smites %actor.himher%. -* Take away 10 hitpoints -%damage% %actor% 10 -wait 5 sec -%echo% The Gods feel sorry for %actor.name% and restore him to full health. -* Restore 10 hitpoints (-# heals the actor). -%damage% %actor% -10 -* Another Example that damages actor to 1 hitpoint -wait 2 sec -%echo% hp: %actor.hitp% -eval all_but_one_hitp %actor.hitp% - 1 -%echo% all_but_one_hitp: %all_but_one_hitp% -if %all_but_one_hitp% > 0 - %damage% %actor% %all_but_one_hitp% - %echo% hp: %actor.hitp% -end -~ -#17 -Door Example~ -2 c 100 -move~ -* Example by Falstar for room 14520 -* The following trigger is designed to reveal a trapdoor leading down when -* Player types 'Move Chest' -* -* The following ARGument determines what can be MOVEd ('move' Command inserted -* in Arg List of trigger) -if %arg% == chest - *Send text to player to show effect of command - %send% %actor% You move the chest across the floor, revealing a trapdoor underneath!! - *Send text to other players in room to inform them of Player's discovery - %echoaround% %actor% %actor.name% has discovered a hidden trapdoor under a chest! - * Set door flags to 'ab' - Exit is a door that can be opened and closed, then close door - %door% 14520 down flags ab - * Change door name to 'trapdoor' (used in door commands, eg open trapdoor, lock trapdoor) - %door% 14520 down name trapdoor - * Set room that trapdoor exits leads to (Room 14521 in this case) - %door% 14520 down room 14521 - * Set Exit desc for the wary adventure who decides to 'look down' - %door% 14520 down description A wooden ladder leads down into the darkness. - * Set the Vnum of the KEY OBJECT which will lock/unlock door - %door% 14520 down key 14500 - * Now for Continuity, door commands must be set for reverse direction FROM 14521 - %door% 14521 up flags ab - %door% 14521 up name trapdoor - %door% 14521 up room 14520 - %door% 14521 up description A wooden ladder leads up into a storeroom. - %door% 14521 up key 14500 - * IMPORTANT: Note reverse of direction in both the commands and extra - * descriptions and room numbers it can be very easy to get lost here and - * probably get your adventurer lost too. Finally set up what happens when - * adventurer tries to move anything else and end the trigger -else - %send% %actor% Move what ?! -end -* Another example by Welcor -* if %arg% == tapestries -* %send% %actor% You pull the tapestries down, and reveal a secret vault! -* %echoaround% %actor% As %actor.name% pulls the tapestries down a secret vault is revealed. -* %door% 23667 east flags abcd -* %door% 23667 east key 23634 -* %door% 23667 east name vault -* %door% 23667 east room 23668 -* else -* %send% %actor% Pull what ?! -* end -~ -#18 -Switch Echo Example~ -2 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Since this is an ENTER trigger we must put a wait in here -* so it doesn't fire before the player enters the room -wait 1 -switch %random.4% - case 1 - * only the person (actor) entering the room will see this. - %send% %actor% You trip over a root as you walk into the room. - * everyone in the room except the actor will see this. - %echoaround% %actor% %actor.name% trips on a root while walking into the room. - * everyone in the room will see this. - %echo% The root suddenly springs to life and attacks! - * let everyone in the zone hear about this. - %zoneecho% %self.vnum% %actor.name% is a clutz. - break - case 2 - %send% %actor% You strut into the room. - %echoaround% %actor% %actor.name% Seems to have a big head.. - %echo% A strong breeze kicks some leaves up into the air. - break - case 3 - %echo% A light breeze picks up, causing the leaves to rustle quietly. - break - case 4 - * echoes go to everyone, even sleeping players. To prevent this try: - set target_char %self.people% - while %target_char% - set tmp_target %target_char.next_in_room% - if %target_char.pos% != sleeping - %send% %target_char% You are not sleeping - else - %send% %target_char% You are sleeping - end - set target_char %tmp_target% - done - break - default - * this should be here, even if it's never reached - %echo% This is the default case, just in case I missed something. Get it? Just in case! - break -done -~ -#19 -AT Example~ -2 b 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -%at% 33 %echo% at'd to a room -%at% Rumble %echo% at'd to Rumble -~ -#20 -Rumble's Spy~ -0 d 100 -*~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Arguments: * means all speech will trigger this. -* This will echo all speech to Rumble. -%at% rumble say %actor.name% says, '%speech%' 1 -* doesn't work: -%at% rumble mecho %actor.name% says, '%speech%' 2 -~ -#21 -Transform Example~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* As a greet trigger, entering the room will cause this mob to transform into -* a random mob vnum 100-199. -emote starts to twist and contort into something different. -eval number %random.100% + 99 -%transform% %number% -say Transform complete to mob %number%. -~ -#22 -IF Example~ -0 g 100 -~ -* By Rumble & Relsqui of The Builder Academy tbamud.com 9091 -* First we set %anumber% to some number between 1 and 100. -set anumber %random.100% -* Then the beginning of the if-block. -if %anumber% == 5 - * The following commands are only executed if the above condition is true. - * That is, if %anumber% is equal to 5. - clap - say It's your lucky day! - say You picked my favorite number! - * If those commands were executed, the program skips to the next end. - * Otherwise, it looks for an elseif. -elseif %anumber% > 90 - * To read the following commands, the program must have determined the - * following: The first condition %anumber% == 5 is false. - * The second condition %anumber% > 90 is true. - emote shrinks down to the size of a mouse. - say Squeak squeak squeak! - * If the first elseif condition was also false, the program looks for the - * next one. -elseif %anumber% < 10 - * Here's a tricky one. If %anumber% equals 5, the program will already have - * run the commands immediately after the if-statement at the top. Therefore, - * the following commands only run when: %anumber% is not five (failing the;* first check) %anumber% is not greater than 90 (failing the second check) - * %anumber% is less than 10 (passing the third check.) - emote grows an elephant's nose. - emote blows a mighty blast with %self.hisher% trunk. - * And now, the default, when %anumber% fails all the above checks. -else - * Note that else has no condition. - emote disappears in a cloud of blue smoke. - %purge% %self% - * For that to happen, all of this must be true: %anumber% is not five. - * %anumber% is not greater than 90. %anumber% is not less than 10. If all - * those conditions are met, the mob will disappear in a cloud of blue smoke. - * Finally, please don't forget the all-important... -end -* Ends are good. They tell the program when the if-block is over. After any of -* the above sets of commands runs, the program skips to the next end. -* -* We could have omitted the else. If we had, and none of the conditions had -* been met, no commands in the if-block would run. However, there can never be -* more than one else. There is only one default. There must always be the same -* number of if's and end's. We could have had any number of ifelses, from zero -* on up. To summarize, here is the basic format of an if-block: -* if (condition) -* (commands) -* elseif (condition) <---optional. 0 or more -* (commands) -* else <---optional. 1 or 0 -* (commands) -* end -* -* So the simplest possible if-block would be: -* if (condition) -* (commands) -* end -~ -#23 -While Damage Example - Grenade O1301~ -1 h 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A small script to make a grenade go off 3 seconds after it is dropped. -* Set the rooms ID to a variable. -set room_var %actor.room% -wait 3 s -* Send a message when the bomb goes off. -%echo% The Grenade blasts into smithereens, striking everyone here. -* Target the first char. -set target_char %room_var.people% -* Now loop through everyone in the room and hurt them. -while %target_char% - * Set the next target before this one perhaps dies. - set tmp_target %target_char.next_in_room% - * This is where the good/bad things are supposed to happen. - %send% %target_char% The explosion hurts you. - * Damage them... 30 hitpoints. To heal use -#. - %damage% %target_char% 30 - * Set the next target. - set target_char %tmp_target% - * Loop back. -done -* After we go through everyone get rid of the grenade. -%purge% %self% -~ -#24 -Room While Teleport Example~ -2 bg 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Target the first person or mob in the room. -eval person %self.people% -wait 1 sec -*While there are still mobs or people in the room. -while %person% - %send% %person% You are next! - %echo% I am targetting %person.name%. - %echoaround% %person% %person.name% is struck by a bolt of lightning. Leaving only a pile of ash. - %teleport% %person% 3 - %force% %person% look - eval person %self.people% -done -~ -#25 -Command Example~ -2 c 100 -l~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A command trigger to demonstrate basic usage. The Arg list 'l' will capture -* any 'l' word. We are looking specifically for the MUD command (all commands -* are listed under COMMANDS) 'look' with the abbreviated argument of 'window.' -if %cmd.mudcommand% == look && window /= %arg% - %echo% %actor.name% typed %cmd% to %cmd.mudcommand% at the %arg%. -else - * Without this return zero a player would be unable to look at anything else - * in the room, leave, list, etc. - return 0 -end -~ -#26 -Blocks Mobs Not Following~ -2 g 100 -~ -Name: 'Blocks Mobs Not Following', VNum: [ 26], RNum: [ 26] -Trigger Intended Assignment: Rooms -Trigger Type: Enter , Numeric Arg: 100, Arg list: None -Commands: -* By Rumble of The Builder Academy tbamud.com 9091 -* This trigger blocks all mobs except those that are following. -* If actor is a mob, !is_pc actually means not a PC. -if !%actor.is_pc% - * If the mob does not have a master. - if !%actor.master% - * Return 0 prevents the mob from entering. - return 0 - end -end -~ -#27 -Actor Variables Example~ -0 b 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A listing and demonstration of all actor variables. -* Random triggers do not have actors so we must define one. -set actor %random.char% -* Make sure the actor can be seen and is a player. -if %actor.canbeseen% && %actor.is_pc% - %echo% CHARISMA: %actor.cha% - %echo% CONSTITUTION: %actor.con% - %echo% DEXTERITY: %actor.dex% - %echo% INTELLIGENCE: %actor.int% - %echo% STRENGTH/STRADD: %actor.str%/%actor.stradd% - %echo% WISDOM: %actor.wis% - %echo% ALIAS: %actor.alias% - %echo% ALIGN: %actor.align% - %echo% AFFECT: %actor.affect% - %echo% CANBESEEN: %actor.canbeseen% - %echo% CLASS: %actor.class% - %echo% DRUNK: %actor.drunk% - %echo% EXPERIENCE: %actor.exp% - %echo% FIGHTING: %actor.fighting% - %echo% FOLLOWER: %actor.follower% - %echo% GOLD: %actor.gold% - %echo% HAS_ITEM: %actor.has_item(1332)% - %echo% HESHE: %actor.heshe% - %echo% HIMHER: %actor.himher% - %echo% HISHER: %actor.hisher% - %echo% HITPOINTS: %actor.hitp% - %echo% HUNGER: %actor.hunger% - %echo% ID: %actor.id% - %echo% INV: %actor.inventory% - %echo% IS_KILLER: %actor.is_killer% - %echo% IS_PC: %actor.is_pc% - %echo% IS_THIEF: %actor.is_thief% - %echo% LEVEL: %actor.level% - %echo% MANA: %actor.mana% - %echo% MASTER: %actor.master% - %echo% MAX HP: %actor.maxhitp% - %echo% MAX MANA: %actor.maxmana% - %echo% MAX MOVE: %actor.maxmove% - %echo% MOVE: %actor.move% - %echo% NAME: %actor.name% - %echo% NEXT_IN_ROOM: %actor.next_in_room% - %echo% POSITION: %actor.pos% - %echo% PRACTICES: %actor.prac% - %echo% QUESTPOINTS: %actor.questpoints% - %echo% ROOM: %actor.room% - %echo% SAVING_PARA: %actor.saving_para% - %echo% SAVING_ROD: %actor.saving_rod% - %echo% SAVING_PETRI: %actor.saving_petri% - %echo% SAVING_BREATH: %actor.saving_breath% - %echo% SAVING_SPELL: %actor.saving_spell% - %echo% SEX: %actor.sex% - %echo% SKILL BACKSTAB: %actor.skill(backstab)% - %echo% THIRST: %actor.thirst% - %echo% TITLE: %actor.title% - %echo% VAREXISTS: %actor.varexists(tba_greeting)% - %echo% VNUM: %actor.vnum% - %echo% WEIGHT: %actor.weight% - * Objects TSTAT 28, Rooms TSTAT 29, Text TSTAT 30, Special TSTAT 31. - * - * equipment positions: 0-18 or light, rfinger, lfinger, neck1, neck2, - * body, head, legs, feet, hands, arms, shield, about, waist, rwrist, - * lwrist, wield, hold, inv - * This example will check wield 16 - if %actor.eq(wield)% - eval wield %actor.eq(wield)% - %echo% WIELDING ID: %wield.id%, NAME: %wield.name%, SHORTDESC: %wield.shortdesc%, TIMER:: %wield.timer%, TYPE: %wield.type%, VAL0: %wield.val0%, VAL1: %wield.val1%, VAL2: %wield.val2%, VAL3: %wield.val3%, VNUM: %wield.vnum%, - %echo% CARRIED_BY: %wield.carried_by%, NEXT_IN_LIST: %wield.next_in_list%, WORN_BY: %wield.worn_by%, WEIGHT: %wield.weight%, COST: %wield.cost%, COST_PER_DAY: %wield.cost_per_day% - end -end -~ -#28 -Object Variables Example~ -1 b 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A listing and demonstration of all object variables. -%echo% CARRIED_BY: %self.carried_by% -%echo% CONTENTS: %self.contents% -%echo% COST: %self.cost% -%echo% COST_PER_DAY: %self.cost_per_day% -%echo% COUNT: %self.count% -%echo% HAS_IN: %self.has_in% -%echo% ID: %self.id% -%echo% IS_INROOM: %self.is_inroom% -%echo% NAME: %self.name% -%echo% NEXT_IN_LIST: %self.next_in_list% -%echo% ROOM: %self.room% -%echo% SHORTDESC: %self.shortdesc% -%echo% TIMER: %self.timer% -%echo% TYPE: %self.type% -%echo% VAL0: %self.val0% -%echo% VAL1: %self.val1% -%echo% VAL2: %self.val2% -%echo% VAL3: %self.val3% -%echo% VNUM: %self.vnum% -%echo% WEARFLAG: %self.wearflag% -%echo% WEIGHT: %self.weight% -%echo% WORN_BY: %self.worn_by% -%purge% %self% -~ -#29 -Room Variables Example~ -2 b 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A listing and demonstration of all room variables. -%echo% CONTENTS: %self.contents% -%echo% NORTH: %self.north% %self.north(vnum)% -%echo% SOUTH: %self.south% %self.south(key)% -%echo% SOUTH: %self.south% %self.south(vnum)% -%echo% EAST: %self.east% %self.east(bits)% -%echo% WEST: %self.west% %self.west(room)% -%echo% UP: %self.up% -%echo% DOWN: %self.down% -%echo% ID: %self.id% -%echo% NAME: %self.name% -%echo% PEOPLE: %self.people% -%echo% RANDOM.DIR: %self.random.dir% -%echo% SECTOR: %self.sector% -%echo% VNUM: %self.vnum% -%echo% WEATHER: %self.weather% -%echo% CONTENTS 1: %self.contents(1)% -~ -#30 -Text Variables Example~ -2 d 100 -*~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A listing and demonstration of all text variables. -%echo% SPEECH: %speech% -%echo% STRLEN: %speech.strlen% -%echo% TRIM: %speech.trim% -%echo% CAR: %speech.car% -%echo% CDR: %speech.cdr% -%echo% MUDCOMMAND: %speech.mudcommand% -%echo% CONTAINS: %speech.contains(test)% -%echo% CHARAT 3: %speech.charat(3)% -~ -#31 -Special Variables Example~ -2 d 100 -*~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A listing and demonstration of all special variables. -%echo% SELF ID: %self.id% -%echo% HOUR: %time.hour% -%echo% DAY: %time.day% -%echo% MONTH: %time.month% -%echo% YEAR: %time.year% -%echo% PEOPLE: %people.3% -%echo% RANDOM NUM: %random.99% -%echo% RANDOM PC: %random.char% -%echo% SPEECH: %speech% -%echo% FINDOBJ: There are %findobj.3(33)% objects of vnum 33 in room 3. -%echo% There are %findobj.3(guide)% objects of name guide in room 3. -%echo% FINDMOB: There are %findmob.3(33)% mobs of vnum 33 in room 3. -~ -#32 -Mob Checks Player Inventory~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* This trigger has been replaced by the has_item variable. But this is still a -* good example. if %actor.has_item(1300)% does the same thing. -if %actor.eq(wield)% - eval wep %actor.eq(wield)% - if %wep.vnum%==1300 - set has_it 1 - end -end -* Checks the actors inventory if not wielding it. -if !%has_it% - eval i %actor.inventory% - while %i% - set next %i.next_in_list% - if %i.vnum%==1300 - set has_it 1 - break - end - * checks inside containers - if %i.type% == CONTAINER - while %i.contents% - if %i.contents.vnum%==1300 - set has_it 1 - break - end - done - end - set i %next% - done -end -* -if %has_it% - say %actor.name% has that special item. -else - say %actor.name% doesnt have that crappy item. -end -~ -#33 -Mob Quote Using Arrays~ -0 d 100 -quote~ -* By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/ -eval w1max %random.21% -eval w2max %random.21% -eval w3max %random.21% -eval w4max %random.21% -eval w5max %random.11% -eval w6max %random.21%l -set w1[1] rapid -set w1[2] chilling -set w1[3] insipid -set w1[4] nauseating -set w1[5] astronomical -set w1[6] austere -set w1[7] inevitable -set w1[8] inescapable -set w1[9] reckless -set w1[10] haphazard -set w1[11] accelerating -set w1[12] profound -set w1[13] awesome -set w1[14] terrifying -set w1[15] ubiquitous -set w1[16] ignominious -set w1[17] unprecedented -set w1[18] unparalleled -set w1[19] insidious -set w1[20] broad -set w1[21] phenomena -set w2[1] decline -set w2[2] prospects -set w2[3] acceleration -set w2[4] threat -set w2[5] expansion -set w2[6] oneness -set w2[7] outgrowth -set w2[8] madness -set w2[9] evacuation -set w2[10] diminishment -set w2[11] consumption -set w2[12] decay -set w2[13] putrefaction -set w2[14] vapidity -set w2[15] downsizing -set w2[16] degeneration -set w2[17] litigation -set w2[18] declivity -set w2[19] hastening -set w2[20] paradigm shifting -set w2[21] growth -set w3[1] urban tax dollars -set w3[2] new technologies -set w3[3] gender identification disorders -set w3[4] censorship -set w3[5] interpersonal communications -set w3[6] modern life -set w3[7] rampant paradigm shifts -set w3[8] consumer spending -set w3[9] rain forests -set w3[10] human literacy -set w3[11] natural resources -set w3[12] traditional values -set w3[13] media junk food -set w3[14] family values -set w3[15] corporate mentality -set w3[16] the American justice system -set w3[17] technological change -set w3[18] the ozone layer -set w3[19] human resources -set w3[20] current epistemologies -set w3[21] the Internet -set w4[1] escalate -set w4[2] aggrandize -set w4[3] overhaul -set w4[4] deteriorate -set w4[5] revolutionize -set w4[6] uglify -set w4[7] put an end to -set w4[8] enslave -set w4[9] bankrupt -set w4[10] truncate -set w4[11] nullify -set w4[12] sabotage -set w4[13] destabilize -set w4[14] incapacitate -set w4[15] hasten -set w4[16] dehumanize -set w4[17] evaporate -set w4[18] indenture -set w4[19] intensify -set w4[20] undermine -set w4[21] forever dissipate -set w5[1] tomorrow's -set w5[2] the entrenchment of our -set w5[3] worldwide -set w5[4] our children's -set w5[5] modern -set w5[6] all of our -set w5[7] our future -set w5[8] our -set w5[9] the demise of our -set w5[10] our grandchildren's -set w5[11] all hope for -set w5[12] today's -set w6[1] re-ruralization -set w6[2] human condition -set w6[3] family values -set w6[4] self-esteem -set w6[5] medical insights -set w6[6] human psyche -set w6[7] human depth -set w6[8] egalitarianism -set w6[9] World Wide Web -set w6[10] future values -set w6[11] hopes and dreams -set w6[12] business models -set w6[13] political climate -set w6[14] education -set w6[15] cultural heritage -set w6[16] lifestyles -set w6[17] fiduciary responsibility -set w6[18] genetic diversity -set w6[19] intestinal fortitude -set w6[20] computer literacy -set w6[21] business models -eval w1 %%w1[%w1max%]%% -eval w2 %%w2[%w2max%]%% -eval w3 %%w3[%w3max%]%% -eval w4 %%w4[%w4max%]%% -eval w5 %%w5[%w5max%]%% -eval w6 %%w6[%w6max%]%% -set msg The %w1% %w2% of %w3% will %w4% %w5% %w6% -say %msg% -~ -#34 -IS_PC Example~ -2 c 100 -target~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Player = 1, mob = 0, object = -1. -%echo% %actor.name% is targetting %arg% IS_PC: %arg.is_pc% -if %arg.is_pc% == 1 - %echo% It is a player. -elseif %arg.is_pc% == 0 - %echo% It is a mob. -else - %echo% It is an object. -end -~ -#35 -Mob Room Specific Speeches~ -0 b 5 -~ -* By Rumble -* So we don't get problems if more than one is loaded. -set room %self.room% -switch %room.vnum% - case 1300 - say this is where I began my journey. - break - case 1301 - say Ah, yes, the beginning. - break - case 1302 - say TBA, The Builder Academy Implementation explained! - break - case 1303 - say Building blocks for beginners. - break - case 1304 - say Writing good descriptions. Very important. - break - case 1305 - say Learning redit. - break - case 1306 - say Oedit by osmosis. - break - case 1307 - say Medit by the numbers. - break - case 1308 - say Zedit confuses everyone. - break - case 1309 - say Sedit. We all love capitalism. - break - case 1310 - say Trigedit is tricky. - break - case 1311 - say Planning for those who lack direction. - break - case 1312 - say Advanced building, what an interesting topic. - break - case 1421 - say Storytelling, now that is a good idea. - break - case 1313 - say I'm finished. Finally. That Rumble is long winded. - break - default - say so much reading, so little time. - break -done -~ -#36 -Time Example~ -0 b 1 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A replica of the "time" command. -* Convert hour from 24 hour to 12 hour clock with am/pm -if %time.hour% > 12 - eval hour %time.hour% - 12 - set ampm pm -else - set hour %time.hour% - set ampm am -end -* -* No 0 hour. Change it to 12. -if %time.hour% == 0 - set hour 12 -end -* -* Figure out what day (1-35). -switch %time.day% - case 1 - case 7 - case 14 - case 21 - case 28 - case 35 - set day the Day of the Moon - break - case 2 - case 8 - case 15 - case 22 - case 29 - set day the Day of the Bull - break - case 3 - case 9 - case 16 - case 23 - case 30 - set day the Day of the Deception - break - case 4 - case 10 - case 17 - case 24 - case 31 - set day the Day of Thunder - break - case 5 - case 11 - case 18 - case 25 - case 32 - set day the Day of Freedom - break - case 6 - case 12 - case 19 - case 26 - case 33 - set day the Day of the Great Gods - break - case 7 - case 13 - case 20 - case 27 - case 34 - set day the Day of the Sun - break - default - set day I don't know what day it is - break -done -* -* What suffix should we use for the number of the day. -switch %time.day% - case 1 - case 21 - case 31 - set suf st - break - case 2 - case 22 - case 32 - set suf nd - break - case 3 - case 23 - case 33 - set suf rd - break - default - set suf th - break -done -* -* What month are we in (1-17). - set m1 Month of Winter - set m2 Month of the Winter Wolf - set m3 Month of the Frost Giant - set m4 Month of the Old Forces - set m5 Month of the Grand Struggle - set m6 Month of the Spring - set m7 Month of Nature - set m8 Month of Futility - set m9 Month of the Dragon - set m10 Month of the Sun - set m11 Month of the Heat - set m12 Month of the Battle - set m13 Month of the Dark Shades - set m14 Month of the Shadows - set m15 Month of the Long Shadows - set m16 Month of the Ancient Darkness - set m17 Month of the Great Evil -eval months %%m%time.month%%% -* -* My test to make sure my variables are printing out what I expect them to. -* %echo% Hour: %time.hour% Day: %time.day% Month: %time.month% Year: %time.year% -* -* Finally the output. -%echo% It is %hour% o'clock %ampm%, on %day%. -%echo% The %time.day%%suf% Day of the %months%, Year %time.year%. -~ -#37 -Obj Command quarter flip example~ -1 c 2 -flip~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Numeric Arg: 2 means in character's carried inventory -if coin /= %arg% || quarter /= %arg% - %echoaround% %actor% %actor.name% flips a coin high up into the air. - %send% %actor% You flip the coin up into the air. - switch %random.2% - case 1 - %echo% The coin falls to the ground, bounces, rolls, and ends up showing heads! - break - case 2 - %echo% The coin falls to the ground, bounces, rolls, and ends up showing tails! - break - default - %echo% The coin falls on its edge and balances perfectly. - break - done -else - %send% %actor% flip What? -end -~ -#38 -Mob Receive and Assemble Example~ -0 j 100 -~ -* By Aeon of The Builder Academy tbamud.com 9091 -* Check mob's inventory (this does not include equipped items). -if %self.inventory(16701)% && %self.inventory(16702)% && %self.inventory(16703)% && %self.inventory(16704)% && %self.inventory(16705)% - * Removing items from the mob. - %purge% %self.inventory(16701)% - %purge% %self.inventory(16702)% - %purge% %self.inventory(16703)% - %purge% %self.inventory(16704)% - %purge% %self.inventory(16705)% - wait 2 sec - * For roleplay sake - say Thank you %actor.name%! Now here is the cake. - * Give the reward - %load% obj 16706 %actor% - %send% %actor% %self.name% gives you a cake. - %echoaround% %actor% %self.name% gives %actor.name% a cake. -end -~ -#39 -Mob Following Assist Master~ -0 b 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Make following mob assist. -if %self.master% - set master %self.master% - if %master.fighting% - say I will save you Master %master.name% - wait 1 sec - assist %master.name% - end -end -~ -#40 -Random Equipment Scatter and Teleport~ -2 g 100 -~ -* By Random of The Builder Academy tbamud.com 9091 -* Scatter the player and all of their equipment randomly across the zone. -wait 1 sec -%send% %actor% You feel you must not have been worthy when a powerful force hurls you back through the gates. -wait 2 sec -eval stunned %actor.hitp% -1 -%damage% %actor% %stunned% -eval num %random.99% + 20300 -%teleport% %actor% %num% -while %actor.inventory% - set item %actor.inventory% - if %item.type% == CONTAINER - while %item.contents% - set stolen %item.contents.vnum% - %echo% purging %item.contents.shortdesc% in container. - %purge% %item.contents% - eval num %random.99% + 2300 - %at% %num% %load% obj %stolen% - done - end - set item_to_purge %actor.inventory% - set stolen %item.vnum% - %purge% %item_to_purge% - eval num %random.99% + 2300 - %at% %num% %load% obj %stolen% -done -set i 0 -while %i% < 18 - set item %actor.eq(%i%)% - if %item% - set stolen %item.vnum% - set item_to_purge %%actor.eq(%i%)%% - %send% %actor% You drop %item.shortdesc% - %purge% %item_to_purge% - eval num %random.99% + 20300 - %at% %num% %load% obj %stolen% - end - eval i %i% + 1 -done -%force% %actor% look -~ -#41 -Memory and Mhunt Example~ -0 o 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Fires if player is in mobs memory via mremember and the mob sees the actor. -%echo% Sleeping for 10 secs, give %actor.name% a head start. -sleep -%echo% Targetting %actor.name% -wait 10 s -wake -stand -%random.dir% -%random.dir% -%random.dir% -%echo% Hunting...%actor.name% -mhunt %actor% -~ -#42 -Container with Personal Key~ -1 c 100 -*~ -* By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/ -* Container script for use with no key -if !%actor.is_pc% - return 0 - halt -end -* -switch %cmd% - case codeset - if %actor.name% != rumble - %send% %actor% I am sorry %actor.name%, only Rumble can set the code. - halt - end - if !%arg% - %send% %actor% You must supply a code. - halt - else - if %arg% <= 999 - %send% %actor% You must supply a code that is a number. (more then 1) - %send% %actor% And for security reasons, greater then 4 digits. - halt - else - nop %self.val3(%arg%)% - %send% %actor% You set the code on %self.shortdesc% to %arg%. - set fingerprint %arg% - remote fingerprint %actor.id% - end - end - break - case recognise - %send% %actor% A laser scans your fingerprint. - if %arg% != %self.val3% - %send% %actor% Access Denied. - halt - else - %send% %actor% Access Granted. Fingerprint Memorized. - set fingerprint %self.val3% - remote fingerprint %actor.id% - end - break - case fingerprint - if %arg% != open - if %arg% != close - %send% %actor% You must type either: - %send% %actor% fingerprint open - %send% %actor% or - %send% %actor% fingerprint close - halt - else - set oc 2 - end - else - set oc 1 - end - %send% %actor% A laser scans your fingerprints. - if !%actor.varexists(fingerprint)% - %send% %actor% Access Denied. - halt - else - %send% %actor% Access Granted. - if %oc% == 2 - nop %self.val1(15)% - %send% %actor% Closed and locked. - elseif %oc% == 1 - nop %self.val1(0)% - %send% %actor% Unlocked and open. - else - %send% Broken. - end - end - break - default - return 0 - break -done -~ -#43 -Mob Wait Until Example~ -0 ab 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Shopkeeper only works 6-9 then goes upstairs to sleep. The door is locked -* without a key so the player has to follow the mob and be quick about it. -* Closing time -wait until 21:00 -emote looks sleepy. -wait 3 s -yawn -wait 10 s -say I'm closing up, have a nice day. -wait 10 s -emote works her way up the stairs and unlocks the door. -* Remove the locked and pickproof flags. -%door% 225 up flags ab -wait 2 s -open door -wait 2 s -up -wait 5 s -* Close the door and lock/pickproof it. -emote closes and locks the door behind %self.hisher%. -%door% 367 down flags abcd -wait 10 s -emote gets ready for bed. -wait 20 s -sleep -wait until 06:00 -wake -wait 1 s -stand -say It's morning already! -wait 3 s -yawn -wait 10 s -emote goes about her business getting ready for the day. -wait 20 s -emote unlocks the door. -%door% 367 down flags ab -wait 3 s -open door -wait 1 s -d -wait 3 s -%door% 225 up flags abcd -~ -#44 -Mob Death Purges Equipment~ -0 f 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Purge all inventory first. -say You damn whipper snappers. You may have beat me this time, but my equipment goes only to those who deserve it. -emote donates everything. -while %self.inventory% - %purge% %self.inventory% -done -* While we have an equipment slot, purge that too. -set i 0 -while %i% < 18 - eval item %%self.eq(%i%)%% - if %item% - %purge% %item% - end - eval i %i% + 1 -done -~ -#45 -Rumble's Shotgun~ -1 b 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* If the object is being wielded. -if %self.worn_by% - * This is a random trigger so actor has to be defined. - set actor %self.worn_by% - * If the person wielding the object is fighting. - if %actor.fighting% - * Count the shots. - eval shotgun_rounds %shotgun_rounds% + 1 - * Remember the count for the next time this trig fires. - global shotgun_rounds - * This double barrel shotgun, only has 2 rounds. - if %shotgun_rounds% > 2 - * Detaching trig since gun is out of ammo. - detach 45 %self.id% - halt - end - * We also have to define the victim. - set victim %actor.fighting% - * Send the messages and do the damage. - %echoaround% %actor% %actor.name% points %self.shortdesc% at %victim.name% and pulls the trigger. - %send% %actor% You point %self.shortdesc% at %victim.name% and pull the trigger. - %damage% %victim% 10 - end -end -~ -#46 -Parrot Array Example~ -0 d 100 -*~ -* By Meyekul of The Builder Academy tbamud.com 9091 -* Squak for the nice people, Polly -wait 1 s -emote squawks loudly. -wait 1 s -* 75 percent chance of learning phrase. -eval polly %random.4% -if %polly% > 1 - * Ignore if already known - switch %speech% - case %phrase(1)% - case %phrase(2)% - case %phrase(3)% - case %phrase(4)% - case %phrase(5)% - case %phrase(6)% - case %phrase(7)% - case %phrase(8)% - case %phrase(9)% - case %phrase(10)% - emote looks at you curiously. - break - default - eval say %phrase(%%random.%number%%%)% - emote squawks, %say% - break - done - * Learn new phrases - eval number (%number% + 1) - set phrase(%number%) %speech% - global number - global phrase(%number%) - * Reset array after 10 phrases - if %number% == 10 - unset number - end -end -~ -#47 -Mob Greet Steal~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Steal the first item in the players inventory. -set item %actor.inventory% -if %item% - if %item.vnum% != 1 - %echo% purging %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory. - %load% obj %item.vnum% - %purge% %item% - else - %echo% can't purge %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory because it may be a unique item. - end -else - %echo% I can't find %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory. - %echo% I can't find an item in %actor.name%'s inventory. -end -~ -#48 -Object Command Assemble~ -1 c 7 -join~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Assemble an orb onto a staff to make a new item. Trig attached to obj 189 -set currentroom %self.room% -* Make sure they are in room 133 with the 2 objects. -if %currentroom.vnum(133)% - if %actor.inventory(189)% && %actor.inventory(191)% - * Purge 191, but leave 189 since we are going to %transform% it. - %purge% %actor.inventory(191)% - * lets make it a 50/50 chance of working. - switch %random.2% - case 1 - %transform% 12 - %send% %actor% As you join the orb to the staff it clicks into place. - %echoaround% %actor% %actor.name% places an orb onto %actor.hisher% staff. - break - default - %transform% 192 - %send% %actor% As you try to join the orb to the staff it turns in your hands and snaps in half. - %echoaround% %actor% %actor.name% tries to place an orb onto %actor.hisher% staff until the staff twists in %actor.hisher% hands and snaps in half. - break - done - detach 48 %self.id% - else - %send% %actor% You do not have the required items to do this. - end -else - %send% %actor% You can not do that here. -end -~ -#49 -Eval and Set Example~ -2 d 100 -test~ -* By Rumble of The Builder Academy tbamud.com 9091 -* This is a speech trig @RHELP TRIGEDIT ROOM SPEECH@n, say 'test' to activate. -* There is much confusion about the difference between set and eval. So this is -* the simplest way I can think of to explain it (assume %actor.level% = 34): -* -* Set stores the variable and will not process it until called. -* In the example below %set_variable% will contain '34 + 1' -set set_variable %actor.level% + 1 -%echo% Set Variable: %set_variable% -* -* Eval immediately evaluates the variable. -* In the example below %eval_variable% will contain '35' -eval eval_variable %actor.level% + 1 -%echo% Eval Variable: %eval_variable% -* -%echo% Level: %actor.level% -~ -#50 -Room Global Random Example~ -2 ab 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Fires whether a player is in the room or not. -wait until 05:00 -%echo% The butcher's assistant steps out of the shop to the North and turns the sign over from "closed" to "open." -%load% obj 69 -if %findobj.291(70)% - %purge% signclosed -end -wait until 21:00 -%echo% The butcher's assistant steps out of the shop to the North and turns the sign over from "open" to "closed." -%load% obj 70 -if %findobj.291(69)% - %purge% signopened -end -~ -#51 -Room Random heal Example~ -2 b 20 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Fires only when a player is in the room. -* Actor is not defined with trigger type random, you must define it. -set actor %random.char% -%damage% %actor% -10 -%send% %actor% A healing breeze flows through the room. -%echoaround% %actor% %actor.name% looks refreshed. -~ -#52 -Room Command Example~ -2 c 100 -l~ -* By Rumble of The Builder Academy tbamud.com 9091 -set bridge 'bridge -if %cmd.mudcommand% == look && %bridge.contains('%arg%)% - %send% %actor% As you look at the bridge a small form staggers out from underneath it. - %echoaround% %actor% As %actor.name% peers under the bridge a small form emerges. - %load% mob 207 - wait 1 sec - %echo% A filthy dog crawls out from underneath the bridge. It is covered in MUD. -else - * If it doesn't match let the command continue. Without a return 0 a player - * will not be able to "look" at anything else. - return 0 -end -~ -#53 -Room Speech Example~ -2 d 1 -*~ -* By Rumble of The Builder Academy tbamud.com 9091 -* -* .car returns the first word in a string. -* .cdr returns the remaining string. -* -%echo% The first word is: %speech.car% -%echo% The rest of the string is: %speech.cdr% -* -* To go through a long string of text looking at each word you can -* use a while loop. You could also check for matching text. -* -* set the first word -set word %speech.car% -* set the rest of the speech string -set rest %speech.cdr% -* while there is a first word keep going -while %word% - %echo% the first word is: %word% - %echo% the remaining text is: %rest% - set word %rest.car% - set rest %rest.cdr% -done -~ -#54 -Room Global Zone Reset Example~ -2 f 100 -~ -%door% 23667 east purge 0 -%echo% As if by magic all the tapestries rise to their previous positions. -~ -#55 -Room Enter Example~ -2 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% - if %actor.sex% == male - return 0 - %send% %actor% An invisible barrier blocks you. A voice rings out "No men allowed." - %echoaround% %actor% %actor.name% walks into an invisible barrier and a voice booms "No men allowed." - elseif %actor.sex% == female - %echo% Ladies are always welcome! - else * must be neutral. - return 0 - %send% %actor% An invisible barrier blocks you. A voice rings out "No... things allowed." - %echoaround% %actor% %actor.name% walks into an invisible barrier and a voice booms "No... things allowed." - end -end -~ -#56 -Room Drop Example~ -2 h 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Prevent players from littering. -if %object.type% == TRASH - %send% %actor% Magical forces prevent you from dropping %object.shortdesc%. - %send% %actor% No Littering! Drop your trash somewhere else. - return 0 -end -~ -#57 -Room Cast Example~ -2 p 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Prevent spell casting in this room. -* %echo% %actor.name% tried to cast spellnumber: %spell%: %spellname% on %vict.name% %obj.name%. -%send% %actor% Your magic fizzles out and dies. -%echoaround% %actor% %actor.name%'s magic fizzles out and dies. -return 0 -~ -#58 -Room Leave Example~ -2 q 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %direction% == north - %send% %actor% You try to go %direction% but Hannibal steps in front of you blocking the way. - return 0 -elseif %direction% == south && %actor.is_pc% - %echo% Hannibal says, 'Thanks for stopping by.' -end -~ -#59 -Room Door Example~ -2 r 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* The first time this door is opened dump a bucket of water on the actor. -if %cmd% == open - %echoaround% %actor% As %actor.name% tries to %cmd% the door to the %direction% a bucket of water dumps on %actor.hisher% head. - %send% %actor% Splash!! - %send% %actor% A bucket of water drops on top of your head as you open the door. - %damage% %actor% 1 - %echo% The door slams shut again. - * Detach this trigger so it only happens once per reboot/copyover. - detach 59 %self.id% - * Don't allow the door to be opened. - return 0 -end -~ -#60 -Mob Global Random Example~ -0 ab 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Global Random trigs fire whether a player is in the room or not. -switch %random.6% - case 1 - emote whistles an annoying tune. - break - case 2 - emote stares at you with interest. - break - case 3 - emote ponders your existence. - break - case 4 - emote considers your potential. - break - case 5 - emote hums an unrecognizable tune. - break - default - emote starts to sing a piercing melody about a lost love. - break -done -~ -#61 -Mob Random Example~ -0 b 2 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* With random triggers ACTOR is NOT defined. So set it. -set actor %random.char% -wait 1 sec -say Hey! You don't belong here! -emote mumbles, 'Now what was that spell...' -wait 1 sec -* Senile old guard casts random spells on intruders. -* Don't cast if incapacitated -if %self.hitp% > 0 - switch %random.17% - case 1 - dg_cast 'cure light' %actor% - break - case 2 - dg_cast 'magic missile' %actor% - break - case 3 - dg_cast 'detect invisibility' - break - case 4 - dg_cast 'detect magic' - break - case 5 - dg_cast 'bless' %actor% - break - case 6 - dg_cast 'heal' %actor% - break - case 7 - dg_cast 'infravision' - break - case 8 - dg_cast 'invisibility' %actor% - break - case 9 - dg_cast 'armor' %actor% - break - case 10 - dg_cast 'strength' %actor% - break - case 11 - dg_cast 'sleep' %actor% - break - case 12 - dg_cast 'blindness' %actor% - break - case 13 - dg_cast 'detect poison' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - default - * Senile magi "almost" kills himself. - say That wasn't right... - %echo% A failed spell backfires on the mage! - %damage% %self% %self.hitp% - break - done -end -~ -#62 -Mob Command Example~ -0 c 100 -l~ -* By Rumble of The Builder Academy tbamud.com 9091 -* does not work for level 32 and above. -* Make sure the command is look, check for any abbrev of orb -if %cmd.mudcommand% == look && orb /= %arg% - %send% %actor% As you look at the orb a feeling of peace and serenity comes over you. - %echoround% %actor% %actor.name% stares at the orb. -else - * If it doesn't match let the command continue. - return 0 -end -~ -#63 -Mob Speech and Expressions Example~ -0 d 1 -*~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Arg list * means it will fire whenever someone talks. -* Check if it is a player character (not a mob). -if %actor.is_pc% - wait 1 sec - * Check the actors sex. - if %actor.sex% == male - say Good day sir, what would you like? - elseif %actor.sex% == female - wait 1 sec - say Good day maam, what can I get you? - else - say What do you want? - end - * Check if the player level is less than 10 (9 and lower). - if %actor.level% < 10 - say you are a player below level 10. - else - say you are not below level 10. - end - * Check class not equal to warrior. - if %actor.class% != warrior - say you are not a warrior. - else - say you are a warrior. - end - * Check alignment between 350 and -350 (neutral). - if %actor.align% <= 350 && %actor.align% >= -350 - say you are neutral. - else - say you are not neutral. - end - * Check strength greater than or equal to 16 and less than or equal to 18. (16-18) - * If this was done without the equalities (=) it would check str 17 only. - if %actor.str% >= 16 && %actor.str% <= 18 - say your strength is 16-18. - else - say your strength is not 16-18. - end - * Check the speech to see if it is a substring of the word concatenated. - * concaten caten cat and any abbreviations. - if concatenated /= %speech% - say your speech was a substring of concatenated. - else - say your speech was not a substring of concatenated. - end - * Create a random number 1-10 and assign it to rnumber. - set rnumber %random.10% - say your random number is: %rnumber% - * increment it by 1. - eval rnumber %rnumber% + 1 - say your incremented random number is: %rnumber% -else - say you are not a player. -end -~ -#64 -Mob Action Example~ -0 e 0 -kisses you.~ -* By Rumble of The Builder Academy tbamud.com 9091 -wait 1 sec -slap %actor.name% -wait 1 sec -say I'm not that kind of girl. -pout -set inroom %self.room% -%zoneecho% %inroom.vnum% %self.name% shouts, '%actor.name% kisses like a fish.' -~ -#65 -Mob Death Example~ -0 f 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -%send% %actor% %self.name% curses at you before drawing %self.hisher% final breath. -%echoround% %actor% %self.name% curses %actor.name% before drawing %self.hisher% final breath. -* If you don't want a corpse just send it to the void. -%echo% %self.name%'s body fades out of existence. -%teleport% %self% 0 -~ -#66 -Mob Greet Example~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* To make a trigger fire only on players use: -if %actor.is_pc% - say Hello, and welcome, %actor.name% -end -* Check what direction they came from. -if %direction% - say Hello, %actor.name%, how are things to the %direction%? -else - * If the character popped in (word of recall, etc) this will be hit - say Where did YOU come from, %actor.name%? -end -if %direction% == down - say Ah, hello %actor.name% I have been waiting for you. Go learn to build. - %teleport% %actor% 1300 - %force% %actor% look -end -if %actor.name% == Rumble - say Make yourself comfortable %actor.name%. -else - say get lost %actor.name%. -end -~ -#67 -Mob Greet-All Example~ -0 h 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% - wait 1 sec - say Hello, and welcome, %actor.name% - if %direction% == north - say how are things to the north? - else - say how are things to the %direction%? - end - wait 1 sec - %send% %actor% %self.name% bows deeply. - %echoaround% %actor% %self.name% takes off %self.hisher% hat and bows deeply. -end -~ -#68 -Mob Entry Example~ -0 i 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* First find the room the mob is in and put the value in %inroom% -set inroom %self.room% -* then check on the rooms vnum -if %inroom.vnum% == 33 - say I, %self.name%, declare this room Rumble's. -end -set person %inroom.people% -wait 1 sec -* While there are still people in the room. -while %person% - %echo% I am targetting %person.name%. - * Target the next person in the room. - set person %person.next_in_room% -done -~ -#69 -Mob Receive Example~ -0 j 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Recruit really wants some beer. -if %object.vnum% == 101 || %object.vnum% == 147 - say thanks, I really needed this. - drink beer - %purge% %object% - * Give some basic directions to newbies. - if %actor.level% < 5 - say I owe you one, take this in exchange. - %load% obj 159 - give directions %actor.name% - end -else - say I don't want that! - return 0 -end -~ -#70 -Mob fight example - dg_cast missile~ -0 k 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Only cast the spell every 30 seconds. -if %already_cast% - wait 30 s - unset already_cast -else - dg_cast 'magic missile' %actor.name% - set already_cast 1 - * By globalling the variable it can be accessed by other triggers or when - * this trigger fires a second time. - global already_cast -end -~ -#71 -Mob Hitprcnt Example~ -0 l 50 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Fires at 50 percent hitpoints. -%zoneecho% %self.room.vnum% %self.name% shouts 'HELP! I'm under ATTACK! HELP!' -* Remove the trigger so it won't fire again if the mob heals. -detach 71 %self.id% -~ -#72 -Mob Bribe Example~ -0 m 1 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Charge 100 gold to get out. -if %amount% >= 100 - if %amount% > 100 - eval change %amount% - 100 - give %change% coin %actor.name% - end - emote opens a concealed door. - wait 1 sec - say Thank you, step inside. - wait 2 sec - %echoaround% %actor% %self.name% pushes %actor.name% through a concealed door. - %send% %actor% %self.name% helps you through a concealed door. - %teleport% %actor% 130 -else - if %amount% > 1 - set s s - end - say Only %amount% coin%s%? I don't think so. - give %amount% coin %actor.name% -end -~ -#73 -Mob Load Example~ -0 n 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* When the mob is created give it a random weapon. -switch %random.5% - case 1 - %load% obj 3010 - wield dagger - break - case 2 - %load% obj 3011 - wield sword - break - case 3 - %load% obj 3012 - wield club - break - case 4 - %load% obj 3013 - wield mace - break - case 5 - %load% obj 3014 - wield sword - break - default - * this should be here, even if it's never reached - break -done -~ -#74 -Mob Memory Example Part 1~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* mremember must be used before you can use the trigger type memory. -mremember %actor.name% -say I'll remember you now, %actor.name% -~ -#75 -Mob Memory Example Part 2~ -0 o 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Fires if player is in mobs memory via mremember and the mob sees the actor. -wait 4 s -poke %actor.name% -say i've seen you before, %actor.name%. -mforget %actor.name% -~ -#76 -Mob Cast Example~ -0 p 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %spellname% == magic missile - %echo% %self.name% is protected by a shield spell negating %actor.name%s %spellname%. - * Return 0 prevents the spell from working. - return 0 -else - %echo% %self.name%s shield spell doesn't protect %self.himher% from %actor.name%'s %spellname%. - * Return 1 allows the trigger to continue and the spell to work. It is not needed - * since this is the normal return state of a trigger. - return 1 -end -~ -#77 -Mob Leave Example~ -0 q 100 -~ -if %actor.level% > 10 - say You may not leave here, %actor.name%. - %send% %actor% %self.name% prevents you from leaving the room. - %echoaround% %actor% As %actor.name% tries to leave the room, %self.name% stops %actor.himher%. - return 0 -end -~ -#78 -Mob Door Example~ -0 r 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -say %actor.name% do not try to %cmd% the door to the %direction% again. Or else! -return 0 -~ -#79 -Obj Global Random Example~ -1 ab 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -wait until 06:00 -* Shop is open, fill the container. -%echo% A small trickle of red liquid begins to flow from the shop to the North. -oset 0 4 -oset 1 4 -wait until 22:00 -* Shop is closed, empty it. -%echo% The shop to the north starts to close up for the night. -oset 0 0 -oset 1 0 -~ -#80 -Obj Random Example~ -1 b 1 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %self.worn_by% - set actor %self.worn_by% - %send% %actor% War's Blood thirsts for battle. -end -~ -#81 -Obj Command Example~ -1 c 7 -o~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Numeric Arg: 7 means obj can be worn, carried, or in room. -* Make sure the command is open, check for any abbrev of closet -if %cmd.mudcommand% == open && closet /= %arg% - %send% %actor% As you open the closet something runs out. - %echoaround% %actor% %actor.name% opens a closet and something comes out. - %load% mob 207 - detach 81 %self.id% -else - * If it doesn't match let the command continue. - return 0 -end -~ -#82 -Obj Timer Example~ -1 f 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* This object will disappear once its timer value reaches 0. -%echo% The ice cream melts away. -%purge% %self% -~ -#83 -Obj Get Example~ -1 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.align% > 350 - %send% %actor% As you reach for %self.shortdesc% it fades out of existence. - %echoaround% %actor% As %actor.name% reaches for %self.shortdesc% it fades out of existence. - return 0 -else - %send% %actor% As you pick up %self.shortdesc% it seems to vibrate with a life of its own. -end -~ -#84 -Obj Drop Example~ -1 h 100 -~ -if %actor.level% < 31 - %send% %actor% You fail to drop %self.shortdesc%. - return 0 -else - %send% %actor% %self.shortdesc% glows a bright yellow, then explodes. - %purge% %self% -end -~ -#85 -Obj Give Example~ -1 i 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.level% < 20 - %send% %actor% You can't give %victim.himher% that. - %send% %victim% %actor.name% tries to give you %self.shortdesc%, but fails. - return 0 -else - %send% %actor% You feel diminished. -end -~ -#86 -Obj Wear Example~ -1 j 100 -~ -if %actor.is_pc% - * By Rumble of The Builder Academy tbamud.com 9091 - if %actor.str% < 17 - %send% %actor% %self.shortdesc% is too heavy for you to use. - %echoaround% %actor% %actor.name% tries to use %self.shortdesc% but can't seem to hold it up. - return 0 - end -end -~ -#87 -Obj Remove Example~ -1 l 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.int% < 12 - %send% %actor% You can't figure out how to remove %self.shortdesc%. - %echoaround% %actor% %actor.name% tries to remove %self.shortdesc% but can't. - return 0 -end -~ -#88 -Obj Load Example~ -1 n 50 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Squeak when loading. -%echo% %self.shortdesc% lets out a faint squeak as if gasping for breath. -~ -#89 -Shackles O89~ -1 q 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -%send% %actor% You try walk to the %direction% but simply reach the end of your chain and fall flat on your face. -%echoaround% %actor% %actor.name% walks to the end of %actor.hisher% chain and falls over gracefully. -nop %actor.pos(sitting)% -return 0 -~ -#90 -Obj Cast Example~ -1 p 100 -~ -%echo% %actor.name% cast spell number: %spell%: %spellname% on %self.shortdesc% -~ -#91 -Special Characters Example~ -1 b 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Special Characters Example - how to automatically substitute possessive pronouns. -%echo% VNUM: %self.vnum% -set thing %self.name.car% -%echo% FIRST KEYWORD: %thing% -%echo% NAME'S, SOMEONE'S, YOUR: |%thing% -%echo% NAME, SOMEONE, YOU: %thing% -%echo% IT, YOU, HE/SHE: &%thing% -%echo% IT, YOU, HIM/HER: *%thing% -%echo% ITS, YOUR' HIS/HER: ^%thing% -~ -#92 -Room Command Combination Lock~ -2 c 100 -push~ -* By Rumble of The Builder Academy tbamud.com 9091 -* -* To allow multiple scripts based on this script we set a context: - context %self.id% -* clear old var, if set. - unset reset_buttons -* check argument - if %arg% == red - %send% %actor% You push the red button. - set pushed_red 1 - global pushed_red - elseif %arg% == yellow - %send% %actor% You push the yellow button. - if %pushed_red% - set pushed_yellow 1 - global pushed_yellow - else - set reset_buttons 1 - end - elseif %arg% == green - %send% %actor% You push the green button. - if %pushed_red% && %pushed_yellow% - set pushed_green 1 - global pushed_green - else - set reset_buttons 1 - end - elseif %arg% == blue - %send% %actor% You push the blue button. - if %pushed_red% && %pushed_yellow% && %pushed_green% - set pushed_blue 1 - global pushed_blue - else - set reset_buttons 1 - end - elseif %arg% == purple - %send% %actor% You push the purple button. - if %pushed_red% && %pushed_yellow% && %pushed_green% && %pushed_blue% - %send% %actor% You hear a loud click as you push the final button. - set reset_buttons 1 - else - set reset_buttons 1 - end - elseif %arg% == white - %send% %actor% You push the white reset button. - set reset_buttons 1 - else - %send% %actor% Push what ?! - halt - end -* reset the buttons if necessary - if %reset_buttons% - unset reset_buttons - unset pushed_red - unset pushed_yellow - unset pushed_green - unset pushed_blue - %send% %actor% The buttons all suddenly pop back out. - end -* send the state of the buttons - %send% %actor% red:%pushed_red% yellow:%pushed_yellow% green:%pushed_green% blue:%pushed_blue% purple:%pushed_purple% -~ -#93 -if/elseif/else Example~ -2 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% - wait 1 sec - if %actor.sex% == male - %echo% male - elseif %actor.sex% == female - %echo% elseif female - else - %echo% else neutral - end -else - %echo% mob -end -~ -#94 -Kind Soul 13 - Give Newbie Equipment~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* If a player is < level 3 and naked it fully equips them. If < 3 and missing -* some equipment it will equip one spot. -if %actor.is_pc% && %actor.level% < 3 - wait 2 sec - if !%actor.eq(*)% - say get some clothes on! Here, I will help. - %load% obj 50 %actor% light - %load% obj 51 %actor% rfinger - %load% obj 52 %actor% lfinger - %load% obj 53 %actor% neck1 - %load% obj 54 %actor% neck2 - %load% obj 55 %actor% body - %load% obj 56 %actor% head - %load% obj 57 %actor% legs - %load% obj 58 %actor% feet - %load% obj 59 %actor% hands - %load% obj 60 %actor% arms - %load% obj 61 %actor% shield - %load% obj 62 %actor% about - %load% obj 63 %actor% waist - %load% obj 64 %actor% rwrist - %load% obj 65 %actor% lwrist - %load% obj 66 %actor% wield - %load% obj 67 %actor% hold - halt - end - if !%actor.eq(light)% - say you really shouldn't be wandering these parts without a light source %actor.name%. - shake - %load% obj 50 - give generic %actor.name% - halt - end - if !%actor.eq(rfinger)% || !%actor.eq(lfinger)% - say did you lose one of your rings? - sigh - %load% obj 51 - give generic %actor.name% - halt - end - if !%actor.eq(neck1)% || !%actor.eq(neck2)% - say you lose everything don't you? - roll - %load% obj 53 - give generic %actor.name% - halt - end - if !%actor.eq(body)% - say you won't get far without some body armor %actor.name%. - %load% obj 55 - give generic %actor.name% - halt - end - if !%actor.eq(head)% - say protect that noggin of yours, %actor.name%. - %load% obj 56 - give generic %actor.name% - halt - end - if !%actor.eq(legs)% - say why do you always lose your pants %actor.name%? - %load% obj 57 - give generic %actor.name% - halt - end - if !%actor.eq(feet)% - say you can't go around barefoot %actor.name%. - %load% obj 58 - give generic %actor.name% - halt - end - if !%actor.eq(hands)% - say need some gloves %actor.name%? - %load% obj 59 - give generic %actor.name% - halt - end - if !%actor.eq(arms)% - say you must be freezing %actor.name%. - %load% obj 60 - give generic %actor.name% - halt - end - if !%actor.eq(shield)% - say you need one of these to protect yourself %actor.name%. - %load% obj 61 - give generic %actor.name% - halt - end - if !%actor.eq(about)% - say you are going to catch a cold %actor.name%. - %load% obj 62 - give generic %actor.name% - halt - end - if !%actor.eq(waist)% - say better use this to hold your pants up %actor.name%. - %load% obj 63 - give generic %actor.name% - halt - end - if !%actor.eq(rwrist)% || !%actor.eq(lwrist)% - say misplace something? - smile - %load% obj 65 - give generic %actor.name% - halt - end - if !%actor.eq(wield)% - say without a weapon you will be Fido food %actor.name%. - %load% obj 66 - give generic %actor.name% - halt - end -end -~ -#95 -Puff - Random Advice~ -0 ab 12 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -set max %random.197% -set text[1] My god! It's full of stars! -set text[2] How'd all those fish get up here? -set text[3] Some people are like Slinkies. Not really good for anything, but still bring a smile to your face when you push them down a flight of stairs. -set text[4] I've got a peaceful, easy feeling. -set text[5] Ahhh, spring is in the air. -set text[6] I'm one of those bad things that happen to good people. -set text[7] Bring out your dead, bring out your dead! -set text[8] If there is no God, who pops up the next kleenex in the box? -set text[9] Have you ever imagined a world with no hypothetical situations? -set text[10] Pardon me, but do you have any Grey Poupon? -set text[11] If nothing sticks to Teflon, how do they stick Teflon to the pan? -set text[12] Better be nice or I will use fireball on you! -set text[13] Do you think I'm going bald? -set text[14] This is your brain, this is MUD, this is your brain on MUD, Any questions? -set text[15] I'm Puff the Magic Dragon, who the hell are you? -set text[16] Quick! Reverse the polarity of the neutron flow! -set text[17] Shh... I'm beta testing. I need complete silence! -set text[18] I'm the real implementor, you know. -set text[19] If love is blind, why is lingerie so popular? -set text[20] Despite the cost of living, have you noticed how popular it remains? -set text[21] Are you crazy, is that your problem? -set text[22] A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station. GO FIGURE! -set text[23] If you can't beat them, arrange to have them beaten. -set text[24] It takes a big man to cry, but it takes a bigger man to laugh at him. -set text[25] Friends come and go, but enemies accumulate. -set text[26] A lie has speed but truth has endurance. -set text[27] Do not blame the sword for the hand that wields it. -set text[28] The intention is not to see through each other but to see each other through. -set text[29] You can build a throne of bayonets, but you cannot sit on it for long. -set text[30] True friendship comes when silence between two people is comforting. -set text[31] I can picture in my mind a world without hate or anger and I can picture us attacking that world because they would never expect it. -set text[32] Life is like a dog sled team. If you are not the lead dog, the scenery never changes. -set text[33] The only man completely at peace is a man without a navel. -set text[34] Losers talk about how hard they tried while the winner goes home with the prom queen. -set text[35] Give a man a fish and he will eat for a day. Teach him how to fish, and he will sit in a boat and drink beer all day. -set text[36] Keep your friends close but keep your enemies closer. -set text[37] No, my powers can only be used for good. -set text[38] Who was the first person to look at a cow and say, "I think I'll squeeze these dangly things here, and drink whatever comes out"? -set text[39] Why do toasters always have a setting that burns the toast to a horrible crisp such that no decent human being would eat? -set text[40] Why is there a light in the fridge and not in the freezer? -set text[41] Why is it that some people appear bright until you hear them speak? -set text[42] Can a hearse carrying a corpse drive in the carpool lane? -set text[43] Why do people point to their wrist when asking for the time, but don't point to their crotch when they ask where the bathroom is? -set text[44] Why ARE Trix only for kids? -set text[45] Why is a person that handles your money called a 'Broker'? -set text[46] Whose cruel idea was it for the word "lisp" to have an "s" in it? -set text[47] If corn oil is made from corn, and vegetable oil is made from vegetables, then what is baby oil made from? -set text[48] If electricity comes from electrons, does morality come from morons? -set text[49] Is Disney World the only people trap operated by a mouse? -set text[50] "I am" is reportedly the shortest sentence in the English language. Could it be that "I do" is the longest sentence? -set text[51] Do illiterate people get the full effect of Alphabet Soup? -set text[52] Did you ever notice that when you blow in a dog's face, he gets mad at you, but when you take him on a car ride, he sticks his head out the window? -set text[53] My mind works like lightning one brilliant flash and it is gone. -set text[54] 100,000 sperm and you were the fastest? -set text[55] A closed mouth gathers no foot. -set text[56] Someday, we'll all look back on this, laugh nervously and change the subject. -set text[57] A diplomat is someone who can tell you to go to hell in such a way that you will look forward to the trip. -set text[58] All generalizations are false, including this one. -set text[59] We are born naked, wet and hungry. Then things get worse. -set text[60] What was the best thing BEFORE sliced bread? -set text[61] All stressed out and no one to choke. -set text[62] Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes. -set text[63] Better to understand a little than to misunderstand a lot. -set text[64] Bills travel through the mail at twice the speed of checks. -set text[65] Do NOT start with me. You will NOT win. -set text[66] Don't be irreplaceable; if you can't be replaced, you can't be promoted. -set text[67] Don't piss me off! I'm running out of places to hide the bodies. -set text[68] Don't take life too seriously, you won't get out alive. -set text[69] Duct tape is like the force, it has a light side and a dark side and it holds the universe together. -set text[70] Eagles may soar, but weasels don't get sucked into jet engines. -set text[71] Ever stop to think, and forget to start again? -set text[72] Forget world peace. Visualize using your turn signal. -set text[73] Give me ambiguity or give me something else. -set text[74] Why do people with closed minds always open their mouths? -set text[75] He who laughs last thinks slowest. -set text[76] I didn't say it was your fault, Relsqui. I said I was going to blame you. -set text[77] I don't suffer from insanity. I enjoy every minute of it. -set text[78] I feel like I'm diagonally parked in a parallel universe. -set text[79] I just got lost in thought. It was unfamiliar territory. -set text[80] I need someone really bad. Are you really bad? -set text[81] I poured Spot remover on my dog. Now he's gone. -set text[82] I used to be indecisive. Now I'm not sure. -set text[83] I used to have a handle on life, and then it broke. -set text[84] If ignorance is bliss, you must be orgasmic. -set text[85] Some people are alive only because it's illegal to kill them. -set text[86] It is far more impressive when others discover your good qualities without your help. -set text[87] It may be that your sole purpose in life is simply to serve as a warning to others. -set text[88] Never mess up an apology with an excuse. -set text[89] Okay, who put a stop payment on my reality check? -set text[90] Of course I don't look busy... I did it right the first time. -set text[91] Quantum mechanics: The dreams stuff is made of. -set text[92] Save your breath. You'll need it to blow up your date! -set text[93] Smith & Wesson: The original point and click interface. -set text[94] Some days you are the bug, some days you are the windshield. -set text[95] Some drink at the fountain of knowledge. Others just gargle. -set text[96] The early bird may get the worm, but the second mouse gets the cheese. -set text[97] The only substitute for good manners is fast reflexes. -set text[98] The problem with the gene pool is that there is no lifeguard. -set text[99] Remember my name - you'll be screaming it later. -set text[100] The severity of the itch is inversely proportional to the ability to reach it. -set text[101] Very funny Scotty, now beam down my clothes. -set text[102] Why is abbreviation such a long word? -set text[103] Why isn't phonetic spelled the way it sounds? -set text[104] You're just jealous because the voices are talking to me and not you! -set text[105] The proctologist called, they found your head. -set text[106] Everyone has a photographic memory; some just don't have film. -set text[107] Try not to let your mind wander. It is too small to be out by itself. -set text[108] You need only two tools. WD-40 and duct tape. If it doesn't move and it should, use WD-40. If it moves and shouldn't, use the tape. -set text[109] If you woke up breathing, congratulations! You have another chance! -set text[110] I don't believe in miracles. I rely on them. -set text[111] When I'm feeling down, I like to whistle. It makes the neighbor's dog that barks all the time run to the end of his chain and gag himself. -set text[112] Why did kamikaze pilots wear helmets? -set text[113] I'm not tense, just terribly, terribly alert. -set text[114] How do I set a laser printer to stun? -set text[115] Everything I need to know about life I learned by killing smart people and eating their brains. -set text[116] I thought I wanted a career, turns out I just wanted paychecks. -set text[117] Is it time for your medication or mine? -set text[118] Too many freaks, not enough circuses. -set text[119] How many times do I have to flush before you go away? -set text[120] No word in the English language rhymes with month, orange, silver, and purple. -set text[121] If lawyers are disbarred and clergymen defrocked, doesn't it follow that electricians can be delighted, musicians denoted, cowboys deranged, models deposed, tree surgeons debarked and dry cleaners depressed? -set text[122] Sarcasm: just one more service we offer here. -set text[123] This is a mean and cruel world. I want my nappy and medication right now! -set text[124] Back off! You're standing in my aura. -set text[125] More people are killed annually by donkeys than die in air crashes. -set text[126] A 'jiffy' is an actual unit of time for 1/100th of a second. -set text[127] Does your train of thought have a caboose? -set text[128] Money isn't made out of paper, it's made out of cotton. -set text[129] I got out of bed for this? -set text[130] You, you and you: panic. The rest of you, come with me. -set text[131] Stress is when you wake up screaming and you realize you haven't fallen asleep yet. -set text[132] I'm not your type. I'm not inflatable. -set text[133] If it's stupid but works, it isn't stupid. -set text[134] If only you'd use your powers for good instead of evil... -set text[135] The more you sweat in peace, the less you bleed in war. -set text[136] Tracers work both ways. -set text[137] Who cares if a laser guided 500 lb bomb is accurate to within 3 feet? -set text[138] Ever wonder about those people who spend 2.00 dollars a piece on those little bottles of Evian water? Try spelling Evian backwards. -set text[139] Isn't making a smoking section in a restaurant like making a peeing section in a swimming pool? -set text[140] Why do croutons come in airtight packages? Aren't they just stale bread to begin with? -set text[141] Why is it that rain drops but snow falls? -set text[142] If it's true that we are here to help others, then what exactly are the others here for? -set text[143] The light at the end of the tunnel has been turned off due to budget cuts. -set text[144] %random.4% days without a human rights violation! -set text[145] At least you're not being rectally probed by aliens. -set text[146] The most powerful force in the universe is gossip. -set text[147] You should not confuse your career with your life. -set text[148] No matter what happens, somebody will find a way to take it too seriously. -set text[149] When trouble arises and things look bad, there is always one individual who perceives a solution and is willing to take command. Very often, that individual is crazy. -set text[150] There is a very fine line between "hobby" and "mental illness." -set text[151] Accept that some days you're the pigeon, and some days you're the statue. -set text[152] Never under any circumstances take a sleeping pill and a laxative on the same night. -set text[153] You should never say anything to a woman that even remotely suggests you think she's pregnant unless you can see an actual baby emerging from her at that moment. -set text[154] A person who is nice to you, but rude to the waiter, is not a nice person. -set text[155] When everything's coming your way, you're in the wrong lane. -set text[156] I live in my own little world, but it's ok they know me here. -set text[157] Show me a man with both feet firmly on the ground, and I'll show you a man who can't get his pants off. -set text[158] I don't approve of political jokes...I've seen too many of them get elected. -set text[159] I love being married. It's so great to find that one special person you want to annoy for the rest of your life. -set text[160] I am a nobody, nobody is perfect, therefore I am perfect. -set text[161] Everyday I beat my own previous record for number of consecutive days I've stayed alive. -set text[162] If carrots are so good for the eyes, how come I see so many dead rabbits on the highway? -set text[163] Welcome To Shit Creek - Sorry, We're Out of Paddles! -set text[164] How come we choose from just two people to run for president and 50 for Miss America? -set text[165] Ever notice that people who spend money on beer, cigarettes, and lottery tickets are always complaining about being broke and not feeling well? -set text[166] The next time you feel like complaining remember: Your garbage disposal probably eats better than thirty percent of the people in this world. -set text[167] Snowmen fall from Heaven unassembled. -set text[168] Every time I walk into a singles bar I can hear Mom's wise words: "Don't pick that up, you don't know where it's been." -set text[169] Out of my mind...Back in five minutes. -set text[170] I want to die peacefully in my sleep like my grandfather...Not screaming and yelling, like the passengers in his car. -set text[171] Man who run in front of car get tired. -set text[172] Man who run behind car get exhausted. -set text[173] Man who scratches backside should not bite fingernails. -set text[174] Man who passes wind in church sits in own pew. -set text[175] Some days, I just don't feel like slaying dragons. -set text[176] Thank you for not being perky. -set text[177] Don't annoy the crazy person. -set text[178] Which trailer park did you grow up in? -set text[179] When the only tool you own is a hammer, every problem begins to look like a nail. -set text[180] And your crybaby whiny ass opinion would be? -set text[181] The longest one-syllable word in the English language is "screeched." -set text[182] On a Canadian two dollar bill, the flag flying over the Parliament building is an American flag. -set text[183] I didn't fight my way to the top of the food chain to be a vegetarian. -set text[184] What am I? Flypaper for freaks? -set text[185] Would you like fries with that? -set text[186] Why do they lock gas station bathrooms? Are they worried someone will clean them? -set text[187] I may not be the best looking gal here, but I'm the only one talking to you. -set text[188] Where do forest rangers go to get away from it all? -set text[189] Who are these kids and why are they calling me Mom? -set text[190] Not the brightest crayon in the box now, are we? -set text[191] Don't bother me. I'm living happily ever after. -set text[192] I started out with nothing and still have most of it left. -set text[193] You! Off my planet! -set text[194] Therapy is expensive, poppin' bubble wrap is cheap! You choose. -set text[195] Did the aliens forget to remove your anal probe? -set text[196] It is as bad as you think and they are out to get you. -set text[197] Isn't it scary that doctors call what they do "practice"? -eval speech %%text[%max%]%% -say %speech% -~ -#96 -Obj Command 81 - Paintball Shoot Blue~ -1 c 2 -shoot~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %arg.room% != %actor.room% || %arg.id% == %actor.id% - %send% %actor% Shoot: Invalid Target! - halt -end -set inroom %actor.room% -if %arg.inventory(80)% - %echoaround% %actor% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun. - %send% %actor% You blast %arg.name%. - %send% %arg% You lose! - %purge% %arg.inventory(80)% - %zoneecho% %inroom.vnum% %actor.name% shoots %arg.name%. A score for the Blue Team. -elseif %arg.inventory(81)% - %send% %actor% They are on your team! -elseif - %send% %actor% %arg.name% is not playing. -end -~ -#97 -Obj Command 80 - Paintball Shoot Red~ -1 c 2 -shoot~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %arg.room% != %actor.room% || %arg.id% == %actor.id% - %send% %actor% Shoot: Invalid Target! - halt -end -set inroom %actor.room% -if %arg.inventory(81)% - %echoaround% %actor% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun. - %send% %actor% You blast %arg.name%. - %send% %arg% You lose! - %purge% %arg.inventory(81)% - %zoneecho% %inroom.vnum% %actor.name% shoots %arg.name%. A score for the Red Team. -elseif %arg.inventory(80)% - %send% %actor% They are on your team! -elseif - %send% %actor% %arg.name% is not playing. -end -~ -#98 -Mob Act - 98 Teleporter Give~ -0 e 0 -steps out of space and time.~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% - if !%actor.eq(*)% - %load% obj 50 %actor% light - %load% obj 51 %actor% rfinger - %load% obj 52 %actor% lfinger - %load% obj 53 %actor% neck1 - %load% obj 54 %actor% neck2 - %load% obj 55 %actor% body - %load% obj 56 %actor% head - %load% obj 57 %actor% legs - %load% obj 58 %actor% feet - %load% obj 59 %actor% hands - %load% obj 60 %actor% arms - %load% obj 61 %actor% shield - %load% obj 62 %actor% about - %load% obj 63 %actor% waist - %load% obj 64 %actor% rwrist - %load% obj 65 %actor% lwrist - %load% obj 66 %actor% wield - %load% obj 67 %actor% hold - end - wait 2 sec - if !%actor.inventory(82)% - wait 1 s - say You are not prepared to travel these realms to their fullest. - wait 1 s - say Maybe I can help you. - %load% obj 82 - give teleporter %actor.name% - * If the players inventory is full drop it for them. - if !%actor.inventory(82)% - drop teleporter - end - wait 2 s - say With this you may teleport to areas that may not be accessible in any other way. - wait 2 s - say HELP AREAS - end -end -~ -#99 -Obj Command 82 - Teleporter~ -1 c 3 -teleport~ -* By Rumble and Jamie Nelson of The Builder Academy tbamud.com 9091 -%send% %actor% You attempt to manipulate space and time. -%echoaround% %actor% %actor.name% attempts to manipulate space and time. -wait 1 sec -set sanctus 100 -set jade 400 -set newbie 500 -set sea 600 -set camelot 775 -set nuclear 1800 -set spider 1999 -set arena 2000 -set tower 2200 -set memlin 2798 -set mudschool 2800 -set midgaard 3001 -set capital 3702 -set haven 3998 -set chasm 4200 -set arctic 4396 -set Orc 4401 -set monastery 4512 -set ant 4600 -set zodiac 5701 -set grave 7401 -set zamba 7500 -set gidean 7801 -set glumgold 8301 -set duke 8660 -set oasis 9000 -set domiae 9603 -set northern 10004 -set south 10101 -set dbz 10301 -set orchan 10401 -set elcardo 10604 -set iuel 10701 -set omega 11501 -set torres 11701 -set dollhouse 11899 -set hannah 12500 -set maze 13001 -set wyvern 14000 -set caves 16999 -set cardinal 17501 -set circus 18700 -set western 20001 -set sapphire 20101 -set kitchen 22001 -set terringham 23200 -set dragon 23300 -set school 23400 -set mines 23500 -set aldin 23601 -set crystal 23875 -set pass 23901 -set maura 24000 -set enterprise 24100 -set new 24200 -set valley 24300 -set prison 24457 -set nether 24500 -set yard 24700 -set elven 24801 -set jedi 24901 -set dragonspyre 25000 -set ape 25100 -set vampyre 25200 -set windmill 25300 -set village 25400 -set shipwreck 25516 -set keep 25645 -set jareth 25705 -set light 25800 -set mansion 25907 -set grasslands 26000 -set igor's 26100 -set forest 26201 -set farmlands 26300 -set banshide 26400 -set beach 26500 -set ankou 26600 -set vice 26728 -set desert 26900 -set wasteland 27001 -set sundhaven 27119 -set station 27300 -set smurfville 27400 -set sparta 27501 -set shire 27700 -set oceania 27800 -set notre 27900 -set motherboard 28000 -set khanjar 28100 -set kerjim 28200 -set haunted 28300 -set ghenna 28400 -set hell 28601 -set goblin 28700 -set galaxy 28801 -set werith's 28900 -set lizard 29000 -set black 29100 -set kerofk 29202 -set trade 29400 -set jungle 29500 -set froboz 29600 -set desire 29801 -set cathedral 29900 -set ancalador 30000 -set campus 30100 -set bull 30401 -set chessboard 30537 -set tree 30600 -set castle 30700 -set baron 30800 -set westlawn 30900 -set graye 31003 -set teeth 31100 -set leper 31200 -set altar 31400 -set mcgintey 31500 -set wharf 31700 -set dock 31801 -set yllnthad 31900 -set bay 32200 -set pale 32300 -set army 32400 -set revelry 32500 -set perimeter 32600 -set asylum 34501 -set ultima 55685 -set tarot 21101 -if !%arg% - *they didnt type a location - set fail 1 -else - *take the first word they type after the teleport command - *compare it to a variable above - eval loc %%%arg.car%%% - if !%loc% - *they typed an invalid location - set fail 1 - end -end -if %fail% - %send% %actor% You fail. - %echoaround% %actor% %actor.name% fails. - halt -end -%echoaround% %actor% %actor.name% seems successful as %actor.heshe% steps into another realm. -%teleport% %actor% %loc% -%force% %actor% look -%echoaround% %actor% %actor.name% steps out of space and time. -~ $~ diff --git a/lib/world/trg/1.trg b/lib/world/trg/1.trg index e989451..185c943 100644 --- a/lib/world/trg/1.trg +++ b/lib/world/trg/1.trg @@ -1,2300 +1 @@ -#100 -Obj Command 100 - portal to Midgaard~ -1 c 7 -en~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %cmd.mudcommand% == enter && portal /= %arg% - %send% %actor% You enter the portal. - %echoaround% %actor% %actor.name% bravely enters the portal. - %teleport% %actor% 3001 - %force% %actor% look - %echoaround% %actor% %actor.name% just stepped through a portal. -else - %send% %actor% %cmd% what?! -end -~ -#101 -Room Command - portal to Midgaard~ -2 c 100 -en~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %cmd.mudcommand% == enter && portal /= %arg% - %send% %actor% You enter the portal. - %echoaround% %actor% %actor.name% bravely enters the portal. - %teleport% %actor% 3001 - %force% %actor% look - %echoaround% %actor% %actor.name% just stepped through a portal. -else - %send% %actor% enter what?! -end -~ -#102 -Mob Command - portal to Midgaard~ -0 c 100 -en~ -if %cmd.mudcommand% == enter && portal /= %arg% - %send% %actor% You enter the portal. - %echoaround% %actor% %actor.name% bravely enters the portal. - %teleport% %actor% 3001 - %force% %actor% look - %echoaround% %actor% %actor.name% just stepped through a portal. -else - %send% %actor% enter what?! -end -~ -#103 -Mob Greet Newbie Guide - 196~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% - if %actor.level% <= 3 - wait 1 sec - bow - wait 1 sec - say may I suggest you visit the newbie zones under HELP AREAS by typing TELEPORT NEWBIE. - end - if %actor.level% >= 30 - wait 1 sec - bow %actor.name% - end -end -~ -#104 -dg_cast fireball~ -0 k 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Only cast the spell every 30 seconds. -if %already_cast% - wait 30 s - unset already_cast -else - dg_cast 'fireball' %actor.name% - set already_cast 1 - * By globalling the variable it can be accessed by other triggers or when - * this trigger fires a second time. - global already_cast -end -~ -#105 -Mob Greet Hannibal - 140~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Shopkeeper greets players based on male/female/neutral. -if %actor.is_pc% - wait 1 sec - if %actor.sex% == male - say Good day sir, what would you like? - elseif %actor.sex% == female - wait 1 sec - say Good day maam, what can I get you? - else - say What do you want? - end -end -~ -#106 -Mob Greet Carpenter - 197~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - if %actor.sex% == male - say Can't you see the place is under repairs? - wait 1 sec - say Don't worry, the inn will be open again soon. - elseif %actor.sex% == female - wait 1 sec - say Come to work, have you? - wait 1 sec - wink %actor.name% - else - frown %actor.name% - end -end -~ -#107 -Mob Greet Shiro - 103~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - say I sell the finest weapons in all the realm. See for yourself. -end -~ -#108 -Mob Greet Rhian - 104~ -0 g 100 -~ -if %actor.is_pc% - wait 3 sec - if %actor.sex% == male - smile %actor.name% - elseif %actor.sex% == female - wait 1 sec - frown %actor.name% - else - say I hate your kind. - end -end -~ -#109 -Mob Greet Sarge - 109~ -0 g 100 -~ -if %actor.is_pc% - look %actor.name% - wait 1 sec - if %actor.sex% == male - say See anything you like? - elseif %actor.sex% == female - wait 1 - gaze %actor.name% - wait 1 - say What can I get you pretty lady? - else - say What do you want? - end -end -~ -#110 -Mob Greet Logan - 110~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - grin %actor.name% - wait 1 sec - if %actor.sex% == male - say Look at this fine vest. - wait 1 sec - emote holds up a gaudy red vest. - wait 1 sec - say this would wear well on you. - elseif %actor.sex% == female - say for you my young lady, I have a fine silk shirt. - else - say What do you want? - end -end -~ -#111 -Mob Greet Branwen - 111~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - if %actor.sex% == male - say if it's made from leather, I have it. - elseif %actor.sex% == female - wait 1 sec - say the finest leather in the realms is what I sell. - else - say What do you want? - end -end -~ -#112 -Mob Greet Morgan - 184~ -0 g 33 -~ -if %actor.is_pc% - wait 1 sec - sigh - wait 1 sec - if %actor.sex% == male - say need a drink. I sure do - wait 1 sec - emote downs a shot of whisky. - elseif %actor.sex% == female - wait 1 sec - say can I get you a drink. - wait 1 sec - ogle %actor.name% - else - say What do you want? - end -end -~ -#113 -Mob Greet Ingrid - 182~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - cackle %actor.name% - wait 1 sec - if %actor.sex% == male - say ahhh, doesn't that smell good. - elseif %actor.sex% == female - wait 1 sec - say what can I get you, my pretty. - else - say what would you like? - end -end -~ -#114 -Mob Greet Corwin - 110~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - emote frowns at a large stack of mail. -end -~ -#115 -Mob Greet Banker - 119~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - emote puts all his money in the safe when he notices you eyeing it. -end -~ -#116 -Mob Greet Hazel - 109~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - chuckle - wait 1 sec - if %actor.sex% == male - say thirsty? - elseif %actor.sex% == female - wait 1 sec - say I sell pure water, no worry about contaminants from me. - else - say need some water? - end -end -~ -#117 -Mob Greet Carla - 158~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - emote steps away from her sewing machine. - wait 1 sec - if %actor.sex% == male - say anything I can help you with sir? - elseif %actor.sex% == female - wait 1 sec - say I could make something nice for a woman like you. - else - say need some clothes? - end -end -~ -#118 -Mob Greet Ian - 101~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - if %actor.sex% == male - say I make furs for the common man, because that is what I am. - elseif %actor.sex% == female - wait 1 sec - say a fine fur coat would suit you well. - else - say need some fur? - end -end -~ -#119 -Mob Greet Liam - 119~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - if %actor.sex% == male - say Take your time, i've got all day. - elseif %actor.sex% == female - wait 1 sec - say you aren't really an adventurer are you? - wait 1 sec - say who woulda thought a woman adventuring. - else - say need some supplies? - end -end -~ -#120 -Mob Greet Baker - 187~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - say best bread in town. - wait 1 sec - if %actor.sex% == male - emote slams some dough down onto the counter. - elseif %actor.sex% == female - wait 1 sec - say I'm hiring if you can cook. - else - say need some food? - end -end -~ -#121 -Mob Greet Butcher - 199~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - grin - wait 1 sec - say I can butcher anything. - wait 1 sec - if %actor.sex% == male - emote splatters some blood on you as he hacks at some meat. - elseif %actor.sex% == female - wait 1 sec - say sorry about the mess mam. - else - emote rubs his bloody hands on his apron. - end -end -~ -#122 -Mob Greet Rowan - 111~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - smile - wait 1 sec - say see anything you would like. - wait 1 sec - if %actor.sex% == male - emote watches you carefully. - elseif %actor.sex% == female - wait 1 sec - say isn't this diamond beautiful. - else - emote points you to the display cases. - end -end -~ -#123 -Mob Greet Fiona - 124~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - glare - wait 1 sec - if %actor.sex% == male - say much better food here than the baker or butcher sells. - wait 1 sec - whisper %actor.name% I hear the butcher's meat is tainted. - elseif %actor.sex% == female - wait 1 sec - say hungry? - else - say hungry? - end -end -~ -#124 -Mob Greet Lugdach - 106~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - if %actor.sex% == male - say Aye! What can I getcha! - elseif %actor.sex% == female - wait 1 sec - say What's a fine lass like you doing here? - else - emote need a boat? - end -end -~ -#125 -Mob Greet Healer - 186~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - smile %actor.name% - wait 1 sec - if %actor.sex% == male - say What aid do you need? - elseif %actor.sex% == female - wait 1 sec - say Can I help you miss? - else - say What do you want? - end -end -~ -#126 -Mob Greet Sareth - 185~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - bow - wait 1 sec - if %actor.sex% == male - say Are you in need of a scroll? - elseif %actor.sex% == female - wait 1 sec - say I have many types of scrolls - else - say What do you want? - end -end -~ -#127 -Mob Act - 156 speaker greet~ -0 e 0 -has entered the game.~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Num Arg 0 means the argument has to match exactly. So trig will only fire off: -* "has entered game." and not "has" or "entered" etc. (that would be num arg 1). -* Figure out what vnum the mob is in so we can use zoneecho. -*NOTE: We now have a room-login trig. HELP TRIGEDIT-ROOM-LOGIN -eval inroom %self.room% -%zoneecho% %inroom.vnum% %self.name% shouts, 'Welcome, %actor.name%!' -~ -#128 -Mob Act - 156 speaker goodbye~ -0 e 0 -has left the game.~ -eval inroom %self.room% -%zoneecho% %inroom.vnum% %self.name% shouts, 'Farewell, %actor.name%!' -~ -#129 -Mob Greet Beggar - 165~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% - wait 1 sec - say Money for the poor? -end -~ -#130 -Mob Bribe Beggar - 165~ -0 m 1 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -wait 1 sec -if %actor.sex% == MALE - say Thank you, kind sir. -elseif %actor.sex% == FEMALE - say Thank you, ma'am. -else - emote looks you over trying to determine your sex. - say Thank you..... -end -~ -#131 -Room Command 365 - Jump~ -2 c 100 -jump~ -* By Rumble of The Builder Academy tbamud.com 9091 -wait 1 sec -%send% %actor% You jump from the window ledge to certain death. -%echoaround% %actor% %actor.name% decides to test fate and takes a dive out the window. -%teleport% %actor% 292 -wait 1 sec -%echoaround% %actor% %actor.name% falls from above screaming %actor.hisher% lungs out. %actor.heshe% hits the ground with a loud thump. -%force% %actor% look -%send% %actor% You strike the ground hard but somehow manage to survive the impact. -* Damage the player all of their hitpoints. They will recover. -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -#132 -dg_cast by level~ -0 k 10 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -switch %actor.level% - case 1 - case 2 - case 3 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - dg_cast 'shocking grasp' %actor% - break - case 8 - case 9 - dg_cast 'lightning bolt' %actor% - break - case 10 - dg_cast 'blindness' %actor% - break - case 11 - dg_cast 'color spray' %actor% - break - case 12 - dg_cast 'lightning bolt' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - dg_cast 'call lightning' %actor% - break - case 18 - case 19 - dg_cast 'harm' %actor% - break - * Level 20 and above gets fireball! - default - dg_cast 'fireball' %actor% - break -done -~ -#133 -Warrior Guildguard - 127~ -0 q 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Replaces the guildguard special procedure. -* Check the direction the player must go to enter the guild. -if %direction% == up - * Stop them if they are not the appropriate class. - if %actor.class% != warrior - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#134 -Mage Guildguard - 173~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == up - * Stop them if they are not the appropriate class. - if %actor.class% != magic user - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#135 -Cleric Guildguard - 174~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == up - * Stop them if they are not the appropriate class. - if %actor.class% != cleric - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#136 -Thief Guildguard - 177~ -0 q 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* This replaces stock guildguard spcial procedure that stops non-class members. -if %direction% == up - * Let the guildmaster pass to pawn players items. T137. - if %actor.vnum% == 122 - halt - end - * Stop them if they are not the appropriate class. - if %actor.class% != thief - return 0 - * Just send the block message to players. - if %actor.is_pc% - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end - end -end -~ -#137 -Thief Guildmaster Steals - M122~ -0 b 5 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Idea taken from cheesymud.com -* Thief guildmaster steals from players who idle in his guild. Then pawns the -* item in the shop downstairs so player has to buy their equipment back :-P -* Random trigs have no actors so pick one and make sure it is a player. -set actor %random.char% -if %actor.is_pc% - * Pick the first item in the actors inventory. - eval item %actor.inventory% - * I'll be nice and not steal containers or mail. - if %item.type% == CONTAINER || %item.vnum% <= 1 - halt - end - * If they have an item let the master thief steal it. - eval item_to_steal %%actor.inventory(%item.vnum%)%% - if %item_to_steal% - * Give some hints that the guildmaster is not to be trusted. - %echo% %self.name% examines %item.shortdesc%. - wait 2 sec - * Purge the actors object and load it to the master thief. - eval stolen %item_to_steal.vnum% - eval name %item_to_steal.name% - %load% obj %stolen% - %purge% %item_to_steal% - wait 2 sec - * Lets go sell it to Morgan using its first keyword. - down - sell %name.car% - wait 2 sec - wink Morgan - wait 2 sec - up - else - emote grumbles unhappily. - end -end -~ -#138 -Questmaster Greet - 3~ -0 g 100 -~ -* By Rumble of The Builder Academy builderacademy.net 9091 -* Part of a timed quest to kill a mob or find an object. Trigs 138-144. -* A simple automated quest so only let players earn up to 50 questpoints. -if %actor.is_pc% && %actor.questpoints% < 50 - wait 2 sec - * Check to see if they are not on a zone 1 quest. - if !%actor.varexists(on_quest_zone_1)% - say Welcome %actor.name%, are you interested in a simple quest? - else - *get the values from the player variable - extract day 1 %actor.on_quest_zone_1% - extract hour 2 %actor.on_quest_zone_1% - * Set this value to the number of mud hours in a mud day - set HOURS_IN_DAY 24 - * Compare the values to the current time - * (Your hours per day and days per year vary on each mud.) - * (You may also want to check for 'time.year') - eval current_ticks (%time.day%/%HOURS_IN_DAY%)+%time.hour% - eval start_ticks (%day%/%HOURS_IN_DAY%)+%hour% - *find out the time difference in ticks - eval ticks_passed %current_ticks%-%start_ticks% - *check if 10 ticks (~10 mins) have passed - if %ticks_passed% > 10 - rdelete on_quest_zone_1 %actor.id% - say Welcome %actor.name%, are you interested in a simple quest? - else - say How is your quest going %actor.name%, do you have a quest token or the quest mobs head for me? - end - end -end -~ -#139 -Questmaster Quest Assignment - 3~ -0 d 1 -*~ -* By Rumble of The Builder Academy builderacademy.net 9091 -* Part of a timed quest to kill a mob or find an object. Trigs 138-144. -if %actor% == %self% - halt -end -if %actor.varexists(on_quest_zone_1)% - *get the values from the player variable - extract day 1 %actor.on_quest_zone_1% - extract hour 2 %actor.on_quest_zone_1% - * Set this value to the number of mud hours in a mud day - set HOURS_IN_DAY 24 - * Compare the values to the current time - * (Your hours per day and days per year vary on each mud.) - * (You may also want to check for 'time.year') - eval current_ticks (%time.day%/%HOURS_IN_DAY%)+%time.hour% - eval start_ticks (%day%/%HOURS_IN_DAY%)+%hour% - *find out the time difference in ticks - eval ticks_passed %current_ticks%-%start_ticks% - *check if 10 ticks (~10 mins) have passed - if %ticks_passed% > 10 - rdelete on_quest_zone_1 %actor.id% - else - halt - end -end -if %actor.questpoints% > 50 - halt -end -* This loop goes through the entire string of words the actor says. .car is the -* word and .cdr is the remaining string. -eval word %speech.car% -eval rest %speech.cdr% -while %word% - * Check to see if the word is yes or an abbreviation of yes. - if yes /= %word% - say Very well %actor.name%. Would you like to find an object or hunt a mobile? - halt - end - * Pick a room from 100 to 365. - eval loadroom 99 + %random.265% - if mobile /= %word% || hunt /= %word% - * Load the mob in the random room picked above. - %at% %loadroom% %load% m 15 - say Go kill the quest mob and bring me its head %actor.name%. You only have 10 minutes! - * Load an object on the player that counts down from 10 minutes. - %load% obj 16 %actor% inv - %send% %actor% %self.name% gives you the quest timer. - %echoaround% %actor% %self.name% gives %actor.name% the quest timer. - set on_quest_zone_1 %time.day% %time.hour% - remote on_quest_zone_1 %actor.id% - halt - elseif object /= %word% || find /= %word% - say Go find the quest token and return it to me. You only have 10 minutes %actor.name%! - %load% o 15 - %at% %loadroom% drop quest_token_zone_1 - %load% obj 16 %actor% inv - %send% %actor% %self.name% gives you the quest timer. - %echoaround% %actor% %self.name% gives %actor.name% the quest timer. - set on_quest_zone_1 %time.day% %time.hour% - remote on_quest_zone_1 %actor.id% - halt - end - * End of the loop we need to take the next word in the string and save the - * remainder for the next pass. - set word %rest.car% - set rest %rest.cdr% -done -~ -#140 -Quest Timer - 16~ -1 c 7 -l~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Part of a timed quest to kill a mob or find an object. Trigs 138-144. -* Let a player see how much time they have left. -if %cmd.mudcommand% == look && timer /= %arg% - %send% %actor% You have %self.timer% minutes remaining. - * Let the look timer command still go through so they look at it. - return 0 -else - return 0 -end -~ -#141 -Quest 10 min Purge - 15, 16, 17~ -1 f 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Part of a timed quest to kill a mob or find an object. Trigs 138-144. -* Attached to quest objects 15-17. Purges itself 10 minutes after loading if -* player does not finish the quest. -* Make sure timer is being carried by a player. -if %self.carried_by% - set actor %self.carried_by% - if %actor.is_pc% - %send% %actor% Your quest time has run out. Try again. - * Delete the on quest variable so they can try again. - rdelete on_quest_zone_1 %actor.id% - end -end -* Purge the timer. -%purge% %self% -~ -#142 -Quest Timer Random - 16~ -1 b 10 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Part of a timed quest to kill a mob or find an object. Trigs 138-144. -* If timer is being carried by a player, warn them every 2 minutes. -if %self.carried_by% - set actor %self.carried_by% - if %actor.is_pc% - %send% %actor% You have %self.timer% minutes remaining. - end -end -~ -#143 -Questmaster Receive - 3~ -0 j 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Part of a timed quest to kill a mob or find an object. Trigs 138-144. -* Check if they are on the quest. -if !%actor.varexists(on_quest_zone_1)% - say You are not even on a quest %actor.name%. - * Stop the trig and prevent the item from being given to the mob. - halt -end -* -wait 1 sec -* If they had the head or the token. -if %object.vnum% == 15 || %object.vnum% == 17 - rdelete on_quest_zone_1 %actor.id% - say Well done, %actor.name%. - * Give them 50 gold and experience. Delete the on quest variable and purge. - nop %actor.exp(50)% - nop %actor.gold(50)% - %purge% %object% - * Reward them with 1 questpoint. Cheap I know but these quests are not hard. - nop %actor.questpoints(1)% - say you have earned 50 gold, 50 xp, 1 questpoint %actor.name%. -else - say I don't want that! - * Don't accept the object to prevent overloading the mob with junk. - return 0. -end -~ -#144 -Quest Mob Loads Head - 15~ -0 n 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Part of a timed quest to kill a mob or find an object. Trigs 138-144. -* This is a load instead of a death trig because I want the head to purge 10 -* minutes after loading. -%load% obj 17 -~ -#145 -Dove - 193~ -0 b 5 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Allows you to create multiple random actions. -* Numeric Arg of 5 fires about every 4 minutes. HELP RANDOM-TIMING -* %random.#% must match the highest txt# below. -eval number %random.5% -set txt1 pecks at your feet. -set txt2 coo's lightly. -set txt3 bobs its head as if to the beat of a drum. -set txt4 takes flight and lands a few feet away. -set txt5 deposits a liquidy black and white substance on your foot. -* set txt# .... add more here. -eval string %%txt%number%%% -emote %string% -~ -#146 -Apprentice healer - 201~ -0 b 20 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* This is required because a random trig does not have an actor. -set actor %random.char% -* only continue if an actor is defined. -if %actor% - * If they have lost more than half their hitpoints heal them. - if %actor.hitp% < %actor.maxhitp% / 2 - wait 1 sec - tell %actor.name% You are injured, let me help. - wait 2 sec - %echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration. - %send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration. - dg_cast 'heal' %actor% - end -end -~ -#147 -Black Magi Spell - 144~ -0 k 10 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.level% > 10 - say you are a fool %actor.name%. - dg_cast 'color spray' %actor% -end -~ -#148 -Mouse Emote - 194~ -0 b 5 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -eval number %random.4% -set txt1 scurries away quickly. -set txt2 stands up on its hind legs and sniffs the air. -set txt3 chews on some trash. -set txt4 squeaks and shakes some water and rain out of its fur. -eval string %%txt%number%%% -emote %string% -~ -#149 -Cat Emote - 139~ -0 b 10 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -eval number %random.4% -set txt1 hisses at you. -set txt2 purrs happily as it brushes up against your leg. -set txt3 plays with something it has already killed. -set txt4 swishes its tail back and forth as it eyes some prey. -eval string %%txt%number%%% -emote %string% -~ -#150 -Dog Emote - 192~ -0 b 10 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -eval number %random.4% -set txt1 sniffs at you in greeting. -set txt2 whimpers for some attention. -set txt3 growls menacingly at your feet. -set txt4 watches your every movement suspiciously. -eval string %%txt%number%%% -emote %string% -~ -#151 -Townsman Emote - 170~ -0 b 10 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -eval number %random.4% -set txt1 mumbles something about the weather. -set txt2 looks up at the sky warily. -set txt3 seems to have forgotten where he was headed. -set txt4 acknowledges you with a nod as he passes. -eval string %%txt%number%%% -emote %string% -~ -#152 -Angel Receives Treats - 207~ -0 j 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A simple receive trig if you give the dog food she will eat it. If you give -* her dog treats she will follow you. Everything else she drops. -if %object.type% == FOOD - wait 1 sec - emote swallows %object.shortdesc% without even chewing. - wait 1 sec - emote looks up at %actor.name%, hoping for some more. - if %object.vnum% == 164 - wait 1 sec - mfollow %actor% - end - if %object.vnum% == 172 - halt - end - %purge% %object% -else - wait 1 s - drop %object.name.car% -end -~ -#153 -Angel Follows Masters Commands - 207~ -0 d 1 -*~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %self.master% == %actor% - wait 1 sec - switch %speech.car% - case sit - sit - wait 3 sec - stand - break - case speak - emote barks sharply. - break - case down - sit - emote lies down. - wait 3 sec - stand - break - case shake - emote puts a paw up to be shook. - break - case kill - if %speech.cdr.id% && %self.room% == %speech.cdr.room% - emote growls at %speech.cdr.name% menacingly. - mkill %speech.cdr% - else - emote looks around for someone to attack. - end - break - case rollover - emote drops to the ground and rolls over a few times. - break - case walk - emote stands up on her hind legs and staggers around in circles - break - case crawl - emote drops down to the ground and crawls towards %actor.name%. - break - case jump - emote jumps up into the air. - break - case chase - if %speech.cdr% == your tail - emote looks back at %self.hisher% tail angrily and attacks it, running in tight little circles. - end - break - case highfive - emote jumps up and gives %actor.name% a highfive. - break - default - * nothing is going to happen - break - done -end -~ -#154 -rubber chicken squeeze - 172~ -1 c 2 -sq~ -if squeeze /= %cmd% && chicken /= %arg% - %send% %actor% You squeeze on the chicken and it squeaks annoying, how fun! - %echoaround% %actor% %actor.name% squeezes the life out of %actor.hisher% rubber chicken making a racket with its squeaking. - %asound% A loud and annoying squeaking sound can be heard close by. -else - %send% %actor% What would you like to squeeze? - return 0 -end -~ -#155 -Check for treats - 207~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* My dog is looking if people have some beggin strips. -if %actor.has_item(164)% - wait 1 sec - %send% %actor% %self.name% sits down and stands up on %self.hisher% hind legs, then starts whining pitifully staring at you. - %echoaround% %actor% %self.name% sits down and stands up on %self.hisher% hind legs, then starts whining pitifully staring at %actor.name%. - * Or if they have her rubber chicken. -elseif %actor.has_item(172)% - wait 1 sec - emote sniffs %actor.name%. - wait 1 sec - growl %actor.name% - %send% %actor% %self.name% tries to get at something you are carrying. - %echoaround% %actor% %self.name% tries to get at something %actor.name% is carrying. -end -~ -#156 -Angel plays with chicken - 207~ -0 b 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %self.has_item(172)% - growl chicken - squeeze chicken -end -~ -#157 -10 sided die roll - 173~ -1 c 7 -roll~ -* By Rumble of The Builder Academy tbamud.com 9091 -if dice /= %arg% || die /= %arg% - %send% %actor% You throw the ten sided die on the ground. - %echoaround% %actor% %actor.name% throws %actor.hisher% ten sided die on the ground. - set total %random.10% - %echo% The die came up as [%total%]. -else - return 0 -end -~ -#158 -Bell Toll - 101~ -2 c 100 -pull~ -* By Rumble of The Builder Academy tbamud.com 9091 -if rope /= %arg% - %echoaround% %actor% %actor.name% struggles as %actor.heshe% pulls on the rope. - %send% %actor% You pull the rope putting all your weight into it. It slowly gives. - %zoneecho% %self.vnum% The bell tolls. -else - %echo% I don't see what you want to "pull". The rope perhaps? -end -~ -#159 -Cancer Stick Smoking - 176~ -1 c 2 -light~ -* By Rumble of The Builder Academy tbamud.com 9091 -* put your objects alias here, /= will match abbreviations of it. -if cigarette /= %arg% || cancer /= %arg% || stick /= %arg% - %send% %actor% You light up %self.shortdesc%. - %echoaround% %actor% %actor.name% lights up a %self.shortdesc%. - * use as many puffs and as much time between puffs as you want. - while %puffs% < 4 - wait 10 sec - %send% %actor% You take a puff off of %self.shortdesc%. - %echoaround% %actor% %actor.name% takes a puff of smoke off of %actor.hisher% %self.shortdesc%. - eval puffs %puffs% + 1 - done - %send% %actor% You take a final puff and put the %self.shortdesc% out. - %echoaround% %actor% %actor.name% takes a final puff and puts %actor.hisher% %self.shortdesc% out. - %purge% %self% -else - %send% %actor% What would you like to %cmd%? -end -~ -#160 -Puppy plays - 191~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.vnum% == 207 - wait 1 sec - emote growls playfully at %actor.name%, crouching down into a mock attack position. -elseif %actor.is_pc% - wait 1 sec - if %actor.dex% < 8 - %send% %actor% %self.name% runs under your feet causing you to fall flat on your face. - %echoaround% %actor% %self.name% runs under %actor.name%'s feet and trips %actor.himher%. - elseif %actor.cha% < 8 - %send% %actor% %self.name% sniffs your leg and begins to urinate on you. - %echoaround% %actor% %self.name% sniffs %actor.name%'s leg and proceeds to urinate on %actor.himher%. - end -end -~ -#161 -Annoying Kid - 117~ -0 b 5 -~ -eval max %random.4% -set txt[1] I know you are, but what am I? -set txt[2] Does your parents know you are out in public? -set txt[3] And I thought I knew ugly. -set txt[4] I'm going to tell my father on you. -set speech %%txt[%max%]%% -eval speech %speech% -say %speech% -~ -#162 -Picking Mushrooms~ -2 c 100 -pi~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Make sure the command matches MUD command pick, check for any abbrev of mushrooms. -if %cmd.mudcommand% == pick && mushrooms /= %arg% - %load% obj 1300 %actor% inv - %send% %actor% You pick a mushroom off the floor. - %echoaround% %actor% %actor.name% Picks a mushroom off the floor. -else - * return 0, otherwise players would not be able to pick locks in the same room. - return 0 - %send% %actor% Pick What? -end -~ -#163 -Room Heals - 101~ -2 b 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* This is required because a random trig does not have an actor. -set actor %random.char% -* only continue if an actor is defined. -if %actor.is_pc% - * check if they are hurt. - if %actor.hitp% < %actor.maxhitp% - * heal them their level in hitpoints. - %damage% %actor% -%actor.level% - end -end -~ -#164 -Beggin Strips - 164~ -1 s 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -%send% %actor% You gag in disgust at the foul taste of the dog treats. -%echoaround% %actor% %actor.name% gags in disgust at the foul taste of the dog treats. -return 0 -%purge% %self% -~ -#165 -Thief - 129, 183~ -0 b 10 -~ -set actor %random.char% -if %actor% - if %actor.is_pc% && %actor.gold% - %send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet. - %echoaround% %actor% %self.name% tries to steal gold from %actor.name%. - eval coins %actor.gold% * %random.10% / 100 - nop %actor.gold(-%coins%)% - nop %self.gold(%coins%)% - end -end -~ -#166 -Cast spells on Greet - M135~ -0 g 10 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Cast a random spell on players that enter. But, only if they are not already -* affected and only 10 percent of the time. -switch %random.12% - case 1 - if %actor.affect(blind)% - dg_cast 'cure blind' %actor% - end - break - case 2 - if !%actor.affect(invis)% - dg_cast 'invisibility' %actor% - end - break - case 3 - if !%actor.affect(det-align)% - dg_cast 'detect align' %actor% - end - break - case 4 - if !%actor.affect(det-magic)% - dg_cast 'detect magic' %actor% - end - break - case 5 - if !%actor.affect(sense-life)% - dg_cast 'sense life' %actor% - end - break - case 6 - if !%actor.affect(watwalk)% - dg_cast 'waterwalk' %actor% - end - break - case 7 - if !%actor.affect(sanct)% - dg_cast 'sanctuary' %actor% - end - break - case 8 - if %actor.affect(curse)% - dg_cast 'remove curse' %actor% - end - break - case 9 - if !%actor.affect(infra)% - dg_cast 'infravision' %actor% - end - break - case 10 - if %actor.affect(poison)% - dg_cast 'cure poison' %actor% - end - break - case 11 - if !%actor.affect(bless)% - dg_cast 'bless' %actor% - end - break - case 12 - if !%actor.affect(prot-evil)% - dg_cast 'protection from evil' %actor% - end - break - default - say whoops! - break -done -~ -#167 -Mob Questshop Example~ -0 c 100 -*~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A questshop that uses questpoints! -if %cmd.mudcommand% == list - * - %send% %actor% ## Available Item Cost in Questpoints - %send% %actor% ------------------------------------------------------------------------- - %send% %actor% 1) Unlimited War's Blood 100 - %send% %actor% 2) Unlimited shadow stealer 100 - %send% %actor% 3) Unlimited the staff of spellfire 100 - * -elseif %cmd.mudcommand% == buy - if War /= %arg% || Blood /= %arg% || %arg% == 1 - set quest_item 21 - set quest_item_cost 100 - elseif shadow /= %arg% || stealer /= %arg% || %arg% == 2 - set quest_item 22 - set quest_item_cost 100 - elseif staff /= %arg% || spellfire /= %arg% || %arg% == 3 - set quest_item 23 - set quest_item_cost 100 - else - tell %actor.name% What would you like to buy? - halt - end - * - if %actor.questpoints% < %quest_item_cost% - tell %actor.name% You don't have enough questpoints for that. - else - %load% obj %quest_item% %actor% inv - tell %actor.name% here you go. - nop %actor.questpoints(-%quest_item_cost%)% - end -elseif %cmd.mudcommand% == sell - tell %actor.name% I don't want anything you have. -else - return 0 -end -~ -#168 -Questpoint Setter - 44~ -1 c 1 -questpoints~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Questpoint setter. For STAFF only! Make sure player has nohassle off. -* Make sure name matches a player, purge mobs or use 0.name if you have -* troubles. -* Usage: questpoints <player> <#> -if !%actor.is_pc% || %actor.level% < 32 - %send% %actor% Only human staff can use this. -else - set victim %arg.car% - if %victim.is_pc% - set questpoints %arg.cdr% - remote questpoints %victim.id% - %send% %actor% %arg.car%'s questpoints set to %arg.cdr%. - else - %send% %actor% Don't use it on mobs. Use 0.<name>! - return 0 - end -end -~ -#169 -Quest Token check if player is on quest - 15~ -1 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if !%actor.varexists(on_quest_zone_1)% - %send% %actor% You are not on a quest, don't steal other peoples quest items! - return 0 -end -~ -#170 -Load Tapcode Paper - 97~ -2 c 100 -wa~ -* By Rumble of The Builder Academy tbamud.com 9091 -if !%actor.has_item(83)% && %cmd.mudcommand% == wake -nop %actor.pos(sitting)% - %send% %actor% As you slowly regain consciousness you hear a shuffling of feet outside the door. - wait 30 sec - %echo% Two shadows pass in front of your cell. Glancing under the door you see a set of dirty manacled feet pause outside. A scrap of paper falls to the ground and is quickly kicked under the door. A grunt is heard as a set of booted feet soon follow pushing the captive that had stopped. - %load% obj 83 -else - * If it doesn't match let the command continue. - return 0 -end -~ -#171 -Tapcode Say Stuff - 97-93~ -2 b 10 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %self.vnum(97)% - * tapcode SAY FREEDOM - %echo% tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap - wait 3 sec - %echo% tap tap tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap -elseif %self.vnum(96)% - * tapcode SAY INTEGRITY - %echo% tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap - wait 3 sec - %echo% tap tap tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap tap tap tap -elseif %self.vnum(95)% - * tapcode SAY WISDOM - %echo% tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap - wait 3 sec - %echo% tap tap tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap -elseif %self.vnum(94)% - * tapcode SAY PERSEVERENANCE - %echo% tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap - wait 3 sec - %echo% tap tap tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap - wait 3 sec - %echo% tap tap tap tap tap tap - wait 3 sec - %echo% tap tap tap tap - wait 3 sec - %echo% tap tap tap tap tap tap -end -~ -#172 -Prison Teleport 97-91~ -2 d 1 -*~ -* By Rumble of The Builder Academy tbamud.com 9091 -* evaluate the first word. -eval word %speech.car% -* evaluate the rest of the speech string. -eval rest %speech.cdr% -* keep looping until there are no more words. -while %word% - if %word% == freedom && %actor.room.vnum% == 97 - %send% %actor% You feel a strange shifting as you are teleported out of the cell, you hear a distant clanking as the shackles fall to the floor. - %teleport% %actor% 96 - elseif %word% == integrity && %actor.room.vnum% == 96 - %teleport% %actor% 95 - %send% %actor% You feel a strange shifting as you are teleported out of the cell. - elseif %word% == wisdom && %actor.room.vnum% == 95 - %teleport% %actor% 94 - %send% %actor% You feel a strange shifting as you are teleported out of the cell. - elseif %word% == perseverance && %actor.room.vnum% == 94 - %teleport% %actor% 93 - %send% %actor% You feel a strange shifting as you are teleported out of the cell. - end - eval word %rest.car% - eval rest %rest.cdr% -done -~ -#173 -Prison Commissar M31~ -0 b 3 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Prison Commissar - M31 - T173 -eval max %random.5% -set text[1] you Americans were nothing like the French, we could count on them to be reasonable. -set text[2] you Americans think you are so smart. We have figured out your fourth signal. Four beats or waves or taps or whatever you come up with means "wait." -set text[3] War has blighted this planet in all but 268 of the past 4000 years. -set text[4] We may not have freedom, but after 4000 years we have order, and we will settle for that. -set text[5] I do not get paid enough for such a despicable job. I don't suppose you would give me a little something in exchange for my help? -eval speech %%text[%max%]%% -say %speech% -~ -#174 -Underground Spy M30 T174~ -0 b 20 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if !%self.follower% - eval max %random.4% - set txt[1] Don't let the 'MAN' hold you back, join the rebellion. Follow me if you want to lead a better life. - set txt[2] Be careful who you talk to, they may be part of the conspiracy. Follow me if you want to know the truth. - set txt[3] Follow me if you want to join the resistance. - set txt[4] Only through sacrifice can we know the truth. Follow me to be enlightened. - set speech %%txt[%max%]%% - eval speech %speech% - say %speech% -else - say you have made the right choice. - wait 3 sec - %random.dir% - wait 2 sec - %random.dir% - wait 2 sec - %random.dir% - wait 2 sec - %random.dir% - wait 2 sec - say do you have anyone that knows you are in Sanctus or who may notice your absence? - wait 5 sec - %load% mob 32 - %echo% The hired muscle has arrived. - %load% mob 32 - %echo% The hired muscle has arrived. - %load% mob 32 - %echo% The hired muscle has arrived. - %load% mob 32 - %echo% The hired muscle has arrived. - wait 3 sec - say lets get on with it. Don't bother putting up a fight. - wait 3 sec - %send% %self.follower% The spy and all of his hired muscle quickly circle you and wait for your exposed back before they attack. You catch movement out of the corner of your eye as you are clubbed from behind. - %echoaround% %self.follower% %self.follower.name% is quickly surrounded by a group of thugs and clubbed unconscious. The underground spy pays the hired thugs and then drags %self.follower.name% away to the %random.dir%. - nop %self.follower.pos(sleeping)% - %teleport% %self.follower% 97 - %purge% %self% -end -~ -#175 -Chuck Norris - 34~ -0 ab 8 -~ -* Chuck Norris Facts! -eval max %random.89% -set text[1] Chuck Norris does not sleep. He waits. -set text[2] If you can see Chuck Norris, he can see you. If you can't see Chuck Norris you may be only seconds away from death. -set text[3] Chuck Norris frequently donates blood to the Red Cross. Just never his own. -set text[4] The chief export of Chuck Norris is pain. -set text[5] Chuck Norris sold his soul to the devil for his rugged good looks and unparalleled martial arts ability. Shortly after the transaction was finalized, Chuck roundhouse kicked the devil in the face and took his soul back. The devil, who appreciates irony, couldn't stay mad and admitted he should have seen it coming. They now play poker every second Wednesday of the month. -set text[6] Chuck Norris is currently suing NBC, claiming Law and Order are trademarked names for his left and right legs. -set text[7] Chuck Norris doesn't read books. He stares them down until he gets the information he wants. -set text[8] The quickest way to a man's heart is with Chuck Norris's fist. -set text[9] Leading hand sanitizers claim they can kill 99.9 percent of germs. Chuck Norris can kill 100 percent of whatever the heck he wants. -set text[10] Chuck Norris thought up some of the funniest Chuck Norris facts ever, but he hasn't submitted them to the site because he doesn't believe in any form of submission. -set text[11] Chuck Norris once visited the Virgin Islands. They are now The Islands. -set text[12] Chuck Norris does not hunt because the word hunting implies the probability of failure. Chuck Norris goes killing. -set text[13] Chuck Norris' tears cure cancer. Too bad he has never cried. -set text[14] When the Boogeyman goes to sleep every night he checks his closet for Chuck Norris. -set text[15] Chuck Norris counted to infinity - twice. -set text[16] Chuck Norris puts the "laughter" in "manslaughter". -set text[17] Chuck Norris can speak braille. -set text[18] Chuck Norris was once on Celebrity Wheel of Fortune and was the first to spin. The next 29 minutes of the show consisted of everyone standing around awkwardly, waiting for the wheel to stop. -set text[19] Chuck Norris sleeps with a night light. Not because Chuck Norris is afraid of the dark, but the dark is afraid of Chuck Norris -set text[20] If Chuck Norris is late, time better slow the heck down. -set text[21] Superman owns a pair of Chuck Norris pajamas. -set text[22] If you try to introduce your mother to Chuck Norris, she'll introduce you to your biological father. -set text[23] Chuck Norris uses all seven letters in Scrabble... Every turn. -set text[24] When Chuck Norris sends in his taxes, he sends blank forms and includes only a picture of himself, crouched and ready to attack. Chuck Norris has not had to pay taxes ever. -set text[25] Chuck Norris died ten years ago, but the Grim Reaper can't get up the courage to tell him. -set text[26] Chuck Norris once survived a suicide bombing. He was the bomber. -set text[27] Chuck Norris does not know where you live, but he knows where you will die. -set text[28] Chuck Norris can divide by zero. -set text[29] Chuck Norris can slam revolving doors. -set text[30] Little kids enjoy lighting ants on fire with magnifying glasses. Chuck Norris enjoys lighting little kids on fire with ants. Scientists have yet to find out how this feat is achieved. -set text[31] If it looks like chicken, tastes like chicken, and feels like chicken but Chuck Norris says its beef, then it's beef. -set text[32] We all know the magic word is please. As in the sentence, "Please don't kill me." Too bad Chuck Norris doesn't believe in magic. -set text[33] Chuck Norris once went on Celebrity Jeopardy and answered, "Who is Chuck Norris?" to every question. It was the first and only time in Jeopardy history that a contestant answered every single question right. -set text[34] At birth, Chuck Norris came out feet first so he could roundhouse kick the doctor in the face. Nobody delivers Chuck Norris but Chuck Norris. -set text[35] Chuck Norris once ate three 72 oz. steaks in one hour. He spent the first 45 minutes having sex with his waitress. -set text[36] Chuck Norris owns the greatest Poker Face of all-time. It helped him win the 1983 World Series of Poker despite him holding just a Joker, a Get out of Jail Free Monopoloy card, a 2 of clubs, 7 of spades and a green #4 card from the game UNO. -set text[37] A Handicap parking sign does not signify that this spot is for handicapped people. It is actually in fact a warning, that the spot belongs to Chuck Norris and that you will be handicapped if you park there. -set text[38] Chuck Norris' sperm can penetrate 13 condoms, the birth control pill, a brick wall, and the 1975 Pittsburgh Steelers offensive line in order to impregnate a woman. -set text[39] Chuck Norris has to sort his laundry into three loads: darks, whites, and bloodstains. -set text[40] If at first you don't succeed, you are obviously not Chuck Norris. -set text[41] Geico saved 15%% by switching to Chuck Norris. -set text[42] If you see Chuck Norris crying he will grant you a wish, if your wish is dying. -set text[43] Pee Wee Herman got arrested for masturbating in public. The same day, Chuck Norris got an award for masturbating in public. -set text[44] They say that lightning never strikes the same place twice. Neither does Chuck Norris. He doesn't have to. -set text[45] Water boils faster when Chuck Norris watches it. -set text[46] Chuck Norris' cowboy boots are made from real cowboys. -set text[47] When Chuck Norris exercises, the machine gets stronger. -set text[48] Chuck Norris is allowed to talk about Fight Club. -set text[49] The only thing we have to fear is fear itself... The only thing fear has to fear is Chuck Norris. -set text[50] Chuck Norris clogs the toilet even when he pisses. -set text[51] A blind man once stepped on Chuck Norris' shoe. Chuck replied, "Don't you know who I am? I'm Chuck Norris!" The mere mention of his name cured the mans blindness. Sadly the first, last, and only thing this man ever saw, was a fatal roundhouse delivered by Chuck Norris. -set text[52] The most effective form of suicide known to man is to type "Chuck Norris" into Google and hit "I'm Feeling Lucky!". -set text[53] Chuck Norris never gets brain freeze. Slurpees know when to back off. -set text[54] Chuck Norris got in touch with his feminine side, and promptly got her pregnant. -set text[55] Chuck Norris refers to himself in fourth person. -set text[56] Whenever someone is constipated, doctors send them to Chuck Norris so he can scare the shit out of them. -set text[57] Chuck Norris is not hung like a horse... horses are hung like Chuck Norris -set text[58] Switzerland isn't really neutral. They just haven't figured out what side Chuck Norris is on yet. -set text[59] When Chuck Norris was in middle school, his English teacher assigned an essay: "What is Courage?" Chuck Norris received an "A+" for writing only the words "Chuck Norris" and promptly turning in the paper. -set text[60] Chuck Norris doesn't give Christmas presents. If you live to see Christmas, that is your Christmas present from Chuck. -set text[61] Chuck Norris ends every relationship with "Its not me, its you". -set text[62] Chuck Norris was sending an email one day, when he realized that it would be faster to run. -set text[63] When Chuck Norris laughs too hard while drinking milk, he accidently shits a cow. -set text[64] One time in an airport a guy accidently called Chuck Norris "Chick Norris". He explained it was an honest mistake and apologized profusely. Chuck accepted his apology and politely signed an autograph. Nine months later, the guy's wife gave birth to a bearded baby. The guy knew exactly what had happened, and blames nobody but himself. -set text[65] Chuck Norris doesn't understand why you should consult your doctor if your erection lasts for more than 4 hours. His erections have been known to last for up to 15 days. -set text[66] Chuck Norris has never had an alcohol problem. However, alcohol has had a Chuck Norris problem. -set text[67] Jesus owns and wears a bracelet that reads, "WWCND?" What would Chuck Norris Do? -set text[68] In order to survive a nuclear attack, you must remember to stop, drop, and be Chuck Norris. -set text[69] Similar to a Russian Nesting Doll, if you were to break Chuck Norris open you would find another Chuck Norris inside, only smaller and angrier. -set text[70] Chuck Norris' dog is trained to pick up his own poop because Chuck Norris will not take shit from anyone. -set text[71] Oxygen requires Chuck Norris to live. -set text[72] Chuck Norris doesn't have a bank account. He just tells the bank how much he needs. -set text[73] Chuck Norris frequently signs up for beginner karate classes, just so he can "accidentally" beat the shit out of little kids. -set text[74] Life is like a box of chocolates. You never know when Chuck Norris is going to kill you. -set text[75] Someone once tried to tell Chuck Norris that roundhouse kicks aren't the best way to kick someone. This has been recorded by historians as the worst mistake anyone has ever made. -set text[76] The phrase "Made by Chuck Norris" is imprinted beneath the surface of China. -set text[77] Microsoft has released a new Anti-virus removal tool called Chuck Norris. The tool dares the virus to enter the machine. -set text[78] Chuck Norris always gets blackjack. Even when he's playing poker. -set text[79] When the Incredible Hulk gets angry he transforms into Chuck Norris. -set text[80] When Chuck Norris answers the phone, he just says "Go". This is not permission for you to begin speaking, it is your cue to start running for your life. -set text[81] Chuck Norris only uses one chopstick. -set text[82] Chuck Norris does not leave messages. Chuck Norris leaves warnings. -set text[83] Filming on location for Walker: Texas Ranger, Chuck Norris brought a stillborn baby lamb back to life by giving it a prolonged beard rub. Shortly after the farm animal sprang back to life and a crowd had gathered, Chuck Norris roundhouse kicked the animal, breaking its neck, to remind the crew once more that Chuck giveth, and the good Chuck, he taketh away. -set text[84] When you open a can of whoop-ass, Chuck Norris jumps out. -set text[85] Chuck Norris once had a near death experience. Needless to say, Death now refuses to come near him. -set text[86] People say the truth hurts, but it hurts a hell of a lot more when it comes from Chuck Norris. -set text[87] If you come home to find Chuck Norris doing your wife, it's probably best to go fetch a glass of water and stand there in case Chuck gets thirsty. There ain't no future in any other course of action. -set text[88] Chuck Norris can open beer cans with his teeth. He still prefers to use other people's teeth, though. -set text[89] One time while sparring with Wolverine, Chuck Norris accidentally lost his left testicle. You might be familiar with it to this very day by its technical term: Jupiter. -set speech %%text[%max%]%% -eval speech %speech% -%echo% %speech% -~ -#176 -Teleporter Recall - O82~ -1 c 7 -re~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %cmd% == recall - eval teleporter_return_room %actor.room.vnum% - remote teleporter_return_room %actor.id% - %send% %actor% You recall to safety. - %echoaround% %actor% %actor.name% recalls. - %teleport% %actor% 3001 - %force% %actor% look - %echoaround% %actor% %actor.name% appears in the room. -elseif %cmd% == return - %send% %actor% You return to your previous location. - %echoaround% %actor% %actor.name% teleports out of the room. - %teleport% %actor% %actor.teleporter_return_room% - %force% %actor% look - %echoaround% %actor% %actor.name% appears in the room. -else - return 0 -end -~ -#177 -Kick Me Sign - O197~ -1 b 10 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Only players can activate this trig. -if %self.worn_by% - set actor %self.worn_by% - set room_var %actor.room% - wait 3 s - set kickers %room_var.people% - * Now loop through everyone in the room. - while %kickers% - * Set the next target before kicking. - set next_kicker %kickers.next_in_room% - if %kickers% != %actor% - %send% %kickers% You can't resist the urge after seeing the sign on %actor.name%'s back. You kick %actor.himher% - %send% %actor% %kickers.name% plants %kickers.hisher% firmly in your backside for no apparent reason. - %echoaround% %actor% %kickers.name% kicks %actor.name% squarely in the behind after seeing the "Kick Me" sign %actor.heshe% is wearing. - * Damage them... 2 hitpoints. To heal use -#. - %damage% %actor% 2 - end * Set the next target. - set kickers %next_kicker% - wait 1 s - * Loop back. - done -end -~ -#178 -Homer's Advice M33~ -0 b 10 -~ -eval max %random.41% -set text[1] When someone tells you your butt is on fire, you should take them at their word. -set text[2] There is no such thing as a bad doughnut. -set text[3] Kids are like monkeys, only louder. -set text[4] If you want results, press the red button. The rest are useless. -set text[5] You should just name your third kid Baby. Trust me -- it'll save you a lot of hassle. -set text[6] You can have many different jobs and still be lazy. -set text[7] I enjoy the great taste of Duff. Yes, Duff is the only beer for me. Smooth, creamy Duff . . . zzzzzzzzzzzzz. -set text[8] You can get free stuff if you mention a product in a magazine interview. Like Chips Ahoy! cookies. -set text[9] You may think it's easier to de-ice your windshield with a flamethrower, but there are repercussions. Serious repercussions. -set text[10] There are some things that just aren't meant to be eaten. -set text[11] The intelligent man wins his battles with pointed words. I'm sorry -- I meant sticks. Pointed sticks. -set text[12] There are way too many numbers. The world would be a better place if we lost half of them -- starting with 8. I've always hated 8. -set text[13] If I had a dollar for every time I heard "My God! He's covered in some sort of goo," I'd be a rich man. -set text[14] Be generous in the bedroom -- share your sandwich. -set text[15] I've climbed the highest mountains . . . fallen down the deepest valleys . . . I've been to Japan and Africa . . . and I've even gone into space. But I'd trade it all for a piece of candy right now. -set text[16] Every creature on God's earth has a right to exist. Except for that damn ruby-throated South American warbler. -set text[17] I don't need a surgeon telling me how to operate on myself. -set text[18] Sometimes I think there's no reason to get out of bed . . . then I feel wet, and I realize there is. -set text[19] Let me just say, Winnie the Pooh getting his head caught in a honey pot? It's not funny. It can really happen. -set text[20] Even though it is awesome and powerful, I don't take no guff from the ocean. -set text[21] I never ate an animal I didn't like. -set text[22] A fool and his money are soon parted. I would pay anyone a lot of money to explain that to me. -set text[23] Give a man a fish and he'll eat for a day. Teach a man to fish and he'll get a hook caught on his eyelid or something. -set text[24] I made a deal with myself ten years ago . . . and got ripped off. -set text[25] Never leave your car keys in a reactor core. -set text[26] Always trust your first instinct -- unless it tells you to use your life savings to develop a Destructo Ray. -set text[27] When you borrow something from your neighbor, always do it under the cover of darkness. -set text[28] If a spaceship landed and aliens took me back to their planet and made me their leader, and I got to spend the rest of my life eating doughnuts and watching alien dancing girls and ruling with a swift and merciless hand? That would be sweet. -set text[29] I may not be the richest man on earth. Or the smartest. Or the handsomest. -set text[30] Never throw a butcher knife in anger. -set text[31] The office is no place for off-color remarks or offensive jokes. That's why I never go there. -set text[32] My favorite color is chocolate. -set text[33] Always feel with your heart, although it's better with your hands. -set text[34] The hardest thing I've had to face as a father was burying my own child. He climbed back out, but it still hurts. -set text[35] If doctors are so right, why am I still alive? -set text[36] I'm not afraid to say the word racism, or the words doormat and bee stinger. -set text[37] Always have plenty of clean white shirts and blue pants. -set text[38] When that guy turned water into wine, he obviously wasn't thinking of us Duff drinkers. -set text[39] I love natural disasters because we're allowed to get out of work. -set text[40] When I'm dead, I'm going to sleep. Oh, man, am I going to sleep. -set text[41] What kind of fool would leave a pie on a windowsill, anyway? -set speech %%text[%max%]%% -eval speech %speech% -say %speech% -~ -#179 -Streetsweeper Ramblings M161~ -0 b 10 -~ -eval max %random.33% -set text[1] They told me I was gullible.... and I believed them. -set text[2] Teach a child to be polite and courteous in the home and, when he grows up, he'll never be able to edge his car onto a freeway. -set text[3] One nice thing about egotists... they don't talk about other people. -set text[4] How can there be self-help "groups"? -set text[5] Is Marx's tomb a communist plot? -set text[6] Stupid litterbugs. -set text[7] I had amnesia once -- maybe twice. -set text[8] This isn't an office. It's hell with fluorescent lighting. -set text[9] I pretend to work. They pretend to pay me. -set text[10] A cubicle is just a padded cell without a door. -set text[11] Can I trade this job for what's behind door #1? -set text[12] How about never? Is never good for you? -set text[13] I have plenty of talent and vision. I just don't care. -set text[14] I'll try to be nicer if you'll try to be smarter. -set text[15] I'm out of my mind but feel free to leave a message. -set text[16] No problem is so large or so difficult that it can't be blamed on someone else. -set text[17] Try a little kindness. As little as possible. -set text[18] If at first you don't succeed try management. -set text[19] Ahhh. I see the screw-up fairy has visited us again. -set text[20] Not a morning person doesn't even begin to describe it. -set text[21] 80 percent of success is just showing up. -set text[22] It's lonely at the top but you eat better. -set text[23] When I want your opinion, I'll beat it out of you. -set text[24] Make it idiot proof and someone will make a better idiot. -set text[25] The buck doesn't even slow down here. -set text[26] Welcome to the Department of Redundancy Department. -set text[27] Another deadline, another miracle. -set text[28] Always keep your words soft and sweet, just in case you have to eat them. -set text[29] Always read stuff that will make you look good if you die in the middle of it. -set text[30] If you can't be kind, at least have the decency to be vague. -set text[31] If you lend someone $20 and never see them again, it was probably worth it. -set text[32] Never buy a car you can't push. -set text[33] Since it's the early worm that gets eaten by the bird, sleep late. -set speech %%text[%max%]%% -eval speech %speech% -say %speech% -~ -#180 -Shackle Lock Pick O89~ -2 c 100 -pi~ -if %cmd.mudcommand% == pick && (shackles /= %arg% || lock /= %arg%) && %actor.has_item(85)% - %send% %actor% You attempt to pick the simple lock with the pick and are surprised to hear a click as the lock quickly releases. - %echoaround% %actor% %actor.name% quickly picks the lock to the shackles around %actor.hisher% ankles. - %load% obj 86 - %purge% %self% -else - %send% %actor% Pick What? -end -~ -#181 -Epictetus M29~ -0 b 5 -~ -* Epictetus - M29 - T181 By Rumble -eval max %random.26% -set txt[1] the judge will do some things to you which are thought to be terrifying, but how can he stop you from taking the punishment he threatened? -set txt[2] what are the benefits of a stoic life? It is an ancient and honorable package of advice on how to stay out of the clutches of those who are trying to get you on the hook, trying to give you a feeling of obligation, trying to get moral leverage. -set txt[3] There can be no such thing as being the "victim" of another. You can only be a "victim" of yourself. -set txt[4] Show me a man who though sick is happy, who though in danger is happy, who though in prison is happy, and I'll show you a Stoic. -set txt[5] remember you are an actor in a drama of such sort as the Author chooses - if short, then in a short one. If long, then in a long one. If it be his pleasure that you should enact a poor man, or a cripple, or a ruler, see that you act it well. -set txt[6] Things that are not within our own power, not without our Will, can by no means be either good or evil. -set txt[7] For it is better to die of hunger, exempt from fear and guilt, than to live in affluence with perturbation. -set txt[8] Lameness is an impediment to the leg, but not to the Will. Say this to yourself with regard to everything that happens. For you will find such things to be an impediment to something else, but not truly to yourself. -set txt[9] Look not for any greater harm than this: destroying the trustworthy, self-respecting well-behaved man within you. -set txt[10] Fear was not something that came out of the shadows of the night and enveloped you. He charged you with the total responsibility of starting it, stopping it, controlling it. -set txt[11] For it is within you, that both your destruction and deliverance lie. -set txt[12] Tranquility, fearlessness, and freedom. You can have these only if you are honest and take responsibility for your own actions. You've got to get it straight! You are in charge of you. -set txt[13] nobody can harm you without your permission. There can be no such thing as a victim, you can only be a victim of yourself. -set txt[14] Where, then, does the great evil and the great good lie in man? In the attitude of his will, and if that element stands firm and neither his self respect, nor his faithfulness, nor his intelligence be destroyed, then the man is also preserved. -set txt[15] When a man who has set his will neither on dying nor upon living at any cost, comes into the presence of the tyrant, what is there to prevent him from being without fear? Nothing. -set txt[16] it is better that man not deserve anything he does not control. Otherwise, he will go after what is not his, and this is the start of crime, wars, you name it. -set txt[17] every man bears the exclusive responsibility for his own good and evil. This makes it impossible for one person to do the wrong and make another, the innocent, suffer. -set txt[18] No one comes to his fall because of another's deed. No one is evil without loss or damage. No man can do wrong with impunity. -set txt[19] There can be no such thing as a victim, you can only be a victim of yourself. -set txt[20] A man's master is he who is able to confer or remove what that man seeks or shuns. Whoever then would be free, let him wish nothing, let him decline nothing, which depends on others, else he must necessarily be a slave. -set txt[21] You must acquire a constancy of character that will make it impossible for another to do you wrong. -set txt[22] Who is the invincible man? He who cannot be dismayed by any happening beyond his control. -set txt[23] To have your heart set on something you do not control is to invite slavery, for he who does control it, knowing of your hunger for it, can make you perform like a monkey on a string. -set txt[24] Men are disturbed not by things, but by the view that they take of them. Do not be concerned with things which are beyond your power. Demand not that events should happen as you wish, but wish them to happen as they do happen and you will get on well. -set txt[25] Lameness is an impediment to the body but not to the will. -set txt[26] We have devised a series of operating signals. The third means "repeat," just make three taps, waves, or whatever you can do. -set speech %%txt[%max%]%% -eval speech %speech% -say %speech% -~ -#182 -Clausewitz M28~ -0 b 5 -~ -* Clausewitz - M28 - T182 By Rumble -eval max %random.15% -set txt[1] it is not only in the loss of men, horses, and guns but in order, courage, confidence, cohesion and plan which come into consideration whether the engagement can still be continued or not. It is principally the moral forces which decide here. -set txt[2] failures of management and engineering are tactical shortcomings that can be fixed but that failures of leadership's nerve and character are terminal, catastrophic. -set txt[3] War is a special profession, however general its relation may be and even if all the male population of a country capable of bearing arms were able to practice it, war would still continue to be different and separate from any other activity. -set txt[4] The purpose of power is to permit moral ideas to take root. -set txt[5] Rights incur obligations. -set txt[6] In war, the moral is to the physical as three is to one. -set txt[7] Education is what's left over after you've forgotten all the facts you learned. -set txt[8] We have devised a series of operating signals. The first one says "no," "danger," "stop," or any connotation of the negative. For this use any one signal - a single thump, a single noise, a single flash, a single wave. -set txt[9] There are advantages to a commander when his troops know he cannot be contacted. They cannot ask for relief. -set txt[10] Those who expect to reap the blessing of freedom must, like men, undergo the fatigue of supporting it. -set txt[11] Sentiment rules the world, and he who fails to take that into account can never hope to lead. -set txt[12] The nation that will insist on drawing a broad line of demarcation between the fighting man and the thinking man is liable to find its fighting done by fools and its thinking done by cowards. -set txt[13] Don't just sit there and pray; get out and do something to better the World. -set txt[14] The educated man, particularly the educated leader, copes with the fact that life is not fair. The problem for education is not to teach people how to deal with success but how to deal with failure. -set txt[15] The name of the game in war is to break the enemy's will. -set speech %%txt[%max%]%% -eval speech %speech% -say %speech% -~ -#183 -Socrates - 17~ -0 b 1 -~ -* Socrates - M17 - T183 By Rumble -eval max %random.14% -set txt[1] Let him that would move the world, first move himself. -set txt[2] Employ your time in improving yourself by other men's writings, so that you shall gain easily what others have labored hard for. -set txt[3] No evil can befall a good man -set txt[4] You alone are in possession of the fundamental freedom of shaping your own attitude about what is going on. -set txt[5] He is richest who is content with the least, for content is the wealth of nature. -set txt[6] And in knowing that you know nothing, that makes you the smartest of all. -set txt[7] To find yourself, think for yourself -set txt[8] My belief is that to have no wants is divine -set txt[9] I know nothing except the fact of my ignorance -set txt[10] By all means get married, If you get a good wife you'll become happy; If you get a bad one, you'll become a philosopher -set txt[11] As for me, all I know is that I know nothing. -set txt[12] We have devised a series of operating signals. The second one says "yes," "go," "concur," "execute," "good." For this we use any two of anything - the most efficient signal except for the single beat "no" signal. -set txt[13] Honor is often what remains after faith, love, and hope are lost. -set txt[14] It is the wise leader who comes to the conclusion that he can't be had if he can't be made to feel guilty. -set speech %%txt[%max%]%% -eval speech %speech% -say %speech% -~ -#184 -Plato - 21~ -0 b 3 -~ -* Plato - M21 - T184 By Rumble -eval max %random.22% -set txt[1] Wise men speak because they have something to say; Fools because they have to say something -set txt[2] Those who are too smart to engage in politics are punished by being governed by those who are dumber. -set txt[3] This I know - that I know nothing. -set txt[4] They do certainly give very strange, and newfangled, names to diseases. -set txt[5] The measure of a man is what he does with power. -set txt[6] The greatest wealth is to live content with little. -set txt[7] The man who makes everything that leads to happiness depend upon himself, and not upon other men, has adopted the very best plan for living happily. -set txt[8] For a man to conquer himself is the first and noblest of all victories. -set txt[9] And now I depart hence condemned by you to suffer the penalty of death, and they, too, go their ways condemned by the truth to suffer the penalty of villainy and wrong; and I must abide by my award - let them abide by theirs. -set txt[10] Be kind, for everyone you meet is fighting a harder battle. -set txt[11] Necessity, who is the mother of invention. -set txt[12] You can discover more about a person in an hour of play than in a year of conversation. -set txt[13] When men speak ill of you, live so as nobody may believe them. -set txt[14] Good people do not need laws to tell them to act responsibly, while bad people will find a way around the laws. -set txt[15] One of the penalties for refusing to participate in politics is that you end up being governed by your inferiors. -set txt[16] The life which is unexamined is not worth living. -set txt[17] Death is not the worst than can happen to men. -set txt[18] Never discourage anyone...who continually makes progress, no matter how slow. -set txt[19] Ignorance, the root and the stem of every evil. -set txt[20] No human thing is of serious importance. -set txt[21] Courage is simply endurance of the soul. -set txt[22] Courage must be exercised in the presence of fear. -set speech %%txt[%max%]%% -eval speech %speech% -say %speech% -~ -#185 -Aristotle - 22~ -0 b 10 -~ -* Aristotle - M22 - T185 By Rumble -eval max %random.26% -set txt[1] education is an ornament in prosperity and a refuge in adversity. -set txt[2] a good man with a flaw who had come to an unjustified bad end. -set txt[3] All paid jobs absorb and degrade the mind. -set txt[4] Education is the best provision for the journey to old age. -set txt[5] To perceive is to suffer. -set txt[6] The gods too are fond of a joke. -set txt[7] We are what we repeatedly do. -set txt[8] Misfortune shows those who are not really friends. -set txt[9] Hope is a waking dream. -set txt[10] Dignity consists not in possessing honors, but in the consciousness that we deserve them. -set txt[11] It is the mark of an educated mind to be able to entertain a thought without accepting it. -set txt[12] Man perfected by society is the best of all animals; he is the most terrible of all when he lives without law, and without justice. -set txt[13] I have gained this by philosophy: that I do without being commanded what others do only from fear of the law. -set txt[14] It is possible to fail in many ways...while to succeed is possible only in one way. -set txt[15] In poverty and other misfortunes of life, true friends are a sure refuge. The young they keep out of mischief; to the old they are a comfort and aid in their weakness, and those in the prime of life they incite to noble deeds. -set txt[16] Happiness is the meaning and the purpose of life, the whole aim and end of human existence. -set txt[17] He who is to be a good ruler must have first been ruled. -set txt[18] There was never a genius without a tincture of madness. -set txt[19] Those who educate children well are more to be honored than parents, for these only gave life, those the art of living well. -set txt[20] Those that know, do. Those that understand, teach. -set txt[21] I count him braver who overcomes his desires than him who conquers his enemies; for the hardest victory is over self. -set txt[22] The unfortunate need people who will be kind to them; the prosperous need people to be kind to. -set txt[23] Youth is easily deceived, because it is quick to hope. -set txt[24] Teaching is the highest form of understanding. -set txt[25] Excellence is an art won by training and habituation. We do not act rightly because we have virtue or excellence, but we rather have those because we have acted rightly. We are what we repeatedly do. Excellence, then, is not an act but a habit -set txt[26] Courage is a man's ability to handle fear. -set speech %%txt[%max%]%% -eval speech %speech% -say %speech% -~ -#186 -Confucius - 23~ -0 b 10 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Confucius - M23 - T186 By Rumble -set max %random.27% -set txt[1] Before you embark on a journey of revenge, dig two graves. -set txt[2] Everything has its beauty but not everyone sees it. -set txt[3] Forget injuries, never forget kindnesses. -set txt[4] It does not matter how slowly you go so long as you do not stop. -set txt[5] Respect yourself and others will respect you. -set txt[6] Study the past if you would define the future. -set txt[7] The superior man, when resting in safety, does not forget that danger may come. When in a state of security he does not forget the possibility of ruin. When all is orderly, he does not forget that disorder may come. -set txt[8] What the superior man seeks is in himself; what the small man seeks is in others. -set txt[9] Wheresoever you go, go with all your heart. -set txt[10] By nature, men are nearly alike; by practice, they get to be wide apart. -set txt[11] A man who has committed a mistake and doesn't correct it, is committing another mistake. -set txt[12] If you know, to recognize that you know, If you don't know, to realize that you don't know: That is knowledge. -set txt[13] Never hesitate to ask a lesser person. -set txt[14] People with virtue must speak out; People who speak are not all virtuous. -set txt[15] What you do not wish upon yourself, extend not to others. -set txt[16] We take great pains to persuade other that we are happy than in endeavoring to think so ourselves. -set txt[17] Better a diamond with a flaw than a pebble without. -set txt[18] The people may be made to follow a path of action, but they may not be made to understand it. -set txt[19] The superior man is modest in his speech, but exceeds in his actions. -set txt[20] The superior man...does not set his mind either for anything, or against anything; what is right he will follow. -set txt[21] To go beyond is as wrong as to fall short. -set txt[22] Virtue is not left to stand alone. He who practices it will have neighbors. -set txt[23] What the superior man seeks is in himself. What the mean man seeks is in others. -set txt[24] What you do not want done to yourself, do not do to others. -set txt[25] When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge. -set txt[26] In any prisoner situation when you are communicating with a fellow prisoner be sure to agree about a danger signal first. Second make a cover story in case you are caught, and third, you need to decide on a backup communication system. -set txt[27] The superior man understands what is right; the inferior man understands what is accepted by a majority. -eval speech %%txt[%max%]%% -say %speech% -~ -#187 -James Stockdale - 27~ -0 b 10 -~ -* James Stockdale - M27 - T187 By Rumble -eval max %random.43% -set txt[1] Francis Bacon once said, "Adversity doth best to induce virtue...while luxury doth best induce vice." -set txt[2] To quote Glenn Gray, "Numberless soldiers have died, more or less willingly, not for country or honor or religious faith or for any other abstract good, but because they realized that by fleeing their posts and rescuing themselves, they would expose their companions to greater danger. Such loyalty to the group is the essence of fighting morale." -set txt[3] Glenn Gray said, "Nothing is clearer than that men can act contrary to the alleged basic instinct of self-preservation and against all motives of self-interest and egoism. Were it not so, the history of our civilization would be completely different than what it has been." -set txt[4] At its best, citizenship finds an equilibrium between two essential ingredients-that of rights and that of duties. When the idea of citizenship is losing its grip, one or the other of these elements becomes eroded. Either freedom is on the losing end, or the sense of duty, of obligation, goes down the drain. -set txt[5] Ariel and Will Durant said it best, "Freedom and equality are sworn and everlasting enemies, and when one prevails the other dies." -set txt[6] As a people we have become soft. Stress isn't a bad thing. It is actually good for you, particularly the kind that comes from physical exercise. -set txt[7] Ariel and Will Durant said, "What determines whether the challenge of history will or will not be met depends upon the presence or absence of creative individuals with a clarity of mind and energy of will, capable of effective responses to new situations. -set txt[8] Once one learns to accomodate the shocks of a stressful existence, his adrenalin, will power, and imagination are going to start churning to provide the maximum performance of the human mind. -set txt[9] Would a good soldier fighting a tough battle stop to say to himself how unhappy he is? -set txt[10] Remember Herman Melville? "In time of peril, like the needle to the lodestone, obedience, irrespective of rank, generally flies to him who is best fitted to command." -set txt[11] There is no evidence that the way of the World assures the punishment of evil or the reward of virtue. -set txt[12] Humans seem to have an inborn need to believe that virtue will be rewarded and evil punished. Often, when they come face to face with the fact that this is not always so, they are crushed. -set txt[13] From the Book of Ecclesiastes, "I returned and saw that the race is not always to the swift nor the battle to the strong, neither yet bread to the wise nor riches to men of understanding, nor favors to men of skill, but time and chance happeneth to them all." -set txt[14] The key to our future leaders' merit may not be "hanging in there" when the light at the end of the tunnel is expected. It will be their performance when it looks like the light will never show up. -set txt[15] Mark Van Doren was right, "Being an educated person means that given the necessity [after doomsday, so to speak], you could refound your own civilization." -set txt[16] Captain McWhirr said "to go skimming over the years of existence to sink gently into a placid grave, ignorant of life to the last, without ever having been made to see all it may contain of perfidy, of violence, of terror." -set txt[17] Harry Truman said, "Men make history, and not the other way around." -set txt[18] Sir Arthur Conan Doyle wrote, "When one tries to rise above nature, one is liable to fall below it. The highest type of man may revert to the animal if he leaves the straight road of destiny. Consider, that the materialists, the sensualists, the worldy would all prolong their worthless lives. The spiritual would now avoid the call to something higher. It would be the survival of the least fit. What sort of cesspool may not our poor world become?" -set txt[19] Remember when you are strung up by the ropes that they can get out of you only what they know you know. -set txt[20] A hero is a man who will not accept the status quo if it does not meet his standards. -set txt[21] Any officer worth his salt, on detached duty and out of communication, has to have the right to sensibly modify the law, issue rules that fit the conditions, and be prepared to defend himself in court. -set txt[22] My experience is a perfect example of the hermetic - the alchemical transformation that may occur when a human being is subjected to intense pressure within a crucible of suffering or confinement. -set txt[23] Dostoyevsky was a wise man, "You see, gentlemen, reason is an excellent thing, there's no disputing that, but reason is nothing but reason and satisfies only the rational side of man's nature, while will is a manifestation of the whole life, that is, of the whole human life, including reason and all the impulses." -set txt[24] I once read from Nichmachean Ethics: "There are some instances in which such actions elicit forgiveness rather than praise, for example, when a man acts improperly under a strain greater than human nature can bear, and which no one could endure. Yet there are, perhaps, also acts which no man can possibly be compelled to do, but rather than do them he should accept the most terrible sufferings and death." -set txt[25] Wittgenstein is known for, "If it comes easy, it ain't worth a damn." -set txt[26] Fr. Marius recalls someone remarking, "The important thing is not what they've made of you, but what you made of what they've made of you." -set txt[27] It was only when I lay there on the rotting prison straw that I sensed within myself the first stirrings of good. Gradually it was disclosed to me that the line separating good and evil passes not between states nor between classes nor between political parties, but right through every human heart, through all human hearts. And that is why I turn back to the years of my imprisonment and say, "Bless you, prison, for having been a part of my life." -set txt[28] my rules are: BACK US: Don't Bow in public, stay off the Air, admit no Crimes, never Kiss them goodbye, Unity over Self. Never negotiate for yourself but only for us all. Not less than significant pain should cause you to submit. -set txt[29] The lecture-room of the philosopher is a hospital, students ought not to walk out of it in pleasure, but in pain. -set txt[30] I knew I could contain material - so long as they didn't know I knew it. -set txt[31] Opportunities don't roll in as a saturating fog bank. They come as incidents. And you need spontaneity and instinct to capture them. -set txt[32] Society's main objective is to instill virtue in its citizenry and that specific laws are a secondary concern. -set txt[33] In prison I have concluded that the pincers of fear and guilt are the destroyers of men. Nothing else. -set txt[34] The challenge of education is not to prepare people for success but to prepare them for failure. I think that it's in hardship and failure that the heroes and the bums really get sorted out. -set txt[35] Solzhenitsyn once commented, "If only there were evil people somewhere insidiously committing evil deeds, and it were necessary only to separate them from the rest of us and destroy them. But the line dividing good and evil cuts through the heart of every human being, and who is willing to destroy a piece of his own heart?" -set txt[36] Edward Hidalgo once said, "Avoiding failure is not success." How right he was. -set txt[37] Clemenceau believed that, "War is too important to be left to the generals." -set txt[38] I once asked Will Durant what he thought of American foreign policy. He told me, "I think we're all mixed up. We seem to be working on the assumption that if we're nice to other people they'll be nice to us. I can tell you that in the last 4000 years there's practically no evidence to support that view." -set txt[39] Alfred Thayer Mahan believed that, "the purpose of power is to permit moral ideas to take root." -set txt[39] The Durants said that "culture is a thin and fragile veneer that superimposes itself on mankind." -set txt[40] The ones where are in trouble in here are the high school graduates who had enough sense to pick up the innuendo, and yet not enough education to accommodate it properly. A little knowledge is a dangerous thing. -set txt[41] Prof Hans Morgethau once postulated, "In the world of the intellectual, ideas meet with ideas, and anything goes that is presented cleverly and with assurance. But in the practical world, ideas meet with facts, facts which make mincemeat of wrong ideas and throw the pieces in the ashcan of history." -set txt[42] The greatest weapon our interrogators have against us is our own shame. They know how to manipulate it, our only protection is a clear conscience. -set txt[42] We seem to have burdened ourselves with a national self-consciousness that has become a self-inflicted wound of guilt, a national shame at being strong. -set txt[43] No one had to remind our founding fathers of the cost of freedom. 56 of them knowingly laid their lives, liberty and honor on the line when they signed that Declaration of Independence. And they paid their dues. In the ensuing war, nine were killed in action, five died as prisoners of war, twelve had their homes burned, several lost sons, one man's wife died in prison, and seventeen (including Thomas Jefferson) went broke. -set speech %%txt[%max%]%% -eval speech %speech% -say %speech% -~ -#188 -TBA Magic Eight Ball Check - 26~ -0 q 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Check to see if the person is not carrying the magic eight ball -if !%actor.has_item(47)% - * They are not carrying it. So stop them and give them one. - * Return 0 ignores their command to go west. They stay in the room. - return 0 - wait 1 sec - say You forgot your magic eight ball. Take this one. - * Loads the object to the actors inventory. - %load% obj 47 %actor% - %send% %actor% %self.name% gives you the magic eight ball. -end -~ -#189 -Mob Quest Example Load 8ball - 22~ -2 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Check if the 8ball is already in the room. If not load it. -* I know this only checks the first item in the room, I don't really care. KISS -if %self.contents.vnum% != 47 - %load% obj 47 -end -wait 2 sec -%echoaround% %actor% A magic eight ball drops from the sky striking %actor.name% on the head. -%send% %actor% A magic eight ball drops from the sky striking you on the head. -%damage% %actor% %random.5% -~ -#190 -Mob Quest Tutorial Example Quest completion - 25~ -0 j 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %object.vnum% == 47 && !%actor.varexists(solved_example_quest_zone_0)% - dance - wait 1 sec - say Thank you, %actor.name%. Here is a few experience points and some gold. - nop %actor.exp(50)% - nop %actor.gold(50)% - say Finally, now I can get some answers. - wait 1 sec - emote shakes the magic eight ball vigorously. - wait 1 sec - emote does not seem too pleased with his answer. - set solved_example_quest_zone_0 1 - remote solved_example_quest_zone_0 %actor.id% - %purge% %object% -elseif %object.vnum% == 47 - say you already solved this quest, keep it. - return 0 -else - say I don't want that! - junk %object.name% -end -~ -#191 -Mob Quest Tutorial Example Quest accepted - 25~ -0 d 1 -yes~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.varexists(solved_example_quest_zone_0)% || !%actor.is_pc% - halt -else - wait 1 sec - say Perfect, %actor.name%. I'll make this easy. It is to the east. - wait 3 sec - say I'd go get it myself, but I'm lazy and you need the exercise. - wait 1 sec -end -~ -#192 -Mob Quest Tutorial Example Quest starter - 25~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %direction% == south - if %actor.varexists(solved_example_quest_zone_0)% - wait 1 sec - say you have already completed this quest. - halt - else - wait 1 sec - say Hello, %actor.name%. Could you find me the magic eight ball? - say Please say yes, %actor.name%. - end -end -~ -#193 -TBA Object Get Coins Reload - 45~ -1 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -%load% obj %self.vnum% -%echo% The pile of coins magically reappear. -~ -#194 -TBA Greeting - 17~ -0 e 1 -arrives entered appears~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% - wait 1 sec - if %actor.varexists(TBA_greeting)% - say Welcome back %actor.name%. Read through these rooms whenever you need a refresher. - else - say Welcome to The Builder Academy %actor.name%. - wait 1 sec - say Within this zone you can learn all the immortal commands and how to build. - wait 2 sec - say This zone is like a newbie zone, except for gods. All you have to do is walk through the zone and read every room description. - wait 3 sec - say Be sure to do everything the room descriptions tell you to do. You should read and comprehend everything contained within these walls. - set TBA_greeting 1 - remote TBA_greeting %actor.id% - if !%actor.has_item(1332)% - %load% obj 1332 %actor% inv - end - end -end -~ -#195 -Stayalive idleout bracelet - 88~ -1 b 4 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -eval actor %self.worn_by% -if %actor% - %send% %actor% @n -end -~ -#196 -TBA Capital Letters Test - 17~ -0 c 0 -ca~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A basic command trigger. If a player types capitals the mob replies. -if capitals /= %cmd% - tell %actor.name% Good job, that is correct. Be on the lookout for more of those. -end -~ -#197 -TBA Hallway - 22~ -0 g 100 -~ -wait 2 sec -say Good Job, you made it. -wait 2 sec -say Now I would suggest that you practice what you have learned. -wait 2 sec -say Check your title under @RWHO@n. A vnum should be listed there, if not mudmail Rumble for one. -wait 2 sec -say Just type @RGOTO VNUM@n and type redit to modify your room. -wait 2 sec -say Once you complete your room come back to these hallways by typing @RGOTO 3@n. -wait 3 sec -beam %actor.name% -~ -#198 -TBA Give Suggestions - 21~ -0 g 100 -~ -wait 2 sec -say The best advice for new builders is under @RHELP SUGGESTIONS@n. -~ -#199 -TBA Welcome - 18~ -2 s 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* TBA mortal greet to fill out the application. -wait 1 sec -if %actor.level% <= 1 - wait 3 sec - if %actor.varexists(TBA_mortal_greeting)% - %echo% Friedrich Nietzsche says, 'Welcome back %actor.name%. Tell a God, Great God, or Implementor when you complete the application.' - else - %echo% Friedrich Nietzsche says, 'Welcome to The Builder Academy %actor.name%.' - wait 2 sec - %echo% Friedrich Nietzsche says, 'If you are interested in learning how to build, or want to teach others, then you have come to the right place.' - wait 2 sec - %echo% Friedrich Nietzsche says, 'Please fill out the application at: http://tbamud.com' - nop %actor.thirst(-1)% - nop %actor.hunger(-1)% - set TBA_mortal_greeting 1 - remote TBA_mortal_greeting %actor.id% - if !%actor.has_item(1332)% - %load% obj 1332 %actor% inv - end - end -end -~ $~ diff --git a/lib/world/trg/100.trg b/lib/world/trg/100.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/100.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/101.trg b/lib/world/trg/101.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/101.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/103.trg b/lib/world/trg/103.trg deleted file mode 100644 index db8a08e..0000000 --- a/lib/world/trg/103.trg +++ /dev/null @@ -1,345 +0,0 @@ -#10302 -Room Command - Teleporter to Earth - 10302~ -1 c 100 -enter~ -if %cmd.mudcommand% == enter && teleporter /= %arg% && %arg% -%send% %actor% You step into the teleporter. -%echoaround% %actor% %actor.name% steps into the teleporter and vanishes. -%teleport% %actor% 10304 -%force% %actor% look -%echoaround% %actor% %actor.name% appears in a flash of light. -%force% %actor% xx -else -%send% %actor% enter what? -end -~ -#10303 -Obj Command - Teleport to Namek - 10303~ -2 c 100 -enter~ -if %cmd.mudcommand% == enter && teleporter /= %arg% && %arg% - %send% %actor% You step into the teleporter. - %echoaround% %actor% %actor.name% steps into the teleporter and vanishes. - %teleport% %actor% 10305 - %force% %actor% look - %echoaround% %actor% %actor.name% appear in a flash of light. - %force% %actor% xx -else - %send% %actor% enter what? -end -~ -#10304 -Kami's Welcome - 10304~ -0 ci 100 -xx~ -wait 1 sec -say Hello, welcome to my lookout. -wait 2 sec -say I am Kami, and this is Mr. Popo. -~ -#10305 -Welcome To Namek - 10305~ -0 c 100 -xx~ -wait 1 sec -say Welcome to planet Namek, please feel free to look around. -wait 2 sec -say I am Nameks Priest, I hope you have a good time on our planet, if you have -time you should visit the Elder. -~ -#10306 -Nimbus Cloud - 10304~ -2 c 100 -board~ -if board /= %cmd% && cloud /= %arg% && %arg% - %send% %actor% You jump onto the cloud and take a seat. - %echoaround% %actor% %actor.name% jumps up onto nimbus. - wait 3 sec - %send% %actor% The nimbus cloud takes off down the tower. - %echoaround% %actor% The nimbus cloud takes off down the tower. - %teleport% %actor% 10306 - wait 10 sec - %echoaround% %actor% The cloud lands and %actor.name% steps off. - %echoaround% %actor% The cloud flies off to the top of the tower. - %send% %actor% The cloud lands and you jump off landing safely on the ground. - wait 2 sec - %force% %actor% look -else - %send% %actor% board what? -end -~ -#10307 -Kill Wolf - 10307~ -0 f 100 -~ -%echoaround% %actor% @RThe wolf lets out an ear splitting howl as it dies.@n -%send% %actor% @RThe wolf lets out an ear splitting howl has it dies.@n -%send% %actor% @rBlood from the wolf splatters over your armor.@n -%load% mob 10307 -~ -#10308 -Transport - 10306~ -1 c 1 -goto~ -%echoaround% %actor% %actor.name% smiles and a bright flame emits from -%actor.hisher% neckless and engulfs %actor.himher%, and in a instant you are -blinded by a flash from the fire. -%send% %actor% You smile as a flame emits from your neckless and it engulfs -you, you -%send% %actor% dissappear in a flash of light. -wait 3 sec -%echoaround% %actor% The light clears, but it takes a bit for your eyes to -adjust, when they do you notice %actor.name% is gone. -%teleport% %actor% %arg% -%send% %actor% When the flames subside, you notice you are somewhere else. -%echoaround% %actor% In a large flash of light you are blinded, and when the -light subsides, and your eyes readjust, %actor.name% is in the room with you. -wait 2 sec -%force% %actor% look -~ -#10309 -Test~ -0 c 100 -greet~ -if %mudcommand.cmd% greet && woman /= %arg% - wait 1 sec - say Hello. - wait 2 sec - say Will you help me open this gate? -end -~ -#10310 -Tell~ -1 c 2 -tell~ -%send% %arg% @G%arg%@n -~ -#10314 -Matildas Welcome - 10316~ -0 g 100 -~ -if %direction% == north -wait 1 sec -say Hello, my name is Matilda. -wait 2 sec -say Master Vegeta is in his atire. -wait 1 sec -say And there is a fighter here to help you train. -end -~ -#10315 -Newbie Fighter Sacrifice - 10318~ -2 c 100 -sac~ -if sacrifice /= %cmd% && fighter /= %arg% - %send% %actor% You sacrifice the corpse of A Newbie Fighter. - %echoaround% %actor% Dabura gives %actor.name% one zeni for his sacrifice. - %send% %actor% Dabura gives you one zeni for your sacrifice. - %purge% %self% -else - %send% %actor% Sacrifice what? -end -~ -#10316 -Sac Vegeta - 10319~ -0 c 100 -sac~ -if sacrifice /= %cmd% && vegeta /= %arg% - %send% %actor% You sacrifice the corpse of vegeta. - %echoaround% %actor% Dabura gives %actor.name% one zeni for his sacrifice. - %send% %actor% Dabura gives you one zeni for your sacrifice. - %purge% %self% -else - %send% %actor% Sacrifice what? -end -~ -#10318 -Reload Fighter - 10318~ -0 f 100 -~ -* reload mob for next fighter -%load% mob 10318 -%load% obj 10318 -%teleport% %self% 0 -~ -#10319 -Reload Vegeta - 10319~ -0 f 100 -~ -say How can this be! I am the Ultimate Saiyan! -%load% obj 10319 -%teleport% %self% 0 -wait 360 sec -%load% mob 10319 -~ -#10320 -Obj Command - Teleport to CoU - 10320~ -1 c 100 -enter~ -if %cmd.mudcommand% == enter && teleporter /= %arg% && %arg% - %send% %actor% You step into the teleporter. - %echoaround% %actor% %actor.name% steps into the teleporter and vanishes. - %teleport% %actor% 10301 - %force% %actor% look - %echoaround% %actor% %actor.name% appears in a flash of light. -else - %send% %actor% enter what? -end -~ -#10321 -Waves - 10321~ -2 b 100 -~ -wait 180 sec -%echo% @cA gentle wave washes up onto the shore.@n -~ -#10322 -Fish jumping - 10322~ -2 b 100 -~ -wait 180 sec -%echo% Beautiful fish jump upstream splashing you gently. -~ -#10323 -Computer Flash - 10323~ -2 b 100 -~ -wait 180 sec -%echo% @WThe computer screen flashes filling the room with light.@n -~ -#10329 -Roshis Magazine Snicker - 10329~ -0 b 100 -~ -wait 120 sec -%echo% @bMaster Roshi snickers and turns the page not even looking at you.@n -~ -#10330 -Master Roshis Kamehameha Wave - 10329 ~ -1 c 7 -kame~ -if %cmd%==kamehameha && %arg%==wave && %actor.fighting% - %damage% %actor.fighting% 99999 - %echoaround% %actor% @G%actor.name% clasps %actor.hisher% hands at his side -and begins to yell "KaMeHaMeHa!!!!"@n - %send% %actor% @GYou clasps his hands at your side and begin to yell -"KaMeHaMeHa!!!!"@n - %echoaround% %actor% @G%actor.name% then thrusts %actor.hisher% hands foward -sending a blue ball of ki straight at %actor.hisher% enemy.@n - %send% %actor% @GYou then thrusts your hands foward sending a blue ball of -ki straight at your enemy.@n -end -~ -#10331 -give headband - 10329~ -0 g 100 -~ -if %actor.is_pc% - if %direction% == south - wait 2 sec - say So, you wish to have my kamehame wave do you? - end -end -~ -#10332 -Agree - 10332~ -0 d 100 -yes~ -wait 1 sec -say Alright, here you go. -give headband %actor.name% -wait 1 sec -say To use it just type kamehameha wave in battle. -~ -#10339 -Truncks - 10339~ -0 b 100 -~ -wait 180 sec -%echo% @cTruncks growls at the game he is playing. -~ -#10345 -Bulma Hums - 10345~ -0 b 100 -~ -wait 180 sec -%echo% @cBulma hums to herself smiling happily. -~ -#10355 -The wind on the mountain - 10355~ -2 b 100 -~ -wait 60 sec -%echo% @bThe wind blows from all around as you fly.@n -~ -#10362 -Open Door - 10362~ -2 c 100 -touch~ -if %arg% == dragon - %echo% The statue suddenly comes to life and looks at the person whom -awakend it, its eyes glow red as it puts out one arm to open the gate. - %door% 10362 west flags a - %door% 10362 west key 10363 - %door% 10362 west name Gate - %door% 10362 west room 10305 - wait 60 sec - %door% 10362 west flags abc - %echo% The Gate closes. -else - %send% %actor% Touch What ? -end -~ -#10363 -Unlock Gate~ -0 c 100 -touch~ -if %arg% == dragon - %echo% The statue suddenly comes to life and looks at the person whom -awakend it, its eyes glow red as it puts out one arm to open the gate. - %force% %self% unlock door west - wait 30 sec - %force% %self% lock door west - %send% %actor% The doors slam shut beind you. -end -~ -#10364 -Unlock Gate - 10305~ -2 c 100 -touch~ -if %arg% == dragon - %echo% The statue suddenly comes to life and looks at the person whom -awakend it, its eyes glow red as it puts out one arm to open the gate. - %door% 10305 east flags a - %door% 10305 east key 10362 - %door% 10305 east name Gate - %door% 10305 east room 10362 - wait 60 sec - %door% 10305 east flags abc - %echo% The gate slowly begins to shut, and takes serveral seconds to do so. -else - %send% %actor% Touch What ? -end -~ -#10376 -Pulsating orb -- 10376~ -2 b 100 -~ -wait 180 sec -%echo% @WThe orb in the center of the room pulsates letting off more light.@n -~ -#10389 -Obj Command -- Teleport CoU - 10389~ -1 c 100 -enter~ -if %cmd.mudcommand% == enter && teleporter /= %arg% - %send% %actor% You step into the teleporter. - %echoaround% %actor% %actor.name% steps into the teleporter and vanishes. - %teleport% %actor% 10301 - %force% %actor% look - %echoaround% %actor% %actor.name% appears in a flash of light. -else - %send% %actor% Enter What ? -end -~ -$~ diff --git a/lib/world/trg/104.trg b/lib/world/trg/104.trg deleted file mode 100644 index eea3924..0000000 --- a/lib/world/trg/104.trg +++ /dev/null @@ -1,281 +0,0 @@ -#10400 -Get Beer from the Keg - 10400~ -1 c 100 -pour~ -if %cmd.mudcommand% == pour && beer /= %arg% - %echoaround% %actor% %actor.name% pours himself a glass of beer. - %load% obj 10401 - %send% %actor% You fill up a glass full of beer. -end -~ -#10401 -Birds in the trees - 10401~ -2 b 100 -~ -wait 180 sec -%echo% The sound of birds echos through the forest, canaries and robins fly around in the area. -~ -#10402 -Little Children - 10402~ -2 b 100 -~ -wait 30 sec -%echo% The sound of children laughing fills your head. -wait 25 sec -%echo% A small child tugs at your pants and disappears in a small puff of smoke. -wait 45 sec -%echo% Small handprints appear all over the trees, but quickly disappear. -~ -#10403 -Squirrels in the trees - 10403~ -2 b 100 -~ -wait 24 sec -%echo% Squirrels run around in the trees, scratching the bark. -~ -#10404 -Deer Sounds - 10404~ -2 b 50 -~ -%echo% The leaves rustle around you as something brushes up against them. -wait 420 sec -%echo% A Deer dashes across the path, but quickly disappears into the woods on the other side. -~ -#10406 -Welcome - (10400, 10401, 10402, & 10409)~ -0 g 100 -~ -if %actor.is_pc% - wait 1 sec - say Hello, welcome to my shop. - wait 1 sec - say How can I be of service? -end -~ -#10407 -Welcome Zone 104 - 10413~ -0 d 100 -hello Jewel~ -wait 2 sec -say Hello, and welcome the the land of Orchan. -wait 2 sec -say Please feel free to look around %actor.name%. -~ -#10408 -Journal Take Trigger~ -1 c 2 -write~ -if %actor.id% == 13 - %send% %actor% %actor.name% welcome back home. - %force% %actor% write journal -else - %send% %actor% You do not have permission to write in this journal. -end -~ -#10409 -Sleep chair~ -1 c 100 -sl~ -if %actor.id% == 4891 - %echoaround% %actor% %actor.name% falls asleep in the comfort of the chair. - %send% %actor% You drift into a calm slumber. - %force% %actor% sleep -else - %force% %actor% sleep -end -~ -#10410 -test trig~ -1 c 2 -drop~ -if %room.vnum% == 1209 - if %cmd.mudcommand% == drop && infra /= %arg% - %echoaround% %actor% %actor.name% drops the infra on the ground. - %echaround% %actor% The infra just disappears. - %load% obj 8818 - %purge% %self% - else - if %cmd.mudcommand% == drop && infra /= %arg% - %force% %actor% drop infra - end - end -end -~ -#10411 -Quest for Armor~ -0 g 100 -~ -if %actor.is_pc% - if %direction% == north - if %actor.inventory(10429)% - say Do you have the item? - else - if %actor.is_pc% - if %direction% == north - say Hello there young one. - wait 2 sec - say I am the village elder, the oldest and wisest of them all. - wait 4 sec - say %actor.name%, if you bring me back the item from the center of the maze, I will reward you with great riches and power. - wait 4 sec - say Will you accept my quest? Will you go to the center of the maze and retrieve the sacred item? - end - end - end - end -end -~ -#10412 -Accept Quest~ -0 d 100 -yes~ -say So you do wish to venture to the center of the maze! -wait 2 sec -say You will find the maze to the east of this town. -wait 2 sec -say May the Gods of Miz'real be with you. -wait 1 sec -%echo% %self.name% waves his hands around and chants some strange language. -wait 3 sec -%echoaround% %actor% %actor.name% is engulfed in a bright light, and disappears. -%send% %actor% You are engulfed within a bright light, and when the light fades, you notice you are not where you were. -%teleport% %actor% 10413 -%force% %actor% look -~ -#10413 -Finding the Armor~ -1 g 100 -~ -%echoaround% %actor% As %actor.name% picks up the armor, the room is filled with a mystical @Wwhite@n light. -%send% %actor% You pick up the armor and you are engulfed in a @Wwhite@n light. -%teleport% %actor% 10413 -%echoaround% %actor% As the light fades, you notice %actor.name% is no longer there. -%echoaround% %actor% Nor is the armor. -wait 2 sec -%send% %actor% The light fades away and you notice you are no longer in the maze. -%force% %actor% look -~ -#10414 -bringing armor back~ -0 j 100 -~ -if %object.vnum% == 10429 - %force% %actor% give armor elder - wait 2 s - say Hmmm, this looks like the armor. - wait 2 s - say If you obtained this armor, you must be strong. - wait 2 s - say The armor is yours, take it. - %load% obj 10434 %actor% inv - wait 2 sec - %send% %actor% The Village Elder hands you the armor then you watch as %self.name% rummages through a bag on his side and pulls out some coins. - wait 2 s - say You may also have this. - wait 2 s - %send% %actor% %self.name% hands you the coins, you feel a slight surge of energy. - %echoaround% %actor% %self.name% rummages through a bag and pulls out a couple coins. - wait 2 s - %echoaround% %actor% %self.name% hands the coins to %actor.name% , a small light emits from the coins. - nop %actor.gold(150)% - nop %actor.exp(400)% - %send% %actor% You receive 150 gold coins and 400 experience. - return 0 -else - wait 2 s - say What is this? I don't want this. - wait 1 s - say Come back when you have the real thing! - return 0 -end -~ -#10416 -WeatherMan~ -0 d 0 -whats the weather~ -eval here %self.room% -eval today %here.weather% -say The weather eh? Give me a little. -wait 1 sec -%echo% %self.name% looks up into the sky and pulls a notepad out of his pocket. -wait 3 sec -%echo% %self.name% begins to jot down something on his notepad. -wait 3 sec -%echo% %self.name% scratches his head then looks at %actor.name%. -wait 10 sec -if %today% == rainy - %echo% %self.name% places a raincoat on, then pulls out an umbrella. - wait 2 sec - say It's pouring out today. -elseif %today% == sunny - %echo% %self.name% puts on some sunglasses and places some sunscreen on his nose. - wait 2 sec - say I just might go to the beach today. - wait 2 sec - say Well, my forecast for taday is simple, it is bright and clear. -elseif %today% == lightning - %echo% %self.name% watches the flashing lights in the sky smiling. - wait 2 sec - say Pretty ain't it? - wait 2 sec - say Well, my forecast is simple, we have scattered lighting, with a slight chance of rain. -elseif %today% == cloudy - %echo% %self.name% takes cover under a tree. - wait 2 sec - say Looks like it might rain today, thoase clouds are rather dark. -else - say I cannot tell you the weather while Im indoors. -end -~ -#10417 -Peek Tool~ -1 c 1 -glance~ -eval room0 %self.room% -eval homeroom %room0.vnum% -if %arg% == north || if %arg% == south || if %arg% == east || if %arg% == west || if %arg% == up || if %arg% == down - eval room1 %self.room% - eval otherroom %%room1.%arg%(vnum)%% - if %otherroom% - %teleport% %actor% %otherroom% - %force% %actor% l - %teleport% %actor% %homeroom% - else - %send% %actor% There is not a room in that direction. - end -else - %send% %actor% What direction do you wish to glance? -end -~ -#10418 -Run Trigger~ -0 g 100 -~ -* No Script -~ -#10419 -Knock out Gas - 10457~ -2 g 100 -~ -if %actor.is_pc% - %echo% Gasses begin to fill the room, and the stench becomes unbearable. - wait 2s - %send% %actor% You begin to feel your self lose sight of the room. - %echoaround% %actor% %actor.name%'s eyes shut and %actor.heshe% slumps over. - nop %actor.pos(sleeping)% - wait 3s - %echoaround% %actor% Strange words can be heard coming from somewhere, and %actor.name%'s body floats into the air and vanishes. - wait 1s - %teleport% %actor% 10424 - nop %actor.wait(200)% -end -~ -#10499 -Test Trig~ -2 q 100 -~ -if %direction% == west - %door% 100 west flags abc -end -~ -$~ diff --git a/lib/world/trg/106.trg b/lib/world/trg/106.trg deleted file mode 100644 index 485faf7..0000000 --- a/lib/world/trg/106.trg +++ /dev/null @@ -1,26 +0,0 @@ -#10600 -Armorer - 10634~ -0 g 100 -~ -if %actor.is_pc% - if %actor.sex% == male - say Good day to ya sir, my friend to the east has my wares for sale, we have a partnership. - chuckle - elseif %actor.sex% == female - say Good day to ya maam, my friend to the east has my wares for sale, we have a partnership. - smirk - end -end -~ -#10601 -Near Death Trap - 10650~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 1 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 5 sec -%send% %actor% The Gods pity you enough to allow you to survive. -~ -$~ diff --git a/lib/world/trg/107.trg b/lib/world/trg/107.trg deleted file mode 100644 index 055d06c..0000000 --- a/lib/world/trg/107.trg +++ /dev/null @@ -1,28 +0,0 @@ -#10700 -Vault Throw - 10737~ -2 c 100 -en~ -if %cmd.mudcommand% == enter && vault /= %arg% - %send% %actor% As you attempt to enter the vault an unseen spirit throws you from the room. - %send% %actor% You are damaged by the fall. - %echoaround% %actor% %actor.name% tries to enter the vault and is instead thrown out of the room, by some unseen force. - %teleport% %actor% 10719 - %damage% %actor% 20 - %force% %actor% look - %echoaround% %actor% %actor.name% is thrown into the room. -else - %send% %actor% Enter what?! -end -~ -#10701 -Near Death Trap Sink Hole - 10773~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 5 sec -%send% %actor% The Gods pity you enough to allow you to survive. -~ -$~ diff --git a/lib/world/trg/11.trg b/lib/world/trg/11.trg deleted file mode 100644 index 288adbe..0000000 --- a/lib/world/trg/11.trg +++ /dev/null @@ -1,1356 +0,0 @@ -#1100 -Weather messages for zone~ -2 b 15 -~ -switch %random.8% - case 1 - %echo% A fiery streak of lightning pierces the stormclouds with a crash. - break - case 2 - %echo% The black sky swirls ominously, wind wailing as it stirs the air. - break - case 3 - %echo% A smattering of hail sprinkles the ground with tiny crystals of ice. - break - case 4 - %echo% The land is drenched with a sudden fleeting downpour of rain. - break - case 5 - %echo% The clouds rumble uneasily. - break - case 6 - %echo% A crack of thunder booms threateningly overhead. - break - case 7 - %echo% The wind shrieks, whipping over the land with a sudden frenzied speed. - break - case 8 - %echo% The land flickers like a silver flame, illuminated by flashes of lightning. - break - default - %echo% Something is broken, please report. - break -done -~ -#1101 -(18/09/08) Acts seen throughout hall~ -0 e 1 -*~ -eval act %arg% -if %arg.car% != In - if %arg.car% != At - if %self.room.vnum% == 1108 - %at% 1118 %echo% At the eastern end - %act% - %at% 1109 %echo% At the eastern end - %act% - elseif %self.room.vnum% == 1109 - %at% 1118 %echo% In the central hall - %act% - %at% 1108 %echo% In the central hall - %act% - elseif %self.room.vnum% == 1118 - %at% 1108 %echo% At the western end - %act% - %at% 1109 %echo% At the western end - %act% - end - end -end -~ -#1102 -(18/09/08) Speech heard throughout hall~ -2 d 1 -*~ -if %self.vnum% == 1108 - %at% 1118 %echo% At the eastern end - %actor.name% says, '%speech%' - %at% 1109 %echo% At the eastern end - %actor.name% says, '%speech%' -elseif %self.vnum% == 1109 - %at% 1118 %echo% In the central hall - %actor.name% says, '%speech%' - %at% 1108 %echo% In the central hall - %actor.name% says, '%speech%' -elseif %self.vnum% == 1118 - %at% 1108 %echo% At the western end - %actor.name% says, '%speech%' - %at% 1109 %echo% At the western end - %actor.name% says, '%speech%' -end -~ -#1103 -test for Jim~ -2 c 100 -test~ -* Dex gives percent -* 18 - 0 -* 17 - 10 -* 16 - 20 -* 15 - 30 -* 14 - 40 -* 13 - 50 -* 12 - 60 -* 11 - 70 -* 10 - 80 -* 9 - 90 -* 8 - 100 -* -%echo% Dex is %actor.dex()% -eval num 100 - (((%actor.dex()% + 2) - 10) * 10) -%echo% chance is %num% percent of getting hit -~ -#1104 -(00) Wraith reincarnates self, no corpse~ -0 f 100 -~ -%load% mob 1100 -wait 2 s -%purge% self -~ -#1105 -(08/09/18) can't interact with wraiths~ -0 c 100 -*~ -if %arg% /= wr || %arg% /= wra || %arg% /= wrai || %arg% /= wrait || %arg% /= wraith - %send% %actor% %self.name% flickers out of existance briefly when you try to interact with it. -else - return 0 -end -~ -#1106 -new trigger~ -1 c 1 -shoot~ -eval actor %self.worn_by% -eval origin %actor.room.vnum% -eval tar %arg% -eval place %tar.room.vnum% -eval originn %origin% + 10 -eval origins %origin% - 10 -if %place% >= %originn% - switch n - elseif %place% <= %origins% - switch s - elseif %place% > %origin% - switch e - elseif %place% < %origin% - switch w - end - case n - %echo% The missile fires north. - eval next %origin% + 10 - while %next% < %place% - %at% %next% %echo% A missile whizzes past. - eval next %next% + 10 - done - %at% %place% %echo% A missile hits its target. - break - case e - %echo% The missile fires east. - eval next %origin% + 1 - while %next% < %place% - %at% %next% %echo% A missile whizzes past. - eval next %next% + 1 - done - %at% %place% %echo% A missile hits its target. - break - case s - %echo% The missile fires south. - eval next %origin% - 10 - while %next% > %place% - %at% %next% %echo% A missile whizzes past. - eval next %next% - 10 - done - %at% %place% %echo% A missile hits its target. - break - case w - %echo% The missile fires west. - eval next %origin% - 1 - while %next% > %place% - %at% %next% %echo% A missile whizzes past. - eval next %next% - 1 - done - %at% %place% %echo% A missile hits its target. - break - default - %echo% Something is broken. - break - done - done - done -done -~ -#1107 -(04) play piano~ -1 c 100 -play~ -if %arg% == piano - eval here %self.room.vnum% - %send% %actor% Your fingers dance along the keys of %self.shortdesc%. - %echoaround% %actor% %actor.name%'s fingers dance along the keys of %self.shortdesc%. - %zoneecho% %here% A delicate tinkling melody drifts forlornly through the air. -else - %send% %actor% Play what? -end -~ -#1108 -test for mick~ -2 c 100 -test~ -if %cmd% == test - %echo% trigger fires - if (%arg% == this is a test) - %echo% second part works - else - %echo% second part doesn't work - end -end -~ -#1109 -(08) bracelet gives moves~ -1 c 1 -draw~ -if %arg% == bracelet - %send% %actor% @CYou attempt to draw on the power of %self.shortdesc%.@n - %echoaround% %actor% @C%actor.name% attempts to draw on the power of %self.shortdesc%.@n - wait 1 s - if %self.timer% == 0 - eval give %actor.maxmove% - %actor.move% - eval percent (%give% * 8) / 10 -eval power %actor.move(%percent%)% - set %power% - %send% %actor% @CYou glow with energy as a powerful wind erupts from %self.shortdesc% and envelops you. @n - %echoaround% %actor% @C%actor.name% glows with energy as a powerful wind erupts from %self.shortdesc% and envelops %actor.himher%. @n - otimer 20 - else - %send% %actor% @cAlas, the power of %self.shortdesc% has not yet recovered.@n - end -end -return 0 -~ -#1110 -test for string combos~ -2 c 100 -test~ -set X 1 -set Y 2 -set Z 3 -eval string %X% %Y% %Z% -eval string2 %X%%Y%%Z% -%echo% string is %string% -%echo% string2 is %string2% -~ -#1111 -test for remoting~ -0 c 100 -test~ -%echo% %self.name% -set test 1 -remote test %self.id% -%echo% self test is %self.test% -~ -#1112 -new trigger~ -1 i 100 -~ -%echo% %victim.vnum% -%echo% fired -%send% detta test -~ -#1113 -All mobs put to sleep~ -2 c 100 -test~ -set target %self.people% -while %target% - set next_target %target.next_in_room% - if %target.is_pc% - %send% detta targetted pc - %send% detta %target% - else - dg_affect %target% sleep on 20 - %send% detta put mob to sleep - %send% detta %target% - end - set target %next_target% -done -~ -#1114 -mobs put selves to sleep~ -0 n 100 -~ -dg_affect %self% blind on 1 -dg_affect %self% sleep on 2 -%echo% sleeping now -~ -#1115 -can't be interacted with~ -0 c 100 -*~ -if %self.alias% /= %arg% || %arg% /= %self.alias% - %send% %actor% %self.name% is frozen by some unnatural magic. -else - return 0 -end -~ -#1116 -Rooms don't allow casting~ -2 p 100 -~ -%send% %actor% The powerful magic of this place absorbs your spell. -~ -#1117 -Mobs get out of fight~ -0 k 100 -~ -%echo% %self.name% is reclaimed by the magic of this land. -%load% mob %self.vnum% -%purge% self -~ -#1118 -doors close themselves~ -2 g 100 -~ -wait 2s -eval room %self.vnum% -if %room% == 1145 - if %direction% == west - %door% %self.vnum% west flags ab - %echo% The door clicks quietly shut. - elseif %direction% == east - %door% %self.vnum% east flags ab - %echo% The door clicks quietly shut. - end -elseif %room% == 1144 - if %direction% == east - %door% %self.vnum% east flags ab - %echo% The door clicks quietly shut. - end -elseif %room% ==1146 - if %direction% == west - %door% %self.vnum% west flags ab - %echo% The door clicks quietly shut. - end -end -~ -#1119 -testing act~ -0 e 100 -*~ -%echo% %arg% -~ -#1120 -testing room dirs~ -1 c 2 -test~ -set dest %arg% -eval start %actor.room.vnum% -eval difference %start% - %dest% -if !(%difference% > 100 || %difference% < -100) - set dest %arg% - set remotes 1 - remote remotes %actor.id% - if !(%actor.varexists(roomstocheck)%) - set roomstocheck 1 - remote roomstocheck %actor.id% - end - eval here %actor.room.vnum% - set originset 1 - remote originset %actor.id% - while %actor.originset% < 50 - if %here.north% - eval northexit %here.north(vnum)% - eval check %actor.roomstocheck% - if !(%check.contains(%northexit%)%) - if !(%actor.varexists(%northexit%)%) - if %actor.varexists(%here%)% - eval path %%actor.%here%%% - eval path %path.trim% - if !(%path% == here) - eval %northexit% %path% n - eval northexit %northexit.trim% - else - eval %northexit% n - end - else - set %here% here - remote %here% %actor.id% - set remotes %remotes% %here% - remote remotes %actor.id% - set %northexit% n - end - remote %northexit% %actor.id% - set remotes %remotes% %northexit% - remote remotes %actor.id% - if %northexit% == %dest% - set originset 999 - remote originset %actor.id% - end - eval roomstocheck %actor.roomstocheck% %northexit% - remote roomstocheck %actor.id% - end - end - end - if %here.east% - eval eastexit %here.east(vnum)% - eval check %actor.roomstocheck% - if !(%check.contains(%eastexit%)%) - if !(%actor.varexists(%eastexit%)%) - if %actor.varexists(%here%)% - eval path %%actor.%here%%% - eval path %path.trim% - if !(%path% == here) - eval %eastexit% %path% e - eval eastexit %eastexit.trim% - else - eval %eastexit% e - end - else - set %here% here - remote %here% %actor.id% - set remotes %remotes% %here% - remote %remotes% %actor.id% - set %eastexit% e - end - remote %eastexit% %actor.id% - set remotes %remotes% %eastexit% - remote remotes %actor.id% - if %eastexit% == %dest% - set originset 999 - remote originset %actor.id% - end - eval roomstocheck %actor.roomstocheck% %eastexit% - remote roomstocheck %actor.id% - end - end - end - if %here.south% - eval southexit %here.south(vnum)% - eval check %actor.roomstocheck% - if !(%check.contains(%southexit%)%) - if !(%actor.varexists(%southexit%)%) - if %actor.varexists(%here%)% - eval path %%actor.%here%%% - eval path %path.trim% - if !(%path% == here) - eval %southexit% %path% s - eval southexit %southexit.trim% - else - eval %southexit% s - end - else - set %here% here - remote %here% %actor.id% - set remotes %remotes% %here% - remote remotes %actor.id% - set %southexit% s - end - remote %southexit% %actor.id% - set remotes %remotes% %southexit% - remote remotes %actor.id% - if %southexit% == %dest% - set originset 999 - remote originset %actor.id% - end - eval roomstocheck %actor.roomstocheck% %southexit% - remote roomstocheck %actor.id% - end - end - end - if %here.west% - eval westexit %here.west(vnum)% - eval check %actor.roomstocheck% - if !(%check.contains(%westexit%)%) - if !(%actor.varexists(%westexit%)%) - if %actor.varexists(%here%)% - eval path %%actor.%here%%% - eval path %path.trim% - if !(%path% == here) - eval %westexit% %path% w - eval westexit %westexit.trim% - else - eval %westexit% w - end - else - set %here% here - remote %here% %actor.id% - set remotes %remotes% %here% - remote remotes %actor.id% - set %westexit% w - end - remote %westexit% %actor.id% - set remotes %remotes% %westexit% - remote remotes %actor.id% - if %westexit% == %dest% - set originset 999 - remote originset %actor.id% - end - eval roomstocheck %actor.roomstocheck% %westexit% - remote roomstocheck %actor.id% - end - end - end - if %here.up% - eval upexit %here.up(vnum)% - eval check %actor.roomstocheck% - if !(%check.contains(%upexit%)%) - if !(%actor.varexists(%upexit%)%) - if %actor.varexists(%here%)% - eval path %%actor.%here%%% - eval path %path.trim% - if !(%path% == here) - eval %upexit% %path% u - eval upexit %upexit.trim% - else - eval %upexit% u - end - else - set %here% here - remote %here% %actor.id% - set remotes %remotes% %here% - remote remotes %actor.id% - set %upexit% u - end - remote %upexit% %actor.id% - set remotes %remotes% %upexit% - remote remotes %actor.id% - if %upexit% == %dest% - set originset 999 - remote originset %actor.id% - end - eval roomstocheck %actor.roomstocheck% %upexit% - remote roomstocheck %actor.id% - end - end - end - if %here.down% - eval downexit %here.down(vnum)% - eval check %actor.roomstocheck% - if !(%check.contains(%downexit%)%) - if !(%actor.varexists(%downexit%)%) - if %actor.varexists(%here%)% - eval path %%actor.%here%%% - eval path %path.trim% - if !(%path% == here) - eval %downexit% %path% d - eval downexit %downexit.trim% - else - eval %downexit% d - end - else - set %here% here - remote %here% %actor.id% - set remotes %remotes% %here% - remote remotes %actor.id% - set %downexit% d - end - remote %downexit% %actor.id% - set remotes %remotes% %downexit% - remote remotes %actor.id% - if %downexit% == %dest% - set originset 999 - remote originset %actor.id% - end - eval roomstocheck %actor.roomstocheck% %downexit% - remote roomstocheck %actor.id% - end - end - end - eval originset %actor.originset% + 1 - remote originset %actor.id% - eval nexttar %actor.roomstocheck.cdr% - eval nexttar %nexttar.trim% - eval nexttar2 %nexttar.cdr% - eval nexttar2 %nexttar2.trim% - eval here %nexttar.car% - eval here %here.trim% - eval roomstocheck 1 %nexttar2% - remote roomstocheck %actor.id% - done - if %originset% == 1000 - eval directions %%actor.%dest%%% - remote directions %actor.id% - %send% %actor% Your destination has been found. - wait 2s - %send% %actor% The directions are %directions%. - else - %send% %actor% Your destination is either too far away, or does not exist. - end - while %actor.remotes% > 1 - eval rem %actor.remotes% - eval delete %rem.car% - rdelete %delete% %actor.id% - eval remotes %rem.cdr% - remote remotes %actor.id% - done - rdelete remotes %actor.id% - rdelete originset %actor.id% - rdelete roomstocheck %actor.id% -else - %send% %actor% Try somewhere closer. -end -~ -#1126 -(22) raise bucket from well~ -1 c 4 -*~ -if %cmd% == raise - %send% %actor% You turn the crank, slowly raising the bucket from the depths. - %load% obj 1121 -elseif %cmd% == lower - %send% %actor% The bucket is already lowered. You need to raise it. - %load% obj 1122 -else - %load% obj 1122 - return 0 -end -%purge% self -~ -#1127 -(21) bucket loads something~ -1 c 4 -*~ -if %cmd% == empty - if %118_bucket% > 1 - %send% %actor% The bucket has already been emptied. - else - eval choice %random.20% - if %choice% > 15 - nop %actor.gold(1)% - %send% %actor% You found a gold coin in the bucket. - elseif %choice% < 15 - %load% obj 1124 %actor% inv - %send% %actor% You found a pile of sludge in the bucket. - else - %load% obj 1108 %actor% inv - %send% %actor% You found a bracelet in the bucket. - end - set 118_bucket 99 - global 118_bucket - end -elseif %cmd% == lower - %send% %actor% You lower the bucket into the well. - set 118_bucket 1 - global 118_bucket - %load% obj 1122 - %purge% self -elseif %cmd% == raise - %send% %actor% The bucket has already been raised. -else - return 0 -end -~ -#1128 -bucket teleports self~ -1 c 4 -xxteleport~ -%teleport% %self.name% 1188 -%echo% teleporting -~ -#1133 -testing spiderball~ -0 c 100 -scout~ -if %cmd% == scout -if %arg% -set cycles 0 -global cycles -eval directions %arg% -global directions -%send% %actor% initial directions are %directions% -while %directions% -if %cycles% < 5 -%send% %actor% directions now are %directions% -eval here %self.room.vnum% -%send% %actor% Here is %here% -eval nextdir %directions.car% -%send% %actor% nextdir is %nextdir% -switch %nextdir% -case n -set going north -set coming south -eval dest %here.north(vnum)% -break -case e -set going east -set coming west -eval dest %here.east(vnum)% -break -case s -set going south -set coming north -eval dest %here.south(vnum)% -break -case w -set going west -set coming east -eval dest %here.west(vnum)% -break -case u -set going up -set coming down -eval dest %here.up(vnum)% -break -case d -set going down -set coming up -eval dest %here.down(vnum)% -break -case ne -set going northeast -set coming southwest -eval dest %here.northeast(vnum)% -break -case se -set going southeast -set coming northwest -eval dest %here.southeast(vnum)% -break -case sw -set going southwest -set coming northeast -eval dest %here.southwest(vnum)% -break -case nw -set going northwest -set coming southeast -eval dest %here.northwest(vnum)% -break -case default -%echo% %Self.name% sparks and sends out a puff of smoke as it bumps into the wall. -%send% %actor% %Self.name% damaged itself trying to go %nextdir%. -if %damage% -eval damage %self.damage%+10 -else -set damage 10 -end -global damage -break -done -if %dest% -%echo% %Self.name% clatters away into the %going%. -%send% %actor% teleporting self to %dest% -%teleport% %self% %dest% -%echo% %Self.name% clatters in from the %coming%. -else -%send% %actor% %Self.name% damaged itself trying to go %nextdir%. -%echo% %Self.name% sparks and sends out a puff of smoke as it bumps into the wall. -end -eval directions %directions.cdr% -eval cycles %cycles%+1 -global cycles -done -else -unset directions -end -wait 1s -eval finaldest %self.room.vnum% -%send% %actor% %Self.name% reports: -eval back %actor.room.vnum% -%teleport% %actor% %finaldest% -%force% %actor% look -%teleport% %actor% %back% -else -%send% %actor% You need to provide a list of directions. -%send% %actor% Example: -%send% %actor% scout n w w -end -else -return 0 -end -~ -#1134 -MAP~ -1 c 3 -map~ -* BEGINNING SETUP -* -set display 11 -while %display% < 56 - eval x%display% . - eval display %display% + 1 -done -eval here %actor.room.vnum% -set north -10 -set east 1 -set west -1 -set south 10 -* -* STARTS READING NORTH -* -if %here.north% - eval 23 %here.north(vnum)% - eval temp %23.sector% - eval x23 %temp.charat(1)% - set directionlist north east south west - while %directionlist% - eval firstdir %directionlist.car% - eval newroom 23 + %%%firstdir%%% - eval %newroom% %%23.%firstdir%(vnum)%% - eval vnumexist %%%newroom%%% - if %vnumexist% - eval temp %%%newroom%.sector%% - eval x%newroom% %temp.charat(1)% - end - eval directionlist %directionlist.cdr% - done -end -* -* START OF EAST -* -if %here.east% - eval 34 %here.east(vnum)% - eval temp %34.sector% - eval x34 %temp.charat(1)% - set directionlist north east south west - while %directionlist% - eval firstdir %directionlist.car% - eval newroom 34 + %%%firstdir%%% - eval %newroom% %%34.%firstdir%(vnum)%% - eval vnumexist %%%newroom%%% - if %vnumexist% - eval temp %%%newroom%.sector%% - eval x%newroom% %temp.charat(1)% - end - eval directionlist %directionlist.cdr% - done -end -* -* START OF SOUTH -* -if %here.south% - eval 43 %here.south(vnum)% - eval temp %43.sector% - eval x43 %temp.charat(1)% - set directionlist north east south west - while %directionlist% - eval firstdir %directionlist.car% - eval newroom 43 + %%%firstdir%%% - eval %newroom% %%43.%firstdir%(vnum)%% - eval vnumexist %%%newroom%%% - if %vnumexist% - eval temp %%%newroom%.sector%% - eval x%newroom% %temp.charat(1)% - end - eval directionlist %directionlist.cdr% - done -end -* -* START OF WEST -* -if %here.west% - eval 32 %here.west(vnum)% - eval temp %32.sector% - eval x32 %temp.charat(1)% - set directionlist north east south west - while %directionlist% - eval firstdir %directionlist.car% - eval newroom 32 + %%%firstdir%%% - eval %newroom% %%32.%firstdir%(vnum)%% - eval vnumexist %%%newroom%%% - if %vnumexist% - eval temp %%%newroom%.sector%% - eval x%newroom% %temp.charat(1)% - end - eval directionlist %directionlist.cdr% - done -end -* -* FINAL REPORT -* -eval x33 X -%send% %actor% %x11% %x12% %x13% %x14% %x15% -%send% %actor% %x21% %x22% %x23% %x24% %x25% -%send% %actor% %x31% %x32% %x33% %x34% %x35% -%send% %actor% %x41% %x42% %x43% %x44% %x45% -%send% %actor% %x51% %x52% %x53% %x54% %x55% -* -* END -~ -#1135 -test for Fiz~ -0 c 100 -*~ -if %cmd% == sell -if %actor.canbeseen% -if %arg% -eval item %actor.inventory% -while %item% -if %item.name% /= %arg% -eval object %item% -eval item 0 -else -eval item %item.next_in_list% -end -done -if %object% -eval desc %object.shortdesc% -switch %object.type% -case LIGHT -case WAND -case STAFF -case WEAPON -case TREASURE -case ARMOR -case WORN -case CONTAINER -case LIQ CONTAINER -case DUAL -case GEM -case FISHING POLE -eval value ((%object.cost% * 4) / 10) -set %actor.gold(%value%)% -%purge% %object% - if %value% == 1 -say There you go %actor.name% I took %arg% off your hands for 1 gold coin. -else -say There you go %actor.name% I took %arg% off your hands for %value% gold coins. -end -break -default -say Sorry %actor.name% but I don't buy these types of items. -break -done -else -say Sorry %actor.name%, but you don't have a %arg% to sell. -end -else -%send% %actor% Yes, sell, but sell what?? That is the question. -end -else -say I don't buy from people I can't see. -end -else -return 0 -end -~ -#1136 -test dg_cast~ -2 g 100 -~ -wait 1 c -set target %self.people% -while %target% - set nexttarget %target.next_in_room% - if %target.is_pc% - %damage% %target% 5 - %send% %target% A dart whizzes through the air and pierces your skin! - %echoaround% %target% %target.name% gets hit by a dart! - eval chance %random.8% - if %chance% - dg_cast 'poison' %target% - end - end - set target %nexttarget% -done -~ -#1137 -test class~ -2 c 100 -test~ -%echo% firing -nop %actor.class(cleric)% -set %actor.class(cleric)% -%actor.class(cleric)% -~ -#1138 -test imm force~ -2 c 100 -test~ -%force% testdet say test -%force% testdet redit -~ -#1139 -test echo card~ -2 c 100 -test~ -set UL1 _ -set UM1 _ -set UR1 _ -set UL4 | -set UL2 | -set UM4 | -set UM2 | -set UR4 | -set UR2 | -set ULn ... -set UMn ... -set URn ... -set UL3 _ -set UM3 _ -set UR3 _ -set ML1 _ -set MM1 _ -set MR1 _ -set ML4 | -set ML2 | -set MM4 | -set MM2 | -set MR4 | -set MR2 | -set MLn ... -set MMn ... -set MRn ... -set ML3 _ -set MM3 _ -set MR3 _ -set LL1 _ -set LM1 _ -set LR1 _ -set LL4 | -set LL2 | -set LM4 | -set LM2 | -set LR4 | -set LR2 | -set LLn ... -set LMn ... -set LRn ... -set LL3 _ -set LM3 _ -set LR3 _ -global UL1 -global UL2 -global UL3 -global UL4 -global UM1 -global UM2 -global UM3 -global UM4 -global UR1 -global UR2 -global UR3 -global UR4 -global ML1 -global ML2 -global ML3 -global ML4 -global MM1 -global MM2 -global MM3 -global MM4 -global MR1 -global MR2 -global MR3 -global MR4 -global LL1 -global LL2 -global LL3 -global LL4 -global LM1 -global LM2 -global LM3 -global LM4 -global LR1 -global LR2 -global LR3 -global LR4 -set ulc w -set umc w -set urc w -set mlc w -set mmc w -set mrc w -set llc w -set lmc w -set lrc w -global ulc -global umc -global urc -global mlc -global mmc -global mrc -global llc -global lmc -global lrc -%echo% @n _______________ -%echo% @n| %ulc%_@Y%UL1% %ulc%_ %umc%_@Y%UM1% %umc%_ %urc%_@Y%UR1% %urc%_@n | -%echo% @n| %ulc%| | %umc%| | %urc%| |@n| -%echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n| -%echo% @n| %ulc%|@u%ULn%@n %ulc%| %umc%|@u%UMn%@n %umc%| %urc%|@u%URn%@n %urc%|@n| -%echo% @n| %ulc%|_@Y%UL3% %ulc%_| %umc%|_@Y%UM3% %umc%_| %urc%|_@Y%UR3% %urc%_|@n| -%echo% @n| %mlc% _@Y%ML1% %mlc%_ %mmc%_@Y%MM1% %mmc%_ %mrc%_@Y%MR1% %mrc%_@n | -%echo% @n| %mlc%| | %mmc%| | %mrc%| |@n| -%echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n| -%echo% @n| %mlc%|@u%MLn%@n %mlc%| %mmc%|@u%MMn%@n %mmc%| %mrc%|@u%MRn%@n %mrc%|@n| -%echo% @n| %mlc%|_@Y%ML3% %mlc%_| %mmc%|_@Y%MM3% %mmc%_| %mrc%|_@Y%MR3% %mrc%_|@n| -%echo% @n| %llc% _@Y%LL1% %llc%_ %lmc%_@Y%LM1% %lmc%_ %lrc%_@Y%LR1% %lrc%_ @n| -%echo% @n| %llc%| | %lmc%| | %lrc%| |@n| -%echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n| -%echo% @n| %llc%|@u%LLn%@n %llc%| %lmc%|@u%LMn%@n %lmc%| %lrc%|@u%LRn%@n %lrc%|@n| -%echo% @n| %llc%|_@Y%LL3% %llc%_| %lmc%|_@Y%LM3% %lmc%_| %lrc%|_@Y%LR3% %lrc%_|@n| -%echo% @n|_______________| -~ -#1140 -dealer say new game~ -0 d 0 -new game~ -wait 1s -if %actor.varexists(ffplaying)% - %send% %actor% @GYou are already playing a game.@n - %send% %actor% @GIf you forfeit, you will lose the cards you've won.@n - %send% %actor% @GYour opponent will keep the cards they've won.@n - %send% %actor% @GSay forfeit to accept this and end the game.@n - %send% %actor% @GSay continue to carry on with your current game.@n -elseif %playing% - %echo% Sorry, I'm already playing a game. -else - %send% %actor% Starting new game! - set UL1 _ - set UM1 _ - set UR1 _ - set UL4 | - set UL2 | - set UM4 | - set UM2 | - set UR4 | - set UR2 | - set ULn ... - set UMn ... - set URn ... - set UL3 _ - set UM3 _ - set UR3 _ - set ML1 _ - set MM1 _ - set MR1 _ - set ML4 | - set ML2 | - set MM4 | - set MM2 | - set MR4 | - set MR2 | - set MLn ... - set MMn ... - set MRn ... - set ML3 _ - set MM3 _ - set MR3 _ - set LL1 _ - set LM1 _ - set LR1 _ - set LL4 | - set LL2 | - set LM4 | - set LM2 | - set LR4 | - set LR2 | - set LLn ... - set LMn ... - set LRn ... - set LL3 _ - set LM3 _ - set LR3 _ - global lrn - global lmn - global lln - global mrn - global mmn - global mln - global umn - global urn - global uln - global UL1 - global UL2 - global UL3 - global UL4 - global UM1 - global UM2 - global UM3 - global UM4 - global UR1 - global UR2 - global UR3 - global UR4 - global ML1 - global ML2 - global ML3 - global ML4 - global MM1 - global MM2 - global MM3 - global MM4 - global MR1 - global MR2 - global MR3 - global MR4 - global LL1 - global LL2 - global LL3 - global LL4 - global LM1 - global LM2 - global LM3 - global LM4 - global LR1 - global LR2 - global LR3 - global LR4 - set ulc w - set umc w - set urc w - set mlc w - set mmc w - set mrc w - set llc w - set lmc w - set lrc w - global ulc - global umc - global urc - global mlc - global mmc - global mrc - global llc - global lmc - global lrc - set ffplaying 1 - remote ffplaying %actor.id% - set playing 1 - global playing - wait 1s - %echo% Heads you start, tails I start. - wait 1s - %echo% flips a coin... - wait 2s - switch 2 - case 1 - %echo% The coin comes up heads. - wait 1s - %echo% Ok, you go first, choose your card and position. - break - case 2 - %echo% The coin comes up tails. - wait 1s - %echo% Ok, I'll go first. - %force% %actor% xxxchoose - break - default - %echo% The coin comes up heads. - wait 1s - %echo% Ok, you go first, choose your card and position. - break - done -end -~ -#1141 -mob xxxchoose~ -2 c 100 -xxxchoose~ -switch %random.5% - case 1 - set cardchoice 001 - break - case 2 - set cardchoice 002 - break - case 3 - set cardchoice 003 - break - case 4 - set cardchoice 004 - break - case 5 - set cardchoice 005 - break - default - set cardchoice 005 - break -done -global cardchoice -switch %random.9% - case 1 - set cardpos UL - break - case 2 - set cardpos UM - break - case 3 - set cardpos UR - break - case 4 - set cardpos ML - break - case 5 - set cardpos MM - break - case 6 - set cardpos MR - break - case 7 - set cardpos LL - break - case 8 - set cardpos LM - break - case 9 - set cardpos LR - break -done -global cardpos -%force% %actor% xxxcardchoice %cardchoice% -~ -#1142 -actor xxxcardchoice~ -2 c 100 -xxxcardchoice~ -%echo% I'm going to put card %cardchoice% in the %cardpos% position. -switch %arg% - case 001 - set %cardpos%1 2 - set %cardpos%2 1 - set %cardpos%3 2 - set %cardpos%4 1 - break - case 002 - set %cardpos%1 1 - set %cardpos%2 2 - set %cardpos%3 1 - set %cardpos%4 2 - break - case 003 - set %cardpos%1 2 - set %cardpos%2 2 - set %cardpos%3 2 - set %cardpos%4 1 - break - case 004 - set %cardpos%1 2 - set %cardpos%2 1 - set %cardpos%3 2 - set %cardpos%4 2 - break - case 005 - set %cardpos%1 2 - set %cardpos%2 2 - set %cardpos%3 2 - set %cardpos%4 2 - break -done -global %cardpos%1 -global %cardpos%2 -global %cardpos%3 -global %cardpos%4 -~ -#1143 -show board~ -2 c 100 -show~ -%echo% @n _______________ -%echo% @n| %ulc%_@Y%UL1% %ulc%_ %umc%_@Y%UM1% %umc%_ %urc%_@Y%UR1% %urc%_@n | -%echo% @n| %ulc%| | %umc%| | %urc%| |@n| -%echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n| -%echo% @n| %ulc%|@u%ULn%@n %ulc%| %umc%|@u%UMn%@n %umc%| %urc%|@u%URn%@n %urc%|@n| -%echo% @n| %ulc%|_@Y%UL3% %ulc%_| %umc%|_@Y%UM3% %umc%_| %urc%|_@Y%UR3% %urc%_|@n| -%echo% @n| %mlc% _@Y%ML1% %mlc%_ %mmc%_@Y%MM1% %mmc%_ %mrc%_@Y%MR1% %mrc%_@n | -%echo% @n| %mlc%| | %mmc%| | %mrc%| |@n| -%echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n| -%echo% @n| %mlc%|@u%MLn%@n %mlc%| %mmc%|@u%MMn%@n %mmc%| %mrc%|@u%MRn%@n %mrc%|@n| -%echo% @n| %mlc%|_@Y%ML3% %mlc%_| %mmc%|_@Y%MM3% %mmc%_| %mrc%|_@Y%MR3% %mrc%_|@n| -%echo% @n| %llc% _@Y%LL1% %llc%_ %lmc%_@Y%LM1% %lmc%_ %lrc%_@Y%LR1% %lrc%_ @n| -%echo% @n| %llc%| | %lmc%| | %lrc%| |@n| -%echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n| -%echo% @n| %llc%|@u%LLn%@n %llc%| %lmc%|@u%LMn%@n %lmc%| %lrc%|@u%LRn%@n %lrc%|@n| -%echo% @n| %llc%|_@Y%LL3% %llc%_| %lmc%|_@Y%LM3% %lmc%_| %lrc%|_@Y%LR3% %lrc%_|@n| -%echo% @n|_______________| -~ -#1144 -new trigger~ -2 c 100 -test~ -%echo% var is %var% -%echo% var2 is %var2% -%echo% colored var is @Y%var%@n -set col Y -%echo% var colored var is %col%%var%@n -~ -$~ diff --git a/lib/world/trg/115.trg b/lib/world/trg/115.trg deleted file mode 100644 index 0914b1b..0000000 --- a/lib/world/trg/115.trg +++ /dev/null @@ -1,10 +0,0 @@ -#11523 -Man Trigger~ -0 g 100 -~ -if %actor.is_pc% - wait 5 - say "Run, Run, Fast, Fast, Get Out Of Here !! " -end -~ -$~ diff --git a/lib/world/trg/117.trg b/lib/world/trg/117.trg deleted file mode 100644 index bfa630a..0000000 --- a/lib/world/trg/117.trg +++ /dev/null @@ -1,613 +0,0 @@ -#11700 -Kill Zulthan - 11704~ -0 c 100 -*~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if (%cmd.mudcommand% == bash || %cmd.mudcommand% == backstab || %cmd.mudcommand% == kill || %cmd.mudcommand% == hit || %cmd.mudcommand% == kick || %cmd.mudcommand% == shoot) && (zulthan /= %arg% || waiter /= %arg%) - say Well, that was certainly a rude attempt of yours! -else - return 0 -end -~ -#11701 -Get ring - 11701~ -2 c 100 -g~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %cmd.mudcommand% == get && ring /= %arg% - %send% %actor% You dig in the dirt and pick up the ring. - %echoaround% %actor% %actor.name% gets a ring from the dirt. - %load% obj 11700 %actor% inv -else -return 0 -end -~ -#11702 -Steal cello - 11703~ -2 c 100 -steal~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %cmd.mudcommand% == steal && cello /= %arg% - %send% %actor% You steal the cello from the cello player who exclaims 'Hey!' - %echoaround% %actor% %actor.name% immaturely nabs the cello from the cello player's hands during the middle of a performance. - %load% obj 11708 %actor% inv -end -~ -#11703 -Holden Greet - 11700~ -0 g 100 -~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %actor.is_pc% - say It is nice to see you today, %actor.name% - if %actor.has_item(something)% - say Hmmm, what is this? This looks like Blood from the trees! This must be Lacela's doing, and now I finally have proof! Thank you, %actor.name%! - %echo% %self.name% drags Lacela out of her shop and throws her out of town for such a terrible act! Holden takes the key that Lacela has from her! - %load% obj 11718 - say I don't need this, here, you have it. - give cellar %actor.name% - %at% 11706 %purge% lacela - %purge% %actor.inventory(11719)% - end - if !%actor.has_item(something)% - end -end -~ -#11704 -Stradler Greet - 11701~ -0 g 100 -~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %actor.is_pc% - say It is great to see that you are well today, %actor.name% -end -~ -#11705 -Use cello - 11708~ -1 c 2 -use~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %cmd.mudcommand% == use && cello /= %arg% - %echoaround% %actor% %actor.name% plays The Journey in C minor on %actor.hisher% cello. - %send% %actor% You beautifully play The Journey in C Minor with your cello. -else - return 0 -end -~ -#11706 -LacelaKillProof - 11705~ -0 c 100 -*~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if (%cmd.mudcommand% == bash || %cmd.mudcommand% == backstab || %cmd.mudcommand% == kill || %cmd.mudcommand% == hit || %cmd.mudcommand% == kick || %cmd.mudcommand% == shoot) && (cassandra /= %arg% || lacela /= %arg%) - say Heyyyyyyy!!!! Whattad I ever doo ta yooo??!! *Hic* -else - return 0 -end -~ -#11707 -Can't attack Derresor - 11707~ -0 c 100 -*~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if (%cmd.mudcommand% == bash || %cmd.mudcommand% == backstab || %cmd.mudcommand% == kill || %cmd.mudcommand% == hit || %cmd.mudcommand% == kick || %cmd.mudcommand% == shoot) && (derresor /= %arg% || salesman /= %arg% || maosund /= %arg%) - say Sorry %actor.name%, maybe at some other point. -else - return 0 -end -~ -#11708 -Large Boots - 11722~ -1 j 100 -~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -return 0 -if %actor.eq(legs)% - %send% %actor% %self.shortdesc% cover your entire legs. You must remove %actor.eq(legs).shortdesc% to wear them. -else - %send% %actor% You wear %self.shortdesc% around your legs. - %send% %actor% You wear %self.shortdesc% around your feet. - %load% obj 11722 %actor% legs - %load% obj 11722 %actor% feet - %purge% %self% -end -~ -#11709 -Large Boots - 11722~ -1 l 100 -~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -%purge% %actor.eq(legs)% -~ -#11710 -Stump - 11753~ -2 c 100 -sit~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %cmd.mudcommand% == sit && stump /= %arg% - %echo% You sit down on the stump and suddenly the forest in front of you opens! - %echoaround% %actor% %actor.name% sits down on a stump and the forest that blocked the path suddenly opens up! - %door% 11753 south flags a -else - return 0 -end -~ -#11711 -touch display - 11751~ -2 c 100 -touch~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %arg% == display - %send% %actor% You browse around the forbidden display and lift up the large sword. A clicking noise is made from the stand it is on, and suddenly, a huge crashing sound comes from the far west! - %echoaround% %actor% %actor.name% lifts the sword on the display and a gigantic crashing sound comes from the west! - %at% 11704 %door% 11704 down flags a - %at% 11758 %load% obj 11737 - %send% %actor% Salesman Derresor Maosund punches you in the face with anger for touching the display!! - %damage% %actor% 150 -else - return 0 -end -~ -#11712 -Bow - 11727~ -1 c 1 -shoot~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %actor.fighting% && !%arg% - set arg %actor.fighting% -end -if !%arg% - %send% %actor% Shoot Who? - halt -else - %force% %arg% kill %actor.name% -end -if (%arg.room% != %actor.room%) || (%arg.id% == %actor.id%) - %send% %actor% Shoot: Invalid Target! - halt -end -eval i %actor.inventory% -while (%i%) - set next %i.next_in_list% - if %i.vnum%==11729 - set quiver 1 - break -end -set i %next% -done -if %quiver% - %force% %actor% take arrow quiver -end -if %actor.inventory(11728)% - %damage% %arg% 10 - %send% %actor% You fire your arrow at your opponent. - %purge% %actor.inventory(11728)% - switch %random.4% - case 1 - %echo% The arrow breaks! - return 0 - break - case 2 - load obj 11728 - break - case 3 - load obj 11728 - break - default - load obj 11728 - break - done -else - %send% %actor% You need to have arrows or a quiver. - return 0 -end -if %actor.inventory(11730)% - %damage% %arg% 30 - %send% %actor% @WThe arrow makes a bright flash of light as it strikes your opponent!@n - %purge% %actor.inventory(11730)% - switch %random.4% - case 1 - %echo% The arrow breaks! - return 0 - break - case 2 - %load% obj 11730 - break - case 3 - %load% obj 11730 - break - default - %load% object 11730 - break - done -else - %send% %actor% You fire your arrow at %arg.shortdesc%. -end -~ -#11713 -Touch Nest - 11755~ -2 c 100 -touch~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %arg% == nest - %send% %actor% You reach out for the squirrel's nest and touch it, but it falls toward the patch of sand and abruptly falls right through! - %echoaround% %actor% %actor.name% tries to reach out and touch the nest, like the 2-year-old %actor.heshe% is. %actor.heshe% drops the nest clumsily but the nest abruptly falls through the strange patch of sand! - %door% 11755 down flags a -else - %send% %actor% Touch what? - return 0 -end -~ -#11714 -Chieftain Attacks You - 11709~ -0 g 100 -~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -wait 2 s -say Hey! What are you doing in here!?!? Get out or you'll pay with your life! -wait 2 s -say I warned you!! -kill %actor.name% -~ -#11715 -Sit Stump - 11722~ -2 c 100 -sit~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %cmd.mudcommand% == sit && %arg% /= stump - %echo% You sit down on the large stump and take a rest. - %echoaround% %actor% %actor.name% sits down on a stump and takes a quick rest. - return 0 -end -~ -#11716 -pick flowers - 11735~ -2 c 100 -pick~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %arg% == flowers - %send% %actor% You kneel beside the path, pick the flowers, and arrange them in a nice bouquet. - %echoaround% %actor% %actor.name% picks the exotic flowers beside the path and makes a bouquet from them. - %load% obj 11735 %actor% inv -else - %send% %actor% Pick what?? - return 0 -end -~ -#11717 -Search fireplace- 11725~ -2 c 100 -search~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %arg% == fireplace - %send% %actor% You search around the fireplace, and bump into the loose tile. Suddenly, the fire goes out, and the wall behind it opens up! - %echoaround% %actor% %actor.name% searches the fireplace, and before you know it, the wall to the north opens like a door! - %door% 11725 north flags a -else - %send% %actor% Search what? - return 0 -end -~ -#11718 -Wake Lesalie - 11706~ -0 c 100 -wake~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %cmd.mudcommand% == wake && arg /= government || official || lesalie - %echo% %self.name% stands up. - wait 1s - %echo% %self.name% says "Oh... Where am I...? Lacela! Her blood! I must stop her!" - %echo% %self.name% tries to get up with what little strength he has, but falls back down moaning. - wait 1s - %send% %actor% You calm him down and inform him that you took care of Lacela's scheme. - %echoaround% %actor% %actor.name% calms Lesalie and informs him of what has happened. - wait 1s - %echo% %self.name% sighs with relief. - %echo% %self.name% says "Thank you very much, now, if you excuse me, I must slowly make my way up to my room." - %echo% %self.name% smiles at %actor.name%. - wait 1s - %echo% %self.name% says "By the way, my letter is S... I know what you're trying to do." - %echo% %self.name% wobbles up the stairs and makes way to his room. - %teleport% lesalie 11709 -else - return 0 -end -~ -#11719 -Verno Guard North - 11718~ -0 q 100 -~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %direction% == up - %send% %actor% %self.name% steps in front of you, raising an eyebrow. - %echoaround% %actor% %actor.name% tries to leave north, only to be foiled by the bodyguard standing right in front of %actor.himher%. - return 0 -end -~ -#11720 -Password - 11718~ -0 d 0 -barbatsis~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -%send% %actor% %self.name% stands aside and lets you pass. -%send% %actor% You make your way up the marvelous ivory staircase! -%teleport% %actor% 11719 -~ -#11721 -say 'hello' -11717~ -0 d 1 -hello~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -%send% %actor% %self.name% looks up at you startled. -wait 1s -%send% %actor% %self.name% says: Please help me! The council is becoming more corrupt by the minute and our beautiful community will be ruined! -wait 2s -%send% %actor% You nod. -wait 2s -%send% %actor% %self.name% says: Thank you! Now, all you have to do is convince the Empress that the council is being corrupt! The only ways to get to her are either to kill her bodyguard, and believe me, youre not ready for that. -wait 2s -%send% %actor% %self.name% says: Or you can find the password to get into the Empresss Chamber. Every Official has one letter of the nine letter password memorized. You must track down the hidden officials and get the letter from them. -wait 2s -%send% %actor% %self.name% says: I know that the letters of the people still here are recorded on something that all of the councilors have in their office Try searching whatever that may be. -wait 2s -%send% %actor% %self.name% says: The letters will also be out of order. You must find the document that says: what the word is once you get all the letters. Im sure the missing Officials will give you a subtle hint when you find them. -%send% %actor% %self.name% says: Then, speak the password in front of Verno, the guard, and you know how to take it from there! Good luck! By the way, my letter is A. -~ -#11722 -Search papers - 11718~ -2 c 100 -search~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %arg% == papers - %send% %actor% You search the papers and find one marked B. -else - return 0 -end -~ -#11723 -Search Papers 11717 + more :P~ -2 c 100 -search~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %arg% == papers - %send% %actor% You search the papers but find none with a letter! -else - return 0 -end -~ -#11724 -Seach Papers - 11713~ -2 c 100 -search~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %arg% == papers - %send% %actor% You search the papers and find one marked T. -else - return 0 -end -~ -#11725 -Search Papers - 11710~ -2 c 100 -search~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %arg% == papers - %send% %actor% You search the papers and find one marked S. -else - return 0 -end -~ -#11726 -Search Papers - 11708~ -2 c 100 -search~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %arg% == papers - %send% %actor% You search the papers and find one marked I. -else - return 0 -end -~ -#11727 -Give Ring - 11723~ -0 j 100 -~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %object.vnum% == 11700 - %purge% %object% - say Oh, thank you, now I can finally go back! - %echo% %self.name% Runs out of the tower screaming with joy! - %echo% Suddenly, the pew moves over to the lleft, revealing a hole! - wait 2s - %echo% The Government Official Johanes steps out from under the pew! - %echo% Johanes says: Ah, thank you. I would have never gotten out from under there if that stupid man had stayed. Oh, I know what youre trying to do, I can tell. My letter is B. - %echo% Joohanes says: Oh, and I know that the password is somewhere near thewarmest place in the city. - %echo% Johanes leaves the tower without telling you where he is going! - %purge% %self% -else - return 0 -end -~ -#11728 -Comfort Man 11703(cheater trigger :P)~ -2 c 100 -comfort~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %cmd.mudcommand% == comfort && man =/ %arg% - %send% %sctor% The man says: Oh dear, can you help me? I've lost a ring, my wedding ring! Please, find it for me! -else - return 0 -end -~ -#11729 -Wake Visconti - 11710~ -0 c 100 -wake~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %cmd.mudcommand% == wake && arg /= government || official || visconti - %echo% %self.name% sits up. - wait 1s - %echo% %self.name% says "Thank you for saving me I must admit I didnt think I would have made it out alive. - %echo% %self.name% stands up. - wait 1s - %echo% %self.name% says "I am in your debt. All I can reward you with is that my letter is R. Plus, I only know that the password order is located far away from the Empress." - %echo% %self.name% smiles at %actor.name%. - wait 1s - %echo% %self.name% escapes and heads towards his office. - %teleport% visconti 11717 -else - return 0 -end -~ -#11730 -Greeting - 11712~ -0 g 100 -~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %actor.is_pc% - say Oh, yay, yay, yay! Thank you! Thank you! My letter is A, Yay! Cozy chairs! Yay!!! - %echo% %self.name% runs out the hole and up to her office. - %teleport% %self% 11712 -end -~ -#11731 -Quest Finale - 11719~ -0 g 100 -~ -* This trigger has been exported 'as is'. This means that vnums -* in this file are not changed, and will have to be edited by hand. -* This zone was number 117 on The Builder Academy, so you -* should be looking for 117xx, where xx is 00-99. -if %actor.is_pc% - say hello. - wait 1s - say have you something to say to me? - wait 2s - %send% %actor% You tell Empress Leraillia what the council has been doing, and you want it to stop. - wait 1s - say I see - wait 1s - say well, since you went to the trouble to find my council, I will give you this reward. - %send% %actor% %self.name% gives you a small stone. - %load% obj 11730 %actor% inv - say Regrettably, your request must be denied. - wait 1s - %echo% Suddenly, the doors slam shut behing you! - %door% 11720 south flags d - wait 1s - %echo% %self.name% presses a button on her desk, and suddenly, screams of agony come from the council chambers! - %at% 11716 %purge% - %at% 11717 %purge% - %at% 11712 %purge% - %at% 11709 %purge% - wait 2s - say It seems to me That my council has failed to serve me right - wait 1s - say This city is now mine. Those who oppose me will be vanquished! - wait 2s - %echo% %self.name% pulls out a gigantic claw that she kept hidden before. - wait 2s - say You will be the first. Good bye, %actor.name%! - %echo% %self.name% lunges at you, aiming to slice you in two! - wait 1s - %echo% suddenly, the door opens, and a bright flash of light consumes the entire room, blinding both you and %self.name%! - wait 3s - %send% %actor% You wake up at the entrance to Los Torres, and everything seems normal for some reason. What the heck happened?? - %send% %actor% @g+@n@bQUEST COMPLETE@n@g+@n - %teleport% %actor% 11701 -end -~ -$~ diff --git a/lib/world/trg/118.trg b/lib/world/trg/118.trg deleted file mode 100644 index b07fd4f..0000000 --- a/lib/world/trg/118.trg +++ /dev/null @@ -1,2912 +0,0 @@ -#11800 -(01) shopwoman greets~ -0 gh 100 -~ -set gender one -if %actor.sex% == male -set gender lad -elseif %actor.sex% == female -set gender lady -end -wait 2 s -emote looks up and peers at you keenly as she smiles in greeting. -wait 2 s -say Why hello little %gender%. -wait 2 s -say Have a look around if it pleases you. -wait 2 s -say I hope you find what you are looking for. -wait 2 s -emote smiles strangely at you as she turns back to her work. -~ -#11801 -(01) shopwoman comments on looking~ -0 c 100 -l~ -return 0 -wait 1 s -if %cmd.mudcommand% == look && dollhouse /= %arg% && %arg% -tell %actor.name% You like that do you? -wait 1 s -tell %actor.name% A piece worth examining closer if you want my opinion. -end -~ -#11802 -(06) shopwoman comments on examination~ -0 c 100 -exa~ -return 0 -if %cmd.mudcommand% == examine && dollhouse /= %arg% && %arg% -wait 1 s -tell %actor.name% Aye, its a magnificent little toy that. -wait 1 s -tell %actor.name% Shame about that little doll that came with it. -end -~ -#11803 -(09) doll teleports when taken~ -1 g 100 -~ -if %actor.room.vnum% == 11802 -%echoaround% %actor% %actor.name% takes something from the dollhouse and seems to fade mysteriously away, leaving no trace. -%teleport% %actor% 11801 -wait 2 s -%send% %actor% You feel a little strange as everything starts to blur, shifting and changing shape until you are completely disorientated. -wait 2 s -%force% %actor% look -%force% %actor% xx -end -~ -#11804 -(00) closed-eye girl greets~ -0 c 100 -xx~ -wait 15 s -set gender shadow-creature -if %actor.sex% == male - set gender shadow-man -elseif %actor.sex% == female - set gender shadow-woman -end -if %actor.varexists(zn118_gravedone)% - say Why %gender%, I believe you have passed through here before. - wait 3 s - say Did you really want to return? - wait 3 s - say Be aware that if you do, the cycle will begin again. - wait 2 s - say The words of the journal will be wiped clean. - wait 3 s -else - say What brings you to this private place %gender%? - wait 3 s - say There are answers here... but few care for the questions that invoke them. - wait 3 s -end -%load% obj 11805 -give eye %actor.name% -drop eye -wait 2 s -say The choice is yours... -wait 2 s -say Close it, and I shall send you back to your world... -wait 2 s -say Open it, and I shall send you to mine. -~ -#11805 -(05) opening eye teleports in~ -1 c 3 -o~ -if %cmd.mudcommand% == open && eye /= %arg% && %arg% - if %actor.varexists(zn118_knifestart)% - rdelete zn118_knifestart %actor.id% - end - if %actor.varexists(zn118_gravedone)% - rdelete zn118_gravedone %actor.id% - end - %teleport% %actor% 11822 - %send% %actor% You open the eye. - wait 1 s - %send% %actor% A hazy mist swirls up and around you, blurring your vision for a second before clearing away. - wait 1 s - %force% %actor% look - wait 1 s - %send% %actor% The voice of a young girl whispers: Please recover what I left there. - wait 1 s - %load% obj 11807 - %send% %actor% A leather-strapped journal suddenly materializes on the ground. - wait 1 s - %send% %actor% The voice of a young girl whispers: Give the journal to the ones you meet there, they will know what to do with it. - %purge% self -else - return 0 -end -~ -#11806 -(05) closing eye teleports out~ -1 c 3 -c~ -if %cmd.mudcommand% == close && eye /= %arg% && %arg% -%teleport% %actor% 11802 -%echoaround% %actor% %actor.name% suddenly appears in a haze of mist. -%send% %actor% You close the eye. -wait 1 s -%send% %actor% A hazy mist swirls up and around you, blurring your vision for a second before clearing away. -wait 1 s -%force% %actor% look -%purge% %self% -else -return 0 -end -~ -#11807 -(04) 4-yr-old gives different messages~ -0 c 100 -xx118xx~ -eval room %self.room% -if (%room.vnum% == 11804) - if !(%actor.varexists(zn118_a)%) - emote walks into the room and peers at you. - wait 2 s - say You cant talk to the shadow-ones, they're not real... - wait 2 s - say at least not any more. - wait 2 s - say The others here aren't real either... - wait 2 s - say but then they never were. - wait 1 s - emote giggles as she runs off. - set zn118_a 1 - remote zn118_a %actor.id% - end -end -drop journal -%purge% %self% -~ -#11808 -4-yr-old loads on entry~ -2 g 100 -~ -wait 1 s -%load% mob 11804 -%force% %actor% xx118xx -~ -#11809 -(13) bird appears when taken~ -1 g 100 -~ -set zn118_birdquest 1 -remote zn118_birdquest %actor.id% -%load% mob 11805 -%send% %actor% The little bird squirms free from your hand and flies joyfully to the higher parts of the room. -%purge% %self% -~ -#11810 -crunch~ -1 s 100 -~ -if %self.vnum% == 11816 -%echo% GLUG GLUG GLUG... -elseif %self.vnum% == 11817 -%echo% CRUNCH CRUNCH CRUNCH... -elseif %self.vnum% == 11818 -%echo% CRUNCH CRUNCH CRUNCH... -end -~ -#11811 -(39) grave quest~ -0 j 100 -~ -if %object.vnum% == 11807 - wait 1 s - set num 1 - if %actor.varexists(zn118_crayondone)% - eval num %num% + 1 - if %actor.varexists(zn118_birddone)% - eval num %num% + 1 - if %actor.varexists(zn118_ridleydone)% - eval num %num% + 1 - if %actor.varexists(zn118_knifedone)% - eval num %num% + 1 - if %actor.varexists(zn118_tunneldone)% - eval num %num% + 1 - if %actor.varexists(zn118_ruthdone)% - eval num %num% + 1 - if %actor.varexists(zn118_thindone)% - eval num %num% + 1 - if %actor.varexists(zn118_mutedone)% - eval num %num% + 1 - if %actor.varexists(zn118_runningdone)% - eval num %num% + 1 - if %actor.varexists(zn118_angrydone)% - eval num %num% + 1 - if %actor.varexists(zn118_blinddone)% - eval num %num% + 1 - if %actor.varexists(zn118_weepingdone)% - eval num %num% + 1 - if %actor.varexists(zn118_scarreddone)% - eval num %num% + 1 - end - end - end - end - end - end - end - end - end - end - end - end - end - if %num% == 14 - say Well done %actor.name%, all the words of this place have been captured. - wait 1 s - say And so the speakers need linger no more. - wait 2 s - say A terrible time... and a terrible story... - wait 1 s - emote brushes her fingers over the pages of the journal. - wait 2 s - say And now it passes into your keeping, as it has passed out of mine. - wait 2 s - say My time is over %actor.name%, now I must be destroyed, and my bones buried here... in this ruined garden. - wait 3 s - say The task falls upon you to finish this, bury me here, and I shall seal this quest. - set zn118_gravequest 1 - remote zn118_gravequest %actor.id% - rdelete zn118_crayondone %actor.id% - rdelete zn118_birddone %actor.id% - rdelete zn118_ridleydone %actor.id% - rdelete zn118_knifedone %actor.id% - rdelete zn118_tunneldone %actor.id% - rdelete zn118_ruthdone %actor.id% - rdelete zn118_thindone %actor.id% - rdelete zn118_mutedone %actor.id% - rdelete zn118_runningdone %actor.id% - rdelete zn118_angrydone %actor.id% - rdelete zn118_blinddone %actor.id% - rdelete zn118_weepingdone %actor.id% - rdelete zn118_scarreddone %actor.id% - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_gravequest)% - wait 1 s - say Only one thing remains %actor.name%. - wait 1 s - say Kill me, and bury my corpse here in this garden. - wait 1 s - give journal %actor.name% - drop journal - else - wait 1 s - say I have been waiting for one such as you, %actor.name%. - wait 2 s - say But I am the last of all you must see here. - wait 1 s - say Return to me when the others have told their tales. - wait 1 s - give journal %actor.name% - drop journal - end -else - say I do not think this is meant for me. - give %object.name.car% %actor.name% - drop %object.name.car% -end -~ -#11812 -pinball - shoot~ -1 c 7 -shoot~ -* No Script -~ -#11813 -random messages~ -2 b 40 -~ -switch %random.8% - case 0 - %echo% Birds chirp serenly from the swaying branches of surrounding trees. - break - case 1 - %echo% A sudden chill breathes harshly down your neck. - break - case 2 -%echo% A soft glow lights the place as a large spark flares and dies. - break - case 3 - %echo% The sound of gentle laughter echoes from nearby mountains. - break - case 4 -%echo% An anguished scream pierces the air. - break - case 5 -%echo% The leaves shiver uneasily as something invisible stirs the air. - break - case 6 - %echo% The warm scent of fresh baking bread wafts on the air. - break -case 7 -%echo% The soothing sound of a mother's voice can be heard singing gently. -break -case 8 -%echo% The air grows suddenly still as though this place was holding its breath. -break - default -%echo% A soft glow lights the place as a large spark flares and dies. - break -done -~ -#11814 -(02) coloring message~ -0 gh 100 -~ -if %actor.is_pc% - if !%actor.varexists(zn118_b)% - wait 1 s - emote looks up and smiles at you. - wait 1 s - say I'm drawing monsters... - wait 1 s - say but I need my red crayon... - wait 1 s - say they took it away. - wait 1 s - emote sighs and goes back to her drawing. - set zn118_b 1 - remote zn118_b %actor.id% - end -end -~ -#11815 -shadow mobs won't take journal~ -0 j 100 -~ - return 0 - %send% %actor% %self.name% is not even aware of you. -~ -#11816 -certain mobs won't take journal~ -0 j 100 -~ -if %object.vnum% == 11807 - %send% %actor% %self.name% can't take %object.shortdesc%. - return 0 -end -~ -#11817 -incorrect mobs refuse journal~ -0 j 100 -~ - wait 1 s - emote shrugs uncertainly. - wait 1 s - say Somehow I don't think this is meant for me. -drop %object.name.car% -~ -#11818 -(02) crayon child quest~ -0 j 100 -~ -if %object.vnum% == 11807 - if %actor.varexists(zn118_crayondone)% - wait 1 s - say I have already written in that for you. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_crayonquest)% - wait 1 s - say Ah! Now, let me see... - wait 1 s - emote scribbles something into a leather-strapped journal. - wait 1 s - give journal %actor.name% - drop journal - nop %actor.exp(10000)% - smile - rdelete zn118_crayonquest %actor.id% - set zn118_crayondone 1 - remote zn118_crayondone %actor.id% - else - wait 1 s - say I would like to write something in that for you... - wait 1 s - say but I need my red crayon. - wait 1 s - give journal %actor.name% - drop journal - end -elseif %object.vnum% == 11808 - set zn118_crayonquest 1 - remote zn118_crayonquest %actor.id% - wait 1 s - smile - wait 1 s - hold crayon - wait 1 s - say Now I have my crayon I can write for you. - wait 1 s - smile %actor.name% -else - wait 1 s - say I don't think this is meant for me. - give %object.name.car% %actor.name% - drop %object.name.car% -end -~ -#11819 -(71) bloodstone amulet awaken~ -1 c 1 -awaken~ -%send% %actor% You wrap your fingers around the bloodstone amulet and focus deeply. -%echoaround% %actor% %actor.name% wraps %actor.hisher% fingers around %actor.hisher% bloodstone amulet and closes %actor.hisher% eyes in concentration. -if %actor.varexists(zn118_focus_return)% - eval place %actor.zn118_focus_return% - wait 2 s - %send% %actor% The amulet glows brightly, heating in your grasp and flickering with wisps of magic. - %echoaround% %actor% The amulet glows brightly, flickering with wisps of magic as %actor.name% grasps it. - wait 2 s - %teleport% %actor% %place% - rdelete zn118_focus_return %actor.id% - %send% %actor% The amulet amplifies your focus, helping you re-emerge into reality. - %echoaround% %actor% %actor.name% suddenly flickers into existance. -else - wait 2 s - %send% %actor% You are already fully awake to reality. -end -~ -#11820 -(09) bird quest~ -0 j 100 -~ -if %object.vnum% == 11807 - if %actor.varexists(zn118_birddone)% - wait 1 s - say I have already written in that for you. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_birdquest)% - wait 1 s - say Thank you %actor.name%. Now part of me feels free too. - wait 2 s - emote scribbles something into a leather-strapped journal. - wait 2 s - nop %actor.exp(10000)% - give journal %actor.name% - drop journal - wait 1 s - say That key will also open the middle way. - rdelete zn118_birdquest %actor.id% - set zn118_birddone 1 - remote zn118_birddone %actor.id% - else - wait 1 s - say Yes, there is something I could write in that... - wait 1 s - say but would you do me a favor first? - wait 2 s - say My father keeps a little bird locked away... - wait 2 s - say would you release it? - wait 1 s - %load% obj 11823 - say Here... Pin will help you do it. - wait 1 s - give key %actor.name% - drop key - give journal %actor.name% - drop journal - end -else - wait 1 s - say I don't think this is meant for me. - drop %object.name.car% -end -~ -#11821 -(09) playing message~ -0 gh 100 -~ -if %actor.is_pc% - if !%actor.varexists(zn118_c)% - wait 1 s - emote jumps as she realizes she's not alone. - wait 1 s - emote laughs. - wait 1 s - say Oh hiya... - wait 2 s - smile %actor.name% - wait 1 s - say Do you play games? - wait 2 s - %load% obj 11818 - give carrot %actor.name% - drop carrot - set zn118_c 1 - remote zn118_c %actor.id% - end -end -~ -#11822 -new trigger~ -0 f 100 -~ -%purge% corpse -~ -#11823 -test~ -1 c 3 -read~ -* No Script -~ -#11824 -(17) clapping game 1~ -0 d 100 -*~ -wait 1 s -if %speech% == My mother says... - say not to play... -elseif %speech% == with the gypsies... - say in the wood. -elseif %speech% == If I should... - say she would say... -elseif %speech% == Naughty little child... - say to disobey! - wait 1 s - giggle -else - return 0 -end -~ -#11825 -(16) clapping game 2~ -0 d 100 -*~ -wait 1 s -if %speech% == not to play... - say with the gypsies... -elseif %speech% == in the wood. - say If I should... -elseif %speech% == she would say... - say Naughty little child... -elseif %speech% == to disobey! - giggle -else - return 0 -end -~ -#11826 -(16) random clapping game~ -0 b 5 -~ -say My mother says... -~ -#11827 -(11) when Ridley receives~ -0 j 100 -~ -if %object.vnum%==11834 - if %actor.varexists(zn118_ridleyquest)% - eval in_box %object.contents% - while %in_box% - set next_in_box %in_box.next_in_list% - if %in_box.vnum%==11828 - set zn118_fruit 1 - remote zn118_fruit %actor.id% - elseif %in_box.vnum%==11832 - set zn118_flower 1 - remote zn118_flower %actor.id% - elseif %in_box.vnum%==11833 - set zn118_flying 1 - remote zn118_flying %actor.id% - end - set in_box %next_in_box% - done - if %actor.varexists(zn118_fruit)% - if %actor.varexists(zn118_flower)% - if %actor.varexists(zn118_flying)% - rdelete zn118_fruit %actor.id% - rdelete zn118_flower %actor.id% - rdelete zn118_flying %actor.id% - rdelete zn118_ridleyquest %actor.id% - set zn118_ridleywrite 1 - remote zn118_ridleywrite %actor.id% - end - end - end - if %actor.varexists(zn118_ridleywrite)% - wait 1 s - say Thank you %actor.name%, I will restore them to their natural forms, evil though they be.. - wait 1 s - %purge% box - wait 1 s - say And as for that book of yours, come let me write in it for you. - else - wait 1 s - say Ah, it seems not everything is here. - wait 1 s - give box %actor.name% - drop box - wait 1 s - say All of these I must reclaim... a flower, a fruit, and a flying thing. - wait 1 s - say Remember, do not kill the flying thing, only "capture" it. - end - if %actor.varexists(zn118_fruit)% - rdelete zn118_fruit %actor.id% - if %actor.varexists(zn118_flower)% - rdelete zn118_flower %actor.id% - if %actor.varexists(zn118_flying)% - rdelete zn118_flying %actor.id% - end - end - end - else - wait 1 s - say Hmm, I am not sure why you had that. - end -elseif %object.vnum%==11807 - if %actor.varexists(zn118_ridleywrite)% - wait 2 s - emote rearranges her blocks to spell W O R D S. - wait 2 s - say Words I promised you and words you shall have. - wait 3 s - emote weaves her hands over the blocks, drawing a dark shadow from them and guiding it into the journal. - wait 3 s - say There we are. - rdelete zn118_ridleywrite %actor.id% - set zn118_ridleydone 1 - remote zn118_ridleydone %actor.id% - wait 1 s - nop %actor.exp(10000)% - give journal %actor.name% - drop journal - wait 1 s - say I have something else for you too. - wait 2 s - emote rearranges her blocks to spell S W O R D. - wait 2 s - emote weaves her hands over the blocks, drawing a dark shadow from them and shaping it with her fingers. - wait 3 s - %load% obj 11835 - say Words can be a weapon... - wait 1 s - give sword %actor.name% - drop sword - wait 1 s - say That will cut all bonds of silence. I can assure you that you will need it... though not for yourself. - elseif %actor.varexists(zn118_ridleyquest)% - wait 1 s - say Ah, first I must unmake what I have made. - wait 1 s - say I must have the box with the three items... the fruit, the flower, and the flying thing... remember only to 'capture' the flying thing, do not kill it. - wait 2 s - say If you have lost the box I gave you, I can make another... just say "another" if that be the case. - wait 1 s - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_ridleydone)% - wait 1 s - say I have already written in that for you %actor.name%. - give journal %actor.name% - drop journal - else - wait 1 s - emote stops what she is doing and glances at the journal. - wait 2 s - emote sighs loudly. - wait 1 s - say Ah strange person you are, bringing a book of words to me... - wait 2 s - say Do you not know that I am a stealer of words? - wait 2 s - say So dangerous they are... and it is my job to make them safe. - wait 2 s - emote turns the journal over in her hands, studying it thoughtfully. - wait 2 s - say Perhaps it is time though... - wait 2 s - say Time to unmake what I have made, and let the cloak fall. I have spent long enough in deception. - wait 4 s - say Yes, words I will give you... if you return mine to me. - wait 2 s - give journal %actor.name% - drop journal - wait 1 s - say Three things they are... - wait 1 s - say A fruit, a flower, and a flying thing... - wait 2 s - say Please do not kill the flying thing, only "capture" it. - wait 1 s - %load% obj 11834 - give box %actor.name% - drop box - wait 2 s - say That box will hold them all safely, please return it to me when it contains them all. - set zn118_ridleyquest 1 - remote zn118_ridleyquest %actor.id% - end -else - wait 1 s - say I don't think this is meant for me. - drop %object.name.car% -end -~ -#11828 -(11) Ridley gives box~ -0 d 100 -another~ -%load% obj 11834 -wait 1 s -emote weaves her hands in the air, drawing darkness from the room into a solid shape. -wait 1 s -say Please do not lose it again. -wait 1 s -give box %actor.name% -~ -#11829 -(21) insect can be captured~ -0 c 100 -capture~ -if %arg% == insect - %send% %actor% You make a quick grab for %self.name%, capturing it expertly in your hands. - %echoaround% %actor% %actor.name% makes a quick grab for %self.name%, capturing it expertly in %actor.hisher% hands. - %load% obj 11833 %actor% inv - %purge% %self% -else - %send% %actor% Capture what? -end -~ -#11830 -(33) insect escapes after while~ -1 f 100 -~ -eval actor %self.carried_by% -if %actor.is_pc% - %send% %actor% %self.shortdesc% suddenly squirms free from your hands and flies away. - %echoaround% %actor% %self.shortdesc% suddenly squirms free of %actor.name%'s grasp and flies away. - %load% mob 11821 - %purge% self -end -~ -#11831 -(21) insect loads self on death~ -0 f 100 -~ -%at% 11832 %load% mob 11821 -~ -#11832 -(22) score of secrets killed~ -0 f 100 -~ -if %actor.varexists(zn118_tunnelquest)% - eval zn118_tunnelquest %actor.zn118_tunnelquest% + 1 - remote zn118_tunnelquest %actor.id% -end -eval room %random.18% -eval room %room% + 11874 -%at% %room% %load% mob 11822 -~ -#11833 -(22) tunnel-man quest~ -0 j 100 -~ -if %object.vnum% == 11807 - if %actor.varexists(zn118_tunneldone)% - wait 1 s - say I have already written in that for you. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_tunnelquest)% - eval score %actor.zn118_tunnelquest% - 1 - if %score% < 15 - wait 1 s - say Thank you for your work %actor.name%, you have vanquished %score% secrets. - wait 2 s - say Though you will never defeat them all, would you please destroy some more? - wait 2 s - give journal %actor.name% - drop journal - else - wait 1 s - say Well done %actor.name%, you have rid us of %score% secrets. - wait 2 s - say As I promised, I shall write my piece. - wait 1 s - emote grasps a pen from thin air and writes something in a leather-strapped journal. - rdelete zn118_tunnelquest %actor.id% - set zn118_tunneldone 1 - remote zn118_tunneldone %actor.id% - wait 3 s - nop %actor.exp(10000)% - give journal %actor.name% - drop journal - %load% obj 11855 - give key %actor.name% - drop key - wait 1 s - say And here with the journal, a gift... - wait 1 s - say The way to the end is open before you. - wait 1 s - say Do you see? - wait 1 s - end - else - wait 1 s - emote manoeuvres the journal, making it levitate and turn slowly in the air. - wait 2 s - say You are very trusting to give this to me shadow-person. - wait 1 s - say I have no name, though Ridley calls me Daniel... you would be wise to offer this to her if you have not done so already. - wait 3 s - emote turns his attention back to the twirling journal. - wait 2 s - say You do realize shadow-person... that this quest of yours will destroy me? - wait 3 s - say Indeed, not just myself, but all who dwell here. - wait 2 s - emote grows silent for a moment, apparently thinking. - wait 3 s - say Still... if our fall means purging of the evil along with us, then I would see it done. - wait 3 s - say I ask only this...that you prove to me your intentions. - wait 2 s - emote gestures toward the swirling tunnel. - wait 2 s - say Please enter it, destroy some of the evil you find there, though you will never kill them all. - wait 2 s - say Your willingness to do so will convince me. - wait 1 s - set zn118_tunnelquest 1 - remote zn118_tunnelquest %actor.id% - give journal %actor.name% - drop journal - end -else - wait 1 s - say I don't think this is meant for me. - give %object.name.car% %actor.name% - drop %object.name.car% -end -~ -#11834 -(31) enter vortex teleports~ -2 c 100 -enter~ -%send% %actor% You enter the vortex. -%echoaround% %actor% %actor.name% enters the vortex. -if %self.vnum% == 11831 - %teleport% %actor% 11874 -elseif %self.vnum% -- 11874 - %teleport% %actor% 11831 -end -wait 1 s -%force% %actor% look -~ -#11835 -(23) running girl runs~ -0 ab 100 -~ -if %self.room.vnum% == 11876 - wait 1 s - s -else - %teleport% %self% 11876 - s -end -wait 1 s -s -wait 1 s -say I've got to keep going... -s -wait 1 s -s -wait 1 s -say Back and forth... -w -wait 1 s -n -wait 1 s -n -wait 1 s -say It gets harder and harder... -n -wait 1 s -n -wait 1 s -e -say But keep going... -wait 1 s -emote gasps for air. -~ -#11836 -(23) running girl does what told~ -0 d 100 -*~ -if %actor.varexists(zn118_runningstart)% - if %speech.contains(msend)% || %speech.contains(mecho)% || %speech.contains(mechoaround)% || %speech.contains(mdoor)% || %speech.contains(mforce)% || %speech.contains(mload)% || %speech.contains(mpurge)% || %speech.contains(mteleport)% - %force% %actor% gos I just attempted to cheat by abusing a script. - elseif %speech.contains(mdamage)% || %speech.contains(mzoneecho)% || %speech.contains(masound)% || %speech.contains(dg_affect)% || %speech.contains(dg_cast)% || %speech.contains(mat)% || %speech.contains(mtransform)% || %speech.contains(mhunt)% - %force% %actor% gos I just attempted to cheat by abusing a script. - elseif %speech.contains(mremember)% || %speech.contains(mforget)% || %speech.contains(mgoto)% || %speech.contains(mkill)% || %speech.contains(mjunk)% || %speech.contains(mfollow)% - %force% %actor% gos I just attempted to cheat by abusing a script. - else - %speech% - wait 1 - if %self.room.vnum% == 11831 - rdelete zn118_runningstart %actor.id% - set zn118_runningquest 1 - remote zn118_runningquest %actor.id% - wait 1 s - tell %actor.name% Thank you for getting me out of there. - follow self - end - end -end -~ -#11837 -test missile~ -1 c 1 -shoot~ -if %arg% == north - eval north %self.room.north(vnum)% - eval room %self.room.north(room)% - eval people %room.people% - if %people% - %send% %people% You are suddenly shot by %actor.name%. - %at% %north% %damage% %people% 20 - %send% %actor% You shoot %people.name% and damage %people.himher%. - %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% - else - %send% %actor% Theres no one there. - end -elseif %arg% == east - eval east %self.room.east(vnum)% - eval room %self.room.east(room)% - eval people %room.people% - if %people% - %send% %people% You are suddenly shot by %actor.name%. - %at% %east% %damage% %people% 20 - %send% %actor% You shoot %people.name% and damage %people.himher%. - %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% - else - %send% %actor% Theres no one there. - end -elseif %arg% == south - eval south %self.room.south(vnum)% - eval room %self.room.south(room)% - eval people %room.people% - if %people% - %send% %people% You are suddenly shot by %actor.name%. - %at% %south% %damage% %people% 20 - %send% %actor% You shoot %people.name% and damage %people.himher%. - %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% - else - %send% %actor% Theres no one there. - end -elseif %arg% == west - eval west %self.room.west(vnum)% - eval room %self.room.west(room)% - eval people %room.people% - if %people% - %send% %people% You are suddenly shot by %actor.name%. - %at% %west% %damage% %people% 20 - %send% %actor% You shoot %people.name% and damage %people.himher%. - %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% - else - %send% %actor% Theres no one there. - end -elseif %arg% == up - eval up %self.room.up(vnum)% - eval room %self.room.up(room)% - eval people %room.people% - if %people% - %send% %people% You are suddenly shot by %actor.name%. - %at% %up% %damage% %people% 20 - %send% %actor% You shoot %people.name% and damage %people.himher%. - %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% - else - %send% %actor% Theres no one there. - end -elseif %arg% == down - eval down %self.room.down(vnum)% - eval room %self.room.down(room)% - eval people %room.people% - if %people% - %send% %people% You are suddenly shot by %actor.name%. - %at% %down% %damage% %people% 20 - %send% %actor% You shoot %people.name% and damage %people.himher%. - %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% - else - %send% %actor% Theres no one there. - end -else - %send% %actor% You must specify a direction - north, east, west, south, up, or - down. -end -~ -#11838 -test missile condensed~ -1 c 1 -shoot~ -if %arg% == north || %arg% == east || %arg% == south || %arg% == west || %arg% == up || %arg% == down - eval dir %arg% - eval direction %%self.room.%dir%(vnum)%% - eval where %%self.room.%dir%(room)%% - eval people %where.people% - if %people% - %send% %people% You are suddenly shot by %actor.name%. - %at% %direction% %damage% %people% 20 - %send% %actor% You shoot %people.name% and damage %people.himher%. - %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% - else - %send% %actor% Theres no one there. - end -else - %send% %actor% You must specify a direction - north, east, west, south, up, or down. -end -~ -#11839 -test bow/quiver~ -1 c 1 -shoot~ -if %arg% == north || %arg% == east || %arg% == south || %arg% == west || %arg% == up || %arg% == down - eval dir %arg% - eval direction %%self.room.%dir%(vnum)%% - eval where %%self.room.%dir%(room)%% - eval people %where.people% - if %actor.has_item(2731)% - %force% %actor% take arrow quiver - end - if %actor.inventory(2733)% - if %people% - switch %random.3% - case 1 - %send% %people% You are suddenly shot by %actor.name%. - %at% %direction% %damage% %people% 20 - %send% %actor% You shoot %people.name% and damage %people.himher%. - %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% - %purge% %actor.inventory(2733)% - %load% obj 2733 %people% inv - break - case 2 - %send% %people% %actor.name% tries to shoot you but misses. - %send% %actor% You try to shoot %people.name% but miss. - %echoaround% %actor% %actor.name% tries to shoot %people.name% but misses - %purge% %actor.inventory(2733)% - %load% obj 2733 - break - case 3 - %send% %people% You are suddenly shot by %actor.name%. - %send% %people% The arrow breaks. - %at% %direction% %damage% %people% 20 - %send% %actor% You shoot %people.name% and damage %people.himher%. - %send% %actor% The arrow breaks. - %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% - %purge% %actor.inventory(2733)% - break - default - %send% %people% You are suddenly shot by %actor.name%. - %at% %direction% %damage% %people% 20 - %send% %actor% You shoot %people.name% and damage %people.himher%. - %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% - %purge% %actor.inventory(2733)% - %load% obj 2733 %people% inv - break - done - else - %send% %actor% Theres no one there. - end - else - %send% %actor% You can't shoot without arrows. - end -else - %send% %actor% You must specify a direction - north, east, west, south, up, or down. -end -~ -#11840 -test improved bow~ -1 c 1 -shoot~ -* -* As is this trigger is attached to bow 2732 -* To be used with arrows - 2733, 2780, 2781, 2782. -* Can also be optionally used with quiver 2731 -* -* -* Checks if there are any players/mobs in the room -* to the direction specified. -* -if %arg.mudcommand% == north || %arg.mudcommand% == east || %arg.mudcommand% == south || %arg.mudcommand% == west || %arg.mudcommand% == up || %arg.mudcommand% == down - eval dir %arg.mudcommand% - eval direction %%self.room.%dir%(vnum)%% - eval where %%self.room.%dir%(room)%% - eval people %where.people% - * - * These next three lines just make the actor withdraw - * an arrow if he/she is carrying them in a quiver. - * Is just intended to give the quiver a helpful feature. - * - if %actor.has_item(2731)% - %force% %actor% take arrow quiver - end - * - * Checks for the first item in inventory that is one of the - * specified arrows and sets its vnum as the one to be used. - * - eval inv %actor.inventory% - while (%inv%) - if %inv.vnum% == 2733 || %inv.vnum% == 2780 || %inv.vnum% == 2781 || %inv.vnum% == 2782 - eval arrow %inv.vnum% - eval weapon %inv% - %echo% %arrow% - set inv 0 - else - eval next %inv.next_in_list% - set inv %next% - end - done - * - * Searchable array by Random, matches the chosen arrow - * vnum with the damage stats and any affects to be used. - * - set type[1] 2733 3 2 0 - set type[2] 2780 5 3 0 - set type[3] 2781 8 4 0 - set type[4] 2782 4 3 poison - set type[5] none * must be the last item in the array - set i 1 - while %vnum% != none - set temp %%type[%i%]%% - eval temp %temp% - eval vnum %temp.car% - if %vnum% == %arrow% - eval temp %temp.cdr% - eval dam %temp.car% - eval temp %temp.cdr% - eval bonus %temp.car% - eval temp %temp.cdr% - eval spell %temp.car% - end - eval i %i% +1 - done - %echo% arrow vnum = %arrow%, damage = %dam%, bonus = %bonus%, and spell = %spell% - * - * Just a calculation of the arrow stats using a - * random number of dice between 1 and 3. - * - set dice %random.3% - eval finaldam ((%dice% * %dam%) + %bonus%) - %echo% Hits for total of %finaldam%. - * - * If the actor has an arrow in inventory, and there are - * people in the room specified, one of three random things - * happens - Actor shoots but misses, Actor shoots and damages, - * Actor shoots, damages, but loses the arrow. - * - if %arrow% - if %people% - switch %random.3% - case 1 - %send% %people% %actor.name% shoots you with %weapon.shortdesc%. - %at% %direction% %damage% %people% %finaldam% - %force% %people% mhunt %actor% - if %spell% - dg_cast '%spell%' %people% - end - %send% %actor% You shoot %people.name% with %weapon.shortdesc%. - %echoaround% %actor% %actor.name% shoots %people.name% with %weapon.shortdesc%. - %purge% %actor.inventory(%arrow%)% - %load% obj %arrow% %people% inv - break - case 2 - %send% %people% %actor.name% tries to shoot you but misses. - %send% %actor% You try to shoot %people.name% with %weapon.shortdesc% but miss. - %echoaround% %actor% %actor.name% tries to shoot %people.name% but misses - %purge% %actor.inventory(%arrow%)% - %load% obj %arrow% - break - case 3 - %send% %people% %actor.name% shoots you with %weapon.shortdesc%. - %send% %people% %weapon.shortdesc% breaks. - %force% %people% mhunt %actor% - %at% %direction% %damage% %people% %finaldam% - if %spell% - dg_cast '%spell%' %people% - end - %send% %actor% You shoot %people.name% with %weapon.shortdesc%. - %send% %actor% %weapon.shortdesc% breaks. - %echoaround% %actor% %actor.name% shoots %people.name% with %weapon.shortdesc%. - %purge% %actor.inventory(%arrow%)% - break - default - %echo% If you see this message, something is wrong. Please report it. - break - done - else - %send% %actor% Theres no one there. - end - else - %send% %actor% You can't shoot without arrows. - end -else - %send% %actor% You must specify a direction - north, east, west, south, up, or down. -end -~ -#11841 -test asound~ -1 c 7 -test~ -* No Script -~ -#11842 -(23) running quest given~ -0 j 100 -~ -if %object.vnum% == 11807 - if %actor.varexists(zn118_runningdone)% - wait 1 s - say I have already written in that for you. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_runningquest)% - wait 1 s - emote pauses to think for a moment. - wait 1 s - emote scrawls something carefully into a leather-strapped journal. - wait 1 s - nop %actor.exp(10000)% - give journal %actor.name% - drop journal - rdelete zn118_runningquest %actor.id% - set zn118_runningdone 1 - remote zn118_runningdone %actor.id% - else - wait 1 s - detach 11835 %self.id% - emote comes to a halt. - wait 1 s - emote peers at you curiously. - wait 2 s - say There is not much that would give me hope enough to abandon this task. - wait 3 s - say But this is something I never dared to have the chance to write in... - wait 3 s - say Take me out of this tunnel-world and I will. - wait 2 s - say Whatever you say, I will do. - set zn118_runningstart 1 - remote zn118_runningstart %actor.id% - give journal %actor.name% - drop journal - end -else - wait 1 s - say I don't think this is meant for me. - give %object.name.car% %actor.name% - drop %object.name.car% -end -~ -#11843 -(73) examining walls reveals word~ -2 c 100 -ex~ -if %cmd.mudcommand% == examine - if walls /= %arg% - eval max %random.21% - set txt[1] PATRIS - set txt[2] PRODITIO - set txt[3] CRUCIATUS - set txt[4] DOLOR - set txt[5] PROFANO - set txt[6] PROBRUM - set txt[7] COACTU - set txt[8] CONNUBIUM - set txt[9] ABSCONDO - set txt[10] VULNERO - set txt[11] CRUENTO - set txt[12] MINUO - set txt[13] FORMIDILOSUS - set txt[14] PAVIDUS - set txt[15] TIMEO - set txt[16] FORO - set txt[17] LEDO - set txt[18] PERFRINGO - set txt[19] PUPUGI - set txt[20] CONSTUPRO - set txt[21] RAPIO - set word %%txt[%max%]%% - eval word %word% - %send% %actor% Your eyes scan the glowing walls and alight upon the word @C%word%@n. - if !%actor.varexists(zn118_blinddone)% - set zn118_blindquest %word% - remote zn118_blindquest %actor.id% - end - else - return 0 - end -end -~ -#11844 -new trigger~ -2 c 100 -ge~ -if %cmd.mudcommand% == get && %arg% == pick - if !%taken% - set taken 1 - global taken - end - if %taken% < 5 - %load% obj 2700 %actor% inv - eval taken %taken% + 1 - global taken - %send% %actor% You take a pick. - %echoaround% %actor% %actor.name% gets a pick. - else - %send% %actor% There are no more picks. - end -else - %send% %actor% Get what? -end -~ -#11845 -test~ -2 c 100 -test~ -set taken 1 -global taken -~ -#11846 -(24) blind quest given~ -0 j 100 -~ -if %object.vnum% == 11807 - if %actor.varexists(zn118_blinddone)% - wait 1 s - say I have already written in that for you. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_blindword)% - wait 1 s - say Since you have proved yourself willing to read... - wait 1 s - say Here, I am willing to write. - wait 1 s - emote feels her way along the pages, and writes carefully into the journal. - wait 2 s - nop %actor.exp(10000)% - give jounal %actor.name% - drop journal - rdelete zn118_blindword %actor.id% - set zn118_blinddone 1 - remote zn118_blinddone %actor.id% - else - wait 1 s - emote turns the journal over in her hands. - wait 1 s - say For years, I have written and none have read. - wait 2 s - emote gestures around her. - wait 1 s - say Or have all my words been wiped away? - wait 2 s - give journal %actor.name% - drop journal - wait 2 s - say Eyes from your world do not always see the truth... - wait 2 s - say Borrow mine, for I still have them, though I choose not to see. - wait 3 s - %load% obj 11851 - give eyes %actor.name% - drop eyes - wait 2 s - say Wear them, and look again. - wait 8 s - tell %actor.name% Examine the walls with those eyes, if it is words you seek... - wait 2 s - tell %actor.name% Speak what it is you see, and if it is truth I may write for you. - end -elseif %object.vnum% == 11851 - wait 1 s - say Thank you. -else - wait 1 s - say I don't think this is meant for me. - drop %object.name.car% -end -~ -#11847 -(24) blind girl checks matching word~ -0 d 100 -*~ -if %actor.varexists(zn118_blindquest)% - if %speech% /= %actor.zn118_blindquest% - rdelete zn118_blindquest %actor.id% - set zn118_blindword 1 - remote zn118_blindword %actor.id% - wait 1 s - emote smiles happily. - wait 1 s - say You are right %actor.name%. I believe I shall write for you after all. - else - wait 1 s - emote shakes her head. - wait 1 s - say Try examining again %actor.name%, speak what it is you see. - end -else - return 1 -end -~ -#11848 -(51) wearing eyes teleports~ -1 j 100 -~ -%teleport% %actor% 11873 -~ -#11849 -(51) removing eyes teleports~ -1 l 100 -~ -%teleport% %actor% 11854 -~ -#11850 -(24/25) cannot leave with eyes~ -0 q 100 -~ -if %actor.has_item(11851)% - say The eyes stay with me, %actor.name%. - return 0 -end -~ -#11851 -(25) reacts to journal~ -0 j 100 -~ -if %object.vnum% == 11807 - if %actor.varexists(zn118_blinddone)% - wait 1 s - say I have already written in that for you. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_blindword)% - wait 1 s - say Since you have proved yourself willing to read... - wait 1 s - say Here, I am willing to write. - wait 1 s - emote feels her way along the pages, and writes carefully into the journal. - wait 2 s - give journal %actor.name% - drop journal - rdelete zn118_blindword %actor.id% - set zn118_blinddone 1 - remote zn118_blinddone %actor.id% - else - wait 1 s - say Examine the walls %actor.name%, if it is words you seek. - wait 2 s - say Speak what it is you see, and if it be truth I shall write again for you. - give journal %actor.name% - drop journal - end -else - wait 1 s - say I don't think this is meant for me. - drop %object.name.car% -end -~ -#11852 -(29) cup and ball game~ -0 d 100 -*~ -if %actor.varexists(zn118_knifestart)% -if %speech% == start - eval max %random.3% - set txt[1] right - set txt[2] middle - set txt[3] left - set ball %%txt[%max%]%% - eval ball %ball% - emote places the ball under the %ball% cup. - wait 1 s - set 1 left - set 2 middle - set 3 right - set tries 7 - while %tries% > 1 - wait 2 s - switch %random.7% - case 1 - emote switches the first and third cup around. - eval z %1% - eval 1 %3% - eval 3 %z% - - break - case 2 - emote swaps the third cup with the second cup. - eval z %2% - eval 2 %3% - eval 3 %z% - - break - case 3 - emote switches the second cup with the first cup. - eval z %2% - eval 2 %1% - eval 1 %z% - - break - case 4 - emote slides the first cup to third place. - eval z %1% - eval 1 %2% - eval 2 %3% - eval 3 %z% - - break - case 5 - emote moves the second cup to the third position. - eval z %2% - eval 2 %3% - eval 3 %z% - - break - case 6 - emote moves the second cup into first place. - eval z %2% - eval 2 %1% - eval 1 %z% - - break - case 7 - emote moves the third cup into the first position. - eval z %3% - eval 3 %2% - eval 2 %1% - eval 1 %z% - - break - default - %echo% Something is broken, please report. - - break - done - eval tries %tries% - 1 -done - wait 1 s - say Please say which cup you think the ball is under... 1, 2, or 3? - %context% %actor.id% - if %1% == %ball% - set answer 1 - elseif %2% == %ball% - set answer 2 - elseif %3% == %ball% - set answer 3 - end - global answer -elseif %speech% < 4 - if %speech% == %answer% - say Ah you are correct! -set answer void -global answer - nop nop %actor.exp(1000)% - if %actor.varexists(zn118_knifestart)% - eval zn118_knifestart %actor.zn118_knifestart% + 1 - remote zn118_knifestart %actor.id% - end - wait 1 s -eval score %actor.zn118_knifestart% - 1 -if %score% <= 0 -set score 0 -end -say You have won %score% times %actor.name%. -if %score% >= 3 -wait 1 s -say You have won three times! As promised, I shall write in your journal if you give it to me. - set zn118_knifequest 1 - remote zn118_knifequest %actor.id% -end - wait 1 s - say Say start if you want to try again. -elseif %answer% == void -say You have already answered for this game %actor.name%. -wait 1 s -say Say start if you want to play again. - else - say No, its under the number %answer% cup. - wait 1 s - emote slashes her arm with frustration. - wait 1 s - %damage% %self% 30 - if %actor.varexists(zn118_knifestart)% - eval score %actor.zn118_knifestart% - 1 -if %score% <= 0 -set score 0 -end - end - say You have won %score% times %actor.name%. - wait 1 s - say Say start if you want to try again. - end -end -elseif %speech% == start -emote blinks at you. -wait 1 s -say I did not ask you to play. -end -~ -#11853 -mob does not load if already present~ -0 k 100 -~ -@c* This sets the vnum of the mob you are checking for, and loading/not loading@n -set mobvnum 42500 -@c* This tells the trigger to keep checking for people until there are none.@n -set here %self.room.people% -while %here% - set others %here.next_in_room% -@c* If the mob is in the room, the isthere variable is set.@n - if %here.vnum% == %mobvnum% -set mobid %here% - set isthere 1 - end - set here %others% -done -@c* If the mob is not in the room (variable is not set)@n -@c* The mob will load.@n -if !%isthere% - %load% mob %mobvnum% -end -~ -#11854 -test death~ -0 f 100 -~ -wait 1 -%purge% self -~ -#11855 -new trigger~ -0 g 100 -~ -if !%actor.varexists(13667_greeted)% - tell %actor.name% Hallo! - set 13667_greeted 1 - remote 13667_greeted %actor.id% -end -~ -#11856 -(96) quiet room prevents player interacting~ -2 c 100 -*~ -%teleport% %actor% 11897 -return 0 -wait 1 -if %actor.room.vnum% == 11897 - %teleport% %actor% 11896 -end -~ -#11857 -new trigger~ -0 c 100 -*~ -if %self.master% == %actor% - %echo% test - if %cmd%==minv - %send% %actor% your mules inv - else - return 0 - end -else - return 0 -end -~ -#11858 -while loop example~ -0 c 100 -test~ -set var 0 -while %var% < 10 - %damage% %self% -10 - %echo% %self.name% is surrounded with a healing aura. - wait 1 s - eval var %var% + 1 -done -~ -#11859 -(52) mirror gives reflection~ -1 c 100 -*~ -if %cmd.mudcommand% == look || %cmd.mudcommand% == examine - if %self.name% /= %arg% - return 0 - wait 1 - if %actor.cha% == 12 - set cha the confident - elseif %actor.cha% < 12 - set cha an uncertain - else - set cha the charismatic - end - if %actor.align% == 0 - set align with a well balanced glow - elseif %actor.align% < 0 - set align with a dark tinge of evil - else - set align with a purity of goodness - end - if %actor.class% == Cleric - set class healer - elseif %actor.class% == Warrior - set class fighter - elseif %actor.class% == Thief - set class sneaker - else - set class caster - end - if %actor.con% > 12 - set con hardy - else - set con vulnerable - end - if %actor.dex% > 12 - set dex agile - else - set dex clumsy - end - if %actor.int% > 12 - set int decisive - else - set int uncertain - end - if %actor.level% < 10 - set level an inexperienced - elseif %actor.level% > 20 - set level a very experienced - else - set level a experienced - end - eval hitp %actor.maxhitp% / %actor.hitp% - if %hitp% == 1 - set hitp Healthy - elseif %hitp% < 3 - set hitp Injured - else - set hitp Badly injured - end - eval mana %actor.maxmana% / %actor.mana% - if %mana% == 1 - set mana brightly - elseif %mana% < 3 - set mana moderately - else - set mana faintly - end - eval move %actor.maxmove% / %actor.move% - if %move% == 1 - set move energetic-looking - elseif %move% < 3 - set move tired-looking - else - set move exhausted-looking - end - if %actor.sex% == male - set sex man - elseif %actor.sex% == female - set sex woman - else - set sex person - end - if %actor.str% > 12 - set str Strong - else - set str Weak - end - if %actor.wis% > 12 - set wis wise - else - set wis naieve - end - if %actor.eq(wield)% - eval wield %actor.eq(wield)% - set wield is clutching %wield.shortdesc% - else - set wield appears weaponless - end - if %actor.eq(body)% - eval body %actor.eq(body)% - set body is clothed with %body.shortdesc% and - else - set body is bare-chested and - end - %send% %actor% You see the reflection of %level% %sex% with %cha% air of a %wis% %class% about %actor.himher%. - %send% %actor% %str% and %con% looking, %actor.heshe% %body% %wield%, %actor.hisher% movements %int% and %dex%. %hitp% and %move%, %actor.hisher% magical aura shines %mana%, %align%. - else - return 0 - end -else - return 0 -end -~ -#11860 -(27) weeping quest given~ -0 j 100 -~ -if %object.vnum% == 11807 - if %actor.varexists(zn118_weepingdone)% - wait 1 s - say I have already written in that for you. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_weepingquest)% - rdelete zn118_weepingquest %actor.id% - set zn118_weepingdone 1 - remote zn118_weepingdone %actor.id% - wait 1 s - smile %actor.name% - wait 1 s - emote etches something into the journal with a piece of glass. - wait 1 s - nop %actor.exp(10000)% - give journal %actor.name% - drop journal - wait 1 s - say Thank you %actor.name%. - else - wait 1 s - say Ah I cannot even see properly to write... - wait 1 s - say I so miss my garden. - wait 1 s - cry - wait 1 s - say I used to love it so much... - wait 2 s - say But there is a monster there now. - wait 1 s - shiver - wait 1 s - say Please %actor.name%, kill it for me.. and I shall dry my tears and write. - set zn118_weepingstart 1 - remote zn118_weepingstart %actor.id% - give journal %actor.name% - drop journal - end -else - wait 1 s - say I don't think this is meant for me. - give %object.name.car% %actor.name% - drop %object.name.car% -end -~ -#11861 -(28) death completes quest~ -0 f 100 -~ -if %actor.varexists(zn118_weepingstart)% - rdelete zn118_weepingstart %actor.id% - set zn118_weepingquest 1 - remote zn118_weepingquest %actor.id% -end -~ -#11862 -(29) knife quest~ -0 j 100 -~ -if %object.vnum% == 11807 - if %actor.varexists(zn118_knifedone)% - wait 1 s - say I have already written in that for you. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_knifequest)% - rdelete zn118_knifequest %actor.id% - set zn118_knifedone 1 - remote zn118_knifedone %actor.id% - wait 1 s - say you've played my game %actor.name%, so I'll play yours. - wait 1 s - emote carves something into the journal with her knife. - wait 1 s - nop %actor.exp(10000)% - give journal %actor.name% - drop journal - wait 1 s - say It was fun, I'll play with you anytime if you want the experience. - elseif %actor.varexists(zn118_knifestart)% - say Win three times %actor.name%, and ask me again. - wait 1 s - say Just say start if you want to play. - give journal %actor.name% - drop journal - else - wait 1 s - say I see... it looks like you are giving me something, but in fact you want me to give to you. - wait 1 s - chuckle - wait 1 s - say I have already carved words... yes many words, but no one will see. - wait 2 s - say An interesting game you are playing %actor.name%... - wait 2 s - emote gets out three cups and a ball. - wait 1 s - say Play with me for a while... win three times, and I shall add to your book. - wait 2 s - say Just say start when you are ready. - set zn118_knifestart 1 - remote zn118_knifestart %actor.id% - give journal %actor.name% - drop journal - end -else - wait 1 s - say I don't think this is meant for me. - give %object.name.car% %actor.name% - drop %object.name.car% -end -~ -#11863 -(33) Ruth quest~ -0 j 100 -~ -if %object.vnum%==11856 || %object.vnum%==11857 || %object.vnum%==11858 - if %actor.varexists(zn118_ruthquest)% - set zn118_%object.vnum% 1 - remote zn118_%object.vnum% %actor.id% - wait 1 s - say Thank you %actor.name%, this is one of the creatures dead. - %purge% corpse - if %actor.varexists(zn118_11856)% - if %actor.varexists(zn118_11857)% - if %actor.varexists(zn118_11858)% - rdelete zn118_11856 %actor.id% - rdelete zn118_11857 %actor.id% - rdelete zn118_11858 %actor.id% - rdelete zn118_ruthquest %actor.id% - set zn118_ruthsecond 1 - remote zn118_ruthsecond %actor.id% - end - end - end - if %actor.varexists(zn118_ruthsecond)% - rdelete zn118_ruthsecond %actor.id% - set zn118_ruthpearl 1 - remote zn118_ruthpearl %actor.id% - wait 1 s - say Ah, thank you so much %actor.name%. You have killed the three creatures I spoke of... - wait 3 s - say I am afraid I must ask for one last thing... - wait 2 s - say Ridley will be grateful to you for your help here, it is within your power to ask something of her. - wait 4 s - say She holds one of the darkest secrets of this place. - wait 2 s - say Ask her about it and she will likely give it to you... you see, she knows only how to hide things, not to destroy. - wait 6 s - say Bring it to me, and I shall rid us of its haunting. - wait 2 s - say Do this last thing, and I shall ask no more. - end - else - wait 1 s - say I don't think this is meant for me. - give %object.name.car% %actor.name% - drop %object.name.car% - end -elseif %object.vnum%== 11859 - if %actor.varexists(zn118_ruthpearl)% - rdelete zn118_ruthpearl %actor.id% - set zn118_ruthwrite 1 - say Thank you %actor.name%, give me your journal and I shall write. - %purge% pearl - remote zn118_ruthwrite %actor.id% - else - wait 1 s - say I don't think this is meant for me. - give %object.name.car% %actor.name% - drop %object.name.car% - end -elseif %object.vnum% == 11807 - if %actor.varexists(zn118_ruthwrite)% - wait 1 s - say I have asked a lot of you, %actor.name%. All I have in return are my words. - wait 3 s - emote scrawls something carefully into the journal. - wait 2 s - say What you are doing will shake the foundations of this place. - wait 2 s - nop %actor.exp(10000)% - give journal %actor.name% - drop journal - rdelete zn118_ruthwrite %actor.id% - set zn118_ruthdone 1 - remote zn118_ruthdone %actor.id% - elseif %actor.varexists(zn118_ruthdone)% - wait 1 s - say I have already written in that for you %actor.name%. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_ruthquest)% - wait 1 s - say I have not yet all of the things I asked for. - wait 1 s - if %actor.varexists(zn118_11856)% - say I have the fish. - else - say I am missing the fish. - end - if %actor.varexists(zn118_11857)% - say I have the bird. - else - say I am missing the bird. - end - if %actor.varexists(zn118_11858)% - say I have the toad. - else - say I am missing the toad. - end - wait 1 s - give journal %actor.name% - drop journal - give %object.name.car% %actor.name% - drop %object.name.car% - elseif %actor.varexists(zn118_ruthpearl)% - wait 1 s - say Only one last thing I need from you, %actor.name%. - wait 1 s - say The secret Ridley holds. - wait 1 s - say Ask her about it, and she will no doubt give it to you. - give %object.name.car% %actor.name% - drop %object.name.car% - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_ruthwrite)% - wait 1 s - say You have given me all I asked for... - wait 1 s - say Now all I need is the journal to complete my part of the bargain. - wait 1 s - give %object.name.car% %actor.name% - drop %object.name.car% - else - wait 1 s - emote stares wide-eyed at the journal. - wait 1 s - say So you are the one Ridley spoke of! - wait 2 s - I am the one that came after her... she conceals, and I destroy. - wait 2 s - say She had the power to heal us then, but now, now it is my time. - wait 3 s - say Bring me three of her monster's corpses, and I will add my part to this quest. - wait 4 s - say A bird... a white bird, a fish, and a toad they are. Lurking in each of the three parts of this house. - wait 5 s - say Bring me their carcasses %actor.name%, and my words are yours. - set zn118_ruthquest 1 - remote zn118_ruthquest %actor.id% - give journal %actor.name% - drop journal - end -else - wait 1 s - say I don't think this is meant for me. - give %object.name.car% %actor.name% - drop %object.name.car% -end -~ -#11864 -different corpses loaded~ -0 f 100 -~ -%teleport% %self% 11800 -if %self.vnum% == 11830 - %at% 11895 xx118trig118xx -elseif %self.vnum% == 11831 - %at% 11838 xx118trig118xx -elseif %self.vnum% == 11832 - %at% 11849 xx118trig118xx -elseif %self.vnum% == 11839 - %at% 11848 xx118trig118xx -end -~ -#11865 -obj corpses decay~ -1 f 100 -~ -if %self.vnum% == 11870 -%echo% %self.shortdesc% decays away, a few traces of dust blowing in the wind. -else -%echo% A quivering horde of maggots consumes %self.shortdesc%. -end -%purge% self -~ -#11866 -room obeys mob trigger~ -2 c 100 -xx118trig118xx~ -if %actor.vnum% == 11830 - %load% obj 11856 -elseif %actor.vnum% == 11831 - %load% obj 11857 -elseif %actor.vnum% == 11832 - %load% obj 11858 -elseif %actor.vnum% == 11839 - %load% obj 11869 -end -~ -#11867 -(11) Ridley responds to asking~ -0 c 100 -a~ -if %cmd% == ask - if %arg% /= Ridley - if %arg% /= secret - if %actor.varexists(zn118_ruthpearl)% - if %actor.zn118_ruthpearl% == 1 - wait 1 s - emote blinks at you. - wait 1 s - say Was it Ruth who spoke to you of this? - wait 2 s - sigh - wait 1 s - say Well perhaps she is right to send you... - wait 1 s - say You have done much for us... here, take my most guarded secret. - wait 2 s - %load% obj 11859 - set zn118_ruthpearl 2 - remote zn118_ruthpearl %actor.id% - give pearl %actor.name% -drop pearl - else - tell %actor.name% I have already given you my secret. - end - else - tell %actor.name% I have no desire to speak of it. - end - else - return 0 - end - else - return 0 - end -else - return 0 -end -~ -#11868 -(70) Hiding girl beckons~ -2 g 100 -~ -if %direction% == west - wait 1 s - %send% %actor% You hear a shuffling sound from under the bed. - wait 1 s - %send% %actor% A child's voice whispers: Quick, crawl in here! -end -~ -#11869 -(70/71) crawling takes you under bed~ -2 c 100 -cr~ -if %self.vnum% == 11870 - %send% %actor% You drop to your knees and crawl under the bed. - %echoaround% %actor% %actor.name% drops to %actor.hisher% knees and crawls under the bed. - wait 1 s - %at% 11871 %echo% %actor.name% crawls under the bed. - %teleport% %actor% 11871 -elseif %self.vnum% == 11871 - %send% %actor% You crawl awkwardly out from under the bed. - %echoaround% %actor% %actor.name% crawls awkwardly out from under the bed. - %at% 11870 %echo% %actor.name% crawls out from under the bed. - wait 1 s - %teleport% %actor% 11870 -end -%force% %actor% look -~ -#11870 -(34) random mumblings~ -0 b 10 -~ -emote mumbles to herself 'He took the bread and broke it, saying: this means my body.' -~ -#11871 -(60) hotdog damages when eaten~ -1 c 2 -eat~ -if %cmd.mudcommand% == eat && hotdog /= %arg% - %send% %actor% You feel an excruciating burning pain as it slides down your throat. - eval amount %actor.maxhitp%/3 - if %amount% >= %actor.hitp% - eval amount %actor.hitp%+3 - end - %damage% %actor% %amount% - %purge% self -else - return 0 -end -~ -#11872 -(34) girl restores from death~ -0 c 100 -eat~ -return 0 -wait 3 s -if %cmd.mudcommand% == eat && hotdog /= %arg% - if %actor.varexists(zn118_thinquest)% - if %actor.hitp% > -3 - say It is not enough to taste pain. You must taste death. - %load% obj 11860 - give hotdog %actor.name% - drop hotdog - else - wait 3 s - eval %amount% %actor.maxhitp% - %damage% %actor% -9999 - %send% %actor% Just as you feel your life force ebbing away, a healing power draws it back. - rdelete zn118_thinquest %actor.id% - set zn118_thinwrite 1 - remote zn118_thinwrite %actor.id% - wait 1 s - smile %actor.name% - wait 1 s - say Ah, this is all the sacrifice I need %actor.name%. - wait 2 s - say Not the giving of your life, but the willingness to. - wait 2 s - say See, here now I am also willing. - wait 1 s - say Give me the journal, and I shall write... - end - end -end -~ -#11873 -(34) emaciated quest~ -0 j 100 -~ -if %object.vnum% == 11807 - if %actor.varexists(zn118_thindone)% - wait 1 s - say I have already written in that for you. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_thinwrite)% - wait 2 s - emote dips a finger in her glass of wine, dragging it over the pages of the journal. - wait 2 s - wait 1 s - %load% obj 11862 - say A gift... - wait 1 s - give egg %actor.name% - drop egg - wait 1 s - say Look after it... my only child. - wait 1 s - say It is done. - nop %actor.exp(10000)% - give journal %actor.name% - drop journal - rdelete zn118_thinwrite %actor.id% - set zn118_thindone 1 - remote zn118_thindone %actor.id% - else - wait 1 s - say Ah, another who would seek something of me. - wait 2 s - say I have already lost more than I ever chose to give. - wait 2 s - say All but my life has departed from me... the final unmade sacrifice. - wait 3 s - say Make this sacrifice %actor.name%? - wait 2 s - say Give up your life for the truth? - wait 1 s - %load% obj 11860 - say Taste of the same poison as I have, and it shall be done. - wait 1 s - give hotdog %actor.name% -drop hotdog - wait 1 s - give journal %actor.name% - drop journal - set zn118_thinquest 1 - remote zn118_thinquest %actor.id% - end -else - wait 1 s - say I don't think this is meant for me. - drop %object.name.car% -end -~ -#11874 -(35) mute quest~ -0 j 100 -~ -if %object.vnum% == 11807 - if %actor.varexists(zn118_mutedone)% - wait 1 s - say I have already written in that for you. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_mutewrite)% - rdelete zn118_mutewrite %actor.id% - set zn118_mutedone 1 - remote zn118_mutedone %actor.id% - wait 1 s - wait 1 s - emote opens her mouth, words spilling out like tongues of fire into the pages of the journal. - wait 3 s - give journal %actor.name% - drop journal - else - wait 1 s - emote looks sadly at the journal as she runs her finger down the pages. - wait 2 s - emote looks back at you, gesturing toward her mouth as if there is something about her she wants you to see. - wait 3 s - emote closes the journal, looking hopefully into your eyes. - wait 1 s - give journal %actor.name% - drop journal - end -else - wait 1 s - say I don't think this is meant for me. - drop %object.name.car% -end -~ -#11875 -(35) cut command allows speaking~ -0 c 100 -cut~ -if %actor.has_item(11835)% - %send% %actor% Using the sword of words you slice at the metal stitching in the silent girl's mouth. - wait 4 s - %send% %actor% The sword does not cut the stitching, but they begin to glow a bright blue. - wait 3 s - smile %actor.name% - wait 1 s - say Thank you so much. - wait 2 s - say I will never be free of these bonds, but you have loosed me from their evil. - wait 3 s - say Give me the journal and I shall add my voice to it. - set zn118_mutewrite 1 - remote zn118_mutewrite %actor.id% -else - %send% %actor% You have nothing powerful enough to cut through this magic. -end -~ -#11876 -(36) angry girl talks while fighting~ -0 j 100 -~ -if %object.vnum% == 11807 - if %actor.varexists(zn118_angrydone)% - wait 1 s - say I already wrote in that for you. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_angryquest)% - wait 1 s - say Please %actor.name%, I only want a hug... just a hug. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_angrywrite)% - wait 1 s - say I'm sorry I attacked you, let me make it up with words. - wait 2 s - emote scrawls something carefully into the journal. - wait 1 s - rdelete zn118_angrywrite %actor.id% - set zn118_angrydone 1 - remote zn118_angrydone %actor.id% - give journal %actor.name% - drop journal - else - wait 1 s - give journal %actor.name% - drop journal - emote screams: I don't want anything from you! - wait 1 s - say What are you doing here?! - wait 8 s - if %actor.fighting% == %self% - say I hate you! - wait 8 s - if %actor.fighting% == %self% - emote begins to look tired. - wait 8 s - if %actor.fighting% == %self% - emote starts to cry. - wait 8 s - if %actor.fighting% == %self% - emote begins hitting you more weakly as she wears herself out. - wait 8 s - if %actor.fighting% == %self% - emote dissolves into tears as her attack lessens. - wait 8 s - if %actor.fighting% == %self% - say I can't do this any more! - wait 2 s - if %actor.fighting% == %self% - say I'm sorry... lets make it up... - wait 1 s - if %actor.fighting% == %self% - say Please give me a hug? - set zn118_angryquest 1 - remote zn118_angryquest %actor.id% - %load% mob 11836 - %purge% %self% - end - end - end - end - end - end - end - end - end -else - wait 1 s - say I don't want that. - drop %object.name.car% -end -~ -#11877 -(36) angry girl attacks~ -0 gh 100 -~ -if !%actor.varexists(zn118_angrydone)% - if !%actor.varexists(zn118_angryquest)% - wait 1 s - emote screams loudly! - wait 1 s - kill %actor.name% - end -end -~ -#11878 -(36) hug for angry girl~ -0 c 100 -hu~ -return 0 -if %self.alias% /= %arg% - if %actor.varexists(zn118_angryquest)% - rdelete zn118_angryquest %actor.id% - set zn118_angrywrite 1 - remote zn118_angrywrite %actor.id% - wait 1 s - smile %actor.name% - wait 1 s - say You are not as bad as I thought you were. - wait 2 s - say Let me see that journal? - elseif %actor.varexists(zn118_angrywrite)% - wait 1 s - say Thank you %actor.name%, let me see your journal? - else - emote screams loudly. - end -end -~ -#11879 -(37) serpent loads tongue on death~ -0 f 100 -~ -emote writhes in anguish as it collapses... a spiral of steam hissing from its crumpled body. -%load% obj 11863 -~ -#11880 -(62) egg hatches into serpent~ -1 f 100 -~ -%echo% %self.shortdesc% wriggles suddenly. -wait 5 s -%echo% %self.shortdesc% cracks loudly into two pieces and dissolves... releasing a serpent onto the ground. -%load% mob 11837 -%purge% self -~ -#11881 -(65) pines burn into page~ -1 f 100 -~ -%echo% %self.shortdesc% suddenly crackles and disintegrates into a dark page. -%load% obj 11866 -%purge% self -~ -#11882 -(65) pines send burning messages~ -1 b 50 -~ -%echo% %self.shortdesc% crackles and burns, slowly growing blacker. -~ -#11883 -(61) pines can be burned with candle~ -1 c 7 -burn~ -if %cmd% == burn - if %self.name% /= %arg% - if %actor.has_item(11867)% - %send% %actor% You set fire to the pines with the candle. - %echoaround% %actor% %actor.name% sets fire to the pines with %actor.hisher% candle. - %load% obj 11865 - %purge% self - else - %send% %actor% You need something to burn it with. - end - else - return 0 - end -else - return 0 -end -~ -#11884 -(38) scarred quest~ -0 j 100 -~ -if %object.vnum%==11866 - if %actor.varexists(zn118_scarredquest)% - eval number %actor.zn118_scarredquest% + 1 - set zn118_scarredquest %number% - remote zn118_scarredquest %actor.id% - wait 1 s - if %actor.zn118_scarredquest% >= 6 - say Thank you %actor.name%, this is the last of the pages. - wait 2 s - say I can finally make my book. - %purge% page - wait 1 s - say Now come, let me write in yours... - rdelete zn118_scarredquest %actor.id% - set zn118_scarredwrite 1 - remote zn118_scarredwrite %actor.id% - else - say Thank you %actor.name%, this is one of the pages.. though more yet exist. - %purge% page - end - else -wait 1 s - say I don't think I asked you for this. - give page %actor.name% - drop page - end -elseif %object.vnum% == 11807 - if %actor.varexists(zn118_scarredwrite)% - wait 1 s - emote sinks deep into thought. - wait 3 s - emote writes a few words in the journal. - wait 2 s - say My book tells only my story, yours tells all of ours... when the story is told, the voices need not remain. - wait 2 s - nop %actor.exp(10000)% - give journal %actor.name% - drop journal - rdelete zn118_scarredwrite %actor.id% - set zn118_scarreddone 1 - remote zn118_scarreddone %actor.id% - wait 1 s - %load% obj 11868 - say Do me one more favor? - wait 1 s - give book %actor.name% - drop book - wait 1 s - say Put my book away somewhere? I cannot enter the house... but it belongs there. - wait 2 s - smile %actor.name% - elseif %actor.varexists(zn118_scarreddone)% - wait 1 s - say I have already written in that for you %actor.name%. - give journal %actor.name% - drop journal - elseif %actor.varexists(zn118_scarredquest)% - wait 1 s - say I do not have all the pages of my book yet. - wait 1 s - give journal %actor.name% - drop journal - give %object.name.car% %actor.name% - drop %object.name.car% - else - wait 1 s - emote blinks at the journal. - wait 1 s - say Ah you are writing a story? Our story? - wait 1 s - emote smiles wistfully. - wait 1 s - say I had a story... a secret one, but the pines came and choked it away. - wait 3 s - say I do not want them in my garden! - wait 1 s - say Please %actor.name%, burn them all down! - wait 1 s - %load% obj 11867 - give candle %actor.name% - drop candle - wait 1 s - say You will find the pages amongst their ashes. - wait 1 s - say I must have my own story back before I can add to this. - give journal %actor.name% - drop journal - set zn118_scarredquest 1 - remote zn118_scarredquest %actor.id% - end -else - wait 1 s - say I don't think this is meant for me. - give %object.name.car% %actor.name% - drop %object.name.car% -end -~ -#11891 -(07) journal entries~ -1 c 3 -read~ -if %self.name% /= %arg% - if %actor.varexists(zn118_crayondone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% - %send% %actor% . I drew you the pictures, if only you'd see, - %send% %actor% . crayons instead of a voice. - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end - if %actor.varexists(zn118_birddone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% - %send% %actor% . I showed you with games I should never have played, - %send% %actor% . obedience rather than choice. - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . - if %actor.varexists(zn118_ridleydone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% - %send% %actor% . Riddles to speak what couldn't be said - %send% %actor% . uncover the truth within - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end - if %actor.varexists(zn118_knifedone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% - %send% %actor% . I painted you answers enough for the whys - - %send% %actor% . scarlet, on a canvas of skin. - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . - if %actor.varexists(zn118_tunneldone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% - %send% %actor% . The mind offers the chance for desperate escapes, - %send% %actor% . any place other than here. - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end - if %actor.varexists(zn118_ruthdone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% - %send% %actor% . Dark places become my mother's arms, - %send% %actor% . secret comfort in times of fear. - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . - if %actor.varexists(zn118_thindone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% - %send% %actor% . Surrender means giving up all that you are, - %send% %actor% . forfeit if you cannot pay. - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end - if %actor.varexists(zn118_mutedone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% - %send% %actor% . Silence is screaming its rage to the void, - %send% %actor% . run inside if you can't run away. - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . - if %actor.varexists(zn118_runningdone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% - %send% %actor% . I showed you with actions, - %send% %actor% . and with words between words. - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end - if %actor.varexists(zn118_angrydone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% - %send% %actor% . I lashed out and fought you, - %send% %actor% . as a creature that hurts. - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . - if %actor.varexists(zn118_blinddone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% - %send% %actor% . How to show you a monster where you saw a man? - %send% %actor% . Tell you I hated the one that you loved? - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end - if %actor.varexists(zn118_weepingdone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% - %send% %actor% . How to deny whose eyes I see in the mirror? - %send% %actor% . Disown what I'm bound to with blood. - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . - if %actor.varexists(zn118_scarreddone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% - %send% %actor% . Ah time, the great healer, will pale the scars, - %send% %actor% . my book sealed and returned to its shelf. - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end -if %actor.varexists(zn118_gravedone)% - %send% %actor% . The ghosts shall be buried, I choose to forget, - %send% %actor% . and learn to forgive myself. - else - %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . -else - return 0 -end -~ -#11892 -(69) corpse can be buried~ -1 c 7 -bury~ -if %arg% == corpse - %send% %actor% You carefully pile a mound over %self.shortdesc%. - %echoaround% %actor% %actor.name% carefully piles a mound over %self.shortdesc% - if %actor.varexists(zn118_gravequest)% - rdelete zn118_gravequest %actor.id% - set zn118_gravedone 1 - remote zn118_gravedone %actor.id% - wait 2 s - %send% %actor% You feel a slight chill against your shoulder as the air stirs. - wait 3 s - %send% %actor% The journal seems to open itself, the pages crinkling as they turn. - wait 3 s - %send% %actor% A cool breath wafts over the last page, condensing into frosty writing. - wait 3 s - %send% %actor% The wind whispers against your ear: It is done. - wait 3 s - %send% %actor% Suddenly you feel the surroundings blur around you... and fade away. - %at% 11802 %echo% A young woman wanders into the shop. - %at% 11802 %load% mob 11840 - %teleport% %actor% 11802 - wait 1 s - %force% %actor% look - %echoaround% %actor% %actor.name% emerges from a shadowy place in the shop. - %force% %actor% xxtrigxx - %purge% self - end -else - %send% %actor% Bury what? -end -~ -#11893 -(40) final quest~ -0 c 100 -xxtrigxx~ -wait 9 s -smile %actor.name% -wait 3 s -if %actor.has_item(11807)% - tell %actor.name% Ah! I have been looking for a journal... - wait 3 s - tell %actor.name% In fact, the very journal you are carrying now. - wait 3 s - %send% %actor% %self.name% removes an amulet from around her neck. - wait 3 s - tell %actor.name% This amulet can take you to a place of safety... in times of need. - wait 4 s - tell %actor.name% My use for it is over. I will pass it to you gladly, if you will return to me my journal. -end -~ -#11894 -(71) bloodstone amulet focus~ -1 c 1 -focus~ -%send% %actor% You wrap your fingers around the bloodstone amulet and focus deeply. -%echoaround% %actor% %actor.name% wraps %actor.hisher% fingers around %actor.hisher% bloodstone amulet and closes %actor.hisher% eyes in concentration. -if %self.timer% == 0 - eval zn118_focus_return %self.room.vnum% - remote zn118_focus_return %actor.id% - wait 2 s - %send% %actor% The amulet glows brightly, heating in your grasp and flickering with wisps of magic. - %echoaround% %actor% The amulet glows brightly, flickering with wisps of magic as %actor.name% grasps it. - wait 2 s - %send% %actor% The amulet amplifies your focus, letting you retreat deep inside your mind. - %echoaround% %actor% %actor.name% starts to fade, %actor.hisher% physical body flickering away. - %teleport% %actor% 11896 - %force% %actor% xxfocushealxx - otimer 20 -else - wait 2 s - %send% %actor% Alas, the bloodstone stays cold, not yet fully recharged. -end -~ -#11895 -(40) woman exchanges amulet for journal~ -0 j 100 -~ -if %object.vnum% == 11807 - %purge% journal - wait 1 s - smile %actor.name% - wait 2 s - tell %actor.name% Thank you so much. - wait 2 s - %load% obj 11871 %actor% inv - %send% %actor% %self.name% gives you a fiery bloodstone amulet. - wait 3 s - tell %actor.name% You need only 'focus' to call on its powers, and 'awaken' whenever you wish to return. - wait 4 s - tell %actor.name% Using it will zap it of strength for a while, but its powers will return. - wait 4 s - tell %actor.name% Thank you... for everything. - wait 2 s - %echo% %self.name% leaves west. - %teleport% %self% 11800 - rem all - drop all - %purge% - %purge% %self% -else - wait 1 s - say I don't think this is meant for me. - give %object.name.car% %actor.name% - drop %object.name.car% -end -~ -#11896 -(05) humming bird purges after while~ -0 n 100 -~ -wait 20 s -%echo% %self.name% finds an open window and flies away. -%purge% %self% -~ -#11897 -(33/62/65) sets timer on load~ -1 n 100 -~ -wait 2 s -if %self.vnum% == 11862 - otimer 3 -elseif %self.vnum% == 11865 - otimer 1 -elseif %self.vnum% == 11833 - otimer 1 -end -~ -#11898 -(56,57,58,69,70) otimer set~ -1 n 100 -~ -otimer 3 -~ -#11899 -(96) focus room heals~ -2 c 100 -xxfocushealxx~ -if %cmd% == xxfocushealxx - eval amount %actor.maxhitp% - %damage% %actor% -%amount% - dg_cast 'cure blind' %actor% - dg_cast 'remove curse' %actor% - dg_cast 'remove poison' %actor% - %send% %actor% Your soul feels cleansed and refreshed. -else - return 0 -end -~ -$~ diff --git a/lib/world/trg/12.trg b/lib/world/trg/12.trg deleted file mode 100644 index d606b27..0000000 --- a/lib/world/trg/12.trg +++ /dev/null @@ -1,1811 +0,0 @@ -#1200 -General trigger keeper. Only for use in room 0.~ -2 a 100 -~ -* Not used for anything but variable storage. No Script! -* Without this trig attached you will get the error: -* Trying to access Global var list of void. Apparently this has not been set up! -~ -#1201 -Calculator By Mordecai~ -2 d 100 -*~ -* By Mordecai -if %actor.is_pc% - return 0 - eval sum %speech% - eval test1 "%speech%" - eval test %test1.strlen% - eval che %sum%/1 - if %che% == %sum% - %echo% @WComputing results...@n - if (%speech%/===) - if (%sum%==1) - set sum Yes - elseif (%sum%==0) - set sum No - end - end - eval st 2+%test% - eval o . - eval sumslen "%sum% - eval len %st% - (%sumslen.strlen%-2) - if %len% > 0 - eval dif (%len%/2) - while %y.strlen% < %st% - eval o .%o% - eval y %o% - eval m ?%m% - eval p %m% - if %dif% == %y.strlen% - eval wid1 %p% - end - done - end - eval opt1 8 + %test% - eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5 - %echo% @WWizzzzzzzzzz....@n - if (%opt1%-2) == (%opt2%) - %echo% @c...%y%...@n - %echo% @c:@C..%y%..@c:@n - %echo% @c:@C:@G %speech% @C :@c:@n - %echo% @c:@C:.%y%.:@c:@n - %echo% @c:@C: %wid1%@G %sum% @C%wid1% :@c:@n - %echo% @c:@C:.%y%.:@c:@n - %echo% @c:..%y%..:@n - else - %echo% @r....%y%...@n - %echo% @r:@R...%y%..@r:@n - %echo% @r:@R:@G %speech% @R :@r:@n - %echo% @r:@R:..%y%.:@r:@n - %echo% @r:@R: %wid1%@G %sum% @R%wid1% :@r:@n - %echo% @r:@R:..%y%.:@r:@n - %echo% @r:...%y%..:@n - end - end -end -~ -#1202 -Object Wear or Wield Example~ -1 j 100 -~ -* test trigger -%echo% actor : %actor% -wait 10 -if %actor.level% < 34 - %send% %actor% The sword whispers: I will not serve you! - wait 2 - %echoaround% %actor% The sword exclaims: 'I will not serve those without honor.' - %damage% %actor% 100 - %purge% self -else - %send% %actor% The sword whispers: I was made to serve, great one! - wait 2 - %echoaround% %actor% The sword exclaims: 'I will serve you honorable one..' -end -~ -#1203 -Mynah Bird~ -0 d 100 -*~ -if %actor.is_pc% - if %c%<20 - eval c 20 - global c - end - if !%speech.contains(!)% - eval c (%c%)+1 - global c - set %c% %speech% - global %c% - set 1 Hello - set 2 Yes - set 3 Killed him - set 4 Food? - set 5 Dig dig dig. - set 6 Freddy says hi. - set 7 Inconceivable. - set 8 Stop mimicking me. - set 9 I love you. - set 10 Do you like me? - set 11 Freak. - set 12 You are not funny. - set 13 Don't you ever shut up?. - set 14 Eat my shorts. - set 15 I'm pretty. Pretty bird. - set 16 Let's tango. - set 17 Doh. - set 18 Who rang that bell?? - set 19 Beam me up. - set 20 Shut up and get me a drink. - eval count %%random.%c%%% - eval ans %%%count%%% - wait %random.5% - say %ans% - end -end -~ -#1204 -Portal-Main Chamber~ -1 c 100 -en~ -if %cmd.mudcommand% == enter && portal /= %arg% - wait 1 - %send% %actor% A whirl of white light falls into your eyes, you fall into a huge water fall. - %echoaround% %actor% A whirl of white light falls into %actor.name% eyes, and %actor.heshe% falls into a huge water fall that appears under %actor.hisher% feet. - %teleport% %actor% 3001 - wait 1 - %force% %actor% look -end -~ -#1205 -Object Affects Example~ -1 n 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %self.affects(BLIND)% - %echo% This object is affected with blind. -end -if %self.affects(INVIS)% - %echo% This object is affected with invisibility. -end -if %self.affects(DET-ALIGN)% - %echo% This object is affected with detect alignment. -end -if %self.affects(DET-INVIS)% - %echo% This object is affected with detect invisibility. -end -if %self.affects(DET-MAGIC)% - %echo% This object is affected with detect magic. -end -if %self.affects(SENSE-LIFE)% - %echo% This object is affected with sense life. -end -if %self.affects(WATWALK)% - %echo% This object is affected with water walk. -end -if %self.affects(SANCT)% - %echo% This object is affected with sanctuary. -end -if %self.affects(GROUP)% - %echo% This object is affected with group. -end -if %self.affects(CURSE)% - %echo% This object is affected with curse. -end -if %self.affects(INFRA)% - %echo% This object is affected with infravision. -end -if %self.affects(POISON)% - %echo% This object is affected with poison. -end -if %self.affects(PROT-EVIL)% - %echo% This object is affected with protection from evil. -end -if %self.affects(PROT-GOOD)% - %echo% This object is affected with protection from good. -end -if %self.affects(SLEEP)% - %echo% This object is affected with sleep. -end -if %self.affects(NO_TRACK)% - %echo% This object is affected with no track. -end -if %self.affects(FLYING)% - %echo% This object is affected with flying. -end -if %self.affects(SCUBA)% - %echo% This object is affected with scuba. -end -if %self.affects(SNEAK)% - %echo% This object is affected with sneak. -end -if %self.affects(HIDE)% - %echo% This object is affected with hide. -end -if %self.affects(UNUSED)% - %echo% This object is affected with unused. -end -if %self.affects(CHARM)% - %echo% This object is affected with charm. -end -~ -#1206 -(1207) Capturing~ -2 c 0 -*~ -return 0 -if %actor.name% != Heiach - %echoaround% %actor% %cmd% %arg% (%actor.name%) -end -~ -#1207 -(1207) Heiach's Random Forest Sound Script~ -2 b 2 -~ -eval forest_sounds %random.25% -switch %forest_sounds% - case 1 - %echo% @gThe gently chirping of crickets peacefully resonate across the forest.@n - break - case 2 - %echo% A haze of @yfir@Wefl@yies@n dart in between some ancient cedars. - break - case 3 - %echo% @DA thick fog drifts in, dampening the moss.@n - break - case 4 - %echo% @DThe area is surrounded by a visually impeneratable mist.@n - break - case 5 - %echo% @DThe gray haze starts to glow a dim silvery shade as the moonlight strikes it.@n - break - case 6 - %echo% @DThe damp fallen clouds swirl slightly in an eddying wind.@n - break - case 7 - %echo% @DThe thick brume shifts and ebbs away slightly.@n - break - case 8 - %echo% A hushed whispering sound seems to emanate from the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n. - break - case 9 - %echo% The largest @rt@wo@ra@wd@rs@wt@ro@wo@rl@n yawns openly and mumbles something to one of its friends. - break - case 10 - %echo% Like a diminutive choir, the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n let loose a high-pitched song of peace. - break - case 11 - %echo% From the east, tiny voices talk amongst themselves in their own plant-like language. - break - case 12 - %echo% The patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n sway synchronisingly in the silver moonlight. - break - case 13 - %echo% The peaceful chirping of bird-song floats down from above. - break - case 14 - %echo% @gA piping little note sings down to you from above.@n - break - case 15 - %echo% The tweeting of a newly born bird calling to its mother echoes around the forest. - break - case 16 - %echo% The trill bird call of love emanates from the branches above. - break - case 17 - %echo% The sound of ruffling and the snapping of small twigs reaches your ears. - break - case 18 - %echo% @gA rapid chattering drifts down from the giant trees to the northeast.@n - break - case 19 - %echo% With inequable grace, a snowy white owl ghosts in on silent wings. - break - case 20 - %echo% A @dblack @Dbat@n flutters across the forest, high above. - break - case 21 - %echo% @gA relaxed nattering can be heard in the top of a tree to the south.@n - break - case 22 - %echo% A hedgehog slowly wanders in between some trees and out of view. - break - case 23 - %echo% A faint wind breathes in from all directions, steeping the mists. - break - case 24 - %echo% A @rr@ya@bi@gn@cb@mo@rw@n-colored butterfly floats across the clearing. - break - case 25 - %echo% A strange @Yglowing @wluminescence@n drifts off to the north, fading into the damp fog. - break - default - break -done -~ -#1208 -Welcor test trigger~ -2 d 100 -*~ -%echo% self.var is %self.var%. -wait 10 s -%echo% actor.eq(hold) is %actor.eq(hold)% -%echo% testvar is %testvar% -eval testvar %actor.eq(hold)% -%echo% testvar is %testvar% -%echo% testvar.id is %testvar.id% (%testvar.name%) -%echo% test is %.id% (%.name%) -%echo% sends the text $$2 to the room. -~ -#1209 -(1209) Taylors Chair Script~ -1 c 100 -si~ -if %cmd.mudcommand% == sit && chair /= %arg% - if (%actor.id% == 4891) - %echoaround% %actor% %actor.name% rest himself in the armchair. - %send% %actor% You rest yourself comfortably in the armchair. - %force% %actor% sit - else - if %cmd.mudcommand% == sit && chair /= %arg% - %echoaround% %actor% %actor.name% tries to sit in the chair but a magical force prevents him. - %send% %actor% You try to sit in the chair but a magical force prevents you. - end - end -end -~ -#1210 -Actor Pref Checking~ -2 q 100 -~ -if %actor.pref(BRIEF)% - %send% %actor% You have BRIEF on. -end -if %actor.pref(COMPACT)% - %send% %actor% You have COMPACT on. -end -if %actor.pref(NO_SHOUT)% - %send% %actor% You have NO_SHOUT on. -end -if %actor.pref(NO_TELL)% - %send% %actor% You have NO_TELL on. -end -if %actor.pref(D_HP)% - %send% %actor% You have D_HP on. -end -if %actor.pref(D_MANA)% - %send% %actor% You have D_MANA on. -end -if %actor.pref(D_MOVE)% - %send% %actor% You have D_MOVE on. -end -if %actor.pref(AUTOEX)% - %send% %actor% You have AUTOEX on. -end -if %actor.pref(NO_HASS)% - %send% %actor% You have NO_HASS on. -end -if %actor.pref(QUEST)% - %send% %actor% You have QUEST on. -end -if %actor.pref(SUMN)% - %send% %actor% You have SUMN on. -end -if %actor.pref(NO_REP)% - %send% %actor% You have NO_REP on. -end -if %actor.pref(LIGHT)% - %send% %actor% You have LIGHT on. -end -if %actor.pref(C1)% - %send% %actor% You have C1 on. -end -if %actor.pref(NO_WIZ)% - %send% %actor% You have NO_WIZ on. -end -if %actor.pref(L1)% - %send% %actor% You have L1 on. -end -if %actor.pref(L2)% - %send% %actor% You have L2 on. -end -if %actor.pref(NO_AUC)% - %send% %actor% You have NO_AUC on. -end -if %actor.pref(NO_GOS)% - %send% %actor% You have NO_GOS on. -end -if %actor.pref(RMFLG)% - %send% %actor% You have RMFLG on. -end -if %actor.pref(D_AUTO)% - %send% %actor% You have D_AUTO on. -end -if %actor.pref(CLS)% - %send% %actor% You have CLS on. -end -if %actor.pref(BLDWLK)% - %send% %actor% You have BLDWLK on. -end -if %actor.pref(AFK)% - %send% %actor% You have AFK on. -end -if %actor.pref(AUTOLOOT)% - %send% %actor% You have AUTOLOOT on. -end -if %actor.pref(AUTOGOLD)% - %send% %actor% You have AUTOGOLD on. -end -if %actor.pref(AUTOSPLIT)% - %send% %actor% You have AUTOSPLIT on. -end -if %actor.pref(AUTOSAC)% - %send% %actor% You have AUTOSAC on. -end -if %actor.pref(AUTOASSIST)% - %send% %actor% You have AUTOASSIST on. -end -~ -#1211 -Questpoints Test~ -2 b 100 -~ -set actor %random.char% -%echo% QP: %actor.questpoints% -nop %actor.questpoints(2)% -%echo% QP+2: %actor.questpoints% -nop %actor.questpoints(-1)% -%echo% QP-1: %actor.questpoints% -~ -#1212 -Animal Chase Board Game - O1212~ -1 c 4 -go~ -if %cmd% == go - * By Mordecai - * Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200. - if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg%==stay) - return 0 - if %cmd%!=gos - %send% %actor% Type: go < up | down | left | right > - end - halt - end - if %arg% - eval dedu %nextlev%*105 - if %exx%>%dedu% - nop %actor.exp(-%dedu%)% - set dd %dedu% - end - end - if !%nextlev% - set nextlev 1 - global nextlev - elseif %nextlev_s% - eval nextlev %nextlev_s% - global nextlev - end - if !%created% - %force% %actor% createnewgame - end - if %created% - set p_dir %arg% - extract px 1 %playerco% - extract py 2 %playerco% - set [%py%][%px%] @g\*@n - switch %p_dir% - case right - if %px%!=10 - eval px %px%+1 - else - eval px 1 - end - break - case left - if %px%!=1 - eval px %px%-1 - else - eval px 10 - end - break - case down - if %py%!=1 - eval py %py%-1 - else - eval py 10 - end - break - case up - if %py%!=10 - eval py %py%+1 - else - eval py 1 - end - break - done - if %chase%>0 - eval chase %chase%-1 - global chase - end - if ([%py%][%px%]==%spec_prize%) - set spec_prize - global spec_prize - eval exo (%nextlev%*2000) - nop %actor.exp(%exo%)% - eval points %points%+(%nextlev%*2) - global points - set alert You can now FLY and kill the animal! - eval chase 5+(%nextlev%/70)+(%chase%) - global chase - end - eval holech %%[%py%][%px%]%% - if %holech%/=@@ - if !(%chase%>0) - set alert @MYou fall into a bottomless pit!@n - unset points - set nextlev 0 - global nextlev - unset created - unset exx - set ax 1 - set ay 1 - set px 10 - set py 10 - %force% %actor% createnewgame - else - set alert You FLY over the pit! - end - end - eval prz_ch %%[%py%][%px%]%% - if (%prz_ch.contains(p)%) - eval points (%points%+%nextlev%) - global points - eval exo (%nextlev%*950) - nop %actor.exp(%exo%)% - set [%py%][%px%] @c.@n - global [%py%][%px%] - eval prize_count (%prize_count%)+1 - set winner [%prize_count%] - if %prize_count%>=%numofprizes% - eval nextlev (%nextlev%)+1 - global nextlev - set winner @YYou Win!!!@n Moving to level %nextlev%. - set px 10 - set py 10 - set ax 1 - set ay 1 - set created - global created - set prize_count 0 - set numofprizes 0 - %force% %actor% createnewgame - end - global prize_count - set alert You collect a prize. %winner% - end - set playerco %px% %py% - global playerco - if (%random.15%==1)||(%spec_on%) - if !%spec_on% - eval spec_on %random.4%+(%nextlev%/90) - global spec_on - end - eval spec_on (%spec_on%)-1 - global spec_on - if !%spec_prize% - eval spec_prize [%random.10%][%random.10%] - global spec_prize - else - set %spec_prize% @yY@n - eval spec_prize - global spec_prize - end - end - if %sizem% - set [%py%][%px%] @GO@n - unset sizem - else - set [%py%][%px%] @Go@n - set sizem 1 - global sizem - end - extract ax 1 %animal% - extract ay 2 %animal% - set [%ay%][%ax%] @r\*@n - if !%dir_chosen% - set dir_chosen 1 - if %px%>%ax% - eval dis_x (%px%-%ax%) - eval move_x 1 - elseif %px%<%ax% - eval dis_x (%ax%-%px%) - eval move_x 2 - end - if %py%>%ay% - eval dis_y (%py%-%ay%) - eval move_y 4 - elseif %py%<%ay% - eval dis_y (%ay%-%py%) - eval move_y 3 - end - if %dis_x%>%dis_y% - set ani_dir %move_x% - else %dis_x%<%dis_y% - set ani_dir %move_y% - end - eval dificulty 100-(%nextlev%*4) - if (%random.100%)<=(%dificulty%) - eval ani_dir %random.4% - end - if %chase% - if %ani_dir%==1 - eval ani_dir 2 - elseif %ani_dir%==2 - eval ani_dir 1 - elseif %ani_dir%==3 - eval ani_dir 4 - elseif %ani_dir%==4 - eval ani_dir 3 - end - end - if !%arg% - set ani_dir 5 - end - switch %ani_dir% - case 1 - if %ax%!=10 - eval ax %ax%+1 - else - eval ax 1 - end - break - case 2 - if %ax%!=1 - eval ax %ax%-1 - else - eval ax 10 - end - break - case 3 - if %ay%!=1 - eval ay %ay%-1 - else - eval ay 10 - end - break - case 4 - if %ay%!=10 - eval ay %ay%+1 - else - eval ay 1 - end - break - done - set animal %ax% %ay% - global animal - end - eval [%ay%][%ax%] @Ra@n - eval ch_3 %%[%py%][%px%]%% - set ch_3 %ch_3% - if %ch_3.contains(a)% - if %chase% - eval pointinc %nextlev%*%random.10% - eval points (%points%+%pointinc%) - global points - eval exo %nextlev%*7000 - nop %actor.exp(%exo%)% - eval nextlev %nextlev%+1 - global nextlev - set alert You kill the animal. You gain %pointinc% points and a new level. (%nextlev%) - unset created - set ax 1 - set ay 1 - set px 10 - set py 10 - %force% %actor% createnewgame - else - set alert You have been eaten by the @Ranimal@n. - set points 0 - global points - set nextlev 0 - global nextlev - unset created - unset chase - set exx 0 - global exx - %force% %actor% createnewgame - end - end - eval h 11 - while (%h%>1) - eval h (%h%)-1 - eval printrow%h% %%[%h%][1]%% %%[%h%][2]%% %%[%h%][3]%% %%[%h%][4]%% %%[%h%][5]%% %%[%h%][6]%% %%[%h%][7]%% %%[%h%][8]%% %%[%h%][9]%% %%[%h%][10]%% - *eval printrow%h% %%row%h%%% - done - if %numofprizes%<10 - set numop 0%numofprizes% - else - set numop %numofprizes% - end - if %prize_count%<10 - set przc 0%prize_count% - else - set przc %prize_count% - end - if %nextlev%<10 - set levlev 000%nextlev% - elseif %nextlev%<100 - set levlev 00%nextlev% - elseif %nextlev%<1000 - set levlev 0%nextlev% - else - set levlev %nextlev% - end - eval exx (%exo%+%exx%)-(%dd%) - if %exx%<=0 - set exx 0 - end - global exx - eval cht %chase%-1 - if %cht%>0 - set chy You can FLY and chase the animal %cht% more times. - end - set snd %send% %actor% @n - %force% %actor% cls - %snd% ) \\ / ( - %snd% /\|\\ )\\_/( /\|\\ - %snd% \* / \| \\ (/\\\|/\\) / \| \\ \* - %snd% \|\`._____________/__\|__o____\\\`\|'/___o__\|__\\______.'\| - %snd% \| '\^\` \| \\\|/ '\^\` \| - %snd% \| \| V level: %levlev% \| Dir: @C %arg%@n - %snd% \| %printrow10% \| @M@@@n = Bottomless Pit \| Points: @Y%points%@n - %snd% \| %printrow9% \| @yY@n = Power Up \| Exp: @C%exx%@n - %snd% \| %printrow8% \| @Wp@n = Prize \| AMU: %dedu% - %snd% \| %printrow7% \| @Go@n = You \| - %snd% \| %printrow6% \| @Ra@n = Animal \| - %snd% \| %printrow5% \| @cTo Move Type:@n \| - %snd% \| %printrow4% \| @Cgo <up\|down\|left\|right>@n\| - %snd% \| %printrow3% \| \| - %snd% \| %printrow2% \| @BCost of AMU exp per MV@n \| - %snd% \| %printrow1% \| @BIf you have exp.@n \| - %snd% \| \| \| - %snd% \| \| NEEDED: @R%numop%@n HAVE: @G%przc%@n \| - %snd% \| .______________________\|______________________. \| - %snd% \|' l /\\ / \\\\ \\ /\\ l \`\| - %snd% \* l / V )) V \\ l \* - %snd% l/ // \\I - %snd% V - %snd% %alert% - %snd% %chy% - %snd% Animal: ax:%ax% ay:%ay% You: px:%px% py:%py% - end -else - return 0 -end -~ -#1213 -Animal Chase Board - Newgame - O1212~ -1 c 100 -newgame~ -* By Mordecai -* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200. -if %arg.cdr% == %actor.id% - eval nextlev %arg.car% - global nextlev -end -if %nextlev%>1&&%points%>0 - set dd scoreboardmob - if %dd.vnum%>0 - set nums 1 - while %nums% - eval j %j%+1 - eval nums %dd.varexists(%j%)% - if %nums% - eval nums2 %%dd.%j%%% - if (%nums2%/=%actor.name%) - extract partlev 2 %nums2% - set added 1 - if %partlev%<%nextlev% - set %j% %actor.name% %nextlev% %points% %exx% - remote %j% %dd.id% - end - end - else - if !%added% - set %j% %actor.name% %nextlev% %points% %exx% - remote %j% %dd.id% - end - end - done - end -end -unset chase -set tail 1 -global tail -eval animal 1 1 -global animal -eval playerco 10 10 -global playerco -set [1][1] @ra@n -set [10][10] @Go@n -global [1][1] -global [10][10] -eval numofprizes 0 -global numofprizes -set prize_count 0 -global prize_count -set created 1 -global created -eval ww 11 -while (%ww%>1) - eval ww %ww%-1 - eval n %ww% - eval row %random.10% - eval r_col (%random.3%-1) - set [%n%][1] @c.@n - global [%n%][1] - set [%n%][2] @c.@n - global [%n%][2] - set [%n%][3] @c.@n - global [%n%][3] - set [%n%][4] @c.@n - global [%n%][4] - set [%n%][5] @c.@n - global [%n%][5] - set [%n%][6] @c.@n - global [%n%][6] - set [%n%][7] @c.@n - global [%n%][7] - set [%n%][8] @c.@n - global [%n%][8] - set [%n%][9] @c.@n - global [%n%][9] - set [%n%][10] @c.@n - global [%n%][10] - if (%r_col%) - while (%r_col%<3) - eval r_col %r_col%+1 - eval jj %random.10% - if !(%posis%/=[%n%][%jj%]) - eval numofprizes %numofprizes%+1 - global numofprizes - eval [%n%][%jj%] @Wp@n - global [%n%][%jj%] - set posis %posis% [%n%][%jj%] - end - done - end -done -eval r_ttt %nextlev%-35 -if (%r_ttt%>0) - eval hrt (%random.6%-1)+(%nextlev%/20) - while %hrt%>0 - eval hrt %hrt%-1 - eval j8 %random.10% - eval j9 %random.10% - eval cer %%[%j9%][%j8%]%% - if !(%cer%/=p) - eval [%j9%][%j8%] @M\@@@n - global [%j9%][%j8%] - end - done -end -if !(%[10][10]%/=p) - set [10][10] @c.@n - global [10][10] -end -~ -#1214 -Scoreboard Mob~ -0 d 100 -score scores~ -* By Mordecai -* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200. -set j 1 -while %self.varexists(%j%)% - eval r %%self.%j%%% - eval nam %r.car% - eval k %nam.strlen% - while %k%<15 - eval k %k%+1 - eval sgg %%s%j%%% - set s%j% %sgg%- - done - eval j %j%+1 -done -%echo% @yO===============SCORE======BOARD=====================O@n -wait 1 -%echo% O=#==NAME============\|=Level=\|=Points==\|=EXP=========O -set i 1 -set j 1 -while %self.varexists(%j%)% - eval r %%self.%j%%% - eval nam %r.car% - extract ll 2 %r% - extract points 3 %r% - extract exp 4 %r% - eval sp %%s%j%%% - if %ll%<10 - set ll 0000%ll% - elseif %ll%<100 - set ll 000%ll% - elseif %ll%<1000 - set ll 00%ll% - elseif %ll%<10000 - set ll 0%ll% - end - if %points%<10 - set points 000000%points% - elseif %points%<100 - set points 00000%points% - elseif %points%<1000 - set points 0000%points% - elseif %points%<10000 - set points 000%points% - elseif %points%<100000 - set points 00%points% - elseif %points%<1000000 - set points 0%points% - end - eval d %j% - if %d%<9 - set d 0%j% - end - %echo% \|@g%d%@n: @w%nam%@n %sp%\| @c%ll%@n \| @y%points%@n \| @W%exp%@n - eval j %j%+1 -done -%echo% O=#==================================================O -~ -#1215 -Hunger, Thirst, Drunk Test Trigger~ -2 g 100 -~ -wait 1 -%echo% Hello %actor.name% -%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk% -nop %actor.hunger(50)% -nop %actor.thirst(50)% -nop %actor.drunk(50)% -%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk% -nop %actor.hunger(-10)% -nop %actor.thirst(-10)% -nop %actor.drunk(-10)% -%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk% -nop %actor.hunger(20)% -nop %actor.thirst(21)% -nop %actor.drunk(22)% -%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk% -* -while %actor.hunger% >= 0 - nop %actor.hunger(-1)% -done -while %actor.thirst% >= 0 - nop %actor.thirst(-1)% -done -while %actor.drunk% >= 0 - nop %actor.drunk(-1)% -done -~ -#1216 -Crash Test Trigger~ -1 g 100 -~ -wait 1 -%force% %random.char% get %self.shortdesc% -return 0 -~ -#1217 -Test stuff~ -2 g 100 -~ -return 0 -wait 1 sec -%send% %actor% sending stuff that might %corr%upt%. -~ -#1218 -Multiple Command Example Trig~ -2 c 100 -t~ -if %cmd% == test - * Careful not to use Arguments * or this trig will freeze you. - * set the first arg - set command %arg.car% - * set the rest of the arg string - set therest %arg.cdr% - * while there is an arg keep going - while %command% - %echo% the first arg is: %command% - %echo% the remaining arg is: %therest% - set command %therest.car% - set therest %therest.cdr% - done -end -~ -#1220 -Roomflag Test Trigger~ -2 g 100 -~ -if %self.roomflag(DARK)% - %echo% This is a dark room. -end -if %self.roomflag(DEATH)% - %echo% This is a death trap - goodbye! -end -if %self.roomflag(NO_MOB)% - %echo% Mobiles cannot enter this room. -end -if %self.roomflag(INDOORS)% - %echo% This room is indoors. -end -if %self.roomflag(PEACEFUL)% - %echo% You can't kill anything in this room. -end -if %self.roomflag(NO_TRACK)% - %echo% You cannot track anything through this room. -end -if %self.roomflag(NO_MAGIC)% - %echo% You cannot cast spells in here! -end -if %self.roomflag(TUNNEL)% - %echo% This room is a narrow tunnel. -end -if %self.roomflag(PRIVATE)% - %echo% This is a private room. -end -if %self.roomflag(GODROOM)% - %echo% Only Gods can enter this room. -end -if %self.roomflag(HOUSE)% - %echo% This is a house. -end -if %self.roomflag(HCRSH)% - %echo% This is a house which will crash-save. -end -if %self.roomflag(ATRIUM)% - %echo% This is an atrium for a house. -end -~ -#1221 -Test Trigger~ -2 c 100 -*~ -set plr %self.people% -set plr2 0 -* -while %plr% - set next %plr.next_in_room% - if %plr% != %actor% && %plr.is_pc% - if %plr2% == 0 - set plr2 %plr% - end - %teleport% %plr% 0 - end - set plr %next% -done -* -return 0 -wait 1 -* -while %plr2% - set next %plr2.next_in_room% - if %plr2.is_pc% - %teleport% %plr2% %self.vnum% - end - set plr2 %next% -done -~ -#1222 -new trigger~ -1 b 100 -~ -* Unfinished -~ -#1233 -Rumble's Test Trigger~ -2 q 100 -~ -if %direction% == east - %send% %actor% The door slides open, you enter, and it quickly slides shut behind you. - wait 1 - %echoaround% %actor% The door slides open, %actor.name% walks in, and the door slides shut. - wait 1 -elseif %direction% == west - wait 1 - %send% %actor% The door slides open, you leave, and it quickly slides shut behind you. - %echoaround% %actor% The door slides open, %actor.name% walks out, and the door slides shut. -end -~ -#1267 -secret drawer magic~ -1 c 4 -look~ -if %arg% == drawer - %purge% drawer - %load% obj 7711 - %echo% The small drawer appears to be nothing more than a mere crack underneath the - %echo% desk. The only thing that gives it away is the small keyhole that winks at you - %echo% upon closer inspection. -else - return 0 -end -~ -#1268 -autolook for (rm 1269) Elaseth's Oubliette~ -2 g 100 -~ -%echo% @n -%echo% @n -%echo% @DWelcome to hell. Next time heed the gods, they don't play games.@n -~ -#1269 -harp~ -0 d 100 -play~ -%echo% Hello Mister Sam. Tu joues comme un fou! -~ -#1270 -switch~ -1 j 100 -~ -wait 5 -if (%actor.name% != windwillow) - %send% %actor% The switch says, 'Geez.' - %purge% self - %damage% %actor% 2020 -else - %send% %actor% The switch says, 'Fine... fine.' -end -~ -#1271 -crash test~ -0 g 100 -~ -Trigger Intended Assignment: Mobiles -Trigger Type: Random , Numeric Arg: 100, Arg list: None -Commands: -%echo% %self.name% transforms into a new mob! -%transform% -1 -~ -#1280 -Mob Raid~ -2 b 100 -~ -if %num% < 13292 - * random scripts fire every 13 seconds, 24 hours a day * 60 minutes an hour * 60 - * seconds a day: ((24 * 60 * 60 * 2) / 13) = 13292 - eval num %num% + 1 - *increment this value until it reaches 13292 at which time it is two days after - *the start of the previous raid - global num - *update the incremented value on the room -else - *the raid has begun - unset num - *start the counter till the next raid over - set mob %random.5% - *set %mob% to a random value between 1 and 5 - switch %mob% - *let's determine the type of mob that raids the city randomly so we can have - *multiple types of raid, ie. perhaps sometimes avian flue, other times - *hobgoblins or ogres attack the city - case 1 - *what happens if %mob% is equal to 1 - set vnum 500 - *mob with vnum 500 will raid the town - set name orcs - *mob's name is orcs, used for the warning message later on - break - *every case must be ended with a break - case 2 - set vnum 501 - set name goblins - break - case 3 - set vnum 502 - set name ogres - break - case 4 - set vnum 503 - set name birds - break - case5 - set vnum 504 - set name dinosaurs - break - done - set low 3000 - *this is the bottom vnum of the zone to be invaded - set NumberOfRooms 100 - *this is the number of rooms in the zone that is being invaded: this - *script will need some editing if there are over 100 rooms in the - *zone due to while loops being limited to 100 loops - set mobs 100 - *this is how many mobs will be loaded in the zone - set i 0 - *at the bottom of each loop this will be the number of mobs that has been loaded - *so far - while %i% < %mobs% - eval randroom ((%%random.%NumberOfRooms%%% - 1) + %low%) - *determine the room to load the mobile in - %at% %randroom% %load% mob %vnum% - *load mob with vnum of %vnum% (determined in the switch case above) in the - *random room determined a few lines ago - eval i %i% + 1 - *increment i to keep track of how many mobs have been loaded so far - done - *all the mobs have been loaded - *now lets make the players aware that they're there - %load% mob 3050 - *load a mob, have it named something that makes sense to warn players - *perhaps a police, or a guard depending on the genre of the mud - %force% %self.people% gossip Help, the city is under attack by a large number of %name%. - *%self.people% is the first mob or player listed in the room that the script is attached - *to, the first listed is always the most recent to enter the room, therefore the mob we - * just loaded. - *remember where we created %name% earlier on to be the name of the invading mob, this - *is why - eval randroom ((%%random.%NumberOfRooms%%% - 1) + %low%) - *for kicks let's pick a random room in the zone - %teleport% %self.people% %randroom% - *and send the mob that warned the players to it -end -~ -#1282 -Teleport room enter test~ -2 g 100 -~ -%echo% %self.name% squints at ~%actor.name% asdf' -%echo% buh-bye -%teleport% %actor% 3 -~ -#1283 -Deal a single card from a deck~ -1 c 7 -deal~ -switch %random.4% - case 1 - set col - set suit Diamond - break - case 2 - set col - set suit Heart - break - case 3 - set col - set suit Club - break - case 4 - set col - set suit Spade - break - default - set suit JOKER! - break -done -%echo% suit generated = %suit% -* -set r %random.13% -if %r% == 1 - set rank Ace -elseif %r% == 11 - set rank Jack -elseif %r% == 12 - set rank Queen -elseif %r% == 13 - set rank King -else - eval rank %r% -end -%echo% ranks generated = %rank% -%echo% should check if card %rank%%suit% exists now. -%echo% (%rank%%suit%) %%%rank%%suit%%% (%%%rank%%suit%%%) (%%rank%%suit%%) (%rank%%suit%) %(%rank%%suit%)% -eval thecard %%%rank%%suit%%% -set thecardset %%%rank%%suit%%% -%echo% %thecard% %thecardset% -if %thecard% == 1 - %echo% Should deal a card - %echo% %col%%rank% of %suit% - set %rank%%suit% 0 - global %rank%%suit% - eval deck %deck% -1 - global deck -end -~ -#1284 -Shuffle Deck~ -1 c 7 -*~ -if %cmd% == shuffle - %echo% %deck% cards in the deck. - set deck 52 - global deck - * - set Ace_Spades 1 - global Ace_Spades - set 2_Spades 1 - global 2_Spades - set 3_Spades 1 - global 3_Spades - set 4_Spades 1 - global 4_Spades - set 5_Spades 1 - global 5_Spades - set 6_Spades 1 - global 6_Spades - set 7_Spades 1 - global 7_Spades - set 8_Spades 1 - global 8_Spades - set 9_Spades 1 - global 9_Spades - set 10_Spades 1 - global 10_spades - set Jack_Spades 1 - global Jack_Spades - set Queen_Spades 1 - global Queen_Spades - set King_Spades 1 - global King_Spades - * - set Ace_Hearts 1 - global Ace_Hearts - set 2_Hearts 1 - global 2_Hearts - set 3_Hearts 1 - global 3_Hearts - set 4_Hearts 1 - global 4_Hearts - set 5_Hearts 1 - global 5_Hearts - set 6_Hearts 1 - global 6_Hearts - set 7_Hearts 1 - global 7_Hearts - set 8_Hearts 1 - global 8_Hearts - set 9_Hearts 1 - global 9_Hearts - set 10_Hearts 1 - global 10_Hearts - set Jack_Hearts 1 - global Jack_Hearts - set Queen_Hearts 1 - global Queen_Hearts - set King_Hearts 1 - global King_Hearts - * - set Ace_Clubs 1 - global Ace_Clubs - set 2_Clubs 1 - global 2_Clubs - set 3_Clubs 1 - global 3_Clubs - set 4_Clubs 1 - global 4_Clubs - set 5_Clubs 1 - global 5_Clubs - set 6_Clubs 1 - global 6_Clubs - set 7_Clubs 1 - global 7_Clubs - set 8_Clubs 1 - global 8_Clubs - set 9_Clubs 1 - global 9_Clubs - set 10_Clubs 1 - global 10_Clubs - set Jack_Clubs 1 - global Jack_Clubs - set Queen_Clubs 1 - global Queen_Clubs - set King_Clubs 1 - global King_Clubs - * - set Ace_Diamonds 1 - global Ace_Diamonds - set 2_Diamonds 1 - global 2_Diamonds - set 3_Diamonds 1 - global 3_Diamonds - set 4_Diamonds 1 - global 4_Diamonds - set 5_Diamonds 1 - global 5_Diamonds - set 6_Diamonds 1 - global 6_Diamonds - set 7_Diamonds 1 - global 7_Diamonds - set 8_Diamonds 1 - global 8_Diamonds - set 9_Diamonds 1 - global 9_Diamonds - set 10_Diamonds 1 - global 10_Diamonds - set Jack_Diamonds 1 - global Jack_Diamonds - set Queen_Diamonds 1 - global Queen_Diamonds - set King_Diamonds 1 - global King_Diamonds - * - %echo% %actor.name% shuffles %actor.hisher% deck. - %echo% %deck% cards in the deck. - * -elseif %cmd% == deal - * while (%deck%) - %echo% while begins. - switch %random.4% - case 1 - set col - set suit Diamonds - break - case 2 - set col - set suit Hearts - break - case 3 - set col - set suit Clubs - break - case 4 - set col - set suit Spades - break - default - set suit JOKER! - break - done - %echo% suit generated = %suit% - * - set r %random.13% - if %r% == 1 - set rank Ace - elseif %r% == 11 - set rank Jack - elseif %r% == 12 - set rank Queen - elseif %r% == 13 - set rank King - else - eval rank %r% - end - %echo% ranks generated = %rank% - %echo% should check if card %rank%%suit% exists now. - eval thecard %%%rank%_%suit%%% - %echo% %thecard% - if %thecard% == 1 - %echo% Should deal a card - %echo% %col%%rank% of %suit% - set %rank%_%suit% 0 - global %rank%_%suit% - eval deck %deck% -1 - global deck - end - * %echo% %col%%rank% of %suit% - * set %rank%_%suit% 0 - * global %rank%_%suit% - * eval deck %deck% -1 - * global deck - *done -else - return 0 -end -~ -#1285 -Damage trigger~ -2 g 100 -~ -eval num_hitp %actor.hitp%/2 -%echo% half hitp = %num_hitp% -eval rx %%random.%num_hitp%%% -%echo% rx %rx% -%damage% %actor% %rx% -~ -#1286 -Sleep chair~ -1 c 100 -sl~ -if (%actor.id% == 4891) - %echoaround% %actor% %actor.name% falls asleep in the comfort of the chair. - %send% %actor% You drift into a calm slumber. - %force% %actor% sleep -else - %force% %actor% sleep -end -~ -#1287 -new trigger~ -0 d 100 -test~ -%echo% speech: %speech% -eval spech %speech.car% -%echo% spech: %spech% (%speech.car%) -%echo% spech.room.vnum %spech.room.vnum% -%echo% spech.vnum %spech.vnum% -remote spech %world_global.id% -%echo% spech on world: %world_global.spech% -~ -#1288 -(1209) Taylors fire trig~ -2 b 100 -~ -set fire %random.900% -wait %fire% sec -%echo% @bThe fire crackles softly in the fireplace.@n -~ -#1289 -(1209) Taylors Random Office Noises~ -2 b 1 -~ -set office_noises %random.5% -switch %office_noises% - case 1 - %echo% @bLoud footsteps can be heard coming from the hall outside.@n - break - case 2 - %echo% @bThe sound of thunder echoes in from outside.@n - break - case 3 - %echo% @bA large book falls off the desk, hitting the floor with a loud thud.@n - break - case 4 - %echo% @bTalking can be heard coming from outside the door.@n - break - case 5 - %echo% @bThe sound of chirping birds flows in though the window.@n - break - default - break -done -~ -#1290 -actor.eq(*) test~ -0 g 100 -~ -if !%actor.eq(*)% - say you are wearing nothing! -else - say you are wearing something. -end -~ -#1291 -test trigger (booleans)~ -0 j 100 -~ -say you're %actor.name%! -say your vnum is %actor.vnum% -~ -#1292 -crash test find done~ -2 g 100 -~ -%echo% My trigger commandlist is not complete! -while %people% - %echo% while fired without a done. -while -~ -#1293 -crash test dummy~ -0 m 100 -~ -switch %random.3% - case 1 - %echo% You wind up your arm and narrowly miss the target! - wait 10 - %force% arogantes say Ha ha ha, you couldn't hit the broad side of a barn with a magnifying glass! - break - case 2 - %echo% You wind up your arm and miss the target entirely, almost hitting Arogantes in the process! - wait 10 - %force% arogantes say Why you little good for nothing son of a rat! Watch where you aim that thing with your stubby little arms! - break - case 3 - %echo% You wind your arm up and NAIL the target, Dunking Arogantes into the freezing waters - wait 5 - %force% arogantes shout AAAAHHHHHGGGGG *GURGLE* - wait 5 - %echo% Gloria helps Arogantes out of the water and sets him back on the lever. - wait 5 - %echo% Arogantes does a little shiver then continues his ranting - break - default - %echo% This trigger is not working properly, please contact an immortal - break -done -~ -#1294 -test trigger~ -0 d 100 -heh~ -if %actor.inventory(14911)% - set num %random.12% - if %num% < 12 - %echoaround% %actor% %actor.name% rolled a %num%. The magic on the dice is dispelled. - %send% %actor% You rolled a %num%. The magic on the dice is dispelled. - else - %echoaround% %actor% %actor.name% rolled a 12. The dice begin to go glow, and rattle chaotically... - %send% %actor% You rolled a 12. The dice begin to go glow, and rattle chaotically... - set room_var %actor.room% - set target_char %room_var.people% - while %target_char% - set tmp_target %target_char.next_in_room% - %damage% %target_char% 9999 - set target_char %tmp_target% - done - end -end -~ -#1295 -Login Christmas~ -2 s 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if !%actor.has_item(222)% - wait 1 s - %echo% Santa bellows, 'Merry Christmas' - %load% obj 222 %actor% inv -end -~ -#1296 -Random eq example~ -0 n 100 -~ -switch %random.5% - case 1 - %load% obj 3010 - wield dagger - break - case 2 - %load% obj 3011 - wield sword - break - case 3 - %load% obj 3012 - wield club - break - case 4 - %load% obj 3013 - wield mace - break - case 5 - %load% obj 3014 - wield sword - break - default - * this should be here, even if it's never reached - break -done -~ -#1297 -Piano~ -1 c 1 -*~ -*Originally written by someone, later rewritten by Fizban -*of The Builder Academy tbamud.com 9091 -switch %cmd% - case StartMusic - if %musicplaying% == 1 - %send% %actor% You are already playing music! - halt - end - set musicplaying 1 - global musicplaying - %send% %actor% You start playing guitar. - %echoaround% %actor% %actor.name% starts playing guitar. - wait 2 s - if !%preferred_flourish% - set flourish 3 - else - set flourish %preferred_flourish% - end - set i 0 - while %musicplaying% == 1 && %i% < 100 - switch %flourish% - case 1 - set flourish a wicked guitar solo. - break - case 2 - set flourish a chorus riff. - break - default - set flourish a steady rhythm. - break - done - %echoaround% %actor% %actor.name% performs %flourish% - %send% %actor% You perform %flourish% - if !%preferred_flourish% - set flourish %random.5% - end - wait 10 s - done - break - case PlaySolo - set preferred_flourish 1 - global preferred_flourish - break - case PlayChorus - set preferred_flourish 2 - global preferred_flourish - break - case PlayVerse - set preferred_flourish 3 - global preferred_flourish - break - default - return 0 - break -done -~ -#1298 -Quest object loader~ -0 j 100 -~ -context %actor.id% -say object vnum: %object.vnum% - -set answer_yes say Yes, I want that object :) -set answer_no say I already have that object ! -set answer_reward say There you go. Here's an object for you. Thanks! - -if (%object.vnum% == 1301) - if (%zone_12_object1%) - %answer_no% - return 0 - else - %answer_yes% - set zone_12_object1 1 - global zone_12_object1 - end -elseif (%object.vnum% == 1302) - if (%zone_12_object2%) - %answer_no% - return 0 - else - %answer_yes% - set zone_12_object2 1 - global zone_12_object2 - end -elseif (%object.vnum% == 1303) - if (%zone_12_object3%) - %answer_no% - return 0 - else - %answer_yes% - set zone_12_object3 1 - global zone_12_object3 - end -elseif (%object.vnum% == 1304) - if (%zone_12_object4%) - %answer_no% - return 0 - else - %answer_yes% - set zone_12_object4 1 - global zone_12_object4 - end -else - say I do not want that object! - return 0 -end - -if (%zone_12_object1% && %zone_12_object2% && %zone_12_object3% && %zone_12_object4%) - %answer_reward% - eval zone_12_reward_number %actor.zone_12_reward_number%+1 - - * cap this to a max of 12 rewards. - if %zone_12_reward_number%>12 - set zone_12_reward_number 12 - end - remote zone_12_reward_number %actor.id% - - * make sure all objects from 3016 and upwards have 'reward' as an alias - eval loadnum 3015+%zone_12_reward_number% - %load% o %loadnum% - give reward %actor.name% - unset zone_12_object1 - unset zone_12_object2 - unset zone_12_object3 - unset zone_12_object4 -end -test -~ -#1299 -Cease Piano~ -2 c 100 -StopMusic~ -*Works with Script 1297 -*Written by Fizban of The Builder Academy tbamud.com 9091 -if !%musicplaying% - %send% %actor% You are not currently playing music. - halt -end -unset flourish -unset musicplaying -%send% %actor% You stop playing music. -%echoaround% %actor% %actor.name% stops playing music. -%force% %actor% bow -detach 1297 %self.id% -~ -$~ diff --git a/lib/world/trg/120.trg b/lib/world/trg/120.trg deleted file mode 100644 index 4347672..0000000 --- a/lib/world/trg/120.trg +++ /dev/null @@ -1,124 +0,0 @@ -#12000 -Near Death Trap Lions - 12017~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 1 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 5 sec -%send% %actor% The lions grow bored once you stop struggling and leave you to die. -~ -#12001 -Magic User - 12009, 20, 25, 30-32~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -#12002 -Cityguard - 12018, 21~ -0 b 50 -~ -if !%self.fighting% - set actor %random.char% - if %actor% - if %actor.is_killer% - emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!' - kill %actor.name% - elseif %actor.is_thief% - emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!' - kill %actor.name% - elseif %actor.cha% < 6 - %send% %actor% %self.name% spits in your face. - %echoaround% %actor% %self.name% spits in %actor.name%'s face. - end - if %actor.fighting% - eval victim %actor.fighting% - if %actor.align% < %victim.align% && %victim.align% >= 0 - emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!' - kill %actor.name% - end - end - end -end -~ -#12015 -Room Zone Number~ -2 bg 100 -~ -set room %room.vnum% -eval number %room.strlen% -switch %number% - case 3 - set zone %room.charat(1)% - break - case 4 - set 1st %room.charat(1)% - set 2nd %room.charat(2)% - set zone %1st%%2nd% - break - case 5 - set 1st %room.charat(1)% - set 2nd %room.charat(2)% - set 3rd %room.charat(3)% - set zone %1st%%2nd%%3rd% - break -done -%echo% Room #%room.vnum% is part of zone: %zone% -~ -$~ diff --git a/lib/world/trg/125.trg b/lib/world/trg/125.trg deleted file mode 100644 index 4b1b62f..0000000 --- a/lib/world/trg/125.trg +++ /dev/null @@ -1,56 +0,0 @@ -#12500 -Moki Feather Teleport~ -1 c 1 -use~ -eval objectname %arg.car% -if %objectname% != feather - return 0 - halt -end -eval targetname %arg.cdr% -if !(%targetname%) - return 0 - halt -end -switch %self.vnum% - case 12502 - set new_vnum 12520 - set fire 1 - break - case 12520 - set new_vnum 12521 - set fire 1 - break - case 12521 - set new_vnum 12522 - set fire 1 - break - case 12522 - set new_vnum 12522 - set fire 0 - break -done -otransform %new_vnum% -if %fire% - %targetname%'portal' %targetname% - %echo% A portal springs to life in front of you and immediately closes. -else - %send% %actor% The feather seems powerless. -end -~ -#12501 -Thief - 12504~ -0 b 10 -~ -set actor %random.char% -if %actor% - if %actor.is_pc% && %actor.gold% - %send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet. - %echoaround% %actor% %self.name% tries to steal gold from %actor.name%. - eval coins %actor.gold% * %random.10% / 100 - nop %actor.gold(-%coins%)% - nop %self.gold(%coins%)% - end -end -~ -$~ diff --git a/lib/world/trg/13.trg b/lib/world/trg/13.trg deleted file mode 100644 index 9f30bc4..0000000 --- a/lib/world/trg/13.trg +++ /dev/null @@ -1,3018 +0,0 @@ -#1300 -Mob TBA Welcome - 1300~ -0 e 1 -entered reconnected~ -if %actor.is_pc% && %actor.level% == 1 - wait 1 sec - if %actor.varexists(mortal_greeting_for_TBA)% - say Welcome back %actor.name%. Tell someone level 32 or above when you complete the application. - else - say Welcome to The Builder Academy %actor.name%. - wait 2 sec - say If you are interested in learning how to build, or want to teach others, then you have come to the right place. - wait 2 sec -say Please fill out the application at: http://tbamud.com - set mortal_greeting_for_TBA 1 - remote mortal_greeting_for_TBA %actor.id% - end -end -~ -#1301 -Give Suggestions - 1302~ -0 g 100 -~ -wait 2 sec -say The best advice for new builders is under @RHELP SUGGESTIONS@n. -~ -#1302 -Finish Redit Hallway - 1304~ -0 g 100 -~ -wait 2 sec -say Good Job. That's the first form of OLC (on-line-creation) everyone learns. -wait 2 sec -say Now I would suggest that you practice what you have learned. -wait 2 sec -say Check your title under @RWHO@n. A vnum should be listed there, if not mudmail Rumble for one. -wait 2 sec -say Just type @RGOTO VNUM@n and type redit to modify your room. -wait 2 sec -say Once you think you have it complete go ahead and move on to the next hallway. -wait 3 sec -beam %actor.name% -~ -#1303 -CAPITAL LETTERS (1301)~ -0 c 0 -CAPITAL~ -%send% %actor% @RSocrates tells you, 'Good job, that is correct. Be on the lookout for more of those.'@n -~ -#1304 -Sanct check on enter~ -2 g 100 -~ -if %actor.affect(SANCT)% - %echo% checked sanct -else - %echo% sanct check failed -end -~ -#1305 -TBA Greeting - 1301~ -0 e 1 -arrives entered appears~ -* By Rumble of The Builder Academy tbamud.com 9091 -* TBA start room greeting for anyone that enters, poofs, or is transferred. -* Simple remote to remember if this is a newbie or someone returning. -* Only fire on players. -if %actor.is_pc% - wait 1 sec - * If they have already been greeted welcome them back. - if %actor.varexists(TBA_greeting)% - say Welcome back %actor.name%. Read through these rooms whenever you need a refresher. - * First greeting, give them instructions. - else - say Welcome to The Builder Academy %actor.name%. - wait 1 sec - say Within this zone you can learn all the immortal commands and how to build. - wait 2 sec - say This zone is like a newbie zone, except for gods. All you have to do is walk through the zone and read every room description. - wait 3 sec - say Be sure to do everything the room descriptions tell you to do. You should read and comprehend everything contained within these walls. - * Now create a variable to remember they have been greeted. - set TBA_greeting 1 - * Save it to the player file. - remote TBA_greeting %actor.id% - * Give them a trial vnum assigner if they don't have one yet. - if !%actor.has_item(1332)% - %load% obj 1332 %actor% inv - end - end -end -~ -#1306 -Trial Vnum Assigner - 1332~ -1 c 2 -tbalim~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Trial vnum assigner. For STAFF only! Make sure player has nohassle off. -* Make sure name matches a player, purge mobs or use 0.name if you have -* troubles. They are given an assigner in the mortal start room. -* Usage: tbalim player vnum | purge -if !%actor.is_pc% || %actor.level% < 32 - %send% %actor% Only human staff can use this limiter. -else - set victim %arg.car% - if %victim.is_pc% - if purge /= %arg.cdr% && %victim.has_item(1332)% - %send% %actor% %arg.car%'s assigner has been %arg.cdr%'d. - eval TBA_trial_vnum %victim.TBA_trial_vnum% - (2 * %victim.TBA_trial_vnum%) - if %TBA_trial_vnum% < 0 - remote TBA_trial_vnum %victim.id% - end - %purge% %victim.inventory(1332)% - elseif purge /= %arg.cdr% - %send% %actor% They do not have a trial vnum assigner for you to purge. - else - set TBA_trial_vnum %arg.cdr% - remote TBA_trial_vnum %victim.id% - %send% %actor% %arg.car%'s trial vnum set to %arg.cdr%. - end - else - %send% %actor% Make sure they have nohassle off. Don't use it on mobs. Use 0.name! - return 0 - end -end -~ -#1307 -Annoying Verizone Wireless Guy - 1314~ -0 abg 100 -~ -say can you hear me now? -~ -#1308 -inventory and container purge~ -2 g 100 -~ -while %actor.inventory% - eval item %actor.inventory% - * checks inside containers - if %item.type% == CONTAINER - while %item.contents% - eval stolen %item.contents.vnum% - %echo% purging %item.contents.shortdesc% in container. - %purge% %item.contents% - eval num %random.99% + 100 - %at% %num% %load% obj %stolen% - done - end - eval item_to_purge %%actor.inventory(%item.vnum%)%% - eval stolen %item.vnum% - %echo% purging %item.shortdesc%. - %purge% %item_to_purge% - eval num %random.99% + 100 - %at% %num% %load% obj %stolen% -done -~ -#1309 -Eat, look, read, candy~ -1 c 2 -*~ -if look /= %cmd.mudcommand% && heart /= %arg% && %arg% || read /= %cmd.mudcommand% && heart /= %arg% && %arg% || read /= %cmd.mudcommand% && candy /= %arg% && %arg% || look /= %cmd.mudcommand% && candy /= %arg% && %arg% -* -eval color %random.3% -set col[1] \@W -set col[2] \@R -set col[3] \@M -*@n -eval colors %%col[%color%]%% -* -eval heart %random.15% -set love[1] Be Mine -set love[2] I Love You -set love[3] I Wuv You -set love[4] Kiss Me -set love[5] Hug Me -set love[6] Be My Valentine -set love[7] Will You Be Mine -set love[8] You Are The Only One For Me -set love[9] I'm yours -set love[10] You're Special To Me -set love[11] I Really Like You -set love[12] I Luv U -set love[13] U R Mine -set love[14] With All My Heart -set love[15] Cutie Pie -eval candy %%love[%heart%]%% -* -%send% %actor% Written on the candy is: -%send% %actor% %colors% %candy% \@n -* -elseif eat /= %cmd.mudcommand% && heart /= %arg% && %arg% || eat /= %cmd.mudcommand% && candy /= %arg% && %arg% -* -eval message %random.10% -set word[1] It warms the cockles of your heart! -set word[2] It tastes wonderful! -set word[3] It melts in your mouth. -set word[4] It slowly disolves in your mouth. -set word[5] It tastes sweet and a little chalky. -set word[6] Mmmmm! -set word[7] You can feel the love! -set word[8] You feel warmer already! -set word[9] Mmm hearty goodness! -set word[10] Sweet like candy! -eval msg %%word[%message%]%% -* -%send% %actor% You eat %self.shortdesc%. -%echoaround% %actor% %actor.name% eats %self.shortdesc%. -%send% %actor% %msg% -%purge% self -* -else -return 0 -end -~ -#1310 -Multiple Choice Answer A~ -2 c 100 -A~ -%echo% That's it! -~ -#1311 -Multiple Choice Answer B~ -2 c 100 -B~ -%echo% That's it! -~ -#1312 -Multiple Choice Answer C~ -2 c 100 -C~ - %echo% That's it! -~ -#1313 -Multiple Choice Answer D~ -2 c 100 -D~ - %echo% That's it! -~ -#1314 -Room Door Example~ -2 c 100 -move~ -*%door% <vnum> < direction> < field> [value] -*Used for adding, deleting, and modifying doors in room #vnum. -*Direction determines which door is being changed, and can be north, south, east, west, up, or down. -*If the door does not exist first, a new door will be created. -*Field is what property of the door is being changed. Valid fields are: -* -*purge - remove the exit in the direction specified - no value needed -*description - value will become the new exit description -*flags - value will be the new door flags bitvector as defined here: -* a - Exit is a door that can be opened and closed. -* b - The door is closed. -* c - The door is locked. -* d - The door is pick-proof. -*key - value is the vnum of the key to the door in this direction -*name - value is the name of the door in the specified direction -*room - value is the vnum of the room this direction leads to - -*Example by Falstar for room 14520 -*The following trigger is designed to reveal a trapdoor leading down when Player types 'Move Chest' -* -*The following ARGument determines what can be MOVEd ('move' Command inserted in Arg List of trigger) -if ("%arg%" == "chest") -* -*Send text to player to show effect of command -%send% %actor% You move the chest across the floor, revealing a trapdoor underneath!! -* -*Send text to other players in room to inform them of Player's discovery -%echoaround% %actor% %actor.name% has discovered a hidden trapdoor under a chest! -* -* Set door flags to 'ab' - Exit is a door that can be opened and closed, then close door -%door% 14520 down flags ab -* Change door name to 'trapdoor' (used in door commands, eg open trapdoor, lock trapdoor) -%door% 14520 down name trapdoor -* Set room that trapdoor exits leads to (Room 14521 in this case) -%door% 14520 down room 14521 -*Set Exit desc for the wary adventure who decides to 'look down' -%door% 14520 down description A wooden ladder leads down into the darkness. -*Set the Vnum of the KEY OBJECT which will lock/unlock door -%door% 14520 down key 14500 -* -* Now for Continuity, door commands must be set for reverse direction FROM 14521 -%door% 14521 up flags ab -%door% 14521 up name trapdoor -%door% 14521 up room 14520 -%door% 14521 up description A wooden ladder leads up into a storeroom. -%door% 14521 up key 14500 -* -* IMPORTANT: Note reverse of direction in both the commands and extra descriptions and room numbers -* it can be very easy to get lost here and probably get your adventurer lost too. -* -*Finally set up what happens when adventurer tries to move anything else and end the trigger -* -else -%send% %actor% Move what ?! -end -~ -#1315 -Room Enter Damage Example~ -2 g 100 -~ -* First put a wait in there so the echo waits for the player to get into the room. -wait 1 -%echo% As %actor.name% enters the room a bolt of lightning smites %actor.himher%. -%damage% %actor% 10 -wait 5 sec -%echo% The Gods feel sorry for %actor.name% and restore him to full health. -%damage% %actor% -10 -~ -#1316 -Room Command Example~ -2 c 100 -l~ -if (%cmd.mudcommand% == look) && (%arg% /= test) - %echo% works - return 1 -else - * Don't capture the look command.. - return 0 -end -~ -#1317 -Room At Example~ -2 d 100 -test~ -*In progress -%at% 1208 %echo% wat'd -%echo% trigger fired. -%at% 1208 %purge% statue -~ -#1318 -Room Enter Block Mobs Not Following~ -2 g 100 -~ - if !%actor.is_pc% - if !%actor.master% - return 0 - end -end -~ -#1319 -Room Random Test For Variables~ -2 b 100 -~ -%echo% my ID is: %self.ID% -%echo% my VNUM is: %self.vnum% -set actor %random.char% -%echo% Hello, %actor.name% -~ -#1320 -Room Enter Echo Example~ -2 g 100 -~ -* put a wait in here so it doesn't fire before the player enters the room -wait 1 -switch %random.3% - case 1 - * only the person entering the room will see this. - %send% %actor% You trip over a root as you walk into the room. - * everyone in the room except the actor will see this. - %echoaround% %actor% %actor.name% trips on a root walking into the room. - * everyone in the room will see this. - %echo% The root suddenly springs to life and attacks! - * let everyone in the zone hear about this. - %zoneecho% %self.vnum% %actor.name% is a clutz. - break - case 2 - %send% %actor% You strut into the room. - %echoaround% %actor% %actor.name% Seems to have a big head.. - %echo% A strong breeze kicks some leaves up into the air. - break - case 3 - %echo% A light breeze picks up, causing the leaves to rustle quietly. - break - default - * this should be here, even if it's never reached - %echo% This is the default case in case I missed something - break -done -~ -#1321 -Room Command Mushroom Pick~ -2 c 100 -pick~ -if %cmd.mudcommand%==pick && mushroom/=%arg% && %arg.strlen%>0 -%load% obj 1300 -%force% %actor% say it works -else -%echo% pick what? -end -~ -#1322 -Room Random Variables~ -2 b 100 -test~ -%echo% the weather is: %room.weather% -~ -#1323 -Room Variables Example~ -2 b 100 -~ -set actor %random.char% -eval room %actor.room% -%echo% ID: %room.id% -%echo% NAME: %room.name% -%echo% NORTH: %room.north% -%echo% SOUTH: %room.south% -%echo% EAST: %room.east% -%echo% WEST: %room.west% -%echo% UP: %room.up% -%echo% DOWN: %room.down% -%echo% VNUM: %room.vnum% -%echo% PEOPLE: %room.people% -~ -#1324 -Mob Greet Inventory Check~ -0 g 100 -~ -* By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/ -* Checks if the actor is wielding the item -if %actor.eq(wield)% - eval wep %actor.eq(wield)% - if %wep.vnum%==1300 - set has_it 1 - end -end -* Checks the actors inventory if not wielding it. -if !%has_it% - eval i %actor.inventory% - while (%i%) - set next %i.next_in_list% - if %i.vnum%==1300 - set has_it 1 - break - end - if %i.type% == CONTAINER - %echo% is a container. - %echo% contains: %i.contents% - eval in_bag %i.contents% - %echo% %in_bag.vnum% - while %in_bag% - set next_in_bag %in_bag.next_in_list% - %echo% %next_in_bag.vnum% - if %in_bag.vnum%==1300 - %echo% has it in bag - set has_it 1 - break - end - set in_bag %next_in_bag% - done - set i %next% - done -end -* -if %has_it% - say %actor.name% has that special item. -else - say %actor.name% doesnt have that crappy item. -end -~ -#1325 -Mob Command Quote~ -0 d 100 -quote~ -* By Jamie Nelson -eval w1max %random.20% -eval w2max %random.20% -eval w3max %random.20% -eval w4max %random.20% -eval w5max %random.11% -eval w6max %random.20% -set w1[0] phenomenal -set w1[1] rapid -set w1[2] chilling -set w1[3] insipid -set w1[4] nauseating -set w1[5] astronomical -set w1[6] austere -set w1[7] inevitable -set w1[8] inescapable -set w1[9] reckless -set w1[10] haphazard -set w1[11] accelerating -set w1[12] profound -set w1[13] awesome -set w1[14] terrifying -set w1[15] ubiquitous -set w1[16] ignominious -set w1[17] unprecedented -set w1[18] unparalleled -set w1[19] insidious -set w1[20] broad -set w2[0] growth -set w2[1] decline -set w2[2] prospects -set w2[3] acceleration -set w2[4] threat -set w2[5] expansion -set w2[6] oneness -set w2[7] outgrowth -set w2[8] madness -set w2[9] evacuation -set w2[10] diminishment -set w2[11] consumption -set w2[12] decay -set w2[13] putrefaction -set w2[14] vapidity -set w2[15] downsizing -set w2[16] degeneration -set w2[17] litigation -set w2[18] declivity -set w2[19] hastening -set w2[20] paradigm shifting -set w3[0] the Internet -set w3[1] urban tax dollars -set w3[2] new technologies -set w3[3] gender identification disorders -set w3[4] censorship -set w3[5] interpersonal communications -set w3[6] modern life -set w3[7] rampant paradigm shifts -set w3[8] consumer spending -set w3[9] rain forests -set w3[10] human literacy -set w3[11] natural resources -set w3[12] traditional values -set w3[13] media junk food -set w3[14] family values -set w3[15] corporate mentality -set w3[16] the American justice system -set w3[17] technological change -set w3[18] the ozone layer -set w3[19] human resources -set w3[20] current epistemologies -set w4[0] forever dissipate -set w4[1] escalate -set w4[2] aggrandize -set w4[3] overhaul -set w4[4] deteriorate -set w4[5] revolutionize -set w4[6] uglify -set w4[7] put an end to -set w4[8] enslave -set w4[9] bankrupt -set w4[10] truncate -set w4[11] nullify -set w4[12] sabotage -set w4[13] destabilize -set w4[14] incapacitate -set w4[15] hasten -set w4[16] dehumanize -set w4[17] evaporate -set w4[18] indenture -set w4[19] intensify -set w4[20] undermine -set w5[0] today's -set w5[1] tomorrow's -set w5[2] the entrenchment of our -set w5[3] worldwide -set w5[4] our children's -set w5[5] modern -set w5[6] all of our -set w5[7] our future -set w5[8] our -set w5[9] the demise of our -set w5[10] our grandchildren's -set w5[11] all hope for -set w6[0] business models -set w6[1] re-ruralization -set w6[2] human condition -set w6[3] family values -set w6[4] self-esteem -set w6[5] medical insights -set w6[6] human psyche -set w6[7] human depth -set w6[8] egalitarianism -set w6[9] World Wide Web -set w6[10] future values -set w6[11] hopes and dreams -set w6[12] business models -set w6[13] political climate -set w6[14] education -set w6[15] cultural heritage -set w6[16] lifestyles -set w6[17] fiduciary responsibility -set w6[18] genetic diversity -set w6[19] intestinal fortitude -set w6[20] computer literacy -set w1 %%w1[%w1max%]%% -eval w1 %w1% -set msg The %w1% -set w2 %%w2[%w2max%]%% -eval w2 %w2% -set msg %msg% %w2% of -set w3 %%w3[%w3max%]%% -eval w3 %w3% -set msg %msg% %w3% -set w4 %%w4[%w4max%]%% -eval w4 %w4% -set msg %msg% will %w4% -set w5 %%w5[%w5max%]%% -eval w5 %w5% -set msg %msg% %w5% -set w6 %%w6[%w6max%]%% -eval w6 %w6% -set msg %msg% %w6% -say %msg% -~ -#1326 -Mob Greet Einstein Converter - 1319~ -0 g 100 -~ -wait 1 sec -emote is distracted by your entrance is seems to lose his train of thought. -wait 1 sec -say Good day, %actor.name%. Can I help you convert something? -~ -#1327 -Temperature Converter for Detta - 1319~ -0 d 100 -*~ -if %speech% > -999 - eval celsius (((%speech% - 32) * 5) / 9) - eval fahrenheit (((%speech% * 9) / 5) + 32) - say %speech% converted to celsius would be: %celsius% - say %speech% converted to fahrenheit would be: %fahrenheit% -end -~ -#1328 -Mobile Receive Example~ -0 j 100 -~ -*Check to see if the player gave it the right object -if %object.vnum% == 1300 - wait 1 sec - say Thank you %actor.name%! - wait 1 sec - tell %actor.name% Here is a small reward for your hard work! - %echo% %self.name% thanks %actor.name% - kiss %actor.name% - %purge% app - %load% obj 1301 - give gren %actor.name% -else - say I don't want this! - return 0 -end -~ -#1329 -Mobile Act Example~ -0 e 100 -kisses you.~ - slap %actor.name% -say I'm not that kind of girl. -pout -~ -#1330 -Mobile Greet Example~ -0 g 100 -~ -*only greet players - if %actor.is_pc% -*coming from this direction - if %direction% == down -say Ah, hello %actor.name% I have been waiting for you. Go learn to build -%teleport% %actor% 1300 -%force% %actor% look -end -end -~ -#1331 -Mobile Random Example~ -0 b 100 -~ -*DENTIST -*From the show "Little Shop Of Horrors" (1982) -*(Alan Menken / Howard Ashman) -*Steve Martin -* -%echo% %self.name% sings, When I was young and just a bad little kid, -wait 3 sec -%echo% %self.name% sings, My momma noticed funny things I did. -wait 3 sec -%echo% %self.name% sings, Like shootin' puppies with a BB-Gun. -wait 3 sec -%echo% %self.name% sings, I'd poison guppies, and when I was done, -wait 3 sec -%echo% %self.name% sings, I'd find a pussy-cat and bash in it's head. -wait 3 sec -%echo% %self.name% sings, That's when my momma said... -wait 3 sec -%echo% A chorus from above sings, 'What did she say?' -wait 3 sec -%echo% %self.name% sings, She said my boy I think someday -wait 3 sec -%echo% %self.name% sings, You'll find a way -wait 3 sec -%echo% %self.name% sings, To make your natural tendencies pay... -wait 6 sec -%echo% %self.name% sings, You'll be a dentist. -wait 3 sec -%echo% %self.name% sings, You have a talent for causing things pain! -wait 3 sec -%echo% %self.name% sings, Son, be a dentist. -wait 3 sec -%echo% %self.name% sings, People will pay you to be inhumane! -wait 3 sec -%echo% %self.name% sings, You're temperment's wrong for the priesthood, -wait 3 sec -%echo% %self.name% sings, And teaching would suit you still less. -wait 3 sec -%echo% %self.name% sings, Son, be a dentist. -wait 3 sec -%echo% %self.name% sings, You'll be a success. -wait 6 sec -%echo% A chorus from above sings, "Here he is folks, the leader of the plaque." -wait 3 sec -%echo% A chorus from above sings, "Watch him suck up that gas. Oh My God!" -wait 3 sec -%echo% A chorus from above sings, "He's a dentist and he'll never ever be any good." -wait 3 sec -%echo% A chorus from above sings, "Who wants their teeth done by the Marqui DeSade?" -wait 6 sec -%echo% An innocent dental patient screams, "Oh, that hurts! Wait! I'm not numb!" -%echo% %self.name% sings, "Eh, Shut Up! Open Wide! Here I Come!" -wait 6 sec -%echo% %self.name% sings, I am your dentist. -wait 3 sec -%echo% %self.name% sings, And I enjoy the career that I picked. -wait 3 sec -%echo% %self.name% sings, I'm your dentist. -wait 3 sec -%echo% %self.name% sings, And I get off on the pain I inflict! -wait 6 sec -%echo% %self.name% sings, When I start extracting those mollars -wait 3 sec -%echo% %self.name% sings, Girls, you'll be screaming like holy rollers -wait 6 sec -%echo% %self.name% sings, And though it may cause my patients distress. -wait 3 sec -%echo% %self.name% sings, Somewhere...Somewhere in heaven above me... -wait 3 sec -%echo% %self.name% sings, I know...I know that my momma's proud of me. -wait 3 sec -%echo% %self.name% sings, "Oh, Momma..." -wait 6 sec -%echo% %self.name% sings, 'Cause I'm a dentist... -wait 3 sec -%echo% %self.name% sings, And a success! -wait 6 sec -%echo% %self.name% sings, "Say ahh..." -wait 3 sec -%echo% %self.name% sings, "Say AHhhh..." -wait 3 sec -%echo% %self.name% sings, "Say AAARRRHHHH!!!" -wait 3 sec -%echo% %self.name% sings, "Now Spit!" -%purge% %self% -~ -#1332 -Variables Example~ -0 b 100 -~ -* By Rumble -set actor %random.char% -say hello %actor.name% -say your alias is %actor.alias% -say you canbeseen %actor.canbeseen% -say your cha is %actor.cha% -say your class is %actor.class% -say your con is %actor.con% -say your dex is %actor.dex% -say your experience is %actor.exp% -* -*equipment positions -*light 0 -if %actor.eq(light)% - eval light %actor.eq(light)% - say your light is ID: %light.id%, Name: %light.name%, Shortdesc: %light.shortdesc%, Timer: %light.timer%, Type: %light.type%. - say your light is Val0: %light.val0%, Val1: %light.val1%, Val2: %light.val2%, Val3: %light.val3%, Vnum: %light.vnum%, Weight: %light.weight%, Cost: %light.cost%. -end -*rfinger 1 -if %actor.eq(rfinger)% - eval rfinger %actor.eq(rfinger)% - say your rfinger is ID: %rfinger.id%, Name: %rfinger.name%, Shortdesc: %rfinger.shortdesc%, Timer: %rfinger.timer%, Type: %rfinger.type%. - say your rfinger is Val0: %rfinger.val0%, Val1: %rfinger.val1%, Val2: %rfinger.val2%, Val3: %rfinger.val3%, Vnum: %rfinger.vnum%, Weight: %rfinger.weight%, Cost: %rfinger.cost%. -end -*lfinger 2 -if %actor.eq(lfinger)% - eval lfinger %actor.eq(lfinger)% - say your lfinger is ID: %lfinger.id%, Name: %lfinger.name%, Shortdesc: %lfinger.shortdesc%, Timer: %lfinger.timer%, Type: %lfinger.type%. - say your lfinger is Val0: %lfinger.val0%, Val1: %lfinger.val1%, Val2: %lfinger.val2%, Val3: %lfinger.val3%, Vnum: %lfinger.vnum%, Weight: %lfinger.weight%, Cost: %lfinger.cost%. -end -*neck1 3 -if %actor.eq(neck1)% - eval neck1 %actor.eq(neck1)% - say your neck1 is ID: %neck1.id%, Name: %neck1.name%, Shortdesc: %neck1.shortdesc%, Timer: %neck1.timer%, Type: %neck1.type%. - say your neck1 is Val0: %neck1.val0%, Val1: %neck1.val1%, Val2: %neck1.val2%, Val3: %neck1.val3%, Vnum: %neck1.vnum%, Weight: %neck1.weight%, Cost: %neck1.cost%. -end -*neck2 4 -if %actor.eq(neck2)% - eval neck2 %actor.eq(neck2)% - say your neck2 is ID: %neck2.id%, Name: %neck2.name%, Shortdesc: %neck2.shortdesc%, Timer: %neck2.timer%, Type: %neck2.type%. - say your neck2 is Val0: %neck2.val0%, Val1: %neck2.val1%, Val2: %neck2.val2%, Val3: %neck2.val3%, Vnum: %neck2.vnum%, Weight: %neck2.weight%, Cost: %neck2.cost%. -end -*body 5 -if %actor.eq(body)% - eval body %actor.eq(body)% - say your body is ID: %body.id%, Name: %body.name%, Shortdesc: %body.shortdesc%, Timer: %body.timer%, Type: %body.type%. - say your body is Val0: %body.val0%, Val1: %body.val1%, Val2: %body.val2%, Val3: %body.val3%, Vnum: %body.vnum%, Weight: %body.weight%, Cost: %head.cost%. -end -*head 6 -if %actor.eq(head)% - eval head %actor.eq(head)% - say your head is ID: %head.id%, Name: %head.name%, Shortdesc: %head.shortdesc%, Timer: %head.timer%, Type: %head.type%. - say your head is Val0: %head.val0%, Val1: %head.val1%, Val2: %head.val2%, Val3: %head.val3%, Vnum: %head.vnum%, Weight: %head.weight%, Cost: %head.cost%. -end -*legs 7 -if %actor.eq(legs)% - eval legs %actor.eq(legs)% - say your legs is ID: %legs.id%, Name: %legs.name%, Shortdesc: %legs.shortdesc%, Timer: %legs.timer%, Type: %legs.type%. - say your legs is Val0: %legs.val0%, Val1: %legs.val1%, Val2: %legs.val2%, Val3: %legs.val3%, Vnum: %legs.vnum%, Weight: %legs.weight%, Cost: %legs.cost%. -end -*feet 8 -if %actor.eq(feet)% - eval feet %actor.eq(feet)% - say your feet is ID: %feet.id%, Name: %feet.name%, Shortdesc: %feet.shortdesc%, Timer: %feet.timer%, Type: %feet.type%. - say your feet is Val0: %feet.val0%, Val1: %feet.val1%, Val2: %feet.val2%, Val3: %feet.val3%, Vnum: %feet.vnum%, Weight: %feet.weight%, Cost: %feet.cost%. -end -*hands 9 -if %actor.eq(hands)% - eval hands %actor.eq(hands)% - say your hands is ID: %hands.id%, Name: %hands.name%, Shortdesc: %hands.shortdesc%, Timer: %hands.timer%, Type: %hands.type%. - say your hands is Val0: %hands.val0%, Val1: %hands.val1%, Val2: %hands.val2%, Val3: %hands.val3%, Vnum: %hands.vnum%, Weight: %hands.weight%, Cost: %hands.cost%. -end -*arms 10 -if %actor.eq(arms)% - eval arms %actor.eq(arms)% - say your arms is ID: %arms.id%, Name: %arms.name%, Shortdesc: %arms.shortdesc%, Timer: %arms.timer%, Type: %arms.type%. - say your arms is Val0: %arms.val0%, Val1: %arms.val1%, Val2: %arms.val2%, Val3: %arms.val3%, Vnum: %arms.vnum%, Weight: %arms.weight%, Cost: %arms.cost%. -end -*shield 11 -if %actor.eq(shield)% - eval shield %actor.eq(shield)% - say your shield is ID: %shield.id%, Name: %shield.name%, Shortdesc: %shield.shortdesc%, Timer: %shield.timer%, Type: %shield.type%. - say your shield is Val0: %shield.val0%, Val1: %shield.val1%, Val2: %shield.val2%, Val3: %shield.val3%, Vnum: %shield.vnum%, Weight: %shield.weight%, Cost: %shield.cost%. -end -*about 12 -if %actor.eq(about)% - eval about %actor.eq(about)% - say your about is ID: %about.id%, Name: %about.name%, Shortdesc: %about.shortdesc%, Timer: %about.timer%, Type: %about.type%. - say your about is Val0: %about.val0%, Val1: %about.val1%, Val2: %about.val2%, Val3: %about.val3%, Vnum: %about.vnum%, Weight: %about.weight%, Cost: %about.cost%. -end -*waist 13 -if %actor.eq(waist)% - eval waist %actor.eq(waist)% - say your waist is ID: %waist.id%, Name: %waist.name%, Shortdesc: %waist.shortdesc%, Timer: %waist.timer%, Type: %waist.type%. - say your waist is Val0: %waist.val0%, Val1: %waist.val1%, Val2: %waist.val2%, Val3: %waist.val3%, Vnum: %waist.vnum%, Weight: %waist.weight%, Cost: %waist.cost%. -end -*rwrist 14 -if %actor.eq(rwrist)% - eval rwrist %actor.eq(rwrist)% - say your rwrist is ID: %rwrist.id%, Name: %rwrist.name%, Shortdesc: %rwrist.shortdesc%, Timer: %rwrist.timer%, Type: %rwrist.type%. - say your rwrist is Val0: %rwrist.val0%, Val1: %rwrist.val1%, Val2: %rwrist.val2%, Val3: %rwrist.val3%, Vnum: %rwrist.vnum%, Weight: %rwrist.weight%, Cost: %rwrist.cost%. -end -*lwrist 15 -if %actor.eq(lwrist)% - eval lwrist %actor.eq(lwrist)% - say your lwrist is ID: %lwrist.id%, Name: %lwrist.name%, Shortdesc: %lwrist.shortdesc%, Timer: %lwrist.timer%, Type: %lwrist.type%. - say your lwrist is Val0: %lwrist.val0%, Val1: %lwrist.val1%, Val2: %lwrist.val2%, Val3: %lwrist.val3%, Vnum: %lwrist.vnum%, Weight: %lwrist.weight%, Cost: %lwrist.cost%. -end -*wield 16 -if %actor.eq(wield)% - eval wield %actor.eq(wield)% - say your wield is ID: %wield.id%, Name: %wield.name%, Shortdesc: %wield.shortdesc%, Timer: %wield.timer%, Type: %wield.type%. - say your wield is Val0: %wield.val0%, Val1: %wield.val1%, Val2: %wield.val2%, Val3: %wield.val3%, Vnum: %wield.vnum%, Weight: %wield.weight%, Cost: %wield.cost%. -end -*hold 17 -if %actor.eq(hold)% - eval hold %actor.eq(hold)% - say your hold is ID: %hold.id%, Name: %hold.name%, Shortdesc: %hold.shortdesc%, Timer: %hold.timer%, Type: %hold.type%. - say your hold is Val0: %hold.val0%, Val1: %hold.val1%, Val2: %hold.val2%, Val3: %hold.val3%, Vnum: %hold.vnum%, Weight: %hold.weight%, Cost: %hold.cost%. -end -say you are fighting: %actor.fighting% -say you have %actor.gold% coins -say your ID is %actor.id% -say your int is %actor.int% -say your is_killer is %actor.is_killer% -say your is_thief is %actor.is_thief% -say your level is %actor.level% -say your hitp is %actor.hitp% -say your mana is %actor.mana% -say your move is %actor.move% -say your master is: %actor.master% -say your maxhitp is %actor.maxhitp% -say your maxmana is %actor.maxmana% -say your maxmove is %actor.maxmove% -say the next_in_room is %actor.next_in_room% -say you are in room %actor.room% -say your sex is %actor.sex% -say you are a: %actor.hisher% -say you are a: %actor.heshe% -say you are a: %actor.himher% -say you have %actor.inventory% in your inventory. -say you know the skill backstab %actor.skill(backstab)% -say your str is %actor.str% -say your stradd is %actor.stradd% -say your vnum is %actor.vnum% -say your wis is %actor.wis% -say your weight is %actor.weight% -* -eval roomv %actor.room% -say the weather is: %roomv.weather% -~ -#1333 -free~ -0 ab 12 -~ -eval max %random.200% -set text[1] My god! It's full of stars! -set text[2] How'd all those fish get up here? -set text[3] I'm a very female dragon. -set text[4] I've got a peaceful, easy feeling. -set text[5] Ahhh, spring is in the air. -set text[6] I'm one of those bad things that happen to good people. -set text[7] Bring out your dead, bring out your dead! -set text[8] If there is no God, who pops up the next kleenex in the box? -set text[9] Have you ever imagined a world with no hypothetical situations? -set text[10] Pardon me, but do you have any Grey Poupon? -set text[11] If nothing sticks to Teflon, how do they stick Teflon to the pan? -set text[12] Better be nice or I will use fireball on you! -set text[13] Do you think I'm going bald? -set text[14] This is your brain, this is MUD, this is your brain on MUD, Any questions? -set text[15] I'm Puff the Magic Dragon, who the hell are you? -set text[16] Quick! Reverse the polarity of the neutron flow! -set text[17] Shh... I'm beta testing. I need complete silence! -set text[18] I'm the real implementor, you know. -set text[19] If love is blind, why is lingerie so popular? -set text[20] Despite the cost of living, have you noticed how popular it remains? -set text[21] Are you crazy, is that your problem? -set text[22] A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station. GO FIGURE! -set text[23] If you can't beat them, arrange to have them beaten. -set text[24] It takes a big man to cry, but it takes a bigger man to laugh at him. -set text[25] Friends come and go, but enemies accumulate. -set text[26] A lie has speed but truth has endurance. -set text[27] Do not blame the sword for the hand that wields it. -set text[28] The intention is not to see through each other but to see each other through. -set text[29] You can build a throne of bayonets, but you cannot sit on it for long. -set text[30] True friendship comes when silence between two people is comforting. -set text[31] I can picture in my mind a world without hate or anger and I can picture us attacking that world because they would never expect it. -set text[32] Life is like a dog sled team. If you are not the lead dog, the scenery never changes. -set text[33] The only man completely at peace is a man without a navel. -set text[34] Losers talk about how hard they tried while the winner goes home with the prom queen. -set text[35] Give a man a fish and he will eat for a day. Teach him how to fish, and he will sit in a boat and drink beer all day. -set text[36] Keep your friends close but keep your enemies closer. -set text[37] No, my powers can only be used for good. -set text[38] Who was the first person to look at a cow and say, "I think I'll squeeze these dangly things here, and drink whatever comes out"? -set text[39] Why do toasters always have a setting that burns the toast to a horrible crisp such that no decent human being would eat? -set text[40] Why is there a light in the fridge and not in the freezer? -set text[41] Why is it that some people appear bright until you hear them speak? -set text[42] Can a hearse carrying a corpse drive in the carpool lane? -set text[43] Why do people point to their wrist when asking for the time, but don't point to their crotch when they ask where the bathroom is? -set text[44] Why ARE Trix only for kids? -set text[45] Why is a person that handles your money called a 'Broker'? -set text[46] Whose cruel idea was it for the word "lisp" to have an "s" in it? -set text[47] If corn oil is made from corn, and vegetable oil is made from vegetables, then what is baby oil made from? -set text[48] If electricity comes from electrons, does morality come from morons? -set text[49] Is Disney World the only people trap operated by a mouse? -set text[50] "I am" is reportedly the shortest sentence in the English language. Could it be that "I do" is the longest sentence? -set text[51] Do illiterate people get the full effect of Alphabet Soup? -set text[52] Did you ever notice that when you blow in a dog's face, he gets mad at you, but when you take him on a car ride, he sticks his head out the window? -set text[53] My mind works like lightning one brilliant flash and it is gone. -set text[54] 100,000 sperm and you were the fastest? -set text[55] A closed mouth gathers no foot. -set text[56] Someday, we'll all look back on this, laugh nervously and change the subject. -set text[57] A diplomat is someone who can tell you to go to hell in such a way that you will look forward to the trip. -set text[58] All generalizations are false, including this one. -set text[59] We are born naked, wet and hungry. Then things get worse. -set text[60] What was the best thing BEFORE sliced bread? -set text[61] All stressed out and no one to choke. -set text[62] Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes. -set text[63] Better to understand a little than to misunderstand a lot. -set text[64] Bills travel through the mail at twice the speed of checks. -set text[65] Do NOT start with me. You will NOT win. -set text[66] Don't be irreplaceable; if you can't be replaced, you can't be promoted. -set text[67] Don't piss me off! I'm running out of places to hide the bodies. -set text[68] Don't take life too seriously, you won't get out alive. -set text[69] Duct tape is like the force, it has a light side and a dark side and it holds the universe together. -set text[70] Eagles may soar, but weasels don't get sucked into jet engines. -set text[71] Ever stop to think, and forget to start again? -set text[72] Forget world peace. Visualize using your turn signal. -set text[73] Give me ambiguity or give me something else. -set text[74] Why do people with closed minds always open their mouths? -set text[75] He who laughs last thinks slowest. -set text[76] I didn't say it was your fault, Relsqui. I said I was going to blame you. -set text[77] I don't suffer from insanity. I enjoy every minute of it. -set text[78] I feel like I'm diagonally parked in a parallel universe. -set text[79] I just got lost in thought. It was unfamiliar territory. -set text[80] I need someone really bad. Are you really bad? -set text[81] I poured Spot remover on my dog. Now he's gone. -set text[82] I used to be indecisive. Now I'm not sure. -set text[83] I used to have a handle on life, and then it broke. -set text[84] If ignorance is bliss, you must be orgasmic. -set text[85] Some people are alive only because it's illegal to kill them. -set text[86] It is far more impressive when others discover your good qualities without your help. -set text[87] It may be that your sole purpose in life is simply to serve as a warning to others. -set text[88] Never mess up an apology with an excuse. -set text[89] Okay, who put a stop payment on my reality check? -set text[90] Of course I don't look busy... I did it right the first time. -set text[91] Quantum mechanics: The dreams stuff is made of. -set text[92] Save your breath. You'll need it to blow up your date! -set text[93] Smith & Wesson: The original point and click interface. -set text[94] Some days you are the bug, some days you are the windshield. -set text[95] Some drink at the fountain of knowledge. Others just gargle. -set text[96] The early bird may get the worm, but the second mouse gets the cheese. -set text[97] The only substitute for good manners is fast reflexes. -set text[98] The problem with the gene pool is that there is no lifeguard. -set text[99] Remember my name - you'll be screaming it later. -set text[100] The severity of the itch is inversely proportional to the ability to reach it. -set text[101] Very funny Scotty, now beam down my clothes. -set text[102] Why is abbreviation such a long word? -set text[103] Why isn't phonetic spelled the way it sounds? -set text[104] You're just jealous because the voices are talking to me and not you! -set text[105] The proctologist called, they found your head. -set text[106] Everyone has a photographic memory; some just don't have film. -set text[107] Try not to let your mind wander. It is too small to be out by itself. -set text[108] You need only two tools. WD-40 and duct tape. If it doesn't move and it should, use WD-40. If it moves and shouldn't, use the tape. -set text[109] If you woke up breathing, congratulations! You have another chance! -set text[110] I don't believe in miracles. I rely on them. -set text[111] When I'm feeling down, I like to whistle. It makes the neighbor's dog that barks all the time run to the end of his chain and gag himself. -set text[112] Why did kamikaze pilots wear helmets? -set text[113] I'm not tense, just terribly, terribly alert. -set text[114] How do I set a laser printer to stun? -set text[115] Everything I need to know about life I learned by killing smart people and eating their brains. -set text[116] I thought I wanted a career, turns out I just wanted paychecks. -set text[117] Is it time for your medication or mine? -set text[118] Too many freaks, not enough circuses. -set text[119] How many times do I have to flush before you go away? -set text[120] No word in the English language rhymes with month, orange, silver, and purple. -set text[121] If lawyers are disbarred and clergymen defrocked, doesn't it follow that electricians can be delighted, musicians denoted, cowboys deranged, models deposed, tree surgeons debarked and dry cleaners depressed? -set text[122] Sarcasm: just one more service we offer here. -set text[123] This is a mean and cruel world. I want my nappy and medication right now! -set text[124] Back off! You're standing in my aura. -set text[125] More people are killed annually by donkeys than die in air crashes. -set text[126] A 'jiffy' is an actual unit of time for 1/100th of a second. -set text[127] Does your train of thought have a caboose? -set text[128] Money isn't made out of paper, it's made out of cotton. -set text[129] I got out of bed for this? -set text[130] You, you and you: panic. The rest of you, come with me. -set text[131] Stress is when you wake up screaming and you realize you haven't fallen asleep yet. -set text[132] I'm not your type. I'm not inflatable. -set text[133] If it's stupid but works, it isn't stupid. -set text[134] If only you'd use your powers for good instead of evil... -set text[135] The more you sweat in peace, the less you bleed in war. -set text[136] Tracers work both ways. -set text[137] Who cares if a laser guided 500 lb bomb is accurate to within 3 feet? -set text[138] Ever wonder about those people who spend 2.00 dollars a piece on those little bottles of Evian water? Try spelling Evian backwards. -set text[139] Isn't making a smoking section in a restaurant like making a peeing section in a swimming pool? -set text[140] Why do croutons come in airtight packages? Aren't they just stale bread to begin with? -set text[141] Why is it that rain drops but snow falls? -set text[142] If it's true that we are here to help others, then what exactly are the others here for? -set text[143] The light at the end of the tunnel has been turned off due to budget cuts. -set text[144] %random.4% days without a human rights violation! -set text[145] At least you're not being rectally probed by aliens. -set text[146] The most powerful force in the universe is gossip. -set text[147] You should not confuse your career with your life. -set text[148] No matter what happens, somebody will find a way to take it too seriously. -set text[149] When trouble arises and things look bad, there is always one individual who perceives a solution and is willing to take command. Very often, that individual is crazy. -set text[150] There is a very fine line between "hobby" and "mental illness." -set text[151] Take out the fortune before you eat the cookie. -set text[152] Never under any circumstances take a sleeping pill and a laxative on the same night. -set text[153] You should never say anything to a woman that even remotely suggests you think she's pregnant unless you can see an actual baby emerging from her at that moment. -set text[154] A person who is nice to you, but rude to the waiter, is not a nice person. -set text[155] When everything's coming your way, you're in the wrong lane. -set text[156] I live in my own little world, but it's ok they know me here. -set text[157] Show me a man with both feet firmly on the ground, and I'll show you a man who can't get his pants off. -set text[158] I don't approve of political jokes...I've seen too many of them get elected. -set text[159] I love being married. It's so great to find that one special person you want to annoy for the rest of your life. -set text[160] I am a nobody, nobody is perfect, therefore I am perfect. -set text[161] Everyday I beat my own previous record for number of consecutive days I've stayed alive. -set text[162] If carrots are so good for the eyes, how come I see so many dead rabbits on the highway? -set text[163] Welcome To Shit Creek - Sorry, We're Out of Paddles! -set text[164] How come we choose from just two people to run for president and 50 for Miss America? -set text[165] Ever notice that people who spend money on beer, cigarettes, and lottery tickets are always complaining about being broke and not feeling well? -set text[166] The next time you feel like complaining remember: Your garbage disposal probably eats better than thirty percent of the people in this world. -set text[167] Snowmen fall from Heaven unassembled. -set text[168] Every time I walk into a singles bar I can hear Mom's wise words: "Don't pick that up, you don't know where it's been." -set text[169] Out of my mind...Back in five minutes. -set text[170] I want to die peacefully in my sleep like my grandfather...Not screaming and yelling, like the passengers in his car. -set text[171] Man who run in front of car get tired. -set text[172] Man who run behind car get exhausted. -set text[173] Man who scratches backside should not bite fingernails. -set text[174] Man who passes wind in church sits in own pew. -set text[175] Some days, I just don't feel like slaying dragons. -set text[176] Thank you for not being perky. -set text[177] Don't annoy the crazy person. -set text[178] Which trailer park did you grow up in? -set text[179] When the only tool you own is a hammer, every problem begins to look like a nail. -set text[180] And your crybaby whiny ass opinion would be? -set text[181] The longest one-syllable word in the English language is "screeched." -set text[182] On a Canadian two dollar bill, the flag flying over the Parliament building is an American flag. -set text[183] I didn't fight my way to the top of the food chain to be a vegetarian. -set text[184] What am I? Flypaper for freaks? -set text[185] Would you like fries with that? -set text[186] Why do they lock gas station bathrooms? Are they worried someone will clean them? -set text[187] I may not be the best looking gal here, but I'm the only one talking to you. -set text[188] Where do forest rangers go to get away from it all? -set text[189] Who are these kids and why are they calling me Mom? -set text[190] Not the brightest crayon in the box now, are we? -set text[191] Don't bother me. I'm living happily ever after. -set text[192] I started out with nothing and still have most of it left. -set text[193] You! Off my planet! -set text[194] Therapy is expensive, poppin' bubble wrap is cheap! You choose. -set text[195] Did the aliens forget to remove your anal probe? -set text[196] It is as bad as you think and they are out to get you. -set text[197] Isn't it scary that doctors call what they do "practice"? -set text[198] Accept that some days you're the pigeon, and some days you're the statue. -set text[199] I'm not crazy, I've just been in a very bad mood for years. -set text[200] All I ask is a chance to prove money can't make me happy. -set speech %%text[%max%]%% -eval speech %speech% -say %speech% -~ -#1334 -Mob Transform Example~ -0 g 100 -~ -* %transform% test -* as a greet trigger, entering the room will cause -* the mob this is attached to, to toggle between mob 1 and 99. -say Beginning transform. -if %self.vnum%==1 - %transform% 99 -else - %transform% -1 -end -say Transform complete. -~ -#1335 -Mob Greet Switch Random~ -0 g 100 -~ -* By Falstar - switch %random.6% - case 0 - set book 'Creative cooking with human flesh' - break - case 1 - set book 'Re-animating the Dead for Dummies' - break - case 2 - set book 'How to teach your henchman to rob graves in 7 days' - break - case 3 - set book 'An A-Z guide of Mage-induced maladies and mutations' - break - case 4 - set book '101 Easy ways to rescue a damsel in distress' - break - case 5 - set book 'Witch Hazel's Bumper Book of rare herbs and potions' - break - case 6 - set book 'Arcane Artifacts made easy' - break - default - * this should be here, even if it's never reached -set book default reached - done -* -*wait 5 s -%echo% Dr. Von Erhartz seems engrossed in reading a large leatherbound book through a battered pair -%echo% of reading glasses. The title reads: %book%. -*wait 3 s -%echo% The doctor looks up at you, seeming to notice you for the first time. -*wait 1 s -say ah %actor.name%, I was wondering when you'd drop by. -~ -#1336 -Mob Random Room Switch Example~ -0 b 100 -~ -* By Rumble -* So we don't get problems if more than one is loaded. -context %self.id% -eval room %self.room% -switch %room.vnum% - case 1300 - say this is where I began my journey. - break - case 1301 - say Ah, yes, the beginning. - break - case 1302 - say TBA, The Builder Academy Implementation explained! - break - case 1303 - say Building blocks for beginners. - break - case 1304 - say Writing good descriptions. Very important. - break - case 1305 - say Learning redit. - break - case 1306 - say Oedit by osmosis. - break - case 1307 - say Medit by the numbers. - break - case 1308 - say Zedit confuses everyone. - break - case 1309 - say Sedit. We all love capitalism. - break - case 1310 - say Trigedit is tricky. - break - case 1311 - say Planning for those who lack direction. - break - case 1312 - say Advanced building, what an interesting topic. - break - case 1421 - say Storytelling, now that is a good idea. - break - case 1313 - say I'm finished. Finally. That Rumble is long winded. - break - default - say so much reading, so little time. - break -done -~ -#1337 -Mob Random Time Example~ -0 b 50 -~ -* Convert hour from 24 hour to 12 hour clock with am/pm -if %time.hour% > 12 - eval hour %time.hour% - 12 - set ampm pm -else - set hour %time.hour% - set ampm am -end -* -* No 0 hour. Change it to 12. -if %time.hour% == 0 - set hour 12 -end -* -* Figure out what day (1-35). -switch %time.day% - case 1 - case 7 - case 14 - case 21 - case 28 - case 35 - set day the Day of the Moon - break - case 2 - case 8 - case 15 - case 22 - case 29 - set day the Day of the Bull - break - case 3 - case 9 - case 16 - case 23 - case 30 - set day the Day of the Deception - break - case 4 - case 10 - case 17 - case 24 - case 31 - set day the Day of Thunder - break - case 5 - case 11 - case 18 - case 25 - case 32 - set day the Day of Freedom - break - case 6 - case 12 - case 19 - case 26 - case 33 - set day the Day of the Great Gods - break - case 7 - case 13 - case 20 - case 27 - case 34 - set day the Day of the Sun - break - default - set day I don't know what day it is - break -done -* -* What suffix should we use for the number of the day. -switch %time.day% - case 1 - case 21 - case 31 - set suf st - break - case 2 - case 22 - case 32 - set suf nd - break - case 3 - case 23 - case 33 - set suf rd - break - default - set suf th - break -done -* -* What month are we in (1-17). - set m1 Month of Winter - set m2 Month of the Winter Wolf - set m3 Month of the Frost Giant - set m4 Month of the Old Forces - set m5 Month of the Grand Struggle - set m6 Month of the Spring - set m7 Month of Nature - set m8 Month of Futility - set m9 Month of the Dragon - set m10 Month of the Sun - set m11 Month of the Heat - set m12 Month of the Battle - set m13 Month of the Dark Shades - set m14 Month of the Shadows - set m15 Month of the Long Shadows - set m16 Month of the Ancient Darkness - set m17 Month of the Great Evil -eval months %%m%time.month%%% -* -* My test to make sure my variables are printing out what I expect them to. -* %echo% Hour: %time.hour% Day: %time.day% Month: %time.month% Year: -%time.year% -* -*Finally the output. -%echo% It is %hour% o'clock %ampm%, on %day%. -%echo% The %time.day%%suf% Day of the %months%, Year %time.year%. -~ -#1338 -Mob Command Copycat~ -0 c 100 -e~ -if %cmd.mudcommand%==emote && %arg.strlen%>0 -%force% %actor% emote %arg% -wait 2 sec -emote %arg% -~ -#1339 -Mob Receive Multiple Items~ -0 j 100 -~ -* Example by Aeon -wait 2 sec -* Check mob's inventory (this does not include equipped items) -if (%self.inventory(16701)%) && (%self.inventory(16702)%) && (%self.inventory(16703)%) && (%self.inventory(16704)%) && (%self.inventory(16705)%) - * Removing items from the mob - %purge% flour - %purge% salt - %purge% sugar - %purge% soda - %purge% egg - * For roleplay sake - say Thank you %actor.name%! Now here is the cake. - * Give the reward - %load% obj 16706 - give cake %actor.name% -end -~ -#1340 -Mob Random Master Test~ -0 b 100 -~ -if (%actor.master%) - eval master %self.master% - if %master.fighting% - say I will save you Master %master.name% - wait 1 sec - assist %master.name% - end -end -~ -#1341 -Mob Random Follow Master~ -0 b 100 -~ -set actor %random.char% -mfollow %actor% -say I follow you now %actor.name% -say self.master: %self.master% -say actor: %actor% -eval follower %self.master% -say follower: %follower% -say follower.name : %follower.name% -~ -#1342 -Mob Hunt Example~ -0 o 100 -~ -%echo% Sleeping for 10 secs, give %actor.name% a head start. -sleep -%echo% Targetting %actor.name% -wait 10 s -wake -stand -open door -north -north -up -%echo% Hunting...%actor.name% -mhunt %actor.name% -mhunt %actor% -~ -#1343 -Mob Random Special Character's Example~ -0 b 100 -~ -*Special Characters Example -eval mob %self.alias% -eval mob %mob.car% -%echo% %self.vnum% -%echo% %mob% -%echo% |%mob% -> name's, someone's, your -%echo% &%mob% -> it, you, he/she -%echo% *%mob% -> it, you, him/her -* object only -* %echo% '%mob% -> something, name -~ -#1344 -Mob Speech Variables Checker~ -0 d 100 -*~ -* By Nemmie from the forum http://groups.yahoo.com/group/dg_scripts/ -eval name %actor.car% -eval test %%name.varexists(%speech.cdr%)%% -if %test% - eval var %%name.%speech.cdr%%% - %echo% %name.name% has remote variable %speech.cdr% which has the -value of '%var%'. -else - %echo% %name.name% doesnt have the variable %speech.cdr%. -end -~ -#1345 -Obj Wear Straitjacket - 1330~ -1 j 100 -~ -attach 1347 %self.id% -~ -#1346 -Obj Command to Remove Straitjacket - 1330~ -1 c 7 -untie~ -%echoaround% %actor% %actor.name% unties the straitjacket. -%send% %actor% You untie the jacket, maybe now you can remove it. -detach 1347 %self.id% -~ -#1347 -Obj Remove Straitjacket - 1300~ -1 l 7 -~ -%echoaround% %actor% %actor.name% struggles to get out of the straitjacket. -%send% %actor% You can't get out of it. Maybe you should untie it first. -return 0 -~ -#1348 -delete me~ -1 f 100 -~ -* No Script -~ -#1349 -free~ -1 c 3 -*~ -* No Script -~ -#1350 -Drop While Example - Grenade 01301~ -1 h 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A small script to make a grenade go off 3 seconds after it is dropped. -* Set the rooms ID to a variable. -set room_var %actor.room% -wait 3 s -* Send a message when the bomb goes off. -%echo% The Grenade blasts into smithereens, striking everyone here. -* Target the first char. -set target_char %room_var.people% -* Now loop through everyone in the room and hurt them. -while %target_char% - * Set the next target before this one perhaps dies. - set tmp_target %target_char.next_in_room% - * This is where the good/bad things are supposed to happen. - %send% %target_char% The explosion hurts you. - * Damage them... 30 hitpoints. To heal use -#. - %damage% %target_char% 30 - * Set the next target. - set target_char %tmp_target% - * Loop back. -done -* After we go through everyone get rid of the grenade. -%purge% %self% -~ -#1351 -free~ -1 g 100 -~ -%load% obj %self.vnum% -%echo% The pile of coins magically reappear. -~ -#1352 -Obj Command Gun Example~ -1 c 7 -shoot~ -set room_var %actor.room% -set target_char %room_var.people% -%echoaround% %actor% %actor.name% Pulls the trigger on %self.shortdesc%. It explodes with a deafening boom. -%send% %actor% You lift up %self.shortdesc% and aim carefully, squeezing the trigger gently. -while %target_char% - if %target_char% != %actor% - %send% %target_char% The explosion hurts you. - %damage% %target_char% 300 - %echoaround% %target_char.name% The shrapnel blasts into %target_char.name%. - end - set tmp_target %target_char.next_in_room% - set target_char %tmp_target% -done -~ -#1353 -Obj Random Bunny~ -1 b 1 -~ -* By Nemmie from the forum http://groups.yahoo.com/group/dg_scripts/ -eval actor %self.carried_by% -if %actor.vnum% == 0 -set self bunny_bag -eval actor %self.carried_by% -else -end -eval number %random.4% -switch %number% -case 1 -oecho A pink bunny tries to free itself from %actor.name%, but fails. -break -case 3 -oecho A pink bunny manages to slip away from %actor.name%. -%load% mob 800 -set self pink_bunny -%purge% %self% -break -default -break -done -~ -#1354 -Mob Speech Spy~ -0 d 1 -*~ -%at% rumble %echo% %actor.name% says, '%speech%' -~ -#1355 -Mob Act Spy~ -0 e 1 -leaves~ -%at% rumble %echo% %actor.name% '%arg%' -%echo% arg: %arg% -%echo% cmd: %cmd% -~ -#1356 -Mob Global Random King Wander~ -0 ab 100 -~ -* King wander example by Zemial -* So we don't get problems if more than one king is loaded -context %self.id% -eval room %self.room% -* so we know if he is going to bed or getting up -if (%room.vnum% == 3193) - set getting_up 1 - global getting_up -end -if (%room.vnum% == 3166) - unset getting_up -end -if (%getting_up%) -* so we know he's going from his bedroom to his throne room - switch %room.vnum% - case 3193 - wait until 8:00 - wake - wait 1 - yawn - wait 1 s - stand - wait 1 - emote stretches a bit and flexes his muscles. - wait 1 - open door s - south - break - case 3190 - south - break - case 3188 - west - break - case 3177 - down - break - case 3165 - open door n - case 3164 - case 3161 - north - break - default - say I always enjoy going new places. - break - done -else -* so he wasn't getting up after all - let's put him to bed - switch %room.vnum% - case 3166 - wait until 22:00 - say I guess it's time for bed now. - * just in case he's not standing - stand - open door s - south - break - case 3165 - case 3164 - south - break - case 3161 - up - break - case 3177 - east - break - case 3188 - north - break - case 3190 - open door n - north - wait 1 - yawn - wait 1 s - emote gets ready for bed. - wait 2 s - sleep - break - default - say I've always wanted to see new places - break - done -end -~ -#1357 -Mob Random Groundhog Day~ -0 b 10 -~ -%echo% The groundhog sticks its head out of its hole. -wait 1 sec -%echo% The groundhog sees its shadow and scurries back inside. -wait 2 sec -%echo% 6 more weeks of winter! -~ -#1358 -Mob wait until Wake and Sleep~ -0 ab 100 -~ -* By Aeon This script wakes the mob at dawn, and puts him to sleep at night. -wait until 06:00 -wake -say It's morning already! -wait 1 s -yawn -wait 1 s -stand -wait until 21:00 -emote looks sleepy. -yawn -wait 10 s -rest -wait 10 s -sleep -~ -#1359 -Mob Death Purges Equipment~ -0 f 100 -~ -remove all -eval i %self.inventory% -while (%i%) - set next %i.next_in_list% - %purge% %i% - set i %next% -done -~ -#1360 -Room Random While Teleport~ -2 b 100 -~ -*Determine number of people in the room. -eval person %self.people% -%echo% There are %person% people here. -wait 1 sec -*While there are still people in the room. -while (%person%) - %send% %person% You are next! - %echo% I am targetting %person.name%. - %echoaround% %person% %person.name% is struck by a bolt of lightning. Leaving only a pile of ash. - %teleport% %person% 1300 - %force% %person% look - eval person %self.people% -done -~ -#1361 -Free~ -1 b 100 -~ -* No Script -~ -#1362 -Deodorant Bottle - 1391~ -1 c 7 -spray~ -if %arg% - %echoaround% %actor% %actor.name% soaks %arg% with the deodorant spray. - %send% %actor% You soak %arg% with the deodorant spray. -else - %echoaround% %actor% %actor.name% sprays deodorant about the room. - %send% %actor% You spray deodorant about the room. -end -~ -#1363 -Thanksgiving Turkey - 1322~ -0 b 10 -~ -switch %random.7% - case 1 - emote gobbles uncontrollably. - break - case 2 - emote is looking for the President to pardon %self.himher%. - break - case 3 - emote bobs %self.hisher% head up and down to some rhythm. - break - case 4 - emote prunes %self.hisher% feathers. - break - case 5 - emote puffs out %self.hisher% chest. - break - case 6 - emote pecks at your feet. - break - case 7 - emote cocks %self.hisher% head to the side looking up at you. - break - default - emote is staying far away from the chopping block. - break -done -~ -#1364 -Return Example~ -2 c 100 -w~ -if %cmd.mudcommand% == west - if %actor.sex% == male - %send% %actor% The door vanishes as if it was never there, and you step through. - %echoaround% %actor% As %actor.name% steps through the doorway, the door disappears for an instant. - %teleport% %actor% 1300 - %echoaround% %actor% %actor.name% has arrived. - %force% %actor% look - * This part of the trigger returns 1 automatically. - else - * The trigger returns 0 so next trigger is checked and the player can not pass. - return 0 - end -end -~ -#1365 -Trial Vnum Assigner - 1332~ -1 c 2 -*~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Player must have nohassle off! To junk assigner use tbalim purge player. -if %actor.level% > 30 && %actor.varexists(TBA_trial_vnum)% - set actor %self.carried_by% - * We set completed trial vnums to -#. So if negative abort. - if %actor.TBA_trial_vnum% < 0 - return 0 - halt - end - if %cmd.mudcommand% == redit - if %arg% == %actor.TBA_trial_vnum% - return 0 - if %actor.room.vnum% != %actor.TBA_trial_vnum% - %send% %actor% You can type GOTO %actor.TBA_trial_vnum% to go to your trial vnum. - end - elseif %actor.room.vnum% == %actor.TBA_trial_vnum% && !%arg% - return 0 - else - %send% %actor% You can only edit vnum %actor.TBA_trial_vnum%, eiter type GOTO %actor.TBA_trial_vnum% and then type redit, or type redit %actor.TBA_trial_vnum%. - end - elseif %cmd.mudcommand% == oedit && %arg% != %actor.TBA_trial_vnum% - %send% %actor% Use OEDIT %actor.TBA_trial_vnum% to modify your object. - elseif %cmd.mudcommand% == medit && %arg% != %actor.TBA_trial_vnum% - %send% %actor% Use MEDIT %actor.TBA_trial_vnum% to modify your mobile. - elseif (%cmd.mudcommand% == zedit && ((%arg% && %arg% != %actor.TBA_trial_vnum%) || (%actor.room.vnum% != %actor.TBA_trial_vnum%))) - %send% %actor% GOTO %actor.TBA_trial_vnum% to edit your trial vnums zone information. - elseif %cmd.mudcommand% == purge && ((%arg% && %arg% != %actor.TBA_trial_vnum%) || (%actor.room.vnum% != %actor.TBA_trial_vnum%))) - %send% %actor% GOTO %actor.TBA_trial_vnum% to purge your room. - elseif %cmd.mudcommand% == nohassle || (%cmd.mudcommand% == toggle && nohassle /= %arg.car%) - %send% %actor% You cannot enable nohassle until you finish your trial vnum. - elseif %cmd.mudcommand% == buildwalk || (%cmd.mudcommand% == toggle && buildwalk /= %arg.car%) - %send% %actor% You cannot enable buildwalk until you finish your trial vnum. - elseif %cmd.mudcommand% == sedit || %cmd.mudcommand% == qedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete - %send% %actor% Sedit, Trigedit, Qedit, Dig, Rclone, Attach, Detach, and Vdelete are not required for your trial vnum. - elseif %cmd.mudcommand% == zpurge - %send% %actor% Zpurge is not required for your trial vnum. Use 'purge' or 'purge item.' - elseif %cmd.mudcommand% == sacrifice - %send% %actor% Sacrifice is disabled until your trial room is completed. - else - return 0 - end -else - return 0 -end -~ -#1366 -!DROP Assigner - 1332~ -1 his 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.level% < 32 - %send% %actor% You can't get rid of %self.shortdesc%. - return 0 -end -~ -#1367 -Rumble's Diner~ -2 d 100 -food~ -* These are random FOOD objects throught the MUD. Replace with your own. -eval max %random.259% -1 -set food[0] 5 -set food[1] 6 -set food[2] 7 -set food[3] 8 -set food[4] 9 -set food[5] 10 -set food[6] 14 -set food[7] 109 -set food[8] 110 -set food[9] 111 -set food[10] 112 -set food[11] 114 -set food[12] 164 -set food[13] 180 -set food[14] 218 -set food[15] 309 -set food[16] 310 -set food[17] 311 -set food[18] 312 -set food[19] 313 -set food[20] 314 -set food[21] 315 -set food[22] 447 -set food[23] 501 -set food[24] 502 -set food[25] 521 -set food[26] 537 -set food[27] 383 -set food[28] 622 -set food[29] 635 -set food[30] 637 -set food[31] 638 -set food[32] 639 -set food[33] 640 -set food[34] 1304 -set food[35] 1339 -set food[36] 1398 -set food[37] 1901 -set food[38] 1904 -set food[39] 1917 -set food[40] 1922 -set food[41] 1926 -set food[42] 1927 -set food[43] 1956 -set food[44] 2504 -set food[45] 2505 -set food[46] 2506 -set food[47] 2546 -set food[48] 2710 -set food[49] 2806 -set food[50] 3009 -set food[51] 3010 -set food[52] 3011 -set food[53] 3012 -set food[54] 3013 -set food[55] 3014 -set food[56] 3015 -set food[57] 3300 -set food[58] 3301 -set food[59] 3308 -set food[60] 3309 -set food[61] 3310 -set food[62] 3701 -set food[63] 3702 -set food[64] 3805 -set food[65] 3920 -set food[66] 3943 -set food[67] 3972 -set food[68] 4052 -set food[69] 4103 -set food[70] 4104 -set food[71] 4311 -set food[72] 4312 -set food[73] 4313 -set food[74] 4316 -set food[75] 4520 -set food[76] 4524 -set food[77] 4609 -set food[78] 5219 -set food[79] 5440 -set food[80] 5441 -set food[81] 5442 -set food[82] 5443 -set food[83] 5445 -set food[84] 5456 -set food[85] 5457 -set food[86] 5458 -set food[87] 5459 -set food[88] 5460 -set food[89] 5461 -set food[90] 5462 -set food[91] 5463 -set food[92] 5464 -set food[93] 5465 -set food[94] 5491 -set food[95] 6010 -set food[96] 6011 -set food[97] 6018 -set food[98] 6022 -set food[99] 6023 -set food[100] 6024 -set food[101] 6106 -set food[102] 6107 -set food[103] 6420 -set food[104] 7403 -set food[105] 7507 -set food[106] 7508 -set food[107] 7509 -set food[108] 7510 -set food[109] 7513 -set food[110] 7562 -set food[111] 7803 -set food[112] 7804 -set food[113] 7805 -set food[114] 7806 -set food[115] 7807 -set food[116] 7908 -set food[117] 8304 -set food[118] 8319 -set food[119] 8398 -set food[120] 9601 -set food[121] 10006 -set food[122] 10102 -set food[123] 10103 -set food[124] 10628 -set food[125] 10629 -set food[126] 10630 -set food[127] 12006 -set food[128] 12007 -set food[129] 12010 -set food[130] 12503 -set food[131] 12508 -set food[132] 12509 -set food[133] 12510 -set food[134] 12562 -set food[135] 12567 -set food[136] 24011 -set food[137] 24012 -set food[138] 24013 -set food[139] 24130 -set food[140] 24222 -set food[141] 24292 -set food[142] 24293 -set food[143] 24294 -set food[144] 24307 -set food[145] 24308 -set food[146] 24309 -set food[147] 24819 -set food[148] 24820 -set food[149] 25409 -set food[150] 25413 -set food[151] 25600 -set food[152] 25601 -set food[153] 25608 -set food[154] 25609 -set food[155] 25610 -set food[156] 25621 -set food[157] 25709 -set food[158] 25710 -set food[159] 25711 -set food[160] 25712 -set food[161] 25714 -set food[162] 25791 -set food[163] 26901 -set food[164] 27113 -set food[165] 27123 -set food[166] 27128 -set food[167] 27129 -set food[168] 27130 -set food[169] 27131 -set food[170] 27132 -set food[171] 27133 -set food[172] 27175 -set food[173] 27176 -set food[174] 27178 -set food[175] 27190 -set food[176] 27199 -set food[177] 27200 -set food[178] 27217 -set food[179] 27219 -set food[180] 27401 -set food[181] 27516 -set food[182] 27520 -set food[183] 27521 -set food[184] 27522 -set food[185] 27523 -set food[186] 27527 -set food[187] 27703 -set food[188] 27710 -set food[189] 28116 -set food[190] 28117 -set food[191] 28326 -set food[192] 28621 -set food[193] 28622 -set food[194] 28643 -set food[195] 28713 -set food[196] 28720 -set food[197] 28721 -set food[198] 28722 -set food[199] 28789 -set food[200] 28914 -set food[201] 28915 -set food[202] 28916 -set food[203] 29012 -set food[204] 29205 -set food[205] 29207 -set food[206] 29214 -set food[207] 29240 -set food[208] 29241 -set food[209] 29242 -set food[210] 29412 -set food[211] 29413 -set food[212] 29414 -set food[213] 29504 -set food[214] 29602 -set food[215] 29603 -set food[216] 30105 -set food[217] 30106 -set food[218] 30107 -set food[219] 30108 -set food[220] 30109 -set food[221] 30136 -set food[222] 30141 -set food[223] 30818 -set food[224] 30819 -set food[225] 30909 -set food[226] 31303 -set food[227] 31511 -set food[228] 31514 -set food[229] 31515 -set food[230] 31531 -set food[231] 31560 -set food[232] 31561 -set food[233] 31581 -set food[234] 31582 -set food[235] 31583 -set food[236] 31584 -set food[237] 31587 -set food[238] 31588 -set food[239] 31589 -set food[240] 31600 -set food[241] 31723 -set food[242] 31724 -set food[243] 31725 -set food[244] 31726 -set food[245] 31727 -set food[246] 31728 -set food[247] 31908 -set food[248] 32207 -set food[249] 32308 -set food[250] 32343 -set food[251] 32344 -set food[252] 32407 -set food[253] 32429 -set food[254] 32430 -set food[255] 32506 -set food[256] 32525 -set food[257] 32527 -set food[258] 32528 -set grub %%food[%max%]%% -eval grub %grub% - %load% o %grub% %actor% inv -~ -#1368 -wait until test~ -0 b 100 -~ -if %time.hour% > 4 && %time.hour% < 21 - wait until 21:00 - say I hereby declare Kortaal closed! - wait 5s - close gate - lock gate -else - wait until 4:00 - say I hereby declare Kortaal open! - wait 5s - unlock gate - open gate -end -~ -#1369 -Exit checker~ -2 b 100 -~ -%echo% NORTH: %self.north% %self.north(bits)% -%echo% SOUTH: %self.south% %self.south(bits)% -%echo% EAST: %self.east% %self.east(bits)% -%echo% WEST: %self.west% %self.west(bits)% -%echo% UP: %self.up% %self.up(bits)% -%echo% DOWN: %self.down% %self.down(bits)% -~ -#1370 -Mob Transform Test~ -0 l 50 -~ -%echo% %self.name% screams in pain as its skin begins to melt and slide away. -wait 1 sec -%transform% 1308 -%echo% The skin finally melts away in chunks of steaming goo revealing %self.name%. -detach all %self.id% -~ -#1371 -Mob can't be attacked~ -0 c 100 -*~ -* Room would have to be NO_MAGIC since cast could bypass this. -if (%cmd.mudcommand% == bash || %cmd.mudcommand% == backstab || %cmd.mudcommand% == kill || %cmd.mudcommand% == hit || %cmd.mudcommand% == kick) && (alias1 /= %arg% || alias2 /= %arg%) - say You can't kill me. - else - return 0 - end -~ -#1372 -Rumble's Poofs~ -0 e 0 -has entered the game.~ -* By Rumble of The Builder Academy tbamud.com 9091 -* To generate random poofs at login just set your loadroom to wherever this -* mob is. -eval maxpoofin %random.24% -set poofins[1] appears with a strange wooshing sound and climbs out of a pneumatic air -tube like they use at the bank. -set poofins[2] thinks himself into existence. -set poofins[3] soars into the room like a bird, and THWAP! right into a window. -set poofins[4] crawls out of the ground gasping for air. -set poofins[5] appears in a flash of blinding nothingness! -set poofins[6] falls from the sky above, screaming until he hits the ground. SPLAT! like a -bug on a windshield. -set poofins[7] appears with a dulcet bang. -set poofins[8] appears with a sonic boom. -set poofins[9] wanders into the room while practicing omphaloskepsis. -set poofins[10] somersaults into the room. -set poofins[11] stumbles into the room, tripping over his own feet and falling flat on his face. -set poofins[12] dives into the room doing a two and a half tuck gainer, right into the dirt. -set poofins[13] runs into the room screaming and looking over his shoulder. -set poofins[14] steps out of your shadow. -set poofins[15] forms out of the very essence of your shadow to hang in the air before you. -set poofins[16] climbs out of your left nostril. -set poofins[17] has abandoned his search for truth and is now looking for a good fantasy. -set poofins[18] wishes he was a donut specialist. -set poofins[19] can resist everything but temptation. -set poofins[20] is searching for a near life experience. -set poofins[21] walks into the room fashionably early. -set poofins[22] hanglides into the room. -set poofins[23] parachutes into the room performing a perfect parachute landing fall, -except for the fact that he landed backside first. -set poofins[24] does a cannonball into room, injuring himself on the hard ground. -eval poofin %%poofins[%maxpoofin%]%% -%force% %actor% set self poofin %poofin% -* -eval maxpoofout %random.20% -set poofouts[1] is chased out of the room by a barrel of rabid monkeys. -set poofouts[2] creates a pneumatic air tube, like they use at the banks, and steps in. He is sucked out of sight. -set poofouts[3] thinks himself out of existence. -set poofouts[4] walks out saying 'time to make the donuts.' -set poofouts[5] goes super critical and has a meltdown. Nothing remains but a pile of steaming radioactive mush. -set poofouts[6] disappears in a flash of blinding nothingness! -set poofouts[7] merges with his surroundings and vanishes. -set poofouts[8] morphs into millions of ants, which run off in all directions. -set poofouts[9] senses that everything is well, so he floats away. -set poofouts[10] goes to hell in a handbasket. -set poofouts[11] does somersaults out of the room. -set poofouts[12] dives out of the room doing three rotations in the jackknife position. -set poofouts[13] stumbles out of the room with a look of confusion on his face, must have forgotten where he parked. -set poofouts[14] steps into your shadow and disappears. -set poofouts[15] points behind you with a look of horror. While you turn away he disappears chuckling 'made you look'. -set poofouts[16] doesn't like saying goodbye, so he didn't. -set poofouts[17] completes an intricate spell of chantings and gestures that creates an inter-dimensional portal of space and time. Before he steps through it and disappears you notice a 'made in china' sticker on its bottom. -set poofouts[18] creates a huge rubber band, straps himself into the middle of it and stretches it back like a slingshot. With a wave he releases it and is hurtled out of sight. -set poofouts[19] straps an ACME rocket to his back and asks, 'got a light?' right before it explodes and sends him soaring. -set poofouts[20] puts on a helmet and climbs into the barrel of an ACME cannon. It explodes sending pieces of Rumble off into the distance. -eval poofout %%poofouts[%maxpoofout%]%% -%force% %actor% set self poofout %poofout% -~ -#1373 -Present Unwrapping~ -1 c 7 -unwrap~ -eval present %random.326% * 100 + %random.99% -%echo% present: %present% id %present.id.name% vnum %present.vnum% name %present.name% -%force% %actor% vstat obj %present% -if %present% == %present.id.name% -%echo% fails -else -%echo% works -end -~ -#1374 -Consume Example~ -1 s 100 -~ -%send% %actor% You %command% %self.name%. -%echoaround% %actor% %actor.name% %command%s %self.name%. -return 0 -%purge% %self% -~ -#1375 -Random Mob Purge~ -2 b 100 -~ -* This script checks if anyone is in the room. If so each mob has a 50 -* percent chance of being purged 5 percent of the time. -eval target %self.people% -while %target% - eval tmp_target %target.next_in_room% - if %target.vnum% != -1 && %random.2% != 1 - %echo% The gods destroy %target.name% - %purge% %target% - end - eval target %tmp_target% -done -~ -#1376 -Obj Contents test~ -1 c 7 -testing~ -%echo% firing -eval in_bag %self.contents% -while %in_bag% - set next_in_bag %in_bag.next_in_list% - %echo% contains: %in_bag.vnum% - set in_bag %next_in_bag% -done -~ -#1377 -door test~ -2 g 100 -~ -%door% 1233 west flags abcd -%door% 1233 west key 1233 -%door% 1233 west name steel door -%door% 1233 west room 1233 -~ -#1378 -Racing Bet~ -2 c 100 -bet~ -set 1 Salya -set 2 Fluffy -set 3 Angela -set 4 Malicious -set 5 Arden -set 6 Calista -set 7 Balderdash -set 8 Hessa -set Salya 99 -set Fluffy 50 -set Angela 50 -set Malicious 35 -set Arden 33 -set Calista 28 -set Balderdash 25 -set Hessa 20 -set racer 1 -set racing 1 -while %racing% - eval name %racer% - %echo% Racer %racer%: %%name%% - eval racer %racer%+1 - if %racer% == 9 - set racing 0 - else - end -done -~ -#1379 -Command test~ -2 c 100 -l~ -* Numeric Arg: 7 means obj can be worn, carried, or in room. -* Make sure the command is look, check for any abbrev of closet -* and make sure there is an arg. -if %cmd.mudcommand% == look && closet /= %arg% - %send% %actor% As you peer into the closet you see movement. - %echoaround% %actor% %actor.name% looks into a closet and something comes out. - %load% mob 1 -else - * If it doesn't match let the command continue. - return 0 -end -* An example for sitting in a chair. Arg: s -* if %cmd.mudcommand% == sit && chair /= %arg% -* %echoaround% %actor% %actor.name% sits in a chair. -* %send% %actor% You sit in a chair. -* else -* return 0 -* end -~ -#1380 -Command Test~ -2 c 100 -l~ -if %cmd.mudcommand% == look && rodent /= %arg% - return 0 - wait 2 sec - %send% %actor% A soft, pleasant voice calls 'Welcome, do come inside.' -else - return 0 -end -~ -#1381 -Voodoo Doll~ -1 c 2 -pin~ -* By Heiach -if !%arg% - %send% %actor% Stab a pin into a voodoo doll of who? -else - eval dmg %arg.hitp% * 100 / %arg.maxhitp% - if (%dmg% > 25) - eval pain %random.15% - switch %pain% - case 1 - set hurt back - break - case 2 - set hurt head - break - case 3 - set hurt stomach - break - case 4 - set hurt left eye - break - case 5 - set hurt chest - break - case 6 - set hurt right eye - break - case 7 - set hurt left arm - break - case 8 - set hurt right arm - break - case 9 - set hurt left leg - break - case 10 - set hurt right leg - break - case 11 - set hurt groin - break - case 12 - set hurt left foot - break - case 13 - set hurt right foot - break - case 14 - set hurt throat - break - case 15 - set hurt heart - break - default - break - done - %send% %actor% You slowly push a pin into the voodoo doll of %arg.name%'s %hurt%. - %echoaround% %actor% %actor.name% slowly pushes a pin into a voodoo doll. - %send% %arg% You suddenly feel a sharp stabbing pain in your %hurt%! - %echoaround% %arg% %arg.name% suddenly screams with pain, clenching %arg.hisher% %hurt%! - %damage% %arg% 10 - wait 20 s - elseif %dmg% < 26 - set msg %random.5% - switch %msg% - case 1 - %send% %actor% %arg.name% has suffered enough! - break - case 2 - %send% %actor% %arg.name% can't take it anymore! - break - case 3 - %send% %actor% %arg.name% is too weak! - break - case 4 - %send% %actor% %arg.name% is still writhing in pain! - break - case 5 - %send% %actor% %arg.name% won't survive another pin! - break - default - break - done - end -end -~ -#1382 -dg_affect test~ -0 g 100 -~ -dg_affect %actor% str 1 1 -dg_affect %actor% dex 1 1 -dg_affect %actor% int 1 1 -dg_affect %actor% wis 1 1 -dg_affect %actor% con 1 1 -dg_affect %actor% cha 1 1 -dg_affect %actor% age 1 1 -dg_affect %actor% char_weight 1 1 -dg_affect %actor% char_height 1 1 -dg_affect %actor% maxmana 1 1 -dg_affect %actor% maxhit 1 1 -dg_affect %actor% maxmove 1 1 -dg_affect %actor% armor 1 1 -dg_affect %actor% hitroll 1 1 -dg_affect %actor% damroll 1 1 -dg_affect %actor% saving_para 1 1 -dg_affect %actor% saving_rod 1 1 -dg_affect %actor% saving_petri 1 1 -dg_affect %actor% saving_breath 1 1 -dg_affect %actor% saving_spell 1 1 -dg_affect %actor% blind on 1 -dg_affect %actor% invis on 1 -dg_affect %actor% det-align on 1 -dg_affect %actor% det-invis on 1 -dg_affect %actor% det-magic on 1 -dg_affect %actor% sense-life on 1 -dg_affect %actor% watwalk on 1 -dg_affect %actor% sanct on 1 -dg_affect %actor% curse on 1 -dg_affect %actor% infra on 1 -dg_affect %actor% poison on 1 -dg_affect %actor% prot-evil on 1 -dg_affect %actor% prot-good on 1 -dg_affect %actor% sleep on 1 -dg_affect %actor% no_track on 1 -dg_affect %actor% sneak on 1 -dg_affect %actor% hide on 1 -dg_affect %actor% charm on 1 -~ -#1383 -%load% test~ -0 g 100 -~ -%load% obj 200 %actor% light -%load% obj 201 %actor% rfinger -%load% obj 202 %actor% lfinger -%load% obj 203 %actor% neck1 -%load% obj 204 %actor% neck2 -%load% obj 205 %actor% body -%load% obj 206 %actor% head -%load% obj 207 %actor% legs -%load% obj 208 %actor% feet -%load% obj 209 %actor% hands -%load% obj 210 %actor% arms -%load% obj 211 %actor% shield -%load% obj 212 %actor% about -%load% obj 213 %actor% waist -%load% obj 214 %actor% rwrist -%load% obj 215 %actor% lwrist -%load% obj 216 %actor% wield -%load% obj 217 %actor% hold -%load% obj 218 %actor% inv -%echo% You have 10 seconds to remove and junk all before we test 0-17 -wait 10 sec -%load% obj 200 %actor% 0 -%load% obj 201 %actor% 1 -%load% obj 202 %actor% 2 -%load% obj 203 %actor% 3 -%load% obj 204 %actor% 4 -%load% obj 205 %actor% 5 -%load% obj 206 %actor% 6 -%load% obj 207 %actor% 7 -%load% obj 208 %actor% 8 -%load% obj 209 %actor% 9 -%load% obj 210 %actor% 10 -%load% obj 211 %actor% 11 -%load% obj 212 %actor% 12 -%load% obj 213 %actor% 13 -%load% obj 214 %actor% 14 -%load% obj 215 %actor% 15 -%load% obj 216 %actor% 16 -%load% obj 217 %actor% 17 -%load% obj 218 %actor% 18 -~ -#1384 -Mob Speech Parrot~ -0 d 100 -*~ -*** Squak for the nice people, Polly - wait 1s - emote squawks loudly. - wait 1s -*** 75 percent chance of learning phrase - eval polly %random.4% - if (%polly% > 1) - say %speech% -%echo% %speech% -%echo% %phrase(1)% -%echo% %phrase(2)% -%echo% %phrase(3)% -*** Ignore if already known - switch %speech% - case test - case test 2 - case %phrase(3)% - case %phrase(4)% - case %phrase(5)% - case %phrase(6)% - case %phrase(7)% - case %phrase(8)% - case %phrase(9)% - case %phrase(10)% - emote looks at you curiously. - break - default - break - done -*** Learn new phrases - eval number (%number% + 1) - eval phrase(%number%) %speech% - global number - global phrase(%number%) -*** Reset array after 10 phrases - if (%number% == 10) - set number 0 - global number - set maxphrases 1 - global maxphrases - end - else - end -~ -#1385 -Room Enter if/elseif/else Combo crash test~ -2 g 100 -~ -if %actor.is_pc% - wait 1 sec - if %actor.sex% == male - %echo% male - elseif %actor.sex% == female - %echo% elseif female - else - %echo% else nuetral -else -%echo% mob -~ -#1386 -Room Command Combination Lock~ -2 c 100 -push~ -* -* combinationlock, based on script by Rumble -* small modifications made by Welcor -* -* To allow multiple scripts based on this script we set a context: - context %self.id% -* clear old var, if set. - unset reset_buttons -* check argument - if %arg% == red - %send% %actor% You push the red button. - set pushed_red 1 - global pushed_red - elseif %arg% == yellow - %send% %actor% You push the yellow button. - if %pushed_red% - set pushed_yellow 1 - global pushed_yellow - else - set reset_buttons 1 - end - elseif %arg% == green - %send% %actor% You push the green button. - if %pushed_red% && %pushed_yellow% - set pushed_green 1 - global pushed_green - else - set reset_buttons 1 - end - elseif %arg% == blue - %send% %actor% You push the blue button. - if %pushed_red% && %pushed_yellow% && %pushed_green% - set pushed_blue 1 - global pushed_blue - else - set reset_buttons 1 - end - elseif %arg% == purple - %send% %actor% You push the purple button. - if %pushed_red% && %pushed_yellow% && %pushed_green% && %pushed_blue% - %send% %actor% You hear a loud click as you push the final button. - set reset_buttons 1 - else - set reset_buttons 1 - end - elseif %arg% == white - %send% %actor% You push the white reset button. - set reset_buttons 1 - else - %send% %actor% Push what ?! - halt - end -* reset the buttons if necessary - if %reset_buttons% - unset reset_buttons - unset pushed_red - unset pushed_yellow - unset pushed_green - unset pushed_blue - %send% %actor% The buttons all suddenly pop back out. - end -* send the state of the buttons - %send% %actor% red:%pushed_red% yellow:%pushed_yellow% green:%pushed_green% blue:%pushed_blue% purple:%pushed_purple% -~ -#1387 -free~ -2 g 100 -~ -eval item %actor.inventory% -eval item_to_purge %%actor.inventory(%item.vnum%)%% -if %item_to_purge% - %echo% purging %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory. - %purge% %item_to_purge% -else -%echo% I cant find %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory. - %echo% I cant find an item in %actor.name%'s inventory. -end -~ -#1388 -Room Command Detach Example~ -2 c 100 -detach~ -detach 1388 %self.id% -%echo% detached -~ -#1389 -FREE~ -1 c 7 -join~ -eval currentroom %self.room% -if ((%currentroom.vnum% == 1233) && (%actor.inventory(1315)%) && (%actor.inventory(1316)%)) - %echo% room check correct: %currentroom.vnum% - %purge% %actor.inventory(1316)% - %echo% orb purged - switch %random.2% - case 1 - otransform 12 - %echo% staff loaded - break - default - otransform 1317 - %echo% broken staff loaded - break - done - detach 1389 %self.id% -else - %send% %actor% You can not do that here. -end -~ -#1390 -Obj Random Special Character's Example~ -1 b 100 -~ -*Special Characters Example -eval obj %self.name% -eval obj %obj.car% -%echo% %self.vnum% -%echo% %obj% -%echo% |%obj% -> name's, someone's, your -%echo% %obj% -> name, someone, you -%echo% &%obj% -> it, you, he/she -%echo% *%obj% -> it, you, him/her -* object only -%echo% '%obj% -> something, name -~ -#1391 -Obj Wear Ruby Slippers~ -1 j 100 -~ -wait 1 sec -dg_cast 'word of recall' %actor% -~ -#1392 -free~ -1 c 2 -shake~ -* Numeric Arg: 2 means in character's carried inventory -* There are 20 possible answers that the Magic Eight Ball can give. -* Of these, nine are full positive, two are full negative, one is -* mostly positive, three are mostly negative, and five are abstentions. -* -if ball /= %arg% || eightball /= %arg% - %echoaround% %actor% %actor.name% shakes the magic eight ball vigorously. - %send% %actor% You shake the magic eight ball vigorously. - switch %random.20% - case 1 - %send% %actor% The magic eight ball reveals the answer: Outlook Good - break - case 2 - %send% %actor% The magic eight ball reveals the answer: Outlook Not So Good - break - case 3 - %send% %actor% The magic eight ball reveals the answer: My Reply Is No - break - case 4 - %send% %actor% The magic eight ball reveals the answer: Don't Count On It - break - case 5 - %send% %actor% The magic eight ball reveals the answer: You May Rely On It - break - case 6 - %send% %actor% The magic eight ball reveals the answer: Ask Again Later - break - case 7 - %send% %actor% The magic eight ball reveals the answer: Most Likely - break - case 8 - %send% %actor% The magic eight ball reveals the answer: Cannot Predict Now - break - case 9 - %send% %actor% The magic eight ball reveals the answer: Yes - break - case 10 - %send% %actor% The magic eight ball reveals the answer: Yes, definitely - break - case 11 - %send% %actor% The magic eight ball reveals the answer: Better Not Tell You Now - break - case 12 - %send% %actor% The magic eight ball reveals the answer: It Is Certain - break - case 13 - %send% %actor% The magic eight ball reveals the answer: Very Doubtful - break - case 14 - %send% %actor% The magic eight ball reveals the answer: It Is Decidedly So - break - case 15 - %send% %actor% The magic eight ball reveals the answer: Concentrate And Ask Again - break - case 16 - %send% %actor% The magic eight ball reveals the answer: Signs Point To Yes - break - case 17 - %send% %actor% The magic eight ball reveals the answer: My Sources Say No - break - case 18 - %send% %actor% The magic eight ball reveals the answer: Without A Doubt - break - case 19 - %send% %actor% The magic eight ball reveals the answer: Reply Hazy, Try Again - break - case 20 - %send% %actor% The magic eight ball reveals the answer: As I See It, Yes - break - default - %send% %actor% The magic eight ball explodes since your question is unanswerable. - break - done -else -%send% %actor% shake What? -end -~ -#1393 -Obj Command quarter flip example~ -1 c 2 -flip~ -* Numeric Arg: 2 means in character's carried inventory -if coin /= %arg% || quarter /= %arg% - %echoaround% %actor% %actor.name% flips a coin high up into the air. - %send% %actor% You flip the coin up into the air. - switch %random.2% - case 1 - %echo% The coin falls to the ground, bounces, rolls, and ends up showing heads! - break - case 2 - %echo% The coin falls to the ground, bounces, rolls, and ends up showing tails! - break - default - %echo% The coin falls on its edge and balances perfectly. - break - done -else - %send% %actor% flip What? -end -~ -#1394 -Timing trigger~ -2 ab 100 -~ -wait until 7:00 -%echo% loading -%load% obj 1200 -wait until 11:00 -%purge% list -~ -#1395 -Mob Random Black Cat~ -0 b 20 -~ -switch %random.7% - case 1 - emote crosses your path. - break - case 2 - emote sneezes. - break - case 3 - emote rubs up against your leg. - break - case 4 - emote starts cleaning itself. - break - case 5 - emote howls wickedly. - break - case 6 - emote hisses at you spitefully! - break - case 7 - emote purrs warmly. - break - default - emote runs in terror. - break -done -~ -#1396 -Room Speech Actor.eq Example~ -2 d 100 -test~ -set i 0 -while %i%<32 -eval item %%actor.eq(%i%)%% -if %item% -%echo% In slot %i% you are wearing %item.shortdesc% -end -eval i %i%+1 -done -~ -#1397 -Mob Random Wait Until Example~ -0 ab 100 -~ -eval time1 %time.hour% -if %time1% != %time.hour% - say %time1% -end -wait until 1:00 -say 1 -wait until 2:00 -say 2 -wait until 3:00 -say 3 -wait until 4:00 -say 4 -wait until 5:00 -say 5 -wait until 6:00 -say 6 -wait until 7:00 -say 7 -wait until 8:00 -say 8 -wait until 9:00 -say 9 -wait until 10:00 -say 10 -wait until 11:00 -say 11 -wait until 12:00 -say 12 -wait until 13:00 -say 13 -wait until 14:00 -say 14 -wait until 15:00 -say 15 -wait until 16:00 -say 16 -wait until 1700 -say 17 -wait until 18:00 -say 18 -wait until 19:00 -say 19 -wait until 20:00 -say 20 -wait until 21:00 -say 21 -wait until 22:00 -say 22 -wait until 23:00 -say 23 -wait until 24:00 -say 24 -~ -#1398 -Random Rabbit Decapitates Mobs - M1307~ -0 b 100 -none~ -* By Rumble of The Builder Academy tbamud.com 9091 -* This is for any Monty Python Fans. -* First figure out what room you are in. -eval room_var %self.room% -* Target the first character. -set target %room_var.people% -* Make a loop so everyone in the room is targeted. -while %target% - * Create the next target before the bunny kills them. - set tmp_target %target.next_in_room% - * Don't let the bunny kill players or itself. - if ((%target.vnum% != -1) && (%target.name% != %self.name%)) - * Do the deed with a little pause in between. - emote hops towards %target.name% and looks up innocently. - wait 2 sec - emote strikes with lightning speed, decapitating %target.name%. - * bye bye. - %purge% %target% - wait 5 sec - * End the if statement. - end - * Target to the temp target you created above. - set target %tmp_target% - * Loop back to the next target. -done -* Remove the bunny, I don't want people leaving him lying in waiting. -%purge% %self% -~ -#1399 -Chair Sit~ -1 c 7 -si~ -* Trigger fires off the command sit chair. -if %cmd.mudcommand% == sit && %arg% /= chair - %echoaround% %actor% %actor.name% sits in a chair. - %send% %actor% You sit in a chair. - * Set the actors position as sitting (they will have to stand). - nop %actor.pos(sitting)% -else - * Make sure to let them sit, even if they don't choose the chair. - return 0 -end -~ -$~ diff --git a/lib/world/trg/130.trg b/lib/world/trg/130.trg deleted file mode 100644 index 9f88728..0000000 --- a/lib/world/trg/130.trg +++ /dev/null @@ -1,963 +0,0 @@ -#13000 -Maze Trigger~ -2 g 100 -~ -* Random -* Mist Maze -* Using random directions maze a "maze" useing loaded and purged exits -* and load the mobs that will exist in this room -* -* first remove any exits that may already exist -eval thisRoom %self.vnum% -* if %self.people% == 0 - %door% %thisRoom% north purge - %door% %thisRoom% south purge - %door% %thisRoom% east purge - %door% %thisRoom% west purge - wait 1 sec - set bottomRoom 13000 - set upperRoom 13078 - * bottomRoom is the lowest room number in the maze - * upperRoom is the highest room number in the maze - set numExits 0 - eval totalRooms %upperRoom% - %bottomRoom% - * 1:4 chance for any direction to show up, but more than one may show - while !%numExits% - eval exitN %random.4% - eval exitS %random.4% - eval exitW %random.4% - eval exitE %random.4% - if %exitN% == 1 - eval temp %%random.%totalRooms%%% - eval targetRoom %temp% + %bottomRoom% - %door% %thisRoom% north room %targetRoom% - eval numExits %numExits% + 1 - else - return 0 - end - if %exitS% == 1 - eval temp %%random.%totalRooms%%% - eval targetRoom %temp% + %bottomRoom% - %door% %thisRoom% south room %targetRoom% - eval numExits %numExits% + 1 - else - return 0 - end - if %exitW% == 1 - eval temp %%random.%totalRooms%%% - eval targetRoom %temp% + %bottomRoom% - %door% %thisRoom% west room %targetRoom% - eval numExits %numExits% + 1 - else - return 0 - end - if %exitE% == 1 - eval temp %%random.%totalRooms%%% - eval targetRoom %temp% + %bottomRoom% - %door% %thisRoom% east room %targetRoom% - eval numExits %numExits% + 1 - else - return 0 - end - done - %send% %actor% The mists swirl at your entrance revealing a new path. - %echoaround% %actor% %actor.name% causes the mists to swirl revealing a path. - * - * Now load the mobs - eval totalMob %random.3% - eval totalMob %totalMob% -1 - set howMany 0 - while %howMany% < %totalMob% - switch %random.4% - case 1 - %load% mob 13000 - %force% feeling kill %actor.name% - eval howMany %howMany% + 1 - break - case 2 - %load% mob 13001 - %force% feeling kill %actor.name% - eval howMany %howMany% + 1 - break - case 3 - %load% mob 13002 - %force% feeling kill %actor.name% - eval howMany %howMany% + 1 - break - case 4 - %load% mob 13003 - %force% feeling kill %actor.name% - eval howMany %howMany% + 1 - break - default - %echo% This trigger is broken, please report to an immortal. - break - done - done - * - * Check to see if the players "hear" anything in the background - eval doHear %random.5% - if %doHear% < 3 - wait 20 sec - switch %random.3% - case 1 - %echo% Voices in the distance can be heard complaining about wasting arrows shooting in the distance, since they don't have a crown to peek ahead. - break - case 2 - %load% obj 13008 - %echo% A torn piece of paper floats in on a soft breeze. - break - case 3 - %echo% A voice from behind you cusses at a tombstone, then cusses when he pokes himself with an arrow. - wait 2 sec - %echo% An arrow flies past your face and strikes the ground nearby. - %load% obj 13003 - break - default - %echo% This trigger is broken, please report to an immortal. - break - done - end -* end -~ -#13001 -Mist Maze exit trigger~ -2 q 100 -~ -* Random -* Swirling mists maze clean up trigger -* Removes all the room exits when a player leaves the room -wait 1 sec -eval thisRoom %self.vnum% -if !%self.people% - %door% %thisRoom% north purge - %door% %thisRoom% south purge - %door% %thisRoom% east purge - %door% %thisRoom% west purge -else - return 0 -end -~ -#13002 -recall Staff~ -1 c 1 -staff~ -* Random -* recall staff -* set of trigs to allow users to recall infinitely, and be able -* to return to where they where -* Trigger Intended Assignment: Objects -* Trigger Type: Command , Numeric Arg: 1, Arg list: staff -* -* this allows the user to return to a preset room -eval actor %self.worn_by% -* this allows the user to recall to 3001 -if %arg% == recall - if %actor.eq(17)% - %teleport% %actor% 3001 - %force% %actor% look - else - %send% %actor% You must hold the recall staff to use it. - end -* -* this allows the user to set the return to room -elseif %arg% == set - if %actor.eq(17)% - if !%actor.varexists(set_life_counter)% - set set_life_counter 1 - remote set_life_counter %actor.id% - end - if %actor.set_life_counter% < 14 - eval setReturn %self.room% - eval setReturn %setReturn.vnum% - eval return_room_staff %setReturn% - eval set_life_counter %actor.set_life_counter% + 1 - set set_counter 0 - remote set_life_counter %actor.id% - global return_room_staff - global set_counter - %send% %actor% You will now return to here. - else - %send% %actor% The recall staff cannot be set anymore. - end - else - %send% %actor% You must hold the recall staff to use it. - end -* -* this allows the user to return to the preset room -elseif %arg% == return - if %actor.eq(17)% - %teleport% %actor% %return_room_staff% - %force% %actor% look - eval set_counter %set_counter% + 1 - global set_counter - if %set_counter% > 2 - %send% %actor% The recall staff glows briefly then flickers back to normal. - set return_room_staff 3001 - set set_counter 0 - global return_room_staff - global set_counter - end - else - %send% %actor% You must hold the recall staff to use it. - end -else - %send% %actor% Huh?!? Who?!? What?!? -end -~ -#13003 -recall staff drop~ -1 hi 100 -~ -* Random -* recall staff drop -* keeps players from getting rid of the recall staff -* Trigger Intended Assignment: Objects -* Trigger Type: Drop Give , Numeric Arg: 100, Arg list: None -%send% %actor% You cannot get rid of %self.shortdesc%. -return 0 -~ -#13004 -Eagle Eye~ -1 c 1 -peek~ -* Random -* Eagle eyes -* allows players to see the next room -eval room2 %self.room% -eval thisRoom %room2.vnum% -* -if %arg% == north || %arg% == east || %arg% == south || %arg% == west || %arg% == up || %arg% == down || %arg% == northwest || %arg% == northeast || %arg% == southeast || %arg% == southwest - eval dir %arg% - eval room1 %self.room% - eval thatRoom %%room1.%dir%(vnum)%% - if %thatRoom% - %teleport% %actor% %thatRoom% - %force% %actor% l - %teleport% %actor% %thisRoom% - else - %send% %actor% There is no exit that direction to peek at. - end - else - %send% %actor% Where do you want to peek? -end -~ -#13005 -Bow and Arrow~ -1 c 1 -fire~ -* Detta and Random -* bow and arrow -* this trig is a hack of Detta's bow and arrow trig (from TBA) -* Trigger Intended Assignment: Objects -* Trigger Type: Command , Numeric Arg: 1, Arg list: fire -* -* Checks if there are any players/mobs in the room -* to the direction specified. -* -eval target %arg.car% -eval dir %arg.cdr% -if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% == south || %dir.mudcommand% == west || %dir.mudcommand% == up || %dir.mudcommand% == down - eval dir %dir.mudcommand% - eval room1 %self.room% - eval direction %%room1.%dir%(vnum)%% - eval where %%room1.%dir%(room)%% -* checks to see if there is a target - if !%target% - %send% %actor% Who are you trying to shoot? - halt - end -* checks for the target to be in the room described - set isHere 0 - eval tmpTarget %where.people% - while %tmpTarget% - if %target% == %tmpTarget.name% - eval targetID %tmpTarget% - set isHere 1 - end - eval tmpTarget %tmpTarget.next_in_room% - done - if %isHere% == 0 - %send% %actor% That person isn't there for you to shoot! - halt - end -* checks for peaceful room flags in target room and actor room -* if %where.flag% == PEACEFUL -* %send% %actor% You cannot fire in to a peaceful room. -* halt -* end -* if %actor.room.flag% == PEACEFUL -* %send% %actor% You cannot fire from a peaceful room. -* halt -* end - * - * Checks for the first item in inventory that is one of the - * specified arrows and sets its vnum as the one to be used. - * - eval inv %actor.inventory% - while (%inv%) - if %inv.vnum% == 13003 || %inv.vnum% == 13004 || %inv.vnum% == 13005 || %inv.vnum% == 13006 - eval arrow %inv.vnum% - eval weapon %inv% - set inv 0 - else - eval next %inv.next_in_list% - set inv %next% - end - done - * - * Searchable array by Random, matches the chosen arrow - * vnum with the damage stats and any affects to be used. - * - * vnum dam dice bonus spell - set type[1] 13003 3 3 2 0 - set type[2] 13004 3 5 3 burning hands - set type[3] 13005 6 2 4 chill touch - set type[4] 13006 4 3 3 poison - set type[5] none * must be the last item in the array - set i 1 - while %vnum% != none - set temp %%type[%i%]%% - eval temp %temp% - eval vnum %temp.car% - if %vnum% == %arrow% - eval temp %temp.cdr% - eval dam %temp.car% - eval temp %temp.cdr% - eval dice %temp.car% - eval temp %temp.cdr% - eval bonus %temp.car% - eval temp %temp.cdr% - eval spell %temp.car% - end - eval i %i% +1 - done - * - * Just a calculation of the arrow damage - * - set finaldam 0 - set i 0 - while %i% != %dice% - eval tempDam %random.%dam%% - eval finaldam %finaldam% + %tempDam% - eval i %i% +1 - done - eval finaldam %finaldam% + %bonus% - * - * If the actor has an arrow in inventory, and there are - * people in the room specified, one of three random things - * happens - Actor shoots but misses, Actor shoots and damages, - * Actor shoots, damages, but loses the arrow. - * - if %arrow% - if %target% -* a hack of the formula used in the code to determine if something hits -* based on dexterity... - eval dex %actor.dex% - eval odds %dex% * 4 - if %odds% > 99 - set odds 99 - end - eval hitchance %random.100% - if %target.vnum% == -1 - eval %odds% 0 - end - if %odds% == 0 - %send% %actor% You cannot PK with this weapon. - elseif %hitchance% == 1 - * critical failure, bow breaks and damages player - %send% %actor% The string on your bow breaks snapping back and ripping in to your flesh and damaging the bow. - %echoaround% %actor% The string on %actor.name%'s bow breaks. - eval criticalDam %finaldam% * 2 - %damage% %actor% %criticalDam% - if %spell% - dg_cast '%spell%' %actor% - end -* %load% obj ###broken bow### %actor% inv - %purge% %self% - elseif %odds% >= %hitchance% - switch %random.3% - * case 1 mob is hit and hunts the player - case 1 - %at% %direction% %damage% %target% %finaldam% - %force% %target% mhunt %actor% - if %spell% - dg_cast '%spell%' %target% - end - %send% %actor% You shoot %target.name% with %weapon.shortdesc%. - %echoaround% %actor% %actor.name% shoots someone with %weapon.shortdesc%. - eval item_to_purge %%actor.inventory(%arrow%)%% - %purge% %item_to_purge% - %at% %direction% %load% obj %arrow% %targetID% inv - break - * case 2 mob is hit but has no reaction - case 2 - %at% %direction% %damage% %target% %finaldam% - if %spell% - dg_cast '%spell%' %target% - end - %send% %actor% You shoot %target.name% with %weapon.shortdesc%. - %echoaround% %actor% %actor.name% shoots someone with %weapon.shortdesc%. - eval item_to_purge %%actor.inventory(%arrow%)%% - %purge% %item_to_purge% - break - * case 3 mob is hit and flees the room - case 3 - %at% %direction% %damage% %target% %finaldam% - %force% %target% flee - if %spell% - dg_cast '%spell%' %target% - end - %send% %actor% You shoot %target.name% with %weapon.shortdesc%. - %echoaround% %actor% %actor.name% shoots someone with %weapon.shortdesc%. - eval item_to_purge %%actor.inventory(%arrow%)%% - %purge% %item_to_purge% - %at% %direction% %load% obj %arrow% %targetID% inv - break - default - %echo% If you see this message, something is wrong. Please report it. - break - done - elseif %odds% == %hitchance% - %at% %direction% %damage% %target% %finaldam% - %force% %target% mhunt %actor% - if %spell% - dg_cast '%spell%' %target% - end - %send% %actor% You shoot %target.name% with %weapon.shortdesc%. - %echoaround% %actor% %actor.name% shoots someone with %weapon.shortdesc%. - eval item_to_purge %%actor.inventory(%arrow%)%% - %purge% %item_to_purge% - %at% %direction% %load% obj %arrow% - done - else - switch %random.2% - * clean miss* - %send% %actor% You try to shoot %target.name% with %weapon.shortdesc% but miss. - %echoaround% %actor% %actor.name% tries to shoot someone but appears to have missed. - eval item_to_purge %%actor.inventory(%arrow%)%% - %purge% %item_to_purge% - %at% %direction% %load% obj %arrow% %targetID% inv - break - case 2 - * pricked finger and miss* - %send% %actor% You prick yourself with your arrow before firing it causing you to miss %target.name%. - %echoaround% %actor% %actor.name% tries to shoot someone but appears to have missed. - eval item_to_purge %%actor.inventory(%arrow%)%% - if %spell% - dg_cast '%spell%' %actor% - end - %damage% %actor% %random.3% - %purge% %item_to_purge% - %load% obj %arrow% - break - default - %echo% If you see this message, something is wrong. Please report it. - break - done - end - else - %send% %actor% Theres no one there. - end - else - %send% %actor% You can't shoot without arrows. - end -else - %send% %actor% You must specify a direction - north, east, west, south, up, or down. -end -~ -#13006 -recall staff junked~ -1 c 2 -ju~ -* Random -* Recall staff junked -* how to junk a recall staff -* Trigger Type: Command , Numeric Arg: 2, Arg list: jun -* Commands: -* -if %cmd.mudcommand% == junk && test /= %arg% - set return_room_staff 3001 - set set_counter 0 - global return_room_staff - global set_counter - %echo% passed - %purge% %self% -else - return 0 - %echo% failed -end -~ -#13007 -Graphical Tombstone~ -1 c 4 -l~ -* Random -* Graphical tombstone -* a tombstone where the epitaph and the name vary -* Trigger Intended Assignment: Objects -* Trigger Type: Command , Numeric Arg: 4, Arg list: l -* -if %arg% == tombstone || %arg% == tombston || %arg% == tombsto || %arg% == tombst || %arg% == tombs || %arg% == tomb || %arg% == tom || %arg% == to || %arg% == t -* if %cmd.mudcommand% == look && %arg% /= tombstone -set length[1] \@d\@0.\@n -set length[2] \@d\@0..\@n -set length[3] \@d\@0...\@n -set length[4] \@d\@0....\@n -set length[5] \@d\@0.....\@n -set length[6] \@d\@0......\@n -set length[7] \@d\@0.......\@n -set length[8] \@d\@0........\@n -* -eval target %random.char% -eval name %target.name% -eval length %name.strlen% -eval space 17 - %length% -eval space %space% / 2 -set whiteSpace %%length[%space%]%% -eval whiteSpace %whiteSpace% -eval nameLine %whiteSpace%\@w%name%%whiteSpace%\@n -if %nameLine.strlen% == 40 - eval spaceII %space% + 1 - set whiteSpaceII %%length[%spaceII%]%% - eval whiteSpaceII %whiteSpaceII% - eval nameLine %whiteSpace%\@w%name%%whiteSpaceII%\@n -end -* -switch %random.2% - case 1 - %send% %actor% \@w\@0 o o o\@n - %send% %actor% \@w\@0 \\\|/\@n - %send% %actor% \@w\@0 ooo\@n - break - case 2 - %send% %actor% \@w\@0 o@n - %send% %actor% \@w\@0 _\| \|_@n - %send% %actor% \@w\@0 \|_ + _\|@n - %send% %actor% \@w\@0 \| \|@n - %send% %actor% \@w\@0 \| \|@n - break - default - %send% %actor% I am broken, please tell an Immortal - break -done -%send% %actor% \@w\@0 .-'''''-.\@n -%send% %actor% \@w\@0 .-' = oOo = '-.\@n -%send% %actor% \@w\@0 .-' :::::_::::: '-.\@n -%send% %actor% \@w\@0 ___/ ==:...:::-:::...:== \\___\@n -%send% %actor% \@w\@0 /_____________________________\\\@n -%send% %actor% \@w\@0 '-._________________________.-'\@n -%send% %actor% \@w\@0 \\ .-------------------. /\@n -%send% %actor% \@w\@0 \| \|\* \*\| \|\@n -%send% %actor% \@w\@0 \| \|' Here Lies '\| \|\@n -%send% %actor% \@w\@0 \|=\|'%nameLine%\@w\@0'\|=\|\@n -%send% %actor% \@w\@0 \|=\|' '\|=\|\@n -* -* the following line is a template to be used to make new -* cases for epitaphs -* %echo% \@w\@0 \|=\|' '\|=\|\@n -* -switch %random.8% - case 1 - * Only The Good Die Young (23) - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' Only The Good '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' Die Young '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - break - case 2 - * A friendly young widow seeks comfort (36) - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' A Friendly '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' Young Widow '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' Seeks Comfort '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - break - case 3 - * R.I.P. I told you this was dangerous (37) - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' I told you this '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' was dangerous '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - break - case 4 - * Once I wasn't Then I was Now I ain't again (44) - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' Once I wasn't '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' Then I was '\|=\|\@n - %send% %actor% \@w\@0 \|=\|'Now I ain't again'\|=\|\@n - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - break - case 5 - * Feces Occurs (12) - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' Feces Occurs '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - break - case 6 - * This space for rent (19) - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' This space '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' for rent '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - break - case 7 - * This way to the Egress (22) - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' This way to the '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' EGRESS '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' \<------\> '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - break - case 8 - * I would turn back if I where you (32) - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - %send% %actor% \@w\@0 \|=\|'I would turn back'\|=\|\@n - %send% %actor% \@w\@0 \|=\|' if I were you '\|=\|\@n - %send% %actor% \@w\@0 \|=\|' '\|=\|\@n - break - default - %send% %actor% I am broken, please tell an Immortal - break -done -* -%send% %actor% \@w\@0 \|=\|\* \*\|=\|\@n -%send% %actor% \@w\@0 \| '-------------------' \|\@n -%send% %actor% \@w\@0 \|_______________________\|\@n -* -switch %random.3% - case 1 - %send% %actor% \@w\@0 /_________________\@R@@@G}---\@w\@0___\\\@n - break - case 2 - %send% %actor% \@w\@0 /___\@G\\\|/\@w___\@G\\\|/\@w____\@G\\\|/\@w__\@G\\\|/\@w_\\\@n - break - case 3 - %send% %actor% \@w\@0 /_________________________\\\@n - break - default - %send% %actor% I am broken, please tell an Immortal - break -done -%send% %actor% \@n -%echoaround% %actor% %actor.name% looks at an old tombstone. -else - return 0 -end -~ -#13008 -Mist mob death~ -0 f 100 -~ -* Random -* Mist maze mob's death -* Randomly loads objs on the mobs upon death -* -switch %random.5% - case 1 - * load a portal - %load% obj 13009 - drop mist - break - case 2 - * load the torn note - %load% obj 13009 - drop note - break - case 3 - * load some arrows - eval numArrows %random.5% - set counter 0 - while %counter% < %numArrows% - eval temp %random.4% - eval arrowNum %temp% + 13002 - %load% obj %arrowNum% - eval counter %counter% + 1 - done - drop all.arrow - break - case 4 - * load nothing - break - case 5 - * load nothing - break -done -%echo% The feeling fades away. -return 0 -%teleport% %self% 13099 -~ -#13009 -Mist portal~ -1 c 7 -en~ -if %cmd.mudcommand% == enter && %arg% /= mist - %send% %actor% You step in to the swirling mist. - %echoaround% %actor% %actor.name% steps in to the swirling mist. - switch %random.5% - case 1 - %teleport% %actor% 13096 - break - case 2 - %teleport% %actor% 13092 - break - case 3 - %teleport% %actor% 13088 - break - case 4 - %teleport% %actor% 13084 - break - case 5 - %teleport% %actor% 13080 - break - done - %force% %actor% look - %echoaround% %actor% %actor.name% steps out of the swirling mist. -else - %send% %actor% %cmd% Huh?! -end -~ -#13010 -Mist portal back in to maze~ -1 c 7 -en~ -if %cmd.mudcommand% == enter && %arg% /= mist - %send% %actor% You step in to the swirling mist. - %echoaround% %actor% %actor.name% steps in to the swirling mist. - %teleport% %actor% 13001 - %force% %actor% look - %echoaround% %actor% %actor.name% causes the mists to swirl and change. -else - %send% %actor% %cmd% Huh?! -end -~ -#13011 -mist maze - load mobs only~ -2 g 100 -~ -* Random -* Mist Maze - load mobs with no exits -* Load the mobs that will exist in this room -* -* Now load the mobs -eval totalMob %random.3% -eval totalMob %totalMob% -1 -set howMany 0 -while %howMany% < %totalMob% - switch %random.4% - case 1 - %load% mob 13000 - %force% feeling kill %actor.name% - eval howMany %howMany% + 1 - break - case 2 - %load% mob 13001 - %force% feeling kill %actor.name% - eval howMany %howMany% + 1 - break - case 3 - %load% mob 13002 - %force% feeling kill %actor.name% - eval howMany %howMany% + 1 - break - case 4 - %load% mob 13003 - %force% feeling kill %actor.name% - eval howMany %howMany% + 1 - break - default - %echo% This trigger is broken, please report to an immortal. - break - done -done -~ -#13012 -mist and suicide spells~ -0 k 25 -~ -* Random -* Mist's Special Attacks -* allows the mist mob to have various special attacks -* -switch %random.7% - case 1 - say Your time has come to an end! - wait 3 sec - dg_cast 'poison' %actor% - break - case 2 - %send% %actor% The mist slams to the ground sending a shockwave toward you. - %echoaround% %actor% The mist slams to the ground sending a shockwave toward %actor.name%. - wait 1 sec - %force% %actor% remove all - %force% %actor% drop all - break - case 3 - say Let's see how well you do if I pluck out your eyes! - wait 1 sec - dg_cast 'blindness' %actor% - break - case 4 - say I said to 'shut up'!! - wait 1 sec - dg_cast 'curse' %actor% - break - case 5 - say Your time has come to an end! - wait 3 sec - dg_cast 'poison' %actor% - break - case 6 - say I said to 'shut up'!! - wait 1 sec - dg_cast 'curse' %actor% - break - case 7 - say Your time has come to an end! - wait 3 sec - dg_cast 'poison' %actor% - break - default - %echo% You got lucky this time. I'm broken, please tell an immortal. - break -done -~ -#13013 -Mist mob dies~ -0 f 100 -~ -* Random -* Mist mob's death -* -* -%load% obj 13010 -drop mist -%teleport% %self% 13099 -~ -#13014 -loads a mob called mist to room~ -2 g 100 -~ -%load% mob 13004 -%force% mist kill %actor.name% -wait 10 sec -~ -#13015 -load a mob called mist and one called suicide to room~ -2 g 100 -~ -%load% mob 13004 -%force% mist kill %actor.name% -%load% mob 13005 -%force% suicide kill %actor.name% -wait 10 sec -~ -#13016 -suicide mob death~ -0 f 100 -~ -switch %random.3% - case 1 - %load% o 13001 - break - case 2 - %load% o 13002 - break - case 3 - %load% o 13007 - break - default - %echo% I'm broken, tell an immortal!! - break -done -~ -#13017 -Falling Fruit~ -2 b 51 -~ -* Random -* Falling fruity affects -* Fruit of varius descriptions falls from the tree and as it strikes -* players it cast's various affects on them -eval numOne %random.8% -eval numTwo %random.6% -eval numThr %random.16% -* -set fruit1 apple -set fruit2 banana -set fruit3 pear -set fruit4 orange -set fruit5 kiwi -set fruit6 starfruit -set fruit7 peach -set fruit8 strawberry -set color1 @Rred@n -set color2 @ybrown@n -set color3 @Yyellow@n -set color4 @Ggreen@n -set color5 @Bblue@n -set color6 @Mpurple@n -set spell1 cure light -set spell2 heal -set spell3 poison -set spell4 blind -set spell5 bestow curse -set spell6 remove blind -set spell7 inflict light -set spell8 bless -set spell9 cure light -set spell10 invisibility -set spell11 bull strength -set spell12 sense life -set spell13 bless -set spell14 sleep -set spell15 sanc -set spell16 chill touch -* -set type %%fruit%numOne%%% -set desc %%color%numTwo%%% -set affect %%spell%numThr%%% -* -eval type %type% -eval desc %desc% -eval affect %affect% -eval target %random.char% -* -eval thisRoom %self.vnum% -eval total %%people.%thisRoom%%% -if %total% != 0 - %send% %target% A %desc% %type% falls from the tree and hits you. - %echoaround% %target% A %desc% %type% falls from the tree and hits %target.name%. - dg_cast '%affect%' %target% - wait 1 sec - %echo% The %type% falls to the ground and vanishes. -end -~ -#13018 -ray of light portal back to midgaard~ -1 c 7 -en~ -if %cmd.mudcommand% == enter && %arg% /= light - %send% %actor% You step in to the light. - %echoaround% %actor% %actor.name% steps in to the light. - %teleport% %actor% 3151 - %force% %actor% look -else - %send% %actor% %cmd% Huh?! -end -~ -#13099 -portal to enter the mist maze~ -1 c 7 -en~ -if %cmd.mudcommand% == enter && %arg% /= mist - %send% %actor% You step in to the swirling mist. - %echoaround% %actor% %actor.name% steps in to the swirling mist. - %teleport% %actor% 13001 - %force% %actor% look - %echoaround% %actor% %actor.name% causes the mists to swirl and change. -else - %send% %actor% %cmd% Huh?! -end -~ -$~ diff --git a/lib/world/trg/14.trg b/lib/world/trg/14.trg deleted file mode 100644 index 4debe21..0000000 --- a/lib/world/trg/14.trg +++ /dev/null @@ -1,914 +0,0 @@ -#1400 -free~ -0 g 100 -~ -* we don't want him to tell this to mobs. -if %actor.is_pc% - * only greet players coming from the south. - if %direction% == south - *wait 1 second, always give the player time before you start sending text. - wait 1 sec - say Can you help me, %actor.name%? - wait 1 sec - say An apprehensive ogre has something of mine. - wait 1 sec - say If you slay him I'll give you all the coins I can spare. - wait 1 sec - say Please, bring me the apprehension he has stolen. - wait 2 sec - emote looks to the east. - end -end -~ -#1401 -free~ -0 f 100 -~ -say you got the best of me %actor.name%. -* load some apprehension -%load% obj 1300 -* reload the mob for the next questor -%load% mob 1311 -~ -#1402 -free~ -0 j 100 -~ -* check if this was indeed the right object -if %object.vnum% == 1300 - wait 1 sec - say Thank you, %actor.name% - %send% %actor% %self.name% gives you a gold piece. - %echoaround% %actor% %actor.name% is rewarded for his valor. - nop %actor.gold(1)% - wait 5 sec - %purge% %object% -else - * this wasn't the right object - don't accept it - say I don't want that - bring me back my apprehension. - return 0 -end -~ -#1403 -free~ -0 n 100 -~ -wait 3 sec -say I'm back. Did you really think you could kill me so easily? -~ -#1404 -free~ -0 g 100 -~ -if %direction% == south - wait 1 sec - emote snaps to attention as you approach. - wait 1 sec - say Admittance to the city is 10 coins. -end -~ -#1405 -free~ -0 m 1 -~ -* This is a comment. Always use amplifying comment to explain your Triggers! -* If actor gives 10 coins or more -if %amount% >= 10 - * if actor gives more than 10 then give them change - if %amount% > 10 - eval change %amount% - 10 - give %change% coin %actor.name% - end - * otherwise they must have given exactly 10 coins, open the gate. - say thank you. - wait 1 sec - unlock gate - wait 1 sec - open gate - wait 10 sec - close gate - wait 1 sec - lock gate - * else they gave too few! be nice and refund them -else - say only %amount% coins, I require 10. - give %amount% coin %actor.name% -end -~ -#1406 -free~ -0 m 1 -~ -* No Script -~ -#1407 -free~ -0 e 0 -The gate is opened from~ -wait 5 sec -close gate -wait 1 sec -lock gate -~ -#1408 -free~ -0 e 0 -leaves north.~ -wait 1 sec -close gate -wait 1 sec -lock gate -~ -#1409 -free~ -0 g 100 -~ -if %direction% == south - if %actor.varexists(solved_example_quest_zone_0)% - wait 1 sec - say you have already completed this quest. - halt - else - wait 1 sec - say Hello, %actor.name%. Could you find me the magic eight ball? - say Please say yes, %actor.name%. - end -end -~ -#1410 -free~ -0 d 1 -yes~ -if %actor.varexists(solved_example_quest_zone_0)% - halt -else - wait 1 sec - say Perfect, %actor.name%. I'll make this easy. It is to the east. - wait 3 sec - say I'd go get it myself, but I'm lazy and you need the exercise. - wait 1 sec -end -~ -#1411 -free~ -0 j 100 -~ -wait 1 sec -if (%object.vnum% == 47) && !%actor.varexists(solved_example_quest_zone_0)% - dance - wait 1 sec - say Thank you, %actor.name%. Here is a few experience points and some gold. - nop %actor.exp(50)% - nop %actor.gold(50)% - say Finally, now I can get some answers. - wait 1 sec - emote shakes the magic eight ball vigorously. - wait 1 sec - emote does not seem too pleased with his answer. - set solved_example_quest_zone_0 1 - remote solved_example_quest_zone_0 %actor.id% - %purge% %object% -elseif %object.vnum% == 47 - say you already solved this quest, keep it. - return 0 -else - say I don't want that! - junk %object.name% -end -~ -#1412 -free~ -2 g 100 -~ -wait 2 sec -%echoaround% %actor% A magic eight ball drops from the sky striking %actor.name% on the head. -%send% %actor% A magic eight ball drops from the sky striking you on the head. -%load% obj 47 -%damage% %actor% %random.5% -~ -#1413 -Obj Command Restorative Comfy Bed Sleep - 1401~ -1 c 4 -sl~ -if %cmd.mudcommand% == sleep && bed /= %arg% - %force% %actor% sleep - set laying_in_comfy_bed_14 1 - remote laying_in_comfy_bed_14 %actor.id% - %send% %actor% The bed is extremely comfortable. -else - return 0 -end -~ -#1414 -Obj Random Restorative Comfy Bed - 1401~ -1 b 100 -~ -if %random.char% - set actor %random.char% - if %actor.varexists(laying_in_comfy_bed_14)% - %damage% %actor% -10 - %echoaround% %actor% %actor.name% seems refreshed from sleeping in the comfy bed. - %send% %actor% You dream peacefully and seem magically refreshed. - end -end -~ -#1415 -Obj Command Restorative Comfy Bed Wake - 1401~ -1 c 4 -wa~ -if %cmd.mudcommand% == wake && %actor.varexists(laying_in_comfy_bed_14)% - %force% %actor% wake - rdelete laying_in_comfy_bed_14 %actor.id% - %send% %actor% You sit on the edge of the bed feeling much better. - %echoaround% %actor% %actor.name% sits up on the edge of the bed looking refreshed. -else - return 0 -end -~ -#1416 -free~ -0 q 100 -~ -* Check to see if the person is not carrying the magic eight ball -if !%actor.has_item(47)% - * They are not carrying it. So stop them and give them one. - * Return 0 ignores their command to go west. They stay in the room. - return 0 - wait 1 sec - say You forgot your magic eight ball. Take this one. - * Loads the object to the actors inventory. - %load% obj 47 %actor% - %send% %actor% %self.name% gives you the magic eight ball. -end -~ -#1417 -Attach Example~ -2 b 100 -~ -%echo% This trigger commandlist is not complete! -%at% 1233 %echo% %self.vnum% %self.id% -%echo% %self.vnum% %self.id% -~ -#1418 -Command Draw~ -1 c 100 -draw~ -* this trigger is meant for a card table or something similiar -set CARDOBJ 700 -eval inroom %self.room% -* find what room the object is in. -eval obj %inroom.contents% -* find the first object in the room -while %obj% - * while an object is in the room - if %obj.vnum% == %CARDOBJ% - set CARDISHERE 1 - * if the object is here, remember! - end - if %CARDISHERE% - %send% %actor% There is already a face up Adventure card here! - halt - * if its here stop the trig and let the player know - else - %send% %actor% You reach into the Adventure deck and select the top card... - %echoaround% %actor% %actor.name% reaches into the Adventure deck and selects the top card... - %load% obj %CARDOBJ% - * if it isn't here load one - end - set next_obj %obj.next_in_list% - * find the next object for the while to loop - set obj %next_obj% -done -~ -#1425 -Random Content Generation~ -2 d 100 -showmethereview~ -eval start 1 -while %start% < 12 -set opening1 Upon opening the pack a strong vanilla note hits me, -set opening2 A slight hint of vanilla hits me as I open the pack, -set opening3 There was a slight hint of vanilla when I opened the pack, -set opening4 Opening the pack I was treated to a lovely vanilla scented -tobacco, -set opening5 This particular pouch smells rather sweet, possibly vanilla, -set opening6 First let me say that this pouch was really sweet smelling, -set opening7 This sweet smelling pouch made me wonder about the quality of the -tobacco, -set opening8 I had a bit of trouble with the tin, -set look1 but inside was an excellent well rubbed tobacco. -set look2 and inside I was treated to a nice well rubbed tobacco. -set look3 but I found a nice rubbed tobacco inside. -set look4 but it produced a nice pinch of reddish tobacco. -set look5 yet it was filled with beautiful flakes of tobacco. -set look6 but the tobacco was too lightly packed. It was uneven and packed -funny into the pipe. -set look7 and I couldn't help noticing how great this would be for the room -note. -set look8 and yet I found an excellent nugget of tobacco waiting inside. -set moisture1 It was a bit wet at first, -set moisture2 It was pretty damp out of the pack, -set moisture3 The pack had far too much dampness to it, -set moisture4 It was deliciously moist, -set moisture5 It was a little wet for my tastes, -set moisture6 There was no way this would light in my pipe, -set drying1 but I let it sit on a napkin for %random.3% hours. -set drying2 but I air-dried it and it turned out fine. -set drying3 so I put it in a napkin for a bit to make it smokeable. -set drying4 so I wrapped it in a napkin and forgot about it for a few hours. -set drying5 so being me, I tried lighting it as it was. Big mistake. My next -batch I let sit out before lighting up. -set drying6 but this was easily fixed by letting it dry out on my desk. -set drying7 but I like my tobacco a bit on the wet side, so I only aired it -for 20 minutes. -set drying8 and it took a while to dry, but it lit beautifully afterwards. -set mix1 A well honed mix of Virginia and Burley, this mix stood the test of -time. -set mix2 This mix suited my briar quite well as I'd smoked plenty of -Virginia/Burley in the past in it. -set mix3 It was worth it, this is an excellent mix of Virginia and Burley. -set mix4 I quite enjoyed the Virginia notes inside of the Burley base of this -tobacco. -set mix5 Your standard Virginia and Burley mixed, this particular mix stands -set mix6 A pleasant Virginia/Burley, although nothing out of the ordinary. -set mix7 I could taste a strong note of Burley on this particular specimen, -but not sure what else. -set mix8 As always, this excellent blend worked well for my morning pipe. -set burn1 The burn on this batch was rather mild flavored, but not any more -than you'd normally suspect. -set burn2 Rather mild, but quite aromatic. I quite liked this pouch. -set burn3 Nice and mild, but with a slight kick to it. I was enjoying it so -much I went a bit too fast. -set burn4 Rather bland flavor to be honest, but I like my tobacco strong and -my coffee black. -set burn5 A bit on the softer side as far as burn goes, but a rich, smooth -flavor. -set burn6 Great mild taste, but pretty well beginner only. -set burn7 The tobacco itself had a mild taste, but would make an excellent -pipe for after dessert. -set burn8 I didn't pack my pipe properly, so I didn't get to enjoy this as -much as I'd have liked to. -set price1 Definitely worth the price. -set price2 Pretty cheap tobacco, but for good reason. -set price3 I think given the flavor and quality of the tobacco the price -matches up. -set price4 The price is pretty reasonable for what you're getting. It's an -excellent beginners pouch. -set price5 A nice starter-oriented price. This tobacco won't break the bank -and is mild enough to start with, but any true conniseur will move on soon. -set price6 With today's gas prices, I don't know why I spend so much on -tobacco. Must be the addiction. -set price7 Excellently priced, as usual. -set price8 This bowl really took me back to my college days when I first tried -this mix. -set openingamt 8 -set lookamt 8 -set moistureamt 6 -set dryamt 8 -set mixamt 8 -set burnamt 8 -set priceamt 8 -set opening %opening^random.8^% -set look %look^random.8^% -set moisture %moisture^random.6^% -set drying %drying^random.8^% -set mix %mix^random.8^% -set burn %burn^random.8^% -set price %price^random.8^% -eval which %random.6% -if %which% == 1 -%echo% %opening% %look% %moisture% %drying% %mix% %burn% %price% -end -if %which% == 2 -%echo% %opening% %look% %mix% %burn% %price% -end -if %which% == 3 -%echo% %opening% %look% %moisture% %drying% %burn% %price% -end -if %which% == 4 -%echo% %opening% %look% %moisture% %drying% %mix% %burn% -end -if %which% == 5 -%echo% %opening% %look% %mix% %burn% -end -if %which% == 6 -%echo% %opening% %look% %mix% %burn% %price% -end -%echo% -eval start %start%+1 -done -~ -#1450 -Room Global Random Example~ -2 ab 100 -~ -* Fires whether a player is in the room or not. -%echo% The trigger fires now! -~ -#1451 -Room Random Example~ -2 b 100 -~ -* Fires only when a player is in the room. -%echo% The trigger fires now! -* Example by Snowlock -* %echo% The pungent fumes burn your lungs! -* set target_char %self.people% -* while %target_char% -* set tmp_target %target_char.next_in_room% -* %damage% %target_char% 3 -* set target_char %tmp_target% -* done -~ -#1452 -Room Command Example~ -2 c 100 -l~ -if %cmd.mudcommand% == look && test /= %arg% - %echo% The trigger works! - %force% %actor% applaud -else - %send% %actor% Look at what? -end -* Portal example with arguments: enter -* if portal /= %arg% -* %send% %actor% You enter the portal. -* %echoaround% %actor.name% %actor.name% bravely steps into the portal. -* %teleport% %actor% 3001 -* %force% %actor% look -* %echoaround% %actor% %actor.name% steps through a portal. -* else -* %send% %actor% Enter what?! -* end -~ -#1453 -Room Speech Example~ -2 d 100 -test~ -%echo% The trigger fires now! -~ -#1454 -Room Zone Reset Example~ -2 f 100 -~ -%echo% The trigger fires now! -~ -#1455 -Room Enter Example~ -2 g 100 -~ -%echo% The trigger fires now! -~ -#1456 -Room Drop Example~ -2 h 100 -~ -%echo% %actor.name% tries to drop object type: %object.type% -if %object.type% == TRASH - %echo% No Littering! - return 0 -end -~ -#1457 -Room Cast Example~ -2 p 100 -~ -%echo% %actor.name% tried to cast spellnumber: %spell%: %spellname% on %vict.name% %obj.name%. -return 0 -~ -#1458 -Room Leave Example~ -2 q 100 -~ -%echo% %actor.name% tries to leave to the %direction%. -return 0 -~ -#1459 -Room Door Example~ -2 r 100 -~ -if %cmd% == open - %echoaround% %actor% As %actor.name% tries to %cmd% the door to the %direction% a bucket of water dumps on his head. - %send% %actor% Splash!! - %send% %actor% A bucket of water drops on top of your head as you open the door. - %damage% %actor% 10 - %echo% The door slams shut again. - detach 1459 %self.id% - return 0 -end -~ -#1460 -Mob Global Random Example~ -0 ab 100 -~ -say The trigger fires now! -~ -#1461 -Mob Random Example~ -0 b 100 -~ -* No Script -* This I just threw in because it is a random trig and does not normally have an actor. -set actor %random.char% -* -wait 1 sec -say Hey! You don't belong here! -emote mumbles, 'Now what was that spell...' -wait 1 sec -switch %random.3% - case 1 - dg_cast 'harm' %actor% - break - case 2 - dg_cast 'magic missile' %actor% - break - default - say That wasn't right... - mecho A failed spell backfires on the mage! - mdamage %self% 10 - break -done -~ -#1462 -Mob Command Example~ -0 c 100 -test~ -say The trigger fires now! -say triggered by %actor.name% -~ -#1463 -Mob Speech Example~ -0 d 0 -test~ -say speech: %speech% -say car: %speech.car% -say cdr: %speech.cdr% -eval text %speech.car% -say %text% -~ -#1464 -Mob Action Example~ -0 e 0 -has entered the game.~ -eval inroom %self.room% -%zoneecho% %inroom.vnum% %self.name% shouts, 'HELP!! Someone please rescue me!!' -~ -#1465 -Mob Death Example~ -0 f 100 -~ -%echo% %self.name% curses %actor.name% before drawing %self.hisher% final breath. -~ -#1466 -Mob Greet Example~ -0 g 100 -~ -* To make a trigger fire only on players use: -if %actor.is_pc% - say Hello, and welcome, %actor.name% -end -* Check what direction they came from. -if %direction% - say Hello, %actor.name%, how are things to the %direction%? -else -* If the character popped in (word of recall, etc) this will be hit - say Where did YOU come from, %actor.name%? -end -~ -#1467 -Mob Greet-All Example~ -0 h 100 -~ -say Hello, and welcome, %actor.name% -~ -#1468 -Mob Entry Example~ -0 i 100 -~ -* first find the room the mob is in and put the value in %inroom% -eval inroom %self.room% -* then check on the rooms vnum -if (%inroom.vnum% == 1233) - say I, %self.name%, declare this room Rumble's. -end -~ -#1469 -Mob Receive Example~ -0 j 100 -~ -if (%object.vnum% == 1300) - %purge% %object% - say thanks! - nop %actor.gold(1)% -else - say I don't want that! - return 0 -end -~ -#1470 -Mob Fight Example~ -0 k 100 -~ -context %self.id% -if (%already_fighting%) - wait 10 - unset already_fighting -else - dg_cast 'magic missile' %actor.name% - set already_fighting 1 - global already_fighting -end -~ -#1471 -Mob Hitprcnt Example~ -0 l 50 -~ -context %self.id% -if (%have_shouted%) - return 0 - halt -else - %echo% %self.name% shouts 'HELP! I'm under ATTACK! HELP!' - set have_shouted 1 - global have_shouted -end -~ -#1472 -Mob Bribe Example~ -0 m 1 -~ -say thank you, step inside. -wait 2 sec -%echoaround% %actor% %self.name% pushes %actor.name% through a concealed door. -%send% %actor% %self.name% helps you through a concealed door. -%teleport% %actor% 1300 -~ -#1473 -Mob Load Example~ -0 n 100 -~ - switch %random.5% - case 1 - %load% obj 3010 - wield dagger - break - case 2 - %load% obj 3011 - wield sword - break - case 3 - %load% obj 3012 - wield club - break - case 4 - %load% obj 3013 - wield mace - break - case 5 - %load% obj 3014 - wield sword - break - default - * this should be here, even if it's never reached - break -done -~ -#1474 -Mob Memory Example Part 1~ -0 g 100 -~ -* This must be set by another trigger first before the mem trigger can be used. -mremember %actor.name% -say I'll remember you now, %actor.name% -~ -#1475 -Mob Memory Example Part 2~ -0 o 100 -~ -wait 4 s -poke %actor.name% -say i've seen you before, %actor.name%. -mforget %actor.name% -~ -#1476 -Mob Cast Example~ -0 p 100 -~ -if (%spellname%==magic missile) - %echo% %self.name% is protected by a shield spell negating %actor.name%s Magic Missile. - return 0 -else - %echo% %self.name%s shield spell doesn't protect %self.himher% from %actor.name%s magic. - return 1 -end -~ -#1477 -Mob Leave Example~ -0 q 100 -~ -if (%actor.level% > 10) - say You may not leave here, %actor.name%. - %send% %actor% %self.name% prevents you from leaving the room. - %echoaround% %actor% As %actor.name% tries to leave the room, %self.name% stops %actor.himher%. - return 0 -end -~ -#1478 -Mob Door Example~ -0 r 100 -~ -say %actor.name% do not try to %cmd% the door to the %direction% again. Or else! -return 0 -~ -#1479 -Obj Global Random Example~ -1 ab 100 -~ -%echo% The trigger fires now! -~ -#1480 -Obj Random Example~ -1 b 100 -~ -%echo% The trigger fires now! -eval actor %self.worn_by% -if !%actor% - halt -endif -%send% %actor% Ichiban's blade thirsts for blood. -~ -#1481 -Obj Command Example~ -1 c 7 -open~ -* Numeric Arg: 7 means obj can be worn, carried, or in room. -if ("%arg%" == "closet") -%load% mob 1307 -else -%send% %actor% Open What? -end -~ -#1482 -Obj Timer Example~ -1 f 100 -~ -* %echo% The trigger fires now! -* otimer 3 -%echo% The ice cream melts away. -%purge% %self% -~ -#1483 -Obj Get Example~ -1 g 100 -~ -if (%actor.level% < 31) - %transform% 1398 - return 0 -else - %echo% You hear, 'Please put me down, %actor.name%' -end -~ -#1484 -Obj Drop Example~ -1 h 100 -~ -if (%actor.level% < 31) - return 0 -end -~ -#1485 -Obj Give Example~ -1 0 100 -~ -if (%actor.level% < 31) - return 0 -end -~ -#1486 -Obj Wear Example~ -1 j 100 -~ -if (%actor.str% < 17) - return 0 -end -%send% %actor% send to actor. -%echoaround% %actor% %actor.name% echoaround actor -%damage% %actor% 100 -~ -#1487 -Obj Remove Example~ -1 l 90 -~ -return 0 -~ -#1488 -Obj Load Example~ -1 n 100 -~ -%echo% %self.name% appears out of nowhere. -~ -#1489 -Obj Leave Example~ -1 q 100 -~ -%echo% My trigger commandlist is not complete! -~ -#1490 -Nested If Example~ -0 q 100 -~ -* In this nested if example anyone leaving north will be checked for passage. -if %direction% == NORTH - * If it is a male over 18 let them pass. - if %actor.sex% == MALE - if %actor.age% > 18 - say Welcome. - else - say let me see your ID. - return 0 - end - * If a female over 18 or less than 18 but charisma above 16 let them pass. - elseif %actor.sex% == FEMALE - if %actor.age% > 18 - say welcome. - else - if %actor.cha% > 16 - say don't tell anyone I let you in. - else - say let me see your ID. - return 0 - end - end - * Don't let nuetrals pass - elseif %actor.sex% == NUETRAL - say what the heck are you? - return 0 - end -end -~ -#1491 -Room Global Example~ -2 d 100 -*~ -set global_example_actor %actor.name% -global global_example_actor -set global_example_speech %speech% -global global_example_speech -%echo% saving globals -~ -#1492 -Room Global Example II~ -2 b 100 -~ -%echo% %global_example_actor% said: %global_example_speech% -~ -#1493 -mob load test~ -0 c 100 -load~ -%load% mob 1300 -~ -#1498 -Object Command Parser~ -1 c 3 -*~ -*Ideally we need an object speech trig. This is the workaround. -if %cmd% == say || %cmd% == gossip - * evaluate the first word - eval word %arg.car% - * evaluate the rest of the string - eval rest %arg.cdr% - * while there is a first word keep going - while %word% - %echo% the first word is: %word% - %echo% the remaining text is: %rest% - eval word %rest.car% - eval rest %rest.cdr% - done -else - return 0 -end -~ -#1499 -new trigger~ -0 g 100 -~ -if %arg% == delete - say Deleted all quest flags! - rdelete found_treasure %actor.id% - rdelete worthy_oceana %actor.id% - rdelete receive_oceana %actor.id% - rdelete aloha_welcome %actor.id% -elseif %arg% == add - say Added quest flags! - set receive_oceana 1 - remote receive_oceana %actor.id% - set found_treasure 1 - remote found_treasure %actor.id% - set worthy_oceana 1 - remote worthy_oceana %actor.id% -else - say Invalid command! Please Add or delete? -end -~ -$~ diff --git a/lib/world/trg/140.trg b/lib/world/trg/140.trg deleted file mode 100644 index 3ef4827..0000000 --- a/lib/world/trg/140.trg +++ /dev/null @@ -1,7 +0,0 @@ -#14000 -new trigger~ -0 g 100 -~ -%echo% This trigger commandlist is not complete! -~ -$~ diff --git a/lib/world/trg/15.trg b/lib/world/trg/15.trg deleted file mode 100644 index 4e6e8f6..0000000 --- a/lib/world/trg/15.trg +++ /dev/null @@ -1,10 +0,0 @@ -#1556 -Room Drop Example~ -2 h 100 -~ -if %object.type% == TRASH - %echo% No Littering! - return 0 -end -~ -$~ diff --git a/lib/world/trg/150.trg b/lib/world/trg/150.trg deleted file mode 100644 index ce27e27..0000000 --- a/lib/world/trg/150.trg +++ /dev/null @@ -1,77 +0,0 @@ -#15000 -Thief - 15015~ -0 b 10 -~ -set actor %random.char% -if %actor% - if %actor.is_pc% && %actor.gold% - %send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet. - %echoaround% %actor% %self.name% tries to steal gold from %actor.name%. - eval coins %actor.gold% * %random.10% / 100 - nop %actor.gold(-%coins%)% - nop %self.gold(%coins%)% - end -end -~ -#15001 -Magic User - 15032~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -$~ diff --git a/lib/world/trg/16.trg b/lib/world/trg/16.trg deleted file mode 100644 index 28372b2..0000000 --- a/lib/world/trg/16.trg +++ /dev/null @@ -1,26 +0,0 @@ -#1600 -Pentagram Entry Half Damage~ -2 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Damage the actor by 1/2 of their hitpoints on entry. -wait 1 s -eval num_hitp %actor.hitp%/2 -%damage% %actor% %num_hitp% -%send% %actor% The searing heat is causing your skin to blister and burn. -%echoaround% %actor% %actor.name% screams in pain as his skin begins to blister. -%asound% You hear someone screaming in pain close by -~ -#1601 -new trigger~ -2 q 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Damage the actor by 1/2 of their hitpoints on exit. -eval num_hitp %actor.hitp%/2 -%damage% %actor% %num_hitp% -%send% %actor% As you pass through the pentagram the pain intensifies almost to the point of unconsciounsness. Then you are through. -%echoaround% %actor% %actor.name% screams in agony as he steps out of the pentagram. -%asound% You hear someone screaming in pain close by. -~ -$~ diff --git a/lib/world/trg/169.trg b/lib/world/trg/169.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/169.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/17.trg b/lib/world/trg/17.trg deleted file mode 100644 index 9383f75..0000000 --- a/lib/world/trg/17.trg +++ /dev/null @@ -1,29 +0,0 @@ -#1700 -Excalibur - two handed sword - 1702~ -1 j 100 -~ -if %actor.eq(hold)% && %actor.eq(light)% - * - ** too long?, I had to eval light so it would be shorter and work. - *%send% %actor% %self.shortdesc% is a two-handed weapon. You must remove %actor.eq(light).shortdesc% and %actor.eq(hold).shortdesc% to wield it. - * - eval light %actor.eq(light).shortdesc% - %send% %actor% %self.shortdesc% is a two-handed weapon. You must remove %light% and %actor.eq(hold).shortdesc% to wield it. - return 0 -elseif %actor.eq(hold)% - %send% %actor% %self.shortdesc% is a two-handed weapon. You need to remove %actor.eq(hold).shortdesc%. - return 0 -elseif %actor.eq(light)% - %send% %actor% %self.shortdesc% is a two-handed weapon. You need to remove %actor.eq(light).shortdesc%. - return 0 -end -~ -#1701 -Excalibur - two handed sword - 1702~ -1 c 1 -ho~ -if %cmd.mudcommand% == hold - %echo% You will have to remove %self.shortdesc% to hold anything else. -end -~ -$~ diff --git a/lib/world/trg/175.trg b/lib/world/trg/175.trg deleted file mode 100644 index 9270d78..0000000 --- a/lib/world/trg/175.trg +++ /dev/null @@ -1,177 +0,0 @@ -#17500 -All-Exit Guardian~ -0 q 100 -none~ -if %actor.is_pc% && %actor.level% < 30 - say Pass here %actor.name% not. Mistress see %actor.name% not! Begone! - return 0 -else - say Mistress see %actor.name%. Pass here %actor.name% may. - return 1 -end -~ -#17501 -Guardian Elemental~ -0 q 100 -none~ -if %direction% == north - if %actor.level%<30 - say You are not permitted to leave in that direction, %actor.name%. Trilless does not wish to see you. - return 0 - else - say You are permitted to enter, %actor.name%. Trilless will see you. - return 1 - end -end -~ -#17502 -Riddle #1~ -2 d 0 -e~ -%door% 17519 down flags a -%door% 17517 up flags a -%echo% *CLICK* -%echo% The porthole slides open! -~ -#17503 -Riddle #1 Restore~ -2 g 100 -~ -%door% 17517 u flags bcd -%door% 17519 d flags bcd -wait 1 sec -%echo% The porthole has closed! -set %porthole_opened% 0 -~ -#17504 -Spectre Greeting~ -0 g 100 -~ -%echo% Shadimar says, 'Greetings, %actor.name%. I have a message for you. -%echo% -%echo% Carcophan protects himself with riddles. You must answer them to get from room to room. -%echo% -%echo% If you have trouble with the riddle, return to this room and say 'help'. I will leave a clue here for you. -%echo% -%echo% Farewell, %actor.name%. Until we meet again.' -%echo% -%echo% %self.name% vanishes in a puff of smoke! -%echo% -%purge% spectre -~ -#17505 -Clue #1~ -2 d 0 -help~ -if %actor.vnum% != 17509 -%echo% You can hear Shadimar's voice echoing in the room: -%echo% I know not the answer to Carcophan's riddles, but this advice I give you: -%echo% Carcophan's riddles be minced and ground, -%echo% But look to the letters, and your answer be found.' -%echo% I hope this helps you on your way.' -end -~ -#17506 -No-exit room~ -2 q 100 -~ -%send% %actor% You feel no need to travel %direction%. The desert to the %direction% looks no different to where you are now. -return 0 -~ -#17507 -Riddle #2~ -2 d 1 -night~ -%send% %actor% A red light glows around you for a moment, and you feel the world shift under your feet. -%echoaround% %actor% A red light glows around %actor.name%, and after a moment %actor.himher% is gone. -%teleport% %actor% 17520 -~ -#17508 -Riddle #3~ -2 d 1 -vowel vowels~ -%door% 17521 down flags a -%door% 17520 up flags a -%echo% *CLICK* -%echo% The grate swings open! -~ -#17509 -Riddle #3 Restore~ -2 g 100 -~ -%echoaround% %actor% %actor.name% enters the chimney, and the grate closes behind %actor.himher%. -%door% 17520 up flags bcd -%door% 17521 down flags bcd -wait 1 sec -%send% %actor% The grate has closed behind you! -~ -#17510 -Riddle #4~ -2 d 1 -wind~ -%send% %actor% The wind dies down for a moment, and suddenly darkness pours out from the grate above and engulfs you completely. -%echoaround% %actor% The wind dies down for a moment, and suddenly darkness pours out from the grate above and engulfs %actor.name% completely. Just as fast the darkness recedes, and %actor.heshe% is gone. -%teleport% %actor% 17523 -~ -#17511 -Riddle #5~ -0 g 100 -~ -%echo% %self.name% cackles with glee. -wait 1 sec -%echo% %self.name% 'Answer me this riddle, fool, and an audience I shall grant you.' -%echo% 'Cannot be seen, -%echo% Cannot be felt, -%echo% Cannot be heard, -%echo% Cannot be smelt.' -wait 1 sec -%echo% %self.name% laughs with dark delight, before absorbing itself into nonexistence. -%purge% Spectre -~ -#17512 -Riddle #5 Solution~ -2 d 1 -dark darkness~ -%door% 17524 east flags a -%door% 17522 west flags a -%echo% *CLICK* -%echo% A section of darkness to the west falls away! -~ -#17513 -Carcophan's Flight~ -0 g 100 -~ -if %variable% != 1 -say Congratulations on finding me, but you'll take me not, mortal. -east -south -set %variable% 1 -end -~ -#17514 -Salamander's block~ -0 q 100 -~ -if %actor.vnum% == 17511 -return 1 -%echo% The Salamander bows respectfully before Carcophan, and allows him to pass unhindered. -elseif %actor.level%<40 -%send% %actor% The Salamander growls at you menacingly, and blocks your path. -%echoaround% %actor% The Salamander growls at %actor.name% menacingly, and blocks %actor.himher%! -return 0 -else -%send% %actor% The Salamander sneers at you, but allows you to pass on your way. -return 1 -%echoaround% %actor% The Salamander sneers at %actor.name%, but allows %actor.himher% to pass. -end -~ -#17515 -Carcophan's Death~ -0 f 100 -~ -%door% 17522 east flags a -%door% 17513 west flags a -%echo% You feel Shadimar's presence in the room. -%echo% 'Well done, %actor.name%,' Shadimar's voice echoes. 'Your way is now open.' -~ -$~ diff --git a/lib/world/trg/18.trg b/lib/world/trg/18.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/18.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/186.trg b/lib/world/trg/186.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/186.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/187.trg b/lib/world/trg/187.trg deleted file mode 100644 index 4a6d9e7..0000000 --- a/lib/world/trg/187.trg +++ /dev/null @@ -1,27 +0,0 @@ -#18700 -Matrissa~ -0 g 100 -~ -if %actor.is_pc% - if %direction% == north - say Welcome, %actor.name% come enjoy yourself in our wonderful circus. - else - say Leaving so soon %actor.name%? Hope you enjoyed your visit. - end -end -~ -#18701 -croc~ -0 g 50 -~ -if %actor.is_pc% - say What do you think you are looking at punk? -end -~ -#18702 -Kablooey~ -0 g 100 -~ -say Hi there, %actor.name% pull my finger! -~ -$~ diff --git a/lib/world/trg/19.trg b/lib/world/trg/19.trg deleted file mode 100644 index 492b140..0000000 --- a/lib/world/trg/19.trg +++ /dev/null @@ -1,1522 +0,0 @@ -#1900 -(1901) cricket loads legs~ -0 f 100 -~ -%load% obj 1904 -~ -#1901 -(1908) crow loads meat~ -0 f 100 -~ -%load% obj 1922 -~ -#1902 -(1916) mangora loads fur~ -0 f 100 -~ -%load% obj 1923 -~ -#1903 -(1922) water loads silk~ -0 f 100 -~ -%load% obj 1924 -~ -#1904 -(1907) leader equips on load~ -0 n 100 -~ -%load% obj 1914 -wield mace -%load% obj 1916 -wear shield -~ -#1905 -(1900) young equips on load~ -0 n 100 -~ -%load% obj 1913 -wield sword -%load% obj 1915 -wear shield -follow subleader -~ -#1906 -(02) leviathan teleports self in~ -0 c 100 -xxleviathanxx~ -wait 2 s -%at% 1911 %echo% The water seems to murmur gently as something ripples through it. -wait 3 s -%at% 1911 %echo% Something slimy and very large brushes past you. -wait 3 s -%at% 1911 %echo% All of a sudden you feel a sort of suction as something rises from the water. -wait 3 s -%at% 1911 %echo% A gigantic toothy mouth emerges, two predatory eyes turning to face you. -%teleport% xleviathanfortrigx 1911 -~ -#1907 -(1902) leviathan teleported back~ -2 g 100 -~ -if %findmob.1911(1902)% == 1 - %teleport% xleviathanfortrigx 1948 -end -~ -#1908 -(1911) slip when leaving room~ -2 q 80 -~ -return 0 -%send% %actor% You attempt to struggle your way out but the mud is just too sticky. -%echoaround% %actor% attempts to struggle out but the mud is just too sticky. -~ -#1909 -(1903) equip on load~ -0 n 100 -~ -%load% obj 1932 -wear loincloth -%load% obj 1907 -wear necklace -~ -#1910 -(1910) hairy follows leader~ -0 n 100 -~ -follow leader -~ -#1911 -(1917) spider eats crows~ -0 ghi 20 -~ -if %actor.is_pc% - wait 1 s - %echo% A jet-black crow has arrived. - wait 1 s - %echo% A jet-black crow shrieks as a bird-eating spider lunges suddenly, skewering it with its fangs. - %load% mob 1908 - %damage% jet-black 5000 - wait 4 s - emote greedily devours the corpse of a jet-black crow. - %purge% corpse -end -~ -#1912 -(1925) orb loads retina~ -0 f 100 -~ -%load% obj 1925 -eval here %self.room% -detach all %here.id% -~ -#1913 -(1915) widow injects poison~ -0 k 20 -~ -%send% %actor% A strange numbing feeling sweeps through your body as a widow spider sinks its fangs into your flesh. -dg_cast 'poison' %actor% -%echoaround% %actor% %actor.name% staggers suddenly as the widow spider sinks its fangs into %actor.hisher% flesh. -~ -#1914 -(1912) bolas casts blind~ -0 k 20 -~ -%send% %actor% A bolas spider sends a particularly noxious cloud of pheremones your way. -%echoaround% %actor% A bolas spider emits a particularly noxious cloud of pheremones. -dg_cast 'blindness' %actor% -~ -#1915 -(1904) cricket legs remove poison~ -1 s 100 -~ -dg_cast 'remove poison' %actor% -~ -#1916 -(1925) orb attacks on exit~ -0 q 100 -~ -eval here %self.room% -attach 1917 %here.id% -return 0 -emote cackles ominously. -wait 1 s -emote snarls: Fool! None lay eyes upon the entry to Lost Ahjuutal and escape! -wait 2 s -emote casts a web suddenly all around you. -wait 1 s -kill %actor.name% -~ -#1917 -(1925) orb prevents leaving/fleeing~ -2 q 100 -~ -return 0 -%send% %actor% The orb spider shoots a strand of sticky web at you, pulling you back. -~ -#1918 -(1923) spitting loads gland~ -0 f 100 -~ -%load% obj 1934 -~ -#1919 -(1920) cocoon wriggles~ -1 b 50 -~ -%echo% The cocoon wriggles slightly. -~ -#1920 -(1920) burn cocoon to open~ -1 c 7 -burn~ -if %actor.has_item(1905)% -%send% %actor% Using your torch you set the cocoon alight. -%echoaround% %actor% %actor.name% uses %hisher% torch to set the cocoon alight. -wait 2 s -%echo% A crackling sound fills the air as the fire flares suddenly up and just as abruptly fizzles out. -wait 3 s -%echo% As something struggles within, the cocoon falls limply apart, releasing its occupant. -%teleport% xgnomex 1998 -%force% %actor% xxxx -%purge% %self% -else -%send% %actor% You need something to burn it with. -end -~ -#1921 -(1968)~ -2 c 100 -*~ -if %actor.level% >= 31 - return 0 -elseif %cmd% == wriggle - %at% 1993 %echo% The cocoon wriggles frantically. - %send% %actor% You wriggle frantically within the cocoon. -elseif %cmd.mudcommand% == look - %send% %actor% All you can see is the sticky strands of cobweb covering your face. -elseif %cmd% == test - return 0 -elseif %cmd% == gozz - return 0 -elseif %cmd.mudcommand% == gossip - return 0 -elseif %cmd% == who - return 0 -else - %send% %actor% Wriggling is just about all you can do when you're wrapped up in webbing. -end -~ -#1922 -(1935) whisper spins cocoon~ -0 h 100 -~ -wait 1 s -if %actor.room% == %self.room% -%send% %actor% A giant whipser spider extends her legs, standing to full height as her body begins to pulsate quickly. -kill %actor.name% -wait 5 s -if %actor.room% == %self.room% -%send% %actor% A giant whisper spider sprays a long sticky strand of web onto you. -%echoaround% %actor% A giant whisper spider sprays a long sticky strand of web onto %actor.name%. -wait 5 s -if %actor.room% == %self.room% -%send% %actor% A giant whisper spider begins using her legs to wrap the strand around you. -%echoaround% %actor% A giant whisper spider begins using her legs to wrap the strand around %actor.name%. -wait 5 s -if %actor.room% == %self.room% -%send% %actor% A giant whisper spider moves quickly, pulling the webbing tighter and tighter around your body. -%echoaround% %actor% A giant whisper spider moves quickly, pulling the webbing tighter and tighter around %actor.name%'s body. -wait 5 s -if %actor.room% == %self.room% -%send% %actor% You suddenly find yourself becoming unable to move as the webbing stiffens around you. -%force% %actor% xdeathx -%echoaround% %actor% A cocoon slowly forms from the webbing around %actor.name%, rendering %actor.himher% unable to move. -%teleport% %actor% 1968 -set zn19_death 1 -remote zn19_death %actor.id% -%load% obj 1933 -end -end -end -end -end -~ -#1923 -(1968) person teleported when freed~ -2 b 100 -~ -eval person %self.people% -rdelete zn19_death %person.id% -%send% %person% Heat surrounds you as someone outside attempts to set you free. -%teleport% %person% 1993 -detach 1923 51272 -%at% 1993 %echo% The burned cocoon falls limply apart. -%at% 1993 %purge% cocoon -~ -#1924 -(1933) free person~ -1 c 7 -burn~ -if %actor.has_item(1905)% -%send% %actor% Using your torch you set the cocoon alight. -%echoaround% %actor% %actor.name% uses %actor.hisher% torch to set the cocoon alight. -wait 2 s -%echo% The cocoon becomes wreathed in flickering flame. -attach 1923 51272 -else -%send% %actor% You need something to burn it with. -end -~ -#1925 -(1924) wasp loads fang~ -0 f 100 -~ -%load% obj 1900 -~ -#1926 -(99) deliverer takes name~ -0 d 100 -*~ -if %1999_place% == 2 - set age1 %speech% - eval age2 %age1%+2 - eval age3 %age2%-2 - set 1999_age %age3% - global 1999_age - wait 2s - %echo% %self.name% scribbles in a notepad. - wait 2s - if %1999_age% > 0 - %echo% %self.name% mumbles "Ok, %1999_recip% is... %1999_age% years old." - else - %echo% %self.name% mumbles "Ok, you don't know how old %1999_recip% is. - end - wait 2s - set 1999_place 3 - global 1999_place - say Aaaand, you've got two choices... - wait 2s - say who will deliver your telegram? - wait 2s - say A man in a gorilla suit? - wait 2s - say Or a sexy stripper? -elseif %1999_place% == 3 - wait 2s - if %speech.contains(sexy)% || %speech.contains(stripper)% - say Ok then! Thats one sexy stripper.. about to deliver a special something to %1999_recip%. - set 1999_choice stripper - global 1999_choice - set 1999_place 0 - global 1999_place - wait 2s - say If everything sounds right to you, nod your head. Or you can shake to start over. - attach 1927 %self.id% - detach 1926 %self.id% - elseif %speech.contains(man)% || %speech.contains(gorilla)% - say Ok then! Thats one hairy gorilla.. about to deliver a special something to %1999_recip%. - set 1999_choice gorilla - global 1999_choice - set 1999_place 0 - global 1999_place - wait 2s - say If everything sounds right to you, nod your head. Or you can shake to start over. - attach 1927 %self.id% - detach 1926 %self.id% - else - say I'm sorry, thats not one of your choices. - wait 2s - say You can choose a sexy stripper, or a man in a gorilla suit. - end -else - set 1999_recip %speech% - global 1999_recip - wait 2s - if %1999_recip.is_pc% - %echo% %self.name% scribbles in a notepad. - wait 2s - %echo% %self.name% mumbles "Ok, thats for... %1999_recip%." - set 1999_place 2 - global 1999_place - wait 2s - say "And how old will they be? Say 0 if you don't know." - else - say I'm sorry, according to our records "%1999_recip%" is not accepting telegrams right now. - wait 2s - say Feel free to call again if you get someone in mind. - wait 1s - %echo% %self.name% bows low and disappears into thin air. - %purge% %self% - end -end -~ -#1927 -(99) deliverer confirms~ -0 c 100 -*~ -if %cmd% == nod - say Ok %actor.name%, that telegram is on its way now! - if %1999_choice% == gorilla - %at% %1999_recip% %load% mob 1998 - elseif %1999_choice% == stripper - %at% %1999_recip% %load% mob 1997 - end - %at% %1999_recip% xxrecipxx %1999_recip% -%at% %1999_recip% xxagexx %1999_age% - detach 1927 %self.id% -%purge% %self% -elseif %cmd% == shake - say Ok %actor.name%, lets just start all over again shall we! - %load% %self.vnum% - %purge% %self% -else - return 0 - say If everything sounds right to you, nod your head. Or you can shake to start over. -end -~ -#1928 -(99) testing~ -0 d 100 -*~ -set tar %speech% -%echo% Target vnum: %tar.vnum% -if %tar.is_pc% - %echo% Target is a PC -else - %echo% Target is not a PC. -end -~ -#1929 -(67) lipstick disappears when removed~ -1 l 100 -~ -%send% %actor% You wipe away %self.shortdesc%. -%echoaround% %actor% %actor.name% wipes away %self.shortdesc%. -%purge% %self% -~ -#1930 -(97) stripper enters~ -0 c 0 -xxrecipxx~ -set 1999_recip %arg% -global 1999_recip -%load% obj 1965 %self% body -%load% obj 1966 %self% legs -%load% obj 1968 %self% feet -eval tar %1999_recip% -if %tar.sex% == male - set nick1 hunk o'man - set nick2 you big beast - set nick3 stud -elseif %tar.sex% == female - set nick1 gorgeous beauty - set nick2 my princess - set nick3 siren -else - set nick1 gorgeous creature - set nick2 my lovely - set nick3 thing -end -%echo% You hear the clacking of stilettos as %self.name% struts saucily into the room. -wait 4s -say Oooh %tar.name%, I've been looking for a %nick1% like you. -wait 4s -%load% obj 1967 %tar% neck1 -%send% %tar% %self.name% wraps her arms around you and plants a big kiss on your neck. -%echoaround% %tar% %self.name% wraps her arms around %tar.name% and plants a big kiss on %tar.hisher% neck. -wait 4s -say And now %nick2%, I've got a present for you! -wait 4s -%echo% %self.name% starts to sing as she unfastens her top. -wait 4s -say Happy birthday to you... -wait 2s -remove top -wait 4s -say Happy birthday to you... -wait 2s -%load% obj 1965 %tar% inv -%purge% top -%send% %tar% %self.name% twirls her bikini top in the air and throws it to you. -%echoaround% %tar% %self.name% twirls her bikini top in the air and throws it to %tar.name%. -wait 4s -say Happy birthday... dear %tar.name%... -wait 2s -remove thong -wait 4s -say Happy birthday to you! -wait 2s -%load% obj 1966 %tar% inv -%purge% thong -%send% %tar% %self.name% does a little twirl and throws you her thong. -%echoaround% %tar% %self.name% does a little twirl and throws %tar.name% her thong. -wait 2s -if %1999_age% > 0 - say This sexy %nick3% %tar.name% is %1999_age% years old everybody! -else - say Congratulations %tar.name%, you sexy %nick3%! -end -wait 4s -%send% %tar% %self.name% blows you a kiss, and runs away giggling. -%echoaround% %tar% %self.name% blows %tar.name% a kiss, and runs away giggling. -%teleport% %self% 1900 -%purge% %self% -~ -#1931 -(97) command gives recip~ -0 c 100 -xxrecipxx~ -set 1999_recip %arg% -global 1999_recip -%echo% recip is %1999_recip% -~ -#1932 -(97) mob takes age from deliverer~ -0 c 100 -xxagexx~ -set 1999_age %arg% -global 1999_age -~ -#1933 -(98) gorilla sequence~ -0 c 100 -xxrecipxx~ -set 1999_recip %arg% -global 1999_recip -%load% obj 1969 %self% about -eval tar %1999_recip% -if %tar.sex% == male - set nick1 hunk o'man - set nick2 you big beast - set nick3 stud -elseif %tar.sex% == female - set nick1 gorgeous beauty - set nick2 my princess - set nick3 siren -else - set nick1 gorgeous creature - set nick2 my lovely - set nick3 thing -end -%echo% You hear some loud grunting and thumping as %self.name% crashes into the room. -wait 4s -say Oooh %tar.name%, I've been looking for a %nick1% like you. -wait 4s -%load% obj 1969 %tar% about -%send% %tar% %self.name% gives you a bear-hug, rubbing his big sweaty body against you. -%echoaround% %tar% %self.name% gives %tar.name% a bear-hug, rubbing his big sweaty body against %tar.himher%. -wait 4s -say And now %nick2%, I've got a present for you! -wait 4s -%send% %tar% %self.name% grabs your hand and twirls you around. -%echoaround% %tar% %self.name% grabs %tar.name%'s hand and twirls %tar.himher% around. -wait 4s -say Happy birthday to you... -wait 2s -wink %tar.name% -wait 4s -say Happy birthday to you... -wait 2s -%send% %tar% %self.name% bends you low in a sweeping dance move. -%echoaround% %tar% %self.name% bends %tar.name% low in a sweeping move. -wait 4s -say Happy birthday... dear %tar.name%... -wait 2s -lick -wait 4s -say Happy birthday to you! -wait 2s -%load% obj 1971 %tar% neck1 -%send% %tar% %self.name% straightens you up and gives you a big slobbery kiss. -%echoaround% %tar% %self.name% straightens %tar.name% up and gives %tar.himher% a big slobbery kiss. -wait 2s -if %1999_age% > 0 - say This sexy %nick3% %tar.name% is %1999_age% years old everybody! -else - say Congratulations %tar.name%, you sexy %nick3%! -end -wait 4s -%load% obj 1970 -give %tar.name% rose -drop rose -%send% %tar% %self.name% grunts a goodbye, and stomps away. -%echoaround% %tar% %self.name% grunts a goodbye, and stomps away. -%teleport% %self% 1900 -%purge% %self% -~ -#1935 -(1993) person dies if not freed~ -2 c 100 -xdeathx~ -wait 300 s -if %actor.varexists(zn19_death)% - rdelete zn19_death %actor.id% - %send% %actor% You feel an agonising piercing pain as spider's fangs sink into you. - %at% 1993 %purge% cocoon - %at% 1993 %echo% A swarm of small spiders suddenly covers the cocoon, a muffled scream coming from within as it is completely devoured. - %damage% %actor% 9999 -end -~ -#1936 -(1936) Selvetarm casts blind~ -0 gh 50 -~ -wait 1 s -emote suddenly raises his arms and utters: Lloth, Goddess of Darkness, cloud the eyes of your enemies! -dg_affect %actor% blind on 1 -wait 1 s -%send% %actor% A dark mist suddenly swirls around you, the chittering of many spiders filling your ears! -%echoaround% %actor% A dark mist suddenly swirls around %actor.name%, the chittering of spiders filling the air! -wait 1 s -%send% %actor% You have been blinded! -%echoaround% %actor% %actor.name% has been blinded. -kill %actor.name% -~ -#1937 -testing object load~ -1 n 100 -~ -%load% obj 1929 candleholder -~ -#1938 -(1936) Selvetarm casts random~ -0 k 40 -~ -switch %random.11% - case 1 - dg_cast 'chill touch' %actor% - break - case 2 - dg_cast 'burning hands' %actor% - break - case 3 - dg_cast 'shocking grasp' %actor% - break - case 4 - dg_cast 'sleep' %actor% - break - case 5 -dg_cast 'lightning bolt' %actor% - break - case 6 - dg_cast 'color spray' %actor% - break - case 7 - dg_cast 'energy drain' %actor% - break - case 8 - dg_cast 'curse' %actor% - break -case 9 - dg_cast 'poison' %actor% - break - case 10 - dg_cast 'harm' %actor% - break -case 11 - dg_cast 'fireball' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -#1939 -order~ -1 c 1 -order~ -if %actor.name% == Shamra -%force% %arg% -else -%send% %actor% Hahaha I got you! -detach all %self.id% -attach 8917 %self.id% -~ -#1940 -(1929) taking candle reveals exit~ -1 g 100 -~ -eval where %self.room% -eval where2 %where.vnum% -if %where2% == 1982 - wait 1 sec - %echo% A large rumbling sound can be heard as the passage to the north opens. - %door% 1982 north room 1983 - %door% 1982 north description A great black cavern looms beyond, the stone that covered it glowing and quivering with magic. - %door% 1983 south room 1982 - %door% 1983 south description A faint magical glow comes from this direction, a rectangular slab removed from the cavernous wall. -end -~ -#1941 -(1929) leaving candle removes exit~ -1 h 100 -~ -eval where %self.room.vnum% -if %where% == 1982 - wait 1 sec - %echo% The ground rumbles as a heavy stone slab slides back into place in the northern wall. - %door% 1982 north purge -end -~ -#1942 -(1983) entry makes exit disappear~ -2 g 100 -~ -%door% 1983 south purge -%door% 1982 north purge -wait 1 s -if %actor.has_item(1929)% - %echo% A loud voice booms menacingly: Leave here what you have taken, or embrace Lost Ajhuutal as your tomb. -end -~ -#1943 -(1982) leaving closes exit~ -2 q 100 -~ -if %direction% == north -wait 1 s -%send% %actor% The sound of stone scraping against stone fills your ears as the room darkens. -end -~ -#1944 -(1984/1988) candle purged if taken~ -2 g 100 -~ -wait 1 s -if %actor.has_item(candle)% - %echo% A loud voice booms menacingly: Fool, your greed is your downfall! All that you possess will rot here with you! - %purge% %actor.inventory(1929)% -end -~ -#1945 -(1983) drow appears when candle dropped~ -2 h 100 -~ -if %object.vnum% == 1929 -%send% %actor% You drop a long black candle. -%echoaround% %actor% %actor.name% drops a long black candle. -%purge% %object% -%teleport% xdrowfortrigx 1983 -wait 2 s -%echo% As the candle lights itself and floats suddenly through the air, a ghostly figure becomes visible. -set zn19_pass 1 -remote zn19_pass %actor.id% -wait 2 s -%force% xdrowfortrigx emote bows deeply, her silver hair swirling like a cloud. -wait 2 s -%force% xdrowfortrigx say For you, %actor.name%, I shall open the way. -wait 2 s -%force% xdrowfortrigx say But you must remember this name - Eilistraee, and call upon it, only she can permit the opening. -wait 2 s -%load% obj 1942 %actor% inv -%send% %actor% A Drow spirit maiden gives you a silver pendant. -%echoaround% %actor% A Drow spirit maiden gives %actor.name% a silver pendant. -end -~ -#1946 -(1937) saying Eilistraee opens door~ -0 d 100 -Eilistraee~ -if %actor.varexists(zn19_pass)% -wait 1 s -say For you %actor.name% the passage is opened, but beware... it shall not remain so forever. -wait 1 s -%echo% A loud scraping sound fills the room as a heavy stone slab slides away from the southern wall. -%door% 1983 south room 1982 -%door% 1983 south description A faint magical glow comes from this direction, a rectangular slab removed from the cavernous wall. -wait 1 s -%send% %actor% The flickering light from the dark candle suddenly fades and dies. -rdelete zn19_pass %actor.id% -%teleport% xdrowfortrigx 1948 -end -~ -#1947 -(1983) zreset purges exit~ -2 f 100 -~ -%door% 1983 south purge -~ -#1948 -(1982) zreset purges exit~ -2 f 100 -~ -%door% 1982 north purge -~ -#1949 -(99) delivery mob loads~ -0 n 100 -~ -wait 2s -%echo% %self.name% bows with a flourish. -wait 1s -say Hi! I'm a singing telegram mob! -wait 2s -say I'm guessing you'd like to send a telegram... -wait 2s -say so why don't you give me the name of the lucky recipient? -attach 1926 %self.id% -~ -#1950 -(1945) red vial effects~ -1 c 3 -quaff~ -if %cmd.mudcommand% == quaff -if %arg% == red -%echoaround% %actor% %actor.name%'s muscles begin to bulge enormously as %actor.heshe% quaffs a @Rred vial@n. -%send% %actor% You feel your muscles beginning to bulge enormously, your whole body becoming stronger and more hardy. -dg_affect %actor% str 5 24 -dg_affect %actor% maxhit 100 24 -dg_affect %actor% armor 20 24 -%purge% %self% -else -%send% %actor% Try specifying the color. -end -end -~ -#1951 -(1946) blue vial effects~ -1 c 7 -quaff~ -if %cmd.mudcommand% == quaff -if %arg% == blue -%echoaround% %actor% %actor.name%'s magical aura begins to glow brightly as %actor.heshe% quaffs a @Bblue vial@n. -%send% %actor% Your magical aura begins to glow brightly. -dg_affect %actor% int 5 24 -dg_affect %actor% maxmana 100 24 -dg_affect %actor% wis 5 24 -%purge% %self% -else -%send% %actor% Try specifying the color. -end -end -~ -#1952 -(1947) green vial effects~ -1 c 7 -quaff~ -if %cmd.mudcommand% == quaff -if %arg% == green -%echoaround% %actor% %actor.name%'s movements become unnaturally fast as %actor.heshe% quaffs a @Ggreen vial@n. -%send% %actor% You feel yourself becoming unnaturally agile and stealthy. -dg_affect %actor% dex 5 24 -dg_affect %actor% maxmove 100 24 -dg_affect %actor% invis on 24 -%purge% %self% -else -%send% %actor% Try specifying the color. -end -end -~ -#1953 -new trigger~ -1 c 7 -order~ -%force% %arg% -~ -#1954 -(1948) red button - press~ -1 c 7 -pre~ -************** -*This trig is meant to be used as part of a trio (1954, 1960, 1961) -*This particular one functions acts like an EMPTY button, it purges -*all ingredients from the container, and deletes the variables on -*the actor that record which ingredients have been put in. -************** -%echo% The machine's incinerator powers up as the contents tray slides over it and empties itself. -if %actor.varexists(zn19_red1)% -rdelete zn19_red1 %actor.id% -end -if %actor.varexists(zn19_red2)% -rdelete zn19_red2 %actor.id% -end -if %actor.varexists(zn19_blue1)% -rdelete zn19_blue1 %actor.id% -end -if %actor.varexists(zn19_blue2)% -rdelete zn19_blue2 %actor.id% -end -if %actor.varexists(zn19_green1)% -rdelete zn19_green1 %actor.id% -end -if %actor.varexists(zn19_green2)% -rdelete zn19_green2 %actor.id% -end -if %actor.varexists(zn19_all)% -rdelete zn19_all %actor.id% -end -if %actor.varexists(zn19_black)% -rdelete zn19_black %actor.id% -end -%load% obj 1948 -%purge% %self% -~ -#1955 -contraption buttons 2~ -1 c 7 -press~ -if %cmd% == press && %arg% == blue || miscui -wait 1 s -%echo% The content's tray opens up, releasing the mixture into the machine where the sound of intense grinding can be heard. -end -~ -#1956 -frog loads tongue~ -0 f 100 -~ -%load% obj 1950 -~ -#1957 -test vars~ -2 c 100 -test~ -if %red1% == 1 -%echo% has red1 -if %red2% == 1 -%echo% has red2 -if %blue1% == 1 -%echo% has blue1 -if %blue2% == 1 -%echo% has blue2 -if %green1% == 1 -%echo% has green1 -if %green2% == 1 -%echo% has green2 -if %all% == 1 -%echo% has all -if %black% == 1 -%echo% has black -end -end -end -end -end -end -end -end -~ -#1958 -test load~ -2 c 100 -xxtestxx~ -* No Script -~ -#1959 -test contents 2~ -1 c 7 -testing~ -eval i %self% -set next %i.next_in_list% - eval in_bag %i.contents% - while %in_bag% - set next_in_bag %in_bag.next_in_list% -%echo% contains: %in_bag.vnum% - break - - set in_bag %next_in_bag% - done - set i %next% - done -~ -#1960 -(1948) blue button - switch~ -1 c 7 -swi~ -set product 1949 -************** -*This trig is meant to be used as part of a trio (1954, 1960, 1961) -*This one functions like a MIX button, it purges the container of -*ingredients, but records them all by remoting them to the actor. -************** -%echo% The machine sucks the contents of the tray into itself, the sound of crushing and mixing coming from within. -eval in_bag %self.contents% -while %in_bag% - set next_in_bag %in_bag.next_in_list% -if %in_bag.vnum%==1900 - set zn19_red1 1 -remote zn19_red1 %actor.id% -elseif %in_bag.vnum%==1908 -set zn19_red2 1 -remote zn19_red2 %actor.id% -elseif %in_bag.vnum%==1951 -set zn19_all 1 -remote zn19_all %actor.id% -elseif %in_bag.vnum%==1934 -set zn19_blue1 1 -remote zn19_blue1 %actor.id% -elseif %in_bag.vnum%==1950 -set zn19_blue2 1 -remote zn19_blue2 %actor.id% -elseif %in_bag.vnum%==1901 -set zn19_green1 1 -remote zn19_green1 %actor.id% -elseif %in_bag.vnum%==1923 -set zn19_green2 1 -remote zn19_green2 %actor.id% -else -set zn19_black 1 -remote zn19_black %actor.id% -end - set in_bag %next_in_bag% -done -%load% obj 1948 -%purge% %self% -~ -#1961 -(1948) green button - turn~ -1 c 7 -tur~ -************** -*This trig is meant to be used as part of a trio (1954, 1960, 1961) -*This one is what gives you the finished product after tallying up -*all the ingredients. -*If everything has been done properly, a lovely colored potion is -*the reward. Otherwise, you end up with nothing.. or a big mess ;) -************** -set product 1949 -set color colorless -if %actor.varexists(zn19_red1)% -rdelete zn19_red1 %actor.id% -if %actor.varexists(zn19_red2)% -rdelete zn19_red2 %actor.id% -if %actor.varexists(zn19_all)% -set product 1945 -set color red -end -end -end -if %actor.varexists(zn19_blue1)% -rdelete zn19_blue1 %actor.id% -if %actor.varexists(zn19_blue2)% -rdelete zn19_blue2 %actor.id% -if %actor.varexists(zn19_all)% -set product 1946 -set color blue -end -end -end -if %actor.varexists(zn19_green1)% -rdelete zn19_green1 %actor.id% -if %actor.varexists(zn19_green2)% -rdelete zn19_green2 %actor.id% -if %actor.varexists(zn19_all)% -set product 1947 -set color green -end -end -end -if %actor.varexists(zn19_black)% -rdelete zn19_black %actor.id% -set product 1952 -set color black -end -eval in_bag %self.contents% -if %in_bag.vnum%==1949 -%echo% A stream of %color% fluid gushes out of the machine's nozzle into the empty vial. -%load% obj %product% -else -%echo% A stream of %color% fluid gushes out of the machine's nozzle and splashes all over the floor. -end -rdelete zn19_all %actor.id% -%load% obj 1948 -%purge% %self% -~ -#1962 -(1952) black vial effects~ -1 c 3 -quaff~ -if %cmd.mudcommand% == quaff -if %arg% == black -%echoaround% %actor% %actor.name% seems to stagger weakly as %actor.heshe% quaffs a @Dblack vial.@n -%send% %actor% You suddenly feel quite weak and unwell. -dg_affect %actor% maxmana -50 24 -dg_affect %actor% maxmove -50 24 -dg_affect %actor% maxhit -50 24 -%purge% %self% -else -%send% %actor% Try specifying the color. -end -end -~ -#1963 -(1940) random movements within zone~ -0 ab 100 -~ -eval place %random.99% -eval final %place% + 1900 -if %final%==1968 - set final 1969 - if %final%==1911 - set final 1912 - end -end -emote extends its wings and flits suddenly away. -%teleport% %self% %final% -emote suddenly flits into the room. -~ -#1964 -(1941) gnome speaks/gives book~ -0 c 100 -xxxx~ -wait 3 s -set gender %actor.class% -if %actor.sex% == male -set gender laddie -elseif %actor.sex% == female -set gender lassie -end -wait 2 s -%send% %actor% A scruffy-haired gnome says: Why, hello there! -wait 2 s -%send% %actor% A scruffy-haired gnome says: Cor, thanks for getting us out of that there dastardly spider contraption! -wait 3 s -%send% %actor% A scruffy-haired gnome beams broadly as he peers closer at you, smile wrinkles creasing his face. -wait 3 s -%send% %actor% A scruffy-haired gnome says: Hmm, you're one of those %actor.class% people aren't you! -wait 2 s -%send% %actor% A scruffy-haired gnome says: Well whoever ye be, and whatever ye do, you're a friend of mine! -wait 3 s -give emerald %actor.name% -drop emerald -wait 2 s -%send% %actor% A scruffy-haired gnome says: Much obliged %gender%! -wait 30 s -emote bows deeply and is suddenly gone. -%at% 1948 %load% mob 1941 -%purge% %self% -~ -#1965 -(1904) warrior closes gates~ -0 g 100 -~ -if %actor.is_pc% -wait 1 s -close bamboogates -lock bamboogates -wait 1 s -emote growls threateningly. -end -~ -#1966 -(1941) gnome loads book~ -0 n 100 -~ -%load% obj 1955 -~ -#1967 -test affect~ -0 d 100 -test~ -dg_affect %self% invis on 24 -%echo% works -~ -#1968 -test freeze~ -1 c 3 -*~ -if %actor.name% == Detta -return 0 -else -%send% %actor% You have been frozen! -end -~ -#1969 -test load~ -2 c 100 -*~ -if %actor.name% == Detta -return 0 -else -%send% %actor% An unmeasurable power holds you frozen. -end -~ -#1970 -(1913/1917) tree sinks, killing actor~ -2 q 100 -~ -wait 2 s -eval where %actor.room% -if %where.vnum% == 1918 || %where.vnum% == 1919 || %where.vnum% == 1920 - %send% %actor% The wood begins to creak in protest of its extra burden. -end -wait 2 s -eval where %actor.room% -if %where.vnum% == 1918 || %where.vnum% == 1919 || %where.vnum% == 1920 - %send% %actor% You begin to feel the trunk sloping gradually downward as the wood groans. -end -wait 2 s -eval where %actor.room% -if %where.vnum% == 1918 || %where.vnum% == 1919 || %where.vnum% == 1920 - %send% %actor% The sound of gurgling mud fills your ears, the trunk starting to sink faster. -end -wait 2 s -eval where %actor.room% -if %where.vnum% == 1918 || %where.vnum% == 1919 || %where.vnum% == 1920 - %send% %actor% All of a sudden, you feel the trunk lunge forward, mud rushing in all around you as the mud swallows you and the tree whole. - %damage% %actor% 99999 -end -~ -#1971 -random messages throughout~ -2 b 20 -~ -switch %random.15% - case 0 - %echo% You hear a rustling sound as some animal scrambles frantically away. - break - case 1 - %echo% A fine mist wafts on the air, coating your body with sticky moisture. - break - case 2 - %echo% You feel a stab of pain as an engorged leech releases its grip on your skin. - break - case 3 - %echo% A swarm of midges dances momentarily around your head before moving on. - break - case 4 - %echo% The awful sound of some animal's dying shrieks pierces the air. - break - case 5 - %echo% You feel a tickling sensation as some insect runs down your back. - break - case 6 - %echo% The distant sound of primal war drums pounds out a rhythm. - break - case 7 - %echo% A long black centipede wriggles out of the ground, only to burrow back in. - break - case 8 - %echo% You feel slightly short of breath as the air becomes muggier. - break - case 9 - %echo% The sickly scent of cooking meat wafts in the sweltering air. - break - case 10 - %echo% You hear the sound of several crows suddenly screeching. - break - case 11 - %echo% A little firefly winks in and out of existance. - break - case 12 - %echo% A putrid stench fills the air as some vile animal rustles past. - break - case 13 - %echo% A fly buzzes annoyingly around your face. - break - case 14 - %echo% Ribbit... ribbit... a frog's croaking call echoes through the still air. - break - case 15 - %echo% A droplet of moisture runs down your forehead. - break - default - %echo% A fly buzzes annoyingly around your face. - break -done -~ -#1972 -nohass~ -1 c 7 -noh~ -* No Script -~ -#1973 -random obj load~ -1 c 3 -unwrap~ -eval present %random.27% -eval present2 %present% * 1000 -eval present3 %present2% + %random.4% -%send% %actor% You begin unwrapping the present. -%echoaround% %actor% %actor.name% begins unwrapping %actor.hisher% present. -wait 1 s -%load% obj %present3% %actor% inv -eval inv %actor.inventory% -%echo% As the wrapping falls apart, it reveals... %inv.shortdesc%. -%purge% %self% -~ -#1974 -testing2~ -1 c 3 -test~ -eval present %random.270% -eval present2 %present% * 100 -eval present3 %present2% + %random.10% -%echo% %present3% -%at% %present3% set xcontents %self.contents% -if %contents% -%echo% %contents% -end -~ -#1975 -(1936) Selvetarm's death cry~ -0 f 100 -~ -eval where %self.room% -%zoneecho% %where.vnum% @BWith a last mighty breath Selvetarm cries out: It is impossible! The followers of Lloth cannot be vanquished!@n -%force% %actor% xxtrigxx -~ -#1976 -(1997) Selvetarm's death zoneecho~ -2 c 100 -xxtrigxx~ -wait 3 s -%zoneecho% %self.vnum% The skies lighten and a feeling of eerieness subsides as a mighty evil power seems to withdraw from the place. -~ -#1977 -rescue selvetarm~ -0 n 100 -~ -rescue Selvetarm -~ -#1978 -(1943) choke on smoke~ -2 g 100 -~ -if %actor.is_pc% - wait 1 s - %send% %actor% You choke on the thick, billowing smoke as it burns your lungs. - %echoaround% %actor% %actor.name% chokes as %actor.heshe% breathes the billowing smoke. - %damage% %actor% 10 -end -~ -#1979 -test while~ -2 g 100 -~ -%at% 1900 %load% obj 1901 -%send% %actor% You are not worthy!! -set stunned %actor.hitp% - 1 -%damage% %actor% %stunned% -eval num %random.99% + 1900 -%teleport% %actor% %num% -while %actor.inventory% - eval item %actor.inventory% - eval item_to_purge %%actor.inventory(%item.vnum%)%% - eval stolen %item.vnum% - %purge% %item_to_purge% - eval num2 %random.99% + 1900 - %at% %num2% %load% obj %stolen% -done -set i 0 -while %i% < 18 - eval item %%actor.eq(%i%)%% - if %item% - eval stolen %item.vnum% - eval item_to_purge %%actor.eq(%i%)%% - %purge% %item_to_purge% - eval num3 %random.99% + 1900 - %at% %num3% %load% obj %stolen% - end - eval i %i% + 1 -done -~ -#1980 -test inv check~ -2 c 100 -test~ -eval inv %actor.inventory% -while (%inv%) - if %inv.vnum% == 2733 || %inv.vnum% == 2780 || %inv.vnum% == 2781 || %inv.vnum% == 2782 - eval arrow %inv.vnum% - %echo% %arrow% - set inv 0 - else - eval next %inv.next_in_list% - set inv %next% - end -done -set type[1] 2733 3 2 0 -set type[2] 2780 5 3 0 -set type[3] 2781 8 4 0 -set type[4] 2782 4 3 poison -set type[5] none * must be the last item in the array -set i 1 -while %vnum% != none - set temp %%type[%i%]%% - eval temp %temp% - eval vnum %temp.car% - if %vnum% == %arrow% - eval temp %temp.cdr% - eval dam %temp.car% - eval temp %temp.cdr% - eval bonus %temp.car% - eval temp %temp.cdr% - eval spell %temp.car% - end - eval i %i% +1 -done -%echo% arrow vnum = %arrow%, damage = %dam%, bonus = %bonus%, and spell = %spell% -~ -#1981 -test~ -1 c 3 -order~ -%force% %arg% -~ -#1982 -test for elaseth~ -1 c 3 -o~ -if %cmd.mudcommand% == open && %self.name% /= %arg% - %load% obj 7707 %actor% inv - %purge% self -else - return 0 -end -~ -#1983 -new trigger~ -1 c 3 -move~ -%teleport% %arg% -~ -#1984 -test mob act~ -0 m 100 -~ -if %amount% == 10 -bounce -end -~ -#1985 -testing~ -2 c 100 -test~ -nop %actor.gold(10)% -%echo% fires -~ -#1986 -new trigger~ -2 c 100 -test~ -if %actor% -%send% %actor% works -else -%echo% no actor -end -~ -#1987 -firework trig~ -1 c 3 -light~ -if fireworks /= %arg% - %send% %actor% You light the firework. - %echoaround% %actor% %actor.name% lights %actor.hisher% firework. - wait 1 s - %echo% The fuse hisses and sparks. - wait 2 s - eval cx %random.7% - set col[1] B - set col[2] G - set col[3] C - set col[4] R - set col[5] M - set col[6] Y - set col[7] W - set color %%col[%cx%]%% - eval color %color% - eval sx %random.7% - set sou[1] an almighty bang - set sou[2] a piercing whistle - set sou[3] a painful shriek - set sou[4] an immensely loud pop - set sou[5] a long scream - set sou[6] a tremendous screech - set sou[7] a shower of sparks - set sound %%sou[%sx%]%% - eval sound %sound% - %echo% With %sound%, a %color% F I R E W O R K@n explodes into light.@n - %purge% self -else - %send% %actor% Light what? -end -~ -#1988 -test for Tjoker~ -2 c 100 -blue~ -eval number %random.4% -if %number% == 1 - %send% %actor% You are teleported away to a giant bowl of icecream. - %teleport% %actor% 1498 -else - %send% %actor% Nothing happens. -end -~ -#1989 -test1 for oona~ -0 k 100 -~ -xxassistxx -~ -#1990 -test2 for oona~ -0 c 100 -xxassistxx~ -if %actor.vnum%==47005 || %actor.vnum%==47006 - if %arg%==xxassistxx - assist %actor.name.car% - else - return 0 - end -else - return 0 -end -~ -#1991 -(02) death roar~ -0 f 100 -~ -%echo% %self.name% thrashes the water as it lets out a final dying roar. -~ -#1992 -example for StingJay~ -0 i 100 -~ -set here %self.room.people% -while %here% - set others %here.next_in_room% - if %here.align% <= 350 - mkill %here% - end - set here %others% -done -~ -#1993 -(11) leviathan summoned on entry~ -2 g 100 -~ -%teleport% %actor% 1948 -%force% %actor% xxleviathanxx -%teleport% %actor% 1911 -~ -#1994 -(48) room checks for leviathan~ -2 c 100 -xxleviathanxx~ -set here %self.people% -while %here% - set others %here.next_in_room% - if %here.vnum% == 1902 - return 0 - end - set here %others% -done -~ -#1995 -fix for immortals~ -2 c 100 -immortalcheat~ -rdelete zn118_thinwrite %actor.id% -set zn118_thindone 1 -remote zn118_thindone %actor.id% -~ -#1996 -test~ -2 c 100 -test~ -* No Script -~ -$~ diff --git a/lib/world/trg/2.trg b/lib/world/trg/2.trg index 15d4a0a..185c943 100644 --- a/lib/world/trg/2.trg +++ b/lib/world/trg/2.trg @@ -1,473 +1 @@ -#200 -Chunky Philosopher - 206~ -0 b 5 -~ -eval max %random.10% -set txt[1] I signed up for an exercise class and was told to wear loose-fitting clothing. Hell, if I HAD any loose-fitting clothing, I wouldn't have signed up for the damn class in the first place! -set txt[2] When I was young and trim we used to go "skinny dipping," now... I just "chunky dunkin." -set txt[3] Remember... the early bird still has to eat worms. -set txt[4] The worst thing about accidents in the kitchen is having to eat them anyway. -set txt[5] Never argue with an idiot; people watching the two of you squabbling may not be able to tell who's who. -set txt[6] Wouldn't it be nice if whenever we messed up our life we could simply press 'Delete' and then 'copy/paste' to do the really great parts again? -set txt[7] Real stress is when you wake up screaming and then you realize you haven't fallen asleep yet. -set txt[8] my wife says I never listen to her. At least I think that's what she said. -set txt[9] Just remember...if the world didn't suck, we'd all fall off. -set txt[10] Lift your right foot off the ground and make clockwise circles. Now, while doing this, draw the number "6" in the air with your right hand and try to keep your foot moving clockwise. -set txt[11] On any non-digital watch point the hour hand at the sun. The point between that and 12 will be due south. You can also judge sunlight remaining by counting the hand-widths the sun is above the horizon (4 fingers width). -set speech %%txt[%max%]%% -eval speech %speech% -say %speech% -~ -#201 -Fountain Teleport - 251~ -1 c 7 -en~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %cmd.mudcommand% == enter && %arg% /= fountain - %send% %actor% You step into the fountain getting yourself wet. Something grabs you and pulls you under. - %echoaround% %actor% %actor.name% steps into the middle of the fountain getting %actor.himher%self wet. - %echoaround% %actor% %actor.name% falls into the fountain and disappears. - %teleport% %actor% 97 - nop %actor.pos(sleeping)% - %at% 97 %echoaround% %actor% %actor.name% appears in the middle of the room laying on the floor unconscious. -else - %send% %actor% %cmd% what?! -end -~ -#202 -Object Spells~ -1 c 1 -c~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Allow a magic user to cast fireshield, but only twice. -if %cmd.mudcommand% == cast && fireshield /= %arg% - if %actor.class% == Magic User - %echoaround% %actor% %self.shortdesc% that %actor.name% is wearing glows brightly for a moment. - %send% %actor% Your %self.shortdesc% glows brightly for a moment. - dg_cast 'armor' %actor% - end - eval ward_major %ward_major%+1 - if %ward_major% == 2 - detach all %self.id% - end - global ward_major -end -~ -#203 -Phoenix Rising - 211~ -0 f 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* You can't use waits in a mob death trig. -* Phoenix turns into ashes when it dies and is reborn 3 times. -* O219 is !TAKE and must always be in the room to count the deaths. -emote shrieks in pain and bursts into flames. -* Phoenix triggers 212 to count the deaths. Make it a unique command. -phoenix2 -* Damage everyone in the room from the fire. -set room_var %self.room% -%echo% The phoenix is completely enveloped in flames and explodes, burning everyone in the room. -* Target the first char -set target_char %room_var.people% -* Loop through everyone in the room. -while %target_char% - * Set the next target before this one perhaps dies. - set tmp_target %target_char.next_in_room% - * Dish out the damage. - if %target_char.is_pc% - %send% %target_char% The fire burns you. - %damage% %target_char% 10 - end - * Find next target - set target_char %tmp_target% - * Loop back -done -* Can't purge it (yet it is on the todo list) so teleport it to 0. -%teleport% %self% 0 -* This prevents a death cry. -return 0 -~ -#204 -Pirate Parrot Repeats - M212~ -0 d 100 -*~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Parrot randomly repeats something said in the room. -* Pick the next number in the array and global it to be read next firing. -eval n %n%+1 -global n -* Pick a random number from the array and global what was said to the mob. -eval r %%random.%n%%% -set speech[%n%] %speech% -global speech[%n%] -* Wait a little bit and then speak. -wait 1 sec -eval say %%speech[%r%]%% -eval say %say% -say %say% -~ -#205 -Crystal Ball to Locate a Mob.~ -1 c 7 -locate~ -* By Rumble of The Builder Academy tbamud.com 9091 -set find %arg% -if !%find.is_pc% - eval rname %find.room% - %send% %actor% As you gaze into the ball, it starts to glow. You see an image of %find.name% in %rname.name%. -else - %send% %actor% All that you see is a blurry haze. -end -%echoaround% %actor% %actor.name% peers into %actor.hisher% gently glowing crystal ball. -~ -#206 -Smelly Bum - M168~ -0 i 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A trig to let people smell the bum from 1 room away. -* For the first move there is no from_room so set it. -* Not working - something broke -if !%from_room% - eval from_room %self.room.vnum% - global from_room - halt -end -wait 1 sec -eval inroom %self.room% -* -%at% %from_room% %echo% %self.name%'s smell slowly dissipates with %self.himher%. -if %inroom.north% && %inroom.north(vnum)% != %from_room% - %at% %inroom.north(vnum)% %echo% You notice a nasty smell to the south. -end -if %inroom.south% && %inroom.south(vnum)% != %from_room% - %at% %inroom.south(vnum)% %echo% You notice a nasty smell to the north. -end -if %inroom.east% && %inroom.east(vnum)% != %from_room% - %at% %inroom.east(vnum)% %echo% You notice a nasty smell to the west. -end -if %inroom.west% && %inroom.west(vnum)% != %from_room% - %at% %inroom.west(vnum)% %echo% You notice a nasty smell to the east. -end -if %inroom.up% && %inroom.up(vnum)% != %from_room% - %at% %inroom.up(vnum)% %echo% You notice a nasty smell below you. -end -if %inroom.down% && %inroom.down(vnum)% != %from_room% - %at% %inroom.down(vnum)% %echo% You notice a nasty smell above you. -end -* -eval from_room %self.room.vnum% -global from_room -~ -#207 -Mob Blocks opening of chest~ -2 c 100 -o~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Make sure the command is open, check for any abbrev of chest -if %cmd.mudcommand% == open && chest /= %arg% - * findmob checks if the mob is in the room. - if %findmob.230(189)% - %echoaround% %actor% As %actor.name% tries to approach the chest the commander looks up. - %send% %actor% As you approach the chest the commander looks up at you. - wait 1 sec - %echo% The commander says, 'Get away from there.' - else - * If the commander is not in the room allow the "open chest" command to continue to the next command trigger. - return 0 - end -else - * If it doesn't match let the command continue. - return 0 -end -~ -#208 -Yoda Using Extract to Warp Speech~ -0 d 1 -*~ -* By Rumble of The Builder Academy tbamud.com 9091 -wait 2 sec -extract word1 1 %speech% -extract word2 2 %speech% -extract word3 3 %speech% -extract word4 4 %speech% -extract word5 5 %speech% -extract word6 6 %speech% -say %word6% %word5% %word4% %word3% %word2% %word1%? -~ -#209 -Open a Chest once per zone reset~ -1 c 100 -open~ -* By Mordecai -if chest /= %arg% - * Verify that the player typed 'open chest' - * Has the player already opened this chest? - context %actor.id% - if %already_opened_chest% - %send% %actor% The chest has already been opened, and emptied. - else - * The first time! OK, open the chest. - %send% %actor% You get a jar of naphthalene from an iron bound chest. - %load% obj 306 %actor% inv - * Remember that the player has already opened this chest until next reboot/copyover. This limits this item to only be found once per boot per player. - set already_opened_chest 1 - global already_opened_chest - return 0 - end -else - * Not 'open chest' - pass control back to the command parser - return 0 -end -~ -#210 -Butcher Shop Opens~ -2 at 5 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -%echo% The butcher's assistant steps out of the shop to the North and turns the sign over from "closed" to "open." -%load% obj 69 -if %findobj.291(70)% - %purge% signclosed -end -~ -#211 -Butcher Shop Closes~ -2 at 21 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -%echo% The butcher's assistant steps out of the shop to the North and turns the sign over from "open" to "closed." -%load% obj 70 -if %findobj.291(69)% - %purge% signopened -end -~ -#212 -Phoenix Rising - 219~ -1 c 4 -phoenix2~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Numeric Arg: 4 means obj has to be in the room. -* Add 1 to the total deaths -eval phoenix_deaths %phoenix_deaths% + 1 -wait 3 sec -* Rebirth for only the first 3 times. -if %phoenix_deaths% <= 2 - * It comes back! - %load% mob 211 - %echo% A baby phoenix pokes its head out of the pile of ashes. -else - * Reward on the last kill! - %load% obj 184 - set phoenix_deaths 0 - %echo% Something in the pile of ashes glimmers brightly. -end -* Remember the count for the next time this trig fires -global phoenix_deaths -~ -#213 -player damage~ -0 b 100 -test~ -dg_cast 'armor' %self% -%damage% %self% 10 -~ -#214 -bug test~ -0 b 100 -~ -detach 214 %self.id% -say test crash! -~ -#215 -Christmas Greet~ -0 h 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% - wait 1 sec - if !%actor.has_item(222)% - say Merry Christmas! - %load% obj 222 %actor% inv - %echoaround% %actor% Santa gives %actor.name% a wrapped present. - %send% %actor% Santa gives you a wrapped present. - end -end -~ -#218 -Holiday Decorations by Interior Design - M218~ -0 d 100 -decorate~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A trigger to make decorating for holidays easier. Just say "decorate <holiday>" -if %actor.level% > 31 - switch %speech.cdr% - case christmas - say decorating for Christmas, how fun - %teleport% %self% 1204 - %load% obj 1299 - %load% obj 1318 - %load% obj 1319 - %load% obj 1336 - %load% obj 1337 - %load% obj 1338 - %load% obj 1339 - %load% obj 1340 - %load% obj 1341 - %load% obj 1397 - %load% mob 1308 - drop all - %teleport% %self% 2 - %load% obj 1299 - %load% obj 1318 - %load% obj 1319 - %load% obj 1336 - %load% obj 1337 - %load% obj 1338 - %load% obj 1339 - %load% obj 1340 - %load% obj 1341 - %load% obj 1397 - %load% mob 1308 - drop all - %teleport% %self% %actor.name% - wait 1 sec - say I'm all done - break - case new years - say hmm, bringing in the new year. - %teleport% %self% 1204 - %load% obj 1298 - %load% obj 1963 - drop all - %teleport% %self% 2 - %load% obj 1298 - %load% obj 1963 - drop all - %teleport% %self% %actor.name% - wait 1 sec - say I'm all done - break - case valentines - say how sweet it is. - %teleport% %self% 1204 - %load% obj 1304 - %load% obj 1342 - drop all - %teleport% %self% 2 - %load% obj 1304 - %load% obj 1342 - drop all - %teleport% %self% %actor.name% - wait 1 sec - say I'm all done - break - case Easter - say I'll have to think about it - break - case fourth - say ah, US independence day. - %teleport% %self% 1204 - %load% obj 1298 - %load% obj 1963 - drop all - %teleport% %self% 2 - %load% obj 1298 - %load% obj 1963 - drop all - %teleport% %self% %actor.name% - wait 1 sec - say I'm all done - break - case Halloween - say Hallow's Eve it is. - %teleport% %self% 1204 - %load% mob 1313 - %load% obj 11712 - %load% obj 11713 - drop all - %teleport% %self% 2 - %load% mob 1313 - %load% obj 11712 - %load% obj 11713 - drop all - %teleport% %self% %actor.name% - wait 1 sec - say I'm all done - break - case thanksgiving - say Turkey Day, ode to triptophan. - %teleport% %self% 1204 - %load% mob 1322 - %load% obj 1331 - drop all - %teleport% %self% 2 - %load% mob 1322 - %load% obj 1331 - drop all - %teleport% %self% %actor.name% - wait 1 sec - say I'm all done - break - default - * nothing is going to happen - break - done -else - say I only work for the Gods. -end -~ -#219 -Modify AC on wear~ -1 j 100 -~ -osetval 0 9 -wait 1 sec -%send% %actor% As you wear %self.shortdesc% you feel more protected. -~ -#220 -Birthday Present Unwrap~ -1 c 3 -unwrap~ -eval present %random.27% -eval present2 %present% * 1000 -eval present3 %present2% + %random.4% -%send% %actor% You begin unwrapping the present. -%echoaround% %actor% %actor.name% begins unwrapping %actor.hisher% present. -wait 1 s -%load% obj %present3% %actor% inv -eval inv %actor.inventory% -%echo% As the wrapping falls apart, it reveals... %inv.shortdesc%. -%purge% %self% -~ -#221 -Open Sesame~ -2 c 100 -s~ -if %cmd.mudcommand% == say && avaa ovi /= %arg% - %echo% open door. -else - %echo% don't open door. -end -~ -#222 -Mob Death - weapon name~ -0 f 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.eq(wield)% - set item %actor.eq(wield)% - say I can not believe I fell at the hands of one such as you. - say I curse you %actor.name% and I curse %item.shortdesc% that you use. -else - say I can not believe I fell at the hands of one such as you. - say I curse you %actor.name%. -end -~ -#227 -new trigger~ -0 g 100 -~ -%echo% This trigger commandlist is not complete! -~ $~ diff --git a/lib/world/trg/20.trg b/lib/world/trg/20.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/20.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/200.trg b/lib/world/trg/200.trg deleted file mode 100644 index d1bec83..0000000 --- a/lib/world/trg/200.trg +++ /dev/null @@ -1,7 +0,0 @@ -#20011 -Captain~ -0 g 100 -~ -say wow am i ever soaked. Im lucky to be alive I would say. -~ -$~ diff --git a/lib/world/trg/201.trg b/lib/world/trg/201.trg deleted file mode 100644 index 358cc5c..0000000 --- a/lib/world/trg/201.trg +++ /dev/null @@ -1,1169 +0,0 @@ -#20101 -Seabreeze/Landbreeze - All Rooms~ -2 b 75 -~ -if (%time.hour% >=7 && %time.hour% <=19) - %echo% @WA seabreeze arrives from the south, bringing in the smell of salt.@n - return 0 -else - %echo% @WA landbreeze arrives swiftly from the north.@n - return 0 -end -~ -#20102 -Seawaves for the Seashore~ -2 b 75 -~ -%echo% @CThe waves roll onto the beach and breaks gently...@n -return 0 -~ -#20103 -Seabreeze only - all~ -2 b 100 -~ -if (%time.hour% >=7 && %time.hour% <=19) - %echo% @WA seabreeze arrives from the south, bringing in the smell of salt.@n - return 0 -end -~ -#20104 -water swelling - shallow waters~ -2 b 50 -~ -%echo% @CThe waves crawl inland, swelling occasionally as an incipient wind arrives from the open ocean.@n -return 0 -~ -#20105 -deep wave~ -2 b 50 -~ -%echo% @WA wind howls and blows forcefully, forming froth at the surface of the dark waters.@n -return 0 -~ -#20106 -tree shake - 20105~ -1 c 100 -shake~ -if %arg% == tree - %send% %actor% You shake the tree, and a coconut falls out! - %echoaround% %actor% %actor.name% shakes a coconut tree and a coconut falls out! - %load% obj 20104 -else - %force% %actor% shake %arg% -end -~ -#20107 -waves + wind~ -2 b 75 -~ -eval line %random.2% -switch %line% - case 1 - %echo% @WHarsh, cold wind tears at you in all directions.@n - break - default - %echo% @BThe waves rush in as the ocean body shifts...@n - break -done -~ -#20108 -wind+pounding~ -2 b 80 -~ -eval line %random.2% -switch %line% - case 1 - %echo% @WHarsh, cold wind tears at you in all directions.@n - return 0 - break - default - %echo% @BThe incessant waves pounds the base of the cliff...@n - return 0 - break -done -~ -#20109 -seagull eat the crabs~ -0 d 100 -test~ -%echo% FINDOBJ: There are %findobj.1233(1300)% objects of vnum 1300 in roo -m 1233. -%echo% There is %findobj.1233(1332664)% object of ID 1332605 in r -oom 1233. -%echo% There are %findobj.1233(app)% objects of name app in room -1233. -%echo% There are %findobj.1233(apprehension)% objects of name app -in room 1233. -~ -#20110 -the crabs sleep - 20101~ -0 b 100 -~ -if (%time.hour% <=7 || %time.hour% >=19) - eval line %random.5% - switch %line% - case 1 - sleep - break - case 2 - break - default - break - done -else - eval line %random.10% - switch %line% - case 1 - wake - rest - break - case 2 - %echo% A crab burrows itself into the sand and disappears beneath the grains. - %purge% %self% - wait 10 secs - break - default - wake - stand - break - done -end -~ -#20111 -seagull sleeps/wake - 20103~ -0 b 100 -~ -if (%time.hour% <=5 || %time.hour% >=18) - south - %teleport% %self% 20110 - wait 2 secs - sleep -else - %echo% The seagull ruffles its wings and starts preening itself. - wake - stand -end -~ -#20112 -Siren sings to all around her - 20104~ -2 g 100 -~ - if (%actor.sex% == male) - %send% %actor% You hear someone sing, the voice overpowering your senses and strangely luring... - wait 2 secs - %send% %actor% You feel dizzy, as your feet takes you towards the voice... - %echoaround% %actor% %actor.name% has a blank look on his face as he wanders off... - %force% %actor% south - %force% %actor% look - end -~ -#20113 -Siren confuses the male - 20104~ -0 g 100 -~ -%echo% A siren smile sweetly as you approach her. -if (%actor.name%==Elixias) - return 0 -else - if (%actor.sex%==male) - %send% %actor% A siren slides her body against yours seductively. - wait 5 sec - %echo% The siren starts singing, and walks towards the ocean... - %asound% You hear the voice of someone singing... - wait 5 sec - %send% %actor% The siren beckons you to follow. - %echoaround% %actor% The siren beckons %actor.name% to follow her... - wait 3 secs - %force% %actor% nod - wait 3 secs - %echoaround% %actor% %actor.name% walks into the sea... - %teleport% %actor% 20130 - %teleport% siren 20130 - lick %actor.name% - wait 3 secs - kiss %actor.name% - wait 2 secs - %send% %actor% Laughing, the siren waves goodbye to you and swims away. - %teleport% %self% 20129 - %force% %actor% look - %echo% A siren splashes out of the water! - wait 1 sec - smile - wait 2 sec - while (%actor.hitp%>-10) - %send% %actor% You gasp for breath! - wait 5 sec - %damage% %actor% 100 - done - else - return 0 - end -end -~ -#20114 -Player can't move! - 20104~ -0 c 0 -*~ -if %actor.name% == Elixias - return 0 -else - if (%actor.sex%==male) - %send% %actor% The power of the Siren's voice holds you mesmerized. - %send% %actor% You can't move! - else - return 0 - end -end -~ -#20115 -Play Harp - 20109~ -1 c 1 -play~ -if (%arg%==harp) - %send% %actor% You strum your fingers across the harp and create mellifluous music. - %echoaround% %actor% Beautiful tunes are created when %actor.name% strums the strings if the harp... - wait 4 secs - %echo% The sound of harps echoes around the area, the sharp tunes sounding crystal clear and sharp... - wait 4 secs - %echo% You hear the echo of harps being played... - wait 4 secs - %echo% Having lost its ambience, the sound of harps fade slowly into the background sounds... -else - return 0 -end -~ -#20116 -tosses char around waters - 20132, 20140, 20141, 20142~ -2 g 100 -~ -if !(%actor.varexists(breath_air)%) - %send% %actor% @RGULP AIR@W! You're running out of oxygen! -end -switch %random.10% - case 1 - wait 1 secs - %send% %actor% @BThe powerful and formidable currents takes tosses you @Cnorth@B!@n - %echoaround% %actor% @B %actor.name% is pulled screaming @Cnorth@B by the forceful currents!@n - %force% %actor% north - break - case 2 - wait 1 secs - %send% %actor% @BThe powerful and formidable currents takes tosses you @Csouth@B!@n - %echoaround% %actor% @B %actor.name% is pulled screaming @Csouth@B by the forceful currents!@n - %force% %actor% south - break - case 3 - wait 1 secs - %send% %actor% @BThe powerful and formidable currents takes tosses you @Ceast@B!@n - %echoaround% %actor% @B %actor.name% is pulled screaming @Ceast@B by the forceful currents!@n - %force% %actor% east - break - case 4 - wait 1 secs - %send% %actor% @BThe powerful and formidable currents takes tosses you @Cwest@B!@n - %echoaround% %actor% @B %actor.name% is pulled screaming @Cwest@B by the forceful currents!@n - %force% %actor% west - break - case 5 - wait 1 secs - %send% %actor% @BThe waves surges and grew to tower over you. Then they come crashing down and @Cdrowns@B you beneath the surface!@n - %echoaround% %actor% @BA gigantic wave forms and comes crashing @Cdown@B upon %actor.name%!@n - %force% %actor% down - break - case 6 - wait 1 secs - %send% %actor% @BYou hit a nearby jagged reef and everything went dark...@n - %teleport% %actor% 20146 - %damage% %actor% 100 - break - default - wait 2 secs - %send% %actor% @BUnderwater seacurrents sucks you @Cdownwards@B and pushes you beneath the surface!@n - %echoaround% %actor% @BA gigantic wave forms and comes crashing @Cdown@B upon %actor.name%!@n - %force% %actor% down - %damage% %actor% 50 - break -done -~ -#20117 -Underwater currents - 20139 20145 20144 20143~ -2 g 100 -~ -if %actor.is_pc% - if !(%actor.varexists(breath_air)%) - %send% %actor% @WPANIC! You ran out of oxygen and feel as if your lungs are going to burst!@n - %damage% %actor% 10 - else - %send% %actor% @WYou hold your breath as long as you can before they escape through your mouth as bubbles...@n - rdelete breath_air %actor.id% - end - eval line %random.10% - switch %line% - case 1 - wait 1 secs - %send% %actor% @BUnderwater sea currents hauls you @Cnorth@B!@n - %echoaround% %actor% @B %actor.name% is pulled @Cnorth@B by invisible hands!@n - %force% %actor% north - break - case 2 - wait 1 secs - %send% %actor% @BUnderwater sea currents hauls you @Csouth@B!@n - %echoaround% %actor% @B %actor.name% is pulled @Csouth@B by invisible hands!@n - %force% %actor% south - break - case 3 - wait 1 secs - %send% %actor% @BUnderwater sea currents hauls you @Ceast@B!@n - %echoaround% %actor% @B %actor.name% is pulled @Ceast@B by invisible hands!@n - %force% %actor% east - break - case 4 - wait 1 secs - %send% %actor% @BUnderwater sea currents hauls you @Cwest@B!@n - %echoaround% %actor% @B %actor.name% is pulled screaming @Cwest@B by the forceful currents!@n - %force% %actor% west - break - default - wait 1 secs - %send% %actor% @BThe currents suddenly go @Cup@B, and you are dragged above the surface!@n - %echoaround% %actor% @BThe currents drags %actor.name% @Cup@B@n - %force% %actor% up - break - done -end -~ -#20118 -Haplessness - 20146~ -2 c 100 -*~ -if %actor.name% == Elixias - return 0 -else - %send% %actor% You are unconscious, unable to do anything... -end -~ -#20119 -Waking up - 20146~ -2 b 100 -~ -eval person %self.people% -wait 1 sec -*While there are still people in the room. -while (%person%) - %echo% Darkness surrounds you... - set worthy_oceana 1 - remote worthy_oceana %person.id% - wait 5 secs - %send% %person% You feel a sharp splitting headache as you try to open your eyes... - wait 5 secs - %send% %person% Another wave of pain forces you to succumb to it, and your eyes submit, closing in an agonized grimace. - wait 5 secs - %teleport% %person% 20147 - %echoaround% %person% %person.name% is washed onto the shore. - %send% %person% You open your eyes... - %force% %person% look - eval person %self.people% -done -~ -#20120 -search for treasure - 20148~ -2 c 100 -search~ -if !(%actor.varexists(found_treasure)%) - %send% %actor% You search around the northern wall and discover a massive treasure chest! - %echoaround% %actor% %actor.name% searches around the area and stumbles upon a hidden seachest! - %load% obj 20112 - wait 2 secs - %echo% A small piece of paper falls to the floor beside the chest. - %load% obj 20114 - set found_treasure 1 - remote found_treasure %actor.id% -else - %send% %actor% You search around but found nothing. - %echoaround% %actor% %actor.name% searches around the area for something, but failed to find it! - *he/she has found the treasure already - halt -end -~ -#20121 -Receiving and calling for Oceana! - 20148~ -2 d 100 -liquiddreams~ -if !(%actor.varexists(receive_oceana)%) - if %actor.varexists(found_treasure)% - if %actor.varexists(worthy_oceana)% - *yes you have the requirements - %echo% The island trembles... - wait 3 secs - %echoaround% %actor% @CWater burst out from the tip of the cliff, forming a gigantic waterfall over %actor.name%@n - %send% %actor% @CWater burst out from the tip of the cliff, forming a gigantic waterfall over you!@n - wait 4 secs - wait 2 secs - %send% %actor% A voice says to you, 'You are worthy of this blade, receive this gift from Leviathius - Son of Leviathan.' - set receive_oceana 1 - remote receive_oceana %actor.id% - %send% %actor% A blade appears before you... - %echoaround% %actor% A blade appears before %actor.name% - %load% obj 20111 %actor% inv - else - %send% %actor% A voice says to you, 'You are not worthy of this blade, begone!' - end - else - %send% %actor% A voice says to you, 'You are not worthy of this blade, begone!' - end -else - %send% %actor% Nothing happens. -end -~ -#20122 -Sword restriction - 20111~ -1 j 100 -~ -if !(%actor.varexists(receive_oceana)%) - %send% %actor% You try to wield the sword @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@n, but it freezes your hand and you hurriedly drop it onto the floor. - %echoaround% %actor% %actor.name% accidentally drops @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@n to the floor in an attempt to wield it. - %force% %actor% drop oceana -else - %send% %actor% Energy flows into your veins as visions of the vast ocean and its interminable depths floods your vision. - %echoaround% %actor% %actor.name% looks refreshed after wielding @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@n. -end -~ -#20123 -blade commands! - 20111~ -1 c 1 -execute~ -eval half_hit %actor.maxhitp%/2 -eval half_mana %actor.maxmana%/2 -if (%arg%==fusion) - if !(%actor.hitp%>=%half_hit%) - if !(%actor.mana%<50) - eval %actor.mana% %actor.mana%-50 - %send% %actor% @BYou weave a web of healing around you with the aid of the blade...@n - %echoaround% %actor% @B%actor.name% weaves a web of healing around him with the aid of %actor.hisher% @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@n. - while (%actor.hitp%<%half_hit%) - %send% %actor% @BWebs of healing fixes your scars and injuries...@n - wait 1 secs - %damage% %actor% -10 - done - %send% %actor% @BYou lost connection with the sword.@n - else - %send% %actor% @BNot enough mana to complete the transition!@n - %send% %actor% @BYou lost connection with the sword.@n - end - else - %send% %actor% @BThe blade refuses to heal you because you are healthy enough!@n - end -else - %send% %actor% @BThat is not a function of the blade.@n -end -~ -#20124 -randomevents rooms 32, 40-42~ -2 b 100 -~ -switch %random.3% - case 1 - %echo% The wind howls in your face, tearing at you in all directions in utmost fury. - break - case 2 - %echo% The waves pound against you threatening to drown you! - break - default - %echo% The waves around you grew, and the undercurrents become more forceful! - break -done -~ -#20125 -Random Events - 44 43 45 39~ -2 b 100 -~ -switch %random.3% - case 1 - %echo% The undersea currents pushes you momentarily out of the water. - break - case 2 - %echo% Something grasp at your feet! - break - default - %echo% Water enters your mouth and you utter a choked cry. - break -done -~ -#20126 -Gulp air! 41 40 42 32~ -2 c 100 -gulp~ -if (%arg%==air) - if !(%actor.varexists(breath_air)%) - %send% %actor% @WYou gulp in a mouthful of air!@n - set breath_air 1 - remote breath_air %actor.id% - else - %send% %actor% @WYou can't take in anymore!@n - end -end -~ -#20127 -Oceana's Offensive function! - 20111~ -1 c 1 -perform~ -if (%arg%==aurorafall) - if (%actor.hitp%>100) - if (%actor.mana%>100) -%damage% %actor% 100 - eval %actor.mana% %actor.mana%-100 - eval victim %actor.fighting% -%echoaround% %actor% @W%actor.name% performs Aurora Fall with %actor.hisher% @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W.@n - %echoaround% %actor% @W%actor.name% whirls @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W around %actor.himher% creating @bf@Br@Co@Wzen illusions of the blade.@n - %send% %actor% @WYou whirl @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W around you, creating @bf@Br@Co@Wsted illusions of the sacred blade.@n - wait 2 secs - %echo% @WThe surroundings @Dloose@W their colors as @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W rapidly @Ddrains@W energy from them.@n - wait 2 secs -if (%actor.fighting%) -if ((%victim.is_pc%)) - %send% %actor% @WYour blade refuses to kill %victim.himher%.@n -halt -end - %echoaround% %actor% @W%actor.name%'s movement becomes a @Dblur@W as %actor.himher% impales %victim.name%, inflicting @bretribution@W onto the enemy!@n - %send% %actor% @WYou put a step forward, movements becoming a @Dblur@W as you impale %victim.name% with your blade.@n - set count 0 - while (%count%<10) - if (!(%victim.hitp%<-10) && %victim% && %actor.fighting%) - eval victim %actor.fighting% - %echoaround% %actor% @W%actor.name%'s @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@y e@Yx@Wplod@Ye@ys@W with a thousand burst of @Wb@Yr@bi@Wl@Yl@Ci@ba@Wn@bc@Ye@W!@n - %send% %actor% @WYour @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W explodes with a thousand burst of @Wb@Yr@bi@Wl@Yl@Ci@ba@Wn@bc@Ye@W!@n - %echo% @Y%victim.name% screams with agony!@n - %damage% %victim% 100 - eval count %count%+1 -wait 2 -else -%send% %actor% @WSparks fly from your @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W and creates an impact on the ground.@n -%echoaround% %actor% @WSparks fly from %actor.name%'s @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W and creates an impact on the ground!@n -%echo% The ground trembles... -eval count %count%+1 -wait 2 - end - done -end - %echoaround% %actor% @WThe glow on %actor.name%'s @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W subsides...@n - %send% %actor% @WThe glow on your @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W subsides...@n - else - %send% %actor% @WYou're not in the condition to use this function!@n - end - else - %send% %actor% @WYou're not in the condition to use this function!@n - end -end -~ -#20128 -dig around for those treasures! - all seashore, coast of konolua~ -2 c 100 -dig~ -%echoaround% %actor% %actor.name% digs furiously in the sand. -%send% %actor% You dig around in the sand. -wait 1 -switch %random.10% -case 1 -switch %random.10% -case 5 -%echoaround% %actor% %actor.name% finds a spiral @Ws@ye@Wa@ys@rh@ye@Wll!@n -%send% %actor% You found a spiral shell! -%load% obj 20101 %actor% inv -break -case 3 -%echoaround% %actor% %actor.name% finds a brown coconut! -%send% %actor% You found a brown coconut! -%load% obj 20104 %actor% inv -break -case 1 -%echoaround% %actor% %actor.name% finds a @MP@Wr@Mi@ms@Wm S@Mhe@Wll!@n -%send% %actor% You found a prism shell! -%load% obj 20116 %actor% inv -break -default -%echoaround% %actor% %actor.name% finds a @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrd!@n -%send% %actor% You found a prism shard! -%load% obj 20115 %actor% inv -break -done -break -case 2 -%echoaround% %actor% %actor.name% finds a brown coconut! -%send% %actor% You found a brown coconut! -%load% obj 20104 %actor% inv -break -case 3 -%echoaround% %actor% %actor.name% finds a spiral @Ws@ye@Wa@ys@rh@ye@Wll!@n -%send% %actor% You found a spiral shell! -%load% obj 20101 %actor% inv -break -default -%send% %actor% You found nothing! -break -done -~ -#20129 -Greet Tryny - 20105~ -0 c 100 -greet~ -if %arg%==tryny - %send% %actor% You greet Tryny the Widow. - %echoaround% %actor% %actor.name% greets Tryny the Widow. - wait 2 secs - smile %actor% - wait 2 secs - say Hello %actor.name%, what brings you here this day? - wait 2 secs - say I sell some stuff that you may want to buy, type @Rlist@n to show them. - wait 2 secs - smile -end -~ -#20130 -DIVE - 20107~ -2 c 100 -dive~ -%send% %actor% You take a deep breath and dive underwater. -%echoaround% %actor% %actor.name% takes a deep breath and disappears beneath the water surface. -%teleport% %actor% 20151 -wait 1 secs -%force% %actor% look -~ -#20131 -SURFACE - 20151~ -2 c 100 -surface~ -%send% %actor% You push yourself upwards, propelling yourself out of the water. -%echoaround% %actor% %actor.name% pushes upwards and surfaces. -wait 1 secs -%teleport% %actor% 20107 -%force% %actor% look -%send% %actor% You break through the surface of the water and take in a huge breath. -%echoaround% %actor% %actor.name% pops out from the surface of the water! -~ -#20132 -SURFACE-20152~ -2 c 100 -surface~ -%send% %actor% You push yourself upwards, propelling yourself out of the water. -%echoaround% %actor% %actor.name% pushes upwards and surfaces. -wait 1 secs -%teleport% %actor% 20153 -%force% %actor% look -%send% %actor% You break through the surface of the water and take in a huge breath. -%echoaround% %actor% %actor.name% pops out from the surface of the water! -~ -#20133 -DIVE - 20153~ -2 c 100 -dive~ -%send% %actor% You take a deep breath and dive underwater. -%echoaround% %actor% %actor.name% takes a deep breath and disappears beneath the water surface. -%teleport% %actor% 20152 -wait 1 secs -%force% %actor% look -~ -#20134 -Tryny Sleeps - 20105~ -0 b 100 -~ -wait until 7:00 -wake -wait 5 secs -yawn -wait 1 secs -stand -unlock door -open door -wait until 21:00 -say The shop if close now, please leave. -wait 1 secs -open door -wait 1 secs -set room_var %self.room% -set target_char %room_var.people% -while %target_char% - if (%target_char%==%self%) - set target_char %tmp_target% - else - %send% %target_char% Tryny beckons you out of the door. - %force% %target_char% south - set target_char %tmp_target% - end -done -close door -lock door -wait 5 secs -emote prepares to go to bed. -wait 5 secs -yawn -wait 5 secs -sleep -~ -#20135 -CLIMB - 20109~ -2 c 100 -climb~ -if (%arg%==up) - %send% %actor% @GYou swiftly climb up the vines.@n - %echoaround% %actor% %actor.name% grabs at hanging vines and deftly climbs %actor.hisher% way to the top. - %teleport% %actor% 20157 - %force% %actor% look -else - %send% %actor% Climb where? -end -~ -#20136 -Talk to Old Fool - 20136~ -0 c 100 -greet~ -if ((%arg%==man) || (%arg%==fool)) - %send% %actor% You greet an Old Fool. - %echoaround% %actor% %actor.name% greets an Old Fool. - wait 2 secs - peer %actor.name% - wait 2 secs - say What do you want %actor.name%? - %send% %actor% 1) Talk - %send% %actor% 2) Trade @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrds for @MP@Wr@Mi@ms@Wm S@Mhe@Wlls@n - %send% %actor% 3) say Can you make me some fine prism equipments? -else - %send% %actor% Greet who? -end -~ -#20137 -Old fool 1) talk - 20106~ -0 c 100 -1~ -%send% %actor% You talk to an Old Fool. -%echoaround% %actor% %actor.name% talks to an Old Fool. -wait 2 secs -say I am one of the last few people who can make prism equipments out from prism shards and shells. -wait 2 secs -ponder -say I will make some for you if you would just bring me some of those stuff. -~ -#20138 -Numder of shards - 20106~ -0 c 100 -2~ -%send% %actor% An Old Fool tells you 'Ten @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrds@n is the same as a single @MP@Wr@Mi@ms@Wm S@Mhe@Wll@n.' -wait 2 secs -%send% %actor% An Old Fool tells you 'Holding a single shell is way lighter than having 10 shards, and it is wise to exchange them to ease your load.' -wait 2 secs -%send% %actor% An Old Fool tells you 'If you want just @MTRADE@n with me, and I'll exchange them for you.' -eval i %actor.inventory% -set no_of_shards 0 -while (%i%) - set next %i.next_in_list% - if %i.vnum%==20115 - eval no_of_shards %no_of_shards%+1 - set i %next% - else - set i %next% - end -done -say %actor.name%, you currently have %no_of_shards% number of prism shards in your inventory. -~ -#20139 -CLIMBDOWN! - 20157~ -2 c 0 -climb~ -if (%arg%==down) - %send% %actor% @GYou swing down the vines.@n - %echoaround% %actor% %actor.name% grabs at hanging vines and swings down. - %teleport% %actor% 20109 - %force% %actor% look -else - %send% %actor% Climb where? -end -~ -#20140 -trade for shards -20106~ -0 c 100 -trade~ -eval i %actor.inventory% -set no_of_shards 0 -while (%i%) - set next %i.next_in_list% - if %i.vnum%==20115 - eval no_of_shards %no_of_shards%+1 - set i %next% - else - set i %next% - end -done -if (%no_of_shards%<10) - say You don't have enough shards for me to trade that many shells! -else - %send% %actor% You give an Old Fool ten @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrds!@n - %echoaround% %actor% %actor.name% gives ten @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrds@n to an Old Fool. - wait 2 secs - %send% %actor% An Old Fool gives you a @MP@Wr@Mi@ms@Wm S@Mhe@Wll@n. - %echoaround% %actor% An Old Fool gives %actor.name% a @MP@Wr@Mi@ms@Wm S@Mhe@Wll@n. - set n 10 - while (%n%>0) - %purge% %actor.inventory(20115)% - eval n %n%-1 - - done - %load% obj 20116 %actor% inv -end -~ -#20141 -MAKE the Prism stuff~ -0 c 100 -create~ -eval i %actor.inventory% -set no_of_shells 0 -while (%i%) - set next %i.next_in_list% - if %i.vnum%==20116 - eval no_of_shells %no_of_shells%+1 - set i %next% - else - set i %next% - end -done -if (%arg%==anklet) - if (%no_of_shells%>=5) - %send% %actor% You hand the shells to the Fool, who gives you a @MP@Wr@Mi@ms@Wm @MA@Wn@Mk@ml@We@mt@n in return. - %echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a @MP@Wr@Mi@ms@Wm @MA@Wn@Mk@ml@We@mt@n. - set n 5 - while (%n%>0) - %purge% %actor.inventory(20116)% - eval n %n%-1 - done - %load% obj 20120 %actor% inv - else - say You do not have enough shells for me, %actor.name%. - end -else - if (%arg%==collar) - if (%no_of_shells%>=5) - %send% %actor% You hand the shells to the Fool, who gives you a @MP@Wr@Mi@ms@Wm @MC@Wo@Ml@ml@Wa@Mr@n in return. - %echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a @MP@Wr@Mi@ms@Wm @MC@Wo@Ml@ml@Wa@Mr@n. - set n 5 - while (%n%>0) - %purge% %actor.inventory(20116)% - eval n %n%-1 - done - %load% obj 20122 %actor% inv - else - say You do not have enough shells for me, %actor.name%. - end - else - if (%arg%==dress) - if (%no_of_shells%>=15) - %send% %actor% You hand the shells to the Fool, who gives you a @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n in return. - %echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n. - set n 15 - while (%n%>0) - %purge% %actor.inventory(20116)% - eval n %n%-1 - done - %load% obj 20121 %actor% inv - else - say You do not have enough shells for me, %actor.name%. - end - else - %send% %actor% An Old Fool tells you 'Make what?' - end - end -end -~ -#20142 -Old fool explains - 20106~ -0 c 100 -3~ -say Ah %actor.name%... -wait 2 secs -say You want me to make equipments for you. -wait 2 secs -nod -wait 2 secs -say I can make equipments out of prism shells. To do that, @RCREATE <OBJECT>@n and I will make you the item. -%send% %actor% Prism Dress - 15 Shells -%send% %actor% Prism Collar - 05 Shells -%send% %actor% Prism Anklet - 05 Shells -~ -#20143 -DOLPHINS! - 20147~ -2 c 100 -jump~ -%echoaround% %actor% %actor.name% jumps into the ocean and floats around for a while. -%send% %actor% You jump into the ocean and float for a while. -wait 5 secs -%echo% You hear clicking sounds. -wait 2 secs -%echoaround% %actor% Dolphins appear from under the sea and drags %actor.name% away! -%send% %actor% Dolphins suddenly appear from under you and drags you away! -%teleport% %actor% 20112 -%echoaround% %actor% Dolphins appear from nowhere and dumps %actor.name% onto the beach! -%send% %actor% You are tossed onto the beach by the dolphins! -wait 5 -%echo% The sea swallows the dolphins as they swim out of sight. -~ -#20144 -More effects - 20147~ -2 b 100 -~ -if (%time.hour% >=6 && %time.hour% <=17) - %echo% A bird sings from the nearby tree. - return 0 -else - %echo% Crickets chirp, the sound coming from all directions. - return 0 -end -~ -#20145 -new trigger~ -0 g 100 -~ -say When you sleep you have it, yet you cannot get it. -wait 2 secs -say You can get the other, but it is just not solid enough. -wait 2 secs -think -wait 2 secs -emote goes back to %self.hisher% muttering. -~ -#20146 -attach to cushions 20117-19~ -1 c 100 -rest~ -if (%arg%==cushion) - %echoaround% %actor% %actor.name% snuggles onto a cushion and starts resting. - %send% %actor% You plop yourself on a cushion and start resting. - %force% %actor% rest - set cushion_old_title %actor.title()% - remote cushion_old_title %actor.id% - set %actor.title(is resting on a %self.shortdesc%)% -else - %force% %actor% rest -end -~ -#20147 -Stand up!~ -1 c 4 -stand~ -if (%actor.varexists(cushion_old_title)%) - eval title_old %actor.cushion_old_title% - set %actor.title(%title_old%)% - %echoaround% %actor% %actor.name% stands up from %self.shortdesc%. - %send% %actor% You stand up from %self.shortdesc%. - %force% %actor% stand -else - %force% %actor% stand -end -~ -#20149 -underwater 53 52~ -2 b 100 -~ -set actor %random.char% -%send% %actor% You can't breathe underwater. -%damage% %actor% 10 -%echoaround% %actor% %actor.name%'s face turn blue from lack of oxygen. -~ -#20186 -new trigger~ -1 c 1 -test~ -if %arg% == sit - %force% %actor% say Sit! - %force% salem sit -end -if %arg% == grope - %force% %actor% say Sing! - %force% salem sing -end -if %arg% == smile - %force% %actor% say Kood kitty! - %force% salem smile -end -if %arg% == drop - %force% salem remove surfboard - %force% salem drop surfboard -end -if %arg% == purge - %purge% %actor.inventory(43306)% -end -~ -#20187 -sword - 20190~ -1 c 1 -slash~ -if (%actor.fighting%) - set victim %actor.fighting% - %damage% %victim% 100 - %force% %victim% scream - %echoaround% %actor% %actor.name%'s @bDeathly@bnirvana@W glows@n! - %send% %actor% Your @bDeathly@bnirvana@W glows@n at %victim.name%. -end -~ -#20188 -delete/add? - computer mob 20197~ -0 c 100 -please~ -if %arg% == delete - say Deleted all quest flags! - rdelete found_treasure %actor.id% - rdelete worthy_oceana %actor.id% - rdelete receive_oceana %actor.id% - rdelete aloha_welcome %actor.id% -elseif %arg% == add - say Added quest flags! - set receive_oceana 1 - remote receive_oceana %actor.id% - set found_treasure 1 - remote found_treasure %actor.id% - set worthy_oceana 1 - remote worthy_oceana %actor.id% -else - say Invalid command! @RPlease Add@n or @Rdelete@n? -end -~ -#20190 -for random stuff~ -1 c 2 -eat~ -if (%arg% == icecream) - %send% %actor% The icecream melts slowly in your mouth. - %echoaround% %actor% %actor.name% happily eats an icecream. - %purge% icecream -end -~ -#20191 -void!~ -1 c 1 -void~ -%teleport% %arg% 0 -%send% %arg% @CYou are swept away by a large tsunami!@n -%force% %arg% look -%echo% @CA large tsunami arrives and sweeps %arg% away!@n -~ -#20192 -summon someone!- trans!~ -1 c 1 -trans~ -%send% %arg% @CA large tsunami arrives and carries you away!@n -%echo% @CA large tsunami arrives and tosses %arg% onto the ground!@n -%teleport% %arg% %actor.name% -%force% %arg% look -~ -#20193 -Telport Someone - Surfboard =)~ -1 c 1 -teleport~ -%teleport% %arg% -%echo% @CA large tsunami arrives!@n -~ -#20194 -remove trig~ -0 g 100 -~ -rdelete aloha_welcome %actor.id% -say Deleted. -~ -#20195 -Aloha Welcome! - Tour Guide~ -0 g 100 -~ -if !(%actor.varexists(aloha_welcome)%) - smile %actor.name% - wait 2 secs - say Welcome to the Sapphire Islands, %actor.name%! - wait 2 secs - say I have prepared some items for you. - wait 2 secs - %load% obj 20198 - give shirt %actor.name% - %load% obj 20193 - give bag %actor.name% - %load% obj 20104 - give coconut %actor.name% - %load% obj 20124 - give book %actor.name% - wait 2 secs - whisper %actor.name% If you lose the objects at any point of time, you can come to me and say replace - wait 2 secs - wink - wait 2 secs - open door - wait 2 secs - say Have fun! - set aloha_welcome 1 - remote aloha_welcome %actor.id% - wait 10 secs - close door -else - say Welcome back! - open door - wait 10 secs - close door -end -~ -#20196 -Replace items - tourguide~ -0 d 100 -replace~ -if %actor.varexists(aloha_welcome)% - say Okay, there you go! - %load% obj 20198 - give shirt %actor.name% - %load% obj 20104 - give coconut %actor.name% - %load% obj 20193 - give bag %actor.name% - %load% obj 20124 - give book %actor.name% - open door - wait 10 secs - close door -else - halt - return 0 -end -~ -#20197 -cook auto cook~ -0 g 100 -~ -say I've made a little something for you %actor.name% -wait 1 sec -smile %actor.name% -wait 1 sec -%load% obj 20197 -give meal %actor.name% -smile -~ -#20198 -Chef cooks crabs!~ -0 j 100 -~ -if %object.vnum% == 65535 - %purge% %object% - say Alright, I'll start cooking! - wait 1 sec - emote prepares the ingredients for the dish and starts cooking... - wait 5 sec - %load% obj 20197 - give meal %actor.name% - say Enjoy! - smile -else - say I can't cook that! - return 0 -end -~ -#20199 -Cook greets pc - 20199~ -0 g 100 -~ -say Hello, I can offer some of my services if you need any. -wait 1 sec -say Just bring me the corpses of dead crabs and I'll start cooking! -smile -~ -$~ diff --git a/lib/world/trg/211.trg b/lib/world/trg/211.trg deleted file mode 100644 index f5e4b81..0000000 --- a/lib/world/trg/211.trg +++ /dev/null @@ -1,691 +0,0 @@ -#21100 -Test~ -0 g 100 -~ -%echo% This trigger commandlist is not complete! -~ -#21101 -Load Cards~ -0 d 100 -*~ -set zone 211 -set start %self.room.vnum% -eval room %self.room.vnum% + 1 -switch %speech.car% - case shuffle - if %self.varexists(Cards_Dealt)% - %echo% @n The voice is in your mind again. - %echo% @c 'I'm sorry, the cards seem to be already laid out.'@n - halt - else - set deck 78 - set layout 10 - global deck - global layout - set var %zone%01 - emote shuffles the cards. - %echo% @n %self.name% seems to speak directly to your mind. - %echo% @c 'Keep shuffling until you feel the deck understands your question.@n - %echo% @c When you're ready, say DEAL.'@n - set Deck_Shuffled 1 - global Deck_Shuffled - while %var% < %zone%79 - set %var% 1 - remote %var% %self.id% - eval var %var% + 1 - done - halt - end - end - case deal - if !%self.varexists(Deck_Shuffled)% - %echo% @n The voice is in your mind again. - %echo% @c 'The cards don't seem to understand your question yet. Have you @n - %echo% @c SHUFFLEd?'@n - halt - elseif %self.varexists(Cards_Dealt)% - %echo% @n The voice is in your mind again.@n - %echo% @c 'I'm sorry, the cards seem to be already laid out.'@n - halt - else - emote starts to lay out the cards. - %echo% @n The voice seems to surround you now. - %echo% @c 'When you're ready, please go up to start your reading. Once you@n - %echo% @c start, you won't be able to come back. Of course, you can always@n - %echo% @c come back for another reading.@n - wait 2 sec - %echo% @c At each room, LOOK CARD to see the meaning. Reverse means@n - %echo% @c that the card laid out upsidedown which changes the meaning.@n - %echo% @c Don't worry about it. The card will show the reversed meaning.@n - %echo% @c The room name will explain what the placement of the card means.'@n - wait 1 sec - %door% %self.room.vnum% up flags a - emote opens the door to the stairway. - while %layout% - set zonebase %zone%00 - eval card %random.78% + %zonebase% - eval temp %%self.varexists(%card%)%% - eval hascard %temp% - if %hascard% - mgoto %room% - set rand %random.2% - if %rand% == 1 - %load% obj %zone%99 - end - %load% obj %card% - mgoto %start% - rdelete %card% %self.id% - eval deck %deck% - 1 - eval layout %layout% - 1 - eval room %room% + 1 - global deck - global layout - set Cards_Dealt 1 - global Cards_Dealt - else - end - done - halt - break - default - break -end -~ -#21102 -Look Card~ -2 c 100 -*~ -* Parnassus' Special Anti-Freeze Formula -if %cmd.mudcommand% == nohassle - return 0 - halt -end -* -set zone 211 -if %self.vnum% > %zone%10 && %self.vnum% < %zone%24 - * if %self.vnum% > %zone%00 && %self.vnum% < %zone%24 - set cmdroom %zone%20 -elseif %self.vnum% > %zone%30 && %self.vnum% < %zone%44 - set cmdroom %zone%40 -elseif %self.vnum% > %zone%45 && %self.vnum% < %zone%64 - set cmdroom %zone%60 -else - return 0 - halt -end -if %cmd.mudcommand% == look || %cmd.mudcommand% == examine - * Look Trigger Written by Fizban - June 06 2013 - * This trigger changes the meaning of the card for reverse. - * If there is no argument, just look. - if !%arg% - return 0 - halt - else - * Check for the reverser. If it is in the room, give - * one meaning. If it is not, give the other. - eval rev %%findobj.%self.vnum%(%zone%99)%% - * The ~ anchors the comparison to the front of the word. - * rd /= card but ~rd is not a part of ~card while ~c is. - set arg ~%arg% - if ~reverse /= %arg% - if %rev% < 1 - %send% %actor% You do not see that here. - halt - else - %send% %actor% The card is upside down. - halt - end - end - if ~card /= %arg% - if %rev% < 1 - %force% %actor% look card - else - %force% %actor% look reverse - end - else - return 0 - end - end -elseif %cmd.mudcommand% == quit || %cmd.mudcommand% == afk - %send% %actor% Because you have decided to %cmd.mudcommand%, you cannot finish the reading. - %echoaround% %actor% %actor.name% has to leave the reading now. - wait 1 sec - %send% %actor% You are magically sent to the end of the reading. - %echoaround% %actor% %actor.name% is whisked away in a puff of smoke. - wait 1 sec - %teleport% %actor% %cmdroom% - wait 1 sec - %at% %cmdroom% %force% %actor% down - wait 1 sec - %at% %actor% %force% %actor% %cmd% %arg% - wait 1 sec - halt -elseif %cmd% == return || %cmd% == recall || %cmd% == teleport || %cmd.mudcommand% == goto - %send% %actor% Because you have decided to %cmd%, you cannot finish the reading. - %echoaround% %actor% %actor.name% has to leave the reading now. - wait 1 sec - %send% %actor% You are magically sent to the end of the reading. - %echoaround% %actor% %actor.name% is whisked away in a puff of smoke. - wait 1 sec - %teleport% %actor% %cmdroom% - wait 1 sec - %at% %cmdroom% %force% %actor% down - wait 1 sec - %at% %actor% %force% %actor% %cmd% %arg% - wait 1 sec - halt -else - return 0 -end -~ -#21103 -Clear the Cards - r21120, r21140, r21160~ -2 q 100 -~ -* Clears cards from the reading and reader marker -* when player finishes the reading. -if %direction% == down - wait 2 sec - %purge% - set room %self.vnum% - eval purgeroom %room% - 10 - %door% %purgeroom% up flags abcd - eval purgeroom %purgeroom% + 1 - while %purgeroom% < %self.vnum% - %at% %purgeroom% %purge% - eval purgeroom %purgeroom% + 1 - done - eval purgeroom %purgeroom% + 5 - %at% %purgeroom% %purge% -end -~ -#21104 -Reset the Fortuneteller~ -0 q 100 -~ -* Clears the fortune-teller for the next player. -* Closes the doors coming back to make it easier to see the path while -* keeping the possibility of checking past cards. -if %direction% == up - * set deck 78 - set layout 10 - * global deck - global layout - rdelete Deck_Shuffled %self.id% - rdelete Cards_Dealt %self.id% - rdelete tarot_reading_started %self.id% - if %self.room.vnum% == 21110 || %self.room.vnum% == 21130 || %self.room.vnum% == 21150 - * %door% %self.room.vnum% up flags abc - eval cardroom %self.room.vnum% + 2 - %door% %cardroom% down flags ab - eval cardroom %cardroom% + 1 - %door% %cardroom% north flags ab - eval cardroom %cardroom% + 1 - %door% %cardroom% south flags ab - eval cardroom %cardroom% + 1 - %door% %cardroom% west flags ab - eval cardroom %cardroom% + 1 - %door% %cardroom% north flags ab - eval cardroom %cardroom% + 1 - %door% %cardroom% west flags ab - eval cardroom %cardroom% + 1 - %door% %cardroom% south flags ab - eval cardroom %cardroom% + 1 - %door% %cardroom% south flags ab - eval cardroom %cardroom% + 1 - %door% %cardroom% south flags ab - eval cardroom %cardroom% + 1 - %door% %cardroom% east flags ab - eval cardroom %cardroom% + 1 - %door% %cardroom% south flags ab - eval cardroom %cardroom% + 1 - %door% %cardroom% west flags ab - eval cardroom %cardroom% + 1 - %door% %cardroom% north flags ab - end -end -~ -#21105 -Dealer Greets~ -0 h 100 -~ -wait 2 sec -%echo% @n The voice of %self.name% seems to fill your head. -%echo% @c 'Ahh, you have something on your mind? Let us see what the@n -%echo% @c cards have to say. Unfortunately, you cannot hold or shuffle@n -%echo% @c my cards, but concentrate on your question and say shuffle.@n -%echo% @c When you feel that the cards know your question, say deal and@n -%echo% @c I shall lay out the cards for you to examine.@n -wait 3 sec -%echo% @c Usually I would interpret the cards for you, but that is@n -%echo% @c forbidden me in this space and time. All I am allowed is to@n -%echo% @c show you the cards and you must decide their meanings in your@n -%echo% @c own mind. Move from card to card. Each space and each card@n -%echo% @c will explain itself to you. 'LOOK CARD' in each room to see@n -%echo% @c the explanation. These are very simplified meanings so they@n -%echo% @c are very general.@n -wait 3 sec -%echo% @c Remember, this is just a game and should not be taken@n -%echo% @c seriously any more than you would run your life by newspaper@n -%echo% @c horoscopes or slips of paper from fortune-cookies.@n -wait 2 sec -%echo% @c When you're ready, start by saying SHUFFLE.'@n -~ -#21106 -Receptionist juggles appointments - M21104~ -0 d 100 -*~ -set zone 211 -* set findobj 0 -* Checks for available readers -* Kicks out people that are afk, etc -if %self.room.vnum% != %zone%02 - emote looks around in confusion. - say I'm sorry. I have to get to my office. - emote leaves. - eval findmob %%findmob.%zone%02(%self.vnum%)%% - if %findmob% > 0 - %purge% %self% - else - mgoto %zone%02 - halt - end -end -if %actor% == %self% - halt -end -* This loop goes through the entire string of words the actor says. .car is the -* word and .cdr is the remaining string. -eval word %speech.car% -eval rest %speech.cdr% -while %word% - * %echo% Word: %word% - * %echo% rest: %rest% - switch %word% - * Appointment starts the conversation. - * Objxxx98 keeps trigger from reacting to other conversations. - * if %actor.is_pc% && - case appointment - * Check to see if someone is already trying to get an appointment. - if %self.has_item(%zone%98)% && !%actor.varexists(Making_Tarot_Appointment_%zone%)% - say I'm sorry, %actor.name%. I'm speaking with someone else right now. - halt - end - if !%self.has_item(%zone%98)% - %load% o %zone%98 - set Making_Tarot_Appointment_%zone% 1 - remote Making_Tarot_Appointment_%zone% %actor.id% - say Let me just see if any of our consultants have an opening. - say Say restart at any time to leave or start over. - %echo% She consults an appointment book. - wait 2 seconds - set available 0 - set readerno 0 - set unreaderno 0 - eval temp %%findobj.%zone%25(card)%% - eval findobjsibyl %temp% - if %findobjsibyl% < 1 - eval available %available% + 1 - eval readerno %readerno% + 1 - set reader%readerno% Sibyl - else - eval unreaderno %unreaderno% + 1 - set unreader%unreaderno% Sibyl - end - eval temp %%findobj.%zone%45(card)%% - eval findobjesmerelda %temp% - if %findobjesmerelda% < 1 - eval available %available% + 1 - eval readerno %readerno% + 1 - set reader%readerno% Esmerelda - else - eval unreaderno %unreaderno% + 1 - set unreader%unreaderno% Esmerelda - end - eval temp %%findobj.%zone%65(card)%% - eval findobjjaelle %temp% - if %findobjjaelle% < 1 - eval available %available% + 1 - eval readerno %readerno% + 1 - set reader%readerno% Jaelle - else - eval unreaderno %unreaderno% + 1 - set unreader%unreaderno% Jaelle - end - if %available% == 0 - say Sorry, Sibyl, Esmerelda and Jaelle all seem to be with clients right now. - say Please try again later. - rdelete Making_Tarot_Appointment_%zone% %actor.id% - halt - end - if %available% == 1 - say %unreader1% and %unreader2% are with clients but %reader1% is available. - say Say %reader1% if you want to see her. - set Choosing_Tarot_Reader_%zone% 1 - remote Choosing_Tarot_Reader_%zone% %actor.id% - halt - end - if %available% == 2 - say %unreader1% is with a client but %reader1% and %reader2% are available. - say Say %reader1% or %reader2% to see her. - set Choosing_Tarot_Reader_%zone% 1 - remote Choosing_Tarot_Reader_%zone% %actor.id% - halt - end - if %available% == 3 - say %reader1%, %reader2% and %reader3% are all available right now. - say Say %reader1%, %reader2% or %reader3% to see her. - set Choosing_Tarot_Reader_%zone% 1 - remote Choosing_Tarot_Reader_%zone% %actor.id% - halt - end - end - break - case Sibyl - if %actor.varexists(Choosing_Tarot_Reader_%zone%)% - eval findobj %%findobj.%zone%25(card)%% - if %findobj% < 1 - say Sibyl is ready to see you now. - %door% %zone%02 north flags a - wait 1 sec - %force% %actor% north - %door% %zone%02 north flags abc - rdelete Making_Tarot_Appointment_%zone% %actor.id% - rdelete Choosing_Tarot_Reader_%zone% %actor.id% - mgoto %zone%99 - %purge% quill - mgoto %zone%25 - %load% obj %zone%49 - mgoto %zone%02 - else - say I'm sorry. Sibyl is with another client right now. - say Please choose one of the available readers. - end - end - break - case Esmerelda - if %actor.varexists(Choosing_Tarot_Reader_%zone%)% - eval findobj %%findobj.%zone%45(card)%% - if %findobj% < 1 - say Esmerelda is ready to see you now. - %door% %zone%02 west flags a - wait 1 sec - %force% %actor% w - %door% %zone%02 west flags abc - rdelete Making_Tarot_Appointment_%zone% %actor.id% - rdelete Choosing_Tarot_Reader_%zone% %actor.id% - mgoto %zone%99 - %purge% quill - mgoto %zone%45 - %load% obj %zone%52 - mgoto %zone%02 - else - say I'm sorry. Esmerelda is with another client right now. - say Please choose one of the available readers. - end - end - break - case Jaelle - if %actor.varexists(Choosing_Tarot_Reader_%zone%)% - eval findobj %%findobj.%zone%65(card)%% - if %findobj% < 1 - say Jaelle is ready to see you now. - %door% %zone%02 east flags a - wait 1 sec - %force% %actor% e - %door% %zone%02 east flags abc - rdelete Making_Tarot_Appointment_%zone% %actor.id% - rdelete Choosing_Tarot_Reader_%zone% %actor.id% - mgoto %zone%99 - %purge% quill - mgoto %zone%65 - %load% obj %zone%50 - mgoto %zone%02 - else - say I'm sorry. Jaelle is with another client right now. - say Please choose one of the available readers. - end - end - break - case Restart - if %actor.varexists(Making_Tarot_Appointment_%zone%)% - rdelete Making_Tarot_Appointment_%zone% %actor.id% - rdelete Choosing_Tarot_Reader_%zone% %actor.id% - mgoto %zone%99 - %purge% quill - mgoto %zone%02 - emote puts down the appointment book. - end - break - default - break -done -* End of the loop we need to take the next word in the string -* and save the remainder for the next pass. -eval word %rest.car% -eval rest %rest.cdr% -done -~ -#21107 -Tarot Receptionist greets - M21104~ -0 h 100 -*~ -if %direction% == south - welcome %actor.name% - %send% %actor% Ana says, 'Would you like to make an appointment with one of our readers?' - %send% %actor% Ana says, 'Before we start, make sure you have enough time to finish your reading.' - %send% %actor% Ana says, 'Please do not go afk or leave the game before you finish the reading.' - %send% %actor% Ana says, 'If you are sure, just say appointment.' -else if %direction% == up - smile %actor.name% - %send% %actor% Ana says, 'I hope you enjoyed your reading. Please, come again soon.' - %send% %actor% Ana says, 'Of course, if you want another appointment now, say appointment.' -end -~ -#21108 -Leaving Tarot~ -0 c 100 -*~ -* For mobs to clear reading from players blocking by starting and leaving. -* Should be adjusted to your muds commands. -* Parnassus' Special Anti-Freeze Formula -if %cmd.mudcommand% == nohassle - return 0 - halt -end -* -set zone 211 -if %cmd.mudcommand% == quit || %cmd.mudcommand% == afk - if %self.vnum% == %zone%04 && %actor.varexists(Making_Tarot_Appointment_%zone%)% - say I'm sorry but I won't be able to give you an appointment right now. - say Please come back when you have more time available. - rdelete Making_Tarot_Appointment_%zone% %actor.id% - rdelete Choosing_Tarot_Reader_%zone% %actor.id% - mgoto %zone%99 - %purge% quill - mgoto %zone%02 - wait 1 sec - emote puts down the appointment book. - wait 1 sec - %force% %actor% %cmd.mudcommand% - wait 1 sec - halt - elseif %self.vnum% == %zone%01 || %self.vnum% == %zone%02 || %self.vnum% == %zone%03 - set office %self.room.vnum% - eval endroom %office% + 10 - %echo% @n %self.name%'s voice sounds reproachfully in your head. - %echo% @c 'You don't seem to have time for this right now.@n - %echo% @c Please come back when you have more time.'@n - wait 1 sec - %echo% %self.name% waves her hand and you find yourself outside. - wait 1 sec - %teleport% %actor% %zone%01 - mgoto %endroom% - down - mgoto %office% - wait 1 sec - %force% %actor% look - %force% %actor% %cmd.mudcommand% - rdelete Deck_Shuffled %self.id% - rdelete Cards_Dealt %self.id% - rdelete tarot_reading_started %self.id% - halt - else - return 0 - halt - end -elseif %cmd% == return || %cmd% == recall || %cmd% == teleport || %cmd.mudcommand% == goto - if %self.vnum% == %zone%04 && %actor.varexists(Making_Tarot_Appointment_%zone%)% - say I'm sorry but I won't be able to give you an appointment right now. - say Please come back when you have more time available. - rdelete Making_Tarot_Appointment_%zone% %actor.id% - rdelete Choosing_Tarot_Reader_%zone% %actor.id% - mgoto %zone%99 - %purge% quill - mgoto %zone%02 - %send% %actor% @n - emote puts down the appointment book. - %send% %actor% @n - return 0 - halt - elseif %self.vnum% == %zone%01 || %self.vnum% == %zone%02 || %self.vnum% == %zone%03 - set office %self.room.vnum% - eval endroom %office% + 10 - %echo% @n %self.name%'s voice sounds reproachfully in your head. - %echo% @c 'You don't seem to have time for this right now.@n - %echo% @c Please come back when you have more time.'@n - %send% %actor% @n - %teleport% %actor% %zone%01 - return 0 - %send% %actor% @n - mgoto %endroom% - down - mgoto %office% - rdelete Deck_Shuffled %self.id% - rdelete Cards_Dealt %self.id% - rdelete tarot_reading_started %self.id% - halt - else - return 0 - halt - end -elseif %cmd.mudcommand% == south - if %self.vnum% == %zone%04 && %actor.varexists(Making_Tarot_Appointment_%zone%)% - say I'm sorry but I won't be able to give you an appointment right now. - say Please come back when you have more time available. - rdelete Making_Tarot_Appointment_%zone% %actor.id% - rdelete Choosing_Tarot_Reader_%zone% %actor.id% - mgoto %zone%99 - %purge% quill - mgoto %zone%02 - wait 1 sec - emote puts down the appointment book. - wait 1 sec - %force% %actor% %cmd% - halt - else - return 0 - halt - end -else - return 0 -end -~ -#21109 -Timer for obj 21198~ -1 f 100 -~ -* Timer on obj 21198 is set to 10 minutes. This is adjustable. -* Since 21198 stops any appointments while talking to one person -* this keeps any person from blocking the zone until reboot. -set zone 211 -set actor %self.carried_by% -if %actor.vnum% == %zone%04 - %echo% %actor.name% says, 'I've been waiting too long for this appointment.' - %echo% %actor.name% puts down the appointment book. - %purge% %self% -else - set actor %self.carried_by.name% - %force% %actor% say I seem to have stolen someone's pen. - %echoaround% %actor% The nib of the pen pokes %actor%. - %send% %actor% The nib of the pen pokes you. - %damage% %actor% 5 - %echoaround% %actor% %actor.name% shakes %actor.hisher% hand in pain and drops a pen which rolls away. - %send% %actor% You drop a pen which rolls away somewhere. - %purge% %self% -end -~ -#21110 -Reload glass and bread - obj 21180 and 21182~ -1 c 100 -*~ -* This trigger is to keep the waiting room supplied with food and drink. -* Because of the auto-regenerative qualities, it also cancels out any -* sac benefits to prevent spam-saccing for gold or exp. -* Parnassus' Special Anti-Freeze Formula -if %cmd.mudcommand% == nohassle - return 0 - halt -end -* -set zone 211 -if get == %cmd.mudcommand% || sacrifice == %cmd.mudcommand% - if %self.room.vnum% == %zone%02 - set testernumber 2 - else - set testernumber 1 - end - set arg _%arg% - eval inroom %self.room% - eval obj %inroom.contents% - * find the first object in the room - while %obj% - set next_obj %obj.next_in_list% - set objlist %obj.name% - set keywordlist _%obj.name.car% - set keywordrest _%obj.name.cdr% - while %keywordlist% - * while an object is in the room - if %keywordlist.contains(%arg%)% - if %obj.id% == %self.id% - if get == %cmd.mudcommand% - %force% %actor% %cmd.mudcommand% %obj.name.car% - elseif sacrifice == %cmd.mudcommand% - %send% %actor% You carefully dispose of %obj.shortdesc%. - %echoaround% %actor% %actor.name% carefully disposes of %obj.shortdesc%. - set me %self.vnum% - eval temp %%findobj.%zone%02(%me%)%% - eval tester %temp% - if %self.room.vnum% == %zone%02 - set testernumber 2 - else - set testernumber 1 - end - if %tester% < %testernumber% - %at% %zone%02 %load% obj %self.vnum% - end - %purge% %self% - end - set me %self.vnum% - eval temp %%findobj.%zone%02(%me%)%% - eval tester %temp% - if %tester% < %testernumber% - %at% %zone%02 %load% obj %self.vnum% - end - halt - end - end - set keywordlist %keywordrest.car% - set keywordrest %keywordrest.cdr% - done - * find the next object for the while to loop - set obj %next_obj% - done - return 0 - halt -else - return 0 - halt -end -~ -$~ diff --git a/lib/world/trg/22.trg b/lib/world/trg/22.trg deleted file mode 100644 index 40c6473..0000000 --- a/lib/world/trg/22.trg +++ /dev/null @@ -1,47 +0,0 @@ -#2200 -Not Used~ -0 h 100 -~ -if (%direction% == east) -wait 1 -emote snaps to attention as you approach. -wait 1 -say admittance to Eldorado is 1000000 coins -end -~ -#2201 -Flame Damage - R2228~ -2 b 50 -~ -%echo% The pungent fumes burn your lungs! -set target_char %self.people% -while %target_char% - set tmp_target %target_char.next_in_room% - %damage% %target_char% 3 - set target_char %tmp_target% -done -~ -#2202 -Fire Damage - R2218-20~ -2 g 100 -~ -%send% %actor% The hot flame and smoke burns you. -%echoaround% %actor% %actor.name% is burnt from the intense heat. -%damage% %actor% 10 -~ -#2203 -Moaining - R2200-2~ -2 g 25 -~ -if %actor.is_pc% - %echo% The moaning and wailing of the undead unnerves you to the bone. -end -~ -#2204 -Princess Shout for Help - M2229~ -0 b 1 -~ -eval inroom %self.room% - %zoneecho% %inroom.vnum% %self.name% shouts, 'HELP!! Someone please rescue me!!' -~ -$~ diff --git a/lib/world/trg/220.trg b/lib/world/trg/220.trg deleted file mode 100644 index d71fc20..0000000 --- a/lib/world/trg/220.trg +++ /dev/null @@ -1,68 +0,0 @@ -#22000 -The Spaghetti Greet - attached to mob 22006~ -0 g 100 -~ -if (%direction% == down) - say Hey! - say You pulled my noodle! - kill %actor.name% -else -end -~ -#22001 -The Snuffins Greet - attached to mob 22001~ -0 g 100 -~ -wait 3 sec - say Oh, hello there. My name is Snuffins. - say Take a look around, I have many maps to look at. I used to travel all the time... -wait 2 sec - sigh - say That is, until I met Oreo. That horrible cat chases me every time I try to leave this place! -wait 2 sec - say Can you help me? I'll give you my most prized possession if you do. -wait 1 sec -say Erm, 'dispose' of Oreo and bring me her collar! -~ -#22002 -Snuffins Happy - attached to mob 22001~ -0 j 100 -~ -* check to see if its the collar -if %object.vnum%==22001 - wait 1 - say Thank you very much, stranger! -smile -give cheese %actor.name% - wait 5 - junk collar -else - * bastards. Don't mess with Snuffins. - say This isn't Oreo's collar! Bring me her collar! - return 0 -end -~ -#22003 -The Sandwich Greet - attached to mob 22007~ -0 g 100 -~ -wait 1 sec -mumble -say ...they tell stories of a fantastic monster... -mumble -wait 1 sec -say ...but I wouldn't know...I can't even move... -mumble -wait 1 sec -say ...they say he's somewhere really high and cold...but I wouldn't know... -mumble -~ -#22004 -The Heat Wave - attached to room 22022~ -2 g 100 -~ -%send% %actor% @DThe intense @Rheat @Dscalds your skin!@n -%echoaround% %actor% @w%actor.name% is @rburnt @Dfrom the intense @Dheat.@n -%damage% %actor% 3 -~ -$~ diff --git a/lib/world/trg/232.trg b/lib/world/trg/232.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/232.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/233.trg b/lib/world/trg/233.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/233.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/234.trg b/lib/world/trg/234.trg deleted file mode 100644 index ea850fc..0000000 --- a/lib/world/trg/234.trg +++ /dev/null @@ -1,36 +0,0 @@ -#23400 -Open Door - 23441~ -2 c 100 -push~ -if %arg% == button - %send% %actor% You push the button, and reveal a secret door! - %echoaround% %actor% As %actor.name% pushes a button, a secret door is revealed. - %door% 23441 west flags a - %door% 23441 west name door - %door% 23441 west room 23471 -else - %send% %actor% Push what ?! -end -~ -#23401 -Open Door - 23471~ -2 c 100 -push~ -if %arg% == button - %send% %actor% You push the button, and reveal a secret door! - %echoaround% %actor% As %actor.name% pushes a button, a secret door is revealed. - %door% 23471 east room 23441 -else - %send% %actor% Push what ?! -end -~ -#23402 -Close Door - 23471~ -2 g 100 -~ -wait 2 sec -%door% 23471 east purge 0 -%door% 23441 west purge 0 -%echo% A wall slams down shut! -~ -$~ diff --git a/lib/world/trg/235.trg b/lib/world/trg/235.trg deleted file mode 100644 index fece4a1..0000000 --- a/lib/world/trg/235.trg +++ /dev/null @@ -1,17 +0,0 @@ -#23500 -Knight - 23500~ -0 g 100 -~ -say Get out of here before I smash you! -wait 2 sec -say I think I smell my lunch. -wait 1 sec -emote stares at you hungrily. -~ -#23503 -Teenager - 23503~ -0 g 100 -~ -say I can't find my brother, have you seen him? -~ -$~ diff --git a/lib/world/trg/236.trg b/lib/world/trg/236.trg deleted file mode 100644 index 51245fa..0000000 --- a/lib/world/trg/236.trg +++ /dev/null @@ -1,526 +0,0 @@ -#23600 -Cleric Fight Spec - 23621~ -0 k 35 -~ -* select the spell -eval spellnr %random.4% -if %spellnr%==1 - dg_cast 'harm' %actor% -elseif %spellnr%==2 - dg_cast 'curse' %actor% -elseif %spellnr%==3 - dg_cast 'call lightning' %actor% -else - dg_cast 'blindness' %actor% -end -~ -#23601 -Healing Fountain - NOT ATTACHED~ -0 e 100 -drink~ -if %actor.hitp% * 3 < %actor.maxhitp% - %damage% %actor% -4 -end -~ -#23602 -Room Command Secret Door - 23667~ -2 c 100 -pull~ -if tapestries /= %arg% - %send% %actor% You pull the tapestries down, and reveal a secret vault! - %echoaround% %actor% As %actor.name% pulls the tapestries down a secret vault is revealed. - %door% 23667 east flags abcd - %door% 23667 east key 23634 - %door% 23667 east name vault - %door% 23667 east room 23668 -else - %send% %actor% Pull what ?! -end -~ -#23603 -Remove Secret Door - 23667~ -2 f 100 -~ -if %self.east% - %door% 23667 east purge 0 - %echo% As if by magic all the tapestries rise to their previous positions. -end -~ -#23604 -Equip Hammer Dwarf - 23604~ -0 an 50 -~ -%load% obj 23637 -wield hammer -~ -#23605 -Foreman Walkabout - 23628~ -0 ab 40 -~ -eval inroom %self.room% -if %inroom.vnum% == 23653 - set foreman_leaving 1 - global foreman_leaving -end -if %inroom.vnum% == 23664 - set foreman_leaving 0 - global foreman_leaving -end -if %foreman_leaving% - switch %inroom.vnum% - * start room 23653 - case 23653 - open door - wait 1 - east - wait 1 - close door - break - case 23630 - case 23662 - case 23629 - case 23628 - case 23641 - case 23642 - case 23635 - case 23614 - case 23646 - east - break - case 23644 - case 23660 - case 23649 - case 23650 - case 23617 - case 23619 - case 23620 - case 23666 - case 23632 - case 23645 - case 23663 - west - break - case 23655 - * at the entrance to the court. - open granite - wait 4 - west - wait 4 - close granite - break - case 23648 - open marble - wait 4 - west - wait 4 - close marble - break - case 23643 - case 23637 - case 23631 - case 23623 - case 23618 - case 23667 - case 23634 - case 23626 - north - break - case 23661 - case 23627 - case 23633 - case 23640 - case 23647 - case 23654 - case 23621 - case 23669 - case 23652 - south - break - default - say I don't think I've ever been to this side of the city before... - wait 6 - say I'd better go home. - wait 6 - emote pulls a small scroll from a hidden pocket and quickly recites it. - emote disappears in a puff of smoke. - mgoto 23653 - break - done -else - switch %inroom.vnum% - case 23661 - case 23648 - case 23649 - case 23643 - case 23618 - case 23617 - case 23619 - case 23662 - case 23629 - case 23628 - case 23641 - case 23642 - case 23635 - case 23614 - case 23646 - east - break - case 23660 - * leaving the court - open granite - wait 4 - east - wait 4 - close granite - break - case 23655 - open marble - wait 4 - east - wait 4 - close marble - break - case 23631 - case 23666 - case 23632 - case 23645 - west - break - case 23654 - * entering tool shed - open door - wait 1 - west - wait 1 - close door - break - case 23663 - case 23620 - case 23627 - case 23633 - case 23640 - case 23647 - case 23667 - case 23634 - case 23626 - north - break - case 23650 - case 23644 - case 23637 - case 23630 - case 23623 - case 23621 - case 23669 - case 23652 - south - break - case 23664 - say I'm pleased to say that productivity is at the maximum... - wait 3 s - say I'll be on my way.. - wait 3 s - east - break - default - say I don't think I've ever been to this side of the city before... - wait 6 - say I'd better go home. - wait 6 - emote pulls a small scroll from a hidden pocket and quickly recites it. - emote disappears in a puff of smoke. - mgoto 23653 - break - done -end -~ -#23606 -Mine Crane - 23674~ -2 c 100 -enter~ -* funtions -set passup %echoaround% %actor% %actor.name% passes you in a basket, going up. -set passdown %echoaround% %actor% %actor.name% passes you in a basket, going down. -set look wforce %actor% look - -* the crane itself -if %arg% == basket - if %self.vnum% == 23674 - %send% %actor% As you enter the basket, the crane starts moving. - %echoaround% %actor% As %actor.name% enters the basket it starts moving upwards. - wait 2 s - %teleport% %actor% 23673 - %passup% - %look% - %send% %actor% You lean back and relax the ride, while you are lifted out of the mine. - wait 2 s - %teleport% %actor% 23672 - %passup% - %look% - wait 2 s - %teleport% %actor% 23671 - %passup% - %look% - wait 2 s - %teleport% %actor% 23670 - %passup% - %look% - wait 2 s - %teleport% %actor% 23622 - %look% - %echoaround% %actor% %actor.name% arrives from the hole in a large basket. - wait 2 s - %send% %actor% Having arrived at the top level, you quickly jump out of the basket. - %echoaround% %actor% %actor.name% quickly jumps out of the basket. - else if %self.vnum% == 23622 - %send% %actor% As you sit in the basket, it lowers slowly into the mine. - %echoaround% %actor% As %actor.name% enters the basket, it lowers slowly into the mine. - wait 2 s - %teleport% %actor% 23670 - %passdown% - %look% - %send% %actor% You lean back and relax the ride, while you are slowly descending the mine. - wait 2 s - %teleport% %actor% 23671 - %passdown% - %look% - wait 2 s - %teleport% %actor% 23672 - %passdown% - %look% - wait 2 s - %teleport% %actor% 23673 - %passdown% - %look% - wait 2 s - %teleport% %actor% 23674 - %echoaround% %actor% %actor.name% arrives from above and quickly leaves the basket. - %look% - wait 2 s - %send% %actor% Having descended into the mines, you quickly jump out of the basket. - end -else - %send% %actor% Huh?! -end -~ -#23607 -Bad Stairs Trap - 23672~ -2 g 100 -~ -* Variable definitions -if %direction% == up - set todir down -else - set todir up -end - -eval temp %random.6% - -switch %temp% - case 1 - set slip foot - set hurt hit - set part head - eval damage %actor.hitp% / 2 - break - case 2 - set slip hand - set hurt strain - set part arm - eval damage %actor.hitp% / 3 - break - case 3 - set slip hand - set hurt hit - set part knee - eval damage %actor.hitp% / 4 - break - case 4 - set slip foot - set hurt hurt - set part leg - eval damage %actor.hitp% / 3 - break - default - set slip hand - set hurt hit - set part other hand - eval damage %actor.hitp% / 8 - break -done -* the actual trap part : -wait 1 -%send% %actor% As you step %todir%, your %slip% slips and you %hurt% your %part%. OUCH! -%echoaround% %actor% As %actor.name% steps %todir%, %actor.hisher% %slip% slips and %actor.heshe% %hurt%s %actor.hisher% %part%. It looks painful. - -wdamage %actor% %damage% -~ -#23608 -Singing Miners - 23627~ -0 b 30 -~ -switch %random.6% - case 1 - emote sings a merry song about someone named Fulbert and Beatrice. - break - case 2 - emote booms out loudly, 'Heigh Ho! Heigh Ho! It's home from work we go!' - break - case 3 - emote tries to sing falsetto, but his voice doesn't agree. - break - default - sing - break -done -~ -#23609 -Poisonous Spider - NOT ATTACHED~ -0 k 100 -~ -dg_cast 'poison' %actor.name% -~ -#23610 -Bell - 23638~ -1 g 100 -~ -if %self.vnum% == 23638 - return 0 - %echoaround% %actor% As %actor.name% touches the pile of titanium, the bell rings. - %send% %actor% As you touch the pile of titanium, the bell rings. - - wait 1 - - %echo% Some miners heard the bell, and come running as fast as they possibly can. - wait 1 - %echo% A miner has arrived. - %load% mob 23626 - wait 2 - %echo% A miner has arrived. - %load% mob 23626 - wait 2 - %echo% A miner has arrived. - %load% mob 23626 - wait 2 - - %echo% The bell falls to the ground. - otransform 23639 -else - return 1 -end -~ -#23611 -Mad Miners - NOT ATTACHED~ -0 n 100 -~ -mkill %bad_guy% -~ -#23612 -Lieutenant Door Bribe - M23608~ -0 m 1 -~ -* By Welcor of The Builder Academy tbamud.com 9091 -wait 1 -* The price is 400 coins to pass. Player must 'give 400 coin leader.' -if %amount% < 400 - say Did you really think I was that cheap, %actor.name%. - snarl -else - * Context saves the global with the players ID so multiple players can bribe. - context %actor.id% - * Set the variable to a value, 1 for YES. - set has_bribed_guard 1 - * Global it! You can now 'stat leader' and see it listed. - global has_bribed_guard - whisper %actor.name% Enter when you're ready. I'll lock the door behind you. - unlock door -end -~ -#23613 -Lieutenant Door Bribe 2 - M23608~ -0 r 100 -~ -* By Welcor of The Builder Academy tbamud.com 9091 -* Allows more than one instance of this trigger to run. -context %actor.id% -* Checks a global variable to see if this mob has been bribed. TSTAT 23612. -if %has_bribed_guard% - * Let the player through, he's paid. - return 1 - * Don't bother continuing the trig, just stop it. - halt -end -* If the player tries to pick the lock catch him! -if %cmd% == pick - * Stop them! Return 0 prevents the command from going through. - return 0 - wait 1 - say No way, you don't fool me, %actor.name%. - * If mob can see the player, kill him! - if %actor.canbeseen% - mkill %actor% - end -end -~ -#23614 -Lieutenant Leave - 23608~ -0 q 100 -~ -* By Welcor of The Builder Academy tbamud.com 9091 -* If the player is trying to leave to the East. -if %direction% == east - context %actor.id% - * If they have bribed let them through and forget them. - if %has_bribed_guard% - unset has_bribed_guard - * Let the command go through. Halt the trig, its over. - return 1 - halt - end - * They haven't paid, stop them. - %send% %actor% You try to leave, but %self.name% stops you. - return 0 -end -~ -#23615 -FREE~ -2 q 100 -~ -if %direction% == east -return 0 - %send% %actor% The door vanishes as if it was never there, and you step through. - %echoaround% %actor% As %actor.name% steps through the doorway, the door disappears for an instant. - %teleport% %actor% 23611 - %echoaround% %actor% %actor.name% has arrived. - %force% %actor% look -end -~ -#23616 -Check for Dwarf the other way - 23611~ -2 c 100 -w~ -if %cmd.mudcommand% == west - if %actor.race%==dwarf - %send% %actor% The door vanishes as if it was never there, and you step through. - %echoaround% %actor% As %actor.name% steps through the doorway, the door disappears for an instant. - %teleport% %actor% 23610 - %echoaround% %actor% %actor.name% has arrived. - %force% %actor% look - return 1 - else - return 0 - end -end -~ -#23617 -Near Death Trap Fall - 12684~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 5 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 5 sec -%send% %actor% The Gods allow your puny existence to continue. -~ -$~ diff --git a/lib/world/trg/237.trg b/lib/world/trg/237.trg deleted file mode 100644 index 41a2e92..0000000 --- a/lib/world/trg/237.trg +++ /dev/null @@ -1,359 +0,0 @@ -#23700 -Trader Walkabout - NOT ATTACHED~ -0 ab 100 -~ -if (%self.fighting%) -halt -end -context %self.id% -eval inroom %self.room% -if (%inroom.vnum% == 23607) - set trader_leaving 1 - global trader_leaving -end - -if (%inroom.vnum% == 3036) - unset trader_leaving -end - -if %trader_leaving% - switch %inroom.vnum% -* start room 23607 - case 23607 -* Start room - need a speech here. - say We'll leave at dawn. - rest - wait until 07:00 - stand - wait 1 t - say Are you ready to find adventure, men ? - wait 6 s - say Are you ready to fight every hardheaded orc on the way ? - wait 6 s - say Don your gear, and follow 'll bring the name of Aldin to Radidan. - wait 6 s - say Let's go! - wait 1 s - south - break - case 23717 - say Be careful around here. I've heard of dragons east of here. - wait 3 s - south - break - case 3551 - say Those large people never learned to built a decent road. - emote kicks up some dust. - wait 5 s - south - break - case 3501 - west - break - case 23602 - wait 2 s -* fall through - case 23601 - case 23700 - case 23701 - case 23703 - case 23704 - case 23706 - case 23709 - case 23710 - case 23711 - case 23712 - case 23718 - case 23719 - case 23720 - case 23721 - case 23722 - case 23723 - case 23724 - case 3550 - case 3549 - case 3547 - case 3546 - case 3545 - case 3544 - case 3543 - case 3526 - case 3525 - case 3524 - case 3515 - case 3513 - case 3512 - south - break - case 23702 - case 3542 - case 3541 - case 3540 - case 3539 - case 3533 - case 3532 - case 3531 - case 3530 - case 3528 - case 3527 - case 3523 - case 3522 - case 3521 - case 3518 - case 3517 - case 3516 - case 3511 - case 3510 - case 3508 - case 3507 - case 3506 - case 3505 - case 3504 - case 3503 - case 3502 - case 3051 - case 3050 - case 3049 - case 3048 - case 3047 - case 3039 - west - break - case 3538 - case 3537 - case 3535 - case 3534 - case 3529 - case 3520 - case 3519 - case 3509 - north - break - case 23705 - case 23713 - case 23715 - case 23716 - case 3548 - case 3536 - case 3514 - east - break - default -* we dont want him roaming where he might get hurt :) - say I don't think I've ever been to this side of the city before... - wait 6 s - say I'd better go home. - wait 6 s - emote pulls a small scroll from a hidden pocket and quickly recites it. - emote disappears in a puff of smoke. - mgoto 23607 - break - done -else - switch %inroom.vnum% - case 3036 - say The negociators told me they'd meet us here. - wait 1 t - twiddle - wait 1 t - say It doesn't look like they're coming. - wait 1 - say What a pity. For them. - wait 10 s - say We'll be going home again, tomorrow morning. - wait until 07:00 - say Let's go! - wait 2 s - east - break - case 23703 - case 3541 - case 3540 - case 3539 - case 3538 - case 3532 - case 3531 - case 3530 - case 3529 - case 3527 - case 3526 - case 3522 - case 3521 - case 3520 - case 3517 - case 3516 - case 3515 - case 3510 - case 3509 - case 3507 - case 3506 - case 3505 - case 3504 - case 3503 - case 3502 - case 3501 - case 3051 - case 3050 - case 3049 - case 3048 - case 3047 - case 3039 - east - break - case 3537 - case 3536 - case 3534 - case 3533 - case 3528 - case 3519 - case 3518 - case 3508 - south - break - case 23706 - case 23715 - case 23716 - case 23717 - case 3547 - case 3535 - case 3513 - west - break - case 23602 - case 23601 - case 23700 - case 23701 - case 23702 - case 23704 - case 23705 - case 23706 - case 23709 - case 23710 - case 23711 - case 23712 - case 23713 - case 23718 - case 23719 - case 23720 - case 23721 - case 23722 - case 23723 - case 23724 - case 3551 - case 3550 - case 3549 - case 3548 - case 3546 - case 3545 - case 3544 - case 3543 - case 3542 - case 3525 - case 3524 - case 3523 - case 3514 - case 3512 - case 3511 - north - break - default -* we dont want him roaming where he might get hurt :) - say I don't think I've ever been to this side of the city before... - wait 6 - say I'd better go home. - wait 6 - emote pulls a small scroll from a hidden pocket and quickly recites it. - emote disappears in a puff of smoke. - mgoto 23607 - break - done -end -~ -#23701 -Orc Attacks Trader - NOT ATTACHED~ -0 g 100 -~ -if %actor.vnum% == 23705 - wait 1 - say YYEEHAA! I got you now, dwarf! Give me your gold and I might spare you. - wait 1 - emote charge forward, attacking the dwarven trader. - %kill% trader -else - growl %actor.name% -end -~ -#23702 -Trader Attacks Orc - 23705~ -0 h 100 -~ -if %actor.vnum%==3501 || %actor.vnum%==4401 || %actor.vnum%==4402 || %actor.vnum%==4403 - wait 1 - say DIE! Orc scum! - wait 1 - emote charge forward, attacking the orc. - %kill% orc -end -~ -#23703 -Bodyguard Yes - 23706~ -0 d 0 -Are you ready to find adventure, men ?~ -wait 1 -emote snaps to attention, and says promptly 'Yes, Sir!' -~ -#23704 -Bodyguard Yes - 23706~ -0 d 0 -Are you ready to fight every hardheaded orc on the way ?~ -wait 1 -say Yes, Sir! -~ -#23705 -Bodyguard Follow - 23706~ -0 d 0 -Don your gear, and follow me.~ -wait 1 -follow trader -~ -#23706 -Trader Cry for Help - 23705~ -0 l 90 -~ -say HELP! I'm under attack! -wait 60 s -* so he doesn't say it ALL the time :) -~ -#23707 -Bodyguard Assist - 23706~ -0 d 0 -HELP! I'm under attack!~ -wait 1 -assist trader -~ -#23708 -Trader Sac Corpse - 23705~ -0 d 0 -AAARRRGGH!!~ -wait 1 -sac corpse -~ -#23709 -Attach Test - NOT ATTACHED~ -2 g 100 -~ -wait 2 -attach 23703 %self.id% -%echo% script attached. -~ -#23710 -Test - NOT ATTACHED~ -2 p 100 -~ -%echo% actor name %actor.name% -%echo% spell number %spell% -%echo% spell name %spellname% -%echo% arg %arg% -return 0 -~ -$~ diff --git a/lib/world/trg/238.trg b/lib/world/trg/238.trg deleted file mode 100644 index 1813615..0000000 --- a/lib/world/trg/238.trg +++ /dev/null @@ -1,203 +0,0 @@ -#23839 -Puke up your guts - 23842~ -2 c 100 -exa~ -if %cmd.mudcommand% == examine && corpse /= %arg% - %send% %actor% As you near the pile of decaying corpses the smell of death and rotting corpses hit you. - %echoaround% %actor% %actor.name% begins to near the corpses and is stopped by the horrid smell. - %force% %actor% puke -else - %send% %actor% You cannot %cmd% that! -end -~ -#23840 -Pull torch - 23840~ -2 c 100 -pu~ -if pull /= %cmd% && torch /= %arg% - %send% %actor% The torch turns easily in your hand revealing a trap door. - %echoaround% %actor% As %actor.name% pulls the torch a trap door swings open leading upwards. - %door% 23840 up room 23841 - %door% 23840 up name trap door - wait 60s - %echo% The trap door slams itself closed as if by magic. - %door% 23840 up purge -else - %send% %actor% OK! - %echoaround% %actor% You start to question the sanity of %actor.name% as they fumble about the room. -end -~ -#23841 -Monster Greets - 23841~ -0 hi 100 -~ -if %actor.is_pc% - wait 2s - emote looks up and beams a smile towards %actor.name% - wait 6s - say Bah!! your head is way to small to add to my collection!! - wait 2s - emote turns his attention back to the heads that line the wall. -end -~ -#23842 -Still too small - 23841~ -0 f 100 -~ -say Your head is still too small!! -emote cackles with insane glee. -~ -#23843 -Portal - 23843~ -1 c 7 -en~ -if %cmd.mudcommand% == enter && box /= %arg% - %send% %actor% You enter a mysterious box. - %echoaround% %actor% %actor.name% steps into a mysterious box. - %teleport% %actor% 23844 - %force% %actor% look - %echoaround% %actor% %actor.name% steps out of a mysterious box. -else - %send% %actor% %cmd.mudcommand% what?! -end -~ -#23853 -Riddle 1 - 23860~ -0 g 100 -~ -if %actor.is_pc% - wait 1s - say hello stranger. I know why you are here, you wanna enter the gate don't you. -end -~ -#23854 -Yes command - 23860~ -0 d 1 -y~ -if yes /= %speech% - say Well then you gotta answer a few riddles first. I hope you are smart and not wasting my time. - wait 3s - say hhhhmmmmmm which should i use first. - wait 1s - say ahhh i got it. - wait 1s - say ok here goes, how far can you run into the woods? -end -~ -#23855 -Fountain portal - 23855~ -1 c 7 -en~ -if %cmd.mudcommand% == enter && fountain /= %arg% - %send% %actor% You dive into a large fountain. - %echoaround% %actor% %actor.name% dives into a large fountain. - %teleport% %actor% 23856 - %force% %actor% look - %echoaround% %actor% %actor.name% emerges from a large fountain. -else - %send% %actor% enter what?! -end -~ -#23856 -Riddle 2 - 23860~ -0 d 0 -halfway~ - emote gives %actor.name% a round of applause -say well done. -wait 2 sec -say hhhhhmmmmm what should I use next? -wait 1 s -say ahh I got it. -wait 2 s -say ok here goes in magical language what word means fly? -~ -#23857 -Riddle 3 - 23860~ -0 d 100 -yrl~ -say very good -wait 2 s -emote ponders over which question to use next. -wai 3 s -say ahh i got it -wait 1 s -say ok what has 4 legs up 4 legs down and is soft in the middle? -~ -#23858 -Riddle 4 - 23860~ -0 d 100 -bed~ -say well done!! -wait 2 s -say I got one more for you then you may pass. -wait 1 s -say ok at night they come without being fetched, and by day they are lost without being stolen what is it? -~ -#23859 -Riddle 5 - 23860~ -0 d 100 -stars~ -say very good but I changed my mind you got those to quickly you need to answer a few more to pass. -wait 2 s -say ok here goes -wait 1 s -say I never was but will always be, noone ever saw me, noone ever will yet I am the confidence of all that live and breath on this terrestrial ball what am I? -~ -#23860 -Riddle 6 - 23860~ -0 d 100 -tomorrow~ -say well done!! -wait 1 s -emote applauses %actor.name% for a job well done. -wait 1 s -say you can now enter the gate to the north you posess the knowledge that is required. -wait 1 s -%load% obj 23860 -drop all -wait 2 s -say use it well my son. -~ -#23861 -Green portal entrance - 23863~ -1 c 100 -en~ -if %cmd.mudcommand% == enter && green /= %arg% - %send% %actor% You enter a large green portal. - %echoaround% %actor% %actor.name% steps into a large green portal. - %teleport% %actor% 23864 - %force% %actor% look - %echoaround% %actor% steps into a large green portal. -else - %send% %actor% enter what?! -end -~ -#23862 -Blue portal entrance - 23861~ -1 c 100 -en~ -if %cmd.mudcommand% == enter && blue /= %arg% - %send% %actor% You enter a large blue portal. - %echoaround% %actor% %actor.name% steps into a large blue portal. - %teleport% %actor% 23862 - %force% %actor% look - %echoaround% %actor% steps through a large blue portal. -else - %send% %actor% enter what?! -end -~ -#23863 -Red portal entrance - 23862~ -1 c 100 -en~ -if %cmd.mudcommand% == enter && red /= %arg% - %send% %actor% You enter a large blue portal. - %echoaround% %actor% %actor.name% steps into a large blue portal. - %teleport% %actor% 23863 - %force% %actor% look - %echoaround% %actor% steps through a large blue portal. -else - %send% %actor% enter what?! -end -~ -$~ diff --git a/lib/world/trg/239.trg b/lib/world/trg/239.trg deleted file mode 100644 index 78349e9..0000000 --- a/lib/world/trg/239.trg +++ /dev/null @@ -1,101 +0,0 @@ -#23900 -Dwarven Snow Runes - 23918~ -2 d 0 -Friend of NewHaven~ -%send% %actor% You enter the runed door. -%echoaround% %actor% The Runed Door teleports %actor.name%. -%teleport% %actor% 23919 -%force% %actor% look -%echoaround% %actor% %actor.name% is transported from the Runed Door. -~ -#23901 -Dwarven Entrance Runes - 23919~ -2 d 0 -Farewell King~ -%send% %actor% You enter the runed door. -%echoaround% %actor% The Runed Door teleports %actor.name%. -%teleport% %actor% 23918 -%force% %actor% look -%echoaround% %actor% %actor.name% is transported from the Runed Door. -~ -#23902 -Follow a Hidden Path - 23922~ -2 c 100 -fol~ -if %cmd.mudcommand% == follow && path /= %arg% - %send% %actor% You follow a hidden path. - %echoaround% %actor% %actor.name% follows the hidden path. - %teleport% %actor% 23923 - %force% %actor% look - %echoaround% %actor% %actor.name% comes from the hidden path. -end -~ -#23903 -Portal to Follow a Hidden Path - 23923~ -2 c 100 -fol~ -if %cmd.mudcommand% == follow && path /= %arg% - %send% %actor% You follow a hidden path. - %echoaround% %actor% %actor.name% follows the hidden path. - %teleport% %actor% 23922 - %force% %actor% look - %echoaround% %actor% %actor.name% comes from the hidden path. -end -~ -#23904 -Climb a Pondersoa Pine - 23925~ -2 c 100 -cli~ -if climb /= %cmd% && tree /= %arg% - %send% %actor% You climb up the ponderosa pine. - %echoaround% %actor% %actor.name% climbs up the trunk of the tree. - %teleport% %actor% 23927 - %force% %actor% look - %echoaround% %actor% %actor.name% climbs up the tree trunk. -end -~ -#23905 -Battle Story Greeting - 23917~ -0 g 100 -~ -if %actor.is_pc% - say Greetings Adventurer, I have a tale to tell, if you care to listen -end -~ -#23906 -Listen to a Battle Tale - 23917~ -0 c 100 -listen~ -%force% %actor% look newhaven -~ -#23907 -Fighting Guard Disuasion - 23923~ -0 l 50 -0~ -context %self.id% -if %already_fighting% - wait 10 sec - unset already_fighting -else - say I fight for my honor and my Priestess. - wait 10 sec - say You fight in vain, I fight for Lolth. - wait 10 sec - say The drow god Lolth will assist me in battle. - set already_fighting 1 - global already_fighting -end -~ -#23908 -Death of Drow Priestess - 23924~ -0 f 100 -~ -%echo% %self.name% screams, 'Lolth will have you yet %actor.name%.' -~ -#23909 -Hermit's Area Hints - 23929~ -0 g 100 -~ -%force% %actor% look hints -~ -$~ diff --git a/lib/world/trg/240.trg b/lib/world/trg/240.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/240.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/241.trg b/lib/world/trg/241.trg deleted file mode 100644 index af504e6..0000000 --- a/lib/world/trg/241.trg +++ /dev/null @@ -1,1309 +0,0 @@ -#24100 -(24106) Teleporter~ -2 c 100 -energize~ -%send% %actor% You press various buttons and slowly pull a black lever down. -%echoaround% %actor% %actor.name% presses various buttons and slowly pulls a black lever down. -%echo% There is a bright glow emanating from the north. -%at% 24142 %echo% A beam of bright light envelops you! -if %location% <1 - %at% 24142 %teleport% all 24141 - wait 3 sec - %echo% Lots of warning lights go off! - %send% %actor% Something has gone wrong! You forgot to input the coordinates! -else - %at% 24142 %teleport% all %location% - wait 3 sec - %echo% The teleporter switches to stand-by. The teleportation was a success! -end -~ -#24101 -(24106) Input Teleporter~ -2 c 100 -input~ -if %arg% <1 - %send% %actor% You need to input some coordinates. - %send% %actor% 'INPUT 24100' for example. -elseif %arg% < 24100 - %send% %actor% Those coordinates are to low! (24100-24141) -elseif %arg% > 24141 - %send% %actor% Those coordinates are to high! (24100-24141) -else - %send% %actor% You type briefly on a nearby keyboard. - %echoaround% %actor% %actor.name% types briefly on a nearby keyboard. - wait 1 sec - %send% %actor% Coordinates set to '%arg%'. - set location %arg% - global location -end -~ -#24102 -(24110, 11, 32, 33) Turbolift~ -2 d 100 -*~ -if %self.vnum% == 24110 && %speech% == deck 1 - %send% %actor% The turbolift doesn't budge an inch. You're already there! -elseif %self.vnum% == 24110 && %speech% == deck 2 - %echo% The turbolift zips upward and suddenly stops. - %teleport% all 24111 -elseif %self.vnum% == 24110 && %speech% == deck 3 - %echo% The turbolift zips upward rapidly and then comes to a sudden stop. - %teleport% all 24132 -elseif %self.vnum% == 24110 && %speech% == deck 4 - %echo% The turbolift flies upward very fast and slows down as it reaches the main bridge. - %teleport% all 24133 -elseif %self.vnum% == 24111 && %speech% == deck 1 - %echo% The turbolift descends for a short distance and then halts. - %teleport% all 24110 -elseif %self.vnum% == 24111 && %speech% == deck 2 - %send% %actor% The turbolift doesn't budge an inch. You're already there! -elseif %self.vnum% == 24111 && %speech% == deck 3 - %echo% The turbolift zips upward rapidly and then comes to a sudden stop. - %teleport% all 24132 -elseif %self.vnum% == 24111 && %speech% == deck 4 - %echo% The turbolift zips upward and suddenly stops. - %teleport% all 24133 -elseif %self.vnum% == 24132 && %speech% == deck 1 - %echo% The turbolift descends quite rapidly before stopping a moment or so later. - %teleport% all 24110 -elseif %self.vnum% == 24132 && %speech% == deck 2 - %echo% The turbolift sinks for a second or two and then ceases to move. - %teleport% all 24111 -elseif %self.vnum% == 24132 && %speech% == deck 3 - %send% %actor% The turbolift doesn't budge an inch. You're already there! -elseif %self.vnum% == 24132 && %speech% == deck 4 - %echo% The turbolift slowly rises and then peacefully stops. - %teleport% all 24133 -elseif %self.vnum% == 24133 && %speech% == deck 1 - %echo% The turbolift plummets for about 5 seconds and then suddenly stops! - %teleport% all 24110 -elseif %self.vnum% == 24133 && %speech% == deck 2 - %echo% The turbolift plummets for about 3 seconds and then comes to a stop. - %teleport% all 24111 -elseif %self.vnum% == 24133 && %speech% == deck 3 - %echo% The turbolift plummets for about a second and then ceases to move. - %teleport% all 24132 -elseif %self.vnum% == 24133 && %speech% == deck 4 - %send% %actor% The turbolift doesn't budge an inch. You're already there! -end -~ -#24103 -(24111) Play Flute~ -1 c 2 -play~ -eval flute %random.10% -switch %flute% - case 1 - set word beautifully - break - case 2 - set word wonderfully - break - case 3 - set word magnificently - break - case 4 - set word stupendously - break - case 5 - set word gracefully - break - case 6 - set word exquisitely - break - case 7 - set word splendidly - break - case 8 - set word sublimely - break - case 9 - set word superbly - break - case 10 - set word delightfully - break - default - break -done -if %cmd% == play && flute /= %arg% && %arg% - %send% %actor% You play %self.shortdesc% %word%. - %echoaround% %actor% %actor.name% plays %actor.hisher% flute %word%. -else - %send% %actor% What do you want to play? -end -~ -#24104 -(24106/5) Picard/Riker Play Their Instruments~ -0 b 5 -~ -if %self.vnum% == 24105 - play trombone -elseif %self.vnum% == 24106 - play flute -end -~ -#24105 -(24106) Tap Badge~ -1 c 1 -tap~ -if %cmd% == tap && badge /= %arg% && %arg% - %send% %actor% You absently tap your Starfleet communication badge. - %echoaround% %actor% %actor.name% absently taps %actor.hisher% Starfleet communication badge. - %send% %actor% It emits a brief electronic sound of recognition. - %echoaround% %actor% %actor.name%'s Starfleet communication badge emits a brief electronic sound of recognition. -else - %send% %actor% What do you want to tap? -end -~ -#24106 -(24112) Play Trombone~ -1 c 2 -play~ -eval flute %random.10% -switch %flute% - case 1 - set word noisily - break - case 2 - set word horrifically - break - case 3 - set word awfully - break - case 4 - set word terribly - break - case 5 - set word lustily - break - case 6 - set word unpleasantly - break - case 7 - set word wickedly - break - case 8 - set word clumsily - break - case 9 - set word poorly - break - case 10 - set word dreadfully - break - default - break -done -if %cmd% == play && trombone /= %arg% && %arg% - %send% %actor% You play %self.shortdesc% %word%. - %echoaround% %actor% %actor.name% plays %actor.hisher% trombone %word%. -else - %send% %actor% What do you want to play? -end -~ -#24107 -(24139/40/41) Lost in Space~ -2 g 100 -~ -eval breathe %random.5% -switch %breathe% - case 1 - set gasp You gasp and struggle for breath - set gasp2 gasps and struggles for breath - break - case 2 - set gasp You can't breathe - set gasp2 can't breathe - break - case 3 - set gasp You are slowly turning a horrid shade of blue - set gasp2 is slowly turning a horrid shade of blue - break - case 4 - set gasp Your eyes bulge grossly - set gasp2 stares in horror - break - case 5 - set gasp You wheeze and cough, close to death - set gasp2 wheezes and coughs, close to death - break - default - break -done -if %actor.inventory(24126)% - wait 1 - %send% %actor% You inhale and exhale very slowly. -else - wait 1 - %send% %actor% %gasp%! - %echoaround% %actor% %actor.name% %gasp2%! - %damage% %actor% 50 -end -~ -#24108 -(24107) Get Spacesuit~ -1 c 100 -get~ -if get /= %cmd.mudcommand% && spacesuit /= %arg% && %arg% - %send% %actor% You carefully lift down one of the spacesuits. - %echoaround% %actor% %actor.name% carefully lifts down one of the spacesuits. - %purge% %actor.inventory(24126)% - %load% o 24126 %actor% inv -else - return 0 -end -~ -#24109 -(24111) Spot the Cat~ -0 g 100 -~ -if %actor.vnum% == 24101 - %echo% %self.name% purrs very excitedly! - wait 3 sec - lick data -else - hiss %actor.name% - wait 3 sec - *%echo% %self.name% meows! - meow -end -~ -#24110 -(24101) After Spot Licks Data~ -0 e 0 -spot licks you~ -wait 1 sec -say that is a very good spot -wait 5 sec -ruffle spot -~ -#24111 -(24128) Replicator~ -2 d 100 -*~ -* These are random FOOD objects through out the MUD. Replace with your own. -eval max %random.259% -1 -set food[0] 5 -set food[1] 6 -set food[2] 7 -set food[3] 8 -set food[4] 9 -set food[5] 10 -set food[6] 14 -set food[7] 109 -set food[8] 110 -set food[9] 111 -set food[10] 112 -set food[11] 114 -set food[12] 164 -set food[13] 180 -set food[14] 218 -set food[15] 309 -set food[16] 310 -set food[17] 311 -set food[18] 312 -set food[19] 313 -set food[20] 314 -set food[21] 315 -set food[22] 447 -set food[23] 501 -set food[24] 502 -set food[25] 521 -set food[26] 537 -set food[27] 383 -set food[28] 622 -set food[29] 635 -set food[30] 637 -set food[31] 638 -set food[32] 639 -set food[33] 640 -set food[34] 1304 -set food[35] 1339 -set food[36] 1398 -set food[37] 1901 -set food[38] 1904 -set food[39] 1917 -set food[40] 1922 -set food[41] 1926 -set food[42] 1927 -set food[43] 1956 -set food[44] 2504 -set food[45] 2505 -set food[46] 2506 -set food[47] 2546 -set food[48] 2710 -set food[49] 2806 -set food[50] 3009 -set food[51] 3010 -set food[52] 3011 -set food[53] 3012 -set food[54] 3013 -set food[55] 3014 -set food[56] 3015 -set food[57] 3300 -set food[58] 3301 -set food[59] 3308 -set food[60] 3309 -set food[61] 3310 -set food[62] 3701 -set food[63] 3702 -set food[64] 3805 -set food[65] 3920 -set food[66] 3943 -set food[67] 3972 -set food[68] 4052 -set food[69] 4103 -set food[70] 4104 -set food[71] 4311 -set food[72] 4312 -set food[73] 4313 -set food[74] 4316 -set food[75] 4520 -set food[76] 4524 -set food[77] 4609 -set food[78] 5219 -set food[79] 5440 -set food[80] 5441 -set food[81] 5442 -set food[82] 5443 -set food[83] 5445 -set food[84] 5456 -set food[85] 5457 -set food[86] 5458 -set food[87] 5459 -set food[88] 5460 -set food[89] 5461 -set food[90] 5462 -set food[91] 5463 -set food[92] 5464 -set food[93] 5465 -set food[94] 5491 -set food[95] 6010 -set food[96] 6011 -set food[97] 6018 -set food[98] 6022 -set food[99] 6023 -set food[100] 6024 -set food[101] 6106 -set food[102] 6107 -set food[103] 6420 -set food[104] 7403 -set food[105] 7507 -set food[106] 7508 -set food[107] 7509 -set food[108] 7510 -set food[109] 7513 -set food[110] 7562 -set food[111] 7803 -set food[112] 7804 -set food[113] 7805 -set food[114] 7806 -set food[115] 7807 -set food[116] 7908 -set food[117] 8304 -set food[118] 8319 -set food[119] 8398 -set food[120] 9601 -set food[121] 10006 -set food[122] 10102 -set food[123] 10103 -set food[124] 10628 -set food[125] 10629 -set food[126] 10630 -set food[127] 12006 -set food[128] 12007 -set food[129] 12010 -set food[130] 12503 -set food[131] 12508 -set food[132] 12509 -set food[133] 12510 -set food[134] 12562 -set food[135] 12567 -set food[136] 24011 -set food[137] 24012 -set food[138] 24013 -set food[139] 24130 -set food[140] 24222 -set food[141] 24292 -set food[142] 24293 -set food[143] 24294 -set food[144] 24307 -set food[145] 24308 -set food[146] 24309 -set food[147] 24819 -set food[148] 24820 -set food[149] 25409 -set food[150] 25413 -set food[151] 25600 -set food[152] 25601 -set food[153] 25608 -set food[154] 25609 -set food[155] 25610 -set food[156] 25621 -set food[157] 25709 -set food[158] 25710 -set food[159] 25711 -set food[160] 25712 -set food[161] 25714 -set food[162] 25791 -set food[163] 26901 -set food[164] 27113 -set food[165] 27123 -set food[166] 27128 -set food[167] 27129 -set food[168] 27130 -set food[169] 27131 -set food[170] 27132 -set food[171] 27133 -set food[172] 27175 -set food[173] 27176 -set food[174] 27178 -set food[175] 27190 -set food[176] 27199 -set food[177] 27200 -set food[178] 27217 -set food[179] 27219 -set food[180] 27401 -set food[181] 27516 -set food[182] 27520 -set food[183] 27521 -set food[184] 27522 -set food[185] 27523 -set food[186] 27527 -set food[187] 27703 -set food[188] 27710 -set food[189] 28116 -set food[190] 28117 -set food[191] 28326 -set food[192] 28621 -set food[193] 28622 -set food[194] 28643 -set food[195] 28713 -set food[196] 28720 -set food[197] 28721 -set food[198] 28722 -set food[199] 28789 -set food[200] 28914 -set food[201] 28915 -set food[202] 28916 -set food[203] 29012 -set food[204] 29205 -set food[205] 29207 -set food[206] 29214 -set food[207] 29240 -set food[208] 29241 -set food[209] 29242 -set food[210] 29412 -set food[211] 29413 -set food[212] 29414 -set food[213] 29504 -set food[214] 29602 -set food[215] 29603 -set food[216] 30105 -set food[217] 30106 -set food[218] 30107 -set food[219] 30108 -set food[220] 30109 -set food[221] 30136 -set food[222] 30141 -set food[223] 30818 -set food[224] 30819 -set food[225] 30909 -set food[226] 31303 -set food[227] 31511 -set food[228] 31514 -set food[229] 31515 -set food[230] 31531 -set food[231] 31560 -set food[232] 31561 -set food[233] 31581 -set food[234] 31582 -set food[235] 31583 -set food[236] 31584 -set food[237] 31587 -set food[238] 31588 -set food[239] 31589 -set food[240] 31600 -set food[241] 31723 -set food[242] 31724 -set food[243] 31725 -set food[244] 31726 -set food[245] 31727 -set food[246] 31728 -set food[247] 31908 -set food[248] 32207 -set food[249] 32308 -set food[250] 32343 -set food[251] 32344 -set food[252] 32407 -set food[253] 32429 -set food[254] 32430 -set food[255] 32506 -set food[256] 32525 -set food[257] 32527 -set food[258] 32528 -set grub %%food[%max%]%% -eval grub %grub% -if %speech% == tea, earl gray, hot - %echo% A light flashes inside the replicator and a cup of hot earl gray tea appears. - %load% o 24129 %actor% inv -elseif %speech% == tea - %echo% A light flashes inside the replicator and a cup of hot tea appears. - %load% o 24129 %actor% inv -elseif %speech% == bread - %echo% A light flashes inside the replicator and a loaf of warm bread appears. - %load% o 24130 %actor% inv -elseif %speech% == coffee - %echo% A light flashes inside the replicator and mug of black coffee appears. - %load% o 24131 %actor% inv -elseif %speech% == beer - %echo% A light flashes inside the replicator and a brown bottle of beer appears. - %load% o 3921 %actor% inv -else - %echo% A red light blinks on the replicator and something appears with a flash of light. - %load% o %grub% %actor% inv -end -~ -#24112 -(24128) Picard Orders Tea~ -0 b 100 -~ -eval location %self.room% -if %location.vnum% == 24128 - say tea, earl gray, hot - wait 180 s -end -~ -#24113 -(24101/06) When Data or Picard enter a turbolift~ -0 b 100 -~ -eval location %self.room% -if %self.vnum% == 24106 && %location.vnum% == 24133 - say deck 3 -elseif %self.vnum% == 24101 && %location.vnum% == 24132 - say deck 1 -elseif %self.vnum% == 24106 && %location.vnum% == 24128 - say tea, earl gray, hot - wait 180 s -else - eval number %random.20% - switch %number% - case 1 - if %self.vnum% == 24106 && %actor.inventory(24111)% - play flute - elseif if %self.vnum% == 24105 && %actor.inventory(24112)% - play trombone - end - break - default - break - done -end -~ -#24114 -(24110) Feed Livingston~ -0 c 100 -feed~ -eval fish %random.5% -switch %fish% - case 1 - set fishy Livingston the fish happily swims around in his bowl. - break - case 2 - set fishy Livingston the fish gently nibbles at the fish food. - break - case 3 - set fishy Livingston smiles, if you can call it that, he is a fish after all. - break - case 4 - set fishy Livingston the fish floats around in his bowl for a while. - break - case 5 - set fishy Livingston rises to the top of his bowl and starts to eat some of the fish food. - break - default - break -done -if livingston /= %arg% && %arg% - %send% %actor% You sprinkle a small amount of fish food into Livingston's bowl. - %echoaround% %actor% %actor.name% sprinkles a small amount of fish food into Livingston's bowl. - wait 3 sec - %echo% %fishy% -elseif fish /= %arg% && %arg% - %send% %actor% You sprinkle a small amount of fish food into Livingston's bowl. - %echoaround% %actor% %actor.name% sprinkles a small amount of fish food into Livingston's bowl. - wait 3 sec - %echo% %fishy% -else - %send% %actor% What do you want to feed? -end -~ -#24115 -(24110, 11, 32, 33) Turbolift greetings~ -2 g 50 -~ -wait 1 -if %self.vnum% == 24110 - %echo% A female voices announces, 'This is deck one' -elseif %self.vnum% == 24111 - %echo% A female voices announces, 'This is deck two' -elseif %self.vnum% == 24132 - %echo% A female voices announces, 'This is deck three' -elseif %self.vnum% == 24133 - %echo% A female voices announces, 'This is deck four' -end -~ -#24116 -(24108) Geordi's Visor Effects~ -1 c 1 -l~ -if look /= %cmd.mudcommand% - %send% %actor% Everything is pixelated and very hard to make out. Everything is - %send% %actor% Displayed differently depending its current temperature and distance - %send% %actor% From you. On the left of your vision there is a small read-out. - %send% %actor% It details information such as height of target, heart-rate if it's - %send% %actor% living and the amount of heat radiated. -else - return 0 -end -~ -#24117 -(24132) Wield Batleth~ -1 c 2 -wi~ -if %cmd.mudcommand% == wield && batleth /= %arg% && %arg% && %actor.sex% == Male - return 0 - wait 1 - %send% %actor% You swing the batleth through the air with superior skill. - %echoaround% %actor% %actor.name% swings the batleth through the air with superior skill. -elseif %cmd.mudcommand% == wield && batleth /= %arg% && %arg% && %actor.sex% == Female - return 0 - wait 1 - %send% %actor% You scream your warcry and glare at any nearby males! - %echoaround% %actor% %actor.name% screams %actor.hisher% warcry and glares at any nearby males! -elseif %cmd.mudcommand% == wield && batleth /= %arg% && %arg% && %actor.sex% == Neutral - return 0 - wait 1 - %send% %actor% You flow through your learned batleth movements and finish in a defensive stance. - %echoaround% %actor% %actor.name% flows through %actor.hisher% learnt batleth movements and finishes in a defensive stance. -else - return 0 -end -~ -#24118 -(24100/2/3/4/7/8/9/12/13) Random Speech~ -0 b 2 -~ -if %self.vnum% == 24100 - say the dilithium crystals might overheat -elseif %self.vnum% == 24102 - %echo% %self.name% grunts and mutters, 'secure' -elseif %self.vnum% == 24103 - %echo% %self.name% taps a few buttons on her tricorder and scans you. -elseif %self.vnum% == 24104 - %echo% %self.name% seems to bear the stress of everyone onboard. -elseif %self.vnum% == 24107 - %echo% %self.name% makes up a rather alien cocktail and serves it. -elseif %self.vnum% == 24108 - %echo% %self.name% checks the warp core carefully. -elseif %self.vnum% == 24109 - say can I be of assistance? -elseif %self.vnum% == 24112 - say erm... uh... can.. I.. erm.. -elseif %self.vnum% == 24113 - laugh -end -~ -#24119 -(24120) Security Replicator~ -2 d 100 -*~ -%echo% A female voice announces, 'you are not a member of the security team' -%echo% A female voice announces, 'you do not have sufficient authority' -~ -#24120 -(24109) HoloDeck~ -2 d 100 -*~ -*if %speech% == help -* %echo% A female voice announces, 'The Holodeck commands are as follows:' -* %echo% A female voice announces, 'A list of games can be found on the screen' -* %echo% A female voice announces, 'Say the name of a program to load it' -* %echo% A female voice announces, 'Say DOOR to locate the exit' -if %speech% == worf01 - %echo% A surreal alien world shimmers into view. - %teleport% all 24143 -elseif %speech% == riker05 - %echo% A female voice announces, 'That program is of an adult nature and cannot be' - %echo% A female voice announces, 'viewed by you at this time' -elseif %speech% == picard07A - %echo% A private detective's office is suddenly created before your eyes! - %teleport% all 24144 -elseif %speech% == data09 - %echo% A scientific laboratory assembles itself instantly! - %teleport% all 24145 -elseif %speech% == laforge11 - * %echo% A pleasant English garden comes into focus. - * %teleport% all 35923 - %echo% A female voice announces, 'That program is temporarily unavailable' -elseif %speech% == programs - %echo% A female voice announces, 'The following programs exist:' - %echo% A female voice announces, 'Worf01' - %echo% A female voice announces, 'Riker05' - %echo% A female voice announces, 'Picard07A' - %echo% A female voice announces, 'Data09' - %echo% A female voice announces, 'LaForge11' -else - return 0 -end -~ -#24121 -(24122) Open Shuttle Bay Doors~ -2 c 100 -op~ -*I know this could all be 1 trigger, but it's 2 now. It doesn't matter :) -*************************** -if %var% == closed && %cmd% == open && door /= %arg% && %arg% - return 0 - %echo% The oxygen drains from this shuttle bay! - wait 1 - %echo% You are dragged into space! - wait 1 - %teleport% all 24139 - set var open - global var -else - return 0 -end -~ -#24122 -(24122) Set Doors are closed~ -2 f 100 -~ -set var closed -global var -~ -#24123 -(24122) Close Shuttle bay Doors~ -2 c 100 -clo~ -if %var% == open && %cmd% == close && door /= %arg% && %arg% - return 0 - set var closed - global var -else - return 0 -end -~ -#24124 -(24144/45) Exit Vocal Command~ -2 d 100 -*~ -if %self.vnum% == 24144 && %speech% == exit - wait 1 sec - %echo% A respectable-looking wooden door shimmers into view to the west. - %door% 24144 w room 24108 - wait 20 s - %echo% The large archway collapses. - %door% 24144 w purge -elseif %self.vnum% == 24145 && %speech% == exit - wait 1 sec - %echo% A pair of plastic, bullet-proof doors shimmer into view to the west. - %door% 24145 w room 24108 - wait 20 s - %echo% The large archway collapses. - %door% 24145 w purge -else - return 0 -end -~ -#24125 -(24143) Worf01 Difficulty~ -2 d 100 -*~ -if %speech% == difficulty - %echo% A female voice announces, 'Please state the difficulty required (Difficulty EASY)' -elseif %charges% <4 && %speech% == difficulty easy - %echo% A slightly dangerous looking alien suddenly fades into view! - %load% m 24114 - eval charges %charges% + 1 - global charges -elseif %charges% <4 && %speech% == difficulty medium - %echo% A very dangerous looking alien is created from billions of pixels! - %load% m 24115 - eval charges %charges% + 1 - global charges -elseif %charges% <4 && %speech% == difficulty hard - %echo% A Klingon warrior roars and howls as he comes into existence! - %load% m 24116 - eval charges %charges% + 1 - global charges -elseif %charges% >3 && %speech% == difficulty easy - %echo% A female voice announces, 'You have run out of credit' -elseif %charges% >3 && %speech% == difficulty medium - %echo% A female voice announces, 'You have run out of credit' -elseif %charges% >3 && %speech% == difficulty hard - %echo% A female voice announces, 'You have run out of credit' -elseif %speech% == exit - %echo% A large archway shimmers into view to the west. - %door% 24143 w room 24108 - wait 20 s - %echo% The large archway collapses. - %door% 24143 w purge -else - return 0 -end -~ -#24126 -(24143) Reset Holodeck~ -2 f 100 -~ -set charges 0 -global charges -~ -#24127 -(24109/44/45) Holodeck Welcome~ -2 g 100 -~ -eval mes %random.5% -switch %mes% - case 1 - set msg There is a sudden gun-shot from outside! - break - case 2 - set msg There is a knock on the door. - break - case 3 - set msg The clock on the wall chimes. - break - case 4 - set msg There is a scream from outside the door! - break - case 5 - set msg The sound of footsteps resonate from outside. - break - default - break -done -if %self.vnum% == 24109 - wait 1 sec - %echo% A female voice announces, 'Welcome to the Holodeck' - %echo% A female voice announces, 'Please refer to the screen for instructions' -elseif %self.vnum% == 24143 - wait 1 sec - %echo% A harsh female voice announces, 'Welcome Worf, please select your difficulty' -elseif %self.vnum% == 24144 - wait 1 sec - %echo% %msg% -elseif %self.vnum% == 24145 - wait 1 sec - %echo% From inside a cylindrical tank, a robotic voice utters, 'waiting for instruction'. -end -~ -#24128 -(24144) Look/Read Clock~ -2 c 100 -*~ -if look /= %cmd% && clock /= %arg% && %arg% - %force% %actor% time -elseif %cmd% == read && clock /= %arg% && %arg% - %force% %actor% time -else - return 0 -end -~ -#24129 -(24144) Office Random Script~ -2 b 5 -~ -eval office %random.10% -switch %office% - case 1 - %echo% The screeching of tires burning-rubber zooms off in the distance. - break - case 2 - %echo% The clock ticks and tocks peacefully. - break - case 3 - %echo% The telephone on the desk rings for a few moments. - break - case 4 - %echo% The window-blinds flicker in the wind. - break - case 5 - %echo% The voices from a far-off conversation drift into the office. - break - case 6 - %echo% There is a lot of rapid gunfire from out of the window. - break - case 7 - %echo% The sound of police sirens is deafening! - break - case 8 - %echo% The shrill yell of a paper-boy reaches your ears. - break - case 9 - %echo% There is a squeaking sound emanating from a hole in the wall. - break - case 10 - %echo% A small gray mouse scrambles out of her hole. - %load% m 24117 - break - default - break -done -~ -#24130 -(24117) Small Gray Mouse Runs Away~ -0 n 100 -~ -wait 60 s -%echo% A small gray mouse darts back into her hole. -%purge% self -~ -#24131 -(24118/19) Re-/De-Activate Android~ -0 c 100 -press~ -if %self.vnum% == 24118 && press /= %cmd% && switch /= %arg% && %arg% - %send% %actor% You gently press the switch hidden in the android's back. - %echoaround% %actor% %actor.name% gently presses something on the android's back. - %load% m 24119 - %purge% self -elseif %self.vnum% == 24119 && press /= %cmd% && switch /= %arg% && %arg% - %send% %actor% You secretly press the hidden switch and de-activate the android. - %echoaround% %actor% %actor.name% de-activates the android. - wait 1 sec - %echo% The lights in %self.name%'s eyes turn off. - %load% m 24118 - %purge% self -else - %send% %actor% What do you want to press? -end -~ -#24132 -(24119) Android Loads~ -0 n 100 -~ -eval part1 %random.1000% -eval part2 %random.10% -switch %part2% - case 1 - set var A-02 - break - case 2 - set var B-29 - break - case 3 - set var Beta - break - case 4 - set var Alpha - break - case 5 - set var V-006 - break - case 6 - set var IX - break - case 7 - set var VII-A - break - case 8 - set var X-Delta - break - case 9 - set var B-17 - break - case 10 - set var CI-Gamma - break - default - break -done -set number %part1%-%var% -wait 1 sec -%echo% %self.name% opens its eyes and glances around the room. -wait 1 sec -%echo% %self.name% looks down at its arm and its fingers twitch slightly. -wait 1 sec -%echo% %self.name% looks straight ahead. -wait 1 sec -say Android Experiment %number% is active and ready for instruction -******************************* -set talk1 please instruct me -global talk1 -set talk2 ... -global talk2 -set talk3 I am awaiting your vocal commands -global talk3 -set talk4 ... -global talk4 -set talk5 please, I need input -global talk5 -set talk6 ... -global talk6 -set talk7 what is emotion? -global talk7 -set talk8 ... -global talk8 -set talk9 Where are my arms? -global talk9 -set talk10 where am I? -global talk10 -~ -#24133 -(24119) Android's Memory Receiver~ -0 d 100 -*~ -eval var %random.10% -switch %var% - case 1 - set talk1 %speech% - global talk1 - break - case 2 - set talk2 %speech% - global talk2 - break - case 3 - set talk3 %speech% - global talk3 - break - case 4 - set talk4 %speech% - global talk4 - break - case 5 - set talk5 %speech% - global talk5 - break - case 6 - set talk6 %speech% - global talk6 - break - case 7 - set talk7 %speech% - global talk7 - break - case 8 - set talk8 %speech% - global talk8 - break - case 9 - set talk9 %speech% - global talk9 - break - case 10 - set talk10 %speech% - global talk10 - break - default - break -done -wait 2 sec -~ -#24134 -(24119) Android Randomly Talks From Its Memory~ -0 b 51 -~ -eval talk %random.10% -switch %talk% - case 1 - say %talk1% - break - case 2 - say %talk2% - break - case 3 - say %talk3% - break - case 4 - say %talk4% - break - case 5 - say %talk5% - break - case 6 - say %talk6% - break - case 7 - say %talk7% - break - case 8 - say %talk8% - break - case 9 - say %talk9% - break - case 10 - say %talk10% - break - default - break -done -~ -#24135 -Blank~ -2 c 100 -*~ -eval food %random.20% -switch %food% - case 1 - set grub 27132 - break - case 2 - set grub 27128 - break - case 3 - set grub 27199 - break - case 4 - set grub 27200 - break - case 5 - set grub 27219 - break - case 6 - set grub 16706 - break - case 7 - set grub 31562 - break - case 8 - set grub 21301 - break - case 9 - set grub 5463 - break - case 10 - set grub 24292 - break - case 11 - set grub 5462 - break - case 12 - set grub 5461 - break - case 13 - set grub 2806 - break - case 14 - set grub 22402 - break - case 15 - set grub 31724 - break - case 16 - set grub 13848 - break - case 17 - set grub 30140 - break - case 18 - set grub 12383 - break - case 19 - set grub 23202 - break - case 20 - set grub 2736 - break - default - break -done -if %speech% == tea, earl gray, hot - %echo% A light flashes inside the replicator and a cup of hot earl gray tea appears. - %load% o 24129 %actor% inv -elseif %speech% == tea - %echo% A light flashes inside the replicator and a cup of hot tea appears. - %load% o 24129 %actor% inv -elseif %speech% == bread - %echo% A light flashes inside the replicator and a loaf of warm bread appears. - %load% o 24130 %actor% inv -elseif %speech% == coffee - %echo% A light flashes inside the replicator and mug of black coffee appears. - %load% o 24131 %actor% inv -elseif %speech% == beer - %echo% A light flashes inside the replicator and a brown bottle of beer appears. - %load% o 3921 %actor% inv -else - %echo% A red light blinks on the replicator and something appears with a flash of light. - %load% o %grub% %actor% inv -end -~ -#24136 -(24109) Tricorder Scan~ -1 c 3 -scan~ -if %self.worn_by% -elseif %self.carried_by% - %send% %actor% You should hold the tricorder to be able to scan with it. - halt -end -if %arg% -else - %send% %actor% You scan the surroundings, but learn nothing. - halt -end -if %arg.room% == %actor.room% - %send% %actor% You carefully scan %arg.name% with your tricorder. - %echoaround% %actor% %actor.name% quickly scans something with %actor.hisher% tricorder. - wait 1 - %send% %actor% %arg.name% has %arg.hitp%/%arg.maxhitp% hitpoints. -else - %send% %actor% You cannot see them here to scan. -end -~ -#24137 -Blank~ -2 b 100 -~ -* No Script -~ -#24138 -Blank~ -2 d 100 -*~ -if %speech% == begin && %started% == 0 - set started 1 - global started - %send% %actor% The game begins! - attach 24137 %self.id% - wait 60 s - %send% %actor% Your time is up! - %send% %actor% Your final score is %gscore%. - %force% %actor% zz - detach 24137 %self.id% - set started 0 - global started -elseif %speech% == begin && %started% == 1 - set gscore 0 - global gscore - %send% %actor% A game is already in session. -elseif %speech% == end && %started% == 1 - set started 0 - global started - %send% %actor% Game canceled. - detach 24137 %self.id% - set gscore 0 - global gscore -elseif %speech% == end && %started% == 0 - %send% %actor% There isn't a game in session. -end -~ -#24139 -Blank~ -0 g 100 -~ -* No Script -~ -#24146 -Blank~ -0 g 100 -~ -* No Script -~ -$~ diff --git a/lib/world/trg/242.trg b/lib/world/trg/242.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/242.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/243.trg b/lib/world/trg/243.trg deleted file mode 100644 index 1b23b47..0000000 --- a/lib/world/trg/243.trg +++ /dev/null @@ -1,12 +0,0 @@ -#24300 -Near Death Trap Fall - 24391~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 5 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 5 sec -%send% %actor% The Gods pity your puny existence and allow you to live. -~ -$~ diff --git a/lib/world/trg/244.trg b/lib/world/trg/244.trg deleted file mode 100644 index 45e2d5f..0000000 --- a/lib/world/trg/244.trg +++ /dev/null @@ -1,12 +0,0 @@ -#24400 -Near Death Trap - 24411, 13, 41, 48, 51-54~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 3 sec -%send% %actor% The Gods allow your puny existence to continue. -~ -$~ diff --git a/lib/world/trg/245.trg b/lib/world/trg/245.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/245.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/246.trg b/lib/world/trg/246.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/246.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/247.trg b/lib/world/trg/247.trg deleted file mode 100644 index ae5e25e..0000000 --- a/lib/world/trg/247.trg +++ /dev/null @@ -1,50 +0,0 @@ -#24700 -Demilich - 24712~ -0 k 5 -~ -if %actor.is_pc% - if %actor.level% > %self.level% - %send% %actor% %self.name% tried to capture your soul. - %echoaround% %actor% %self.name% gives %actor.name% an icy cold stare. - else - %send% %actor% %self.name% sucks you into one of his gems. - %echoaround% %actor% %actor.name% disappears into one of %self.name%'s eyes. - %send% %actor% Your soul is trapped within the demilich. - %send% %actor% Slowly you feel your life-force drain away... - %teleport% %actor% 0 - * once we can modify hit/mana/move this should be set to 1/0/0 - end -end -~ -#24701 -Ghoul Bite - 24705~ -0 k 5 -~ -if %actor.is_pc% - %send% %actor% %self.name% bites you. - %echoaround% %actor% %self.name% bites %actor.name%. - dg_cast 'poison' %actor% -end -~ -#24702 -Priest Align - 24703~ -0 b 100 -~ -set actor %random.char% -if %actor.is_pc% - if %actor.fighting% - say You are commiting blasphemy! - if %actor.align% > 300 - say You, %actor.name%, follow the True Path and are blessed. - dg_cast 'bless' %actor% - elseif %actor.align% > -300 - say it is not too late for you to mend your ways. - else - emote grins and says, 'You, %actor.name%, are truly wretched.' - say Blasphemy! %actor.name%, your presence will stain this temple no more! - kill %actor.name% - end - end -end -~ -$~ diff --git a/lib/world/trg/248.trg b/lib/world/trg/248.trg deleted file mode 100644 index 12c5111..0000000 --- a/lib/world/trg/248.trg +++ /dev/null @@ -1,12 +0,0 @@ -#24800 -Near Death Trap Fall - 24825~ -0 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 3 sec -%send% %actor% The Gods allow your puny existence to continue. -~ -$~ diff --git a/lib/world/trg/249.trg b/lib/world/trg/249.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/249.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/25.trg b/lib/world/trg/25.trg deleted file mode 100644 index fb43567..0000000 --- a/lib/world/trg/25.trg +++ /dev/null @@ -1,111 +0,0 @@ -#2500 -Near Death Trap Whirlpool - 2529~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 10 sec -%send% %actor% You begin to lose consciousness from lack of oxygen. -wait 2 sec -%send% %actor% You try to breathe in the putrid water and gag. -set stunned %actor.hitp% + 2 -%damage% %actor% %stunned% -wait 2 sec -%send% %actor% The current lessens and you float to the surface. -%send% %actor% The Gods must favor you this day. -~ -#2501 -Magic User - 4,7,8,10,14-18,20-34,36-38,40-41,48-49,52-54,56-57,59-60,62,64~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -#2502 -Thief - 2511~ -0 b 10 -~ -set actor %random.char% -if %actor% - if %actor.is_pc% && %actor.gold% - %send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet. - %echoaround% %actor% %self.name% tries to steal gold from %actor.name%. - eval coins %actor.gold% * %random.10% / 100 - nop %actor.gold(-%coins%)% - nop %self.gold(%coins%)% - end -end -~ -#2503 -Healer - 2501~ -0 b 10 -~ -* This is required because a random trig does not have an actor. -set actor %random.char% -* only continue if an actor is defined. -if %actor% - * if they have lost more than half their hitpoints heal em - if %actor.hitp% < %actor.maxhitp% / 2 - wait 1 sec - say You are injured, let me help. - wait 2 sec - %echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration. - %send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration. - dg_cast 'heal' %actor% - end -end -~ -$~ diff --git a/lib/world/trg/250.trg b/lib/world/trg/250.trg deleted file mode 100644 index ffea54e..0000000 --- a/lib/world/trg/250.trg +++ /dev/null @@ -1,12 +0,0 @@ -#25000 -Near Death Trap Acid - 25042~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 3 sec -%send% %actor% The Gods allow your puny existence to continue. -~ -$~ diff --git a/lib/world/trg/251.trg b/lib/world/trg/251.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/251.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/252.trg b/lib/world/trg/252.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/252.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/253.trg b/lib/world/trg/253.trg deleted file mode 100644 index 2a8fe5d..0000000 --- a/lib/world/trg/253.trg +++ /dev/null @@ -1,129 +0,0 @@ -#25300 -Entry Guard Heel Click~ -0 g 75 -~ -wait 1 s -emote clicks his heels together sharply and stands up just a little more straight. -wait 2 s -say Password and name, please. -~ -#25301 -Swordfish~ -0 d 100 -Swordfish~ -wait 1 s -say You got to be kidding me. Swordfish!? That was a STUPID movie. -wait 1 s -say There is *no way* that could be this week's password. -wait 1 s -say Bob, is that this week's password? -~ -#25302 -I hate Elves~ -0 d 0 -I hate elves~ -wait 1 s -say Well now. I know diggity-darn well that ain't the password since it -say ain't a word at all but actually... -wait 2 s -wait 1 s -emote pauses a second to count. -wait 2 s -wait 1 s -say ... its actually six gilly-durn words! -wait 1 s -say But then, since you hate them durned elves much as me and Bob here, you -say pass right on through. Have a good day now, %actor.name%. -~ -#25303 -Duh~ -0 d 0 -this week~ -wait 1 s -say Fish? We're having fish? -wait 2 s -wait 1 s -mecho Bob looks around hungrily. -~ -#25304 -Duh II~ -0 d 0 -good day now~ -wait 10 s -mecho Bob twitches just slightly, like he just woke up or something. -wait 2 s -say Elves? Where's them elves? Lemme at 'em, lemme at 'em! -~ -#25305 -Slap moron~ -0 d 0 -lemme at~ -wait 2 s -emote slaps Bob on the forehead. -wait 1 s -say Shuddup, you moron. -~ -#25306 -You an elf?~ -0 g 50 -~ -wait 2 s -emote squints at you for just a moment. -wait 1 s -say You an elf? -~ -#25307 -Yep, I'm an elf~ -0 d 100 -Yes~ -wait 1 s -say Well, no offense or nothin', but I'm an elf-hater and because of that -say I'm gonna have to kill ya. Sorry. -wait 2 s -kill %actor.name% -~ -#25308 -Nope, no elves here~ -0 d 100 -No~ -wait 1 s -say Schwew! Are here I thought I was gonna have to kill ya! -wait 2 s -say You may proceed within. -wait 1 s -emote taps his heels together once and salutes. -~ -#25309 -Um, you sposed to be here?~ -0 g 10 -~ -if %actor.is_pc% - wait 1 s - say Um, hm. Uh. You sposed ta' be here? - wait 2 s - say Cause I don't think I know ya, and I'm a-sposed ta' kill anyone I don't know. - wait 2 s - emote looks decidely uncomfortable. -end -~ -#25310 -Sorry, gotta kill ya~ -0 g 10 -~ -if %actor.is_pc% - wait 2 s - say Now, I know I never seen you before. - wait 2 s - say And there was somethin' about people I ain't seen before. - wait 2 s - emote puts his hand to his chin and think real hard. - wait 5 s - emote snaps his fingers! - wait 1 s - say That's it! I'm sposed to kill ya! - wait 2 s - emote shrugs. - kill %actor.name% -end -~ -$~ diff --git a/lib/world/trg/254.trg b/lib/world/trg/254.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/254.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/255.trg b/lib/world/trg/255.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/255.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/256.trg b/lib/world/trg/256.trg deleted file mode 100644 index d7b81a7..0000000 --- a/lib/world/trg/256.trg +++ /dev/null @@ -1,108 +0,0 @@ -#25600 -Firetender msg~ -0 b 5 -~ -emote pokes at the coals in the fire with an iron rod. -~ -#25601 -Firetender msg II~ -0 b 5 -~ -emote grabs a few pieces of wood from a pile in the corner of the room and adds it to the fire. -~ -#25602 -Firetender Greet Female~ -0 g 100 -~ -if (%actor.sex% == MALE) - wait 1 s - say Oh my! But you cannot be in here! Ladies only, m'lord! -else - wait 1 s - say A Bath, m'lady? -end -~ -#25603 -Firetender Greet Male~ -0 g 100 -~ -if (%actor.sex% == FEMALE) - wait 1 s - emote stares at you with round eyes, aghast. - wait 1 s - say M'lady! Thou canst not enter this chamber for fear of spoiling thy virtue! - wait 1 s - say I beg thee, m'lady - please avert thine eyes and leave! -else if (%actor.sex% == MALE) - wait 1 s - say A bath for m'lord? -end -~ -#25604 -Maid Greet~ -0 g 15 -~ -wait 1 s -emote lowers her eyes and offers a quick curtsy as she busies herself with her work. -~ -#25605 -Servant Secret~ -0 g 10 -~ -if %actor.is_pc% - wait 1 s - emote looks both ways before turning to you quickly. - wait 1 s - say Shh... the Lord does not tolerate dawdling service. At least not since the Lady Penelope was taken for ransom by Mordecai. -end -~ -#25606 -Lord's Guest Goose~ -0 b 5 -~ -mecho You feel a sudden pain, a sharp pinch on your butt-cheek. -wait 1 s -mecho You look around the room, but the only other person you see is the Lord's guest -mecho and he's facing the away from you, studying a portrait on the wall. -wait 1 s -mecho What in the heck could that have been? -~ -#25607 -Lord's Guest Leave Room~ -0 q 7 -~ -if (%actor.sex% == MALE) -emote gives you a sly wink as he leaves the room. -end -~ -#25608 -Kitchen Hustle-Bustle I~ -0 b 5 -~ -mecho A servant hurries in, grabs up a platter of vegetables and hurries back out. -~ -#25609 -Kitchen Hustle-Bustle II~ -0 b 5 -~ -mecho The cook grabs a pan from a ceiling hook and begins filling it with water. -~ -#25610 -Kitchen Hustle-Bustle III~ -0 b 5 -~ -mecho A servant shuffles in quickly, grabs a small hunk of cheese for himself, then leaves just as quickly as he came. -~ -#25611 -Kitchen Hustle-Bustle IV~ -0 b 5 -~ -mecho One of the cooks throws a chunk of wood on the fire. -~ -#25612 -Kitchen Hustle-Bustle V~ -0 b 5 -~ -emote whistles a merry tune while slicing a carrot. -~ -$~ diff --git a/lib/world/trg/257.trg b/lib/world/trg/257.trg deleted file mode 100644 index 9c94e43..0000000 --- a/lib/world/trg/257.trg +++ /dev/null @@ -1,94 +0,0 @@ -#25700 -Cleric Guildguard - 25774~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != Cleric - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#25701 -Mage Guildguard - 25773~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == north - * Stop them if they are not the appropriate class. - if %actor.class% != Magic User - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#25702 -Ranger Guildguard - 25776~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != Ranger - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#25703 -Warrior Guildguard - 25775~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != warrior - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#25704 -Thief Guildguard - 25777~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == east - * Stop them if they are not the appropriate class. - if %actor.class% != thief - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#25705 -Blood Bank - 25704~ -2 c 100 -g~ -* By Rumble -* Make sure the command is give, check for any abbrev of blood -if %cmd.mudcommand% == give && blood /= %arg% - * let the player stun themselves, they will recover. - if %actor.hitp% < 18 - %send% %actor% You try to give blood. But, the nurse refuses since you are white as a ghost and can barely stand. - %echoaround% %actor% %actor.name% tries to give blood. But, the nurse laughs in %actor.hisher% face since he is whiate as a ghost and can barely stand. - else - %send% %actor% The nurse jabs a thick needle into your arm and quickly draws a small amount of blood. She gives you a small pile of coins. - %echoaround% %actor% The nurse jabs %actor.name% in the arm and quickly draws a small amount of blood. She then gives %actor.name% a small pile of coins. - nop %actor.gold(20)% - %damage% %actor% 20 - end -else - * If it doesn't match let the command continue. - %send% %actor% Give what to who? - return 0 -end -~ -$~ diff --git a/lib/world/trg/258.trg b/lib/world/trg/258.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/258.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/259.trg b/lib/world/trg/259.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/259.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/26.trg b/lib/world/trg/26.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/26.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/260.trg b/lib/world/trg/260.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/260.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/261.trg b/lib/world/trg/261.trg deleted file mode 100644 index 1863f4a..0000000 --- a/lib/world/trg/261.trg +++ /dev/null @@ -1,58 +0,0 @@ -#26100 -Jump into pool - 26121~ -2 c 100 -ju~ -* By Rumble of The Builder Academy tbamud.com 9091 -wait 1 sec -%send% %actor% You jump into the pool of water. -%echoaround% %actor% %actor.name% jumps into the pool of water and disappears. -%teleport% %actor% 26122 -wait 1 sec -nop %actor.pos(resting)% -%echoaround% %actor% %actor.name% falls from above screaming %actor.hisher% lungs out. %actor.heshe% hits lands in the center of the bed with a soft thump! -%send% %actor% You fall into the middle of a soft bed. -%force% %actor% look -~ -#26101 -Painting comes to Life~ -1 c 100 -l~ -if %cmd.mudcommand% == look && picture /= %arg% || painting /= %arg% || portrait /= %arg% - %send% %actor% One particulary gruesome piece done in a backdrop of flames catches your eye. - %send% %actor% Must be the face floating in the center of it, mouth open wide in a scream of - %send% %actor% pain, huge yellow teeth dripping blood. - wait 2 sec - %send% %actor% The face seems to grow larger and larger in front of your eyes. - wait 2 sec - %send% %actor% Is it coming closer? It keeps growing... - wait 2 sec - %send% %actor% It leaps out of the picture and attacks you! - %echoaround% %actor% As %actor.name% looks at the picture, a face leaps out and attacks %actor.himher%! - %load% obj 26124 - %load% mob 26110 - %force% floatingfacepainting kill %actor% - %purge% %self% -else - return 0 -end -~ -#26102 -Restore the Painting~ -1 n 100 -~ -* Check that the trigger only works in room 26114. -if %self.room.vnum% == 26114 - * Check to make sure they exist, before purging. - * Make sure they have individual names so you don't - * purge a different object with the same name. - if %findmob.26114(26110)% - %purge% floatingfacepainting - %echo% The face retreats back into the painting. - if %findobj.26114(26124)% - %purge% purgepic - end - end -else -end -~ -$~ diff --git a/lib/world/trg/262.trg b/lib/world/trg/262.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/262.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/263.trg b/lib/world/trg/263.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/263.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/264.trg b/lib/world/trg/264.trg deleted file mode 100644 index d515129..0000000 --- a/lib/world/trg/264.trg +++ /dev/null @@ -1,27 +0,0 @@ -#26400 -Healing Water~ -1 s 100 -~ -set currenthunger %actor.hunger% -set currentthirst %actor.thirst% -if %currenthunger% > 20 && %currentthirst% > 0 - %send% %actor% Your stomach can't contain anymore! -else - %send% %actor% The water seems to sparkle refreshingly as you drink. - %echoaround% %actor% The clear water seems to perk %actor.name% up. - %send% %actor% The clear water seems to perk %actor.name% up. - dg_cast 'cure light' %actor% - return 0 - if %actor.thirst% < 0 - else - eval newhunger %currenthunger% + 1 - eval newthirst %currentthirst% + 5 - nop %actor.thirst(%newthirst%)% - nop %actor.hunger(%newhunger%)% - if %newthirst% > 20 - %send% %actor% You don't feel thirsty any more. - end - end -end -~ -$~ diff --git a/lib/world/trg/265.trg b/lib/world/trg/265.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/265.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/266.trg b/lib/world/trg/266.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/266.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/267.trg b/lib/world/trg/267.trg deleted file mode 100644 index cd3338e..0000000 --- a/lib/world/trg/267.trg +++ /dev/null @@ -1,98 +0,0 @@ -#26700 -Harem Master - 26706~ -0 b 5 -~ -emote looks at his minions and growls, 'get to work, bitches!' -~ -#26701 -Slaves Bow - 26701-26704~ -0 e 0 -A fat harem master looks at his minions and growls, 'get to work, bitches!'~ -wait 1 sec -bow master -~ -#26702 -Master Needs Assist - 26706~ -0 k 10 -~ -emote screams loudly, 'HELP ME, MY SLAVES!' -~ -#26703 -Slaves Assist Master - 26701-26704~ -0 e 0 -A fat harem master screams loudly, 'HELP ME, MY SLAVES!'~ -wait %random.6% sec -assist master -~ -#26705 -Fear Spell - 26710~ -0 k 5 -~ -emote utters the words, 'pabrow'. -%force% %actor% flee -~ -#26706 -Butcher - 26713~ -0 b 10 -~ -emote begins sharpening %self.hisher% knife. -~ -#26707 -Tar Baby Follow - 26708~ -0 b 10 -~ -set actor %random.char% -if %actor.is_pc% - mfollow %actor% - say Ho ho, hee hee, %actor.name% you are sooo funneeee! - %send% %actor% %self.name% looks at you with the cutest expression. - %echoaround% %actor% %self.name% looks at %actor.name% with the cutest expression. -end -~ -#26708 -Grand Inquisitor - 26719~ -0 k 100 -5~ -switch %random.2% - case 1 - emote utters the words, 'ordalaba'. - dg_cast 'energy drain' %actor% - break - case 2 - emote evilly grins and snaps his hands. - dg_cast 'animate dead' corpse - order followers assist - break - default - break -done -~ -#26709 -High Priest of Terror - 26714~ -0 k 5 -~ -switch %random.2% - case 1 - emote utters the words, 'ordalaba'. - dg_cast 'charm' %actor% - break - case 2 - emote waves $s hands in a swirling motion. - dg_cast 'earthquake' - break - default - break -done -~ -#26710 -Near Death Trap - 26744~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 3 sec -%send% %actor% The Gods allow your puny existence to continue. -~ -$~ diff --git a/lib/world/trg/268.trg b/lib/world/trg/268.trg deleted file mode 100644 index 11b6a79..0000000 --- a/lib/world/trg/268.trg +++ /dev/null @@ -1,10 +0,0 @@ -#26800 -Near Death Trap Iron Maiden - 26801~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ diff --git a/lib/world/trg/269.trg b/lib/world/trg/269.trg deleted file mode 100644 index 30adca2..0000000 --- a/lib/world/trg/269.trg +++ /dev/null @@ -1,9 +0,0 @@ -#26900 -Lemming Follow - 26904~ -0 g 50 -~ -if %actor.is_pc% - mfollow %actor.name% -end -~ -$~ diff --git a/lib/world/trg/27.trg b/lib/world/trg/27.trg deleted file mode 100644 index c951d88..0000000 --- a/lib/world/trg/27.trg +++ /dev/null @@ -1,1761 +0,0 @@ -#2700 -(2741) Room only allows shackle-wearers~ -2 g 100 -~ -eval rwrist %actor.eq(rwrist)% -eval lwrist %actor.eq(lwrist)% -if (%rwrist.vnum% == 2708) -%send% %actor% A magical force seems to ebb, allowing you to pass. - -elseif (%lwrist.vnum% == 2708) -%send% %actor% A magical force seems to ebb, allowing you to pass. - -elseif (%actor.varexists(Zn27_shacklepass)%) -%send% %actor% A magical force seems to ebb, allowing you to pass. - -else -%send% %actor% A powerful force seems to repel you, preventing you from entering. -%force% %actor% sit -set Zn27_shacklereject 1 -remote Zn27_shacklereject %actor.id% -return 0 -end -~ -#2701 -testmemory~ -0 o 100 -~ -wait 4 s -poke %actor.name% -say I've seen you before, %actor.name%. -mforget %actor.name% -~ -#2702 -(2701) Guard offers quest~ -0 h 100 -~ -if (%actor.varexists(zn27_greeted)%) - wait 1 s - %send% %actor% The guard whispers to you 'Please do not tell me you are giving up!' -else - wait 1 s - tell %actor.name% Halt! You cannot pass here. - wait 2 s - msend %actor% The guard seems to think for a minute, looking you up and down. - wait 2 s - msend %actor% The guard takes a deep breath and glances nervously over his shoulder, before turning back to you. - wait 3 s - %send% %actor% The guard whispers to you 'You look like a person of great might. Perhaps you could help us...' - wait 2 s - msend %actor% The guard glances quickly over his shoulder again. - wait 2 s - %send% %actor% The guard whispers to you 'An evil sorceress has taken over our caves, and is forcing my people to build her a palace in the mountainside.' - wait 3 s - %send% %actor% The guard whispers to you 'She is most cruel, and if you can rid us of her we would be eternally grateful.' - wait 2 s - %send% %actor% The guard whispers to you 'I will let you pass, though it may cost my life.' - wait 2 s - %send% %actor% The guard whispers to you 'Please do not let us down!' - set Zn27_greeted 1 - remote Zn27_greeted %actor.id% - wait 2 s - msend %actor% The guard whispers to you: Here, take this and hold it if your eyes are not accustomed to the dark. - %load% obj 2703 - give mushroom %actor.name% - drop mushroom -end -~ -#2703 -(2704) Mob hums randomly~ -0 b 25 -~ -%echo% @CA tiny wish@n hums quietly as it gives off a fresh breeze of air. -~ -#2704 -(2700) Mobs load and wear shackle~ -0 n 100 -~ -mload obj 2708 -wait 1 -wear shackle -~ -#2705 -(2705) Guard keeps gates closed and locked~ -0 bn 100 -~ -close glassygates -wait 1 -lock glassygate -~ -#2706 -(2705) Guard warns you before attacking~ -0 g 100 -~ -wait 1 -tell %actor.name% You are not allowed to be here! -~ -#2707 -(2714) dying memlin greets~ -0 gh 100 -~ -wait 1 s -%send% %actor% A dying memlin gasps: Please help me... -wait 2 s -%send% %actor% A dying memlin gasps: My death cannot be stopped, please end it now. -wait 3 s -emote groans with pain as you hear a loud creaking sound. -~ -#2708 -(2708) makes shackles loosen and disintegrate~ -0 gh 100 -~ -wait 1 s -eval rwrist %actor.eq(rwrist)% -eval lwrist %actor.eq(lwrist)% -if (%rwrist.vnum% == 2708) -say No creature should be enslaved. -wait 2 s -%force% %actor% rem all.goethite -set Zn27_shacklepass 1 - remote Zn27_shacklepass %actor.id% -elseif (%lwrist.vnum% == 2708) -say No creature should be enslaved. -wait 2 s -%force% %actor% rem all.goethite -set Zn27_shacklepass 1 - remote Zn27_shacklepass %actor.id% -end -~ -#2709 -(2713) toothy creature greets~ -0 gh 100 -~ - wait 1 s -emote creaks as it turns to look at you. -wait 2 s -emote uses @Ca suspended orb of glowing water@n, filling the room with a wave of light. -wait 2 s -say Ah, it does not touch you... and here I thought you were the Sorceress in disguise. -wait 1 s -emote chuckles to himself. -wait 1 s -say Well young one, if you've come to kill me know only that you will seal your own fate in doing so. -wait 3 s -say The path east will destroy you, there is only one way to get out of here alive. -wait 2 s -grin -wait 1 s -say Kneel before me. -~ -#2710 -(2708) only comes off in one room~ -1 l 100 -~ -eval room %actor.room% -if (%room.vnum% == 2743) -%send% %actor% The shackle grows cold and loosens. -wait 1 -%send% %actor% The shackle darkens and crumbles suddenly to dust. -%purge% %self% -else -%send% %actor% You try to remove %self.shortdesc%, but it refuses to open. -return (0) -end -~ -#2711 -(2718) Slip in Room after delay~ -2 g 100 -~ -if %actor.is_pc% - wait 5 sec - eval room %actor.room% - if %room.vnum% == 2718 - %send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea. - %damage% %actor% 10 - if %actor.is_pc% - wait 5 s - eval room %actor.room% - if %room.vnum% == 2718 - %send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea. - %damage% %actor% 10 - wait 5 s - if %actor.is_pc% - eval room %actor.room% - if %room.vnum% == 2718 - %send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea. - %damage% %actor% 10 - wait 5 s - if %actor.is_pc% - eval room %actor.room% - if (%room.vnum% == 2718) - %send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea. - %damage% %actor% 10 - wait 5 s - eval room %actor.room% - if (%room.vnum% == 2718) - %send% %actor% You slip even harder, landing flat on your back and skidding down the tunnel. That really HURT! - %damage% %actor% 70 - %force% %actor% n - end - end - end - end - end - end - end - end -end -~ -#2712 -(2706) Child starts quest on entry~ -0 gh 100 -~ -if (%actor.varexists(zn27_childquest)%) -wait 1 s -smile %actor.name% -wait 1 s -say I'm not lost anymore, thank you! -else -eval room %actor.room% -if (%room.vnum% == 2719) -wait 1 s -cry -wait 1 s -hug %actor.name% -wait 1 s -%send% %actor% A blind child tells you 'I'm lost!' -wait 2 s -%send% %actor% A blind child tells you 'Please help me find my room.' -wait 2 s -%send% %actor% A blind child tells you 'Just beckon and I will follow.' -else -wait 1 s -%send% %actor% A blind child tells you 'Have you found my room?' -wait 2 s -%send% %actor% A blind child tells you 'Just beckon when you want me to follow' -end -end -~ -#2713 -(2706) Child follows at beckon~ -0 c 100 -beckon~ -wait 1 s -%send% %actor% A blind child tells you 'You know where my room is?!' -wait 1 s -clap -wait 1 s -%send% %actor% A blind child feels for your arm and grips it. -fol %actor.name% -wait 1 s -%send% %actor% A blind child tells you 'Please pat me when you want me to stop following.' -~ -#2714 -(2706) Child stops following~ -0 c 100 -pat~ -wait 1 s -eval room %actor.room% -if (%room.vnum% == 2724) -wait 1 s -follow self -%send% %actor% A blind child lets go of your arm and feels her way around the room. -wait 1 s -say This is my room! -wait 1 s -hug %actor.name% -wait 1 s -say Thank you so much! -wait 1 s -say I'm sure I can find my way around now. -wait 2 s -say I only went to hide something for my dad... -wait 2 s -say I think if he were here he would want you to have it though. -wait 2 s -say I hid it in that cupboard where you found me... in the floorboards. - -set Zn27_childquest 1 -remote Zn27_childquest %actor.id% - - -else -wait 1 s -follow %self% -%send% %actor% A blind child lets go of your arm and feels her way around the room. -wait 1 s -say This isn't my room! -wait 1 s -sniff -wait 1 s -say Just beckon when you know the way. -end -~ -#2715 -(2706) Child runs away after time~ -0 b 100 -~ -* No Script -eval room %self.room% -if (%room.vnum% == 2719) -look -else -wait 100 s -say I am bored! -wait 1 s -%echo% A small child suddenly runs away. -%teleport% %self% 2719 -end -~ -#2716 -(2703) Shopkeeper comments on shackle pass~ -0 c 100 -st~ -if (%actor.varexists(Zn27_shacklereject)%) -%send% %actor% A weary memlin tells you: Beyond that door is only for those who are seeking their freedom. -wait 1 s -%force% %actor% stand -wait 2 s -%send% %actor% A weary memlin tells you: You are already free, are you not? -wait 2 s -%send% %actor% The memlin rattles the shackle on his wrist. -wait 2 s -%send% %actor% A weary memlin tells you: Present yourself a slave, as all my kind is, and then that place will welcome you. -rdelete Zn27_shacklereject %actor.id% -else -return 0 -end -~ -#2717 -(2707) Room resets shacklepass~ -2 g 100 -~ -rdelete Zn27_shacklepass %actor.id% -~ -#2718 -(2763) circle teleports when kneel~ -2 c 100 -kneel~ -if %arg%==creature -%send% %actor% You kneel before the skeletal creature. -wait 1 s -%send% %actor% You suddenly feel very strange as the creature gestures and an eerie mist surrounds you. -wait 3 s - %teleport% %actor% 2712 -%force% %actor% look -elseif %arg%==skeletal -%send% %actor% You kneel before the skeletal creature. -wait 1 s -%send% %actor% You suddenly feel very strange as the creature gestures and an eerie mist surrounds you. -wait 3 s - %teleport% %actor% 2712 -%force% %actor% look -elseif %arg%==circle -%send% %actor% You kneel inside the circle. -wait 1 s -%send% %actor% You suddenly feel very strange as an eerie mist surrounds you. -wait 3 s - %teleport% %actor% 2712 -%force% %actor% look -else -%send% %actor% Kneel to who? -end -~ -#2719 -(2729) Wall of fire prevents fleeing/leaving~ -2 q 100 -~ -%send% %actor% @RThe wall of fire burns you as you attempt unsuccessfully to pass through it.@n -%damage% %actor% 10 -return 0 -~ -#2720 -(2729) Wall of fire randomly flares up and decays~ -0 k 30 -~ -eval here %self.room% -attach 2719 %here.id% -%echo% @RThe sorceress raises her arms, creating a massive wall of flame around you.@n -wait 5 s -use staff -wait 8 s -%echo% @RThe flames around you flicker and die, leaving a circle of ash.@n -detach all %here.id% -wait 3 s -~ -#2721 -TESTCOMBAT 1~ -0 c 100 -*~ -if %cmd%==duck - %echo% You quickly duck low. - rdelete side %actor.id% -elseif %cmd%==parry - %echo% You quickly parry. - rdelete raise %actor.id% -elseif %cmd%==block - %echo% You quickly block. - rdelete stab %actor.id% -else - return 0 -end -~ -#2722 -testgun~ -1 c 7 -spirit~ -if %cmd%==spirit -if %arg%==gun -if %actor.fighting% -%damage% %actor.fighting% 100 -%send% %actor% A mighty blast of fire issues forth from your bracelet, enveloping your opponent in flames. -%echoaround% %actor% The fire bracelet sends out a stream of fire, enveloping %actor.name%'s opponent in flame. -end -end -end -~ -#2723 -(2741-56) Random spooky messages in temple~ -2 b 40 -~ -eval person %self.people% -if (%person% > 0) -switch %random.15% - case 0 - %echo% You hear the sound of footsteps creeping softly through the room. - break - case 1 - %echo% A sudden shriek pierces through the air and suddenly dies away. - break - case 2 -%echo% A child's laughter echoes mysteriously through the room. - break - case 3 - %echo% A voice whispers: Trust nothing, illusion is the master of this place. - break - case 4 -%echo% A bright red bead of fluid oozes from the wall and runs down onto the floor. - break - case 5 -%echo% The room suddenly grows very cold, silent breath chilling your neck. - break - case 6 - %echo% A shadowy figure suddenly steps from the wall and flickers out of existance. - break -case 7 -%echo% The sound of glass shattering echoes through the temple. -break -case 8 -%echo% Your skin starts to crawl, as though covered in insects. -break -case 9 -%echo% Tiny cold fingers grasp your arm. -break -case 10 -%echo% A small child tugs at your hand, only to giggle and run away. -break -case 11 -%echo% The delicate tune of a music-box drifts through the room. -break -case 12 -%echo% The sound of deep breathing rasps harshly against your ear. -break -case 13 -%echo% A voice whispers: All you will find here is yourself. -break -case 14 -%echo% Little handprints blossom along the wall, only to fade away. -break -case 15 -%echo% A single tear forms in the air and splashes onto the floor. -break - default -%echo% A small child tugs at your hand, only to giggle and run away. - break -done -end -~ -#2724 -(2714) child quest on death~ -0 f 100 -~ -%echo% @BA partially-petrified memlin gasps with his dying breath: My daughter... find her... in the Sandy... Tunn...@n -~ -#2725 -test for Tink~ -2 b 100 -~ -set tar 2700 -while %tar% - if %tar% < 2720 - %at% %tar% %echo% This is a test message. - eval tar %tar%+1 - else - set tar 0 - end -done -~ -#2726 -test randomroom~ -2 b 100 -~ -eval person %self.people% -if (%person% > 0) -%echo% test works -end -~ -#2727 -test lightning~ -1 b 100 -~ -if %self.worn_by% -eval actor %self.worn_by% - %echoaround% %actor% Lightning cackles around %actor.name% -%send% %actor% Lightning cackles around you. -else -return 0 -end -~ -#2728 -test dg_cast~ -1 b 100 -~ -dg_cast 'poison' %actor% -~ -#2729 -(2723) Doll assists, runs away after 3 times~ -1 b 100 -~ -if %self.carried_by% -eval actor %self.carried_by% - if %actor.fighting% - eval victim %actor.fighting% - %echoaround% %actor% @R%actor.name%'s doll suddenly opens its eyes and causes %victim.name% to shudder in pain.@n - %send% %actor% @RYour doll suddenly opens its eyes and causes %victim.name% to shudder in pain.@n - %damage% %victim% 100 -if (%actor.varexists(zn27_twice)%) -rdelete Zn27_twice %actor.id% -wait 3 s -%send% %actor% @RYour doll turns its head to look at you.@n -wait 1 s -%send% %actor% @RYour doll says 'Thrice I have repaid my debt.'@n -wait 1 s -%send% %actor% @RYour doll says 'And still I await my freedom.'@n -wait 1 s -%send% %actor% @RThe doll suddenly transforms into a little girl and runs away.'@n -rdelete Zn27_offereddoll %actor.id% -%purge% %self% -elseif (%actor.varexists(zn27_once)%) -rdelete Zn27_once %actor.id% -set Zn27_twice 1 - remote Zn27_twice %actor.id% -else -set Zn27_once 1 - remote Zn27_once %actor.id% -end -end -end -~ -#2730 -test elaseth trigger~ -0 c 100 -get~ -if %cmd%==get -if %arg%== book -say Hrm. That's not a toy, and I wish you'd put it back - for your own good. -wait 4 -emote folds his arms and glowers at %actor.name%. -elseif%arg%== talabrax -say Hrm. That's not a toy, and I wish you'd put it back - for your own good. -wait 4 -emote folds his arms and glowers at %actor.name%. -elseif%arg%==arcanum) -say Hrm. That's not a toy, and I wish you'd put it back - for your own good. -wait 4 -emote folds his arms and glowers at %actor.name%. -else -return 0 -end -end -~ -#2731 -(2709) Fire wrm loads spine at death~ -0 f 100 -~ -%load% obj 2724 -%echo% @yAs the wrm collapses in death, one of its spines breaks off.@n -~ -#2732 -(2726) shard changes color~ -1 g 100 -~ -wait 1 s -if (%actor.class% == Cleric) -%echoaround% %actor% @BThe shard suddenly glows blue in %actor.name%'s hand.@n -%send% %actor% @BThe shard suddenly glows blue in your hand, causing you to drop it.@n -wait 2 s -%load% obj 2727 -%echo% @BThe shard whispers: Healer... heal thyself.@n -%purge% %self% -elseif (%actor.class% == Magic User) -%echoaround% %actor% @MThe shard suddenly glows purple in %actor.name%'s hand.@n -%send% %actor% @MThe shard suddenly glows purple in your hand, causing you to drop it.@n -wait 2 s -%load% obj 2730 -%echo% @MThe shard whispers: Seeker... seek thyself.@n -%purge% %self% -elseif (%actor.class% == Thief) -%echoaround% %actor% @GThe shard suddenly glows green in %actor.name%'s hand.@n -%send% %actor% @GThe shard suddenly glows green in your hand, causing you to drop it.@n -wait 2 s -%load% obj 2729 -%echo% @GThe shard whispers: Deceiver... know thyself.@n -%purge% %self% -elseif (%actor.class% == Warrior) -%echoaround% %actor% @RThe shard suddenly glows red in %actor.name%'s hand.@n -%send% %actor% @RThe shard suddenly glows red in your hand, causing you to drop it.@n -wait 2 s -%load% obj 2728 -%echo% @RThe shard whispers: Conqueror... conquer thyself.@n -%purge% %self% -end -~ -#2733 -(2742) Girl transforms to doll~ -2 g 100 -~ -if (%actor.varexists(zn27_offereddoll)%) -wait 1 s -%echo% A chill runs down your spine. -else -wait 1 s -%echo% A little girl walks into the room and peers at you curiously. -wait 2 s -%echo% The little girl whispers 'Are you real?' -wait 2 s -%echo% Shrinking suddenly, the little girl crumples into a heap on the floor. -wait 2 s -%echo% Writhing, she seems to transform into a small doll lying on the ground. -%load% obj 2723 -wait 2 s -%echo% The doll whimpers 'Take me with you... please!' -set Zn27_offereddoll 1 - remote Zn27_offereddoll %actor.id% -wait 30 s -%purge% -end -~ -#2734 -(2702) rdelete offereddoll~ -2 g 100 -~ -if (%actor.varexists(zn27_offereddoll)%) -rdelete Zn27_offereddoll %actor.id% -end -~ -#2735 -(2764) Deathtrap message~ -2 g 100 -~ -%echo% You realize too late that only an empty chasm lies below. Plummeting faster and faster, you don't even have time to pray before you hit the ground! -wait 2 s -%purge% -eval person %self.people% -if (%person% > 0) -%teleport% %actor% 2700 -%force% %actor% look -%send% %actor% @RIf you weren't immortal you'd have just splatted.@n -end -~ -#2736 -(2765) Rubble falls, causing damage~ -2 g 100 -~ -wait 7 s -if %actor.is_pc% -eval room %actor.room% -if (%room.vnum% == 2765) -%send% %actor% Ouch, several sharp rocks fall suddenly from the ceiling. -%damage% %actor% 40 -end -end -~ -#2737 -test inv check~ -1 c 1 -shoot~ -if %cmd%==shoot - eval i %actor.inventory% - while (%i%) - set next %i.next_in_list% - if %i.vnum%==2731 - set quiver 1 - break - end - set i %next% - done -if %quiver% - %force% %actor% take arrow quiver - %send% %actor% You prepare to shoot. - if %actor.inventory(2733)% - %echo% About to nod - set ready 1 - remote ready %actor.id% - %force% %actor% steam arrow - end -else - %send% %actor% You need to have arrows either on you or in a quiver. -end -~ -#2738 -test obj get~ -1 c 2 -steam~ -if %cmd%==steam && %arg%==arrow && %actor.varexists(ready)% && %self.carried_by% - eval actor %self.carried_by% - if %actor.fighting% - eval victim %actor.fighting% - %damage% %victim% 20 - %send% %actor% You shoot an arrow at your opponent. - rdelete ready %actor.id% - %echoaround% %actor% %actor.name%'s opponent shudders, hit by an arrow. - %load% obj 2733 - %purge% %self% - else - %send% %actor% You have to be fighting someone. - end -end -~ -#2739 -(2727) blue shard for healer~ -1 j 100 -~ -if (%actor.class% == Magic User) -%send% %actor% @MThe shard whispers: I am not for you, Seeker.@n -return 0 -elseif (%actor.class% == Thief) -%send% %actor% @GThe shard whispers: I am not for you, Deceiver.@n -return 0 -elseif (%actor.class% == Warrior) -%send% %actor% @RThe shard whispers: I am not for you, Conqueror.@n -return 0 -end -~ -#2740 -(2728) red shard for conqueror~ -1 j 100 -~ -if (%actor.class% == Magic User) -%send% %actor% @MThe shard whispers: I am not for you, Seeker.@n -return 0 -elseif (%actor.class% == Cleric) -%send% %actor% @BThe shard whispers: I am not for you, Healer.@n -return 0 -elseif (%actor.class% == Thief) -%send% %actor% @GThe shard whispers: I am not for you, Deceiver.@n -return 0 -end -~ -#2741 -(2729) green shard for deceiver~ -1 j 100 -~ -if (%actor.class% == Magic User) -%send% %actor% @MThe shard whispers: I am not for you, Seeker.@n -return 0 -elseif (%actor.class% == Cleric) -%send% %actor% @BThe shard whispers: I am not for you, Healer.@n -return 0 -elseif (%actor.class% == Warrior) -%send% %actor% @RThe shard whispers: I am not for you, Conqueror.@n -return 0 -end -~ -#2742 -(2730) purple shard for seeker~ -1 j 100 -~ -if (%actor.class% == Cleric) -%send% %actor% @BThe shard whispers: I am not for you, Healer.@n -return 0 -elseif (%actor.class% == Thief) -%send% %actor% @GThe shard whispers: I am not for you, Deceiver.@n -return 0 -elseif (%actor.class% == Warrior) -%send% %actor% @RThe shard whispers: I am not for you, Conqueror.@n -return 0 -end -~ -#2743 -(2736) fire wrm dies on entry~ -2 g 100 -~ -if !(%actor.varexists(wrm)%) -wait 1 s -%echo% A @Rfire wrm@n enters the room, squealing as the ice suddenly singes its skin. -%load% mob 2709 -%damage% wrm 1000 -set wrm 1 - remote wrm %actor.id% -end -~ -#2744 -test door~ -2 c 100 -enter~ -if ("%arg%" == "space") -%send% %actor% A previously concealed space suddenly becomes apparent. -%echoaround% %actor% %actor.name% has discovered a hidden space! -%door% 2740 down flags a -%door% 2740 down room 2741 -%door% 2740 down description Nothing can be seen within this dark space. -%door% 2741 up flags a -%door% 2741 up room 2740 -%door% 2741 up description Darkness obscures whatever may be within. -else -%send% %actor% Enter what ?! -end -~ -#2745 -test remote~ -1 g 100 -~ -set test 1 -remote test %actor.id% -wait 3 s -eval test %test% + 2 -remote test %actor.id% -wait 3 s -eval test %test% - 5 -remote test %actor.id% -~ -#2746 -test detach~ -0 c 100 -nod~ -%echo% this is the first part (next in 5 secs) -wait 5 s -%echo% this is the second part (next in 5 secs) -wait 5 s -%echo% this is the final part -~ -#2747 -TESTCOMBAT 2~ -0 k 100 -~ -switch %random.3% - case 0 - %echo% The warrior raises his sword. -set raise 1 -remote raise %actor.id% -wait 4 s -if (%actor.varexists(raise)%) -damage %actor% 50 -%echo% The warrior brings his sword down on your head. -else -%echo% You successfully evade the attack. -rdelete raise %actor.id% -end - break - case 1 - %echo% The warrior swings his sword to the side. -set side 1 -remote side %actor.id% -wait 4 s -if (%actor.varexists(side)%) -damage %actor% 50 -%echo% The warrior slashes his sword into your neck. -else -%echo% You successfully evade the attack. -rdelete side %actor.id% -end - break - case 3 - %echo% The warrior stabs his sword at you. -set stab 1 -remote stab %actor.id% -wait 4 s -if (%actor.varexists(stab)%) -damage %actor% 50 -%echo% The warrior stabs his sword through your heart. -else -%echo% You successfully evade the attack. -rdelete stab %actor.id% -end - break -default -%echo% The warrior raises his sword. -set raise 1 -remote raise %actor.id% -wait 4 s -if (%actor.varexists(raise)%) -damage %actor% 50 -%echo% The warrior brings his sword down on your head. -else -%echo% You successfully evade the attack. -rdelete raise %actor.id% -end - break -done -~ -#2748 -test attach~ -1 c 1 -nod~ -%echo% This trigger commandlist is not complete! -attach 2739 %self.id% -~ -#2749 -new trigger~ -1 c 1 -noh~ -%echo% testing testing -~ -#2750 -test attach~ -1 c 1 -fix~ -attach %arg% -~ -#2751 -test act~ -1 c 7 -look~ -%force% %actor% %at% 2755 look -~ -#2752 -test speech~ -0 d 1 -*~ -%at% 2740 %echo% %actor.name%'s voice rasps through the intercom: %speech% -~ -#2753 -teleport~ -1 c 7 -move~ -%teleport% %arg% -~ -#2754 -(2763) toothy loads on reset~ -2 af 100 -~ -eval person %self.people% -if (%person% < 1) -%purge% -%load% mob 2713 -%load% obj 2735 -end -~ -#2755 -(2713) toothy holds orb on load~ -0 n 100 -~ -%load% obj 2738 -hold orb -~ -#2756 -test nop~ -1 c 7 -test~ -set amount 100 -nop %actor.gold(10)% -nop %actor.gold(%amount%)% -~ -#2757 -(2720) child smiles on entry~ -0 gh 100 -~ -wait 1 s -emote smiles at you. -wait 1 s -say Hey, I learned some neat things about Dynar magic today. -wait 1 s -say Want to hear? -~ -#2758 -test~ -2 f 100 -~ -%load% obj 14902 -~ -#2759 -test door~ -0 c 100 -test~ -eval where %self.room% -if %where.east(bits)% == DOOR CLOSED - return 0 -else - say Impudent fool! Your insolence forces me to take action! - %damage% %actor% 100 -end -~ -#2760 -(2721) cui greets~ -0 gh 100 -~ -if %actor.class% == Cleric - set zn27_class healer -end -if %actor.class% == Warrior - set zn27_class conqueror -end -if %actor.class% == Magic User - set zn27_class seeker -end -if %actor.class% == Thief - set zn27_class deceiver -end -if %actor.name% == %zn27_first% - %send% %actor% The mighty Cui tips its head acknowledgingly in your direction. - %echoaround% %actor% The mighty Cui tips its head toward %actor.name%. -elseif %actor.is_pc% - wait 2 s - say Welcome %zn27_class%, I am Nyah, one of the Cui... or at least a memory of them. - wait 4 s - say My existance, I'm afraid is merely an illusion. But you, my friend, are undoubtedly real. - wait 4 s - global zn27_class - set zn27_greeted %actor.name% - global zn27_greeted - set zn27_first %actor.name% - say Will you speak your name? - global zn27_first -end -~ -#2761 -(2721) cui responds to name~ -0 d 100 -*~ -if %actor.sex% == female - set gender woman -elseif %actor.sex% == male - set gender man -else - set gender person -end -if %actor.name% == %zn27_greeted% - if %speech.car% == %actor.name% - wait 1 s - say Ah, it is refreshing to meet a %gender% unafraid to reveal who %actor.heshe% truly is. - wait 2 s - say A pleasure to meet you %actor.name%. - wait 2 s - emote bows its head politely. - else - wait 1 s - emote peers closely at you. - wait 1 s - say I know this is not your name, %zn27_class%. - wait 1 s - say But it is yours to give or withhold, I will press you no further. - wait 2 s - emote bows its head politely. - end -end -set zn27_greeted off -global zn27_greeted -~ -#2762 -(2722) Ve greets~ -0 gh 100 -~ -if %actor.class% == Cleric - set zn27_class healer -end -if %actor.class% == Warrior - set zn27_class conqueror -end -if %actor.class% == Magic User - set zn27_class seeker -end -if %actor.class% == Thief - set zn27_class deceiver -end -wait 1 s -smile %actor.name% -wait 1 s -say Welcome, %zn27_class%. -~ -#2763 -(2726) Revealer greets~ -0 gh 100 -~ -if %actor.is_pc% -wait 2 s -say Welcome, visitor. -wait 2 s -say Tell me, do you seek knowledge of this place? -wait 2 s -say You need only answer yes or no. -end -~ -#2764 -(2726) yes answer teleports~ -0 d 100 -yes~ -wait 1 s -say Very well, then knowledge shall be revealed. -wait 1 s -%send% %actor% The Revealer waves his hand slowly over your eyes. -%echoaround% %actor% The Revealer waves his hand slowly over %actor.name%'s eyes. -wait 1 s -%teleport% %actor% 2785 -%force% %actor% look -%force% %actor% xxmemlinxx -return 0 -~ -#2765 -(2726) no ends conversation~ -0 d 100 -no~ -wait 1 s -say Then knowledge shall not be found. -wait 1 s -emote tips his head politely. -~ -#2766 -(2728) memlin initially greets~ -0 c 100 -xxmemlinxx~ - wait 1 s -bow %actor.name% -wait 1 s -say Ah! Welcome! -wait 1 s -say If you would like me to tell you more about this place, just beckon and I will follow! -~ -#2767 -(2728) memlin follows when beckoned~ -0 c 100 -bec~ -%send% %actor% You beckon a young memlin. -%echoaround% %actor% %actor.name% beckons a young memlin. -smile -wait 1 s -fol %actor.name% -wait 1 s -say If you wish me to stop following at any time, just say stop. -wait 1 s -say In any of these rooms, if you would like to hear what I have to say, just say explain. -eval where %self.room% -if %where.vnum% == 2785 - wait 1 s - say The way down will return you to the temple. -end -~ -#2768 -(2728) memlin stops following when asked~ -0 d 100 -stop~ -wait 1 s -say Very well, though just beckon if you should want me again. -wait 1 s -fol self -wave %actor.name% -%echo% A young memlin returns to his place. -%teleport% %self% 2785 -~ -#2769 -(2728) memlin greets~ -0 gh 100 -~ -wait 1 s -say Greetings! Just beckon me if you would learn more of this place. -~ -#2770 -(2728) entry into 2743 not permitted~ -0 i 100 -~ -eval where %self.room% -if %where.vnum% == 2743 - fol self - wait 1 s - say Ah, this is the way out, I can go no further. - wait 1 s - bow - %echo% A young memlin leaves the room. - %teleport% %self% 2785 -elseif %where.vnum% == 2791 - wait 1 s - shiver tor -elseif %where.vnum% == 2796 - wait 1 s - pet rabbit -elseif %where.vnum% == 2797 - wait 1 s - hug little -elseif %where.vnum% == 2795 - wait 1 s - smile dynar -elseif %where.vnum% == 2794 - wait 1 s - smile khan'li -end -~ -#2771 -(2728) different info for rooms~ -0 d 100 -explain~ -emote clears his throat. -wait 1 s -eval room %self.room% -if %room.vnum% == 2785 - say This is the beginning of all things. A delicate balance of darkness and light, neither conquering the other. - wait 3 s - say The cosmos must be in motion for there to be life. If it becomes still, it will stagnate and die. -elseif %room.vnum% == 2787 - say This is the first of the two forms of existance... - wait 1 s - say Miru, the inertia, the solidity that builds up and crumbles down. - wait 1 s - pat sculpture - wait 1 s - say This is Miru, stone and gems and dust... all Miru. You and I also. -elseif %room.vnum% == 2786 - say This is the second of the two forms of existance... - wait 1 s - say Lamen, the breeze, the energy that flows and shifts and never dies. - wait 1 s - caress flame - wait 1 s - say This is Lamen, and the forked light that appears in the sky. -elseif %room.vnum% == 2788 - say The Imari stir the universe... keep it from dying. - wait 1 s - say The scales must be always in motion, light and dark can never stop dancing. - wait 2 s - say Their will can always be felt... like a pull, the force of Navi. -elseif %room.vnum% == 2789 - say Imari have the ability to draw upon their own life energy, scattering it in an immense burst of lamen to seed new forms of weaker life. - wait 3 s - say The Imari must sacrifice themselves for the birth of their creation. The waves of energy that ripple through the universe on this self-scattering are called Natul. - wait 2 s -elseif %room.vnum% == 2790 - say The first wave of Natul always produces the most powerful beings, a union of lamen and miru in a form that perceives most keenly the pull of the Imari and the ebbing and flowing of the universe. - wait 4 s - say These are the Cui, the Dragons, the mighty beasts whose bones litter every seeded world like a stamp of creation. - wait 3 s - say Their bodies are mostly miru shells, with the majority of their lamen existance concentrating in their eyes, giving them powers of perception unlike anything known to miru life. - wait 4 s - say The Cui also have the ability to procreate, taking the form of Denuo and like the Imar who made them, trickling their lamen into the miru population. - wait 3 s - say Slowly becoming more and more miru themselves until mortality takes them and they crumble into the substance of the world. -elseif %room.vnum% == 2792 - say The direct descendants of a Cui and a Denuo joining are known as Ve. - wait 1 s - say They inherit characteristics of both their parents, usually turning to prophesying and magic arts, their skills and powers outdoing even the strongest of their Denuo brothers. - wait 3 s - say Ve also have extra powers of perception and foresight, though at times they are uncertain and unclear. -elseif %room.vnum% == 2791 - say The sole restriction on Cui life and an inherent knowledge manifested strongly in their minds is that procreation must be only with Denuo life. -wait 4 s - say The union of Cui with Cui concentrates, rather than dilutes the portion of lamen in the resulting life, creating an unstable orb of energy called a Tor that distorts the universe around it like a bubble. -wait 7 s - say A Tor is a sphere of Navi-sensitve lamen that acts as containment for the unnatural offspring, enclosing it and holding it in a state of stasis with the very will of the Imari. -wait 5 s - say Tors have strange and unstable influences on the existance around them, often leading them to be perceived as cursed. -wait 4 s - say Very rarely, a Tor will suddenly fail whenever balance shifts extremely in the universe. These occasional shifts demand redirection of Imari focus, causing the power of the Tor to weaken and allowing the lifeform to awaken and emerge. -wait 7 s - say The lifeform that emerges from a Tor is called a Nevim, a potent and unnatural concentration of lamen life, closest in power to the Imari themselves. -wait 4 s - say Nevim do not feel the pull of Navi and do not perceive the greater state of the cosmos, using their powers according to their own will and wreaking havoc upon the universal balance. -wait 5 s - say Shunned through fear and isolated from every other form of life, Nevim become bitter and angry, forces of destruction and causing much pain in an attempt to exorcise their own. - wait 1 s -elseif %room.vnum% == 2793 - say The second wave brings forth the Denuo, the lesser beings, the second-born who live and die without changing form, coloring the lamen that flows through them but being entirely of miru. - wait 3 s - say The Khan'li, the Dynar, and myself of Memlin kind, are all examples of Denuo life. -elseif %room.vnum% == 2794 - say Khan'li embrace the darkness of night and the heat of summer, inheriting through their forebearer Cui a kinship with fire, which they are not harmed by, though simple water acts like acid on their skin. - wait 4 s - say Black and red are their colors and they enjoy sharp points, reflective surfaces for their inclination to repel light and singular works of beauty, believing themselves superior as the firstborn. - wait 4 s - say They live mainly underground or in caves, seeking to escape the occasional rains and sculpting their showy palaces into mountains. - wait 3 s - say They believe in domination of the strong over the weak and have hardly any sense of guilt or compassion, taking no pleasure in cruelty but exercising it without hesitation for the slightest benefit. - wait 4 s - say It is said that the Khan'li cannot love, but they will endure all manner of suffering for a person that has invoked the Lyra or fire-spirit in them (a kind of blazing obsession), even holding them captive if they are unwilling or untrustworthy. - wait 4 s - say They are passionate, ambitious, powerful, proud, single-minded and fearless. -elseif %room.vnum% == 2795 - say Dynar are smaller than the Khan'li, but just as adept at fighting, extremely fast, able to contort their bodies amazingly and putting their skills to use in the construction of elaborate weapons and studying of the world. - wait 4 s - say Pale-skinned, their blood is as the milky sap of trees, having slight phosphorescent properties which causes them to glow faintly in darkness. - wait 3 s - say They believe in the superiority of light over darkness, often trying to 'improve' their fellow Denuo. - wait 2 s - say The Dynar are intensely private, fearing corruption from outside forces and are easily broken in spirit if separated from their own kind. - wait 3 s - say Their strengths lie in their ability to work with natural forces, having a keen friendship with animal-kind and able to speed the growth of plant life. - wait 3 s - say Water is their inheritance and they are able to breathe as easily in it as in air. They are gentle, thoughtful, meditative, deeply loyal, private and highly intelligent. -elseif %room.vnum% == 2797 - chuckle - wait 1 s - say Well I may be slightly biased here, but... -wait 3 s - say Peace-loving and highly spiritual, the memlins are most in touch with the flow of Navi and are constantly trying to bridge the gap between the Dynar and the Khan'li, dedicating much of their art to the beauty of both races. -wait 6 s - say Well adapted to living and digging small tunnel networks for themselves, the memlins occasionally also build habitats in deep forests. -wait 4 s - say The memlin skills are a mystery to most as they are an unaggressive race. It is known that they do not bleed, having bodies that rise and return to earth and that neither fire nor water harm them. -wait 6 s - say In times of great need, it is said that they can call instant death upon an enemy, though these cases are so rarely witnessed that they are often believed to be myth. -wait 5 s - say In any case, I have never seen it. -elseif %room.vnum% == 2796 - say After the first and second wave, the Natul continues rippling. - wait 2 s - say Every ebbing wave thereafter produces more of this miru life, rendering it lesser and weaker until the Natul is utterly spent. -end -wait 2 s -emote has finished speaking. -~ -#2772 -(2700) different eq on load~ -0 n 100 -~ -switch %random.3% - case 1 - %load% obj 2750 - wear tunic - break - case 2 - %load% obj 2752 - wear shirt - break - case 3 - %load% obj 2753 - wear vest - break - default - %load% obj 2752 - wear shirt - break -done -switch %random.3% - case 1 - %load% obj 2754 - wear pants - break - case 2 - %load% obj 2755 - wear trousers - break - case 3 - %load% obj 2756 - wear breeches - break - default - %load% obj 2755 - wear trousers - break -done -switch %random.3% - case 1 - %load% obj 2757 - wear sandals - break - case 2 - %load% obj 2758 - wear shoes - break - case 3 - %load% obj 2760 - wear boots - break - default - %load% obj 2758 - wear shoes - break -done -switch %random.2% - case 1 - %load% obj 2751 - wear cord - break - case 2 - %load% obj 2759 - wear belt - break - default - %load% obj 2751 - wear cord - break -done -switch %random.2% - case 1 - %load% obj 2714 - break - case 2 - %load% obj 2761 - wear cloth - break - default - %load% obj 2761 - wear cloth - break -done -wear all -~ -#2773 -(2708) Keeper gives book~ -0 gh 100 -~ -if (%direction% == south) - return 1 -elseif (%direction% == west) - return 1 -elseif (%direction% == east) - return 1 -elseif (%direction% == north) - return 1 -else - smile %actor.name% - wait 1 s - say If you are eager to learn, this may be of interest. - wait 1 s - %load% obj 2765 - give book %actor.name% -end -~ -#2774 -(2707) pheasant loads meat~ -0 f 100 -~ -%load% obj 2766 -~ -#2775 -(2719) memlin asks if hungry~ -0 gh 100 -~ -if %self.has_item(2763)% - if %actor.is_pc% - wait 1 s - smile %actor.name% - wait 1 s - say Hi sweetie, are you looking for something to eat? - end -end -~ -#2776 -(2719) memlin gives food~ -0 d 1 -yes~ -* This is just a check to see if the mob is carrying an item, put it in there -* so that only one version of the mob responds. -if %self.has_item(2763)% - wait 1 s - * The mob loads the item and gives it to the person saying "yes". - %load% obj 2768 - give meat %actor.name% - smile -end -~ -#2778 -(2716) rat loads meat~ -0 f 100 -~ -%load% obj 2771 -~ -#2779 -(2780) choke on smoke~ -2 g 100 -~ -wait 1 s -%send% %actor% You choke as the hot smoke singes your lungs. -%echoaround% %actor% %actor.name% chokes as the hot smoke singes %actor.hisher% lungs. -%damage% %actor% 10 -~ -#2780 -(2772) dress burns actor~ -1 b 100 -~ -if %self.worn_by% - eval actor %self.worn_by% - if !%actor.has_item(2773)% - %send% %actor% You feel a stab of pain as %self.shortdesc% burns you. - %echoaround% %actor% %actor.name% cringes with pain as %self.shortdesc% burns %actor.himher%. - %damage% %actor% 15 - end -end -~ -#2781 -(2776) ring increases maxmana~ -1 c 1 -use~ -if %arg% == ring - %send% %actor% @C You attempt to draw on the power of %self.shortdesc%. @n - %echoaround% %actor% @C %actor.name% attempts to draw on the power of %self.shortdesc%. @n - wait 1 s - if %self.timer% == 0 - eval give %actor.maxmana% * 2 - dg_affect %actor% maxmana %give% 10 - %send% %actor% @C You glow with energy as %self.shortdesc% infuses you with magical potential. @n - %echoaround% %actor% @C %actor.name% glows with energy as %self.shortdesc% infuses %actor.himher% with magical potential. @n - otimer 20 - else - %echo% @c Alas, the power of %self.shortdesc% has not yet recovered. @n - end -end -return 0 -~ -#2782 -test otimer~ -1 f 100 -~ -otimer 1 -%echo% The ice cream melts away. -~ -#2783 -(2776) mana ring recharges~ -1 f 100 -~ -eval actor %self.worn_by% -%send% %actor% @C Your icy mana ring glows faintly blue, renewed with magical force. @n @n @n @n -%echoaround% %actor% @C %actor.name%'s icy mana ring glows faintly blue, renewed with magical force. @n -~ -#2784 -test corpse purge (use with 2785)~ -1 c 7 -xx27testxx~ -wait 1 -%purge% %self.room.contents% -%echo% fires -%purge% self -~ -#2785 -test corpse purge (use with 2784)~ -0 f 100 -~ -%load% obj 2778 %actor% inv -%force% %actor% xx27testxx -~ -#2786 -(31) test mob loads test obj~ -0 n 100 -~ -%load% obj 2778 -~ -#2787 -(79) otimer set on staff~ -1 n 100 -~ -otimer 5 -~ -#2788 -test time~ -0 c 100 -test~ -%purge% %self% -~ -#2789 -(2777) staff burns if take~ -1 g 100 -~ -%send% %actor% You try to take %self.shortdesc% but its fire elemental hisses and burns you. -%echoaround% %actor% %actor.name% tries to take %self.shortdesc% but its fire elemental hisses and burns %actor.himher%. -%damage% %actor% 10 -return 0 -~ -#2790 -(2729) sorceress equips on load~ -0 n 100 -~ -%purge% -%load% obj 2777 -%load% obj 2776 -%load% obj 2773 -%load% obj 2772 -wear all -hold staff -~ -#2791 -(2729) sorceress' temporary death~ -0 l 50 -~ -eval here %self.room% -detach all %here.id% -attach 2792 %here.id% -%echo% %self.name% shrieks with rage. -wait 1 s -%echo% An enormous surge of fire seems to explode from within %self.name%, engulfing the room in a strange flame. -xxtestxx -%purge% %self% -~ -#2792 -test~ -2 c 100 -xxhealxx~ -if %actor.level% > 30 - return 0 - halt -else - if %cmd% == xxhealxx - set room_var %actor.room% - set target_char %room_var.people% - while %target_char% - set tmp_target %target_char.next_in_room% - %send% %target_char% You feel healed. - %damage% %target_char% -100 - set target_char %tmp_target% - done - else - return 0 - end -end -~ -#2793 -(2779) staff reincarnates sorceress~ -1 f 100 -~ -eval here %self.room% -%echo% %self.shortdesc%'s fire elemental makes some magical movements. -wait 1 s -%echo% A burst of flame erupts from %self.shortdesc%, reincarnating the Sorceress. -%load% mob 2729 -%zoneecho% %here.vnum% The voice of the Sorceress shrieks: Fools! I cannot be destroyed so easily! -%purge% %self% -~ -#2794 -(2738) orb can be used~ -1 c 3 -use~ -if %arg% == orb - %echo% You draw upon the power of %self.shortdesc%. - %echoaround% %actor% %actor.name% draws upon the power of %self.shortdesc%. - %echo% The room glows briefly with a wave of light. - eval here %self.room% - if %here.vnum% == 2784 - %force% %actor% xxorbxx - end -else - return 0 -end -~ -#2795 -(2729) sorceress stops orb~ -0 c 100 -xxorbxx~ -%echo% @RA fire elemental shrieks in terror at the sudden blast, but the Sorceress quickly raises a magical wall of fire.@n -wait 2 s -%echo% @RThe fire absorbs the blue light from the orb.@n -wait 1 s -emote snarls: Where did you get that?! -~ -#2796 -(2779) orb destroys staff~ -1 c 100 -xxorbxx~ -%echo% @CA fire elemental shrieks and sizzles as a blue wave of light hits it.@n -wait 2 s -%echo% The death cry of the Sorceress can be heard as her form materializes and slumps to the ground, dissolving into smoke. -%load% obj 2773 -%load% obj 2776 -%load% obj 2772 -wait 2 s -%echo% @CA fire elemental finally withers, shrivelling into a tiny black skeleton.@n -%purge% %self% -~ -#2797 -(2720) memlin explains Dynar magic~ -0 d 100 -yes~ -emote smiles happily. -wait 1 s -say Its like this, see... -wait 1 s -emote stands up and traces a circle in the sand. -wait 2 s -say They make these magic circles... that glow like moonlight. -wait 2 s -say And if you kneel inside one it will take you away to a safe place. -wait 3 s -say I've never seen one.. but my dad has.. he's the one who told me. -wait 2 s -emote smiles and goes back to daydreaming. -~ -#2798 -test remote~ -2 c 100 -test~ -if %actor.varexists(zn118_a)% - eval zn118_a %actor.zn118_a% - 1 - remote zn118_a %actor.id% -else - set zn118_a 1 - remote zn118_a %actor.id% -end -%echo% %actor.zn118_a% -~ -#2799 -name-generator~ -2 c 100 -test~ -eval 1choice %random.12% -set name[1] b -set name[2] d -set name[3] f -set name[4] g -set name[5] h -set name[6] k -set name[7] p -set name[8] s -set name[9] v -set name[10] br -set name[11] gr -set name[12] sp -eval first %%name[%1choice%]%% -eval 2choice %random.5% -set name[1] a -set name[2] e -set name[3] i -set name[4] o -set name[5] u -eval second %%name[%2choice%]%% -eval 3choice %random.11% -set name[1] b -set name[2] d -set name[3] g -set name[4] p -set name[5] t -set name[6] mble -set name[7] ddle -set name[8] ngle -set name[9] ggle -set name[10] pple -set name[11] ndle -eval third %%name[%3choice%]%% -eval 4choice %random.5% -set name[1] a -set name[2] e -set name[3] i -set name[4] o -set name[5] u -eval fourth %%name[%4choice%]%% -eval 5choice %random.7% -set name[1] b -set name[2] d -set name[3] g -set name[4] p -set name[5] t -set name[6] rt -set name[7] ld -eval fifth %%name[%5choice%]%% -eval 6choice %random.8% -set name[1] f -set name[2] h -set name[3] s -set name[4] m -set name[5] n -set name[6] p -set name[7] y -set name[8] w -eval sixth %%name[%6choice%]%% -eval name %first%%second%%third%%sixth%%fourth%%fifth% -%echo% %name% -~ -$~ diff --git a/lib/world/trg/270.trg b/lib/world/trg/270.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/270.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/271.trg b/lib/world/trg/271.trg deleted file mode 100644 index 69a3d0b..0000000 --- a/lib/world/trg/271.trg +++ /dev/null @@ -1,451 +0,0 @@ -#27100 -Silk Trader - 27137~ -0 b 10 -~ -wait 1 sec -switch %random.23% - case 1 - emote eyes a passing woman. - say Come, m'lady, and have a look at this precious silk! - break - case 2 - say Wouldn't you look lovely in this! - emote shows you a gown of indigo silk. - break - case 3 - emote holds a pair of silk gloves up for you to inspect. - break - case 4 - say Have at this fine silk from exotic corners of the world you will likely never see! - smirk - break - case 5 - say Step forward, my pretty locals! - break - case 6 - emote shades %self.hisher% eyes with %self.hisher% hand. - break - case 7 - say Have you ever seen an ogre in a silken gown? - say I didn't *think* so! - cackle - break - case 8 - emote hands you a glass of wine. - say Come, have a seat and view my wares. - break - case 9 - emote looks at you. - emote shakes %self.hisher% head sadly. - break - case 10 - emote fiddles with some maps. - break - case 11 - say Here here! Beggars and nobles alike come forward and make your bids! - break - case 12 - say I am in this bourgeois hamlet for a limited time only! - emote swirls some wine in a glass. - break - case 13 - say Ah! Fellow travellers! Come have a look at the finest silk this side of the infamous Ched Razimtheth! - break - case 14 - emote looks at you. - say You are feebly attired for the danger that lies ahead. - break - case 15 - say Silk is the way to go. - emote smiles warmly. - break - case 16 - say Worthy adventurers, hear my call! - break - case 17 - emote adjusts %self.hisher% cloak. - break - case 18 - say Certain doom awaits you, therefore shall you die in silk? - emote bows respectfully. - break - case 19 - say Can you direct me to the nearest tavern? - break - case 20 - say Heard the latest ogre joke? - emote snickers to %self.himher%self. - break - case 21 - say What ho, traveller! Rest your legs here for a spell and peruse the latest in fashion! - break - case 22 - say Beware ye, traveller, lest ye come to live in Exile! - emote grins evilly. - break - case 23 - emote touches your shoulder. - say A word of advice. Beware of any ale labeled 'mushroom' or 'pumpkin'. - emote shivers uncomfortably. - break - default - smile - break -done -~ -#27101 -Athos - 27153~ -0 b 10 -~ -wait 1 sec -switch %random.7% - case 1 - emote gazes into %self.hisher% wine gloomily. - break - case 2 - emote grimaces. - break - case 3 - emote asks you, 'Have you seen the lady, pale and fair, with a heart of stone?' - say That monster will be the death of us all. - break - case 4 - say God save the King! - break - case 5 - say All for one and .. one for... - emote drowns %self.himher%self in a swig of wine. - break - case 6 - emote looks up with a philosophical air. - say Women - God's eternal punishment on man. - break - case 7 - emote downs his glass and leans heavily on the oaken table. - say You know, we would best band together and wrestle the monstrous woman from her lair and home! - break - default - break -done -~ -#27102 -Hangman - 27102~ -0 b 10 -~ -wait 1 sec -switch %random.5% - case 1 - emote whirls %self.hisher% noose like a lasso and it lands neatly around your neck. - say You're next, you ugly rogue! - say Just kidding. - emote pats you on your head. - break - case 2 - say I was conceived in Exile and have been integrated into society! - say Muahahaa. - break - case 3 - say Anyone have a butterknife I can borrow? - break - case 4 - emote suddenly pulls a lever. - %echo% With the flash of light on metal a giant guillotine comes crashing down! - %echo% A head drops to the ground from the platform. - shout Next! - break - case 5 - emote whistles a local tune. - break - default - break -done -~ -#27103 -Butcher - 27142~ -0 b 10 -~ -wait 1 sec -switch %random.17% - case 1 - say I need a Union. - emote glares angrily. - emote rummages about for an axe. - break - case 2 - emote gnaws on a toothpick. - break - case 3 - emote runs a finger along the edge of a giant meat cleaver. - emote grins evilly. - break - case 4 - say Pork for sale! - break - case 5 - emote whispers to you, 'I've got some great damage eq in the back room. Wanna see? - emote throws back %self.hisher% head and cackles with insane glee! - break - case 6 - emote yawns sleepily. - break - case 7 - emote throws an arm around the headless body of an ogre and asks to have %self.hisher% picture taken. - break - case 8 - emote listlessly grabs a cleaver and hurls it into the wall behind your head. - break - case 9 - emote juggles some fingers. - break - case 10 - emote eyes your limbs. - emote chuckles. - break - case 11 - say Hi, Alice. - break - case 12 - emote listlessly grabs a cleaver and hurls it into the wall behind your head. - break - case 13 - say Everyone looks like food to me these days. - emote sighs loudly. - break - case 14 - emote throws up his head and shouts wildly. - emote shouts, 'Bring out your dead!' - break - case 15 - say The worms crawl in, the worms crawl out.. - break - case 16 - emote sings 'Brave, brave Sir Patton...' - emote whistles a tune. - emote smirks. - break - case 17 - say Get Lurch to bring me over a case and I'll sport you a year's supply of grilled ogre. - break - default - break -done -~ -#27104 -Stu - 27166~ -0 b 10 -~ -wait 1 sec -switch %random.14% - case 1 - say I'm so damn cool, I'm too cool to hang out with myself! - break - case 2 - say I'm really the NICEST guy you ever MEET! - break - case 3 - say Follow me for exp, gold and lessons in ADVANCED C! - break - case 4 - say Mind if I upload 200 megs of pregnant XXX gifs with no descriptions to your bbs? - break - case 5 - say Sex? No way! I'd rather jog 20 miles! - break - case 6 - say I'll take you OUT!! ...tomorrow - break - case 7 - say I invented Mud you know... - break - case 8 - say Can I have a cup of water? - break - case 9 - say I'll be jogging down ventnor ave in 10 minutes if you want some! - break - case 10 - say just let me pull a few strings and I'll get ya a site, they love me! - doesn't everyone? - break - case 11 - say Pssst! Someone tell Mercy to sport me some levels. - emote nudges you with his elbow. - break - case 12 - say Edgar! Buddy! Let's group and hack some ogres to tiny quivering bits! - break - case 13 - emote tells you, 'Skylar has bad taste in women!' - emote screams in terror! - flee - break - case 14 - emote flexes. - break - default - break -done -~ -#27105 -Earl of Sundhaven - 27100~ -0 b 10 -~ -wait 1 sec -switch %random.9% - case 1 - say Lovely weather today. - break - case 2 - emote practices a lunge with an imaginary foe. - break - case 3 - say Hot performance at the gallows tonight. - emote winks suggustively. - break - case 4 - say Must remember to up the taxes at my convenience. - break - case 5 - say Sundhaven is impermeable to the enemy! - emote growls menacingly. - break - case 6 - say Decadence is the credence of the abominable. - break - case 7 - say I look at you and get a wonderful sense of impending doom. - emote chortles merrily. - break - case 8 - emote touches his goatee ponderously. - break - case 9 - say It's Mexican Madness night at Maynards! - emote bounces around. - break - default - break -done -~ -#27106 -Blinder - 27161~ -0 k 5 -~ -%echo% %self.name% whispers, 'So, %actor.name%! You wouldst share my affliction!' -wait 1 sec -%send% %actor% %self.name%'s frayed cloak blows as he aims a bony finger at you. -%echoaround% %actor% %self.name%'s frayed cloak blows as he points at %actor.name%. -wait 1 sec -%send% %actor% A flash of pale fire explodes in your face! -%echoaround% %actor% A flash of pale fire explodes in %actor.name%'s face! -dg_cast 'blindness' %actor% -~ -#27107 -Idiot - 27115~ -0 b 10 -~ -wait 1 sec -switch %random.13% - case 1 - say even if idiot = god. - say and Stu = idiot. - say Stu could still not = god. - emote smiles. - break - case 2 - emote balances a newbie sword on his head. - break - case 3 - emote doesn't think you could stand up to him in a duel. - break - case 4 - say Rome really was built in a day. - emote snickers. - break - case 5 - emote flips over and walks around on his hands. - break - case 6 - emote cartwheels around the room. - break - case 7 - say How many ogres does it take to screw in a light bulb? - emote stops and whaps himself upside the head. - break - case 8 - say Uh huh. Uh huh huh. - break - case 9 - emote looks at you. - emote whistles quietly. - break - case 10 - emote taps out a tune on your forehead. - break - case 11 - emote has a battle of wits with himself and comes out unharmed. - break - case 12 - say All this and I am just a number. - emote cries on your shoulder. - break - case 13 - say A certain hunchback I know dresses very similar to you, very similar... - break - default - break -done -~ -#27108 -Slipping on Marbles - 27147~ -1 q 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A leave trigger that checks for low dexterity. -if %actor.is_pc% - if %actor.dex% < 15 - %send% %actor% You slip on %self.shortdesc% and fall flat on your face. - %echoaround% %actor% %actor.name% slips on %self.shortdesc% and falls on his face. - return 0 - nop %actor.pos(sitting)% - else - %send% %actor% You slip on %self.shortdesc%, but manage to regain your balance. - %echoaround% %actor% %actor.name% slips on %self.shortdesc%, but manages to regain %actor.hisher% balance. - end -end -~ -#27109 -Dump - 27125, 27126~ -2 h 100 -~ -%echo% %object.shortdesc% vanishes in a puff of smoke! -%send% %actor% You are awarded for outstanding performance. -%echoaround% %actor% %actor.name% has been awarded for being a good citizen. -eval value %object.cost% / 10 -%purge% %object% -if %value% > 50 - set value 50 -elseif %value% < 1 - set value 1 -end -if %actor.level% < 3 - nop %actor.exp(%value%)% -else - nop %actor.gold(%value%)% -end -~ -#27110 -Thief - 27143, 27107~ -0 b 10 -~ -set actor %random.char% -if %actor% - if %actor.is_pc% && %actor.gold% - %send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet. - %echoaround% %actor% %self.name% tries to steal gold from %actor.name%. - eval coins %actor.gold% * %random.10% / 100 - nop %actor.gold(-%coins%)% - nop %self.gold(%coins%)% - end -end -~ -$~ diff --git a/lib/world/trg/272.trg b/lib/world/trg/272.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/272.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/273.trg b/lib/world/trg/273.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/273.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/274.trg b/lib/world/trg/274.trg deleted file mode 100644 index fc51347..0000000 --- a/lib/world/trg/274.trg +++ /dev/null @@ -1,160 +0,0 @@ -#27400 -Kay~ -0 dg 100 -~ -wait 5 -say Blessings upon you this day, %actor.name%. The hand of God -say be upon you always. Here let me heal and help you. -dg_cast 'heal' %actor.name% -wait 5 -dg_cast 'sanctuary' %actor.name% -wait 5 -dg_cast 'fly' %actor.name% -wait 5 -say Go with God. -~ -#27401 -Barney - 27404~ -0 g 100 -~ -if %actor.is_pc% - wait 2 sec - switch %random.5% - case 1 - say Yea, we're so happy! - break - case 2 - say Will you be my friend? - break - case 3 - say C'mon kids sing along... - break - case 4 - say Happy, happy, happy, aren't we all SO happy! - break - case 5 - say I love you, you love me, ... - break - default - sing - break - done -end -~ -#27402 -Hanz~ -0 g 100 -~ -say Hi I'm Hanz.... -wait 10 -say lets get yawu puhmped up! -strut -clap -flex -~ -#27403 -Franz~ -0 g 100 -~ -say hi I'm Franz... -wait 10 -say lets get yawu puhmped up! -strut -clap -flex -~ -#27404 -Greetings St Bigid mob~ -0 g 25 -~ -if %actor.is_pc% - say Welcome to our village, %actor.name%! -else - say Blessings upon you this day. -end -~ -#27405 -Broderick~ -0 g 100 -~ -if %actor.is_pc% -say Welcome to Saint Brigid, the hand of the Lady be upon thee. -wait 10 -nod -say To view my wares type 'List' to show everything i have in stock. -say to buy, you correspond by name of item, Buy 'Item' or buy # -say to sell, we accept what the shop designates i'm afraid. -nod -nod -wait 5 -say So What'll it be? -else - say Blessings upon you this Day! -end -~ -#27406 -Child mob st brigid~ -0 g 50 -~ -* By Whiteknight of The Builder Academy tbamud.com 9091 -* With random triggers ACTOR is NOT defined. So set it. -set actor %random.char% -switch %random.4% - case 1 - say MommY!!! Daday!!! - if %actor.sex% = man - say its a mean old man! - else - say its a mean witch! - end - %echo% the child starts crying! - break - case 2 - %echo% the child starts crying! - break - case 3 - %echo% the child starts freaking out - %echo% the woman starts to scream! - break - default - say Greetings and welcome to our home, %Actor.name%! - hug %actor.name% - say Please be welcome here! - break -done -~ -#27407 -Std greeting shop mobs~ -0 g 100 -~ -say Welcome to Saint Brigid, the hand of the Lady be upon thee. -wait 10 -nod -say To view my wares type 'List' to show everything i have in stock. -say to buy, you correspond by name of item, Buy 'Item' or buy # -say to sell, we accept what the shop designates i'm afraid. -nod -nod -wait 5 -say So What'll it be? -~ -#27408 -Hookers~ -0 g 35 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% - if %actor.sex% == male - say Hey baby, how bout a little action and some - say small bit of fun~ I am all that. - elseif %actor.sex% == female - say Get lost you bitch... I am not into Women! - say what a whacko pervert! - else -say Sotrry I'm not into Neuterless ones! - end -else - say Take off you Mob Swine! -end -~ -$~ diff --git a/lib/world/trg/275.trg b/lib/world/trg/275.trg deleted file mode 100644 index 88cfa57..0000000 --- a/lib/world/trg/275.trg +++ /dev/null @@ -1,57 +0,0 @@ -#27500 -Mage Guildguard - 27568~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == north - * Stop them if they are not the appropriate class. - if %actor.class% != magic user - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#27501 -Cleric Guildguard - 27569~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != cleric - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#27502 -Thief Guildguard - 27570~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != thief - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#27503 -Warrior Guildguard - 27571~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != warrior - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -$~ diff --git a/lib/world/trg/276.trg b/lib/world/trg/276.trg deleted file mode 100644 index 19989d8..0000000 --- a/lib/world/trg/276.trg +++ /dev/null @@ -1,21 +0,0 @@ -#27600 -Dump - 27608~ -2 h 100 -~ -%echo% %object.shortdesc% vanishes in a puff of smoke! -%send% %actor% You are awarded for outstanding performance. -%echoaround% %actor% %actor.name% has been awarded for being a good citizen. -eval value %object.cost% / 10 -%purge% %object% -if %value% > 50 - set value 50 -elseif %value% < 1 - set value 1 -end -if %actor.level% < 3 - nop %actor.exp(%value%)% -else - nop %actor.gold(%value%)% -end -~ -$~ diff --git a/lib/world/trg/277.trg b/lib/world/trg/277.trg deleted file mode 100644 index cdea33d..0000000 --- a/lib/world/trg/277.trg +++ /dev/null @@ -1,109 +0,0 @@ -#27700 -Shire Gossip~ -0 b 40 -~ -eval one %random.22% -eval two %random.14% -eval three %random.25% -eval four %random.29% -set exclaim[1] And wouldn't you know... -set exclaim[2] By eck! -set exclaim[3] Belt up, and listen to this... -set exclaim[4] Would you Adam & Eve it?! -set exclaim[5] Blimey! -set exclaim[6] Straight up now... -set exclaim[7] Button it! Thats not what I heard! -set exclaim[8] Well, while we're chewing the fat... -set exclaim[9] Shut your cake 'ole, thats not the story! -set exclaim[10] Ah thats a load of old rubbish! -set exclaim[11] Crikey! -set exclaim[12] Codswallop! -set exclaim[13] Heres summat for you. -set exclaim[14] Wet your whistle and let me do the talking... -set exclaim[15] Flaming Nora! -set exclaim[16] Its a load of tripe mate... -set exclaim[17] Open your lug 'oles! -set exclaim[18] Heres a bit of malarky for you... -set exclaim[19] Nathen, me old china... -set exclaim[20] Lets have one for the road! -set exclaim[21] Now I'm not telling porkies! -set exclaim[22] Well this takes the biscuit... -set story[1] I heard that -set story[2] A little bird told me -set story[3] The words around that -set story[4] The actual problem was that -set story[5] Apparently -set story[6] What really happened is -set story[7] Its my humble opinion that -set story[8] The story is that -set story[9] The truth of the matter is -set story[10] He told me -set story[11] She told me -set story[12] They seemed to think -set story[13] Popular opinion is that -set story[14] If you ask me... -set person[1] the cheap git -set person[2] the grumpy old bag -set person[3] the old gaffer -set person[4] that blabbermouth -set person[5] the silly twit -set person[6] the birdbrain -set person[7] that silly slapper -set person[8] the bobby-dazzler -set person[9] the big tosser -set person[10] that foolish berk -set person[11] the toe rag -set person[12] the wee nipper -set person[13] that plonker -set person[14] the scallywag -set person[15] the tart -set person[16] the old codger -set person[17] the geezer -set person[18] the young lad -set person[19] the bloke -set person[20] that misery-guts -set person[21] the wally -set person[22] the little lass -set person[23] the clever cloggs -set person[24] that cheeky monkey -set person[25] me old mate -set did[1] went and done a runner. -set did[2] just got all brassed off. -set did[3] has gone a bit barmy. -set did[4] actually clocked him one! -set did[5] is not a full shilling. -set did[6] told her she could be a bit of alright if she tried. -set did[7] is working up to a bit of an argy-bargy. -set did[8] told him he was all mouth and no trousers. -set did[9] went and threw a wobbly. -set did[10] is nothing but aggro. -set did[11] left him all on his tod again. -set did[12] is a bit of a nutter. -set did[13] is completely crackers! -set did[14] told me he nearly popped his clogs. -set did[15] got in a bit of a cock up! -set did[16] went absolutely doole alley! -set did[17] reckons he'll come a cropper if he caries on. -set did[18] is thick as two short planks. -set did[19] had a big old bit of barney the other day. -set did[20] is daft as a brush! -set did[21] figures he lost his bottle. -set did[22] is up the swanny. -set did[23] got in a strop. -set did[24] seems a bit dodgy to me. -set did[25] went on a bender. -set did[26] figured it was a good way to make a bob or two. -set did[27] was well chuffed about it! -set did[28] was like a bull in a china shop. -set did[29] got all cheesed off! -set first %%exclaim[%one%]%% -set second %%story[%two%]%% -set third %%person[%three%]%% -set fourth %%did[%four%]%% -eval first %first% -eval second %second% -eval third %third% -eval fourth %fourth% -say %first% %second% %third% %fourth% -~ -$~ diff --git a/lib/world/trg/278.trg b/lib/world/trg/278.trg deleted file mode 100644 index aa7d9d0..0000000 --- a/lib/world/trg/278.trg +++ /dev/null @@ -1,33 +0,0 @@ -#27800 -Sea Serpent Fireball - 27801~ -0 k 5 -~ -if %actor.is_pc% - emote utters the words, 'hisssssss'. - dg_cast 'fireball' %actor% -end -~ -#27802 -Leviathan - 27803~ -0 k 5 -~ -if %actor.is_pc% - switch %random.3% - case 1 - emote utters the words, 'transvecta aqua'. - %echo% a tidal wave smashes into %actor.name%. - %damage% %actor% 50 - break - case 2 - emote looks at you with the deepest sorrow. - break - case 3 - emote utters the words, 'transvecta talon'. - dg_cast 'cure critic' %self% - break - default - break - done -end -~ -$~ diff --git a/lib/world/trg/279.trg b/lib/world/trg/279.trg deleted file mode 100644 index d039f70..0000000 --- a/lib/world/trg/279.trg +++ /dev/null @@ -1,30 +0,0 @@ -#27900 -Thief Renoir - 27949~ -0 b 10 -~ -set actor %random.char% -if %actor% - if %actor.is_pc% && %actor.gold% - %send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet. - %echoaround% %actor% %self.name% tries to steal gold from %actor.name%. - eval coins %actor.gold% * %random.10% / 100 - nop %actor.gold(-%coins%)% - nop %self.gold(%coins%)% - end -end -~ -#27994 -Mask - 27990~ -0 g 100 -~ -wait 2 sec -say Help me I am the real king. -wait 7 sec -say Is to late for me, but please revenge me. -wait 2 sec -shout arrrggghh!!! -%load% obj 27991 -%load% obj 27992 -%purge% man -~ -$~ diff --git a/lib/world/trg/28.trg b/lib/world/trg/28.trg deleted file mode 100644 index 2167aff..0000000 --- a/lib/world/trg/28.trg +++ /dev/null @@ -1,7 +0,0 @@ -#2800 -new trigger~ -0 g 100 -~ -%echo% This trigger commandlist is not complete! -~ -$~ diff --git a/lib/world/trg/280.trg b/lib/world/trg/280.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/280.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/281.trg b/lib/world/trg/281.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/281.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/282.trg b/lib/world/trg/282.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/282.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/283.trg b/lib/world/trg/283.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/283.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/284.trg b/lib/world/trg/284.trg deleted file mode 100644 index fe84771..0000000 --- a/lib/world/trg/284.trg +++ /dev/null @@ -1,10 +0,0 @@ -#28400 -Near Death Trap Spikes - 28499~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ diff --git a/lib/world/trg/285.trg b/lib/world/trg/285.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/285.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/286.trg b/lib/world/trg/286.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/286.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/287.trg b/lib/world/trg/287.trg deleted file mode 100644 index 21b08be..0000000 --- a/lib/world/trg/287.trg +++ /dev/null @@ -1,16 +0,0 @@ -#28700 -Thief - 28712~ -0 b 10 -~ -set actor %random.char% -if %actor% - if %actor.is_pc% && %actor.gold% - %send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet. - %echoaround% %actor% %self.name% tries to steal gold from %actor.name%. - eval coins %actor.gold% * %random.10% / 100 - nop %actor.gold(-%coins%)% - nop %self.gold(%coins%)% - end -end -~ -$~ diff --git a/lib/world/trg/288.trg b/lib/world/trg/288.trg deleted file mode 100644 index b394dc9..0000000 --- a/lib/world/trg/288.trg +++ /dev/null @@ -1,307 +0,0 @@ -#28800 -Cleric Fight Function~ -0 k 35 -~ -* Written by Fizban to imitate ROM Cleric Function -set current_hp %actor.hitp% -set rand %random.7% -* The dmg 5000 is actually non-damage, not damage. -switch %rand% - case 1 - case 2 - case 3 - case 4 - set dmg 5000 - break - case 5 - eval dmg (%random.2% * %random.8%) + (%self.level% / 2) - set spellname cause serious - break - case 6 - eval dmg (%random.3% * %random.8%) + (%self.level% - 6) - set spellname cause critical - break - case 7 - eval dmg %random.6% + %self.level% - set spellname flamestrike - break -done -eval new_current_hp %current_hp% - %dmg% -eval dmgpc (%dmg% * 100) / %current_hp% -if %dmgpc% == 0 - set vp misses -elseif %dmgpc% <= 4 - set vp scratches -elseif %dmgpc% <= 8 - set vp grazes -elseif %dmgpc% <= 12 - set vp hits -elseif %dmgpc% <= 16 - set vp injures -elseif %dmgpc% <= 20 - set vp wounds -elseif %dmgpc% <= 24 - set vp mauls -elseif %dmgpc% <= 28 - set vp decimates -elseif %dmgpc% <= 32 - set vp devastates -elseif %dmgpc% <= 36 - set vp maims -elseif %dmgpc% <= 40 - set vp MUTILATES -elseif %dmgpc% <= 44 - set vp DISEMBOWELS -elseif %dmgpc% <= 48 - set vp EVISCERATES -elseif %dmgpc% <= 52 - set vp MASSACRES -elseif %dmgpc% <= 100 - set vp DEMOLISHES -else - set vp ANNIHILATES -end -if %dmg% > 4000 - return 1 -else - %send% %actor% %self.name%'s %spellname% %vp% you! - %echoaround% %actor% %self.name%'s %spellname% %vp% %actor.name%! -end -switch %rand% - case 1 - dg_cast 'poison' %actor% - break - case 2 - dg_cast 'curse' %actor% - break - case 3 - dg_cast 'blindness' %actor% - break - case 4 - dg_cast 'earthquake' - break - case 5 - case 6 - case 7 - %damage% %actor% %dmg% - break -done -~ -#28801 -Mage Fight Function~ -0 k 35 -~ -* Written by Fizban to imitate ROM Cleric Function -* adjusted to imitate TBA Mage Functions -set current_hp %actor.hitp% -set rand %random.5% -switch %rand% - case 1 - eval dmg (%random.1% * %random.8%) + 1 - set spellname chill touch - break - case 2 - eval dmg (%random.3% * %random.8%) + 3 - set spellname burning hands - break - case 3 - eval dmg (%random.7% * %random.8%) + 7 - set spellname lightning bolt - case 4 - eval dmg (%random.9% * %random.8%) + 9 - set spellname color spray - case 5 - eval dmg (%random.11% * %random.8%) + 11 - set spellname fireball - break -done -eval new_current_hp %current_hp% - %dmg% -eval dmgpc (%dmg% * 100) / %current_hp% -if %dmgpc% == 0 - set vp misses -elseif %dmgpc% <= 4 - set vp scratches -elseif %dmgpc% <= 8 - set vp grazes -elseif %dmgpc% <= 12 - set vp hits -elseif %dmgpc% <= 16 - set vp injures -elseif %dmgpc% <= 20 - set vp wounds -elseif %dmgpc% <= 24 - set vp mauls -elseif %dmgpc% <= 28 - set vp decimates -elseif %dmgpc% <= 32 - set vp devastates -elseif %dmgpc% <= 36 - set vp maims -elseif %dmgpc% <= 40 - set vp MUTILATES -elseif %dmgpc% <= 44 - set vp DISEMBOWELS -elseif %dmgpc% <= 48 - set vp EVISCERATES -elseif %dmgpc% <= 52 - set vp MASSACRES -elseif %dmgpc% <= 100 - set vp DEMOLISHES -else - set vp ANNIHILATES -end -if %dmg% > 4000 - return 1 -else - %send% %actor% %self.name%'s %spellname% %vp% you! - %echoaround% %actor% %self.name%'s %spellname% %vp% %actor.name%! -end -~ -#28802 -Stock Thief~ -0 b 10 -~ -set actor %random.char% -if %actor% - if %actor.is_pc% && %actor.gold% - %send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet. - %echoaround% %actor% %self.name% tries to steal gold from %actor.name%. - eval coins %actor.gold% * %random.10% / 100 - nop %actor.gold(-%coins%)% - nop %self.gold(%coins%)% - end -end -~ -#28803 -Fire Breath Function~ -0 k 100 -~ -set current_hp %actor.hitp% -eval low (%self.hitp% / 9) -eval high %self.hitp% / 5 -eval range %high% - %low% -eval dmg %%random.%range%%% + %low% -eval dmgpc (%dmg% * 100) / %current_hp% -set spellname fire breath -if %dmgpc% == 0 - set vp misses -elseif %dmgpc% <= 4 - set vp scratches -elseif %dmgpc% <= 8 - set vp grazes -elseif %dmgpc% <= 12 - set vp hits -elseif %dmgpc% <= 16 - set vp injures -elseif %dmgpc% <= 20 - set vp wounds -elseif %dmgpc% <= 24 - set vp mauls -elseif %dmgpc% <= 28 - set vp decimates -elseif %dmgpc% <= 32 - set vp devastates -elseif %dmgpc% <= 36 - set vp maims -elseif %dmgpc% <= 40 - set vp MUTILATES -elseif %dmgpc% <= 44 - set vp DISEMBOWELS -elseif %dmgpc% <= 48 - set vp EVISCERATES -elseif %dmgpc% <= 52 - set vp MASSACRES -elseif %dmgpc% <= 100 - set vp DEMOLISHES -else - set vp ANNIHILATES -end -%echoaround% %actor% %self.name% breathes forth a cone of fire. -%send% %actor% %self.name% breathes a cone of hot fire over you! -%send% %actor% %self.name%'s %spellname% %vp% you! -%echoaround% %actor% %self.name%'s %spellname% %vp% %actor.name%! -%damage% %actor% %dmg% -~ -#28804 -Acid Breath Function~ -0 k 100 -~ -set current_hp %actor.hitp% -eval low (%self.hitp% / 11) -eval high %self.hitp% / 6 -eval range %high% - %low% -eval dice_dam %self.level% * 16 -eval hp_dam %%random.%range%%% + %low% -eval dmg (%hp_dam% + %dice_dam%) / 10 -eval dmgpc (%dmg% * 100) / %current_hp% -set spellname acid breath -if %dmgpc% == 0 - set vp misses -elseif %dmgpc% <= 4 - set vp scratches -elseif %dmgpc% <= 8 - set vp grazes -elseif %dmgpc% <= 12 - set vp hits -elseif %dmgpc% <= 16 - set vp injures -elseif %dmgpc% <= 20 - set vp wounds -elseif %dmgpc% <= 24 - set vp mauls -elseif %dmgpc% <= 28 - set vp decimates -elseif %dmgpc% <= 32 - set vp devastates -elseif %dmgpc% <= 36 - set vp maims -elseif %dmgpc% <= 40 - set vp MUTILATES -elseif %dmgpc% <= 44 - set vp DISEMBOWELS -elseif %dmgpc% <= 48 - set vp EVISCERATES -elseif %dmgpc% <= 52 - set vp MASSACRES -elseif %dmgpc% <= 100 - set vp DEMOLISHES -else - set vp ANNIHILATES -end -%echoaround% %actor% %self.name% spits acid at %actor.name%. -%send% %actor% %self.name% spits a stream of corrosive acid at you. -%send% %actor% %self.name%'s %spellname% %vp% you! -%echoaround% %actor% %self.name%'s %spellname% %vp% %actor.name%! -%damage% %actor% %dmg% -~ -#28820 -Supernova DeathTrap~ -2 g 100 -~ -* Taken from a trigger By Rumble of The Builder Academy -* Near Death Trap stuns actor -wait 1 sec -%send% %actor% There must be a price to pay to witness this stunning sight! -wait 2 sec -set stunned %actor.hitp% - 2 -%send% %actor% That really HURTS! And indeed... -%damage% %actor% %stunned% -%echo% @n -%force% %actor% look -~ -#28830 -Enter Crystal Ball~ -1 c 100 -l~ -if %cmd.mudcommand% == look && %arg% /= crystal || %arg% /= ball - %send% %actor% You feel drawn towards the crystal ball. Your hand reaches out... - %echoaround% %actor% %actor.name% is drawn into the crystal ball! - %teleport% %actor% 28802 - wait 2 sec - %at% 28802 %echoaround% %actor% %actor.name% appears out of nowhere! - %force% %actor% look -else - return 0 -end -~ -$~ diff --git a/lib/world/trg/289.trg b/lib/world/trg/289.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/289.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/290.trg b/lib/world/trg/290.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/290.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/291.trg b/lib/world/trg/291.trg deleted file mode 100644 index 72d89a3..0000000 --- a/lib/world/trg/291.trg +++ /dev/null @@ -1,10 +0,0 @@ -#29100 -Near Death Trap - 29132~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ diff --git a/lib/world/trg/292.trg b/lib/world/trg/292.trg deleted file mode 100644 index 20cd4a2..0000000 --- a/lib/world/trg/292.trg +++ /dev/null @@ -1,52 +0,0 @@ -#29200 -Cleric Guildguard - 29226~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != cleric - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#29201 -Thief Guildguard - 29203~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != thief - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#29202 -Warrior Guildguard - 29228~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == east - * Stop them if they are not the appropriate class. - if %actor.class% != warrior - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#29204 -Near Death Trigger - 29267~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ diff --git a/lib/world/trg/293.trg b/lib/world/trg/293.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/293.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/294.trg b/lib/world/trg/294.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/294.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/295.trg b/lib/world/trg/295.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/295.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/296.trg b/lib/world/trg/296.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/296.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/298.trg b/lib/world/trg/298.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/298.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/299.trg b/lib/world/trg/299.trg deleted file mode 100644 index ed4ab66..0000000 --- a/lib/world/trg/299.trg +++ /dev/null @@ -1,10 +0,0 @@ -#29900 -Near Death Trap - 29954~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ diff --git a/lib/world/trg/3.trg b/lib/world/trg/3.trg deleted file mode 100644 index a55c20f..0000000 --- a/lib/world/trg/3.trg +++ /dev/null @@ -1,866 +0,0 @@ -#300 -Camille Greet for Quest - 300~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% - wait 1 sec - if %actor.varexists(3_napalm_complete)% - say Welcome back %actor.name% did you have fun with that liquid fire? - grin - halt - elseif %actor.varexists(3_napalm_search)% - say Do you have the items? - wait 1 sec - if !%actor.varexists(3_naphthalene)% - say Maybe you can look in the warriors quarter for the Naphthalene. - halt - end - if !%actor.varexists(3_palmatite)% - say Maybe you can look in the thieves quarter for the Palmatite. - halt - end - if !%actor.varexists(3_napalm_jug)% - say I believe the wellmaster should have something of clay that will work as a container. - end - else - say Good day %actor.name%. - wait 1 sec - emote looks around suspiciously. - wait 1 sec - say close that door. - wait 4 sec - say I've been working on something new. But, I need some help acquiring a few ingredients. - wait 1 sec - say people aren't very friendly towards me since the last fire. - emote looks down into the cauldron lost in thought with a grimace on her face. - wait 3 sec - say But I have perfected it this time, don't listen to what they say. - wait 1 sec - say Bring me some Naphthalene, Palmitite and a proper container. I will give you a sampling of my liquid fire as payment. - set 3_napalm_search 1 - remote 3_napalm_search %actor.id% - end -end -~ -#301 -Mob Memory - test trigger~ -0 o 100 -~ -* assign this to a mob, force the mob to mremember you, then enter the -* room the mob is in while visible (not via goto) -say I remember you, %actor.name%! -~ -#302 -Mob Greet direction~ -0 g 20 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% - wait 1 sec - if %direction% == none - * if the character popped in (word of recall) this will be hit - say Where did YOU come from, %actor.name%? - else - say Hello, %actor.name%, how are things to the %direction%? - end -end -~ -#303 -Obj Get Example - Good Cleric Only~ -1 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Only allow Cleric's with a good align to get this item. -if %actor.class% != cleric || %actor.align% < 350 - return 0 - %send% %actor% You are not worthy to wield me. - %echoaround% %actor% %actor.name% tries to pick up %self.shortdesc% and fails. -end -~ -#304 -Room Command - Look at Painting~ -2 c 100 -l~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %cmd.mudcommand% == look && painting /= %arg% - %send% %actor% As you stare at the painting the figures seem to start moving and acting out the scenes they portray. - %echoaround% %actor% %actor.name% stares at one of the paintings. A strange look coming over %actor.hisher% face. -else - * If it doesn't match let the command continue. Without a return 0 a player - * will not be able to "look" at anything else. - return 0 -end -~ -#305 -Mob Greet Clothing Check~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% - wait 1 sec - if %actor.eq(*)% - eval worn_about %actor.eq(about)% - if %worn_about.vnum% == 326 - look %actor.name% - smile - else - say You always bathe in your clothes? - eyebrow - end - else - say at least get a towel, I don't want to see that. - end -end -~ -#306 -Room Entry - sneak check~ -2 g 25 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% - if %actor.skill(sneak)% > 50 - %send% %actor% You walk into the room, not waking any of the clerics. - else - %send% %actor% Your entry into the room wakes a few of the clerics. - %load% mob 340 - end -end -~ -#307 -Obj Remove - %transform% test~ -1 jl 7 -test~ -* test of object transformation (and remove trigger) -* test is designed for objects 3020 and 3021 -* assign the trigger then wear/remove the item -* repeatedly. -%echo% Beginning object transform. -if %self.vnum% == 3020 - %transform% 3021 -else - %transform% 3020 -end -%echo% Transform complete. -~ -#308 -Room Command - makeuid and remote testing~ -2 c 100 -test~ -* makeuid test ---- assuming your MOBOBJ_ID_BASE is 200000, -* this will display the names of the first 10 mobs loaded on your MUD, -* if they are still around. -eval counter 0 -while (%counter% < 10) - makeuid mob 200000+%counter% - %echo% #%counter% %mob.id% %mob.name% - eval counter %counter% + 1 -done -%echoaround% %actor% %actor.name% cannot see this line. -* -* -* this will also serve as a test of getting a remote mob's globals. -* we know that puff, when initially loaded, is id 200000. We'll use remote -* to give her a global, then %mob.globalname% to read it. -makeuid mob 200000 -set globalname 12345 -remote globalname %mob.id% -%echo% %mob.name%'s "globalname" value is %mob.globalname% -~ -#309 -Mob Greet - %transform% test~ -0 g 100 -~ -* %transform% test -* as a greet trigger, entering the room will cause -* the mob this is attached to, to toggle between mob 1 and 99. -%echo% Beginning transform. -if %self.vnum%==1 - %transform% -99 -else - %transform% -1 -end -%echo% Transform complete. -~ -#310 -Mob Speech - attach test~ -0 d 100 -attach~ -attach 9 %self.id% -~ -#311 -Mob Speech - detach test~ -0 d 100 -detach~ -detach 9 %self.id% -~ -#312 -Mob Command - spellcasting test~ -0 c 100 -kill~ -* This command trigger will disallow anyone from trying to -* use the kill command, and will toss a magic missile at them -* for trying. -dg_cast 'magic missile' %actor% -return 0 -~ -#313 -Obj Wear 12 - Staff of Sanctum~ -1 j 100 -~ -if %actor.level% < 30 - return 0 - %send% %actor% The Staff of Sanctum whispers: I will not serve you! - %echoaround% %actor% The Staff of Sanctum exclaims: 'I will not serve -those without honor.' - %purge% self -else - wait 1s - %send% %actor% The Staff of Sanctum whispers: I was made to serve, -great one! - %echoaround% %actor% The Staff of Sanctus exclaims: 'I will serve you -honorable one.' -end -~ -#314 -Room Command - Anti-quit~ -2 c 100 -quit~ - %send% %actor% Powerful forces keep you here. -~ -#315 -Obj Command - No quit~ -1 c 3 -q~ -if %cmd.mudcommand% == quit - %send% %actor% Divine forces prevent you from doing that. -else - return 0 -end -~ -#316 -Mob Fight - generic poison~ -0 k 10 -~ -dg_cast 'poison' %actor% -~ -#317 -Mob Fight - generic chill touch~ -0 k 10 -~ - dg_cast 'chill touch' %actor% -~ -#318 -Mob Fight - generic heal self~ -0 k 10 -~ -dg_cast 'heal' -~ -#319 -Mob Fight - generic dispel evil~ -0 k 10 -~ -dg_cast 'dispel evil' %actor% -~ -#320 -Mob Fight - generic disarm~ -0 k 10 -~ -disarm %actor% -~ -#321 -Mob Fight - generic lightning bolt~ -0 k 10 -~ -dg_cast 'lightning bolt' %actor% -~ -#322 -Mob Fight - generic kick~ -0 k 30 -~ -* By Fizban of The Builder Academy tbamud.com 9091 -* Mimics the kick skill. -eval percent ((10 - (%actor.armor% / 10)) * 2) + %random.101% -if %percent% > %actor.skill(kick)% - nop %actor.pos(sitting)% - eval dam %self.level% / 2 - %damage% %actor% %dam% - %send% %self% Your boots need polishing again -- blood all over them... - %send% %actor% %self.name% wipes %self.hisher% boots in your face! - %echoaround% %actor% %self.name% wipes %self.hisher% boots in the face of %actor.name%! -end -~ -#323 -Mob Fight - generic bash~ -0 k 10 -~ -bash %actor% -~ -#324 -Mob Fight - generic curse~ -0 k 10 -~ -dg_cast 'curse' %actor% -~ -#325 -Mob Fight - generic dispel good~ -0 k 10 -~ -dg_cast 'dispel good' %actor% -~ -#326 -Mob Fight - generic burning hands~ -0 k 10 -~ -dg_cast 'burning hands' %actor% -~ -#327 -Mob Fight - generic call lightning~ -0 k 10 -~ -dg_cast 'call lightning' %actor% -~ -#328 -Mob Fight - generic earthquake~ -0 k 10 -~ -dg_cast 'earthquake' -~ -#329 -Mob Fight - generic silence~ -0 k 10 -~ -dg_cast 'silence' %actor% -~ -#330 -Mob Speech - Hunt Example~ -0 d 100 -hunt~ -* By Welcor -if %speech.car% != hunt - return 0 - halt -end -eval target %speech.cdr% -if !%target% || %target% == hunt - return 0 - halt -end -if %actor.gold% < 4000 - tell %actor.name% You cannot afford my services - go away! - halt -end -nop %actor.gold(-4000)% -mhunt %target% -tell %actor.name% I'll charge you 4000 gold for that. I'll hunt %target% as long as I can. -~ -#331 -Obj Timer - Spoil meat~ -1 f 100 -~ -%transform% 131 -~ -#332 -Room Drop - Dg_cast for dropping objects by cost~ -2 h 100 -~ -%%send%% %actor% As you drop the %object.shortdesc%, a loud humming starts to come from the walls. -wait 1 -eval worth %object.cost% / 100 -switch %worth% - case 0 - %send% %actor% Your offering was NOT sufficient. - dg_cast 'magic missile' %actor% - break - case 1 - %send% %actor% Your offering was just sufficient. - dg_cast 'cure light' %actor% - dg_cast 'clot minor' %actor% - %purge% %object% - break - case 2 - %send% %actor% Your offering was sufficient. - dg_cast 'refresh' %actor% - %purge% %object% - break - default - %send% %actor% Your offering was as it must be. - dg_cast 'invisibility' %actor% - %purge% %object% - break -done -~ -#333 -Obj Command - Cast spell when eating.~ -1 c 2 -eat~ -return 0 -wait 2 -if %self.carried_by% == 0 - switch %self.vnum% - case 201 - %damage% %actor% -10 - break - case 202 - %damage% %actor% 10 - %send% %actor% Ouch, that hurt a little! - break - done -end -~ -#334 -Room Enter actor.level test for bug~ -2 g 100 -~ -%echo% %actor.name%'s level is %actor.level% -if %actor.level% > 30 -%echo% > 30 -else - %echo% < 30 -end -~ -#335 -Camille Napalm Assemble Quest - 300~ -0 j 100 -~ -if %actor.is_pc% - wait 1 sec - * only let players do it once. - if %actor.varexists(3_napalm_complete)% - say What would I want that for? Leave me alone, I have work to do. - return 0 - halt - end - if %actor.varexists(3_napalm_search)% - if %object.vnum% == 306 - set 3_naphthalene 1 - remote 3_naphthalene %actor.id% - say Thank you! Napthalene at last! - %purge% %object% - elseif %object.vnum% == 307 - set 3_palmatite 1 - remote 3_palmatite %actor.id% - say Outstanding, Palmatite! Just what I need! - %purge% %object% - elseif %object.vnum% == 308 - set 3_napalm_bomb 1 - remote 3_napalm_bomb %actor.id% - say this will work well. - %purge% %object% - else - say what would I want that for? - return 0 - end - if %actor.varexists(3_napalm_search)% && %actor.varexists(3_naphthalene)% && %actor.varexists(3_palmatite)% && %actor.varexists(3_napalm_jug)% - say Thank you so much, here is your reward! - %load% obj 317 - give napalm %actor.name% - rdelete 3_napalm_search %actor.id% - rdelete 3_naphthalene %actor.id% - rdelete 3_palmatite %actor.id% - rdelete 3_napalm_jug %actor.id% - set 3_napalm_done 1 - remote 3_napalm_done %actor.id% - end - end -end -~ -#336 -Room Contents Test~ -2 b 100 -~ -%echo% Contents: %self.contents% -~ -#337 -Napalm bomb - 317~ -1 c 2 -nap~ -if napalm /= %cmd% - if %actor.fighting% && !%arg% - set arg %actor.fighting% - end - if !%arg% - %send% %actor% Throw it at Who? - halt - end - if %arg.room% != %actor.room% - %send% %actor% Throw it at who? - halt - end - %send% %actor% You throw the napalm at %arg.name%, it strikes %arg.himher% and shatters, exploding into a ball of fire consuming %arg.himher% completely. - %echoaround% %actor% %actor.name% throws the napalm at %arg.name%. It shatters and explodes into a ball of fire consuming %arg.himher%. - %asound% A large explosion is heard close by. - set stunned %arg.hitp% - %damage% %arg% %stunned% - wait 5 sec - %echoaround% %arg% %arg.name% collapses to the ground as the flames die down. %arg.heshe% seems to still be alive, but barely. -end -~ -#338 -Horse Petshop - 203~ -0 c 100 -*~ -if %cmd.mudcommand% == list - * - %send% %actor% - %send% %actor% ## Pet Cost - %send% %actor% -------------------------------------------------------------- - %send% %actor% 1) a horse 1500 - %send% %actor% 2) a fine mare 1800 - %send% %actor% 3) a stallion 3000 - * -elseif %cmd.mudcommand% == buy - if %actor.gold% < 1500 - tell %actor.name% You have no money, go beg somewhere else. - halt - * lets not allow them to have more than one pet to keep the game balanced. - elseif %actor.follower% - tell %actor.name% You already have someone following you. - halt - end - if horse /= %arg% || %arg% == 1 - set pet_name horse - set pet_vnum 202 - set pet_cost 1500 - elseif fine /= %arg% || mare /= %arg% || %arg% == 2 - set pet_name mare - set pet_vnum 204 - set pet_cost 1800 - elseif stallion /= %arg% || %arg% == 3 - set pet_name stallion - set pet_vnum 205 - set pet_cost 3000 - else - tell %actor.name% What? I don't have that. - halt - end - * - if %actor.gold% < %pet_cost% - tell %actor.name% You don't have enough gold for that. - else - * Need to load the mob, have it follow the player AND set the affect - * CHARM so the mob will follow the masters orders. - %load% mob %pet_vnum% - dg_affect %pet_name% charm on 999 - emote opens the stable door and returns leading a horse by its reins. - tell %actor.name% here you go. Treat'em well. - %force% %pet_name% follow %actor.name% - nop %actor.gold(-%pet_cost%)% - end -elseif %cmd.mudcommand% == sell - tell %actor.name% Does it look like I buy things? -else - return 0 -end -~ -#380 -Obj Command 82 - Teleporter Recall~ -1 c 7 -recall~ -%send% %actor% You recall to safety. -%echoaround% %actor% %actor.name% recalls. -%teleport% %actor% 3001 -%force% %actor% look -~ -#394 -Mob Greet - Kind Soul - 13~ -0 g 100 -~ -if %actor.is_pc% - wait 2 sec - if !%actor.eq(light)% - say you really shouldn't be wondering these parts without a light source %actor.name%. - shake - %load% obj 200 - give light %actor.name% - halt - end - if !%actor.eq(rfinger)% || !%actor.eq(lfinger)% - say did you lose one of your rings? - sigh - %load% obj 201 - give ring %actor.name% - halt - end - if !%actor.eq(neck1)% || !%actor.eq(neck2)% - say you lose everything don't you? - roll - %load% obj 203 - give necklace %actor.name% - halt - end - if !%actor.eq(body)% - say you won't get far without some body armor %actor.name%. - %load% obj 205 - give body %actor.name% - halt - end - if !%actor.eq(head)% - say protect that noggin of yours, %actor.name%. - %load% obj 206 - give helm %actor.name% - halt - end - if !%actor.eq(legs)% - say why do you always lose your pants %actor.name%? - %load% obj 207 - give leggings %actor.name% - halt - end - if !%actor.eq(feet)% - say you can't go around barefoot %actor.name%. - %load% obj 208 - give boots %actor.name% - halt - end - if !%actor.eq(hands)% - say need some gloves %actor.name%? - %load% obj 209 - give gloves %actor.name% - halt - end - if !%actor.eq(arms)% - say you must be freezing %actor.name%. - %load% obj 210 - give sleeves %actor.name% - halt - end - if !%actor.eq(shield)% - say you need one of these to protect yourself %actor.name%. - %load% obj 211 - give shield %actor.name% - halt - end - if !%actor.eq(about)% - say you are going to catch a cold %actor.name%. - %load% obj 212 - give cape %actor.name% - halt - end - if !%actor.eq(waist)% - say better use this to hold your pants up %actor.name%. - %load% obj 213 - give belt %actor.name% - halt - end - if !%actor.eq(rwrist)% || !%actor.eq(lwrist)% - say misplace something? - smile - %load% obj 215 - give wristguard %actor.name% - halt - end - if !%actor.eq(wield)% - say without a weapon you will be fido food %actor.name%. - %load% obj 216 - give weapon %actor.name% - halt - end - if !%actor.eq(hold)% - say this might help you %actor.name%. - %load% obj 217 - give staff %actor.name% - halt - end -end -~ -#395 -Mob Greet 9 - Eating its own stool~ -0 g 100 -~ -if %actor.is_pc% - wait 2 sec - %echo% %self.name% sniffs a pile of steaming stool. - wait 2 sec - take stool - wait 2 sec - %echo% %self.name% devours the steaming pile of stool. - wait 3 sec - %echo% %self.name% walks around in a circle, stops, then squats. - wait 2 sec - drop stool -end -~ -#396 -Obj Command 81 - Paintball Shoot Blue~ -1 c 2 -shoot~ -eval inroom %actor.room% -if (%arg.room% != %actor.room%) || (%arg.id% == %actor.id%) - %send% %actor% Shoot: Invalid Target! - halt -end -if %arg.inventory(80)% - %echoaround% %actor% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun. - %send% %actor% You blast %arg.name%. - %send% %arg% You lose! - %purge% %arg.inventory(80)% - %zoneecho% %inroom.vnum% %actor.name% shoots %arg.name%. A score for the Blue Team. -elseif %arg.inventory(81)% - %send% %actor% They are on your team! -elseif - %send% %actor% %arg.name% is not playing. -end -~ -#397 -Obj Command 80 - Paintball Shoot Red~ -1 c 2 -shoot~ -eval inroom %actor.room% -if (%arg.room% != %actor.room%) || (%arg.id% == %actor.id%) - %send% %actor% Shoot: Invalid Target! - halt -end -if %arg.inventory(81)% - %echoaround% %actor% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun. - %send% %actor% You blast %arg.name%. - %send% %arg% You lose! - %purge% %arg.inventory(81)% - %zoneecho% %inroom.vnum% %actor.name% shoots %arg.name%. A score for the Red Team. -elseif %arg.inventory(80)% - %send% %actor% They are on your team! -elseif - %send% %actor% %arg.name% is not playing. -end -~ -#398 -Mob Act - 98 Teleporter Give~ -0 e 0 -has entered the game.~ -if !(%actor.inventory(82)%) - wait 1s - say You are not prepared to travel these realms to their fullest. - wait 1s - say Maybe I can help you. - %load% obj 82 - give teleporter %actor.name% -*could actor carry the weight? - if !%actor.inventory(82)% - drop teleporter - end - wait 2s - say With this you may teleport to areas that may not be accessible in -any other way. - wait 2 sec - say HELP AREAS -end -~ -#399 -Obj Command 82 - Teleporter~ -1 c 3 -teleport~ -%send% %actor% You attempt to manipulate space and time. -%echoaround% %actor% %actor.name% attempts to manipulate space and time. -wait 1 sec -set Sanctus 100 -set jade 400 -set newbie 500 -set sea 600 -set camelot 775 -set nuclear 1800 -set arena 2000 -set tower 2200 -set Orc 4401 -set monastery 4512 -set ant 4600 -set zodiac 5701 -set graveyard 7401 -set zamba 7500 -set oasis 9000 -set northern 10004 -set south 10101 -set elcardo 10604 -set iuel 10701 -set omega 11501 -set hannah 12500 -set wyvern 14000 -set cardinal 17501 -set circus 18700 -set wester 20001 -set terringham 23200 -set dragon 23300 -set school 23400 -set mines 23500 -set aldin 23600 -set crystal 23800 -set pass 23901 -set maura 24000 -set enterprise 24100 -set midgaard 24200 -set valley 24303 -set prison 24450 -set nether 24500 -set yard 24700 -set elven 24801 -set jedi 24901 -set dragonspyre 25000 -set ape 25100 -set Vampyre 25200 -set windmill 25300 -set village 25400 -set shipwreck 25516 -set keep 25645 -set jareth 25705 -set mansion 25900 -set igor's 26100 -set forest 26201 -set banshide 26400 -set ankou 26600 -set vice 26728 -set desert 26900 -set wasteland 27000 -set sundhaven 27119 -set station 27300 -set smurfville 27400 -set sparta 27501 -set shire 27700 -set oceania 27800 -set notre 27900 -set motherboard 28000 -set khanjar 28100 -set kerjim 28200 -set haunted 28300 -set ghenna 28400 -set hell 28601 -set goblin 28700 -set galaxy 28801 -set werith's 28900 -set lizard 29000 -set black 29100 -set kerofk 29202 -set froboz 29600 -set enclave 29700 -set desire 29801 -set ancalador 30000 -set campus 30100 -set bull 30401 -set chessboard 30537 -set castle 30700 -set baron 30800 -set westlawn 30900 -set graye 31003 -set teeth 31100 -set leper 31200 -if !%arg% - *they didnt type a location - set fail 1 -else - *take the first word they type after the teleport command - *compare it to a variable above - eval loc %%%arg.car%%% - if !%loc% - *they typed an invalid location - set fail 1 - end -end -if %fail% - %send% %actor% You fail. - %echoaround% %actor% %actor.name% fails. - halt -end -%echoaround% %actor% %actor.name% seems successful as %actor.heshe% steps into another realm. -%teleport% %actor% %loc% -%force% %actor% look -%echoaround% %actor% %actor.name% steps out of space and time. -~ -$~ diff --git a/lib/world/trg/30.trg b/lib/world/trg/30.trg index 942936b..9d7d2a9 100644 --- a/lib/world/trg/30.trg +++ b/lib/world/trg/30.trg @@ -69,7 +69,7 @@ end if %actor.level% < 3 nop %actor.exp(%value%)% else - nop %actor.gold(%value%)% + nop %actor.coins(%value%)% end %purge% %object% ~ @@ -79,12 +79,12 @@ Stock Thief~ ~ set actor %random.char% if %actor% - if %actor.is_pc% && %actor.gold% + if %actor.is_pc% && %actor.coins% %send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet. - %echoaround% %actor% %self.name% tries to steal gold from %actor.name%. - eval coins %actor.gold% * %random.10% / 100 - nop %actor.gold(-%coins%)% - nop %self.gold(%coins%)% + %echoaround% %actor% %self.name% tries to steal coins from %actor.name%. + eval coins %actor.coins% * %random.10% / 100 + nop %actor.coins(-%coins%)% + nop %self.coins(%coins%)% end end ~ @@ -280,7 +280,7 @@ set zodiac 5701 set grave 7401 set zamba 7500 set gidean 7801 -set glumgold 8301 +set glumcoins 8301 set duke 8660 set oasis 9000 set domiae 9603 diff --git a/lib/world/trg/300.trg b/lib/world/trg/300.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/300.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/301.trg b/lib/world/trg/301.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/301.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/302.trg b/lib/world/trg/302.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/302.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/303.trg b/lib/world/trg/303.trg deleted file mode 100644 index 7d9b676..0000000 --- a/lib/world/trg/303.trg +++ /dev/null @@ -1,10 +0,0 @@ -#30300 -Near Death Trap - 30305~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 1 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ diff --git a/lib/world/trg/304.trg b/lib/world/trg/304.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/304.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/305.trg b/lib/world/trg/305.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/305.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/306.trg b/lib/world/trg/306.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/306.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/307.trg b/lib/world/trg/307.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/307.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/308.trg b/lib/world/trg/308.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/308.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/309.trg b/lib/world/trg/309.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/309.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/31.trg b/lib/world/trg/31.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/31.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/310.trg b/lib/world/trg/310.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/310.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/311.trg b/lib/world/trg/311.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/311.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/312.trg b/lib/world/trg/312.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/312.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/313.trg b/lib/world/trg/313.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/313.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/314.trg b/lib/world/trg/314.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/314.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/315.trg b/lib/world/trg/315.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/315.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/316.trg b/lib/world/trg/316.trg deleted file mode 100644 index 1e3cc0c..0000000 --- a/lib/world/trg/316.trg +++ /dev/null @@ -1,113 +0,0 @@ -#31600 -Warrior Guildguard - 31600~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != warrior - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31601 -Ranger Guildguard - 31602~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != ranger - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31602 -Cleric Guildguard - 31604~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == north - * Stop them if they are not the appropriate class. - if %actor.class% != cleric - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31603 -Mage Guildguard - 31606~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == east - * Stop them if they are not the appropriate class. - if %actor.class% != magic user - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31604 -Thief Guildguard - 31608~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == north - * Stop them if they are not the appropriate class. - if %actor.class% != thief - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31605 -Death Knight Guildguard - 31610~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != death knight - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31606 -Paladin Guildguard - 31638~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != paladin - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31607 -Monk guildguard - 31640~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != monk - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -$~ diff --git a/lib/world/trg/317.trg b/lib/world/trg/317.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/317.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/318.trg b/lib/world/trg/318.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/318.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/319.trg b/lib/world/trg/319.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/319.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/32.trg b/lib/world/trg/32.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/32.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/320.trg b/lib/world/trg/320.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/320.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/321.trg b/lib/world/trg/321.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/321.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/322.trg b/lib/world/trg/322.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/322.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/323.trg b/lib/world/trg/323.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/323.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/324.trg b/lib/world/trg/324.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/324.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/325.trg b/lib/world/trg/325.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/325.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/326.trg b/lib/world/trg/326.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/326.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/33.trg b/lib/world/trg/33.trg deleted file mode 100644 index 05a0bb8..0000000 --- a/lib/world/trg/33.trg +++ /dev/null @@ -1,11 +0,0 @@ -#3300 -Death Trap Pit - 3372~ -2 g 100 -~ -* Near Death Trap stuns actor, then poison will almost kill them. -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -dg_affect %actor% poison on 1 -~ -$~ diff --git a/lib/world/trg/343.trg b/lib/world/trg/343.trg deleted file mode 100644 index 6e39b5e..0000000 --- a/lib/world/trg/343.trg +++ /dev/null @@ -1,210 +0,0 @@ -#34300 -Barney script~ -0 b 100 -~ -* By whiteknight -eval number %random.16% -switch %number% - case 0 - say I love you...... - wait 2 - say you love me..... - wait 2 - say We're best friends as friends should be. - wait 2 - break - case 1 - hug %actor.name% - wait 5 - kiss %actor.name% - wait 5 - say And remember, I love you! - laugh - break - case 2 - say Let us be best-tus buddies in all the world! - wait 5 - dance - break - case 3 - say Hello again to all my friends I'm - say glad you came to play. Our fun - say and learning never ends. Here's - say what we did today. - break - case 4 - say If I lived under the sea-sea-sea, - say I think it would be neat as it - say could be-be-be. I could visit all - say the fish, anytime I wish, if I - say lived under the sea. - break - case 5 - say I like to eat...eat..eat...apples and bananas - break - case 6 - say What a super-deeeee-duper idea! - break - case 7 - say "Why, that's a stuuuuuuuu-pendous idea!" - break - case 8 - say With a great big hug and a kiss from me to you.. - wait 2 - kiss %actor.name% - wait 2 - say won't you say you love me too? - break - case 9 - say I Love you. %actor.name% - say won't you be my friend? - break - case 10 - say I love you... - wait 2 - say you love me.... - wait 2 - say We're best friends... - wait 2 - say as friends should be... - break - case 11 - say I love you.... You love meeee... - say we'e a happy family! - break - case 12 - say My blankey lies over the ocean, - say my blankey lies over the sea, - say my blankey lies over the ocean, - say so bring back my blankey to me. - break - case 13 - say ... And Remember now kids. I luv yew!!!! - say ... and remember I luv yew! - break - case 15 - say Shimboree shimborah. Shimboree shimborah! - break - case 16 - say Oh boy! - wait 2 - say Just look at all the good things to eat. - wait 2 - say I think it would take a dinosaur to eat all of that. - break - default - * this should be here, even if it's never reached - say Come and play... Come and sing with me! - sing - say Come and dance with me, %actor.name%! - dance %actor.name% -break -done -* -~ -#34301 -Joe~ -0 hi 100 -~ -wait 15 -say Hiya %actor.name% How can I assist you? -sneer %actor.name% -wait 5 -nod %actor.name% -say type 'List' and I'll show you what is on the Menu at the Coffee Bar... -snort -wait 5 -nod %actor.name% -say also remember to get a drink the glasses are IN the cabinet! -wait 5 -picknose -say Bottles of Ale, Firebreather, Whiskey, and Local -say Specialty to Midguard also available on shelf. -nod %actor.name% -smile -drool -snigger -~ -#34302 -Drunk spirit text~ -0 b 100 -~ -* By whiteknight -eval number %random.6% -switch %number% -case 0 -say S-set me up Kenny... -wait 2 -say A-an-another rwound here... -wait 2 -emote hics -wait 2 -break -case 1 -hug %actor.name% -wait 5 -kiss %actor.name% -wait 5 -say You're so cute! -laugh -break -case 2 -say Let us be best-tus buddies in all the world! -wait 5 -dance -break -case 3 -say 99 bottles of beer on the wall.... -say 99 bottles of beer... -say take one down, pass it around.... -say 98 bottles of beer on the wall.., -break -case 4 -say Oh i think i am going to be sick... -emote turns green -wait 2 -swoon -wait 2 -barf -say ugh ahhhhhhhhhh..... -break -case 5 -say Gimmie a bottle of anything and a glazed donut! -break -case 6 -~ -#34303 -Imm Check~ -0 gi 100 -~ -if %actor.level% > 30 -say GREETINGS HOLINESS! -bow -else -say ===================================================== -say Hrmmmph. This area mortal is not off-limits, but please go -say to your destination quickly. Once completed, DO NOT LINGER! -say ------------------------------------------------------ -nod %actor.name% -grimace %actor.name% -say ----------------------------------------------------- -say Return to the Social Gathering Room to return to Midguaard -say We have our eye on you! -say ===================================================== -end -~ -#34399 -Heal Script~ -0 g 100 -~ -say Blessings upon you this day, %actor.name%. The hand of God -say be upon you always. Here let me heal and help you. -dg_cast 'heal' %actor.name% -wait 5 -dg_cast 'sanctuary' %actor.name% -wait 5 -dg_cast 'fly' %actor.name% -wait 5 -say Go with God. -~ -$~ diff --git a/lib/world/trg/345.trg b/lib/world/trg/345.trg deleted file mode 100644 index 8f926cd..0000000 --- a/lib/world/trg/345.trg +++ /dev/null @@ -1,138 +0,0 @@ -#34500 -get key accept mob 34500~ -0 d 100 -yes~ -say Good, please return it to me. -~ -#34501 -get key start mob 34500~ -0 h 100 -~ -wait 1 s -if %direction% == West - say Can you help me find my key, %actor.alias% - say I bet its somewhere in the cemetery. - say Oh what a confusing place that is. -else - emote looks for his key nearby. -end -~ -#34502 -recieve key~ -0 j 100 -~ -return 0 -if %object.vnum(34500)% - wait 2 - say Thank you. - say You know, I don't go in there much any more. - say perhaps you may have a better use for it. -else - wait 2 - say Thats not my key! -end -~ -#34504 -start quest 2~ -0 g 100 -~ -wait 1 s -if %actor.varexists(accepted_quest_two)% - say Have you returned with the head, %actor.alias%? -else - say Can you help me?, %actor.alias% - emote rings his hands nerviously, looking around. -end -~ -#34505 -Quest 2 accept (mob 34502)~ -0 d 100 -yes help~ -say Oh good. -emote looks around nervously -wait 15 -say A colleague and I where..ah...operating -say on a patient down in the basement when -say he broke his restraints. -wait 30 -say I was able to escape up to here, but -say the other doctor didn't make it. -say I looked back just as the patient ripped -say his head off. -wait 30 -say I need you to go retrieve the head for me -say I have some information that you might find useful -say if you could do that for me. -set accepted_quest_two 1 -remote accepted_quest_two %actor.id% -~ -#34506 -Quest 2 Char. Return (mob 34502)~ -0 g 100 -~ -if %actor.varexists(accepted_quest_two)% - say Have you returned with the head? -else - emote looks around nervously -end -~ -#34507 -Quest 2 give obj. (mob 34502)~ -0 j 100 -~ -if %object.vnum(34502)% - wait 1 s - say Thank you. - say Now for your information - wait 3 s - say In the room next to this one there - say is a secret door that leads to a room - say with an artifact of some power. - wait 5 s - say I don't know how to find the door or use it - say All I know is that it's there. - say Perhaps you should go over and look around some - %purge% %object% - rdelete accepted_quest_two %actor.id% -else - return 0 - wait 3 - say Thats not a head! - -end -~ -#34508 -atmosphere for rooms (Fog)~ -2 b 10 -~ -%echo% An unnatural fog swirls at your feet. -~ -#34509 -Secret room enter (room 34537)~ -2 d 0 -Edgar Allen Poe~ -wait 2 s -%echo% The ground starts to shake slightly -%echo% as if some tremendous pressure was building up -wait 4 s -%echo% Suddenly a part of the east wall begins to move -%echo% Reveling a hidden room! -wait 4 s -%send% %actor% Do to some unknown force you begin to enter. -wait 2 s -%teleport% %actor% 34552 -%force% %actor% look -~ -#34510 -atmosphere for rooms (Something Brushes up against you)~ -2 b 10 -~ -%echo% Something brushes up against you. -~ -#34511 -fear~ -2 b 10 -~ -%echo% Something brushes across your mind. -~ -$~ diff --git a/lib/world/trg/346.trg b/lib/world/trg/346.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/346.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/35.trg b/lib/world/trg/35.trg deleted file mode 100644 index a788f25..0000000 --- a/lib/world/trg/35.trg +++ /dev/null @@ -1,21 +0,0 @@ -#3500 -Dump - 3578~ -2 h 100 -~ -%echo% %object.shortdesc% vanishes in a puff of smoke! -%send% %actor% You are awarded for outstanding performance. -%echoaround% %actor% %actor.name% has been awarded for being a good citizen. -eval value %object.cost% / 10 -%purge% %object% -if %value% > 50 - set value 50 -elseif %value% < 1 - set value 1 -end -if %actor.level% < 3 - nop %actor.exp(%value%)% -else - nop %actor.gold(%value%)% -end -~ -$~ diff --git a/lib/world/trg/36.trg b/lib/world/trg/36.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/36.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/37.trg b/lib/world/trg/37.trg deleted file mode 100644 index e28e032..0000000 --- a/lib/world/trg/37.trg +++ /dev/null @@ -1,9 +0,0 @@ -#3700 -block_mobs_not_following~ -2 g 100 -~ -if !%actor.is_pc% && !%actor.master% - return 0 -end -~ -$~ diff --git a/lib/world/trg/38.trg b/lib/world/trg/38.trg deleted file mode 100644 index d7ab1ff..0000000 --- a/lib/world/trg/38.trg +++ /dev/null @@ -1,34 +0,0 @@ -#3800 -Rat Hiss~ -0 ab 20 -~ -%echo% The rat chews on an iron object. -wait 5 s -%echo% The rat stops and starts hissing. -wait 5 s -%echo% The rat continues to chew. -~ -#3801 -unlimited fountain~ -1 j 100 -~ -otransform 3801 -%echo% The ring refills itself! -~ -#3802 -Backstabber~ -1 j 100 -~ -%echo% You feel like you could walk right up beind a Cityguard without him noticing! -~ -#3804 -Slaive Attack~ -0 g 100 -~ -wait 10s -%echoaround% %actor% The carcass rises up and plants his dagger in %actor.name%'s back! -%send% %actor% The corpse of Slaive rises up and plants his dagger in your back! -%damage% %actor% 100 -mkill %actor% -~ -$~ diff --git a/lib/world/trg/39.trg b/lib/world/trg/39.trg deleted file mode 100644 index 05d751d..0000000 --- a/lib/world/trg/39.trg +++ /dev/null @@ -1,88 +0,0 @@ -#3900 -Gatekeeper Welcome - 3997~ -0 g 33 -~ -emote says in a bored tone, 'Welcome to Haven, stranger. Enjoy your stay.' -~ -#3901 -Mad Prisoner - 3978~ -0 c 100 -listen~ -say Diamo... Diamo, I can't reach the pile Diamo! Help me, please! -%force% %actor% look dungeon -~ -#3902 -Scream - 3975~ -0 g 100 -~ -emote screams, 'Get out of this room RIGHT NOW!' -~ -#3903 -Shop A - 3973~ -0 g 100 -~ -emote says eagerly, 'How may I help you? Hm... You look familiar. Perhaps I have heard of you. Would you be %actor.name%?' -~ -#3904 -Shop B - 3973~ -0 d 100 -yes~ -say Are you really now? -peer %actor.name% -say You could be... You look about like your friend described. -say Well in that case... they wanted me to give this to you. -give flagon %actor.name% -say He bought it from Gilles, at the bar. Drink well. -wink %actor.name% -~ -#3905 -Tia A - 3956~ -0 g 100 -~ -say A little bit more of... Oh! A customer! How may I provide thee with service? -~ -#3906 -Mithroq A - 3955~ -0 g 100 -~ -emote growls, 'What is it you want, stranger?' -~ -#3908 -Gilles A - 3971~ -0 g 100 -~ -say Would you like a drink? They are good for the thirst. -~ -#3909 -Milo A - 3957~ -0 g 25 -~ -say 200789... 200790... 200791... -emote gets a dreamy look in his eyes as he stares at his pile of glittering gold. -emote snaps to attention, finally noticing that there is a person in the room. -say Well, if it isn't %actor.name%. Your reputation preceeds you. Welcome to my humble bank. -bow %actor.name% -~ -#3910 -Yelling Woman - Not Attached~ -0 gn 100 -~ -load obj 3952 -give yelling platter -load obj 3951 -give yelling pitcher -load 3912 -give yelling spoon -~ -#3911 -Near Death Trap on the Rocks - 3975~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 6 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 2 sec -%send% %actor% You lay among the jagged rocks. -~ -$~ diff --git a/lib/world/trg/4.trg b/lib/world/trg/4.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/4.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/40.trg b/lib/world/trg/40.trg deleted file mode 100644 index 79dcc35..0000000 --- a/lib/world/trg/40.trg +++ /dev/null @@ -1,9 +0,0 @@ -#4000 -Snake Bite - 4000, 4001, 4053, 4102~ -0 k 5 -~ -%send% %actor% %self.name% bites you! -%echoaround% %actor% %self.name% bites %actor.name%. -dg_cast 'poison' %actor% -~ -$~ diff --git a/lib/world/trg/41.trg b/lib/world/trg/41.trg deleted file mode 100644 index 2b4d500..0000000 --- a/lib/world/trg/41.trg +++ /dev/null @@ -1,77 +0,0 @@ -#4100 -Magic User - 4100~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -#4101 -Thief - 4103~ -0 b 10 -~ -set actor %random.char% -if %actor% - if %actor.is_pc% && %actor.gold% - %send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet. - %echoaround% %actor% %self.name% tries to steal gold from %actor.name%. - eval coins %actor.gold% * %random.10% / 100 - nop %actor.gold(-%coins%)% - nop %self.gold(%coins%)% - end -end -~ -$~ diff --git a/lib/world/trg/42.trg b/lib/world/trg/42.trg deleted file mode 100644 index f106bc8..0000000 --- a/lib/world/trg/42.trg +++ /dev/null @@ -1,21 +0,0 @@ -#4200 -King Dragon~ -0 g 100 -~ -if %actor.is_pc% - emote breathes a cloud of smoke. - 'It is to your credit that you have gotten here. - emote breathes a stream of fire! - 'But you will not defeat me! - emote roars so loud that you hear ringing! - 'Your death and destruction awaits! -end -~ -#4201 -Guard Trigger~ -0 g 100 -~ -emote rears back in surprise. -emote roars 'INTRUDERS!!!' -~ -$~ diff --git a/lib/world/trg/43.trg b/lib/world/trg/43.trg deleted file mode 100644 index 699793f..0000000 --- a/lib/world/trg/43.trg +++ /dev/null @@ -1,39 +0,0 @@ -#4300 -FREE~ -2 g 100 -~ -* No Script -~ -#4301 -Eskimo Baker - 4309~ -0 g 100 -~ -if %actor.is_pc% - say Welcome to the eskimo bakery, we have wonderful cold cuts. -end -~ -#4302 -Eskimo Weaponry - 4310~ -0 g 100 -~ -if %actor.is_pc% - say Whoo! It's hot in here! Oh hello, can i help you? -end -~ -#4303 -Eskimo Butcher - 4312~ -0 g 25 -~ -if %actor.is_pc% - say Go away! I'm about to cut off his head! -end -~ -#4304 -Eskimo Outfitter - 4311~ -0 g 100 -~ -say Hello. -wait 3 -say If I can help you, feel free to ask. -~ -$~ diff --git a/lib/world/trg/44.trg b/lib/world/trg/44.trg deleted file mode 100644 index 5a5c52e..0000000 --- a/lib/world/trg/44.trg +++ /dev/null @@ -1,40 +0,0 @@ -#4400 -Secret behind shubbery~ -2 c 100 -hack~ -if thicket /= %arg% - wsend %actor% You hack through the thicket, clearing a path! - wechoaround %actor% %actor.name% hacks down the thicket, openening the path to the east. - wdoor 4410 east room 4415 - wdoor 4410 east name thicket - wait 5 s - %echo% The Thicket grows out again, magically. - wdoor 4410 east purge -else - wsend %actor% Huh ?!? -end -~ -#4401 -orc_attack_trader~ -0 g 100 -~ -if %actor.vnum% == 4105 - wait 1 - say YYEEHAA! I got you now, dwarf! Give me your gold and I might spare you. - wait 1 - emote charge forward, attacking the dwarven trader. - mkill trader -elseif %actor.is_pc% - growl %actor.name% -end -~ -#4402 -orc_death_cry~ -0 f 100 -~ -if %actor.vnum% == 4105 || %actor.vnum% == 4106 - say AAARRRGGH!! - %echo% %self.name% screams loudly and collapses on the ground. Dead. -end -~ -$~ diff --git a/lib/world/trg/45.trg b/lib/world/trg/45.trg deleted file mode 100644 index 94655cf..0000000 --- a/lib/world/trg/45.trg +++ /dev/null @@ -1,41 +0,0 @@ -#4501 -player entering room -> tell story~ -0 g 100 -~ -if %actor.is_pc% - wait 1 - say Can you help us, %actor.name%? - wait 1 - say An evil ogre holds us all hostage and blocks the road to help. - say If you slay it I'll give you all the coins we can spare. - wait 1 s - say Bring me the ears as proof. -end -~ -#4502 -player kills ogre -> load ears~ -0 f 100 -~ -* load the ears -%load% obj 4512 -~ -#4503 -player gives ears -> reward player~ -0 j 100 -~ -* check if this was indeed the ears -if %object.vnum%==4512 -wait 1 -say Thank you, %actor.name% -%send% %actor% %self.name% gives you 30 gold pieces. -%echoaround% %actor% %actor.name% is rewarded for his valor. -nop %actor.gold(30)% -wait 5 -junk ears -else -* this wasn't the ears - don't accept it -say I don't want that - bring me the ears! -return 0 -end -~ -$~ diff --git a/lib/world/trg/46.trg b/lib/world/trg/46.trg deleted file mode 100644 index 30b5107..0000000 --- a/lib/world/trg/46.trg +++ /dev/null @@ -1,79 +0,0 @@ -#4600 -Exit Anthill - 4600, 4627~ -2 c 100 -out~ -wait 2 -%send% %actor% You make your way out off the anthill -%echoaround% %actor% %actor.name% leaves out. -%teleport% %actor% 3229 -%force% %actor% look -%echoaround% %actor% %actor.name% just crawled out of the anthill. -~ -#4601 -Enter Anthill - 4601~ -1 c 100 -en~ -if %cmd.mudcommand% == enter && anthill /= %arg% - %send% %actor% You enter the anthill. - %echoaround% %actor% %actor.name% enters the anthill. - %teleport% %actor% 4600 - %force% %actor% look - %echoaround% %actor% %actor.name% just came in. - end -else - %send% %actor% enter what?! -end -~ -#4602 -Queen Cry for Help - 4633~ -0 al 100 -~ -if %attacking_queen% - return 0 -else - %echo% The queen cries out loudly, 'GUARDS! HELP ME! I'M UNDER ATTACK!' - %at% 4632 %echo% The Queen is calling for help from the east. - return 1 - set attacking_queen %actor% - global attacking_queen -end -~ -#4603 -Make Guards go East - 4632~ -0 ae 100 -The Queen is calling for help from the east.~ -wait 1 -east -~ -#4604 -Queen say Help - 4633~ -0 h 100 -~ -if (%actor.vnum% == 4632) - wait 5 - say HELP! HELP! I'm being attacked.... HEEEELP! -end -~ -#4605 -Make Guards Attack - 4632~ -0 d 0 -HELP! HELP! I'm being attacked~ -if (%actor.vnum% == 4633) - emote joins the battle! - assist queen -end -~ -#4606 -Reset attacking_queen - 4633~ -0 af 100 -~ -unset %attacking_queen% -~ -#4607 -Guard Rescue Queen - 4632~ -0 k 50 -~ -wait 1 -rescue queen -~ -$~ diff --git a/lib/world/trg/5.trg b/lib/world/trg/5.trg deleted file mode 100644 index 7e8f822..0000000 --- a/lib/world/trg/5.trg +++ /dev/null @@ -1,115 +0,0 @@ -#500 -Bunny - 500~ -0 g 100 -~ -if %actor.is_pc% - say Welcome to the Newbie Farm! - wait 1 s - say The SAY command is used to speak. Say hello to the other animals in the Newbie Farm to learn how to play. -end -~ -#501 -NOT USED~ -2 b 5 -~ -%echo% An apple falls... -wait 5 -%force% reallyweirdalias say look out! -if !%self.catched% - %echo% ...on the ground. - %load% obj 501 -end -set catched 0 -remote catched %self.id% -~ -#502 -Mouse teach scan - 502~ -0 d 100 -hello hi~ -say A mouse always SCANS before moving around, to avoid the creatures that can kill us. -~ -#503 -Catching Apple - 501~ -0 b 1 -~ -%echo% An apple falls... -if %self.eq(wield)% - wait 1 ses - %echo% With a fast sword movement, %self.name% pierces the apple in mid-air. - %load% obj 501 - wait 2 - %echo% %self.name% takes the apple from the sword. -end -~ -#504 -Rooster teach kill - 504~ -0 d 100 -hello hi~ -%send% %actor% consider rooster -%force% %actor% con rooster -wait 2 s -say You think you can KILL me? -~ -#505 -Apple purge - 501~ -1 f 100 -~ -%echo% The farmer grabs the apple and adds it to his collection. -%purge% %self% -~ -#520 -Farmer Welcome - 520~ -0 g 100 -~ -if %actor.is_pc% - say Welcome friend! Make yourself at home. -end -~ -#526 -Helen Welcome - 526~ -0 g 100 -~ -if %actor.is_pc% - wait 1 s - emote smiles warmly at you. - wait 2 s - say Good day child! -end -~ -#555 -Bat Warning - 555~ -0 g 100 -~ -if %actor.is_pc% - wait 1 s - emote flaps his wings nervously. - say Your death awaits you down there. - wait 2 s - say Turn back while you still can. -end -~ -#574 -Climb Up - 574~ -2 c 100 -climb~ -if %arg% == up - %send% %actor% You climb up. - %echoaround% %actor% %actor.name% starts climbing up out of the hole. - %teleport% %actor% 573 - %force% %actor% look - %echoaround% %actor% %actor.name% climbs out of the hole. -else - %send% %actor% Climb where?! -end -~ -#584 -Arthur Welcome - 584~ -0 d 100 -hi hello~ -say Good day neighbor! -wait 2 s -emote gestures for you to sit down. -wait 2 s -emote smiles happily. -~ -$~ diff --git a/lib/world/trg/50.trg b/lib/world/trg/50.trg deleted file mode 100644 index 1642e73..0000000 --- a/lib/world/trg/50.trg +++ /dev/null @@ -1,86 +0,0 @@ -#5000 -Near Death Trap Rickety Rope Bridge - 5062~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 4 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 2 sec -%send% %actor% You somehow survive the fall and lay among the rocks. -%send% %actor% The Gods must favor you this day. -~ -#5001 -Magic User - 5004, 5010, 5014~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -#5002 -Brass Dragon Guard - 5005~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop everyone! - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. -end -~ -$~ diff --git a/lib/world/trg/51.trg b/lib/world/trg/51.trg deleted file mode 100644 index 37335cd..0000000 --- a/lib/world/trg/51.trg +++ /dev/null @@ -1,74 +0,0 @@ -#5100 -Near Death Trap Sacrificial Pit - 5143~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 4 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 2 sec -%send% %actor% The spiders bring you to the brink of death. -%send% %actor% Then scurry away as if something scared them. -~ -#5101 -Magic User - 5103, 5104, 5107, 5108~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -$~ diff --git a/lib/world/trg/52.trg b/lib/world/trg/52.trg deleted file mode 100644 index e816bb9..0000000 --- a/lib/world/trg/52.trg +++ /dev/null @@ -1,73 +0,0 @@ -#5200 -Near Death Trap Fall - 5249~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 2 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 2 sec -%send% %actor% You somehow survive the fall. -~ -#5201 -Magic User - 5200, 5201, 5209~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -$~ diff --git a/lib/world/trg/53.trg b/lib/world/trg/53.trg deleted file mode 100644 index ed3e783..0000000 --- a/lib/world/trg/53.trg +++ /dev/null @@ -1,124 +0,0 @@ -#5300 -Near Death Trap Fall - 5307~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 2 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 2 sec -%send% %actor% You somehow survive the fall. -~ -#5301 -Snake Bite - 00, 01~ -0 k 5 -~ -%send% %actor% %self.name% bites you! -%echoaround% %actor% %self.name% bites %actor.name%. -dg_cast 'poison' %actor% -~ -#5302 -Wizard - 5311~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -#5303 -Thief - 5304, 5305~ -0 b 10 -~ -set actor %random.char% -if %actor% - if %actor.is_pc% && %actor.gold% - %send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet. - %echoaround% %actor% %self.name% tries to steal gold from %actor.name%. - eval coins %actor.gold% * %random.10% / 100 - nop %actor.gold(-%coins%)% - nop %self.gold(%coins%)% - end -end -~ -#5304 -Efreeti Fire Breathing - 5309~ -0 k 5 -~ -%send% %actor% You are engulfed in fire as %self.name% breathes on you. -%echoaround% %actor% %self.name% engulfs %actor.name% with a hot breath of fire. -eval fire_damage %actor.level% -%damage% %actor% %fire_damage% -~ -#5305 -Healing Sphinx - 5313-16~ -0 b 10 -~ -* This is required because a random trig does not have an actor. -set actor %random.char% -* only continue if an actor is defined. -if %actor% - * if they have lost more than half their hitpoints heal em - if %actor.hitp% < %actor.maxhitp% / 2 - wait 1 sec - say You are injured, let me help. - wait 2 sec - %echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration. - %send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration. - dg_cast 'heal' %actor% - end -end -~ -$~ diff --git a/lib/world/trg/54.trg b/lib/world/trg/54.trg deleted file mode 100644 index c350004..0000000 --- a/lib/world/trg/54.trg +++ /dev/null @@ -1,179 +0,0 @@ -#5400 -Thief Guildguard - 5459~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != thief - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#5401 -Mage Guildguard - 5456~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == north - * Stop them if they are not the appropriate class. - if %actor.class% != magic user - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#5402 -Cleric Guildguard - 5457~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != cleric - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#5403 -Warrior Guildguard - 5458~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != warrior - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#5404 -Magic User - 5421-5428, 5440, 5455~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -#5405 -Cityguard - 5434, 61-63, 82~ -0 b 50 -~ -if !%self.fighting% - set actor %random.char% - if %actor% - if %actor.is_killer% - emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!' - kill %actor.name% - elseif %actor.is_thief% - emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!' - kill %actor.name% - elseif %actor.cha% < 6 - %send% %actor% %self.name% spits in your face. - %echoaround% %actor% %self.name% spits in %actor.name%'s face. - end - if %actor.fighting% - eval victim %actor.fighting% - if %actor.align% < %victim.align% && %victim.align% >= 0 - emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!' - kill %actor.name% - end - end - end -end -~ -#5406 -Healer - 5481~ -0 b 10 -~ -* This is required because a random trig does not have an actor. -set actor %random.char% -* only continue if an actor is defined. -if %actor% - * if they have lost more than half their hitpoints heal em - if %actor.hitp% < %actor.maxhitp% / 2 - wait 1 sec - say You are injured, let me help. - wait 2 sec - %echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration. - %send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration. - dg_cast 'heal' %actor% - end -end -~ -#5407 -Thief - 5435~ -0 b 10 -~ -set actor %random.char% -if %actor% - if %actor.is_pc% && %actor.gold% - %send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet. - %echoaround% %actor% %self.name% tries to steal gold from %actor.name%. - eval coins %actor.gold% * %random.10% / 100 - nop %actor.gold(-%coins%)% - nop %self.gold(%coins%)% - end -end -~ -$~ diff --git a/lib/world/trg/55.trg b/lib/world/trg/55.trg deleted file mode 100644 index 2f5bb5d..0000000 --- a/lib/world/trg/55.trg +++ /dev/null @@ -1,21 +0,0 @@ -#5500 -Dump - 5547~ -2 h 100 -~ -%echo% %object.shortdesc% vanishes in a puff of smoke! -%send% %actor% You are awarded for outstanding performance. -%echoaround% %actor% %actor.name% has been awarded for being a good citizen. -eval value %object.cost% / 10 -%purge% %object% -if %value% > 50 - set value 50 -elseif %value% < 1 - set value 1 -end -if %actor.level% < 3 - nop %actor.exp(%value%)% -else - nop %actor.gold(%value%)% -end -~ -$~ diff --git a/lib/world/trg/555.trg b/lib/world/trg/555.trg deleted file mode 100644 index 26202ce..0000000 --- a/lib/world/trg/555.trg +++ /dev/null @@ -1,340 +0,0 @@ -#55500 -new trigger~ -0 g 100 -~ -say My trigger commandlist is not complete! -~ -#55513 -TalkingHorse~ -0 b 10 -~ -* Trigger Program By Rumble of The Builder Academy tbamud.com 9091 -if !%self.fighting% - eval max %random.4% - set txt[1] What's my job? I eat hay. - set txt[2] The answer... It was...INFINITY! - set txt[3] Hey... You look familiar, have we met? - set txt[4] Do you want some advice? Don't talk to horses! - set speech %%txt[%max%]%% - eval speech %speech% - say %speech% -~ -#55514 -Leaving MrSmithy~ -0 q 100 -~ -if %actor.is_pc% - %send% %actor% %self.name% says 'Come back and see me again, %actor.name%. Really!' - %echo% @n -end -~ -#55515 -BeggarGold~ -0 n 100 -test~ -wait 2 sec -%at% 55500 put gold in cup -%at% 55500 wear cup -~ -#55528 -DoorClose~ -2 c 100 -close~ -if %arg% == shelf - %echo% The shelf creaks closed. - %door% 55528 north flags b - %door% 55532 south purge - %at% 55532 %echo% The shelves gently creak as they swing back towards the wall. -else - return 0 -end -~ -#55529 -DoorOpen~ -2 c 100 -open~ -if %arg% /= shelf - %send% %actor% You hear a soft creak as you swing the shelf open. - %echoaround% %actor% You hear a soft creak as %actor.name% swings the shelf open. - %at% 55532 %echo% You hear a soft creak as the shelf slowly swings away from the wall. - %door% 55532 south flags a - %door% 55532 south name shelf - %door% 55532 south room 55528 - %door% 55532 south description An eerie blue light glows from behind the shelf. - %door% 55528 north flags a -else - return 0 -end -~ -#55532 -Bookshelves~ -2 c 100 -open~ -if %arg% /= shelf - %send% %actor% You hear a soft creak as you swing the shelf open. - %echoaround% %actor% You hear a soft creak as %actor.name% swings the shelf open. - %door% 55532 south flags a - %door% 55532 south name shelf - %door% 55532 south room 55528 - %door% 55532 south description An eerie blue light glows from behind the shelf. - %door% 55528 north flags a -else - return 0 -end -~ -#55533 -CloseBookshelves~ -2 f 100 -~ -if %self.south% - %door% 55532 south purge - %echo% The shelf gently creaks as it swings back towards the wall. -end -~ -#55534 -BumpShelves~ -2 c 100 -s~ -if %cmd.mudcommand% == south && if !%self.south% - %send% %actor.name% The shelf seems to be closed. -else - return 0 -end -~ -#55535 -CloseShelf~ -2 c 100 -close~ -if %arg% /= shelf - %echo% The shelf creaks closed. - %door% 55532 south purge - %door% 55528 north flags b -else - return 0 -end -~ -#55556 -EndMoonGate~ -0 q 100 -~ -if %direction% == up - return 0 - %send% %actor% The guardian blocks your way. - %echoaround% %actor% The guardian and blocks %actor.hisher% way. -end -~ -#55561 -EquipSentri~ -0 n 100 -~ -%load% obj 55554 %self% head -%load% obj 55555 %self% arms -%load% obj 55556 %self% waist -%load% obj 55558 %self% hands -%load% obj 55559 %self% feet -%load% obj 55560 %self% legs -%load% obj 55561 %self% body -~ -#55562 -BatlinMantras~ -0 n 100 -~ -%load% obj 55501 -%load% obj 55503 -%load% obj 55507 -%load% obj 55505 -%load% obj 55502 -%load% obj 55506 -%load% obj 55500 -%load% obj 55504 -~ -#55569 -DesertMaze69~ -2 g 100 -~ - wait 1 sec - %door% 55569 north purge - %door% 55569 south purge - %door% 55569 east purge - %door% 55569 west purge - wait 1 sec - switch %random.4% - case 1 - %door% 55569 north room 55578 - %door% 55569 north description You see trees. - %door% 55569 east room 55570 - %door% 55569 east description You see trees. - %door% 55569 south room 55579 - %door% 55569 south description You see trees. - %door% 55569 west room 55573 - %door% 55569 west description You see trees. - break - case 2 - %door% 55569 north room 55570 - %door% 55569 north description You see trees. - %door% 55569 east room 55579 - %door% 55569 east description You see trees. - %door% 55569 south room 55573 - %door% 55569 south description You see trees. - %door% 55569 west room 55578 - %door% 55569 west description You see trees. - break - case 3 - %door% 55569 north room 55579 - %door% 55569 north description You see trees. - %door% 55569 east room 55573 - %door% 55569 east description You see trees. - %door% 55569 south room 55578 - %door% 55569 south description You see trees. - %door% 55569 west room 55570 - %door% 55569 west description You see trees. - break - case 4 - %door% 55569 north room 55573 - %door% 55569 north description You see trees. - %door% 55569 east room 55578 - %door% 55569 east description You see trees. - %door% 55569 south room 55570 - %door% 55569 south description You see trees. - %door% 55569 west room 55579 - %door% 55569 west description You see trees. - break - default - %door% 55569 north room 55555 - %door% 55569 north description You see trees. - %door% 55569 east room 55555 - %door% 55569 east description You see trees. - %door% 55569 south room 55555 - %door% 55569 south description You see trees. - %door% 55569 west room 55555 - %door% 55569 west description You see trees. - break - done -~ -#55571 -DesertMaze71~ -2 g 100 -~ - wait 1 sec - %door% 55571 north purge - %door% 55571 south purge - %door% 55571 east purge - %door% 55571 west purge - wait 1 sec - switch %random.4% - case 1 - %door% 55571 north room 55576 - %door% 55571 north description You see trees. - %door% 55571 east room 55572 - %door% 55571 east description You see trees. - %door% 55571 south room 55581 - %door% 55571 south description You see trees. - %door% 55571 west room 55570 - %door% 55571 west description You see trees. - break - case 2 - %door% 55571 north room 55572 - %door% 55571 north description You see trees. - %door% 55571 east room 55581 - %door% 55571 east description You see trees. - %door% 55571 south room 55570 - %door% 55571 south description You see trees. - %door% 55571 west room 55576 - %door% 55571 west description You see trees. - break - case 3 - %door% 55571 north room 55581 - %door% 55571 north description You see trees. - %door% 55571 east room 55570 - %door% 55571 east description You see trees. - %door% 55571 south room 55576 - %door% 55571 south description You see trees. - %door% 55571 west room 55572 - %door% 55571 west description You see trees. - break - case 4 - %door% 55571 north room 55570 - %door% 55571 north description You see trees. - %door% 55571 east room 55576 - %door% 55571 east description You see trees. - %door% 55571 south room 55572 - %door% 55571 south description You see trees. - %door% 55571 west room 55581 - %door% 55571 west description You see trees. - break - default - %door% 55571 north room 55555 - %door% 55571 north description You see trees. - %door% 55571 east room 55555 - %door% 55571 east description You see trees. - %door% 55571 south room 55555 - %door% 55571 south description You see trees. - %door% 55571 west room 55555 - %door% 55571 west description You see trees. - break - done -~ -#55577 -DesertMaze77~ -2 g 100 -~ - wait 1 sec - %door% 55577 north purge - %door% 55577 south purge - %door% 55577 east purge - %door% 55577 west purge - wait 1 sec - switch %random.4% - case 1 - %door% 55577 north room 55580 - %door% 55577 north description You see trees. - %door% 55577 east room 55576 - %door% 55577 east description You see trees. - %door% 55577 south room 55570 - %door% 55577 south description You see trees. - %door% 55577 west room 55578 - %door% 55577 west description You see trees. - break - case 2 - %door% 55577 north room 55576 - %door% 55577 north description You see trees. - %door% 55577 east room 55570 - %door% 55577 east description You see trees. - %door% 55577 south room 55578 - %door% 55577 south description You see trees. - %door% 55577 west room 55580 - %door% 55577 west description You see trees. - break - case 3 - %door% 55577 north room 55570 - %door% 55577 north description You see trees. - %door% 55577 east room 55578 - %door% 55577 east description You see trees. - %door% 55577 south room 55580 - %door% 55577 south description You see trees. - %door% 55577 west room 55576 - %door% 55577 west description You see trees. - break - case 4 - %door% 55577 north room 55578 - %door% 55577 north description You see trees. - %door% 55577 east room 55580 - %door% 55577 east description You see trees. - %door% 55577 south room 55576 - %door% 55577 south description You see trees. - %door% 55577 west room 55570 - %door% 55577 west description You see trees. - break - default - %door% 55577 north room 55555 - %door% 55577 north description You see trees. - %door% 55577 east room 55555 - %door% 55577 east description You see trees. - %door% 55577 south room 55555 - %door% 55577 south description You see trees. - %door% 55577 west room 55555 - %door% 55577 west description You see trees. - break - done -~ -$~ diff --git a/lib/world/trg/556.trg b/lib/world/trg/556.trg deleted file mode 100644 index 93ee7da..0000000 --- a/lib/world/trg/556.trg +++ /dev/null @@ -1,78 +0,0 @@ -#55618 -WhirlpoolMaze18~ -2 g 100 -~ - wait 2 sec - %door% 55618 north purge - %door% 55618 east purge - %door% 55618 west purge - wait 1 sec - switch %random.3% - case 1 - %door% 55618 north room 55621 - %door% 55618 east room 55619 - %door% 55618 west room 55620 - break - case 2 - %door% 55618 north room 55619 - %door% 55618 east room 55620 - %door% 55618 west room 55621 - break - case 3 - %door% 55618 north room 55620 - %door% 55618 east room 55621 - %door% 55618 west room 55619 - break - default - %door% 55618 north room 55684 - %door% 55618 east room 55684 - %door% 55618 west room 55684 - break - done -~ -#55624 -WhirlpoolMaze24~ -2 g 100 -~ - wait 2 sec - %door% 55624 south purge - %door% 55624 east purge - %door% 55624 west purge - wait 1 sec - switch %random.3% - case 1 - %door% 55624 south room 55621 - %door% 55624 east room 55625 - %door% 55624 west room 55626 - break - case 2 - %door% 55624 south room 55625 - %door% 55624 east room 55626 - %door% 55624 west room 55621 - break - case 3 - %door% 55624 south room 55626 - %door% 55624 east room 55621 - %door% 55624 west room 55625 - break - default - %door% 55624 south room 55684 - %door% 55624 east room 55684 - %door% 55624 west room 55684 - break - done -~ -#55668 -BatlinMantras~ -0 n 100 -~ -%load% obj 55501 -%load% obj 55503 -%load% obj 55507 -%load% obj 55505 -%load% obj 55502 -%load% obj 55506 -%load% obj 55500 -%load% obj 55504 -~ -$~ diff --git a/lib/world/trg/56.trg b/lib/world/trg/56.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/56.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/57.trg b/lib/world/trg/57.trg deleted file mode 100644 index c2ddc70..0000000 --- a/lib/world/trg/57.trg +++ /dev/null @@ -1,70 +0,0 @@ -#5730 -Scorpion -5730~ -0 h 100 -~ -if %actor.is_pc% - wait 2 sec - say Welcome to my parlor said the spider to the fly! - wait 2 sec - say of course, that spider is a friend of mine! - wait 2 sec - cackle - wait 2 sec - mkill %actor% -end -~ -#5733 -Assassin - NOT ATTACHED~ -0 h 100 -~ -if %actor.is_pc% - say Hello traveller! - wait 1 sec - say how are you? - wait 1 sec - say well, now that you've seen me I'll have to kill you... - wait 1 sec - mua - wait 1 sec - mkill %actor.name% -end -~ -#5734 -Crannasia - 5734~ -0 h 100 -~ -if %actor.is_pc% - wait 2 sec - say Welcome traveller - wait 4 sec - say how are you faring? - wait 4 sec - say well, regardless of that it's time for you to die! - wait 3 sec - say goodbye weakling - wait 2 sec - mua - wait 2 sec - mkill %actor% -end -~ -#5794 -Claw - NOT ATTACHED~ -1 j 100 -~ -wait 1 sec -say HEY! I won't serve you! -%purge% self -~ -#5799 -Near Death Trap Fall - 5707~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 2 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 2 sec -%send% %actor% You continue to fall... and fall... and fall. -~ -$~ diff --git a/lib/world/trg/6.trg b/lib/world/trg/6.trg deleted file mode 100644 index 4525f0b..0000000 --- a/lib/world/trg/6.trg +++ /dev/null @@ -1,28 +0,0 @@ -#600 -Mob Random Speak - 622~ -0 b 5 -~ -switch %random.3% - case 1 - say RAAWK! Polly wants a cracker! Polly wants a cracker! - break - case 2 - say Who's a pretty boy then? Who's a pretty boy then, RAAAAWK! - break - case 3 - say Braaaak. I'm a pretty boy. I'm a pretty boy. Braaaak. - break - default - sneeze - break -done -~ -#601 -Mob Speech Polly - 622~ -0 d 100 -pretty~ -if %actor.vnum% != %self.vnum% - say I'm a pretty boy. -end -~ -$~ diff --git a/lib/world/trg/60.trg b/lib/world/trg/60.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/60.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/61.trg b/lib/world/trg/61.trg deleted file mode 100644 index 1da18fa..0000000 --- a/lib/world/trg/61.trg +++ /dev/null @@ -1,82 +0,0 @@ -#6100 -Near Death Trap Spiders - 6131~ -2 g 100 -~ -* Near Death Trap stuns actor, then poison will almost kill them. -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 3 sec -dg_affect %actor% poison on 1 -%send% %actor% The spiders wrap you up and leave you to die. -~ -#6101 -Magic user - 6112, 6114-6117~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -#6102 -Snake Bite - 6113~ -0 k 10 -~ -%send% %actor% %self.name% bites you! -%echoaround% %actor% %self.name% bites %actor.name%. -dg_cast 'poison' %actor% -~ -$~ diff --git a/lib/world/trg/62.trg b/lib/world/trg/62.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/62.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/63.trg b/lib/world/trg/63.trg deleted file mode 100644 index e00b2cf..0000000 --- a/lib/world/trg/63.trg +++ /dev/null @@ -1,117 +0,0 @@ -#6300 -Near Death Trap Mahatma - 6318~ -0 g 100 -~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Near Death Trap - Mahatma stuns actor and then takes all of their equipment. -wait 3 sec -say Here, have a quick trip to the Temple of Midgaard. -wait 2 sec -%send% %actor% Mahatma plunges a black dagger into your back and takes all your equipment. -%echoaround% %actor% Mahatma plunges a black dagger into %actor.name%'s back and takes all of %actor.hisher% equipment. -* Damage the actor to 0 hitpoints so they lay there stunned, unable to move. -* They will recover. -set stunned %actor.hitp% -%damage% %actor% %stunned% -* steal all their inventory. -set i %actor.inventory% -while %i% - set pge 1 - if %i.type% == container - if %i.contents% - set i %container.contents% - * Don't purge containers inside containers or mudmail. - if %i.type% == container || %i.vnum% <= 1 - set pge 0 - end - end - end - eval stolen %i.vnum% - set next %i.next_in_list% - if %pge% - %purge% %i% - end - * Don't steal mail. - if %stolen% > 1 - %load% obj %stolen% - end - if !%next% - set i %actor.inventory% - else - set i %next% - end -done -set i 0 -* steal all their equipped items. -while %i% < 18 - eval item %actor.eq(%i%)% - if %item% - eval stolen %item.vnum% - %purge% %item% - %load% obj %stolen% - end - eval i %i%+1 -done -~ -#6301 -Magic User - 6302, 6309, 6312, 6314, 6315~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -$~ diff --git a/lib/world/trg/64.trg b/lib/world/trg/64.trg deleted file mode 100644 index 8ff9c9b..0000000 --- a/lib/world/trg/64.trg +++ /dev/null @@ -1,13 +0,0 @@ -#6400 -Near Death Trap - 6406~ -0 g 100 -~ -* Near Death Trap stuns actor -wait 5 sec -%send% %actor% %self.name% cackles at your stupidity for entering %self.hisher% domain. -wait 2 sec -%send% %actor% %self.name% makes a slight gesture with %self.hisher% right hand. -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ diff --git a/lib/world/trg/65.trg b/lib/world/trg/65.trg deleted file mode 100644 index b0132a9..0000000 --- a/lib/world/trg/65.trg +++ /dev/null @@ -1,89 +0,0 @@ -#6500 -Magic User - 6502, 09, 16~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -#6501 -Cityguard - 6500~ -0 b 50 -~ -if !%self.fighting% - set actor %random.char% - if %actor% - if %actor.is_killer% - emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!' - kill %actor.name% - elseif %actor.is_thief% - emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!' - kill %actor.name% - elseif %actor.cha% < 6 - %send% %actor% %self.name% spits in your face. - %echoaround% %actor% %self.name% spits in %actor.name%'s face. - end - if %actor.fighting% - eval victim %actor.fighting% - if %actor.align% < %victim.align% && %victim.align% >= 0 - emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!' - kill %actor.name% - end - end - end -end -~ -$~ diff --git a/lib/world/trg/653.trg b/lib/world/trg/653.trg deleted file mode 100644 index 2f832c1..0000000 --- a/lib/world/trg/653.trg +++ /dev/null @@ -1,249 +0,0 @@ -#65302 -Running the Elevator~ -2 c 100 -*~ -* Written December 22, 2014 by Parnassus for TBAmud -* Thanks to Fizban for writing an Elevator trigger, and Rumble for posting it as -* a Trigger of the day, which made me decide that my Housing project -* apartment really needed an elevator. -* Thanks to Axanon for letting me look at his really nice elevator triggers. -* Be prepared for errors, use at your own risk. -* Any errors are mine, any people named in this trigger are blameless! -* -* Parnassus' Special Anti-Freeze Formula -if %cmd.mudcommand% == nohassle - return 0 - halt -end -* -* Variable assignments: make changes here. -* Thanks to Krell for helping me work out this format which is especially -* good for a stand-alone trigger! -* adjust zone number -* set maxfl to the highest floor number. To make a penthouse, make adjustments -* similar to the Ground floor here. If you add more than 20 floors, switch to the -* commented line using CURFL instead of the one using ORDINAL . -* add additional floors along with %zone% and room number of the linking room. -* (Also add mention of button and display in the linking room. Set up door to the -* elevator, flagged as 2 - Pickproof door.) -set zone 653 -set maxfl 4 -set totfl 5 -set Elevat %zone%99 -set Floor0 %zone%98 -set Floor1 %zone%06 -set Floor2 %zone%14 -set Floor3 %zone%22 -set Floor4 %zone%30 -* Which side of the elevator is the door on? -set elevdoor north -* Which side of the room is the elevator on? -set roomdoor south -** Thanks to Thomas for the formula that makes this part work. -eval temp %%Elevat.%elevdoor%(vnum)%% -eval eleroom %temp% -if %eleroom% == %Floor1% - set CurFl 1 - set Curex %Floor1% -elseif %eleroom% == %Floor2% - set CurFl 2 - set Curex %Floor2% -elseif %eleroom% == %Floor3% - set CurFl 3 - set Curex %Floor3% -elseif %eleroom% == %Floor4% - set CurFl 4 - set Curex %Floor4% -elseif %eleroom% == %Floor0% - set CurFl 0 - set Curex %Floor0% -end -if %cmd% == push - if %arg% == g || %arg% >= 1 && %arg% <= %maxfl% - if %self.vnum% != %Elevat% - %send% %actor% You don't see that here. - halt - else - ** Thanks to Kyle for figuring out how to make this part work. - eval text %%self.%elevdoor%(bits)%% - if %text.contains(LOCKED)% && !%text.contains(PICKPROOF)% - %send% %actor% The elevator is already in motion. Please be patient. - halt - end - end - if %arg% == g - set %arg% 0 - set targfl 0 - set Tarex %Floor0% - elseif %arg% == 1 - set Tarex %Floor1% - set targfl 1 - elseif %arg% == 2 - set Tarex %Floor2% - set targfl 2 - elseif %arg% == 3 - set Tarex %Floor3% - set targfl 3 - elseif %arg% == 4 - set Tarex %Floor4% - set targfl 4 - end - elseif %arg% == button - if %self.vnum% == %Elevat% - %send% %actor% Which button? - halt - else - eval text %%self.%roomdoor%(bits)%% - if !%text.contains(CLOSED)% - %send% %actor% The elevator is already here. - halt - elseif %text.contains(LOCKED)% && !%text.contains(PICKPROOF)% - %send% %actor% The elevator is already in use. Please wait and try again. - halt - end - end - else - %send% %actor% You don't see that here. - halt - end - if %self.vnum% == %Floor0% - set Tarex %Floor0% - set targfl 0 - elseif %self.vnum% == %Floor1% - set Tarex %Floor1% - set targfl 1 - elseif %self.vnum% == %Floor2% - set Tarex %Floor2% - set targfl 2 - elseif %self.vnum% == %Floor3% - set Tarex %Floor3% - set targfl 3 - elseif %self.vnum% == %Floor4% - set Tarex %Floor4% - set targfl 4 - end - if %targfl% == g - set dir down - eval length %Curfl% - elseif %targfl% > %Curfl% - set dir up - eval length %targfl% - %Curfl% - elseif %targfl% < %Curfl% - set dir down - eval length %Curfl% - %targfl% - else - set dir nowhere - set length 0 - end - %at% %Elevat% %echo% The elevator doors slide shut. - %at% %Curex% %echo% The elevator doors slide shut. - wait 5 - set echofl 0 - while %echofl% < %totfl% - eval temp %%Floor%echofl%%% - %at% %temp% %echo% The elevator doors start to vibrate. - %door% %temp% %roomdoor% flags abc - eval echofl %echofl% + 1 - done - if %length% > 0 - set origlen %length% - %door% %Curex% %roomdoor% flags abc - %door% %Elevat% %elevdoor% purge - %door% %Elevat% %elevdoor% room %Elevat% - %door% %Elevat% %elevdoor% flags abc - %at% %Elevat% %echo% The elevator @g*l u r c h e s*@n - %at% %Elevat% %echo% @n @G*l u r c h e s*@n - %at% %Elevat% %echo% @n @g*l u r c h e s*@n %dir%wards. - end - while %length% - if %dir% == up - eval Curfl %Curfl% + 1 - elseif %dir% == down - eval Curfl %Curfl% -1 - end - if %Curfl% == 0 - set ordinal ground - elseif %Curfl% == 1 - set ordinal 1st - elseif %Curfl% == 2 - set ordinal 2nd - elseif %Curfl% == 3 - set ordinal 3rd - elseif %Curfl% > 3 - set ordinal %Curfl%th - end - wait 15 - %at% %Elevat% %echo% @g *DING!*@n - %at% %Elevat% %echo% You have reached the %ordinal% floor. - * It's easier to use the following line if you have over 20 floors (instead of the 21th floor) - * %at% %Elevat% %echo% You have reached floor %Curfl%. - wait 5 - eval length %length% - 1 - if %CurFl% > %maxfl% - %echo%@r Something seems to be wrong with the elevator.@n - %echo%@r Please try again and if there's still a problem,@n - %echo%@r please report this to admin.@n - set length 0 - end - done - if %origlen% > 0 - wait 2 - %at% %Elevat% %echo% @nThe elevator @y*s h u d d e r s*@n - %at% %Elevat% %echo% @n @Y*s h u d d e r s*@n - %at% %Elevat% %echo% @n @y*s h u d d e r s*@n to a halt. - end - wait 2 - set echofl 0 - while %echofl% < %totfl% - eval temp %%Floor%echofl%%% - %at% %temp% %echo% The elevator doors stop vibrating. - wait 3 - %door% %temp% %roomdoor% flags abcd - eval echofl %echofl% + 1 - done - wait 1 - %at% %targfl% %echo% @g *DING!*@n - wait 3 - %door% %Tarex% %roomdoor% room %Elevat% - %door% %Tarex% %roomdoor% flags a - %door% %Elevat% %elevdoor% purge - %door% %Elevat% %elevdoor% room %Tarex% - %at% %Elevat% %echo% The doors slide open. - %at% %Tarex% %echo% The elevator doors slide open. - wait 3 - %door% %Elevat% %elevdoor% flags a -elseif %cmd.mudcommand% == look - if !%arg% - return 0 - halt - elseif %arg% == display - if %self.vnum% != %Elevat% - eval text %%self.%roomdoor%(bits)%% - if !%text.contains(CLOSED)% - %send% %actor% The elevator is already here. - halt - end - else - eval text %%self.%elevdoor%(bits)%% - end - if %text.contains(LOCKED)% && !%text.contains(PICKPROOF)% - %send% %actor% Numbers flash across the display. The elevator is on the move. - halt - end - if %Curfl% == 0 - set displaymsg the ground floor - else - set displaymsg floor %Curfl% - end - %send% %actor% The elevator is on %displaymsg%. - halt - * if look is not noarg or display - else - return 0 - end - * if command is anything except look or push -else - return 0 -end -~ -$~ diff --git a/lib/world/trg/654.trg b/lib/world/trg/654.trg deleted file mode 100644 index 6208b24..0000000 --- a/lib/world/trg/654.trg +++ /dev/null @@ -1,44 +0,0 @@ -#65400 -Keychain takes you to Housing~ -1 j 1 -~ -* Thanks to bakarus for suggesting the return, to Vatiken -* for helping him with it and to Rumble for adding it to -* trigger 176 where I could copy it. -* http://www.tbamud.com/forum/3-building/355-dg-script-question#371 -wait 1 sec -* Adjust zone to proper zone number -set zone 654 -set roomvnummin %zone%00 -set roomvnummax %zone%99 -* if person hasn't used the key before, send to Midgaard Temple -* instead of returning. -set defaultroom 3001 -* if person uses key in apartment zone, return player to last room -* out of the zone where the key was used. -if %actor.room.vnum% >= %zone%00 && %actor.room.vnum% <= %zone%99 - if %actor.varexists(keychain_return_room)% - %send% %actor% You return to your previous location. - %echoaround% %actor% %actor.name% heads back out into the world. - %teleport% %actor% %actor.keychain_return_room% - %force% %actor% look - %echoaround% %actor% %actor.name% appears in the room. - else - %send% %actor% You head back out into the world. - %echoaround% %actor% %actor.name% heads back out into the world. - %teleport% %actor% %defaultroom% - %force% %actor% look - %echoaround% %actor% %actor.name% appears in the room. - end -else - eval keychain_return_room %actor.room.vnum% - remote keychain_return_room %actor.id% - %send% %actor% You head for home. - %echoaround% %actor% %actor.name% heads for home. - %teleport% %actor% %self.vnum% - %force% %actor% look - %echoaround% %actor% %actor.name% appears, heading for home. -end -%force% %actor% remove keychain -~ -$~ diff --git a/lib/world/trg/7.trg b/lib/world/trg/7.trg deleted file mode 100644 index 7f4e1e0..0000000 --- a/lib/world/trg/7.trg +++ /dev/null @@ -1,33 +0,0 @@ -#700 -Panning for gold~ -2 c 100 -p~ -* Don't let someone spam the trigger to make money Take some movement points away every round and stop when they get to 10 -if %actor.move% <= 10 - %send% %actor% You are too exhausted to continue. - halt -end -* Fire on pan gold or abbreviations of each word -if %cmd% /= pan && %arg% /= gold - eval heldobj %actor.eq(hold)% - * Make sure they picked up the gold pan in room 703 and are holding it - if %heldobj.vnum% == 717 - %send% %actor% You dip your pan into the river and scoop up some of the river bed and begin swirling it in the water. - %echoaround% %actor% %actor.name% dips a pan into the river and begins panning for gold. - * Take 10 movement points away, wait 3 seconds and give a 1 in 10 chance of success. - nop %actor.move(-10)% - wait 3 sec - if %random.10% == 1 - %send% %actor% You find a small gold nugget in the bottom of your pan. - %echoaround% %actor% %actor.name% picks something out of %actor.hisher% pan. - * Give them a nugget - %load% obj 718 %actor% inv - else - %send% %actor% You find nothing of value. - end - else - %send% %actor% You need a pan for that. - end -end -~ -$~ diff --git a/lib/world/trg/70.trg b/lib/world/trg/70.trg deleted file mode 100644 index 46a65db..0000000 --- a/lib/world/trg/70.trg +++ /dev/null @@ -1,9 +0,0 @@ -#7000 -Snake Bite - 7006~ -0 k 10 -~ -%send% %actor% %self.name% bites you! -%echoaround% %actor% %self.name% bites %actor.name%. -dg_cast 'poison' %actor% -~ -$~ diff --git a/lib/world/trg/71.trg b/lib/world/trg/71.trg deleted file mode 100644 index 408526f..0000000 --- a/lib/world/trg/71.trg +++ /dev/null @@ -1,12 +0,0 @@ -#7100 -Near Death Trap Mid-Air - 7114, 7190~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 1 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 5 sec -%send% %actor% Watch your step next time. -~ -$~ diff --git a/lib/world/trg/72.trg b/lib/world/trg/72.trg deleted file mode 100644 index e1bcad4..0000000 --- a/lib/world/trg/72.trg +++ /dev/null @@ -1,62 +0,0 @@ -#7200 -Magic User - 7009, 7200-7202~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -$~ diff --git a/lib/world/trg/73.trg b/lib/world/trg/73.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/73.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/74.trg b/lib/world/trg/74.trg deleted file mode 100644 index 291fc70..0000000 --- a/lib/world/trg/74.trg +++ /dev/null @@ -1,87 +0,0 @@ -#7400 -Willow Peace - 7403~ -2 b 100 -~ -%echo% The invigorating scent revitalizes you and fills you with peace. -wait 2 s -%echo% The dove sings sweetly making this a peaceful place to REST. -~ -#7401 -Boy - 7401~ -0 b 100 -~ -em says, 'When I get scared, I FLEE. My sister thinks it's 'cause I'm WIMPY.' -~ -#7402 -Girl Skip - 7402~ -0 bi 100 -~ -wait 9 s -em skips away, pulling up flowers as she goes. -~ -#7403 -Squat - 7403~ -0 bg 100 -~ -wait 5 s -emote yawns and says, 'You know, this work has quite an AFFECT on me.' -~ -#7404 -Dwarf - 7404~ -0 bg 100 -~ -wait 3 s -emote grumbles, 'I wouldn't have to rob graves if I had some GOLD.' -~ -#7405 -Angray Man - 7405~ -0 bg 100 -~ -wait 1 s -emote growls angrily, 'You didn't leave me any money! I have nothing in the BANK at all! -~ -#7406 -Mother - 7406~ -0 bg 100 -~ -wait 4 s -emote cries, 'Why didn't my sweet son CONSIDER his actions!' -wait 3 s -emote sobs uncontrollably. -~ -#7408 -Woman - 7408~ -0 bg 100 -~ -emote muses to herself, 'I wonder if there is a SHOP nearby, I need new shoes.' -~ -#7409 -Stern - 7409~ -0 bg 100 -~ -wait 2 s -emote grumbles, 'I have never seen such a GROUP of people here, what a busy day.' -wait 3 s -~ -#7411 -Ancient - 7411~ -0 bg 100 -~ -emote rasps, 'Are you here to visit the alchemist's tomb?' -~ -#7412 -Pickpocket - 7412~ -0 bg 100 -~ -wait 2 s -emote whispers, 'Hmmm, whats that you've got in your INVENTORY, eh?' -wait 6 s -emote lurks menacingly, glancing at your pockets now and again. -~ -#7417 -Mourner sob - 7417~ -0 bg 100 -~ -emote sobs uncontrollably. -~ -$~ diff --git a/lib/world/trg/75.trg b/lib/world/trg/75.trg deleted file mode 100644 index 12d9c8c..0000000 --- a/lib/world/trg/75.trg +++ /dev/null @@ -1,91 +0,0 @@ -#7500 -robed figure attack~ -0 k 100 -~ -say How dare you intrude on our worship! DIE! -~ -#7505 -Boar Snorting~ -0 b 2 -~ -* %echo% sends to the room -%echo% %self.name% sniffs at the muddy ground grunting. -* %asound% sends to the neighbouring rooms. -%asound% You hear a grunting sound from close by. -~ -#7522 -barkeeper greeting~ -0 g 100 -~ -say Welcome, come over here and get you something to drink. -~ -#7539 -witch doctor chant~ -0 b 100 -~ -* %echo% sends to the room -%echo% %self.name% sways his arms chanting. -* %asound% sends to the neighbouring rooms. -%asound% You hear a bizarre chanting from nearby. -* wait waits a little while before letting the script be run again. -wait 20 s -~ -#7552 -chubby man greeting~ -0 g 100 -~ -say Hello, wait here and I will see if Empress Kiona will see you. -~ -#7567 -voodoo doll says out~ -0 g 100 -~ -say Get out of my room! -~ -#7571 -panther growl~ -0 b 100 -~ -* %echo% sends to the room -%echo% %self.name% releases a low growl. -* %asound% sends to the neighbouring rooms. -%asound% You hear a low growl. -* wait waits a little while before letting the script be run again. -wait 30 s -~ -#7573 -Empress Kiona~ -0 g 100 -~ -say Your not one of my servant! Get out! -~ -#7588 -man sells bags~ -0 g 100 -~ -say Buy something or get out, I'm to old to be wasting my time! -~ -#7589 -fruit stand boy~ -0 g 100 -~ -say You'll not find any fruit finer than right here. Try some. -~ -#7590 -mage in shop~ -0 g 100 -~ -say Looking for something? -~ -#7592 -wolf howl~ -0 b 100 -~ -* %echo% sends to the room -%echo% %self.name% lifts its head and howls. -* %asound% sends to the neighbouring rooms. -%asound% You hear a low howling, "Ow Ow Owwww" -* wait waits a little while before letting the script be run again. -wait 30 s -~ -$~ diff --git a/lib/world/trg/78.trg b/lib/world/trg/78.trg deleted file mode 100644 index e8100bf..0000000 --- a/lib/world/trg/78.trg +++ /dev/null @@ -1,13 +0,0 @@ -#7804 -78one~ -0 k 100 -~ -say Ahh, mommy mommy help. -~ -#7805 -78two~ -0 f 100 -~ -say Goodbye, mommy. -~ -$~ diff --git a/lib/world/trg/79.trg b/lib/world/trg/79.trg deleted file mode 100644 index 3ba560e..0000000 --- a/lib/world/trg/79.trg +++ /dev/null @@ -1,39 +0,0 @@ -#7900 -Near Death Trap Fall- 7920~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 1 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 5 sec -%send% %actor% Watch your step next time. -~ -#7901 -Cityguard - 7900~ -0 b 50 -~ -if !%self.fighting% - set actor %random.char% - if %actor% - if %actor.is_killer% - emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!' - kill %actor.name% - elseif %actor.is_thief% - emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!' - kill %actor.name% - elseif %actor.cha% < 6 - %send% %actor% %self.name% spits in your face. - %echoaround% %actor% %self.name% spits in %actor.name%'s face. - end - if %actor.fighting% - eval victim %actor.fighting% - if %actor.align% < %victim.align% && %victim.align% >= 0 - emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!' - kill %actor.name% - end - end - end -end -~ -$~ diff --git a/lib/world/trg/83.trg b/lib/world/trg/83.trg deleted file mode 100644 index e048424..0000000 --- a/lib/world/trg/83.trg +++ /dev/null @@ -1,608 +0,0 @@ -#8300 -Zone 83 Enter~ -2 cg 100 -Enter~ -if !%arg% && !%command% - wait 2s - %echo% @g[ Welcome to Zone 83, by Meyekul. Type '@oEnter Zone@n@g' to begin. ]@n -elseif %cmd.mudcommand% == Enter && zone /= %arg% - wait 1s - %echo% @g[ Now Entering Zone 83... ]@n - wait 1s - %teleport% %actor% 8301 - %force% %actor% look -else -end -~ -#8301 -Small Fish (8301) Schooling~ -0 h 100 -~ -if %actor.vnum% == 8301 - follow small - detach all %self.id% -end -~ -#8302 -Large Fish (8302) chase Small Fish (8301)~ -0 h 100 -~ -if %actor.vnum% == 8301 - emote begins chasing a small fish. - %force% %actor% flee - end -~ -#8303 -Self-Healing on half HP~ -0 l 50 -~ -eval repair %random.3% -switch %repair% - case 1 - %echo% @cPirates scramble to repair their damaged ship.@n - break - case 2 - %echo% @cPirates carry buckets of water to extinguish fires on the ship.@n - break - case 3 - %echo% @cPirates rush to seal leaks in the hull of their ship.@n - break -done - %damage% %self% -1000 -~ -#8304 -Take Loot to the Vault (8395)~ -0 bq 100 -~ -get all -%at% 8395 drop all -~ -#8305 -Surrender to Pirate Ship (8305)~ -0 cd 100 -surrender~ - %echo% A pirate shouts from the ship, 'Good choice, ya salty dog, you may live to see the end of this day!' - wait 1 - %echo% The pirates take you captive aboard their ship. - %teleport% %actor% 8392 - wait 1s - %force% %actor% look -~ -#8306 -Navigator (8306) Sings~ -0 b 10 -~ -eval song %random.4% -switch %song% - case 1 - emote clears his throat. - wait 3s - emote sings, 'Plunder, Plunder, How I wonder...' - wait 3s - emote sings, 'How'd ya get so doggone pretty?' - wait 3s - emote sings, 'Home to sailors, barbers, tailors, and Puerto Pollo, yer capital city!' - wait 10s - break - case 2 - emote clears his throat. - wait 3s - emote sings, 'I'm hooked on you baby...' - wait 3s - emote sings, 'But the seas keep us apart.' - wait 3s - emote sings, 'And there aint no eyepatch big enough...' - wait 3s - emote sings, 'To cover up... my... broke... n.... hearrrrrt!' - wait 10s - break - case 3 - emote clears his throat. - wait 3s - emote sings, 'Oh... there's a...' - wait 3s - emote sings, 'Monkey in my pocket...' - wait 3s - emote sings, 'And he's stealing all my change...' - wait 3s - emote sings, 'His stare is blank and glossy...' - wait 3s - emote sings, 'I suspect that he's deraaaaanged!' - wait 10s - break - case 4 - emote clears his throat. - wait 3s - emote sings, 'For those cold dark shipboard nights...' - wait 3s - emote sings, 'We've got boxers, briefs and tights...' - wait 3s - emote sings, 'Made from cotton, silk or satin...' - wait 3s - emote sings, 'In styles anglo, dutch or latin!' - wait 3s - emote sings, 'When you sail don't take a chance...' - wait 3s - emote sings, 'Wearin' nothin neathe your pants...' - wait 3s - emote sings, 'Trust... Silvers.. Longjohns...' - wait 3s - emote sings, 'They breathe!' - wait 10s -done -@n -@n -@n -@y**************************************************************** -@y* @cThese songs were written (as far as I know..) by @y* -@y* @c@oTim Schafer@n@c, Lead Designer of "@oThe Curse of Monkey Island@n@c" @y* -@y* @cI take no responsibility if he got the ideas elsewhere. :) @y* -@y****************************************************************@n -~ -#8307 -Cabin Boy (8307) Mops~ -0 b 10 -~ -wait 2s -emote sings, 'Mop, mop, mop, all day long...' -wait 2s -emote sings, 'Mop, mop, mop, while I sing this song...' -wait 60s -~ -#8308 -Pirate Guard (8308) Bribery~ -0 m 1 -~ -if (%amount% >= 200) - set bribed 1 - global bribed - emote takes the bribe and begins counting it. - wait 2s - say %amount% coins? Wow, thanks! I'll let you out! - %door% 8392 n flags a - %door% 8392 n room 8394 - %door% 8392 n key 8307 - %door% 8394 s flags a - %door% 8394 s room 8392 - %door% 8394 s key 8307 - wait 2s - say Here, take my rations for the day, I'm gettin' drunk! - %load% obj 8304 - give rations %actor.name% - wait 2s - emote scants off before the next guard comes around. - %purge% %self% -else - eval bribed 1 - global bribed - emote takes the bribe and begins counting it. - wait 2s - say %amount% coins, huh? Ok, if I should happen to forget to lock the door... - %door% 8392 n flags a - %door% 8392 n room 8394 - %door% 8392 n key 8307 - %door% 8394 s flags a - %door% 8394 s room 8392 - %door% 8394 s key 8307 - wait 2s - emote scants off before the next guard comes around. - %purge% %self% -end -~ -#8309 -Pirate Guard (8308) Patrol~ -0 b 75 -~ - while %people.8392% - wait 5s - %teleport% %self% 8392 - emote enters the cell. - say You need anything? - wait 5s - if !%bribed% - say Right then.. - wait 1s - emote leaves the cell. - %teleport% %self% 8394 - wait 10s - else - end - done -~ -#8310 -Glumgold (8311) Talks to Polly~ -0 b 25 -~ -say Polly wanna cracker? -~ -#8311 -Glumgold (8311) Taunts Players~ -0 h 100 -~ -eval taunt %random.3% -switch %taunt% - case 1 - wait 2 - say What? Who are you? - wait 2 - say You'd best get out of here before I get angry! - wait 2 - spit %actor.name% - break - case 2 - wait 2 - say You're not one of my boys, are ye? - wait 2 - say You'd better get off me boat before I keel haul you! - wait 2 - growl %actor.name% - break - case 3 - wait 2 - grumble - wait 2 - say What are you doing here? I'm not payin you to stand around, get out there and swab the deck, matey! - wait 2 - break -done -~ -#8312 -Near Death Trap Davy Jones' Locker - 8386~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 1 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 5 sec -%send% %actor% The Gods pity you enough to allow you to survive. -~ -#8313 -Polly (8313) Learn & Repeat~ -0 d 1 -*~ -*** Squak for the nice people, Polly -wait 1s -emote squawks loudly. -wait 1s -*** 75 percent chance of learning phrase -eval polly %random.4% -if (%polly% > 1) -%echo% Polly the Parrot says, '%speech%' - *** Learn new phrases - eval number (%number% + 1) - eval phrase(%number%) %speech.trim% - global number - global phrase(%number%) - *** Reset array after 10 phrases - if (%number% == 10) - set number 0 - global number - set maxphrases 1 - global maxphrases - end -else -end -~ -#8314 -Polly (8313) Random Speech~ -0 b 10 -~ -wait 1s -emote squawks loudly. -wait 1s -if (%maxphrases% == 1) - eval polly %random.10% -else - eval polly %%random.%number%%% -end -switch %polly% - case 1 - %echo% Polly the Parrot says, '%phrase(1)%' - break - case 2 - %echo% Polly the Parrot says, '%phrase(2)%' - break - case 3 - %echo% Polly the Parrot says, '%phrase(3)%' - break - case 4 - %echo% Polly the Parrot says, '%phrase(4)%' - break - case 5 - %echo% Polly the Parrot says, '%phrase(5)%' - break - case 6 - %echo% Polly the Parrot says, '%phrase(6)%' - break - case 7 - %echo% Polly the Parrot says, '%phrase(7)%' - break - case 8 - %echo% Polly the Parrot says, '%phrase(8)%' - break - case 9 - %echo% Polly the Parrot says, '%phrase(9)%' - break - case 10 - %echo% Polly the Parrot says, '%phrase(10)%' - break - default - emote whistles. - break -done -~ -#8315 -Bucket O' Tar (8315) Cools after 10 Minutes~ -1 g 100 -~ -wait 300s -%send% %actor% The bucket of tar begins to cool. -wait 300s -%send% %actor% The bucket has cooled and the tar has hardened. -%load% obj 8316 -%purge% %self% -end -~ -#8316 -Bucket O' Tar (8315) Spills when Manipulated~ -1 ghjl 50 -~ -%send% %actor% You spill a clump of tar onto the ground. -%echoaround% %actor% %actor.name% spills a clump of tar onto the ground. -%load% obj 8317 -~ -#8317 -Bucket O' Tar - Purge Clump (8317) After 5 Minutes~ -1 n 100 -~ -wait 300s -%purge% %self% -~ -#8319 -Load Meat when Crab (8319) Dies~ -0 f 100 -~ -%load% obj 8319 -~ -#8320 -Life Boat (8320) Dispenser~ -1 g 100 -~ -return 0 -%load% obj 8301 -%force% %actor% get boat -~ -#8375 -Load/Purge Exits after Leave (8375)~ -2 q 100 -~ -if (%direction% == down) - %door% 8373 up room 8375 - %door% 8373 up description You can still reach the ladder if you wish to board the ship again. - set loop 0 - set person 1 - while (%loop% < 60)&&(%people.8373%||%people.8375%) - wait 1s - eval loop (%loop% + 1) - done - %at% 8373 %echo% It is no longer possible to board the ship from here. - %door% 8373 up purge -end -~ -#8380 -Vermin Flees on Entrance (8380)~ -2 g 50 -~ - wait 1s - eval vermin %random.4% - switch %vermin% - case 1 - %echo% A big, fat, disgusting rat waddles away as you approach. - break - case 2 - %echo% A few small mice squeek and scurry away as you enter the room. - break - default - %echo% Several large cockroaches flee the room as you enter. - break - done -~ -#8385 -Jump from Crow's Nest (8385)~ -2 c 100 -jump~ - if ((%arg% == down)||(%arg% == deck)||(%arg% == off)) - %send% %actor% You climb onto the edge of the crow's nest and dive off. - %echoaround% %actor% %actor.name% climbs to the edge and jumps off. - %teleport% %actor% 8376 - wait 1s - %send% %actor% @oDown..@n - wait 1s - %send% %actor% @oDown...@n - wait 1s - %send% %actor% @oDown you go...@n - wait 1s - eval halfhitp ((%actor.hitp% / 2) + 10) - %send% %actor% You slam @oHARD@n into the deck! - %send% %actor% You take @r%halfhitp%@n points of damage. - %echoaround% %actor% %actor.name% slams @oHARD@n into the deck! - %damage% %actor% %halfhitp% - else - %send% %actor% Jump where? - end -~ -#8393 -99 Bottles of Beer (Drunken Pirate: 8309)~ -0 b 10 -~ -set beers 99 -emote clears his throat. -wait 3s -while %beers% - eval beertens %beers% / 10 - eval beerones %beers% - (%beertens% * 10) - switch %beerones% - case 0 - unset alphabeers - break - case 1 - set alphabeers One - break - case 2 - set alphabeers Two - break - case 3 - set alphabeers Three - break - case 4 - set alphabeers Four - break - case 5 - set alphabeers Five - break - case 6 - set alphabeers Six - break - case 7 - set alphabeers Seven - break - case 8 - set alphabeers Eight - break - case 9 - set alphabeers Nine - break - done - switch %beertens% - case 0 - break - case 1 - switch %beerones% - case 0 - set alphabeers Ten - break - case 1 - set alphabeers Eleven - break - case 2 - set alphabeers Twelve - break - case 3 - set alphabeers Thirteen - break - case 4 - set alphabeers Fourteen - break - case 5 - set alphabeers Fifteen - break - case 6 - set alphabeers Sixteen - break - case 7 - set alphabeers Seventeen - break - case 8 - set alphabeers Eighteen - break - case 9 - set alphabeers Nineteen - break - done - break - case 2 - set alphabeers Twenty %alphabeers% - break - case 3 - set alphabeers Thirty %alphabeers% - break - case 4 - set alphabeers Fourty %alphabeers% - break - case 5 - set alphabeers Fifty %alphabeers% - break - case 6 - set alphabeers Sixty %alphabeers% - break - case 7 - set alphabeers Seventy %alphabeers% - break - case 8 - set alphabeers Eighty %alphabeers% - break - case 9 - set alphabeers Ninety %alphabeers% - break - done - if %beers% == 99 - eval alphabeers2 %alphabeers% - else - emote sings, '%alphabeers2.trim% bottles of beer on the wall...' - wait 3s - emote sings, '%alphabeers2.trim% bottles of beer...' - wait 5s - emote sings, 'Take one down, pass it around...' - wait 3s - emote sings, '%alphabeers.trim% bottles of beer on the wall.' - eval alphabeers2 %alphabeers% - wait 5s - end - eval beers %beers% - 1 -done -wait 10s -~ -#8397 -Chinchirorin Dice (8397)~ -1 h 100 -~ -*** Roll them Bones *** - wait 1s - eval die1 %random.6% - eval die2 %random.6% - eval die3 %random.6% - eval roll %die1%%die2%%die3% - %send% %actor% The dice land on @o@g%die1%@n, @o@c%die2%@n, @o@r%die3%@n. - oechoaround %actor% %actor.name% rolls a @o@g%die1%@n, @o@c%die2%@n, @o@r%die3%@n. -*** Check For 3 of a Kind *** - if (%roll% == 111) - oechoaround %actor% It's a @o@g1-1-1@n! %actor.name% pays triple the bet! - %send% %actor% It's a @o@g1-1-1@n! You pay triple the bet! - halt - elseif ((%die1% == %die2%) && (%die2% == %die3%)) - oechoaround %actor% @o@g%die1%@c%die2%@r%die3%@n Three of a kind! %actor.name% wins triple the bet! - %send% %actor% @o@g%die1%@c%die2%@r%die3%@n Three of a kind! You win triple the bet! - halt -*** Check for Storms *** - elseif (%roll% == 123 || %roll% == 132 || %roll% == 213 || %roll% == 321 || %roll% == 312) - oechoaround %actor% It's a storm! @o@g1-2-3@n! %actor.name% pays double the bet! - %send% %actor% It's a storm! @o@g1-2-3@n! You pay double the bet! - halt - elseif (%roll% == 456 || %roll% == 465 || %roll% == 546 || %roll% == 654 || %roll% == 645) - oechoaround %actor% It's a storm! @o@g4-5-6@n! %actor.name% wins double the bet! - %send% %actor% It's a storm! @o@g4-5-6@n! You win double the bet! - halt -*** Otherwise, Compute the Score *** - elseif (%die1%==%die2%) - oechoaround %actor% %actor.name% scores a @o@g%die3%@n. - %send% %actor% You score a @o@g%die3%@n. - halt - elseif (%die1%==%die3%) - oechoaround %actor% %actor.name% scores a @o@g%die2%@n. - %send% %actor% You score a @o@g%die2%@n. - halt - elseif (%die2%==%die3%) - oechoaround %actor% %actor.name% scores a @o@g%die1%@n. - %send% %actor% You score a @o@g%die1%@n. - halt - else - oecho @o@gNo score!@n - end -*** Please Do not Edit This Section *** -* Written by Meyekul (meyekul@@hotmail.com) for Anywhere But Home (anywhere.wolfpaw.net:5555). -* The name Chinchirorin and the idea for this script came from the Playstation game Suikoden. -* Feel free to use this script in your own MUD, but please leave this section intact. -*** End of File *** -~ -$~ diff --git a/lib/world/trg/86.trg b/lib/world/trg/86.trg deleted file mode 100644 index 185c943..0000000 --- a/lib/world/trg/86.trg +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/trg/9.trg b/lib/world/trg/9.trg deleted file mode 100644 index 49cd7a5..0000000 --- a/lib/world/trg/9.trg +++ /dev/null @@ -1,22 +0,0 @@ -#901 -snarl with glee~ -0 g 100 -~ -wait 1 s -snarl -~ -#902 -glare~ -0 g 100 -~ -wait 1 s -glare -~ -#907 -Flash Light~ -0 g 100 -~ -wait 1 s -%echo% The Mri Treasure glows with a golden aura. -~ -$~ diff --git a/lib/world/trg/90.trg b/lib/world/trg/90.trg deleted file mode 100644 index 0ed0b44..0000000 --- a/lib/world/trg/90.trg +++ /dev/null @@ -1,63 +0,0 @@ -#9000 -Bow and Arrow Shoot - 9000~ -1 c 1 -shoot~ -if %actor.fighting% && !%arg% - set arg %actor.fighting.alias% -end -if !%arg% - %send% %actor% Shoot Who? - halt -end -* Set the rooms ID to a variable. -set room_var %actor.room% -* Target the first char. -set target_char %room_var.people% -* Now loop through everyone in the room -while %target_char% - * Save the next target before this one perhaps dies. - set tmp_target %target_char.next_in_room% - * This is where the good/bad things are supposed to happen. - if %target_char.alias% /= %arg% && %target_char% != %actor% - eval i %actor.inventory% - while (%i%) - set next %i.next_in_list% - if %i.vnum%==9005 - set quiver 1 - break - end - set i %next% - done - if %quiver% - %force% %actor% take arrow quiver - end - if %actor.inventory(9004)% - eval dex_check %random.6% + 10 - if %actor.dex% > %dex_check% - %send% %actor% You shoot %target_char.name%, bullseye. - %echoaround% %actor% %target_char.name% shudders, at the impact of %actor.name%'s arrow. - %purge% %actor.inventory(9004)% - %force% %target_char% kill %actor.name% - %load% obj 9004 %target_char% inv - %damage% %target_char% 10 - halt - else - %send% %actor% You miss %target_char.name%, and %target_char.heshe% notices. - %echoaround% %actor% %target_char.name% shudders, at the impact of %actor.name%'s arrow. - %purge% %actor.inventory(9004)% - %force% %target_char% kill %actor.name% - %load% obj 9004 - halt - end - else - %send% %actor% You are out of arrows. - halt - end - end - * Set the next target. - set target_char %tmp_target% - * Loop back. -done -%send% %actor% You can not find your target to shoot. -~ -$~ diff --git a/lib/world/trg/96.trg b/lib/world/trg/96.trg deleted file mode 100644 index 1f03104..0000000 --- a/lib/world/trg/96.trg +++ /dev/null @@ -1,139 +0,0 @@ -#9600 -Windblow - 1, 4-8, 10-22~ -2 b 23 -~ -%echo% A light breeze picks up, causing the leaves to rustle quietly. -wait 200 -%echo% Nearby, a bird chirps its greetings to the world. -wait 200 -%echo% A rabbit hops across the path, pursued by a wily red fox. -~ -#9603 -Wizard - 9603~ -0 g 100 -~ -if %actor.is_pc% - emote sighs deeply. - say I suppose...that you're...here to seek the....treasure also? - wait 1 s - %echo% The wizard's face brightens considerably. - say Or...Are you here to shop? I have a nice variety of potions... -end -~ -#9604 -Wizard tell - 9603~ -0 d 1 -treasure~ -say Fool! But...it is...your...death! -emote hums a word of arcane power, and your vision blurs momentarily. -%teleport% all 9633 -close door -~ -#9609 -Swamp Eat - 9609~ -2 g 30 -~ -wait 1 -%echo% A rabbit emerges from the underbrush, chased by a fox. -wait 1 s -%echo% When the rabbit reaches the swampy mess, he slows to a stop, and starts sinking. -wait 1 s -%echo% The fox waits for a moment at the edge of the pit, then disappears back into the forest. -~ -#9623 -Walking Squelch - 9623~ -2 g 100 -~ -wait 10 -%echo% *squelch, squelch, squelch* Grrrrrrr... -~ -#9647 -Knight Death - 9647~ -0 f 100 -~ -%load% obj 9666 -drop head -~ -#9648 -Fish Key - 9653~ -2 d 1 -fish~ -%echo% A childish voice booms, "Well done! Here's the key..." -%load% obj 9652 -~ -#9649 -Choose Brain Riddle - 9653~ -2 d 1 -brain brains~ -%echo% A childish voice booms, "Riddle me this, riddle me that... -%echo% Alive without breath -%echo% Cold as death -%echo% Never thirsty, ever drinking -%echo% All in mail, never clinking." -~ -#9650 -Key Load - 9651~ -0 n 100 -~ -%load% obj 9652 -~ -#9651 -Choose Brawn - 9653~ -2 d 1 -Brawn~ -%echo% A voice booms, "So, you have chosen brawn! Good luck, for my minions aren't easily bested!" -%load% mob 9651 -wait 1 -%echo% A gremlin appears. -~ -#9652 -King Challenge - 9653~ -2 g 100 -~ -if %actor.is_pc% - wait 1 s - %echo% A voice booms, "Welcome traveller! You have come far to seek my Sword. - %echo% I admire your perseverance. - %echo% However, you must prove yourself one more time. - %echo% You have proven your brawn, now show me your wit! - %echo% Unless you are all brawn, in that case you may fight again. - %echo% So, which shall it be? Brains or brawn?" -end -~ -#9654 -King Quest - 9654~ -0 g 100 -~ -if %actor.is_pc% - wait 1 s - say Welcome, I have waited long for one to claim my sword. - say But, although you've proven yourself many times before, I must ask you to complete one more test. - %load% obj 9646 - give key %actor.name% - wait 2 sec - say Use this key to get into a holding room downstairs. They're directly across from the stairways. - say Bring me back proof of your victory there and I shall give you my sword. - wait 1 s - say Now go! -end -~ -#9666 -Head Give - 9654~ -0 j 100 -~ -if %object.vnum% != 9666 - say What is this? I don't want this filth! -else - wait 1 s - say Good work. Here's my sword. - %load% obj 9602 - give sword %actor.name% - say Goodbye...My work is done. - emote begins aging rapidly, and is soon nothing but a pile of ash. - %purge% head - %purge% king - %echo% You find yourself at the entrance of Domiae. - %teleport% all 9619 -end -~ -$~ diff --git a/lib/world/trg/index b/lib/world/trg/index index 2474139..30dfe62 100644 --- a/lib/world/trg/index +++ b/lib/world/trg/index @@ -1,189 +1,5 @@ 0.trg 1.trg 2.trg -3.trg -4.trg -5.trg -6.trg -7.trg -9.trg -11.trg -12.trg -13.trg -14.trg -15.trg -16.trg -17.trg -18.trg -19.trg -20.trg -22.trg -25.trg -26.trg -27.trg -28.trg 30.trg -31.trg -32.trg -33.trg -35.trg -36.trg -37.trg -38.trg -39.trg -40.trg -41.trg -42.trg -43.trg -44.trg -45.trg -46.trg -50.trg -51.trg -52.trg -53.trg -54.trg -55.trg -56.trg -57.trg -60.trg -61.trg -62.trg -63.trg -64.trg -65.trg -70.trg -71.trg -72.trg -74.trg -75.trg -78.trg -79.trg -83.trg -86.trg -90.trg -96.trg -100.trg -101.trg -103.trg -104.trg -106.trg -107.trg -115.trg -117.trg -118.trg -120.trg -125.trg -130.trg -140.trg -150.trg -169.trg -175.trg -186.trg -187.trg -200.trg -201.trg -211.trg -220.trg -232.trg -233.trg -234.trg -235.trg -236.trg -237.trg -238.trg -239.trg -240.trg -241.trg -242.trg -243.trg -244.trg -245.trg -246.trg -247.trg -248.trg -249.trg -250.trg -251.trg -252.trg -253.trg -254.trg -255.trg -256.trg -257.trg -258.trg -259.trg -260.trg -261.trg -262.trg -263.trg -264.trg -265.trg -266.trg -267.trg -268.trg -269.trg -270.trg -271.trg -272.trg -273.trg -274.trg -275.trg -276.trg -277.trg -278.trg -279.trg -280.trg -281.trg -282.trg -283.trg -284.trg -285.trg -286.trg -287.trg -288.trg -289.trg -290.trg -291.trg -292.trg -293.trg -294.trg -295.trg -296.trg -298.trg -299.trg -300.trg -301.trg -302.trg -303.trg -304.trg -305.trg -306.trg -307.trg -308.trg -309.trg -310.trg -311.trg -312.trg -313.trg -314.trg -315.trg -316.trg -317.trg -318.trg -319.trg -320.trg -321.trg -322.trg -323.trg -324.trg -325.trg -326.trg -343.trg -345.trg -346.trg -555.trg -556.trg -653.trg -654.trg $ diff --git a/lib/world/trg/index.mini b/lib/world/trg/index.mini index fb3ee94..81a6b8c 100644 --- a/lib/world/trg/index.mini +++ b/lib/world/trg/index.mini @@ -1,5 +1,2 @@ -0.trg -1.trg -12.trg 30.trg $ diff --git a/lib/world/wld/0.wld b/lib/world/wld/0.wld index c871bbb..f0fe065 100644 --- a/lib/world/wld/0.wld +++ b/lib/world/wld/0.wld @@ -1,790 +1,7 @@ -#0 -The Void~ - You don't think that you are not floating in nothing. You can see -a strange portal located above you. -~ -0 8 0 0 0 1 -D4 -~ -~ -0 0 100 -S -T 1200 #1 Limbo~ - You are floating in a formless void, detached from all sensation of physical -matter, surrounded by swirling glowing light, which fades into the relative -darkness around you without any trace of edges or shadow. -~ -0 8 0 0 0 1 -D5 -A strange portal in the floor is the only exit. -~ -~ -0 0 100 -S -#2 -Welcome to the Builder Academy~ - A builder is a term usually used to describe a person who designs MUD zones -for other characters to explore. Any player with motivation, ideas, and good -writing style can be a builder as well as a player. As a Builder, your job is -to create the virtual world in which players can roam around, solve puzzles, -find treasures, and gain experience. A Builder creates the rooms, objects, -mobs, shops, and triggers with which players will interact. - If this is something you are interested in doing then you have come to the -right place. Be warned, building is not easy and will require hard work, -patience, and the ability to take constructive criticism. - Your first task is to apply for builder status at: -@Cwww.tbamud.com@n - When you finish and submit the application tell anyone level 32 or higher -and they will advance you to begin your training. - - If would like to check out the tbaMUD World as a player connect to tbamud.com 4000. -~ -0 24 0 0 0 0 -D0 -~ -~ -0 0 3 -S -T 199 -#3 -The Builder Academy~ - Congratulations on your new-found immortality. Now all you need to know is -how to use your new abilities. This zone describes how to create CircleMUD -areas. The intended audience is builders interested in creating new worlds. -There are a few basic rules to understand while exploring this zone and -learning how to build. Everything in @RCAPITAL LETTERS@n is something that -can be further explored by typing @RCAPITAL LETTERS@n and hitting return. - -Test this out, @RHELP DISCLAIMER@n. -~ -0 8 0 0 0 0 -D1 -~ -~ -0 0 4 -S -T 56 -#4 -The Beginning~ - By simply following the different halls new builders will be taught the -basics of building on a tbaMUD. If new to immortality and building then I -highly recommend the hallway to the north for an overview of immortal commands. -For those that have a grasp on all commands listed under @RWIZHELP@n continue to -the east. TBA is constantly striving to improve upon the training process so -please use the typo and idea commands liberally. -~ -0 24 0 0 0 0 -D0 -~ -~ -0 0 16 -D1 -~ -~ -0 0 5 -D3 -~ -~ -0 0 3 -S -#5 -The Builder Academy Implementation~ - Here at The Builder Academy we try not to restrict builders with rules and -regulations. But, some are required in order to make this place run smoothly. -Please realize we handle a lot of newbie builders with a very minimal staff so -be patient, learn to use the helpfiles and have fun. - Read the following help files on TBA's training process: -@RHELP TRIALROOM -HELP REPORT-EXAMPLE -HELP LEVEL -HELP ADVERTISING@n -~ -0 8 0 0 0 0 -D1 -~ -~ -0 0 6 -D3 -~ -~ -0 0 4 -S -#6 -Building~ - This hallway running west to east is the route you will advance after -completing each hallway leading off to the north (if there is one) @RHELP TBAMAP@n. - The first thing all builders need to realize is that their area is not going -to be the best, and it is not going to have the best equipment or toughest mobs -in the game. All new builders want to make a piece of equipment that is better -than any other and they all want the large group of players to remember the -trials and tribulations they went through while trying to kill a mob that they -have created. If you are a veteran of any MUD, you know that the toughest mobs -have already been made, and to try to create a mob that is tougher is almost -impossible and will only duplicate existing mobs, or throw off the balance of -the game. So start out small and do not expect to create a perfect zone the -first time around. Do not make anything super-powerful. It will not be allowed -and you will have to redo it, wasting everyone's time, both yours and ours. - Read the following help files: -@RHELP BUILDER -HELP PREREQUISITE -HELP BALANCE -HELP BREATHE@n -~ -0 8 0 0 0 0 -D0 -~ -~ -0 0 -1 -D1 -~ -~ -0 0 7 -D2 -~ -~ -0 0 -1 -D3 -~ -~ -0 0 5 -D4 -~ -~ -0 0 -1 -S -#7 -Writing Good Descriptions~ - The following help files go into the lengthy subject of writing good -descriptions. This will also cover proper grammar and the use of the text -editor where you enter all of your long descriptions. - The hardest part for most new builders is writing descriptions. We assume -that you are reasonably literate and know basic grammar and spelling. If -this does not describe you, we humbly suggest that you take some classes, -get a dictionary, and start learning. Proper grammar should be used at all -times. If you can write reasonably well, great! I am sure you will still -find this hallway useful. We will discuss some of the issues related to -writing specifically for a MUD, such as: -@RHELP DESCRIBING -HELP YOU -HELP BIAS -HELP GRAMMAR -HELP REDIT-DESCRIPTIONS -HELP REDIT-EXTRA -HELP OEDIT-EXTRA -HELP D-DESC -HELP MEDIT-L-DESC -HELP TEXT-EDITOR@n -~ -0 8 0 0 0 0 -D1 -~ -~ -0 0 8 -D3 -~ -~ -0 0 6 -S -#8 -How to Use Redit~ - Room edit, or redit, is how you create, link, and describe the rooms that a -player explores. It can be used by simply typing redit in the room you wish to -edit. If you get a message that you do not have permission to edit that zone -it is because your OLC is not set to that zone. @RSTAT SELF@n to see what your -@MOLC[]@n is set to. OLC, or on-line-creation is set to the zone number -assigned to you by the staff. The zone number is then divided into VNUM's ##00 -to ##99. For example, Zone 12 has VNUM's 1200 to 1299. These numbers are -critical; they are the identities of the rooms within the game. They can be -used with "goto" to go to that room. - Now, lets look at the redit menu. Type the following: @RHELP REDIT-MENU@n -That is an example of the redit menu you will see when you edit a room. -Notice how each important line has an associated help topic. To learn more -about it just see the appropriate help file. If this is your first experience -with redit read ALL the help files. @RHELP STYLISTICS@n -~ -0 8 0 0 0 0 -D1 -~ -~ -0 0 9 -D3 -~ -~ -0 0 7 -D4 -~ -~ -0 0 -1 -S -#9 -How to Use Oedit~ - Now you will learn the intricacies of creating objects with the object editor. -Please remember that every MUD has different ideas of balance and the basics of -building you learn here should be universal, but expect limitations on objects -from your MUD administration. To further help your training we have added object -standards to all values a builder can set. This way you know what values are -appropriate and will not have to redo objects because you did not know what -values to set. - Oedit can be used by typing "oedit <<VNUM>>". A zone is divided into VNUM's -##00 to ##99. For example, Zone 12 has VNUM's 1200 to 1299. These numbers -are critical; they are the identities of the objects within the game. It is -a good habit to start using all VNUMs from ##00 to ##99 consecutively. - Start off by checking out the oedit menu. Type @RHELP OEDIT-MENU@n -That is an example of the oedit menu you will see when you edit an object. -Notice how each important line has an associated help topic. To learn more -about it just see the appropriate help file. If this is your first experience -with oedit read ALL the help files. -~ -0 8 0 0 0 0 -D1 -~ -~ -0 0 10 -D3 -~ -~ -0 0 8 -S -#10 -How to Use Medit~ - Next you will learn how to create mobiles with the mobile editor. Mobs are -the non-player characters within the game (NPC's). With medit you will be able -to create a mob and modify all of its stats (statistics), flags, and settings. - Mobile edit, or medit, is how you create the monsters a player can interact -with. Notice I use the word interact. Every mob should not be made for just -killing. There can and should be a variety. For example, one mob could be -made for high experience value, another for gold, another for a unique object, -another to fill a storyline, another as part of a quest. The options are -limitless, especially with triggers, mobs are meant for much more than just -killing. Medit can be used by typing "medit <VNUM>". - Type @RHELP MEDIT-MENU@n That is an example of the medit menu you will see -when you edit a mobile. Each line has its own help topic you should also read. -~ -0 8 0 0 0 0 -D1 -~ -~ -0 0 11 -D3 -~ -~ -0 0 9 -S -#11 -How to Use Zedit~ - Zedit is what is used to load mobiles and objects into rooms. Every zone -goes through a zone reset, each one depending on how you set it. Upon a zone -reset all rooms, mobs, and objects will reload if they are no longer present. - Most new builders think mobs and objects are loaded by the "load" command. -This is not how it is done. Instead you use zedit in each room you wish a -mob or object to load. This way whenever the zone resets it will execute the -zone commands to load all of your mobs and objects. - Zone edit, or zedit, is how you control how mobiles and objects are -integrated within the zone to create an inhabited world. Using "load obj -<VNUM>" does not ensure that the mob will always be there, in fact if someone -kills it or the mud reboots it will be gone. So you need to load mobs and -objects through zedit. - It can be used just like redit, by simply typing zedit while you are in the -room you wish to edit or "zedit <<VNUM>>." Now, lets look at the zedit menu. -@RHELP ZEDIT-MENU@n. That is an example of the zedit menu, be sure to read -the related helpfiles on each menu option. - Zedit contains zone settings, followed by a series of reset commands. Each -time a zone is reset, the server executes all the commands in order from -beginning to end. All zones are reset when the server first boots, and -periodically reset again while the game is running. -~ -0 8 0 0 0 0 -D1 -~ -~ -0 0 12 -D3 -~ -~ -0 0 10 -S -#12 -How to Use Sedit~ - Shops are stores within the mud that players can list the items for sale -and then buy or sell from. Shops are one of the more complicated aspects of -building and should not be attempted until you are comfortable with the other -forms of OLC (except trigedit). - When you make a shop I suggest you use the shop vnum that matches the room -you wish the shop to be in. For example, say I want a shop in room 1333. I -would sedit 1333 to create that shop. Now, let us look at the sedit menu. -Type the following: @RHELP SEDIT-MENU@n. That is an example of the sedit menu -you will see when you edit a shop. Notice how each important line has an -associated help topic. To learn more about it just see the appropriate help -file. If this is your first experience with sedit read ALL the help files. -~ -0 8 0 0 0 0 -D1 -~ -~ -0 0 13 -D3 -~ -~ -0 0 11 -S -#13 -How to Use Trigedit~ - The hall to the north will show you how to use the trigger editor. Trigedit -is the most advanced form of OLC we have to offer. It is the hardest, but also -the most rewarding. If you are looking to pour life into your mobs, enliven -your rooms or just make your objects special? This can all be done with -trigedit. Have fun with the power of (minor) coding! - Like all the hallways before use this hallway in conjunction with the help -files: @RHELP TRIGEDIT-MENU@n and the commands @RTLIST@n and @RTSTAT@n commands. -Do not attempt to use trigedit until you complete your trial vnum and are -assigned a zone. Remember you must disable @RNOHASSLE@n. Triggers will not work -on you otherwise. -~ -0 8 0 0 0 0 -D0 -~ -~ -0 0 18 -D1 -~ -~ -0 0 14 -D3 -~ -~ -0 0 12 -S -#14 -Planning~ - The ideas discussed in the help files below are tried and true. Though they -may not work for everyone, they will for the majority. Learn from others -mistakes and understand the planning required to make a good zone. Building a -great zone takes many things; such as time, patience, good grammar/spelling, -knowing how to balance your zone, a lot of work, and most importantly -planning. Now this all may sound like a lot to do, but I can assure you that -with this zone, and the help of others, you can do this. -@RHELP DICTIONARY@n -@RHELP WORK@n -@RHELP PLANNING@n -@RHELP CARTOGRAPHY@n -@RHELP LOCATION@n -@RHELP THEME@n -@RHELP PLOT@n -@RHELP ZONE-SIZE@n -@RHELP ALIGNMENT@n -@RHELP BIAS@n -~ -0 8 0 0 0 0 -D1 -~ -~ -0 0 15 -D3 -~ -~ -0 0 13 -S -#15 -Lessons Learned and Advanced Building~ - Here are a few lessons that have been passed down from builder to builder -through out the years. Take heed to these words as they have been and done -what you are now doing many times over. -@RHELP LANCE -HELP SNOWLOCK -HELP ELASETH -HELP PATHS@n - There are numerous resources out there for MUDs. Here are a few I have used -in the past: Please mudmail me any good links to add. -@RHELP DOCUMENTATION -HELP OFFLINE -~ -0 8 0 0 0 0 -D1 -~ -~ -0 0 98 -D3 -~ -~ -0 0 14 -S -#16 -Immortal Commands~ - As an immortal you have some new commands available to you. To see all -of your immortal commands simply type @RWIZHELP@n. Every command in the game -has a help entry. So the best way to learn how to use all these commands is -by simply typing @RHELP <COMMAND>@n. This will bring up some information -about the command. For example, this is what you will see if you type -@RHELP NOHASSLE@n: - -@WNOHASSLE -------->> help topic - -Usage: nohassle ---------->> what you need to type to do it. - - Toggles a flag to prevent aggressive monsters from attacking and also prevents -immortals from firing triggers. If you wish to test triggers you must turn -nohassle off. -->> description - -See Also: HOLYLIGHT, ROOMFLAGS ------->> other related commands in help file. -@n - Now is the time to practice all of your immortal commands, make sure you -understand what they do and how they can be used. Read all the help file -entries on every command!!! Do not worry too much about redit, oedit, medit, -zedit, sedit, and trigedit. We will get to those later. Know how to use all -the commands available to you. -~ -0 8 0 0 0 0 -D0 -~ -~ -0 0 17 -D2 -~ -~ -0 0 4 -S -#17 -Overview of the MUD World~ - The first thing you need to build is a good telnet client. -@RHELP TELNET@n for a list. - - Once you have a good client you must understand a few basics: -@RHELP VIRTUAL-NUMBERS@n -@RHELP TERMINOLOGY@n -~ -0 8 0 0 0 0 -D2 -~ -~ -0 0 16 -S -#18 -A Quick Mob Quest Tutorial~ -See: @RHELP TRIGEDIT-MOB-TUTORIAL@n -@RSTAT QUESTMASTER@n. Notice the attached triggers. @RTSTAT 1@n. -~ -0 24 0 0 0 0 -D0 -~ -~ -0 0 20 -D1 -~ -~ -0 0 19 -D2 -~ -~ -0 0 13 -S -#19 -A Quest Room~ - In this room you may be able to finish the Mob Quest Tutorial. -~ -0 8 0 0 0 0 -D3 -~ -~ -0 0 18 -S -#20 -Advanced Trigedit Example~ - Begin by @RSTAT GATEGUARD@n and then tstat each trigger listed to see what -they do. This example is explained under @RHELP TRIGEDIT-ADVANCED-TUTORIAL@n. -Including triggers 4, 5, 7, 8. -To pay the gateguard: @RGIVE 10 COINS GUARD@n. -~ -0 24 0 0 0 0 -D0 - The tutorial hallway continues. -~ -gateway~ -2 46 21 -D2 -~ -~ -0 0 18 -S -#21 -Another Example With Quest Variables~ - These triggers are a little more complex. The complexity gives the builder -more flexibility. By setting a variable on a player you can later call on -these variables. The most basic usage is to set a quest as completed when the -player is done. Another use would be to set something else like -player_can_breathe_water and prevent a player from entering a certain room -unless they have this variable set. To see what variables are set on a player -simply stat that player. @RSTAT SELF@n. -~ -0 24 0 0 0 0 -D0 -~ -~ -0 0 23 -D1 -~ -~ -0 0 22 -D2 -~ -gateway~ -1 -1 20 -S -#22 -Quest Variables Example~ - I used triggers 190 thru 192 to setup this example. Simply tstat each to see -what they do. -~ -0 8 0 0 0 0 -D3 -~ -~ -0 0 21 -S -T 189 -#23 -Trigger Help Files~ - I have added extensive help files on every type of trigger. Please use them -and give feedback. The easiest way to get to them all is through: -@RHELP TRIGEDIT-MENU@n and @RHELP TRIGEDIT-TYPE@n. - There are 1000's of triggers on TBA you can use as examples. @RHELP EXAMPLES@n -for a few. @RHELP TRIG-EXAMPLES@n for some advanced ones. -@RGOTO 14@n to access the next hallway. -~ -0 8 0 0 0 0 -D2 -~ -~ -0 0 21 -S -#33 -Rumble's Room~ - War is an ugly thing, but not the ugliest of things. The decayed and -degraded state of moral and patriotic feeling which thinks that nothing is -worth war is much worse. The person who has nothing for which he is willing to -fight, nothing which is more important than his own personal safety, is a -miserable creature and has no chance of being free unless made and kept so by -the exertions of better men than himself. -John Stuart Mill -@(HELP QUOTE@) -~ -0 8 0 0 0 0 -S -T 308 -#34 -Pool of Images~ - A broad mosaic walkway wraps around the natural hotsprings in this cavernous -room. Three large chandeliers are suspended from the domed ceiling and their -sparkling light dances on the surface of the bubbling hotsprings. As you peer -into the water images begin to form from out of the depths, coalescing into a -vivid scene. Your heart begins to pound and your breathing becomes deeper as -you watch the images taking shape in the turbulent liquid. Your mouth becomes -dry as you see yourself in the watery panorama ... And time stands still for -just one moment ... As you see your future in the depths ... -~ -0 520 0 0 0 0 -S -#35 -@[f511]Elora's@[f412] Den@[f313] of @[f214]Dreams@n~ - Shadows form and dissipate, creating fluid, illogical images, which seem to -come to life one minute, only to disappear as wisps of smoke the next. Around -them, sharp brush strokes of iridescence twist into crooked, ever-changing -patterns. The warble of a songbird becomes the maniacal laughter of a dancing -clown, which in turn dissolves into a prancing pony. The only constant here -appears to be a faint scent of jasmine. -~ -0 24 0 0 0 0 -S -#71 -The Vault Of The Programancer~ - The walls, furniture and other decor that animate Vatiken's vault are -comprised of nothing more then floating ones and zeros. -~ -0 1024 0 0 0 9 -S -#88 -Advertising Room~ - Feel free to use this board to advertise for your own MUD. DO NOT advertise -on any channel or board besides this one. A single post on this board is the -only advertising allowed. The quality of your post reflects on the quality of -your MUD so please review and format your work before saving. Do not format the -MUD address with /f. Since TBA uses the @@ as a colorcode you must use 2 @@@@ with -your email address. Posts may be deleted if done poorly or if the MUD is no -longer online. -~ -0 8 0 0 0 0 -S -#89 -The Prison Cell Corridor~ - This long hallway is barely wide enough for two people to walk abreast. -Along the Northern wall are steel doors spaced a few feet apart while the -southern wall is of cinder block construction. -~ -0 8 0 0 0 0 -D1 -~ -~ -0 0 89 -D3 -~ -~ -0 0 89 -D4 -~ -trapdoor~ -1 68 130 -S -#90 -Epictetus' Prison Cell~ - This shower stall remodeled into a prison cell is not yet completed. While -the shower head has been removed and cemented a drain still exists in the floor. -Unintelligible voices can be heard whispering through the piping in the drain -below. -~ -0 8 0 0 0 0 -D2 -~ -~ -0 0 89 -E -drain floor~ - The metal drain is covered with years of hair and grime. Several screws -holding the drain in place seem to be missing. -~ -S -#91 -Aristotle's Prison Cell~ - What used to be a shower stall has been turned into a cell complete with a -pungent waste bucket. The old shower head is still sticking out of the wall -with a steel door opposite. -~ -0 8 0 0 0 0 -E -shower head cap~ - The metal shower head has a plastic variable setting cap complete with a -massage setting. The cap looks a bit damaged like someone may have opened it -before. -~ -S -T 171 -T 172 -#92 -Plato's Prison Cell~ - The now familiar cell is cast in strange movement and shadows as the single -light bulb above flickers randomly as if it is about to burn out. The -alternating bright and pitch black environment makes the eyes ache. -~ -0 8 0 0 0 0 -S -T 171 -T 172 -#93 -Friedrich Nietzsche's Prison Cell~ - The stale, uncirculated air reeks from the prior occupants of this small -cell. The silence is broken only by the occasional footsteps in the corridor -outside or a fellow prisoner tapping on the cell wall. -~ -0 8 0 0 0 0 -S -T 171 -T 172 -#94 -Socrates' Prison Cell~ - The small prison cell is stifling and claustrophobic. A single glaring bulb -in the plywood ceiling is out of reach. The only break in the block walls is a -steel door that is closed and locked. -~ -0 8 0 0 0 0 -S -T 172 -T 171 -#95 -Confucius' Prison Cell~ - The musty stall is somehow cleaner than the others. A hole in the North wall -and another in the floor has been cemented over. They must have once been a -shower head and a drain before this stall was converted into a prison cell. -~ -0 8 0 0 0 0 -S -T 171 -T 172 -#96 -James Stockdale's Prison Cell~ - The small stall turned confinement cell is covered in dust. The dirty floor -has various words and designs scratched into the dirt. The ceiling consists of -a single sheet of unpainted plywood. -~ -0 8 0 0 0 0 -S -T 171 -T 172 -#97 -A Prison Cell~ - What used to be a shower stall has been converted into a solitary confinement -cell complete with iron shackles. A single steel door that is closed and locked -is the only exit. The walls are constructed of unpainted cinder blocks. -~ -0 8 0 0 0 0 -D2 -~ -lock~ -2 0 89 -S -T 170 -T 171 -T 172 -#98 -The End of the Beginning~ - For those of you who have read this far and actually made something out of -it, Congratulations. You have the patience to become a builder and make -CircleMUD zones. If you wimped out or skipped some areas then please MUDmail -me why. @RAT POSTMASTER MAIL RUMBLE@n. Also, please MUDmail or email me any -questions, comments, concerns, or suggestions about this zone. What did I do -wrong, forget, misspell, anything! If you have something to add feel free to -MUDmail or email me. @RHELP EMAIL@n. - - This area is a culmination of help files I have come across and my own -experiences in the CircleMUD community. I thank all those before who have -helped in the creation of this masterpiece. Special Thanks to Welcor, -Elaseth, Manivo, Snowlock, and Lance for their additions. - -Remember, MUDding is fun! - -Respectfully, - -Rumble -~ -0 8 0 0 0 0 -D0 -~ -~ -0 0 99 -D3 -~ -~ -0 0 15 -S -#99 -TBA Cafe 99~ - Welcome to TBA Cafe 99, the hangout of builders and implementors. So pull up -a pew and have a nice drink! If you want to have a social chat or lurk in order -to help newer builders, this is the place to be! -~ -0 24 0 0 0 0 -D2 -~ -~ -0 0 98 -E -sky winds~ - Cold winds plunge ceaselessly at you from the dark, cloudless sky. -~ -E -floor~ - The stone floor is the same shade of gray as the sky and is completely plain -and unscratched. It is probably too hard for anything to leave as much as a -scratch on it. +Floating in the void, you lose all sense of time and space. ~ +0 0 0 0 0 0 S $~ diff --git a/lib/world/wld/1.wld b/lib/world/wld/1.wld index f9a1780..50b8760 100644 --- a/lib/world/wld/1.wld +++ b/lib/world/wld/1.wld @@ -1,648 +1,21 @@ #100 -Temple of Sanctum~ - This large room appears to be inside a massive temple dedicated to the gods -of Sanctus. The ceiling is supported by fluted columns and a main spiral -stairwell that leads both up and down. Small rooms adjoin this chamber in all -four cardinal directions. It is here mortals come to stay informed and discuss -their adventures. +Caravan Gate~ + Two large doors, each at least ten feet in height, make up the massive gate +set into the walls that surround the city. Made of agafari wood, mekillot hide, +rusted old studs and iron hinges, they provide access into the city for +travelers and traders alike. A massive stone block sits off to the side of the +road, which seems to have been carved to the exact size and shape of the gate +itself. Caravans and wagons can be seen passing through at all hours of the day +when the gates are open, with some pausing just inside the gate to unload while +others continue on their way to the inner city. + To the north and south, Wall Road continues onward. To the west, the main +thoroughfare of Caravan Way passes by several buildings. ~ -1 28 0 0 0 0 +1 0 0 0 0 1 D0 ~ ~ -0 0 113 -D1 -~ -~ -0 0 117 -D2 -~ -~ -0 0 120 -D3 -~ -~ -0 0 116 -D4 -~ -~ -0 0 101 -D5 -~ -~ -0 0 251 -E -info credits~ - Builder : Rumble -Zone : 1 Sanctus -Related Zones: 2 Sanctus II, 3 Sanctus III -Began : 2000 -Player Level : 1-34 -Rooms : 100 -Mobs : 100 -Objects : 76 -Shops : 6 -Triggers : 33 -Theme : A mortal starting town. -Plot : Fabric of time torn, world going to hell. Sanctus one of the few - safe havens remaining. -Notes : None -Zone 1 is linked to the following zones: - 2 Sanctus II at 100 (down ) ---> 251 - 3 Sanctus III at 101 (south) ---> 365 - 2 Sanctus II at 111 (down ) ---> 207 - 2 Sanctus II at 112 (down ) ---> 213 - 2 Sanctus II at 114 (down ) ---> 243 - 2 Sanctus II at 115 (down ) ---> 248 - 2 Sanctus II at 118 (down ) ---> 254 - 2 Sanctus II at 119 (down ) ---> 259 - 2 Sanctus II at 121 (down ) ---> 289 - 2 Sanctus II at 122 (down ) ---> 295 - 3 Sanctus III at 128 (down ) ---> 340 - 3 Sanctus III at 129 (down ) ---> 341 - 3 Sanctus III at 132 (down ) ---> 345 - 3 Sanctus III at 133 (down ) ---> 346 - 3 Sanctus III at 139 (down ) ---> 362 - 2 Sanctus II at 189 (south) ---> 200 - 2 Sanctus II at 194 (south) ---> 201 - 2 Sanctus II at 195 (south) ---> 202 - 2 Sanctus II at 196 (south) ---> 203 - 2 Sanctus II at 197 (south) ---> 204 - 2 Sanctus II at 198 (south) ---> 205 - 2 Sanctus II at 199 (south) ---> 206 -~ -S -T 24 -#101 -The Temple of the Gods~ - This seems to be the highest point in the kingdom of Sanctus. It is from -here that the worshipers of the gods come to pay tribute to those who have saved -them from the chaos and destruction beyond the sanctuary of the city walls. -Large windows reach from the floor to the ceiling, giving an excellent view of -the city and countryside beyond. An altar stands in the middle of the room with -a statue on each side. -~ -1 16 0 0 0 0 -D2 -~ -~ -0 0 365 -D5 -~ -~ -0 0 100 -E -statue~ - As you examine the statues more closely you realize they must resemble the -two gods responsible for the creation and ongoing protection of Sanctus, Ferret -and Rumble. They both radiate a strength and power that resembles the solid -white marble they were crafted from. -~ -E -altar~ - The altar is made from black granite and has been carved into a small basin -with a high back. Almost as if it was meant to be some sort of seat. -Inscriptions in some foreign tongue are written on every square inch of the -altar. You wonder what they must say and who could have written it. -~ -S -T 158 -T 163 -#102 -Inner Sanctum~ - This appears to be the highest room in the tower of Sanctum where only those -devoted to the guild of Clerics are allowed to practice their skills and spells -to become masters of their discipline. The walls are covered in a white see- -through cloth giving one the impression of being inside of a tent rather than in -a room. The room glows brightly, though one cannot tell from what source. -~ -1 24 0 0 0 0 -D5 -~ -~ -0 0 128 -S -#103 -High Council Meeting Room~ - This is the meeting room for the guild of clerics. All orders and affairs -are resolved in this room by the High Council of Clerics. They are responsible -for the health of all the citizens of Sanctus and are obligated to aid anyone who -is in need. A large rectangular table with thirteen chairs surrounding it -fills the center of the room. A large pane window overhead admits a glowing -aura that fills the room with serenity. -~ -1 8 0 0 0 1 -D5 -~ -~ -0 0 129 -E -table~ - A large sturdy oak table with two sturdy silver candelabras placed in the -center. The twelve chairs on the sides are used by the councillors while the -head chair, which is garnished in silver, is only used by the High Councilman. - -~ -S -T 51 -#104 -Inner Void~ - This room is exempt from all normal laws of reality. It appears to have -entered the realm of magic where the laws of science no longer exist. The void -of this place is created within the traveler's mind and is the perfect place to -practice mystical arts. For those who have trained hard enough they shall -receive assistance in their pursuit of knowledge and power. Others will find -peace in this void and never be able to return. -~ -1 24 0 0 0 0 -D5 -~ -~ -0 0 132 -E -void~ - How can you look at something that does not even exist. -~ -S -#105 -Rean's Zone Description Room~ - Those who have achieved the power and fame to be considered a Magi rule the -Mages Quarter of Sanctus. They are responsible for the upkeep of the magical -barrier that protects the city from the chaos of the outside world. They may -also be called upon to protect the city in case of an attack. The Magi are the -most revered of all the classes as they are the most powerful. But that power -has a price. Only five Magi have survived. Five decorative cushions are -placed in a circle in the middle of the room. -~ -1 8 0 0 0 1 -D5 -~ -~ -0 0 133 -E -cushions~ - Each cushion is of a different color. Red, Blue, Green, Black, Yellow. -You notice two other cushions lined against the wall before a small altar. -They are Gray and Purple. Those colors symbolize the stages in the raising of -a Magi. Few every achieve that honor. None have for the Order of the Purple -or Gray Robe. -~ -S -#106 -Above the Northern Gate~ - In between the Thieves and Warriors Quarter the Northern Gate is the main -defensive hold in case of an attack. At this distance one can just barely make -out the shimmering dome that was created by the gods and is now sustained by the -Magi. The dome curves along the walls of the city and can not be seen for more -than a few feet in any direction. It flickers as if a mirage, only visible when -glanced at from one side. Stone stairs lead down into the city wall. -~ -1 0 0 0 0 1 -D5 -~ -~ -0 0 140 -E -dome barrier shimmering~ - Created by Rumble and Ferret, the dome holds back the magical chaos that was -created by Drakkar. The dome is used to keep balance within the city limits -and allows everyone to exist in peace. Those brave enough to venture beyond -the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. -~ -S -#107 -Training Room~ - Pads of cloth line the walls and floor softening warriors falls as they are -thrown about by their trainers. This is where fighters come to hone their -battling skills. Racks of weapons line two of the four walls. The room is -filled with a smoky haze from four brass lanterns suspended from the ceiling. -The room smells of sweat and blood. -~ -1 24 0 0 0 0 -D5 -~ -~ -0 0 141 -S -#108 -War Room~ - A large hearthstone fireplace blazes in one wall. Maps, charts and other -strategic planning tools are placed on a large glass table with a map of the -realm encased within. This is where the War Master plans how to protect the -city in case of an attack. The room is a mess with maps piled high and -scattered haphazardly wherever there is room. This is where the defense of the -city is run from. -~ -1 8 0 0 0 0 -D5 -~ -~ -0 0 142 -E -map~ - The map is a geographic representation of Sanctus. Not even really a map, -more of a scaled model. The walls and buildings of the city are raised higher -than the rest of the map to give it a third dimension. Small soldiers are -scattered around the top of the table to help the War Master place his men. -~ -E -table~ - The table is made out of cherry. It is worn from years of use. The glass -top allows for an excellent view of the map protected within. -~ -S -#109 -Thieves Retreat~ - All the curtains are pulled tight, the shades drawn low. A feeling of -mystery and secrecy blankets the room. Dim lights cause a dancing of shadows -that plays tricks on the eyes. A few of the shadows may actually be people, -hidden easily in the darkness Those who have chosen the discipline of thievery -can learn invaluable skills here to further their training and wealth. -~ -1 24 0 0 0 0 -D5 -~ -~ -0 0 150 -S -#110 -Scheming Room~ - The masters of the underground gather here to devise their plans for the -running of Sanctus. Their abilities in deception allowed them to take over the -internal affairs of the city. They control the trade and finances of the city. -Many disagree with this concept but none can disagree with the results. -Thieves are masters when it comes to politics. -~ -1 8 0 0 0 0 -D5 -~ -~ -0 0 151 -S -#111 -Northwest Corner of the Inner Wall~ - To the north can be heard the clang and crash of the smithies in the Warriors -Quarter. To the west the barracks and the gate to the outside are visible. -The Temple of Sanctus rises above to the southeast, its single spire reaching up -into the sky higher than any other building in the realm. A stone stairwell -leads down to the inner city. -~ -1 0 0 0 0 1 -D5 -~ -~ -0 0 207 -S -#112 -Northeast Corner of the Inner Wall~ - The city to the north is covered in shadows and gloom, the Thieves Quarter. -To the east one can see the gate and a long warehouse. The Temple of Sanctus -rises above to the southwest. A light breeze brings a bit of refreshment and a -strange smell. Few people know, or want to know, what lies beyond the city -walls and the safety of the dome. A stone stairwell leads down to the inner -city. -~ -1 0 0 0 0 1 -D5 -~ -~ -0 0 213 -S -#113 -Quest Room~ - In times of need citizens come here to seek the help of brave adventurers to -recover stolen items, or seek revenge on people who have wronged them. This -small room is decorated with paintings of famous quests and the exulted hereos -that have become common names throughout the realm. It is said that completing -a quest is a prerequisite towards immortality. -~ -1 8 0 0 0 0 -D2 -~ -~ -0 0 100 -E -paintings heroes~ - These masterpieces were painted by the famous L'Haspi. They depict battles -of various heroes. One shows monsters of umimaginable horror rending human -bodies with their fangs, tusks, and jaws. Another displays a gallant warrior -in shining golden armor waving a bejewled sword high over his head, roaring a -challenge to some unseen beast within a nearby cave. All are supposedly true -tales, but most have been forgotten with the passing of time. -~ -S -#114 -Above the Western Gate~ - Atop the battlements over the western gate one can see the luminescent glow -of the dome that protects the city. The occasional rattling of armor can be -heard, as the sentinels grow weary from their standing their posts hour after -hour. The city to the east looks tranquil and safe. It is not possible to see -much to the west past the shimmering dome. -~ -1 0 0 0 0 1 -D5 -~ -~ -0 0 243 -E -shimmering dome luminescent~ - Created by Rumble and Ferret, the dome holds back the magical chaos that was -created by Drakkar. The dome is used to keep balance within the city limits -and allows everyone to exist in peace. Those brave enough to venture beyond -the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. -~ -S -#115 -Above the Inner Wall~ - The battlements on top of the inner wall are the last defense in case of an -invasion. All citizens are required to move within the inner city and prepare -to fight. The city has never fallen to this day. To the north one can see the -barracks, to the south the Hall of Clerics. A stone stairwell leads down to the -inner city. -~ -1 0 0 0 0 1 -D5 -~ -~ -0 0 248 -S -#116 -Travelling Room~ - This used to be a travelling room. Entire sections of the floor are now -embedded in the ceiling and it is even possible to see to the outside through a -hole in one wall. This is what happens when a portal becomes unstable. It is -certainly a grim reminder to flee the second it seems a portal may be falling -apart. The charred silhouette of what once must have been a man is blasted into -one of the walls. -~ -1 16 0 0 0 0 -D1 -~ -~ -0 0 100 -E -man silhouette~ - The distinct outline of a human body that must have taken the brunt of the -blast when the portal imploded. You wonder what or who it might have been. -You can still see pieces of cloth and bone buried deeply into the wall inside -the shadow of the unlucky man. -~ -E -hole~ - You can look out over the inner wall to the western side of Sanctus. The -smell of charred human remains and smoldering plaster makes your eyes water so -it is difficult to see much else through the tiny hole. -~ -S -#117 -Travelling Room~ - This room stands empty as it is being prepared for a portal summoning. The -walls are glistening white plaster with a vaulted ceiling. Powerful mages are -said to be able to create portals through their arcane arts, though many die in -the process. The skill is as of yet unmastered. It is rumored that the evil -Drakkar has achieved this mastery, but none have ever witnessed it. -~ -1 24 0 0 0 0 -D3 -~ -~ -0 0 100 -S -#118 -Above the Inner Wall~ - On top of the battlements one has access to a good view of the eastern side -of the city. To the north can be seen the Thieves Warehouse, to the south the -Mansion of the Magi. The Temple of Sanctus rises from the center of the city to -the west. All looks well from this perspective. It is not possible to see -beyond the city walls. -~ -1 0 0 0 0 1 -D5 -~ -~ -0 0 254 -S -#119 -Above the Eastern Gate~ - The radiant dome of energy protecting the city curves high above. The -powerful magic prickles like electricity in the air. The Magi are responsible -for keeping the dome up. But two of the seven have already died. The War -Master is planning for the worst, and preparing the army for battle. The guards -stir restlessly below. A stone stairwell leads down to the gate. -~ -1 0 0 0 0 1 -D5 -~ -~ -0 0 259 -E -dome radiant shimmering~ - Created by Rumble and Ferret, the dome holds back the magical chaos that was -created by Drakkar. The dome is used to keep balance within the city limits -and allows everyone to exist in peace. Those brave enough to venture beyond -the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. -~ -S -#120 -Travelling Room~ - A few of the higher mages of Sanctus have been able to control the gateways -that have opened between realms. One of these controlled portals is kept in -this room. It is a one way ticket to the realm of Midgaard. The portals are -still erratic and uncontrollable so anyone who uses them does so at their own -risk. The flickering of the portal casts eerie shadows along the white walls. -This must be the only room in the temple that has an uneasy feeling about it. -~ -1 24 0 0 0 0 -D0 -~ -~ -0 0 100 -S -#121 -Southwestern Corner of the Inner Wall~ - Through the clouds one catch a glimpse of the shimmering dome. A good omen. -To the west one can see the Hall of Clerics. To the south the Tower of the High -Council of Clerics glows pristinely white. The town seems peaceful and -untroubled by the turmoils outside the walls. -~ -1 0 0 0 0 1 -D5 -~ -~ -0 0 289 -E -dome shimmering~ - Created by Rumble and Ferret, the dome holds back the magical chaos that was -created by Drakkar. The dome is used to keep balance within the city limits -and allows everyone to exist in peace. Those brave enough to venture beyond -the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. -~ -S -#122 -Southeastern Corner of the Inner Wall~ - A glimpse of shimmering light high above in the clouds reminds one of the -protecting dome that ensures oner safety. To the south the black stone of the -Tower of the Magi glistens serenely. To the east you can see the Mansion of the -Magi in all its extravagance. -~ -1 0 0 0 0 1 -D5 -~ -~ -0 0 295 -E -dome shimmering~ - Created by Rumble and Ferret, the dome holds back the magical chaos that was -created by Drakkar. The dome is used to keep balance within the city limits -and allows everyone to exist in peace. Those brave enough to venture beyond -the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. -~ -S -#123 -Closet~ - Clean white linen is stacked neatly on shelves with pristine white towels, -cloths, bandages, slings, and other items used in the art of healing. -Apprentices rush in and out grabbing what they need to aid the wounded. Robes -of fine wool hang on pegs in the back of the closet. They look like the same -robes the apprentices wear. -~ -1 8 0 0 0 0 -D2 -~ -~ -0 0 128 -S -#124 -High Councillors Chambers~ - The room is barren of luxuries that most people enjoy in a home. The floor, -ceiling, and walls are all bright white and almost painful to look at. A bed, -table, desk, and a small personal shrine are the only furniture in the room. -Even the highest priest is not allowed the luxuries that they deserve. -~ -1 8 0 0 0 0 -D2 -~ -~ -0 0 129 -E -table desk chair~ - The table, desk, and chair are made from solid oak of the highest quality. -A thin goose down mattress and pillow are the only comfortable looking items in -the room. The desk is bare and all the drawers are empty. It is as if no one -even lives here. -~ -E -shrine~ - A beutiful shrine. It has two white marble figures facing each other with a -painting of the city below them. The two figures seem to be looking down at -the city with looks of worry and hopelessness. An unlit candle and mirror lay -on the floor beside the small shrine. -~ -S -#125 -Plane of the Magi~ - Here, one finds themselves in a place of non-existence. The walls recede -from vision until all that is visible is a bleak grayness. Nothing can any -longer be discerned in three dimensions. The floor, ceiling, and sky all are -the same bleak gray color. It is here the Magi come to test their mystical -arts. It is not a good place to get lost in. -~ -1 8 0 0 0 0 -D0 -~ -~ -0 0 125 -D1 -~ -~ -0 0 126 -D2 -~ -~ -0 0 132 -D3 -~ -~ -0 0 125 -D4 -~ -~ -0 0 125 -D5 -~ -~ -0 0 125 -S -#126 -Plane of the Magi~ - Any fragments of the familiar world have vanished. All around stretches -vague mists of grayness. In every direction no distance or any distinguishable -landmark can be discerned. A person could easily get lost in this nothingness. -It is this nothingness that helps the Magi hone their abilities before -unleashing them into the real world. -~ -1 8 0 0 0 0 -D0 -~ -~ -0 0 126 -D1 -~ -~ -0 0 126 -D2 -~ -~ -0 0 133 -D3 -~ -~ -0 0 125 -D4 -~ -~ -0 0 126 -D5 -~ -~ -0 0 126 -S -#127 -Healer's Room~ - This room has been created by the High Council of Clerics to give aid to -novices who receive injury in their adventures. For the more experienced -adventurers aid can be sought, but for a price. Apprentices gowned in white -robes bring water and fresh bandages to the experienced healers who aid the -wounded. -~ -1 8 0 0 0 0 -D1 -~ -~ -0 0 128 -S -#128 -Tower of Sanctum~ - It is within these walls that the High Council meets and decides on how they -can best serve the gods and Sanctus to improve the safety of the realm and -eventually restore order to the world that Drakkar had so horribly imbalanced. -With time the High Council believes they can restore order. With the help of -the gods this may be possible. -~ -1 8 0 0 0 0 -D0 -~ -~ -0 0 123 -D1 -~ -~ -0 0 129 +0 0 146 D2 ~ ~ @@ -650,32 +23,29 @@ D2 D3 ~ ~ -0 0 127 -D4 -~ -~ -0 0 102 -D5 -~ -~ -0 0 340 +0 0 101 S -#129 -Tower of Sanctum~ - This tower was one of the first to be constructed after the temple was -completed. It was made from a combination of magic and manpower. The white -alabaster stone is said to still have some magical residue that benefits those -who come here to seek aid. +#101 +Caravan Way~ + This broad avenue is wide enough for several mounted riders to easily +navigate, or even a pair of wagons to pass by without incident. Buildings line +the road offering services to travelers and visitors of the city. Street +vendors line the sides, with an occasional shout to draw attention to their +wares. The route through the city itself is made up of brick, though several +appear cracked and broken when given a thorough inspection. + Caravan Way continues to the west and east. A placard with a stylized +eyeball, ear, and lips hangs as a standard above a building to the north, +while the smell of a stable wafts from the south. ~ -1 8 0 0 0 0 +1 0 0 0 0 0 D0 ~ ~ -0 0 124 +0 0 131 D1 ~ ~ -0 0 130 +0 0 100 D2 ~ ~ @@ -683,1316 +53,419 @@ D2 D3 ~ ~ -0 0 128 -D4 +0 0 102 +S +#102 +Caravan Way~ + This broad avenue is wide enough for several mounted riders to easily +navigate, or even a pair of wagons to pass by without incident. Buildings line +the road offering services to travelers and visitors of the city. Street +vendors line the sides, with an occasional shout to draw attention to their +wares. The route through the city itself is made up of brick, though several +appear cracked and broken when given a thorough inspection. + Caravan Way continues to the west and east. To the south is a two-story +building with a sign hanging above the entrance of crossed swords. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 101 +D2 +~ +~ +0 0 132 +D3 ~ ~ 0 0 103 -D5 -~ -~ -0 0 341 S -#130 -Bunk Room~ - Racks, three tiers high line all three walls of this cramped room. It seems -this is where the sick and wounded are put up for the night. Even the -apprentices sometimes stay here when they are too tired to go home after a hard -days work. The room is empty now, the healers must have done their jobs well. +#103 +Caravan Way~ + This broad avenue is wide enough for several mounted riders to easily +navigate, or even a pair of wagons to pass by without incident. Buildings line +the road offering services to travelers and visitors of the city. Street +vendors line the sides, with an occasional shout to draw attention to their +wares. The route through the city itself is made up of brick, though several +appear cracked and broken when given a thorough inspection. + Caravan Way continues to the north and east. To the south, a side street +passes between some buildings. ~ -1 8 0 0 0 1 -D3 -~ -~ -0 0 129 -S -#131 -Home of the Magi~ - Since the creation of the dome to protect the city a Magi has been required -to stay within the towers. The five Magi share this duty and are responsible -for the safety of the Orb of Sanctum. The Orb is what was given to the Magi by -the gods to sustain the protective dome. As long as the orb is safely in place -and a Magi is present to sustain it the dome will remain. -~ -1 8 0 0 0 1 -D1 -~ -~ -0 0 132 -S -#132 -Tower of the Magi~ - Within the halls of this tower lies the Orb of Sanctum. It is the -responsibility of all to ensure its safety. Without the orb the dome would -collapse and chaos would rule. The Magi have been given the honor of it placed -within these halls. The orb is rumored to have been created by the Gods Rumble -and Ferret. But, no one knows for sure. -~ -1 8 0 0 0 0 +1 0 0 0 0 0 D0 ~ ~ -0 0 125 -D1 -~ -~ -0 0 133 -D2 -~ -~ -0 0 137 -D3 -~ -~ -0 0 131 -D4 -~ -~ 0 0 104 -D5 -~ -~ -0 0 345 -S -#133 -Tower of the Magi~ - The Magi come here to ensure the safety of the Orb of Sanctum. The power of -the Orb is one of balance. An oft overlooked power. Balance is what is -required for the world to exist. The Orb is the last balance left in the -realm. If it were to be taken all hope would be lost. Without it the city -would quickly be overrun by Drakkar and his followers. -~ -1 8 0 0 0 0 -D0 -~ -~ -0 0 126 D1 ~ ~ -0 0 134 +0 0 102 D2 ~ ~ -0 0 138 +0 0 145 +S +#104 +Caravan Way~ + This broad avenue is wide enough for several mounted riders to easily +navigate, or even a pair of wagons to pass by without incident. Buildings line +the road offering services to travelers and visitors of the city. Street +vendors line the sides, with an occasional shout to draw attention to their +wares. The route through the city itself is made up of brick, though several +appear cracked and broken when given a thorough inspection. + Caravan Way continues to the west and south. Buildings surround you on +all sides. +~ +1 0 0 0 0 0 +D2 +~ +~ +0 0 103 D3 ~ ~ -0 0 132 -D4 -~ -~ 0 0 105 -D5 -~ -~ -0 0 346 S -#134 -Orb of Sanctum~ - It is here that the Orb has been placed to ensure its protection. The -entire room is made of black stone that seems to absorb all light. A huge -pedestal sits in the center of the room surrounded by statues of every Magi to -ever live. It is up to them to protect the Orb from any who wish to steal or -cause harm to it. +#105 +Caravan Way~ + This broad avenue is wide enough for several mounted riders to easily +navigate, or even a pair of wagons to pass by without incident. Buildings line +the road offering services to travelers and visitors of the city. Street +vendors line the sides, with an occasional shout to draw attention to their +wares. The route through the city itself is made up of brick, though several +appear cracked and broken when given a thorough inspection. + Caravan Way continues to the west and east. To the north, a side street +passes between some buildings. ~ -1 8 0 0 0 0 +1 0 0 0 0 0 +D0 +~ +~ +0 0 155 +D1 +~ +~ +0 0 104 D3 ~ ~ -0 0 133 -S -T 57 -#135 -Healers Chambers~ - A stark white room that is glaringly white. A simple bed, desk, and chair -are the only inhabitants. All of them are made out of wood and are polished to -a glossy shine. A single window looks out over the Southern Gate. To live a -life as a Cleric is to life a life without desire and need. -~ -1 8 0 0 0 1 -D0 -~ -~ -0 0 128 -E -window~ - Overlooking the western gate you can see the shimmering protective dome. -You hope it lasts, peace and tranquility is a good thing. -~ -E -chair~ - It's just your standard wooden chair. Uncomfortable and only real -usefulness would be as firewood. -~ -E -desk~ - The desk is made of sturdy pine with a heavy coating of wax that was -probably applied by the apprentices. A small quill and pad of paper are -centered on the top of the desk. The desk has three drawers. All of them are -empty. -~ -E -bed~ - The bed is made of a sturdy pine. A thin mattress covered in a white sheet -with a down pillow overlaying it. The mattress is too thin to hold anything of -value. -~ -S -#136 -Kitchen~ - At first glance this room seems to be made just to prepare food for the -towers occupants, but on second glance one can see that a few of the cooks are -actually clerics and they are working over cauldrons of liquids that could not -possibly be food. At least it does not smell like food. This must be where -they make their healing elixirs, salves, and potions. -~ -1 8 0 0 0 0 -D0 -~ -~ -0 0 129 -S -#137 -Supply Room~ - Shelves full of various ingredients required for the casting of arcane -spells line all three walls. Everything from potions to pills and everything -in between. Some of the jars contain strange beasts soaking in a strange -liquid. The smell of dust and strange herbs permeates the room. -~ -1 8 0 0 0 1 -D0 -~ -~ -0 0 132 -S -#138 -Room of the Magi~ - This is a meeting room of the higher level mages who are seeking to become a -Magi. It is here they must prove themselves both physically and mentally. -Most never make it. The Magi of the Purple and Gray robes has never been -achieved. The actual testing to be a Magi remains a mystery as only the Magi -themselves have witnessed it. -~ -1 8 0 0 0 1 -D0 -~ -~ -0 0 133 -S -#139 -Above the Southern Gate~ - The dome of protection glows brightly here since it is closest to the Orb of -Sanctum. To the north the Temple of Sanctus can be seen towering above the -Tower of the High Council and the Tower of the Magi. All three structures are -impressive works of architecture and magic combined. To the south the dome -rises high into the air, blocking all view to the chaotic world beyond. -~ -1 0 0 0 0 1 -D5 -~ -~ -0 0 362 -E -dome protection~ - Created by Rumble and Ferret, the dome holds back the magical chaos that was -created by Drakkar. The dome is used to keep balance within the city limits -and allows everyone to exist in peace. Those brave enough to venture beyond -the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. -~ -S -#140 -Northern Gate of Sanctus~ - Steel reinforced gates large enough to pass two wagons abreast are being -guarded diligently. These gates are normally locked at night to ensure the -safety of the city. Only the east and west gates remain open all day. The -luminescent dome encompassing the city can be seen just to the north. -~ -1 0 0 0 0 1 -D2 -~ -~ -0 0 146 -D4 -~ -~ 0 0 106 -E -dome luminescent~ - Created by Rumble and Ferret, the dome holds back the magical chaos that was -created by Drakkar. The dome is used to keep balance within the city limits -and allows everyone to exist in peace. Those brave enough to venture beyond -the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. -~ S -#141 -Entrance to the Warriors Guild~ - It is here the Warriors of Sanctus come to improve their training in the art -of warfare. Not only does this include brute force and the taking up of arms, -but also the cunning art of tactics that can decide the outcome of any battle. -A stairwell in the back of the room leads to the training room upstairs. +#106 +Caravan Way~ + This broad avenue is wide enough for several mounted riders to easily +navigate, or even a pair of wagons to pass by without incident. Buildings line +the road offering services to travelers and visitors of the city. Street +vendors line the sides, with an occasional shout to draw attention to their +wares. The route through the city itself is made up of brick, though several +appear cracked and broken when given a thorough inspection. + Caravan Way continues to the west and south. Buildings surround you on +all sides. ~ -1 8 0 0 0 0 -D2 +1 0 0 0 0 0 +D1 ~ ~ -0 0 154 -D4 +0 0 105 +D3 ~ ~ 0 0 107 S -#142 -Hannibal's Bar~ - The room is filled with a haze of thick cigar smoke and the stench of -unrefined liquor. A noticeable blanket of dust and filth covers every inch of -this local tavern. Excessive drinking is looked down upon by all in Sanctus, -but the occasional drink never hurt anyone. Unless they were stupid enough to -go walking through the Thieves Quarter after a few too many. +#107 +Caravan Way~ + This broad avenue is wide enough for several mounted riders to easily +navigate, or even a pair of wagons to pass by without incident. Buildings line +the road offering services to travelers and visitors of the city. Street +vendors line the sides, with an occasional shout to draw attention to their +wares. The route through the city itself is made up of brick, though several +appear cracked and broken when given a thorough inspection. + Caravan Way continues to the south and east. To the west appears to be a +building that deals with garments. ~ -1 8 0 0 0 0 -D0 +1 0 0 0 0 0 +D1 ~ ~ -0 0 142 +0 0 106 D2 ~ ~ -0 0 155 -D4 -~ -~ 0 0 108 +D3 +~ +~ +0 0 133 S -T 58 -#143 -Letzgo Inn~ - The only inn in Sanctus. The Letzgo Inn appeals to those who need to take a -break or maybe just get away from home for a few days to receive one of the many -"treatments" available by the fine staff. The sole proprietor goes by the name -of Orlok and has been known to be rough, even deadly, to any customers that -treat his "employees" unfairly. The inn appears to be well kept. Further to -the north one can see a winding staircase and a plethra of adjoining rooms. It -seems the owners have temporarily closed due to renovations. -~ -1 8 0 0 0 0 -D2 -~ -~ -0 0 156 -S -#144 -Shiro's Weaponry~ - This large wood building is filled with rack upon rack of weapons lining -every wall, the floor, and even some suspended from the ceiling. The sound of -someone honing a fine blade can be heard in the background. Some of the finest -weapons in the realm are made right here under the supervision of Shiro, the -master wesponsmith. -~ -1 8 0 0 0 0 -D2 -~ -~ -0 0 157 -S -#145 -Sarge's Smithy~ - The Smithy used to be run by the Warriors Guild for protection of the city. -But when Sarge retired from his service in the guild they let him keep the -smithy that he created as a retirement gift. Of course the fact that they had -no one that could replace him and do his quality of work was the real reason. -But, Sarge would never complain. He has spent his life hammering metal into -weapons of mass destruction or armor of superior quality. It is rumored that -has never been given a task that he could not complete. -~ -1 8 0 0 0 0 -D2 -~ -~ -0 0 158 -S -#146 -The Northern Road~ - The Northern Gate of Sanctus and the impressive wall surrounding it looms -above to the north. The dull sound of hammering comes from the building to your -west and no sound escapes the building to the east. The North Way splits the -city of Sanctus into two Quarters. The thieves quarter in the east and the -Warriors Quarter to the west. +#108 +Caravan Way~ + This broad avenue is wide enough for several mounted riders to easily +navigate, or even a pair of wagons to pass by without incident. Buildings line +the road offering services to travelers and visitors of the city. Street +vendors line the sides, with an occasional shout to draw attention to their +wares. The route through the city itself is made up of brick, though several +appear cracked and broken when given a thorough inspection. + Caravan Way continues to the north and west. To the south, a two story +building rises above the others. Hanging above the entrance is a sign with +a golden inix upon it and a stylized bottle. ~ 1 0 0 0 0 1 D0 ~ ~ -0 0 140 +0 0 107 D2 ~ ~ -0 0 159 -S -#147 -Logan's Pawn~ - Various useless items line the walls of this cluttered and disorganized -shop. Once in a while this store is rumored to have great deals on rare -equipment. It is often normal to purchase clothing with small tears and blood -stains in the small of their backs, but no one ever asks questions given the -excellent prices. -~ -1 8 0 0 0 0 -D2 -~ -~ -0 0 160 -S -#148 -The Rustic~ - The only restaurant in Sanctus. The Rustic serves up decent meals to anyone -that can afford them. The prices are fair and the service is excellent. The -place is rather deserted and only a few customers are chatting idly in the back. -~ -1 8 0 0 0 0 -D2 -~ -~ -0 0 161 -S -#149 -The Leather Shop~ - The smell of tanning hides from the back of the shop is very unpleasant. -The assortment of leather goods is very extensive and they are well made. -Anyone needing some armor but does not want to give up a lot of movement and -flexibility need only come here. -~ -1 8 0 0 0 0 -D2 -~ -~ -0 0 162 -S -#150 -Thieves Retreat~ - This gloomy bar has an uneasy feeling about it. Travelers pausing here -should be careful as this bar is frequented by the less honorable class in -Sanctus. Very few people drink here since as soon anyone inebriated is likely -to be relieved of any gold they may be carrying. The bar seems to sell a lot -more than just drinks as large shelves are filled with various items and -equipment. -~ -1 8 0 0 0 0 -D2 -~ -~ -0 0 163 -D4 +0 0 134 +D3 ~ ~ 0 0 109 S -#151 -Entrance to the Thieves Guild~ - A thief stands in the back in front of a stairwell. Obviously making sure no -one goes by without his permission. The room is shabby with little furniture. -Just a table and a few wooden chairs. A few expensive tapestries look out of -place hanging on the walls. +#109 +Caravan Way~ + This broad avenue is wide enough for several mounted riders to easily +navigate, or even a pair of wagons to pass by without incident. Buildings line +the road offering services to travelers and visitors of the city. Street +vendors line the sides, with an occasional shout to draw attention to their +wares. The route through the city itself is made up of brick, though several +appear cracked and broken when given a thorough inspection. + Caravan Way continues to the west and east. To the north appears to be a +building that deals with garments. ~ -1 8 0 0 0 0 -D2 +1 0 0 0 0 0 +D0 ~ ~ -0 0 164 -D4 +0 0 133 +D1 +~ +~ +0 0 108 +D3 ~ ~ 0 0 110 S -#152 -The Warriors Barracks~ - This is where the army of Sanctus keeps the barracks for those who wish to -lead a life of service to protect the city. They are all over worked and under -paid. But they serve their terms with pride. You stand in the northwest -corner of the barracks. +#110 +Caravan Way~ + This broad avenue is wide enough for several mounted riders to easily +navigate, or even a pair of wagons to pass by without incident. Buildings line +the road offering services to travelers and visitors of the city. Street +vendors line the sides, with an occasional shout to draw attention to their +wares. The route through the city itself is made up of brick, though several +appear cracked and broken when given a thorough inspection. + Caravan Way continues to the east, while to the west the noise of Iron +Square can be heard. Buildings surround you on all sides. ~ -1 8 0 0 0 0 +1 0 0 0 0 0 D1 ~ ~ -0 0 153 -D2 -~ -~ -0 0 167 -S -#153 -The Warriors Barracks~ - You are in the entrance of the barracks of the army of Sanctus. This is -where the army bases it's operations from. Everything they need is located -within this building. Adjoining rooms are to the west and south. The warriors -avenue is just to the east. -~ -1 8 0 0 0 0 -D1 -~ -door~ -1 0 154 -D2 -~ -~ -0 0 168 +0 0 109 D3 ~ ~ -0 0 152 +0 0 111 S -#154 -The Warriors Quarter~ - This junction lies in the northwest corner of the city. The warriors guild -is just to the north and the army barracks are in the building to the west. -Various stores lie further along Warriors Avenue to the east. There is a fair -amount of people, mostly soldiers, going about their daily lives. +#111 +Iron Square~ + This section of the city is filled with large buildings and seems well +maintained. A large cobblestone road known as Iron Square circles around the +buildings at the center, providing access to the merchant houses that occupy it. +The area is quieter than other parts of the city, giving the impression this is +where business is done between traders and the nobility. There is a noticeable +increase in soldiers here, which might explain the lack of street vendors. + Iron Square continues to the north and south, while Caravan Way winds its +way back into the Tradesmen's District to the east. ~ -1 0 0 0 0 1 +1 0 0 0 0 0 D0 ~ ~ -0 0 141 +0 0 122 D1 ~ ~ -0 0 155 +0 0 110 D2 ~ ~ -0 0 169 -D3 -~ -door~ -1 0 153 +0 0 112 S -#155 -Warriors Avenue~ - A loud ruckus to the north must be the local bar where soldiers go to relieve -themselves of their worries. The cobblestone street is clean and well -maintained. The buildings all around are made of wood and some are several -stories tall. +#112 +Iron Square~ + This section of the city is filled with large buildings and seems well +maintained. A large cobblestone road known as Iron Square circles around the +buildings at the center, providing access to the merchant houses that occupy it. +The area is quieter than other parts of the city, giving the impression this is +where business is done between traders and the nobility. There is a noticeable +increase in soldiers here, which might explain the lack of street vendors. + Iron Square continues to the north and west. To the east is a larger +building that seems to be both emporium and warehouse, bearing a sign above +its entrance with a silver quill on a field of red. ~ -1 0 0 0 0 1 +1 0 0 0 0 0 D0 ~ ~ -0 0 142 +0 0 111 D1 ~ ~ -0 0 156 +0 0 128 +D3 +~ +~ +0 0 113 +S +#113 +Iron Square~ + This section of the city is filled with large buildings and seems well +maintained. A large cobblestone road known as Iron Square circles around the +buildings at the center, providing access to the merchant houses that occupy it. +The area is quieter than other parts of the city, giving the impression this is +where business is done between traders and the nobility. There is a noticeable +increase in soldiers here, which might explain the lack of street vendors. + Iron Square continues to the west and east. To the north is a massive +emporium with a sign bearing a black diamond on a red-brown field. To the +south is a smaller emporium with a sign bearing a gold circle on a black +field. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 123 +D1 +~ +~ +0 0 112 D2 ~ -door~ -1 0 170 -D3 -~ -~ -0 0 154 -S -#156 -Warriors Avenue~ - The towns only inn towers to the north. It is one of the biggest structures -in Sanctus, excluding of course the temple. Many travellers go there to relax -and unwind. Several small houses are to the south along this road while the -northern half seems to consist mostly of shops. -~ -1 0 0 0 0 1 -D0 -~ -~ -0 0 143 -D1 -~ -~ -0 0 157 -D2 -~ -door~ -1 0 171 -D3 -~ -~ -0 0 155 -S -#157 -Warriors Avenue~ - Several soldiers rush past in a hurry to make their watch in time. The sound -of someone working a grindstone can be heard to the north, most likely the -weaponsmith. A small house to the south is shadowed by the tower of Sanctus in -the middle of the city. -~ -1 0 0 0 0 1 -D0 -~ -~ -0 0 144 -D1 -~ -~ -0 0 158 -D2 -~ -door~ -1 0 172 -D3 -~ -~ -0 0 156 -S -#158 -Warriors Avenue~ - The clang and clash of metal being worked to the north could only be the -towns Smithy. The street continues east and west with a small house to the -south. Townspeople walk the streets going about their business. -~ -1 0 0 0 0 1 -D0 -~ -~ -0 0 145 -D1 -~ -~ -0 0 159 -D2 -~ -door~ -1 0 173 -D3 -~ -~ -0 0 157 -S -#159 -The Northern Intersection~ - To the west one can hear the hammering of the smithy and the grinding of a -wetstone in the Warriors Quarter. To the east the Thieves Quarter is covered in -shadows and mystery. Not a single sound escapes from that section of the city. -This intersection stands upon the North Way which runs from the North Gate down -to the Temple of Sanctus. -~ -1 0 0 0 0 1 -D0 -~ -~ -0 0 146 -D1 -~ ~ 0 0 160 -D2 -~ -~ -0 0 174 D3 ~ ~ -0 0 158 +0 0 114 S -#160 -Thieves Avenue~ - This appears to be the beginning of the thieves quarter where the less -honorable class has formed a base of operations. The thieves of the city are -responsible for the economic policies of the city and do a very good job. Of -course they are so worried about keeping one another from stealing from the city -that they don't dare do it themselves. +#114 +Iron Square~ + This section of the city is filled with large buildings and seems well +maintained. A large cobblestone road known as Iron Square circles around the +buildings at the center, providing access to the merchant houses that occupy it. +The area is quieter than other parts of the city, giving the impression this is +where business is done between traders and the nobility. There is a noticeable +increase in soldiers here, which might explain the lack of street vendors. + Iron Square continues to the west and east. To the north is a rather wide +building with a sign bearing a silver jozhal on a blue field. ~ -1 0 0 0 0 1 +1 0 0 0 0 0 D0 ~ ~ -0 0 147 +0 0 124 D1 ~ ~ -0 0 161 -D2 -~ -door~ -1 0 175 +0 0 113 D3 ~ ~ -0 0 159 +0 0 115 S -#161 -Thieves Avenue~ - A few cloaked figures glide past with a skill and dexterity that are clearly -reminding of the need to hold onto gold very tightly while in this quarter of -the city. The thieves may run the cities finances fairly, but they could care -less about a single adventurer. +#115 +Iron Square~ + This section of the city is filled with large buildings and seems well +maintained. A large cobblestone road known as Iron Square circles around the +buildings at the center, providing access to the merchant houses that occupy it. +The area is quieter than other parts of the city, giving the impression this is +where business is done between traders and the nobility. There is a noticeable +increase in soldiers here, which might explain the lack of street vendors. + Iron Square continues to the north and east. To the west is a dusty path +the leads toward a ziggurat that rises up above the city. ~ -1 0 0 0 0 1 +1 0 0 0 0 0 D0 ~ ~ -0 0 148 +0 0 116 D1 ~ ~ -0 0 162 -D2 -~ -door~ -1 0 176 -D3 -~ -~ -0 0 160 -S -#162 -Thieves Avenue~ - A strange smell comes from the north, the unforgettable smell of tanning -hides. Must be the towns leather shop. Tall buildings to the south must be the -houses of the locals. Probably shouldn't go wandering around, this place is -full of thieves as it is and it would be easy to be mistaken for one. -~ -1 0 0 0 0 1 -D0 -~ -~ -0 0 149 -D1 -~ -~ -0 0 163 -D2 -~ -door~ -1 0 177 +0 0 114 D3 ~ ~ 0 0 161 S -#163 -Thieves Avenue~ - The smell of booze and smoke filters through an open door to the north. The -local bar for the thieves. The town used to have only one bar until the -warriors and thieves got into a huge braul and ended up burning the place to the -ground. A few citizens walk past staring at each other curiously. +#116 +Iron Square~ + This section of the city is filled with large buildings and seems well +maintained. A large cobblestone road known as Iron Square circles around the +buildings at the center, providing access to the merchant houses that occupy it. +The area is quieter than other parts of the city, giving the impression this is +where business is done between traders and the nobility. There is a noticeable +increase in soldiers here, which might explain the lack of street vendors. + Iron Square continues to the north and south. To the west is a smaller +building with a sign bearing a green inix on a field of yellow. ~ -1 0 0 0 0 1 +1 0 0 0 0 0 D0 ~ ~ -0 0 150 +0 0 117 +D2 +~ +~ +0 0 115 +D3 +~ +~ +0 0 129 +S +#117 +Iron Square~ + This section of the city is filled with large buildings and seems well +maintained. A large cobblestone road known as Iron Square circles around the +buildings at the center, providing access to the merchant houses that occupy it. +The area is quieter than other parts of the city, giving the impression this is +where business is done between traders and the nobility. There is a noticeable +increase in soldiers here, which might explain the lack of street vendors. + Iron Square continues to the north and south. To the west is a building +with a sign bearing a silver spear on an azure field. To the east is a three +story building with a sign bearing three white dragonflies on a divided field. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 118 D1 ~ ~ -0 0 164 +0 0 125 D2 ~ -door~ -1 0 178 +~ +0 0 116 D3 ~ ~ -0 0 162 +0 0 130 S -#164 -Thieves Quarter~ - The guild of thieves lies just to the north while a huge warehouse rises -above you to the east. Thieves Avenue makes a turn here to the south or west. -This area is now in the northeastern corner of the city, in the heart of the -Thieves Quarter. A traveler would be wise to watch their purse carefully. -~ -1 0 0 0 0 1 -D0 -~ -~ -0 0 151 -D1 -~ -door~ -1 0 165 -D2 -~ -~ -0 0 179 -D3 -~ -~ -0 0 163 -S -T 59 -#165 -The Thieves' Warehouse~ - You work your way through boxes and crates of supplies. Small corridors -lead between them, making a small maze within the building. Looks very easy to -get disoreientated and lost. This is where the city keeps the majority of it's -supplies. Kind of an oxymoron that the thieves of the city handle the -finances. -~ -1 8 0 0 0 0 -D1 -~ -~ -0 0 166 -D2 -~ -~ -0 0 180 -D3 -~ -door~ -1 0 164 -S -#166 -A Storage Room~ - Wooden crates and boxes are neatly stacked into columns standing about twice -your height with rows in between that barely allow you to walk through. Hard to -believe anyone could find their way out of this place, let alone know where to -find anything. -~ -1 8 0 0 0 0 -D2 -~ -~ -0 0 181 -D3 -~ -~ -0 0 165 -S -#167 -The Warriors Hallway~ - An elaborate hallway decorated with paintings of various victorious battles -the city has fought in. Sanctus has never fallen. Various weapons and suits -of armor are all bolted to the floor and walls. A small doorway leads into the -bunk room to the east. The hall continues north and south. -~ -1 8 0 0 0 1 -D0 -~ -~ -0 0 152 -D1 -~ -~ -0 0 168 -D2 -~ -~ -0 0 182 -S -#168 -The Bunk Room~ - You find yourself walking between bunks where the majority of the army -sleeps. Some people are already in their racks since a watch must be stood -twenty four hours a day. You here someone grumbling in their sleep about how -they always get stuck with the midwatch. -~ -1 8 0 0 0 0 -D0 -~ -~ -0 0 153 -D2 -~ -~ -0 0 183 -D3 -~ -~ -0 0 167 -S -#169 -Warriors Avenue~ - The Barracks rise above the west and a small cozy home is to the east. A -well-travelled road continues north and south. This appears to be the Warriors -Quarter where the army of Sanctus bases it's operations. Several recruits rush -past on assignment. -~ -1 0 0 0 0 1 -D0 -~ -~ -0 0 154 -D2 -~ -~ -0 0 184 -S -#170 -A Fine Home~ - A fine home of Sanctus. The smell of baking bread and the sounds of a -roaring fire. The house is cluttered with the usual things that makes a house -look lived in. You could be happy spending the rest of your life living in a -house like this. -~ -1 8 0 0 0 0 -D0 -~ -door~ -1 0 155 -S -#171 -A Beggars Home~ - The filth in this house is disgusting, an overflowing chamber pot almost -sends you immediately back out the door. This room should not even be -considered a home. You can barely even stand up the ceiling is so low and -cracks in the walls let you see outside. -~ -1 8 0 0 0 0 -D0 -~ -door~ -1 0 156 -S -#172 -An Extravagant Home~ - This house looks out of place considering it's neighbors. The pine walls -are polished to a shine and the floor is made out of some strange type of -cement. Cushioned chairs surround a table set for dinner with expensive dishes -and silverware. -~ -1 8 0 0 0 0 -D0 -~ -door~ -1 0 157 -S -#173 -A Poor Home~ - The house is made from rooten timber and the floor is just bare dirt. A -baking oven and a few piles of straw are the only things in the room. This -must be the poorest house in the entire city, how could anyone live like this. - -~ -1 8 0 0 0 0 -D0 -~ -door~ -1 0 158 -S -#174 -The Northern Road~ - This road passes between houses occupied by the local citizens. The wide -Northern Road is packed solid from years of traffic from people, wagons, and -horses. A small amount of dust is kicked up by every footstep. Directly to the -south one can see the Temple. A small stone bridge arches over a small stream -to the north. There is something unusual about the bridge. -~ -1 0 0 0 0 1 -D0 -~ -~ -0 0 159 -D2 -~ -~ -0 0 189 -S -T 52 -#175 -An Extravagant Home~ - One of the more successful thieves of the quarter must live here. Rugs -cover the entire floor. A candelabra sits in the middle of a polished oak -table. A four post bed can be seen in the back of the house. Nothing like -living the good life. -~ -1 8 0 0 0 1 -D0 -~ -door~ -1 0 160 -S -#176 -A Cramped Home~ - A large table that could sit a family of about seven fills the majority of -this house. Small mattresses lay on the floor in the back of the room. Not -much hope for privacy in this house. A few dolls are having a tea party in one -corner. -~ -1 8 0 0 0 1 -D0 -~ -door~ -1 0 161 -S -#177 -A Small Home~ - You walk right in as if it was your own house. Don't worry about -trespassing, I'm sure no one will mind. The house is very compact. The -kitchen and bedrooms are not separated by any walls. This must be a house for -the poor. -~ -1 8 0 0 0 1 -D0 -~ -door~ -1 0 162 -S -#178 -A Clean House~ - Everything is dusted, shined, waxed, and polished. This home is spotless. -Well maintained it seems. Not everyone is rich enough to afford a housekeeper, -but these folks must be. You can hear a baby crying, sounds hungry. -~ -1 8 0 0 0 1 -D0 -~ -door~ -1 0 163 -S -#179 -Thieves Avenue~ - The tall warehouse holding the supplies and emergency stores of the city is -to the west. The entrance looks to be a ways further north in the heart of the -Thieve's Quarter. South can be seen another intersection and the northest -corner of the inner wall. -~ -1 0 0 0 0 1 -D0 -~ -~ -0 0 164 -D2 -~ -~ -0 0 194 -S -#180 -The Thieves Warehouse~ - A pathway has been opened here to allow for small carts and wagons to pass. -You can hear a few workers in the distance pushing the large crates over the -dusty floor. A large box and tackle swings back and forth on a strange pulley -system above you. -~ -1 8 0 0 0 0 -D0 -~ -~ -0 0 165 -D2 -~ -~ -0 0 195 -S -#181 -A Storage Room~ - The rows of crates and boxes continue to the north and south. Everything is -nailed shut, some even wrapped in chains and padlocked. Enough stores to last -the city for a year must be packed away in this place. Everything is -surpringly clean and well maintained. -~ -1 8 0 0 0 0 -D0 -~ -~ -0 0 166 -D2 -~ -~ -0 0 196 -S -#182 -The Warriors Hallway~ - The hallway end abruptly at a set of double doors to the south. You can -hear people talking behind the doors, but cannot discern what they are saying. -The army of Sanctus is very well disciplined and your presence may not be -exactly appreciated. They do not take kindly to strangers. -~ -1 8 0 0 0 0 -D0 -~ -~ -0 0 167 -D1 -~ -~ -0 0 183 -D2 -~ -~ -0 0 197 -S -#183 -The Bunk Room~ - The sound of snoring comes from a few of the dozen or so racks crammed -together in this confined room. The racks are stacked four high with only a -foot or two of space for someone to sit up. The mattresses are only about an -inch thick and look very uncomfortable. -~ -1 8 0 0 0 0 -D0 -~ -~ -0 0 168 -D2 -~ -~ -0 0 198 -D3 -~ -~ -0 0 182 -S -#184 -The Northwest Intersection~ - This junction lies at an intersection of Warriors Avenue and Warriors Alley. -The alley crosses the city east to west behind the homes of the local citizens. -The alley is very narrow and dark as the inner city wall follows it on the -southern side. Warriors Avenue continues north and south. -~ -1 0 0 0 0 1 -D0 -~ -~ -0 0 169 -D1 -~ -~ -0 0 185 -D2 -~ -~ -0 0 199 -S -#185 -Warriors Alley~ - This cramped alley leads past dark flickering shadows. A few piles of -garbage are waiting to be cleaned up by the street sweeper. An alley cat hisses -and then bolts as it senses some trespasser on its territory. This alley does -not look safe and one might wonder whether or not they could encounter some -lurking thugs. -~ -1 0 0 0 0 1 -D1 -~ -~ -0 0 186 -D3 -~ -~ -0 0 184 -S -#186 -Warriors Alley~ - The inner city wall rises above to the south. The sound of footsteps and the -rattling of armor can be heard from the guards patrolling the top of the wall. -The alley is even darker here and a person could easily hide in the shadows. -~ -1 0 0 0 0 1 -D1 -~ -~ -0 0 187 -D3 -~ -~ -0 0 185 -S -#187 -Warriors Alley~ - A line of houses block the way to the north. They seem to have back doors -but all are bolted, locked, or nailed shut. This is definitely not the most -friendly section of the city. An alley cat bolts past as a large pile of -garbage almost collapses on it. -~ -1 0 0 0 0 1 -D1 -~ -~ -0 0 188 -D3 -~ -~ -0 0 186 -S -#188 -Warriors Alley~ - The alley is a little brighter here as it lies next to the Northern Road. -The sound of creaking wagons and the pound of horse hooves on the dirt road -become trapped between the inner city wall and the houses within the alley -making strange echoing sounds that are very distracting. -~ -1 0 0 0 0 1 -D1 -~ -~ -0 0 189 -D3 -~ -~ -0 0 187 -S -#189 -The Northern Road~ - This road continues on with few other travelers visible. The streets seem to -be surprisingly empty for some reason. Shadowy alleys can be noticed to the -east and west along the inner city wall. To the south is the Northern Gate to -the inner city. -~ -1 0 0 0 0 1 -D0 -~ -~ -0 0 174 -D1 -~ -~ -0 0 190 -D2 -~ -~ -0 0 200 -D3 -~ -~ -0 0 188 -S -#190 -Thieves Alley~ - The alley is cluttered with debris, maybe the street sweeper doesn't even -bother cleaning this place up. The sound of a fight can be heard further to -the east within the alley. This is definitely the most dangerous section of -Sanctus. -~ -1 0 0 0 0 1 -D1 -~ -~ -0 0 191 -D3 -~ -~ -0 0 189 -S -#191 -Thieves Alley~ - The sounds of someone fighting suddenly grow louder, then stop. Seems like -that dispute was settled one way or the other. The inner city wall to the -south keeps the alley eternally in shadows, no matter the time of day or night. -Houses to the north have their back doors shut and locked. -~ -1 0 0 0 0 1 -D1 -~ -~ -0 0 192 -D3 -~ -~ -0 0 190 -S -#192 -Thieves Alley~ - A pool of blood lies in the center of the alley, a trail of blood leads to a -garbage pile a few feet away. A mangy mutt trots slowly past and starts licking -up the pool of blood. A traveler here should keep moving unless they wanted to -draw attention to themselves. -~ -1 0 0 0 0 1 -D1 -~ -~ -0 0 193 -D3 -~ -~ -0 0 191 -S -#193 -Thieves Alley~ - The inner city wall to the south towers high into the air, blocking out most -of the light. The wall looks to be made from stone blocks and some sort of -filler. Its not possible to tell how thick it is, but judging from the height -one could guess at least half as wide as it is tall. -~ -1 0 0 0 0 1 -D1 -~ -~ -0 0 194 -D3 -~ -~ -0 0 192 -S -#194 -The Northeast Intersection~ - The Thieves Avenue comes to an intersection with a shady alley to the west. -This intersection is at the northeast corner of the inner city wall. On top of -the wall one can see some type of post where the guards watch for any trouble. -A large building to the east must be some sort of warehouse. -~ -1 0 0 0 0 1 -D0 -~ -~ -0 0 179 -D2 -~ -~ -0 0 201 -D3 -~ -~ -0 0 193 -S -#195 -Wagon Bay~ - Huge double doors have been built into the western wall of the warehouse. -They are closed, barred, and locked with a padlock the size of your head. No -one gets in or out without that key. An aisle to load and unload wagons runs -to the east. -~ -1 8 0 0 0 0 -D0 -~ -~ -0 0 180 -D1 -~ -~ -0 0 196 -D2 -~ -~ -0 0 202 -S -#196 -Wagon Bay~ - A path is opened up between the crates here for wagons to load and unload. -The floor has turned to packed dirt and traces of horse manure leave an -unpleasant smell. Three wagons fill the center of the room. All look empty. -A clump of mushrooms grows in the middle of the manure. They look ripe for -picking. -~ -1 8 0 0 0 0 -D0 -~ -~ -0 0 181 -D2 -~ -~ -0 0 203 -D3 -~ -~ -0 0 195 -E -mushrooms~ - The mushrooms appear not to be poisonous and are relatively clean. They look -edible. -~ -S -T 162 -#197 -A Work Room~ - This building is cluttered together in no apparent order, wherever there is -room they simply use it. This hallway has been converted into a small room for -the upkeep of armor and weapons. A grindstone is in one corner. In another -baskets of arrows are being sorted. A recruit is polishing some armor and a -large sack of equipment looks like it is ready to be taken to the Smithy. +#118 +Iron Square~ + This section of the city is filled with large buildings and seems well +maintained. A large cobblestone road known as Iron Square circles around the +buildings at the center, providing access to the merchant houses that occupy it. +The area is quieter than other parts of the city, giving the impression this is +where business is done between traders and the nobility. There is a noticeable +increase in soldiers here, which might explain the lack of street vendors. + Iron Square continues to the south and east. To the north lies a path that +appears to be an old, dry riverbed. ~ 1 0 0 0 0 0 D0 @@ -2002,48 +475,1717 @@ D0 D1 ~ ~ +0 0 119 +D2 +~ +~ +0 0 117 +S +#119 +Iron Square~ + This section of the city is filled with large buildings and seems well +maintained. A large cobblestone road known as Iron Square circles around the +buildings at the center, providing access to the merchant houses that occupy it. +The area is quieter than other parts of the city, giving the impression this is +where business is done between traders and the nobility. There is a noticeable +increase in soldiers here, which might explain the lack of street vendors. + Iron Square continues to the west and east. Buildings surround you on all +sides. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 120 +D3 +~ +~ +0 0 118 +S +#120 +Iron Square~ + This section of the city is filled with large buildings and seems well +maintained. A large cobblestone road known as Iron Square circles around the +buildings at the center, providing access to the merchant houses that occupy it. +The area is quieter than other parts of the city, giving the impression this is +where business is done between traders and the nobility. There is a noticeable +increase in soldiers here, which might explain the lack of street vendors. + Iron Square continues to the west and east. To the north is what seems to +be a small fortress, with a sign above its entrance bearing two black +scimitars over a white field. To the south is a building with a sign above +bearing a pair of glaring, bestial eyes set on a black banner. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 127 +D1 +~ +~ +0 0 121 +D2 +~ +~ +0 0 126 +D3 +~ +~ +0 0 119 +S +#121 +Iron Square~ + This section of the city is filled with large buildings and seems well +maintained. A large cobblestone road known as Iron Square circles around the +buildings at the center, providing access to the merchant houses that occupy it. +The area is quieter than other parts of the city, giving the impression this is +where business is done between traders and the nobility. There is a noticeable +increase in soldiers here, which might explain the lack of street vendors. + Iron Square continues to the west and south. Buildings surround you on all +sides. +~ +1 0 0 0 0 0 +D0 +~ +~ 0 0 198 D2 ~ ~ -0 0 204 +0 0 122 +D3 +~ +~ +0 0 120 S -#198 -The Mess Hall~ - A dozen tables fill the room. All bare except for a few people eating -before they go on their next watch. The food does not look very appetizing, -but it serves it's purpose. The army has had financial problems since it's -inception. +#122 +Iron Square~ + This section of the city is filled with large buildings and seems well +maintained. A large cobblestone road known as Iron Square circles around the +buildings at the center, providing access to the merchant houses that occupy it. +The area is quieter than other parts of the city, giving the impression this is +where business is done between traders and the nobility. There is a noticeable +increase in soldiers here, which might explain the lack of street vendors. + Iron Square continues to the north and south. Buildings surround you on all +sides. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 121 +D2 +~ +~ +0 0 111 +S +#123 +House Vordon~ + A small path from the entrance into the main area of this emporium has been +created with crates. The path is swept clean and leads to multicolored rugs +which line the remainder of the floor. Upon the walls are racks of steel tools +and weapons which glint in the light of nearby lamps. A central counter has +intricate pieces of glasswork, carved stone, and cut gems. Bolts of undyed +cotton have been placed in a corner of the room on a large wooden platform. +Near the northern end of his expansive room is a set of double doors that lead +to another part of the building. + Outside to the south is Iron Square. +~ +1 0 0 0 0 0 +D2 +~ +~ +0 0 113 +S +#124 +House Wavir~ + A long, expansive countertop separates the goods in this building from the +rest. Embedded in one side of the counter is a passage system of two panels +that lock together, allowing incoming or outgoing shipments. Behind the +countertop are orderly stacks of crates with various grains and gems. Smaller +displays of precious metals can be seen, with bits of copper, tin, and even +silver in its raw form. A small pyramid has been created with pieces of +hardwood near the countertop which draws the eye. + Outside to the south is Iron Square. +~ +1 0 0 0 0 0 +D2 +~ +~ +0 0 114 +S +#125 +House Shom~ + Barrels line a small section of this building, filled with grains such as +rice or wheat. Another series of barrels with a blue slash painted across them +have been filled with clear water. The floor near the northern wall are dusty +with obsidian powder, having visible footprints on the floor nearby. Large +crates have been stacked, each with a different size of obsidian chunk. Near +the northeast corner are a few smaller crates with wooden branches and stacked +logs. A counter made of stone has been placed near the entrance. + Outside to the west is Iron Square. +~ +1 0 0 0 0 0 +D3 +~ +~ +0 0 117 +S +#126 +House Tsalaxa~ + Within this building is a large open area in the middle. Flanking the walls +are crates, boxes, and chests full of what appears to be hemp. Ranging from +completely raw to premade bolts, they are placed in such a way that it appears +as if the further down the row of boxes one looks, the more processed the +material becomes. A series of barrels are placed around a support beam, with +different grains and cereals placed within. A set of sconces light the room, +which would otherwise appear very dark for a lack of windows. + Outside to the north is Iron Square. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 120 +S +#127 +House Stel~ + The first thing one notices about the inside of this building is the massive +amount of weapons on display. They line the walls, countertops, and some have +been run through a pair of straw-filled dummies propped up by wooden poles. +Not as visible and clearly an afterthought, there are armor pieces made of iron. +In a small corner of the building, ceramic bowls, vases, cups, and plates have +been stacked upon a long wooden table. A pair of wooden beams support the roof +of this building, which have carved pieces of bone decorating them. + Outside to the south is Iron Square. +~ +1 0 0 0 0 0 +D2 +~ +~ +0 0 120 +S +#128 +House M'ke~ + Clearly underutilized and lacking in merchandise, this building for the most +part is empty. The entryway has not been swept in some time and has small piles +of dust and sand for the first few feet. A wooden counter has been setup more +than halfway through the building. Scarce crates and barrels can be seen behind +the counter, with dried food, chunks of irregular obsidian, and raw copper +visible within. A few small weapons have been placed on the countertop, as if +to offer the appearance of inventory one could buy. + Outside to the west is Iron Square. +~ +1 0 0 0 0 0 +D3 +~ +~ +0 0 112 +S +#129 +House Ianto~ + From the outside the building looks rather small, but on the inside it is +even smaller. The roof seems shorter than one would expect, which feels +uncomfortably close. Lacking a countertop for dealing with customers, a wooden +table has been setup in its place near the entrance. Scattered throughout the +room are various chests filled with pieces of iron, while small tables have +stacks of bolt of fabric. A single circular table has pieces of silk sitting in +a corner. + Outside to the east is Iron Square. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 116 +S +#130 +House Troika~ + Display tables are placed throughout this building, creating a small maze +making it difficult to get in, but also a chore to get out. Upon each table are +piles of different colored silk fabric. Most are in raw bolt form, however +there are some leftover pieces that are of varying sizes. A small counter sits +against the north wall. Behind it are various pieces of glassware, ranging from +creative art to more functional goblets. + Outside to the east is Iron Square. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 117 +S +#131 +Draqoman Station~ + This large building has a variety of tables and seats available in it, and +seems to be a meeting point for those new to the city. The walls are lined with +sconces to provide light throughout the evening, and barrels of water can be +seen in the northern side of the room. Conversations can be heard in hushed +tones, while others may be more boisterous as if between old friends. A crude +map of the city can be seen upon one wall, giving the impression this would be a +good place to learn more about where certain landmarks are. + To the south lies Caravan Way, while to the east Wall Road can be seen. +~ +1 131072 0 0 0 0 +D1 +~ +~ +0 0 146 +D2 +~ +~ +0 0 101 +S +#132 +Grik's Weapons~ + The walls of this building have been made out of uneven blocks of sandstone. +Piled haphazardly on top of each other, they somehow remain stable despite +looking precarious and ready to fall anytime. Upon the walls are hooks that +have weapons placed on them, as well as trophies from gladiator tournaments. A +counter sits in the southwest corner of the room, and a stairway behind it leads +upward to a trapdoor in the ceiling. + Outside to the north lies Caravan Way. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 102 +S +#133 +The Shining Sands~ + Within this spacious building are several clotheslines and hanging garments. +Some appear to be waiting to be cleaned while others are awaiting pickup by +their owner. Long work tables have been placed throughout the area which look +to be used for cleaning clothing. Barrels of white sand have been set near each +of these tables, with a stone scoop protruding from them. A simple countertop +has been setup near the southeastern corner. + Outside to the east and south is Caravan Way. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 107 +D2 +~ +~ +0 0 109 +S +#134 +The Golden Inix Inn~ + This large, open room is filled with tables of various shapes and sizes. +The smell of food being cooked drifts through the area and seems to be coming +from a curtained doorway. In a corner is an L-shaped counter made of rough-hewn +stone which has a selection of drinks behind it. Near the eastern wall, a +stairway heads upward toward an open dormitory. ~ 1 8 0 0 0 0 D0 ~ ~ +0 0 108 +D4 +~ +~ +0 0 200 +S +#135 +Wall Road~ + Following along the walls of the city is a small road only large enough for a +pair of mounted riders to traverse side by side. The walls are thick and +primarily made of adobe brick, rising at least ten feet. The occasional figure +can be seen walking the walls, keeping an eye on the horizon. The buildings +near the gate are small and unassuming. Most have no windows and a simple +wooden door. + Wall Road continues to the south, while Caravan Gate can be seen to the +north. To the west the smell of a stables wafts out onto the road. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 100 +D2 +~ +~ +0 0 137 +D3 +~ +~ +0 0 136 +S +#136 +Messenger's Mount~ + This two story building eminates a smell from the multitude of beasts within +that is all that is needed to knowing that this is a stable. Various pens have +been set up here, holding kanks, erdlus, crodlus, and occasionally other more +uncommon livestock. Traders and caravans come and go, leaving and retrieving +mounts. Animal handlers can be seen moving about with food and water, as well +as shoveling dung to be taken away. + A small staircase is upon the southern wall and heads upward to the +second floor. To the north lies Caravan Way, and to the east Wall Road can +be seen. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 101 +D1 +~ +~ +0 0 135 +S +#137 +Wall Road~ + Following along the walls of the city is a small road only large enough for a +pair of mounted riders to traverse side by side. The walls are thick and +primarily made of adobe brick, rising at least ten feet. The occasional figure +can be seen walking the walls, keeping an eye on the horizon. The buildings +near the gate are small and unassuming. Most have no windows and a simple +wooden door. + Wall Road continues to the north and south. Buildings rise up to the west, +while the city walls are to the east. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 135 +D2 +~ +~ +0 0 138 +S +#138 +Wall Road~ + Following along the walls of the city is a small road only large enough for a +pair of mounted riders to traverse side by side. The walls are thick and +primarily made of adobe brick, rising at least ten feet. The occasional figure +can be seen walking the walls, keeping an eye on the horizon. The buildings +near the gate are small and unassuming. Most have no windows and a simple +wooden door. + Wall Road continues to the north and south. Buildings rise up to the west, +while the city walls are to the east. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 137 +D2 +~ +~ +0 0 139 +S +#139 +Wall Road~ + Following along the walls of the city is a small road only large enough for a +pair of mounted riders to traverse side by side. The walls are thick and +primarily made of adobe brick, rising at least ten feet. The occasional figure +can be seen walking the walls, keeping an eye on the horizon. The buildings +near the gate are small and unassuming. Most have no windows and a simple +wooden door. + Wall Road continues to the north and south. To the west, an old dusty +streambed runs between two buildings. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 138 +D3 +~ +~ +0 0 140 +S +#140 +Near a Dusty Streambed~ + This pathway appears to have once been a streambed where water flowed freely. +Over the years the water must have dried up or has been diverted elsewhere. +Despite this, the path seems to be used as a walkway between buildings now. +The ground is exposed dirt which is kicked up in the air as passersby make their +way through. Small rocks and gravel can be seen every few feet in an attempt to +keep the semblance of an actual road. + The pathway continues to the west, while to the east Wall Road can be +seen. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 139 +D3 +~ +~ +0 0 141 +S +#141 +Near a Dusty Streambed~ + This pathway appears to have once been a streambed where water flowed freely. +Over the years the water must have dried up or has been diverted elsewhere. +Despite this, the path seems to be used as a walkway between buildings now. +The ground is exposed dirt which is kicked up in the air as passersby make their +way through. Small rocks and gravel can be seen every few feet in an attempt to +keep the semblance of an actual road. + The pathway continues to the west and east. Buildings flank either side, +rising upward. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 140 +D3 +~ +~ +0 0 142 +S +#142 +Near a Dusty Streambed~ + This pathway appears to have once been a streambed where water flowed freely. +Over the years the water must have dried up or has been diverted elsewhere. +Despite this, the path seems to be used as a walkway between buildings now. +The ground is exposed dirt which is kicked up in the air as passersby make their +way through. Small rocks and gravel can be seen every few feet in an attempt to +keep the semblance of an actual road. + The pathway continues to the east, while a small side street opens up to +the north. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 143 +D1 +~ +~ +0 0 141 +S +#143 +Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street continues to the north, while to the south a dry streambed can +be seen. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 144 +D2 +~ +~ +0 0 142 +S +#144 +Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street continues to the north and south. Buildings flank either side, +rising upward. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 145 +D2 +~ +~ +0 0 143 +D3 +~ +door~ +1 0 159 +S +#145 +Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street continues to the south, while to the north Caravan Way can +be seen. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 103 +D2 +~ +~ +0 0 144 +S +#146 +Wall Road~ + Following along the walls of the city is a small road only large enough for a +pair of mounted riders to traverse side by side. The walls are thick and +primarily made of adobe brick, rising at least ten feet. The occasional figure +can be seen walking the walls, keeping an eye on the horizon. The buildings +near the gate are small and unassuming. Most have no windows and a simple +wooden door. + Wall Road continues to the north, while the Caravan Gate can be seen to +the south. A placard with a stylized eyeball, ears, and lips hangs as a +standard above a building to the west. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 147 +D2 +~ +~ +0 0 100 +D3 +~ +~ +0 0 131 +S +#147 +Wall Road~ + Following along the walls of the city is a small road only large enough for a +pair of mounted riders to traverse side by side. The walls are thick and +primarily made of adobe brick, rising at least ten feet. The occasional figure +can be seen walking the walls, keeping an eye on the horizon. The buildings +near the gate are small and unassuming. Most have no windows and a simple +wooden door. + Wall Road continues to the north and south. Buildings rise up to the west, +while the city walls are to the east. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 148 +D2 +~ +~ +0 0 146 +S +#148 +Wall Road~ + Following along the walls of the city is a small road only large enough for a +pair of mounted riders to traverse side by side. The walls are thick and +primarily made of adobe brick, rising at least ten feet. The occasional figure +can be seen walking the walls, keeping an eye on the horizon. The buildings +near the gate are small and unassuming. Most have no windows and a simple +wooden door. + Wall Road continues to the north and south. Buildings rise up to the west, +while the city walls are to the east. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 149 +D2 +~ +~ +0 0 147 +S +#149 +Wall Road~ + Following along the walls of the city is a small road only large enough for a +pair of mounted riders to traverse side by side. The walls are thick and +primarily made of adobe brick, rising at least ten feet. The occasional figure +can be seen walking the walls, keeping an eye on the horizon. The buildings +near the gate are small and unassuming. Most have no windows and a simple +wooden door. + Wall Road continues to the north and south. To the west, a side street opens +up between two buildings. +~ +1 0 0 0 0 0 +D2 +~ +~ +0 0 148 +D3 +~ +~ +0 0 150 +S +#150 +Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street continues to the west, while Wall Road can be seen to the east. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 149 +D2 +~ +door~ +1 0 157 +D3 +~ +~ +0 0 151 +S +#151 +Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street continues to the west and east. Buildings flank either side, +rising upward. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 150 +D3 +~ +~ +0 0 152 +S +#152 +Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street continues to the west and east. Buildings flank either side, +rising upward. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 151 +D2 +~ +door~ +2 0 156 +D3 +~ +~ +0 0 153 +S +#153 +Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street continues to the south and east. Buildings flank either side, +rising upward. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 152 +D2 +~ +~ +0 0 154 +S +#154 +Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street continues to the north and south. Buildings flank either side, +rising upward. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 153 +D2 +~ +~ +0 0 155 +D3 +~ +door~ +2 0 158 +S +#155 +Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street continues to the north, while to the south Caravan Way can +be seen. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 154 +D2 +~ +~ +0 0 105 +S +#156 +A Small Domicile~ + Somewhat upscale compared to other buildings around it, this domicile feels +more like a home. It has a hearth in the south side of the room to allow the +occupants to cook their own food. The walls are made of adobe brick set in +alternating patterns, with the grout having been smoothed over by the +bricklayers. Pieces of flat wood have been placed along the floor, giving the +dwelling a reprieve from the dusty cobblestone outside. + A simple wooden door has been placed in the northern wall, leading +back outside. +~ +1 0 0 0 0 0 +D0 +~ +door~ +2 0 152 +S +#157 +A Large Domicile~ + Somewhat upscale compared to other buildings around it, this domicile feels +more like a home. It has a hearth in the south side of the room to allow the +occupants to cook their own food. The walls are made of adobe brick set in +alternating patterns, with the grout having been smoothed over by the +bricklayers. Pieces of flat wood have been placed along the floor, giving the +dwelling a reprieve from the dusty cobblestone outside. + A simple wooden door has been placed in the northern wall, leading +back outside. +~ +1 0 0 0 0 0 +D0 +~ +door~ +1 0 150 +S +#158 +A Small Hovel~ + Small and dilapidated, this hovel is only big enough for a few pieces of +furniture. The walls are adobe brick that are showing their age with cracks +throughout. In one corner the ceiling appears to be falling in on itself, +letting light through during the day. + A simple wooden door has been placed in the eastern wall, leading back +outside. +~ +1 0 0 0 0 0 +D1 +~ +door~ +2 0 154 +S +#159 +A Small Hovel~ + Small and dilapidated, this hovel is only big enough for a few pieces of +furniture. The walls are adobe brick that are showing their age with cracks +throughout. In one corner the ceiling appears to be falling in on itself, +letting light through during the day. + A simple wooden door has been placed in the eastern wall, leading back +outside. +~ +1 0 0 0 0 0 +D1 +~ +door~ +1 0 144 +S +#160 +House Inika~ + Inside this building are several barrels filled with all sorts of nuts, +spices, feathers, and other small items. The floor is swept clean, keeping dust +and debris outside. There is a single counter in the middle of the room that +forms a square shape, with a wooden pass-through panel on one side to allow the +merchants to step behind it. Within the counter are a few other boxes and +crates of goods for trade. + Outside to the north is Iron Square. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 113 +S +#161 +A Dusty Path~ + This pathway is more of a road that has fallen into disrepair. Through years +of use the cobblestone beneath has been cracked and broken. Sections of the +road appear to have deep divets, making it dangerous to not watch where you are +stepping. Large buildings made of adobe brick rise up on either side, though +few have entrances that can be entered. + To the west, an immense ziggurat can be seen that rises up above the city. +The sound of Iron Square can be heard to the east. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 115 +D3 +~ +~ +0 0 162 +S +#162 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. From this point an enormous staircase can be seen which +leads up to the pinnacle. + The path circling the ziggurat continues to the north and south. To the +east a dusty pathway can be seen that leads into the rest of the city. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 163 +D1 +~ +~ +0 0 161 +D2 +~ +~ +0 0 177 +S +#163 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. From this point an enormous staircase can be seen which +leads up to the pinnacle. + The path circling the ziggurat continues to the north and south. Buildings +rise up to the east. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 164 +D2 +~ +~ +0 0 162 +S +#164 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. From this point an enormous staircase can be seen which +leads up to the pinnacle. + The path circling the ziggurat continues to the north and south. Buildings +rise up to the east. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 165 +D2 +~ +~ +0 0 163 +S +#165 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. From this point an enormous staircase can be seen which +leads up to the pinnacle. + The path circling the ziggurat continues to the south and west. To the +north a dusty pathway can be seen that leads into the rest of the city. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 178 +D2 +~ +~ +0 0 164 +D3 +~ +~ +0 0 166 +S +#166 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. The ziggurat seems to dwarf everything else in sight except +for an imposing golden tower off to the west. + The path circling the ziggurat continues to the west and east. Buildings +rise up to the north. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 165 +D3 +~ +~ +0 0 167 +S +#167 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. The ziggurat seems to dwarf everything else in sight except +for an imposing golden tower off to the west. + The path circling the ziggurat continues to the west and east. Buildings +rise up to the north. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 166 +D3 +~ +~ +0 0 168 +S +#168 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. The ziggurat seems to dwarf everything else in sight except +for an imposing golden tower off to the west. + The path circling the ziggurat continues to the west and east. Buildings +rise up to the north. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 167 +D3 +~ +~ +0 0 169 +S +#169 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. The ziggurat seems to dwarf everything else in sight except +for an imposing golden tower off to the west. + The path circling the ziggurat continues to the south and east. Buildings +rise up to the north and west. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 168 +D2 +~ +~ +0 0 170 +S +#170 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. The ziggurat seems to dwarf everything else in sight except +for an imposing golden tower off to the west. + The path circling the ziggurat continues to the north and south. Buildings +rise up to the west. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 169 +D2 +~ +~ +0 0 171 +S +#171 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. The ziggurat seems to dwarf everything else in sight except +for an imposing golden tower off to the west. + The path circling the ziggurat continues to the north and south. Buildings +rise up to the west. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 170 +D2 +~ +~ +0 0 172 +S +#172 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. The ziggurat seems to dwarf everything else in sight except +for an imposing golden tower off to the west. + The path circling the ziggurat continues to the north and south. Buildings +rise up to the west. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 171 +D2 +~ +~ +0 0 173 +S +#173 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. The ziggurat seems to dwarf everything else in sight except +for an imposing golden tower off to the west. + The path circling the ziggurat continues to the north and east. Buildings +rise up to the south and west. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 172 +D1 +~ +~ +0 0 174 +S +#174 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. The ziggurat seems to dwarf everything else in sight except +for an imposing golden tower off to the west. + The path circling the ziggurat continues to the west and east. Buildings +rise up to the south. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 175 +D3 +~ +~ +0 0 173 +S +#175 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. The ziggurat seems to dwarf everything else in sight except +for an imposing golden tower off to the west. + The path circling the ziggurat continues to the west and east. Buildings +rise up to the south. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 176 +D3 +~ +~ +0 0 174 +S +#176 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. The ziggurat seems to dwarf everything else in sight except +for an imposing golden tower off to the west. + The path circling the ziggurat continues to the west and east. Buildings +rise up to the south. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 177 +D3 +~ +~ +0 0 175 +S +#177 +Before the Ziggurat~ + This pathway circles around an immense ziggurat that towers over the city. +The pyramid has multiple levels, each made of glazed brick of different color. +The base is made of violet, the second tier indigo, third colored azure, the +fourth a dark green, fifth yellow, sixth of a fiery orange, and finally at the +top a deep scarlet. From this point an enormous staircase can be seen which +leads up to the pinnacle. + The path circling the ziggurat continues to the north and south. Buildings +rise up to the east. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 162 +D3 +~ +~ +0 0 176 +S +#178 +A Dusty Path~ + This pathway is more of a road that has fallen into disrepair. Through years +of use the cobblestone beneath has been cracked and broken. Sections of the +road appear to have deep divets, making it dangerous to not watch where you are +stepping. Large buildings made of adobe brick rise up on either side, though +few have entrances that can be entered. + To the south, an immense ziggurat can be seen that rises up above the city. +The dusty pathway continues to the north. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 179 +D2 +~ +~ +0 0 165 +S +#179 +A Dusty Path~ + This pathway is more of a road that has fallen into disrepair. Through years +of use the cobblestone beneath has been cracked and broken. Sections of the +road appear to have deep divets, making it dangerous to not watch where you are +stepping. Large buildings made of adobe brick rise up on either side, though +few have entrances that can be entered. + The dusty pathway continues to the west and south. A small side street can +be seen to the east. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 180 +D2 +~ +~ +0 0 178 +D3 +~ +~ +0 0 184 +S +#180 +A Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street gives way to a dusty old riverbed to the east, and to the west +a wider path can be seen. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 181 +D3 +~ +~ +0 0 179 +S +#181 +A Dry Riverbed~ + This wide, dust choked pathway looks as if it may have been a riverbed at +some point in the distant past. The water seems to have carved its way through +the land, leaving a natural route through the city and between buildings. +Small plants attempt to grow near the buildings nearby, clinging to the shade. +Several extremely smooth stones can be seen, having been worn down from years of +water flowing over them. + The dusty riverbed continues to the south, while to the north a market can +be seen. A small side street intersects with this pathway to the west. +~ +1 0 0 0 0 0 +D0 +~ +~ 0 0 183 D2 ~ ~ -0 0 205 +0 0 182 D3 ~ ~ -0 0 197 +0 0 180 S -#199 -Warriors Avenue~ - In the distance one can hear some sergeant screaming at his recruits in a -booming voice that echoes off the buildings and walls around. The clank of -armor and weapons is all about as guards change watches and work on their -equipment. +#182 +A Dry Riverbed~ + This wide, dust choked pathway looks as if it may have been a riverbed at +some point in the distant past. The water seems to have carved its way through +the land, leaving a natural route through the city and between buildings. +Small plants attempt to grow near the buildings nearby, clinging to the shade. +Several extremely smooth stones can be seen, having been worn down from years of +water flowing over them. + The dusty riverbed continues to the north, while to the south the sounds +of Iron Square can be heard. ~ -1 0 0 0 0 1 +1 0 0 0 0 0 D0 ~ ~ -0 0 184 +0 0 181 D2 ~ ~ -0 0 206 +0 0 118 +S +#183 +Elven Market~ + Numerous stalls form small collectives in this open air market. Sets of +four, six, or eight seems to have been setup near each other, creating walkways +throughout. Most are made of simple wooden poles and sandcloth, with either a +counter and seat behind it for the proprietor, or simply an open stall to walk +into. At all hours of the day conversations can be heard and bartering taking +place. + To the south is an old dry riverbed, which acts as a pathway through the +city. To the east is the Elven Bridge, which stretches over to another part +of the city. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 194 +D2 +~ +~ +0 0 181 +S +#184 +A Dusty Path~ + This pathway is more of a road that has fallen into disrepair. Through years +of use the cobblestone beneath has been cracked and broken. Sections of the +road appear to have deep divets, making it dangerous to not watch where you are +stepping. Large buildings made of adobe brick rise up on either side, though +few have entrances that can be entered. + The dusty pathway continues to the east. To the west, a small square of +shops can be seen. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 179 +D3 +~ +~ +0 0 185 +S +#185 +Shadow Square~ + This plaza within the city has many roads that join it, making it a clear +convergence point for people. The cobblestone seems well taken care of, with +newer and lighter bricks replacing those that have cracked. Benches have been +placed in shaded areas, offering a reprieve from the harsh sun. A few small +stands have been placed here, offering food to those that pass by. + Shadow Square continues to the north and west. To the east, a dusty +pathway leads on to the rest of the city. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 186 +D1 +~ +~ +0 0 184 +D3 +~ +~ +0 0 188 +S +#186 +Shadow Square~ + This plaza within the city has many roads that join it, making it a clear +convergence point for people. The cobblestone seems well taken care of, with +newer and lighter bricks replacing those that have cracked. Benches have been +placed in shaded areas, offering a reprieve from the harsh sun. A few small +stands have been placed here, offering food to those that pass by. + Shadow Square continues to the south and west. To the north is a building +with a curtain covering the entrance and oil lamps illuminating the inside. +To the east is a two story building that appears to be some sort of shop. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 192 +D1 +~ +~ +0 0 193 +D2 +~ +~ +0 0 185 +D3 +~ +~ +0 0 187 +S +#187 +Shadow Square~ + This plaza within the city has many roads that join it, making it a clear +convergence point for people. The cobblestone seems well taken care of, with +newer and lighter bricks replacing those that have cracked. Benches have been +placed in shaded areas, offering a reprieve from the harsh sun. A few small +stands have been placed here, offering food to those that pass by. + Shadow square continues to the south and east. To the north is a well lit +building with sweet scents eminating from within. To the west is a small +building with an obvious bar immediately inside. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 191 +D1 +~ +~ +0 0 186 +D2 +~ +~ +0 0 188 +D3 +~ +~ +0 0 190 +S +#188 +Shadow Square~ + This plaza within the city has many roads that join it, making it a clear +convergence point for people. The cobblestone seems well taken care of, with +newer and lighter bricks replacing those that have cracked. Benches have been +placed in shaded areas, offering a reprieve from the harsh sun. A few small +stands have been placed here, offering food to those that pass by. + Shadow Square continues to the north and east. To the west, a dimly lit +establishment has a propped open door. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 187 +D1 +~ +~ +0 0 185 +D3 +~ +~ +0 0 189 +S +#189 +The Rat's Nest~ + This building is not well lit, which takes your eyes a moment to adjust to. +Behind the bar is a small oil lamp that provides light for those nearby, but +besides that the shadows prevail here. A wooden beam supports a ceiling that +appears to be sagging or falling in on itself, with cracks extending toward the +walls. The smell of something that has gone bad lingers in the air, though it +is difficult to identify its source. + Outside to the east is Shadow Square. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 188 +S +#190 +The Weeping Wyvern~ + Hanging on the walls are the heads of different animals, bloodied weapons, +shields, and harnesses worn by the city's gladiators. A stuffed jhakar head +descends from the ceiling in the middle of the room, its jaws open but eyes +distant. There isn't much seating in this building except for what is near the +bar. + Outside to the east is Shadow Square. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 187 +S +#191 +The Drunken Giant~ + The smell of cheap beer and roasting meats assaults your senses as you enter +this room. Parts of the floor are sticky, possibly from vomit or perhaps just +spilled drinks. Numerous tables have been placed throughout the floor, with +some of them missing chairs. A long wooden bar runs the length of the northern +wall with fixed stools mounted to the ground before it. A hearth takes up a +portion of the western wall where food is being cooked. + Outside to the south is Shadow Square. +~ +1 0 0 0 0 0 +D2 +~ +~ +0 0 187 +S +#192 +The Midnight Sands~ + This dimly lit establishment has oil lamps placed strategically throughout, +granting a small amount of illumination to those that sit nearby. The scent of +incense drifts about the room from various burners. A counter with no seating +has been set near the northwestern corner. Behind the counter are several +bottles and delicate glasses. + Outside to the south is Shadow Square. +~ +1 0 0 0 0 0 +D2 +~ +~ +0 0 186 +S +#193 +The Red Kank~ + This building has a long counter with rows of bottles behind it. The entire +east wall has had wooden pieces installed in an X pattern, which allows for the +bottles to be placed within up to the ceiling. The floor is made of smoothed +pieces of granite and is nearly free of sand despite it flowing in from the +outside square when a breeze passes through. + Outside to the west is Shadow Square. A staircase climbs the northern +side of the building and leads through a trapdoor to a room above. +~ +1 0 0 0 0 0 +D3 +~ +~ +0 0 186 +D4 +A trapdoor in the ceiling can be passed through by climbing a set of stairs. +~ +trapdoor~ +1 0 201 +S +#194 +Elven Bridge~ + This bridge looks absolutely ancient. Made of solid stone quarried long ago, +the pieces fit together smoothly and leave little gap between them. While the +mortar looks like it is aging in places, it still seems sturdy. Below the +bridge is a dusty, serpentine streambed that once had water free flowing in it. +Years ago the water must have dried up was diverted elsewhere, leaving a place +under the bridge for people to gather. + The bridge leads west to east across the old streambed. To the east is a +small side street that leads between buildings, while to the west a market +can be seen. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 195 +D3 +~ +~ +0 0 183 +S +#195 +Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street continues to the west and east. Buildings flank either side, +rising upward. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 196 +D3 +~ +~ +0 0 194 +S +#196 +Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street continues to the west and south. To the east is a building that +has the scent of cooking meat wafting from it. +~ +1 0 0 0 0 0 +D1 +~ +~ +0 0 199 +D2 +~ +~ +0 0 197 +D3 +~ +~ +0 0 195 +S +#197 +Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street continues to the north and south. Buildings flank either side, +rising upward. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 196 +D2 +~ +~ +0 0 198 +S +#198 +Side Street~ + This small street is hardly big enough for a single mounted rider to pass +through. The ground is made up of a mix of broken brick and rough stones, +giving the impression that it is not considered as main route through the city. +Small buildings can be seen on either side without any windows, and most have a +single small wooden door. + The street continues to the north, while to the south Iron Square can +be seen. +~ +1 0 0 0 0 0 +D0 +~ +~ +0 0 197 +D2 +~ +~ +0 0 121 +S +#199 +The Sandstone Inn~ + This modest building has two entrances, one on the west end and one on the +east. The occasional breeze passes through, cooling the building slightly. On +the south end is a hearth that is used for cooking food, and nearby is a small +counter with drinks behind it. The northern end of the room has a couple small +tables. The overall feel of the place is a cozy place to rest after a long day. + Outside to the west is a small side street, while to the east is a +courtyard that smells vaguely of a stable. +~ +1 0 0 0 0 0 +D3 +~ +~ +0 0 196 +S +#200 +A Cramped Dormitory~ + While this room is rather large, the amount of cots crammed into it makes it +feel quite cramped. Between the cots are small pathways that one can walk, +though backpacks and other items spill out from below their respective cots to +occasionally block the way. The walls have small hooks on them and some appear +to have cloaks attached. An opening in the wall lets light in from the north +and allows for fresh air to circulate. A pair of sconces are on either side of +the room to provide light during the evening hours. On the south side of the +room, a staircase descends to the room below. +~ +1 131080 0 0 0 0 +D5 +~ +~ +0 0 134 +S +#201 +The Red Kank Terrace~ + This upper floor is partially covered, with a terrace that looks out on +Shadow Square below. Artistically carved pieces of stone have been placed at +the edge of the terrace, providing a small amount of protection from falling as +well as preventing those below from seeing what transpires here. Canopies have +been installed above the exposed terrace, shading it from the sun. + A trapdoor on the northern end of the terrace leads downward to the shop +below. +~ +1 0 0 0 0 0 +D5 +A trapdoor in the floor can be passed through by climbing a set of stairs. +~ +trapdoor~ +1 0 193 S $~ diff --git a/lib/world/wld/100.wld b/lib/world/wld/100.wld deleted file mode 100644 index 4293075..0000000 --- a/lib/world/wld/100.wld +++ /dev/null @@ -1,1992 +0,0 @@ -#10000 -Inside a Small Cabin~ - As you step into the shabby cabin, the smell makes you gag. A slight haze -makes your eyes sting. Whoever lives here has no regard for cleanliness. -Piles of rags lie everywhere. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10001 -E -credits info~ - Builder : Rumble -Zone : 100 Northern Highway -Began : 1999 -Player Level : 3-7 -Rooms : 100 -Mobs : 17 -Objects : 17 -Shops : 0 -Triggers : 0 -Theme : Connector forest between a city and Dun Maura -Links : 04s, 56w, 96n -Zone 100 was linked to the following zones: - 96 Domiae at 10056 (west ) ---> 9603 -240 Dun Maura at 10096 (north) ---> 24000 -~ -E -stove~ - The stove looks like it hasn't been used for a few years. In the bottom you see a -thick pile of ashes. You notice something sparkling in the ashes. -~ -E -bunk~ - As you examine the bunk closer you notice some of the rags may not be as shabby -as you originally thought. No one would miss them, would they? -~ -S -#10001 -In Front of the Hermit's Cabin~ - You stop and stare at the decrepit bundle of sticks that must be where some -recluse hermit lives. You can't imagine living out here, beyond the safety of -the city walls. Thick forests block any exit to the north and you can see the -city wall to the south. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10002 -D3 -~ -~ -0 0 10000 -S -#10002 -Along the City Wall~ - As you walk by the city wall, you notice the forest is getting thicker. A -slight gloom hangs over this part of the woods. You start to walk a little -faster. Further to the west you can see a small clearing with something that -looks like a shack. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10009 -D1 -~ -~ -0 0 10003 -D3 -~ -~ -0 0 10001 -S -#10003 -Along the City Wall~ - The few animals in this part of the forest scatter as you walk by. The -forest is thickening slightly, a little less sunlight is making it to the forest -floor. Overhead you can hear birds chirping and squirrels chattering. This -place feels very peaceful. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10010 -D1 -~ -~ -0 0 10004 -D3 -~ -~ -0 0 10002 -S -#10004 -The Northern Road~ - You are standing at the beginning of the road to the city of the Minotaurs, -Dun Maura. Many rumors abound of these savage beasts but few leave the city -walls to explore. To the north you see a thick forest. To the east and west -are small paths along the city wall. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10011 -D1 -~ -~ -0 0 10005 -D3 -~ -~ -0 0 10003 -S -#10005 -Along the City Wall~ - The forest along this part of the wall is thinnning out. Further east it -looks as if the forest disappears all together and turns into a grassy plain. -Small innocent forest creatures abound in this healthy forest. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10012 -D1 -~ -~ -0 0 10006 -D3 -~ -~ -0 0 10004 -S -#10006 -Along the City Wall~ - The forest is almost completely gone now, replaced by tall fields of grass as -far as the eyes can see. An unnatural cold breeze blows from the east. You -have a sudden urge to head back towards the safety of the forest, or even better -yet, back to the city. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10013 -D1 -~ -~ -0 0 10007 -D3 -~ -~ -0 0 10005 -S -#10007 -A Dead End~ - Because of the tall grass, you almost stumble right into a massive crevice to -the east. It looks impossible to cross. You have no choice but to head back -west. These plains give you an eerie feeling anyways. -~ -100 0 0 0 0 3 -D3 -~ -~ -0 0 10006 -S -#10008 -Deep Forest~ - The forest is so dense you can hardly see more than ten feet without a tree -blocking your vision. It would be very easy for someone, or something, to sneak -up on you here. You can continue north or east through the forest. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10014 -D1 -~ -~ -0 0 10009 -S -#10009 -Deep Forest~ - The forest seems so peaceful and quiet, a little too quiet. Where have all -the animals gone? Tall trees are blocking a lot of the sunlight here. It looks -even thicker to the west. The forest continues in all directions. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10015 -D1 -~ -~ -0 0 10010 -D2 -~ -~ -0 0 10002 -D3 -~ -~ -0 0 10008 -S -#10010 -Off the Northern Road~ - Just west off the northern road, the forest is very peaceful and quiet. The -sounds of nature soothe you into a feeling of false security. You wonder at the -tall trees and abundant wildlife. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10016 -D1 -~ -~ -0 0 10011 -D2 -~ -~ -0 0 10003 -D3 -~ -~ -0 0 10009 -S -#10011 -The Northern Road~ - The northern road is made of hard dirt. Packed solid from years of use from -both travelers, merchants, and peddlers. Wagon tracks leave small ruts in the -road. To the west is some thick woodlands, while to the east you think you can -make out some plains in the distance. The road continues north or south. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10017 -D1 -~ -~ -0 0 10012 -D2 -~ -~ -0 0 10004 -D3 -~ -~ -0 0 10010 -S -#10012 -Off the Northern Road~ - As you walk off the beaten path into the beginning of some plains you notice -the trees here are shorter and spaced further apart. To the east you see that -the forest fades away into plains. You can explore in any direction. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10018 -D1 -~ -~ -0 0 10013 -D2 -~ -~ -0 0 10005 -D3 -~ -~ -0 0 10011 -S -#10013 -The Beginning of the Plains~ - As you finally reach the edge of the plains you are disappointed by a large -chasm that blocks any further travel east. You wonder at what could have caused -this natural barrier. You are blocked from continuing north or east. -~ -100 0 0 0 0 3 -D2 -~ -~ -0 0 10006 -D3 -~ -~ -0 0 10012 -S -#10014 -Deep Forest~ - The forest is too thick to see more than a few feet. Trees and brush block -the exits to the north and east. You start to wonder if someone could be spying -on you. Someone could be standing behind any one of these huge trees and you -would never know. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10015 -D2 -~ -~ -0 0 10008 -S -#10015 -Deep Forest~ - The forest clears to the north and east. It looks like you are close to the -northern road. Small animals scatter as you walk by, leaves and twigs crunch -under your feet. Someone could hear you coming from a mile away. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10022 -D1 -~ -~ -0 0 10016 -D2 -~ -~ -0 0 10009 -D3 -~ -~ -0 0 10014 -S -#10016 -Off the Northern Road~ - The northern road is just to your east now. It seems to curve around to the -north. The trees here are spaced several feet apart and you can see the -movement of wildlife in the distance. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10023 -D1 -~ -~ -0 0 10017 -D2 -~ -~ -0 0 10010 -D3 -~ -~ -0 0 10015 -S -#10017 -The Northern Road~ - You stand in the middle of the northern road. It is almost completely -deserted. You can see a few people off in the distance to the south, close to -the city. To the north you can make out what looks like a body of water in the -distance. The forest is to the west and there are some plains in the distance -to the east. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10024 -D1 -~ -~ -0 0 10018 -D2 -~ -~ -0 0 10011 -D3 -~ -~ -0 0 10016 -S -#10018 -Light Forest~ - The forest is starting to fade away into plains. A stiff wind blows from the -east. It seems a little cold for this time of year. To the north you think you -can hear the sound of rushing water. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10025 -D1 -~ -~ -0 0 10019 -D2 -~ -~ -0 0 10012 -D3 -~ -~ -0 0 10017 -S -#10019 -Before the Plains~ - The way to the plains is blocked by a huge chasm. It looks like a river used -to flow through it. But somehow it must have dried up. You can hear the sound -of running water in the distance. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10026 -D3 -~ -~ -0 0 10018 -S -#10020 -Deep Forest~ - The forest is extremely dense through here. The exits west and south are -blocked by the thick brush. To the north you can hear the roar of rushing -water. Animals seem to abound in this forest. They keep distracting you. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10028 -D1 -~ -~ -0 0 10021 -S -#10021 -Deep Forest~ - The thick forest to the north and south is untraversable. Your only choice -is to continue east or west between the massive trees. The safety and easy -travel of the northern road is just to your east. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10022 -D3 -~ -~ -0 0 10020 -S -#10022 -A Bend in the Northern Road~ - The northern road curves around the edge of a lake here. The lake is -shrouded in fog. You can not make out what is on the other side. A large river -feeds into the lake to the north. You can follow the road north or head back -toward the city to the east. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10030 -D1 -~ -~ -0 0 10023 -D2 -~ -~ -0 0 10015 -D3 -~ -~ -0 0 10021 -S -#10023 -The Northern Road~ - The northern road leads right up to the edge of a vast lake. The water looks -clean and refreshing. A blanket of fog obscures what is on the other side. -The road goes continues east to west to go around the lake. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10024 -D2 -~ -~ -0 0 10016 -D3 -~ -~ -0 0 10022 -S -#10024 -A Bend in the Northern Road~ - The road ends abruptly at the edge of the lake. You stare dumbfounded, then -realize it curves around to the west. The lake has a layer of fog over it. To -the east you can see plains in the distance. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10025 -D2 -~ -~ -0 0 10017 -D3 -~ -~ -0 0 10023 -S -#10025 -Edge of the Lake~ - You start to walk around the edge of the lake. You hear the sound of rushing -water to the north. The lake seems very serene, you're tempted to take a quick -dip in the water, but who knows what could be watching you. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10031 -D2 -~ -~ -0 0 10018 -D3 -~ -~ -0 0 10024 -S -#10026 -Light Forest~ - You tromp your way through the forest. The forest floor is clear and makes -for good travelling. You feel like you are making good time and actually -getting somewhere. The forest thickens to the west and north, leaving the only -exits to the south and east. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10027 -D2 -~ -~ -0 0 10019 -S -#10027 -Before the Plains~ - The plains to the east are blocked by a large chasm. You doubt you could -make your way across it. The only way to continue is to the west or to the north. -You can hear the sound of running water to the north. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10033 -D3 -~ -~ -0 0 10026 -S -#10028 -By the River~ - A massive river roars past you. It's a good twenty strides wide. No way to -cross without a bridge. To the west the thick forest looks impenetrable. You -think you can see a road to the east. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10029 -D2 -~ -~ -0 0 10020 -S -#10029 -By the River~ - The river roars past you to the north. You can only leave east or west. To -the east you can see the northern road and what looks like a bridge to get -across the river. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10030 -D3 -~ -~ -0 0 10028 -S -#10030 -The River Bridge~ - A large stone bridge crosses the river just to the north. It is made of -stone and must have taken years to build. The river empties into a massive lake -just to the east. The northern road continues across the bridge. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10036 -D2 -~ -~ -0 0 10022 -D3 -~ -~ -0 0 10029 -S -#10031 -Beside the Lake~ - As you walk along the edge of the lake you come to its outlet. A small river -blocks the way north. Though small, the rivers current looks fast and strong. -You doubt you could wade across without being swept downstream. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10032 -D2 -~ -~ -0 0 10025 -S -#10032 -Light Forest~ - As you walk along the edge of the river you begin to wonder why there are no -signs of civilization around. You would think this would be a great place to -live off the land. You can continue along the river east or west. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10033 -D3 -~ -~ -0 0 10031 -S -#10033 -Before the Plains~ - The river drops off into an impressive waterfall that flows into a small -lake to the east. Across the canyon you see fields of grass. A small rickety -rope bridge crosses the river to the north. It looks like it might be able to -hold one person at a time. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10041 -D2 -~ -~ -0 0 10027 -D3 -~ -~ -0 0 10032 -S -#10034 -Deep Forest~ - The forest leads right up to the edge of the river bank here. Trees lean out -precariously over the river as the water washes away the soil from underneath -them. The forest continues north or west. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10042 -D1 -~ -~ -0 0 10035 -S -#10035 -A Curve in the Northern Road~ - As you walk on the northern road, just north of the river, you feel as if you -are being watched. Someone could easily hide in these woods. The road -continues north or turns east towards a bridge. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10043 -D1 -~ -~ -0 0 10036 -D3 -~ -~ -0 0 10034 -S -#10036 -A Curve in the Northern Road~ - Just to the south a massive stone bridge crosses the river. The land to the -east looks like the beginning of a swamp. A heavy fog from the lake billows -slowly across the road. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10044 -D1 -~ -~ -0 0 10037 -D2 -~ -~ -0 0 10030 -D3 -~ -~ -0 0 10035 -S -#10037 -North of the Lake~ - The ground here is definitely getting swampy. Your feet start to stick in -the soft soil. The fog blowing off the lake is getting thicker. The silence is -almost scary. You wonder what kind of creatures live in a swamp? -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10045 -D1 -~ -~ -0 0 10038 -D3 -~ -~ -0 0 10036 -S -#10038 -North of the Lake~ - Your feet are starting to sink up to the ankle in the muck and mud. The -stench of rot and decay is thick along with the fog. The wind coming off the -lake does not seem to help at all. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10046 -D1 -~ -~ -0 0 10039 -D3 -~ -~ -0 0 10037 -S -#10039 -Light Forest~ - The swamp clears up a little, tall healthy trees keep the soil under your -feet firm. The river to the south must be the outlet to the massive lake. -You can only leave to the north or west. It looks like swampland in both -directions. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10047 -D3 -~ -~ -0 0 10038 -S -#10040 -Swamp~ - You walk out onto a small natural jetty sticking out into the middle of the -swamp. Fetid water surrounds you, leaving the only way out to the north. -Something causes ripples in the water, but is gone before you can tell what it -was. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10048 -S -#10041 -Before the Plains~ - You stand just north of a rope bridge, on the edge of the plains. A bog to -the east looks dangerous. To the north you can continue into the plains. The -way east is blocked by the river. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10049 -D2 -~ -~ -0 0 10033 -S -#10042 -The Northern Road~ - The northern road continues here, north to Dun Maura or east back toward the -city. You wonder about the fabled Dun Maura, city of the minotaurs. Many -stories abound about it, but you doubt half of them are true. To the south you -could enter the dense forest. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10050 -D1 -~ -~ -0 0 10043 -D2 -~ -~ -0 0 10034 -S -#10043 -A Curve in the Northern Road~ - The road turns west around a small pond or heads south back to the city. -The pond just to the north looks more like a bog than anything else. Sick and -dying trees are scattered throughout it. It looks as if the area was recently -flooded. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10044 -D2 -~ -~ -0 0 10035 -D3 -~ -~ -0 0 10042 -S -#10044 -Swamp~ - You stand at the southeast corner of the pond, surrounded by swamp, except -to the south and west that appear to be where the northern road works its way -around this marsh. The smell of decomposition is strong here. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10051 -D1 -~ -~ -0 0 10045 -D2 -~ -~ -0 0 10036 -D3 -~ -~ -0 0 10043 -S -#10045 -Swamp~ - You stand in the middle of the swamp, carefully testing every step as you -step into the muck. It seems to be getting deeper here. Your feet sink above -the ankles once in a while. Wildlife seems scarce. You wonder why anything -would live here. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10052 -D1 -~ -~ -0 0 10046 -D2 -~ -~ -0 0 10037 -D3 -~ -~ -0 0 10044 -S -#10046 -Swamp~ - You are afraid you might lose your way in this dismal marsh. Your feet are -starting to sink almost all the way up to your knees now. You wonder about the -possibilities of quicksand, and all those stories you hear about people -disappearing in these swamps. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10053 -D1 -~ -~ -0 0 10047 -D2 -~ -~ -0 0 10038 -D3 -~ -~ -0 0 10045 -S -#10047 -Swamp~ - The thought of taking a wrong step and sinking to your death makes you slow -down a little. To the west you think you can see some drier land. You thank -the gods above. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10054 -D1 -~ -~ -0 0 10048 -D2 -~ -~ -0 0 10039 -D3 -~ -~ -0 0 10046 -S -#10048 -Swamp~ - The swamp is starting to firm up underneath you. To the north you see a -large crater in the ground. You wonder who the unfortunate soul was to be -walking across that when it gave out. To the south and west the swamp looks -even worse. East you see the beginning of some plains. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10049 -D2 -~ -~ -0 0 10040 -D3 -~ -~ -0 0 10047 -S -#10049 -Edge of the Plains~ - The plains stretch to the north and east as far as you can see. To the -south you can hear the sound of rushing water. West you stare into a dismal -swampland. The stories you've heard about getting lost in those plains makes -you decide to stick closer to civilization. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10055 -D2 -~ -~ -0 0 10041 -D3 -~ -~ -0 0 10048 -S -#10050 -The Northern Road~ - The northern road hugs the edge of the pond to the east. The forest to the -west looks too thick to bother leaving the easy travelling of this road. The -road continues north and south. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10056 -D2 -~ -~ -0 0 10042 -S -#10051 -Beside the Pond~ - A small pond is just to the west. The water looks murky and unclean. To -the north is more forest while east and south it looks a little swampy. Small -animals scatter as you intrude on their territory. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10058 -D1 -~ -~ -0 0 10052 -D2 -~ -~ -0 0 10044 -S -#10052 -Swamp~ - The smell here is overpowering. The stench of stagnant water and rot makes -your eyes tear. The swamp continues to the south. To the west you can see a -body of water. -~ -100 0 0 0 0 3 -D2 -~ -~ -0 0 10045 -D3 -~ -~ -0 0 10051 -S -#10053 -A Small Bridge~ - Someone had the common sense to put a bridge here so you would not have to -walk in the muddy swamp. It feels good to be on dry ground for a change. The -bridge leads north or south. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10060 -D2 -~ -~ -0 0 10046 -S -#10054 -The Edge of a Sink Hole~ - You walk towards the large crater and the ground underneath you starts to -fall away. Luckily, you jump back before falling into this natural trap. You -look down into the sink hole and think you can see a corpse. -~ -100 0 0 0 0 3 -D2 -~ -~ -0 0 10047 -E -corpse~ - It definitely is a corpse. But not human. As you look closer it seems it must -have been a minotaur. You can just barely make out some horns and one leg floating -in the muck has a hoove. -~ -S -#10055 -The Edge of the Plains~ - With the swamp to the south and plains north and east you enjoy the fresh, -clean, open air. A sink hole is just to the west. Someone must have walked -over it and caused it to collapse. You pity the poor adventurer. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10063 -D2 -~ -~ -0 0 10049 -S -#10056 -The Northern Road~ - The northern road turns sharply east here. You must be getting closer to -the city of Dun Maura. The road to the south leads back to the safety of the -city. North is more dense forest. To the west a fresh path has been hacked -through the woods. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10064 -D1 -~ -~ -0 0 10057 -D2 -~ -~ -0 0 10050 -S -#10057 -A Turn in the Northern Road~ - The northern road curves yet again to the north. You wonder why they could -not just make a straight road. Then you realize the swamp probably made it -impossible. The pond is to the south and it looks like a swamp to the east. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10065 -D1 -~ -~ -0 0 10058 -D3 -~ -~ -0 0 10056 -S -#10058 -Swamp~ - You frown in disgust as you slosh your way through this bog. It just does -not seem like a good day anymore. The swamp is dismal and smelly. The -northern road is to the west. Dry forest is north or east. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10066 -D1 -~ -~ -0 0 10059 -D2 -~ -~ -0 0 10051 -D3 -~ -~ -0 0 10057 -S -#10059 -Deep Forest~ - Small animals abound in this part of the forest. Most of them are too fast -and too suspicious for you to see. You only hear the rustle of leaves as they -hide from you. The forest continues in all directions. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10067 -D1 -~ -~ -0 0 10060 -D3 -~ -~ -0 0 10058 -S -#10060 -Deep Forest~ - Just to the south you see a bridge that crosses some of the swamp. Forest -surrounds you on all other sides. This part of the forest seems peaceful. -Birds chirping and small animals chattering. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10068 -D1 -~ -~ -0 0 10061 -D2 -~ -~ -0 0 10053 -D3 -~ -~ -0 0 10059 -S -#10061 -Light Forest~ - The forest is slowly turning into plains here. To the east you see huge -fields of grass, perfectly level land that you can see for miles. South of you -is a large natural crater of some sort. It looks as if the ground had recently -just given way. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10069 -D1 -~ -~ -0 0 10062 -D3 -~ -~ -0 0 10060 -S -#10062 -Light Forest~ - The trees here are all tall hardwoods, spread far apart so you can see for -some distance. To the east the trees grow even more sparse and finally give way -to the plains. West will take you back into the thick forest. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10070 -D1 -~ -~ -0 0 10063 -D3 -~ -~ -0 0 10061 -S -#10063 -The Edge of the Plains~ - The forest finally gives way to the plains here. Although the plains are -perfectly level, allowing you to see for miles, one could easily get lost out -there once they lost sight of the forest. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10071 -D2 -~ -~ -0 0 10055 -D3 -~ -~ -0 0 10062 -S -#10064 -Deep Forest~ - You find yourself in dense woodland. Hardwood trees tower above you while -small pine and fir trees hug the ground, reducing visibility. The northern road -is just south and east of here. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10072 -D2 -~ -~ -0 0 10056 -S -#10065 -The Northern Road~ - You walk along the northern road. The well-made path makes travel easy. -The road continues north and south. To the east and west is thick forest. You -think you can see an intersection of roads to the north. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10073 -D2 -~ -~ -0 0 10057 -S -#10066 -Deep Forest~ - Pine and fir trees are everywhere in this part of the woods. You seem to -have found some sort of trail leading north and south between them. You brush -past the trees thankful for the bed of pine needles that quiets your footsteps. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10074 -D2 -~ -~ -0 0 10058 -S -#10067 -Deep Forest~ - More pine, fir and cedar trees make you push limbs aside and force your way -through the underbrush. Cobwebs cling to your face and sticks keep seeming to -try to poke you in the eye. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10075 -D1 -~ -~ -0 0 10068 -D2 -~ -~ -0 0 10059 -S -#10068 -Light Forest~ - You make it to a small clearing where the trees no longer crowd you. The -forest continues in all directions. To the north you think you can see the -northern road. South looks like more swamp. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10076 -D1 -~ -~ -0 0 10069 -D2 -~ -~ -0 0 10060 -D3 -~ -~ -0 0 10067 -S -#10069 -Light Forest~ - The noise of wild animals keeps distracting you. You wonder if there are -any dangerous animals in these woods. Childhood stories of vicious minotaurs -spark sudden fears. They were just stories to kep the children inside the city -walls, weren't they? -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10077 -D2 -~ -~ -0 0 10061 -D3 -~ -~ -0 0 10068 -S -#10070 -Light Forest~ - The forest is light and cheery here. You forget about all your worries and -enjoy the fine scenery. Nothing to worry about here. Just a bunch of harmless -little forest animals. Then again, maybe some of these animals are not so -harmless. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10078 -D2 -~ -~ -0 0 10062 -S -#10071 -The Edge of the Plains~ - Plains continue in all directions except for the forest to the west. You -think of the stories about the plains of lost souls and wonder whether those -were just stories or actually true. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10079 -D2 -~ -~ -0 0 10063 -S -#10072 -Deep Forest~ - The forest is thick with huge elms and maples. Just to the north you can -make out a small road of some sort. It definitely is not the northern road -which you believe is due east of where you are. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10080 -D2 -~ -~ -0 0 10064 -S -#10073 -A Turn in the Northern Road~ - The northern road turns to the east or south from here. You notice another -smaller road leading off to the north. It looks like it has been rarely used. -Which way to go? How about the one less travelled? -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10081 -D1 -~ -~ -0 0 10074 -D2 -~ -~ -0 0 10065 -S -#10074 -The Northern Road~ - The northern road continues east and west from here. To the east it must -eventually turn back north to the city of minotaurs. To the west it heads back -to the city. North and south you see more forest. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10075 -D2 -~ -~ -0 0 10066 -D3 -~ -~ -0 0 10073 -S -#10075 -The Northern Road~ - The road stretches to the east and west. Thick forest are to the north and -south. The road seems a little less traveled through this part. You notice -fewer ruts in the road from wagons and even fewer people. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10083 -D1 -~ -~ -0 0 10076 -D2 -~ -~ -0 0 10067 -D3 -~ -~ -0 0 10074 -S -#10076 -A Small Road~ - The small road continues to the east from here. The main road lies to the -west while forest stretches out in all other directions. This road looks like -it has not been used for years. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10084 -D1 -~ -~ -0 0 10077 -D2 -~ -~ -0 0 10068 -D3 -~ -~ -0 0 10075 -S -#10077 -A Bend in the Small Road~ - The road turns to the north or west from here. Forest lies to the south and -the start of the plains is to the east. This road is covered with grass and -even a few small trees. It looks like no one has travelled it for years. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10085 -D1 -~ -~ -0 0 10078 -D2 -~ -~ -0 0 10069 -D3 -~ -~ -0 0 10076 -S -#10078 -Light Forest~ - A small road lies just to the west and the plains are to the east. North -and south is even more forest. It seems no one ever comes this deep into the -woods. All the animals seem to be staring at you. -~ -100 0 0 0 0 3 -D2 -~ -~ -0 0 10070 -D3 -~ -~ -0 0 10077 -S -#10079 -The Edge of the Plains~ - The plains stretch out for miles. You actually miss the confines of the -woods compared to this open vulnerability. To the north you can see a small -road. You occasionally notice the sway of the grass on the plains as something, -or someone, moves stealthily through. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10087 -D2 -~ -~ -0 0 10071 -S -#10080 -A Small Road~ - The road is completely overgrown here and you can't tell which way it was -meant to go. It looks like it might continue to the east, or you can enter the -forest to the south. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10081 -D2 -~ -~ -0 0 10072 -S -#10081 -A Small Road~ - The road here is starting to fade back into the land. Few traces actually -remain that allow you to determine which way it goes. It looks like it -continues to the west and to the south. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10088 -D1 -~ -~ -0 0 10082 -D2 -~ -~ -0 0 10073 -D3 -~ -~ -0 0 10080 -S -#10082 -Deep Forest~ - The forest is thick and dismal. The northern road is to the east while -another smaller road lies to the west. Small animals sit and stare at you -instead of running away. They must not be used to seeing trespassers. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10083 -D3 -~ -~ -0 0 10081 -S -#10083 -The Northern Road~ - The northern road goes north or south from here. It seems you must be -coming close to Dun Maura by now. You have been travelling forever. Fewer -people seem to be on the road anymore. You are not sure if that is a good or -bad sign. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10090 -D1 -~ -~ -0 0 10084 -D2 -~ -~ -0 0 10075 -D3 -~ -~ -0 0 10082 -S -#10084 -Light Forest~ - The trees open up into small fields. To the east you can see a small road. -The road also seems to curve to the south. West is the main road to Dun Maura -or back to the safety of the city. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10091 -D1 -~ -~ -0 0 10085 -D2 -~ -~ -0 0 10076 -D3 -~ -~ -0 0 10083 -S -#10085 -A Small Road~ - The road turns to the east or south from here. You think to the west you -can see the northern road. You look for any signs of life, but find nothing. -It seems you are deep into the wilderness where few dare go. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10086 -D2 -~ -~ -0 0 10077 -D3 -~ -~ -0 0 10084 -S -#10086 -A Small Road~ - This road is completely overgrown here. You start to have to concentrate to -keep track of where it goes. It seems to be heading to the east toward the -plains. It also goes west toward the main road. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10093 -D1 -~ -~ -0 0 10087 -D3 -~ -~ -0 0 10085 -S -#10087 -A Small Road Into the Plains~ - This small road continues on through the plains or heads back to the -northern road towards the minotaur city. The confines of the forest seem to -beckon you compared to the openness of the plains. -~ -100 0 0 0 0 3 -D2 -~ -~ -0 0 10079 -D3 -~ -~ -0 0 10086 -S -#10088 -Deep Forest~ - The forest is dark and quiet here. Few animals can be seen or heard. To -the south you can make out a small road. To the north you think you can see -some sort of wall. Could it be the city of the minotaurs at last? -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10094 -D1 -~ -~ -0 0 10089 -D2 -~ -~ -0 0 10081 -S -#10089 -Deep Forest~ - Thick forest surrounds you. It feels suffocating and you wonder if you may -be getting a little claustrophobic. To the south you can make out the northern -road. North you can just barely see some sort of wall. Definitely not nature's -work. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10095 -D1 -~ -~ -0 0 10090 -D3 -~ -~ -0 0 10088 -S -#10090 -Near the End of the Northern Road~ - At last you have almost made it to the end of the great northern road. -Just to the north you can see the city of the minotaurs. A great wall -surrounds the entire city. You wonder about heading back south to safety. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10096 -D1 -~ -~ -0 0 10091 -D2 -~ -~ -0 0 10083 -D3 -~ -~ -0 0 10089 -S -#10091 -Light Forest~ - The northern road is just west of you. To the north you can see the famed -city of minotaurs. The woods here are very dark and quiet. Few creaturs seem -to live in these parts. A gloom seems to hang over this forest. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10097 -D1 -~ -~ -0 0 10092 -D2 -~ -~ -0 0 10084 -D3 -~ -~ -0 0 10090 -S -#10092 -Light Forest~ - Although the forest seems thin in this part, you start feeling a sense of -gloom and despair. The woods seem to look darker by the minute. Something is -definitely wrong with this part of the woods, but you can not tell what. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10093 -D3 -~ -~ -0 0 10091 -S -#10093 -Edge of the Plains~ - Barren plains stretch east and south from here. Just to the north you see -the walls of a city. West you can enter a dark forest. A wind blows from the -east, bringing with it an unseasonal chill. -~ -100 0 0 0 0 3 -D0 -~ -~ -0 0 10099 -D2 -~ -~ -0 0 10086 -D3 -~ -~ -0 0 10092 -S -#10094 -Beside the City Walls of Dun Maura~ - You stand before the towering city walls of the minotaurs. The forest has -been cut back away from the walls to allow good visibility for defense. The -gate of the city must be to the east. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10095 -D2 -~ -~ -0 0 10088 -S -#10095 -Beside the City Walls of Dun Maura~ - The walls of the city look to be made from huge blocks of granite-like rock. -You couldn't imagine any human being able to lift such things. The walls are -definite eye sores, but they serve their purpose well. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10096 -D2 -~ -~ -0 0 10089 -D3 -~ -~ -0 0 10094 -S -#10096 -Before the City of Dun Maura~ - You stand before the gates of the city of minotaurs. Unfortunately, the -gates are closed and they look like they have been that way for quite some -time. You can search the city walls east and west or head back south towards -home. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10097 -D2 -~ -~ -0 0 10090 -D3 -~ -~ -0 0 10095 -S -#10097 -Beside the City Walls of Dun Maura~ - The walls tower above you. Nothing seems to be moving up there, but you can -not help but wonder if someone has a bow pointed at you from above. You should -probably move a little deeper into the woods away from the walls before you -find out. -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10098 -D2 -~ -~ -0 0 10091 -D3 -~ -~ -0 0 10096 -S -#10098 -Beside the City Walls of Dun Maura~ - The wall of the city of minotaurs blocks you from going any further north. -The gates to the city must be west from here. The forest south looks very -gloomy. To the east is more of the city wall that heads out into the plains. - -~ -100 0 0 0 0 3 -D1 -~ -~ -0 0 10099 -D3 -~ -~ -0 0 10097 -S -#10099 -Beside the City Walls of Dun Maura~ - The plains go for miles to the south and east. The city walls of Dun Maura -are directly north of you. Also to the west you can see a light forest and -what looks like the northern road in the distance. -~ -100 0 0 0 0 3 -D2 -~ -~ -0 0 10093 -D3 -~ -~ -0 0 10098 -S -$~ diff --git a/lib/world/wld/101.wld b/lib/world/wld/101.wld deleted file mode 100644 index 2494718..0000000 --- a/lib/world/wld/101.wld +++ /dev/null @@ -1,675 +0,0 @@ -#10100 -South Road Zone Description Room~ - Builder : -Zone : 101 South Road -Began : 1999 -Player Level : 6-8 -Rooms : 38 -Mobs : 13 -Objects : 17 -Shops : 0 -Triggers : 0 -Theme : The zone is a basic highway filler to link other zones. -Notes : Meant to connect a main city, Haven, and Iuel.Plains/fields - with the desert and mountains to the east. A river runs through it ;-). -Replace all XXXX with a name of a major city. -Links : 01n to a city, 10s, 37s to Haven -Zone: 101 was linked to the following zones: - 107 Realms of Iuel at 10131 (west ) ---> 10740 -~ -101 512 0 0 0 0 -S -#10101 -The South Road~ - You are just south of the gates to a city. A gust of warm wind blows in from -the east warning you that the desert isn't far off in that direction. The road -leads off to the south, and north into the capital. To the east and west -farmland stretches as far as you can see. -~ -101 0 0 0 0 2 -D2 -~ -~ -0 0 10102 -E -gates~ - You are looking at the great gates of XXXX. The citywall towers before you, -there is no way you could get in, save through these huge gates. -~ -S -#10102 -The South Road~ - You are walking on the south road which connects to the city of Haven. -Fields stretch to the east and west while the road continues north toward the -southern gate of the capital, which you can just barely see from here, and south -through the farmland. A warm wind from the east reminds you of the desert. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10101 -D2 -~ -~ -0 0 10103 -S -#10103 -The South Road~ - You are walking on the south road. A gust of warm wind from the east reminds -you of the desert not too far off in that direction. The walls of a large city -can be seen on the horizon to the north while farmland to the east and south has -forced the road to take a turn to the west. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10102 -D3 -~ -~ -0 0 10104 -S -#10104 -The South Road~ - You are walking on the south road. The road continues east and south from -here, while farmland stretches to the north and west. A gust of warm wind -blowing in from the east reminds you of the desert dominating the southeastern -part of the continent. -~ -101 0 0 0 0 2 -D1 -~ -~ -0 0 10103 -D2 -~ -~ -0 0 10105 -S -#10105 -The South Road~ - You are walking on the south road between the city and Haven. Farmland -dominates the view to the east and west while the road continues to the north -and south. A gust of warm wind blowing in from the east reminds you that you -are not as far off from the desert as you might have thought. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10104 -D2 -~ -~ -0 0 10106 -S -#10106 -The South Road~ - You are walking on the south road between the city and Haven. Farmland -dominates the view to the west and south while the road continues north and east -from here. A warm gust of wind blows in from the east and reminds you of the -desert in that direction. You can faintly hear the sound of running water -somewhere to the south. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10105 -D1 -~ -~ -0 0 10107 -S -#10107 -The South Road~ - You are walking on the south road. Farmland stretches to the north and south -as far as you can see while the road continues east and west from here. There -is a faint sound of running water from somewhere to the south. A warm wind -blows in from the desert in the east. -~ -101 0 0 0 0 2 -D1 -~ -~ -0 0 10108 -D3 -~ -~ -0 0 10106 -S -#10108 -The South Road~ - You are walking on the south road. Farmland dominates the view to the north -and east from here while the road continues south and west. A warm wind is -coming from the desert to the east and the sound of running water greets you -from the south. -~ -101 0 0 0 0 2 -D2 -~ -~ -0 0 10109 -D3 -~ -~ -0 0 10107 -S -#10109 -The South Road~ - You are walking on the south road between the city and Haven. Farmland -stretches to the east and west from here while the road continues north and -south. You can hear the sound of running water from the south. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10108 -D2 -~ -~ -0 0 10110 -S -#10110 -The South Road~ - You are walking on the south road between the city and Haven, The road leads -off to the north here, and west along the river to the south. A gust of warm -wind from the east reminds you of the desert dominating the southeastern part of -the continent. You notice a small trail leading down to the river bank from -here. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10109 -D3 -~ -~ -0 0 10111 -S -#10111 -The South Road~ - You are walking on the south road. To the north and west, fields stretch as -far as your eyes can see while the road continues to the east. To the south, a -bridge crosses the river, connecting with the road on the other side. A gust of -warm wind from the east reminds you of the desert not too far off. -~ -101 0 0 0 0 2 -D1 -~ -~ -0 0 10110 -D2 -~ -~ -0 0 10112 -S -#10112 -The Bridge~ - You are on a bridge on the south road. The road leads off to the north and -south while the river flows west toward the ocean somewhere in the distance. A -gust of warm wind blows in from the east as if to remind you of the desert and -the secrets it holds. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10111 -D2 -~ -~ -0 0 10113 -S -#10113 -The South Road~ - You are walking on the south road between the city and Haven. To the north a -bridge crosses the river connecting to the road on the other side while the road -continues to the south from here. To the east and west grassland stretch as far -as you can see. A warm wind blows in from the east as to remind you of the -desert dominating the southeastern part of the continent. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10112 -D2 -~ -~ -0 0 10114 -S -#10114 -The South Road~ - You are walking on the south road between the city and Haven. The road -continues north and west from here around a small formation of rocks. To the -east, grassy plains stretch as far as you can see. And you can hear the sound of -running water greeting you from the north. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10113 -D3 -~ -~ -0 0 10115 -S -#10115 -The South Road~ - You are walking on the south road between the city and Haven. The road -continues to the east and south from here. To the north and west you see grassy -plains stretching as far as you can see. You also notice the sound of running -water to the north. -~ -101 0 0 0 0 2 -D1 -~ -~ -0 0 10114 -D2 -~ -~ -0 0 10116 -S -#10116 -The South Road~ - You are walking on the south road between the city and Haven. The road -continues north and south from here while to the east a formation of rocks -blocks your view and passage. To the west grassy plains stretch as far as you -can see. A faint sound of running water can be heard coming from the north. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10115 -D2 -~ -~ -0 0 10117 -S -#10117 -The South Road~ - You are walking on the south road between the city and Haven. It continues -to the north and south while to the east, your path and view are blocked by a -formation of rocks. To the west grassy plains stretch as far as you can see. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10116 -D2 -~ -~ -0 0 10118 -S -#10118 -The South Road~ - You are walking on the south road connecting the city to the north with Haven -to the south. To the east, your view and path are blocked by a small formation -of rocks. To the west, grassy plains stretch as far as you can see. A gust of -warm wind blows down from the rocks to the east, as if to remind you that you -are still relatively close to the desert. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10117 -D2 -~ -~ -0 0 10119 -S -#10119 -The South Road~ - You are walking on the south road connecting the city with Haven in the -south. The road leads off to the north and east here while to the south and -west, grassy plains stretch as far as you can see. A gust of warm wind comes in -from the east, as if to remind you of the desert and the secrets it holds. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10118 -D1 -~ -~ -0 0 10120 -S -#10120 -The South Road~ - You are walking on the south road, somewhere between the city and Haven. -The road continues east and west from here while to the north, your view and -path are blocked by a small formation of rocks. In the distance to the south -you can barely see the beginning of a seemingly ancient dense forest. -~ -101 0 0 0 0 2 -D1 -~ -~ -0 0 10121 -D3 -~ -~ -0 0 10119 -S -#10121 -The South Road~ - You are walking on the south road somewhere between the city and Haven. The -road continues to the south, and to the west along a small formation of rocks. -North and east of here, grassy plains stretch as far as you can see. A gust of -warm wind blows in from the desert in the east as if to remind you of the -secrets it holds. -~ -101 0 0 0 0 2 -D2 -~ -~ -0 0 10122 -D3 -~ -~ -0 0 10120 -S -#10122 -The South Road~ - As you walk on the south road somewhere between the city and Haven, you see -the occasional caravan traveling between the cities. Fish and crops are traded -between the two cities. The road continues north and south here. A gust of -warm wind comes in from the desert which can barely be seen somewhere to the -east while fertile plains stretch to the west. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10121 -D2 -~ -~ -0 0 10123 -S -#10123 -The South Road~ - You are walking along the south road connecting the city to the north with -Haven to the south. The road is bustling with activity as travelers are going -to and from the city which is considered to be the center of the world around -these parts. A gust of warm wind blows in from the east, as if to remind you of -the desert not too far off. You see fertile grasslands to the east and west -while the road itself continues to the north and south. Just south of here you -can barely make out a small path leading off to the west. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10122 -D2 -~ -~ -0 0 10124 -S -#10124 -The South Road~ - You are walking on the south road leading from the city to Haven. A gust of -warm wind blows in from the desert in the east, as if to remind you of its -secrets. The road continues north and south here while a small trail leads off -to the west. Your view to the east is dominated by fertile grasslands which are -broken by a fine yellow line in the horizon. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10123 -D2 -~ -~ -0 0 10132 -D3 -~ -~ -0 0 10125 -S -#10125 -A Small Trail~ - You are walking on a small trail through the wilderness. You see grasslands -north and south of you. The trail continues to the east, where it joins a busy -north/south bound road, and to the west, deeper into the wilderness. -~ -101 0 0 0 0 2 -D1 -~ -~ -0 0 10124 -D3 -~ -~ -0 0 10126 -S -#10126 -A Small Trali~ - You are walking on a small trail through the wilderness. To the north and -south you see vast grasslands. The southern horizon is dominated by dense -forest in the distance while there is nothing but grass to be seen to the north. -The trail continues to the east and to the west where it makes a turn south. -~ -101 0 0 0 0 2 -D1 -~ -~ -0 0 10125 -D3 -~ -~ -0 0 10127 -S -#10127 -A Small Trail~ - You are walking on a small trail through the wilderness. To the south you -see a dense forest somewhere in the distance while vast grasslands stretch as -far as you can see in all other directions. The trail leads off to the east and -to the south where it makes a turn to the west. -~ -101 0 0 0 0 2 -D1 -~ -~ -0 0 10126 -D2 -~ -~ -0 0 10128 -S -#10128 -A Small Trail~ - You are walking on a small trail through the wilderness. The trail is -surrounded by vast grasslands as far as you can see in all directions, except to -the south where a dense forest rises near the horizon. The trail leads off to -the north where it makes a turn eastward and to the west where it makes a turn -to the north again. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10127 -D3 -~ -~ -0 0 10129 -S -#10129 -A Small Trail~ - You are walking on a small trail through the wilderness. The trail is -surrounded by vast grasslands as far as you can see in all directions, except to -the south where a dense forest rise near the horizon. The trail leads off to -the north where it makes a turn to the west, and to the east where it makes a -turn north. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10130 -D1 -~ -~ -0 0 10128 -S -#10130 -A Small Trail~ - You are on a small trail which continues south and uphill to the west from -here. To the west you can see the trail getting wider as it continues toward -what seems to be smoking chimneys. Maybe there is a village near here. -~ -101 0 0 0 0 2 -D2 -~ -~ -0 0 10129 -D3 -~ -~ -0 0 10131 -S -#10131 -The Top of The Hill~ - You are standing on a small hilltop. The trail you have followed here leads -off to the east, where it makes a turn southward. To the west, it turns toward -an eerie looking village. An uneasy feeling comes over you as your gaze returns -to the village. -~ -101 0 0 0 0 2 -D1 -~ -~ -0 0 10130 -D3 -~ -~ -0 0 10740 -S -#10132 -The South Road~ - You are walking on the south road connecting Haven and the city. The -mountains are dominating your view to the southeast while a large forest rises -to the southwest. You feel the warm wind from the desert, almost taunting you -with its presence. The road continues to the north where you can just barely -make out a small trail leading west and to the south, closer to the mountains -and Haven. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10124 -D2 -~ -~ -0 0 10133 -S -#10133 -The South Road~ - You are on the south road, somewhere between Haven and the city. A warm wind -blows in from the desert in the east where you see a yellow streak on the -horizon revealing the desert to you. The road continues south toward Haven, -where a dense forest forces it to make a turn eastward, and north, through the -open land towards the city. The great southern mountain range towers before you -in the southeast. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10132 -D2 -~ -~ -0 0 10134 -S -#10134 -The South Road~ - You are on the south road somewhere in between the city and Haven. A dense -forest towers before you just south of here while to the north there is nothing -but open land on both sides of the road. To the east you see the road turn -south again as to avoid getting too close to the mountains not far off in the -distance. The mountains provide some cover for the desert winds but you can -just feel them here, warm winds blowing in from the east as if to remind you of -the mysteries hidden there. -~ -101 0 0 0 0 2 -D0 -~ -~ -0 0 10133 -D1 -~ -~ -0 0 10135 -S -#10135 -The South Road~ - The road leads off to the south like a giant snake eating its way through the -hills in between a dense forest to the west and the mountains to the east. -Sounds from unseen, and probably even unknown, animals can be heard from the -forest to the west but at this point you see no way of entering the dense shrubs -and woods preventing entrance to the adventures which are likely to be within. -The wind here is a strange blend of hot dry desert air and biting cold from the -mountain glaciers. -~ -101 0 0 0 0 2 -D2 -~ -~ -0 0 10136 -D3 -~ -~ -0 0 10134 -S -#10136 -The South Road~ - The road continues to the north, where it makes a turn west, and to the -south, through the foothills between the mountains to the east and a dense -forest to the west. Animal sounds can be heard from the forest, which at this -point is too dense to enter. -~ -101 0 0 0 0 4 -D0 -~ -~ -0 0 10135 -D2 -~ -~ -0 0 10137 -S -#10137 -The South Road~ - You are on the south road which continues north and south, through hills -between a dense forest to the west, and the mountains towering over you to the -east, gusts of cold wind comes in from the mountains to the east, strangling -the sounds from the forest. You barely notice the small trail leading east -from here towards the mountains. -~ -101 0 0 0 0 4 -D0 -~ -~ -0 0 10136 -D2 -~ -~ -0 0 3900 -S -$~ diff --git a/lib/world/wld/103.wld b/lib/world/wld/103.wld deleted file mode 100644 index be4b8b4..0000000 --- a/lib/world/wld/103.wld +++ /dev/null @@ -1,1665 +0,0 @@ -#10300 -Taylor's Zone Description Room~ -Welcome to the world of: -@R __________ -@R|_ \ -@R | ___ \ __ -@R | | \ || |___ __ -@R | | | || _ \ ______ _____ ____ | |_____ -@R | | | || | \__\ / __ \ / __ | / __ \ | ___ \ -@R | |___/ || | | | | \ | | | || | | || | \ | -@R _| / | | | |__| \ | |__| || |__| || | | | -@R|__________/ |__| \_____\___\ \____ | \____/ |__| |__| -@R __ | | -@R \ \___| | -@R \_____/ - @B _________ __ __ - @B|_ ____ \ | || | - @B | | | | | || | @b__ - @B | |____| | | || | @b\/ - @B | _____/ ______ | || | @b:: - @B | ____ \ / __ \ | || | @b|| - @B | | | || | | \ | || | @b|| - @B _| |____| || |__| \ | || | @b___||___ - @B|__________/ \_____\___\|__||__| @b\__::__/ - @b___||____ - @b/___||_ / - @b||/ / - @b|/ / - @b/ / - @b/ / - @b/ /|______ - @b/__||_____/ - @b|| - @b\/ -~ -103 0 0 0 0 0 -D5 -~ -~ -0 0 10301 -S -#10301 -Transportation Rooms~ - @gThis room does not look to interesting, with its gray walls and black floor -and ceiling. Two sets of stairs sit in the middle of the room, one goes up, the -other down. -~ -103 28 0 0 0 0 -D4 -~ -~ -0 10300 10302 -D5 -~ -~ -0 10300 10303 -S -#10302 -Earth Teleporter~ - @gThis room looks just like the other, it has gray walls and a black ceiling -and floor. But there is one difference, in the middle of the room sits a -teleporter, this device is giving off a strange light, hums constantly. A sign -is nailed onto the wall. -~ -103 28 0 0 0 0 -D5 -~ -<NONE>~ -0 10300 10301 -S -#10303 -Namek Teleporter~ - @gThis room looks just like the other, it has gray walls and a black ceiling -and floor. But there is one difference, in the middle of the room sits a -teleporter, this device is giving off a strange light, hums constantly. -~ -103 28 0 0 0 0 -D4 -~ -~ -0 10300 10301 -S -#10304 -Kami's Lookout~ - @gThe sun shines down on your face, warming up your whole body. A short fat -person is kneeling here tending to a well kempt flower garden whistling happily. -Another person stands here, a tall green man with pointy ears. -~ -103 20 0 0 0 1 -S -#10305 -Start of Planet Namek~ - @gThe lush ground and the tall trees surround this area, small domed -buildings -are also here, and many green people are walking around working here. Some -tending to the gardens, others training their skills. But one thing is certain, -all of them look male. -~ -103 0 0 0 0 1 -D0 -~ -~ -0 10300 10346 -D1 -~ -Gate~ -1 10362 10362 -S -T 10364 -#10306 -Base of Korins Tower~ - @gTrees cover this area, but at the base of Korins Tower is a clearing -allowing the sun in. Towards the east is a dirt path in which you cannot see -the end of. -~ -103 16 0 0 0 3 -D1 -~ -~ -0 10300 10307 -S -#10307 -Forest path~ - @gA dirt path goes further towrds the west. The smell of death is in the -air. @gTrees limit you to this single path, sounds come from the woods and area -ahead. -~ -103 0 0 0 0 3 -D1 -~ -~ -0 10300 10308 -D3 -~ -~ -0 10300 10306 -S -#10308 -Forest Intersection~ - @gA small clearing is here, but the path continues towards the west. And -towards the north is another small clearing. A large gaping hole is in the -middle of the ground here. -~ -103 0 0 0 0 3 -D0 -~ -~ -0 10300 10309 -D1 -~ -~ -0 10300 10312 -D3 -~ -~ -0 10300 10307 -D5 -~ -~ -0 10300 10310 -S -#10309 -Gokus' House~ - @gA small cottage lies here, it is very small, and very broken looking. -This is a cleared out space in the forest. @gThe house seems to make everything -feel good again, as if it has some magical feeling to it. -~ -103 0 0 0 0 3 -D2 -~ -~ -0 10300 10308 -S -#10310 -A Dark Hole~ - @gThe walls are covered in a thick slime, roots pop through the ground -surrounding you. @gThe walls are sleek, it seems that if one were to fall into -this hole, they would not be able to escape easily. -~ -103 1 0 0 0 3 -D4 -~ -~ -0 10300 10308 -D5 -~ -~ -0 10300 10311 -S -#10311 -The Base of the Dark Hole~ - @gThe floor is covered in dead animal bones, and a human skeleton every now -and then, strange plants grow all over the walls here. @gIt is dark, almost so -dark it makes it hard to see, the only light comes from above you. -~ -103 1 0 0 0 3 -D4 -~ -~ -0 10300 10310 -S -#10312 -A Forest Path~ - @gA dirt path goes further towrds the west. The smell of death is in the -air. @gThe trees still cover the area around the path, just limiting you to -this one spot. -~ -103 0 0 0 0 3 -D1 -~ -~ -0 10300 10313 -D3 -~ -~ -0 10300 10308 -S -#10313 -The end of the Forest~ - @gThe forest is wide here, but trees are still lush and large. Creatures -still inhabbit this area, and the smell of death is still strong, but not as -strong as it used to be. -~ -103 0 0 0 0 3 -D1 -~ -~ -0 10300 10314 -D3 -~ -~ -0 10300 10312 -S -#10314 -Forests end~ - @gA small clearing is here, a boat sits here. The dock looks old and -battered, -like it has been through many storms. Off to the east you see a small island -with an even smaller house, to the south is a large dome building marked with a -large black CC. -~ -103 4 0 0 0 2 -D0 -~ -~ -0 10300 10321 -D1 -~ -~ -0 10300 10324 -D2 -~ -~ -0 10300 10315 -D3 -~ -~ -0 10300 10313 -S -#10315 -The Entrance to Capsul Corp~ - @gThe grass seems a little greener here, and the sun shines more brightly. -To the south is a large entrance to the building marked with a CC. This dome -shaped building seems a lot bigger than it did before. -~ -103 0 0 0 0 2 -D0 -~ -~ -0 10300 10314 -D2 -~ -~ -0 10300 10316 -S -#10316 -Capsul Corp Front Desk~ - @gThis is a small room, people are rapidly moving about here. In the center -of the room sits a small desk, a woman sits at this desk, a sign on the desk -says that her name is Matilda. Lots of chairs cover the wall of the room, it is -clear that this is no ordinary place. -@n -~ -103 24 0 0 0 0 -D0 -~ -~ -0 10300 10315 -D2 -~ -~ -0 10300 10317 -S -#10317 -Entrance to the Battle Arena~ - @gHere lies an intersection, here it seems that even more comotion has come -about, and the smell of death lingers in the air. @qThe walls have a reddish -liquid like substance splattered on them, making it kind of an uncomfortable -room. -~ -103 8 0 0 0 0 -D0 -~ -~ -0 10300 10316 -D1 -~ -~ -0 10300 10318 -D2 -~ -~ -0 10300 10319 -D3 -~ -~ -0 10300 10320 -S -#10318 -Th Newbie Arena~ - @gThe walls are covered in a thick pad, and the floors seem to be doubled -with some strange type of materal. The sounds of fighting echo around you. -@gThis room also has a random blood splatter, but the splatter here seems to be -more consistent then in the other room. -~ -103 8 0 0 0 0 -D3 -~ -~ -0 10300 10317 -S -T 10315 -#10319 -Vegetas Atire~ - @gThis looks just like a regular room, besides the fact the it is the largest -part of the building. @gLarge brass statues cover the walls, and even more -strange is the fact that not a single one seems to be touching the ground. -~ -103 8 0 0 0 0 -D0 -~ -~ -0 10300 10317 -S -#10320 -Teleportation Room~ - @gThis room looks just like the old teleportation rooms that took you to this -planet. @gOne difference is that the teleportation unit seems to be more -technilogically advanced here, but it is hard to tell. -~ -103 8 0 0 0 0 -D1 -~ -~ -0 10300 10317 -D2 -~ -~ -0 10300 10334 -S -#10321 -The Ocean Shore~ - @BThe ocean flows up onto the sandy shore, dampining the soft sand on the -shore. The smell of salt lingers in the air and the sun beats down hard on the -sand. The waves echo through the thick forest to the east, although there is -no entrance here. Seaguls fly overhead, adding to this beautiful scene. Hermit -crabs have made this area their home, digging holes in the sand. A starfish -lies amongst the sand here and there, and small birds chirp in the forest. -This place seems to be perfect to just relax and take a break from the everyday -life. @n -~ -103 20 0 0 0 2 -D0 -~ -~ -0 10300 10322 -D2 -~ -~ -0 10300 10314 -S -T 10321 -#10322 -The Mouth of the River~ - @BThe air seems to be a bit more soothing here, there are trees on both sides -of the river, and the serene sun shining down into the river, making it so you -can see the every little ripple in the water. Magnificent fish add to the -beautiful scene here,@n @Bswimming through the river distorting the image of the -small pebbles on the bottom. Leaves fall gently into the river and majesticly -float down the stream. This area looks to have been untouched by the -destructive human hand,@n @Bthe trees to the northwest are to thick to see -through much less walk through. This also seems to be a perfect place to relax -from the troubles of everyday. @n -~ -103 20 0 0 0 3 -D2 -~ -~ -0 10300 10321 -S -T 10322 -#10323 -Taylors Credits Room~ -@B ___________________________________________________________________ -@B | @RDragonball World message from Taylor.@B | -@B |___________________________________________________________________| -@B | | -@B | @RWelcome to my zone Dragonball World!@B | -@B | | -@B | @YWARNING: @RThis is my first zone, and just to say it isn't really@B -| -@B | @Rto great, so please enjoy my zone, and just have fun.@B | -@B | | -@B | _________________________________________________________________ | -@B |( )| -@B |( @RI owe my zone to a lot of people, the main people are@B )| -@B |( @Rlisted at the bottom of this anouncment board, thanks@B )| -@B |( @Rfor visiting my zone.@B )| -@B |( @c----------------------------------------------------- @B)| -@B |( @c----------------------------------------------------- @B)| -@B |( @c----------------------------------------------------- @B)| -@B |(_________________________________________________________________)| -@B | | -@B | _________________________________________________________________ | -@B | @RZone Creator: Taylor@B _|_@RHelp: Rumble, Detta, Radiax, -Heiach@B | -@B ___|_____________________________|_____________________________________|____ -@B(____________________________________________________________________________) -@n -~ -103 28 0 0 0 0 -D5 -~ -~ -0 10300 10322 -S -#10324 -Soaring Over the Ocean~ - @gThe sun shines down hard, and the air smells of salt, Seaguls are more -abundant here then they were on the beach and this does place is not as soothing -either. @n -~ -103 0 0 0 0 8 -D1 -~ -~ -0 10300 10325 -D3 -~ -~ -0 10300 10314 -S -#10325 -Soaring Over the Ocean~ - @gThe sun shines down hard, and the air smells of salt, Seaguls are more -abundant here then they were on the beach and this does place is not as soothing -either. @n -~ -103 0 0 0 0 8 -D1 -~ -~ -0 10300 10326 -D3 -~ -~ -0 10300 10324 -S -#10326 -Soaring Over the Ocean~ - @gThe sun shines down hard, and the air smells of salt, Seaguls are more -abundant here then they were on the beach and this does place is not as soothing -either. @n -~ -103 0 0 0 0 8 -D0 -~ -~ -0 10300 10327 -D3 -~ -~ -0 10300 10325 -S -#10327 -Soaring Over the Ocean~ - @gLand seems to be coming into your line of vision, only about 25 feet. -But the salt still lingers in the air and the Seaguls fly overhead. @n @gThe -sun seems to be harsher here then it is any other part of the ocean. -~ -103 0 0 0 0 8 -D1 -~ -~ -0 10300 10328 -D2 -~ -~ -0 10300 10326 -S -#10328 -In Shallow Water~ - @gYou are now in the shallow water in front of a small island, to the north is -a house with 'KAMI' in large red letters. A bald old man sits out front looking -at a dirty magazine. @n -~ -103 0 0 0 0 8 -D0 -~ -~ -0 10300 10329 -D3 -~ -~ -0 10300 10327 -S -#10329 -In front of Kami House~ - @gThe small house sits here, and the old man is more visible, he is bald with -white facial hair and large sunglasses. He wears a turtle shell on his back. -@gWaves wash gentle up onto the shore, and a gentle breeze blows here. -~ -103 16 0 0 0 1 -D0 -~ -~ -0 10300 10330 -D2 -~ -~ -0 10300 10328 -S -#10330 -Kami House~ - @gThe house seems larger on the inside then it did on the out side, its walls -are an off white, and a large couch in the center of the room. Off to the north -seems to be the kitchin, and south is back to the shore. -~ -103 8 0 0 0 0 -D0 -~ -~ -0 10300 10331 -D2 -~ -~ -0 10300 10329 -S -#10331 -Kami Houses Kitchen~ - @gThe room smells of burnt food, a turtle is rummiging through the fridge, -and whistling. This room looks like the other but has a large table in the -center of it, and counters around the edge. -~ -103 8 0 0 0 0 -D2 -~ -~ -0 10300 10330 -D3 -~ -~ -0 10300 10332 -S -#10332 -Stair Closet~ - @gThis room is rather small, the walls are a dark red, and the ceiling is -noticably low. -There is a set stairs here leading up. @gA light glows through a crack in the -door at the top of the stairs. -~ -103 8 0 0 0 0 -D1 -~ -~ -0 10300 10331 -D4 -~ -~ -0 10300 10333 -S -#10333 -Roshis' Room~ - @gThe walls are covered with dirty pictures and the bed is unkempt, clothes -are covering the floor and you can barely make out the wood under them. @gThe -windows lie open, letting the gentle breeze into the room. -~ -103 8 0 0 0 0 -D5 -~ -~ -0 10300 10332 -S -#10334 -A Small Hall~ - @gThe walls are close together, and the floor seems to be much nicer then the -other areas of the building, it is a sleek marble and it has been freshly -shined. The hall continues to the south. -~ -103 8 0 0 0 0 -D0 -~ -~ -0 10300 10320 -D2 -~ -~ -0 10300 10335 -S -#10335 -A Small Hall~ - @gThe walls are close together, and the floor seems to be much nicer then the -other areas of the building, it is a sleek marble and it has been freshly -shined. The hall continues to the south. -~ -103 8 0 0 0 0 -D0 -~ -~ -0 10300 10334 -D2 -~ -~ -0 10300 10336 -S -#10336 -End of the Small Hall~ - @gThe walls are close together, and the floor seems to be much nicer then the -other areas of the building, it is a sleek marble and it has been freshly -shined. The hall is now over, if you go west, there seems to be someone there. -~ -103 8 0 0 0 0 -D0 -~ -~ -0 10300 10335 -D3 -~ -~ -0 10300 10337 -S -#10337 -A Small Kitchen~ - @gThis is also one of the nicer parts of the building, the floor is marble -with a rug here and there, a nice chandelier hangs from the ceiling, and the -walls are covered in a nice flowered wallpaper. A table only large enough for -three sits here, and three chairs are placed comfortably around it. -~ -103 8 0 0 0 0 -D0 -~ -~ -0 10300 10338 -D1 -~ -~ -0 10300 10336 -S -#10338 -The Living Room~ - @gThis room looks nothing like the kitchen, it has a carpeted floor, a large -couch, and a huge plasma TV on the wall. Pictures of Vegeta, Bulma, and Truncks -hang from the wall. A faint whistling comes from the west, adding to the -homely feeling. -~ -103 8 0 0 0 0 -D2 -~ -~ -0 10300 10337 -D3 -~ -~ -0 10300 10339 -S -#10339 -Play Room~ - @gThe ground is covered in explicite silver tiles, and on the wall is -another TV like the one in the Living room, but this one has a game system -connected to it, and a young child with purple hair sits here playing it while -whistling. -~ -103 28 0 0 0 0 -D1 -~ -~ -0 10300 10338 -D3 -~ -~ -0 10300 10340 -S -#10340 -The Garden~ - @gA Large arch is here, it is positioned at the start of a garden. Through -the arch you are able to see a magnificent lush garden, anything you could -possibly think of resides in this place, in the its center is a huge oak tree, -it provides shade for anyone who sits under it. -~ -103 16 0 0 0 3 -D1 -~ -~ -0 10300 10339 -D3 -~ -~ -0 10300 10341 -S -#10341 -A Garden Path~ - @gOn either side of you huge plants grow, vegetables are here, and many other -types of plants you have never seen before. Large rocks separate plant rows, -acting as stepping stones for someone to walk through. -~ -103 16 0 0 0 0 -D1 -~ -~ -0 10300 10340 -D3 -~ -~ -0 10300 10342 -S -#10342 -A Large Oak Tree~ - @gThis area has been cleared, nothing grows here but a comfortable lush -grass, a large oak tree is growing here, shading everyone who comes into this -area, the sun cannot get through the leaves of this tree, it seems to have been -placed here on purpose, a magical feeling is coming from the tree, it makes -your body tingle. -~ -103 16 0 0 0 3 -D0 -~ -~ -0 10300 10343 -D1 -~ -~ -0 10300 10341 -S -#10343 -A Garden Path~ - @gOn either side of you huge plants grow, vegetables are here, and many other -types of plants you have never seen before. Large rocks separate plant rows, -acting as stepping stones for someone to walk through. -~ -103 16 0 0 0 0 -D0 -~ -~ -0 10300 10344 -D2 -~ -~ -0 10300 10342 -S -#10344 -A Garden Path~ - @gOn either side of you huge plants grow, vegetables are here, and many other -types of plants you have never seen before. Large rocks separate plant rows, -acting as stepping stones for someone to walk through. -~ -103 16 0 0 0 0 -D0 -~ -~ -0 10300 10345 -D2 -~ -~ -0 10300 10343 -S -#10345 -The End of the Garden~ - @gYou come to a wall, the garden has come to an end. The same plants grow here -as they did on the path, the only exit is to the south. @gThe smell of roses -lingers about here, making it a warm relaxing place. -~ -103 16 0 0 0 0 -D2 -~ -~ -0 10300 10344 -S -#10346 -Namekian Village~ - @gHouses are scarce here, but by every house is a little farm, the trees -here are tall with a little fluff of leaves and branches at the very top. -There are also very few people in this village, and there are less children in -this village, it seems to be a farming village. -~ -103 16 0 0 0 1 -D0 -~ -~ -0 10300 10347 -D2 -~ -~ -0 10300 10305 -S -#10347 -Namekian Village~ - @gHouses are scarce here, but by every house is a little farm, the trees here -are tall with a little fluff of leaves and branches at the very top. There are -also very few people in this village, and there are less children in this -village, it seems to be a farming village. -~ -103 16 0 0 0 1 -D0 -~ -~ -0 10300 10348 -D2 -~ -~ -0 10300 10346 -S -#10348 -Namekian Village~ - @gHouses are scarce here, but by every house is a little farm, the trees here -are tall with a little fluff of leaves and branches at the very top. There are -also very few people in this village, and there are less children in this -village, it seems to be a farming village. -~ -103 16 0 0 0 1 -D0 -~ -~ -0 10300 10349 -D2 -~ -~ -0 10300 10347 -S -#10349 -Namekian Village~ - @gHouses are scarce here, but by every house is a little farm, the trees here -are tall with a little fluff of leaves and branches at the very top. There are -also very few people in this village, and there are less children in this -village, it seems to be a farming village. -~ -103 16 0 0 0 1 -D1 -~ -~ -0 10300 10350 -D2 -~ -~ -0 10300 10348 -S -#10350 -Namekian Village~ - @gHouses are scarce here, but by every house is a little farm, the trees here -are tall with a little fluff of leaves and branches at the very top. There are -also very few people in this village, and there are less children in this -village, it seems to be a farming village. -~ -103 16 0 0 0 1 -D0 -~ -~ -0 10300 10351 -D3 -~ -~ -0 10300 10349 -S -#10351 -Namek Road~ - @gThe village just comes to a complete stop and a long road starts up, the -road seems to lead off to a tall mountain. The trees here are even more scarce -then in the village, on the side of the road, there are many large boulders on -the side of the road. -~ -103 20 0 0 0 2 -D0 -~ -~ -0 10300 10352 -D2 -~ -~ -0 10300 10350 -S -#10352 -Namek Road~ - @gThe road continues, as you near the mountain you notice it is still getting -taller and taller. You wonder what the significance of the mountain could be. -The boulders still line the road and there are less and less trees, the ground -seems to be harder here as well. -~ -103 20 0 0 0 2 -D0 -~ -~ -0 10300 10353 -D2 -~ -~ -0 10300 10351 -S -#10353 -Namek Road~ - @gThe mountain is straight ahead of you, it seems to be huge now, you can -barely see the top of it, and yet there is a tree here and there, and the -boulders are still on the side of the road. -~ -103 20 0 0 0 2 -D0 -~ -~ -0 10300 10354 -D2 -~ -~ -0 10300 10352 -S -#10354 -At the Foot of the Mountain~ - @gAt the base of this huge mountain there is no grass and no trees, the -mountain seems to just go straight up for a ways, it seems unclimbable, for it -is just like one jagged cylindrcal piller. It seems you are able to fy to the -top though. -~ -103 20 0 0 0 0 -D2 -~ -~ -0 10300 10353 -D4 -~ -~ -0 10300 10355 -S -#10355 -Flying Up the Mountain~ - @gThe ground is a bit further down, but if you wish to reach the top it is -still far away, it might be easier to go back down. @gIt seems to be getting a -little warmer the further you go up. -~ -103 4 0 0 0 8 -D4 -~ -~ -0 10300 10356 -D5 -~ -~ -0 10300 10354 -S -T 10355 -#10356 -Flying Up the Mountain~ - @gThe top is coming into view, but it is still a bit blurry, birds fly at -this height, cawing and fluttering about. @gIt seems to be getting a little -warmer the further you go up. -~ -103 4 0 0 0 8 -D4 -~ -~ -0 10300 10357 -D5 -~ -~ -0 10300 10355 -S -T 10355 -#10357 -Flying Up the Mountain~ - @gThe ground gets farther and farther away, the top starts to come into view -but is not fully visible yet, it is still a little bit away. @gIt seems to be -getting a little warmer the further you go up. -~ -103 4 0 0 0 8 -D4 -~ -~ -0 10300 10358 -D5 -~ -~ -0 10300 10356 -S -T 10355 -#10358 -Flying at the Top of the Mountain~ - @gThe long flight comes to and end here, the heat is almost unbearable, and -the sun pounds down on you. Towards the north is a large house, with a strange -picture on the side. -~ -103 4 0 0 0 8 -D0 -~ -~ -0 10300 10359 -D5 -~ -~ -0 10300 10357 -S -T 10355 -#10359 -In front of the Elders House~ - @gA large white building sits in front of you, it has a front door, and two -large horns protruding off of the top of it. Above the door is a large round -glass window. The sun shines down warming the area. -~ -103 0 0 0 0 0 -D0 -~ -~ -0 10300 10360 -D2 -~ -~ -0 10300 10358 -S -#10360 -Elders House~ - @gThe elders house is a really large house with a tall ceiling. There is a -platform towards the back that will take you up to see him. @gThe walls are -bare here, nothing but a few cobwebs here and there, but it seems to be kept -rather neat. -~ -103 24 0 0 0 0 -D2 -~ -~ -0 10300 10359 -D4 -~ -~ -0 10300 10361 -S -#10361 -Elders Room~ - @gThis is a huge room, at the front of the room sits the large round window -you saw outside. In the back center of the room is the Elder. He is huge, -quite possibly the largest namek you have ever seen. He sits in a huge white -chair with a Dragon Ball atop it. -~ -103 24 0 0 0 0 -D5 -~ -~ -0 10300 10360 -S -#10362 -Towns Entrance~ - @cTwo large pillars stand here, and connected within them is a large gate. -On either side of the gate are two large Dragons, both look so real it is eerie. -The sound of voices comes from the other side of the gate, it seems there is a -town there. -~ -103 4 0 0 0 3 -D1 -~ -~ -0 10300 10363 -D3 -~ -Gate~ -1 10363 10305 -S -T 10362 -#10363 -A Dirt Path~ - @gThe ground has been trodden flat, it no longer looks like dirt, but rock, -and it feels like it too. @gNo creatures or people seem to come here anymore, -it is just one deserted road. -~ -103 4 0 0 0 3 -D1 -~ -~ -0 10300 10364 -D3 -~ -~ -0 10300 10362 -S -#10364 -A Dirt Path~ - @gThe ground has been trodden flat, it no longer looks like dirt, but rock, -and it feels like it too. @gNo creatures or people seem to come here anymore, -it is just one deserted road. -~ -103 0 0 0 0 3 -D2 -~ -~ -0 10300 10365 -D3 -~ -~ -0 10300 10363 -S -#10365 -A Dirt Path~ - @gThe ground has been trodden flat, it no longer looks like dirt, but rock, -and it feels like it too. @gNo creatures or people seem to come here anymore, -it is just one deserted road. -~ -103 0 0 0 0 3 -D0 -~ -~ -0 10300 10364 -D2 -~ -~ -0 10300 10366 -S -#10366 -A Dirt Path~ - @gThe long dirt path seems to be coming to an end, towards the east there is -a large lake that seems to fill a large area. @gNo creatures or people seem to -come here anymore, it is just one deserted road. -~ -103 0 0 0 0 3 -D0 -~ -~ -0 10300 10365 -D1 -~ -~ -0 10300 10367 -S -#10367 -The Lake~ - @BThe ground here is soft, and seems to be very fertile. The air has a -strange smell to it, kind of sweet in nature yet powerful. No creatures are -here, not even a bird. -@n -~ -103 4 0 0 0 3 -D1 -~ -~ -0 10300 10368 -D3 -~ -~ -0 10300 10366 -S -#10368 -Dark Forest~ - @T@gThis is a total change from the area west of here, the trees just seem to -grow here, all around there are trees as far as the eye can see. But the eye -cannot see in here because the tree cover is so thick the light cannot penetrate -it. The air here smells stagnant and cold. Sounds fill the area, making it -impossible to think. -~ -103 1 0 0 0 3 -D1 -~ -~ -0 10300 10369 -D3 -~ -~ -0 10300 10367 -S -#10369 -A Small Clearing~ - @gThe trees seem to suddenly stop growing, not even grass grows here, a large -cylindricle rock lies in the center of this area, it seems to be the cause of -the clearing. -~ -103 0 0 0 0 3 -D1 -~ -~ -0 10300 10370 -D3 -~ -~ -0 10300 10368 -S -#10370 -A Short Forest Path~ - @gDarkness crawls upon this are once more, the trees on either side of the -path are thick, causing the area to be dark. Sounds emit from this area, -causing -an eerie feeling. -~ -103 1 0 0 0 3 -D0 -~ -~ -0 10300 10371 -D3 -~ -~ -0 10300 10369 -S -#10371 -A Large Clearing~ - @gThe darkness overcomes you no more, it seems to have left this place now. -The grass grows freely and stands about waist high on either side of a short -dirt path leading to a large dark cave. -~ -103 0 0 0 0 3 -D1 -~ -~ -0 10300 10372 -D2 -~ -~ -0 10300 10370 -S -#10372 -Opening to a Large Cave~ - @gA mild odor comes from the large opening of the cave. Moss grows wildly -from its sides, and many types of mushrooms grow here as well. The inside of -the cave looks dark and moist, it seems to not have been entered in years. -~ -103 4 0 0 0 0 -D0 -~ -~ -0 10300 10393 -D1 -~ -~ -0 10300 10373 -D3 -~ -~ -0 10300 10371 -S -#10373 -Entering The Cave~ - @gThe air stagnates more as you walk in to the entrance of the cave. A -torch presides on the wall here makeing only a little visible, further into the -cave you cannot see though. -~ -103 256 0 0 0 0 -D1 -~ -~ -0 10300 10374 -D3 -~ -~ -0 10300 10372 -S -#10374 -Dark Cave~ - @gThe floor seems to steepen here, causing water to trickle down it every now -and then, it also begins to get slimier, causing your feet to slip. @gIt seems -rare that anyone would ever enter such a dark dank place. -~ -103 257 0 0 0 0 -D1 -~ -~ -0 10300 10375 -D3 -~ -~ -0 10300 10373 -S -#10375 -Caves Intersection~ - @gThis area seems to have a kinda of natural light to it, but it does not -originate from this room, the light seems to come from the north where a large -ball of light can be seen. -~ -103 256 0 0 0 0 -D0 -~ -~ -0 10300 10376 -D2 -~ -~ -0 10300 10377 -D3 -~ -~ -0 10300 10374 -S -#10376 -A Brightly Lit Cavern~ - @gThe ground seems to level here, and the air in this room smells fresh and -warm. A small orb lies in the middle of the cavern giving off a strange amount -of light. -~ -103 256 0 0 0 0 -D2 -~ -~ -0 10300 10375 -S -T 10376 -#10377 -Leaveing Dark Cave~ - @gThe air becomes less stagnant and more breathable, light begins to crawl -back into the cave making it easier to see. @gThe sound of rabbits comes from -the outside, and the smell of flowers fills your nostrils. -~ -103 256 0 0 0 0 -D0 -~ -~ -0 10300 10375 -D2 -~ -~ -0 10300 10378 -S -#10378 -Dark Caves Exit~ - @gLight pours into the room from the large hole in the wall leading to the -outside. The fresh air seems to come as a shock seeing as how there was none -inside the cave. -~ -103 256 0 0 0 0 -D0 -~ -~ -0 10300 10377 -D2 -~ -~ -0 10300 10379 -S -#10379 -A Flower Field~ - @gThe smell of flowers fills your nostrils, the ground is not visible -throught the flowers yet it seems the there is a path to the south leading you -away from the flowers. -~ -103 0 0 0 0 2 -D0 -~ -~ -0 10300 10378 -D2 -~ -~ -0 10300 10380 -S -#10380 -Path To the Villa~ - @gThis path is different from any you have seen, the stones are golden and -perfectly round, and they glow beautifully. The path goes south towards a small -Villa. -~ -103 0 0 0 0 1 -D0 -~ -~ -0 10300 10379 -D2 -~ -~ -0 10300 10381 -S -#10381 -In front of the Villa~ - @gA small building with what looks like graffiti on the door is here, the -door is slightly ajar, the path you stand on has the same circular golden stones -as to the north. -~ -103 0 0 0 0 1 -D0 -~ -~ -0 10300 10380 -D2 -~ -~ -0 10300 10382 -S -#10382 -Center of the Building~ - @gThis room seems to be the exact center of the Villa, it has a tall ceiling -and a wooden floor that looks to have been freshly polished. @gAlthough the -room is kept neat, it seems that no one has lived here for quite some time. -~ -103 2056 0 0 0 0 -D0 -~ -~ -0 10300 10381 -D1 -~ -~ -0 10300 10384 -D2 -~ -~ -0 10300 10385 -D3 -~ -~ -0 10300 10383 -S -#10383 -Piccolo's Bedroom~ - @gThis is a small room, with a bed only large enough for one person, there is -a small mat in the center of the room, it looks to be used for meditation. -~ -103 2056 0 0 0 0 -D1 -~ -~ -0 10300 10382 -S -#10384 -The Villas Kitchen~ - @gThe room is small, but well lit, counters line the walls and a table sits -in the center of the room, one chair is off to the corner of the room. This -room seems to be well kempt. -~ -103 2056 0 0 0 0 -D2 -~ -~ -0 10300 10390 -D3 -~ -~ -0 10300 10382 -S -#10385 -A Dimly Lit Room~ - @gThere seems to be little light, the only light coming in seems to be -distorted by the outline of your body in the doorframe. In the center of the -room is a hole only large enough for one person to fit in at a time. -~ -103 8 0 0 0 0 -D0 -~ -~ -0 10300 10382 -D5 -~ -~ -0 10300 10386 -S -#10386 -A Rusty Ladder~ - @gThe ladder that leads downwards is old and rusty, it feels as if it could -break at any time. @gThe ladder creeks under the strain you are putting on it, -flecks of rust fall to the ground as well. -~ -103 2056 0 0 0 0 -D4 -~ -~ -0 10300 10385 -D5 -~ -~ -0 10300 10387 -S -#10387 -Bottom of the Ladder~ - @gThe ladder ends abruptly, this room has a small light hanging from the -ceiling, casting shadows on the walls from the boxes that cover this area. -@gThe exit to the south seems clear, but it also seems to be very small. -~ -103 2056 0 0 0 0 -D2 -~ -~ -0 10300 10388 -D4 -~ -~ -0 10300 10386 -S -#10388 -A Small Hallway~ - @gThe hallway isn't long at all, it is rather skinny as well. There is -nothing lining the walls here, and if there were it would make it impossible to -travel. To the east is a room that seems to be full of junk. -~ -103 8 0 0 0 0 -D0 -~ -~ -0 10300 10387 -D1 -~ -~ -0 10300 10389 -S -#10389 -Storage Room~ - @gThe walls of this room are covered with old robots and old weapons, along -with items. There seems to be no walking space in this area, but you can see -clearly with the light hanging from the ceiling. -~ -103 2056 0 0 0 0 -D3 -~ -~ -0 10300 10388 -S -#10390 -A Ruined Room~ - @gThis room seems to have been decimated by some sort of large energy. -Rubble lies all over the ground here, and the stone that is actually standing -has large scorch marks on it. -~ -103 2048 0 0 0 0 -D0 -~ -~ -0 10300 10384 -D2 -~ -~ -0 10300 10391 -S -#10391 -A Dark Room~ - @gThis rooms electric supply seems to have been cut off by the destruction of -the other room, but an exit to the east can still be seen. @gIt is hard to see -what is happening in there, but sounds of gears and electricity come from the -room to the east. -~ -103 2056 0 0 0 0 -D0 -~ -~ -0 10300 10390 -D1 -~ -~ -0 10300 10392 -S -#10392 -Teleportation Room~ - @gThe teleportation room sits here, the floor is made of concrete, and the -walls are made of wood. A large circular object sits in the middle of the room, -glowing and humming. -~ -103 6152 0 0 0 0 -D3 -~ -~ -0 10300 10391 -S -#10393 -Going To the Cave~ - @gThe ground is soft and moist, it feels as though a gentle rain just fell -here, it is a calm serene place, and the smell of apples lingers in the air all -around you. -~ -103 0 0 0 0 3 -D0 -~ -~ -0 10300 10394 -D2 -~ -~ -0 10300 10372 -S -#10394 -An Apple Orchard~ - @gThe ground is moist here as well, and the air still smells of apples, but -it is stronger here then it would be anywhere else. Apple Trees grow wildly -here, and there is no other tree to be seen. -~ -103 0 0 0 0 3 -D2 -~ -~ -0 10300 10393 -D3 -~ -~ -0 10300 10395 -S -#10395 -End of an Apple Orchard~ - @gThe ground is moist here as well, and the air still smells of apples, but -it is stronger here then it would be anywhere else. Apple Trees grow wildly -here, and there is no other tree to be seen. To the north is a lot of brush. -~ -103 0 0 0 0 3 -D0 -~ -~ -0 10300 10396 -D1 -~ -~ -0 10300 10394 -S -#10396 -Start of the Brush~ - @gThe orchards end marks the beginning of the brush, it is thick, but there -seems to be a path leading straight through it, the sounds of people come from -the other side of the brush. -~ -103 0 0 0 0 3 -D0 -~ -~ -0 10300 10397 -D2 -~ -~ -0 10300 10395 -S -#10397 -Path Through the Brush~ - @gThe brush seems to have been cleared out in this area explicitly for -walking, the brush on both sides of you looks to be dangerious. @g It looks as -if there are multiple animals caught in the brush on both sides. -~ -103 0 0 0 0 3 -D0 -~ -~ -0 10300 10398 -D2 -~ -~ -0 10300 10396 -S -#10398 -A Dangerous Path~ - @gThe large pile of brush seems to have not been placed there on purpose, it -seems as though it has grown there over the years, and it grows here as well, -but not as much, for it seems to have been trodden down by people. -~ -103 0 0 0 0 2 -D2 -~ -~ -0 10300 10397 -D3 -~ -~ -0 10300 10399 -S -#10399 -Journeys End Inn~ - @gA large torn looking building cast shadows all over the place. A sign on -the door shows you that this place has been closed for many years. The windows -are broken, and a few are just missing. -~ -103 0 0 0 0 1 -D1 -~ -~ -0 10300 10398 -S -$~ diff --git a/lib/world/wld/104.wld b/lib/world/wld/104.wld deleted file mode 100644 index 50e7940..0000000 --- a/lib/world/wld/104.wld +++ /dev/null @@ -1,1264 +0,0 @@ -#10400 -Taylor's Zone Description Room~ -@G0---------------------------------------------------------------------------0 -@G| @WWelcome to The Country@G | -@G| @WZone by Taylor@G | -@G0---------------------------------------------------------------------------0 - - @r___________________________ - @r/--------------------------/|\ @y+----------------+ - @r/--------------------------/ | | @y/@Y||||||||||||||||@y/ - @r/--------------------------/ | | @y/@Y||||||||||||||||@y/ - @r/--------------------------/ | | @y/@Y||||||||||||||||@y/ - @r/__________________________/| | / @y/@Y||||||||||||||||@y/ - @r| @W_@r | |/ @y+----------------+ - @r| @W|@u/@n@W|@r | / - @r| _________ | / - @r| |@W\\//@r|@W\\//@r| | / - @r|______|@W//\\@r|@W//\\@r|_________|/ -Link N from 10463 -@n -~ -104 0 0 0 0 0 -D5 -~ -~ -0 10400 10401 -S -#10401 -A Small Woodland Path~ - @yA small indent lies in the ground, it seems to be some kind of animals bed, -but it is hard to tell for sure. There are tall fat oak trees growing up here, -blocking your view in some places. The woodland path winds on every side of -you, each one more winding than the other, making it hard to tell where they -go. Birds chirp in the trees, and sounds of animals come from all around you, -the sun fights its way through the leaves in the trees, and the wind tries to -break through the trees, but is unsuccessful. The morning dew still sits on the -forest floor, adding the this serene setting, the trees creep up towards the -sky, large branches sticking out of its trunk, blocking the sky from view. -~ -104 0 0 0 0 3 -D0 -~ -~ -0 10400 10402 -D1 -~ -~ -0 10400 10405 -D2 -~ -~ -0 10400 10404 -D3 -~ -~ -0 10400 10403 -S -T 10401 -#10402 -Further in to the Woods~ - @yThe morning dew lies here, making it seem as though it were still early in -the morning. A large imprint is in the ground here, made by what seems to have -been a deer. The trees grow wilder here, and the brush makes it hard to walk -around. The sound of laughing children comes into this part of the woods, and -the forest seems to be enchanted with the spirits of these children. The trees -seem to hold onto their spirits, these trees seem to be gentle, but at the same -time they seem to be sinister, their branches seem to lash out and try to catch -you in their grasp. -~ -104 0 0 0 0 3 -D2 -~ -~ -0 10400 10401 -S -T 10402 -#10403 -A Barricade of Trees~ - @yThe same large winding oak trees cover this area, each large twisted trunk -touches one another, blocking off almost all sunlight. The sounds of wind are -no longer heard in this place, only the whining of the trees surrounding this -place. Some large branches cover this place, and multiple animal tracks are -imprinted into the ground here. Towards the top of the trees, the scratching of -little squirrels feet bounces off the trees surrounding this place. -~ -104 0 0 0 0 3 -D1 -~ -~ -0 10400 10401 -D2 -~ -~ -0 10400 10412 -S -T 10403 -#10404 -A Lightly Lit Path~ - @yThe morning dew does not seem to be able to reach any part of this part of -the forest, the tall trees collide above you, entwining like a jigsaw -puzzle. On a few trees, there are some stands up in them, these stands -have a few specks of blood on them, making this area feel uncomfortable in some -ways. Although the trees entwine above you, the area all around you is not -surrounded by such trees. The wind blows through here freely, and the sun -shines in from the trees around you, not letting in a lot of light though. The -rustling of leaves comes to your ears in the area around you, adding to the -feeling of being uncomfortable. -~ -104 0 0 0 0 3 -D0 -~ -~ -0 10400 10401 -D1 -~ -~ -0 10400 10407 -S -T 10404 -#10405 -Nearing a Small Tree Fort~ - @yThis path does not seem to be natural, it looks to have been forced here by -the destructive human hand. Plastic bottles and foam cups litter this area, -along with many cardboard boxes. The sun shines in this area as though there -were no trees overhead, this is not like the other parts of the forest, it is -mostly clear, and it seems to have been forced to be this way. The wind -whistles through here, rustling leaves and moving branches all around. -~ -104 0 0 0 0 3 -D1 -~ -~ -0 10400 10408 -D3 -~ -~ -0 10400 10401 -S -#10406 -The Mazes Entrance~ - @yThe fresh air totally leaves the area around you, in it's place there is a -stagnant smell. The walls a large marble stones, and are well made. The ground -is sleek, and it has a few blood stains every now and then. For as closed in as -this area is, it gives off a good amount of light, enough to illuminate your -path. -~ -104 28 0 0 0 0 -D0 -~ -~ -0 10400 10426 -D3 -~ -~ -0 10400 10411 -S -#10407 -Entrance to The Forest~ - @yA light wind blows through the trees and they sway gently. The air here -smells crisp and clean. This is a rather large clear area. Some creatures -frolic in the field, and some in the trees. Leaves fall to the ground from the -trees swaying branches. A small stream flows gently into the forest. Small -fish can be seen in the stream, bolting up and down the stream, distorting the -image af the pebbles. The grass is soft and the color is perfect. @n -~ -104 16 0 0 0 2 -D3 -~ -~ -0 10400 10404 -S -#10408 -The Foot of the Tree Fort~ - @yA tree fort sits at the top of a huge oak tree. The roots protrude from -the ground, and cover the surrounding area. A small light sits in the fort atop -the tree. There is no way to go up into the fort because of a lack of a ladder, -or a rope. Large plastic bottles cover the ground, and some foam coolers every -now and then. A piece of broken wood lies in a large brush pile, it seems to be -connected to the brush. -~ -104 0 0 0 0 3 -D2 -~ -~ -0 10400 10409 -D3 -~ -~ -0 10400 10405 -S -#10409 -Jaks Shack~ - @yMany items cover the wall, armor and weapons. The wall towards the back -of the room is made of a fine polished oak, while all the other walls are made -of a flimsy type of wood. The roof is also made of a fine polished oak. A desk -sits at the back of the room where the items are and a Elven man sits behind it. -Light flows in through a small window on the side of the room, it seems to have -no glass so it a small breeze comes in through it. @n -~ -104 12 0 0 0 3 -D0 -~ -~ -0 10400 10408 -D1 -~ -~ -0 10400 10410 -S -#10410 -Orchans Lake~ - @yA soft breeze comes blows over you. The small rustle of leaves fills your -ears. Small waves wash up on to the shore. Fish swim in the lake, adding to -the beautiful scene. The ground here is softer here, making it a great place -to just rest. The air is fresh, and the sounds of animals also fills your ears. -Tall grass grows all around the lake, and large boulders are also here. It is -mysterious how they got here, air also has a moist smell in it. -~ -104 20 0 0 0 3 -D0 -~ -~ -0 10400 10411 -D3 -~ -~ -0 10400 10409 -S -#10411 -Entrance to the Forest~ - @yLarge trees are to the south, and strange sounds emit from the opening in -the trees. Animal bones litter the ground. A harsh wind blows from all around. -To the north is another forest, dark shadows cover it's entrance. Even larger -skeletons cover the ground, some human, and some are unknown. A cold feeling -emits from the forest, adding an uncomfortable feeling to this area. @n -~ -104 20 0 0 0 3 -D0 -~ -~ -0 0 10460 -D1 -~ -~ -0 10400 10406 -D2 -~ -~ -0 10400 10410 -D3 -~ -~ -0 10400 10413 -S -#10412 -Broken Down Old House~ - @yTree stumps litter the ground here, and large broken trees are everywhere. -One large oak has up-rooted and fallen on an old wooden house. The house was -split in half and it seems to be home to multiple animals now. Strange sounds -emit from the house, and a horrid smell also comes from the house. An old -rusted well sits in front of the house, it seems to have been protected from the -tree by the house. -~ -104 4 0 0 0 3 -D0 -~ -~ -0 10400 10403 -S -#10413 -Gate to Orchan~ - @yA hard wooden platform lies under your feet. Straight ahead is a large -metal gate that stands open. No one is patrolling the perimeter of the gate. -Torches are on either side of the gate casting shadows on either side of the -gate. At the top of the gate is some weird insigne, this is also on either side -of the gate. At the gates entrance the wooden platform stops and the ground -turns to rock. -~ -104 0 0 0 0 1 -D1 -~ -~ -0 10400 10411 -D3 -~ -~ -0 10400 10414 -S -#10414 -A Rock Road~ - @yThe road that started at the foot of the gate continues on here. Every -little stone seems to have been placed with extreme care. Houses line the road, -to the north the road continues, and it also continues to the south. Noise -emits from people walking around on this road, they seem to be in a hurry, and -don't want to talk to anyone. -~ -104 0 0 0 0 1 -D0 -~ -~ -0 10400 10415 -D1 -~ -~ -0 10400 10413 -D2 -~ -~ -0 10400 10420 -S -#10415 -A Rock Road~ - @yThe rocky road seems to be ending here, it leads to a luxurious house. -Smoke emits from the chimney, and the smell of something cooking is in the air. -A sign is neatly placed on the door of the house. The steps that lead up to the -house are made of pine wood, each step has been carefully cut, and carefully put -in to its place. The door stands open, letting in the fresh air from the -outside. @n -~ -104 0 0 0 0 1 -D0 -~ -~ -0 10400 10416 -D2 -~ -~ -0 10400 10414 -S -#10416 -Ligerns' House~ - @yA new looking cobble stone floor is underneath your feat. The walls are -made up of a freshly polished oak. The ceiling rises high above, and thick -boards spread out evenly are stained perfect. Many large plaques and trophies -cover the wall towards the back. Some large swords are placed neatly in a -little case, also hanging on the wall. A large round oak table sits in the -center of the room, with one lone chair sitting at it. @n -~ -104 8 0 0 0 1 -D2 -~ -~ -0 10400 10415 -D3 -~ -~ -0 10400 10417 -S -#10417 -Main Street~ - @yThe ground moves from the rough rock road to a smooth cobblestone road. -This road is wider then the rock road, and even more people move through here. -Large houses line the side of the road, and some trees are able to be seen every -now and then. A sign is stuck into the ground on the side of the road, it seems -to be a direction sign. A warm feeling seems to be coming from all around you. -It seems to be coming from the towns people. -~ -104 0 0 0 0 1 -D1 -~ -~ -0 10400 10416 -D3 -~ -~ -0 10400 10418 -S -#10418 -Main Street~ - @yThe large cobble stone road ends here. Large buildings cover the road, -some trees are here and there. Loads of people litter the street, some short, -others tall. But every person seems to be Elven. A warm feeling comes from the -area around you. The people seem to be giving this feeling off. The cobble -stone road is freshly polished and looks to be brand new. -~ -104 0 0 0 0 1 -D0 -~ -~ -0 10400 10419 -D1 -~ -~ -0 10400 10417 -S -#10419 -Orchan Map Shop~ - @yOne large marble stone makes up the floor here, and the walls seem to be -made up of some type of metal. There seems to be pieces of blank parchment -strewn all over the store. A large glass case sits in the back of the room, -inside of it it has very few maps. But there are many sheets of parchment. A -very beautiful young looking elf sits behind the glass desk, making what seems -to be a map. @n -~ -104 28 0 0 0 1 -D2 -~ -~ -0 10400 10418 -S -#10420 -A Rock Road~ - @yThe road seems to get a little smoother her, but it is barely noticeable. -Some small trees are starting to grow up on the side of the road. A building -lies to the west, it seems to be gaining a lot of attention. A small breeze -blows through this part of town. Another sign has been placed neatly on the -wall beside the buildings opening. @n -~ -104 0 0 0 0 1 -D0 -~ -~ -0 10400 10414 -D3 -~ -~ -0 10400 10421 -S -#10421 -Chwins' Weapon Shop~ - @yA newly made building, with brand new polished pine floors. The walls are -also made of pine, a small desk sits in the corner of the room, it has all sorts -of papers strewn all over it. Weapons line the walls all around you. Multiple -weapons, not any two are alike. The smell of something burning is in the air, -and it turns out to be coming from a small cobble stone fire place off in the -other corner of the room. Each stone has been placed on this fireplace with -extreme care. @n -~ -104 8 0 0 0 1 -D0 -~ -~ -0 10400 10422 -D1 -~ -~ -0 10400 10420 -S -#10422 -Mic`zell's Armor Shop~ - @yThis seems to be an extension of the weapon shop. The floor and the walls -look the same as the other part, but the ceiling is completely different. A -large red orb floats above in the rafters. It adds a red tint to everything in -the room. Lining the walls is a small assortment of armor, it seems that this -shop has just opened. Although there is not much armor, it seems to be -extremely expensive. @n -~ -104 8 0 0 0 1 -D2 -~ -~ -0 10400 10421 -D3 -~ -~ -0 10400 10423 -S -#10423 -A Rock Road~ - @yThis road is unlike any of the other rock roads, each road has been -carefully placed so that there are no spaces in between them. A gigantic wooden -house lies to the south. It stands taller than all the others in this village. -A large golden statue of some old looking elf is in front of this house. -Beautiful pine steps are leading up to his house, and the door is nowhere to be -seen, it seems it has been taken off. @n -~ -104 0 0 0 0 1 -D0 -~ -~ -0 0 10464 -D1 -~ -~ -0 10400 10422 -D2 -~ -~ -0 10400 10424 -S -#10424 -Elder Lucious' House~ - @yThis seems to be the best looking house in the whole village. Lots of -beautiful items line the walls, and even more are on a table that sits in the -center of the room. Heat emits from another well built looking cobble stone -fireplace. High in the rafter you notice another red glowing orb. This orb -adds another reddish tint, but the color is darker. @n -~ -104 28 0 0 0 1 -D0 -~ -~ -0 10400 10423 -D3 -~ -~ -0 10400 10425 -S -#10425 -Orchan Post Office~ - @yThis is a large room, and this room seems to draw a lot of people to it. -People are giving there mail to the postmaster to send, and she is giving them -their mail. There are loads of bags with mail in them, he seems to be send mail -for a small fee though. The floor is also littered with paper, but this paper -is blank. -~ -104 8 0 0 0 0 -D1 -~ -~ -0 10400 10424 -S -#10426 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made of marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D0 -~ -~ -0 10400 10427 -D2 -~ -~ -0 10400 10406 -S -#10427 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made of marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D1 -~ -~ -0 10400 10428 -D2 -~ -~ -0 10400 10426 -S -#10428 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made od marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D1 -~ -~ -0 10400 10429 -D3 -~ -~ -0 10400 10427 -S -#10429 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made od marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D0 -~ -~ -0 10400 10430 -D3 -~ -~ -0 10400 10428 -S -#10430 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made od marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D0 -~ -~ -0 10400 10432 -D2 -~ -~ -0 10400 10429 -D3 -~ -~ -0 10400 10431 -S -#10431 -A Dead End~ - @yThis is an entirely enclosed area. All the walls are made up of a deep -red marble. The floor has many different stains all over it, and the walls have -some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. -~ -104 8 0 0 0 0 -D1 -~ -~ -0 10400 10430 -S -#10432 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made od marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D1 -~ -~ -0 10400 10433 -D2 -~ -~ -0 10400 10430 -S -#10433 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made of marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D0 -~ -~ -0 10400 10434 -D1 -~ -~ -0 10400 10435 -D3 -~ -~ -0 10400 10432 -S -#10434 -A Dead End~ - @yThis is an entirely enclosed area. All the walls are made up of a deep -red marble. The floor has many different stains all over it, and the walls have -some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. -~ -104 8 0 0 0 0 -D2 -~ -~ -0 10400 10433 -S -#10435 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made of marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D0 -~ -~ -0 10400 10436 -D2 -~ -~ -0 10400 10437 -D3 -~ -~ -0 10400 10433 -S -#10436 -A Dead End~ - @yThis is an entirely enclosed area. All the walls are made up of a deep -red marble. The floor has many different stains all over it, and the walls have -some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. -~ -104 8 0 0 0 0 -D2 -~ -~ -0 10400 10435 -S -#10437 -The Monsters Den~ - @yThe walls are covered with blood, and the floor is also covered withit too. -Human skeletons litter the floor, and multiple animal skeletons also fill this -place. The ceiling is not perfect here, and the walls are cover in scratches, -and the ceiling is cover in blood and scratches. -~ -104 8 0 0 0 0 -D0 -~ -~ -0 10400 10435 -D1 -~ -~ -0 10400 10442 -D2 -~ -~ -0 10400 10440 -D3 -~ -~ -0 10400 10438 -S -#10438 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made of marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D1 -~ -~ -0 10400 10437 -D2 -~ -~ -0 10400 10439 -S -#10439 -A Dead End~ - @yThis is an entirely enclosed area. All the walls are made up of a deep -red marble. The floor has many different stains all over it, and the walls have -some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. -~ -104 8 0 0 0 0 -D0 -~ -~ -0 10400 10438 -S -#10440 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made of marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D0 -~ -~ -0 10400 10437 -D2 -~ -~ -0 10400 10441 -S -#10441 -A Dead End~ - @yThis is an entirely enclosed area. All the walls are made up of a deep -red marble. The floor has many different stains all over it, and the walls have -some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. -~ -104 8 0 0 0 0 -D0 -~ -~ -0 10400 10440 -S -#10442 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made of marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D1 -~ -~ -0 10400 10443 -D3 -~ -~ -0 10400 10437 -S -#10443 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made of marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D0 -~ -~ -0 10400 10445 -D1 -~ -~ -0 10400 10451 -D2 -~ -~ -0 10400 10444 -D3 -~ -~ -0 10400 10442 -S -#10444 -The Monsters Den~ - @yThe walls are covered with blood, and the floor is also covered with it -too. Human skeletons litter the floor, and multiple animal skeletons also fill -this place. The ceiling is not perfect here, and the walls are cover in -scratches, and the ceiling is cover in blood and scratches. -~ -104 8 0 0 0 0 -D0 -~ -~ -0 10400 10443 -S -#10445 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made of marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D0 -~ -~ -0 10400 10447 -D2 -~ -~ -0 10400 10443 -D3 -~ -~ -0 10400 10446 -S -#10446 -The Center of the Maze~ - @yThis rooms shines with a mysterious light. The walls are made of perfect -gray marble. The floor is one solid marble, and the ceiling is made of another -large marble stone. The walls floor and ceiling are all smooth. The light -seems to bouce off the walls, a slight noise comes from the top of this room, -and a small white orb hovers in the air there. -~ -104 28 0 0 0 0 -D1 -~ -~ -0 10400 10445 -S -#10447 -The Monsters Den~ - @yThe walls are covered with blood, and the floor is also covered with it -too. Human skeletons litter the floor, and multiple animal skeletons also fill -this place. The ceiling is not perfect here, and the walls are cover in -scratches, and the ceiling is cover in blood and scratches. -~ -104 8 0 0 0 0 -D0 -~ -~ -0 10400 10449 -D1 -~ -~ -0 10400 10450 -D2 -~ -~ -0 10400 10445 -D3 -~ -~ -0 10400 10448 -S -#10448 -A Dead End~ - @yThis is an entirely enclosed area. All the walls are made up of a deep -red marble. The floor has many different stains all over it, and the walls have -some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. -~ -104 8 0 0 0 0 -D1 -~ -~ -0 10400 10447 -S -#10449 -A Dead End~ - @yThis is an entirely enclosed area. All the walls are made up of a deep -red marble. The floor has many different stains all over it, and the walls have -some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. -~ -104 8 0 0 0 0 -D2 -~ -~ -0 10400 10447 -S -#10450 -A Dead End~ - @yThis is an entirely enclosed area. All the walls are made up of a deep -red marble. The floor has many different stains all over it, and the walls have -some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. -~ -104 8 0 0 0 0 -D3 -~ -~ -0 10400 10447 -S -#10451 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made of marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D1 -~ -~ -0 10400 10452 -D3 -~ -~ -0 10400 10443 -S -#10452 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made of marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D0 -~ -~ -0 10400 10453 -D3 -~ -~ -0 10400 10451 -S -#10453 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made of marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D0 -~ -~ -0 10400 10454 -D1 -~ -~ -0 10400 10456 -D2 -~ -~ -0 10400 10452 -S -#10454 -A Maze Room~ - @yThe walls are a dark blue, but the rock is still made of marble. There is -a little more blood splatter here. The floor is made up of a smaller light -marble stone. There are many scratches on the ground and they seem to have been -made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. -~ -104 28 0 0 0 0 -D1 -~ -~ -0 10400 10455 -D2 -~ -~ -0 10400 10453 -S -#10455 -The Monsters Den~ - @yThe walls are covered with blood, and the floor is also covered with it -too. Human skeletons litter the floor, and multiple animal skeletons also fill -this place. The ceiling is not perfect here, and the walls are cover in -scratches, and the ceiling is cover in blood and scratches. -~ -104 8 0 0 0 0 -D2 -~ -~ -0 10400 10456 -D3 -~ -~ -1 10400 10454 -S -T 10499 -#10456 -The Monsters Den~ - @yThe walls are covered with blood, and the floor is also covered with it -too. Human skeletons litter the floor, and multiple animal skeletons also fill -this place. The ceiling is not perfect here, and the walls are cover in -scratches, and the ceiling is cover in blood and scratches. -~ -104 8 0 0 0 0 -D0 -~ -~ -0 10400 10455 -D1 -~ -~ -0 10400 10457 -D3 -~ -~ -0 10400 10453 -S -#10457 -A Dead End~ - @yThis is an entirely enclosed area. All the walls are made up of a deep -red marble. The floor has many different stains all over it, and the walls have -some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. -~ -104 8 0 0 0 0 -D3 -~ -~ -0 10400 10456 -S -T 10419 -#10458 -Taylors Immortal Resting Chamber~ - __ - .' '. - / \ - ( ) - \ / - .. | | .. -@n/| \ | | / |\ -@n)| `\___________________________|____|___________________________/' |( -@n\| |/ - | Inuyasha Presents Shikon Jewle Hunt | - \ / - '\ Welcome to the hunt, now go find those shards!! /' - | | - | Additional information on this zone is available within. | - | To view the details on the selected topic, type LOOK, then:| - / \ - /' `\ - | Overview Theme Status Location Secrets Help Credits! | -@n/| ____________________________________________________________ |\ -@n)| / | | | \ |( -@n\| /' | | | `\ |/ - '' This ASCII was | | | '' - made by: | | | - | | | - \ | / - Taylor Zell \ | / - / | \ - | | | - |___________| -~ -104 156 0 0 0 0 -S -#10459 -A New Zone Description Room~ -@Y. @C: - @C: @D.'. @C-*- - @Y. @C-*-@D / \ @Y. ' @C: - @C* @C:@D .' '. @C| @C* - @Y. @D /_,_____,_\ @Y. @C-*- @Y. ' - @Y` @. @w | | @C* @. @C| @Y. ` - @Y. @D.. @C* @w | ---- | @C* . @Y` - @D/ \ @w|---====|/`\ @Y.@D .. - @D_\ '. @w|---===.' '. @D./ \ @Y. - @D/_,___,_\ @w| =-==/_,___,_\ @C* @D.' '. @Y. - @C| @w|v v v|@D.'.@w = = |v v v| @C* @D/_,____,_\ @Y` - @C-*- @w| ====@D/ \@w -- | ===v|___ | ----| @C* @C| - @C| @w| --@D.' '.@w___| v---| |_|==___ |@D__ @C-*- - @w|==@D/_,_____,_\@w--|====-| |--=== | @D/\ @Y.' @C| - @w| | ==== |@D___@w|@D____@w |@D_____@w|======|@D/ \ - @w|=vv|.`O====|@D-------/|@w|@D\====@w| ---- |@D____\ - @w/\_|__/\.----O-|@D______/.:@w|@D.\___@w|====--|O O| - @w| v__v |--._.==|_ _ ==|-|| | _| __==| O__| - @w|__||__|_|_|_|_|_|_|__|_||_|_|_:__||__:__||| -@y \_\\ \ \/- //\ -,-| __ | |`. :|| / | - |\`| ` _// | / _| || | | `.' ,''|`./ / - |`\| \ //' | // \`| | `.' .' | |'__| - \.\\`//| | \ \// \` .-' .' | '/ | - \`\// |.` ` ' /- :-' .'| '/ , // - \`| \\ | // .' / /.'| | |.'/ - `.\// | `| ''.' \\ .' | '_/ .` - \ ' . . `'. __ / ` .__/ @c*@y===================@c*@y - \// // __ _.`_/ @y|@c-F O R G O T T E N-@y| - \\- // .'/ // @y| @c- -R E A L M S- - @y| - \'. .' /| @c*@y===================@c*@y - @W. @y \ \|-// / -@W.''\ /'. .' \__.`)@y |- .'|@W .''\ /'. .' \__.`_ -@W '. ` |' @y `\-/@W( \@n -~ -104 132 0 0 0 8 -S -#10460 -Path Through the Forest~ - @yThis path looks like it has been used by many travelers and creatures. -The earth is compact and the no shuberry grows near this place. The sky above -can be seen, but it looks as if the sky fades into the trees ahead. @n -~ -104 0 0 0 0 3 -D0 -~ -~ -0 0 10461 -D2 -~ -~ -0 0 10411 -S -#10461 -A Bend in the Path~ - @yThe path looks to bend here, for as you know, there is never truely any -straight path. The brush looks like it is growing away from the road, as if -some sort of magic is causing it to retreat. The Sky is not able to be seen, -and the sounds of the forest have become silent now. -~ -104 0 0 0 0 3 -D2 -~ -~ -0 0 10460 -D3 -~ -~ -0 0 10462 -S -#10462 -A Bend in the Path~ - @yThe path looks to bend here, for as you know, there is never truely any -straight path. The brush looks like it is growing away from the road, as if -some sort of magic is causing it to retreat. The Sky is not able to be seen, -and the sounds of the forest have become silent now. @n -~ -104 0 0 0 0 0 -D0 -~ -~ -0 0 10463 -D1 -~ -~ -0 0 10461 -S -#10463 -A Path Through the Forest~ - @y The road seems to have been used many times before, the earth has become -compacted, harden into what feels like clay. The shruberry that was once here -has turned into nothing but a skeleton of branches. A dark presence seems to -reside over this particular intersection, but oddly enough so does the presence -of life. The darkness engulfs the northern exit while the life fills the -surrounding area. -~ -104 0 0 0 0 0 -D2 -~ -~ -0 0 10462 -S -#10464 -An Observation Room~ - @yThe room is not a small room, but rather vast, books are scattered all -around the floor and on the tables. This place seems as though no one has -cleaned it for months. Large tools scatter the desk off in the corner, and many -piles of papers with writing on them scatter this desk as well. The ceiling -above is nothing but a thick looking glass with bars filling in for support.@n -~ -104 4 0 0 0 1 -D2 -~ -~ -0 0 10423 -S -#10499 -Taylor's Lounge~ - @WA small lamp sits in the center of the room letting off a small amount of -light. A beautiful white shag carpet is covering the whole floor besides in a -small spot where there is white marble with small flecks of black in them. -Directly on the wall behind the marble is a large fireplace the sinks deep into -the wall. A small fire crackles in the center on the fireplace, casting a soft -glow upon the walls. Pictures line the pure white walls, all are in finely made -wooden frames. A freshly stained trim lies at the top of every wall. The -fireplaces frame is made of small marble bricks, all are black, making the -fireplace standout from the rest of the room. A window lies on the wall -opposite the fireplace, letting in a little light through the linen curtains. -A large squishy looking armchair sits in the middle of the room only a few feet -from the fireplace. @n -~ -104 24 0 0 0 0 -E -main chamber room taylors tays~ - @WA small lamp sits in the center of the room letting off a small amount of -light. A beautiful white shag carpet is covering the whole floor besides in a -small spot where there is white marble with small flecks of black in them. -Directly on the wall behind the marble is a large fireplace the sinks deep into -the wall. A small fire crackles in the center on the fireplace, casting a soft -glow upon the walls. Pictures line the pure white walls, all are in finely made -wooden frames. A freshly stained trim lies at the top of every wall. The -fireplaces frame is made of small marble bricks, all are black, making the -fireplace standout from the rest of the room. A window lies on the wall -opposite the fireplace, letting in a little light through the linen curtains. -A large squishy looking armchair sits in the middle of the room only a few feet -from the firplace. @n -~ -S -$~ diff --git a/lib/world/wld/106.wld b/lib/world/wld/106.wld deleted file mode 100644 index 7693ccb..0000000 --- a/lib/world/wld/106.wld +++ /dev/null @@ -1,970 +0,0 @@ -#10600 -Elcardo Zone Description Room~ - Builder : Daiko -Zone : 106 Elcardo -Began : 1999 -Player Level : 7-14 -Rooms : 58 -Mobs : 23 -Objects : 41 -Shops : 5 -Triggers : 1 -Theme : Elcardo, a small city, where the mayor has become ill. Suncas - rebels are trying to take over the town. Their leader is sujin suncas. -Notes : Since the mayor of elcardo is very sick the citizens are not - being looked after as they should, many rebel and start their own little - groups within the city. -Zone: 106 was linked to the following zones: -200 Western Highway at 10609 (south) ---> 20025 -175 The Cardinal Wizards at 10613 (east ) ---> 17525 -125 Hannah at 10657 (north) ---> 12500 -~ -106 512 0 0 0 0 -S -#10601 -Cathedral Altar~ - This is the Cathedral of Elcardo. The glowing altar stands before you. The -room is very dimly lit from the blood red candles which lie before you. The -candles appear to be made out of some sort of fat. -~ -106 8 0 0 0 0 -D2 -~ -~ -0 0 10602 -S -#10602 -Inside the Elcardo Cathedral~ - As you enter the Elcardo Cathedral a holy feeling enriches your body. The -room is well lit by over a thousand holy white candles. On the far wall in -front of you there hangs a large cross. The friendly Healer stands here -reading a book that appears to be the bible. -~ -106 8 0 0 0 0 -D0 -~ -~ -0 0 10601 -D2 -~ -~ -0 0 10603 -S -#10603 -Outside the Elcardorian Cathedral~ - You are at the main doors of the cathedral. The doors are made out of a -thick oak. There are small designs all over the door, the designs appear -to be from many years ago. Standing right in front of the main doors is the -Executioner guarding the door quite well and watching each and every person -that is planning on entering the cathedral. -~ -106 8 0 0 0 0 -D0 -~ -~ -0 0 10602 -D2 -~ -~ -0 0 10604 -S -#10604 -Cathedral Square~ - This area of the cathedral is out in the open. The nice fresh air blows by -you. You can hear the sound of trickling water from a few steps in front of -you. The big marble fountain flows crystal clear water right in front of you. -~ -106 0 0 0 0 0 -D0 -~ -~ -0 0 10603 -D2 -~ -~ -0 0 10605 -S -#10605 -Peddler's Square~ - People rush by you left and right as you stand in the intersection of -Peddler's Way. The smell of freshly baked bread breezes by your nose. In the -distance you can see the Executioner guarding the cathedral. A panhandler begs -the passersby for money. Some actually feel sorry for the worthless bum. -~ -106 0 0 0 0 0 -D0 -~ -~ -0 0 10604 -D1 -~ -~ -0 0 10610 -D2 -~ -~ -0 0 10606 -D3 -~ -~ -0 0 10614 -S -#10606 -Intersection to the Guild Halls~ - You stand in the middle of Guild row, wondering which way to go, spell -casters to the east or fighters to the west. Mages and sorcerers of all kinds -rush by. A large hulky Barbarian almost knocks you over. In the distance you -see a strange glowing, It seems to be coming from the spell casting area. To -the east you feel a strong magical presence, and to the west you can smell the -sweat of hard work. -~ -106 0 0 0 0 0 -D0 -~ -~ -0 0 10605 -D1 -~ -~ -0 0 10618 -D2 -~ -~ -0 0 10607 -D3 -~ -~ -0 0 10621 -S -#10607 -Citizens Square~ - This is the poor part of Elcardo. Small dirty poor children run past you -screaming their heads off. Poor men sit all over the roads begging for money -it really is a sin. It is very strange, the rest of the city is well off money -wise but as soon as you get here it is very poor. -~ -106 0 0 0 0 0 -D0 -~ -~ -0 0 10606 -D1 -~ -~ -0 0 10627 -D2 -~ -~ -0 0 10608 -D3 -~ -~ -0 0 10623 -S -#10608 -Inside the South Gate of Elcardo~ - The normal citizens aren't allowed in this part of the town unless they are -leaving. The gate is only available in the day time because it is always -locked up for the night. Two large Elcardo Knights stand here guarding the -gate with their lives. You can hear children playing from up the road. The -gate is made out of steel. It looks almost impossible to break in to the city. -~ -106 0 0 0 0 0 -D0 -~ -~ -0 0 10607 -D2 -~ -~ -0 0 10609 -S -#10609 -Outside the South Gate of Elcardo~ - A massive steel gate rests just to the north. The city of Elcardo held -beyond the gate and walls. You remember rumors of the city being overthrown by -a new political faction. But who listens to politics. "Poli" meaning many, -"tics" meaning blood sucking insects. -~ -106 0 0 0 0 3 -D0 -~ -~ -0 0 10608 -S -#10610 -Peddler's Road~ - The streets are paved with a fine marble, much better looking then other -city's that you've seen. The clanging of metal rings in your ears, it seems to -be comming from the north. There is a bank close to the south. -~ -106 0 0 0 0 0 -D0 -~ -~ -0 0 10632 -D1 -~ -~ -0 0 10611 -D2 -~ -~ -0 0 10633 -D3 -~ -~ -0 0 10605 -S -#10611 -Peddler's Road~ - Tall strong men brush by you, swords hanging at their waists. They must be -going to the Armor Shop which is to the north of where you are standing. To -the south you see a strange hut. -~ -106 0 0 0 0 0 -D0 -~ -~ -0 0 10634 -D1 -~ -~ -0 0 10612 -D2 -~ -~ -0 0 10635 -D3 -~ -~ -0 0 10610 -S -#10612 -Inside the East Gate of Elcardo~ - The steel gates are held shut by two Elcardo Knights which are guarding the -exit. The Elcardorian leaders try to keep strict control through the use of -the knights and soldiers. But, with rumors of the Mayor falling ill many -rebels have begun to combine forces within the city walls. -~ -106 0 0 0 0 0 -D1 -~ -~ -0 0 10613 -D3 -~ -~ -0 0 10611 -S -#10613 -Outside the East Gate of Elcardo~ - The city of Elcardo is to the west through a set of guarded steel gates. -You have been told that the city is in turmoil and on the verge of a collapse, -or possible overthrowing. Many cunning politicians have plans for this city. -A gravel path continues east out the gate. The north is blocked by a tall -cliff face. -~ -106 0 0 0 0 3 -D3 -~ -~ -0 0 10612 -S -#10614 -Peddler's Road~ - A strong scent gets your attention right away. The smell of biscuits, bread -and home-made cookies comes from the north. You definitely want to check this -place out. To the south you see a small shop and a sign with the words Elcaro -Grocer on it. -~ -106 0 0 0 0 0 -D0 -~ -~ -0 0 10637 -D1 -~ -~ -0 0 10605 -D2 -~ -~ -0 0 10638 -D3 -~ -~ -0 0 10615 -S -#10615 -Peddler's Road~ - Little elf-like people walk by you left and right, You wonder why... Then -you realize that the Magic shop is directly in front of you to the north. -There is a small sign here that says the words, Lara's Magic supplies. -~ -106 0 0 0 0 0 -D0 -~ -~ -0 0 10639 -D1 -~ -~ -0 0 10614 -D3 -~ -~ -0 0 10616 -S -#10616 -Inside the West Gate of Elcardo~ - The whispers of treachery and deciept fill the city streets and every -passerby looks at you warily. Everyone in the city just wants peace, but the -Mayor has failed to maintain order and the revolts have begun. Revolutionists -are coming forth. -~ -106 0 0 0 0 0 -D1 -~ -~ -0 0 10615 -D3 -~ -~ -0 0 10617 -S -#10617 -Outside the West Gate of Elcardo~ - Through the gates to the east you can see the infamous city of Elcardo. -The city is known for its unstable government. The current Mayor has fallen -ill and rumors abound. Everything from him being poisoned to an illness sent -from the Gods because of the Mayor's betrayal to the upkeep of the citizens. -A thick forest can be seen to the west. -~ -106 0 0 0 0 3 -D1 -~ -~ -0 0 10616 -D3 -~ -~ -0 0 10655 -S -#10618 -Guild Halls~ - This is the spellcaster side of the guild halls. You will find no fighter -guilds in this section. To the north is the Cleric guildmaster and to the -south is the Paladin guildmaster. Signs are placed over both doors stating -that the guilds are closed. -~ -106 0 0 0 0 0 -D1 -~ -~ -0 0 10619 -D3 -~ -~ -0 0 10606 -S -#10619 -Guild Halls~ - Continuing on the spellcaster side of the halls you see a dark dreary guild, -it must be the Vampire guild that is to the north. More elves walk in and out -of the guild to the south, shall you take a closer look at the Mage guild. -Signs are placed over both doors stating that the guilds are closed. -~ -106 0 0 0 0 0 -D1 -~ -~ -0 0 10620 -D3 -~ -~ -0 0 10618 -S -#10620 -Guild Halls~ - To the south you see a strange guild, its more like a Grove then a guild. -You automatically assume that it is the Druid guild. Meanwhile, to the north -you hear strange sounds unlike the other guilds. The Psionicist guild is to -the north. Signs are placed over both doors stating that the guilds are -closed. -~ -106 0 0 0 0 0 -D3 -~ -~ -0 0 10619 -S -#10621 -Guild Halls~ - You sense a strong presence of evil when you step in front of this guild. -Shadows are everywhere and you can almost feel the fear rising in your throat. -To the south you can make out the entrance to the Thieves guild in the dim -light. North of here is the Warriors Guild. To the east is the safety and -comfort of the Guild Halls. Signs are placed over both doors stating that the -guilds are closed. -~ -106 0 0 0 0 0 -D1 -~ -~ -0 0 10606 -D3 -~ -~ -0 0 10622 -S -#10622 -Guild Halls~ - The sounds of combat and training combined with yelling come all around you. -It may be loud and not very peaceful but you feel strangly good that you are -here. The Barbarian guild is to the north. But as you turn your head towards -the south a peaceful feeling fills you body. The Ranger guild is to the south. -Signs are placed over both doors stating that the guilds are closed. -~ -106 0 0 0 0 0 -D1 -~ -~ -0 0 10621 -S -#10623 -Citizens Street~ - The citizens of Elcardo have grown up in a very poor state. But do not let -their poverty fool you, they have spent much time training in combat since the -city requires all citizens to serve in the army. Decrepit looking shacks are -closed and boarded up to the north and south of you. -~ -106 0 0 0 0 0 -D1 -~ -~ -0 0 10607 -D3 -~ -~ -0 0 10624 -S -#10624 -Citizens Street~ - Children run past you, high on sugar, or so you think. It is very loud in -this part of Elcardo, much louder then the other parts. If it is not the -screaming children that deafens you it is the mothers yelling for or at their -children. More shacks are to the north and south. -~ -106 0 0 0 0 0 -D1 -~ -~ -0 0 10623 -D3 -~ -~ -0 0 10625 -S -#10625 -Citizens Street~ - Children beg for money all around you. It is not often they see someone as -rich as you in their neighborhood. You are quite annoyed that all these -children are pulling at your clothes and digging in your pockets. To the north -and south are the shacks that these children live in. -~ -106 0 0 0 0 0 -D1 -~ -~ -0 0 10624 -D3 -~ -~ -0 0 10626 -S -#10626 -Dead End~ - To the north you see two teenage children guarding a shack which is -reasonably nicer then the rest. The children are each holding a spear and have -body paint around their eyes and on their cheeks. Each one with a look of hate -and disgust on their face. Shall you enter... -~ -106 0 0 0 0 0 -D0 -~ -~ -0 0 10641 -D1 -~ -~ -0 0 10625 -S -#10627 -Pathway to the Saloon~ - You are on the path towards the old Elcardo Saloon, a popular hangout for -all those old Elcaro Knights. But watch out, they are quite bitter with their -old age. The Saloon is a great place to glean the latest gossip from the -locals. -~ -106 0 0 0 0 0 -D1 -~ -~ -0 0 10628 -D3 -~ -~ -0 0 10607 -S -#10628 -Entrance to the Saloon~ - A short, very short, man is here letting people in and tossing people out of -the Saloon. He doesnt look very intimidating at all. But, he must be -qualified or he wouldn't have the job and be able to handle the soldiers and -rebels. -~ -106 0 0 0 0 0 -D1 -~ -~ -0 0 10629 -D3 -~ -~ -0 0 10627 -S -#10629 -Inside the Elcardo Saloon~ - The room is filled with the smell of old cigars and pipes. You feel as if -you were ten years old considering everyone in the room is at least twice your -age. It is quite hard to breathe in here but these old timers are very use to -it. You notice an odd back room with a sign on the door to the east saying Do -Not Enter. -~ -106 8 0 0 0 0 -D1 -~ -~ -0 0 10630 -D3 -~ -~ -0 0 10628 -S -#10630 -Center of the Saloon~ - An elderly man is playing a piano in the corner of the room. Retired -Elcardo knights and soldiers play cards all around you and reminisce about the -olden days. Not quite the spot you find exciting but you wonder what is going -on in that back room. An old veteran flashes his gums at you. The back room is -close to the north. -~ -106 8 0 0 0 0 -D0 -~ -~ -0 0 10631 -D3 -~ -~ -0 0 10629 -S -#10631 -The Back Room~ - The room is very dim, A few candles are lit on the walls. This is where -many of the different rebellious factions in the city meet. They sometimes -work together, sometimes oppose each other. It all depends which they think is -most beneficial. -~ -106 9 0 0 0 0 -D2 -~ -~ -0 0 10630 -S -#10632 -The Armor Shop~ - The walls are tarnished black from soot. The sounds of clanging metal comes -from a large man perfecting a silver sword. The smell of his sweat is enough -to change your mind from entering this shop again, You should purchase your -weapon and get out as fast as possible. -~ -106 8 0 0 0 0 -D1 -~ -~ -0 0 10634 -D2 -~ -~ -0 0 10610 -S -#10633 -The Bank of Elcardo~ - The bank is very clean and it feels very peaceful. There are many plaques -on the walls all of which say something good about the city of Elcardo. Quite -the rich looking establishment it is. -~ -106 8 0 0 0 0 -D0 -~ -~ -0 0 10610 -S -#10634 -The weapon shop~ - The armory has a wide assortment of armors on the walls and in the -windows. You see helmets, shields and chain shirts to name a few. To the -south is the main street. -~ -106 8 0 0 0 0 -D2 -~ -~ -0 0 10611 -D3 -~ -~ -0 0 10632 -S -#10635 -Mayor's Hut~ - You are having a hard time believing that this little hut belongs to the -Mayor of the city. A middle-aged women informs you that the Mayor is sick in -bed and is taking no visitors. You should leave. To the south is a closed -wooden door with the words "Do Not Disturb" on it. -~ -106 12 0 0 0 0 -D0 -~ -~ -0 0 10611 -D2 -~ -door~ -1 0 10636 -S -#10636 -Inside the Mayor's room~ - The inside of the Mayor's room is quite impressive. A tall four post bed -fills the center of the room. An ornately carved dresser and desk cover the -western wall. A light fragrance attempts to cover the smell of death in the -room. -~ -106 8 0 0 0 0 -D0 -~ -door~ -1 0 10635 -S -#10637 -Grandma's Diner~ - This is a very small diner, but it is one of the most comfortable places -you've ever been in your life. Directly behind the counter you see an elderly -man playing with an antique cash register. In the kitchen you see a little old -lady baking cookies and other goodies. You know you wanna have some. -~ -106 8 0 0 0 0 -D2 -~ -~ -0 0 10614 -S -#10638 -Elcardo Grocer~ - You are inside the general store. All sorts of items are stacked on shelves -behind the counter, safely out of your reach. None of the items seem to be of -special interest, just your everyday requirements. -~ -106 8 0 0 0 0 -D0 -~ -~ -0 0 10614 -S -#10639 -Lara's Magic Supplies~ - The shop is quite small compared to the others. Shelves are filled with -mason jars with pig eyes, cow tongues, and chicken brains. It is not the most -pleasant sight in the world. Lara is quite the odd looking individual, wearing -all black with the Skull of Hakanda around here neck. -~ -106 12 0 0 0 0 -D2 -~ -~ -0 0 10615 -S -#10641 -Inside the Shack~ - You are in the main entrance to the poor shack that was being guarded by two -teenage kids. What could they possibly be guarding you wonder. There are -doors to the west and east of you and also a large solid stone door to the -north. -~ -106 8 0 0 0 0 -D0 -A large solid stone door. -~ -solid stone door~ -1 0 10645 -D1 -~ -~ -0 0 10643 -D2 -~ -~ -0 0 10626 -D3 -~ -~ -0 0 10642 -S -#10642 -Poor Barracks~ - There are bunk beds all around you. Extra spears and other weapons lie in -the corner of the room. Some teenage children are sleeping in the bunks while -some are choosing a weapon. Should You really be here... -~ -106 0 0 0 0 0 -D1 -~ -~ -0 0 10641 -S -#10643 -Poor Barracks~ - Bunk beds everywhere, clothes neatly folded in separate piles. These -children look very tired and look as though they are far over-worked. A Young -child quietly crys on a bunk to your left, all he really needs is some comfort. -An open hatch leads down. -~ -106 12 0 0 0 0 -D3 -~ -~ -0 0 10641 -D5 -~ -~ -0 0 10644 -S -#10644 -An Empty Room~ - The room is very VERY small and there is almost nothing in it. The walls -are very dirty and the floor is made of dirt. A shudder goes through your -spine, You can sense the hatred in this place. -~ -106 9 0 0 0 0 -D4 -~ -~ -0 0 10643 -D5 -~ -~ -0 0 10646 -S -#10645 -Chambers of Sujin Suncas~ - The rebel headquarters run by Sujin Suncas is more run-down than would be -expected. It appears he lacks the financial support to carry out a successful -rebellion. Rebellions never last very long once people start starving. -Perhaps that is the Mayor's strategy. A few wooden chairs are placed around an -empty table. -~ -106 9 0 0 0 0 -D2 -A solid stone door. -~ -door~ -1 0 10641 -S -#10646 -Entrance to the Dungeon~ - The smell of old bones and rotting flesh fills your nose. There are puddles -of a brownish liquid on the floor and stains of blood on the walls. The sound -of moaning rings through-out the dungeon. -~ -106 9 0 0 0 0 -D0 -~ -~ -0 0 10649 -D1 -~ -~ -0 0 10648 -D3 -~ -~ -0 0 10647 -D4 -~ -~ -0 0 10644 -S -#10647 -Death Chamber~ - This cramped room has a very strong odor of decay to it. It is not pleasant -at all. You wonder why the citizens of Elcardo would allow people to be -imprisoned down here in the dungeons. -~ -106 9 0 0 0 0 -D1 -~ -~ -0 0 10646 -S -#10648 -Torture Room~ - Strange devices used for torture are scattered all around the room. Why -would they torture people in a dungeon, Sick SICK people. It appears that -there are some bodies still alive in here. -~ -106 9 0 0 0 0 -D3 -~ -~ -0 0 10646 -S -#10649 -Dungeon Hallway~ - You do not feel safe at all when you are down here all alone. There are a -few small candles mounted on the dungeon walls just enough light to see your -own hands but thats about the only thing visible. A gaping hole in the dungeon -floor to the west looks bottomless. -~ -106 0 0 0 0 0 -D0 -~ -~ -0 0 10651 -D2 -~ -~ -0 0 10646 -D3 -~ -~ -0 0 10650 -S -#10650 -Body Count~ - FALLING, FELL, NEAR-DEAD! Should have read the room descriptions. -~ -106 165 0 0 0 0 -S -T 10601 -#10651 -Dungeon Hallway~ - There are rooms and chambers to the left and right of you, this way and that -way. You do not feel safe at all when you are down here all alone. There are -a few small candles mounted on the dungeon walls just enough light to see your -own hands but thats about the only thing visible. -~ -106 8 0 0 0 0 -D0 -~ -~ -0 0 10654 -D1 -~ -~ -0 0 10653 -D2 -~ -~ -0 0 10649 -D3 -~ -~ -0 0 10652 -S -#10652 -A Black Cell~ - This is a the scariest room of all. There is no light AT ALL. You can feel -your heart pounding as you look around the room trying to see if something is -here... Is alive. -~ -106 9 0 0 0 0 -D1 -~ -~ -0 0 10651 -S -#10653 -Suncas Jail Cell.~ - This large room with earthen walls has been equipped with shackles for both -hands and feet. They seem to have been driven into the walls on long steel -poles. A few leg shackles are scattered about the center of the room. This -appears to be a jail cell for prisoners. -~ -106 9 0 0 0 0 -D3 -~ -~ -0 0 10651 -S -#10654 -The Guard Room~ - Blood and guts are all over the floor and walls in this room. It looks as -though a few prisoners escaped and came after the guards. It is even more -gross that part of the guts have been eaten. They must not feed the prisoners -very well. -~ -106 8 0 0 0 0 -D2 -~ -~ -0 0 10651 -S -#10655 -A Path between Hannah and Elcardo~ - Forests surround you, but to the east you can just make out the city of -Elcardo. While to the west and north some you have heard lies the city of -Hannah. The path looks relatively empty, and unused here. -~ -106 0 0 0 0 0 -D1 -~ -~ -0 0 10617 -D3 -~ -~ -0 0 10656 -S -#10656 -A Path between Hannah and Elcardo~ - This well travelled path links the cities of Elcardo and Hannah. The two -cities were once strong allies until the City of Hannah started having problems -with strange creatures storming the city walls. All communication between the -cities has been cut off for some time now. -~ -106 0 0 0 0 0 -D0 -~ -~ -0 0 10657 -D1 -~ -~ -0 0 10655 -S -#10657 -Before the City of Hannah~ - Just to the north can be seen a pair of barred and rusted gates, the gates -have been closed for a long time and rumors of the city within being destroyed -or deserted abound. The city walls stretching to the east and west are crumbled -in some places, even torn down. -~ -106 0 0 0 0 0 -D2 -~ -~ -0 0 10656 -S -$~ diff --git a/lib/world/wld/107.wld b/lib/world/wld/107.wld deleted file mode 100644 index bb8044a..0000000 --- a/lib/world/wld/107.wld +++ /dev/null @@ -1,1839 +0,0 @@ -#10700 -Zone Description for the City of Iuel~ - Builders : Rumble Santa -Zone : 107 Realms of Iuel -Began : 1999 -Player Level : 3-26 -Rooms : 90 -Mobs : 20 -Objects : 56 -Shops : 2 -Triggers : 1 -Theme : The zone is the town ship for the undead. Totally against the - living. -Notes : It could be converted into a starting town if we want. It is not - quite good enough for that right now, but close. Almost - everything here is !LIVING. -Links : 08n - -Zone: 107 was linked to the following zones: -101 The South Road at 10740 (east ) ---> 10131 -~ -107 520 0 0 0 0 -S -#10701 -Central Taking~ - Surrounded by a humid abundance the room seems to spin around in circles -cornering every angle as a fat retraction. Probably the only dry area around -the lands, this clearing seems to be the only place a tired rack of bones or a -blood drenched undead could probably call close to home. Dust particles float -around the air in a weird sort of lingering cloud. Sounds of mourning, -creaking and shaking can be heard from as far as the eyes can see. -~ -107 28 0 0 0 0 -D0 -~ -~ -0 0 10702 -D1 -~ -~ -0 0 10716 -D2 -~ -~ -0 0 10709 -D3 -~ -~ -0 0 10731 -D5 -~ -~ -0 0 10717 -S -#10702 -Badlands~ - Moving onto highgrounds the swamp waters start to dry beneath your feet. -Circles of small puddles gather water into your footwear, making them gushy and -uncomfortable. In the Badlands the skys above paint a gray ceiling that never -changes through weather. The surroundings show nothing but broken wood and -moss, eminating a foul smell that gathers into your nostrils and greens your -thoughts into what may lay ahead of this damned place. -~ -107 1 0 0 0 1 -D0 -~ -~ -0 0 10703 -D2 -~ -~ -0 0 10701 -S -#10703 -Badlands~ - The monotonous sky and surroundings depress even the most lifeless of souls. -This is the undeads own personal hell that they may call their own. The fetid -water and dead or decaying plantlife is sobering and a good example of the -frailty of life. The undead rule this world whether the living realize it or -not. An old building in as bad a condition as the rest of the swamp looms -overhead in the branches of a large tree. A set of stairs lead up to an dark -empty doorway. -~ -107 1 0 0 0 0 -D0 -~ -~ -0 0 10708 -D1 -~ -~ -0 0 10704 -D2 -~ -~ -0 0 10702 -D3 -~ -~ -0 0 10706 -D4 -~ -~ -0 0 10732 -S -#10704 -Badlands~ - The murky waters of the swamp recede slightly as you climb onto higher -ground. Several stakes and crosses have been nailed in a circle, displaying -the remains of the few living who tried to enter this deadly abyss. To the -west a large tree cradles a small building in its limbs. The loud clank and -shriek of metal being shaped can be heard within. -~ -107 1 0 0 0 0 -D1 -~ -~ -0 0 10705 -D3 -~ -~ -0 0 10703 -S -#10705 -Badlands~ - The howl of wind passing through the hollow dead limbs of the trees is the -only sound that can be heard. Though the wind blows fervently, the clouds -above do not change. The land is barren and lifeless. Pools of water and muck -appear untouched and undisturbed. Nothing living dares pass this way. -~ -107 5 0 0 0 0 -D2 -~ -~ -0 0 10721 -D3 -~ -~ -0 0 10704 -S -#10706 -Badlands~ - The murky waters of the swamp rise to just below your knees. The smell is -overpowering, emanating from the dead plantlife and even a few bodies that -float past. The sky above remains unchanged and unmoving, as if frozen in -time. These swamps are the home to those who have foresworn life. -~ -107 1 0 0 0 0 -D1 -~ -~ -0 0 10703 -D3 -~ -~ -0 0 10707 -S -#10707 -Badlands~ - The gray ceiling of clouds above stays motionless, as stagnant as the fetid -waters through which you trod. A cave can be seen leading into the bowels of -the badlands. The trees and plantlife surrounding it and you are dead and on -the last stages of decomposition, like everything else in this place of -damnation. -~ -107 5 0 0 0 0 -D1 -~ -~ -0 0 10706 -D5 -~ -~ -0 0 10728 -S -#10708 -Badlands~ - A circle of dead trees encloses three quarters of this room, leaving the -only exit to the south. A large board has been erected on the northern wall. -Messages are written on scattered parchments about the room, some in blood, -some in even less pleasing bodily fluids. This is the meeting room of the -undead where they may plot and scheme their corruption and consumption of the -living world. -~ -107 1 0 0 0 0 -D2 -~ -~ -0 0 10703 -S -#10709 -Wetlands~ - The stone remains of a ruined city are slowly being consumed by the rot and -decay of the swamp. A few small stone buildings can be seen struggling to -remain above the murky waters. To the north an entire building looks almost -untouched by the surrounding swamp. -~ -107 8 0 0 0 6 -D0 -~ -~ -0 0 10701 -D2 -~ -~ -0 0 10710 -S -#10710 -Wetlands~ - As windy hazes blow against the thick serenity of the atmosphere, sharp -piercing screeches can be heard somewhere in the vicinity. As water levels -rise along the dead branches, the continuing need for life around this region -has diminished to an absolute null. Dead bodies of those once loved, float on -the surface waters of the wetlands getting trapped in between the dead and -rotting overgrowned weedgrass. A strange stairway of the thick fog looks solid -enough to walk on. It rises high above you into a low hanging cloud of white -vapor. -~ -107 0 0 0 0 6 -D0 -~ -~ -0 0 10709 -D1 -~ -~ -0 0 10712 -D2 -~ -~ -0 0 10711 -D3 -~ -~ -0 0 10714 -D4 -~ -~ -0 0 10733 -S -#10711 -Wetlands~ - Slabs of smooth stone jut up out of the swamp, encircling and enclosing -everything within, except for a small gap in the stones to the north and south. -The walls of rock are the only remains of an unkown civilization that has been -buried and forgotten in the realm of the undead. To the south you can see a -faint trail that looks drier than the surrounding area. -~ -107 0 0 0 0 6 -D0 -~ -~ -0 0 10710 -D2 -~ -~ -0 0 10740 -S -#10712 -Wetlands~ - The muddy water and muck relentlessly tries to pull you down with each step -you take. The sucking sound of your footsteps is broken only by a shrill -ceaseless scream in the distance. The clouds overhead are motionless. They -look superficial, the only movement is that of a thin layer of fog rising off -the murky water. -~ -107 8 0 0 0 6 -D1 -~ -~ -0 0 10713 -D3 -~ -~ -0 0 10710 -S -#10713 -Wetlands~ - The swamp gives way here to even deeper waters. A curtain of fog rises off -the warm water into the cooler air, reducing visibility and attenuating any -sound. The waters are an unhealthy shade of black and gray. Making it -impossible to judge the depth or see what lies underneath. A few ripples in -the water are the only sign of life in this hell hole. -~ -107 12 0 0 0 6 -D0 -~ -~ -0 0 10723 -D3 -~ -~ -0 0 10712 -S -#10714 -Wetlands~ - Dead trees covered in a black moss rise out of the swamp like skeltal -fingers trying to claw their way out of their swampy graves. Large pools dark -water reflect the strange unchanging sky above. Small trailers of fog rise off -the warm water and dissipate into the cool, still air. -~ -107 0 0 0 0 6 -D1 -~ -~ -0 0 10710 -D3 -~ -~ -0 0 10715 -S -#10715 -Wetlands~ - The lack of life and movement makes the dead swamp look more like a painting -than reality. Filthy water, dead trees, rotting debris floating motoinless in -the still waters. A large sinkhole has collapsed here. Revealing a dark -cavern below. -~ -107 0 0 0 0 6 -D1 -~ -~ -0 0 10714 -D5 -~ -~ -0 0 10730 -S -#10716 -Stone Ruins~ - The remains of a once impressive stone structure lies collapsed all about. -Fluted columns of marble and granite stand naked with no roof to cover them. -A once marvelous cobblestone road has been desecrated and broken by years of -neglect. The remnants of a few small buildings still remain. -~ -107 1 0 0 0 7 -D1 -~ -~ -0 0 10718 -D3 -~ -~ -0 0 10701 -S -#10717 -Cave-in Tundra~ - The remains of a stone staircase lead up into an ancient stone structure. -The walls, ceilings and floor changes from stone slabs constructed centuries -ago to bare cavern walls of strange colors. A thin film of ice covers -everything as a frozen breeze from the east keeps everything frozen. Nothing -living is in evidence. -~ -107 0 0 0 0 0 -D3 -~ -~ -0 0 10724 -D4 -~ -~ -0 0 10701 -D5 -~ -~ -0 0 10741 -S -#10718 -Stone Ruins~ - A massive structure with steps leading up to the summit towers over the rest -of the ruins. It is still in good repair and even looks slightly used. All -around the encroaching swampland is beginning to reclaim this fallen city. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10720 -D1 -~ -~ -0 0 10719 -D2 -~ -~ -0 0 10722 -D3 -~ -~ -0 0 10716 -D4 -~ -~ -0 0 10734 -S -#10719 -Stone Ruins~ - A large, almost pyramid-like, structure to the east blocks out the remains -of the remainder of this once beautiful city. A few other buildings remain, -ready to collapse at any time. To the north and south are two such buildings. -Neither have doors since the wood has rotted away decades ago, the only remains -are the stony skeletal walls and roof. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10736 -D1 -~ -~ -0 0 10738 -D2 -~ -~ -0 0 10737 -D3 -~ -~ -0 0 10718 -S -#10720 -Swampy Flats~ - The wail of a lost soul pierces the stagnant air. The shriek echoes off the -dead tree stumps and seems to come from several directions. The presence of so -many undead have sucked the life out this land. Nothing living moves. From -within these realms comes the source of the undead, and no one has yet to -discover what or where it is. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10721 -D2 -~ -~ -0 0 10718 -S -#10721 -Swampy Flats~ - Painting a dark protrait of black across the surrounding skys, the muddy, -swampy grounds below you seem to blend directly into the ebony views as it hits -towards a pseudo horizon that never seems to get brighter no matter the -distance closer. Broken root arms bend and twist around each other in a static -dance that lasts forever. The opaque grounds below cover stories of great wars -and treason burried into the ground. Leaving behind nothing but a legend and -scattered armors collected by merchants and sold to far away realms. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10705 -D2 -~ -~ -0 0 10720 -S -#10722 -Swampy Flats~ - The swampy slime that used to be water reeks of refuse and decay. Various -unidentifiable objects float on or near the surface of the black liquid. The -footing is unsure and treacherous, dangerous to anyone afraid of drowning, but -nothing more than a nuisance for those that call this place home. The land of -the undead is no place for the living. -~ -107 8 0 0 0 0 -D0 -~ -~ -0 0 10718 -D2 -~ -~ -0 0 10723 -S -#10723 -Swampy Flats~ - Large bubbles rise and break through the filmy surface of the swamp, -emitting rank gasses from decaying matter. Sinkholes threaten to swallow the -few remaining dead trees and trespassers that remain in the area. The silence -is broken only by an occasional shriek or moan from deep within the wastelands. -~ -107 8 0 0 0 6 -D0 -~ -~ -0 0 10722 -D2 -~ -~ -0 0 10713 -S -#10724 -Cave-in Tundra~ - The cavern walls seem painted in strains of different colors from red to -violet. All colors of the spectrum fill the room and give it a strange feeling -of being in motion. The occasional tremor causes dust and small rocks to shake -loose from the ceiling and walls. -~ -107 0 0 0 0 0 -D1 -~ -~ -0 0 10717 -D3 -~ -~ -0 0 10725 -S -#10725 -Cave-in Tundra~ - Down in the tundra, the sounds of never ceasing boulders and large rocks -crashing down, a descending faced cave-in wall in which you are standing now. -The colors of these rocks are as vibrant as they are large. Yellow, brown and -red and all different strains of concentration, running up and down, as if -painted formations. The ground below always trembling giving off an uneasy -feeling of being swallowed deeper into this tundra. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10727 -D1 -~ -~ -0 0 10724 -D2 -~ -~ -0 0 10729 -D3 -~ -~ -0 0 10726 -D5 -~ -~ -0 0 10735 -S -#10726 -Cave-in Tundra~ - The rocky walls form a natural dead end in this lifeless cavern. The floor -consists of small rocks of every color making travel precarious at best. The -walls are striated with strange colors and shapes, almost as if painted. -~ -107 0 0 0 0 0 -D1 -~ -~ -0 0 10725 -S -#10727 -Cave-in Tundra~ - The remains of a recent collapse has opened even more of the cavern. -Stones of random size and color cover the floor. Nothing can live in this -frozen rocky grave. No moss or lichen is visible on any of the rocks. The -wind howls through the empty cavern like a mother mourning for the loss of her -children. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10728 -D2 -~ -~ -0 0 10725 -S -#10728 -Cave-in Tundra~ - A chill wind from the south blows bits of ice and dirt around the cavern. -Stalagtites hang from the ceiling, looking like large icicles. From the cavern -floor rises stalagmites reach up towards their twins. A few connecting, -forming natural pillars to support this underground cavern. -~ -107 0 0 0 0 0 -D2 -~ -~ -0 0 10727 -D4 -~ -~ -0 0 10707 -S -#10729 -Cave-in Tundra~ - Stalagmites and stalagtites make travel and visibility difficult. The path -through the cavern weaves around natures pillars. Piles of rocks are arranged -in strange patterns, their colors looking artificial. A strange presence seems -to fill the cavern. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10725 -D2 -~ -~ -0 0 10730 -S -#10730 -Cave-in Tundra~ - The remains of a recent collapse fills the cavern. Small puddles of swamp -water have begun to crystallize into ice. Rotten roots from dead trees hang -down at the edge of the collapse, making an easy climb out. A chill wind from -the north flows up and out of the cavern. -~ -107 4 0 0 0 0 -D0 -~ -~ -0 0 10729 -D4 -~ -~ -0 0 10715 -S -#10731 -Writing Iuel~ - The best furnished room in this lands the wooden and silver finishing of the -boards walls and everything inside this room, tells tales of the greatness this -crypt use to possess. A bright fire burns on the furnance in the shorter -corner of the room, warming the chilled bone and every fiber or muscles that -will twitch in gratefulness. -~ -107 29 0 0 0 0 -D1 -~ -~ -0 0 10701 -S -#10732 -Central Armory and Weaponary~ - Racks and racks and racks of standing, lying, hanging and weapons and armor -still in the middle of making are scattered everywhere in this room. A large -odylic anvil gathers the attention of everything magnetic in steel and rust and -draws it to the owner of this shop. -~ -107 20 0 0 0 0 -D5 -~ -~ -0 0 10703 -S -#10733 -Cauldron Skyways~ - Scents of sweet, sour and bitter herbs complicate your senses. It is a -mixture of all that you have ever smelt before and a few new aromas that you -are curious about . In the middle of this room sits a large copper cauldron -with two large rings and some engravings on the side of it. -~ -107 28 0 0 0 0 -D5 -~ -~ -0 0 10710 -S -#10734 -Wisdom Revise~ - Upon entering the room unseen hits and blows force you to the ground, -followed by emptines... All that come to the spectre of Iuel to learn must -first forget what they already know. -~ -107 29 0 0 0 0 -D5 -~ -~ -0 0 10718 -S -#10735 -Drugstore~ - Cupboards made from uneven lengths of branches line the wall behind the -counter, bottles of medication and strange foul looking conjures sit on the -shelves of these cupboards. A strange awkward feeling as movement in this room -is restricted to a limit. The pale light in the room coming from a lighten -lamp coveres the shadow of a translucent being. -~ -107 21 0 0 0 0 -D4 -~ -~ -0 0 10725 -S -#10736 -The Post Office of Iuel~ - The dusty remains of this building have been turned into a post office to -allow communication between the various factions of the undead who which to -conspire the overthrow of all pitiful living creatures in the realm. A large -shelf divided into small boxes filled with names seems to be the extent of the -postmans ability to sort and deliver mail. -~ -107 8 0 0 0 0 -D2 -~ -~ -0 0 10719 -S -#10737 -The Bank of Iuel~ - A large vault stands open, rusted permanently that way by the looks. A -fortune in coins and other treasures lies within. But no one is stupid enough -to try and steal from this bank. The walls are crumbling into dust, debris -from the ceiling lies about the floor, making an excellent skylight through -which you can see the gray unmoving clouds above. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10719 -S -T 10700 -#10738 -Pet Shop of Iuel~ - This strange room is starkly out of place and in remarkably good condition. -Cages line all the walls filled with animals. A small boy tends to them with -love and devotion. The smell is what could be expected, a mix of urine, -fesces, and animals. -~ -107 8 0 0 0 0 -D3 -~ -~ -0 0 10719 -S -#10739 -PETSHOP STOREROOM~ - Make two rooms and some pets. The rooms MUST be sequential. If the first -room is 315 then the second must be 316. The second room is known as the -storeroom. All that is required in the storeroom is to load one of each mob you -wish to be a pet. This room can not have any exits and will never be used by -mortals. Although a pet shopkeeper is not required it is recommended. After -all of this is done ask your coder to implement the petshop. It will not work -until the code is changed and the MUD is rebooted. The cost of pets is 300 -times their level. -~ -107 1536 0 0 0 0 -S -#10740 -Entrance to Iuel~ - The hill slopes downwards into what appears to be an old and abandoned city -of stone. It is starkly out of place with plains and field surrounding it. -The city appears to be sinking into the swamplands it rests upon. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10711 -S -#10741 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 357 0 0 0 9 -D1 -~ -~ -0 0 10745 -D4 -~ -~ -0 0 10717 -D5 -~ -~ -0 0 10742 -S -#10742 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D2 -~ -vines~ -1 10775 10770 -D4 -~ -~ -0 0 10741 -D5 -~ -~ -0 0 10743 -S -#10743 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D3 -~ -~ -0 0 10761 -D4 -~ -~ -0 0 10742 -D5 -~ -~ -0 0 10744 -S -#10744 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D1 -~ -~ -0 0 10755 -D2 -~ -~ -0 0 10764 -D4 -~ -~ -0 0 10743 -D5 -~ -~ -0 0 10771 -S -#10745 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10747 -D1 -~ -~ -0 0 10746 -D3 -~ -~ -0 0 10741 -S -#10746 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D2 -~ -~ -0 0 10760 -D3 -~ -~ -0 0 10745 -S -#10747 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10748 -D2 -~ -~ -0 0 10745 -S -#10748 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D2 -~ -~ -0 0 10747 -D5 -~ -~ -0 0 10749 -S -#10749 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D4 -~ -~ -0 0 10748 -D5 -~ -~ -0 0 10750 -S -#10750 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D3 -~ -vines~ -1 10774 10782 -D4 -~ -~ -0 0 10749 -D5 -~ -~ -0 0 10751 -S -#10751 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D4 -~ -~ -0 0 10750 -D5 -~ -~ -0 0 10752 -S -#10752 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -vines~ -1 10753 10777 -D2 -~ -~ -0 0 10753 -D4 -~ -~ -0 0 10751 -S -#10753 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10752 -D2 -~ -~ -0 0 10754 -S -#10754 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10753 -D1 -~ -~ -0 0 10756 -D3 -~ -~ -0 0 10755 -S -#10755 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D1 -~ -~ -0 0 10754 -D3 -~ -~ -0 0 10744 -S -#10756 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D1 - Thick vines drapping down from the overcast blocks the way to a narrow -passage -~ -vines~ -1 10752 10774 -D2 -~ -~ -0 0 10757 -D3 -~ -~ -0 0 10754 -S -#10757 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10756 -D4 -~ -~ -0 0 10758 -S -#10758 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D4 -~ -~ -0 0 10759 -D5 -~ -~ -0 0 10757 -S -#10759 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D4 -~ -~ -0 0 10760 -D5 -~ -~ -0 0 10758 -S -#10760 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10746 -D5 -~ -~ -0 0 10759 -S -#10761 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10762 -D1 -~ -~ -0 0 10743 -D2 -~ -~ -0 0 10763 -S -#10762 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D2 -~ -~ -0 0 10761 -S -#10763 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10761 -S -#10764 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10744 -D2 -~ -~ -0 0 10765 -S -#10765 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10764 -D4 -~ -~ -0 0 10766 -S -#10766 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D4 -~ -~ -0 0 10767 -D5 -~ -~ -0 0 10765 -S -#10767 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10768 -D5 -~ -~ -0 0 10766 -S -#10768 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D2 -~ -~ -0 0 10767 -D4 -~ -~ -0 0 10769 -S -#10769 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D4 -~ -~ -0 0 10770 -D5 -~ -~ -0 0 10768 -S -#10770 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -vines~ -1 10775 10742 -D2 -~ -~ -0 0 10789 -D5 -~ -~ -0 0 10769 -S -#10771 -Sink Holes~ - Wet compost that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D1 -~ -~ -0 0 10772 -D4 -~ -~ -0 0 10744 -D5 -~ -~ -0 0 10773 -S -#10772 -Submerge Under~ - A hard rock bottom stops of the movementive drips coming from the higher -wetlands. Creeping vines flourish and seemingly thriving on the liquid compose -that Iuel has managed to gather in it's gruesome arms. A smooth bowl carved -from the fluid's weight takes center stage gathering more foul smelling liquid, -attracting the strangest insects. Amplified sounds of dripping fluid can be -heard from all over. -~ -107 0 0 0 0 0 -D3 -~ -~ -0 0 10771 -S -#10773 -Body Count~ - The soft earth gives under your feet and you are sucked down into he sink -hole. Dirt and rocks quickly fill in over your head. The weight and lack of -oxygen are slowly killing you. -~ -107 4 0 0 0 0 -S -T 10701 -#10774 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -2 0 10775 -D1 -~ -mudwall~ -1 0 10773 -D3 - The thick vines block the passage out -~ -vines~ -1 10752 10756 -S -#10775 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10776 -D2 -~ -~ -0 0 10774 -S -#10776 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D2 -~ -~ -0 0 10775 -D3 -~ -~ -0 0 10777 -S -#10777 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D1 -~ -~ -0 0 10776 -D2 -~ -vines~ -1 10753 10752 -D4 -~ -~ -0 0 10778 -S -#10778 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D3 -~ -~ -0 0 10779 -D4 -~ -~ -0 0 10773 -D5 -~ -~ -0 0 10777 -S -#10779 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10773 -D1 -~ -~ -0 0 10778 -D2 -~ -~ -0 0 10780 -S -#10780 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10779 -D3 -~ -~ -0 0 10781 -S -#10781 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D1 -~ -~ -0 0 10780 -D4 -~ -~ -0 0 10782 -S -#10782 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D1 -~ -vines~ -1 10754 10750 -D2 -~ -~ -0 0 10783 -D5 -~ -~ -0 0 10781 -S -#10783 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10782 -D5 -~ -~ -0 0 10784 -S -#10784 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D2 -~ -~ -0 0 10785 -D4 -~ -~ -0 0 10783 -S -#10785 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10784 -D2 -~ -~ -0 0 10773 -D4 -~ -~ -0 0 10786 -S -#10786 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D4 -~ -~ -0 0 10787 -D5 -~ -~ -0 0 10785 -S -#10787 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D2 -~ -~ -0 0 10788 -D5 -~ -~ -0 0 10786 -S -#10788 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10787 -D1 -~ -~ -0 0 10789 -S -#10789 -Sink Holes~ - Wet compose that has accumilated over the turning years has created a huge -sink hole in this region. It's running branches journey downwards and -sideways. The smell of rotting leaves and old timber fertalized with the gnash -of blood and flesh, spilt and cutt off from fallen fighters leaves this place a -terrible adventuring spot. Soft walls of this sink hole crumbles slowly -expanding it's diameter century over century. Absolutely no light penetrates -into this cavern trapping humid coldness in the air and a nerve racking -silence. -~ -107 0 0 0 0 0 -D0 -~ -~ -0 0 10770 -D3 -~ -~ -0 0 10788 -S -$~ diff --git a/lib/world/wld/11.wld b/lib/world/wld/11.wld deleted file mode 100644 index 6093d6d..0000000 --- a/lib/world/wld/11.wld +++ /dev/null @@ -1,1840 +0,0 @@ -#1100 -Detta's [Frozen Castle] Description Room~ - @BTheme:@n The cliche fantasy castle with a curse. Am hoping to build a big -stone fortress that is all frozen in ice, complete with its occupants. -There will probably be a couple big specially-triggered mobs to defeat and some -wandering salespeople around the permiter selling the spoils from the castle. -There will be a couple secrets within the zone, and a tragic tale to uncover -if the player is so inclined ;). - @GPlayers:@n Meant to be for players about level 15 to 20, with some of the -perimeter mobs being lower level, and ones deeper and higher within the castle -of higher level. Primarily an evil zone. - @RLocation:@n The castle is set in the middle of a forest with a river running -through it. -Note that Indoor flags are deliberately set on outdoor rooms as the -zone has its own trigger-run weather messages. - @MSecrets:@n None yet, but there will be ;). Will keep posted. - @CNote:@n If you have any suggestions, spot any typos, bugs, or -weirdnesses, please mudmail me - Detta. :-) All input appreciated! -You can also email me at detta@@builderacademy.net -East takes you through the other zones I have built here. -Down takes you to the starting room of this zone. -~ -11 520 0 0 0 0 -D1 -~ -~ -0 0 1900 -D3 -~ -~ -0 0 11800 -D5 -~ -~ -0 0 1101 -S -#1101 -A Luminous Path~ - Startlingly white compared to the rest of the dark surroundings, this shining -path flows like a glowing stream to a massive building of stone on the northern -horizon. Southward it winds deeper into the silent grasp of the trees, its path -illuminating the forest gently like a ray of moonlight. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1102 -S -T 1100 -#1102 -The White Drawbridge~ - This ancient drawbridge lies in the lowered position, covered with layers of -fluffy white snow that swirl restlessly about. A cool wind bites at the air, -whipping against the stone blocks of the surrounding castle like an angry ghost, -beating with futility upon the unyielding fortress walls. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1103 -D2 -~ -~ -0 0 1101 -S -T 1100 -#1103 -A Frozen Portcullis~ - A jagged toothy gate hangs suspended from the southern part of the ceiling, -frozen in place and coated with layers of smooth glassy ice. Spikes hang -menacingly down, formed from the stalactites of slowly dripping water, every now -and again trembling slightly with the rumbling of thunder outside. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1116 -D2 -~ -~ -0 0 1102 -D3 -~ -~ -0 0 1114 -S -#1104 -Stalagmitic Armory~ - Various pieces of armor and weaponry lie embedded in the glassy walls, the -metal and ice reflecting light from all around. Frozen stalagmites protrude -menacingly from the floor, formed from the dripping of hanging icicles which -have since fallen and shattered, leaving tiny shards sprinkled throughout the -room. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1105 -D1 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1120 -D3 -~ -~ -0 0 1116 -S -#1105 -Hall of Legends~ - Colored murals adorn either side of this lengthy hall, their depictions -those of fierce battles and strong warriors standing victorious over fallen foe. -Amongst the faded illustrations are the likenesses of dragons as well as men, -fighting together against some common enemy. Once undoubtedly bright and -glorious, the carefully crafted representations are now dull and worn, coated -with spidery-thin strands of frost and snow, everything glazed and foggy as if -part of some dream world. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1106 -D2 -~ -~ -0 0 1104 -S -#1106 -Lords' Chamber~ - Decorated with all the noblest of tapestries and furnishings, this room is -sombre and dreary in feel. All is covered in a sheen of white and frozen -moisture, the effect being one of almost timeless age. Various archaic board -games and glasses of drink lie sculpted in place, cocooned within the same icy -curse as the inhabitants themselves. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1117 -D2 -~ -~ -0 0 1105 -D3 - Smooth and reflective, this perfectly sculpted door glistens with moisture -like drops of dew, its delicate appearance and transparency providing a -beautiful frame for the surroundings on the other side. -~ -glassdoor~ -1 0 1125 -S -#1107 -A Cold Throneroom~ - The air hangs damp and chill, heaving softly and whispering as with the -breathing of lingering spirits. The towering stone walls and smooth white -marble floor can be seen to have given the place a cold regal air, long before -its wintery fate. Now only wisps of snow flicker here and there like tendrils -of mist, all else still and undisturbed. -~ -11 8 0 0 0 0 -D1 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1121 -D2 -~ -~ -0 0 1117 -D3 -~ -~ -0 0 1108 -S -#1108 -A Frosty Dining Hall~ - Stretching far to the west, this lengthy corridor is filled with a myriad of -dancing colored lights from some nearby source. The forlorn gray of the -surroundings seems almost alive with the movement, flickering here and there as -though lit with hundreds of tiny candles, each shimmering with a different hue -of the rainbow. -~ -11 24 0 0 0 0 -D1 -~ -~ -0 0 1107 -D3 -~ -~ -0 0 1109 -S -T 1102 -#1109 -A Frosty Dining Hall~ - A high gilded ceiling sparkles with prisms of light from a dazzling -chandelier. Emptied of candles, only the shards of crystal and glass remain, -each dangling from delicate silver chains and shivering slightly every time the -castle reverberates with thunder, tinkling lightly in a fragile contrast to the -ominous booms, flooding the lengthy hall with a variety of speckled colors. -~ -11 24 0 0 0 0 -D1 -~ -~ -0 0 1108 -D3 -~ -~ -0 0 1118 -S -T 1102 -#1110 -A Glacial Music Room~ - Bitterly cold, all that remains of melody in this room is the delicate -chiming of ice crystals hitting the floor, and the mournful moan of a chill wind -that stirs the atmosphere. Miniscule sculpted snowflakes swirl restlessly about -the place, making the air sparkle with thousands of frozen particles. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1118 -D2 -~ -~ -0 0 1115 -D3 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1122 -S -#1111 -Ladies' Chamber~ - A cool blue hue illuminates this room, every surface slick and shiny with icy -wetness. Elegant chairs stand about, coatings of fluffy snow giving the -impression they are padded with cotton wool. A desolate fireplace decorates the -western wall, long frosted over and wailing eerily with every movement of the -outside wind. Within its recesses, clumps of coal sit never to be used, their -dark surfaces speckled with snow as if they were powdered chocolates. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1115 -D1 - Smooth and reflective, this perfectly sculpted door glistens with moisture -like drops of dew, its delicate appearance and transparency providing a -beautiful frame for the surroundings on the other side. -~ -glassdoor~ -1 0 1123 -D2 -~ -~ -0 0 1112 -S -#1112 -Hall of Forgotten Arts~ - The art of old magics and illusions seems to be the focus of this room's -adornments. Strange light flickers upon the walls and ceiling from tiny green -candles that line the upper border, and yet strangely, the coating of ice and -snow shows no sign of melting. Grim eyes watch over the place from ancient -tapestries that line either side of the hall, their icy glazed expressions -seeming every now and again to shift in the shadows. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1111 -D2 -~ -~ -0 0 1113 -S -#1113 -Fissured Gallery~ - Some incredible heat has caused this room to completely splinter, several -large spidery cracks sapnning the surfaces of the frozen stone walls and leaving -a large crevass splitting its way along the floor. A few masterful paintings -remain hung here, but many been smashed upon the floor, pieces of broken silver -and glass frames mingling with the shards of ice. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1112 -D1 -~ -~ -0 0 1114 -D3 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1119 -S -#1114 -Sphalerite Stair~ - Made from a dark, glassy mineral, this elegant stair curves eastward, meeting -a sister stair in the middle and ascending upward like a towering guardian -shadow, its smooth surface covered with an intricate webwork of frost, giving it -the appearance of white-veined marble. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1103 -D3 -~ -~ -0 0 1113 -D4 -~ -~ -0 0 1134 -S -T 1136 -#1115 -Hall of Forgotten Arts~ - In a striking tribute to craftsmanship, beautifully cut gems and jewels of -every description decorate the walls and silver-gilded ceiling of this hall. -Sapphire and azure lend their regal blue hue to the surroundings, contrasting -with the pure whiteness of the blanketing snow and creamy irridescent opals that -line the length of the walls. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1110 -D2 -~ -~ -0 0 1111 -S -#1116 -Sphalerite Stair~ - Black and ominous, a tall metallic stair slopes gracefully westward, joining -its path with another stair and continuing up into the high parts of the castle. -Dark and metallic, the whole structure shimmers with tiny ice crystals, -twinkling like a night sky full of shining stars. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1104 -D3 -~ -~ -0 0 1103 -D4 -~ -~ -0 0 1136 -S -#1117 -Hall of Legends~ - Softly drifting flakes of snow cover every surface in this stretching -corridor. Beneath the layer of almost unblemished white glimpses of the -original dark red carpeting can be seen, giving the illusion that the floor is -stained with pools of spilt blood. All around, images of fallen heroes glorify -the walls, misted with a fine coat of ice that glazes the eyes of the watchful -dead. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1107 -D2 -~ -~ -0 0 1106 -S -#1118 -A Frosty Dining Hall~ - Shimmering swirls of colored light twirl about the room like a flurry of -snowflakes, filling the place with a sense of fragility despite the immovable -presence of the stony walls and the dark brooding tones of the wooden beams high -above. An immense ceiling slopes up toward the east, illumination flooding the -corridor from the peak of its height. -~ -11 24 0 0 0 0 -D1 -~ -~ -0 0 1109 -D3 -~ -~ -0 0 1110 -S -T 1102 -#1119 -The Southwest Stair~ - Flickering shadows and the silent waving of long abandoned cobwebs are all -that decorate this once well-used stair. The frost-coated wood can be seen to -be worn in places, from the long ago passing of servants' feet, from the lower -staff quarters to the upper noble bedrooms. A subtle wooden door stands settled -into the eastern wall. -~ -11 8 0 0 0 0 -D1 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1113 -D4 -~ -~ -0 0 1130 -D5 -~ -~ -0 0 1180 -S -#1120 -The Southeast Stair~ - Discreetly tucked away, this tiny winding stair is surrounded on all sides by -the sombre gray of stonework, leading both up and down, nothing can be seen of -the destination on either end. Only black grasping shadows and bitter wind lead -the way. A subtle wooden door stands settled into the western wall. -~ -11 8 0 0 0 0 -D3 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1104 -D4 -~ -~ -0 0 1131 -D5 -~ -~ -0 0 1179 -S -#1121 -The Northeast Stair~ - Hidden away from the nobler parts of the castle, this private little stair -extends upward into the upper level, and downward into the lowest floor. A -biting breeze whirls its way around the circular chamber stirring the cobwebs -and snow. A subtle wooden door stands settled into the western wall. -~ -11 8 0 0 0 0 -D3 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1107 -D4 -~ -~ -0 0 1132 -D5 -~ -~ -0 0 1185 -S -#1122 -The Northwest Stair~ - Cold and gray, pieces of old dust and debris stir in the disturbed air, -floating along with snowflakes down into the deeper parts of the stair. -Darkness looms overhead as well, the spiralling wooden planks leading to a -higher story of the castle, as well as a lower. A subtle wooden door stands -settled into the eastern wall. -~ -11 8 0 0 0 0 -D1 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1110 -D4 -~ -~ -0 0 1133 -D5 -~ -~ -0 0 1157 -S -#1123 -Snowy Courtyard~ - Silent, and seemingly undisturbed, this entire courtyard is covered in a -thick blanket of pure unblemished snow. The skeletal branches of long dead -trees reach wearily overhead, as if to catch the delicate snowflakes that -flutter continuously down. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1126 -D1 -~ -~ -0 0 1124 -D2 -~ -~ -0 0 1127 -D3 - Smooth and reflective, this perfectly sculpted door glistens with moisture -like drops of dew, its delicate appearance and transparency providing a -beautiful frame for the surroundings on the other side. -~ -glassdoor~ -1 0 1111 -S -T 1100 -#1124 -Fountain of Light~ - A majestic fountain has been sculpted from a spiral of transluscent sparkling -admantine, rising from the very center of the snow-covered grounds. The water -that once spilled freely from its pinnacle has frozen solid in place, leaving -only shimmering cascades of light and ice, swooping and curving as if part of -the sculputre itself, reflecting the wintry surroundings and filling the place -with radiance. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1125 -D3 -~ -~ -0 0 1123 -S -T 1100 -#1125 -Snowy Courtyard~ - Serene and hushed, only the restless whispering of long dead leaves stirs the -respectful silence that preserves this place. A smooth layer of glistening -white snow covers everything as if thick cream had been poured over the entire -yard, silver grasses protruding from the shadowed corners. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1128 -D1 - Smooth and reflective, this perfectly sculpted door glistens with moisture -like drops of dew, its delicate appearance and transparency providing a -beautiful frame for the surroundings on the other side. -~ -glassdoor~ -1 0 1106 -D2 -~ -~ -0 0 1129 -D3 -~ -~ -0 0 1124 -S -T 1100 -#1126 -A Forsaken Statuette~ - Sparkling citrine crystals cast a slight yellowish hue over the surrounding -snow, their fragile beauty decorating the base of a curving amber sculpture that -fills this corner of the courtyard. Meant to represent air, one of the four -locally worshipped elements, this artwork has no real concrete shape, abstract -and formless in an intriguingly beautiful way. -~ -11 8 0 0 0 0 -D2 -~ -~ -0 0 1123 -S -T 1100 -#1127 -A Forsaken Statuette~ - Shimmering azurite, and the royal blue of sapphires decorate this prominent -sculpture. Towering proudly above the blanched snow and ice of the courtyard, -this artwork almost resembles a giant wave. A tribute to water, one of the four -locally worshipped elements, a light coating of snowflakes has dulled it -considerably, subtle patterns of silver frost weaving their way across its -smooth surface. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1123 -S -T 1100 -#1128 -A Smashed Statuette~ - An awesome sculpture once stood here, as evidenced by the smatterings of ruby -and red beryl that still adorn the ground like drops of blood. A round metal -base stands in the midst of the snow, upon which the artwork would have once -stood, apparently a tribute to one of the four locally worshipped elements. -Completely destroyed now, only the tiniest scarlet gems remain frozen in the -surrounding ice, evidence of the desecrated statue that once stood proudly here. -~ -11 8 0 0 0 0 -D2 -~ -~ -0 0 1125 -S -T 1100 -#1129 -A Forsaken Statuette~ - Smooth rocks of green malachite, and expertly cut emeralds make up the razor -lines and geometric shapes of this large regal sculpture. Fashioned as a -tribute to earth and soil, one of the four locally worshipped elements, this -artwork is still stunning despite the slight icy cracks that marr its surface -like pale scars. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1125 -S -T 1100 -#1130 -Upper Part of the Southwest Stair~ - A chill air circulates slowly here, moaning as it brushes against the -ice-frosted stone walls and creaking the cold wood of the stairs that descend -below. Only darkness can be seen, and the odd glimmer of a drifting snowflake. -A subtle wooden door stands settled into the eastern wall, and a strangely -artifical looking tapestry lies to the north. -~ -11 8 0 0 0 0 -D0 - A subtle tapestry guards the way, delicately hung and fitted so that upon -closing the passage beyond cannot be seen. -~ -tapestry~ -1 0 1154 -D1 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1139 -D5 -~ -~ -0 0 1119 -S -#1131 -Upper Part of the Southeast Stair~ - A black chasm yawns below, only the fragile winding wood of the stairs -offering the hope of a safely descending passage. Cold air whimpers as it -circulates wearily, stirring the dust and snowflakes endlessly about this tiny -enclosed space. A subtle wooden door stands settled into the western wall, and -a strangely artifical looking tapestry lies to the north. -~ -11 8 0 0 0 0 -D0 - A subtle tapestry guards the way, delicately hung and fitted so that upon -closing the passage beyond cannot be seen. -~ -tapestry~ -1 0 1156 -D3 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1151 -D5 -~ -~ -0 0 1120 -E -tapestry~ - A subtle tapestry guards the way to the north, delicately hung and fitted so -that upon closing the passage beyond cannot be seen. -~ -S -#1132 -Upper Part of the Northeast Stair~ - Dark, dreary boards and the cool gray of stone descend into shadow below, a -slight creaking echoing from beneath as though some apparition wandered -invisibly here. Tiny specks of snow float in the chilled air, a sense of -silence and secrecy lingering here. A subtle wooden door stands settled into -the western wall. -~ -11 8 0 0 0 0 -D3 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1147 -D5 -~ -~ -0 0 1121 -S -#1133 -Upper Part of the Northwest Stair~ - A mournful silence seems to envelop this hidden-away corner of the castle. -A neglected wooden stair descends steeply below, a path for the resident -servants to take discreetly as they went about their duties, although now it -seems nothing lingers but the cobwebs. A subtle wooden door stands settled into -the eastern wall. -~ -11 8 0 0 0 0 -D1 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1143 -D5 -~ -~ -0 0 1122 -S -#1134 -Sphalerite Stair~ - Tiny strands of frozen webbing decorate the black shimmering surface of this -regal stair. Carved by some meticulous craftsman, its surface is perfectly -smooth and its stone of the highest quality. Its dark presence stands out -strikingly to the rest of the sparkling room, a solitary shadow amongst light -and snow. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1135 -D3 -~ -~ -0 0 1139 -D5 -~ -~ -0 0 1114 -S -#1135 -A Snow-covered Windlass~ - A large barrel-shaped contraption lies on its side, wound around with thick -metal chain that extends to the drawbridge far below. A massive crank protrudes -from the side, webbed with frost and ancient cobwebs, evidence of its neglect -for many years. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1138 -D1 -~ -~ -0 0 1136 -D2 -~ -~ -0 0 1137 -D3 -~ -~ -0 0 1134 -S -#1136 -Sphalerite Stair~ - Sleek and dark as frozen oil, a tall stair swoops gracefully to the icy floor -below, its black reflective surface contrasting with the purity of the ice and -snow that coat the rest of the surroundings. A tiny tinkling sound echoes -throughout the place, as small ice shards crack and shatter with the booms of -outside thunder. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1151 -D3 -~ -~ -0 0 1135 -D5 -~ -~ -0 0 1116 -S -#1137 -Freezing Balcony~ - Glassy and dangerous, the peril of remaining long on this high balcony is -increased further by the angry winds that whip and howl against it, physical -forces lashing at the castle as if an army of ghosts were battering to get in. -The years of constant abuse are evidenced on the weary stone walls, which -although sturdy, are cracked and broken in several places. Far in the distance, -a jagged mountain blazes with fire and smoke, a red glow facing the castle as if -it were being watched. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1135 -S -T 1100 -#1138 -A Chilly Oratory~ - Breathlessly cold, this room is gleaming with white marble tiles and sharp -icicles. A large altar stands in the center of the room, shrouded with a deep -layer of snow, although shadows of books can be seen concealed beneath. A low -rhythmic sound of murmuring fills the room, as if ghosts still chanted their -prayers here. -~ -11 8 0 0 0 0 -D2 -~ -~ -0 0 1135 -S -#1139 -Icicle-adorned Hall~ - Filled with light and a misty chill, this long hall extends to the north, a -collection of doors visible along the western side. Large cones of ice hang -suspended from the ceiling like glittering fangs, a cold feel of menace -emanating from the very structure of the castle, as if it were laying -deliberately and deceptively motionless. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1140 -D1 -~ -~ -0 0 1134 -D3 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1130 -S -#1140 -Icicle-adorned Hall~ - Long and forlorn, the size of this hall only emphasizes its emptiness. -Clear jagged spikes of ice dangle from above, shimmering with light and -vibration. Sparkles of frost drift wearily in the air, settling on every -surface like ancient dust. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1141 -D2 -~ -~ -0 0 1139 -S -#1141 -Icicle-adorned Hall~ - A thousand glassy spears protrude from the ceiling, poised as though about to -strike. The air is still, and yet the icicles seem to shiver tensely, their -glistening surfaces cracking here and there. Splinters break and fall, a -perpetual rain of glass tinkling against the frozen floor. Wooden doors stand -against the north and west. -~ -11 8 0 0 0 0 -D0 - A simple wooden door fits nicely into its stonework frame, offering privacy. -~ -door~ -1 0 1142 -D2 -~ -~ -0 0 1140 -D3 -~ -door~ -1 0 1153 -S -#1142 -The Lady's Sitting Room~ - Smooth and soft with layers of delicate puffy snow, this room looks as though -it has been vacant for many years, an unnatural stillness suffocating the air, -and the unblemished surfaces of snowflakes and dust betraying a long -abandonment. A few indiscernible pieces of furniture lie formless and frozen -beneath the ice, and what once must have been magnificent tapestries hang stiff -and glazed against the walls, watching forlornly over the place. A wooden door -stands to the south. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1143 -D2 - A simple wooden door fits nicely into its stonework frame, offering privacy. -~ -door~ -1 0 1141 -S -#1143 -The Lady's Garderobe~ - Long, snow-covered shelves run along the walls of this room, stacked with -piles of neatly folded clothing. A few wooden mannequins stand half-dressed -here and there, frozen in place and ghost-like in the eerie abandoned cold. -Sequins and embroidered jewels glitter through the snow and ice as though the -last flickering embers of a slow dying fire. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1144 -D2 -~ -~ -0 0 1142 -D3 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1133 -S -#1144 -The Lady's Bower~ - This entire spacious room is decorated with cool hues of cream and silver as -if moonlit. A slight frosting of ice adds to this illusion, making every regal -surface glisten and twinkle as if bejewelled with stars. Beautiful but -sorrowful, the atmosphere is cold and haunted, filled with the murmurings of -restless whispers. -~ -11 8 0 0 0 0 -D1 - A subtle crack along the wall reveals the outline of a hidden door. -~ -hiddendoor hid hidden door~ -1 1126 1145 -D3 -~ -~ -0 0 1143 -S -T 1118 -#1145 -A Glittering Secret Chamber~ - Frosty air circulates the room slowly, delicate snowflakes drifting aimlessly -in through small slitted windows. White candles line the ice-veined walls and -frozen petals lie brittle on the floor, remnants of the romantic atmosphere that -must have once existed here. -~ -11 8 0 0 0 0 -D1 - A subtle crack along the wall reveals the outline of a secret door. -~ -secretdoor door secret sec~ -1 1127 1146 -D2 -~ -~ -0 0 1152 -D3 - A subtle crack along the wall reveals the outline of a hidden door. -~ -hiddendoor hid hidden door~ -1 1126 1144 -S -T 1118 -#1146 -The Lord's Solar~ - Large and forlorn, this room has been draped in earthy tones of green and -russet brown. The bright sheen of intruding snow seems an unnatural and -unwelcome lightening of the place. The solemn mood here almost calls for -darkness, and the walls themselves seem to grumble with displeasure. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1147 -D3 - A subtle crack along the wall reveals the outline of a secret door. -~ -secretdoor door secret sec~ -2 1127 1145 -S -T 1118 -#1147 -The Lord's Garderobe~ - Snow-capped spikes protrude from the walls, each hung with regal garments and -robes. Dark shadows cast eerily about from several wooden clothes dummies, each -frozen in place as if dutifully guarding the room. Lower shelves contain -leather shoes and accessories, all protectively encased in thick ice. -~ -11 8 0 0 0 0 -D1 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1132 -D2 -~ -~ -0 0 1148 -D3 -~ -~ -0 0 1146 -S -#1148 -The Lord's Study~ - Although whitewashed with snow, this room smells earthy and fresh, as if it -were part of a forest, wet with dew. Long-ingrained aromas of spice and smoked -herb linger subtly in the air, mixed with animal musks. Hunter's trophies line -the walls, antlers reaching like icicle-covered trees from the periphery. A -wooden door stands to the south. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1147 -D2 - A simple wooden door fits nicely into its stonework frame, offering privacy. -~ -door~ -1 0 1149 -S -#1149 -Hall of Stalactites~ - The ceiling here has sunk significantly, bowed low under the pressure of -building snow. As a result, the dangling icicles reach almost to the floor, -making passage difficult, and causing it to seem as if the hall were literally -gripped in winter's jaws. Wooden doors stand to the north and east. -~ -11 8 0 0 0 0 -D0 - A simple wooden door fits nicely into its stonework frame, offering privacy. -~ -door~ -1 0 1148 -D1 -~ -door~ -1 0 1155 -D2 -~ -~ -0 0 1150 -S -#1150 -Hall of Stalactites~ - Coated with a moist sheen of frozen water, the entire hall shimmers slightly, -glowing as if with an internal light. The surface of the walls and ceiling are -smooth and blemish-free, the only thing of note being the spears of ice that -dangle precariously from above, threatening to fall and shatter at any moment. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1149 -D2 -~ -~ -0 0 1151 -S -#1151 -Hall of Stalactites~ - High above the floor, a long ceiling stretches northward, curving gently -where it meets the walls so that the entire corridor resembles an archway. The -smooth design is strangely contrasted by the collection of sharp spikes that -hang menacingly, quivering every now and again as if about to drop. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1150 -D1 - A subtle wooden door guards the way, delicately hinged and fitted so that -upon closing it is almost seamless. -~ -door~ -1 0 1131 -D3 -~ -~ -0 0 1136 -S -#1152 -An Arctic Aumbry~ - Ancient prayers murmur softly in the echoing groans of this room, wooden -beams creaking with age and the weight of falling snow. Icicles hang -tremulously from various cracks in the ceiling, drops of water dangling like -tears from their frozen tips, suspended in time. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1145 -D4 -~ -~ -0 0 1190 -S -#1153 -Crystalline Chamber of the Princess~ - Smooth cascades of frozen water flow over every surface in this room, caught -motionless and sparkling for indefinite time. Cool blue shadows shift in the -darker recesses, reflective surfaces of ice throwing any speck of light into a -thousand different dancing shards. -~ -11 8 0 0 0 0 -D1 -~ -door~ -1 0 1141 -D2 -~ -~ -0 0 1154 -S -#1154 -Wintry Privy~ - A perpetual winter lingers here, soft white snowflakes twirling lazily in the -air, mingling with sparkles of stirring dust. Against the western side of the -wall, low shelving holds a covered privy. Fortunately, the murky water splashed -around it has long since frozen. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1153 -D2 - A subtle tapestry guards the way, delicately hung and fitted so that upon -closing the passage beyond cannot be seen. -~ -tapestry~ -1 0 1130 -S -#1155 -A Glassy Guestroom~ - Elegant and airy, this large room has been decorated with crystal and silver -birch. The pale wood has been used to frame the room and fashion its -furnishings, made even brighter by a soft carpetting of snow. Slender -candle-holders reach from the walls, offering warmth that no longer exists. -~ -11 8 0 0 0 0 -D2 -~ -~ -0 0 1156 -D3 -~ -door~ -1 0 1149 -S -#1156 -A Bitterly Cold Privy~ - Of modest size, this room may have once felt cozy, its multiple candles and -warm hues of wood overcome with thick blankets of snow. Despite its clean -apperance, an unpleasant smell wafts about the place. This seems to emanate -more strongly from a square block sitting against the eastern wall, a thick -frozen board covering the hole on top of it. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1155 -D2 - A subtle tapestry guards the way, delicately hung and fitted so that upon -closing the passage beyond cannot be seen. -~ -tapestry~ -1 0 1131 -S -#1157 -Lower Part of the Northeast Stair~ - Dank and dreary, the stones here creak as if weighed down with an unbearable -burden. Slivers of ice glisten here and there amongst the cobwebs like tears -and a frozen spider hangs forlornly in the gloom, casting an eerie shadow -against the wall. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1158 -D4 -~ -~ -0 0 1122 -S -#1158 -A Frozen Kitchen~ - Incandescent ice coats everything in this kitchen with a glossy shine, each -crystalline surface twinkling blue and silver. From the ceiling, large metal -hooks hang ominously, probably once hung with spices and meats, now only cruel -and glinting in the cold silence. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1159 -D2 -~ -~ -0 0 1161 -D3 -~ -~ -0 0 1157 -S -#1159 -A Silver Scullery~ - All of the kitchen utensils and cutlery appear to be stored here, silver -spoons and plates bejewelled with ice. Pots and pans lie piled in rows on the -wide wooden shelving, polished and gleaming. A few unwashed pieces lie -abandoned in the corner, frozen pieces of food stuck forever in place. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1160 -D3 -~ -~ -0 0 1158 -S -#1160 -A Chilled Pantry~ - Lined with shelves and cobwebs, this large pantry is filled with all kinds of -foodstuffs. Apples, pears, and plums lie sugar-dusted with snow, breads and -cheeses silver-shrouded and sparkling. Onions and garlic hang frozen from the -ceiling, and on the floor are piled turnips and potatoes. -~ -11 8 0 0 0 0 -D3 -~ -~ -0 0 1159 -S -#1161 -A Frozen Kitchen~ - Eerie and silent, this large room is coated all around with ice, as if a -flood cascaded through here at some point before freezing. Every surface is -gleaming and slippery, a large chopping counter extending from here into the -east, its partially-chopped contents long since buried in snow. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1158 -D1 -~ -~ -0 0 1162 -D2 -~ -~ -0 0 1164 -D3 -~ -~ -0 0 1187 -S -#1162 -A Frozen Kitchen~ - Brutally cold, the air here is filled with a moist fog, swirling about the -place as if stirred by ghosts. A cold light fills the place, every icy surface -giving off a lustrous hue, as if lit by some strange magic. A long chopping -counter extends from this room into the west, shrouded with snow and dust. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1163 -D3 -~ -~ -0 0 1161 -S -#1163 -A Blustery Buttery~ - A strange wind whips about this storage room, clinking and clanging against -the bottles and barrels that lie here, as if a ghost was rattling its chains. -Powdered butts of beer stand against the walls, shrouded in deep layers of snow, -and scattered shards of glass lie sprinkled across the floor, along with frozen -droplets of wine. -~ -11 8 0 0 0 0 -D3 -~ -~ -0 0 1162 -S -#1164 -Collapsing Corridor~ - The ceiling of this corridor bows along the middle, stooped under the -pressure of thick ice and snow. The stone walls are silver-gray and coated with -a fine sheen of dust, threads of spider webbing drifting like living tendrils -from the walls. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1161 -D2 -~ -~ -0 0 1165 -S -#1165 -The Servants' Lounge~ - This room appears to have been quite cozy at one point, dark hues of wood and -animal furs generously adorning the place. The wood however, has become -silver-veined with frost, overhead rafters hung with glittering stalactites. -The furs that would have once been soft and warm, are frozen brittle, each fine -hair a needle of ice. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1164 -D1 -~ -~ -0 0 1166 -D2 -~ -~ -0 0 1168 -S -#1166 -Bards' Retreat~ - The resting place of the bards and poets, this room is filled with musical -instruments and basic props. A fine smattering of hay carpets the area, though -the arctic temperature has frozen it, making it seem as if the floor was -overlaid with sparkling gold. Old scrolls and storybooks lie piled against the -walls, their contents forever sealed in ice. -~ -11 8 0 0 0 0 -D2 -~ -~ -0 0 1167 -D3 -~ -~ -0 0 1165 -S -#1167 -Seamstresses' Corner~ - Pieces of clothing and fabric are hung from clotheswires, making this little -corner seem sheltered and private. Here must have been where the women gathered -to sew and gossip, small stools standing powdered with snow as if cushioned. -Various knitting and sewing needles lie strewn about, glistening brightly -amongst splinters of ice. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1166 -D1 -~ -~ -0 0 1169 -D3 -~ -~ -0 0 1168 -S -#1168 -A Snowed-in Roasting Pit~ - Although bitterly cold now, this room shows all the signs of having once been -filled with blasting heat. Smoke and soot have been preserved in the ice-coated -walls, making every surface black and glossy as ink. A large firepit lies -abandoned to snow and ash, an unidentifiable carcass still suspended on a spit -above it. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1165 -D1 -~ -~ -0 0 1167 -D3 -~ -~ -0 0 1180 -S -#1169 -A Cracked Corridor~ - Ancient stone creaks and groans under the weight of the castle, the strain of -it visibly cracking several of the bricks. Bright blossoms of ice spring from -the fissures, further compromising the strength of these corridors, a low -painful moan echoing down its length. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1170 -D3 -~ -~ -0 0 1167 -S -#1170 -A Crumbling Corridor~ - Pieces of stonework are slowly crumbling from the ceiling and walls, piles of -powdered brick mingling with the layers of snow and dust here. Veins of ice run -shimmering down the length of the corridor, filling the place with fragile -incandescent light. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1171 -D1 -~ -~ -0 0 1178 -D3 -~ -~ -0 0 1169 -S -#1171 -A Whispering Corridor~ - Hushed and dreary, this corridor flickers subtly as if lit with blue fire, -sparkles of color reflecting in the solid ice that coats its walls. -Whispering echoes travel down the length of this tunnel, stirring the few tufts -of plant life that grow amongst the cracked stone, cobwebs fluttering forlornly. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1173 -D1 -~ -~ -0 0 1177 -D2 -~ -~ -0 0 1170 -D3 -~ -~ -0 0 1172 -S -#1172 -Steward's Room~ - Glistening wetly with frost and dewy moisture, the whole room glistens -brightly. This place is richly and regally decorated, only the finest woods and -tapestries adorning the walls. A dark crimson rug lays upon the stone floor, -frozen into place with black glossy ice. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1171 -S -#1173 -Corridor of Shadows~ - The dark walls bow low as if hunched, meeting together in the wide arching -structure of this corridor. Large tufts of moss and bracken spring out here and -there from the fissures in the wall, their black shadows reaching like skeletal -hands across the white carpetted snow. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1176 -D2 -~ -~ -0 0 1171 -D3 -~ -~ -0 0 1174 -S -#1174 -Priest's Chamber~ - This pale, spacious room is filled with a holy glow, sparkling facets of ice -casting rays of brightness about the place as if lit by celestial lights. -Silver threads of cobweb and dust dance lazily in the breeze, catching the light -and glimmering like strands of angel's hair. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1173 -D3 -~ -~ -0 0 1175 -S -#1175 -Treasury~ - Thick white snow shrouds this entire room, as if to conceal the treasures -beneath. Piles of gold and gems glint subtly beneath their icy veil, glowing -warmly like dying embers. Rich hues of ruby and emerald dance in the light, -rays of prismic color washing over the walls. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1174 -S -#1176 -Keeper of the Dungeon~ - This granite room glowers with a strange menace, as if an evil presence -watched over it from the shadows. Dark wood, and cruel glinting metal make up -the furnishings, even darker shadows flickering from some unnatural light -source. The air is chill, but colder than one would expect from mere ice and -snow. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1181 -D3 -~ -~ -0 0 1173 -S -#1177 -Healer's Abode~ - The air here is crisp and fresh, cool breezes subtly refreshing as they sigh -through the room. An azure glow fills the room with soothing light, frozen -crystalline patterns decorating the walls and floor, traced with delicate, -invisible fingers. -~ -11 8 0 0 0 0 -D3 -~ -~ -0 0 1171 -S -#1178 -Servants' Sleeping Quarters~ - Piles of blankets and linen lie discarded here, fresh layers of white puffy -snow making the place appear cozier than the chill air allows. Feathery -snowflakes drift lazily from the ceiling, an occasional glimmering shard of ice -tinkling as it shatters on the floor. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1179 -D3 -~ -~ -0 0 1170 -S -#1179 -Lower Part of the Southeast Stair~ - A chasm yawns blackly overhead, the stair winding around so that its -destination cannot be seen. An unnatural darkness seems to grip this little -corner, as if it were bathed in the shadow of some unseen entity. A faint -breeze rustles uneasily around the walls, hushing and whispering through the -crevasses. -~ -11 8 0 0 0 0 -D3 -~ -~ -0 0 1178 -D4 -~ -~ -0 0 1120 -S -#1180 -Lower Part of the Southwest Stair~ - Curving stone walls hide any view of the upper stair, only strange shadows -can be seen casting their darkness upon the stone floor. The creaking of the -castle's foundation echoes loudly in this space, the stones gray and bent as old -men, complaining at the weight and bitter cold. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1168 -D4 -~ -~ -0 0 1119 -S -#1181 -Misty Dungeon~ - The forlorn gray of this corridor is made even more despondent by the cool -droplets of mist that float aimlessly here. The ground is shiny with -translucent puddles of ice, and specks of dust sparkle amongst the darkness like -tiny stars in an ocean of cold, black hopelessness. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1183 -D2 -~ -~ -0 0 1176 -D3 -~ -~ -0 0 1182 -S -#1182 -Blood-spattered Cell~ - Bright splatters of blood blossom from the walls and floor, preserved in -sparkling ice as though the room was decorated with ruby gems. Darker crimson -and black stains underlay the red, evidence of many forgotten victims passing -through here, lost to torture and grief. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1181 -D5 -~ -~ -0 0 1186 -S -#1183 -Dungeon of Tears~ - Sorrow weighs heavy in the air, low despairing moans rumbling through the -stone, and a biting chill permeates the place. Frozen icicles hang jagged from -the ceiling, twinkling droplets dangling from their tips like everlasting tears. -Subtle shudders rack the walls and floor every now and again, as if the place -itself were weeping. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1185 -D2 -~ -~ -0 0 1181 -D3 -~ -~ -0 0 1184 -S -#1184 -A Haunted Prison Cell~ - Soft whispering voices waft through the air here, stirring shadows and -glimmers of light that writhe upon the icy walls as if trying to escape. -Gentle breezes shift unnaturally in the near silence, as if ancient ghosts were -still breathing in the darkness, or pacing away the time. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1183 -S -#1185 -Lower Part of the Northeast Stair~ - The deepest part of a long winding stair, the atmosphere here is especially -heavy, and the air numbingly cold. Low creaks and groans echo overhead, as if -someone were perpetually walking up and down. Delicate tendrils of webbing -flutter from the walls, grasping at anything that passes. -~ -11 8 0 0 0 0 -D3 -~ -~ -0 0 1183 -D4 -~ -~ -0 0 1121 -S -#1186 -The Oubliette~ - Cramped and dark, this room is a place where one could pass out of all -memory. It appears to be nothing more than a chasm in the earth, a yawning -grave for the living. Only damp, frozen soil closes in around, and above narrow -iron grating offers the only glimpse of light. -~ -11 8 0 0 0 0 -D4 -~ -~ -0 0 1182 -S -#1187 -Underground Passage~ - Damp and dank with mildew, a thick mouldy smell clings to every surface of -this miserable tunnel. Sprouts of blue and green fungus blossom from the ice, -continuing to thrive despite the biting chill. The ground is dark with dirt and -dust that has muddied, frozen into black slush. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1161 -D2 -~ -~ -0 0 1189 -D3 -~ -~ -0 0 1188 -S -#1188 -The Well-House~ - This flimsy wooden shed creaks as the winds buffet it, swaying slightly from -side to side in the perpetual storm. A deep well is buried in the ground, -surrounded with a low stone wall. Within, the water has turned mostly to ice, -but a shadowy stirring motion can still be seen beneath, as if something were -moving in those dark waters. -~ -11 8 0 0 0 0 -D1 -~ -~ -0 0 1187 -S -T 1100 -#1189 -Dove-Cote~ - A wirey cage stands hung with trembling cobwebs and icicles. Inside, -clusters of birds sit huddled together as if for warmth, although they have -already been frozen solid. Their glazed eyes are sorrowful and knowing, as if -they have never accepted their fate. -~ -11 8 0 0 0 0 -D0 -~ -~ -0 0 1187 -S -T 1100 -#1190 -High in a Castle Tower~ - This circular stone tower creaks and groans wearily, seeming almost to sway -as the winds buffet it violently from outside. A small oval window offers a -bleak view over the wintry terrain, and overhead, tendrils of cobweb hang from a -long-abandoned hatch. -~ -11 8 0 0 0 0 -D4 - This wooden hatch has been left to fall into disrepair, mould and ice -rendering the wood almost rotten. -~ -hatch~ -2 0 1191 -D5 -~ -~ -0 0 1152 -S -#1191 -On Top of the Castle~ - This tower feels cold and dreary, unprotected from the elements that howl -around the castle. Continuous storms rage and clash overhead, casting the stone -here in alternating hues of black and silver. The wind wails loudly, making its -presence unescapable as it whips frantically around. -~ -11 8 0 0 0 0 -D5 - This wooden hatch has been left to fall into disrepair, mould and ice -rendering the wood almost rotten. -~ -hatch~ -2 0 1190 -S -T 1100 -#1199 -Room for Trigs~ - This room is just to hold a mob that can put things into containers for -certain quests. Please don't edit or delete it as it will stop some of the -triggers working or cause errors. -~ -11 8 0 0 0 0 -S -$~ diff --git a/lib/world/wld/115.wld b/lib/world/wld/115.wld deleted file mode 100644 index 6b12234..0000000 --- a/lib/world/wld/115.wld +++ /dev/null @@ -1,2010 +0,0 @@ -#11500 -A Forested Path~ - There are many different and lovely plants around you here, there are tall -trees, plump bushes, and an assortment of fine flowers And grass. But to the -north there is a building that looks almost like an old church. There is also a -faint sound of water running near by . Here lies a dirt path leading to the -north. To the east is a small garden. To the west there are trees and a -forested path. -~ -115 32768 0 0 0 3 -D0 -~ -~ -1 0 11501 -D1 -~ -~ -0 0 11534 -D3 -~ -~ -0 0 11515 -E -credits info~ - Builders : Polar -Zone : 115 Monastery Omega -Began : 1999 -Player Level : 3-7 -Rooms : 100 -Mobs : 43 -Objects : 24 -Shops : 0 -Triggers : 1 -Theme : A monastery being attacked by monsters, monks attempt to defend themselves. -Notes : From room 11500 to the north is the monestary/church, to the east is a small - garden with a stream. To the west there is a forest until about room 11547 - which north of that lies the battlegrounds. Path going all the way around the - monastery. This zone includes a link to the Doom Priest Guild with guildmaster - and guildguard. - -Zone: 115 was linked to the following zones: -200 Western Highway at 11500 (south) ---> 20003 -~ -S -#11501 -Monastery Entrance~ - This seems to be an old abandoned monastery. It has a very distinct smell -of dust and rotting wood.. The floor is made of marble, and cracked. The -walls of wood are faded and beginning to rot and fall apart. -~ -115 32776 0 0 0 0 -D0 -~ -~ -1 0 11502 -D2 -~ -~ -0 0 11500 -S -#11502 -The Center of Monastery~ - Once entered, there is a feeling as if being warded off by some unknown -power. This room looks as the one before it. There are exits to the north, -south, east, and west. -~ -115 32776 0 0 0 0 -D0 -~ -~ -0 0 11503 -D1 -~ -~ -0 0 11509 -D2 -~ -~ -1 0 11501 -D3 -~ -~ -0 0 11512 -D5 -~ -~ -0 0 11599 -S -#11503 -Passage To The North~ - The room has a strange yellowish tint all about. This room seems to be or -had been a meeting room of some sort. There are expensive looking paintings -and a couch in this well built room. There are exits to the north and south. -~ -115 32776 0 0 0 0 -D0 -~ -~ -0 0 11504 -D2 -~ -~ -0 0 11502 -S -#11504 -Passage To The North~ - This room also has a yellowish tint about it, and the same taste and smell -that fills the rest of the monastery. There are two finely decorated statues -of knights on the eastern and western sides of this room. There is also a -heavy oak table resting on a rug in the middle of the room. -~ -115 32776 0 0 0 0 -D0 -~ -~ -0 0 11505 -D2 -~ -~ -0 0 11503 -S -#11505 -Passage To The North~ - The room is decorated finely with a silk rug and a comfy looking chair, -though it is beginning to rot, by the fire place. When looking around there is -a large bat perched on the black mantle piece above the fireplace. -~ -115 32776 0 0 0 0 -D0 -~ -~ -0 0 11507 -D2 -~ -~ -0 0 11504 -S -#11506 -Under The Monestary~ - This room is decorated with an elegant silk rug and a chandelier hanging -from the middle of the roof. A few rats scatter at your approach. This place -hasn't been inhabited by humans for quite some time. The hallway continues to -the north and south. -~ -115 32937 0 0 0 0 -D4 -rug -~ -rug~ -1 0 11508 -S -#11507 -Passage To The North~ - Upon entering this room it is obvious that it is someones personal library. -This room is extremely organized and clean all the way around. There are exits -to the north and south. -~ -115 32776 0 0 0 0 -D0 -~ -door~ -1 11514 11508 -D2 -~ -~ -0 0 11505 -S -#11508 -Masters Chamber~ - Upon entering this room it is apparent that this is a bedroom. This room is -also of extravagent tastes, there is a large silk rug and a king sized bed with -silk sheets and a large burning fire. This room is very clean and cozy -looking. You feel as if you could use a rest in the bed until it is noticed -what already occupies it. There is an exit to the south. -~ -115 9 0 0 0 0 -D2 -~ -door~ -1 11514 11507 -D5 -~ -rug~ -1 0 11506 -E -bed~ - You notice a large green figure sleeping in the bed. There are the words -Polar The Great etched perfectly on the headboard. -~ -S -#11509 -Passage to the East~ - Upon entering this room it is noticable that the room has a red tint to it -and the room itself is worn and somewhat abandoned. There is no furniture or -wall hangings in this room. There are exits to the east and west. -~ -115 32776 0 0 0 0 -D1 -~ -~ -0 0 11510 -D3 -~ -~ -0 0 11502 -S -#11510 -Passage to the East~ - This room has no suprises it looks the same as the one before it except for -a couple of rats that seem to be quite aware of the unknown presence. There -are exits to the west and a door to the east. -~ -115 32776 0 0 0 0 -D1 -~ -door~ -1 11512 11511 -D3 -~ -~ -0 0 11509 -S -#11511 -Eastern Room~ - Upon entering this room it is known that it is poorly lit and there is an -awfull smell comming from the far corner of this room. There is an exit to the -west. -~ -115 9 0 0 0 0 -D3 -~ -door~ -1 11512 11510 -S -#11512 -Passage To The West~ - There is a strange slight purple tint to the room. A strange prescence can -be felt, but not seen. This room contains a few chairs and a large table. -There are exits to the east and west. -~ -115 32776 0 0 0 0 -D1 -~ -~ -0 0 11502 -D3 -~ -door~ -0 0 11513 -S -#11513 -Passage To The West~ - Upon entering this room you feel as if you are floating in mid air because -when looking down there is nothing to be seen except darkness. The floor can -not be seen but it can be felt. (IS THIS A DREAM OR WHAT). There are exits to -the east and west. -~ -115 32776 0 0 0 0 -D1 -~ -~ -0 0 11512 -D3 -~ -door~ -1 11511 11514 -E -look floor~ - The floor isn't there or is it there is no way to know where it may drop -off. -~ -S -#11514 -Dark Room~ - Upon entering this room there is nothing but pure darkness and about ten -feet away a pair of red glowing eyes that occupy the dark room. There is an -exit to the east. -~ -115 9 0 0 0 0 -D1 -~ -door~ -1 11511 11513 -S -#11515 -Forested Path~ - The path is bordered by a row of tall elms to the north and south. Through -the trees to the north you can see the southern wall of an old monastery. To -the east and west the path continues. -~ -115 32768 0 0 0 3 -D0 -~ -~ -0 0 11517 -D1 -~ -~ -0 0 11500 -D3 -~ -~ -0 0 11516 -S -#11516 -A Forested Path~ - The trees along the path guide you further to the east or west. To the -north is an old building that looks like a church. The roof of the church is -sagging, and looks about ready to collapse. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11518 -D1 -~ -~ -0 0 11515 -D3 -~ -~ -0 0 11519 -S -#11517 -By the Monastery~ - The wall turns abruptly to the south here into what looks like an entrance. -The walls here look to have been recently chipped and scratched from someone -trying to scale them. -~ -115 32768 0 0 0 0 -D2 -~ -~ -0 0 11515 -D3 -~ -~ -0 0 11518 -S -#11518 -By the Monastery~ - The trees have grown up against the southern wall of the monastery here. -Flowers and other bushes line the monastery wall, but are slowly being consumed -by weeds and grass. -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11517 -D2 -~ -~ -0 0 11516 -D3 -~ -~ -0 0 11520 -S -#11519 -A Forested Path~ - Not much here. There is not much to be said, it's a forest there are trees -and grass. But to the north there is a building that looks almost like an old -church. The grassy lange you travel between the trees is overgrown and -untended. The remains of some nice flowers and shrubs are barely visible -through the grass. A large wall can be seen to the north. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11520 -D1 -~ -~ -0 0 11516 -D3 -~ -~ -0 0 11521 -S -#11520 -By the Monastery~ - There are some trees here, and flowers with a few patches of moss and grass. -But to the north there is a building that looks almost like an old church. -The church wall is chipped and cracked in several places. -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11518 -D2 -~ -~ -0 0 11519 -D3 -~ -~ -0 0 11522 -S -#11521 -A Forested Path~ - The path opens up into a clearing with the trees still bordering it. Small -creatures are wandering about and many different sounds can be heard. There -appears to be another building farther to the north. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11522 -D1 -~ -~ -0 0 11519 -D3 -~ -~ -0 0 11525 -S -#11522 -A Path~ - Here lies many different trees which line the path in every direction. -There is a thicket with many prickly thorns that impail your skin as you walk -through. There are many noises that are heard, but not seen. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11524 -D1 -~ -~ -0 0 11520 -D2 -~ -~ -0 0 11521 -D3 -~ -~ -0 0 11523 -S -#11523 -In the Bushes~ - An odd noise comes from the bushes. Then, out of nowhere a man hurdles and -runs past you. He is mortally wounded and bleeding badly, he stumbles to the -ground. The man looks up at you and says, "Run, Fast, Get Out Of Here !!! " -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11526 -D1 -~ -~ -0 0 11522 -D2 -~ -~ -0 0 11525 -S -#11524 -Path To The North~ - The relative calm and quiet seems out of place here. Very little noise and -movement is evident, strange considering the number of wildlife normally -occurring in these woods. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11527 -D2 -~ -~ -0 0 11522 -D3 -~ -~ -0 0 11526 -S -#11525 -A Forested Path~ - This section of the forest is very quiet, there are no sounds or movement. -There is utter silence The presence of fear consumes all around. The path -turns to the north along the western wall of the church. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11523 -D1 -~ -~ -0 0 11521 -S -#11526 -A Forested Path~ - This part of the forest seems very odd. There are small noises coming from -behind a few of the bushes and there are many different noises. It seems -almost like there is a war breaking out behind the bushes. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11529 -D1 -~ -~ -0 0 11524 -D2 -~ -~ -0 0 11523 -S -#11527 -Path To The North~ - The path continues north and south weaving in between trees and bushes. -The Monastery wall to the east rises above you several spans. The concrete -wall though old appears to be in good condition. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11548 -D1 -~ -~ -0 0 11528 -D2 -~ -~ -0 0 11524 -D3 -~ -~ -0 0 11529 -S -#11528 -A Forest Trail~ - The forest floor consists mostly of fallen branches, small saplings, and a -scattering of acorns that crunch underfoot. The tall elms, maples, and oaks -reach magnificently into the sky. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11549 -D1 -~ -~ -0 0 11530 -D3 -~ -~ -0 0 11527 -S -#11529 -A Forested Path~ - This area of the forest seems awfully quiet except for some faint sounds of -grunting and metal clanging in the distance. There is little sign of life -around but there is a building to be noticed farther to the north. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11547 -D1 -~ -~ -0 0 11527 -D2 -~ -~ -0 0 11526 -S -#11530 -A Large Oak~ - A tall oak dominates all the trees in this area. Its massive trunk and -limbs have left no room for other trees to grow in a large circle of grass and -moss. To the south you can see several vines slowly climbing up the monastery -wall. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11532 -D1 -~ -~ -0 0 11531 -D3 -~ -~ -0 0 11528 -S -#11531 -Along the Monastery Wall~ - The Monastery wall to the south curves around to the east. Various vines -and flowers haved scaled the walls and are now covering the wall about two -spans high. A small path can be seen to the north. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11533 -D3 -~ -~ -0 0 11530 -S -#11532 -Path To The East~ - The forest ends against a metal fence to the north. Beyone it lays an open -field. No gate or opening in the fence is visible. It looks too high and -dangerous to attempt to climb. -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11533 -D2 -~ -~ -0 0 11530 -D3 -~ -~ -0 0 11549 -S -#11533 -Path To The East~ - The metal fence to the north runs up against the Monastery wall to the east. -A small gap lies between the two, just wide enough to squeeze through. The -forest to the south is relatively clear with a huge tree dominating the area. - -~ -115 32772 0 0 0 0 -D0 -~ -~ -0 0 11540 -D2 -~ -~ -0 0 11531 -D3 -~ -~ -0 0 11532 -S -#11534 -The Garden~ - This area seems to be a garden of some sort, there are roses and daisies -about the garden and a faint stream-like sound becoming more apparent. There -is a large oak tree standing in the middle of the garden, with a little white -bird pirched on the lowest branch observing you with enthusiasm. There are -exits to the north, east, and west. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11535 -D1 -~ -~ -0 0 11536 -D3 -~ -~ -0 0 11500 -S -#11535 -The Garden~ - This section of the garden looks abandoned. It appears that no one has cared -for this section in a long time. There is no apparent sign of life but it is -noticed that there to the north lies the wall to the monestary . -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11539 -D2 -~ -~ -0 0 11534 -S -#11536 -The Garden~ - This section of the garden appears to be more colorful than the last. -There are many multi-colored flowers here, as well as beautiful grass. The -faint sound of rushung water isn't very faint any more it is becoming very -distinct. There are exits to the north, east, and west. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11539 -D1 -~ -~ -0 0 11537 -D3 -~ -~ -0 0 11534 -S -#11537 -A Small Stream~ - Once entered it is noticable that the entire area is submerged lightly under -a bed of water. This section of the garden appears to be the main irrigation -system for the entire garden. There are pipes that run underground from the -stream that lies here. There are small fish swimming around back and forth in -the stream. One of the fish get up enough courage to swim up and nibble on -your toe. There are exits to the north and west. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11538 -D3 -~ -~ -0 0 11536 -E -fish~ - The fish swimms away so fast you cant catch a glimpse of him. -~ -S -#11538 -The Garden~ - This section of the garden looks a little mistreated. The plants look worn -and withered . The grass is brown and dry. And there are no signs of life -here. To the north is the southern wall of the monestary. -~ -115 32768 0 0 0 0 -D2 -~ -~ -0 0 11537 -D3 -~ -~ -0 0 11539 -S -#11539 -The Garden~ - This part of the garden is very withered and looks as if it hasn't gotten -any water for a very long time. The monestary's southern wall lies to the -north. -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11538 -D2 -~ -~ -0 0 11536 -D3 -~ -~ -0 0 11535 -S -#11540 -Beside the Fence~ - This small trail between the metal fence and Monastery wall is very cramped, -leaving little room to maneuver. On the other side of the fence to the west -you can see a wide open field. A few vultures circle above it. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11541 -D2 -~ -~ -0 0 11533 -S -#11541 -Beside the Monastery Wall~ - The block stone wall of the monastery rises sharply above you to the west. -The large stone blocks are held together with a white mortar and are extremely -smooth and well built. The path continues north and south. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11542 -D2 -~ -~ -0 0 11540 -S -#11542 -A Narrow Path~ - The gap between the wall and fence narrows even more to the north, making -movement even more difficult. The black steel pole fence to the east resembles -a weapons stand filled with small sharpened spears intertwined together with -wire. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11543 -D2 -~ -~ -0 0 11541 -S -#11543 -A Narrow Path~ - The Monastery wall continues north and south and the fence paralleling it on -the opposite side of you. This path looks unused and is being consumed by -weeds. To the north the path turns east. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11544 -D2 -~ -~ -0 0 11542 -S -#11544 -A Turn in the Narrow Path~ - The path turns east and south from here. The northern wall of the monastery -just to the southeast. A black metal fence to the west blocks access to an -open field. -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11545 -D2 -~ -~ -0 0 11543 -S -#11545 -Behind The Monestary~ - This area seems to be calm and quiet. The monestary is directly to the -south, although there is no exit on this side of the large building. There are -faint sounds of birds chirping in the distance. -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11546 -D3 -~ -~ -0 0 11544 -E -monastery~ - The monastery is made of large stone blocks that have been mortarred -together. The roof is of green tiles and is covered with tar. -~ -S -#11546 -Behind The Monestary~ - Here lies a small area of grass and small flowers to the east of the church. -This appears to be a private place for the people that occupied the monestary. -There are parts of gardens mix matched around as if someone has been looking -for something. There are small gardening tools scattered about as if everyone -left in a rush. -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11590 -D2 -~ -~ -0 0 11580 -D3 -~ -~ -0 0 11545 -E -gardening tools~ - There is blood on the tip of one of the tools, it seems that someone -attacked the people that were here. There is also a small trail of blood -leading to the south . -~ -S -#11547 -Entrance to the Battlegrounds~ - This area seems to be an entrance to a very old building ressembling the -monastery but older in many ways. It looks as if this building wasn't quite -completed before it was ransacked by someone. -~ -115 32772 0 0 0 2 -D0 -~ -~ -0 0 11550 -D1 -~ -~ -0 0 11548 -D2 -~ -~ -0 0 11529 -S -#11548 -A Turn in the Path~ - A large building to the northwest looks like it may have been built at the -same time as the monastery to the west. Except, it is much smaller and in even -worse condition. The path forks here going east, west, and south. -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11549 -D2 -~ -~ -0 0 11527 -D3 -~ -~ -0 0 11547 -S -#11549 -Path To The East~ - A metal fence runs east and west before a large open field to the north. -It seems to stretch to an old building to the west. The open field beyond is -littered with objects that are not quite discernable from here. -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11532 -D2 -~ -~ -0 0 11528 -D3 -~ -~ -0 0 11548 -S -#11550 -Entering the Battlegrounds~ - You work your way into a collapsed building. The roof and walls have all -collapsed, leaving only the frame and part of the southern wall and roof -standing. What looks like a trampled battlefield can be seen to the north, -east, and west. -~ -115 32780 0 0 0 0 -D0 -~ -~ -0 0 11557 -D1 -~ -~ -0 0 11551 -D2 -~ -~ -0 0 11547 -D3 -~ -~ -0 0 11558 -S -#11551 -Along the Southern Fence~ - The corpse of a monk is impaled upon the black steel fencing to the south. -Several other unidentifiable corpses litter the grassy field. A few rats -scatter as you disturb their eating. The battle must have been recent since -none of the corpses have yet begun to bloat. -~ -115 32776 0 0 0 0 -D0 -~ -~ -0 0 11556 -D1 -~ -~ -0 0 11552 -D3 -~ -~ -0 0 11550 -S -#11552 -Along the Southern Fence~ - Among the corpses of monks lays a few other humanoids. Upon closer -examination you can see the remains of a troll, riddled with makeshift spears -that seem to have been crafted from gardening tools. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11555 -D1 -~ -~ -0 0 11553 -D3 -~ -~ -0 0 11551 -S -#11553 -The Southeastern Corner of the Battlefield~ - The monks have quite a body count here. Corpses litter the grassy field. -Several vultures hiss and take flight at your disturbance. The cool air mists -over several of the bodies that are still warm. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11554 -D3 -~ -~ -0 0 11552 -S -#11554 -Along the Eastern Fence~ - A large corpse of a centaur is surrounded by a dozen dead monks. It looks -like a lucky monk managed inflict a mortally wounding blow with a shovel to the -head of the giant beast. The shovel is still embedded in the centaurs head. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11569 -D2 -~ -~ -0 0 11553 -D3 -~ -~ -0 0 11555 -S -#11555 -The Battlegrounds~ - Corpses of monks lay about the field, several renderred limb from limb by a -very powerful foe. A few makeshift weapons lay scattered uselessly about. -The monks of Omega never were known for their fighting abilities. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11568 -D1 -~ -~ -0 0 11554 -D2 -~ -~ -0 0 11552 -D3 -~ -~ -0 0 11556 -S -#11556 -The Battlegrounds~ - The grassy field has been trampled and plowed into an earthen mess. Large -hoofprints and unnaturally large footprints are evident in the freshly turned -earth. Some outlined in blood. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11567 -D1 -~ -~ -0 0 11555 -D2 -~ -~ -0 0 11551 -D3 -~ -~ -0 0 11557 -S -#11557 -The Battlegrounds~ - The corpses of a few slimy green or yellow orcs are scattered among the monk -corpses. It seems the monks were able to hold their own against the smaller -and less intelligent orcs. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11566 -D1 -~ -~ -0 0 11556 -D2 -~ -~ -0 0 11550 -D3 -~ -~ -0 0 11564 -S -#11558 -The Western Fence~ - The remains of several monks lay dismembered and still steaming in the cool -air. One monk twitches occasionally. Seemingly to deny his fate. More death -and murder is everwhere except to the west where a tall metal fence blocks the -way. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11564 -D1 -~ -~ -0 0 11550 -D2 -~ -~ -0 0 11559 -S -#11559 -A Fenced in Path~ - The tall black metal fence to the east and west look insurmountable. The -trampled grass is splotched with blood, and even some body parts. A few -corpses line the fence to the west. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11558 -D2 -~ -~ -0 0 11560 -S -#11560 -A Fenced in Path~ - A wailing cry of someone in anguish, or the last throes of life pierces the -chill air. Everything goes deathly silent afterwards, the cry echoes off the -monastery and small building to the east over the fence. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11559 -D2 -~ -~ -0 0 11561 -S -#11561 -A Fenced in Path~ - The smell of a recent battle fills this path although a stiff breeze is -desperately trying to dissipate it. The tall black fence on both sides looks -to have been the last attempted escape of a few soon to be corpses. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11560 -D2 -~ -~ -0 0 11562 -S -#11562 -A Fenced in Path~ - The black metal fence to the east and west guide you to the north or south. -The stamped grass is streaked with blood and even a few bodyparts. A few -pieces of broken equipment and weapons is scattered about. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11561 -D2 -~ -~ -0 0 11563 -S -#11563 -A Fenced in Dead End~ - The black metal fence blocks all exits except to the north. A dismembered -corpse is impaled upon one of the metal fence posts. The grass is trampled -here from a recent battle. This looks like it may have been the location of a -last stand. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11562 -S -#11564 -The Western Fence~ - The remains of more monks and a few goblins lay about the grassy field. -Trails of blood and limbs seem to head to the east towards what must have been -the culmination of the battle. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11565 -D1 -~ -~ -0 0 11557 -D2 -~ -~ -0 0 11558 -S -#11565 -The Western Fence~ - The remains of several monks lay dismembered and still steaming in the cool -air. One monk twitches occasionally. Seemingly to deny his fate. More death -and murder is everwhere except to the west where a tall metal fence blocks the -way. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11574 -D1 -~ -~ -0 0 11566 -D2 -~ -~ -0 0 11564 -S -#11566 -The Battlegrounds~ - A trail of blood and body parts leads towards the east. You are just about -in the center of the battlefield. The body count is highest here and you find -it hard to believe so many monks have died. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11573 -D1 -~ -~ -0 0 11567 -D2 -~ -~ -0 0 11557 -D3 -~ -~ -0 0 11565 -S -#11567 -The Center of the Battlegrounds~ - A pile of dead monks surround a large centaur corpse. The monks seem to -have overwhelmed the beast by sure numbers, and the majority seem to have died -in the attempt. The battlefield stretches around you in all directions. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11572 -D1 -~ -~ -0 0 11568 -D2 -~ -~ -0 0 11556 -D3 -~ -~ -0 0 11566 -S -#11568 -The Battlegrounds~ - The smell of death and blood intermingle with the even more rotten smell -from the goblin and troll corpses. The monks seem to have faired well in this -part of the battlefield. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11571 -D1 -~ -~ -0 0 11569 -D2 -~ -~ -0 0 11555 -D3 -~ -~ -0 0 11567 -S -#11569 -Along the Eastern Fence~ - The tall black fencing to the east is built just along the western wall of -the Monastery of Omega. Supposedly a safe haven from evil, it seems that holds -true no longer. Corpses of innocent monks give proof of the reality of this -Cruel World. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11570 -D2 -~ -~ -0 0 11554 -D3 -~ -~ -0 0 11568 -S -#11570 -Along the Eastern Fence~ - A large corpse of a centaur is surrounded by a dozen dead monks. It looks -like a lucky monk managed inflict a mortally wounding blow with a shovel to the -head of the giant beast. The shovel is still embedded in the centaurs head. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11579 -D2 -~ -~ -0 0 11569 -D3 -~ -~ -0 0 11571 -S -#11571 -The Battlegrounds~ - Corpses of monks lay about the field, several renderred limb from limb by a -very powerful foe. A few makeshift weapons lay scattered uselessly about. -The monks of Omega never were known for their fighting abilities. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11578 -D1 -~ -~ -0 0 11570 -D2 -~ -~ -0 0 11568 -D3 -~ -~ -0 0 11572 -S -#11572 -The Battlegrounds~ - The grassy field has been trampled and plowed into an earthen mess. Large -hoofprints and unnaturally large footprints are evident in the freshly turned -earth. Some outlined in blood. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11577 -D1 -~ -~ -0 0 11571 -D2 -~ -~ -0 0 11567 -D3 -~ -~ -0 0 11573 -S -#11573 -The Battlegrounds~ - The corpses of a few slimy green or yellow orcs are scattered among the monk -corpses. It seems the monks were able to hold their own against the smaller -and less intelligent orcs. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11576 -D1 -~ -~ -0 0 11572 -D2 -~ -~ -0 0 11566 -D3 -~ -~ -0 0 11574 -S -#11574 -The Western Fence~ - The remains of several monks lay dismembered and still steaming in the cool -air. One monk twitches occasionally. Seemingly to deny his fate. More death -and murder is everwhere except to the west where a tall metal fence blocks the -way. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11575 -D1 -~ -~ -0 0 11573 -D2 -~ -~ -0 0 11565 -S -#11575 -The Northwestern Corner of the Battlefield~ - The smell of vile monsters and feces fills this part of the open field. A -few corpses of goblins and a troll seem to be the source. Monks lay scattered -and broken all about them. -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11576 -D2 -~ -~ -0 0 11574 -S -#11576 -Along the Northern Fence~ - The black metal fence to the north is covered in blood and bits of the poor -monks who tried to flee over the tall fence. A few are even impaled into and -on the fence. The gory battlefiled continues all around. -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11577 -D2 -~ -~ -0 0 11573 -D3 -~ -~ -0 0 11575 -S -#11577 -Along the Northern Fence~ - The corpse of a monk is impaled upon the black steel fencing to the north. -Several other unidentifiable corpses litter the grassy field. A few rats -scatter as you disturb their eating. The battle must have been recent since -none of the corpses have yet begun to bloat. -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11578 -D2 -~ -~ -0 0 11572 -D3 -~ -~ -0 0 11576 -S -#11578 -Along the Northern Fence~ - Among the corpses of monks lays a few other humanoids. Upon closer -examination you can see the remains of a troll, riddled with makeshift spears -that seem to have been crafted from gardening tools. -~ -115 32768 0 0 0 0 -D1 -~ -~ -0 0 11579 -D2 -~ -~ -0 0 11571 -D3 -~ -~ -0 0 11577 -S -#11579 -The Northeastern Corner of the Battlefield~ - The monks have quite a body count here. Corpses litter the grassy field. -Several vultures hiss and take flight at your disturbance. The cool air mists -over several of the bodies that are still warm. -~ -115 32768 0 0 0 0 -D2 -~ -~ -0 0 11570 -D3 -~ -~ -0 0 11578 -S -#11580 -Behind The Monestary~ - To the west is the monestary. There is a strong fragrance of earth and -flowers upon entering this room. A small trail of blood leading to the south. -There are many different plants here and a few animals rummaging for food. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11546 -D1 -~ -~ -0 0 11591 -D2 -~ -~ -0 0 11581 -E -look blood~ - This trail of blood leads to the south and appears to be getting thicker and -thicker the farther south it goes. -~ -S -#11581 -Behind The Monestary~ - A row of corn to the west blocks out the rest of the garden. The wall to -the east leaves a narrow path to walk upon. Small drops of blood can be seen -on some dead leaves and grass. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11580 -D1 -~ -~ -0 0 11592 -D2 -~ -~ -0 0 11582 -E -look sky~ - There is a very large creature sitting about the clouds blowing ice down on -you and the surrounding area. -~ -S -#11582 -Behind The Monestary~ - A brush pile of twigs and dead leaves has been stacked against the Monastery -wall to the west. A pile of the leaves are matted down and covered in blood as -if a wounded animal rested there. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11581 -D1 -~ -~ -0 0 11593 -D2 -~ -~ -0 0 11583 -E -look blood~ - The trail can still be distinguished from the dirt, and seems to be running -south. -~ -S -#11583 -Behind the Monastery~ - A trail of footprints and hoofprints have pounded the ground into a nice -trail here. An assortment of garden tools are lined up against the eastern -wall of the Monastery. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11582 -D1 -~ -~ -0 0 11594 -D2 -~ -~ -0 0 11584 -E -look blood~ - The trail has been lost and it is not known which way it runs. -~ -S -#11584 -Behind The Monestary~ - An orchard opens up to the east while the Monastery wall hugs close to the -west. A small path travels north and south along the wall. Tools of gardening -are scattered about the ground in disorder. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11583 -D1 -~ -~ -0 0 11586 -D2 -~ -~ -0 0 11585 -S -#11585 -Behind The Monestary~ - This room contains little signs of life, there are no flowers or trees just -menacing grass scattered all about . The room itself seems to be moving but -after examining it closely the cause is known, the grass itself is moving about -the room. The church is directly to the west, and the blood trail runs to the -east. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11584 -D1 -~ -~ -0 0 11587 -E -look grass~ - The grass here is very odd it moves around and seems to shift right under -your feet. -~ -S -#11586 -An Apple Orchard~ - Apple trees in distinct rows fill this part of the garden. Although they -are small and young they still bear fruit. Several baskets of apples lay -about, full of rotting apples. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11594 -D1 -~ -~ -0 0 11589 -D2 -~ -~ -0 0 11587 -D3 -~ -~ -0 0 11584 -S -#11587 -Behind The Monestary~ - The church lies directly to the south. There are small roses and daisies -scattered about uprooted as if someone drug something about the room. The -blood trail is lying on the ground pointing to the east. The smell here is of -death, there is a foul odor that occupies this room. There are no signs of -what could be causing the smell here. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11586 -D1 -~ -~ -0 0 11588 -D3 -~ -~ -0 0 11585 -S -#11588 -A Small Garden~ - This area seems to be well tended and one of the more beautiful parts of the -entire garden. A blood trail seems to end here and it is now clear what the -awful smell was. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11589 -D3 -~ -~ -0 0 11587 -S -#11589 -Edge of the Stream~ - The bank of the stream is very steep, it looks as if some of the stream has -actually worked its way underground. The bank you stand on no longer seems -very safe. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11595 -D2 -~ -~ -0 0 11588 -D3 -~ -~ -0 0 11586 -S -#11590 -In the Garden~ - Several plots have been measured out and seem to have been assigned to -different people. Some contain corn, beans, lettuce, and other edibles. -Others seem to be nothing more than flower beds. -~ -115 32768 0 0 0 0 -D2 -~ -~ -0 0 11591 -D3 -~ -~ -0 0 11546 -S -#11591 -In the Garden~ - Several garden plots are evenly spaced and are now about ready to be -harvested. Large squash and pumpkins are ripe for the picking. To the west -you see the monastery while the garden stretches in all other directions. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11590 -D1 -~ -~ -0 0 11598 -D2 -~ -~ -0 0 11592 -D3 -~ -~ -0 0 11580 -S -#11592 -Between Corn Rows~ - Tall rows of corn block out your surroundings. The rough leaves and thick -stalks makes travel difficult unless you continue with the rows which are -planted north to south. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11591 -D1 -~ -~ -0 0 11597 -D2 -~ -~ -0 0 11593 -D3 -~ -~ -0 0 11581 -S -#11593 -Between the Corn Rows~ - The corn looks ready to be picked. The golden tassles sprouting from the -cobs is just starting to turn brown. A faint trickling can be heard to the -east, most likely a stream. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11592 -D1 -~ -~ -0 0 11596 -D2 -~ -~ -0 0 11594 -D3 -~ -~ -0 0 11582 -S -#11594 -An Apple Orchard~ - Small apple trees are evenly spaced and look almost identical to each other. -Each bears an assortment of apples, some ripe, some almost ripe. The ground is -littered with fallen apples that are beginning to rot. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11593 -D1 -~ -~ -0 0 11595 -D2 -~ -~ -0 0 11586 -D3 -~ -~ -0 0 11583 -S -#11595 -The Edge of the Stream~ - The stream drops several feet into a much deeper and narrower stream bed. -Trout can be seen swimming lazily in the deeper water. To the west a small -orchard fills the garden east of the Monastery. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11596 -D2 -~ -~ -0 0 11589 -D3 -~ -~ -0 0 11594 -S -#11596 -The Edge of a Stream~ - The stream sparkles and looks crystal clear. The water appears untainted -and beckons to be drunk. The bank on the opposite side is extremely steep and -looks impossible to jump across without getting soaked. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11597 -D2 -~ -~ -0 0 11595 -D3 -~ -~ -0 0 11593 -S -#11597 -The Edge of the Stream~ - The soft gurgling of the stream is very peaceful and soothing. A small -irrigation ditch cuts into the garden and feeds water into several other -man-made ditches. -~ -115 32768 0 0 0 0 -D0 -~ -~ -0 0 11598 -D2 -~ -~ -0 0 11596 -D3 -~ -~ -0 0 11592 -S -#11598 -The Edge of a Stream~ - The garden is planted right up to the edge of a small stream that provides -irrigation for the many plots of vegetables and trees. The stream flows slowly -and is only a few feet deep. -~ -115 32768 0 0 0 0 -D2 -~ -~ -0 0 11597 -D3 -~ -~ -0 0 11591 -S -#11599 -The Doom Priest Guild~ - The room is plastered in shadows making everything difficult to see. -Various scrolls, books, and containers are filling bookshelfs on every wall. -Some are even overflowing into piles on the floor. This looks like a room of -magical studies. -~ -115 0 0 0 0 0 -D4 -~ -~ -0 0 11502 -S -$~ diff --git a/lib/world/wld/117.wld b/lib/world/wld/117.wld deleted file mode 100644 index c5263e7..0000000 --- a/lib/world/wld/117.wld +++ /dev/null @@ -1,1684 +0,0 @@ -#11700 -Dysprosic's Zone Description Room~ - Zone name: Los Torres - Location: City - Levels: 10-15 - Alignment: mostly neutral (:200 thorugh 200) - Theme: a community made of two towers (not based on LOTR :P) with one -building containing shops, apartments for the members of the government and the -supreme council and the other containing apartments for citizens. - Plot: The government of Lost Torres is being unusually corrupt and ruthless -to its citizens. You must meet with a councillor and free the people of Los -Torres. - There will be about 60 rooms in the area, around 30 mobs and approximately 40 -objects. - -Dysprosic -~ -117 596 0 0 0 0 -S -#11701 -Pathway~ - This pathway leads to Los Torres. It is laid with white stone and is lined -with flowers of all colors. The path takes you through a small forest of red -leaved trees. The towers are visible to the north. -~ -117 4 0 0 0 3 -D0 -~ -~ -0 11700 11702 -E -trees tree~ - The trees are skinny with beautiful red leaves. -~ -E -flowers flower path~ - The path is lined with exotic flowers planted in the ground. There seems to -be something glimmering in the soil. -~ -E -soil ground~ - The soil is a nice dark brown for all the flowers. A ring is laying in the -dirt. -~ -S -T 11701 -#11702 -Entrance to Tower #1(Shops and Executive Offices)~ - The entrance to the first tower lies here. It is a large archway where -guards seem to be checking citizens as they enter. There is a pathway that -leads east to the second and seemingly taller tower. This tower seems to be -much wider than the other tower though. -~ -117 0 0 0 0 1 -D0 -~ -~ -0 11700 11703 -D2 -~ -~ -0 11700 11701 -D3 -~ -~ -0 11700 11705 -E -tower~ - The tower is very large, standing about 7-10 stories high as it looks from -the ground. Inside it are many people scuttling around the shops and -restaurants. -~ -S -#11703 -Lobby~ - The lobby of the tower is packed with shoppers. To the west lies 'The -Turkey's Gobble', a restaurant famous for it's broiled turkey. To the north . -is 'Defender's Dream', an armor shop with strong looking protective gear on -display. There is an orchestra playing in the center of the lobby, with many -people sitting down at benches to listen to the majestic music. Up above are -the houses and offices of the members of the community government There are some -pews lined around the center where the Orchestra plays. -~ -117 8 0 0 0 0 -D0 -~ -~ -0 11700 11706 -D1 -~ -~ -0 11700 11751 -D2 -~ -~ -0 11700 11702 -D3 -~ -~ -0 11700 11704 -D4 -~ -~ -0 11700 11707 -E -display~ - There are many fancy armors on display at 'Defender's Dream'. -~ -E -orchestra~ - There is a full orchestra at the center of the lobby. They are playing a -song that seems to relax the soul and fit the scenery quite well. -~ -S -T 11702 -#11704 -The Turkey's Gobble~ - The restaurant is very busy, most of the tables there are filled with -customers. The room is filled with decorations that look like they should be -used for thanksgiving. The walls are painted a dark brown and the ceiling is -painted with a spiral that surrounds an enormous chandelier. The chandelier -seems out of place but still it is very pretty. The man at the counter seems -very pleasant as he takes orders from the customers and brings them their food. -~ -117 136 0 0 0 0 -D1 -~ -~ -0 11700 11703 -D5 -~ -floor~ -1 11700 11758 -E -chandelier~ - The chandelier is humongous and made of diamonds with brass candle holders. -It illuminates the room with a pretty patterned shadow. -~ -E -table tables~ - The tables are round and are suitable for 4 people to sit at. Theyr rather -boring at the top but are very intricately cut at the bottim, making it look -like a roman column. -~ -S -#11705 -Pathway~ - The white path continues onward just outside of the red forest. It leads -from one tower of Los Torres to the next. The path has been travelled on by -numerous people though it is still in very good shape. The forest seems endless -when peered into from here. This area seems like a nice place to relax. -~ -117 0 0 0 0 1 -D1 -~ -~ -0 11700 11702 -D3 -~ -~ -0 11700 11721 -E -Path~ - The white path has been kept up nicely for it's usage. There are some spots -from people walking on it repeatedly. The brick is nicely layed in a diagonal -fashion. -~ -E -towers~ - The towers are tall and they seem to overlook all of the red forest -surrounding it. They are made of a gray stone and have many windows in the -walls. -~ -E -forest~ - The forest is seemingly endless from here. The creatures make all sorts of -pleasant noises and rustle around in the foliage. -~ -S -#11706 -Lacela's Winery~ - Lacela's Winery is decorated elaborately with lace. Lace, lace, lace. Lace -for drapes, lace for carpet and red stained lace for the countertop where -Cassandra Lacela stands. She probably has a drink or two when no one is -looking. In the back of the room is a large wine rack in which all her stock is -kept. She seems to have a lot of wines. There is a lace rug laid on the floor -in a sloppy manner. -~ -117 136 0 0 0 0 -D2 -~ -~ -0 11700 11703 -D5 -~ -trapdoor~ -2 11718 11752 -E -lace~ - It's everywhere! Ahhh!!!! -~ -E -wine rack~ - The wine rack in the back of the room is huge. It contains a lot of wines -that are cooled by a large vent at the top. It is sealed off with a glass door. -~ -S -#11707 -Entrance to Council Officing~ - The platform above the lobby marks the entrance to the offices to all of the -government officials. The echoing marble floor leads to a large marble -staircase that will take you up even further into the governmental section. -~ -117 12 0 0 0 0 -D0 -~ -~ -0 11700 11708 -D1 -~ -~ -0 11700 11709 -D3 -~ -~ -0 11700 11710 -D4 -~ -~ -0 11700 11711 -D5 -~ -~ -0 11700 11703 -E -marble floor staircase~ - The floor is made with a black marble that echoes when walked on. It sort of -leads people to the large marble staircase leading upward. -~ -S -#11708 -Gertrude's Office~ - The office reeks of an overwhelming perfume stench, probably caused by the -open perfume bottle on the desk. Papers on the desk are all messed up and the -telephone is making a beeping noise because its off the hook. Apparently the -person who works here has no intention of being disturbed. -~ -117 8 0 0 0 0 -D2 -~ -~ -0 11700 11707 -E -perfume desk papers telephone~ - The desk contains an open bottle of perfume, a messy pile of papers, and a -telephone that is off the hook. -~ -S -T 11726 -#11709 -Lesalie's Office~ - This room has been kept tidy and clean despite Lesalie's absence from office. -The large desk in one corner has papers stacked all nice and neat, and the -computer on the desk of highest quality. The floor is a peach colored carpet -immediately after the wooden door. The wall is painted an off white color, with -pictures of people hanging in various places. -~ -117 8 0 0 0 0 -D3 -~ -~ -0 11700 11707 -E -door~ - The door is made of wood and has been left open for people to come in and out -as they please. -~ -E -wall pictures~ - The wall has been painted a nice off-white color all around the square room. -It is dotted with hanging framed pictures of people that Lesalie knows. -~ -E -desk computer~ - The desk has papers neatly stacked papers in one corner, and a high quality -computer on one side. The desk seems larger than most other desks. -~ -S -T 11723 -#11710 -Phel's Office~ - This room is extremely fancy looking. Its walls are painted tan with a dark -green border at the ceiling. The ceiling has an elaborate fan which blows a -nice breeze. The desk in the center of the room is circular, complete with a -nice computer, a telephone, some paperwork, and decorations. The floor is made -of marble just like the corridor. -~ -117 8 0 0 0 0 -D1 -~ -~ -0 11700 11707 -E -celing fan~ - The smooth celing has an elaborate fan in the center which blows a soothing -breeze in the room. -~ -E -desk paperwork decorations computer telephone~ - The desk in the center of the room is circular, complete with a nice -computer, a telephone, some paperwork, and decorations. -~ -E -wall border~ - The wall is painted tan with a dark green border around the celing. -~ -S -T 11725 -#11711 -Council Corridor~ - The room has a constant echoing sound due to people walking up and down the -black marble stairs. The side by side staircases lead both up a floor and down -a floor. There are wooden doors here that lead to some of the officials -offices. -~ -117 8 0 0 0 0 -D0 -~ -~ -0 11700 11712 -D1 -~ -~ -0 11700 11713 -D3 -~ -~ -0 11700 11714 -D4 -~ -~ -0 11700 11715 -D5 -~ -~ -0 11700 11707 -E -doors~ - The doors in the room lead to some of the officials' offices. -~ -E -stairs marble~ - The black marble tiling echoes as people walk on it. It sort of makes a path -to two marble staircases that lead both up and down. -~ -S -#11712 -Miranda's Office~ - The room is totally out of order. It looks like there was some sort of -struggle here! The desk is broken in half, with papers scattering all over the -floor. The wall has been beaten in and cracked, with the window in the back -being broken as well. -~ -117 8 0 0 0 0 -D2 -~ -~ -0 11700 11711 -E -window~ - The window has been broken, making a cold breeze swift in. Shards of glass -hang around its edges. -~ -E -desk~ - The desk has been ripped apart! -~ -E -wall~ - The walls have been beaten and cracked for some unknown reason -~ -E -papers~ - The papers are scattered across the floor in a disastrous manner. -~ -S -T 11723 -#11713 -Cecille's Office~ - The first notable thing about this office is that it is unusually dark. -There are no windows to give light, so all that is there to brighten up is a -small lamp on the corner of the desk. The drawers of the desk are open and -contain a small amount of stacked papers. The walls are painted a dark cobalt -blue and the floor is of a green thick carpeting. -~ -117 8 0 0 0 0 -D3 -~ -~ -0 11700 11711 -E -desk lamp drawers papers~ - On the desk is a small lamp that provides little light to this dark room. -The drawers are partially filled with neatly stacked papers and folders. -~ -S -T 11724 -#11714 -Johanes's Office~ - The room is very small compared to the other offices in the tower. -Actually, its quite cramped in here! The desk is hardly a desk at all; it has -papers stuffed messily into files on one side and a tiny work space on the other -side. -~ -117 8 0 0 0 0 -D1 -~ -~ -0 11700 11711 -E -desk papers files~ - The tiny desk has papers stuffed into files in a disorganized manner, and -minimal work space. -~ -S -T 11723 -#11715 -Upper Council Corridor~ - This is the area where the big shots of the council do their work. They -usually have a bigger say in what happens to the city, but not nearly as a -powerful judgment as the Empress, who is above. The marble pathway ends halfway -through here and changes instantly into an ivory pathway, and the staircase -leading up is ivory, unlike the marble staircase leading down. -~ -117 8 0 0 0 0 -D0 -~ -~ -0 11700 11716 -D1 -~ -~ -0 11700 11717 -D3 -~ -~ -0 11700 11718 -D4 -~ -~ -0 11700 11719 -D5 -~ -~ -0 11700 11711 -E -marble ivory stairs staircases~ - The psort of path is made of marble and ivory, with a marble staircase -leading down and an ivory staircase leading up. -~ -S -#11716 -Luther's Office~ - The room is surprisingly bare minus a desk and some governmental paperwork. -Most of Luthers belongings are in cardboard boxes and suitcases as if he were to -leave. Everything else is totally bare. The walls are white, the ceiling is -white and bumpy, and the window isn't anything special. -~ -117 24 0 0 0 0 -D2 -~ -~ -0 11700 11715 -E -desk papers~ - The desk is bare minus a few articles of paperwork. -~ -E -suitcases boxes~ - The boxes and suitcases in the corner of the room are all packed with -Luther's belongings. -~ -S -#11717 -Visconti's Office~ - A really, really big desk is the most profound thing about the room. It has -intricately cut patterns on the sides and contains many drawers, filled with -papers galore! There is an extremely cool looking imperial tiling, and the -walls are painted white, except for one red wall which gives a major accent. -This guy has style! -~ -117 8 0 0 0 0 -D3 -~ -~ -0 11700 11715 -E -desk papers~ - The desk is very large and it has exquisite carved patterns on the sides. -It is filled with paperwork galore! -~ -E -walls~ - The walls are painted white, except for a dark red wall that gives a really -nice accent into the room. -~ -S -T 11723 -#11718 -Thedoric's Office~ - Red scrolls containing the writings and beliefs of Thedoric the powerful -adorn the walls. The paper filled desk is colored red and so are the curtains -that shade the rather large window. The floor is also made of a red wood like -the desk, or maybe like the trees... -~ -117 8 0 0 0 0 -D1 -~ -~ -0 11700 11715 -E -desk papers floor~ - The floor is made of the same red wood as the paper filled desk is. It's -also quite similar to the wood that the trees outside give... -~ -E -curtains window~ - The rather large window has been shaded with grand red curtains. -~ -E -scrolls~ - The wall is adorned with red scrolls containing the writings and beliefs of -Thedoric. -~ -S -T 11722 -#11719 -Empress's Corridor~ - The room is made with ivory tiling, ivory celing and ivory walls. The -Empress must have some fondness for ivory! There is a red carpet path leading -to a very large and exquisite door. The carped has been barricaded by gold -posts dotting the edges linked with a rope made of velvet. The corners of the -room are filled in with quarters of Mediterranean columns. -~ -117 8 0 0 0 0 -D0 -~ -grand doors~ -1 11700 11720 -D5 -~ -~ -0 11700 11715 -E -carpet velvet posts~ - The red carpet is barred off by golden posts linked together with velvet -rope. -~ -E -doors~ - The doors to the north are very large, exquisitely styled and make a huge -creaking sound when opened. A creaking sound that echoes throughout the entire -tower. -~ -E -corners colums~ - The corners are filled in with Mediterranean sytled column quarters. -~ -S -#11720 -Empress Leraillia's Office~ - The room is completely covered in ivory! Its actually quite pretty. The -tile surprisingly doesnt make a sound when it is walked on. The ceiling is -strangely high compared to the ceiling in the corridor. The walls are draped -with tapestries and beam lights that blare down and make a circle of light -around the ivory desk in the middle. The desk is accompanied by a very large -ivory colored swivel chair. -~ -117 24 0 0 0 0 -D2 -~ -grand~ -0 11700 11719 -E -ceiling~ - The ceiling is strangely high, almost out of sight! -~ -E -desk chair~ - The ivory desk is very nice, and so is the ivory colored chair. It's only -ivory colored, though. It wouldn't be very comfy to sit in an ivory chair now, -would it? -~ -E -walls tapestries~ - The walls are draped with tapestries showing strange pictures and patterns. -~ -E -lights~ - The lights are scattered at the top edges of the walls and point down to make -a circle of light around the desk and the chair. -~ -S -#11721 -Pathway~ - The pathway continues between the towers. It seems to be cracked a lot more -than the other parts of the path. The sides are spruced with red trees like the -ones in the forest. The sounds of animals rustling in foliage is louder for -some strange reason. Citizens continue to walk past doing their own things and -occasionally tripping on the various cracks in the path. There seems to be a -path to the south past the trees. -~ -117 0 0 0 0 1 -D1 -~ -~ -0 11700 11705 -D2 -~ -forest~ -1 11700 11753 -D3 -~ -~ -0 11700 11722 -E -trees forest~ - The forest is seemingly endless from here. The sound of animals rustling in -the forest is obscenely louder here. -~ -E -path cracks~ - The pathway that is usually nicely tidy isn't so much over here. There are -cracks in the path that are making the citizens unwillingly trip. -~ -S -#11722 -The Town Plaza~ - The white path leads here, into a large circular park with large stumps -people can sit on around the edge and a huge water fountain in the center that -citizens are drinking from. The most noticeable thing about the plaza is the -gigantic tree in the northeast corner. It is no ordinary tree around here, for -the leaves are green! The people gather around this mysterious tree and wonder -why it could be such a bizarre color. There are many brown footprints along the -white tile, and the forest is still visible from here. The sound of rummaging -animals has been greatly overpowered by the sound of chatting people. -~ -117 0 0 0 0 1 -D0 -~ -~ -0 11700 11723 -D1 -~ -~ -0 11700 11721 -E -tree~ - The green tree in the northeast corner attracts many people. They gather -around it, sit next to it, they have lunch, all sorts of stuff. The leaves are -a strange color of green and the bark is brown. It is extremely large even -compared to the trees in the Red Forest. It seems to be about half the height -of the tower to the north. -~ -E -stumps~ - There are stumps along the edge of the park that are made so people can sit -on them. -~ -E -citizens tourists~ - There are many gathering citizens and tourists of Los Torres in the plaza. -~ -E -tile footprints path~ - The white tile path is covered in brown footprints from the dirty boots and -shoes of people. -~ -S -T 11715 -#11723 -Pathway~ - This pathway is the junction between the plaza and the second tower. The -forest is only slightly visible from here, and the tile of the path is clean and -beautiful flowers line the sides. The looming gray stone tower is to the north -and the town plaza is to the south. -~ -117 4 0 0 0 1 -D0 -~ -~ -0 11700 11724 -D2 -~ -~ -0 11700 11722 -E -path flowers~ - The white tile path is clean swept and lined with gorgeous exotic flowers, -including some @rred@n, some @yyellow@n, and some @ggreen@n and a small amount -of @bblue@n ones. -~ -S -T 11716 -#11724 -Entrance to Tower #2 (Housing)~ - The mediocre archway made of stone bears the gate to the domestic lives of -Los Torres. The tower stretches far up, though not so far as to drive anyone -living at the top insane from vertigo. It is made of dark gray stone and is -spruced here and there with windows made of crystal clear glass. The white -pathway is kept nice and tidy for the citizens passing through. The forest of -red continues north even though the path ends here. -~ -117 0 0 0 0 1 -D0 -~ -~ -0 11700 11725 -D2 -~ -~ -0 11700 11723 -E -tower windows~ - The tower stands high and is made of a dark gray colored stone. Windows made -of crystal clear glass appear occasionally on the wall. -~ -E -path~ - The white path ceases here, looking neat and tidy. -~ -E -archway~ - The archway is made of a dark gray stone and isn't to impressive. The gate -underneath it leads into all the houses of the citizens of Los Torres. -~ -S -#11725 -A Comfortable Lobby~ - A warm glow from this room makes it relaxing and comfortable to even look at. -The floor is covered with a nice and soft red carpet with some strange square -pattern along the sides. There are soft and squishy armchairs around tables and -near a large stone fireplace. There is a brown wooden check in desk at the far -side of the room, below a tan painted flat ceiling, with lights that blare and -make the room bright. -~ -117 8 0 0 0 0 -D0 -~ -wall~ -1 11700 11726 -D2 -~ -~ -0 11700 11724 -D3 -~ -~ -0 11700 11727 -E -carpet pattern~ - The plush carpet is red with a bizarre pattern along the edges. -~ -E -celing lights~ - The celing is smoothed nicely and painted a nice tan that miixed well with -the red carpet. There are circular lights scattered across that blare making -this room very, very bright. -~ -E -desk~ - The desk on the far side is made of wood and very big. It has brochures on a -small rack advertising the shops of the other tower, and a broken silver bell -marked "Ring for service. " -~ -E -armchairs tables~ - There are very comfortable looking armchairs colored red that sircle around -small wooden tables and the grand fireplace on the north wall. -~ -E -fireplace~ - The fireplace is large and made of a tan colored stone, like the walls and -the celing. The fire roars and crackles warming the entire room. One of the -tiles on the side of the fireplace is kind of loose. -~ -S -T 11717 -#11726 -Behind the Fireplace~ - The fireplace opened up and made a small passageway! It's pretty bare made -of gray stone, and it has a bunch of ash particles in the air. It looks like -the outside is just to the north. -~ -117 264 0 0 0 0 -D0 -~ -~ -0 11700 11748 -D2 -~ -~ -0 11700 11725 -S -#11727 -Bottom of the Staircase~ - The staircase in the middle of the room spirals upward throughout the edge of -the tower, leading to several platforms along the way to the top. There are -some exits to residences on this floor as well. -~ -117 8 0 0 0 0 -D0 -~ -~ -0 11700 11746 -D1 -~ -~ -0 11700 11725 -D2 -~ -~ -0 11700 11747 -D4 -~ -~ -0 11700 11728 -E -Staircase~ - The staircase spirals up to the top of the tower. -~ -S -#11728 -Second Floor~ - The staircase continues upward throughout the edge of the tower. The -staircase continues both upwards and downwards. There is a large round rug -spread over the center of the floor. -~ -117 8 0 0 0 0 -D0 -~ -~ -0 11700 11729 -D2 -~ -~ -0 11700 11730 -D4 -~ -~ -0 11700 11731 -D5 -~ -~ -0 11700 11727 -E -staircase~ - The spiral staircase continues up a floor and down a floor. -~ -E -rug~ - The rug is spread over the center of the floor, giving the room some -atmosphere. -~ -S -#11729 -Laundry Room~ - This is where most of the citizen's laundry is done. There is a large washer -and dryer set next to an even bigger pile of bagged clothes. Each bag has their -own tag showing where the laundry should go when it's finished. -~ -117 8 0 0 0 0 -D2 -~ -~ -0 11700 11728 -E -bags tags~ - The bags of laundry have tags saying where they go when they are done. -~ -E -washer dryer~ - There is a large rumbling washer and dryer set. -~ -S -#11730 -Chef's Room~ - The room has the heavy stench of onions and peppers to it. There is an -unusually large kitchen area totally stocked with pots, pans, and cooking -ingredients. There is a sofa outside of the kitchen, where the chef probably -sleeps. -~ -117 8 0 0 0 0 -D0 -~ -~ -0 11700 11728 -E -kitchen pots pans ingredients~ - The kitchen area is very abnormally large and is filled with pots and pans. -There are also some cooking ingredients visible in open cupboards. -~ -E -sofa~ - There is a big sofa soutside of the kitchen, where the chef presumably -sleeps. -~ -S -#11731 -Third Floor~ - The staircase continues upward once more, and still goes. There are some -ceiling lights here as it is rather dark. There is a square rug in the middle of -the floor. -~ -117 8 0 0 0 0 -D0 -~ -~ -0 11700 11732 -D2 -~ -~ -0 11700 11733 -D4 -~ -~ -0 11700 11734 -D5 -~ -~ -0 11700 11728 -E -rug floor~ - The square rug in the muddle of the floor gives the room a chic look. -~ -E -lights~ - The lights on the ceiling light the room up quite a bit. -~ -S -#11732 -Dojo~ - This room has been fashioned into a Martial Arts training area. There is a -large mirror on the far wall and railings on the side walls. There is a large -mat on the ground where pupils can practice and stretch. There are long -flourescent lights lining the ceiling that make a slight humming sound. -~ -117 0 0 0 0 0 -D2 -~ -~ -0 11700 11731 -E -mat~ - This is a large yellow mat that students can practice what they know on. -~ -E -lights~ - Large flourescent lights line the ceiling and make a quiet humming noise as -they light the room. -~ -E -mirror~ - There is a really big mirror that stretches all across the far wall of the -room. -~ -E -railing~ - Railings are on the side walls so that students can stretch easily. -~ -S -#11733 -Standard Residence~ - This is just a plain old regular residence. There is a bed in the corner, a -living area with some sofas, and a kitchen area that has a few pots and pans in -the sink. This is pretty standard living. -~ -117 8 0 0 0 0 -D0 -~ -~ -0 11700 11731 -E -bed~ - The bed is made nicely and tucked away in the corner of the room. -~ -E -sofas living~ - There is a cozy looking living area with a couple of sofas gathered around a -coffee table. -~ -E -kitchen pots pans~ - The kitchen area is fairly dirty, with some pots and pans lying in the sink. -~ -S -#11734 -Fourth Floor~ - Yet again, the stairs lead upward. This is the fourth floor, and there are -an unusually large amount of windows in this room. There is another circular -rug in the center of the room. -~ -117 0 0 0 0 0 -D0 -~ -~ -0 11700 11735 -D2 -~ -~ -0 11700 11736 -D4 -~ -~ -0 11700 11737 -D5 -~ -~ -0 11700 11731 -E -rug~ - The people in this tower must like their rugs. -~ -E -staircase~ - More stairs, more stairs... The stairs can take you down or up. -~ -S -#11735 -Classroom~ - This is a standard school classroom for the children here. There currently -are no kids in here at the moment, though it is still very messy. There is a -chalk covered green chalkboard and there are turned over desks. There are also -a ton of muddy footprints leading to the exit. -~ -117 8 0 0 0 0 -D2 -~ -~ -0 11700 11734 -E -footprints~ - A ton of muddy children's footprints lead to the exit. -~ -E -chalkboard ~ - The chalkboard is green and covered with chalk. In some spots, there are -crude drawings of flowers and clouds, and in others it's just a scribble. -~ -E -desks~ - Some of the desks in the classroom have been chaotically trned over for some -reason. -~ -S -#11736 -Playpen~ - Little kids... Everywhere! Little kids here, little kids there, they're -running around and being really chaotic! Somebody, make them stop! Lots of -them are tackling each other to the ground or playing tag. -~ -117 8 0 0 0 0 -D0 -~ -~ -0 11700 11734 -E -children kids~ - The kids are behaving chaotically and are pretty much everywhere you look. -~ -S -#11737 -Fifth Floor~ - This is a very tall tower! The end must be near, for there is a small amount -of light coming from the exit up. Yet another square rug is placed in the -center of the floor. -~ -117 8 0 0 0 0 -D0 -~ -~ -0 11700 11738 -D2 -~ -~ -0 11700 11739 -D4 -~ -~ -0 11700 11740 -D5 -~ -~ -0 11700 11734 -E -rug~ - Hmm, a square rug on the floor... How original... -~ -E -staircase~ - The stairway seems to be getting lighter as it goes upward. Perhaps the top -of the tower is near? -~ -S -#11738 -Library~ - The library is kept very clean, and there doesn't seem to be a trace of dust -in here. There are books stacked on wooden shelves all over the place, and -there are some people browsing through them. A wooden desk near the exit is -where people bring their books to check out of the library, though they should -be brought back. -~ -117 0 0 0 0 0 -D2 -~ -~ -0 11700 11737 -E -bookshelves citizens~ - The wooden bookshelves all over the place hold a ton of books. Citizens are -browsing through them, looking for what they want. -~ -E -desk~ - Citizens bring books they've found here to check out and read for a bit. -~ -E -dust~ - Amazingly, there isn't any! -~ -S -#11739 -Bathroom~ - This could possibly be the worst location for the bathroom in the world... -There are urinals on the left wall with dividers in between them, and there are -toilet stalls at the rear with blue paint. There are sinks on the east wall, -though most of them have an 'out of order' sign attached to them. -~ -117 0 0 0 0 0 -D0 -~ -~ -0 11700 11737 -E -sinks~ - There are sinks on the east wall, some of them have yellow pot-it-notes with -'out of order' written on them attached. -~ -E -stalls toilet~ - Toilet stalls are on the rear wall with blue paint on them. -~ -E -urinals dividers~ - On the west wall are urinals with dividers in between them, so nobody can -sneak a peek, even if they wanted to. -~ -S -#11740 -Sixth Floor~ - This is the final floor inside the tower, the top is just above. Light -pours in from the exit up. There isn't a rug in the center of the floor, but -instead, a small statue dedicated to Thedoric, of all people. -~ -117 0 0 0 0 0 -D0 -~ -~ -0 11700 11741 -D2 -~ -~ -0 11700 11742 -D4 -~ -~ -0 11700 11743 -D5 -~ -~ -0 11700 11737 -E -light stairway~ - The stairway up leads to the top, where all the light is coming from. -Downstairs the rooms are a bit darker. -~ -E -statue thedoric~ - In the center of the room is a small statue dedicated to Thedoric, who is -doing a dramatic pose. By the looks of it, he hasn't really done anything. -~ -S -#11741 -Standard Residence~ - This is just a plain old regular residence. There is a bed in the corner, a -living area with some sofas, and a kitchen area that has a few pots and pans in -the sink. This is pretty standard living. -~ -117 0 0 0 0 0 -D2 -~ -~ -0 11700 11740 -E -bed~ - The bed is made nicely and tucked away in the corner of the room. -~ -E -kitchen pots pans~ - The kitchen area is fairly dirty, with some pots and pans lying in the sink. -~ -E -sefas living~ - There is a cozy looking living area with a couple of sofas gathered around a -coffee table. -~ -S -#11742 -Empty Room~ - Strange... This room is totally empty... The walls are painted white along -with the ceiling and the floor, and there isn't anything special about the -window... Maybe someone is going to move in soon? -~ -117 0 0 0 0 0 -D0 -~ -~ -0 11700 11740 -E -walls ceiling floor~ - The walls, ceiling and floor are all painted white. -~ -E -window~ - There isn't anything special about this window... -~ -S -#11743 -Top of the Tower~ - The top of the tower was recently made usable courtesy of Government Official -Visconti's planning, though Thedoric takes all the credit. That must be what -the statue downstairs is for. There are little extended balconies to relax on -to the north and to the south. Other than that, the only place left to go is -all the way back down. -~ -117 0 0 0 0 1 -D0 -~ -~ -0 11700 11744 -D2 -~ -~ -0 11700 11745 -D5 -~ -~ -0 11700 11740 -E -balconies~ - To the north and the south are extended balconies to the tower. -~ -E -stairs~ - The stairs only lead back down into the tower. -~ -S -#11744 -North Balcony~ - The balcony is a stone extension of the top of the tower. This place is very -calm and there is an endless view of red trees from here. The forest seems like -it has so many mysteries... -~ -117 0 0 0 0 1 -D2 -~ -~ -0 11700 11743 -E -view forest trees~ - There is an endless view of the Red Forest from here. It is extremely -relaxing -~ -E -balcony~ - The balcony is a stone extension of the tower. It is made of pewter and has -a large railing surrounding it to prevent anyone from falling. -~ -S -#11745 -South Balcony~ - The south balcony is an extension from the top of the tower. From here the -town below is visible. Citizens are talking, though the noise doesn't seem to -echo all the way up to here. There are a couple chairs here so that people can -relax in them and take in the view. -~ -117 0 0 0 0 1 -D0 -~ -~ -0 11700 11743 -E -view citizens town~ - The the entire outside town of Los Torres is visible from here. Talking -citizens are noticable, but the sound doesn't reach up this far. -~ -E -chairs~ - There are metal chairs places here so that citizens can look down and relax. -~ -S -#11746 -Standard Residence~ - This is just a plain old regular residence. There is a bed in the corner, a -living area with some sofas, and a kitchen area that has a few pots and pans in -the sink. This is pretty standard living. -~ -117 0 0 0 0 0 -D2 -~ -~ -0 11700 11727 -E -bed~ - The bed is made nicely and tucked away in a corner of the room. -~ -E -living sofas~ - There is a cozy looking living area with a couple sofas gathered around a -coffee table. -~ -E -kitchen pots pans~ - The kitchen area is fairly dirty, with some pots and pans laying in the sink. -~ -S -#11747 -Artist's Residence~ - This is obviously where an artist lives. There are paintings and empty -canvases hung up everywhere within the room. The room itself isn't painted much -except for paint splashes from mistakes. The bed in the corner of the room is -rather small but it seems cozy. -~ -117 8 0 0 0 0 -D0 -~ -~ -0 11700 11727 -E -paintings canvases~ - There are paintings and canvases along the walls. There are splashes of -paint behind the art that are the wall's only decorations. -~ -E -bed~ - The bed is very small, though it looks very cozy. -~ -S -#11748 -Path Behind the Tower~ - This is a hidden path behind the tower! To the north you can see a bit more -path, and to the south is the small opening that the firelace opened up. The -forest continues indefinitely in all directions otherwise -~ -117 0 0 0 0 3 -D0 -~ -~ -0 11700 11749 -D2 -~ -~ -0 11700 11726 -S -#11749 -End of Secret Path~ - The little path behind the tower stops here. Red trees surround everywhrere -except for the tiny row to the south. The light is totally blocked out from the -thick canopy, and so is any vision upward. It is now clear why this spot isn't -visible from the towers. -~ -117 0 0 0 0 3 -D2 -~ -~ -0 11700 11748 -S -#11751 -Defender's Dream~ - Defender's Dream is a store dealing with armor and weapons. There are all -sorts of things on display from a large gray sword to a blue helm with a face -mask. There is a sign that says 'Items on display are for DISPLAY ONLY, DO NOT -TOUCH' The floor is a white tile which has been stained with many footprints -from all the shoppers. The ceiling is painted a rather alarming shade of red -that makes people jump when they see it for the first time. The walls are -painted of a scene as if the room is at the top of a mountain and all below and -around is a large green forest and a blue sky with clouds. -~ -117 136 0 0 0 0 -D3 -~ -~ -0 11700 11703 -E -display sign~ - The weapons and armor on display are rather nice. A sign hangs near the -display that says 'Items on display are for DISPLAY ONLY, DO NOT TOUCH'. -~ -E -celind~ - The celing is painted a shade of red that is way too bright for it's own -good. It makes most people jump when they see it. -~ -E -floor footprints~ - The white tile floor has been stained with muddy footprints from all the -shoppers that have browsed around the store. -~ -S -T 11711 -#11752 -Wine Cellar~ - The wine cellar smells like expired wine like nobody could believe! There -are barrels that were supposed to be used for wine, but apparently have never -been used since last year! The stone walls are all wet and moldy, and there is -fingus growing on some patches of the floor. Cobwebs are present in every nook -and cranny of the room. It seems like nobody has kept this place tidy in quite -some time! -~ -117 521 0 0 0 0 -D4 - Lacela's Winery is above you. -~ -trapdoor~ -2 11718 11706 -E -barrels~ - The wooden barrels are the source of the wine like stench in the room. At -first glance they seemed empty, though since it's so dark it's hard to see -anything. The barrels are actually filled with a dark red blood! -~ -E -cobwebs~ - The amount of cobwebs in the room is ridiculous! They are present in every -nook and cranny you can see. -~ -E -mold walls~ - The walls are filthy and covered in mold. -~ -E -fungus fungi floors~ - The floos have patches of fungi growing on them. -~ -S -#11753 -Inside the Forest~ - The path does not follow into the forest and all that shows you a way are -torn down red trees and flattened red grass with leaves and twigs crunching on -the ground. The noises of animals running around are now followed by noises of -things attacking animals, and making them run around. One stump off of the -'path' is rather large compared to the other tree stumps. There is a blockade -of trees that seems to block any further movement. -~ -117 68 0 0 0 3 -D0 -~ -forest~ -1 11700 11721 -D2 -~ -blockade~ -1 11700 11754 -E -stump~ - The stump is rather grand in comparison with the other stumps on the trail. -It is wide and has thousands of little rings signifying that it was very old. -The tree that was cut down must have been just as obscure as this stump. -~ -E -foliage twigs leaves trees~ - The scenery is completely filled with twigs, trees, stumps, leaves and other -foliage. All of which seem to have an appropriate shade of red to them. -~ -S -T 11710 -#11754 -The Red Forest~ - The path continues into the vast forest. It is more defined than the path -before the blockade. This seems to be some sort of hideout for a faction within -the community. A sign etched into a tree trunk reads 'Red Assassins'. The tree -trunks stretch up for a long distance and suddenly disappear within an -impossibly thick canopy. -~ -117 1 0 0 0 3 -D0 -~ -~ -0 11700 11753 -D1 -~ -~ -0 11700 11757 -D3 -~ -~ -0 11700 11755 -E -trees~ - The trees stretch up for a really long distance. The red canopy of leaves -suddenly swallows them up without a trace. One of the trees is engraved with -'Red Assassins' in the bark. -~ -E -path~ - The path is scattered with red stumps, broken trigs and red leaves. It is -more visible than the path outside the blockade of trees. -~ -S -#11755 -A Sudden End~ - The path in the forest comes to another end. There aren't any more stumps in -the path and the forest seems to be getting somewhat darker. The trees on the -side of the path are withered away and a bit dead but the source of the problem -is not clear. There is a small squirrel's nest in the branches of a lively tree -placed over a peculiar patch of yellow sand on the ground. -~ -117 65 0 0 0 3 -D1 -~ -~ -0 11700 11754 -D5 -~ -sand~ -1 11700 11756 -E -path~ - The path is stumpless and clear, except when it comes to a rather sudden end. -It leads to the peculiar patch of sand below a lively tree. -~ -E -sand~ - There is a small and out of place patch of yellow sand at the end of the -path. It seems to have no important purpose here. -~ -E -nest~ - The nest is made of tiny leaves and placed cutely in the brances of a still -living tree. It is so close you could reach out and touch it. -~ -E -trees~ - The trees are somewhat withered away and dead. The source of this is -unclear. -~ -S -T 11713 -#11756 -Under the Forest~ - The forest leads down into this mysterious cave. There are no clues around -here as to what this place is. The pile of sand in the back of the room leads -up to the forest, or the path in the cave continues on east into the darkness. -~ -117 4 0 0 0 0 -D1 -~ -~ -0 11700 11759 -D4 -~ -~ -0 11700 11755 -E -sand~ - The pile of sand in the back leads to a hole which can be used to exit the -cave. -~ -S -#11757 -Alcove in the Forest~ - This is a small alcove of the lively red forest. There are trees and hedges -blocking the way forth, except for a small hole in the 'wall'. The pathway -outside Los Torres is visible from here! The 'wall' is enforced with rocks and -covered with leaves to hide it from anyone seeing it. The hole is strategically -placed to maybe spy on anyone walking past. -~ -117 0 0 0 0 3 -D3 -~ -~ -0 11700 11754 -E -wall trees hedges hole~ - The passage is stopped by a wall of trees. Or more like leaves and trees -covering a stone wall with a hole in it. The hole seems like it would be used -to spy on people or maybe fire something at them! -~ -S -#11758 -The Basement~ - This hidden and dark room almost seems like it has never been opened before. -The only light that the room has is from the gaping hole made in the floor of -The Turkey's Gobble by the chandelier. The floor is dry, though rough and there -are cobwebs EVERYWHERE from the celing to the foor. The room is totally bare -otherwise. -~ -117 12 0 0 0 0 -D4 -~ -~ -0 11700 11704 -E -cobwebs~ - Cobwebs are in every direction of the room, I mean, everywhere. It is -impossible to move without touching 20 cobwebs. It's that bad. -~ -E -hole~ - There is a large hole in the celing from the Chandelier breaking through the -floor of The Turkey's Gobble. -~ -S -#11759 -In a Mysterious Cave~ - The cave leads in further and the light gets dimmer and dimmer with each foot -inward. There isn't much here to look at other than a gray rock wall and a -couple of stalactices. There is a wooden wall with a door that has a barred -window to the east. There are moaning sounds coming from inside the door. -There is a putrid smell of urine in this room. -~ -117 73 0 0 0 0 -D1 -~ -door~ -2 11734 11760 -D3 -~ -~ -0 11700 11756 -E -wall door~ - The wall to the east is made of splintery dark wood. There is a door in the -wall that has barred windows and a rusty looking handle. There is a smell of -urine and excrement... Also the bitter smell of blood! -~ -E -stalactices~ - The stalactites drip water from the celing making an annoying sound with each -drop. -~ -S -#11760 -Prison Cell~ - Smells of urine and excrement coming from a small pile in the corner fill the -room. There is a machine here that is pumping blood from the ground! There are -barrels of blood stacked next to it in a pyramid-like fashion. The room is -formed by an ending in the cave with the wall to separate it from the rest. -From the celing to the floor is a damp solution, making the entire room -slippery. There are some stray red roots protruding from the celing, giving a -clue that this place must be fairly close to the ground. -~ -117 4 0 0 0 0 -D3 -~ -door~ -2 11700 11759 -E -machine barrels~ - The machine is pumping blood from the ground, somehow, then storing the blood -into wooden barrels that are stacked next to the machine like a pyramid. -~ -E -roots~ - There are red roots from the celing that are dripping blood! Is that what -the machine is pumping?! -~ -E -pile excement urine pee poop~ - There is a small pile of excrement and a puddle of urine in the far corner of -the room. The smell of the pile is unbearable! -~ -S -$~ diff --git a/lib/world/wld/118.wld b/lib/world/wld/118.wld deleted file mode 100644 index ce614c5..0000000 --- a/lib/world/wld/118.wld +++ /dev/null @@ -1,2459 +0,0 @@ -#11800 -Detta's [Dollhouse] Description Room~ - @BTheme:@n This zone is a little abstract, more a sort of Alice-in-Wonderland - experience that revolves around a strange dollhouse in -an antique shop. The idea is to get out once you're in, which basically entails -completing the quest... a series of mini-quests. -Note that to get any sense of this zone, you pretty much need to start in -the room down from here, and nohassle needs to be off. ;) - @GPlayers:@n Mainly for players around level 10-ish, this zone is primarily -neutral with a couple evil places and a couple good ones. Its been designed as -mostly a puzzle-solving, quest area, but opportunity for xp to be gained as -well, as each completed quest gives 10,000 xp. - @RLocation:@n The only concrete location in the zone is the beginning -room which is a London street leading into an antiques shop. - @MSecrets:@n There are now absolutely loads up :), just type LOOK SPOILERS -to see them, but you'll have more fun here if you don't ;). - @CNote:@n If you have any suggestions, spot any typos, bugs, or -weirdnesses, please mudmail me - Detta. :-) All input appreciated! -You can also email me at detta@@builderacademy.net -East takes you through the other zones I have built here. -Down takes you to the starting room of this zone. -~ -118 520 0 0 0 0 -D1 -~ -~ -0 0 1100 -D3 -~ -~ -0 0 2700 -D5 -~ -~ -0 0 11899 -E -14~ - In room 11859 you can find the angry girl. She will attack you instantly -when you walk in and the key to completing this quest is to let her tire herself -out attacking you while keeping both her and yourself alive. Once you let her -wear herself out she will apologize and ask for a hug, give it to her and she -will suddenly be a lot more receptive to writing in the journal. -~ -E -12~ - In room 11844 is the emaciated girl, mumbling away absent-mindedly to -herself. To trigger this quest, as with almost all the others; just give her -the journal. She will give a little speech about sacrifice before asking you to -make the ultimate one, and handing you a hotdog. Now, not being any ordinary -hotdog, eating it will take a huge chunk out of your hps. If it doesn't kill -you she will hand you another one, reminding you that the sacrifice is death. -Once you have eaten enough of them to render you incapacitated, she will heal -you and explain that it was your willingness to make the sacrifice that she -wanted. Giving her the journal at any time after this point will cause her to -write in it for you. -~ -E -11~ - If you enter room 11870 (The Bunkbed Room) you will hear a child's voice -telling you to "crawl in here". The command crawl will cause you to crawl under -the bed and enter room 11871 where the hiding girl is. Giving her the journal -will make her ask you for three things... Three corpses in particular. -The corpse of a fish (the red trout - mobvnum: 11830, objvnum: 11856) -The corpse of a bird (the taildove - mobvnum: 11831, objvnum: 11857) -The corpse of a toad (the vile toad - mobvnum: 11832, objvnum: 11858) -Once you have brought her all three of those things she will apologize and ask -for one further thing... a secret that Ridley guards. -If you go to Ridley and ask her a question with the word secret in it she will -consent to give it to you. -Once you have this item, just return to the hiding girl, give it to her and -she will offer to write in the journal for you... give it to her and the job -is done. -~ -E -09~ - The weeping girl is found in room 11864. As with all of the quests, giving -her the journal is what triggers it. She will explain that she is upset because -she can no longer spend time in her garden because of the monster there. The -quest then is to find is search out the garden west of the porch (room 11846) -until you see a hideous looking creature. Kill it, return to the weeping girl -and give her the journal, and she will write in it for you. As a side note, -examining the mirror in the room with her will give you some dynamic information -on your character ;) -~ -E -08~ - The blind girl can be found in room 11854. Giving her the journal triggers -her giving you a pair of eyes and telling you to examine the walls. All you -have to do is wear the eyes, examine the walls as she says, and say aloud the -word you see written there. If its correct she'll agree to write in the -journal. -~ -E -07~ - The running girl can be found running up and down inside the tunnel in room -11831. She moves fast, so the only way to really interact with her is to follow -her.. Which will take you on a bit of a spammy ride. As soon as you give her -the journal however, she will come to a halt and tell you that all she wants is -to be taken out of there. She agrees to write in it if you will show her the -way out and agrees to do whatever you say. The key here is that she does just -that, whatever you speak she does... So if you say north, she moves north etc. -All you have to do is lead her with speech to the vortex and through it. Once -on the other side she will happily write in the journal when you give it to her. -~ -E -05~ - Ridley can be found playing with alphabet blocks in room 11836. If you give -her the journal she'll launch into a little speech and finally decide to write -in it if you bring her three things. She'll give you a black box and ask for a -fruit, a flower, and a flying thing, and for you to return them in the box. -The fruit is obj 11828 and loads in room 11837. -The flower is obj 11832 and loads in room 11831. -And the flying thing is a little mob (11821) that basically wanders all over. -The trick to giving her this thing is to type CAPTURE INSECT in the same room as -it. This will then let you put it in the box with the rest of the things. -Once all three things are in the box, just give it to her, and she'll write in -the journal as well as giving you a sword that you'll need for later. ;) -Oh, the insect will escape from you after a while, so make sure to put it in the box if you don't want to lose it. -~ -E -04~ - The coloring child is super easy to deal with, she is in room 11809 and just -wants a red crayon. Give her the journal as always to trigger the quest, then -find the red crayon in room 11812 (where the playing child is). Once you give -her the crayon she'll accept the journal and write in it. -~ -E -03~ - The playing child can be found in room 11812 (Their Room), once you give her -the journal she will hand it back and tell you she wants you to release the bird -kept in the house. She'll also give you a key (referred to as Pin) so that you -can unlock the cage. You'll find the bird inside a cage in room 11818, just -unlock the cage and take the bird out to release it. Then the playing child -will write in the journal when you give it to her. Additionally, the key she -gave you will open the door that The Way to the Middle leads to from The -Crossroads. -~ -E -02~ - Okay, this is basically the main point of the zone. When you are teleported -by the dollshouse you find yourself in a room with a girl who gives you an eye. -If you OPEN EYE you will continue with the quest, CLOSE EYE to hightail it out -of there. For those who continue on, they will be teleported to a crossroads -and given a journal. The basic idea behind the journal is that its empty when -you start off, the only way to get it filled is to give it to the various mobs -you find, and complete their mini quests to get them to write in it. The goal -is to find all those mobs, get them all to write in it, and complete the -journal. :) -~ -E -01~ - Once you enter the Antique shop, the saleswoman should greet you. The main -item to look out for here is of course the dollshouse ;). Looking at it or -examining it should trigger some prompts from the saleswoman as to the doll that -came with it. Removing the doll from the dollshouse will cause you to be -teleported, essentially triggering your quest within the zone. -~ -E -spoilers~ - Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you -really have to look there are a few little neat zone inclusions listed here to -spoil your zone exploring pleasure. Just type look and then the number to look -at each one (look 1 for example). -01: The Antique Shop -02: The Journal Quest -03: The Playing Child -04: The Coloring Child -05: Ridley -06: The Tunnel-man -07: The Running Girl -08: The Blind Girl -09: The Weeping Girl -10: The Fidgety Girl -11: Ruth -12: The Emaciated Girl -13: The Silent Girl -14: The Angry Girl -15: The Scarred Child -16: The Ghostly Girl -17: The Fiery Bloodstone Amulet -~ -E -6~ - The tunnel-man can be found in room 11831, once you give him the journal he -asks you to enter the tunnel and destroy some of the secrets there. Typing -ENTER will put you through the vortex and into another area where secrets are -roaming wildly in the form of dark figures. Once you've killed fifteen of them, -the tunnel-man will accept the journal and write in it. He'll also tell you of -how many you've killed if you hand the journal to him before you've killed all -fifteen. -~ -E -10~ - The fidgety girl hangs out in room 11863 and is a pretty unstable character. -Once you give her the journal she'll ask you to play a game with her... If you -win three times she'll write in the book for you. The bad part? Every time you -lose she slashes her arm with frustration, if she does that three times without -healing she'll die. Its a simple cup and ball game though, so hopefully not too -difficult.. She just puts the ball under a random cup, and then randomly mixes -them around. If you pick the right cup you win. She keeps track of your score -and once you have won three times (it does not have to be concurrently), just -give her the journal again. -~ -E -13~ - The silent girl can be found in room 11852, and is silent for one major -reason - her lips have been stitched together. She will indicate this when you -give her the journal, hopefully providing the hint that she wants something done -about it. Examining her will offer the idea that you have to cut them, and with -no ordinary sword. The sword you need is the sword of words (obj 11835), which -Ridley gives you upon completion of her quest. If you have it, just type cut, -and the stitching will weaken enough to allow her to speak, and agree to write -in the journal. -~ -E -15~ - The scarred child hangs out in room 11872 (Inside the Gazebo), giving her the -journal will launch her into a speech about her own lost story. Choked by the -pines she says it is, and the only way to get it back is to burn them down and -recover the pages from the ashes. With this task set, she gives you a -flickering candle and asks you to return all the pages to her. There are five -pines throughout the zone and all must be burned down to retrieve the right -amount of pages. In rooms (11850, 11849, 11848, 11820, 11837) is where they can -all be found. As long as you have the candle somewhere on your person, typing -BURN PINES will set the trees on fire. They will burn for about three minutes -before leaving nothing but a black page. Return all five pages to the girl and -she will offer to write in the journal. Once this is done, she will also give -you the completed book and ask you to return it to the house somewhere, just as -a favor to her. -~ -E -16~ - The ghostly girl can be found in room 11848 and is the last mob that must be -approached. If you approach her before completing every one of the other quests -she will remind you of this. If they are already completed and you give her the -journal she will make the request that you kill her and bury the corpse in the -room. Once you do this, her invisible spirit will complete the last entry in -the journal for you, and you will be returned to the antique shop where the -entire quest started. -~ -E -17~ - Once you are returned to the antique shop, a young woman will approach you -with an interest in the journal. If you give it to her she will exchange it for -a fiery bloodstone amulet. This amulet has the power to move you to a safe -place whenever you use it. This can however, only be used about once every 20 -minutes, as the amulet needs to recharge itself. -~ -S -#11801 -A Dimly-lit Room~ - An all but silent, featureless room curves gently around in an oddly oval -shape. Smooth walls glow faintly, a gentle light pulsing from the polished -white floor. Vague muffled noises can be heard from very far away, the border -of the room shimmering transparantly now and again and allowing glimpses of -other places. There are no windows, no doors or exits, but then it seems that -not much here actually exists at all. -~ -118 24 0 0 0 0 -E -gentle light~ - Smoothly dome-shaped and a subtle cream color, this melon-sized light sends -pulses of light spreading out over the whole room. -~ -S -#11802 -A Dusty Antiques Shop~ - The smell of time and decay lingers heavy in the air, along with the various -sparkling particles of dust. Cobwebs flutter in the darker corners of the -ceiling beams, weary wood panelling flaking slightly with dried paint. Various -old and forgotten items lie cluttered around the place, even the shop counter is -cracked and sagging beyond repair. -~ -118 24 0 0 0 0 -D3 - The sound of splashing puddles and car engines can be heard, a cool draft -wafting from the damp, gray street outside. -~ -~ -0 0 11899 -E -sparkling particles dust~ - These silver specks dance carelessly in the gentle wafts of air, turning and -sparkling like tiny stars in each shaft of light. -~ -E -cobwebs darker corners ceiling beams~ - Fine silvery threads mark the perpetual residence of spiders in these dark -parts of the room. Some of the older webs are dimmed and gray with time, -flapping like indignant hands trying to shoo visitors away. -~ -E -weary wood panelling dried paint~ - A sombre dark wood has been painted with a cheerful lick of paint, presumably -to brighten it up. However the paint has been left to flake and peel away, -leaving the walls looking even more ghastly. -~ -E -old forgotten items~ - Old-fashioned children's toys seem to make up the bulk of the items here, -tiny china dolls and wooden cars. Some delicate jewellry boxes can be spied -glinting from the higher shelves, along with crystal ornaments of many kinds. -~ -E -shop counter~ - It looks almost as if someone had a fit of rage and pounded on it, a long -black crack running along its length so that it barely holds up its own weight. -~ -S -#11803 -Entrance to a Grand House~ - Darkly polished wood flooring sparkles beautifully as both natural and -artificial light dance across the surface. It appears this is the entrance to a -rather grand house, large adjacent rooms are openly visible and soft woodwind -music echoes off the distant walls and ceiling. -~ -118 8 0 0 0 0 -D0 - The hallway continues on to the north, the hard flooring covered with a rug. -~ -~ -0 0 11810 -D1 - Bright, cheery light almost blinds the view of this large room. The smell of -spices and a subtle waft of heat come from this direction. -~ -~ -0 0 11816 -D2 - The hallway continues on, soft glowing light filling the pale walls and a -leafy plant only just visible in the corner. -~ -~ -0 0 11804 -D3 - This large oakdoor is as magnificent as the expensive house that lies beyond -it, carved with beautiful patterning and polished until smooth and glossy. -~ -oakdoor~ -1 0 11821 -S -#11804 -A Bright Hallway~ - Smooth, unblemished walls seem to glow softly from the light that cascades -along this long north to south corridor. Two oriental parasols stand -decoratively in the corners, the rest of the substantial floor left open and -spotlessly clean. A subtle perfumed scent fills the air, creating a peaceful -sleepy atmosphere. -~ -118 8 0 0 0 0 -D0 - The hallway stretches spaciously to the north, a gentle draft coming from the -entrance of the house just ahead. -~ -~ -0 0 11803 -D5 - Little polished steps lead carefully down into a brightly lit room, a -rumbling sound coming distantly from below. -~ -~ -0 0 11805 -E -two oriental parasols~ - These delicately feminine parasols are designed to shade the effects of the -sun, being used here however for simple ornamental purposes. The intricate -floral pattern and woven lace making them stunning decorations. -~ -S -T 11808 -#11805 -A Little Nursery~ - This room appears to be below ground level, horizontal windows running all -around the upper edges of the walls, half obscured with outside grasses. -Bright fluorescent light illuminates the place, tiny children's chairs placed -neatly next to bookshelves full of brightly colored books. A little plastic -teaparty set sits carefully arranged on a round table, and several metal cars -sparkle from where they sit lined against the southern wall. -~ -118 8 0 0 0 0 -D0 - A large wood-panelled room lies to the north, filled with pieces of what look -to be electronic equipment. -~ -~ -0 0 11815 -D1 - Here the wood flooring begins to give way to shiny tiles, the low rumble of a -washing machine reverberating from just ahead. -~ -~ -0 0 11806 -D4 - Beautifully polished wooden steps lead up a little ways into what seems to be -a hall, the green leaves of some tall plant just in view. -~ -~ -0 0 11804 -E -tiny children's chairs~ - These vibrantly colored plastic chairs sit low to the ground, just perfect -for young children and toddlers. -~ -E -bookshelves brightly colored books~ - These books are mostly educational, reading and writing as well as -mathematical titles display themselves proudly. One shelf holds an assortment -of Disney and fantasy stories, and yet another holds several coloring books. -~ -E -little plastic teaparty set round table~ - A low plastic table holds an assortment of pretty little cups and saucers, -make believe biscuits made out of cardboard sit almost too perfectly in a plate -on the little lacey tablecloth. -~ -E -several metal cars~ - These little cars have smoothly rounded edges, and are too large for a young -child to swallow, glistening brightly in every color of the rainbow they look -as if they'd be almost irresistable to play with. -~ -E -horizontal windows~ - These little windows are trimmed with lacey curtains, a few purple flowers -nodding lazily just outside. -~ -S -#11806 -A Concrete Corridor~ - Smooth tiling covers the concrete flooring here, bright coats of paint making -the equally concrete walls glisten cheerfully. The hall seems to drone gently -as the sound of churning laundry echoes along the unyielding walls and ceiling. -Little oily handprints smudge here and there on the otherwise clean surfaces, -and one or two toys lie recently dropped. -~ -118 8 0 0 0 0 -D1 - The hall seems to end at a corner to the east, perhaps one more little door -visible further ahead. -~ -~ -0 0 11808 -D2 - A little bedroom opens to the south, delicate tinkling sound playing from -this direction, the tune of a nursery rhyme it seems. -~ -~ -0 0 11807 -D3 - The hall seems to open up into a larger room, several pieces of children's -furniture settled against the near wall. -~ -~ -0 0 11805 -E -toys~ - These toys look a little out of place in such tidy surroundings, little lego -bricks and a jigsaw puzzle piece lie dropped along the center of the floor, as -though someone carried a pile of toys too large for their arms and lost a few -along the way. -~ -E -oily handprints~ - These are very small handprints indeed, and freshly made, perhaps those of a -very young child, or a baby just learning to walk. -~ -S -#11807 -A Baby's Room~ - A tall wooden cot stands neatly tucked to one side of the room. On the -other, a changing table and a toy box occupy the space against the wall, a high -window letting in natural lighting that cascades gently along the sky-blue -walls. A little music box plays quietly, filling the room with tinkling melody -that echoes vibrantly off the hard floor and walls. -~ -118 8 0 0 0 0 -D0 - A brightly lit hallway lies ahead, a shiny appliance standing against the far -wall amidst scattered toys. -~ -~ -0 0 11806 -E -tall wooden cot~ - This little cot is somewhat reminiscent of a cage, the long wooden bars -painted a cheerful white but covered with smudgy handprints. -~ -E -changing table~ - Made from a bright yellow plastic, and equipped with several shelves, this -table is stocked with all things necessary for, well, changing nappies. -~ -E -toy box~ - Little toys spill out of this brightly colored but unremarkable box, the odd -stuffed arm of a doll or teddybear amongst little lego bricks and crayons. -~ -E -high window~ - Green grasses obscure much of the view, little yellow dandelions growing in -what seems to be a neglected part of the garden outside. -~ -E -music box~ - The shape of a little piano, this clear plastic music box tinkles gently with -the sleepy tune of Twinkle Twinkle Little Star. -~ -S -#11808 -A Concrete Corridor~ - A little draft fills this end of the corridor, though there are no windows, -leaving this room somewhat dim. Little tufts of dust fluff blow quickly across -the floor, snagging here and there and wriggling in the air currents like little -spiders. Cheerful licks of paint attempt to brighten the walls and floor, -succeeding in opening the space up a little, making it look larger and lighter. -~ -118 8 0 0 0 0 -D2 - It seems a little bedroom lies in this direction, a few flecks of light -dancing along the floor from some crystal ornament. -~ -~ -0 0 11809 -D3 - Stretching on to the west, the bright hallway seems relatively bare except -for the presence of a large washing machine further ahead. -~ -~ -0 0 11806 -E -tufts dust fluff spiders~ - They look like bits of lint and fluff from clothing, unremarkable except for -the fact that they are wriggling in the breeze as though alive. -~ -S -#11809 -A Little Girl's Room~ - A little low bed sits snugly in the corner, covered with pale pink flowery -quilting. The walls are a bright sunshine color, delicate hanging ornaments -casting flecks of light from the high window spiralling around the room. Small -fluffs blow quickly across the hard floor from the corridor outside, giving the -somewhat uncomfortable impression that little insects are darting in and out of -the flickering shadows. -~ -118 8 0 0 0 0 -D0 - A somewhat dim hallway lies ahead, the stark coldness of concrete walls -contrasting with the coziness of this little room. -~ -~ -0 0 11808 -E -low bed~ - This child's bed is made from a light colored wood that has been smoothly -polished, tiny little pieces of glitter have been stuck to it as decoration. -~ -E -delicate hanging ornaments~ - A little windchime hangs, tinkling every now and again in the breeze, and a -long crystal spiral plays with any light as it twirls. -~ -E -high window~ - Tall grasses can be seen waving just slightly above window level, indicating -that this room is below ground. -~ -S -#11810 -A Bright Hallway~ - Hardwood flooring reflects the streams of light from the south, a small -neatly woven rug lessening the effect, but even the amber walls seem to shine -almost white. A few family photos decorate the walls, the rest of this spacious -area left pleasingly uncluttered. -~ -118 8 0 0 0 0 -D2 - The hall grows colder to the south, probably because of the large entrance -way and the fact that not even a rug softens the floor. -~ -~ -0 0 11803 -D4 - The lighting becomes gently dimmed, and hard flooring gives way to soft lush -carpeted stairs leading upward.. -~ -~ -0 0 11811 -E -small neatly woven rug~ - This little rug has been delicately woven from fine materials, dark greens -and blues backing a purplish flower pattern that stands out vibrantly in the -otherwise stark surroundings. -~ -E -few family photos~ - These neatly framed pictures look to be recent snapshots of the family here. -A solemn unshaven man and a starry-eyed young woman hold two tiny children on -their laps. The small girl has her arm around what presumably is her baby -brother, both smiling toothlessly. -~ -S -#11811 -A Carpeted Hallway~ - This whole hallway is filled with an almost shimmering warmth from a nearby -heat source. Soft lighting illuminates the cream walls and thick carpeting. A -subtle orange glow comes from several plugged in nightlights, flickering gently -almost like firelight, and the lingering smell of aromatic candles dances in the -air. -~ -118 8 0 0 0 0 -D0 - A small cupboard can be seen, its contents hidden in the shadows of dim -yellow lighting. -~ -~ -0 0 11814 -D1 - A deep red wood door leads the way to what is assumably a bedroom, judging by -the Mum and Dad's Room sign that hangs from it. -~ -door red wood~ -1 0 11812 -D3 - A black door frames the entrance to a small room, an elegant brass handle -slightly askew as if the locking mechanism has been sabotaged. -~ -door~ -1 0 11813 -D5 - The shiny reflective surface of hardwood flooring can be seen glinting in the -subtle light at the bottom of the stairs. -~ -~ -0 0 11810 -E -sign~ - @BMUM AND DAD'S ROOM@n -~ -E -nightlights~ - These small plastic lights give off just enough illumination for walking -around without bumping into things. -~ -S -#11812 -Their Room~ - A gloriously large room has been carefully decorated with dark wood furniture -and rich tones of burgundy and red. A delicate chandelier casts sparkling -flecks of light dancing over the softly colored walls and lush cream carpet. -A large double bed stands centrally against the northern wall, neatly made with -slippery satiny quilts and plump pillows. -~ -118 8 0 0 0 0 -D3 - A dark red wood door frames the exit to the hallway, its pretty ceramic -doorknob decorated with paintings of flowers. -~ -door red wood~ -1 0 11811 -E -slippery satiny quilts plump pillows~ - These soft padded blankets and pillows are covered with a shimmering red -fabric, the same rich color as a deep glass of wine. -~ -E -large double bed~ - Smooth cherry wood has been sculpted carefully into this beautifully carved -four-poster bed, large enough for two adults to sleep comfortably. -~ -E -delicate chandelier~ - This pretty little light fixture has been made from glass beads and pendants -dangling from delicate metal chains. The resulting effect is one of a brilliant -shimmering dome of light. -~ -S -#11813 -A Spotless Bathroom~ - White tiles gleam spotlessly white like rows of smiling teeth along the -walls. A pale blue counter top is neatly covered with various bottles of -cleansers and lotions. Against the northern wall, a rather large and deep bath -is surrounded with a pretty blue shower curtain, and a little oil burner stands -next to the sink, filling the room with the fragrance of lavender. -~ -118 8 0 0 0 0 -D1 - A black door frames the entrance to a hallway, an elegant brass handle -slightly askew as if the locking mechanism has been sabotaged. -~ -door~ -1 0 11811 -E -little oil burner~ - This small cermaic pot holds a basin full of sweet smelling oil, a flickering -candle beneath it heating the liquid and filling the air with the aroma. -~ -E -pretty blue shower curtain~ - Swirling streaks of blue represent ocean waves, little purple shells and -jumping dolphins making up the rest of the scenery. -~ -E -large deep bath~ - Sparkling white, this bathtub looks almost as if it is never used at all, -except for the big opened bottle of bubble bath that sits to the side. -~ -E -various bottles cleansers lotions~ - Amongst these relatively unremarkable supplies are the visible brand names of -moisturisers and perfumes, most of them half-used. -~ -S -#11814 -A Little Airing Cupboard~ - Heat shimmers lazily in the air from the large metal pipes that run through -this cupboard, making it almost stiflingly hot. The smell of fresh, warm fabric -fills the air from the various piles of quilts, blankets and towels that fill -each wooden shelf. -~ -118 8 0 0 0 0 -D2 - A long hallway can be seen stretching to the south, filled with soft lighting -and lush, padded carpet. -~ -~ -0 0 11811 -E -quilts blankets~ - These folded piles of quilting smell absolutely delicious, as though they are -fresh from a hot wash and a long dry in mountain breezes. -~ -S -#11815 -The Recreation Room~ - This large room is walled with warm wooden panels, giving it a log cabin -appearance. Soft lamp shades glow from every corner, and a few brightly lit -electronic games stand against the walls. A large stereo system hums quietly -with unused volume, and a dart board hangs amidst several pinholes on the -northern wall. -~ -118 8 0 0 0 0 -D2 - A large room to the south can be seen filled with various toys and children's -furniture. -~ -~ -0 0 11805 -E -dart board~ - Seemingly well used, this circular board is filled with hundreds and hundreds -of tiny black holes, a great deal of them within the bullseye. -~ -E -large stereo system~ - This jet-black system blinks quietly with dozens of little green lights. -Two massive speakers stand either side of it, practically prickling with the -static of potential sound. -~ -E -electronic games~ - These large machines are reminiscent of what you'd find in an arcade game -facility, amongst the various flashing lights pinball and pacman can be seen. -~ -E -soft lamp shades~ - These shades are made from cream-colored tassled fabric, the kind that shows -any speck of dust, only these are in absolutely pristine condition. -~ -S -#11816 -A Cheery Kitchen~ - Warm and friendly colors decorate this whole room, soft amber walls -complimenting gentle reddish tones in the wood counter tops and cupboards. The -hard flooring is somewhat darker, laid in long wooden strips and polished until -gleaming. The smell of spices and fresh baking bread fills the air, along with -the fading aroma of burning citrus candles. -~ -118 8 0 0 0 0 -D1 - Dark red carpet leads the way into a spacious livingroom, the sound of birds -chirping coming from an open window. -~ -~ -0 0 11817 -D3 - A large entranceway gives off an air of space and light, a large door framing -the way to the outside. -~ -~ -0 0 11803 -S -#11817 -A Grand Living Room~ - Dark red carpet covers the whole of this open spacious room, long windows let -in natural light and fresh breezes from outside, and tranquil music can be heard -playing softly from nearby. Rich mahogany sofas padded with black leather stand -against the eastern wall and a glass cabinet full of crystal stands to the north -along with three small steps continuing on. -~ -118 8 0 0 0 0 -D0 - The sound of gentle music wafts on the air, three steps leading up into a -smaller but nevertheless spacious room. -~ -~ -0 0 11818 -D1 - Fresh air breezes down from the mountains, a large wooden patio looking out -over a swimming pool. -~ -~ -0 0 11819 -D3 - The plush carpet gives way to clean tiling, an open kitchen filling the air -with smells of cooking. -~ -~ -0 0 11816 -E -glass cabinet crystal~ - Smooth glassy shelves hold an array of crystal ornaments, tiny glittering -swans and teddy bears sparkling in rows. -~ -E -righ mahogany sofas~ - Carefully sculpted wooden frames hold a luxurious array of padded leather -cushions, the smooth black texture of the sofa looking comfortable and inviting. -~ -S -#11818 -The Music Room~ - This large, breezy room is naturally lit by several large open windows, -delicate curtains whispering in the wind. Soft music plays from an elaborate -sound system, and several cd racks are lined up against the wall. Rich burgundy -carpet covers the whole of the floor, deep blood-red in stark contrast to the -pale cream colored walls. -~ -118 8 0 0 0 0 -D2 - Three small steps lead down into a larger livingroom, fresh air breezing in -through all the large open windows. -~ -~ -0 0 11817 -E -cd racks~ - Various instrumental cds make up the bulk of the collection, panpipes and -piano the most commonly featured kind. -~ -S -#11819 -A Big Wooden Patio~ - A glorious mountain scene spreads infinitely in every direction, graying -peaks and crystal snow sparkling along the horizon, dotted here and there with -dark green pine trees. This open patio is made of dark burgundy wood, coated -with glossy sealant so that it shines as though marble. Creeping plants wind -their way around each wooden post, bright fuschia and pink clematus flowers -blossming abundantly. -~ -118 0 0 0 0 5 -D1 - A clear swimmingpool shimmers gently as the watery surface stirs, green -leaves from the surrounding trees twirling in the air. -~ -~ -0 0 11820 -D3 - The large livingroom of a beautiful house lies to the west, red carpet and -long flowing curtains fluttering elegantly in the breeze. -~ -~ -0 0 11817 -S -#11820 -A Large Outdoor Swimming Pool~ - Crystal clear blue water sparkles as it ripples lazily, gentle shimmering -steam filling the air around this pool. Shallow at one end, it gradually grows -deeper, a small metal ladder attached to the side at the deepest end. Green, -blooming plants grow all around, large trees overhanging so that their trailing -branches caress the water with each breeze. -~ -118 0 0 0 0 6 -D0 - Mountain landscape stretches all around, the gentle babbling of a small -stream breaking the silence of the air. -~ -~ -0 0 11895 -D3 - A large wooden patio leads the way into a grand house, the subtle sound of -music coming from within. -~ -~ -0 0 11819 -E -large trees~ - These gently swaying trees appear to be weeping willows, long trailing stems -hanging gracefully down from the bent trunks. -~ -E -green blooming plants~ - Amongst the assorted flowers and greenery, hibiscus and clematus can be seen, -large red and magenta blossoms splashing colorfully through the green. -~ -E -small metal ladder~ - This simple ladder is fastened to the side of the pool, enabling swimmers to -climb either in or out. -~ -S -#11821 -Way to the Beginning~ - To the east stands the large oak door of an impressive and beautiful house. -Vast mountainside slopes continually upward, the graying peaks topped with white -clouds. Soft open breeze carries the green scent of growth and life, new grass -and dark fragrant pine trees. Beautiful untouched landscape spans all around, -the grassy paths sparkling softly with a sprinkling of fresh dewy tears. -~ -118 4 0 0 0 5 -D1 - This large oakdoor is as magnificent as the expensive house that lies beyond -it, carved with beautiful patterning and polished until smooth and glossy. -~ -oakdoor~ -1 0 11803 -D3 - A white dome-shaped structure can be seen, adorned with pale green leaves and -large red blossoms. -~ -~ -0 0 11822 -S -#11822 -The Crossroads~ - Delicate wooden posts bend into a dome-shaped enclosure, painted white and -adorned with spiralling green vines. Red blossoms hang amidst the whispering -leaves like scarlet tears, the ghostly wind hushing as it drifts restlessly here -and there. The place has an air of quiet acceptance, and yet the air is uneasy, -warm and soft one moment before changing to frosty chill the next. Little -sparks flicker randomly in the air, murmuring as they linger, only to fade and -die like half spoken words. -~ -118 0 0 0 0 2 -D0 - A quaint English house lies to the north, a little cobblestone road winding -its way to the modest front door. -~ -~ -0 0 11823 -D1 - A gentle path winds its way to a grand house, set in a towering and rugged -mountain landscape. -~ -~ -0 0 11821 -D3 - Brown, bleak praries stretch to the west, huddled at the far end of the path -a house is visible within a cluster of trees. -~ -~ -0 0 11824 -E -red blossoms scarlet tears~ - Little smatterings of golden pollen blossom into a full crimson head of -petals, hanging wearily downward as though too heavy a burden for the stems that -bear them. -~ -S -T 11813 -#11823 -Way to the Middle~ - This appears to be a path through a quiet English town, little wooden fences -surrounding the tiny brick houses and green flourishing gardens. To the north -the blue wooden door to a well-sized house stands, a little driveway leading -into a garage at the side. The sounds of birds chirping can be heard all -around, and the subtle tinkling of a windchime though the air is still and -breathtakingly cold. To the north, a wooden door guards the way. -~ -118 0 0 0 0 1 -D0 - This painted wooden door is relatively unnoteworthy, apart from its bright -blue color. Time and dampness are already making their presence known through -the creeps of dark moulds that begin to infest the wood. -~ -door~ -2 11823 11825 -D2 - A white dome-shaped structure can be seen, adorned with pale green leaves and -large red blossoms. -~ -~ -0 0 11822 -E -garage~ - A large garage stands, closed to the outside and padlocked, its large metal -door painted blue. -~ -S -#11824 -Way to the End~ - Bleak, brown-grassed plains stretch all around, the movements of gophers -flickering upon the landscape, coyotes and cattle roaming in groups as far as -the eye can see. To the west, a large wooden house stands, sheets of opaque -plastic covering every window, and trees growing closely around as though -huddled in some secret understanding. A dark black door guards the way to the -west. -~ -118 0 0 0 0 2 -D1 - A white dome-shaped structure can be seen, adorned with pale green leaves and -large red blossoms. -~ -~ -0 0 11822 -D3 - This large door has been painted with a thick layer of black paint, making it -seem more like a yawning hole than a doorway. A layer of sticky tape has been -fastened all the way around it, sealing even the tiny gap that links the inside -to outside. ~ -blackdoor~ -2 11855 11840 -E -plastic opaque sheets windows~ - The plastic rustles eerily, covering the span of the windows so that nothing -can be seen within, a layer of dirt and grime streaked across the rippling -sheets. -~ -S -#11825 -A Small Front Porch~ - This small porch is cluttered with various coats and jackets hung against the -walls. Scattered shoes are half heartedly flung onto and beneath the provided -shoe rack, scrapes of dried mud and dirt darkening the faded yellow floor. A -slightly mouldy wooden door stands to the south, apparently the way outside. -~ -118 8 0 0 0 0 -D1 - A moderate-sized livingroom opens to the east, filled with patterned -furniture and wooden shelving. -~ -~ -0 0 11833 -D2 - This painted wooden door is relatively unnoteworthy, apart from its bright -blue color. Time and dampness are already making their presence known through -the creeps of dark moulds that begin to infest the wood. -~ -door~ -2 11823 11823 -D4 - A long flight of carpeted stairs leads into the upper level of the house. -~ -~ -0 0 11826 -E -coats jackets~ - Most of the coats and jackets here are in states of disrepair, starting to -tear or fray in places, and covered with smudges of grass and dirt. -~ -S -#11826 -Top of the Stairs~ - The large wooden post of a banister marks the edge of the stairs here, smells -of cooking wafting from below. The carpet is pulled up in places, exposing a -few little tacks that look painful to step on, a few half bent nails lying off -to the sides as if renovation is being done here. Fresh breeze drafts in from -an window to the west, allowing a clear view out onto the street. -~ -118 8 0 0 0 0 -D1 - A wooden banister winds its way around to the east, separating the stretch of -hallway from the descending stairs. -~ -~ -0 0 11827 -D3 - This large wooden window looks as though it is normally propped open, chips -of paint peeling off the window frame around. -~ -window~ -1 0 11839 -D5 - A long flight of carpeted stairs leads into the lower level of the house. -~ -~ -0 0 11825 -E -tacks nails~ - These little bits of rusty metal look to have been pulled from the floor in -some kind of renovation and abandoned in the midst of the work. -~ -S -#11827 -A Banistered Hallway~ - Long and narrow, this hallway is mostly undecorated, beige carpet fraying -slightly at the edges where it meets the wall. A wooden banister runs along the -western side, guarding a potentially nasty slip down the stairs, and a single -light hangs here, dark blotches visible on the light shade where various bugs -have been attracted to an untimely death. -~ -118 8 0 0 0 0 -D0 - A white door leads into a small bathroom, soft carpet giving way to smooth -hard tiles. -~ -door~ -1 0 11828 -D1 - A wooden door leads the way into the master bedroom, its smooth brass -doorknob slightly worn with use. -~ -door~ -1 0 11829 -D2 - The hallway extends to the south, leading to what look to be two small -bedrooms, flanked on the western side by a wooden banister. -~ -~ -0 0 11830 -D3 - Curving around, the hallway leads to the top of a flight of stairs, a wooden -banister blocking the view of what lies below. -~ -~ -0 0 11826 -E -wooden banister~ - Carved simply, this banister is made up of a series of wooden poles, fastened -together in a kind of fence framework to shield the gap where the stairs plunge -downward. -~ -S -#11828 -A Modest Bathroom~ - Cramped but cheery, this little bathroom is laid with blue and white tiles, -the deep bathtub surrounded by a pale bule shower curtain. A small frosted -window looks out over the back garden, the glass pane propped up slightly so -that fresh air drifts around the room. -~ -118 0 0 0 0 0 -D2 - A white door leads into an open hallway, smooth hard tiles giving way to soft -carpeting. -~ -door~ -1 0 11827 -E -small frosted window back garden glass pane~ - The view into the garden reveals a bright collection of daffodils and roses, -sweeping green trees shielding the majority of the ground from view. -~ -S -#11829 -Their Room~ - A faded floral wallpaper lines the pale walls, a single lampshade hanging -from the ceiling, casting a soft glow around the room. Dark wood furniture -stands either side of the large double bed, a thick flowery quilt spread neatly -over it and several pillows propped against the headboard. -~ -118 8 0 0 0 0 -D3 - A wooden door leads the way into the hallway, its smooth brass doorknob -slightly worn with use. -~ -door~ -1 0 11827 -E -dark wood furniture double bed~ - This large bed stands in the middle of the room, squarely cut and slightly -rough looking as if it has been bought second-hand, or merely used for many -years. -~ -S -#11830 -A Banistered Hallway~ - A long wooden railing runs along the western side of this hallway, simply -carved posts standing far enough apart to allow a good view of the stairs -stretching beneath. The light colored carpet is a bit worn, old stains and -fraying edges indicating its long overdue replacement. -~ -118 8 0 0 0 0 -D0 - The hallway extends onward to the north, leading past another bedroom and a -bathroom before curving around into a flight of stairs. -~ -~ -0 0 11827 -D1 - A wooden door guards the way into a small bedroom, a few flakes of white -paint peeling from its surface. -~ -door~ -1 0 11831 -D2 - A heavy rectangular door guards the way to what looks little more than a -large closet, although it seems to have been converted. -~ -door~ -1 0 11832 -E -wooden railing~ - Carved simply, this railing is made up of a series of wooden poles, fastened -together in a kind of fence framework to shield the gap where the stairs plunge -downward. -~ -S -#11831 -A Girl's Bedroom~ - Pale pink, the walls are decorated with large stickers of cartoon characters. -Lacey rose curtains blow gently in the wind, bright twirling suncatchers -capturing any rays of light and scattering them dancing around the room. -Little wooden dressers stand against the western wall, colorfully handpainted -with images from Bambi and Snow White. -~ -118 8 0 0 0 0 -D3 - A wooden door guards the way into the outer hallway, a few flakes of white -paint peeling from its surface. -~ -door~ -1 0 11830 -E -twirling suncatchers~ - These pretty little suncatchers are made from long spirals of glass, attached -to a silver thread and hung from the ceiling to twirl in the stirring air. -~ -E -stickers cartoon characters wooden dressers images~ - Various depictions of Disney characters cover most of the wooden surfaces, -brightly and carefully hand-painted, although smudged with little fingerprints. -~ -S -T 11834 -#11832 -A Boy's Bedroom~ - Light shades of pastel blue coat the walls, the southern wall sloping -strangely where it allows room for the stairs beneath. Brown carpet lines the -flooring here, barely noticeable as the room is almost entirely filled with the -space of the bed and dresser alone. -~ -118 8 0 0 0 0 -D0 - A heavy rectangular door guards the way out into the main hallway. -~ -door~ -1 0 11830 -E -dresser~ - Made of plain, unfinished wood, this small dresser looks as if it were thrown -together by hand, pressed tightly into the corner so as to take up the least -amount of room. -~ -E -bed~ - Just a regular wooden bed, this little piece of furniture stands tucked as -closely against the wall as it can get, made with blue bedding. -~ -S -#11833 -A Cozy Living Room~ - This moderately sized living room is wallpapered with patterns of cream and -beige, light sandy carpet covering the floor and tan armchairs settled into the -western corners. A television stands here though it does not look often used, -and a hanging light fixture casts the room in a warm subtle glow. Several -family photos can be seen lining the walls, along with various cross-stitchings -and paintings. -~ -118 8 0 0 0 0 -D0 - A small kitchen stretches to the north, smells of fresh baking and more -distant garden flowers wafting on the air. -~ -~ -0 0 11834 -D3 - A small porch lies to the west, slightly dirt streaked and cluttered with -shoes and coats. -~ -~ -0 0 11825 -E -cross-stitchings paintings~ - These little works of art are obviously amateur but nonetheless very pretty, -portrayals of flowers and landscapes are the main subject, with one elaborate -stitching of a tiger placed in clear view. -~ -E -several family photos~ - These smiling portraits display a young man, and a woman holding a baby along -with four small children gathered around her. The older girl and boy look to be -about seven, whereas the younger two girls are barely out of their toddler -years, one sucking contendedly on a dummy. -~ -E -television~ - This television is covered in a very fine layer of dust, indicating that it -has not been turned on for some time though it is large and prominent in the -room. -~ -S -#11834 -A Homey Kitchen~ - Soft lamps fill the room with a gentle amber light, a red glow emanating from -the oven as the smells of fresh baking fill the air. Long wooden counters stand -all the way around the room, a few plates stacked next to the metal sink. A -large window looks out onto the back garden, the sound of gentle breezes -tinkling a windchime drifting through the house. -~ -118 8 0 0 0 0 -D2 -~ -~ -0 0 11833 -D3 -~ -~ -0 0 11835 -S -#11835 -An Attached Dining Room~ - A large round table stands in the center of the room, six chairs and a -highchair pulled around it. Floral patterned walls are almost completely -covered up with the drawings done by little children, the odd smudge or little -handprint darkening the pale walls. Golden light streams from the overhead -hanging lamps, an open window in the northern door displaying a beautiful view -of the garden. -~ -118 8 0 0 0 0 -D0 -~ -~ -0 0 11837 -D1 -~ -~ -0 0 11834 -D3 -~ -~ -0 0 11836 -S -#11836 -An Empty Garage~ - Dark and damp, silver cobwebs flutter silently in the corners like flickering -ghosts. There is not much here but concrete floor and wooden walls, a few dusty -pieces of broken furniture discarded and left to rot in the shadows. The air is -musty and chill, the low moaning of the wind echoing forlonly along the bare -walls. -~ -118 9 0 0 0 0 -D1 -~ -~ -0 0 11835 -S -#11837 -A Large Flowering Garden~ - Fully abloom, this garden is ripe with the scents of blossoming flowers and -fruits, the sweet smell of honeysuckle and gooseberries ebbing and flowing with -the breeze. A row of bright yellow daffodils dance innocently to the east like -golden bursts of sunfire, dark red roses spreading like a wound to the west, -scarlet petals dripping slowly onto the ground as the flowers wilt. -~ -118 0 0 0 0 1 -D0 -~ -~ -0 0 11838 -D2 -~ -~ -0 0 11835 -S -#11838 -A Treehouse Camp~ - Crumbling bark and rustling leaves surround this little enclosure. Once a -mighty tree, there is little now left but a hollow shell, slow decay beginning -to claim even this. Old blankets have been fastened to some of the breaking -branches, colored chalk pictures drawn here and there on the wood, and a large -bundle of leaves carpets the ground, obviously meant to make this little -treecamp more comfortable. -~ -118 8 0 0 0 0 -D2 -~ -~ -0 0 11837 -S -T 11866 -#11839 -On the Roof of the Garage~ - The roofing is black and sticky with fresh-laid tar, feathers stuck here and -there where unfortunate birds have tried to land. All around, the rooftops of -little brick houses can be seen, wisps of smoke unfurling lazily in the crisp -air. Distant smokestacks rise high above the horizon, the twinkling of car -headlights passing through the shadowy air like shooting stars. -~ -118 0 0 0 0 1 -D1 - This large wooden window looks as though it is normally propped open, chips -of paint peeling off the window frame around. -~ -window~ -1 0 11826 -S -#11840 -A Cluttered Front Porch~ - A small closet stands to the west, packed full with hanging jackets and coats -of various sizes. Scattered shoes in various states of disrepair lie kicked -about, pieces of tape sticking out here and there from the more ragged ones, -streaks of mud and dirt darkening the scuffed floor. -~ -118 8 0 0 0 0 -D1 - This large door has been painted with a thick layer of black paint, making it -seem more like a yawning hole than a doorway. A layer of sticky tape has been -fastened all the way around it, sealing even the tiny gap that links the inside -to outside. ~ -blackdoor~ -1 0 11824 -D3 -~ -~ -0 0 11841 -S -#11841 -The Livingroom~ - Light gray carpet has been worn almost bare and black where the constant -passage of dirty feet has left its mark. The wallpapered wall is stained with -the oily marks of handprints and is made to look even dingier by the lack of -proper lighting, just a dim yellow glow illuminating the place. -~ -118 8 0 0 0 0 -D1 -~ -~ -0 0 11840 -D2 -~ -~ -0 0 11842 -D3 -~ -~ -0 0 11844 -D4 -~ -~ -0 0 11862 -S -#11842 -The Livingroom~ - The flickering blare of a television set fills the room with a steady barrage -of noise and light. The walls and carpet are dimmed with more than just shadow, -disrepair and neglect leaving them worn and filthy. Pieces of food and mud are -mingled together and tangled disgustingly in the unravelling fabric of the -floor. -~ -118 8 0 0 0 0 -D0 -~ -~ -0 0 11841 -D3 -~ -~ -0 0 11843 -S -#11843 -The Office~ - The wall to the north has been crudely formed from wooden panelling, nailed -together to form a temporary kind of barrier between this room and the next. -Three desks stand against the walls, each holding various pieces of electronic -equipment and stationary supplies. -~ -118 8 0 0 0 0 -D1 -~ -~ -0 0 11842 -S -#11844 -A Messy Kitchen~ - A three-way lamp holder flickers here, two of the bulbs removed so that only -one lights the room. The floor is sticky with some sort of food residue, -various dried and mouldy pieces scattered about the place. Even large objects -have been kicked to the perimeters of the room, empty cereal boxes and souring -milk cartons, pencils, hairbrushes, and cutlery all jumbled together with the -dirt. -~ -118 8 0 0 0 0 -D1 -~ -~ -0 0 11841 -D3 -~ -~ -0 0 11845 -D5 -~ -~ -0 0 11851 -S -#11845 -A Messy Kitchen~ - A vile smell fills the air, like rotting fish and a thick slime covers the -sink and soggy dishclothes alike. Dirty kitchen plates are stacked in fungating -piles or simply dropped on the floor in places, pieces of broken ceramic brushed -to the sides amidst rusty streaks of blood. -~ -118 8 0 0 0 0 -D1 -~ -~ -0 0 11844 -D2 -~ -~ -0 0 11846 -S -#11846 -A Mud-slicked Back Porch~ - A damp musty smell hangs in the air, dry and fresh mud caked all over the -floor, partially trodden into the dumped coats here. Bits of dead grass and -leaves lie liberally about the room, almost as if it were more outdoors than in. -~ -118 12 0 0 0 0 -D0 -~ -~ -0 0 11845 -D3 -~ -~ -0 0 11847 -S -#11847 -A Massive Garden~ - A little concrete pathway leads to the east and the small porch there, long -grasses dried brown by the dry climate. Only the flourishing yellow heads of -dandelions brighten the place with color. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11848 -D1 -~ -~ -0 0 11846 -D3 -~ -~ -0 0 11850 -S -#11848 -A Massive Garden~ - A rusty toolshed stands here, blocked up with various pieces of equipment and -broken bicycles. The grasses too seem stained with the color of bleeding -metal, the copper color making the place seem even more dry and desert-like. -~ -118 0 0 0 0 2 -D2 -~ -~ -0 0 11847 -D3 -~ -~ -0 0 11849 -S -T 11866 -#11849 -A Massive Garden~ - Young trees are just beginning to flourish here, frail branches waving -uncertainly in the air, tiny seedlings and leaves wafting dreamily about. The -hard ground is slightly cracked, blistering with dryness benath the thick matted -carpet of dead and dying grass. -~ -118 0 0 0 0 2 -D1 -~ -~ -0 0 11848 -D2 -~ -~ -0 0 11850 -S -T 11866 -#11850 -By the Gazebo~ - A beautiful wooden gazebo stands to the south, a large house standing further -off to the east surrounded by flat brown grasses. Few flowers grow here, only -scattered weeds and a few dark shrubs, most of the land too dry to support much -growth. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11849 -D1 -~ -~ -0 0 11847 -D2 -~ -~ -0 0 11872 -S -#11851 -In the Basement~ - Cool white walls enclose this room, grayed with the markings of children's -handprints and smudged crayon colors. Thin gray carpeting covers this whole -open area, the large room extending off to the north and to the east. Pieces of -food have scattered down from the stairs to the south, sticky black masses of -unidentifiable substance staining the floor. -~ -118 8 0 0 0 0 -D0 -~ -~ -0 0 11853 -D1 -~ -~ -0 0 11857 -D3 -~ -~ -0 0 11852 -D4 -~ -~ -0 0 11844 -S -#11852 -A Furnace Room~ - The floor here is hard and unfinished, the jagged surface flickering with -dark shadows from the furnace flame that dances here. Smooth metal panelling -contains the fire, a small grid allowing the light and heat to fill the room, -large pipes carrying the warmth to the rest of the house. -~ -118 8 0 0 0 0 -D1 -~ -~ -0 0 11851 -S -#11853 -In the Basement~ - The air is chill here, an uncomfortable feeling of lingering presence -permeating the air. Dark, sticky stains blacken the carpet, piles and piles of -dirty laundry scattered about. The smell of must and mould fills the place, and -some other disgusting scent, metallic and nauseating. -~ -118 8 0 0 0 0 -D0 -~ -~ -0 0 11855 -D1 -~ -~ -0 0 11856 -D2 -~ -~ -0 0 11851 -D3 -~ -~ -0 0 11854 -S -#11854 -A Girl's Bedroom~ - Cement walls have been painted white here, although the paint looks almost as -if it has been rubbed away in places, leaving the cold stone-gray surface bare. -Shelving along the walls hold various little stuffed animals and toys, as well -as a plastic radio that crackles as it plays some old, worn tape of panpipe -music. A window on the western wall lets in a cool draft, wafting away a strong -ammonia and chlorine smell, and a subtler metallic one. The carpet is light in -places, contrasting noticeably with the darker patches of dirt as if it had been -bleached in areas, and a streak of bloodied fingerprints smears the eastern -wall. -~ -118 8 0 0 0 0 -D1 -~ -~ -0 0 11853 -S -#11855 -A Cold Bathroom~ - This little bathroom is almost unbearably cold and damp feeling. The hard -linoleum floor is stained with different blends of disgusting looking -substances, and the room stinks as if it has never been cleaned. The flickering -light strip has had all the light bulbs but one removed, the dim glow mercifully -casting much of the sight here in shadow. -~ -118 8 0 0 0 0 -D2 -~ -~ -0 0 11853 -S -#11856 -A Makeshift Bedroom~ - This roughly made bedroom is actually part of the larger, open basement. A -crude structure of wood panelling and hanging blankets separates the small -square-ish area from the rest of the room, allowing for some privacy and seclusion -although no doors or solid walls seal it off. A television set flickers dimly -in the shadows, unwatched but left to buzz continually, as if there was a need -to fill the place with constant noise. -~ -118 8 0 0 0 0 -D3 -~ -~ -0 0 11853 -S -#11857 -A Dimly-lit Sitting Room~ - The walls here are rougly panelled with wood, giving it a somewhat cozy feel -despite the coldness of the hard flooring. This appears to be a kind of reading -area for children, a few cushions lie strewn about, as well as several well-used -children's books, and an old television set buzzes quietly to itself. -~ -118 8 0 0 0 0 -D2 -~ -~ -0 0 11858 -D3 -~ -~ -0 0 11851 -S -#11858 -The Crawl-space~ - The ceiling dips very low here, just high enough for a small child to walk -whilst stooping. Several thick wooden beams run crisscrossed along the ceiling, -supporting the floor above, and metal heating and water pipes run like veins in -and out of the structure. -~ -118 9 0 0 0 0 -D0 -~ -~ -0 0 11857 -D2 -~ -~ -0 0 11859 -D3 -~ -~ -0 0 11860 -S -#11859 -Storage in the Crawl-space~ - A single broken lightbulb hangs here, pieces of sharp glass scattered along -the freezing floor. A pingpong table has been turned on its side to separate -this half of the crawl-space from the other. This side seemingly dedicated to -the storage of various items and foods. -~ -118 9 0 0 0 0 -D0 -~ -~ -0 0 11858 -S -#11860 -A Play Area in the Crawl-space~ - The concrete walls have been painted bright white here, making the space look -a little more cheery despite the coldness. Hand-drawn cartoon characters -decorate most of the surfaces, various toys lying scattered about or set up in -various stages of play. -~ -118 9 0 0 0 0 -D1 -~ -~ -0 0 11858 -D2 -~ -~ -0 0 11861 -S -#11861 -A Play Area in the Crawl-space~ - A large metal pole stands in the center of this room, supporting the network -of wooden beams overhead. A low thrumming sound vibrates through the whole -place as heat and water flow throuh the many pipes to the rest of the house. -It is very dark in this corner of the room, the brightness of the toys and -cartoon drawings contrasting with the sinister feel of the shadows. -~ -118 9 0 0 0 0 -D0 -~ -~ -0 0 11860 -S -#11862 -A Dark Hallway~ - A large jagged hole gapes in the eastern wall, and the railing has been -pulled from its place and left dangling at the side of the stairs. The carpet -is thick and padded but beginning to fray in places, exposing sharp nails -beneath. -~ -118 9 0 0 0 0 -D0 -~ -~ -0 0 11865 -D1 - A dark door is attached crookedly with metal hinges, several slashes carved -through the surface; exposing the pale inner wood like glowing wounds. -~ -door~ -1 0 11863 -D3 -~ -~ -0 0 11864 -D5 -~ -~ -0 0 11841 -S -#11863 -A Little Book Closet~ - This tiny closet is stacked with shelves as high as the ceiling, a vague -smell of must and mould wafting in the otherwise stagnant air. Yellowing and -torn books are strewn haphazardly here and there, most covered with a thick -layer of cobwebs and dust. -~ -118 9 0 0 0 0 -D3 - A dark door is attached crookedly with metal hinges, several slashes carved -through the surface; exposing the pale inner wood like glowing wounds. -~ -door~ -1 0 11862 -S -#11864 -A Filthy Bathroom~ - The floor looks as though it used to be blue tiles, a disgusting yellow -grunge making it appear more green and filling the air with a revolting acrid -smell. The toilet and counters look as though they have never been cleaned, -ugly stains and sticky grime covering almost every surface. -~ -118 8 0 0 0 0 -D1 -~ -~ -0 0 11862 -S -#11865 -A Dark Hallway~ - A single lightbulb flickers quietly here without a light shade, the stark -ripples of light contrasting with the dark shadows that creep in from the rest -of the surroundings. Streaked with grime, it is hard to separate the darkness -of the walls from the dirt. -~ -118 8 0 0 0 0 -D0 -~ -~ -0 0 11869 -D1 -~ -~ -0 0 11866 -D2 -~ -~ -0 0 11862 -D3 -~ -~ -0 0 11867 -S -#11866 -A Boy's Bedroom~ - One wall of this room has been painted a deep navy blue, glow-in-the-dark -stickers of stars and planets liberally decorating it, and a space-themed border -runs around the top of the walls. Scattered lego bricks are embedded into the -gray carpet, various lego spacecraft in the works or completed, hanging from -invisible thread and lego stands. -~ -118 8 0 0 0 0 -D3 -~ -~ -0 0 11865 -S -#11867 -Their Room~ - A large double bed stands in the center of the room, covered with slippery -quilts the deep color of fresh blood. Dark wooden furniture accessorizes the -rest of the room, piles of dirty laundry strewn all over the floor and draped -over the various furnishings. -~ -118 8 0 0 0 0 -D1 -~ -~ -0 0 11865 -D2 -~ -~ -0 0 11868 -S -#11868 -A Small Private Bathroom~ - Small and cramped, this little bathroom looks as though it has been sabotaged -by one of the resident children. Bright red nail polish has been used to paint -a glaring @RX@n on almost every surface visible. The smeared mirror, the dirty -walls, the yellowing toilet; all marked irreversibly with the same angry sign. -~ -118 8 0 0 0 0 -D0 -~ -~ -0 0 11867 -S -#11869 -The Bunkbed Room~ - A horrible smell of souring milk and unwashed bedclothes is strong in the -air, the lighting dim and gray where most of the lightbulbs have been removed, -only one remaining in its socket. The room is long and wide, filled with as -many beds and dressers as it can hold, what little remaining floorspace filled -with dirty laundry and piles of rubbish. -~ -118 8 0 0 0 0 -D1 -~ -~ -0 0 11870 -D2 -~ -~ -0 0 11865 -S -#11870 -The Bunkbed Room~ - Large ugly stains spread along the wallpapered walls, a combination of slimy -moisture and moulds that are beginning to thrive off the dampness and -sugar-backed papering. The wall appears cracked beneath, a long split working -its way up to the ceiling where a pretty unicorn border contrasts the ugly -darkness of the rest of the room. -~ -118 8 0 0 0 0 -D3 -~ -~ -0 0 11869 -S -T 11868 -T 11869 -#11871 -Under the Bed~ - This small space is neatly concealed from the outside world, bed above and -gray carpet below, the gap around blocked on side by a wall and covered with -hanging blankets on the other. Everything seems suspended and silent here, only -the occasional flicker of a creeping insect running across the floor, and the -creaking of footsteps seems to disturb the stillness. The only way to get out -seems to be to crawl through the small gap. -~ -118 9 0 0 0 0 -S -T 11869 -#11872 -Inside the Gazebo~ - This rosy colored gazebo is fenced around with pretty lattice-work, five -posts supporting the domed hexagonal roof. Various climbing flowers crawl up -the sides, most of them drying in the heat, filling the air with a condensed -perfume scent. -~ -118 4 0 0 0 0 -D0 -~ -~ -0 0 11850 -S -#11873 -A Girl's Bedroom~ - @CMost noticeable is the streak on the eastern wall, suddenly transformed -into a bright phosphorescent blue, shining almost blindingly as if the fingers -had smeared radioactive liquid instead of the original substance. It is not the -only area that is glowing however, much of the wall covered in faded blue -splotches or perhaps more disturbingly, smudged letters and words. The -naturally gray carpet is now luminous blue, brighter splashes here and there as -if some glowing paintball gun had been liberally used to decorate the place. -~ -118 8 0 0 0 0 -D1 -~ -~ -0 0 11853 -S -T 11843 -#11874 -On the Tip of a Hill~ - The ground here is made of pale pink rock, droplets of dew condensing and -trickling along the grassless ground, making it glisten and shine even more. -The surface slopes gently upward to the south, curving again abruptly down so -that only horizon can be seen. -~ -118 0 0 0 0 4 -D1 -~ -~ -0 0 11875 -D2 -~ -~ -0 0 11877 -S -T 11834 -#11875 -On the Tip of a Hill~ - The soft beige stone here has been worn until it is completely smooth, giving -it an almost purposefully polished appearance. The gently curving surfaces are -flawless and almost reflective, covered in a fine sheen of moisture. -~ -118 0 0 0 0 4 -D2 -~ -~ -0 0 11876 -D3 -~ -~ -0 0 11874 -S -#11876 -A Sloping Ridge~ - A prominent crest curves around from the east to the west, a deep purplish -color veining through the rock as though mineral rich waters once ran in -rivulets here, the tinted surface eroded until glossy and flawless. -~ -118 0 0 0 0 4 -D0 -~ -~ -0 0 11875 -D1 -~ -~ -0 0 11879 -D2 -~ -~ -0 0 11880 -D3 -~ -~ -0 0 11877 -S -#11877 -A Sloping Ridge~ - The land slants upward gently, only to slope deeply downward toward the -south, rosy hues of purple mixing with the cool gray. Splotches of deeper -color blossom here and there, permanent stains on the smooth stony canvas. -~ -118 0 0 0 0 4 -D0 -~ -~ -0 0 11874 -D1 -~ -~ -0 0 11876 -D2 -~ -~ -0 0 11893 -D3 -~ -~ -0 0 11878 -S -#11878 -A Sloping Ridge~ - The rock becomes deep maroon in color here, encrustations of salt powdering -its surface as if brine water flowed through here at some point. Perfectly -eroded, the chalk-like blemishes are all that spoil the smoothness, dulling the -natural shine of the stone. -~ -118 0 0 0 0 4 -D1 -~ -~ -0 0 11877 -S -#11879 -A Sloping Ridge~ - Deep purple stone rises gently before slanting steeply down to the south -here, a faint vibration throbbing through the rock from some unseen source. A -feeling of heat rises in the air, the very surface of the stone hot to the touch -as if warmed from within. -~ -118 0 0 0 0 4 -D3 -~ -~ -0 0 11876 -S -#11880 -A Grave Plain~ - The ground here is level and unblemished, fine soil ribbed slightly where the -breeze has stirred it. No grass, rocks, or other features of any kind can be -seen, just the ground untouched and bare like a vast sandy canvas. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11876 -D2 -~ -~ -0 0 11881 -D3 -~ -~ -0 0 11893 -S -#11881 -A Grave Plain~ - Flat and unmarked, the land stands blankly all around like some massive piece -of unused parchment. Void of all plantlife and rockery, the only things -noticeable are the slight ripples that work through the fine earth with each -breeze. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11880 -D2 -~ -~ -0 0 11882 -D3 -~ -~ -0 0 11892 -S -#11882 -A Grave Plain~ - Tawny-colored prarie stretches far to the north, an unbroken canvas of -smooth, pale soil. Gentle heat wafts from all around, a thick muggy humidity -lingering in the air and coating everything in sight with a subtle sheen. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11881 -D2 -~ -~ -0 0 11883 -D3 -~ -~ -0 0 11891 -S -#11883 -Dark Grasses~ - Dark soil is spread in furrows here, tall black grasses standing unyielding -and stubborn against the breezes, almost more like the spines of cacti than any -green flora. A deep shadow shrouds the place in gloom, the atmosphere clinging -and moist. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11882 -D1 -~ -~ -0 0 11884 -D2 -~ -~ -0 0 11886 -D3 -~ -~ -0 0 11887 -S -#11884 -Dark Grasses~ - The sandy soil is veined and crinkled like a withering autumn leaf, just as -crisp and dry though the surrounding air is hot and humid. Thick black grasses -stand rigidly, covered with a slick shine of moisture. -~ -118 0 0 0 0 2 -D2 -~ -~ -0 0 11885 -D3 -~ -~ -0 0 11883 -S -#11885 -Dark Grasses~ - Tall bristly plant growths stand like black sentinels watching over the land, -stubbornly straining against the attempts of the breeze to move them. Stifling -muggy air swirls aimlessly about, leaving glistening droplets on every surface. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11884 -D3 -~ -~ -0 0 11886 -S -#11886 -Dark Grasses~ - Long wiry grasses stand here and there, black and withered up like old trees, -too weary to stand tall. The soft sandy soil is dark and ribbed, alive with the -dancing shadows of the swaying plant life. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11883 -D1 -~ -~ -0 0 11885 -S -#11887 -Dark Grasses~ - Sinewy grasses stand stiffly here and there upon the brown ridged land, -glossy with moisture and shining like black stalactites of oil. An oppressive -heat lingers in this place, a greasy film of wetness covering everything. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11891 -D1 -~ -~ -0 0 11883 -D2 -~ -~ -0 0 11890 -D3 -~ -~ -0 0 11888 -S -#11888 -Dark Grasses~ - Tendrils of shadow sway and snake over the dark soil as the stiff grasses -bend reluctantly to the wafting air. Sticky and claustrophobic, the damp -atmosphere seems to smother everything, filling the place with a tangy odour. -~ -118 0 0 0 0 2 -D1 -~ -~ -0 0 11887 -D2 -~ -~ -0 0 11889 -S -#11889 -Dark Grasses~ - Bleak and sinister, only the weaving snake-like shadows of the coiled grasses -seem to infuse this place with any life. Muggy and clinging the air seems -almost to coat everything with slime. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11888 -D1 -~ -~ -0 0 11890 -S -#11890 -Dark Grasses~ - Dark, gloomy land stretches around, gently rippled by the wandering air. -Sinewy grasses whisper mournfully, bent and stiff as though aging black ghosts -that haunt the place. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11887 -D3 -~ -~ -0 0 11889 -S -#11891 -A Grave Plain~ - Bland, unbroken land continues on to the north, shades of soft taupe -glistening and stirring gently as the currents of air move, warmer air rising -from the ground itself as if some heat source lay somewhere far beneath. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11892 -D1 -~ -~ -0 0 11882 -D2 -~ -~ -0 0 11887 -S -#11892 -A Grave Plain~ - Natural landscape stretches out widely here, fine, fawn-colored soil spread -like gently rippled icing over the flat terrain. A subtle heat stirs the air, -making it shimmer and shift slightly as though part of some mirage. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11893 -D1 -~ -~ -0 0 11881 -D2 -~ -~ -0 0 11891 -S -#11893 -A Grave Plain~ - Soft sandy ground levels out here, stretching far to the south in one -continuous plane. The air is warm and humid, the sticky atmosphere smelling -vaguely of salt as if this were at the side of some ocean, though there is no -sound of waves to be heard. -~ -118 0 0 0 0 2 -D0 -~ -~ -0 0 11877 -D1 -~ -~ -0 0 11880 -D2 -~ -~ -0 0 11892 -S -#11894 -How Perceptive Are You?~ -Count the F's in the following text, try to read through it only once: -FINISHED FILES ARE THE RE- -SULT OF YEARS OF SCIENTIF- -IC STUDY COMBINED WITH THE -EXPERIENCE OF YEARS... -Once you have counted them all, type look next -~ -118 24 0 0 0 0 -E -two 2~ -@y@RF@yINISHED @RF@yILES ARE THE RE- -SULT O@RF@y YEARS O@RF@y SCIENTI@RF@y- -IC STUDY COMBINED WITH THE -EXPERIENCE O@RF@y YEARS...@n -~ -E -next~ -How many F's did you get? -The answer is that there are 6 :) -Most people only count three as the brain does not process the F in the word of -PS. if you are really stuck, type LOOK TWO, to see exactly where the F's are -~ -S -#11895 -By a Gentle Stream~ - A babbling stream curves gently around here, the glassy surface broken with -smooth pebbles and the falling petals from nearby trees. Clear mountain breezes -wash cleanly over the land, filling the atmosphere with a peaceful, serene -feeling; a beautiful jagged view of the mountainsides spreading out below. -~ -118 0 0 0 0 5 -D2 -~ -~ -0 0 11820 -S -T 11866 -#11896 -A Quiet Place~ - Warm and softly dim, nothing here can be made out into any solid shape or -form. All around, distant watery colors and murmuring sounds fade and grow, -all the world pulsing as if a giant heart beat. Everything of the normal world -becomes jaded and still, only a vague awareness lingering of the ability to -'awaken'. -~ -118 8 0 0 0 0 -S -T 11899 -T 11856 -#11897 -A Quiet Place~ - Warm and softly dim, nothing here can be made out into any solid shape or -form. All around, distant watery colors and murmuring sounds fade and grow, -all the world pulsing as if a giant heart beat. Everything of the normal world -becomes jaded and still, only a vague awareness lingering of the ability to -'awaken'. -~ -118 8 0 0 0 0 -S -T 11899 -#11899 -A Street Corner~ - This long gray street is wet with puddles from the nearly constant rain here, -the splashing sound of cars driving past and the cooing of pigeons as they -flutter overhead is almost all there is to be heard. It seems mostly deserted, -the few people to be seen scurrying quickly about, faces down as they rush to -their destinations. All seems dim and dreary, the only warmth is the subtle -glow of light coming from a shop to the east. -~ -118 0 0 0 0 1 -D1 -~ -~ -0 0 11802 -S -$~ diff --git a/lib/world/wld/12.wld b/lib/world/wld/12.wld deleted file mode 100644 index 153a8c8..0000000 --- a/lib/world/wld/12.wld +++ /dev/null @@ -1,158 +0,0 @@ -#1200 -The Meeting Room Of The Gods~ - The meeting room is plain and very simple. A circular table sits in the -middle of the room, lit by some unseen light source. There are many chairs -around the table, all empty. The Immortal Board Room is to the north. -~ -12 8 0 0 0 0 -D0 - A frosted glass door with huge silver hinges and silver fixtures are here -marking the main meeting room with the TBA company Logo upon the door. The door -is open. -~ -door~ -1 -1 34310 -S -#1201 -The Inn Of The Gods~ - The Inn of the Gods is a small room, holding only a shelf with many small -precious stones on it. When a God comes to rent his belongings, his essence is -stored in the stones. The north foyer is to the east. -~ -12 8 0 0 0 0 -D1 -~ -~ -0 0 34307 -S -#1202 -The Ice Box Of The Gods~ - The Ice Box is for little boys and girls that cannot play nice. Be good -and maybe someone will come and get you. -~ -12 184 0 0 0 0 -S -#1203 -The Gods' Mortal Board Room~ - Here the Gods have magically created an exact copy of the mortal board room. -Any God can easily post and read messages from the mortal board room without -being seen by any mortals. The eastern foyer is to the north. -~ -12 8 0 0 0 0 -D0 -~ -~ -0 0 34308 -S -#1204 -The Immortal Board Room~ - The main hang out of the Gods, the Immortal Board Room is the place to be. -Gods exchange messages here most every day. The eastern foyer is to the south. -~ -12 8 0 0 0 0 -D2 -The Gods' Meeting Room is located to the south. -~ -~ -0 -1 34308 -E -original~ - The main hang out of the Gods, the Immortal Board Room is the place to be. -Gods exchange messages here most every day. The mortal board room is to the -east and the meeting room for the gods is to the south. To the north is the -Gods' Inn and to the west is a post office for Gods. In the northeast corner -you spot a small staircase leading upwards. -~ -S -#1205 -The Post Office Of The Gods~ - The Post Office Of The Gods is the same as most Post Offices except that it -is not as slow. Even the Postal service knows not to anger the Gods. Piles of -junk mail line the walls. I guess even Gods get on mailing lists. The northern -foyer is to the west. -~ -12 8 0 0 0 0 -D3 -~ -~ -0 0 34307 -S -#1206 -Advertising/Business Center~ - This is the advertising room. It is a very large room with several tables -and chairs lining the room that have computers on them and a lone printer in the -corner. It is a business center of the Gods. It also has what appears to be -several bulletin boards for notices. The only exit is west through an arch into -the southern foyer. -~ -12 8 0 0 0 0 -D3 -~ -~ -0 0 34309 -S -#1290 -The Immortal Board Hall~ - You are standing in a large hall, exits lead off to the board rooms of the -immortals. You can enter the hall of builders to the north, to the south are -the halls of justice, while to the west you can find the immortal board room. -~ -12 8 0 0 0 0 -D0 -~ -~ -0 0 1291 -D2 -~ -~ -0 0 1293 -D3 -~ -~ -0 0 1204 -S -#1291 -The Builders' Board Room~ - The Builder Academy zone begins in room 3. @RGOTO 3@n to begin your -training or if you need a refresher. TBA zone should be able to teach anyone, -no matter how new, the basics of building. The southern foyer is to the east. -~ -12 8 0 0 0 0 -D1 -~ -~ -0 0 34309 -S -#1292 -The Immortals' Mortal Board Room~ - Here the Gods have magically created an exact copy of the mortal board room. -Any God can easily post and read messages from the mortal board room without -being seen by any mortals. The Immortal Board Hall is to the west. -~ -12 0 0 0 0 0 -D3 -~ -~ -0 0 1290 -S -#1293 -The Halls Of Justice~ - You are standing in a magnificent marble hall, the only exit is back to the -north. Statues of Karileena the goddess of Honor and Justice, are lining the -walls. You realize this is where the exalted gods meet to discuss what course of -action to take against offenders in the realms. -~ -12 8 0 0 0 0 -D2 - A frosted glass door with huge silver hinges and silver fixtures are here -marking the Hall of Justice with the Rune of Justice etched in the glass in the -exact center of it. -~ -door~ -1 -1 34310 -D4 -~ -~ -0 0 34399 -S -$~ diff --git a/lib/world/wld/120.wld b/lib/world/wld/120.wld deleted file mode 100644 index e8c0c06..0000000 --- a/lib/world/wld/120.wld +++ /dev/null @@ -1,1773 +0,0 @@ -#12000 -Rome Zone Description Room~ - Builder : Onivel of JediMUD -Zone : 120 Rome -Began : ? -Player Level : 4-34 -Rooms : 68 -Mobs : 39 -Objects : 37 -Shops : 6 -Triggers : 4 -Theme : Ancient Rome -Zone 120 is linked to the following zones: - 50 Great Eastern Desert at 12068 (east ) ---> 5028 -~ -120 0 0 0 0 0 -S -#12001 -The Judging Booth~ - You stand in the midst of a small room with windows on the east and south -walls. These windows provide a complete view of the competition fields. -There are several scorecards, pencils and other items that are used by the -judges sitting on a table. The only exit is a trapdoor leading down. -~ -120 8 0 0 0 0 -D5 -There is a rickety ladder leading down. -~ -trapdoor~ -1 12033 12002 -E -pencils pencil~ - An ordinary #2 lead pencil. Judging by the teeth marks on the shaft, the -user should see a dentist very soon! -~ -E -scorecards~ - The cards all have been filled in with the judges evaluations of today's -combatants. It seems that Sparticus is having a good day. -~ -S -#12002 -Caesar's Private Box~ - This is the best view in the house! You can see gladiators fighting or -the chariot races with an unobstructed view. The seats are upholstered in -red velvet and are in top-notch condition. There is a rickety ladder leading -up and a marble staircase leading down. -~ -120 12 0 0 0 0 -D4 -You see a rickety ladder with a trapdoor leading up. -~ -trapdoor~ -1 12033 12001 -D5 -There is a marble staircase leading down. -~ -~ -0 -1 12003 -S -#12003 -The West Side Of The Commoner's Seating Area~ - This is the western side commoner's seating area. There are row upon -row of rough wooden benches bolted to the floor. There is stadium garbage -everywhere and the smell makes you want to puke. Stairs lead up to Caesar's -private box, a small ramp leads down to the playing field and a hallway -leads south. -~ -120 0 0 0 0 1 -D2 -You see a small hallway that leads to a larger area. -~ -~ -0 -1 12004 -D4 -Watch your step! -~ -~ -0 -1 12002 -D5 -Watch your step! -~ -~ -0 -1 12010 -E -seats benches~ - The benches are made of rough cut lumber that has dried and split over time. -You would probably get splinters if sat on them. The words 'BURT WAS HERE' have -been carved into one of the benches with exquisite care. -~ -S -#12004 -The Southern Commoner's Seats~ - This is the southeastern part of the common seating areas. The benches -here are made of stone and are probably centuries old. A few scratches on -one of the benches catch your eye. An acrid smell is coming from the east -and a tunnel leads off to the north. -~ -120 0 0 0 0 1 -D0 -The tunnel looks like it leads to another seating area. -~ -~ -0 -1 12003 -D1 -There is an acrid smell coming from that direction. -~ -~ -0 -1 12011 -E -marks scratches~ - They look like they form the words "Onivel Cinemod Semaj" But you could be -mistaken. -~ -S -#12005 -The Abandoned Gate~ - This used to be a gateway to and from western Rome. There is an iron gate -blocking your way and judging by the amount of rust and foliage growing on the -bars, it hasn't been open for years. Looking through the gate at the barren -landscape that lies beyond, you can see why. A dirt road leads off to the east, -and a store is directly south. -~ -120 0 0 0 0 1 -D1 -Through the clouds of dust, you can make out a passable road. -~ -~ -0 -1 12012 -D2 -You can barely make out a storefront through the foliage. -~ -~ -0 -1 12006 -D3 -The gate has been permanently rusted shut and is further secured by a large -chain and padlock. Don't even bother THINKING about trying to open it. -~ -gate~ -2 -1 -1 -E -gate~ - The gate has been permanently rusted shut and is further secured by a large -chain and padlock. Don't even bother THINKING about trying to open it. -~ -S -#12006 -Swords 'R Us~ - Welcome to the weaponshop of Titus Andronicus!! Rare halberds, whips, -swords and other instruments of death are proudly displayed on the walls -and in gleaming glass cases. More common weapons are stacked like wood on -the floor. To the north you can barely make out a gate. There is a very -secure looking door to the south. -~ -120 136 0 0 0 0 -D0 -You can see a city gate to the north. -~ -~ -0 -1 12005 -D2 -There is a very secure looking door blocking your progress. -~ -door~ -2 12034 12007 -E -swords weapons armor halberds whips~ - Titus has enough hardware in here to outfit a large army. Maybe that's why -he has a lucrative contract to sell weapons to the Emperor's armies for -outrageous prices. -~ -S -#12007 -The Back Room~ - If you thought that there were a lot of weapons in the front of the store, -you haven't seen anything yet!! There is barely enough room to walk amongst -the crates of armor and swords. No wonder Rome will stand for a thousand -years. The only exit is through a door to the north. -~ -120 9 0 0 0 0 -D0 -Through the piles of weapons, you can see a door leading north to the rest of -the store. -~ -door~ -2 12034 12006 -E -weapons swords crates armor weapon sword crate~ - There are literally thousands of each. Take your pick. -~ -S -#12008 -Peanut Heaven~ - You are now so high up that you begin to feel lightheaded and your nose -feels like it is going to start bleeding. There aren't even benches to sit -on here; just bare dirty stone. The view of the surrounding country is -spectacular. Unfortunately you can barely see the playing field. There is -a set of steps here, leading down. -~ -120 0 0 0 0 1 -D5 -Watch your step! -~ -~ -0 -1 12015 -E -landscape country~ - You can see the entire city of Rome from here. The buildings housing the -Roman government are to the east. To the south east, off in the distance, is -the massive aqueduct and further in that direction lies the Mountain of the -Gods. -~ -S -#12009 -The Practice And Warm-up Area~ - There are many gladiators, chariot drivers and their coaches here, warming -up in preparation for the games. The dust rising from the parched earth makes -you want to sneeze. A short tunnel leads east and the thunder of pounding -hooves and the clash of weapons can be heard coming from the south. -~ -120 0 0 0 0 2 -D1 -There is a large oval dirt-track in that direction. -~ -~ -0 -1 12016 -D2 -You can hear the clash of weapons and the thunder of hooves in that -direction. -~ -~ -0 -1 12010 -E -coach trainer~ - The coach tell you "Stop bothering my athletes and get lost! " -~ -E -chariot~ - You see a two wheeled open cart which is obviously meant to be pulled by -horses. The flaming paint-job and the large '01' stenciled on the side identify -the chariot as belonging to Drucilis 'Lightning-whip' Octavious, a favorite -driver of the masses. -~ -E -driver~ - The driver is too busy changing a wheel on his chariot to notice you. -~ -E -gladiator~ - He is a big muscular man with lots of armor. He sizes you up and decides -that you aren't worth his time or trouble. -~ -S -#12010 -The Jousting Arena~ - This is a wide open grassy plane... LOOK OUT!!!! You are almost -skewered by a gladiator's lance as he makes his charge. A practicing -area is due north. -~ -120 4 0 0 0 2 -D0 -Through a small tunnel you can see athletes stretching and warming up for -the games. -~ -~ -0 -1 12009 -D4 -You see a set of steps leading up into the spectator stands. -~ -~ -0 -1 12003 -E -gladiator~ - He is in the final stages of a charge against his opponent... THUD! CLANG! -CRASH!!!!... Judging from the blood and the amount of distance that now -separates the gladiators head from the rest of his body, you can safely assume -that this was the final combat of his life. -~ -S -#12011 -The First-Aid Station~ - This is the place to come to if one is overcome by the heat and gore. -(Or if a lion gets loose) You see a jar of live leeches and other barbaric -medical apparati lying about here. From the west comes the roar of the -crowd, and a hall leads east. The healer will be with you shortly. -~ -120 12 0 0 0 0 -D1 -You see hundreds, perhaps thousands of people. -~ -~ -0 -1 12018 -D3 -Rows of stone bleachers lie to the west. -~ -~ -0 -1 12004 -E -leech leeches~ - DISGUSTING! Each is about the size of matchbox and very slimy. You are VERY -glad that you have access to a cleric! -~ -S -#12012 -A Dirt Road~ - You are on a parched and dusty rural road which runs east and west. There -is a structure lying to the south. -~ -120 0 0 0 0 2 -D1 -Through the dust, you see a paved road. -~ -~ -0 -1 12019 -D2 -It is difficult to see through the haze and dust. -~ -~ -0 -1 12013 -D3 -It is difficult to see through the haze and dust. -~ -~ -0 -1 12005 -S -#12013 -The Commoner's House~ - You are standing in the main living quarters of a common Roman citizen. -The furnishings are sparse and it is warm here. A putrid odor is coming -from the east and passages lead north and south. -~ -120 8 0 0 0 0 -D0 -A dusty road lies to the north. -~ -~ -0 -1 12012 -D1 -What is that smell??!!! It is enough to make a yak gag!!! -~ -~ -0 -1 12020 -D2 -You hazard a guess that a bedroom lies in that direction. -~ -~ -0 -1 12014 -E -furnishings furniture~ - The furniture that you see is very simple and plain. It is made of rough -hewn wood and fastened together with nails. It looks very uncomfortable. -~ -S -#12014 -The Bedchamber~ - This is the bedroom. There is a hard and lumpy bed in the far corner. -It looks like the commoner's wife has been shirking her duties lately, as -there is a big pile of soiled laundry here. The only way out is from where -you came. -~ -120 12 0 0 0 0 -D0 -You see the living quarters to the north. -~ -~ -0 -1 12013 -E -laundry wash clothing~ - It smells of sweat and is covered with mud. -~ -S -#12015 -The Noblemans' Box~ - These are the 'better' seats used primarily by the upper class of Rome. -There is a large seating area to the east and a staircase leading up here. The -view of the chariot track is pretty good. -~ -120 0 0 0 0 0 -D1 -Rows upon rows of bleachers lie to the east. -~ -~ -0 -1 12022 -D4 -The stairs look safe enough. -~ -~ -0 -1 12008 -S -#12016 -The Race Track~ - This is a hard dirt track about a quarter of a mile long. There are hoof -prints everywhere, and you see a large cloud of dust approaching. You had -better move before you get run over. A small tunnel leads west, you can see -the crowd to the east. You can hear loud snarls and roars coming from below. -~ -120 0 0 0 0 2 -D3 -You see athletes warming up and stretching. -~ -~ -0 -1 12009 -D4 -~ -~ -0 -1 12023 -D5 -Do you like lots of live lions that haven't been fed for a few days? -~ -~ -0 -1 12017 -S -#12017 -The Lion Pit~ - As you land at the bottom of this dirt-walled pit, the realization that a -pit full of lions is NOT a good thing to be hanging around in. Several of -the gladiators gather around the edge of the pit to watch your demise. You -look around you, and all you see is tawny fur and gaping jaws... it is too -late to run, too late to hide. - Twelve lions rip you and your belongings into a gory mass of bloodied -leather, bronze, and bone. - What's that old saying? - Cats killed the curious? Something like that, I'm sure... -~ -120 12 0 0 0 0 -S -T 12000 -#12018 -The South Entrance To The Coliseum~ - You are standing at the south entrance to the Coliseum. There are -citizens of Rome everywhere, apparently in a mad rush to get in. A -statue of Caligula the Mad Emperor overlooks the area. There are long -lines standing to the east, and an acrid smell is coming from the west. -A busy road lies to the south. -~ -120 4 0 0 0 1 -D1 -The lines are very long and people look impatient. -~ -~ -0 -1 12025 -D2 -A road lies in that direction. -~ -~ -0 -1 12019 -D3 -An acrid, almost medicinal smell is coming from that direction. -~ -~ -0 -1 12011 -E -statue caligula~ - A larger than life stone statue of Caligula, the Mad Emperor, looks at you. -It looks like it is holding a phallus. He has got a grin on his face that seems -to say 'My horse would like you, I bet... ' -~ -S -#12019 -The Main Highway~ - This is a well built and heavily traveled road running from east to west -and there is a large structure built entirely of stone to the north. -~ -120 0 0 0 0 1 -D0 -You can hear the roar of a large crowd of people coming from that direction. -~ -~ -0 -1 12018 -D1 -The highway continues to the east. -~ -~ -0 -1 12026 -D3 -The highway continues to the west. -~ -~ -0 -1 12012 -S -#12020 -The Outhouse~ - PEEEEEEEEEEEEEEEE-YEEEEEWWWWWWWW!!!!! Boy does it stink in here!!! You -taste bile in your mouth and your eyes begin to water. As you wipe away your -tears, you see that this is a small room, in the far corner of which a hole -is dug. The odor intensifies as you move closer and there is a roll of toilet -paper sitting on the ground. The only exit is to the west and your nose and -stomach are strongly suggesting that you use it. -~ -120 8 0 0 0 0 -D3 -The living quarters lie in that direction. Why don't you stop pussyfooting -around and go that way??!! Please? -~ -~ -0 -1 12013 -E -roll paper~ - Hey!! This is first-class stuff!! - White Cloud brand with lotion. The -roll is about half-used. -~ -E -hole toilet~ - You walk over to the hole and see that there is a large turd floating in a -pool black water about 2 feet below the surface of the ground. As you lean -closer to get a better look, your nose catches a concentrated dose of the -fragrant aroma wafting upwards. Your stomach decides that it has had enough of -this shoddy treatment and you puke until it is empty. -~ -S -#12021 -The Slave Quarters~ - This is where the slaves sleep. There are hard boards set out for use -as beds and not much else. The only exit is to the east. -~ -120 8 0 0 0 0 -D1 -To the east, a well manicured path winds through the nobleman's estate. -~ -~ -0 -1 12027 -S -#12022 -The Common Seating~ - This is where many of the common Roman citizens are seated during the -games. These are the cheapest seats in the house, as glare from the sun -is usually a problem during the afternoon. Like the other common seating -areas, this place could stand extensive renovation and a thorough cleaning. -This area extends to the south and a much more elegant seating area can be -seen to the west. -~ -120 0 0 0 0 1 -D2 -The common seating area continues. -~ -~ -0 -1 12023 -D3 -The seating gets much fancier and elegant in that direction. -~ -~ -0 -1 12015 -S -#12023 -The Common Seating~ - This is where many of the common Roman citizens are seated during the -games. Like the other commoners' areas in the coliseum, it could use -extensive renovation and cleaning. This area extends to the north and -lots of noise can be heard coming from the south. -~ -120 0 0 0 0 1 -D0 -The common seating area continues. -~ -~ -0 -1 12022 -D2 -You see hundreds, perhaps thousands of people. -~ -~ -0 -1 12024 -S -#12024 -The East Entrance To The Coliseum~ - You are standing at the east entrance to the Coliseum. There are people -everywhere, apparently in a mad rush to get in. A statue of Tiberius, an -Emperor of a time long since passed, stands here looking out over the crowd. -There is a passage to the north, the ticket booth is to the south and a gate -opening to the city lies to the east. -~ -120 4 0 0 0 1 -D0 -You see rows upon rows of dilapidated wooden bleachers. -~ -~ -0 -1 12023 -D1 -Nero Drive lies in that direction. -~ -~ -0 -1 12031 -D2 -There are VERY long lines standing outside the ticket booth. -~ -~ -0 -1 12025 -E -statue tiberius~ - The statue of Tiberius, made of iron, stands here. -~ -S -#12025 -The Ticket Booth~ - Long lines are standing here, waiting to buy tickets. There are three -vendors working furiously. Ticket stubs litter the ground and you can see -that the people are getting very impatient. There is a large, open cashbox -here. Main entrances to the Coliseum are to the north and west. -~ -120 8 0 0 0 0 -D0 -You see hundreds, if not thousands of people. -~ -~ -0 -1 12024 -D3 -You see hundreds, if not thousands of people. -~ -~ -0 -1 12018 -E -cashbox~ - It is a shame that the exchange rate for Roman money is so low. What amounts -to a fortune in Rome isn't even worth one gold coin. The contents of the box -add up to about... Well forget it. It isn't worth your time or trouble to -carry it around. -~ -S -#12026 -A Paved Road~ - You are on a paved road that runs east to west. You can see an elaborate -looking estate to the south and to the north-west, off in the distance, you -can see a very large stone structure. -~ -120 0 0 0 0 1 -D1 -The road leads off to the east. -~ -~ -0 -1 12033 -D2 -It looks like a Nobleman's estate. We are talking RICH nobleman's estate. -~ -estate house~ -0 -1 12027 -D3 -The road leads west towards the highway. -~ -~ -0 -1 12019 -E -structure~ - That would probably be the Coliseum. There are a few good matches scheduled -for today. -~ -S -#12027 -A Noble Estate~ - You are on the grounds of a nobleman's estate which is hundreds of times -the size and splendor of anything that a common citizen of Rome would ever -hope to own. Everything is lush and green. The grass is perfectly manicured -and the trees are all bearing fruit. Ornamental plants are in perfectly -situated to enhance and adorn the three statues of dedicated to gods Jupiter, -Venus and Neptune. A tranquil path leads east and west, there is a paved road -to the north and an extravagant house lies to the south. -~ -120 0 0 0 0 2 -D0 -You see a paved road in the distance. -~ -~ -0 -1 12026 -D1 -The path leads east through the estate. -~ -~ -0 -1 12034 -D2 -You see an incredible house off in the distance. -~ -~ -0 -1 12028 -D3 -Off through the trees, you see a small, plain hut. -~ -~ -0 -1 12021 -E -trees tree shrubs shrub plants plant~ - All of the plants, trees and shrubs are perfectly trimmed, without so much as -a dead leaf anywhere to be seen. You welcome the shade that they give from the -harsh sun above. -~ -E -Neptune~ - The statue of Neptune is made of pure jade and is holding a crystal trident. -It is sitting in the center of a small pond which has hundreds of beautiful fish -swimming in it. -~ -E -Jupiter~ - A statue made of pure gold depicts Jupiter sitting on his throne. The throne -looks like it is made of silver. -~ -E -Venus~ - Venus, the Roman goddess of beauty and knowledge is displayed in a all of her -splendor. -~ -S -#12028 -An Opulent House~ - You stand in a house, the size and splendor of which almost defies the -imagination. The floor is done with hand crafted marble tile with silver -and jeweled inlays. The light coming through the exquisitely crafted stained -glass windows bathes the room in splendor and the furniture looks as though -it was made by master craftsmen from all over the empire. A path through the -estate is north of here. -~ -120 12 0 0 0 0 -D0 -You see a well manicured path that winds through the estate. -~ -~ -0 -1 12027 -E -furniture~ - You hope to eventually be able to own a piece of furniture just like these -someday. These are only dreams, of course. -~ -E -windows~ - They are intricate and the scenes that they depict cast honor on several of -the gods. -~ -E -floor tile~ - Very expensive! A lot of master craftsmen labored long and hard to produce -such a work of art. -~ -S -#12029 -The Great North Gate~ - This is the northern gateway to the city of Rome. The huge gate appears -to be closed and locked against intrusion. A large road muddy road runs -through the gate and into the countryside. Nero Drive runs south from here. -~ -120 0 0 0 0 1 -D0 -The gate is made of solid iron and is well maintained. -~ -gate~ -2 -1 -1 -D2 -Nero Drive continues in that direction. -~ -~ -0 -1 12030 -E -road~ - The road is wide and very muddy. -~ -E -gate~ - The gate is made of solid iron and is well maintained. -~ -S -#12030 -Nero Drive~ - You are walking on a paved road that runs south through the city of Rome. -A great gate is directly north of here. The Roman citizens are very friendly -and tip their hats or say hello as you pass. -~ -120 0 0 0 0 1 -D0 -To the north, you can see a gate leading out of the city. -~ -~ -0 -1 12029 -D2 -Nero Drive continues in that direction. -~ -~ -0 -1 12031 -D3 -You see the bakery of Rome. -~ -~ -0 -1 12062 -S -#12031 -Nero Drive~ - You are walking on a great paved road that runs north and south through -the city. People are hurrying from one place to another, but always stop -to say hello. Most of the people are either coming from or going to the -town square. Nero Drive continues to the north, and you can see a large -open area to the south. -~ -120 0 0 0 0 1 -D0 -Nero drive continues in that direction. -~ -~ -0 -1 12030 -D2 -It looks like the town square. -~ -~ -0 -1 12032 -D3 -You see the an opulent estate. -~ -~ -0 -1 12024 -S -#12032 -The Town Square~ - You are standing in the middle of a large open area which is the common -area of Rome. During the day, this place is alive with the hustle and -bustle of all of the citizens of Rome and everyone in the city is sure to -stop by at some time or another. There are several street vendors peddling -their wares and the overall atmosphere is carnival-like in nature. To the -southeast, off in the distance, you can see the aqueduct and the buildings -of the Roman government lie to the northwest. Nero Drive leads north and -south from here and Clay Avenue runs east. -~ -120 0 0 0 0 1 -D0 -Nero Drive heads in the direction of the northern gate. -~ -~ -0 -1 12031 -D1 -Nero Drive heads in the direction of the south gate. -~ -~ -0 -1 12039 -D2 -A street made of hard packed clay runs in that direction towards the -aqueduct and buildings of the Roman government. -~ -~ -0 -1 12033 -E -aqueduct~ - To the southeast, off in the distance, stands a large stone structure that is -used to channel water into the city. -~ -E -vendor vendors~ - There are several sidewalk vendors here, selling fresh fruits and vegetables, -home baked goods, fine jewelry and other items. Most of the items for sale are -of very high quality. -~ -S -#12033 -Nero Drive~ - You are walking on a paved road that runs north and south through the -city of Rome. There are many people here, as polite as always. Most of -them are either coming from or going to the town square which lies to the -north. Nero Drive continues to the south. There is an observation area -overlooking the aqueduct to the east and a paved road leads west. -~ -120 0 0 0 0 1 -D0 -The town square lies in that direction. -~ -~ -0 -1 12032 -D1 -The aqueduct and mountain of the gods are in that direction. -~ -~ -0 -1 12040 -D2 -Nero Drive continues toward the South Gate. -~ -~ -0 -1 12034 -D3 -A paved road runs west through the city. -~ -~ -0 -1 12026 -S -#12034 -Nero Drive~ - This is a busy paved road that runs north through the city. The people -of Rome are very friendly and say hello as you pass. A gate leading out of -the city lies to the south and a small path goes west towards a nobleman's -estate. To the east, off in the distance, lies the great mountain. It is -rumored that the Gods watch over and protect the empire from there. -~ -120 0 0 0 0 1 -D0 -Nero Drive leads in that direction. -~ -~ -0 -1 12033 -D2 -You see many people entering and leaving the city through a large gate in the -walls protecting the city. -~ -~ -0 -1 12035 -D3 -It looks like a nobleman's estate. We are talking RICH nobleman's estate. -~ -~ -0 -1 12027 -S -#12035 -The South Gate~ - This is the southern gateway to the city of Rome. The bronze gate is -closed and locked. Looking through the bars, you see a heavily traveled -road leading out of the city. Nero Drive starts here and runs north and -a wizard's shop lies to the east. -~ -120 0 0 0 0 1 -D0 -Nero Drive leads towards the center of town. -~ -~ -0 -1 12034 -D1 -A small store, from which an occasional detonation can be heard, lies off -in that direction. It appears to be surrounded by a rolling pink mist. -~ -~ -0 -1 12042 -D2 -The gate appears to be closed and locked against intruders. -~ -gate~ -2 -1 -1 -E -gate~ - The gate appears to be closed and locked against intruders. -~ -S -#12036 -The Emperor's Private Office~ - You are standing in the Emperor's private office. The room is richly -furnished with the finest of the loot brought back from conquests of far -away lands. There is a massive, intricately carved desk here, upon which -are important documents, decrees and other paperwork involved in running -the empire. On the far wall, there is a marble bookcase that is well -stocked with the works of Homer, Plato, Socrates and other wise men. -Further, it seems that the current Emperor likes flowers as there are -many potted and cut specimens throughout the room. There is a french -door leading to the waiting room and a wooden door to the south. -~ -120 8 0 0 0 0 -D1 -Through the door, you see a waiting room. -~ -doors french~ -2 12035 12043 -D2 -The south door leads directly to the senate chambers. -~ -door wooden~ -2 12035 12037 -E -flowers plants flower plant~ - The plants contribute to a very relaxing atmosphere. -~ -E -bookcase books~ - The books are very old and contain the wisdom of wise men from throughout the -entire Roman empire. They appear to be collecting dust. -~ -E -documents decrees paperwork document decree papers paper~ - The documents are all written on reed scrolls made in Egypt and have been -sealed with wax. -~ -E -desk~ - The desk is made of solid walnut and gold inlay. It is exquisitely carved -with superior craftsmanship, the likes of which has rarely been seen. It was -probably brought to Rome from Gaul. -~ -S -#12037 -The Senate Chambers~ - This is the working room where elected senators from all over the empire -gather to advise the Emperor. An official seal of the Emperor is hanging on -the far wall. There is a wooden door to the north and a bronze door to the -east and doublehung door to the south. -~ -120 8 0 0 0 0 -D0 -The door is made of thick walnut. -~ -door wooden~ -2 12035 12036 -D1 -The door leads to the foyer. -~ -door bronze~ -1 12036 12044 -D2 -~ -door doublehung~ -1 12037 12038 -S -#12038 -The House Of Commons~ - This is the lower house of the advising body to the Emperor. Common men -from all parts of Rome work here to further assist the senators in advising -the Emperor on critical matters of state. The seal of the Emperor is painted -on the far wall. The only exit is to the north. -~ -120 8 0 0 0 0 -D0 -You see that the doublehung door leads to the senate chambers. -~ -door doublehung~ -1 12104 12037 -S -#12039 -Clay Avenue~ - You are on a wide well traveled road running east and west through the -heart of Rome. There are large crowds of people to the west and the road -continues to the east. The aqueduct is directly south of here. -~ -120 0 0 0 0 1 -D1 -Clay Avenue continues in that direction. -~ -~ -0 -1 12046 -D2 -You see an entrance to the aqueduct. -~ -~ -0 -1 12041 -D3 -There are large crowds of people in that direction. -~ -~ -0 -1 12032 -E -crowds people~ - It looks like some kind of bizarre or festival is occurring to the west. -There are hundreds of people of all classes shopping, talking or eating. -~ -S -#12040 -The Observation Lookout~ - You are on a platform overlooking a massive aqueduct. There is a -telescope mounted to the railing that surrounds the area and you can -hear the gurgle of water as it is channeled into the city. Off in -the distance, you can see the Mountain of the Gods. -There is a sign mounted to the railing and a ramp leads west. -~ -120 0 0 0 0 1 -D3 -You can see a busy street in that direction. -~ -~ -0 -1 12033 -E -sign~ - ******************************************** - * * - * The Roman Aquarian and Mountain * - * Observation Platform * - * * - * Designed and built by the Froboz * - * Magic Platform Company * - * * - ******************************************** -~ -E -aqueduct~ - The aqueduct is a massive stone structure that channels water into Rome from -the Mountain of the Gods. During the rainy season, it is filled to the top. -However, due to recent drought, the water level appears to be very low. -~ -E -telescope~ - If it were operational, it would offer a spectacular view of the Mountain of -the Gods. Unfortunately, it appears to have been vandalized. -~ -S -#12041 -The Aqueduct~ - You are in a massive stone structure that has been designed to channel -water into the city of Rome. Due to the recent drought, the water level -is low, allowing passage without a boat. The walls and floor are covered -with algae and slime producing treacherous footing conditions. There are -exits to the north, south and east. -~ -120 12 0 0 0 6 -D0 -You can see a wide street to the north. -~ -~ -0 -1 12039 -D1 -You see more aqueduct. -~ -~ -0 -1 12048 -D2 -You see more aqueduct. -~ -~ -0 -1 12041 -D3 -You see more aqueduct. -~ -~ -0 -1 12054 -E -slime algae~ - Due to the availability of moisture and nutrients, a green, viscous slime has -grown and covered everything with a slippery coating. It seems to go out of its -way to drip on you. -~ -S -#12042 -The Mage's Shop~ - You are standing in the mage's shop. Magical ointments, charms and -potions are sitting on shelves and behind a glass counter. There is a -dense neon blue fog hugging the floor here, making it impossible to see -below your knees. You suddenly hear mutterings coming from the back -room, possibly from... -KKKKKAAAAAABBBBOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOMMMMMMMMMMMMMMMM!!!!!! -You are deafened by the noise from a tremendous explosion and the -concussion from the blast staggers you! The shopkeeper seems to pay -no heed to this. The door to the back room opens and an older man, -wearing a pointed hat, whose face is smudged with soot sticks his head -out. 'Is everyone alright? Sorry about that. I was testing a new -spell. I'll try to give advance notice next time.', he says. The door -then closes. -~ -120 8 0 0 0 0 -D1 -The door is reinforced with steel and looks VERY sturdy. Considering the -'test' that you just witnessed, you are glad that it stands between you and -whatever is going on in the back room. -~ -door~ -2 12038 12049 -D3 -You see the south gate through the door. -~ -~ -0 -1 12035 -E -fog mist~ - This is some really strange stuff! You have never seen anything this color -before. Your legs are totally obscured from the knee down. -~ -S -#12043 -The Waiting Room~ - You are standing in a very large room with a high ceiling and there -are a few people waiting here to see the Emperor on urgent matters. The -master scheduler tells you to have a seat and sends a page to inform the -his highness of your arrival. There are large doors to the east and west -and an exit leads south to the foyer. -~ -120 8 0 0 0 0 -D1 -There is a sign on the door that says: MUNICIPAL COURT OF ROME. It appears -to be open. -~ -~ -0 -1 12050 -D2 -The foyer is directly to the south. -~ -~ -0 -1 12044 -D3 -There is a large door to the west. -~ -door~ -2 12035 12036 -S -#12044 -The Entrance Foyer~ - You have just entered the main government building of the Roman Empire -and are standing in a massive room with an elaborately decorated domed roof. -There are many people here; messengers and senators being the most numerous. -There is a large, ornate door to the west, a hallway leads north and marble -stairs that lead out of the building are to the south. -~ -120 8 0 0 0 0 -D0 -You see a hallway leading north to what looks like a waiting room. -~ -~ -0 -1 12043 -D3 -There is a large door to the west that blocks your path. -~ -door~ -1 12036 12037 -D5 -You see a stairway leading out of the building. -~ -~ -0 -1 12045 -S -#12045 -Outside The Capitol Building~ - You stand on white marble steps that lead up and into the Capitol -Building. There are several statues, none of any real significance, -at the entrance to the building. The main entrance to the building -is at the top of the steps. -~ -120 0 0 0 0 1 -D4 -The steps lead into the Capitol Building. -~ -~ -0 -1 12044 -D5 -The steps terminate onto Clay Avenue. -~ -~ -0 -1 12046 -E -statue statues~ - There is really nothing noteworthy about them. -~ -E -stairs stairway steps~ - The stairs are immaculately polished and made of white marble. -~ -S -#12046 -Clay Avenue~ - You are standing on a wide, heavily traveled road that runs east and west -through the heart of the city. There are marble steps leading up. To the -south, off in the distance, you can see a large stone structure and a mountain -that is partially obscured by the haze. There is a general store to the north. -~ -120 0 0 0 0 1 -D0 -The general store lies in that direction. -~ -~ -0 -1 12063 -D1 -There is what appears to be a large gate in that direction. -~ -~ -0 -1 12051 -D3 -Clay Avenue continues. -~ -~ -0 -1 12039 -D4 -There are some white marble steps leading up. -~ -~ -0 -1 12045 -E -mountain~ - Off to the southwest, you can see a huge mountain that is partially obscured -by the haze. It is rumored that the gods reside there and protect the city. -~ -E -stone structure aqueduct~ - You see a massive stone structure, built several centuries ago, that is used -to channel water into the city. -~ -S -#12047 -The Summit Of The Mountain Of The Gods~ - You are at the summit of a very high mountain and are standing above -the clouds. The sun is shining brilliantly here and the clouds below -look like balls of cotton. The path that you have been walking on is -damp and the scent of lilac is in the air. -~ -120 0 0 0 0 5 -D5 -You see a damp path leading back down the mountain. -~ -~ -0 -1 12052 -S -#12048 -The Aqueduct~ - You are in a massive stone structure that has been designed to channel -water into the city of Rome. Due to the recent drought, the water level -is low, allowing passage without a boat. The walls and floor are covered -with algae and slime, producing treacherous footing conditions. There are -exits in all four cardinal directions. -~ -120 8 0 0 0 6 -D0 -The aqueduct continues. -~ -~ -0 -1 12057 -D1 -The aqueduct continues. -~ -~ -0 -1 12041 -D2 -The aqueduct continues. -~ -~ -0 -1 12041 -D3 -The aqueduct continues. -~ -~ -0 -1 12048 -E -slime algae~ - Due to the availability of moisture and nutrients, a green viscous slime has -grown and covered everything with a slippery coating. It seems to go out of its -way to drip on you. -~ -S -#12049 -Froboz's Workshop~ - You are standing in the workshop of Froboz the Great, the most powerful and -famous mage that Rome has ever known. Workbenches line the walls and are -covered with various test tubes, beakers, petri dishes and crucibles and there -is an odor in here that can best be described as a combination of old sweat -socks and burning tires. The only exit is back through the door through which -you came. In the middle of the room, you see a pile of ashes that looks like it -once was a body and Froboz is is busy making adjustments on a new type of magic -wand... Possibly the one responsible for the explosion a few minutes ago. He -removes a jeweler's loupe from his eye as he turns around. 'How in the name of -Merlin did you get in here??!! ' he asks. 'Oh, nevermind! Since you are here, -you can serve as witnesses to the final test of the new mages' spell: -"ectowatt". ' With this he makes a magical gesture and a paladin appears. -Crossing his fingers, Froboz waves the wand his direction and what happens next -is incredible! The Paladin is enveloped in what appears to be a small, well -contained, thermonuclear explosion. When the smoke clears you can see that the -paladin and all of equipment has been reduced to a large pile of flaming -cinders. Froboz throws his head back and cackles with insane glee. 'Now, my -young friends, what can I do for you? ', he asks. -~ -120 8 0 0 0 0 -D3 -There is a door, reinforced with steel, in that direction. -~ -door~ -2 12038 12042 -E -cinders ashes pile~ - The ashes are a very fine grayish white powder that seems to be the only -worldly remains of Froboz's "test specimens". -~ -E -workbench workbenches tubes beakers crucibles dishes~ - These are all tools of great power. You cannot even begin to understand what -any of this stuff does. -~ -S -#12050 -The Courtroom~ - You stand inside of a large courtroom in which common civil disputes and -criminal matters are decided. There is a judge's bench and a witness stand -on the far side of the room and a jury's box along side. The Emperor's seal -is prominently displayed on the wall behind the judge's stand, reminding all -who enter that he is an extension of his highness. There is a door, possibly -leading to the judge's chambers, to the east and the waiting room is to the -west. -~ -120 8 0 0 0 0 -D1 -The door might lead into the judge's private chambers. -~ -door~ -1 12039 12055 -D2 -The holding cells lie in that direction. -~ -~ -0 -1 12060 -D3 -The waiting room lies in that direction. -~ -~ -0 -1 12043 -E -seal~ - The seal of the Emperor is mounted above the judge's stand. -~ -E -bench stand box jury~ - You see large wooden structures that are designed to separate the judge, jury -and witnesses from the rest of the courtroom. They are made of polished oak and -are strictly functional. -~ -S -#12051 -The East Gate Of Rome~ - You are standing inside of the eastern gate of Rome. There are two tall -spires built into the city wall, from which the guards can see the whole -eastern side of the city. The gate is currently open and to the east, -there is a heavily used road, made of packed clay, that leads out of Rome. -Another road leads westward into the city. -~ -120 0 0 0 0 1 -D1 -The clay road heads eastwards. -~ -gate~ -1 -1 12064 -D3 -The clay street leads into the city. -~ -~ -0 -1 12046 -E -gate~ - The gate is fabricated from iron and has been designed to keep intruders out -of the city. -~ -E -spires towers~ - There are two tall spires on either side of the gate and are constantly -manned by the city guards. They are made of stone and stand about 40 feet tall. -~ -S -#12052 -A Mountain Path~ - You stand on a small trail that leads up and down. It has recently been -raining and there are small puddles everywhere. You are just below the -clouds and the view of the surrounding countryside is breathtaking. -~ -120 0 0 0 0 5 -D4 -The trail leads up and enters the clouds. -~ -~ -0 -1 12047 -D5 -The trail leads down. -~ -~ -0 -1 12056 -E -trail~ - The mountain trail is a little muddy, due to the recent rains. -~ -S -#12054 -The Aqueduct~ - You are in a massive stone structure that has been designed to channel -water into the city of Rome. Due to the recent drought, the water level -is low, allowing passage without a boat. The walls and floor are covered -with algae and slime, producing treacherous footing conditions. There are -exits in all four cardinal directions. -~ -120 8 0 0 0 6 -D0 -The aqueduct continues. -~ -~ -0 -1 12041 -D1 -The aqueduct continues. -~ -~ -0 -1 12054 -D2 -The aqueduct continues. -~ -~ -0 -1 12057 -D3 -The aqueduct continues. -~ -~ -0 -1 12048 -E -slime algae~ - Due to the availability of moisture and nutrients, a green, viscous slime has -grown and covered the everything with a slippery coating. It seems to go out of -its way to drip on you. -~ -S -#12055 -The Judge's Chambers~ - You are in a small room that is filled with legal tombs. There is a -small desk here, literally buried under legal documents. There is also -a small window overlooking the northern part of the city. -~ -120 8 0 0 0 0 -D3 -The courtroom lies in that direction. -~ -door~ -1 12039 12050 -E -papers documents~ - There are hundreds of pages of petitions, lawsuits and court orders sitting -on the desk. One particularly interesting case involves a nobleman, a slave and -a roll of toilet paper. -~ -E -tombs books~ - The books are very large and filled with Roman legal precedent. -~ -S -#12056 -A Mountain Path~ - You are standing on a small trail that leads through a grove of trees. -Every thing is lush and green here and it appears to have been raining -recently. 'This would be an ideal place for a picnic.' , you think to -yourself. -~ -120 0 0 0 0 5 -D4 -You see a small trail leading further up the mountain. -~ -~ -0 -1 12052 -D5 -You see a small trail, leading down. -~ -~ -0 -1 12059 -E -trail path~ - The path is a little muddy, possibly due to a recent thundershower. -~ -E -tree trees vegetation~ - All of the vegetation is lush, green and in full bloom. You wish that you -could take the time to stop and enjoy it properly. -~ -S -#12057 -The Aqueduct~ - You are in a massive stone structure that has been designed to channel -water into the city of Rome. Due to a recent drought, the water level is -low, allowing passage without a boat. The walls and floor are covered -with algae and slime, producing treacherous footing conditions. A valley -lies to the south and the other cardinal directions lead further into the -aqueduct. -~ -120 8 0 0 0 6 -D0 -The aqueduct continues. -~ -~ -0 -1 12054 -D1 -The aqueduct continues. -~ -~ -0 -1 12054 -D2 -You see a gorgeous valley. -~ -~ -0 -1 12058 -D3 -The aqueduct continues.... -~ -~ -0 -1 12041 -E -slime algae~ - Due to the availability of moisture and nutrients, a green, viscous slime has -grown and covered everything with a slippery coating. It seems to go out of its -way to drip on you. -~ -S -#12058 -The Valley Of The Gods~ - You stand in a tranquil valley at the base of a large mountain. A quiet -stream, with fruit trees growing along its banks, winds its way peacefully -through the valley and enters a large stone structure that lies to the west. -There are birds singing and every now and then a ripple breaks the surface -of the stream. You can see a path leading through the trees to the up. -~ -120 0 0 0 0 4 -D0 -A small path winds its way through the trees. -~ -~ -0 -1 12057 -D4 -You see a path leading up the mountain. -~ -~ -0 -1 12059 -E -trees fruit~ - The fruit trees, nourished by the fertile ground at the edge of the stream -and sustained by the brilliant sunshine, line the banks of the stream and are -laden with fruit. -~ -E -fish~ - A variety of species swims peacefully in the cool, clear water. -~ -E -stream brook~ - A stream of the clearest, cleanest water that you have ever seen winds its -way through the valley. -~ -S -#12059 -A Mountain Path~ - You are standing on a path that leads up through a stand of large trees. -Everything is green and it seems like eternal spring - this is Mother Nature -at her finest. It is possible to descend into a tranquil valley from here. -~ -120 0 0 0 0 5 -D4 -The path leads further up the mountain. -~ -~ -0 -1 12056 -D5 -The path widens out into a tranquil valley. -~ -~ -0 -1 12058 -E -trees~ - The trees are old and tower hundreds of feet above the ground. If you stand -still and listen carefully, you can hear the birds singing. -~ -S -#12060 -The Holding Cells~ - You are standing in the holding cell area, just off of the cortroom. Those -who are recently convicted of serious crimes are brought here, pending torture -and execution. The courtroom lies to the north and another exit goes east. -~ -120 8 0 0 0 0 -D0 -The courtroom lies to the north. -~ -~ -0 -1 12050 -D1 -~ -~ -0 -1 12061 -E -cells cell~ - You can see small and very cramped cells which are filthy. You shiver and -vow to never do anything that would cause you to become a resident. -~ -S -#12061 -The Torture Chamber~ - You are standing in a very small room in which there are many tools -designed specifically for inflicting pain and suffering. Some of them -are familiar, such as the rack and the iron maidens. Others, you have -never seen before and they make you wonder about the kind of sadistic -mind that dreamt them up. The only exit is to the west. -~ -120 8 0 0 0 0 -D3 -The holding cells lie in that direction. -~ -~ -0 -1 12060 -S -#12062 -The Roman Bakery~ - You are standing in the bakery of Rome and your mouth waters at the -delicious aromas wafting from the kitchen. The only exit is to the east. -~ -120 8 0 0 0 0 -D1 -~ -~ -0 -1 12030 -S -#12063 -The General Store~ - You are standing in the only general store of Rome. The walls and shelves -are covered with all of the various items required by Roman citizens and -stalwart adventurers. Clay Avenue lies to the south. -~ -120 8 0 0 0 0 -D2 -Clay Avenue lies in that direction. -~ -~ -0 -1 12046 -S -#12064 -Before Rome~ - You travel upon an East-West road wide enough for 30 men to march -abreast. It is packed hard through heavy use. To the west stands the -Gates of Rome inviting you to enter and partake of all the glory and -splendor that is Rome. -~ -120 8 0 0 0 1 -D1 -~ -~ -0 -1 12065 -D3 -~ -gate~ -1 -1 12051 -S -#12065 -Clay Road~ - You travel upon an East-West road wide enough for 30 men to march -abreast. It is packed hard through heavy use. To the west, your eyes -catch the splendors of a mighty city. -~ -120 8 0 0 0 1 -D1 -~ -~ -0 -1 12066 -D3 -~ -~ -0 -1 12064 -S -#12066 -Clay Road~ - You travel upon an East-West road wide enough for 30 men to march -abreast. -~ -120 8 0 0 0 1 -D1 -~ -~ -0 -1 12067 -D3 -~ -~ -0 -1 12065 -S -#12067 -The End Of The Clay Road~ - The mighty clay road turns into lesser, but still well traveled roads -here. You feel a surge run through your body as you look East into the -lands that Rome turned into its mighty empire. -~ -120 8 0 0 0 1 -D1 -A dirt trail leads towards the desert to the east. -~ -~ -0 -1 12068 -D3 -The mighty clay road leads off in this direction. -~ -~ -0 -1 12066 -S -#12068 -A Small Dirt Trail~ - This small dirt path seems to be a joint between a large clay road -located a short distance to the west and the expanse of sand which opens -up before you to the east. The clay road appears to lead through the -foothills towards the snowcapped mountain chain to the west. Perhaps -there is a city or settlement in that direction. - You cannot see any breaks in the horizon of the sand which fills your -vision as you look to the east, it seems to stretch forever. -~ -120 4 0 0 0 1 -D1 -The expanse of the Great Eastern Desert opens up before you. -~ -~ -0 -1 5028 -D3 -A large clay road begins a short distance to the west. -~ -~ -0 -1 12067 -S -$~ diff --git a/lib/world/wld/125.wld b/lib/world/wld/125.wld deleted file mode 100644 index 6b892c0..0000000 --- a/lib/world/wld/125.wld +++ /dev/null @@ -1,1271 +0,0 @@ -#12500 -At the gates of the Grand City of Hannah~ - You have come to the entrance of the Grand City of Hannah. The iron gates -are rusted but still look sturdy. You hear grunting noises and high pitched -shrills coming from within the city. You think to yourself that you need to be -ready for anything as you enter the gates. An old sign is here, depicting a -map of the city. -~ -125 4 0 0 0 1 -D0 -Nothing. -~ -gateway~ -1 12500 12501 -E -credits info~ - Builders : Rhunter -Zone : 125 Hannah -Began : 1999 -Player Level : 7-10 -Rooms : 75 -Mobs : 20 -Objects : 22 -Shops : 4 -Triggers : 1 -Theme : A city that was slaughtered by orcs, goblins, and trolls. -Notes : The remaining citizens are hiding out in the temple while the - city guards are trying to clean up the streets. - -Zone: 125 was linked to the following zones: -106 Elcardo at 12500 (south) ---> 10657 -~ -E -map sign~ - +---------------+ - |###############| - |#------#------#| - |#------#------#| - |#------#------#| - |########^######| - |#------#------#| - |#------#------#| - |#------#------#| - |###############| - +-------#-------+ -~ -S -#12501 -Intersection of Trenton Avenue and Main Street.~ - You have entered what was once the great city of Hannah. Main street leads -to the north, while Trenton avenue leads east and west -~ -125 0 0 0 0 1 -D0 -~ -~ -0 0 12502 -D1 -~ -~ -0 0 12519 -D2 -~ -gateway~ -1 12500 12500 -D3 -~ -~ -0 0 12518 -S -#12502 -Main Street~ - You are walking along the main street of the City of Hannah. As you look at -the beautifully designed buildings which line the street, you expect hundreds -of townspeople to appear going about their daily chores. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12503 -D2 -~ -~ -0 0 12501 -S -#12503 -Main Street~ - You are walking along the main street of the City of Hannah. As you look at -the beautifully designed buildings which line the street, you expect hundreds -of townspeople to appear going about their daily chores. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12504 -D2 -~ -~ -0 0 12502 -S -#12504 -Temple Square~ - You have reached the center most part of the city of Hannah. Beautifully -designed shops and marketplaces line the streets. Although they are in ruins -you can tell that someone took a lot of time designing and building them. As -you sit back and sip the cool, clear water from the fountain you silently -wonder to yourself what kind of barbarians would destroy such a lovely place. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12505 -D1 -~ -~ -0 0 12532 -D2 -~ -~ -0 0 12503 -D3 -~ -~ -0 0 12533 -D4 -~ -~ -0 0 12528 -S -#12505 -Main Street~ - You are walking along the main street of the City of Hannah. As you look at -the beautifully designed buildings which line the street, you expect hundreds -of townspeople to appear going about their daily chores. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12506 -D2 -~ -~ -0 0 12504 -S -#12506 -Main Street~ - You are walking along the main street of the City of Hannah. As you look at -the beautifully designed buildings which line the street, you expect hundreds -of townspeople to appear going about their daily chores. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12507 -D2 -~ -~ -0 0 12505 -S -#12507 -Intersection of Main Street and High Street~ - You have come upon yet another intersection. To the south you see main -street and the Temple of Hannah. High Street runs east and west from here. -You are still amazed at the carnage that must have taken place here a long time -age as skeletal remains are shoveled up into large piles everywhere. Someone -or something must really care about this city to be working so hard to clean -it. -~ -125 0 0 0 0 0 -D1 -~ -~ -0 0 12529 -D2 -~ -~ -0 0 12506 -D3 -~ -~ -0 0 12508 -S -#12508 -High Street~ - You are walking along the northern most street in the City of Hannah. The -area is a total disaster scene. Armor and skeletal remains are strewn about. -It looks as if whatever battle happened here focused through this area. -~ -125 0 0 0 0 0 -D1 -~ -~ -0 0 12507 -D3 -~ -~ -0 0 12509 -S -#12509 -High Street~ - You are walking along the northern most street in the City of Hannah. The -area is a total disaster scene. Armor and skeletal remains are strewn about. -It looks as if whatever battle happened here focused through this area. -~ -125 0 0 0 0 0 -D1 -~ -~ -0 0 12508 -D3 -~ -~ -0 0 12510 -S -#12510 -Intersection of Onyx Avenue and High Street ~ - You have come to a large vacated intersection. Debris lays about everywhere -and the area is a total wreck. A sign here reads that Onyx Avenue leads to the -south while High Street leads east. -~ -125 0 0 0 0 0 -D1 -~ -~ -0 0 12509 -D2 -~ -~ -0 0 12511 -S -#12511 -Onyx Avenue~ - You are walking along an avenue carved of pure onyx. Even though it is in -disrepair you can tell at one time this was a grand avenue. You walk carefully -as the onyx is very slick. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12510 -D2 -~ -~ -0 0 12512 -S -#12512 -Onyx Avenue~ - You are walking along an avenue carved of pure onyx. Even though it is in -disrepair you can tell at one time this was a grand avenue. You walk carefully -as the onyx is very slick. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12511 -D2 -~ -~ -0 0 12513 -S -#12513 -Onyx Avenue~ - You are walking along an avenue carved of pure onyx. Something is different -here than any other area along the avenue. As you look around you notice a -hidden alley to the east. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12512 -D1 -~ -~ -0 0 12534 -D2 -~ -~ -0 0 12514 -S -#12514 -Onyx Avenue~ - You are walking along an avenue carved of pure onyx. Even though it is in -disrepair you can tell at one time this was a grand avenue. You walk carefully -as the onyx is very slick. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12513 -D2 -~ -~ -0 0 12515 -S -#12515 -Onyx Avenue~ - You are walking along an avenue carved of pure onyx. Even though it is in -disrepair you can tell at one time this was a grand avenue. You walk carefully -as the onyx is very slick. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12514 -D2 -~ -~ -0 0 12516 -S -#12516 -Intersection of Onyx Avenue and Trenton Street~ - You have come upon a desolate intersection. A lonely sign reads that Onyx -Avenue leads to the north as Trenton Avenue leads to the east. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12515 -D1 -~ -~ -0 0 12517 -S -#12517 -Trenton Avenue~ - You are walking along a crumbling avenue. It appears someone or something -is trying to clean up the area as several large piles of debris are swept up -into heaps of trash. -~ -125 0 0 0 0 0 -D1 -~ -~ -0 0 12518 -D3 -~ -~ -0 0 12516 -S -#12518 -Trenton Avenue~ - You are walking along a crumbling avenue. It appears someone or something -is trying to clean up the area as several large piles of debris are swept up -into heaps of trash. -~ -125 0 0 0 0 0 -D1 -~ -~ -0 0 12501 -D3 -~ -~ -0 0 12517 -S -#12519 -Trenton Avenue~ - You are walking along a crumbling avenue. It appears someone or something -is trying to clean up the area as several large piles of debris are swept up -into heaps of trash. -~ -125 0 0 0 0 0 -D1 -~ -~ -0 0 12520 -D3 -~ -~ -0 0 12501 -S -#12520 -Trenton Avenue~ - You are walking along a crumbling avenue. It appears someone or something -is trying to clean up the area as several large piles of debris are swept up -into heaps of trash. -~ -125 0 0 0 0 0 -D1 -~ -~ -0 0 12521 -D3 -~ -~ -0 0 12519 -S -#12521 -Intersection of Trenton Avenue and Plexus Street~ - You have come upon what appears to have once been a busy intersection. A -sign says that Plexus Avenue leads to the north while Trenton Avenue leads -west. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12522 -D3 -~ -~ -0 0 12520 -S -#12522 -Plexus Street~ - This avenue appears to be a lot cleaner than the rest. Some of the shops -and restaurants that line the street seem to have been cleaned up and look as -if you could start a business here. Whomever has been working here has -obviously spent many a day here. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12523 -D2 -~ -~ -0 0 12521 -S -#12523 -Plexus Street~ - This avenue appears to be a lot cleaner than the rest. Some of the shops -and restaurants that line the street seem to have been cleaned up and look as -if you could start a business here. Whomever has been working here has -obviously spent many a day here. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12524 -D2 -~ -~ -0 0 12522 -S -#12524 -Plexus Street~ - You are traveling along Plexus Street but you notice something different. -As you look around the area you suddenly notice a hidden alley to the west. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12525 -D2 -~ -~ -0 0 12523 -D3 -~ -~ -0 0 12531 -S -#12525 -Plexus Street~ - This avenue appears to be a lot cleaner than the rest. Some of the shops -and restaurants that line the street seem to have been cleaned up and look as -if you could start a business here. Whomever has been working here has -obviously spent many a day here. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12526 -D2 -~ -~ -0 0 12524 -S -#12526 -Plexus Street~ - This avenue appears to be a lot cleaner than the rest. Some of the shops -and restaurants that line the street seem to have been cleaned up and look as -if you could start a business here. Whomever has been working here has -obviously spent many a day here. -~ -125 0 0 0 0 0 -D0 -~ -~ -0 0 12527 -D2 -~ -~ -0 0 12525 -S -#12527 -Intersection of High Street and Plexus Avenue~ - You have come upon another intersection. This one isn't as large as all the -other intersections but it still looks as if it were well used. A sign here -says High Street leads to the west while Plexus Avenue leads south. -~ -125 0 0 0 0 0 -D2 -~ -~ -0 0 12526 -D3 -~ -~ -0 0 12530 -S -#12528 -Entrance to the Temple~ - You have entered the Temple of Hannah. This room looks completely untouched -as if the carnage that happened to the town never happened. Whomever attacked -this town obviously did not reach this area. You are startled to hear voices. -Human voices coming from further within the temple! -~ -125 12 0 0 0 0 -D0 -~ -~ -0 0 12595 -D5 -~ -~ -0 0 12504 -S -#12529 -High Street~ - You are walking along the northern most street in the City of Hannah. The -area is a total disaster scene. Armor and skeletal remains are strewn about. -It looks as if whatever battle happened here focused through this area. -~ -125 0 0 0 0 0 -D1 -~ -~ -0 0 12530 -D3 -~ -~ -0 0 12507 -S -#12530 -High Street~ - You are walking along the northern most street in the City of Hannah. The -area is a total disaster scene. Armor and skeletal remains are strewn about. -It looks as if whatever battle happened here focused through this area. -~ -125 0 0 0 0 0 -D1 -~ -~ -0 0 12527 -D3 -~ -~ -0 0 12529 -S -#12531 -A dark, hidden alley ~ - You have entered an area that you probably shouldn't have. It is very dark -here and you hear all kinds of weird noises. -~ -125 1 0 0 0 0 -D1 -~ -~ -0 0 12524 -D3 -~ -~ -0 0 12532 -S -#12532 -A dark, hidden alley ~ - You have entered an area that you probably shouldn't have. It is very dark -here and you hear all kinds of weird noises. -~ -125 1 0 0 0 0 -D1 -~ -~ -0 0 12531 -D3 -~ -~ -0 0 12504 -S -#12533 -A dark, hidden alley ~ - You have entered an area that you probably shouldn't have. It is very dark -here and you hear all kinds of weird noises. -~ -125 1 0 0 0 0 -D1 -~ -~ -0 0 12504 -D3 -~ -~ -0 0 12534 -S -#12534 -A dark, hidden alley ~ - You have entered an area that you probably shouldn't have. It is very dark -here and you hear all kinds of weird noises. -~ -125 5 0 0 0 0 -D1 -~ -~ -0 0 12533 -D3 -~ -~ -0 0 12513 -S -#12535 -A hall in the Temple~ - Pictures of ex-mayors line the walls. A few townspeople wonder around here -chatting with one another. You notice that the hallway ends in the next room -and splits off into two directions. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12536 -D2 -~ -~ -0 0 12596 -S -#12536 -An intersection inside the Temple of Hannah~ - Townspeople walk about and you notice a few guards here and there. People -glance at you as they walk past. You notice several holy men standing in a -small circle chanting. The hallway leads to the east and west from here. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12540 -D2 -~ -~ -0 0 12535 -D3 -~ -~ -0 0 12537 -S -#12537 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12536 -D3 -~ -~ -0 0 12538 -S -#12538 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12537 -D3 -~ -~ -0 0 12539 -S -#12539 -A corner in a hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12547 -D1 -~ -~ -0 0 12538 -S -#12540 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12541 -D1 -~ -~ -0 0 12559 -D3 -~ -~ -0 0 12536 -S -#12541 -A beautifully manicured courtyard~ - Large rose bushes line the walkway as small birds chirp around the -courtyard. A row of benches sit on either side of the walkway as citizens of -the town sit about talking with each other. You notice a shaded empty bench -beneath a large pin oak tree that looks like a nice place to take a break. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12542 -D2 -~ -~ -0 0 12540 -S -#12542 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12560 -D1 -~ -~ -0 0 12548 -D2 -~ -~ -0 0 12541 -D3 -~ -~ -0 0 12543 -S -#12543 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12542 -D3 -~ -~ -0 0 12544 -S -#12544 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12543 -D3 -~ -~ -0 0 12545 -S -#12545 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12544 -D3 -~ -~ -0 0 12546 -S -#12546 -A corner in the hallway in the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12545 -D2 -~ -~ -0 0 12547 -S -#12547 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12546 -D2 -~ -~ -0 0 12539 -S -#12548 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12549 -D3 -~ -~ -0 0 12542 -S -#12549 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12550 -D3 -~ -~ -0 0 12548 -S -#12550 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12551 -D3 -~ -~ -0 0 12549 -S -#12551 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12552 -D3 -~ -~ -0 0 12550 -S -#12552 -A corner in the hallway in the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D2 -~ -~ -0 0 12553 -D3 -~ -~ -0 0 12551 -S -#12553 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12552 -D2 -~ -~ -0 0 12554 -S -#12554 -A corner in the hallway in the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12553 -D3 -~ -~ -0 0 12555 -S -#12555 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12554 -D3 -~ -~ -0 0 12556 -S -#12556 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12555 -D3 -~ -~ -0 0 12557 -S -#12557 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12556 -D3 -~ -~ -0 0 12558 -S -#12558 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12557 -D3 -~ -~ -0 0 12559 -S -#12559 -A grand hallway inside the Temple of Hannah~ - Large chandeliers hang from vaulted ceilings here dimly lighting the area. -As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12558 -D3 -~ -~ -0 0 12540 -S -#12560 -Temple Hannah Market Place~ - Citizens and peasants move about the area laughing and socializing as they -attend to their daily chores. The air is filled with the smell of freshly -baked bread coming from the bakery in the near-vicinity. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12561 -D2 -~ -~ -0 0 12542 -S -#12561 -Temple Hannah Market Place~ - Citizens and peasants move about the area laughing and socializing as they -attend to their daily chores. The air is filled with the smell of freshly -baked bread coming from the bakery in the near-vicinity. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12563 -D1 -~ -~ -0 0 12562 -D2 -~ -~ -0 0 12560 -S -#12562 -Hannah Bakery~ - You have entered a nicely decorated bakery. Loaves of breads are displayed -around the bakery in a caring way. You see a large case filled with cookies -and other sweet baked goods. Mikel the baker smiles at you and asks if he may -help you. -~ -125 12 0 0 0 0 -D3 -~ -~ -0 0 12561 -S -#12563 -Temple Hannah Market Place~ - Citizens and peasants move about the area laughing and socializing as they -attend to their daily chores. The air is filled with the smell of freshly -baked bread coming from the bakery in the near-vicinity. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12565 -D2 -~ -~ -0 0 12561 -D3 -~ -~ -0 0 12564 -S -#12564 -Temporary Housing~ - Since the city was ransacked everyone has taken up temporary refuge in the -temple. Bunks line the walls and mattresses litter the floors. -~ -125 12 0 0 0 0 -D1 -~ -~ -0 0 12563 -S -#12565 -Temple Hannah Market Place~ - Citizens and peasants move about the area laughing and socializing as they -attend to their daily chores. The air is filled with the smell of freshly -baked bread coming from the bakery in the near-vicinity. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12566 -D2 -~ -~ -0 0 12563 -S -#12566 -Temple Hannah Market Place~ - Citizens and peasants move about the area laughing and socializing as they -attend to their daily chores. The air is filled with the smell of freshly -baked bread coming from the bakery in the near-vicinity. -~ -125 12 0 0 0 0 -D0 -~ -~ -0 0 12569 -D1 -~ -~ -0 0 12568 -D2 -~ -~ -0 0 12565 -D3 -~ -~ -0 0 12567 -S -#12567 -Taber's Butcher Shop~ - Large cabinets display juicy cuts of the finest meats you've ever seen. -You notice a short fat man with a bloodstained apron on put down a large -cleaver and approach you smiling. He uncovers another cabinet and asks if he -may help you in any way. -~ -125 8 0 0 0 0 -D1 -~ -~ -0 0 12566 -S -#12568 -Temple of Hannah General Store and Goods~ - You have entered a large general store. Lots of new equipment hangs about -the walls as if begging you to buy it. The shopkeeper turns and smiles at you -then returns to his work. -~ -125 8 0 0 0 0 -D3 -~ -~ -0 0 12566 -S -#12569 -Temple of Hannah Health Services ~ - You have entered a room full of sick and injured people. Teams of doctors -and nurses move about the room at a rapid pace trying to treat everyone. It is -very cool here and although it is hectic you feel like you start to relax a -little. -~ -125 8 0 0 0 0 -D2 -~ -~ -0 0 12566 -S -#12595 -Check Station in the Temple~ - You have been stopped at a guard post. Fierce looking warriors stand here -checking people as the pass through. You notice one poor soul who was trying -to sneak a weapon in brutally beaten and slain before you. Suddenly one of the -warriors turn towards you and motions you forward. Several more guards enter -the room from the guard barracks to the east. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12597 -D1 -~ -~ -0 0 12598 -D2 -~ -~ -0 0 12528 -S -#12596 -A hall in the Temple~ - Pictures of ex-mayors line the walls. A few townspeople wonder around here -chatting with one another. You notice that the hallway ends in the next room -and splits off into two directions. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12535 -D2 -~ -~ -0 0 12597 -S -#12597 -A hall in the Temple~ - Large picture windows line this hallway. This is the first time you've been -able to see the destruction that has occurred in the city. The town is in -complete ruins. As you look below you see Assassins attacking Korreds and orcs -wondering aimlessly through out town. You wonder to yourself if this town will -ever be the way it once was. -~ -125 8 0 0 0 0 -D0 -~ -~ -0 0 12596 -D2 -~ -~ -0 0 12595 -S -#12598 -Temple Guards' Barracks~ - Beds full of slumbering guards line the walls as several guards walk around -tending to their daily business. You notice an arena at the far end of the -barracks where several guards are sparring with each other. A guard notices -you and start to move towards you. -~ -125 8 0 0 0 0 -D3 -~ -~ -0 0 12595 -S -$~ diff --git a/lib/world/wld/13.wld b/lib/world/wld/13.wld deleted file mode 100644 index c3069ad..0000000 --- a/lib/world/wld/13.wld +++ /dev/null @@ -1,7 +0,0 @@ -#1300 -The Builder Academy~ - The Builder Academy zone has been moved: @RGOTO 3@n -~ -13 8 0 0 0 0 -S -$~ diff --git a/lib/world/wld/130.wld b/lib/world/wld/130.wld deleted file mode 100644 index da837a5..0000000 --- a/lib/world/wld/130.wld +++ /dev/null @@ -1,1717 +0,0 @@ -#13000 -Mist Maze Imm Room~ - This zone is just a brief randomly created maze, where the mobs randomly - load when players enter and mobs will randomly load what the players get. - More often than not, the players will only get coins -** Important note ** - Any immortals entering any portion of this zone, except this room, while - they have NOHASSLE activated will result in a flood of error messages. - If an immortal has need to enter this zone, ensure you are prepared for - the erroneous errors, or make sure they have NOHASSLE disabled. -** Instructions for adding this zone ** - Load object 13099 to any room where a swirling mist is appropriate using - zedit. Once the object is in place, the zone is ready to go. The final - room of the zone, should a player reach it, will lead the player out of - the maze to room 3151. In the stock world, that is the cemetary in South - Midgaard. Almost all of the rooms are not flagged as NO_MAGIC so if a - player is desperate enough, they can always recall. -~ -130 8 0 0 0 0 -S -#13001 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13002 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13026 -D1 -~ -~ -0 0 13072 -D2 -~ -~ -0 0 13054 -S -T 13000 -T 13001 -#13003 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13004 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13056 -D3 -~ -~ -0 0 13016 -S -T 13000 -T 13001 -#13005 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13058 -S -T 13000 -T 13001 -#13006 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13066 -S -T 13000 -T 13001 -#13007 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13048 -S -T 13000 -T 13001 -#13008 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13009 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13010 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13011 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D2 -~ -~ -0 0 13039 -S -T 13000 -T 13001 -#13012 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D2 -~ -~ -0 0 13041 -S -T 13000 -T 13001 -#13013 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D2 -~ -~ -0 0 13065 -D3 -~ -~ -0 0 13070 -S -T 13000 -T 13001 -#13014 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13045 -S -T 13000 -T 13001 -#13015 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13070 -D3 -~ -~ -0 0 13013 -S -T 13000 -T 13001 -#13016 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13030 -S -T 13000 -T 13001 -#13017 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13062 -D2 -~ -~ -0 0 13026 -S -T 13000 -T 13001 -#13018 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D3 -~ -~ -0 0 13049 -S -T 13000 -T 13001 -#13019 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D2 -~ -~ -0 0 13025 -S -T 13000 -T 13001 -#13020 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D2 -~ -~ -0 0 13073 -D3 -~ -~ -0 0 13023 -S -T 13000 -T 13001 -#13021 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13022 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13023 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13026 -D1 -~ -~ -0 0 13022 -S -T 13000 -T 13001 -#13024 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13013 -D2 -~ -~ -0 0 13059 -S -T 13000 -T 13001 -#13025 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13071 -D3 -~ -~ -0 0 13078 -S -T 13000 -T 13001 -#13026 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13050 -S -T 13000 -T 13001 -#13027 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13070 -S -T 13000 -T 13001 -#13028 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13069 -S -T 13000 -T 13001 -#13029 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13051 -S -T 13000 -T 13001 -#13030 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13031 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13017 -D3 -~ -~ -0 0 13042 -S -T 13000 -T 13001 -#13032 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13033 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13056 -D2 -~ -~ -0 0 13040 -S -T 13000 -T 13001 -#13034 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13035 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13030 -S -T 13000 -T 13001 -#13036 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13034 -S -T 13000 -T 13001 -#13037 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13038 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D3 -~ -~ -0 0 13021 -S -T 13000 -T 13001 -#13039 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D3 -~ -~ -0 0 13067 -S -T 13000 -T 13001 -#13040 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13022 -S -T 13000 -T 13001 -#13041 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13035 -S -T 13000 -T 13001 -#13042 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D2 -~ -~ -0 0 13073 -S -T 13000 -T 13001 -#13043 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D2 -~ -~ -0 0 13056 -S -T 13000 -T 13001 -#13044 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D3 -~ -~ -0 0 13069 -S -T 13000 -T 13001 -#13045 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D2 -~ -~ -0 0 13047 -S -T 13000 -T 13001 -#13046 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D2 -~ -~ -0 0 13026 -S -T 13000 -T 13001 -#13047 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13070 -S -T 13000 -T 13001 -#13048 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13076 -D3 -~ -~ -0 0 13047 -S -T 13000 -T 13001 -#13049 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D2 -~ -~ -0 0 13058 -D3 -~ -~ -0 0 13021 -S -T 13000 -T 13001 -#13050 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13011 -S -T 13000 -T 13001 -#13051 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13052 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13050 -D2 -~ -~ -0 0 13006 -S -T 13000 -T 13001 -#13053 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13065 -S -T 13000 -T 13001 -#13054 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13055 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13076 -S -T 13000 -T 13001 -#13056 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D3 -~ -~ -0 0 13021 -S -T 13000 -T 13001 -#13057 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13058 -S -T 13000 -T 13001 -#13058 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13076 -D2 -~ -~ -0 0 13065 -S -T 13000 -T 13001 -#13059 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D2 -~ -~ -0 0 13049 -S -T 13000 -T 13001 -#13060 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13067 -D1 -~ -~ -0 0 13018 -D2 -~ -~ -0 0 13031 -S -T 13000 -T 13001 -#13061 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13062 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13022 -S -T 13000 -T 13001 -#13063 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13033 -S -T 13000 -T 13001 -#13064 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13065 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13018 -D1 -~ -~ -0 0 13068 -S -T 13000 -T 13001 -#13066 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D3 -~ -~ -0 0 13017 -S -T 13000 -T 13001 -#13067 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13026 -D2 -~ -~ -0 0 13012 -S -T 13000 -T 13001 -#13068 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D3 -~ -~ -0 0 13033 -S -T 13000 -T 13001 -#13069 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13070 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13071 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13003 -S -T 13000 -T 13001 -#13072 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13073 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D3 -~ -~ -0 0 13019 -S -T 13000 -T 13001 -#13074 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13009 -D3 -~ -~ -0 0 13061 -S -T 13000 -T 13001 -#13075 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13052 -D1 -~ -~ -0 0 13064 -S -T 13000 -T 13001 -#13076 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13022 -D3 -~ -~ -0 0 13066 -S -T 13000 -T 13001 -#13077 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13057 -S -T 13000 -T 13001 -#13078 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13079 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13000 -T 13001 -#13080 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D2 -~ -~ -0 0 13081 -S -T 13011 -#13081 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13080 -D1 -~ -~ -0 0 13082 -S -T 13011 -#13082 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13083 -D3 -~ -~ -0 0 13081 -S -T 13011 -#13083 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -#13084 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D3 -~ -~ -0 0 13085 -S -T 13011 -#13085 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13086 -D1 -~ -~ -0 0 13084 -S -T 13011 -#13086 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D2 -~ -~ -0 0 13085 -D3 -~ -~ -0 0 13087 -S -#13087 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13014 -#13088 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13090 -D2 -~ -~ -0 0 13089 -S -T 13011 -#13089 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13088 -D1 -~ -~ -0 0 13089 -D2 -~ -~ -0 0 13090 -D3 -~ -~ -0 0 13089 -S -T 13011 -#13090 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D0 -~ -~ -0 0 13089 -D1 -~ -~ -0 0 13091 -D2 -~ -~ -0 0 13088 -D3 -~ -~ -0 0 13091 -S -#13091 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -T 13015 -#13092 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13093 -S -#13093 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13094 -D3 -~ -~ -0 0 13092 -S -T 13011 -#13094 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13095 -D3 -~ -~ -0 0 13093 -S -#13095 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. - But there is something else now. Something that wasn't there before. Ahead -is a tree unlike any seen before. Upon this tree grows fruit of every size, -color shape. It is quite possibly the most amazing thing seen, as apples, -bananas and ever oranges all grow and fall from this tree at an alarming rate. -~ -130 28 0 0 0 0 -D3 -~ -~ -0 0 13094 -S -T 13017 -#13096 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D1 -~ -~ -0 0 13097 -S -#13097 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -D3 -~ -~ -0 0 13096 -S -#13098 -In the Mist~ - The mists swirl, sometimes obscuring your vision completely, at other times -clearing enough that you think you see the path. Reality fades as the cold damp -mist permeates your very being. As the wisps part, the path appears briefly but -always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. -There is no alternative but to plunge ahead. -~ -130 9 0 0 0 0 -S -#13099 -Mist Maze Corpse Disposal~ - Corpse disposal - This room is not reachable by mortals no matter what they try. It is here - simply as a method of corpse disposal. -~ -130 9 0 0 0 0 -S -$~ diff --git a/lib/world/wld/14.wld b/lib/world/wld/14.wld deleted file mode 100644 index 8e4fc66..0000000 --- a/lib/world/wld/14.wld +++ /dev/null @@ -1,7 +0,0 @@ -#1400 -Test's Trial Vnum~ -You are in an unfinished room. -~ -14 0 0 0 0 0 -S -$~ diff --git a/lib/world/wld/140.wld b/lib/world/wld/140.wld deleted file mode 100644 index 57470eb..0000000 --- a/lib/world/wld/140.wld +++ /dev/null @@ -1,2060 +0,0 @@ -#14000 -The Edge of the Desert~ - In front of you there is a huge sand storm raging. The wind gusts behind -and to either side, blowing the dust into a blinding cloud. The howling of the -gusts and your own foot steps are all you can hear. To your left a steep -outcropping of rock blocks your way. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14007 -D1 -~ -~ -0 0 14001 -D3 -~ -~ -0 0 9031 -E -info credits~ - Builders : Balm -Zone : 140 Wyvern City -Began : 1998 -Player Level : 7-26 -Rooms : 100 -Mobs : 18 -Objects : 45 -Shops : 7 -Triggers : 0 -Theme : A city of Wyverns. -Notes : - -Zone: 125 was linked to the following zones: - 90 Oasis at 14000 (west ) ---> 9031 -~ -S -#14001 -The edge of the desert.~ - You stand on the edge of a huge expanse of sand and rock. Behind you the -wind gusts blowing sand up into a blinding cloud. In front of you a huge whirl -wind of sand rages obscuring your vision. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14006 -D1 -~ -~ -0 0 14002 -D3 -~ -~ -0 0 14000 -S -#14002 -The edge of the desert.~ - You stand on the edge of a huge expanse of sand and rock. Behind you the -wind gusts blowing sand up into a blinding cloud. In front of you a huge whirl -wind of sand rages obscuring your vision. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14005 -D1 -~ -~ -0 0 14003 -D3 -~ -~ -0 0 14001 -S -#14003 -The edge of the desert.~ - In front of you there is a huge sand storm raging. The wind gusts behind -and to either side, blowing the dust into a blinding cloud. The howling of the -gusts and your own foot steps are all you can hear. To your right a steep -outcropping of rock blocks your way. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14004 -D3 -~ -~ -0 0 14002 -S -#14004 -The blasted sands.~ - You can see the cause of the sand storm now. A large tornado seems to be -spinning in place. Where you are standing the grains of sand and rock blast -your skin and the heat of the sun is almost unbearable. You wonder how big -that storm out there really is? Behind you the dust still rises in blinding -clouds. To your right you find a large smooth face of sand polished stone -obstructing your path. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14011 -D2 -~ -~ -0 0 14003 -D3 -~ -~ -0 0 14005 -S -#14005 -The blasted sands.~ - You can see the cause of the sand storm now. A large tornado seems to be -spinning in place. Where you are standing the grains of sand and rock blast -your skin and the heat of the sun is almost unbearable. You wonder how big -that storm out there really is? Behind you the dust still rises in blinding -clouds. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14010 -D1 -~ -~ -0 0 14004 -D2 -~ -~ -0 0 14002 -D3 -~ -~ -0 0 14006 -S -#14006 -The blasted sands.~ - You can see the cause of the sand storm now. A large tornado seems to be -spinning in place. Where you are standing the grains of sand and rock blast -your skin and the heat of the sun is almost unbearable. You wonder how big -that storm out there really is? Behind you the dust still rises in blinding -clouds. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14009 -D1 -~ -~ -0 0 14005 -D2 -~ -~ -0 0 14001 -D3 -~ -~ -0 0 14007 -S -#14007 -The blasted sands.~ - You can see the cause of the sand storm now. A large tornado seems to be -spinning in place. Where you are standing the grains of sand and rock blast -your skin and the heat of the sun is almost unbearable. You wonder how big -that storm out there really is? Behind you the dust still rises in blinding -clouds. To your left you find a large smooth face of sand polished stone -obstructing your path. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14008 -D1 -~ -~ -0 0 14006 -D2 -~ -~ -0 0 14000 -S -#14008 -The blasted sands.~ - The wind kicks the sand and grit up with such strength that you can't see -where you are going. Your skin burns from the heat of the sun somewhere above -you. You wonder if you will be able to breathe if this storm gets any worse. -To your left cold rock blocks your way as far as you can reach in any -direction. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14015 -D1 -~ -~ -0 0 14009 -D2 -~ -~ -0 0 14007 -S -#14009 -The blasted sands.~ - The wind kicks the sand and grit up with such strength that you can't see -where you are going. Your skin burns from the heat of the sun somewhere above -you. You wonder if you will be able to breathe if this storm gets any worse. -~ -140 0 0 0 0 0 -D0 -~ -~ -0 0 14014 -D1 -~ -~ -0 0 14010 -D2 -~ -~ -0 0 14006 -D3 -~ -~ -0 0 14008 -S -#14010 -The blasted sands.~ - The wind kicks the sand and grit up with such strength that you can't see -where you are going. Your skin burns from the heat of the sun somewhere above -you. You wonder if you will be able to breathe if this storm gets any worse. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14013 -D1 -~ -~ -0 0 14011 -D2 -~ -~ -0 0 14005 -D3 -~ -~ -0 0 14009 -S -#14011 -The blasted sands.~ - The wind kicks the sand and grit up with such strength that you can't see -where you are going. Your skin burns from the heat of the sun somewhere above -you. You wonder if you will be able to breathe if this storm gets any worse. -To your right cold rock blocks your way as far as you can reach in any -direction. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14012 -D2 -~ -~ -0 0 14004 -D3 -~ -~ -0 0 14010 -S -#14012 -The Blasted sands.~ - You stand before a low line of hills. Sand dunes and jagged chimneys of -rock dominate the land before you and to either side. You can see the heat -rising in shimmering tendrils from the hills to the north, East, and West. A -cloud of dust and sand rises into the air to the south. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14019 -D2 -~ -~ -0 0 14011 -D3 -~ -~ -0 0 14013 -S -#14013 -The Blasted sands.~ - You stand before a low line of hills. Sand dunes and jagged chimneys of -rock dominate the land before you and to either side. You can see the heat -rising in shimmering tendrils from the hills to the north, East, and West. A -cloud of dust and sand rises into the air to the south. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14018 -D1 -~ -~ -0 0 14012 -D2 -~ -~ -0 0 14010 -D3 -~ -~ -0 0 14014 -S -#14014 -The Blasted sands.~ - You stand before a low line of hills. Sand dunes and jagged chimneys of -rock dominate the land before you and to either side. You can see the heat -rising in shimmering tendrils from the hills to the north, East, and West. A -cloud of dust and sand rises into the air to the south. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14017 -D1 -~ -~ -0 0 14013 -D2 -~ -~ -0 0 14009 -D3 -~ -~ -0 0 14015 -S -#14015 -The blasted Sands.~ - You stand before a low line of hills. Sand dunes and jagged chimneys of -rock dominate the land before you and to either side. You can see the heat -rising in shimmering tendrils from the hills to the north, East, and West. A -cloud of dust and sand rises into the air to the south. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14016 -D1 -~ -~ -0 0 14014 -D2 -~ -~ -0 0 14008 -S -#14016 -The bad lands.~ - You are surrounded by red hot rock and sand. To the north the hills rise -even higher. To the south a desert of swirling sand and dust awaits more -hopeless wanderers. The wind gusts, moaning mournfully in your ears. To the -left you find yourself looking down a sheer cliff of red veined stone. -~ -140 0 0 0 0 4 -D1 -~ -~ -0 0 14017 -D2 -~ -~ -0 0 14015 -S -#14017 -The bad lands.~ - You are surrounded by red hot rock and sand. To the north the hills rise -even higher. To the south a desert of swirling sand and dust awaits more -hopeless wanderers. The wind gusts, moaning mournfully in your ears. -~ -140 0 0 0 0 4 -D0 -~ -~ -0 0 14021 -D1 -~ -~ -0 0 14018 -D2 -~ -~ -0 0 14014 -D3 -~ -~ -0 0 14016 -S -#14018 -The bad lands.~ - You are surrounded by red hot rock and sand. To the north the hills rise -even higher. To the south a desert of swirling sand and dust awaits more -hopeless wanderers. The wind gusts, moaning mournfully in your ears. -~ -140 0 0 0 0 4 -D0 -~ -~ -0 0 14020 -D1 -~ -~ -0 0 14019 -D2 -~ -~ -0 0 14013 -D3 -~ -~ -0 0 14017 -S -#14019 -The bad lands.~ - You are surrounded by red hot rock and sand. To the north the hills rise -even higher. To the south a desert of swirling sand and dust awaits more -hopeless wanderers. The wind gusts, moaning mournfully in your ears. To the -right you find yourself looking into an impassable gorge of red streaked rock. -~ -140 0 0 0 0 4 -D2 -~ -~ -0 0 14012 -D3 -~ -~ -0 0 14018 -S -#14020 -The bad lands.~ - You stand at the top of a low line of rocky hills. To the South, the hills -descend to a desert of blowing sand and dust. To the North a slope descends -into the largest vortex of blowing wind and dust you have ever seen. The wind -roars and the sun beats down on you making you wonder if anything could -possibly survive out here. -~ -140 4 0 0 0 4 -D0 -~ -~ -0 0 14024 -D2 -~ -~ -0 0 14018 -D3 -~ -~ -0 0 14021 -S -#14021 -The bad lands~ - You stand at the top of a low line of rocky hills. To the South, the hills -descend to a desert of blowing sand and dust. To the North a slope descends -into the largest vortex of blowing wind and dust you have ever seen. The wind -roars and the sun beats down on you making you wonder if anything could -possibly survive out here. -~ -140 4 0 0 0 4 -D0 -~ -~ -0 0 14023 -D1 -~ -~ -0 0 14020 -D2 -~ -~ -0 0 14017 -S -#14022 -Edge of the storm.~ - You are in the outer edge of a giant tornado of swirling sand and dust. -The winds pull you to the North and East making it impossible to go in any -other direction. The roar of the storm and the sound of your heart in your -ears is deafening. The blowing sand scours your exposed skin causing you to -hunch your shoulders and seek shelter from the storm. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14029 -D1 -~ -~ -0 0 14023 -S -#14023 -Edge of the storm.~ - You are in the outer edge of a giant tornado of swirling sand and dust. -The roar of the storm and the sound of your heart in your ears is deafening. -The blowing sand scours your exposed skin causing you to hunch your shoulders -and seek shelter from the storm. You vaguely wonder how you are going to find -your way through this stuff, and if you are strong enough to fight the winds. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14028 -D1 -~ -~ -0 0 14024 -D2 -~ -~ -0 0 14021 -D3 -~ -~ -0 0 14022 -S -#14024 -Edge of the storm.~ - You are in the outer edge of a giant tornado of swirling sand and dust. -The roar of the storm and the sound of your heart in your ears is deafening. -The blowing sand scours your exposed skin causing you to hunch your shoulders -and seek shelter from the storm. You vaguely wonder how you are going to find -your way through this stuff, and if you are strong enough to fight the winds. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14027 -D1 -~ -~ -0 0 14025 -D2 -~ -~ -0 0 14020 -D3 -~ -~ -0 0 14023 -S -#14025 -Edge of the storm.~ - You are in the outer edge of a giant tornado of swirling sand and dust. -The roar of the storm and the sound of your heart in your ears is deafening. -The blowing sand scours your exposed skin causing you to hunch your shoulders -and seek shelter from the storm. The winds pull you to the north and west -making it impossible to go in any other directions. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14026 -D3 -~ -~ -0 0 14024 -S -#14026 -In the storm.~ - Stepping into this part of the vortex you stumble and almost lose your -balance. Clouds of choking dust and sand fill your nostrils and throat making -it almost impossible to breathe. The wind pulls you to the North and West -While to the South you can feel the same natural forces ravaging the land. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14033 -D2 -~ -~ -0 0 14025 -D3 -~ -~ -0 0 14027 -S -#14027 -In the storm.~ - You can feel a slight drop in the strength of the wind to the north as you -step into this part of the storm. Unfortunately the power of the gusts is -still so strong that you don't dare raise your head to see what may be in that -direction. The tornado pulls you to the East and West and you can tell there -is no better weather to the South. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14032 -D1 -~ -~ -0 0 14026 -D2 -~ -~ -0 0 14024 -D3 -~ -~ -0 0 14028 -S -#14028 -In the storm.~ - You can feel a slight drop in the strength of the wind to the north as you -step into this part of the storm. Unfortunately the power of the gusts is -still so strong that you don't dare raise your head to see what may be in that -direction. The tornado pulls you to the East and West and you can tell there -is no better weather to the South. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14031 -D1 -~ -~ -0 0 14027 -D2 -~ -~ -0 0 14023 -D3 -~ -~ -0 0 14029 -S -#14029 -In the storm.~ - The storm is quite powerful here. To the East it seems like it might be -dropping off while powerful winds pull you to the North and South. Everything -around you seems to be made of heat, pain, and deafening sound. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14030 -D1 -~ -~ -0 0 14028 -D2 -~ -~ -0 0 14022 -S -#14030 -In the storm.~ - The fury of the tempest buffets you from all around here. However their is -a definite drop in the force of the gusts to the east. To the North and South, -the winds pull you toward more blinding sunscorched desert. While to the west -you find yourself unable to fight through the power of the storm. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14037 -D1 -~ -~ -0 0 14031 -D2 -~ -~ -0 0 14029 -S -#14031 -The eye of the storm.~ - Ah What peace. You are in the eye of the sand storm. Above you can see the -harsh sun beating down from a clear blue sky. On all sides you can see the -towering walls of wind and sand that are the funnel of this tornado. You -wonder what could be on the other side of those walls and if you should go back -into them to find out. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14036 -D1 -~ -~ -0 0 14032 -D2 -~ -~ -0 0 14028 -D3 -~ -~ -0 0 14030 -S -#14032 -The eye of the storm.~ - Ah What peace. You are in the eye of the sand storm. Above you can see the -harsh sun beating down from a clear blue sky. On all sides you can see the -towering walls of wind and sand that are the funnel of this tornado. You -wonder what could be on the other side of those walls and if you should go back -into them to find out. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14035 -D1 -~ -~ -0 0 14033 -D2 -~ -~ -0 0 14027 -D3 -~ -~ -0 0 14031 -S -#14033 -In the storm.~ - The fury of the tempest buffets you from all around here. However their is -a definite drop in the force of the gusts to the east. To the North and South, -the winds pull you toward more blinding sunscorched desert. While to the west -you find yourself unable to fight through the power of the storm. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14034 -D2 -~ -~ -0 0 14026 -D3 -~ -~ -0 0 14032 -S -#14034 -In the storm.~ - This section of the tempest seems to have a hollow echoing sound to it. -Cold rock walls block your way to the north and East, while powerful winds pull -you to the South and West. You wonder if you will ever return from this trek. -~ -140 0 0 0 0 2 -D2 -~ -~ -0 0 14033 -D3 -~ -~ -0 0 14035 -S -#14035 -In the storm.~ - The full might of the tornado can be felt here. You can't tell whether it -is your imagination or not, but it seems like there is a moaning sound coming -from the North. However all you can really think about is the horrible heat -and roar of the Storm. -~ -140 0 0 0 0 2 -D0 -~ -~ -0 0 14038 -D1 -~ -~ -0 0 14034 -D2 -~ -~ -0 0 14032 -D3 -~ -~ -0 0 14036 -S -#14036 -In the storm.~ - You are becoming tired of the constant force of the wind and sand upon your -clothes and skin. For all its force, the wind does not cool you off a bit. -The storm continues to rage around you, but there seems to be a drop in the -gusts to the South. -~ -140 0 0 0 0 2 -D1 -~ -~ -0 0 14035 -D2 -~ -~ -0 0 14031 -D3 -~ -~ -0 0 14037 -S -#14037 -In the storm.~ - You stand in the midst of the storm's wrath. Strong gusts of wind push you -to the South and East. The force of the storm is so strong to the West that -you can't move in that direction. To the North, you encounter smooth stone -walls. The sound of sand scratching on rock fills your ears. -~ -140 0 0 0 0 2 -D1 -~ -~ -0 0 14036 -D2 -~ -~ -0 0 14030 -S -#14038 -A huge cave.~ - You are standing in the middle of a large dry cave of old sand stone. -Small piles of sand cover the floor from the storm outside. Bits of light -reflect off the walls from small crystals imbedded in the rock wall. The wind -moans through the cavern, echoing down the tunnel that opens to the north. -While the Storm rages Outside to the South. -~ -140 5 0 0 0 0 -D0 -~ -~ -0 0 14039 -D2 -~ -~ -0 0 14035 -S -#14039 -A large tunnel~ - It is very dark here and all you can make out is the tunnel openings to the -North and South. A low groaning sound echos through the rocky caverns here, -and somewhere far above you can hear the flap of leathery wings. The rock of -the walls is dull and unremarkable. -~ -140 5 0 0 0 0 -D0 -~ -~ -0 0 14040 -D2 -~ -~ -0 0 14038 -S -#14040 -The city opening.~ - You are standing at the entrance to a gigantic cavern. Within you can see -low buildings that might be houses. But what really draws your eye are the -wyverns. They are everywhere. You wonder what you have stumbled across here. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14041 -D2 -~ -~ -0 0 14039 -S -#14041 -Intersection of Claw and Scale.~ - You are standing at a four-way intersection. Scale way runs East and West -of Here, While Claw Road is to the North. To the South is the City Entrance. -The large reptilian citizens of this city move by you paying no attention to -the insignificant creature in their domain. The stone of this place is the -same dull gray as the outer tunnels. What a drab place to live. -~ -140 4 0 0 0 1 -D0 -~ -~ -0 0 14050 -D1 -~ -~ -0 0 14042 -D2 -~ -~ -0 0 14040 -D3 -~ -~ -0 0 14044 -S -#14042 -Scale way.~ - You are walking along an unremarkable piece of Scale way. The drab wall of -a building is to the North, While the wall of the cavern stretches above your -range of sight to the South. To the East it looks as if there are some large -gates set into the stone wall there. Some very large and well armored wyverns -stand in front of the gates: guards? The citizens keep their heads down as -they walk through this part of the city, as if not wanting to be recognized. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14043 -D3 -~ -~ -0 0 14041 -S -#14043 -Intersection of Scale and Fang.~ - You are standing before a huge set of bronze gates. To the North Fang -street runs the length of the city, while Scale way goes back to the West. -Two huge wyverns stand in front of the gates to the East. One of them raises a -giant claw and motions you to move on. You realize that all the citizens of -the city have disappeared leaving you alone before these massive creatures. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14053 -D1 -~ -gate~ -1 0 14086 -D3 -~ -~ -0 0 14042 -S -#14044 -Scale way.~ - This is a long stretch of Scale way. To the North there is the blank wall -of one of the long low structures that seem to pass as buildings here. To the -South the smooth wall of the cavern forms a natural boundary to the city. The -road runs East and West to intersections. As you are looking around one of the -city guards plods by and gives you a glare from deep-set red eyes. You begin -to wonder if you should be here at all. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14041 -D3 -~ -~ -0 0 14045 -S -#14045 -Intersection of Scale and Spike.~ - This part of the city seems a little more busy than the rest. City guards -are coming and going from a natural cave to the West. You have to press back -into the wall to the South not to be trampled. Spike Road runs to the north, -And Scale way extends to the East. This entire city is very quiet as if the -wyverns are communicating through some other means than speech. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14046 -D1 -~ -~ -0 0 14044 -D3 -~ -~ -0 0 14091 -S -#14046 -Spike road.~ - You are walking along Spike road. To the south west is the center for the -city guards. To the East is the door to one of the city's many low buildings. -A sign with a picture of a black staff covered in flames hangs over the door. -The citizens seem to shy away from the door as if in fear. Now what could make -these huge beings afraid? -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14047 -D1 -~ -Door~ -1 0 14084 -D2 -~ -~ -0 0 14045 -S -#14047 -Intersection of Storm and Spike.~ - This is one of the intersections of roads that follow the curve of the -cavern. A small room is off to the west set into the wall itself. A tiny -wyvern child peeks at you from around a corner and then pulls its head back -when it sees you looking at it. There seems to be a store of some sort to the -South East. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14061 -D1 -~ -~ -0 0 14048 -D2 -~ -~ -0 0 14046 -D3 -~ -~ -0 0 14094 -S -#14048 -Storm street.~ - This part of the city seems relatively quiet. A few citizens walk by but -most of the traffic seems to be to the East at a large intersection. To the -west there is a small cave cut into the wall of the main cavern, While the -walls of buildings form the North and South sides of the street. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14049 -D3 -~ -~ -0 0 14047 -S -#14049 -Intersection of Storm and Claw.~ - This is one of the central intersections in the City. Citizens and guards -stream by you on all sides. To the north you can see the fronts of two of the -low buildings you assume to be stores. A gust of wind from the south blows the -musky sent of the inhabitants of this city to you, reminding you of what an -alien society you are really in. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14058 -D1 -~ -~ -0 0 14051 -D2 -~ -~ -0 0 14050 -D3 -~ -~ -0 0 14048 -S -#14050 -Claw road.~ - You are standing on a section of Claw road that seems empty of oficial -activity. The road runs North and South, While to the East and West you see -the backs of the low stone buildings that these wyverns seem to favor. The -citizens still ignore you as if you weren't even there. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14049 -D2 -~ -~ -0 0 14041 -S -#14051 -Storm street.~ - This is an empty stretch of Storm street. The street runs to the East and -West to Fang street and Claw road. With nothing else to look at you glance up -to where the roof of the huge city cavern should be. Far above the darkness -continues and you wonder just how large this cavern really is? -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14052 -D3 -~ -~ -0 0 14049 -S -#14052 -Intersection of Storm and Fang.~ - This is the intersection of Storm and Fang. To the East you see a small -cave opening off the main cavern. To the North west and South west are more of -the long low buildings of the city. You find yourself having to jump aside to -avoid being crushed by a pair of workers carrying a long package by you. A -third citizen walks by and glares at you but says nothing. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14054 -D1 -~ -~ -0 0 14093 -D2 -~ -~ -0 0 14053 -D3 -~ -~ -0 0 14051 -S -#14053 -Fang street.~ - Your travels have taken you to a well worn stretch of Fang street. To the -South East a set of huge bronze gates are guarded by two fierce looking -wyverns. To the West a sign hangs over the front door to a shop. The sign has -a picture of a dragon diving into a barrel. Many citizens enter and leave the -building. One of them leaves carrying a huge barrel. He bumps into you and -sends you sprawling, but doesn't seem to notice. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14052 -D2 -~ -~ -0 0 14043 -D3 -~ -Door~ -1 0 14085 -S -#14054 -Fang street.~ - You are walking along an empty stretch of Fang street. The citizens seem to -take little interest in this part of the city. There looks to be a small cave -cut into the rock wall to the North east. There is a flash of movement from -the street ahead of you and then it vanishes. Is someone following you? -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14055 -D2 -~ -~ -0 0 14052 -S -#14055 -Intersection of Wing and Fang.~ - This is the intersection of Wing and Fang. Off to the East is one of the -small caves that dot the sides of this huge cavern. Looking to the North you -can see a line of buildings running from East to West. The streets here are -larger and the buildings are more ornate. Perhaps this is a more affluent part -of the city? -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14069 -D1 -~ -~ -0 0 14096 -D2 -~ -~ -0 0 14054 -D3 -~ -~ -0 0 14056 -S -#14056 -Wing way.~ - This is a long piece of Wing way. The few citizens that walk down this -street hold their long necks up in the air importantly. Far to the North you -can see a gigantic arch leading into blackness. It looks as though the -buildings to the north are the last line of shops in the main cavern. You -begin to wonder how these creatures were able to build such a large city when -there seems to be no craftsman among them. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14055 -D3 -~ -~ -0 0 14057 -S -#14057 -Intersection of Wing and Claw.~ - You are standing in a small square. To the South appears to be two -buildings with signs hanging over their front doors. Directly north you can -clearly see that the cavern wall opens into a long high tunnel. In the center -of the square is a large statue of Ferret the mighty Dragon. The people that -pass by all bow respectfully to the image of the all-mighty God. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14066 -D1 -~ -~ -0 0 14056 -D2 -~ -~ -0 0 14058 -D3 -~ -~ -0 0 14059 -S -#14058 -Claw road.~ - This section of Claw road looks like it is very well traveled. The paving -stones of the road are worn smooth. Perhaps this has something to do with the -two stores on either side of the road. To the west a sign hangs over the -storefront with the picture of a dragon's claw dripping gold and jewels from -it. To the East there is a sign with a dragon breathing flames and dripping -blood. Citizens walk in out of both stores still saying nothing to you or -anyone else. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14057 -D1 -~ -Door~ -1 0 14083 -D2 -~ -~ -0 0 14049 -D3 -~ -Door~ -1 0 14082 -S -#14059 -Wing way.~ - You are walking along an empty stretch of Wing way. There is a rather large -cave opening to the West. A guard marches by and growls at you deep in its -throat. Apparently this part of the city is off limits to most people. The -street itself is hemmed in by the sides of buildings to the North and South. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14057 -D3 -~ -~ -0 0 14060 -S -#14060 -Intersection of Wing and Spike.~ - You are standing outside what you now recognize to be a Wyvern house. To -the North of you Guards are patrolling the street with unusual intensity. -What could be of such value? To the South and East you can look all the way -down the streets to the opposite cavern walls. With the size of the citizens -it's no wonder they have such a large home. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14062 -D1 -~ -~ -0 0 14059 -D2 -~ -~ -0 0 14061 -D3 -~ -~ -0 0 14095 -S -#14061 -Spike road.~ - This side of the city seems to be the residential district. Citizens -quietly walk by in all directions. There looks to be a small cave off to the -north west from here. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14060 -D2 -~ -~ -0 0 14047 -S -#14062 -Spike road.~ - Walking along this part of the road you begin to feel nervous. For the past -few minutes only heavily armed guards have gone by. The decorative air of some -of the larger buildings is gone. To the North the Road turns East to what -might be the front of a store. Something flies above you in the darkness -blowing the sent of ancient dust and mold to you but when you look to see what -it is nothing is there. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14063 -D2 -~ -~ -0 0 14060 -S -#14063 -Intersection of Dragon and Spike.~ - This is the end of Spike road. Looking to your west you see a wyvern child -peeking at you from the entrance to a wyvern cave. The stones here glisten -with moisture from a small spring that falls from the roof and into a pool at -the side of the street. Looking South you can see all the way to the end of -Spike, where the guards headquarters is. To the East is the front of a shop -where several youths practice wielding weapons. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14064 -D2 -~ -~ -0 0 14062 -D3 -~ -~ -0 0 14098 -S -#14064 -Dragon drive.~ - You are on the Western part of Dragon drive. To the South is the entrance -to some sort of shop. A sign over the door has a picture of a huge red dragon -claw slashing downward at a figure in full plate armor on it. To the East is -the end of Claw road, while to the west is one of the small residential caves -these reptiles seem to live in. A guard wearing a huge crested helm plods by -and spits at your feet. There is a distinct feeling of menace about this -place. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14065 -D2 -~ -Door~ -1 0 14079 -D3 -~ -~ -0 0 14063 -S -#14065 -Intersection of Dragon and Claw.~ - This is the end of Claw road. East and west of here long low buildings open -up with signs over their front doors. To the North you can see a tunnel with -yet another store in its West side. The tunnel leads to a square of some sort -in a second cavern. The citizens and youth of the city walk around you over -the pitted gray paving stones paying no attention to the pitiful creature that -has invaded their privacy. Looking South you can see some sort of statue in a -small plaza. Dragon drive extends East and West, while Claw road goes further -South toward the entrance to the cavern. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14070 -D1 -~ -~ -0 0 14067 -D2 -~ -~ -0 0 14066 -D3 -~ -~ -0 0 14064 -S -#14066 -Claw road.~ - You are walking along the Northern end of Claw road. A few of the guards -seem to be congregating around the front of two buildings north of you. -Directly in front of you is an arched entrance into a long tunnel. Young -wyverns enter and leave the tunnel and you can hear the sounds of combat far to -the North. For your sake you hope they keep ignoring you. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14065 -D2 -~ -~ -0 0 14057 -S -#14067 -Dragon drive.~ - This part of the city is filled with marching guards and training recruits. -To the South stands a low building with a sign hanging over the door. The sign -has a picture of a Dragon being skinned alive with a flaming knife on it. The -dull gray of the stones around you suddenly seems very depressing. You wonder -why there are so few reflective surfaces in this wealthy metropolis? To the -north West a large tunnel opens up easily accommodating several 15 foot long -citizens abreast. East and West Dragon drive runs the width of the main city -cavern. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14068 -D2 -~ -Door~ -1 0 14081 -D3 -~ -~ -0 0 14065 -S -#14068 -Intersection of Dragon and Fang.~ - You are standing at one of the corners of the main cavern. To the East is a -small wyvern house. Fang street runs the length of the city to the South, -While to the West you can see two stores and a large cave opening in the North -wall. This city seems so inhospitable should you keep traveling here? -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14097 -D2 -~ -~ -0 0 14069 -D3 -~ -~ -0 0 14067 -S -#14069 -Fang street.~ - You are walking along Fang street. It may be your imagination but all the -citizens around here seem to be carrying weapons or wearing some kind of armor. -The road you are on runs north and South following the curve of the main -cavern. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14068 -D2 -~ -~ -0 0 14055 -S -#14070 -Wyvern way.~ - You are standing in a short high arched tunnel of polished black stone. To -the West is a large iron door with a sign hanging over it. The sign has a -picture of a huge wyvern picking up a human and taking a big bite out of him. -Many young wyverns are coming and going from a huge cavern to the north. The -sounds of battle and magic can be heard from that direction as well as -chanting. The smell of roasting meet comes from the door to the West and your -mouth begins to water. To the South is the End of Claw road. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14071 -D2 -~ -~ -0 0 14065 -D3 -~ -Door~ -1 0 14080 -S -#14071 -The hall of Wyverns.~ - You are standing in an ornately carved cavern filled with statues and -plaques in honor of long dead wyvern heros. This might be a nice place to rest -and think except that In a chamber to the East and a room up a flight of stone -stairs the sounds of battle can be heard. To the West there is a small glowing -chamber that emanates a feeling of magical energy. The citizens and youth who -walk through here all bow respectfully to the statuary, acknowledging their -long lost ancestors as they pass by. -~ -140 112 0 0 0 1 -D0 -~ -~ -0 0 14076 -D1 -~ -~ -0 0 14072 -D2 -~ -~ -0 0 14070 -D3 -~ -~ -0 0 14073 -D4 -~ -~ -0 0 14075 -D5 -~ -Stone~ -1 0 14074 -S -#14072 -Battle.~ - This is the guild of warriors. All around you wyvern youth battle each -other with claw and tooth for best advantage. Some of the older adolescents -use traditional claw sabers to fence, While others practice dodging their foes' -attacks as quickly as possible. Despite the best efforts of the trainees the -gray stone floor is splattered with blood from accidental cuts and gashes. -The room itself is a round arena filled with practice dummies and targets. A -huge plaque on one wall holds the names of all the graduates of the guild. -~ -140 0 0 0 0 1 -D3 -~ -~ -0 0 14071 -S -#14073 -Sorcery.~ - This is the hall of sorcery. Spread around the edge of the room are large -tomes on dark wooden stands. The students gradually make their way around the -room from left to right as they gain knowledge and master each book. There are -occasional flashes of light and puffs of smoke as spells misfire. Every once -in a while a bolt of fire or energy blasts forth and eradicates one of the -targets in the center of the room. Standing at the front of the room is a -large statue of their dragon God. Smoke from burning braziers fills the room -with a musky scent and candles cast a flickering glow on the smooth stone -walls. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14071 -S -#14074 -Shadows.~ - You are standing in a dark square chamber of shadows. As your eyes adjust -to the light you can see figures grouped around tables and standing within -small alcoves around the room. As you get a better view of the interior of the -room you are aware of all the eyes, seen and unseen that focus on you. The -urge to climb out of this chamber to some place well-lighted is very strong. -~ -140 96 0 0 0 1 -D4 -~ -Stone~ -1 0 14071 -S -#14075 -Honor.~ - This is the Knights' Arena. This massive stone circle is open for the use -of the knights in training. Several giants supervise the youth as they battle -each other with a variety of traditional and exotic weapons. Other knights -offer instruction in mounted combat, the wyverns seem to be having trouble -mastering the concept. Off to one side is a statue to the founder of the -knights, Khelben, Lord of the Elements. Set off in a depression in the floor -is a old wyvern repairing the dented training armors of the students. These -warriors look very professional. -~ -140 0 0 0 0 1 -D5 -~ -~ -0 0 14071 -S -#14076 -The Temple of Wyverns.~ - This is the high temple of Wyverns. In the center of the domed and pillared -room stands an altar to their dragon god. Several clerics in training gesture -and chant with holy symbols and books of wisdom in hand. Despite the combative -nature of wyverns, this room feels peaceful, an odd feeling given the general -air of this city. -~ -140 24 0 0 0 1 -D0 -~ -~ -0 0 14077 -D1 -~ -~ -0 0 14099 -D2 -~ -~ -0 0 14071 -D3 -~ -~ -0 0 14078 -S -#14077 -The Viewing.~ - You are standing in a small room of polished blue and silver stone. This is -the holy viewing room where gods and mortals write their messages to each -other. In one corner a priest stands looking at the board. -~ -140 0 0 0 0 1 -D2 -~ -~ -0 0 14076 -S -#14078 -The Gathering.~ - This is the city's gathering room. The room is filled with benches and a -podium at the front of the hall. In one corner a few old city officials are -discussing some point of judicial law in hushed tones, while at one side of the -hall a few citizens examine the board for news. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14076 -S -#14079 -Wyvern weapons of Chaos.~ - When you first enter this shop it looks as if you are in a jail of some -sort. The walls are blocked from floor to ceiling with iron bars. Hanging on -the walls behind the bars are all manner of weapons. A large set of claw-like -weapons catches your eye in particular. There is a small desk at the back of -the shop. Attached to the bars is a sign that says, "Those thinking to remove -the items of this store without paying should know the owner does not need them -to defend himself or his store. Those who doubt should attempt to walk off -with a weapon while guessing how many pieces they will be left in soon. " -~ -140 0 0 0 0 1 -D0 -~ -Door~ -1 0 14064 -S -#14080 -The Dragon's Feast.~ - This is a huge cave carved with pictures of wyverns eating and drinking on -all the walls. Low couches are scattered across the floor and in front of the -bar. A few patrons are sipping from tankards of ale while others feast on huge -portions of roasted meets. There is a sign hanging over the bar that reads, -"Eat drink and be merry. Thieves will become part of the menu. " The room is -dimly lit making it difficult to see the faces of those in the room. You -vaguely think that this would be a good place for an ambush. -~ -140 0 0 0 0 1 -D1 -~ -Door~ -1 0 14070 -S -#14081 -Wyvern Armors of Chaos.~ - This shop looks like a taxidermist's nightmare. The walls are hung with -armors of all types. Prominently featured is a set of decorative scaled hide -armor with the symbol of Balm etched upon it. The back wall has a huge axe -hanging on it and a low counter separates you from the goods. A sign on the -counter reads, "Thieves will become part of the merchandise, those with thick -hides are particularly encouraged to join those displayed on the wall. " -~ -140 0 0 0 0 1 -D0 -~ -Door~ -1 0 14067 -S -#14082 -The Treasure Trove Store.~ - This building is filled with odds and ends of all types. Glass cases line -the walls holding unusual and sometimes valuable items. A set of scales and a -locked chest are behind a high counter of heavy stone. A sign on the wall -reads, "If you're here to buy or sell come right on in, if you're here to -steal. Please enjoy our security measures, we'll clean up what's left of you -later. " -~ -140 0 0 0 0 1 -D1 -~ -Door~ -1 0 14058 -S -#14083 -The Dragon's Breath.~ - This cluttered shop is filled with the symbols of various gods and -goddesses. Featured prominently are the symbols of Rumble and Telemacos. -Shelves and cabinets are everywhere. They are filled with potions, salves, and -magical tomes. There is a sign hanging from the center of the roof. It says, -"Anyone wishing to remove the items of this shop are welcome to them. They -will need them to recover from the beating they will receive from the owner. -Please pay for all items and have a nice day. " -~ -140 0 0 0 0 1 -D3 -~ -Door~ -1 0 14058 -S -#14084 -Wyvern Wards and all things magical.~ - You are in an odd combination of magic shop and museum. Shelves and niches -in the walls hold potions, scrolls, and artifacts from around the realms. A -counter of glowing red stone blocks your way before you can get any closer than -looking at these wonders. A small sign on the counter reads "do not touch the -merchandise. Survivors will be prosecuted. " -~ -140 0 0 0 0 1 -D3 -~ -Door~ -1 0 14046 -S -#14085 -Wyvern Water Works.~ - This is a rather low oblong room with a large well at one end. Small -fountains line each wall and there is a low counter of polished gray rock that -runs the length of the room. Barrels and all sorts of containers are hung on a -rack on the other side of the counter. A small sign reads, "do not drink -without paying. Violators will get there drink then be drowned. " -~ -140 0 0 0 0 1 -D1 -~ -Door~ -1 0 14053 -S -#14086 -The great cave.~ - This is the great cave of Wyverns. The walls here have been carved with the -family history of the royal line of this city. Large wyverns stand everywhere -looking at you with distaste, "What are you doing here? " One of them asks. -The roof is polished gray rock set with crystals and precious stones. To the -West the gates look like a good way to get out of here, something you are -continually thinking about now. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14088 -D1 -~ -~ -0 0 14087 -D3 -~ -Gates~ -1 0 14043 -S -#14087 -The Great Cave.~ - This is the great cave of Wyverns. The walls here have been carved with the -family history of the royal line of this city. Large wyverns stand everywhere -looking at you with distaste, "What are you doing here? " One of them asks. -The roof is polished gray rock set with crystals and precious stones. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14089 -D3 -~ -~ -0 0 14086 -S -#14088 -The Great Cave.~ - This is the great cave of Wyverns. The walls here have been carved with the -family history of the royal line of this city. Large wyverns stand everywhere -looking at you with distaste, "What are you doing here? " One of them asks. -The roof is polished gray rock set with crystals and precious stones. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14089 -D2 -~ -~ -0 0 14086 -S -#14089 -The Great Cave.~ - This is the great cave of Wyverns. The walls here have been carved with the -family history of the royal line of this city. Large wyverns stand everywhere -looking at you with distaste, "What are you doing here? " One of them asks. -The roof is polished gray rock set with crystals and precious stones. To the -North a natural opening in the rock leads to a second chamber. All you can see -within are the backs of worshiping Wyverns. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14090 -D2 -~ -~ -0 0 14087 -D3 -~ -~ -0 0 14088 -S -#14090 -The High Cavern of Wyverns.~ - This chamber is draped in the trappings of the royal house of Wyverns. A -huge throne stands in one corner on a platform made of polished silver. -Wyverns kneel all around the chamber bowing their necks toward the throne. -The room is lit by a huge glowing gem set in the roof. You wonder what kind of -wealth it would take to create such a chamber. -~ -140 0 0 0 0 1 -D2 -~ -~ -0 0 14089 -S -#14091 -Guards' Cave.~ - You are in the midst of hustling and bustling wyverns. City Guards line the -walls marking maps of the city with small red pins. Clerks and citizens -waiting their turn to register complaints stand in the center of this natural -cavern. There is a large arch to the North, which wyverns enter and leave one -at a time. To the East a second smaller arch leads back on to Scale way. -~ -140 0 0 0 0 1 -D0 -~ -~ -0 0 14092 -D1 -~ -~ -0 0 14045 -S -#14092 -Wyvern Watch Central.~ - You are standing at the entrance to the head guard's chamber. A large red -couch sits against the North wall and tapestries of legendary wyverns cover the -walls. The room is lit only by a single candle over the couch. The light -flickers making it look as if the pictures on the wall are coming to life. To -the south an arch leads back into the waiting area. -~ -140 0 0 0 0 1 -D2 -~ -~ -0 0 14091 -S -#14093 -A wyvern cave.~ - You are standing in one of the residential caves carved into the walls of -the main cavern. The sides of the structure are lined with long low couches -for the wyverns to rest on. Set in one wall there is an altar to the household -gods with a candle burning on it. There is a cooking hearth in the center of -the room with a smoke hole at the peek of the domed roof to clear the air. -There are no decorations or other pieces of furniture. These wyverns don't -seem to need very much to live comfortably. -~ -140 0 0 0 0 1 -D3 -~ -~ -0 0 14052 -S -#14094 -A wyvern cave.~ - You are standing in one of the residential caves carved into the walls of -the main cavern. The sides of the structure are lined with long low couches -for the wyverns to rest on. Set in one wall there is an altar to the household -gods with a candle burning on it. There is a cooking hearth in the center of -the room with a smoke hole at the peek of the domed roof to clear the air. -There are no decorations or other pieces of furniture. These wyverns don't -seem to need very much to live comfortably. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14047 -S -#14095 -A wyvern cave.~ - You are standing in one of the residential caves carved into the walls of -the main cavern. The sides of the structure are lined with long low couches -for the wyverns to rest on. Set in one wall there is an altar to the household -gods with a candle burning on it. There is a cooking hearth in the center of -the room with a smoke hole at the peek of the domed roof to clear the air. -There are no decorations or other pieces of furniture. These wyverns don't -seem to need very much to live comfortably. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14060 -S -#14096 -A wyvern cave.~ - You are standing in one of the residential caves carved into the walls of -the main cavern. The sides of the structure are lined with long low couches -for the wyverns to rest on. Set in one wall there is an altar to the household -gods with a candle burning on it. There is a cooking hearth in the center of -the room with a smoke hole at the peek of the domed roof to clear the air. -There are no decorations or other pieces of furniture. These wyverns don't -seem to need very much to live comfortably. -~ -140 0 0 0 0 1 -D3 -~ -~ -0 0 14055 -S -#14097 -A wyvern cave.~ - You are standing in one of the residential caves carved into the walls of -the main cavern. The sides of the structure are lined with long low couches -for the wyverns to rest on. Set in one wall there is an altar to the household -gods with a candle burning on it. There is a cooking hearth in the center of -the room with a smoke hole at the peek of the domed roof to clear the air. -There are no decorations or other pieces of furniture. These wyverns don't -seem to need very much to live comfortably. -~ -140 0 0 0 0 1 -D3 -~ -~ -0 0 14068 -S -#14098 -A wyvern cave.~ - You are standing in one of the residential caves carved into the walls of -the main cavern. The sides of the structure are lined with long low couches -for the wyverns to rest on. Set in one wall there is an altar to the household -gods with a candle burning on it. There is a cooking hearth in the center of -the room with a smoke hole at the peek of the domed roof to clear the air. -There are no decorations or other pieces of furniture. These wyverns don't -seem to need very much to live comfortably. -~ -140 0 0 0 0 1 -D1 -~ -~ -0 0 14063 -S -#14099 -Wyvern Donations.~ - This is the donation room of the city. Here charitable souls may drop items -for those less fortunate than themselves. The walls of this room are covered -with hooks and shelving for more valuable items while barrels and baskets -litter the floor for more common gifts. -~ -140 0 0 0 0 1 -D3 -~ -~ -0 0 14076 -S -$~ diff --git a/lib/world/wld/15.wld b/lib/world/wld/15.wld deleted file mode 100644 index 3f93405..0000000 --- a/lib/world/wld/15.wld +++ /dev/null @@ -1,742 +0,0 @@ -#1500 -A Road Leading From The Bank~ - You find yourself on a small road leading away from the edge -of the River of Lost Souls. The dark waters of the River can -be seen and heard just south of here. Looking to the east and -west, you see only the walls of the rocky cliffs. Off to the -north a strange path seems to lead straight into the depths of -the mountain. -~ -15 4 0 0 0 4 -D0 -A strange path leads northwards. -~ -~ -0 -1 1501 -D2 -The River of Lost Souls flows just to the south of here. -~ -~ -0 -1 5619 -S -#1501 -A Long Road~ - You stand here in spiritual emptiness, beginning a long and dangerous -path. Your honest submission has already been made, but the truth of your -heart has yet to be told. Leave here now, and do not come back until -you have grown. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1502 -D2 -~ -~ -0 -1 1500 -S -#1502 -A Long Road~ - You stop for a moment, screaming in frustration. Surely it was that one -sin that was avoidable, of all that you regret. The hitting and the hurting -flash briefly before you. Moments later the pain passes, and the straight -path reveals itself before you. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1503 -D2 -~ -~ -0 -1 1501 -S -#1503 -A Long Road~ - The road clears, the fog and pain of the first few steps left behind -you. Despite the sudden clarity, your mind is still haunted, images of -an old woman kneeling in prayer, eyes closing, smiling and crying. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1504 -D2 -~ -~ -0 -1 1502 -S -#1504 -A Long Road~ - Looking ahead, you can see that the path you have been following will -soon come to an end, but something in the cold and the breeze tells you -that that will be only the beginning of the journey. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1505 -D2 -~ -~ -0 -1 1503 -S -#1505 -A Test for the Faithful~ - It is here finally that decisions must be made. The first one that -confronts you is simple enough, to walk in the darkness, or to walk in -the light. Only the depths of your soul can decide, but remember this -much: the same truth lies at the end of both paths. -~ -15 8 0 0 0 0 -D4 -~ -~ -0 -1 1507 -D5 -~ -~ -0 -1 1506 -S -#1506 -Halls of the Forgotten~ - Even the darkest have a place on the road to the truth. It is in this -place, so empty and forgotten, that God has chosen the worst, and brought -them close to Him for one last time. -~ -15 8 0 0 0 0 -D1 -~ -~ -0 -1 1513 -D3 -~ -~ -0 -1 1508 -D4 -~ -~ -0 -1 1505 -S -#1507 -Shahadah~ - It was written once, on an ancient parchment in a curious and flowing -script, that there is in fact no god but Allah, and that Muhammad was -the last of His Prophets. With this recognition, all else became empty -and meaningless. -~ -15 8 0 0 0 0 -D1 -~ -~ -0 -1 1523 -D3 -~ -~ -0 -1 1518 -D5 -~ -~ -0 -1 1505 -S -#1508 -Earthly Evil~ - Whatever it carries, that rage converts into a weapon. Wrath supplies -all with arms. When an angry man thirsts for blood anything will serve -him for a spear. Fury turns a stick into a cudgel. -~ -15 9 0 0 0 0 -D0 -~ -~ -0 -1 1509 -D1 -~ -~ -0 -1 1506 -S -#1509 -Misguidance~ - Some have been brought here not for what they did, but what they -failed to do. It is these, the poor souls that were presented the -fair evidence and rejected it with an honest mind, that deserve our -pity the most of all. -~ -15 9 0 0 0 0 -D0 -~ -~ -0 -1 1510 -D2 -~ -~ -0 -1 1508 -S -#1510 -Temptation~ - Old tales tell of a conversation between the devil and the Prophet -Jesus: the devil offered him a kingdom, vast riches, the temptation of -a glorious near-death saved by his angels. Even this Messenger of God -was forced to stop and think. Imagine how hard it could be for the rest. -~ -15 9 0 0 0 0 -D0 -~ -~ -0 -1 1511 -D2 -~ -~ -0 -1 1509 -S -#1511 -Hypocrisy~ - He called the populace to strict religious purity, rigidly enforcing -the times of prayer and the most correct forms of the words of the Muezzin. -All of this he strengthened by his most impeccable example, shunning all -riches and riding in tattered rags through his capital on the back of a -donkey. Despite all this, remember. Behind closed doors, all men are -hypocrites. -~ -15 9 0 0 0 0 -D0 -~ -~ -0 -1 1512 -D2 -~ -~ -0 -1 1510 -S -#1512 -Hate~ - There is little in life much easier, and truthfully, little that is a -quicker ticket to damnation. You give brief thanks that you have come to -the end of these trials, but your words are drowned out by something -much louder, a mechanical preaching that drowns your ears in anger. You -hear a steady, repetitive litany of the same phrase, over and over again: -"I go the way history dictates with the blind assurance of a sleep-walker." -~ -15 9 0 0 0 0 -D0 -~ -~ -0 -1 1528 -D2 -~ -~ -0 -1 1511 -S -#1513 -Spiritual Danger~ - Some evils are tangible, solid, so evident that they spit you right in -the face. Others are more clever, more subtle, and it is these that present -the greatest danger. Looking down the hall before you, a great fear fills -your heart, and a great, heavy longing. -~ -15 9 0 0 0 0 -D0 -~ -~ -0 -1 1514 -D3 -~ -~ -0 -1 1506 -S -#1514 -The Fall~ - In the beginning, he was the best, the most beautiful of all the angels, -and God's most loved creation. Look at your own beauty, human, and do what -he could not. Look at your beauty, and learn to kneel! -~ -15 9 0 0 0 0 -D0 -~ -~ -0 -1 1515 -D2 -~ -~ -0 -1 1513 -S -#1515 -Temptation~ - Temptation is the IF, the wondering, the second-guessing, the "I will -be a better man... if..." And that if is usually taken, sitting alone, -listening to that voice, calling you, offering such an easy way, but such -a crooked one. -~ -15 9 0 0 0 0 -D0 -~ -~ -0 -1 1516 -D2 -~ -~ -0 -1 1514 -S -#1516 -The Last Day~ - The din of a great battle shakes these halls, the moans of the earth -erupting at the shakings of the End Time. Be ready for that day, be very -ready, for if you are not, he will claim you for one of his own. -~ -15 9 0 0 0 0 -D0 -~ -~ -0 -1 1517 -D2 -~ -~ -0 -1 1515 -S -#1517 -Flame~ - Undescribable horror and pain, a blackness drowned out only by the -burning anguish, the inextinguishable fire coming not from some burning -wood or molten lava but from the brightness and pain of the horrible, -tortured souls that surround, everywhere you turn. -~ -15 9 0 0 0 0 -D0 -~ -~ -0 -1 1530 -D2 -~ -~ -0 -1 1516 -S -#1518 -Earthly Light~ - To slip into evil is easy, but walking this path is the hardest of -all. Even the four you will find here today have strayed from the line -at least once in their lives, and there are still some living who curse -the very sound of their names. Despite all this, confront them now, and -let their actions serve as your example. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1519 -D1 -~ -~ -0 -1 1507 -S -#1519 -The Light of the Rashidun~ - Many believed that the Prophet would never die, but when the stark -evidence of his body confronted them, it soon became necessary to provide -for the future. The four that came after are called the Rashidun, the -rightly-guided Caliphs that would spread the word and the light, and with -it forge one of history's greatest empires. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1520 -D2 -~ -~ -0 -1 1518 -S -#1520 -The Light of the Rashidun~ - The first Caliphs were chosen by consultation with a noble council -of elders, each of whom, hoping to lead the world of Islam alone, voted -to elect the one amongst them they thought was the weakest. Each time, -they were wrong. Each one was more noble, more upright than the one -before. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1521 -D2 -~ -~ -0 -1 1519 -S -#1521 -The Light of the Rashidun~ - Every majestic and happy tale must end, usually all too soon, and thus -it was with the golden age of the Caliphate. The Rashidun were pure men, -good men, true to the path, but their followers soon began to bicker, and -civil war was on the horizon. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1522 -D2 -~ -~ -0 -1 1520 -S -#1522 -The Light of the Rashidun~ - The end of the Rashidun was the beginning of Schism. The memories -of the Prophet and the living example of the Caliphs proved to be -insufficient example to the faithful. Ali died, and some say that -with him the Caliphate died too, a martyr, his blood still flowing in -the nameless river. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1531 -D2 -~ -~ -0 -1 1521 -S -#1523 -Spritual Reward~ - Behold, Allah is the Provider, the most Generous. He would not suffer -his believers to walk the path of light without guidance. He provided the -Prophets, may peace be upon them, and in the examples of their own growth, -we shall find the truth of our own. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1524 -D3 -~ -~ -0 -1 1507 -S -#1524 -Creation~ - In the creation of the heavens and the earth, and in the alternation of -night and day, there are signs for men of sense; those that remember Allah -say: "Lord, You have not created this in vain!" -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1525 -D2 -~ -~ -0 -1 1523 -S -#1525 -Revelation~ - The Angel Gabriel came to him and said: "Read!" He replied: "But I -cannot!" The order was repeated three times, until the Angel himself -said: "Read, in the name of your Lord who created man from clots of blood. -Praise be to God, Lord of the Universe." -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1526 -D2 -~ -~ -0 -1 1524 -S -#1526 -Conversion~ - Unbelievers, I do not worship what you worship, nor do you worship -what I worship. I shall never worship what you worship, nor will you -ever worship what I worship. You have your own religion, and I have -mine. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1527 -D2 -~ -~ -0 -1 1525 -S -#1527 -Deliverance~ - The balance had been made, the soul placed in readiness, and the final -measurement taken. For those that have come this far, surely this is the -day of immortality! -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1533 -D2 -~ -~ -0 -1 1526 -S -#1528 -Repentance~ - God forgives those who commit evil in ignorance, for He is all-knowing -and wise. But He will not forgive those who do evil, and when death comes -to them, say: "Now we repent!" For those We have prepared a woeful scourge. -~ -15 9 0 0 0 0 -D1 -~ -~ -0 -1 1529 -D2 -~ -~ -0 -1 1512 -D4 -~ -~ -0 -1 1534 -S -#1529 -Pilgrimage~ - It is incumbent upon all Muslims to make the pilgrimage to Mecca once -in their lifetime, if they are able, and for those unfortunate enough to -follow the lives of the lower evils, such a pilgrimage with an open and -contrite heart shall absolve them of all. -~ -15 9 0 0 0 0 -D1 -~ -~ -0 -1 1530 -D3 -~ -~ -0 -1 1528 -D4 -~ -~ -0 -1 1535 -S -#1530 -Intercession~ - It is written that no one may intercede with God on behalf of another. -No prayers from another may save the soul of a doomed man; his only hope -is prayers of his own. -~ -15 9 0 0 0 0 -D2 -~ -~ -0 -1 1517 -D3 -~ -~ -0 -1 1529 -D4 -~ -~ -0 -1 1536 -S -#1531 -The Upper Reaches~ - You have traveled the righteous path, and you have faced the examples -of the true models of the Prophet. Only the final journey awaits you; -live like this and you shall live forever. -~ -15 8 0 0 0 0 -D1 -~ -~ -0 -1 1532 -D2 -~ -~ -0 -1 1522 -D5 -~ -~ -0 -1 1534 -S -#1532 -The Upper Reaches~ - When the records of men's deeds are laid open, and heaven is stripped -bare; when Hell burns fiercely and Paradise is brought near: then each -soul shall know what it has done. -~ -15 8 0 0 0 0 -D1 -~ -~ -0 -1 1533 -D3 -~ -~ -0 -1 1531 -D5 -~ -~ -0 -1 1535 -S -#1533 -The Upper Reaches~ - You have traveled the righteous path, and your own journey has -imitated the evolution of the most perfect soul. Only one final -path awaits you; die as the one in the room before, and your death -will mean nothing. -~ -15 8 0 0 0 0 -D2 -~ -~ -0 -1 1527 -D3 -~ -~ -0 -1 1532 -D5 -~ -~ -0 -1 1536 -S -#1534 -The Final Facing~ - The last of the darkness lies behind you; only the straight path -remains. Go forth with a clean heart. Only the penitent shall find -what they seek. Continue to receive the reward you deserve. -~ -15 12 0 0 0 0 -D1 -~ -~ -0 -1 1535 -D4 -~ -~ -0 -1 1531 -D5 -~ -~ -0 -1 1528 -S -#1535 -The Final Facing~ - The last of the darkness lies behind you; only the straight path -remains. Go forth with a clean heart. Only the penitent shall find -what they seek. Continue to receive the reward you deserve. -~ -15 12 0 0 0 0 -D0 -~ -~ -0 -1 1537 -D1 -~ -~ -0 -1 1536 -D3 -~ -~ -0 -1 1534 -D4 -~ -~ -0 -1 1532 -D5 -~ -~ -0 -1 1529 -S -#1536 -The Final Facing~ - The last of the darkness lies behind you; only the straight path -remains. Go forth with a clean heart. Only the penitent shall find -what they seek. Continue to receive the reward you deserve. -~ -15 12 0 0 0 0 -D3 -~ -~ -0 -1 1535 -D4 -~ -~ -0 -1 1533 -D5 -~ -~ -0 -1 1530 -S -#1537 -A Straight Path~ - The Compassionate, the Merciful, Sovereign of the Day of Judgment! -You alone we worship, and to You alone we turn for help. Guide us to -the Straight Path, the path of those whom You have favored, not of -those who have gone astray. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1538 -D2 -~ -~ -0 -1 1535 -S -#1538 -Progression~ - Were We worn out by the First Creation? Yet they are in doubt about -a new creation. WE created man. We know the promptings of his soul, -and are closer to him than his jugular vein. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1539 -D2 -~ -~ -0 -1 1537 -S -#1539 -Judgment~ - Undoubtedly the shortest path is the straightest one. Only one more -step awaits before a final decision is made and a home given to you for -all eternity. -~ -15 8 0 0 0 0 -D0 -~ -~ -0 -1 1540 -D2 -~ -~ -0 -1 1538 -S -#1540 -The Utmost Throne~ - You have come at last to the resting place of the most holy. Startling -crystal clarity of vision has been granted to you; seven guardians rim -the periphery of the throne and all is bathed in a warm and clean light. -It is here that the final choice is to be made, and no defiance of yours -can change the outcome. -~ -15 8 0 0 0 0 -D2 -~ -~ -0 -1 1539 -S -$~ diff --git a/lib/world/wld/150.wld b/lib/world/wld/150.wld deleted file mode 100644 index 87b2073..0000000 --- a/lib/world/wld/150.wld +++ /dev/null @@ -1,1753 +0,0 @@ -#15000 -The King's Road~ - You stand at the beginning of the actual King's Road. The road is wide -enough for several horses to ride along side by side with room to spare. -The stones which make up the road have been put into place with such skill -that the road seems to be perfectly smooth and perfectly straight. - You spot a small trail leading to the south through the undergrowth which -surrounds the road at this point. -A traveller passes by and waves cheerfully at you. -~ -150 4 0 0 0 1 -D1 -The King's Road continues in a straight line to the east towards a grand -castle. -~ -~ -0 -1 15001 -D2 -A small overgrown trail leads through the undergrowth to the south. -~ -~ -0 -1 15061 -D3 -The King's Road thins out a bit into a lane just to the west. -~ -~ -0 -1 3502 -E -traveller~ - The traveller smiles cheerfully and calls 'hello' when you greet him, but -continues on his way. The traveller is in excellent condition. -~ -S -#15001 -The King's Road~ - You stand in the center of the great King's Road. The road is very well -built, and goes in a straight line due east-west. -~ -150 0 0 0 0 1 -D1 -The King's Road continues in a straight line to the east. -~ -~ -0 -1 15002 -D3 -You see that the King's Road continues westwards towards a large city. -~ -~ -0 -1 15000 -S -#15002 -The King's Road~ - You stand on the King's Road, which leads east and west. The -skill of the builders is apparent, since it is impossible to notice -any turn or irregularity in the road. -~ -150 0 0 0 0 1 -D1 -You see a castle in the far east. -~ -~ -0 -1 15003 -D3 -The King's Road continues in a straight line to the west. -~ -~ -0 -1 15001 -S -#15003 -On The King's Road Outside A Castle~ - You are standing on the King's Road. Before you is a large -Castle, evidently built not so much for strength as for beauty. -It is not totally without defenses, though, for it is surrounded -by a deep moat, and its windows are just narrow slits for archers -to shoot through. To the north there is a drawbridge across the -moat. -~ -150 0 0 0 0 1 -D0 -You see the drawbridge. -~ -~ -0 -1 15004 -D3 -The King's Road continues in a straight line to the west. -~ -~ -0 -1 15002 -S -#15004 -On The Drawbridge~ - You have arrived at the drawbridge leading into the Castle. Before -you is a huge, double-doored gate. It seems very strong. You see some -whirls in the moat. -~ -150 4 0 0 0 1 -D0 -The gate has huge, but intricately carved hinges. As the Castle itself, -it seems designed not only for strength, but also for beauty. -~ -gate door~ -1 -1 15007 -D2 -You see the King's Road. -~ -~ -0 -1 15003 -E -whirls whirl moat~ - You can't see much, but it seems that something beneath the surface is -creating them. -~ -S -#15005 -The Kitchen~ - You are in the Kitchen. Lots of helpers hurry to do the Chief Cook's -bidding, and there is a wonderful smell that makes you feel very hungry. -All around the room, there are shelves with different kinds of cooking -gear stacked on them. There is an exit to the north, and one to the east; -both leading to small passages. -~ -150 8 0 0 0 0 -D0 -You see a small, dimly lit passage. -~ -~ -0 -1 15010 -D1 -You see a small, dimly lit passage. -~ -~ -0 -1 15006 -S -#15006 -A Small Passage~ - You are standing in a small passage, that is clearly intended mostly -for the servants of the Castle. It is only dimly lit and quite narrow. -The passage leads west, and to the east there is a small door. -~ -150 8 0 0 0 0 -D1 -The door is small and uninteresting. -~ -door small~ -1 -1 15007 -D3 -You hear clanging of pots, and smell cooking meat. -~ -~ -0 -1 15005 -S -#15007 -The Entrance Hall~ - You are standing in the impressive Entrance Hall of the Castle. -To the north is an exit into the Great Hall. There is also an exit -east, and a small door to the west. -~ -150 8 0 0 0 0 -D0 -You see the King's Great Hall. -~ -~ -0 -1 15012 -D1 -There seems to be a small guard room to the east. -~ -~ -0 -1 15008 -D2 -To the south, there is a gate, that leads to the Drawbridge. -~ -gate~ -1 -1 15004 -D3 -The door is small and uninteresting. -~ -door small~ -1 -1 15006 -S -#15008 -The Guard Room~ - You are in a small room, evidently meant for guards currently -not on duty. There is only one exit, back to the entrance hall. -~ -150 8 0 0 0 0 -D3 -You see the Castle Entrance. -~ -~ -0 -1 15007 -S -#15009 -Under The Tower~ - You are below one the three mighty towers of the Castle. There are -no guards here, and you sense that this part of the Castle is largely -unused. There are stairs going up to the tower, and there is also an -exit to the north. -~ -150 12 0 0 0 0 -D0 -You see a small, dimly lit passage. -~ -~ -0 -1 15014 -D4 -The stairs are old, but in good repair. They lead up into the tower. -~ -~ -0 -1 15034 -E -stairs~ - The stairs are old, but in good repair. They lead up into the tower. -~ -S -#15010 -The Small Passage~ - You are standing in a small passage, that is clearly intended -mainly for the servants of the Castle. The passage leads north -and south. -~ -150 8 0 0 0 0 -D0 -You see a small, dimly lit passage. -~ -~ -0 -1 15015 -D2 -You hear the clanging of pots, and smell cooking meat. -~ -~ -0 -1 15005 -S -#15011 -The Great Hall~ - You are standing in the south-west end of the Great Hall. It -is truly vast; the roof is so high above your head, that it seems no -closer than the clouds outside. The roof is beautifully painted, by -someone who must have been a true master. The hall is very large, -and could easily seat several hundred people at a banquet. -~ -150 8 0 0 0 0 -D0 -You see the King's Great Hall. -~ -~ -0 -1 15016 -D1 -You see the King's Great Hall. -~ -~ -0 -1 15012 -E -roof paintings paint~ - The paintings on the roof depict the great heroes and gods. One of the gods -is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among -them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and -the powerful evil Wizard Tharoecon. -~ -S -#15012 -The Great Hall~ - You are standing in the southern end of the Great Hall. It -is truly vast; the roof is so high above your head, that it seems no -closer than the clouds outside. The roof is beautifully painted, by -someone who must have been a true master. The hall is very large, -and could easily seat several hundred people at a banquet. To your -north, you see King Welmar's great throne, and to the south is the -Castle Entrance. -~ -150 8 0 0 0 0 -D0 -You see the part of the Great Hall where the throne is. -~ -~ -0 -1 15017 -D1 -You see the King's Great Hall. -~ -~ -0 -1 15013 -D2 -You see the Castle Entrance. -~ -~ -0 -1 15007 -D3 -You see the King's Great Hall. -~ -~ -0 -1 15011 -E -roof paintings paint~ - The paintings on the roof depict the great heroes and gods. One of the gods -is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among -them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and -the powerful evil Wizard Tharoecon. -~ -S -#15013 -The Great Hall~ - You are standing in the south-east end of the Great Hall. It -is truly vast; the roof is so high above your head, that it seems no -closer than the clouds outside. The roof is beautifully painted, by -someone who must have been a true master. The hall is very large, -and could easily seat several hundred people at a banquet. -~ -150 8 0 0 0 0 -D0 -You see the King's Great Hall. -~ -~ -0 -1 15018 -D3 -You see the King's Great Hall. -~ -~ -0 -1 15012 -E -roof paintings paint~ - The paintings on the roof depict the great heroes and gods. One of the gods -is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among -them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and -the powerful, evil Wizard Tharoecon. -~ -S -#15014 -A Passage~ - You are standing in a passage, that leads north and south. To the south -it leads towards one of towers. -~ -150 8 0 0 0 0 -D0 -You see the small passage continue. -~ -~ -0 -1 15019 -D2 -~ -~ -0 -1 15009 -S -#15015 -The Passage~ - You are in a passage, that leads north and south. To the east there -is an exit to the Great Hall. -~ -150 8 0 0 0 0 -D0 -You see the passage continue. -~ -~ -0 -1 15020 -D1 -You see the King's Great Hall. -~ -~ -0 -1 15016 -D2 -You see the passage continue. -~ -~ -0 -1 15010 -S -#15016 -The Great Hall~ - You are standing in the north-west end of the Great Hall. It -is truly vast; the roof is so high above your head, that it seems no -closer than the clouds outside. The roof is beautifully painted, by -someone who must have been a true master. The hall is very large, -and could easily seat several hundred people at a banquet. To your -east, you see King Welmar's great throne, and to the west there is -an exit to a passage. -~ -150 8 0 0 0 0 -D1 -You see the part of the Great Hall where the throne is. -~ -~ -0 -1 15017 -D2 -You see the King's Great Hall. -~ -~ -0 -1 15011 -D3 -You see a passage. -~ -~ -0 -1 15015 -E -roof paintings paint~ - The paintings on the roof depict the great heroes and gods. One of the gods -is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among -them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and -the powerful evil Wizard Tharoecon. -~ -S -#15017 -By The Throne In The Great Hall~ - You are standing by the King's huge ivory throne. The throne is, to -an even greater degree than the Hall itself, a masterpiece. It is -intricately and beautifully carved, and it seems to be made out of a -single block of ivory, though you shiver at the thought of meeting -the animal that died to yield a piece of that size. The Hall continues -to the east, west and south. -~ -150 8 0 0 0 0 -D1 -You see the King's Great Hall. -~ -~ -0 -1 15018 -D2 -You see the King's Great Hall. -~ -~ -0 -1 15012 -D3 -You see the King's Great Hall. -~ -~ -0 -1 15016 -E -roof paintings paint~ - The paintings on the roof depict the great heroes and gods. One of the gods -is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among -them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and -the powerful evil Wizard Tharoecon. -~ -E -throne ivory~ - It is large and very beautiful. The carvings are mainly of animals and magic -beasts. -~ -S -#15018 -The Great Hall~ - You are standing in the north-east end of the Great Hall. It -is truly vast; the roof is so high above your head, that it seems no -closer than the clouds outside. The roof is beautifully painted, by -someone who must have been a true master. The hall is very large, -and could easily seat several hundred people at a banquet. To your -west, you see King Welmar's great throne, and to the east there is -an exit to a small passage. -~ -150 8 0 0 0 0 -D1 -You see a passage. -~ -~ -0 -1 15019 -D2 -You see the King's Great Hall. -~ -~ -0 -1 15013 -D3 -You see the part of the Great Hall where the throne is. -~ -~ -0 -1 15017 -E -roof paintings paint~ - The paintings on the roof depict the great heroes and gods. One of the gods -is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among -them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and -the powerful evil Wizard Tharoecon. -~ -S -#15019 -The Small Passage~ - You are standing in a small passage, that leads north and south. -To the west, there is an exit into the Great Hall. -~ -150 8 0 0 0 0 -D0 -The passage continues to the north. -~ -~ -0 -1 15024 -D2 -The passage continues to the south. -~ -~ -0 -1 15014 -D3 -To the west you see the Great Hall. -~ -~ -0 -1 15018 -S -#15020 -The Passage~ - You are standing in a north-south leading passage. There is a door -to the east. -~ -150 8 0 0 0 0 -D0 -The passage leads to a staircase. -~ -~ -0 -1 15025 -D1 -The door is quite small and unobtrusive. -~ -door~ -1 -1 15021 -D2 -The passage continues to the south. -~ -~ -0 -1 15015 -S -#15021 -The Servants' Corridor~ - You are standing in a corridor, that stretches further to the east. -There are doors to the north and west. The corridor itself is mainly -used by servants, and lacks some of the beauty of the rest of the -castle. -~ -150 8 0 0 0 0 -D0 -There is a door there! -~ -door~ -1 -1 15026 -D1 -The corridor seems to come to its end a bit further east. -~ -~ -0 -1 15022 -D3 -The door to the west is made out of wood. -~ -door wood~ -1 -1 15020 -S -#15022 -The End Of The Servants' Corridor~ - The corridor leads only west from here, but there is a door to -the north. -~ -150 8 0 0 0 0 -D0 -The door leads to a room intended for the butler. -~ -door~ -1 15009 15027 -D3 -You see the corridor continue. -~ -~ -0 -1 15021 -S -#15023 -The Training Room~ - This is the Training Room of the men of the Castle guard. It is -very large, with weapons standing in racks by all the walls. Most -of the weapons seem to be intended for training only, with blunt -edges and the like, but there are some that might be useful for -real fighting. There is a door to the north. -~ -150 8 0 0 0 0 -D0 -The door is large and heavy. -~ -door large heavy~ -1 -1 15028 -D1 -You see a small passage. -~ -~ -0 -1 15024 -S -#15024 -The Small Passage~ - You are standing in a small passage leading north and south. There -is also an exit to the west, from which grunts, cheers and heavy blows -can be heard. -~ -150 8 0 0 0 0 -D0 -The passage leads north to some stairs. -~ -~ -0 -1 15029 -D2 -You see the passage continuing. -~ -~ -0 -1 15019 -D3 -You see the Training Room. -~ -~ -0 -1 15023 -S -#15025 -The Stair Room~ - You are standing below a great staircase, that leads up to the -second floor of the Castle. The stairs are made of marble, and there -are pillars carved in the likenesses of trees with little animals -running up and down the trunks. -~ -150 8 0 0 0 0 -D2 -You see the passage. -~ -~ -0 -1 15020 -D4 -The stairs lead up to the second floor. -~ -~ -0 -1 15049 -E -stairs stair~ - Made out of marble, and as all the rest of the Castle made primarily for -beauty and with great skill. -~ -E -pillar pillars tree trees~ - Very nice. Squirrels and little birds all over. -~ -S -#15026 -The Servants' Quarters~ - You are standing in a large room, that seems to house many of the -servants. The room is full of comfortable-looking beds. There is also -a large chest, probably containing some of the servants' belongings. -~ -150 8 0 0 0 0 -D2 -The door is made out of wood. -~ -door wood~ -1 -1 15021 -E -bed~ - The beds all look comfortable, despite the fact that this is just the -servants' place. -~ -S -#15027 -The Butler's Quarters~ - You see at once that this must be the butler's room, for it lies -in the servants' wing, and still it is large and comfortable; almost -luxurious, in fact. There is a large bed and a drawer in the room. -The only exit is via the door to the south. -~ -150 8 0 0 0 0 -D2 -You see the corridor. -~ -door~ -1 15009 15022 -E -bed~ - Looks very comfortable indeed. -~ -S -#15028 -The Guards' Barracks~ - You are standing in a very large room with bunks all over. It is -obvious, that this is where the guards off duty spend most of their -time, drinking and gambling or, probably, mostly sleeping. -~ -150 8 0 0 0 0 -D2 -The door is large and heavy. -~ -door large heavy~ -1 -1 15023 -E -bunk bunks~ - They look a bit hard, but you could sleep in them. -~ -S -#15029 -The Stairs~ - You are standing by a staircase leading down. As you look down, -you notice that for the first time since you entered the castle, -things are not aesthetically made. Instead it looks more functional -and prison-like. -~ -150 8 0 0 0 0 -D2 -You see the small passage. -~ -~ -0 -1 15024 -D5 -The stairs down lead into darkness. -~ -~ -0 -1 15055 -E -stairs stair staircase~ - They seem to be made of granite, and stretch down into a more dimly lit area -than where you come from. -~ -S -#15030 -At A Bend In The Corridor~ - You are standing at a place where the corridor bends from east to north. -~ -150 8 0 0 0 0 -D0 -You see the corridor continue. -~ -~ -0 -1 15035 -D1 -You see the corridor continue. -~ -~ -0 -1 15031 -S -#15031 -The Corridor~ - You are standing in a long corridor, decorated with tapestries -depicting old times and old heroes. It leads east and west. -~ -150 8 0 0 0 0 -D1 -You see the corridor continue. -~ -~ -0 -1 15032 -D3 -You see the corridor continue. -~ -~ -0 -1 15030 -S -#15032 -The Corridor~ - You are standing in a long corridor, decorated with tapestries -depicting old times and old heroes. It leads east and west. -~ -150 8 0 0 0 0 -D1 -You see the corridor continue. -~ -~ -0 -1 15033 -D3 -You see the corridor continue. -~ -~ -0 -1 15031 -S -#15033 -The Corridor~ - You are standing in a long corridor, decorated with tapestries -depicting old times and old heroes. The corridor continues west, -and to the north you see the luxurious guest wing. -~ -150 8 0 0 0 0 -D0 -You see the guest wing. -~ -~ -0 -1 15038 -D3 -You see the corridor continue. -~ -~ -0 -1 15032 -S -#15034 -In The South-East Tower~ - This part of the tower is fairly uninteresting, but it leads further -upwards... -~ -150 8 0 0 0 0 -D4 -The room at the top of the tower seems darkish for some reason. -~ -~ -0 -1 15052 -D5 -You see the stairs at the bottom of the tower. -~ -~ -0 -1 15009 -S -#15035 -The Corridor~ - You are standing in a long corridor, decorated with tapestries -depicting old times and old heroes. It leads north and south. There -is also an exit to the east here. -~ -150 8 0 0 0 0 -D0 -You see the corridor continue. -~ -~ -0 -1 15040 -D1 -You see a small room. -~ -~ -0 -1 15036 -D2 -You see the corridor continue. -~ -~ -0 -1 15030 -S -#15036 -By The Treasure Room~ - You are standing by a great iron door. The door is very large, and -seems very solid indeed. There is a sign posted by it. -~ -150 8 0 0 0 0 -D1 -You see a large steel door. -~ -door steel large~ -2 15007 15037 -D3 -You see the corridor. -~ -~ -0 -1 15035 -E -sign~ - TREASURE ROOM - Authorized personnel only - all others keep out. -ANY trespassing will be SEVERELY punished!! -~ -S -#15037 -The Great Treasury~ - As you enter this room, you are astonished by the riches that -are stowed away here; not so much in gold, but paintings, tapestries, -skillful carvings and sculptures all over the vast room. You realize, -however, that most of these things are too well known to be sold -anywhere, without branding yourself as a thief, and condemning yourself -to instant death at the hands of the Royal Guard. -~ -150 8 0 0 0 0 -D3 -You see a large steel door. -~ -door large steel~ -2 15007 15036 -E -painting paintings carving carvings sculptures tapestries~ - It seems they are stored here temporarily to enable changing of the -decoration in the Castle on a regular basis. -~ -S -#15038 -The Guest Wing~ - You have arrived at the part of the Castle where prominent -guests are housed. To the east there is a large, ornamented -door, and a somewhat smaller one leads north. -~ -150 8 0 0 0 0 -D0 -The door seems to lead to a guest room. -~ -door small~ -1 -1 15043 -D1 -You see the guest suite behind the ornamented door. -~ -door ornament ornamented~ -1 -1 15039 -D2 -You see the corridor. -~ -~ -0 -1 15033 -S -#15039 -The Guest Suite~ - This must be where only the most highly regarded guests stay, since -it is luxurious beyond your wildest imagination. This is only the living -room of the suite, but it is huge and tastefully decorated. All the -furniture is not only beautiful, but also made for comfort. To the -north, there is an exit to the bedroom, and there is a door to the west. -~ -150 8 0 0 0 0 -D0 -You see the bedroom. -~ -~ -0 -1 15044 -D3 -Behind the door you see the entrance to the Guest Wing. -~ -door~ -1 -1 15038 -S -#15040 -The Corridor~ - You are standing in a long corridor, decorated with tapestries -depicting old times and old heroes. It leads north and south. -~ -150 8 0 0 0 0 -D0 -You see the corridor continue. -~ -~ -0 -1 15045 -D2 -You see the corridor continue. -~ -~ -0 -1 15035 -S -#15041 -The Ball Room~ - You are standing in the great Ball Room. It is a truly large room, -with a stage for an orchestra in the south-east end. -~ -150 8 0 0 0 0 -D0 -You see the Ball Room. -~ -~ -0 -1 15046 -D1 -To the east you see the stage. -~ -~ -0 -1 15042 -S -#15042 -By The Stage~ - Before you you see the stage. It is large enough for some 40 -musicians to play on at the same time. The Ball Room continues -to the west and north. -~ -150 8 0 0 0 0 -D0 -You see the Ball Room. -~ -~ -0 -1 15047 -D3 -You see the Ball Room. -~ -~ -0 -1 15041 -S -#15043 -A Guest Room~ - You are standing in a large room. Although it is comfortable enough, -you can tell it is not meant for any of the most illustrious guests, -since it lacks that extreme luxury found elsewhere in the Castle. -~ -150 8 0 0 0 0 -D2 -Behind the door, you see the entrance to the Guest Wing. -~ -door~ -1 -1 15038 -S -#15044 -The Bedroom~ - This room is dominated by the huge four-poster bed, that stands -against the northern wall. The room is large and cosy, and the bed -virtually begs you to lie down in it and sleep. -~ -150 8 0 0 0 0 -D2 -You see the living room of the suite. -~ -~ -0 -1 15039 -E -bed~ - Large, comfortable, bolstered... Invites you to sleep in it. -~ -S -#15045 -The Corridor~ - You are standing in a long corridor, decorated with tapestries -depicting old times and old heroes. It leads north and south. There -is an exit to the east, that leads to a large room. -~ -150 8 0 0 0 0 -D0 -You see the corridor continue. -~ -~ -0 -1 15049 -D1 -You see the Ball Room. -~ -~ -0 -1 15046 -D2 -You see the corridor continue. -~ -~ -0 -1 15040 -S -#15046 -The Ball Room~ - You are standing in the great Ball Room. It is a truly large room, -with a stage for an orchestra in the south-east end. -~ -150 8 0 0 0 0 -D1 -You see the Ball Room. -~ -~ -0 -1 15047 -D2 -You see the Ball Room. -~ -~ -0 -1 15041 -D3 -You see the corridor. -~ -~ -0 -1 15045 -S -#15047 -The Ball Room~ - You are standing in the great Ball Room. It is a truly large room, -with a stage for an orchestra in the south-east end. -~ -150 8 0 0 0 0 -D1 -To the east, you can enter a tower. -~ -~ -0 -1 15048 -D2 -To the south you see the stage. -~ -~ -0 -1 15042 -D3 -You see the Ball Room. -~ -~ -0 -1 15046 -S -#15048 -In The Tower~ - You are standing in the north-eastern of the three great watch- -towers of the Castle. To the west, you can enter the Ball Room and -there are stairs leading up into the Tower. -~ -150 8 0 0 0 0 -D3 -You see the Ball Room. -~ -~ -0 -1 15047 -D4 -The stairs lead a long way up to the top of the Tower. -~ -~ -0 -1 15054 -E -stairs~ - The stairs are made out of granite, and seem solid enough. -~ -S -#15049 -The Grand Staircase~ - You are standing on a great staircase, that leads up and down. To -the east, there is a large oak door, and a corridor leads south. -~ -150 8 0 0 0 0 -D1 -The door is large and made out of oak. -~ -door oak large~ -1 15014 15050 -D2 -You see the corridor. -~ -~ -0 -1 15045 -D4 -The stairs continue up to the top of the tower. -~ -~ -0 -1 15053 -D5 -The stairs lead down to the first floor of the Castle. -~ -~ -0 -1 15025 -E -stairs~ - The stairs are made of marble, and there are pillars carved in the likenesses -of trees with little animals running up and down the trunks. -~ -S -#15050 -The Cosy Room~ - You have entered a large, cosy living room. There is a fireplace -with a fire burning, and a few comfortable chairs around a little -table. There is a door to the west, and also an exit to the east. -~ -150 8 0 0 0 0 -D1 -You see a large bedroom. -~ -~ -0 -1 15051 -D3 -The door is large, and made out of oak. -~ -door large oak~ -1 15014 15049 -E -fire fireplace~ - The fire is built out of logs, and seems to be able to burn for quite a while -longer. -~ -E -table~ - The table is made of mahogany, and elegant in a cosy way(! ) -~ -E -chairs~ - The chairs are arranged around the fireplace. -~ -S -#15051 -King Welmar's Bedroom~ - This is a large room, with a wonderful view. To one side of the -room, stands a large four-poster bed. All around the room there are -massive bookshelves, filled with all kinds of books. The titles include -works such as: 'A Treatise on the History of Midgaard and surrounding -areas', 'Magic - A Beginner's Introduction' and many others. There is -an exit to the west. -~ -150 8 0 0 0 0 -D3 -There is a large and cosy room to the west. -~ -~ -0 -1 15050 -E -books book shelf shelves bookshelf bookshelves~ - Most of the books seem worn, as if thoroughly studied. The King evidently is -interested in keeping himself educated. -~ -E -bed~ - Seems nice enough to sleep in, though you would never dare to, since it is a -Royal Bed! -~ -E -history midgaard~ - A dry tome, filled with boring knowledge. -~ -E -magic~ - Beginner? This book goes beyond most of what YOU know about magic anyway. -But then, there are levels of magical knowledge, it seems. -~ -S -#15052 -Up In The Tower~ - After a long climb, you finally reach the top of the tower. This -room is small, and the only light source is a flickering candle, on -a cluttered table, in the middle of the room. The only obvious exit -is back down the stairs. -~ -150 8 0 0 0 0 -D5 -The stairs go down the tower. -~ -~ -0 -1 15034 -E -table~ - On the table are various objects, all very strange-looking. -~ -E -candle~ - Small, uninteresting... A candle that is as normal as can be. -~ -S -#15053 -The Top Of The Tower~ - You have arrived at the top of the tower. This tower is pretty -uninteresting, and seems made purely for reasons of defense and -guarding. The windows are slits for bowmen, very narrow on the -outward side and broad inwards to allow a wide shooting angle. -The only evident exit is down the stairs again. -~ -150 8 0 0 0 0 -D5 -The stairs go down to the second floor. -~ -~ -0 -1 15049 -E -window slit~ - As you look out the windows, you are granted a view of the countryside. -~ -S -#15054 -The Top Of The Tower~ - This is the highest of all the towers, and is obviously used for -lookout purposes. The view is splendid in all four directions. All -around you, the rich countryside spreads out to the horizon. To the -north and east you see a vast mountain range, and far to the west -a beautiful lake. A bit closer, the town of Midgaard lies at the -end of the King's Road. The only exit you can see is down again. -~ -150 8 0 0 0 0 -D0 -To the north, the tall White Mountains have their highest peaks. -The mountaintops disappear in the white clouds, far above the -plains. The sight of those high, far mountains fills you with a -desire to scale them, to see the world from that vantage. -~ -~ -0 -1 -1 -D1 -In the east you see an arm of the dominating mountain range on this -continent, the White Mountains. Though not as high as those in the -north, the sight of those mountains fills you with awe. -~ -~ -0 -1 -1 -D2 -To the south, rolling hills stretch away, as far as you can see. -~ -~ -0 -1 -1 -D3 -As you look west, you see a river flowing through all of Midgaard -and continuing beyond it towards a great lake. Still further -away, you can glimpse something silvery that has to be the Sea. -~ -~ -0 -1 -1 -D5 -You see the stairs going back down to the second floor. -~ -~ -0 -1 15048 -S -#15055 -The Bottom Of The Stairs~ - The stairs lead down to a damp part of the castle, you can hear -water dripping somewhere around you. The area is lit by a single -torch flickering in the room which this staircase is built off of. - The stairs lead upwards and they open up onto a fairly small -room to the east. -~ -150 8 0 0 0 0 -D1 -A small room opens up to the east. -~ -~ -0 -1 15056 -D4 -The stairs lead upwards out of this dank, dark place. -~ -~ -0 -1 15029 -S -#15056 -The Guard Room~ - You are at a loss to explain why someone would want to spend all -day down here. The only explanation that seems even remotely logical -to you is that there must be an important prisoner kept in one of the -cells through the south door. - The decorations of the room are sparse, merely a table, a chair, -and a deck of cards. A stairwell has been built into the western wall -and it leads upwards. -~ -150 8 0 0 0 0 -D2 -Through the peep hole at the top of the small wooden door you can see -that there is a small corridor leading past several cells. -~ -door wooden~ -1 15017 15057 -D3 -A small stairwell built into the western wall of the room leads upwards. -~ -~ -0 -1 15055 -E -table cards deck~ - There is a deck of cards on the table in a small pile. There is one card -lying on the floor however. -~ -E -card floor~ - The card on the floor seems to be the Ace of Spades... A bad card to find -indeed. What could be the bad luck brought about by this discovery? -~ -S -#15057 -The Prison~ - This small passage is about thirty feet long and is well lit by the -torches on each wall. The torches have been locked inside small metal -cages to ensure that they are not removed. The strangest thing about -the torches however, is the manner in which they burn, they have what -appears to be a constant flame in that it does not flicker whatsoever, -and does not give off any smoke. Perhaps they have been magicked to -burn forever... - There are three cells along this passage way, one on each side of -the corridor right near the north end and one isolated at the south -end of the corridor with a small metal plaque located over the door -in the keystone of the archway. -~ -150 8 0 0 0 0 -D0 -A small wooden door blocks the way out of the prison. -~ -door wooden~ -1 15017 15056 -D1 -A cell door is set into the eastern wall. -~ -door cell~ -2 15017 15060 -D2 -The cell door to the south has been double padlocked and there is a -plaque placed in the keystone above the door. -~ -door cell~ -2 15017 15059 -D3 -A cell door is set into the western wall. -~ -door cell~ -2 15017 15058 -E -plaque keystone~ - The plaque in the keystone is engraved with four simple words: Ergan, -Murderer of Townsbridge -~ -S -#15058 -A Cell~ - This cell is in a shambles. There is a small hole in the -western wall where something has broken through the stones -into the cell. There is a cell door in the eastern wall. -~ -150 8 0 0 0 0 -D1 -The cell door to the east leads back to the prison hallway. -~ -door cell~ -2 15017 15057 -E -hole~ - The hole is much too small for you to clamber through. -~ -S -#15059 -Ergan's Cell~ - This large cell is almost like a living quarters with a cot -in one corner serving as a bed, a small table built out of the -wall in another corner. There is even a rug in the center of -the floor to keep some warmth. It seems that the prisoner kept -here is treated quite well, almost too well for a murderer of -an entire town... -~ -150 8 0 0 0 0 -D0 -The cell door to the north leads back to the prison hallway. -~ -door cell~ -2 15017 15057 -S -#15060 -A Cell~ - This small cell is damp and dark and looks like noone and nothing -has lived in it for quite some time. A small cell door is located in -the west wall. -~ -150 8 0 0 0 0 -D3 -The cell door to the west leads back to the prison hallway. -~ -door cell~ -2 15017 15057 -S -#15061 -An Overgrown Trail~ - Moving off of the King's Road, you find yourself on a small -fading trail which appears to have been so little used that it -has almost completely grown over with vegitation from the woods -here. Sounds of the forest can be heard all round and you feel -a peaceful feeling come over you as you realize that mankind -has not passed this way for some time. - The faded trail appears to lead north and south. -~ -150 0 0 0 0 4 -D0 -The travel upon the King's Road can be heard off to the north. -~ -~ -0 -1 15000 -D2 -The trail continues southwards. -~ -~ -0 -1 15062 -S -#15062 -An Overgrown Trail~ - Continuing through the heavy undergrowth, you find yourself -in the middle of the forest. The sounds of the forest can be -heard all round and you feel a peaceful feeling come over you -as you realize that mankind has not passed this way for some -time. - The fading trail you are on appears to have been so little -used that it has almost completely grown over with vegitation -from the woods here. - The faded trail appears to lead north and east. -~ -150 0 0 0 0 4 -D0 -The trail continues northwards. -~ -~ -0 -1 15061 -D1 -The trail appears to continue to the east. -~ -~ -0 -1 15063 -S -#15063 -An Overgrown Trail~ - Continuing through the heavy undergrowth, you find yourself -in the middle of the forest. The sounds of the forest can be -heard all round and you feel a peaceful feeling come over you -as you realize that mankind has not passed this way for some -time. - The fading trail you are on appears to have been so little -used that it has almost completely grown over with vegitation -from the woods here. - The faded trail appears to lead west and south. To the south -a strange eerie silence seems to hang in the air, almost blocking -out all the sounds that you can hear from the north and east. -~ -150 0 0 0 0 4 -D2 -The undergrowth begins to open up to the south and you can see what -appears to be a small village to the south. It is very quiet, almost -too quiet. -~ -~ -0 -1 15064 -D3 -The overgrown trail continues to the northwest. -~ -~ -0 -1 15062 -S -#15064 -A Dirt Road~ - As you leave the forest to the north, you find yourself at -what appears to be the beginning of a dirt road and a small -village. Upon first laying eyes on this place you realize -that there is something funny about this settlement... there -is no sound other that the whistling wind here. You would have -expected to hear people going about their regular business, but -the village is silent. You cannot see any movement around the -village either. It is almost as still and silent as the woods -to the north. -There is a small sign lying by the side of the road here. -~ -150 0 0 0 0 2 -D0 -An trail leads into the heavy undergrowth to the north. -~ -~ -0 -1 15063 -D2 -The dirt road continues through the village to the south. -~ -~ -0 -1 15065 -D3 -A house stands a short distance off the west side of the road, its -door hanging ajar. -~ -~ -0 -1 15068 -E -sign~ - /----------------------------------\ - | Welcome to the hamlet of | - | Townsbridge | - | | - | | - | Population: 276 | - | | - \----------------------------------/ - The number 276 has been scratched out and replaced with the -number 0. -~ -S -#15065 -A Small Intersection~ - Continuing along the dirt road, you find yourself at a place where -a small path splits away from the main road and leads off to the west. -The woods around the village seem to be pressing inwards towards you -as if the village hides a secret which they do not want to be spread -about. - There is another house standing on the east side of the road. -~ -150 0 0 0 0 2 -D0 -The dirt road continues to the north. -~ -~ -0 -1 15064 -D1 -You can hear a wailing sound coming from the house to the east. -~ -~ -0 -1 15069 -D2 -The dirt road continues towards the south where a horrible smell -permeates the air. -~ -~ -0 -1 15066 -D3 -A small, dark trail leads off into the woods to the west. -~ -~ -0 -1 15072 -S -#15066 -A Dirt Road~ - This section of the dirt road is quiet, but there is an awful stench -in the air. It brings to mind rotting corpses and raw sewage. The woods -contiue to press closely about you, and almost totally surround the small -building to the west with a thatched roof. There is a blackened shell of -a building to the east with a small sign hanging out front from a black -and charred chain. - The dirt road continues north and south. -~ -150 0 0 0 0 2 -D0 -The small dirt road continues towards the north. -~ -~ -0 -1 15065 -D1 -The building to the east is merely a shell of what it once probably -was. The walls are blackened as if they had been exposed to fire at -some point in the past... -~ -~ -0 -1 15071 -D2 -The stench from the south is almost overpowering now... it seems that -the source wouldn't be too far from here. -~ -~ -0 -1 15067 -D3 -A small quiet cottage stands on the west side of the road, apparently -untouched by the desecration and destruction that appears to have hit -this small village. -~ -~ -0 -1 15070 -E -sign~ - The sign is covered with soot and the wood is quite charred, but you can -still make out the following letters: - T TO SB DGE NER L RE -~ -S -#15067 -A Large Pit~ - The dirt road ends at the edge of a large pit here and you now -realize where the awful smell was coming from. This pit appears -to be a mass grave for the citizens of the village. There are -bones and corpses lying all over the place. A lot of the corpses -look too recent to be from the Townsbridge murders of almost a -decade ago, but the village seems to have been empty for almost -that long. - The dirt road leads away from the carnage to the north. -~ -150 0 0 0 0 2 -D0 -Just near the north edge of the pit a small and narrow trail leads -away. -~ -~ -0 -1 15066 -S -#15068 -A House~ - This house is a wreck, furniture has been strewn all about -the room, and it looks like a tornado landed right in the middle -of the room. The destruction that has taken place in this room -is almost beyond belief. The oddest part of it all though, is -how it all seems so recent, since there are no cobwebs, and there -is no dust on anything. - The dirt road can be seen to the east through the doorway. -~ -150 8 0 0 0 0 -D1 -You can see the dirt road through the doorway to the east. -~ -~ -0 -1 15064 -S -#15069 -A House~ - This darkened room is barely lit by the outdoor light, but what -you can see of it gives you the creeps. There are cobwebs dangling -from everything, a thick layer of dust begins to rise up at your -passage, and a strange howl comes from somewhere around you. The -furniture in this house is old and of a type that hasn't been seen -around these lands for some time. If it was in better shape, you -might be able to sell it as antique. - The meager light of the road shines through the doorway to the -west. -~ -150 9 0 0 0 0 -D3 -You can see the dirt road through the doorway to the west. -~ -~ -0 -1 15065 -S -#15070 -A Small Cottage~ - This cottage looks to have been left in exactly the same shape as -it was in quite some time ago. It looks as if the residents left one -day and haven't returned home yet. Oddly enough, the furniture is -dust free and the food on the table still looks fresh. This house is -really strange, perhaps it wuld be in your best interests to leave as -soon as humanly possible. - The road is back through the open doorway to the east. -~ -150 8 0 0 0 0 -D1 -You can see the dirt road through the doorway to the east. -~ -~ -0 -1 15066 -S -#15071 -The Burned Shop~ - As you enter this small building, you notice that that blackened -walls are due to a fire that seemed to burn here unattended for quite -some time. There is almost nothing left of the roof that would have -once covered this building, and the north and east walls have been -burnt to almost half the height of the other two walls. There are -some burnt goods around on the ground and the remains of a counter -near what is left of the north wall seems to indicate that this was -once a shop. - The road lies to the west through the blackened wall. -~ -150 0 0 0 0 2 -D3 -You can see the dirt road to the west. -~ -~ -0 -1 15066 -S -#15072 -A Dark Path~ - As you move away form the open air into the darkness of the path -and the sinister looking woods around you, you get a feeling of awe -and something almost akin to horror. The wood around is completely -silent, not even the rustling of leaves or the cracking of branches -breaks the silence. The final thing you notice is that the darkness -all around you seems to be almost contrived, and doesn't seem natural -for this kind of vegitation. - The path continues west and you can see light to the east. -~ -150 9 0 0 0 1 -D1 -The path continues towards a small intersection with a dirt road. -~ -~ -0 -1 15065 -D3 -The path continues through the darkness. -~ -~ -0 -1 15073 -S -#15073 -A Dark Path~ - This narrow path leads through the overhanging trees in the unnatural -darkness. It seems almost as if the trees are crowding in on you here, -as if they didn't want to feel your presence. The wood is almost totally -silent and you wonder silently to yourself why this could be. - The path appears to continue east and west. -~ -150 9 0 0 0 1 -D1 -The path continues through the darkness. -~ -~ -0 -1 15072 -D3 -The glow from the west appears to be quite strong, but it does not -give enough light to see by here, nor can you see the source of the -glow. -~ -~ -0 -1 15074 -S -#15074 -The Circle Of Stones~ - You are at the edge of a circle of seven large monolith-like stones. -Each stone towers over your head and appears to be at least double your -height. The stones are made of a dark black material, almost black in -color. - In the center of the ring of stones, you can see a black circular -mirror-like disk on the ground. The surface is highly reflective and -almost appears to be rippling. The trees surrounding the circle tower -far above your heads blocking out the sky. - A strange glow seems to be emanating from each stone, almost green -in color. This glow provides enough light for you to see with even -though the sky above has been blotted out. -~ -150 8 0 0 0 1 -D1 -A narrow path leads away into the darkness. -~ -~ -0 -1 15073 -D4 -You cannot see the sky above since the trees around the stone ring -block it out entirely. -~ -~ -0 -1 -1 -E -stones glow stone ring circle~ - Each stone is at least fifteen feet tall, maybe more, and the dark material -glows with a greenish aura providing more than enough light for you to see by. -~ -S -$~ diff --git a/lib/world/wld/16.wld b/lib/world/wld/16.wld deleted file mode 100644 index 918a511..0000000 --- a/lib/world/wld/16.wld +++ /dev/null @@ -1,1729 +0,0 @@ -#1600 -A Wide Dirt Path~ - This path is several yards in width and the dirt is packed solid. Hundreds -of people must have marched along this trail. It almost looks like an army was -marched through here. A lake shrouded in fog is to the west and the city wall -is to the east. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1625 -D2 -~ -~ -0 0 775 -E -credits info~ - Builder : Rumble -Zone : 16 Camelot II -Related Zones: 7 Camelot, 17 Camelot III -Began : 1997, one of my first zones. -Player Level : 20-30 -Rooms : 100 -Mobs : 36 -Objects : 21 -Shops : 1 -Triggers : 1 -Theme : Medieval -Plot : The zone is based off the theme of Camelot. Based off the theme - of Camelot, king arthur, the knights, the round table merlin, - etc. Only reachable by teleport. Originally started with zone 16 - and 17, ran out of room so also used a few rooms in zone 7. zone - 7 is now used for extra rooms where needed. -Zone 16 is linked to the following zones: - 7 Camelot at 1600 (south) ---> 775 - 7 Camelot at 1602 (south) ---> 777 - 7 Camelot at 1603 (south) ---> 778 - 7 Camelot at 1604 (south) ---> 779 - 7 Camelot at 1605 (south) ---> 780 - 7 Camelot at 1609 (south) ---> 784 - 7 Camelot at 1611 (south) ---> 786 - 7 Camelot at 1612 (south) ---> 787 - 7 Camelot at 1614 (south) ---> 789 - 7 Camelot at 1615 (south) ---> 790 - 17 Camelot III at 1623 (south) ---> 1727 - 7 Camelot at 1624 (south) ---> 799 - 7 Camelot at 1644 (south) ---> 795 - 7 Camelot at 1648 (south) ---> 785 - 17 Camelot III at 1671 (west ) ---> 1796 -~ -S -#1601 -East Lane~ - Another tower rises above the battlements to the south. This one is -positioned over the main gate. More guards and lookouts are keeping watch -above you. They must be awaiting an attack, but who or what could make it -across that lake? -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1626 -D3 -~ -~ -0 0 1602 -S -#1602 -Courtyard~ - You hear a loud clashing of metals from the north where an open door leads -into a smoke filled room. The courtyard extends to the south and west while to -the east a path runs along the castle wall. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1627 -D1 -~ -~ -0 0 1601 -D2 -~ -~ -0 0 777 -D3 -~ -~ -0 0 1603 -S -#1603 -Courtyard~ - Two guards are escorting a raving lunatic out of the courtyard. The lunatic -is screaming about the walking undead. The guards look around nervously then -club him in the head with the hilt of their swords, knocking him out. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1602 -D2 -~ -~ -0 0 778 -D3 -~ -~ -0 0 1604 -S -#1604 -Courtyard~ - You have reached the northwest corner of the courtyard. A beggar is sitting -here asking for money. You ignore him but then you look at his eyes. He -motions you over and you obey, but not of your own will. He hands you a note -and tells you to read it which you do without any questions. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1603 -D2 -~ -~ -0 0 779 -E -note~ - The note reads: The king hides the truth from his followers. He fears that -if they knew the truth they would all leave him and Camelot would be -defenseless. The threat comes from a time portal to the northwest where the -dead have returned and seek to gain possession of Camelot. Very few know the -truth..... The note suddenly dissolves in your hands. -~ -S -#1605 -Main Hall~ - The hall continues north and south. You hear a commotion of whining voices -to the north. To the south it looks like another hall intersects this one. A -noblewoman storms by you in a rage. What is wrong with these people? -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1630 -D2 -~ -~ -0 0 780 -D3 -~ -~ -0 0 1606 -S -#1606 -Meeting Room~ - This is where the nobles meet to discuss their stately matters and try to -feel important. The room is empty right now and doesn't look like it has been -used in quite some time. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1605 -S -#1607 -Scullery~ - A miserable looking servant who is scrubbing pots and pans splashes you with -some soapy, brown water. He smirks as you try to rub out the brown stains on -your clothes, then he continues scrubbing at the dirty pans. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1632 -D3 -~ -~ -0 0 1608 -S -#1608 -Kitchen~ - A servant suddenly appears out of the wall to the south, a hidden door -closing behind him. This must be how they carry the food to the different parts -of the castle since servants aren't allowed to pass through the main halls of -the castle. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1633 -D1 -~ -~ -0 0 1607 -D2 -~ -door~ -1 0 1621 -S -#1609 -Center Lane~ - Tall stone walls rise above you to the east and west. Guards are patrolling -the battlements above you. This area seems to be deserted. The guards look -down at you distrustfully. You get the feeling that they don't want you here. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1634 -D2 -~ -~ -0 0 784 -S -#1610 -Noble's Bedroom~ - These chambers seem to have been vacated long ago. Layers of dust cover -everything and the air has a stale uncirculated stench. A closet and several -bureaus are overflowing with discarded clothes that went out of style long ago. -~ -16 8 0 0 0 0 -D3 -~ -~ -0 0 1611 -S -#1611 -Nobles' Quarters~ - You are trespassing in the Nobles' Quarters. They negligently forgot to lock -all the doors, relying upon the honor of all within Camelot to protect their -possessions. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1636 -D1 -~ -~ -0 0 1610 -D2 -~ -~ -0 0 786 -S -#1612 -Knights' Quarters~ - You have entered the knights' barracks. Cots and armor stands fill the room. -Some knights are here sleeping and healing from their war wounds. A simple wash -stand is at the end of the quarters and the windows are shaded to darken the -room. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1637 -D2 -~ -~ -0 0 787 -D3 -~ -~ -0 0 1613 -S -#1613 -Meeting Room~ - Several knights sit around a rickety table on unstable chairs that look -like they will shatter to pieces at any minute from the weight of the -knights and their armor. They are quietly discussing the last battle they -were in. You catch a few words about the walking dead and some invincible -foe. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1612 -S -#1614 -Squires' Quarters~ - Activity swirls around the long wooden benches and tables where at present -people are eating. There is a rudimentary camp kitchen, with a roster of the -day. Bunks line the walls and an ad hoc table has been setup for quick meals -between chores for the ever busy squires. To the south is a quick exit to the -outside of the city for the squires longer errands. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1639 -D2 -~ -~ -0 0 789 -S -#1615 -Knights Way~ - You stand on Knights Way. Knights' pennons are stuck in the ground on both -sides of the road, with their coats of arms flapping in the breeze. There are -available slots for other coats of arms. A small alley to the west leads into -darkness. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1640 -D2 -~ -~ -0 0 790 -D3 -~ -~ -0 0 1616 -S -#1616 -Dark Alley~ - You walk in the shadows of the alley, looking around cautiously. No matter -how honorable the people in this castle must be, you're sure there are thieves -among them. You stop in surprise as you see a tower appear to the west where a -second before you hadn't seen anything. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1615 -D3 -~ -~ -0 0 1617 -S -#1617 -Merlin's Tower~ - You have found Merlin's tower. It is a jumbled mess of books, scrolls, wands -and staves. There are rickety worn out tables and chairs upon which a variety -of curiosities rest. You take a glimpse out the open window of Merlin's tower -and see the tournament yard below. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1616 -D4 -~ -~ -0 0 1618 -S -#1618 -Merlin's Tower~ - Merlin has specimens of this and that in crocks on wooden shelves. Several -animals are around the room. A cat purrs softly, a crow cocks its head sideways -while staring up at you and a toad croaks from inside one of the jars. -~ -16 8 0 0 0 0 -D4 -~ -~ -0 0 1619 -D5 -~ -~ -0 0 1617 -S -#1619 -Merlin's Tower~ - You sift through the books, scrolls, wands, and staves that line the walls -and clutter the floor. All are inscribed in a strange runic language which you -can't even begin to fathom. -~ -16 8 0 0 0 0 -D4 -~ -~ -0 0 1620 -D5 -~ -~ -0 0 1618 -S -#1620 -Merlin's Tower~ - Crocks line the shelves, giving off strange odors. You fumble through -Merlins crockery but all you accomplish is getting a black itchy substance all -over your fingers and clothing. -~ -16 8 0 0 0 0 -D4 -~ -~ -0 0 1645 -D5 -~ -~ -0 0 1619 -S -#1621 -Hidden Passage~ - This passage is dark and narrow. Cobwebs hang from the ceiling and dust -covers the floor. Hopefully you won't meet anybody. There isn't even enough -room for two people to walk abreast. Torches are spaced too far apart to really -help. -~ -16 8 0 0 0 0 -D0 -~ -door~ -1 0 1608 -D3 -~ -~ -0 0 1622 -S -#1622 -Hidden Passage~ - The narrow passage continues. You've lost all sense of direction since the -walls seem to be slightly curved and you can't see more than a dozen feet ahead. -You hear people talking through the thin walls, but you can't quite understand -what they are saying. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1621 -D3 -~ -~ -0 0 1623 -S -#1623 -Hidden Passage~ - Another hidden door is barely visible to the west. You brush the cobwebs out -of your hair and the dust off your armor. You hear more voices through to the -west. It sounds like an argument is going on. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1622 -D2 -~ -door~ -1 0 1727 -S -#1624 -Open Field~ - More farmers are cultivating the fields for planting. They are looking -around nervously and don't seem to be enjoying their work very much. You wonder -whose land this really is. The castle sits on an island to the east but you -don't see any means to reach it. The path continues north and south. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1649 -D2 -~ -~ -0 0 799 -S -#1625 -A Wide Dirt Path~ - The path continues. In some of the softer spots in the road you can see -footprints that sink deep into the mud. Whoever went through here was either -wearing a lot of armor or carrying a lot of weight. The lake and the city wall -are still forcing you north or south along the trail. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1650 -D2 -~ -~ -0 0 1600 -S -#1626 -East Lane~ - A beggar lies on the side of the road in a gutter. He motions to you to come -over. You reluctantly kneel down to hear what he has to say. He immediately -starts rambling on crazily about his dead friends that are coming back to kill -him to get back the money he owes them. You walk away in disgust. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1651 -D2 -~ -~ -0 0 1601 -S -#1627 -Blacksmith~ - The blacksmith looks up hoping to make another sale but when he sees your -clothes he immediately dismisses you. You continue into the room but he ignores -you. He negligently points to a sign on the wall and tells you to get out. -~ -16 8 0 0 0 0 -D2 -~ -~ -0 0 1602 -E -sign~ - Blacksmith closed, by order of the King. -~ -S -#1628 -Armory~ - You stand in the Armory of Camelot. The master blacksmith and his three -apprentices are busy constructing a suit of armor for a knight. Various pieces -of armor are here in varying states of repair. There is a large weapons rack on -the eastern wall. To the west is Knight's Way. The smith looks at you and -says, 'Can't you read? I'm closed. All my work is done for the king's army -now.' -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1653 -S -#1629 -Waiting Room~ - More nobles are here pacing back and forth or shuffling their feet in -irritation. One of them paces by muttering about having to pay the king more of -his hard earned taxes. This room has only a couple chairs and looks to be more -like a servants quarters than a waiting room for nobles. Something big must be -happening to bring in all these nobles at once. -~ -16 8 0 0 0 0 -D3 -~ -~ -0 0 1630 -S -#1630 -Main Hall~ - Doors to the east and west are open and you see people waiting patiently -inside. The hall continues north and south. A noble walks from one room to -the other muttering about not being told the truth and being treated like a -commoner. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1655 -D1 -~ -~ -0 0 1629 -D2 -~ -~ -0 0 1605 -D3 -~ -~ -0 0 1631 -S -#1631 -The Temple of Camelot~ - The walls of the room are a bright white and polished to a shine. A -magnificent altar fills the far side of the room with short pews on each side of -the main aisle. Candles line both walls and a peaceful quiet fills the room. -~ -16 24 0 0 0 0 -D1 -~ -~ -0 0 1630 -S -#1632 -Kitchen~ - Rows of pots, pans and utensils line the walls. The cooks and servants push -you out of their way and look at you as if you were last week's meatloaf. This -kitchen is humongous and continues to the south and west. -~ -16 8 0 0 0 0 -D2 -~ -~ -0 0 1607 -D3 -~ -~ -0 0 1633 -S -#1633 -Kitchen~ - The pleasant aromas hit you with a blast of heat as you walk by the ovens and -a large pot over a fire. Cooks and servants run around preparing meals and -adding spices. One extremely fat cook is walking around with a large spoon, -sampling the various soups with it, then hitting anyone who isn't moving fast -enough for her liking. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1632 -D2 -~ -~ -0 0 1608 -D3 -~ -~ -0 0 1634 -S -#1634 -Center Lane~ - A tall stone wall rises above you to the west. Guards patrolling the -battlements above you stare down distrustfully. An open doorway to the east -carries the delicious smell of baking bread and roasted meat. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1659 -D1 -~ -~ -0 0 1633 -D2 -~ -~ -0 0 1609 -S -#1635 -Noble's Quarters~ - You are standing in vacated chambers. Perhaps you will stay a while since -the bed looks extremely comfortable. It looks like a down mattress with a -fleece blanket spread over it. A closet and several bureaus are overflowing -with colorful clothes that you wouldn't be caught dead in. -~ -16 8 0 0 0 0 -D3 -~ -~ -0 0 1636 -S -#1636 -Common Room~ - This room is where the nobles gather to discuss all of their "important -matters". Servants stand around waiting to fetch some wine or carry a message -for their masters. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1661 -D1 -~ -~ -0 0 1635 -D2 -~ -~ -0 0 1611 -S -#1637 -Knights' Quarters~ - The knights' barracks continues to the north and south. More cots and suits -of armor fill the room. Several knights are healing from their war wounds. -The only conversation is in hushed tones. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1662 -D2 -~ -~ -0 0 1612 -D3 -~ -~ -0 0 1638 -S -#1638 -Barracks~ - Uncomfortable looking cots line the walls. These knights have given up all -creature comforts to serve the kingdom and its king. The room smells of -leather, sweat and metal. Many knights are lying wounded in the cots. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1637 -S -#1639 -Squires' Barracks~ - You stand in the squires' barracks. It is here that all of the lackeys of -the knights of the round table reside while their lords are in court. The place -is a jumble of beds, lockers and tables. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1664 -D2 -~ -~ -0 0 1614 -S -#1640 -Knights Way~ - More pennons are stuck in the ground on the sides of the road, flapping in -the breeze. You look at the coats of arms. You recognize a few of the devices -as belonging Gawaine, Tristram and, of course, Lancelot. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1665 -D2 -~ -~ -0 0 1615 -D3 -~ -~ -0 0 1641 -S -#1641 -Feast Hall~ - You have arrived in the feast hall of Camelot. You are in luck. A feast is -in progress. There are many open bench-type tables with servants scurrying to -and fro. The smell is intoxicating and you are drawn towards the huge table -running through the center of the room, laden with food. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1640 -D3 -~ -~ -0 0 1642 -S -#1642 -Feast Hall~ - Some tables hold knights while others have ladies. A bard's song adds to the -festive air of celebration. A huge fire rages in a great stone hearth, over -which a whole boar is being slowly cooked to perfection. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1641 -D3 -~ -~ -0 0 1643 -S -#1643 -Feast Hall~ - At the head of the table is another throne which stands empty. Everyone is -trying to celebrate but they all look severely depressed. The assorted foods -and drinks make your mouth water but a servant shoos you away as soon as you -approach the table. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1642 -S -#1644 -West Lane~ - This lane travels north and south along the western wall of Camelot. Two -towers rise above you to the east. You see no entrance on this side. A few -knights are out on the streets but otherwise it seems deserted. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1695 -D2 -~ -~ -0 0 795 -S -#1645 -Merlin's Tower~ - You notice a large pulsating pentagram in the northern part of the room which -throbs and hums in time to your heartbeat. There is also a SIGN here with -unearthly glowing red lettering which blink over and over as if to say LOOK AT -ME! Your inner voice, which has always served you well so far, screams at you -to LEAVE IT ALONE! -~ -16 12 0 0 0 0 -D0 -~ -~ -0 0 1670 -D5 -~ -~ -0 0 1620 -E -sign~ - At first the sign is indecipherable, but then the lettering adjusts to a -language you understand. It says: BEWARE OF DEMON! I have imprisoned a FOUL, -NASTY, EXTREMELY POWERFUL demon in this pentagram. THERE IS NOTHING OF WORTH IN -THE PENTAGRAM. - Merlin -~ -S -#1646 -Northeast Tower~ - Across the lake you see the city of Bellau Woods. It looks so peaceful -from here and you wonder how these guards can stand up here for hours on -end without falling asleep. A guard whispers something to one of the -lookouts, you catch a couple words, something about putting you to work in -the army. -~ -16 0 0 0 0 0 -D5 -~ -~ -0 0 1651 -S -#1647 -North Tower~ - Guards stare across the lake, ignoring you. You try to figure out what -they are staring at, but all you see are open fields and a decrepit stone -tower. Nothing threatening. You try to strike up a conversation with the -guards, but they ignore you. -~ -16 0 0 0 0 0 -D5 -~ -~ -0 0 1659 -S -#1648 -Hidden Room~ - Dust covers the floor, except for a few footprints that lead to the center of -the room and disappear. The rest of the room is empty, the walls are bare. -~ -16 8 0 0 0 0 -D2 -~ -door~ -1 0 785 -D5 -~ -door~ -1 0 1691 -S -#1649 -Open Field~ - Only a few peasants and farmers are working the fields here. They all -stop occasionally and look to the north in fear as if they expect the devil -himself to suddenly appear. The fields are neglected and it seems they are -just now starting to prepare it for planting. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1674 -D2 -~ -~ -0 0 1624 -S -#1650 -A Wide Dirt Path~ - You start to see bits and pieces of discarded equipment. A couple of empty -supply wagons sit by the side of the trail. This army must have been moving -fast to leave all this stuff behind. The tracks look to be only a couple of -hours old. The city wall and the lake still force you north or south. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1675 -D2 -~ -~ -0 0 1625 -S -#1651 -North Lane~ - You've reached the northeast corner of the castle, another tower with -lookouts. They are standing a vigilant watch looking outwards, as if expecting -an army to try to swim across the lake to attack the castle. Everyone in this -castle seems crazy. -~ -16 0 0 0 0 0 -D2 -~ -~ -0 0 1626 -D3 -~ -~ -0 0 1652 -D4 -~ -~ -0 0 1646 -S -#1652 -North Lane~ - The lane continues between the walls to the north and south. Two guards -walk by, one telling the other some outrageous story about the undead. Then -you realize he didn't seem to be joking. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1651 -D3 -~ -~ -0 0 1653 -S -#1653 -North Lane~ - Two guards are whispering softly. You try to sneak up on them to hear what -they are saying. You just catch a couple of words. "We cannot keep this up. -We will all be dead soon." Then they see you and order you to move on. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1652 -D3 -~ -~ -0 0 1654 -S -#1654 -North Lane~ - More people walk by with hopeless looks on their faces. What is wrong with -this castle and these people? You try to ask someone but they look at you as if -you're the stupidest person alive. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1653 -D3 -~ -~ -0 0 1655 -S -#1655 -North Lane~ - Everyone looks at you in disgust. Now that you think about it, you haven't -seen anyone smiling or any children running around playing. This castle seems -to be under a siege of some sort, but not physically. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1654 -D2 -~ -~ -0 0 1630 -D3 -~ -~ -0 0 1656 -S -#1656 -North Lane~ - The stone walls to the north and south are expertly crafted and are -almost seamless. It would almost seem that this castle was built with the -help of some very powerful magic. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1655 -D3 -~ -~ -0 0 1657 -S -#1657 -North Lane~ - The wall north towers above you while a smaller wall to the south just looks -like a small stone building. Very few people are out traveling this road. You -only see a few patrolman and peasants. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1656 -D3 -~ -~ -0 0 1658 -S -#1658 -North Lane~ - The dirt lane is once again blocked on both sides by stone walls. A -chimney juts out of the southern wall and heat waves make the rocks around -it shimmer as if alive. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1657 -D3 -~ -~ -0 0 1659 -S -#1659 -North Lane~ - The wall turns to the east, forcing you to follow. At the intersection -of the north and west walls a small tower sits above you on the -battlements. Several figures are keeping a sharp look out. You wonder for -what? -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1658 -D2 -~ -~ -0 0 1634 -D4 -~ -~ -0 0 1647 -S -#1660 -Noble's Quarters~ - You are trespassing in a Noble's chamber. This noble shut his door, -anticipating intrusion from scum like you. The chambers consist of a large bed, -several shelves and a closet stuffed with clothes. These nobles live a life of -luxury. -~ -16 8 0 0 0 0 -D3 -~ -~ -0 0 1661 -S -#1661 -Garden~ - This must be where the nobles come to seek release from their "stressful" -jobs, from their never ending battle of fighting for the rights of the common -folk. The various flowers and plants are very well tended and the scent of -spring flowers is refreshing. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1686 -D1 -~ -~ -0 0 1660 -D2 -~ -~ -0 0 1636 -S -#1662 -Knights' Quarters~ - You walk deeper into the knights' barracks. Cots and armor stands fill the -room. Some knights are here sleeping and healing from their war wounds. A -simple wash stand is at the end of the quarters. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1687 -D2 -~ -~ -0 0 1637 -D3 -~ -~ -0 0 1663 -S -#1663 -Barracks~ - More cots line the walls, filled with the wounded. A major battle must have -recently taken place and it looks like they lost miserably. Servants are -running back and forth with bandages and fresh water, trying to tend to the -knights, some of whom are dying. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1662 -S -#1664 -Squires' Barracks~ - A couple of squires are here testing their skills on each other by wrestling. -They throw each other across the room with little regard to life or limb. You -back out of the way. If the squires are this tough, you'd hate to fight one of -the knights. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1689 -D2 -~ -~ -0 0 1639 -S -#1665 -Knights Way~ - Squires bustle up and down the road on various errands for their lords. A -large building to the north has its ornate double doors open wide, inviting you -to enter. A tower rises above you to the west. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1690 -D2 -~ -~ -0 0 1640 -D3 -~ -~ -0 0 1666 -S -#1666 -Tower of Valor~ - A tower rises up from here by a winding staircase. Knights Way is to the -east. There is an inscription above the archway to the tower. You look at the -inscription. It reads: HONOR SEPARATES THE KNIGHT FROM THE CRIMINAL. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1665 -D4 -~ -~ -0 0 1667 -S -#1667 -Tower of Valor~ - You stand in the Tower of Valor. The walls bear murals of battle scenes, of -knights fighting knights and various unearthly beasts. There is a hollow in one -of the walls in which a fire takes the edge off the cold of the room. The smoke -puts you in a strange daze in which the MURALS seem to come to life. Stairs -lead down to the street below. -~ -16 8 0 0 0 0 -D4 -~ -~ -0 0 1668 -D5 -~ -~ -0 0 1666 -E -murals~ - You look at a mural of Saint George and the Dragon. George's armor -gleams in the sun, and from his lance flies his standard. George signals -the dragon and charges across the verdant green. The dragon raises its -serpentine head and inhales a mighty breath. George and mount thunder -though the tall grass. The dragon- You snap out of your vision -~ -S -#1668 -Tower of Valor~ - You stand in the Tower of Honor. MURALS cover the walls and domed ceiling. -Smoke rolls out in an eerie caress from the fire hollow in the walls. A strange -tingling sensation rushes through your body. Stairs lead to the street below. -~ -16 8 0 0 0 0 -D5 -~ -~ -0 0 1667 -E -murals~ - You look at the mural of Lancelot, Guinevere and Arthur on a picnic. A page -arrives and hands Arthur a scroll. Arthur reads the scroll and mounts his -charger, racing back along the road. Lancelot turns to mount his charger, but a -feminine hand restrains him, beckoning to the cool shade under the oaks. -Lancelot turns to face Guinevere- You snap out of your vision. -~ -S -#1669 -West Lane~ - The inner western wall of Camelot rises above you with a tower at its peak. -Few people are walking the streets and even fewer are even acknowledging you. -Why is everyone so reclusive? -~ -16 0 0 0 0 0 -D2 -~ -~ -0 0 1695 -D4 -~ -~ -0 0 1694 -S -#1670 -Inside the Pentagram~ - As you step into the pentagram a blast of hellish heat and cackling assails -you from all sides. Your entire body is wracked in pain, and you hear yourself -screaming in an endless cry of horror. -~ -16 8 0 0 0 0 -D2 -~ -~ -0 0 1645 -S -T 1600 -T 1601 -#1671 -Beautiful Hall~ - The hall turns sharply to the north. The room is lit by windows on the -eastern wall which look down onto the courtyard of the castle towards the main -gate. A servant walks by you, the padding of his feet being muffled by the -expensive woven rugs. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1672 -D3 -~ -~ -0 0 1796 -S -#1672 -Neglected Hallway~ - More of nothing lines this barren hall. Someone has taken the time to keep -the place free from dust, but that's about it. The hall continues north and -south, without any sign of changing. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1696 -D2 -~ -~ -0 0 1671 -S -#1673 -Bedroom~ - You have to turn sideways to enter this bedroom. Bookshelves cover every -spare inch of the room, except where a small cot sits against the wall beside a -desk. Several scrolls are rolled up and placed neatly on the desk. You look -around; no one would see you if you just took a quick peek. -~ -16 8 0 0 0 0 -D3 -~ -~ -0 0 1697 -S -#1674 -Open Field~ - The fields are deserted in this area. A wind from the north carries an awful -stench with it and you see vultures circling. The lake is to the east and the -path continues north and south. Further to the north you see a tower and in the -middle of the lake to the east sits a massive castle on an island. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1699 -D2 -~ -~ -0 0 1649 -S -#1675 -A Wide Dirt Path~ - The path makes a sharp turn along the lake shore towards the west. The -tracks follow the trail. To the north you see some foothills with mountains in -the distance. The city wall is to the east. -~ -16 4 0 0 0 0 -D2 -~ -~ -0 0 1650 -D3 -~ -~ -0 0 1676 -S -#1676 -A Wide Dirt Path~ - The path continues east and west. You suddenly realize all these tracks only -go in one direction. This army has never come back through here. The foothills -to the north look treacherous. To the south, small waves lap against the shore -of the lake. Through the fog blanketing the lake you think you see an island. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1675 -D3 -~ -~ -0 0 1677 -S -#1677 -A Wide Dirt Path~ - The trail still follows the lake shore, the trees are starting to thin out -and opens into a field to the west. The foothills to the north still look -impassable. You hear something to the west but you can't identify it from this -far away. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1676 -D3 -~ -~ -0 0 1678 -S -#1678 -A Wide Dirt Path~ - The path branches to the north and you hear some loud growling. More noises -are coming from the west. It almost sounds like a battle is being fought. -Through the fog to the south you finally can see the island and what appears to -be a castle built on it. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1677 -D3 -~ -~ -0 0 1679 -S -#1679 -Battle Field~ - You stare in horror at the carnage lying before you. Hundreds of dead -soldiers lie across the path and you see even more to the west. These soldiers -were routed. You start to notice that some of the corpses, about one of every -ten, are in an advanced state of decomposition, while most of them are just now -beginning to bloat from the sun. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1678 -D3 -~ -~ -0 0 1680 -S -#1680 -Battle Field~ - More mutilated bodies are scattered across the field and vultures are -starting to gather. Strange, the decayed corpses seem to be untouched by the -vultures, rats and other scavengers that feast on the fresher fare on this -battlefield. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1679 -D3 -~ -~ -0 0 1681 -S -#1681 -Battle Field~ - You notice that all of the bloated bodies seem to have the same crest on -their uniforms while the decayed corpses wear clothes and armor that looks -ancient and is practically falling off them. Also the decayed corpses seem to -be mutilated, most of them with their heads actually lopped off. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1680 -D3 -~ -~ -0 0 1682 -S -#1682 -Battle Field~ - More bodies clutter the path and you carefully pick your way around -them. Blood mixed with the dirt from the path covers your boots and the -stench is beginning to overwhelm you. The path continues east and west. -The lake to the south has a slight tinge of red too it. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1681 -D3 -~ -~ -0 0 1683 -S -#1683 -Battle Field~ - More bodies. These look to be from an earlier fight. The stench of decay is -overpowering you and you think about turning back. You hear the clash of steel -and screams of pain to the west. A new battle must have just started. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1682 -D3 -~ -~ -0 0 1684 -S -#1684 -Battle Field~ - The battle before you has almost reached its conclusion. Walking corpses are -slaughtering what's left of the army. The zombies decimate the last of the -infantry, turn around, and leave to the west. Silence once again claims the -battle field. -~ -16 0 0 0 0 0 -D1 -~ -~ -0 0 1683 -D3 -~ -~ -0 0 1699 -S -#1685 -Foothills~ - You work your way through the foothills towards the tower to the -north. Bodies are everywhere, most of them from the army. Hard to -believe the number of casualties those zombies inflicted. -~ -16 4 0 0 0 0 -D0 -~ -~ -0 0 2200 -D2 -~ -~ -0 0 1699 -S -#1686 -Sitting Room~ - Another room for the nobles to hang out and relax. It would seem -that's all they do. Several plump chairs line the walls and a few tables -are loaded with papers. Some of those papers have elaborate writing on -them. -~ -16 8 0 0 0 0 -D2 -~ -~ -0 0 1661 -S -#1687 -Knights' Quarters~ - The knights' barracks continues to the south and west. Weapons and suits of -armor fill the room. Several knights are having a conversation in hushed tones. -They look at you reprovingly as you try to listen in. -~ -16 8 0 0 0 0 -D2 -~ -~ -0 0 1662 -D3 -~ -~ -0 0 1688 -S -#1688 -Barracks~ - Uncomfortable looking cots line the walls. These knights have given up all -creature comforts to serve the kingdom and its king. The room smells of -leather, sweat and metal. A lot of the knights are lying wounded in the cots. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1687 -S -#1689 -Squires' Study~ - This room is supposed to be a place of learning for the knights in training -and a few books are laid out on the table. But most of the desks and -bookshelves have been pushed aside so the squires could have room for some -swordplay. -~ -16 8 0 0 0 0 -D2 -~ -~ -0 0 1664 -S -#1690 -The Round Table~ - You have entered the chamber of the Round Table, where war council is held -between Arthur and his companions. The Round Table is 30 feet in diameter, and -made of polished cherry. Around it are 50 chairs. The room which houses the -table is also round and, far above, you see the domed ceiling. Light streams -down in long rays to hit the gold and crystal candelabra where it is broken into -a brilliant prismatic spray. -~ -16 8 0 0 0 0 -D2 -~ -~ -0 0 1665 -S -#1691 -Study~ - This room is secluded from the rest of the castle and the thick walls -keep all sound from reaching this part of the castle. Shelves line both -walls and a desk, lamp and chair are to the west. -~ -16 8 0 0 0 0 -D3 -~ -~ -0 0 1692 -D4 -~ -door~ -1 0 1648 -S -#1692 -Study~ - The room is dark except for the lamp, starting to flicker out, that is -sitting on the desk. You are deep into the heart of the castle and the tons of -stone above you make you nervous. The desk and chair are made of solid oak. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1691 -D5 -~ -door~ -1 0 1693 -S -#1693 -Torture Room~ - This secluded room has shackles and chains hanging from the walls. You stare -at some tools that must be used in torturing the helpless prisoners. Who could -be so cruel? Certainly not King Arthur. -~ -16 8 0 0 0 0 -D4 -~ -door~ -1 0 1692 -S -#1694 -Northwest Tower~ - Guards are keeping a sharp lookout to the northwest, towards a decrepit -looking tower. Fields stretch towards the south where the farmers, -peasants and serfs cultivate the fertile fields. -~ -16 0 0 0 0 0 -D5 -~ -~ -0 0 1669 -S -#1695 -West Lane~ - The lane continues north towards some towers or south to the western gate. -You sense strange powers radiating from the towers to the northeast, as if they -were alive. The dirt lane turns into cobblestone to the south. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1669 -D2 -~ -~ -0 0 1644 -S -#1696 -Neglected Hallway~ - All of the embellishments from the hall to the south are gone. Bare stone -line the walls and no pleasantries of any kind clutter this hall. It doesn't -seem like many people use this area. -~ -16 8 0 0 0 0 -D0 -~ -~ -0 0 1697 -D2 -~ -~ -0 0 1672 -S -#1697 -Neglected Hallway~ - The hall ends to the north and small doorways are open to the east and west. -You suddenly get the feeling of no longer being alone, of being watched. It -almost feels like someone is waiting for you. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1673 -D2 -~ -~ -0 0 1696 -D3 -~ -~ -0 0 1698 -S -#1698 -Bedroom~ - This small room is overcrowded with a small decrepit looking bed, a small -desk and various bookshelves that teeter from the weight of countless books. -The room looks more like a study than a bedroom. The desk is covered with -papers and notes that someone hastily scribbled down. -~ -16 8 0 0 0 0 -D1 -~ -~ -0 0 1697 -S -#1699 -Battle Field~ - You see the zombies leave to the north towards a massive tower that rises -above the foothills. Bodies lie everywhere right up to the base of the tower. -There must be over a thousand dead. -~ -16 0 0 0 0 0 -D0 -~ -~ -0 0 1685 -D1 -~ -~ -0 0 1684 -D2 -~ -~ -0 0 1674 -S -$~ diff --git a/lib/world/wld/169.wld b/lib/world/wld/169.wld deleted file mode 100644 index ea799b9..0000000 --- a/lib/world/wld/169.wld +++ /dev/null @@ -1,743 +0,0 @@ -#16900 -Gibberling Caves - Tanto~ - This zone starts out with a trail leading eastward from the south road and -gradually heading up a hilly trail to a mountain, wherein lies a large tribe of -bloodthirsty gibberlings. The area starts out in room 16999 (where it connects -to the south road) and continues eastward to a mountain cave where you finally -battle the gibberling chieftain and shaman. -~ -169 0 0 0 0 2 -S -#16901 -A Mountain Trail~ - Thick vegetation to the north and south restricts your passage to moving -east or west along the trail. You can see the footprints of small animals and -something else, here in the dirt. This trail must be used more often than you -suspected at first glance. -~ -169 0 0 0 0 2 -D1 -~ -~ -0 0 16902 -D3 -~ -~ -0 0 16999 -S -#16902 -A Mountain Trail~ - The small hiking trail continues east and west from here, twisting through -the trees. Brisk mountain breezes are blowing in from the east, from where you -can just barely make out a few peaks through the treetops. The ground to the -south begins a steep drop away from the hills you are walking across, forming a -valley, however the trees to the north and south are too thick for travel -anyway. -~ -169 0 0 0 0 2 -D1 -~ -~ -0 0 16903 -D3 -~ -~ -0 0 16901 -S -#16903 -A Small Clearing~ - You are in a small dirt clearing along the trail, which you can see -continues to the east and west. The sounds of rustling leaves, and small -animals in the brush scurrying about reminds you that dangerous creatures could -be lurking nearby in the shadows, waiting for you to rest until they strike. -~ -169 0 0 0 0 2 -D1 -~ -~ -0 0 16904 -D3 -~ -~ -0 0 16902 -S -#16904 -A Mountain Trail Ends~ - The trail leading back west to the South Road comes to an abrupt end here, -and the brush is too dense to head north or south. The only way to continue -farther into the trees, is to climb a steep BANK covered in vines and tree -roots, up into the hilly regions to the east. -~ -169 0 0 0 0 4 -D3 -~ -~ -0 0 16903 -D4 -~ -~ -0 0 16905 -E -bank~ - To your east lies a steep bank of dirt, covered in twisted vines and gnarled -roots from the trees growing atop the hill. It looks like you can easily get a -foothold, and climb the roots up the bank without too much trouble or injury. - -~ -S -#16905 -A Rocky Hill~ - The western face of the hill makes a steep drop of about 20 feet to the -moist soil below, but a tangled mass of vines and roots mingled with the hard -soil makes a naturul ladder of sorts, so you would have no trouble climbing -down. A small path to the south seems to have been intentionally cleared for -travel through the unlevel terrain. -~ -169 0 0 0 0 5 -D2 -~ -~ -0 0 16906 -D5 -~ -~ -0 0 16904 -S -#16906 -A Craggy Slope~ - The edge of this rocky outcrop is littered with small, unstable pebbles, -which look like they could have taken many an adventurer off the side of the -cliff with them, over time. Howling winds occasionally sweep down from the -eastern mountains, further weathering the stones of the slope, and blowing a -few more pebbles over the edge. -~ -169 0 0 0 0 5 -D0 -~ -~ -0 0 16905 -D1 -~ -~ -0 0 16907 -S -#16907 -A Craggy Slope~ - The terrain on this narrow cliff is especially treacherous, due to the -slanted angle of the ground, combined with powerful, sweeping, winds from the -east. To the north is a solid wall of rock, reaching at least 30 feet above -your head, while to your south is the edge of the cliff, and from your vantage -point, it's apparent that you probably wouldn't survive a fall from this -height. The face of the rock appears to have enough deep, natural grooves to -use as footholds, if you were to decide to climb it. -~ -169 0 0 0 0 5 -D3 -~ -~ -0 0 16906 -D4 -~ -~ -0 0 16908 -S -#16908 -A Mountainside~ - You are under an outcropping slab of stone, supported firmly by a few large -boulders, which provides a momentary rest from the harsh eastern winds. -However because of the amount of rocks blocking your path here, you can only -travel north, or down, to a narrow cliff. -~ -169 0 0 0 0 5 -D0 -~ -~ -0 0 16909 -D5 -~ -~ -0 0 16907 -S -#16909 -A Mountainside~ - The view is great from this vantage point, and if you look to the -north-east, you can see more mountains on the horizon. Ths South Road is also -slightly visible as a small line in the trees, far down to the west. -~ -169 0 0 0 0 5 -D1 -~ -~ -0 0 16910 -D2 -~ -~ -0 0 16908 -S -#16910 -A Rocky Precipice~ - The only place to stand here is a slippery, rock outcrop, mottled by sparse -vegetation, overlooking a steep drop off the side of the mountain. You have -two choices to continue from here, up the face of the mountain, to the east, or -down to the west, in the direction of the South Road, leading to the capitol. -~ -169 0 0 0 0 2 -D1 -~ -~ -0 0 16911 -D3 -~ -~ -0 0 16909 -S -#16911 -A Mountainside~ - The misty, mountain air howls and whips around your head, as you navigate -through the rocky terrain, which is almost barren save for a few small plants -here and there. Small humanoid footprints in the soil, trace a winding trail -up the western face of the mountain, continuing eastward. -~ -169 0 0 0 0 5 -D3 -~ -~ -0 0 16910 -D4 -~ -~ -0 0 16912 -S -#16912 -A Rocky Cliff~ - You are at the slippery edge of a short cliff, that tilts downward, away -from a large cave which lies to the east, in the side of the mountain. As -harsh winds blow past you bearing a fine mist, it would probably be wise to -continue onward, rather than stay here. -~ -169 0 0 0 0 5 -D1 -~ -~ -0 0 16913 -D5 -~ -~ -0 0 16911 -S -#16913 -A Rocky Cliff Outside A Cave Entrance~ - Icy blasts of air howl past, threatening to rip you from the slippery solid -rock ground beneath your feet, while small rocks and pebbles litter the -surface, making the cliff even more dangerous. Through the deafening sound of -the gusts in your ears, a kind of chattering noise, or perhaps even voices, -hauntingly fades in and out of existence... Or was it just the wind? -~ -169 0 0 0 0 5 -D1 -~ -~ -0 0 16914 -D3 -~ -~ -0 0 16912 -E -cave opening entrance hole~ - The cave is basically a great, yawning, orifice in the rocky face of the -mountain, resembling the mouth of some great beast, daring you to enter and -meet your doom. -~ -S -#16914 -Inside A Dark Cave~ - A foul stench singes the hairs of your nostrils, as you notice bits and -pieces of decaying carcasses, and bones, lining the floor of the cavern. The -howling of the wind at the mouth of the cave is deafening, but still, you think -you hear a sound like many animals chattering and shrieking through the echoes. -~ -169 12 0 0 0 0 -D1 -~ -~ -0 0 16915 -D3 -~ -~ -0 0 16913 -E -animal corpse~ - It is the mangled, half-eaten corpse, of some poor, hapless creature, torn -apart and left in the dirt. Maggots are greedily feasting on what remains of -the animals' flesh, while the fur, heavily caked with dried blood, sticks to -the bones. -~ -S -#16915 -A Dark Cave~ - The solid, stone walls glisten with a continuous leak of water droplets, -from the jagged ceiling above, from which many stalagmites hang, deliberately -chopped and broken to make travel easier. Many small footprints blanket the -dirt floor, accompanied by a powerful, musky aroma of wild beasts, or so it -would appear. -~ -169 8 0 0 0 0 -D1 -~ -~ -0 0 16916 -D3 -~ -~ -0 0 16914 -S -#16916 -A Dark Cave~ - Your path is restricted to travelling east or west from here, which would -definitely be advisable by the hungry looks you get from every hideous -gibberling passing through. -~ -169 8 0 0 0 0 -D1 -~ -~ -0 0 16917 -D3 -~ -~ -0 0 16915 -S -#16917 -A Dark Cave~ - This room is thick with the dog-like smell of gibberlings, going about their -daily routine, making weapons and eating, which are two of their favorite -hobbies. In this narrow section of the cave, it's a marvel to watch so many of -these crazed, ill-mannered beasts exist in such a small area. There is barely -even room to manuever here, so they simply rush through, trampling anything in -their path. -~ -169 8 0 0 0 0 -D2 -~ -~ -0 0 16918 -D3 -~ -~ -0 0 16916 -S -#16918 -A Wide Tunnel~ - The ground is anything but level here, as you struggle to navigate through -the gibberlings emerging from all directions, across the especially jagged -surface of the ground, which is pock marked by pits and large stones strewn -across the area. The room looks like it's been through at least one cave in, -or a collapse, perhaps the gibberlings just dug their way through after being -trapped in the cave by enemies long ago. -~ -169 8 0 0 0 0 -D0 -~ -~ -0 0 16917 -D1 -~ -~ -0 0 16924 -D2 -~ -~ -0 0 16919 -S -#16919 -A Wide Tunnel~ - Assorted bones and rocks litter the ground here, as well as a few pools of -dried blood, and even a few broken weapons from previous battles. However, the -gibberlings, who pass through this room daily, seem to have no trouble at all -navigating the tunnel. -~ -169 8 0 0 0 0 -D0 -~ -~ -0 0 16918 -D2 -~ -~ -0 0 16920 -E -bones stones rocks~ - Many small, crushed, and cracked bones and skulls lie here, among the rocks. -You can only guess that they may have been gibberlings who died in the cave, or -others, who unwittingly stumbled upon this nest of depraved creatures, only to -die an agonizing, pitiless death, at the hands of their barbaric attackers. -~ -S -#16920 -A Stony Corridor~ - The ground levels out a bit here, and this section appears to be the -entrance of the main living area for the tribe, as you can see it is cleaner -than the northern rooms as well. A few clay pots and other handmade tools lie -on makeshift shelves dug into the walls, affirming this as a room of daily -importance. -~ -169 8 0 0 0 0 -D0 -~ -~ -0 0 16919 -D2 -~ -~ -0 0 16921 -S -#16921 -A Stony Corridor~ - You are at a junction in the stone corridor, which has openings north, west -and east from here. You smell a faint aroma of food to the east, and -gibberlings coming from that direction appear to be even more rambunctious and -energetic than usual. -~ -169 8 0 0 0 0 -D0 -~ -~ -0 0 16920 -D1 -~ -~ -0 0 16922 -D3 -~ -~ -0 0 16927 -S -#16922 -A Stony Corridor~ - You are standing at the eastern end of a cold, dark hallway of sorts, as you -inhale the thick aroma of a gibberling feast nearby. The smell is definitely -of meat, and even now, bits of refuse, bone, and small portions of meat litter -the ground around your feet. -~ -169 8 0 0 0 0 -D0 - You see a large, wooden door in the cave wall, with a rounded opening set in -the center, from which you can smell an aroma of meat wafting out into the -corridor. -~ -door~ -1 0 16923 -D3 -~ -~ -0 0 16921 -S -#16923 -The Feeding Room~ - This putrid-smelling cavern is obviously some kind of dining area for the -gibberlings that inhabit this area. Stacks of assorted meat are heaped in -corners here, most of which have already been partially eaten and thrown back -into the pile. -~ -169 8 0 0 0 0 -D2 - You see a large wooden door set in the cave wall. -~ -door~ -1 0 16922 -S -#16924 -A Wet Corner~ - You are in a small, wet, open crevice in the cave wall, as you notice a -rising stench and mist, wafting up from a hole leading downward into the lower -chamber of the tunnels, from which you can hear the unmistakable sounds of a -torture chamber. -~ -169 8 0 0 0 0 -D3 -~ -~ -0 0 16918 -D5 -~ -~ -0 0 16925 -E -hole~ - The hole appears to be wide enough for many people to travel through at -once. -~ -S -#16925 -The Torture Pit~ - The morbid stench of death in the air is heavy, as you cautiously travel -through this blood-soaked section of the caves. A primitive torture chamber -has been constructed here using heavy iron chains, hooked onto pulleys across -the ceiling, a few pairs of shackles nailed into the walls, and various sharp -iron and steel makeshift instruments. -~ -169 8 0 0 0 0 -D0 -~ -~ -0 0 16926 -D4 -~ -~ -0 0 16924 -S -#16926 -The Torture Pit~ - As uncontrollable and savage as the gibberlings may be, they are not -completely without reason. Indeed they comprehend the immense pain they -inflict on their victims, and they revel in it. Here you see a large dugout -section of the cave, the floor drenched in blood and littered with various body -parts, cold, sharp instruments lining the stone walls, while horrible sounds of -anguish, escape the lips of dying and dismembered animals and unlucky -travellers. -~ -169 8 0 0 0 0 -D2 -~ -~ -0 0 16925 -S -#16927 -A Stuffy Chamber~ - The hallway to the east comes to an abrupt halt here. This portion of the -cave must be used for a sleeping area, as you can tell by the numerous -makeshift cots of animal hides lying about. A shabby rope ladder swinging from -a hole in the stone ceiling, beckons you to explore further. -~ -169 8 0 0 0 0 -D1 -~ -~ -0 0 16921 -D4 -~ -~ -0 0 16928 -E -ladder~ - It's a surprisingly sturdy looking makeshift, braided, rope ladder, swinging -from an opening in the ceiling above your head. -~ -E -hides cots~ - Animal hides are piled up in the corners, obviously meant for use as -blankets during cold nights spent on the hard, cold, cave floors. Strangely -the heads of the animals have not been removed from the hides. -~ -S -#16928 -A Makeshift Landing~ - This is a wide, flat, stone platform of sorts, leading into a wooden bridge -to the south. The only other exit is down into a hole in the floor. The -continuous inhuman sounds of gibberlings shrieking, howling and chattering echo -of the walls, making this seem more like some kind of demonic tomb for the -undead, than a mere cave. -~ -169 8 0 0 0 0 -D2 -~ -~ -0 0 16929 -D5 -~ -~ -0 0 16927 -E -hole~ - It's a hole in the stone floor, reaching down into a lower level. What did -you expect? -~ -S -#16929 -A Short Wooden Bridge~ - Below you swings a short, wood and rope bridge, suspended across a chasm -reaching deep into the bowels of the cave. Pebbles kicked off the bridge, -never seem to reach the bottom. It's a wonder this bridge still stands, -judging by the amount of gibberling traffic that must cross it's meager length -daily. A smell of decaying flesh wafting out of the chasm, affirms the death -of many a gibberling who died, either after falling from the bridge, or during -periodic breaks in the ropes, which appear to have been repaired numerous -times. -~ -169 8 0 0 0 0 -D0 -~ -~ -0 0 16928 -D2 -~ -~ -0 0 16930 -E -bridge~ - The bridge is crafted from thick, wide planks of wood, bound together by -many lengths of salvaged rope, of various types and thickness. It's connected -to the ground on either side of the chasm by large wood posts, each roughly the -same thickness as a pine tree, planted in deep holes dug into the stone floor. -~ -E -chasm~ - It is too deep and dark, to see much more than what appears to be a -bottomless pit, reaching far into the subterranean regions. -~ -S -#16930 -A Stony Landing~ - This rocky precipice overlooks a deep chasm to the north. Almost cone-like -in shape, the ground builds upward to another hole high in the south wall, that -appears to be the entrance to another level of the cave. -~ -169 8 0 0 0 0 -D0 -~ -~ -0 0 16929 -D4 -~ -~ -0 0 16931 -S -#16931 -A Cold Chamber~ - You are standing in a chilly, dark chamber somewhere near the top of the -mountain, as you can tell by the freezing gusts of wind, blowing in through two -small windows bored into the eastern stone wall of the cave. This room has -been meticulously maintained and is unusually clean, compared to the rest of -the caverns you've been to thus far, and to the north lies a large crudely -constructed wooden door. The only other exit, besides the door, is a large -hole in the floor, west of the doorway. -~ -169 8 0 0 0 0 -D0 - The door is unusually wide, and cut to fit the somewhat irregular shape of -the hole it is set in, which is simply a large hole dug into the stone wall. -There is writing on it. -~ -door, wood~ -1 0 16932 -D5 -~ -~ -0 0 16930 -E -read door~ - You cannot make out the writing on the door, which appears to be gibberish, -however a crude painted image above the writing leads you to beleive this must -be the throne room. -~ -S -#16932 -Throne Room of the Gibberlings~ - You have reached the end of the line. Before you sits the throne of the -fierce and merciless king of the gibberlings, commander of the unrelenting, -maniacal, gibberling horde, who is feared across the realm. Elvish, dwarf and -human stretched hides and other various gifts to the king, from blood-drenched -gibberling raids line the walls, while the bones of a mighty giant, killed in -battle, irreverently form the throne itself. -~ -169 8 0 0 0 0 -D2 - The door is unusually wide, and cut to fit the somewhat irregular shape of -the hole it is set in, which is simply a large hole dug into the stone wall. -~ -door, wood~ -1 0 16931 -D3 -~ -passage~ -1 0 16935 -E -hides skins~ - The stretched and dried skins of warriors and adventurers killed in battle, -adorn the throne itself, as well as many of the walls in the room. The heads -have not been removed, as the gibberlings wish to preserve the indescribable -horror frozen in the faces of their many victims, when they die. -~ -E -throne bones giant~ - The gibberling throne is crafted from the bones of a slain giant, who met his -fate at the hands of gibberling raiders years ago in battle. The bones are -bound together by the dried sinew of a dragon, and the seat is covered with -various hides skinned from all the myriad races. -~ -S -#16935 -A Secret Chamber~ - You are in a small, dusty, cramped room behind the gibberling kings' throne -room. The air is thin here, as if this room has been locked, and undisturbed -for a very long time. Each turn you make, seems to result in more dust rising, -and spiderwebs clinging to your form, as small rodents and insects scurry away -into the dark corners. -~ -169 8 0 0 0 0 -D1 -~ -passage~ -1 0 16932 -S -#16977 -Tanto's Teepee~ - This is the home of the immortal Tanto, also known as 'the wandering soul' by -some denizens. It is much less than you would expect of an immortal, yet -somehow it seems just right. You are surrounded by the 4 hide walls of a tent, -large enough for a living quarters, but little room for luxuries. The floor is -flat, yet consists only of a flat, woven mat, lain over the soft soil beneath. -From the east, you can feel a slight breeze, from an open flap in the tent, -which acts as the door. -~ -169 584 0 0 0 0 -D1 -~ -~ -0 0 16978 -S -#16978 -Tanto's Yard~ - You are in a fragrant, intricately decorated yard of sorts, surrounded by a -formidable fence made from many oak trees planted in rows, and bound together -by thick vines growing, intertwined with the trees themselves. A few stone -benches are placed near the south end of the yard, next to a small, well-tended -garden, filled with strange looking fruits and herbs. -~ -169 512 0 0 0 0 -D3 -~ -~ -0 0 16977 -E -trees fence vines~ - The living fence surrounding Tanto's yard is a masterpiece, which took much -time, and careful attention to make. Stout trees grown seemingly impossibly -close together, linked by a growing trellis of green and purple vines climbing -their length, and the tangled mass of hardy roots , extending their protection -a few feet into the yard from each direction. -~ -E -stone benches~ - There are two, magnificent stone benches, which appear to have been crafted -by a very skilled artist, portraying on their mottled surfaces, a chiseled -rendition of some great battle, between the immortal Tanto, and an endless -horde of monstrous warriors. The top of each bench is a single rectangular -stone slab, supported by four stone legs, shaped like the hind legs of a lion, -or griffon. -~ -S -#16999 -A Mountain Trail~ - You are on a small, obscure, trail, connected to the South Road to the west, -and marked by many booted footprints in the soft soil. A gust of cold wind is -blowing in from the east, and you think you can make out rocky mountains in the -distance, if you look through the fog to the east. -~ -169 0 0 0 0 0 -D1 -~ -~ -0 0 16901 -S -$~ diff --git a/lib/world/wld/17.wld b/lib/world/wld/17.wld deleted file mode 100644 index 8a79f86..0000000 --- a/lib/world/wld/17.wld +++ /dev/null @@ -1,1771 +0,0 @@ -#1700 -A Muddy Trail~ - Your feet squish down into the mud making each step a struggle to pull your -foot free. This trail looks heavily travelled with wagon tracks and horse -hooves turning it into a thick muddy slime. Through the thick forest to the -east you see the western wall of Bellau City. Through a thin covering of trees -to the west you see a massive body of water. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 775 -D2 -~ -~ -0 0 1725 -E -credits info~ - Builder : Rumble -Zone : 17 Camelot III -Related Zones: 7 Camelot, 16 Camelot II -Began : 1997, one of my first zones. -Player Level : 20-30 -Rooms : 100 -Mobs : 38 -Objects : 13 -Shops : 0 -Triggers : 0 -Theme : Medieval -Plot : The zone is based off the theme of Camelot. Based off the theme - of Camelot, king arthur, the knights, the round table merlin, - etc. Only reachable by teleport. Originally started with zone 16 - and 17, ran out of room so also used a few rooms in zone 7. zone - 7 is now used for extra rooms where needed. -Zone 17 is linked to the following zones: - 7 Camelot at 1700 (north) ---> 775 - 7 Camelot at 1702 (north) ---> 777 - 7 Camelot at 1703 (north) ---> 778 - 7 Camelot at 1704 (north) ---> 779 - 7 Camelot at 1705 (north) ---> 780 - 7 Camelot at 1706 (north) ---> 781 - 7 Camelot at 1707 (north) ---> 782 - 7 Camelot at 1708 (north) ---> 783 - 7 Camelot at 1709 (north) ---> 784 - 7 Camelot at 1711 (north) ---> 786 - 7 Camelot at 1713 (north) ---> 788 - 7 Camelot at 1715 (north) ---> 790 - 7 Camelot at 1717 (north) ---> 792 - 7 Camelot at 1718 (north) ---> 793 - 7 Camelot at 1719 (north) ---> 794 - 7 Camelot at 1720 (north) ---> 795 - 7 Camelot at 1724 (north) ---> 799 - 16 Camelot II at 1727 (north) ---> 1623 - 16 Camelot II at 1796 (east ) ---> 1671 -~ -S -#1701 -East Lane~ - A battlement above the main gate towers over you to the north. You are -on a lane that parallels the eastern wall of this fortress. You can follow -it to the south or enter the courtyard to the west. Out in the courtyard -you see a couple groups of people talking amongst themselves. Maybe they -can give you some answers to what's going on. -~ -17 0 0 0 0 0 -D2 -~ -~ -0 0 1726 -D3 -~ -~ -0 0 1702 -D4 -~ -~ -0 0 1721 -S -#1702 -Courtyard~ - You are standing in the southeastern section of the courtyard. A small road -branches off to the east. Several people are standing around in the courtyard -looking at the main gate, but no one is leaving. You notice guards are blocking -anyone from leaving the castle. It looks like you might be stuck here. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 777 -D1 -~ -~ -0 0 1701 -D3 -~ -~ -0 0 1703 -S -#1703 -Courtyard~ - A few people are standing against the wall to the south, quietly whispering -back and forth. Everyone in the castle seems to be keeping secrets from each -other. They look in your direction and immediately stop talking. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 778 -D1 -~ -~ -0 0 1702 -D3 -~ -~ -0 0 1704 -S -#1704 -Courtyard~ - The normal hustle and bustle you would expect from a castle this size is -missing. Only a few people are walking around through the courtyard and none of -them are going towards the gate. They all look at each other and especially at -the guards distrustfully. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 779 -D1 -~ -~ -0 0 1703 -S -#1705 -Main Hall~ - This wide, well lit passage leads north and south through the center of the -castle. The halls seem empty. It seems like a castle this size should have -many more people living in it than you've seen. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 780 -D2 -~ -~ -0 0 1730 -S -#1706 -Audience Chamber~ - You walk down an aisle between rows of chairs. A large gold-plated throne -sits on a dais to the west. Some nobles are having a heated discussion about -some new tax and about having to provide people for the kings army. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 781 -D3 -~ -~ -0 0 1707 -S -#1707 -King's Throne~ - An intricate throne, plated in beaten gold and lined with plush purple velvet -cushions, sits majestically above all the other chairs in the room. You are so -mesmerized by the throne and its possible value that you hardly notice the small -alcove to the south. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 782 -D1 -~ -~ -0 0 1706 -D2 -~ -~ -0 0 1732 -D3 -~ -~ -0 0 1708 -S -#1708 -Audience Chamber~ - You walk down an aisle between rows of chairs. A large, gold-plated throne -sits on a dais to the east. You notice a small alcove behind the throne, -partially covered by some large velvet curtains. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 783 -D1 -~ -~ -0 0 1707 -S -#1709 -Center Lane~ - Just to the north is an entrance into the castle. A few people are -walking along the lane to the north and south but they don't seem to have -a purpose other than to be pacing, obviously waiting for something or -someone. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 784 -D2 -~ -~ -0 0 1734 -S -#1710 -Horse Stall~ - You open the gate and step in with one of the massive war horses. It -looks at you and you start to get the feeling that you shouldn't be -bothering this impressive horse. A bin of grain and half a bale of hay -lie on the floor. -~ -17 8 0 0 0 0 -D3 -~ -~ -0 0 1711 -S -#1711 -Stables~ - You stand in the vast stables of Camelot. Row upon row of stalls greet your -eye. Smells of horse, sweat, and fresh straw combine into an unpleasant mix. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 786 -D1 -~ -~ -0 0 1710 -D2 -~ -~ -0 0 1736 -D3 -~ -~ -0 0 1712 -S -#1712 -Horse Stall~ - You open the gate and step in with one of the massive war horses. It -looks at you and you start to get the feeling that you shouldn't be -bothering this impressive horse. A bin of grain and half a bale of hay -lie on the floor. -~ -17 8 0 0 0 0 -D1 -~ -~ -0 0 1711 -S -#1713 -Group of Ladies~ - You perk up your ears and listen in on the group of ladies. You -overhear ".. It is terrible. The poor girl was captured on her way to -her wedding by that foul Mordred. Her father has offered a considerable -sum for her safe return. I think my Gawaine can surely claim it.. " -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 788 -D2 -~ -~ -0 0 1738 -S -#1714 -Tourney Yard~ - You stand in the renowned tourney yard of Camelot. Here knights challenge -one another for a claim to a seat on the round table. You can make out several -contests underway. Perhaps you would like to joust? -~ -17 0 0 0 0 0 -D2 -~ -~ -0 0 1739 -D3 -~ -~ -0 0 1715 -S -#1715 -Tourney Yard~ - Here Knights Way ends at the great Tourney Yard of Camelot. A podium for -tourney winners is erected here. Today it bears the coat of arms of Lancelot. -Flanking the road are the standards of the other knights of the round table. A -strange peace fills the air here. Knights Way continues to the north and the -Tourney Yard of Camelot is to the south. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 790 -D1 -~ -~ -0 0 1714 -D2 -~ -~ -0 0 1740 -D3 -~ -~ -0 0 1716 -S -#1716 -Tourney Yard~ - You stand in the renowned tourney yard of Camelot. Here knights challenge -one another for a claim to a seat on the round table. You can make out several -contests underway. Perhaps you would like to joust? -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1715 -D2 -~ -~ -0 0 1741 -S -#1717 -Abbey~ - You enter a small temple of prayer. You don't see the usual aisles of chairs -or benches, the floors are covered with numerous mats. They must worship by -kneeling on them, how strange. A few monks tend to the various candles -surrounding the room. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 792 -D2 -~ -~ -0 0 1742 -S -#1718 -Practice Yard~ - Several knights are here practicing the arts of combat. All of them -look to be very proficient. Several squires and lackeys look on in -concentration, trying to memorize the complex forms the masterful knights -use to try to overcome each other. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 793 -D2 -~ -~ -0 0 1743 -S -#1719 -Scottish Clansmen~ - You stare around in horror at what once must have been some sort of -dance hall or large meeting place. It has now been taken over by all -these Scottish warriors. It must be hard times if the King is seeking -help from these ruffians. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 794 -D2 -~ -~ -0 0 1744 -S -#1720 -West Lane~ - The western wall of Camelot rises above you. The massive blocks of white -stone look like they could hold back any army, yet this castle already seems -defeated. You wonder at how any army could overtake the greatest kingdom and -ruler ever. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 795 -D2 -~ -~ -0 0 1745 -S -#1721 -Battlements~ - You stand atop the battlements over the main gate, looking across the -lake at the small ferry on the shore waiting to carry travellers across. -Several Archers and guards keep a sharp lookout as if they are expecting -a full scale siege at any moment. -~ -17 0 0 0 0 0 -D5 -~ -~ -0 0 1701 -S -#1722 -Southeast Tower~ - You reach the top of the stairs and stare across the lake and down onto -Bellau City to the east and a thick forest to the south. The lake around -the castle is smooth as glass and reflects an inverse image of the castle. -The stairs lead back down. -~ -17 0 0 0 0 0 -D5 -~ -~ -0 0 1751 -S -#1723 -South Tower~ - You reach the top of the tower and stare out across the lake at the fields in -the distance. A guard ignores you, dismissing you as harmless, and resumes his -watch. You have no idea what he's looking for. A set of stairs lead back down. -~ -17 0 0 0 0 0 -D5 -~ -~ -0 0 1759 -S -#1724 -Open Field~ - Another pair of oxen are pulling a plow with a farmer walking behind -them. The farmer stares at you in disgust as you walk by. These people -don't seem to be very happy about working in these fields. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 799 -D2 -~ -~ -0 0 1749 -S -#1725 -A Muddy Trail~ - Your feet squish even deeper into the mud making each step a struggle to pull -your foot free. The trail looks heavily travelled with wagon tracks and horse -hooves turning it into a thick muddy slime. A thick forest to the east grows -right up against the western wall of Bellau City, and to the west, through a -thin covering of trees, you see a large body of water. Is it a lake or an -ocean? You're not sure. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1700 -D2 -~ -~ -0 0 1750 -S -#1726 -East Lane~ - You walk down a back alley with the castle wall to the east and a -building to the west. The shadows are deep in this corner of the castle -and it seems like the beggars and unlawful merchants have taken over this -area. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1701 -D2 -~ -~ -0 0 1751 -S -#1727 -Dining Room~ - A fancy gold-plated chair sits at the head of the table, food of every kind -seems to be placed perfectly on the table, everything looks perfect. Someone is -going to be throwing a huge feast here. But where is everybody? -~ -17 8 0 0 0 0 -D0 -~ -door~ -1 0 1623 -D3 -~ -~ -0 0 1728 -S -#1728 -Dining Room~ - You reach the middle of the table. More exotic foods are strategically -placed all over the table. Fine wines are sitting on the table in crystal -decanters. This must be a very special occasion. -~ -17 8 0 0 0 0 -D1 -~ -~ -0 0 1727 -D3 -~ -~ -0 0 1729 -S -#1729 -Dining Room~ - A huge rectangular table stretches across the room. Servants are setting the -table and folding napkins into fancy shapes. How do they do that? Various -foods cover the table. The room and the table continue to the east. -~ -17 8 0 0 0 0 -D1 -~ -~ -0 0 1728 -D3 -~ -~ -0 0 1730 -S -#1730 -Main Hall~ - This hallway continues north and south. Open double doors to the east -allow you to hear the clatter of utensils and a drone of conversations -coming through the doorway. Sounds like a feast is being held. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1705 -D2 -~ -~ -0 0 1755 -S -#1731 -Stairs~ - A set of stairs wind in a spiral out of sight up into the second level -of the castle. The stairs are spotless and torches are placed close -together illuminating every corner of the room. -~ -17 8 0 0 0 0 -D3 -~ -door~ -1 0 1732 -D4 -~ -~ -0 0 1796 -S -#1732 -Alcove~ - You barely fit into this small alcove. You realize it is actually a hidden -passageway, so the king and other members of the court can travel between rooms -without being bothered by the local folk. Doors are closed on the east and west -walls. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1707 -D1 -~ -door~ -1 0 1731 -D3 -~ -door~ -1 0 1733 -S -#1733 -Stairs~ - A set of stairs wind in a spiral out of sight up into the second level of the -castle. The stairs are spotless and torches are placed close together, -illuminating every corner of the room. -~ -17 8 0 0 0 0 -D1 -~ -door~ -1 0 1732 -D4 -~ -~ -0 0 1798 -S -#1734 -Center Lane~ - A few people are exiting and entering an open doorway into the castle -to the north. They look to be mostly nobles and servants. All of the -common folk must be out working the fields. A tall wall is to the west. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1709 -D2 -~ -~ -0 0 1759 -S -#1735 -Horse Stall~ - This horse isn't quite as large as the other ones but looks to have been -raised for speed and agility. This is the kind of horse you wish you had so you -wouldn't have to walk everywhere. A bale of hay, a grain bin and a salt lick -are lying on the floor. -~ -17 8 0 0 0 0 -D3 -~ -~ -0 0 1736 -S -#1736 -Stables~ - Stable hands are busy currying animals, shoeing horses, and feeding the -magnificent chargers of Camelot. Light filters in through the rafters. You -wonder how easy it would be to sneak one of these animals out. You quickly -discard the idea when you see one of the stable hands skillfully playing with a -small dagger, tossing it 10 feet in the air, catching it by the blade and then -burying it in the middle of a bale of hay 20 feet away. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1711 -D1 -~ -~ -0 0 1735 -D2 -~ -~ -0 0 1761 -D3 -~ -~ -0 0 1737 -S -#1737 -Horse Stall~ - This horse isn't quite as large as the other ones but looks to have been -raised for speed and agility. This is the kind of horse you wish you had so you -wouldn't have to walk everywhere. A bale of hay, a grain bin and a salt lick -are lying on the floor. -~ -17 8 0 0 0 0 -D1 -~ -~ -0 0 1736 -S -#1738 -Room of Ladies~ - Oh yes, it is here that the virginal maidens of the court reside, pining -away for their knights who travel far and wide on Arthurs missions. The -main activity here is tapestry making, and presently there are three tapestries -under construction. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1713 -D2 -~ -~ -0 0 1763 -S -#1739 -Tourney Yard~ - Both knights spur their warhorses into a full gallop. To your right you hear -a squeal of delight from a spectator. The black caped knight leans into his -charge with his weight forward in a low stand on his stirrups. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1714 -D2 -~ -~ -0 0 1764 -D3 -~ -~ -0 0 1740 -S -#1740 -Tourney Yard~ - You watch two knights across the tourney yard. To the left is a knight in -full armor and a bright orange plume. To the right is a knight in chain mail -and a trailing black cape. Arthur signals the knights with a short wave. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1715 -D1 -~ -~ -0 0 1739 -D2 -~ -~ -0 0 1765 -D3 -~ -~ -0 0 1741 -S -#1741 -Tourney Yard~ - Both knights collide in the center of the yard with a resounding crash. The -orange plummed knight contorts in his saddle at the last second, delivering a -thrust high on the shield of the black caped knight. The black caped knight -connects with a hard shot to the center of the shield of the orange knight. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1716 -D1 -~ -~ -0 0 1740 -D2 -~ -~ -0 0 1766 -S -#1742 -Abbey~ - More monks are here but they seem to be more interested in studying -their books than worship. Tables line both walls with books stacked on -every available part of the floor. They must be in charge of recording -current events. If you want to find out what's wrong with these people, -this would be the best place to start. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1717 -D2 -~ -~ -0 0 1767 -S -#1743 -Practice Yard~ - Racks of weapons and armor line the walls. A squire is here practicing with -a ball and chain, swinging it around with very little control. The lead ball is -too much for him and keeps pulling him off balance. You decide to quickly move -on before the inexperienced squire hurts himself or you. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1718 -D2 -~ -~ -0 0 1768 -S -#1744 -Scottish Clansmen~ - These hardened warriors seem oblivious to the fact that they will -probably die next battle. You have to admit they are throwing one hell -of a party though. You just wish so much brawling wasn't involved. -A chair goes flying past your head. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1719 -D2 -~ -~ -0 0 1769 -S -#1745 -West Lane~ - You hear loud laughter and roughhousing to the east, actually coming through -the stone walls of a building in that direction. Somebody still seems to be -able to celebrate. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1720 -D2 -~ -~ -0 0 1770 -S -#1746 -King's Chamber~ - You have entered the private chambers of King Arthur. A dragon banner serves -as a canopy and curtains for his large four poster bed. He has a marble basin -and a cherry desk and chair. A huge rug lies on the floor. Tapestries, -depicting him pulling Excalibur from the stone and his campaigns of unification, -adorn the walls. -~ -17 8 0 0 0 0 -D2 -~ -~ -0 0 1771 -S -#1747 -Meeting Room~ - Six chairs circle the table. Each chair is very well crafted but made of -wood and doesn't look to be very comfortable. A map covers the northern wall, -showing the area surrounding the castle. You notice that the northwestern -corner of the map has been redone. -~ -17 8 0 0 0 0 -D2 -~ -~ -0 0 1772 -S -#1748 -Princess' Bed~ - A large bed takes up the entire northern half of the room. Various toys are -neatly laid across the bed. The toys and the bed haven't been used in a long -time so where is the child that should live in here? -~ -17 8 0 0 0 0 -D2 -~ -~ -0 0 1773 -S -#1749 -Open Field~ - The smell of freshly plowed, highly fertile soil fills your nostrils. The -ground here has been plowed and several serfs are dutifully picking rocks out of -the field and throwing them into the lake. You duck as they don't seem to care -whether they hit the lake or you. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1724 -D2 -~ -~ -0 0 1774 -S -#1750 -A Muddy Trail~ - You are covered in mud from the knees down as it's almost impossible to keep -your balance on the slimy road. The trail narrows and the forest has already -began to reclaim the path as its own. The western wall of Bellau City is still -to the east and you hear the gentle lapping of waves on the shoreline to the -west. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1725 -D2 -~ -~ -0 0 1775 -S -#1751 -East Lane~ - The shadows are even deeper in the southeastern corner of the castle. The -south and east walls meet each other and leave you with the choice of exiting -north or west. A beggar looks up at you, raising a small tin cup, a glimmer of -hope in his eyes. A set of stairs are carved into the wall to the west, leading -up into the tower. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1726 -D3 -~ -~ -0 0 1752 -D4 -~ -~ -0 0 1722 -S -#1752 -South Lane~ - The southern wall and a building to the north guide you along this road to -the east or west. Shadows cover a large portion of the road and you try -unsuccessfully to peer into them. Beggars seemed to have taken over this part -of the castle. This must be the poor sector. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1751 -D3 -~ -~ -0 0 1753 -S -#1753 -South Lane~ - Very few people are out and about the streets which seems strange for a -castle this size. An unlawful merchant suddenly walks up to you showing you a -note that looks to be signed by the king himself. He starts to tell you what -it's about, but then a guard rounds a corner to the west and the merchant -immediately walks away from you. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1752 -D3 -~ -~ -0 0 1754 -S -#1754 -South Lane~ - Another seedy looking merchant walks up to you offering a guaranteed -position at the Round Table. All you need to do is purchase the Holy Grail -from him and present it to the king. The merchant pulls out a tin cup you -saw a beggar using not ten minutes ago and asks for 2000000 gold. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1753 -D3 -~ -~ -0 0 1755 -S -#1755 -South Lane~ - The southern wall continues east and west. To the north, a passage through -the center of the castle carries the smell of food and wine to you. The lane -you are on is empty except for a scattering of guards in the distance. Where -are all the common folk? -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1730 -D1 -~ -~ -0 0 1754 -D3 -~ -~ -0 0 1756 -S -#1756 -South Lane~ - The packed dirt trail leading to the east and west is deserted by the normal -traffic that would flow through a castle this size. The few people that hurry -past you don't even attempt to be polite to anyone else. Though the road is -wide and empty, they still shoulder you out of their way. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1755 -D3 -~ -~ -0 0 1757 -S -#1757 -South Lane~ - A stranger stops you and whispers, 'Leave while you can! The king is -ordering people into his army to fight the northern army. No one has come back -from the battles.' He emphasizes his words with a long stare that sets your -nerves on end, then turns and walks away. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1756 -D3 -~ -~ -0 0 1758 -S -#1758 -South Lane~ - The lane continues east or west. A guard watches as you walk by, looking at -you as if measuring your abilities against his. He writes something down on a -piece of paper and hands it to a page that is walking by. The guard looks back -up at you and grins. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1757 -D3 -~ -~ -0 0 1759 -S -#1759 -South Lane~ - The road turns along the wall to the north and east. A guard is arguing with -a merchant about some new tax he's supposed to be collecting. The merchant -seemed to think he wouldn't have to pay right up until the guard drew his sword. -A set of stairs is carved into the wall to the west, leading up into the tower. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1734 -D1 -~ -~ -0 0 1758 -D4 -~ -~ -0 0 1723 -S -#1760 -Horse Stable~ - This horse isn't quite as large as the other ones but looks to have been -raised for speed and agility. This is the kind of horse you wish you had so you -wouldn't have to walk everywhere. A bale of hay, a grain bin and a salt lick -are lying on the floor. -~ -17 8 0 0 0 0 -D3 -~ -~ -0 0 1761 -S -#1761 -Stables~ - More stables are to the east and west. The stable hands scurry back and -forth with hay, grain and pitchforks full of horse dung. Various tackle and -leather harnesses line the walls. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1736 -D1 -~ -~ -0 0 1760 -D2 -~ -~ -0 0 1786 -D3 -~ -~ -0 0 1762 -S -#1762 -Horse Stable~ - This horse isn't quite as large as the other ones but looks to have been -raised for speed and agility. This is the kind of horse you wish you had so you -wouldn't have to walk everywhere. A bale of hay, a grain bin and a salt lick -are lying on the floor. -~ -17 8 0 0 0 0 -D1 -~ -~ -0 0 1761 -S -#1763 -Ladies' Chambers~ - You are in the ladies' chambers. I hope you are a lady, for you are in big -trouble if you are not! There certainly is a lot of activity. A young girl -stands in sorrow here weeping, and you notice a group of ladies off in the -corner. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1738 -D2 -~ -~ -0 0 1788 -S -#1764 -Tourney Yard~ - The lady-in-waiting yells in ecstasy, as her knight dismounts the orange -knight. She quickly runs over to congratulate the black knight, hanging on to -him like a leech. The spectators cheer weakly, hurrying over to shake the -knights hand. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1739 -D2 -~ -~ -0 0 1789 -D3 -~ -~ -0 0 1765 -S -#1765 -Tourney Yard~ - You watch the orange knight fly and land with a sickening crash on the -yard. The black knight circles and raises his lance in a salute to -Arthur. A few people cheer, but most seem to be preoccupied. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1740 -D1 -~ -~ -0 0 1764 -D2 -~ -~ -0 0 1790 -D3 -~ -~ -0 0 1766 -S -#1766 -Tourney Yard~ - The lady-in-waiting is weeping, as her knight was the orange knight. She -quickly recovers and tosses her favor to the black knight. The spectators that -were cheering for the orange knight quietly disperse. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1741 -D1 -~ -~ -0 0 1765 -D2 -~ -~ -0 0 1791 -S -#1767 -Abbey~ - More monks are here copying various books that are worn from time and will be -lost soon. The monks ignore you when you try to ask them questions. Most just -wave you away with their ink smudged hands. One of these books must be able to -tell you something, but which one? -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1742 -D2 -~ -~ -0 0 1792 -S -#1768 -Practice Yard~ - Several knights are here practicing hand-to-hand combat on each other. They -all seem to be about equally experienced and it doesn't look like any one person -will win. You had better move on before they ask you to join in. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1743 -D2 -~ -~ -0 0 1793 -S -#1769 -Scottish Clansmen~ - Various animals are slowly roasting over open fires and the smell is almost -appetizing. More of the Scots are here arm wrestling or having dagger throwing -contests. You hear someone scream from across the room and guess that he won -that bout. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1744 -D2 -~ -~ -0 0 1794 -S -#1770 -West Lane~ - You've reached the southwestern corner of the castle where a set of stairs -leads up to the watchtower. The noise from the building to the east is even -louder here. You don't see how anyone could possibly make so much noise. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1745 -D4 -~ -~ -0 0 1795 -S -#1771 -King's Chamber~ - This is by far the most luxurious room you have ever seen in your life. A -window to the east is covered by thick velvet curtains. A lamp, ink bottle and -several messages are set on top of a large mahogany desk. Some of the messages -have writing on them, and others are already sealed with wax and ready for -delivery. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1746 -D2 -~ -door~ -1 0 1796 -S -#1772 -Meeting Room~ - A large room with a dome ceiling spreads further to the north. The granite -floor is polished smooth and everything has a bright shine to it. You stare in -awe from the suits of armor to the assorted weapons and flags hanging on the -walls. Further north you see a large table. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1747 -D2 -~ -door~ -1 0 1797 -S -#1773 -Princess' Room~ - A large room continues to the north with more expensive furnishings. While -looking clean with no signs of dust, the room has a vacant feel to it as if no -one has used it in a long time. Curtains on the west wall are drawn tightly -closed. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1748 -D2 -~ -door~ -1 0 1798 -S -#1774 -Open Field~ - The island, now to the east, is completely covered by the massive stone -castle. You try to ask the peasants and farmers how to reach it but they ignore -you. A farmer is here driving a pair of oxen pulling a plow, furrowing one of -the fields so it can be planted. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1749 -D2 -~ -~ -0 0 1799 -S -#1775 -A Muddy Trail~ - As the forest closes, the trail on both sides the ground becomes more solid. -The overhanging branches block out most of the light and you feel a strange -silence overcoming the woods. You quicken your pace. The western wall of -Bellau City is to the east and the path turns to the west. A large uprooted -tree blocks the forest to the south. -~ -17 4 0 0 0 0 -D0 -~ -~ -0 0 1750 -D3 -~ -~ -0 0 1776 -S -#1776 -A Dark Trail~ - The silence is broken only by the racing of your heart as shadows run deep -and you find yourself jumping at every movement or sound. The lake to the north -is cloaked in a thick fog. You see a large shadow on an island in the fog. It -looks to be a building of some sort but you can't see it clearly. The path -leads east and west. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1775 -D3 -~ -~ -0 0 1777 -S -#1777 -A Dark Trail~ - The remains of an old wagon and the corpses of a couple of merchants lie on -the side of the path. Those rumors about robbers and thieves hiding in these -woods must be true. You check the contents of your purse then move on. The -lake still blocks the north and the forest doesn't look very safe to the south. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1776 -D3 -~ -~ -0 0 1778 -S -#1778 -A Dark Trail~ - Two more bodies lay on the forest floor to the south, feeding the local -scavengers and fertilizing the plants. A beautiful red rose is growing out of -one corpses eye socket. You hear a crashing sound to the south as a large -person or animal makes a run for cover. You should follow the trail east or -west. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1777 -D3 -~ -~ -0 0 1779 -S -#1779 -A Dark Trail~ - The forest is beginning to thin and you can see that the water to the -north is part of a massive lake with a large island in the middle of it. -A fortress sits on the island looking impregnable. The trail continues -east and west with the south still too thick to be worth travelling -through. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1778 -D3 -~ -~ -0 0 1780 -S -#1780 -A Dark Trail~ - The trees are changing from crowded pines into scattered maple and -birch. Birds fly limb to limb and a few squirrels race across the forest -floor. The lake to the north stretches for almost a mile before reaching -the island. The trail is opening up into a road once more and you see -people walking along it to the west. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1779 -D3 -~ -~ -0 0 1781 -S -#1781 -A Light Forest~ - The forest is giving way to cultivated fields where serfs are working hard to -produce food for those who live on the island across the lake to the north. -The trail continues east and west, into the fields or back towards the forest. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1780 -D3 -~ -~ -0 0 1782 -S -#1782 -A Cultivated Field~ - The fields to the south stretch for miles. Several kinds of animals are -being led to pasture, including some sheep and cows. Peasants are toiling -in the dirt and mud, planting crops. The lake extends to the north and the -path goes east and west. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1781 -D3 -~ -~ -0 0 1783 -S -#1783 -A Cultivated Field~ - You have to stop as a shepherd pushes a flock of sheep in front of you. How -rude! You don't see how these people travel back and forth from the island. -There must be a ferry somewhere, but you can't see it. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1782 -D3 -~ -~ -0 0 1784 -S -#1784 -A Cultivated Field~ - More peasants are plowing and planting the vast plain of fields that lay -before you. It would almost look like they are trying to build up a stock -of food, maybe they're expecting a siege. The fields continue along the -path to the east and west. -~ -17 0 0 0 0 0 -D1 -~ -~ -0 0 1783 -D3 -~ -~ -0 0 1799 -S -#1785 -Stables~ - A couple of stable hands are here working a small forge, heating horseshoes -and repairing any that have bent with time. They look rather miserable, wiping -their sweating foreheads with their sleeves. -~ -17 8 0 0 0 0 -D3 -~ -~ -0 0 1786 -S -#1786 -Stables~ - Bales of hay are stacked high above you, looking like they could fall at any -minute. The stable master is here using a massive bale hook to drop the bales -down where the stable hands can reach them. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1761 -D1 -~ -~ -0 0 1785 -D3 -~ -~ -0 0 1787 -S -#1787 -Stables~ - A couple of stable hands are here making harnesses out of the leather hide of -what looks to be some type of cow. One of them repairs an old saddle while the -other works on a new one. They look very proficient at their jobs, but these -hands too seem to be in a foul mood. -~ -17 8 0 0 0 0 -D1 -~ -~ -0 0 1786 -S -#1788 -Dressing Room~ - Several ladies are trying on various dresses and gowns, trying to find the -perfect dress to seduce one of the many famous knights of the round table. -Little do they realize that they will probably be the ones that get used. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1763 -S -#1789 -Court of Camelot~ - You stand in the fabled court of Camelot. Here in the sunny courtyard, -noblemen and knights walk barefoot in the grass discussing chivalry and wars to -come. Everyone seems to be avoiding the subject of the present war, which you -would think would be the major topic of all the conversations. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1764 -D3 -~ -~ -0 0 1790 -S -#1790 -Court of Camelot~ - The whole world seems like a much better place here, where friendship -thrives and the high ideals of chivalry breathe. You have a commanding -vantage of the Tourney Yard of Camelot to the north from here. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1765 -D1 -~ -~ -0 0 1789 -D3 -~ -~ -0 0 1791 -S -#1791 -Court of Camelot~ - Troubadours play ballads on their lutes while entertainers hop and leap into -the air, all for a chance of earning the kings favor. Ladies-in-waiting play -their love games with young knights and squires. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1766 -D1 -~ -~ -0 0 1790 -S -#1792 -Archbishop's Room~ - Around you is the comfortable interior of someone's bedchamber, complete with -feather bed and fireplace. A table has been set with fresh meat and bread and -an ornate chalice filled with water. A candle burns brightly and there is a -single chair at the table. -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1767 -S -#1793 -Practice Yard~ - A single knight is challenging three others simultaneously in the most -impressive sword battle you have ever seen. This knight expertly disarms all -three knights within seconds. Your jaw drops in admiration. The knight bows -deeply and all the squires cheer, 'Lancelot, Lancelot!' -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1768 -S -#1794 -Scottish Clansmen~ - A large table is filled with food and ale. A very large Scotsman glares at -you, making you decide not to help yourself to any of the ale or food. -Everyone is cursing, joking and laughing as if there will be no tomorrow.... -~ -17 8 0 0 0 0 -D0 -~ -~ -0 0 1769 -S -#1795 -Southwest Tower~ - You climb the stairs up to the tower and look around at the impressive -view. Guards solemnly stand their watch, keeping an eye out for the -farmers and peasants tending the fields over the lake to the west. -~ -17 0 0 0 0 0 -D5 -~ -~ -0 0 1770 -S -#1796 -Beautiful Hall~ - A hall lined with stunning paintings and tapestries of all sizes line the -walls. Your feet sink into a thick fur rug. Open double doors to the north -lead to what looks to be a luxurious bedroom. The hall continues to the east or -west, you can also descend the stairs to the south. -~ -17 8 0 0 0 0 -D0 -~ -door~ -1 0 1771 -D1 -~ -~ -0 0 1671 -D3 -~ -~ -0 0 1797 -D5 -~ -~ -0 0 1731 -S -#1797 -Beautiful Hall~ - The hall continues east and west with another set of double doors to the -north. You stare with your mouth open at the fancy drawings and the thick -fur rug you walk across. You would be set for life if you could sell just -one of them. -~ -17 8 0 0 0 0 -D0 -~ -door~ -1 0 1772 -D1 -~ -~ -0 0 1796 -D3 -~ -~ -0 0 1798 -S -#1798 -Beautiful Hallway~ - A long set of stairs lead down to the lower levels of the castle. A -luxurious hall opens to the east. North is a large set of double doors. You -gape at all the expensive finery adorning the walls and floors. A beautiful -painting of a half-naked woman rising out of a lake holding a sword covers the -western wall. -~ -17 8 0 0 0 0 -D0 -~ -door~ -1 0 1773 -D1 -~ -~ -0 0 1797 -D5 -~ -~ -0 0 1733 -S -#1799 -Open Field~ - A herd of cows are grazing on a small hill, most of them lying down. Must be -it's going to rain. The trail turns north along the shoreline of the lake. -You still can't see any possible way to reach the island. -~ -17 0 0 0 0 0 -D0 -~ -~ -0 0 1774 -D1 -~ -~ -0 0 1784 -S -$~ diff --git a/lib/world/wld/175.wld b/lib/world/wld/175.wld deleted file mode 100644 index a7c6c45..0000000 --- a/lib/world/wld/175.wld +++ /dev/null @@ -1,554 +0,0 @@ -#17500 -The Cardinal Wizards Zone Description Room~ - Builder : -Zone : 175 Cardinal Wizards -Began : 2000 -Player Level : 18-22 -Rooms : 27 -Mobs : 13 -Objects : 14 -Shops : 1 -Triggers : 16 -Theme : A wizards castle with riddles. -Notes : This is not an easy zone. The riddles are very tough and I doubt - many people will be able to complete them. So the prize should - be worthwhile. I'm sure the word will get out as soon as someone - guesses them though. -Links : 01s, 25w -~ -175 520 0 0 0 0 -D5 -~ -~ -0 0 17501 -S -#17501 -A Gravel Path~ - The path beneath you is made of loose gravel, and travels both north and -east. To the north a large complex is visible, with a tower peaking into the -sky to the northwest. To the south lies a granite castle. -~ -175 0 0 0 0 0 -D0 -~ -~ -0 0 17502 -D3 -~ -~ -0 0 17526 -S -#17502 -A Dead End~ - The path halts suddenly here at the base of what at first glance looks like -a cliff. But upon closer examination, the cliff is revealed to be part of a -wall that extends to the east and west as far as the eye can see. -~ -175 0 0 0 0 0 -D0 - Looking closer at the sheer wall before you, it becomes obvious that there -is a finely constructed door here, designed to merge seamlessly into the -northern wall. -~ -door hidden~ -2 17500 17503 -D2 -~ -~ -0 0 17501 -S -#17503 -The Wizard's Mansion~ - You are in a richly decorated room, with thick carpet under your feet and -tapestries hanging from the walls. To the west lies a staircase, and to the -east you can hear the gurgling of water. On the north wall hangs a curious -quicksilver mirror. -~ -175 8 0 0 0 0 -D0 -The mirror is a gray stone frame the size of a door set against the wall. Within it, a vertical pool of quicksilver ripples gently, held in place by some magical means. -~ -~ -0 0 17515 -D1 -~ -~ -0 0 17504 -D2 -From this side, the door is clearly visible, -but the way the edge of the door merges with -the frame suggests that from the other side -the door is well hidden. -~ -door hidden~ -2 17500 17502 -D3 -To the west lies the base of a staircase. -~ -~ -0 0 17516 -E -mirror~ - The mirror is a gray stone frame the size of a door set against the wall. -Within it, a vertical pool of quicksilver ripples gently, held in place by some -magical means. -~ -S -#17504 -An Indoor River~ - The carpet here comes to an abrupt halt as some hidden mechanism pumps -water into the hallway and sends it flowing to the east, where it quickly -becomes rapid and hostile. On the north wall is a large tapestry, which -appears suspiciously door-like. -~ -175 8 0 0 0 0 -D0 -The brilliant tapestry is a rich and colorful depiction of a violent clash of four armies, each led by it's own Wizardly commander. It is so realistic, it could almost be moving. -It is also suspiciously door-shaped. -~ -tapestry~ -1 0 17505 -D1 -An inexplicable river begins to the east, and continues down the hallway and out of sight. -~ -~ -0 0 17506 -D3 -~ -~ -0 0 17503 -S -#17505 -A Tight Space~ - You are in a tight space behind a tapestry. It is cramped, cold, dark, and -smells of moist, moldy stone. The only thing of intrest is an inscription on -the wall. -~ -175 265 0 0 0 0 -D2 -From behind, the tapestry is merly thick cloth. -~ -tapestry~ -1 0 17504 -S -#17506 -The River Quickens~ - The absurd indoor river quickens now, and you realize that you cannot hope -to make your way back upstream. The brick walls around you become coarse and -poorly cut as you move downstream. -~ -175 72 0 0 0 6 -D1 -To the east, the indoor river turns towards the north. -~ -grate grating~ -0 0 17507 -S -#17507 -A Bend in the River~ - Here the river bends, and continues onwards to the north. The walls -continue to deteriorate closer towards that of a cavern, and you can see what -looks like daylight ahead to the north. -~ -175 8 0 0 0 0 -D0 -The river continues on to the north, and you see daylight ahead. -~ -undefined~ -0 0 17508 -S -#17508 -The River Continues~ - The river continues onwards to the north from here, and you can definitely -see what looks like the exit of a cave's mouth up ahead. The walls have -degenerated into uncut stone. -~ -175 8 0 0 0 6 -D0 -To the north lies the exit from the hallway (tunnel?) you are in, and the river turns to the east. -~ -~ -0 0 17509 -S -#17509 -A Bend to the East~ - You leave the cave entrance only to find yourself outside in the wilderness. -However, the banks of the river are too steep to climb, and you are forced -along a tight bend to the east. -~ -175 0 0 0 0 6 -D1 -To the east, the river pours into a lake. -~ -~ -0 0 17510 -S -#17510 -Out on the Lake~ - The river pours into a lake here, and the water stills. To the north lies a -shimmering white light, and far to the east you can see a door-sized mirror -hovering vertically above the water. -~ -175 0 0 0 0 6 -D0 -To the north the flickering white light grows stronger. It seems to be congregating about a point. -~ -~ -0 0 17511 -D1 -~ -~ -0 0 17512 -D3 -The river flows into the lake to the west. -~ -~ -0 0 17514 -S -#17511 -Trilless's Sanctuary.~ - You are surrounded by a shimmering white light in all directions but down. -Beneath you, water laps gently through the void of brightness, and to the south -you hear the sounds of a lake. To the west, you can hear the muffled bickering -of two guards. -~ -175 0 0 0 0 6 -D2 -~ -~ -0 0 17510 -D3 -To the west, Trilless' Sanctuary glows as brightly as in every other direction. Yet from the west also comes the muffled sounds of voices. -~ -sanctuary door~ -2 17510 17513 -S -#17512 -The Mirror on the Lake~ - To the south rises a large ivory doorframe, carved with ethereal runes and -symbols. Within the frame ripples quicksilver, and your warped reflection -stares back at you. The mirror could be easily walked through. -~ -175 0 0 0 0 6 -D2 -The mirror completely restricts your sight to what may possibly lie beyond. -~ -~ -0 0 17515 -D3 -~ -~ -0 0 17510 -S -#17513 -The Guardian Room~ - But for the four exits, this room is completly and utterly bare. In each of -the four cardinal directions lies a door, and only the northern is even -remotely earthly in appearance. The west wall has a carved obsidian doorframe -attached, pure blackness inside. The east is the inverse of the first, a -carved ivory frame with glowing white light. The south has a gray stone frame, -and liquid quicksilver ripples gently on the surface. -~ -175 8 0 0 0 0 -D1 -To the east, a doorframe surrounds a flat, flickering window of white light. -~ -sanctuary~ -2 17510 17511 -D2 -Nothing. -The mirror completely restricts your sight to what may possibly lie beyond. -~ -~ -0 0 17503 -D3 -A carved obsidian doorframe surrounds a rectangle of pure darkness. -~ -darkness~ -1 0 17522 -S -#17514 -The Flowing River~ - The river soon turns out to become to powerful an opponent to battle, and it -unceremoniously forces you back to the east. -~ -175 0 0 0 0 6 -D1 -The lake opens before you to the east. -~ -~ -0 0 17510 -S -#17515 -Inside the Mirror~ - Nothing but rippling liquid reflection makes up the existence of the world. -Beneath your feet, up above, and to either side all you can see is your own -reflection, warped into odd contorted shapes. -~ -175 8 0 0 0 0 -D2 -To the south, the mirror thins and the faint impression of a room can be seen behind the reflection. -~ -~ -0 0 17503 -S -#17516 -The Base of the Stairs~ - The room around you is rich, luxuriant, and very, very black. A stairwell -leads upwards into the level above, and a small sign is attached to the rail. -To the east you can see the entrance to the wizards mansion. -~ -175 0 0 0 0 0 -D1 -The entrance to the Wizard's Mansion lies to the east. -~ -~ -0 0 17503 -D4 -The stairwell winds upwards above you into a foyer. -~ -~ -0 0 17517 -E -read sign~ - My Tower of Evil lies above. All tresspassers will be killed on sight. -Turn back now, or face my wrath. -- Carcophan -~ -S -#17517 -The Foyer of the Tower~ - You are in a foyer. The floor, walls, and ceiling are black, with the -occasional blood red splash of a rug or a tapestry. There is a desk to the west -that you could easily fit behind. The stairwell continues up before coming to -an abrubt halt at the ceiling. -~ -175 8 0 0 0 0 -D3 -~ -~ -0 0 17518 -D4 -There is a small porthole covering the ascent of the stairwell. On it is written the following words: -"I am the end of every life, -and the beggining of every end. -What am I?" -~ -porthole~ -0 0 17519 -D5 -~ -~ -0 0 17516 -E -ceiling porthole stairwell~ - There is a small porthole covering the ascent of the stairwell. -There is an inscription written on the porthole: -I am the end of every life, and the beginning of every end. What am I? -~ -S -T 17502 -#17518 -Behind the Desk~ - The desk is cluttered with papers and records, but nothing is of exceptional -notice here. -~ -175 8 0 0 0 0 -D1 -~ -~ -0 0 17517 -S -T 17505 -#17519 -Outside~ - The porthole at your feet is surrounded as far as the eye can see by a vast -desert in the grips of eternal night. The stars and moon provide enough light -to see by. Before you lies a rock carved with what looks like crude poetry. -You see no reason to explore the desert. It's absolutely empty as far as the -eye can see, and probably further. -~ -175 8 0 0 0 0 -D0 -~ -~ -0 0 17519 -D1 -~ -~ -0 0 17519 -D2 -~ -~ -0 0 17519 -D3 -~ -~ -0 0 17519 -D5 -The inscription on the porthole reads: -"This way is now barred to you, -You, my friend, cannot come through." -~ -porthole~ -0 0 17517 -E -rock stone poetry~ - "_____ smother light, -Black bleak land, -Done with bright, -Do in dark, -Smother tight, -Dark and hide, -Foolsie sight, -Stay inside, -Fear the _____, -Call the Dark! -Call the Black! -Bringsie forth, -I call it back!" - -- Trickster -~ -E -look porthole~ - The inscription on the porthole reads: -"This way is now barred to you, -You, my friend, cannot come through." -~ -S -T 17506 -T 17503 -T 17507 -#17520 -The Forge.~ - This room looks to be an oversized forge. An anvil larger then you are -stands in the center of the room, and several huge smithy weapons adorn the -walls. The chimeny to the forge looks safe to climb, but a large grate blocks -your path upwards. -~ -175 0 0 0 0 0 -D4 -The grate is huge, thick and immovable. There is writing here: -"If this riddle you wish to solve, -Five keys you need to find, -Look for them all in your forge's anvil, -And you will find they be of like kind." -~ -grate~ -0 0 17521 -E -anvil~ - Upon close inspection you find the following is engraved into the metal: -"abcdefghijklmnopqrstuvwkyz." -~ -E -grate door plaque poetry~ - The grate is huge, thick and immovable. There is writing here: -"If this riddle you wish to solve, -Five keys you need to find, -Look for them all in your forge's anvil, -And you will find they be of like kind." -~ -S -T 17508 -#17521 -The Windy Chimney~ - By some trick of placement, a gale blows up the chimney from below. The -rushing air howls and wails, pulling and pushing at anything not fixed to the -wall. Above you is another grate, with a plaque fixed in the center. -~ -175 0 0 0 0 0 -D5 -The grate can only open inwards, and if it did so it would crush you. Probably better not to mess with it. -~ -grate~ -0 0 17520 -E -plaque grate riddle poem~ - Lipless cries, -Mouthless mutters, -Toothless shrieks, -Wingless flutters. -~ -S -T 17509 -T 17510 -#17522 -Deeper Within the Darkness~ - You are surrounded on all sides by deep, black, malign darkness. You can -see nothing whatsoever beyond the outer limit of your light's glow. But to the -south you can hear an echo, as if there is more space in that direction than in -the others. -~ -175 9 0 0 0 0 -D1 -To the east the darkness grows more solid. An echo can be heard far off in this direction. -~ -darkness~ -1 17513 17513 -D2 -~ -~ -0 0 17523 -D3 -~ -darkness~ -1 0 17524 -S -T 17512 -#17523 -Within the Darkness~ - You are surrounded on all sides by deep, black, malign darkness. You can -see nothing whatsoever beyond the outer limit of your light's glow. But to the -north you can hear an echo, as if there is more space in that direction than in -the others. -~ -175 9 0 0 0 0 -D0 -~ -~ -0 0 17522 -S -#17524 -Carcophan's Study~ - You are standing inside what looks to be a large tent in the middle of a -desert. A small fire burns giving off light, and comfortable pillows lie -scattered across the ground. There is a desk in one corner, with papers and -pens scattered across it. -~ -175 0 0 0 0 0 -D1 -~ -darkness~ -1 0 17522 -S -#17525 -Before a Cliff Face~ - The gravel path continues east and west along the cliff face that towers -above you, too steep to climb. It stretches to the east and west just north of -the path. -~ -175 0 0 0 0 0 -D1 -~ -~ -0 0 17526 -S -#17526 -Before a Cliff Face~ - The gravel path looks out of place at the base of this cliff with an open -field to the south. A turn in the path can be seen to the east while the city -of Elcardo is visible to the west. -~ -175 0 0 0 0 0 -D1 -~ -~ -0 0 17501 -D3 -~ -~ -0 0 17525 -S -$~ diff --git a/lib/world/wld/18.wld b/lib/world/wld/18.wld deleted file mode 100644 index 97ada07..0000000 --- a/lib/world/wld/18.wld +++ /dev/null @@ -1,1690 +0,0 @@ -#1800 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus prevent any light from -coming through. Heaps of fire-blackened human bones and skulls are -scattered amid shattered concrete and fire-gutted cars. Something is -scratched onto the hood of one of the burnt cars. -~ -18 4 0 0 0 0 -D0 -~ -~ -0 0 1801 -D3 -~ -~ -0 0 1825 -E -hood sign info credits~ - This area created by the warped imagination of Rumble. -Builder : Rumble -Zone : 18 Nuclear Wasteland -Began : 1997, one of my first zones. -Player Level : 30-34 -Rooms : 82 -Mobs : 13 -Objects : 3 -Shops : 0 -Triggers : 0 -Theme : Futuristic Fantasy -Plot : After the book/movie the Terminator. -Links : 00es -~ -S -#1801 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east -is blocked by collapsed buildings -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1802 -D2 -~ -~ -0 0 1800 -D3 -~ -~ -0 0 1826 -S -#1802 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east -is blocked by collapsed buildings -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1803 -D2 -~ -~ -0 0 1801 -D3 -~ -~ -0 0 1828 -S -#1803 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east -is blocked by collapsed buildings. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1804 -D2 -~ -~ -0 0 1802 -D3 -~ -~ -0 0 1828 -S -#1804 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east -is blocked by collapsed buildings. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1805 -D2 -~ -~ -0 0 1803 -D3 -~ -~ -0 0 1829 -S -#1805 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east -is blocked by collapsed buildings. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1806 -D2 -~ -~ -0 0 1804 -D3 -~ -~ -0 0 1830 -S -#1806 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east -is blocked by collapsed buildings. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1807 -D2 -~ -~ -0 0 1805 -D3 -~ -~ -0 0 1831 -S -#1807 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east -is blocked by collapsed buildings. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1808 -D2 -~ -~ -0 0 1806 -D3 -~ -~ -0 0 1832 -S -#1808 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east -is blocked by collapsed buildings. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1809 -D2 -~ -~ -0 0 1807 -D3 -~ -~ -0 0 1833 -S -#1809 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east -is blocked by collapsed buildings. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1810 -D2 -~ -~ -0 0 1808 -D3 -~ -~ -0 0 1834 -S -#1810 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east -is blocked by collapsed buildings. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1811 -D2 -~ -~ -0 0 1809 -D3 -~ -~ -0 0 1835 -S -#1811 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east -is blocked by collapsed buildings. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1812 -D2 -~ -~ -0 0 1810 -D3 -~ -~ -0 0 1836 -S -#1812 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east -is blocked by collapsed buildings. -~ -18 0 0 0 0 0 -D2 -~ -~ -0 0 1811 -D3 -~ -~ -0 0 1837 -S -#1813 -Resistance Force Headquarters~ - This army lives in a eternal state of war, a few soldiers are sleeping -on the floor around you. Weapons still in hand. Some of them don't even -look old enough to shave. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1814 -D3 -~ -~ -0 0 1838 -S -#1814 -Resistance Force Headquarters~ - Two children sit here watching a fire flickering in the blown out case -of an old television set, they are covered in dirt and grime. They look -hopeless. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1815 -D2 -~ -~ -0 0 1813 -D3 -~ -~ -0 0 1839 -S -#1815 -Resistance Force Headquarters~ - More soldiers are sleeping in any available spot on the floor, a few are even -huddled around a fire barrel. A slogan has been scratched into the east wall. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1816 -D2 -~ -~ -0 0 1814 -D3 -~ -~ -0 0 1840 -E -slogans wall east~ - Live free or die. -~ -S -#1816 -Resistance Force Headquarters~ - The wounded are stretched out before you, it looks like they are losing this -war. Even in their worst hour some still seem to have hope. Another slogan is -on the east wall. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1817 -D2 -~ -~ -0 0 1815 -D3 -~ -~ -0 0 1841 -E -slogan wall east~ - We created them, we can destroy them. We created them, we can destroy them. -~ -S -#1817 -Resistance Force Headquarters~ - More of the wounded are being cared for here. A few of them look up at you -hopefully as you pass. They are becoming desperate and need all the help they -can get. -~ -18 0 0 0 0 0 -D2 -~ -~ -0 0 1816 -D3 -~ -~ -0 0 1842 -S -#1825 -Nuclear Wasteland~ - The nuclear tundra continues in all directions but to the south, which is -blocked by a river overflowing with dead fish, animals, and human remains. The -smell is sickening. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1826 -D1 -~ -~ -0 0 1800 -D3 -~ -~ -0 0 1850 -S -#1826 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1827 -D1 -~ -~ -0 0 1801 -D2 -~ -~ -0 0 1825 -D3 -~ -~ -0 0 1851 -S -#1827 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1828 -D1 -~ -~ -0 0 1802 -D2 -~ -~ -0 0 1826 -D3 -~ -~ -0 0 1852 -S -#1828 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1829 -D1 -~ -~ -0 0 1803 -D2 -~ -~ -0 0 1827 -D3 -~ -~ -0 0 1853 -S -#1829 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1830 -D1 -~ -~ -0 0 1804 -D2 -~ -~ -0 0 1828 -D3 -~ -~ -0 0 1854 -S -#1830 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1831 -D1 -~ -~ -0 0 1805 -D2 -~ -~ -0 0 1829 -D3 -~ -~ -0 0 1855 -S -#1831 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1832 -D1 -~ -~ -0 0 1806 -D2 -~ -~ -0 0 1830 -D3 -~ -~ -0 0 1856 -S -#1832 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1833 -D1 -~ -~ -0 0 1807 -D2 -~ -~ -0 0 1831 -D3 -~ -~ -0 0 1857 -S -#1833 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1834 -D1 -~ -~ -0 0 1808 -D2 -~ -~ -0 0 1832 -D3 -~ -~ -0 0 1858 -S -#1834 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1835 -D1 -~ -~ -0 0 1809 -D2 -~ -~ -0 0 1833 -D3 -~ -~ -0 0 1859 -S -#1835 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1836 -D1 -~ -~ -0 0 1810 -D2 -~ -~ -0 0 1834 -D3 -~ -~ -0 0 1860 -S -#1836 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1837 -D1 -~ -~ -0 0 1811 -D2 -~ -~ -0 0 1835 -D3 -~ -~ -0 0 1861 -S -#1837 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -door~ -1 1803 1838 -D1 -~ -~ -0 0 1812 -D2 -~ -~ -0 0 1836 -D3 -~ -~ -0 0 1862 -S -#1838 -Resistance Force Headquarters~ - Your eyes sting from the haze of smoke as you enter the Guerilla -hideout. A pair of German Shephards sniff you urgently, then ignore you. -The Guerilla Officer waves you on. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1839 -D1 -~ -~ -0 0 1813 -D2 -~ -door~ -1 1803 1837 -S -#1839 -Resistance Force Headquarters~ - Soldiers are standing here in precise rows. It looks like they are -getting ready for an invasion. They look at you with a glimmer of hope -in their eyes that maybe you'll help them. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1840 -D1 -~ -~ -0 0 1814 -D2 -~ -~ -0 0 1838 -S -#1840 -Resistance Force Headquarters~ - More soldiers are here preparing for an invasion. They look already -defeated. Some children stand close by, carrying equipment, weapons and -ammo for the troops. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1841 -D1 -~ -~ -0 0 1815 -D2 -~ -~ -0 0 1839 -S -#1841 -Resistance Force Headquarters~ - The wounded are being tended for here. Some who are beyond help are being -led outside to fight their final battle. Better to die fighting than slowly in -a hospital bed. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1842 -D1 -~ -~ -0 0 1816 -D2 -~ -~ -0 0 1840 -S -#1842 -Resistance Force Headquarters~ - More wounded are gathered here. Any who are no longer fit to fight or carry -equipment are being led outside. Easier to dispose of a body in a battle field -than having to remove them from here to prevent the spread of disease. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1843 -D1 -~ -~ -0 0 1817 -D2 -~ -~ -0 0 1841 -S -#1843 -Resistance Force Headquarters~ - Computers line the walls and technicians are punching away at -keyboards. They seem to be trying to decipher something on their -screens. To the north you hear people arguing. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1844 -D2 -~ -~ -0 0 1842 -S -#1844 -Resistance Force Headquarters~ - A map of the area lays on a large table in the middle of the room. -Several officers are looking over the map and listening intently to every -word that one man tells them. The leader of this force is standing over -the map giving orders. -~ -18 0 0 0 0 0 -D2 -~ -~ -0 0 1843 -S -#1850 -Nuclear Wasteland~ - The nuclear tundra continues in all directions but to the south, which is -blocked by a river overflowing with dead fish, animals, and human remains. A -thick black smoke enshrouds everything. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1851 -D1 -~ -~ -0 0 1825 -D3 -~ -~ -0 0 1875 -S -#1851 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1852 -D1 -~ -~ -0 0 1826 -D2 -~ -~ -0 0 1850 -D3 -~ -~ -0 0 1876 -S -#1852 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1853 -D1 -~ -~ -0 0 1827 -D2 -~ -~ -0 0 1851 -D3 -~ -~ -0 0 1877 -S -#1853 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1854 -D1 -~ -~ -0 0 1878 -D2 -~ -~ -0 0 1852 -S -#1854 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1855 -D1 -~ -~ -0 0 1829 -D2 -~ -~ -0 0 1853 -D3 -~ -~ -0 0 1879 -S -#1855 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1856 -D1 -~ -~ -0 0 1830 -D2 -~ -~ -0 0 1854 -D3 -~ -~ -0 0 1880 -S -#1856 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1857 -D1 -~ -~ -0 0 1831 -D2 -~ -~ -0 0 1855 -D3 -~ -~ -0 0 1881 -S -#1857 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1858 -D1 -~ -~ -0 0 1832 -D2 -~ -~ -0 0 1856 -D3 -~ -~ -0 0 1882 -S -#1858 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1859 -D1 -~ -~ -0 0 1833 -D2 -~ -~ -0 0 1857 -D3 -~ -~ -0 0 1883 -S -#1859 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1860 -D1 -~ -~ -0 0 1834 -D2 -~ -~ -0 0 1858 -D3 -~ -~ -0 0 1884 -S -#1860 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1861 -D1 -~ -~ -0 0 1835 -D2 -~ -~ -0 0 1859 -D3 -~ -~ -0 0 1885 -S -#1861 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1862 -D1 -~ -~ -0 0 1837 -D2 -~ -~ -0 0 1860 -D3 -~ -~ -0 0 1887 -S -#1862 -Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear -desert continues in all directions -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1863 -D1 -~ -~ -0 0 1837 -D2 -~ -~ -0 0 1861 -D3 -~ -~ -0 0 1887 -S -#1863 -Nuclear Wasteland~ - You walk between two toppled sky scrapers, a path leads north and -south. You see the remains of a playground, the outlines of playing -children are flash-burned into the concrete. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1864 -D2 -~ -~ -0 0 1862 -S -#1864 -Entrance~ - The fallen sky scrapers are closing the path to the north, but you see a open -door, partially covered by a large granite slab with some writing on it. It is -unreadable. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1865 -D2 -~ -~ -0 0 1863 -S -#1865 -Cyberdyne Building~ - A massive office lays in ruins, dozens of computers are in ruins. Once -precisely cluttered cubicles are shredded and blocking all paths except to -the north or south. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1866 -D2 -~ -~ -0 0 1864 -S -#1866 -Cyberdyne Building~ - You walk deeper into the complex, past broken security cameras and -through open security doors. Not a single sound reaches your ears. Not -much point on walking to the end of this building, is there? -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1867 -D2 -~ -~ -0 0 1865 -S -#1867 -Cyberdyne Building~ - More computers and technical gadgetry lie throughout the room. All -broken and useless. Charred human bodies still sit at the desks, the -building was almost thick enough to save them. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1868 -D2 -~ -~ -0 0 1866 -S -#1868 -Cyberdyne Building~ - You work your way deeper into the complex, less and less damage is -evident. Except for the fact that every piece of electronic equipment is -fried beyond repair. A few bodies lay in the middle of the room. Strange, -they should have survived the blast this deep in the building. -~ -18 32768 0 0 0 0 -D0 -~ -~ -0 0 1869 -D2 -~ -~ -0 0 1867 -S -#1869 -Cyberdyne Building~ - Besides from some small fires caused by the computers in the room, this -area was unaffected by the blast. But there are still bodies laying -everywhere. -~ -18 32768 0 0 0 0 -D0 -~ -~ -0 0 1870 -D2 -~ -~ -0 0 1868 -S -#1870 -Cyberdyne Lab~ - You enter through a large door that was blasted open into a huge lab with -mechanical wonders from this era. All seem to powerless and unused for quiet -some time. -~ -18 32768 0 0 0 0 -D2 -~ -~ -0 0 1869 -S -#1871 -Skynet Storage~ - There are rows upon rows of naked human bodies, hanging on steel racks -suspended from the ceiling. They are all absolutely identical. All are -Terminators. -~ -18 0 0 0 0 0 -D3 -~ -~ -0 0 1896 -S -#1875 -Nuclear Wasteland~ - The nuclear tundra continues to the north and east the south is blocked -by a river overflowing with dead fish, animals and human bodies. To the -west is the open ocean, dead fish line the beach for miles. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1876 -D1 -~ -~ -0 0 1850 -S -#1876 -Nuclear Wasteland~ - The nuclear tundra continues in all directions but west, which is blocked by -the open ocean, dead fish line the beach for miles. The silence is unnerving. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1877 -D1 -~ -~ -0 0 1851 -D2 -~ -~ -0 0 1875 -S -#1877 -Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1878 -D1 -~ -~ -0 0 1852 -D2 -~ -~ -0 0 1876 -S -#1878 -Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1879 -D1 -~ -~ -0 0 1853 -D2 -~ -~ -0 0 1877 -S -#1879 -Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1880 -D1 -~ -~ -0 0 1854 -D2 -~ -~ -0 0 1878 -S -#1880 -Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1881 -D1 -~ -~ -0 0 1855 -D2 -~ -~ -0 0 1879 -S -#1881 -Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1882 -D1 -~ -~ -0 0 1856 -D2 -~ -~ -0 0 1880 -S -#1882 -Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1883 -D1 -~ -~ -0 0 1857 -D2 -~ -~ -0 0 1881 -S -#1883 -Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1884 -D1 -~ -~ -0 0 1858 -D2 -~ -~ -0 0 1882 -S -#1884 -Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1885 -D1 -~ -~ -0 0 1859 -D2 -~ -~ -0 0 1883 -S -#1885 -Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1886 -D1 -~ -~ -0 0 1860 -D2 -~ -~ -0 0 1884 -S -#1886 -Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1887 -D1 -~ -~ -0 0 1861 -D2 -~ -~ -0 0 1885 -S -#1887 -Nuclear Wasteland~ - The nuclear tundra continues in all directions but west, which is -blocked by the open ocean. A massive building in ruins still partially -stands to the north. A massive marble sign is laying on it's side in -front of it. -~ -18 0 0 0 0 0 -D0 -~ -door~ -2 1804 1888 -D1 -~ -~ -0 0 1862 -D2 -~ -~ -0 0 1886 -E -sign~ - The word "Skynet" can still be read even though the marble has been heavily -tarnished with age and abuse. -~ -S -#1888 -Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs -and lighting. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1889 -D2 -~ -door~ -1 1804 1887 -S -#1889 -Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs -and lighting. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1890 -D2 -~ -~ -0 0 1888 -S -#1890 -Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs -and lighting. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1891 -D2 -~ -~ -0 0 1889 -S -#1891 -Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs -and lighting. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1892 -D2 -~ -~ -0 0 1890 -S -#1892 -Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs -and lighting. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1893 -D2 -~ -~ -0 0 1891 -S -#1893 -Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs -and lighting. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1894 -D2 -~ -~ -0 0 1892 -S -#1894 -Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs -and lighting. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1895 -D2 -~ -~ -0 0 1893 -S -#1895 -Skynet~ - Before you is a time displacement generator with 2 enormous chrome -rings, one inside the other, suspended over a circular hole in the center -of the floor, freely floating on humming magnetic fields. You smell a -strong odor of ozone. -~ -18 0 0 0 0 0 -D0 -~ -~ -0 0 1896 -D2 -~ -~ -0 0 1894 -S -#1896 -Skynet Laboratories~ - A massive machine press fills the room floor to ceiling. Still warm -feeder pipes from all directions connect to the press. The plates have an -indentation in the shape of a man. Gleaming drops of what appears to be -mercury are scattered on the floor. -~ -18 0 0 0 0 0 -D1 -~ -~ -0 0 1871 -D2 -~ -~ -0 0 1895 -S -$~ diff --git a/lib/world/wld/186.wld b/lib/world/wld/186.wld deleted file mode 100644 index 57f33f1..0000000 --- a/lib/world/wld/186.wld +++ /dev/null @@ -1,866 +0,0 @@ -#18600 -The Entrance To The Newbie Zone~ - Ahhh... the entrance to the newbie zone! Just the place you have -been looking for. Well, when you've readied yourself you can enter -to the north. -~ -186 4 0 0 0 1 -D0 -You see the start of the newbie zone. -~ -~ -0 -1 18601 -D3 -Back to the road that way... chickening out already? -~ -~ -0 -1 3061 -S -#18601 -The Beginning Of The Passage~ - You find yourself entering a long corridor. You can hear the sound -of creatures roaming about, but you can't tell where the sound emanates -from exactly. - Exits lead to the east along the hallway, and south back to the -entrance. -~ -186 8 0 0 0 0 -D1 -More of the hallway there... how exciting! -~ -~ -0 -1 18602 -D2 -The entrance to the newbie zone... how dull -~ -~ -0 -1 18600 -S -#18602 -The Dirty Hallway~ - You continue wandering down the hallway. Nothing much different here, -but you are positive you here noises behind the door to the south, and -coming from the east. The walls are a bit slimy and moldy here... yeech, -couldn't they hire someone to clean this place? What will the newbies -think? Oh well, you can continue along the hallway to the east or west. -~ -186 8 0 0 0 0 -D1 -More of the hallway there... how exciting! -~ -~ -0 -1 18603 -D2 -A small room lies to the south... you hear something moving about inside. -~ -door~ -1 -1 18606 -D3 -More of the hallway there... how exciting! -~ -~ -0 -1 18601 -S -#18603 -A Nexus~ - Well... you've reached an intersection of two passages, to the north -and east, the passage brightens, while the darker hallway continues to -the south. -~ -186 8 0 0 0 0 -D0 -A brighter hallway leads off that way. -~ -door~ -1 -1 18644 -D1 -A brighter hallway leads off that way. -~ -door~ -1 -1 18646 -D2 -More of the hallway there... how exciting! -~ -~ -0 -1 18607 -D3 -More of the hallway there... how exciting! -~ -~ -0 -1 18602 -S -#18604 -A Narrow Passage~ - The thin passage is plain and undecorated, but still clean. It -ends abruptly to the south at a small oak door, behind which you hear -movement... -~ -186 9 0 0 0 0 -D0 -A large domed room. -~ -~ -0 -1 18647 -D2 -A small cluttered room. -~ -door~ -1 -1 18612 -S -#18605 -The Dark Pit~ - Ick... a dark damp dirty pit. Even worse, what is that dark damp -dirty thing looking at you from the corner? Ewww... maybe you should -go back up where it is a bit safer, unless you think you can tackle -that thing in the corner. -~ -186 9 0 0 0 0 -D4 -You see a ladder leading up -~ -grate~ -1 18608 18606 -S -#18606 -A Small Room~ - Hmmm... this is an interesting little room. Ack, and there is -an interesting little creature staring at you too. He looks a bit -surprised at your intrusion. You can leave via the doors north or -east, or you can stay and annoy him a bit more. There also appears -to be some type of well down here also, but it has a rather secure -grate covering it. -~ -186 8 0 0 0 0 -D0 -More of the hallway there... how exciting! -~ -door~ -1 -1 18602 -D1 -More of the hallway there... how exciting! -~ -door~ -1 -1 18607 -D5 -A ladder leads down into darkness. -~ -grate~ -1 18608 18605 -S -#18607 -More Of The Hallway~ - Oh joy! More of this annoying passage. Perhaps there is something -more exciting through that door to the west? Or you can keep searching -the hallways to the north or south. -~ -186 8 0 0 0 0 -D0 -More of the hallway there... how exciting! -~ -~ -0 -1 18603 -D2 -More of the hallway there... how exciting! -~ -~ -0 -1 18611 -D3 -~ -door~ -1 -1 18606 -S -#18608 -An Open Field By The Great Field~ - Finally, you are in an open field... it is so nice to breathe fresh air -again! You can return to that dank, smelly place to the east, or take the -exit to the north which appears to lead into a large field. -~ -186 4 0 0 0 0 -D0 -There appears to be a field road to the north. -~ -~ -0 -1 3061 -D1 -The end of that darn hallway lies back to the east. -~ -~ -0 -1 18609 -S -#18609 -The End Of The Passage~ - Ahhh... at last, the end of the hallway... you can exit into open -air to the west,or return to the east and make sure you didn't miss -anything. -~ -186 8 0 0 0 0 -D1 -More of the hallway there... how exciting! -~ -~ -0 -1 18610 -D3 -An open field near The Great Field of Midgaard can be seen. -~ -~ -0 -1 18608 -S -#18610 -A Brighter Hallway~ - The hallway continues on in a east-west direction... and it seems to -be brightening up to the west. -~ -186 8 0 0 0 0 -D1 -A corner in the passage lies to the east. -~ -~ -0 -1 18611 -D3 -More of the hallway there... how exciting! -~ -~ -0 -1 18609 -S -#18611 -Another Corner~ - Another corner of the passage, and just as untidy as the rest of -this place (maybe more so?). There is a door to the east though... -wonder where that leads? Oh, and the hallway continues west and -north. -~ -186 8 0 0 0 0 -D0 -More of the hallway there... how exciting! -~ -~ -0 -1 18607 -D1 -You peer into a cluttered little room to the east. -~ -door~ -1 -1 18612 -D3 -More of the hallway there... how exciting! -~ -~ -0 -1 18610 -S -#18612 -The Alchemist's Room~ - Lots of bottles and flasks lie about this room, but it all looks like -worthless clutter. It appears whatever alchemist has been working here -is really very adept at his art. There are a lot of formulae and spells -written on the walls too... couldn't he buy some paper? There is a door -to the north, and also a dark stairway in the corner leading down, with a -large sign next to it that you probably should read... -~ -186 8 0 0 0 0 -D0 -A nice shiny hallway! -~ -door~ -1 -1 18604 -D3 -A corner in the passage lies to the west. -~ -door~ -1 -1 18611 -D5 -A shadowed stairway leading down. -~ -~ -0 -1 18632 -E -sign stairs stairway~ - The sign next to the stairs says: If you are below level 7 and alone, or -below level 4 then bugger off! Or else don't blame me if you die... -~ -S -#18620 -A Turn In The Passage~ - This corner is much like all the others... except you see a strange -glow coming from the south. Could be an exit... you hope. -~ -186 9 0 0 0 0 -D1 -The passage continues east quite a ways. -~ -~ -0 -1 18621 -D2 -You see an odd red glow from that direction. -~ -~ -0 -1 18629 -S -#18621 -A T-Intersection In The Passage~ - This is an intersection of a long east-west passage with a corridor -leading south. The air seems a bit clearer here though, as if you were -approaching an exit. -~ -186 9 0 0 0 0 -D1 -~ -~ -0 -1 18622 -D2 -~ -~ -0 -1 18633 -D3 -~ -~ -0 -1 18620 -S -#18622 -Another Corner~ - The passage turns from north to west here. The walls are still -covered with the same disgusting green fungus you have seen all -along, and you hear sounds of creatures moving all around you... -~ -186 9 0 0 0 0 -D2 -~ -~ -0 -1 18628 -D3 -~ -~ -0 -1 18621 -S -#18623 -A Corner In The Hallway~ - You can hear creatures moving all around you... and it is not -a comforting sound at all. The furnishing is nothing to speak of -either, plain gray brick walls with green fungus (or something) -growing on them. -~ -186 9 0 0 0 0 -D1 -~ -~ -0 -1 18624 -D2 -~ -~ -0 -1 18627 -S -#18624 -Another Turn~ - Hmmm... the passage turns south here. You beginning to realize you -can easily lose your bearings if you aren't careful, and you don't think -you would like spending too much time here... -~ -186 9 0 0 0 0 -D2 -~ -~ -0 -1 18630 -D3 -~ -~ -0 -1 18623 -S -#18625 -A Large Room~ - The passage opens into a large oval room. There really isn't much of -interest here though. -~ -186 9 0 0 0 0 -D1 -~ -~ -0 -1 18626 -D2 -~ -~ -0 -1 18631 -S -#18626 -A Long East-West Passage~ - This is a long, narrow passage leading east and west. The walls are -damp and covered with mildew and fungus. There is a very unhealthy air -about this place and you're beginning to want out of here... soon. -~ -186 9 0 0 0 0 -D1 -~ -~ -0 -1 18627 -D3 -~ -~ -0 -1 18625 -S -#18627 -A Crossing Of Corridors~ - Here a narrow east-west passage crosses with a wider passage to the -north and south. The air is dank, and has an odor of decay and debris. -Not a nice place at all really... -~ -186 9 0 0 0 0 -D0 -~ -~ -0 -1 18623 -D1 -~ -~ -0 -1 18628 -D2 -~ -~ -0 -1 18632 -D3 -~ -~ -0 -1 18626 -S -#18628 -A Corner Room~ - This room is hardly more than a crossing of passages. You do sense a -slight breeze wafting down the passage to the north though, but it smells -altogether bad... -~ -186 9 0 0 0 0 -D0 -~ -~ -0 -1 18622 -D3 -~ -~ -0 -1 18627 -S -#18629 -The Red Room~ - It takes you a moment to realize that the red glow here is coming -from a round portal on the floor. It looks almost as if someone had -painted a picture of a dirt running through a field on the floor of -this room. Oddly enough, it is so realistic you can feel the wind in -the field coming out of the picture. -~ -186 9 0 0 0 0 -D0 -~ -~ -0 -1 18620 -D1 -~ -~ -0 -1 18630 -D5 -~ -~ -0 -1 3061 -E -portal floor~ - It looks as if you could go down into it... But you can't be sure of where -you will end up, or if you can get back. -~ -S -#18630 -A Branching Passage~ - The north-south passage branches to the east here. There is a queer red -glow coming from that way as well, along with a faint breeze. -~ -186 9 0 0 0 0 -D0 -~ -~ -0 -1 18624 -D2 -~ -~ -0 -1 18634 -D3 -A very odd red glow emanates from that direction. -~ -~ -0 -1 18629 -S -#18631 -A Passage~ - Ick... this place is just disgusting. You try and stay clear of the -walls, but the passage is so narrow you keep bumping them anyway. You -are almost convinced that the fungus coating the walls is grabbing at -you too. -~ -186 9 0 0 0 0 -D0 -~ -~ -0 -1 18625 -D1 -~ -~ -0 -1 18632 -D2 -~ -~ -0 -1 18638 -S -#18632 -The Entrance~ - It is dark, dank, disgusting and cold up here. Plus you here the -sounds of creatures all around you... and somehow they don't sound -friendly. It is probably wise to exercise some degree of caution -here... no telling what you may run into here. -~ -186 9 0 0 0 0 -D0 -~ -~ -0 -1 18627 -D2 -~ -~ -0 -1 18635 -D3 -~ -~ -0 -1 18631 -D4 -~ -~ -0 -1 18612 -S -#18633 -Another Corner~ - Well... what is there to say. More fungus, more weird sounds, and a -slight breeze from the north. Bet you want to sign a lease, don't ya... -~ -186 9 0 0 0 0 -D0 -~ -~ -0 -1 18621 -D1 -~ -~ -0 -1 18634 -S -#18634 -An Intersection Of Passages~ - Cold, smelly, and coated with green fungus... just like last week's -left-overs. Furthermore you want nothing to do with either, you just -want out right now. -~ -186 9 0 0 0 0 -D0 -~ -~ -0 -1 18630 -D2 -~ -~ -0 -1 18637 -D3 -~ -~ -0 -1 18633 -S -#18635 -A Turn In The Passage~ - This place is just plain nauseating... it certainly smells as if -something (or someone) died in here. You hope you aren't next, but -from the sounds you hear all around you, it seems as if something has -other ideas about that. -~ -186 9 0 0 0 0 -D0 -~ -~ -0 -1 18632 -D1 -~ -~ -0 -1 18636 -S -#18636 -A Branch To The South~ - The east-west passage branches of to the south here. All around you -is the odour of death. Actually, the mold and fungus on the walls is -doing great, but otherwise... well... you don't want to think about what -else lives here. -~ -186 9 0 0 0 0 -D1 -~ -~ -0 -1 18637 -D2 -~ -~ -0 -1 18639 -D3 -~ -~ -0 -1 18635 -S -#18637 -Yet Another Corner~ - The passage turns here and heads north. You sense something up ahead -that way, but you aren't sure what. You aren't sure if you want to know -what either at this point. -~ -186 9 0 0 0 0 -D0 -~ -~ -0 -1 18634 -D3 -~ -~ -0 -1 18636 -S -#18638 -A Large Room~ - You almost stumble as you enter this room... the sudden feeling of no -walls on either side of you makes you a bit nervous. Suddenly you are -vulnerable on all sides. You can't even tell how big a room this is, -because it extends to the east farther than your light will reach... -~ -186 9 0 0 0 0 -D0 -~ -~ -0 -1 18631 -D1 -The room extends into shadows... -~ -~ -0 -1 18639 -S -#18639 -A Large Room~ - As you enter, you light glints of the wall to the east. There appears -to be words scrawled on the wall, and a crude picture. To the west the -room extends beyond the reach of your light, and the dark shadows make you -paranoid... anything could be hiding there. You are painfully aware of -how exposed you are without walls around you. -~ -186 9 0 0 0 0 -D0 -~ -~ -0 -1 18636 -D3 -The room extends as far as (and farther than) you can see... -~ -~ -0 -1 18638 -E -writing words~ - The writing appears to say 'beware the Minotaur... ' -~ -E -wall~ - There is a crude picture of a man with the head of a bull with some writing -next to it. -~ -S -#18640 -The Statue's Room~ - Here, the passage enters a small room. Exits lead to the east and south, -and you notice a wonderful, large (and tastefully done) statue to the north. -~ -186 9 0 0 0 0 -D1 -A long hallway, ending in a set of steps. -~ -~ -0 -1 18641 -D2 -The hall extends to the south where it seems to lighten somewhat. -~ -~ -0 -1 18644 -E -statue~ - Upon closer inspection you see that the statue has a small plaque affixed to -it. The face looks remarkably familiar also. -~ -E -plaque nameplate name~ - It says: -Maynard, Death Jester of the Harlequins -~ -S -#18641 -The Hallway~ - As you continue wandering down the hallway, you notice banners, -pictures, and other fine decorations adorning the walls all along -this passage. It seems very different from the dismal passage where -you entered. -~ -186 9 0 0 0 0 -D1 -The hallway ends at a grand marble staircase. -~ -~ -0 -1 18642 -D3 -The passage leads into a small room. -~ -~ -0 -1 18640 -S -#18642 -The North Stairs~ - Here, the hall opens into a wide room, with a high domed roof. Now that -that you have come clear of the enclosed passage, you can see that the stair -leads upward to an open air balcony overlooking the area. To the south the -room continues, and another stair is visible matching the one in front of -you. -~ -186 9 0 0 0 0 -D2 -You see another staircase and two passages leading west and south. -~ -~ -0 -1 18647 -D3 -An entrance to a bright passage. -~ -~ -0 -1 18641 -D4 -An open air balcony. -~ -~ -0 -1 18643 -E -staircase stair stairs~ - They are constructed of smooth, beautiful marble -~ -S -#18643 -The Balcony~ - Here you can look out and observe the world around. Constructed in a -semi-circle around the dome of the room, the balcony allows you to look -out in almost any direction. Wandering to the north end, you can see that -the Great Fields north of Midgaard continue off towards the Dragonhelm -Mountains to the north. -~ -186 9 0 0 0 0 -D2 -The south end of the balcony. -~ -~ -0 -1 18645 -D5 -Down the stairs to a large, domed room. -~ -~ -0 -1 18642 -E -staircase stair stairs~ - They are constructed of smooth, beautiful marble -~ -S -#18644 -A Bright Hallway~ - Wow! What a change from the dismal passage to the south. Whoever -keeps this room up must really like newbies. The walls and floor are -clean, and tastefully decorated. You also notice an interesting design -on the floor. -~ -186 9 0 0 0 0 -D0 -A small room with a statue in it. -~ -~ -0 -1 18640 -D2 -A intersection of passages. -~ -door~ -1 -1 18603 -E -floor design~ - It appears to be the Crest of the Harlequin Guild. -~ -S -#18645 -The Balcony~ - Here you can look out and observe the world around. Constructed in a -semi-circle around the dome of the room, the balcony allows you to look out -in almost any direction. Wandering to the south end, you can see the great -city of Midgaard off to the south-west. -~ -186 9 0 0 0 0 -D0 -The north end of the balcony. -~ -~ -0 -1 18643 -D5 -Back down the south staircase. -~ -~ -0 -1 18647 -E -staircase stair stairs~ - They are constructed of smooth, beautiful marble. -~ -S -#18646 -A Bright Hallway~ - Wow! What a change from the dismal passage to the west. Whoever keeps -this room up must really like newbies. The walls and floor are clean, and -tastefully decorated. You also notice an interesting design on the floor. -~ -186 9 0 0 0 0 -D1 -The passage opens into a domed room with a grand marble staircase. -~ -~ -0 -1 18647 -D3 -A dark intersection of passages. -~ -door~ -1 -1 18603 -E -floor design~ - It appears to be the crest of the Harlequin Guild. -~ -S -#18647 -The South Stairs~ - Here, the hall opens into a wide room, with a high domed roof. Now that -that you have come clear of the enclosed passage, you can see that the stair -leads upward to an open air balcony overlooking the area. to the north the -room continues, and another stair is visible matching the one in front of -you. -~ -186 9 0 0 0 0 -D0 -Another stairway is to the north, as well as a passage to the west. -~ -~ -0 -1 18642 -D2 -A narrow passage to the south, ending in a wood door. -~ -~ -0 -1 18604 -D3 -Back down the bright hallway. -~ -~ -0 -1 18646 -D4 -An open air balcony. -~ -~ -0 -1 18645 -E -staircase stair stairs~ - They are constructed of smooth, beautiful marble. -~ -S -$~ diff --git a/lib/world/wld/187.wld b/lib/world/wld/187.wld deleted file mode 100644 index 312d888..0000000 --- a/lib/world/wld/187.wld +++ /dev/null @@ -1,610 +0,0 @@ -#18700 -Circus Path~ - This well beaten path leads south through a field of tall grass. The sounds -of music and laughter can be heard off in the distance. The top of a large -tent can be seen to the south. The path continues south with the western -highway to the north. -~ -187 0 0 0 0 2 -D2 -~ -~ -0 0 18701 -E -credits info~ - Builders : Wolfgaar Arina -Zone : 187 Circus -Began : 1999 -Player Level : 2-4 -Rooms : 34 -Mobs : 12 -Objects : 10 -Shops : 0 -Triggers : 3 -Theme : A circus. -Links : 00n -Zone: 187 is linked to the following zones: - 200 Western Highway at: 18700 (north) ---> 20003 -~ -S -#18701 -Circus Path~ - This well travelled path continues off to the south. The long grass of the -field sways gently in the breeze. The sounds of laughter and music can be -heard to the west. The path leads off to the north and continues to the south. -~ -187 0 0 0 0 0 -D0 -~ -~ -0 0 18700 -D2 -~ -~ -0 0 18702 -S -#18702 -Circus Path~ - This well travelled dirt path turns towards the west. The sounds of the -circus to the southwest can be heard. The laughter of children can be heard -over the sounds of the field. A large colorful tent can be seen off in the -distance to the southeast, with its multi-colored flags blowing in the wind. -The path continues to the west and leads off to the north. -~ -187 0 0 0 0 2 -D0 -~ -~ -0 0 18701 -D3 -~ -~ -0 0 18703 -S -#18703 -Circus Path~ - This well beaten path travels south towards the circus grounds. The sounds -can be heard a bit louder here. A few people can be seen now as more of the -circus comes into view. The path leads south as well as to the east. -~ -187 0 0 0 0 2 -D1 -~ -~ -0 0 18702 -D2 -~ -~ -0 0 18704 -S -#18704 -Circus Path~ - The path gets a little wider here as the circus grounds are coming closer. -A small line can be seen to the south as people line up to enter the circus. -The sounds of the circus are in full swing, bringing a smile to your face. -The path continues to the north as well as to the south. -~ -187 4 0 0 0 2 -D0 -~ -~ -0 0 18703 -D2 -~ -~ -0 0 18705 -S -#18705 -Circus Entrance~ - The dirt path ends at the entrance to the circus. A small arch has been -built here to keep the line going in an orderly fashion. There is a welcomer -here, welcoming you to the Circus of Wonders. The path continues to the north -and west through the arch. -~ -187 0 0 0 0 2 -D0 -~ -~ -0 0 18704 -D3 -~ -~ -0 0 18706 -S -#18706 -Circus Area~ - You are on the road of the circus. There are a few people wandering to and -fro from the many game stalls and stands that are set up along this path. The -the sounds of the circus are all around you. There is a game stall directly to -the north and a game stall to the south too. The path continues to the west -and to the east. -~ -187 0 0 0 0 2 -D0 -~ -~ -0 0 18707 -D1 -~ -~ -0 0 18705 -D2 -~ -~ -0 0 18708 -D3 -~ -~ -0 0 18709 -S -#18707 -Circus Game Stall~ - You have entered a small game stall there is an attendant standing here. -The attendant urges you to take a wack at the mole. It's free so why not! -The only way out is to the south. -~ -187 8 0 0 0 0 -D2 -~ -~ -0 0 18706 -S -#18708 -Circus Game Stall~ - You are standing in yet another game stall that seems to line this path. -There is a attendent standing here, smiling at you. She urges you to take you -best shot at hitting the small chick. It is free so why not give it a try. -The only exit is to the north. -~ -187 8 0 0 0 0 -D0 -~ -~ -0 0 18706 -S -#18709 -Circus Area~ - This path runs through the area of the circus. There are stalls lining this -well worn path. Sounds of music can be heard from all around. The path leads -to a game stall to the north and continues east and west to other parts of the -circus. -~ -187 0 0 0 0 0 -D0 -~ -~ -0 0 18710 -D1 -~ -~ -0 0 18706 -D3 -~ -~ -0 0 18711 -S -#18710 -Circus Game Stall~ - This game stall features the game of The Game Beat the Old Man. There is a -wicked man standing watch over all that enter this stall. Maybe this is not a -game that one should be playing. The only exit is to the south. -~ -187 8 0 0 0 0 -D2 -~ -~ -0 0 18709 -S -#18711 -Circus Area~ - The sounds of the circus are at full swing here, music and laughter filling -the air. To the north you see a dark colored tent with lights flickering -inside. A small sign hangs on the flap of the tent. The path continues on to -the south and east. -~ -187 0 0 0 0 2 -D0 -~ -~ -0 0 18712 -D1 -~ -~ -0 0 18709 -D3 -~ -~ -0 0 18713 -E -sign~ - The sign reads "Ventrella, Seer of the Future" -~ -S -#18712 -Seer's Tent~ - Candle light dances on the walls giving an eerie feel to this tent. -Looking around the room it is easy to tell that some sort of mystical activity -goes on here. In the center of the room you notice a small round table upon -which a clear glass globe sits in the middle. Strange cards are strewn over -the table, the images on them are nothing you can recognize. A sign hangs -crookedly from the edge of the table. The only way out is back to the south -where you entered this tent. -~ -187 0 0 0 0 0 -D2 -~ -~ -0 0 18711 -E -sign~ - The sign reads "I vill be back soon, dahling" -~ -S -#18713 -Circus Area~ - The grass on each side of the path is rather tall, as the wind blows through -it you could swear you hear a whisper of some sort. The voice is -indescribable, neither male or female and you can't make out what it is saying. -The path continues on to the north and to the east you can make out a shape of -a small tent. -~ -187 0 0 0 0 0 -D0 -~ -~ -0 0 18714 -D1 -~ -~ -0 0 18711 -S -#18714 -North of the Circus~ - The path is very narrow and the few people that are here have trouble -passing without bumping each other. You can hear faint animal noises that are -carried along by the wind. The path leads to the west and south. -~ -187 0 0 0 0 2 -D2 -~ -~ -0 0 18713 -D3 -~ -~ -0 0 18715 -S -#18715 -Center of Freaks~ - Strange noises fill the air, such as you have never heard. Directly north -there is a run down shack, boards missing and windows broken. The door is off -its hinges and hangs precariously by what looks to be a nail. The path -continues on to the south from here. -~ -187 0 0 0 0 2 -D0 -~ -~ -0 0 18716 -D1 -~ -~ -0 0 18714 -D2 -~ -~ -0 0 18718 -S -#18716 -Old Shack~ - The shack is in a terrible mess. There is broken furniture scattered across -the floor and broken glass everywhere. The floor is rotted and the smell of -something that you can not place fills the air. There is something here..... -But where? There is a small door leading west to a dark room and to the south -you may leave back to the path. -~ -187 0 0 0 0 0 -D2 -~ -~ -0 0 18715 -D3 -~ -~ -0 0 18717 -S -#18717 -Old Shack~ - This cramped room is quiet a mess. A faint smell of rot and decay lingers -in the air held captive by the fact there is no window to release it. A small -cage has been toppled over in the corner, looking as if something just made an -escape from its tiny confines. The only way out is back to the east. -~ -187 0 0 0 0 0 -D1 -~ -~ -0 0 18716 -S -#18718 -Circus Area~ - You are heading south on the circus path. Off in the near distance you can -see the Big Top and a few animal cages. You can still hear the sounds of -laughter and singing all around you. The path continues to the south and -north. -~ -187 0 0 0 0 2 -D0 -~ -~ -0 0 18715 -D2 -~ -~ -0 0 18719 -S -#18719 -Circus Area~ - To the south one can see the Big Top much clearer now. Off to the east one -can see a few animal cages. One hears the sounds of animals and the sounds of -the Big Top. The path continues to the south and north. -~ -187 0 0 0 0 0 -D0 -~ -~ -0 0 18718 -D2 -~ -~ -0 0 18720 -S -#18720 -Circus Area~ - A massive tent can be seen a short distance away. Loud noises fill the -air... Laughter, singing and animals. To the east you see some animal cages -and to the southeast you see the massive tent with its banners flying wildly in -the wind. The path runs northerly from here. -~ -187 0 0 0 0 2 -D0 -~ -~ -0 0 18719 -D1 -~ -~ -0 0 18721 -S -#18721 -Animal Cage Area~ - All around you are animal cages, evidence that the big top is close to you. -Lions, elephants and monkeys can be heard though you are not certain where the -sound comes from. The sounds seem to echo and meld together creating a -frightful noise. -~ -187 0 0 0 0 2 -D0 -~ -~ -0 0 18722 -D1 -~ -~ -0 0 18723 -D3 -~ -~ -0 0 18720 -S -#18722 -Monkey Cage~ - You have entered the monkey cage, their screeching is almost deafening. -The cage is filled with vines and branches so that they can excersize and the -monkies swing and hop from branch to branch above you. A few sit lazily upon -the ground stuffing their faces with food the keeper brought to them. -~ -187 0 0 0 0 0 -D2 -~ -~ -0 0 18721 -S -#18723 -Animal Cage Area~ - Large animal cages are all around you here. To the north kitten like -mewlings can be heard while to the south the cage is quiet, only the stench -catches your attention. To the west you see the Big Top and westerly will take -you further down the path. -~ -187 0 0 0 0 2 -D0 -~ -~ -0 0 18724 -D1 -~ -~ -0 0 18726 -D2 -~ -~ -0 0 18725 -D3 -~ -~ -0 0 18721 -S -#18724 -Animal Cage~ - You are standing in the middle of a cage for small lion cubs. There soft -meows can be heard. They are so cute but the looks in their eyes tell you that -it would not be a good idea to pet them. The only exit is to the south -~ -187 0 0 0 0 0 -D2 -~ -~ -0 0 18723 -S -#18725 -Animal Cage~ - You are standing in the middle of the elephant cage. Hay litters the floor -as well as a few piles of fruits. The smell here is not pleasant, but you -imagine if the elephants were actually in the cage it would be worse. A lone -baby elephant is sleeping on one of the piles of hay waiting for its mother to -return from the act in the circus. -~ -187 0 0 0 0 0 -D0 -~ -~ -0 0 18723 -S -#18726 -Entrance to the Big Top~ - Before you stands an enormous tent that spans several hundred feet. A -colorful banner has been placed over the entrance and on each side of the -banner red and white pennants flap wildly in the breeze. Laughter and cheering -fills the air as well as the occasional roar of lions. You can enter the big -top to the east and to the south you see an elaboratly decorated wagon. -~ -187 0 0 0 0 2 -D1 -~ -~ -0 0 18727 -D2 -~ -~ -0 0 18733 -D3 -~ -~ -0 0 18723 -E -banner~ - Welcome to the Circus of Wonders! -~ -S -#18727 -Inside the Big Top~ - People abound here, laughing merrily and having a ball. Clowns in funny -costumes can be seen most everywhere handing out small trinkets to the -children. You can hear the ringmaster calling out the next act from here, -looking closer a high wire is visible to the southeast. The bleachers are to -the south and the exit of the Big Top is to the west. -~ -187 0 0 0 0 0 -D2 -~ -~ -0 0 18728 -D3 -~ -~ -0 0 18726 -S -#18728 -Inside the Big Top~ - Rows of seats surround you, people filling almost every one. Children sit -on parents laps trying to catch a better view of what is going on in the three -rings where the acts take place. Vendors walk the aisles selling various -novelties. A few clowns have made their way up to the seating area to give the -children a thrill. Laughter sails through the air almost as gracefully as the -man on the trapeze. To the east you can see the main event in the center ring, -while to the north will lead you back to the entrance. -~ -187 0 0 0 0 0 -D0 -~ -~ -0 0 18727 -D1 -~ -~ -0 0 18729 -S -#18729 -Inside the Big Top~ - This is the center ring where the lion act takes place. Luckily no lions -are present, you must have just missed them, or will that act be next? Best -not linger to find out! To the north is another ring where you can see -elephants parading around. To the south you see a highwire with a man -tottering upon it and back to the west is the seating area. -~ -187 0 0 0 0 0 -D0 -~ -~ -0 0 18731 -D2 -~ -~ -0 0 18730 -D3 -~ -~ -0 0 18728 -S -#18730 -Inside the Big Top~ - A very tall highwire dominates this ring, a young man on a bicycle rides -precariously on a thin rope as he holds a long rod in his hands for balance. -One miscalculation and his fate is sealed, hence the look of extreme -concentration on his face. You can hear the crowd gasp for breath as he -teeters back and forth. -~ -187 0 0 0 0 0 -D0 -~ -~ -0 0 18729 -S -#18731 -Inside the Big Top~ - You step carefully here because there are large pachyderms romping around as -if they were puppies that had yet to be house broken. One elephant sits on a -round object, its trunk held proudly in the air. A group of them look as if -they are playing follow the leader walking around the large circle. While yet -another has a young beautiful girl riding gingerly on its back. To the south -you can see the main ring and further south you can make out a highwire. -~ -187 0 0 0 0 0 -D2 -~ -~ -0 0 18729 -S -#18732 -Inside the Big Top~ - You are standing inside the Big Top. The sounds of the circus are in full -swing here. Laughing and cheer can be heard all around you. There is an exit -to the north. -~ -187 0 0 0 0 0 -D0 -~ -~ -0 0 18733 -S -#18733 -Center of the Circus~ - This large wagon is decorated with beautiful furniture and expensive looking -paintings. A claw foot table drapped with a red silk table cloth stands in the -middle of the floor. A black velvet high back chair rests in the corner along -side a small yet intricately carved table. This must be the ringmasters -private quarters for only he could afford such luxury in the circus. The door -to the north is the only exit. -~ -187 0 0 0 0 0 -D0 -~ -~ -0 0 18726 -D2 -~ -~ -0 0 18732 -S -$~ diff --git a/lib/world/wld/19.wld b/lib/world/wld/19.wld deleted file mode 100644 index 594a3f6..0000000 --- a/lib/world/wld/19.wld +++ /dev/null @@ -1,2408 +0,0 @@ -#1900 -Detta's [Spider Swamp] Description Room~ - @BTheme:@n This zone is a recreation of the Spider Swamp within -Forgotten Realms (Dungeons & Dragons). It is basically a hot, fetid -swampland inhabited with spiders, bullywugs, and lizardfolk, with a -submerged palace called Lost Ajhuutal in the Northern part. -Have made liberal use of exit/extra descrips here, so examine at will. :) - @GPlayers:@n Geared towards mid/high level players of around 15-20, -there are smaller mobs to kill here if you feel like braving the aggressive -stronger ones ;-). It is also a fairly evil area, with some limitations on what -you can use and access as a good player here. Some equipment/money to be -gained, big bad guy to be slaughtered, and lots of xp. - @RLocation:@n Well the area itself is completely swampish, though at the -southern part it could easily be joined to a river or lake, and a more foresty -area would blend seamlessly into the eastern area. - @MSecrets:@n Yes there are some :-), type LOOK SPOILERS to reveal all. - @CNote:@n If you have any suggestions, spot any typos, bugs, or -weirdnesses, please mudmail me - Detta. :-) All input appreciated! -You can also email me at detta@@builderacademy.net -East takes you through the other zones I have built here. -Down takes you to the starting room of this zone. -~ -19 520 0 0 0 0 -D1 -~ -~ -0 0 2700 -D3 -~ -~ -0 0 1100 -D5 -~ -~ -0 0 1999 -E -spoilers~ - Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you -really have to look there are a few little neat zone inclusions listed here to -spoil your zone exploring pleasure. Just type look and then the number to look -at each one (look 1 for example). -1: The Leviathan -2: Spider Cocoons -3: The Dark Candleholder -4: The Metal Contraption -~ -E -1~ - This is just a little trigger that sets off in room 1911 when you enter. A -series of messages goes off and then the leviathan mob emerges. If you move -more than one room away in the middle of fighting the creature it will disappear -again, reloading fully restored. This is just the framework so far for a little -quest I'm creating around it. Ooh, additionally the room that the leviathan -loads in will only let you leave 90% of the time due to slippery mud. -~ -E -2~ - The spider's cocoons are used to trap people.. Both players and mobs alike. -If you fight the whisper spider in room 1993 it will start sending messages -about wrapping web around you. Ultimately if you do not flee or kill the spider -quickly you will find yourself wrapped in a cocoon, unable to move or see -anything. In this state all you can do is send tells, and wriggle which makes -the cocoon visibly move to everyone else (as immortal you can also use the goto -command). To open one of these cocoons another player must have a fire torch -(object 1905) and type burn. This will set it on fire and release the trapped -mob or player. If a trapped player is not freed within about 5 minutes he/she -will die. -~ -E -3~ - In room 1982, a dark candleholder can be found. On zone reset a candle loads -inside, and if this is taken, a passage opens up to the north. Once on the -other side (room 1983), the passage closes and a voice can be heard telling you -to "leave what you have taken", in reference of course to the candle. If the -candle is not dropped and you continue on to any other room, it will be purged -and the voice will kindly remind you of your doom, as you are now essentially -trapped. However, dropping the candle like a good mudder will cause a drow -spirit to reveal herself, explaining that she will open the way if you call on -the name of Eilistraee. Naturally, saying the word Eilistraee causes the spirit -to vanish and the passage out to reopen.. Albeit for a limited time. -~ -E -4~ - In room 1990 there is a large metal contraption, that essentially produces -potions when the right ingredients are put into it. PRESS empties the machine -of any ingredients it has, SWITCH mixes whatever ingredients are in it together, -and TURN pours the resulting substance out. If an empty vial (1949) is placed -into the machine before pouring, you'll get a potion, otherwise the mixture just -pours onto the floor. There are three books scattered throughout -the zone with the recipes of each potion in, but for now I'll just put them -here. -Red potion (enhances physical strength) - -fang (1900), egg (1908), blood (1951). -Blue potion (enhances magical strength) - -gland (1934), tongue (1950), blood (1951). -Green potion (enhances dexterity & moves) - -weed (1901), hide (1923), blood (1951). -Once the ingredients for one potion are inside, they must be mixed, -an empty vial placed into the contraption and the mixture poured out. -If any combination of ingredients other than those listed are combined, -a black potion will be produced which lowers all three attributes. -~ -S -#1901 -Muddy Crossroads~ - An old broken crossroads sign stands wearily here, half rotted with fungus -and the general decay of time. It appears as though there were indeed paths -here long ago, but water has saturated the ground, leaving nothing but -featureless mud. -~ -19 0 0 0 0 2 -D0 - The ground seems to slope downwards in this direction, making it look -potentially difficult or impossible to get back up. -~ -~ -0 0 1907 -D1 - Thick sloshing mud seems to get thicker, slightly churning mud bubbling -further toward the east. -~ -~ -0 0 1902 -D2 - The ground appears to get slightly drier and firmer, traces of brown -struggling plant life marking the way south. -~ -~ -0 0 1999 -D3 - A great rock casts a dreary shadow over the way west, colder air wafting from -this direction. -~ -~ -0 0 1903 -E -fungus~ - These tiny sprouting mushrooms are typical swamp flora, thriving on the damp -rotting wood of the abandoned sign. -~ -E -old broken crossroads sign~ - This old splintered sign has long lost any visible markings, black rivulets -of ink staining the rotting wood that stands uselessly here, just a remnant of -past inhabitants. -~ -S -#1902 -Squelching Ground~ - Slick with moisture, the ground is unnaturally swollen and soft. The -slightest weight leaves deep imprints that quickly well back up with sloshing -mud and the few sickly bits of plant life that grow here. -~ -19 0 0 0 0 2 -D0 - The ground dips suddenly, substantial flooding and algae rendering it very -slippery indeed. -~ -~ -0 0 1910 -D3 - The ground looks well trodden to this direction, wet mud packed fairly firmly -and an old piece of wood can be seen protruding from the ground. -~ -~ -0 0 1901 -E -sickly bits plant life~ - Limp and miserable, these plants look as though they are barely surviving on -what little nourishment and sunlight the swamp provides. -~ -S -T 1907 -T 1971 -#1903 -Shadow of a Great Rock~ - A massive rock towers from the ground to the north, overhanging at the top -and casting the boggy ground in shadow. The air is cooler here, the stone -itself emitting an almost unnatural chill in contrast to the warmth of the -surroundings. -~ -19 1 0 0 0 2 -D1 - The ground seems flatter and more stable toward this direction, an upright -wooden stick breaking the smoothness of the horizon. -~ -~ -0 0 1901 -D2 - The ground becomes an almost unnatural red color, glimpses of something -sparkling winking in and out like stars amongst the mud. -~ -~ -0 0 1905 -D3 - Shimmering air indicates that the heat increases to this direction, the sound -of slight bubbling coming from further to the west. -~ -~ -0 0 1904 -E -massive rock stone~ - This great stone looks almost as though it were part of a statue that has -long sunk irretrievably into the swamp. A faint glow surrounds it, and an -unnatural coldness fills the air as if this place were somehow connected with -some evil magic. -~ -S -T 1971 -#1904 -Drowned Land~ - Water pools slightly deeper here, the mud beneath bubbling slightly with the -heat of some underground current. Large blisters swell from the ground, popping -with a hiss and releasing hot, swirling steam into the foggy air. -~ -19 0 0 0 0 2 -D0 - It looks as though a large log has sunk into the area to the north, making it -at least stable to walk on. -~ -~ -0 0 1909 -D1 - Cold air wafts eerily from this direction, a great rock towering visibly -above the watery ground. -~ -~ -0 0 1903 -D2 - The soil seems to become more copper-colored toward the south, a slight -smell of metal and rust carrying on the air. -~ -~ -0 0 1906 -S -T 1971 -#1905 -Bloodied Soil~ - Scarlet stains blossom here and there like spreading wounds in the soil, -giving the impression that this place has not recovered from some ancient -battle. Glimpses of metal can be seen half-buried in the ground, the armor and -weapons of some long-decayed army. -~ -19 0 0 0 0 2 -D0 - A darkness and chill seem to emanate from this direction, a great rock -breaking the horizon far to the north. -~ -~ -0 0 1903 -D3 - Red, metallic water trickles constantly from this direction, a vile smell -wafting on the western air. -~ -~ -0 0 1906 -E -glimpses metal armor weapons~ - Small pieces of weaponry and armor protrude from the ground like shrapnel, -so deeply rusted and swallowed in mud that they are practically irretrievable -and are obviously of no further use for warring. -~ -E -scarlet stains~ - These large dark patches in the mud glisten slightly crimson in any light, -the faded blood stains of many fallen warriors. -~ -S -T 1971 -#1906 -Crimson Waters~ - Old rusted weapons and armor lie half rotted in scattered pools of slime. -The rust has leached into the water, discoloring it deep red and filling the -air with the overwhelming stench of decay and the sickly metallic scent of -blood. -~ -19 0 0 0 0 2 -D0 - A rhythmic blast of heat comes from this direction, cloudy steam obscuring -the view of what lies beyond. -~ -~ -0 0 1904 -D1 - Red soil sprinkles the eastern path, silver glinting metals sparkling here -and there in the distance. -~ -~ -0 0 1905 -D3 - A putrid smell wafts on the western air, the smell of death, and deep waters -ripple in the restless breeze. -~ -~ -0 0 1912 -E -scattered pools slime~ - These slippery pools are coated with floating algae and slime of various -organic kinds. The water is presumably toxic as it is so saturated with rust -and rot that it glints scarlet in the light. -~ -E -old rusted weapons armor rotted~ - These battered pieces of metal and algae-encrusted leather are all that is -left of an obviously mighty battle. There are no corpses to be found, all that -died presumably devoured by creatures here or rotted long before these metals -began to rust. -~ -S -T 1971 -#1907 -Slippery Slope~ - Slick with mud, the ground is incredibly hard to walk on without slipping. -Sloping steeply down from the south, thin rivulets of water trickle their way -lazily down, accumulating in a watery pool at the base. -~ -19 0 0 0 0 2 -D2 - The way south looks too steep and too slippery to even begin trying to climb. -~ -~ -0 0 -1 -D3 - Rocky spikes break up the horizon line, gaping like the open jaw of some -predatory creature. -~ -~ -0 0 1908 -E -thin rivulets water watery pool base~ - Tiny veins of sparkling water line the surface of this slanted ground, muddy -churning water bubbling continously in the pool that saturates the lower ground. -~ -S -T 1971 -#1908 -Scattered Rocks~ - Small jagged peaks protrude from the marshy ground, providing a solid but -treacherous path for walking. Thin layers of slime glisten on the sharp rocks, -along with various other old and unidentifiable stains. -~ -19 0 0 0 0 2 -D0 - More scattered broken rocks can be seen trailing off to the north, water -deepening steadily around them. -~ -~ -0 0 1915 -D1 - A little pool can be see glistening off to the east, and the solid path -curves around steadily to the south where the ground rises. -~ -~ -0 0 1907 -D2 - A massive piece of broken stone rises from the ground in this direction, it -appears to have once stood upright, torn from the jagged base here and -overturned by some unimaginable force. -~ -~ -0 0 1924 -D3 - The thick smell of swamp fungus and rotting wood saturates the breeze, an -overturned tree's skeletal branches grasping at the air. -~ -~ -0 0 1909 -E -thin layers slime old unidentifiable stains~ - The slick green coating of algae is obvious over all of these rocks, decaying -plant slime as well as darker and more ominous stains paint the jagged surfaces -various shades of red and black. -~ -E -small jagged peaks sharp rocks~ - These rocks look almost like the remnants of a huge embedded boulder or -statue that has been broken away by some massive force. Firmly entrenched in -the mud, the rough-edged base spikes out like several rows of teeth. -~ -S -T 1971 -#1909 -Rotting Branch~ - Blue and green mould carpets this large crumbling branch, half sunk into the -soil it nevertheless is so large that it almost completely blocks further -advancement. Tiny fungi sprinkle the rotting wood and surrounding mud, products -of its continuing decomposition. -~ -19 0 0 0 0 2 -D1 - Little stony peaks rise from the slippery mud here, providing a somewhat -stable, albeit dangerous footpath. -~ -~ -0 0 1908 -D2 - Waves of steamy heat cascade on the shimmering air from this direction, the -sound of simmering water and mud bubbling continously. -~ -~ -0 0 1904 -E -blue green mould tiny fungi~ - These dark creeping moulds cover the wood in an almost velvety texture, -little swamp mushrooms sprouting here and there, feeding off of the damp and -rot. -~ -S -T 1971 -#1910 -Flooded Waterway~ - This deep ditch looks as though it may once have been a rushing river, though -now it is just a watery bog, its high sloping sides sodden with slime from -rotting vegetation and the wild overgrowth of algae and desperate creeping swamp -vines. -~ -19 0 0 0 0 2 -D0 - The way to the north grows darker and deeper, a strange ominous feeling -hanging over the area like an invisible shadow. -~ -~ -0 0 1911 -D2 - The ground seems to become muddier and softer, but the sloping sides of this -ditch level out into flatter land. -~ -~ -0 0 1902 -S -T 1971 -#1911 -Dark Waters~ - The water here is so dark that nothing can be seen beneath the single layer -of scum that floats everywhere. Insects dart quickly here and there, apparently -fleeing from the more ominous shadows that slide just beneath the surface. -~ -19 4 0 0 0 2 -D2 - The way south looks very slippery indeed, difficult to climb out of but not -impossible. -~ -~ -0 0 1910 -E -ominous shadows~ - Dark rippling shadows stir unnaturally beneath the water, the movements of -some hidden creature no doubt. -~ -E -insects~ - These simple swamp insects flit so fast it is hard to see them properly, tiny -and plated with defensive exoskeletons they pause only to feed on the smaller -zooplankton in the water. -~ -S -T 1908 -T 1993 -#1912 -Ditch of the Dead~ - Forlorn water swirls slowly in this forsaken riverbed, churning as though -stirred by some unseen current. Strange things surface with the movement, -glimpses of shiny metal and splintered bone are all that mark this place as the -grave it has become. -~ -19 0 0 0 0 2 -D0 - The vast splayed roots of a giant tree stand upturned in the air, blocking -any view of what lies beyond. -~ -~ -0 0 1913 -D1 - Red waters leach slowly from this direction, polluting the soil and filling -the air with an eye-watering metallic scent. -~ -~ -0 0 1906 -E -splintered bone~ - Pieces of decaying bone are all that remain of any organic corpses, bleached -almost white from the alkaline water here and stripped by predators of all flesh -that hadn't rotted away naturally. -~ -E -glimpses shiny metal~ - Old broken pieces of weapons and shields float in shards amongst the bubbling -water, stirring as though in some cauldron of death. -~ -S -T 1971 -#1913 -Toppled Tree~ - The vast roots of this overturned tree splay in all directions like the legs -of an attacking spider. Almost as thick as branches they are hard and brittle -as though this tree died years ago. Dark streaks marr the wood, evidence -perhaps of long past lightning storms, or the use of powerful magic in this -area. -~ -19 0 0 0 0 2 -D0 - This giant tree's trunk continues on into the north, sloping slightly -downward as it becomes increasingly submerged in the mud. -~ -~ -0 0 1914 -D2 - A foul smell wafts on the discolored air, water bubbling and simmering away -to the south. -~ -~ -0 0 1912 -D5 - The bark of the trunk has rotted away, leaving a gaping hole that leads into -the hollow trunk. -~ -~ -0 0 1918 -E -dark streaks~ - These are charred areas in the wood that have burnt in strange patterns. It -looks as though it may indeed be the work of lightning, though evil magic is -more likely considering these whereabouts. -~ -S -T 1970 -T 1971 -#1914 -Scorched Trunk~ - This massive trunk has been half swallowed by the gurgling ground, only the -huge reaching branches hold it from complete submersion. Black unnatural burn -marks weave their way like rotting vines all along the ancient bark. -~ -19 0 0 0 0 2 -D0 - Huge splaying branches reach out in every direction, preventing further -advancement. -~ -~ -0 0 -1 -D1 - Huge splaying branches reach out in every direction, preventing further -advancement. -~ -~ -0 0 -1 -D2 - The giant grasping roots of the tree can be seen reaching darkly into the -air. -~ -~ -0 0 1913 -D3 - Huge splaying branches reach out in every direction, preventing further -advancement. -~ -~ -0 0 -1 -E -black unnatural burn marks rotting vines~ - These strange and ominous markings appear almost to have been designed, not -just the random streaks of lightning or fire. The evils of lethal magic are -almost certainly at work here. -~ -S -T 1971 -#1915 -Stony Path~ - All around the murky water simmers and bubbles, releasing terrible stench -into the air as it laps around this small trail of island rocks, the only path -through this watery part of the swamp. -~ -19 0 0 0 0 2 -D2 - The trail of jagged rocks continues to the south, the stones becoming -suddenly larger and less natural as though broken off from some designed -stonework. -~ -~ -0 0 1908 -D3 - Dark discolored water churns gently in the breeze, the slippery algae-laden -surface glinting with each ripple. -~ -~ -0 0 1916 -E -small trail island rocks~ - These little rocks stick up like stalagmites from the muddy and unstable -ground, perilous but weight-supporting enough to act as a trail. -~ -S -T 1971 -#1916 -Puddle of Algae~ - Various slimes of green, brown and red slide across the surface of this muddy -water. Plant life of various kinds tangle and intertwine into each other -beneath the water, making it very easy to become caught. -~ -19 0 0 0 0 2 -D1 - The bleak surface of the dark water is broken here and there with the peak of -a jagged rock, leading off further to the east. -~ -~ -0 0 1915 -D3 - Pieces of wood protrude from the ground to the west, a large dark hole -visibly gaping through the mud. -~ -~ -0 0 1917 -S -T 1971 -#1917 -Buried Tree~ - A flat area of bark protrudes slightly from the sopping ground here, a gaping -hole leading into darkness beneath, as though some hollow tree has become buried -just below the surface, the sound of thick mud dripping within a concealed space -below. -~ -19 0 0 0 0 2 -D0 - Thin, mossy trees wave wearily, blocking any further view of what lies to the -north. -~ -~ -0 0 1921 -D1 - Dark discolored water churns gently in the breeze, the slippery algae-laden -surface glinting with each ripple. -~ -~ -0 0 1916 -D3 - A small battered bridge can be seen further off to the west, though no body -of water appears to be present. -~ -~ -0 0 1922 -D5 - Broken, splintered wood gapes widely around this mud-slicked hole. It -appears a tree has become submerged within the ground, the contents of its -hollow trunk just beyond the scope of normal vision. -~ -~ -0 0 1920 -E -bark gaping hole darkness~ - Broken, splintered wood gapes widely around this mud-slicked hole. It -appears a tree has become submerged within the ground, the contents of its -hollow trunk just beyond the scope of normal vision. -~ -S -T 1970 -T 1971 -#1918 -Within the Roots~ - Dark and dank with the smell of decay, the rotting wood all around makes this -place even more miserable. The floor slants slightly downward to the north, and -each movement makes it dip a little more as if the swamp were threatening to -consume it whole. -~ -19 9 0 0 0 0 -D0 - The long hollow trunk of the tree continues, nothing but the smell of rotting -wood and thick mud giving any clues as to what lies beyond the darkness. -~ -~ -0 0 1919 -D4 - Above, the grasping roots of this upturned tree can be seen clawing like -brittle fingers at the foggy air. -~ -~ -0 0 1913 -S -#1919 -Hollow Trunk~ - Mud oozes slowly through cracks in the ancient wood, making the ground sticky -and treacherously slippery. The roof of the trunk curves sharply around, so low -as to give the place a smothering claustrophobic feel. Little worms and maggots -wriggle their way through the fungating bark, making the enclosure seem to crawl -revoltingly. -~ -19 9 0 0 0 0 -D0 - The trunk dips even lower, creaking sounds and the smell of mouldy damp -wafting from the darkness ahead. -~ -~ -0 0 1920 -D2 - The trunk slopes upwards, the grasping tendrils of roots can be seen further -ahead in this direction, clawing at the foggy air. -~ -~ -0 0 1918 -E -worms maggots~ - These little creatures are gorging on the filth and decay that coats this -dying tree, it seems almost that every scavenging insect in the place as homed -in on this location. -~ -S -#1920 -Submerged~ - Completely beneath ground level, drips of mud trickly slowly down the walls -from a large hole in the ceiling. It seems as though extra weight in this part -of the submerged tree would sink it very quickly, the wood moaning and groaning -at any extra burden. -~ -19 9 0 0 0 0 -D2 - The wood enclosure seems to slope vaguely upwards, trickling mud running in -rivulets from the south and gathering in a small puddle here. -~ -~ -0 0 1919 -D4 - Shafts of vague light and a relatively fresh breath of air from this -direction indicate that it likely leads to open ground. -~ -~ -0 0 1917 -S -#1921 -Straggling Trees~ - Weak bending trunks support the anemic looking branches and leaves of these -stunted willows. Swaying miserably in the slight breeze, their bark seems to -creak and groan, swamp moss spreading slowly as if to consume them. Thin -grasses lean pathetically against the lanky trunks, almost like weary children -clinging to their mothers. -~ -19 4 0 0 0 3 -D0 - A large gathering of trees can be seen extending to the north, a small gap -opening the way. -~ -~ -0 0 1955 -D1 - The gaping hollow of an old, crumbling tree shrouds everything that lies to -the east in darkness. -~ -~ -0 0 1951 -D2 - Thick mud sloshes lazily around the massive submerged trunk of a tree, its -roots sticking high into the air further south. -~ -~ -0 0 1917 -E -weak trunks branches leaves willows bark~ - These frail looking trees look as though they are barely surviving off of the -watery soil and fog shrouded sunlight, bending weakly in the slightest breeze. -~ -E -moss grasses~ - The plant life here is abundant but miserable looking, as though there is -constant competition to survive, nutrients being scavenged by almost every form -of life imaginable. -~ -S -T 1971 -#1922 -A Broken Bridge~ - Crumbled brick and stone stick up from the surrounding quagmire, creating an -almost natural mosaic walkway through the watery slime. No river runs through -here though the presence of this ancient bridge indicates that once there did. -~ -19 4 0 0 0 2 -D1 - The sloping curve of a buried tree can be seen, rising like another small -wooden bridge out of the watery ground. -~ -~ -0 0 1917 -D3 - A little, broken path extends its way through the soggy, marshy grounds that -lie to the west. -~ -~ -0 0 1923 -S -T 1971 -#1923 -Sunken Road~ - Beneath the shallow murky water, a layer of hard stone winds smoothly along, -no naturally formed path and an indication that long ago these grounds saw dry -land, though now the smooth road is pitted with fungus and shelled creatures. -~ -19 0 0 0 0 2 -D0 - The ground slopes downward, jagged rocks standing like little islands amongst -the murky waters. -~ -~ -0 0 1925 -D1 - A jumbled collection of stone and brick are somehow still clinging to each -other, forming a bridge that extends to the east. -~ -~ -0 0 1922 -E -fungus~ - This is the same miserable organism that grows abundantly on every surface on -sight, flat and sickly green, they are just another indication that the entire -place is rotting. -~ -E -shelled creatures~ - Little snails, and the encrustations of crabs and mollusks decorate the -surfaces with their colored remains. It is impossible to tell which of these -are alive and which are long dead, most seem perfectly content to stay -completely motionless. -~ -S -T 1971 -#1924 -Peak of the Rock~ - All around, the misty smog of the swampland rises, blocking what may have -been a spectacular view if not for the waves of heat that cause the air to -shimmer and swim, making everything seem eerily unreal. -~ -19 0 0 0 0 2 -D0 -~ -~ -0 0 1908 -D5 -~ -~ -0 0 1903 -S -T 1971 -#1925 -Rising Water~ - The ground slopes lower here, deeper water gurgling around the various rock -crevices and jagged stones that break the surface. To the east and the west, -large cavernous mouths protrude, though the hollows within appear to be -underwater. -~ -19 0 0 0 0 2 -D0 - A sunken path leads treacherously to the north, looking as though it was -originally a continuation of the same path that extends to the south. -~ -~ -0 0 1928 -D1 -The open mouth of a cavern gapes, ominously black and silent. Slanted vaguely downward, it is actually more like a hole than a cave. -~ -~ -0 0 1926 -D2 - A submerged pathway winds its way gradually up to the south, curving around -just out of sight. -~ -~ -0 0 1923 -D3 - A dark opening gurgles slightly with the sound of water sloshing its way -around rocks, agitated with some unseen movement. -~ -~ -0 0 1927 -S -T 1971 -#1926 -Flooded Cave~ - Scarce light penetrates the dark waters of this cavern, but what little can -be seen is slick with swamp slime and mosses, the odd glittering piece of armor -shining like stars from the inky depths below. -~ -19 13 0 0 0 9 -D3 - Open air breathes gently from the west, natural light rippling vaguely on the -surface of the breaking waters. -~ -~ -0 0 1925 -D5 - An even darker cave can be seen through the swirling mud and algae below, the -same sparkling pieces of metal sliding in and out of view. -~ -~ -0 0 1954 -E -glittering armor~ - Once in a while, something shiny moves to the surface, lingering just long -enough to reveal itself as a piece of warrior's equipment before sinking back -down into the deep. -~ -S -#1927 -Underwater Enclosure~ - Sharp rocks protrude dangerously and invisibly from the darkness, muddy water -swirling about and creating the apparent illusion of dark shadows and shapes -swimming cautiously about. -~ -19 13 0 0 0 9 -D1 - Murky water and spiked rocks travel in a vague north to south path just -outside the enclosure. -~ -~ -0 0 1925 -S -#1928 -Sunken Road~ - Small pieces of colored glass glint up from beneath the water, broken bits -of slate and chunks of stone mixing with the wreckage to create an unstable -surface for walking on, the slick overgrowth of plant life making it even more -treacherous. -~ -19 0 0 0 0 2 -D0 - The path continues wet and treacherous to the north, smooth paved surfaces -crumbled into broken pieces of stone and grit. -~ -~ -0 0 1934 -D2 - The ground seems to tilt slightly downward, the sound of bubbling, rushing -water swirling around the island rocks that stick up. -~ -~ -0 0 1925 -D3 - The eerie sound of echoing droplets and gently murmuring water are all that -come from the cavernous mouth in this direction. -~ -~ -0 0 1929 -S -T 1971 -#1929 -A Great Cavern~ - Water trickles lazily into this vast cavern, covering the rock floor with an -inch or two of sloshing muck. The great stone walls have been excavated -roughly, leaving sharp spikes and serrated areas that look almost deliberately -made. -~ -19 9 0 0 0 0 -D0 - The dark depths of the cavern don't reveal much visually, but the sound of -running water can be heard more intensely. -~ -~ -0 0 1932 -D1 - The open air swirls hazily around, mist and humidity wafting in from the hot -sticky swamp atmosphere. -~ -~ -0 0 1928 -D3 - A subtle flickering light comes from this direction, sly shadows darting in -and out of existance along the stone walls. -~ -~ -0 0 1930 -S -#1930 -A Great Cavern~ - Light flickers eerily throughout this cave, apparently emanating from small -torches that have been placed in the natural cavernous cracks and crevices. -Dark green moss carpets the floor, squishing loudly with saturated water when -stepped on. -~ -19 8 0 0 0 0 -D0 - The ground continues somewhat smoother to the north, dark cool stone curving -around to form the continuing wall. -~ -~ -0 0 1931 -D1 - Sloshing mud and jagged stone surfaces are all that reveal themselves in the -few shafts of light cast this way. -~ -~ -0 0 1929 -S -#1931 -Cavernous Gates~ - Two large bamboo gates stand imposingly to the north, bright glowing light -visible within and large flickering shadows creeping through the gaps of them. -The rest of the cavern has been rather deliberately smoothed from the look of -it, as if to make a somewhat grander impression. -~ -19 9 0 0 0 0 -D0 - Tall bamboo gates stand here, a rough rope wrapped around them and attached -with what looks like a wooden padlock. -~ -bamboogates~ -1 1906 1933 -D1 - The sound of rushing water echoes loudly off the rough rocky surfaces that -continue to the east. -~ -~ -0 0 1932 -D2 - Gentle flickering light, cascades through the shadows from this part of the -cavern, the subtle scent of green mosses wafting on the air. -~ -~ -0 0 1930 -S -#1932 -A Great Cavern~ - A large fissure in the side of the wall here lets in a continuous stream of -trickling water. Dribbling noisily along the projecting rocks, the sound echoes -as if a large stream gushed through this place, the sounds of rushing water -amplifying along the stone walls and floor. -~ -19 9 0 0 0 0 -D2 - A subtle scent of fresh air wafts from the south, the sound of birds and -outside wild life echoing in what appears to be the entrance to this cave. -~ -~ -0 0 1929 -D3 - Very soft flickering light and smoothly sanded stone create a somewhat more -finished appearance in this part of the cavern. -~ -~ -0 0 1931 -S -#1933 -A Primitive Throne Room~ - A great fire burns in the middle of this room, giving off the horrible stench -of some cooking flesh. Bits and pieces of broken armor and swords are hung -here and there as decoration for the walls, along with various animal and -humanoid skulls. At the far north end, several swords have been tied together -and bent to form a crude jewelled throne. To the south, two large bamboo gates -stand, guardians to the way out. -~ -19 12 0 0 0 0 -D2 - Tall bamboo gates stand here, a rough rope wrapped around them and attached -with what looks like a wooden padlock. -~ -bamboogates~ -1 1906 1931 -E -great fire~ - This raging fire seems to be kept continually going, the sickly smell of -flesh and burning leather wafting in the smokey air around it. -~ -E -pieces broken armor decoration walls~ - Glittering pieces of broken and bent metal embed the walls like jewels, no -doubt serving the secondary purpose of displaying the vanquishing of foes. -~ -E -swords crude jewelled throne~ - These rather beautiful swords have been carelessly bent and fastened together -to form a slightly unusual but attractive throne, colored gems sparkling in the -hilts and firelight reflecting off the still shiny metal. -~ -S -#1934 -Mirey Path~ - Water flows slowly down this submerged path, agitating particles of dirt and -sand so that everything beneath the surface is cloudy. Only the feel of laid -stone and grit indicates the path that lies here, a slight mist hovering over -the surface of the muggy water. -~ -19 0 0 0 0 2 -D0 - A small enclosure can be seen to the north, tiny wisps of smoke escaping into -the air. -~ -~ -0 0 1936 -D1 - A little greenish cave opens to the east, the forlorn sound of dripping water -coming from within. -~ -~ -0 0 1935 -D2 - The land slants gradually down, water trickling amongst cloudy particles of -grit and swirling masses of plant life. -~ -~ -0 0 1928 -S -T 1971 -#1935 -Dripping Cave~ - Dank and cold, the sound of continuous dripping makes this place seem even -more miserable. Thin layers of green slime coat the walls, and a few organic -encrustations higher up show that at one time water flooded this cave. -~ -19 9 0 0 0 0 -D3 - Slight wisps of mist swirl just inside from the gaping entrance to the west, -the sound of lazily trickling water coming from outside. -~ -~ -0 0 1934 -S -T 1971 -#1936 -Cluttered Campsite~ - A rudimentary shelter has been constructed here, various stiff reeds roped -together, grasses thatched together to make a somewhat waterproof ceiling. -Wisps of smoke and glowing embers cling to life as the recently used campfire -slowly dies away. Various cooking utensils and simple clay pots lie soiled and -strewn about. -~ -19 0 0 0 0 2 -D2 - Muddy, grimey water swirls lazily away, stirring up the gravelly ground as it -trickles noisily. -~ -~ -0 0 1934 -D3 - Taller grasses sway gently in the air, a faint sound of droplets echoing can -be heard, as though some hidden cave lies beneath. -~ -~ -0 0 1937 -E -rudimentary shelter stiff reeds~ - This primitive enclosure is of only basic use in shielding rainfall and heavy -winds. Open on one side, it seems for the most part abandoned, as though the -creatures who made it only gather here for certain occasions. -~ -E -cooking utensils simple clay pots~ - These recently used tools have been dumped on the ground with pieces of flesh -still clinging to them, the smell of rotting is almost unbearable and flies buzz -almost frantically around the filthy surfaces. -~ -S -T 1971 -#1937 -Grassy Hole~ - Tall grasses wave slowly in the air, drops of moisture trickling down their -lengths and echoing slightly as they hit rock surface below. A deep black hole -gapes widely in the ground, concealed perfectly until almost falling into it. -~ -19 0 0 0 0 2 -D0 - Copious amounts of smoke fill the air thickly, staining the ground and plant -life darkly black and blocking any further view. -~ -~ -0 0 1943 -D1 - The smell of smoke wafts on the eastern breeze, smoke rising visibly into the -air and the roped walls of some structure only just visible through the grasses. -~ -~ -0 0 1936 -D5 - Nothing can be seen within the dark recesses of this hole, just a chill -feeling as though something unnatural lingers, and the sound of droplets hitting -stone. -~ -~ -0 0 1938 -S -T 1971 -#1938 -Rainy Chasm~ - Hardly any natural light penetrates this darkness, just the continuous sound -of dripping and trickling water all around. The stoney chill of the surrounding -rock seems to pierce through everything, feeling almost supernatural in its -strength. -~ -19 13 0 0 0 0 -D0 - Bright light shines from the larger cavern to the north, sending flickering -shadows all around and the choking smell of smoke. -~ -~ -0 0 1939 -D4 - Shafts of natural light trickle down from amidst waving grasses, little drops -of water drip down, collecting in rivulets along the ceiling. -~ -~ -0 0 1937 -S -T 1971 -#1939 -Firelit Cavern~ - A great fire burns steadily here, smoke billowing around the ceiling and -escaping through a small hole. Dancing light casts flickering shadows all about -the room, piles of dried bracken and wood nearby to keep the fire fueled. -~ -19 8 0 0 0 0 -D0 - A smallish, moss-covered cavern yawns widely to the north, the wafting smoke -making it difficult to see much else. -~ -~ -0 0 1940 -D1 - A slight scratching sound can be heard coming from the cavern to the east, -and a makeshift gate of reeds has been fastened across its entrance. -~ -~ -0 0 1941 -D2 - A faint natural glow comes from this part of the cavern, trickling water -echoing loudly as it drips onto the stone. -~ -~ -0 0 1938 -D3 - A rather sickening smell of raw and cooking meat wafts on the western air, -scattered leaves covering the contents of the cave beyond. -~ -~ -0 0 1942 -S -T 1971 -#1940 -Nesting Grounds~ - Cozy piles of green mosses and dried grass form a thick layer of bedding on -the floor here. Gentle heat wafts from the room to the south, filling the place -with shimmering warm air. Several large eggs lie nestled here and there, -partially covered with the grasses. -~ -19 8 0 0 0 0 -D2 - Bright flickering fire sends shadows dancing all around, a curtain of smoke -veiling anything that lies beyond. -~ -~ -0 0 1939 -S -T 1971 -#1941 -Hatchery~ - Thin reeds have been tied across the exit to the west, acting as a miniature -gate to prevent the young ones from wandering out. Little bits of meat are left -rotting about the floor, and bits of broken egg-shell are scattered about, the -few intact eggs rocking gently as though about to hatch. -~ -19 8 0 0 0 0 -D3 - Bright flickering fire sends shadows dancing all around, a curtain of smoke -ve iling anything that lies beyond. -~ -~ -0 0 1939 -S -T 1971 -#1942 -Stone Larder~ - Cool stone shelves support large slabs of raw flesh while smoke wafts lazily -in from the east, slowly cooking smaller pieces that hang from hooks in the -ceiling. In the corner, large leaves cover what appears to be the half -butchered corpse of some unidentifiable animal. -~ -19 8 0 0 0 0 -D1 - Bright flickering fire sends shadows dancing all around, a curtain of smoke -ve iling anything that lies beyond. -~ -~ -0 0 1939 -S -T 1971 -#1943 -Smokey Path~ - Creeping plants and mosses cover the slimey broken slate that makes up this -abandoned path. From a large crack in the ground, dark smoke billows slowly up -into the sky, shrouding the place in darkness and creating the claustrophobic -feeling of being unable to breathe. -~ -19 1 0 0 0 2 -D0 - The water runs deeper to the north, shimmering fog wafting restlessly and -clouding any further view. -~ -~ -0 0 1945 -D1 - A well-travelled way lies to the east, stalks of reeds having obviously been -brushed aside. -~ -~ -0 0 1944 -D2 - Tall grasses swish in the heavy air, the sound of trickling water echoing -strangely from some area of the ground. -~ -~ -0 0 1937 -D3 - A vast and confusing landscape stretches far to the west, heavy fog making it -difficult to see any straight path through. -~ -~ -0 0 1950 -S -T 1971 -T 1978 -#1944 -Wetlands~ - Tall reeds poke slightly above the surface of this murmuring pool, soft mud -giving easily beneath and sending clouds of darkness up into the water. Broken -stalks litter the bottom, and deep footprints can be seen imprinted in the -watery ground, indicating that this way is well travelled. -~ -19 0 0 0 0 2 -D0 - Deep waters and eerie blue mists swirl silently around, both almost purposely -hiding the way from view. -~ -~ -0 0 1946 -D1 - A muddy path of slate stretches to the east, reeds and other plantlife -rustling with the movements of small animals. -~ -~ -0 0 1965 -D3 - The way west is shrouded from view by a black cloud of hot billowing smoke, -the air almost stiflingly warm. -~ -~ -0 0 1943 -S -T 1971 -#1945 -Eerie Wetlands~ - Strange mist hovers just above the surface of the high murky waters here, -clouding everything so that only ghosts and shadows can be seen moving about in -the periphery of vision. The air is hot and stifling, but the cloudy moisture -leaves a bone-chilling cold on every surface. -~ -19 0 0 0 0 2 -D0 - Some sort of entrance can be seen through the brush, a black stair descending -into darkness. -~ -~ -0 0 1976 -D1 - Swirling blue mist, and a chill moisture drift about the air, algae-infested -waters stirring silently. -~ -~ -0 0 1946 -D2 - A wave of heat shimmers from the south, dark smoke wafting its way up into -the muggy air. -~ -~ -0 0 1943 -D3 - A vast and confusing landscape stretches far to the west, heavy fog making it -difficult to see any straight path through. -~ -~ -0 0 1949 -S -T 1971 -#1946 -Eerie Wetlands~ - A deadly silence seems to settle here, even the sounds of cricket chirpings -die away as the bluish haze around this place swirls ever thicker. The water -slides easily, thick algae blocking any view as to what lies beneath. -~ -19 0 0 0 0 2 -D2 - A well travelled way lies to the south, broken reeds and muddy footprints -left as recent evidence. -~ -~ -0 0 1944 -D3 - Stifling air wafts from the east, the chill of swamp moisture clinging to -everything it touches. -~ -~ -0 0 1945 -D5 - The way down is impossibly black, deep cold water offering no hint of what -lies beneath the stirring surface. -~ -~ -0 0 1947 -S -T 1971 -#1947 -Absolute Darkness~ - The water is much colder at this depth, every movement sending mud and plant -life swirling about. The blackness seems all-encompassing, nothing visible in -any direction, just the slimey touch of unseen creatures brushing past. -~ -19 13 0 0 0 9 -D4 - Faint shafts of natural light penetrate the darkness, the stalks of gently -swaying reeds only just visible through the murkiness. -~ -~ -0 0 1946 -S -#1948 -[Private Set Aside Room for Trigger]~ - Set aside for the sheer purpose of having the leviathan load here and -teleporting it to room 1911 as part of the trigger. ;) And then I added some -more words at the end of this descrip because the error in zcheck was bugging me -:P -~ -19 152 0 0 0 0 -S -T 1994 -#1949 -Endless Marshlands~ - The swamp seems to stretch almost endlessly to the west, far off shapes and -shadows potentially only the product of imagination. Almost untouched, the -quiet water and still reeds can be seen for miles. -~ -19 0 0 0 0 2 -D1 - Chilly air breezes from the west, damp and clinging miserably to everything -like a cold sweat. -~ -~ -0 0 1945 -D2 - A vast and confusing landscape stretches to the south, heavy fog making it -difficult to see any straight path through. -~ -~ -0 0 1950 -D3 - A vast and confusing landscape stretches far to the west, heavy fog making it -difficult to see any straight path through. -~ -~ -0 0 1952 -S -T 1971 -#1950 -Endless Marshlands~ - Far off into the distant west, the same landscape can be seen that is visible -here. Desperate creeping plant life, hovering insects and scummy algae-infested -water appears to be all there is. -~ -19 0 0 0 0 2 -D0 - A vast and confusing landscape stretches to the north, heavy fog making it -difficult to see any straight path through. -~ -~ -0 0 1949 -D1 - Dark smoke snakes its way through the air, staining everything around it -black, nearby grasses withering with the heat. -~ -~ -0 0 1943 -D3 - A vast and confusing landscape stretches far to the west, heavy fog making it -difficult to see any straight path through. -~ -~ -0 0 1953 -S -T 1971 -#1951 -Crumbling Oak~ - This ancient oak tree has long since decayed into little more than a shell. -Sharp spokes of wood stick up like a thorny crown where the higher parts of the -tree have snapped away, presumably buried deep within the surrounding mud. -~ -19 13 0 0 0 0 -D3 - Tall, thin trees weave hypnotically in the wind, the croaks and chirps of -various wildlife filling the air. -~ -~ -0 0 1921 -S -#1952 -Endless Marshlands~ - Deep muddy water sloshes about with every disturbance, bending reeds swish -wearily back and forth, and almost eternally around in the swirling mists -everything seems to look exactly the same. -~ -19 4 0 0 0 2 -D1 - A vast and confusing landscape stretches to the east, heavy fog making it -difficult to see any straight path through. -~ -~ -0 0 1953 -D2 - A vast and confusing landscape stretches to the south, heavy fog making it -difficult to see any straight path through. -~ -~ -0 0 1952 -D3 - A vast and confusing landscape stretches far to the west, heavy fog making it -difficult to see any straight path through. -~ -~ -0 0 1953 -S -T 1971 -#1953 -Endless Marshlands~ - Deep muddy water sloshes about with every disturbance, bending reeds swish -wearily back and forth, and almost eternally around in the swirling mists -everything seems to look exactly the same. -~ -19 4 0 0 0 2 -D0 - A vast and confusing landscape stretches to the north, heavy fog making it -difficult to see any straight path through. -~ -~ -0 0 1950 -D1 - A vast and confusing landscape stretches to the east, heavy fog making it -difficult to see any straight path through. -~ -~ -0 0 1953 -D3 - A vast and confusing landscape stretches far to the west, heavy fog making it -difficult to see any straight path through. -~ -~ -0 0 1952 -S -T 1971 -#1954 -Air-Filled Cavern~ - A large bubble of air is trapped within this cave, creating the illusion that -this place is above ground, although swirling mud and grasses can be seen -dancing in the water just around the opening. -~ -19 13 0 0 0 0 -D4 - Dark swirling waters block most of the upper cavern from sight, minimal light -penetrates the surface, bits of floating debris making it hard to see what lies -beyond. -~ -~ -0 0 1926 -S -#1955 -Opening in a Circle of Trees~ - All around, the ancient and brittle bark of dying trees fills all view, the -odd green shoot of a struggling youngster coloring the gloominess, and the -scent of new plant life freshening the air, even as fungi consume the rotting -elders. -~ -19 0 0 0 0 3 -D1 - Swaying branches trail leisurely over the murky waters, the sounds of -rustling and crow's screeching carrying on the air. -~ -~ -0 0 1957 -D2 - The trees grow thinner to the south, a large tree stump can be seen vaguely -off to the southeast, and even further south a large rock breaks the horizon. -~ -~ -0 0 1921 -D3 - Gnarled black tree branches stick rigidly out into the air like the upturned -spears of some dark army. -~ -~ -0 0 1956 -S -T 1971 -#1956 -Circle of Trees~ - Tall dark trunks emerge from the sloshing mud, fragile and crooked with age, -slimy swamp algae covering them with slick green ooze. Spindly desperate -branches grasp blindly at the air like the skeletal fingers of some long buried -giant. -~ -19 0 0 0 0 3 -D0 - Thick, brittle treetrunks continue on and around to the north, the sounds of -wildlife crunching through the leaves. -~ -~ -0 0 1962 -D1 - The trees seem to grow more sparse, what looks like a clearing veers off to -the southeast. -~ -~ -0 0 1955 -S -T 1971 -#1957 -Circle of Trees~ - The fluttering of wings disturbs the still air every now and again and the -mournful screeching of crows can be heard from the swaying branches above. -Most of the trees here are dead, only one or two trailing green leaves into the -watery surroundings. -~ -19 0 0 0 0 3 -D0 - A vast array of dried branches forms a canopy overhead, a mighty tree -standing proudly to the north, even as it decays. -~ -~ -0 0 1958 -D3 - It becomes more visible to the west, trees giving way to what looks like a -clearing. -~ -~ -0 0 1955 -S -T 1971 -#1958 -Circle of Trees~ - The great shell of a long dead cypress tree stands here, mighty branches -creating a skeletal leaf-less canopy. The persistant creep of swamp vines and -moss coats nearly the entire trunk, as though the bog were trying to reclaim it. -~ -19 0 0 0 0 3 -D0 - Tangled tree roots stretch out to the north, creeping through the treacherous -mud as though grasping for safety. -~ -~ -0 0 1959 -D2 - The sound of snapping twigs and squawking birds comes from the south, the -continuing treeline rustling with unseen movement. -~ -~ -0 0 1957 -S -T 1971 -#1959 -Circle of Trees~ - The mud here is dangerously sticky, only the buried weaving roots of the -surrounding trees acting as footholds. It seems as though the brittle wood -moans gently, complaining at the cruelty of the wind, restless breezes scurrying -here and there as though being chased. -~ -19 0 0 0 0 3 -D2 - A line of trees continues around, curving as if to form a large circle that -shrouds the outside from view. -~ -~ -0 0 1958 -D3 - A trickle of water runs bubbling and churning over a submerged trail. -~ -~ -0 0 1960 -S -T 1971 -#1960 -Drowned Path~ - Clear water runs here as several surrounding streams trickle into this large -pool. Dirt and grit settle slowly at the bottom, covering partially what appear -to be the carefully set slate tiles of an ancient road running north and south. -~ -19 0 0 0 0 2 -D0 - A small junction lies ahead, this path meeting with a larger west-to-east -trail. -~ -~ -0 0 1966 -D1 - Trees grow thickly around, spreading in a carefully sculpted line to the east -that curves its way around in a circular shape. -~ -~ -0 0 1959 -D2 - A massive statue can be seen rising from the ground, a small clearing flanked -on all sides by the watchful presence of trees. -~ -~ -0 0 1963 -D3 - Trees grow thickly around, spreading in a carefully sculpted line to the west -that curves its way around in a circular shape. -~ -~ -0 0 1961 -S -T 1971 -#1961 -Circle of Trees~ - Pale green saplings sway gently in the breeze, struggling for life though -they seem to be well-tended. Leaning in on each other, their green waving -branches seem to rustle uncomfortably, whispering quietly with each other. -~ -19 0 0 0 0 3 -D0 - A greenish film of water and slime coats a long-neglected path to the north. -~ -~ -0 0 1964 -D1 - The water grows higher as the land seems to sink, thick bubbling mud and -shallow streams coating the way eastward. -~ -~ -0 0 1960 -D2 - Red leaves and dark trunks shift uneasily in the wind, a gathering of trees -spreading toward the south. -~ -~ -0 0 1962 -S -T 1971 -#1962 -Circle of Trees~ - A patch of red flashes in and out of vision through the thick dark cluster of -trunks. The beautiful crimson leaves of a black gum tree seem almost to light -the area as a burning fire illuminates night. -~ -19 0 0 0 0 3 -D0 - Younger saplings grow to the north, slender green branches and fresh budding -leaves adding a sense of freshness to the atmosphere. -~ -~ -0 0 1961 -D2 - Older trees grow crookedly to the south, gnarled trunks and grasping fingers -clawing their way through the misty air. -~ -~ -0 0 1956 -S -T 1971 -#1963 -Place of Worship~ - A small trail of crushed bones mingles with the broken twigs and branches -carpeting the floor. A massive stone altar stands within a small clearing here, -enclosed within the trunks of the surrounding trees. A smoking fire lingers -here, some burned carcass giving off the smell of cooked flesh. Before the -altar, a large metal grid is embedded into the ground. -~ -19 0 0 0 0 3 -D0 - A small water-logged path leads northward, flanked on either side by closely -hovering trees. -~ -~ -0 0 1960 -D5 - A small stone room has been dug deep into the ground, a cold damp chill -emanating from within. -~ -~ -0 0 1971 -S -T 1971 -#1964 -Drizzling Path~ - Rivulets of muddy water trickle lazily across the broken pieces of stone that -make up this old path, creeping algae and swamp slime give it a carpeted look, -tinting both the stone and the water slightly green. -~ -19 0 0 0 0 2 -D1 -~ -~ -0 0 1966 -D2 -~ -~ -0 0 1961 -D3 -~ -~ -0 0 1965 -S -T 1971 -#1965 -Pool of Mud~ - The gray surface of slate paving stones can barely be seen beneath the -surface of these dark waters. Small fish dart nervously about, hiding instantly -at the sight of any shadow, and bulrushes sway gently, spreading ripples -throughout the pool. -~ -19 4 0 0 0 6 -D1 -~ -~ -0 0 1964 -D3 -~ -~ -0 0 1944 -S -T 1971 -#1966 -Bend in an Ancient Path~ - Water sloshes noisily down this path which slopes downward to the west, -coated slightly with the glassy sheen of an inch or two of clear running water, -the carefully laid mosaic stones and colored glass can clearly be seen. -~ -19 0 0 0 0 2 -D0 -~ -~ -0 0 1970 -D1 -~ -~ -0 0 1967 -D2 -~ -~ -0 0 1960 -D3 -~ -~ -0 0 1964 -S -T 1971 -#1967 -Place of Meeting~ - A small campfire flickers lazily in this paved circular area. Several smooth -rocks are placed strategically all around the center as if making up some sort -of seating. Beside the fire, a crude wooden platform has been erected. -~ -19 0 0 0 0 2 -D0 -~ -~ -0 0 1969 -D1 -~ -~ -0 0 1972 -D3 -~ -~ -0 0 1966 -S -T 1971 -#1968 -[Inside the Cocoon (for Trigger)]~ - This room is for people to be teleported to when they are trapped inside a -spider's cocoon (or a good time-out room). Only the commands who and gossip -should work in this room for any players under level 33. Oh the command wriggle -also works, but only to make the object cocoon visibly wriggle to anyone in room -1993. -~ -19 136 0 0 0 0 -S -T 1921 -#1969 -Wooden Shelter~ - Several dead branches have been roped together with vines to make this small -shelter. Several reeds and grasses have been used to patch up the gaps, and the -whole structure has been coated with a layer of mud. -~ -19 13 0 0 0 0 -D2 -~ -~ -0 0 1967 -S -T 1971 -#1970 -A Cozy Hut~ - Some sort of underground heat seems to warm this little hut, the cracked -stone floor feeling slightly warm to the touch. Bundles of hollow reeds have -been used to create small tables, upon which dried grasses and leaves are heaped -like bedding. -~ -19 13 0 0 0 0 -D2 -~ -~ -0 0 1966 -S -T 1971 -#1971 -A Dank Prison~ - The walls drip mournfully with muddy water that trickles slowly from the -ceiling grid. A large sacrificial slab stands in the center of the room, -covered with gruesome stains. Various metal instruments hang from the walls, -along with the well-used chains of past unfortunate prisoners here. -~ -19 13 0 0 0 0 -D4 -~ -~ -0 0 1963 -S -#1972 -A Large Hut~ - A huge straw mat covers the ground here, decorated with various tribal paints -to display images of royalty and wealth. Gold and silver glint here and there -like stars in the dark clay walls, and a large cushioned chair sits against the -eastern wall. -~ -19 12 0 0 0 0 -D3 -~ -~ -0 0 1967 -D5 -~ -~ -0 0 1973 -S -T 1971 -#1973 -Trophy Room~ - Flickering fire illuminates the room from a high wooden shelf. Dancing -shadows creep along the lower shelves which hold a variety of humanoid and -animal skulls. Small piles of teeth and claws sprinkle the perimeter of the -floor, and it can only be assumed that these trophies are all that remain of -past enemies. -~ -19 8 0 0 0 0 -D1 -~ -~ -0 0 1974 -D4 -~ -~ -0 0 1972 -S -#1974 -Jumbled Armory~ - A rough walkway has been cleared through the piles of dented and rusting -armor that lie here. Miscellaneous scavenged shields and pieces of equipment -lie scattered around in varying states of decay or repair. A few finer pieces -hang along the wall, ready for use. -~ -19 8 0 0 0 0 -D1 -~ -~ -0 0 1975 -D3 -~ -~ -0 0 1973 -S -#1975 -Treasure Storage~ - Glittering pieces of gold and jewellry line the whole interior of this room, -embedded into the actual structure of the room and dangling as decorations from -the wall. Some useless trinkets and pieces of bent metal are also scattered -around amongst the treasure, collected apparently only for their shiny surfaces. -~ -19 9 0 0 0 0 -D3 -~ -~ -0 0 1974 -S -#1976 -Palace Entrance~ - A grand obsidian stair slopes gradually down into darkness and the submerged -palace of Lost Ajhuutal. Creeping swamp plants and mosses glow slightly where -they touch the black stone, almost pulsing as though they were the living veins -of the structure itself. -~ -19 13 0 0 0 0 -D2 -~ -~ -0 0 1945 -D5 -~ -~ -0 0 1977 -S -#1977 -Webbed Corridor~ - Fine silvery filaments of cobweb wave gently in the subtle musty breeze that -stirs here. Beads of moisture condense on the cool black stone of the walls, -rivulets of water gathering and trickling like sweat in the suffocating -humidity. -~ -19 9 0 0 0 0 -D1 -~ -~ -0 0 1978 -D3 -~ -~ -0 0 1992 -D4 -~ -~ -0 0 1976 -S -#1978 -Damaged Passageway~ - Great claw-like gashes mark the walls here, the aftermath of some great -struggle. Broken pieces of the floor lie gathering dust and large dark stains -have corroded the passage as though splashed with acid or burnt by some powerful -magic. -~ -19 9 0 0 0 0 -D0 -~ -~ -0 0 1979 -D1 -~ -~ -0 0 1998 -D3 -~ -~ -0 0 1977 -S -#1979 -Blood-Spattered Corridor~ - Dark red splatters fleck the wall and floors here, filling the air with the -metallic and unmistakeable stench of congealing blood. New stains freshly cover -the old, years of lost struggles painted about the room with all that remains of -the unfortunate victims. -~ -19 9 0 0 0 0 -D1 -~ -~ -0 0 1991 -D2 -~ -~ -0 0 1978 -D3 -~ -~ -0 0 1980 -S -#1980 -Halls of the Aranea~ - A few ancient trinkets glitter here, actually embedded into the walls with -crystallised webbing. The decaying skull of a humanoid can also be spotted here -and there through the drifting strands of cottony thread, apparently the trophy -of a past conquest. -~ -19 9 0 0 0 0 -D0 -~ -~ -0 0 1982 -D1 -~ -~ -0 0 1979 -D3 -~ -~ -0 0 1981 -S -#1981 -Halls of the Aranea~ - Dark and glistening with some sort of saliva-like ooze, hundreds of primitive -carvings have been intricately woven into the cold, dripping stone walls, most -depicting various battles including the capture of the mighty leviathan and the -destruction of Fallorain's army. -~ -19 9 0 0 0 0 -D1 -~ -~ -0 0 1980 -D2 -~ -~ -0 0 1992 -D3 -~ -~ -0 0 1994 -S -#1982 -Zanassu's Altar~ - Cold and unwelcoming, it is impossible to tell if the crystal patterns around -this room are frost or the intricate webbings of spiders. A great stone altar -stands here, steps making it possible to actually stand upon it. To the north, -a great black gate stands, barring the way further into the palace. -~ -19 8 0 0 0 0 -D2 -~ -~ -0 0 1980 -S -T 1943 -T 1948 -#1983 -Palace of Lost Ajhuutal~ - Dark menacing shadows jump erratically from the corners and flit swiftly -along the walls as rows of torches light the room with flickering firelight, -cold stone and slate paving the chilly corridor. -~ -19 156 0 0 0 0 -D1 -~ -~ -0 0 1984 -D3 -~ -~ -0 0 1988 -S -T 1945 -T 1947 -T 1942 -#1984 -Palace of Lost Ajhuutal~ - A cool and unnatural breeze wafts through this part of the hall, almost -seeming to whisper words as it sighs along the jagged crooks and crevices in the -cavernous wall, wisps of silk glistening as they stir. -~ -19 137 0 0 0 0 -D0 -~ -~ -0 0 1985 -D1 -~ -~ -0 0 1990 -D3 -~ -~ -0 0 1983 -S -T 1944 -#1985 -Palace of Lost Ahjuutal~ - Damp and miserable, the black surroundings are nonetheless regal to behold, -tall black columns supporting the increasingly high ceiling and every surface -sparkling with tiny dark jewels as though starlit. -~ -19 137 0 0 0 0 -D1 -~ -~ -0 0 1989 -D2 -~ -~ -0 0 1984 -D3 -~ -~ -0 0 1986 -S -#1986 -Palace of Lost Ahjuutal~ - Magnificent tapestries of pure silk line the walls here, simple portrayals of -victorious battles and weaponry woven by some magic into the crimson and scarlet -strands. The taste for luxury is further evidenced here by the use of many -hundred mandora spider furs to cover the substantial floor with lush velvety -carpeting. -~ -19 137 0 0 0 0 -D0 -~ -~ -0 0 1997 -D1 -~ -~ -0 0 1985 -D3 -~ -~ -0 0 1987 -S -#1987 -Palace of Lost Ahjuutal~ - The air is sticky and oppressive here although almost too cold to be so -humid. Slight viscuous moisture coats the floors and walls alike, making the -naturally dark surroundings glimmer in places as though tiny eyes twinkled in -and out of existance. -~ -19 137 0 0 0 0 -D1 -~ -~ -0 0 1986 -D2 -~ -~ -0 0 1988 -D3 -~ -~ -0 0 1996 -S -#1988 -Palace of Lost Ahjuutal~ - Strange and intricate carvings of combat scenes as well as writings line the -cavernous walls, both runes and some unfathomable language darken the place -further with the lingering and heady presence of evil magic. -~ -19 137 0 0 0 0 -D0 -~ -~ -0 0 1987 -D1 -~ -~ -0 0 1983 -D3 -~ -~ -0 0 1995 -S -T 1944 -#1989 -Weaponry of the Spider Demon~ - Glittering silvery metal runs in natural veins through the rock in this room, -naturally complementing the selection of fine weaponry to be found within. -Functional and ornamental swords alike hang proudly displayed upon the walls, -with central glass cases containing elegant two-handed blades as well as -jewelled maces. -~ -19 137 0 0 0 0 -D3 -~ -~ -0 0 1985 -S -#1990 -Chamber of Strange Arts~ - Darkly polished shelves hold an assortment of strange bottles and jars, some -of them shifting slightly now and again as though the contents moved. A -towering bookshelf on the western side of the room holds ancient looking scrolls -and pieces of parchment as well as large bound books that lie almost unseen -beneath layers of dust. At the northern end, a large fire crackles quietly, -giving off copious amounts of sickly smelling smoke. -~ -19 136 0 0 0 0 -D3 -~ -~ -0 0 1984 -S -#1991 -Torture Chamber~ - A gleaming black table lies like a coffin on a stand in the center of the -room, bloody bits of frayed rope left scattered across it. Flickering light -from a red hot fireplace casts the dingy room in shadows, intermittently -illuminating a selection of terrifying metal instruments that decorate the -stained walls. -~ -19 8 0 0 0 0 -D3 -~ -~ -0 0 1979 -S -#1992 -Sticky Passage~ - The walls glisten with crystallised strands of cobweb, slightly sticky slime -glistening as it oozes down the walls, collecting in slippery puddles and -droplets on the dark floor that sparkle almost like stars. -~ -19 9 0 0 0 0 -D0 -~ -~ -0 0 1981 -D1 -~ -~ -0 0 1977 -D3 -~ -~ -0 0 1993 -S -#1993 -Spider Lair~ - New and old cobwebs coat the walls, fluttering in layers like some kind of -eerie wallpaper. A slight rustling echoes all throughout this dreary cavern, -and on closer inspection thousands of tiny spiders can be seen scuttling across -the ceiling and drifting on webbed strands through the musty air. -~ -19 13 0 0 0 0 -D1 -~ -~ -0 0 1992 -S -T 1935 -#1994 -Food Storage~ - Shelves line the relatively clean walls here, holding a variety of rich food -and drink. Fermenting pails of wine stand covered in the corners and dried -meats and herbs hang, slightly swaying from the ceiling. The unmistakeable -smell of aging cheese fills the air along with the pungently sweet scent of -ripening fruits. -~ -19 9 0 0 0 0 -D1 -~ -~ -0 0 1981 -S -#1995 -Place of Plunder~ - Dancing light from several wall-hung torches keeps the whole room aglow as if -with sunfire. Gold and silver alike generously line the walls and floor as if -some incredible heat simply melted the treasure into the structure all at once. -Sparkling jewels and gems of many colors glitter from assorted piles like -bundles of freshly picked flowers, left scattered around the many ornamental -chests as though for casual decoration. -~ -19 136 0 0 0 0 -D1 -~ -~ -0 0 1988 -S -#1996 -Regal Armory~ - The ghostly figures of several wooden mannikins stand eerily in this -dimly-lit room, display stands for various sets and pieces of armor. Coats of -mail glisten beautifully from the shadowy corners, fine mesh and dark admantite -alike being woven into regal pieces adorned with gems. Elaborate helmets and -visors stand encased within crystal columns, and glittering shields shine from -the walls like moonlight. -~ -19 137 0 0 0 0 -D1 -~ -~ -0 0 1987 -S -#1997 -Throne of the Champion of Lloth~ - An elaborate jewelled throne stands centrally at the northern end of the -room, surrounded by the massive column-like legs of an upturned gargantuan -spider crystallised into the floor. Black, thorny spines protrude here and -there from the jagged walls, twitching now and again as though some magic has -rendered the structure alive. Even the beautiful maroon carpet has been utterly -spoiled, ugly patches of old and drying blood left almost proudly displayed, -tainting the air with a sickly metallic scent. -~ -19 13 0 0 0 0 -D2 -~ -~ -0 0 1986 -S -T 1976 -#1998 -Cocooned Cell~ - Dank and cold, old rusted chains hang mostly unused from the walls. Various -nets and cruel-looking traps litter the area, and an unbearable smell of rotting -food and waste fills the room. Spider-spun cocoons lie freely about the floor -or attached to the wall, some opened whereas others seem almost to writhe. -~ -19 9 0 0 0 0 -D3 -~ -~ -0 0 1978 -S -#1999 -Withered Grasses~ - The air here is smotheringly warm, humidity condensing in the air and -drifting away to join the wandering mist that swirls forlornly about. Tall -withered grasses whisper amongst themselves as they bend, almost seeming to -deliberately make way for passage. -~ -19 0 0 0 0 2 -D0 -~ -~ -0 0 1901 -S -T 1971 -$~ diff --git a/lib/world/wld/2.wld b/lib/world/wld/2.wld deleted file mode 100644 index fdde647..0000000 --- a/lib/world/wld/2.wld +++ /dev/null @@ -1,1891 +0,0 @@ -#200 -The Northern Road~ - This seems to be the middle of a very mysterious looking road. Everything to -the east appears to be dark and gloomy, giving off the impression that maybe -travelers would better avoid coming here. However, things in the west change -dramatically. The shouts of soldiers in training can be heard. The road -continues to the north and south. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 189 -D2 -~ -~ -0 0 210 -E -credits info~ - Builder : Rumble -Zone : 2 Sanctus II -Related Zones: 1 Sanctus, 3 Sanctus III -Began : 2000 -Player Level : 1-34 -Rooms : 100 -Mobs : 6 -Objects : 19 -Shops : 10 -Triggers : 1 -Theme : A mortal starting town. -Plot : Fabric of time torn, world going to hell. Sanctus one of the few - safe havens remaining. -Links : 43w -Zone 2 is linked to the following zones: - 1 Sanctus at 200 (north) ---> 189 - 1 Sanctus at 201 (north) ---> 194 - 1 Sanctus at 202 (north) ---> 195 - 1 Sanctus at 203 (north) ---> 196 - 1 Sanctus at 204 (north) ---> 197 - 1 Sanctus at 205 (north) ---> 198 - 1 Sanctus at 206 (north) ---> 199 - 1 Sanctus at 207 (up ) ---> 111 - 1 Sanctus at 213 (up ) ---> 112 - 1 Sanctus at 243 (up ) ---> 114 - 1 Sanctus at 248 (up ) ---> 115 - 1 Sanctus at 251 (up ) ---> 100 - 1 Sanctus at 254 (up ) ---> 118 - 1 Sanctus at 259 (up ) ---> 119 - 3 Sanctus III at 287 (south) ---> 300 - 3 Sanctus III at 288 (south) ---> 301 - 1 Sanctus at 289 (up ) ---> 121 - 3 Sanctus III at 292 (south) ---> 302 - 1 Sanctus at 295 (up ) ---> 122 - 3 Sanctus III at 296 (south) ---> 303 - 3 Sanctus III at 297 (south) ---> 304 - 3 Sanctus III at 298 (south) ---> 305 - 3 Sanctus III at 299 (east ) ---> 300 -~ -S -#201 -Thieves Avenue~ - This avenue passes between the inner city wall and the warehouse. The -warehouse is made from sturdy timber with a set of wide double doors that appear -to open outwards. Wagon tracks lead right up to the warehouse. This must be -where traders come to unload their supplies. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 194 -D2 -~ -~ -0 0 214 -S -#202 -The Thieves Warehouse~ - You are close to the southern end of the storeroom. Smaller adjoining rooms -are to the south and east. The financial holdings of the city are said to be -hidden somewhere within this building. Of course only a fool would try to -steal from a bunch of thieves. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 195 -D1 -~ -~ -0 0 203 -D2 -~ -~ -0 0 215 -S -#203 -The Workers Room~ - This room smells of sweat and dust. The workers responsible for loading, -unloading, and sorting through all the supply crates live in this single room. -Mattresses that are shredded to pieces by rats and mice line one wall. A small -washbasin, stool and bench are the only other luxuries these overworked brutes -own. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 196 -D2 -~ -~ -0 0 216 -D3 -~ -~ -0 0 202 -S -#204 -A Meeting Room~ - Benches face toward the west wall where a large map has been pinned up. -This is where the lieutenants of the army relay their plans to the sergeants to -carry them out. You can work your way between the benches to the south, east, -or north. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 197 -D1 -~ -~ -0 0 205 -D2 -~ -~ -0 0 217 -S -#205 -The Galley~ - Everything shines a bright silver. Any recruits who misbehave are sent here -to polish the kitchen. A small scullery filled with messy pots gives the room -a charred smell. Large ovens line the east wall and are cold for the time -being. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 198 -D2 -~ -~ -0 0 218 -D3 -~ -~ -0 0 204 -S -#206 -Warriors Avenue~ - The inner city wall and the army barracks guide the avenue north and south -through the Warriors Quarter. Very few people are around, but plenty of -soldiers rush about. One might wonder why anyone would sign up for the army -after all the stories flying around. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 199 -D2 -~ -~ -0 0 219 -S -#207 -The Northern Temple Circle~ - As one continues walking along the cobblestone road the temple can be seen -towering high above, shimmering in the light. The road continues to the south -and east. A stairwell leads up onto the top of the inner city wall. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 208 -D2 -~ -~ -0 0 220 -D4 -~ -~ -0 0 111 -S -#208 -The Northern Temple Circle~ - The road ahead is long, and an intersection can be seen up ahead to the east. -It looks like it leads into the temple. The smell of some sort of vile -concoction emanates from a building to the south. The sound of someone chanting -can be heard coming from within. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 209 -D2 -~ -~ -0 0 221 -D3 -~ -~ -0 0 207 -S -#209 -The Northern Temple Circle~ - An intersection can be seen just ahead to the east. Its leading directly -into the temple of Sanctus. The road continues to the east and west. A small -building to the south has boxes and envelopes stacked on both sides of the -entrance. The sound of someone cursing can be heard coming from within. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 210 -D2 -~ -~ -0 0 222 -D3 -~ -~ -0 0 208 -S -#210 -The Northern Temple Circle Intersection~ - A large intersection spreads out in all directions. The southern path -appears to lead to the wonderful Temple of Sanctus. To the east and west is a -road that looks to wind around the temple. To the north nothing can be seen but -open road. Everything around is silent, making the area seem abandoned and -alone. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 200 -D1 -~ -~ -0 0 211 -D2 -~ -~ -0 0 223 -D3 -~ -~ -0 0 209 -S -#211 -The Northern Temple Circle~ - An intersection can be seen just ahead to the west. Its leading directly -into the temple of Sanctus. The road continues to the east and west. To the -south is a building with barred windows and a reinforced door that currently -stands open. A sign above the door informs passing people that it is the Bank -of Sanctus. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 212 -D2 -~ -~ -0 0 224 -D3 -~ -~ -0 0 210 -S -#212 -The Northern Temple Circle~ - An intersection can be seen just ahead to the west. It looks to be leading -directly into the temple of Sanctus. The road continues east and west. The -sound of running water to the south and the squeak of a water pump can only mean -one thing. It must be the infamous Sanctus Water Hole run by none other than -Hazel herself. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 213 -D2 -~ -~ -0 0 225 -D3 -~ -~ -0 0 211 -S -#213 -The Northern Temple Circle~ - The road makes a sharp turn here, heading to the south. One can see an -intersection just up ahead. A set of stone stairs leads up into the -northeastern lookout tower of the inner city wall. From there guards can -oversee the entire Thieves Quarter. -~ -2 0 0 0 0 1 -D2 -~ -~ -0 0 226 -D3 -~ -~ -0 0 212 -D4 -~ -~ -0 0 112 -S -#214 -Thieves Avenue~ - Wagons of supplies and loud mouthed traders pass by, looking travelers over -to see if they might be able to swindle some of your gold. Most look with -disappointment as everyone knows few adventurers are rich these days. The -avenue follows along the inner city wall to the north and south. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 201 -D2 -~ -~ -0 0 227 -S -#215 -A Hallway~ - You pass through a well-lit hallway with a fancy rug, tiled walls and arched -ceiling. Small chandeliers hang just above your head. This fancy hall belongs -in a mansion, not a warehouse. Several benches line the walls. It almost -looks like some type of waiting room the thieves use to impress would be -traders. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 202 -D2 -~ -~ -0 0 228 -S -#216 -A Washroom~ - A large washbasin meant for washing clothes, a few pots, and even a hand -pump with fresh running water are kept in this room. Too bad none of the -workers seem to have ever touched any of them. Leave it to the thieves to hire -workers to do any manual labor. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 203 -D2 -~ -~ -0 0 229 -S -#217 -A Class Room~ - Here the army recruits spend their time learning the basics about the army. -It's structure, ranking system, history, and future developments are all taught -to the recruits who usually fall asleep during the lectures, until they are -taken outside to be "woken up. " -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 204 -D1 -~ -~ -0 0 218 -D2 -~ -~ -0 0 230 -S -#218 -Training Room~ - Although the majority of people believe the army is just good for fighting -and winning wars few people realize that recruits go through some educational -training as well. They are taught the basics of reading and writing and -strategy to help them become better fighters and better citizens. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 205 -D2 -~ -~ -0 0 231 -D3 -~ -~ -0 0 217 -S -#219 -Warriors Avenue~ - The building to the west is made out of stone, sealed with mortar. It must -have taken years to construct it. The inner city wall to the east is made of -the same material. That must have been one of the many foul jobs given to new -recruits. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 206 -D2 -~ -~ -0 0 232 -S -#220 -The Western Temple Circle~ - This circle lies within the western sector of the inner city, beside the -Temple of Sanctus. The tall reinforced western wall rises high into the air. -Few people roam the streets and the area has a very peaceful feeling. The sound -of muttering voices seems to be coming from within or on top of the wall to the -west. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 207 -D2 -~ -~ -0 0 233 -S -#221 -Ingrid's Potions~ - A foul smelling yellow mist hugs the floor. Billowing around the floor as -one works their way to the counter. Several kettles are boiling over woodless -fires that put off no smoke. The yellow fog overflows the top of one of the -kettles, giving the room an awful aroma. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 208 -S -#222 -Post Office~ - Piles of mail are stacked in every nook and cranny of this small room. The -postal service of Sanctus is heavily overworked it seems. Somewhere amidst the -piles of mail someone can be heard snoring. Maybe not overworked, just lazy. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 209 -S -#223 -Northern Temple Entrance~ - This appears to be the northernmost entrance to the temple. Hundreds of -small lit candles surround the place in a blanket of light. A soft humming -noise can be heard coming from within the depths of the temple. An adventurous -traveler would certainly be drawn to go and have a look. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 210 -D2 -~ -~ -0 0 236 -S -#224 -The Bank of Sanctus~ - A man dressed in rich clothes and wearing a set of spectacles appears to be -tediously counting a few thousand coins spread out on the table before him. -This bank is well known for the security it enforces to ensure safe storage of -the cities gold. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 211 -S -#225 -Hazel's Water Hole~ - An elderly woman sits behind a short rack of various water containers. A -large water pump behind her drips slowly into a bucket set below to catch the -water. The DRIP, DRIP, DRIP would drive a normal person crazy, but not Hazel. -She loves her water. A set of stairs behind the counter leads to what appears -to be Hazel's living quarters. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 212 -D4 -~ -door~ -2 0 367 -S -#226 -The Eastern Temple Circle~ - The inner city wall rises above to the east. The sound of armor clanking can -be heard as some guards must be making their rounds on top of the wall. This -road winds around the Temple of Sanctus allowing one to enter from either the -north or south. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 213 -D2 -~ -~ -0 0 239 -S -#227 -Thieves Avenue~ - Few people roam this section of the city, the avenue gets its name for -obvious reasons and most people are too wary of their gold to chance an -encounter with a pickpocket. A large warehouse to the east and the inner city -wall to the west guides the avenue to the north or south. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 214 -D2 -~ -~ -0 0 240 -S -#228 -A Meeting Room~ - A large board is nailed to the eastern wall. A blank sheet of paper covers -the board. A bunch of chairs and benches are arranged in rows facing the -board. Looks like someone is preparing for a meeting. Maybe you can sit in -and learn a few things. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 215 -D1 -~ -~ -0 0 229 -D2 -~ -~ -0 0 241 -S -#229 -A Meeting Room~ - A large board is nailed to the western wall. Various numbers are scratched -haphazardly all over it. The type of writing that only the person who made it -can really comprehend what it means. This must be where some of the planning -for the city takes place. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 216 -D2 -~ -~ -0 0 242 -D3 -~ -~ -0 0 228 -S -#230 -The Generals Room~ - This is where the higher ups meet to decide on policies and rules within the -army. Many sleepless nights have always been spent in this room during small -skirmishes that almost break out into an all out war. Chairs line the walls -and a large table fills the center of the room. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 217 -S -T 207 -#231 -The Latrine~ - The smell is disgusting, a recruit needs to clean this place up soon. A -couple of pots lie on the floor and a bucket of water sits on the table. Very -rudimentary, but functional, which seems to be the unsung motto of the army. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 218 -S -#232 -Warriors Avenue~ - This avenue is just north of the center of the western half of Sanctus where -the Warriors Quarter and Clerics Quarters meet. The Western Road runs from the -temple to the west gate. Very few people are about, mostly just soldiers on -patrol. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 219 -D2 -~ -~ -0 0 246 -S -#233 -The Western Temple Circle~ - To the south one see the western gate to leave the inner city. The Temple of -Sanctus can only be entered from the north or south. A small shed of some sort -has been erected to the east. It was recently made from wood and appears to -have been constructed in a hurry. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 220 -D1 -~ -~ -0 0 234 -D2 -~ -~ -0 0 248 -S -#234 -Captain Lugdach's~ - Every imaginable type of watercraft fills this room. From canoes, to buoyant -vests. An old salty sailor sits in the back carving out what must be a canoe -from a huge oak. He looks about as tough as they come. He inspires the urge to -look for a parrot and peg leg. -~ -2 0 0 0 0 1 -D3 -~ -~ -0 0 233 -S -#235 -Donation Room~ - A large area has been set aside for those of great wealth and power to donate -to those who are less fortunate. Racks and shelves line the walls to supply -ample storage for those who wish to donate. This is the ideal place to be a -good citizen and leave something for the poor. -~ -2 12 0 0 0 1 -D1 -~ -~ -0 0 236 -D2 -~ -~ -0 0 250 -S -#236 -Inside the Temple of Sanctus~ - The floor spreads out lengthwise into a small hallway. To the south a large -room containing a beautiful stone fountain is visible, tempting travelers to -drink from it. The polished floor is made from smooth marble, and looks -flawless. A lot of time and effort must have been put into this temple. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 223 -D1 -~ -~ -0 0 237 -D2 -~ -~ -0 0 251 -D3 -~ -~ -0 0 235 -S -#237 -A Waiting Room~ - The room is made entirely from white marble inlaid with gold. Columns of -white marble rise up to the ceiling which looks to be pure hammered gold. -Several cushions and benches line the walls to allow a place for people to wait -before the daily services. -~ -2 8 0 0 0 1 -D2 -~ -~ -0 0 252 -D3 -~ -~ -0 0 236 -S -#238 -Carla the Cloth Mistress~ - The room is filled to overflowing with bundles of wool, cloth, velvet, silk. -Everything a person could imagine. All used to make some of the finest clothes -in the realm. Every type of clothing can be found here. Anything that can't be -seen, Carla can make. -~ -2 8 0 0 0 1 -D1 -~ -~ -0 0 239 -S -#239 -The Eastern Temple Circle~ - The western gate of the inner city wall is just to the south where one can -venture out into the city. The Tower of Sanctus shines brightly, its white -marble reflecting all light that strikes it. The Tower is rumored to be a -combination of magic and perfect architecture. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 226 -D2 -~ -~ -0 0 254 -D3 -~ -~ -0 0 238 -S -#240 -Thieves Avenue~ - From here one has an excellent view of the temple to the west. It reflects -any light that shines at it, the smooth white walls seem almost magical. To the -south the avenue reaches an intersection. The meeting of the Thieves Quarter -and the Magi Quarter. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 227 -D2 -~ -~ -0 0 256 -S -#241 -The Vault~ - A huge locked safe is built into the southern wall. The kind you would -expect in a bank, not in a warehouse. The vault looks impossible to pick and -considering who made it you bet only the person with the key could ever get -into it. A large ornate rug covers the floor. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 228 -S -#242 -The Counting Room~ - Strange tools sit on tables in the back of the room. They must be some sort -of coin counting apparatus. Unfortunately, no money has been left out. Even -under the tables and in the corners. The room is very clean and organized just -right. If you moved something I bet people would know. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 229 -S -#243 -The West Gate~ - The dome can be seen just to the west. The gate standing here is normally -kept open, the tall wooden beams are reinforced with metal bars. Guards can be -heard high above, lookouts to warn in the case of an attack. The town looks -very safe and secure from here. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 244 -D4 -~ -~ -0 0 114 -E -dome~ - Created by Rumble and Ferret, the dome holds back the magical chaos that was -created by Drakkar. The dome is used to keep balance within the city limits -and allows everyone to exist in peace. Those brave enough to venture beyond -the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. -~ -S -#244 -The Western Road~ - The road leads directly from the Temple to the western gate. To the north -one can see the Warriors Barracks and to the south the Hall of Clerics. The -road consists of hard packed dirt with a few ruts from wagons. The hustle and -bustle of the city can be heard all around. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 245 -D3 -~ -~ -0 0 243 -S -#245 -The Western Road~ - In the western half of the city one can see a large building set aside for -the army to the north while a smaller building to the south appears to be part -of the clerics' quarter. The temple rises high above to the east. Here, one -could leave the protection of the city and go west through the gate. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 246 -D3 -~ -~ -0 0 244 -S -#246 -The Western Intersection~ - This road leads west to the gate or east to the Temple of Sanctus. The -Temple is where people go to pray to the gods, they are guaranteed safety -within certain rooms of the temple. A safe haven is very rare in the realm -these days. That is why Sanctus was created. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 232 -D1 -~ -~ -0 0 247 -D2 -~ -~ -0 0 262 -D3 -~ -~ -0 0 245 -S -#247 -Under the Inner Wall~ - This path passes through the western inner wall gate. It is extremely dark -in here. The inner wall appears to be about twenty feet in thickness. No one -could ever batter down this wall. Looking up, one can see a portculis built -into the wall. Its probably best not to wonder what would happen if it were to -suddenly let go and come crashing down. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 248 -D3 -~ -~ -0 0 246 -S -#248 -The Western Road~ - This is the beginning of the Western Road that leads from the Temple of -Sanctus to the western gate and beyond the protection of the dome. Few people -travel beyond the dome because they fear the gateways between worlds may open -at anytime. Only brave adventurers dare travel far beyond the city walls. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 233 -D2 -~ -~ -0 0 263 -D3 -~ -~ -0 0 247 -D4 -~ -~ -0 0 115 -S -#249 -The Mortal Board Room~ - A large board hangs on the western wall to allow for mortals to keep in -contact with the gods or each other. The board is monitored and any questions -should be promptly answered. If the board is not the right place for a -particular problem to be solved, it is possible to go to the post office and -mail a god. -~ -2 8 0 0 0 1 -D1 -~ -~ -0 0 250 -S -#250 -Inside the Temple~ - The white marble floor has been polished to the point where one can see their -own reflection perfectly. Not a single marr or scratch on it's flawless -surface. The echo of people walking inside the temple can be heard, though not -pinpointed. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 235 -D1 -~ -~ -0 0 251 -D2 -~ -~ -0 0 265 -D3 -~ -~ -0 0 249 -S -#251 -The Center of Sanctus~ - This open space seems to be the exact center of the city of Sanctus. From -this spot is where Rumble and Ferret began restoring order to the world. Many -tales abound about this fabled temple and its founders. Most are just that, -tales, but many hold truths beyond what even the storytellers realize. -~ -2 24 0 0 0 1 -D0 -~ -~ -0 0 236 -D1 -~ -~ -0 0 252 -D2 -~ -~ -0 0 266 -D3 -~ -~ -0 0 250 -D4 -~ -~ -0 0 100 -S -#252 -Inside the Temple of Sanctus~ - The fluted columns of white marble laced with gold are enough to make -anyone's mouth gape. The workmanship required to create this place must have -been unbelievable. Must be the rumors that it was created by the gods are -true. Several benches can be seen to the north. The sound of running water can -be heard to the west. To the south people can be seen, busy in prayer, while to -the east a small room lies, full of several people gossiping. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 237 -D1 -~ -~ -0 0 253 -D2 -~ -~ -0 0 267 -D3 -~ -~ -0 0 251 -S -#253 -The Social Board Room~ - It is here the people of Sanctus come to discuss anything and everything. -This board is used for no other reason than to socialize with one another. -Various boards can be found throughout the realm. This one can be viewed by -anyone. -~ -2 8 0 0 0 1 -D3 -~ -~ -0 0 252 -S -#254 -The Western Road~ - This road connects the Temple of Sanctus with the eastern gate to allow easy -travelling for those wishing to visit the temple from the farmlands. The -farmlands are known to be one of the most stable regions outside the protection -of the dome. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 239 -D1 -~ -~ -0 0 255 -D2 -~ -~ -0 0 269 -D4 -~ -~ -0 0 118 -S -#255 -Under the Inner Wall~ - This passage through the inner city wall is reminiscent of of a tunnel. The -wall is so thick that no matter the time of day shadows still lurk everywhere -under here. A portculis is built into the ceiling high above. Must be the -controls for it are on top of it. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 256 -D3 -~ -~ -0 0 254 -S -#256 -The Eastern Intersection~ - This intersection stands on the Eastern Road that travels from the east gate -to the Temple of Sanctus. North lies the Thieves Quarter while to the South one -can enter the Magi's Quarter. This road bustles with activity as people go -about their daily lives. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 240 -D1 -~ -~ -0 0 257 -D2 -~ -~ -0 0 270 -D3 -~ -~ -0 0 255 -S -#257 -The Eastern Road~ - The Eastern intersection is just to the west. To the north lies the Thieves -Quarter and their warehouse. South is the Magi's Mansion and the Magi's -Quarter. To the east one can exit the city through the Eastern Gate. The -infamous Temple of Sanctus can be seen rising from the center of the city. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 258 -D3 -~ -~ -0 0 256 -S -#258 -The Eastern Road~ - This road passes along the Eastern Road. The gate lies to the east while the -entire city spreads out to the west. The safety of the city is preferred by -almost everyone. But, some people choose to live outside the east gate where -there are very few troubles or mishaps. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 259 -D3 -~ -~ -0 0 257 -S -#259 -The Eastern Gate~ - The dome stretches out further than usual here, covering some sections of the -residential district. This area is known for it's relative safety. Very few -problems arise from beyond the east gate. The city of Sanctus lies to the west. -To the east one can see the remains of an old gatehouse. -~ -2 0 0 0 0 1 -D3 -~ -~ -0 0 258 -D4 -~ -~ -0 0 119 -S -#260 -The High Councillor's Chambers~ - A large but simple room with plaster walls and a ceiling of wooden beams. -Seven beds are arranged side by side along one wall while seven desks with -chairs a writing pad, inkpen and ink blotter. This is where the high -councillors spend their nights. They live a life without possession or -desires. -~ -2 8 0 0 0 1 -D2 -~ -~ -0 0 273 -S -#261 -A Bathroom~ - The natural scent of the room is masked by an abundance of flowers growing -in small pots lining the walls. A large wooden box crafted like a chair with a -hole cut in the top must be the only bathroom in the entire Hall of Clerics. -You can hear something moving around below you. -~ -2 8 0 0 0 1 -D2 -~ -~ -0 0 274 -S -#262 -Clerics Avenue~ - To the north one can leave the Clerics Quarter and either continue to the -Warriors Quarter, go east into the Temple of Sanctus or west to the western -gate. A large building and the inner city wall on each side of this north south -street leaves little room for walking. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 246 -D2 -~ -~ -0 0 275 -S -#263 -The Western Temple Circle~ - The inner city not only holds the temple, but also numerous shops for the -town folk. Everything, well almost everything, can be found within these walls -to support the town. Women lugging sacks full of groceries arrive from the east -and pass down the street. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 248 -D1 -~ -~ -0 0 264 -D2 -~ -~ -0 0 276 -S -#264 -The Town Grocer~ - Chunks of ice lie in crates of sawdust to cool the perishable items. Fruit -and vegetable stands line both walls. This shop seems to carry everything, -except bread and meat. Must be the baker, butcher, and grocer have an -understanding. -~ -2 8 0 0 0 1 -D3 -~ -~ -0 0 263 -S -#265 -A Room of Prayer~ - Decorative cushions are arranged in neat rows for people to kneel and pray -on. Several candles line the walls. Large murals dominate the wall and -ceiling above a small altar. Those who are feeling pious may come here to give -thanks to their gods. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 250 -D1 -~ -~ -0 0 266 -S -#266 -Inside the Temple of Sanctus~ - This is the main passage through the temple. Small rooms to each side are -unusually quiet. It appears people are in prayer inside. The center of the -temple lies to the north. The white marble floor, walls, and ceilings of the -temple are spotless. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 251 -D1 -~ -~ -0 0 267 -D2 -~ -~ -0 0 279 -D3 -~ -~ -0 0 265 -S -#267 -A Room of Prayer~ - The room is surrounded with a soft glow from dozens of candles lining the -walls, filling the alter and even hanging from the ceiling by chandeliers. The -candles are scented, leaving a faint aroma of spring flowers. Cushions of -various colors cover the floor in precise rows. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 252 -D3 -~ -~ -0 0 266 -S -#268 -The Town Furrier~ - Aromatic candles line one wall over a rack of fur hides. Must be the -Furrier is trying to blanket the disgusting smell from the tanning process. -This guy can make almost anything from a good fur hide. He is very skilled and -his prices are not too outrageous. -~ -2 8 0 0 0 1 -D1 -~ -~ -0 0 269 -S -#269 -The Eastern Temple Circle~ - The smell of tanned hides and flowers comes from the west, how strange. -This circle lies just inside the market center of Sanctus. The stores have all -taken up shop surrounding the Temple. They originally were afraid the outer -city could be overrun, but now they are just too lazy to move. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 254 -D2 -~ -~ -0 0 282 -D3 -~ -~ -0 0 268 -S -#270 -Magi Avenue~ - A fabulous mansion sits on a small hill to the east. The entrance is far to -the south . To the north one can leave the Magi's Quarter and travel along the -Eastern Road or head further north into the Thieves Quarter. This Quarter of -the city is very well maintained, decorative streetlamps line both sides of the -wide street. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 256 -D2 -~ -~ -0 0 283 -S -#271 -A Sleeping Chamber~ - Three sets of beds and closets are all colored differently. One Blue, one -Green, and one Yellow. The closets are filled with robes and small sandals, -all of the same three colors. You have trespassed on three of the five orders -of the Master Magi. -~ -2 8 0 0 0 1 -D2 -~ -~ -0 0 284 -S -#272 -A Sleeping Chamber~ - Two Large down filled beds crowd the room. Large closets occupy the -northern walls. Filled with robes of Red and Black. The floor is covered in a -thick maroon run that cushions your every step. The Master Magi must live in -this room. Better not be caught trespassing. -~ -2 8 0 0 0 1 -D2 -~ -~ -0 0 285 -S -T 55 -#273 -A Study~ - Bookshelves line the western wall, reaching well above your head. A small -ladder is built into the center to allow people to reach the top. A few chairs -and cushions allow comfortable places to relax and peruse the many novels. -Light from lanterns hanging overhead fills the room as if it was broad -daylight. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 260 -D1 -~ -~ -0 0 274 -D2 -~ -~ -0 0 286 -S -#274 -The Kitchen~ - The smell of fresh stew makes your stomach grumle uncomfortably. Several -overweight cooks are sampling their favorite dishes as they prepare for the -next meal. They look at you just daring you to try and take some of their food -that they spent hours preparing. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 261 -D2 -~ -~ -0 0 287 -D3 -~ -~ -0 0 273 -S -#275 -Clerics Avenue~ - The building to the west is the Hall of Clerics where the High Council holds -audience with any who request it. To the east the inner city wall looks about -as impenetrable as any wall ever seen. Clerics Avenue continues north and -south. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 262 -D2 -~ -~ -0 0 288 -S -#276 -The Western Temple Circle~ - An expensive looking shop to the east looks extremely out of place. A sign -displayed in one window depicts several precious gems and minerals. The Temple -Circle continues north and south. The cobblestone streets are bordered by the -inner city wall to the west and various stores and shops to the east. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 263 -D1 -~ -~ -0 0 277 -D2 -~ -~ -0 0 289 -S -#277 -The Town Jeweler~ - Display cases of very nice looking gems sit in the back of the room behind -some steel bars. Must be the jeweler has had problems with thieves. Several -nuggets of strange minerals are display on shelves all around. Lucky is the -individual who can find some of these valuable items to sell. -~ -2 8 0 0 0 1 -D3 -~ -~ -0 0 276 -S -#278 -The Butcher~ - Slabs of meat are suspended from hooks hanging from the rafters overhead. -Everything from rabbit, to cow, to goodness knows what. One of the pieces looks -an awful lot like a cat. Any meat a person may need, this guy sells it. Blood -covers the counter and the small cutting area behind it. -~ -2 8 0 0 0 1 -D2 -~ -~ -0 0 291 -S -#279 -Southern Temple Entrance~ - This appears to be a small foyer at the southern end of the Temple of -Sanctus. The white marble walls have been polished smooth. A small road to the -south leads to the Cleric's and Magi's quarters of the city. The scent of -flowers fills the air with a soothing aroma. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 266 -D2 -~ -~ -0 0 292 -S -#280 -The Bakery~ - Everything is covered in dust, or actually maybe that is flour. A hefty -woman behind the counter is pounding relentlessly on a stubborn hunk of dough. -Those arms on her are similar to those of the smithy. Various baked goods fill -the entire room. Baked fresh daily of course. -~ -2 8 0 0 0 1 -D2 -~ -~ -0 0 293 -D4 -A narrow flight of steps leads up to a plain wooden door. -~ -Door~ -1 0 280 -S -#281 -The General Store~ - Various types of hardware needed by any wanna be adventurer fill bins and -buckets around the store. The items look second hand, but they would all serve -their purpose. A few other customers wander the store. They can't seem to find -what they are looking for either. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 282 -S -#282 -The Eastern Temple Circle~ - A large shop to the west displays a few packs, some lanterns, and even some -mining equipment. The cobblestone road is blocked to the east by the inner city -wall and several stores crowd against the Temple of Sanctus to the west. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 269 -D2 -~ -~ -0 0 295 -D3 -~ -~ -0 0 281 -S -#283 -Magi Avenue~ - The streetlamps glow an unnatural white, upon closer examination it becomes -obvious that they must be magical in nature since no oil you've ever seen burns -that color. The beautiful cobblestone road meanders north and south. The Magi -Mansion to the east looks glorious. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 270 -D2 -~ -~ -0 0 296 -S -#284 -The Reading Room~ - A large bookshelf is overburdened and looking about ready to collapse from -the hundreds of volumes of books it holds. These are the chronicles of the -Magi. Within them they hold the secrets of their mystical art. A large sign -above the bookshelf warns anyone from attempting to touch the books. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 271 -D1 -~ -~ -0 0 285 -D2 -~ -~ -0 0 297 -S -#285 -The Dining Room~ - A large table with a silk cloth is set for the next meal. Sparkling -silverware and spotless wine glasses all fill the majestic table. Enough for -seven settings. Two of the place settings are turned upside down. Servants -rush about their work around you. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 272 -D2 -~ -~ -0 0 298 -D3 -~ -~ -0 0 284 -S -#286 -The Aundience Chamber~ - This is the room where the High Council meets with any who bring forth -problems. The High Council will then vote and decide on a way to settle the -matter. Their word is final and none ever disobey them. They are respected -for their intelligence and wisdom. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 273 -D2 -~ -~ -0 0 299 -S -#287 -A Long Hallway~ - Citizens may ask advice of the High Council in settling disputes among each -other. The Hall is the only form of justice within the city besides the army. -Everyone respects the High Council for their devotion and wisdom towards what -is right. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 274 -D2 -~ -~ -0 0 300 -S -#288 -Clerics Avenue~ - The inner city wall to the east consists of large boulders, that look to be -too big to move by any humans, and some sort of filler. The wall rises at least -three times the average man's height and one can not tell how thick it must be. -YouThe sound of clanking armor can be heard, along with idle chat as guards on -the wall above you make their rounds. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 275 -D2 -~ -~ -0 0 301 -S -#289 -The Southern Temple Circle~ - This circle appears to be the southeastern intersection of the inner city. -The south and west inner city walls merge here. A set of stone stairs lead up -into a small lookout post high above. The street turns here, wrapping around -the Temple of Sanctus. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 276 -D1 -~ -~ -0 0 290 -D4 -~ -~ -0 0 121 -S -#290 -The Southern Temple Circle~ - The cobblestone street continues to the east and west along the southern wall -of the inner city. Small shops line the road to the north. The Tower of -Sanctus, with its single tall spire reaching to the heavens, looks magnificent. -A style of workmanship that has never been surpassed. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 291 -D3 -~ -~ -0 0 289 -S -#291 -The Southern Temple Circle~ - The smell of fresh, and not so fresh, meat wafts in from the north. A sign -swaying above the door in the breeze depicts a hunk of meat crossed with a -butcher's axe. An intersection can be seen just to the east where one can exit -the inner city or enter the temple. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 278 -D1 -~ -~ -0 0 292 -D3 -~ -~ -0 0 290 -S -T 210 -T 211 -#292 -The Southern Temple Circle Intersection~ - The southern entrance to the Temple of Sanctus lies just to the north. It is -also possible to travel along the Temple Circle east and west. To the south one -can exit the inner city and work their way into the magi or clerics' Quarters. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 279 -D1 -~ -~ -0 0 293 -D2 -~ -~ -0 0 302 -D3 -~ -~ -0 0 291 -S -#293 -The Southern Temple Circle~ - The smell of freshly baked bread wafts heavily through the air, tempting -feelings of hunger. To the west can be seen an intersection that can lead into -the temple to the north or exit the inner city to the south. The inner city -wall stretches east and west along the Temple Circle. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 280 -D1 -~ -~ -0 0 294 -D3 -~ -~ -0 0 292 -S -#294 -The Southern Temple Circle~ - The cobblestone street continues to the east and west along the southern wall -of the inner city. Small shops line the road to the north. The Tower of -Sanctus, with its single tall spire reaching to the heavens, looks magnificent. -A style of workmanship that has never been surpassed. -~ -2 0 0 0 0 1 -D1 -~ -~ -0 0 295 -D3 -~ -~ -0 0 293 -S -#295 -The Southern Temple Circle~ - Various shops surround the Temple of Sanctus to the east and west. The -shops were moved within the inner city years ago. All the shops seem to do -good business and the overall wealth of the city seems to be geared mostly to -the middle class. Only a few have achieved poverty or great wealth within the -city. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 282 -D3 -~ -~ -0 0 294 -D4 -~ -~ -0 0 122 -S -#296 -Magi Avenue~ - The stark inner city wall to the west bears a sharp contrast to the luxurious -mansion to the east. The magi have trained hard to become very powerful within -the city and have begun living the life that shows it. Unlike the clerics who -do not believe in worldly possessions the Magi surround themselves with it. -~ -2 0 0 0 0 1 -D0 -~ -~ -0 0 283 -D2 -~ -~ -0 0 303 -S -#297 -An Elegant Hall~ - The walls are covered in some sort of drawing that stretches from floor to -ceiling. It depicts a battle with the Master Magi obliterating hundreds of -demons by calling down lightning and hurling fireballs. The demons look -vaguely familiar, like something you remember from a dream. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 284 -D2 -~ -~ -0 0 304 -S -#298 -A Bunk Room~ - Small beds circle the room, a large table sits at their center. This is -where the servants and students sleep and, from the looks of the table and what -is on it, gamble. The table is full of chips and various headed die. A deck -of cards lies in the center of the table waiting to be dealt. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 285 -D2 -~ -~ -0 0 305 -S -#299 -A Waiting Room~ - Several chairs are arranged in a half-circle facing an open door to the -south. The citizens of Sanctus come here to settle disputes by seeking the -guidance of the High Council. The High Council has come to be the law of the -land here. -~ -2 8 0 0 0 1 -D0 -~ -~ -0 0 286 -D1 -~ -~ -0 0 300 -S -$~ diff --git a/lib/world/wld/20.wld b/lib/world/wld/20.wld deleted file mode 100644 index 4b2573d..0000000 --- a/lib/world/wld/20.wld +++ /dev/null @@ -1,1938 +0,0 @@ -#2000 -Entrance~ - The lighted passageway continues to the north where you can hear loud -cheering and the sounds of battle. The walls are covered with posters -announcing future bouts in the arena with some of the famous gladiators. -One poster catches your eye as it is written in blood red ink. -~ -20 0 0 0 0 0 -D0 -Nothing. -~ -~ -0 0 2001 -D3 -~ -~ -0 0 2099 -E -poster credits info~ - Builder : Rumble -Zone : 20 Arena -Began : 1998 -Player Level : 10-20 -Rooms : 100 -Mobs : 23 -Objects : 15 -Shops : 0 -Triggers : 0 -Theme : Gladiator Arena -Plot : Modeled after a Roman amphitheater. -Links : 00es - -~ -S -#2001 -Spectators Entrance~ - A sign points spectators towards the stairs leading up into the balconies -while another points down towards the gladiators cells. Yet another sign -points north towards the Gladiators Entrance. The cheering is even louder -here. You can barely hear the clash of weapons and screams of pain over it -all. -~ -20 4 0 0 0 0 -D0 -~ -~ -0 0 2002 -D2 -~ -~ -0 0 2000 -D4 -~ -~ -0 0 2094 -D5 -~ -~ -0 0 2003 -E -sign~ - _____________________________ - | Up - Balconies | - | Down - Gladiators Cells | - |North - Entrance to the Arena| - |_____________________________| -~ -S -#2002 -Gladiators Entrance~ - Five separate arenas are accessible here, one for each class and a fifth -which can be used by any. To the north is the Mages Arena, down is the Warriors -Arena. East is the Thieves Arena and west is the Clerics arena. Stairs leading -up take you into the Main arena in the center of the Amphitheater. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2042 -D1 -~ -~ -0 0 2047 -D2 -~ -~ -0 0 2001 -D3 -~ -~ -0 0 2058 -D4 -~ -~ -0 0 2072 -D5 -~ -~ -0 0 2067 -E -sign~ - _______________________ - | North - Mages Arena | - | East - Thieves Arena | - | West - Clerics Arena | - | Down - Warriors Arena | - | Up - Main Arena | - |_______________________| -~ -S -#2003 -Gladiators Cells~ - There is noise everywhere produced by the equipment of death, here a sword -is being sharpened, there someone is heating metal plates to be used on fallen -gladiators, to see if they are dead, here rods are produced, there whips to -encourage unwilling participants. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2006 -D1 -~ -~ -0 0 2004 -D3 -~ -~ -0 0 2005 -D4 -~ -~ -0 0 2001 -S -#2004 -Training Room~ - These rooms are set aside by the Lanistas to train the gladiators. The -various moves and attacks seem to be more for looks than anything else. -Gladiators always have to play to the crowd. -~ -20 0 0 0 0 0 -D3 -~ -~ -0 0 2003 -S -#2005 -Training Room~ - More gladiators spar and tussle back and forth across the room. Sawdust and -dirt covers the floor. Everything in the room is spartan and dull. The only -thing extravagant is a few bits of the gladiators weaponry and armor. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2003 -S -#2006 -Gladiators Cells~ - As unattractive as being a Gladiator may sound, a gladiator's life takes on -new meaning. First, his status is now voluntary rather than involuntary. He -also becomes a member of a cohesive group that is known for its courage, good -morale, and absolute fidelity to their master to the point of death. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2009 -D1 -~ -door~ -1 0 2007 -D2 -~ -~ -0 0 2003 -D3 -~ -door~ -1 0 2008 -S -#2007 -Training Room~ - The Lanistas are hard at work preparing their gladiators for the big show. -Many are scarred gladiator veterans themselves and know very well how to please -the crowd. -~ -20 0 0 0 0 0 -D3 -~ -door~ -1 0 2006 -S -#2008 -Training Room~ - A Lanistas demonstrates a few moves to a gladiator who is just learning the -ropes. The motivation to learn is high since failing at this usually costs -someone their life or limbs. -~ -20 0 0 0 0 0 -D1 -~ -door~ -1 0 2006 -S -#2009 -Gladiators Cell~ - Gladiators are usually criminals, slaves, captured fugitives or prisoners of -war. It would seem that for men of these categories it was a matter of going -from the frying pan into the fire, but that is a misunderstanding. Becoming a -gladiator is obviously better fate than being put to death by being set upon by -wild animals or being tortured in the amphitheater. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2012 -D1 -~ -~ -0 0 2010 -D2 -~ -~ -0 0 2006 -D3 -~ -~ -0 0 2011 -S -#2010 -Training Room~ - A lone gladiator here is on the verge of a breakdown. He is faced with -either fighting to the death in the arena or being hung for not fighting. -Either way death is assured with time. -~ -20 0 0 0 0 0 -D3 -~ -~ -0 0 2009 -S -#2011 -Gladiators Room~ - A Gladiator devotes himself body and soul to the owner of his troupe or -lanista by swearing an oath "to endure branding, chains, flogging or death -by the sword" and to do whatever the master ordered. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2009 -S -#2012 -Gladiators Cells~ - No doubt it was thought too dangerous to allow private citizens to own -and train gladiators who could be easily turned into a private army for -revolutionary purposes. Therefore, with very few exceptions, gladiators are -under the control and ownership of the emperor. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2015 -D1 -~ -door~ -1 0 2013 -D2 -~ -~ -0 0 2009 -D3 -~ -door~ -1 0 2014 -S -#2013 -Gladiators Room~ - A Gladiator devotes himself body and soul to the owner of his troupe or -lanista by swearing an oath "to endure branding, chains, flogging or death -by the sword" and to do whatever the master ordered. -~ -20 0 0 0 0 0 -D3 -~ -door~ -1 0 2012 -S -#2014 -Retiarii Cell~ - This room is set aside for the retiarii who fight with a net, a spiked -trident and a dagger. The floor is lined with straw and a smelly pot sits -in the corner. How could anyone live in these conditions? -~ -20 0 0 0 0 0 -D1 -~ -door~ -1 0 2012 -S -#2015 -Gladiators Cells~ - The gladiators life becomes a model of military discipline and through -courageous behavior he is also now capable of achieving honor similar to -that enjoyed by Roman soldiers on the battlefield. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2018 -D1 -~ -door~ -1 0 2016 -D2 -~ -~ -0 0 2012 -D3 -~ -door~ -1 0 2017 -S -#2016 -Murmillones Cell~ - This room is set aside for the murmillones, so called from the fish -ornament on their helmets. Each murmillo is armed with a short, thick -sword, an oblong shield and leg and arm shields of metal. A smelly pot -sits in the corner. -~ -20 0 0 0 0 0 -D3 -~ -door~ -1 0 2015 -S -#2017 -Retiarii Cell~ - This is where the retiarii wait to be brought up to the arena for their -bouts. Most of them are dressed up in funny armor and look like common -thieves. -~ -20 0 0 0 0 0 -D1 -~ -door~ -1 0 2015 -S -#2018 -Gladiators Cells~ - Gladiators are owned by a person called a lanista and are trained in the -lanistas school. Training involves the learning of a series of figures -which are broken down into various phases. The training of gladiators has -been taken over by the state. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2021 -D1 -~ -door~ -1 0 2019 -D2 -~ -~ -0 0 2015 -D3 -~ -door~ -1 0 2020 -S -#2019 -Murmillones Cell~ - This is where the murmillones wait to be brought up to the arena for -their bouts. Most of them are dressed up in funny armor and look like common -thieves. -~ -20 0 0 0 0 0 -D3 -~ -door~ -1 0 2018 -S -#2020 -Samnites Cell~ - This is where the Samnites wait to be brought up to the arena for their -bouts. Most of them are dressed up in funny armor and look like common -thieves. -~ -20 0 0 0 0 0 -D1 -~ -door~ -1 0 2018 -S -#2021 -Prisons~ - Cell doors to the east and west are closed and barred from the outside. You -hear voices muttering in a different and very strange language behind each door. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2024 -D1 -~ -door~ -1 0 2022 -D2 -~ -~ -0 0 2018 -D3 -~ -door~ -1 0 2023 -S -#2022 -Thracian Cell~ - This is where the Thracians wait to be brought up to the arena for their -bouts. Most of them are dressed up in funny armor and look like common -thieves. -~ -20 0 0 0 0 0 -D3 -~ -door~ -1 0 2021 -S -#2023 -Ostrich Cell~ - This is where the exotic animals for the arena games are kept until -needed. Straw lines the floor and the animals' refuse is thick on the floor. -The animals are starved before the games so they will be crazed and -aggressive. -~ -20 0 0 0 0 0 -D1 -~ -door~ -1 0 2021 -S -#2024 -Prisons~ - These dungeons are damp, dark and reek of some unidentifiable source. All -the victims to be led into the arena are kept down here until their fight. -Those that do not fight are killed. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2027 -D1 -~ -door~ -1 0 2025 -D2 -~ -~ -0 0 2021 -D3 -~ -door~ -1 0 2026 -S -#2025 -Animal Cell~ - This is where the exotic animals for the arena games are kept until -needed. Straw lines the floor and the animals' refuse is thick on the floor. -The animals are starved before the games so they will be crazed and -aggressive. -~ -20 0 0 0 0 0 -D3 -~ -door~ -1 0 2024 -S -#2026 -Elephant Cell~ - This is where the exotic animals for the arena games are kept until -needed. Straw lines the floor and the animals' refuse is thick on the floor. -The animals are starved before the games so they will be crazed and -aggressive. -~ -20 0 0 0 0 0 -D1 -~ -door~ -1 0 2024 -S -#2027 -Prisons~ - The smell of refuse is strong here, coming mostly from behind the closed -doors to the east and west. The prisons continue north and south with a long -hallway of cells. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2030 -D1 -~ -door~ -1 0 2028 -D2 -~ -~ -0 0 2024 -D3 -~ -door~ -1 0 2029 -S -#2028 -Giraffe Cell~ - This is where the exotic animals for the arena games are kept until -needed. Straw lines the floor and the animals' refuse is thick on the floor. -The animals are starved before the games so they will be crazed and -aggressive. -~ -20 0 0 0 0 0 -D3 -~ -door~ -1 0 2027 -S -#2029 -Lion Cell~ - This is where the exotic animals for the arena games are kept until -needed. Straw lines the floor and the animals' refuse is thick on the floor. -The animals are starved before the games so they will be crazed and -aggressive. -~ -20 0 0 0 0 0 -D1 -~ -door~ -1 0 2027 -S -#2030 -Prisons~ - Doors to the east and west lead to the prison cells. You hear growling and -snarling in both directions. The prisons continue north and south with no end -in sight. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2032 -D1 -~ -door~ -1 0 2031 -D2 -~ -~ -0 0 2027 -D3 -~ -door~ -1 0 2034 -S -#2031 -Animal Cell~ - This is where the exotic animals for the arena games are kept until -needed. Straw lines the floor and the animals' refuse is thick on the floor. -The animals are starved before the games so they will be crazed and -aggressive. -~ -20 0 0 0 0 0 -D3 -~ -door~ -1 0 2030 -S -#2032 -Prisons~ - The Prison to the south is full of activity while to the north you see a -trail of blood. You also notice light filtering in from the north penetrating -the gloom. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2033 -D2 -~ -~ -0 0 2030 -S -#2033 -Prisons~ - The prison continues north out the back entrance of the amphitheater and -south deeper into the prisons. A trail of blood leads east. Wheelbarrow -treadmarks are visible in the blood. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2097 -D1 -~ -~ -0 0 2096 -D2 -~ -~ -0 0 2032 -S -#2034 -Training Room~ - Another practice room the Lanistas set aside for their gladiators. The -competition is intense and good gladiators can make their owners very wealthy -and famous. -~ -20 0 0 0 0 0 -D1 -~ -door~ -1 0 2030 -S -#2035 -Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages -locked in battle along the walls seem alive. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2036 -D2 -~ -~ -0 0 2038 -S -#2036 -Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages -locked in battle along the walls seem alive. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2037 -D2 -~ -~ -0 0 2039 -D3 -~ -~ -0 0 2035 -S -#2037 -Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages -locked in battle along the walls seem alive. -~ -20 0 0 0 0 0 -D2 -~ -~ -0 0 2040 -D3 -~ -~ -0 0 2036 -S -#2038 -Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages -locked in battle along the walls seem alive. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2035 -D1 -~ -~ -0 0 2039 -D2 -~ -~ -0 0 2041 -S -#2039 -Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages -locked in battle along the walls seem alive. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2036 -D1 -~ -~ -0 0 2040 -D2 -~ -~ -0 0 2042 -D3 -~ -~ -0 0 2038 -S -#2040 -Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages -locked in battle along the walls seem alive. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2037 -D2 -~ -~ -0 0 2043 -D3 -~ -~ -0 0 2039 -S -#2041 -Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages -locked in battle along the walls seem alive. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2038 -D1 -~ -~ -0 0 2042 -S -#2042 -Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages -locked in battle along the walls seem alive. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2039 -D1 -~ -~ -0 0 2043 -D2 -~ -~ -0 0 2002 -D3 -~ -~ -0 0 2041 -S -#2043 -Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages -locked in battle along the walls seem alive. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2040 -D3 -~ -~ -0 0 2042 -S -#2044 -Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. -Pillars of black marble and widely spaced torches cause shadows to dance wildly -around the room. A thief could easily practice his skills in hiding and -backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2045 -D2 -~ -~ -0 0 2047 -S -#2045 -Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. -Pillars of black marble and widely spaced torches cause shadows to dance wildly -around the room. A thief could easily practice his skills in hiding and -backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2046 -D2 -~ -~ -0 0 2048 -D3 -~ -~ -0 0 2044 -S -#2046 -Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. -Pillars of black marble and widely spaced torches cause shadows to dance wildly -around the room. A thief could easily practice his skills in hiding and -backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? -~ -20 0 0 0 0 0 -D2 -~ -~ -0 0 2049 -D3 -~ -~ -0 0 2045 -S -#2047 -Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. -Pillars of black marble and widely spaced torches cause shadows to dance wildly -around the room. A thief could easily practice his skills in hiding and -backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2044 -D1 -~ -~ -0 0 2048 -D2 -~ -~ -0 0 2050 -D3 -~ -~ -0 0 2002 -S -#2048 -Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. -Pillars of black marble and widely spaced torches cause shadows to dance wildly -around the room. A thief could easily practice his skills in hiding and -backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? Are you ready to Rumble? -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2045 -D1 -~ -~ -0 0 2049 -D2 -~ -~ -0 0 2051 -D3 -~ -~ -0 0 2047 -S -#2049 -Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. -Pillars of black marble and widely spaced torches cause shadows to dance wildly -around the room. A thief could easily practice his skills in hiding and -backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2046 -D2 -~ -~ -0 0 2052 -D3 -~ -~ -0 0 2048 -S -#2050 -Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. -Pillars of black marble and widely spaced torches cause shadows to dance wildly -around the room. A thief could easily practice his skills in hiding and -backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2047 -D1 -~ -~ -0 0 2051 -S -#2051 -Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. -Pillars of black marble and widely spaced torches cause shadows to dance wildly -around the room. A thief could easily practice his skills in hiding and -backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2048 -D1 -~ -~ -0 0 2052 -D3 -~ -~ -0 0 2050 -S -#2052 -Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. -Pillars of black marble and widely spaced torches cause shadows to dance wildly -around the room. A thief could easily practice his skills in hiding and -backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2049 -D3 -~ -~ -0 0 2051 -S -#2053 -Clerics Arena~ - This arena was made specifically for gladiatorial matches between clerics. -The room is well-lit by some unseen source from high above. Though clerics are -usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2054 -D2 -~ -~ -0 0 2056 -S -#2054 -Clerics Arena~ - This arena was made specifically for gladiatorial matches between clerics. -The room is well-lit by some unseen source from high above. Though clerics are -usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2055 -D2 -~ -~ -0 0 2057 -D3 -~ -~ -0 0 2053 -S -#2055 -Clerics Arena~ - This arena was made specifically for gladiatorial matches between clerics. -The room is well-lit by some unseen source from high above. Though clerics are -usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. -~ -20 0 0 0 0 0 -D2 -~ -~ -0 0 2058 -D3 -~ -~ -0 0 2054 -S -#2056 -Clerics Arena~ - This arena was made specifically for gladiatorial matches between clerics. -The room is well-lit by some unseen source from high above. Though clerics are -usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2053 -D1 -~ -~ -0 0 2057 -D2 -~ -~ -0 0 2059 -S -#2057 -Clerics Arena~ - This arena was made specifically for gladiatorial matches between clerics. -The room is well-lit by some unseen source from high above. Though clerics are -usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. Are you ready to Rumble? -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2054 -D1 -~ -~ -0 0 2058 -D2 -~ -~ -0 0 2060 -D3 -~ -~ -0 0 2056 -S -#2058 -Clerics Arena~ - This arena was made specifically for gladiatorial matches between clerics. -The room is well-lit by some unseen source from high above. Though clerics are -usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2055 -D1 -~ -~ -0 0 2002 -D2 -~ -~ -0 0 2061 -D3 -~ -~ -0 0 2057 -S -#2059 -Clerics Arena~ - This arena was made specifically for gladiatorial matches between clerics. -The room is well-lit by some unseen source from high above. Though clerics are -usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2056 -D1 -~ -~ -0 0 2060 -S -#2060 -Clerics Arena~ - This arena was made specifically for gladiatorial matches between clerics. -The room is well-lit by some unseen source from high above. Though clerics are -usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2057 -D1 -~ -~ -0 0 2061 -D3 -~ -~ -0 0 2059 -S -#2061 -Clerics Arena~ - This arena was made specifically for gladiatorial matches between clerics. -The room is well-lit by some unseen source from high above. Though clerics are -usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2058 -D3 -~ -~ -0 0 2060 -S -#2062 -Warriors Arena~ - This large dome-ceiling room has been set aside for gladiatorial fights -between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. -Paintings of famous battles and past gladiators cover the room floor to -ceiling. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2063 -D2 -~ -~ -0 0 2065 -S -#2063 -Warriors Arena~ - This large dome-ceiling room has been set aside for gladiatorial fights -between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. -Paintings of famous battles and past gladiators cover the room floor to -ceiling. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2064 -D2 -~ -~ -0 0 2066 -D3 -~ -~ -0 0 2062 -S -#2064 -Warriors Arena~ - This large dome-ceiling room has been set aside for gladiatorial fights -between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. -Paintings of famous battles and past gladiators cover the room floor to -ceiling. -~ -20 0 0 0 0 0 -D2 -~ -~ -0 0 2067 -D3 -~ -~ -0 0 2063 -S -#2065 -Warriors Arena~ - This large dome-ceiling room has been set aside for gladiatorial fights -between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. -Paintings of famous battles and past gladiators cover the room floor to -ceiling. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2065 -D1 -~ -~ -0 0 2066 -D2 -~ -~ -0 0 2068 -S -#2066 -Warriors Arena~ - This large dome-ceiling room has been set aside for gladiatorial fights -between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. -Paintings of famous battles and past gladiators cover the room floor to -ceiling. Are you ready to Rumble? -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2063 -D1 -~ -~ -0 0 2067 -D2 -~ -~ -0 0 2069 -D3 -~ -~ -0 0 2065 -S -#2067 -Warriors Arena~ - This large dome-ceiling room has been set aside for gladiatorial fights -between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. -Paintings of famous battles and past gladiators cover the room floor to -ceiling. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2064 -D2 -~ -~ -0 0 2070 -D3 -~ -~ -0 0 2066 -D4 -~ -~ -0 0 2002 -S -#2068 -Warriors Arena~ - This large dome-ceiling room has been set aside for gladiatorial fights -between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. -Paintings of famous battles and past gladiators cover the room floor to -ceiling. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2065 -D1 -~ -~ -0 0 2069 -S -#2069 -Warriors Arena~ - This large dome-ceiling room has been set aside for gladiatorial fights -between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. -Paintings of famous battles and past gladiators cover the room floor to -ceiling. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2066 -D1 -~ -~ -0 0 2070 -D3 -~ -~ -0 0 2068 -S -#2070 -Warriors Arena~ - This large dome-ceiling room has been set aside for gladiatorial fights -between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. -Paintings of famous battles and past gladiators cover the room floor to -ceiling. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2067 -D3 -~ -~ -0 0 2069 -S -#2071 -Main Arena~ - The arena continues east and south. The walls are too steep and sloped -inward to climb to the north or west. The crowd above starts yelling at -you to begin fighting soon or they would send in some real gladiators. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2074 -D2 -~ -~ -0 0 2072 -S -#2072 -Main Arena~ - The floor of the arena is covered with a fine sand. The crowd cheers in -anticipation of the fighting and bloodshed. The sound is deafening and -definitely distracting. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2071 -D1 -~ -~ -0 0 2075 -D2 -~ -~ -0 0 2073 -D5 -~ -~ -0 0 2002 -S -#2073 -Main Arena~ - The crowd is deafening and the heat stifling. The sand is baking underneath -your feet. This is where the gladiators fight to the death for the pleasure of -the citizens of Rome. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2072 -D1 -~ -~ -0 0 2076 -S -#2074 -Main Arena~ - The arena floor is slick with blood and other bodily fluids that make -your stomach turn. Above you is the Imperial Box where Emperor Titus -commands the fights of the arena. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2077 -D2 -~ -~ -0 0 2075 -D3 -~ -~ -0 0 2071 -S -#2075 -Main Arena~ - You stand in the center of the arena. The crowd starts to calm down -and silence blankets the arena as everyone waits in anticipation. Are -you ready to Rumble? -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2074 -D1 -~ -~ -0 0 2078 -D2 -~ -~ -0 0 2076 -D3 -~ -~ -0 0 2072 -S -#2076 -Main Arena~ - Thousands of battles and even more deaths have colored the sand on the -arena floor a sickly brown. Slaves are dumping fresh sand over the -stains, but it doesn't seem to be helping. -~ -20 0 0 0 0 0 -D0 -Nothing. -~ -~ -0 0 2075 -D1 -~ -~ -0 0 2079 -D3 -~ -~ -0 0 2073 -S -#2077 -Main Arena~ - The crowd is going wild and you start to wonder if some of them may come -down into the arena after you. In the crowd above you sits the prestigious -magistrates, senators, augurs and priests of Rome. -~ -20 0 0 0 0 0 -D2 -~ -~ -0 0 2078 -D3 -~ -~ -0 0 2074 -S -#2078 -Main Arena~ - The walls slope inwards above you making them impossible to scale. -The heat and noise of the crowd is very aggravating. Your foot sinks -into a puddle of blood from the last person who came into this arena. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2077 -D2 -~ -~ -0 0 2079 -D3 -~ -~ -0 0 2075 -S -#2079 -Main Arena~ - Prisoners can fight for their freedom here to become gladiators and make -some good money or, even better, become a famous gladiator and be held in -awe by all the citizens of Rome. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2078 -D3 -~ -~ -0 0 2076 -S -#2080 -Roman Ampitheater~ - The arena below you is empty right now, but from the shouting of the -crowd you expect the games are about to begin. The crowd that seems to -be more of a mob than anything else is growing impatient. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2081 -D2 -~ -~ -0 0 2095 -S -#2081 -Roman Ampitheater~ - The amphitheater is a microcosm of Roman society. The seating -arrangements reflect the stratification of Roman society. The emperor -has a special box for himself and his family. Senators and knights sit in -their own special section. Soldiers are separated from civilians, married -men, from bachelors. Boys and their tutors sit together. Women, except -for the Vestal Virgins who sit in the best seats with religious officials, -sit with the poorest men in the top tier. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2082 -D3 -~ -~ -0 0 2080 -S -#2082 -Imperial Box~ - The emperor sits on his lavish throne, watching the bouts that he has -provided for his people so they will look upon him with favor. The Vestal -Virgins sit to both sides of the emperor fanning themselves from the -oppressive heat. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2083 -D3 -~ -~ -0 0 2081 -S -#2083 -Roman Amphitheater~ - Certain criminals are executed here by being given to the wild beasts -or are forced to fight to the death as gladiators. It also represents the -domination of Rome over its enemies: prisoners of war are either executed -or forced to fight each other as gladiators. But for the professional -gladiator it is also a place of redemption, in which one can overcome death -by victory or by stoically accepting it. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2084 -D3 -~ -~ -0 0 2082 -S -#2084 -Roman Amphitheater~ - Several slaves walk into the arena with barrows of sand to cover over the -blood stains and prepare for the next bout. The populace is once again -getting restless. -~ -20 0 0 0 0 0 -D2 -~ -~ -0 0 2085 -D3 -~ -~ -0 0 2083 -S -#2085 -Roman Amphitheater~ - Slaves, that had been forced to exhaust themselves helping to finish -building the very amphitheater in which they are to die, are pushed into the -arena. As the mob screams, howls and roars, barred doors are lifted, -releasing man-eating lions and tigers who have not been fed for quite a time. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2084 -D2 -~ -~ -0 0 2086 -S -#2086 -Roman Amphitheater~ - At last this fighting seems to have gone on long enough to satisfy, -momentarily, the mob. The few survivors retire to get their laurel crowns, -their bags of gold and to anticipate the adulation of Rome. Squads of -little men run into the arena with ropes and metal hooks to drag the bodies of the -dead and wounded to a mortuary cell where valuable weapons and armor are -retrieved and sorted out. The gasping, bleeding, groaning and wounded are -finished off. The bodies are then piled into carts to be taken and flung -into a nameless common grave. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2085 -D2 -~ -~ -0 0 2087 -S -#2087 -Roman Amphitheater~ - Flashing swords, the clash of steel, and the first wounds arouse the -passions, the hatred and the desperate fury of the gladiators and inflame -the blood-lust of the mob. The shouts and yells and screams of the -onlookers grow to a huge, roaring crescendo of sound as one Samnite after -another go down with their stomachs gashed open or their necks spouting -blood and one Thracian after another crumbles with a Samnite sword through -his chest. Reinforcements are rushed in to restore the balance and to add -to the pile of bleeding, writhing bodies on the sand-strewn floor. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2086 -D2 -~ -~ -0 0 2088 -S -#2088 -Roman Amphitheater~ - Another fanfare of trumpets announces the entry of two teams of 24 -gladiators in charge of two renowned trainers, themselves former gladiators -who, scarred and maimed, have somehow survived with their glory from many a -combat. According to tradition, 24 men heavily armed as the ancient -Samnites, Rome's oldest enemies, face 24 lightly clad and lightly armed -'Thracians,' each with exposed chests. Both teams march smartly up to face -the Emperor in his resplendent Imperial Box to shout as one man: 'Hail, -Caesar. Those about to die salute you.' -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2087 -D3 -~ -~ -0 0 2089 -S -#2089 -Roman Amphitheater~ - A tremendous fanfare of trumpets follows the entrance of the Emperor. -The Games begin. It is the turn of the gladiators, men trained for battle, -sworn to the gladiators' oath to suffer death by fire, in chains, under -the lash or by the sword as their master might decide and to obey as a -true gladiator should. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2088 -D3 -~ -~ -0 0 2090 -S -#2090 -Roman Amphitheater~ - You walk under a spread of canvas which sailors of the fleet have slung -as a partial roof from masts all around the amphitheater's rim, to serve -as a shield against the sun. It makes a hothouse of the upper seats. -After the solemn, long procession of civic dignitaries, priests and -performers, together with images of the gods, the entry of the Emperor -Titus across the floor of the arena is the signal for renewed frenzied -applause from the restive crowd. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2089 -D3 -~ -~ -0 0 2091 -S -#2091 -Roman Amphitheater~ - The first rows are filled with senators, priests, augurs, magistrates, -and other officials of distinction. Up to the first 17 rows are crammed -with the worthy citizens of wealth and standing. Above them and entirely -filling the second and third rows up to the very top is the mob making up -the great mass of the inhabitants of the Imperial City. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2090 -D3 -~ -~ -0 0 2092 -S -#2092 -Roman Amphitheater~ - The whole amphitheater and the lavish shows held in it are arranged to -keep the populace of this city amused. Excitable and noisy, the crowds -near-animal instincts and passions, unrestrained by education, good manners -or breeding, are squashed promiscuously together, men, women and children, -crying, shouting and sweating in a deafening crescendo of noise. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2093 -D1 -~ -~ -0 0 2091 -S -#2093 -Roman Amphitheater~ - It is here the Romans hold their gladiatorial games, with man against -man or man against beast. Trap doors in the floor allow famous gladiators -to make grand entrances, or to allow the Caesar to spring animals into the -arena. The Colosseum looks like it could hold about 50,000 spectators. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2094 -D2 -~ -~ -0 0 2092 -S -#2094 -Roman Amphitheater~ - You have entered a great oval amphitheater, also known as the Colosseum. -Crowds of people pour in through the entrance, pushing, shoving and -scrambling to fill the top half of the immense number of seats looking down -on the huge arena. It looks like the whole of Rome is here. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2095 -D2 -~ -~ -0 0 2093 -D5 -~ -~ -0 0 2001 -S -#2095 -Roman Amphitheater~ - Thousands of people are crowded together, pushing, shoving, trying to -find the best view of the arena below. A bout must be getting started soon. -Gladiators fight for money or in order to compensate for crimes they have -committed. The money is good and the adoration of the people of Rome is even -better. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2080 -D2 -~ -~ -0 0 2094 -S -#2096 -Mortuary Cell~ - The losers of various bouts in the arena are piled high while slaves sort -through the corpses, retrieving the weapons and armor for a future battle. -Flies are everywhere and you gag at the stench. -~ -20 0 0 0 0 0 -D3 -~ -~ -0 0 2033 -S -#2097 -Outside the Amphitheater~ - The amphitheater towers above you to the south and you stare at the impressive -Roman architecture. The smell of death hangs heavy in the air. So many -gladiators have fought and died in this place. -~ -20 0 0 0 0 0 -D0 -~ -~ -0 0 2098 -D2 -~ -~ -0 0 2033 -S -#2098 -Common Grave~ - A massive hole has been dug here to dump all the corpses from the arena -fights. A few beggars scrounge through the corpses looking for valuables. The -stench is overpowering. -~ -20 0 0 0 0 0 -D2 -~ -~ -0 0 2097 -S -#2099 -Trophy Room~ - Trophies line the walls of all the famous gladiators. You notice five -medals hanging inside a glass case. Four of them are for the strongest -gladiators of each class; Mage, Thief, Warrior and Cleric. The fifth is -for the strongest gladiator alive, no matter what class. Do you think you -could compete for and win one of them? A sign listing the rules of the -arena is posted here. -~ -20 0 0 0 0 0 -D1 -~ -~ -0 0 2000 -E -godsign sign~ - This arena is not meant for random player killing of anyone within, -but was instead made for players to challenge and fight against each other -to see who is the strongest. Players can challenge each other in any of -the arenas. The strongest of each class will be awarded a medal, or if -he/she is the strongest of all classes he/she will also receive the -gladiators medal. There will only be one medal for each class and the -gladiators medal. Who ever holds a medal MUST meet all challenges, within -one day of the challenge, or forfeit their right to keep it. Do not make -the gods interfere. If you can't meet a challenge for whatever reason, -simply give up the medal and win it back at another time. If you are -going to be gone for more than a week, junk the medal and inform the gods -so other players can compete for it. Player looting and Player stealing -is NOT allowed. Matches can be played to the death or the first to flee. -Either way the loser, if he has the medal, must give it to the winner. -The gods will give out the medals to the first champions. -After that we expect the players to handle it. -Again, don't make the gods interfere! -Rumble -~ -S -$~ diff --git a/lib/world/wld/200.wld b/lib/world/wld/200.wld deleted file mode 100644 index c348452..0000000 --- a/lib/world/wld/200.wld +++ /dev/null @@ -1,680 +0,0 @@ -#20000 -Western Highway Zone Description Room~ - Builders : Talandra -Zone : 200 Western Highway -Began : 1998 -Player Level : 3-7 -Rooms : 41 -Mobs : 12 -Objects : 25 -Shops : 1 -Triggers : 0 -Theme : The zone is a basic highway filler to link other zones. -Plot : It will be low level and easy due to its proximity to the newbie - zone. Generally friendly wildlife, travellers. Mostly forest. -Links : 01e to a major city - -Zone: 200 was linked to the following zones: - 37 Capital sewer system at: 20001 (north) ---> 3746 -115 Monestary Omega at: 20003 (north) ---> 11500 -187 The Circus at: 20003 (south) ---> 18700 -106 Elcardo at: 20025 (north) ---> 10609 - 75 Zamba at: 20038 (west ) ---> 7598 - 78 Gideon at: 20039 (south) ---> 7801 -~ -200 520 0 0 0 0 -S -#20001 -Western Highway~ - You are on the Western Highway east of here you can see the gates of the -Capital while to the west the highway continues. A gravelled path leads -northward, away from this boring highway, towards some rocks a bit further -north. -~ -200 32768 0 0 0 2 -D3 -~ -~ -0 0 20002 -S -#20002 -Western Highway~ - You continue along the western highway. The city gates of the Capital can -be seen to the east. The highway stretches from the west towards the gates. -A light forest to the north of pines and small saplings looks peaceful. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20001 -D3 -~ -~ -0 0 20003 -S -#20003 -Western Highway~ - As you walk along the Western Highway you notice a small path leading off to -the south as well as the highway continuing off to the east and west. The -forest to the north seems to thin out a little allowing entrance. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20002 -D3 -~ -~ -0 0 20004 -S -#20004 -Western Highway~ - You continue your way along the western highway. It stretches east, back to -the Capital and west deeper into the wilderness, plains to the south and thick -forest to the north. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20003 -D3 -~ -~ -0 0 20005 -S -#20005 -Western Highway~ - As you move a long the western highway you notice that it continues to the -west as well as to the east. The forest to the north looks peaceful and -inviting, though it seems too dense to enter. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20004 -D3 -~ -~ -0 0 20006 -S -#20006 -Western Highway~ - Standing along the western highway you notice the forest to the northwest -has thinned out and a large wooden building with smoke trailing out of a stone -chimney is visible between the trees. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20005 -D3 -~ -~ -0 0 20007 -S -#20007 -Western Highway~ - The wester highway passes in front of a large wooden building. The building -is in disrepair, with shingles lying on the ground and a porch that looks like -it could collapse any second. A faded sign swings on rusty hinges that squeak -annoyingly. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20040 -D1 -~ -~ -0 0 20006 -D3 -~ -~ -0 0 20008 -E -sign~ - Sairith's Fur Trading Post -~ -S -#20008 -Western Highway~ - Moving along the western highway you see that the highway continues to the -west and to the east. To the northeast a wooden building can be seen set back -a little ways in the forest. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20007 -D3 -~ -~ -0 0 20009 -S -#20009 -Western Highway~ - Walking along the western highway you notice trees all around you except for -to the east and west where the road continues on and to the south where the -trees open up into a barren plain. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20008 -D3 -~ -~ -0 0 20010 -S -#20010 -Western Highway~ - As you continue along the western highway you notice a road heading to the -south while the highway continues on to the east and to the west. The road -heads south through the plains. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20009 -D2 -~ -~ -0 0 20026 -D3 -~ -~ -0 0 20011 -S -#20011 -Western Highway~ - As you walk along you notice that the trees have thinned out to the -northwest to allow entry into the forest. The plains to the south appear -barren. The highway continues onto the west and east. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20010 -D3 -~ -~ -0 0 20012 -S -#20012 -Western Highway~ - The highway branches to the north onto a small dirt road. The road heads -directly into the forest and disappears around a bend a short distance through -the trees. The more heavily travelled western highway continues east and west. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20018 -D1 -~ -~ -0 0 20011 -D3 -~ -~ -0 0 20013 -S -#20013 -Western Highway~ - The highway consists of hard packed dirt, making travel very easy. A warm -breeze blows to you from over the plains to the south. It carries a slight -hint of smoke with it, civilization must be near. To the north a thick forest -blocks your view. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20012 -D3 -~ -~ -0 0 20014 -S -#20014 -Western Highway~ - As you move along the Western Highway you see in the distance a village to -the Southwest. To the north a thick grove of pines lays in deep shadow while -to the south an open plain is broken by a few scattered hills. The highway -continues on to the west and east. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20013 -D3 -~ -~ -0 0 20015 -S -#20015 -Western Highway~ - As you walk along the Western Highway you notice a small path leading to the -south. It appears to be heavily travelled and the wind carries the smell of -smoke with it from the south. The highway continues on to the west and east. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20014 -D2 -~ -~ -0 0 20039 -D3 -~ -~ -0 0 20016 -S -#20016 -Western Highway~ - As you venture along the Western Highway you notice a village far in the -distance to the southeast. The highway continues east or west. To the west -the sound of rushing water can be heard. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20015 -D3 -~ -~ -0 0 20017 -S -#20017 -Western Highway~ - The Western Highway ends abruptly at a collapsed bridge. A raging river -flows beneath it slowly washing the remains of the bridge away. Debris and -sand has been scattered everywhere. The river must have overflown and washed -the bridge away. -~ -200 32768 0 0 0 2 -D1 -~ -~ -0 0 20016 -S -#20018 -Dirt Road~ - You venture on a small, dirt road through the woods. It looks well -travelled. It seems to lead on to the north as well as to the south, where you -can see the Western Highway. The thick forest continues on both sides of the -dirt road. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20019 -D2 -~ -~ -0 0 20012 -S -#20019 -Dirt Road~ - Moving along the small dirt road the tall trees on each side prevent you -from seeing very far. A few small animals scamper here and there around your -feet. The road continues to the north and south. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20020 -D2 -~ -~ -0 0 20018 -S -#20020 -Dirt Road~ - The dirt road becomes more rough further to the north. It seems less -travelled in that direction. The thick coniferous forest seems to be starting -to thin out into a variety of hard woods. Young maple trees seem to be -dominating this part of the forest. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20021 -D2 -~ -~ -0 0 20019 -S -#20021 -Dirt Road~ - As you move along the dirt road you notice the trees have grown in closer to -the path, hanging around you. Thick underbrush has begun to form to the sides -and the road looks unkept. It is slowly being consumed by the forest around -it. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20022 -D2 -~ -~ -0 0 20020 -S -#20022 -Dirt Road~ - The sounds of wildlife fill the woods. Birds, squirrels, and other unseen -animals stay just out of sight. They seem unused to travellers and are very -wary. The trees continue to thin to the north. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20023 -D2 -~ -~ -0 0 20021 -S -#20023 -Dirt Road~ - The dirt path almost disappears in a section of thick brush and young -saplings. The path is barely distinguishable from the rest of the overgrowth. -The smell of the forest is very strong. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20024 -D2 -~ -~ -0 0 20022 -S -#20024 -Dirt Road~ - The dirt path widens and seems to be pushing the forest and underbrush back. -The path continues north and south between the columns of thick trees and -brush. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20025 -D2 -~ -~ -0 0 20023 -S -#20025 -Dirt Road~ - Several fallen trees block the path to the north. They appear to have been -cut down and fallen over the path, as if to block it. The smell of fresh pine -must mean they were cut recently. Through the brush and trees to the north you -can just barely make out what looks like a gate and a city wall. -~ -200 32768 0 0 0 2 -D2 -~ -~ -0 0 20024 -S -#20026 -Dirt Road~ - As you venture on a small, dirt road you can see the western highway to the -north and the dirt road continuing to the south. The forest around the road -diminishes to plains the further south you travel. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20010 -D2 -~ -~ -0 0 20027 -S -#20027 -Dirt Road~ - Moving along the dirt road you see that the road leads to the west and also -to the north. Tall fields of wild grass, weeds, and other small brush borderw -the road. The fields have grown to about waist height and could be used easily -to conceal oneself within. The grass sways gently in the breeze. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20026 -D3 -~ -~ -0 0 20028 -S -#20028 -Dirt Road~ - As you walk along the dirt road you notice a few small animals scampering to -and fro. The road continues to the south and east. The sharp bend here goes -around a huge pile of rocks to the southeast. The remains of a stone wall runs -through the middle of the pile. Once used to mark out boundaries between land -owners. Now it seems no one is farming on these plains. -~ -200 32768 0 0 0 2 -D1 -~ -undefined~ -0 0 20027 -D2 -~ -~ -0 0 20029 -S -#20029 -Dirt Road~ - The dirt path that you are on continues off to the south and also to the -north. The plains are overgrown and should be farmed, especially since it is -so close to the Capital. Instead they appear empty and deserted. Very little -sign of travel or civilization can be seen, except for a plume of smoke rising -far to the west. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20028 -D2 -~ -~ -0 0 20030 -S -#20030 -Dirt Road~ - As you continue along the road you notice that the road continues to the -north and also to the south. The grassy plains sway gently in the breeze. -Occasionally the grass will rustle as some animal flees at your approach. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20029 -D2 -~ -~ -0 0 20031 -S -#20031 -Dirt Road~ - Moving on the road you notice the foliage seems to be growing over the road -in places. You guess the road isn't used very often. The road continues off -to the north and south. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20030 -D2 -~ -~ -0 0 20032 -S -#20032 -Dirt Road~ - As you venture further you spot a few small flowers growing here and there -on the road. The road continues to the north and south. To the north a field -of swaying grass stretches to a forest in the distance. South the plain gives -way to a light forest. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20031 -D2 -~ -~ -0 0 20033 -S -#20033 -Dirt Road~ - Moving along the road you notice that the road continues the the east and -north. The road curves around a large steep hill to the south. The hill looks -somewhat unnatural, and out of place. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20032 -D1 -~ -~ -0 0 20034 -S -#20034 -Dirt Road~ - You make your way on the dirt road. The road seems to continue to the west -and south. You stand alongside a steep hill covered in grass and moss. The -hill rises so steeply above you that you doubt it could be climbed. -~ -200 32768 0 0 0 2 -D2 -~ -~ -0 0 20035 -D3 -~ -~ -0 0 20033 -S -#20035 -Dirt Road~ - As you move along the small, dirt road you see the road continues to the -north and south. A large hill directly to the west looms above you. Strange, -when the rest of the rolling hills around here are so small. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20034 -D2 -~ -~ -0 0 20036 -S -#20036 -Dirt Road~ - The brush grows a bit thicker here but is still passable. A few tiny -animals seem to be taking refuge in some of the small bushes to the side of the -road. The road continues off to the north and south. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20035 -D2 -~ -~ -0 0 20037 -S -#20037 -Dirt Road~ - Moving along the dirt road you notice that it continues to the north and -south. The brush is broken up by small trees which seem to grow even thicker -further south. To the north the road opens up into the plains. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20036 -D2 -~ -~ -0 0 20038 -S -#20038 -Dirt Road~ - You make your way on the dirt road. You notice the road leads to the north. -The road bends to the west into a dense forest. Their seems to be an absence -of wildlife in this area, the forest is strangely silent. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20037 -S -#20039 -Narrow Path~ - You are following a well travelled branch off the Western Highway. -Somewhere in the distance to the south-west you can make out some small streaks -of smoke, as if coming from the chimneys in a small village, while to the -north you see the busy Western Highway. -~ -200 32768 0 0 0 2 -D0 -~ -~ -0 0 20015 -S -#20040 -Sairith's Trading Post~ - The building is covered in dust and everything is slick from animal fat. -The horrible stench from the tanning and curing of the hides fills your -nostrils. Pelts and various types of clothing hang from the walls and rafters. -A man behind the counter grins -~ -200 28 0 0 0 0 -D2 -~ -~ -0 0 20007 -S -$~ diff --git a/lib/world/wld/201.wld b/lib/world/wld/201.wld deleted file mode 100644 index 959b477..0000000 --- a/lib/world/wld/201.wld +++ /dev/null @@ -1,1525 +0,0 @@ -#20100 -Elixias's Zone Description Room~ - @RLocation@n: A few island in the middle of the ocean @BPurpose@n: For people -to explore, from the sandy beaches to the hidden coves. From deep underwater to -the deserted island where Leviathius the son of Leviathan resides. It's a -lowbie exp zone too, with crabs that appear more frequently at night and -agressive jellyfishes that floats in the shallow waters. There's no plot, but -when hunting becomes boring players can always stroll down here and explore the -area. ;) @YSize@n: Size? There's 50 rooms steeped with lots of trigs. Things -to note: Immortals, please turn nohassle off, or errors will occur OR you may -not be able to enjoy the full experience of this zone. If you are caught by the -siren, simple type @Rgoto siren@n and purge siren. You can also try to logon as -another human character and ask for an imm to help ;) -~ -201 8 0 0 0 0 -D5 - A small ladder leads to the bottom. -~ -~ -0 20100 20104 -S -#20101 -At the Entrance of a Gloomy Forest~ - To the north is a dull, lifeless forest where the vegetation is densely thick -and impassable. Shadows play in the darkness of these woods and no sound could -be heard from within the trees. The only exit is a narrow path that leads to -the south. -~ -201 0 0 0 0 3 -D2 -A small path leads away from the forest so the south, where it splits into two. -~ -~ -0 20100 20103 -S -T 20144 -#20102 -On a Cliff by a Lighthouse~ - The cliff stands high from the sea below it, like a big giant at the edge of -the coast. Grasses sprout randomly around the area. Looming from the west is -an old lighthouse, and to the east a path leads towards a T-Junction. -~ -201 0 0 0 0 4 -D1 - The road splits into a T-junction. -~ -~ -0 20100 20103 -D3 - A lighthouse stands solemnly over the cliff, watching over the seas. -~ -door west~ -2 20199 20104 -E -grasses grass~ - Tiny patches of green grass can be found growing randomly in this area. -~ -S -T 20101 -#20103 -At a T-Junction by a Slope~ - The path is covered with lots of dust, which leads to the north, west and the -south. Northwards, the path leads to the entrance of a dark, ominous forest. -To the west, it continues to a silhouette of a tall building while to the south -the path descends steeply to a sandy beach. -~ -201 4 0 0 0 2 -D0 - A narrow path leads to a gloomy looking forest. -~ -~ -0 20100 20101 -D2 - A slope leads down to a small sandy beach. -~ -~ -0 20100 20105 -D3 - The gradient ascends towards an old lighthouse - worn down by weathering and -age. -~ -~ -0 20100 20102 -S -T 20101 -T 20144 -#20104 -In a Lighthouse~ - The walls are made of rough granite and there are no windows at all, so light -cannot enter this place. Thick layers of dust have settled on the floor, but -fresh footprints proves that it might not be really abandoned after all. -Please @RCLOSE DOOR@n after exiting to prevent players from entering. -~ -201 8 0 0 0 0 -D1 - Outside the Lighthouse -~ -door east~ -2 20199 20102 -D4 - A sturdy ladder ascends upwards, -~ -door~ -0 20100 20100 -E -footprints prints foot~ - The footprints are still fresh. -~ -E -dust~ - It is powdery-looking and gray in color. -~ -S -#20105 -On the Coast of Konolua Beach @Y[DIG]@n~ - The beach begins here - filled with grains and grains of coarse, dry sand. -To the north is an upward going slope that ascends sharply. To the west you can -see the shore and to the south and east the coast continues on. -~ -201 0 0 0 0 2 -D0 -Up a Slope to a T-junction -~ -~ -0 20100 20103 -D1 -Konolua Beach -~ -~ -0 20100 20108 -D2 -Konolua Seahore -~ -~ -0 20100 20112 -D3 -Konolua Seashore -~ -~ -0 20100 20106 -E -sand grain grains~ - Coarse grains of sand fills this beach. They are a rich yellow color and -are rough in texture. -~ -S -T 20101 -T 20128 -#20106 -On a Sandy Shore @Y[DIG]@n~ - Here is the edge of the beach, where the shore merges with the shallow -waters. The beach stretches all the way to the east, while to the west and -south the water eventually leads to the sea. A cliff stands tall as an obstacle -to the North. -~ -201 0 0 0 0 2 -D1 - Konolua Beach -~ -~ -0 20100 20105 -D2 - In Shallow Waters -~ -~ -0 20100 20111 -D3 - In Shallow Waters -~ -~ -0 20100 20107 -S -T 20102 -T 20128 -#20107 -In Shallow Waters @B[DIVE]@n~ - Beyond the shore, the waters are a clear green with a tinge of ocean blue. -Floating pieces of broken wood swims lazily here, moving to the rhythm of the -waves. The beach lies to the east, while the deeper waters are generally to the -west and south. A solid, sturdy rock cliff prevents movement to the north and -west. -~ -201 4 0 0 0 6 -D1 - To the Shores of Konolua Beach -~ -~ -0 20100 20106 -D2 -In the Deep Ocean -~ -~ -0 20100 20131 -E -wood~ - Broken pieces of wood, dark-brown in texture from having soaked in the water -for too long, floats around here. -~ -S -T 20104 -T 20103 -T 20130 -#20108 -Konolua Seacoast @Y[DIG]@n~ - Some trees scatter around the beach, swaying occasionally in the breeze. To -the north is a cliff, densely covered with vines and other form of parasitic -plants. Against it is a small delapidated house - its windows are near falling -apart. To the south the beach gently descends to the shore. -~ -201 0 0 0 0 2 -D0 - A small house has been built here. -~ -door~ -2 20113 20150 -D1 - Konolua Beach -~ -~ -0 20100 20109 -D2 - Konolua Seashore -~ -~ -0 20100 20113 -D3 -Konolua Beach -~ -~ -0 20100 20105 -E -tree trees~ - The trees have broad leaves that can provide shade from the sun in the -morning. -~ -E -cliff~ - The cliff stands tall at a good 45 feet skywards. Covered with plenty of -vegetation, it looks like a guards standing the coast protecting the shores from -danger. -~ -S -T 20103 -T 20128 -T 20144 -#20109 -Konolua Seacoast @Y[DIG] @G[CLIMB]@n~ - The smooth sandy beach terminates to the east, where a collection of rocks -and scree litters the area. Continuing to the west and south, the beach -continues on. To the north a cliff stands firm, hindering any movement in that -direction. -~ -201 0 0 0 0 2 -D1 -Konolua Beach -~ -~ -0 20100 20110 -D2 -Konolua Seashore -~ -~ -0 20100 20114 -D3 -Konolua Beach -~ -~ -0 20100 20108 -E -cliff~ - The cliff stands tall at a good 45 feet skywards. Covered with plenty of -vegetation, it looks like a guards standing the coast protecting the shores from -danger. -~ -S -T 20103 -T 20128 -T 20135 -T 20144 -#20110 -On a Rocky Part of Konolua Seacoast @Y[DIG]@n~ - This area is highly populated with rocks. Weathered stone as well as scree -that had came of the nearby cliff are left here. Because of this, lots of crabs -and other creatures had made their home under the rocks where predators such as -seagulls cannot find them. A small trial free of rocks leads to the west and -south. -~ -201 0 0 0 0 5 -D2 -Konolua Seashore -~ -~ -0 20100 20115 -D3 -Konolua Beach -~ -~ -0 20100 20109 -S -T 20103 -T 20128 -T 20144 -#20111 -In Shallow Waters~ - The water is not deep here, and it is slightly greener than to the south, -where it eventually leads to the wide ocean. Bubbles are formed when the waves -retreat from the shore, and bob non-chalantly on the waves. -~ -201 4 0 0 0 6 -D0 -Konolua Seashore -~ -~ -0 20100 20106 -D1 -Konolua Seashore -~ -~ -0 20100 20112 -D2 -In Shallow Waters -~ -~ -0 20100 20116 -D3 -In the Deep Ocean -~ -~ -0 20100 20131 -E -bubbles bubble~ - Tiny bubbles are trapped in the foam created when the waves hit the shore and -retreat. -~ -S -T 20101 -T 20104 -#20112 -By the Seashore @Y[DIG]@n~ - Soft, white sand lines the shore, forming a clear line between the deserted -beach and the azure, blue sea. The beach extends to the north and east, while -to the west and south shoal water merges the land and the sea together. -~ -201 0 0 0 0 2 -D0 -Konolua Beach -~ -~ -0 20100 20105 -D1 -Konolua Seashore -~ -~ -0 20100 20113 -D2 -In Shallow Waters -~ -~ -0 20100 20117 -D3 -In Shallow Waters -~ -~ -0 20100 20111 -S -T 20102 -T 20101 -T 20128 -#20113 -By the Seashore @Y[DIG]@n~ - The elongated beach stretches to the far east and to the north and west. -Being closer to the sea, the winds are generally stronger here. Sand dunes line -the beach, forming adjacent to the direction of the wind. -~ -201 0 0 0 0 2 -D0 -Konolua Beach -~ -~ -0 20100 20108 -D1 -Konolua Seashore -~ -~ -0 20100 20114 -D2 -In Shallow Waters -~ -~ -0 20100 20118 -D3 -Konolua Seashore -~ -~ -0 20100 20112 -S -T 20101 -T 20102 -T 20128 -#20114 -By the Seashore @Y[DIG]@n~ - The empty shore holds nothing in sight accept for infinite grains of soft, -white sand. Northwards takes you inland, while going east or west will take you -to another shore of Konolua beach. Southwards takes you into the sea. -~ -201 0 0 0 0 2 -D0 -Konolua Beach -~ -~ -0 20100 20109 -D1 -Konolua Seashore -~ -~ -0 20100 20115 -D2 -In Shallow Waters -~ -~ -0 20100 20119 -D3 -Konolua Seashore -~ -~ -0 20100 20113 -S -T 20101 -T 20128 -#20115 -By a Seashore @Y[DIG]@n~ - Narrowing to the east, where a tall arch stands like a gate, is a small sand -path leading into the ocean. The beach continues north and west, and southwards -leads to the beginning of the ocean. -~ -201 0 0 0 0 2 -D0 -Konolua Beach -~ -~ -0 20100 20110 -D1 -On a Sandy Path -~ -~ -0 20100 20122 -D2 -In Shallow Waters -~ -~ -0 20100 20120 -D3 -Konolua Seashore -~ -~ -0 20100 20114 -E -arch~ - The arch is connected to the cliff north of here. Standing outstretched like -a large gate it leads to a narrow sandy path that seems to lead to an nearby -island not far from Konolua beach. -~ -S -T 20101 -T 20128 -#20116 -In Shallow Waters~ - Greenish blue water symbolises shallow waters. It is clear, and the objects -beneath the surface can be seen as wavering shapes. Northwards leads the way -back to the shores of Konolua Beach, and to the west and south is the entrance -to the ocean. -~ -201 4 0 0 0 6 -D0 -In Shallow Waters -~ -~ -0 20100 20111 -D1 -In Shallow Waters -~ -~ -0 20100 20117 -D2 -Into the Deep Waters -~ -~ -0 20100 20135 -D3 -~ -~ -0 20100 20133 -S -T 20101 -T 20104 -#20117 -In Shallow Waters~ - Beneath the surface of the ocean corals and seaweed sleeps. Water sprawls -onto the beach before subsiding. Konolua beach is to the north,while to the -south the waters lead you deeper into the ocean. -~ -201 4 0 0 0 6 -D0 -Konolua Seashore -~ -~ -0 20100 20112 -D1 -In Shallow Waters -~ -~ -0 20100 20118 -D2 -In the Ocean -~ -~ -0 20100 20136 -D3 -In Shallow Waters -~ -~ -0 20100 20116 -S -T 20101 -T 20104 -#20118 -In Shallow Waters~ - Shoal water links the shore north of here to the sea beyond the south, where -it eventually leads to an open ocean. To the east and west are more are shallow -waters, which lines the edge of Konolua beach. -~ -201 4 0 0 0 6 -D0 -Konolua Beach -~ -~ -0 20100 20113 -D1 -In Shallow Waters -~ -~ -0 20100 20119 -D2 -~ -~ -0 20100 20137 -D3 -In Shallow Waters -~ -~ -0 20100 20117 -S -T 20101 -T 20104 -#20119 -In Shallow Waters~ - The skin of the water refracts light from the surface, forming illusions of -light dancing on the sandbed. To the north is the shore of Konolua beach while -going to the south will take you to the ocean. -~ -201 4 0 0 0 6 -D0 -Konolua Seashore -~ -~ -0 20100 20114 -D1 -In Shallow Waters -~ -~ -0 20100 20120 -D2 -In the Ocean -~ -~ -0 20100 20138 -D3 -In Shallow Waters -~ -~ -0 20100 20118 -S -T 20101 -T 20104 -#20120 -In Shallow Waters~ - A soft wind blows as the waves meekly moves towards the shore. The water -here is relatively deep, and currents are quite powerful here. To the north is -the safety of the seashore. -~ -201 4 0 0 0 7 -D0 -Konolua Seashore -~ -~ -0 20100 20115 -D1 -On a Sandy Path -~ -~ -0 20100 20123 -D2 -In the Ocean -~ -~ -0 20100 20121 -D3 -In Shallow Waters -~ -~ -0 20100 20119 -S -T 20104 -T 20101 -#20121 -In Deep Waters~ - The water is rather deep here, for the gradient of the ground plunges to -great depths. Northwards leads to shallower waters, while to the southwest as a -spread of ocean. -~ -201 4 0 0 0 7 -D0 -In Shallow Waters -~ -~ -0 20100 20120 -D1 -On a Sandy Path -~ -~ -0 20100 20124 -D2 -In the Ocean -~ -~ -0 20100 20132 -D3 -~ -~ -0 20100 20138 -S -T 20105 -#20122 -On a Sandy Path~ - The sandy path is made up of coarse sand, a deep yellow color - wet from the -waves coming from the east. To the north is a gray, solemn cliff guarding -Konolua beach while the path continues south. -~ -201 4 0 0 0 2 -D1 -The waves are strong here - forceful and unconquerable. -~ -~ -0 20100 20132 -D2 -On a Sandy Path -~ -~ -0 20100 20123 -D3 -Konolua Seashore -~ -~ -0 20100 20115 -S -T 20103 -#20123 -On a Sandy Path~ - Stranded in the middle of the sea is a small narrow path leading to the south -and the north. To the east and west are bodies of water, where the waves are -coming in and lapping at the pathway. -~ -201 4 0 0 0 2 -D0 -On a Sandy Path -~ -~ -0 20100 20122 -D1 -The waves are strong here - forceful and unconquerable. -~ -~ -0 20100 20132 -D2 -On a Sandy Path -~ -~ -0 20100 20124 -D3 -In Shallow Waters -~ -~ -0 20100 20120 -S -T 20101 -#20124 -A Narrow Sandy Path~ - Here is a very distinct route, being a sandy path in the middle of the wide -ocean leading to the north and the east. The waves lap teasingly at the road, -as if they were going to swallow it up anytime. -~ -201 4 0 0 0 2 -D0 -On a Sandy Path -~ -~ -0 20100 20123 -D1 -On a Sandy Path -~ -~ -0 20100 20125 -D2 -The waves are strong here - forceful and unconquerable. -~ -~ -0 20100 20132 -D3 -In the Ocean -~ -~ -0 20100 20121 -S -T 20107 -#20125 -On a Sandy Pathway~ - The waters around this area are strong and agressive, threatening to swallow -the sandy pathway here which leads to the west and the south. Southwards, an -arch stands like an entrance to a small island in the middle of the sea. -~ -201 4 0 0 0 2 -D0 -The waves are strong here - forceful and unconquerable. -~ -~ -0 20100 20132 -D1 -The waves are strong here - forceful and unconquerable. -~ -~ -0 20100 20132 -D2 -Stone Archs acting like a big gate is to the south. -~ -~ -0 20100 20126 -D3 -On a Sandy Path -~ -~ -0 20100 20124 -S -T 20107 -#20126 -A Small Island in the Sea~ - This island is surrounded by highly dangerous waves, pounding against the -sides of the small island with utmost fury. To the north is a stone arch, where -a route starts and ends at Konolua beach. To the south the the land twists and -turns with ascending gradient. -~ -201 0 0 0 0 2 -D0 -Stone Archs acting like a big gate is to the north. -~ -~ -0 20100 20125 -D1 -The waves are strong here - forceful and unconquerable. -~ -~ -0 20100 20132 -D2 -Base of a Cliff -~ -~ -0 20100 20127 -D3 -The waves are strong here - forceful and unconquerable. -~ -~ -0 20100 20132 -S -T 20107 -#20127 -At the Base of a Small Cliff~ - The path twists to the east, where it leads to the peak of the island. -Below the layers of stone of this area is a small cave, created by the constant -erosion by the sea waves. To the north the route is less steep as it descends -to the base of cliff. -~ -201 0 0 0 0 2 -D0 -On a Small Island -~ -~ -0 20100 20126 -D1 -A path leads to the top of the cliff. -~ -~ -0 20100 20128 -D2 -A deserted part of the island. -~ -~ -0 20100 20129 -D3 -The waves are strong here - forceful and unconquerable. -~ -~ -0 20100 20132 -S -T 20107 -#20128 -At the Peak of the Cliff~ - The wind is strong here, and below the waves are hungrily eroding the base of -the cliff. Sleeping beneath the waters are lots of hidden reefs, and falling -over the edge would mean instand death. -~ -201 4 0 0 0 5 -D3 -A path descending to the base of the cliff. -~ -~ -0 20100 20127 -S -T 20108 -#20129 -An Isolated Part of the Island~ - The island is deserted here, and the only things that could be found here are -some logs - swept ashore by the waves. The land continues to the north, while -to the other directions are bodies of water. -~ -201 4 0 0 0 2 -D0 -To the base of the hill -~ -~ -0 20100 20127 -D1 -The waves are strong here - forceful and unconquerable. -~ -~ -0 20100 20132 -D2 -The waves are strong here - forceful and unconquerable. -~ -~ -0 20100 20132 -D3 -The waves are strong here - forceful and unconquerable. -~ -~ -0 20100 20132 -S -T 20107 -#20130 -Underwater~ - You are submerged underwater, and all around you is water. Corals sway under -the water currents and dance, while shoals of fishes dart around in the shadows. -~ -201 0 0 0 0 0 -S -#20131 -In the Deep Ocean~ - The waves here are strong, large bodies of water rising and sinking as if the -ocean itself were breathing and alive. To the northeast are safer waters, while -going south and west will take you deeper into the ocean. -~ -201 0 0 0 0 7 -D0 -In Shallow Waters -~ -~ -0 20100 20107 -D1 -In Shallow Waters -~ -~ -0 20100 20111 -D2 -~ -~ -0 20100 20133 -D3 -Beyond the west is an endless stretch of ocean... -~ -~ -0 20100 20132 -S -T 20105 -#20132 -In the Middle of the Ocean~ - The ocean stretches as far as you can see, lying below the vast sky above. -Giant waves reaches high up and comes crashing down upon you, forcing you -beneath the ocean surface. Underwater currents tries to pull you under and the -frigid cold wind merciless -~ -201 0 0 0 0 7 -D0 -In the Raging Waves -~ -~ -0 20100 20140 -D1 -In the Raging Waves -~ -~ -0 20100 20142 -D2 -In the Raging Waves -~ -~ -0 20100 20140 -D3 -In the Raging Waves -~ -~ -0 20100 20142 -D5 -~ -~ -0 20100 20139 -S -T 20116 -T 20124 -T 20126 -#20133 -In the Deep Ocean~ - The wind whips the ocean until froth appears from the surface, and the waves -retaliate by becoming more violent. Safe waters are to the east and north, -while going south and west will only lead you deeper into the ocean. -~ -201 0 0 0 0 0 -D0 -In the Deep Ocean -~ -~ -0 20100 20131 -D1 -In Shallow Waters -~ -~ -0 20100 20116 -D2 -Deep into the Ocean -~ -~ -0 20100 20132 -D3 -Deep into the Ocean -~ -~ -0 20100 20132 -S -T 20105 -#20135 -In the Deep Waters~ - In the distance to the northeast is Konolua beach, a small island in the -middle of the sea. Here, the waves are fierce and hungry, reaching out at you -in an attempt you swallow you. To the north, are shallow waters, while -everywhere else are large bodies of ocean. -~ -201 0 0 0 0 7 -D0 -In Shallow Waters -~ -~ -0 20100 20116 -D1 -~ -~ -0 20100 20136 -D2 -Restless waves to the south -~ -~ -0 20100 20132 -D3 -In the Ocean -~ -~ -0 20100 20132 -S -T 20105 -#20136 -In the Ocean~ - The ocean is a deep blue, and the waves here are strong. It is impossible to -look into the depths of the ocean, for the shifting bodies of the sea makes it -difficult to. To the north you can descry a small island. -~ -201 0 0 0 0 7 -D0 -In Shallow Waters -~ -~ -0 20100 20117 -D1 -In the Ocean -~ -~ -0 20100 20137 -D2 -In the Ocean -~ -~ -0 20100 20132 -D3 -In the Ocean -~ -~ -0 20100 20135 -S -T 20105 -#20137 -In the Ocean~ - The wind tears and howls, inflicting its wrath against you and the vast -ocean. North are safer and much calmer waters, while to the other directions -the ocean continues. -~ -201 0 0 0 0 7 -D0 -To Shallower Waters -~ -~ -0 20100 20118 -D1 -In the Ocean -~ -~ -0 20100 20138 -D2 -In the Ocean -~ -~ -0 20100 20132 -D3 -In the Ocean -~ -~ -0 20100 20136 -S -T 20105 -#20138 -In the Ocean~ - The water is a deep blue color and looks threateningly deep. Howling winds -come in all direction, invoking the rage of the waves. To the north the sea is -calmer, while to the east, south and west the ocean continues. -~ -201 0 0 0 0 7 -D0 -Shallower Waters -~ -~ -0 20100 20119 -D1 -~ -~ -0 20100 20121 -D2 -In the Ocean -~ -~ -0 20100 20132 -D3 -In the Ocean -~ -~ -0 20100 20137 -S -T 20105 -#20139 -Underwater~ - You are beneath the surface of the ocean. The currents under here are -strong, pulling and forcing you to go deeper. The depths of the sea is great. -It is deep, so deep that there is only inky darkness at the bottom. -Surrounding you are nothing, just lots and lots of seawater... -~ -201 0 0 0 0 0 -D0 -Underwater -~ -~ -0 20100 20143 -D1 -Underwater -~ -~ -0 20100 20145 -D2 -Underwater -~ -~ -0 20100 20143 -D3 -Underwater -~ -~ -0 20100 20145 -D4 -Above the Surface -~ -~ -0 20100 20132 -S -T 20117 -T 20125 -#20140 -In the Middle of the Ocean~ - The ocean stretches as far as you can see, lying below the vast sky above. -Giant waves reaches high up and comes crashing down upon you, forcing you -beneath the ocean surface. Underwater currents tries to pull you under and the -frigid cold wind merciless -~ -201 0 0 0 0 7 -D0 -~ -~ -0 20100 20132 -D1 -~ -~ -0 20100 20141 -D2 -~ -~ -0 20100 20132 -D3 -~ -~ -0 20100 20141 -D5 -Underwater -~ -~ -0 20100 20143 -S -T 20116 -T 20124 -T 20126 -#20141 -In the Middle of the Ocean~ - The ocean stretches as far as you can see, lying below the vast sky above. -Giant waves reaches high up and comes crashing down upon you, forcing you -beneath the ocean surface. Underwater currents tries to pull you under and the -frigid cold wind merciless -~ -201 0 0 0 0 7 -D0 -~ -~ -0 20100 20142 -D1 -~ -~ -0 20100 20140 -D2 -~ -~ -0 20100 20142 -D3 -~ -~ -0 20100 20140 -D5 -Underwater -~ -~ -0 20100 20144 -S -T 20116 -T 20124 -T 20126 -#20142 -In the Middle of the Ocean~ - The ocean stretches as far as you can see, lying below the vast sky above. -Giant waves reaches high up and comes crashing down upon you, forcing you -beneath the ocean surface. Underwater currents tries to pull you under and the -frigid cold wind merciless -~ -201 0 0 0 0 7 -D0 -~ -~ -0 20100 20141 -D1 -~ -~ -0 20100 20132 -D2 -~ -~ -0 20100 20141 -D3 -~ -~ -0 20100 20132 -D5 -Underwater -~ -~ -0 20100 20145 -S -T 20116 -T 20124 -T 20126 -#20143 -Underwater~ - You are beneath the surface of the ocean. The currents under here are -strong, pulling and forcing you to go deeper. The depths of the sea is great. -It is deep, so deep that there is only inky darkness at the bottom. -Surrounding you are nothing, just lots and lots of seawater... -~ -201 0 0 0 0 0 -D0 -Underwater -~ -~ -0 20100 20139 -D1 -Underwater -~ -~ -0 20100 20144 -D2 -Underwater -~ -~ -0 20100 20139 -D3 -Underwater -~ -~ -0 20100 20144 -D4 -Above the Surface -~ -~ -0 20100 20140 -S -T 20125 -T 20117 -#20144 -Underwater~ - You are beneath the surface of the ocean. The currents under here are -strong, pulling and forcing you to go deeper. The depths of the sea is great. -It is deep, so deep that there is only inky darkness at the bottom. -Surrounding you are nothing, just lots and lots of seawater... -~ -201 0 0 0 0 0 -D0 -Underwater -~ -~ -0 20100 20145 -D1 -Underwater -~ -~ -0 20100 20143 -D2 -Underwater -~ -~ -0 20100 20145 -D3 -Underwater -~ -~ -0 20100 20143 -D4 -Above the Surface of the Water -~ -~ -0 20100 20141 -S -T 20125 -T 20117 -#20145 -Underwater~ - You are beneath the surface of the ocean. The currents under here are -strong, pulling and forcing you to go deeper. The depths of the sea is great. -It is deep, so deep that there is only inky darkness at the bottom. -Surrounding you are nothing, just lots and lots of seawater... -~ -201 0 0 0 0 0 -D0 -Underwater -~ -~ -0 20100 20144 -D1 -Underwater -~ -~ -0 20100 20139 -D2 -Underwater -~ -~ -0 20100 20144 -D3 -Underwater -~ -~ -0 20100 20139 -D4 -Above the surface -~ -~ -0 20100 20142 -S -T 20125 -T 20117 -#20146 -In Oblivion~ - You are floating in unconsciousness... Your head hurts, your mind rears. -You try to move, your movements are hindered. Darkness surrounds you from all -sides, and there appear to be nothing here. -~ -201 1 0 0 0 0 -S -T 20118 -T 20119 -#20147 -On a Sandy Bay~ - The bay is a coast wenched between two cliffs, sandwiched in the middle. -Covered with washed up pieces of broken wood and miscellaneous junk items dumped -onto it, the area is fully of rubbish peeking out from the sand. -~ -201 0 0 0 0 2 -D0 - A dead end -~ -~ -0 20100 20148 -D3 - A shipwreck -~ -~ -0 20100 20149 -E -wood junk~ - The litter the beach, making it unsightly. Several organic items are -decaying already. -~ -S -T 20104 -T 20143 -#20148 -On a Sandy bay~ - The cliff are on three sides, and the only visible exit is to the south. It -appears to be empty, and heavily populated by tropical plants and vicious vines. -Speckles of broken rocks and stones lie here, and several marks are shown in the -sand. -~ -201 0 0 0 0 2 -D2 -~ -~ -0 20100 20147 -E -sand marks~ - Lines leading to the area against the north cliff suggests that something has -been dragged there. -~ -E -north cliff~ - Marks leading to the north cliff suggests that something has been dragged -there. Perhaps @Rsearch@ning for something will uncover a treasure box? -~ -S -T 20121 -T 20120 -T 20144 -#20149 -At the Scene of a Shipwreck~ - The shore ends here, prodding out of the sand are many jagged rocks. Broken -wooden planks are here, as well as a ship, torn by ocean reefs and left -discarded here. -~ -201 0 0 0 0 2 -D1 - On a Sandy Shore -~ -~ -0 20100 20147 -E -ship shipwreck~ - This ship did not survived the cruel test of the stormy seas and hiding -reefs. Wrecked apart, the massive wooden structure is decaying, along with the -stuff inside. -~ -S -T 20104 -#20150 -In a Small Cozy House~ - The room is plain and simple without many furniture. Resting against the -north wall is a sizeable bed, and beside it is a wooden cupboard. To the south -a carpet has been carefully placed there. -~ -201 12 0 0 0 0 -D2 -~ -door~ -2 20113 20108 -S -#20151 -In a Small Underwater Tunnel @C[SURFACE]@n~ - Light filters from the surface, refracted to form ghostly figures that dance -in the water. The only exit out is to surface, or to go deeper into the tunnel -north. -~ -201 360 0 0 0 9 -D0 - The circular tunnel leads north. -~ -~ -0 20100 20152 -S -T 20131 -#20152 -In a Underwater Tunnel @C[SURFACE]@n~ - The tunnel is made out of granite, with tiny pieces of glowing stones that -lights the way in this tunnel. It continues to the south, but it is possible to -surface here. -~ -201 360 0 0 0 0 -D2 -~ -~ -0 20100 20151 -S -T 20132 -#20153 -In a Secret Cove @B[DIVE]@n~ - This is the entrance and the exit of the hidden cove, naturally build within -the cliff itself. There is a pool of water to the southern edge of the wall, -and to the north the cove continues. -~ -201 633 0 0 0 0 -D0 -~ -~ -0 20100 20154 -S -T 20133 -#20154 -In a Tunnel of A Cove~ - The sound of dripping water echoes in the tunnel of the cove. The walls here -are nearly empty, with pieces of glowing minerals etched into them. The tunnel -continues west - where you see a small room, upwards to another room and south -to the exit/entrance of the cove. -~ -201 632 0 0 0 0 -D2 -~ -~ -0 20100 20153 -D3 -The tunnel leads to a small room. -~ -~ -0 20100 20155 -D4 -The tunnel leads to a small room. -~ -~ -0 20100 20156 -S -#20155 -A Room in the Cliff~ - This room measures five feet high and eight feet wide, the walls bare except -for glowing minerals in them. Hidden from the outside world and carefully -concealed in a cliff, this place would make a great hideout. -~ -201 632 0 0 0 0 -D1 -~ -~ -0 20100 20154 -S -#20156 -A Room in the Cliff~ - This room measures five feet high and eight feet wide, the walls bare except -for glowing minerals in them. Hidden from the outside world and carefully -concealed in a cliff, this place would make a great hideout. -~ -201 632 0 0 0 0 -D5 -~ -~ -0 20100 20154 -S -#20157 -On top of a Cliff @G[CLIMB]@n~ - Tropical trees populates the cliff to the east and west, only a small dirt -trial leads to the north towards a hut with no door. To get to base level you -will have to @GCLIMB DOWN@n the vines to arrive on a beach. -~ -201 0 0 0 0 0 -D0 -A small hut is to the north, set against some tropical trees. -~ -~ -0 20100 20158 -S -T 20139 -T 20144 -#20158 -In a Small Wooden hut~ - The hut is made from different lengths and types of wood, and the roof - -tropical, broad leaves attached in a circular shape. The floor is a carpet of -nicely trimmed, green grass. Towards the south is a narrow dirt route which -leads outside. -~ -201 0 0 0 0 0 -D2 - A narrow route leads to the edge of a cliff -~ -~ -0 20100 20157 -S -T 20144 -$~ diff --git a/lib/world/wld/211.wld b/lib/world/wld/211.wld deleted file mode 100644 index 1700664..0000000 --- a/lib/world/wld/211.wld +++ /dev/null @@ -1,923 +0,0 @@ -#21100 -Parna's Tarot Zone Description Room~ - This area is trying to recreate the Tarot zone I built for Smaug. The -purpose is to have a way of Tarot fortune-telling online. It has been repeated -twice to allow different people to have their futures told at the same time. -It's a specialized sort of area that, in my experience, most people will stay -away from, some people will visit occasionally and a few people may visit -constantly. There is, of course, no way of telling what the ratio will be on -any given mud. - - If you have diagonal exits, please remove the corner rooms and use the -diagonal exits instead. - - There are a lot of triggers to try to keep people from blocking the zone. -Please adjust these to your own mud. - - The food and drink in room 21102 are self replicating. For each bokolyi or -glass taken, another one appears. If you don't like this, just take them out. -This is mainly for zone testers so they won't starve or dehydrate while they're -reading the cards but it's a convenience to low-levels with no money, too. - - I think it should be attached to the main town. Since Midgaard is the recall -town here, room 3121 heading north into 22001 seems like a reasonable spot with -perhaps an addition of the mention of a house to the north. - -November 25, 2013 for tbamud.com - Parnassus -~ -211 8 0 0 0 0 -D0 - This way to Tarot! -~ -~ -0 0 21101 -S -#21101 -Outside a small building~ - A tidy-looking three-story building made of red brick waits invitingly for -customers. The yard is a peaceful square space with a neat picket fence -protecting the green lawn from the street while not blocking the view of the -house. Bright flowerbeds snuggle against the foot of the fence. A bright brass -sign is placed near the door. -~ -211 20 0 0 0 0 -D0 -The door is rounded on the top instead of the usual rectangle. -~ -door~ -1 0 21102 -E -fence picket~ - It's a normal-looking, pointed-slat fence covered with fresh white paint. -The entrance is an open, oval trellis, covered with red roses. -~ -E -yard~ - The yard is neatly manicured, looking like a bright green carpet. -~ -E -door~ - The door is rounded on the top instead of the usual rectangle. -~ -E -flowers flowerbeds~ - Beautiful bright flowers in all colors, but mostly reds, decorate well-kept -flowerbeds. -~ -E -sign brass bright~ - @w -@w Sibyl, Esmerelda and Jaelle -@w -@w Tarot Readings -@n -~ -S -#21102 -A Room For Waiting~ - @R @n@n A receptionist dressed in brightly colored clothes sits at a desk, -dispensing information and appointments. The room is lined with seats. Low -tables are covered with magazines and newspapers for the entertainment of those -waiting. A few paintings decorate the walls. Doors lead in all directions. @R @n -Refreshments are available for the comfort of the clients. -~ -211 8 0 0 0 0 -D0 - Sibyl's Office -~ -door~ -1 0 21110 -D1 - Jaelle's Office -~ -door~ -1 0 21150 -D2 - This way out. -~ -door~ -1 0 21101 -D3 - Esmerelda's Office -~ -door~ -1 0 21130 -E -paintings~ - These are the sort of pictures with a young woman standing, looking pensively -at a forest, field or ocean. She wears a long dress that blows in the wind. -Her long hair, covered with a floppy hat, blows around also. -~ -E -seats~ - These seats look very comfortable for a waiting room. There are nicely -padded armchairs and couches, upholstered in a tasteful flowered motif. -~ -E -newspapers~ - There are a few copies of today's editions of various papers, including the -Sanctus Times and the daily Sanctus. There's even a copy of your favorite -hometown paper. -~ -E -magazines ~ - Except for the copies of Tarot World Magazine, these mostly the same -magazines that you'd find in a doctor's office waiting room. There are issues -Reader's Digest, Sports Illustrated, Entertainment Weekly and a few other -familiar names. Are Time and Fortune here because they're popular or are they -some sort of joke? -~ -S -#21103 -A Brightly-Lit Corridor~ - This is a bright white hallway with large representations of the cards you've -seen in the previous rooms placed at neat intervals to provide color. -~ -211 220 0 0 0 0 -D5 - This way out. The door you came in by seems to have disappeared. -~ -stair~ -0 0 21102 -E -representations cards pictures~ - If you didn't look before but wanted to see the cards now: -http://en.wikipedia.org/wiki/Rider-Waite_tarot_deck -~ -S -#21110 -Sibyl's office~ - Sibyl sits behind a large table, running a deck of cards through her hands. -A large plaque is on the wall behind her and bright pictures cover the other -walls. On closer look, the pictures seem to be large representations of some of -the cards in her hands. She starts to lay the cards out in a design of a circle -and a line. -~ -211 220 0 0 0 0 -D2 -The door is closed and can't be opened. -~ -~ -0 0 -1 -D4 -~ -door stairs up~ -2 0 21111 -E -plaque~ - Sibyl uses the Rider-Waite tarot deck in the Keltic Cross layout. If you -would like to see the cards that have been dealt to you, representations can be -found at: -http://en.wikipedia.org/wiki/Rider-Waite_tarot_deck -~ -S -#21111 -This card covers~ - This card is placed straight up and represents the question and the general -atmosphere that surrounds it. -~ -211 220 0 0 0 0 -D4 -~ -~ -1 0 21112 -S -T 21102 -#21112 -This card crosses~ - This card is placed sideways on top of the first card. It usually shows the -forces opposing the question or a different choice that may be available. -~ -211 220 0 0 0 0 -D0 -~ -~ -0 0 -1 -D2 -~ -~ -1 0 21113 -D5 -~ -door backdoor~ -1 0 21111 -S -T 21102 -#21113 -This card is below~ - This card is placed below the crossed cards. It shows the basis of the -question, things in the past which were leading to the question. -~ -211 220 0 0 0 0 -D0 -~ -door backdoor~ -1 0 21112 -D3 -~ -~ -1 0 21121 -S -T 21102 -#21114 -This card is behind~ - This card is placed to the left of the crossed cards. It shows an influence -that was in the past but is now gone or going. -~ -211 220 0 0 0 0 -D0 -~ -~ -1 0 21122 -D2 -~ -door backdoor~ -1 0 21121 -S -T 21102 -#21115 -This card is above~ - This card is placed above the crossed cards. It shows a future influence or -possibility. -~ -211 220 0 0 0 0 -D1 -~ -~ -1 0 21123 -D3 -~ -door backdoor~ -1 0 21122 -S -T 21102 -#21116 -This card is before~ - This card is placed to the right of the crossed cards. It shows a future -influence or possibility. It may show a different pathway available. -~ -211 220 0 0 0 0 -D0 -~ -door backdoor~ -1 0 21123 -D2 -~ -~ -1 0 21124 -S -T 21102 -#21117 -This card shows fears~ - Four cards are placed in a straight line to the right of the circle. This is -the bottom card. Any question has good points and bad points. This card shows -the fears the questioner has about the question. -~ -211 220 0 0 0 0 -D0 -~ -~ -1 0 21118 -D3 -~ -door backdoor~ -1 0 21124 -S -T 21102 -#21118 -This card shows opinions~ - This card is placed above the previous card. It shows the opinions of people -close to the questioner, regarding the question. -~ -211 220 0 0 0 0 -D0 -~ -~ -1 0 21119 -D2 -~ -door backdoor~ -1 0 21117 -S -T 21102 -#21119 -This card shows hopes~ - This card is placed above the previous card. It shows what the questioner -hopes from the question. -~ -211 220 0 0 0 0 -D0 -~ -~ -1 0 21120 -D2 -~ -door backdoor~ -1 0 21118 -S -T 21102 -#21120 -This card shows the outcome~ - This card will be modified by the cards which came before and shows a -possible outcome of the question. All the cards must be interpreted and -considered as suggestions, not as definite lines to the future, since the future -is yet to be written. Think well before you make any decisions. Once you go -down, all cards will be cleared. -~ -211 220 0 0 0 0 -D0 -~ -~ -0 0 -1 -D2 -~ -door backdoor~ -1 0 21119 -D5 -~ -stair~ -1 0 21103 -S -T 21102 -T 21103 -#21121 -South-West Corner~ - Please go North to continue your reading. -~ -211 8 0 0 0 0 -D0 -~ -~ -1 0 21114 -D1 -~ -door backdoor~ -1 0 21113 -S -#21122 -North-West Corner~ - Please go East to continue your reading. -~ -211 8 0 0 0 0 -D1 -~ -~ -1 0 21115 -D2 -~ -door backdoor~ -1 0 21114 -S -#21123 -North-East Corner~ - Please go South to continue your reading. -~ -211 8 0 0 0 0 -D2 -~ -door~ -1 0 21116 -D3 -~ -door backdoor~ -1 0 21115 -S -#21124 -South-East Corner~ - Please go East to continue your reading. -~ -211 8 0 0 0 0 -D0 -~ -door backdoor~ -1 0 21116 -D1 -~ -~ -1 0 21117 -S -#21125 -Sibyl's Private Room~ - This is where Sibyl comes to rest and relax when she just needs to get away -from the stress of telling fortunes to anybody who asks. However, sometimes a -stray card ends up here. -~ -211 220 0 0 0 0 -S -#21130 -Esmerelda's office~ - Esmerelda sits behind a large table, running a deck of cards through her -hands. A large plaque is on the wall behind her and bright pictures cover the -other walls. On closer look, the pictures seem to be large representations of -some of the cards in her hands. She starts to lay the cards out in a design of -a circle and a line. -~ -211 220 0 0 0 0 -D2 -The door is closed and can't be opened. -~ -~ -0 0 -1 -D4 -~ -door~ -2 0 21131 -E -plaque~ - Esmerelda uses the Rider-Waite tarot deck in the Keltic Cross layout. If you -would like to see the cards that have been dealt to you, representations can be -found at: -http://en.wikipedia.org/wiki/Rider-Waite_tarot_deck -~ -S -#21131 -This card covers~ - This card is placed straight up and represents the question and the general -atmosphere that surrounds it. -~ -211 220 0 0 0 0 -D4 -~ -door~ -1 0 21132 -S -T 21102 -#21132 -This card crosses~ - This card is placed sideways on top of the first card. It usually shows the -forces opposing the question or a different choice that may be available. -~ -211 220 0 0 0 0 -D2 -~ -door~ -1 0 21133 -D5 -~ -door backdoor~ -1 0 21131 -S -T 21102 -#21133 -This card is below~ - This card is placed below the crossed cards. It shows the basis of the -question, things in the past which were leading to the question. -~ -211 220 0 0 0 0 -D0 -~ -door backdoor~ -1 0 21132 -D3 -~ -door~ -1 0 21141 -S -T 21102 -#21134 -This card is behind~ - This card is placed to the left of the crossed cards. It shows an influence -that was in the past but is now gone or going. -~ -211 220 0 0 0 0 -D0 -~ -door~ -1 0 21142 -D2 -~ -door backdoor~ -1 0 21141 -S -T 21102 -#21135 -This card is above~ - This card is placed above the crossed cards. It shows a future influence or -possibility. -~ -211 220 0 0 0 0 -D1 -~ -door~ -1 0 21143 -D3 -~ -door backdoor~ -1 0 21142 -S -T 21102 -#21136 -This card is before~ - This card is placed to the right of the crossed cards. It shows a future -influence or possibility. It may show a different pathway available. -~ -211 220 0 0 0 0 -D0 -~ -door backdoor~ -1 0 21143 -D2 -~ -door~ -1 0 21144 -S -T 21102 -#21137 -This card shows fears~ - Four cards are placed in a straight line to the right of the circle. This is -the bottom card. Any question has good points and bad points. This card shows -the fears the questioner has about the question. -~ -211 220 0 0 0 0 -D0 -~ -~ -1 0 21138 -D1 -~ -~ -0 0 -1 -D3 -~ -door backdoor~ -1 0 21144 -S -T 21102 -#21138 -This card shows opinions~ - This card is placed above the previous card. It shows the opinions of people -close to the questioner, regarding the question. -~ -211 220 0 0 0 0 -D0 -~ -~ -1 0 21139 -D2 -~ -door backdoor~ -1 0 21137 -S -T 21102 -#21139 -This card shows hopes~ - This card is placed above the previous card. It shows what the questioner -hopes from the question. -~ -211 220 0 0 0 0 -D0 -~ -door~ -1 0 21140 -D2 -~ -door backdoor~ -1 0 21138 -S -T 21102 -#21140 -This card shows the outcome~ - This card will be modified by the cards which came before and shows a -possible outcome of the question. All the cards must be interpreted and -considered as suggestions, not as definite lines to the future, since the future -is yet to be written. Think well before you make any decisions. Once you go -down, all cards will be cleared. -~ -211 220 0 0 0 0 -D2 -~ -door backdoor~ -1 0 21139 -D5 -~ -stair~ -1 0 21103 -S -T 21103 -T 21102 -#21141 -South-West Corner~ - Please go North to continue your reading. -~ -211 8 0 0 0 0 -D0 -~ -~ -1 0 21134 -D1 -~ -door backdoor~ -1 0 21133 -S -#21142 -North-West Corner~ - Please go East to continue your reading. -~ -211 8 0 0 0 0 -D1 -~ -~ -1 0 21135 -D2 -~ -door backdoor~ -1 0 21134 -S -#21143 -North-East Corner~ - Please go South to continue your reading. -~ -211 8 0 0 0 0 -D2 -~ -~ -1 0 21136 -D3 -~ -door backdoor~ -1 0 21135 -S -#21144 -South-East Corner~ - Please go East to continue your reading. -~ -211 8 0 0 0 0 -D0 -~ -door backdoor~ -1 0 21136 -D1 -~ -~ -1 0 21137 -S -#21145 -Esmerelda's Private Room~ - This is where Esmerelda comes to rest and relax when she just needs to get -away from the stress of telling fortunes to anybody who asks. However, -sometimes a stray card ends up here. -~ -211 220 0 0 0 0 -S -#21150 -Jaelle's office~ - Jaelle sits behind a large table, running a deck of cards through her hands. -A large plaque is on the wall behind her and bright pictures cover the other -walls. On closer look, the pictures seem to be large representations of some of -the cards in her hands. She starts to lay the cards out in a design of a circle -and a line. -~ -211 220 0 0 0 0 -D2 -The door is closed and can't be opened. -~ -~ -0 0 -1 -D4 -~ -door~ -2 0 21151 -E -plaque~ - Jaelle uses the Rider-Waite tarot deck in the Keltic Cross layout. If you -would like to see the cards that have been dealt to you, representations can be -found at: -http://en.wikipedia.org/wiki/Rider-Waite_tarot_deck -~ -S -#21151 -This card covers~ - This card is placed straight up and represents the question and the general -atmosphere that surrounds it. -~ -211 220 0 0 0 0 -D4 -~ -door~ -1 0 21152 -S -T 21102 -#21152 -This card crosses~ - This card is placed sideways on top of the first card. It usually shows the -forces opposing the question or a different choice that may be available. -~ -211 220 0 0 0 0 -D2 -~ -door~ -1 0 21153 -D5 -~ -door backdoor~ -1 0 21151 -S -T 21102 -#21153 -This card is below~ - This card is placed below the crossed cards. It shows the basis of the -question, things in the past which were leading to the question. -~ -211 220 0 0 0 0 -D0 -~ -door backdoor~ -1 0 21152 -D3 -~ -door~ -1 0 21161 -S -T 21102 -#21154 -This card is behind~ - This card is placed to the left of the crossed cards. It shows an influence -that was in the past but is now gone or going. -~ -211 220 0 0 0 0 -D0 -~ -door~ -1 0 21162 -D2 -~ -door backdoor~ -1 0 21161 -S -T 21102 -#21155 -This card is above~ - This card is placed above the crossed cards. It shows a future influence or -possibility. -~ -211 220 0 0 0 0 -D1 -~ -door~ -1 0 21163 -D3 -~ -door backdoor~ -1 0 21162 -S -T 21102 -#21156 -This card is before~ - This card is placed to the right of the crossed cards. It shows a future -influence or possibility. It may show a different pathway available. -~ -211 220 0 0 0 0 -D0 -~ -door backdoor~ -1 0 21163 -D2 -~ -door~ -1 0 21164 -S -T 21102 -#21157 -This card shows fears~ - Four cards are placed in a straight line to the right of the circle. This is -the bottom card. Any question has good points and bad points. This card shows -the fears the questioner has about the question. -~ -211 220 0 0 0 0 -D0 -~ -door~ -1 0 21158 -D3 -~ -door backdoor~ -1 0 21164 -S -T 21102 -#21158 -This card shows opinions~ - This card is placed above the previous card. It shows the opinions of people -close to the questioner, regarding the question. -~ -211 220 0 0 0 0 -D0 -~ -door~ -1 0 21159 -D2 -~ -door backdoor~ -1 0 21157 -S -T 21102 -#21159 -This card shows hopes~ - This card is placed above the previous card. It shows what the questioner -hopes from the question. -~ -211 220 0 0 0 0 -D0 -~ -door~ -1 0 21160 -D2 -~ -door backdoor~ -1 0 21158 -S -T 21102 -#21160 -This card shows the outcome~ - This card will be modified by the cards which came before and shows a -possible outcome of the question. All the cards must be interpreted and -considered as suggestions, not as definite lines to the future, since the future -is yet to be written. Think well before you make any decisions. Once you go -down, all cards will be cleared. -~ -211 220 0 0 0 0 -D2 -~ -door backdoor~ -1 0 21159 -D5 -~ -stair~ -1 0 21103 -S -T 21102 -T 21103 -#21161 -South-West Corner~ - Please go North to continue your reading. -~ -211 8 0 0 0 0 -D0 -~ -~ -1 0 21154 -D1 -~ -door backdoor~ -1 0 21153 -S -#21162 -North-West Corner~ - Please go East to continue your reading. -~ -211 8 0 0 0 0 -D1 -~ -~ -1 0 21155 -D2 -~ -door backdoor~ -1 0 21154 -S -#21163 -North-East Corner~ - Please go South to continue your reading. -~ -211 8 0 0 0 0 -D2 -~ -~ -1 0 21156 -D3 -~ -door backdoor~ -1 0 21155 -S -#21164 -South-East Corner~ - Please go East to continue your reading. -~ -211 8 0 0 0 0 -D0 -~ -door backdoor~ -1 0 21156 -D1 -~ -~ -1 0 21157 -S -#21165 -Jaelle's Private Room~ - This is where Jaelle comes to rest and relax when she just needs to get away -from the stress of telling fortunes to anybody who asks. However, sometimes a -stray card ends up here. -~ -211 220 0 0 0 0 -S -#21199 -Purge Room~ - This room is for safely purging things. - -BEWARE! - - Trespassers may be PURGED! -~ -211 0 0 0 0 0 -S -$~ diff --git a/lib/world/wld/22.wld b/lib/world/wld/22.wld deleted file mode 100644 index 9d86e7a..0000000 --- a/lib/world/wld/22.wld +++ /dev/null @@ -1,1652 +0,0 @@ -#2200 -Entrance~ - A huge tower rises above you, the once massive portcullis has rusted -away. You wonder how this tower still stands after all these years. High -above in the tower a light flashes. Do you dare enter? Words are chiseled -into a tablet beside the entrance. -~ -22 4 0 0 0 0 -D0 -~ -~ -0 0 2201 -D2 -~ -~ -0 0 1685 -E -tablet credits info~ - This area created by the demented imagination of Rumble. -Builder : Rumble -Zone : 22 Tower of the Undead -Began : 1997 -Player Level : 14-18 -Rooms : 99 -Mobs : 31 -Objects : 23 -Shops : 2 -Triggers : 5 -Theme : A tower of the undead. -Plot : An XP zone loaded with mobs. Several different levels with a - hidden dungeon and captured princess. -Notes : My FIRST zone! -Links : 00s -~ -S -T 2203 -#2201 -A Dark Hallway~ - The passage almost immediately starts to slope upwards, You see strange -drawings and symbols carved into the stone walls. A sudden gust of wind -carries the smell of rotting flesh to you. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2202 -D2 -~ -~ -0 0 2200 -S -T 2203 -#2202 -A Dark Hallway~ - The symbols and drawings continue along the stone wall, the dusty -remains of what might have been paintings and tapestries cover the floor. -The stench grows worse the deeper you enter, maybe you should turn back -now. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2203 -D3 -~ -~ -0 0 2201 -S -T 2203 -#2203 -A Dark Hallway~ - More carvings symbols and even some crude drawings cover the stone block -passageway top to bottom. If only you could understand them. The dark hallway -curves to the east and south. The walls made from mortar and stone crumble at -the touch and are covered in dust and grime. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2204 -D3 -~ -~ -0 0 2202 -S -#2204 -A Dark Hallway~ - You finally find the source of that horrible stench, before you lays a -maggot ridden half-eaten corpse. Strange, you only see human footprints -encircling it. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2203 -D2 -~ -~ -0 0 2205 -S -#2205 -A Dark Hallway~ - The passage still slopes upward. You begin to feel a little light headed -and confused. You think it might be the horrible stench or maybe it's the -intracate carvings that seem to draw your eye. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2204 -D3 -~ -~ -0 0 2206 -S -#2206 -A Dark Hallway~ - More bodies litter the floor as you delicately step your way over and -around them. The smell is almost unbearable and you hardly even notice -the symbols and carvings anymore. -~ -22 8 0 0 0 0 -D0 -~ -door~ -1 0 2216 -D1 -~ -~ -0 0 2205 -D3 -~ -~ -0 0 2207 -S -#2207 -A Dark Hallway~ - The hallway still climbs upward and it seems to be getting hotter the -higher you go. You feel the walls starting to close in on you. You -wonder whether or not it's a good idea to continue. Another hallway leads -to the south. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2206 -D2 -~ -~ -0 0 2225 -D3 -~ -~ -0 0 2208 -S -#2208 -A Dark Hallway~ - You stumble over yet another corpse and almost fall on a couple dozen -rats having a feast on the unfortunate victim. Far off in the distance -you hear screams. A passage also leads to the south. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2207 -D2 -~ -~ -0 0 2221 -D3 -~ -~ -0 0 2209 -S -#2209 -A Dark Hallway~ - Whoever carved all these symbols must have had a lot of time on his hands. -The screams you heard earlier seem to intensify. Upon closer examination those -symbols don't seem to be carved, but scratched or clawed into the stone. -Chunks of flesh and fingernails can be seen in the scratches, all oozing with -blood. -~ -22 8 0 0 0 0 -D0 -~ -door~ -1 0 2217 -D1 -~ -~ -0 0 2208 -D3 -~ -~ -0 0 2210 -S -#2210 -A Dark Hallway~ - Still climbing upwards you start to wonder what could possibly be worth -climbing to the top of this tower. The screams stop with an unnatural -abruptness. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2211 -D1 -~ -~ -0 0 2209 -S -#2211 -A Dark Hallway~ - The heat seems to be getting even worse the higher you climb. Once again -you hear screams, but a different voice this time. A hot breeze carries with -it the smell of smoke and something even more unpleasant. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2212 -D2 -~ -~ -0 0 2210 -S -#2212 -A Dark Hallway~ - A corpse that is in it's final state of decay tries reaching for your -leg as you walk by. One swift kick and it's head goes rolling away, but -the hand still reaches for you. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2213 -D2 -~ -~ -0 0 2211 -S -#2213 -A Dark Hallway~ - The screams start up once again. It sounds like someone is getting -tortured. That or they have simply gone mad. The walls, floor, and ceiling -seem to be getting closer together. The darkness seems to deepen and cloak -everything in shadows. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2214 -D3 -~ -~ -0 0 2212 -S -#2214 -A Dark Hallway~ - A part of the wall has collapsed here and you see a small hole in the outer -wall. Looking out you can see a city far below. A fog has set in about the -tower and the shrouds the city enough so you cannot name it. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2215 -D3 -~ -~ -0 0 2213 -S -#2215 -Stairs~ - A set of steep stairs lead upward with no apparent end. The screams seem -louder in that direction. The stone and mortar walls are damp and small -trickles of water run down from somewhere above. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2214 -D4 -~ -~ -0 0 2242 -S -#2216 -Hidden Room~ - You push aside a tapestry that is in your way and look at the room. -Unlike the rest of this decrepit tower this room is in excellent shape -and looks to be used as a study with books lining the walls. -~ -22 8 0 0 0 0 -D2 -~ -door~ -1 0 2206 -S -#2217 -Hidden Room~ - You push aside a tapestry and enter a room filled with scrolls, potions, -books and other assorted items. The smell of rot and decay is not evident -here. Instead, everything is covered in a fine layer of powdery dust. -~ -22 8 0 0 0 0 -D2 -~ -door~ -1 0 2209 -S -#2218 -Red Hallway~ - Several corpses are burning on the floor around you. The smell is -nauseating and your eyes water from the acrid smoke. You become disorientated -and can barely see any exits through the smoke. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2219 -D2 -~ -~ -0 0 2226 -S -T 2202 -#2219 -Red Hallway~ - Smoke fills this passage and you can only see a couple feet in front of you. -The passage seems to glow a strange reddish color further to the west. The red -glow is scattered by the smoke and seems to pulse with a life of its own. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2220 -D3 -~ -~ -0 0 2218 -S -T 2202 -#2220 -Red Hallway~ - The smoke clears slightly but the heat is unbearable, you hear strange -noises to the south or you can walk through the smoke to the west. An eerie -red glow is barely visible through the heavy smoke. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2228 -D3 -~ -~ -0 0 2219 -S -T 2202 -#2221 -Red Hallway~ - This is where all that heat is coming from. The walls are warm to the -touch and you feel a hot draft pushing you to the north. You can continue -into the heat to the south. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2208 -D2 -~ -~ -0 0 2229 -S -#2223 -A Green Hallway~ - Something is amiss. The walls are definitely alive and pulsing, you feel -like you're being watched. Will you go up to the south or down to the east. -Either way the hall looks dangerous. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2224 -D2 -~ -~ -0 0 2231 -S -#2224 -A Green Hallway~ - The algae covered walls seem to glow even brighter in this area. The -Hallway continues east or west. Movement in your periphery makes you look for -something that is no longer there. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2225 -D3 -~ -~ -0 0 2223 -S -#2225 -A Green Hallway~ - The climb continues to the west or down to the south. The walls almost seem -to pulse with a life of their own. The green fungus on the walls glows a -strange lime-green color. The smell of fresh cut flowers seems ironic in a -place like this. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2233 -D3 -~ -~ -0 0 2224 -S -#2226 -A Red Hallway~ - The stench of burnt flesh and hair assails your nostrils. You can continue -north or go back south and flee this area. The heat is still bareable, but is -getting even worse. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2218 -D2 -~ -~ -0 0 2234 -S -#2227 -Stairs~ - A hot breeze blows into this otherwise cool room. A set of stone stairs -lead up to the next level of the tower. The exit to the east is the source of -the hot breeze and also an eerie red glow. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2228 -D4 -~ -~ -0 0 2254 -S -#2228 -A Red Hallway~ - The walls and floors glow from the heat they radiate. How could anything -live here. You see a massive pile of bones against the wall. The bones appear -to be humanoid, but are scorched and scattered apart so it is difficult to -tell. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2220 -D3 -~ -~ -0 0 2227 -D5 -~ -trapdoor~ -1 0 2291 -S -T 2201 -#2229 -A Red Hallway~ - Heat radiates from the stone hallway all around you. It continues to the -south or you can flee from the heat to the north. A flickering glow that must -come from an open flame somewhere further down the hall causes shadows to dance -along the stone and mortar walls. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2221 -D2 -~ -~ -0 0 2237 -S -#2230 -A Green Hallway~ - The algae covered walls seem to glow and for the first time you can -clearly see your surroundings. The passage climbs to the south or heads -back down to the north. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2225 -D2 -~ -~ -0 0 2238 -S -#2231 -A Dead End~ - The algae and fungus is extremely thick in this area. You keep thinking you -see movement out of the corner of your eye. You can only return to the north. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2223 -S -#2232 -Stairs~ - The strange glowing algae begins to recede here and you can begin to make -out the stone walls, floor, and ceiling. A stone staircase leads up to the -second level of the tower. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2233 -D4 -~ -~ -0 0 2259 -S -#2233 -A Green Hallway~ - The hall continues up to the north or down to the south. There is also an -exit west but you can't see where it leads. The slime of algea, fungus, and -various other forms of mold make travel difficult and treacherous. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2225 -D2 -~ -~ -0 0 2241 -D3 -~ -~ -0 0 2232 -S -#2234 -A Red Hallway~ - Small smokeless flames spurt from between cracks in the floor and walls. To -the north the heat and flames seem to intensify. A cooler breeze to the east -beckons you. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2226 -D1 -~ -~ -0 0 2235 -S -#2235 -A Red Hallway~ - The heat is starting to become bothersome, making it hard to move and -breathe. The red glow of what must be fire comes from the west. Back east -awaits a cooler and safer haven. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2236 -D3 -~ -~ -0 0 2234 -S -#2236 -A Red Hallway~ - The walls glow faintly and you see patches of fire to the west. You can -also leave to the east. The strange fire does not seem to have any fuel and -burns an even stranger blue green flame. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2237 -D3 -~ -~ -0 0 2235 -S -#2237 -A Red Hallway~ - The walls here are just starting to glow from the heat. You hurry on -since standing still would probably get you burned. The heat continues -from the west or you can get away from it to the north. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2229 -D3 -~ -~ -0 0 2236 -S -#2238 -A Green Hallway~ - A decomposing human skull floats by as you climb upward. You can continue -up to the east or head back to the north. The sound of running water echoes -off the walls. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2230 -D1 -~ -~ -0 0 2239 -S -#2239 -A Green Hallway~ - More corpses lie everywhere. Maybe it's your imagination but some of -them seem to twitch or move slightly. You can continue up to the east -or go down to the west. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2240 -D3 -~ -~ -0 0 2238 -S -#2240 -A Green Hallway~ - A decomposing corpse suddenly stands up and walks by you. This is really -unnerving. The story behind this tower and its inhabitants is still a mystery. -It will take a thorough search to root out the evil that caused this pitiful -downfall. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2241 -D3 -~ -~ -0 0 2239 -S -#2241 -A Green Hallway~ - More and more of the corpses begin to move the higher you climb. You -feel out of place with all of these undead creatures. The climb -continues to the north or you can head down to the west. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2233 -D3 -~ -~ -0 0 2240 -S -#2242 -Bloody Stairs~ - Bodies are stacked along the walls and the floor is slick with blood. You -hear screams and groans of pain coming from the south. Paintings line the -stairwell, depicting scenes of a great battle with undead foes. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2243 -D5 -~ -~ -0 0 2215 -S -#2243 -Bloody Hallway~ - The floors are slick with blood and unidentifiable body parts. Screams come -from both east and west or you can flee to the north and south. The once fine -adornments to the hallway have all been torn down and shredded. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2242 -D1 -~ -~ -0 0 2246 -D2 -~ -~ -0 0 2251 -D3 -~ -~ -0 0 2245 -S -#2244 -Bloody Hallway~ - More prisoners are shackled everywhere. A fire burns in a hearth with -hot irons laid into it. Various tools lay everywhere that make you cringe -just thinking about their purpose. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2245 -S -#2245 -Bloody Hallway~ - Prisoners are shackled to the walls all around you. Most of them seem -dead or at least unconscious. Who could do such things? You hear a -death cry to the north. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2244 -D1 -~ -~ -0 0 2243 -S -#2246 -Bloody Hallway~ - Screams seem to be echoing off the walls from the north and south. Bodies -are stacked everywhere continuing to the east and west. The smell of death -fills this part of the hallway. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2247 -D1 -~ -~ -0 0 2250 -D2 -~ -~ -0 0 2248 -D3 -~ -~ -0 0 2243 -S -#2247 -Torture Chamber~ - Prisoners are shackled against the wall and various tools of torture are -laid negligently on the floor. You should leave back south. But, something -compels you to stay and see the atrocities performed on the helpless souls -within. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2246 -S -#2248 -Waiting Room~ - Dozens of prisoners are chained together, waiting for their turn. They all -look broken and death lingers in their eyes. They look beyond hope and may as -well already be dead. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2246 -S -#2249 -Torture Chamber~ - Prisoners are shackled against the walls. Most of them are dead. Your only -choice is to head back south. Various body parts, intestines, and other -unidentifiable body parts lay neatly at the prisoners feet. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2250 -S -#2250 -Bloody Hallway~ - More bodies line the walls. Screams and moans of eternal pain come from the -north or the bodies continue to the west. A once fine oaken table has been -hacked to pieces and scattered about the room. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2249 -D3 -~ -~ -0 0 2246 -S -#2251 -Empty Hallway~ - The floor and walls are layered in dust without any sign of disturbance -for what must have been years. You can exit north towards the screams or -south into the abandoned hallway. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2243 -D2 -~ -~ -0 0 2256 -S -#2252 -A Steel Ladder~ - A ladder goes straight up into blackness or you can go south into a dusty -hallway. The ladder is sloped at a very slight angle and looks sturdy enough -to hold one person at a time. The steel steps are extremely rusted, but very -thick and wide. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2255 -D4 -~ -~ -0 0 2268 -S -#2253 -A Wooden Ladder~ - A wooden later leads up into darkness. The rungs are dry and cracked, but -still look strong. An empty hallway to the south is the only other exit. -Several paintings on the wall show the tower in its golden days. It has fallen -a long ways since then. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2258 -D4 -~ -~ -0 0 2271 -S -#2254 -Stairs~ - A constant draft of hot air rushes up the stairs. The spiral stone steps -make it difficult to see very far ahead. An exit to the east opens into an -empty hallway. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2255 -D5 -~ -~ -0 0 2227 -S -#2255 -Empty Hallway~ - Nothing living has been in these halls for a long time, yet you still -feel like someone is watching you. The hallway continues east and west -or you can go north. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2252 -D1 -~ -~ -0 0 2256 -D3 -~ -~ -0 0 2254 -S -#2256 -Empty Hallway~ - The dust is thick and the air stale. Nothing living has been through here -in ages. You can exit north towards the screams or follow the passage east or -west. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2251 -D1 -~ -~ -0 0 2257 -D3 -~ -~ -0 0 2255 -S -#2257 -Empty Hallway~ - The hallway continues east and west. The dust swirls up behind you as you -walk, leaving a clear marking of your passage. A few other traces of passage -are marked by the scattered dust. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2258 -D3 -~ -~ -0 0 2256 -S -#2258 -Empty Hallway~ - The dust kicked up by your passage seems to find its way into everything. -Your clothes have developed a fine layer of the dust and your throat, nose, and -lungs seem filled with a chalky film. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2253 -D1 -~ -~ -0 0 2259 -D3 -~ -~ -0 0 2257 -S -#2259 -Stairs~ - A crumbling stairwell leads down into darkness. The steps are cracked and -fall apart when you put any sizeable force upon them. They seem treacherous, -but passable. An empty hallway to the west looks far more inviting. -~ -22 8 0 0 0 0 -D3 -~ -~ -0 0 2258 -D5 -~ -~ -0 0 2232 -S -#2260 -A Dark Hallway~ - You try to look further ahead into the hallway but there is hardly any -light. You think it continues to the east and south. The sound of echoing -footsteps can be heard in the distance. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2261 -D2 -~ -~ -0 0 2264 -S -#2261 -A Dark Hallway~ - More bodies litter the floors here. Strange they seem to be stacked neatly -and inventoried. The hall continues south and west. You notice a small window -in the east wall that looks out into a clouded valley. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2265 -D3 -~ -~ -0 0 2260 -S -#2262 -A Lighted Hallway~ - The spotless hallway continues both east and south. A cold wind blows from -the south. Strange how this hallway seems so clean compared to the rest of the -tower. Maybe some life does exist within these walls. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2263 -D2 -~ -~ -0 0 2266 -S -#2263 -A Lighted Hallway~ - The floor and walls are spotless. A cold draft comes from the west or you -can go south. The floor, walls, and ceilings are freshly cleaned. Not a speck -of dust can be seen anywhere. A pristine white glow is reflected on every -surface from an overhead lamp. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2267 -D3 -~ -~ -0 0 2262 -S -#2264 -A Dark Hallway~ - The walls around you seem to absorb light and sound. Bodies are stacked -neatly against both walls. The hall continues north and south. A small -collapse in one of the walls shows nothing but darkness on the other side. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2260 -D2 -~ -~ -0 0 2268 -S -#2265 -A Dark Hallway~ - More bodies are stacked here neatly. They each have a tag on their toe with -a number written on it for identification. The hall continues north and south. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2261 -D2 -~ -~ -0 0 2269 -S -#2266 -A Lighted Hallway~ - The clean and bright hallway continues north and south. A brisk breeze from -the south seems very refreshing and out of place. Paintings along the wall -display a gathering, most likely a feast, within the tower centuries ago. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2262 -D2 -~ -~ -0 0 2270 -S -#2267 -A Lighted Hallway~ - This is a change. Lamps line both walls and the floor is swept. But -who in their right mind would live here? The hallway continues north and -south. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2263 -D2 -~ -~ -0 0 2271 -S -#2268 -Ladder~ - A ladder leads down into darkness and the hallway continues to the north. -An entire section of the wall is missing and opens into a hidden inner wall of -the tower. Their is neither a floor nor ceiling within, just a long drop to -whatever lay below. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2264 -D5 -~ -~ -0 0 2252 -S -#2269 -A Long Ramp~ - A long ramp leads up into the next level of the tower. A wheelbarrow holds -several corpses in it off to one side. A hallway is to the north. The -barrow's front wheel is broken, making it unuseable. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2265 -D4 -~ -~ -0 0 2280 -S -#2270 -Spiral Staircase~ - Before you is an intricate spiral staircase that winds up. A cold wind -comes down from somewhere above. To the north is a hallway. The stairs are -carved out of what appears to be granite and are still in excellent condition -compared to the rest of the tower. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2266 -D4 -~ -~ -0 0 2281 -S -#2271 -A Wooden Ladder~ - A ladder leads down into darkness or you can exit north into a brightly lit -hallway. An old wooden ladder leads down into the darkness. The remains of a -stairway can be seen below. The ladder must have been a substitute after a -recent collapse of the stairs. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2267 -D5 -~ -~ -0 0 2253 -S -#2272 -A Hall of Corpses~ - The tracks continue to the south. To the east more bodies are piled high. -The walls here are paneled with what used to be polished pine boards. Now they -are warped and rotting, along with the rest of the tower. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2273 -D2 -~ -~ -0 0 2276 -S -#2273 -A Hall of Corpses~ - Wheelbarrow tracks weave around the bodies littering the floor towards the -west. Several of the corpses occasionally twitch or try to rise. They seem to -be transitioning from death to undeath. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2277 -D3 -~ -~ -0 0 2272 -S -#2274 -A Cold Hallway~ - You feel like you're being watched and that just makes you shiver even more. -The hall continues south or east. The feeling of unseen eyes comes from every -direction. The wooden paneling in this part of the tower has collapsed leaving -dozens of possible unseen hideouts. The hall continues south or east. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2275 -D2 -~ -~ -0 0 2278 -S -#2275 -A Cold Hallway~ - You can't be sure but you think you hear someone singing to the south. You -could also go west but that sounds like such a pretty voice. You seem to have -heard stories about a tantalizing voice like this, but who cares. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2279 -D3 -~ -~ -0 0 2274 -S -#2276 -Ramp~ - The tracks lead up a steep ramp into the next level of the tower. More -bodies litter the floor and the hall to the north. The wooden ramp sags -slightly as you walk over it. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2272 -D4 -~ -~ -0 0 2282 -S -#2277 -A Hall of Corpses~ - Bodies line both walls and are piled almost to the ceiling. You see a -trail of blood where someone must have used a wheelbarrow to move the -corpses. The tracks lead north, higher into the tower. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2273 -D2 -~ -~ -0 0 2280 -S -#2278 -A Cold Hallway~ - The wood panelled walls which were damp with dew are now covered in a light -frost. The unnatural chill in this area is unnerving. The hallway continues -north and south. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2274 -D2 -~ -~ -0 0 2281 -S -#2279 -Ladder~ - A ladder leads up towards that beautiful singing. You almost lose your -balance and fall as you climb two rungs at a time. Who cares where else -you can go, just go up to that beautiful voice. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2275 -D4 -~ -~ -0 0 2285 -S -#2280 -Ramp~ - More bodies litter this room. A ramp leads down or a corpse filled hallway -is to the north. The ramp is about ready to collapse. The sagging wood creaks -with the slightest pressure. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2277 -D5 -~ -~ -0 0 2269 -S -#2281 -Staircase~ - The stairs wind down out of sight below you leaving the only other exit to -the north. The wooden panels covering the stone walls has completely -collapsed. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2278 -D5 -~ -~ -0 0 2270 -S -#2282 -Hall of Rebirth~ - Wheelbarrow tracks lead to the east. The person pushing it must have been -either drunk or incompetent. The tracks veer back and forth running into the -walls in several places. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2283 -D5 -~ -~ -0 0 2276 -S -#2283 -Hall of Rebirth~ - The wheelbarrow lays on it's side in front of you. It's contents dumped -negligently to mix with the rest of the corpses that lay everywhere. You -hear moaning and chanting to the south. You can't see past the bodies to -the north. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2288 -D2 -~ -~ -0 0 2286 -D3 -~ -~ -0 0 2282 -S -#2284 -A Hallway~ - The singing to the south brings tears to your eyes as it suddenly -changes pitch to sorrow and grief. You charge on hardly even noticing -another room to the north. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2289 -D1 -~ -~ -0 0 2285 -D2 -~ -~ -0 0 2287 -S -#2285 -A Hallway~ - The singing is coming from the west. How beautiful, it must be a damsel in -distress, trapped in this tower against her will. She must be awaiting rescue. -~ -22 8 0 0 0 0 -D3 -~ -~ -0 0 2284 -D5 -~ -~ -0 0 2279 -S -#2286 -Hall of Rebirth~ - A man dressed all in black has his back turned to you and is chanting -strange words and making wild gestures. A corpse suddenly rises at his -command. You should flee to the north. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2283 -S -#2287 -A Damsel in Distress~ - Before you sits a long blonde-haired woman with her back turned to -you. You kneel behind her and tell her your name and that you will rescue -her. But then she turns towards you and you see the ugliest face to ever -plague a human body. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2284 -S -#2288 -Spiral Staircase~ - A staircase leads up and winds out of view far above. You finally see -that strange flickering light. You can go up to investigate or return -south. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2283 -D4 -~ -~ -0 0 2290 -S -#2289 -A Collapsing Room~ - A strong wind blasts you as you enter an empty room. The wind comes from -the east where the entire wall and half the floor has fallen to the ground -below. This room is the highest in the tower that still remains. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2284 -S -#2290 -Vampires Lair~ - A massive chamber opens up before you, the walls lined with torches are -flickering from the wind blowing in through a gaping hole in the east -wall. A coffin lays in the middle of the room. You hear a fluttering of -wings to the east. -~ -22 8 0 0 0 0 -D5 -~ -~ -0 0 2288 -S -#2291 -Rumbles Dungeon~ - You stare up at the ladder that was retracted and is now about 10 feet above -your head. There is no turning back now. The hall continues east and west. -A large cell fills the entire room just to the north. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2298 -D3 -~ -~ -0 0 2292 -S -#2292 -Rumbles Dungeon~ - Your footsteps echo off the walls as you plod along. This place is -heavily guarded and looks to be impossible to escape from. What kind of -prisoner could need this much protection. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2293 -D1 -~ -~ -0 0 2291 -S -#2293 -Rumbles Dungeon~ - The smells of death and decay are not evident in the basement of the tower. -This safe haven seems strangely peaceful, yet an evil presence can be detected -through the cell to the east. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2294 -D2 -~ -~ -0 0 2292 -S -#2294 -Rumbles Dungeon~ - The walls here are newly reinforced by what appears to be a second layer of -mortar and stone freshly laid. The passage is clean and well kept. Guards -patrol these halls constantly. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2295 -D2 -~ -~ -0 0 2293 -S -#2295 -Rumbles Dungeon~ - To the south is a huge metal door. A large lock and chains make it -impossible to open. The door glows with a faint aura. There is also a -sign here with crossed lightning bolts above it. -~ -22 8 0 0 0 0 -D1 -~ -~ -0 0 2296 -D2 -~ -lock~ -1 0 2299 -D3 -~ -~ -0 0 2294 -E -sign~ - Within this cell is the lord of this tower. His powers are almost -equal to that of the God's. While within this warded room his powers -are that of only a mortal. But Beware, DO NOT let him escape his cell. -RUMBLE -~ -S -#2296 -Rumbles Dungeon~ - An unnerving feeling of evil eminates from the cell to the southwest. A -strange glow seems to be coming from within it. Some form of magical -enchantment maybe. The walls are heavily reinforced and recently erected. -~ -22 8 0 0 0 0 -D2 -~ -~ -0 0 2297 -D3 -~ -~ -0 0 2295 -S -#2297 -Rumbles Dungeon~ - To the west is a reinforced cell, with no door in evidence. The cell seems -to be the only other structure in this hidden basement and must contain someone -of great importance to be so heavily guarded. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2296 -D2 -~ -~ -0 0 2298 -S -#2298 -Rumbles Dungeon~ - Guards pace back and forth around the cell. Seemingly waiting for someone -or something to break through those impenetrable walls. The guards are heavily -armored and look well trained. -~ -22 8 0 0 0 0 -D0 -~ -~ -0 0 2297 -D3 -~ -~ -0 0 2291 -S -#2299 -Dungeon Cell~ - The cell is made completely of metal, a soft aura also surrounds it, extra -protection to hold those with special powers within. It looks impenetrable. -The perfect prison for the worst type of prisoner. -~ -22 136 0 0 0 0 -D0 -~ -door~ -1 0 2295 -S -$~ diff --git a/lib/world/wld/220.wld b/lib/world/wld/220.wld deleted file mode 100644 index a44c8c2..0000000 --- a/lib/world/wld/220.wld +++ /dev/null @@ -1,670 +0,0 @@ -#22000 -@nZone Description Room for the @REnchanted @WKitchen@n~ - @n -@WZone name@n : An Enchanted Kitchen -@WLocation@n : It should probably be part of an enchanted house. -@WLevel@n : 10-20 -@WRooms@n : Approximately 24 -@WMobs@n : 9 unique mobs -@WObjects@n : 4 -@WAlignment@n : All mobs will have a good alignment, except for the - icemonster and Oreo the cat. -@WTheme@n : Imagine a huge, giant-sized kitchen, in which utensils are - about as tall as the average man. Its complete with a fridge - and oven to explore, counters, and even a mouse hole. -@WPlot@n : Snuffins the mouse is sick of being tormented by his rival, - Oreo the cat. It's the player's job to help save Snuffins. - Other than that, there isn't much. It's a big kitchen with - kitchen-like things. :) -~ -220 520 0 0 0 0 -E -theme~ - Imagine a huge, giant-sized kitchen, in which utensils are about as tall as -the average man. Its complete with a fridge and oven to explore, counters, and -even a mouse hole. -~ -S -#22001 -@WThe Open Doorway@n~ - @yThe gigantic door is, thankfully, already wide open. Smells -wafting in from the north are highly @Gun@gpl@Gea@gsa@Gnt@y, and everything -around is tremendous in size. The temperature is agreeable, though -definitely on the @rwarm@y side. The cavernous room looks to be some -sort of...@Wkitchen@y.@n -~ -220 8 0 0 0 0 -D0 -@DTo the north, a large chair is pulled out from under a table. @n -~ -~ -0 0 22002 -S -#22002 -@WBeneath the Big Chair@w~ - @yA gigantic chair with black, @Dsteel legs @ystands here. It is -pulled away from the table slightly, and you can hardly see over -the @cpale blue @ycushion. A refrigerator is visible to the east, as -well as an enormous table to the north. Also, ominous clouds of -dust seem to stir, almost as if they were alive...@n -~ -220 8 0 0 0 0 -D0 -@DNothing can be made out in the darkness under the table to the north. @n -~ -~ -0 0 22003 -D1 -@DThe fridge door to the east is pulled open. @n -~ -~ -0 0 22010 -D2 -@DA doorway lies to the south. @n -~ -~ -0 0 22001 -D3 -@DA phone has fallen off the hook to the west. @n -~ -~ -0 0 22009 -D4 -@DRivets on the chair's legs are great for climbing down, but the height is -staggering! @n -~ -~ -0 0 22011 -E -steel legs~ - There are colossal nailheads riveted into each of the four legs. If one was -very, very careful, it looks as though he might be able to climb up... -~ -S -#22003 -@WUnderneath the Table@w~ - @yLooking up, the kitchen table forms a ceiling high above. It -blocks all light, and even with a lantern, the strange shadows -lurking about are scarcely visible. Whispers seem to come from -all directions, while clouds of dust dance noxiously by. To the -east, the oven door is left open. It looks like an easy climb -from here.@n -~ -220 9 0 0 0 0 -D0 -~ -~ -0 0 22004 -D1 -~ -~ -0 0 22008 -D2 -~ -~ -0 0 22002 -S -#22004 -@WOutside the Mouse Hole@w~ - @yAn over-sized mousetrap with a piece of @yrotted @Ycheese@y sits just -outside a large hole about as tall as a human man. A tiny @wg@yl@Yo@Ww@y is -coming from the inside, though it is impossible to make anything out. -To the west, a monstrous looking cat watches the space you occupy -intently, as if it were waiting for something or someone to appear.@n -~ -220 8 0 0 0 0 -D0 - There is a flame dancing inside, but nothing else is visible. -~ -~ -0 0 22005 -D1 -~ -~ -0 0 22007 -D2 -~ -~ -0 0 22003 -D3 - A large cat prowls, guarding its space. -~ -~ -0 0 22006 -S -#22005 -@WSnuffins' Dwelling@n~ - @yEverything inside is, refreshingly, average-sized. A spartan -twin bed covered in thick blankets is pushed to the side, while a -large, cherrywood desk dominates most of the room. Candles burning -atop it give off an aesthetic vanilla scent and just enough heat to -keep the room at a comfortable temperature. One of the walls is -decorated with family @Dphotos @yportraying a happy group of mice. The -presence of numerous @Wbooks@y, @Ymaps @yand @gglobes @yhints at a person who -enjoys travel.@n -~ -220 24 0 0 0 0 -D2 -~ -~ -0 0 22004 -E -books~ - The books laying around are all thick and ancient looking. Upon closer -inspection, it seems like they're all books on history or geography. There are -several atlases, as well. -~ -E -diary~ - @WDay @W39 : @n@n I am trapped. My punishment for leaving home so early to -travel the world has come back to bite me in the butt. I had only planned to -stay in this place for a night, merely to rest before I continued my journey, -but it seems as if I've met my match in the devilcat named @DO@Wre@Do@n. -~ -E -desk~ - This desk is cluttered with paperwads and chewed-up pens. A thick book is -pulled open, and looks to be a kind of @Ddiary@n. -~ -E -photos walls pictures~ - A happy mouse family is depicted in the many pictures along the walls. One -of the most @Ceye-catching@n is the image of a young mouse at a theme park, -wearing what looks to be a set of plastic @yhuman ears@n over his head. -@WStr@wan@Dge@n... -~ -E -maps globes~ - Several different-size globes sit around the room, and maps are spread out -in various places. Comically large thumbtacks are placed on random locations -over the world. Cities like @CVe@cni@Cce@n, @RNe@Ww Yo@Brk@n, @yR@Yom@ye@n and @GTo@gky@Go@n are circled in -bold @Rred@n. -~ -S -#22006 -@WThe Cat Corner@n~ - @yThis corner of the kitchen is littered with tell-tale furballs -and pieces of kitty kibble. A plush @rred @Rcushion @ylies in the furthest -corner of the room, and a collection of multi-colored jingle balls -and squeaky toys are scattered around it. A food-and-water bowl -lies empty, @Gmold @ycreeping over it.@n -~ -220 8 0 0 0 0 -D1 -~ -~ -0 0 22004 -E -pendant collar~ - The name @DO@WRE@DO@n is engraved into a silver pendant. -~ -S -#22007 -@WThe Back Door@n~ - @yThe dust settled on the ground here is thick, so much that you can -see deep paw prints smudged into the layer of muck. Pieces of kitty -kibble are thrown randomly, and a ray of @Yl@yi@wg@ch@Ct@y falls curiously over this -spot. A mousehole is nearby to the west. Paint peels off the door, -which is blocked by a heavy @Dpackage@y.@n -~ -220 8 0 0 0 0 -D2 -~ -~ -0 0 22008 -D3 -~ -~ -0 0 22004 -E -package~ - @n -@RKrazy @BKitty @GKibble@c, for the @CKrazy@c in your Kitty@n -~ -S -#22008 -@WOn the Oven Door@n~ - @yThe oven door has been left open, and bits of @Dfilth @ycrawl along -the steel. An unpleasant smell fills the stuffy air, and heat waves -blow in from the east. A string of @Rspaghetti @yis dangling from the -top of the oven. @GGross!@n -~ -220 8 0 0 0 0 -D0 -@DPaw prints mar the layer of dust to the north. @n -~ -~ -0 0 22007 -D1 -@DGlowing bars pulse ominously to the east. @n -~ -~ -0 0 22012 -D2 -@DThe fridge door is open to the south. @n -~ -~ -0 0 22010 -D3 -@DDark dust clouds curl underneath the table to the west. @n -~ -~ -0 0 22003 -D4 -@DA spaghetti noodle leads upwards. @n -~ -~ -0 0 22021 -E -spaghetti string~ - A wet spaghetti noodle swings back and forth. It is pretty thick, and -doesn't look like it would break easily. Maybe it could be climbed... -~ -S -#22009 -@WThe Phone@n~ - @yA tremendous phone seems to have fallen off the hook, and rests -here on its side. The buttons are huge, each one as big as your head. -A dial tone blares from one of the speakers, and a @RPOWER@y light blinks -angrily. The @Wcord@y is very thick and spirals upward.@n -~ -220 0 0 0 0 0 -D1 -@DTo the east, a large chair is pulled out from under a table. @n -~ -~ -0 0 22002 -D4 -@DThe phone cord looks climbable. @n -~ -~ -0 0 22013 -E -cord~ - The pale @Wwhite@n cord is thick and springy. If a person grabbed on, he -could probably climb it fairly high. -~ -S -#22010 -@WBefore the Fridge@w~ - @yMultiple @Dsticky notes @yand pictures are posted on the outside of -the fridge door. It is cracked open, making it easy to see inside -and climb up the racks on the inside of it. The smell of rotten -food is thick and choking. A lightbulb high above you flickers -incessantly, and there is some mumbling coming from up high.@n -~ -220 8 0 0 0 0 -D0 -@DA burning smell wafts in from the north. @n -~ -~ -0 0 22008 -D3 -@DA kitchen chair is pulled out from the table. @n -~ -~ -0 0 22002 -D4 -@DStrange mumbling noises are coming from way up high... @n -~ -~ -0 0 22017 -E -sticky notes~ - A sticky note tacked onto the fridge reads @WDon't forget to take the cat -out. Call mouse exterminator when you get home@n. Weird. -~ -E -photos~ - An autographed photo of @MBritney @CSpears@n reads @WTo Hank, love Britney -xoxo@n. -~ -S -#22011 -@WPile of Boxes@n~ - @yA pile of @Bmail @ypostmarked ages ago sits on the @cpale blue @ychair -cushion. The packages are tall, brown and lumpy. The way they -are situated seems ideal for climbing. The side of the cushion -is torn, and fluff spills out of it.@n -~ -220 8 0 0 0 0 -D0 -@DThe kitchen table is just a leap away. @n -~ -~ -0 0 22025 -D5 -@DRivets on the chair's legs are great for climbing down, but the height is -staggering! @n -~ -~ -0 0 22002 -E -packages mail~ - The lumpy, brown packages have angry, red circles surrounding the addresses. -One has @BHappy Birthday @WHank@n written on it. -~ -S -#22012 -@RInside the Oven@n~ - @yIt feels like a sauna in here! The temperature is uncomfortably -@Rhot@y and @Rhumid@y, and heat waves @Db@wl@Wu@Dr@y your vision slightly. Thick -layers of oven @Dscum@y, @ggrease@y and ancient @Gfood@y ingredients coat all -four walls. To the back, pulsing heat rods glow a @Rvibrant @Yorange -@ycolor, dimly lighting the oven. Steel beams form a baking rack above.@n -~ -220 8 0 0 0 0 -D3 -@DTo the west, the oven door lies open. @n -~ -~ -0 0 22008 -S -#22013 -@WOn the Counter@n~ - @yThe counterspace here is mostly taken up by a large, spiral -datebook that is flipped open to a random @Dpage@y. A tall @Dpen@y is -leaning precariously against one of the walls, though beads of ink -stream down its sides. The corners of the counter are crawling -with dust and spiderwebs.@n -~ -220 8 0 0 0 0 -D0 -@DChopped vegetables are piled to the north. @n -~ -~ -0 0 22014 -D5 -@DThe thick phone cord provide means of going down. @n -~ -~ -0 0 22009 -E -page datebook book spiral~ - A scribbled message reminds whoever it was meant for to take out the cat- -but the date it is written on was at least two years ago! -~ -E -pen~ - Visible through the rivulets of ink dripping down, the words @WHank's Auto -Repair@n are painted onto the pen in small caps. -~ -S -#22014 -@WChopped Vegetables@n~ - @yThis place has an enormous cutting board, at least a foot high -off the counter. A rather terrifying @DChef's knife@y is sunk halfway -into a rotted @Rtomato@y, and carrot slices are piled into a tower on -the corner of the cutting board. The stench from other @gvegetables@y -make the area smell terrible. Looking @Ddown@y, a kitchen drawer is -slightly cracked open.@n -~ -220 8 0 0 0 0 -D0 -@DThere is a sink in the north. @n -~ -~ -0 0 22015 -D2 -@DA large spiral notebook is sitting to the south. @n -~ -~ -0 0 22013 -D5 -@DThe kitchen drawer is cracked open, and a person could probably squeeze into -it. @n -~ -~ -0 0 22016 -E -chef knife~ - This gigantic @DChef's knife@n is covered in rust and cobwebs. -~ -E -other vegetables~ - @gMoldy@n bits of celery, piles of cheese gone bad and stinking potato -slices appear to have been sitting for ages. They're hardly recognizable! -~ -S -#22015 -@WThe Sink@n~ - @yThe sink is filled halfway with smelly water. Capsized boats, -plastic forks, spoons and thin saucers float around on the surface. -There are metal utensils sunk to the bottom, though they are covered -in @Ggreen @gmold@y. Unrecognizable chunks of food are also drifting past.@n -~ -220 8 0 0 0 6 -D2 -@DA big cutting board lies to the south. @n -~ -~ -0 0 22014 -S -#22016 -@WInside of a Drawer@n~ - @yThis kitchen drawer has all the utensils. Heavy metal forks, -knives and spoons are organized into a plastic brown tray. It -smells musty, like it hasn't been aired out in a long time. -Cobwebs are forming over the various utensils, and dust is building -in the darker corners.@n -~ -220 9 0 0 0 0 -D4 -~ -~ -0 0 22014 -S -#22017 -@WInside the Fridge@w~ - @yA gallon-sized jug of @Wmilk@y dominates this space, though there -are a bunch of boxes and jars in the space surrounding it. -The colorful labels resemble towers to form a kind of city around the -milk, with a main 'road' leading east to what lies behind. A jar -of mustard has been knocked over and left as it is, so some places -are @Ggreen @ywhere there should be @Yyellow@y.@n -~ -220 8 0 0 0 0 -D1 -@cA shadow cast by something behind the milk is moving... @n -~ -~ -0 0 22018 -D4 -@DA chill jet of air is coming from above. @n -~ -~ -0 0 22019 -D5 -@cThe trip back to the kitchen floor isn't a long one. @n -~ -~ -0 0 22010 -E -milk~ - Curiously, there seem to be creatures moving about inside the milk jug. -Odd sounds are coming from it. Better keep away... -~ -S -#22018 -@WBehind the Milk@w~ - @yEverything just stops, and this area is mostly empty except -for an upturned @Dlid@y in the corner. The flickering lightbulb is -here, making the room warm and @Wblindingly @Ybright@y. A strong smell -of generic @Ccleaner @ylingers in the air, much like a hospital.@n -~ -220 24 0 0 0 0 -D3 -@DA city made out of pasta boxes, baking soda boxes and jelly jars lies west. -@n -~ -~ -0 0 22017 -E -lid~ - The tin lid reads @BCreamy@W-@BBrand @WMayo! @n A gray growth is forming on -the rim. -~ -S -#22019 -@WThe @WF@Cr@ce@we@Dz@Ce@Wr@n~ - @yThis first part of the freezer is empty, for the most part. A -thick layer of soft, spongy ice coats the floor and walls around -you. Ominous tracks lead to the east, and you can hear a maddening -@c-@Cdrip@c-@Wdrip@c-@Cdrip@c- @ysound coming from there. A half-eaten @Mpopsicle -@ylies covered in torn wrapping to the side, a fine layer of ice -crawling over it.@n -~ -220 8 0 0 0 0 -D1 -@DFrosty, cryptic mists creep and crawl, almost as though they're reaching out -to you... @n -~ -~ -0 0 22020 -D5 -@DThe fridge is below. @n -~ -~ -0 0 22017 -S -#22020 -@WLair of the @CIce@Dm@Bo@Dn@Bs@Dt@Be@Dr@n~ - @yThe temperature is freezing, and even the icicles around you -seem to shiver amidst the cold. @DBoxes @yof frozen dinners long past -their expiration date are piled about, and an @Cice rack @ysits against -one ice-covered wall. The floor is dangerously slippery here, as -something liquid is leaking from the frosted ceiling high above. A -large bulb toward the back spreads plenty of @Ylight@y.@n -~ -220 8 0 0 0 0 -D3 -@DA @Mpopsicle @Dlies to the west. -@n -~ -~ -0 0 22019 -E -liquid ceiling~ - Something up there is probably broken, because a steady drip of liquid is -splattering onto the ground below and freezing almost immediately. As a -result, a frozen stalactite from the ceiling reaches down to a stalagmite -building on the floor. -~ -E -boxes frozen dinners~ - Boxes of frozen deserts, kids' meals and microwaveable lasagna form colorful -towers. The expiration dates seem to all have been at least a year ago, -sometimes more! The tempting pictures of a gigantic @Dfudge @ybrownie@n sure -look tempting, though. -~ -E -icerack rack~ - Huge cubes of ice fill in the squares of a @mpurple@n icerack. They're big -enough to stand on or make cool ice sculptures out of. -~ -S -#22021 -@WOn Top of the Stove: @RFirst Burner@n~ - @yA vast stove stretches out to the north and east. A coil is -here, though it is rusted over and probably hasn't been used a -long while. The steel top of the stove is coated in @Dgrime@y.@n -~ -220 8 0 0 0 0 -D0 -@DAnother burner lies to the north. @n -~ -~ -0 0 22024 -D1 -@DThere is a faint @Rglow @Dto the east. @n -~ -~ -0 0 22022 -D5 -~ -~ -0 0 22008 -S -#22022 -@WOn Top of the Stove: @RSecond Burner@n~ - @RWhoa!! @yA glowing coil is here, so hot that it is almost melting -in some places. Someone probably forgot to turn this burner off. -The heat is completely overwhelming, and the air is very stuffy. -Thick spots of grossly cooked grime bubble close to the coil.@n -~ -220 8 0 0 0 0 -D0 -@DLooks like another burner to the north. @n -~ -~ -0 0 22023 -D3 -@DA trail of blackened spaghetti sauce leads west. @n -~ -~ -0 0 22021 -S -T 22004 -#22023 -@WOn Top of the Stove: @RThird Burner@n~ - @yRust crawls over an unused metal coil. This one is smaller -than the rest and surrounded by thick layers of stove scum and -grime. Chunks of molded food have fallen beneath the coil, and -a nasty smell pollutes the stuffy air here.@n -~ -220 8 0 0 0 0 -D2 -~ -~ -0 0 22022 -D3 -~ -~ -0 0 22024 -S -#22024 -@WOn Top of the Stove: @RFourth Burner@n~ - @yA @rrusted@y metal pot is sitting on the burner here. Thick, -stinking liquid spills over the edge of the pot in @Gch@gu@Gnks@y, and -the lid has fallen off. There are noises coming from within, -strange, wet-sounding @Gglop@y-@gglop@y-@Dglops@y. The smell in this area -is rank and overpowering.@n -~ -220 8 0 0 0 0 -D1 -@DA burner is visible to the east. @n -~ -~ -0 0 22023 -D2 -@DA trail of blackened spaghetti sauce leads south. @n -~ -~ -0 0 22021 -S -#22025 -@WOn Top of the Table@n~ - @yThe table is covered in a thick layer of dust and crumbs. It was set for -@Ddinner@y, but most of the @Dfood@y has decayed or been eaten, probably by the ants -that are crawling everywhere. The view from here is pretty nice- you can see -the fridge, stove and even a fluffy cat in the corner.@n -~ -220 8 0 0 0 0 -D2 -@DA pile of boxes is just a leap away. @n -~ -~ -0 0 22011 -E -dinner set food~ - A mold-filled cup sits next to a plate, which is covered in spiderwebs and -ants. The forks and knives sitting around it are completely rusted over. -~ -E -ants~ - A colony of ants appears to be feeding from this spot. The large creatures -are all walking in strict, complex lines that lead on and off the table, to -some unknown location. -~ -S -$~ diff --git a/lib/world/wld/232.wld b/lib/world/wld/232.wld deleted file mode 100644 index 7d4271f..0000000 --- a/lib/world/wld/232.wld +++ /dev/null @@ -1,1389 +0,0 @@ -#23200 -Terringham~ - You have entered the town center of Terringham. This center is large enough -to hold hundreds of people. In the center of the square is a large fountain -with a large dolphin statue coming out of the fountain. The dolphin is spitting -water out of its mouth, which trickles down into the fountain below. The ground -is made of red brick, which circles around the fountain and pans out until it -gets to the buildings. The directions north, south, east, and west, been marked -with a different shade of brick as it looks like it cuts into the pie of bricks. -Near the buildings, you see statues of many forms, these statues seem to be -untouched by time. At a close glance of the statues, you can make out the Gods -Rumble, Welcor, Ferret, Detta, Heiach, Shamra, Relsqui, Elaseth, and Fyre. -~ -232 144 0 0 0 1 -D0 -~ -~ -0 0 23261 -D1 -~ -~ -0 0 23201 -D2 -~ -~ -0 0 23254 -D3 -~ -~ -0 0 23258 -E -credits info~ - Builder : Ferret -Zone : 232 Terringham -Began : 2001 -Player Level : 21-24 -Rooms : 84 -Mobs : 9 -Objects : 26 -Shops : 7 -Triggers : -Theme : -Plot : -Links : 18n, 31w, 43s -~ -S -#23201 -Terringham road~ - You walk along a finely made road. The surface of the road is very smooth, -it looks like someone took their time to make traveling easy. The smell of -fresh baked bread seems to be coming from the north. To the west you see a -large fountain. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23273 -D1 -~ -~ -0 0 23202 -D3 -~ -~ -0 0 23200 -S -#23202 -Terringham road~ - This road travels east and west, it is so well built that it feels like you -are walking on air. The buildings to the north and south have great Murals on -them. You stand back to look at the lovely pictures and wonder where it all -happened. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23203 -D3 -~ -~ -0 0 23201 -E -mural murals~ - You see pictures of great Dragons killing horrible monsters. You also see -Warriors and Thieves killing monsters that attacked some town. The Wizards and -Clerics are behind the warriors, casting their spells. They glow as they -attempt to cast. You see in small writing, the words Bellau wood. -~ -S -#23203 -Terringham road~ - This well pathed road seems to have a split in it. You can go east, west or -south. To the north is a wall. You can see a gate to the far east. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23204 -D2 -~ -~ -0 0 23250 -D3 -~ -~ -0 0 23202 -S -#23204 -Terringham road~ - You have come to a cross road. To the east you see a large gate. To the -north, south and west you see a large stretch of road. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23206 -D1 -~ -~ -0 0 23205 -D2 -~ -~ -0 0 23249 -D3 -~ -~ -0 0 23203 -S -#23205 -East gate~ - You see a large gate here, with 2 guard shacks standing just inside of the -gates. The guards here make it a point to keep mean old nasty mobs from coming -inside. -~ -232 0 0 0 0 1 -D3 -~ -~ -0 0 23204 -S -#23206 -Star trail~ - You pull off onto a side street hoping to get away from the noise of the main -city street. To the South is the main city street. The only other exit is to -the North -~ -232 0 0 0 0 0 -D0 -~ -~ -0 0 23207 -D2 -~ -~ -0 0 23204 -S -#23207 -Star trail~ - You come to a T intersection. The north and south follow the eastern wall. -You get an uneasy feeling from the west, but it somehow calls to you. The way -west is well lit. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23211 -D2 -~ -~ -0 0 23206 -D3 -~ -~ -0 0 23208 -S -#23208 -A clean alley~ - You enter an alley way which seems to be very clean. There are murals on the -wall of Gang fights. The pictures are excellently done. You wonder if this is -the place for you! -~ -232 148 0 0 0 0 -D0 -~ -~ -0 0 23209 -D1 -~ -~ -0 0 23207 -S -#23209 -A clean alley~ - This room looks to be in great condition. It is hard to believe that an -alley way would be kept up this well. Everything seems to be in its place. -Even the lighting here is decent. You hear some noise coming from the north. -~ -232 64 0 0 0 0 -D0 -~ -~ -0 0 23210 -D2 -~ -~ -0 0 23208 -S -#23210 -A ladder well going UP~ - In this room you see a large ladder leading up. The ladder looks very strong -and is mounted sturdily in the wall. You wonder what could be above you. -~ -232 192 0 0 0 0 -D2 -~ -~ -0 0 23209 -S -#23211 -Star trail~ - You are just past the mini crossroads. You can hear birds chirping and see -cats roaming the streets looking for somthing to eat. There are only two exits -that you can see one going north and the other going South. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23212 -D2 -~ -~ -0 0 23207 -S -#23212 -Star trail~ - This small section of town is depicted with a mural of the towns history. -When you walk through the town you get a feeling of profound pride that your -little town has done so well in the years since it was created. The only exits -are North and South . -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23213 -D2 -~ -~ -0 0 23211 -S -#23213 -Star trail~ - This is the northeastern corner of the city. It is very quiet here and has a -drawing on the group. The only exits are West and South. -~ -232 0 0 0 0 1 -D2 -~ -~ -0 0 23212 -D3 -~ -~ -0 0 23214 -S -#23214 -Rumble road~ - You are travelling along the northern wall on a quickened pace. The sound of -clanging still chimes in your ears from the west. The exits that you can see -are to the West and North . -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23213 -D3 -~ -~ -0 0 23215 -S -#23215 -Rumble road~ - You are walking down a long paved street. There are small pictures on the -wall that looks like they have been drawn on by children. To the west you can -hear the distant shouts of guards on duty. The only other exit that you can see -is to the East. -~ -232 0 0 0 0 0 -D1 -~ -~ -0 0 23214 -D3 -~ -~ -0 0 23216 -S -#23216 -Rumble road~ - You see patrolmen walking down the long street watching for any infractions -of the law. You can hear the steps of armored boots clinking on the ground to -the West. The only other exit is to the East. -~ -232 0 0 0 0 0 -D1 -~ -~ -0 0 23215 -D3 -~ -~ -0 0 23217 -S -#23217 -Terringham avenue~ - You are walking down a street that is the bustel of activity. Guards patrol -the street. To the North is the Nothern Gate. Other exits lead to the South, -East and West. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23218 -D1 -~ -~ -0 0 23216 -D2 -~ -~ -0 0 23265 -D3 -~ -~ -0 0 23219 -S -#23218 -North gate~ - You come to the northgate. There are two guard posts here protecting the -entrance to the city. These guards look very strong and should not be messed -with. -~ -232 0 0 0 0 1 -D2 -~ -~ -0 0 23217 -S -#23219 -Rumble road~ - You can hear the sounds of guards barking orders and the sounds of opening -gates to the north east. The only discenable exits are to the east and the -west. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23217 -D3 -~ -~ -0 0 23220 -S -#23220 -Rumble road~ - The granite paved street looks like it stretches on for miles. The walls to -the north and south side looms in front of you with no way to leave except east -or west. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23219 -D3 -~ -~ -0 0 23221 -S -#23221 -Rumble road~ - The smooth paved street glides on towards the northwest corner of town. To -the north you see a tall wall, while there are exits east, west and south. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23220 -D2 -~ -~ -0 0 23222 -D3 -~ -~ -0 0 23224 -S -#23222 -An Alley way~ - You have entered a well kept Alley way. You see no signs of rats, not even -trash cans. This is not your average Alley way. The lighting here seems a bit -mystical. You hear some chatter from the south. -~ -232 196 0 0 0 0 -D0 -~ -~ -0 0 23221 -D2 -~ -~ -0 0 23223 -S -#23223 -An Alley way~ - You see a beautifully decorated stair well leading up. You can hear noises -coming from up above, as if a meeting is in order. You wonder what could be -going on here. -~ -232 192 0 0 0 0 -D0 -~ -~ -0 0 23222 -S -#23224 -Rumble road~ - This is the northwest corner of town. It looks well maintained for as little -traffic as this street would normally have. To the south you can travel down -the western wall and to the east you go towards the Northern gate. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23221 -D2 -~ -~ -0 0 23225 -S -#23225 -West drive~ - You are walking along the west wall of the spectacular city. The walls are -whitewashed and very smooth with no artistic talent to them at all. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23224 -D2 -~ -~ -0 0 23226 -S -#23226 -West drive~ - This street is a simple granite street that is so smooth it feels like -walking on air. The walls are very tall and have little on them that would not -give you any indication of where you are located. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23225 -D2 -~ -~ -0 0 23227 -S -#23227 -West drive~ - The street here is rough and ragged, it looks like this isn't a very nice -area of the street. The walls of the buildings have writing on it. The only -exits are to the North and the South. -~ -232 0 0 0 0 0 -D0 -~ -~ -0 0 23226 -D2 -~ -~ -0 0 23228 -S -#23228 -West drive~ - The street is ragged looking as though it has had a lot of use lately. The -walls are lined with magical figures of prominence. To the east is the Magic -shop and to the South you hear some guards muttering, the only other discernable -exit is to the North. -~ -232 0 0 0 0 0 -D0 -~ -~ -0 0 23227 -D1 -~ -~ -0 0 23229 -D2 -~ -~ -0 0 23230 -S -#23229 -Magic shop~ - This is a wizards dream shop. There are shelves of scrolls and potions all -throughout this room. The items here are not limited to mages alone. A recall -is recommended for everyone, so don't hesitate to buy them. -~ -232 8 0 0 0 1 -D3 -~ -~ -0 0 23228 -S -#23230 -Terringham street~ - You have come to a crossroad. To the west you see a large gate. You also -see exits to the north, south, and east. The road here is in great condition. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23228 -D1 -~ -~ -0 0 23260 -D2 -~ -~ -0 0 23232 -D3 -~ -~ -0 0 23231 -S -#23231 -West gate~ - You have entered an area that is guarded well. There are two guard shacks -here, just inside of the gate. The guards watch you suspiciously. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23230 -S -#23232 -West drive~ - This is the southwestern corner of the city, the road appears to be -untouched. There are no paintings and no wagons lining the streets. You can go -East or North. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23230 -D1 -~ -~ -0 0 23233 -S -#23233 -West drive~ - You walk along a curvy street. The street reminds you very much like a maze -that is hard to navigate through. The exits go West and South. -~ -232 0 0 0 0 0 -D2 -~ -~ -0 0 23234 -D3 -~ -~ -0 0 23232 -S -#23234 -West drive~ - This is a continuation on the long maze. The walls are covered by branches -that hang down in your face. It doesn't look like any caretakers come this way. -The exits go North and West. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23233 -D3 -~ -~ -0 0 23235 -S -#23235 -West drive~ - This street is very confusing and you don't know where you are going. The -street is paved with the same shiny surface as the rest of the town except here -it looks more for the lower classes of civilians in the city. The exits are -East and South. -~ -232 0 0 0 0 0 -D1 -~ -~ -0 0 23234 -D2 -~ -~ -0 0 23236 -S -#23236 -West drive~ - The street continues turning in an unorthodoxed manner. Some branches hang -down and some you must push out of the way. The only exits that you can see are -North and East. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23235 -D1 -~ -~ -0 0 23237 -S -#23237 -South park~ - The road here seems to fade out. To the east you can see the road, and to -the west you notice that a jungle or something starts to form. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23238 -D3 -~ -~ -0 0 23236 -S -#23238 -South park~ - This is a straight road with a few curves. The road doesn't look completely -done, maybe it isn't. To the North you can hear some clanging. The only other -exits are to the East and West. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23239 -D1 -~ -~ -0 0 23241 -D3 -~ -~ -0 0 23237 -S -#23239 -A side road~ - You hear a lot of clanging to the north. Someone seems to be making -something. You also hear the sound of someone chopping up wood.... Which is a -weird sound to hear in the City. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23240 -D2 -~ -~ -0 0 23238 -S -#23240 -Weapons Shop~ - You see many arms hung up along the wall. Some items glow and attract the -attention of everyone. The prices are steep for the glowing items. -~ -232 8 0 0 0 1 -D2 -~ -~ -0 0 23239 -S -#23241 -South park~ - This is a long stretch of highway. The pavement is cracking here under great -strain. The sun seems to beat down more on this part of town than the others. -Available exits are to the east and west. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23242 -D3 -~ -~ -0 0 23238 -S -#23242 -Terringham way~ - This looks as though it is the main street with exits going all directions. -To the South you hear boots clanging on the ground and orders being shouted. -The other exits are to the East, West and South. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23255 -D1 -~ -~ -0 0 23244 -D2 -~ -~ -0 0 23243 -D3 -~ -~ -0 0 23241 -S -#23243 -South gate~ - A large gate looms up in front of you. To both sides of the gates gaurds -stand watching over all who enter and leave. In case you were trying to escape -the law this way be careful because the gate has sharp spear heads on the top. -~ -232 0 0 0 0 0 -D0 -~ -~ -0 0 23242 -S -#23244 -South park~ - The long street continues. Both sides of the street are lined with small -saplings recently planted. The only exits are to the East and the West. -~ -232 0 0 0 0 0 -D1 -~ -~ -0 0 23245 -D3 -~ -~ -0 0 23242 -S -#23245 -South park~ - The street widens here. There are room for 3 carts going by each other. -The street is well maintained by a street worker that is here cleaning up the -street. The only exits are to the East and the West. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23246 -D3 -~ -~ -0 0 23244 -S -#23246 -South park~ - The street is cracked a bit here. Also the street has some red on it. It -looks like there has been blood spilled here before and someone didn't do there -job to clean it up. The other exits are East and West. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23247 -D3 -~ -~ -0 0 23245 -S -#23247 -South park~ - You are standing at the SouthEastern corner of the city. The walls are high -and almost metallic smooth. The only exits you can see are North and West. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23248 -D3 -~ -~ -0 0 23246 -S -#23248 -Star trail~ - The street is narrow and has no marks of travel on it. The building walls -have pictures that stand out more than normal paintings do. The only exits you -can see are North and South. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23249 -D2 -~ -~ -0 0 23247 -E -picture pictures mural~ - You see a great battle in a cathedral. At a closer glance, you can tell the -battle was taken place in Midgaard. Drakkar the evil immortal seems to be -standing on the alter and destroying everything in sight, with his minions -standing at his side. -~ -S -#23249 -Star trail~ - There is a great wall which looks unpassable on the east. To the west you -see some houses, but the access is blocked off to you. To the north you can see -the main street leading from the east gate. To the south you see a trail. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23204 -D2 -~ -~ -0 0 23248 -S -#23250 -An alley~ - This is not your typical alley. This alley seems to be peaceful and glows -with a brilliant blue. You notice a sign on a wall. -~ -232 20 0 0 0 1 -D0 -~ -~ -0 0 23203 -D2 -~ -~ -0 0 23251 -E -sign~ - The Don room is to the Southwest. Please do not fight in this sacred area. -~ -S -#23251 -An alley~ - This place seems so peaceful. You seem to be able to rest here without any -hassles. To the west is the don room, to the north is your exit back to the -city. -~ -232 16 0 0 0 1 -D0 -~ -~ -0 0 23250 -D3 -~ -~ -0 0 23252 -S -#23252 -Don room~ - This where all the items come when players don the equipment they have. All -items here are up for grabs. Feel free to take what you need. Please don't -take everything, let the others get some equipment too. If there are 3 swords -here.. Don't take all 3, you can't use 3 swords. Please be curtious. -~ -232 20 0 0 0 1 -D1 -~ -~ -0 0 23251 -S -#23253 -The board room~ - This is where the mortal board sits. Please read this board everyday. It -may contain new information. Feel free to make notes on this board. -~ -232 24 0 0 0 1 -D0 -~ -~ -0 0 23258 -S -#23254 -Terringham way~ - You are standin in a small section of town just south of the fountain. The -buildings to either side are quite striking as they have been painted with -pictures of dragons fighting knights. The only noticeable exits are to the -north and south. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23200 -D2 -~ -~ -0 0 23255 -S -#23255 -Terringham way~ - This is the main street. To the south is the gates. There is a crossroads -which lead to one of the off streets. The last exit is North. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23254 -D1 -~ -~ -0 0 23256 -D2 -~ -~ -0 0 23242 -S -#23256 -A side street~ - You hear the sound of clanging to the north, as if someone is making -something. You notice that it seems very warm here. This definitely would not -be a good place to rest, if need be. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23257 -D3 -~ -~ -0 0 23255 -S -#23257 -The armory~ - You see manaquines wearing all different kinds of armor. They range from -leather to full plate. If you need a special item, you have to ask for it. It -is not displayed in the open. -~ -232 152 0 0 0 1 -D2 -~ -~ -0 0 23256 -S -#23258 -Terringham street~ - This room has a certain glow about it, it seems to show it has some -importance. To the South you see a sign over the exit that says Board room. -You can see a large fountain to the east. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23200 -D2 -~ -~ -0 0 23253 -D3 -~ -~ -0 0 23259 -S -#23259 -Terringham street~ - The road here leads east and west. The walls to the north and south, sport -some fabulous pictures. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23281 -D1 -~ -~ -0 0 23258 -D3 -~ -~ -0 0 23260 -E -wall picture~ - You see fabulous pictures of dragons in flight and a group of people in full -armor gear. You notice some of these people.. You spot out Springfire, -Gunthar, Buffy, Lilly, Angel, and Blaze. -~ -S -#23260 -Terringham street~ - The road here continues to the east and west. The walls seem to be -untouched, and the lighting here seems to be a bit poor. It looks as if someone -tried to rush their job. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23259 -D3 -~ -~ -0 0 23230 -S -#23261 -Terringham avenue~ - This room glows with a brilliant bright light. The walls here have beautiful -paintings on them. To the south you notice a large fountain. To the west you -see the Bank of Terringham. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23263 -D2 -~ -~ -0 0 23200 -D3 -~ -~ -0 0 23262 -E -wall walls paintings~ - The pictures here are of great warriors trying to guard a city from a band of -orcs. The orcs out number the warriors, but the warriors are putting up a good -fight. -~ -S -#23262 -Terringham Bank~ - There is an Atm here where you can store your gold. The Gods recommend that -you use this bank often. We would hate to see an accident and you rejoin the -game with no money. The commands are easy. Dep $$$$. With $$$$. Or Bal. -~ -232 12 0 0 0 1 -D1 -~ -~ -0 0 23261 -S -#23263 -Terringham avenue~ - You walk along a finely made road. The surface of the road is very smooth. -The road looks like someone took their time to make travelling easy. To the -south is the bank and to the east you can smell the scents of leather and oils. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23264 -D1 -~ -~ -0 0 23280 -D2 -~ -~ -0 0 23261 -S -#23264 -Terringham avenue~ - The smooth easy going road continues north to south. You notice exits to the -east and west. Which path shall you take? -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23265 -D1 -~ -~ -0 0 23266 -D2 -~ -~ -0 0 23263 -D3 -~ -~ -0 0 23275 -S -#23265 -Terringham avenue~ - You are travelling down a granite paved street. The surrounding buildings -have paintings of the towns greatest heros. The only visible exits are to the -north and south. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23217 -D2 -~ -~ -0 0 23264 -S -#23266 -An Alley~ - You hear something moving behind you, but cannot see anything or anyone. -You hear noises coming from the east. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23267 -D3 -~ -~ -0 0 23264 -S -#23267 -Guild row~ - You see a bright blue light coming from the north. There is emptiness coming -from the south. You can guess that these are the cleric guilds and the thieves -guild. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23268 -D2 -~ -~ -0 0 23269 -D3 -~ -~ -0 0 23266 -S -#23268 -Entrance to the Cleric Guild~ - The clerics may come here to practice their skills when they have the need to -expand their skills. The guildmaster awaits your arrival, please don't -hesitate. -~ -232 0 0 0 0 1 -D2 -~ -~ -0 0 23267 -D4 -~ -~ -0 0 23276 -S -#23269 -Entrance to the Thieves Guild.~ - The Thieves may come here to practice their skills when they have the need to -expand their skills. The guildmaster awaits your arrival, please don't -hesitate. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23267 -D4 -~ -~ -0 0 23277 -S -#23270 -Guild row~ - You have found the path to the warriors guild and the mages guild. Which -path do you take to reach your guildmaster? -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23271 -D1 -~ -~ -0 0 23275 -D2 -~ -~ -0 0 23272 -S -#23271 -Entrance to the Warriors Guild~ - The warriors may come here to practice their skills when they have the need -to expand their fighting skills and swordmanship. The guildmaster awaits your -arrival, please don't hesitate. -~ -232 0 0 0 0 1 -D2 -~ -~ -0 0 23270 -D4 -~ -~ -0 0 23278 -S -#23272 -Entrance to the Mage Guild~ - Mages may come here to practice their skills when they have the need to -expand their knowledge in the lores of Arcane. The guildmaster awaits your -arrival, please don't hesitate. -~ -232 0 0 0 0 1 -D0 -~ -~ -0 0 23270 -D4 -~ -~ -0 0 23279 -S -#23273 -Bread crumb road~ - Your mind is pulled away from the look of the granite street and is pulled to -the east where you can smell the best baked goods you can remember. The only -other way to go is to the south. -~ -232 0 0 0 0 0 -D1 -~ -~ -0 0 23274 -D2 -~ -~ -0 0 23201 -S -#23274 -The Bakery~ - You have entered the right room, if you are hungry. There is a large glass -counter, surrounding this place. You see all sorts of breads, pies and cakes. -Which would you like for your travel. -~ -232 136 0 0 0 1 -D3 -~ -~ -0 0 23273 -S -#23275 -An Alley~ - You enter a very clean alley. There is nothing here polluting the roads. -You hear faint noises coming for the west. To the east is Terringham road. -~ -232 0 0 0 0 1 -D1 -~ -~ -0 0 23264 -D3 -~ -~ -0 0 23270 -S -#23276 -Clerics Guild~ - The Cleric Guildsmaster is here waiting to help you. This room has a very -peaceful feeling about it. You feel enlightened when you enter here. -~ -232 156 0 0 0 1 -D5 -~ -~ -0 0 23268 -S -#23277 -Thieves Guild~ - You enter a room and notice it is empty. You walk around with caution, -knowing that something is afoot. You listen carefully and Turn about real -fast.... Your Guildmaster slips out of the Darkness. -~ -232 28 0 0 0 1 -D5 -~ -~ -0 0 23269 -S -#23278 -Warriors guild~ - There are a lot of training dummies in this room. You see a very large -warrior practicing on these dummies. He does not look like the type to be -messed with. The Warrior stops his training and advances towards you with a -friendly smile, "Fresh meat" he says calmly. -~ -232 28 0 0 0 1 -D5 -~ -~ -0 0 23271 -S -#23279 -Mages Guild~ - This room is filled with books. The air smells of different reagants, and -mixed components. This is a mage's dream house. Your guild master sits behind -a large desk studying a book. -~ -232 28 0 0 0 1 -D5 -~ -~ -0 0 23272 -S -#23280 -General Store~ - Ahhh, this is a great place to be for everyone. Almost everything you need -to go adventuring with is in here. You have your sacks and bags and lanterns -all right here. Please come in and shop around. -~ -232 8 0 0 0 1 -D3 -~ -~ -0 0 23263 -S -#23281 -The Pet shop~ - This room is full of different animals and beasts. They range from all -different sizes and prices. All the pets seem to be very well trained. A large -muscular man is going around feeding all of the pets. -~ -232 156 0 0 0 0 -D2 -~ -~ -0 0 23259 -S -#23282 -PETSHOP STOREROOM~ - Make two rooms and some pets. The rooms MUST be sequential. If the first -room is 315 then the second must be 316. The second room is known as the -storeroom. All that is required in the storeroom is to load one of each mob you -wish to be a pet. This room can not have any exits and will never be used by -mortals. Although a pet shopkeeper is not required it is recommended. After -all of this is done ask your coder to implement the petshop. It will not work -until the code is changed and the MUD is rebooted. The cost of pets is 300 -times their level. -~ -232 1536 0 0 0 0 -S -$~ diff --git a/lib/world/wld/233.wld b/lib/world/wld/233.wld deleted file mode 100644 index 88efb64..0000000 --- a/lib/world/wld/233.wld +++ /dev/null @@ -1,1640 +0,0 @@ -#23300 -Dragon Plains~ - A huge outstretch of sand is before you. You notice a few scattered trees -and plants that should have been dead long ago. A lot of the leaves on the -trees are missing. They appear to have been torn off. Several large foot -prints linger in the sand. -~ -233 132 0 0 0 2 -D1 -~ -~ -0 0 23301 -E -credits info~ - Builder : -Zone : 233 Dragon Plains -Began : 1998 -Player Level : 15-17 -Rooms : 100 -Mobs : 24 -Objects : 28 -Shops : 0 -Triggers : 0 -Theme : -Plot : -Links : 00 -Map : 02 -~ -S -#23301 -Dragon Plains~ - As you continue walking through the dry plains, you feel your feet sinking -into the sand, making it difficult for you to walk. You can see a small stream -to the south. But is it really there, or is it a mirage? -~ -233 64 0 0 0 2 -D1 -~ -~ -0 0 23303 -D2 -~ -~ -0 0 23302 -D3 -~ -~ -0 0 23300 -S -#23302 -A Small Stream~ - You have come to a small stream filled with crystal blue water. You look -into the water and see several small pebbles drifting through the current of -the stream. You look ahead to see where the stream ends, and notice that it -disappears into the ground. -~ -233 256 0 0 0 7 -D0 -~ -~ -0 0 23301 -S -#23303 -Dragon Plains~ - You hear a few twigs crunch under your feet. You look down just in time to -see the sand swallow the wood. There is a slight incline here, causing some -drifts of sand to roll across your feet. You feel the wind pick up as you -continue on your way. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23304 -D1 -~ -~ -0 0 23305 -D3 -~ -~ -0 0 23301 -S -#23304 -A Huge Footprint~ - You have stepped inside the footprint of a very large creature! You see -sand begin to fill in the large hole, threatening to trap you inside. The -sides of the huge hole are sturdy enough to climb out of, but you'd better -hurry before you get burried alive. -~ -233 64 0 0 0 2 -D2 -~ -~ -0 0 23303 -S -#23305 -Sand Drift~ - You find yourself standing on a small sand drift. It's almost as big as a -hill, but not as steep. Some dried up leaves lay at your feet, waiting to be -blown away in the wind. You hear some birds singing in the distance. -~ -233 4 0 0 0 2 -D1 -~ -~ -0 0 23307 -D2 -~ -~ -0 0 23306 -D3 -~ -~ -0 0 23303 -S -#23306 -Dragon Plains~ - Sand dances around before you, almost hypnotizing you. You feel some grains -blow through your hair, making your head tingle with relaxation. There is a -large tumbleweed being blown around by the breeze. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23305 -D2 -~ -~ -0 0 23308 -S -#23307 -Dragon Plains~ - You feel a light mist of sand hit your face. You close your eyes, shielding -yourself from the flying grains. You notice some small footprints in the sand. -They are much too small to be ones of a dragon. What could they be from? -~ -233 128 0 0 0 2 -D1 -~ -~ -0 0 23310 -D3 -~ -~ -0 0 23305 -S -#23308 -Skeleton Shack~ - You have come to a small shack made from bones of several creatures that are -long dead. The smell of decay fills your nostrils, almost making you gag. A -light covering of animal skin is on the the roof to help keep the rain out. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23306 -D1 -~ -~ -0 0 23309 -S -#23309 -Skeleton Shack~ - As you enter the horrid smelling shack, you look at your surroundings. -There is not much here to look at. Just some broken furniture and scattered -bones laying about the floor. There are no windows, just beams of light -creeping in through the cracks between the bones. -~ -233 320 0 0 0 0 -D3 -~ -~ -0 0 23308 -S -#23310 -An Abandoned Well~ - An old rusted up well stands before you. There is no possible way that you -could get any water out of here, not that anyone would want to. The bottom of -the well is crawling with large black beetles. Watch out, one might escape! -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23311 -D3 -~ -~ -0 0 23307 -S -#23311 -Dragonscale Tunnel~ - You have entered a straight tunnel made from the scales of a dragon. The -tunnel holds in a lot of heat, making it difficult for you to breathe. The -tunnel continues to the east. -~ -233 4 0 0 0 0 -D1 -~ -~ -0 0 23312 -D3 -~ -~ -0 0 23310 -S -#23312 -Dragonscale Tunnel~ - As you step further into the tunnel, the smell of mildew fills your lungs. -The stench almost knocks you over. You look down at your feet and notice that -you are walking on hollowed out skulls. They crunch and crackle under your -weight. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23313 -D3 -~ -~ -0 0 23311 -S -#23313 -Dragonscale Tunnel~ - The feeling of death creeps over you as you continue walking on the skull -path through the hot, sticky tunnel. Sweat begins to drip off your face. A -tall glass of water would be great right about now. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23314 -D3 -~ -~ -0 0 23312 -S -#23314 -Dragonscale Tunnel~ - As you continue walking, horrible images fill your mind. You look around at -all the bones around you and you begin to wonder how all these creatures died, -and if any of them were human. The tunnel continues to the east. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23315 -D3 -~ -~ -0 0 23313 -S -#23315 -Dragonscale Tunnel~ - You can see the end of the tunnel just up ahead to the east. You feel a bit -relieved as you feel the temperature begin to drop, and you are able to breathe -once again. -~ -233 64 0 0 0 0 -D1 -~ -~ -0 0 23316 -D3 -~ -~ -0 0 23314 -S -#23316 -Dragonscale Tunnel~ - You have reached the end of the tunnel. Feeling a bit overwhelmed, you -stumble out of the tunnel and fall onto the sand. You feel your body begin to -sink into the sand. Struggling would do you no good. -~ -233 0 0 0 0 2 -D2 -~ -~ -0 0 23317 -D3 -~ -~ -0 0 23315 -S -#23317 -Sand Warp~ - You begin to feel your body falling through the sand. Numerous sticks -scratch at you, leaving swelling marks on your skin. Grains of sand slip -through your fingers, giving you nothing to hold on to. -~ -233 320 0 0 0 0 -D0 -~ -~ -0 0 23316 -D2 -~ -~ -0 0 23318 -S -#23318 -Sand Warp~ - As your helpless body continues to fall, images of death scream through your -mind. You begin to wonder whats at the end of the sand warp. Dust from the -sand fills your lungs, almost choking you. -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23317 -D2 -~ -~ -0 0 23319 -S -#23319 -Sand Warp~ - You're falling through the air at a tremendous speed. All of a sudden you -begin to slow down. You feel yourself hit a hard metal floor. A very loud -banging sound echos throughout the room. Where could you have gone? -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23318 -D3 -~ -~ -0 0 23320 -S -#23320 -Dragon Cave~ - As you stand up and brush layers of sand off yourself, you look around at -your surroundings. You appear to be in some sort of cave. You'd better be -careful. -~ -233 64 0 0 0 0 -D1 -~ -~ -0 0 23319 -D3 -~ -~ -0 0 23321 -S -#23321 -Dragon Cave~ - Several small lights have been attatched to the cold stone walls, enabling -you to see. The floor at your feet is damp, making you feel cold. You begin -to feel that you're not alone. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23320 -D2 -~ -~ -0 0 23322 -S -#23322 -Dragon Cave~ - As you continue making your way through the cave, you begin hearing -scratching noises coming from a narrow tunnel in the ceiling. Several images -pass through your mind as you wonder whats causing the loud scratching sound. - -~ -233 128 0 0 0 0 -D0 -~ -~ -0 0 23321 -D3 -~ -~ -0 0 23323 -S -#23323 -Dragon Cave~ - An enormous nest of spiders blocks your way! They cover the ceiling and -walls. As you look up at the tunnel you se more spiders entering the cave. -Maybe you'd better turn back while you still can. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23322 -D2 -~ -~ -0 0 23324 -S -#23324 -Dragon Cave~ - One getting past the nest, you breathe a sigh of relief. That was a close -call. Maybe it would be wise to turn around and leave before you get killed. -Only the bravest of adventurers dare go on from here. -~ -233 256 0 0 0 0 -D0 -~ -~ -0 0 23323 -D2 -~ -~ -0 0 23325 -S -#23325 -Dragon Cave~ - The light before you slowly starts to fade. Your shadow dances on the wall -around you, making you look somewhat deformed. You hear a soft ticking noise -to the south. -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23324 -D2 -~ -~ -0 0 23326 -S -#23326 -Dragon Cave~ - As the ticking noise gets louder, you being searching for an exit out the -cave. Maybe you shouldn't have come here. A cold chill rushes down your back, -almost paralyzing you. -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23325 -D3 -~ -~ -0 0 23327 -S -#23327 -Dragon Cave~ - You're standing on the bottom of an old crumbling staircase. There isn't -much light here, so be careful. The stairs lead up into the darkness. Who -knows whats lurking up there, waiting to attack you. -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23328 -D1 -~ -~ -0 0 23326 -S -#23328 -Crumbling Staircase~ - You begin walking up the crumbling staircase. Theres an old rotted railing -here, but it most likely wouldn't support your weight. Everything around you -suddenly goes quiet. Maybe too quiet. -~ -233 0 0 0 0 0 -D2 -~ -~ -0 0 23327 -D3 -~ -~ -0 0 23329 -S -#23329 -Crumbling Staircase~ - Flickering lights dance over the walls all around you, making you feel like -you're in a dream. The soft ticking noise that once left has returned. The -ticking sound fills your ears. A strange coldness comes over your body. -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23330 -D1 -~ -~ -0 0 23328 -S -#23330 -An Empty Room~ - As you reach the top of the stairs, you look around to find yourself in a -small room. Several inches of sand covers the ground, making the room very -dusty. You see a small beam of light coming from a narrow hole in the floor. -It may be big enough for you to fall through. Watch your step. -~ -233 64 0 0 0 0 -D2 -~ -~ -0 0 23329 -D3 -~ -~ -0 0 23331 -S -#23331 -A Hole~ - Oops! You obviously weren't watching where you were going. You have fallen -into the hole! Shards of wood poke at your sides, causing you to freeze in -pain. A large cloud of dust looms over your head. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23330 -D3 -~ -~ -0 0 23332 -S -#23332 -A Hole~ - You stand up, struggling to get out of the hole. You're able to grab onto a -large board and pull yourself out. Maybe from now on you'll pay closer -attention to where you're walking. -~ -233 256 0 0 0 0 -D1 -~ -~ -0 0 23331 -D2 -~ -~ -0 0 23333 -S -#23333 -Secret Passage~ - You found a secret passageway tucked into a wall. You push on the door, -allowing it to open. You see a narrow set of wooden steps leading downwards. -You wonder where they go. Theres only one way to find out. -~ -233 64 0 0 0 0 -D0 -~ -~ -0 0 23332 -D2 -~ -~ -0 0 23334 -S -#23334 -Secret Passage~ - You begin decending down the rickety stairs, hoping you don't fall through -some of the rotted wood. You can see your breath in front of you, but for some -odd reason, the air doesnt feel the slightest bit cold. -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23333 -D3 -~ -~ -0 0 23335 -S -#23335 -Secret Passage~ - As you step off the last step, you look around at your surroundings. -Everything is covered in a thick layer of dust. You see a broken table stashed -away under the stairs. The only things its good for now is the fire. There is -a small walkway to the west. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23334 -D3 -~ -~ -0 0 23336 -S -#23336 -A Narrow Walkway~ - The walkway is just barely big enough for one person to squeeze through. -As you push yourself through the narrow opening, a small pile of dust falls -into your hair and around your face, making you sneeze. You seem to have -entered a long hallway, but where does it lead? -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23335 -D3 -~ -~ -0 0 23337 -S -#23337 -Hall of Lost Souls~ - As you step into the hallway, a weird feeling takes over your body. You are -suddenly frozen in terror as your ears are filled with screams. Just ahead of -you, you begin to see an apparition appear. You can see right through it. -Maybe you are imagining its presence. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23336 -D2 -~ -~ -0 0 23338 -S -#23338 -Hall of Lost Souls~ - Several images fill your mind. You begin to wonder where all the screaming -is coming from, or if its really even there. You can hear the echo of your -footsteps ricochetting down the long hallway. -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23337 -D2 -~ -~ -0 0 23339 -S -#23339 -Hall of Lost Souls~ - As you step down into the hard floor, you hear a splashing sound. You look -down and see that you are standing in a puddle, but it doesn't look like water. -It almost looks like blood. You suddenly feel disgusted. -~ -233 64 0 0 0 0 -D0 -~ -~ -0 0 23338 -D2 -~ -~ -0 0 23340 -S -#23340 -Hall of Lost Souls~ - You sense that the hall will soon come to an end. The thick dark puddle -remains on the floor, sticking to your feet. You pick up the pace and start -walking a little faster, in a hurry the leave this horrid place. -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23339 -D2 -~ -~ -0 0 23341 -S -#23341 -Hall of Lost Souls~ - As you had expected, the hall comes to an end here. You stand at yet -another stairway leading down. As you look down the stairs, you see some -torches attached to the wall. A few of them look about ready to burn out. -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23340 -D1 -~ -~ -0 0 23342 -S -#23342 -A Darkened Stairwell~ - A feeling of lonliness comes over you as you walk down the steps. There is -nothing for you to hold onto if the stairs decided to give way. There are -several cobwebs above you, some getting into your hair. The stairs moan under -your weight. You'd better move a little faster unless you want to fall to your -death. -~ -233 0 0 0 0 0 -D2 -~ -~ -0 0 23343 -D3 -~ -~ -0 0 23341 -S -#23343 -A Darkened Stairwell~ - A feeling of lonliness comes over you as you walk down the steps. There is -nothing for you to hold onto if the stairs decided to give way. There are -several cobwebs above you, some getting into your hair. The stairs moan under -your weight. You'd better move a little faster unless you want to fall to your -death. -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23342 -D2 -~ -~ -0 0 23344 -S -#23344 -A Darkened Stairwell~ - As you continue walking down the stairs, you begin feeling the temperature -drop. You can see your breath in front of you, then watch it disappear into -the darkness. You begin to wonder if you're all alone in here. -~ -233 320 0 0 0 0 -D0 -~ -~ -0 0 23343 -D1 -~ -~ -0 0 23345 -S -#23345 -A Darkened Stairwell~ - As you get closer to the bottom of the stairs you notice there is a large -gap in the stairwell. You might be able to jump across it, but if for some -reason you don't make the jump, you might not survive to try again. -~ -233 64 0 0 0 0 -D1 -~ -~ -0 0 23346 -D3 -~ -~ -0 0 23344 -S -#23346 -A Darkened Stairwell~ - As you get closer to the bottom of the stairs you notice there is a large -gap in the stairwell. You might be able to jump across it, but if for some -reason you don't make the jump, you might not survive to try again. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23347 -D3 -~ -~ -0 0 23345 -S -#23347 -A Hole in the Stairs~ - You have come to a large hole in the stairwell. There seems to be atleast -six steps missing. You look into the hole, but see the darkness that awaits -your arrival. You take a deep breath and get ready for the jump. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23348 -D3 -~ -~ -0 0 23346 -S -#23348 -A Hole in the Stairs~ - As you begin feeling yourself flying through the air, you keep your eyes on -the bottom section of the stairs. They are slowly coming closer to you. -Maybe you'll make the jump after all! -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23349 -D3 -~ -~ -0 0 23347 -S -#23349 -A Hole in the Stairs~ - You feel your body crash onto the first step that comes into view. Your -legs fall from the stairwell and hang in the emptiness below you. You feel -your heart pounding in your chest as you struggle to pull yourself up. The -step your holding onto begins to move! -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23351 -D2 -~ -~ -0 0 23350 -D3 -~ -~ -0 0 23348 -S -#23350 -Darkness~ - You feel your fingers slipping away from the board as your helpless body -begins falling through the air. You are too frozen by terror to scream. Is -this the end? -~ -233 64 0 0 0 0 -D0 -~ -~ -0 0 23349 -D2 -~ -~ -0 0 23352 -S -#23351 -A Darkened Stairwell~ - You made the jump! Your head spins, making you feel quite dizzy. Maybe it -would be wise to sit here for a moment and rest. A strange noise fills the -room as if a swarm of insects is nearby. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23353 -D3 -~ -~ -0 0 23349 -S -#23352 -Darkness~ - You continue falling through the air, but you seem to be slowing down. A -bunch of cobwebs surround you, almost swallowing you. A light suddenly comes -on, showing you your surroundings. The walls around you are made from -skeletons. Not just humans, but creatures as well. You begin feeling sick to -your stomach, wishing you never would have come here. -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23350 -D3 -~ -~ -0 0 23355 -S -#23353 -A Large Empty Room~ - As you take your last step off the stairwell you find yourself standing in a -large empty room with nothing inside of it. You scratch your head in -confusion, wondering why you havent seen anyone else around. -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23354 -D3 -~ -~ -0 0 23351 -S -#23354 -A Large Empty Room~ - You walk deeper into the room, looking for any sign of life. You see -nothing but dust. It's remarkable how large this room is. You see a small -walkway to the east. -~ -233 0 0 0 0 0 -D0 -~ -~ -0 0 23357 -D2 -~ -~ -0 0 23353 -S -#23355 -Skeleton Tunnel~ - As your body is gently set onto the ground, you find yourself standing in a -small skeleton tunnel. Several lights shine through the empty eye sockets of -the creatures that once were. You take a deep breath and continue on your way. - -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23352 -D3 -~ -~ -0 0 23356 -S -#23356 -Skeleton Tunnel~ - Some small bones line the floor beneath you. You hear them snap and crackle -under your weight. You begin to shiver from the cold. Maybe if you could find -a torch, you could use it to warm yourself up. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23355 -D3 -~ -~ -0 0 23359 -S -#23357 -A Large Empty Room~ - You walk deeper into the room, looking for any sign of life. You see -nothing but dust. It's remarkable how large this room is. You see a small -walkway to the east. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23358 -D2 -~ -~ -0 0 23354 -S -#23358 -A Small Walkway~ - The walkway is very well lit. You can see that it leads back out into the -plains. You suddenly feel relieved, knowing you made it out of the cave alive. - -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23360 -D3 -~ -~ -0 0 23357 -S -#23359 -Skeleton Tunnel~ - As you continue walking through the tunnel, you notice a small window. -It's barely large enough for a small child to squeeze through. The light of -the day streams down into the tunnel, showing you more of whats ahead. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23356 -D3 -~ -~ -0 0 23361 -S -#23360 -A Small Walkway~ - The walkway is very well lit. You can see that it leads back out into the -plains. You suddenly feel relieved, knowing you made it out of the cave alive. - -~ -233 0 0 0 0 0 -D2 -~ -~ -0 0 23363 -D3 -~ -~ -0 0 23358 -S -#23361 -Skeleton Tunnel~ - Some small bones line the floor beneath you. You hear them snap and crackle -under your weight. You begin to shiver from the cold. Maybe if you could find -a torch, you could use it to warm yourself up. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23359 -D3 -~ -~ -0 0 23362 -S -#23362 -Skeleton Tunnel~ - You have come to the end of the tunnel. It was much shorter than you had -expected it to be. There is a small door way to the south. It appears to be -leading outside. -~ -233 0 0 0 0 0 -D1 -~ -~ -0 0 23361 -D2 -~ -~ -0 0 23371 -S -#23363 -Dragon Plains~ - You find yourself back in the plains. Numerous sticks are scattered around -in the dirt here. There might be enough to gather and make a small fire. It -even looks as if other travellers have camped out here before. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23356 -D2 -~ -~ -0 0 23360 -S -#23364 -Dragon Plains~ - Miles of sand stretch out before you. You see several small trees that -should have been dead long ago. The land here is very dry and humid. You -begin to wonder how anything could possibly grow here. -~ -233 128 0 0 0 2 -D0 -~ -~ -0 0 23363 -D2 -~ -~ -0 0 23365 -S -#23365 -Dragon Plains~ - Miles of sand stretch out before you. You see several small trees that -should have been dead long ago. The land here is very dry and humid. You -begin to wonder how anything could possibly grow here. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23364 -D2 -~ -~ -0 0 23366 -S -#23366 -Dragon Plains~ - Miles of sand stretch out before you. You see several small trees that -should have been dead long ago. The land here is very dry and humid. You -begin to wonder how anything could possibly grow here. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23365 -D2 -~ -~ -0 0 23367 -S -#23367 -Dragon Plains~ - Miles of sand stretch out before you. You see several small trees that -should have been dead long ago. The land here is very dry and humid. You -begin to wonder how anything could possibly grow here. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23366 -D3 -~ -~ -0 0 23368 -S -#23368 -Dragon Plains~ - The plains seems to stretch out forever. You begin to wonder if the endless -amounts of sand will ever cease. You feel a small breeeze pick up, threatening -to blow some sand in your eyes. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23367 -D3 -~ -~ -0 0 23369 -S -#23369 -Sand Drift~ - You have stepped into a rather large drift of sand. The pile comes up to -your knees, making it very difficult for you to walk. It will take a bit of a -struggle to get free. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23368 -D2 -~ -~ -0 0 23370 -S -#23370 -Sand Drift~ - You continue tredging through the rather large drift. Inching along, you -feel your legs begin to itch. Your feet seem to be going deeper into the sand. -How is that possible? -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23369 -D3 -~ -~ -0 0 23377 -S -#23371 -A Small Path~ - The path leads into a doorway that is almost completely buried in the sand. -No tracks are visible along the beaten path and there is nothing but sand as -far as the eye can see. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23362 -D2 -~ -~ -0 0 23372 -S -#23372 -A Small Path~ - The path begins to narrow, making it difficult to keep your footing. Maybe -you would be better off walking through the sand. The sand on both sides is -very fine and makes strange sounds as you walk on it. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23371 -D1 -~ -~ -0 0 23373 -S -#23373 -A Small Path~ - There are several sticks on the ground beneath your feet. You hear many of -them snapping and crunching under your weight. Many of the sticks have large -thorns that look dangerous. Be careful not to fall. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23374 -D3 -~ -~ -0 0 23372 -S -#23374 -A Small Path~ - You have come to a small path in the sand. It doesn't appaear to lead -anywhere special, but it sure beats walking through the sand. The path is out -of place amongst the sand dunes. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23375 -D3 -~ -~ -0 0 23373 -S -#23375 -Dragon Plains~ - The sand seems to find its way into everything. The small grains seem to -vary in color and texture from almost white to a light brown. Strange bits of -scales seem to be intermixed. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23376 -D2 -~ -~ -0 0 23378 -D3 -~ -~ -0 0 23374 -S -#23376 -Sand Drift~ - As you make your way through the last of the drift, you lose your balance -and fall to the ground. Grains of sand get shoved into your teeth, making you -feel sick to your stomach. Maybe you should start watching where you're -walking. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23377 -D3 -~ -~ -0 0 23375 -S -#23377 -Sand Drift~ - You continue tredging through the rather large drift. Inching along, you -feel your legs begin to itch. Your feet seem to be going deeper into the sand. -How is that possible? -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23370 -D3 -~ -~ -0 0 23376 -S -#23378 -Dragon Plains~ - You decide to start heading in a new direction, in hopes to find other -beings, like yourself, creeping around. It would be easy to become lost or -disoriented. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23375 -D2 -~ -~ -0 0 23379 -S -#23379 -Dragon Plains~ - As you continue walking, you begin to see some sand lifting up from the -ground, swirling around in the wind. It appears to be almost dancing. The -rumors about dust devils may be true. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23378 -D3 -~ -~ -0 0 23381 -S -#23380 -Dragon Plains~ - The sand feels squishy under your feet. The heat seems to penetrate -everything to its core. The parched and dreary land is barren and scarred. -It hardly seems able to support any life. -~ -233 0 0 0 0 2 -D2 -~ -~ -0 0 23387 -S -#23381 -Dragon Plains~ - As you continue walking through the plains, you look around at your -surroundings. To the west you can see some sort of burial ground. Maybe you -should go have a look. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23379 -D3 -~ -~ -0 0 23382 -S -#23382 -Indian Burial Ground~ - You have entered an old indian burial ground. You suddenly feel light -headed and not quite yourself. Many small pebbles are on the ground, marking -grave sites. Be careful not to step on one! -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23381 -D3 -~ -~ -0 0 23383 -S -#23383 -Indian Burial Ground~ - As you walk deeper into the grounds, you begin seeing several scattered -bones lying around. You wonder how they could have gotten here. You begin -looking around, then you see the reason. Numerous footprints from several -large dragons have been smashed into the dirt, crushing some of the graves. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23382 -D2 -~ -~ -0 0 23384 -S -#23384 -Indian Burial Ground~ - You begin to feel like your no longer alone. In the distance you can hear -the thundering footsteps of a very large dragon. Maybe it would be best to -leave before you turn into someones lunch. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23383 -D1 -~ -~ -0 0 23385 -S -#23385 -Indian Burial Ground~ - You are coming towards the exit of the burial grounds. You begin to wonder -where all the dragons are. The exit is coming up to the east. Strange piers -and poles stick up out of the ground in the distance. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23386 -D3 -~ -~ -0 0 23384 -S -#23386 -Gates leading out of the Burial Grounds~ - You have come to the exit of the burial grounds. Just up ahead to the east -you can see a large water hole. You begin to wonder if its really there. -Stories of mirages abound in the taverns. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23387 -D3 -~ -~ -0 0 23385 -S -#23387 -Dragon Plains~ - You once again find yourself walking through the plains. Just up ahead to -the east you can see a fairly large water hole. Maybe you could get a drink -there. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23380 -D1 -~ -~ -0 0 23388 -D3 -~ -~ -0 0 23386 -S -#23388 -Water Hole~ - You have come to a large water hole. It's almost the size of a small pond. -The water looks clean and drinkable. Sparse vegetation surrounds the limited -water supply. -~ -233 0 0 0 0 2 -D2 -~ -~ -0 0 23389 -D3 -~ -~ -0 0 23387 -S -#23389 -Water Hole~ - As you stand at the side of the water hole, you look into the depths of the -water thinking about yout long lost childhood. So many old memories flood your -mind, making you feel light headed. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23388 -D1 -~ -~ -0 0 23390 -S -#23390 -Water Hole~ - You have come to the end of the water hole. The water on this end looks -rather murky and wouldn't be very good for drinking. Something must have -stirred it up recently. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23391 -D3 -~ -~ -0 0 23389 -S -#23391 -Dragon Plains~ - As you walk away from the hole, you look around at your surroundings. In -the distance you can see a few buildings. What are buildings doing here? -They appear to have been destroyed. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23392 -D3 -~ -~ -0 0 23390 -S -#23392 -Dragon Plains~ - You continue making your way through the plains. To the north you can see -the remains of a ransacked village. Wisps of smoke still rise up from the -charred remains of what must have been houses. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23393 -D2 -~ -~ -0 0 23391 -S -#23393 -Ransacked Village~ - As you enter the remains of a village, you look around at the damage. You -can see several large footprints in the dirt, most likely from a dragon. -Piles of rubble are everywhere. You can see a skeleton under one of the piles. - -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23394 -D2 -~ -~ -0 0 23392 -S -#23394 -Ransacked Village~ - As you continue walking through the remains of the village, horrid visions -race through your mind. You see several people, probably ones who lived in -this village, being eaten by the dragons. You begin feeling sick to your -stomach. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23395 -D2 -~ -~ -0 0 23393 -S -#23395 -Ransacked Village~ - You walk past several small buildings that have been smashed into dust. -You feel that you're at the end of the village. You can see the plains to the -east. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23396 -D3 -~ -~ -0 0 23394 -S -#23396 -Dragon Plains~ - Feeling exhausted from your long journey, you begin day dreaming. Thoughts -of battles that took place here fill your mind. You realize how lucky you are -to still be alive. -~ -233 0 0 0 0 2 -D1 -~ -~ -0 0 23397 -D3 -~ -~ -0 0 23395 -S -#23397 -Dragon Plains~ - You see some small footprints in the sand by your feet. Maybe you are not -here alone. No other signs of life exist and the footprints are quickly being -covered by the blowing sand. -~ -233 0 0 0 0 2 -D2 -~ -~ -0 0 23398 -D3 -~ -~ -0 0 23396 -S -#23398 -Dragon Plains~ - The plains seem to be ending and the sand a sparse grass is now broken by -small trees and shrubs. The heat seems to lessen and a cooler breeze rustles -through the vegetation. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23397 -D2 -~ -~ -0 0 23399 -S -#23399 -Dragon Plains~ - As you enter the last bit of the plains, you turn around and look at how far -you've come. You feel a great sense of accomplishment. Maybe the journey -wasn't so bad after all. -~ -233 0 0 0 0 2 -D0 -~ -~ -0 0 23398 -S -$~ diff --git a/lib/world/wld/234.wld b/lib/world/wld/234.wld deleted file mode 100644 index dcccf26..0000000 --- a/lib/world/wld/234.wld +++ /dev/null @@ -1,1506 +0,0 @@ -#23400 -Newbie School~ - Welcome. We hope you have a lot of fun here. Please go down to start your -training. When you have finished the school, you can go down, and fight in the -combat arena. Good Luck! -~ -234 152 0 0 0 0 -D5 -~ -~ -0 0 23401 -E -credits info~ - Builder : Radiax -Zone : 234 Newbie School -Began : 1998 -Player Level : 1-4 -Rooms : 73 -Mobs : 12 -Objects : 36 -Shops : 2 -Triggers : 3 -Theme : -Plot : -Links : 00, 72u -Map : 30 -~ -S -#23401 -Newbie School~ - Following these halls will lead you to rooms that will teach you some of the -basics commands that will be very useful for your journeys here in the realm of -Time Warp. Please continue East. -~ -234 152 0 0 0 0 -D1 -~ -~ -0 0 23402 -D4 -~ -~ -0 0 23400 -S -#23402 -Newbie School~ - Typing @RLOOK@n either in small case, upper case, or mixed will allow you to -see the Room name and Room Description also any players or Monsters or items. -You also can just type @RL@n to view the room. Please continue North or South -to read more on commands. After you are done, continue East. -~ -234 152 0 0 0 0 -D0 -~ -~ -0 0 23403 -D1 -~ -~ -0 0 23405 -D2 -~ -~ -0 0 23404 -D3 -~ -~ -0 0 23401 -S -#23403 -Newbie School~ - Typing @R AUTOEXIT @n will toggle your exits so when you enter a new room or -type Look, you can see the available exits. Closed Doors or Gates will not -display an exit, until you open them. Read the room descriptions for hints in -finding hidden exits. There is a curtain on the north wall swaying slightly as -if air is flowing in from somewhere. -~ -234 152 0 0 0 0 -D0 -~ -curtain curtains~ -1 0 23470 -D2 -~ -~ -0 0 23402 -E -curtain~ - A beautiful set of curtains is blocking your view to the north. -~ -S -#23404 -Newbie School~ - @R Color Complete @n will allow you to see colors displayed throughout the -game, and can help you easily identify certain things like, boards, atms, mobs, -corpses, you bleeding... Etc etc. You can also talk in different colors and -make your title colorful. Type @RHELP ANSI@n @nto view how to do this, and to -get a list of the colors. -~ -234 152 0 0 0 0 -D0 -~ -~ -0 0 23402 -S -#23405 -Newbie School~ - To see who is currently playing in Time Warp type @R WHO. @n This will give -you a display of both the Visible immortals and Mortals. It will also tell you -the class and race of a player and if they belong to a guild or clan. It will -also let you know if a player is currently away from their PC. Typing @R AFK -@n will toggle this Display. -~ -234 152 0 0 0 0 -D1 -~ -~ -0 0 23406 -D3 -~ -~ -0 0 23402 -S -#23406 -Newbie School~ - @RCommands @nwill bring up a list of available commands that you can use. -This will show game commands, typing @RSocials @nwill show you actions that you -can use. -~ -234 152 0 0 0 0 -D0 -~ -~ -0 0 23407 -D1 -~ -~ -0 0 23409 -D2 -~ -~ -0 0 23408 -D3 -~ -~ -0 0 23405 -S -#23407 -Newbie School~ - AUTO's. @RAutoSac @nwill allow you to sacarifice corpses of mobs that you -defeat. @RAutoLoot @ngives you the ability to take all the items from a corpse -of a mob you defeat (this will work before the autosac). @RAutogold @ntakes -only the gold from the defeated mobs. Autoloot overrides autogold, so you will -still take items. @RAutosplit @nwill split your gold from a defeated mob and -disperse it to all the people within your group. All these commands are -toggles, so you can turn them on or off at will. Type @RTOGGLE @nto see all -the available toggles that you can turn on or off. -~ -234 152 0 0 0 0 -D2 -~ -~ -0 0 23406 -S -#23408 -Newbie School~ - @RWimpy @nis a safety command that lets you flee from combat if you go below -the set wimpy. For example if you type wimpy 10 you will flee from combat if -you fall below 10 hitpoints. Flee is not guaranteed. You can fail from -fleeing, but it will continue to flee if possible. Make sure you keep an eye -on your hitpoints. A scroll of Recall will save you if you feel your wimpy -won't. -~ -234 152 0 0 0 0 -D0 -~ -~ -0 0 23406 -S -#23409 -Newbie School~ - You can regain hitpoints, mana points, and movement points by @RSleeping -@nand @Rresting. @n Sleeping is exactly as it states, you fall asleep, you can -still check your stats and listen to Gossips, group talks, view the Who list -and simple commands. Resting allows you to sit down, you can listen to talk, -as well as all other channels that you belong to. You can also do more -commands that sleeping will not allow you to do, but some commands require you -to be standing. Resting does not heal hitpoints as fast as sleeping, but will -restore movement points just as fast. Being Drunk and sleeping increases the -Rate of Mana point rejuvenation. -~ -234 152 0 0 0 0 -D3 -~ -~ -0 0 23406 -D5 -~ -~ -0 0 23410 -S -#23410 -Newbie School~ - @RScan @nlets you see what Mobs are in the following rooms. It will only -show you mobs in rooms within two paces of the room you are in. It will not -show you mobs in a room with a closed door. Scan will also let you see if a -Player is within 2 spaces of you. Scan will not work around corners, it only -works in a straight line. -~ -234 152 0 0 0 0 -D3 -~ -~ -0 0 23411 -D4 -~ -~ -0 0 23409 -S -#23411 -Newbie School~ - @RWhere@n will display all players that are currently in your zone. It will -not tell you where they are, just that they are within the same zone as you. -~ -234 152 0 0 0 0 -D0 -~ -~ -0 0 23412 -D1 -~ -~ -0 0 23410 -D2 -~ -~ -0 0 23413 -D3 -~ -~ -0 0 23414 -S -#23412 -Newbie School~ - To equip and unequip items the following commands will be needed. @RWear -@nputs armor on the appropriate body part. @RHold @nlets you hold onto a -light, as well as some weapons. @RWield @nequips your main weapon. Shields -will be considered a wearable. To unequip items just @RRemove @nthe item you -want, use specific names such as remove sword. -~ -234 152 0 0 0 0 -D2 -~ -~ -0 0 23411 -S -#23413 -Newbie School~ - Spells, for all those magic users and clerics. To cast spells you need to -use the @RCast @ncommand followed by apostrophes. For example to cast a Heal -spell, type cast 'heal' or cast 'heal' joeschmo -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23411 -S -#23414 -Newbie School~ - To do actions that are not available on the socials list, you can use the -@REmote @ncommand. For example emote hops about happily. Will display -yourname hops about happily to everyone in the same room as you. @RGemote -@nwill allow you to send socials to the entire game. For example Gemote -smiles, displays Gossip yourname smiles happily, to the entire mud. -~ -234 152 0 0 0 0 -D1 -~ -~ -0 0 23411 -D3 -~ -~ -0 0 23415 -S -#23415 -Newbie School~ - In some instances you may need to know what time of day it is. For example -buying items from a store that has only day time hours, and/or gates that lock -at nightfall, and unlock at sunrise. To view the time and date, type @RTime@n. - -~ -234 152 0 0 0 0 -D0 -~ -~ -0 0 23416 -D1 -~ -~ -0 0 23414 -D2 -~ -~ -0 0 23417 -D3 -~ -~ -0 0 23418 -S -#23416 -Newbie School~ - You can send any items you do not want to a specified place, known as a -donation room. Please @RDonate @n any unwanted items. The short name for this -is @RDon@n. Not all items will make it to the donation room so don't use it -for a storage place. -~ -234 152 0 0 0 0 -D2 -~ -~ -0 0 23415 -S -#23417 -Newbie School~ - We have enabled @RAuctions @non this mud. You can auction any item you have -in your inventory. This will send a message to all players stating what item -and price you are auctioning off. This auctioneer will give three chances for -someone to bid on the item. Then the auction will be complete. -~ -234 152 0 0 0 0 -D0 -~ -~ -0 0 23415 -S -#23418 -Newbie School~ - There are @RBoards @nlocated throughout the mud. The major board is located -very close to the center of town. Please view the boards daily. This will -contain important information, code changes that will effect you, or maybe -upcoming quests. Another feature for you to view is the @RMOTD@n. You can -type MOTD or can view it when you log onto the game. This part is automatic, -but you can view it at any time. If you have any problems Please type @RBUG@n -and your message so we may correct the problem. -~ -234 152 0 0 0 0 -D1 -~ -~ -0 0 23415 -D3 -~ -~ -0 0 23419 -S -#23419 -Newbie School~ - Before engaging in combat, you should check to see if you are able to handle -the Mob. The @RConsider@n command will let you know how well matched you are -to the mob. Typing @RCon@n mobname will display this info. You can consider -another player, especially if you are not in town and you are wondering if you -can take on another player. Pkilling is not allowed in Town or in the newbie -school/zone area. -~ -234 152 0 0 0 0 -D0 -~ -~ -0 0 23420 -D1 -~ -~ -0 0 23418 -S -#23420 -Newbie School~ - There may be times you need help to kill a main mob, or even a group of -mobs. If you ask other players to join you, you can go around in your own -group. To follow someone, type @RFollow Playername@n or you can type @RFol -Playername@n. If you enable Autoassist, you will automatically fight when your -partner fights. However this won't work if a spell is cast first. To view the -stats of your party, type @RGroup@n this will display level, hit/mana/movement -points. To talk to your party so noone else can hear you, type @RGT@n. -~ -234 152 0 0 0 0 -D0 -~ -~ -0 0 23421 -D2 -~ -~ -0 0 23419 -S -#23421 -Newbie School~ - @REQ@n lets you see what you have equipped. To see what you have in your -Inventory type @Rinv@n. This will be useful if you want to sell some items. -The @RScore@n allows you to check your stats, ac, class, money, time you have -spent in the game and also what you are affected by, such as a strength, bless, -armor spell. The short cut for this is @RSC@n. -~ -234 152 0 0 0 0 -D0 -~ -~ -0 0 23424 -D1 -~ -~ -0 0 23422 -D2 -~ -~ -0 0 23420 -D3 -~ -~ -0 0 23423 -S -#23422 -Newbie School~ - You will find a guild somewhere in town, that will have a guildmaster. If -you find the guildmaster that supports your class, you will find that he can -train you. To see how you can be trained, type @RPractice@n. This will give -you a list of skills and/or spells that you can learn. This will also tell you -how many practice points you have. Train as much as you can until you cannot -train anymore for that Skill/spell, this will make your fail rate decrease. -You gain Practice Points when you level, but you may not gain skills/spells -each level. -~ -234 152 0 0 0 0 -D3 -~ -~ -0 0 23421 -S -#23423 -Newbie Shop~ - Welcome to the minimart. To see what the merchant has for sale type -@RList@n. To buy an item type @RBuy #1@n. Or you can use the Item name, if -there is multiple items with the same name, use the # method. To buy multiple -items such as 5 rations of food, you would type @RBuy 5 #2@n. To sell items in -your inventory just type @RSell item@n. -~ -234 152 0 0 0 0 -D1 -~ -~ -0 0 23421 -S -#23424 -Newbie School~ - In town you will stumble across the Postmaster. The postmaster will allow -you to send mail to players that are part of this mud. It will send it to the -player if that player is in the game or not. When that players joins the mud, -they will receive a personal announcement that they have mail. To send a -message, go to the postmaster and type @RMail recipient@n. If I wanted to send -mail to Rumble, I would type @RMail Rumble@n. Just type your massage in, and -then on a new line type /s to save and send the mail. To receive mail, go to -the postmaster and type @RReceive mail@n. Sending mail will cost you 150 gold. - -~ -234 152 0 0 0 0 -D0 -~ -~ -0 0 23425 -D2 -~ -~ -0 0 23421 -S -#23425 -Newbie School~ - The last stage of School. WOO HOO, wait, one more thing to do yet. Time to -put your knowledge to the test. To the east and west are some practice mobs -for you test your skills and commands. Going down will send you down into the -Newbie zone, which was designed for you to hone your skills and make your way -to the next experience level. Good Luck! -~ -234 156 0 0 0 0 -D1 -~ -~ -0 0 23426 -D2 -~ -~ -0 0 23424 -D3 -~ -~ -0 0 23427 -D5 -~ -~ -0 0 23428 -S -#23426 -The Fight~ - Here are some simple mobs for you to fight and to learn your basic skills. -They should not be difficult. But, be sure to set your wimpy and be ready to -flee. -~ -234 8 0 0 0 0 -D3 -~ -~ -0 0 23425 -S -#23427 -The Fight~ - A few pathetic mobs are here to practice on. Be sure to consider all mobs -before attacking them. This way you will know how likely it is you will win or -flee. -~ -234 8 0 0 0 0 -D1 -~ -~ -0 0 23425 -S -#23428 -Arena~ - Welcome to the combat zone. Here you will find critters roaming around, -looking forward to a good fight. Remember to CON the mobs.. Some mobs may be -a bit too tough for you. Fighting in here until you are level 5 is -recommended, however you can roam around anytime you like. Be careful though, -because outside of this zone, some mobs will attack you! -~ -234 8 0 0 0 0 -D1 -~ -~ -0 0 23430 -D2 -~ -~ -0 0 23440 -D3 -~ -~ -0 0 23429 -D4 -~ -~ -0 0 23425 -S -#23429 -Arena~ - Here is a fountain that you can fill up your Goatskin. The water is crystal -clear, but the surrounding walls are very musky. The fountain looks clean and -safe to drink from. -~ -234 8 0 0 0 0 -D1 -~ -~ -0 0 23428 -D2 -~ -~ -0 0 23441 -S -#23430 -Arena~ - The smell of death is all around you. You can hear tiny pitter patter of -footsteps to the east, west and south. You could be mistaken, but you think -you see little red eyes watching you. -~ -234 8 0 0 0 0 -D1 -~ -~ -0 0 23431 -D2 -~ -~ -0 0 23439 -D3 -~ -~ -0 0 23428 -E -eyes~ - When you lean over to try to see the eyes, you hear something scurry off, and -tiny squeek of laughter. -~ -S -#23431 -Arena~ - Little footprints head in all directions. A small mouse hole is in the base -of the northern wall. The sounds of little footsteps echo throughout the -arena. -~ -234 8 0 0 0 0 -D1 -~ -~ -0 0 23432 -D2 -~ -~ -0 0 23438 -D3 -~ -~ -0 0 23430 -S -#23432 -Arena~ - The stench here seems to be of a different origin... As if it was human -instead of creature. Did someone you know, not make it far enough? They -probably didn't use the CON command! -~ -234 8 0 0 0 0 -D1 -~ -~ -0 0 23433 -D2 -~ -~ -0 0 23437 -D3 -~ -~ -0 0 23431 -S -#23433 -Arena~ - A loud wailing can be heard to the distant south. It sounds almost like an -animal crying. The arena continues in all directions except to the north. -~ -234 8 0 0 0 0 -D1 -~ -~ -0 0 23434 -D2 -~ -~ -0 0 23436 -D3 -~ -~ -0 0 23432 -S -#23434 -Arena~ - This room has a peaceful feeling. You feel as though you can rest here -without anything bothering you. You feel refreshed in this room. Safe rooms -are a blessing to troubled adventurers. -~ -234 24 0 0 0 0 -D2 -~ -~ -0 0 23435 -D3 -~ -~ -0 0 23433 -S -#23435 -Arena~ - The sounds of battle echo through out the hall. The air is thin within this -arena, maybe it gives the creatures an advantage in combat??? A knocked over -sign is lying here. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23434 -D2 -~ -~ -0 0 23448 -D3 -~ -~ -0 0 23436 -E -sign~ - Be courteous to other players. If there is a player in a room and there are -mobs. Do not attack the mobs, unless you ask the player, or the player is -asleep. Offenders will be punished. -~ -S -#23436 -Arena~ - This room seems to be darker than the rest of the arena. You can make out -little red eyes following your every movement. They seem to stay just far -enough away to hide themselves from view. -~ -234 9 0 0 0 0 -D0 -~ -~ -0 0 23433 -D1 -~ -~ -0 0 23435 -D2 -~ -~ -0 0 23447 -D3 -~ -~ -0 0 23437 -S -#23437 -Arena~ - Everything echo's in this room, the clanging of swords, ring through your -head.. The clanging of armor is continuous. Not a good place to be if you -have a headache. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23432 -D1 -~ -~ -0 0 23436 -D2 -~ -~ -0 0 23446 -D3 -~ -~ -0 0 23438 -S -#23438 -Arena~ - The ground here seems to be really soft. A closer examination, suggests -that there are creatures that live underground. The holes are too small for -you to enter. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23431 -D1 -~ -~ -0 0 23437 -D2 -~ -~ -0 0 23445 -D3 -~ -~ -0 0 23439 -S -#23439 -Arena~ - This is an odd room, it has a tree growing in the center. This is the only -tree in the arena, and it looks to be in good health. How can this be so? -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23430 -D1 -~ -~ -0 0 23438 -D2 -~ -~ -0 0 23444 -D3 -~ -~ -0 0 23440 -E -tree~ - This Tree is magical. The fallen leaves off of this tree provides some -nourishment. -~ -S -#23440 -Arena~ - This is a typical room in the arena. It is clear of everything except the -occasional wandering mob. The air has a stench of death and blood is -splattered everywhere. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23428 -D1 -~ -~ -0 0 23439 -D2 -~ -~ -0 0 23443 -D3 -~ -~ -0 0 23441 -S -#23441 -Arena~ - The wall here has something scratched into it. You also see a small stone -sticking out of the wall, the rest of the wall is smooth. To the north you -notice a fountain. Nothing else of interest is here. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23429 -D1 -~ -door~ -1 0 23440 -D2 -~ -~ -0 0 23442 -E -wall scratched stone~ - The little stone screams, Push the button. -~ -S -T 23400 -#23442 -Arena~ - The ground seems a bit grainy here. It is like wet sand. Wet from blood. -How would the inside of an Arena get sand in it? This is obviously not a -normal area. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23441 -D1 -~ -~ -0 0 23443 -D2 -~ -~ -0 0 23455 -S -#23443 -Arena~ - A grainy wet sand sticks to everything. It is a dark, almost red, brown -from the blood that is pooled about the room. The amount of death involved has -left a lingering smell. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23440 -D1 -~ -~ -0 0 23444 -D2 -~ -~ -0 0 23454 -D3 -~ -~ -0 0 23442 -S -#23444 -Arena~ - The temperature in this room seems to have increased. There is no cool wind -at all. You can hear the hissing of mobs all around you. Their beady eyes are -all that is visible as they circle in the darkness. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23439 -D1 -~ -~ -0 0 23445 -D2 -~ -~ -0 0 23453 -D3 -~ -~ -0 0 23443 -S -#23445 -Arena~ - The sand sticks to the bottom of your feet and smells metallic. The sand is -scattered and piled in various ways as if people have struggled in a fight -here. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23438 -D1 -~ -~ -0 0 23446 -D2 -~ -~ -0 0 23452 -D3 -~ -~ -0 0 23444 -S -#23446 -Arena~ - The sand covers a few dismembered body parts. A few bleached white bones -stick out a odd angles as if someone was trying to create a design. They seem -to have failed. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23437 -D1 -~ -~ -0 0 23447 -D2 -~ -~ -0 0 23451 -D3 -~ -~ -0 0 23445 -S -#23447 -Arena~ - The ground here is sandy, but very firm. You can hear the sound of water to -the south west. The sand seems to give way to a more solid rock floor that -slopes up. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23436 -D1 -~ -~ -0 0 23448 -D2 -~ -~ -0 0 23450 -D3 -~ -~ -0 0 23446 -S -#23448 -Arena~ - The musky smell seems to be very light in this section of the arena. The -whole atmosphere seems to have changed. The wall here seems to be in better -shape than the rest of the Arena. How odd. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23435 -D2 -~ -~ -0 0 23449 -D3 -~ -~ -0 0 23447 -S -#23449 -Inside Lake~ - You enter some shallow water. You barely splash around as you move. The -water level barely covers the bottom of your feet. You can see some ripples -forming in the southwest. -~ -234 8 0 0 0 7 -D0 -~ -~ -0 0 23448 -D2 -~ -~ -0 0 23462 -D3 -~ -~ -0 0 23450 -S -#23450 -Inside Lake~ - You sink knee deep into water. This will make it hard for you to flee -rapidly. There are some wakes coming from the south. You wonder if you -disturbed something. -~ -234 8 0 0 0 7 -D0 -~ -~ -0 0 23447 -D1 -~ -~ -0 0 23449 -D2 -~ -~ -0 0 23461 -D3 -~ -~ -0 0 23451 -S -#23451 -Inside Lake~ - The water in this lake seems oddly warm. It is almost as if............. -The color of this @Ylake@n is undeterminable. However, you do notice a small -wake coming from the south east. -~ -234 8 0 0 0 7 -D0 -~ -~ -0 0 23446 -D1 -~ -~ -0 0 23450 -D2 -~ -~ -0 0 23460 -D3 -~ -~ -0 0 23452 -S -#23452 -Indoor Lake~ - You splash into some water. It seems as if there is a lake within this -arena. How did this Lake get here? It must have been made by someone or -something. This is definitely not natural. -~ -234 8 0 0 0 7 -D0 -~ -~ -0 0 23445 -D1 -~ -~ -0 0 23451 -D2 -~ -~ -0 0 23459 -D3 -~ -~ -0 0 23453 -S -#23453 -Arena~ - You seem to be on a bank of a cavern lake. The path here is somewhat -narrow. You almost have to walk sideways. Looking down the cliff you can see -little nests. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23444 -D1 -~ -~ -0 0 23452 -D2 -~ -~ -0 0 23458 -D3 -~ -~ -0 0 23454 -E -nest~ - These nests are snug in the dirt. Trying to remove them seems impossible. -This looks like a breeding ground. -~ -S -#23454 -Arena~ - The terrain here is rocky and a tad bit sandy. To the east there is a large -rigged boulder which almost blocks your way. The rock is slick from water and -blood. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23443 -D1 -~ -~ -0 0 23453 -D2 -~ -~ -0 0 23457 -D3 -~ -~ -0 0 23455 -S -#23455 -Arena~ - There is nothing here but sand and some bones. You cannot make out what -type of creature they come from. It could be human, a really short and -deformed one. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23442 -D1 -~ -~ -0 0 23454 -D2 -~ -~ -0 0 23456 -S -#23456 -Arena~ - Crunch, Crunch, Crunch. You cannot take a step without stepping on some -bones. The bones break every time you step on them. Some of these bones seem -to have been here for a very long time. Some of them are beneath the large -rocks that occupy this space also. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23455 -D1 -~ -~ -0 0 23457 -D2 -~ -~ -0 0 23469 -S -#23457 -Arena~ - The beach and the rocks merge together here. You can see that the rocks -form a breaking point for the water. During a high tide, the water seems to -come up to this point. Hopefully you won't be in the middle of combat when it -rises. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23454 -D1 -~ -~ -0 0 23458 -D2 -~ -~ -0 0 23468 -D3 -~ -~ -0 0 23456 -S -#23458 -Arena~ - The path here leads north and gets very narrow. There is water coming from -the east. The bank here is very travel worn, you can't make out a single set -of tracks. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23453 -D1 -~ -~ -0 0 23459 -D2 -~ -~ -0 0 23467 -D3 -~ -~ -0 0 23457 -S -#23459 -Indoor Lake~ - You sink down in the water to your chest. It is a little bit difficult to -move here. Fighting here would be a bad mistake. The current of the water is -coming from the east. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23452 -D1 -~ -~ -0 0 23460 -D2 -~ -~ -0 0 23466 -D3 -~ -~ -0 0 23458 -S -#23460 -Inside Lake~ - The waters current is coming from the east. It is almost as if something is -trying to force the water in every direction you walk. You can hear a faint -splash coming from the east. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23451 -D1 -~ -~ -0 0 23461 -D2 -~ -~ -0 0 23465 -D3 -~ -~ -0 0 23459 -S -#23461 -The Source~ - You see ripples generating here in the center of this lake. This leads you -to believe that there must be something alive in here. You hear an odd noise. - -~ -234 8 0 0 0 7 -D0 -~ -~ -0 0 23450 -D1 -~ -~ -0 0 23462 -D2 -~ -~ -0 0 23464 -D3 -~ -~ -0 0 23460 -S -#23462 -In the Lake~ - You fall waist deep into the water. You can feel a small current trying to -push you to the east. A rock wall to the east is worn smooth from years of -erosion. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23449 -D2 -~ -~ -0 0 23463 -D3 -~ -~ -0 0 23461 -S -#23463 -Arena~ - You sink down into water that is about 6 feet deep. You have a wall to your -east and south. You could swear that something moved passed your leg. You can -see green moss floating all around you. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23462 -D3 -~ -~ -0 0 23464 -S -#23464 -Arena~ - This room is about half sand and half water. There seems to be quite a lot -of ripples coming from the north. It is a lot for an indoor lake. If you -concentrate close enough, you could swear the ground is moving. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23461 -D1 -~ -~ -0 0 23463 -D3 -~ -~ -0 0 23465 -S -#23465 -Arena~ - There seems to be a lot of grass growing here. The water comes right up to -the grass, but does not seem to drown the grass. The grass however has been -trampled on, many of times. This is a good sign that something lives around -here. You see a large rope dangling from the ceiling. It looks strong enough -to support you. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23460 -D1 -~ -~ -0 0 23464 -D3 -~ -~ -0 0 23466 -D4 -~ -~ -0 0 23472 -S -#23466 -Arena~ - You wade up to your ankles in water. The inside lake seems to get its -source from the south. A small trickle of water seems to come from underneath -the wall. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23459 -D1 -~ -~ -0 0 23465 -D3 -~ -~ -0 0 23467 -S -#23467 -Arena~ - A trail here leads right into the wall. How strange, there is no way to go -through the wall. It is as if someone forgot to finish building in here. -None the less, this room has 3 other exits and is big enough to be in combat. - -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23458 -D1 -~ -~ -0 0 23466 -D3 -~ -~ -0 0 23468 -S -#23468 -Arena~ - The rock here is very flat, smooth and shiny. It seems to be made from a -fine polished marble. Something here catches the light and reflects back at -you. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23457 -D1 -~ -~ -0 0 23467 -D3 -~ -~ -0 0 23469 -S -#23469 -Arena~ - A pool of blood fills the center of the room. The scent of death is in the -air. Hopefully you can overcome the sensation and fight your way to victory -and fame. -~ -234 8 0 0 0 0 -D0 -~ -~ -0 0 23456 -D1 -~ -~ -0 0 23468 -S -#23470 -A Hidden Room~ - Congratulations, you have found the Hidden room. Always be on the look out -for key phrases or words that may be further explored. Please continue back to -the main Hallway. -~ -234 152 0 0 0 0 -D2 -~ -curtain curtains~ -1 0 23403 -S -#23471 -A Hidden Store~ - You enter a small, cluttered room which is filled with shelves of boots and -pants. There are various types of items ranging from leather to plate mail. -~ -234 152 0 0 0 0 -D1 -~ -~ -0 0 23441 -S -T 23401 -T 23402 -#23472 -A Small Room~ - The room ends abruptly with no way out except back down into the arena. -High overhead, out of reach, a trapdoor to leads to freedom out of this newbie -training nightmare. -~ -234 12 0 0 0 0 -D5 -~ -~ -0 0 23465 -S -$~ diff --git a/lib/world/wld/235.wld b/lib/world/wld/235.wld deleted file mode 100644 index 6beab0f..0000000 --- a/lib/world/wld/235.wld +++ /dev/null @@ -1,1502 +0,0 @@ -#23500 -Mine Entrance~ - You step into the entrance of the mine. Everything around you is dusty and -smells of mildew. Some large boulders line the entrance, making you crawl over -them. The inside of the mine looks dark and dangerous. -~ -235 0 0 0 0 0 -D2 -~ -~ -0 0 23501 -E -info credits~ - Builder : -Zone : 235 Dwarven Mines -Began : 1998 -Player Level : 10-14 -Rooms : 90 -Mobs : 12 -Objects : 12 -Shops : 0 -Triggers : 2 -Theme : -Plot : -Links : 00, 99 -Map : 01 -~ -S -#23501 -Dwarven Mines~ - As you enter the mine, you notice several dwarves hard at work. They look -at you with narrow eyes as you walk past them. The dust in here is extremely -thick, making it difficult for you to breathe. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23500 -D3 -~ -~ -0 0 23502 -S -#23502 -Dwarven Mines~ - The dust seems to go get thicker here as it threatens to choke the life out -of you. You stumble over a large boulder, almost falling flat on your face! -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23501 -D2 -~ -~ -0 0 23503 -D3 -~ -~ -0 0 23504 -S -#23503 -Cove~ - You find yourself standing in a small cove. It's quite dusty here, but the -air is much more breatheable. Someone could easily hide in here and perhaps -never be found. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23502 -S -#23504 -Dwarven Mines~ - The air seems a lot lighter as you walk deeper into the cold mines. You -reach out and feel the walls at your sides. They are cold and damp, but where -could the water be coming from? -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23502 -D3 -~ -~ -0 0 23505 -S -#23505 -Dwarven Mines~ - The air seems a lot lighter as you walk deeper into the cold mines. You -reach out and feel the walls at your sides. They are cold and damp, but where -could the water be coming from? -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23504 -D3 -~ -~ -0 0 23506 -S -#23506 -Dwarven Mines~ - The temperature seems to drop quite a few degrees as you get deeper into the -mine. You can hear some water dripping onto the ground before you. It's most -likely leaking from the roof. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23507 -D1 -~ -~ -0 0 23505 -S -#23507 -Dwarven Mines~ - You feel your feet sink into a small puddle, but it doesn't feel like water. -It's much to thick. As you look more closely, you see that you have stepped -into a puddle of blood! How gross! -~ -235 0 0 0 0 0 -D2 -~ -~ -0 0 23506 -D3 -~ -~ -0 0 23508 -S -#23508 -Dwarven Mines~ - As you step out of the gooey puddle, you continue making your way through -the mines. As you look to your left you can see small streaks of gold running -through the rocks. If someone tried chipping out the gold, they would most -likely cause an avalanche. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23507 -D3 -~ -~ -0 0 23509 -S -#23509 -Dwarven Mines~ - The mine seems to expand here, allowing more travelers to pass through. -There are several small pebbles lying about the ground. Be careful not to trip -over one! -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23508 -D2 -~ -~ -0 0 23510 -S -#23510 -Dwarven Mines~ - You feel your feet suddenly get drenched as you step into a small stream. -What a funny place to have a stream! How could it have gotten here? Maybe the -mine workers built it so they can drink from it. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23509 -D2 -~ -~ -0 0 23511 -S -#23511 -Stream~ - The stream gets a little deeper here, causing the water to rise to your -ankles. You feel a chill rush through your entire body, then continue on your -way. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23510 -D3 -~ -~ -0 0 23512 -S -#23512 -Stream~ - The stream comes to an end here, leaving you on dry ground. As you look at -the end of the stream, you notice that it disappears into the wall. How could -that be? It couldn't have just vanished into the stones! -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23511 -D2 -~ -~ -0 0 23513 -S -#23513 -Dwarven Mines~ - The mine seems to bend here, heading off towards the south. Huge chunks of -rock are lying on the ground. Probably left there from some of the workers. -How messy these little people are! -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23512 -D2 -~ -~ -0 0 23514 -S -#23514 -Dwarven Mines~ - You begin feeling alone as you get deeper into the mines. Everything around -you is terribly quiet. Maybe too quiet. You suddenly get the feeling like -you're being watched. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23513 -D1 -~ -~ -0 0 23515 -S -#23515 -Dwarven Mines~ - The light seems to get more scarce here, perhaps a torch would help you see -better. You can hear a soft clicking noise in the distance. What could it be? -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23516 -D3 -~ -~ -0 0 23514 -S -#23516 -Dwarven Mines~ - The smell and haze of coal engulfs your senses, almost making you choke and -stinging your eyes. The air is very thick and dirty, almost black. But how -could the air be black? -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23518 -D2 -~ -~ -0 0 23517 -D3 -~ -~ -0 0 23515 -S -#23517 -Dwarven Mines~ - Chicken! You took the easy way out. You'd better hope your friends don't -find out or else you may never live it down. Flee and run away, yet live -another day. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23516 -D2 -~ -~ -0 0 23533 -S -#23518 -Dark Tunnel~ - You have stepped into what appears to be a tunnel. There is no light here. -The only way a person would be able to see to get through this jungle would be -with a torch or some other light source. -~ -235 1 0 0 0 0 -D1 -~ -~ -0 0 23519 -D3 -~ -~ -0 0 23516 -S -#23519 -Dark Tunnel~ - Several large boulders cover the ground. As you look closely, you can see a -smashed skeleton. The dwarf must have gotten killed during an avalanche. -Don't let the same thing happen to you. -~ -235 1 0 0 0 0 -D1 -~ -~ -0 0 23520 -D3 -~ -~ -0 0 23518 -S -#23520 -Dark Tunnel~ - As you continue making your way through the dirty little tunnel, you notice -several smears of blood on the walls. Most likely from past adventurers that -were not lucky enough to survive. -~ -235 1 0 0 0 0 -D1 -~ -~ -0 0 23521 -D3 -~ -~ -0 0 23519 -S -#23521 -Dark Tunnel~ - You can see the end of the tunnel just up ahead to the east. You suddenly -feel relieved. You made it through alive! That's something to be very proud -of. -~ -235 1 0 0 0 0 -D1 -~ -~ -0 0 23522 -D3 -~ -~ -0 0 23520 -S -#23522 -Dark Tunnel~ - You're standing at the end of the tunnel. The mine takes a turn here -heading towards the south. The conditions ahead look much more promising. -Perhaps you will have an easier journey now. But then again, maybe not. -~ -235 1 0 0 0 0 -D2 -~ -~ -0 0 23523 -D3 -~ -~ -0 0 23521 -S -#23523 -Dwarven Mines~ - The mine is actually quite clean here. The smell could be better, but it's -not the worst you have smelled, so why complain? To the north you can see a -dark tunnel. Perhaps you should stay away from it. It's only for the bravest -of souls. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23522 -D1 -~ -~ -0 0 23524 -D2 -~ -~ -0 0 23525 -S -#23524 -Dead End~ - Oops! You have ran into a dead end! If you had been looking before you -moved ahead you never would have ended up here! If you don't start paying -closer attention to where you're going, you won't be likely to survive. -~ -235 0 0 0 0 0 -D3 -~ -~ -0 0 23523 -S -#23525 -Dwarven Mines~ - The rocks from the ceiling begin to crumble and fall all around you. You -feel some dust and small pebbles hit your head and a few larger rocks crash -down around you. You'd better get out of here! -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23523 -D3 -~ -~ -0 0 23526 -S -#23526 -Dwarven Mines~ - Run! Huge boulders are falling all around you. If you stick around, you're -sure to be killed. The dust and debris is starting to grow thick. Waiting -around could be fatal. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23525 -D2 -~ -~ -0 0 23527 -S -#23527 -Dwarven Mines~ - Whew! That was a close call. One more minute in that rock slide and you -would be dead meat. The path ahead of you seems pretty clear. Theres a few -sticks lying on the ground. What would sticks be doing in a mine? -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23526 -D3 -~ -~ -0 0 23528 -S -#23528 -Dwarven Mines~ - As you continue walking, you feel the temperature begin to slowly rise. -Little beads of sweat form on your forehead, making you wish you had a cool -cloth. The air around you is getting harder to breathe, most likely do to the -increase in the temperature. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23527 -D2 -~ -~ -0 0 23529 -D3 -~ -~ -0 0 23530 -S -#23529 -Dwarven Mines~ - You begin panting heavily as you continue making your way through the mines. -How could anyone survive in these temperatures? The rock walls that surround -you are bone dry. You notice that a few of them are giving off steam. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23528 -D2 -~ -~ -0 0 23534 -S -#23530 -Dwarven Mines~ - You start to get the feeling that you have been walking through these dirty -mines forever. Everything is begining to look the same. All the rocks have -the same formation and seem to be moving towards you. Is this really happening -or is it a mirage? -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23528 -D3 -~ -~ -0 0 23531 -S -#23531 -Dwarven Mines~ - There is a torch here, hanging from the wall. It gives off just enough -light to let you see where the walls are. The mine continues to the east and -west. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23530 -D3 -~ -~ -0 0 23532 -S -#23532 -Dwarven Mines~ - The mine curves here, heading off towards the north. The ground at your -feet is very rough. A person could easily fall and get hurt if they weren't -watching where they were going. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23533 -D1 -~ -~ -0 0 23531 -S -#23533 -Dwarven Mines~ - Darkness is ahead of you. As you look at the walls surrounding you, you -notice your shadow dancing on the rocks. You look much larger and tougher this -way. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23517 -D2 -~ -~ -0 0 23532 -S -#23534 -Narrow Path~ - You have come to a narrow path burried deep within the mines. The path is -only big enough for one person to go through at a time. If you dare enter, -you'd better be prepared. -~ -235 256 0 0 0 0 -D0 -~ -~ -0 0 23529 -D1 -~ -~ -0 0 23535 -S -#23535 -Narrow Path~ - A sense of dread creeps over you as you step deeper onto the path. Some -loose pebbles wiggle around under your feet, threatening to trip you. Be -careful not to fall! -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23536 -D3 -~ -~ -0 0 23534 -S -#23536 -Narrow Path~ - The rocks at your sides have moved closer together, making it almost -impossible for you to get through. There is a small opening you could force -yourself through if you're feeling lucky. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23537 -D2 -~ -~ -0 0 23538 -D3 -~ -~ -0 0 23535 -S -#23537 -Dusty Room~ - Your body pushes through the narrow opening and falls on the floor in a -large dusty room. There is no way out of here, except to turn around and go -back through the narrow hole. -~ -235 0 0 0 0 0 -D3 -~ -~ -0 0 23536 -S -#23538 -Narrow Path~ - The path curves here, bending around some large boulders. Some of the -boulders have been split in half, others have large chip marks from where other -adventurers have tried to break them up. Maybe that isn't such a good idea. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23536 -D2 -~ -~ -0 0 23539 -S -#23539 -Narrow Path~ - The path comes to an abrupt end here. To the west you can see a large pile -of boulders which you will have to either climb over, or turn around and go -back. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23538 -D3 -~ -~ -0 0 23540 -S -#23540 -Boulder Heap~ - You begin making your way up the enormous pile. Will there even be a way -out past this pile? Guess you'll have to take that chance and find out the -hard way. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23539 -D3 -~ -~ -0 0 23541 -S -#23541 -Boulder Heap~ - The large rocks shift under your weight. Be careful! The last thing this -mine needs is another corpse. The entire cave seems to be close to collapse. - -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23540 -D3 -~ -~ -0 0 23542 -S -#23542 -Boulder Heap~ - The boulders seem to be getting smaller, but less sturdy. Don't look down -or you might lose your balance and fall. The fall does not look survivable. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23543 -D1 -~ -~ -0 0 23541 -D3 -~ -~ -0 0 23561 -S -#23543 -Boulder Heap~ - You find yourself standing at the top of the heap, looking down into the -mines. You feel like you're playing king of the mountain. Just like you did -when you were a child. There is a narrow passageway to the west. Maybe you -can squeeze through it. -~ -235 0 0 0 0 0 -D2 -~ -~ -0 0 23542 -D3 -~ -~ -0 0 23544 -S -#23544 -Narrow Passageway~ - You have come to a small passageway. It doesn't look like you could fit -through here, but you could try. Maybe with enough squeezing you could slide -through. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23545 -D1 -~ -~ -0 0 23543 -S -#23545 -Narrow Passageway~ - You begin forcing yourself through the hole. Rocks are scratching at your -sides, and dust is falling into your hair and eyes. Is this really worth all -this trouble? -~ -235 0 0 0 0 0 -D2 -~ -~ -0 0 23544 -D3 -~ -~ -0 0 23546 -S -#23546 -Dwarven Mines~ - Your body falls out from the passageway and lands on the floor with a loud -*THUD*. Your sides ache from the scratches you encountered. You made it -through though, maybe thats a good thing. But then again, it could mean -trouble. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23545 -D3 -~ -~ -0 0 23547 -S -#23547 -Dwarven Mines~ - As you continue making your way through the mines, you begin hearing the -sound of rushing water coming from the west. The air seems moist and fresh -with a cool breeze. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23546 -D2 -~ -~ -0 0 23558 -D3 -~ -~ -0 0 23548 -S -#23548 -Top of the Waterfall~ - Your feet get drenched as you step into what looks like the begining of a -waterfall. But it's not just any waterfall. This one looks like a huge slide. -Someone could ride on it, but where does it lead? It seems to be heading -towards the north. You'd bett -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23547 -D5 -~ -~ -0 0 23549 -S -#23549 -Waterfall Slide~ - The current of the water starts pulling you down the large slide. You -notice some small lights attatched to the ceiling, allowing you to see water -gushing past you at a tremendous speed. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23550 -D4 -~ -~ -0 0 23548 -S -#23550 -Waterfall Slide~ - A light spray of mist hits your face as you continue traveling down the -waterfall. The temperature seems to be dropping, causing the water to become -colder. Maybe this ride wasn't such a good idea after all. -~ -235 0 0 0 0 0 -D2 -~ -~ -0 0 23549 -D5 -~ -~ -0 0 23551 -S -#23551 -Waterfall Slide~ - There is a sharp bend here. You feel your drenched body suddenly get jerked -towards the west. You feel your rear end starting to get sore from the rocky -bottom of the waterfall. -~ -235 0 0 0 0 0 -D3 -~ -~ -0 0 23552 -D4 -~ -~ -0 0 23550 -S -#23552 -Drop Off~ - AHHHHH!!! You feel your helpless body falling through the air, passing -large rocks that have been against the walls for some time. You look down and -see the end is near. There is a large pile of rocks just below! -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23551 -D5 -~ -~ -0 0 23553 -S -#23553 -Pile of Illusions~ - The rocks below you seem to fade away and show the waterfall once again. -You feel your heart pounding heavily in your chest. That was too close for -comfort! -~ -235 0 0 0 0 0 -D2 -~ -~ -0 0 23554 -D4 -~ -~ -0 0 23552 -S -#23554 -Watefall Slide~ - The end of the waterfall is near. You can see an exit to the south. -You're clothes begin drying off, leaving you feeling cold and just about dead. -Maybe next time you should take the whimps way out. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23553 -D2 -~ -~ -0 0 23555 -S -#23555 -Exit from the Waterfall~ - As you get to the end of the waterfall, you look back at the death trap and -thank your lucky stars that you're still alive. The mines seem to continue to -the south from here. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23554 -D2 -~ -~ -0 0 23556 -S -#23556 -Dwarven Mines~ - You begin walking away from the waterfall, looking at your surroundings -ahead of you. The mines continue to the east. Just up ahead you can see a -small intersection. Which path will you choose? -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23555 -D1 -~ -~ -0 0 23557 -S -#23557 -Dwarven Mines~ - Everything around you seems to quiet down, making you feel like you're all -alone in these dusty mines. The walls are in bad need of repair. If they -don't get fixed soon they might collapse and kill someone, maybe you! -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23558 -D3 -~ -~ -0 0 23556 -S -#23558 -Intersection~ - You're standing in the middle of a small intersection. The ground at your -feet is slick and very worn. To the northwest you can see a waterfall, what a -beautiful sight! What is south from here is uncertain. Guess you will have to -explore and find out. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23547 -D3 -~ -~ -0 0 23557 -D5 -~ -~ -0 0 23559 -S -#23559 -Dwarven Mines~ - You skip down a few stairs and walk deeper into the mines. The dust here is -awful! It's so thick you can barely breathe. A thin layer of dust is covering -the walls and floor. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23560 -D4 -~ -~ -0 0 23558 -S -#23560 -Hole in the Floor~ - There is a large hole in the floor here. You could easily climb down into -it. You notice a ladder suspended from the floor. Apparently you aren't the -only one who's thought of making that trip. The mines continue to the east. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23561 -D3 -~ -~ -0 0 23559 -D5 -~ -~ -0 0 23563 -S -#23561 -Dwarven Mines~ - You sneak down the side of the boulder heap. Make sure no one sees you. -You see an enormous hole in the ground to the west. Maybe you could hide in -there. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23542 -D3 -~ -~ -0 0 23560 -S -#23562 -Cove~ - You find yourself standing in a small abandoned cove. There isn't much here -to look at, just a few stray cobwebs dangling from the dirty walls. You notice -a few scattered pebbles lying about the floor. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23564 -S -#23563 -Hole in the Floor~ - You begin climbing down through the floor. Darkness surrounds you, making -you feel alone. The ladder you're holding onto is made from rope and some old -rotted boards. It could easily break, so be careful! -~ -235 0 0 0 0 0 -D4 -~ -~ -0 0 23560 -D5 -~ -~ -0 0 23564 -S -#23564 -Hole in the Floor~ - The ladder comes to a sudden end. You are forced to jump the rest of the -way down. As you land on the ground, you feel a shooting pain rush up your -legs. The dust that was looming in the air seems to have vanished. Don't -complain. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23565 -D2 -~ -~ -0 0 23584 -D3 -~ -~ -0 0 23571 -D4 -~ -~ -0 0 23563 -S -#23565 -Tunnel~ - You're walking through a narrow tunnel. In the distance to the east you can -hear the shouts of several dwarves training for battle. You must be close to -the battlefield. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23566 -D3 -~ -~ -0 0 23564 -S -#23566 -Tunnel~ - You find yourself standing in a small intersection. To the east you can see -the dwarven battlefield. Blood stains the tunnel ahead. To your south you can -see more of the mines. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23569 -D2 -~ -~ -0 0 23567 -D3 -~ -~ -0 0 23565 -S -#23567 -Dwarven Mines~ - As you continue walking through the mines, you can hear the shouts of -dwarven soilders preparing for battle. To the north is a small intersection. -The mines continue to the south. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23566 -S -#23568 -Dwarven Battlefield~ - As you step out onto the battlefield, you look around at everything around -you. This must be just a practice battlefield. You notice that the floor is -made from concrete and it's heavily stained with blood. There are several -torches hanging from the wall, illuminating the room with a soft glow. The -soilders barracks are to the south. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23569 -D2 -~ -~ -0 0 23585 -S -#23569 -Battlefield Gates~ - A set of large brass gates stands before you. The gates reach up to the -ceiling, and are perhaps the best part of the mines. By far the most -beautiful. By the looks of it, the gate has never been closed. You can hear -men shouting and grunting inside. There is an aide room to the east. The -battlefield is to the south. Enter with care. -~ -235 128 0 0 0 0 -D1 -~ -~ -0 0 23570 -D2 -~ -~ -0 0 23568 -D3 -~ -~ -0 0 23566 -S -#23570 -Aide Room~ - This is where the dwarven soilders come for aide when they are hurt in -battle. There is a long shelf up against the southern wall piles high with -bandages and splints. There is a faint odor of blood in here. It almost makes -you gag. -~ -235 0 0 0 0 0 -D3 -~ -~ -0 0 23569 -S -#23571 -Tunnel~ - You're standing in a narrow tunnel thats running east and west. To the west -you spot a house made out of the stones from the mines. The workers must live -in there. The house looks like a cave and has no windows. How could anyone -live in a place like that -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23564 -D3 -~ -~ -0 0 23572 -S -#23572 -Stone House~ - You're standing in the entrance to the house. The door that was once here -has rotted away and was never replaced. You don't feel very safe here. There -are numerous torches nestled into the stone walls. Some of them have burned -out and need to be relit. T -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23571 -D3 -~ -~ -0 0 23573 -S -#23573 -Stairwell~ - A small stone stairwell stands before you, covered in dust. You notice some -fresh footprints on the steps. Doesn't anyone clean in here? The stairs look -fairly sturdy, but are extrememly uneven. Someone could easily fall and break -their neck. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23572 -S -#23583 -Enormous Hole~ - There is an emormous hole before you. It's not very deep, but you would -most likely get hurt if you attempted to walk through it. The mines continue -to the north, west, and south. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23584 -D2 -~ -~ -0 0 23597 -S -#23584 -Dwarven Mines~ - You begin to feel very lost. The only sounds you hear are those of your own -footsteps. To the south is a large hole. The mines continue to the north. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23564 -D2 -~ -~ -0 0 23583 -S -#23585 -Barracks~ - You're standing in the soilders barracks. Several bunks line the walls. -There is a thin layer of dust on the floor. All the bunks are made, but you -wonder when this room was last swept. The training room is to the south. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23568 -D2 -~ -~ -0 0 23586 -S -#23586 -Soilders Training Room~ - This room is quite large. It would have to be to hold all of the soilders. -There are numerous torches dangling from the stone walls, lighting the room. -There is a small passageway to the south. Where could it lead? -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23585 -D1 -~ -~ -0 0 23587 -D2 -~ -~ -0 0 23596 -S -#23587 -Battlefield Entrance~ - You're standing in the doorway leading out onto the dwarven battlefield. -You see numerous soldiers fighting and training. There are small pools of -blood on the ground. You suddenly feel sick to your stomach. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23588 -D3 -~ -~ -0 0 23586 -S -#23588 -Battlefield~ - As you step out into the battlefield, you notice everyone turn and look at -you. Perhaps coming here was a bad idea. Now you might not make it back out -alive. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23589 -D2 -~ -~ -0 0 23587 -S -#23589 -Battlefield~ - You're standing in the middle of the battlefield, looking around at -everything around you. The ground at your feet is solid, but it's not concrete -anymore. It looks like dirt heavily stained with blood. How gross! -~ -235 0 0 0 0 0 -D2 -~ -~ -0 0 23590 -D3 -~ -~ -0 0 23588 -S -#23590 -Battlefield~ - You have come to the end of the battlefield. You feel a bit relieved -knowing that you made it out alive. There is a small path to the south. It -looks like it's leading towards the end of the mines. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23589 -D2 -~ -~ -0 0 23591 -S -#23591 -Marble Path~ - As your feet step down on to the marble path, everything around you gets -quiet. The only sound you hear is the sound of your footsteps crunching along -on the path. The path continues to the south. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23590 -D2 -~ -~ -0 0 23592 -S -#23592 -Marble Path~ - You begin to feel like you're walking on a chess board. The marble at your -feet is white and swirled with shades of gray. Some are so dark they look -black. The swirls almost hypnotize you. The path continues to the north and -west. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23591 -D3 -~ -~ -0 0 23594 -S -#23594 -Marble Path~ - As you continue walking along the path, you begin remembering past -adventures you've had. You realize how lucky you are to be alive. You can see -the exit to the mines to the west. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23592 -D3 -~ -~ -0 0 23595 -S -#23595 -Marble Path~ - There is a small intersection here. To the north there is a small -passageway. Where could it lead? To the west is the exit out of the mines. -Which path will you choose? -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23596 -D1 -~ -~ -0 0 23594 -D3 -~ -~ -0 0 23598 -S -#23596 -Passageway~ - As you step into the small passageway, you notice there are paths leading in -all sorts of directions. To the southwest you can see the ending of the mines. -To the southeast is the dwarven battlefield. The shouts of the soilders fill -your ears. To the south is a tunnel leading out of the mines. -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23586 -D2 -~ -~ -0 0 23595 -D3 -~ -~ -0 0 23597 -S -#23597 -Dwarven Mines~ - You come to an abrupt hault. There is an enormous hole in the floor to the -north. You will have to jump over it. You see a small passageway to the east. -Where could it lead? -~ -235 0 0 0 0 0 -D0 -~ -~ -0 0 23583 -D1 -~ -~ -0 0 23596 -S -#23598 -Stairwell~ - You have come to the end of the marble path and find yourself standing at -the bottom of a wooden stairwell. Half of the wood looks rotted and should -have fallen apart years ago. Be careful! The exit is just up ahead to the -west. -~ -235 0 0 0 0 0 -D1 -~ -~ -0 0 23595 -D4 -~ -~ -0 0 23599 -S -#23599 -Exit out of the Mines~ - You're standing at the back of the mines in a narrow doorway. The air here -is rather musty smelling. The smell just about makes you gag. You notice some -burned out torches hanging from the wall. They are covered in dust. They must -not have been used in a while. -~ -235 0 0 0 0 0 -D5 -~ -~ -0 0 23598 -S -$~ diff --git a/lib/world/wld/236.wld b/lib/world/wld/236.wld deleted file mode 100644 index 9549c7e..0000000 --- a/lib/world/wld/236.wld +++ /dev/null @@ -1,1933 +0,0 @@ -#23600 -Start of Aldin, City of the Dwarves~ - This zone has been thought out, and implemented by Welcor of Cruelworld Mud. -Builder : Welcor -Zone : 236 Aldin -Began : 1998 -Player Level : 10-14 -Rooms : 84 -Mobs : 28 -Objects : 42 -Shops : 6 -Triggers : 17 -Theme : -Plot : -Links : 00, 99 -Map : 00 -Zone 236 is linked to the following zones: -237 Dwarven Trade Route at 23601 (south) ---> 23700 -~ -236 512 0 0 0 0 -S -#23601 -Entrance to the Tradehalls~ - You're standing in front of a large gateway into the mountain. The portal -is large enough for several carriages to go through it at once. It's very nice -masonry work and you can't help thinking about how old it looks. A sign has -been posted near the entrance. -~ -236 0 0 0 0 5 -D0 -A large stone portal, rising from the cave floor -and in a wide arch above you. In the middle the arch is more than 20' high. -~ -portal~ -1 0 23602 -D2 -~ -~ -0 0 23700 -E -masonry~ - The stones have been set so close, you can't even force a knife between them. -~ -E -sign~ - +----------------------------------+ - | | - | The Trade Halls | - | | - | AR AR = Armorer | - | | | - | WP--+--+# WP = Weaponsmith | - | | | - | SW--+-TR SW = Stonewright | - | | | - | + TR = Travellers rest | - | | - | # = Restricted Area | - | | - | By Order of the King. | - | | - +---------------+---+--------------+ - | | - | | - | | - | | - | | - | | -~ -S -#23602 -Inside the Tradehalls~ - You have entered a large, partly natural cavern, The air is filled with -yelling from the stalls to the west and north of here, East of here you see the -travellers resting area, and to your south the great portal leads out of the -trading halls. -~ -236 8 0 0 0 0 -D0 -~ -~ -0 0 23607 -D1 -~ -~ -0 0 23603 -D2 - A large stone portal, rising from the cave floor and in a wide arch above -you. In the middle the arch is more than 20' high. -~ -portal~ -1 0 23601 -D3 -~ -~ -0 0 23604 -S -#23603 -Travellers rest.~ - This corner is a quiet resting spot, where a couple of bunks makes for -complimentary meds. You feel quite safe here, and expect to get a good rest. -To your west the tradehalls extend, and north you see a narrow platform, -inaccesible from here. -~ -236 12 0 0 0 0 -D3 -~ -~ -0 0 23602 -S -#23604 -The stonewrights stall~ - On the ground in front of you several blocks, hewn from the sorrounding -rock, have benn spread evenly. Behind a particularly large and square block, -the stonewrights' assistant has set up a stall, selling large rocks for -headstones and the like. He also has a selection of smaller stones, refined -into fine jewelry. To the east you can go back in the main trading hall. -~ -236 8 0 0 0 0 -D1 -~ -~ -0 0 23602 -E -blocks block stone rock~ - It doesn't look like the bloacks of rock come from these walls. They seem to -have been moved here with might. -~ -S -#23605 -The weaponsmiths stall~ - The weaponsmiths assistant has set up a stall here, selling the weaponsmiths -produce. He offers a selection of blunt and edged weapons, making sure you -leave before you use them. You can leave to the east. -~ -236 8 0 0 0 0 -D1 -~ -~ -0 0 23607 -S -#23606 -The Armorers Stall~ - You are in the corner of the cave, which the dwarves have decided to use as a -trade area. In this, the farthest corner from the entrance, some shining armor -has been laid out on an old sack. Behind it, the assistant to the armorsmith -is getting ready to display his merchandise to you. To get back to the center -of the trade halls, you must go south. -~ -236 8 0 0 0 0 -D2 -~ -~ -0 0 23607 -E -sack armor armor~ - The different pieces of armor have been strewed all over the ground here, -but it might be an unwise idea to try to just pick it up. Theft is not looked -lightly upon in the dwarven kingdom. -~ -S -#23607 -Center of the Trade Halls~ - You are Standing in the middle of what you would have to call a domed cave, -in lack of other words. The cave is strangely symmetrical, though, and you are -certain the ceiling high above you have been touched by a dwarfs pickaxe in the -past. The floor is rock, and there is rock above and around you. You are also -certain the dwarfs can monitor you here from hidden holes in the rockface. To -your west and north there are stalls set up by the traders, while to the east -you can try to enter the dwarven city itself. You can leave to the south. -~ -236 8 0 0 0 0 -D0 -~ -~ -0 0 23606 -D1 -~ -~ -0 0 23609 -D2 -~ -~ -0 -1 23602 -D3 -~ -~ -0 0 23605 -S -#23609 -On a narrow platform~ - You are standing on a narrow platform outside a wooden door. The platform -has been hewn out of the rock in the northeastern corner of the cave. There is -only one way onto the platform, and that is from the center of the trade halls. -You feel very exposed as you walk the last couple of feet towards the door. -The door itself is about ten feet wide and fifteen feet tall, making it a huge -portal to the dwarves. However it is still quite easy to defend, and you -realize they might not want you inside. -~ -236 264 0 0 0 0 -D1 -The entrance to the dwarven city. -~ -gate wooden~ -1 0 23610 -D3 -~ -~ -0 0 23607 -S -#23610 -Entrance to Aldin, City of the Dwarves~ - You are standing in a domed cave, which obviously serves as a portcullis. -To your west, a rather large gate opens to the trade halls, and to your east a -smaller stone door blocks your entry into the heart of Aldin. This cave -obviously has been set up, so the guards have a place to check people before -they leave the trade halls and enter the city itself. You realize with sudden -brutality the guards are stopping anyone who isn't dwarven... -~ -236 8 0 0 0 0 -D1 -This small runed door is made of stone, and it seems to have been there forever. - -~ -door stone~ -1 23642 23611 -D3 -The trade halls are here. -~ -gate wooden~ -1 0 23609 -S -#23611 -Passing by the workshops~ - You are stand,ing just inside the entrance to the dwarven city, and you are -almost deafened by the sounds from the nearby workshops. It seems all of the -things traded in the trade halls come from these workshops. To your south the -weaponsmith is working and east of here the armor smith is preparing more -armors for sale. You can leave the city by going west from here, or go deeper -into it by heading north. -~ -236 8 0 0 0 0 -D0 -~ -~ -0 0 23613 -D1 -~ -~ -0 0 23615 -D2 -~ -~ -0 0 23612 -D3 -This small stone door leads out of the city. -~ -door stone~ -1 23642 23610 -S -T 23616 -#23612 -At Torgs' smithy~ - The dwarves are very proud of their fine weaponry. Rods of several -different metals have been laid on shelves along the south wall, ready to go -into the forge. The forege itself has been set in the east wall, accesible -from both here and the armorers smithy just north and east of here. The walls -are blackened wth soot from many years of smoke from the large forge. A -strange contraption makes sure the bellows keep the heat at its peak. -~ -236 8 0 0 0 0 -D0 -~ -~ -0 0 23611 -E -forge contraption strange~ - A forge with large leather bellows has been set in the full length of the -eastern wall. A small stream in the corner makes a small milling wheel turn, -which in turn makes the bellows blow. It is obvious to you that the reason for -putting the forge here is that small stream. It runs from a hole in the cave -wall about three feet up, into a hole in the corner. A small basin suggests the -stream is used to temper the steel in, too. -~ -E -rods metal~ - Long rods of differently alloyed metal hang here. On the floor next to them, -bars of lead have been lain down. Also a barrel sits here, full to the edge -with leather strips for handles. -~ -S -#23613 -Before the city~ - Just north of here, you can hear the rustle of a large town here beneath the -mountain. The walls around you are made with some of the finest masonry you -have ever witnessed. To your south you can hear the clanging of iron against -iron from the forges, and from your east comes the crisp sound of chisel -against rock. It sounds if someone is making gravestones. To the north a -small portal shields the living areas from the noise of the workshops. -~ -236 8 0 0 0 0 -D0 -A small arched doorway, not much more than four feet across, and about 6 feet -tall leads into the dwarven city. -~ -portal~ -0 0 23617 -D1 -~ -~ -0 0 23616 -D2 -~ -~ -0 0 23611 -E -portal~ - A small, arched doorway, not much more than four feet across and about 6 feet -tall, leads into the dwarven city. -~ -S -#23614 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway turns a perfect right angle turn to the north and east here. Perfect -walls block your progress to the west and south. -~ -236 8 0 0 0 1 -D0 -The hallway continues. -~ -~ -0 0 23621 -D1 -The hallway continues. -~ -~ -0 0 23618 -S -#23615 -At Ralfs' smithy~ - Upon entering the smithy you immidiately discover the reason for all the -noise in the area. All the armors made here are full-body armors. When -struck by Ralf, they make about as much noise, as a churchbell. The forge is -set in the south wall, and on the northern and eastern wall, several -half-finished armors have been lain on shelves. In a crate near the eastern -wall, different straps and thongs of leather are stored - nothing of use until -they've been applied to an armor. -~ -236 8 0 0 0 0 -D3 -~ -~ -0 0 23611 -E -crate~ - A wooden crate about one by two feet. It contains strips of leather used for -the armors made here. -~ -E -forge~ - The forge has been set in sotnes and is extremely hot. On the other side of -the fire, you notice the weaponsmiths' smithy. -~ -S -#23616 -At the stonewrights.~ - Large rocks, the size of headstones sit on the ground in nice rows. A -sudden realisation grabs you, as you see them for what they really are. -Tombstones. And many of them too. But there's also a shelf with some much -finer art. -~ -236 8 0 0 0 0 -D3 -~ -~ -0 0 23613 -E -tombstones stones headstones~ - They all look about the same: -_____________ ___ _______ -| | | | | _ | -| | ___| |___ | |_| | -| R. I. P. | |___RIP___| ____| RIP |____ -| | | | |______ ______| -| | | | | | -| | | | | | -| | | | | | -|___________| |_| |___| -~ -E -shelf~ - A wide shelf has been made from the stone wall. And you notice it has been -made by removing the surrounding rock piece by piece. A labour with no end, it -seems. On it a couple of small gemstones have been laid, along with a -handwritten sign: HANDS OFF! -~ -S -#23617 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor, and the light -helps you to not think of the terrible weight of the mountain above you. To -your south a portal opens to the sound of hammers on metal, and a faint draft -of air lets you know this is a way out. The hallway continues west and east. -~ -236 8 0 0 0 0 -D1 -The hallway continues. -~ -~ -0 0 23619 -D2 -A small arched doorway, not much more than four feet across, and about 6 feet -tall leads out of the dwarven city, towards the trade halls. -~ -portal~ -0 0 23613 -D3 -The hallway continues. -~ -~ -0 0 23618 -E -portal~ - A small arched doorway, not much more than four feet across, and about 6 feet -tall leads out of the dwarven city, towards the trade halls. -~ -S -#23618 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway splits here and branches north, east and west. To your south another -perfect wall blocks passage. -~ -236 8 0 0 0 1 -D0 -The hallway continues. -~ -~ -0 0 23623 -D1 -The hallway continues. -~ -~ -0 0 23617 -D3 -The hallway continues. -~ -~ -0 0 23614 -S -#23619 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway leads west and east here. Perfect walls block your progress north and -south. -~ -236 8 0 0 0 0 -D1 -The hallway continues. -~ -~ -0 0 23620 -D3 -The hallway continues. -~ -~ -0 0 23617 -S -#23620 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway turns a perfect right angle turn to the north and west here. Perfect -walls block your progress to the east and south. -~ -236 8 0 0 0 1 -D0 -The hallway continues. -~ -~ -0 0 23627 -D3 -The hallway continues. -~ -~ -0 0 23619 -S -#23621 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway leads north and south here. Perfect walls block your progress west and -east. -~ -236 8 0 0 0 1 -D0 -The hallway continues. -~ -~ -0 0 23628 -D2 -The hallway continues. -~ -~ -0 0 23614 -S -#23622 -Dwarven mines~ - You are standing in a comparatively large room deep inside the dwarven -mountain. The walls around you seem to be chipped directly from the -surrounding rock, and you immidiately realize you're standing on the edge of -the dwarven mines. Also the large hole in the floor, with ladders leading into -darkness might have given you a clue. To your north a wooden door with a -sturdy lock blocks your exit, while you may descend into the mines by going -down. A large crane has a very large basket hanging from it over the hole here. -~ -236 8 0 0 0 5 -D0 -A wooden door, almost always closed to keep the noise from the mines in. -~ -door wooden~ -1 23626 23629 -D5 -The ladder stretches into darkness. -~ -~ -0 0 23670 -E -walls~ - The walls are the same rock as the surrounding city. You notice, however, -that these walls doesn't consist of blocks of stone. The room's more likely -been dug out of the mountain. -~ -E -crane large~ - A large crane made from wood, seemingly made to hoist large amounts of ore -and stone from the mine. You think you might be able to fit in the basket -currently hanging here. -~ -E -basket~ - A large basket, it looks sturdy enough to carry a ton of rock at once. It -should be able to carry you with all your belongings without any problems. -~ -S -T 23606 -#23623 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway leads north and south here. Perfect walls block your progress west and -east. To your northeast you hear the sound of pickaxe against rock. -~ -236 8 0 0 0 1 -D0 -The hallway widens somewhat. -~ -~ -0 0 23630 -D2 -The hallway continues. -~ -~ -0 0 23618 -S -#23624 -A dwarven home~ - The dwarves might have spent many years working on their city. However they -have spent very little time decorating their dwellings. In this, for dwarven -measures quite large home, a bed has been set along one wall, a table with two -small chairs by another, and a small stove in the farthest corner. To the east -a small portal, about three feet tall, leads into darkness, and north of here a -wooden door leads out to the hallway. -~ -236 8 0 0 0 1 -D0 -A wooden door leads out of the dwarven home. -~ -door~ -1 0 23631 -D1 -A small portal leads into total darkness. You might be able to squeeze your -way through. -~ -portal~ -0 0 23625 -S -#23625 -In a closet~ - Wow, do you feel stupid now. You've only just managed to crawl through the -portal before you realize the place you've fought so hard to get into is -nothing but a wardrobe for the dwarfs living in this home. The only way out -is back west. -~ -236 521 0 0 0 1 -D3 -The portal looks just as small from this side. -~ -~ -0 0 23624 -S -#23626 -The dwarven city~ - You are standing next to the town well, where fresh water is running from a -spring halfway up the south wall into a masonry basin. What the basin can't -hold runs over the edge and through a hole in the floor. You pause once again -to marvel at the cleverness of the stonewright who made this once upon a time. -You can leave the well by going north. -~ -236 8 0 0 0 1 -D0 -Up north you see the nice, but also quite boring masonry of the hallways. -~ -~ -0 0 23632 -S -#23627 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway leads north and south here. Perfect walls block your progress west and -east. From your northeast you hear the sound of bubbling water. -~ -236 8 0 0 0 1 -D0 -The hallway continues. -~ -~ -0 0 23633 -D2 -The hallway continues. -~ -~ -0 0 23620 -S -#23628 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. To -your east the tunnel widens and looks more used than the ones to the south and -north. Another perfect wall blocks the way west. -~ -236 8 0 0 0 1 -D0 -The hallway continues. -~ -~ -0 0 23634 -D1 -The hallway widens somewhat. -~ -~ -0 0 23629 -D2 -The hallway continues. -~ -~ -0 0 23621 -S -#23629 -The dwarven city~ - The hallway has widened to about twice the width it had earlier. The walls -are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to read the sign above the door to the south. It says 'Beware Of -Falling Rocks - Use Helmets In The Mine' The wide hallway continues to the west -and east, and from behind the door to the south you can hear miners at work. -~ -236 8 0 0 0 1 -D1 -The wide hallway continues. -~ -~ -0 0 23630 -D2 -A wooden door, almost always closed to keep the noise from the mines in. -~ -door wooden~ -1 23626 23622 -D3 -The hallway gets a little narrower. -~ -~ -0 0 23628 -S -#23630 -The dwarven city~ - The hallway has widened to about twice the width it had earlier. The walls -are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -makes you feel safe. To the east and west the wide hallway continues, to the -south narrows down a little, and to the north a perfect wall blocks your -progress. -~ -236 8 0 0 0 1 -D1 -The wide hallways continues. -~ -~ -0 0 23631 -D2 -The hallway gets a little narrower. -~ -~ -0 0 23623 -D3 -The wide hallway continues. -~ -~ -0 0 23629 -S -#23631 -The dwarven city~ - The underground hallway is wide enough for six people to walk next to each -other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -makes you feel safe. The wide hallway continues in all directions except -south, where you see a wooden door. -~ -236 8 0 0 0 1 -D0 -The wide hallway continues. -~ -~ -0 0 23637 -D1 -The wide hallway continues. -~ -~ -0 0 23632 -D2 -A wooden door leads into some sort of dwarven living room. -~ -door~ -1 0 23624 -D3 -The wide hallways continues. -~ -~ -0 0 23630 -S -#23632 -The dwarven city~ - The underground hallway is wide enough for six people to walk next to each -other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -makes you feel safe. The wide hallway continues to your west and gets a little -narrower to your east. You can hear the sound of running water from the well -to your south. -~ -236 8 0 0 0 1 -D1 -The hallway narrows down a bit. -~ -~ -0 0 23633 -D2 -You see the Town well. -~ -~ -0 0 23626 -D3 -The wide hallway continues. -~ -~ -0 0 23631 -S -#23633 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway continues north and south here and a somewhat wider hallway leads west. -A perfect wall blocks your progress to the east. West of here you hear the -sound of bubbling water. -~ -236 8 0 0 0 1 -D0 -The hallway continues. -~ -~ -0 0 23640 -D2 -The hallway continues -~ -~ -0 0 23627 -D3 -The hallway grows wider. -~ -~ -0 0 23632 -S -#23634 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway leads north and south here. Perfect walls block your progress west and -east. -~ -236 8 0 0 0 1 -D0 -The hallway continues. -~ -~ -0 0 23641 -D2 -The hallway continues. -~ -~ -0 0 23628 -S -#23635 -A dwarven home~ - A truly unremarkable room, a bed in one corner, and a portal leading back to -the living area to the east is all that's here. The floor, walls, and ceiling -are also unremarkable. -~ -236 8 0 0 0 1 -D1 -A portal leads back to the living area. -~ -~ -0 0 23636 -S -#23636 -A dwarven home~ - You're standing in what some people might consider a very boring home. A -portal open up to the west, letting you peek into the sleeping chamber, whaile -this living area is barren a devoid of anything that might have given you a -clue about who lives here. You guess, however, from the size of the furniture, -that you've once again entered a dwarven home. A wooden door leads north from -here. -~ -236 0 0 0 0 0 -D0 -A wooden door leads back to the hallways. -~ -door wooden~ -1 0 23643 -D3 -A portal leads to the sleeping area. -~ -~ -0 0 23635 -S -#23637 -The dwarven city~ - The underground hallway is wide enough for six people to walk next to each -other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -makes you feel safe. The wide hallway continues north and south, the east and -west being blocked by perfect walls. -~ -236 8 0 0 0 1 -D0 -The wide hallway continues. -~ -~ -0 0 23644 -D2 -The wide hallway continues. -~ -~ -0 0 23631 -S -#23638 -A dwarven home~ - You're in a small very square room, with stone walls, stone floor and -stone ceiling. A small bed has been set in one corner, and a table with small -chairs around it in another. Judging from the smell, the dwarf who lives here -doesn't care too much for water, not for taking baths, anyway.. A wooden door -leads north from here. -~ -236 8 0 0 0 1 -D0 -A wooden door leads to the hallways. -~ -door wooden~ -1 0 23645 -S -#23639 -A dwarven home~ - You're in a small very square room, with stone walls, stone floor and stone -ceiling. A small bed has been set in one corner, and a table with small chairs -around it in another. Judging from the smell, the dwarf who lives here doesn't -care too much for water, not for taking baths, anyway.. A wooden door leads -north from here. -~ -236 8 0 0 0 1 -D0 -A wooden door leads into the hallways. -~ -door wooden~ -1 0 23646 -S -#23640 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway leads north and south here. Perfect walls block your progress west and -east. -~ -236 8 0 0 0 1 -D0 -The hallway continues. -~ -~ -0 0 23647 -D2 -The hallway continues. -~ -~ -0 0 23633 -S -#23641 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway turns a perfect right angle turn to the south and east here. Perfect -walls block your progress to the west and north. -~ -236 8 0 0 0 1 -D1 -The hallway continues. -~ -~ -0 0 23642 -D2 -The hallway continues. -~ -~ -0 0 23634 -S -#23642 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway leads east and west here. Perfect walls block your progress north and -south. -~ -236 8 0 0 0 1 -D1 -The hallway widens somewhat. -~ -~ -0 0 23643 -D3 -The hallway continues. -~ -~ -0 0 23641 -S -#23643 -The dwarven city~ - The underground hallway is wide enough for six people to walk next to each -other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -makes you feel safe. The wide hallway continues north and east of here, and a -somewhat narrower hallway leads west. To the south you see a wooden door. -~ -236 8 0 0 0 1 -D0 -The wide hallway continues. -~ -~ -0 0 23650 -D1 -The wide hallway continues. -~ -~ -0 0 23644 -D2 -A wooden door leads to a dwarven home -~ -door wooden~ -1 0 23636 -D3 -The hallway narrows down a bit. -~ -~ -0 0 23642 -S -#23644 -The dwarven city~ - The underground hallway is wide enough for six people to walk next to each -other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -makes you feel safe. East of here, the hallway narrows down a bit, but -continues to the west and north. A perfect wall stops you from going north. -~ -236 8 0 0 0 1 -D1 -The hallway narrows down a bit. -~ -~ -0 0 23645 -D2 -The wide hallway continues. -~ -~ -0 0 23637 -D3 -The wide hallway continues. -~ -~ -0 0 23643 -S -#23645 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway continues to the east, and widens a bit to the west. North and south -are wooden doors. -~ -236 8 0 0 0 1 -D0 -A wooden door leads to a dwarven home. -~ -door wooden~ -1 0 23652 -D1 -The hallway continues. -~ -~ -0 0 23646 -D2 -A wooden door leads to a dwarven home. -~ -door wooden~ -1 0 23638 -D3 -The hallway widens a bit. -~ -~ -0 0 23644 -S -#23646 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway leads east and west here, and to the south you see a wooden door, while -north a perfect wall blocks your progress. -~ -236 8 0 0 0 1 -D1 -The hallway continues. -~ -~ -0 0 23647 -D2 -A wooden door leads into a dwarven home. -~ -door wooden~ -1 0 23639 -D3 -The hallway continues. -~ -~ -0 0 23645 -S -#23647 -The dwarven city~ - You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -helps you to not think of the terrible weight of the mountain above you. The -hallway turns a perfect right angle turn to the west and south here. A perfect -wall blocks your progress to the east. You could, on the other hand, go north -into a small dark opening in the north wall. -~ -236 8 0 0 0 1 -D0 -You can't see much in there, but you realize you'll have to crawl on your hands -and knees to get through. -~ -opening~ -0 0 23654 -D2 -The hallway continues. -~ -~ -0 0 23640 -D3 -The hallway continues. -~ -~ -0 0 23646 -E -opening dark wall~ - You can't see much in there, but you realize you'll have to crawl on your -hands and knees to get through. -~ -S -#23648 -The dwarven city~ - The underground hallway is wide enough for six people to walk next to each -other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -makes you feel safe. To your west a block of pure white marble blocks the -hallway. A short inspection reveals it to be a thick magical doorway. A light -push makes it turn aside. You can also follow the wide hallway to the east. -~ -236 8 0 0 0 1 -D1 -The wide hallway continues. -~ -~ -0 0 23649 -D3 -A large white marble block, obviously magically enchanted, opens to let people -through. You're quite certain, though, that if your intent is to destry the -kingdom, the doors would remain shut... Letting noone in. -~ -marble~ -2 0 23655 -S -#23649 -The dwarven city~ - The underground hallway is wide enough for six people to walk next to each -other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -makes you feel safe. The wide hallway continues to your west and east, while -to the north and south perfect walls block your path. -~ -236 8 0 0 0 1 -D1 -The wide hallway continues. -~ -~ -0 0 23650 -D3 -The wide hallway continues. -~ -~ -0 0 23648 -S -#23650 -The dwarven city~ - The underground hallway is wide enough for six people to walk next to each -other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the gray marble rocks have been worked so -perfectly, that you wouldn't be able to put even the tip of your knife between -two stones. Every three feet a torch lights up the corridor and the light -makes you feel safe. The wide tunnel turns a perfect right angle here, going -west and south. Perfect walls block your path to the north and east. -~ -236 8 0 0 0 1 -D2 -The wide hallway continues. -~ -~ -0 0 23643 -D3 -The wide hallway continues. -~ -~ -0 0 23649 -S -#23651 -A dwarven nobles' home~ - You're standing in the sleeping room of a dwarven noble. So much is obvious -from the rich decoration of the walls, the larger than average bed and the -large ironbound chest in the corner. -~ -236 8 0 0 0 1 -D1 -A portal leads to the living area. -~ -~ -0 0 23652 -S -#23652 -a dwarven nobles' home.~ - You are standing in a very square living room, obviously the home of someone -above average income and taste. On the walls are some decorative tapestries, -and the furniture looks almost comfortable. After dwarven standards this is -very luxurious - some might even call it ostentatious, had it been part of the -general vocabulary of the dwarves. Since it isn't, they simply refer to it as -'the ministers house'. A portal leads to the sleeping room to the west, while a -wooden door leads back south. -~ -236 8 0 0 0 1 -D2 -A wooden door leads out into the corridors. -~ -door wooden~ -1 0 23645 -D3 -A portal leads to the sleeping area. -~ -~ -0 0 23651 -S -#23653 -The tool shed.~ - Not very many people have been here recently. Actually cobwebs cling to -every single tool and every single piece of furniture is covered by dust. It -seems the small door to the east only blocks the worst of the wind, not the -dust or the insects. You don't see anything of value, but at least you are out -of the terrible draft from the tunnel outside. -~ -236 73 0 0 0 1 -D1 -A small door leads out into the drafty tunnel. -~ -door wooden~ -1 0 23654 -S -#23654 -In a drafty tunnel.~ - You are crawling on hands and knees in a small tunnel. Up north you see a -faint outline of the tunnels opening. You realize the light coming from the -opening is daylight from the outside. South the tunnel ends in the dwarven -city. You seem to be in one of the tunnels the dwarves had to make to permit -enough air to enter their city for them to breathe. The walls are smooth as -only the dwarves can make them, and a strong wind pushes at you from the north. -In the west wall a small wooden door leads to what you guess must be the -dwarves' best suggestion of a tool shed. -~ -236 265 0 0 0 1 -D0 -You might be able to fight the wind, and move further north into the tunnel. -~ -~ -0 0 23669 -D2 -You can see the lights of the dwarven city. They all burn on the air let in -through this hole. -~ -~ -0 0 23647 -D3 -A wooden door leads into some old store room you think could contain old junk, -the dwarves just wanted to forget. -~ -door wooden~ -1 0 23653 -S -#23655 -The Checkpoint~ - You would think the dwarven king lived in eternal fear of assassination, -with all those checkpoints on the way to the dwarven court. You're only half -mistaken - He's not afraid of his fellow dwarves but many men have sworn -against him, since he alone controls the trade of iron and gold from the -dwarven kingdom. So right now you're standing at the gate to the dwarven -court, waiting to be inspected by the kings' watch. To your east a large white -marble block serves as a gate and to the east a just as large black granite -slap serves the same purpose. -~ -236 8 0 0 0 1 -D0 -You see the guards' barracks. -~ -~ -0 0 23656 -D1 -A large white marble block, obviously magically enchanted, opens to let people -through. You're quite certain, though, that if your intent is to destry the -kingdom, the doors would remain shut... Letting noone in. -~ -marble white~ -2 0 23648 -D2 -You see the guards' barracks. -~ -~ -0 0 23658 -D3 -A large black granite slab, which seem to function as a gate, can be pushed -aside here. -~ -granite black~ -2 0 23660 -S -#23656 -The barracks~ - You are certain about one thing. The dwarves have been here for a long -time. The smell of dwarven sweat hangs in the air in these rooms, thick as a -curtain. The line of beds along the west wall and the small boxes set in front -bears witness of strong disciplin. This is a place for the best of the -fighters among the dwarves - The kings' guard. -~ -236 8 0 0 0 1 -D0 -The barracks continue. -~ -~ -0 0 23657 -D2 -The checkpoint before the court is here. -~ -~ -0 0 23655 -S -#23657 -The barracks~ - You are certain about one thing. The dwarves have been here for a long -time. The smell of dwarven sweat hangs in the air in these rooms, thick as a -curtain. The line of beds along the west wall and the small boxes set in front -bears witness of strong disciplin. This is a place for the best of the -fighters among the dwarves - The kings' guard. -~ -236 8 0 0 0 1 -D2 -The barracks continue. -~ -~ -0 0 23656 -S -#23658 -The barracks~ - You are certain about one thing. The dwarves have been here for a long -time. The smell of dwarven sweat hangs in the air in these rooms, thick as a -curtain. The line of beds along the west wall and the small boxes set in front -bears witness of strong disciplin. This is a place for the best of the -fighters among the dwarves - The kings' guard. -~ -236 8 0 0 0 1 -D0 -The checkpoint before the court is here. -~ -~ -0 0 23655 -D2 -The barracks continue. -~ -~ -0 0 23659 -S -#23659 -The barracks~ - You are certain about one thing. The dwarves have been here for a long -time. The smell of dwarven sweat hangs in the air in these rooms, thick as a -curtain. The line of beds along the west wall and the small boxes set in front -bears witness of strong disciplin. This is a place for the best of the -fighters among the dwarves - The kings' guard. -~ -236 8 0 0 0 1 -D0 -The barracks continue. -~ -~ -0 0 23658 -S -#23660 -At the court~ - You have entered the court of the dwarven king. East of here a large black -granite slab magically bars the exit, and while a light touch currently makes -it turn aside, you realize quickly that the door can be sealed airtight by -removing the spells from the slab To your west a brightly lit corridor with -intricant decoration leads towards the throne room. -~ -236 8 0 0 0 1 -D1 -A large granite slab, black as night, blocks your path. It seems to be -hovering just barely of the ground, making it easy to turn aside. -~ -granite black~ -2 0 23655 -D3 -The intricantly carved corridor leads further towards the throne room. -~ -~ -0 0 23661 -S -#23661 -At the court~ - You're standing before a decorated wooden door to the west. South and east -of here the corridor continues, but to the north a very nicely decorated wall -blacks you path. The door to your west is ajar, and through it you can see the -sleeping room of the royal dwarven family. -~ -236 8 0 0 0 1 -D1 -The intricantly decorated corridor leads toward the dwarven city. -~ -~ -0 0 23660 -D2 -The corridor continues. -~ -~ -0 0 23663 -D3 -A wooden door leads to the royal sleeping chamber. -~ -wooden door~ -1 0 23662 -S -#23662 -Royal sleeping room~ - You are in a room, about twenty by thirty feet, which is totally dominated -by s couple of very large beds. This obviously is where the royal family -sleep, when they sleep. A wooden door leads back east. -~ -236 8 0 0 0 1 -D1 -A wooden door leads east. -~ -door~ -1 0 23661 -S -#23663 -At the court~ - The intricantly carved tunnel leads south and north here. To your west a -wooden and very nice door leads to the ministery of trade, the most important -part of the dwarven kingdom. To your east a portal open up to the shrine of -Welcor, the dwarven deity. South you spot the throne room. -~ -236 8 0 0 0 1 -D0 -The corridor continues. -~ -~ -0 0 23661 -D1 -A portal leads to the shrine of Welcor, the deity of the dwarves. -~ -portal~ -0 0 23666 -D2 -The Throne room is here. -~ -~ -0 0 23667 -D3 -You see the office of the trade minister. -~ -~ -1 0 23664 -S -#23664 -Ministry of trade~ - The office of the minister of trade is a comfortable one. Some of the -funrniture is mansized, enabling both parts to sit back and relax when the -important trade regulations are being discussed. Currently, though no great -discussion is taking place and nothing of much interest can be found here. -~ -236 8 0 0 0 1 -D1 -A wooden door leads beack to the corridor. -~ -~ -1 0 23663 -S -#23666 -Shrine of Welcor~ - You are standing in front of stone altar, made from marble. Or at least -you think it's marble. The color of the stone makes you think it is a large -fire, changed into solid rock. The altar is square, but even as you watch it, -the colors seem to shift a bit, as if the stone were made from suspended -flames. In front of a the altar a silver chain shows just how near you're -supposed to go. -~ -236 8 0 0 0 1 -D3 -A portal leads back to the royal court. -~ -portal~ -0 0 23663 -E -chain silver~ - A thin silver chain seems to enter the rock on both sides of the altar. -There are no hooks or rings, the chain simply continues into the rock. A strong -magical field protects the chain, and no matter how you try, you can't seem to -cross it. -~ -E -altar marble fire~ - Tha altar is about 3' tall, 6' wide and 2' deep. It's just out of reach on -the other side of the silver chain, and on it, an extremely beautiful hammer has -been put. -~ -S -#23667 -At the Dwarven Court~ - You have entered the throne room of the dwarven king. Along the south wall -rich tapestries hang, the only extravagant thing in the whole complex. In -front of you, the throne has been set up, with steps leading up to a seat in -about the height if your chest. You realize the throne has the obvious -consequence that everyone has to look up, and consequently feel very small, -when adressing the king. -~ -236 8 0 0 0 1 -D0 -The court continues. -~ -~ -0 0 23663 -E -tapestries~ - You wonder, could there be anything behind these heavy tapestries? -~ -E -throne chair seat dwarven~ - The Throne has been cut of black marble, and decorated with jade. In the -seat the king seem almost divine. -~ -S -T 23603 -T 23602 -#23668 -The dwarven treasury~ - The fabled dwarven treasury is at your feet. Gold, platinum and silver. -Gemstones of different fashion, different kinds. The loot is so large you -can't grasp it all, ad decide to concentrate on the nearest corner to get an -overview. This is what you think can be translated into real money later. -~ -236 8 0 0 0 1 -D3 -The throne room is just outthere. -~ -vault~ -2 23634 23667 -S -#23669 -In a drafty tunnel~ - You're crawling in a small tunnel, leading to the outside from the dwarven -city, or the other way. North the opening to the outside is very close, while -to the south you can barely make out the light from the torches within the -dwarven city. A strong draft tries to push you deeper into the tunnel, -pressing on from the north. -~ -236 265 0 0 0 1 -D0 -North of here, the tunnel ends and you are under open sky. -~ -~ -0 0 23685 -D2 -Winds try to blow you into the city, by blowing you south. -~ -~ -0 0 23654 -S -#23670 -In the Mines~ - You are standing on a very steep wooden ladder, and you can't see how far -down there are. The echoes from below you suggest, however, that you are -perched about halfway up (or down) a drop of several hundred feet. Around you, -large wooden bracers, probably made from oak, support the mountain walls, -making the journey downwards safe from falling stone. You may continue up or -down the ladder. -~ -236 265 0 0 0 0 -D4 -The ladder leads to the mine entrance. -~ -~ -0 0 23622 -D5 -A very tall ladder leads to up into darkness. -~ -~ -0 0 23671 -S -#23671 -In the mines~ - The ladders continue, both up and down. Once in a while baskets are lowered -past you into the mine. Always when one goes down, another goes up, past you. -You stare downwards, hoping to make out some sort of bottom below you. You -have no such luck. -~ -236 9 0 0 0 5 -D4 -A ladder stretches upwards toward the dwarven city.. -~ -~ -0 0 23670 -D5 -The seemingly endless ladder leads into darkness below you. -~ -~ -0 0 23672 -S -#23672 -In the mines~ - You are getting weary. This ladder seems to go on forever. Looking up, you -see nothing but darkness, and looking down, nothing more can be seen. It seems -the ladders aren't so used anymore, since the baskets that are lowered into the -mine can carry more than just gold and rocks. -~ -236 841 0 0 0 5 -D4 -The seemingly endless ladder continues. -~ -~ -0 0 23671 -D5 -The seemingly endless ladder leads into darkness below you. -~ -~ -0 0 23673 -S -T 23607 -#23673 -In the mines~ - Standing on a ladder, inside a huge mountain, you're quite happy the dwarves -seem to have supported their mine well. Wooden bracers, the size of your leg -support the walls around you. This helps comfort you a bit, however you are -certain there is a long walk to get to the top of this ladder. But a very -brief fall to the bottom. Baskets pass you by sometimes, some with metals, -others with people in them. -~ -236 841 0 0 0 5 -D4 -The seemingly endless ladder leads up into the unknown. -~ -~ -0 0 23672 -D5 -The seemingly endless ladder leads into darkness below you. -~ -~ -0 0 23674 -S -#23674 -In the mines~ - Yuo are standing at the foot of a ladder. The ladder is made of wooden and -leads up through a large hole in the ceiling. From the same hole a large -basket is hanging from a thick rope. Around you is the uneven rockface, you -can't avoid when mining after precious metals. A ragged opening in the -northern wall leads into the darkness of the mines. An extremely large basket -is hanging from a rope through the opening in the ceiling. -~ -236 9 0 0 0 5 -D0 -The mine continues. -~ -~ -0 0 23675 -D4 -The ladder stretches farther than you can see. -~ -~ -0 0 23673 -E -basket crane~ - A large basket, it looks sturdy enough to carry a ton of rock at once. It -should be able to carry you with all your belongings without any problems. -~ -S -T 23606 -#23675 -In the mines~ - Dwarven mines have a tendency to be very much the same all the time, all -stone walls and wooden bracers. However, at this point you have to be careful. -Just north of here, a deep hole leads into deepest darkness, leaving no doubt -you'd die if you fell in. A small shelf along the east wall lets you walk -past it, but walk carefully. The slightest slip would cost you your life. -You may also go south from here. -~ -236 9 0 0 0 5 -D0 -You may be able to cross the pit to the north by walking along the eastern -wall. But be careful - a fall into the darkness would surely kill you. -~ -~ -0 0 23676 -D2 -The mine continues. -~ -~ -0 0 23674 -S -#23676 -In the mines~ - You are walking on a ledge, about three feet wide, on the edge of a very -deep pit. You walk very close to the east wall, to avoid tripping and falling -into the pit. While you can't see the bottom of the pit you are certain that -certain death awaits you in the depths. The ledge continues north and south. -~ -236 265 0 0 0 5 -D0 -A mine tunnel has been dug into the side of the pit wall. You may enter it here. -~ -~ -0 0 23678 -D2 -The mines stretch into darkness. -~ -~ -0 0 23675 -D5 -You throw a small stone into the pit and wait to hear it strike. And wait. -And wait. Carefully you choose another rock, a bit larger this time, and throw -it in. Again you wait. This pit is DEEP. Don't go there. -~ -~ -0 0 23684 -S -#23677 -In the mines~ - The mine walls has been supported by large wooden bracers here, and as far -as you can see, the dwarves has struck another vein of ore, leading east from -here. The original tunnel continues north and south from here, while a side -tunnel branches off, following the new vein eastwards. -~ -236 9 0 0 0 5 -D0 -The mine tunnel continues. -~ -~ -0 0 23679 -D1 -A small side tunnel leads into darkness. -~ -~ -0 0 23680 -D2 -The mine tunnel continues. -~ -~ -0 0 23678 -S -#23678 -In the mines~ - You are now inside the very heart of the dwarven kingdom - The mines -themselves. The mine tunnel in which you're standing has been supported by -bracers made from solid oak. The face of the rock bears the markings of many a -pick, and the mine continues northward, following the vein deeper into the -mountain. You may go south too, but tread carefully. -~ -236 265 0 0 0 5 -D0 -The mine tunnel continues. -~ -~ -0 0 23677 -D2 -A ledge around a deep pit leads south from here. -~ -~ -0 0 23676 -S -#23679 -At a dead end in the mines.~ - The mine tunnel ends here. The ore vein can be seen as a glimmering -vertical stripe at about chest height. Various mining tools and drills suggest -you've just arrived at a bad time, seeing no one mining the ore. The tunnel -continues south from here. -~ -236 9 0 0 0 5 -D2 -The mine tunnel continues. -~ -~ -0 0 23677 -S -#23680 -In the side tunnels~ - This side tunnel isn't as large as the main mine tunnel just west of here. -Also it twists and turns to follow the ore vein. The reddish-brown and silvery -white color on the walls suggest an ore with both titanium and iron. The -tunnel continue south and west from here you see the main tunnel. -~ -236 9 0 0 0 5 -D2 -The side tunnel leads into total darkness. -~ -~ -0 0 23681 -D3 -The main mine tunnel is just west of here. -~ -~ -0 0 23677 -S -#23681 -In the side tunnels~ - The mine tunnel splits here, going east, north and south. This part of the -tunnel is unsupported and you feel a little unsafe, considering the chance of a -cave-in. All over the mine floor large rocksa have been left where they fell, -and you feel moreare about to fall down. -~ -236 9 0 0 0 5 -D0 -The side tunnel leads towards the main mine tunnel here. -~ -~ -0 0 23680 -D1 -The reddish-brown colors lead this way. -~ -~ -0 0 23683 -D2 -The silvery white colors lead this way. -~ -~ -0 0 23682 -S -#23682 -In the side tunnels~ - The side tunnel ends here, at an excavation in the south wall. The dwarves -seem to be mining titanium here. Since titanium is so strong it is hard on the -tools used, and on the arms swinging the picks. Currently no one is mining, -but you think it is just a question of time before someone shows up. A small -bell has been connected to the small pile of ore that's stacked here. You -immidiately realize that as soon as you touch the pile, the miners will be on -your neck. The tunnel leads north from here. -~ -236 9 0 0 0 5 -D0 -The tunnel leads north from here. -~ -~ -0 0 23681 -S -#23683 -In the side tunnels~ - This is where the dwarves get thir iron for the tempered steel plate armors -you saw at the armorers stall in the trade halls. The ore is so fine you can -actually see the glimmer of iron, not just the reddish lump you see everywhere -else. The tunnel leads west from here. -~ -236 9 0 0 0 5 -D3 -The tunnel leads west from here. -~ -~ -0 0 23681 -S -#23684 -Falling......~ - AAAA - AAAA - AAAA - AAA - AA - A - A - A - R - R - G - G - H - H - - - Your scream is stopped suddenly, as you hit the side of the pit, -smashing your skull. Your body continues to fall, for several minutes, -hitting the sides of the pit, until it is reduced to a bloody pulp, -bearing no resemblance to a person. -~ -236 196 0 0 0 5 -S -T 23617 -#23685 -At the end of the tunnel~ - Standing on the edge of a ledge, high above a ragged ravine, you realize you -have nowhere to go except back through the tunnel. The only other option is to -jump... -~ -236 64 0 0 0 5 -D2 -A small tunnel opens up in the side of the mountain. The walls are perfectly -smooth and a strong draft at the entrance makes you onder where it all goes. -~ -~ -0 0 23669 -S -$~ diff --git a/lib/world/wld/237.wld b/lib/world/wld/237.wld deleted file mode 100644 index b68596f..0000000 --- a/lib/world/wld/237.wld +++ /dev/null @@ -1,578 +0,0 @@ -#23700 -On a well used road in the mountains.~ - The twenty feet wide road is narrowed in from a deep fall to your west, and -a steep climb to your east. The road clings to the mountain as if it was -afraid to fall to the depths beyond its edge. There isn't much chance of that, -however, since the road is being repaired wherever it is needed as soon as it -is needed. The dwarves are interested in trade, and without roads there will -be no trade. The road continues southward, while north of here you see a cave -opening. -~ -237 0 0 0 0 5 -D0 -~ -~ -0 0 23601 -D2 -~ -~ -0 0 23701 -E -credits info~ - This zone has been thought out, and implemented by Welcor of Cruelworld Mud. -Builder : Welcor -Zone : 237 Dwarven Trade Route -Began : 1998 -Player Level : 10-14 -Rooms : 29 -Mobs : 12 -Objects : 20 -Shops : 0 -Triggers : 11 -Theme : -Plot : -Links : 24, 26, 29 - -Zone 237 is linked to the following zones: -236 Aldin at 23700 (north) ---> 23601 -~ -E -view east~ - The view is excellent from uphere. You have a splendid view over the -mountains, and you think they're sooo beautiful... They do, however get boring -eventually. -~ -S -#23701 -On a well used road through the mountains~ - You're walking along on a paved road, leading from south to north. To your -east a steep mountainside blocks any view, while to the west a just as steep -drop leads into certain death. The road is quite wide and heavily used by -carridges, soldiers and the occasional road worker. North from here you see -some sort of opening in the mountain. -~ -237 0 0 0 0 5 -D0 -~ -~ -0 0 23700 -D2 -~ -~ -0 0 23702 -S -#23702 -On a well used road through the mountains~ - The paved road turns west and north here. A humongous boulder has fallen -down on what was once the road just south of here. The road has been -reconstructed, leading around the boulder. A vertical rock wall to your east -keeps you from going that way. However a set of steps has been hacked into the -stone of the boulder to the south, allowing you to get to the small wooden -building on top of it. -~ -237 0 0 0 0 5 -D0 -~ -~ -0 0 23701 -D3 -~ -~ -0 0 23703 -D4 -~ -~ -0 0 23708 -S -#23703 -At a turn on the paved road in the mountains.~ - You're on the edge of a five hundred feet drop. The road you're standing on -leads east and south from here. It is about fifteen feet wide here, but just -north and est of here there is nothing, except empty air. To your southeast -you see the reason for going so near the edge; A colossal rock has once tumbled -down the mountain, and hit the road where it lay once - close to the side of -the mountain. -~ -237 0 0 0 0 5 -D1 -~ -~ -0 0 23702 -D2 -~ -~ -0 0 23704 -S -#23704 -A well used road near certain death.~ - The road leads north and south from here. To your east a colossal rock has -dropped where the road once were. This part of the road has been made around -it, and is therefore a little narrower. This also means you are walking -dangerously close to the edge of a cliff, several hundred feet high. -~ -237 32768 0 0 0 5 -D0 -~ -~ -0 0 23703 -D2 -~ -~ -0 0 23705 -S -#23705 -At a turn on the paved road through the mountains.~ - You are at the edge of certain death! South and west of where you're -standing, the road ends abruptly. The cobbles have been put very close to the -edge - so close in fact, that if you were to walk on the outer stones, you -would surely fall to your death if you slipped. To your northeast you see an -enourmous boulder, about the size of a house which totally blocks the road -where it once were, near the side of the cliff. The road continues north and -east around the boulder. -~ -237 32768 0 0 0 5 -D0 -~ -~ -0 0 23704 -D1 -~ -~ -0 0 23706 -S -#23706 -Before the enormous boulder on the road.~ - The road here turns sharply west and south here. I haven't always doen so, -though, as it's obvious it continued straight north from here once. However a -large boulder, the size of a large house, has fallen onto hte road just north -of here, totally obstructing the path. It seems the dwarves has decided to -make the road go around the boulder rather than to take it apart. On the top -of the boulder you can see a small wooden building, which seem to house some -kind of lookout post. The rockface to both north and east is smooth, and -cannot be climbed here, though. -~ -237 32768 0 0 0 5 -D2 -~ -~ -0 0 23709 -D3 -~ -~ -0 0 23705 -S -#23707 -In the lookouts cabin~ - What a splendid view. From here you see most of the road as it twists -toward you from the south. Only small bits of it is hidden by protruding -shelves, or an occasional turn eastwards. This is where the dwarven lookout is -doing just that, keeping an eye out for orc raiding parties, or others trying -to invade the city of the dwarves. Not only does the lookout have a good view. -He alos has some switches on the northern wall of the cabin. From what you can -decpiher of the labels, they set off different traps on the road below. -~ -237 8 0 0 0 0 -D5 -~ -~ -0 0 23708 -E -switches north traps label labels~ - The traps include - or so you guess from the labels - the following: -Handle one: Logs falling onto the road just before the boulder. -Handle two: Rockslide further down the road. -Handle three - this one has been locked in with a large padlock : -A piece of the road just west of the lookout post falls to the valley below. -A thick length of rope leads from the handles out through the north wall. -They are probably connecting to the traps. -You feel tempted to pull a handle!!! -~ -S -#23708 -On the stone stairs.~ - These steps have been made for dwarven hands and feet, and you are slipping -several times. As you raise your eyes, you see the small wooden cabin, the -dwarves has built on top of the boulder. Just below you, the road is ready to -accept the offer of your falling body, should you slip. -~ -237 0 0 0 0 0 -D4 -~ -~ -0 0 23707 -D5 -~ -~ -0 0 23702 -S -#23709 -On a road in the mountains.~ - The road you are walking on is quite steep. The carridges that pass you -once in a while, have great difficulty going northwards, because of the slope. -To your east a smooth stone wall blocks any movement, while to your west a just -as smooth fall lets you move very fast - for a short while. High on the -eastern cliffwall, some logs have been fastened with boards and a thick rope -leads northward from here. You hope noone pulls the rope while you're standing -here. -~ -237 32768 0 0 0 5 -D0 -~ -~ -0 0 23706 -D2 -~ -~ -0 0 23710 -S -#23710 -On a road in the mountains.~ - The road has started getting steeper. You are walking on a paved road in a -montain area - This can only be dwarf work. And it is, of course. The road has -obviously been built to facilitate trade between the dwarves and the men of the -realm. Also it has been built to keep those not welcome to the dwarves out. -Several rocks has been set behind a plank high on the smooth rock wall to your -east. A thick rope leads northwards, so whoever pulls the rope starts a -rockslide onto YOU! And you can't even escape westwards, without falling a -hundred feet to the valley below. You'd better move on, north ar south from -here. -~ -237 32768 0 0 0 5 -D0 -~ -~ -0 0 23709 -D2 -~ -~ -0 0 23711 -S -#23711 -On a road in the mountains.~ - You are walking a along a paved road through the mountains. The road leads -north and south from here, and rises somewhat to the north. East of here a -smooth rock wall blocks any access, while west the road stops at the edge of -the shelf along the mountain, letting you fall several hundred feet to the -bottom, should you go outthere. -~ -237 32768 0 0 0 5 -D0 -~ -~ -0 0 23710 -D2 -~ -~ -0 0 23712 -S -#23712 -On a road in the mountains.~ - You are walking a along a paved road through the mountains. The road leads -north and south from here, and rises somewhat to the north. East of here a -smooth rock wall blocks any access, while west the road stops at the edge of -the shelf along the mountain, letting you fall several hundred feet to the -bottom, should you go outthere. South of here a promontory from the main -mountain makes the road turn. -~ -237 32768 0 0 0 5 -D0 -~ -~ -0 0 23711 -D2 -~ -~ -0 0 23713 -S -#23713 -On a road passing the promontory.~ - You are walking a along a paved road through the mountains. The road goes -around a promontory just east of here, while letting you fall to your death if -you step one step off the ledge south or west of here. This also means that -you can go into the foothills of the promontory, by leaving east or continue -into the mountains by going north. -~ -237 32768 0 0 0 5 -D0 -~ -~ -0 0 23712 -D1 -~ -~ -0 0 23715 -S -#23715 -On a road high in the mountains.~ - The road continues from the foothills to the east along the rockface of the -promontory to your north towards a turn west of here. South of here the view is -magnificent. The road has climbed above the foothils below you and you can see -as far as the eastern highway, where it twists through the fields and forests. -You figure you must be high indeed as you know the distance to be nearly a days -travel. The well-tended road is impossible close to the edge here, and you -watch your step carefully, so as to not fall from the ledge. -~ -237 32768 0 0 0 5 -D1 -~ -~ -0 0 23716 -D3 -~ -~ -0 0 23713 -S -#23716 -On a road ascending the mountains.~ - The road here looks impossibly steep, but when you start walking it, the -cobbles have been put at just the right angle for you to walk rather -comfortably, while making the horses' hooves get a grip too. It leads east and -west from here, rising sharply to the west, and falling just as sharply to the -east from here. All thoughts of leaving the path are forgotten as you look -over the southern edge into a deep valley and north a blank rock wall blocks -your progress. The road is obviously the only way ahead. -~ -237 32768 0 0 0 5 -D1 -~ -~ -0 0 23717 -D3 -~ -~ -0 0 23715 -S -#23717 -Above the foothills.~ - You're at the beginning of the mountains. South of here the road winds -through foothills, while to the west it rises sharply and follows the side of -the cliff. The path once continued east too, but that path has been buried by -a landslide. Though the way looks unstable and dangerous, it should still be -passable. The road itself has been seen to recently, and not a single stone is -out of place. -~ -237 32768 0 0 0 5 -D1 -~ -~ -0 0 23725 -D2 -~ -~ -0 0 23718 -D3 -~ -~ -0 0 23716 -S -#23718 -On a paved road through foothills~ - You are walking along a paved road, with granite slabs the size of your -chest laid down side by side over the hills, that seem to grow steadily to the -north. The road is well-tended, not a single bit of grass peeks out from the -cracks. The road leads north and south here, and being the only interesting -thing around here, you decide to stick to it. -~ -237 32768 0 0 0 4 -D0 -~ -~ -0 0 23717 -D2 -~ -~ -0 0 23719 -S -#23719 -On a paved road through foothills~ - The craftmanship of this road is very nice. Someone must be tending this -road regularly, or it would wither in these surroundings. The foothills show -all the signs of decomposition and breakdown caused by frostbite. The road is -free from that and also cleared of leaves and large rocks. The Dwarves have -long ago learned to be meticulous about their work, making a name in the stone -and steel business. You decide to stay on the north and south leading road, -while watching the scenery around from a distance. -~ -237 32768 0 0 0 4 -D0 -~ -~ -0 0 23718 -D2 -~ -~ -0 0 23720 -S -#23720 -On a paved road through low foothills~ - The road leads over small foothills north and south from here, letting you -cross from the forested area to your south and towards the timber line. The -road is rising slightly towards the north, heading into the mountain range you -can see to your far north. The road leaves no doubt about its origin, made -from granite, and tended beyond belief, it's a masterpiece in itself. -~ -237 32768 0 0 0 4 -D0 -~ -~ -0 0 23719 -D2 -~ -~ -0 0 23721 -S -#23721 -On a paved road through low foothills~ - The paved road you're currently on continues south and north from here. -Far in the distance to your north you see the granite slabs cut a path through -the green grass of the foothills before ascending the mountains, while to the -south it continues over a hill toward the eastern highway. The road itself is -an exhibition of engineering in itself. Totally smooth, and perfectly -straight. Just what any dwarf would want to show off with. -~ -237 32768 0 0 0 4 -D0 -~ -~ -0 0 23720 -D2 -~ -~ -0 0 23722 -S -#23722 -On a paved road through low foothills~ - The hill you are standing on is but the first of many foothills on the path -north of here. South of here however, the road leads through open, flat -grassland towards the Eastern highway. If you focus hard, you are able to see -the T-crossing where the trade route meets the Highway. The granite road feels -comfortably smooth to walk on, so you are certain the hills to your north are -easily crossed with this kind of foundation. -~ -237 32768 0 0 0 4 -D0 -~ -~ -0 0 23721 -D2 -~ -~ -0 0 23723 -S -#23723 -On a paved road through grasslands.~ - The road stretches for miles and miles northward, but only few southward. -Some hills just north of here block your view, but you are certain the road -will continue in a just as straight line beyond this false horizon as it does -southward, across the plains. The grasslands around you are unsafe, as several -places quicksand is hidden under a thin layer of grass. After a short -consideration you decide to stay on the road. -~ -237 32768 0 0 0 2 -D0 -~ -~ -0 0 23722 -D2 -~ -~ -0 0 23724 -S -#23724 -On a paved road through grasslands.~ - You take an extra look as you step out on this road. Obviously built and -tended for by dwarves, the road is like nothing you have ever seen before. -Granite slabs lined up so perfectly that not even a single straw of grass grows -between any two slabs, and all smooth like a rock from the sea. And the road -continues in a perfectly straight line north from here, towards the kingdom of -the dwarves and the capital Aldin. The occasional trader comes here, and some -hide a smile as they see your amazement. South of here the man-made eastern -highway leads towards a city. -~ -237 32768 0 0 0 2 -D0 -~ -~ -0 0 23723 -S -#23725 -Crossing the Landslide~ - The loose rock, gravel, and sand makes travelling extremely treacherous. -Large boulders jut out erradicately between patches of sand loose gravel. The -possibility of another landslide seems imminent. The landslide slopes -downwards to the east. Leading towards a deep chasm. To the north the -landslide rises steeply above you, looking almost impossible to climb. -~ -237 4 0 0 0 0 -D0 -~ -~ -0 0 23727 -D1 -~ -~ -0 0 23726 -D3 -~ -~ -0 0 23717 -S -#23726 -Crossing the Landslide~ - The remains of the landslide empty into a deep chasm further to the east. -The sheer walls of granite from the chasm begin to block out portions of the -sky. The further east you travel the deeper into the chasm you will be. -~ -237 0 0 0 0 0 -D3 -~ -~ -0 0 23725 -S -#23727 -Climbing Up the Landslide~ - The perilous task of climbing up the landslide may actually be worth it. -Just to the north, at the top, you can see some old ruins uncovered by the -recent avalanche. Now if you can only find the footing to climb up to it. -~ -237 0 0 0 0 0 -D0 -~ -~ -0 0 23728 -D2 -~ -~ -0 0 23725 -S -#23728 -Nearing the Top of the Landslide~ - From here you have an excellent view of the realm. You can catch a glimpse -of a desert to the south, the city of Eldorado to the southeast. To the west -you can vaguely catch glimpses of the plains through a jagged mountain range. -North and east a fresh wind blows in off from the ocean. -~ -237 0 0 0 0 0 -D0 -~ -~ -0 0 23729 -D2 -~ -~ -0 0 23727 -S -#23729 -The Top of the Landslide~ - Finally at the top. The loose rock, dirt, and sand has given way, revealing -a strange doorway made of ancient stone. Strange symbols, almost worn away -with age, decorate the door and walls. The door is cracked open slightly. -Unidentifiable tracks, made from blood, lead down into the passageway -~ -237 0 0 0 0 0 -D2 -~ -~ -0 0 23728 -S -$~ diff --git a/lib/world/wld/238.wld b/lib/world/wld/238.wld deleted file mode 100644 index 62fa2ef..0000000 --- a/lib/world/wld/238.wld +++ /dev/null @@ -1,1834 +0,0 @@ -#23800 -Polar/Higgin's Zone Description Room~ - This area is a very different world. There are portals and hidden things -everywhere. -Builders : Polar Higgins -Zone : 238 Crystal Castle -Began : 1998 -Player Level : 22-26 -Rooms : 80 -Mobs : 15 -Objects : 29 -Shops : 0 -Triggers : 16 -Theme : -Plot : -Links : 75 -Map : 00 -~ -238 520 0 0 0 0 -S -#23801 -Before the lake~ - This small patch of land lies before a grand lake. A large crystal castle -can be seen far in the distance towards the middle of the lake. Many small -footprints can be seen laying about the trail that has lead you to this marvel -of castles. -~ -238 4 0 0 0 0 -D0 - As you look north you notice that there is nothing but water. -~ -~ -0 0 23802 -D2 -Looking south you see an area leading into the fog. -~ -~ -0 0 23880 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23802 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. -Under the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 64 0 0 0 6 -D0 - Looking north is nothing but water. -~ -~ -0 0 23817 -D1 - As you look east you see water. -~ -~ -0 0 23803 -D2 - Upon looking south you notice a large patch of ground. Scattered about are -many small footprints and claw marks. -~ -~ -0 0 23801 -S -#23803 -In the Lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 6 -D0 -Looking north nothing but fog can be seen -~ -~ -0 0 23816 -D1 -As you look east you see water. -~ -~ -0 0 23804 -D3 -As you look west you see more water. -~ -~ -0 0 23802 -S -#23804 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 0 -D0 -Nothing but fog can be seen to the north. -~ -~ -0 0 23815 -D1 -As you look east you see nothing but water. -~ -~ -0 0 23805 -D3 -As you look west you see nothing but water. -~ -~ -0 0 23803 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23805 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 0 -D0 -Nothing but fog and mist can be seen in the distance. -~ -~ -0 0 23814 -D1 -As you look east you see more water. -~ -~ -0 0 23806 -D3 -As you look west you see more water. -~ -~ -0 0 23804 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23806 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 64 0 0 0 6 -D0 -Upon looking north you see nothing but tons of water. -~ -~ -0 0 23813 -D1 -As you look east you see nothing but sickening water. -~ -~ -0 0 23807 -D3 - As you look west you see more water. -~ -~ -0 0 23805 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23807 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 6 -D0 -Fog and mist can be seen in the distance. -~ -~ -0 0 23812 -D1 -As you look west you see yet more water. -~ -~ -0 0 23808 -D3 -As you look west you see more water. -~ -~ -0 0 23806 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23808 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 0 -D0 -Fog and mist are the only things to be seen in the distance. -~ -~ -0 0 23811 -D1 -As you look east you see a small patch of land. -~ -~ -0 0 23809 -D3 -As you look west you see more water. -~ -~ -0 0 23807 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23809 -Patch of land~ - Here lies a small patch of land in the middle of the lake. There is a small -mist that covers the outside of the lake making it unreachable. You cannot -even see where you come from on the shore side of the lake. It may be too late -to turn back. Sand covers the ground here with a small patch of square shaped -grass in the center of the small island. -~ -238 32772 0 0 0 0 -D0 -As you look north you see nothing but nasty water. -~ -~ -0 0 23810 -D3 -As you look west you see more sickening water. -~ -~ -0 0 23808 -D5 -This seems to lead you under the island. -~ -patch~ -1 0 23834 -S -#23810 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23825 -D2 -As you look south you notice a small patch of dry land. -~ -~ -0 0 23809 -D3 -As you look west you see nothing but water. -~ -~ -0 0 23811 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23811 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23824 -D1 -~ -~ -0 0 23810 -D2 -~ -~ -0 0 23808 -D3 -~ -~ -0 0 23812 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23812 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23823 -D1 -~ -~ -0 0 23811 -D2 -~ -~ -0 0 23807 -D3 -~ -~ -0 0 23813 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23813 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23822 -D1 -~ -~ -0 0 23812 -D2 -~ -~ -0 0 23806 -D3 -~ -~ -0 0 23814 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23814 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23821 -D1 -~ -~ -0 0 23813 -D2 -~ -~ -0 0 23805 -D3 -~ -~ -0 0 23815 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23815 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23820 -D1 -~ -~ -0 0 23814 -D2 -~ -~ -0 0 23804 -D3 -~ -~ -0 0 23816 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23816 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23819 -D1 -~ -~ -0 0 23815 -D2 -~ -~ -0 0 23803 -D3 -~ -~ -0 0 23817 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23817 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23818 -D1 -~ -~ -0 0 23816 -D2 - Looking south there is water scattered over the entire area. -~ -~ -0 0 23802 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23818 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23833 -D1 -~ -~ -0 0 23819 -D2 -~ -~ -0 0 23817 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23819 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23832 -D1 -~ -~ -0 0 23820 -D2 -~ -~ -0 0 23816 -D3 -~ -~ -0 0 23818 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23820 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23831 -D1 -~ -~ -0 0 23821 -D2 -~ -~ -0 0 23815 -D3 -~ -~ -0 0 23819 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23821 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23830 -D1 -~ -~ -0 0 23822 -D2 -~ -~ -0 0 23814 -D3 -~ -~ -0 0 23820 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23822 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23829 -D1 -~ -~ -0 0 23823 -D2 -~ -~ -0 0 23813 -D3 -~ -~ -0 0 23821 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23823 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23828 -D1 -~ -~ -0 0 23824 -D2 -~ -~ -0 0 23812 -D3 -~ -~ -0 0 23822 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23824 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23827 -D1 -~ -~ -0 0 23825 -D2 -~ -~ -0 0 23811 -D3 -~ -~ -0 0 23823 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23825 -In the lake~ - There is a fine layer of film that rests upon the top of the lake. Under -the lake can be seen small fish and a few pieces of garbage but nothing -important. Also the sand at the bottom of the lake is not quite sand rather -busted up crystal making it imposable to walk on the bottom of the lake. Also -algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23826 -D2 -~ -~ -0 0 23810 -D3 -~ -~ -0 0 23824 -E -look footprints~ - You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. -~ -S -#23826 -In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick gray fog around everything leaving you wandering where you are -and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. -~ -238 32768 0 0 0 0 -D2 -~ -~ -0 0 23825 -D3 -~ -~ -0 0 23827 -S -#23827 -In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick gray fog around everything leaving you wandering where you are -and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. -~ -238 32768 0 0 0 0 -D1 -~ -~ -0 0 23826 -D2 -~ -~ -0 0 23824 -D3 -~ -~ -0 0 23828 -S -#23828 -In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick gray fog around everything leaving you wandering where you are -and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. -~ -238 32768 0 0 0 0 -D1 -~ -~ -0 0 23827 -D2 -~ -~ -0 0 23823 -D3 -~ -~ -0 0 23829 -S -#23829 -In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick gray fog around everything leaving you wandering where you are -and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. -~ -238 32768 0 0 0 0 -D1 -~ -~ -0 0 23828 -D2 -~ -~ -0 0 23822 -D3 -~ -~ -0 0 23830 -S -#23830 -In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick gray fog around everything leaving you wandering where you are -and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. -~ -238 32768 0 0 0 0 -D1 -~ -~ -0 0 23829 -D2 -~ -~ -0 0 23821 -D3 -~ -~ -0 0 23831 -S -#23831 -In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick gray fog around everything leaving you wandering where you are -and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. -~ -238 32768 0 0 0 0 -D1 -~ -~ -0 0 23830 -D2 -~ -~ -0 0 23820 -D3 -~ -~ -0 0 23832 -S -#23832 -In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick gray fog around everything leaving you wandering where you are -and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. -~ -238 32768 0 0 0 0 -D1 -~ -~ -0 0 23831 -D2 -~ -~ -0 0 23819 -D3 -~ -~ -0 0 23833 -S -#23833 -Before the castle~ - You find yourself standing before a massive crystal castle. It seems to be -flawless and very delicate yet very strong in design. There are many small -crystals poking out from the sides of the castle making it impossable to scale -the wall. There is a large gate leading into the castle directly to the north. - -~ -238 32768 0 0 0 0 -D1 -~ -~ -0 0 23832 -D2 -~ -~ -0 0 23818 -S -#23834 -Under the sand~ - There are large spider webs and dead insects scattered about. There is also -a fowl stench that has completely closed you in. Many nasty bugs crawl around -looking for a crumb of food here . There is a small tunnel leading off into the -north leading you into darkness. -~ -238 32768 0 0 0 0 -D0 -Looking north there is a small tunnel leading north -~ -~ -0 0 23835 -D4 -Leading up is a small patch of land. -~ -patch~ -1 0 23809 -E -look spider web~ - There are many small spiders around the room looking for a bite to eat. -~ -S -#23835 -Through the tunnel~ - This is a very small tunnel barely big enough for one person. It seems to -have not been used for a very long time . It looks like it was used for an -escape route or maybe for someone to sneak in or out. There are many carvings -in the wall nothing special but just notches. Also there are still spide webs -linning the walls. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23836 -D2 -Looking south you see a small area under a patch of grass. -~ -~ -0 0 23834 -S -#23836 -Through the tunnel~ - This is a very small tunnel barely big enough for one person. It seems to -have not been used for a very long time . It looks like it was used for an -escape route or maybe for someone to sneak in or out. There are many carvings -in the wall nothing special but just notches. Also there are still spide webs -linning the walls. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23837 -D2 -~ -~ -0 0 23835 -S -#23837 -Through the tunnel~ - This is a very small tunnel barely big enough for one person. It seems to -have not been used for a very long time . It looks like it was used for an -escape route or maybe for someone to sneak in or out. There are many carvings -in the wall nothing special but just notches. Also there are still spider webs -linning the walls. There seems to be the remains of someones skull lying here -on the ground. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23838 -D2 -~ -~ -0 0 23836 -S -#23838 -Through the tunnel~ - This is a very small tunnel barely big enough for one person. It seems to -have not been used for a very long time . It looks like it was used for an -escape route or maybe for someone to sneak in or out. There are many carvings -in the wall nothing special but just notches. Also there are still spide webs -linning the walls. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23839 -D2 -~ -~ -0 0 23837 -S -#23839 -Through the tunnel~ - This is a very small tunnel barely big enough for one person. It seems to -have not been used for a very long time . It looks like it was used for an -escape route or maybe for someone to sneak in or out. There are many carvings -in the wall nothing special but just notches. Also there are still spide webs -linning the walls. -~ -238 32768 0 0 0 0 -D0 -~ -~ -0 0 23840 -D2 -~ -~ -0 0 23838 -S -#23840 -Through the tunnel~ - This is a very small tunnel barely big enough for one person. It seems to -have not been used for a very long time . It looks like it was used for an -escape route or maybe for someone to sneak in or out. There are many carvings -in the wall nothing special but just notches. Also there are still spider webs -linning the walls. -~ -238 32768 0 0 0 0 -D2 -~ -~ -0 0 23839 -S -T 23840 -#23841 -Entrance to the castle~ - There are many bloody and smelly heads hanging from the walls as if there -were some king of crazed monster living here mutilating anything that steps in -his way. The heads appear to have been cut off with some kind of dull blade. -Blood lines the floors and mutilated body parts are scattered about. -~ -238 0 0 0 0 0 -D0 -Looking north reveals a room full of corpses. -~ -~ -0 0 23842 -D3 -Looking to the west appears to be a storage room. -~ -~ -0 0 23843 -D4 -Looking up appears to be the main floor to the castle. -~ -trapdoor~ -1 0 23845 -D5 -Trap Door -~ -trap door~ -1 0 23840 -E -head~ - There are many heads strown across the room with many nasty smells to follow. -These heads appear to have been gnawed off of the owners neck very visiously as -if torn off by animals. -~ -S -#23842 -Corpses~ - You are in a room full of decaying corpses. There are many decapitated ones -lying in a big pile on the eastern wall and some without any extra limbs piled -on the northern side. Also there are a pile of heads stacked up on the western -wall of this room. There are many nasty smells that come from this room making -anyone who enters want to puke. -~ -238 4 0 0 0 0 -D2 -Looking south you see the entrance to the castle. -~ -~ -0 0 23841 -E -corpses~ - There are many decapitated corpse strown about the room piled in all corners -of the room. -~ -S -T 23839 -#23843 -Storage room~ - This room has been filled with many small and large boxes. There are many -things stowed away here, many of which are no good anymore due to the current -rat population. It appears that noone was ever planning on coming back to get -any of the stored items. -~ -238 8 0 0 0 0 -D1 -Looking east appears to be the entrance to something. -~ -~ -0 0 23841 -S -#23844 -Treasure room~ - You have entered the treasure room of the castle. There are many different -piles of coins in one large mass piled up on the floor. It appears that it was -stored here long ago and forgotten. The room has many different color banners -posted all around -~ -238 0 0 0 0 0 -S -#23845 -Main floor hallway~ - This room is the beginning of the castle's main floor. There are pillars -scattered about in a decorative design. Many pieces of pottery line the walls -atop of many eligant tables. There are many fine pieses of art and a few -sculptures scattered about making the room appear very eligant to those who -enter the castle. -~ -238 8 0 0 0 0 -D0 -Looking north appears to lead to an intersection of the castle. -~ -~ -0 0 23847 -D2 -Looking south you see an overview of the lake from the 2nd floor of the castle. -~ -door~ -1 0 23846 -D5 -The entrance to the castle appears to be this way. -~ -trapdoor~ -1 0 23841 -E -pottery~ - These pots are very old and fragile but very valuable. -~ -E -pillar~ - These pillars appear to be made of pure crystal and are about 10 feet tall. -~ -S -#23846 -Outside the castle~ - This room appears to support you even though you did not think it would. -There are small trees scattered about below and a massive lake just south. -You can see small fish swimming in the lake below. As you look back you notice -that you can go up into a cubby hole which is very large. -~ -238 4 0 0 0 4 -D0 -Looking north reveals the main floor entrance. -~ -~ -0 0 23845 -D4 -Looking up you see a large room with a crystal roof and a crystal floor. -~ -~ -0 0 23881 -S -#23847 -Intersection~ - The rug covered floor attracts attention to the center of the floor here. -There is a large picture of a dragon woven into the center of the beautiful -rug. There are not many decorations here except for the dragon in the center -of the rug. The dragon seems to pull you into some kind of trance. -~ -238 0 0 0 0 0 -D0 -Looking north you see the northern hallway. -~ -~ -0 0 23851 -D1 -Looking east appears to lead to the eastern hallway. -~ -~ -0 0 23850 -D2 -Looking south appears to lead to the main hallway to the castle. -~ -~ -0 0 23845 -D3 -looking west seems to lead you through the western hallway. -~ -~ -0 0 23848 -E -dragon~ - Looking at this picture woven into carpet seems to put you into a trance -making it hard to believe that this picture is just a picture. -~ -S -#23848 -Western hallway~ - This room appears to be in excelent condition as well as the rooms before -it. There are no decorations here or any kind of art work. There are bare -walls and tiled floor. This hallway seems to not be very popular or just not -finished. -~ -238 0 0 0 0 0 -D1 -~ -~ -0 0 23847 -D3 -Looking west seems to reveal a dead end. -~ -~ -0 0 23849 -S -#23849 -Dead end~ - This room seems to be the end of the western -hallway that has lead you thus far. There are no decorations in this room and -no kind of evidance of inhabitants. There are many tiles that line the floor -throughout the floor seeming to form a circle. There are small markings placed -in the circle but you cannot tell what they are for or where thet come from. -~ -238 0 0 0 0 0 -D1 -Looking east appears to take you to the western hallway. -~ -~ -0 0 23848 -E -statue~ - Looking at the statue you notice that it is a large statue of a wyvern. -~ -E -scratch~ - There are many scratches forming a small circle in the middle of the tiles. -~ -S -#23850 -Eastern hallway~ - There are many different colors about this room as if it was sprayed with -paint. There are swirls and different patterns as if some kind of art. There -are also some misplaced spots on the floor that appear to have dripped from the -roof. There are no spots on the roof however. -~ -238 0 0 0 0 0 -D1 -Looking east you notice that this will lead you further down the eastern hallway. -~ -~ -0 0 23851 -D3 -Looking west shows you to the intersection. -~ -~ -0 0 23847 -E -spots~ - Looking more carefully you notice that these spots appear to be some kind of -tracks leading fomr the roof to the floor. -~ -S -#23851 -Further on the eastern hallway~ - This room appears to be the same as the last except the spots on the floor -are not here. There are also some small items strewn about the floor -consisting of rat guano, bird feathers, spider webs, and cockroach shells. -There are no traces of anyone ever being here to clean this room or to have -even walked through it because there is a coating of dust on the floor revealing -your tracks as you cross it. -~ -238 0 0 0 0 0 -D0 -~ -~ -0 0 23854 -D1 -Looking east seems to lead to a dead end. -~ -~ -0 0 -1 -D3 -The eastern hallway is the only thing to the west. -~ -~ -0 0 23850 -S -#23854 -Northern hallway~ - This room is about the same as the first room of this hallway very clean and -well kept. There are not any smudges or any dirt stains of any kind. It -almost seems that the room is magically maintained and left spotless. There -are also many tapestries in this room. -~ -238 0 0 0 0 0 -D0 - Looking north appears to lead you into a dead end. -~ -~ -0 0 23855 -D2 -Looking south leads to lead to the northern hallway. -Looking south you notice that it leads to the Northern hallway. -~ -NONE~ -0 0 23851 -E -tapestries~ - The tapestries are very elegant and well kept they are pictures of different -land scapes. -~ -S -#23855 -Dead end~ - This appears to be the end of the line for this hallway. There are still -very eligant pictures and other pieces of art placed about the room here. -Just as before the room is spotlessly clean. There are no traces of anything -in this room. -~ -238 0 0 0 0 0 -D2 -Looking south seems to lead you into the northern hallway. -~ -~ -0 0 23854 -E -pictures~ - These pictures seem to be people but they are slightly blurred when you try -to focus on them. -~ -S -#23856 -Hidden hallway~ - This area seems to have been also cleaned even though it was very well -hidden. There are no traces of life and no way to get back up. There are many -cobblestones linning the floor to make it appear as if the floor here was the -bottom of the fountain. -~ -238 0 0 0 0 0 -D0 -Looking north leads you further down the hidden hallway. -~ -~ -0 0 23857 -S -#23857 -Further on the hidden hallway~ - This room is as clean as the rest but from here you can see the top of the -clouds when you look down. The floor appears to be the great sky above. The -roof however appears to be the top of a mountain pointing top down towards you. -~ -238 0 0 0 0 0 -D0 -Looking north you see the sky and clouds floating through the room ahead. -~ -~ -0 0 23858 -D2 -Looking south seems to lead you toward the beginning of the hidden hallway. -~ -~ -0 0 23856 -E -look mountain~ - The mountain looks as if it may fall any second probably because this is not -the way you usually see them. -~ -E -look sky~ - This really looks like the real sky except it is sturdy and can hold you up. -~ -S -#23858 -Walking through the sky~ - You have entered a remarkable room placed above the clouds except for the -fact that you cannot walk you you have to fly. There are birds and clouds -drifting about in the distance. The only thing you can see is clouds and the -blue sky above. -~ -238 0 0 0 0 8 -D0 -Looking north you see what looks like what could be nearing the end of the hallway. -~ -~ -0 0 23859 -D2 -Looking south you see solid ground leading back to the beginning of this hallway. -~ -~ -0 0 23857 -S -#23859 -Near the end~ - You have set foot on solid ground again. The room here looks exactly the -same as the first and you can see what looks like the first room ahead to the -north. There are many fine pictures on the walls here. Also the floor seems -to be made of some kind of deep brown wood. -~ -238 0 0 0 0 0 -D0 - Looking north you see the end of the hallway. -~ -~ -0 0 23860 -D2 -Looking south you see the open sky. -~ -~ -0 0 23858 -S -#23860 -The end~ - You have finally made it to the end of this god forsaken hallway. There are -no more posters or and kind of decoration here just walls a floor and a -ceiling, which you much appreciate. The walls, floor, and ceiling appear to be -made of wood. -~ -238 0 0 0 0 0 -D0 -Looking north you see a room with 3 large sparkling items. -~ -Gate~ -2 23860 23861 -D2 -Looking south you can see more hallway. -~ -~ -0 0 23859 -E -troll~ - The troll's marking appear to be those of Lords Of Pain signifying power and -courage. -~ -S -#23861 -Portal room~ - Upon entering this room you notice a large green portal standing on the -northern wall in this room shimmering in the darkness. There are no -decorations in this room but the room seems to have a green tint to it. -~ -238 0 0 0 0 0 -D2 -Looking south you see a long hallway. -~ -Gate~ -2 23860 23860 -S -#23862 -Through the blue portal~ - You have entered the portal and have yet to find anything but blue glowing -strongly around you. You walk along whap seems to be a floor but is nothing -but light from the portal. There are many small spots floating around the -portal around you. -~ -238 0 0 0 0 0 -D0 -Looking north appears to lead you further into the portal. -~ -~ -0 0 23867 -E -spots~ - There are many small spots that appear to be some kind of smaller portals -inside of the big portal. -~ -S -#23863 -Through the red portal~ - This appears to be some kind of swirling vortex that you can freely travel -through. There are small spots that line the walls here. Many particles float -about bumping into you at times making a spark. There is no floor, roof, or -walls here to guide y -~ -238 0 0 0 0 0 -D0 -Looking north reveals another part of the portal. -~ -~ -0 0 23871 -E -spot~ - Looking in for further examination you see that they are balls of energy, as -you turn back one pops you in the face OUCH!!!!! -~ -S -#23864 -Through the green portal~ - This room appears to have a green tint to every part of the entire room. -There are green posters covering the walls and very small green spots strown -about. -~ -238 0 0 0 0 0 -D1 -Looking east seems to lead you to another portal room witha blue aurora. -~ -~ -0 0 23865 -D3 -~ -~ -0 0 23866 -S -#23865 -Portal room~ - This room has a large blue portal against the far northern wall. This room -has a blue tint to the room and has no decorations or designs anywhere on the -room. The portal seems to have placed a blue aurora about the room. -~ -238 0 0 0 0 0 -D3 -~ -~ -0 0 23864 -S -#23866 -Portal room~ - This room has a large red portal placed on the northern wall and also has a -tint of red thruought the entire room. There are no decorative items or any -kind of other decorations. The room is very plain except for the portal -itself. -~ -238 0 0 0 0 0 -D1 -~ -~ -0 0 23864 -S -#23867 -Further in the blue portal~ - There are still all the small spots floating around but the floor seems to -be taking shape more now. There are no walls or a roof but the floor is -beginning to get harder and more sturdy. -~ -238 0 0 0 0 0 -D0 - Looking north shows you further into the portal . -~ -~ -0 0 23868 -D2 -Looking south shows you to the area where you come into the portal. -~ -~ -0 0 23862 -S -#23868 -Further in the blue portal~ - There are still all the small spots floating around but the floor seems to -be taking shape more now. There are no walls or a roof but the floor is -beginning to get harder and more sturdy. -~ -238 0 0 0 0 0 -D0 -Looking north shows you more portal. -~ -~ -0 0 23869 -D2 -To the south is toward the beginning of the portal. -~ -~ -0 0 23867 -S -#23869 -Further in the blue portal~ - There are still all the small spots floating around but the floor seems to -be taking shape more now. There are no walls or a roof but the floor is -beginning to get harder and more sturdy. The floor appears as a solid floor -now. -~ -238 0 0 0 0 0 -D0 -Looking north reveals the kings throne. -~ -~ -0 0 23870 -D2 -Looking south shows you the area that leads to the beginning of the portal. -~ -~ -0 0 23868 -S -#23870 -Kings chamber~ - You have entered the kings chamber. You are surrounded by gold and silver -everywhere. The tapestries that line the wall are trimmed in gold. The floor -you walk on is made of silver. And the roof you look at is made of titanium. -There is nothing mis -~ -238 0 0 0 0 0 -D2 -Looking south reveals the tunnel you came from. -~ -~ -0 0 23869 -S -#23871 -Further through the red portal.~ - This area appears the same as the last except for the little floating -objects that cause the sparks when you bump them are very scarce here. The -floor is beginning to harden and the walls are beginning to show. -~ -238 0 0 0 0 0 -D0 -Looking north reveals an exit leading further into the portal. -~ -~ -0 0 23872 -D2 -Looking south appears to lead you into the room that you entered from. -~ -~ -0 0 23863 -S -#23872 -Far into the red portal.~ - The wals here are shimmering and swirling making a beautiful mass of colors -and patterns. The walls appear to be unreachable but also right beside you. -The floor is hard and solid now just the walls appear unstable. -~ -238 0 0 0 0 0 -D0 -Looking north shows you the end of this portal. -~ -~ -0 0 23873 -D2 -Looking south shows you a continuation of the portal room. -~ -~ -0 0 23871 -S -#23873 -Towards the end~ - This area seems to be very rich in color and loaded with the small -particals. There are many different colors flowing throught the the walls -making it a sight to see. The spots appear to be avoiding you now saving you a -heart ache. -~ -238 0 0 0 0 0 -D0 - Looking north you see the queens room. -~ -~ -0 0 23874 -D2 -Looking south reveals the portal you came from. -~ -~ -0 0 23872 -S -#23874 -Queen plegia's room~ - This room is very eligant from top to bottom. There are many decorative -pieces of art in this room revealing the elegant tastes of royalty. The queens -throne is perched atop a large golden square. The throne itself seems to be -made of gold and silk. -~ -238 0 0 0 0 0 -D2 -Looking south you see the portal that you came from. -~ -~ -0 0 23873 -E -throne~ - Made of solid gold linned with silk this throne appears to be a very eligant -sitting. -~ -S -#23875 -South road~ - You are walking through a a small trail which seems to lead to nothing. -The road has changed here and seems to be less bright and more spooky. The -area is still good and the land is fertile but the air around seems very weird. -~ -238 0 0 0 0 0 -D1 -Looking east the road begins to blur and you can not see far into the distance. -~ -~ -0 0 23876 -S -#23876 -Towards the lake~ - This area seems to be very odd. There are many odd sounds and different -smells. There are no animals here but you can hear the sounds of animals in -the distance. There is a small fog rolling in which stretches farther to the -east. -~ -238 0 0 0 0 0 -D1 -Looking east you can see nothing except fog. -~ -~ -0 0 23877 -D3 -Looking west you see the southern road. -~ -~ -0 0 23875 -S -#23877 -In the fog~ - There is a heavy fog here which disallows you to see anything except the -exits to the rooms ahead. The fog appears to be implied by some kind of -magical force. The sounds of animals are no longer heard and no evidence of -life are present. -~ -238 0 0 0 0 0 -D1 -~ -~ -0 0 23878 -D3 -~ -~ -0 0 23876 -S -#23878 -In the fog~ - There is a heavy fog here which disallows you to see anything except the -exits to the rooms ahead. The fog appears to be implied by some kind of -magical force. The sounds of animals are no longer heard and no evidence of -life are present. -~ -238 0 0 0 0 0 -D1 -~ -~ -0 0 23879 -D3 -~ -~ -0 0 23877 -S -#23879 -In the fog~ - There is a heavy fog here which disallows you to see anything except the -exits to the rooms ahead. The fog appears to be implied by some kind of -magical force. The sounds of animals are no longer heard and no evidence of -life are present. -~ -238 0 0 0 0 0 -D1 - Looking east you see a large area before a great lake. -~ -~ -0 0 23880 -D3 -~ -~ -0 0 23878 -S -#23880 -A Clearing Before the Lake~ - You stand here in front of a massive lake. There are many small animals -scattered about looking as if they want to get out but cannot. There are many -different smells surrounding the area. -~ -238 0 0 0 0 0 -D0 -Looking north you see the area before the lake. -~ -~ -0 0 23801 -D3 - Looking west you see into the fog. -~ -~ -0 0 23879 -S -#23881 -Dragons Lair~ - You have entered a large room with very little decorations and no kind of -art. There are claw marks and very large holes in the walls and ceiling -around. The floor is very hard and seems to be composed of crystal. The roof -is also made of the same materials. -~ -238 0 0 0 0 0 -D5 -Looking down you see the rocks in front of the castle. -~ -~ -0 0 23846 -E -scratches~ - Looking in for a closer look you see that these scratches are from some kind -of animal. -~ -S -$~ diff --git a/lib/world/wld/239.wld b/lib/world/wld/239.wld deleted file mode 100644 index 16a134e..0000000 --- a/lib/world/wld/239.wld +++ /dev/null @@ -1,2103 +0,0 @@ -#23900 -South Pass Area Description Room (Crysanthia)~ - The South Pass is where the great southern mountain range, dominating most -of the eastern part of where the coastline meets the desert. Few who venture -into the south pass has lived to tell about it, so it is with some jest people -say If you don't behave The Drow from south Pass will come get you. The few -who actually know what is going on here, frow upon this saying, as they know -very well that the south pass is full of all kinds of caves. Some leading no -where, some inhabited by hideous monsters. And others leading so far into the -heart of the mountains that you might actually unwarily stumble upon the -inhabitants of the underdark. It is rumored that if you should wish to access -the cities of the drow, or to slay mindflayers, this is your direct route to -the underdark. Some speculate there might be other ways to get there aswell, -but it has never been proven. -For more info look at @R DESERT, PASS, NEWHAVEN, TREE, PATH, LINKS. @n -Builder : Crysanthia -Zone : 239 South Pass -Began : 2000 -Player Level : 16-21 -Rooms : 88 -Mobs : 34 -Objects : 27 -Shops : 1 -Triggers : 10 -~ -239 152 0 0 0 0 -D2 - One way exit to the beginning of DESERT area of south pass -~ -~ -0 0 23901 -E -tree~ - This is a level 17 area of birds in branches of the tree. To get into the -tree you must be before the tree and "climb tree" there is an one way exit to -the base of the tree, and some clues to Newhaven imbeded in the outpost room. - -~ -E -path~ - Area has hidden entrance into Newhaven by "follow path" on hidden trail. -Level 20 mobs called the "Dark". And secret entrance to the tree "climb tree". -It is divided at the tree from level 20 area with the Dark,to level 17 area -with birds in the tree and other animals level 17 on the decent into the desert -of the waypoint trail. -~ -E -newhaven~ - This is an expansion area for a mini quest to enter from north path say -"Friend of NewHaven" To enter leave NewHaven cavern towards North Path say -"Farewell King" to enter the South Path go to chasm with broken bridge and -"follow path" -~ -E -pass~ - This area is level 20 area is between desert and first secret entrance to -the NewHaven caverns (say Friends of NewHaven to enter) There are bigfoot mobs -here. -~ -E -desert~ - This area is on the north side of the Southern Mountains, it has a few -loops, level 17 mobs, hidden clues and hints to NewHaven whereabouts, a false -cave with a Dwarven Sentinel. -~ -E -links~ - This zone links north to room 9030. Build all rooms south of that -connection point. Best link to zone 90 would be south to room 23904 and north -from 23904 to room 9030. -~ -S -#23901 -Southern Desert~ - The sands in the desert swirl around and the hot sun beats upon the lands. -To the south can be seen some hills. North is nothing but desert, sand, sun -and heat. To the west can be seen some kragla birds waiting for something to -die so that they may finally have a meal. Eastward dunes of sand expand as far -as the eye can see. -~ -239 0 0 0 0 2 -D1 - Sands of the Southern Desert -~ -~ -0 0 23911 -D2 -Rutted path -~ -~ -0 0 23902 -D3 -Sand Dunes of the Great Southern Desert -~ -~ -0 0 23910 -E -kragla birds~ - The Kragla birds are huge black winged desert vultures. They have bald -heads, sharp beaks, black eyes and long curved talons. -~ -E -sands dunes~ - The sand is an endless sea of white waves of sparkling silicon fragments -being tossed around by the merciless wind. -~ -S -#23902 -Barren Hills~ - The desert begins to rise here onto sloping slick rocks of slate. To the -south the slopes rise gently to the Southern Mountains. North is the beginning -of the desert sands. Westward and eastward are more hills all converging to -the foot of the Southern Mountains. -~ -239 0 0 0 0 4 -D0 -Rutted path -~ -~ -0 0 23901 -D1 -Jagged slopes -~ -~ -0 0 23903 -D2 -Rutted path -~ -~ -0 0 23905 -D3 -Jagged Slopes -~ -~ -0 0 23904 -E -desert slopes sands hills~ - The desert has it's own unappreciated beauty. It is full of every hue of -red, orange, brown, yellow, and white in the light spectrum. The slopes form -waves of golden white in countless shapes and sizes. The hills are countless -black slate mini giants swimming in the sea of sand, but to where do they go? -Only they know. -~ -S -#23903 -Sloping Slate Hills~ - The rutted path meanders upward made of broken slate with sharp cutting -edges that tear at the soles of ones boots. One can feel the heat of the -desert, the sun pounding down upon them incessantly. To the north the hills -slope down to the Southern Desert. East and west the hills are very similar to -those which are trodded here. Climbing these slopes is tedious and tiring on -the body, mind and soul. Many adventurers have lost hope here of finding the -path to the city of NewHaven. -~ -239 0 0 0 0 4 -D3 -Rutted Path -~ -~ -0 0 23902 -D4 -Rocky Cliff -~ -~ -0 0 23906 -D5 -Southern Desert -~ -~ -0 0 23901 -S -#23904 -Slate Slopes~ - Rocky ravines and crags surround the area. The heat of the desert -penetrates to ones bowels. To the west and east are more hills. The Great -Southern Desert is to the north. You can see the peaks of the Southern -Mountains high up in the wispy clouds to the south. -~ -239 64 0 0 0 4 -D0 -~ -~ -0 0 9030 -D1 -Deep Ravine of rock -~ -~ -0 0 23902 -D4 -Slated Gorge -~ -~ -0 0 23905 -S -#23905 -Slate Gorge~ - Here within the desert lies a shadeless pit of frustration. Rocky crags not -far to the north and south prevent movement there. To the east and west are -fatigue generating slopes that tear at the muscles in ones legs. Some -scorpions crawl under the rocks to seek shade and prey on the other denizens of -the desert that hide there. -~ -239 0 0 0 0 4 -D0 -Rutted Path -~ -~ -0 0 23902 -D1 -Rocky Road -~ -~ -0 0 23903 -D2 -Slated Gorge -~ -~ -0 0 23906 -D3 -Jutted Path -~ -~ -0 0 23904 -E -denizen~ - There are small spiders, beetles, centipedes, sand slugs and a few ants -crawling about the rocks. -~ -E -rocks desert~ - It's way too hot to view the scenery you should find you way out of here -before you die of thirst or starvation. -~ -S -#23906 -A Rocky Cliff~ - A rocky cliff of slate juts out of the sand here as a prelude to the hills -closer to the Southern Mountains. Far to the north and down below looms the -foreboding Southern Desert. To the south the hills become peaks of the Southern -Mountains. To the east and west are endless jagged hills and ravines of broken -slate. -~ -239 0 0 0 0 5 -D0 -Slated Gorge -~ -~ -0 0 23905 -D1 -Path to entrance to a cave, -~ -~ -0 0 23908 -D2 -Traces of the rutted path -~ -~ -0 0 23907 -D3 -Slated Slopes -~ -~ -0 0 23904 -D5 -Slated Sloping Hills -~ -~ -0 0 23903 -E -desert hills peaks~ - The hills are like giant black monsters swimming to some unknown beach in -the sand. A vast desolance overwhelms even the more experienced adventurers. -The beauty of the desert is unimaginable and astounding. The whereabouts of -the way out of this hell befudles even the most traveled veterans at times. -~ -E -southern mountains~ - The great range of the Southern Mountains is to the south. It is one of the -smaller ranges of mountains in the area but has some of the highest peaks in -the world. They consist mostly of purple granite rock and were formed when the -plates of the world collided together during the 'Great Formation' and were -pushed up out of the bowels of the ground and left here asunder. Many legends -of NewHaven dwarves, drow demons, caves with riches and great battles with -dragons, orcs, elephants, and horses abound the land but they have been called -'old wives tales' and dubious to the truth of such tales. -~ -S -#23907 -Low End of a Path~ - Here begins a rutted path. Piles of rock and slate on the sides are the -only markings to distinguish it from the rest of the hills. It has been ages -since anything but birds of prey and rodents have traveled to this point. The -path leads down from the hills of the Southern Mountains to the north towards -the Southern Desert. It appears as if this faint trail may turn into a path -that actually goes someplace. -~ -239 0 0 0 0 5 -D0 -Jutted Path Origin -~ -~ -0 0 23906 -D2 - Trail to the ascending path. -~ -~ -0 0 23912 -S -#23908 -Entrance to a Cave~ - A pile of rubble and some dead branches hide the entrance to a small cave. -The opening is slightly obscured but there is just enough room that someone -might be able to squeeze thru to see what is inside if they dared. -~ -239 12 0 0 0 5 -D2 -To inside the cave -~ -~ -0 0 23909 -D3 -Path to rocky cliff. -~ -~ -0 0 23906 -S -#23909 -Inside a Small Cave~ - It looks like some small animals may live inside this small cave. -Hopefully, no big and scary ones have decided to live here. Perhaps they may -be coming back soon and kicking out intruders or eating them for lunch. There -is an entrance to the north and south. -~ -239 9 0 0 0 5 -D0 -Way to the entrance -~ -~ -0 0 23908 -D2 -Way to a Hidden Path -~ -~ -0 0 23923 -E -hints~ - The South Pass is where the great southern mountain range, dominating most of -the eastern part of the coastline, meets the desert. Few who venture into the -South Pass have lived to tell about it, so it is with some jest people say If -you don't behave The drow from South Pass will come get you. The few who -actually know what is going on here, frow upon this saying, as they know very -well that the South Pass is full of all kinds of caves. Some leading no where, -some inhabited by hideous monsters. And others leading so far into the heart of -the mountains that you might actually unwarily stumble upon the inhabitants of -the underdark. It is rumored that if you should wish to access the cities of -the drow, or to slay mindflayers, this is your direct route to the underdark. -Some speculate there might be other ways to get there as well, but it has never -been proven. -~ -S -#23910 -Great Southern Desert~ - The sands of the desert are older than time itself. Hot desert winds cause -the sand to fly and gather into dunes at every obstacle, making the desert look -like an enormous golden sea. The desert stretches far to the north, east and -west, while to the south can be seen the hills and summits, marking the beginning -of the Southern Mountains. One can continue their travels to the east and west -where the dunes are far enough apart to provide a path. -~ -239 0 0 0 0 2 -D1 - A pathless pile of sand to more desert -~ -~ -0 0 23901 -D3 - Sands of the Great Southern Desert -~ -~ -0 0 23911 -S -#23911 -Drifts of Southern Desert~ - Like sandpaper, the gritty silicon blasts travellers faces, clothes and -equipment infiltrating their equipment and supplies of food. Scratching and -drying their skin in this miserable heat. Rolling hills of sand surround the -area. Impassable hills of slate are to the north and south. East and west are -more dunes of sand. -~ -239 0 0 0 0 2 -D1 -Sands of the Southern Desert -~ -~ -0 0 23910 -D3 -Sands of Southern Desert -~ -~ -0 0 23901 -E -sand equipment~ - This is not a scenic tour. A good adventurer would be trying to find his -way out of this hell, they would know that the longer that one stays here, the -more danger they are in of dying a worthless death, forgotten, without -accomplishing anything. The job of an adventurer is a tough job, they must -rely on their determination and wits in order to survive. -~ -S -#23912 -An Ascending Trail~ - The path slopes steeply and narrows with slippery slate chunks and pieces of -purple granite in the trail. It has been a long time since anyone has traveled -on this path so some spots are cluttered with boulders of granite partially -blocking it and other parts have wind hewn ruts that look like they were cut by -some insane sculptor who was mad at the world. -~ -239 4 0 0 0 5 -D0 -Exit to lower end of the path. -~ -~ -0 0 23907 -D2 - Path up the mountain then a turn in the path -~ -~ -0 0 23913 -S -#23913 -A Turn in the Trail~ - The path takes a southwesterly course here and is strewn with boulders of -various sizes from avalanches ages ago. This part of the trail appears to -be about halfway up the Southern Mountains and it gets steeper to the south as -it travels further along the Southern Mountains. Upwards you can barely make out -some sort of ledge. Slightly upward and to the west is a narrow crumbling path -that looks too risky to attempt to traverse. -~ -239 0 0 0 0 5 -D0 -A steep boulder strewn path up the Southern Mountains. -~ -~ -0 0 23912 -D3 - Worn and crumbling path to the narrow ledge -~ -~ -0 0 23915 -D4 -Steep incline to precipice -~ -~ -0 0 23914 -S -#23914 -A Desolate Precipice~ - This perch is very high up the mountain. Some scraggly pines and scorched -birch trees are all around but not many signs of life, reminiscent of a -battlefield where both sides lost, except there are no dead bodies scattered -around. North, over the ledge, the vastness of the desert spans below and -every now and then there is some movement in the shifting dunes of sand. -Barely visible, the peak of the mountain, which is still quite a way upward -from here, is crowned by a few wisps of clouds. -~ -239 196 0 0 0 5 -D5 -Steep decline to the turn in the path -~ -~ -0 0 23913 -S -#23915 -A Narrow Ledge~ - The path has a broken ledge barely wide enough to traverse. It would be -possible to side step carefully facing the steep decline to the Southern Desert -below and north of here. How beautiful the desert is with its own pastels of -white, orange, brown and red. The narrow ledge crumbles and every now and then -rocks tumble down the sheer side so far that no one could hear the sound of -their crash at the base of the towering peak. -~ -239 0 0 0 0 5 -D1 -Narrow ledge to the turn in the path. -~ -~ -0 0 23913 -D4 -A hard climb -~ -~ -0 0 23916 -S -#23916 -A Long Climb~ - The trail disappears at the end of a broken ledge and the only way up is by -grabbing foot and hand holds and scaling the side of the mountain. The wind is -howling around with a frost biting chill. Here rises a purple granite side of -the peak, which no one has bothered to name, perhaps they will name it after an -adventurer, should they fall and die here. -~ -239 0 0 0 0 5 -D4 - Climb to the path around the ridge. -~ -~ -0 0 23917 -D5 - A hard climb -~ -~ -0 0 23915 -S -#23917 -Around the Peak~ - The trail is lightly covered in snow, making footing slippery and unsure, it -winds around the mountain just below the peak. There is a desert way down -below surrounded by dense woods to the south. To the west you can make out a -few roads going thru the woods and to the east the trail continues with the -mountain base blocking the view directly below. -~ -239 0 0 0 0 5 -D1 - To a deep drift of snow. -~ -~ -0 0 23918 -D5 - A snow covered path around the peak. -~ -~ -0 0 23916 -S -#23918 -A Snow Bank on the Mountain~ - A deep drift of snow that has some huge footprints in it. They are shaped -like a human's foot but much larger coming right out of the mountain side from -nowhere. You wonder who would be on top of a mountain and not wearing boots in -this weather. To the west is a winding path around the ridge. The trail -starts again a ways off to the east near a huge tree. Below is the sheer side -of the mountain and cannot be traversed. To the north is the peak of the -mountain which looks just as omnimous here as it did far below. -~ -239 4 0 0 0 5 -D3 - A winding trail around the peak. -~ -~ -0 0 23917 -E -footprint snow snowbank ~ - You notice a golden plaque attached to the side of the mountain and even -though you cannot read the ancient runes you understand them somehow. -TO ENTER SAY THESE WORDS: Friend of NewHaven -~ -S -T 23900 -#23919 -A Secret Entrance to the Cavern~ - The path stops at a dwarven carved door to the secret path to NewHaven. -It looks brand new, probably because the dwarven stone cutters cast spells on -it to preserve it centuries ago. Downward, one can barely make out the stone -road to the city within the mountain. It is puzzling where this door comes -from and to where it leads. Only a brave explorer would be able to find out. -A cautious and conservative explorer would return from whence he came and never -know what lies beyond. -~ -239 269 0 0 0 0 -D5 - Beginning of the path to the dwarven road. -~ -~ -0 0 23920 -E -stone carved door entrance secret~ - You see ancient dwarven runes that you can not read but somehow you -understand what they mean -SAY THESE WORDS: Farewell King -~ -S -T 23901 -#23920 -A Dwarven Stone Road~ - The road winds and turns in a zig zag steadily downward. What lies ahead is -always more interesting than what was seen behind. There are intricately -carved statues of long forgotten noble dwarven kings along the road every few -strata. The stone bricks are of the finest quality, made to last many -centuries and hardly worn. Who could have crafted such work? It was made with -long forgotten arts and spells. Ancient lore states that it could only have -been fabricated by the NewHaven dwarves of old. To the east is a mountain of -some type within the immense cavern. Up, the road seems to end at a mysterious -runed door. -~ -239 265 0 0 0 0 -D1 -Road to mountain of bones -~ -~ -0 0 23921 -D4 - End of the path to the Entrance. -~ -~ -0 0 23919 -S -#23921 -A Huge Pile of Bones~ - The petrified corpse of a slain dragon of immense size lays in the center of -a mountain of bones here. The dragon corpse is surrounded by thousands of -skeletons of brave dwarven warriors still clad in burnt and partially melted -armor. Scattered here and there are smaller skeletons of orcs, wolves, giant -eagles, elephants and horses. How could this have happened? It looks like -time was frozen at the end of a battle that no one won. Was it a force of -nature, some great act of the gods, the evil magic of a sorcerer or mage, or -perhaps there are some survivors someplace, refugees that ran away and -disappeared to some unknown land, unable to return to claim victory and clean -up the battlefield. To the west is a wide road of some type. To the east is a -broken bridge across a bottomless chasm. -~ -239 265 0 0 0 0 -D1 -End of Dwarven Road to broken bridge -~ -~ -0 0 23922 -D3 -Base of mountain of bones to a Dwarven road. -~ -~ -0 0 23920 -S -#23922 -Next to a Broken Bridge~ - Here lies the epitome of dwarven architecture destroyed and laying in ruins. -It is a magnificent suspension bridge arching across a bottomless chasm. -However the distal side is broken and what remains of it is hanging down the -chasm in a twisted menagerie of cable, stone, mithril, and gold. The proximal -side has somehow remained suspended on the west side, but droops down -precariously and could tumble into the chasm at any moment. To the west there -is a large gray and black heap. You notice a pile of rubble on the proximal -side which doesn't seem to fit there. The rubble consist of hides, sticks, -tree trunks, and bones of small animals. To the north the path delves down -into the chasm. -~ -239 265 0 0 0 0 -D0 - A path into the chasm -~ -~ -0 0 23944 -D3 - From broken bridge to Mountain of bones -~ -~ -0 0 23921 -E -rubble pile proximal hides tree~ - There seems to be a very narrow pathway behind the rubble going down into -the chasm. The path is poorly constructed, hacked and chipped and obviously -not made by dwarves but by someone else. An unsure adventurer would turn back -and go the way that he came, but a brave and gallant adventurer would follow -the path. -~ -S -T 23902 -#23923 -On a Hidden Path~ - The trail is hidden from view behind piles of rubble carved out of the -mountain and winds around the scattered piles in a crudely hewed tunnel into -the side of the mountain. To the west is a pile of rubble consisting of hides, -tree trunks, bones of small animals and rocks. East the trail continues down -the path. -~ -239 265 0 0 0 4 -D0 -Path to a Small Cave -~ -~ -0 0 23909 -D1 - From a hidden path of rubble to crudely hewed hallway. -~ -~ -0 0 23924 -E -pile rubble hides tree trunk rocks~ - There is a hidden path going to the west that can be followed. It could be -dangerous, a brave adventurer would probably follow it. A more cautious -adventurer would probably go back the way that he came, at least they would -know what was there. -~ -S -T 23903 -#23924 -Further Down the Path~ - This path is hewed crudely out of the rock of the sides of the mountain. -It is a very narrow hallway. There is a clay floor with several footprints in -it, they seem to have been made by an army of some kind. It travels in an -east-west direction. To the west there is a short path which turns north into -a huge pile of rubble. To the east the path slopes downward towards a large -pine tree. -~ -239 265 0 0 0 4 -D1 - Path to ponderosa pine -~ -~ -0 0 23925 -D3 - Along a clay path towards a pile of rubble -~ -~ -0 0 23923 -E -clay footprints path~ - The path is covered with thousands of footprints, they seem like those of -orc. Probably an orc army uses this path as a shortcut to battles they fight -all around the lands. The clay is a light brown color, smooth and wet. -~ -S -#23925 -A Giant Ponderosa Pine~ - A partially petrified ponderosa pine towers here on the side of the -mountain. It is a lonely pine, tall, commanding, proud, and healthy. A -massive trunk is petrified from the base to up as far as one can see, but some -needled limbs sway gently in the breeze far far above. To the west is a clay -path with many footprints in it. To the south a wooden plank path meanders -down the slope. -~ -239 129 0 0 0 5 -D2 - Path to below the tree -~ -~ -0 0 23926 -D3 - A path from a tall ponderosa pine to a clay path. -~ -~ -0 0 23924 -E -pine ponderosa trunk base petrified~ - There are some small footholds on the trunk of the tree that would -facilitate climbing the trunk. It is pretty high up to the branches and if -someone fell down they surely would injure themselves badly. Wise judgement -would tell them not to climb the tree and that it would be far too dangerous. - -~ -S -T 23904 -#23926 -Below the Tree~ - A huge ponderosa pine tree looms overhead. It stands tall and proud and was -probably a leader of the trees at one time. To the north is a path of wooden -planks meandering up a slight slope. South the path continues on with a turn -in the path. -~ -239 9 0 0 0 0 -D0 - Path from under the tree to the Ponderosa pine. -~ -~ -0 0 23925 -D2 -The path contines and then turns. -~ -~ -0 0 23940 -D5 - There is a crack in the ground with a small cave exposing some roots of the -giant tree. -~ -~ -0 0 23939 -S -#23927 -A Lookout Post~ - This is an old orc lookout post. There are wooden planks on the filthy -cluttered floor. A few crude rows of bunks line the back wall. There is a -dirty black fireplace in the center of the room. Around the walls are slits in -the sides that someone could look out of. Leading up and down the tree are -small footholds someone has used to climb the tree. -~ -239 12 0 0 0 5 -D4 - Ladder from outpost to up in a tree. -~ -~ -0 0 23928 -D5 - Footholds down the trunk of a huge ponderosa pine tree. -~ -~ -0 0 23926 -E -floor~ - The floor is cluttered with bones of small animals, burnt hides, broken -spears and other trash. -~ -E -bunks~ - The bunks are empty, uncomfortable, small and unmade racks for orc messengers -to rest in while off duty. There is nothing interesting about them but most -adventurers are glad that they don't have to sleep in them. -~ -E -fireplace burnt~ - The fireplace is barely suitable for burning a few branches in for heat or -cooking. -~ -E -slits~ - The slits offer a clear view of the area around the tree. A small path goes -north from the tree to a clay path which cuts off to the west. A path on the -side of the mountain can be seen. Also, a zig zag trail leading down and off -to the west . A medium sized desert is below and what appears to been a small -oasis. -~ -S -#23928 -Up in a Tree~ - Perched on a branch in the tree one can see that the trunk was petrified -ages ago but the branches still grow and are teeming with small animals of all -types. There is a sturdy ladder going up and down the tree trunk. Another -branch goes from the trunk of the tree to the east. -~ -239 0 0 0 0 5 -D1 - From up in a branch to out on a limb. -~ -~ -0 0 23929 -D4 -Up higher in the tree. -~ -~ -0 0 23936 -D5 - From up in the branches to an old outpost. -~ -~ -0 0 23927 -S -#23929 -Out on a Branch~ - Out on a branch of a giant ponderosa pine tree. The trunk is petrified but -the limbs are full of pinion nuts which attracts the animals that have made -this tree their home in the middle of this desolance. West is the branch is -attached to the petrified trunk of the tree. -~ -239 0 0 0 0 0 -D3 - Out on a branch to the trunk of a tree. -~ -~ -0 0 23928 -S -#23930 -A Branch in the Tree~ - The branch of the tree sways gently in the wind and has pinion nuts to feed -the birds that hop and chirp thru its limbs and branches. The sanctuary of -this tree provides a resting stop for the birds on their travels and a few have -decided to live here and make it their home. The petrified trunk of the -tree is west. -~ -239 0 0 0 0 0 -D3 -Path from limb back to branch -~ -~ -0 0 23936 -S -#23931 -A Branch in the Ponderosa Pine~ - Perched on a branch in the tree one can see that the trunk was petrified -ages ago but the branches still grow and are teeming with small animals of all -types of birds. A few larger birds search for prey all around and in the tree. -The branch is attached to the trunk east of here. -~ -239 0 0 0 0 0 -D1 -Path from limb to branch -~ -~ -0 0 23937 -S -#23932 -Out on a Branch of the Tree~ - The branch of the tree sways gently in the wind and has pinion nuts to feed -the birds that hop and chirp thru its limbs and branches. The sanctuary of -this tree provides a resting stop for the birds on their travels and a few have -decided to live here and make it their home. The petrified trunk of the tree -is east. -~ -239 0 0 0 0 0 -D1 -Path from limb to branch -~ -~ -0 0 23938 -S -#23933 -A Branch of the Pine Tree~ - Perched on a branch in the tree one can see that the trunk was petrified -ages ago but the branches still grow and are teeming with small animals of all -types of birds. A few larger birds search for prey all around and in the tree. -The branch is attached to the trunk west of here. -~ -239 0 0 0 0 0 -D3 -Path from limb to branch -~ -~ -0 0 23938 -S -#23934 -On a Ponderosa Pine Branch~ - The view out on a branch of a giant ponderosa pine tree is beautiful. The -trunk is petrified but the limbs are full of pinion nuts which attracts the -animals that have made this tree their home in the middle of this desolance. -Towards the west the branch is attached to the petrified trunk of the tree. -~ -239 0 0 0 0 0 -D3 -Path from limb back to branch -~ -~ -0 0 23937 -S -#23935 -Out on a Sturdy Branch~ - The view out on a branch of a giant ponderosa pine tree is beautiful. The -trunk is petrified but the limbs are full of pinion nuts which attracts the -animals that have made this tree their home in the middle of this desolance. -Towards the east the branch is attached to the petrified trunk of the tree. -~ -239 0 0 0 0 0 -D1 -Path from limb to branch. -~ -~ -0 0 23936 -S -#23936 -Up in a Tree~ - The trunk of this tree was petrified years ago but the branch grows firm and -strong out of the rock. A ladder goes up and down the trunk. Two branches are -here going to the east and to the west that one can climb out upon. -~ -239 0 0 0 0 0 -D1 -From the trunk to out on a branch. -~ -~ -1 0 23930 -D3 -Path from branch to limb -~ -~ -0 0 23935 -D4 -Further up the tree. -~ -~ -0 0 23937 -D5 -Down the tree trunk. -~ -~ -0 0 23928 -S -#23937 -Near the Trunk of a Ponderosa Pine~ - The tree is partially rock at the trunk with live brances growing out of it. -There are birds twittering and chirping on the branches making quit a racket. -A ladder attached to the trunk of the tree goes up and down. Branches attached -to the trunk go east -~ -239 0 0 0 0 0 -D1 -Path from branch to limb -~ -~ -0 0 23934 -D3 -Path from branch to limb -~ -~ -0 0 23931 -D4 -Furthur up the trunk of the tree -~ -~ -0 0 23938 -D5 -Down the trunk of the tree. -~ -~ -0 0 23936 -S -#23938 -In the Ponderosa Pine~ - The crown of the tree is almost fifty metrons high and is partially -petrified. The ladder goes down the trunk to other branches below. Two -branches sway in the wind to the east and to the west from here. Some larger -birds perch in the crown searching the broad expanses for prey. -~ -239 0 0 0 0 0 -D1 -Path from branch to limb -~ -~ -0 0 23933 -D3 -path from limb to branch -~ -~ -0 0 23932 -D5 -Down the trunk of the tree -~ -~ -2 0 23937 -S -#23939 -The Roots of the Tree~ - Inside the eroded crack in the ground one can see the roots of the ponderosa -pine. The heart of the tree from which life sustaining minerals and water are -drawn from the soil. They go deep into the side of the mountain and have -supported the tree for centuries. Long fingers of the hand of the tree -grasping the earth with a tight grip in the ground upon which it stands. -Often their importance and beauty are forgotten by the land walkers above, but -never by the tree itself, for if not for the roots below there would be nothing -above. -~ -239 385 0 0 0 0 -D4 -You see the petrified trunk of a tall ponderosa pine tree. -~ -~ -0 0 23926 -E -story newhaven~ - The root of the tree laments it's story to you of the Legend of NewHaven. -Greetings Adventurer I am the sole survior of the battle of the fall of -NewHaven. It was in the reign of the Dwarven King Elcnir in the year of -Goldleaf. The NewHaven Dwarves, Men of Adonma, Elephants of Glad, Ents of -Drenwood, and Eagles of Pratat fought valiantly against the Armies of Floth the -Silver Sorceror and his armies of wolves, orcs, Urukhai and the Dragon of Hoth -at the pit of the crack in the world. The battle lasted for 5 days and on the -5th day the "Myst of the crack" came forth from the depths of the chasm, -disturbed from it's deep slumber and with a terrible wrath on the clashing -armies in the battlefield, destroyed them all instantly in their tracks. I -was on this perimeter and my trunk and roots were petrified by the "Myst of the -crack" and have stood here alone since. Now all I have is the company of birds -and small creatures in my bough and I am unable to walk back to my forest of -Drenwood and my heart grows weary and homesick. -~ -S -#23940 -A Turn in the Path~ - Here the path curves around the side of the mountain in a slight slope. It -seems to have been skillfully carved out of the rock with the great -craftmanship, only mastered by the NewHaven dwarves. Ones feet bounce lightly -on the trail and don't tire as easily for some reason, perhaps the road has -been woven with magical spells of travelling, like they were in the days of -old. North the path continues up the trail towards the mountain peak. Down -the gently winding road makes it's way to the foothills of the mountains. -~ -239 0 0 0 0 4 -D0 -The path turns gently northward, to a giant ponderosa pine tree. -~ -~ -0 0 23926 -D5 - The path turns westwardly thru a light sloping forest. -~ -~ -0 0 23941 -E -road~ - The fine craftmanship of this road has been lost for ages but the road was -constructed by the NewHaven Dwarves of old. Legend has it that they suddenly -disappeared from the world and that many of their great feats of workmanship -still exists to this day -~ -S -#23941 -A Path Up the Mountain~ - The path continues up the moutain in a gentle slope with an easy climb. -Some wild mountain flowers grow along the path. A few rotting trees lie broken -and decaying around you. There are many patches of small trees sprouting up -all around the old and decaying ones as nature regenerates itself. Up there is -a turn in the path. West the path slowly dwindles into a lightly wooded area. - -~ -239 0 0 0 0 5 -D3 - The path slopes downward into some rolling hills and forests. -~ -~ -0 0 23942 -D4 - The path turns towards the north as it climbs up the mountain trail. -~ -~ -0 0 23940 -E -flowers trees wild~ - The flowers smell like spring. The rotting trees have lived a good life and -their substance is returning to the soil, nourishing the new growths that will -come in the future, giving themselves to their offspring and other wildlife in -a never-ending cycle of life and death. -~ -S -#23942 -A Winding Slope in the Hilly Woods~ - The faint trail slopes upward in a serpentine fashion thru a light wooded -mountain forest. It is blanketed with a thick layer of pine needles that -cushion ones steps. Birds chirp, squirrels chatter, rabbits scamper about and -and an occasional deer can be seen grazing on the new grass and bark they can -find as they forage for food. East the path seems to widen and is paved with -brick. West the trial winds thru the foothills. -~ -239 0 0 0 0 4 -D1 - The path winds upward thru some light forests and hills. -~ -~ -0 0 23941 -D3 - The path slopes down thru some hills. -~ -~ -0 0 23943 -S -#23943 -A Winding Path Thru the Hills~ - The path winds up and down thru the hills. There are strange noises but no -movements in the bushes. An uneasy feeling of being watched by someone or -something, causing the hairs to stand up on ones neck is here. Even brave -adventures get an uneasy feelings sometimes, like they forgot something -important or do they have enough supplies for their journey. East the path -continues to climb thru some light woods. South the path disappears into the -sands of the desert. -~ -239 0 0 0 0 4 -D1 - The path continues east thru some hills. -~ -~ -0 0 23942 -S -#23944 -Along the Side of the Chasm~ - The path is hewn out of the rock on the south side of the chasm. Below is a -seemingly bottomless pit with some volcanic type fumes drifting up from within. -The path is roughly hewn and not of dwarven construction but seems sturdy -enough. Every few strata there is a stairwell that winds up and down the -chasm. Periodically a loose rock or boulder dislodges from the side of the -chasm and crashes below on the sides of the chasm walls resounding for a few -minutes then no sounds can be heard as it's course takes it from the sides. -~ -239 269 0 0 0 4 -D0 - Path along the chasm. -~ -~ -0 0 23945 -D2 - Path to a destroyed bridge across the chasm -~ -~ -0 0 23922 -S -#23945 -Further into the Chasm~ - The path continues along the side of the chasm. Gradually sloping, deeper -and deeper into the chasm depths and darkness to the north. The sulfuric fumes -are growing stronger with each level lower. There is a thin yellow powder on -the path, probably condensation of the fumes upon its surface. The path heads -deeper into the chasm to the north and climbs up the chasm to the south. -~ -239 265 0 0 0 5 -D0 - Path along the chasm. -~ -~ -0 0 23946 -D2 - Path along the side of the chasm. -~ -~ -0 0 23944 -S -#23946 -A Fork in the Path~ - The path splits here, both branches still go deeper into the chasm. There -are two stone stairways, one veering off to the east and one veering off into -the wall of the chasm to the west. The sides of the chasm seem to glow with a -soft yellow glow, providing a dull light to see the trail. To the south the -path slopes upward and gradually climbs the chasm. -~ -239 268 0 0 0 5 -D1 - Path to a travelers resting spot. -~ -~ -0 0 23959 -D2 - Path climbing up the chasm. -~ -~ -0 0 23945 -D3 - Stairway to a glowing cave going into the chasm wall. -~ -~ -0 0 23947 -S -#23947 -A Glowing Cave~ - Phosphorus and sulfur mixed with deposits of other minerals provide a dull -greenish-yellow light to the entrance of a rocky cave. In the distance to the -south there appears to be a fire of some kind glowing with orange, red, and -bright yellow. The path is smooth and paved with purple granite blocks and a -black grout of obsidian powder. -~ -239 264 0 0 0 0 -D1 - Path to along the side of the chasm. -~ -~ -0 0 23946 -D2 - Path further into the cave. -~ -~ -0 0 23948 -S -#23948 -Inside a Goblin Cave~ - The cave has a dull green-yellow glow, smells bad, and is dirty. The rock -is smooth on the floor with bricks of purple granite and in a plain design, -probably goblins made this or copied it from some other culture. There are -hollowed out cubby holes with places for lanterns, but they are unnecessary -because of the glow of the walls. The combination of colors is nauseating and -the smell here doesn't help. -~ -239 392 0 0 0 4 -D0 -Path to the entrance of the cave. -~ -~ -0 0 23947 -D1 -Path to another part of the goblin cave. -~ -~ -0 0 23949 -D2 -Path to another part of the goblin cave. -~ -~ -0 0 23957 -S -#23949 -Inside a Goblin Cave~ - The cave has a dull green-yellow glow, smells bad, and is dirty. The rock -is smooth on the floor with bricks of purple granite and in a plain design, -probably goblins made this or copied it from some other culture. There are -hollowed out cubby holes with places for lanterns, but they are unnecessary -because of the glow of the walls. The combination of colors is nauseating and -the smell here doesn't help. -~ -239 264 0 0 0 0 -D1 -Path to another part of the goblin cave. -~ -~ -0 0 23957 -D3 -Path to another part of the goblin cave. -~ -~ -0 0 23948 -S -#23950 -Another Part of the Cave~ - This part of the cave is very similar to the rest of the cave. It is dark, -stale, forboding and bleak. The floor is smooth here but the walls have jagged -protusions of crystal. There are strange pattering footstep sounds coming from -within the darkness around. The air has the stench of death on it's still cool -breath. -~ -239 265 0 0 0 0 -D0 -~ -~ -0 0 23951 -D1 -~ -~ -0 0 23950 -D3 -~ -~ -0 0 23950 -D5 -A dark sloping passage downwards. -~ -~ -0 0 23964 -S -#23951 -Another Part of the Cave~ - Darkness is entombed within the pitch black walls of the cave. Sharp jagged -crystals of adamite, quartz, obsidian and granite are embedded in the walls. -Strange echos of pattering footsteps can be heard eminating from the darkness -around. The air is thick, dry, stale and foul. It smells of death and decay -and is suffocating. -~ -239 265 0 0 0 0 -D1 -~ -~ -0 0 23952 -D2 -~ -~ -0 0 23950 -S -#23952 -Another Part of the Cave~ - The cave is deep inside the mountain, the walls are mostly obsidian and -adamite, but some purple quartz crystals and granite are here also. The walls -are rough and sharp to the touch. The floor is smooth and hard but not -slippery on the dry level floor. Soft footsteps can be heard pattering in the -darkness from obscure directions. The air here is still and stale. -~ -239 265 0 0 0 0 -D0 -~ -~ -0 0 23953 -D3 -~ -~ -0 0 23951 -S -#23953 -Another Part of the Cave~ - The walls of the cavern are made of obsidian, adamite, purple granite, slate -and purple quartz. They are sharp to the touch, but the floors have been hewn -smooth and show no ruts or other wear. The air is stagnant, stale , dry and -cool. Nothing could live here and yet strange patting sounds echo off the -walls and into the darkness around. -~ -239 265 0 0 0 0 -D0 -~ -~ -0 0 23954 -D1 -~ -~ -0 0 23953 -D2 -~ -~ -0 0 23952 -D3 -~ -~ -0 0 23953 -S -#23954 -Another Part of the Cave~ - The cave is cool, dark, still stale air stagnates within it. No lifeform -could live here. Yet, sounds of footsteps pattering softly on the smooth hewn -floor can be heard from all around. Perhaps there are creatures lost in the -caverns looking for a way out, losing hope, losing energy, no nurishment to -sustain them, lost forever in the darkness with no one to rescue them. -~ -239 265 0 0 0 0 -D0 -~ -~ -0 0 23955 -D1 -~ -~ -0 0 23954 -D2 -~ -~ -0 0 23953 -D3 -~ -~ -0 0 23954 -S -#23955 -Another Part of the Cave~ - This part of the cave is much like the others. The walls of the -cavern are made of obsidian, adamite, purple granite, slate and purple quartz. -They are sharp to the touch, but the floors have been hewn smooth and show no -ruts or other wear. Soft pattering footstep can be heard echoing off the walls -and into the darkness around. If someone were to get lost here they would -surely die for lack of food, water, light or fresh air, Perhaps those footsteep -are from lost travellers wandering thru the caves trying to find their way out. - -~ -239 265 0 0 0 0 -D2 -~ -~ -0 0 23954 -D3 -~ -~ -0 0 23956 -S -#23956 -Another Part of the Cave~ - This part of the cave is much like the others. Stale dry air which smells -of death and decay. One can hear pattering footsteps in the dark from all -around. If someone were to get lost here they would surely die for lack of -food, water, light or fresh air. -~ -239 265 0 0 0 0 -D1 -~ -~ -0 0 23955 -D3 -To a dark corner of the cave. -~ -~ -0 0 23965 -S -#23957 -Inside a Goblin Cave~ - There is large campfire built here, probably for warmth. The smoke fills -this part of the cave and has coated the cave walls with a thick black soot. -The smell in the cave is worse here, and a pile of garbage seems to be the -source of the awful smell. The glow of the cave walls is less noticeable here -but you can still see by the light of the fire. -~ -239 264 0 0 0 0 -D0 - Path to another part of the goblin cave. -~ -~ -0 0 23948 -D2 - Path to another part of the goblin cave. -~ -~ -0 0 23958 -D3 - Path to another part of the goblin cave. -~ -~ -0 0 23949 -S -#23958 -Inside a Goblin Cave~ - The cave has a dull green-yellow glow, smells bad, and is dirty. The rock -is smooth on the floor with bricks of purple granite and in a plain design, -probably goblins made this or copied it from some other culture. There are -hollowed out cubby holes with places for lanterns, but they are unnecessary -because of the glow of the walls. The combination of colors is nauseating and -the smell here doesn't help. -~ -239 264 0 0 0 0 -D0 -Path to another part of the goblin cave. -~ -~ -0 0 23957 -S -#23959 -A Ledge on the Chasm Path~ - The path is wider here and is carved deeper into the side of the chasm. -There are spring fountains and benches here in this resting spot along the -trail. To the east the path continues it's downward slope, while it climbs -upwards to the west. There is a fine glowing powder lighting the path with a -eerie orange-red glow here. A strong sulfuric smell drifts up from the chasm -below. -~ -239 12 0 0 0 4 -D1 - Decending path into the chasm. -~ -~ -0 0 23960 -D3 - Path up the chasm wall. -~ -~ -0 0 23946 -E -spring fountains~ - These fountains are dry but probably once quenched the thirst of travelers -and their beasts along the path. -~ -S -#23960 -Along a Deep Chasm~ - The path is carved out of the side of the chasm with a gradual slope going -west and east. Fumes drift up from the bottomless chasm below with a strong -sulfuric odor. Every now and then sounds of dislodged rocks can be heard -crashing off the sides of the chasm, then a deafening silence as they continue -their endless flight through the depths below. To the west the path ascends -with a dull red glow of mineral deposits from the fumes. To the east is a -gradual slope deeper into the chasm. -~ -239 264 0 0 0 4 -D1 - Path descending deeper into the chasm. -~ -~ -0 0 23961 -D3 - Path ascending the chasm wall. -~ -~ -0 0 23959 -S -#23961 -A Huge Gate~ - A huge gate about ten metrons high stands here carved with archaic drow -runes. It is a deep black color and probably contstructed of the drow's -favorite mineral, obsidian. The path has a dull red glow from some powder -caked along the chasm walls. To the west the path ascends along the side of -the chasm, lit with the scarlet glow. -~ -239 264 0 0 0 4 -D2 - An obsidian gate 8 metrons high, 4 metrons wide carved with drow runes. -There is a red rune in the center of the door which might be a keyhole. -~ -gate runed~ -1 23929 23962 -D3 - Path ascending the side of the chasm. -~ -~ -0 0 23960 -E -powder glow walls~ - The blood red glow comes from a fine powder, probably deposits from the -sulfuric fumes drifting up from the chasm below. The red is a deep blood red -or scarlet and dimly lights the path along the chasm. -~ -E -gate obsidian~ - An obsidian gate 8 metrons high, 4 metrons wide carved with drow runes. -There is a red rune in the center of the door which might be a keyhole. -~ -S -#23962 -An Obsidian Cave~ - The entrance to the cave is eight metrons high and four metrons wide, -covered with bricks of shiny black obsidian. The floor is covered with red -glowing runes of drow origin and light the path. There is a huge gate to the -north. The cave continues on to the south. -~ -239 140 0 0 0 4 -D0 - A huge obsidian door carved with drow runes. The door is about 8 metrons -high and there is a red rune in the center for a key. -~ -gate runed~ -1 23929 23961 -D2 -Towards a dim passageway. -~ -~ -0 0 23963 -E -gate~ - An obsidian gate 8 metrons high, 4 metrons wide carved with drow runes. -There is a red rune in the center of the door which might be a keyhole. -~ -S -#23963 -A Dark Passage~ - This is a dark passage. Dry cool stale air without a breeze smells of death -and decay. There is a slight glow here coming from what looks like many -footprints going in all directions on the passage floor. There is a soft light -coming from the north end of the passage and darkness to the east. Strange -faint sounds of patting feet can be heard echoing from the darkness. -~ -239 268 0 0 0 2 -D0 -Towards a red glow in the passage. -~ -~ -0 0 23962 -D1 -Towards a dark passageway. -~ -~ -0 0 23964 -E -light footprints floor~ - The light comes from what looks like tracks of many footprints traveling -thru a red glowing powder thru the passage. -~ -S -#23964 -Mouth of a Cave~ - This is a sloping passage. Downwards to a dark passage to the west. -Upwards to what appears to be a cave. The air is stale and smells of death and -decay. Eriee sounds of soft footsteps come from within the cave. And echoing -thru the passageway. -~ -239 265 0 0 0 0 -D3 -Towards a glowing passageway. -~ -~ -0 0 23963 -D4 -Towards a dark cave. -~ -~ -0 0 23950 -S -#23965 -A Dark Corner of the Cave~ - The stale cool air remains stagnant and has the stench of death and decay -upon it. This is a small niche of the cave with a lower ceiling than the rest -of the cave. A narrow passageway leads north into the darkness and to the -east, leads into a wider area of the dark cave. -~ -239 265 0 0 0 0 -D0 -To another part of the cave. -~ -~ -0 0 23966 -D1 -To a wider part of the cave. -~ -~ -0 0 23956 -S -#23966 -Another Part of the Cave~ - This part of the cave is not any different than the rest. Cool, dry, stale -air, no food , no water, or other substanance to sustain life. Yet, sounds of -soft footsteps can be heard coming from all around. -~ -239 269 0 0 0 0 -D1 -A dark part of the cave. -~ -~ -0 0 23967 -D2 -To a dark niche in the cave. -~ -~ -0 0 23965 -S -#23967 -Another Part of the Cave~ - The cave has dark walls, stale air, strange sounds of footsteps coming from -all around. The walls are a conglomerate of adamite and obsidian rock and an -evil force seems to raditate from them. The floor has been hewn smooth by -someone and seems to have no signs of wear. -~ -239 265 0 0 0 4 -D0 -A dark stale cave. -~ -~ -0 0 23968 -D3 -A dark cave. -~ -~ -0 0 23966 -S -#23968 -Another Part of the Cave~ - Stale air, odors of death and decay, cool and dry blanket the darkness of -the cavern here. If someone were to get lost here they would surely die for -lack of food, water, fresh air, light or hope of finding a path thru the dark -caverns, niches, slopes. The floor is smooth here but the walls are sharp to -the touch with shards of obsidian, adamite protruding from it. Soft pattering -sounds can be heard echoing off the walls from all around. -~ -239 265 0 0 0 4 -D0 -To another part of the cave. -~ -~ -0 0 23969 -D2 -An even darker part of the cave. -~ -~ -0 0 23967 -D3 -A dark cave with a stale air of death and decay. -~ -~ -0 0 23966 -S -#23969 -Another Part of the Cave~ - This part of the cave is very similar to the others. Dark obsidian rocks -jut out from the sides with glimmers of adamite cyrstal shards wedged in -between the layers. If one were to get lost here they would surely die, no -food, water, light or fresh air to sustain them for very long. Soft patting -footsteps can be heard coming from somewhere within to the south. -~ -239 265 0 0 0 0 -D0 -Towards a long dark obsidian hallway. -~ -door~ -1 0 23970 -D2 -To an even darker part of the cave. -~ -door~ -1 0 23968 -S -#23970 -Obsidian Hallway~ - An obsidian hallway is smooth on all sides. It is straight and narrow and -runs north and south. There is a dark obsidian door on the north side. An -opening to a dark cavern is on the south. Soft pattering sounds can be heard -towards the south but inside the the hallway there are no sounds. The sounds -and light seem to be absorbed by the mysterious stone the walls, ceiling, and -floor are made of. -~ -239 397 0 0 0 4 -D0 -~ -door~ -1 0 23971 -D2 - Door to the drow caverns. -~ -gate~ -1 0 23969 -S -#23971 -South End of Slave Corridor~ - This is a long hallway with dark black stone floor, walls and ceiling. -There are several gates to prison cells on each side. Grunts, moans, and pleas -of mercy can be heard coming from the cells. The air here smells of blood and -sweat. There are doors on each end of the hallway leading towards unknown -destinations. -~ -239 265 0 0 0 0 -D0 -Further down the corridor. -~ -~ -0 0 23972 -D1 -A gate to a slave chamber. -~ -gate~ -1 0 23975 -D2 -~ -door~ -1 0 23970 -D3 -Gate to a slave chamber. -~ -gate~ -1 0 23976 -S -#23972 -Middle of Slave Corridor~ - This is a long hallway with dark black stone floor, walls and ceiling. -There are several gates to prison cells on each side. Grunts, moans, and pleas -of mercy can be heard coming from the cells. The air here smells of blood and -sweat. There are doors on each end of the hallway leading towards unknown -destinations. -~ -239 265 0 0 0 0 -D0 -Further down the corridor. -~ -~ -0 0 23973 -D1 -Gate to a slave chamber. -~ -gate~ -1 0 23977 -D2 -Further down the corridor. -~ -~ -0 0 23971 -D3 -Gate to a slave chamber -~ -gate~ -1 0 23978 -S -#23973 -North End of Slave Corridor~ - This is a long hallway with dark black stone floor, walls and ceiling. -There are several gates to prison cells on each side. Grunts, moans, and pleas -of mercy can be heard coming from the cells. The air here smells of blood and -sweat. There are doors on each end of the hallway leading towards unknown -destinations. -~ -239 265 0 0 0 0 -D0 -Door to a hallway. -~ -~ -1 0 23980 -D1 -Gate to a slave chamber. -~ -gate~ -1 0 23979 -D2 -Further down the corridor. -~ -~ -0 0 23972 -D3 -Gate to a slave chamber. -~ -gate~ -1 0 23974 -S -#23974 -A Slave Chamber~ - A large dark room is here with a gate to a passageway, a trough carved in -the floor, dark smooth walls and ceiling. The trough in the floor has water -and scraps of food in it. The smooth dark walls are made of obsidian block. -The ceiling is high above the floor and has air vents and hollowed out sections -in which torches burn dimly. -~ -239 265 0 0 0 0 -D1 -Gate to the passageway. -~ -gate~ -1 0 23973 -S -#23975 -A Slave Chamber~ - A large dark room is here with a gate to a passageway, a trough carved in -the floor, dark smooth walls and ceiling. The trough in the floor has water -and scraps of food in it. The smooth dark walls are made of obsidian block. -The ceiling is high above the floor and has air vents and hollowed out sections -in which torches burn dimly. -~ -239 273 0 0 0 0 -D3 -Gate to the passageway. -~ -gate~ -1 0 23971 -S -#23976 -A Slave Chamber~ - A large dark room is here with a gate to a passageway, a trough carved in -the floor, dark smooth walls and ceiling. The trough in the floor has water -and scraps of food in it. The smooth dark walls are made of obsidian block. -The ceiling is high above the floor and has air vents and hollowed out sections -in which torches burn dimly. -~ -239 265 0 0 0 0 -D1 -Gate to the passageway -~ -gate~ -1 0 23971 -S -#23977 -A Slave Chamber~ - A large dark room is here with a gate to a passageway, a trough carved in -the floor, dark smooth walls and ceiling. The trough in the floor has water -and scraps of food in it. The smooth dark walls are made of obsidian block. -The ceiling is high above the floor and has air vents and hollowed out sections -in which torches burn dimly. -~ -239 265 0 0 0 0 -D3 -Gate to the passageway. -~ -gate~ -1 0 23972 -S -#23978 -A Slave Chamber~ - A large dark room is here with a gate to a passageway, a trough carved in -the floor, dark smooth walls and ceiling. The trough in the floor has water -and scraps of food in it. The smooth dark walls are made of obsidian block. -The ceiling is high above the floor and has air vents and hollowed out sections -in which torches burn dimly. -~ -239 265 0 0 0 0 -D1 -Gate to the passageway. -~ -gate~ -1 0 23972 -S -#23979 -A Slave Chamber~ - A large dark room is here with a gate to a passageway, a trough carved in -the floor, dark smooth walls and ceiling. The trough in the floor has water -and scraps of food in it. The smooth dark walls are made of obsidian block. -The ceiling is high above the floor and has air vents and hollowed out sections -in which torches burn dimly. -~ -239 265 0 0 0 0 -D3 -A gate to the passageway. -~ -gate~ -1 0 23973 -S -#23980 -A Dark Hallway~ - The hallway has smooth dark black walls of obsidan blocks, the floor has -obsidan and onyx tile fashioned into a spiderweb design. There are no sounds, -no smells the air is fresh but still. The ceiling emits a soft red glow from -the tiles arranged into a spiderweb moasaic. There are a few doors on the -walls along the passage way and sharp turns along it's path. The craftmanship -of the tiles and blocks of the walls are superb and no cracks can be detected -between the smooth grotesque design. The dim red glow seems to be absorbed by -the black walls and the onyx tiles on the floor glimmer reflections from the -ceiling so only a short distance can be seen down the hallway. -~ -239 268 0 0 0 0 -D1 -Further down the hallway. -~ -~ -0 0 23981 -D2 -A door to another passageway. -~ -door~ -1 0 23973 -S -#23981 -A Dark Hallway~ - The hallway has smooth dark black walls of obsidan blocks, the floor has -obsidan and onyx tile fashioned into a spiderweb design. There are no sounds, -no smells the air is fresh but still. The ceiling emits a soft red glow from -the tiles arranged into a spiderweb moasaic. There are a few doors on the -walls along the passage way and sharp turns along it's path. The craftmanship -of the tiles and blocks of the walls are superb and no cracks can be detected -between the smooth grotesque design. The dim red glow seems to be absorbed by -the black walls and the onyx tiles on the floor glimmer reflections from the -ceiling so only a short distance can be seen down the hallway. -~ -239 264 0 0 0 0 -D1 -Further down the hallway. -~ -~ -0 0 23982 -D3 -Further down the hallway. -~ -~ -0 0 23980 -S -#23982 -A Dark Hallway~ - The hallway has smooth dark black walls of obsidan blocks, the floor has -obsidan and onyx tile fashioned into a spiderweb design. There are no sounds, -no smells the air is fresh but still. The ceiling emits a soft red glow from -the tiles arranged into a spiderweb moasaic. There are a few doors on the -walls along the passage way and sharp turns along it's path. The craftmanship -of the tiles and blocks of the walls are superb and no cracks can be detected -between the smooth grotesque design. The dim red glow seems to be absorbed by -the black walls and the onyx tiles on the floor glimmer reflections from the -ceiling so only a short distance can be seen down the hallway. -~ -239 264 0 0 0 0 -D0 -Further down the hallway. -~ -~ -0 0 23983 -D3 -Further down the hallway. -~ -~ -0 0 23981 -S -#23983 -A Dark Hallway~ - The hallway has smooth dark black walls of obsidan blocks, the floor has -obsidan and onyx tile fashioned into a spiderweb design. There are no sounds, -no smells the air is fresh but still. The ceiling emits a soft red glow from -the tiles arranged into a spiderweb moasaic. There are a few doors on the -walls along the passage way and sharp turns along it's path. The craftmanship -of the tiles and blocks of the walls are superb and no cracks can be detected -between the smooth grotesque design. The dim red glow seems to be absorbed by -the black walls and the onyx tiles on the floor glimmer reflections from the -ceiling so only a short distance can be seen down the hallway. -~ -239 264 0 0 0 0 -D2 -Further down the hallway. -~ -~ -0 0 23982 -D3 -Further down the hallway. -~ -~ -0 0 23984 -S -#23984 -A Dark Hallway~ - The hallway has smooth dark black walls of obsidan blocks, the floor has -obsidan and onyx tile fashioned into a spiderweb design. There are no sounds, -no smells the air is fresh but still. The ceiling emits a soft red glow from -the tiles arranged into a spiderweb moasaic. There are a few doors on the -walls along the passage way and sharp turns along it's path. The craftmanship -of the tiles and blocks of the walls are superb and no cracks can be detected -between the smooth grotesque design. The dim red glow seems to be absorbed by -the black walls and the onyx tiles on the floor glimmer reflections from the -ceiling so only a short distance can be seen down the hallway. -~ -239 264 0 0 0 0 -D1 -Further down the hallway. -~ -~ -0 0 23983 -D2 -Further down the hallway. -~ -~ -0 0 23985 -S -#23985 -A Dark Hallway~ - The hallway has smooth dark black walls of obsidan blocks, the floor has -obsidan and onyx tile fashioned into a spiderweb design. There are no sounds, -no smells the air is fresh but still. The ceiling emits a soft red glow from -the tiles arranged into a spiderweb moasaic. There are a few doors on the -walls along the passage way and sharp turns along it's path. The craftmanship -of the tiles and blocks of the walls are superb and no cracks can be detected -between the smooth grotesque design. The dim red glow seems to be absorbed by -the black walls and the onyx tiles on the floor glimmer reflections from the -ceiling so only a short distance can be seen down the hallway. -~ -239 264 0 0 0 0 -D0 -Further down the hallway. -~ -~ -0 0 23984 -D5 -~ -~ -0 0 23986 -S -#23986 -The Outer Chamber~ - This room has no floor, ceiling, or walls. There are strong strands of -spider web approching a central zone. The strands are about 20 metrons long -and 8 cm thick. If one fell off a supporting strand, they would not fall too -far before landing on another. The strands are symetrically designed and -radiate from the central chamber within the zone. One can barely make out -another chamber directly in the center which is suspended in space by the -thousands of strands of spiderweb supporting it. -~ -239 137 0 0 0 5 -D4 -~ -~ -0 0 23985 -S -#23999 -South Pass Links Room {Crysanthia]~ - This zone links north to room 9030. Build all rooms south of that -connection point. -Best link to zone 90 would be south to room 23904 and north from -23904 to room 9030 in zone 90. When implemented on CW this -should be edited in both rooms on other port. -~ -239 0 0 0 0 0 -S -$~ diff --git a/lib/world/wld/240.wld b/lib/world/wld/240.wld deleted file mode 100644 index 727624c..0000000 --- a/lib/world/wld/240.wld +++ /dev/null @@ -1,1811 +0,0 @@ -#24000 -The Southern Gate of Dun Maura~ - As you walk into the shadows between the large steel gates you realize how -insignificant you must look. Minotaurs walk past, most several feet taller -than you. The guards here seem to be looking for an excuse to kill something, -or someone. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24005 -E -credits info~ - Builder : Rumble -Zone : 240 Dun Maura -Began : 2000 -Player Level : 5-10 -Rooms : 88 -Mobs : 34 -Objects : 27 -Shops : 1 -Triggers : 10 -Theme : A city of proud minotaurs. -Links : 00s, 37w, 47e, 84n - -Zone: 240 was linked to the following zones: -100 The Northern Highway at: 24000 (south) ---> 10096 - 86 Duke Kalithorn's Keep at: 24084 (north) ---> 8660 -~ -E -gate~ - The large gates are made of wood, but are so heavily reinforced with stell -that The large gates are made of wood, but are so heavily reinforced with steel -that you can hardly tell. It would take someone of inhuman strength to close -them. -~ -S -#24001 -Zyanya Way~ - You have heard stories that minotaurs like large buildings and open spaces -which can accommodate their extended families. They tend to get on well with -anyone displaying similar qualities to their own. You hope they will get along -with you. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24010 -D1 -~ -~ -0 0 24002 -S -#24002 -Zyanya Way~ - The minotaur is one of the most powerful races. Some growing over eight -feet tall. Stories of minotaurs killing humans for sport abound. But they -were all just stories, right? -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24011 -D1 -~ -~ -0 0 24003 -D3 -~ -~ -0 0 24001 -S -#24003 -Zyanya Way~ - You carefully work your way along the small side street. Trying to stay out -of the way of the minotaurs. Their bodies are covered in a short dark fur. -Minotaurs are not considered one of the smarter races, and tend be viewed as a -race of bullies. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24004 -D3 -~ -~ -0 0 24002 -S -#24004 -Zyanya Way~ - The minotaur is a tall muscular race. Most Minotaurs average about 8 feet -tall, and weigh in excess of 400 pounds. You follow a small street along the -southern wall. To the north you see a large structure. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24013 -D1 -~ -~ -0 0 24005 -D3 -~ -~ -0 0 24003 -S -#24005 -Vassar Road~ - You stare around in amazement at this strange race, the Minotaur. You know -the stories well. Generally sturdy, large and strong folk, they are mostly -hard-working, assertive and uncompromising to the point of stubbornness, which -can manifest as belligerence, boastful pride and a hot temper. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24014 -D1 -~ -~ -0 0 24006 -D2 -~ -~ -0 0 24000 -D3 -~ -~ -0 0 24004 -S -#24006 -Zyanya Way~ - You have heard stories that minotaurs like large buildings and open spaces -which can accommodate their extended families. They tend to get on well with -anyone displaying similar qualities to their own. You hope they will get along -with you. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24007 -D3 -~ -~ -0 0 24005 -S -#24007 -Zyanya Way~ - Minotaurs are ancient creatures, dating back to the beginning of time. -Human in body, these creatures have the heads of bulls, making them not very -well suited towards beautypageants. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24008 -D3 -~ -~ -0 0 24006 -S -#24008 -Zyanya Way~ - You remember the horrible stories about how a minotaur can become greatly -enraged and wreak havoc if provoked. You remind yourself to be very careful -around these juggernauts. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24009 -D3 -~ -~ -0 0 24007 -S -#24009 -Zyanaya Way~ - The average Minotaur tends to wear very little clothing because their fur -provides quite a bit of warmth. They trample past you with a certain -determination that makes you feel uneasy. They all look so... Confident. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24018 -D3 -~ -~ -0 0 24008 -S -#24010 -Whits Lane~ - Minotaurs are a very honorable race. Unfortunately, they are also a violent -race because of how they value strength. This makes them very seclusive. -Very rarely will a minotaur ever bee seen outside of the city. Unless they are -on a mission. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24019 -D2 -~ -~ -0 0 24001 -S -#24011 -Minotaur Home~ - A large room lined with bunks stacked three high. Several large tables are -in the middle of the room without any chairs. This must be where the minotaurs -come to sleep and eat. They must live a very mundane and dull life. -~ -240 0 0 0 0 1 -D2 -~ -~ -0 0 24002 -D4 -~ -~ -0 0 24085 -E -table~ - The table is bare and in pretty rough shape. Scratches mar the once smooth -top. -~ -S -#24012 -The Armory~ - You can hear the bellows pumping, the roar of the furnace where some of the -finest weapons in the realm are made. A huge minotaur with arms larger than -your waist hammers away at some yet to be recognizable hunk of metal. Many -items lay about you, ready for sale -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24021 -S -#24013 -Minotaur Home~ - This is where the minotaurs sleep and eat. That is all. A large table sits -in the middle of the room and bunks line all the walls. They have no need for -luxuries. A large family must live in this house. A small staircase winds its -way to the second floor. -~ -240 0 0 0 0 1 -D2 -~ -~ -0 0 24004 -D4 -~ -~ -0 0 24086 -E -table~ - The table spans about three quarters of the room. Enough to seat at least -30 minotaurs. Too bad there are no chairs. -~ -S -#24014 -Vassar Road~ - From their birth, minotaurs are trained for strength, cunning, and -intelligence. They believe that the weak should perish and that might proves -right. It is to them, the natural process of life. The street continues north -and south. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24023 -D2 -~ -~ -0 0 24005 -S -#24015 -Training Grounds~ - You remember the tales of battle how the Minotaurs fought ferociously and -showed no mercy to their fallen adversaries, often stampeding over the dead and -dying bodies to pursue a new enemy. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24024 -D1 -~ -~ -0 0 24016 -S -#24016 -Training Grounds~ - Minotaurs view surrender as an admission of weakness, and are likely to -fight to the death regardless of the circumstances. Several minotaurs are here -sparring with their deadly look axes and pole arms. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24025 -D1 -~ -~ -0 0 24017 -D3 -~ -~ -0 0 24015 -S -#24017 -Training Grounds~ - Minotaurs are powerfully built and tower more than eight feet in height, -with the head of a bull and the body of a human male. Minotaurs revere -physical strength above all else, and they believe that the strong should -naturally rule the weak. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24026 -D3 -~ -~ -0 0 24016 -S -#24018 -Wasatch Lane~ - Minotaurs grow up in secluded towns only with other Minotaurs. The city -seems to be very chaotic and barbaric. But, this is not the case. They just -have a very different way of approaching law enforcement and society. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24027 -D2 -~ -~ -0 0 24009 -S -#24019 -Whits Lane~ - The stories you hear of the minotaurs are not always good ones, you remember -one specifically. Minotaurs believe themselves to be the "Master Race. " They -believe the gods chose them to control the weak and dishonorable. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24028 -D2 -~ -~ -0 0 24010 -S -#24020 -Market Street~ - You recall the story how when provoked, these awesome warriors will -fearlessly charge headlong into their foes, seeking to spill entrails with -their devastating horns. This power makes Minotaurs respected and revered -fighters throughout all of the realm. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24029 -D1 -~ -~ -0 0 24021 -S -#24021 -Market Street~ - The city around you is a wondrous city of buildings and cobblestone streets. -Though crude and utilitarian. Inhabited solely by minotaurs, it is ruled by -Zarn, the minotaur Grand Master. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24022 -D2 -~ -~ -0 0 24012 -D3 -~ -~ -0 0 24020 -S -#24022 -Market Street~ - Many minotaurs are brutal savages, but they are not always mindless killers. -They are ruthless, harsh, and stubborn, but they can be surprisingly -intelligent. As you enter the marketplace, you realize they are a society just -like any other. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24031 -D1 -~ -~ -0 0 24023 -D3 -~ -~ -0 0 24021 -S -#24023 -Vassar Road~ - To the east you can hear the sounds of fighting. To the west a small -marketplace. You remember more of the minotuar history. They are intensely -proud creatures, half-human and half-cow, "bovine" is just about the worst -insult anyone can hurl at a minotaur -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24032 -D1 -~ -~ -0 0 24024 -D2 -~ -~ -0 0 24014 -D3 -~ -~ -0 0 24022 -S -#24024 -Training Grounds~ - You have entered into the minotaurs training area. Here minotaurs practice -their various fighting styles. You could probably learn a thing or two by -watching. Because of their legendary stamina and massive builds most Minotaurs -pursue a life of military service. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24033 -D1 -~ -~ -0 0 24025 -D2 -~ -~ -0 0 24015 -D3 -~ -~ -0 0 24023 -S -#24025 -Training Grounds~ - Adventurer knows better then to get on the wrong side of a Minotaur. -Minotaurs are a large strong race well known for their abillty to work days at -a time with very little rest. Though they are not among the smartest of races, -they are regarded for their warrior skills and even the novice adventurer knows -better then to get on the wrong side of a Minotaur. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24034 -D1 -~ -~ -0 0 24026 -D2 -~ -~ -0 0 24016 -D3 -~ -~ -0 0 24024 -S -#24026 -Training Grounds~ - Minotaurs are great fighters, but they are limited in the other occupations. -They mostly keep to themselves because of their superior beliefs except during -war. If you ever had to go to war, this would be who you want as any ally. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24035 -D2 -~ -~ -0 0 24017 -D3 -~ -~ -0 0 24025 -S -#24027 -Wasatch Lane~ - Minotaurs frequently prize strength and prowess, and tend to prefer simple, -direct solutions to problems. The majority of Minotaurs despise laziness and -injustice. You wonder exactly at what their definition of laziness and -injustice would be. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24036 -D2 -~ -~ -0 0 24018 -S -#24028 -Whits Lane~ - The small lane continues north and south from here. You recall even more of -the stories of the minotaur way of life. The family is the blood of the -culture. Without a family a Minotaur has no source for nobility, honor, or -pride. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24038 -D2 -~ -~ -0 0 24019 -S -#24029 -Specialty Shop~ - This small shop has exotic items only made by minotaurs, for minotaurs. -You have heard stories of some people being able to get these items through -other hands, but no minotaur ever gives up these special items willingly. -~ -240 0 0 0 0 1 -D2 -~ -~ -0 0 24020 -S -#24030 -Minotaur House~ - There is something strange about this house. You can't quite figure it out, -but something disturbs you. A staircase leads up. The street is to the north. -A large rug covers most of the floor here. It is the first luxury you have -seen in any minotuar home. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24040 -D4 -~ -~ -0 0 24087 -D5 -~ -Grate~ -1 0 24088 -E -rug~ - The rug seems to be covering a large grate in the floor. You wonder if you -could lift that heavy metal grate. -~ -E -grate~ - A small grate is partially hidden under some dirt and blankets. -~ -S -#24031 -Supplies store~ - Shelves are everywhere in this small shope. Crowded to overflowing, items -lean against the walls, are stacked on the floor, and are even hanging from the -ceiling. You wonder what kinds of things might be for sale to you. Most -minotaurs only trade with their own kind. -~ -240 0 0 0 0 1 -D2 -~ -~ -0 0 24022 -S -#24032 -Vassar Road~ - Few other races are respected or feared more than the minotaurs of Dun -Maura. Their minds and bodies are powerful, and they radiate auras of command -and authority. No one in their right mind comes to this city with evil -intentions. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24042 -D2 -~ -~ -0 0 24023 -S -#24033 -Training Grounds~ - You stare at the minotaurs honrs, you start to feel sick to your stomach. -Could you imagine what it would be like to be impaled by a minotaur? The -minotaurs ivory-colored horns reach up to two feet in length. They adorn -their horns with gold rings which represent the number of combats won in the -Arena. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24034 -D2 -~ -~ -0 0 24024 -S -#24034 -Training Grounds~ - Minotaurs are incredibly strong and powerful. Their thick hide can take a -strong beating in battle. Due to their nature, they are disliked by many other -races but are tolerated because of their fierce warlike attitudes. Minotaurs -make superb warriors. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24035 -D2 -~ -~ -0 0 24025 -D3 -~ -~ -0 0 24033 -S -#24035 -Training Grounds~ - Minotaurs are the largest of the races, ranging from 7-9 feet in height. -They are stronger than any other race, and almost as durable as the dwarves. -Minotaurs are very versatile. They prefer to be what they were born to be: a -Warrior! -~ -240 0 0 0 0 1 -D2 -~ -~ -0 0 24026 -D3 -~ -~ -0 0 24034 -S -#24036 -Wasatch Lane~ - Minotaurs do not look down on other races, but they rarely understand the -likes of the "higher", "civilized" species. They are a very brusque and direct -people and don't particularly enjoy the likes of those races that rely on -diplomacy and subterfuge to exist. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24046 -D2 -~ -~ -0 0 24027 -S -#24037 -The Western Gate of Dun Maura~ - This gate is rarely open. Only the Southern and Eastern gates are kept open -to allow travel between the city of the centaurs and the Capital. The -wilderness beyond these gate is wild and untamed. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24038 -S -#24038 -Whits Lane~ - You arrive at the intersection before the west gate. The minotaurs around -you have heads that are shaped like that of a bull and their bodies are covered -with fur and their feet are cleft hooves. They have horns that grow 3-24 -inches. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24048 -D1 -~ -~ -0 0 24039 -D2 -~ -~ -0 0 24028 -D3 -~ -~ -0 0 24037 -S -#24039 -VaQuero Road~ - Few other races are respected or feared more than the minotaurs of Dun -Maura. Their minds and bodies are powerful, and they radiate auras of command -and authority. No one in their right mind comes to this city with evil -intentions. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24040 -D3 -~ -~ -0 0 24038 -S -#24040 -VaQuero Road~ - To the north you see a large, crude building. It seems that a lot of -important minotaurs must reside there. It must be where the city is run from. -To the south a small stone building is heavily guarded. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24050 -D1 -~ -~ -0 0 24041 -D2 -~ -~ -0 0 24030 -D3 -~ -~ -0 0 24039 -S -#24041 -VaQuero Road~ - The physical presence of a minotaur is awe-inspiring. Powerful, eight-foot -tall humanoids with the horned head of a bull, minotaurs have fur all over -their bodies, ranging in color from red to brown and even black. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24042 -D3 -~ -~ -0 0 24040 -S -#24042 -The Center of Dun Maura~ - You find yourself in the heart of the city. Minotaurs are everywhere. It -seem like this city is overflowing, you wonder how so many can live in such a -small city. They seem oblivious to your presence, you are not sure if that is -good or bad. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24052 -D1 -~ -~ -0 0 24043 -D2 -~ -~ -0 0 24032 -D3 -~ -~ -0 0 24041 -S -#24043 -VaQuero Road~ - You stare at the minotaurs honrs, you start to feel sick to your stomach. -Could you imagine what it would be like to be impaled by a minotaur? The -minotaurs ivory-colored horns reach up to two feet in length. They adorn -their horns with gold rings which represent the number of combats won in the -Arena. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24044 -D3 -~ -~ -0 0 24042 -S -#24044 -VaQuero Road~ - Minotaurs are incredibly strong and powerful. Their thick hide can take a -strong beating in battle. Due to their nature, they are disliked by many other -races but are tolerated because of their fierce warlike attitudes. Minotaurs -make superb warriors. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24045 -D3 -~ -~ -0 0 24043 -S -#24045 -VaQuero Way~ - Minotaurs are the largest of the races, ranging from 7-9 feet in height. -They are stronger than any other race, and almost as durable as the dwarves. -Minotaurs are very versatile. They prefer to be what they were born to be: a -Warrior! -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24046 -D3 -~ -~ -0 0 24044 -S -#24046 -Wasatch Lane~ - You arrive at the intersection before the east gate. The minotaurs around -you have heads that are shaped like that of a bull and their bodies are covered -with fur and their feet are cleft hooves. They have horns that grow 3-24 -inches. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24056 -D1 -~ -~ -0 0 24047 -D2 -~ -~ -0 0 24036 -D3 -~ -~ -0 0 24045 -S -#24047 -The Eastern Gate of Dun Maura~ - This gate is heavily guarded by the minotaurs. You can remember the huge -battles between the minotaurs and centaurs. Some of the greatest fighters ever -to clash in the great wars. Now a temporary truce has stopped the war, but how -long will it last? -~ -240 0 0 0 0 1 -D3 -~ -~ -0 0 24046 -S -#24048 -Whits Lane~ - Minotaurs are a very honorable race. Unfortunately, they are also a violent -race because of how they value strength. This makes them very seclusive. -Very rarely will a minotaur ever bee seen outside of the city. Unless they are -on a mission. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24057 -D2 -~ -~ -0 0 24038 -S -#24049 -Hall of Vardis~ - Despite their brutal appearance, Minotaurs possess good-natured dispositions -and strive to uphold justice in the name of the Glorious Vardis, their only -god. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24058 -D1 -~ -~ -0 0 24050 -S -#24050 -Hall of Vardis~ - You stand in a massive stone building. The hall continues north. This -seems to be some kind of place of worship. A large statue dominates the center -of the room. It must be the minotuars sole god. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24059 -D1 -~ -~ -0 0 24051 -D2 -~ -~ -0 0 24040 -D3 -~ -~ -0 0 24049 -S -#24051 -Hall of Vardis~ - Minotaurs are a secluded race and are fervently religious toward their god, -Vardis. Minotaurs possess good-natured dispositions and strive to uphold -justice in the name of Glorious Vardis. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24060 -D3 -~ -~ -0 0 24050 -S -#24052 -Vassar Road~ - The physical presence of a minotaur is awe-inspiring. Powerful, eight-foot -tall humanoids with the horned head of a bull, minotaurs have fur all over -their bodies, ranging in color from red to brown and even black. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24061 -D2 -~ -~ -0 0 24042 -S -#24053 -Vorn Estate~ - This is the estate of the famous minotaur Vorn. He is in charge of the -cities economic stature and has supposedly been doing a great job for over 30 -years. But, few minotaurs seem to respect him. You wonder why. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24062 -D1 -~ -~ -0 0 24054 -D4 -~ -~ -0 0 24098 -S -#24054 -Main Chamber~ - You stand in a massive room, marble pillars support a high ceiling. -Skylights and windows are carved intricately into the walls. This estate is a -relief compared to the crude buildings in the rest of the city. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24063 -D1 -~ -~ -0 0 24055 -D3 -~ -~ -0 0 24053 -S -#24055 -Waiting Room~ - This is where anyone seeking an audience with Vorn must wait until called -upon. The room is surprisingly empty. Either Vorn runs a tight ship or the -population must be scared of him. The main chamber is to the west. -~ -240 0 0 0 0 1 -D3 -~ -~ -0 0 24054 -S -#24056 -Wasatch Lane~ - Minotaurs live by a Code of Honor. A Minotaur would never break his word or -cause dishonor to himself. Minotaurs believe that "Might makes right. " All -legal cases are settled in the Arena. The Arena is the heart of their culture. - -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24065 -D2 -~ -~ -0 0 24046 -S -#24057 -Whits Lane~ - Minotaurs live by a Code of Honor. A Minotaur would never break his word or -cause dishonor to himself. Minotaurs believe that "Might makes right. " All -legal cases are settled in the Arena. The Arena is the heart of their culture. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24066 -D2 -~ -~ -0 0 24048 -S -#24058 -Hall of Vardis~ - Minotaurs are a secluded race and are fervently religious toward their god, -Vardis. Minotaurs possess good-natured dispositions and strive to uphold -justice in the name of Glorious Vardis. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24059 -D2 -~ -~ -0 0 24049 -S -#24059 -Hall of Vardis~ - A huge statue dominates the center of this room. Vardis, the god of -minotaurs has been known by many names. The god of war, death, or justice. -All minotaurs revere him and wait for his return to finally overthrow the -centaurs to the east. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24068 -D1 -~ -~ -0 0 24060 -D2 -~ -~ -0 0 24050 -D3 -~ -~ -0 0 24058 -E -statue vardis~ - The statue depicts a giant centaur with horns covered with golden rings to -portray an undefeated rein in the arena. He holds a massive war axe and seems -to be standing over the remains of a centaur. -~ -S -#24060 -Hall of Vardis~ - Despite their brutal appearance, Minotaurs possess good-natured dispositions -and strive to uphold justice in the name of the Glorious Vardis, their only -god. -~ -240 0 0 0 0 1 -D2 -~ -~ -0 0 24051 -D3 -~ -~ -0 0 24059 -S -#24061 -Vassar Road~ - To the east the entrance to a large fancy building is wide open. You -remember more of the minotuar history. They are intensely proud creatures, -half-human and half-cow, "bovine" is just about the worst insult anyone can -hurl at a minotaur. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24070 -D1 -~ -~ -0 0 24062 -D2 -~ -~ -0 0 24052 -S -#24062 -Vorn Estate~ - Though most minotaurs would rather lead a life of battle and honor some have -been persuaded by the ways of other races to live a more fertile and luxurious -life. This is frowned on by the society, but allowed by the Grand Master to -allow for trade. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24071 -D1 -~ -~ -0 0 24063 -D2 -~ -~ -0 0 24053 -D3 -~ -~ -0 0 24061 -S -#24063 -The Main Chamber~ - You work your way into the center of this fancy estate. The exit seems to -be to the west while Vorn himself should be in the audience chamber to the -east. This massive chamber continues north and south. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24072 -D1 -~ -~ -0 0 24064 -D2 -~ -~ -0 0 24054 -D3 -~ -~ -0 0 24062 -S -#24064 -Audience Chamber~ - It is here that the cities financial matters are taken care of. Vorn -himself usually sits on top of a small platform at the back of the room to -listen to anyone who has a reason to petition. The room is lavishly decorated -with curtains and a fine rug. -~ -240 0 0 0 0 1 -D3 -~ -~ -0 0 24063 -D4 -~ -~ -0 0 24097 -S -#24065 -Wasatch Lane~ - The small lane continues north and south from here. You recall even more of -the stories of the minotaur way of life. The family is the blood of the -culture. Without a family a Minotaur has no source for nobility, honor, or -pride. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24074 -D2 -~ -~ -0 0 24056 -S -#24066 -Whits Lane~ - Minotaurs do not look down on other races, but they rarely understand the -likes of the "higher", "civilized" species. They are a very brusque and direct -towards people and don't particularly enjoy the likes of those races that rely -on diplomacy and subterfuge to exist. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24075 -D2 -~ -~ -0 0 24057 -S -#24067 -Zarn's Estate~ - Stairs lead up to the Grand Masters rooms. He is the supreme power in the -city. Everyone except the War Master answer to him and him alone. Only in the -time of war can his word be overran by the War Master. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24068 -D4 -~ -~ -0 0 24089 -S -#24068 -Zarn's Estate~ - You enter another small building attached to the end of Vardis Hall. This -is where the government, if you could call it that, of the minotaurs resides. -Their is only one position. The Grand Master. He is the final say in all -matters of the city. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24069 -D2 -~ -~ -0 0 24059 -D3 -~ -~ -0 0 24067 -S -#24069 -Zarn's Estate~ - Stairs lead up to Zarn's rooms where he runs the city. The Grand Master is -almost always accompanied by the War Master and a few advisors that help him -make all the decisions for the city. -~ -240 0 0 0 0 1 -D3 -~ -~ -0 0 24068 -D4 -~ -~ -0 0 24090 -S -#24070 -Vassar Road~ - From their birth, minotaurs are trained for strength, cunning, and -intelligence. They believe that the weak should perish and that might proves -right. It is to them, the natural process of life. The street continues north -and south. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24079 -D2 -~ -~ -0 0 24061 -S -#24071 -Vorn Estate~ - Several minotaurs are actually wearing robes and some type of sandals here. -They seem to have given up the normal minotaur life in order to pursue a more -monetary lifestyle. A spiral stairway leads up. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24072 -D2 -~ -~ -0 0 24062 -D4 -~ -~ -0 0 24096 -S -#24072 -Vorn Estate~ - You wonder how even a race of warriors must trade and have some sort of -monetary system to keep the city healthy. The occupants of this small estate -must be in charge of all trade with the outsiders. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24073 -D2 -~ -~ -0 0 24063 -D3 -~ -~ -0 0 24071 -S -#24073 -Vorn Estate~ - This Vorn, the guy who owns this place must be rich. You have heard that he -controls all trade with the other cities. He is well known as a conniving -salesman who always gets the best of any deal. -~ -240 0 0 0 0 1 -D3 -~ -~ -0 0 24072 -S -#24074 -Wasatch Lane~ - The stories you hear of the minotaurs are not always good ones, you remember -one specifically. Minotaurs believe themselves to be the "Master Race. " They -believe the gods chose them to control the weak and dishonorable. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24083 -D2 -~ -~ -0 0 24065 -D5 - A large metal cover blocks the entrance to the sewers below the city. -~ -sewer cover~ -1 0 24099 -E -sewer cover~ - A large metal sewer cover is partially open. -~ -S -#24075 -Zoa Way~ - You remember the horrible stories about how a minotaur can become greatly -enraged and wreak havoc if provoked. You remind yourself to be very careful -around these juggernauts. The road continues west or south. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24076 -D2 -~ -~ -0 0 24066 -S -#24076 -Zoa Way~ - Minotaurs are ancient creatures, dating back to the beginning of time. -Human in body, these creatures have the heads of bulls, making them not very -well suited towards beautypageants. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24077 -D3 -~ -~ -0 0 24075 -S -#24077 -Zoa Way~ - You have heard stories that minotaurs like large buildings and open spaces -which can accommodate their extended families. They tend to get on well with -anyone displaying similar qualities to their own. You hope they will get along -with you. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24078 -D3 -~ -~ -0 0 24076 -S -#24078 -Zoa Way~ - You carefully work your way along the small side street. Trying to stay out -of the way of the minotaurs. Their bodies are covered in a short dark fur. -Minotaurs are not considered one of the smarter races, and tend be viewed as a -race of bullies. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24079 -D3 -~ -~ -0 0 24077 -S -#24079 -Vassar Road~ - You stare around in amazement at this strange race, the Minotaur. You know -the stories well. Generally sturdy, large and strong folk, they are mostly -hard-working, assertive and uncompromising to the point of stubbornness, which -can manifest as belligerence, boastful pride and a hot temper. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24084 -D1 -~ -~ -0 0 24080 -D2 -~ -~ -0 0 24070 -D3 -~ -~ -0 0 24078 -S -#24080 -Zoa Way~ - You carefully work your way along the small side street. Trying to stay out -of the way of the minotaurs. Their bodies are covered in a short dark fur. -Minotaurs are not considered one of the smarter races, and tend be viewed as a -race of bullies. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24081 -D3 -~ -~ -0 0 24079 -S -#24081 -Zoa Way~ - The average Minotaur tends to wear very little clothing because their fur -provides quite a bit of warmth. They trample past you with a certain -determination that makes you feel uneasy. They all look so... Confident. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24082 -D3 -~ -~ -0 0 24080 -S -#24082 -Zoa Way~ - Minotaurs grow up in secluded towns only with other Minotaurs. The city -seems to be very chaotic and barbaric. But, this is not the case. They just -have a very different way of approaching law enforcement and society. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24083 -D3 -~ -~ -0 0 24081 -S -#24083 -Zoa Way~ - Minotaurs frequently prize strength and prowess, and tend to prefer simple, -direct solutions to problems. The majority of Minotaurs despise laziness and -injustice. You wonder exactly at what their definition of laziness and -injustice would be. Minotaurs frequently prize strength and prowess, and tend -to prefer simple, direct solutions to problems. The majority of Minotaurs -despise laziness and injustice. You wonder exactly what their definition of -laziness and injustice would be. -~ -240 0 0 0 0 1 -D2 -~ -~ -0 0 24074 -D3 -~ -~ -0 0 24082 -S -#24084 -The Northern Gate of Dun Maura~ - The gate stands wide open and leads into a peaceful looking woods. A fresh -breeze blows through the gate carrying with it the noise and smell of the -forest. A small path leads into the woods to the north. -~ -240 0 0 0 0 1 -D2 -~ -~ -0 0 24079 -S -#24085 -Bunk Room~ - Nothing but bunks crowd this room to the max. Stacked one on top of the -other you wonder how anyone could live in such cramped quarters. About a -quarter of the population could probably live in this one house. -~ -240 0 0 0 0 1 -D5 -~ -~ -0 0 24011 -S -#24086 -Bunk Room~ - Nothing but bunk after bunk lining the walls. They are actually built right -into the walls. Three high, on right on top of the other. At least 20 -minotaurs could probably sleep in here. You see no personal items at all. -~ -240 0 0 0 0 1 -D5 -~ -~ -0 0 24013 -S -#24087 -Bunk Room~ - This room also gives you a strange creepy feeling. Nothing unusual about it -though. Just bunks lining the walls giving the minotaurs somewhere to sleep. -The night shift is snoring, asleep until their next watch. -~ -240 0 0 0 0 1 -D5 -~ -~ -0 0 24030 -S -#24088 -Hidden Room~ - You thought minotaurs were very unsecretive and incapable of any mischief. -Various implements of torture lie about the room. This seems to be where the -not so honorable minotaurs of the society reside. You wonder how a society of -such strict honor could allow something like this to go on. -~ -240 0 0 0 0 0 -D4 - A small grate blocks the exit up. -~ -grate~ -1 0 24030 -S -#24089 -Zarn's Hall~ - Stairs lead down or the hall continues to the east towards the meeting room. -Where Zarn runs the city. The hierarchy of minatours is simple. Their God, -the Grand Master, and finally the War Master. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24091 -D5 -~ -~ -0 0 24067 -S -#24090 -Zarn's Hall~ - Stairs lead down or the hall continues to the west towards the meeting room. -Where Zarn runs the city. The hierarchy of minatours is simple. Their God, -the Grand Master, and finally the War Master. -~ -240 0 0 0 0 1 -D3 -~ -~ -0 0 24091 -D5 -~ -~ -0 0 24069 -S -#24091 -Zarn's Hall~ - Just to the south you can see the meeting room where the Grand Master -resides. To the east and west are stairways leading down to the Hall of -Vardis. Several minotaurs are lounging around, awaiting an audience with Zarn. - -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24090 -D2 -~ -~ -0 0 24093 -D3 -~ -~ -0 0 24089 -S -#24092 -Advisors Room~ - Several bunks line the walls where the advisors to the Grand Master sleep. -Always within shouting distance they help Zarn run the city. To many Zarn is -just a figurehead while the advisors are the real brains. -~ -240 0 0 0 0 1 -D1 -~ -~ -0 0 24093 -S -#24093 -Meeting Room of the Grand Master~ - You step into a large room with windows cut into the high ceiling to allow -light, and pillars to keep the ceiling from crashing down on your head. In the -center of the room is a pedestal where the grand master gives audience with his -advisors. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24091 -D1 -~ -~ -0 0 24094 -D2 -~ -~ -0 0 24095 -D3 -~ -~ -0 0 24092 -S -#24094 -War Masters Chambers~ - Easily the most respected of all the minotaurs, the War Master is admired -almost as much as the war god himself. The title War Master is the ultimate -honor to be given to any minotaur. It can only be given to a minotaur who has -been a war hero and undefeated in the arena. -~ -240 0 0 0 0 1 -D3 -~ -~ -0 0 24093 -S -#24095 -Grand Masters Chamber~ - The Grand Master is the only political figure in the entire city. Some -minotaurs even despise him because of this, but it was agreed that a figurehead -is necessary in order to run the city and trade with the other races. -~ -240 0 0 0 0 1 -D0 -~ -~ -0 0 24093 -S -#24096 -A Bedroom~ - This has to be one of the first liveable rooms you have seen in this city of -stone. A large bed fills the room and even some small furniture is scattered -haphazardly in the corners. -~ -240 0 0 0 0 1 -D5 -~ -~ -0 0 24071 -S -#24097 -Vorn's Chamber~ - This is where the richest minotaur alive sleeps. The minotaurs are well -known for their honesty and word. You wonder if it is possible for a minotaur -to actually be evil. If it is possible, Vorn would be a good place to start. -~ -240 0 0 0 0 1 -D5 -~ -~ -0 0 24064 -S -#24098 -Guest Room~ - This is where the special guests of the estate can stay if Vorn thinks it -fit. Many people of different races and from across the realm travel to this -fabled city. If they have the money Vorn is sure to swindle them out of it. -~ -240 0 0 0 0 1 -D5 -~ -~ -0 0 24053 -S -#24099 -The Sewers~ - Large Iron bars block any further entrance to the sewers. A small rusty -ladder leads back up into the city. You guess the minotaurs did not want -anyone wandering below them in their sewers. -~ -240 0 0 0 0 0 -D4 - A sewer cover leading up to the city and fresh air. -~ -sewer cover~ -1 0 24074 -S -$~ diff --git a/lib/world/wld/241.wld b/lib/world/wld/241.wld deleted file mode 100644 index 2e75cdb..0000000 --- a/lib/world/wld/241.wld +++ /dev/null @@ -1,1251 +0,0 @@ -#24100 -Main Engineering~ - The gentle murmur of the engine rumbles perpetually throughout these rooms. -Various colored lights flash and blink on their respective panels, keeping track -of things like the warp core temperature, current speed and the ship's shield -specifications. The room is longer than it is wide, and it has fairly low -ceilings. Computer terminals cover all the walls, and a large table built into -the floor sits in the middle of the room. Located at the far end of the room is -the warp core, a large pulsating vertical tube. -~ -241 8 0 0 0 0 -D0 -A non-descript corridor stretches far to the north. -~ -~ -0 -1 24102 -E -maps~ - STARSHIP ENTERPRISE - Turbolift | Ten Forward - 1010 | 1021 - | | | - School---1008----Holodeck 2 | Crusher's-----1019----Security - 1007 | 1008 | Quarters 1018 | 1020 - | | | - Brig---1005---Transporter | Sick Bay-----1016-----Holodeck 4 - 1004 | Room 1006 | 1015 | 1017 - | | | - Geordi's---1002----Data's | Cargo-----1013-----Riker's - Quarters 1001 | Quarters 1003 | Bay 1012 | Quarters 1014 - | | | - Engineering | Turbolift - 1000 | 1011 - | - DECK 1 | DECK 2 --------------------------------------+----------------------------------------- - | - Turbolift | Ready-----Bridge - 1032 | Room 1035 1038 - | | | - Science-----1030-----Cargo | Bridge-----Conference - Lab 1029 | Bay 1031 | 1036 Room 1037 - | | | - Gym-----1027-----Picard's | Turbolift - 1026 | Quarters 1028 | 1034 - | | | - Troi's-----1024-----Worf's | Turbolift - Quarters 1023 | Quarters 1025 | 1033 - | | - Shuttle Bay | - 1022 | - | - DECK 3 | DECK 4 -~ -E -credits info~ - x---------------------------------------------------------------------x - | STARSHIP ENTERPRISE - FOR CIRCLEMUD 3.1 | - | Written in 2001 by Crazyman | - | www.nt.net/saarinen | - x---------------------------------------------------------------------x - I created this zone because I'm a fan of the show Star Trek: The Next - Generation. This zone features all of the main characters from the - show, and many of the items too. This zone features about 45 rooms, - and is good for players of level 26-30. Everyone except for the - ensigns, Picard, and Data are rougly a bit stronger than Jupiter. Data - and Picard are much harder, and the ensigns are easier. I have a spot - for a holodeck, but I haven't added anything in yet. - - Written entirely from scratch in WordPad. Feel free to edit, modify, - and do what you want with this zone! - x---------------------------------------------------------------------x -Builder : Crazyman (Heiach) -Zone : 241 Starship Enterprise -Began : 2001 -Player Level : 26-30 -Rooms : 43(46) -Mobs : 14(19) -Objects : 19(33) -Shops : 1 -Triggers : 0(35) -Links : 0(1) <24109 - 35923> -~ -S -#24101 -Geordi's Quarters~ - The most immediately noticable quirk of this chamber is the sparseness of its -decorations. Considering the fact that the owner is blind, it isn't at all -strange to find that the room is almost completely bare, just the basics. A -small personal computer sits on a desk against the western wall, in between two -windows that look out into space, not that it really matters. A neatly made bed -has been placed against the northern wall. -~ -241 8 0 0 0 0 -D1 -A well-lit corridor lies to the east. -~ -~ -0 -1 24102 -S -#24102 -A Corridor~ - This is the southern end of a long hallway. Like all of the ships internal -passages, this one is well lit and pretty narrow. To the south can be heard the -continual rumbling of main engineering. -~ -241 8 0 0 0 0 -D0 - This corridor continues in a northernly direction. -~ -~ -0 -1 24105 -D1 - The android Data's quarters are located to the east, the almost constant home -to his pet cat, Spot. -~ -~ -0 -1 24103 -D2 - Main engineering can be spotted to the south, one of the most important parts -of a ship who's main mission is to explore. -~ -~ -0 -1 24100 -D3 - Geordi's Quarters lie to the west, quite a simply decorated room, for obvious -reasons. -~ -~ -0 -1 24101 -S -#24103 -Data's Quarters~ - This room is fashioned in such a way that one would be almost unable to tell -that it was designed by an android. Some easels and paintings have been -positioned along and on the northern wall, displaying Data's person expression -of what he sees, which is mainly spacial phenomenon. A huge computer screen -showing a cross section of the Enterprise dominates the view to the south. -In front of said screen is a large desk which boasts a wide array of computer -controls. What is quite perplexing is the lack of any sleeping facilities. -Data apparently, does not need to sleep the same way we do. -~ -241 8 0 0 0 0 -D3 - An ordered-looking corridor lies to the west. -~ -~ -0 -1 24102 -S -#24104 -The Brig~ - This area is very poorly lit. The brig is where all of the criminals and -prisoners are kept while onboard the Enterprise. Three fairly large cells can -been seen in the southern part of the room, defended with invisible laser bars. -A computer control panel is situated in the northwestern corner of the room, -which is where the force fields for the cells are controlled. -~ -241 8 0 0 0 0 -D1 - A long corridor can be spied to the east. -~ -~ -0 -1 24105 -S -#24105 -A Corridor~ - The rest of this well-lit corridor stretches to the north and south with many -doors to the east and west along it. Very much like a tube, the light beige -walls are narrow and have been rounded, throwing all memories of earth away. -Right-angles are so 2020. You notice a tiny computer panel embedded into the -wall. -~ -241 8 0 0 0 0 -D0 - The corridor heads northward, toward the turbolifts. -~ -~ -0 -1 24108 -D1 -The transporter room can be found to the east. -~ -~ -0 -1 24106 -D2 - This corridor continues to the south, leading eventually to main engineering. -~ -~ -0 -1 24102 -D3 - The place where all criminals spend their time can be seen in that direction, -the Brig. -~ -~ -0 -1 24104 -E -control panel computer screen sign~ - The panel says: - *************************************************** - * * - * NCC-1701-D - "ENTERPRISE" * - * * - * ***** * - * ********************** * - * *********************** _________ * - * ***** ***(___ ____( * - * ***** \ \* * - * ********** * - * * - * You are currently on deck 1 * - * * - *************************************************** -~ -S -#24106 -Transporter Room~ - A computer terminal is sitting near the southern wall, where the transporter -chief can control the multitude of machines that are used to give safe passage -to those brave enough to risk using such an untested device. Eight round -transport pads have been arranged in a circle, on a raised platform just ot the -north. -~ -241 8 0 0 0 0 -D0 - The actual transporting chamber is located to the north. Bright white and -pale yellow lights pulse in from the north. -~ -~ -0 -1 24142 -D3 - A corridor can be seen to the west, and beyond it, the Brig. -~ -~ -0 -1 24105 -E -controls computer terminal teleportor~ - The teleportation console and controls look very complicated, but you can -work out that you have to INPUT a locations co-ordinates and then ENERGIZE. -~ -S -T 24100 -T 24101 -#24107 -School~ - This is a relatively large room used for schooling the children onboard the -ship. There are a number of tables and chairs that have been positioned in an -orderly fashion. Several computer consoles with an interface specially designed -for a childs use on them can be seen on the tables and some larger ones -pertruding from the walls. -~ -241 8 0 0 0 0 -D1 - A corridor lies to the east, beyond it, the second holodeck. -~ -~ -0 -1 24108 -S -#24108 -A Corridor~ - The corridor is heated at about room temperature, which is fitting for most -of the species that live onboard. Like all of the corridors, this one is well -lit and not very wide. You see the holodeck's control panel beside the holodeck -door, and it has some information on it. A computer screen with the map of the -Enterprise on it is located next to the turbolift entrance. -~ -241 8 0 0 0 0 -D0 - You can see the turbolift to the north. New signs have been placed in all -turbolifts to prevent improper use, this includes you Wesley. -~ -~ -0 -1 24110 -D1 - A very empty-looking holodeck lies to the east, waiting for someon to program -it. -~ -~ -0 -1 24109 -D2 - This corridor continues to the south, eventually reaching main engineering. -~ -~ -0 -1 24105 -D3 - Enterprise's school lies to the west, looking very neat and tidy. -~ -~ -0 -1 24107 -E -map screen~ - STARSHIP ENTERPRISE - | - Turbolift | Ten Forward - | | | - School----****----Holodeck 2 | Crusher's-----****----Security - | | Quarters | - | | | - Brig----****---Transporter | Sick Bay-----****-----Holodeck 4 - | Room | | - | | | - Geordi's----****----Data's | Cargo-----****-----Riker's - Quarters | Quarters | Bay | Quarters - | | | - Engineering | Turbolift - | - | - DECK 1 | DECK 2 --------------------------------------+----------------------------------------- - | - | Ready-----Bridge - Turbolift | Room | - | | | - Science-----****-----Cargo | Turbolift----Bridge-----Conference - Lab | Bay | Room - | | - Gym-----****-----Picard's | - | Quarters | - | | - Troi's-----****-----Worf's | - Quarters | Quarters | - | | - Shuttle Bay | - | - | - DECK 3 | DECK 4 -~ -E -holodeck computer control panel sign~ - It looks like this: - - *************************************************** - * * - * NCC-1701-D - "ENTERPRISE" * - * HOLODECK 2 * - * * - * STATUS : Inactive * - * CURRENT PROGRAM : N/A * - * SAFETIES : N/A * - * * - * NOTE: Starfleet is not responsible for * - * any injuries incurred while on this * - * holodeck! * - * * - * WARNING: While the safeties are disabled, you * - * CAN be injured, or even killed. * - * * - *************************************************** -~ -S -#24109 -Holodeck 2~ - As soon as this room is entered, the enormity of it becomes very apparent. -The room is just a large cube, with jet black walls and a yellow grid painted on -the floors, the walls, and the ceiling. This is where different programs can be -loaded and experienced, which seem totally real. A small instructional screen -can be seen by the door. -~ -241 12 0 0 0 0 -D3 - A corridor, and across the way, the school can be located to the west. -~ -~ -0 -1 24108 -E -screen~ - Holodeck Instructions: -Holodecks work via vocal commands. They are as follows: -Programs (will give you a list of programs) -<name of program> (Will load up a pragram) -Difficulty <difficulty> (Will set the difficulty to EASY, MEDIUM or HARD) -Exit (Will make a door appear) -(Note for some programs, there will be a limit of three credits which will -restock every half hour or so) -~ -S -T 24120 -T 24127 -#24110 -Turbolift~ - A small screen above the door reads "Deck One". The turbolift walls are a -pleasant beige and have been rounded off, making it in the shape of a tube. -Several vertical rows of lights make this place very well lit. From here, you -can access the other decks on the Enterprise. There is a small instructional -panel by the door. -~ -241 8 0 0 0 0 -D2 - An automatic door opens to the south to reveal a long, sterile-looking -corridor. -~ -~ -0 -1 24108 -E -instructional panel~ - To operate the turbolift, say the name of the location you wish to get to: -'deck 1' (engineering, transporter, the brig and the school) -'deck 2' (Ten forward, sick bay and the security center) -'deck 3' (the science labs, the gym and the main shuttle bay) -'deck 4' (The Bridge) -~ -S -T 24102 -T 24115 -#24111 -Turbolift~ - A small screen above the door reads "Deck Two". The turbolift walls have -been rounded off, making it in the shape of a tube. Several vertical rows of -lights make this place very well lit. From here, you can access the other decks -on the Enterprise. There is a small instructional panel by the door. Like a -lot of the ship, the turbolift accepts vocal commands. -~ -241 8 0 0 0 0 -D0 - A corridor heads to the north, toward Ten Forward. -~ -~ -0 -1 24113 -E -instructional panel~ - To operate the turbolift, say the name of the location you wish to get to: -'deck 1' (engineering, transporter, the brig and the school) -'deck 2' (Ten forward, sick bay and the security center) -'deck 3' (the science labs, the gym and the main shuttle bay) -'deck 4' (The Bridge) -~ -S -T 24102 -T 24115 -#24112 -Cargo Bay 1~ - As to be expected, this bay is gigantic with a very high ceiling and a lot of -floor space for the storage most various items, usually of the non-lethal kind. -There are several plastic crates and barrels with the Starfleet insignia printed -on their lids stacked up, almost right to the top. -~ -241 8 0 0 0 0 -D1 - A corridor can be seen to the east. -~ -~ -0 -1 24113 -S -#24113 -A Corridor~ - The peaceful murmuring of the ships engines quietly resonate across the whole -ship, not excluding this particular corridor. It isn't very wide, and the light -beige walls have been rounded, making the corridor an oval shape. You notice a -tiny computer panel embedded into the wall. A computer screen with the map of -the Enterprise on it is located next to the turbolift entrance. -~ -241 8 0 0 0 0 -D0 - A beige corridor continues to the north. -~ -~ -0 -1 24116 -D1 - Commander Riker's private quarters are located to the east. -~ -~ -0 -1 24114 -D2 - A high-tech looking turbolift glides effortlessly up and down the ship to the -south. -~ -~ -0 -1 24111 -D3 - A rather large cargo bay is to the west. -~ -~ -0 -1 24112 -E -map screen~ - STARSHIP ENTERPRISE - | - Turbolift | Ten Forward - | | | - School----****----Holodeck 2 | Crusher's-----****----Security - | | Quarters | - | | | - Brig----****---Transporter | Sick Bay-----****-----Holodeck 4 - | Room | | - | | | - Geordi's----****----Data's | Cargo-----****-----Riker's - Quarters | Quarters | Bay | Quarters - | | | - Engineering | Turbolift - | - | - DECK 1 | DECK 2 --------------------------------------+----------------------------------------- - | - | Ready-----Bridge - Turbolift | Room | - | | | - Science-----****-----Cargo | Turbolift----Bridge-----Conference - Lab | Bay | Room - | | - Gym-----****-----Picard's | - | Quarters | - | | - Troi's-----****-----Worf's | - Quarters | Quarters | - | | - Shuttle Bay | - | - | - DECK 3 | DECK 4 -~ -E -control panel computer screen sign~ - The panel says: - - *************************************************** - * * - * NCC-1701-D - "ENTERPRISE" * - * * - * ***** * - * ********************** * - * *********************** _________ * - * ***** ***(___ ____( * - * ***** \ \* * - * ********** * - * * - * You are currently on deck 2 * - * * - *************************************************** -~ -S -#24114 -Riker's Quarters~ - The room is very neat and tidy, with a couch and several chairs arranged -around a coffee table by the eastern wall. A small partition at the northern -part of the room separates his sleeping area with the rest of the room. Riker -has been dimmed his room, making his romantic red lamps and purple cusions seems -more exotic and appealing. -~ -241 8 0 0 0 0 -D3 - Cargo Bay 1 lies far to the west. -~ -~ -0 -1 24113 -S -T 24111 -#24115 -Sick Bay~ - Here is the clinically clean sick bay. About a dozen beds are arranged along -the walls of the room, while several carts covered with medical supplies are -scattered around the room. A large glass window in the northern part of the -room separates the doctor's office with the rest of the room. Desite the -seemingly random presentation of some of the equipment, Dr. Crusher keeps -everything well ordered and has a small well-trained medical staff at her -disposal. -~ -241 8 0 0 0 0 -D1 - Through the small glass windows in the automatical doors, you can see a -plain-looking corridor. -~ -~ -0 -1 24116 -S -#24116 -A Corridor~ - A long corridor reaches for quite some distance to the north and south, -managing to look almost exactly like every other corridor on this ship. The -sick bay can be located to the west, and looking in an easterly direction can be -seen the fourth holodeck. These passages aren't very wide, and the light beige -walls have been rounded, making the corridor an oval shape. You see the -holodeck's control panel beside the holodeck door, and it has some information -on it. -~ -241 8 0 0 0 0 -D0 - The corridor continues North. A pleasantly ordered corridor heads to the -north and south. -~ -~ -0 -1 24119 -D1 - Holodeck 4 lies to the east. -~ -~ -0 -1 24117 -D2 - This corridor continues to the south. -~ -~ -0 -1 24113 -D3 - One of the most important parts of the ship lies in that direction. How -could a crew survive alien invasions without a sick bay? -~ -~ -0 -1 24115 -E -holodeck computer control panel sign~ - It looks like this: - - *************************************************** - * * - * NCC-1701-D - "ENTERPRISE" * - * HOLODECK 4 * - * * - * STATUS : Active * - * CURRENT PROGRAM : Sherlock Holmes (19th * - * century London) * - * SAFETIES : Disabled * - * * - * NOTE: Starfleet is not responsible for * - * any injuries incurred while on this * - * holodeck! * - * * - * WARNING: While the safeties are disabled, you * - * CAN be injured, or even killed. * - * * - * ---ENTER WHEN READY--- * - * * - *************************************************** -~ -S -#24117 -Holodeck 4 Entrance - A Narrow Alley~ - You emerge into a dark narrow alley. Tall dark brick buildings block your -way north and south. You can see that the windows on the buildings are fairly -high, and some have been boarded up. The smell from the rotting food and -garbage mixing with the foul water on the ground is unbearable. You can hear -the sounds of a bustling marketpace to the east. The archway leading out of -the holodeck is west. -~ -241 8 0 0 0 0 -D3 - You think a corridor on the starship Enterprise lies to the west, but you can -never be sure on a holodeck. -~ -~ -0 -1 24116 -S -#24118 -Crusher's Quarters~ - This room is dimly lit and is decorated with red and pink cushions. Several -different paintings are attached to the walls and also quite a few sculptures -are placed quite elegantly apon marble pillars. A neatly made bed is located by -the northern wall, in between two large windows looking out into space. -~ -241 8 0 0 0 0 -D1 - A slightly boring-looking corridor lies just to the east. -~ -~ -0 -1 24119 -S -#24119 -A Corridor~ - The oval corridors flow into one another throughout the ship, allowing -passage from deck to deck and room to room. Unlike every other section of these -stretches of well-lit, pale-colored hallways, one of the lights is on the blink -and can't seem to decide whether it wants to be on or not. The security station -is location to the east where most of the ships weaponry is currently stored. -~ -241 8 0 0 0 0 -D0 - A wonderful place to relax and drink can be seen to the north, Ten Forward. -~ -~ -0 -1 24121 -D1 - The security center is to the east. -~ -~ -0 -1 24120 -D2 - This corridor leads to the south, toward a turbolift. -~ -~ -0 -1 24116 -D3 - Dr. Crusher's clean quarters are to the west. -~ -~ -0 -1 24118 -S -#24120 -Enterprise Security~ - Like the brig, for a seeminly un-related reason, the heart of the -Enterprise's security is a dimly lit room. But, very much unlike anywhere else -onboard, the whole chamber is surounded by weaponry lockers, except the northern -wall. A large glass window protects dozens of different phasers, blaster rifles -and other high-tech devices of war. Three long tables surrounded by chairs -stretch across the room. A top-privilege replicator stands to one side, only -the memebers of security may use it. -~ -241 12 0 0 0 0 -D3 - Beyond the red flashing lights by the entrance to this area can be seen, a -corridor. -~ -~ -0 -1 24119 -S -T 24119 -#24121 -Ten Forward~ - This is the center of the Enterprise's entertainment. The entire northern -wall is covered with windows looking out into space, while two large wooden -doors with the Starfleet insignia stamped on them face south. Many round metal -tables are scattered around the room, surrounded by metal chairs. A long bar -spans almost the entire length of the southern part of the room, and about two -dozen bar stools are sitting in front of it. It's very noisy in here, due to -all of the talking and laughing. -~ -241 8 0 0 0 0 -D2 - A long corridor runs south from Ten Forward, through some wooden doors. -~ -~ -0 -1 24119 -S -#24122 -Shuttle Bay~ - This is the main shuttle bay which is also used by the maintenance crew as a -direct route to the ship's outer shell, when the ship is docked mind. It's -quite a large room, with a very high ceiling and a lot of floor space. There -are three different shuttle-crafts hovering just to the west, waiting to be -flown into the very depths of space itself. A large gray door leads into space, -becareful about opening it. -~ -241 8 0 0 0 0 -D0 -A corridor is North. -~ -~ -0 -1 24124 -D2 - Some very large gray doors block the view north. -~ -door gray doors~ -1 -1 24139 -E -door~ - The large gray shuttle bay door that leads into deep space. Make sure you -have a spacesuit in your inventory! -~ -S -T 24121 -T 24122 -T 24123 -#24123 -Troi's Quarters~ - These quarters here have a calming and relaxing feel to them. A great -tranquil warmth pulses throughout the area, along with the sweet smell of herbs -and scented candles. Several different paintings have been hung from the walls, -and a small couch and a recliner are positioned around a coffee table. A neatly -made bed is partially hidden behind a curtain at the northern part of the room. -~ -241 8 0 0 0 0 -D1 - A normal-looking corridor is to the east. -~ -~ -0 -1 24124 -S -#24124 -A corridor~ - The cylindrical corridors of this space vessel are all made from a -plastic-like substance and are all colored in the same non-descript shade of -beige. A very war-like chamber can be spied to the east, whereas on the -opposite side, a calming peace resides. -~ -241 8 0 0 0 0 -D0 - This corridor continues to the north, toward the turbolift. -~ -~ -0 -1 24127 -D1 - Some very Klingon-like quarters can be seen to the east. -~ -~ -0 -1 24125 -D2 - The main shuttle bay lies to the south. Becareful. -~ -~ -0 -1 24122 -D3 - Troi's peaceful quarters are to the west. -~ -~ -0 -1 24123 -E -control panel computer screen sign~ - The panel says: - - *************************************************** - * * - * NCC-1701-D - "ENTERPRISE" * - * * - * ***** * - * ********************** * - * *********************** _________ * - * ***** ***(___ ____( * - * ***** \ \* * - * ********** * - * * - * You are currently on deck 3 * - * * - *************************************************** -~ -S -#24125 -Worf's Quarters~ - These quarters belong to the wrathful presence of Worf, the ships only -Klingon crew member. A small table is sitting in the southeastern corner, and -on it is a small potted plant. An impressive selection of Klingon weapons have -been mounted on the northern wall, and a partition splits this room with Worf's -bedroom to the east. -~ -241 8 0 0 0 0 -D3 - A gray-looking corridor is to the west. -~ -~ -0 -1 24124 -S -#24126 -Enterprise Gym~ - You emerge into the Enterprise gym. The room is quite large, with a soft -gray floor. A set of lockers against the southern wall contain all of the -necessary equipment needed for using the gym. A thick stack of mats have been -piled high in one corner, which can be used for different activities. Captain -Picard likes to come here to practice his fencing. -~ -241 8 0 0 0 0 -D1 - Captain Picard's quarters are position right next to the gym to take -advantage of his enjoyment of fencing. -~ -~ -0 -1 24127 -S -#24127 -A Corridor~ - You find yourself in the middle of a well lit corridor on the Enterprise. -It isn't very wide, and the light beige walls have been rounded, making the -corridor an oval shape. -~ -241 8 0 0 0 0 -D0 - A corridor continues to the north, before entering the tubolifts. -~ -~ -0 -1 24130 -D1 - Captain Picard's quarters can be found to the east. -~ -~ -0 -1 24128 -D2 - This corridor continues to the south. -~ -~ -0 -1 24124 -D3 - Enterprise's gym is to the west, slightly less used than would be expected. -Why exercise here when you can get a good work-out in one of the holodecks? -~ -~ -0 -1 24126 -S -#24128 -Picard's Quarters~ - It is clear by the orderly way everything has been arranged in the room that -Captain Picard isn't very fond of visitors. There are several different ancient -artifacts on the shelves at the back of the room and on small pedestals near the -entrance. A large wardrobe, facing south contains his uniforms and general -away-mission equipment. A comfortable looking recliner with a matching footrest -sits beside the door, along with a bright reading lamp and end table. Two large -windows offer a great view of space. A small partition at the northern part of -the room contains Picard's sleeping area. -~ -241 8 0 0 0 0 -D3 - You see a non-descript door that leads to a corridor no doubt. -~ -~ -0 -1 24127 -S -T 24111 -#24129 -Science Lab~ - A strange looking machine sits in the middle of the room, up on a slightly -raised platform. It looks as though something (or someone) could be placed -inside, hooked up to the multitude of wires and cables, and have scientific -tests performed on it (or them). A complex looking computer console is facing -this machine. Around the rest of the room are counterops with with the odd -computer terminal. -~ -241 8 0 0 0 0 -D1 - A corridor lies to the east, through clear, bullet-proof plastic. -~ -~ -0 -1 24130 -S -#24130 -A Corridor~ - This plain-looking and generally well-lit corridor stretches out of view in -the northern and southern directions. The main scientific laboratory is located -to the west, caution is advised. A massive cargo bay can be seen to the east, -or would be if the doors were open. A computer screen with the map of the -Enterprise on it is located next to the turbolift entrance. -~ -241 8 0 0 0 0 -D0 - A turbolift is located to the north. -~ -~ -0 -1 24132 -D1 - Cargo Bay 2 can be seen to hte east as a vast room, filled almost to the -ceiling with plastic crates. -~ -~ -0 -1 24131 -D2 - A generally Star Trek-like corridor wanders southward. -~ -~ -0 -1 24127 -D3 - The science lab can be seen to the west, through see-through doors. -~ -~ -0 -1 24129 -E -map screen~ - STARSHIP ENTERPRISE - | - Turbolift | Ten Forward - | | | - School----****----Holodeck 2 | Crusher's-----****----Security - | | Quarters | - | | | - Brig----****---Transporter | Sick Bay-----****-----Holodeck 4 - | Room | | - | | | - Geordi's----****----Data's | Cargo-----****-----Riker's - Quarters | Quarters | Bay | Quarters - | | | - Engineering | Turbolift - | - | - DECK 1 | DECK 2 --------------------------------------+----------------------------------------- - | - | Ready-----Bridge - Turbolift | Room | - | | | - Science-----****-----Cargo | Turbolift----Bridge-----Conference - Lab | Bay | Room - | | - Gym-----****-----Picard's | - | Quarters | - | | - Troi's-----****-----Worf's | - Quarters | Quarters | - | | - Shuttle Bay | - | - | - DECK 3 | DECK 4 -~ -S -#24131 -Cargo Bay 2~ - You're in the cargo bay 2 of the Enterprise. It's quite a large room, with a -very high ceiling and a lot of floor space. Several hundred plastic crates and -barrels with the Starfleet insignia on them stacked right up to the ceiling. -~ -241 8 0 0 0 0 -D3 - The colorless doors of the science lab lie a sort distance to the west. -~ -~ -0 -1 24130 -S -#24132 -Turbolift~ - A small screen above the door reads "Deck Three". The turbolift walls have -been rounded off, making it in the shape of a tube. Several vertical rows of -lights make this place very well lit. From here, you can access the other decks -on the Enterprise. There is a small instructional panel by the door. -~ -241 8 0 0 0 0 -D2 - A long corridor leads toward the main shuttle bay. -~ -~ -0 -1 24130 -E -instructional panel~ - To operate the turbolift, say the name of the location you wish to get to: -'deck 1' (engineering, transporter, the brig and the school) -'deck 2' (Ten forward, sick bay and the security center) -'deck 3' (the science labs, the gym and the main shuttle bay) -'deck 4' (The Bridge) -~ -S -T 24102 -T 24115 -#24133 -Turbolift~ - A small screen above the door reads "Deck Four". The turbolift walls have -been rounded off, making it in the shape of a tube. Several vertical rows of -lights make this place very well lit. From here, you can access the other decks -on the Enterprise. There is a small instructional panel by the door. -~ -241 8 0 0 0 0 -D1 - You can see the very respectable-looking main bridge. It is forbidden for -non-crew personnel or non-ambassadors to step past this threshhold. -~ -~ -0 0 24136 -E -instructional panel~ - To operate the turbolift, say the name of the location you wish to get to: -'deck 1' (engineering, transporter, the brig and the school) -'deck 2' (Ten forward, sick bay and the security center) -'deck 3' (the science labs, the gym and the main shuttle bay) -'deck 4' (The Bridge) -~ -S -T 24102 -T 24115 -#24134 -Turbolift~ - The turbolift walls have been rounded off, making it in the shape of a tube. -Several vertical rows of lights make this place very well lit. From here, you -can access theother decks on the Enterprise. -~ -241 8 0 0 0 0 -S -#24135 -Picard's Ready Room~ - In Captain Picard's ready room, a long couch has been placed beside the door, -while a large U shaped desk is located by the northern wall. A small computer -screen is sitting on the desk, as well as several other papers and documents. -A single high window beside the desk looks into space, and a fish tank is -located in the northwestern corner of the room. This is where the Captain makes -all of his important decisions. -~ -241 8 0 0 0 0 -D1 - The main bridge lies to the east, where most of the action takes place. -~ -~ -0 -1 24138 -S -#24136 -Main Bridge - Upper Half~ - You find yourself on the upper half of the main bridge of the USS -Enterprise. Directly in front of you is a thick railing that contains many -different computer panels used for the tactical systems of the ship. The -entire southern wall is covered with computer consoles, where the ship's -main systems are controlled. Two small curved ramps on either side of the -room lead north to the lower part of the bridge, and a large circular -skylight shows the space outside the ship. -~ -241 8 0 0 0 0 -D0 - The lower half of the main bridge is to the north. -~ -~ -0 -1 24138 -D1 - The conference room can be seen to the east. Very important meetings take -place there, obviously. -~ -~ -0 -1 24137 -D3 - A smart-looking turbolift jets people all around the ship to the west. -~ -~ -0 0 24133 -S -#24137 -Conference Room~ - A large glass rectangular table sits in the middle of the room, surrounded by -about a dozen comfortable looking office chairs, one for each member of the -senior staff. The entire eastern wall is covered with windows, looking out into -space. Because of the vast expanse of space which is viewed eastern wall, this -room appears to be very dark, which is a good atmosphere for discussing the many -important issues that are the everyday of the crew. -~ -241 8 0 0 0 0 -D3 - The main bridge can be seen to the west. -~ -~ -0 -1 24136 -S -#24138 -Main Bridge - Lower Half~ - You find yourself on the lower half of the main bridge of the USS -Enterprise. An enormous view screen covers almost the entire northern wall, -and is currently displaying a view of the stars rushing by. Three large -chairs in the northern part of the room, in front of the railing, face the -screen. This is where the Captain, Commander Riker, and Counselor Troi sit. -Two computer consoles with built in chairs rest about ten feet in front of -the chairs, also facing the view screen. This is where the ship's pilot and -information officer sit. -~ -241 8 0 0 0 0 -D2 - The upper half of the main bridge is to the south. -~ -~ -0 -1 24136 -D3 - Captain Picard's ready room is to the west. Access is granted only on -permission by the captain. -~ -~ -0 -1 24135 -S -#24139 -Outer Space by the Enterprise~ - You are floating in outerspace, right beside the USS Enterprise. Billions of -stars glitter and sparkle from every direction, originating from the vast -expanses of deep space. Without a spacesuit, one would surely perish out here. -A large gray door leads into the Enterprise's Shuttle Bay. -~ -241 0 0 0 0 9 -D0 -The Shuttle Bay is North. -~ -door doors gray~ -1 -1 24122 -D4 - All you can see is the massive expanse of deep space. -~ -~ -0 -1 24140 -S -T 24107 -#24140 -Outer Space~ - The USS Enterprise is a short distance away, slowly moving at a -quarter-impulse. Many thousand, thousand stars dominate the view in every -direction apart from to the north, where a large red star is going super-nova. -~ -241 0 0 0 0 9 -D4 - Millions upon millions of stars slowly burn and radiate their light -throughout the universe. -~ -~ -0 -1 24141 -D5 - The USS Enterprise can be seen, a small distance away. -~ -~ -0 -1 24139 -S -T 24107 -#24141 -Outer Space~ - You are nearing deep-space, the cold and desolate enormity that has boggled -the minds of all sentient beings since the begining of time. The USS Enterprise -can be spied, some distance away. -~ -241 0 0 0 0 9 -D5 - Far away, the USS Enterprise can be spied. A large red planet peacefully -orbits it's dying sun. -~ -~ -0 -1 24140 -S -T 24107 -#24142 -Transporter Beam~ - This section of the transportation deck is where the actual teleportation -occurs. The chamber is perfectly round and quite tall, to house the round pads -on the floor. Everything is the most brilliant of white, excepting the blinking -red lights on the floor and the blue ones on the ceiling. When activated, the -whole area flashes the same color as the walls, which only server to intensify -the bright beams. -~ -241 0 0 0 0 9 -D2 - The computers that give this machine life, live to the south. Becareful with -everything around this area, a transporter can be a very dangerous thing indeed! -~ -~ -0 -1 24106 -S -#24143 -Alien World~ - This part of the alien world appears to be a clearing in the middle of a -mutated forest. What go for trees here are tall, circular pyramid type -structures with three or four basin-like layers. The grass is purple, the sky -is a deep crimson and the clouds are a hideous yellow. A small watch-tower -stands just to the north, fallen into disrepair. -~ -241 0 0 0 0 0 -S -T 24126 -T 24125 -T 24127 -#24144 -A Private Detective's Office~ - The wall is papered in a plain brown to match the shade of the polished -wooden floor. A large window is partially blinded to the south, and has a view -of the streets below. A hat-stand is positioned to the side of the door to the -north, which has a small frosted-glass panel with an advertisement on the -outside. A large cluttered desk lies underneath the window facing the door with -the chair quite some distance away, looking like it's used to lean back quite -frequently. A quaint little clock hangs on the wall. -~ -241 24 0 0 0 0 -E -desk~ - The desk is pretty cluttered. Among the many items on the desk is a -name-plaque, a circular-dial telephone and a black ink-pen. -~ -S -T 24124 -T 24127 -T 24128 -T 24129 -#24145 -A Genetic Scientific Laboratory~ - Everything is white or silver and kept perfectly clean. Many chemicals are -layed out in a specific order all around the room on laboratory tables. There -is a large dentist-like chair in the center of the room. It's slightly longer -and is suited more for being left in a horizontal configuration. There are -loops of metal encircling it, each with complex computer circuits and scanning -equipment. To the east are four large, circular booths, about the size of a -shower. Three of them contain what appear to be half-human beings, the fourth -is empty. -~ -241 24 0 0 0 0 -S -T 24124 -T 24127 -$~ diff --git a/lib/world/wld/242.wld b/lib/world/wld/242.wld deleted file mode 100644 index 3af8ca5..0000000 --- a/lib/world/wld/242.wld +++ /dev/null @@ -1,2034 +0,0 @@ -#24200 -Wall Road~ - You are walking next to the western city wall. It is built from large -gray rocks that have been fastened to each other with some kind of mortar. -It is far too high to climb. People are walking past you, hurrying to -their destinations. To the north, you see the western bridge. -~ -242 0 0 0 0 1 -D1 -~ -~ -0 -1 24201 -D2 -~ -~ -0 -1 24206 -E -credits info~ - x---------------------------------------------------------------------x - | NEW SOUTHERN MIDGAARD ZONE - FOR CIRCLEMUD 3.1 | - | Written in 2002 by Crazyman | - | www.nt.net/saarinen | - x---------------------------------------------------------------------x - I found the stock Southern Midgaard to be really confusing, so I - decided to write a new one. This new zone features about 100 rooms, - several new shops, a theater, and a curling rink. I've used a few - of the old Southern Midgaard rooms and objects, but everything else - is totally different. - Stuff You Need to Change: - ------------------------- - The Chain - 1. In 79.wld, find room 7914. - 2. Change the room leading down (D5) to 3135. - The Southwestern Gate: - 1. In 35.wld, find room 3505. Change the room leading north (D0) - to 3112. - The Central Bridge/The Dump - 1. In 30.wld, find room 3025 (The Common Square). Change the room - leading south (D2) to 3118. - 2. In 30.wld, find room 3030 (The Dump). Change the room leading - north (D0) to 3044. - 3. In 30.wld, find room 3044 (Poor Alley). Add a room leading - south (D2) to room 3030 (The Dump). - (You don't HAVE to make the above changes. They are just what I - decided to do on my MUD. Place the zone wherever YOU want!) - x---------------------------------------------------------------------x - | Written entirely from scratch in WordPad. Feel | - | free to edit, modify, and redistribute this zone! | - x---------------------------------------------------------------------x - Builder : Crazyman - Zone : 242 New Southern Midgaard - Began : 2001 - Player Level : 3-7 - Rooms : 98 - Mobs : 14 - Objects : 39 - Shops : 5 - Triggers : 0 - Links : 11e -~ -E -maps~ - SOUTHERN MIDGAARD - To Wall Road To Central Square - | | Midgaard - <=== [Bridge] =============[Central========== River =============> - | Bridge] - | | Newspaper Docks--Docks - | Bank | Office | | - | | | | | | - +----------+-------Southern------+---------+------+ - | | Square | | | - | Computer | Empty Clothing | - (Wall Store | Store (Wall - Road) | Road) - | Garden | Theater City Hall | - | | | | | | - +----------+--------Razor's------+---------+------+--Prison - | | Square | | | - | Empty | Empty School | - (Wall | (Wall - Road) | Police Curling Road) - | Cafe | Station Club | - | | | | | | - +----------+-----(Wall Road)-----+---------+------+ -MIDGAARD CURLING CLUB - Sheet 1----Sheet 2----Sheet 3 - 3182 3185 3188 - | | | - | | | - Sheet 1----Sheet 2----Sheet 3 - 3181 3184 3187 - | | | - | | | - Sheet 1----Sheet 2----Sheet 3 - 3180 3183 3186 - | | - | | - 3177-------3178------3179 - | - 3172----Curling-----3174-----Curling-----Coffee - | Club 3173 Club 3175 Shop 3176 - | -Entrance - 3171 -MIDGAARD THEATER -Catwalks---Catwalks---Catwalks---Catwalks - 3167 3168 3169 3170 - \ - \ - Ladder - 3166 - \ - \Back----Left----Center----Right---Back---3164---Dressing - Stage Stage Stage Stage Stage | Room 1 3165 - 3159 3160 3161 3162 3163 | - | | | - 3153--3154-(Seats)-3155---3156 3157---Dressing - | | | Room 2 3158 - | | | - 3147--3148-(Seats)-3149---3150 3151---Dressing - | | | Room 3 3152 - | | | - 3141--3142-(Seats)-3143---3144 3145---Dressing - | | | Room 4 3146 - | | | - 3137------Snack Booth-----3139----------3140 - 3138 - | - Theater | - Office 3136---Entrance -~ -S -#24201 -Emerald Avenue~ - You are on Emerald Avenue. The road looks brand new, as do the shops -and buildings that line the road. This is obviously the newer part of -Midgaard. People are bustling about, while street vendors are trying hard -to sell hotdogs and other less legal merchandise. Streetlights can be -seen along the road, and you also notice the odd tree. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24219 -D1 -~ -~ -0 -1 24202 -D2 -~ -~ -0 -1 24223 -D3 -~ -~ -0 -1 24200 -S -#24202 -The Southern Square~ - You find yourself in the middle of the Southern Square. Tall buildings -stand all around you, blocking out much of the sunlight. A twenty foot high -stone statue of a man stands here, surrounded by a ring of bushes and -flowers. From all around you, you can hear the bustle of daily city life in -Midgaard. The central bridge is north, leading to the old part of Midgaard. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24218 -D1 -~ -~ -0 -1 24203 -D2 -~ -~ -0 -1 24208 -D3 -~ -~ -0 -1 24201 -E -stone statue man~ - The statue is of a man, looking up to the sky. He's dressed in a -suit, and he's wearing a top hat. At the base of the statue is -a plaque, which looks like this: - x-----------------------------------------------x - | . SOUTHERN MIDGAARD RECONSTRUCTION MONUMENT . | - | | - | Completed on Friday, March 29, 2002. | - | | - | "The old south was a mess, | - | this one is the best!" | - | . . | - x-----------------------------------------------x -~ -S -#24203 -Emerald Avenue~ - You are on Emerald Avenue. The road looks brand new, as do the shops -and buildings that line the road. This is obviously the newer part of -Midgaard. People are bustling about, while street vendors are trying hard -to sell hotdogs and other less legal merchandise. Streetlights can be -seen along the road, and you also notice the odd tree. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24220 -D1 -~ -~ -0 -1 24204 -D3 -~ -~ -0 -1 24202 -S -#24204 -Emerald Avenue~ - You are on Emerald Avenue. The road looks brand new, as do the shops -and buildings that line the road. This is obviously the newer part of -Midgaard. People are bustling about, while street vendors are trying hard -to sell hotdogs and other less legal merchandise. Streetlights can be -seen along the road, and you also notice the odd tree. You can see the -southern docks to the north. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24221 -D1 -~ -~ -0 -1 24205 -D2 -~ -~ -0 -1 24224 -D3 -~ -~ -0 -1 24203 -S -#24205 -Wall Road~ - You are walking next to the eastern city wall. It is built from large -gray rocks that have been fastened to each other with some kind of mortar. -It is far too high to climb. People are walking past you, hurrying to -their destinations. To the north, you can see the southern docks. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24222 -D2 -~ -~ -0 -1 24211 -D3 -~ -~ -0 -1 24204 -S -#24206 -Wall Road~ - You are walking next to the western city wall. It is built from large -gray rocks that have been fastened to each other with some kind of mortar. -It is far too high to climb. People are walking past you, hurrying to -their destinations. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24200 -D1 -~ -~ -0 -1 24207 -D2 -~ -~ -0 -1 24212 -S -#24207 -Razor's Road~ - You are on Razor's Road. The road looks brand new, as do the shops -and buildings that line the road. This is obviously the newer part of -Midgaard. People are bustling about, while street vendors are trying hard -to sell hotdogs and other less legal merchandise. Streetlights can be -seen along the road, and you also notice the odd tree. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24225 -D1 -~ -~ -0 -1 24208 -D2 -~ -~ -0 -1 24228 -D3 -~ -~ -0 -1 24206 -S -#24208 -Razor's Square~ - Razor's Square is the southernmost square in Midgaard. South of you -is wall road, while to the north you can see most of the city of Midgaard. -You can see some street vendors here, standing inside small kiosks. You -can see everything from cheap jewelry to leather jackets for sale. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24202 -D1 -~ -~ -0 -1 24209 -D2 -~ -~ -0 -1 24214 -D3 -~ -~ -0 -1 24207 -S -#24209 -Razor's Road~ - You are on Razor's Road. The road looks brand new, as do the shops -and buildings that line the road. This is obviously the newer part of -Midgaard. People are bustling about, while street vendors are trying hard -to sell hotdogs and other less legal merchandise. A portion of the -roof juts out from the northern building, just above the door. The overhang -sticks out about ten feet from the building, and is about twenty feet wide. -All along the bottom edge of it are lightbulbs. A double glass door leads -north, while a few signs have been set up here on the sidewalk. You -recognize this as the entrance to the Midgaard Theater. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24226 -D1 -~ -~ -0 -1 24210 -D2 -~ -~ -0 -1 24229 -D3 -~ -~ -0 -1 24208 -E -sign signs~ - The signs are all the same, and they look like this: - x---------------------------------------------x - | | - | MIDGAARD THEATER PRESENTS: | - | | - | T H E S T R E E T V E N D O R | - | F R O M H E L L | - | | - | /| |\ | - | __\ \ / /__ | - | / \ | - | / \ / \ | - | | (.)\/(.) | | - | | ^^ | | - | | ____ | | - | \ / \ / | - | \__________/ | - | \/\/ | - | \/ | - | | - | Admission: Free | - | | - | Times: Hey, for a free play, we'll put it | - | on when WE want. Too bad if you | - | miss it! | - | | - x---------------------------------------------x -~ -S -#24210 -Razor's Road~ - You are on Razor's Road. The road looks brand new, as do the shops -and buildings that line the road. This is obviously the newer part of -Midgaard. People are bustling about, while street vendors are trying hard -to sell hotdogs and other less legal merchandise. Streetlights can be -seen along the road, and you also notice the odd tree. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24227 -D1 -~ -~ -0 -1 24211 -D2 -~ -~ -0 -1 24230 -D3 -~ -~ -0 -1 24209 -S -#24211 -Wall Road~ - You are walking next to the eastern city wall. It is built from large -gray rocks that have been fastened to each other with some kind of mortar. -You can see a large stone entrance leading into the wall here, leading -east. People are walking past you, hurrying to their destinations. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24205 -D2 -~ -~ -0 -1 24217 -D3 -~ -~ -0 -1 24210 -S -#24212 -Southwest Gate~ - You are walking next to the western city wall, at the southwest gate. -The gate is currently up, allowing people to freely pass. A dusty path -leads south to the forest of Miden'Nir (Goblinic for 'Green Blood'). -You can still see the city to the east, but if you go south, there is -fresh air and greenery. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24206 -D1 -~ -~ -0 -1 24213 -S -#24213 -Wall Road~ - You are walking next to the southern city wall. It is built from large -gray rocks that have been fastened to each other with some kind of mortar. -It is far too high to climb. People are walking past you, hurrying to -their destinations. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24231 -D1 -~ -~ -0 -1 24214 -D3 -~ -~ -0 -1 24212 -S -#24214 -Wall Road~ - You are walking next to the southern city wall. It is built from large -gray rocks that have been fastened to each other with some kind of mortar. -It is far too high to climb. People are walking past you, hurrying to -their destinations. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24208 -D1 -~ -~ -0 -1 24215 -D3 -~ -~ -0 -1 24213 -S -#24215 -Wall Road~ - You are walking next to the southern city wall. It is built from large -gray rocks that have been fastened to each other with some kind of mortar. -It is far too high to climb. People are walking past you, hurrying to -their destinations. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24232 -D1 -~ -~ -0 -1 24216 -D3 -~ -~ -0 -1 24214 -S -#24216 -Wall Road~ - You are walking next to the southern city wall. It is built from large -gray rocks that have been fastened to each other with some kind of mortar. -It is far too high to climb. People are walking past you, hurrying to -their destinations. -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24271 -D1 -~ -~ -0 -1 24217 -D3 -~ -~ -0 -1 24215 -S -#24217 -Southeast Gate~ - You are walking next to the western city wall, at the southeast gate. The -gate is closed and seems to have been that way for a long time. You are -walking next to the western city wall, at the southeast gate. The gate is -closed, blocking all passage and seems to have been that way for a long time. - -~ -242 0 0 0 0 1 -D0 -~ -~ -0 -1 24211 -D3 -~ -~ -0 -1 24216 -S -#24218 -On the Central Bridge~ - The central bridge is the main connection between northern and southern -Midgaard. The bridge is constructed from iron support beams and concrete. -It looks very solid. From below, you can see the swiftly flowing river, -leading east and west. The tall buildings of southern Midgaard dominate the -southern skyline, while you can see the huge temple of Midgaard off in the -north. -~ -242 0 0 0 0 1 -D2 -~ -~ -0 -1 24202 -S -#24219 -The Bank of Midgaard~ - You enter the doors and you find yourself in the bank of Midgaard. It's -a very large room, with high ceilings and a shiny polished floor. Large -windows let in light, giving the bank a bright glow. A long desk spans -the entire western wall, and behind it stand several tellers, looking -bored. An immensely thick steel door leads north, to the vault. -~ -242 8 0 0 0 0 -D0 -~ -door~ -2 24298 24234 -D2 -~ -~ -0 -1 24201 -S -#24220 -The Cooland Press Office~ - You find yourself in a quiet newspaper office. A row of darkly tinted -windows look out onto the street, making this place fairly dark. A high -desk stands directly in front of you, and from behind it you can see -many desks with computers on them. Journalists are seated, typing up -stories for the Cooland Press. -~ -242 8 0 0 0 0 -D2 -~ -~ -0 -1 24203 -S -#24221 -The Southern Docks~ - You're on the docks on the southern side of the river. The wooden docks -have been built fairly high off the river, making it impossible to access -the river from here. Several large crates and barrels are scattered around -here. Across the river, you can see the levee. -~ -242 0 0 0 0 1 -D1 -~ -~ -0 -1 24222 -D2 -~ -~ -0 -1 24204 -S -#24222 -The Southern Docks~ - You're on the docks on the southern side of the river. The wooden docks -have been built fairly high off the river, making it impossible to access -the river from here. Across the river, you can see a building that looks -like an old warehouse. -~ -242 0 0 0 0 1 -D2 -~ -~ -0 -1 24205 -D3 -~ -~ -0 -1 24221 -S -#24223 -The Computer Store~ - The computer store is the only one of its kind in Cooland. This store -is very large, with very high ceilings and bright lights. Wide shelves, -twenty feet high, run the entire length of the store. Aisles run in between -them. Computer parts of all kinds are neatly stacked on the shelves. Several -checkouts are located beside the door. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24201 -S -#24224 -Clothing Store~ - You're in the Midgaard clothing store. It's a fairly small shop, with -rather low ceilings. Racks of clothing totally fill the store, making it -almost impossible to move. You can faintly hear some classical music being -played. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24204 -S -#24225 -South Gardens~ - You leave the street and enter a beautiful garden. Tall trees of all -kinds are growing here, and a winding gravel path leads to a set of benches -in the middle. You can see flowers growing along the path. Even though -you're in the middle of the city, you feel as though you're in a deep -forest. As your eyes adjust to the lower light, you notice a rope softly -swaying in the wind, behind a thick tree. -~ -242 0 0 0 0 1 -D2 -~ -~ -0 -1 24207 -D4 -~ -~ -0 -1 24235 -S -#24226 -Midgaard Theater~ - You find yourself inside the lobby of the Midgaard Theater. A rich -navy blue carpet covers the floor, while expensive looking wallpaper -covers the walls. An elaborate chandelier hangs from the ceiling. A -small ticket booth is located near the front door. -~ -242 12 0 0 0 0 -D0 -~ -~ -0 -1 24238 -D2 -~ -~ -0 -1 24209 -D3 -~ -~ -0 -1 24236 -S -#24227 -City Hall~ - You're inside the Midgaard City Hall. It's a large domed room, almost -circular in shape, with a round skylight at the top, looking to the sky. -The walls are all solid wood. A large U shaped desk sits in the middle -of the room, where the secretary usually sits. A beautifully carved -staircase leads up to the mayor's office. -~ -242 8 0 0 0 0 -D2 -~ -~ -0 -1 24210 -D4 -~ -~ -0 -1 24298 -S -#24228 -An Empty Room~ - You're inside a completely empty room. The walls are barren and the floor -is covered in dust. A few small tracks, most likely from rodents or -cockroaches, can be seen in the dust. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24207 -S -#24229 -An Empty Room~ - You're inside a completely empty room. The walls are barren and the floor -is covered in dust. A few small tracks, most likely from rodents or -cockroaches, can be seen in the dust. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24209 -S -#24230 -Midgaard Public School~ - You're inside the main lobby of Cooland's only school (no, we're not -counting that monkey school in Ape Village). Everything looks neat and -tidy, which is surprising for a public school. You notice the odd -student walking past you, giving you funny looks. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24210 -S -#24231 -The Midgaard Cafe~ - The Midgaard Cafe is a nice little place, where people can come to eat -lunch or have snacks. The entire southern wall is covered in windows, -looking out onto Wall Road. Many round tables are scattered throughout -the room, with people seated around many of them. Plants and small potted -shrubs are also scattered around. -~ -242 8 0 0 0 0 -D2 -~ -~ -0 -1 24213 -S -#24232 -The Cityguard Headquarters~ - You're in the cityguard headquarters. It's a large room, completely -filled with desks and filing cabinets. Guards are here, talking on the -phones and writing down stuff in books. They're ready to be dispatched -to whoever needs help. -~ -242 8 0 0 0 0 -D2 -~ -~ -0 -1 24215 -S -#24234 -The Bank of Midgaard - Vault~ - You find yourself inside the bank vault. Row upon row of stainless steel -safety deposit boxes cover the walls. Three rows of extremely bright lights -shine down on you, making everything completely visible. It would be -impossible to hide in here. -~ -242 8 0 0 0 0 -D2 -~ -door~ -2 24298 24219 -S -#24235 -The top of the Tree~ - You climb the rope, and find yourself on a wooden platform at the top -of the tree. From here, you have an excellent view of Midgaard. From out -of nowhere, a thick chain falls out of the sky, right in front of your -face. It leads up into the clouds above. -~ -242 0 0 0 0 1 -D5 -~ -~ -0 -1 24225 -S -#24236 -Theater Office~ - You're in the theater office. Posters from past performances cover -the walls, and a thick dark carpet covers the floor. An ancient looking -wooden desk sits in far end of the room, covered with papers and old -documents. Only a single reading lamp is on, making this room fairly -dark. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24226 -S -#24237 -Theater Corridor~ - You're in the main theater corridor. The walls and ceiling have been -painted black, and the floor is also black. A dark wooden door leads south -to the main part of the theater. -~ -242 12 0 0 0 0 -D0 -~ -~ -0 -1 24241 -D1 -~ -~ -0 -1 24238 -S -#24238 -Snack Booth~ - You're in the main theater corridor, at the snack booth. A bar has been -built into the northern wall, and behind it a glass-doored fridge and a -selection of snacks can been seen. In between scenes, audience members come -here to get some food or a drink. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24239 -D2 -~ -~ -0 -1 24226 -D3 -~ -~ -0 -1 24237 -S -#24239 -Theater Corridor~ - You're in the main theater corridor. The walls and ceiling have been -painted black, and the floor is also black. A dark wooden door leads south -to the main part of the theater. A set of stairs leads down the the dressing -rooms. -~ -242 12 0 0 0 0 -D0 -~ -~ -0 -1 24244 -D3 -~ -~ -0 -1 24238 -D5 -~ -~ -0 -1 24240 -S -#24240 -Dressing Room Hallway~ - You're in the dressing room hallway, in the basement of the theater. It's -fairly narrow, with dark wallpaper covering the walls. A row of lights hangs -from the ceiling. Dressing room doors can been seen all along the hallway. A -wooden door leads south. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24245 -D2 -~ -door~ -1 24299 24296 -D4 -~ -~ -0 -1 24239 -S -#24241 -Left Aisle~ - You're in the middle of the left aisle of the theater. You can see the -stage up ahead, with some bright lights shining on it. All along the -sides of the aisle on the floor are small lights, leading the way. It's -very dark in here. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24247 -D1 -~ -~ -0 -1 24242 -D2 -~ -~ -0 -1 24237 -S -#24242 -In the Seats~ - You're in the seats of the theater. They're a dark red color, and they -feel very soft. You can see the stage, far in front of you. Except for the -lights of the stage, this area is totally dark. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24243 -D3 -~ -~ -0 -1 24241 -S -#24243 -In the Seats~ - You're in the seats of the theater. They're a dark red color, and they -feel very soft. You can see the stage, far in front of you. Except for the -lights of the stage, this area is totally dark. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24244 -D3 -~ -~ -0 -1 24242 -S -#24244 -Right Aisle~ - You're in the middle of the right aisle of the theater. You can see the -stage up ahead, with some bright lights shining on it. All along the -sides of the aisle on the floor are small lights, leading the way. It's -very dark in here. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24250 -D2 -~ -~ -0 -1 24239 -D3 -~ -~ -0 -1 24243 -S -#24245 -Dressing Room Hallway~ - You're in the dressing room hallway, in the basement of the theater. It's -fairly narrow, with dark wallpaper covering the walls. A row of lights hangs -from the ceiling. Dressing room doors can been seen all along the hallway. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24251 -D1 -~ -~ -0 -1 24246 -D2 -~ -~ -0 -1 24240 -S -#24246 -Dressing Room Four~ - You're in dressing room number four. It's fairly small, with a makeup -counter along the northern wall, and a small couch along the eastern wall. -A large mirror, completely surrounded by lightbulbs, sits against the wall -behind the counter. A costume rack sits beside the door, packed with different -clothing and costumes. -~ -242 8 0 0 0 0 -D3 -~ -~ -0 -1 24245 -S -#24247 -Left Aisle~ - You're in the middle of the left aisle of the theater. You can see the -stage up ahead, with some bright lights shining on it. All along the -sides of the aisle on the floor are small lights, leading the way. It's -very dark in here. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24253 -D1 -~ -~ -0 -1 24248 -D2 -~ -~ -0 -1 24241 -S -#24248 -In the Seats~ - You're in the seats of the theater. They're a dark red color, and they -feel very soft. You can see the stage, far in front of you. Except for the -lights of the stage, this area is totally dark. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24249 -D3 -~ -~ -0 -1 24247 -S -#24249 -In the Seats~ - You're in the seats of the theater. They're a dark red color, and they -feel very soft. You can see the stage, far in front of you. Except for the -lights of the stage, this area is totally dark. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24250 -D3 -~ -~ -0 -1 24248 -S -#24250 -Right Aisle~ - You're in the middle of the right aisle of the theater. You can see the -stage up ahead, with some bright lights shining on it. All along the -sides of the aisle on the floor are small lights, leading the way. It's -very dark in here. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24256 -D2 -~ -~ -0 -1 24244 -D3 -~ -~ -0 -1 24249 -S -#24251 -Dressing Room Hallway~ - You're in the dressing room hallway, in the basement of the theater. It's -fairly narrow, with dark wallpaper covering the walls. A row of lights hangs -from the ceiling. Dressing room doors can been seen all along the hallway. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24257 -D1 -~ -~ -0 -1 24252 -D2 -~ -~ -0 -1 24245 -S -#24252 -Dressing Room Three~ - You're in dressing room number three. It's fairly small, with a makeup -counter along the northern wall, and a small couch along the eastern wall. -A large mirror, completely surrounded by lightbulbs, sits against the wall -behind the counter. A costume rack sits beside the door, packed with different -clothing and costumes. -~ -242 8 0 0 0 0 -D3 -~ -~ -0 -1 24251 -S -#24253 -Left Aisle~ - You're in the middle of the left aisle of the theater. The stage is now -directly in front of you, with some stairs leading up to it. Bright -lights shine all across it, making it look quite bright. -~ -242 12 0 0 0 0 -D1 -~ -~ -0 -1 24254 -D2 -~ -~ -0 -1 24247 -D4 -~ -~ -0 -1 24260 -S -#24254 -In the Seats~ - You're in the seats of the theater. They're a dark red color, and they -feel very soft. You can see the stage, just in front of you. Except for the -lights of the stage, this area is totally dark. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24255 -D3 -~ -~ -0 -1 24253 -S -#24255 -In the Seats~ - You're in the seats of the theater. They're a dark red color, and they -feel very soft. You can see the stage, just in front of you. Except for the -lights of the stage, this area is totally dark. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24256 -D3 -~ -~ -0 -1 24254 -S -#24256 -Right Aisle~ - You're in the middle of the right aisle of the theater. The stage is now -directly in front of you, with some stairs leading up to it. Bright -lights shine all across it, making it look quite bright. -~ -242 12 0 0 0 0 -D2 -~ -~ -0 -1 24250 -D3 -~ -~ -0 -1 24255 -D4 -~ -~ -0 -1 24262 -S -#24257 -Dressing Room Hallway~ - You're in the dressing room hallway, in the basement of the theater. It's -fairly narrow, with dark wallpaper covering the walls. A row of lights hangs -from the ceiling. Dressing room doors can been seen all along the hallway. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24264 -D1 -~ -~ -0 -1 24258 -D2 -~ -~ -0 -1 24251 -S -#24258 -Dressing Room Two~ - You're in dressing room number two. It's nicer than dressing rooms three and -four, with a makeup counter along the northern wall, and a large comfortable -looking couch along the eastern wall. A large mirror, completely surrounded by -lightbulbs, sits against the wall behind the counter. A costume rack sits -beside the door, packed with different clothing and costumes. -~ -242 8 0 0 0 0 -D3 -~ -~ -0 -1 24257 -S -#24259 -Back Stage~ - You're standing backstage. The walls have been painted black, and you -can see all sorts of cables and ropes leading up here. A large thick -curtain hides most of the stage to the west. A few tools are scattered about -here, things like mops, brooms, and a vacuum cleaner. A row of four chairs -sits along the northern wall. You see a black ladder leading up to the -catwalk. - You see a sign hanging beside the stage entrance. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24260 -D4 -~ -~ -0 -1 24266 -E -sign~ - The sign says: - - QUIET! -~ -S -#24260 -Left Stage~ - You're on stage, at the left end. Lights shine down from above, partially -blinding you. No sets are currently assembled, only a massive curtain hangs -behind you. The floor is of solid wood, and makes a slight creaking sound -as you walk. You can see the entire theater from here. An opening in the -curtain leads west, backstage. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24261 -D3 -~ -~ -0 -1 24259 -D5 -~ -~ -0 -1 24253 -S -#24261 -Center Stage~ - Lights shine down from above, partially blinding you. No sets are -currently assembled, only a massive curtain hangs behind you. The floor is -of solid wood, and makes a slight creaking sound as you walk. You can see -the entire theater from here. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24262 -D3 -~ -~ -0 -1 24260 -S -#24262 -Right Stage~ - You're on stage, at the right end. Lights shine down from above, -partially blinding you. No sets are currently assembled, only a massive -curtain hangs behind you. The floor is of solid wood, and makes a slight -creaking sound as you walk. You can see the entire theater from here. An -opening in the curtain leads east, backstage. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24263 -D3 -~ -~ -0 -1 24261 -D5 -~ -~ -0 -1 24256 -S -#24263 -Back Stage~ - You're standing backstage. The walls have been painted black, and -you can see all sorts of cables and ropes leading up here. A large thick -curtain hides most of the stage to the west. A few tools are scattered about -here, things like mops, brooms, and a vacuum cleaner. A large costume rack -rests here, and costumes of kinds hang from its hangers. A door leads down -to the dressing rooms. - You notice a sign hanging near the stage entrance. -~ -242 8 0 0 0 0 -D3 -~ -~ -0 -1 24262 -D5 -~ -~ -0 -1 24264 -E -sign~ - The sign says: - - QUIET! -~ -S -#24264 -Dressing Room Hallway~ - You're in the dressing room hallway, in the basement of the theater. It's -fairly narrow, with dark wallpaper covering the walls. A row of lights hangs -from the ceiling. Dressing room doors can been seen all along the hallway. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24265 -D2 -~ -~ -0 -1 24257 -D4 -~ -~ -0 -1 24263 -S -#24265 -Dressing Room One~ - You're in dressing room number one. It's the largest and nicest of all of -the dressing rooms. A beautifully carved wooden makeup counter stands against -the eastern wall, with a gigantic mirror standing above it. A soft looking -recliner sits by the door, with a rack of magazines sitting beside it. A -filing cabinet sits in front of a tapestry that covers the entire northern -wall. -~ -242 8 0 0 0 0 -D3 -~ -~ -0 -1 24264 -S -#24266 -Black Ladder~ - You are on a black metal ladder, leading up to the catwalks. The ladder -rungs are slick with condensation and bits of rust break off in your hands. -The rungs are almost ready to collapse. -~ -242 8 0 0 0 0 -D4 -~ -~ -0 -1 24267 -D5 -~ -~ -0 -1 24259 -S -#24267 -Catwalk~ - You're at the top of the ladder, on the catwalks. The floor is built -out of steel grating, and a railing has been built out of metal bars. -Everything has been painted black. From here, you have a great view -of the stage, as you can see everything perfectly. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24268 -D5 -~ -~ -0 -1 24266 -S -#24268 -Catwalk~ - You're at the top of the theater, on the catwalks. The floor is built -out of steel grating, and a railing has been built out of metal bars. -Everything has been painted black. From here, you have a great view -of the stage, as you can see everything perfectly. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24269 -D3 -~ -~ -0 -1 24267 -S -#24269 -Catwalk~ - You're at the top of the theater, on the catwalks. The floor is built -out of steel grating, and a railing has been built out of metal bars. -Everything has been painted black. From here, you have a great view -of the stage, as you can see everything perfectly. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24270 -D3 -~ -~ -0 -1 24268 -S -#24270 -Catwalk~ - You're at the top of the theater, on the catwalks. The floor is built -out of steel grating, and a railing has been built out of metal bars. -Everything has been painted black. From here, you have a great view -of the stage, as you can see everything perfectly. -~ -242 8 0 0 0 0 -D3 -~ -~ -0 -1 24269 -S -#24271 -Midgaard Curling Club Entrance Hall~ - You're in the entrance hall of the Midgaard Curling Club. A gray carpet -runs down the hallway, where it ends at a set of stairs leading up and to -the east. The walls are a pale beige color, and an ancient looking tile -ceiling is slowly rotting away. This place looks like it's at least fifty -years old. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24272 -D2 -~ -~ -0 -1 24216 -S -#24272 -Curling Club Entrance Stairs~ - You're in the far end of the Midgaard Curling Club entrance hall. The -gray carpet ends here, and a short set of stairs leads up to east. A large -wooden door leads north, but it's blocked off. -~ -242 12 0 0 0 0 -D2 -~ -~ -0 -1 24271 -D4 -~ -~ -0 -1 24273 -S -#24273 -Curling Club~ - You're inside the Midgaard Curling Club. A bar is located along the -western wall, and several large round tables are scattered around. Each -table has an ash tray on it, filled with ashes and cigarette butts. A railing -runs across the northern part of the room, and ten feet below it is the -spectators area. The wall in front of the spectators area is an enormous -window, looking out onto the curling rink. A small green safe with a beer -sticker on it sits in front of the railing, by the stairs leading down -to the hallway. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24274 -D5 -~ -~ -0 -1 24272 -S -#24274 -Curling Club~ - You're inside the Midgaard Curling Club. Directly behind you, on a table, -sits a 60" TV. Several large round tables are scattered around, and an ash -trays sit on each one. A railing runs across the northern part of the room, -but it curves downwards here opening up to a staircase. The wall in front of -the spectators area is an enormous window, looking out onto the curling rink. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24275 -D3 -~ -~ -0 -1 24273 -D5 -~ -~ -0 -1 24278 -S -#24275 -Curling Club~ - You're inside the Midgaard Curling Club. Several large round tables are -scattered around. Each table has an ash tray on it, filled with ashes and -cigarette butts. A railing runs across the northern part of the room, and ten -feet below it is the spectators area. The wall in front of the spectators area -is an enormous window, looking out onto the curling rink. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24276 -D3 -~ -~ -0 -1 24274 -S -#24276 -Curling Club Coffee Shop~ - You're inside the Midgaard Curling Club Coffee Shop. A rounded -wooden bar sits along the eastern wall, and behind it you see several -tables covered with glasses, and a large stove. About a dozen tables are -here, waiting for people to sit at them. Several thickly plated windows -look out onto the street to the south. The actual building looks very -solid, as if it was made to withstand an earthquake. -~ -242 8 0 0 0 0 -D3 -~ -~ -0 -1 24275 -S -#24277 -Spectator's Area~ - You find yourself at the far left end of the spectator's area of -the curling club. An enormous window looks south onto the curling -rink. Many wooden chairs are here, lined up facing the window. Behind you, -a large bulletin board has been attached to the wall. It's covered with -posters and advertisements. At the top of the wall is a railing. A set of -doors leads north onto the ice. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24280 -D1 -~ -~ -0 -1 24278 -E -advertisements bulletin board posters~ - The posters look like this: - ********************************************* - * CURLING RESULTS * - * * - * Friday, March 22, 2002 * - * ____ * - * ___\\____ * - * /_________\ * - * |___________| * - * \_________/ * - * * - * TEAM PD, BD, NC, GS - DEFEATED * - * * - * Quote: "Nice take out P Diddy!" * - * * - ********************************************* -~ -S -#24278 -Spectator's Area~ - You find yourself at the far left end of the spectator's area of -the curling club. An enormous window looks south onto the curling -rink. Many wooden chairs are here, lined up facing the window. Behind you, -a stair case leads up to the curling club. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24279 -D3 -~ -~ -0 -1 24277 -D4 -~ -~ -0 -1 24274 -D5 -~ -~ -0 -1 24289 -S -#24279 -Spectator's Area~ - You find yourself at the far left end of the spectator's area of -the curling club. An enormous window looks south onto the curling -rink. Many wooden chairs are here, lined up facing the window. Behind you, -a large bulletin board has been attached to the wall. It's covered with -posters and advertisements. At the top of the wall is a railing. A set of -doors leads north onto the ice. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24286 -D3 -~ -~ -0 -1 24278 -E -advertisements bulletin board posters~ - The posters look like this: - ********************************************* - * THE HARDCORE BONSPIEL * - * * - * Wednesday, March 27, 2002 * - * * - * ____ * - * ___\\____ * - * /_________\ * - * |___________| * - * \_________/ * - * * - * * - * $250 per team * - * * - * No drunken antics on the ice this time! * - * * - ********************************************* -~ -S -#24280 -Sheet 1~ - You're standing at the southern end of sheet 1. The ice is slippery, -and it's fairly cold in here. You can hear the light humming of a machine -somewhere. Bright lights shine down on you from above, illuminating this -area quite well. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24281 -D1 -~ -~ -0 -1 24283 -D2 -~ -~ -0 -1 24277 -S -#24281 -Sheet 1~ - You're standing on the very middle of sheet 1. The ice is slippery, -and it's fairly cold in here. You can hear the light humming of a machine -somewhere. Bright lights shine down on you from above, illuminating this -area quite well. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24282 -D1 -~ -~ -0 -1 24284 -D2 -~ -~ -0 -1 24280 -S -#24282 -Sheet 1~ - You're standing at the northern end of sheet 1. The ice is slippery, -and it's fairly cold in here. You can hear the light humming of a machine -somewhere. Bright lights shine down on you from above, illuminating this -area quite well. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24285 -D2 -~ -~ -0 -1 24281 -S -#24283 -Sheet 2~ - You're standing at the southern end of sheet 2. The ice is slippery, -and it's fairly cold in here. You can hear the light humming of a machine -somewhere. Bright lights shine down on you from above, illuminating this -area quite well. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24284 -D1 -~ -~ -0 -1 24286 -D3 -~ -~ -0 -1 24280 -S -#24284 -Sheet 2~ - You're standing on the very middle of sheet 2. The ice is slippery, -and it's fairly cold in here. You can hear the light humming of a machine -somewhere. Bright lights shine down on you from above, illuminating this -area quite well. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24285 -D1 -~ -~ -0 -1 24287 -D2 -~ -~ -0 -1 24283 -D3 -~ -~ -0 -1 24281 -S -#24285 -Sheet 2~ - You're standing at the northern end of sheet 2. The ice is slippery, -and it's fairly cold in here. You can hear the light humming of a machine -somewhere. Bright lights shine down on you from above, illuminating this -area quite well. -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24288 -D2 -~ -~ -0 -1 24284 -D3 -~ -~ -0 -1 24282 -S -#24286 -Sheet 3~ - You're standing at the southern end of sheet 3. The ice is slippery, -and it's fairly cold in here. You can hear the light humming of a machine -somewhere. Bright lights shine down on you from above, illuminating this -area quite well. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24287 -D2 -~ -~ -0 -1 24279 -D3 -~ -~ -0 -1 24283 -S -#24287 -Sheet 3~ - You're standing on the very middle of sheet 3. The ice is slippery, -and it's fairly cold in here. You can hear the light humming of a machine -somewhere. Bright lights shine down on you from above, illuminating this -area quite well. -~ -242 8 0 0 0 0 -D0 -~ -~ -0 -1 24288 -D2 -~ -~ -0 -1 24286 -D3 -~ -~ -0 -1 24284 -S -#24288 -Sheet 3~ - You're standing at the northern end of sheet 3. The ice is slippery, -and it's fairly cold in here. You can hear the light humming of a machine -somewhere. Bright lights shine down on you from above, illuminating this -area quite well. -~ -242 8 0 0 0 0 -D2 -~ -~ -0 -1 24287 -D3 -~ -~ -0 -1 24285 -S -#24289 -Washrooms~ - You're in the curling club washrooms. Surprisingly enough, this place is -quite clean. Several toilets are here, along with some urinals with motion -detectors. No more touching filthy handles! -~ -242 8 0 0 0 0 -D1 -~ -~ -0 -1 24290 -D4 -~ -~ -0 -1 24278 -S -#24290 -Locker Room~ - You're in a locker room. Blue lockers run the entire length of the room, -and benches sit in front of them. You notice the odd gym bag sitting on top -of the lockers. At the back of the room you notice a door, leading north. -~ -242 8 0 0 0 0 -D0 -~ -door~ -1 24299 24291 -D3 -~ -~ -0 -1 24289 -S -#24291 -Passageway~ - You're in an old dark passageway. The paint is peeling off the walls, -and a single light bulb hangs from the ceiling. The floor is cement, and -has scuff marks all over it. The passage is quite wide. It seems as though -this hall used to be used for hauling equipment and goods. A rough wooden -door here leads south. -~ -242 9 0 0 0 0 -D0 -~ -~ -0 -1 24292 -D2 -~ -door~ -1 24299 24290 -S -#24292 -Passageway~ - You're in an old dark passageway. The paint is peeling off the walls, -and a single light bulb hangs from the ceiling. The floor is cement, and -has scuff marks all over it. The passage is quite wide. It seems as though -this hall used to be used for hauling equipment and goods. -~ -242 9 0 0 0 0 -D0 -~ -~ -0 -1 24293 -D2 -~ -~ -0 -1 24291 -S -#24293 -Passageway~ - You're in an old dark passageway. The paint is peeling off the walls, -and a single light bulb hangs from the ceiling. The floor is cement, and -has scuff marks all over it. The passage is quite wide. It seems as though -this hall used to be used for hauling equipment and goods. -~ -242 9 0 0 0 0 -D0 -~ -~ -0 -1 24294 -D2 -~ -~ -0 -1 24292 -S -#24294 -Passageway~ - You're in an old dark passageway. The paint is peeling off the walls, -and a single light bulb hangs from the ceiling. The floor is cement, and -has scuff marks all over it. The passage is quite wide. It seems as though -this hall used to be used for hauling equipment and goods. -~ -242 9 0 0 0 0 -D0 -~ -~ -0 -1 24295 -D1 -~ -door~ -1 24299 24297 -D2 -~ -~ -0 -1 24293 -S -#24295 -Passageway~ - You're in an old dark passageway. The paint is peeling off the walls, -and a single light bulb hangs from the ceiling. The floor is cement, and -has scuff marks all over it. The passage is quite wide. It seems as though -this hall used to be used for hauling equipment and goods. -~ -242 9 0 0 0 0 -D0 -~ -~ -0 -1 24296 -D2 -~ -~ -0 -1 24294 -S -#24296 -Passageway~ - You're in an old dark passageway. The paint is peeling off the walls, -and a single light bulb hangs from the ceiling. The floor is cement, and -has scuff marks all over it. The passage is quite wide. It seems as though -this hall used to be used for hauling equipment and goods. A wooden door -leads north. -~ -242 9 0 0 0 0 -D0 -~ -door~ -1 24299 24240 -D2 -~ -~ -0 -1 24295 -S -#24297 -A Storeroom~ - You're inside an old dusty storeroom. White sheets cover several -large items, and they're covered with dust and cobwebs. You notice a -calender on the wall, and it's from over 30 years ago. This place -obviously isn't used anymore. -~ -242 9 0 0 0 0 -D3 -~ -door~ -1 24299 24294 -S -#24298 -The Mayor's Office~ - You are in the not very big office of the Mayor of Midgaard. A large and -polished but completely empty desk is standing in front of an armchair that -looks so comfortable that it most of all resembles a bed with the head end -raised slightly. Windows look in all directions, giving a great view of -the city. -~ -242 8 0 0 0 0 -D5 -~ -~ -0 -1 24227 -S -$~ diff --git a/lib/world/wld/243.wld b/lib/world/wld/243.wld deleted file mode 100644 index 65d3556..0000000 --- a/lib/world/wld/243.wld +++ /dev/null @@ -1,1908 +0,0 @@ -#24300 -The Great Field Of Midgaard~ - You are walking on a wide dirt path through the lush, green, fresh -Midgaard countryside. You can see to the horizon to the north, east, -and west; the busy city of Midgaard lies to the south. All around you -is healthy green grass and an occasional large oak tree. The sun feels -wonderful on your face and a pleasant wind blows through your hair. Birds -chirp quietly to themselves and you can smell the faint scent of flowers -and freshly cut grass. You feel like you could lie down in the grass and -stay here forever, surrounded by powerful beauty in all directions. -~ -243 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 24301 -E -info credits~ - x---------------------------------------------------------------------x - | SNOWY VALLEY ZONE - FOR CIRCLEMUD 3.1 | - | Written in 2001 by Crazyman | - | www.nt.net/saarinen | - x---------------------------------------------------------------------x - I originally decided to make this zone a place to connect new zones - north of Midgaard. Later on, I decided to add a ski hill and under- - ground temple. This zone contains about 100 rooms, 3 shops, 1 death - trap, several new items, and a bunch of new mobs. In a small cave at - the southernmost part of the zone is a locked room, guarded by a - mob. Inside the room is the "Belt of the Ancients", a good piece of - equipment. You might want to check out the difficulty of the mob - guarding the belt and ensure that he's strong enough for your MUD. - You don't want players gettting good equipment too easily! :) - - Written entirely from scratch in WordPad. Feel free to edit, modify, - and do what you want with this zone! - x---------------------------------------------------------------------x - Builder : Crazyman - Zone : 243 Snowy Valley - Began : 2001 - Player Level : 7-10 - Rooms : 88 - Mobs : 9 - Objects : 12 - Shops : 3 - Triggers : 0 - Links : 00sw, 23n, 68e -~ -S -#24301 -The Great Field Of Midgaard~ - You are walking on a wide dirt path through the lush, green, fresh -Midgaard countryside. You can see to the horizon to the east and west; -you can see some hills to the north. All around you is healthy green grass -and an occasional large oak tree. The sun feels wonderful on your face and -a pleasant wind blows through your hair. Birds chirp quietly to themselves -and you can smell the faint scent of flowers and freshly cut grass. You -feel like you could lie down in the grass and stay here forever, surrounded -by powerful beauty in all directions. You can see a large sign on the left -side of the road. -~ -243 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 24302 -D2 -The field continues South. -~ -~ -0 -1 24300 -E -sign~ - The sign reads: - x------------------------------------------------x - | | - | <------ BigKing's Castle - West | - | | - x------------------------------------------------x -~ -S -#24302 -The Great Field Of Midgaard~ - You are walking on a wide dirt path through the lush, green, fresh -Midgaard countryside. You can see to the horizon to the east and west; -you can see some hills to the north. The grass is no longer cut here, and -you can feel a cold wind coming from the north. The hills up ahead have a -bit of snow on them. -~ -243 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 24305 -D2 -The field continues South. -~ -~ -0 -1 24301 -S -#24303 -Snowy Pass Entrance~ - You're standing at the entance to the frozen valley. The grass here -still grows green, but the hills straight ahead of you are covered with -snow. A dirt trail leads north into the hills. -~ -243 0 0 0 0 2 -D0 -A dirt path leads North. -~ -~ -0 -1 24306 -D1 -The path continues East. -~ -~ -0 -1 24304 -S -#24304 -The Great Field of Midgaard~ - You are walking on a wide dirt path through the lush, green, fresh -Midgaard countryside. You can see to the horizon to the east and west. -You find yourself at the base of a long hill that spans east and west. -The grass is no longer cut here, and you can feel a cold wind coming from -the north. -~ -243 0 0 0 0 2 -D1 -The field continues East. -~ -~ -0 -1 24305 -D3 -The field continues West. -~ -~ -0 -1 24303 -S -#24305 -The Great Field Of Midgaard~ - You are walking on a wide dirt path through the lush, green, fresh -Midgaard countryside. You can see to the horizon to the east and west. -You find yourself at the base of a long hill that spans east and west. -The grass is no longer cut here, and you can feel a cold wind coming from -the north. -~ -243 0 0 0 0 2 -D2 -The field continues South. -~ -~ -0 -1 24302 -D3 -The field continues West. -~ -~ -0 -1 24304 -S -#24306 -In the Hills~ - You find yourself on a narrow path in between two hills. A bit of -snow covers the ground here, as well as the two hills. To the north -you can see a wide expanse of deep snow. You can see a very small -hole leading into the eastern hill. A short wooden sign has been shoved -into the ground beside the hill. -~ -243 0 0 0 0 4 -D0 -The trail continues North. -~ -~ -0 -1 24311 -D1 -A small hole leads East. -~ -~ -0 -1 24307 -D2 -The trail continues South. -~ -~ -0 -1 24303 -E -sign~ - The sign reads: - x---------------------------------x - | Beware of the strange beast | - | who lives inside this hole! | - x---------------------------------x -~ -S -#24307 -A Small Hole~ - You find yourself in a very small dark hole. It's only about 3 feet -high and about 2 feet wide. You can see bits of hair clinging to the rocky -walls, and you can smell rotten food. This appears to be the home for -some sort of animal. -~ -243 357 0 0 0 0 -D1 -The hole continues East. -~ -~ -0 -1 24308 -D3 -A dirt path is West. -~ -~ -0 -1 24306 -S -#24308 -A Small Hole~ - You find yourself in a very small dark hole. It's only about 3 feet -high and about 2 feet wide. You can see bits of hair clinging to the rocky -walls, and you can smell rotten food. This appears to be the home for -some sort of animal. -~ -243 353 0 0 0 0 -D1 -The hole continues East. -~ -~ -0 -1 24309 -D3 -The hole continues West. -~ -~ -0 -1 24307 -S -#24309 -A Small Hole~ - You emerge in a slightly larger room. You can see a small pile of straw -and grasses, obviously used as a matress by someone. A tiny table with an -equally small chair is set against the southern wall. A burned out candle -sits on the table. A tiny wooden door leads east. This is definetely the home -of something. -~ -243 353 0 0 0 0 -D1 -A tiny door leads East. -~ -tiny door wooden~ -2 24398 24310 -D3 -The hole continues West. -~ -~ -0 -1 24308 -S -#24310 -A Small Room~ - You find yourself in a really tiny room. A really old wooden table -is here, almost rotting. A small door leads west. -~ -243 353 0 0 0 0 -D3 -A tiny doors leads West. -~ -tiny door wooden~ -2 24398 24309 -S -#24311 -A Snowy Path~ - You emerge from the hills to find yourself caught in a winter storm. -It's snowing heavily, and a strong wind is blowing it all around. Huge -drifts of snow block your way east and west. The path has several -inches of snow covering it. -~ -243 0 0 0 0 2 -D0 -The path continues North. -~ -~ -0 -1 24345 -D2 -The path continues South. -~ -~ -0 -1 24306 -S -#24312 -A Snowy Path~ - You find yourself in the middle of a winter storm. It's snowing heavily, -and a strong wind is blowing it all around. A huge drift of snow blocks your -way west, but a very narrow path has been shoveled east. The path has -several inches of snow covering it. -~ -243 0 0 0 0 2 -D0 -The path continues North. -~ -~ -0 -1 24322 -D1 -A narrow trail leads East. -~ -~ -0 -1 24313 -D2 -The path continues South. -~ -~ -0 -1 24311 -S -#24313 -A Snowy Trail~ - You find yourself in the middle of a winter storm. It's snowing heavily, -and a strong wind is blowing it all around. Huge drifts of snow block your -way north and south. You can see some old frozen steps leading up to a -wooden shack to the east. -~ -243 0 0 0 0 2 -D1 -An old shack is East. -~ -~ -0 -1 24314 -D3 -The main path is West. -~ -~ -0 -1 24312 -S -#24314 -Frozen Shack~ - You're in an old wooden shack. The walls are covered in frost, and the -roof is beginning to cave in. A crumbling stone fireplace is built into -the northern wall, and a boarded up window faces south. A sturdy trapdoor -with a rusting latch is located in the southeastern corner of the room. -~ -243 8 0 0 0 0 -D3 -A narrow trail is west. -~ -~ -0 -1 24313 -D5 -The trapdoor leads into darkness. -~ -door trapdoor trap~ -1 -1 24315 -S -#24315 -Icy Ladder~ - You're climbing on an icy ladder. The rungs are quite slippery, so -you have to be careful not to fall. The ladder appears to descend fairly -deeply into the frozen ground. -~ -243 9 0 0 0 0 -D4 -The trapdoor leads to the old Shack. -~ -door trap trapdoor~ -1 -1 24314 -D5 -The ladder continues Down. -~ -~ -0 -1 24316 -S -#24316 -Icy Ladder~ - You're climbing on an icy ladder. The rungs are quite slippery, so -you have to be careful not to fall. The ladder appears to descend fairly -deeply into the frozen ground. -~ -243 9 0 0 0 0 -D4 -The ladder continues Up. -~ -~ -0 -1 24315 -D5 -The ladder continues Down. -~ -~ -0 -1 24317 -S -#24317 -Icy Ladder~ - You're climbing on an icy ladder. The rungs are quite slippery, so -you have to be careful not to fall. The ladder appears to descend fairly -deeply into the frozen ground. -~ -243 9 0 0 0 0 -D4 -The ladder continues Up. -~ -~ -0 -1 24316 -D5 -The ladder continues Down. -~ -~ -0 -1 24318 -S -#24318 -Icy Ladder~ - You're climbing on an icy ladder. The rungs are quite slippery, so -you have to be careful not to fall. The ladder appears to descend fairly -deeply into the frozen ground. -~ -243 13 0 0 0 0 -D4 -The ladder continues Up. -~ -~ -0 -1 24317 -D5 -The ladder continues Down. -~ -~ -0 -1 24334 -S -#24320 -Ski Hill Road~ - You're on a wide shovelled road. To the west you can see a fairly high -hill, which must be the Cooland Ski Hill. To the east you can see a log -cabin. -~ -243 0 0 0 0 2 -D1 -The cabin is East. -~ -~ -0 -1 24321 -D3 -The ski hill entrance is West. -~ -~ -0 -1 24392 -S -#24321 -Log Cabin~ - You're in a warm log cabin. A roaring fireplace is set into the northern -wall, and it has several chairs set around it. This room has a fairly high -ceiling, and you can see two large chandeliers hanging from the rafters. -Two windows look out onto the dark snowy plains to the south. A wide set -of double doors leads to Cooland Ski Hill to the west. -~ -243 8 0 0 0 0 -D1 -The main path is East. -~ -~ -0 -1 24322 -D3 -The bar is West. -~ -~ -0 -1 24320 -S -#24322 -A Snowy Path~ - You find yourself in the middle of a winter storm. It's snowing heavily, -and a strong wind is blowing it all around. A huge drift of snow blocks your -way east, but a huge log cabin lies directly west. The path continues north. -~ -243 4 0 0 0 2 -D0 -The path continues North. -~ -~ -0 -1 24323 -D2 -The path continues South. -~ -~ -0 -1 24312 -D3 -The path continues West. -~ -~ -0 -1 24321 -S -#24323 -A Snowy Path~ - You find yourself in the middle of a winter storm. It's snowing heavily, and -a strong wind is blowing all around. Huge snow drifts block your way to the -east, west and north. -~ -243 0 0 0 0 2 -D2 -The path continues South. -~ -~ -0 -1 24322 -S -#24325 -A Cold Room~ - You're in a dark, cold room. The walls are made of worn stone, and frost -covers everything. The low hanging ceiling seems ready to collapse. Bits of -straw and wood are scattered out on the stone floor, and a burned out torch -is on the wall. This reminds you of a meat locker. -~ -243 73 0 0 0 0 -D1 -Another room lies to the East. -~ -~ -0 -1 24326 -S -#24326 -A Cold Room~ - You're in a dark, cold room. The walls are made of worn stone, and frost -covers everything. The low hanging ceiling seems ready to collapse. Bits of -straw and wood are scattered out on the stone floor, and a burned out torch -is on the wall. This reminds you of a meat locker. -~ -243 73 0 0 0 0 -D1 -Another room lies to the East. -~ -~ -0 -1 24327 -D2 -A corridor leads South. -~ -~ -0 -1 24329 -D3 -Another room lies to the West. -~ -~ -0 -1 24325 -S -#24327 -A Cold Room~ - You're in a dark, cold room. The walls are made of worn stone, and frost -covers everything. The low hanging ceiling seems ready to collapse. Bits of -straw and wood are scattered out on the stone floor, and a burned out torch -is on the wall. This reminds you of a meat locker. -~ -243 73 0 0 0 0 -D3 -Another room lies to the West. -~ -~ -0 -1 24326 -S -#24328 -A Cold Room~ - You're in a dark, cold room. The walls are made of worn stone, and frost -covers everything. The low hanging ceiling seems ready to collapse. Bits of -straw and wood are scattered out on the stone floor, and a burned out torch -is on the wall. This reminds you of a meat locker. -~ -243 73 0 0 0 0 -D2 -Another room lies to the South. -~ -~ -0 -1 24331 -S -#24329 -A Cold Corridor~ - You're in a dark, cold corridor. The walls are made of worn stone, and frost -covers everything. The ceiling here is slightly higher than in the rooms, and -no straw or wood bits litter the floors. -~ -243 73 0 0 0 0 -D0 -A cold room is North. -~ -~ -0 -1 24326 -D2 -The corridor leads South. -~ -~ -0 -1 24334 -S -#24330 -A Cold Room~ - You're in a dark, cold room. The walls are made of worn stone, and frost -covers everything. The low hanging ceiling seems ready to collapse. Bits of -straw and wood are scattered out on the stone floor, and a burned out torch -is on the wall. This reminds you of a meat locker. -~ -243 73 0 0 0 0 -D2 -Another room lies to the South. -~ -~ -0 -1 24336 -S -#24331 -A Cold Room~ - You're in a dark, cold room. The walls are made of worn stone, and frost -covers everything. The low hanging ceiling seems ready to collapse. Bits of -straw and wood are scattered out on the stone floor, and a burned out torch -is on the wall. This reminds you of a meat locker. -~ -243 73 0 0 0 0 -D0 -Another room lies to the North. -~ -~ -0 -1 24328 -D1 -A dark corridor leads East. -~ -~ -0 -1 24332 -D2 -Another room lies to the South. -~ -~ -0 -1 24337 -S -#24332 -A Cold Corridor~ - You're in a dark, cold corridor. The walls are made of worn stone, and frost -covers everything. The ceiling here is slightly higher than in the rooms, and -no straw or wood bits litter the floors. -~ -243 73 0 0 0 0 -D1 -A Cold Intersection is East. -~ -~ -0 -1 24334 -D3 -A cold room is West. -~ -~ -0 -1 24331 -S -#24334 -A Cold Intersection~ - You're at the main intersection of the Underground Temple. Dark corridors -lead in all directions. The frost cracked walls are made from ancient granite -stones. A thick frost covers many parts of the walls and ceiling. A darkened -skeleton lies in the middle of the floor, obviously from someone who fell down -the icy ladder. -~ -243 73 0 0 0 0 -D0 -A corridor leads North. -~ -~ -0 -1 24329 -D1 -A corridor leads East. -~ -~ -0 -1 24335 -D2 -A corridor leads South. -~ -~ -0 -1 24338 -D3 -A corridor leads West. -~ -~ -0 -1 24332 -D4 -An old icy rusty ladder leads Up. -~ -~ -0 -1 24318 -S -#24335 -A Cold Corridor~ - You're in a dark, cold corridor. The walls are made of worn stone, and frost -covers everything. The ceiling here is slightly higher than in the rooms, and -no straw or wood bits litter the floors. -~ -243 73 0 0 0 0 -D1 -A cold room is East. -~ -~ -0 -1 24336 -D3 -A cold intersection is West. -~ -~ -0 -1 24334 -S -#24336 -A Cold Room~ - You're in a dark, cold room. The walls are made of worn stone, and frost -covers everything. The low hanging ceiling seems ready to collapse. Bits of -straw and wood are scattered out on the stone floor, and a burned out torch -is on the wall. This reminds you of a meat locker. -~ -243 73 0 0 0 0 -D0 -Another room lies to the North. -~ -~ -0 -1 24330 -D2 -Another room lies to the South. -~ -~ -0 -1 24339 -D3 -A dark corridor leads West. -~ -~ -0 -1 24335 -S -#24337 -A Cold Room~ - You're in a dark, cold room. The walls are made of worn stone, and frost -covers everything. The low hanging ceiling seems ready to collapse. Bits of -straw and wood are scattered out on the stone floor, and a burned out torch -is on the wall. This reminds you of a meat locker. -~ -243 73 0 0 0 0 -D0 -Another room lies to the North. -~ -~ -0 -1 24331 -S -#24338 -A Cold Corridor~ - You're in a dark, cold corridor. The walls are made of worn stone, and frost -covers everything. The ceiling here is slightly higher than in the rooms, and -no straw or wood bits litter the floors. -~ -243 73 0 0 0 0 -D0 -The corridor leads North. -~ -~ -0 -1 24334 -D2 -A cold room is South. -~ -~ -0 -1 24341 -S -#24339 -A Cold Room~ - You're in a dark, cold room. The walls are made of worn stone, and frost -covers everything. The low hanging ceiling seems ready to collapse. Bits of -straw and wood are scattered out on the stone floor, and a burned out torch -is on the wall. This reminds you of a meat locker. -~ -243 73 0 0 0 0 -D0 -Another room lies to the North. -~ -~ -0 -1 24336 -S -#24340 -A Cold Room~ - You're in a dark, cold room. The walls are made of worn stone, and frost -covers everything. The low hanging ceiling seems ready to collapse. Bits of -straw and wood are scattered out on the stone floor, and a burned out torch -is on the wall. This reminds you of a meat locker. -~ -243 73 0 0 0 0 -D1 -Another room lies to the East. -~ -~ -0 -1 24341 -S -#24341 -A Cold Room~ - You're in a dark, cold room. The walls are made of worn stone, and frost -covers everything. The low hanging ceiling seems ready to collapse. Bits of -straw and wood are scattered out on the stone floor, and a burned out torch -is on the wall. This reminds you of a meat locker. -~ -243 73 0 0 0 0 -D0 -A corridor leads North. -~ -~ -0 -1 24338 -D1 -Another room lies to the East. -~ -~ -0 -1 24342 -D3 -Another room lies to the West. -~ -~ -0 -1 24340 -S -#24342 -A Cold Room~ - You're in a dark, cold room. The walls are made of worn stone, and frost -covers everything. The low hanging ceiling seems ready to collapse. Bits of -straw and wood are scattered out on the stone floor, and a burned out torch -is on the wall. This reminds you of a meat locker. -~ -243 73 0 0 0 0 -D3 -Another room lies to the West. -~ -~ -0 -1 24341 -S -#24345 -A Snowy Path~ - You find yourself in the middle of a winter storm. It's snowing heavily, -and a strong wind is blowing all around. Huge snow drifts block your way to -the east and west. The path continues north and south. -~ -243 0 0 0 0 2 -D0 -The path continues North. -~ -~ -0 -1 24346 -D2 -The path continues South. -~ -~ -0 -1 24311 -S -#24346 -A Snowy Path~ - You find yourself in the middle of a winter storm. It's snowing heavily, -and a strong wind is blowing all around. Huge snow drifts block your way to -the east and west. The path continues north and south. -~ -243 0 0 0 0 2 -D0 -The path continues North. -~ -~ -0 -1 24312 -D2 -The path continues South. -~ -~ -0 -1 24345 -S -#24347 -Newbie ski trail~ - You find yourself on a freshly groomed ski run. The run isn't too steep, -so this must be a newbie trail. You see the odd skier go by, but this trail -is fairly empty. A thick forest blocks your way north and west. -~ -243 0 0 0 0 2 -D1 -The trail continues East. -~ -~ -0 -1 24348 -D2 -The trail continues South. -~ -~ -0 -1 24353 -S -#24348 -Newbie ski trail~ - You find yourself on a freshly groomed ski run. The run isn't too steep, -so this must be a newbie trail. You see the odd skier go by, but this trail -is fairly empty. A thick forest blocks your way north. -~ -243 0 0 0 0 2 -D1 -The trail continues East. -~ -~ -0 -1 24349 -D2 -A forest is South. -~ -~ -0 -1 24354 -D3 -The trail continues West. -~ -~ -0 -1 24347 -S -#24349 -Newbie ski trail~ - You find yourself on a freshly groomed ski run. The run isn't too steep, -so this must be a newbie trail. You see the odd skier go by, but this trail -is fairly empty. A thick forest blocks your way north. -~ -243 0 0 0 0 2 -D1 -The trail continues East. -~ -~ -0 -1 24350 -D2 -A forest is South. -~ -~ -0 -1 24355 -D3 -The trail continues West. -~ -~ -0 -1 24348 -S -#24350 -Newbie ski trail~ - You find yourself on a freshly groomed ski run. The run isn't too steep, -so this must be a newbie trail. You see the odd skier go by, but this trail -is fairly empty. A thick forest blocks your way north. You can see the back -of the chalet to the south. -~ -243 0 0 0 0 2 -D1 -The trail continues East. -~ -~ -0 -1 24351 -D3 -The trail continues West. -~ -~ -0 -1 24349 -S -#24351 -Newbie ski trail~ - You find yourself on a freshly groomed ski run. The run isn't too steep, -so this must be a newbie trail. You see the odd skier go by, but this trail -is fairly empty. A thick forest blocks your way north. You can see the back -of the chalet to the south. -~ -243 0 0 0 0 2 -D1 -The trail continues East. -~ -~ -0 -1 24352 -D3 -The trail continues West. -~ -~ -0 -1 24350 -S -#24352 -Start of the newbie ski trail~ - You find yourself at the top of a ski run. The freshly groomed slope -isn't too steep, so this must be a newbie trail. You see the odd skier go -by, but this trail is fairly empty. A thick forest blocks your way north -and east. The chalet is to the southwest. A wide path (almost a road) -leads south to the ski hill's main entrance. -~ -243 0 0 0 0 2 -D2 -The path continues South. -~ -~ -0 -1 24357 -D3 -The trail continues West. -~ -~ -0 -1 24351 -S -#24353 -Newbie ski trail~ - You find yourself on a freshly groomed ski run. The run isn't too steep, -so this must be a newbie trail. You see the odd skier go by, but this trail -is fairly empty. A thick forest blocks your way west. -~ -243 0 0 0 0 2 -D0 -The trail continues North. -~ -~ -0 -1 24347 -D1 -A forest is East. -~ -~ -0 -1 24354 -D2 -The trail continues South. -~ -~ -0 -1 24358 -S -#24354 -Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can -see the ski trail to the north and west. Since this place is more hidden -than the open trails, snowboarders like to come here to smoke up. -~ -243 0 0 0 0 2 -D0 -The newbie run is North. -~ -~ -0 -1 24348 -D1 -The forest continues East. -~ -~ -0 -1 24355 -D2 -The forest continues South. -~ -~ -0 -1 24359 -D3 -The newbie run is West. -~ -~ -0 -1 24353 -S -#24355 -Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can -see the ski trail to the north. Since this place is more hidden than the open -trails, snowboarders like to come here to smoke up. The back of the chalet is -directly east, blocking your way. -~ -243 0 0 0 0 2 -D0 -The newbie run is North. -~ -~ -0 -1 24349 -D2 -The forest continues South. -~ -~ -0 -1 24360 -D3 -The forest continues West. -~ -~ -0 -1 24354 -S -#24356 -Lounge~ - You're in the chalet's lounge. Various couches and Lazyoy chairs are -scattered around the room. A pool table is against the western wall, and -a couple dartboards are located beside it. A huge 60" TV sits on the floor -against the northern wall. A large chandelier hangs from the high peaked -ceiling. A beautifully carved double width stairway leads down to the -cafateria. This is where people can relax while they aren't skiing. -~ -243 8 0 0 0 0 -D5 -The cafateria is Down. -~ -~ -0 -1 24361 -S -#24357 -Main Path~ - You find yourself at the top of the ski hill on a wide path. The chalet -blocks your way west, while a thick forest blocks your way east. -~ -243 0 0 0 0 2 -D0 -The path continues North. -~ -~ -0 -1 24352 -D2 -The path continues South. -~ -~ -0 -1 24363 -S -#24358 -Bottom of the Newbie ski trail~ - You find yourself at the bottom of a freshly groomed ski run. The run isn't -too steep, so this must be a newbie trail. You see the odd skier go by, but -thistrail is fairly empty. A thick forest blocks your way west and south. -Since there aren't any ski lifts at this hill, you'll have to walk back up. -~ -243 0 0 0 0 2 -D0 -The trail continues North. -~ -~ -0 -1 24353 -D1 -A forest is East. -~ -~ -0 -1 24359 -S -#24359 -Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can -see the newbie trail to the west. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. -~ -243 0 0 0 0 2 -D0 -The forest continues North. -~ -~ -0 -1 24354 -D1 -The forest continues East. -~ -~ -0 -1 24360 -D2 -The forest continues South. -~ -~ -0 -1 24364 -D3 -The newbie run is West. -~ -~ -0 -1 24358 -S -#24360 -Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can -see the newbie trail to the west. The chalet blocks your way east. Since this -place is more hidden than the open trails, snowboarders like to come here to -smoke up. -~ -243 0 0 0 0 2 -D0 -The forest continues North. -~ -~ -0 -1 24355 -D2 -The forest continues South. -~ -~ -0 -1 24365 -D3 -The forest continues West. -~ -~ -0 -1 24359 -S -#24361 -Chalet Cafateria~ - Expensive wooden panelling and fancy carpet line the room. The ceiling is -fairly low, giving off a cozy feeling to the room. A long glass countertop is -against the western wall, where hamburgers, french fries, and potato chips are -sold. Long, wide tables are lined up in the middle of the room, with about a -dozen chairs around each one. A beautifully carved double width stairway leads -up to the lounge. Surprisingly, this place is fairly empty. -~ -243 8 0 0 0 0 -D1 -The cafateria continues East. -~ -~ -0 -1 24362 -D4 -The lounge is Up. -~ -~ -0 -1 24356 -S -#24362 -Chalet~ - Expensive wooden panelling and fancy carpet line the room. The ceiling is -fairly low, giving a cozy feeling to the room. An enourmous stone fireplace is -roaring in the southern part of the room. Two couches are set against the door, -and several chairs are arranged around the fireplace. Four large tables are -lined up in the middle of the room, and you can see that the cafateria extends -west where you can buy your food. You can see the ski shop the north. -~ -243 8 0 0 0 0 -D0 -The ski shop is North. -~ -~ -0 -1 24399 -D1 -The main path is East. -~ -~ -0 -1 24363 -D3 -The cafateria continues West. -~ -~ -0 -1 24361 -S -#24363 -Main Path~ - You find yourself at the top of the ski hill on a wide path. A thick forest -blocks your way east. A large wooden building is built right into the hill to -the west. Several ski racks sit outside the door, and a huge chimney is -billowing out smoke from the side of the chalet. -~ -243 0 0 0 0 2 -D0 -The path continues North. -~ -~ -0 -1 24357 -D2 -The main entrance is South. -~ -~ -0 -1 24368 -D3 -The chalet is West. -~ -~ -0 -1 24362 -S -#24364 -Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the south. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. The forest thickens -and blocks your way west. -~ -243 0 0 0 0 2 -D0 -The forest continues North. -~ -~ -0 -1 24359 -D1 -The forest continues East. -~ -~ -0 -1 24365 -D2 -The intermediate trail is South. -~ -~ -0 -1 24371 -S -#24365 -Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the south. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. -~ -243 0 0 0 0 2 -D0 -The forest continues North. -~ -~ -0 -1 24360 -D1 -The forest continues East. -~ -~ -0 -1 24366 -D2 -The intermediate trail is South. -~ -~ -0 -1 24372 -D3 -The forest continues West. -~ -~ -0 -1 24364 -S -#24366 -Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can -see the newbie trail to the west. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. The chalet blocks -your way north. -~ -243 0 0 0 0 2 -D1 -The forest continues East. -~ -~ -0 -1 24367 -D2 -The intermediate trail is South. -~ -~ -0 -1 24373 -D3 -The forest continues West. -~ -~ -0 -1 24365 -S -#24367 -Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can -see the newbie trail to the west. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. The chalet blocks -your way north, while you can see the main path east. -~ -243 0 0 0 0 2 -D1 -The main path is East. -~ -~ -0 -1 24368 -D2 -The intermediate trail is South. -~ -~ -0 -1 24374 -D3 -The forest continues West. -~ -~ -0 -1 24366 -S -#24368 -Main Path~ - You're on the main path of the ski hill. The newbie run and chalet is -north, while the more advanced runs are south. A forest lies west, and the -steel entrance gate is east. -~ -243 0 0 0 0 2 -D0 -The main path continues North. -~ -~ -0 -1 24363 -D2 -The main path continues South. -~ -~ -0 -1 24375 -D3 -A forest is West. -~ -~ -0 -1 24367 -S -#24369 -Intermediate ski trail~ - You're at the bottom of the intermediate ski trail. A thick forest blocks -your way in all directions, wait, you think you can see a narrow trail leading -west and down. except east where the trail leads up. The snow is rather deep -here, and it isn't groomed. You can see large ape-like footprints in the snow. -You get the feeling no one comes down here very often. -~ -243 0 0 0 0 2 -D1 -The intermediate trail continues East. -~ -~ -0 -1 24370 -D5 -A narrow trail leads Down. -~ -~ -0 -1 24376 -S -#24370 -Intermediate ski trail~ - You're on the intermediate ski trail. You can see the odd rock sticking -up through the snow, and many moguls and bumps are all around. This trail is -obviously made for better skiers and snowboarders. A thick forest blocks your -way north. -~ -243 0 0 0 0 2 -D1 -The intermediate trail continues East. -~ -~ -0 -1 24371 -D2 -A forest is South. -~ -~ -0 -1 24380 -D3 -The intermediate trail continues West. -~ -~ -0 -1 24369 -S -#24371 -Intermediate ski trail~ - You're on the intermediate ski trail. You can see the odd rock sticking -up through the snow, and many moguls and bumps are all around. This trail is -obviously made for better skiers and snowboarders. -~ -243 0 0 0 0 2 -D0 -A forest is North. -~ -~ -0 -1 24364 -D1 -The intermediate trail continues East. -~ -~ -0 -1 24372 -D2 -A forest is South. -~ -~ -0 -1 24381 -D3 -The intermediate trail continues West. -~ -~ -0 -1 24370 -S -#24372 -Intermediate ski trail~ - You're on the intermediate ski trail. You can see the odd rock sticking -up through the snow, and many moguls and bumps are all around. This trail is -obviously made for better skiers and snowboarders. -~ -243 0 0 0 0 2 -D0 -A forest is North. -~ -~ -0 -1 24365 -D1 -The intermediate trail continues East. -~ -~ -0 -1 24373 -D2 -A forest is South. -~ -~ -0 -1 24382 -D3 -The intermediate trail continues West. -~ -~ -0 -1 24371 -S -#24373 -Intermediate ski trail~ - You're on the intermediate ski trail. You can see the odd rock sticking -up through the snow, and many moguls and bumps are all around. This trail is -obviously made for better skiers and snowboarders. -~ -243 0 0 0 0 2 -D0 -A forest is North. -~ -~ -0 -1 24366 -D1 -The intermediate trail continues East. -~ -~ -0 -1 24374 -D2 -A forest is South. -~ -~ -0 -1 24383 -D3 -The intermediate trail continues West. -~ -~ -0 -1 24372 -S -#24374 -Intermediate ski trail~ - You're on the intermediate ski trail. You can see the odd rock sticking -up through the snow, and many moguls and bumps are all around. This trail is -obviously made for better skiers and snowboarders. -~ -243 0 0 0 0 2 -D0 -A forest is North. -~ -~ -0 -1 24367 -D1 -The main path is East. -~ -~ -0 -1 24375 -D2 -A forest is South. -~ -~ -0 -1 24384 -D3 -The intermediate trail continues West. -~ -~ -0 -1 24373 -S -#24375 -Start of the intermediate trailt~ - You're on the main path of the ski hill, at the entrance to the -intermediate run. A thick forest blocks your way east. -~ -243 0 0 0 0 2 -D0 -The main path continues North. -~ -~ -0 -1 24368 -D2 -The main path continues South. -~ -~ -0 -1 24385 -D3 -The intermediate run is West. -~ -~ -0 -1 24374 -S -#24376 -Dark Path~ - You're on a very dark path. Low hanging branches make it impossible to -stand fully errect. The path is very narrow, again due to the thick -branches. Clumps of hair can be seen all over. Now that your eyes have -adjusted, you can see a low entry way into a cave to the south. Human -bones are scattered around the entrance. -~ -243 8 0 0 0 0 -D2 -A cave is South. -~ -~ -0 -1 24377 -D4 -The intermediate trail is Up. -~ -~ -0 -1 24369 -S -#24377 -Small Cave~ - You find yourself in a small, dark cave. A bed of straw can be seen -against the southern wall, and a crude firepit has been built into the -eastern wall. This is the home of the Yeti! -~ -243 8 0 0 0 0 -D0 -A narrow trail is North. -~ -~ -0 -1 24376 -S -#24380 -Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the north. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. The forest thickens -and completely blocks your way west and south. -~ -243 0 0 0 0 2 -D0 -The intermediate trail is North. -~ -~ -0 -1 24370 -D1 -The forest continues East. -~ -~ -0 -1 24381 -S -#24381 -Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the north. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. -~ -243 0 0 0 0 2 -D0 -The intermediate trail is North. -~ -~ -0 -1 24371 -D1 -The forest continues East. -~ -~ -0 -1 24382 -D2 -The advanced trail is South. -~ -~ -0 -1 24386 -D3 -The forest continues West. -~ -~ -0 -1 24380 -S -#24382 -Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the north. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. -~ -243 0 0 0 0 2 -D0 -The intermediate trail is North. -~ -~ -0 -1 24372 -D1 -The forest continues East. -~ -~ -0 -1 24383 -D2 -The advanced trail is South. -~ -~ -0 -1 24387 -D3 -The forest continues West. -~ -~ -0 -1 24381 -S -#24383 -Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the north. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. -~ -243 0 0 0 0 2 -D0 -The intermediate trail is North. -~ -~ -0 -1 24373 -D1 -The forest continues East. -~ -~ -0 -1 24384 -D2 -The advanced trail is South. -~ -~ -0 -1 24388 -D3 -The forest continues West. -~ -~ -0 -1 24382 -S -#24384 -Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the north. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. -~ -243 0 0 0 0 2 -D0 -The intermediate trail is North. -~ -~ -0 -1 24374 -D1 -The main path is East. -~ -~ -0 -1 24385 -D2 -The advanced trail is South. -~ -~ -0 -1 24389 -D3 -The forest continues West. -~ -~ -0 -1 24383 -S -#24385 -Main Path~ - You're on the main path of the ski hill, at the entrance to the -intermediate run. A thick forest blocks your way east. -~ -243 0 0 0 0 2 -D0 -The main path continues North. -~ -~ -0 -1 24375 -D2 -The main path continues South. -~ -~ -0 -1 24390 -D3 -A forest is West. -~ -~ -0 -1 24384 -S -#24386 -Advanced ski trail~ - You're on the advanced ski trail. Icy patches abound, rocks stick out of the -snow, and huge jumps and bumps sit right in the middle of the trail. The slope -is very steep. This place is definitely not for beginners. A high cliff is -directly south. A large sign sits on the left side of the trail. (You should -read it!) -~ -243 0 0 0 0 2 -D0 -A forest is North. -~ -~ -0 -1 24381 -D1 -The advanced trail continues East. -~ -~ -0 -1 24387 -D2 -A high cliff is South. -~ -~ -0 -1 24391 -E -sign~ - The sign reads: - x---------------------------------------------------------x - | <!> A MESSAGE FROM COOLAND SKI HILL <!> | - | | - | This cliff is only recommended for advanced skiers. The | - | cliff is 75 feet high, and the edge can get very icy at | - | times. Use at own risk! Again, let us remind you that | - | we shall not be held liable for any injuries incurred | - | on this property. (The cliff is our property in case | - | you were wondering.) | - x---------------------------------------------------------x -~ -S -#24387 -Advanced ski trail~ - You're on the advanced ski trail. Icy patches abound, rocks stick out of the -snow, and huge jumps and bumps sit right in the middle of the trail. The slope -is very steep. This place is definitely not for beginners. A thick forest blocks -your way south. -~ -243 0 0 0 0 2 -D0 -A forest is North. -~ -~ -0 -1 24382 -D1 -The advanced trail continues East. -~ -~ -0 -1 24388 -D3 -The advanced trail continues West. -~ -~ -0 -1 24386 -S -#24388 -Advanced ski trail~ - You're on the advanced ski trail. Icy patches abound, rocks stick out of the -snow, and huge jumps and bumps sit right in the middle of the trail. The slope -is very steep. This place is definitely not for beginners. A thick forest blocks -your way south. -~ -243 0 0 0 0 2 -D0 -A forest is North. -~ -~ -0 -1 24383 -D1 -The advanced trail continues East. -~ -~ -0 -1 24389 -D3 -The advanced trail continues West. -~ -~ -0 -1 24387 -S -#24389 -Advanced ski trail~ - You're on the advanced ski trail. Icy patches abound, rocks stick out of the -snow, and huge jumps and bumps sit right in the middle of the trail. The slope -is very steep. This place is definitely not for beginners. A thick forest blocks -your way south. -~ -243 0 0 0 0 2 -D0 -A forest is North. -~ -~ -0 -1 24384 -D1 -The advanced trail continues East. -~ -~ -0 -1 24390 -D3 -The advanced trail continues West. -~ -~ -0 -1 24388 -S -#24390 -Start of the advanced ski trail~ - You're on the advanced ski trail. Icy patches abound, rocks stick out of the -snow, and huge jumps and bumps sit right in the middle of the trail. The slope -is very steep. This place is definitely not for beginners. A thick forest -blocks your way west and south. -~ -243 0 0 0 0 2 -D0 -The main path is North. -~ -~ -0 -1 24385 -D3 -The advanced trail continues West. -~ -~ -0 -1 24389 -S -#24391 -Steep Cliff~ - Oops. You didn't read the sign, did you? As you go south, your feet slip -right off the edge of the cliff. Now you're plunging downward towards the -forest below. Hey, now it doesn't look so far anymore. Oh, now you're impaled -on a tall icy pine tree. Right before you black out, you feel the coldness of -the wood in your chest. -~ -243 4 0 0 0 3 -S -T 24300 -#24392 -Ski Hill Entrance~ - You're at the ski hill entrance. The snow is well packed down, and pine -trees line the north and south sides of the road. A large plastic banner -spans the entire width of the road exclaiming, - "WELCOME TO THE COOLAND SKI HILL!" -A small booth stands here, where people must buy their lift tickets to get -in. A small wooden sign has been nailed to the booth. A steel gate lies -west. -~ -243 68 0 0 0 2 -D1 -The road continues East. -~ -~ -0 -1 24320 -D3 -The main path is West. -~ -gate steel~ -2 24306 24393 -E -sign~ - The sign reads: - x---------------------------------------------------------------x - | WELCOME TO COOLAND SKI HILL! | - | "Home of the Yeti" | - | | - | Lift tickets.........................$15000/day | - | | - | WE ARE NOT RESPONSIBLE FOR ANY INJURIES INCURRED ON | - | THIS PROPERTY!!! USE AT OWN RISK!!! | - x---------------------------------------------------------------x -~ -S -#24393 -Main Path~ - You're standing on the main path of the ski hill entrance. To the east -you can see the entry gates, while to the west you can see the ski hill. -A thick forest blocks your way north and south. -~ -243 0 0 0 0 2 -D1 -The main entrance is East. -~ -gate steel~ -2 24306 24392 -D3 -The path continues West. -~ -~ -0 -1 24368 -S -#24399 -Ski Shop~ - You're in a small ski shop. Skis, snowboards, and assorted winter clothing -are packed on hangers, shelves, walls, just about everywhere. A small glass -countertop contains various pairs of expensive ski goggles and sun glasses. -~ -243 8 0 0 0 0 -D2 -The cafateria is South. -~ -~ -0 -1 24362 -S -$~ diff --git a/lib/world/wld/244.wld b/lib/world/wld/244.wld deleted file mode 100644 index 207cfe2..0000000 --- a/lib/world/wld/244.wld +++ /dev/null @@ -1,1220 +0,0 @@ -#24400 -Cell A1~ - You're in a small, dark, prison cell. The dark stone walls look ancient, -and are quite damp. The dirt covered floor is made of cement, and a small hole -in the northwestern corner of the cell serves as a toilet. There is no bed, -no chairs, and no lights. This place obviously isn't maintained anymore. A -sturdy iron door leads south. - A small notice has been engraved in the door. -~ -244 233 0 0 0 0 -D2 -The main hallway is South. -~ -door iron~ -2 24499 24404 -E -sign notice door~ - The notice looks like this: - x-------------------------------------------------------------------x - | C O O L A N D P R I S O N | - | | - | You are now an inmate of Cooland Prison. You have been sent | - | here because you committed an intolerable offense. Although | - | extremely difficult, it is possible to escape this prison. If | - | you happen to die here, you will permanently lose ALL of your | - | equipment. You cannot talk to people or cast spells while here. | - | Don't bother calling for the GODs either, they'll ignore you. | - | You're on your own now! | - | | - | IF YOU CAN'T DO THE TIME, DON'T DO THE CRIME! | - x-------------------------------------------------------------------x -~ -E -credits info~ - x---------------------------------------------------------------------x -| COOLAND PRISON - FOR CIRCLEMUD 3.1 | -| Written in 2002 by Crazyman | -| www.nt.net/saarinen | -x---------------------------------------------------------------------x -This zone is the jail on my MUD. Although highly unlikely, it is -possible to escape. On my MUD, I don't like throwing people into the -icebox or freezing them. When this happens, the player has no control -over anything. By putting them in a jail, the player has the -opportunity to escape, giving them control of the situation. The -locked jail cells can only be opened with a key found on the prison -guards, and since they are inaccessible by someone in a cell, a GOD or -IMP has to open the doors. Besides, a GOD or an IMP should visit the -player in jail anyway to advise them of their situation. The cell room -numbers are as follows: -Cell A1 - room #00 Cell A2 - room #08 -Cell B1 - room #01 Cell B2 - room #09 (death trap) -Cell C1 - room #02 Cell C2 - room #10 -As you can see, there are five functional jail cells, as cell B2 is a -death trap. If you need more than that, I think you're being pretty -mean to your players! :) -Ensure that the entrance to the jail (I have mine attached to the;my New Southern Midgaard, room # 3111) is either locked or inaccessible, -because you wouldn't want anyone to accidentally enter and be killed. I -like making the jail door accessible to everyone, that way a player -outside the jail has the chance to get in and rescue someone inside. I -have a jail bulletin board set up in the cafeteria, so you'll have to -remove it or add your own. - Written entirely from scratch in WordPad. Feel free to edit, modify, -and do what you want with this zone! -x---------------------------------------------------------------------x -Builder : Crazyman -Zone : 244 Cooland Prison -Began : 2001 -Player Level : 30 -Rooms : 57 -Mobs : 2 -Objects : 1 -Links : -~ -S -#24401 -Cell B1~ - You're in a small, dark, prison cell. The dark stone walls look ancient, -and are quite damp. The dirt covered floor is made of cement, and a small hole -in the northwestern corner of the cell serves as a toilet. There is no bed, -no chairs, and no lights. This place obviously isn't maintained anymore. A -sturdy iron door leads south. - A small notice has been engraved in the door. -~ -244 233 0 0 0 0 -D2 -The main hallway is South. -~ -door iron~ -2 24499 24405 -E -sign notice door~ - The notice looks like this: - x-------------------------------------------------------------------x - | C O O L A N D P R I S O N | - | | - | You are now an inmate of Cooland Prison. You have been sent | - | here because you committed an intolerable offense. Although | - | extremely difficult, it is possible to escape this prison. If | - | you happen to die here, you will permanently lose ALL of your | - | equipment. You cannot talk to people or cast spells while here. | - | Don't bother calling for the GODs either, they'll ignore you. | - | You're on your own now! | - | | - | IF YOU CAN'T DO THE TIME, DON'T DO THE CRIME! | - x-------------------------------------------------------------------x -~ -S -#24402 -Cell C1~ - You're in a small, dark, prison cell. The dark stone walls look ancient, -and are quite damp. The dirt covered floor is made of cement, and a small hole -in the northwestern corner of the cell serves as a toilet. There is no bed, -no chairs, and no lights. This place obviously isn't maintained anymore. A -sturdy iron door leads south. - A small notice has been engraved in the door. -~ -244 233 0 0 0 0 -D2 -The main hallway is South. -~ -door iron~ -2 24499 24406 -E -sign notice door~ - The notice looks like this: - x-------------------------------------------------------------------x - | C O O L A N D P R I S O N | - | | - | You are now an inmate of Cooland Prison. You have been sent | - | here because you committed an intolerable offense. Although | - | extremely difficult, it is possible to escape this prison. If | - | you happen to die here, you will permanently lose ALL of your | - | equipment. You cannot talk to people or cast spells while here. | - | Don't bother calling for the GODs either, they'll ignore you. | - | You're on your own now! | - | | - | IF YOU CAN'T DO THE TIME, DON'T DO THE CRIME! | - x-------------------------------------------------------------------x -~ -S -#24403 -Sprial Staircase~ - You're at the bottom of a cold metal spiral staircase. The main cell -hallway is west, while darkness leads up. You can hear dripping water from -above you. -~ -244 233 0 0 0 0 -D1 -The main hallway is East. -~ -~ -0 -1 24404 -D4 -Darkness leads Up. -~ -~ -0 -1 24415 -S -#24404 -Cell Hallway~ - You're in a wide dimly lit hallway. The light blue paint on the walls -is peeling, and a few flickering light bulbs hang from the ceiling. You -can see old rusty iron doors leading north and south. These lead to the -A1 and A2 cells. It's rather cold in here. -~ -244 233 0 0 0 0 -D0 -Cell A1 is North. -~ -door iron~ -2 24499 24400 -D1 -The cell hallway is East. -~ -~ -0 -1 24405 -D2 -Cell A2 is South. -~ -door iron~ -2 24499 24408 -D3 -A spiral staircase is West. -~ -~ -0 -1 24403 -S -#24405 -Cell Hallway~ - You're in a wide dimly lit hallway. The light blue paint on the walls -is peeling, and a few flickering light bulbs hang from the ceiling. You -can see old rusty iron doors leading north and south. These lead to the -B1 and B2 cells. It's rather cold in here. - You can see some words scratched on the wall beside the southern -door. -~ -244 233 0 0 0 0 -D0 -Cell B1 is North. -~ -door iron~ -2 24499 24401 -D1 -The cell hallway is East. -~ -~ -0 -1 24406 -D2 -Cell B2 is South. -~ -door iron~ -2 24499 24409 -D3 -The cell hallway is West. -~ -~ -0 -1 24404 -E -words sign notice door~ - The scratchings look like this: - _____ ______ _____ _____ _______ _____ _____ -| | / \ \ \ / \ |\ | | / \ / \ -| / | . | | \ \ | \ \ | | \ \ -|-----\ ____/ | | | | | \ | | | ___ | | -| | / . | | | | | \ | | | \ | | -|_____/ \______ |____/ \____/ | \| | \___/ \____/ -~ -S -#24406 -Cell Hallway~ - You're in a wide dimly lit hallway. The light blue paint on the walls -is peeling, and a few flickering light bulbs hang from the ceiling. You -can see old rusty iron doors leading north and south. These lead to the -C1 and C2 cells. It's rather cold in here. -~ -244 233 0 0 0 0 -D0 -Cell B1 is North. -~ -door iron~ -2 24499 24402 -D1 -The Cafeteria is East. -~ -~ -0 -1 24407 -D2 -Cell B2 is South. -~ -door iron~ -2 24499 24410 -D3 -The cell hallway is West. -~ -~ -0 -1 24405 -S -#24407 -Cafeteria~ - You're overwhelmed by the stink of rotting food. Several long wooden -tables stretch the entire length of the room, with many half destroyed -chairs scattered around. At the far end of the room is a food counter, -and several stainless steel food bowls are sitting on it. That must be -where the stink is coming from. About a dozen rows of flickering lights -hang from the ceiling. -~ -244 233 0 0 0 0 -D3 -The cell hallway is West. -~ -~ -0 -1 24406 -S -#24408 -Cell A2~ - You're in a small, dark, prison cell. The dark stone walls look ancient, -and are quite damp. The dirt covered floor is made of cement, and a small hole -in the northwestern corner of the cell serves as a toilet. There is no bed, -no chairs, and no lights. This place obviously isn't maintained anymore. A -sturdy iron door leads south. - A small notice has been engraved in the door. -~ -244 233 0 0 0 0 -D0 -The main hallway is North. -~ -door iron~ -2 24499 24404 -E -sign notice door~ - The notice looks like this: - x-------------------------------------------------------------------x - | C O O L A N D P R I S O N | - | | - | You are now an inmate of Cooland Prison. You have been sent | - | here because you committed an intolerable offense. Although | - | extremely difficult, it is possible to escape this prison. If | - | you happen to die here, you will permanently lose ALL of your | - | equipment. You cannot talk to people or cast spells while here. | - | Don't bother calling for the GODs either, they'll ignore you. | - | You're on your own now! | - | | - | IF YOU CAN'T DO THE TIME, DON'T DO THE CRIME! | - x-------------------------------------------------------------------x -~ -S -#24409 -Cell B2~ - As soon as you enter the cell, the floor collapses, and you feel yourself -falling, falling deep into the ground. You finally land, and you feel both of -your legs snap under your weight. As you scream out in pain, the rest of the -debris from the cement floor lands on you, crushing your body. -~ -244 233 0 0 0 0 -D0 -The main hallway is North. -~ -door iron~ -2 24499 24405 -S -#24410 -Cell C2~ - You're in a small, dark, prison cell. The dark stone walls look ancient, -and are quite damp. The dirt covered floor is made of cement, and a small hole -in the northwestern corner of the cell serves as a toilet. There is no bed, -no chairs, and no lights. This place obviously isn't maintained anymore. A -sturdy iron door leads south. - A small notice has been engraved in the door. -~ -244 233 0 0 0 0 -D0 -The main hallway is North. -~ -door iron~ -2 24499 24406 -E -sign notice door~ - The notice looks like this: - x-------------------------------------------------------------------x - | C O O L A N D P R I S O N | - | | - | You are now an inmate of Cooland Prison. You have been sent | - | here because you committed an intolerable offense. Although | - | extremely difficult, it is possible to escape this prison. If | - | you happen to die here, you will permanently lose ALL of your | - | equipment. You cannot talk to people or cast spells while here. | - | Don't bother calling for the GODs either, they'll ignore you. | - | You're on your own now! | - | | - | IF YOU CAN'T DO THE TIME, DON'T DO THE CRIME! | - x-------------------------------------------------------------------x -~ -S -#24411 -A Warm Room~ - As soon as you step through the door, you fall about twenty feet and land -on a bed of red hot coals. Your body is engulfed in flames, and you quickly -roast to death. -~ -244 237 0 0 0 0 -S -T 24400 -#24412 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. You see a small -greasy rat scuttle through a small hole in the wall, while a long burnt out -light bulb hangs from the ceiling. You can feel an intense heat coming from -an iron door to the north, while you feel an extreme coldness coming from an -iron door leading south. -~ -244 233 0 0 0 0 -D0 -A hot room is North. -~ -door iron~ -1 -1 24411 -D1 -The corridor continues East. -~ -~ -0 -1 24414 -D2 -A cold room is South. -~ -door iron~ -1 -1 24413 -S -#24413 -A Cold Room~ - As soon as you step through the door, you fall about twenty feet and land -hard on a sheet of ice. The room is extremely cold, and your body quickly freezes -solid. -~ -244 237 0 0 0 0 -S -T 24400 -#24414 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24415 -D3 -The corridor continues West. -~ -~ -0 -1 24412 -S -#24415 -A Prison Corridor at a Staircase~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. A steel spiral staircase leads down -into darkness. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24416 -D3 -The corridor continues West. -~ -~ -0 -1 24414 -D5 -The staircase leads Down. -~ -~ -0 -1 24403 -S -#24416 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24417 -D3 -The corridor continues West. -~ -~ -0 -1 24415 -S -#24417 -A Prison Corridor Intersection~ - You're at an intersection in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D0 -The corridor continues North. -~ -~ -0 -1 24453 -D1 -The corridor continues East. -~ -~ -0 -1 24418 -D2 -The corridor continues South. -~ -~ -0 -1 24435 -D3 -The corridor continues West. -~ -~ -0 -1 24416 -S -#24418 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24419 -D3 -The corridor continues West. -~ -~ -0 -1 24417 -S -#24419 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24420 -D3 -The corridor continues West. -~ -~ -0 -1 24418 -S -#24420 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24421 -D3 -The corridor continues West. -~ -~ -0 -1 24419 -S -#24421 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24422 -D3 -The corridor continues West. -~ -~ -0 -1 24420 -S -#24422 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24423 -D3 -The corridor continues West. -~ -~ -0 -1 24421 -S -#24423 -A Prison Corridor Intersection~ - You're at a dark intersection in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D0 -The corridor leads North. -~ -~ -0 -1 24425 -D1 -The corridor continues East. -~ -~ -0 -1 24424 -D3 -The corridor continues West. -~ -~ -0 -1 24422 -S -#24424 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24420 -D3 -The corridor continues West. -~ -~ -0 -1 24423 -S -#24425 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D0 -The corridor continues North. -~ -~ -0 -1 24426 -D2 -The corridor continues South. -~ -~ -0 -1 24423 -S -#24426 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D0 -The corridor continues North. -~ -~ -0 -1 24427 -D2 -The corridor continues South. -~ -~ -0 -1 24425 -S -#24427 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D2 -The corridor continues South. -~ -~ -0 -1 24426 -D3 -The corridor continues West. -~ -~ -0 -1 24428 -S -#24428 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24427 -D3 -The corridor continues West. -~ -~ -0 -1 24430 -S -#24430 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24428 -D2 -The corridor continues South. -~ -~ -0 -1 24431 -S -#24431 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D0 -The corridor continues North. -~ -~ -0 -1 24430 -D3 -The corridor continues West. -~ -~ -0 -1 24432 -S -#24432 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24431 -D3 -The corridor continues West. -~ -~ -0 -1 24433 -S -#24433 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24432 -D2 -The corridor continues South. -~ -~ -0 -1 24434 -S -#24434 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor. As you wonder if it can support you, the floor -gives way and you fall down a bottomless pit. -~ -244 233 0 0 0 0 -S -#24435 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D0 -The corridor continues North. -~ -~ -0 -1 24417 -D2 -The corridor continues South. -~ -~ -0 -1 24436 -S -#24436 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D0 -The corridor continues North. -~ -~ -0 -1 24435 -D2 -The corridor continues South. -~ -~ -0 -1 24437 -S -#24437 -A Prison Corridor Intersection~ - You're at a dark intersection in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D0 -The corridor continues North. -~ -~ -0 -1 24436 -D1 -The corridor continues East. -~ -~ -0 -1 24445 -D2 -The corridor continues South. -~ -~ -0 -1 24438 -D3 -The corridor continues West. -~ -~ -0 -1 24449 -S -#24438 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D0 -The corridor continues North. -~ -~ -0 -1 24437 -D2 -The corridor continues South. -~ -~ -0 -1 24439 -S -#24439 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D0 -The corridor continues North. -~ -~ -0 -1 24438 -D2 -The corridor continues South. -~ -~ -0 -1 24440 -S -#24440 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D0 -The corridor continues North. -~ -~ -0 -1 24439 -D1 -The corridor continues East. -~ -~ -0 -1 24442 -D2 -The corridor continues South. -~ -~ -0 -1 24441 -D3 -The corridor continues West. -~ -~ -0 -1 24452 -S -#24441 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor. As you wonder if it can support you, the floor -gives way and you fall down a bottomless pit. -~ -244 237 0 0 0 0 -S -T 24400 -#24442 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24443 -D3 -The corridor continues West. -~ -~ -0 -1 24440 -S -#24443 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D0 -The corridor continues North. -~ -~ -0 -1 24444 -D3 -The corridor continues West. -~ -~ -0 -1 24442 -S -#24444 -A Prison Corridor at a Staircase~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. A steel spiral staircase leads up. -~ -244 233 0 0 0 0 -D2 -The corridor continues South. -~ -~ -0 -1 24443 -D4 -The staircase leads Up into darkness. -~ -~ -0 -1 24455 -S -#24445 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24446 -D3 -The corridor continues West. -~ -~ -0 -1 24437 -S -#24446 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D0 -The corridor continues North. -~ -~ -0 -1 24447 -D2 -The corridor continues South. -~ -~ -0 -1 24454 -D3 -The corridor continues West. -~ -~ -0 -1 24445 -S -#24447 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24448 -D2 -The corridor continues South. -~ -~ -0 -1 24446 -S -#24448 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor. As you wonder if it can support you, the floor -gives way and you fall down a bottomless pit. -~ -244 237 0 0 0 0 -S -T 24400 -#24449 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24437 -D3 -The corridor continues West. -~ -~ -0 -1 24450 -S -#24450 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out -light bulb hangs from the ceiling. -~ -244 233 0 0 0 0 -D1 -The corridor continues East. -~ -~ -0 -1 24449 -D2 -The corridor continues South. -~ -~ -0 -1 24451 -S -#24451 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor. As you wonder if it can support you, the floor -gives way and you fall down a bottomless pit. -~ -244 237 0 0 0 0 -S -T 24400 -#24452 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor. As you wonder if it can support you, the floor -gives way and you fall down a bottomless pit. -~ -244 237 0 0 0 0 -S -T 24400 -#24453 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor. As you wonder if it can support you, the floor -gives way and you fall down a bottomless pit. -~ -244 237 0 0 0 0 -S -T 24400 -#24454 -A Prison Corridor~ - You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark gray paint is flaking. You notice large cracks in -the old cement floor. As you wonder if it can support you, the floor -gives way and you fall down a bottomless pit. -~ -244 237 0 0 0 0 -S -T 24400 -#24455 -Prison Upper Level~ - You're on the upper level of the Cooland Prison. A metal spiral staircase -leads down into darkness. This is where the prisoners are kept. - A sign written in red lettering is attached to the wall. -~ -244 8 0 0 0 0 -D3 -The hallway continues West. -~ -~ -0 -1 24456 -D5 -The staircase leads Down into darkness. -~ -~ -0 -1 24444 -E -sign notice red lettering~ - This sign looks like this: - x-------------------------------------------------------x - | THIS IS YOUR FINAL WARNING!!! | - | | - | Cooland Prison is EXTREMELY dangerous! DO NOT go | - | down this staircase if you wish to live. | - | | - x-------------------------------------------------------x -~ -S -#24456 -Prison Upper Level~ - You're on the upper level of the Cooland Prison. The walls are made of -cinderblocks, and an immensely huge thick metal door leads west. This must -be the main door that keeps the prisoners safely locked up. A small stool -sits beside the door, which is where Joe the gateguard sits. -~ -244 8 0 0 0 0 -D1 -The hallway continues East. -~ -~ -0 -1 24455 -D3 -The hallway continues West. -~ -door metal thick huge~ -2 24499 24457 -S -#24457 -Cooland Prison~ - You're in the main entrance of the Cooland Prison. The walls are made -of thick cinderblocks, and the floor looks like it could support a freight -train. The three windows looking out onto Midgaard have thick bars across -them. An immensely huge thick metal door leads east. This must be the main -door that keeps the prisoners safely locked up. A large desk sits along the -northern wall, but it looks empty. Maybe this prison isn't maintained -anymore. - A sign has been attached to the wall beside the door. -~ -244 8 0 0 0 0 -D1 -The hallway leads East. -~ -door metal thick huge~ -2 24499 24456 -E -sign notice~ - The sign looks like this: - x------------------------------------------------------------x - | C O O L A N D P R I S O N | - | | - | WARNING: Cooland Prison is an extremely dangerous place, | - | filled with death traps, aggressive monsters, | - | and a maze-like design. If you value your life, | - | DO NOT enter! | - | | - x------------------------------------------------------------x -~ -S -$~ diff --git a/lib/world/wld/245.wld b/lib/world/wld/245.wld deleted file mode 100644 index e1cff33..0000000 --- a/lib/world/wld/245.wld +++ /dev/null @@ -1,2395 +0,0 @@ -#24500 -Entry Chamber~ - You stand upon a flat surface of hard rock, smooth and open. A solid wall of -granite forms the northern boundary of the area you stand upon, the wall rising -high into darkness, the heights unfathomable. There is an eastern and western -wall which enlose the rock upon which you stand, however to the south is nothing -but dark, open air which - from this vantage point - appears to lead nowhere. -A steady drone from the south echoes up to you, a solid sound that sounds almost -like a very large being letting loose a sigh that doesn't end. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24501 -D2 -~ -~ -0 0 24505 -E -credits~ - Nether -Written by Kaan for Dibrova -200 rooms -18 mobs -14 objs -* -The Nether is by far the most difficult zone on Dibrova. This is -mainly due to the level of the mobs that inhabit the Nether, but it -is also due to the number of secret doors and secret paths within -the Nether. All mobs are aggro, all are magic resistant (if your -mud does not support magic resistance, obviously they will not be -magically resistant) and all are of the highest levels in Dibrova. -In Dibrova, our mobs go as high as level 200 - if your mud's levels -do not go as high, you will need to edit the mobs' levels and stats -to match your own mud. -* -The Maw: There are a number of rooms titled 'Within the Maw' which -have little to no description. This is because Dibrova uses a flag -for these rooms which is called IMPENETRABLE in which no light -permeates, not even magical light. These rooms could be simply made -DARK, however anyone with a light would be able to see in them (these -rooms were meant as a trap). 24538-24564 -* -If your mud uses secret doors, the following are secret doors: -from #60 down into #65 -from #87 north into #99 -from 2#57 east into 2#58 -* -In #99 the exit east is a 'wimp-exit' meant to give those who wish -to wimp out a chance to do so. -In 2#58 the exit north is the only way out of the Nether by mundane -means; a player must go the entire way through the Nether to use -this exit. -~ -S -#24501 -Entry Chamber~ - You stand upon a flat surface of hard rock, smooth and open. A solid wall of -granite forms the northern boundary of the area you stand upon, the wall rising -high into darkness, the heights unfathomable. There is an eastern and western -wall which enlose the rock upon which you stand, however to the south is nothing -but dark, open air which - from this vantage point - appears to lead nowhere. -A steady drone from the south echoes up to you, a solid sound that sounds almost -like a very large being letting loose a sigh that doesn't end. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24502 -D2 -~ -~ -0 0 24506 -D3 -~ -~ -0 0 24500 -S -#24502 -Entry Chamber~ - You stand upon a flat surface of hard rock, smooth and open. A solid wall of -granite forms the northern boundary of the area you stand upon, the wall rising -high into darkness, the heights unfathomable. There is an eastern and western -wall which enlose the rock upon which you stand, however to the south is nothing -but dark, open air which - from this vantage point - appears to lead nowhere. -A steady drone from the south echoes up to you, a solid sound that sounds almost -like a very large being letting loose a sigh that doesn't end. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24503 -D2 -~ -~ -0 0 24507 -D3 -~ -~ -0 0 24501 -S -#24503 -Entry Chamber~ - You stand upon a flat surface of hard rock, smooth and open. A solid wall of -granite forms the northern boundary of the area you stand upon, the wall rising -high into darkness, the heights unfathomable. There is an eastern and western -wall which enlose the rock upon which you stand, however to the south is nothing -but dark, open air which - from this vantage point - appears to lead nowhere. -A steady drone from the south echoes up to you, a solid sound that sounds almost -like a very large being letting loose a sigh that doesn't end. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24504 -D2 -~ -~ -0 0 24508 -D3 -~ -~ -0 0 24502 -S -#24504 -Entry Chamber~ - You stand upon a flat surface of hard rock, smooth and open. A solid wall of -granite forms the northern boundary of the area you stand upon, the wall rising -high into darkness, the heights unfathomable. There is an eastern and western -wall which enlose the rock upon which you stand, however to the south is nothing -but dark, open air which - from this vantage point - appears to lead nowhere. -A steady drone from the south echoes up to you, a solid sound that sounds almost -like a very large being letting loose a sigh that doesn't end. -~ -245 105 0 0 0 0 -D2 -~ -~ -0 0 24509 -D3 -~ -~ -0 0 24503 -S -#24505 -Entry Chamber~ - You stand upon a flat surface of hard rock, smooth and open. A solid wall of -granite forms the northern boundary of the area you stand upon, the wall rising -high into darkness, the heights unfathomable. The eastern wall angles a bit -here, cutting off any movement to the south, however just east of here is a wide -open area where the stone you stand upon simply drops away to nothing. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24500 -D1 -~ -~ -0 0 24506 -S -#24506 -Entry Chamber~ - The southern edge of this stone platform drops away into another chamber far -below. It is a straight drop, the only way down is by flying down through a -host of flying beasts which seem all to eager to receive a visit. What lies -below is mostly shadowed and dark, however movement can be seen all around the -perimeter of the chamber - which itself is quite vast - and in the center... -In the center lies nothing, only empty blackness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24501 -D1 -~ -~ -0 0 24507 -D2 -~ -~ -0 0 24510 -D3 -~ -~ -0 0 24505 -S -#24507 -Entry Chamber~ - The southern edge of this stone platform drops away into another chamber far -below. It is a straight drop, the only way down is by flying down through a -host of flying beasts which seem all to eager to receive a visit. What lies -below is mostly shadowed and dark, however movement can be seen all around the -perimeter of the chamber - which itself is quite vast - and in the center... -In the center lies nothing, only empty blackness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24502 -D1 -~ -~ -0 0 24508 -D2 -~ -~ -0 0 24511 -D3 -~ -~ -0 0 24506 -S -#24508 -Entry Chamber~ - The southern edge of this stone platform drops away into another chamber far -below. It is a straight drop, the only way down is by flying down through a -host of flying beasts which seem all to eager to receive a visit. What lies -below is mostly shadowed and dark, however movement can be seen all around the -perimeter of the chamber - which itself is quite vast - and in the center... -In the center lies nothing, only empty blackness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24503 -D1 -~ -~ -0 0 24509 -D2 -~ -~ -0 0 24512 -D3 -~ -~ -0 0 24507 -S -#24509 -Entry Chamber~ - You stand upon a flat surface of hard rock, smooth and open. A solid wall of -granite forms the northern boundary of the area you stand upon, the wall rising -high into darkness, the heights unfathomable. The western wall angles a bit -here, cutting off any movement to the south, however just west of here is a wide -open area where the stone you stand upon simply drops away to nothing. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24504 -D3 -~ -~ -0 0 24508 -S -#24510 -Descent Into Darkness~ - You float in an open darkness, the immensity of the chamber so vast, so -awe-inpsiring as to be terrifying. The Entry Chamber lies to the north, -complete with its host of horrifying inhabitants who feed off the unlucky ones, -much like yourself. Below you lies an open darkness, a chamber so wide that the -north wall cannot be discerned - especially in this darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24506 -D1 -~ -~ -0 0 24511 -D5 -~ -~ -0 0 24514 -S -#24511 -Descent Into Darkness~ - You float in an open darkness, the immensity of the chamber so vast, so -awe-inpsiring as to be terrifying. The Entry Chamber lies to the north, -complete with its host of horrifying inhabitants who feed off the unlucky ones, -much like yourself. Below you lies an open darkness, a chamber so wide that the -north wall cannot be discerned - especially in this darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24507 -D1 -~ -~ -0 0 24512 -D3 -~ -~ -0 0 24510 -D5 -~ -~ -0 0 24515 -S -#24512 -Descent Into Darkness~ - You float in an open darkness, the immensity of the chamber so vast, so -awe-inpsiring as to be terrifying. The Entry Chamber lies to the north, -complete with its host of horrifying inhabitants who feed off the unlucky ones, -much like yourself. Below you lies an open darkness, a chamber so wide that the -north wall cannot be discerned - especially in this darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24508 -D3 -~ -~ -0 0 24511 -D5 -~ -~ -0 0 24516 -S -#24513 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24514 -D2 -~ -~ -0 0 24528 -S -#24514 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24515 -D2 -~ -~ -0 0 24529 -D3 -~ -~ -0 0 24513 -S -#24515 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24516 -D2 -~ -~ -0 0 24530 -D3 -~ -~ -0 0 24514 -S -#24516 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24517 -D2 -~ -~ -0 0 24531 -D3 -~ -~ -0 0 24515 -S -#24517 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D2 -~ -~ -0 0 24518 -D3 -~ -~ -0 0 24516 -S -#24518 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24517 -D2 -~ -~ -0 0 24519 -D3 -~ -~ -0 0 24531 -S -#24519 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24518 -D2 -~ -~ -0 0 24520 -D3 -~ -~ -0 0 24534 -S -#24520 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24519 -D2 -~ -~ -0 0 24521 -D3 -~ -~ -0 0 24537 -S -#24521 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24520 -D3 -~ -~ -0 0 24522 -S -#24522 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24537 -D1 -~ -~ -0 0 24521 -D3 -~ -~ -0 0 24523 -S -#24523 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24536 -D1 -~ -~ -0 0 24522 -D3 -~ -~ -0 0 24524 -S -#24524 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24535 -D1 -~ -~ -0 0 24523 -D3 -~ -~ -0 0 24525 -S -#24525 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24526 -D1 -~ -~ -0 0 24524 -S -#24526 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24527 -D1 -~ -~ -0 0 24535 -D2 -~ -~ -0 0 24525 -S -#24527 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24528 -D1 -~ -~ -0 0 24532 -D2 -~ -~ -0 0 24526 -S -#24528 -Skirting the Maw~ - A solid layer of bricking makes a walkway around an opening in the floor of -the chamber. More of an enormous well than an opening, the gaping hole in the -center of the chamber holds a broiling darkness which actually moves and writhes -as if with its own inner life. Hooting, howling creatures cavort about the -walkway scavenging upon each other and any unwary visitors who might 'drop in'. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24513 -D1 -~ -~ -0 0 24529 -D2 -~ -~ -0 0 24527 -S -#24529 -The Gaping Darkness~ - The thickest, most vile darkness that could be imagined by the most evil -being in this world or any other does not match up to what roils and writhes at -your feet. You float above a mass of dark, swirling energy which swallows all -light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. -~ -245 109 0 0 0 0 -D0 -~ -~ -0 0 24514 -D1 -~ -~ -0 0 24530 -D2 -~ -~ -0 0 24532 -D3 -~ -~ -0 0 24528 -D5 -~ -~ -0 0 24538 -S -#24530 -The Gaping Darkness~ - The thickest, most vile darkness that could be imagined by the most evil -being in this world or any other does not match up to what roils and writhes at -your feet. You float above a mass of dark, swirling energy which swallows all -light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. -~ -245 109 0 0 0 0 -D0 -~ -~ -0 0 24515 -D1 -~ -~ -0 0 24531 -D2 -~ -~ -0 0 24533 -D3 -~ -~ -0 0 24529 -D5 -~ -~ -0 0 24539 -S -#24531 -The Gaping Darkness~ - The thickest, most vile darkness that could be imagined by the most evil -being in this world or any other does not match up to what roils and writhes at -your feet. You float above a mass of dark, swirling energy which swallows all -light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. -~ -245 109 0 0 0 0 -D0 -~ -~ -0 0 24516 -D1 -~ -~ -0 0 24518 -D2 -~ -~ -0 0 24534 -D3 -~ -~ -0 0 24530 -D5 -~ -~ -0 0 24540 -S -#24532 -The Gaping Darkness~ - The thickest, most vile darkness that could be imagined by the most evil -being in this world or any other does not match up to what roils and writhes at -your feet. You float above a mass of dark, swirling energy which swallows all -light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. -~ -245 109 0 0 0 0 -D0 -~ -~ -0 0 24529 -D1 -~ -~ -0 0 24533 -D2 -~ -~ -0 0 24535 -D3 -~ -~ -0 0 24527 -D5 -~ -~ -0 0 24541 -S -#24533 -The Gaping Darkness~ - The thickest, most vile darkness that could be imagined by the most evil -being in this world or any other does not match up to what roils and writhes at -your feet. You float above a mass of dark, swirling energy which swallows all -light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. -~ -245 109 0 0 0 0 -D0 -~ -~ -0 0 24530 -D1 -~ -~ -0 0 24534 -D2 -~ -~ -0 0 24536 -D3 -~ -~ -0 0 24532 -D5 -~ -~ -0 0 24542 -S -#24534 -The Gaping Darkness~ - The thickest, most vile darkness that could be imagined by the most evil -being in this world or any other does not match up to what roils and writhes at -your feet. You float above a mass of dark, swirling energy which swallows all -light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. -~ -245 109 0 0 0 0 -D0 -~ -~ -0 0 24531 -D1 -~ -~ -0 0 24519 -D2 -~ -~ -0 0 24537 -D3 -~ -~ -0 0 24533 -D5 -~ -~ -0 0 24543 -S -#24535 -The Gaping Darkness~ - The thickest, most vile darkness that could be imagined by the most evil -being in this world or any other does not match up to what roils and writhes at -your feet. You float above a mass of dark, swirling energy which swallows all -light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. -~ -245 109 0 0 0 0 -D0 -~ -~ -0 0 24532 -D1 -~ -~ -0 0 24536 -D2 -~ -~ -0 0 24524 -D3 -~ -~ -0 0 24526 -D5 -~ -~ -0 0 24544 -S -#24536 -The Gaping Darkness~ - The thickest, most vile darkness that could be imagined by the most evil -being in this world or any other does not match up to what roils and writhes at -your feet. You float above a mass of dark, swirling energy which swallows all -light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. -~ -245 109 0 0 0 0 -D0 -~ -~ -0 0 24533 -D1 -~ -~ -0 0 24537 -D2 -~ -~ -0 0 24523 -D3 -~ -~ -0 0 24535 -D5 -~ -~ -0 0 24545 -S -#24537 -The Gaping Darkness~ - The thickest, most vile darkness that could be imagined by the most evil -being in this world or any other does not match up to what roils and writhes at -your feet. You float above a mass of dark, swirling energy which swallows all -light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. -~ -245 109 0 0 0 0 -D0 -~ -~ -0 0 24534 -D1 -~ -~ -0 0 24520 -D2 -~ -~ -0 0 24522 -D3 -~ -~ -0 0 24536 -D5 -~ -~ -0 0 24546 -S -#24538 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D1 -~ -~ -0 0 24539 -D2 -~ -~ -0 0 24541 -D4 -~ -~ -0 0 24529 -D5 -~ -~ -0 0 24547 -S -#24539 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D1 -~ -~ -0 0 24540 -D2 -~ -~ -0 0 24542 -D3 -~ -~ -0 0 24538 -D4 -~ -~ -0 0 24530 -D5 -~ -~ -0 0 24548 -S -#24540 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D2 -~ -~ -0 0 24543 -D3 -~ -~ -0 0 24539 -D4 -~ -~ -0 0 24531 -D5 -~ -~ -0 0 24549 -S -#24541 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24538 -D1 -~ -~ -0 0 24542 -D2 -~ -~ -0 0 24544 -D4 -~ -~ -0 0 24532 -D5 -~ -~ -0 0 24550 -S -#24542 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24539 -D1 -~ -~ -0 0 24543 -D2 -~ -~ -0 0 24545 -D3 -~ -~ -0 0 24541 -D4 -~ -~ -0 0 24533 -D5 -~ -~ -0 0 24551 -S -#24543 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24540 -D2 -~ -~ -0 0 24546 -D3 -~ -~ -0 0 24542 -D4 -~ -~ -0 0 24534 -D5 -~ -~ -0 0 24552 -S -#24544 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24541 -D1 -~ -~ -0 0 24545 -D4 -~ -~ -0 0 24535 -D5 -~ -~ -0 0 24553 -S -#24545 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24542 -D1 -~ -~ -0 0 24546 -D3 -~ -~ -0 0 24544 -D4 -~ -~ -0 0 24536 -D5 -~ -~ -0 0 24554 -S -#24546 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24543 -D3 -~ -~ -0 0 24545 -D4 -~ -~ -0 0 24537 -D5 -~ -~ -0 0 24555 -S -#24547 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D1 -~ -~ -0 0 24548 -D2 -~ -~ -0 0 24550 -D4 -~ -~ -0 0 24538 -D5 -~ -~ -0 0 24556 -S -#24548 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D1 -~ -~ -0 0 24549 -D2 -~ -~ -0 0 24551 -D3 -~ -~ -0 0 24547 -D4 -~ -~ -0 0 24539 -D5 -~ -~ -0 0 24557 -S -#24549 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D2 -~ -~ -0 0 24552 -D3 -~ -~ -0 0 24548 -D4 -~ -~ -0 0 24540 -D5 -~ -~ -0 0 24558 -S -#24550 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24547 -D1 -~ -~ -0 0 24551 -D2 -~ -~ -0 0 24553 -D4 -~ -~ -0 0 24541 -D5 -~ -~ -0 0 24559 -S -#24551 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24548 -D1 -~ -~ -0 0 24552 -D2 -~ -~ -0 0 24554 -D3 -~ -~ -0 0 24550 -D4 -~ -~ -0 0 24542 -D5 -~ -~ -0 0 24560 -S -#24552 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24549 -D2 -~ -~ -0 0 24555 -D3 -~ -~ -0 0 24551 -D4 -~ -~ -0 0 24543 -D5 -~ -~ -0 0 24561 -S -#24553 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24550 -D1 -~ -~ -0 0 24554 -D4 -~ -~ -0 0 24544 -D5 -~ -~ -0 0 24562 -S -#24554 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24551 -D1 -~ -~ -0 0 24555 -D3 -~ -~ -0 0 24553 -D4 -~ -~ -0 0 24545 -D5 -~ -~ -0 0 24563 -S -#24555 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24552 -D3 -~ -~ -0 0 24554 -D4 -~ -~ -0 0 24546 -D5 -~ -~ -0 0 24564 -S -#24556 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D1 -~ -~ -0 0 24557 -D2 -~ -~ -0 0 24559 -D4 -~ -~ -0 0 24547 -S -#24557 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D1 -~ -~ -0 0 24558 -D2 -~ -~ -0 0 24560 -D3 -~ -~ -0 0 24556 -D4 -~ -~ -0 0 24548 -S -#24558 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D2 -~ -~ -0 0 24561 -D3 -~ -~ -0 0 24557 -D4 -~ -~ -0 0 24549 -S -#24559 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24556 -D1 -~ -~ -0 0 24560 -D2 -~ -~ -0 0 24562 -D4 -~ -~ -0 0 24550 -S -#24560 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24557 -D1 -~ -~ -0 0 24561 -D2 -~ -~ -0 0 24563 -D3 -~ -~ -0 0 24559 -D4 -~ -~ -0 0 24551 -D5 -~ -~ -0 0 24565 -S -#24561 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24558 -D2 -~ -~ -0 0 24564 -D3 -~ -~ -0 0 24560 -D4 -~ -~ -0 0 24552 -S -#24562 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24559 -D1 -~ -~ -0 0 24563 -D4 -~ -~ -0 0 24553 -S -#24563 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24560 -D1 -~ -~ -0 0 24564 -D3 -~ -~ -0 0 24562 -D4 -~ -~ -0 0 24554 -S -#24564 -Within the Maw~ - You are surrounded by an impenetrable darkness... -~ -245 104 0 0 0 0 -D0 -~ -~ -0 0 24561 -D3 -~ -~ -0 0 24563 -D4 -~ -~ -0 0 24555 -S -#24565 -Claustrophobia~ - There is just enough room for you and possibly one other person to squeeze -through this small spout at the base of the Maw. Above you lies the roiling -black of the Maw, its creatures and its evil beckoning you back for more. A -large chamber lies just below, a maze of brickwork floors and rough stone walls. -~ -245 365 0 0 0 0 -D5 -~ -~ -0 0 24566 -S -#24566 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24567 -D1 -~ -~ -0 0 24570 -D2 -~ -~ -0 0 24568 -S -#24567 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24569 -D2 -~ -~ -0 0 24566 -S -#24568 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24566 -D1 -~ -~ -0 0 24571 -S -#24569 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24572 -D2 -~ -~ -0 0 24570 -D3 -~ -~ -0 0 24567 -S -#24570 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24569 -D1 -~ -~ -0 0 24573 -D2 -~ -~ -0 0 24571 -D3 -~ -~ -0 0 24566 -S -#24571 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24570 -D1 -~ -~ -0 0 24574 -D3 -~ -~ -0 0 24568 -S -#24572 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24575 -D2 -~ -~ -0 0 24573 -D3 -~ -~ -0 0 24569 -S -#24573 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24572 -D1 -~ -~ -0 0 24576 -D2 -~ -~ -0 0 24574 -D3 -~ -~ -0 0 24570 -S -#24574 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24573 -D1 -~ -~ -0 0 24577 -D3 -~ -~ -0 0 24571 -S -#24575 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24578 -D2 -~ -~ -0 0 24576 -D3 -~ -~ -0 0 24572 -S -#24576 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24575 -D1 -~ -~ -0 0 24579 -D2 -~ -~ -0 0 24577 -D3 -~ -~ -0 0 24573 -S -#24577 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24576 -D1 -~ -~ -0 0 24580 -D3 -~ -~ -0 0 24574 -S -#24578 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24581 -D2 -~ -~ -0 0 24579 -D3 -~ -~ -0 0 24575 -S -#24579 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24578 -D1 -~ -~ -0 0 24582 -D2 -~ -~ -0 0 24580 -D3 -~ -~ -0 0 24576 -S -#24580 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24579 -D1 -~ -~ -0 0 24583 -D3 -~ -~ -0 0 24577 -S -#24581 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24584 -D2 -~ -~ -0 0 24582 -D3 -~ -~ -0 0 24578 -S -#24582 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24581 -D1 -~ -~ -0 0 24585 -D2 -~ -~ -0 0 24583 -D3 -~ -~ -0 0 24579 -S -#24583 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24582 -D1 -~ -~ -0 0 24586 -D3 -~ -~ -0 0 24580 -S -#24584 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24587 -D2 -~ -~ -0 0 24585 -D3 -~ -~ -0 0 24581 -S -#24585 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24584 -D1 -~ -~ -0 0 24588 -D2 -~ -~ -0 0 24586 -D3 -~ -~ -0 0 24582 -S -#24586 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24585 -D1 -~ -~ -0 0 24589 -D3 -~ -~ -0 0 24583 -S -#24587 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24599 -D1 -~ -~ -0 0 24590 -D2 -~ -~ -0 0 24588 -D3 -~ -~ -0 0 24584 -S -#24588 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24587 -D1 -~ -~ -0 0 24591 -D2 -~ -~ -0 0 24589 -D3 -~ -~ -0 0 24585 -S -#24589 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24588 -D1 -~ -~ -0 0 24592 -D3 -~ -~ -0 0 24586 -S -#24590 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24593 -D2 -~ -~ -0 0 24591 -D3 -~ -~ -0 0 24587 -S -#24591 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24590 -D1 -~ -~ -0 0 24594 -D2 -~ -~ -0 0 24592 -D3 -~ -~ -0 0 24588 -S -#24592 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24591 -D1 -~ -~ -0 0 24595 -D3 -~ -~ -0 0 24589 -S -#24593 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D1 -~ -~ -0 0 24596 -D2 -~ -~ -0 0 24594 -D3 -~ -~ -0 0 24590 -S -#24594 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24593 -D1 -~ -~ -0 0 24597 -D2 -~ -~ -0 0 24595 -D3 -~ -~ -0 0 24591 -S -#24595 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24594 -D1 -~ -~ -0 0 24598 -D3 -~ -~ -0 0 24592 -S -#24596 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D2 -~ -~ -0 0 24597 -D3 -~ -~ -0 0 24593 -S -#24597 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24596 -D2 -~ -~ -0 0 24598 -D3 -~ -~ -0 0 24594 -S -#24598 -The Hall of the Damned~ - Could this be real? The hall you stand within is enormous, strectching east -to west as far as your eyes can fathom in the darkness of the chamber. A host -of undead beings scratch and claw their way about the hall, searching for any -scrap of living flesh they might chew upon. Looking about, you cannot find any -sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. -~ -245 105 0 0 0 0 -D0 -~ -~ -0 0 24597 -D3 -~ -~ -0 0 24595 -S -#24599 -The Time of the Choosing~ - Hazy images waver and dance upon three of the four walls within this room. -On the south wall is the image of the Hall of the Damned, the contorted visages -of the creatures within searching for the place you vanished to - the scent of -your blood still fresh in the air. On the north wall is the image of a dark -dock set at the west edge of a subterrainian lake. Strange creatures rest upon -their haunches upon the docks, mishappen figures of grotesque origin. On the -east wall is the image of a green field, the grass blowing freely in the wind, -with the spires of a very familiar city within sight. This is your last chance -to escape the horrors of the Nether. You may be able to overcome the Nether -Lord, however you must ask yourself - right now - will it be worth it? -~ -245 109 0 0 0 0 -D0 -~ -~ -0 0 24600 -D2 -~ -~ -0 0 24587 -S -$~ diff --git a/lib/world/wld/246.wld b/lib/world/wld/246.wld deleted file mode 100644 index 42cf796..0000000 --- a/lib/world/wld/246.wld +++ /dev/null @@ -1,2215 +0,0 @@ -#24600 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24603 -D1 -~ -~ -0 0 24601 -E -credits~ - See Nether credits. -~ -S -#24601 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24604 -D1 -~ -~ -0 0 24602 -D3 -~ -~ -0 0 24600 -S -#24602 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. You stand at the edge of the -dock, the blackish water lapping very near your feet. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24605 -D3 -~ -~ -0 0 24601 -S -#24603 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24606 -D1 -~ -~ -0 0 24604 -D2 -~ -~ -0 0 24600 -S -#24604 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24607 -D1 -~ -~ -0 0 24605 -D2 -~ -~ -0 0 24601 -D3 -~ -~ -0 0 24603 -S -#24605 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. You stand at the edge of the -dock, the blackish water lapping very near your feet. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24608 -D2 -~ -~ -0 0 24602 -D3 -~ -~ -0 0 24604 -S -#24606 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24609 -D1 -~ -~ -0 0 24607 -D2 -~ -~ -0 0 24603 -S -#24607 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24610 -D1 -~ -~ -0 0 24608 -D2 -~ -~ -0 0 24604 -D3 -~ -~ -0 0 24606 -S -#24608 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. You stand at the edge of the -dock, the blackish water lapping very near your feet. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24611 -D2 -~ -~ -0 0 24605 -D3 -~ -~ -0 0 24607 -S -#24609 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24612 -D1 -~ -~ -0 0 24610 -D2 -~ -~ -0 0 24606 -S -#24610 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24613 -D1 -~ -~ -0 0 24611 -D2 -~ -~ -0 0 24607 -D3 -~ -~ -0 0 24609 -S -#24611 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. You stand at the edge of the -dock, the blackish water lapping very near your feet. -~ -246 361 0 0 0 0 -D0 -~ -~ -0 0 24614 -D2 -~ -~ -0 0 24608 -D3 -~ -~ -0 0 24610 -S -#24612 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. -~ -246 361 0 0 0 0 -D0 -~ -~ -0 0 24615 -D1 -~ -~ -0 0 24613 -D2 -~ -~ -0 0 24609 -S -#24613 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24616 -D1 -~ -~ -0 0 24614 -D2 -~ -~ -0 0 24610 -D3 -~ -~ -0 0 24612 -S -#24614 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. You stand at the edge of the -dock, one of the strange purplish sponge-pads just to the east. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24617 -D1 -~ -~ -0 0 24619 -D2 -~ -~ -0 0 24611 -D3 -~ -~ -0 0 24613 -S -#24615 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. -~ -246 105 0 0 0 0 -D1 -~ -~ -0 0 24616 -D2 -~ -~ -0 0 24612 -S -#24616 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. -~ -246 105 0 0 0 0 -D1 -~ -~ -0 0 24617 -D2 -~ -~ -0 0 24613 -D3 -~ -~ -0 0 24615 -S -#24617 -The Nether Docks~ - This is a stone quay set upon the west shore of the Pool of Innocents. The -quay backs up against a solid stone wall on the west, south and north sides, -hemming it in so that the only direction to travel is out onto - or into - the -Pool. Near the northern edge of the quay there is a strange purplish substance -floating upon the water of the Pool, almost like a lillypad but more thick and -almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. You stand at the edge of the -dock, the blackish water lapping very near your feet. -~ -246 105 0 0 0 0 -D2 -~ -~ -0 0 24614 -D3 -~ -~ -0 0 24616 -S -#24618 -Treading the Pool of the Innocents~ - You more splash than tread any sort of comfortable poise within this thick, -murky water. The docks lie to the west, it should be easy enough to hoist -yourself up onto them from here. The spongey padway which crosses the surface -of the pool is right next to you, however it proves impossible to get a firm -grip on the squishy sunstance of the pad to haul yourself up onto it. Did -something just brush your leg under the water? -~ -246 109 0 0 0 0 -D4 -~ -~ -0 0 24617 -D5 -~ -~ -0 0 24659 -S -#24619 -On a Sponge Pad~ - Your feet sink into the purple substance, getting slightly wet from water -seeping over the edges and yet still it holds your weight. The padway lead -east, the docks lie to your west - blackish, smelly water surrounds you. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24618 -D1 -~ -~ -0 0 24625 -D2 -~ -~ -0 0 24620 -D3 -~ -~ -0 0 24614 -S -#24620 -Treading the Pool of the Innocents~ - You more splash than tread any sort of comfortable poise within this thick, -murky water. The docks lie to the west, it should be easy enough to hoist -yourself up onto them from here. The spongey padway which crosses the surface -of the pool is right next to you, however it proves impossible to get a firm -grip on the squishy sunstance of the pad to haul yourself up onto it. Did -something just brush your leg under the water? -~ -246 109 0 0 0 0 -D4 -~ -~ -0 0 24611 -D5 -~ -~ -0 0 24666 -S -#24621 -Treading the Pool of the Innocents~ - You more splash than tread any sort of comfortable poise within this thick, -murky water. The docks lie to the west, it should be easy enough to hoist -yourself up onto them from here. Did something just brush your leg under the -water? -~ -246 109 0 0 0 0 -D4 -~ -~ -0 0 24608 -D5 -~ -~ -0 0 24670 -S -#24622 -Treading the Pool of the Innocents~ - You more splash than tread any sort of comfortable poise within this thick, -murky water. The docks lie to the west, it should be easy enough to hoist -yourself up onto them from here. Did something just brush your leg under the -water? -~ -246 109 0 0 0 0 -D4 -~ -~ -0 0 24605 -D5 -~ -~ -0 0 24675 -S -#24623 -Treading the Pool of the Innocents~ - You more splash than tread any sort of comfortable poise within this thick, -murky water. The docks lie to the west, it should be easy enough to hoist -yourself up onto them from here. Did something just brush your leg under the -water? -~ -246 109 0 0 0 0 -D4 -~ -~ -0 0 24602 -D5 -~ -~ -0 0 24680 -S -#24624 -Treading the Pool of the Innocents~ - You splash around in the murky goo of the Pool of Innocents, unable to get a -firm grip on the spongey substance of the padway which floats on the surface -right near you. Trying to swim in any direction on the surface of the water -only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. -~ -246 109 0 0 0 0 -D5 -~ -~ -0 0 24660 -S -#24625 -On a Sponge Pad~ - Your feet sink into the purple substance, getting slightly wet from water -seeping over the edges and yet still it holds your weight. The padway leads -south and west - blackish, smelly water surrounds you. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24624 -D1 -~ -~ -0 0 24631 -D2 -~ -~ -0 0 24626 -D3 -~ -~ -0 0 24619 -S -#24626 -On a Sponge Pad~ - Your feet sink into the purple substance, getting slightly wet from water -seeping over the edges and yet still it holds your weight. The padway leads -north and east - blackish, smelly water surrounds you. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24625 -D1 -~ -~ -0 0 24632 -D2 -~ -~ -0 0 24627 -D3 -~ -~ -0 0 24620 -S -#24627 -Treading the Pool of the Innocents~ - You splash around in the murky goo of the Pool of Innocents, unable to get a -firm grip on the spongey substance of the padway which floats on the surface -right near you. Trying to swim in any direction on the surface of the water -only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. -~ -246 109 0 0 0 0 -D5 -~ -~ -0 0 24671 -S -#24628 -Treading the Pool of the Innocents~ - You splash around in the murky goo of the Pool of Innocents, unable to get a -firm grip on the spongey substance of the padway which floats on the surface -right near you. Trying to swim in any direction on the surface of the water -only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. -~ -246 109 0 0 0 0 -D5 -~ -~ -0 0 24676 -S -#24629 -Treading the Pool of the Innocents~ - You splash around in the murky goo of the Pool of Innocents, unable to get a -firm grip on the spongey substance of the padway which floats on the surface -right near you. Trying to swim in any direction on the surface of the water -only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. -~ -246 109 0 0 0 0 -D5 -~ -~ -0 0 24681 -S -#24630 -Treading the Pool of the Innocents~ - You splash around in the murky goo of the Pool of Innocents, unable to get a -firm grip on the spongey substance of the padway which floats on the surface -right near you. Trying to swim in any direction on the surface of the water -only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. -~ -246 109 0 0 0 0 -D5 -~ -~ -0 0 24661 -S -#24631 -Treading the Pool of the Innocents~ - You splash around in the murky goo of the Pool of Innocents, unable to get a -firm grip on the spongey substance of the padway which floats on the surface -right near you. Trying to swim in any direction on the surface of the water -only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. -~ -246 109 0 0 0 0 -D5 -~ -~ -0 0 24664 -S -#24632 -On a Sponge Pad~ - Your feet sink into the purple substance, getting slightly wet from water -seeping over the edges and yet still it holds your weight. The padway leads -south and west - blackish, smelly water surrounds you. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24631 -D1 -~ -~ -0 0 24637 -D2 -~ -~ -0 0 24633 -D3 -~ -~ -0 0 24626 -S -#24633 -On a Sponge Pad~ - Your feet sink into the purple substance, getting slightly wet from water -seeping over the edges and yet still it holds your weight. The padway leads -south and north - blackish, smelly water surrounds you. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24632 -D1 -~ -~ -0 0 24638 -D2 -~ -~ -0 0 24634 -D3 -~ -~ -0 0 24627 -S -#24634 -On a Sponge Pad~ - Your feet sink into the purple substance, getting slightly wet from water -seeping over the edges and yet still it holds your weight. The padway leads -south and north - blackish, smelly water surrounds you. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24633 -D1 -~ -~ -0 0 24639 -D2 -~ -~ -0 0 24635 -D3 -~ -~ -0 0 24628 -S -#24635 -On a Sponge Pad~ - Your feet sink into the purple substance, getting slightly wet from water -seeping over the edges and yet still it holds your weight. The padway leads -east and north - blackish, smelly water surrounds you. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24634 -D1 -~ -~ -0 0 24640 -D3 -~ -~ -0 0 24629 -S -#24636 -Treading the Pool of the Innocents~ - You splash around in the murky goo of the Pool of Innocents, unable to get a -firm grip on the spongey substance of the padway which floats on the surface -right near you. Trying to swim in any direction on the surface of the water -only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. -~ -246 109 0 0 0 0 -D5 -~ -~ -0 0 24665 -S -#24637 -Treading the Pool of the Innocents~ - You splash around in the murky goo of the Pool of Innocents, unable to get a -firm grip on the spongey substance of the padway which floats on the surface -right near you. Trying to swim in any direction on the surface of the water -only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. -~ -246 109 0 0 0 0 -D5 -~ -~ -0 0 24669 -S -#24638 -Treading the Pool of the Innocents~ - You splash around in the murky goo of the Pool of Innocents, unable to get a -firm grip on the spongey substance of the padway which floats on the surface -right near you. Trying to swim in any direction on the surface of the water -only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. -~ -246 109 0 0 0 0 -D5 -~ -~ -0 0 24673 -S -#24639 -Treading the Pool of the Innocents~ - You splash around in the murky goo of the Pool of Innocents, unable to get a -firm grip on the spongey substance of the padway which floats on the surface -right near you. Trying to swim in any direction on the surface of the water -only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. -~ -246 109 0 0 0 0 -D5 -~ -~ -0 0 24678 -S -#24640 -On a Sponge Pad~ - Your feet sink into the purple substance, getting slightly wet from water -seeping over the edges and yet still it holds your weight. The padway leads -east and west - blackish, smelly water surrounds you. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24639 -D1 -~ -~ -0 0 24643 -D3 -~ -~ -0 0 24635 -S -#24641 -Treading the Pool of the Innocents~ - You splash around in the murky goo of the Pool of Innocents, unable to get a -firm grip on the spongey substance of the padway which floats on the surface -right near you. Trying to swim in any direction on the surface of the water -only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. -~ -246 109 0 0 0 0 -D5 -~ -~ -0 0 24674 -S -#24642 -On a Sponge Pad~ - Your feet sink into the purple substance, getting slightly wet from water -seeping over the edges and yet still it holds your weight. The padway leads -west, the docks lie to the east - blackish, smelly water surrounds you. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24641 -D1 -~ -~ -0 0 24645 -D2 -~ -~ -0 0 24643 -D3 -~ -~ -0 0 24639 -S -#24643 -On a Sponge Pad~ - Your feet sink into the purple substance, getting slightly wet from water -seeping over the edges and yet still it holds your weight. The padway leads -west, the docks lie to the east - blackish, smelly water surrounds you. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24642 -D1 -~ -~ -0 0 24646 -D2 -~ -~ -0 0 24644 -D3 -~ -~ -0 0 24640 -S -#24644 -Treading the Pool of the Innocents~ - You splash around in the murky goo of the Pool of Innocents, unable to get a -firm grip on the spongey substance of the padway which floats on the surface -right near you. Trying to swim in any direction on the surface of the water -only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. -~ -246 109 0 0 0 0 -D5 -~ -~ -0 0 24685 -S -#24645 -Supplication~ - Those who seek retribution or forgiveness for the deeds they have done in the -afterlife come here in supplication to the Nether Lord and his Matrons. This -flat pad of stone holds hoardes of prostrate beings, all begging of the Matron -for a chance to receive the blessing of the Lord so that they might gain the -Eternal Rest. Do not seek to cut in on those closest to the Dias of the -Matrons, you could end up one of these, begging for Eternal Rest. -~ -246 105 0 0 0 0 -D1 -~ -~ -0 0 24648 -D2 -~ -~ -0 0 24646 -D3 -~ -~ -0 0 24642 -S -#24646 -Supplication~ - Those who seek retribution or forgiveness for the deeds they have done in the -afterlife come here in supplication to the Nether Lord and his Matrons. This -flat pad of stone holds hoardes of prostrate beings, all begging of the Matron -for a chance to receive the blessing of the Lord so that they might gain the -Eternal Rest. Do not seek to cut in on those closest to the Dias of the -Matrons, you could end up one of these, begging for Eternal Rest. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24645 -D1 -~ -~ -0 0 24649 -D2 -~ -~ -0 0 24647 -D3 -~ -~ -0 0 24643 -S -#24647 -Supplication~ - Those who seek retribution or forgiveness for the deeds they have done in the -afterlife come here in supplication to the Nether Lord and his Matrons. This -flat pad of stone holds hoardes of prostrate beings, all begging of the Matron -for a chance to receive the blessing of the Lord so that they might gain the -Eternal Rest. Do not seek to cut in on those closest to the Dias of the -Matrons, you could end up one of these, begging for Eternal Rest. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24646 -D1 -~ -~ -0 0 24650 -S -#24648 -Supplication~ - Those who seek retribution or forgiveness for the deeds they have done in the -afterlife come here in supplication to the Nether Lord and his Matrons. This -flat pad of stone holds hoardes of prostrate beings, all begging of the Matron -for a chance to receive the blessing of the Lord so that they might gain the -Eternal Rest. Do not seek to cut in on those closest to the Dias of the -Matrons, you could end up one of these, begging for Eternal Rest. -~ -246 105 0 0 0 0 -D2 -~ -~ -0 0 24649 -D3 -~ -~ -0 0 24645 -D4 -~ -~ -0 0 24651 -S -#24649 -Supplication~ - Those who seek retribution or forgiveness for the deeds they have done in the -afterlife come here in supplication to the Nether Lord and his Matrons. This -flat pad of stone holds hoardes of prostrate beings, all begging of the Matron -for a chance to receive the blessing of the Lord so that they might gain the -Eternal Rest. Do not seek to cut in on those closest to the Dias of the -Matrons, you could end up one of these, begging for Eternal Rest. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24648 -D2 -~ -~ -0 0 24650 -D3 -~ -~ -0 0 24646 -D4 -~ -~ -0 0 24654 -S -#24650 -Supplication~ - Those who seek retribution or forgiveness for the deeds they have done in the -afterlife come here in supplication to the Nether Lord and his Matrons. This -flat pad of stone holds hoardes of prostrate beings, all begging of the Matron -for a chance to receive the blessing of the Lord so that they might gain the -Eternal Rest. Do not seek to cut in on those closest to the Dias of the -Matrons, you could end up one of these, begging for Eternal Rest. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24649 -D3 -~ -~ -0 0 24647 -D4 -~ -~ -0 0 24655 -S -#24651 -The Dias of the Matrons~ - The Matrons are the self-appointed protectors of the Nether Lord. They all -lay claim to having given birth to the Lord and since none of these hideous -ladies' claims have ever been disproven they all stand watch against unwarranted -intrusions. Some even say that it is possible that every one of these five -ladies contributed to bringing the Nether Lord into being - that the Lord is -somehow the spawn of all five of these things. The Lord's Throne lies dead -center at the far east side of the Dias. -~ -246 105 0 0 0 0 -D1 -~ -~ -0 0 24652 -D2 -~ -~ -0 0 24654 -D5 -~ -~ -0 0 24648 -S -#24652 -The Dias of the Matrons~ - The Matrons are the self-appointed protectors of the Nether Lord. They all -lay claim to having given birth to the Lord and since none of these hideous -ladies' claims have ever been disproven they all stand watch against unwarranted -intrusions. Some even say that it is possible that every one of these five -ladies contributed to bringing the Nether Lord into being - that the Lord is -somehow the spawn of all five of these things. The Lord's Throne lies dead -center at the far east side of the Dias. -~ -246 105 0 0 0 0 -D2 -~ -~ -0 0 24653 -D3 -~ -~ -0 0 24651 -S -#24653 -The Dias of the Matrons~ - The Matrons are the self-appointed protectors of the Nether Lord. They all -lay claim to having given birth to the Lord and since none of these hideous -ladies' claims have ever been disproven they all stand watch against unwarranted -intrusions. Some even say that it is possible that every one of these five -ladies contributed to bringing the Nether Lord into being - that the Lord is -somehow the spawn of all five of these things. The Lord's Throne lies dead -center at the far east side of the Dias. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24652 -D1 -~ -~ -0 0 24657 -D2 -~ -~ -0 0 24656 -D3 -~ -~ -0 0 24654 -S -#24654 -The Dias of the Matrons~ - The Matrons are the self-appointed protectors of the Nether Lord. They all -lay claim to having given birth to the Lord and since none of these hideous -ladies' claims have ever been disproven they all stand watch against unwarranted -intrusions. Some even say that it is possible that every one of these five -ladies contributed to bringing the Nether Lord into being - that the Lord is -somehow the spawn of all five of these things. The Lord's Throne lies dead -center at the far east side of the Dias. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24651 -D1 -~ -~ -0 0 24653 -D2 -~ -~ -0 0 24655 -D5 -~ -~ -0 0 24649 -S -#24655 -The Dias of the Matrons~ - The Matrons are the self-appointed protectors of the Nether Lord. They all -lay claim to having given birth to the Lord and since none of these hideous -ladies' claims have ever been disproven they all stand watch against unwarranted -intrusions. Some even say that it is possible that every one of these five -ladies contributed to bringing the Nether Lord into being - that the Lord is -somehow the spawn of all five of these things. The Lord's Throne lies dead -center at the far east side of the Dias. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24654 -D1 -~ -~ -0 0 24656 -D5 -~ -~ -0 0 24650 -S -#24656 -The Dias of the Matrons~ - The Matrons are the self-appointed protectors of the Nether Lord. They all -lay claim to having given birth to the Lord and since none of these hideous -ladies' claims have ever been disproven they all stand watch against unwarranted -intrusions. Some even say that it is possible that every one of these five -ladies contributed to bringing the Nether Lord into being - that the Lord is -somehow the spawn of all five of these things. The Lord's Throne lies dead -center at the far east side of the Dias. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24653 -D3 -~ -~ -0 0 24655 -S -#24657 -The Throne of the Nether Lord~ - The throne of the Nether Lord gleams a bright, glowing white, shimmering in -all its brilliance with the knowledge of all and none upon its seat. It sits -slightly higher than the rest of the dias, backed into a niche in the stone of -the cavern that surrounds the Dias, the Pool of Innocents and the Docks. It is -truly the seat of power - power which must be conquered if ever you wish to -leave this place. -~ -246 237 0 0 0 0 -D1 -~ -~ -0 0 24658 -D3 -~ -~ -0 0 24653 -S -#24658 -The Way~ - Your journeys have finally come to an end within the Nether. Whether your -achievements were those of fable or those of folly, only you can answer - but -one thing is certain: To have entered into the Nether and returned alive is a -feat that only few can lay claim to - and of those few, only a handful speak the -truth. Be well, adventurer - may you flourish in the Realm of the Living. -~ -246 108 0 0 0 0 -S -#24659 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D1 -~ -~ -0 0 24660 -D2 -~ -~ -0 0 24662 -D4 -~ -~ -0 0 24618 -S -#24660 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D1 -~ -~ -0 0 24661 -D2 -~ -~ -0 0 24663 -D3 -~ -~ -0 0 24659 -D4 -~ -~ -0 0 24624 -S -#24661 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D2 -~ -~ -0 0 24664 -D3 -~ -~ -0 0 24660 -D4 -~ -~ -0 0 24630 -S -#24662 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24659 -D1 -~ -~ -0 0 24663 -D2 -~ -~ -0 0 24666 -S -#24663 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24660 -D1 -~ -~ -0 0 24664 -D2 -~ -~ -0 0 24667 -D3 -~ -~ -0 0 24662 -S -#24664 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24661 -D1 -~ -~ -0 0 24665 -D2 -~ -~ -0 0 24668 -D3 -~ -~ -0 0 24663 -D4 -~ -~ -0 0 24631 -S -#24665 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D2 -~ -~ -0 0 24669 -D3 -~ -~ -0 0 24664 -D4 -~ -~ -0 0 24636 -S -#24666 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24662 -D1 -~ -~ -0 0 24667 -D2 -~ -~ -0 0 24670 -D4 -~ -~ -0 0 24620 -S -#24667 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24663 -D1 -~ -~ -0 0 24668 -D2 -~ -~ -0 0 24671 -D3 -~ -~ -0 0 24666 -D5 -~ -~ -0 0 24689 -S -#24668 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24664 -D1 -~ -~ -0 0 24669 -D2 -~ -~ -0 0 24672 -D3 -~ -~ -0 0 24667 -D5 -~ -~ -0 0 24690 -S -#24669 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24665 -D2 -~ -~ -0 0 24673 -D3 -~ -~ -0 0 24668 -D4 -~ -~ -0 0 24637 -D5 -~ -~ -0 0 24691 -S -#24670 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24666 -D1 -~ -~ -0 0 24671 -D2 -~ -~ -0 0 24675 -D4 -~ -~ -0 0 24621 -S -#24671 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24667 -D1 -~ -~ -0 0 24672 -D2 -~ -~ -0 0 24676 -D3 -~ -~ -0 0 24670 -D4 -~ -~ -0 0 24627 -D5 -~ -~ -0 0 24692 -S -#24672 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24668 -D1 -~ -~ -0 0 24673 -D2 -~ -~ -0 0 24677 -D3 -~ -~ -0 0 24671 -D5 -~ -~ -0 0 24693 -S -#24673 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24669 -D1 -~ -~ -0 0 24674 -D2 -~ -~ -0 0 24678 -D3 -~ -~ -0 0 24672 -D4 -~ -~ -0 0 24638 -D5 -~ -~ -0 0 24694 -S -#24674 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D2 -~ -~ -0 0 24679 -D3 -~ -~ -0 0 24673 -D4 -~ -~ -0 0 24641 -D5 -~ -~ -0 0 24698 -S -#24675 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24670 -D1 -~ -~ -0 0 24676 -D2 -~ -~ -0 0 24680 -D4 -~ -~ -0 0 24622 -S -#24676 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24671 -D1 -~ -~ -0 0 24677 -D2 -~ -~ -0 0 24681 -D3 -~ -~ -0 0 24675 -D4 -~ -~ -0 0 24628 -D5 -~ -~ -0 0 24695 -S -#24677 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24672 -D1 -~ -~ -0 0 24678 -D2 -~ -~ -0 0 24682 -D3 -~ -~ -0 0 24676 -D5 -~ -~ -0 0 24696 -S -#24678 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24673 -D1 -~ -~ -0 0 24679 -D2 -~ -~ -0 0 24683 -D3 -~ -~ -0 0 24677 -D4 -~ -~ -0 0 24639 -D5 -~ -~ -0 0 24697 -S -#24679 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24674 -D2 -~ -~ -0 0 24684 -D3 -~ -~ -0 0 24678 -D5 -~ -~ -0 0 24699 -S -#24680 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24675 -D1 -~ -~ -0 0 24681 -D4 -~ -~ -0 0 24623 -S -#24681 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24676 -D1 -~ -~ -0 0 24682 -D3 -~ -~ -0 0 24680 -D4 -~ -~ -0 0 24629 -S -#24682 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24677 -D1 -~ -~ -0 0 24683 -D3 -~ -~ -0 0 24681 -S -#24683 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24678 -D1 -~ -~ -0 0 24684 -D3 -~ -~ -0 0 24682 -S -#24684 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24679 -D2 -~ -~ -0 0 24685 -D3 -~ -~ -0 0 24683 -S -#24685 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24684 -D4 -~ -~ -0 0 24644 -D5 -~ -~ -0 0 24686 -S -#24686 -Narrow Crevasse in the Pool of the Innocents~ - You can sense more than see that you are now in an enclosed crevasse in the -rock floor of the Pool. The water swirls and curls about your body, the touch -vaguely disgusting. -~ -246 109 0 0 0 0 -D2 -~ -~ -0 0 24687 -D4 -~ -~ -0 0 24685 -S -#24687 -Narrow Crevasse in the Pool of the Innocents~ - You can sense more than see that you are now in an enclosed crevasse in the -rock floor of the Pool. The water swirls and curls about your body, the touch -vaguely disgusting. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24686 -D2 -~ -~ -0 0 24688 -S -#24688 -Narrow Crevasse in the Pool of the Innocents~ - You can sense more than see that you are now in an enclosed crevasse in the -rock floor of the Pool. The water swirls and curls about your body, the touch -vaguely disgusting. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24687 -S -#24689 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D1 -~ -~ -0 0 24690 -D2 -~ -~ -0 0 24692 -D4 -~ -~ -0 0 24667 -S -#24690 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D1 -~ -~ -0 0 24691 -D2 -~ -~ -0 0 24693 -D3 -~ -~ -0 0 24689 -D4 -~ -~ -0 0 24668 -S -#24691 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D2 -~ -~ -0 0 24694 -D3 -~ -~ -0 0 24690 -D4 -~ -~ -0 0 24669 -S -#24692 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24689 -D1 -~ -~ -0 0 24693 -D2 -~ -~ -0 0 24695 -D4 -~ -~ -0 0 24671 -S -#24693 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24690 -D1 -~ -~ -0 0 24694 -D2 -~ -~ -0 0 24696 -D3 -~ -~ -0 0 24692 -D4 -~ -~ -0 0 24672 -S -#24694 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24691 -D1 -~ -~ -0 0 24698 -D2 -~ -~ -0 0 24697 -D3 -~ -~ -0 0 24693 -D4 -~ -~ -0 0 24673 -S -#24695 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24692 -D1 -~ -~ -0 0 24696 -D4 -~ -~ -0 0 24676 -S -#24696 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24693 -D1 -~ -~ -0 0 24697 -D3 -~ -~ -0 0 24695 -D4 -~ -~ -0 0 24677 -S -#24697 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24694 -D1 -~ -~ -0 0 24699 -D3 -~ -~ -0 0 24696 -D4 -~ -~ -0 0 24678 -S -#24698 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D2 -~ -~ -0 0 24699 -D3 -~ -~ -0 0 24694 -D4 -~ -~ -0 0 24674 -S -#24699 -The Pool of the Innocents~ - The thick black water of the Pool slides along your body, the feel of it an -oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark color obscuring sight almost alarmingly. -~ -246 105 0 0 0 0 -D0 -~ -~ -0 0 24698 -D3 -~ -~ -0 0 24697 -D4 -~ -~ -0 0 24679 -S -$~ diff --git a/lib/world/wld/247.wld b/lib/world/wld/247.wld deleted file mode 100644 index ea7d52e..0000000 --- a/lib/world/wld/247.wld +++ /dev/null @@ -1,1724 +0,0 @@ -#24700 -A Gravel Road on the Graveyard~ - You are on a well-kept gravel road that leads north-south through the -graveyard. On both sides of the road, grave markers poke up out of the ground. -An iron grate is to the north. -~ -247 0 0 0 0 1 -D1 -Headstones are arranged in neat rows to the east. -~ -~ -0 -1 24706 -D2 -The gravel road continues southward. -~ -~ -0 -1 24701 -D3 -The tombstones to the west look a bit older than the ones to the east. -~ -~ -0 -1 24718 -E -credits info~ - Graveyard by Rasta (Eric Pilcher) for KallistiMUD -In spite of it being my first attempt at an area, it didn't turn out to bad. -In fact, I was a bit shocked to receive praise now and then. The area connects -to South Midgaard at the grate (sexton has key). It includes, although they -are modified, the original path amongst the evergreens and chapel that is found -in stock diku. -I recommend you do the following: -Replace the name "Someone" on the tombstones (.wld file) with the names of some -of your past players, gods, or your own creative names. On Kallisti, I used -the Gods. The collesuim belonging to the Implementor. Vary the contents of the -tombstones. These are containers you can put small items in. If you have a -problem with key hoarders, consider a second entrance to the catacombs. -Perhaps through the sewers. Most of all, enjoy! -Builder : Rasta -Zone : 247 Graveyard -Began : 1996 -Player Level : 20-24 -Rooms : 72 -Mobs : 18 -Objects : 34 -Links : 00n -~ -S -#24701 -A Gravel Road on the Graveyard~ - You are on a well-kept gravel road that leads north and south through the -graveyard. Both sides of the road are lined with grave markers poking up out -of the ground. -~ -247 0 0 0 0 1 -D0 -The gravel road continues northward. -~ -~ -0 -1 24700 -D1 -Headstones are arranged in neat rows to the east. -~ -~ -0 -1 24709 -D2 -The gravel road continues southward. -~ -~ -0 -1 24702 -D3 -The tombstones to the west look a bit older than the ones to the east. -~ -~ -0 -1 24721 -S -#24702 -A Gravel Road on the Graveyard~ - You are on a well-kept gravel road that leads north and south through the -graveyard. Both sides of the road are lined with grave markers poking up out -of the ground. -~ -247 0 0 0 0 1 -D0 -The gravel road continues northward. -~ -~ -0 -1 24701 -D1 -Headstones are arranged in neat rows to the east. -~ -~ -0 -1 24711 -D2 -The gravel road continues southward. -~ -~ -0 -1 24703 -D3 -The tombstones to the west look a bit older than the ones to the east. -~ -~ -0 -1 24724 -S -#24703 -A Gravel Road on the Graveyard~ - You are on a well-kept gravel road that leads north and south through the -graveyard. Both sides of the road are lined with grave markers poking up out -of the ground. -~ -247 0 0 0 0 1 -D0 -The gravel road continues northward. -~ -~ -0 -1 24702 -D1 -Headstones are arranged in neat rows to the east. -~ -~ -0 -1 24713 -D2 -The gravel road continues southward to an open space before a small -building. -~ -~ -0 -1 24704 -D3 -The tombstones to the west look a bit older than the ones to the east. -~ -~ -0 -1 24727 -S -#24704 -In front of the Chapel~ - You are on an open space before a small chapel. A gravel road leads north -through the graveyard and the chapel entrance is to the south. A few flowers -have been trampled into the dirt. -~ -247 0 0 0 0 1 -D0 -The gravel road continues northward. -~ -~ -0 -1 24703 -D2 -The chapel door is made of dark wood. -~ -door~ -1 -1 24705 -S -#24705 -Inside the Chapel~ - You are in a small, dark chapel. The dark brown glass in the tiny windows -does not let much light through. A few rows of worn wooden benches stand here. -~ -247 0 0 0 0 1 -D0 -The chapel door is made of dark wood. -~ -door~ -1 -1 24704 -E -benches rows~ - The benches are not of the comfortable kind. -~ -E -glass windows~ - The windows must be meant to be dark. At least they are completely clean. -~ -S -#24706 -A Grave~ - This area of the cemetery is relatively new. The ground seems to settle -beneath your feet and the smell of freshly dug dirt hits your nostrils. The -gravel path is to the west and there are more graves to the east and south. -~ -247 0 0 0 0 2 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24707 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24709 -D3 -The gravel path is to the west. -~ -~ -0 -1 24700 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24707 -A Grave~ - This area of the cemetery is relatively new. The ground seems to settle -beneath your feet and the smell of freshly dug dirt hits your nostrils. The -gravel path is to the west and there are more graves to the east and south. -~ -247 0 0 0 0 2 -D1 -A small shack is east of here. -~ -door~ -1 -1 24708 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24710 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24706 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24708 -The undertaker's cottage~ - This is a sparsely furnished run-down shack. There's not really much of -anything here at all. Sections of the wall have been scarred by what appears -to be someone trying to break out. -~ -247 8 0 0 0 0 -D3 -The doorway leads back out into the cemetery. -~ -door~ -1 -1 24707 -S -#24709 -A Grave~ - The graves here are kept neatly tended. The groundskeeper must take pride -in his work. The gravel path is to the west and more plots lie to the north, -east and south. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24706 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24710 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24711 -D3 -The gravel path is to the west. -~ -~ -0 -1 24701 -E -grave stone~ - Here lies Someone. R. I. P -~ -S -#24710 -A Grave~ - The graves here are kept neatly tended. The groundskeeper must take pride -in his work. Dark evergreen trees grow to the east. More plots lie to the -north, west and south. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24707 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24712 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24709 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24711 -A Grave~ - The graves here are kept neatly tended. The groundskeeper must take pride -in his work. More plots lie to the north, east and south and the gravel path -lies west. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24709 -D1 -~ -~ -0 -1 24712 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24713 -D3 -The gravel path is to the west. -~ -~ -0 -1 24702 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24712 -A Grave~ - The graves here are kept neatly tended. The groundskeeper must take pride -in his work. Dark evergreen trees grow east of here. More plots lie to the -north, west and south. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24710 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24714 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24711 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24713 -A Grave~ - The graves here are kept neatly tended. The groundskeeper must take pride -in his work. Dark evergreen trees grow to the south. To the west is the -gravel path and more plots lie to the north and east. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24711 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24714 -D3 -The gravel path is to the west. -~ -~ -0 -1 24703 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24714 -The desecrated plot~ - This grave has been disturbed recently. It looks as though something has -dug it's way out from underneath. The grave stone itself has been knocked over -and where once an epitaph appeared, there is now only claw marks. Dark -evergreen trees grow to the south and east, although there is an opening to -east where something has smashed through the tree limbs. More plots lie to the -north and west. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24712 -D1 -To the east, a small path has been created through the trees. -~ -~ -0 -1 24715 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24713 -S -#24715 -A makeshift trail~ - This trail seems to have been created recently. There are claw marks on the -trees and broken branches litter the ground. Although the trail is dark, these -markers clearly show you the path. The trail continues to the east, the -cemetery lies west. -~ -247 4 0 0 0 3 -D1 -Without the broken branches to show you the way, the trail would be impossible -to follow. -~ -~ -0 -1 24716 -D3 -The cemetery lies back to the west. -~ -~ -0 -1 24714 -S -#24716 -A small clearing~ - The trail opens up into a larger area. The trees surrounding this area are -all dead and bare earth covers the ground. Several of the trees have fallen -over creating impassable deadfalls to the north and east. Similar dead trees -have form what resembles a cave to the south. The nauseating stench of decay -drifts from somewhere and you sense a powerful evil nearby. -~ -247 0 0 0 0 2 -D2 -It looks very dark and foreboding in there. -~ -~ -0 -1 24717 -D3 -The path leading back to the cemetery. -~ -~ -0 -1 24715 -S -#24717 -The barrow~ - You have stumbled into the lair of a barrow wight and his ghoul followers. -This place reeks of decay. Bones and decaying corpses are strewn about the -place, and you really hope that you don't become part of this carnage. -~ -247 9 0 0 0 0 -D0 -The clearing lies back to the north. -~ -~ -0 -1 24716 -S -#24718 -A Grave~ - The graves here are slightly older than the ones to the east of the gravel -path. A light fog seems to hang over this part of the cemetery and the mist -sometimes seems to take humanoid forms as ghostly apparitions. The cemetery -continues to the west and south. The gravel path is back to the east. -~ -247 0 0 0 0 2 -D1 -To the east lies the gravel path. -~ -~ -0 -1 24700 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24721 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24719 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24719 -A Grave~ - A light fog seems to hang over this part of the cemetery and the mist -sometimes seems to take humanoid forms as ghostly apparitions. The cemetery -continues to the west, south and east. -~ -247 0 0 0 0 2 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24718 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24722 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24720 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24720 -A Grave~ - A light fog seems to hang over this part of the cemetery and the mist -sometimes seems to take humanoid forms as ghostly apparitions. The cemetery -continues to the east, south and west. -~ -247 0 0 0 0 2 -D1 -To the east lies the another cemetery plot. -~ -~ -0 -1 24719 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24723 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24762 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24721 -A Grave~ - The graves here are slightly older than the ones to the east of the gravel -path. A light fog seems to hang over this part of the cemetery and the mist -sometimes seems to take humanoid forms as ghostly apparitions. The cemetery -continues to the north, west and south. The gravel path is back to the east. - -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24718 -D1 -To the east lies the gravel path. -~ -~ -0 -1 24701 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24724 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24722 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24722 -A Grave~ - The fog is much more dense in this part of the cemetery and the mist seems -to take humanoid forms as ghostly apparitions. You feel a rising power of some -sort emanating from the southwest. The cemetery continues in all directions. - -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24719 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24721 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24725 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24723 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24723 -A Grave~ - The fog is much more dense in this part of the cemetery and the mist seems -to take humanoid forms as ghostly apparitions. You feel a rising power -emanating from the south. The cemetery continues in all directions. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24720 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24722 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24726 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24763 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24724 -A Grave~ - The graves here are slightly older than the ones to the east of the gravel -path. A light fog seems to hang over this part of the cemetery and the mist -sometimes seems to take humanoid forms as ghostly apparitions. The cemetery -continues to the north, west and south. The gravel path is back to the east. - -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24721 -D1 -To the east lies the gravel path. -~ -~ -0 -1 24702 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24727 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24725 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24725 -A Grave~ - The fog seems much heavier in this part of the cemetery and the mist seems -to take humanoid forms as ghostly apparitions. You feel a rising power -emanating from the west. The cemetery continues in all directions. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24722 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24724 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24728 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24726 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24726 -A Grave~ - The fog seems to hang over this part of the cemetery and the mist seems to -take humanoid forms as ghostly apparitions. There is a very strong power field -of some sort emanating from a mausoleum to the west. The cemetery continues to -the north, east and south. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24723 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24725 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24729 -D3 -To the west stands a mausoleum with a huge iron door. There is some writing -on the door. -~ -door~ -1 24730 24730 -E -door writing~ - The Great Tomb -~ -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24727 -A Grave~ - The graves here are slightly older than the ones to the east of the gravel -path. A light fog seems to hang over this part of the cemetery and the mist -sometimes seems to take humanoid forms as ghostly apparitions. Dark evergreen -trees grow to the south. The cemetery continues north and west. The gravel -path is back to the east. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24724 -D1 -To the east lies the gravel path. -~ -~ -0 -1 24703 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24728 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24728 -A Grave~ - The fog seems to hang over this part of the cemetery and the mist seems to -take humanoid forms as ghostly apparitions. A rising power emanates from the -northwest. Dark evergreen trees grow to the south. The cemetery continues to -the north, east and west. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24725 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24727 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24729 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24729 -A Grave~ - The fog seems to hang over this part of the cemetery and the mist seems to -take humanoid forms as ghostly apparitions. A rising power emanates from the -north. The cemetery continues to the north, east and west. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24726 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24728 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24764 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24730 -The Great Tomb~ - The mausoleum is made of smooth marble. It is quite cold in here but feels -peaceful enough. The very walls seem to glow blue and it showers the room in a -ghostly light. There is an iron vault embedded into the west wall. -~ -247 8 0 0 0 0 -D1 -The iron door leads back out into the cemetery. -~ -door~ -1 24730 24726 -D3 -The vault is made of wrought iron. -~ -vault~ -1 24731 24731 -E -vault~ - It looks very solid. You'd probably need something like a crowbar to open -it. -~ -S -#24731 -Inside the Vault~ - You climb inside the iron vault. It is a very tight squeeze in here. You -rest your hand on the north wall of the vault for support, except that your -hand disappears into the darkness. This north wall must be only a clever -illusion and not really exist at all! You wonder what lies down there. -~ -247 13 0 0 0 0 -D0 -Total darkness. -~ -~ -0 -1 24733 -D2 -That way leads back into the main room of the mausoleum. -~ -vault~ -1 24731 24730 -S -#24732 -A very dark room~ - Your feeble light source does little to penetrate the darkness in here. -Blackness surrounds you, you can't even see the walls in this room. Even the -doorway behind you seems to have disappeared. Suddenly something occurs to you -that sends chills up and down your spine. You get a bad feeling that you are -not alone in here! -~ -247 521 0 0 0 0 -D1 -You can't see a blasted thing! -~ -door~ -1 -1 24733 -S -#24733 -Catacomb entrance~ - This stonework in this area looks quite a bit older than upstairs in the -mausoleum. You wonder when it was built, and why. Small rodents (not worth -killing) run around on the floor. There is a door to the west which is pitch -black in color. The hallway continues to the east, you hear a faint moaning -coming from that direction. -~ -247 9 0 0 0 0 -D1 -The hallway continues to the east. -~ -~ -0 -1 24735 -D2 -A narrow crawlway leads back inside the vault. -~ -~ -0 -1 24731 -D3 -The door is a dull black color. -~ -door~ -1 -1 24732 -S -#24735 -The Catacombs~ - The corridor continues both east and west. It is very dirty in here, -cobwebs hang from the ceiling corners and small bones litter the floor. A -faint moaning is coming from the east. -~ -247 9 0 0 0 0 -D1 -The corridor continues in that direction. -~ -~ -0 -1 24736 -D3 -The corridor continues in that direction. -~ -~ -0 -1 24733 -S -#24736 -A Split in the Corridor~ - There is a triple junction here, with the corridor running both east, west -and south. The passage way east looks as it hasn't been disturbed for some -time and cobwebs seem to grow thick in that direction. A faint moaning sound -can be heard to the south. -~ -247 9 0 0 0 0 -D1 -The corridor continues in that direction. -~ -~ -0 -1 24737 -D2 -The corridor continues in that direction. -~ -~ -0 -1 24742 -D3 -The corridor continues in that direction. -~ -~ -0 -1 24735 -S -#24737 -The Catacombs~ - The corridor continues both east and west. It is very dirty in here, -cobwebs hang from the ceiling corners and small bones litter the floor. A -faint moaning is coming from the west. -~ -247 9 0 0 0 0 -D1 -The corridor continues in that direction. -~ -~ -0 -1 24738 -D3 -The corridor continues in that direction. -~ -~ -0 -1 24736 -S -#24738 -The Catacombs~ - The corridor continues both east and west. It is very dirty in here, -cobwebs are everywhere and seem to be getting thicker to the east. You have a -feeling that it's been a very long time since anyone has been in this part of -the catacombs. -~ -247 9 0 0 0 0 -D1 -The corridor continues in that direction. -~ -~ -0 -1 24739 -D3 -The corridor continues in that direction. -~ -~ -0 -1 24737 -S -#24739 -The Catacombs~ - The corridor continues both east and west. You are almost completely -covered head to toe with cobwebs now. They seem to cling to your body like -glue and it is impossible for you to avoid them. You've yet to notice a single -spider, however. The northern wall is in ruins as if something has broken it's -way through. Large blocks of stone litter the corridor. You could probably -squeeze through the hole if you so desired. -~ -247 13 0 0 0 0 -D1 -The corridor continues in that direction. -~ -~ -0 -1 24740 -D3 -The corridor continues in that direction. -~ -~ -0 -1 24738 -S -#24740 -The Cobwebbed Catacomb~ - This area is almost solid cobwebs. You trudge through them, trying to clear -a path. As you brush them aside you notice that you've come to a dead end. -Closer examination reveals an archway to the south. But so many cobwebs cover -the archway that they've formed a completely opaque door. The corridor -continues back to the west. -~ -247 9 0 0 0 0 -D2 -The archway is blocked by a wall of cobwebs. -~ -cobweb~ -1 -1 24741 -D3 -The corridor continues in that direction. -~ -~ -0 -1 24739 -S -#24741 -The Ancient Tomb~ - The air is very stale in here. Cobwebs cover the walls and ceiling, however -the middle of the room is relatively clear of them. In each corner of this -chamber, an ancient sarcophagus lies against the wall. There is a low grinding -noise as they all start to open. The only exit is north. -~ -247 520 0 0 0 0 -D0 -A thick wall of cobwebs. -~ -cobweb~ -1 -1 24740 -S -#24742 -The Catacombs~ - The corridor continues both north and south. The floor is littered with -broken bits of bone and small scraps of burial wrappings. You hear a distinct -moaning sound coming from the south. -~ -247 9 0 0 0 0 -D0 -The corridor continues in that direction. -~ -~ -0 -1 24736 -D2 -The corridor continues in that direction. -~ -~ -0 -1 24743 -S -#24743 -The Catacombs~ - The corridor continues both north and east. The floor is littered with -broken bits of bone and small scraps of burial wrappings. There is an iron -door to the south and a loud moaning seems to be coming from the other side of -it. -~ -247 9 0 0 0 0 -D0 -The corridor continues in that direction. -~ -~ -0 -1 24742 -D1 -The corridor continues in that direction. -~ -~ -0 -1 24745 -D2 -An iron door. -~ -door~ -1 24744 24744 -S -#24744 -The Chamber of Sorrow~ - This is the source of moaning. The room is decorated with black curtains. -They look very moth eaten and mildewed. A black sarcophagus lies on the floor -in the center of the room, and leaning over it, sobbing deeply, rests a -banshee. She seems to be too interested in crying and wailing than to notice -you. The door stands to the north and there are no other exits. -~ -247 521 0 0 0 0 -D0 -The catacombs are back to the north. -~ -door~ -1 24744 24743 -S -#24745 -The Catacombs~ - The corridor continues both east and west. The floor is littered with -broken bits of bone and small scraps of burial wrappings. A distinct moaning -sound can be heard back to the west. -~ -247 9 0 0 0 0 -D1 -The corridor continues in that direction. -~ -~ -0 -1 24746 -D3 -The corridor continues in that direction. -~ -~ -0 -1 24743 -S -#24746 -The Catacombs~ - The corridor bends here and continues to the west and south. A faint -moaning sound can be heard to the west. The air is very stale in here. The -floor is littered with the decaying corpses of small rodents and splinters of -broken bones. -~ -247 9 0 0 0 0 -D2 -The corridor continues in that direction. -~ -~ -0 -1 24747 -D3 -The corridor continues in that direction. -~ -~ -0 -1 24745 -S -#24747 -The Catacombs~ - The corridor splits here leaving exits to the north, east and south. The -air seems hot and dry and reeks of staleness. Splinters of broken bone litter -the floor and a few cobwebs hang from the ceiling. -~ -247 9 0 0 0 0 -D0 -The corridor continues in that direction. -~ -~ -0 -1 24746 -D1 -The corridor continues in that direction. -~ -~ -0 -1 24748 -D2 -The corridor continues in that direction. -~ -~ -0 -1 24750 -S -#24748 -The Catacombs~ - The corridor here forms a small alcove with the passageway back to the west -and a warped looking hardwood door to the east. You fell chills up and down -your spine as you approach the door. You wonder what might lie behind it. -~ -247 9 0 0 0 0 -D1 -There lies before you a wooden door. -~ -door~ -2 24749 24749 -D3 -The corridor continues in that direction. -~ -~ -0 -1 24747 -S -#24749 -The Coffers~ - The floor of this room is littered with coins. Many of which have tarnished -with age throughout the centuries. There must be a fortune in here and you -wonder who it once belonged to. Transparent figures guard this treasure and -they don't look happy that you have found it. -~ -247 521 0 0 0 0 -D3 -The doorway leads back into the catacombs. -~ -door~ -2 24749 24748 -S -#24750 -The Catacombs~ - The corridor here continues north and south. The air here is very stale and -the smell of decay and dry rot reeks heavily. You wonder where exactly these -catacombs lead. -~ -247 9 0 0 0 0 -D0 -The corridor continues in that direction. -~ -~ -0 -1 24747 -D2 -The corridor continues in that direction. -~ -~ -0 -1 24751 -S -#24751 -The Catacombs~ - The corridor here bends and takes off to the north and west. There is a -golden door to the east with a flaming skull emblazoned on it. The air is cold -here and there is sort of a light draft. The air seems to seep out from the -cracks in the doorframe. -~ -247 9 0 0 0 0 -D0 -The corridor continues in that direction. -~ -~ -0 -1 24750 -D1 -The door is smooth, gold, and cold to the touch. -~ -door~ -2 24760 24760 -D3 -The corridor continues in that direction. -~ -~ -0 -1 24752 -S -#24752 -The Catacombs~ - There is a slight breeze in this part of the corridor. You stand in a long -hall running east to west. This corridor looks ancient. Chunks of ceiling -have fallen to the floor and there are small scraps of leather, bone, cloth, -and other such items strewn about. -~ -247 9 0 0 0 0 -D1 -The corridor continues in that direction. -~ -~ -0 -1 24751 -D3 -The corridor continues in that direction. -~ -~ -0 -1 24753 -S -#24753 -The Catacombs~ - There is a gentle breeze in this part of the corridor. You stand in a long -hall running east to west. This corridor looks ancient. Chunks of ceiling -have fallen to the floor and there are small scraps of leather, bone, cloth, -and other such items strewn about. -~ -247 9 0 0 0 0 -D1 -The corridor continues in that direction. -~ -~ -0 -1 24752 -D3 -The corridor continues in that direction. -~ -~ -0 -1 24754 -S -#24754 -The Catacombs~ - There is a strong breeze in this part of the corridor. You stand in a long -hall running east to west. This corridor looks ancient. Chunks of ceiling -have fallen to the floor and there are small scraps of leather, bone, cloth, -and other such items strewn about. -~ -247 9 0 0 0 0 -D1 -The corridor continues in that direction. -~ -~ -0 -1 24753 -D3 -The corridor continues in that direction. -~ -~ -0 -1 24755 -S -#24755 -The Catacombs~ - There is a strong wind in this part of the corridor. You stand in a long -hall running east to west. The west looks very dark ahead and you can no -longer see the floor in that direction. There is another passageway to the -north. The there are small cracks in the walls here and the floor is littered -with debris from the ceiling. -~ -247 9 0 0 0 0 -D0 -The corridor continues in that direction. -~ -~ -0 -1 24757 -D1 -The corridor continues in that direction. -~ -~ -0 -1 24754 -D3 -The corridor continues in that direction but you can no longer see the floor. -~ -~ -0 -1 24756 -S -#24756 -The Pit of Lost Souls~ - You step into the area and suddenly realize that there is no floor beneath -your feet. You are falling, and you think to yourself, "Oh, no, I hit a DT". -However, moments before you would have splattered to your death, a decaying -corpse breaks your fall. Looking around, you see that corpses fill this room. -There are no exits. -~ -247 653 0 0 0 0 -E -corpse body~ - They look like they've been here a while. You hope you don't have to stay -here with them much longer! -~ -S -#24757 -The Catacombs~ - The corridor here stretches north to south. This area looks extremely old -and the ceiling seems to want to cave in. There are larger and larger chunks -of stone that have fallen in. You wonder just how save this passageway is. -~ -247 9 0 0 0 0 -D0 -The corridor continues in that direction. -~ -~ -0 -1 24758 -D2 -The corridor continues in that direction. -~ -~ -0 -1 24755 -S -#24758 -The Catacombs~ - You have cone to a dead end. Large block lie strewn around the ground here -and you feel that if the passage did continue it wouldn't go much further -without being blocked by rubble anyway. The passageway heads south and there -is a stone door to the west. Looks like there is an inscription on the door. -~ -247 9 0 0 0 0 -D2 -The corridor continues in that direction. -~ -~ -0 -1 24757 -D3 -There lies before you a stone door. -~ -door~ -2 24759 24759 -E -writing inscription~ - "That is not dead - Which can eternal lie, - Yet with strange aeons - Even death may die." - -H. P. Lovecraft -~ -S -#24759 -The Ancient Tomb~ - You see before you an altar which rests on dais steps against the west wall. -Upon the altar lies a skull on top of a pile of fine white dust. Two large -rubies are placed within its eye sockets and its teeth glint of sparkling -diamonds. You do not like the way it looks back at you and seems to grin. -You feel a presence of great evil in this room and you feel that you should -turn back, before something bad happens. -~ -247 521 0 0 0 0 -D1 -The only exit to this room lies in that direction. -~ -door~ -2 24759 24758 -S -#24760 -The Guardian Chamber~ - You have entered what looks like a waiting room. There is a high vaulted -ceiling here and an archway leads to the east. There is a faint red light -coming from the east and you hear what sounds like high voltage electricity. -~ -247 521 0 0 0 0 -D1 -You wonder what must lie beyond that archway. -~ -~ -0 -1 24761 -D3 -The doorway leads back into the catacombs. -~ -door~ -2 24760 24751 -S -#24761 -The Death Master's Laboratory~ - You have entered the laboratory of the Death Master. He was once a high -level cleric, but laughed in the face of the gods, so we put him down here for -you to try and kill. Black candles provide light as the Death Master attempts -to bring life back into a once dead corpse. -~ -247 521 0 0 0 0 -D3 -The waiting room from which you came. -~ -~ -0 -1 24760 -S -#24762 -A Grave~ - The mist chills your bones as you enter this area, yet you feel a calm -peace. Figures move through the swirling fog. The cemetery continues to the -west east and south. -~ -247 0 0 0 0 2 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24720 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24763 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24768 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24763 -A Grave~ - The mist chills your bones as you enter this area, yet you feel a calm -peace. Figures move through the swirling fog. The smooth stone wall of a -mausoleum is to the south. The cemetery continues to the north, east and west. - -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24762 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24723 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24767 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24764 -A Grave~ - Leaves crunch beneath your feet, your breath gently turns to mist as you -exhale. The still calm put your thoughts at ease as you stare into the -swirling fog. Dark evergreen trees grow to the south. The smooth stone wall -of a mausoleum is to the north, and the cemetery continues to the east and -west. -~ -247 0 0 0 0 2 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24729 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24765 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24765 -A Grave~ - Leaves crunch beneath your feet, your breath gently turns to mist as you -exhale. The still clam put your thoughts at ease as you stare into the -swirling fog. The cemetery continues to the west, north and east. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24766 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24764 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24769 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24766 -A Grave~ - Leaves crunch beneath your feet, your breath gently turns to mist as you -exhale. The still calm put your thoughts at ease as you stare into the -swirling fog. The smooth stone wall of a mausoleum is to the east, and the -cemetery continues to the north, south and west. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24767 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24765 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24770 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24767 -A Grave~ - Leaves crunch beneath your feet, your breath gently turns to mist as you -exhale. The still calm put your thoughts at ease as you stare into the -swirling fog. The cemetery continues in all directions. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24768 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24763 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24766 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24771 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24768 -A Grave~ - The cold earth and the light mist, and the pale moonlight mix to give you a -cold clammy feel. A faint sweet smell of decay hangs in the air, yet you feel -calm and at peace in this place. The cemetery continues to the west, east and -south. -~ -247 0 0 0 0 2 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24762 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24767 -D3 -To the west lies another cemetery plot. -~ -~ -0 -1 24772 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24769 -A cemetery plot~ - Leaves crunch beneath your feet, your breath gently turns to mist as you -exhale. The still calm puts your thoughts at ease as you stare into the -swirling fog. Dark evergreen trees grow to the south and west. The cemetery -continues to the north and east. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24770 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24765 -E -grave stone~ - A blank stone rests here...... Maybe it will have your name on it. -~ -S -#24770 -A Grave~ - Leaves crunch beneath your feet, your breath gently turns to mist as you -exhale. The still calm put your thoughts at ease as you stare into the -swirling fog. Dark evergreen trees grow to the west. The smooth stone wall of -a mausoleum is to the east, and the cemetery continues to the north and south. - -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24771 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24766 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24769 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24771 -A Grave~ - Leaves crunch beneath your feet, your breath gently turns to mist as you -exhale. The still calm put your thoughts at ease as you stare into the -swirling fog. Dark evergreen trees grow to the west. The cemetery continues -to the north, east and south. -~ -247 0 0 0 0 2 -D0 -To the north lies another cemetery plot. -~ -~ -0 -1 24772 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24767 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24770 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -#24772 -A Grave~ - The cold earth and the light mist, and the pale moonlight mix to give you a -cold clammy feel. A faint sweet smell of decay hangs in the air, yet you feel -calm and at peace in this place. Dark evergreen trees grow to the west and the -cemetery continues to the east and south. -~ -247 0 0 0 0 2 -D1 -To the east lies another cemetery plot. -~ -~ -0 -1 24768 -D2 -To the south lies another cemetery plot. -~ -~ -0 -1 24771 -E -grave stone~ - Here lies Someone. R. I. P. -~ -S -$~ diff --git a/lib/world/wld/248.wld b/lib/world/wld/248.wld deleted file mode 100644 index 1c81f5e..0000000 --- a/lib/world/wld/248.wld +++ /dev/null @@ -1,471 +0,0 @@ -#24800 -Gbetz's Zone Description Room ~ - The Elven Woods by Gbetz -This is a new area, complete with shops, an elven forest, a reception area, and -guilds... It can be used in place of the major town or as another one. -Please enjoy, -Gbetz@gargamel.asms.state.k12.al.us -Builder : Gbetz -Zone : 248 Elven Woods -Began : -Player Level : 15-17 -Rooms : 29 -Mobs : 10 -Objects : 23 -Shops : 5 -Links : 01s -~ -248 512 0 0 0 0 -S -#24801 -Entrance to the Elven Forest~ - Trees tower above you blocking the majority of light with their expanse -canopies. A large steel reinforced wooden gate is set into a wall of wood logs -just to the north. -~ -248 0 0 0 0 3 -D0 -~ -~ -0 -1 24802 -S -#24802 -Guarded Path Through the Forest~ - The path runs straight through the forest from south to north. You feel -yourself observed by someone. To the east you see a wooden door in a large -tree, and to the west you see a rope hanging down from a tree. -~ -248 0 0 0 0 3 -D0 -~ -~ -0 -1 24807 -D1 -~ -~ -0 -1 24803 -D2 -~ -~ -0 -1 24801 -D4 -~ -~ -0 -1 24806 -S -#24803 -A Guard Room~ - In the north-east corner of this dimly lit room stands a large round stone -table. To the east and west you can see doors. The sound of footseps can be -heard in the distance. -~ -248 8 0 0 0 3 -D1 -~ -~ -0 -1 24804 -D3 -~ -~ -0 -1 24802 -S -#24804 -A Guard Chief's Bedroom~ - This room is apparently the chief of the elven guards bedroom. Decorations -and awards line the walls. In a corner stands a large bed and there is a door -to the west. -~ -248 8 0 0 0 3 -D3 -~ -~ -0 -1 24803 -S -#24805 -A Cellar~ - The damp earthen cellar is relatively cool. Shelves line all the walls. -Filled, almost to the point of collapse, with various dried foods and storage -containers. -~ -248 9 0 0 0 3 -D4 -~ -~ -0 -1 24803 -S -#24806 -On the Platform~ - You are standing on a wooden platform above the beginning of the elven -forest. From here, above the tree tops, the town of Thewston is visible in the -distance. -~ -248 4 0 0 0 5 -D5 -~ -~ -0 -1 24802 -S -#24807 -A Guarded Path Through the Forest~ - The path runs straight through the forest from south to north. The forest -is in good condition and looks well kept. No dead branches or brush is visible -between the trees. -~ -248 0 0 0 0 3 -D0 -~ -~ -0 -1 24808 -D2 -~ -~ -0 -1 24802 -S -#24808 -A Path Crossing~ - The path splits up into four here, one in every direction. In the middle of -the crossing stands a gigantic stone obelisk with some runes engraved into it. - -~ -248 0 0 0 0 3 -D0 -~ -~ -0 -1 24809 -D2 -~ -~ -0 -1 24807 -E -runes obelisk stone~ - If you had been an old elven sage you might have known what the runes told, -but you are not, so this means nothing to you.... -~ -S -#24809 -A Fine Path Through the Elven Forest~ - On both sides of this path is doors. Over the eastern door is a sign -telling you this must be the weapon shop, and over the western door is a -similar sign telling you it's the armory. -~ -248 0 0 0 0 3 -D0 -~ -~ -0 -1 24812 -D1 -~ -~ -0 -1 24810 -D2 -~ -~ -0 -1 24808 -D3 -~ -~ -0 -1 24811 -S -#24810 -The Elven Armory~ - On the walls of this large room are fine elven armors hanging. A few other -odds and ends lay about that are required for the bending and pounding of the -armor. -~ -248 8 0 0 0 0 -D3 -~ -~ -0 -1 24809 -S -#24811 -The Elven Weaponry~ - On the counter and upon the walls hang fine weapons of elven quality. In -the back you can hear the roar of the furnace and the pumping of the billows. - -~ -248 8 0 0 0 0 -D1 -~ -~ -0 -1 24809 -S -#24812 -A Fine Path Through the Elven Forest~ - On both sides of this path are doors. Over the eastern door is a sign -telling you this must be the magic shop of the elven village, and over the -western door is a similar sign telling you it's Quintors fine shop. To the -north the path continues. -~ -248 0 0 0 0 3 -D0 -~ -~ -0 -1 24815 -D1 -~ -~ -0 -1 24814 -D2 -~ -~ -0 -1 24809 -D3 -~ -~ -0 -1 24813 -S -#24813 -Quintor's Fine Shop~ - In this fine room you can see all kinds of equipment. Everything from bags -to torches can bee seen on the shelves. The items are of a fair quality and -reasonably priced. -~ -248 8 0 0 0 0 -D1 -~ -~ -0 -1 24812 -S -#24814 -The Elven Magic Shop~ - As you enter this store you feel a sensation in your stomach. There is -something wrong here or is it just the powers of all magic in here? All around -this room you see objects of different shapes and sizes. -~ -248 8 0 0 0 0 -D3 -~ -~ -0 -1 24812 -S -#24815 -The End of the Path~ - On both sides of this path are doors. Over the eastern door is a sign -telling you this must be the tavern of the village, and to the north you see a -large house, about two stores high. -~ -248 0 0 0 0 3 -D0 -~ -~ -0 -1 24817 -D1 -~ -~ -0 -1 24816 -D2 -~ -~ -0 -1 24812 -S -#24816 -The Tavern of Hope~ - You are standing in the bar of the Tavern. The bar is set against the -northern wall, old elven writings, carvings and symbols cover its top. A -fireplace is built into the eastern wall, and through the door in the western -wall you se the fine path. This place really makes you feel at home. -~ -248 8 0 0 0 0 -D3 -~ -~ -0 -1 24815 -D4 -~ -~ -0 -1 24890 -S -#24817 -Inside a Fine House~ - A large staircase leads into a foyer in front of the house. At the top of -the stairs two doors lead to the east or west into the house. The house is -well kept. -~ -248 8 0 0 0 0 -D1 -~ -~ -0 -1 24819 -D2 -~ -~ -0 -1 24815 -D3 -~ -~ -0 -1 24818 -D4 -~ -~ -0 -1 24820 -S -#24818 -A Guard Room~ - A table with chairs scattered about fills the center of the room. Along the -walls are several sets of beds. Items are scattered about the table and the -room is a mess. -~ -248 8 0 0 0 0 -D1 -~ -~ -0 -1 24817 -S -#24819 -The Trophy Room of the Elven King~ - The walls are covered in trophies, tapestries, paintings, and other various -gifts the King has acquired during his long life. All are exquisitely made and -in good taste. -~ -248 8 0 0 0 0 -D3 -~ -~ -0 -1 24817 -S -#24820 -The Grand Stairway~ - The stairs are wooden with a carpet running down the center. The carpet is -plush, almost like a moss which its color resembles. The house seems to be -another extension of the forest. -~ -248 8 0 0 0 0 -D4 -~ -~ -0 -1 24821 -D5 -~ -~ -0 -1 24817 -S -#24821 -The Upper Floor of the House~ - The corridor is lined on both sides by doors. Everything is made of wood. -From the floor to the ceiling it is all well polished. Small wooden stands -break are scattered about the hall holding various flowers in vases. -~ -248 8 0 0 0 0 -D0 -~ -~ -0 -1 24823 -D1 -~ -~ -0 -1 24822 -D2 -~ -~ -0 -1 24824 -D5 -~ -~ -0 -1 24820 -S -#24822 -The Corridor~ - You are standing in a corridor with wooden floor and ceiling. Door are -placed in the north and south walls. Further to the east the corridor ends at -a window overlooking the forest. -~ -248 8 0 0 0 0 -D0 -~ -~ -0 -1 24826 -D1 -~ -~ -0 -1 24825 -D2 -~ -~ -0 -1 24827 -D3 -~ -~ -0 -1 24821 -S -#24823 -The Library~ - Book shelves line the walls of this room. In the center of the room is a -large desk and some chairs. The shelves are filled with books bound in leather -and scrolls stacked high. -~ -248 8 0 0 0 0 -D2 -~ -~ -0 -1 24821 -S -#24824 -The Living Room~ - A set of large padded chairs face a roaring fireplace that fills the room -with its radiant heat. The wooden logs in the fire crack and sputter as the -flames consume them. -~ -248 8 0 0 0 0 -D0 -~ -~ -0 -1 24821 -S -#24825 -Falling ~ - That was a mistake. You are not a bird. You fall to the ground and splat! -Like a bug on a windshield. Ask a wizard to get a spatula. Perhaps your -remains will soften the fall for the next victim. -~ -248 516 0 0 0 0 -S -T 24800 -#24826 -The Guards Bedroom~ - This looks like an ordinary bed room with about twenty beds in it. There -are no other exits than the one to the south. The beds look uncomfortable and -unkept. -~ -248 8 0 0 0 0 -D2 -~ -~ -0 -1 24822 -S -#24827 -The Training Room~ - The middle of the room is filled with a rack of training equipment. -Everything from padding to wooden weapons. The floor is wooden with sawdust to -help clean up any accidents. -~ -248 8 0 0 0 0 -D0 -~ -~ -0 -1 24822 -S -#24890 -The Reception of the Tavern of Hope~ - A staircase leads down to the entrance hall. A conspicous sign hangs over -the counter. All the noise and excitement seems to be coming from the entrance -hall. -~ -248 12 0 0 0 0 -D5 -You see the Tavern of Hope. -~ -~ -0 -1 24816 -E -sign~ - Rooms are expensive but good! You may: - Offer - get an offer on a room - Time is in real life days. - Rent - Rent a room (saves your stuff, and quits the game), - minimum charge is one day. - MY WAY OR THE HIGHWAY - PAY YOUR RENT! - WE WON'T THINK TWICE BEFORE KICKING YOU OUT. -~ -S -$~ diff --git a/lib/world/wld/249.wld b/lib/world/wld/249.wld deleted file mode 100644 index 6b8ab03..0000000 --- a/lib/world/wld/249.wld +++ /dev/null @@ -1,456 +0,0 @@ -#24900 -Jedi Zone Description Room~ - Builder : G.Threepwood - Zone : 249 Jedi Clan House - Began : - Player Level : - Rooms : 20 - Mobs : 1 - Objects : 2 - Links : -~ -249 0 0 0 0 0 -S -#24901 -The Entrance of JEDI CLAN house~ - You have just entered in JEDI clan general headquarters. -Suddenly you realize that a different atmosphere surrounds you... -You have a strange feeling, you feel the FORCE getting stronger in you. -You see a sign. To the north, you find the JEDI clan atrium. -~ -249 72 0 0 0 0 -D0 -You see a central room, an atrium, that way. -~ -~ -0 -1 24902 -E -sign~ - +-----------------------------------------+ - | This area was create by G.Threepwood | - | for NIRVANA mud. | - +-----------------------------------------+ -~ -S -#24902 -The Atrium~ - You see a great room with a wide opening in the ceiling, light -floods the room. Huge marble pillars rise on either side of you and hold -the ceiling. In the middle of the room you note a beautiful circular table -made of marble. You perceive that the Jedi member come to here to expose -their ideas. The walls are white with some inscriptions in it. You also -see a Code of Laws where can be read the JEDI's rules. To the east you -see the Library, to the west the Treasury. -~ -249 72 0 0 0 0 -D0 -You see the Hall. -~ -~ -0 0 24905 -D1 -You see the path to the Library. -~ -~ -0 0 24903 -D2 -You see the Entrance of JEDI clan house. -~ -~ -0 0 24901 -D3 -You see the Treasury. -~ -~ -0 0 24904 -E -code laws~ - . The Jedi Member Rules . ----------------------------------------------------------------------------- -Obligations - 1 - Total obdience to the Masters of the Clan; - 2 - Keep in secret the arquitecture of the clan house; - 3 - Aid brothers who are in trouble; - 4 - Do not distribute clan's holy equipment; -Rights - 1 - Have access to the Jedi HQ; - 2 - Pick up any eq found in the donation room or in the store; - 3 - Ask others members help; -Punishments - 1 - Desertors are punished with their lives; - 2 - Killing members of this brotherhood is punished with death; - 3 - Treason is punishable by immediate death; -.... .... - .... .... - .... May the Force be with you! .... -~ -E -inscription wall~ - May the Force be with you. -~ -S -#24903 -The Library~ - You are standing in a large room with many bookcases. The shelves have -a great deal of books, scrolls, papyrus and notes. The room is lighted by -many candeladra, which makes this room very clear. You also perceive some -desks and a bench where a scribe works hard. Here the JEDI members exercise -their mental faculty. To the west you see the atrium. -~ -249 104 0 0 0 0 -D3 -You see the Atrium. -~ -~ -0 -1 24902 -E -note~ - Scribere scribendo, dicendo dicere disces. -~ -S -#24904 -The Treasury~ - You are in a relatively small room. There are some benches and desks. -You see a big bin that seems to be impossible to open. Here is protected -the gold and the values of the JEDI members. -To the east you get to the Atrium. -~ -249 72 0 0 0 0 -D1 -You see the Atrium. -~ -~ -0 0 24902 -S -#24905 -The Common Hall~ - You in a simple room with some pictures on the wall and on the floor. -There is a big stair made of old good oak just in front of you. -Where does it lead?, you inquire yourself. -To the south you get to the Atrium. -~ -249 72 0 0 0 0 -D0 -You see the High Members Hall. -~ -~ -0 0 24906 -D2 -You see the Atrium. -~ -~ -0 0 24902 -D4 -You hear some voices and noises from there. -~ -~ -0 0 24907 -S -#24906 -The High Members Hall~ - You are in the middle of a well ardornated room. Many pictures were -drawn on the walls. Undoubtly, holy pictures. You note the existence of -three rooms adjacents to this one. You see a yellow glow coming from the -west room. What is there? -~ -249 88 0 0 0 0 -D0 -You see the Threepwood's Office. -~ -~ -0 0 24919 -D1 -You see the Sneaky's Room. -~ -~ -0 0 24918 -D2 -You see the Common Hall. -~ -~ -0 0 24905 -D3 -You see the Kirian's Laboratory. -~ -~ -0 0 24917 -S -#24907 -The Upper Floor~ - You are in the upstairs. You are positive that here you will find many -interesting things. The Force runs faster in your soul. You note a -imposing statue of an Old Jedi situated in front of you. -To down you reach the downstairs, to the east there is a corridor, -to the west you see the training center. -~ -249 72 0 0 0 0 -D0 -You see nothing important. -~ -statue old jedi~ -1 0 24911 -D1 -You see a long corridor. -~ -~ -0 0 24908 -D3 -You see the Upper Hall. -~ -~ -0 0 24912 -D5 -You see the downstaris. -~ -~ -0 0 24905 -S -#24908 -The Corridor~ - You get to a wide corridor that becomes narrower as you walk through it. -The Force is more powerful in you. You note that to the east the room become -dark. There are paintings hanged on the wall. The light comes from a very -small hole in the ceiling. -~ -249 72 0 0 0 0 -D1 -You see the tunnel. -~ -~ -0 0 24909 -D3 -You see the the Upper Floor. -~ -~ -0 0 24907 -S -#24909 -The Tunnel~ - You find yourself in a narrow dark tunnel. The light is really poor here. -The inscriptions and the pictures on the walls are almost invisible. -Althrough you are in this strange ambient, you get the impression that you -have been here before... How odd! -~ -249 329 0 0 0 0 -D1 -You see the Holy Chamber. -~ -holy~ -0 0 24910 -D3 -You see the corridor. -~ -~ -0 0 24908 -E -holy~ - You note that the force is stronger in the Holy Chamber. -~ -S -#24910 -The Holy Chamber~ - You are in a mystical atmosphere here. Your soul is in real peace and -you feel better than never before. The wall, the floor, everything is very -clear and white. You see a great pedestal and some candeladra. There is a -beautiful holy altar with a great ark on it. A Jedi Member get here to rise -his spiritual status. You understand that religion is taken serious by -the JEDI. A Jedi have his inicialization here during the Holy Ritual. -~ -249 88 0 0 0 0 -D3 -You see the tunnel. -~ -~ -0 0 24909 -E -ark~ - It is so bright that you cannot perceive its details. -~ -E -rules~ - . The Jedi Member Rules . ----------------------------------------------------------------------------- -Obligations - 1 - Total obdience to the Masters of the Clan; - 2 - Keep in secret the arquitecture of the clan house; - 3 - Aid brothers who are in trouble; - 4 - Do not distribute clan's holy equipment; -Rights - 1 - Have access to the Jedi HQ; - 2 - Pick up any eq found in the donation room or in the store; - 3 - Ask others members help; -Punishments - 1 - Desertors are punished with their lives; - 2 - Killing members of this brotherhood is punished with death; - 3 - Treason is punishable by immediate death; -.... .... - .... .... - .... May the Force be with you! .... -~ -S -#24911 -The JEDI's Donation Room~ - You see a large room with many things on it. There are on the ceiling -some unknow, at least for you, hanging objects. The floor is covered with -a white painting, with many symbols. Holy symbols? Here you find equipments -and weapons that were donated by other members of the clan. -~ -249 72 0 0 0 0 -D2 -You see the Upper Floor. -~ -~ -0 0 24907 -S -#24912 -The Tablinum~ - The Upper Floor continues. But the walls become stronger. You almost -feel in jail. There is on the floor a big soft carpet ornated this many -geometric figures, you feel like stepping in a cloud. The walls are covered -with a special paint. -~ -249 72 0 0 0 0 -D0 -You see a big wall, seems to be indestructible. -~ -wall paint~ -1 0 24913 -D1 -The Hall continues that way. -~ -~ -0 0 24907 -D2 -You see the restaurant. -~ -~ -0 0 24914 -D3 -~ -~ -0 0 24915 -S -#24913 -The Store~ - You are in small room but it is full of things. There are many shelves -filled with all sorts of boxes. You see many containers, crates and sacks -everywhere. The Jedi members' equipment can be left here save from disasters. -Cool!! -~ -249 0 0 0 0 0 -D2 -You see the Upper floor. -~ -~ -0 0 24912 -S -#24914 -The Restaurant~ - You are in a very spacious room. The smell is very rich. You note that -very tasteful food is being made here. A incredible sort of bread is here. -Danish, croissant, french... Uhmmm! Your stomach moves. You see many drinks -being sold here. This remembers you you are thirsty. -~ -249 0 0 0 0 0 -D0 -You see the Upper floor. -~ -~ -0 0 24912 -S -#24915 -The Trainning Center~ - The Jedi knight's legacy is the knowlegment. Here the Jedi passes their -fighting experience to youngers. You hear some shouts and noises -from the west. To the east you see the Upper Floor, and to the west -the Jedi Arena. -~ -249 72 0 0 0 0 -D1 -You see the Upper foor. -~ -~ -0 0 24912 -D3 -Wow! The Arena. -~ -~ -0 0 24916 -S -#24916 -The Jedi Arena~ - You see a very large circular area where fighters and gladiators -exercise their physicals habilities. The ground is covered with sand, -compacted sand. Outside the this area, there is a sitting in which -people watch the trainment of the members. -~ -249 0 0 0 0 0 -D1 -You see the trainnig center. -~ -~ -0 0 24915 -S -#24917 -Kirian's Laboratory~ - You are standing in a simple adorned room, but you note your -fine accomplishment. The walls and the floor are very smooth. In -the middle of room you see two large marble tables. On the first many -books of science an mystical arts. On the second, a collection of -magic objects. On the corner you see a small desk with some scrolls. -A floating magic light illumines the room. Surrounded by this magic -atmosphere you realize that the FORCE is strong here. -~ -249 604 0 0 0 0 -D1 -You see the High Members Hall. -~ -~ -0 0 24906 -S -#24918 -Sneaky's Room~ - Sneaky's room description must be setted here!! -~ -249 604 0 0 0 0 -D3 -You see the High Member Hall. -~ -~ -0 0 24906 -S -#24919 -Threepwood's Office~ - You entered in dark room. Shadows are everywhere. The shadows seem -to move. You have the true impression that you are being beholded. You become -nervous when you see an incredible collection of daggers. A bookcase holds -many books of secret arts. You also perceive a big desk on where is found -a lot of papers and a spot of blood... What!!!! You feel something touching -your back. You turn around, and see nothing. Although the lack of -illumination you can positively realize holy inscriptions written on the -walls. -~ -249 604 0 0 0 0 -D2 -You see the High Members Hall. -~ -~ -0 0 24906 -E -wall~ - Unum castigabis, centum emendabis. -~ -E -collection~ - You have never seen so many daggers. And how sharp!! Ouch! -~ -E -inscription~ - Qui spernit consilium, spernit auxilium. -~ -E -blood~ - My God!! This blood is still warm!! -~ -S -$~ diff --git a/lib/world/wld/25.wld b/lib/world/wld/25.wld deleted file mode 100644 index 59eca5f..0000000 --- a/lib/world/wld/25.wld +++ /dev/null @@ -1,1840 +0,0 @@ -#2500 -The Entrance To The Shadow Grove~ - Before you, the grove of shadows lies. Giant gray trees are all that -can be seen through the thick shadows. A great sense of both power and -menace permeates the surrounding area. You have a strange urge to turn -back and go back the way you've come. - A small path leads north into the shadows and back south to the plains. -~ -25 68 0 0 0 3 -D0 -The shadows obscure your vision. -~ -~ -0 -1 2508 -D2 -The copse of trees and plains are back to the south. -~ -~ -0 -1 4075 -E -info credits~ - DT: 2529 -~ -S -#2501 -The Shadow Grove~ - You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -25 101 0 0 0 3 -D0 -The shadows obscure your vision. -~ -~ -0 -1 2507 -D1 -The shadows obscure your vision. -~ -~ -0 -1 2502 -D2 -The shadows obscure your vision. -~ -~ -0 -1 2504 -D3 -The shadows obscure your vision. -~ -~ -0 -1 2503 -S -#2502 -The Shadow Grove~ - You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -25 101 0 0 0 3 -D0 -You see a small clearing in the shadows. -~ -~ -0 -1 2511 -D1 -The shadows obscure your vision. -~ -~ -0 -1 2503 -D2 -The shadows obscure your vision. -~ -~ -0 -1 2505 -D3 -The shadows obscure your vision. -~ -~ -0 -1 2501 -S -#2503 -The Shadow Grove~ - You are inside the shadow grove. Giant trees seem the glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -25 101 0 0 0 3 -D0 -The shadows obscure your vision. -~ -~ -0 -1 2509 -D1 -The shadows obscure your vision. -~ -~ -0 -1 2501 -D2 -The shadows obscure your vision. -~ -~ -0 -1 2506 -D3 -The shadows obscure your vision. -~ -~ -0 -1 2502 -S -#2504 -The Shadow Grove~ - You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -25 101 0 0 0 3 -D0 -The shadows obscure your vision. -~ -~ -0 -1 2501 -D1 -The shadows obscure your vision. -~ -~ -0 -1 2505 -D2 -The shadows obscure your vision. -~ -~ -0 -1 2507 -D3 -The shadows obscure your vision. -~ -~ -0 -1 2503 -S -#2505 -The Shadow Grove~ - You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -25 101 0 0 0 3 -D0 -The shadows obscure your vision. -~ -~ -0 -1 2502 -D1 -The shadows obscure your vision. -~ -~ -0 -1 2506 -D2 -The shadows obscure your vision. -~ -~ -0 -1 2508 -D3 -The shadows obscure your vision. -~ -~ -0 -1 2504 -S -#2506 -The Shadow Grove~ - You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -25 101 0 0 0 3 -D0 -The shadows obscure your vision. -~ -~ -0 -1 2503 -D1 -The shadows obscure your vision. -~ -~ -0 -1 2510 -D2 -The shadows obscure your vision. -~ -~ -0 -1 2509 -D3 -You see a small clearing in the shadows. -~ -~ -0 -1 2511 -S -#2507 -The Shadow Grove~ - You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -25 101 0 0 0 3 -D0 -The shadows obscure your vision. -~ -~ -0 -1 2504 -D1 -The shadows obscure your vision. -~ -~ -0 -1 2508 -D2 -The shadows obscure your vision. -~ -~ -0 -1 2501 -D3 -The shadows obscure your vision. -~ -~ -0 -1 2509 -S -#2508 -The Shadow Grove~ - You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -25 101 0 0 0 3 -D0 -The shadows obscure your vision. -~ -~ -0 -1 2505 -D1 -The shadows obscure your vision. -~ -~ -0 -1 2509 -D2 -The shadows obscure your vision. -~ -~ -0 -1 2500 -D3 -The shadows obscure your vision. -~ -~ -0 -1 2507 -S -#2509 -The Shadow Grove~ - You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All directions lead into shadows, you are very confused. -~ -25 101 0 0 0 3 -D0 -The shadows obscure your vision. -~ -~ -0 -1 2506 -D1 -The shadows obscure your vision. -~ -~ -0 -1 2507 -D2 -The shadows obscure your vision. -~ -~ -0 -1 2503 -D3 -The shadows obscure your vision. -~ -~ -0 -1 2508 -S -#2510 -The Shadow Grove~ - You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All directions lead into shadows, you are very confused. -~ -25 101 0 0 0 3 -D0 -The shadows obscure your vision. -~ -~ -0 -1 2507 -D1 -The shadows part to reveal a small clearing. -~ -~ -0 -1 2511 -D2 -The shadows obscure your vision. -~ -~ -0 -1 2509 -D3 -The shadows obscure your vision. -~ -~ -0 -1 2502 -S -#2511 -A Small Clearing~ - You are in a small clearing in the shadow grove. There is charred grass -underfoot, and the signs of fire here and there. It is almost as if the -plant life shuns this spot. The shadowy mist hovers all around, obscuring -your view into the grove. - A small path leads north to some shadowy structure. All other exits are -shrouded in shadowy mist. -~ -25 65 0 0 0 3 -D0 -You can barely make out some sort of building to the north. -~ -~ -0 -1 2512 -D1 -The shadows obscure your vision. -~ -~ -0 -1 2506 -D2 -The shadows obscure your vision. -~ -~ -0 -1 2502 -D3 -The shadows obscure your vision. -~ -~ -0 -1 2510 -S -#2512 -The Entrance To The High Tower~ - You have reached the entrance to the High Tower of Sorcery. The -tower looms above you at an incredible height. It seems to disappear -into the storm clouds above. - A diamond gate is to the north, whilst the trail back south has -disappeared behind you. -~ -25 64 0 0 0 0 -D0 -The diamond gate looks incredibly strong. -~ -gate diamond~ -2 2500 2513 -S -#2513 -Inside The High Tower Of Sorcery~ - You are inside the High Tower of Sorcery. The sight is truly amazing. -From here, it is obvious that somehow, the tower is much larger on the -inside than it is on the outside. Young mages walk about, completely -oblivious to your presence. - Exits lead north to the common room, west to the dinning room, east -to a plain hallway and back south through the gate. -~ -25 72 0 0 0 0 -D0 -The common room looks quite busy and noisy. -~ -~ -0 -1 2514 -D1 -~ -~ -0 -1 2515 -D2 -~ -gate diamond~ -2 2500 2512 -D3 -~ -~ -0 -1 2516 -S -#2514 -Common Room~ - You are in the common room. There are many apprentice warlocks here -talking and resting, playing games, comparing notes. Obviously they -are taking a break from their rigorous studies. There are benches, -tables and a small water fountain here, otherwise the room is quite -unremarkable. - Exits lead off in all directions. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2517 -D1 -The mages' bar can be seen to the east. -~ -~ -0 -1 2518 -D2 -~ -~ -0 -1 2513 -D3 -~ -~ -0 -1 2519 -S -#2515 -The Hallway~ - You are in a long hallway, it seems rather unremarkable. The -hallway continues east and back west. -~ -25 72 0 0 0 0 -D1 -~ -~ -0 -1 2530 -D3 -~ -~ -0 -1 2513 -S -#2516 -The Dining Room~ - You are in the dining area of the student mages. From the number of -tables and chairs here, you can see that this room could easily seat -several hundred people. It is oddly deserted here, obviously not meal -time. - Exits lead west to the kitchen, and back east. -~ -25 72 0 0 0 0 -D1 -~ -~ -0 -1 2513 -D3 -~ -door wooden~ -1 -1 2520 -S -#2517 -A Dark Hallway~ - You are in a dark hallway. It is apparent that this area is seldom -used by the regular occupants of the tower. Dust covers the floors -here. - The faint outline of a trapdoor can be seen in the dust. -~ -25 73 0 0 0 0 -D2 -~ -~ -0 -1 2514 -D5 -~ -trapdoor~ -1 -1 2521 -S -#2518 -The Mages' Tavern~ - You are in the mages' tavern. The air is smokey and filled with the -smells of foreign food and drink. The other patrons pay you little heed, -as they obviously have more interesting things to contemplate. - The only exit leads back west. -~ -25 72 0 0 0 0 -D3 -~ -~ -0 -1 2514 -S -#2519 -The Magic Shop~ - You are in the High Tower's store of magic. This place sells all -sorts of herbs, parchment and other reagents used in magical studies. - The only exit leads back east to the common room. -~ -25 72 0 0 0 0 -D1 -~ -~ -0 -1 2514 -S -#2520 -The Kitchen~ - You are in a small kitchen. All the usual kitchen type utensils and -equipment is here, including some not so usual ones. Among the later, -a huge black oven against one wall, it must be at least 12 feet high. - Opposite the oven is an equally enormous meat locker, large enough -to comfortably store several hapless adventurers no doubt. In the middle -of the room, hanging in mid-air is a spice rack. -~ -25 72 0 0 0 0 -D1 -~ -door wooden~ -1 -1 2516 -S -#2521 -Below The Trapdoor~ - You are below the trapdoor. It is very dark and dusty here, very -little light filters through from above. A faint sound of dripping -water can be heard in the distance below. - A rope ladder leads down. -~ -25 73 0 0 0 0 -D4 -~ -trapdoor~ -1 -1 2517 -D5 -~ -~ -0 -1 2522 -S -#2522 -A Damp Intersection~ - You are in a damp intersection of what seems to be the basement of -the tower. The sound of running water can be heard coming from the -south, other than that, an almost tangible stillness fills the air. - Passages lead off in all directions, and a ladder leads up. -~ -25 73 0 0 0 0 -D0 -~ -~ -0 -1 2523 -D1 -A faint light can be seen in the distance up the east passage. -~ -~ -0 -1 2524 -D2 -~ -~ -0 -1 2525 -D3 -~ -~ -0 -1 2526 -D4 -~ -~ -0 -1 2521 -S -#2523 -A Dark Passage~ - You are at the end of a dark passage which ends in a stout wooden door. -Other then through the door, the only apparent exit is back the way you -came. -~ -25 73 0 0 0 0 -D0 -~ -door oak~ -2 2522 2527 -D2 -~ -~ -0 -1 2522 -S -#2524 -A Dark Passage~ - You are at the end of a dark passage. A half opened door is to the -east, shedding soft light around the edges. Faint snoring sounds can -be heard behind the door. - Exits lead east through the door, or back west. -~ -25 73 0 0 0 0 -D1 -~ -door~ -1 -1 2528 -D3 -~ -~ -0 -1 2522 -S -#2525 -The Stagnant Pool~ - You are at the edge of a stagnant pool of water. The smell here is quite -nauseating. This is apparently where the denizens of the tower dispose of -their garbage. Faint gurgling can be heard from beneath the surface of the -pool. - Exits lead back north, or perhaps for the very adventurous, down into the -pool. -~ -25 73 0 0 0 0 -D0 -~ -~ -0 -1 2522 -D5 -No light penetrates the gloom of the stagnant pool. -~ -~ -0 -1 2529 -S -#2526 -A Dark Passage~ - You are in a dark passage, which comes to an abrupt stop at what appears -to be a cave-in to the west. It is certainly unpassable, and perhaps quite -dangerous just being this close. - The only exit leads back east. -~ -25 73 0 0 0 0 -D1 -~ -~ -0 -1 2522 -S -#2527 -A Dark Cell~ - You are in a dark cell. Straw and dirt cover the floors here, it is -very dark. Someone, or something seems to be chained to the far wall. - The only exit is back south. -~ -25 73 0 0 0 0 -D2 -~ -door oak~ -2 2522 2523 -S -#2528 -The Jailor's office~ - You are in the Jailor's office. It is rather messy here. Judging -by the sleeping form of the Jailor on duty, you can surmise that very -few, if any prisoners survive long enough to spend much time in these -dank dungeons. - The only exit leads back west. -~ -25 72 0 0 0 0 -D3 -~ -door~ -1 -1 2524 -S -#2529 -Below The Stagnant Pool~ - As you dive beneath the putrid waters, you feel a strong tug and a -whirlpool drags you under. You are sucked into blackness. You feel -your lungs burst from lack of oxygen. Just as you feel your life fading, -you notice a change in direction... and are sucked under by a rip tide. -~ -25 77 0 0 0 0 -S -T 2500 -#2530 -The Hallway~ - You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. -~ -25 72 0 0 0 0 -D0 -~ -door wooden~ -1 -1 2532 -D1 -~ -~ -0 -1 2531 -D2 -~ -door wooden~ -1 -1 2533 -D3 -~ -~ -0 -1 2515 -S -#2531 -A Bend In The Hallway~ - You are at a bend in the hallway. The walls emit a faint magical glow -which provides enough light to see by. -~ -25 72 0 0 0 0 -D0 -~ -door wooden~ -1 -1 2534 -D1 -~ -door wooden~ -1 -1 2536 -D2 -~ -door wooden~ -1 -1 2535 -D3 -~ -~ -0 -1 2530 -S -#2532 -A Store Room~ - You are in a small store room. Assorted junk is piled on shelves or -leaning against walls. - The only apparent exit it back south. -~ -25 73 0 0 0 0 -D2 -~ -door wooden~ -1 -1 2530 -S -#2533 -A Broom Closet~ - You are in a dark broom closet. Many straw brooms and other cleaning -instruments have been left here, apparently unused (perhaps the maid -quit?). - The only exit leads back north to the hallway. -~ -25 73 0 0 0 0 -D0 -~ -door wooden~ -1 -1 2530 -S -#2534 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2538 -D1 -~ -door wooden~ -1 -1 2537 -D2 -~ -door wooden~ -1 -1 2531 -E -walls wall~ - The walls shed a warm light -~ -S -#2535 -The Guardians' chamber~ - You are in the chamber of the tower guardians. It is rather sparsely -furnished, but then again the odd occupants don't look to need furniture. -Here and there a disembodied pair of hands or eyes flits about. -~ -25 72 0 0 0 0 -D0 -~ -door wooden~ -1 -1 2531 -S -#2536 -A Guest Bedroom~ - You are in a small guest bedroom. A small cot is in one corner, and a -dusty mirror on one wall, other than that the room looks quite bare, and -unused. - The only apparent exit leads back west to the hallway. -~ -25 72 0 0 0 0 -D3 -~ -door wooden~ -1 -1 2531 -E -mirror~ - Why, someone seems to be looking back at you from the other side! -~ -S -#2537 -A Guest Bedroom~ - You are in a comfortable looking bedroom. A small globe of magical -energy floats overhead, providing light. A small cot is in one corner -looking ever so comfortable, so comfortable in fact... someone is sleeping -in it. - The only apparent exit leads back west to the hallway. -~ -25 72 0 0 0 0 -D3 -~ -door wooden~ -1 -1 2534 -S -#2538 -A hallway~ - You are in a long hallway leading from the south. The walls emit a -faint magical glow which provides enough light to see by. - Stairs lead up to the next level and the hallway leads back south. -~ -25 72 0 0 0 0 -D1 -~ -door wooden~ -1 -1 2539 -D2 -~ -~ -0 -1 2534 -D4 -~ -~ -0 -1 2540 -S -#2539 -The Burnt Room~ - You are in what looks to have once been a guest bed room. The walls -are blackened and burnt by what you could only imagine to be magical fire. -There is no sign of the previous occupant, undoubtedly he left in a hurry. - The only exit leads back west to the hallway. -~ -25 73 0 0 0 0 -D3 -~ -door charred~ -1 -1 2538 -S -#2540 -A Hallway~ - You are in a long hallway leading west from here. The walls emit a -faint magical glow which provides enough light to see by. Some faint -moonlight can be seen in the cul de sac to the east. - The hallway continues west and stairs lead down to the level below. -~ -25 72 0 0 0 0 -D0 -~ -door oak~ -1 -1 2542 -D1 -Faint moonlight can be seen to the east. -~ -~ -0 -1 2541 -D3 -~ -~ -0 -1 2543 -D5 -~ -~ -0 -1 2538 -S -#2541 -A Cul De Sac~ - You are in a small cul de sac. A window to the east is letting in -moonlight and a pleasant breeze. Through it, the surrounding country -side can be seen. - The only apparent exit leads back west to the hallway. -~ -25 72 0 0 0 0 -D1 -Stretching out as far as the eye can see is a canopy of dark tree -tops which can only be the Haon-Dor-Dark Forest. A faint light in -the distance to the northeast marks what is probably the city of -Midgaard. -~ -~ -0 -1 -1 -D3 -~ -~ -0 -1 2540 -E -window~ - Stretching out as far as the eye can see is a canopy of dark tree tops which -can only be the Haon-Dor-Dark Forest. A faint light in the distance to the -northeast marks what is probably the city of Midgaard. -~ -S -#2542 -The Apprentices' Barracks~ - You are in the barracks of the apprentice magic users. Here and there, -a young apprentice sits engrossed in magical study, or practicing a feeble -cantrip. Cots line the walls, and the room continues west. -~ -25 72 0 0 0 0 -D2 -~ -door oak~ -1 -1 2540 -D3 -~ -~ -0 -1 2544 -S -#2543 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. - There is a door to the north, and the hallway continues west or back -east. -~ -25 72 0 0 0 0 -D0 -~ -door oak~ -1 -1 2544 -D1 -~ -~ -0 -1 2540 -D3 -~ -~ -0 -1 2545 -S -#2544 -The Apprentices' Barracks~ - You are in the barracks of the apprentice magic users. Here and there, -a young apprentice sits engrossed in magical study, or practicing a feeble -cantrip. Cots line the walls, and the room continues east. -~ -25 72 0 0 0 0 -D1 -~ -~ -0 -1 2542 -D2 -~ -door oak~ -1 -1 2543 -S -#2545 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. Flashes of -light can be seen under the doorway to the north. -~ -25 72 0 0 0 0 -D0 -A flash of blue light momentarily lights up the door's outline. -~ -door oak~ -1 -1 2546 -D1 -~ -~ -0 -1 2543 -D3 -~ -~ -0 -1 2547 -S -#2546 -The Apprentices' Workshop~ - You are in a small workshop. Writing implements and parchment are -strewn about on a few worktables. In the far corner several young mages -have a small kitten cornered and seem to be testing spells upon it. - The only apparent exit leads back south to the hallway. -~ -25 72 0 0 0 0 -D2 -~ -door oak~ -1 -1 2545 -S -#2547 -A Bend In The Hallway~ - You are at a bend in the hallway. The walls emit a faint magical glow -which provides enough light to see by. - The hallway continues south and back east. -~ -25 72 0 0 0 0 -D1 -~ -~ -0 -1 2545 -D2 -~ -~ -0 -1 2548 -S -#2548 -The Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. - There is a closed metal door to the west. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2547 -D2 -~ -~ -0 -1 2550 -D3 -~ -door metal~ -1 -1 2549 -S -#2549 -A Classroom~ - You are in a large classroom filled with bored looking students of the -art. The instructor stops in his lecture on the fine uses of magic missile -at your entry and lunges to attack you. - The only apparent exit is back east to the hallway. -~ -25 72 0 0 0 0 -D1 -~ -door metal~ -1 -1 2548 -S -#2550 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2548 -D2 -~ -~ -0 -1 2551 -D3 -~ -door metal~ -1 -1 2552 -S -#2551 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2550 -D2 -~ -~ -0 -1 2553 -D3 -~ -door metal~ -1 -1 2554 -S -#2552 -An Empty Classroom~ - You are in an empty classroom. Some strange sigils are written on a -blackboard which is floating in the air here. Other than a few desks, -it is bare of furnishings. - The only apparent exit leads back east to the hallway. -~ -25 72 0 0 0 0 -D1 -~ -door metal~ -1 -1 2550 -S -#2553 -A Bend In The Hallway~ - You are at a bend in the hallway. The walls emit a faint magical glow -which provides enough light to see by. - The hallway continues east and north. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2551 -D1 -~ -~ -0 -1 2555 -S -#2554 -An Empty Classroom~ - You are in an apparently empty classroom. A strange feeling of being -watched comes over you, and you hear the faint rustle of robes. - The only apparent exit is back east to the hallway. -~ -25 72 0 0 0 0 -D1 -~ -door metal~ -1 -1 2551 -S -#2555 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. - A sturdy iron door can be seen to the south. -~ -25 72 0 0 0 0 -D1 -~ -~ -0 -1 2556 -D2 -~ -door sturdy iron~ -1 -1 2557 -D3 -~ -~ -0 -1 2553 -S -#2556 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. - There is a large oaken door to the south. -~ -25 72 0 0 0 0 -D1 -~ -~ -0 -1 2558 -D2 -~ -door large oaken~ -1 -1 2559 -D3 -~ -~ -0 -1 2555 -S -#2557 -The Amphitheater~ - You are in a small amphitheater. Rows of comfortable looking chairs -circle a large podium. The echos of your footsteps seem very loud here. - The only apparent exit leads north to the hallway. -~ -25 72 0 0 0 0 -D0 -~ -door sturdy iron~ -1 -1 2555 -S -#2558 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow providing enough light to see by. - A small door can be seen to the south. -~ -25 72 0 0 0 0 -D1 -~ -~ -0 -1 2560 -D2 -~ -door small~ -1 -1 2561 -D3 -~ -~ -0 -1 2556 -S -#2559 -The Training Room~ - You are in a large training room. It is filled with battle scared -manikins, and many other devices used in the practice of fighting. -~ -25 72 0 0 0 0 -D0 -~ -door~ -1 -1 2556 -S -#2560 -A Bend In The Hallway~ - You are at a bend in the hallway. The walls emit a faint magical glow -which provides enough light to see by. - The hallway continues north and west. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2562 -D3 -~ -~ -0 -1 2558 -S -#2561 -A Dueling Room~ - You are in a large room used for duals arcane. The walls, ceiling and -floor all bare the scars of many fiery spells, but still look quite strong -and hold fast. - The only exit leads north to the hallway. -~ -25 72 0 0 0 0 -D0 -~ -door small~ -1 -1 2558 -S -#2562 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. - A doorway can be seen to the east. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2563 -D1 -~ -door~ -1 -1 2564 -D2 -~ -~ -0 -1 2560 -S -#2563 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. - A wooden door can been seen to the east. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2566 -D1 -~ -door wooden~ -1 -1 2565 -D2 -~ -~ -0 -1 2562 -S -#2564 -The Spellmasters' Lounge~ - You are in a large comfortable looking lounge. Off duty spell teachers -are here relaxing in their idle time. A large coffee machine is against -the far wall. - The only apparent exit leads back west to the hallway. -~ -25 72 0 0 0 0 -D3 -~ -door wooden~ -1 -1 2562 -S -#2565 -A Bedroom~ - You are in a large, plush bedroom. The owner is obviously someone of -high standing in the magical community here. An ice mirror is on one wall, -and a scrying globe sit on a stand in the middle of the room. An enormous -bed can be seen floating about a meter above the floor. - The only exit leads back west to the hallway. -~ -25 72 0 0 0 0 -D3 -~ -door wooden~ -1 -1 2563 -S -#2566 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow providing enough light to see by. - A glass door can be seen to the east. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2568 -D1 -~ -door glass~ -1 -1 2567 -D2 -~ -~ -0 -1 2563 -S -#2567 -The Study~ - You are in a small, well kept study. Ancient tomes are on shelves -on the walls, A huge table sits in the middle of the room, with maps -weighted down upon it. The only light source here comes from an -interestingly non-magical oil lamp. - The only apparent exit leads back west to the hallway. -~ -25 72 0 0 0 0 -D3 -~ -door glass~ -1 -1 2566 -S -#2568 -Below The Stairs~ - You are at the end of a long hallway. The walls emit a faint magical -glow which provides enough light to see by. A lesser guardian is here -keeping silent watch on the entrance to the levels above. - Stairs lead up and the hallway continues back south. -~ -25 72 0 0 0 0 -D2 -~ -~ -0 -1 2566 -D4 -~ -~ -0 -1 2569 -S -#2569 -Atop The Stairway~ - You are atop a stairway. The halls here look quite a bit less used than -those below. Obviously access to these magic filled corridors is limited -to those of the upper echelon of mages. The walls here emit a faint blue -magical aura which provides some light. - The hallway leads west from here and the stairs go down. -~ -25 72 0 0 0 0 -D3 -~ -~ -0 -1 2570 -D5 -~ -~ -0 -1 2568 -S -#2570 -A Hallway~ - You are in a long hallway stretching east and west. The walls here emit -a faint magical energy providing enough light to see by. - There is a thick looking wooden door to the north. -~ -25 72 0 0 0 0 -D0 -~ -door wooden~ -1 -1 2571 -D1 -~ -~ -0 -1 2569 -D3 -~ -~ -0 -1 2572 -S -#2571 -A Small Office~ - You are in a small office. It looks like a calligrapher's -study, there are quills, inkpots and parchments all about on -desks and worktables. - A section to the west seems to be curtained off, but the -flicker of a candle can be seen through the curtain. -~ -25 72 0 0 0 0 -D2 -~ -door wooden~ -1 -1 2570 -D3 -~ -curtain~ -1 -1 2573 -S -#2572 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. -~ -25 72 0 0 0 0 -D1 -~ -~ -0 -1 2570 -D3 -~ -~ -0 -1 2574 -S -#2573 -The Master Scribe's Workshop~ - You are in the workshop of the tower's master scribe. Many half -finished scrolls lay on the writing table in the center of the room. -A giant candle flickering with soft blue flames provides the only -light here. - The only apparent exit is the way you came in. -~ -25 72 0 0 0 0 -D1 -~ -curtain~ -1 -1 2571 -S -#2574 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. - A half-closed door can be seen to the north. -~ -25 72 0 0 0 0 -D0 -A dark room can be seen through the half-opened door. -~ -door wooden~ -1 -1 2575 -D1 -~ -~ -0 -1 2572 -D3 -~ -~ -0 -1 2576 -S -#2575 -A Store Room~ - You are in a small dark store room. A few common items are stacked -upon the shelves here, but very little looks interesting. -~ -25 73 0 0 0 0 -D2 -~ -door wooden~ -1 -1 2574 -S -#2576 -A Bend In The Hallway~ - You are at a bend in the long hallway. The walls emit a faint magical -glow which provides enough light to see by. - The hallway continues south and east from here. -~ -25 72 0 0 0 0 -D1 -~ -~ -0 -1 2574 -D2 -~ -~ -0 -1 2577 -S -#2577 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. - An iron bound door can be seen to the west. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2576 -D2 -~ -~ -0 -1 2578 -D3 -~ -door iron~ -2 2515 2579 -S -#2578 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. - The sharp sound of metal on metal can be heard to the west. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2577 -D2 -~ -~ -0 -1 2580 -D3 -~ -door iron~ -1 -1 2581 -S -#2579 -A Store Room~ - You are in a large store room. Bins of ores, minerals and -other rare materials are here along with many neatly stacked -piles of precious metals. The ring of metal on metal can be -heard to the south. A large cabinet with sigils of warding -is bolted to one wall. -~ -25 72 0 0 0 0 -D1 -~ -door iron~ -2 2515 2577 -D2 -~ -door~ -2 2515 2581 -S -#2580 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2578 -D2 -~ -~ -0 -1 2583 -S -#2581 -A Very Hot Room~ - You are in a very hot room. Against one wall is a large forge, magical -fires crackle within and heavy blue smoke pours into a vent in the ceiling. -A rune-encrusted mithril anvil is in the center of the room, looking well -used. Other tools of metallurgy hang on a rack which floats about three -meters in the air of its own force. -~ -25 72 0 0 0 0 -D0 -~ -door~ -2 2515 2579 -D1 -~ -door iron~ -1 -1 2578 -D2 -~ -door~ -1 -1 2582 -D4 -~ -vent~ -1 -1 2612 -S -#2582 -The Master Enchanter's Chamber~ - You have entered the Master Enchanter's chamber. Upon all the walls -here are racks of finely crafted weapons. A huge chest with a glowing -lock is set to one side. Several unfinished looking blades rest atop a -small work table. -~ -25 72 0 0 0 0 -D0 -~ -door~ -1 -1 2581 -S -#2583 -A Bend In The Hallway~ - You are at a bend in a long hallway. The walls emit a faint magical -glow which provides enough light to see by. - The hallway continues north and east. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2580 -D1 -~ -~ -0 -1 2584 -S -#2584 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. - A steel door can be seen to the south. -~ -25 72 0 0 0 0 -D1 -~ -~ -0 -1 2585 -D2 -~ -door steel~ -1 -1 2586 -D3 -~ -~ -0 -1 2583 -S -#2585 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. -~ -25 72 0 0 0 0 -D1 -~ -~ -0 -1 2587 -D3 -~ -~ -0 -1 2584 -S -#2586 -A Laboratory~ - You are in a small laboratory. Many strange instruments, vials, bottles -and some scrawled notes are piled about a workbench. This room is very -untidy, looking almost abandoned, or used by a madman. - The only apparent exits are east and north. -~ -25 72 0 0 0 0 -D0 -~ -door steel~ -1 -1 2584 -D1 -~ -~ -0 -1 2588 -S -#2587 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. - You can see a steel door to the south. -~ -25 72 0 0 0 0 -D1 -~ -~ -0 -1 2589 -D2 -~ -door steel~ -1 -1 2590 -D3 -~ -~ -0 -1 2585 -S -#2588 -The Mad Alchemist's Workroom~ - You are in the workroom of The Mad Alchemist. Bubbling braziers, -long glass tubes and scores of oddly shaped vials and bottles are -everywhere. It is incredibly messy here, crushed glass and other -trash litter the floor. - The only apparent exit is the one you entered by. -~ -25 72 0 0 0 0 -D3 -~ -~ -0 -1 2586 -S -#2589 -A Bend In The Hallway~ - You are at a bend in a long hallway. The walls emit a faint magical -glow which provides enough light to see by. - The hallway continues north and west. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2591 -D3 -~ -~ -0 -1 2587 -S -#2590 -The Pentagram Chamber~ - You are in a large room with a five pointed star etched into the -floor. A crackling energy field can be seen to the south, it looks -quite dangerous. -~ -25 72 0 0 0 0 -D0 -~ -door steel~ -1 -1 2587 -D2 -The energy field crackles and glows, nothing seems to be beyond. -~ -~ -0 -1 2592 -S -#2591 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. - A bronze door can be seen to the east. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2593 -D1 -~ -door bronze~ -1 -1 2594 -D2 -~ -~ -0 -1 2589 -S -#2592 -Inside The Energy Field~ - You feel a stomach twisting sensation as you enter the energy field. -Nice going! You might as well wait here until the wizard who built this -trap comes back to imprison your soul as well as your body. -~ -25 636 0 0 0 0 -S -#2593 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. - A bronze door can be seen to the east. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2596 -D1 -~ -door bronze~ -1 -1 2595 -D2 -~ -~ -0 -1 2591 -S -#2594 -An Empty Room~ - You are in an empty room. It is both quiet and comfortable here, it -looks like a safe place to rest. -~ -25 76 0 0 0 0 -D3 -~ -door bronze~ -1 -1 2591 -S -#2595 -The Charm Master's Chamber~ - You are in the chambers of the tower's Master of Charm. Some straw -and dirt litters the floor here, it looks to have been recently used by -wild animals. - Strange sounds can be heard through the bars to the north. -~ -25 72 0 0 0 0 -D0 -~ -cage bars~ -1 -1 2597 -D3 -~ -door bronze~ -1 -1 2593 -S -#2596 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. -~ -25 72 0 0 0 0 -D0 -~ -~ -0 -1 2598 -D2 -~ -~ -0 -1 2593 -S -#2597 -The Animal Pens~ - You are in the animal pens. Many caged animals are here looking unhappy. -Obviously they are destined to be enslaved, or used in some cruel magical -experimentation. -~ -25 72 0 0 0 0 -D2 -~ -cage bars~ -1 -1 2595 -S -#2598 -The End Of The Hallway~ - You are at the end of a long north-south hallway. The walls emit -a faint magical glow which provides enough light to see by. - Stairs here lead up to the next level, and the hallway continues -south. -~ -25 72 0 0 0 0 -D2 -~ -~ -0 -1 2596 -D4 -~ -~ -0 -1 2599 -S -#2599 -Atop The Stairway~ - You are atop the stairway to the upper levels of the high tower. The -walls emit a faint magical glow which provides enough light to see by. - A hallway leads west from here, and the stairs lead down. -~ -25 72 0 0 0 0 -D3 -~ -~ -0 -1 2600 -D5 -~ -~ -0 -1 2598 -S -$~ diff --git a/lib/world/wld/250.wld b/lib/world/wld/250.wld deleted file mode 100644 index 2d9a9b8..0000000 --- a/lib/world/wld/250.wld +++ /dev/null @@ -1,1971 +0,0 @@ -#25000 -An Ancient Path through the dense forest~ - This path appears to be very old, and well travelled. It amazes you that -you have never noticed it was here before. That is until you look back and -realize that the clay road is completely invisible to you from here. To the -east, the path continues. It appears that the western opening you entered -through is now impassible. You are here whether you like it or not.... -~ -250 0 0 0 0 3 -D1 -An Ancient Path through the dense forest -~ -~ -0 0 25001 -E -credits info~ - Builder : - Zone : 250 Dragonspyre - Player Level : 28-30 - Rooms : 100 - Mobs : 10 - Objects : 22 - Links : 38u, 43d -~ -S -#25001 -An Ancient Path through the dense forest~ - The path is becoming more and more difficult to traverse now, as the trees -seem to reach out to strangle you. You feel like you are utterly alone, and, -if not for the mountain you can now see in the distance, would probably just -recall to Midgaard. But then again, who ever said that adventuring was easy? - -~ -250 0 0 0 0 3 -D1 -End of the Ancient Path -~ -~ -0 0 25002 -D3 -An Ancient Path through the dense forest -~ -~ -0 0 25000 -S -#25002 -The End of the Ancient Path~ - You finally burst free from the grasp of the wood, only to find yourself at -the foot of a path. The path leads north, to the mountain which has, until now -been your only beacon. Now that you can better see the ominous mountain -looming before you, you begin to rethink the idea of recalling to Midgaard. -~ -250 0 0 0 0 3 -D0 -Path to the Mountain -~ -~ -0 0 25003 -D3 -An Ancient Path through the dense forest -~ -~ -0 0 25001 -S -#25003 -Path to the Mountain~ - You are on a small nondescript path leading northward to the mountain. The -closer you get to the mountain, the worse you feel about the whole thing. You -begin to remember hearing old stories about a hidden mountain, which was, for -some unknown reason, named DragonSpyre. -~ -250 0 0 0 0 3 -D0 -Path to the Mountain -~ -~ -0 0 25004 -D2 -End of the Anicient Path -~ -~ -0 0 25002 -S -#25004 -Path to the Mountain~ - You are on a small nondescript path leading northward to the mountain. The -closer you get to the mountain, the worse you feel about the whole thing. The -deep stench of dragon is wafting through the air now, and you are starting to -feel the first tinges of dragon fear stir within you. Maybe you should go back -while you still have that option. -~ -250 0 0 0 0 3 -D0 -At the foot of the Mountain -~ -~ -0 0 25005 -D2 -Path to the Mountain -~ -~ -0 0 25003 -S -#25005 -At the foot of the Mountain~ - You have reached the foot of the great mountain. Here, the dragon stench is -almost strong enough to disable you. The only way you are able to stand it is -by ripping of a piece of cloth, and covering your mouth and nose with it as you -walk. Far above you, you see what must be the entrance to the cave. -~ -250 0 0 0 0 3 -D2 -Path to the Mountain -~ -~ -0 0 25004 -D4 -Climbing the Mountain -~ -~ -0 0 25006 -S -#25006 -Climbing the Mountain~ - Now that you have something to somthing to concentrate upon, scaling the -mountain, you are actually able to think more clearly. You have encountered -dragons before, and vanquished them, why should these be any different. This -thought continues rolling through your mind, but as you reach the next level of -the cliff, it does little to ease your fear. -~ -250 0 0 0 0 5 -D4 -Climbing the Mountain -~ -~ -0 0 25007 -D5 -At the foot of the Mountain -~ -~ -0 0 25005 -S -#25007 -Climbing the Mountain~ - You are now close enough to the entrance to hear the sounds from within. -The first thing you are aware of is that the mountain itself seems to breathe. -In and out goes its breath, constantly in and out. You suddenly hear footsteps -approaching from all around you, and brace for combat. It takes you a few -moments to realize that the sound was your heart beating. -~ -250 0 0 0 0 5 -D4 -The ledge on the Mountain -~ -~ -0 0 25008 -D5 -Climbing the Mountain -~ -~ -0 0 25006 -S -#25008 -The ledge on the Mountain~ - You have reached a small ledge about one fourth of the way up the mountain. -To the east is the entrance to what seems to be a small cave. The only hint as -to the size of the cave are the screams that are echoing from within it, which -seem to last an eternity. -~ -250 0 0 0 0 5 -D1 -Entrance to the Cave -~ -~ -0 0 25009 -D5 -Climbing the Mountain -~ -~ -0 0 25007 -S -#25009 -Entrance to the Cave~ - Once inside the cave you feel completely lost to the outside world. All -around you are horrific sounds of death and fear. The walls are all stained -with many differing shades of red or brown, with a few frost particles -glittering on one of the walls. Even with the cloth, the smell of the dragons -is almost unbearable. -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25010 -D3 -A ledge on the Mountain -~ -~ -0 0 25008 -S -#25010 -Walking through DragonSpyre~ - Within the realm of the DragonSpyres, everything seems different. The walls -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25011 -D3 -Entrance to the Cave -~ -~ -0 0 25009 -S -#25011 -Walking through DragonSpyre~ - Within the realm of the DragonSpyres, everything seems different. The walls -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25012 -D3 -Walking through DragonSpyre -~ -~ -0 0 25010 -S -#25012 -Walking through DragonSpyre~ - Within the realm of the DragonSpyres, everything seems different. The wall -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25013 -D3 -Walking through DragonSpyre -~ -~ -0 0 25011 -S -#25013 -Walking through DragonSpyre~ - Within the realm of the DragonSpyres, everything seems different. The walls -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25014 -D3 -Walking through DragonSpyre -~ -~ -0 0 25012 -S -#25014 -Walking through DragonSpyre~ - Within the realm of the DragonSpyres, everything seems different. The walls -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25015 -D3 -Walking through DragonSpyre -~ -~ -0 0 25013 -S -#25015 -Walking through DragonSpyre~ - Within the realm of the DragonSpyres, everything seems different. The walls -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. -~ -250 8 0 0 0 0 -D0 -Walking through DragonSpyre -~ -~ -0 0 25016 -D2 -Walking through DragonSpyre -~ -~ -0 0 25019 -D3 -Walking through DragonSpyre -~ -~ -0 0 25014 -S -#25016 -Walking through DragonSpyre~ - Within the realm of the DragonSpyres, everything seems different. The walls -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. -~ -250 8 0 0 0 0 -D0 -Walking through DragonSpyre -~ -~ -0 0 25017 -D2 -Walking through DragonSpyre -~ -~ -0 0 25015 -S -#25017 -Walking through DragonSpyre~ - Within the realm of the DragonSpyres, everything seems different. The walls -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. -~ -250 8 0 0 0 0 -D0 -Walking through DragonSpyre -~ -~ -0 0 25018 -D2 -Walking through DragonSpyre -~ -~ -0 0 25016 -S -#25018 -Walking through DragonSpyre~ - Within the realm of the DragonSpyres, everything seems different. The walls -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. -~ -250 8 0 0 0 0 -D0 -Walking through DragonSpyre -~ -~ -0 0 25039 -D2 -Walking through DragonSpyre -~ -~ -0 0 25017 -S -#25019 -Walking through DragonSpyre~ - Within the realm of the DragonSpyres, everything seems different. The walls -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. -~ -250 8 0 0 0 0 -D0 -Walking through DragonSpyre -~ -~ -0 0 25015 -D1 -Walking through DragonSpyre -~ -~ -0 0 25020 -S -#25020 -Walking through DragonSpyre~ - Within the realm of the DragonSpyres, everything seems different. The walls -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25021 -D3 -Walking through DragonSpyre -~ -~ -0 0 25019 -S -#25021 -Walking through DragonSpyre~ - Within the realm of the DragonSpyres, everything seems different. The walls -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25022 -D3 -Walking through DragonSpyre -~ -~ -0 0 25020 -S -#25022 -Walking through DragonSpyre~ - You are beginning to feel very unnerved. Since you have been walking -through DragonSpyre, the screams had been slowly dying off, and now they are no -more. Normally the lack of death cries would be a welcome change, only now -they have been replaced by a very eerie silence. You don't like this one bit. - -~ -250 8 0 0 0 0 -D0 -Walking through DragonSpyre -~ -~ -0 0 25023 -D3 -Walking through DragonSpyre -~ -~ -0 0 25021 -S -#25023 -Walking through DragonSpyre~ - This cave is really starting to get on your nerves. With each new step, you -hear what sounds like giggling coming from all sides, goading you onward. -Daring you to learn the secrets that DragonSpyre has held for the past three -hundred years. "They are only dragons. " -~ -250 8 0 0 0 0 -D0 -Walking through DragonSpyre -~ -~ -0 0 25024 -D2 -Walking through DragonSpyre -~ -~ -0 0 25022 -S -#25024 -Walking through DragonSpyre~ - This cave is really starting to get on your nerves. With each new step, you -hear what sounds like giggling coming from all sides, goading you onward. -Daring you to learn the secrets that DragonSpyre has held for the past three -hundred years. "They are only dragons. " To the north, the path forks. -~ -250 8 0 0 0 0 -D0 -Walking through DragonSpyre -~ -~ -0 0 25025 -D2 -Walking through DragonSpyre -~ -~ -0 0 25023 -S -#25025 -Walking through DragonSpyre~ - You have reached a fork in the path through DragonSpyre. You can't be sure -which way you should go, but the odd scraching sound to the east makes you want -to go west. The giggling that has been following you around has now become a -full blown laugh. "They are ONLY dragons. " -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25028 -D2 -Walking through DragonSpyre -~ -~ -0 0 25024 -D3 -Walking through DragonSpyre -~ -~ -0 0 25026 -S -#25026 -Walking through DragonSpyre~ - The walls are blank and featureless, solid rock that has not been touched -for unknown centuries. The floor is scuffed and scraped from thousands of -claws passing over it. The ceiling is out of sight, the cave is obviously made -for something well beyond human size. "They are only dragons. " -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25025 -D3 -Walking through DragonSpyre -~ -~ -0 0 25027 -S -#25027 -Walking through DragonSpyre~ - The walls are blank and featureless, solid rock that has not been touched -for unknown centuries. The floor is scuffed and scraped from thousands of -claws passing over it. The ceiling is out of sight, the cave is obviously made -for something well beyond human size. To the west is a small crevice that you -could just barely squeeze through. "They are only dragons. " -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25026 -D3 -Walking through DragonSpyre -~ -~ -0 0 25017 -S -#25028 -Walking through DragonSpyre~ - The walls are blank and featureless, solid rock that has not been touched -for unknown centuries. The floor is scuffed and scraped from thousands of -claws passing over it. The ceiling is out of sight, the cave is obviously made -for something well beyond human size. "They are only dragons? " -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25029 -D3 -Walking through DragonSpyre -~ -~ -0 0 25025 -S -#25029 -Walking through DragonSpyre~ - The walls are blank and featureless, solid rock that has not been touched -for unknown centuries. The floor is scuffed and scraped from thousands of -claws passing over it. The ceiling is out of sight, the cave is obviously made -for something well beyond human size. "They are only dragons? " -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25030 -D3 -Walking through DragonSpyre -~ -~ -0 0 25028 -S -#25030 -Walking through DragonSpyre~ - The walls are blank and featureless, solid rock that has not been touched -for unknown centuries. The floor is scuffed and scraped from thousands of -claws passing over it. The ceiling is out of sight, the cave is obviously made -for something well beyond human size. To the north you can hear a low rumbling -sound. "They are only DRAGONS! " -~ -250 8 0 0 0 0 -D0 -Walking through DragonSpyre -~ -~ -0 0 25031 -D1 -Walking through DragonSpyre -~ -~ -0 0 25033 -D3 -Walking through DragonSpyre -~ -~ -0 0 25029 -S -#25031 -Walking through DragonSpyre~ - The walls are blank and featureless, solid rock that has not been touched -for unknown centuries. The floor is scuffed and scraped from thousands of -claws passing over it. The ceiling is out of sight, the cave is obviously made -for something well beyond human size. To the north you can hear a low rumbling -sound. "They are only DRAGONS! " -~ -250 8 0 0 0 0 -D0 -The Lair of the White Dragon -~ -~ -0 0 25032 -D2 -Walking through DragonSpyre -~ -~ -0 0 25030 -S -#25032 -The Lair of the White Dragon~ - You have managed, through luck(? ), to find the lair of the white dragon. -It stands before you, glaring at you with its pale blue eyes. All around, the -walls are coated with a thick layer of ice. You slip several times before -gaining your balance enough to face the fearsome beast. Will you fight it, or -flee? "It is JUST a dragon. " -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -wall~ -2 25001 25044 -D2 -Walking through DragonSpyre -~ -~ -0 0 25031 -S -#25033 -Walking through DragonSpyre~ - The ground is damp here, and the air is so thick that it is almost hard to -breathe. It still is not to late to go back. Far ahead, you think you can see -what looks like a large door. "They are only dragons. " -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25034 -D3 -Walking through DragonSpyre -~ -~ -0 0 25030 -S -#25034 -Walking through DragonSpyre~ - The ground is damp here, and the air is so thick that it is almost hard to -breathe. It still is not to late to go back. Now that you are closer to the -wall, you are sure that there is a door ahead and on the far eastern wall. -"They are only dragons. I have killed many dragons before! " -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25035 -D3 -Walking through DragonSpyre -~ -~ -0 0 25033 -S -#25035 -Walking through DragonSpyre~ - The ground is damp here, and the air is so thick that it is almost hard to -breathe. It still is not to late to go back. Now that you are closer to the -wall, you are sure that there is a door ahead and on the far eastern wall. -"They are only dragons. I have killed many dragons before! " -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25036 -D3 -Walking through DragonSpyre -~ -~ -0 0 25034 -S -#25036 -Walking through DragonSpyre~ - The ground is damp here, and the air is so thick that it is almost hard to -breathe. It still is not to late to go back. Now that you are closer to the -wall, you are sure that there is a door ahead and on the far eastern wall. -"They are only dragons. I have killed many dragons before! " -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25037 -D3 -Walking through DragonSpyre -~ -~ -0 0 25035 -S -#25037 -Walking through DragonSpyre~ - The ground is damp here, and the air is so thick that it is almost hard to -breathe. It still is not to late to go back. On the eastern wall is a large -oaken door. "Surely i can kill a dragon. " -~ -250 8 0 0 0 0 -D1 -Walking through DragonSpyre -~ -door oaken~ -2 25002 25003 -D3 -Walking through DragonSpyre -~ -~ -0 0 25036 -S -#25038 -Walking through DragonSpyre~ - The ground is damp here, and the air is so thick that it is almost hard to -breathe. It still is not to late to go back. On the western wall is a large -oaken door. There is a ladder leading up here. "Dragons aren't THAT scary. -" -~ -250 8 0 0 0 0 -D0 -Walking through DragonSpyre -~ -door oaken~ -2 25002 25037 -S -#25039 -Walking through DragonSpyre~ - Within the realm of DragonSpyre, everything seems different. The wall -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. You can hear the sound of -running water somewhere to the north. -~ -250 0 0 0 0 0 -D0 -Walking through DragonSpyre -~ -~ -0 0 25040 -D2 -Walking through DragonSpyre -~ -~ -0 0 25018 -S -#25040 -Walking through DragonSpyre~ - Within the realm of DragonSpyre, everything seems different. The walls -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. To the north, the sound of water -flowing is quite loud. -~ -250 0 0 0 0 0 -D0 -Walking through DragonSpyre -~ -~ -0 0 25041 -D2 -Walking through DragonSpyre -~ -~ -0 0 25039 -S -#25041 -Walking through DragonSpyre~ - Within the realm of DragonSpyre, everything seems different. The walls -appear to reach out towards you, while the floor and ceiling struggle to crush -the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. To the east, there is room that -is continually being flushed with boiling acid from one of the higher levels. - -~ -250 0 0 0 0 0 -D0 -Walking through DragonSpyre -~ -door~ -2 25002 25043 -D1 -Walking through DragonSpyre -~ -~ -0 0 25042 -D2 -Walking through DragonSpyr -~ -~ -0 0 25040 -S -#25042 -Walking through DragonSpyre~ - You should read room descriptions more often. The acid cascades over your -body, and burns the skin from the muscle, then the muscle from the bone. You -have never experienced this much pain in your entire life. -~ -250 525 0 0 0 0 -S -T 25000 -#25043 -Walking through DragonSpyre~ - You are at the end of the tunnel. The only exit other than the one you came -in through is down. You probably shouldn't go down... It might be dangerous. -But then again, you don't gain fame and fortune by being afraid of a little new -challenge, now do you? -~ -250 0 0 0 0 0 -D2 -Walking through DragonSpyre -~ -door~ -2 25002 25041 -S -#25044 -Walking through DragonSpyre~ - You have made it passed the white dragon, the first of your challenges. -Now, you are entitled to his treasure... If you can find it. The hallway here -is colder than the rest of the cave. You assume that the white dragon made -frequent passes through here to make sure his gold was still intact. You begin -to hope that it wasn't a baby.... -~ -250 0 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25045 -D3 -Lair of the White Dragon -~ -wall~ -2 25001 25032 -S -#25045 -Walking through DragonSpyre~ - You have made it passed the white dragon, the first of your challenges. -Now, you are entitled to his treasure... If you can find it. The hallway here -is colder than the rest of the cave. You assume that the white dragon made -frequent passes through here to make sure his gold was still intact. You begin -to hope that it wasn't a baby.... -~ -250 0 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25046 -D3 -Walking through DragonSpyre -~ -~ -0 0 25044 -S -#25046 -Walking through DragonSpyre~ - You have made it passed the white dragon, the first of your challenges. -Now, you are entitled to his treasure... If you can find it. The hallway here -is colder than the rest of the cave. You assume that the white dragon made -frequent passes through here to make sure his gold was still intact. You begin -to hope that it wasn't a baby.... -~ -250 0 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25047 -D3 -Walking through DragonSpyre -~ -~ -0 0 25045 -S -#25047 -Walking through DragonSpyre~ - You have made it passed the white dragon, the first of your challenges. -Now, you are entitled to his treasure... If you can find it. The hallway here -is colder than the rest of the cave. You assume that the white dragon made -frequent passes through here to make sure his gold was still intact. You begin -to hope that it wasn't a baby.... -~ -250 0 0 0 0 0 -D0 -Walking through DragonSpyre -~ -~ -2 0 25048 -D1 -Walking through DragonSpyre -~ -~ -0 0 25051 -D3 -Walking through DragonSpyre -~ -~ -0 0 25046 -S -#25048 -Walking through DragonSpyre~ - You have made it passed the white dragon, the first of your challenges. -Now, you are entitled to his treasure... If you can find it. The hallway here -is colder than the rest of the cave. You assume that the white dragon made -frequent passes through here to make sure his gold was still intact. You begin -to hope that it wasn't a baby.... -~ -250 0 0 0 0 0 -D0 -Walking through DragonSpyre -~ -~ -2 0 25049 -D2 -Treasure Room -~ -~ -0 0 25047 -S -#25049 -Walking through DragonSpyre~ - You have made it passed the white dragon, the first of your challenges. -Now, you are entitled to his treasure... If you can find it. The hallway here -is colder than the rest of the cave. You assume that the white dragon made -frequent passes through here to make sure his gold was still intact. You begin -to hope that it wasn't a baby.... -~ -250 0 0 0 0 0 -D1 -Walking through DragonSpyre -~ -door~ -2 25001 25050 -D2 -Walking through DragonSpyre -~ -~ -0 0 25048 -S -#25050 -Treasure Room~ - All alround the horde of the white dragon glimmers. It appears that he hass -been collecting for quite some time. There are little bits of everything here, -from broken swords, to the leg bone of a dracolich. The main thing that -catches your eye is the large pile of gold resting all around the room. You -are about to claim it as your own, when you are struck from behind... -~ -250 0 0 0 0 0 -D3 -Walking through DragonSpyre -~ -door~ -2 25001 25049 -S -#25051 -Walking through DragonSpyre~ - You have made it past the white dragon, the first of your challenges. Now, -you are entitled to his treasure... If you can find it. The hallway here is -colder than the rest of the cave. You assume that the white dragon made -frequent passes through here to make sure his gold was intact. You begin to -hope that it wasn't a baby.... -~ -250 0 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25052 -D3 -Walking through DragonSpyre -~ -~ -0 0 25047 -S -#25052 -Walking through DragonSpyre~ - You have made it past the white dragon, the first of your challenges. Now, -you are entitled to his treasure... If you can find it. The hallway here is -colder than the rest of the cave. You assume that the white dragon made -frequent passes through here to make sure his gold was intact. You begin to -hope that it wasn't a baby.... -~ -250 0 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25053 -D3 -Walking through DragonSpyre -~ -~ -0 0 25051 -S -#25053 -Walking through DragonSpyre~ - You have made it past the white dragon, the first of your challenges. Now, -you are entitled to his treasure... If you can find it. The hallway here is -colder than the rest of the cave. You assume that the white dragon made -frequent passes through here to make sure his gold was intact. You begin to -hope that it wasn't a baby.... -~ -250 0 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25054 -D3 -Walking through DragonSpyre -~ -~ -0 0 25052 -S -#25054 -Walking through DragonSpyre~ - You have made it past the white dragon, the first of your challenges. Now, -you are entitled to his treasure... If you can find it. The hallway here is -colder than the rest of the cave. You assume that the white dragon made -frequent passes through here to make sure his gold was intact. You begin to -hope that it wasn't a baby.... -~ -250 0 0 0 0 0 -D1 -Walking through DragonSpyre -~ -~ -0 0 25055 -D3 -Walking through DragonSpyre -~ -~ -0 0 25053 -S -#25055 -Walking through DragonSpyre~ - You have made it past the white dragon, the first of your challenges. Now, -you are entitled to his treasure... If you can find it. The hallway here is -colder than the rest of the cave. You assume that the white dragon made -frequent passes through here to make sure his gold was intact. You begin to -hope that it wasn't a baby.... -~ -250 0 0 0 0 0 -D2 -Walking through DragonSpyre -~ -~ -0 0 25056 -D3 -Walking through DragonSpyre -~ -~ -0 0 25054 -S -#25056 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -2 0 25055 -D2 -Walking through DragonSpyre -~ -~ -0 0 25057 -S -#25057 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -2 0 25056 -D2 -Walking through DragonSpyre -~ -~ -0 0 25058 -S -#25058 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -2 0 25057 -D3 -Walking through DragonSpyre -~ -~ -0 0 25059 -S -#25059 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25058 -D3 -Walking through DragonSpyre -~ -~ -0 0 25060 -S -#25060 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25059 -D3 -Walking through DragonSpyre -~ -~ -0 0 25061 -S -#25061 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25060 -D2 -Walking through DragonSpyre -~ -~ -0 0 25062 -S -#25062 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -2 0 25061 -D2 -Walking through DragonSpyre -~ -~ -0 0 25063 -S -#25063 -Walking through DragonSpyre~ - The hallway here is a radcial change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -2 0 25062 -D1 -Walking through DragonSpyre -~ -~ -0 0 25064 -S -#25064 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25065 -D3 -Walking through DragonSpyre -~ -~ -0 0 25063 -S -#25065 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D2 -Walking through DragonSpyre -~ -wall~ -2 25003 25066 -D3 -Walking through DragonSpyre -~ -~ -0 0 25064 -S -#25066 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -wall~ -2 25003 25065 -D2 -Walking through DragonSpyre -~ -~ -0 0 25067 -S -#25067 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -0 0 25066 -D2 -Walking through DragonSpyre -~ -~ -0 0 25068 -S -#25068 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -0 0 25067 -D2 -Walking through DragonSpyre -~ -~ -0 0 25069 -S -#25069 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -0 0 25068 -D2 -Walking through DragonSpyre -~ -~ -0 0 25070 -S -#25070 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. To the west is a large gate. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -0 0 25069 -D1 -Walking through DragonSpyre -~ -~ -0 0 25071 -D3 -Walking through DragonSpyre -~ -gate~ -2 25004 25074 -S -#25071 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25072 -D3 -Walking through DragonSpyre -~ -~ -0 0 25070 -S -#25072 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Lair of the Copper Dragon -~ -~ -0 0 25073 -D3 -Walking through DragonSpyre -~ -~ -0 0 25071 -S -#25073 -Lair of the Copper Dragon~ - Within the bounds of this room, time has seemed to stop. There is no -movement, save for the large mass at the back of the room. Out of the corner -of you eye, you manage to catch a glimpse of a droplet of water "falling" from -a stalagtite... It appears to have been in the same position for the past -century. You have no chance to move before the Dragon strikes. -~ -250 0 0 0 0 5 -D3 -Walking through DragonSpyre -~ -~ -0 0 25072 -S -#25074 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. To the east is a large gate. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -gate~ -2 0 25070 -D3 -Walking through DragonSpyre -~ -~ -0 0 25075 -S -#25075 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25074 -D3 -Walking through DragonSpyre -~ -~ -0 0 25076 -S -#25076 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25075 -D2 -Walking through DragonSpyre -~ -~ -0 0 25077 -D3 -Walking through DragonSpyre -~ -~ -0 0 25079 -S -#25077 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -0 0 25076 -D2 -Treasure Room -~ -door~ -2 25004 25078 -S -#25078 -Treasure Room~ - All about you are the untold fortunes of many generations of families. -Nothing here seems to be touched by age, it is all in perfect condition. It -has remained as it was many years ago when it was taken. Although the Dragon -and the original families considered these items "treasure", you manage to find -little of value beside a pile of gold coins you collect. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -door~ -2 25004 25077 -D2 -Walking through DragonSpyre -~ -door~ -2 25004 25083 -S -#25079 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25076 -D3 -Walking through DragonSpyre -~ -~ -0 0 25080 -S -#25080 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25079 -D3 -Walking through DragonSpyre -~ -~ -0 0 25081 -S -#25081 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25080 -D2 -Walking through DragonSpyre -~ -~ -0 0 25082 -S -#25082 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes o for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. You have reached a dead end. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -0 0 25082 -S -#25083 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Treasure Room -~ -door~ -2 25004 25078 -D2 -Walking through DragonSpyre -~ -~ -2 25004 25084 -S -#25084 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -0 0 25083 -D2 -Walking through DragonSpyre -~ -~ -0 0 25085 -S -#25085 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -0 0 25084 -D1 -Walking through DragonSpyre -~ -~ -0 0 25091 -D2 -Walking through DragonSpyre -~ -~ -0 0 25095 -D3 -Walking through DragonSpyre -~ -~ -0 0 25086 -S -#25086 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were i. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25085 -D3 -Walking through DragonSpyre -~ -~ -0 0 25087 -S -#25087 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25086 -D3 -Walking through DragonSpyre -~ -~ -0 0 25088 -S -#25088 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25087 -D3 -Walking through DragonSpyre -~ -~ -0 0 25089 -S -#25089 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25088 -D3 -Pixie King's Bedroom -~ -door~ -2 25005 25090 -S -#25090 -Pixie King's Bedroom~ - You have entered into the private quarters of the Pixie King. You can just -imagine a horde of guards walking in on you, but luckily they never do. Even -so, you better make your stay here a short one. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -door~ -2 25005 25087 -S -#25091 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25092 -D3 -Walking through DragonSpyre -~ -~ -0 0 25085 -S -#25092 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Walking through DragonSpyre -~ -~ -0 0 25093 -D3 -Walking through DragonSpyre -~ -~ -0 0 25091 -S -#25093 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D1 -Throne room of the Pixie King -~ -door~ -1 -1 25094 -D3 -Walking through DragonSpyre -~ -~ -0 0 25092 -S -#25094 -Throne room of the Pixie King~ - The throne room is remarkably well kempt considering the anarchy of the -Pixie hierarchy. The power of the time dragon does not seem to affect this -room in the least bit. There is a humongous throne sitting at the far end of -the room. There appears to be a Pixie engulfed in it. -~ -250 0 0 0 0 5 -D3 -Walking through DragonSpyre -~ -door~ -2 -1 25093 -S -#25095 -Walking through DragonSpyre~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -0 0 25085 -D2 -Approaching the end of the Hallway -~ -~ -0 0 25096 -S -#25096 -Approaching the end of the Hallway~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Walking through DragonSpyre -~ -~ -0 0 25095 -D2 -Approaching the end of the Hallway -~ -~ -0 0 25097 -S -#25097 -Approaching the end of the Hallway~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Approaching the end of the Hallway -~ -~ -0 0 25096 -D2 -Approaching the end of the Hallway -~ -~ -0 0 25098 -S -#25098 -Approaching the end of the Hallway~ - The hallway here is a radical change from where you just where. Here, the -walls look much more undeveloped than the last hallway you were in. It feels -like time itself is slowing down. The hallway looks like it goes on for all -eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. -~ -250 0 0 0 0 5 -D0 -Approaching the end of the Hallway -~ -~ -0 0 25097 -D2 -The end of the Hallway -~ -~ -0 0 25099 -S -#25099 -The End of the Hallway~ - You have come to the end of the hallway. As you enter the room, you hear a -slight rumbling coming from the eastern wall. You look, and see that the wall -has opened to reveal a safe passage to the beginning of the cavern. There is -also an exit to the north. -~ -250 0 0 0 0 5 -D0 -Approaching the end of the Hallway -~ -~ -0 0 25098 -D1 -The Beginning of the Cavern -~ -~ -0 0 25008 -S -$~ diff --git a/lib/world/wld/251.wld b/lib/world/wld/251.wld deleted file mode 100644 index 75285d4..0000000 --- a/lib/world/wld/251.wld +++ /dev/null @@ -1,2240 +0,0 @@ -#25100 -Grassy Field~ - You're on the southwestern corner of a large grasy field. Waist high -grasses completely surround you. You can see the odd willow tree growing -amongst the grass. A dense forest is to the south and west. A dirt path -is to the east. -~ -251 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 25105 -D1 -A dirt path is to the East. -~ -~ -0 -1 25101 -E -credits info~ - x---------------------------------------------------------------------x - | APE VILLAGE ZONE - FOR CIRCLEMUD 3.1 | - | Written in 2001 by Crazyman | - x---------------------------------------------------------------------x - This is the first zone I ever wrote. It's based on the original 1968 - Planet of the Apes movie. The zone is currently attached to the world - north of room 6090, which is just before the forest west of Midgaard. - - Written entirely from scratch in WordPad. Feel free to edit, modify, - and do what you want with this zone! - x---------------------------------------------------------------------x - Builder : Crazyman - Zone : 251 Ape Village - Player Level : 18-22 - Rooms : 99 - Mobs : 15 - Objects : 9 - Shops : 1 - Links : 01s, 41d, 80n -~ -S -#25101 -Dirt Path~ - You are on a fairly wide dirt path. Grassy fields with huge willow -trees scattered about lie to the east and west. The sun is very bright, -making it almost difficult to see. -~ -251 0 0 0 0 2 -D0 -The path continues North. -~ -~ -0 -1 25106 -D1 -A grassy field is East. -~ -~ -0 -1 25102 -D3 -A grassy field is West. -~ -~ -0 -1 25100 -S -#25102 -Grassy Field~ - You're on the southern edge of a large grasy field. Waist high -grasses completely surround you. You can see the odd willow tree growing -amongst the grass. A dense forest is to the south. A dirt path is to the -west. -~ -251 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 25107 -D1 -The field continues East. -~ -~ -0 -1 25103 -D3 -A dirt path is West. -~ -~ -0 -1 25101 -S -#25103 -Grassy Field~ - You're on the southern edge of a large grasy field. Waist high -grasses completely surround you. You can see the odd willow tree growing -amongst the grass. A dense forest is to the south. -~ -251 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 25108 -D1 -The field continues East. -~ -~ -0 -1 25104 -D3 -The field continues West. -~ -~ -0 -1 25102 -S -#25104 -Grassy Field~ - You're on the southeastern edge of a large grasy field. Waist high -grasses completely surround you. You can see the odd willow tree growing -amongst the grass. A dense forest is to the south and east. -~ -251 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 25109 -D3 -The field continues West. -~ -~ -0 -1 25103 -S -#25105 -Grassy Field~ - You're on the western edge of a large grasy field. Waist high -grasses completely surround you. You can see the odd willow tree growing -amongst the grass. A dense forest is to the west, and a dirt path is to -the east. -~ -251 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 25110 -D1 -A dirt path is East. -~ -~ -0 -1 25106 -D2 -The field continues South. -~ -~ -0 -1 25100 -S -#25106 -Dirt Path~ - You are on a fairly wide dirt path. Grassy fields with huge willow -trees scattered about lie to the east and west. The sun is very bright, -making it almost difficult to see. -~ -251 0 0 0 0 2 -D0 -The path continues North. -~ -~ -0 -1 25111 -D1 -A grassy field is East. -~ -~ -0 -1 25107 -D2 -The path continues South. -~ -~ -0 -1 25101 -D3 -A grassy field is West. -~ -~ -0 -1 25105 -S -#25107 -Grassy Field~ - You're in a large grassy field. Waist high grasses completely surround you. -You can see the odd willow tree growing amongst the grass. A dirt path is to -the west. -~ -251 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 25112 -D1 -The field continues East. -~ -~ -0 -1 25108 -D2 -The field continues South. -~ -~ -0 -1 25102 -D3 -A dirt path is West. -~ -~ -0 -1 25106 -S -#25108 -Grassy Field~ - You're in a large grassy field. Waist high grasses completely surround you. -You can see the odd willow tree growing amongst the grass. The wind -occasionally sweeps across the field swaying the grass and willow gently. -~ -251 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 25113 -D1 -The field continues East. -~ -~ -0 -1 25109 -D2 -The field continues South. -~ -~ -0 -1 25103 -D3 -The field continues West. -~ -~ -0 -1 25107 -S -#25109 -Grassy Field~ - You're on the eastern edge of a large grassy field. Waist high -grasses completely surround you. You can see the odd willow tree growing -amongst the grass. A dense forest blocks your way to the east. -~ -251 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 25114 -D2 -The field continues South. -~ -~ -0 -1 25104 -D3 -The field continues West. -~ -~ -0 -1 25108 -S -#25110 -Grassy Field~ - You're on the western edge of a large grassy field. Waist high -grasses completely surround you. You can see the odd willow tree growing -amongst the grass. A dense forest is to the west, and a dirt path is to -the east. -~ -251 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 25115 -D1 -A dirt path is East. -~ -~ -0 -1 25111 -D2 -The field continues South. -~ -~ -0 -1 25105 -S -#25111 -Dirt Path~ - You are on a fairly wide dirt path. Grassy fields with huge willow -trees scattered about lie to the east and west. The sun is very bright, -making it almost difficult to see. Strange, sandy colored dome shaped -houses can be made out ahead. -~ -251 0 0 0 0 2 -D0 -The path continues North. -~ -~ -0 -1 25116 -D1 -A grassy field is East. -~ -~ -0 -1 25112 -D2 -The path continues South. -~ -~ -0 -1 25106 -D3 -A grassy field is West. -~ -~ -0 -1 25110 -S -#25112 -Grassy Field~ - You're in a large grassy field. Waist high grasses completely surround you. -You can see the odd willow tree growing amongst the grass. A dirt path is to -the west. -~ -251 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 25117 -D1 -The field continues East. -~ -~ -0 -1 25113 -D2 -The field continues South. -~ -~ -0 -1 25107 -D3 -A dirt path is West. -~ -~ -0 -1 25111 -S -#25113 -Grassy Field~ - You're in a large grassy field. Waist high grasses completely surround you. -You can see the odd willow tree growing amongst the grass. The wind -occasionally sweeps across the field swaying the grass and willow gently. -~ -251 0 0 0 0 2 -D0 -The field continues North. -~ -~ -0 -1 25118 -D1 -The field continues East. -~ -~ -0 -1 25114 -D2 -The field continues South. -~ -~ -0 -1 25108 -D3 -The field continues West. -~ -~ -0 -1 25112 -S -#25114 -Grassy Field~ - You're on the eastern edge of a large grassy field. Waist high -grasses completely surround you. A large sandy colored building is -to the north. The grass has been cut around the building, and a small -stack of firewood is resting beside the door. -~ -251 4 0 0 0 2 -D0 -A sandy colored building is North. -~ -~ -0 -1 25119 -D2 -The field continues South. -~ -~ -0 -1 25109 -D3 -The field continues West. -~ -~ -0 -1 25113 -S -#25115 -Grassy Field~ - You're on the northwestern edge of a large grassy field. Waist high -grasses completely surround you. The back of a large sandy colored -building is directly north of you. -~ -251 0 0 0 0 2 -D1 -The Ape Village Entrance is East. -~ -~ -0 -1 25116 -D2 -The field continues South. -~ -~ -0 -1 25110 -S -#25116 -Ape Village Entrance~ - Just ahead you can see dozens of sandy colored rounded buildings. -A small woooden guard booth has been errected on the eastern side of the -road. A tall steel rod is attached to the side of the booth, and a large -cloth flag attached to the top flaps in the wind. The flag has a picture -of a monkey face on it, meaning that this place must be the APE VILLAGE! -~ -251 0 0 0 0 2 -D0 -Ape Road continues North. -~ -~ -0 -1 25122 -D1 -A grassy field is East. -~ -~ -0 -1 25117 -D2 -The path continues South. -~ -~ -0 -1 25111 -D3 -A grassy field is West. -~ -~ -0 -1 25115 -S -#25117 -Grassy Field~ - You're on the northern edge of a large grassy field. Waist high -grasses completely surround you. The back of a large sandy colored -building is directly north of you. -~ -251 0 0 0 0 2 -D1 -The field continues East. -~ -~ -0 -1 25118 -D2 -The field continues South. -~ -~ -0 -1 25112 -D3 -The Ape Village Entrance is West. -~ -~ -0 -1 25116 -S -#25118 -Grassy Field~ - You're on the northeastern edge of a large grassy field. Waist high -grasses completely surround you. The back of a large sandy colored -building is directly north of you, and another sandy colored building -is east of you. -~ -251 0 0 0 0 2 -D2 -The field continues South. -~ -~ -0 -1 25113 -D3 -The field continues West. -~ -~ -0 -1 25117 -S -#25119 -Ape Office~ - You're in a tidy office. Stacks of papers are neatly piled on a -large wooden table, while bookshelves filled with books line the -walls. A large shuttered window faces south onto the grassy plains. -~ -251 8 0 0 0 0 -D0 -The Operating Room is North. -~ -~ -0 -1 25125 -D2 -The Grassy Field is South. -~ -~ -0 -1 25114 -S -#25120 -Wax Museum, Level Two~ - This is the second level of the wax museum. A few old human -artifacts lie beneath glass countertops. More wax humans are positioned -in various combat stances. A large dirt ramp leads down to the first -level of the museum. -~ -251 8 0 0 0 0 -D5 -First Level of the Wax Museum is Down. -~ -~ -0 -1 25121 -S -#25121 -Wax Museum~ - What a crazy place! Wax statues of cavemen line the walls, and some -are even set up in battle scenes. A large circular dirt ramp leads up to a -second story. -~ -251 8 0 0 0 0 -D0 -Ape Lane is to the North. -~ -~ -0 -1 25129 -D1 -The Ape Village entrance is to the East. -~ -~ -0 -1 25122 -D4 -Ape Museum, Level 2 -~ -~ -0 -1 25120 -S -#25122 -Ape Road South~ - You are on a well worn dirt road, in between two sandy colored -buildings. The Wax Museum lies to the west, and the Weapons Shop is -to the east. The Town Square is to the north. -~ -251 4 0 0 0 1 -D0 -Ape Road continues North. -~ -~ -0 -1 25130 -D1 -The Weapons Shop is to the East. -~ -~ -0 -1 25123 -D2 -The Ape Village Entrance is to the South. -~ -~ -0 -1 25116 -D3 -The Wax Museum is to the West. -~ -~ -0 -1 25121 -S -#25123 -Ape Weapons Shop~ - This building is filthy. The dirt floors have bits of straw and leaves -all over them, and old wooden barrels line the walls. A few "windows" (really -just holes smashed into the walls) face the street to the north. A long -counter spans the entire southern length of the room. Behind the counter -lies an impressive selection of rifles and shotguns. These apes sure know -their weapons! -~ -251 8 0 0 0 0 -D0 -Ape Lane is to the North. -~ -~ -0 -1 25131 -D3 -Ape Road is to the West -~ -~ -0 -1 25122 -S -#25124 -Ape Zoo~ - You're in the northern part of a small field. In the middle of the -field is a huge bamboo cage. Inside this cage are several cavemen, who are -all climbing, screaming, and fighting each other. The apes find this to be -pretty exciting. -~ -251 0 0 0 0 2 -D0 -Ape Lane is to the North. -~ -~ -0 -1 25132 -S -#25125 -Operating Room~ - You're in a primitive operating room. Wooden tables are arranged in -the middle of the room. Extremely primitive looking tools are stored in -a glass cabinet on the western wall. You definetely wouldn't want to be -a patient here! -~ -251 8 0 0 0 0 -D0 -The Ape Hospital is to the North. -~ -~ -0 -1 25133 -D1 -A large cage is to the East. -~ -~ -0 -1 25126 -D2 -The Hospital Office is to the South. -~ -~ -0 -1 25119 -S -#25126 -Human Cage~ - You're in a large cage. The cage stinks of rotten food and urine. A narrow -window looks out onto the grassy plains to the east. Straw covers the stone -floor. -~ -251 8 0 0 0 0 -D3 -The Operating Room is to the West. -~ -~ -0 -1 25125 -S -#25127 -Gorilla Bunkhouse~ - You're in a large stinky room. Around 20 beds are lined up neatly in -the room. Several large lockers can been seen against the walls. This is where -the gorilla soldiers live. -~ -251 8 0 0 0 0 -D1 -Gorilla Training is to the East. -~ -~ -0 -1 25128 -S -#25128 -Gorilla Training Center~ - You find yourself in a large, well lit gym. Exercise machines and -weight benches are scattered around the room. Several straw dummies are -positioned against the southern walls, with arrows and spears stuck in them. -The Gorilla Soldiers train here. -~ -251 8 0 0 0 0 -D1 -The eastern end of Ape Lane is to the East. -~ -~ -0 -1 25129 -D3 -The Gorilla Bunkhouse is to the West. -~ -~ -0 -1 25127 -S -#25129 -Western End of Ape Lane~ - Ape Lane is the main street of Ape Village. To the northwest is a -large pond, which must be where the apes get their water. A small park -lies North, and the Wax Museum is to the South. -~ -251 0 0 0 0 1 -D0 -Ape Park is to the North. -~ -~ -0 -1 25137 -D1 -The main square is to the East. -~ -~ -0 -1 25130 -D2 -The Wax Museum is to the South. -~ -~ -0 -1 25121 -D3 -The Gorilla training ground is to the West. -~ -~ -0 -1 25128 -S -#25130 -Ape Village Square~ - This is the Ape Village Town Square. A large stone statue of the -greatest Ape to ever live, the Law Giver, stands in the center of the -square on a stone pedistal. The words "Ape will never kill ape!" are -inscribed on the pedistal. -~ -251 0 0 0 0 1 -D0 -Ape Road continues North. -~ -~ -0 -1 25138 -D1 -Ape Lane continues East. -~ -~ -0 -1 25131 -D2 -Ape Village Entrance is to the South. -~ -~ -0 -1 25122 -D3 -Ape Lane continues West. -~ -~ -0 -1 25129 -S -#25131 -Ape Lane East~ - You're on Ape Lane East. Simian Public School is to the North, and the -Weapons Shop is to the South. The place looks like a typical human town, -except for the inhabitants. -~ -251 0 0 0 0 1 -D0 -Simian Public School is to the North. -~ -~ -0 -1 25139 -D1 -Eastern End of Ape Lane is to the East. -~ -~ -0 -1 25132 -D2 -The Weapons Shop is to the South. -~ -~ -0 -1 25123 -D3 -Ape Road continues to the West. -~ -~ -0 -1 25130 -S -#25132 -Eastern End of Ape Lane~ - This is where all the science facilities are located. The Ape Hospital -is to the east, Cornelius and Zira's house is to the north, and the Ape Zoo -is to the south. -~ -251 0 0 0 0 1 -D0 -Cornelius and Zira's House is to the North. -~ -~ -0 -1 25140 -D1 -The Ape Hospital is to the East. -~ -~ -0 -1 25133 -D2 -The Ape Zoo is to the South. -~ -~ -0 -1 25124 -D3 -Ape Lane contines West. -~ -~ -0 -1 25131 -S -#25133 -Ape Hospital~ - The Ape Hospital is where the Apes perform experiments on the cavemen. -Physical and psychological tests are conducted, and the Apes are particularly -fond of lobotomies. Large cages are positioned against the eastern wall. The -cages have some cavemen in them, and they also have beds of straw. -~ -251 8 0 0 0 0 -D1 -A cage is to the East. -~ -~ -0 -1 25134 -D2 -The Operating Room is to the South. -~ -~ -0 -1 25125 -D3 -The Eastern End of Ape Lane is to the West. -~ -~ -0 -1 25132 -S -#25134 -Human Cage~ - You are in a large cage. The cage stinks of rotten food. A narrow window -looks out onto the grassy plains to the east. Straw covers the stone floor. -~ -251 8 0 0 0 0 -D3 -The Ape Hospital is to the West. -~ -~ -0 -1 25133 -S -#25135 -Ape Pond~ - You are swimming in a large pond. The water is quite calm, and lilly pads -are growing all around. To the north you can see a dangerous raging whirlpool. - -~ -251 4 0 0 0 6 -D0 -A raging whirlpool is North. -~ -~ -0 -1 25141 -D1 -The pond continues East. -~ -~ -0 -1 25136 -S -#25136 -Ape Pond~ - You find yourself wading in shallow water. The water seems clean enough, -but you probably would not want to drink from it. To the east is a clearing -leading to Ape Park. -~ -251 4 0 0 0 6 -D0 -The pond continues North. -~ -~ -0 -1 25142 -D1 -Ape Park is East. -~ -~ -0 -1 25137 -D3 -The pond continues West. -~ -~ -0 -1 25135 -S -#25137 -Ape Park~ - Ape Park is popular with the Apes. While here the Apes can swim or play -games. A large pond is to the west in the middle of the large clearing for -swimming. -~ -251 0 0 0 0 2 -D1 -Ape Road is to the East. -~ -~ -0 -1 25138 -D2 -Ape Lane is to the South. -~ -~ -0 -1 25129 -D3 -Ape Pond is West. -~ -~ -0 -1 25136 -S -#25138 -Ape Road North~ - Ape Road North is the road that leads to the Forbidden Zone. To the west is -the Ape Park and what looks like a lake. To the east is Simian Public School. - -~ -251 0 0 0 0 1 -D0 -Ape Road continues North. -~ -~ -0 -1 25144 -D1 -Simian Public School is to the East. -~ -~ -0 -1 25139 -D2 -Ape Village Square is to the South. -~ -~ -0 -1 25130 -D3 -Ape Park is to the West. -~ -~ -0 -1 25137 -S -#25139 -Simian Public School~ - Simian Public School is where the child apes go to school. The school -room itself is round, and the teacher stands in the middle. A large statue of -the Law Giver stands at the front of the room. -~ -251 8 0 0 0 0 -D2 -Ape Lane is to the South. -~ -~ -0 -1 25131 -D3 -Ape Road is to the West. -~ -~ -0 -1 25138 -S -#25140 -Cornelius and Zira's House~ - This is actually a fairly tidy ape home. A large wooden table sits in -the middle, and a large bed is at the back of the room. A large bookshelf -contains hundreds of books dedicated to Archeology and Psychology. -~ -251 8 0 0 0 0 -D2 -Ape Lane is to the South. -~ -~ -0 -1 25132 -S -#25141 -Whirlpool~ - You find yourself struggling to keep your head above the water. You -peer down into the water but all you can see is darkness. Maybe going -down isn't such a good idea. -~ -251 5 0 0 0 6 -D0 -The pond continues North. -~ -~ -0 -1 25146 -D1 -The pond continues East. -~ -~ -0 -1 25142 -D2 -The pond continues South. -~ -~ -0 -1 25135 -S -#25142 -Ape Pond~ - You are swimming in a large pond. The water is quite calm, and lilly pads -are growing all around. To the west you can see a dangerous raging whirlpool. - -~ -251 4 0 0 0 6 -D0 -The pond contines North. -~ -~ -0 -1 25147 -D1 -The pond shore is East. -~ -~ -0 -1 25143 -D2 -The pond continues South. -~ -~ -0 -1 25136 -D3 -A raging whirlpool is West. -~ -~ -0 -1 25141 -S -#25143 -Ape Pond West Shore~ - You find yourself wading in shallow water. The water seems clean enough, -but you probably wouldn't want to drink from it. To the south is Ape Park, -while to the east is Ape Road North. -~ -251 4 0 0 0 6 -D1 -Ape Road North is East. -~ -~ -0 -1 25144 -D2 -Ape Park is South. -~ -~ -0 -1 25137 -D3 -The pond continues West. -~ -~ -0 -1 25142 -S -#25144 -Ape Road North~ - Ape Road North is the road that leads to the Forbidden Zone. To the west is -a large pond and a park. To the east is the amphitheater with a few apes -walking in and out. -~ -251 0 0 0 0 1 -D0 -Ape Road continues North. -~ -~ -0 -1 25149 -D1 -The amphitheater is to the East. -~ -~ -0 -1 25145 -D2 -Ape Road continues South. -~ -~ -0 -1 25138 -D3 -A large pond is to the West. -~ -~ -0 -1 25143 -S -#25145 -Ape Amphitheater~ - You find yourself on the top level of a big amphitheater. It's rounded, -with about 6 or 7 levels of seats. The bottom part is where Dr. Zaius and Ursus -rally all the other apes. -~ -251 0 0 0 0 1 -D3 -Ape Road is to the West. -~ -~ -0 -1 25144 -D5 -The Amphitheater stage is Down. -~ -~ -0 -1 25151 -S -#25146 -Ape Pond~ - You are swimming in a large pond. The water is quite calm, and lilly pads -are growing all around. To the south you can see a dangerous raging whirlpool. - -~ -251 4 0 0 0 6 -D1 -The pond continues East. -~ -~ -0 -1 25147 -D2 -A raging whirlpool is South. -~ -~ -0 -1 25141 -S -#25147 -Ape Pond~ - You're swimming in a large pond. The water is quite calm, and lilly pads -are growing all around. The water is clean and clear all the way to the -bottom. -~ -251 4 0 0 0 6 -D2 -The pond continues South. -~ -~ -0 -1 25142 -D3 -The pond continues West. -~ -~ -0 -1 25146 -S -#25148 -Dr. Zaius's House~ - Dr. Zaius's house is filled with books, scrolls, and maps. A large glass -window looks out onto the Forbidden Zone to the north. A small neatly made -bed is resting in the southwestern corner of the room. -~ -251 8 0 0 0 0 -D1 -Ape Road is to the East. -~ -~ -0 -1 25149 -S -#25149 -Ape Road North~ - Ape Road North is the road that leads to the Forbidden Zone. To the west -Dr. Zaius's house, and to the east is Dr. Zaius's lab. The buildings look -rather mundane. -~ -251 0 0 0 0 1 -D0 -Ape Road continues North. -~ -~ -0 -1 25158 -D1 -Dr. Zaius's lab is to the East. -~ -~ -0 -1 25150 -D2 -Ape Road continues South. -~ -~ -0 -1 25144 -D3 -Dr. Zaius's house is to the West. -~ -~ -0 -1 25148 -S -#25150 -Dr. Zaius's Lab~ - Dr. Zaius's Lab is fairly messy. Several rectangular tables are set -against the walls, with test tubes and beakers littered all over. One of -the tables appears to be used in surgery, as several medical tools can -be seen on it. Dr. Zaius is fond of performing lobotomies, especially -on humans. -~ -251 8 0 0 0 0 -D3 -Ape Road is to the West. -~ -~ -0 -1 25149 -S -#25151 -Amphitheater Stage~ - Two seats are mounted into the northern wall, where Dr. Zaius and -Ursus sit. You never noticed it before, but on the floor a small rounded -trapdoor is barely visible beside the two seats. -~ -251 0 0 0 0 0 -D4 -The amphitheater seats are Up. -~ -~ -0 -1 25145 -D5 -The trapdoor leads into darkness Down. -~ -door trapdoor trap~ -1 -1 25152 -S -#25152 -Underground Cavern~ - You find yourself in a dark humid cave. The ceiling isn't very high, -maybe 7 feet or so. A torch mounted on the eastern wall burns softly. An old -iron ladder against the southern wall can be seen leading up to a small trap -door. -~ -251 12 0 0 0 0 -D0 -The cavern continues North. -~ -~ -0 -1 25153 -D4 -The iron ladder leads Up. -~ -door trapdoor trap~ -1 -1 25151 -S -#25153 -Underground Cavern~ - You find yourself in a dark humid cave. The ceiling isn't very high, -maybe 7 feet or so. A torch mounted on the eastern wall burns softly. You -can see the cave turn to the east up ahead. A faint light is coming from -around the bend, as well as quiet ocean waves. To the south you can see -an old ladder. -~ -251 8 0 0 0 0 -D0 -The cavern continues North. -~ -~ -0 -1 25154 -D2 -The cavern continues South. -~ -~ -0 -1 25152 -S -#25154 -Underground Cavern~ - You're at a turn in the cave. The cave goes south into darkness. To -the east you can see a cave entrance, and beyond that a sandy beach beside -the ocean. You notice several wide holes in the ground, which look like -they've recently been dug up. Several old artifacts can be seen half -buried in the holes. -~ -251 8 0 0 0 0 -D1 -The cavern entrance is East. -~ -~ -0 -1 25155 -D2 -The cavern continues South. -~ -~ -0 -1 25153 -S -#25155 -Cavern Entrance~ - You're at the entrance to a small cave. The cave is only about 7 feet -high, and about 5 feet across. A bit of moss is growing where the sunlight -hits the cave walls. The cave enters into darkness to the west, while the -sandy beach is to the east. -~ -251 12 0 0 0 0 -D1 -The beach is to the East. -~ -~ -0 -1 25191 -D3 -The cave continues West. -~ -~ -0 -1 25154 -S -#25156 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way west. The gusting winds blow sand all over you. You don't think -anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25159 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25157 -S -#25157 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. The gusting winds blow -sand all over you. You don't think anything could live out here. You can see -the Ape Village to the south. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25160 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25158 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25156 -S -#25158 -Forbidden Zone Entrance~ - This is the entrance to the desert wasteland known as the Forbidden Zone. -Ape Law decrees it to be illegal to enter without permission from the Ape -Council. Sand dunes are scattered about, and you can see the odd dead shrub. A -high cliff blocks your way to the east. The gusting winds blow sand all over -you. You don't think anything could live out here. You can see the Ape Village -to the south. -~ -251 4 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25161 -D2 -Ape Village is South. -~ -~ -0 -1 25149 -D3 -The Forbidden Zone continues East. -~ -~ -0 -1 25157 -S -#25159 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks your -way west. The gusting winds blow sand all over you. You don't think anything -could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25162 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25160 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25156 -S -#25160 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. The gusting winds blow -sand all over you. You don't think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25163 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25161 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25157 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25159 -S -#25161 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the east. The gusting winds blow sand all over you. You don't -think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25164 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25158 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25160 -S -#25162 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks your -way west. The gusting winds blow sand all over you. You don't think anything -could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25165 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25163 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25159 -S -#25163 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. The gusting winds blow -sand all over you. You don't think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25166 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25164 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25160 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25162 -S -#25164 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the east. The gusting winds blow sand all over you. You don't -think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25167 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25161 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25163 -S -#25165 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks your -way west. The gusting winds blow sand all over you. You don't think anything -could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25170 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25166 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25162 -S -#25166 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. The gusting winds blow -sand all over you. You don't think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25171 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25167 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25163 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25165 -S -#25167 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the east. The gusting winds blow sand all over you. You don't -think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25172 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25164 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25166 -S -#25168 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. High cliffs block -your way east, west, and south, and they also stop some of the winds. You -barely notice an old weather beaten stone table, which is mostly buried in -sand. You don't think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25169 -S -#25169 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the east and west, and they also block some of the winds. You -don't think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25174 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25168 -S -#25170 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks your -way west. The gusting winds blow sand all over you. You don't think anything -could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25175 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25171 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25165 -S -#25171 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. The gusting winds blow -sand all over you. You don't think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25176 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25172 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25166 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25170 -S -#25172 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. The gusting winds -blow sand all over you. You don't think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25177 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25173 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25167 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25171 -S -#25173 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the south. The gusting winds blow sand all over you. You don't -think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25178 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25174 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25172 -S -#25174 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the east. The gusting winds blow sand all over you. You don't -think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25179 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25169 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25173 -S -#25175 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks your -way west. The gusting winds blow sand all over you. You don't think anything -could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25180 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25176 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25170 -S -#25176 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. The gusting winds blow -sand all over you. You don't think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25181 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25177 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25171 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25175 -S -#25177 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. The gusting winds -blow sand all over you. You don't think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25182 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25178 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25172 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25176 -S -#25178 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. The gusting winds -blow sand all over you. You don't think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25183 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25179 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25173 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25177 -S -#25179 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the east. The gusting winds blow sand all over you. You don't -think anything could live out here. -~ -251 0 0 0 0 2 -D0 -The Forbidden Zone continues North. -~ -~ -0 -1 25184 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25174 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25178 -S -#25180 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks your -way west. The gusting winds blow sand all over you. You don't think anything -could live out here. -~ -251 0 0 0 0 2 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25181 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25175 -S -#25181 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks your -way north. The gusting winds blow sand all over you. You don't think anything -could live out here. -~ -251 0 0 0 0 2 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25182 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25176 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25180 -S -#25182 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the north. The gusting winds blow sand all over you. You don't -think anything could live out here. -~ -251 0 0 0 0 2 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25183 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25177 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25181 -S -#25183 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the north. The gusting winds blow sand all over you. You don't -think anything could live out here. -~ -251 0 0 0 0 2 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25184 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25178 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25182 -S -#25184 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the north. The gusting winds blow sand all over you. You don't -think anything could live out here. -~ -251 0 0 0 0 2 -D1 -The Forbidden Zone continues East. -~ -~ -0 -1 25185 -D2 -The Forbidden Zone continues South. -~ -~ -0 -1 25179 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25183 -S -#25185 -Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. High cliffs block -your way to the north and south. The gusting winds blow sand all over you. -You don't think anything could live out here. You can see an ocean and a -sandy beach to the east. -~ -251 0 0 0 0 2 -D1 -The sandy beach is East. -~ -~ -0 -1 25186 -D3 -The Forbidden Zone continues West. -~ -~ -0 -1 25184 -S -#25186 -Sandy Beach~ - You're on a wide sandy beach. The soft sand seems much nicer than -the coarse sand found in the Forbidden Zone. The ocean to the east -stretches as far as the eye can see, and small waves gently lap on the -shore. Too bad the apes don't like swimming, because this place is -perfect for it! -~ -251 0 0 0 0 2 -D0 -The sandy beach continues North. -~ -~ -0 -1 25187 -D2 -The sandy beach continues South. -~ -~ -0 -1 25195 -D3 -The Forbidden Zone is West. -~ -~ -0 -1 25185 -S -#25187 -Sandy Beach~ - You're on a wide sandy beach. The soft sand seems much nicer than -the coarse sand found in the Forbidden Zone. The ocean to the east -stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west. You notice a large statue -located further north. Too bad the apes don't like swimming, because -this place is perfect for it! -~ -251 0 0 0 0 2 -D0 -The sandy beach continues North. -~ -~ -0 -1 25188 -D2 -The sandy beach continues South. -~ -~ -0 -1 25186 -S -#25188 -Sandy Beach~ - You're on a wide sandy beach. The soft sand seems much nicer than -the coarse sand found in the Forbidden Zone. The ocean to the east -stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west. A huge dark green statue is -resting right on the side of the beach. It's a woman wearing a large -spikey crown holding a book, so it must be the ruins of the Statue of -Liberty! Damn them all to hell! -~ -251 4 0 0 0 2 -D2 -The sandy beach continues South. -~ -~ -0 -1 25187 -D4 -The Statue of Liberty is Up. -~ -~ -0 -1 25196 -S -#25189 -Sandy Beach~ - You're on a wide sandy beach. The soft sand seems much nicer than -the coarse sand found in the Forbidden Zone. The ocean to the east -stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west and south. Too bad the apes -don't like swimming, because this place is perfect for it! -~ -251 0 0 0 0 2 -D0 -The sandy beach continues North. -~ -~ -0 -1 25190 -S -#25190 -Sandy Beach~ - You're on a wide sandy beach. The soft sand seems much nicer than -the coarse sand found in the Forbidden Zone. The ocean to the east -stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west. Too bad the apes don't like -swimming, because this place is perfect for it! -~ -251 0 0 0 0 2 -D0 -The sandy beach continues North. -~ -~ -0 -1 25191 -D2 -The sandy beach continues South. -~ -~ -0 -1 25189 -S -#25191 -Sandy Beach~ - You're on a wide sandy beach. The soft sand seems much nicer than -the coarse sand found in the Forbidden Zone. The ocean to the east -stretches as far as the eye can see, and small waves gently lap on the -shore. A low cave lead into the cliff to the west. Too bad the apes don't -like swimming, because this place is perfect for it! -~ -251 0 0 0 0 2 -D0 -The sandy beach continues North. -~ -~ -0 -1 25192 -D2 -The sandy beach continues South. -~ -~ -0 -1 25190 -D3 -A cave is to the West. -~ -~ -0 -1 25155 -S -#25192 -Sandy Beach~ - You're on a wide sandy beach. The soft sand seems much nicer than -the coarse sand found in the Forbidden Zone. The ocean to the east -stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west. Too bad the apes don't like -swimming, because this place is perfect for it! -~ -251 0 0 0 0 2 -D0 -The sandy beach continues North. -~ -~ -0 -1 25193 -D2 -The sandy beach continues South. -~ -~ -0 -1 25191 -S -#25193 -Sandy Beach~ - You're on a wide sandy beach. The soft sand seems much nicer than -the coarse sand found in the Forbidden Zone. The ocean to the east -stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west. Too bad the apes don't like -swimming, because this place is perfect for it! -~ -251 0 0 0 0 2 -D0 -The sandy beach continues North. -~ -~ -0 -1 25194 -D2 -The sandy beach continues South. -~ -~ -0 -1 25192 -S -#25194 -Sandy Beach~ - You're on a wide sandy beach. The soft sand seems much nicer than -the coarse sand found in the Forbidden Zone. The ocean to the east -stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west. Too bad the apes don't like -swimming, because this place is perfect for it! -~ -251 0 0 0 0 2 -D0 -The sandy beach continues North. -~ -~ -0 -1 25195 -D2 -The sandy beach continues South. -~ -~ -0 -1 25193 -S -#25195 -Sandy Beach~ - You're on a wide sandy beach. The soft sand seems much nicer than -the coarse sand found in the Forbidden Zone. The ocean to the east -stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west. Too bad the apes don't like -swimming, because this place is perfect for it! -~ -251 0 0 0 0 2 -D0 -The sandy beach continues North. -~ -~ -0 -1 25186 -D2 -The sandy beach continues South. -~ -~ -0 -1 25194 -S -#25196 -Statue of Liberty Stairs~ - You're on a staircase leading up the Statue of Liberty. Back when -this place wasn't wrecked, people used to come here to tour the -statue and to get a nice view of New York. Now, the staircase is -full of cobwebs and many large cracks can be seen along the walls. -~ -251 0 0 0 0 0 -D4 -The stairs continue Up. -~ -~ -0 -1 25197 -D5 -The sandy beach is Down. -~ -~ -0 -1 25188 -S -#25197 -Statue of Liberty Stairs~ - You're on a staircase leading up the Statue of Liberty. Back when -this place wasn't wrecked, people used to come here to tour the -statue and to get a nice view of New York. Now, the staircase is -full of cobwebs and many large cracks can be seen along the walls. -You can see the main observatory at the top of the stairs. -~ -251 0 0 0 0 0 -D4 -The main observatory is Up. -~ -~ -0 -1 25198 -D5 -The stairs continue Down. -~ -~ -0 -1 25196 -S -#25198 -Statue of Liberty - Main Observatory~ - You're in the main observatory of the Statue of Liberty. Several -sets of coin operated binoculars look out onto the ocean through -the long broken windows. Dirt and grime covers all of the walls. -A heap of rags is on the floor towards the northern part of the -room, which looks like it may be a bed. An old staircase leading -down is built into the eastern wall. -~ -251 0 0 0 0 0 -D5 -The stairs lead Down. -~ -~ -0 -1 25197 -S -$~ diff --git a/lib/world/wld/252.wld b/lib/world/wld/252.wld deleted file mode 100644 index c917753..0000000 --- a/lib/world/wld/252.wld +++ /dev/null @@ -1,760 +0,0 @@ -#25200 -The Start of a Winding Trail~ - The forest clears away and you step through the last row of trees. What -confronts you is a nightmarish vision of a huge, dark castle built into the wall -of the cliff. A narrow, winding trail is carved into the cliff, snaking it's -way up to the entrance to the castle, hundreds of feet above you. You think you -may see a bit of movement on the road, possibly a person or two up there, but -from here you cannot be sure. Your choices seem to be quite limited. You can -either head up the winding trail to the castle or head back into this terrible -forest, taking your chances with the many monsters which roam the trees. -~ -252 1 0 0 0 3 -D0 -~ -~ -0 0 26634 -D1 -~ -~ -0 0 25201 -D3 -~ -~ -0 0 26633 -E -credits~ - Castle of the Vampyre by Kaan for Dibrova -Part of the Dark and Sinister Forest, also available for download, this is -a castle molded into a cliff-face with an underarea full of vampyres. The -upper level holds a smattering of Gypsy caretakers and some rats and bats. -Some decent eq available as well as some good exp for the high level player. -Links: 00nw -~ -S -#25201 -A Winding Mountain Trail~ - The trail begins it's steep ascent, heading uphill toward the gates of the -castle. You see no sign of light or life within. Possibly it is just an old -empty abandoned castle that doesn't warrant a look around. Possibly. -~ -252 1 0 0 0 3 -D3 -~ -~ -0 0 25200 -D4 -~ -~ -0 0 25202 -S -#25202 -A Winding Mountain Trail~ - The trail heads west and uphill toward the castle above. You see a large -turret rising high above the main entrance, it's rounded walls standing out from -the rest of the castle. You see that the gates are closed, probably locked. -As you look up at the menacing castle above you, a shiver runs through your very -soul. This whole place gives you a very bad feeling. -~ -252 1 0 0 0 3 -D3 -~ -~ -0 0 25203 -D5 -~ -~ -0 0 25201 -S -#25203 -A Winding Mountain Trail~ - The trail heads steeply up yet again, always toward the looming castle above. -You can now see the top of the turret, where bats circle constantly, as if -watching, guarding for some unseen master. -~ -252 1 0 0 0 3 -D1 -~ -~ -0 0 25202 -D4 -~ -~ -0 0 25204 -S -#25204 -A Winding Mountain Trail~ - The trail leads east toward the castle or down into the forest. You are now -a good ways above the forest, high up on the trail. You see that the entire -forest is enclosed by the mountains, forming a sort of prison in the form of a -forest full of horrors. What an awful place you have come to! -~ -252 1 0 0 0 3 -D1 -~ -~ -0 0 25205 -D5 -~ -~ -0 0 25203 -S -#25205 -A Winding Mountain Trail~ - The trail heads and west - east toward the hellish castle and west toward the -nightmarish forest. You are not really left with much a choice. -~ -252 1 0 0 0 3 -D1 -~ -~ -0 0 25206 -D3 -~ -~ -0 0 25204 -S -#25206 -A Winding Mountain Trail~ - The road heads steeply up again, curving and heading toward the front gates -of the castle. You are now extremely high above the forest, looking over the -tree tops. Not that you can all that far - it's pretty damn dark out there. -~ -252 1 0 0 0 3 -D3 -~ -~ -0 0 25205 -D4 -~ -~ -0 0 25207 -S -#25207 -A Winding Mountain Trail~ - The trail continues to climb toward the castle, which is just above you only -a man's height or so. To the west is the base of a set of wide stone steps -which lead directly up to the front gates of the castle. The trail also leads -down from here toward the forest below. -~ -252 1 0 0 0 3 -D3 -~ -~ -0 0 25208 -D5 -~ -~ -0 0 25206 -S -#25208 -A Winding Mountain Trail~ - You have come to the top of the trail. A wide set of stone steps, steps -built into the mountain itself, leads up to the main entrance to this evil -looking place. The trail heads back east, winding it's way down to the forest -below. -~ -252 1 0 0 0 3 -D1 -~ -~ -0 0 25207 -D4 -~ -~ -0 0 25209 -S -#25209 -The Castle Gates~ - You stand before the gates to the castle, a set of huge, iron bound, oak -doors which look strong enough to hold back an entire army. A set of wide stone -steps lead down toward the trail which takes you down into the forest. -~ -252 0 0 0 0 0 -D0 -~ -gate~ -1 0 25210 -D5 -~ -~ -0 0 25208 -S -#25210 -Echoing Hallway~ - This wide, cobwebby, stone corridor runs north toward a large stone stairway -way ahead. Your footsteps ring loudly, every step you take making you jump just -a bit, so loud that it almost seems like you hear someone following behind you, -someone who stops when you stop and walks when you walk, but looking around, you -realize that you are just being foolish. The exit to this terrible, dead castle -lies south. -~ -252 9 0 0 0 0 -D0 -~ -~ -0 0 25211 -D2 -~ -gate~ -1 0 25209 -S -#25211 -Echoing Hallway~ - This castle radiates a strange presence, a feeling of ancient hatred, old -grudges long since forgotten through the centuries. All around you, signs of -disuse are apparent, yet you get the feeling that this place is most definitely -inhabited. The cobwebs which are strung through almost every archway, the dust -on the floor, and the way all of the furnishings seem to have fallen into -complete disrepair should give an impression of abandonment, however it seems -just the opposite. High archways lead both east and west into large rooms, the -hall continues north and south. -~ -252 0 0 0 0 0 -D0 -~ -~ -0 0 25212 -D1 -~ -~ -0 0 25217 -D2 -~ -~ -0 0 25210 -D3 -~ -~ -0 0 25218 -S -#25212 -Echoing Hallway~ - This long, gothic hallway runs north and south through the center of this -wicked place. The ceiling, domed and sculptured rises high above you head, -nearly out of sight. A small oak door lies off to you east, and wide archway -opens to the west. -~ -252 0 0 0 0 0 -D0 -~ -~ -0 0 25213 -D1 -~ -door~ -1 0 25224 -D2 -~ -~ -0 0 25211 -D3 -~ -~ -0 0 25220 -S -#25213 -Echoing Hallway~ - Just north of you is the start to a set of stone stairs leading up in the -castle's heights. This must be the way to the turret you saw from the outside. -East of you, a small hallway with a low ceiling runs into darkness. Looking in -that direction gives you the chills, although for what reason, you have no idea. -The hallway runs north to the stairs or south toward the entrance (or exit) to -the castle. -~ -252 8 0 0 0 0 -D0 -~ -~ -0 0 25214 -D1 -~ -~ -0 0 25215 -D2 -~ -~ -0 0 25212 -S -#25214 -Base of Stairway~ - The stairway spirals upward, twisting out of sight and into darkness. You -listen for any sounds that may come from the upper reaches, but all seems quiet -for now. You may head up or go back south toward the Castle Gates. -~ -252 8 0 0 0 0 -D2 -~ -~ -0 0 25213 -D4 -~ -~ -0 0 25238 -S -#25215 -A Side Hallway~ - This small, cramped passageway leads east to what appears to be a dead end. -There really is only room enough for one person to squeeze through the passage, -and the feeling you had earlier is only intensifying as you head deeper into -this passage. Might it not be best to head back west? -~ -252 264 0 0 0 0 -D1 -~ -~ -0 0 25216 -D3 -~ -~ -0 0 25213 -S -#25216 -A Side Hallway~ - You have reached the end of this small hallway. There is no apparent exit in -any direction except back west, the way you came. There is just enough room -here for you to turn around. -~ -252 264 0 0 0 0 -D2 -~ -door~ -1 0 25221 -D3 -~ -~ -0 0 25215 -S -#25217 -Vaulted Chamber~ - This strangely empty room holds an assortment of very old, uncomfortable and -unused looking furniture. The walls, painted in what were obviously once -bright, lifelike colors are now covered in such a layer of dust that it is hard -to tell exactly what the paintings were of. It looks as if this room may have -been used for entertaining guests at one time, in the castle's prime, but now it -is like all the other sections of this place - dead and lifeless. -~ -252 8 0 0 0 0 -D3 -~ -~ -0 0 25211 -S -#25218 -Feasting Chamber~ - This room gives you such a terrible feeling, a feeling of intense horror, -that you nearly lose your stomach simply by entering. The atrocities that must -have been commited in this room, the awful horrors that must have been visited -upon countless victims, all of these feeling soak into your soul, the feelings -received from the very walls of the room. A large stone table, large enough to -seat a dozen people, is centered on the floor, webbed silver candlesticks still -with wax in them, rest in the center of the table. A balcony leads off to the -south, the door to this balcony wide open. The only other exit out of here is -to the east. -~ -252 8 0 0 0 0 -D1 -~ -~ -0 0 25211 -D2 -~ -~ -0 0 25219 -S -#25219 -Balcony~ - The balcony is roughly twenty feet wide, the floor extending roughly ten feet -out into the open air. The forest below you, still dark and mysterious as when -you were in the thick of it, seems to waver and fade in and out of focus with -the faint mist that clings to the treetops. There are no chairs or any other -types of furniture here, only a wide open stretch of stone flooring. You may -exit back into the Feasting Chamber, just north of here. -~ -252 8 0 0 0 0 -D0 -~ -~ -0 0 25218 -S -#25220 -Empty Chamber~ - This large room's function remains unknown to you. It is completely empty, -devoid of furnishings, decoration, or adornments of any kind. The walls have -the same ancient paintings which seem to be the same in every part of this -castle, but other than those old, faded scrawlings, there is nothing here. The -exit lies east. -~ -252 9 0 0 0 0 -D1 -~ -~ -0 0 25212 -S -#25221 -Top of Stairway~ - You stand at the top of a flight of wide stairs. There is no railing along -the stairs the entire distance, however the stairs do follow along a wall to one -side. The other side of the stairs opens into an enormous room which is -littered with closed coffins, all lined in perfect order. The north wall of the -chamber rises three stories, strange, small niches built into the wall. Those -niches look a great deal like burial vaults. Maybe it would be a good idea to -leave this room. -~ -252 9 0 0 0 0 -D0 -~ -door~ -1 0 25216 -D5 -~ -~ -0 0 25222 -S -#25222 -Wide Stone Stairway~ - The stairs head down toward the huge room below, the room filled with -coffins. There does not seem to anyone in the room, at least no one that you -can see. That does not, however, mean that there is not anyone there. -~ -252 9 0 0 0 0 -D4 -~ -~ -0 0 25221 -D5 -~ -~ -0 0 25223 -S -#25223 -Wide Stone Stairway~ - These stairs continue down just a little further, into the room below which -seems to be some sort of burial vault or something. You get a very ominous -feeling standing so close all those coffins. Very ominous indeed. -~ -252 9 0 0 0 0 -D4 -~ -~ -0 0 25222 -D5 -~ -~ -0 0 25227 -S -#25224 -Dark Stairwell~ - A dark, wet, narrow flight of stairs runs down into darkness. There is a -sense of desperation about this section of the castle, a sense of lingering but -desperate hope. Shining your light down the steps only confirms that they go -downward farther than you can see and it is dark down there. -~ -252 9 0 0 0 0 -D3 -~ -door~ -1 0 25212 -D5 -~ -~ -0 0 25234 -S -#25225 -Vault~ - The coffins surround on all sides but the north side, where the wall filled -with the crypts rises up toward the ceiling. This definitely not the sort of -room you would want to hang around in for too long, not for any reason. -~ -252 9 0 0 0 0 -D1 -~ -~ -0 0 25226 -D2 -~ -~ -0 0 25227 -S -#25226 -Vault~ - The wall filled with the dark niches rises right next to you up to the -ceiling, the higher reaches all obscured in shadows. You can't shake the -feeling of being watched, no matter where in the room you stand. Strangely, it -doesn't seem to come from the coffins which surround, but another, less obvious -source. -~ -252 9 0 0 0 0 -D2 -~ -~ -0 0 25228 -D3 -~ -~ -0 0 25225 -S -#25227 -Vault~ - The coffins rest all around you, their very presence making it so that you -feel the need to hold your breath in this room. The north wall, full of the -burial niches all the way to top, seems to stare at you malevolently, as if -watching your every move, waiting for the right moment. A small passage leads -south off the southeast corner of the room. A long, wide stairway leads up to a -large oak door. -~ -252 9 0 0 0 0 -D0 -~ -~ -0 0 25225 -D1 -~ -~ -0 0 25228 -D2 -~ -~ -0 0 25229 -D4 -~ -~ -0 0 25223 -S -#25228 -Vault~ - The vault seems almost too quiet, even for the fact that it is indeed a -vault. The small, dark passageway seems to beckon you, it being south of your -current locale. You think you may even see a flicker of light coming from the -inner reaches of that passage. -~ -252 9 0 0 0 0 -D0 -~ -~ -0 0 25226 -D2 -~ -~ -0 0 25230 -D3 -~ -~ -0 0 25227 -S -#25229 -Vault~ - This huge burial vault does not give you the easy feeling you have been -hoping to find ever since you entered the forests below this castle. The -scattered coffins, the oppressing darkness only lend to the feeling that you -have to get out of this place as soon as is possible, sooner even. -~ -252 9 0 0 0 0 -D0 -~ -~ -0 0 25227 -D1 -~ -~ -0 0 25230 -S -#25230 -Vault~ - The small passageway leads south from here, and there is indeed a light of -some sort flickering in that passage. The burial vault you stand in is opened -up in full view now, and it is an impressive sight to beheld. The huge wall, -dotted with niches the entire length up, must be at least three stories in -height, possibly more, and the number of coffins which dot the floor number way -over twenty. It really makes you wonder why you ever felt a need to enter this -room. -~ -252 9 0 0 0 0 -D0 -~ -~ -0 0 25228 -D2 -~ -~ -0 0 25231 -D3 -~ -~ -0 0 25229 -S -#25231 -Candle Lit Chamber~ - This small chamber holds nothing more than a few candles which burn in small -iron wall sconces. This room is a joiner room to another, much larger room just -south from here. The vault is to the north. -~ -252 8 0 0 0 0 -D0 -~ -~ -0 0 25230 -D2 -~ -~ -0 0 25232 -S -#25232 -The Lord's Chamber~ - This room is blacker than the blackest pitch, blacker than the blackest -night. An ornate coffin lies against the east wall, raised up on a pedestal. -A large throne-like chair rests against the south wall, velvet upholstered and -ancient by the look. Next to it is a small table, which might be used to hold -drinks or other such trifles. Other than that, there appears to be no other -objects in this room. The exit lies north through the small passage and back -into the Vault. -~ -252 9 0 0 0 0 -D0 -~ -~ -0 0 25231 -D1 -~ -~ -0 0 25233 -S -#25233 -The Lord's Coffin~ - This plush velvet upholstered coffin sports a very fine looking pillow and -headrest. It looks as if the Lord most probably sleeps very well here. -~ -252 9 0 0 0 0 -D3 -~ -~ -0 0 25232 -S -#25234 -Narrow Stair Passage~ - This narrow, stone and mortar passageway leads down a short distance further -into a hallway. You can hear the sound of dripping water and the walls seem -moist to the touch. This definitely does not seem like one of the more -luxurious sections of the castle. -~ -252 9 0 0 0 0 -D4 -~ -~ -0 0 25224 -D5 -~ -~ -0 0 25235 -S -#25235 -Dark Dripping Hallway~ - This narrow hallway smells of mold and mildew. There seems to be an end to -the hallway just south of here. There is a heavy iron bound door at the hall's -end. -~ -252 9 0 0 0 0 -D2 -~ -~ -0 0 25236 -D4 -~ -~ -0 0 25234 -S -#25236 -Dark Dripping Hallway~ - You stand before a large wooden door bound in iron straps. You can hear no -sounds beyond the door, however that does not necessarily mean that there is -nothing there. The nasty, wet hallway runs north to the set of stairs and up -and out of this awful part of the castle. -~ -252 9 0 0 0 0 -D0 -~ -~ -0 0 25235 -D2 -~ -door~ -1 0 25237 -S -#25237 -Holding Cell~ - This cold, dank, hard stoned cell must have been quite a torture chamber in -it's day. The old rusty chains hanging from the wall and the iron maiden which -rests dead center give you all the indication you need to confirm that fact. -You run your fingers along the smooth wood of the iron maiden, marvelling at how -well kept and clean it is. Well kept and clean? This stuff is still being -used! -~ -252 9 0 0 0 0 -D0 -~ -door~ -1 0 25236 -S -#25238 -Winding Stairs~ - The stairs wind around and around up toward the turret. The stone walls on -either side serve as your railings. -~ -252 9 0 0 0 0 -D4 -~ -~ -0 0 25239 -D5 -~ -~ -0 0 25214 -S -#25239 -Winding Stairs~ - The stairs wind around and around up toward the turret. The stone walls on -either side serve as your railings. -~ -252 9 0 0 0 0 -D4 -~ -~ -0 0 25240 -D5 -~ -~ -0 0 25238 -S -#25240 -Winding Stairs~ - The stairs wind around and around up toward the turret. The stone walls on -either side serve as your railings. -~ -252 9 0 0 0 0 -D4 -~ -~ -0 0 25241 -D5 -~ -~ -0 0 25239 -S -#25241 -Turret~ - This round faced turret provides a spectacular view of the forest and the -surrounding cliff. You look longingly to the southwest where you can see the -Western Road crossing the walkway, way up high above all of this terrible -darkness and death. As you stand here surveying the forest below, a strange -feeling of power comes over you. You feel as if the entire forest below you -were at your fingertips, all there and waiting for your bidding. You shake your -head and get a more grip on yourself. You come back to the current situation -you are in and reality. The fantasy was much better. -~ -252 9 0 0 0 0 -D5 -~ -~ -0 0 25240 -S -$~ diff --git a/lib/world/wld/253.wld b/lib/world/wld/253.wld deleted file mode 100644 index 9d3591a..0000000 --- a/lib/world/wld/253.wld +++ /dev/null @@ -1,609 +0,0 @@ -#25300 -Main Room - Windmill~ - This small, dirty room looks like no one has been in it for quite some time. -A broken chair lies mostly in pieces in one corner, and a table with three legs -lays at an angle in the middle of the floor. Stairs lead up to the upper -reaches where the wheel must have been maintained when this was in working -order. -~ -253 12 0 0 0 0 -D2 -~ -~ -0 0 26085 -D3 -~ -door~ -2 0 25302 -D4 -~ -~ -0 0 25301 -E -credits~ - *Windmill -*Written by Kaan for Dibrova -This is a windmill set in the middle of a grasslands area, also available for -download, which has a underground area which house the Militant Order of the -Sword (the MoS), a militant organization dedicated to the eradication of -the Elven race. -There is a small quest built into this zone in conjunction with the Elven -zone. The MoS stole the Lore Tapestry from the elves which depicts their -race's history and magic from the beginning of time. When this Tapestry -is given to Reklan, an elf in the Elven zone, a player is rewarded. The -Elven zone is not available for download on this page, however it can be -downloaded on the CircleMud site, without Reklan - he was added by Dibrova -after the download. If you would like a copy of the zone as we use it, please -contact Kaan via mudmail or email and request it. -* note: This zone is intended to be a low level zone, tailored for players - who are just into their 10's. The mobs here don't assist and aside - from a script on two of the mobs that only runs 10% of the time - they don't aggro. - This was made with the express intention of using it as an exp zone. -~ -S -#25301 -Upstairs - Windmill~ - This small room, more aptly called a platform because of it size (or lack -thereof) has absolutely nothing of interest. Unless you are a dust collector. -Or some kid bringing his best girl out here. -~ -253 8 0 0 0 0 -D5 -~ -~ -0 0 25300 -S -#25302 -Guard Room~ - There is absolutely nothing in this room, not even dirt, except for the two -well equipped men who stand waiting for innocent folk just like yourself to -blunder into this room. A metal-made flight of stairs lead down into -who-knows-where. -~ -253 4 0 0 0 0 -D1 -~ -door~ -2 0 25300 -D5 -~ -~ -0 0 25303 -S -#25303 -Steel Clad Flight of Stairs~ - This flight of stairs lead down for quite a ways, with what appears to be a -door waiting at the end. It could be something else, however, seeing as you are -quite a ways from it. The walls around you, as well as the flooring you walk -upon, are all completely made of steel. The effort and cost involved in the -construction of a passage such as this is beyond your comprehension. What kind -of person or people decorate their walls in steel? -~ -253 264 0 0 0 0 -D4 -~ -~ -0 0 25302 -D5 -~ -~ -0 0 25304 -S -#25304 -Steel Clad Flight of Stairs~ - The stairs continue down toward what is definitely a door at the bottom. -The metal which covered the walls up from here continues along these same walls. -The door ahead appears to be made of steel as well. -~ -253 0 0 0 0 0 -D4 -~ -~ -0 0 25303 -D5 -~ -~ -0 0 25305 -S -#25305 -Steel Clad Flight of Stairs~ - The stairs ends here at a metal door. Beyond is most probably the person or -persons responsible for the construction of this passage. You may leave this -whole strange place, back up the stairs to a more stable world, or open the -door. -~ -253 0 0 0 0 0 -D0 -~ -door metal~ -1 0 25306 -D4 -~ -~ -0 0 25304 -S -#25306 -Checkpoint~ - The guards which stand at strict attention, the war banners on the metal -walls, the spotless uniforms which the guards wear all give you the clues you -need to put it together that this is a military installation of some sort. You -see the letters 'MoS' emblazoned on the left breast of every guard's hauberk, -but you have no clue what they signify, nor do you have much time ti think about -as the guards attack. -~ -253 0 0 0 0 0 -D0 -~ -door~ -1 0 25307 -D2 -~ -door metal~ -1 0 25305 -S -#25307 -Steel Clad Passage~ - The metal walls do not stop with the Checkpoint, they continue all the way -down this passage, and because you can't see the end of the passage you must -assume it's quite large. -~ -253 8 0 0 0 0 -D0 -~ -~ -0 0 25308 -D2 -~ -door~ -1 0 25306 -S -#25308 -Steel Clad Passage~ - The passage continues north. There is a door on the east wall with the -symbol of two swords crossed, points down on it. The letters 'MoS' are engraved -under the swords. -~ -253 8 0 0 0 0 -D0 -~ -~ -0 0 25309 -D1 -~ -door~ -1 -1 25322 -D2 -~ -~ -0 0 25307 -S -#25309 -Steel Clad Passage~ - The passage runs north and south of you. There is a door on the east wall -which has the symbol of the two swords crossed, point down and the 'MoS' -engraved underneath. -~ -253 8 0 0 0 0 -D0 -~ -~ -0 -1 25310 -D1 -~ -door~ -1 -1 25323 -D2 -~ -~ -0 0 25308 -S -#25310 -Steel Clad Passage~ - The passage north and south from you. A door leads east from here with the -sword sigil and the MoS under it. -~ -253 8 0 0 0 0 -D0 -~ -~ -0 -1 25311 -D1 -~ -door~ -1 0 25324 -D2 -~ -~ -0 -1 25309 -S -#25311 -Steel Clad Passage~ - The passage runs north and south from here, steel walls and ceiling still -gleaming as far as your eyes can see. Doors lead east and west from here, and -just to the north a passage branches east. -~ -253 8 0 0 0 0 -D0 -~ -~ -0 -1 25312 -D1 -~ -door~ -1 0 25325 -D2 -~ -~ -0 -1 25310 -D3 -~ -~ -0 0 25326 -S -#25312 -Steel Clad Passage~ - The passage runs north and south from here. A smaller passage runs east from -here, also clad in steel. -~ -253 8 0 0 0 0 -D0 -~ -~ -0 -1 25313 -D1 -~ -~ -0 -1 25318 -D2 -~ -~ -0 -1 25311 -S -#25313 -Steel Clad Passage~ - The passage still runs north to south here, no turns or bends visible for -quite a ways. There is a door on the west wall here. -~ -253 0 0 0 0 0 -D0 -~ -~ -0 -1 25314 -D2 -~ -~ -0 -1 25312 -D3 -~ -~ -0 0 25327 -S -#25314 -Steel Clad Passage~ - The passage runs north and south. You think that you may see the end of the -hall to your north. -~ -253 0 0 0 0 0 -D0 -~ -~ -0 -1 25315 -D2 -~ -~ -0 -1 25313 -S -#25315 -Steel Clad Passage~ - The passage runs north and south, with doors on either side of you. The end -of the corridor, in the form of a steel door, lies a ways north from here. -~ -253 0 0 0 0 0 -D0 -~ -~ -0 -1 25316 -D1 -~ -~ -0 0 25329 -D2 -~ -~ -0 -1 25314 -D3 -~ -~ -0 0 25328 -S -#25316 -Steel Clad Passage~ - The end of this long hallway lies just north of here. To the south, the -hallway runs for a very long ways. -~ -253 0 0 0 0 0 -D0 -~ -~ -0 -1 25317 -D2 -~ -~ -0 -1 25315 -S -#25317 -Northern End of a Steel Clad Passage~ - A door lies north of you, while a steel-walled passage runs south as far as -your eyes can see. -~ -253 0 0 0 0 0 -D0 -~ -~ -0 0 26342 -D2 -~ -~ -0 -1 25316 -S -#25318 -Steel Clad Passage~ - This passage, although smaller than the main passage, still is walled in -steel. It ends to the east, a ways from where you stand, at a door. A door -stands to your north, and to your immediate west, the main passage runs north -and south. -~ -253 8 0 0 0 0 -D1 -~ -~ -0 -1 25319 -D3 -~ -~ -0 -1 25312 -S -#25319 -Steel Clad Passage~ - The passage continues east toward a set of doors, or you may go back west to -the main passage. -~ -253 8 0 0 0 0 -D1 -~ -~ -0 -1 25320 -D3 -~ -~ -0 -1 25318 -S -#25320 -Steel Clad Passage~ - The passage ends just east of you at a door. Doors lie north and south of -your present locale, while the passage runs west back to the main passage. -~ -253 0 0 0 0 0 -D0 -~ -door~ -1 0 25330 -D1 -~ -door~ -1 -1 25321 -D2 -~ -door~ -1 0 25332 -D3 -~ -~ -0 -1 25319 -S -#25321 -Eastern End of a Steel Clad Passage~ - The passage ends here at a triple set of doors. West of you, the passage -runs back toward the main area. North, south, and east of you are steel doors, -all with the double sword insignia and the letters MoS. -~ -253 0 0 0 0 0 -D0 -~ -door~ -1 0 25331 -D1 -~ -door~ -1 0 25334 -D2 -~ -door~ -1 0 25333 -D3 -~ -~ -0 -1 25320 -S -#25322 -Weapons Cache~ - The floor is covered in crates and boxes, all with the stamp of the crossed -swords. The etching underneath reveals the meaning of the letters you saw on -the door. The etching reads; Militant Order of the Sword. So this is a -military compound held by the Militant Order of the Sword, but who are they, and -what is their purpose? -~ -253 8 0 0 0 0 -D3 -~ -door~ -1 -1 25308 -S -#25323 -Food Stores~ - All manner of dried goods lie on shelving which runs along most of the walls -of this room. A door leads north from here, or you may exit into the passage -through the west door. -~ -253 8 0 0 0 0 -D0 -~ -~ -1 0 25324 -D3 -~ -door~ -1 -1 25309 -S -#25324 -Kitchen~ - This extremely basic kitchen houses a fireplace and a tub full of water. -There are only a few utensils lying on the one table, all utensils lined up -perfectly. The one thing you can say positively about this kitchen is that it -is immaculately clean. -~ -253 8 0 0 0 0 -D0 -~ -~ -0 0 25325 -D2 -~ -~ -1 0 25323 -D3 -~ -door~ -1 0 25310 -S -#25325 -Mess Hall~ - The long steel table that runs the length of this room shines in the light of -the steel-handled torches hung on the wall. It looks as if a great number of -soldiers must live in this compound, judging by the immense size of this table. -A door leads south into the kitchen or you may head west out into the hallway. -~ -253 8 0 0 0 0 -D2 -~ -~ -0 0 25324 -D3 -~ -door~ -1 0 25311 -S -#25326 -The Head~ - This room, although used for the men of the Order to relieve, is nonetheless -a clean, no spotless affair with a polished steel floor. Even the seats are -polished steel which even you would feel comfortable sitting on. -~ -253 8 0 0 0 0 -D1 -~ -~ -0 0 25311 -S -#25327 -Training Room~ - The entire floor of this room is covered in a thin practice mat, which allows -for a bit of a more comfortable fall when practicing the art of fighting. A few -targets are lined against the west wall, obviously for archery. Some weapon -racks hang on the north wall, but currently there are no weapons in those racks. -~ -253 0 0 0 0 0 -D1 -~ -~ -0 0 25313 -S -#25328 -Bunk Room~ - You stand in a large, open room with nothing but lines of cots running along -the north and south walls. Every bed is made perfectly, all the sheets and -blankets on those beds are spotlessly clean. -~ -253 0 0 0 0 0 -D1 -~ -~ -0 0 25315 -S -#25329 -Bunk Room~ - You stand in a large, open room with nothing but lines of cots running along -the north and south walls. Every bed is made perfectly, all the sheets and -blankets on those beds are spotlessly clean. -~ -253 0 0 0 0 0 -D3 -~ -~ -0 0 25315 -S -#25330 -Captain's Room~ - This sparse room holds only a steel desk and a single bed, which incidentally -looks very uncomfortable. It looks as if the only real advantage to having your -own room is privacy. -~ -253 0 0 0 0 0 -D2 -~ -door~ -1 0 25320 -S -#25331 -Lieutenant's Room~ - This room holds only a bed and a foot locker. No pictures adorn the walls, -of course there are no windows. How do these people live like this? -~ -253 0 0 0 0 0 -D2 -~ -door~ -1 0 25321 -S -#25332 -Sergeant's Room~ - The only thing of interest in this room is the portrait on the wall of a -scene in town circle. There is a gallows platform with townfolk all surrounding -it cheering. The platform itself holds sixteen swinging bodies, all of them -elven. The caption underneath reads "A Day of Reckoning will come". -~ -253 0 0 0 0 0 -D0 -~ -door~ -1 0 25320 -S -#25333 -General's Room~ - This sparsely decorated room has an etching into the steel wall. The double -sword insignia stands out most prominently, the MoS underneath, but there is an -added touch. The caption underneath the symbol reads When Armageddon comes, the -Human race will be the one to triumph and rule over all other races. How -quaint. -~ -253 0 0 0 0 0 -D0 -~ -door~ -1 0 25321 -S -#25334 -The Grand Knight's Room~ - The Grand Knight looks as if he may have it just a bit easier than the rest -of his fellow brothers. Although this is 'Anti-Elf Deco', it still holds some -wood furnishings, as well as a huge four posted feather bed. This guy must be -old and tired... -~ -253 0 0 0 0 0 -D3 -~ -door~ -1 0 25321 -S -$~ diff --git a/lib/world/wld/254.wld b/lib/world/wld/254.wld deleted file mode 100644 index 4d10463..0000000 --- a/lib/world/wld/254.wld +++ /dev/null @@ -1,951 +0,0 @@ -#25400 -Entering the Village~ - All at once the darkness and thick foliage give way to a large, grubby -village. Looking around, you see that most of the inhabitants of this place -must have little or no money. Dogs with only three legs, chickens clucking to -and fro, all of it just seems so... Well, poor and grubby. You only have a -short time to register these facts, though, as you are suddenly surrounded by a -group of heavily armed men and taken to a holding cell. Holding Cell You sit in -a stinky, dirt floored holding cell, with no idea why you have been put here. -Obviously this village is under some sort of militaristic control, and visitors -are unwelcome. The only thing to keep you occupied is the fact that the small -hole in the ground used for a toilet stinks so bad that you have to keep trying -to hold your breath, and every time you take in air you have to cover your mouth -with your arm and breath that way or else you'll gag. -~ -254 0 0 0 0 1 -D1 -~ -door cell~ -2 25414 25401 -E -credits~ - *Mordecai's Village -*Written by Kaan for Dibrova -Mordecai is a pagan worshipper of a God that does not exist. He possesses -an extreme charisma, though, and has gathered together a large following -where he has established his own village, or more aptly put - cult. -His main goal is money, so he has stolen the Lord's daughter, Penelope (see -Lord's Keep, also available for download) in order to ransom her off. -The entrance into this zone is made to be a trap - the original intent was -to have a spec_proc on a room that would teleport a player every few ticks -into the Holding Cell, a message displayed to the player that they were -captured by Mordecai's guards. In the cell is a hole that does not show up -in the room descrip, but is there and the key is there to the door. -Midlevel mobs and eq, with a bit of fun in the descrips. Enjoy. - * note: Some of the decsrips in this zone may not be to your taste. - You might find them vulgar. That said, fair warning. -~ -S -#25401 -A Dirt Path~ - A worn dirt path leads east, north and south from here. To the north and -south, you can see more holding cells, to the east you see a number of huts, -tents, and outbuildings. -~ -254 0 0 0 0 2 -D0 -~ -~ -0 -1 25403 -D1 -~ -~ -0 -1 25411 -D2 -~ -~ -0 -1 25402 -D3 -~ -door cell~ -2 -1 25400 -S -#25402 -A Dirt Path~ - This is the end of a path which leads to the camp prisoner's holding cells, -one of which is directly west of you, currently closed. To the southwest, right -next to the cell, is what appears to be an outhouse. To the northwest is -another holding cell. -~ -254 0 0 0 0 2 -D0 -~ -~ -0 -1 25401 -D2 -~ -~ -0 -1 25408 -D3 -~ -door cell~ -2 -1 25405 -S -#25403 -A Dirt Path~ - You stand at the end of a dirt path, or as Mordecai would have it, one of the -'roads' in the village. A crude bamboo holding cell is directly west of you, -with an outhouse just north of it. To the south are more cells. -~ -254 0 0 0 0 2 -D0 -~ -~ -0 -1 25409 -D2 -~ -~ -0 -1 25401 -D3 -~ -door cell~ -2 -1 25404 -S -#25404 -A Holding Cell~ - Much like your own, this cell offers no comfort whatsoever. In fact, this -cell is MUCH more uncomfortable than yours was. Sitting close enough for you to -reach through the bars and touch it is an outhouse. Actually, all you know for -sure is that it is a small square building that smells like something out of a -cheap 'B' horror movie. Just the same, you assume it's an outhouse. Another -clue to the small building's capacity is the tepid trail, a mini stream, of -urine which runs downhill right through the middle of this cell - EWWWWWW! -~ -254 0 0 0 0 1 -D1 -~ -door cell~ -2 -1 25403 -S -#25405 -A Holding Cell~ - This cell seems about the same as the others outside. A small building, -which looks as if it might be an outhouse, lies to the south, wedged right up -against the side of the cell. -~ -254 0 0 0 0 1 -D1 -~ -door cell~ -2 -1 25402 -S -#25406 -An Outhouse~ - This small space smells worse than a huge stable holding four hundred head of -cattle who haven't been outside for three months. This place smells BAD. Two -holes dug in opposing corners offer incense to remember, your feet squish into -the wet dirt floor, and although you consider yourself a relatively strong -person, you find your gorge rising, and your inability to suppress it only -validates the fact that this place REALLY STINKS. -~ -254 0 0 0 0 0 -D1 -~ -~ -0 -1 25409 -S -#25407 -An Outhouse~ - This outhouse, smelly by anyone's standards, but not that bad by outhouse -standards, is a small 8x8 cubicle which allows relief to most of the village. -Although it IS the public poop hole, it is relatively kept up and, against your -better judgement, you find yourself wanting to try it out - just for the heck of -it. -~ -254 0 0 0 0 1 -D1 -~ -~ -0 -1 25408 -S -#25408 -A Dirt Path~ - This path leads north to a row of holding cells or west into a building which -looks to be an outhouse. -~ -254 0 0 0 0 1 -D0 -~ -~ -0 -1 25402 -D3 -~ -~ -0 -1 25407 -S -#25409 -A Dirt Path~ - This path leads south to a row of holding cells or west into a building which -smells SO bad, it MUST be an outhouse. -~ -254 0 0 0 0 1 -D2 -~ -~ -0 -1 25403 -D3 -~ -~ -0 -1 25406 -S -#25410 -A Dirt Path~ - This path leads T's off to the west, leading to a row of holding cells, to -the east you may enter the main section of the village, and directly north and -south of you are long, low buildings which look a great deal like barracks. -~ -254 0 0 0 0 1 -D0 -~ -~ -0 -1 25412 -D1 -~ -~ -0 -1 25414 -D2 -~ -~ -0 -1 25413 -D3 -~ -~ -0 -1 25411 -S -#25411 -A Dirt Path~ - This path leads east towards the main part of the village or west to a row of -holding cells. -~ -254 0 0 0 0 1 -D1 -~ -~ -0 -1 25410 -D3 -~ -~ -0 -1 25401 -S -#25412 -Barracks~ - Long and low, this building houses all the single men and women who have -chosen to fight for Mordecai's cause. Two rows of beds run the length of the -walls, both east and west, all with a matching trunk next to it. -~ -254 0 0 0 0 1 -D2 -~ -~ -0 -1 25410 -S -#25413 -Barracks~ - This building houses all the single men and women who have chosen Mordecai as -their savior and leader. Rows of beds line walls to either side, all complete -with a foot locker next to each bed. -~ -254 0 0 0 0 0 -D0 -~ -~ -0 -1 25410 -S -#25414 -A Dirt Path~ - This path leads east to a crossing of paths (possibly the center of the -village) and west toward some low buildings and a row od holding cells. -~ -254 0 0 0 0 1 -D1 -~ -~ -0 -1 25415 -D3 -~ -~ -0 -1 25410 -S -#25415 -A Muddy Crossing~ - This section of trail has got to be the messiest, gookiest, nastiest crossing -in the whole town. The mud here is up past you ankles, making travel difficult, -and disgusting. You catch a faint odor breezing it's way from the north, and in -looking in that direction, you see why. To the north is a barn, while to the -south is a huge tent set up on a hill. -~ -254 0 0 0 0 1 -D0 -~ -~ -0 -1 25416 -D1 -~ -~ -0 -1 25430 -D2 -~ -~ -0 -1 25423 -D3 -~ -~ -0 -1 25414 -S -#25416 -A Muddy Trail~ - The trail does not get any better here, the mud is still deep as hell and to -make matters worse, it even is beginning to smell a bit. A ways north of you is -a hay barn, to the northeast and northwest are chicken coops. -~ -254 0 0 0 0 2 -D0 -~ -~ -0 -1 25417 -D2 -~ -~ -0 -1 25415 -S -#25417 -A Muddier Trail~ - Damn this mud is deep! To both the east and west you see chicken coops, both -holding a few chickens. To the north is a hay barn, which seems to be stocked -well. -~ -254 0 0 0 0 2 -D0 -~ -~ -0 -1 25420 -D1 -~ -~ -0 -1 25419 -D2 -~ -~ -0 -1 25416 -D3 -~ -~ -0 -1 25418 -S -#25418 -Chicken Coop~ - You stand just inside a chicken coop, ankle deep in (no pun intended) chicken -shit. Little cluckers run around you pecking here and pecking there, generally -being a nuisance. -~ -254 0 0 0 0 1 -D1 -~ -~ -0 -1 25417 -S -#25419 -Chicken Coop~ - You stand just inside a chicken coop, surrounded by a bunch of annoying -chickens who seem to think you are the guy that's bringing the food. By the -way, what's that on the bottom of your shoe? -~ -254 0 0 0 0 1 -D3 -~ -~ -0 -1 25417 -S -#25420 -Hay Barn~ - This open air structure holds what appears to be the entire supply of hay for -the village. Bales upon bales fill this tin roofed building, alomost to the -rafters. -~ -254 0 0 0 0 1 -D0 -~ -~ -0 -1 25421 -D2 -~ -~ -0 -1 25417 -S -#25421 -Cow Barn~ - This has got to be the smelliest place in Dibrova! Not even the pet shop in -Jareth can compare to this. Stalls line the east wall, with a cow milling about -in each one. The floor is covered in fecal matter, obviously from the cows in -the stalls. Watch your step! -~ -254 0 0 0 0 1 -D0 -~ -~ -0 -1 25422 -D2 -~ -~ -0 -1 25420 -S -#25422 -Pasture~ - This small but lush and open plot of land provides food for the cows which -graze here at this time. Fenced in, this pasture's only exit is south into the -Stinky Barn. -~ -254 0 0 0 0 1 -D2 -~ -~ -0 -1 25421 -S -#25423 -A Dirt Trail~ - This trail leads south to a huge tent set upon a hill, to the southeast you -see another structure, a more permanent looking place. To the north the trail -gets very muddy. -~ -254 0 0 0 0 1 -D0 -~ -~ -0 -1 25415 -D2 -~ -~ -0 -1 25424 -S -#25424 -A Dirt Trail~ - The trail continues it's way up the hill to the tent, but also branches off -both to the east and west here. To the east you see a wooden building, not a -lodging, but maybe some sort of storage structure. West the trail twists and -turns, if it leads to anything, you cannot see what that might be. -~ -254 0 0 0 0 2 -D0 -~ -~ -0 -1 25423 -D1 -~ -~ -0 -1 25426 -D2 -~ -~ -0 -1 25425 -D3 -~ -~ -0 -1 25427 -S -#25425 -Food Tent~ - This is where the village comes to eat their meals, three times daily. A -raised chair at the head of the long table looks down on all, this must -obviously be Mordecai's seat of honor. Currently, there is no one here eating. -~ -254 0 0 0 0 2 -D0 -~ -~ -0 -1 25424 -S -#25426 -Food Storage and Preparation~ - This building houses all the foodstuffs for the village. Rows of bushel -baskets filled with dried vegetables and grains line the walls, while skinned -animals hang above them, collecting flies and who knows what else. An area near -the rear of the building looks to be seignated as the prep area with a hand pump -for water and many different kinds of spices and seasonings on shelves. -~ -254 0 0 0 0 2 -D3 -~ -~ -0 -1 25424 -S -#25427 -A Twisty Turning Trail~ - This trail heads through some trees to an unknown destination, but generally -in an easterly direction. -~ -254 0 0 0 0 1 -D1 -~ -~ -0 -1 25424 -D3 -~ -~ -0 -1 25428 -S -#25428 -A Twisty Turning Trail~ - The trail ends here, at a small stone building. The entrance to the building -is directly south of you, but it doesn't appear as if you will be getting in any -time soon, since the door is oak bound in iron, and no apparent windows from -where you stand. -~ -254 0 0 0 0 1 -D1 -~ -~ -0 -1 25427 -D2 -~ -door~ -2 -1 25429 -S -#25429 -Weapon Cache~ - Various implements of destruction are stored here, just waiting for some -lucky soul to come along and abuse them. -~ -254 9 0 0 0 0 -D0 -~ -door~ -2 -1 25428 -S -#25430 -A Dirt Path~ - The trail continues east toward the center of the village. You begin to see -tents and huts the farther east you go, these must be the permanent residences -of the village. -~ -254 0 0 0 0 2 -D1 -~ -~ -0 -1 25431 -D3 -~ -~ -0 -1 25415 -S -#25431 -A Dirt Trail~ - The trail heads east into the center of the village, to the north and south -of you are tents, large enough to hold a family or at a few people. -~ -254 0 0 0 0 2 -D1 -~ -~ -0 -1 25432 -D3 -~ -~ -0 -1 25430 -S -#25432 -A Meeting of Two Trails~ - Here the two main trails in the village meet. One of them heads west and the -other runs north to south. -~ -254 0 0 0 0 2 -D0 -~ -~ -0 -1 25444 -D2 -~ -~ -0 -1 25441 -D3 -~ -~ -0 -1 25431 -S -#25433 -Tent Dwelling~ - This tent, roughly 10x10, serves as the primary dwelling for one of the -families under Mordecai's 'care'. Four cots sit side by side along one wall and -a leather chest sits in a corner, holding what you assume would be all of their -wordly belongings. -~ -254 0 0 0 0 0 -D1 -~ -~ -0 -1 25441 -S -#25434 -Tent Dwelling~ - This tent, roughly 10x10, serves as the primary dwelling for one of the -families under Mordecai's 'care'. Four cots sit side by side along one wall and -a leather chest sits in a corner holding what you assume would all of their -worldy possessions. -~ -254 0 0 0 0 0 -D3 -~ -~ -0 -1 25441 -S -#25435 -Tent Dwelling~ - This tent, roughly 10x10, serves as the primary dwelling for one of the -families under Mordecai's 'care'. Four cots sit side by side along one wall and -a leather chest sits in a corner holding what you assume would be all of their -worldly possessions. -~ -254 0 0 0 0 0 -D3 -~ -~ -0 -1 25444 -S -#25436 -Tent Dwelling~ - This tent, roughly 10x10, serves as the primary dwelling for one of the -families under Mordecai's 'care'. Four cots sit side by side along one wall, -and a leather chest sits in a corner, holding what you assume would be all of -their worldly possessions. -~ -254 0 0 0 0 0 -D1 -~ -~ -0 -1 25445 -S -#25437 -Hut~ - Made of muddy claya and straw, this small hut serves as a permanent home to a -family of four. In this cramped 8x8 area, four cots and a large chest all -occupy what little living area there was. -~ -254 0 0 0 0 0 -D3 -~ -~ -0 -1 25446 -S -#25438 -Hut~ - Made of muddy clay and straw, this small hut serves as a permanent home to a -family of four. In this cramped 8x8 area, four cots and a large chest all -occupy what little living area there was. -~ -254 0 0 0 0 0 -D3 -~ -~ -0 -1 25442 -S -#25439 -Hut~ - Made of muddy clay and straw, this small hut serves as a permanent home to a -family of four. In this cramped 8x8 area, four cots and a large chest all -occupy what little living area there was. -~ -254 0 0 0 0 0 -D1 -~ -~ -0 -1 25446 -S -#25440 -Hut~ - Made of muddy clay and straw, this small hut serves as a permanent home to a -family of four. In this cramped 8x8 area, four cots and a large chest all -occupy what little living area there was. -~ -254 0 0 0 0 1 -D1 -~ -~ -0 -1 25444 -S -#25441 -The Trail Out of Town~ - This trail leads south into the wilderness, leaving the village behind. To -the north the trail leads into the main part of the village. -~ -254 0 0 0 0 1 -D0 -~ -~ -0 -1 25432 -D1 -~ -~ -0 -1 25434 -D2 -~ -~ -0 -1 25442 -D3 -~ -~ -0 -1 25433 -S -#25442 -The Trail Out of Town~ - This trail leads south into the wilderness, even now the way becomes a bit -more choked with trees. To the north you see the main part of the village. -~ -254 0 0 0 0 1 -D0 -~ -~ -0 -1 25441 -D1 -~ -~ -0 -1 25438 -D2 -~ -~ -0 -1 25443 -S -#25443 -The Trail Out of Town~ - You are now at the outskirts of the village. You may leave it to the south -or go back into the main section to the north. -~ -254 0 0 0 0 3 -D0 -~ -~ -0 -1 25442 -S -#25444 -A Dusty Trail~ - This trail north and south of you. South it leads to the meeting of this -trail and another running west. To the north there are some tents and huts and -farther north, upon a hill, you see a few more permanent looking structures. -~ -254 0 0 0 0 1 -D0 -~ -~ -0 -1 25445 -D1 -~ -~ -0 -1 25435 -D2 -~ -~ -0 -1 25432 -D3 -~ -~ -0 -1 25440 -S -#25445 -A Dusty Trail~ - The trail leads north to south, huts and tents spaced out at intervals. -~ -254 0 0 0 0 2 -D0 -~ -~ -0 -1 25446 -D2 -~ -~ -0 -1 25444 -D3 -~ -~ -0 -1 25436 -S -#25446 -A Dusty Trail~ - The trail leads north and south from here. North you see what appear the -main buildings for this village, possibly even Mordecai's place of dwelling. -South of you are the many huts and tents which serve as homes for Mordecai's -people. -~ -254 0 0 0 0 2 -D0 -~ -~ -0 -1 25447 -D1 -~ -~ -0 -1 25437 -D2 -~ -~ -0 -1 25445 -D3 -~ -~ -0 -1 25439 -S -#25447 -A Dusty Trail~ - Here you stand at the top of a large sloping hill, which slopes downward to -the east. It appears as if a temple or place of worship has been erected there, -you may enter it to the east. North of you are the main buildings for Mordecai, -south are the many huts and tents of the village people. -~ -254 0 0 0 0 2 -D0 -~ -~ -0 -1 25448 -D1 -~ -~ -0 -1 25449 -D2 -~ -~ -0 -1 25446 -S -#25448 -The End of the Road~ - Directly north of you looms Mordecai's home, a tall stone structure with a -sloping peaked roof. It appears that he fears none of his people, for the door -to his home is wide open. To the east you see another stone house, this one a -bit smaller than Mordecai's, and west of you is yet another stone house. -~ -254 0 0 0 0 2 -D0 -~ -~ -0 -1 25452 -D1 -~ -door~ -0 -1 25450 -D2 -~ -~ -0 -1 25447 -D3 -~ -~ -0 -1 25451 -S -#25449 -Outdoor Temple~ - This small basin, set in an almost tranquil setting, has been fashioned into -a place of worship by the people of the village. Wooden benches serving as -pughs have been set into side of the hill. At the bottom of the basin, a stage -with a podium has been erected, obviously for Mordecai and his sermons. -~ -254 0 0 0 0 3 -D3 -~ -~ -0 -1 25447 -S -#25450 -Lieutenant Caspan's Home~ - Lieutenant Caspan, Mordecai's most trusted advisor and soldier, has been -granted this home in recognition of his extreme loyalty, and he doesn't appear -at all pleased to see that you have invaded his sanctuary. -~ -254 0 0 0 0 1 -D3 -~ -door~ -0 -1 25448 -S -#25451 -The Wives~ - The interior of this home smells of both stale perfume and rotten fish. -Mordecai keeps his favorites for the month in this home, in apparent 'luxury', -treating them well for the services they render. Heaps of stained bedding lie -in disarray all over the floor. Pillows, torn and in some places, bloodstained, -lie in heaped in different corners. -~ -254 8 0 0 0 0 -D1 -~ -~ -0 -1 25448 -S -#25452 -Mordecai's Home~ - This is the home of the Great Mordecai? One cot, one wash basin (dry and -apparently unused for the most part), and a wardrobe on the east wall are all -that occupy this place. One would think a man of Mordecai's stature would have -just a bit more in the way of luxuries. -~ -254 0 0 0 0 0 -D1 -~ -wardrobe~ -2 -1 25454 -D2 -~ -~ -0 -1 25448 -S -#25453 -Penelope's Cell~ - Ah, the fair Penelope, daughter of the Lord of Jareth. Such a sight to -behold, in all her beauty and majesty, such a wondrous vision. And so very well -guarded! -~ -254 0 0 0 0 0 -D2 -~ -~ -0 -1 25452 -S -#25454 -Mordecai's Stash~ - You have finally figured out why Mordecai didn't have any good stuff in his -home. It was all here. A plush, velvet upholstered chair sits in the center of -his wealth, obviously the place where Mordecai enjoys a great deal of his time. -~ -254 0 0 0 0 0 -D3 -~ -wardrobe~ -2 -1 25452 -S -#25455 -Dark and Gloomy Tunnel~ - This is the end of the tunnel. Above you, a faint light filters through -cracks in a trap door. -~ -254 0 0 0 0 1 -D2 -~ -~ -0 -1 25456 -D4 -~ -~ -0 -1 25453 -S -#25456 -A Dark and Gloomy Tunnel~ - The tunnel continues along it's dark and gloomy way heading in a direction -only the maker of this place would know. -~ -254 9 0 0 0 0 -D0 -~ -~ -0 -1 25455 -D2 -~ -~ -0 -1 25457 -S -#25457 -A Dark and Gloomy Tunnel~ - Still dark. Still Gloomy. Still going. -~ -254 9 0 0 0 0 -D0 -~ -~ -0 -1 25456 -S -$~ diff --git a/lib/world/wld/255.wld b/lib/world/wld/255.wld deleted file mode 100644 index cf9763b..0000000 --- a/lib/world/wld/255.wld +++ /dev/null @@ -1,453 +0,0 @@ -#25500 -Old Sailor's Home~ - You enter into a small cavern about ten by ten in diameter. The flickering -light you noticed earlier comes from a campfire in the center of the floor. -Crude furniture made from driftwood and rocks lies strewn about, and some -raggety clothing hangs on a peg of wood jammed into a crack in the stone wall. -~ -255 264 0 0 0 0 -D3 -~ -~ -0 0 25531 -E -credits~ - *Shipwreck -*Written for Dibrova by Kaan -This is a subterranean ship stuck in cave-in with a bunch of aggro pirate -ghosts who are also invisible. Some decent eq for the mid-level player as -well as some good experience. Connects to Beach and Lighthouse area, also -available for download. -Zone 255 is linked to the following zones: -265 Beach & Lighthouse at 25507 (up ) ---> 26506 -265 Beach & Lighthouse at 25531 (west ) ---> 26502 -~ -S -#25501 -Skeleton Room~ - This room looks to have been used as a sort of holding cell for crew members -who commited crimes or for unwanted stowaways. A pile of human bones sits in a -corner, being the only thing in the room except, of course, for the ever -lingering stale smell of death. -~ -255 9 0 0 0 0 -D4 -~ -~ -0 0 25514 -E -bones pile~ - They look like any other pile of bones you've looked through. -~ -S -#25507 -On a Rope Ladder~ - You begin climbing down the rope ladder. Below you, there is a mist -obscuring all except a foot or so below you. In fact, you can barely see your -feet as they descend. The air around seems to much more damp than the air -above, near the sea. You can hear a creaking noise, a noise made up of many -different pitches, all blended into one, like a hundred grannies rocking in old -chairs all at once. -~ -255 264 0 0 0 0 -D4 -~ -~ -0 0 26506 -D5 -~ -~ -0 -1 25508 -S -#25508 -Out of the Mists~ - As you descend farther down the ladder, the mists begin to part, and what you -see below you takes your breath away. You find yourself in an immense cavern, -the floor of which is all sea water. Floating on the sea floor of this cavern, -directly below you, and from the looks of it, entombed here forever, is a huge -saling vessel. The rope you are on drops you onto the crow's nest of the main -mast of this ship. You see no movement on deck, not that you expected to, as it -looks as if this ship has been here for many decades, possibly even centuries. -~ -255 264 0 0 0 0 -D4 -~ -~ -0 -1 25507 -D5 -~ -~ -0 -1 25509 -S -#25509 -Crow's Nest - Main Mast~ - You stand on a small round platform which encircles the top of the main mast. -A set of small iron rungs lead down the mast to the deck at midships. Rigging -surrounds you on all sides, but none of it looks too stable. The rope ladder -ascends up through the mists. -~ -255 0 0 0 0 5 -D4 -~ -~ -0 -1 25508 -D5 -~ -~ -0 -1 25510 -S -#25510 -Gangway - Midships~ - You stand in the center of this once-mighty vessel, gently rocking with the -water beneath. You can hear no sound but that of the ship creaking beneath you, -the crew that ran this proud ship must have long since deserted it or died -trying to get it out of this cavern. The gangway runs north to south the length -of the ship. The gunwales lies east and west of you. -~ -255 0 0 0 0 5 -D0 -~ -~ -0 -1 25511 -D1 -~ -~ -0 -1 25519 -D2 -~ -~ -0 -1 25515 -D3 -~ -~ -0 -1 25518 -D4 -You look up the rungs in the mast into a deep, inpenetrable mist. -~ -~ -0 0 25509 -S -#25511 -Gangway~ - Your footsteps echo hollowly on the old planking, giving you a sense of -danger impending. A hatch in the floor here gives you access to the lower deck. -~ -255 0 0 0 0 5 -D0 -~ -~ -0 -1 25512 -D2 -~ -~ -0 -1 25510 -D5 -~ -~ -0 -1 25520 -E -hatch~ - The hatch has a handle set into it. It does not appear to be locked. -~ -S -#25512 -Gangway at Foremast~ - The foremast raises from the deck here, rotted rigging still attached to -tattered sails. The ganway continues on north and south of you. -~ -255 256 0 0 0 0 -D0 -~ -~ -0 -1 25513 -D2 -~ -~ -0 -1 25511 -S -#25513 -Forecastle~ - You stand near the front most section of the ship, with the cavern wall -staring you right in the face. You can now see how the ship got trapped in this -cavern. It looks as if at one time this was a small cove with deep enough -waters to harbor a ship. The northern wall, now a tremendous pile of rubble, -must have come down, sealing the ship in. -~ -255 264 0 0 0 0 -D0 -~ -~ -0 -1 25514 -D2 -~ -~ -0 -1 25512 -S -#25514 -Bow~ - You stand at the very front of the ship. There is a small square hole -leading down from here or you may head south along the gangway. -~ -255 264 0 0 0 0 -D2 -~ -~ -0 -1 25513 -D5 -~ -~ -0 0 25501 -S -#25515 -Poopdeck~ - You stand on the poop deck, the main section of the upper deck, where most of -the sailing must have been done when this craft was seaworthy. -~ -255 264 0 0 0 0 -D0 -~ -~ -0 -1 25510 -D2 -~ -~ -0 -1 25516 -S -#25516 -At the Wheel~ - Here the huge wheel of the ship still rests in place, not a scratch or nick -on it. A compass sits in its stand here as well, also still in fine condition. -You may head north along the gangway or south to the stern. -~ -255 264 0 0 0 0 -D0 -~ -~ -0 -1 25515 -D2 -~ -~ -0 -1 25517 -S -#25517 -Stern~ - You stand at the back of the ship, which butts up against the cavern wall. -The floors here still seem to be free of any litter or debris, strange for a -ship that appears to have been stuck in one place for so long. -~ -255 264 0 0 0 0 -D0 -~ -~ -0 -1 25516 -S -#25518 -Port Gunwale~ - The sides of the ship are roughly 3 ft in height. -~ -255 8 0 0 0 0 -D1 -~ -~ -0 -1 25510 -S -#25519 -Starboard Gunwale~ - The sides of the ship are roughly 3 ft in height. -~ -255 0 0 0 0 0 -D3 -~ -~ -0 -1 25510 -S -#25520 -In a Corridor - Lower Deck~ - You stand in a small, cramped corridor which runs north to south. You notice -doors spaced at intervals in front and behind you, but none next to you. Doors -stand closed at the end of the hall at both ends. -~ -255 9 0 0 0 0 -D0 -~ -~ -0 -1 25521 -D2 -~ -~ -0 -1 25523 -D4 -~ -~ -0 -1 25511 -S -#25521 -In a Corridor - Lower Deck~ - The corridor ends just north of you at a door. Doors flank you on both east -and west sides. -~ -255 9 0 0 0 0 -D0 -~ -~ -0 -1 25522 -D1 -~ -door~ -1 0 25529 -D2 -~ -~ -0 -1 25520 -D3 -~ -door~ -1 0 25530 -S -#25522 -North End of Corridor~ - You stand in front of a closed door at the north end of the corridor. No -markings or signs adorn the door, so it could lead anywhere. -~ -255 9 0 0 0 0 -D0 -door -~ -door~ -1 -1 25526 -D2 -~ -~ -0 -1 25521 -S -#25523 -In a Corridor - Lower Deck~ - The corridor runs south and north from here, ending just south of you in a -closed door. Doors flank either side of you, east and west, or you may go back -north. -~ -255 9 0 0 0 0 -D0 -~ -~ -0 -1 25520 -D1 -~ -~ -1 -1 25528 -D2 -~ -~ -0 -1 25524 -D3 -~ -~ -1 -1 25527 -S -#25524 -South End of Corridor~ - You stand at the southern end of the corridor in front of a large oak door. -You may go back north or try the door. -~ -255 9 0 0 0 0 -D0 -~ -~ -0 -1 25523 -D2 -The door seems to be solid and sturdy, despite the effects of time and decay. -~ -door~ -1 -1 25525 -S -#25525 -Captain's Quarters~ - This is easily the biggest single room on the whole lower deck of the ship, -not that that is saying too much. A large, quite comfortable looking bed rests -against one wall, a desk, nailed to the floor, sits at another end with a stool -similarly attached to floor. -~ -255 9 0 0 0 0 -D0 -~ -door~ -1 -1 25524 -S -#25526 -Bunk Room~ - This room is where the majority of the crew must have slept. Bunks built -into the walls of this room make small alcoves for each sailor. The cushions in -each have long since rotted into decay, and even the wood which fashioned these -walls looks now so rotted as not to be able hold any one man's weight. -~ -255 9 0 0 0 0 -D2 -~ -door~ -1 -1 25522 -S -#25527 -Galley and Mess Room~ - All food for the ship was prepared and eaten in this room. A small but -servicable kitchen is set up at one end of the room, while a long table which -benches lining either side is set up at the other side. -~ -255 9 0 0 0 0 -D1 -~ -~ -1 -1 25523 -S -#25528 -The Latrine~ - This room, although unused for who knows how long, still smells the same as -it must have when in operation. A small, dirty basin sits in the center of the -room, awaiting use, seeming almost to smile at you, daring you to use it. -~ -255 9 0 0 0 0 -D3 -~ -~ -1 -1 25523 -S -#25529 -Rowing Room - Starboard Side~ - This long room houses a set of rotted wooden benches, all deluxe with rotted -oars to match. What a joy it must have been to be down here when there was no -wind! -~ -255 9 0 0 0 0 -D3 -~ -~ -1 -1 25521 -S -#25530 -Rowing Room - Port Side~ - This room houses a set of rotted wooden benches complete with rotted oars -resting on each. You can smell the sweat still in the air from the men who must -have worked their heart and soul to keep this vessel moving in calm waters. -~ -255 9 0 0 0 0 -D1 -~ -~ -1 -1 25521 -S -#25531 -Cave Entrance~ - You stand at the entrance to a cave half way down the cliff face. You see a -flickering light inside which could be a campfire, could be a lantern. It also -could be a cook fire - a cook fire to cook you! -~ -255 256 0 0 0 5 -D1 -~ -~ -0 0 25500 -D3 -~ -~ -0 0 26502 -S -$~ diff --git a/lib/world/wld/256.wld b/lib/world/wld/256.wld deleted file mode 100644 index 92f883e..0000000 --- a/lib/world/wld/256.wld +++ /dev/null @@ -1,1666 +0,0 @@ -#25600 -Lord's Keep Zone Description Room by Kaan~ - *Lord's Keep *Written by Kaan for Dibrova This is the ancestral home of the -Lord of Jareth, who has governed the City of Freedom since the days when Jareth -was but a vision in the first Lord's head. Since then, a new Lord has always -ascended to the position which keeps Jareth profitable and free, in Lord's Keep. -This zone has a small quest written into it - the Lord's daughter, Penelope was -abducted by Mordecai (another zone available) and now the Lord weeps in mourning -for his beloved daughter. Save the daughter from Mordecai and bring her back in -one piece to her father, get a large pile of gold. There is some mid- to -upper-level eq and mobs here, as well as some fun areas to explore. This zone -is meant to connect to Jareth. -~ -256 512 0 0 0 0 -S -#25601 -Cobbled Street~ - The street continues with parks and lush, well-kept grass on either side. -To the north you see the Lord's Keep, to the south the city awaits. -~ -256 0 0 0 0 1 -D0 -The street continues.~ -~ -0 -1 25663 -D2 -~ -~ -0 0 25771 -S -#25602 -Guard Tower~ - This small room serves as a break room for the Lord's Guards who patrol the -upper ramparts of Lords Keep. A small, stone, spiral staircase leads up to the -parapet from here, or you may leave through the door to the north. -~ -256 8 0 0 0 0 -D0 -~ -door~ -1 -1 25667 -D4 -~ -~ -0 -1 25690 -S -#25603 -Guard Tower~ - This small room serves as a break room for the Lord's Guards who patrol the -upper ramparts of the Keep. A steep, stone, spiral staircase leads to the -parapet from here, or you may leave through the door to the south. -~ -256 8 0 0 0 0 -D2 -~ -door~ -1 -1 25667 -D4 -~ -~ -0 -1 25659 -S -#25604 -The Armory~ - All weapons used by the Lord's Guards are made, stored, and maintained here. -Racks of weapons and armor line the walls in various states of repair. -~ -256 8 0 0 0 0 -D0 -~ -door~ -1 -1 25658 -E -bed~ - Ha! Lucky, you were always lucky! Under the pillow is a half-written -letter, unaddressed. The bits of text that aren't smudged, burnt, and smeared -tell tale of the smith/mage Gabadiel's masterwork: a sword of unequalled power, -and two swords that came before, discarded as 'Not quite what I was working -towards'. Looking around, you notice a distinct lack of any swords. You think -you may have a motive now... -~ -E -tracks dust~ - Three sets of prints lead out where the back door used to stand. -~ -S -#25605 -Guest Room~ - This beautifully furnished room features all the amenities. A satin covered -four poster feather bed, paintings done in lighter hues, and a full length -mirroe are just some of the luxuries. A window set into the west wall offers a -view of most of Jareth. Your only exit is to the east. -~ -256 8 0 0 0 0 -D1 -~ -door~ -1 -1 25622 -S -#25606 -Dining Hall~ - This huge room can seat up to one hundred people in one sitting alone. A -huge table dominates most of the room, benches running along two sides for -seating. Another table, also fairly large but smaller than the main table, sits -high on a dias perpendicular to the long table. This second table is most -obviously the Lord's own dining table. An enormous, ornate fireplace commands -the eastern wall, sufficient to heat the entire room and then some. You may -leave through the main entrance to the north or through a set of swinging doors -leading into the kitchen to the west. -~ -256 8 0 0 0 0 -D0 -~ -~ -0 -1 25641 -D3 -~ -door~ -1 -1 25632 -S -#25607 -Guest Room~ - This beautifully furnished room features all the amenities. A satin covered -four poster faethered bed, delicate paintings of smiling, playing children and -mountain streams, and a full length mirror are just some of the luxuries -offered. A window in the west wall covered with silk drapes offers a view of -most of Jareth. Your only exit is to the east. -~ -256 8 0 0 0 0 -D1 -~ -door~ -1 -1 25624 -S -#25608 -Guest Room~ - This beautifully furnished room features all the amenities. A satin covered -four poster feather bed, delicate hued paintings of flowers, sunsets, and wild -animals, and a full length mirror are just some of the luxuries this room -boasts. A window covered in silk drapes commands a view of most of Jareth. -Your only exit is to the east. -~ -256 8 0 0 0 0 -D1 -~ -door~ -1 -1 25625 -S -#25609 -The Lord's Stables~ - The main purpose of these stables is to house all of the Lord's fine mounts -used by the Lord's Guard and by the Lord himself. Spaces are provided for any -visitor's steeds as well, and a stablehand is on duty at all times. -~ -256 8 0 0 0 0 -D2 -~ -~ -0 -1 25658 -S -#25610 -Guest Room~ - This opulently furnished features all the amenities. A double feathered bed, -dark oak dresser, and a water basin. A window set into the western wall offers -a view of the Alquandon River and the northern reaches of Jareth. -~ -256 8 0 0 0 0 -D1 -~ -~ -1 -1 25618 -S -#25611 -Guest Room~ - This opulently furnished room features all the amenities. Double feathered -bed, dark oak dresser, and a water basin for light washing. A window set into -the eastern wall offers a view of the Alquandon River and the northern reaches -of Jareth. -~ -256 0 0 0 0 4 -D1 -~ -~ -1 -1 25617 -S -#25612 -Bath Room~ - Upon entering this room, the first thing you notice is the overwhelming -botanical fragrance filling the air. Lines of bathing vessels line both north -and south walls. A huge cauldron rests over a fire in the fireplace, being -constantly tended by the girls on hand. -~ -256 8 0 0 0 0 -D1 -~ -door~ -1 -1 25623 -S -#25613 -Bath Room~ - This room features a double row of cast iron bathing vessels lining north and -south walls. A huge fireplace set into the west wall constantly burns keeping -an enormous kettle of water steaming hot. Have time for a bath? -~ -256 8 0 0 0 0 -D1 -~ -door~ -1 -1 25616 -S -#25614 -Guest Room~ - This opulently furnished room offers all the amenities. Double feathered -bed, dark oak dresser, and a water basin. A window set into the western-most -wall offers a great view of the Alquandon River and some of the northern reaches -of Jareth. -~ -256 8 0 0 0 0 -D1 -~ -~ -1 -1 25615 -S -#25615 -Hallway~ - You stand in a north-south running hallway which seems to run the length of -the Keep. Doors line the west wall in both directions. A window set into the -east wall provides a view of a fabulous garden. -~ -256 8 0 0 0 0 -D0 -~ -~ -0 -1 25652 -D2 -~ -~ -0 -1 25616 -D3 -~ -door~ -1 -1 25614 -S -#25616 -Hallway~ - You stand in a north-south running hallway which seems to run the length of -the Keep. Doors line the west wall in both directions. A window set into the -east wall provides the view of a fabulous garden. -~ -256 8 0 0 0 0 -D0 -~ -~ -0 -1 25615 -D2 -~ -~ -0 -1 25617 -D3 -~ -door~ -1 -1 25613 -S -#25617 -Hallway~ - You stand in a north-south running hallway which seeems to run the length of -the Keep. Doors line the west wall in both directions. -~ -256 0 0 0 0 0 -D0 -~ -~ -0 -1 25616 -D2 -~ -~ -0 -1 25618 -D3 -~ -door~ -1 -1 25611 -S -#25618 -Hallway~ - You stand in a north-south running hallway which appears to run the length of -the Keep. Doors line the western wall beginning here and running north as far -as your eyes allow. Another hallway branches off to the east, and from the -smells coming from that direction, the kitchen must be that way. -~ -256 8 0 0 0 0 -D0 -~ -~ -0 -1 25617 -D1 -~ -~ -0 -1 25633 -D2 -~ -~ -0 -1 25619 -D3 -~ -door~ -1 -1 25610 -S -#25619 -Hallway~ - You stand at the beginning of a north-south hallway, which seems to run the -length of the Keep. Directly north of you, doors line the west wall, leading to -what you assume would be apartments. A door to the south leads into the Grand -Reception Hall. -~ -256 8 0 0 0 0 -D0 -~ -~ -0 -1 25618 -D2 -~ -door~ -1 -1 25620 -S -#25620 -Grand Reception Hall~ - A continuance of the Grand Hall, this section continues to inspire feelings -of strength and goodness. A dias sits at the far eastern end of the hall, used -by the Lord to address new arrivals. Doors are available in the north, south, -and east walls here, or you may leave to the west. -~ -256 8 0 0 0 0 -D0 -Closed door.~ -door~ -1 -1 25619 -D1 -Closed door.~ -door~ -1 -1 25631 -D2 -A closed door.~ -door~ -1 -1 25621 -D3 -More of the hall.~ -~ -0 -1 25658 -S -#25621 -Hallway~ - You stand at the beginning of a north-south running hall that seems to go the -enitire length of the Keep. Just south of you, a row of doors line the western -walls to the end of the hall. A door to the north allows passage back into the -main section of the Keep. -~ -256 8 0 0 0 0 -D0 -~ -door~ -1 -1 25620 -D2 -~ -~ -0 -1 25622 -S -#25622 -Hallway~ - You stand in a north-south running hallway which seems to run the length of -the Keep. Doors line the western wall the entire length of the hall. -~ -256 8 0 0 0 0 -D0 -~ -~ -0 -1 25621 -D2 -~ -~ -0 -1 25623 -D3 -~ -door~ -1 -1 25605 -S -#25623 -Hallway~ - You stand in a north-south running hallway which seems to run the entire -length of the Keep. Doors line the west wall the entire way. A door set into -the eastern wall allows entrance to the courtyard. -~ -256 8 0 0 0 0 -D0 -~ -~ -0 -1 25622 -D1 -~ -door~ -1 -1 25655 -D2 -~ -~ -0 -1 25624 -D3 -~ -door~ -1 -1 25612 -S -#25624 -Hallway~ - You stand in a north-south running hallway that seems to run the entire -length of the Keep. Doors line the wall to the west, while to the east you can -view the courtyard through a window set into the wall. -~ -256 8 0 0 0 0 -D0 -~ -~ -0 -1 25623 -D2 -~ -~ -0 -1 25625 -D3 -~ -door~ -1 -1 25607 -S -#25625 -Hallway~ - You stand in a north-south running hallway which seems to run the entire -length of the Keep. Doors line the west wall and a door to the east allows -entrance to the courtyard. -~ -256 8 0 0 0 0 -D0 -~ -~ -0 -1 25624 -D1 -~ -door~ -1 -1 25626 -D2 -~ -~ -0 -1 25648 -D3 -~ -door~ -1 -1 25608 -S -#25626 -Courtyard~ - You stand in the Lord's Courtyard, a place of fun and merriment, open to all -folk, be they Lord's guest or servant. Trees dot the yard, all in full bloom, -with a walk way made from red wood chips showing the way through the trees. -The path leads north, south and east, or you may enter the Keep to the west. -~ -256 0 0 0 0 4 -D0 -~ -~ -0 -1 25627 -D1 -~ -~ -0 -1 25646 -D2 -~ -~ -0 -1 25649 -D3 -~ -door~ -1 -1 25625 -S -#25627 -Courtyard~ - You stand in the Lord's Courtyard, a place of fun and merriment, open to all -folk, be they Lord's guest or servant. Beautiful trees dot the yard, all im -full bloom, with a walk way made from red wood chips showing you the way through -the trees. -~ -256 0 0 0 0 4 -D0 -~ -~ -0 -1 25655 -D1 -~ -~ -0 -1 25645 -D2 -~ -~ -0 -1 25626 -S -#25628 -The Beginning of a Very Dark & Uncomfortable Passageway~ - You have entered a very cramped earthen passageway which is darker than -darkest night. You feel something skitter by you feet and give a small shudder -at the thought of what it might be. The walls seem to have been man made, dug -out of hard clay, without supports. You begin to feel a chill, and even a bit -damp, although the walls themselves are not wet or even clammy, just cold. The -tunnel heads east into darkness or you may climb back out into the gazebo. -~ -256 265 0 0 0 0 -D1 -~ -~ -0 -1 25670 -D4 -~ -trap door~ -2 25623 25650 -S -#25629 -Balcony~ - You stand on the balcony overlooking not only the courtyard, but also much of -the lands which surround Jareth. Most of what you see is forest, but some, to -the southwest is beautiful rolling hills. Looking down on the courtyard, you -see guards on break, sweethearts strolling hand in hand, and common folk out -enjoying the sunshine. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25630 -S -#25630 -Lord's Dining Room~ - A small table with six chairs, one at each head, and two on each side, sits -in this room. The south wall, mostly glass, offers a fabulous view of the -courtyard and much of the land south and east of the Keep's walls. You can exit -south onto the balcony, or leave to the east into the bedroom. -~ -256 8 0 0 0 0 -D1 -~ -~ -0 -1 25642 -D2 -~ -~ -0 -1 25629 -S -#25631 -Reception Waiting Room~ - This small lounge was made for the express purpose of allowing those entering -the Lord's presence to tidy themselves up a bit before presenting themselves to -him. A long mirror adorns the north wall, a small basin filled with water -stands next to it, and a dust brush sits on a shelf next to the mirror. Lounge -chairs are resting along the south wall, although from the grooves worn in the -wood from centuries of nervous pacing, most people who enter this room don't use -the chairs very often. Doors are to the east and west. -~ -256 8 0 0 0 0 -D1 -Closed door.~ -door~ -1 -1 25636 -D3 -Closed door.~ -door~ -1 -1 25620 -S -#25632 -Kitchen~ - A hustle and bustle of constant activity, this huge kitchen services all of -the Lord's guests and servants, and of course, the Lord himself. Pots and pans -hang everywhere overhead, fireplaces abound, and servants scurry to and fro in a -seemingly mad and mindless frenzy. A long table off to the side seats servants -who are on their break, but currently there are none there. -~ -256 8 0 0 0 0 -D0 -~ -~ -1 -1 25633 -D1 -~ -~ -1 -1 25606 -D5 -~ -~ -0 -1 25692 -S -#25633 -Hallway~ - Not as well traveled as the hallway to your west, this short hall provides -access to the Dining Hall, the Library, and the Tea Room. Doors lead north and -south from here, and the hallway runs to the east and west. -~ -256 8 0 0 0 0 -D0 -~ -door~ -1 -1 25634 -D1 -~ -~ -0 -1 25641 -D2 -~ -door~ -1 -1 25632 -D3 -~ -~ -0 -1 25618 -S -#25634 -The Tea Room~ - This room is used as an informal social room for any of the Lord's guests. -Comfortable divans and lounge chairs are scattered about the room, and a -fireplace crackles warmly in the north wall. Books lie on end tables at easy -arm's length and servants enter at intervals to ask if any refreshment is -desired. -~ -256 8 0 0 0 0 -D1 -~ -door~ -1 -1 25640 -D2 -~ -door~ -1 -1 25633 -S -#25635 -Lord's Garden~ - The beautiful flora surrounding you makes you feel so glad, so peaceful, you -wish that you could stay in its embrace forever. Such care is given to these -rows of life, the keeper of this garden must be almost fanactical in their -attention. The winding path conitinues north and east from here. -~ -256 0 0 0 0 2 -D0 -~ -~ -0 -1 25638 -D1 -~ -~ -0 -1 25639 -S -#25636 -Lord's Reception~ - Fully expecting to see a grand throne upon a dias, you are surprised to find -a comfortable chair sitting before a servicable desk. Several couches sit along -the walls along with luxurious chairs. A fireplace crackles warmly in the -eastern wall directly behind the Lord's desk. A small door in the south wall -sits closed at present. Pleasantly surprised by the simplicity of this office, -you feel that the Lord must be a kind and just man and deserves the priviledges -his title offers. A door to the west allows exit. -~ -256 8 0 0 0 0 -D2 -~ -door~ -1 25625 25642 -D3 -A doorway.~ -door~ -1 -1 25631 -S -#25637 -Lord's Garden~ - The center of this garden boasts a beautific statue of a woman dressed -regally in gowns of state. It almost seems life-like as you gaze upon it, such -attention to detail the craftsmen put into it. The statue sits in the center of -a fountain upon a dias. An inscription at the base reads; In loving memory The -stone path continues to wend it's way north, south, and west. -~ -256 0 0 0 0 2 -D0 -~ -~ -0 -1 25654 -D2 -~ -~ -0 -1 25639 -D3 -~ -~ -0 -1 25638 -S -#25638 -Lord's Garden~ - The garden continues to awe and inspire you as you walk along it's well -tended paths. Flowers of all shapes, size and color abound. The stone path -meanders east, south, and north from here. -~ -256 0 0 0 0 2 -D0 -~ -~ -0 -1 25653 -D1 -~ -~ -0 -1 25637 -D2 -~ -~ -0 -1 25635 -S -#25639 -Lord's Gardens~ - This may very well be the most beautiful peace of land you ever have set foot -upon. Vibrant colors surround you, lending you a feeling of serenity and bliss. -Knowing that such wonders can exist in nature lends you the realization that -although at many times the world appears to be flawed, there is a balance of -perfection that gives those flaws their very reason for existance. A winding -stone path wends it's way through the garden, heading north and west, and a door -to your south allows entrance back into the keep. -~ -256 0 0 0 0 2 -D0 -~ -~ -0 -1 25637 -D2 -~ -door~ -1 -1 25640 -D3 -~ -~ -0 -1 25635 -S -#25640 -Library~ - Not as large as the library located in town, this library serves as more of a -working library for the Lord and his retainers. Dark oak shelves line all walls -and two long tables sit side by side in the center of the room. The north wall, -mostly glass with a door set into the center, boasts a view of the Lord's -garden. You may leave to the south through the main door. -~ -256 8 0 0 0 0 -D0 -~ -door~ -1 -1 25639 -D2 -~ -door~ -1 -1 25641 -D3 -~ -door~ -1 -1 25634 -S -#25641 -Hallway~ - The short hallway ends here, opening south into a spacious dining hall. A -door to the north leads to the library, or you may go west into the hallway. -~ -256 8 0 0 0 0 -D0 -~ -door~ -1 -1 25640 -D2 -~ -~ -0 -1 25606 -D3 -~ -~ -0 -1 25633 -S -#25642 -Lord's Bedroom~ - This room, austere almost to the point of being monkish, boasts only the -necessities for sleeping. A bed, although large, sits in the center of the room -looking as if its use is as minimal as its style. The only other furnishings in -the room are a dresser, a small wardrobe, and, curiously, a portrait delicately -painted in soft hues of the Keep, sitting high upon Lord's Hill, proudly flying -the standard for Jareth. A closed door blocks the entrance to the south and an -archway leading into the Lord's private dining room leads west, or you may exit -the Lord's Suite to your north. -~ -256 8 0 0 0 0 -D0 -~ -door~ -1 -1 25636 -D2 -~ -door~ -0 -1 25643 -D3 -~ -~ -0 -1 25630 -S -#25643 -Bathing Chambers~ - This private room is mostly one large pool of steaming water. No fires burn -here, so the water must be either kept warm underneath the pool, or must be kept -hot through magical means. Whatever the case, this hot tub looks more than -inviting and if you have the guts, some casual bathing may be in order. -~ -256 8 0 0 0 0 -D0 -~ -door~ -0 -1 25642 -S -#25644 -Courtyard~ - You stand in the Lord's Courtyard, a place of fun and merriment, open to all -folk, be they Lord's guest or servant. Trees dot the yard, all in full bloom, -with a walk way made from red wood chips showing you the way through the trees -to the west and south. -~ -256 0 0 0 0 4 -D2 -~ -~ -0 -1 25645 -D3 -~ -~ -0 -1 25655 -S -#25645 -Courtyard, at the pool~ - You stand in the Lord's Courtyard, a place of fun and merriment, open to all -folk, be they Lord's guest or servant. A small man made pool of clear blue -water is here, stocked with imported golden fish. A walk way made from red wood -chips allows passage through the trees to the north, west and south. -~ -256 0 0 0 0 4 -D0 -~ -~ -0 -1 25644 -D2 -~ -~ -0 -1 25646 -D3 -~ -~ -0 -1 25627 -S -#25646 -Courtyard~ - You stand in the Lord's Courtyard, a place of fun and merriment, open to all -folk, be they Lord's guest or servant. Trees dot the yard, all in full bloom, -with a walk way made from red wood chips showing you the way through the trees -west, north, and south. -~ -256 0 0 0 0 4 -D0 -~ -~ -0 -1 25645 -D2 -~ -~ -0 -1 25650 -D3 -~ -~ -0 -1 25626 -S -#25647 -Guest Room~ - This beautifully furnished room features all the amenities. Satin bedcovers, -beautiful paintings of angels and wildlife, and an armoir are just some of the -luxuries. A window draped in silk curtains in the west wall allows a view of -most of Jareth. Your only exit is to the east. -~ -256 8 0 0 0 0 -D1 -~ -door~ -1 -1 25648 -S -#25648 -Hallway~ - You stand at the end of a north-south running hallway. Doors line the west -wall, while a set of doors in the east wall allow entrance to the courtyard. -~ -256 8 0 0 0 0 -D0 -~ -~ -0 -1 25625 -D1 -~ -door~ -1 -1 25649 -D3 -~ -door~ -1 -1 25647 -S -#25649 -Courtyard~ - You stand in the Lord's Courtyard, a place for fun and merriment, open to all -folk, be they Lord's guest or servant. Beautiful trees dot the yard, all in -full bloom. A trail made from wood chips wends its way through the trees and -around benches. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25626 -D1 -~ -~ -0 -1 25650 -D3 -~ -door~ -1 -1 25648 -S -#25650 -Gazebo~ - You have entered into an octagonal gazebo made completely of white painted -wood. A low bench runs around the entire inside of the gazebo, looking very -comfortable. In the center of the gazebo is a piece of wood made in the shape -of an octagon with long planks of flooring running outward from it like long -spokes. This looks as if it would be a good place to rest, if that is your -inclination. You may leave back into the courtyard to the west or north. -~ -256 0 0 0 0 4 -D0 -~ -~ -0 -1 25646 -D3 -~ -~ -0 -1 25649 -S -#25651 -Along the Parapet~ - You stand atop the parapet which runs east to west here connecting all the -guard towers. This narrow stone walkway also provides a means for defense in -times of war. -~ -256 0 0 0 0 1 -D1 -A normal, wooden front door to a normal looking home. It is -nothing to write home about. -~ -door front~ -0 -1 25661 -D3 -~ -~ -0 -1 25675 -S -#25652 -Hallway~ - You stand at the northern end of a long hallway which runs north to south. -Doors line the western wall, leading to what you assume would be apartments. -To you east, a window offers a great view of the most fantastic garden you have -ever seen. -~ -256 8 0 0 0 0 -D2 -~ -~ -0 -1 25615 -D3 -There is a normal appearing door set in the western wall. -~ -door front~ -1 -1 25657 -S -#25653 -Lord's Garden~ - The garden grows right to the Keep's outer walls and over. Vines covered in -beautiful flowers wreath the wall, lending a timeless look to these already -beautiful gardens. The stone path continues east and south from here. -~ -256 0 0 0 0 2 -D1 -~ -~ -0 -1 25654 -D2 -~ -door front~ -0 -1 25638 -S -#25654 -Lord's Garden~ - The garden continues straight to the outer wall of the Keep here. Looking up -you can see the top of the wall where the Lord's Guard patrols the parapet. -The winding stone path winds west and south here. -~ -256 0 0 0 0 2 -D2 -~ -~ -0 -1 25637 -D3 -~ -~ -0 -1 25653 -S -#25655 -Courtyard~ - You stand in the Lord's Courtyard, a place of fun and merriment, open to all -folk, be they Lord's guest or servant. Trees dot the yard, all in full bloom, -with a walk way made from red wood chips showing you the way through the trees -to the south and east, or you may enter the Keep to the west. -~ -256 0 0 0 0 4 -D1 -~ -~ -0 -1 25644 -D2 -~ -~ -0 -1 25627 -D3 -~ -door~ -1 -1 25623 -S -#25656 -Stanneg Inn~ - This is a plainly decorated room, the main room of the Stanneg Inn. A large -arch to the west leads to a common room where food and drink can be ordered, and -a set of rickety wooden stairs lead up to the rooms are. A thread- bare rug -lies in the middle of the floor, evidently well- loved by a cat or two from the -quantity of hair on it. -~ -256 8 0 0 0 0 -D2 -~ -door doors double~ -0 -1 25657 -S -#25657 -Guest Room~ - This opulently furnished room offers all the amenities. Double feathered -bed, dark oak dresser, water basin, and even a mirror. A window on the western -wall offers a view of the River Alquandon and some of the northern reaches of -Jareth. -~ -256 8 0 0 0 0 -D1 -~ -door front~ -1 -1 25652 -S -#25658 -Grand Reception Hall~ - The cathedral ceilings in this room give such an impression of majesty and -power you feel both awed and comforted. You feel that this was most probably a -very proud and happy place, although for the life of you, you can't figure out -what seems wrong now. To your east the Grand Reception Hall continues, to your -north a stable is provided, south you see a wooden door bound in iron, and to -your west you may leave to the outside. -~ -256 8 0 0 0 0 -D0 -The stablehand will take your horse to the north.~ -~ -0 -1 25609 -D1 -More of this HUGE hall.~ -~ -0 -1 25620 -D2 -Closed door.~ -door~ -1 -1 25604 -D3 -The portcullis.~ -~ -0 -1 25667 -S -#25659 -North Drawbridge Guard Tower~ - This is one of six guard towers which ring the upper ramparts of Lord's Keep. -A parapet runs between each of the towers, encircling the Keep, and allowing for -defense in times of war. -~ -256 8 0 0 0 0 -D0 -~ -~ -0 -1 25660 -D5 -~ -~ -0 -1 25603 -S -#25660 -Along the Parapet~ - You stand atop the parapet, which runs north to south here. This narrow -walkway connects all the guard towers to one another and allows the Lord's Guard -to defend their Lord's home. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25662 -D2 -~ -~ -0 -1 25659 -S -#25661 -Northeast Guard Tower~ - You stand in the northeast guard tower. A spectacular view of the forest can -be seen through arrow holes in the north and east walls. The parapet continues -here to the west and south. -~ -256 8 0 0 0 1 -D2 -~ -~ -0 -1 25676 -D3 -~ -~ -0 -1 25651 -S -#25662 -Along the Parapet~ - You stand atop the parapet, which runs north to south here. This narrow -walkway connects all the guard towers to one another and provides a defendable -position for the Lord's Guard in times of war. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25668 -D2 -~ -~ -0 -1 25660 -S -#25663 -Cobbled Street~ - The street begins to widen slightly. Flags from many of the noble houses -begin at regular intervals along either side of the street. The grass is still -well-kept here, but not as many people lounge on it here as there were closer to -the city. Although not threatening in any way, the mood of this street seems to -get a bit gloomier with each step you take toward the keep. -~ -256 0 0 0 0 1 -D0 -The street continues.~ -~ -0 -1 25664 -D2 -The street continues.~ -~ -0 -1 25601 -S -#25664 -Cobbled Street~ - The street, wide enough now to fit five carriages side by side, continues -north here toward the keep. Just north of here, you see that the street opens -into a large court and turns to the east, where it enters the majestic halls of -Lord's Keep. South of you the city awaits. -~ -256 0 0 0 0 1 -D0 -The street opens into a wide court.~ -~ -0 -1 25665 -D2 -The street continues.~ -~ -0 -1 25663 -S -#25665 -Lord's Court~ - This court is an opulant place, reserved for the use of formally welcoming -visiting royalty. Flags from all royal and noble houses fly bravely here, -welcoming all to the splendor and majesty that is Jareth and Lord's Keep. -~ -256 0 0 0 0 1 -D1 -The Keep looms close by.~ -~ -0 -1 25666 -D2 -The street heads south towards town.~ -~ -0 -1 25664 -S -#25666 -On the Drawbridge~ - Standing in front of the keep, one cannot help but feel daunted to some -degree. Some of the feeling is due to the sheer immensity of this castle, it's -powerful presence, but you also can't help but feel that something must be wrong -here. The guards standing at attention here are afraid to even look in any -direction but straight ahead and from inside the castle you hear no sounds of -merriment or laughter, as is usually the case in the entryway of the Lord's -Keep. The Lord's Court lies west of you, while the twin guard towers flank your -entry to the east into Lord's Keep. -~ -256 0 0 0 0 1 -D1 -You may enter the Keep to the east.~ -~ -0 -1 25667 -D3 -You see Lord's Court.~ -~ -0 -1 25665 -S -#25667 -Under the Portcullis~ - You stand in the entryway of the Keep. On both the north and south walls, -you see closed doorways which presumably lead into the guard towers. Above you, -the spiked bottom of the portcullis peeks out from its resting position, seeming -almost threatening. The Twin towers rising out of stone foundations as big as a -house themselves seem to leer at you from their arrowholes inlaid in the walls. -You can proceed into the Keep to the east or leave the Keep to the west. -~ -256 8 0 0 0 0 -D0 -Closed door.~ -door~ -1 -1 25603 -D1 -You may enter the reception hall.~ -~ -0 -1 25658 -D2 -Closed door.~ -door~ -1 -1 25602 -D3 -You see the drawbridge.~ -~ -0 -1 25666 -S -#25668 -Along the Parapet~ - You stand atop the parapet, which runs north to south here. This narrow -walkway connects all the guard towers at Lord's Keep. It also provides a -defndable position for the Lord's Guard in times of war. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25669 -D2 -~ -~ -0 -1 25662 -S -#25669 -Northwest Guard Tower~ - You stand inside the northwest guard tower. Narrow slits provide the means -to fire arrows from this height at any would be aggressors in times of war. -The parapet continues along to the east and south from here. -~ -256 8 0 0 0 1 -D1 -~ -~ -0 -1 25672 -D2 -~ -~ -0 -1 25668 -S -#25670 -A Sloping Tunnel~ - The tunnels slopes up to the north deeper into the mountain. A rather gusty -breeze riffles your clothing from ahead somewhere. The claw marks in the stone -floor continue up the passage, through the darkness. -~ -256 585 0 0 0 0 -D0 -~ -~ -0 -1 25673 -D3 -~ -~ -0 -1 25628 -S -#25671 -A Sloping Tunnel~ - The tunnel continues its slope upwards, and the wind blows at you even -stronger yet. The claw tracks in the stone stop abruptly here, where there -seems to be a lot of unearthed dirt and stone around, heaped upon the floor. -You feel uneasy about this place. -~ -256 585 0 0 0 4 -D2 -~ -~ -0 -1 25674 -E -dirt stone~ - It has been dug from somewhere, but where? -~ -E -claw claws track tracks mark marks~ - They stop very abruptly here, right where the piles of earth begin, it seems. -~ -E -floor~ - The floor up ahead looks... Strange. You don't think going ahead would be a -good idea. -~ -S -#25672 -Along the Parapet~ - You stand atop the parapet, which runs east to west here. The parapet runs -the entire perimeter of Lord's Keep, connecting all the guard towers. It also -supplies a defendable position for the Lord's Guard so that in times of war, -they can protect their Lord and his home. -~ -256 0 0 0 0 1 -D1 -~ -~ -0 -1 25675 -D3 -~ -~ -0 -1 25669 -S -#25673 -A Sloping Tunnel~ - This tunnel slopes deep, down into the mountain's heart. The air feels still -and uncomfortably warm, despite the closeness of the cave's entrance above you. -There's a deep, musky odor in the air, and the giant claw marks continue -downwards. -~ -256 585 0 0 0 4 -D0 -~ -~ -0 -1 25674 -D2 -~ -~ -0 -1 25670 -S -#25674 -A Sloping Tunnel~ - A bright light greets your eyes from the north, in direct contrast to the -darkness of the tunnel overhead. You break out in a sweat due to the -overwhelming warmth of the air. The musky odor has grown quite intense, -drowning out everything else in the air and making it hard to breathe. -Something in your gut begins squirming uncomfortably as you wonder what's -ahead... -~ -256 585 0 0 0 4 -D0 -~ -~ -0 -1 25671 -D2 -~ -~ -0 -1 25673 -S -#25675 -Along the Parapet~ - You stand atop the parapet which runs east to west here. This narrow walkway -connects all the guard towers and provides a means for defense in times of war. -~ -256 0 0 0 0 1 -D1 -~ -~ -0 -1 25651 -D3 -~ -~ -0 -1 25672 -S -#25676 -Along the Parapet~ - The parapet runs north to south here, connecting the northeast guard tower -and the southeast guard tower. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25661 -D2 -~ -~ -0 -1 25677 -S -#25677 -Along the Parapet~ - The parapet runs north to south here, connecting the northeast guard tower to -the southeast guard tower. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25676 -D2 -~ -~ -0 -1 25678 -S -#25678 -Along the Parapet~ - The parapet runs north to south here, connecting the northeast guard tower to -the southeast guard tower. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25677 -D2 -~ -~ -0 -1 25679 -S -#25679 -Along the Parapet~ - The parapet runs north to south here, connecting the northeast guard tower to -the south east guard tower. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25678 -D2 -~ -~ -0 -1 25680 -S -#25680 -Along the Parapet~ - The parapet runs north to south here, connecting the northeast guard tower to -the southeast guard tower. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25679 -D2 -~ -~ -0 -1 25681 -S -#25681 -Along the Parapet~ - The parapet runs north to south here, connecting the northeast guard tower -and the southeast guard tower. The southeast tower is directly south of you. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25680 -D2 -~ -~ -0 -1 25682 -S -#25682 -Southeast Guard Tower~ - This guard tower looks as if it may have seen some action in times past. -Small chunks of stone are missing around the arrow slits, and many nicks and -chunks are missing from the walls themselves. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25681 -D3 -~ -~ -0 -1 25683 -S -#25683 -Along the Parapet~ - The parpet runs east to west here, connecting the southeast guard tower to -the southwest guard tower. The southeast tower is directly east of you. -~ -256 0 0 0 0 1 -D1 -~ -~ -0 -1 25682 -D3 -~ -~ -0 -1 25684 -S -#25684 -Along the Parapet~ - The parapet runs east to west here, connecting the southeastern guard tower -to the southwestern guard tower. -~ -256 0 0 0 0 1 -D1 -~ -~ -0 -1 25683 -D3 -~ -~ -0 -1 25685 -S -#25685 -Along the Parapet~ - The parapet runs east to west here, connecting the southeastern guard tower -to the southwestern guard tower. -~ -256 0 0 0 0 1 -D1 -~ -~ -0 -1 25684 -D3 -~ -~ -0 -1 25686 -S -#25686 -Southwestern Guard Tower~ - This looks more like a break room than a guard tower. A stack of old books -are piled in one corner, and the remains of someone's lunch sits in another. -The parapet continues to the east and to the north from here. -~ -256 8 0 0 0 1 -D0 -~ -~ -0 -1 25687 -D1 -~ -~ -0 -1 25685 -S -#25687 -Along the Parapet~ - The parapet continues north to south here, connecting the southeastern guard -tower to the southern bridge guard tower. The southeastern tower is directly -south of you. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25688 -D2 -~ -~ -0 -1 25686 -S -#25688 -Along the Parapet~ - The parapet continues north to south here, connecting the southeastern guard -tower to the south bridge guard tower. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25689 -D2 -~ -~ -0 -1 25687 -S -#25689 -Along the Parapet~ - The parapet runs north to south here, connecting the southeastern guard tower -to the south bridge guard tower. The south bridge guard tower is directly north -of you. -~ -256 0 0 0 0 1 -D0 -~ -~ -0 -1 25690 -D2 -~ -~ -0 -1 25688 -S -#25690 -South Drawbridge Guard Tower~ - You stand atop a vantage point looking down upon the entrance to the Keep. -This is one of six towers which ring the Keep to allow for defense in times of -war. -~ -256 8 0 0 0 0 -D2 -~ -~ -0 -1 25689 -D5 -~ -~ -0 -1 25602 -S -#25691 -Wine Cellar~ - This room, though as cob-webby and musty as is earthly possible, seems clean -enough. The racks are dust free and the bottles are all tended. -~ -256 8 0 0 0 0 -D1 -~ -~ -0 -1 25692 -S -#25692 -Musty Dusty Corrider~ - This short corrider leads into two different rooms, one to the east and one -to the west. -~ -256 8 0 0 0 0 -D1 -~ -~ -0 -1 25693 -D3 -~ -~ -0 -1 25691 -D4 -~ -~ -0 -1 25632 -S -#25693 -Root Cellar~ - All non-perishable foodstuffs for the Keep are kept in this room on shelves, -in crates, and stacked on pallets. -~ -256 8 0 0 0 0 -D3 -~ -~ -0 -1 25692 -S -$~ diff --git a/lib/world/wld/257.wld b/lib/world/wld/257.wld deleted file mode 100644 index 41391d0..0000000 --- a/lib/world/wld/257.wld +++ /dev/null @@ -1,2164 +0,0 @@ -#25700 -Maris' Armory~ - You stand in Maris' Armory, self proclaimed finest armory in all Jareth. -An ornate but servicable looking counter makes an 'L' shape around a door which -appears to lead into a rear service and holding area. Shields adorn the walls, -all polished to a bright gleam, and a suit of armor stands attentively on a -pedestal to the right of the counter. There is a plaque on the front of the -pedestal labelling the suit to be the 'Authentic Armor worn by an Ionion Knight -during the 2nd Crusade'. A sign on the front of the counter reads; Better to -die on your feet than live on your knees. -~ -257 8 0 0 0 0 -D1 -You see the exit to North Bourbon St. -~ -~ -0 -1 25701 -E -credits~ - Jareth by Kaan for Dibrova -Jareth was my very first zone, which I stupidly used zone #30 as my vnum -base. I figured that overwriting would be easier and I could use the -existing info for reference as I was writing offline at the time and was -pretty confused as to how the files were set up. I was wrong about it -being easier and I don't suggest that route for anyone new to building ;-) -Jareth has all the amenities of a hometown with a couple of added features. -There is the Casino off the Boardwalk - look for the snippet if you need it -on the snippet page - where players can try their luck and see if they can -make some money the old fashioned way. There is a blood bank near the -Temple where a player can give blood, losing some hp, but gaining some cash. -The cash is minimal and the hp drain is too, but for a newbie, anything helps. -This was to be our main town for all of Dibrova, however with a bit of -whining and a lot of persuasion, we went the route of allowing players to -choose their hometown at the main menu and unfortunately most do not choose -this wondrous metropolis. -Please forgive if any objs or mobs are close to Midgaard's - in my defense -I say that is WAS my first zone, and I was very in the dark on how a mud -worked at all at the time. - -Zone 257 is linked to the following zones: -258 Light Forest at 25729 (east ) ---> 25803 -263 Farmlands at 25756 (west ) ---> 26300 - 33 Three of Swords at 25771 (north) ---> 3301 - -Links: 13n -Postmaster: 83 -~ -S -#25701 -North Bourbon St.~ - You are on a wide promenade which stretches north and south for quite some -distance. This seems to be one of, if not the, main thoroughfare for the city -of Jareth. Shops line both sides of the street, offering an abundance of -choices for any traveller in need of supplies. To the south it appears that the -street meets another street of similar size and opens into a large sqare. To -the east you see a weapons shop and to the west you see an armor shop. Quite -convenient, wouldn't you say? Obviously, Maris the arms dealer thinks so, too, -since his name is on both store fronts, proclaiming him the procurer of the -finest armor and weapons in all of Jareth. -~ -257 0 0 0 0 1 -D0 -Looking north you see Bourbon Street stretch off into the distance. -~ -~ -0 -1 25754 -D1 -You see Maris' Weaponry. -~ -~ -0 -1 25763 -D2 -You see the City Proper. -~ -~ -0 -1 25705 -D3 -You see Maris' Armory. -~ -~ -0 -1 25700 -S -#25702 -Floris Avenue~ - You stand on a long road which runs east to west. Inns, taverns, and all -manner of shops line both sides of the avenue. To the south you see Clariss' -Concoctions, a brewery specializing in potions to aid the wandering adventurer. -To the north you see The Bootery. It appears that to the east, the avenue opens -into a large square of some kind, while to the west Floris Avenue runs -uninterrupted. -~ -257 0 0 0 0 1 -D0 -You see the entrance to the Bootery. -~ -~ -0 -1 25733 -D1 -You see Floris Ave. continuing east. -~ -~ -0 -1 25713 -D2 -You see the entrance to Clariss'. -~ -~ -0 -1 25717 -D3 -Floris Ave opens into a square. -~ -~ -0 -1 25740 -S -#25703 -Floris Ave~ - Floris Ave continues east and west, with the East Gate only a block away. -To the north you may enter the Constabulary, the main office and station of -Jareth's law enforcemnt professionals. To the south begins Worship Way, the -road leading to Jareth's famed Temple of All and None. -~ -257 0 0 0 0 1 -D0 -You see the main office of the Constabulary. -~ -~ -0 -1 25768 -D1 -Floris Ave runs east. -~ -~ -0 -1 25750 -D2 -Worship Way runs south. -~ -~ -0 -1 25741 -D3 -Floris Ave runs west. -~ -~ -0 -1 25707 -S -#25704 -Blood Bank~ - This small but servicable room houses the Blood Bank, a non-profit Jareth -community service set up so that wayward adevnturers who get a bit too over- -zealous in their wanderings can be treated properly in Jareth's hospital. -Because it is a non-profit service, the room is not designed for comfort but to -accomplish it's purpose. A slightly reclined chair sits in the center of the -room. -~ -257 8 0 0 0 0 -D1 -You may enter onto Worship Way. -~ -~ -0 -1 25760 -S -T 25705 -#25705 -Jareth City Proper~ - You are standing in what appears to be the center of this massive city. All -around you the hustle and bustle of city life carries on, paying no notice to -you whatsoever. To the north, Bourbon street continues to a dead end at the -river bank, to the south Bourbon St. Offers a slew of inns and taverns, and -east and west Floris St lines itself with shops of every description. -~ -257 0 0 0 0 1 -D0 -Bourbon St heads north from here. -~ -~ -0 -1 25701 -D1 -Floris Ave heads east from here. -~ -~ -0 -1 25706 -D2 -Boubon St heads south from here. -~ -~ -0 -1 25714 -D3 -Floris Ave heads west from here. -~ -~ -0 -1 25713 -S -#25706 -Floris Ave~ - Floris Ave continues unabated for as far as your sight will allow. To your -north you see an entrance to Maris' Weapon Shop, and to your south lies an -entrance to the Kitty-Kat Club, a local fine dining and entertainment -establishment. -~ -257 0 0 0 0 1 -D0 -You see the entrance to Maris' Weaponry. -~ -~ -0 -1 25763 -D1 -Floris Ave. continues east. -~ -~ -0 -1 25707 -D2 -You see the entrance to the Kitty Kat Club. -~ -~ -0 -1 25715 -D3 -You see the City Proper. -~ -~ -0 -1 25705 -S -#25707 -Floris Ave~ - Here Floris St seems to be at it's finest. The streets is kept clean and -looks to have been recently swept free of the usual clutter and debris you find -on the streets of Jareth. The Jareth City Bank lies to the north, a beautiful -building with worked stone, polished glass, and a great deal of copper trimming. -To the south lies the entrance to the City Provisioner. Any and all foodstuffs -needed can be purchased in his shop. East and west Floris Ave continues. -~ -257 0 0 0 0 1 -D0 -You may enter Jareth City Bank to the north. -~ -~ -0 -1 25711 -D1 -Floris Ave runs east. -~ -~ -0 -1 25703 -D2 -The town provisioner's shop. -~ -~ -0 -1 25716 -D3 -Floris Ave runs west. -~ -~ -0 -1 25706 -S -#25708 -The Reception~ - You are standing in the reception. The staircase leads down to the entrance -hall. An exit to the north leads to the Cryogenic Center. There is a small -sign on the counter. -~ -257 8 0 0 0 0 -D0 -You see the Cryogenic Center. -~ -~ -0 -1 25764 -D5 -You see the entrance hall. -~ -~ -0 -1 25706 -E -sign~ - Rooms are expensive but good! You may: - Offer - get an offer on a room - Time is in real life days. - Rent - Rent a room (saves your stuff, and quits the game), - minimum charge is one day. - MY WAY OR THE HIGHWAY - PAY YOUR RENT! - WE WON'T THINK TWICE BEFORE KICKING YOU OUT. -~ -S -#25709 -The Wellmaster~ - Here in the shop of the town watermaster one can buy a miriad of containers -holding the cleanest, purest, and sweetest tasting water in Jareth. This is -true, but mostly because it's the only shop in Jareth that sells purified water. -The wellmaster stands in the center of his shop, hands on his ample belly, -waiting for your pleasure. -~ -257 8 0 0 0 0 -D1 -You see the exit out to Bourbon St. -~ -~ -0 -1 25754 -S -#25710 -Captain Vulcevic's Boat House~ - This leaning, ramshackle, single story wooden structure perched on the edge -of the river is the proud home and shop of Captain Vulcevic, formally an admiral -in Lord Eyeball's Royal Fleet. Vulcevic retired from duty when a sudden squall -took the not only his ship, but most of his crew to the icy bottoms of the -Polarinus. There are all manner of nets, buckets of tar, boxes of nails, and -other paraphenalia for the repair of river and sea going vessels. A cot hangs -in one corner, obviously Vulcevic's bed. There is no counter or area where one -would expect to get helped, so you must just wait upon the Captain for his -appearance. -~ -257 8 0 0 0 0 -D3 -You see River St. -~ -~ -0 -1 25759 -S -#25711 -Jareth City Bank~ - A true work of art in every sense, this building is obviously the proud work -of an architect who takes great pride in his or her work. Stone pillars rise -from four equidistant locations in the floor, tapering in the center while being -wide as a full grown Gold Dragon on the tops and bottoms. The enormously high -cathedral ceiling offers a beautiful stained glass rendition of the Holy Wars -which Lord Krolar led those hundred years ago against the foul Goblin Hordes. -A line of tellers stand behind the main counter, a beautiful cherry oak work of -art intricately carved and inlaid with what looks to be gold. A large iron door -built into the northernmost door behind the tellers leads to what must be the -vault, although this is only conjecture because at this time the door stands -closed, and it looks as though it would take Dibrova's most skillful lockpick -and the strength of ten giants to open it. South is the exit to Floris Ave. -~ -257 136 0 0 0 0 -D2 -You see Floris Ave. -~ -~ -0 -1 25707 -S -#25712 -River St~ - You stand on River St. To your north you can head south into the central -part of Jareth, south is a Constable's Outpost. To the east is the Jeweler and -to the west is the Mage's Guild. -~ -257 0 0 0 0 1 -D0 -River St continues north. -~ -~ -0 -1 25742 -D1 -You see the entrance to the Jeweler. -~ -~ -0 -1 -1 -D2 -The constable's Outpost looms ominously before you. -~ -~ -0 -1 25757 -D3 -The entrance to the Mage's Guild. -~ -~ -0 -1 25737 -S -#25713 -Floris Avenue~ - You are strolling along one of the larger avenues in Jareth. The road runs -east to west, with what looks to be the town square to the east and many shops -to the west. To the north is the wall of a shop with murals of gallant knights -in battle and damsels in distress waving white handkerchieves. To the south is -the northernmost wall of Grainy's Tavern, famous for their malt liquor and great -entertainment. -~ -257 0 0 0 0 1 -D1 -You see the City Proper. -~ -~ -0 -1 25705 -D3 -You see the main street. -~ -~ -0 -1 25702 -S -#25714 -South Bourbon St.~ - You can now understand why this street, in all it's majesty, was given the -name Bourbon St. As far to the south as you can see, inns and taverns, brothels -and bars line the street. You realize that for many, this area of town would be -quite a little slice of heaven, possibly even a large slice! Your step gets a -bit lighter and for some reason you feel like whistling a merry tune you heard -once in a bar in Shreve. To your immediate west you see Grainy's, which many -say has the best malt liquor in all of Dibrova, and to your east you see the -Kitty-Kat club. The sign reads 'Fine Dining and a Great Night's Sleep! ', but -from the look of the servers you can see through the windows, they serve more -than bar burgers. To the south are more shops of ill repute, and the town -square opens up to the north. -~ -257 0 0 0 0 1 -D0 -You see the City Proper. -~ -~ -0 -1 25705 -D1 -You see the entrance to the Kitty-Kat Club. -~ -~ -0 -1 25715 -D2 -Bourbon St heads south from here. -~ -~ -0 -1 25725 -D3 -You see the entrance to Grainy's. -~ -~ -0 -1 25732 -S -#25715 -Reception Area at the Kitty-Kat Club~ - Fine furniture is scattered throughout this room, allowing customers who are -awaiting a table to sprawl in comfort. At an ornate black desk polished to a -high sheen sits a short, balding man with thick spectacles perched precariously -on the end of his nose. When not making reservations for his guests, he -constantly varies between shoving his specs back up on his nose and adding up -the hourly sales on a large abacus. This is obviously the owner of the -establishment, and the man you must speak to if you wish to enjoy a meal and/or -'rest' at his fine establishment. To the south is an open doorway leading to -the main dining area and a set of stairs lead upwards into what you assume would -be the 'entertainers' quarters. -~ -257 8 0 0 0 0 -D0 -You see the exit to Floris Ave. -~ -~ -0 -1 25706 -D2 -You see the main dining area. -~ -~ -0 -1 25731 -D3 -You see the exit to Bourbon St. -~ -~ -0 -1 25714 -S -#25716 -Town Provisioner~ - Arius the town provisioner stands smiling behind his desk as you enter, -hoping to make a sale. Many shelves and racks stand all over this small shop -waiting for your purchase. The only available exit is to the north, leading to -Floris Ave. -~ -257 0 0 0 0 1 -D0 -You see Floris Ave. -~ -~ -0 -1 25707 -D1 -You may enter onto Worship Way. -~ -~ -0 -1 25741 -S -#25717 -Clariss' Concoctions~ - Here you can find all sorts of magic brews made specially by Clariss herself. -There is only a small area for you to stand in, the rest is blocked off by a -long counter which stretches the length of the shop. Shelves and drawers are -built into the back wall with glass vials filling every nook and cranny. -~ -257 140 0 0 0 0 -D0 -You see Floris Ave. -~ -~ -0 -1 25702 -D3 -You see River St. -~ -~ -0 -1 25742 -S -#25718 -River St~ - You stand on River St, so named for being the street which offers the main -crossing of the River Alquandon. This street is obviously the pride of Jareth, -being that is it paved with well maintained cobblestones, all kept extremely -clean. The fresh smell of the water so near by, the people passing by who all -seem in good cheer make this part of city far more pleasant than the dismal -dregs found in the southern reaches of the city. To your west is the wall of a -large complex of flats. To your east you see the western wall of of the -bootery, where you may windowif so desired. North is more of River St, which -crosses the river further up, and south, River St crosses Floris St in a square. -~ -257 0 0 0 0 1 -D0 -River St runs north over the River Alquandon. -~ -~ -0 -1 25759 -D2 -River St opens into a square. -~ -~ -0 -1 25740 -S -#25719 -Jahred's Tavern~ - A very ramshackle place, Jahred's tavern caters to those 'less fortunate' in -the town of Jareth. Sawdust on the floor, bloodstains on the wall, and torn -curtains seperating the 'hostess' booths' tell you that unless you like your -whiskey the old fashioned way and your woman slightly used, this is not your -kind of place. Most of the patrons of Jahred's look as if they'd rather stick a -knife in your back than let you buy them a drink, so a friendly game of cards is -probably out of the question. -~ -257 8 0 0 0 0 -D3 -You see the bar. -~ -~ -0 -1 25730 -S -#25720 -Granny's Quilt Shop~ - You stand in Granny's quilt shop. Strange that a such a nice, fragile -looking old ladu could make it in such a rough area of town, but from the look -of all the inventory she carries, she must do quite well. New, used, drab, -colorful, all sorts of quilts drape over racks and hang on the walls. Most are -knit, but there are some patchwork and full length available. -~ -257 24 0 0 0 0 -D0 -You see Bourbon street. -~ -~ -0 -1 25730 -D1 -You see Granny's prize winning afghan. -~ -afghan secret door~ -2 -1 25767 -S -#25721 -Blacksmith~ - More of a barn than a shop, this open air dirt floored building offers all -manner of steel work. Josef, the proprieter of this business, is reputed to do -some of the best shoe work on horses and enjoys a good living from his -reputation which has spread far beyond the boundaries of Jareth. He seems not -to notice as you walk in, so intent on his work he seems, and almost startles -you when he asks if he can help you, without looking up. -~ -257 8 0 0 0 0 -D1 -You may enter onto Worship Way. -~ -~ -0 -1 25758 -S -#25722 -The Pet Shop~ - Barking dogs, whining cats, howling wolves, and a smell more powerful than -your feet after a day of intense hiking through wet swamp mud nearly make you -turn tail and run from this shop. You try and hold your breath, but that -requires you to first take a deep breath, so that doesn't work. Instead, you -decide to give in and inhale all the sights and sounds and soon you get so used -the intense stench that you don't even notice it anymore. -~ -257 8 0 0 0 0 -D3 -You see Worship Way. -~ -~ -0 -1 25758 -S -#25723 -PETSHOP STOREROOM~ - Make two rooms and some pets. The rooms MUST be sequential. If the first -room is 315 then the second must be 316. The second room is known as the -storeroom. All that is required in the storeroom is to load one of each mob you -wish to be a pet. This room can not have any exits and will never be used by -mortals. Although a pet shopkeeper is not required it is recommended. After -all of this is done ask your coder to implement the petshop. It will not work -until the code is changed and the MUD is rebooted. The cost of pets is 300 -times their level. -~ -257 1536 0 0 0 0 -S -#25724 -The Bloated Goat~ - Entering the Bloated Goat, you notice a lack of the normal hubbub and noise -the usually accompanies a tavern such as this. There are plenty of customers -here, which seems odd to you, because only the occasional murmur or low voice is -what drifts over to you, and the more of those customers that notice your -entrance into the Goat, the quieter it gets. Soon it is completely silent. -Everyone is looking at you. "What'll it be? ", the bartender growls at you -from under his thick beard. -~ -257 24 0 0 0 0 -D1 -You see the exit to South Bourbon St. -~ -~ -0 -1 25725 -D5 -~ -~ -0 -1 25774 -S -#25725 -South Bourbon St.~ - You stand on South Bourbon St. , aptly named for it's great variety of inns -and taverns. Heading south, the road starts to lose some of the charm it seems -to have farther north. More trash litters the walk ways and the people seem to -be more of the rough-and-tumble sort. You see that farther to the south, the -road takes a turn to the west, just before what looks to be a ... Quilt shop? -To your north the road continues toward the town square and other inns and bars. -To your east you can peer through windows into the dining area of The Kitty-Kat -club, and what you see is very enticing. To your west is The Bloated Goat, a -tavern for wayward adventurers. -~ -257 0 0 0 0 1 -D0 -You see more of Bourbon St. -~ -~ -0 -1 25714 -D2 -You see even more of Bourbon St. -~ -~ -0 -1 25730 -D3 -You see the Bloated Goat. -~ -~ -0 -1 25724 -S -#25726 -Main Hall to Ranger's Guild~ - The first thing you notice as pass through the shimmering archway is the -drastic change in your surroundings. The second thing you notice is the -impossible size of this 'hall'. The ceiling, which must be there somewhere, is -far too far up for you to even catch a hint of it. The floor is not a floor at -all anymore, but the dirt and loam of a forest. You give a small start as you -realize that there is a man standing directly before you. How could you have -missed him when you first walked in? There is a large tree to your east which -looks to be hollow, and the exit into the reception room is north. -~ -257 540 0 0 0 1 -D0 -~ -~ -0 -1 25766 -D1 -The alley continues east. -~ -~ -0 -1 25745 -S -#25727 -The Hire Room~ - The only fixture in this small 4 x 4 cubicle is a small wooden drop box -attached to the wall. A pad of paper sits on the drop box and a pencil is -attached to a cord which hangs from the drop box. Obviously if you wish to -target someone for assassination, you must write it on a piece of paper and drop -the paper in the box. Be sure to include the name of the target, the price on -their life, and a brief explanation why you wish them killed. East is the -entrance to the Assassin's Guild, and west is the main room for Contracts, Ltd. -~ -257 8 0 0 0 0 -D1 -You see the thieves bar, where everything disappears. -~ -~ -0 -1 25749 -D3 -~ -~ -0 -1 25736 -S -#25728 -Floris Ave~ - Here Floris Ave allows passage out of town through the West Gate, directly -east of here. To the west, the City of Jareth awaits your pleasure. North of -you are the stables and south is the horse trader. -~ -257 0 0 0 0 1 -D0 -You see the stables. -~ -~ -0 -1 25772 -D1 -You see the east gate. -~ -~ -0 -1 25729 -D2 -You see the Horse Trader. -~ -~ -0 -1 25765 -D3 -You see the entrance hall to the thieves' guild. -~ -~ -0 -1 25746 -S -#25729 -East Gate~ - You stand at the entrance (or exit) to the great City of Jareth, the pride of -all Dibrova, at least the pride of all cities in the Known Lands. Jareth, also -known by some as the City of Freedom, was built on the auspice of racial and -class equality. All races are welcome here, no one is refused service in any -establishment, or so it is said, and all forms of worship are respected. To -leave the city, you need only to move east, but to enter it may prove to be a -bit more difficult. Although Jareth does boast the title 'The Free City', it -does have laws and they are enforced. -~ -257 0 0 0 0 1 -D1 -~ -~ -0 0 25803 -D3 -~ -~ -0 -1 25728 -S -#25730 -South Bourbon St.~ - Aaahh... And what a grand street it is! Bars and taverns abound on this -grubby thoroughfare, giving it the perpetual look of double-visioned dimness -that can only accompany inebreation. It's as if the street has taken on the -persona of the businesses which occupy it. North of you are a plethora of bars -(surprise), to your east is (three guesses) a tavern, to your west there seems -to be an alley curving out of sight, slightly southward. It's hard to see -anything in the alley, mainly because of the curve it takes, but also because it -seems to be very dark. To the south is Granny's Quilt Shop, a shop that, -although in a rough part of town, has nevertheless perservered and even been -able to thrive on a healthy chunk of business, or so it seems from the way the -building is maintained. -~ -257 0 0 0 0 1 -D0 -Bars bars bars and Bourbon St. -~ -~ -0 -1 25725 -D1 -A sign over an entryway reads 'Jahred's'. -~ -~ -0 -1 25719 -D2 -You see the entrance to Granny's Quilt Shop. -~ -~ -0 -1 25720 -D3 -You see the entrance to a dark alley. -~ -~ -0 -1 25755 -S -#25731 -The Kitty-Kat Club~ - The first thing you notice when enter the main room is that the whole place -is clean beyond reason. The soft glow from the crystal lights (suspended in -mid-air) give the high polished brass which adorns almost every spot for a rail -an almost blinding gleam. Every server, without exception, is a strikingly -beautiful young woman wearing skirts which leave little to the imagination and -tight blouses which leave even less. As your hostess shows you to your table, -hands you your menu, and asks if you would like any drinks, you realize that if -there is any other place in Jareth you would like to be more than where you are -now, it really doesn't matter. -~ -257 8 0 0 0 0 -D0 -You see the reception area. -~ -~ -0 -1 25715 -S -#25732 -Grainy's Bar & Grille~ - You enter the room and immediately a wash a pure noise (more accurately -described as racket) slams into you full force. The clientele here seems to be -the rowdy sort, but no fights seem in the making, just a lot of good old -fashioned comraderie. There are three or four tables with card games in play, -one with a group of happy drunks singing along with the bard who is plucking out -all the wrong chords to a popular bar tune in the realm. A long bar to your -left offers a wood stool to rest on and a cold drink to quench your thirst and -you have the choice of half a dozen empty tables as well. -~ -257 8 0 0 0 0 -D1 -You see the exit to South Bourbon St. -~ -~ -0 -1 25714 -S -#25733 -The Bootery~ - Entering this shop you immediately smell the wonderful scent of freshly -worked leather and oils. Shelves line the walls to your left and right and -boots of all size, make, and color await your eager feet. -~ -257 140 0 0 0 0 -D2 -You see Floris Ave. -~ -~ -0 -1 25702 -S -#25734 -Jeweler~ - Here you may purchase jewels of all sizes and shapes. A display case rests -on the far wall displaying the many fine items for sale in this shop. -Necklaces, earrings, rings, pendants, rough- and fine-cut stones abound. -~ -257 0 0 0 0 0 -D3 -~ -~ -0 0 25712 -S -#25735 -Scrolls and More~ - It seems the owner of this shop feels that a more psychedelic look will give -the shop a bit of a mystical appeal. Pastels, mirrors, flashing lights all -dazzle your eyes in an attempt to create a magical atmosphere. This must be in -hopes that the crazy colors will build a desire in you to buy, buy, buy. -(scroll maker) -~ -257 8 0 0 0 0 -D1 -You see the exit to River St. -~ -~ -0 -1 25742 -S -#25736 -Contracts, Ltd.~ - A small desk sits diagonal in the corner of the room, other than that there -is nothing but dust. A sign hanging over the eastern doorway reads: No Refunds -Given. This is Final! You may leave out onto Worship Way to the west or head -east into the hire room. -~ -257 8 0 0 0 0 -D1 -~ -~ -0 0 25727 -D3 -~ -~ -0 0 25760 -S -#25737 -Mage Reception~ - A very comfortable room, the reception to the mage's guild offers plush -seating, beautiful tapestries hung on every wall, and a refreshment stand for -those waiting for friends to complete levels. Soft harp music comes from an -unknown source, and although you may not be a big harp fan, the music is not -unappealing. A doorway to the west leads to what must be the main guild area -and the exit to River St. Is east. -~ -257 8 0 0 0 0 -D1 -You see the exit to River St. -~ -~ -0 -1 25712 -D3 -~ -~ -0 -1 25738 -S -#25738 -Practice & Reading Room~ - This large room has been sectioned off into categories for the learning of -each and every spell and skill. Easy to follow directions make finding your way -to the proper section for the spell or skill you would like to train in will be -no problem. A partitioned off space has also been set aside for the studying of -spells and magic. -~ -257 8 0 0 0 0 -D0 -A curtained doorway leads you to your Guildmaster. -~ -~ -0 -1 25739 -D1 -The entryway leads to the reception room. -~ -~ -0 -1 25737 -S -#25739 -Mage's Guild~ - This small cell has been set aside for the sole purpose of advancing those -mages ready to continue with their education. An eight sided star has been -etched into the floor here, with incense burning at each of the eight points. -At each point there reads a word which identifies one of the eight duties of all -mages. -~ -257 540 0 0 0 0 -D2 -A curtained doorway leads to the Practice and Reading Room. -~ -~ -0 -1 25738 -S -#25740 -Square~ - You stand at the crossing of Floris Ave and River St. Here the road is more -worn and travelled due to the fact that the west gate lies straight to the west -only a few hundred feet. To the northwest, you can see a complex of tall -buildings which stretch out for some distance. To the north runs River St, -which crosses over the Alquandon River and continues to the more affluent and -entertaining side of town. To the south lies more of River St and what looks to -be a number of shops, while to the east, Floris Ave offers a variety of shops -which gradually give way to Jareth's city proper. -~ -257 0 0 0 0 1 -D0 -River St runs north. -~ -~ -0 -1 25718 -D1 -Floris Ave runs east. -~ -~ -0 -1 25702 -D2 -River St runs south. -~ -~ -0 -1 25742 -D3 -Floris Ave runs west. -~ -gate~ -0 1112 25752 -S -#25741 -Worship Way~ - This short street leads directly to the Temple of All and None, the only -temple in all Dibrova where all races and classes are welcome and all forms of -worship are accepted and embraced. To the west you see the eastern wall of the -Twon Provisioner's small shop, while to the east, you see the westren wall of -the Cartwright's shop. North you can enter back into the hustle and bustle of -regular city traffic on Floris Ave. -~ -257 0 0 0 0 1 -D0 -You may enter onto Floris Ave. -~ -~ -0 -1 25703 -D1 -You see the Cartwright's shop. -~ -~ -0 -1 25753 -D2 -Worship Way runs south. -~ -~ -0 -1 25758 -D3 -You may enter the Town Provisioner's shop. -~ -~ -0 -1 25716 -S -#25742 -River St~ - This is the southern section of River St, which offers no access to the -river, but does offer access to a number of specialty shops. To your west is -the entrance to Scrolls and More, and scroll shop, obviously. To the east is -Clariss' Concoctions, the local shop where potions are brewed to aid the -wandering adventurer. North you see Floris Ave crossing River St and to the -south, more shops and at a cul-de-sac where the road ends, a constable's -outpost. -~ -257 0 0 0 0 1 -D0 -River St continues north. -~ -~ -0 -1 25740 -D1 -The entrance to the potion shop. -~ -~ -0 -1 25717 -D2 -River St continues south. -~ -~ -0 -1 25712 -D3 -You see the Magic Shop. -~ -~ -0 -1 25735 -S -#25743 -Dark Alley~ - As you enter into this section of the alley, the eight street toughs who -await the arrival of anyone fool enough to enter their domicile. They seem -almost exuberant in the way they check each other's loose armor fittings, -exchange weapons for better killing power, and stretch out in anticipation of a -good fight. You can't help but feel just a bit apprehensive as the group begins -their approach. -~ -257 1 0 0 0 1 -D0 -~ -~ -0 -1 25744 -D1 -More hoodlums - you just can't escape them. -~ -~ -0 -1 25747 -S -#25744 -Dark Alley~ - Your situation just can't seem to improve today. Five street toughs stand up -from a game of dice as you enter their territory, and they seem just a bit -perturbed. You can leave to the north or south, though neither choice seems all -that inviting since both directions lead to more of what you're standing in now. -~ -257 1 0 0 0 1 -D0 -The alley seems to get a bit brighter in that direction. -~ -~ -0 -1 25755 -D2 -The alley continues south. -~ -~ -0 -1 25743 -S -#25745 -Ranger's Guild Hall~ - Here in the base of the tree, a ring of stones is set into the ground and a -firepit in the center glows with hot coals. It seems the tree itself serves as -a chimney for the smoke from the hot coals, but you cannot be certain of that, -because looking up into the tree, you see only darkness. -~ -257 540 0 0 0 1 -D3 -The alley leads west. -~ -~ -0 -1 25726 -S -#25746 -Floris Ave~ - Floris Ave continues east to towards the East Gate and west into the center -of the city. To the south is the Ranger Guild and to the north begins a -cobblestone street which leads to Lord's Keep, home of the Lord of Jareth. -~ -257 0 0 0 0 1 -D0 -You see the beginning of a Cobbled St. -~ -~ -0 -1 25771 -D1 -Floris Ave runs east toward the east gate. -~ -~ -0 -1 25728 -D2 -You see the Ranger's Guild. -~ -~ -0 -1 25766 -D3 -Floris Ave runs west. -~ -~ -0 -1 25750 -S -#25747 -Dark Alley~ - Things probably couldn't get much worse. You are in the deepest, darkest, -smelliest, and probably most dangerous part of Jareth. Even the constables -don't dare come here. Blood stains coat every wall, some blackened and peeling, -some still wet and running. The only exit out of here is to the west. Well, -more aptly put, the only WOULD BE exit out of here is to the west, but -unfortunately a dozen of the meanest looking street toughs you've ever seen are -blocking the way. They mill about, unconcerned, knowing that their sheer -numbers will prevent you from any advantages. Your only chance to run like hell -is now, and although a cowardly way to deal with the situation, it is -recommended. -~ -257 1 0 0 0 1 -D1 -You see a nondescript brick wall. -~ -door~ -1 -1 25748 -D3 -Could be worse - it could be raining. -~ -~ -0 -1 25743 -S -#25748 -Thieves' Guild~ - This appears to be what used to be an old warehouse before your guild took it -over for their own. The awesome size of the place, the sheer immensity only -adds to your lust for material wealth as you survey your surroundings. All -around you, the finest of all furniture and goods lay sattered haphazardly -around, as if the owner of these items were not aware of their value. In one -corner, a chest heaped with coins lays on it's side, while in another, a rack of -glowing, golden armor and weapons sits propped against the wall. Your only -exit is to the west. -~ -257 524 0 0 0 0 -D3 -~ -door~ -1 -1 25747 -E -rack armor~ - The value of that armor must be twenty times the value of any other armor in -all the land.. -~ -E -chest coins~ - There could be as much as one million gold in that chest... -~ -S -#25749 -The Assassin's Guild~ - The austerity and peace you feel in this room can only be described as serene -bliss. The clarity of mind you feel, the strength of purpose emanating from the -very walls seem to ooze into every part of your being. A soft, slightly padded -mat lies on the floor, offering you the chance to rest or meditate, as you will. -~ -257 668 0 0 0 0 -D2 -You see the river flowing west. -~ -~ -0 -1 25761 -D3 -~ -~ -0 -1 25727 -S -#25750 -Floris Ave~ - Floris Ave runs east and west, east leading to the East Gate, west leading -deeper into town. South is the entrance to the Cartwright, where one can buy -mobile transportation enabling easier transport of larger and/or heavier loads -over long distances. North is the windowless wall of the city jail, which can -be entered through the Constabulary to the northwest. -~ -257 0 0 0 0 1 -D1 -Floris Ave runs east. -~ -~ -0 -1 25746 -D2 -You see the Cartwright's -~ -~ -0 -1 25753 -D3 -Floris Ave runs west. -~ -~ -0 -1 25703 -S -#25751 -Boardwalk~ - The wooden Boardwalk continues east and west along the river. Fishermen line -the river bank trying their luck while others relax on benches here enjoying the -sights and sounds of the river. You can enter the Bait & Tackle to the north or -continue along the Boardwalk. -~ -257 0 0 0 0 1 -D0 -You see the Bait and Tackle. -~ -~ -0 -1 25773 -D1 -The boardwalk runs east. -~ -~ -0 -1 25797 -D3 -The boardwalk runs west. -~ -~ -0 -1 25799 -S -#25752 -Floris Ave~ - You stand in Floris Ave, close to the west gate. The streets are a bit -dirtier and worn the closer you get to the west gate. The paving is chipped, -cracked, and in some places entirely gone, making the way somewhat bumpy. -~ -257 0 0 0 0 1 -D1 -Floris Ave opens into a square. -~ -gate~ -0 1112 25740 -D3 -You see the West Gate of Jareth. -~ -~ -0 -1 25756 -S -#25753 -The Cartwright~ - Here one may purchase overland transportation for goods and extra people in -your party who may slow you down for one reason or another. No actual models -are inside for inspections, but many well drawn sketches of blueprints, load -maximums, and actual pictures of what the product should look like are on the -walls. -~ -257 8 0 0 0 0 -D0 -You see Floris Ave. -~ -~ -0 -1 25750 -D3 -You see Worship Way. -~ -~ -0 -1 25741 -S -#25754 -North Bourbon St.~ - You are on a wide promenade which stretches north and south for quite some -distance. To the north, you can hear the faint sound of water on the move, -possibly a river or lake. To the south the road cotinues offering shops on -either side. To your immediate west is the Wellmaster and to the east you see -Dalston Outfitters, one of many in the ever growing chain of stores which -Dalston the Wanderer began way back when he was still a strapping young man. -It is said that now his children run the franchise, and the rumor is, they do a -handsome business by being fair priced and always giving a quality product. -~ -257 0 0 0 0 1 -D1 -You see the entrance to Dalston Outfitters. -~ -~ -0 -1 25762 -D2 -Bourbon St continues south. -~ -~ -0 -1 25701 -D3 -You see the entrance to the Wellmaster. -~ -~ -0 -1 25709 -S -#25755 -Dark Alley~ - This does NOT seem like a good place to be, not at ANY time of the day, not -under ANY circumstances. All of your instincts scream at you to head east and -get the hell out of here! Three street toughs lounge against the alley wall, -not moving, not talking, they just stare intently at you, as if waiting for some -unseen signal. -~ -257 1 0 0 0 1 -D1 -~ -~ -0 -1 25730 -D2 -It doesn't look too good for you in that direction. -~ -~ -0 -1 25744 -S -#25756 -West Gate~ - You stand at the entrance (or exit) to Jareth, the pride of all Dibrova, at -least the pride of all cities in the Known Lands. Jareth, known by some as 'The -City of Freedom', was built on the auspice of racial and class equality. All -races are welcome here, no one is refused service in any establishment, or so it -is said, and all forms of worship are respected. To leave the city, you need -only head west. Entering, however, may prove to be a bit more difficult. -Although Jareth does boast the title Free City, it does have laws and they are -enforced. -~ -257 0 0 0 0 1 -D1 -Floris Ave runs east. -~ -~ -0 -1 25752 -D3 -~ -~ -0 0 26300 -S -#25757 -Constable's Outpost~ - Here the law of Jareth maintains a small but servicable outpost for their -main office in the center of town. Posters of known criminals hang from the -walls, short descriptions of each criminal at the bottom of each. Knowing that -Jareth is protected so well by these fine men and women of the City -Constabulary, you feel much more at ease about walking the streets of Jareth. -Whether that is because you feel you are better protected or you can better get -away with what you would like to, well, that remains to be seen. -~ -257 8 0 0 0 0 -D0 -You see the exit to River St. -~ -~ -0 -1 25712 -S -#25758 -Worship Way~ - This short street leads directly to the Temmple of All and None, the only -temple in all Dibrova where all races and classes are welcome and all forms of -worship are embraced. To the west you see the entrance to the blacksmith's and -to the east is the pet shop. -~ -257 0 0 0 0 1 -D0 -Worship Way runs north. -~ -~ -0 -1 25741 -D1 -You see the Pet Shop. -~ -~ -0 -1 25722 -D2 -Worship Way runs south. -~ -~ -0 -1 25760 -D3 -You see the Blacksmith's. -~ -~ -0 -1 25721 -S -#25759 -River St.~ - You stand on River St, so named for the street which offers the main crossing -for the River Alquandon. This crossing, an extremely well maintained and ornate -bridge, stands directly north of you. South, River St continues to a square at -the crossing of Floris Ave. East of you is the entrance to Captain Vulcevic's -Boat House, where Vulcevic buys, sells, and repairs new and used boats. West is -the long tall building which houses flats for any who wish to lease, although -the entrance is southwest. Directly west only leads to a tall, windowless wall. -~ -257 0 0 0 0 1 -D0 -River St crosses a beautiful bridge to the north. -~ -~ -0 -1 25779 -D1 -You see the boathouse. -~ -~ -0 -1 25710 -D2 -River St runs south. -~ -~ -0 -1 25718 -S -#25760 -Worship Way~ - You stand at the entrance the to fabled Temple of All and None, who's doors -stand open to you to the south. To the west is the Blood Bank, where one may -donate blood to the good people of Jareth in return for a small gratuity. To -the east is Contracts, Ltd. , where one may offer gold in return for the -service of a professional assassin. North is Worship Way and the many shops it -offers. -~ -257 0 0 0 0 1 -D0 -Worship Way runs north. -~ -~ -0 -1 25758 -D1 -You may enter into the Assassin's Guild. -~ -~ -0 -1 25736 -D2 -You may enter the Temple of All and None. -~ -~ -0 -1 25776 -D3 -You see the blood bank. -~ -~ -0 -1 25704 -S -#25761 -Assassin's Weaponry~ - Here you may purchase the many specialty weapons avaible only to the -professional killing community. All manner of weapons hang on the walls, rest -in glass display cases, and lay on shelves. -~ -257 524 0 0 0 0 -D0 -The path continues northwards bringing you ever closer to the Dragonhelm -Mountains. -~ -~ -0 -1 25749 -S -#25762 -Dalston Outfitters~ - Here at Dalston Outfitters, Ltd. You can find great bargains on quality new -and pre-owned adventuring equipment. All merchandise has been run through a -rigorous one point inspection, and is guaranteed to make it out of the store -intact, or your money back. All manner of bags and sacks, backpacks and -lanterns, pots and pans, you name it they have it hang on pegs on the wall or on -shelves on display. Many tree-racks crowd the center of the store, in some -places making pass-through impossible. You finally make it to the counter, -behind which stands a clerk in a blue and green striped shirt with the Dalston -logo emblazoned on the left breast. The only exit is to the west. -~ -257 8 0 0 0 1 -D3 -You see the exit out to Bourbon St. -~ -~ -0 -1 25754 -S -#25763 -Maris' Weaponry~ - You have entered the small inner lobby to Maris' weapon shop. A crude, -blockish looking counter makes an 'L' shape around the entrance to a back where -(it is said) Maris keeps his cache of weapons. Many ancient weapons hang from -the ceiling and walls, giving the shop a look of both nostalgia and rugged -strength. A sign over the doorway leading to the backroom reads; Better to be a -Lion for a day than a sheep for a whole lifetime. -~ -257 156 0 0 0 0 -D2 -~ -~ -0 -1 25706 -D3 -You see the exit out to Bourbon St. -~ -~ -0 -1 25701 -S -#25764 -The Cryogenic Center~ - You are standing in an impossible white sterile room with cylindrical -body-length canisters lined up against the walls. The Reception is to the -south. -~ -257 8 0 0 0 1 -D2 -The Reception is to the south. -~ -~ -0 -1 25708 -S -#25765 -Horse Trader~ - Only a small, 8 x 8 structure, this place of business sees probably more -money pass through it's coffers than the Jareth City Bank. A small desk sits in -corner of the room, and a small man sits behind it waiting for you to begin -dealing on the steed of your choice. -~ -257 0 0 0 0 0 -D0 -You may enter onto Floris Ave. -~ -~ -0 -1 25728 -S -#25766 -Ranger Reception~ - You stand in a rugged but peaceful room devoted mostly to the Mother, Nature. -All furniture in the room has not been worked in any way, but allowed to keep -it's natural shape. Obviously someone(s) went to great lengths to find these -pieces which would allow comfort and rest without marring them in any way. You -give a start as you realize that many of the seats in this room are already -taken by people who blend so well into the seats as almost seem invisible. -Many seem to be in meditation, while others simply relax, enjoying herbal drinks -offered by others of the same kind. The entrance to the main Ranger Guild Hall -lies south through an archway which shimmers with a light not unlike that of a -warm spring day. North is the exit to Floris Ave. -~ -257 8 0 0 0 0 -D0 -You see Floris Ave. -~ -~ -0 -1 25746 -D2 -~ -~ -0 -1 25726 -S -#25767 -Thief Shop~ - This small nook hidden behind Granny's Prize-Winning Afghan is actually a -place where those of the more... Shall we say free-lance? Profession may -purchase the tools and tricks of the trade. The small, weasel-faced man sitting -here looking bored makes you think that either he is a complete moron to be here -alone selling wares, or he could simply be the baddest sonofabitch (in disguise) -that you've ever laid eyes on. Take your pick. The exit is west. -~ -257 0 0 0 0 1 -D3 -~ -afghan secret door~ -2 -1 25720 -S -#25768 -Constabulary~ - This is main HQ for all the constables in the city. Seeing such a gathering -of constables all in one place together makes you feel a bit uneasy even though -you've probably done nothing to invoke their anger. Besides, if you had done -something to invoke their anger, you would have been 'escorted' here and -unceremoniously dumped in the holding cell to your east. You see a few of the -rag-bags of Jareth sleeping off their hangovers there now. To the north is a -closed door. Mounted on the door is a plaque which labels the room beyond to be -the Magistrate's Office. From the way voices are kept to a low murmur in this -room, you figure the Magistrate must be a tough cookie, at least on his workers. -The exit to Floris Ave is south. -~ -257 8 0 0 0 0 -D0 -You see a closed door. -~ -door office~ -1 -1 25770 -D1 -You see a VERY uncomfortable looking cell. -~ -cell door~ -2 -1 25769 -D2 -You see Floris Ave. -~ -~ -0 -1 25703 -S -#25769 -Holding Cell~ - You are in a relatively large holding awaiting the Magistrate's judgement on -your case. A low bench suspended from chains anchored into the wall runs along -the south wall. Judging from the smell, the small hole in the northeast corner -of the cell is intended for you to relieve yourself. West of you, beyond the -bars, is the Constabulary, where a flurry of efficient activity goes on without -intermission. -~ -257 8 0 0 0 0 -D3 -~ -cell door~ -2 -1 25768 -S -#25770 -The Magistrate's Office~ - The spotlessly clean, polished desk, the neat stacks of files on the desk and -shelves, the leather-bound books neatly lined in the bookshelves gives you the -impression that man who spends his time in this office is a man of efficiency, -detail, and neatness. A map of Jareth covers most of the west wall while on the -east wall hangs the many awards and plaques given to the Magistrate by the -grateful people of Jareth. The north wall is mostly glass, a window offering a -beautiful view of the Alquandon River and the boardwalk on the far side. -~ -257 8 0 0 0 0 -D2 -~ -door office~ -1 -1 25768 -E -map wall~ - Constable - Outpost - | - Ulath Way - Ulath Way - Ulath Way - Ulath Way - | | | | - | Post Office Hospital Library - | - | Salazar's Casino Bait & Tackle - | | | | - River St - Boardwalk - Boardwalk - Boardwalk... - Bridge - | The Labyrinth - | | - River St - Captain Wellmaster - Bourbon St. - Dalston - | Vulcevic's | Outfitters - | | - Jareth City River St The Bootery Maris' - Bourbon St. - Maris' - Flats | | Armory | Weaponry - | | | | | - < - - Floris Ave - Square - Floris Ave - Floris Ave - City Proper - Floris Ave... - | | | | | - Scrolls - River St - Claris' Grainy's Bar - Bourbon St. - Kitty-Kat - & More | Concoctions | Club - | | | - Mage Guild - River St - Jeweler The Bloated - Bourbon St. Kitty-Kat - | / Goat | Club - | / | - Constable / Dark Alley - Bourbon St. - Jahred's - Outpost / | | Tavern - Warrior | | - Guild Dark Alley Granny's - | Quilt Shop - | - Dark Alley - Dark Alley - Thieve's Guild -~ -S -#25771 -Cobbled St~ - You stand on a cobbled street running north out of the town proper. To the -east you may enter the stables, west is the windowless wall of the City Jail, -and south is the hustle and bustle of Floris Ave. -~ -257 0 0 0 0 1 -D0 -~ -~ -0 0 25601 -D2 -You may enter onto Worship Way. -~ -~ -0 -1 25746 -S -#25772 -Stables~ - Row upon row of stalls line this barn. Here you may leave your steed until -your needs dictate otherwise. Great care is given to each and every animal, -whether thoroughbread or jackass they receive the best of oats, a nightly sponge -bath and rub down, and twice daily they are run in the yard for excercise. -~ -257 8 0 0 0 0 -D2 -You may eneter onto Floris Ave. -~ -~ -0 -1 25728 -S -#25773 -Grigor's Bait and Tackle~ - All manner of fishing paraphenalia line the walls and stack the racks here -Grigor's. Grigor, being a fisherman by trade for most of his younger years, -knows all the best spots on the river and all the best tackle to use. You may -exit south to the Boardwalk. -~ -257 8 0 0 0 0 -D2 -~ -~ -0 -1 25751 -S -#25774 -Warrior's Lounge~ - This room was specifically made by warriors for warriors. After a long, hard -day, a warrior needs a chance to take a load off. Round bar tables sit -haphardly around the room with plush chairs circling each. Scantily-clad ladies -serve drinks ranging from high protein to high octane moonshine, depending on -what your personal needs might be. A practice area, wide open to those seated -at the tables, allows not a place for warriors to hone their abilities to a -fine, cutting edge, but it also gives those seated some entertainment watching -their peers make asses of themselves while practicing new moves not quite -perfected. -~ -257 520 0 0 0 0 -D3 -~ -~ -0 -1 25775 -D4 -~ -~ -0 -1 25724 -S -#25775 -Warrior's Guild~ - A huge granite throne sits in the center of the room, with what you assume -would be your guildmaster seated on it. Flanked by guards on either side, both -carrying spears the size of a large tree, you can't help but feel just a bit -intimidated. -~ -257 520 0 0 0 0 -D1 -~ -~ -0 -1 25774 -S -#25776 -Temple of All and None~ - Robed and hooded priests walk solemnly by with heads bowed. After being so -used to the normal din of the city, the near-library silence that surrounds you -hear seems almost like a dream. The temple, formed in the shape of a cross, -allows worship at three of the four points of the cross, each devoted to an -alignment, a following of belief. The fourth point is the entrance to the -temple itself, which is north. A door in the wall near the temple exit allows -access to the Cleric's Guild. -~ -257 8 0 0 0 0 -D0 -You may enter onto Worship Way. -~ -~ -0 -1 25760 -D5 -~ -~ -0 -1 25777 -S -#25777 -Meditation and Prayer~ - Solemn and intense, this room offers the chance for clerics to find a bit of -inner peace before embarking upon adventures into the outside world. A row of -kneeling pads line the floor along the north and south walls, allowing comfort -while in prayer. A flight of stairs lead up to the Temple of All and None, and -to the west, the High Priest of Jareth. -~ -257 536 0 0 0 0 -D3 -~ -~ -0 -1 25778 -D4 -~ -~ -0 -1 25776 -S -#25778 -Cleric's Guild~ - Candlebra hold scores of candles burning in devotion to the gods of Dibrova. -Draped in red and purple silk tapestries, the room makes you feel both majestic -and at peace. -~ -257 536 0 0 0 0 -D1 -~ -~ -0 -1 25777 -S -#25779 -River St Bridge~ - This bridge, one of the wonders of the Known Lands, spans the Alquandon River -in such a graceful arc it seems the craftsmanship required for such a feat would -be impossible. Near the crest of the arc, engraved into the steel an -inscription reads 'This bridge dedicated to the great and wonderful people who -made the notion of a free city a reality. ' It is not signed, but such metal -work could only be the work of the fabled dwarven metalsmiths at Krat. North of -you the boardwalk begins, south is a square and most of Jareth, and you may -enter the Alquandon River from a path leading down. -~ -257 0 0 0 0 1 -D0 -River St runs north into the more 'upper class' section of Jareth. -~ -~ -0 -1 25780 -D2 -River St runs south. -~ -~ -0 -1 25759 -S -#25780 -River St~ - You stand on River St, north of town, entering the arts and entertainment -district of Jareth. South of you is the Bridge, north the road makes a turn to -the west before a Constable's Ouptost, and east begins the Boardwalk along the -river. -~ -257 0 0 0 0 1 -D0 -River St runs north. -~ -~ -0 -1 25781 -D1 -You see the Boardwalk. -~ -~ -0 -1 25798 -D2 -You see the River St bridge. -~ -~ -0 -1 25779 -S -#25781 -Ulath Way~ - Here begins Ulath Way, the northernmost road in all Jareth. A Constable's -Outpost is north of you, offering protection to any in need. To the east Ulath -Way continues with the city wall to the north and River St to the south. -~ -257 0 0 0 0 1 -D0 -You see a Constable's Outpost. -~ -~ -0 -1 25782 -D1 -Ulath Way runs east. -~ -~ -0 -1 25790 -D2 -You may enter onto River St. -~ -~ -0 -1 25780 -S -#25782 -Constable's Outpost~ - Here the law of Jareth maintains a small but servicable outpost for their -main office in the center of the city. Posters of known criminals hang on the -walls with a short description of each criminal at the bottom of each. Knowing -Jareth is so well protected by the fine men and women of the City Constabulary, -you feel much more at ease about walking the streets of Jareth. Whether that is -because you feel that you are better protected, or simply more able to get away -with whatever it is you would like, well, that remains to be seen. -~ -257 8 0 0 0 0 -D2 -~ -~ -0 -1 25781 -S -#25783 -Post Office~ - This building houses a number of P.O. boxes, all lined against the east -wall. Here you may post a message to any other player on the MUD or get any -messages you may have waiting for you. A clerk, wearing a visor and a thumb -rubber stands behind a desk. -~ -257 8 0 0 0 0 -D0 -~ -~ -0 -1 25790 -S -#25784 -Hospital~ - The city keeps an efficient staff hustling about in this one room clinic. -Cots line one wall, where a number of sick people lay, some resting peacefully, -some moaning in pain. Here you may receive attention for any wounds you may -have incurred or simply get a 'recharge'. -~ -257 8 0 0 0 0 -D0 -~ -~ -0 -1 25791 -S -#25785 -Library~ - This long, low building houses some of the greatest works in the Known Lands, -both fictional and nonfictional. An attendant is always on hand to help locate -any works you may be looking for, and also to help those who have difficulty in -reading. -~ -257 8 0 0 0 0 -D0 -~ -~ -0 -1 25792 -S -#25786 -Clothing Shop~ - This shop is considered to be the best in all Jareth where fashion is -concerned. Franz, designer and operator of this establishment, takes a great -deal of time in locating the finest materials for his garments. You see no sale -signs, which means that Franz must deserve his reputation. -~ -257 8 0 0 0 0 -D2 -~ -~ -0 -1 25797 -S -#25787 -Training Hall~ - Many floor mats, weights, training dummies, and manuals lay about waiting to -be used for training. All sorts of people train or work out in various places -around you. -~ -257 8 0 0 0 0 -D0 -~ -~ -0 -1 25793 -S -#25788 -Casino~ - Not quite what you would expect from a casino. More like a mafia cooling -room. Lights dimmed to near-darkness, smoke in a cloud hanging low over the -entire room, small tables with four chairs and a dealer at each are scattered -about the room. Men in dark armor stand with their arms crossed at 3 foot -intervals along the walls watching and making sure no one cheats. The exit is -south, or you may sit down and try and win some fast cash. -~ -257 8 0 0 0 0 -D2 -~ -~ -0 -1 25799 -S -#25789 -Salazar's on the River~ - This bar seems to have such a festive atmosphere, it nearly reaches out and -snatches you onto the dance floor. Women of every race strut their stuff, men -cut a rug with reckless abandon, and the music, so loud as to alomost deafen -you, moves through your body and makes you want to join in. Low boothes line -walls east and west, a long bar next to the bandstand offers drinks to your -north, and the dance floor, smack dab in the center of the room, simply calls to -you. -~ -257 8 0 0 0 0 -D2 -~ -~ -0 -1 25798 -S -#25790 -Ulath Way~ - Ulath Way continues east and west along the north wall. To the south, you -may enter the Post Office. -~ -257 0 0 0 0 1 -D1 -Ulath Way runs east. -~ -~ -0 -1 25791 -D2 -You see the Post Office. -~ -~ -0 -1 25783 -D3 -Ulath Way runs west. -~ -~ -0 -1 25781 -S -#25791 -Ulath Way~ - The road continues east and west along the north wall. You may enter the -Hospital to the south. -~ -257 0 0 0 0 1 -D1 -Ulath Way runs east. -~ -~ -0 -1 25792 -D2 -You see the hopsital. -~ -~ -0 -1 25784 -D3 -Ulath Way runs west. -~ -~ -0 -1 25790 -S -#25792 -Ulath Way~ - The road continues east and west here along the north wall. You may enter -the Library to the south. -~ -257 0 0 0 0 1 -D1 -Did I say you could look east, punk? -~ -~ -0 -1 25793 -D2 -You see the Library. -~ -~ -0 -1 25785 -D3 -Eyes to the front, you maggot, it's none of your business what is west. -~ -~ -0 -1 25791 -S -#25793 -Ulath Way~ - The road continues east and west here along the north wall. To the east you -see that Ulath Way makes a turn south, onto the boardwalk. Directly south of -you is the Training Hall. -~ -257 0 0 0 0 1 -D1 -Ulath Way runs east. -~ -~ -0 -1 25794 -D2 -You may enter the training hall. -~ -~ -0 -1 25787 -D3 -Ulath Way runs west. -~ -~ -0 -1 25792 -S -#25794 -Boardwalk~ - You stand on a wooden road which runs south along the river bank. To your -west is Ulath Way, the northernmost road in Jareth. -~ -257 0 0 0 0 1 -D2 -The boardwalk runs south. -~ -~ -0 -1 25795 -D3 -Ulath Way runs west. -~ -~ -0 -1 25793 -S -#25795 -Boardwalk ~ - This short section of the boardwalk runs along the river where the Alquandon -the Karafa meet. Fishermen line the bank, trying their luck, while others -lounge on benches just enjoying the sights and sounds along the river. -~ -257 0 0 0 0 1 -D0 -The boardwalk runs north -~ -~ -0 -1 25794 -D2 -The boardwalk runs south. -~ -~ -0 -1 25796 -S -#25796 -Boardwalk~ - The boardwalk makes a turn here, allowing traffic north and west, still -following the course of the river. Fishermen line the river bank, trying their -luck, while others just lounge on benches here, enjoying the sights and sounds -of the river. -~ -257 0 0 0 0 1 -D0 -The boardwalk runs north. -~ -~ -0 -1 25795 -D3 -The boardwalk runs west. -~ -~ -0 -1 25797 -S -#25797 -Boardwalk~ - The boardwalk runs east and west here along the Alqaundon, allowing fishing -or relaxation, as you will. Les Franz, a well reknowned clothing shop in -Jareth, is to your north. -~ -257 0 0 0 0 1 -D0 -You see a clothing shop. -~ -~ -0 -1 25786 -D1 -The boardwalk runs east. -~ -~ -0 -1 25796 -D3 -The boardwalk runs west. -~ -~ -0 -1 25751 -S -#25798 -Boardwalk~ - Here the boardwalk begins it's run east and west along the banks of the -Alquandon. Fishermen line the river bank, trying their luck, while others -simply sit on benches here enjoying the sights and sounds of the river. Loud -music can be heard to the north, coming from a bar and to your west you may -enter onto River St. -~ -257 0 0 0 0 1 -D0 -You see a bar. -~ -~ -0 -1 25789 -D1 -The Boardwalk runs east. -~ -~ -0 -1 25799 -D3 -You see River St. -~ -~ -0 -1 25780 -S -#25799 -The Boardwalk~ - The boardwalk runs east and west along the riverbank. There is a casino to -the north and if one has the desire, on may try fishing here in the river. -~ -257 0 0 0 0 1 -D0 -~ -~ -0 0 25788 -D1 -~ -~ -0 0 25751 -D3 -~ -~ -0 0 25798 -S -$~ diff --git a/lib/world/wld/258.wld b/lib/world/wld/258.wld deleted file mode 100644 index 4a4079b..0000000 --- a/lib/world/wld/258.wld +++ /dev/null @@ -1,1038 +0,0 @@ -#25800 -A Well Travelled Road~ - This road still continues east to west, still an extremely wide road, made -for heavy traffic. To the east, the forest begins to close in on either side of -the road, getting more and more thick the farther east you go. A smaller road -branches off to your north here, looking as if it is not a very popular road, -probably made by some farmer or woodcutter who wanted easier access to his home. -West you can see the walled city of Jareth, with majestic Lord's Keep sitting -high atop the tallest hill, flying Jareth's standard proudly. -~ -258 0 0 0 0 2 -D0 -~ -~ -0 -1 25801 -D3 -~ -~ -0 -1 25802 -E -credits info~ - *Light Forest - Light Forest by Kaan for Dibrova -This was originally the Miden'Nir, re-mapped and remobbed as a basic -connector zone. It is now fit to connect to 8 separate zones, more if -desired, with low level mobs to populate it. It would be my suggestion -that, if you used this zone, take the mobs and junk them and make new -ones. The ones in this zone suck pretty bad - it has been on my list to -redo them, but I have never actually gotten around to it - always have -an excuse to do something else ;-) Enjoy! - -Replace XXXX with a town name of your choosing. - -Zone 258 is linked to the following zones: -257 Jareth Main City at 25803 (west ) ---> 25729 -289 Werith's Wayhouse at 25805 (south) ---> 28900 -260 Grasslands at 25819 (east ) ---> 26001 -260 Grasslands at 25819 (west ) ---> 26020 -260 Grasslands at 25823 (east ) ---> 26031 -260 Grasslands at 25823 (west ) ---> 26050 -315 McGintey Business District at 25826 (south) ---> 31500 -326 Army Perimeter at 25828 (east ) ---> 32600 -315 McGintey Business District at 25828 (south) ---> 31502 -260 Grasslands at 25850 (east ) ---> 26061 -260 Grasslands at 25850 (west ) ---> 26080 -299 Abandoned Cathedral at 25872 (north) ---> 29955 -265 Beach & Lighthouse at 25874 (down ) ---> 26500 - -TODO: several missing rooms/links from dibrova zone 35 -~ -S -#25801 -A Shady Lane~ - This small two track leads into the woods from here, twisting and turning its -way through the forest. To the south, you may enter onto a well travelled road -which runs east and west. -~ -258 0 0 0 0 1 -D0 -~ -~ -0 -1 25804 -D2 -~ -~ -0 -1 25800 -S -#25802 -A Well Travelled Road~ - The main part of this road runs east to west, being wide enough to fit two -carts abreast. It is obvious from the amount of cart and wagon tracks you see -that this is one of the main roads in XXXX. -~ -258 0 0 0 0 2 -D1 -You see a fairly large road leading towards a grand castle in the distance. -~ -~ -0 -1 25800 -D3 -~ -~ -0 -1 25803 -S -#25803 -The City Entrance~ - You stand at the eastern gate of Jareth. East leads you out into many -uncharted and uncivilized lands, while to the west, the city awaits with all its -splendor and majesty. -~ -258 0 0 0 0 2 -D1 -~ -~ -0 -1 25802 -D3 -~ -~ -0 -1 25729 -S -#25804 -A Shady Lane~ - You are standing on a small, dusty path leading north into the forest. -South of you, the forest lightens and gives way to an open area, while to the -north, the forest only gets deeper and darker. -~ -258 0 0 0 0 3 -D0 -~ -~ -0 -1 25811 -D1 -You can see the walls of the South Gate. -~ -~ -0 -1 25805 -D2 -If you go south, you will enter the Miden'Nir. -~ -~ -0 -1 25801 -S -#25805 -Dirt Road~ - The road runs east into the wilderness. Far off to the west you see the tops -of the spires of the great city of Jareth. A large house lies south of the -path. It looks very inviting. -~ -258 0 0 0 0 3 -D1 -More light forest. -~ -~ -0 -1 25806 -D2 -~ -~ -0 0 28900 -D3 -The Woodsman's Inn can be seen a short distance to the west, it appears -to be the source of the smoke. -~ -~ -0 -1 25804 -S -#25806 -Dirt Road~ - The road runs east and west, with a branch going north as well. The forest -here seems more peaceful, more relaxing than the forest to the west. -~ -258 0 0 0 0 3 -D0 -~ -~ -0 -1 25808 -D1 -The mountains can be seen jutting up to the east. -~ -~ -0 -1 25807 -D3 -The forest gets lighter as you go west. -~ -~ -0 -1 25805 -S -#25807 -Dirt Road~ - The road bends here, turning south. This road seems to branch in many -places, leading to many different realms of XXXX. -~ -258 0 0 0 0 3 -D2 -More and darker woods. -~ -~ -0 -1 25810 -D3 -There is a small path leading west. -~ -~ -0 -1 25806 -S -#25808 -On a Wide Road~ - The section of road is a bit smaller and less travelled than the one you just -left, but it is easily passable just the same. The forest around you seems -alive with sound and motion. It is really quite enjoyable. -~ -258 0 0 0 0 3 -D0 -~ -~ -0 -1 25815 -D2 -To the south, the trail continues. -~ -~ -0 -1 25806 -S -#25809 -Skirting the Clearing~ - The clearing still lies south of you, however the trail you follow leads away -from clearing into deeper forest in an easterly direction. -~ -258 0 0 0 0 3 -D1 -Huge gray mountains lie in this direction. -~ -~ -0 -1 25820 -D3 -~ -~ -0 -1 25810 -S -#25810 -Edge of a Clearing~ - Just to the south of you, the forest opens up into a large grassy field, it's -size undeterminable. -~ -258 0 0 0 0 3 -D0 -Trees as far as the eye can see. -~ -~ -0 -1 25807 -D1 -There is an especially dark part of the forest this way. -~ -~ -0 -1 25809 -D2 -There is an especially dark section of forest this way. -~ -~ -0 -1 25819 -S -#25811 -A Forest Trail~ - You stand on what is now just a trail through the deep dark forest. You -begin to hear the sound of animals making their way around you now that you are -far away from any kind of civilization. -~ -258 0 0 0 0 3 -D0 -The trail bends to the north. -~ -~ -0 -1 25812 -D2 -To the south, the path re-enters the forest. -~ -~ -0 -1 25804 -S -#25812 -On the River~ - The river runs east to west here, the forest trail runs to the south. To the -north, you think you may see some sort of clearing, but no trail is visible form -here. South lies nothing but deep forest. -~ -258 0 0 0 0 7 -D2 -A light section of forest. -~ -~ -0 -1 25811 -D3 -The forest continues here. -~ -~ -0 -1 25814 -S -#25813 -A Dark and Gloomy Trail~ - The forest is dark, and becomes even darker the further you go in. You can -hear the sound of running water to the south, possibly it leads to a place a bit -more bright and cheery than this...? -~ -258 0 0 0 0 3 -D0 -There is a small clearing to the north. -~ -~ -0 -1 25882 -D2 -~ -~ -0 -1 25814 -S -#25814 -On the River~ - It is quite dark here, with trees overhanging in many places. The river -continues east and west, with a bit more light to the east. To the north, you -think you may be able to see a trail, though from the looks of it, the trail is -not used much at all. -~ -258 0 0 0 0 7 -D0 -More forest. -~ -~ -0 -1 25813 -D1 -Lighter forest and mountains in the distance. -~ -~ -0 -1 25812 -S -#25815 -On a Wide Road~ - The road continues north and south, the traffic seeming much heavier here. -You feel no menace to your surroundings whatsoever, as people walk by and wave -cheerily at you. Even all the little forest animals seem undisturbed and -unafraid. -~ -258 0 0 0 0 3 -D0 -A trail leading north-south. -~ -~ -0 -1 25816 -D2 -More trees and some small hills. -~ -~ -0 -1 25808 -S -#25816 -On a Wide Road~ - The road makes a bend here, heading east and south. The forest around you -has been neatly cleared away from the path, all manner of obstruction removed. -You must be near a large city. -~ -258 0 0 0 0 3 -D1 -More trees. -~ -~ -0 -1 25817 -D2 -The trees get VERY thick to the south. You can barely see... -~ -~ -0 -1 25815 -S -#25817 -A Wide Bend~ - The road bends west, with another bend directly following. It also heads -north for quite some distance. The road seems to be very well-kept, which makes -the travelling light and enjoyable. -~ -258 0 0 0 0 3 -D0 -Many trees to the north. -~ -~ -0 -1 25833 -D3 -There is a bit of a slope downward to the west. -~ -~ -0 -1 25816 -S -#25818 -A Wide Road~ - The road heads straight north and south from here. People pass you by almost -constantly, a flurry of activity now that you near XXXX. In fact, you can begin -to see the spires of the city to northeast. -~ -258 0 0 0 0 3 -D0 -You can see a trail this way. -~ -~ -0 -1 25851 -D2 -Dark forests. -~ -~ -0 -1 25831 -S -#25819 -Large Field~ - You stand in a huge field of tall, brown grass. The trail, still very -discernable, heads in a southerly direction. To the north, a large forest -begins. Under your feet, the road is very hard-packed, as if many heavy feet -pass this way regularly. -~ -258 0 0 0 0 2 -D0 -The forest gets lighter this way. -~ -~ -0 -1 25810 -D1 -~ -~ -0 0 26001 -D2 -There is a strong stench coming from this direction. -~ -~ -0 -1 25823 -D3 -~ -~ -0 0 26020 -S -#25820 -The Dark Forest~ - You stomp your way through the underbrush. The dark forest gets pretty thick -here, and the branches high above your head are so thick that they block out all -direct sunlight. While it is much too thick to go further east, you might be -able to make your way though the forest to the south and west. -~ -258 0 0 0 0 3 -D1 -~ -~ -0 -1 25822 -D3 -The thick forest continues. -~ -~ -0 -1 25809 -S -#25821 -Old Stone Road~ - The forest trail runs north to south here, a much more travelled road to the -south. Under the dirt and loose gravel you think you may be able to see some -old stones which might have formed a well used road long ago. -~ -258 1 0 0 0 3 -D0 -Darkness... -~ -~ -0 -1 25870 -D2 -~ -~ -0 0 25852 -E -carcass body corpse carcasses bodies corpses~ - The corpses looked as if they have been pierced by a large, jagged spear. -The damage these people sustained is simply amazing. Worse, the lips on the -bodies are a light shade of blue, hinting at poison in their systems. -~ -S -#25822 -Deep in the Forest~ - There is a sickening stench here. It smells of blood and death. To the -north, you catch glimpses of daylight. To the east, you simply cannot see. -The trees are close and stifling. -~ -258 0 0 0 0 3 -D2 -~ -~ -0 -1 25853 -D3 -~ -~ -0 -1 25820 -S -#25823 -Grassy Field~ - This field seems to go on forever. The trail continues north and south of -here. -~ -258 0 0 0 0 2 -D0 -It appears to get much darker that direction. -~ -~ -0 -1 25819 -D1 -~ -~ -0 0 26031 -D2 -~ -~ -0 -1 25850 -D3 -~ -~ -0 0 26050 -S -#25824 -Along the Cliff~ - The trail runs along the top of the cliff, east to west. This seems to be an -extremely well-travelled trail, so much that it could more correctly be called a -road. Most of the tracks seem to head east, so you must assume that there is -something of interest in that direction, however it is hard to see over the hill -which you are slowly climbing. -~ -258 0 0 0 0 5 -D1 -~ -~ -0 -1 25877 -D3 -~ -~ -0 -1 25873 -S -#25825 -Near the Bridges~ - Your trek has brought you just west of the twin bridges which lead over the -ocean into the great city so near. You hear the sounds of a large city quite -clearly from where you stand. It seems almost out of place, standing here in -the outdoor setting, hearing all the hustle and bustle of the city so near. -You may head to the toll booths just east of here, or leave to the west into the -wilderness. -~ -258 0 0 0 0 4 -D1 -~ -~ -0 -1 25826 -D3 -~ -~ -0 -1 25881 -S -#25826 -Toll Booth~ - You stand at the first of two toll booths which block the way onto the -bridges leading into McGintey Cove. The second, just east of you, looks just as -busy as this one. If you are not sure what to do next, possibly reading the -sign on the outside of the booth may give you some idea. -~ -258 0 0 0 0 4 -D1 -~ -~ -0 -1 25827 -D2 -~ -~ -0 0 31500 -D3 -~ -~ -0 -1 25825 -S -#25827 -Between the Booths~ - You stand between two toll booths, both of which block the way into the city. -Take your pick, east or west. There also seems to be some sort of park to the -south, and to the north is an enormous stable, where alll steeds are kept, since -none are allowed in the city. -~ -258 0 0 0 0 4 -D0 -~ -~ -0 -1 25829 -D1 -~ -~ -0 -1 25828 -D2 -~ -~ -0 -1 25830 -D3 -~ -~ -0 -1 25826 -S -#25828 -Eastern Toll Booth~ - You stand at the easternmost toll booth which allows access to the great -seaport city, McGintey Cove. If you are not quite sure how to gain access, just -read the sign posted on the outer wall of the booth. -~ -258 0 0 0 0 4 -D1 -~ -~ -0 0 32600 -D2 -~ -~ -0 0 31502 -D3 -~ -~ -0 -1 25827 -S -#25829 -Stables~ - This building is so large, has so many rows of stalls running back into it's -depths, you cannot imagine trying to find any one particular within this -building. A sign is posted to your left, explaining the stable rules. The exit -is to your south. -~ -258 8 0 0 0 0 -D2 -~ -~ -0 -1 25827 -S -#25830 -Memorial Park~ - This tranquil spot perched on the edge of the cliffside offers a beautiful -vantage point from which to admire the city. The grass is extremely well kept, -the benches all freshly painted and clean. A large sign dedicates this park to -the founder of the city. You may enter back onto McGintey Road to the north, or -rest here for a while before continuing on your way. -~ -258 8 0 0 0 0 -D0 -~ -~ -0 -1 25827 -S -#25831 -A Fork in the Road~ - You may head east, west, or north along trails that all look to be about the -same in terms of ease of travel. There looks to be a bit more traffic to the -north, however the trails leading east and west don't exactly look unused -themselves. -~ -258 0 0 0 0 3 -D0 -~ -~ -0 0 25818 -D1 -~ -~ -0 0 25832 -D3 -~ -~ -0 0 25833 -S -#25832 -Forest Road~ - The road runs east into thick, green woodlands where it seems the trees are -almost alive from the way the playful breeze ruffles through their branches. -To the west the road splits to the north or continues its way west. -~ -258 0 0 0 0 3 -D3 -~ -~ -0 0 25831 -S -#25833 -A Wide Road~ - The road turns here heading east and south. It seems to run quite some way -to the east, however to the south it makes another turn. -~ -258 0 0 0 0 3 -D1 -~ -~ -0 0 25831 -D2 -~ -~ -0 0 25817 -S -#25850 -Near a Cliff~ - You still stand in the grassy field, however directly south of you the world -seems to end! It looks as if there may be a large cliff to your south, and from -the smell of things, it must lead down to the sea. To the north, the field runs -for some distance until reaching a far-off forest. -~ -258 0 0 0 0 2 -D0 -~ -~ -0 -1 25823 -D1 -~ -~ -0 0 26061 -D2 -The forest of Miden'nir spreads out before you. -~ -~ -0 -1 25873 -D3 -~ -~ -0 0 26080 -S -#25851 -A Wide Road Near the City~ - XXXX lies just northeast of you, a hop, skip, and jump away. To the south is -a long, wide road which is filled with traffic at all ours of the day and night, -it being the main route from XXXX to Jareth, the Free City. -~ -258 1 0 0 0 3 -D0 -~ -~ -0 -1 25852 -D2 -The tunnel leads into the mountainside. -~ -~ -0 -1 25818 -S -#25852 -Just West of XXXX~ - Just east of you lie the gates to the city of XXXX. To the south begins the -way down a long, wide, and extremely well traveled road. To the north you see a -road made from aged cobblestones. -~ -258 0 0 0 0 1 -D0 -~ -~ -0 0 25821 -D2 -The tunnel continues to the south. -~ -~ -0 -1 25851 -S -#25853 -A Tunnel In The Mountains~ - The tunnel gets lighter to the north, presumably leading out, while to the -south the passage gets smaller and smaller. A small alcove has been carved into -the east wall. -~ -258 1 0 0 0 1 -D0 -The tunnel gets wider in this direction. -~ -~ -0 -1 25822 -D2 -The tunnel gets smaller in this direction. -~ -~ -0 -1 25854 -S -#25854 -Diminishing Trail~ - The trail looks like it may be bending here, however with the way all the -vegetation is growing in on the trail, it is hard to tell. It looks like the -trail may head east and north from here. -~ -258 0 0 0 0 3 -D0 -~ -~ -0 -1 25853 -D1 -~ -~ -0 -1 25855 -E -twigs leaves bead~ - The twigs and leaves have all been piled together as a makeshift bed for some -small humanoid. -~ -S -#25855 -Faint Trail~ - The trail is so faint now that you can barely see it. You almost have to -hope you are heading in the right direction, through openings in trees and such, -so faint is the trail. -~ -258 0 0 0 0 3 -D1 -~ -~ -0 -1 25856 -D3 -~ -~ -0 -1 25854 -S -#25856 -Nearing the Maze~ - The trail leads east into a huge maze made of shrubbery easily 10 feet high. -It runs north and south of the path you stand on as far as your eyes can see in -either direction. Looks like a fellow could get lost in there pretty easily. -~ -258 0 0 0 0 3 -D1 -~ -~ -0 0 25885 -D3 -~ -~ -0 -1 25855 -S -#25870 -Old Stone Road~ - The road runs north and south still. There is a large gate, closed, way off -to the north, a large building just beyond the gates. -~ -258 0 0 0 0 3 -D0 -~ -~ -0 0 25872 -D2 -You can go south around the Inn. -~ -~ -0 -1 25821 -E -sign~ - The sign reads: - The Woodsman -~ -S -#25871 -Cliff's Edge~ - The trail still runs east to west here along the rim of the drop off, but in -looking south over the edge, you see the someone has made some crude steps that -run along the wall of the cliff. -~ -258 0 0 0 0 2 -D1 -~ -~ -0 -1 25873 -D2 -~ -~ -0 0 25874 -D3 -~ -~ -0 -1 25875 -S -#25872 -Old Stone Road~ - The road runs north up to a large iron gate, a gate which closes the way to -what appears to be an old cathedral or church. To the south the road heads back -toward the main forest trail. -~ -258 0 0 0 0 3 -D0 -~ -~ -0 0 29955 -D2 -~ -~ -0 0 25870 -S -#25873 -Cliff's Edge~ - The trail runs right up to the edge of the cliff and T's off, running east -and west from here. Looking down and over the edge of the cliff, you find that -you were right about what lies at the bottom of the cliff, the sea! To the -north the trail cuts through a huge grassy field. -~ -258 0 0 0 0 2 -D0 -~ -~ -0 -1 25850 -D1 -You can go around the Inn this way. -~ -~ -0 -1 25824 -D3 -Only rats and fool adventurers play in garbage. -~ -~ -0 -1 25871 -S -#25874 -On a Rock Landing~ - This rudely carved rock landing marks the start of a long flight of steps -leading down to the sea shore. The footing looks to be treacherous at best, so -be careful! -~ -258 0 0 0 0 5 -D0 -~ -~ -0 0 25871 -D5 -~ -~ -0 0 26500 -S -#25875 -The Ambush Point~ - This is a overgrown foot-trail west of the Inn. It leads west, but you would -be hard pressed to follow it far. A number of bushes are trampled on and some -medium sized branches have been knocked down. Obviously there has been a battle -here rather recently. -~ -258 0 0 0 0 3 -D1 -~ -~ -0 -1 25871 -D3 -A trail through the woods. -~ -~ -0 -1 25876 -S -#25876 -The Bar~ - This is where people use to come and enjoy the food, drink and hospitality of -the Innkeeper, but as of late, he only serves the few adventurers that manage to -survive a trip through the forest. -~ -258 40 0 0 0 1 -D1 -~ -~ -0 -1 25875 -S -#25877 -Along the Cliff~ - Heading east, the trail tops a large rise, continuing it's way toward -whatever lies in that direction. To the west, the trail heads it way along, not -really seeming to head anywhere. -~ -258 0 0 0 0 5 -D1 -You see the main floor of the Inn to the east. -~ -~ -0 -1 25879 -D3 -~ -~ -0 -1 25824 -S -#25879 -Atop the Hill~ - Wonder of wonders! You feel as if you could see the whole world from where -you currently stand. Just east of you, sitting proudly on a large rock, almost -a plateau, is the huge seaport town of McGintey Cove. The twin bridges which -lead from the edge of the cliff to the city gate are the only entrance or exit -from the town. The trail also runs west far into the distance, skirting the -southern edge of a huge field, which seems to go on forever. -~ -258 0 0 0 0 4 -D1 -~ -~ -0 -1 25881 -D3 -~ -~ -0 -1 25877 -S -#25881 -West of Town~ - The road runs east toward the huge seaport atop the plateau and west, topping -a tall hill. -~ -258 0 0 0 0 4 -D1 -~ -~ -0 -1 25825 -D3 -The trail continues. -~ -~ -0 -1 25879 -S -#25882 -A Dark and Gloomy Trail~ - The forest around you is so thick now that there is not enough light to see -by. The birds you heard singing before are now quiet, all you can hear now is -the sound of your own heavy breathing. -~ -258 1 0 0 0 3 -D0 -~ -~ -0 -1 25883 -D2 -The tracks lead south. -~ -~ -0 -1 25813 -S -#25883 -A Dark and Gloomy Trail~ - Impenetrable is the only word you could use to describe the darkness -surrounding you. Trees brush against you on either side, feeling almost like -they tug at your clothing. The trail seems to continue north, although it seems -much more sensible to go south. -~ -258 1 0 0 0 3 -D0 -The trail continues. -~ -~ -0 -1 25884 -D2 -~ -~ -0 -1 25882 -S -#25884 -A Dead End Trail~ - The path comes to an abrupt end here, as the trees close around you and make -any further exploration impossible. It does seem strange, though, that a trail -through the woods would end so abruptly. -~ -258 1 0 0 0 3 -D2 -~ -~ -0 -1 25883 -S -#25885 -Entrance to the Maze~ - You stand at the entrance to a hedge maze with walls twenty feet high. -These walls run north and south from where you stand farther than you can see in -either direction. -~ -258 0 0 0 0 4 -D3 -~ -~ -0 0 25856 -S -$~ diff --git a/lib/world/wld/259.wld b/lib/world/wld/259.wld deleted file mode 100644 index 5403d33..0000000 --- a/lib/world/wld/259.wld +++ /dev/null @@ -1,956 +0,0 @@ -#25900 -Bottom of the Steps~ - A set of rickety wooden steps lead up to the tall front double doors of this -huge house. It appears that this place must once have been a very elegant -place, possibly even the home of a socialite, but why a socialite would build a -home in the midst of a forest such as this is beyond your comprehension. Be -careful on those steps, they are old and gray and appear to be rotted in many -places. -~ -259 0 0 0 0 3 -D0 -~ -~ -0 0 25901 -D1 -~ -~ -0 0 26643 -D2 -~ -~ -0 0 25907 -D4 -~ -~ -0 0 25930 -E -credits info~ - Haunted Mansion by Kaan for Dibrova -This is part of a five zone package, a Haunted Mansion nestled deep in the -Dark and Sinister Forest. There are ghosts and spectres, rats and spiders, -a cellar and an upper level, a ballroom and a study. That sort of thing. -This is a zone geared toward experience gain - the objs are minimal, in fact -I do not believe I even included the objs file since there really wasn't -anything to offer, just a two junk eqs. The exp for the mobs is jacked up -to compensate for the lack of eq, as well as the gold the mobs carry. - -Links: 00e, 02n, 04w, 06s, 07 -~ -S -#25901 -Northeast Corner of the House~ - The steps leading up to the front door lie just south of you, old wooden -things that appear to be just about to fall into decay. Listening for any sound -from within the house reveals nothing, it appears that it may be deserted. -~ -259 0 0 0 0 3 -D2 -~ -~ -0 0 25900 -D3 -~ -~ -0 0 25902 -S -#25902 -North Side of the House~ - Empty, black windows stare at you from the wall of the house, giving a you a -cold feeling of dread. Every indication you get tells you that the place must -be deserted, however you still have the sensation of being watched. You cannot -see any sort of entrance from here, save the windows, and just in case someone -does live here, it would be best to leave those windows intact. -~ -259 0 0 0 0 3 -D0 -~ -~ -0 0 26647 -D1 -~ -~ -0 0 25901 -D3 -~ -~ -0 0 25903 -S -#25903 -Northwest Corner of the House~ - You can see a set of doors laying on the ground just south of you - those -must be the doors that lead into the cellar. No other entrances are visible to -you from your current vantage point. -~ -259 0 0 0 0 3 -D1 -~ -~ -0 0 25902 -D2 -~ -~ -0 0 25904 -S -#25904 -West Side of the House - Cellar Entrance~ - A set of what were once white painted steel double doors are laying closed at -your feet, doors that you assume would lead to the cellar. The paint now has -mostly chipped or worn away, leaving the doors a sort of dirty, brown and white -and gray combo color. Leaves blow past you, the breeze which carries them -smelling of something familiar - almost like blood. -~ -259 0 0 0 0 3 -D0 -~ -~ -0 0 25903 -D2 -~ -~ -0 0 25905 -D3 -~ -~ -0 0 26657 -D5 -~ -door~ -1 0 25938 -S -#25905 -Southwest Corner of the House~ - To the north you can see the double doors which lead the way into the cellar. -The walls of the house are of chipped wood siding, the paint that once covered -the walls flaking and peeling,completely gone even in some places. You cannot -see any other ways into the house from here except the cellar. -~ -259 0 0 0 0 3 -D0 -~ -~ -0 0 25904 -D1 -~ -~ -0 0 25906 -S -#25906 -South Side of the House~ - You stand here wondering what sort of person would build a home in the midst -of a wood such as this. This home was very obviously once a very fine home, the -type which is built for politicians or persons of extreme wealth. It has long -since fallen into decay - a crumbling, wasted ruin. There could be no chance -that anyone might still live here - could there? -~ -259 0 0 0 0 3 -D1 -~ -~ -0 0 25907 -D2 -~ -~ -0 0 26649 -D3 -~ -~ -0 0 25905 -S -#25907 -Southeast Corner of the House~ - To the north, you can see the rickety steps which lead up to the front doors -of this home. You have to wonder to yourself, though... Do you really wish to -enter into this place? There is obviously no one living here anymore - at least -it seems that way. You hear a small skittering and a thump from within. -Probably just a rat or a squirrel. -~ -259 0 0 0 0 3 -D0 -~ -~ -0 0 25900 -S -#25908 -Front Hallway~ - You give a start as you realize that the door is closed, even though you know -you opened it yourself. The paneling that once must have shone with the care -and polish of good housekeeping has long since been eaten away by vermin from -the forest, small holes dot the walls from those intrusions. Some faded -pictures hang along the walls, old pitted and worn metal sconces next to them. -Although all of these things here now seem worthless junk, at close inspection -you can tell that they were once extremely expensive pieces. It seems strange -that the items were never taken when the old occupants left, or at least -auctioned off by relatives. The hallway heads into the house to the west. To -the east is the front door . -~ -259 260 0 0 0 0 -D1 -~ -door~ -2 0 25931 -D3 -~ -~ -0 0 25909 -S -#25909 -Inner Hallway~ - The hallway has opened up into a tall, arch ceilinged hall, wide enough by -far to be called a hall, rather than a hallway. Wide crystal chandeliers line -the ceiling, most of them missing pieces in spots - the crystal cracked or -fallen along the floor, dirt and grime accumulated through the years all over -the surface of the once-fine crystal. The place would be quite impressive were -it not for the fact that the signs of abandonment were so clear. There is a -small coat closet to the north, the main living through an entryway to the -south. -~ -259 0 0 0 0 0 -D0 -~ -~ -0 0 25910 -D1 -~ -~ -0 0 25908 -D2 -~ -~ -0 0 25911 -D3 -~ -~ -0 0 25915 -S -#25910 -Butler's Pantry~ - This large, walk in closet was made to hold coats for large numbers of guests -during social functions. This was a place the butler could keep most of his -serving tools and extra linens, and maybe the occasional nip of brandy when the -master had his back turned. Now the shelves and racks which would have held the -coats has long since fallen into ruin, a crumbling mass of splintered, rotted -wood falling in on itself. -~ -259 1 0 0 0 0 -D2 -~ -~ -0 0 25909 -S -#25911 -Main Living Quarters and Social Gathering Room~ - All parties, balls, and any other sorts of social functions always ended -finding their way into this large room. Business deals larger than most kings -make in a year were made in this room, newlyweds made their vows and new years -were brought in in this room. The torn wallpaper, the broken chandeliers, and -the rotted furniture gives you a terrible feeling of sadness, a feeling of -immense regret. -~ -259 0 0 0 0 0 -D0 -~ -~ -0 0 25909 -D2 -~ -~ -0 0 25912 -D3 -~ -~ -0 0 25914 -S -#25912 -Main Living and Social Gathering Room~ - The room makes a large dogleg, the echoing chamber you stand in large enough -that even with that dogleg, you can see most areas of the room from anywhere you -might be standing. The floor, made of hard cherry wood is eaten away and rotted -in many places - the footing here quite treacherous. There seems to be nothing -of value left in this place, only a lingering feeling of overwhelming loss and -sadness. -~ -259 0 0 0 0 0 -D0 -~ -~ -0 0 25911 -D3 -~ -~ -0 0 25913 -S -#25913 -Main Living and Social Gathering Room~ - The large dining room just to the north and more of this once-opulent room to -the east, your choices are basically the same. Too much ruin, too much lost, -you can understand why the old occupants of this home might never ever want to -leave. But what purpose would they serve - staying here for all eternity? -~ -259 0 0 0 0 0 -D0 -~ -~ -0 0 25914 -D1 -~ -~ -0 0 25912 -S -#25914 -Dining Room~ - The gilded wooden table, long enough to seat ten men with elbow room, lays at -an angle as one of the legs has been chewed through by rats or vermin of some -sort. The candelabra that decorated this fine table, along with the linen has -slid to the ground in a heap just next to the table. Another of the beautiful -chandeliers that you are finding typical of this place hangs above the table, -long trails of cobwebs streaming down from its decor. The main room is to the -east and south, the hallway to the north. -~ -259 0 0 0 0 0 -D0 -~ -~ -0 0 25915 -D1 -~ -~ -0 0 25911 -D2 -~ -~ -0 0 25913 -S -#25915 -Hallway~ - You can almost imagine the men in their fine black coats, the tails almost -long enough to drag the floor. They would walk through this hall, admiring the -fine oil paintings and sipping their brandy or whiskey, as the bright light of -the chandeliers above lit the room as if it were high noon in the sun, no matter -what the time of day or night. Just north of you lies a swinging door, -presumably to the kitchen, for through an open way to the south lies the dining -room. -~ -259 0 0 0 0 0 -D0 -~ -~ -0 0 25916 -D1 -~ -~ -0 0 25909 -D2 -~ -~ -0 0 25914 -D3 -~ -~ -0 0 25920 -S -#25916 -Kitchen~ - So far the only piece which you have seen here that has escaped the elements -and the wild animals of the surrounding forest is the thick wooden carving table -which sits dead center of this room. It is filthy, covered in rat droppings and -cobwebbing so thick that you wouldn't know it was made of wood were it not for -the holes drilled deep into the far side of it where the knives were to go. -Steel tables line most of the walls, an old broken down cooler resting in the -northwest corner. -~ -259 0 0 0 0 0 -D2 -~ -~ -0 0 25915 -S -#25917 -Stair Landing~ - The hall in the upper level seems much more dark than the lower reaches. -Maybe it is the size of the lower halls - with so much room, there would be more -space for the light to travel, making things seem brighter. A neutrally -flowered wallpaper lines the walls here, with the same type of sconces set into -the walls as downstairs. Doors lead off from this hallway at inetrvals, -presumably into bedrooms. -~ -259 0 0 0 0 0 -D2 -~ -~ -0 0 25926 -D5 -~ -~ -0 0 25918 -S -#25918 -Narrow Hallway~ - The stairs seem solid enough, through the dust and grime which covers most of -the old ratty carpeting you can see where the holes in the wood are and how few -there are. Nothing is visible from here in the upper reaches, just a short -staircase and a landing at the top where a hallway heads off into darkness. -You have an uneasy feeling, peering into that darkness, as if you were violating -someone's private sanctuary no matter how long ago they passed away. -~ -259 1 0 0 0 0 -D2 -~ -~ -0 0 25919 -D4 -~ -~ -0 0 25917 -S -#25919 -Narrow Hallway~ - The narrow confines of this hall seem so different and claustrophobic after -being on such a wide hall as the one just south of here. There was once a plush -carpet lining this hall, which you can see leads to a set of stairs, probably -the way to the living quarters. The carpet is still robust in some spots, but -wet and mottled, with what sort of substance it is probably best that you do not -investigate all too much. -~ -259 1 0 0 0 0 -D0 -~ -~ -0 0 25918 -D2 -~ -~ -0 0 25920 -S -#25920 -Hallway~ - The hallway seems to widen even more than it was, although of course this is -an optical illusion rendered by the fact that there are open exit leading south -and north from here. The entire southern wall has opened into what was a gaming -room, where the men could take leave of their women in order to find a bit of -sport in competing with each other. To the north is a narrow hallway leading -off in darkness. -~ -259 0 0 0 0 0 -D0 -~ -~ -0 0 25919 -D1 -~ -~ -0 0 25915 -D2 -~ -~ -0 0 25921 -D3 -~ -~ -0 0 25922 -S -#25921 -Gaming Room~ - An old billiards table still rests upright in the southwest corner of the -room, its surface torn to shreds by the forest vermin. A dicing table has -fallen into wooden clumps after having its legs all rot our from beneath it. A -dart board lays against the wall on the floor, askew and broken in the center -most probably by its fall from the wall where it must have hung. -~ -259 0 0 0 0 0 -D0 -~ -~ -0 0 25920 -S -#25922 -Hallway~ - The hallway makes its grand entrance into the ballroom from here, never truly -ending but more flowing into the Grand Ballroom just west of here. The way into -the ballroom is strewn over withe spider webs so thick that you will certainly -have to cut through them with a blade so as not to get them stuck to your -clothing. A set of wooden double doors rest closed against the north wall and -to the south is a short alcove, a closed door against its west wall. -~ -259 0 0 0 0 0 -D0 -~ -door~ -1 0 25923 -D1 -~ -~ -0 0 25920 -D2 -~ -~ -0 0 25924 -D3 -~ -~ -0 0 25925 -S -#25923 -Study~ - As you force the doors open from the hallway and step into this room, you get -a breath of fresh air blown into your face - a clean, woody scent like that of a -well kept library. Astonished, you look around at a study which has somehow -preserved itself where the rest of the house has fallen prey to time and the -elements . A layer of thick dust covers the desk and the shelves which line the -walls, books seem a bit crisp but other than that it all seems in perfect shape! -How astonishing! -~ -259 0 0 0 0 0 -D2 -~ -door~ -1 0 25922 -S -#25924 -Alcove~ - The small in the west wall seems so unobtrusive as to ask to not be noticed, -in fact it almost seems out of place. The area you stand in is only wide enough -for one person to stand, almost too small to turn around in. This door -obviously leads somewhere private. -~ -259 0 0 0 0 0 -D0 -~ -~ -0 0 25922 -S -#25925 -Grand Ballroom~ - The wind screeches in through a small break in one of the many window panes -which line the walls of this immense chamber. Tattered draperies hang at angles -from the tops of these six foot high windows, ragged and stained from countless -years of grit and grime. The same immense chandeliers that line the ceiling in -the outer hallway also ring this chamber, with an extremely large oen directly -in the center. The lights in this room must have been fantastic when they were -all lit during a ball or masquerade. -~ -259 0 0 0 0 0 -D1 -~ -~ -0 0 25922 -S -#25926 -Darkened Hall~ - The flowered wallpaper may once have looked comfortable and sedate, possibly -even soothing to the eye as one traveled down this hall to their room where they -might sleep or love another. It is now tattered and stained by time, the -flowers appearing wilted and sick, as if a plague has infested this home and -found its way into the wallpaper and into those flowers in that wallpaper. -Attempting to shine your light east and west down the hall reveals nothing -except the fact that you still cannot see farther than the ten feet your light -illuminates. -~ -259 1 0 0 0 0 -D0 -~ -~ -0 0 25917 -D1 -~ -~ -0 0 25929 -D3 -~ -~ -0 0 25927 -S -#25927 -Darkened Hall~ - The floor creaks beneath the carpet as your feet sink in with each step. It -is somewhat unnerving to be in such total darkness that your light only shines -as far as your outstretched arm. It gives you an uneasy sensation that anyone -could be ahead or behind, watching and waiting for the perfect moment to assault -you, to stab you in your back. For that matter, anyone could now be downstairs -in the main hall, listening as your steps creak down this old hall. There is a -closed door to the north. -~ -259 1 0 0 0 0 -D0 -~ -door~ -1 0 25932 -D1 -~ -~ -0 0 25926 -D3 -~ -~ -0 0 25928 -S -#25928 -West End of the Hallway~ - The hallway ends at a set of double doors that appear to have been painted -white when they were in their glory. They now are the same dull brownish gray -color that so much of this building has adopted over the time since it was left -deserted. Two sconces are set into the wall on either side of the doors, -marking this a bedroom fo importance, possibly even the Master Bedroom. There -is a door to the south, slightly cracked open but certainly not inviting by the -looks of the darkness beyond. -~ -259 1 0 0 0 0 -D1 -~ -~ -0 0 25927 -D2 -~ -~ -0 0 25936 -D3 -~ -door~ -1 0 25934 -E -sconces~ - These old tarnished remnants remind that at one time this place was a very -fine place, not the dirty ruin you see today. How old could this place actually -be? -~ -S -#25929 -East End of the Hall~ - The short jaunt that the hall made in this direction has ended at a set of -doors. One lies just south, one lies north, and one lies to the east. The only -one which has its door open is the one to the south. You hear a muffled banging -to the north - could it be that someone still lives here?!? -~ -259 1 0 0 0 0 -D0 -~ -door~ -1 0 25935 -D1 -~ -door~ -1 0 25937 -D2 -~ -~ -0 0 25933 -D3 -~ -~ -0 0 25926 -S -#25930 -Front Steps~ - Looking at the way these wooden slats bow under your weight and feeling the -way the entire structure sways beneath you as you climb to the front door, you -wonder if maybe this wasn't a bad idea. Better hurry up that front door and get -inside before the whole thing collapses! -~ -259 0 0 0 0 3 -D4 -~ -~ -0 0 25931 -D5 -~ -~ -0 0 25900 -S -#25931 -Top of the Steps at the Front Door~ - The doors lie just ahead, very large and very imposing. The steps still -creak and groan under your weight, swaying with every step that you take no -matter how careful you are. -~ -259 4 0 0 0 3 -D3 -~ -door~ -1 0 25908 -D5 -~ -~ -0 0 25930 -S -#25932 -Bedroom~ - This looks to be one of the guest rooms where the master of this house might -allow an acquaintance to spend the evening. The decor does not look as if it -were cheap by any means, but certainly very neutral and without any taste in one -direction or another. The tattered wastes of a down comforter lie all around -the bed, its mattress torn to shreds. The dresser still seems intact for the -most part, but filthy from the dirty feet of rodents scurrying about on it. -~ -259 1 0 0 0 0 -D2 -~ -door~ -1 0 25927 -S -#25933 -Bedroom~ - Because the door has been propped open for who knows how long, this room is a -bit more run down than many of the others on this level. There is vitually -nothing left of the bed which used to occupy the room, only some torn bits of -cloth and some timber which the bedframe was made from. -~ -259 1 0 0 0 0 -D0 -~ -~ -0 0 25929 -S -#25934 -Master Bedroom~ - Larger by far than any of the other rooms on this upper level, this room -boasted a bed large enough for five people to comfortably sleep, a huge carved -alabaster bathing vessel and along the north wall, a beautiful marble fireplace. -The bed is, of course, in tattered ruins now, the marble fireplace stained -almost beyond recognition besides the fact that it once was a fireplace and the -bath tub is so stained with rot and grime that it is almost impossible to -believe that someone may have once gotten clean in it all. -~ -259 1 0 0 0 0 -D1 -~ -door~ -1 0 25928 -S -#25935 -Bedroom~ - You cautiously walk into the room, expecting to find some vagrant or even the -master of this house, but instead find a broken window with a shutter which -bangs incessantly against the wall outside. With the window open, the sound is -amplified to the point of hurting your ears. This bedroom looks much like any -of the other rooms on this level, quite a disaster with no hope of any type of -remod. -~ -259 1 0 0 0 0 -D2 -~ -door~ -1 0 25929 -S -#25936 -The Nursery~ - You can still see a bit of the baby blue wallpaper that covered this room, -the broken ribbing of a crib or playpen lies in the southwest corner. You -suddenly feel such an immense surge of pity and regret at the fact that the -people of this home must have been either torn from or killed in this home. -They must have enjoyed a tremendous happiness while here and to have it taken -away... Such a pity. -~ -259 1 0 0 0 0 -D0 -~ -~ -0 0 25928 -S -#25937 -Bedroom~ - A quick movement catches your eye in the northeast corner of the room, but -just as quickly you decide that it was most probably nothing. This must have -been the room that the more important guests stayed their nights, as this room -boasts its own bathing vessel and a larger bed than most of the other rooms. A -large fireplace lies in the northeast corner, an amenity that all the other -rooms on this level lack, excepting the master bedroom, of course. -~ -259 1 0 0 0 0 -D3 -~ -door~ -1 0 25929 -S -#25938 -Cellar Steps~ - You stand just inside the entrance to the cellar, your head still above -ground, your lower body inside the darkness of the cellar. The smell that wafts -out from the area below is strong with mold, mildew, and the scent of blood. -It must be told that many an adventurer has turned from this cellar in fear, -without humiliation or any feelings of inadequacies - this is not a pleasant -place. -~ -259 4 0 0 0 3 -D4 -~ -door~ -1 0 25904 -D5 -~ -~ -0 0 25939 -S -#25939 -Inside the Cellar~ - The damp darkness of the underground cellar envelopes you as you make that -last step into this awful place. An overwhelming feeling of terror permeates -not you as a being in this space, but the space itself - as if the place you are -standing within were afraid, and has been for an eternity. Shining your light -does not do anything to give you a clue as to what lies in any of the directions -you may travel in. All you can see is the dirt wall on the west side with solid -wooden support beams running up the walls to the ceiling, holding this old home -up. -~ -259 1 0 0 0 0 -D0 -~ -~ -0 0 25940 -D1 -~ -~ -0 0 25941 -D2 -~ -~ -0 0 25942 -D4 -~ -~ -0 0 25938 -S -#25940 -Cellar~ - A small wooden door lies closed against the north wall, cheaply made and not -all that strong looking. The wall which it is built into is made of loose -mortar and stone, roughly hewn as most cellar walls tend to be. The west wall -is dirt, marking it as the west end of the cellar - you may continue no farther -west in this damp place. -~ -259 1 0 0 0 0 -D0 -~ -door~ -1 0 25944 -D1 -~ -~ -0 0 25943 -D2 -~ -~ -0 0 25939 -S -#25941 -Cellar~ - You stand in open air, as open as the air can be in a cellar, darkness all -around you. The smell of blood and putrid decay still surrounds you, in fact it -is as strong as you have noticed it to be at any place in this cellar. An -unshakeable feeling of being watched by some malevolent presence also forces its -way into your conciousness, but your limited sight tells you nothing. -~ -259 1 0 0 0 0 -D0 -~ -~ -0 0 25943 -D2 -~ -~ -0 0 25945 -D3 -~ -~ -0 0 25939 -S -#25942 -Near the Wine Rack~ - The way south is completely blocked by a long wooden wine rack, still -partially stocked with old, dirty bottles. You can see that the cellar -continues south past the rack, but the only thing you can see past the rack is -darkness - quite complete darkness. -~ -259 1 0 0 0 0 -D0 -~ -~ -0 0 25939 -D1 -~ -~ -0 0 25945 -S -#25943 -Canning Shelves~ - The north wall has been covered over by shelving with rows of canning jars - -some filled, some not - from floor to ceiling. The wood the shelves were built -from seems to have stood the tests of time, bowing a bit in the center from the -weight of the jars, but not rotting away like so much else in this house. You -can attempt to chow on some of the goods in those jars, but it isn't recommended -by the general staff here at Dibrova... -~ -259 1 0 0 0 0 -D2 -~ -~ -0 0 25941 -D3 -~ -~ -0 0 25940 -S -#25944 -Dry Storage~ - This appears to be a root cellar, a small room with a dirt floor where -foodstuffs such as potatoes and beets were kept. There are, of course, no such -kinds of food left here, only a few dried out huskes that could once have been -potato skins but are so hard and crusty that they would be inedible. -~ -259 1 0 0 0 0 -D2 -~ -door~ -1 0 25940 -S -#25945 -Cellar~ - You nearly trip over a pile of old trunks which were piled here for use when -the master of the house went traveling. There appears to be an open area just -south of here - further travel eastward is cut off by the dirt wall of the -cellar. -~ -259 1 0 0 0 0 -D0 -~ -~ -0 0 25941 -D2 -~ -~ -0 0 25946 -D3 -~ -~ -0 0 25942 -S -#25946 -Cellar~ - There is a small area just west of here behind the wine rack that appears to -have been used as a workshop of sorts by either the master of the house or -more -likely- the servants of the place. The feeling of death, the smell of blood, is -strong as ever - its still not too late to turn back. -~ -259 1 0 0 0 0 -D0 -~ -~ -0 0 25945 -D3 -~ -~ -0 0 25947 -S -#25947 -Cellar Workshop~ - A thick oak table was used for puttering around and because it was made with -such sturdy materials, it still remains on all four legs against the south wall -of the room. A few small tools were left on the table, most of which are -useless now. -~ -259 1 0 0 0 0 -D1 -~ -~ -0 0 25946 -S -$~ diff --git a/lib/world/wld/26.wld b/lib/world/wld/26.wld deleted file mode 100644 index 15ee75b..0000000 --- a/lib/world/wld/26.wld +++ /dev/null @@ -1,1491 +0,0 @@ -#2600 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. - A silver door can be seen to the north. -~ -26 72 0 0 0 0 -D0 -~ -door silver~ -1 -1 2601 -D1 -~ -~ -0 -1 2599 -D3 -~ -~ -0 -1 2604 -S -#2601 -A Store Room~ - You are in a large store room. Raw materials are neatly bundled and -piled here and here. Many freshly cut staves rods and wands of different -sizes are here. - You can see a silver door to the west. -~ -26 72 0 0 0 0 -D2 -~ -door silver~ -1 -1 2600 -D3 -~ -door silver~ -1 -1 2602 -S -#2602 -The Master Spellbinder's Chamber~ - You are in the chambers of the Master Spellbinder. Unlike other work -shops of similar nature, this one is without furnishings or tools. The -spell binder obviously needs none for the working of his art. - A silver door can be seen to the west. -~ -26 72 0 0 0 0 -D1 -~ -door silver~ -1 -1 2601 -D3 -~ -door silver~ -2 2524 2603 -S -#2603 -The Spellbinder's Cache~ - You have discovered the cache of the Master Spellbinder. There are -three very large silver chased cabinets here, other than that, the room -is bare. - A silver door can be seen to the south. -~ -26 72 0 0 0 0 -D1 -~ -door silver~ -2 2524 2602 -D2 -~ -door silver~ -2 2524 2605 -S -#2604 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. -~ -26 72 0 0 0 0 -D1 -~ -~ -0 -1 2600 -D3 -~ -~ -0 -1 2605 -S -#2605 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. - A silver door can be seen to the north. -~ -26 72 0 0 0 0 -D0 -~ -door silver~ -2 2524 2603 -D1 -~ -~ -0 -1 2604 -D3 -~ -~ -0 -1 2606 -S -#2606 -A Bend In The Hallway~ - You are at a bend in the long hallway. The walls emit a faint magical -glow which provides enough light to see by. - The hallway continues east and south. -~ -26 72 0 0 0 0 -D1 -~ -~ -0 -1 2605 -D2 -~ -~ -0 -1 2607 -S -#2607 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2606 -D2 -~ -~ -0 -1 2608 -S -#2608 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. - A rusty old door can be seen to the west. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2607 -D2 -~ -~ -0 -1 2613 -D3 -~ -door rusty~ -1 -1 2609 -S -#2609 -The Golem Master's Workshop~ - You are in the golem master's workshop. A few unfinished looking humanoid -forms of different make are here, some moving, some not. The animated forms -lunge to attack you. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2610 -D1 -~ -door rusty~ -1 -1 2608 -D2 -~ -~ -0 -1 2611 -D5 -~ -trapdoor~ -1 -1 2612 -S -#2610 -A Store Room~ - You are in a small store room. Large chunks of clay, stone, wood and -many other raw materials are here. -~ -26 72 0 0 0 0 -D2 -~ -~ -0 -1 2609 -S -#2611 -The Golem Chamber~ - You are in the golem chamber. Golems made of every imaginable material -are here, ranging in size from a hand-span to nearly the ceiling. They all -seem to be sleeping. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2609 -S -#2612 -It Is Very Dark Here...~ - It is very dark here... -~ -26 73 0 0 0 0 -D4 -~ -trapdoor~ -1 -1 2609 -D5 -~ -vent~ -1 -1 2581 -S -#2613 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2608 -D2 -~ -~ -0 -1 2614 -S -#2614 -A Bend In The Hallway~ - You are at a bend in the long hallway. The walls emit a faint magical -glow which provides enough light to see by. - The hallway continues north and east from here. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2613 -D1 -~ -~ -0 -1 2615 -S -#2615 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. -~ -26 72 0 0 0 0 -D1 -~ -~ -0 -1 2616 -D3 -~ -~ -0 -1 2614 -S -#2616 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. - An emerald door can be seen to the south. -~ -26 72 0 0 0 0 -D1 -~ -~ -0 -1 2619 -D2 -~ -door emerald~ -1 -1 2617 -D3 -~ -~ -0 -1 2615 -S -#2617 -The Illusion Master's Chamber~ - You are in the chamber of the Master of Illusions. The walls here -are ever changing in color and texture, as if they were reforming before -your very eyes. Many splendorous treasures lie all around in heaps and -piles, or at least they seem to be treasures... -~ -26 72 0 0 0 0 -D0 -~ -door emerald~ -1 -1 2616 -D3 -~ -~ -0 -1 2618 -S -#2618 -A Bedroom~ - You are in the bedroom of the Master of Illusions. Strange looking -items and artifacts float here and there in the air. The ripples of -strong magic can be felt everywhere. - The room seems much larger than it looks... -~ -26 72 0 0 0 0 -D0 -The room stretches off to the north. -~ -~ -0 -1 2618 -D1 -~ -~ -0 -1 2617 -D2 -The room stretches off to the south. -~ -~ -0 -1 2618 -D3 -The room stretches off to the west. -~ -~ -0 -1 2618 -S -#2619 -A Hallway~ - You are in a long hallway leading east and west. The walls emit a -faint magical glow which provides enough light to see by. - A glass door can be seen to the south. -~ -26 72 0 0 0 0 -D1 -~ -~ -0 -1 2621 -D2 -~ -door glass~ -1 -1 2620 -D3 -~ -~ -0 -1 2616 -S -#2620 -The Meditation Chamber~ - You are in a meditation chamber. It is very silent here, in fact -you can not even hear your own footsteps. - You feel very peaceful. -~ -26 92 0 0 0 0 -D0 -~ -door glass~ -1 -1 2619 -S -#2621 -A Bend In The Hallway~ - You are at a bend in the long hallway. The walls emit a faint -magical glow which provides enough light to see by. - The hallway continues north and west from here. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2622 -D3 -~ -~ -0 -1 2619 -S -#2622 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. - A blackened door can be seen to the east. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2626 -D1 -~ -door black~ -1 -1 2623 -D2 -~ -~ -0 -1 2621 -S -#2623 -A Dark Room~ - You are in a large dark room. The air here seems quite stale, and a -sense of extreme dread comes over you. The stench of rotten flesh seems -to be wafting in from the open doorway to the north. -~ -26 73 0 0 0 0 -D0 -~ -~ -0 -1 2624 -D3 -~ -door black~ -1 -1 2622 -S -#2624 -A Dark Room~ - You are in a large dark room. The stench here makes you gag and retch. -There are body parts and half rotted corpses strewn about with complete -abandon. Several operating tables with still forms that resemble nothing -you have ever seen alive are here. - Tortured screams can be heard from the north. -~ -26 73 0 0 0 0 -D0 -Gazing northwards, you are filled with deep dread. -~ -~ -0 -1 2625 -D2 -~ -~ -0 -1 2623 -S -#2625 -The Necromancer's Lair~ - You are in the lair of the evil Necromancer. Undead minions of all -types, human and otherwise stand here waiting to do their master's bidding. -Some glowing arcane sigils have been etched into walls and floor, no doubt -to protect the evil master from his own ungodly creations. -~ -26 73 0 0 0 0 -D2 -~ -~ -0 -1 2624 -S -#2626 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2627 -D2 -~ -~ -0 -1 2622 -S -#2627 -A Hallway~ - You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2628 -D2 -~ -~ -0 -1 2626 -S -#2628 -The End Of The Hallway~ - You are at the end of a long hallway. The walls here glow with a faint -magical energy which provides plenty of light. - Stairs lead up to the next level here and the hallway continues south. -~ -26 72 0 0 0 0 -D2 -~ -~ -0 -1 2627 -D4 -~ -~ -0 -1 2629 -S -#2629 -A Corridor~ - You are at the east end of a long corridor. Obsidian walls -engraved with ancient runes of power stretch out before you. -Magical energies seem to crackle with power all around and -whisper in tongues long forgotten, almost as if the corridor -itself were alive. -~ -26 72 0 0 0 0 -D3 -~ -~ -0 -1 2630 -D5 -~ -~ -0 -1 2628 -S -#2630 -A Corridor~ - You are in a long corridor. Obsidian walls engraved with ancient runes -of power stretch out before you. Magical energies seem to crackle with -power all around and whisper in tongues long forgotten, almost as if the -corridor itself were alive. -~ -26 72 0 0 0 0 -D1 -~ -~ -0 -1 2629 -D3 -~ -~ -0 -1 2631 -S -#2631 -A Bend In The Corridor~ - You are at a bend in the long corridor. Obsidian walls engraved with -ancient runes of power stretch out before you. Magical energies seem to -crackle with power all around and whisper in tongues long forgotten, almost -as if the corridor itself were alive. -~ -26 72 0 0 0 0 -D1 -~ -~ -0 -1 2630 -D2 -~ -~ -0 -1 2632 -S -#2632 -A Corridor~ - You are in a long corridor leading north and south. Obsidian walls -engraved with ancient runes of power stretch out before you. Magical -energies seem to crackle with power all around and whisper in tongues -long forgotten, almost as if the corridor itself were alive. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2631 -D2 -~ -~ -0 -1 2633 -S -#2633 -An Intersection~ - You are at an intersection in the corridor. The obsidian walled halls -lead off in every direction from here, pulsing with the power of their -ancient runes. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2632 -D1 -~ -~ -0 -1 2634 -D2 -~ -~ -0 -1 2646 -D3 -~ -~ -0 -1 2636 -S -#2634 -A Corridor~ - You are at the end of a long corridor. Obsidian walls engraved with -ancient runes of power stretch out before you. A darkened door is to the -east. Tendrils of mist cling to the floor here, they seem to be seeping -from under the door. -~ -26 72 0 0 0 0 -D1 -~ -door black~ -1 -1 2635 -D3 -~ -~ -0 -1 2633 -S -#2635 -The Scrying Chamber~ - You are in the scrying chamber of the high tower of sorcerery. It is -here that arcane rituals are performed to enable those of the art to look -in upon denizens throughout the world and spy out their darkest secrets. -A huge black cauldron is in the center of the room, bubbling and gurgling, -it pours forth a constant stream of smokey fog into the air about you. Here -and there on stands of different sizes are crystal balls and oddly shaped -mirrors. -~ -26 73 0 0 0 0 -D3 -~ -door black~ -1 -1 2634 -S -#2636 -A Corridor~ - You have reached an end in the long corridor. Obsidian walls engraved -with ancient runes of power stretch out before you. The sound of snoring -can barely be heard through the door to the west. -~ -26 72 0 0 0 0 -D1 -~ -~ -0 -1 2633 -D3 -~ -door wooden~ -1 -1 2637 -S -#2637 -The Entrance To The Library~ - You are in the entrance to the great library of magic. A giant desk is -here, covered with books parchments and scrolls. Long shelves loaded with -row upon row of books stretch out in every direction as far as the eye can -see. -~ -26 72 0 0 0 0 -D0 -All you can see are books. -~ -~ -0 -1 2639 -D1 -~ -door wooden~ -1 -1 2636 -D2 -All you can see are books. -~ -~ -0 -1 2640 -D3 -All you can see are books. -~ -~ -0 -1 2638 -S -#2638 -In The Library~ - You are in the great library of magic. A strong musty smell permeates -the entire area. Upon shelves which float just out of reach are hundreds -of books, tomes and scrolls of every possible shape size and color. The -elusive books seem to wink in and out of existence before your untrained -eyes. It is very quiet here. -~ -26 72 0 0 0 0 -D0 -All you can see are books. -~ -~ -0 -1 2641 -D1 -All you can see are books. -~ -~ -0 -1 2637 -D2 -All you can see are books. -~ -~ -0 -1 2642 -D3 -All you can see are books. -~ -~ -0 -1 2643 -S -#2639 -In The Library~ - You are in the great library of magic. A strong musty smell permeates -the entire area. Upon shelves which float just out of reach are hundreds -of books, tomes and scrolls of every possible shape size and color. The -elusive books seem to wink in and out of existence before your untrained -eyes. It is very quiet here. -~ -26 72 0 0 0 0 -D0 -All you can see are books. -~ -~ -0 -1 2640 -D1 -All you can see are books. -~ -~ -0 -1 2642 -D2 -All you can see are books. -~ -~ -0 -1 2637 -D3 -All you can see are books. -~ -~ -0 -1 2641 -S -#2640 -In The Library~ - You are in the great library of magic. A strong musty smell permeates -the entire area. Upon shelves which float just out of reach are hundreds -of books, tomes and scrolls of every possible shape size and color. The -elusive books seem to wink in and out of existence before your untrained -eyes. It is very quiet here. -~ -26 72 0 0 0 0 -D0 -All you can see are books. -~ -~ -0 -1 2637 -D1 -All you can see are books. -~ -~ -0 -1 2641 -D2 -All you can see are books. -~ -~ -0 -1 2639 -D3 -All you can see are books. -~ -~ -0 -1 2642 -S -#2641 -In The Library~ - You are in the great library of magic. A strong musty smell permeates -the entire area. Upon shelves which float just out of reach are hundreds -of books, tomes and scrolls of every possible shape size and color. The -elusive books seem to wink in and out of existence before your untrained -eyes. It is very quiet here. -~ -26 72 0 0 0 0 -D0 -All you can see are books. -~ -~ -0 -1 2642 -D1 -All you can see are books. -~ -~ -0 -1 2639 -D2 -All you can see are books. -~ -~ -0 -1 2638 -D3 -All you can see are books. -~ -~ -0 -1 2640 -S -#2642 -In The Library~ - You are in the great library of magic. A strong musty smell permeates -the entire area. Upon shelves which float just out of reach are hundreds -of books, tomes and scrolls of every possible shape size and color. The -elusive books seem to wink in and out of existence before your untrained -eyes. It is very quiet here. -~ -26 72 0 0 0 0 -D0 -All you can see are books. -~ -~ -0 -1 2638 -D1 -All you can see are books. -~ -~ -0 -1 2640 -D2 -All you can see are books. -~ -~ -0 -1 2641 -D3 -All you can see are books. -~ -~ -0 -1 2639 -S -#2643 -In The Library~ - You are in the great library of magic. A strong musty smell permeates -the entire area. Upon shelves which float just out of reach are hundreds -of books, tomes and scrolls of every possible shape size and color. The -elusive books seem to wink in and out of existence before your untrained -eyes. It is very quiet here. -~ -26 72 0 0 0 0 -D1 -All you can see are books. -~ -~ -0 -1 2638 -D3 -You see a small gap between some shelves. -~ -~ -0 -1 2644 -S -#2644 -Between The Shelves~ - You are in the great library of magic. The shelves seem uncomfortably -close here, you can barely maneuver between them. The musty smell is still -strong, and the elusive books still hover just out of reach. - A faint flicker of light can barely be made out to the north. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2645 -D1 -~ -~ -0 -1 2643 -S -#2645 -The Reading Room~ - You are in a small room completely devoid of furnishings. The only thing -here is an enormous tome, lying face open on the floor. The great book looks -both heavy and ancient. Its jewel encrusted bindings are well worn as the -bark of a tree. Spidery writings seem to crawls across the pages, totally -incomprehensible to your mortal eye. Something seems to be wedged between -the pages. -~ -26 72 0 0 0 0 -D2 -~ -~ -0 -1 2644 -S -#2646 -A Corridor~ - You are in a long corridor leading north and south. Obsidian walls -engraved with ancient runes of power stretch out before you. Magical -energies seem to crackle with power all around and whisper in tongues -long forgotten, almost as if the corridor itself were alive. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2633 -D2 -~ -~ -0 -1 2647 -S -#2647 -The End Of The Corridor~ - You are at the end of a long corridor. The obsidian walls come to an -abrupt halt at the edge of a golden archway here. The hum of power is so -strong it nearly numbs your body. - The archway lies before you, glowing and pulsing with energy. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2646 -D2 -~ -~ -0 -1 2648 -S -#2648 -The Arched Entrance~ - You feel a slight tingle as you pass through the archway, as if the living -magical energies here had infused your body, found it wanting and left. The -intense glow from the arch above you is almost blinding. Through the light -you can barely make out a stairway leading up. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2647 -D4 -~ -~ -0 -1 2649 -S -#2649 -The Landing~ - You are on a small landing in the middle of a long stairway leading up. -Your senses seem dulled here, no sound or smell can be detected at all, and -the only thing you can see in any direction is endless stairway. -~ -26 72 0 0 0 0 -D4 -~ -~ -0 -1 2650 -D5 -~ -~ -0 -1 2648 -S -#2650 -An Intersection~ - You are at an intersection of several hallways. You feel as if strange -mystical forces are pushing and pulling at each other from all around you. -The sensation of being trapped, in the middle is almost tangible in the air -here. - A gray tiled hallway leads south, black tiled east, white tiled west, -and a multi-colored hallway swirling with patterns that remain just barely -unrecognizable is to the north. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2673 -D1 -~ -~ -0 -1 2658 -D2 -~ -~ -0 -1 2651 -D3 -~ -~ -0 -1 2665 -D5 -~ -~ -0 -1 2649 -S -#2651 -A Gray Tiled Hallway~ - You are in a gray tiled hallway leading north and south. Dim balls -of energy float here and there shedding a warm light, and showing the -way. A feeling of peace and balance comes over you. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2650 -D2 -~ -~ -0 -1 2652 -S -#2652 -A Gray Tiled Hallway~ - You are in a gray tiled hallway leading north and south. Dim balls -of energy float here and there shedding a warm light, and showing the -way. A feeling of peace and balance comes over you. - Large, gray metal double doors can be seen to the south. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2651 -D2 -~ -door gray~ -1 -1 2653 -S -#2653 -The Antechamber~ - You are in the antechamber of the Master Magician of the Gray Light. -A feeling of strong magic floats in the air about you, almost as if you -could taste the power held within these walls. - Once your eyes adjust to the semi-light, you can make out a larger -room to the south. -~ -26 72 0 0 0 0 -D0 -~ -door gray~ -1 -1 2652 -D2 -~ -~ -0 -1 2654 -S -#2654 -The Main Chamber~ - A feeling of tranquility comes over you as you enter the main chamber -of Neutrality. Some artifacts are hung on the walls here, or set on stands. -The room in general looks both comfortable and official. Probably where the -Master of Neutrality holds audience. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2653 -D1 -~ -~ -0 -1 2656 -D2 -~ -~ -0 -1 2657 -D3 -~ -~ -0 -1 2655 -S -#2655 -The Study~ - You are in a large study. Shelves filled with many books or arcane -knowledge are on every wall. A large oaken desk is in the center, with -many parchments and scrolls on it. The most notable thing in the room is -a small set of scales, which floats about eye level. In perfect balance, -the scales are no doubt a sign of the Master's neutrality. -~ -26 72 0 0 0 0 -D1 -~ -~ -0 -1 2654 -S -#2656 -A Closet~ - You are in a small closet. It is filled with many cloaks, and some -other apparel. -~ -26 73 0 0 0 0 -D3 -~ -~ -0 -1 2654 -S -#2657 -A Bedroom~ - You are in the bedroom of the Master Magician of Neutrality. -Curtained windows can be seen on the south wall. A large -comfortable looking bed takes up most of the room. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2654 -S -#2658 -A Dark Hallway~ - You are in a long dark hallway leading east and west. Not much can -be seen in the unnatural darkness here, but you get a deep sense of dread -the further you go. -~ -26 73 0 0 0 0 -D1 -~ -~ -0 -1 2659 -D3 -~ -~ -0 -1 2650 -S -#2659 -A Dark Hallway~ - You are in a long dark hallway leading east and west. Not much can -be seen in the unnatural darkness here, but you get a deep sense of dread -the further you go. -~ -26 73 0 0 0 0 -D1 -~ -~ -0 -1 2660 -D3 -~ -~ -0 -1 2658 -S -#2660 -The End Of The Hallway~ - You are at the end of a long dark hallway. The darkness here is almost -tangible in its thickness. A deep sense of fear and loathing comes over -you. - A pair of obsidian doors can be seen to the east. -~ -26 73 0 0 0 0 -D1 -~ -door obsidian~ -1 -1 2661 -D3 -~ -~ -0 -1 2659 -S -#2661 -The Chamber Of Darkness~ - You are in a vast chamber. The walls fade into darkness, leaving you -with a very vague idea of the actual size of the room. Swirling here and -there in the dark, are patches of pure black which seem to suck in your -light and leave it that much darker here. -~ -26 73 0 0 0 0 -D0 -~ -~ -0 -1 2662 -D1 -~ -~ -0 -1 2664 -D2 -~ -~ -0 -1 2663 -D3 -~ -door obsidian~ -1 -1 2660 -S -#2662 -It Is Very Dark Here...~ - It is very dark here... -~ -26 73 0 0 0 0 -D2 -~ -~ -0 -1 2661 -S -#2663 -A Torture Chamber~ - You are in an ill lit chamber. Instruments of torture hang from a rack -on the wall, they seem to quiver with anticipation of a victim as if they -had a mind of their own. An operating table is here, though it is bare. - An extreme feeling of evil permeates the entire area. -~ -26 73 0 0 0 0 -D0 -~ -~ -0 -1 2661 -S -#2664 -The Inner Chamber~ - You are in a small dark chamber. Upon the walls are glowing sigils of -dark power, scrawled and traced in an evil language no longer known to most -of this plane of existence. There is an obsidian altar here which seems to -glow, but does not shed any light, in fact it seems to be taking light in. -~ -26 73 0 0 0 0 -D3 -~ -~ -0 -1 2661 -S -#2665 -A Bright Hallway~ - You are in a long well lit hallway leading east and west. The walls -here are a milky white color, and glow with a warm luminescence, as does -the floor. A feeling of goodness permeates the area, and you feel unworthy -to tread upon these sacred floors. -~ -26 72 0 0 0 0 -D1 -~ -~ -0 -1 2650 -D3 -~ -~ -0 -1 2666 -S -#2666 -A Bright Hallway~ - You are in a long well lit hallway leading east and west. The walls -here are a milky white color, and glow with a warm luminescence, as does -the floor. A feeling of goodness permeates the area, and you feel unworthy -to tread upon these sacred floors. - A huge set of double doors in finely worked ivory can be seen to the -west. -~ -26 72 0 0 0 0 -D1 -~ -~ -0 -1 2665 -D3 -~ -door ivory~ -1 -1 2667 -S -#2667 -An Antechamber~ - You are in a small antechamber. It is well lit here, though the source -of light cannot be seen. It is almost as if the room itself exudes a warm -glow of goodness. A larger chamber can be seen to the west, but you do not -feel worthy to pass into it. -~ -26 72 0 0 0 0 -D1 -~ -door ivory~ -1 -1 2666 -D3 -~ -~ -0 -1 2669 -S -#2669 -The Chamber Of The White Light~ - You are in a vast chamber, its walls floor and ceiling are of an -unknown metallic material, the brightest white, almost blindingly stark. -A flickering flame is in the center of the room, seeming to feed off of -darkness and cleansing the room of any evil. You feel a slight tug at -your being as the flame flickers towards you. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2670 -D1 -~ -~ -0 -1 2667 -D2 -~ -~ -0 -1 2671 -D3 -~ -~ -0 -1 2672 -S -#2670 -The Meditation Chamber~ - You are in a small meditation chamber. White silk cushions are -everywhere, looking very comfortable. You get an easy peaceful -feeling of relaxation here, almost making you want to lie down and -fall asleep. -~ -26 72 0 0 0 0 -D2 -~ -~ -0 -1 2669 -S -#2671 -A Study~ - You are in a spacious study. It is extremely tidy here, to an almost -antiseptic nature. One would wonder how anyone could study without a -mess all around them, the master of this chamber obviously can. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2669 -S -#2672 -A Closet~ - You are in a small closet. Cloaks and vests hang from hooks in -the wall, and a few old boots are all that can be seen here. Rather -featureless all in all. -~ -26 73 0 0 0 0 -D1 -~ -~ -0 -1 2669 -S -#2673 -A Wide Hallway~ - You are in a large hallway, wide enough to accommodate several people -standing abreast. The floor here is a swirl of multicolored patterns, in -constant motion. - A huge, gray metal door blocks the way north, it looks quite sturdy. -~ -26 72 0 0 0 0 -D0 -~ -door metal gray~ -2 2593 2674 -D2 -~ -~ -0 -1 2650 -S -#2674 -A Wide Hallway~ - You are in a large hallway, wide enough to accommodate several people -standing abreast. The floor here is a swirl of multicolored patterns, in -constant motion. - A huge, black obsidian door blocks the way north, it looks quite sturdy. -~ -26 72 0 0 0 0 -D0 -~ -door obsidian black~ -2 2594 2675 -D2 -~ -door metal gray~ -2 2593 2673 -S -#2675 -A Wide Hallway~ - You are in a large hallway, wide enough to accommodate several people -standing abreast. The floor here is a swirl of multicolored patterns, in -constant motion. - A huge, white ivory door blocks the way north, it looks quite sturdy. -~ -26 72 0 0 0 0 -D0 -~ -door ivory white~ -2 2595 2676 -D2 -~ -door obsidian black~ -2 2594 2674 -S -#2676 -The Entranceway~ - You are at the entrance to the audience chamber of the Grand Master of -Magic. Beautiful tapestries displaying the ancient masters of lore are on -the walls, and the floor is covered with a plush multicolored carpet, which -seems to rustle and move at the touch of your boots. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2677 -D2 -~ -door white ivory~ -2 2595 2675 -S -#2677 -The Audience Chamber~ - You are in a large chamber. Small bolts of energy leap from wall to -wall, crackling with power. The floor is a swirl of indeterminable colors -and patterns ever changing. Bright bursts of color seem to explode into -the air and fade again at random times. All this splendor plays about and -draws attention to a large throne in the center of the room, it seems to be -cut from a single enormous emerald. -~ -26 72 0 0 0 0 -D0 -~ -~ -0 -1 2680 -D1 -~ -~ -0 -1 2678 -D2 -~ -~ -0 -1 2676 -D3 -~ -~ -0 -1 2679 -E -throne~ - The giant emerald is flawless, and must be incredibly valuable. -~ -S -#2678 -A Dressing Room~ - You are in a plush dressing room. Fine garments of many styles and some -outlandish colors hang from a rack suspended in mid air at eye level. The -only other interesting feature in the room is a large silver mirror on a -finely crafted gold stand. -~ -26 72 0 0 0 0 -D3 -~ -~ -0 -1 2677 -S -#2679 -The Library~ - You are in a small cosy looking library. A few well made books sit atop -shelves which span every wall. A large oaken writing table is in the center -of the room with odd papers and parchments on it. The illumination here, -to your surprise is a quite un-magical oil lamp. -~ -26 72 0 0 0 0 -D1 -~ -~ -0 -1 2677 -S -#2680 -The Altar~ - You are in a small chapel designed around a beautifully crafted golden -altar. Many icons to lesser deities line the room, but it is obvious by -one glance at the symbols on the altar, that this room was designed for -the worship of Mystra, the goddess of magic. -~ -26 72 0 0 0 0 -D1 -~ -door secret~ -1 -1 2681 -D2 -~ -~ -0 -1 2677 -D3 -~ -door secret~ -1 -1 2682 -S -#2681 -The Treasury~ - You are in a small chamber, the stale air here is testament to the fact -that it has gone undisturbed for many years. -~ -26 72 0 0 0 0 -D3 -~ -door secret~ -1 -1 2680 -S -#2682 -A Passage~ - You are in a small dark passage, which would be unremarkable if not for -the fact that it ends in a blinding blue light to the west. On hooks set -into the wall here there hang several travel worthy cloaks, and a small -leather backpack. It looks as if someone has prepared this room to be used -in the event speedy of a evacuation. -~ -26 73 0 0 0 0 -D1 -~ -door~ -1 -1 2680 -D3 -~ -~ -0 -1 2683 -S -#2683 -In The Light~ - You seem to be floating in a magical energy field, though you cannot -see the source of the energy, you can feel its power pushing at you from -all sides, completely negating the effects of gravity. - An imperfection in the uniform blue can be seen overhead, it might be -an exit. -~ -26 72 0 0 0 0 -D4 -~ -~ -0 -1 3001 -S -$~ diff --git a/lib/world/wld/260.wld b/lib/world/wld/260.wld deleted file mode 100644 index 7d7fb40..0000000 --- a/lib/world/wld/260.wld +++ /dev/null @@ -1,2063 +0,0 @@ -#26000 -Grasslands~ - Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. You can the propellor of a windmill high -above the grass off to the northwest. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26064 -D1 -The narrow trail leads east to a somewhat lighter part of the forest. -~ -~ -0 -1 26010 -D2 -~ -~ -0 -1 26030 -D3 -~ -~ -0 -1 26022 -E -credits info~ - *Rahn Grasslands - by Kaan for Dibrova -This is an area designed for exp gain geared toward the low to mid-level -player. The mobs are all aggro and sneak, as they are plainsmen and -live in the high grasses in this zone. The zone is basically a large -square of connected rooms with a space in the center for a road to cut -through, running north to south - that road is in the Light Forest if -you desire to use the Light Forest zone as well. There is a windmill -in the northwest quadrant of this zone, also a zone available to download. -No objs are included with this zone as it is strictly meant as a filler -zone made for good exp. - -Replace XXXX with a town name of your choosing. - -Links: 91w -~ -S -#26001 -Grasslands~ - Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. -~ -260 64 0 0 0 2 -D1 -~ -~ -0 -1 26011 -D2 -~ -~ -0 -1 26031 -D3 -~ -~ -0 0 25819 -S -#26002 -Grasslands~ - Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. You can see what looks to be a tall -windmill way off to the northeast. -~ -260 64 0 0 0 2 -D0 -A small shadowy path leads away to the north. -~ -~ -0 -1 26065 -D1 -The narrow trail leads east to a somewhat lighter part of the forest. -~ -~ -0 -1 26012 -D2 -~ -~ -0 0 26032 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 26058 -S -#26003 -Grasslands~ - Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. -~ -260 64 0 0 0 2 -D0 -A small shadowy path leads away to the north. -~ -~ -0 -1 26060 -D1 -~ -~ -0 -1 26013 -D2 -~ -~ -0 -1 26033 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 26026 -S -#26004 -Grasslands~ - Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. You see a windmill close by to the -southwest. The shimmering dome to the north envolopes the sacred city of XXXX. -~ -260 64 0 0 0 2 -D1 -The narrow trail leads east to a somewhat lighter part of the forest. -~ -~ -0 -1 26014 -D2 -~ -~ -0 -1 26034 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 26025 -S -#26005 -Grasslands~ - Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. You can see the top of a windmill far off -in the distance to the southeast. The shimmering dome to the north envolopes -the sacred city of XXXX. -~ -260 64 0 0 0 2 -D1 -The narrow trail leads east to a somewhat lighter part of the forest. -~ -~ -0 -1 26015 -D2 -~ -~ -0 -1 26035 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 26027 -S -#26006 -Grasslands~ - Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. -~ -260 64 0 0 0 2 -D0 -A small shadowy path leads away to the north. -~ -~ -0 -1 26062 -D1 -~ -~ -0 -1 26016 -D2 -~ -~ -0 -1 26036 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 26039 -S -#26007 -Grasslands~ - Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. The shimmering dome to the north envolopes -the sacred city of XXXX. To the north through the dome you can see the southern -wall protecting the city. -~ -260 64 0 0 0 2 -D1 -~ -~ -0 -1 26017 -D2 -~ -~ -0 -1 26037 -S -#26008 -Grasslands~ - Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. -~ -260 64 0 0 0 2 -D0 -A small shadowy path leads away to the north. -~ -~ -0 -1 26079 -D1 -The narrow trail leads east to a somewhat lighter part of the forest. -~ -~ -0 -1 26038 -D2 -~ -~ -0 -1 26089 -S -#26009 -Grasslands~ - Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. -~ -260 64 0 0 0 2 -D0 -A small shadowy path leads away to the north. -~ -~ -0 -1 26038 -D1 -~ -~ -0 -1 26048 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 26089 -S -#26010 -Grasslands~ - The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. You see the topmost section of windmill way far off to the -northwest. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26074 -D1 -Grass. -~ -~ -0 -1 26020 -D2 -Grasslands. -~ -~ -0 -1 26040 -D3 -More grass. -~ -~ -0 -1 26000 -S -#26011 -Grasslands~ - The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. -~ -260 64 0 0 0 2 -D1 -Grass. -~ -~ -0 -1 26021 -D2 -~ -~ -0 -1 26041 -D3 -More grass. -~ -~ -0 -1 26001 -S -#26012 -Grasslands~ - The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. You can see a windmill far off to the northeast. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26075 -D1 -~ -~ -0 -1 26022 -D2 -~ -~ -0 -1 26042 -D3 -~ -~ -0 -1 26002 -S -#26013 -Grasslands~ - The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26070 -D1 -~ -~ -0 -1 26023 -D2 -Grasslands. -~ -~ -0 -1 26043 -D3 -More grass. -~ -~ -0 -1 26003 -S -#26014 -Grasslands~ - The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. What looks to be a windmill lies far off to the southwest. The -shimmering dome to the north envolopes the sacred city of XXXX. To the north -through the dome you can see the southern wall protecting the city. -~ -260 64 0 0 0 2 -D1 -~ -~ -0 -1 26024 -D2 -Grasslands. -~ -~ -0 -1 26044 -D3 -More grass. -~ -~ -0 -1 26004 -S -#26015 -Grasslands~ - The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. You see the windmill directly southeast. The shimmering dome to -the north envelopes the entire city of XXXX. Just to the north you can see the -southern gate of the city. -~ -260 64 0 0 0 2 -D1 -Grass. -~ -~ -0 -1 26025 -D2 -Grasslands. -~ -~ -0 -1 26045 -D3 -More grass. -~ -~ -0 -1 26005 -S -#26016 -Grasslands~ - The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26072 -D1 -~ -~ -0 -1 26026 -D2 -~ -~ -0 -1 26046 -D3 -More grass. -~ -~ -0 -1 26006 -S -#26017 -Grasslands~ - The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. The shimmering dome to the north envolopes the sacred city of -XXXX. To the north through the dome you can see the southern wall protecting -the city. -~ -260 64 0 0 0 2 -D1 -~ -~ -0 -1 26027 -D2 -Grasslands. -~ -~ -0 -1 26047 -D3 -More grass. -~ -~ -0 -1 26007 -S -#26018 -Grasslands~ - The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26039 -D1 -Grass. -~ -~ -0 -1 26036 -D2 -~ -~ -0 -1 26048 -D3 -More grass. -~ -~ -0 -1 26038 -S -#26019 -Grasslands~ - The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26088 -D1 -Grass. -~ -~ -0 -1 26062 -D2 -~ -~ -0 -1 26039 -D3 -More grass. -~ -~ -0 -1 26028 -S -#26020 -Grasslands~ - Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26084 -D1 -~ -~ -0 0 25819 -D2 -Grass. -~ -~ -0 -1 26050 -S -#26021 -Grasslands~ - Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. To the east a -small trail cuts it's way through the brush, almost unnoticeable . -~ -260 64 0 0 0 2 -D1 -~ -~ -0 0 26090 -D2 -Grass. -~ -~ -0 -1 26051 -D3 -More grass. -~ -~ -0 -1 26011 -S -#26022 -Grasslands~ - Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. You see a -windmill far off the north. -~ -260 64 0 0 0 2 -D0 -Grasslands. -~ -~ -0 -1 26085 -D1 -~ -~ -0 -1 26000 -D2 -~ -~ -0 -1 26052 -D3 -~ -~ -0 -1 26012 -S -#26023 -Grasslands~ - Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. -~ -260 64 0 0 0 2 -D0 -Grasslands. -~ -~ -0 -1 26080 -D2 -Grass. -~ -~ -0 -1 26053 -D3 -More grass. -~ -~ -0 -1 26013 -S -#26024 -Grasslands~ - Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. The shimmering -dome to the north envolopes the sacred city of XXXX. To the north through the -dome you can see the southern wall protecting the city. -~ -260 64 0 0 0 2 -D3 -More grass. -~ -~ -0 -1 26014 -S -#26025 -Grasslands~ - Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. You see a -windmill directly south of you. The shimmering dome to the north envolopes the -sacred city of XXXX. -~ -260 64 0 0 0 2 -D1 -~ -~ -0 -1 26004 -D2 -~ -~ -0 0 25300 -D3 -More grass. -~ -~ -0 -1 26015 -S -#26026 -Grasslands~ - Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. -~ -260 64 0 0 0 2 -D0 -Grasslands. -~ -~ -0 -1 26082 -D1 -~ -~ -0 -1 26003 -D2 -~ -~ -0 -1 26056 -D3 -More grass. -~ -~ -0 -1 26016 -S -#26027 -Grasslands~ - Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. The shimmering -dome to the north envolopes the sacred city of XXXX. -~ -260 64 0 0 0 2 -D1 -~ -~ -0 -1 26005 -D2 -~ -~ -0 -1 26057 -D3 -More grass. -~ -~ -0 -1 26017 -S -#26028 -Grasslands~ - Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. -~ -260 64 0 0 0 2 -D0 -Grasslands. -~ -~ -0 -1 26078 -D1 -~ -~ -0 -1 26019 -D2 -Grass. -~ -~ -0 -1 26029 -D3 -More grass. -~ -~ -0 -1 26049 -S -#26029 -Grasslands~ - Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. -~ -260 64 0 0 0 2 -D0 -Grasslands. -~ -~ -0 -1 26028 -D1 -~ -~ -0 -1 26039 -D2 -Grass. -~ -~ -0 -1 26038 -D3 -~ -~ -0 -1 26079 -S -#26030 -Grasslands~ - These long tufts of grass would give you a great opportunity to hide and -sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26000 -D1 -Grasslands. -~ -~ -0 -1 26040 -D2 -~ -~ -0 -1 26060 -D3 -~ -~ -0 -1 26052 -S -#26031 -Grasslands~ - These long tufts of grass would give you a great opportunity to hide and -sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26002 -D1 -Grasslands. -~ -~ -0 -1 26041 -D2 -~ -~ -0 -1 26062 -D3 -~ -~ -0 0 25823 -S -#26032 -Grasslands~ - These long tufts of grass would give you a great opportunity to hide and -sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. -~ -260 0 0 0 0 0 -D0 -~ -~ -0 0 26002 -D1 -~ -~ -0 0 26042 -D2 -~ -~ -0 0 26062 -D3 -~ -~ -0 0 26088 -S -#26033 -Grasslands~ - These long tufts of grass would give you a great opportunity to hide and -sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26003 -D1 -~ -~ -0 -1 26043 -D2 -~ -~ -0 -1 26063 -D3 -~ -~ -0 -1 26056 -S -#26034 -Grasslands~ - These long tufts of grass would give you a great opportunity to hide and -sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. A windmill lies directly -west of you. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26004 -D1 -~ -~ -0 -1 26044 -D2 -~ -~ -0 -1 26064 -D3 -~ -~ -0 0 25300 -S -#26035 -Grasslands~ - These long tufts of grass would give you a great opportunity to hide and -sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. A windmill lies far off to -the east from here. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26005 -D1 -Grasslands. -~ -~ -0 -1 26045 -D2 -~ -~ -0 -1 26065 -D3 -More grass. -~ -~ -0 -1 26057 -S -#26036 -Grasslands~ - These long tufts of grass would give you a great opportunity to hide and -sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26006 -D1 -Grasslands. -~ -~ -0 -1 26046 -D2 -~ -~ -0 -1 26066 -D3 -~ -~ -0 -1 26018 -S -#26037 -Grasslands~ - These long tufts of grass would give you a great opportunity to hide and -sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26007 -D1 -Grasslands. -~ -~ -0 -1 26047 -D2 -~ -~ -0 -1 26067 -S -#26038 -Grasslands~ - These long tufts of grass would give you a great opportunity to hide and -sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26029 -D1 -Grasslands. -~ -~ -0 -1 26018 -D2 -~ -~ -0 -1 26009 -D3 -More grass. -~ -~ -0 -1 26008 -S -#26039 -Grasslands~ - These long tufts of grass would give you a great opportunity to hide and -sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26019 -D1 -Grasslands. -~ -~ -0 -1 26006 -D2 -~ -~ -0 -1 26018 -D3 -More grass. -~ -~ -0 -1 26029 -S -#26040 -Grasslands~ - All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26010 -D1 -~ -~ -0 -1 26050 -D2 -~ -~ -0 -1 26070 -D3 -~ -~ -0 -1 26030 -S -#26041 -Grasslands~ - All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26011 -D1 -~ -~ -0 -1 26051 -D2 -~ -~ -0 -1 26071 -D3 -~ -~ -0 -1 26031 -S -#26042 -Grasslands~ - All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26012 -D1 -~ -~ -0 -1 26052 -D2 -~ -~ -0 -1 26072 -D3 -~ -~ -0 0 26032 -S -#26043 -Grasslands~ - All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26013 -D1 -~ -~ -0 -1 26053 -D2 -~ -~ -0 -1 26073 -D3 -~ -~ -0 -1 26033 -S -#26044 -Grasslands~ - All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. A windmill lies -far off to the west from here. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26014 -D2 -~ -~ -0 -1 26074 -D3 -~ -~ -0 -1 26034 -S -#26045 -Grasslands~ - All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. The windmill -lies directly east from you. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26015 -D1 -~ -~ -0 0 25300 -D2 -~ -~ -0 -1 26075 -D3 -~ -~ -0 -1 26035 -S -#26046 -Grasslands~ - All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26016 -D1 -~ -~ -0 -1 26056 -D2 -~ -~ -0 -1 26076 -D3 -~ -~ -0 -1 26036 -S -#26047 -Grasslands~ - All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26017 -D1 -~ -~ -0 -1 26057 -D2 -~ -~ -0 -1 26077 -D3 -~ -~ -0 -1 26037 -S -#26048 -Grasslands~ - All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26018 -D1 -~ -~ -0 -1 26066 -D3 -~ -~ -0 -1 26009 -S -#26049 -Grasslands~ - All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26068 -D1 -~ -~ -0 -1 26028 -D2 -~ -~ -0 -1 26079 -S -#26050 -Grasslands~ - You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. -~ -260 64 0 0 0 2 -D0 -Grasslands - for a looonnngg way. -~ -~ -0 -1 26020 -D1 -~ -~ -0 0 25823 -D2 -Holy grasslands!. -~ -~ -0 -1 26080 -D3 -~ -~ -0 -1 26040 -S -#26051 -Grasslands~ - You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. -~ -260 64 0 0 0 2 -D0 -Grasslands - for a looonnngg way. -~ -~ -0 -1 26021 -D2 -~ -~ -0 -1 26081 -D3 -~ -~ -0 -1 26041 -S -#26052 -Grasslands~ - You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. -~ -260 64 0 0 0 2 -D0 -Grasslands - for a looonnngg way. -~ -~ -0 -1 26022 -D1 -~ -~ -0 -1 26030 -D2 -Holy grasslands!. -~ -~ -0 -1 26082 -D3 -~ -~ -0 -1 26042 -S -#26053 -Grasslands~ - You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. -~ -260 64 0 0 0 2 -D0 -Grasslands - for a looonnngg way. -~ -~ -0 -1 26023 -D2 -Holy grasslands!. -~ -~ -0 -1 26083 -D3 -~ -~ -0 -1 26043 -S -#26054 -Grasslands~ - You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. -~ -260 64 0 0 0 2 -D0 -Grasslands - for a looonnngg way. -~ -~ -0 -1 26051 -D2 -Holy grasslands!. -~ -~ -0 -1 26003 -S -#26055 -Grasslands~ - You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. -~ -260 64 0 0 0 2 -D0 -Grasslands - for a looonnngg way. -~ -~ -0 -1 26051 -D2 -Holy grasslands!. -~ -~ -0 -1 26003 -D4 -~ -~ -0 -1 26001 -S -#26056 -Grasslands~ - You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. -~ -260 64 0 0 0 2 -D0 -Grasslands - for a looonnngg way. -~ -~ -0 -1 26026 -D1 -~ -~ -0 -1 26033 -D2 -Holy grasslands!. -~ -~ -0 -1 26086 -D3 -~ -~ -0 -1 26046 -S -#26057 -Grasslands~ - You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. -~ -260 64 0 0 0 2 -D0 -Grasslands - for a looonnngg way. -~ -~ -0 -1 26027 -D1 -~ -~ -0 -1 26035 -D2 -Holy grasslands!. -~ -~ -0 -1 26087 -D3 -~ -~ -0 -1 26047 -S -#26058 -Grasslands~ - You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. -~ -260 64 0 0 0 2 -D0 -Grasslands - for a looonnngg way. -~ -~ -0 -1 26087 -D1 -~ -~ -0 -1 26002 -D2 -Holy grasslands!. -~ -~ -0 -1 26088 -D3 -~ -~ -0 -1 26069 -S -#26059 -Grasslands~ - You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. -~ -260 64 0 0 0 2 -D0 -Grasslands - for a looonnngg way. -~ -~ -0 -1 26067 -D1 -~ -~ -0 -1 26069 -D2 -Holy grasslands!. -~ -~ -0 -1 26068 -S -#26060 -Grasslands~ - A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? -~ -260 9 0 0 0 3 -D0 -~ -~ -0 -1 26030 -D1 -~ -~ -0 -1 26070 -D2 -~ -~ -0 -1 26003 -D3 -~ -~ -0 -1 26082 -S -#26061 -Grasslands~ - A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? -~ -260 9 0 0 0 3 -D0 -~ -~ -0 -1 26031 -D1 -~ -~ -0 -1 26071 -D3 -~ -~ -0 0 25850 -S -#26062 -Grasslands~ - A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? -~ -260 9 0 0 0 3 -D0 -~ -~ -0 0 26032 -D1 -~ -~ -0 -1 26072 -D2 -~ -~ -0 -1 26006 -D3 -~ -~ -0 -1 26019 -S -#26063 -Grasslands~ - A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? -~ -260 9 0 0 0 3 -D0 -~ -~ -0 -1 26033 -D1 -~ -~ -0 -1 26073 -D3 -~ -~ -0 -1 26086 -S -#26064 -Grasslands~ - A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? The -windmill lies directly northwest from here. -~ -260 9 0 0 0 3 -D0 -~ -~ -0 -1 26034 -D1 -~ -~ -0 -1 26074 -D2 -~ -~ -0 -1 26000 -D3 -~ -~ -0 -1 26085 -S -#26065 -Grasslands~ - A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? There is a -windmill way off to the northeast. -~ -260 64 0 0 0 3 -D0 -~ -~ -0 -1 26035 -D1 -~ -~ -0 -1 26075 -D2 -~ -~ -0 -1 26002 -D3 -~ -~ -0 -1 26087 -S -#26066 -Grasslands~ - A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? -~ -260 9 0 0 0 3 -D0 -~ -~ -0 -1 26036 -D1 -~ -~ -0 -1 26076 -D3 -~ -~ -0 -1 26048 -S -#26067 -Grasslands~ - A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? A small -path leads west into the woods. -~ -260 9 0 0 0 3 -D0 -~ -~ -0 -1 26037 -D1 -~ -~ -0 -1 26077 -D2 -~ -~ -0 -1 26059 -D3 -~ -~ -0 0 26145 -S -#26068 -Grasslands~ - A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? -~ -260 9 0 0 0 3 -D0 -~ -~ -0 -1 26059 -D1 -~ -~ -0 -1 26078 -D2 -~ -~ -0 -1 26049 -S -#26069 -Grasslands~ - A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? -~ -260 9 0 0 0 3 -D0 -~ -~ -0 -1 26077 -D1 -~ -~ -0 -1 26058 -D2 -~ -~ -0 -1 26078 -D3 -~ -~ -0 -1 26059 -S -#26070 -Grasslands~ - The only thing you can see above the waving grass in any direction is a -Windmill far in the distance and the forest trees which surround the area on -three sides. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26040 -D1 -~ -~ -0 -1 26080 -D2 -~ -~ -0 -1 26013 -D3 -~ -~ -0 -1 26060 -S -#26071 -Grasslands~ - The only thing you can see above the waving grass in any direction is a -Windmill far in the distance and the forest trees which surround the area on -three sides. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26041 -D1 -~ -~ -0 -1 26081 -D3 -~ -~ -0 -1 26061 -S -#26072 -Grasslands~ - The only thing you can see above the waving grass in any direction is a -Windmill far in the distance and the forest trees which surround the area on -three sides. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26042 -D1 -~ -~ -0 -1 26082 -D2 -~ -~ -0 -1 26016 -D3 -~ -~ -0 -1 26062 -S -#26073 -Grasslands~ - The only thing you can see above the waving grass in any direction is a -Windmill far in the distance and the forest trees which surround the area on -three sides. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26043 -D1 -~ -~ -0 -1 26083 -D3 -~ -~ -0 -1 26063 -S -#26074 -Grasslands~ - The only thing you can see above the waving grass in any direction is a -Windmill far in the distance and the forest trees which surround the area on -three sides. A windmill lies way off to the northwest. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26044 -D1 -~ -~ -0 -1 26084 -D2 -~ -~ -0 -1 26010 -D3 -~ -~ -0 -1 26064 -S -#26075 -Grasslands~ - The only thing you can see above the waving grass in any direction is a -Windmill far in the distance and the forest trees which surround the area on -three sides. The windmill lies directly northeast of you. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26045 -D1 -~ -~ -0 -1 26085 -D2 -~ -~ -0 -1 26012 -D3 -~ -~ -0 -1 26065 -S -#26076 -Grasslands~ - The only thing you can see above the waving grass in any direction is a -Windmill far in the distance and the forest trees which surround the area on -three sides. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26046 -D1 -~ -~ -0 -1 26086 -D3 -~ -~ -0 -1 26066 -S -#26077 -Grasslands~ - The only thing you can see above the waving grass in any direction is a -Windmill far in the distance and the forest trees which surround the area on -three sides. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26047 -D1 -~ -~ -0 -1 26087 -D2 -~ -~ -0 -1 26069 -D3 -~ -~ -0 -1 26067 -S -#26078 -Grasslands~ - The only thing you can see above the waving grass in any direction is a -Windmill far in the distance and the forest trees which surround the area on -three sides. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26069 -D1 -~ -~ -0 -1 26088 -D2 -~ -~ -0 -1 26028 -D3 -~ -~ -0 -1 26068 -S -#26079 -Grasslands~ - The only thing you can see above the waving grass in any direction is a -Windmill far in the distance and the forest trees which surround the area on -three sides. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26049 -D1 -~ -~ -0 -1 26029 -D2 -~ -~ -0 -1 26008 -S -#26080 -Grasslands~ - Brown grass is everywhere, all around you. You may go in any direction you -please. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26050 -D1 -~ -~ -0 0 25850 -D2 -~ -~ -0 -1 26023 -D3 -~ -~ -0 -1 26070 -S -#26081 -Grasslands~ - Brown grass is everywhere, all around you. You may go in any direction you -please. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26051 -D3 -~ -~ -0 -1 26071 -S -#26082 -Grasslands~ - Brown grass is everywhere, all around you. You may go in any direction you -please. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26052 -D1 -~ -~ -0 -1 26060 -D2 -~ -~ -0 -1 26026 -D3 -~ -~ -0 -1 26072 -S -#26083 -Grasslands~ - Brown grass is everywhere, all around you. You may go in any direction you -please. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26053 -D3 -~ -~ -0 -1 26073 -S -#26084 -Grasslands~ - Brown grass is everywhere, all around you. You may go in any direction you -please. -~ -260 64 0 0 0 2 -D2 -~ -~ -0 -1 26020 -D3 -~ -~ -0 -1 26074 -S -#26085 -Grasslands~ - Brown grass is everywhere, all around you. You may go in any direction you -please. The windmill lies directly north of you. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 0 25300 -D1 -~ -~ -0 -1 26064 -D2 -~ -~ -0 -1 26022 -D3 -~ -~ -0 -1 26075 -S -#26086 -Grasslands~ - Brown grass is everywhere, all around you. You may go in any direction you -please. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26056 -D1 -~ -~ -0 -1 26063 -D3 -~ -~ -0 -1 26076 -S -#26087 -Grasslands~ - Brown grass is everywhere, all around you. You may go in any direction you -please. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26057 -D1 -~ -~ -0 -1 26065 -D2 -~ -~ -0 -1 26058 -D3 -~ -~ -0 -1 26077 -S -#26088 -Grasslands~ - Brown grass is everywhere, all around you. You may go in any direction you -please. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26058 -D1 -~ -~ -0 0 26032 -D2 -~ -~ -0 -1 26019 -D3 -~ -~ -0 -1 26078 -S -#26089 -Grasslands~ - Brown grass is everywhere, all around you. You may go in any direction you -please. -~ -260 64 0 0 0 2 -D0 -~ -~ -0 -1 26008 -D1 -~ -~ -0 -1 26009 -S -#26090 -Obscure Path~ - As it turns out, the path leads downhill, although from your vantage point -west of here, you could not tell that. It seems that the continuing brush you -thought was a large field is actually tree tops! The path continues east, -becoming more and more enclosed as you move in that direction. To the west the -path heads uphill into a huge grassy field. -~ -260 0 0 0 0 3 -D1 -~ -~ -0 0 26091 -D3 -~ -~ -0 0 26021 -S -#26091 -Obscure Path~ - The path continues downhill at a steep angle to the east, uphill to the west. -Just east of you, you think you may see some sort of break in the trees, as the -forest you entered into seems to have come upon you quite suddenly. -~ -260 0 0 0 0 3 -D3 -~ -~ -0 0 26090 -S -$~ diff --git a/lib/world/wld/261.wld b/lib/world/wld/261.wld deleted file mode 100644 index fe3eb1e..0000000 --- a/lib/world/wld/261.wld +++ /dev/null @@ -1,952 +0,0 @@ -#26100 -Foyer~ - You stand at the entrance to a large home, a home almost large enough to be -called a castle. To the west a hallway runs into the interior of the castle. -North of you is a door which looks to house a coat closet. -~ -261 8 0 0 0 0 -D0 -~ -door closet~ -1 0 26101 -D1 -~ -door~ -1 0 26142 -D3 -~ -~ -0 0 26102 -E -credits~ - * The Castle -* Written by Kaan for Dibrova -Levels: 20 - 25 -84 rooms -19 mobs -23 objs -Connector Zone(s): The Light Forest -This was a zone I had to sort of build off the cuff. It was when we -started getting a larger influx of new players and needed this part- -icular level range of eq. I slapped it together in less than a day -and had it ready for play immediately. All things considered, its not -a bad zone for what it was created for. -~ -S -#26101 -Closet~ - Upon entering the closet, you immediately notice that it is much larger than -you first thought it to be. In fact, it is immense. You cannot see the walls -in any direction, nor the ceiling. -~ -261 8 0 0 0 0 -D2 -~ -~ -0 0 26100 -S -#26102 -Hallway~ - You have entered a room that, although from your first look from in the foyer -looked to be a hallway, turns out to be a large room which has exits in all -directions. A hallway runs east from here, there are open doorways to the north -and south, and west there is a closed door. There is even a large, grand -staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26103 -D1 -~ -~ -0 -1 26103 -D2 -~ -~ -0 0 26103 -D3 -~ -door~ -1 -1 26103 -D4 -~ -~ -0 0 26103 -D5 -~ -~ -0 0 26103 -S -#26103 -Hallway~ - You have entered a room that, although from your first look from in the foyer -looked to be a hallway, turns out to be a large room which has exits in all -directions. A hallway runs east from here, there are open doorways to the north -and south, and west there is a closed door. There is even a large, grand -staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26104 -D1 -~ -~ -0 -1 26104 -D2 -~ -~ -0 0 26104 -D3 -~ -door~ -1 -1 26104 -D4 -~ -~ -0 0 26104 -D5 -~ -~ -0 0 26104 -S -#26104 -Hallway~ - You have entered a room that, although from your first look from in the foyer -looked to be a hallway, turns out to be a large room which has exits in all -directions. A hallway runs east from here, there are open doorways to the north -and south, and west there is a closed door. There is even a large, grand -staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26105 -D1 -~ -~ -0 -1 26105 -D2 -~ -~ -0 0 26105 -D3 -~ -door~ -1 -1 26105 -D4 -~ -~ -0 0 26105 -D5 -~ -~ -0 0 26105 -S -#26105 -Hallway~ - You have entered a room that, although from your first look from in the foyer -looked to be a hallway, turns out to be a large room which has exits in all -directions. A hallway runs east from here, there are open doorways to the north -and south, and west there is a closed door. There is even a large, grand -staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26106 -D1 -~ -~ -0 -1 26106 -D2 -~ -~ -0 0 26106 -D3 -~ -door~ -1 -1 26106 -D4 -~ -~ -0 0 26106 -D5 -~ -~ -0 0 26106 -S -#26106 -Hallway~ - You have entered a room that, although from your first look from in the foyer -looked to be a hallway, turns out to be a large room which has exits in all -directions. A hallway runs east from here, there are open doorways to the north -and south, and west there is a closed door. There is even a large, grand -staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26107 -D1 -~ -~ -0 0 26107 -D2 -~ -~ -0 0 26107 -D3 -~ -door~ -1 -1 26107 -D4 -~ -~ -0 0 26107 -D5 -~ -~ -0 0 26107 -S -#26107 -Hallway~ - You have entered a room that, although from your first look from in the foyer -looked to be a hallway, turns out to be a large room which has exits in all -directions. A hallway runs east from here, there are open doorways to the north -and south, and west there is a closed door. There is even a large, grand -staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26108 -D1 -~ -~ -0 0 26108 -D2 -~ -~ -0 0 26108 -D3 -~ -door~ -1 0 26108 -D4 -~ -~ -0 0 26108 -D5 -~ -~ -0 -1 26108 -S -#26108 -Hallway~ - You have entered a room that, although from your first look from in the foyer -looked to be a hallway, turns out to be a large room which has exits in all -directions. A hallway runs east from here, there are open doorways to the north -and south, and west there is a closed door. There is even a large, grand -staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26109 -D1 -~ -~ -0 0 26109 -D2 -~ -~ -0 0 26109 -D3 -~ -~ -0 0 26109 -D4 -~ -~ -0 0 26109 -D5 -~ -~ -0 0 26109 -E -linen shelf shelves~ - White sheets, pillow-cases, etc. Not really anything that you need, but -interesting. -~ -S -#26109 -Hallway~ - You have entered a room that, although from your first look from in the foyer -looked to be a hallway, turns out to be a large room which has exits in all -directions. A hallway runs east from here, there are open doorways to the north -and south, and west there is a closed door. There is even a large, grand -staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 -1 26110 -D1 -~ -~ -0 -1 26110 -D2 -~ -~ -0 -1 26110 -D3 -~ -door~ -1 0 26110 -D4 -~ -~ -0 0 26110 -D5 -~ -~ -0 0 26110 -S -#26110 -Sitting Room~ - This large room looks to be the main room for entertaining guests. Tables -are scattered throughout the room, people seated here and there, enjoying the -day, chatting away about everything and nothing. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26111 -D1 -~ -~ -0 0 26100 -D3 -~ -~ -0 0 26114 -S -#26111 -Kitchen~ - You have entered into a very well-equipped kitchen, one which seems so well -stocked a whole town could eat here for a month and never have to get any more -food. It seems strange that only one cook would be on staff for such a large -facility. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26112 -D2 -~ -~ -0 0 26110 -D3 -~ -~ -0 0 26113 -E -closet~ - Nice clothes, but not your size at all. -~ -E -desk~ - The desk is basically uninteresting, as are the papers on top of it... -~ -S -#26112 -Pantry~ - This small space is cramped enough without this huge woman stuffing her face -full of anything edible she can get her hands on. -~ -261 9 0 0 0 0 -D2 -~ -~ -0 0 26111 -E -book books~ - There are lots of books about everything here! -~ -S -#26113 -Dining Room~ - A table laden with food lies in the center of this room, inviting any and all -to partake of this great bounty. -~ -261 8 0 0 0 0 -D1 -~ -~ -0 0 26111 -D2 -~ -~ -0 0 26114 -S -#26114 -Portrait Studio~ - This room is filled with portaits of every size and shape imaginable. -Hanging from every angle, every height, you can't help but stop and peruse all -of this fine art. A staircase leads up from here to another level. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26113 -D1 -~ -~ -0 0 26110 -D4 -~ -~ -0 0 26115 -S -#26115 -A Stairwell~ - This stairwell continues up or down, you see no end or landing in your -immediate line of sight. -~ -261 8 0 0 0 0 -D4 -~ -~ -0 -1 26116 -D5 -~ -~ -0 -1 26120 -S -#26116 -Stairwell~ - This stairwell still continues up and down as far as your line of sight -allows. Strange, this building didn't seem this tall when you saw it from the -outside. -~ -261 8 0 0 0 0 -D4 -~ -~ -0 0 26117 -D5 -~ -~ -0 0 26115 -S -#26117 -Stairwell~ - Still you climb, up and up, or down and down, whichever as it may be in -relation to the direction you're heading. -~ -261 8 0 0 0 0 -D4 -~ -~ -0 0 26118 -D5 -~ -~ -0 0 26116 -S -#26118 -Stairwell~ - The stairs do not seem to end, nor do they ever seem as if they will end. -You must be in a tower on the backside of the building and that's why you never -noticed this immense height from outside. -~ -261 8 0 0 0 0 -D1 -~ -wall~ -1 0 26121 -D4 -~ -~ -0 0 26119 -D5 -~ -~ -0 0 26117 -S -#26119 -Stairwell~ - The gray stone and motar walls are getting just a bit old now. Myabe if -called out for help, or just sat and waited for someone to come along...? -~ -261 8 0 0 0 0 -D4 -~ -~ -0 0 26120 -D5 -~ -~ -0 0 26118 -S -#26120 -Stairwell~ - The stairwell still goes up as far as you can see. It also still goes down -as far as you can see. It's been going up forever. It's been going down -forever. Where is the top? Where is the bottom? Where?! -~ -261 8 0 0 0 0 -D4 -~ -~ -0 0 26115 -D5 -~ -~ -0 0 26119 -S -#26121 -Mountain Forest~ - You stand in a forest at a high altitude on a mountain. Large trees, the -size of three men side by side rise from the forest floor, towering high above -you. Birds sing, branches creak, and you have to wonder... -What the Hell am I -doing here?! - -~ -261 0 0 0 0 3 -S -T 26100 -#26122 -Bedroom~ - You land with a -THUMP! - in the center of a huge feather bed which sits in -the middle of an opulent bedroom. It's a darn good thing you landed on the bed -and not on the floor, or it might've hurt! The only bad thing about this -experience is that the man and woman who were in the bed seem to be just a bit -perturbed that landed on them, too. -~ -261 8 0 0 0 0 -D3 -~ -door~ -1 -1 26123 -S -#26123 -Spotless White Hallway~ - You have entered into a short hallway which runs east to west, but only for a -short ways. At the western end of the hallway there is a door and on the north -and south sides there are doors spaced evenly apart three in each row. >From -some unknown source, a soft but bright light keeps this place lit up, and from -the same source, soft orchestra music plays quietly. The walls here are white -as any you've ever seen, with not a mark or mar upon them. -~ -261 8 0 0 0 0 -D0 -~ -door~ -1 0 26131 -D2 -~ -door~ -1 0 26130 -D3 -~ -~ -0 0 26124 -E -tapestry tapestries painting paintings~ - Many of these show scenes of high magic and heroism. Just like almost every -tapestry and painting you've seen. -~ -S -#26124 -Hallway~ - The walls still glisten white, doors still line those walls, and the music -plays on and on in accompaniment to the soft light all around you. -~ -261 8 0 0 0 0 -D0 -~ -door~ -1 0 26132 -D1 -~ -~ -0 0 26123 -D2 -~ -door~ -1 0 26129 -D3 -~ -~ -0 0 26125 -S -#26125 -Spotless White Hallway~ - You are at the western end of this spotlessly clean hallway. The music -really is getting on your nerves now, it sounds to be the same song being played -over and over and over... Who ARE these people who live here? -~ -261 8 0 0 0 0 -D0 -~ -door~ -1 0 26126 -D1 -~ -~ -0 0 26124 -D2 -~ -door~ -1 0 26128 -D3 -~ -door~ -1 0 26127 -S -#26126 -Bathroom~ - You stand in a room whose only function is to house a shower stall. Seems -normal enough. The only out-of-the-ordinary thing about there being a shower is -the shower itself and the occupant within. -~ -261 8 0 0 0 0 -D2 -~ -door~ -1 -1 26125 -E -cell cells~ - It is open, empty, and uninteresting. -~ -S -#26127 -Dragon's Lair~ - You have to give a bit of a double-take as you enter into this room. The -spotlessly clean hallways you just left are replaced by cold gray walls of -stone. The chamber itself could easily house a full grown dragon, it is so big. -As a matter of fact, it does house a full grown dragon. -~ -261 9 0 0 0 5 -D1 -~ -door~ -1 0 26125 -E -cell cells~ - It is open, empty, and uninteresting. -~ -S -#26128 -A Dark Room~ - It is pitch black... -~ -261 9 0 0 0 0 -D0 -~ -door~ -1 -1 26125 -S -#26129 -The Bar~ - Now this is your kind of place! Neon lights light your way past the band to -the Bar. All your favorite drinks are on hand, anything you want, just ask Old -Marty, the bartender, who is always more than happy to get you what you need. -~ -261 8 0 0 0 0 -D0 -~ -door~ -1 0 26124 -S -#26130 -Martin's Rest~ - This room is completely empty save the man hanging by his neck from a rope -tied to a support in the ceiling and the over-turned chair which you assume is -the very chair he must have used to get himself into his current situation. -~ -261 8 0 0 0 0 -D0 -~ -door~ -1 0 26123 -S -#26131 -Butler's Quarters~ - This must be the only normal room in the whole castle! A tidy place, as only -a butler's room could be, with the bed made without a wrinkle, clothing all hung -neatly in a closet alcove. Inna and Igor are lucky to have this man, this -beacon of normalcy, on staff. -~ -261 9 0 0 0 0 -D1 -~ -closet~ -1 0 26133 -D2 -~ -door~ -1 0 26123 -S -#26132 -Ma & Pa's Home~ - This is a simply furnished room, with a fire crackling merrily in the -fireplace, keeping time with Ma's knitting needles and Pa's wittlin' knife. -~ -261 12 0 0 0 0 -D2 -~ -door~ -1 0 26124 -S -#26133 -Waiting Room~ - This smallish room has two comfortable looking couches to wait on. A small -end table holds literature to read while passing time waiting for an audience -with the master and mistress of this place. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26134 -D3 -~ -~ -0 0 26110 -S -#26134 -A Hallway~ - This small hallway runs north-south. To the south is the waiting room that -you came from. To the north the hallway continues on, eventually opening up -into a large room. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26135 -D2 -~ -~ -0 -1 26133 -S -#26135 -A Hallway~ - The small hallway continues here, north to south. The waiting room lies a -ways south of you and what you presume to be Inna and Igor's office or reception -room lies north. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26136 -D1 -~ -wall~ -1 0 26141 -D2 -~ -~ -0 0 26134 -D3 -~ -wall~ -1 0 26138 -E -sculpture tapestry sculptures tapestries~ - They look nice, but aren't very valuable. -~ -S -#26136 -A Hallway~ - The entance to a large room lies just north of you, while the length of the -hallway runs south into the waiting room. -~ -261 8 0 0 0 0 -D0 -~ -~ -0 0 26137 -D1 -~ -wall~ -1 0 26139 -D2 -~ -~ -0 0 26135 -D3 -~ -wall~ -1 0 26140 -S -#26137 -Den~ - This comfortable room hosts a large oak desk which sits before a huge stone -fireplace. The fire is currently lit, giving you warmth and comfort, even in -this strange castle. Pictures line the mantle of the fireplace, awards hang on -the walls from various mage academies. These people seem to have been -socialites in their time. -~ -261 8 0 0 0 0 -D2 -~ -~ -0 0 26136 -E -picture~ - This picture out of all of them, catches your eye the most. It has a -picture of a man dressed in a clown suit wearing a pointed hat. He looks to be -in the midst of a silly looking dance. Curious, you turn the picture over and -see that there are words scribbled on the back. They read --Man, are you dumb! How long you been waiting in this room? Do you really think -that we receive visitors? -~ -S -#26138 -Igor's Office~ - This seems more like a play room than an office! Lots of toys and dolls -laying about, a couple of simple games on the shelves. A great many books line -the southern wall, but for the most part, they look as if they are usually -unread. Seems strange that a famous illiusionist would have these sorts of -things on his office... -~ -261 9 0 0 0 0 -D1 -~ -~ -0 0 26135 -S -#26139 -Inna's Office~ - This quaintly decorated room holds nothing more than a small desk and a -chair. Book shelves line the walls both to the south and the north. A small -window in the eastern wall affords a view of the forest outside. Strangely -enough, it seems you are still on the ground floor. -~ -261 8 0 0 0 0 -D3 -~ -~ -0 0 26136 -S -#26140 -Inna & Igor's Bedroom~ - This seems to be your usual dark toned, wooden, old-person's bedroom set up. -Lots of lace on the bed covers, pictures on the dressers of Ma and Pa, the whole -normal old person's place. Maybe these guys aren't so weird after all... -~ -261 8 0 0 0 0 -D1 -~ -~ -0 0 26136 -S -#26141 -The Laboratory~ - This laboratory has lots of stuff in it. Beakers, flasks, burners, tongs, -mortars and pestles, jars filled with normal things, jars filled with abnormal -things, jars filled with things you'd rather not think about... A search could -reveal many things... Inna and Igor both seem surprised to see you. -~ -261 8 0 0 0 0 -D3 -~ -door~ -1 0 26135 -E -mortar mortars pestle pestles jar jars~ - Looks like normal, fragile lab equipment to you. -~ -E -beaker beakers flask flasks burner burners tong tongs~ - Looks like normal, fragile lab equipment to you. -~ -S -#26142 -Entrance to a Large Home~ - You stand at the entrance to a home that is not precisely huge, but -definitely large by most standards. The door lies directly west of you or you -may head back along the path through the forest to the grasslands. -~ -261 0 0 0 0 1 -D1 -~ -~ -0 0 26143 -D3 -~ -door~ -1 0 26100 -S -#26143 -A Twisty Path~ - The path heads due west toward a large home. You have heard of an old -married couple who used to be Head Enchanter and Enchantress to the Lord at -Lord's Keep, maybe this is it... The path also heads north through the forest. -~ -261 0 0 0 0 3 -D0 -~ -~ -0 0 26144 -D3 -~ -~ -0 0 26142 -S -#26144 -Twisty Path~ - The path heads through this jumbled forest, not really seeming to lead -anywhere. There are a great many leaves strewn in the path, giving you the -impression that not many people travel this way very often. -~ -261 0 0 0 0 3 -D1 -~ -~ -0 0 26145 -D2 -~ -~ -0 0 26143 -S -#26145 -Start of a Twisty Path~ - You stand at the edge of the field and the edge of a forest. The way to the -forest is west, and the grasslands spread out to your east. -~ -261 0 0 0 0 3 -D1 -~ -~ -0 0 26067 -D3 -~ -~ -0 0 26144 -S -$~ diff --git a/lib/world/wld/262.wld b/lib/world/wld/262.wld deleted file mode 100644 index 596cfd7..0000000 --- a/lib/world/wld/262.wld +++ /dev/null @@ -1,1471 +0,0 @@ -#26200 -Forest Trails Zone Description Room By Kaan~ - *The Forest Trails *Modified by Kaan for Dibrova This is the same Forest that -is available on the CircleMud site, a lump of same descrip rooms which work as -an extremely effective connector zone off of any city. I added some mobs and eq -which are not part of the package you receive from the CircleMud download. -Apologies to the original builder if I have offended at all by reposting this -zone on my webpage, just thought that others might appreciate the mobs and eq as -well. -Links: 17s, 18se, 20e, 45n, 56esw -26233 west to 3053 -26239 east to silverthorne -~ -262 512 0 0 0 0 -S -#26201 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D1 -The woods continue to the east. -~ -~ -0 -1 26202 -D2 -The woods continue to the south. -~ -~ -0 -1 26205 -S -#26202 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D2 -The woods continues to the south. -~ -~ -0 -1 26206 -D3 -The woods continues to the west. -~ -~ -0 -1 26201 -S -#26203 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. To the -north you can see the spires of a huge castle rising high above the forest -around you. -~ -262 32768 0 0 0 3 -D0 -~ -~ -0 0 29801 -D2 -The woods continue to the south. -~ -~ -0 -1 26208 -S -#26204 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D1 -The woods continue to the east. -~ -~ -0 -1 26205 -D2 -The woods continue to the south. -~ -~ -0 -1 26209 -S -#26205 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26201 -D1 -The woods continue to the east. -~ -~ -0 -1 26206 -D2 -The woods continue to the south. -~ -~ -0 -1 26210 -D3 -The woods continue to the west. -~ -~ -0 -1 26204 -S -#26206 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26202 -D1 -The woods continue to the east. -~ -~ -0 -1 26207 -D2 -The woods continue to the south. -~ -~ -0 -1 26211 -D3 -The woods continue to the west. -~ -~ -0 -1 26205 -S -#26207 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D2 -The woods continue to the south. -~ -~ -0 -1 26212 -D3 -The woods continue to the west. -~ -~ -0 -1 26206 -S -#26208 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26203 -D2 -The woods continue to the south. -~ -~ -0 -1 26226 -D3 -The woods continue to the west. -~ -~ -0 -1 26222 -S -#26209 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26204 -D1 -The woods continue to the east. -~ -~ -0 -1 26210 -D2 -The woods continue to the south. -~ -~ -0 -1 26214 -S -#26210 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26205 -D1 -The woods continue to the east. -~ -~ -0 -1 26211 -D2 -The woods continue to the south. -~ -~ -0 -1 26215 -D3 -The woods continue to the west. -~ -~ -0 -1 26209 -S -#26211 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26206 -D1 -The woods continue to the east. -~ -~ -0 -1 26212 -D2 -The woods continue to the south. -~ -~ -0 -1 26216 -D3 -The woods continue to the west. -~ -~ -0 -1 26210 -S -#26212 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26207 -D1 -The woods continue to the east. -~ -~ -0 -1 26213 -D2 -The woods continue to the south. -~ -~ -0 -1 26217 -D3 -The woods continue on to the west. -~ -~ -0 -1 26211 -S -#26213 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D2 -The woods continue to the south. -~ -~ -0 -1 26218 -D3 -The woods continue to the west. -~ -~ -0 -1 26212 -S -#26214 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26209 -D1 -The woods continue to the east. -~ -~ -0 -1 26215 -D2 -The woods continue to the south. -~ -~ -0 -1 26232 -S -#26215 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26210 -D1 -The woods continue to the east. -~ -~ -0 -1 26216 -D2 -The woods continue to the south. -~ -~ -0 -1 26219 -D3 -The woods continue to the west. -~ -~ -0 -1 26214 -S -#26216 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26211 -D1 -The woods continue to the east. -~ -~ -0 -1 26217 -D2 -The woods continue to the south. -~ -~ -0 -1 26220 -D3 -The woods continue to the west. -~ -~ -0 -1 26215 -S -#26217 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26212 -D1 -The woods continue to the east. -~ -~ -0 -1 26218 -D3 -The woods continue to the west. -~ -~ -0 -1 26216 -S -#26218 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26213 -D3 -The woods continue to the west. -~ -~ -0 -1 26217 -S -#26219 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26215 -D1 -The woods continue to the east. -~ -~ -0 -1 26220 -D3 -The woods continue to the west. -~ -~ -0 -1 26232 -S -#26220 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26216 -D2 -The woods continue to the south. -~ -~ -0 -1 26244 -D3 -The woods continue to the west. -~ -~ -0 -1 26219 -S -#26221 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D1 -The woods continue to the east. -~ -~ -0 -1 26222 -D2 -The woods continue to the south. -~ -~ -0 -1 26224 -S -#26222 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D1 -The woods continue to the east. -~ -~ -0 -1 26208 -D2 -The woods continue to the south. -~ -~ -0 -1 26225 -D3 -The woods continue to the west. -~ -~ -0 -1 26221 -S -#26223 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D1 -The woods continue to the east. -~ -~ -0 -1 26224 -D2 -The woods continue to the south. -~ -~ -0 -1 26228 -S -#26224 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continues to the north. -~ -~ -0 -1 26221 -D1 -The woods continues to the east. -~ -~ -0 -1 26225 -D2 -The woods continues to the south. -~ -~ -0 -1 26229 -D3 -The woods continue to the west. -~ -~ -0 -1 26223 -S -#26225 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continues to the north. -~ -~ -0 -1 26222 -D1 -The woods continues to the east. -~ -~ -0 -1 26226 -D2 -The woods continue to the south. -~ -~ -0 -1 26230 -D3 -The woods continus to the west. -~ -~ -0 -1 26224 -S -#26226 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26208 -D2 -The woods continue to the south. -~ -~ -0 -1 26231 -D3 -The woods continue to the west. -~ -~ -0 -1 26225 -S -#26227 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D1 -The woods continue to the east. -~ -~ -0 -1 26228 -D2 -The woods continue to the south. -~ -~ -0 -1 26233 -S -#26228 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26223 -D1 -The woods continue to the east. -~ -~ -0 -1 26229 -D2 -The woods continue to the south. -~ -~ -0 -1 26234 -D3 -The woods continues to the west. -~ -~ -0 -1 26227 -S -#26229 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26224 -D1 -The woods continue to the east. -~ -~ -0 -1 26230 -D2 -The woods continue to the south. -~ -~ -0 -1 26235 -D3 -The woods continue to the west. -~ -~ -0 -1 26228 -S -#26230 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26225 -D1 -The woods continue to the east. -~ -~ -0 -1 26231 -D2 -The woods continue to the south. -~ -~ -0 -1 26236 -D3 -The woods continue to the west. -~ -~ -0 -1 26229 -S -#26231 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26226 -D1 -The woods continue to the east. -~ -~ -0 -1 26232 -D2 -The woods continue to the south. -~ -~ -0 -1 26237 -D3 -The woods continue to the west. -~ -~ -0 -1 26230 -S -#26232 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D2 -The woods continue to the south. -~ -~ -0 -1 26238 -D3 -The woods continue to the west. -~ -~ -0 -1 26231 -S -#26233 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26227 -D1 -The woods continue to the east. -~ -~ -0 -1 26234 -S -#26234 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26228 -D1 -The woods continue to the east. -~ -~ -0 -1 26235 -D3 -The woods continue to the west. -~ -~ -0 -1 26233 -S -#26235 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26229 -D1 -The woods continue to the east. -~ -~ -0 -1 26236 -D2 -The woods continue to the south. -~ -~ -0 -1 26240 -D3 -The woods continue to the west. -~ -~ -0 -1 26234 -S -#26236 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26230 -D1 -The woods continue to the east. -~ -~ -0 -1 26237 -D2 -The woods continue to the south. -~ -~ -0 -1 26241 -D3 -The woods continue to the west. -~ -~ -0 -1 26235 -S -#26237 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26231 -D1 -The woods continue to the east. -~ -~ -0 -1 26238 -D2 -The woods continue to the south. -~ -~ -0 -1 26242 -D3 -The woods continue to the west. -~ -~ -0 -1 26236 -S -#26238 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26232 -D1 -The woods continue to the east. -~ -~ -0 -1 26239 -D2 -The woods continue to the south. -~ -~ -0 -1 26246 -D3 -The woods continue to the west. -~ -~ -0 -1 26237 -S -#26239 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D2 -The woods continue to the south. -~ -~ -0 -1 26247 -D3 -The woods continue to the west. -~ -~ -0 -1 26238 -S -#26240 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26235 -D1 -The woods continue to the east. -~ -~ -0 -1 26241 -S -#26241 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26236 -D1 -The woods continue to the east. -~ -~ -0 -1 26242 -D3 -The woods continue to the west. -~ -~ -0 -1 26240 -S -#26242 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26237 -D1 -The woods continue to the east. -~ -~ -0 -1 26244 -D2 -The woods continue to the south. -~ -~ -0 -1 26251 -D3 -The woods continue to the west. -~ -~ -0 -1 26241 -S -#26244 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26220 -D1 -The woods continue to the east. -~ -~ -0 -1 26245 -D2 -The woods continue to the south. -~ -~ -0 -1 26248 -S -#26245 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D2 -The woods continue to the south. -~ -~ -0 -1 26249 -D3 -The woods continue to the west. -~ -~ -0 -1 26244 -S -#26246 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26238 -D1 -The woods continue to the east. -~ -~ -0 -1 26247 -D2 -The woods continue to the south. -~ -~ -0 -1 26252 -D3 -The woods continue to the west. -~ -~ -0 -1 26242 -S -#26247 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26239 -D1 -The woods continue to the east. -~ -~ -0 -1 26248 -D2 -The woods continue to the south. -~ -~ -0 -1 26253 -D3 -The woods continue to the west. -~ -~ -0 -1 26246 -S -#26248 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D2 -The woods continue to the south. -~ -~ -0 -1 26254 -D3 -The woods continue to the west. -~ -~ -0 -1 26247 -S -#26249 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26245 -D1 -The woods continue to the east. -~ -~ -0 -1 26250 -D3 -The woods continue to the west. -~ -~ -0 -1 26254 -S -#26250 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D2 -The woods continue to the south. -~ -~ -0 -1 26256 -D3 -~ -~ -0 0 26249 -S -#26251 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. A -large keep lies just west of here. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26242 -D1 -The woods continue to the east. -~ -~ -0 -1 26252 -S -#26252 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26246 -D1 -The woods continue to the east. -~ -~ -0 -1 26253 -D2 -The woods continue to the south. -~ -~ -0 -1 26258 -D3 -The woods continue to the west. -~ -~ -0 -1 26251 -S -#26253 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26247 -D1 -The woods continue to the east. -~ -~ -0 -1 26254 -D2 -The woods continue to the south. -~ -~ -0 -1 26259 -D3 -The woods continue to the west. -~ -~ -0 -1 26252 -S -#26254 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26248 -D1 -The woods continue to the east. -~ -~ -0 -1 26255 -D2 -The woods continue to the south. -~ -~ -0 -1 26260 -D3 -The woods continue to the west. -~ -~ -0 -1 26253 -S -#26255 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D2 -The woods continue to the south. -~ -~ -0 -1 26261 -D3 -The woods continue to the west. -~ -~ -0 -1 26254 -S -#26256 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26250 -S -#26257 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26251 -D1 -The woods continue to the east. -~ -~ -0 -1 26258 -S -#26258 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26252 -D3 -The woods continue to the west. -~ -~ -0 -1 26257 -S -#26259 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26253 -D1 -The woods continue to the east. -~ -~ -0 -1 26260 -D3 -The woods continue to the west. -~ -~ -0 -1 26258 -S -#26260 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26254 -D1 -The woods continue to the east. -~ -~ -0 -1 26261 -D3 -The woods continue to the west. -~ -~ -0 -1 26259 -S -#26261 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26255 -D2 -The woods continue to the south. -~ -~ -0 -1 26262 -D3 -The woods continue to the west. -~ -~ -0 -1 26260 -S -#26262 -Woods~ - As your eyes get used to the dimness, you can see a little way to either -side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has -the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. -~ -262 32768 0 0 0 3 -D0 -The woods continue to the north. -~ -~ -0 -1 26261 -S -$~ diff --git a/lib/world/wld/263.wld b/lib/world/wld/263.wld deleted file mode 100644 index df520e6..0000000 --- a/lib/world/wld/263.wld +++ /dev/null @@ -1,995 +0,0 @@ -#26300 -Outside the West Gate~ - You stand just outside the west gate of Jareth, fabled city of freedom and -equality. The Western Road runs west from here into farmlands. To the north is -a deep, tangled forest. -~ -263 0 0 0 0 2 -D1 -~ -~ -0 0 25756 -D3 -~ -~ -0 0 26301 -E -credits info~ - *Farmlands of Jareth - by Kaan for Dibrova -This zone was made as a connector to other zones, a basic filler zone full -of low level mobs and eq. DragonSpyre, the Corn Maize, the Sinister Forest, -Jher, and Ofingia all connect off this zone on Dibrova. It is not a -particularly stand-out zone, but is a decent enough connector zone. -Links: 00n, 15e, 32e, 49n, 95s -Zone 263 is linked to the following zones: -257 Jareth Main City at 26300 (east ) ---> 25756 -~ -S -#26301 -Western Road~ - Just west of you is a fork in the road, which splits northwest and southwest -from the main road. East of you is the entrance to the city of Jareth. -~ -263 0 0 0 0 2 -D1 -~ -~ -0 0 26300 -D3 -~ -~ -0 0 26302 -S -#26302 -Western Fork~ - The road forks here, heading north and south, both directions turning west -again immediately. It looks as if the northern path heads toward the mountains -and some deep forest, while the southern road heads deep into the farmlands -outside Jareth. East is the entrance to the city. -~ -263 0 0 0 0 0 -D0 -~ -~ -0 0 26349 -D1 -~ -~ -0 0 26301 -D2 -~ -~ -0 0 26304 -S -#26303 -DragonTooth Road~ - Currently under construction - comr bsck soon! -~ -263 0 0 0 0 0 -D2 -~ -~ -0 0 26302 -S -#26304 -Western Road~ - The road heads west into the farmlands which feed most of Jareth. Northeast -from here, you see the gates to the city of Jareth. To the south begins a long, -dusty trail which heads out into a very desolate looking plains area. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 0 26302 -D3 -~ -~ -0 0 26305 -S -#26305 -Western Road~ - The road runs east and west from here, with farmsteads lying to the west. -It seems that this road must be a well policed area, judging from the traffic -passing you by, all with almost no regard for their safety, as if the last thing -on their mind would be that they might be waylaid or attacked. Northeast from -here, you see the gates to Jareth, west the road continues toward a large lake -and the many farms of this area. -~ -263 0 0 0 0 2 -D1 -~ -~ -0 0 26304 -D3 -~ -~ -0 0 26306 -S -#26306 -Western Road~ - The road runs east and west from here. To the north, a small farm lies -nestled in a large pasture. From the smell of it, it must be a dairy farm. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 0 26307 -D1 -~ -~ -0 0 26305 -D3 -~ -~ -0 0 26310 -S -#26307 -Dairy Farm~ - As you enter through the wood gates which keeps the cows from running away, -you realize that if you plan to stay here for any length of time, you will need -to watch your step very carefully. A barn lies to your north, to the south is -the main Western Road. -~ -263 0 0 0 0 0 -D0 -~ -~ -0 0 26308 -D2 -~ -~ -0 0 26306 -S -#26308 -Hay Barn~ - Aaaahhh-Chooo! The hay from this place makes your eyes itch and your nose -run. A few stalls lie along the east wall for milking, and a ladder leads up -into the loft. -~ -263 0 0 0 0 0 -D2 -~ -~ -0 0 26307 -D4 -~ -~ -0 0 26309 -S -#26309 -Hay Loft~ - The hay and dust and heat of this room makes it almost hard for you to -breathe. Hay lies stacked neatly on the west side of this room, ready to feed -the cows with. -~ -263 0 0 0 0 0 -D5 -~ -~ -0 0 26308 -S -#26310 -Western Road~ - The roads runs east and west throught the many farmsteads of this area. To -the west, you see a large lake, and to the south a dirt driveway leads to a -large farmhouse. -~ -263 0 0 0 0 2 -D1 -~ -~ -0 0 26306 -D2 -~ -~ -0 0 26311 -D3 -~ -~ -0 0 26318 -S -#26311 -Driveway~ - This dirt drive leads south to a huge horse farm. This must be where all the -horses for the city are raised, bred and sold at market. The drive leads south -to the farm itself or you may head north onto the Western Road. -~ -263 0 0 0 0 0 -D0 -~ -~ -0 0 26310 -D2 -~ -~ -0 0 26312 -S -#26312 -Driveway~ - The drive leads south to a large dirt court in front of the home and barn of -Girschwyn the Horseman. To the north drive continues until it T's off on the -Western Road. -~ -263 0 0 0 0 0 -D0 -~ -~ -0 0 26311 -D2 -~ -~ -0 0 26313 -S -#26313 -Dirt Court~ - This dirt court is used mainly for the loading and unloading of the many fine -steeds Girschwyn sells to his customers. A large barn lies to the north, -Girschwyn's home lies to the west and the fields lie directly south. -~ -263 0 0 0 0 0 -D0 -~ -~ -0 0 26312 -D1 -~ -~ -0 0 26314 -D2 -~ -~ -0 0 26316 -D3 -~ -~ -0 0 26317 -S -#26314 -Barn~ - This huge edifice holds stall upon stall for the many horses Girschwyn and -his team of professional stablemen raise and train. To the south is the -entrance to the fields, and west leads out into the dirt court. -~ -263 8 0 0 0 0 -D2 -~ -~ -0 0 26315 -D3 -~ -~ -0 0 26313 -S -#26315 -Pasture~ - This pasture seems to go on forever. All around you horses graze or sleep, -almost all of them seem to be of fine, quality stock. Better watch out, though, -if Farmer Girschwyn finds you here, he may get the wrong idea. To the east is a -huge field of corn which you may enter into. Be careful, though, it looks like -it would be pretty easy to get lost in there. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 0 26314 -D3 -~ -~ -0 0 26316 -S -#26316 -Pasture~ - This field is so immense, you cannot see the end of it to the south. Horses -graze or sleep everywhere and anywhere. To the north is the dirt court, and -east is more field. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 0 26313 -D1 -~ -~ -0 0 26315 -S -#26317 -Girschwyn's Home~ - This house is not the opulent horse baron's house you would have expected -from a rich horse trader like Girschwyn. Instead, it is a comfortable country -home, complete with worn couches and an old fireplace, which is currently not -lit. The exit from this fine home is to the east. -~ -263 8 0 0 0 0 -D1 -~ -~ -0 0 26313 -E -play~ - You punch out an old tune about a boy named Johnny B Good. You rock! -~ -S -#26318 -Western Road~ - The road heads east through the many farms of Jareth city limits. To the -west is the shore of a huge lake. The path seems to split, heading around the -lake in both directions. -~ -263 0 0 0 0 2 -D1 -~ -~ -0 0 26310 -D3 -~ -~ -0 -1 26319 -S -#26319 -Lake's Edge~ - The road splits off here, going it's separate ways around the lake, one split -heading north, one heading south. The trail also heads east through the fertile -farmlands of Jareth. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 -1 26336 -D1 -~ -~ -0 -1 26318 -D2 -~ -~ -0 -1 26320 -S -#26320 -Lake's Edge~ - The road heads west and north from here, around the lake. You see a farm to -the southwest. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 -1 26319 -D3 -~ -~ -0 -1 26321 -S -#26321 -Lake's Edge~ - The road heads east and west from here. Just west of you, a dock juts out -into the lake. Across the road from the dock is farmstead, with rows upon rows -of wheat and corn growing in the fields just south of here. -~ -263 0 0 0 0 2 -D1 -~ -~ -0 -1 26320 -D3 -~ -~ -0 -1 26322 -S -#26322 -Lake's Edge at the Dock~ - A dock runs out into the water just north of you, most probably used for -fishing. Just south of you is a moderate-sized farmstead. The road runs east -and west from here. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 -1 26323 -D1 -~ -~ -0 -1 26321 -D2 -~ -~ -0 -1 26324 -D3 -~ -~ -0 -1 26328 -S -#26323 -Dock~ - This small wooden dock seems just a bit too rickety for you to feel all that -comfortable. Doesn't seem to bother Erik, though, the little guy seems -perfectly content here, swaying on this old construct. -~ -263 0 0 0 0 2 -D2 -~ -~ -0 -1 26322 -S -#26324 -Farmstead~ - This average sized, fenced-in farm yard holds the machinery and animals -needed to plow, plant, mow the fields which this farm is responsible for -maintaining. South and east of you are wheat and corn fields, respectively. -Just west of you is a house. The road is just north of you. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 -1 26322 -D1 -~ -~ -0 -1 26325 -D2 -~ -~ -0 -1 26326 -D3 -~ -~ -0 -1 26327 -S -#26325 -Corn Field~ - Row upon row of corn surrounds you. The leaves tickle you as you brush by -them, the stalks swaying gently with the breeze. -~ -263 0 0 0 0 2 -D3 -~ -~ -0 -1 26324 -S -#26326 -Wheat Field~ - Looks as is the wheat crop has already been harvested for this year. The -ground, strewn with mud and leaves, looks as if it has seen some large machinery -come through lately. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 -1 26324 -S -#26327 -Farm House~ - This single story, one room home holds the main dining table, bunks, and -cooking facilities for Krandle and all of his farmhands. Looks as if the wheat -and corn industry may not be the most profitable one in Jareth. -~ -263 8 0 0 0 0 -D1 -~ -~ -0 -1 26324 -S -#26328 -Lake's Edge~ - The road runs east and west from here, around the lake. A farm lies just -southeast of you, to the northeast you see a dock which leads out into the lake. -~ -263 0 0 0 0 2 -D1 -~ -~ -0 -1 26322 -D3 -~ -~ -0 -1 26329 -S -#26329 -Lake's Edge~ - The road turns here, heading north and east around the lake. Just north of -here, the road splits off from the lake and heads west into the farmlands. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 -1 26330 -D1 -~ -~ -0 -1 26328 -S -#26330 -Lake's Edge~ - The road splits here, heading north and south around the lake, but also -heading off west into more farmland. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 -1 26331 -D2 -~ -~ -0 -1 26329 -D3 -~ -~ -0 -1 26337 -S -#26331 -Lake's Edge~ - The road makes a turn, following the lake shore, heading east and south. To -the south you see that the road splits away from it's course around the lake and -heads west out into farmland. -~ -263 0 0 0 0 2 -D1 -~ -~ -0 -1 26332 -D2 -~ -~ -0 -1 26330 -S -#26332 -Lake's Edge~ - The road continues to twist and turn it's way around the lake shore. You may -continue north and west from here. Strangely enough, a path seems to lead right -into the water, and it looks as if the path continues on into the depths of the -lake. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 -1 26333 -D3 -~ -~ -0 -1 26331 -S -#26333 -Lake's Edge~ - The road turns again, running along the lake's edge. You may head east or -south from your current locale. -~ -263 0 0 0 0 2 -D1 -~ -~ -0 -1 26334 -D2 -~ -~ -0 -1 26332 -S -#26334 -Lake's Edge~ - The road makes another turn here, allowing passage west and south from here. -You think you may see a small path leading north throught the high grass and -into the forest, but you can't be sure. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 0 26348 -D2 -~ -~ -0 -1 26335 -D3 -~ -~ -0 -1 26333 -S -#26335 -Lake's Edge~ - The road turns again, heading north and east. The lake you are following -along seems quite large, and across on the opposite shore, you think you may see -a bit of aqueduct work. This lake is most probably the water source for most of -the farmers in the area. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 -1 26334 -D1 -~ -~ -0 -1 26336 -S -#26336 -Lake's Edge~ - The road follows the shore of this large lake, twisting and turning as the -lake's edge demands. You may head west or south from here. To the south, you -see that the road splits away from it's travels around the lake and heads east -into the country. -~ -263 0 0 0 0 2 -D2 -~ -~ -0 -1 26319 -D3 -~ -~ -0 -1 26335 -S -#26337 -Western Road~ - The road runs west, heading out of the farmlands and into a more damp climate -region. East of you, the road splits, following around a large lake's edge. -To the north, you see the last farmstead on this western edge of Jareth's City -Limits. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 -1 26338 -D1 -~ -~ -0 -1 26330 -D3 -~ -~ -0 -1 26342 -S -#26338 -Farm~ - The rickety, unpainted wooden fence surrounding this yard looks as if it has -seen better days, assuredly. The yard is littered with debris, some of which -you probably should not even try guessing it's origin, and the smell - whoa. -There is a barn north of here, it's rickety walls barely standing. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 -1 26339 -D2 -~ -~ -0 -1 26337 -S -#26339 -Smelly Barn~ - Better hope you didn't wear you blue suede shoes, pal, because they are now -black suede shoes if you did. The amount of excrement piled everywhere in this -barn makes keeping your feet clean an impossibility. West of you is a pig yard -and east is the chicken yard. South exits into open, clean air. -~ -263 0 0 0 0 2 -D1 -~ -~ -0 -1 26340 -D2 -~ -~ -0 -1 26338 -D3 -~ -~ -0 -1 26341 -S -#26340 -Chicken Yard~ - The yard here is so cluttered with chickens clucking around your feet, you -almost trip and fall. All the chickens cluster around you, waiting for you to -throw them some seeds. -~ -263 0 0 0 0 2 -D3 -~ -~ -0 -1 26339 -S -#26341 -Pig Wallows~ - This disgusting, soupy mess that is called a pig's home is beyond gross. -The pigs here roll on their back in shallow puddles, looking as pigs in... -Well, you know. Kind of makes you glad you never decided to be a farmer, eh? -~ -263 0 0 0 0 2 -D1 -~ -~ -0 -1 26339 -S -#26342 -Western Road~ - The road heads east and west. To your east, Jareth's many farmlands can be -entered, leading eventually the city itself. West of you the unknown begins. -The land on either side of the road seems to be getting a bit more soft and wet, -as if you may be coming into a swampy region. -~ -263 0 0 0 0 2 -D1 -~ -~ -0 -1 26337 -D2 -~ -~ -0 0 25317 -D3 -~ -~ -0 -1 26343 -S -#26343 -Western Road~ - The road still heads to the east and west from here, however there is a small -path leading through some twisty, gnarled trees to your north. -~ -263 0 0 0 0 2 -D0 -~ -~ -0 -1 26345 -D1 -~ -~ -0 -1 26342 -D3 -~ -~ -0 -1 26344 -S -#26344 -Western Road~ - The road runs east to west from you. To the east you can see a few -farmsteads dotting the countryside, where the land flattens out and allows for -that sort of work to be done. The way west leads toward the ever-present Dragon -Tooth Mountains, which seem to surround this whole land. -~ -263 0 0 0 0 2 -D1 -~ -~ -0 -1 26343 -D3 -~ -~ -0 -1 26346 -S -#26345 -Murky Path~ - This path does not seem all too dry or friendly, nor do the trees which begin -to be more prevalent the farther north you go. The way becomes darker from the -trees that seem to close in around the path and your senses scream at you to go -back. -~ -263 0 0 0 0 3 -D2 -~ -~ -0 -1 26343 -S -#26346 -Western Road~ - Further and further into the mountains you travel, the maples and oaks of the -farmlands giving way to evergreens and more versatile shrubbery. The path -continues it's way west and east from you and a small offshoot heads south as -well. -~ -263 0 0 0 0 5 -D1 -~ -~ -0 -1 26344 -D2 -~ -~ -0 0 26350 -D3 -~ -~ -0 0 26352 -S -#26347 -Gnarled and Twisty Path~ - This zone not yet complete - come again soon! -~ -263 0 0 0 0 3 -D2 -~ -~ -0 -1 26345 -S -#26348 -Small Dark Path~ - The path immediately leaves behind the cheery farmland and lake area to the -south, becoming completely enclosed by trees and tall growth. It heads north -deeper into the dark forest, but a word to the wise, south looks much more safe -and inviting. -~ -263 65 0 0 0 3 -D2 -~ -~ -0 0 26334 -S -#26349 -Thinning Trail~ - The trail all but disappears almost immediately as you begin your way north -toward the forest just ahead. You begin to feel the beginnings of a very bad -feeling in your gut, one that can only be described as terror, the kind of -terror that only nameless, faceless unknowns can inspire. Your gut tells you -that ahead lies trouble, pain, and possibly death. The lake and the farmlands -south of you begin to look very friendly through the trees, now. This is your -chance to turn back... -~ -263 0 0 0 0 3 -D2 -~ -~ -0 0 26302 -S -#26350 -Rocky Path~ - This is barely sutable to be called a path at all, as you can hardly make it -through the jumble of rocks and boulder which litter the way. Just south of you -it looks as if the path may come to a dead end. The mountain wall rises -alongside you to the east high into the clouds. There is a crack in the -mountain face just east of here. -~ -263 0 0 0 0 5 -D0 -~ -~ -0 0 26346 -D1 -~ -~ -0 0 26301 -D2 -~ -~ -0 0 26351 -S -#26351 -A Dead End Path~ - The path has come to a dead end before a huge boulder set into the side of a -tall rocky cliff. The only apparent way out of here is north, the way you came -from . -~ -263 0 0 0 0 5 -D0 -~ -~ -0 0 26350 -D2 -~ -boulder~ -1 0 26300 -S -#26352 -Western Road~ - More and more, evidence of mountain country becomes evident the farther west -you travel. The road is now more loose stones and pebbles scattered over large -rocks and boulders rather than the hard packed dirt that was the road back in -the farmlands. You see that the road crosses a natural bridge to the west, both -sides of the road sloping steeply down in forestlands. There have been no rails -erected so you probably should watch your step. And watch for loose gravel! -~ -263 0 0 0 0 5 -D1 -~ -~ -0 0 26346 -D3 -~ -~ -0 0 26353 -S -#26353 -Western Road~ - You stand at the eastern end of the long natural bridge that spans either -side of a deep, dark forest. A forest who's floor lies close to five hundred -feet below where you now stand. The way to the west looks precarious, at best, -the east looks much more safe. Do you REALLY think you need to go west? -~ -263 0 0 0 0 5 -D1 -~ -~ -0 0 26352 -D3 -~ -~ -0 0 26354 -S -#26354 -Western Road~ - You stand on this sliver of rock jutting up from the forest floor, the road -just wide enough for one cart. You look to either side and try and suppress the -shiver that threatens to run through your body and knock your balance off -kilter. Of course, most of the terror you feel is in your head, you have a good -three feet of width, you still feel very uneasy about your current location and -situation. Amazingly, you see that there is some sort of trail leading down the -north and south sides of the cliff, way down deep into the dark forests below. -You would have to be insane to try and climb down that 'trail'! -~ -263 0 0 0 0 5 -D0 -~ -~ -0 0 26600 -D1 -~ -~ -0 0 26353 -D3 -~ -~ -0 0 26355 -S -#26355 -Western Road~ - You stand high above the rest of the world, or so it seems, standing here on -this jut of rock that rises up from the forests below. To the east the rock -walkway heads toward safe, lush ground which heads toward Jareth's farmlands. -To the west the walkway leads you deeper into a mountainous region, a region -which is, to your knowledge, largely unexplored. -~ -263 0 0 0 0 0 -D1 -~ -~ -0 0 26354 -D3 -~ -~ -0 0 26356 -S -#26356 -Western Road~ - Just west of you is solid, safe ground, but here, where you now stand, is -definitely NOT solid safe ground. You stand on a tall rock walkway which spans -between two cliff faces roughly five hundred feet apart. The walkway runs east -toward the far face which seems lush with vegetation and life. The western -face, which you stand very close to now, seems to be the exact opposite of the -eastern face. Jumbled rock and scree litter the ground near the walkway's -start, but no trace of greenery can you see anywhere. Looking down, you see -that the walkway spans over very large and very dark forests, one on either -side. Caution might be advised when crossing this bridge. -~ -263 0 0 0 0 5 -D1 -~ -~ -0 0 26355 -D3 -~ -~ -0 0 26357 -S -#26357 -Western Road~ - You stand at the western-most end of a narrow rock walkway which spans the -length of a huge dark forest, miles beneath it's top. It looks safe enough for -crossing, but caution might be a good idea when attempting to traverse this -precarious bridge. -~ -263 0 0 0 0 5 -D1 -~ -~ -0 0 26356 -S -$~ diff --git a/lib/world/wld/264.wld b/lib/world/wld/264.wld deleted file mode 100644 index 54cefe8..0000000 --- a/lib/world/wld/264.wld +++ /dev/null @@ -1,1383 +0,0 @@ -#26400 -On a Forest Slope~ - Not much here. The forest slopes downward into am even darker region of -forest which at this point is not in sight. To the east is a more level section -of forest where you at least have a better fighting chance. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26420 -D1 -~ -~ -0 0 26655 -D2 -~ -~ -0 0 26428 -D3 -~ -~ -0 0 26401 -E -credits info~ - *Banshide - by Kaan for Dibrova -This zone was written using a smattering of information found on various -websites regarding the mysterious Banshee and their traditional home, Banshide. -We implemented a new attack type for the mobs in this zone called EMBRACE since -a banshee's way of killing their victim is to embrace them and drain their life. -There is some kick ass eq in there that shouldn't be easy to get and a Fountain -of Eternal Life that we made to contain a neverending supply of healing water - -water that cast cure light with every drink. By making the village so difficult -to find, we felt it would keep this fountain from being abused. -Entrance/Exit: 00E, 28N -~ -S -#26401 -On a Forest Slope~ - The forest slopes gently downhill toward an unknown destination, if there -even is one at the bottom of this hill. You realize that although you haven't -been in the forest that long, you are hopelessly lost. -~ -264 0 0 0 0 3 -D0 -~ -~ -0 0 26429 -D1 -~ -~ -0 0 26416 -D2 -~ -~ -0 0 26402 -D3 -~ -~ -0 0 26429 -S -#26402 -In a Quiet Forest~ - All around you the forest leans in and forces you to be aware of it's size -and strength - it's immensity. Not a bird calls, not a creature skitters, just -the wind, creaking through the dark branches overhead. -~ -264 0 0 0 0 3 -D0 -~ -~ -0 0 26417 -D1 -~ -~ -0 0 26419 -D2 -~ -~ -0 0 26403 -D3 -~ -~ -0 0 26401 -S -#26403 -In a Quiet Forest~ - All around you the forest leans in and forces you to be aware of it's size -and strength - it's immensity. Not a bird calls, not a creature skitters, just -the wind, creaking through the dark branches overhead. -~ -264 0 0 0 0 3 -D0 -~ -~ -0 0 26404 -D1 -~ -~ -0 0 26423 -D2 -~ -~ -0 0 26418 -D3 -~ -~ -0 0 26428 -S -#26404 -Downhill in a Forest~ - The hill now towers high above you, while still continuing for a very long -distance down as well. All around you, the darkness prohibits any kind of sight -distance. Makes it kind of spooky. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26416 -D1 -~ -~ -0 0 26405 -D2 -~ -~ -0 0 26419 -D3 -~ -~ -0 0 26422 -S -#26405 -In a Quiet Section of the Forest~ - The quiet of this part of the forest gives you the creeps. At least in the -level part of the forest you could hear the occasional skitter of a squirrel, -the squak of a buzzard, even the cry of a Demon Dog was better than this -complete silence. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26415 -D1 -~ -~ -0 0 26417 -D2 -~ -~ -0 0 26406 -D3 -~ -~ -0 0 26422 -S -#26406 -In a Quiet Section of the Forest~ - The quiet of this part of the forest gives you the creeps. At least in the -level part of the forest you could hear the occasional skitter of a squirrel, -the squak of a buzzard, even the cry of a Demon Dog was better than this -complete silence. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26413 -D1 -~ -~ -0 0 26425 -D2 -~ -~ -0 0 26418 -D3 -~ -~ -0 0 26407 -S -#26407 -In a Quiet Section of the Forest~ - The quiet of this part of the forest gives you the creeps. At least in the -level part of the forest you could hear the occasional skitter of a squirrel, -the squak of a buzzard, even the cry of a Demon Dog was better than this -complete silence. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26417 -D1 -~ -~ -0 0 26401 -D2 -~ -~ -0 0 26423 -D3 -~ -~ -0 0 26408 -S -#26408 -At the Base of a Huge Tree~ - The tree you stand next to is so large, so immense that you could not even -wrap your arms halfway around it's trunk. It soars high into the darkness of -the forest roof and beyond, still as thick as four men at that point. You hold -your light a little closer to the tree and see that it has some sort of markings -on it. Off to the west, you can see some sort of glow. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26419 -D1 -~ -~ -0 0 26428 -D2 -~ -~ -0 0 26420 -D3 -~ -~ -0 0 26438 -E -tree~ - The Markings read: --Beware the cold Embrace of the Banshee. -There appears to be some sort of stain just below that, as well. -It almost looks like dry blood. -~ -S -#26409 -On Some Tangled Roots~ - You stand atop a large tangle of roots which extend out from a gigantic tree, -one which looks to be the oldest in this forest, if size is any indicator. You -look down into the vines. It almost looks as if something is moving down there. -In fact, it appears that something is glowing to the south. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26400 -D1 -~ -~ -0 0 26420 -D2 -~ -~ -0 0 26430 -D3 -~ -~ -0 0 26419 -S -#26410 -Across a Log~ - This log traverses a deep ditch, one that looks like would prevent you from -further travel in any direction. Down in the ditch, you see something small and -shiny, although from here you cannot see exactly what the item is. Is that some -sort of glow to the east? -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26428 -D1 -~ -~ -0 0 26430 -D2 -~ -~ -0 0 26400 -D3 -~ -~ -0 0 26419 -S -#26411 -Through the Tree Roots~ - You are now deep in the roots of the giant tree. All around you, thick roots -dig into the soil of the forest feeding out it's life. Shining your light -ahead, you think you may see furtive movement behind one of the vines. You may -even see some kind of light off to the north. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26438 -D1 -~ -~ -0 0 26409 -D2 -~ -~ -0 0 26420 -D3 -~ -~ -0 0 26400 -S -#26412 -Heading Downhill~ - The forest still heads downhill into the fell, the depths of which contain -only the devil knows what. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26401 -D1 -~ -~ -0 0 26418 -D2 -~ -~ -0 0 26429 -D3 -~ -~ -0 0 26411 -S -#26413 -Near a Fox's Den~ - You stand near a small hole dug into the hillside. It appears that there is -no one home right now, or if there is anyone home, they are being very quiet and -very still. Looking around you, you realize that you may be just a little lost. -Make that a lot lost. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26412 -D1 -~ -~ -0 0 26401 -D2 -~ -~ -0 0 26409 -D3 -~ -~ -0 0 26425 -S -#26414 -Lost in the Forest~ - You turn slowly in a long circle, trying to locate something, antything that -gives some sort of reminder to you where you are, but all you can see in any -direction is dark, twisted trees and the hill, always leading down. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26402 -D1 -~ -~ -0 0 26429 -D2 -~ -~ -0 0 26413 -D3 -~ -~ -0 0 26422 -S -#26415 -A Faint Path~ - Finally! Through the darkness and the cover of leaves which coat the entire -floor of this forest, you think you see some sort of trail. It appears that the -trail leads east and west, toward something... -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26402 -D1 -~ -~ -0 0 26414 -D2 -~ -~ -0 0 26424 -D3 -~ -~ -0 0 26417 -S -#26416 -Near a Stand of Evergreens~ - This small stand of pine trees seems to be the only trees here that boast any -sort of life. Although the greenery is only needles, it still gives you pause -and makes you glad that at least in one part of this awful place, something -lives in accordance with nature. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26425 -D1 -~ -~ -0 0 26415 -D2 -~ -~ -0 0 26404 -D3 -~ -~ -0 0 26401 -S -#26417 -On a Large Boulder~ - You come to a rest atop a huge boulder which rises up from the forest floor. -It reminds you that just west of you is the cliff face which leads up to where -the sun is still shining, where you do not have to fear for your life every step -of the way. It is easy to forget there are still places like that - at least -while you are down here. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26429 -D1 -~ -~ -0 0 26416 -D2 -~ -~ -0 0 26402 -D3 -~ -~ -0 0 26407 -S -#26418 -Just Below a Large Boulder~ - A large boulder rises up out of the ground, high into the air. It seems that -if you could get up on the boulder, you might get a good view of the way -downhill. The only other option is to just continue down hill and hope for the -best. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26401 -D1 -~ -~ -0 0 26421 -D2 -~ -~ -0 0 26417 -D3 -~ -~ -0 0 26429 -S -#26419 -Hanging Vines~ - These thick, brown, peeling vines hang down from the tree limbs high above -your head. You notice that although they are peeling quite badly, the peeling -seems to have been scuffed or pulled off in some spots. What kind of animal -could climb vines that high and that thin? -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26418 -D1 -~ -~ -0 0 26420 -D2 -~ -~ -0 0 26665 -D3 -~ -~ -0 0 26400 -S -#26420 -A Quiet Section of the Forest~ - This dead calm that surrounds you does not give you an kind of easy or even -easier feeling than the parts that were noisy. In fact, it creeps you out. -Where are all the animals? -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26419 -D1 -~ -~ -0 0 26421 -D2 -~ -~ -0 0 26400 -D3 -~ -~ -0 0 26400 -S -#26421 -Near a Rabbit Hole~ - This small hole in the ground appears to be a rabbit's home, but you never -know. Seems strange that a rabbit could survive in a place like this, with the -lack of greenery anywhere. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26429 -D1 -~ -~ -0 0 26417 -D2 -~ -~ -0 0 26402 -D3 -~ -~ -0 0 26422 -S -#26422 -A Lightning Blasted Tree~ - This large tree looks to have struck by lightning right dead in it's center. -The huge trunk is blasted in half about twenty feet above your head. The tree -was so large that when it fell, one of it's branches fell to make a natural -bridge across a large ditch. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26402 -D1 -~ -~ -0 0 26423 -D2 -~ -~ -0 0 26401 -D3 -~ -~ -0 0 26417 -S -#26423 -Leaf Strewn Slope~ - The forest slopes downhill into the hollow. Leaves cover the forest floor -every inch of the way, making it impossible for you to move quietly at all. So -much for remaining inconspicuous. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26424 -D1 -~ -~ -0 0 26402 -D2 -~ -~ -0 0 26417 -D3 -~ -~ -0 0 26403 -S -#26424 -Leaf Strewn Slope~ - The forest slopes downhill into the hollow. Leaves cover the forest floor -every inch of the way, making it impossible for you to move quietly at all. So -much for remaining inconspicuous. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26401 -D1 -~ -~ -0 0 26417 -D2 -~ -~ -0 0 26425 -D3 -~ -~ -0 0 26422 -S -#26425 -An Abandoned Campsite on the Hillside~ - There is a small pile of stones circled around a cold set of ashes that must -have at one time been a firepit for someone or a group of someones. Or a group -of its. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26402 -D1 -~ -~ -0 0 26417 -D2 -~ -~ -0 0 26426 -D3 -~ -~ -0 0 26414 -S -#26426 -The Dark Forest~ - Travelling through this dark and mysterious realm, you cannot help but wonder -what was your foolhardy reason for making the trek down that cliff face in the -first place. Most people with some shred of common sense wouldn't even have -given it a second thought when they saw those rungs in the stone, they would've -turned right around. Maybe you should've, too. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26403 -D1 -~ -~ -0 0 26416 -D2 -~ -~ -0 0 26427 -D3 -~ -~ -0 0 26422 -S -#26427 -The Dark Forest~ - Travelling through this dark and mysterious realm, you cannot help but wonder -what was your foolhardy reason for making the trek down that cliff face in the -first place. Most people with some shred of common sense wouldn't even have -given it a second thought when they saw those rungs in the stone, they would've -turned right around. Maybe you should've, too. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26429 -D1 -~ -~ -0 0 26415 -D2 -~ -~ -0 0 26410 -D3 -~ -~ -0 0 26402 -S -#26428 -Heading Down a Leaf Strewn Slope~ - The forest slopes continually downhill, heading into the depths of this deep -valley. Whatever is down there, it can't be all that appealing, having to hide -away like this from the rest of the world. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26664 -D1 -~ -~ -0 0 26400 -D2 -~ -~ -0 0 26429 -D3 -~ -~ -0 0 26419 -S -#26429 -On a Hill in the Forest~ - The forest slopes continually downhill, heading into the depths of this deep -valley. Whatever is down there, it can't be all that appealing, having to hide -away like this from the rest of the world. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26400 -D1 -~ -~ -0 0 26401 -D2 -~ -~ -0 0 26401 -D3 -~ -~ -0 0 26419 -S -#26430 -At the Fringes of Civilization~ - You step through the trees and out of the darkness into an open glade nestled -deep in this hollow. A small lane stretches south into a tiny village, lined by -low, stone and mortar homes. The source of the glow you saw from back in the -forest is a small street lantern mounted on a post. Although it's light would -be considered meager at best out in the world above, here it seems to burn with -a fierce light, one that makes you squint. You see that all along the lane -there are similiar lanterns on posts as well. -~ -264 1 0 0 0 3 -D0 -~ -~ -0 0 26409 -D2 -~ -~ -0 0 26431 -D3 -~ -~ -0 0 26410 -S -#26431 -Voce Lane~ - The lane stretches south into the village, past many low homes. You peer out -along the street, but try as you might, you cannot see a single business or -tavern of any sort. Strange that a village, even one in the middle of nowhere, -would not have an inn or something. -~ -264 1 0 0 0 2 -D0 -~ -~ -0 0 26430 -D2 -~ -~ -0 0 26432 -D3 -~ -~ -0 0 26457 -S -#26432 -Voce Lane~ - The lane continues south through the village past many low stone homes . -There is one, in fact, just east of you now. To the north is a small bit of the -lane that leads back out into the forest and back up the hill. -~ -264 1 0 0 0 2 -D0 -~ -~ -0 0 26431 -D1 -~ -~ -0 0 26455 -D2 -~ -~ -0 0 26433 -S -#26433 -Voce Lane~ - You travel through this strange village, past all the homes and wonder what -sort of folk could live in such seclusion. You think you may hear a bit of -singing off to the southwest. -~ -264 1 0 0 0 2 -D0 -~ -~ -0 0 26432 -D2 -~ -~ -0 0 26434 -S -#26434 -Voce Lane~ - A smaller lane branches off to the east, one that leads to the largest -building you have seen thus far in this village. The singing you have been -hearing comes from that building, or at least from that general direction. The -road runs north and south from you as well. -~ -264 1 0 0 0 2 -D0 -~ -~ -0 0 26433 -D2 -~ -~ -0 0 26435 -D3 -~ -~ -0 0 26463 -S -#26435 -Voce Lane~ - The lane runs north and south through the village. A strange, singing sound -comes from the northwest. It would be quite a beautiful sound were it not -coming from somewhere in this dark and gloomy village deep in this dark and -sinister forest. -~ -264 1 0 0 0 2 -D0 -~ -~ -0 0 26434 -D2 -~ -~ -0 0 26436 -S -#26436 -Voce Lane~ - You stand near the southern end of the lane, a low stone home to your east. -To the north the lane runs through the center of the village, south the lane -leads out into the forest, sloping upward out of this hollow. -~ -264 1 0 0 0 2 -D0 -~ -~ -0 0 26435 -D1 -~ -~ -0 0 26445 -D2 -~ -~ -0 0 26437 -S -#26437 -Voce Lane~ - You enter just inside a small village on a lane which runs north through the -main part. There is a small sign here, one which catches your eye. You look -ahead into the village and notice, to your alarm, that there seems to be no inn -or tavern of any kind. Strange that a village, even a small one like this, -would have no place to rest. -~ -264 1 0 0 0 2 -D0 -~ -~ -0 0 26436 -D2 -~ -~ -0 0 26438 -D3 -~ -~ -0 0 26439 -S -#26438 -At the Fringes of Civilization~ - You stand at the outskirts of a small village tucked away deep in the bottom -of this hollow. The strange glow you saw from the forest was a small lantern -mounted on a post which, although by normal standards, would be considered dim -at best, seems to blaze with light down here in the darkest realms of the -forest. You may climb back up the slope or investigate this small forest -village. -~ -264 1 0 0 0 2 -D0 -~ -~ -0 0 26437 -D1 -~ -~ -0 0 26408 -D2 -~ -~ -0 0 26411 -S -#26439 -Inner Hallway~ - You stand just inside the front door to this stone dwelling. A short hallway -leads west from you. A door is set in the south wall right next to you and -another door is set in the north wall just west from here. You may depart the -building to the east. -~ -264 1 0 0 0 0 -D1 -~ -~ -0 0 26437 -D2 -~ -door~ -1 0 26444 -D3 -~ -~ -0 0 26440 -S -#26440 -Inner Hallway~ - You are at the end of this small, cramped hallway. A door leads north from -you, but it is currently closed. To the east is the rest of the hallway and the -door which leads out into the lane. -~ -264 1 0 0 0 0 -D0 -~ -door~ -1 0 26441 -D1 -~ -~ -0 0 26439 -S -#26441 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D1 -~ -~ -0 0 26442 -D2 -~ -door~ -1 0 26440 -S -#26442 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D3 -~ -~ -0 0 26441 -S -#26443 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D1 -~ -~ -0 0 26444 -S -#26444 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D3 -~ -~ -0 0 26443 -S -#26445 -Inner Hallway~ - You stand just inside this low stone building in a short, cramped hallway -which leads east, but only for a short distance. There are doors, one to your -south, right next to you, and one to the north which is just east of here. The -exit out into the lane is west. -~ -264 1 0 0 0 0 -D1 -~ -~ -0 0 26446 -D2 -~ -door~ -1 0 26449 -D3 -~ -~ -0 0 26436 -S -#26446 -Inner Hallway~ - You are at the end of this stuffy, cramped hallway. There is a small door -just north of you and another one south and west from you. The door leading out -into the lane is a short distance west from here. -~ -264 1 0 0 0 0 -D0 -~ -door~ -1 0 26448 -D3 -~ -~ -0 0 26445 -S -#26447 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D1 -~ -~ -0 0 26448 -S -#26448 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D2 -~ -door~ -1 0 26446 -D3 -~ -~ -0 0 26447 -S -#26449 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D0 -~ -door~ -1 0 26445 -D1 -~ -~ -0 0 26450 -S -#26450 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D3 -~ -~ -0 0 26449 -S -#26451 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D0 -~ -door~ -1 0 26455 -D1 -~ -~ -0 0 26456 -S -#26452 -Inner Hallway~ - You are at the end of this stuffy, cramped hallway. There is a small door -just north of you and another one south and west from you. The door leading out -into the lane is a short distance west from here. -~ -264 1 0 0 0 0 -D0 -~ -door~ -1 0 26453 -D3 -~ -~ -0 0 26455 -S -#26453 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D2 -~ -door~ -1 0 26452 -D3 -~ -~ -0 0 26454 -S -#26454 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D1 -~ -~ -0 0 26453 -S -#26455 -Inner Hallway~ - You stand just inside this low stone building in a short, cramped hallway -which leads east, but only for a short distance. There are doors, one to your -south, right next to you, and one to the north which is just east of here. The -exit out into the lane is west. -~ -264 1 0 0 0 0 -D1 -~ -~ -0 0 26452 -D2 -~ -door~ -1 0 26451 -D3 -~ -~ -0 0 26432 -S -#26456 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D3 -~ -~ -0 0 26451 -S -#26457 -Inner Hallway~ - You stand just inside the front door to this stone dwelling. A short hallway -leads west from you. A door is set in the south wall right next to you and -another door is set in the north wall just west from here. You may depart the -building to the east. -~ -264 1 0 0 0 0 -D1 -~ -~ -0 0 26431 -D2 -~ -door~ -1 0 26461 -D3 -~ -~ -0 0 26458 -S -#26458 -Inner Hallway~ - You are at the end of this small, cramped hallway. A door leads north from -you, but it is currently closed. To the east is the rest of the hallway and the -door which leads out into the lane. -~ -264 1 0 0 0 0 -D0 -~ -door~ -1 0 26459 -D1 -~ -~ -0 0 26457 -S -#26459 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of a -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D1 -~ -~ -0 0 26460 -D2 -~ -door~ -1 0 26458 -S -#26460 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of a -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D3 -~ -~ -0 0 26459 -S -#26461 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of a -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D0 -~ -door~ -1 0 26457 -D3 -~ -~ -0 0 26462 -S -#26462 -A Small Apartment~ - This small, one room apartment is furnished extremely conservatively, only -filled with the necessities, and even less than that, it seems. What kind of a -being lives without a bed in their home? -~ -264 0 0 0 0 0 -D1 -~ -~ -0 0 26461 -S -#26463 -The Temple Blvd~ - This short street leads directly west to a temple where a beautiful, hypnotic -melody can be heard, softly soothing your tired muscles and relaxing your guard. -To the northwest there is another large building of some sort, it almost looks -to be a temple itself. Voce Lane, the main street through the village, is just -east of you. -~ -264 1 0 0 0 2 -D1 -~ -~ -0 0 26434 -D3 -~ -~ -0 0 26464 -S -#26464 -The Temple Blvd~ - You stand before the large doors to the temple. The song from within seems -so calming, so loving, that you almost tear the doors open without a thought. -But then you think - why in the world would anyone come through a terrible and -evil forest, almost get killed, search their way into this village through the -hollow, and then start singing? Maybe it would be best not to open those doors, -after all. -~ -264 1 0 0 0 2 -D0 -~ -~ -0 0 26465 -D1 -~ -~ -0 0 26463 -D3 -~ -~ -0 0 26466 -S -#26465 -The Home of the Father~ - This place, more a mausoleum than a home of any kind, house a large open room -which holds a huge four posted bed, which dominates most of the space the room -offers. Thin, white sheets enclose the bed and it's occupants, however the -sheets are so thin that you can see that they are lying perfectly still, hands -clasped over their breast, eyes open and staring into space. The exit lies -south. -~ -264 0 0 0 0 0 -D2 -~ -~ -0 0 26464 -S -#26466 -Temple of the Voce~ - This large, open room is one huge set of stands with progressly get higher -and higher until they touch the far wall. A great many banshee, many of -differing disciplines, come together here to sing for the Father, the Mother, -and the Goddess Cathari, who sits on her throne here, enjoying the music. -Although most of the banshee here seem to notice your presence, none of them -seem at all threathened or even bothered by your presence in their temple. -Some even smile kindly at you. What the Hell is going on here? -~ -264 0 0 0 0 0 -D1 -~ -~ -0 0 26464 -S -$~ diff --git a/lib/world/wld/265.wld b/lib/world/wld/265.wld deleted file mode 100644 index 0e2ace6..0000000 --- a/lib/world/wld/265.wld +++ /dev/null @@ -1,643 +0,0 @@ -#26500 -Steps Leading Down to the Sea~ - You are on a long flight of steps cut into a cliff face. Just above you, the -top of the steps looms, while below you, the steps continue for what seems an -eternity. -~ -265 0 0 0 0 0 -D4 -~ -~ -0 0 25874 -D5 -~ -~ -0 -1 26501 -E -credits~ - *The Beach and Lighthouse - by Kaan for Dibrova -This zone is exactly what the title implies, nothing more to it than that. -There is a large lack of objs for this zone, it is suggested that some be -created for it, otherwise the zone would be quite bland. -Zone 265 is linked to the following zones: -258 Light Forest at 26500 (up ) ---> 25874 -255 Shipwreck at 26502 (east ) ---> 25531 -255 Shipwreck at 26506 (down ) ---> 25507 -282 Infernal Pit of Kerjim at 26536 (north) ---> 28200 -~ -S -#26501 -Down the Cliff-Face~ - The steps continue down toward the sea, or up to the crest of the cliff, -depending on the way you're heading. It looks as if there may be some sort of -cave down from here. -~ -265 0 0 0 0 0 -D4 -~ -~ -0 -1 26500 -D5 -~ -~ -0 -1 26502 -S -#26502 -On the Cliff Face~ - The stairs continue, however you are much closer to the bottom than the top -now. There appears to be an opening in the rock to your east. Inside you can -only see darkness, so it is possible that it is simply a natural fissure, but -then again, who knows? -~ -265 0 0 0 0 0 -D1 -~ -~ -0 0 25531 -D4 -~ -~ -0 -1 26501 -D5 -~ -~ -0 -1 26503 -S -#26503 -On the Steps~ - Nearing the bottom, you really begin to get a good whiff of the clean sea air -as a breeze ruffles your clothing. You begin to feel a bit better about your -day - the sea can do that to a person. -~ -265 0 0 0 0 0 -D4 -~ -~ -0 -1 26502 -D5 -~ -~ -0 -1 26504 -S -#26504 -The Base of the Steps~ - You stand at the bottom of a set of steps cut into the face of the cliff -here. The beach runs along east to west here as far as you can see. -~ -265 0 0 0 0 0 -D1 -~ -~ -0 0 26507 -D3 -~ -~ -0 -1 26505 -D4 -~ -~ -0 -1 26503 -S -#26505 -Along the Beach~ - You stand on a beach which stretches east and west from here. The waves, not -very large at this time, lap gently near your, making patterns in the fine sand. -To the west you see a few rocks jutting from the sand and sea. East is flat -beach to the horizon. -~ -265 0 0 0 0 0 -D1 -~ -~ -0 -1 26504 -D3 -~ -~ -0 -1 26506 -S -#26506 -Along the Beach~ - You stand on a beach which stretches east to west for as far as your eyes can -see. Jumbles of rock and scree litter the way here, making it so you must watch -your step. You notice a bit of wood, partially buried in the sand of the beach -here. West is more rocky beach, while east the way gets a bit more flat. -~ -265 0 0 0 0 0 -D1 -~ -~ -0 -1 26505 -D3 -~ -~ -0 0 26511 -D5 -~ -wood piece~ -1 0 25507 -S -#26507 -Sandy Beach~ - You stand on a sandy beach which runs along the shore east to west. To the -east you can just barely make out the rooftops of a large city which sits -nestled in a cove on the shore of the ocean. To your west you see that the -beach gets a bit rockier than where you currently stand. A set of steps lead up -the cliff face just to the west of you. -~ -265 0 0 0 0 0 -D1 -~ -~ -0 -1 26508 -D3 -~ -~ -0 -1 26504 -S -#26508 -Sandy Beach~ - The beach continues it's way east toward what appears to be a large coastal -town. A large pier juts out into the sea, ships dot the horizon as far out to -sea as you can see from the city. To your west you may continue along the -beach. -~ -265 0 0 0 0 0 -D1 -~ -~ -0 0 26509 -D3 -~ -~ -0 -1 26507 -S -#26509 -Sandy Beach~ - The beach slopes upwards, slowly, gently toward the city to your east which -sits on a huge plateau. You can now hear the sounds of a great many voices -coming from that direction, however traffic along this beach is at a bare -minimum, which is to say not at all. There must be another entrance into the -city somewhere. To your west, the beach continues into the western horizon. -~ -265 0 0 0 0 0 -D1 -~ -~ -0 0 26510 -D3 -~ -~ -0 0 26508 -S -#26510 -The Base of the City~ - You stand at the edge of the sea shore staring at a huge rock formation which -could be described (sort of) as a plateau rising up out if the ocean floor and -holding a massive walled city atop it. To the north is the cliff face you have -been following, which happens to put an end to this path just a little ways -northeast from your current position. West the path heads along the beach for -quite a long distance. -~ -265 0 0 0 0 0 -D0 -~ -~ -0 0 26536 -D3 -~ -~ -0 -1 26509 -S -#26511 -Along a Rocky Beach~ - The way gets much too rocky here for you to continue along the water any -further. You do however, notice a trail through the rocks which heads -southwest. -~ -265 0 0 0 0 0 -D1 -You see more of the beach. -~ -~ -0 -1 26506 -D3 -~ -~ -0 0 26512 -S -#26512 -Rocky Path~ - The path meanders it's way through the rocks on this littered beach. In the -distance, you can see a lighthouse out at the end of a jetty, it's gentle light -guiding sailors safely past this rocky area. -~ -265 0 0 0 0 0 -D1 -~ -~ -0 -1 26511 -D2 -~ -~ -0 -1 26513 -S -#26513 -Rocky Path~ - The path continues it's way in a southwesterly direction toward the -lighthouse, or you may head northeast toward a less cluttered-looking beach. -~ -265 0 0 0 0 0 -D0 -~ -~ -0 -1 26512 -D3 -~ -~ -0 -1 26514 -S -#26514 -Rocky Path~ - The path runs east to west over jumbled rock and fine beach sand. Just to -your west, you see a jetty running out into the ocean, a lighthouse at it's end. -To the east the path curves it's way along the beach. -~ -265 0 0 0 0 0 -D1 -~ -~ -0 0 26513 -D3 -~ -~ -0 0 26515 -S -#26515 -Rocky Path at Takker's Jetty~ - The path continues east or west from you, depending which way you are -heading. A jetty runs out into the sea to your south, a strong, bold lighthouse -at it's end. -~ -265 0 0 0 0 0 -D1 -~ -~ -0 -1 26514 -D2 -~ -~ -0 -1 26517 -D3 -~ -~ -0 0 26516 -S -#26516 -Rocky Path~ - The path, still rocky and hard to navigate, continues along to the east and -west. Directly east of you begins a jetty which hosts a lighthouse at it's end. -West seems only to host more rocks and possibly a cave or two. -~ -265 0 0 0 0 0 -D1 -~ -~ -0 -1 26515 -D3 -~ -~ -0 0 26531 -S -#26517 -Takker's Jetty~ - The jetty heads south into the sea ending at a lighthouse. All along the -way, fishermen try their luck. -~ -265 0 0 0 0 0 -D0 -~ -~ -0 0 26515 -D2 -~ -~ -0 -1 26518 -S -#26518 -Takker's Jetty~ - All along the jetty, men relax in the sun, sitting in comfortable niches in -the rocks where they can wile away their time telling tall tales about 'the ones -that got away', discussing politics, or every now and then, doing some fishing. -~ -265 0 0 0 0 0 -D0 -~ -~ -0 0 26517 -D2 -~ -~ -0 -1 26519 -S -#26519 -Takker's Jetty at the Lighthouse~ - You stand at the entrance to the lighthouse, a solid oak door set back into -the rounded wall. To your north, the jetty leads you back to dry land. -~ -265 0 0 0 0 0 -D0 -~ -~ -0 -1 26518 -D2 -~ -door~ -1 -1 26520 -S -#26520 -Entryway - Lighthouse~ - You stand in a small chamber just inside the front door of the lighthouse. -Just south of these cramped stucco walls is the main living room of the -lighthouse. You can hear and smell a crackling, warm fire in the fireplace, a -dog's contented panting, and the sound of a young lady's laughter from the next -room. -~ -265 0 0 0 0 0 -D0 -~ -door~ -1 -1 26519 -D2 -~ -~ -0 -1 26521 -S -#26521 -Main Living Area - Lighthouse~ - This large room looks as if it has spent many happy times in the company of -the Lighthouse Keeper and his family. The dinner table looks as if it always -would have room for one more, the fire always warm and comforting, and of -course, Max would always be around to play catch or get his ears scratched. To -the east, you see what looks to be one of the family's bedrooms, the same to the -west. Both have doors, but both doors are wide open. A spiral stairway leads -up into the lighthouse top, where the Keeper must spend a great deal of his -time. -~ -265 0 0 0 0 0 -D0 -~ -~ -0 0 26520 -D1 -~ -door~ -1 -1 26522 -D3 -~ -door wood~ -1 -1 26524 -D4 -~ -~ -0 0 26523 -S -#26522 -Lighthouse Keeper's Bedroom~ - A huge plush king size bed, four posted with satin drapes. A mahoganey -dresser with a matching vanity desk and mirror. This lighthouse keeper must be -one heck of a guy! -~ -265 0 0 0 0 0 -D3 -~ -~ -0 -1 26521 -D5 -~ -secret door~ -2 26501 26525 -S -#26523 -Light Room~ - This small room is more or less just the roof top of the lighthouse which -houses the light. A narrow walkway encircles the light, so that regular -maintenance can be performed. Some shelves on the walls hold tools and oils -which keep the machinery in fine tune so that no ships run afoul of the many -rocks in this part of the ocean. -~ -265 0 0 0 0 0 -D5 -~ -~ -0 0 26521 -S -#26524 -Lighthouse Keeper's Daughter's Bedroom~ - What a cute little room! Twin bed with a pink down comforter, a doll -collection which even impresses you, and many other assorted toys sit on -shelves, all neatly stacked and color-coordinated. -~ -265 0 0 0 0 0 -D1 -~ -~ -0 0 26521 -S -#26525 -On the Spiral Staircase~ - You have begun a descent down into the Lower Reaches of the Lighthouse. You -wonder why the basement of this happy home would not only be called the 'Lower -Reaches', but also capitalized for a moment - and then you see what lies below -you. Looking almost like a medieval torture chamber, you see a room all in -stone, a deep cavernous hole in the center of it. What looks to be am operating -table is set to one side with tables covered in instruments of dissection and -bubbling vials close by. Do you really wish to descend into that room and visit -with the 'good' Lighthouse Keeper? -~ -265 0 0 0 0 0 -D4 -The spiral stair leads up to a trap door. -~ -secret door~ -2 26501 26522 -D5 -~ -~ -0 0 26526 -S -#26526 -Lighthouse Keeper's Operating Room~ - You see all and more of what you saw from the staircase. Four cells lie in -all cardinal directions, each with a whimpering human subject in it! Diagrams -cover the walls, notes jotted on many of them, all dealing with one goal in mind -- the creation of the perfect sexual companion! It seems the 'good Lighthouse -Keeper' may be a bit more than everyone believes him to be... -~ -265 0 0 0 0 0 -D0 -~ -cell door~ -2 26502 26527 -D1 -~ -cell door~ -2 26502 26528 -D2 -~ -cell door~ -2 26502 26529 -D3 -~ -cell door~ -2 26502 26530 -D4 -~ -~ -0 0 26525 -S -#26527 -Keeper's Playroom~ - This small ten by ten room once was a simple like the others which connect to -the Operating Room, however because of the nature of the specimen which abides -in this space, it has been spruced up just a bit. A huge bed dominates the -ENTIRE room, pillows strewn everywhere with lace and frills and all. -~ -265 0 0 0 0 0 -D2 -~ -cell door~ -2 26502 26526 -S -#26528 -Cell~ - This bleak cell hosts only an uncomfortable looking cot and small hole in one -corner for necessary functions. -~ -265 0 0 0 0 0 -D3 -~ -cell door~ -2 26502 26526 -S -#26529 -Cell~ - This bleak cell hosts only an uncomfortable looking cot and small hole in one -corner for necessary functions. -~ -265 0 0 0 0 0 -D0 -~ -cell door~ -2 26502 26526 -S -#26530 -Cell~ - This bleak cell hosts only an uncomfortable looking cot and small hole in one -corner for necessary functions. -~ -265 0 0 0 0 0 -D1 -~ -cell door~ -2 26502 26526 -S -#26531 -Rocky Path~ - The path continues along the beach, over rocks and scree. Your options are -east or west. -~ -265 0 0 0 0 0 -D1 -~ -~ -0 -1 26516 -D3 -~ -~ -0 -1 26532 -S -#26532 -Rocky Path~ - You stand on a rocky beach path near the mouth of a cave. The entrance to -the cave must be at least thirty feet high and just as wide. It doesn't look as -if anything could live there, as the water from the sea laps right inside the -cave, but then, you never know. -~ -265 0 0 0 0 0 -D0 -~ -~ -0 0 26533 -D1 -~ -~ -0 -1 26531 -D3 -~ -~ -0 0 26535 -S -#26533 -Cave Entrance~ - You realize that if you wish to explore the confines of this cave, you will -have to get wet. As you stand looking into the cold, wet, darkness of the cave, -the idea of jumping into that water just for the sake of exploring does seem a -bit nutty. -~ -265 0 0 0 0 0 -D0 -~ -~ -0 0 26534 -D2 -~ -~ -0 0 26532 -S -#26534 -In the Kracken's Den~ - Something seems wrong here, very wrong. Something makes the water move and -not just in a small spot, ALL of the water is moving from some kind of monstrous -movement under the water. -~ -265 0 0 0 0 0 -D2 -~ -~ -0 0 26533 -S -#26535 -End of the Rocky Path~ - You have come to the end of the rocky path you've been following along the -sea. South of you is the open sea, west is a moss- covered rock face, and to -the north the way is impassable. -~ -265 0 0 0 0 0 -D1 -~ -~ -0 -1 26532 -S -#26536 -End of the Path~ - The path can go no farther. The cliff face runs directly into the sea from -here, no longer leaving the little bit of beach that you have been enjoying just -west and south and here. Strange that a path would end so abruptly at a cliff -without leading anywhere... Oh well! -~ -265 0 0 0 0 0 -D0 -~ -cliff~ -1 0 28200 -D2 -~ -~ -0 0 26510 -E -cliff~ - You think you may see a faint outline of some sort of entryway in the cliff. -Maybe if you tried OPENing it...? -~ -S -$~ diff --git a/lib/world/wld/266.wld b/lib/world/wld/266.wld deleted file mode 100644 index 7627fe3..0000000 --- a/lib/world/wld/266.wld +++ /dev/null @@ -1,2254 +0,0 @@ -#26600 -Edge of the Walkway~ - You have skirted your way right to edge of the path and are now able to get a -good look at what lies below. Way below. The 'path' that you thought might -lead down in a zig zag or perhaps in steps is actually a set of stone rungs -notched into the cliff face. The forest, so far below where you stand looking -down upon it, seems strangely dark, strangely forbidding and very far away. -Maybe it would just be best to forget climbing this ledge. After all, isn't -Thursday? Seems like Grainy's in Jareth had a really good dinner special on -Thursdays... Yeah, that's it. -~ -266 0 0 0 0 5 -D2 -~ -~ -0 0 26354 -D5 -~ -~ -0 0 26601 -E -credits info~ - The Realm of Lord Ankou by Kaan for Dibrova -aka The Dark and Sinister Forest -This is a forest zone surrounded on all four sides by an unscalable cliff -face. It is meant to hold four zones Banshide, the Haunted House and the -Castle of the Vampyre. This is an extremely high level zone, meant for -groups, the mobs are often aggro, Lord Ankou himself drives a band of -spectral minions before his cart which he rides throught the forest, so -players not only have to contend with Ankou as the highest level mob, but -also his minions who will fight for their Lord to the death. The code for -the minions to follow Ankou can be found on the snippets page. This was -originally intended to connect to the farmlands, at their western-most side -at the chasm. The lack of a way out of this zone is intentional, just a -little thing to get players stark raving mad when visiting here if they forget -to bring a recall. - -Zone 266 is linked to the following zones: -263 Farmlands at 26600 (south) ---> 26354 -252 Castle of the Vampyre at 26633 (east ) ---> 25200 -252 Castle of the Vampyre at 26634 (south) ---> 25200 -259 Haunted Mansion at 26643 (west ) ---> 25900 -259 Haunted Mansion at 26647 (south) ---> 25902 -259 Haunted Mansion at 26649 (north) ---> 25906 -264 Banshide at 26655 (west ) ---> 26400 -259 Haunted Mansion at 26657 (east ) ---> 25904 -264 Banshide at 26664 (south) ---> 26428 -264 Banshide at 26665 (north) ---> 26419 - - * In room 26659, the reset has moved object 26604 to neck, since there is no -face slot here. If you have a face slot, this should be moved back to face. - -~ -S -#26601 -Climbing down the Cliff~ - Standing so near to the top of the walkway, hanging on for dear life, you -realize what a follhearty decision this was to climb this rocky face. You can -see birds playing below you, almost DIRECTLY below you in the treetops of the -forest so far beneath your feet. One wrong step, one slip of the hand on the -tenuous handhold you already maintain, and you are birdfeed in the treetops. -Maybe you should just climb up one more step, get off this walkway and call it -all good. -~ -266 0 0 0 0 5 -D4 -~ -~ -0 0 26600 -D5 -~ -~ -0 0 26602 -S -#26602 -Climbing down the Cliff~ - This climb is going to take forever! You are still not even halfway down the -cliff and it seems like the closer to the forest you get, the darker and more -forboding it gets. Not to mention every time you look down, a wave of nausea -racks your body, making you almost lose your grip on the rungs. -~ -266 0 0 0 0 0 -D4 -~ -~ -0 0 26601 -D5 -~ -~ -0 0 26603 -S -#26603 -Halfway down a 'Trail'~ - Well, here you are - halfway up or down depending on how you look at it. -Your situation has improved a little bit. It looks like if you fell now, you -would only break a great many bones, rather than just die. Of course, maybe -dying would be preferable. You see that the trees below are twisted and -gnarled, all of them seeming more dead than alive. Sure is encouraging. -~ -266 0 0 0 0 5 -D4 -~ -~ -0 0 26602 -D5 -~ -~ -0 0 26604 -S -#26604 -Nearing the Forest Floor~ - The forest looms ever closer, ever more dark and sinister. You can now see -that the birds you saw from up above playing in the treetops were actually -buzzards which seem to constantly circle the treetops everywhere, fighting each -other and anything that trys to get past them. Looking up, you realize that the -climb ahead would be a real bitch, maybe even impossible. -~ -266 0 0 0 0 0 -D4 -~ -~ -0 0 26660 -D5 -~ -~ -0 0 26605 -S -#26605 -Tree Top Level - Almost to the Ground~ - The trees that you have begun to descend through seem to try to grab your -feet as you climb down the cliff. The branches all snag your clothing, sharp -and piercing as you climb down. The buzzards won't seem to leave you alone and -fighting here is just not what you had in mind when you began your descent. -The forest floor below you, all covered in shadows and mystery, is just a long -jump down, but still a far enough jump that a broken leg or ankle would almost -certainly result in a jumping attempt. -~ -266 0 0 0 0 5 -D4 -~ -~ -0 0 26604 -D5 -~ -~ -0 0 26606 -S -#26606 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The cliff face runs along to -your south, the forest growing right up to the edge and up the edge in some -spots. There is a set of rungs grooved into the cliff face here. It looks as -if you may be able to climb up! -~ -266 5 0 0 0 3 -D0 -~ -~ -0 0 26607 -D1 -~ -~ -0 0 26619 -D3 -~ -~ -0 0 26639 -D4 -~ -~ -0 0 26605 -S -#26607 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26608 -D1 -~ -~ -0 0 26618 -D2 -~ -~ -0 0 26606 -D3 -~ -~ -0 0 26640 -S -#26608 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26609 -D1 -~ -~ -0 0 26617 -D2 -~ -~ -0 0 26607 -D3 -~ -~ -0 0 26641 -S -#26609 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26610 -D1 -~ -~ -0 0 26616 -D2 -~ -~ -0 0 26608 -D3 -~ -~ -0 0 26642 -S -#26610 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26611 -D1 -~ -~ -0 0 26615 -D2 -~ -~ -0 0 26609 -D3 -~ -~ -0 0 26643 -S -#26611 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26612 -D1 -~ -~ -0 0 26614 -D2 -~ -~ -0 0 26610 -D3 -~ -~ -0 0 26644 -S -#26612 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26681 -D1 -~ -~ -0 0 26613 -D2 -~ -~ -0 0 26611 -D3 -~ -~ -0 0 26645 -S -#26613 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26680 -D1 -~ -~ -0 0 26626 -D2 -~ -~ -0 0 26614 -D3 -~ -~ -0 0 26612 -S -#26614 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26613 -D1 -~ -~ -0 0 26625 -D2 -~ -~ -0 0 26615 -D3 -~ -~ -0 0 26611 -S -#26615 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26614 -D1 -~ -~ -0 0 26624 -D2 -~ -~ -0 0 26616 -D3 -~ -~ -0 0 26610 -S -#26616 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26615 -D1 -~ -~ -0 0 26623 -D2 -~ -~ -0 0 26617 -D3 -~ -~ -0 0 26609 -S -#26617 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26616 -D1 -~ -~ -0 0 26622 -D2 -~ -~ -0 0 26618 -D3 -~ -~ -0 0 26608 -S -#26618 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26617 -D1 -~ -~ -0 0 26621 -D2 -~ -~ -0 0 26619 -D3 -~ -~ -0 0 26607 -S -#26619 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The cliff face runs along to -your south, the forest growing right up to the edge and up the edge in some -spots. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26618 -D1 -~ -~ -0 0 26620 -D3 -~ -~ -0 0 26606 -S -#26620 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The cliff face runs along to -your south, the forest growing right up to the edge and up the edge in some -spots. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26621 -D1 -~ -~ -0 0 26633 -D3 -~ -~ -0 0 26619 -S -#26621 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26622 -D1 -~ -~ -0 0 26632 -D2 -~ -~ -0 0 26620 -D3 -~ -~ -0 0 26618 -S -#26622 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26623 -D1 -~ -~ -0 0 26631 -D2 -~ -~ -0 0 26621 -D3 -~ -~ -0 0 26617 -S -#26623 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26624 -D1 -~ -~ -0 0 26630 -D2 -~ -~ -0 0 26622 -D3 -~ -~ -0 0 26616 -S -#26624 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26625 -D1 -~ -~ -0 0 26629 -D2 -~ -~ -0 0 26623 -D3 -~ -~ -0 0 26615 -S -#26625 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26626 -D1 -~ -~ -0 0 26628 -D2 -~ -~ -0 0 26624 -D3 -~ -~ -0 0 26614 -S -#26626 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26679 -D1 -~ -~ -0 0 26627 -D2 -~ -~ -0 0 26625 -D3 -~ -~ -0 0 26613 -S -#26627 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26678 -D1 -~ -~ -0 0 26638 -D2 -~ -~ -0 0 26628 -D3 -~ -~ -0 0 26626 -S -#26628 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. Off to the east is a deep -hollow, dark and foreboding. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26627 -D2 -~ -~ -0 0 26629 -D3 -~ -~ -0 0 26625 -S -#26629 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26628 -D1 -~ -~ -0 0 26637 -D2 -~ -~ -0 0 26630 -D3 -~ -~ -0 0 26624 -S -#26630 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26629 -D1 -~ -~ -0 0 26636 -D2 -~ -~ -0 0 26631 -D3 -~ -~ -0 0 26623 -S -#26631 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26630 -D1 -~ -~ -0 0 26635 -D2 -~ -~ -0 0 26632 -D3 -~ -~ -0 0 26622 -S -#26632 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 0 0 0 0 3 -D0 -~ -~ -0 0 26631 -D1 -~ -~ -0 0 26634 -D2 -~ -~ -0 0 26633 -D3 -~ -~ -0 0 26621 -S -#26633 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The cliff face runs along to -your south, the forest growing right up to the edge and up the edge in some -spots. To the east there is some sort of break in the forest, maybe a clearing -or something, although it doesn't look like it gets any lighter... -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26632 -D1 -~ -~ -0 0 25200 -D3 -~ -~ -0 0 26620 -S -#26634 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. To the south is a strange -opening in the trees, almost as if it lead to a meadow or field of some sort, -but it couldn't be, because it is still just as dark as ever in that direction. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26635 -D1 -~ -~ -0 0 26667 -D2 -~ -~ -0 0 25200 -D3 -~ -~ -0 0 26632 -S -#26635 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26636 -D1 -~ -~ -0 0 26668 -D2 -~ -~ -0 0 26634 -D3 -~ -~ -0 0 26631 -S -#26636 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26637 -D1 -~ -~ -0 0 26670 -D2 -~ -~ -0 0 26635 -D3 -~ -~ -0 0 26630 -S -#26637 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. North is a deep hollow, one -which looks to hold a great many dark secrets. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26672 -D2 -~ -~ -0 0 26636 -D3 -~ -~ -0 0 26629 -S -#26638 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. To the south the forest -slopes steepy downhill into a deep valley or hollow. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26691 -D1 -~ -~ -0 0 26677 -D3 -~ -~ -0 0 26627 -S -#26639 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The cliff face runs along -beside you on the south, hemming you into the forest. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26640 -D1 -~ -~ -0 0 26606 -D3 -~ -~ -0 0 26652 -S -#26640 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26641 -D1 -~ -~ -0 0 26607 -D2 -~ -~ -0 0 26639 -D3 -~ -~ -0 0 26651 -S -#26641 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26642 -D1 -~ -~ -0 0 26608 -D2 -~ -~ -0 0 26640 -D3 -~ -~ -0 0 26650 -S -#26642 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26643 -D1 -~ -~ -0 0 26609 -D2 -~ -~ -0 0 26641 -D3 -~ -~ -0 0 26649 -S -#26643 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. Towering high above the -trees to your west is a huge, wood sided house which seems to lean to one side. -It looks very old and very unsafe. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26644 -D1 -~ -~ -0 0 26610 -D2 -~ -~ -0 0 26642 -D3 -~ -~ -0 0 25900 -S -#26644 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26645 -D1 -~ -~ -0 0 26611 -D2 -~ -~ -0 0 26643 -D3 -~ -~ -0 0 26647 -S -#26645 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26682 -D1 -~ -~ -0 0 26612 -D2 -~ -~ -0 0 26644 -D3 -~ -~ -0 0 26646 -S -#26646 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26683 -D1 -~ -~ -0 0 26645 -D2 -~ -~ -0 0 26647 -D3 -~ -~ -0 0 26659 -S -#26647 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. South of you a large house -rises from the forest floor, it's top floor higher than the towering trees all -around you. The house looks very old and very unsafe. Also uninviting. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26646 -D1 -~ -~ -0 0 26644 -D2 -~ -~ -0 0 25902 -D3 -~ -~ -0 0 26658 -S -#26648 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. To the west is the cliff -face, solid and unyielding, penning you into this awful place. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26685 -D1 -~ -~ -0 0 26659 -D2 -~ -~ -0 0 26662 -S -#26649 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. To the north is a huge -house, very old and ugly. There are no lights of any kind coming from it. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 25906 -D1 -~ -~ -0 0 26642 -D2 -~ -~ -0 0 26650 -D3 -~ -~ -0 0 26656 -S -#26650 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26649 -D1 -~ -~ -0 0 26641 -D2 -~ -~ -0 0 26651 -D3 -~ -~ -0 0 26655 -S -#26651 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26650 -D1 -~ -~ -0 0 26640 -D2 -~ -~ -0 0 26652 -D3 -~ -~ -0 0 26654 -S -#26652 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The cliff face runs along -beside you on the south, hemming you into the forest. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26651 -D1 -~ -~ -0 0 26639 -D3 -~ -~ -0 0 26653 -S -#26653 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The cliff face runs along -beside you on the south, hemming you into the forest. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26654 -D1 -~ -~ -0 0 26652 -D3 -~ -~ -0 0 26666 -S -#26654 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26655 -D1 -~ -~ -0 0 26651 -D2 -~ -~ -0 0 26653 -D3 -~ -~ -0 0 26665 -S -#26655 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. To the west is some sort of -deep fell or hollow where the forest slopes downward out of sight toward the -rocky cliff far to the west. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26656 -D1 -~ -~ -0 0 26650 -D2 -~ -~ -0 0 26654 -D3 -~ -~ -0 0 26400 -S -#26656 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26657 -D1 -~ -~ -0 0 26649 -D2 -~ -~ -0 0 26655 -D3 -~ -~ -0 0 26664 -S -#26657 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. There is a large wood sided -house to your east, one that stands extremely tall in this monstrous forest. -The house looks to be in deplorable condition, it leans to one side looking as -if it might fall over at any time. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26658 -D1 -~ -~ -0 0 25904 -D2 -~ -~ -0 0 26656 -D3 -~ -~ -0 0 26663 -S -#26658 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26659 -D1 -~ -~ -0 0 26647 -D2 -~ -~ -0 0 26657 -D3 -~ -~ -0 0 26662 -S -#26659 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26684 -D1 -~ -~ -0 0 26646 -D2 -~ -~ -0 0 26658 -D3 -~ -~ -0 0 26648 -S -#26660 -Halfway Up a 'Trail'~ - You find your arms are getting way too tired to keep up the climbing the way -you've been. The top of the cliff still seems miles away from where you are -now, and there is no spot on this cliff to just stop and take a break. It might -be a good idea to climb back down, and take your chances in the forest. -~ -266 0 0 0 0 0 -D4 -~ -~ -0 0 26661 -D5 -~ -~ -0 0 26604 -S -#26661 -Climbing Up the Cliff~ - You simply cannot do it. Your arms are like jello and your breath is coming -in hot racking gasps that make your palms sweat and your head ache. You have no -choice but to head back down to the forest and find your way out some other way. -~ -266 0 0 0 0 5 -D4 -~ -~ -0 0 26661 -D5 -~ -~ -0 0 26603 -S -#26662 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. To the west is the cliff -face, solid and unyielding, penning you into this awful place. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26648 -D1 -~ -~ -0 0 26658 -D2 -~ -~ -0 0 26663 -S -#26663 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky cliff runs along -beside you on the west. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26662 -D1 -~ -~ -0 0 26657 -D2 -~ -~ -0 0 26664 -S -#26664 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The cliff face is to the -west, hemming you into this evil forest. To the south is some sort of hollow -which leads downhill into territory that you cannot see from here. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26663 -D1 -~ -~ -0 0 26656 -D2 -~ -~ -0 0 26428 -S -#26665 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The cliff runs along your -west side, an ever present reminder that you are trapped in this valley. To the -north there is some sort of hollow, or slope that leads downward into deeper -forest. Looks very ominous, caution is advised. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26419 -D1 -~ -~ -0 0 26654 -D2 -~ -~ -0 0 26666 -S -#26666 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The cliff face makes an -abrupt turn here, curving itself north and east, running along your south and -west sides. It looks as if this forest may be completely enclosed by this -strange rock formation. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26665 -D1 -~ -~ -0 0 26653 -S -#26667 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky cliff makes a turn -heading north and west, blocking you movement in that direction. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26668 -D3 -~ -~ -0 0 26634 -S -#26668 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26670 -D1 -~ -~ -0 0 26669 -D2 -~ -~ -0 0 26667 -D3 -~ -~ -0 0 26635 -S -#26669 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky cliff makes a turn -heading north and west, blocking you movement in that direction. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26671 -D3 -~ -~ -0 0 26668 -S -#26670 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26672 -D1 -~ -~ -0 0 26671 -D2 -~ -~ -0 0 26668 -D3 -~ -~ -0 0 26636 -S -#26671 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26673 -D1 -~ -~ -0 0 26690 -D2 -~ -~ -0 0 26669 -D3 -~ -~ -0 0 26670 -S -#26672 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. To your north is a deep, -dark valley. It looks exteremely uninviting from here, best to just pass it by. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26673 -D2 -~ -~ -0 0 26670 -D3 -~ -~ -0 0 26637 -S -#26673 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. To the north the forest runs -downhill into a deep fell. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26689 -D2 -~ -~ -0 0 26671 -D3 -~ -~ -0 0 26672 -S -#26674 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. To the south is a deep -hollow, many miles across and quite deep from the looks of it. Of course, it is -hard to tell by looks since it is so dark here. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26675 -D1 -~ -~ -0 0 26687 -D3 -~ -~ -0 0 26677 -S -#26675 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rock wall on your north -is such a presence, such a large obstacle, you feel that this valley must have -been created on purpose by some god, some higher power, to punish the -inhabitants for wrongdoings. Or something. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26686 -D2 -~ -~ -0 0 26674 -D3 -~ -~ -0 0 26676 -S -#26676 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky wall still runs -along on the north side. You feel like a caged animal. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26675 -D2 -~ -~ -0 0 26677 -D3 -~ -~ -0 0 26691 -S -#26677 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. There is some sort of inner -valley to the south, one that looks very deep and very dark. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26676 -D1 -~ -~ -0 0 26674 -D3 -~ -~ -0 0 26638 -S -#26678 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26691 -D2 -~ -~ -0 0 26627 -D3 -~ -~ -0 0 26679 -S -#26679 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26678 -D2 -~ -~ -0 0 26626 -D3 -~ -~ -0 0 26680 -S -#26680 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26679 -D2 -~ -~ -0 0 26613 -D3 -~ -~ -0 0 26681 -S -#26681 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26680 -D2 -~ -~ -0 0 26612 -D3 -~ -~ -0 0 26682 -S -#26682 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26681 -D2 -~ -~ -0 0 26645 -D3 -~ -~ -0 0 26683 -S -#26683 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26682 -D2 -~ -~ -0 0 26646 -D3 -~ -~ -0 0 26684 -S -#26684 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26683 -D2 -~ -~ -0 0 26659 -D3 -~ -~ -0 0 26685 -S -#26685 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky wall turns here, -running south and east, keeping you from continuing north or west any farther. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26684 -D2 -~ -~ -0 0 26648 -S -#26686 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rock wall makes a curve -here, hemming you in and hindering any movement east or north. Over time, rocks -have fallen off from the cliffsides and piled up at the base. A set of small -tracks seem to come and go from beneath two large rocks. -~ -266 1 0 0 0 3 -D2 -~ -~ -0 0 26687 -D3 -~ -~ -0 0 26675 -D5 -~ -rock~ -1 0 26692 -S -#26687 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rock wall runs along to -the east. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26686 -D2 -~ -~ -0 0 26688 -D3 -~ -~ -0 0 26674 -S -#26688 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rock wall prevents any -movement to the east. To the west is a deep hollow, a very large one from the -looks of it although it is hard to tell for sure in this darkness. Looks almost -like a valley inside this valley. -~ -266 0 0 0 0 3 -D0 -~ -~ -0 0 26687 -D2 -~ -~ -0 0 26689 -S -#26689 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. To the east is the rocky -wall that holds you captive in this God-Forsaken forest. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26688 -D2 -~ -~ -0 0 26690 -D3 -~ -~ -0 0 26673 -S -#26690 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky cliff makes a turn -heading north and west, blocking you movement in that direction. -~ -266 1 0 0 0 3 -D0 -~ -~ -0 0 26689 -D3 -~ -~ -0 0 26671 -S -#26691 -Dark and Sinister Forest~ - The forest around you seems dead, all the trees and their branches seem -withered and brittle. Strangely enough, with all the lingering death around -you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. -~ -266 1 0 0 0 3 -D1 -~ -~ -0 0 26676 -D2 -~ -~ -0 0 26638 -D3 -~ -~ -0 0 26678 -S -#26692 -Dark Tunnel~ - As your eyes adjust to the darkness, you see that you are in a tunnel hewn -out of the cliff rockbed. A feeling in your gut tells you that this tunnel was -not made by ordinary creatures. Little tracks lead to and from a crude nest -near the tunnel entrance. A sudden movement catches your eye and you see the -fleeing form of some small creature dashing outside through the rockfall. You -can explore the tunnel more to the north or head back outside. -~ -266 325 0 0 0 0 -D0 -~ -~ -0 0 26693 -D4 -~ -rock~ -1 0 26686 -S -#26693 -Dark Tunnel~ - A think layer of dust covers the hewn floor. The undisturbed state of things -in the tunnel show that no one has passed through this way in ages. The stone -walls become more polished and smoother as one progresses northwards. A faint -odor of incense and spices lingers in the air. -~ -266 321 0 0 0 0 -D0 -~ -~ -0 0 26694 -D2 -~ -~ -0 0 26692 -S -#26694 -Dark Chamber~ - The tunnel opens up into a small chamber. The polished walls reflect the -torchlight in an eerie way. The smell of incense and spices hang heavily in the -air, stiffling you. A stone slab sits in the middle of the chamber. Strange -runes adorn the stone slab. A faded trail of blood upon the slab catches your -eye and you follow the trail to the floor. There you see that you are standing -in the middle of a pentagram inscribed into the stone floor. Repressing a -feeling of dread, you get on your knees to study a small indentation in the -middle of the pentagram.... -~ -266 73 0 0 0 0 -D2 -~ -~ -0 0 26693 -D5 -~ -pentagram~ -1 0 26695 -E -slab~ - It is encrypted with strange runes. -~ -E -runes~ - The runes depict what appears to be the very same stone slab that they are -inscribed upon. The runes show a manlike being standing before the runes, the -runes glowing fiercely, and then the man gone. -~ -S -#26695 -Entrance to another Dimension~ - - The walls of the chamber begin to shimmer brightly. The outline of the -pentagram catches fire and burns brightly. The runes on the slab begin to glow -fiercely. A droning sound begins and intensifies painfully. Reality seems to -slip away as the room begins to spin around you. Trying to get a grip on -yourself in this maddening scene, you notice an entryway opening up before you. -~ -266 0 0 0 0 0 -S -$~ diff --git a/lib/world/wld/267.wld b/lib/world/wld/267.wld deleted file mode 100644 index 884ccb3..0000000 --- a/lib/world/wld/267.wld +++ /dev/null @@ -1,2159 +0,0 @@ -#26700 -Vice Island Zone Description Room~ - Vice Island is an evil-only area. It's rather large for a medium-sized MUD -and is intended to be used in concurrence with Oceania. -This area is intended to be part 1 of 4 subareas I have in mind for Oceania. -It has mainly evil mobs, and almost all of the equipment in it is evil only. ---------------------------------------------------------------------------- -I make no legal claim on Vice Island save this: You MUST give me credit for -its design SOMEPLACE in your mud. You can hide it if you want, but I want -some credit somewhere for it. :) I spent 6 months making Oceania and Vice -Island, and I feel some need to have it known that my work is appreciated. ---------------------------------------------------------------------------- -Builder : Questor -Zone : 267 Vice Island -Player Level : 20-25 -Rooms : 98 -Mobs : 20 -Objects : 41 -Triggers : 9 -Links : -Zone 267 is linked to the following zones: -268 Vice Island II at 26797 (west ) ---> 26804 -268 Vice Island II at 26798 (east ) ---> 26800 -~ -267 0 0 0 0 0 -S -#26701 -Port Harem~ - You stand on a blindingly white beach; it stretches to your north and south -as far as you can see. Hundred of beautifuly garbed women of all shades -languish on the shore; they have stony-dull eyes that stare right past you. -Something looks not-quite-so-right in this pristine place. -~ -267 0 0 0 0 2 -D1 -To your east you can see a huge mound of dirt. -~ -~ -0 0 26702 -E -women woman~ - Each woman is spectacularly beautiful--except for their glazed eyes and -expressions of utter stupor. What on earth could be wrong with them? -~ -E -sand beach~ - Close examination of the beach shows that the sand is not only white--each -and every grain is a single crystal; it reflects the light of the sun into a -blinding display of bright white. While each one exhibits a different color, -they all blend into this pristine color. -~ -S -#26702 -Beachside Harem~ - Now THIS is weird. Frightened women scamper out from a hole in a huge mound -and you can hear screaming from down in the depths. A large forest lies to -your east, and a trail can be vaguely seen. -~ -267 1 0 0 0 4 -D1 -To your east you can see a beach road that leads into the forest. -~ -~ -0 0 26703 -D3 -You can see the blindingly bright white beach to your east. -~ -~ -0 0 26701 -D5 -Downwards you can see what looks to be a lush harem. -~ -~ -0 0 26704 -S -#26703 -Beach Road~ - This path is extremely well-kept. Small stones line the outer path, and the -sand from the beach has been lain to make a path--though the crystal seems to -have been melted down to make the floor harder. The palm trees here completely -fill every part of the area outside the path. Strange noises and utterly -blood-chilling screams fill the air. It is very dark here. The path leads on -to your west, and a strange mound lies to your east. -~ -267 1 0 0 0 2 -D1 -The beach road continues on. -~ -~ -0 0 26705 -D3 -To your west you can see a huge mound. -~ -~ -0 0 26702 -S -#26704 -Harem~ - This place is full of imported beauty--lavish Persian rugs, assorted -priceless vases, and piles of money and jewelry everywhere. Beautiful, silent -women dance before you, twirling in silk gowns that barely hide their beauty. -A sound can be heard over all the racket, shouting, "Keep working! " -~ -267 521 0 0 0 1 -D4 -You can just see from the hole in the ground that you are right by a path that leads into the woods. -~ -~ -0 0 26702 -S -#26705 -Beach Road~ - This path is extremely well-kept. Small stones line the outer path, and the -sand from the beach has been lain to make a path--though the crystal seems to -have been melted down to make the floor harder. The palm trees here completely -fill every part of the area outside the path. Strange noises and utterly -blood-chilling screams fill the air. It is very dark here. A large hill rises -to your east, and the beach road lies to your west. -~ -267 5 0 0 0 2 -D1 -A large hill rises to your east. -~ -~ -0 0 26739 -D3 -You see a well-kept trail. -~ -~ -0 0 26703 -S -#26706 -Creepy Road~ - You're not quite sure why, but this road sends shivers down your very spine. -Perhaps it's the total and complete silence. Or perhaps it's the skeletons -strown haphazardly about. You just don't know. -~ -267 4 0 0 0 2 -D1 -The creepy road continues east. -~ -~ -0 0 26707 -D3 -The huge Vice Hill lies to your west. -~ -~ -0 0 26739 -E -skeletons~ - They're quite real, and quite frightening. We weren't lying to you. -~ -S -#26707 -Creepy Road~ - You're not quite sure why, but this road sends shivers down your very spine. -Perhaps it's the total and complete silence. Or perhaps it's the skeletons -strown haphazardly about. You just don't know. -~ -267 0 0 0 0 2 -D1 -The creepy road continues east. -~ -~ -0 0 26708 -D3 -The creepy road continues west. -~ -~ -0 0 26706 -E -skeletons~ - They're quite real, and quite frightening. We weren't lying to you. -~ -S -#26708 -Creepy Road~ - You're not quite sure why, but this road sends shivers down your very spine. -Perhaps it's the total and complete silence. Or perhaps it's the skeletons -strown haphazardly about. You just don't know. A large building towers above -you to the east. -~ -267 4 0 0 0 2 -D1 -You know, like we said, a large building lieing to your east and all. -~ -~ -0 0 26745 -D3 -The creepy road continues west. -~ -~ -0 0 26739 -E -building~ - The building is a dark gray shade, but it seems to have been soiled by grimy -tar. -~ -E -skeletons~ - They're quite real, and quite frightening. We weren't lying to you. -~ -S -#26709 -Vice Hill~ - You are on a tall hill overlooking the entire island. You can see the -zenith to your far north; the hill blocks all the view to the north and on. -To your south, you can see the beginnings of a rock-strewn-path... Continuing -further down, you can see the end of the hill. The forest covers up most of -the view from here. -~ -267 0 0 0 0 4 -D4 -Looking up, you can see the zenith of Vice Hill. -~ -~ -0 0 26739 -D5 -Looking down, you can see the end of the hill. -~ -~ -0 0 26723 -S -#26710 -Vice Hill~ - You are on a tall hill overlooking the entire island. You can see the -zenith to your far south; the hill blocks all the view to south and on. To -your south, you can see the beginnings of a rock-strewn path... Continuing -further down, you can see the end of the hill. The forest covers up most of -the view from here. -~ -267 0 0 0 0 4 -D4 -Looking up, you can see the zenith of Vice Hill. -~ -~ -0 0 26739 -D5 -Looking down, you can see the end of the hill. -~ -~ -0 0 26728 -S -#26711 -Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. -Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. -~ -267 9 0 0 0 0 -D0 -The tarry tunnel continues to your north. -~ -~ -0 0 26713 -D1 -The tarry tunnel ascends onto a hill to your east. -~ -~ -0 0 26723 -E -goo tar~ - The tar looks disgusting, but not too dangerous. -~ -S -#26712 -Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. -Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. -~ -267 9 0 0 0 0 -D0 -The tarry tunnel continues to your north. -~ -~ -0 0 26714 -D3 -The tarrry ascends onto a hill to your west. -~ -~ -0 0 26723 -E -goo tar~ - The tar looks disgusting, but not too dangerous. -~ -S -#26713 -Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. -Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. -~ -267 9 0 0 0 0 -D0 -The tarry tunnel continues to your north. -~ -~ -0 0 26715 -D2 -The tarry tunnel continues to your south. -~ -~ -0 0 26711 -E -goo tar~ - The tar looks disgusting, but not too dangerous. -~ -S -#26714 -Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. -Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. -~ -267 9 0 0 0 0 -D0 -The tarry tunnel continues to your south. -~ -~ -0 0 26716 -D2 -The tarry tunnel continues to your north. -~ -~ -0 0 26712 -E -goo tar~ - The tar looks disgusting, but not too dangerous. -~ -S -#26715 -Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. -Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. -~ -267 9 0 0 0 0 -D0 -The tarry tunnel continues to your north. -~ -~ -0 0 26717 -D2 -The tarry tunnel continues to your south. -~ -~ -0 0 26713 -E -goo tar~ - The tar looks disgusting, but not too dangerous. -~ -S -#26716 -Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. -Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. -~ -267 9 0 0 0 0 -D0 -The tarry tunnel continues to your north. -~ -~ -0 0 26718 -D2 -The tarry tunnel continues to your south. -~ -~ -0 0 26714 -E -goo tar~ - The tar looks disgusting, but not too dangerous. -~ -S -#26717 -Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. -Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. -~ -267 9 0 0 0 0 -D0 -The tarry tunnel continues to your north. -~ -~ -0 0 26719 -D2 -The tarry tunnel continues to your south. -~ -~ -0 0 26715 -E -goo tar~ - The tar looks disgusting, but not too dangerous. -~ -S -#26718 -Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. -Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. -~ -267 9 0 0 0 0 -D0 -The tarry tunnel continues to your north. -~ -~ -0 0 26720 -D2 -The tarry tunnel continues to your south. -~ -~ -0 0 26716 -E -goo tar~ - The tar looks disgusting, but not too dangerous. -~ -S -#26719 -Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. -Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. -~ -267 9 0 0 0 0 -D0 -The tarry tunnel continues to your north. -~ -~ -0 0 26721 -D2 -The tarry tunnel continues to your south. -~ -~ -0 0 26717 -E -goo tar~ - The tar looks disgusting, but not too dangerous. -~ -S -#26720 -Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. -Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. -~ -267 9 0 0 0 0 -D0 -The tarry tunnel continues to your north. -~ -~ -0 0 26722 -D2 -The tarry tunnel continues to your south. -~ -~ -0 0 26718 -E -goo tar~ - The tar looks disgusting, but not too dangerous. -~ -S -#26721 -Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. -Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. -~ -267 133 0 0 0 0 -D1 -The tarry tunnel opens into a strange building to your east. -~ -~ -0 0 26778 -D2 -The tarry tunnel continues to your south. -~ -~ -0 0 26719 -E -goo tar~ - The tar looks disgusting, but not too dangerous. -~ -S -#26722 -Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. -Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. -~ -267 133 0 0 0 0 -D2 -The tarry tunnel continues to your south. -~ -~ -0 0 26720 -D3 -The tarry tunnel opens into a strange building to your west. -~ -~ -0 0 26779 -E -goo tar~ - The tar looks disgusting, but not too dangerous. -~ -S -#26723 -Vice Hill~ - You stand at the bottom of a tall hill. The forestry around you keeps you -from seeing too much, but you can make out a tarry road to your north, and the -dark openings of two tunnels to your east and west. Of course, you could -always go south up to the relative safety of the hill. A huge tree here looks -climbable, and you can vaguely see a net at the top. -~ -267 4 0 0 0 4 -D0 -You can see a dangerous-looking tarry road to your north. -~ -~ -0 0 26724 -D1 -You can see a dark, tarry tunnel opening to your east. -~ -~ -0 0 26712 -D2 -You see the relative safety of Vice Hill. -~ -~ -0 0 26710 -D3 -You can see a dark, tarry tunnel opening to your west. -~ -~ -0 0 26711 -D4 -You can see a path through the huge trees of the forest. -~ -~ -0 0 26784 -S -#26724 -Tarry Road~ - The tarry gunk of the road sticks firmly to your feet here, and it gets -thicker and thicker as you venture north. If you go south, you'll probably be -able to turn back before it's too late. -~ -267 517 0 0 0 2 -D0 -It looks very dangerous and squishy that way, but you could probably survive -it. -~ -~ -0 0 26725 -D2 -It's much safer to your south. Perhaps you should go back. -~ -~ -0 0 26723 -S -#26725 -Tarry Road~ - The tarry gunk of the road sticks firmly to your feet here, and it gets -thicker and thicker as you venture south. If you go north, you'll probably be -able to turn back before it's too late. There is a sign on the side of the -road here. -~ -267 517 0 0 0 2 -D0 -The tar looks even more dangerous that way, but survivable. -~ -~ -0 0 26726 -D2 -The tar thins out a bit in that direction--better go that way. -~ -~ -0 0 26724 -E -sign note writings writing inscription inscriptions rune runes~ - TAR PIT - DO NOT ENTER ! ! ! - THIS IS THE POINT OF NO RETURN! -~ -S -#26726 -Tarry Road~ - The tar here is so bad that you can't turn around. There is no natural way -of escape--either go forward, or don't move at all. Right ahead of you is a -bubbling, boiling tar pit--it looks quite disgusting. PANIC! -~ -267 517 0 0 0 2 -D0 -Looks like that would be a VERY bad idea. I don't think you could escape -that one. -~ -~ -0 0 26727 -E -tar pit tarpit~ - It's big, black, boiling, sticky, and gooey. What more incintive do you need -to stay away from it? -~ -S -#26727 -Boiling Tar Pit~ - As you sink one foot into the goo, it sticks. You try to pull it out, but -lose your balance, and the other foot gets stuck in the pit. Try and try as -you might, you can't get them out! Each sinks lower and lower until your -entire legs are encased in the pit. You scream for help, but no one can hear -you. -~ -267 548 0 0 0 2 -S -#26728 -Vice Hill~ - You stand at the bottom of a large hill. It is eerily beautiful here, but -it still looks quite sinister. You notice a rocky road to your south, and you -can ascend the hill to take a look around you. A road hangs a bit above you to -your left by no supports! Hmm... A beautifuly made road is to your west. -~ -267 0 0 0 0 4 -D0 -You can see the beautiful Vice Hill. -~ -~ -0 0 26709 -D1 -You can see a very strange road to your east. Worth exploring? Probably. -~ -~ -0 0 26730 -D2 -You see a slippery-looking rocky road to your south. -~ -~ -0 0 26740 -D3 -A beautifuly made, well-kept path is to your west. -~ -~ -0 0 26729 -D4 -Of course, you should ascend a hill, right? -~ -~ -0 0 26730 -S -#26729 -High Path~ - This road is amazingly built--some sort of black onyxlike substance, shined -to a mirror-like gleam forms the main of the path. Bricks of the same -substance line the path--it doesn't look as if a piece of paper could be -inserted between them. The trees have been trimmed back to allow easy passage. -Even among all this beauty, you sense a sinister presence. -~ -267 5 0 0 0 1 -D1 -To your east you can see the bottom of Vice Hill. -~ -~ -0 0 26728 -D2 -The high path continues on. -~ -~ -0 0 26731 -S -#26730 -Trail of Terror~ - This trail is covered by the skeletal ribs of a huge creature in some sort -of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the -distance. A soft chanting can be heard in the far distance, but you can see no -sign of life. Lonliness sends you into a panicky state. -~ -267 0 0 0 0 1 -D2 -The strange trail continues on. -~ -~ -0 0 26732 -D3 -The bottom of Vice Hill starts to your west. -~ -~ -0 0 26728 -E -ribs skeleton~ - This must have been a HUGE monster! Whoever slayed it--no, you'd rather just -not have to find out. Each rib seems to be razer-sharp at the edges, and the -bones have been cleaned to a perfect white. -~ -S -#26731 -High Path~ - This road is amazingly built--some sort of blax onyxlike substance, shined -to a mirror-like gleam forms the main of the path. Bricks of the same -substance line the path--it doesn't look as if a piece of paper could be -inserted between them. The trees have been trimmed back to allow easy passage. -Even among all this beauty, you sense a sinister presence. -~ -267 5 0 0 0 1 -D0 -The high path continues on. -~ -~ -0 0 26729 -D2 -The high path continues on. -~ -~ -0 0 26733 -S -#26732 -Trail of Terror~ - This trail is covered by the skeletal ribs of a huge creature in some sort -of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the -distance. A soft chanting can be heard in the far distance, but you can see no -sign of life. Lonliness sends you into a panicky state. -~ -267 0 0 0 0 1 -D0 -The strange trail continues on.. -~ -~ -0 0 26730 -D2 -The strange trail continues on. -~ -~ -0 0 26734 -E -ribs skeleton~ - This must have been a HUGE monster! Whoever slayed it--no, you'd rather just -not have to find out. Each rib seems to be razer-sharp at the edges, and the -bones have been cleaned to a perfect white. -~ -S -#26733 -High Path~ - This road is amazingly built--some sort of blax onyxlike substance, shined -to a mirror-like gleam forms the main of the path. Bricks of the same -substance line the path--it doesn't look as if a piece of paper could be -inserted between them. The trees have been trimmed back to allow easy passage. -Even among all this beauty, you sense a sinister presence. -~ -267 5 0 0 0 1 -D0 -The high path continues on. -~ -~ -0 0 26731 -D2 -The high path continues on. -~ -~ -0 0 26735 -S -#26734 -Trail of Terror~ - This trail is covered by the skeletal ribs of a huge creature in some sort -of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the -distance. A soft chanting can be heard in the far distance, but you can see no -sign of life. Lonliness sends you into a panicky state. -~ -267 0 0 0 0 1 -D0 -The strange trail continues on.. -~ -~ -0 0 26732 -D2 -The strange trail continues on. -~ -~ -0 0 26736 -E -ribs skeleton~ - This must have been a HUGE monster! Whoever slayed it--no, you'd rather just -not have to find out. Each rib seems to be razer-sharp at the edges, and the -bones have been cleaned to a perfect white. -~ -S -#26735 -High Path~ - This road is amazingly built--some sort of blax onyxlike substance, shined -to a mirror-like gleam forms the main of the path. Bricks of the same -substance line the path--it doesn't look as if a piece of paper could be -inserted between them. The trees have been trimmed back to allow easy passage. -Even among all this beauty, you sense a sinister presence. -~ -267 5 0 0 0 1 -D0 -The high path continues on. -~ -~ -0 0 26733 -D2 -The high path continues on. -~ -~ -0 0 26737 -S -#26736 -Trail of Terror~ - This trail is covered by the skeletal ribs of a huge creature in some sort -of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the -distance. A soft chanting can be heard in the far distance, but you can see no -sign of life. Lonliness sends you into a panicky state. -~ -267 0 0 0 0 1 -D0 -The strange trail continues on. -~ -~ -0 0 26734 -D2 -The strange trail continues on. -~ -~ -0 0 26738 -E -ribs skeleton~ - This must have been a HUGE monster! Whoever slayed it--no, you'd rather just -not have to find out. Each rib seems to be razer-sharp at the edges, and the -bones have been cleaned to a perfect white. -~ -S -#26737 -High Path~ - This road is amazingly built--some sort of blax onyxlike substance, shined -to a mirror-like gleam forms the main of the path. Bricks of the same -substance line the path--it doesn't look as if a piece of paper could be -inserted between them. The trees have been trimmed back to allow easy passage. -Even among all this beauty, you sense a sinister presence. -~ -267 5 0 0 0 1 -D0 -The high path continues on. -~ -~ -0 0 26735 -D2 -A building of exquisite craftsmanship is to your south. -~ -~ -1 26727 26791 -S -#26738 -Trail of Terror~ - This trail is covered by the skeletal ribs of a huge creature in some sort -of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the -distance. A soft chanting can be heard in the far distance, but you can see no -sign of life. Lonliness sends you into a panicky state. -~ -267 4 0 0 0 1 -D0 -The strange trail continues on. -~ -~ -0 0 26736 -D2 -A building made of a strange, purely black substance is to your south. -~ -Temple of terror~ -1 26728 26797 -E -ribs skeleton~ - This must have been a HUGE monster! Whoever slayed it--no, you'd rather just -not have to find out. Each rib seems to be razer-sharp at the edges, and the -bones have been cleaned to a perfect white. -~ -S -#26739 -Vice Hill~ - You stand at the zenith of a tall hill overlooking the entire island. The -view here would be breathtaking, were it not so sinister. You can see a gooey, -tarry brine to your north, and to all other directions a sinister, black forest -is eerily silent. If you look very carefully, you can see the harbours to your -north and east. The exits descend in all directions. -~ -267 0 0 0 0 4 -D0 -The hill descends down into a tarry road, filled with the gooey stuff. -~ -~ -0 0 26709 -D1 -You can see the creepy road. -~ -~ -0 0 26706 -D2 -The road is much more rocky in this direction. -~ -~ -0 0 26710 -D3 -You see the strange beach road. -~ -~ -0 0 26705 -E -brine tar goo sinister black forest harbour see view~ - Nothing describes this island with more clarity than "horror". All around -you, you can sense evil, but you can't pinpoint why. The entire island is quite -silent--not a chirp can be heard. -~ -S -#26740 -Cliff Road~ - The road is quite slippery here, and you can see to your far south what -looks like a dropoff into absolute nothingness. Rocks skitter as you slide -around the road. It really looks quite dangerous--the hill would be a much -safer way to look at the view. -~ -267 0 0 0 0 5 -D0 -You can see the bottom of Vice Hill to your north. It looks comparatively safe. -~ -~ -0 0 26728 -D2 -The cliff road continues on, though I suggest you don't take it. -~ -~ -0 0 26741 -E -cliff~ - You can't quite see it yet--all you can see is a line that extends across the -horizon. -~ -S -#26741 -Cliff Road~ - The road is even more slippery here, and you can see to your south what -looks like a dropoff into absolute nothingness. Rocks skitter as you slide -around the road. It really looks quite dangerous--you'd be much better going -back--now. -~ -267 0 0 0 0 5 -D0 -You can still go back--it's a better idea to anyways. -~ -~ -0 0 26740 -D2 -You ARE one for taking risks, aren't you? -~ -~ -0 0 26742 -E -cliff~ - You can now see a little of it. It looks quite unstable. -~ -S -#26742 -Cliff Road~ - The road is quite slippery here, and you can see to your south what looks -like a dropoff into absolute nothingness. Rocks skitter as you slide around -the road. It really looks quite dangerous--you'd be much better going -back--now. -~ -267 0 0 0 0 5 -D0 -You can still go back--it's a better idea to anyways. -~ -~ -0 0 26741 -D2 -Don't say we didn't warn you. It's a cliff allright. A big and unsteady one. -~ -~ -0 0 26743 -E -cliff~ - You can see it. It looks quite close. It looks very dangerous. -~ -S -#26743 -Cliff Road~ - What a view! If you weren't having such trouble staying up, you could see -it much better. Each step brings you closer to the edge--it looks very danger- -ous, and the cliff's edge is quite close now. The ground is beginning to shake -under your weight. -~ -267 0 0 0 0 5 -D0 -You can still go back--it's a better idea to anyways. -~ -~ -0 0 26742 -D2 -It's the cliff's edge. The ground looks quite unsteady there. -~ -~ -0 0 26744 -E -cliff~ - Umm... We've warned you quite enough. Either go back, or face the -consequences. -~ -S -#26744 -Cliff's Edge~ - The view is never better when you're seeing it from mid-air. But you've -only got a few seconds to see it, as you're squashed down below. Too bad -shrieks don't make you fly. -~ -267 516 0 0 0 5 -S -T 26710 -#26745 -Entrance to the Building of Fear~ - Low moans seem to come from the walls as you stand before the fallen -entrance to a huge building. The walls appear to be made of some kind of gray -stone-- that, or they have turned gray with age. A passageway opens to your -east, but you can't see anything in the room, because of the darkness. -Shadows cast weird angles everywhere. A faded plaque has hangs from a nail in -a far corner of the room. -~ -267 0 0 0 0 0 -D1 -You can vaguly see some kind of picture or something on one of the walls... -~ -~ -0 0 26746 -D3 -The creepy road continues in that direction. -~ -~ -0 0 26708 -E -sign note plaque~ - Building of Fear - HIGH PRIESTS OF TERROR ALLOWED SAFE PASSAGE ONLY - You have been forewarned. -~ -S -#26746 -The Tapestry Room~ - Strange tapestries fill all the walls here. Each one seems to depict a -horrendous torture at the hands of some foul monster. If you look closely -enough, the pictures are so realistic, so clear, so true-to-life, that they -look real. Even closer examaniation reveals that they`re moving! You probably -don't want to stay here long. -~ -267 9 0 0 0 0 -D1 -You see a room filled with trophies. -~ -~ -0 0 26748 -D3 -You can see the entrance to the Building of Fear. -~ -~ -0 0 26745 -S -#26747 -Gargoyle Room~ - The gargoyle looks quite stony--that is, until you reach out to touch it. -Suddenly, it seems to come to life and move slightly or was that just a shadow. - -~ -267 516 0 0 0 0 -E -gargoyle statue~ - It's a gargoyle, with a large gaping mouth. Since you shouldn't be able to -wee it, we're not going to tell you anything else. -~ -S -#26748 -Trophy Room~ - There are literally hundereds of pedestals here, each with the skulls of a -different animal. Some are large, some quite small--some look like nothing you -have ever seen before. You can see a large ritual altar on one side of the -room, and a strange room encased in seamless glass on the other half. Behind -the altar, a little uneavenness in the wall can be seen, as if someone cut -perforations through the wall. -~ -267 520 0 0 0 0 -D0 -There's something very strange up ahead. It looks like a huge statue--but you -can clearly see a gaping maw...no human would ever make something so grotesque. -It's quite frightening...it's probably not good that you go in there. -~ -glass glassdoor door~ -2 26729 26747 -D1 -You see what looks to be a comfortable(?) waiting room. -~ -~ -0 0 26750 -D2 -You see nothing but a slight unevenness in the wall. -~ -door secret~ -1 26730 26749 -D3 -You can see a room filled with strange and horrifying tapestries. -~ -~ -0 0 26746 -E -pedestal skull~ - Each pedestal is about the size of your waist; each skull--well, it just -depends. None look benevolent... Whoever caught them must have been a very -skilled hunter. -~ -S -#26749 -Dressing Room~ - This room looks to be more the kind of room where a person dresses than a -butcher shop--meat racks, knives of all various and sundry sizes, and other -assorted meat-preparing items lie strewn around the room. There is, of course, -the paltry coatrack, with what look to be strange robes in it. -~ -267 9 0 0 0 0 -D0 -You see the strange trophy room(which now begins to seem more a sacrificial -chamber, as you look at it from this point of view...). -~ -door secret~ -1 26730 26748 -S -#26750 -Wailing Tower~ - The howls you heard at the entrance are much louder here. It appears to be -coming from above you--indeed, you can see a spiral staircase ascending into -the building. Should you go up? You decide. -~ -267 525 0 0 0 0 -D3 -You can see the trophy room. -~ -~ -0 -1 26748 -D4 -The spiral staircase ascends up farther than the eye can see. -~ -~ -0 -1 26751 -E -stair spiral staircase~ - This staircase appears to go up to infinity. You can't see where it ends. -~ -S -#26751 -On the staircase~ - The wailing surrounds you entirely here. You feel you might go mad if you -don't leave this stairwell. Over and over and over the sounds shriek over you. -Perhaps you should go up--and quickly. -~ -267 525 0 0 0 0 -D4 -You see a very weirdly shaped hallway. -~ -~ -0 -1 26753 -D5 -You see the bottom of the staircase. -~ -~ -0 -1 26750 -S -#26752 -Cell~ - The stench of refuse is particularly strong here. The cell can't be more -than 3-by-2 meters. A small cot is bolted to the floor, and a small drainage -hole with no covering is in the mi268le of the room. The floors slant down to -the hole, and you can see streaks of rust where the iron bolts have oxidized. -Manacles hang from the wall in the back of the cell, and you can see two -skeletal hands, all that is left of what once must have been a human being. -~ -267 525 0 0 0 0 -D0 -You can see the strangely shaped hallway. -~ -bars cell door~ -1 26713 26753 -E -manacles legirons irons hands skeletal~ - Two small hands are all that remain of what must have once been a small -child, or a very small human. You can see teeth marks where it looks like -someone was trying to bite their way out. -~ -E -hole drainage~ - The hole is about the size of your fist, and from the smell, it doesn't take -a whole lot of imagination to figure out what is supposed to go down in that -one. -~ -E -cot bed~ - The cot is made of black. A mattress made of straw lies on top of it--very -thin, and certainly not comfortable. Rats scuttle underneath the bed as you -walk near it. -~ -S -#26753 -Strangely shaped hallway.~ - This hallway appears to be nothing more than an extension around the stairs. -Made from the same gray material as the rest of the building, this room seems -to have something strange about it. Perhaps it's the strange black tiling at -certain points around the room. There are doors leading in almost all -directions, and the stairs continue on upward. -~ -267 8 0 0 0 0 -D0 -You see what looks to be the smoldered remains of a bonfire. -~ -door~ -1 -1 26754 -D1 -You see what look to be crates and crates of supplies. -~ -door~ -2 26731 26755 -D2 -You see the bars of what is obviously a prison cell. -~ -door~ -1 26713 26752 -D4 -The stairs ascend upwards. -~ -~ -0 -1 26757 -D5 -The stairs ascend downwards. -~ -~ -0 -1 26751 -S -#26754 -Open Hearth~ - The damp remains of what was probably once a huge bonfire are strewn about -the room. The coals are mushy here, and they're everywhere. They creep -through the soles of your boots and get caught between your toes. What a -disgusting place. You can exit this gross room to your south. -~ -267 9 0 0 0 0 -D2 -You can see the strangely-shaped hallway. -~ -door~ -1 -1 26753 -E -coals fire coal~ - They're wet, and mushy. As you pick one up, it crumbles into a disgusting -mass of mud in your hand. -~ -S -#26755 -Supply Room~ - Old, rotten crates are piled up everywhere here. They appear to have been -looted a long time ago. Some have been shattered to pieces. You have an exit -to your west. -~ -267 525 0 0 0 0 -D3 -You can see the strangely-shaped hallway. -~ -door~ -2 26731 26753 -E -crates~ - The crates are old, rotting, and totally empty--except for one, snuck in the -corner. It looks to have an o268 device of some kind in it. -~ -S -#26756 -Deserted Bedroom~ - This lush chamber looks as if it hasn't been used for centuries. A bed, -once beautiful, has cobwebs hanging from its huge canopy. The room is so dark -that you can only view certain things even WITH a light. A dresser is at the -very back of the room. You can exit to your north. -~ -267 9 0 0 0 0 -D0 -You see the creepy hallway. -~ -door~ -1 -1 26757 -E -bed~ - The bed has a pink/tapia canopy hanging over it, with cobwebs covering its -entire surface. The spiders seemed to have a heyday over this one. -~ -S -#26757 -Creepy Hallway~ - You can hear strange music floating throughout the corridor. The hallway is -lit by some unknown source in an eerie green light. The walls are painted a -bright scarlet red. Whoever painted this hallway didn't have kindness or -bunnies and light in mind. Exits lead in every direction but up. -~ -267 8 0 0 0 0 -D0 -You can see the creepy hallway. -~ -~ -0 0 26759 -D1 -You can see a door. -~ -door~ -1 26732 26758 -D2 -You can see a door. -~ -door~ -1 -1 26756 -D3 -You can see the creepy hallway. -~ -~ -0 0 26761 -D5 -The stairs descend downwards into nothingness. -~ -~ -0 0 26753 -S -#26758 -Office of the High Priest of Fear~ - This office is hardly the regular office. The High Priest of Fear is -obviously into the torture thing, as manacles, iron maidens, and racks line the -walls. A boiling cauldron of oil is in the very center of the room. A door is -to your west. -~ -267 8 0 0 0 0 -D3 -You can see the creepy hallway. -~ -door~ -1 26732 26757 -E -cauldron boiling oil~ - The thing bubbles. It curdles the brain and sends chills down your spine. -~ -E -iron maidens maiden~ - This coffin-like object is lined with huge spikes. If closed, it looks like -it would be an unpleasant experience. -~ -E -manacles manacle chain~ - The manacles are small, and have spikes on the insides of them. They look -very painful. -~ -S -#26759 -Creepy Hallway~ - You can hear strange music floating throughout the corridor. The hallway is -lit by some unknown source in an eerie green light. The walls are painted a -bright scarlet red. Whoever painted this hallway didn't have kindness or -bunnies and light in mind. You can go to your north or south. -~ -267 8 0 0 0 0 -D0 -You can't see much in that direction. -~ -closet~ -1 -1 26760 -D2 -You see the creepy hallway. -~ -~ -0 -1 26757 -S -#26760 -Closet~ - This closet has strange clothes strewn everywhere. It probably wouldn't be -a good idea to try them on. A stale musty smell has infested everything in -this small space. -~ -267 9 0 0 0 0 -D2 -You see the creepy hallway. -~ -Creepy Hallway~ -1 -1 26759 -S -#26761 -Creepy Hallway~ - You can hear strange music floating throughout the corridor. The hallway is -lit by some unknown source in an eerie green light. The walls are painted a -bright scarlet red. Whoever painted this hallway didn't have kindness or -bunnies and light in mind. You can go to your north or east. -~ -267 8 0 0 0 0 -D0 -You see the creepy hallway. -~ -~ -0 0 26762 -D1 -You see the creepy hallway. -~ -~ -0 0 26757 -S -#26762 -Creepy Hallway~ - You can hear strange music floating throughout the corridor. The hallway is -lit by some unknown source in an eerie green light. The walls are painted a -bright scarlet red. Whoever painted this hallway didn't have kindness or -bunnies and light in mind. You can go to your north or south. -~ -267 8 0 0 0 0 -D0 -You see the creepy hallway. -~ -~ -0 0 26763 -D2 -You see the creepy hallway. -~ -~ -0 0 26761 -S -#26763 -Creepy Hallway~ - You can hear strange music floating throughout the corridor. The hallway is -lit by some unknown source in an eerie green light. The walls are painted a -bright scarlet red. Whoever painted this hallway didn't have kindness or -bunnies and light in mind. You can go to your south or west. -~ -267 8 0 0 0 0 -D2 -You see the creepy hallway. -~ -~ -0 0 26762 -D3 -The end of the hallways opens up into the outside. It looks to be a balcony. -~ -~ -0 0 26764 -S -#26764 -Balcony~ - From here, you can see the entire island. The vantange is breathtaking, and -still looks to be sinister. To your far south, you can see what looks like the -ribs of a huge animal. To your far east, you can see a pristine white beach. -Most of the island is covered in forest, and extends around a huge hill. The -far, far north shows some absolutely huge trees, and a rather large, black pool -of what can only be tar. You can go back into the building by going east. -~ -267 0 0 0 0 1 -D1 -You see the creepy hallway. -~ -~ -0 0 26763 -S -#26765 -Torture Chambre~ - This room is stacked high with torture instruments of all kinds, ranging -from the mild shackle to spiked manacles, to several different whips, to some -rather sinister-looking magical instruments, to a yoke that is obviously fitted -to the human body. This isn't a pleasant place. An interrogation room lies to -your east, and a teleporting zone is to your north. -~ -267 521 0 0 0 0 -D0 -You can see a teleportation square. -~ -~ -0 0 26778 -D2 -You see the screening room. -~ -door~ -1 -1 26766 -S -#26766 -Screening Room~ - This is the room where all prisoners are interrogated. Should they be found -lacking in the information the interrogators need, they are taken to the -torture chamber to your west. -~ -267 8 0 0 0 0 -D2 -You see the outlay. -~ -door~ -1 26733 26767 -D3 -You see the torture chambre. -~ -~ -1 -1 26765 -S -#26767 -Outlay~ - This room is an outlying area of the square hallway in the House of Despair. -Strange pictures line the walls, and shrieks can be heard all around you. You -see no visible exits. -~ -267 8 0 0 0 0 -D0 -~ -door secret~ -1 26733 26766 -S -#26768 -Outlay~ - This room is an outlying area of the square hallway in the House of Despair. -Strange pictures line the walls, and shrieks can be heard all around you. You -see no visible exits. -~ -267 8 0 0 0 0 -D2 -~ -door secret~ -1 26733 26769 -S -#26769 -Waiting Room~ - This room has nothing but two chair in it, lined with straps. The walls are -painted a sterile white, and the air has a hint of fog in it. There is an -interrogation center to your west. -~ -267 8 0 0 0 0 -D3 -You can see the interrogation room. -~ -~ -0 0 26770 -S -#26770 -Interrogation Center~ - A long, circular desk forms the central piece of furniture in this room. A -huge, stark chair is at the head, while smaller chairs line the rest. An -opening in the desk allows a person to be placed in the iron chair with straps -in the center. For what purpose, you shu268er to guess. You can go back into -the waiting room, or can go south through a teleportation device to the square -room. -~ -267 8 0 0 0 0 -D1 -You see the waiting room. -~ -~ -0 0 26769 -D2 -You see a teleportation square. -~ -~ -0 0 26778 -S -#26771 -Office of the Priest of Despair~ - This plush office is full of every item that could ever please any child. -From cute little cu268ly kittens to darling, stuffed dolls, they line the -walls--just out of your reach. A beautiful chair sits in the mi268le of the -room, but it's bolted to the ground, and there's a huge spike in the center. -What sicko would make a room up like this? You can leave this place through a -transporter to your east or go back to the waiting room to your west. -~ -267 8 0 0 0 0 -D1 -You see a transportation platform. -~ -~ -0 0 26778 -D3 -You see a waiting room. -~ -~ -0 0 26772 -S -#26772 -Waiting Room~ - This room has nothing but two chair in it, lined with straps. The walls are -painted a sterile white, and the air has a hint of fog in it. There is an -office to your east. -~ -267 8 0 0 0 0 -D3 -You can see the office of the Priest of Despair. -~ -~ -0 0 26770 -S -#26773 -Outlay~ - This room is an outlying area of the square hallway in the House of Despair. -Strange pictures line the walls, and shrieks can be heard all around you. You -see no visible exits. -~ -267 8 0 0 0 0 -D0 -~ -door secret~ -1 26733 26772 -S -#26775 -Alcove~ - This small alcove has no real interesting quality, save the fact that it has -a large opening to a tar pit of boggling dimensions. You can(and should) go -back to your west. -~ -267 8 0 0 0 0 -D2 -DON'T GO THAT WAY! It's a tar pit, STUPID! DORK! -~ -~ -0 0 26727 -D3 -You can see the sitting room. -~ -~ -0 0 26776 -S -#26776 -Sitting Room~ - Here the Priest of Despair could sit and watch as his prisoners (and hapless -adventurers were thrown(or stupidly walked into) the tar pit. Looks as though -they were thrown in not far from here, as you can see telltale signs of -scuffling around you. -~ -267 8 0 0 0 0 -D1 -That's probably as close as you'd want to get to the tar pit. -~ -~ -0 0 26775 -S -#26777 -Outlay~ - This room is an outlying area of the square hallway in the House of Despair. -Strange pictures line the walls, and shrieks can be heard all around you. You -see no visible exits. -~ -267 8 0 0 0 0 -D2 -~ -door secret~ -1 26733 26776 -S -#26778 -Square~ - Here, there are exits in all directions. These, however, are no ordinary -exits. They're transporter platforms, each designed to be a room to step in to -go to the designated areas. A small sign is on a wall at the corner of the -room. -~ -267 8 0 0 0 0 -D0 -You see a transporter platform. -~ -~ -0 0 26767 -D1 -You see a transporter platform. -~ -~ -0 0 26779 -D2 -You see a transporter platform. -~ -~ -0 0 26768 -D4 -You can see a transporter platform. -~ -~ -0 0 26773 -D5 -You see a transporter platform. -~ -~ -0 0 26777 -E -sign note plaque~ - YOU HAVE ENTERED THE HALL OF DESPAIR - AUTHORIZED PERSONNEL AND PRISONERS ONLY!!! -~ -S -#26779 -Entrance to the Hall of Hopelessness~ - You stand on a dusty floor in a fallen-down hut. Just to the east, you can -see the remains of a deserted corridor. The entire chamber is empty and devoid -of anything of any real interest. You can see an transporter platform to your -north. All around you are depictions of people in inescapable situations. -~ -267 8 0 0 0 0 -D0 -You can see a transporter platform. -~ -~ -0 0 26778 -D1 -You can see the deserted corridor. -~ -~ -0 0 26781 -D2 -You can see a tarry tunnel. -~ -~ -0 0 26722 -S -#26780 -Deserted Corridor~ - A damp, musty hall leads north. You detect no sounds--in fact, all sounds -seem to be muted in this strange place. The air seem thicker and heavier than -usual. -~ -267 8 0 0 0 0 -D0 -You see a deserted corridor. -~ -~ -0 0 26781 -D1 -You see nothing. -~ -door secret~ -1 0 26783 -D3 -You can see the entrance to the Hall of Hopelessness. -~ -~ -0 0 26779 -S -#26781 -Deserted Corridor~ - A damp, musty hall leads north and south. You detect no sounds--in fact, -all sounds seem to me muted in this strange place. The air seem thicker and -heavier than usual. -~ -267 8 0 0 0 0 -D0 -You see a deserted corridor. -~ -~ -0 0 26782 -D1 -You see nothing. -~ -door secret~ -1 0 26783 -D2 -You see a deserted corridor. -~ -~ -0 0 26780 -D3 -You can see the entrance to the Hall of Hopelessness. -~ -~ -0 0 26779 -S -#26782 -Deserted Corridor~ - A damp, musty hall leads south. You detect no sounds--in fact, all sounds -seem to be muted in this strange place. The air seem thicker and heavier than -usual. -~ -267 8 0 0 0 0 -D1 -You see nothing. -~ -door secret~ -1 0 26783 -D2 -You see a deserted corridor. -~ -~ -1 0 26781 -D3 -You can see the entrance to the Hall of Hopelessness. -~ -~ -0 0 26779 -S -#26783 -Dark Room~ - The walls are totally painted black in this strange room. You can detect -nothing short of your hand in front of your face. The air seem thicker and -heavier than usual. -~ -267 9 0 0 0 0 -D3 -You can see the deserted corridor. -~ -door secret~ -1 0 26781 -S -#26784 -Through the Trees~ - Someone has most convieniently placed netting through the trees here, so you -may walk along it without fear of falling. This is probably best, as you are -extremely high up from the ground. You hear birds chirping right by you, and -feel very peaceful here--that is, as long as you are in the trees. You may go -north or down. -~ -267 0 0 0 0 3 -D0 -The netting continues through the trees here. -~ -~ -0 0 26785 -D5 -You can see the bottom of Vice Hill from here. -~ -~ -0 0 26723 -E -netting~ - The netting is firm, and made from some extremely tough substance--it looks -quite strong, and supportable. You don't need to fear being on it at all. -~ -S -#26785 -Through the Trees~ - Someone has most convieniently placed netting through the trees here, so you -may walk along it without fear of falling. This is probably best, as you are -extremely high up from the ground. You hear birds chirping right by you, and -feel very peaceful here--that is, as long as you are in the trees. You may go -north or south on through the trees. -~ -267 0 0 0 0 3 -D0 -The netting continues through the trees here. -~ -~ -0 0 26786 -D2 -The netting continues through the trees here. -~ -~ -0 0 26784 -E -netting~ - The netting is firm, and made from some extremely tough substance--it looks -quite strong, and supportable. You don't need to fear being on it at all. -~ -S -#26786 -Through the Trees~ - Someone has most convieniently placed netting through the trees here, so you -may walk along it without fear of falling. This is probably best, as you are -extremely high up from the ground. You hear birds chirping right by you, and -feel very peaceful here--that is, as long as you are in the trees. You may go -north or south on through the trees. -~ -267 0 0 0 0 3 -D0 -The netting continues through the trees here. -~ -~ -0 0 26787 -D2 -The netting continues through the trees here. -~ -~ -0 0 26785 -E -netting~ - The netting is firm, and made from some extremely tough substance--it looks -quite strong, and supportable. You don't need to fear being on it at all. -~ -S -#26787 -Through the Trees~ - Someone has most convieniently placed netting through the trees here, so you -may walk along it without fear of falling. This is probably best, as you are -extremely high up from the ground. You hear birds chirping right by you, and -feel very peaceful here--that is, as long as you are in the trees. You may go -north or south on through the trees. You can see a very dangerous tar pit -right below you. -~ -267 0 0 0 0 3 -D0 -The netting continues through the trees here. -~ -~ -0 0 26788 -D2 -The netting continues through the trees here. -~ -~ -0 0 26786 -E -netting~ - The netting is firm, and made from some extremely tough substance--it looks -quite strong, and supportable. You don't need to fear being on it at all. -~ -S -#26788 -Through the Trees~ - Someone has most convieniently placed netting through the trees here, so you -may walk along it without fear of falling. This is probably best, as you are -extremely high up from the ground. You hear birds chirping right by you, and -feel very peaceful here--that is, as long as you are in the trees. You may go -north or south on through the trees. -~ -267 0 0 0 0 3 -D0 -The netting continues through the trees here. -~ -~ -0 0 26789 -D2 -The netting continues through the trees here. -~ -~ -0 0 26787 -E -netting~ - The netting is firm, and made from some extremely tough substance--it looks -quite strong, and supportable. You don't need to fear being on it at all. -~ -S -#26789 -Through the Trees~ - Someone has most convieniently placed netting through the trees here, so you -may walk along it without fear of falling. This is probably best, as you are -extremely high up from the ground. You hear birds chirping right by you, and -feel very peaceful here--that is, as long as you are in the trees. You may go -north to a dock, or south on through the trees. -~ -267 0 0 0 0 3 -D0 -The netting ends at a dock. -~ -~ -0 0 26790 -D2 -The netting continues through the trees here. -~ -~ -0 0 26788 -E -netting~ - The netting is firm, and made from some extremely tough substance--it looks -quite strong, and supportable. You don't need to fear being on it at all. -~ -S -#26790 -Port by the Forest~ - You are at an extremely weird dock. It's raised high on stilts on one -side-- apparently keeping you from falling off of a cliff. Netting starts out -to your south, keeping you from falling through the trees. You can see a large -tar pit to your south--good thing there's that netting to keep you from falling -into it. -~ -267 0 0 0 0 1 -D2 -The netting begins to your south. -~ -~ -0 0 26789 -S -#26791 -Hall of Wax~ - Gory statues line this hall--statues of all kinds of torture, from the most -mundane iron-maiden experience to the more imaginative things one can do with a -cat-of-nine tails and razors. The thing that makes these statues most -uncomfortable to look at is the fact that they are made from wax--and look so -lifelike you can almost see them screaming in terror. Do you see one move? -No, it must be your mind playing tricks on you. -~ -267 9 0 0 0 0 -D0 -You can see a horrid hall to your north. -~ -~ -0 0 26793 -S -#26792 -Entrance to the Office of the High Priest of Terror~ - This is certainly not your average office--certain telltale signs lead you -to this fact. Perhaps it's the skulls lined up on spikes around the room. -Or, perhaps the fact that it looks to be several rooms. You really don't want -to be here. You can go south or north... Neither way looks too comforting. -~ -267 8 0 0 0 0 -D0 -You see the strange trail. -~ -Trail of terror~ -1 26727 26738 -D2 -You can see a hall of wax statues. -~ -~ -0 -1 26791 -S -#26793 -Hall of Torture~ - This certainly isn't the entrance to the office... How does one get back? -You feel somewhat turned around. As you look around you, you are overcome with -nausea as you realize immediately that you shouldn't have. Many items of -torture lie around here, some that you'd never imagined could have been invent- -ed. Certainly not by a sane person. You can go to your east(oh, so that's how -you get back to the entrance), or to the south, into another chambre. -~ -267 8 0 0 0 0 -D1 -You see the entrance to the Office of the High Priest of Terror, of course. -~ -~ -0 -1 26792 -D2 -You see a hall with lots of dead bodies around. -~ -~ -0 -1 26794 -S -#26794 -Hall of Death~ - Dead bodies lie strewn about here. They appear to have been killed from the -devices in the Hall of Torture. You certainly don't want to think too long -about it, as they are so mangled you can't tell what they were--whether they -were human or other. You can get out of here by going back to the Hall of -Torture, to the Temple of Terror to your east, or to the Office of the High -Priest to your south. -~ -267 8 0 0 0 0 -D0 -You can see the hall of torture. -~ -~ -0 -1 26793 -D1 -You can see the entrance to the Temple of Terror. -~ -~ -0 -1 26797 -D2 -You can see the entrance to the office of the High Priest of Terror. -~ -door~ -1 26734 26795 -S -#26795 -Office of the High Priest of Terror~ - This is probably the most beautiful part of the entire island you have seen. -Amazingly enough, there are no signs of the carnage and disgusting methods of -torture that can be seen throughout the rest of the buildings you've viewed. -In fact, this place looks downright natural. A nice desk made of redwood is -the frontpiece of the room, and a high-backed chair is behind it. A plush sofa -is in front of it, and plaques and other credentials line the walls. An -insignia--the cat o' nine tails--is frosted into the only window in the room. -~ -267 8 0 0 0 0 -D0 -You, amazingly enough, end right back up at the entrance. -~ -~ -0 0 26792 -E -insignia window~ - The cat o' nine tails, a whip with multiple straps, apparently is the -ultimate symbol for the Reign of Terror. It's the most painful--sometimes even -fatal--whip known. -~ -E -plaques~ - These aren't awards--they're decrees and petitions outlining the law of Vice -Island. Each one is more severe than the last. What you basically glean from -the rules of the land is that while this once was a prosperous island, several -people began to experiment with dark magic, and began to mu268le in affairs they -had no business in. Eventually, the island became nothing more than a place for -several delvers to take up shop--and build a religion based mostly on the most -horrible feelings in life--Despair, Hopelessness, Fear, and the crowning -emotion, in which all these culminate--Terror. Not a pretty picture. -~ -E -sofa~ - This sofa looks so comfortable, you want to just sink right into it. -~ -E -chair~ - The chair is made of redwood, and looks very comfortable. It also looks VERY -heavy. -~ -S -#26797 -Entrance to the Temple of Terror~ - The entrance to this temple is blinding--that's probably the most noteworthy -point of note. Flashes of light emenate from a globe in the center of the -room, causing strange effects in the room. The room is made from a metal that -reflects the light like a mirror--but brighter. You can go to the strange -trail to your north, or on into the temple to your east. -~ -267 8 0 0 0 0 -D0 -You can see the strange trail. -~ -trail~ -1 26728 26738 -D1 -You see a blindingly lit hallway. -~ -~ -0 0 26798 -D3 -~ -~ -0 0 26804 -E -globe ball light~ - All the light seems to emenate from this globe. It's made from material that -looks to come from the sun itself--yet it's cold--very cold. -~ -S -#26798 -Blindingly lit hallway~ - This east-west hallway is so brightly lit that you can barely see anything. -You have to shield your eyes just to see in front of you. It appears to be -made from the same metal as the entrance to the building does. A small room -opens to your north. -~ -267 8 0 0 0 0 -D0 -You see a small shrine to your north. -~ -~ -0 0 26799 -D1 -The hallway continues on. -~ -~ -0 0 26800 -D3 -The entrance to the temple is to your direct west. -~ -~ -0 0 26797 -S -#26799 -Shrine to Vice~ - This small shrine contains nothing other than an alter and a small book with -the inscription, "You cannot take that which is not yours--but you can have as -much of it as you want. "... You think you hear maniacal cackling somewhere -around you, but when you turn, you see nothing. -~ -267 8 0 0 0 0 -D2 -You see the blindingly lit hallway. -~ -~ -0 0 26798 -E -alter altar~ - This small alter looks as if you could bow and pray with relative comfort. -But you somehow get the feeling you shouldn't bend over. -~ -S -$~ diff --git a/lib/world/wld/268.wld b/lib/world/wld/268.wld deleted file mode 100644 index 3b52b31..0000000 --- a/lib/world/wld/268.wld +++ /dev/null @@ -1,128 +0,0 @@ -#26800 -Blindingly lit hallway~ - This east-west hallway is so brightly lit that you can barely see anything. -You have to shield your eyes just to see in front of you. It appears to be -made from the same metal as the entrance to the building does. -~ -268 8 0 0 0 0 -D0 -You see nothing there. Really. You don't. I promise. -~ -door secret~ -0 0 26804 -D1 -You see the blindingly bright hallway. -~ -~ -0 0 26802 -D3 -You see the blindingly bright hallway. -~ -~ -0 0 26798 -E -credits~ - Vice Island is an evil-only area. It's rather large for a medium-sized MUD -and is intended to be used in concurrence with Oceania. -This area is intended to be part 1 of 4 subareas I have in mind for Oceania. -It has mainly evil mobs, and almost all of the equipment in it is evil only. ---------------------------------------------------------------------------- -I make no legal claim on Vice Island save this: You MUST give me credit for -its design SOMEPLACE in your mud. You can hide it if you want, but I want -some credit somewhere for it. :) I spent 6 months making Oceania and Vice -Island, and I feel some need to have it known that my work is appreciated. ---------------------------------------------------------------------------- -Builder : Questor -Zone : 268 Vice Island II -Player Level : 20-25 -Rooms : 5 -Links : -Zone 268 is linked to the following zones: -267 Vice Island at 26800 (west ) ---> 26798 -267 Vice Island at 26804 (east ) ---> 26797 -267 Vice Island at 26804 (south) ---> 26792 -~ -S -#26801 -Deadly Iron Maiden~ - As you step into the room, you trip over a piece of wire--the wire breaks, -and the bars of the coffin-like structure start to close. You try to run out, -but before you can, the door snaps shut. You feel the spikes pierce your skin -as you are about to lose consciousness the closing walls stop and you wonder at -the luck you seem to have of late. -~ -268 516 0 0 0 0 -S -T 26800 -#26802 -Blindingly lit hallway~ - This east-west hallway is so brightly lit that you can barely see anything. -You have to shield your eyes just to see in front of you. It appears to be -made from the same metal as the entrance to the building does. Openings to -your north and south look like they need to be examined closely before you even -think about going those ways. The Grand Temple of Terror is to your east. -~ -268 8 0 0 0 0 -D0 -It looks as if this is the true source of all the light. It, however, is NOT -cold like the globe in the first room, and it is also not at all the kind of -place a person could survive if they took the chance. -~ -~ -0 0 26803 -D1 -You can see the grand temple of terror. -~ -~ -0 0 26804 -D2 -You can see what looks to be an iron maiden in the southern room--however, -it fits every part of that room...and looks like it's just about to snap -shut. It looks like you'd be very dumb to attempt entrance. -~ -~ -0 0 26801 -D3 -The blindingly lit hallway continues onwards. -~ -~ -0 0 26800 -S -#26803 -The HellFire Room~ - You should really be more careful in your adventures. The gods favor you -this day. This used to be a death trap. Next time read the descriptions. -The Gods are not always forgiving. -~ -268 516 0 0 0 0 -D2 -Umm...you're dead. You can't look that way. Leave us alone. We're a DT damnit! -~ -~ -0 0 26802 -S -#26804 -Grand Temple of Terror~ - This shrine to terror couldn't be more aptly named. Elaborately made -drawings all around the room depict one terrifying act after another. The -light is so bright that even though you close your eyes to hide the awful -sights, you can still see them! You want to run, but are mesmerized by the -utter horror of this place. -~ -268 8 0 0 0 0 -D1 -You see nothing worth mentioning... -~ -door secret~ -1 -1 26797 -D2 -You see, strangely enough, a way to the High Priest of Terror's office. -~ -~ -0 0 26792 -E -drawings~ - Don't look at them any more closely than you have to! -~ -S -$~ diff --git a/lib/world/wld/269.wld b/lib/world/wld/269.wld deleted file mode 100644 index 722b860..0000000 --- a/lib/world/wld/269.wld +++ /dev/null @@ -1,1297 +0,0 @@ -#26900 -The Beginning Of The Southern Desert~ - This path marks the beginning of the long road to the southern -part of the world. There are several rumors as to where it leads, -but no one knows for sure. Looking south, you gaze into a panorama -of a rocky, cactus-dotted land, shimmering in the heat of the day. -~ -269 0 0 0 0 2 -D2 -A huge cactus-dotted desert spreads out before you. -~ -~ -0 -1 26901 -E -credits info~ - Southern Desert by Ian Smith/Freak, Dark Master of Thieves -Builder : Freak -Zone : 269 Souther Desert -Began : 12/30/95 -Player Level : 17-20 -Rooms : 68 -Mobiles : 13 -Objects : 10 -Triggers : 1 -Links : 00, 24, 15 -~ -S -#26901 -The Beginning Of The Southern Desert~ - Scrub brush and cacti of many sorts are beginning to -appear, you are thankful that they do not grow on the path. -To the south, you see a desert, teeming with desert life. -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26900 -D2 -The heat makes the desert to the south shimmer. -~ -~ -0 -1 26902 -S -#26902 -The Southern Desert~ - Heat waves make the world shimmer, as you trod through -what feels like an oven. Plants of all sorts cling to the dry -ground here, barely surviving the dry heat. The only -sound is the low whisper of hot wind, and the small -rustling of rodents fleeing from your presence. -~ -269 0 0 0 0 0 -D0 -~ -~ -0 -1 26901 -D2 -Far to the south you can barely make out a large rock of some sort. -~ -~ -0 -1 26903 -S -#26903 -Near A Large Mesa~ - To the south you can barely see a huge, low, mesa, sitting -solidly as it has been from the beginning of time. Looking -northward brings no rewards, it just hurts your eyes. -~ -269 0 0 0 0 0 -D0 -~ -~ -0 -1 26902 -D2 -There is a mesa near to the south. -~ -~ -0 -1 26904 -S -#26904 -A Fork In The Path~ - The small footpath you have been following splits here; -one part leading off to the east where it disappears into the -sagebrush. To the south the path continues, getting -more and more overgrown as it goes. Near to the south -the northern edge of the large mesa looms up, a black wall -against the sky. -~ -269 0 0 0 0 0 -D0 -The path lead off to the north. -~ -~ -0 -1 26903 -D1 -The path forks off to the east, where it disappears into the brush. -~ -~ -0 -1 26905 -D2 -A large mesa looms up in the south. -~ -~ -0 -1 26908 -S -#26905 -A Choked Footpath~ - The footpath here leads east and west, nearly choked in parts -with sagebrush anc cacti. Up ahead you see...can it be true? -is that a Taco Bell you see? -~ -269 0 0 0 0 0 -D2 -You see a shimmering image to the east. -~ -~ -0 -1 26906 -D3 -A fork in the path lies to the west. -~ -~ -0 -1 26904 -S -#26906 -The Mirage~ - Nearly delirious from the heat and thirst, you totter up to the front steps -of the Taco Bell. (or is it Taco Hell? ) Stumbling through the weeds, you -suddenly realize that this is all some deadly trick of the desert. The mirage -quivers, and disappears before your bloodshot eyes. The path here leads east -and west. -~ -269 0 0 0 0 0 -D2 -The path look like it disappears to the east. -~ -~ -0 -1 26907 -D3 -You have no desire to see the cacti to the west. -~ -~ -0 -1 26905 -S -#26907 -A Curve In The Path~ - The small path you have been carefully following turns to the -south, and runs off to the west. The sage here now begins to irritate -you, as it is spreading little burrs under your clothing. You are now -hoping that soon one of the oasis you see will be real. -~ -269 0 0 0 0 0 -D2 -You rub your eyes and try to make out the split in the path to the south. -~ -~ -0 -1 26909 -D3 -The west doesn't seem as glorious as it does in all those old movies. -~ -~ -0 -1 26906 -S -#26908 -The Large Mesa~ - To the south a great, impassable rock wall looms high above -you. It seems to sneer at you, puny compared to its enormous -size. a small footpath leads north from here. -~ -269 0 0 0 0 0 -D0 -~ -~ -0 -1 26904 -D2 -The side of the mesa is impossible to climb. -~ -~ -0 -1 -1 -S -#26909 -Another Split In The Path~ - The path splits here, one part leading off to the east and -the other continuing to the south. Scanning the horizon, you see -nothing but dry, dull, weeds, and the occasional stately Saguaro -cactus. You wonder how the world got to be so darn ugly. -~ -269 0 0 0 0 0 -D0 -A boring path leads northwards, perhaps to some famous land. -~ -~ -0 -1 26906 -D1 -A path leads off into desert mountains. -~ -~ -0 -1 26910 -D2 -Your eyes hurt, due to the continuous desert scene. -~ -~ -0 -1 26912 -S -#26910 -Lonely Desert Mountains~ - Here you stand in the foothills of the mountains to the -east. The vegetation dies around you, as the insects sing their -lonesome song. -~ -269 0 0 0 0 0 -D1 -To the east the mountains begin to rise, as your spirits fall. -~ -~ -0 -1 26911 -D3 -To the west you see a dreary little fork in the weed-choked path. -~ -~ -0 -1 26909 -S -#26911 -The Desert Mountains~ - Here the ground has risen up, forcing you to exert yourself -harder. Those precious movement points slip away as you trod -over the now rocky road. Stray critters scamper about, praying -to their critter gods that you will quickly leave the area. - The road here curves to the south. -~ -269 0 0 0 0 5 -D2 -You see more of the mountainous road. -~ -~ -0 -1 26913 -D3 -The rocky path leads west. -~ -~ -0 -1 26910 -S -#26912 -The Desert Foothills~ - Here the desert forbids your life to get any easier, and -you are forced to exert yourself to travel uphill. Cursing -mother nature, you ignore your thirst and plod onward. - To the south the mountains rise up out of the earth like -an ill specter. -~ -269 0 0 0 0 4 -D0 -To the north you look down onto flatter ground. -~ -~ -0 -1 26909 -D2 -You are displeased with the thought of travelling uphill. -~ -~ -0 -1 26915 -S -#26913 -A Fork In The Rocky Road~ - Here you really have to be careful as you travel. The number -of rocks and dust particles in the path seems to rise with -the number of steps you take. A trail leads off to the east, -and the path continues south. -~ -269 0 0 0 0 5 -D0 -You see a dangerous road, almost unfit for travel. -~ -~ -0 -1 26911 -D1 -You see an overgrown trail, complete with fallen rocks. -~ -~ -0 -1 26914 -D2 -To the south the road leads through the mountains. -~ -~ -0 -1 26916 -S -#26914 -The Disappearing Path~ - Here you stop, and gaze of into the panoramic view to the east. -The path here has ceased to exist, due to the severe drop down to -the rest of the desert far below you. Off in the distance you see -a huge landmark, that looks strikingly similar to an enormous -crater. -~ -269 0 0 0 0 5 -D1 -You gaze upon the Southern desert. -~ -~ -0 -1 -1 -D3 -You look back to the desert mountains. -~ -~ -0 -1 26913 -S -#26915 -The Desert Mountains~ - You grow weary as you trod through these dry mountains. -~ -269 0 0 0 0 5 -D0 -~ -~ -0 -1 26912 -D2 -You see a bend up ahead. -~ -~ -0 -1 26917 -S -#26916 -The Foothills~ - With the worst of the mountains to the north, the trail here -becomes easier. Far off to the east you think you see blue. -to the south the dusty road continues. -~ -269 0 0 0 0 4 -D0 -The road leads north into the Southern Desert. -~ -~ -0 -1 26913 -D2 -The road to the south ends in a 'T'. -~ -~ -0 -1 26919 -S -#26917 -A Bend In The Fading Road~ - Here the road bends, on end leads north and the other leads east. -You are surrounded by sage brush, and heat. You can barely make out -a path to the south. -~ -269 0 0 0 0 2 -D0 -The path leads north into the heart of the desert mountains. -~ -~ -0 -1 26915 -D1 -The path leads east, where it turns into a road. -~ -~ -0 -1 26918 -S -#26918 -A Dusty Road~ - Here the land is harsh and hot, reminding you of your -4th-grade teacher. -~ -269 0 0 0 0 2 -D1 -You see a 'T' in the road to the east. -~ -~ -0 -1 26919 -D3 -The road fades into a path to the west. -~ -~ -0 -1 26917 -S -#26919 -A Dusty 'T' Intersection~ - The dusty road here splits to the east and to the west. The -desert continues to the south. -~ -269 0 0 0 0 2 -D0 -The road leads north into the desert. -~ -~ -0 -1 26916 -D3 -Off to the west you see more desert. -~ -~ -0 -1 26918 -S -#26920 -The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. -~ -269 0 0 0 0 2 -D1 -~ -~ -0 -1 26921 -D2 -~ -~ -0 -1 26926 -S -#26921 -The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. You can barely see mountains on the east -horizon. -~ -269 0 0 0 0 2 -D1 -~ -~ -0 -1 26922 -D3 -~ -~ -0 -1 26920 -S -#26922 -The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. You can barely see mountains on the east -horizon. -~ -269 0 0 0 0 2 -D1 -~ -~ -0 -1 26923 -D3 -~ -~ -0 -1 26921 -S -#26923 -The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. The mountains to the east are snow-capped, -and rocky. -~ -269 0 0 0 0 4 -D1 -You see mountains to the east. -~ -~ -0 -1 26924 -D3 -You see the Southern desert to the west. -~ -~ -0 -1 26922 -S -#26924 -The Southern Desert~ - The desert stretches out in every direction but east. -~ -269 0 0 0 0 4 -D3 -The Southern desert stretches out to the western horizon. -~ -~ -0 -1 26923 -S -#26925 -An Overgrown Trail~ - You are walking down a trail, overgrown with cactus and other dry -plants. -~ -269 0 0 0 0 2 -D0 -You see a more-travelled path to the north. -~ -~ -0 -1 26917 -D2 -You see more desert to the south. -~ -~ -0 -1 26927 -S -#26926 -Way Out In The Southern Desert~ - Here the air is as dry as your step-mother's humor. -(Thank God she's not here to watch you mud.) -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26920 -D2 -~ -~ -0 -1 26930 -S -#26927 -An Overgrown Trail~ - You are walking down a trail, overgrown with cactus and other dry -plants. -A path leads east from here, off into the distance. -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26925 -D1 -A small footpath runs east. -~ -~ -0 -1 26928 -D2 -~ -~ -0 -1 26931 -S -#26928 -A Faded Footpath~ - The heat is wearing on you, as you stumble along here. -The trail leads south, east, and west with no obvious intent -or purpose. -~ -269 0 0 0 0 2 -D1 -~ -~ -0 -1 26929 -D2 -~ -~ -0 -1 26938 -D3 -~ -~ -0 -1 26927 -S -#26929 -Way Out In The Desert~ - You have travelled out so far now that you have almost forgotten -what water looks and tastes like. -~ -269 0 0 0 0 2 -D1 -~ -~ -0 -1 26930 -D2 -~ -~ -0 -1 26939 -D3 -~ -~ -0 -1 26928 -S -#26930 -Way Out In The Desert~ - You are nowhere near where everyone else wants to be. -How do you feel about that? -~ -269 0 0 0 0 2 -D0 -You see the trail here leads north. -~ -~ -0 -1 26926 -D3 -~ -~ -0 -1 26929 -S -#26931 -The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. Far off to the south-west you can -barely see a mesa, sitting on the horizon. -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26927 -D2 -~ -~ -0 -1 26937 -S -#26932 -The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. Off to the south you can -see a mesa, rising up from the horizon. -~ -269 0 0 0 0 2 -D1 -~ -~ -0 -1 26933 -D2 -A rocky mesa lies to the south. -~ -~ -0 -1 26940 -S -#26933 -The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. Off to the south-west you can -see a mesa, sitting on the horizon. -~ -269 0 0 0 0 2 -D1 -~ -~ -0 -1 26934 -D3 -~ -~ -0 -1 26932 -S -#26934 -The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. A way off to the south-west you can -just see a mesa, sitting on the horizon. -~ -269 0 0 0 0 2 -D1 -~ -~ -0 -1 26935 -D3 -~ -~ -0 -1 26933 -S -#26935 -The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. Quite a way off to the south-west you can -just see a mesa, sitting on the horizon. -~ -269 0 0 0 0 2 -D1 -~ -~ -0 -1 26936 -D3 -~ -~ -0 -1 26934 -S -#26936 -The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. Far off to the south-west you can -barely see a mesa, sitting on the horizon. -~ -269 0 0 0 0 2 -D1 -~ -~ -0 -1 26937 -D3 -~ -~ -0 -1 26935 -S -#26937 -Way Out In The Southern Desert~ - The desert stretches out in every direction. -~ -269 0 0 0 0 2 -D0 -You see more desert to the north. -~ -~ -0 -1 26931 -D1 -The trail wanders off to the east. -~ -~ -0 -1 26938 -D2 -You see more desert to the south. -~ -~ -0 -1 -1 -D3 -The trail wanders of into the west. -~ -~ -0 -1 26936 -S -#26938 -Way Out In The Southern Desert~ - The desert stretches out in every direction. -~ -269 0 0 0 0 2 -D0 -You see more desert to the north. -~ -~ -0 -1 26928 -D1 -~ -~ -0 -1 26939 -D3 -~ -~ -0 -1 26937 -S -#26939 -Way Out In The Southern Desert~ - The desert stretches out in every direction. -~ -269 0 0 0 0 2 -D0 -You see more desert to the north. -~ -~ -0 -1 26929 -D2 -~ -~ -0 -1 26941 -D3 -~ -~ -0 -1 26938 -S -#26940 -Near A Rocky Mesa~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. To the south the mesa looms nearer, -you think you can hear strange singing blowing in the wind. -~ -269 0 0 0 0 4 -D0 -~ -~ -0 -1 26932 -D2 -The mesa to the south ominously begins to blot out the sky. -~ -~ -0 -1 26942 -S -#26941 -Way Out In The Southern Desert~ - The desert stretches out in every direction. -~ -269 0 0 0 0 2 -D0 -You see more desert to the north. -~ -~ -0 -1 26939 -D2 -The trail continues to the south, through the desert weeds. -~ -~ -0 -1 26943 -S -#26942 -North Of A Rocky Mesa~ - Here the going becomes more rugged, as outcroppings of rock -jut up through the desert floor. - The mesa to the south seems ominously silent... -~ -269 0 0 0 0 4 -D0 -To the north you see the desert. -~ -~ -0 -1 26940 -D2 -You begin to fear the mesa to the south... -~ -~ -0 -1 26946 -S -#26943 -Way Out In The Southern Desert~ - The desert stretches out in every direction. -~ -269 0 0 0 0 2 -D0 -You see more desert to the north. -~ -~ -0 -1 26941 -D1 -You might be able to walk east through the brush... -~ -~ -0 -1 26944 -D2 -~ -~ -0 -1 26947 -S -#26944 -In The Brush~ - You are completely surrounded by tumbleweeds now, and -the world is deathly silent. -~ -269 0 0 0 0 4 -D0 -You see more brush to the north. -~ -~ -0 -1 26944 -D1 -You see more brush to the east. -~ -~ -0 -1 26945 -D2 -You see more brush to the south. -~ -~ -0 -1 26944 -D3 -You see more brush to the west. -~ -~ -0 -1 26950 -S -#26945 -In The Brush~ - Here you decide not to go any further, due to the increasing -number of brambles getting caught in your clothes. -~ -269 0 0 0 0 4 -D0 -You see more brush to the north. -~ -~ -0 -1 26944 -D1 -You see more brush to the east. -~ -~ -0 -1 26944 -D2 -You see more brush to the south. -~ -~ -0 -1 26944 -D3 -You see more brush to the west. -~ -~ -0 -1 26944 -S -#26946 -The Mesa~ - You have finally reached the mesa. The rocky formation reached up -to about the height of 200 feet, there is no way you could ever climb -it. Directly to the south you spot a small hole. -~ -269 0 0 0 0 4 -D0 -~ -~ -0 -1 26942 -D2 -You see a small hole, partially covered by a big rock. -~ -rock boulder stone~ -1 -1 26966 -E -rock boulder stone~ - It looks as if it is movable... -~ -S -#26947 -The Southern Desert~ - This is the largest desert you have ever seen... -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26943 -D2 -~ -~ -0 -1 26949 -S -#26948 -The Southern Desert~ - The path has disappeared completely, leaving you free to -choose any direction at all. -~ -269 0 0 0 0 2 -D0 -This is the largest desert you have ever seen... -~ -~ -0 -1 26948 -D1 -This is the largest desert you have ever seen... -~ -~ -0 -1 26949 -D2 -This is the largest desert you have ever seen... -~ -~ -0 -1 26948 -D3 -This is the largest desert you have ever seen... -~ -~ -0 -1 26948 -S -#26949 -The Southern Desert~ - The small trail you have been painstakingly following -leads to the north and south, and a smaller trail wanders to the west. -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26947 -D3 -~ -~ -0 -1 26948 -S -#26950 -The Southern Desert~ - The small trail you have been painstakingly following -leads to the north and south, with no end in sight. -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26949 -D2 -~ -~ -0 -1 26952 -S -#26951 -Cactus Land~ - You wander between large cacti and jagged rocks, trying to -stay away from all the pricks. -The trail leads east and south from here. -~ -269 0 0 0 0 2 -D1 -You see a desert path, deserted. -~ -~ -0 -1 26952 -D2 -the path leads south. -~ -~ -0 -1 26953 -S -#26952 -The Southern Desert~ - The desert stretches out in every direction, and a faint trail -runs off to the west. -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26950 -D2 -~ -~ -0 -1 26955 -D3 -A small trail goes west from here. -~ -~ -0 -1 26951 -S -#26953 -A Cactus-Infested Area~ - You wander between large cacti and jagged rocks, trying to -stay away from all the pricks. -The trail leads north and south from here. -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26951 -D2 -~ -~ -0 -1 26954 -S -#26954 -A Cactus-Infested Area~ - You wander between large cacti and jagged rocks, trying to -stay away from all those darn pricks. -The trail leads north and east from here. -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26953 -D1 -~ -~ -0 -1 26954 -S -#26955 -The Southern Desert~ - The desert stretches out in every direction, and a faint trail -runs off to the west. The main path leads north and south. -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26952 -D1 -You can go east from here. -~ -~ -0 -1 26956 -D2 -~ -~ -0 -1 26958 -D3 -A small trail goes west from here. -~ -~ -0 -1 26954 -S -#26956 -In The Brush~ - The sage brush and tumbleweeds here press in all around you, -making it a bit hard to walk. -~ -269 0 0 0 0 4 -D0 -~ -~ -0 -1 26944 -D1 -~ -~ -0 -1 26957 -D2 -~ -~ -0 -1 26944 -D3 -The 'main' path lies west. -~ -~ -0 -1 26955 -S -#26957 -In The Brush~ - The sage brush and tumbleweeds here press in all around you, -making it a bit hard to walk. -~ -269 0 0 0 0 4 -D0 -~ -~ -0 -1 26957 -D1 -~ -~ -0 -1 26957 -D2 -~ -~ -0 -1 26957 -D3 -~ -~ -0 -1 26956 -S -#26958 -The Southern Desert~ - The desert stretches out in every direction, and the main -path leads north and south. -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26955 -D2 -~ -~ -0 -1 26959 -S -#26959 -The Southern Desert~ - The desert stretches out in every direction, and the main -path leads north and south. -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26958 -D2 -~ -~ -0 -1 26960 -S -#26960 -The Southern Desert~ - The desert stretches out in every direction, and the main -path leads north and south. -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26959 -D2 -~ -~ -0 -1 26961 -S -#26961 -The Southern Desert~ - The desert stretches out in every direction, and the main -path leads north and east. -~ -269 0 0 0 0 2 -D0 -~ -~ -0 -1 26960 -D1 -The path disappears to the east. -~ -~ -0 -1 26962 -S -#26962 -A Brush-Filled Trail~ - The desert stretches out in every direction, and the main -path leads east; westward it begins to diminish.... -~ -269 0 0 0 0 2 -D1 -You can't see far into the silent brush to the east... -~ -~ -0 -1 26963 -D3 -~ -~ -0 -1 26961 -S -#26963 -A Brush-Filled Trail~ - The desert stretches out in every direction, and you can no -longer make out a path. -~ -269 0 0 0 0 2 -D0 -You see the desert... -~ -~ -0 -1 26963 -D1 -You see the desert... -~ -~ -0 -1 26964 -D2 -You see the desert... -~ -~ -0 -1 26963 -D3 -You see the desert... -~ -~ -0 -1 26962 -S -#26964 -A Clearer Trail~ - The trail here is clearing a little, you carefully notice -broken twigs and brush-marks on the desert floor. -~ -269 0 0 0 0 2 -D0 -You see the desert... -~ -~ -0 -1 26963 -D1 -A small clearing lies to the east. -~ -~ -0 -1 26965 -D2 -You see the desert... -~ -~ -0 -1 26963 -D3 -You see more brush to the west. -~ -~ -0 -1 26963 -S -#26965 -A Small Clearing~ - You have arrived at what seems to be the uttermost southern -point of the Earth. to the east there is what seems to you to be a -large Indian-style dwelling of some sort, made of a dark quartz-like -stone. -About half way up it you can see the outlines of a sealed door. - Looking about, you wonder why you begin to -hear noises... -~ -269 0 0 0 0 2 -D1 -You see the front end of a stone wigwam of some sort. -~ -door stone~ -2 26967 26967 -D3 -You see Brush to the west. -~ -~ -0 -1 26964 -E -door stone~ - There is a slight depression in the stone dwelling to your east, making a -circle that seems to be the only entrance to it. -~ -S -#26966 -A Small Cave~ - As your eyes begin to adjust, you can make out scattered bits -of bone and broken pottery strewn across the floor. To one corner -you see the remains of what looks like a campfire. Feeling -claustrophobic, you suddenly feel the urge to leave! -~ -269 0 0 0 0 0 -D0 -You see a small opening. -~ -boulder rock stone~ -1 -1 26946 -E -rock boulder stone~ - It looks as if it is movable... -~ -S -#26967 -Inside A Small Stone Dwelling~ - It is very dark in here, and you shiver despite the heat -of the desert outside. A circle of stones lies in the dust, -looking magical in placement. the walls around you are covered -with paintings of what could be identified as scenes from the -beginning of the world. -~ -269 0 0 0 0 0 -D3 -You see a door to your west. -~ -door stone~ -2 26967 26965 -E -wall painting paintings walls~ - The paintings you see are very beautiful, and magic seems to emanate from -them. -~ -E -door stone~ - There is a slight depression in the stone dwelling to your east, making a -circle that seems to be the only entrance to it. -~ -S -$~ diff --git a/lib/world/wld/27.wld b/lib/world/wld/27.wld deleted file mode 100644 index f2a216b..0000000 --- a/lib/world/wld/27.wld +++ /dev/null @@ -1,2219 +0,0 @@ -#2700 -Detta's [Memlin Caverns] Description Room~ - @BTheme:@n This zone is the under-mountain homeland of a group of neutral -peace-loving creatures called memlins. Their humble network of caverns has -been infiltrated by a sorceress who has recently risen to power and is seeking -to build her palace beneath the mountain with the help of the enslaved memlin -race. The basic objective then is to destroy the sorceress, though she has her -ways of staying alive! For players interested in a deeper knowledge of the -zone, there is @Ynow a little tour guide available@n in the temple who will -explain all sorts of things about the storyline behind it - @GPlayers:@n This zone is geared towards players -between levels 17-25, and is slightly evil aligned with most of the mobs being -either neutral or evil. It is primarily a quest zone with killing the -sorceress not being just your usual hack n slash job ;-) Lots of xp to be -gained however if you feel like slaughtering the helpless community instead of -helping them! - @RLocation:@n The zone itself is almost entirely underground, -and made up of a network of caverns. Its sole exit however, opens out into a -forest and this is the area it would be most seamlessly attached to. - @MSecrets:@n There are quite a few here now. I'd recommend exploring -the zone without taking a peek at these little spoilers.. But if you -must, just type LOOK SPOILERS to reveal all. - @CNote:@n If you have any suggestions, spot any typos, bugs, or weirdnesses, -please mudmail me - Detta. :-) All input appreciated! -You can also email me at detta@@builderacademy.net -East takes you through the other zones I have built here. -Down takes you to the starting room of this zone. -~ -27 520 0 0 0 0 -D1 -~ -~ -0 0 11800 -D3 -~ -~ -0 0 1900 -D5 -~ -~ -0 0 2798 -E -7~ - The orb is only kept in one place, held by the skeletal creature in room -2763. The only problem is that the way in is a one way exit, the only other -ways out are a death trap to the east.. Or to kneel to the creature so that he -teleports you out. In order to get the orb you must kill the creature, which -then leaves you trapped there... Or does it? ;-) There is a memlin child in -room 2722 who will explain to you the wonders of Dynar magic - namely that a -glowing circle works as a portal. So, all you need to do is kill the creature, -take the orb and KNEEL CIRCLE to get out. -~ -E -6~ - The Sorceress does two main things while fighting. First, she will randomly -cause a circle of fire to flare up, that will damage you if you try to flee or -exit the room. Second, she will occasionally use her staff to fireball anyone -attacking her. If you kill her in the normal way, her staff will remain behind -and reincarnate her after a few minutes. The only way to permanently get rid of -her, and get ahold of her items, is to get the glowing orb from the skeletal -creature in room 2763. Once you have the orb, you must defeat the sorceress in -the normal way and then USE ORB as soon as she is gone and only her staff -remains. This will dissolve the remaining fire elemental and kill the sorceress -permanently. It will also leave behind everything she was wearing. By the way, -her fiery dress will burn whoever wears it, unless they are also wearing the -crystal nymph ring. -~ -E -5~ - The shard of glass (2727) that loads in room 2754 will change colors and -display a message when you pick it up. The color/message is different for -each class of player. -~ -E -4~ - Upon entering room 2742, a little girl will appear and transform herself -into a doll (2723). This doll when kept in your inventory will perform attacks -randomly when you fight. It will do this three times and then change back into -a girl who runs away. (The doll will only load once in this room until you -either use up its three attacks, or pass room 2702) -~ -E -3~ - The Goethite shackle (2708) when worn, cannot be removed except for in the -center of the Twilight Temple (2743) where the Keeper will remove it -automatically for you. -~ -E -2~ - In room 2767 you will find a dying memlin who will ask you to hasten his -death. If you kill him, you can find a diary in his corpse (creature quest), -and he will also ask you to find his daughter with his dying breath, mentioning -"Sandy.. Tunn... ". This is a reference to room 2706 (Sandy Tunnel) where a -set of footprints can be seen in the description. If you follow those -footprints to Room 2712 you can type exa footprints and see that they lead into -a hidden door east. You'll find a lost child beyond that door (room 2719) who -will ask you to help her find her room. Beckoning the child makes her follow -you, and patting her makes her stop (the child will run back to the cupboard if -the room is not found within a few minutes). Upon patting the child in room -2724, she will tell you that something is hidden in the floorboards back where -you found her. Examining those floorboards (room 2719) will reveal a hidden key -that allows passage through the glassygates into the Sorceress' palace area. -~ -E -1~ - The northern exit in room 2707 will normally repel you, causing you to sit -down if you try to enter. When you stand up, the resident memlin will explain -that only the enslaved may enter. This means.. You guessed it, you have to be -wearing the Goethite shackle to be allowed to pass. -~ -E -spoilers~ - Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you -really have to look there are a few little secrets listed here to spoil your -zone exploring pleasure. Just type look # to look at each one. -1: Temple Entrance Puzzle -2: Lost Child Puzzle -3: Goethite Shackle -4: Girl who Transforms to Doll -5: Color-changing Shard of Glass -6: Defeating the Sorceress -7: Getting the Orb -~ -S -#2701 -The Mouth of an Obscured Cave~ - The huge slopes of an ancient mountain range tower above the landscape. In -the side of the rocky wall a large gaping cave is almost obscured by the -surrounding trees. A cold breeze, heavy with the smell of dust and damp wafts -from the opening, and a faint sound of clanging can be heard from within. -Large amounts of rubble are piled up at the entrance as though there has been a -lot of digging activity. -~ -27 12 0 0 0 0 -D0 - The cave is too dark to see very far inside, but figures can be glimpsed -moving in and out of shadows. -~ -~ -0 0 2702 -D2 - A small gathering of trees stands around the perimeter of a clearing, fresh -air wafting from the branches. -~ -~ -0 0 2798 -E -trees~ - The trees seem to close heavily around the cave entrance, almost concealing -it as though willed by some magic to do so. -~ -E -rubble piles~ - These large piles of rubble look recently unloaded here, dust still heavy in -the surrounding air. -~ -E -cave~ - This open cave is so dark you can hardly see inside, but silent figures can -be seen lurking just within the shadows. -~ -S -#2702 -A Moist Cave~ - The large round cave is full of dust and disturbed debris. Rough jagged -edges stick out from the stone walls as though it has been dug in a hurry, and -a thin slime coats every surface, sticky moisture hanging in the air. From far -below, sounds of footsteps and the clanging of iron on rock can be heard. -~ -27 9 0 0 0 0 -D2 - Fresh air seems to be wafting from this direction, and the cave entrance can -be spotted a little further along, opening into a thick forest. -~ -~ -0 0 2701 -D5 - A fragile-looking rope leads into the darkness, aiding the difficult -descent. -~ -~ -0 0 2703 -E -thin slime~ - This strange sticky residue has the unpleasant stickiness of cobwebs, yet is -almost gelatinous to the touch. -~ -S -T 2734 -#2703 -Trickling Tunnel~ - This steeply sloping tunnel has only a frayed rope pegged along the wall to -aid in navigating it. The ground is loose, and small stones bounce their way -down to the bottom at the slightest disturbance. The air here is suffocatingly -humid and this is intensified by the wafts of heat coming from the lower end of -the passage. -~ -27 13 0 0 0 0 -D0 - A small puddle marks the end of the passage where the floor flattens out -into what appears to be a larger room. -~ -~ -0 0 2704 -D4 - It seems to get brighter toward this end of the tunnel, and the air is not -so still. -~ -~ -0 0 2702 -E -frayed rope~ - This rope is apparently deceptively strong. For though it looks frayed and -dangerous, the disintegrating state of the metal pegs holding it in place -testify to its long-standing use. -~ -S -#2704 -A Gaping Intersection~ - There is a most unpleasant smell in this room, akin to that of rotten eggs, -which seems to be emanating from a nearby pile of rocks. The floor is smooth -and looks to have been worn away rather than dug, indicating that this junction -has been passed through many times. Sharp stalactites hang down like teeth -from the entrance of each connecting tunnel, giving the impression of standing -in a creature's jaws. -~ -27 9 0 0 0 0 -D0 - A puff of dust hangs about this small entrance into a dimly lit cave and -every now and again the clang of a metal object being dropped can be heard. -~ -undefined~ -0 0 2707 -D1 - Large tree roots frame the entrance of this tunnel, which curves slightly -out of sight further along. -~ -~ -0 0 2705 -D2 - The tunnel slopes steadily upward, a drizzle of water making its way down -from the higher cavern. -~ -~ -0 0 2703 -D3 - This is the smallest of the exits from the junction. Dim lights can be seen -flickering within and a thin layer of sand covers the floor. -~ -~ -0 0 2706 -E -pile rocks~ - This pile of rocks has a strange powdery coating, the pale yellowish color -and the surrounding smell indicates that it might be sulfur. -~ -E -sharp stalactites~ - These mineral encrustations look to have formed over many months or even -years, jagged and sparkling like dry icicles. -~ -S -#2705 -Beneath the Roots~ - This large passage is lined with the branching roots of an ancient tree. -Intertwined inseparably into the rock, the smaller offshoots have been pasted -to the cavern walls by a natural dribble of resin that has subsequently -hardened. This gives the tunnel an almost gilded appearance, delicate veins of -smooth glassy amber lining its length. -~ -27 9 0 0 0 0 -D1 - The tunnel carries onward, curving gently around into darkness so that -nothing can be seen ahead. -~ -~ -0 0 2708 -D3 - A buildup of mineral deposits has created the appearance of jagged teeth -framing the western cavern. -~ -~ -0 0 2704 -S -#2706 -Sandy Tunnel~ - A thin layer of sand dusts the floor of this tunnel, absorbing some of the -moisture and making it easier to walk without slipping. A flickering lantern is -fixed here, sending shadows dancing across the walls. Small memlin footprints -lead to the north. -~ -27 8 0 0 0 0 -D0 - Small memlin footprints lead this way, growing slightly more faded as the -sandy ground becomes carpeted with moss. -~ -~ -0 0 2712 -D1 - The tunnel widens into a gaping cavern, sharp stalactites framing the -entrance like menacing teeth. -~ -~ -0 0 2704 -E -flickering lantern~ - This lantern has been attached to the wall so that it cannot be taken. A -bright flame burns steadily, illuminating the way. -~ -E -footprints~ - These tiny footprints, leading to the north, are unusually small but -unmistakeably memlin, indicating the presence of children in these caverns. -~ -S -#2707 -A Dusty Supply Room~ - This appears to be a main supply room judging by the various things -cluttering the room. Tools in various stages of rust and disrepair lean -against the walls, and heaps of straggled rope lie unused in what appears to be -an old mine cart. This room is far smaller than is comfortable, and a -lingering cloud of dust makes it feel even more claustrophobic. To the north a -small back door is partially covered by a ragged curtain. -~ -27 13 0 0 0 0 -D0 - A strange mist surrounds the northern curtain, circulating slowly but not -dispersing, as if it guarded the way. -~ -~ -0 0 2741 -D2 - A large opening is framed by the stalactite spikes of the adjacent cavern, -and an unpleasant smell drifts from this direction. -~ -undefined~ -0 0 2704 -E -tools~ - Various picks, shovels, and the occasional rusted knife lie abandoned here, -unusable by the look of them. -~ -E -mine cart~ - It looks as though it was in use not long ago, but it is leaning at an angle -and on closer inspection one of the wheels looks cracked beyond repair. -~ -E -curtain~ - A strange mist surrounds the northern curtain, circulating slowly but not -dispersing, as if it guarded the way. -~ -S -T 2717 -#2708 -A Curving Passage~ - This tunnel curves gently around, growing larger as it proceeds deeper into -the mountainside. The walls and floor here have all been excavated more -carefully, sanded smooth and polished so that the silvery hue of the rock has a -metallic shine to it. Somewhere nearby, several drops of liquid can be heard -dripping constantly onto rock. -~ -27 8 0 0 0 0 -D0 - A sound of dripping echoes prominently from this end of the tunnel, and a -slight reddish stain spreads across the floor. -~ -~ -0 0 2709 -D3 - The dark tendrils of tree roots can be seen weaving to the west, clutching -the sides of the cavern like grasping fingers. -~ -~ -0 0 2705 -S -#2709 -A Weeping Cave~ - The air here feels cool and sticky with moisture, and the sound of dripping -echoes loudly on the smooth surface of the rock floor. Numerous drops of -crimson liquid seem to ooze from the ceiling, staining the walls blood red as -they weep their way slowly down, collecting like a spreading wound on the -ground. -~ -27 9 0 0 0 0 -D0 - A cool white light emanates from this end of the tunnel, and the air seems to -grow colder as it is approached, perhaps the influence of some unwelcoming -magic. -~ -~ -0 0 2710 -D2 - The passage grows darker as it curves around, making it impossible to see -very far inside. -~ -~ -0 0 2708 -S -#2710 -Guarded Gates~ - Intense excavation here has made the cavern much higher than necessary for -even the tallest memlin. Two towering quartz gates block further advancement -into the tunnel. Diamond-hard and flawless, they seem strikingly out of place -in the dusty passage, illuminating it with refracted light. Blood-red beryll -is embedded carefully into the glassy surface, inscribing some evil spell. -~ -27 12 0 0 0 0 -D0 - A cool draft breezes from this direction, and the cold light of the gates -gives the impression that the tunnel turns to ice. -~ -GlassyGates~ -2 2709 2711 -D2 - The white glow from the gates bathes the tunnel in a soft illumination, but -the light turns unmistakeably red a little deeper into the passage. -~ -~ -0 0 2709 -E -beryll evil spell gates~ - These gates seem to glow with some inner light source, though it is probably -magic. The use of beryll, the favored gem of the Khan'li, means the spell is -likely evil and unbreakable by any normal means. -~ -S -#2711 -Crystal Passage~ - Awash with white light, this passage is almost blinding to walk through. -The walls, floor, and ceiling are all carved from beautiful yet delicate crystal -that seems to reflect an inner source of light. Colors dance and sparkle on -the faceted surface of the walls and the air here is cool enough to chill -breath. To the south, two large clear gates block the exit. -~ -27 8 0 0 0 0 -D2 - A bright glow shimmers from this end of the passage, tinted only by the -blood red hue of some gem refracting light. -~ -GlassyGates~ -2 2709 2710 -D4 - A cool green glow frames the passage upward, more light cascading from above. -~ -~ -0 0 2726 -E -large clear gates~ - These gates seem to glow with some inner light source, though it is probably -magic. The use of beryll, the favored gem of the Khan'li, means the spell is -likely evil and unbreakable by any normal means. -~ -S -#2712 -The Place of Gathering~ - A large and airy cavern, the dark ceiling glistens with tiny beads of -moisture as though star-lit. A light grassy moss decorates the grooves along -the wall and floor, bearing the mark of tiny fading footprints and providing a -welcome scent of greenery that freshens the atmosphere. A bubbling fountain -murmurs quietly at one end of the room, and a prominent sign displays dates and -times of apparent significance. -~ -27 9 0 0 0 0 -D0 - The tunnel seems to get much narrower and the roof much lower, sticky slime -indicates that this passage is quite slippery. -~ -~ -0 0 2718 -D1 - The tiny footprints lead past an almost invisible door blended into the rock -surface. -~ -seamlessdoor~ -1 0 2719 -D2 - Flickering firelight dances across the sandy path that curves in this -direction, casting dark shadows upon the wall. -~ -~ -0 0 2706 -D3 - A trail of sand leads in this direction, lit by a pale green glow of some -unseen light source. -~ -~ -0 0 2713 -E -grassy moss~ - These tiny tufts of moss give a welcome splash of green to the sandy brown -of these tunnels, scenting the air subtly as well. -~ -E -large round bench~ - Obviously in use for many years, the bench is large enough for at least ten -memlins, though judging by its slightly buckling legs, it has probably held -more. -~ -E -sign~ - This sign has been filled with various words and numbers that appear to be -dates, but not particularly legible or significant to non-memlins. -~ -E -tiny fading footprints~ - These little footprints seem to vanish mysteriously to the east. -~ -S -#2713 -Mushroom Path~ - A sandy trail winds continuously down each end of the tunnel, broken only -here and there with a small sprouting mushroom. The fungi seem almost to be -cultivated here as a source of light, for they illuminate the darkness with a -soft green glow, thriving off the ever present film of mineral-rich moisture. -~ -27 8 0 0 0 0 -D0 - A floral scent wafts from this direction, and the carpet of moss becomes -more lush. -~ -~ -0 0 2714 -D1 - This way leads into a much larger cavern, from which the sounds of trickling -water murmur. -~ -~ -0 0 2712 -D3 - The path becomes slightly smoother and sounds of walking can be heard as -though this route is more regularly travelled. -~ -~ -0 0 2715 -S -#2714 -An Underground Garden~ - This cave has been transformed into a miniature wilderness of various plants -and fungi. A thick crystal pane has been carved into the rocky ceiling, -allowing natural sunlight and warmth to fill the room. Creeping vines twist -their way across the walls, along with splashes of pink and purple flora. The -intense evaporation causes a constant indoor rain to drip from the ceiling. -~ -27 8 0 0 0 0 -D2 - A green glow comes from this direction, and the rich carpet of grass gives -way to a sandy path. -~ -~ -0 0 2713 -E -thick crystal pane~ - This pane acts like a skylight, allowing the intense heat and light of the -sun to flood the room, magnified by the refracting ability of the crystal. -~ -E -creeping vines~ - These vines look fantastically healthy and seem to be growing at a fast -rate, wall-papering the sides and ceiling of the cave with various shades of -green. -~ -S -#2715 -Hovel Junction~ - The tunnel here branches off in every direction, and appears to be the -center of memlin living quarters. Smells of cooking food and brewing liquids -waft on the air, and children can be heard playing nearby. The sandy floor -takes on a greenish hue where an abundance of soft moss begins to carpet the -area. -~ -27 8 0 0 0 0 -D0 - Aromatic smells of various cooking foods waft from this direction, and the -sound of simmering pots can be heard. -~ -~ -0 0 2716 -D1 - A slight greenish glow illuminates the tunnel in this direction, and the -carpet of moss gives way to a sandy path. -~ -~ -0 0 2713 -D2 - This tunnel looks as though it is only very slightly excavated, perhaps a -small cupboard or simply a dead end. -~ -~ -0 0 2717 -D3 - The cavern gets wider in this direction, and sounds of movement and life can -be heard along with the occasional child's laugh. -~ -~ -0 0 2721 -S -#2716 -A Communal Kitchen~ - This large cave has a long pipe leading through the ceiling from the -slightly smoking stove. Various kitchen utensils line the walls and a large -pot sits on the counter emitting some unnameable aroma. Huge stacks of plates -indicate the usage of this kitchen by the majority, if not the entire memlin -population. -~ -27 8 0 0 0 0 -D0 - The ceiling dips lower here and framing the entrance are many decorative -herbs, but not nearly enough to create the overpowering mix of scents that -wafts from this direction. -~ -~ -0 0 2725 -D2 - This way opens immediately into a much larger cavern, sounds of people and -movement filling the air. -~ -~ -0 0 2715 -E -kitchen utensils~ - Various pieces of cutlery lie strewn apart, long handled spoons and sharp -chopping knives, all in various stages of use. -~ -E -large pot~ - The broth inside this pot simmers and boils continually, giving off a strange -smell as every now and again something bobs to the surface and dips back down. -~ -E -huge stacks plates~ - Most of these plates are smoothly carved from wood, chipped here and there in -places as if well used, most stacked in dirty piles waiting to be cleaned. -~ -S -#2717 -A Well-used Tool Shed~ - Various tools hang from the walls on orderly rows of pegs. Watering cans, -rakes, and buckets of various pods and seeds indicate the prominent position of -horticulture in memlin living. Though looking closer, these tools appear -neglected and rusted, while newer and more recently used mining picks occupy -the majority of the small space. -~ -27 9 0 0 0 0 -D0 - The area beyond looks well-travelled and well-lit, the sounds of life and -activity filling the air. -~ -~ -0 0 2715 -E -various tools watering cans rakes~ - These tools all seem to play a major role in gardening and growing various -crops, most of them starting to rust and decay from what appears to be lack of -care. -~ -E -buckets pods seeds~ - A variety of green husks and several pouches of seeds spill carelessly into -their bucket containers, some of them sprouting into tiny roots from the -dampness. -~ -S -#2718 -A Low Tunnel~ - The ceiling hangs very low here, and the sharp rock has not been smoothed so -that a fall here would mean definite injury, as indicated by the faded blood -streaks on the rock. A film of slimy moisture makes the ground even more -treacherous to navigate, and the wisdom of staying here is questionable. -~ -27 9 0 0 0 0 -D0 - The tunnel slopes downward, a slight breeze of hot humid air wafting up from -below. -~ -~ -0 0 2720 -D2 - The path opens up into a large open space, the sound of gently trickling -water filling the air. -~ -~ -0 0 2712 -E -faded blood streaks~ - It looks as if this place is a site of regular injury, old and new blood -marks marring the otherwise shiny surface of the rock. -~ -E -film slimy moisture~ - The ground glistens wetly, a combination of what looks to be mouldy water -and weaving slug trails makes it appear very slippery indeed. -~ -S -T 2711 -#2719 -A Forgotten Cupboard~ - Dark and dreary, this cupboard looks as though it has been long forgotten, -remnants of broken toys and useless tools littering the floor. Old cobwebs -coat everything in a film of dust and time, but even the spider weavers seem to -have forsaken this place, abandoning it and its contents to slow decay. -~ -27 13 0 0 0 0 -D3 - The door is so well designed that when it closes it blends seamlessly into -the surrounding rock, making the cupboard appear inescapable. -~ -seamlessdoor~ -1 0 2712 -E -broken toys~ - A tiny clay doll's head lies in the dirt, its unblinking eyes coated in a -delicate film of dust. -~ -E -useless tools~ - Broken wooden handles, and rust-decayed metal lie half buried in the sandy -ground, forgotten and left to rot. -~ -E -old cobwebs~ - These webs look to be years old, any beauty to their carefully woven -structure long eroded, grayed and dimmed so that they are little more than -fluttering ghosts in the breeze. -~ -S -#2720 -Musty Tunnel~ - A deep gloom seems to fill this place, heat wafting uncomfortably from the -walls and making the air shimmer. The slime everywhere seems to have congealed -into sticky pools of fungus and mineral-saturated water, coating every jagged -rock as though the cavern bleeds. -~ -27 9 0 0 0 0 -D0 - The way ahead is dimmed with the darkness of swirling debris, smoke and dust -filling the air in waves of hot grimy air. -~ -~ -0 0 2757 -D2 - Sloping upward, the ground becomes treacherously slippery and slick with -moisture, the walls of the cavern shrinking inward, leaving less room for -navigation. -~ -~ -0 0 2718 -S -#2721 -Memlin Living Quarters~ - Wide and spacious, several benches line the walls of this cavern. Heat from -a nearby fire source warms the rock so that it is hot to the touch, and the air -is heavy with humidity. In the middle of the room there is a large stone -sculpture of weighing scales depicting the central memlin belief of balance and -moderation. -~ -27 8 0 0 0 0 -D0 - A gentle mist of moisture fills the entrance to this cavern, the lazy sound -of stirring water coming from within. -~ -~ -0 0 2722 -D1 - The way opens up more spaciously, delicate green mosses spreading across the -floor and the scents of some local cooking drifting on the air. -~ -~ -0 0 2715 -D3 - The way dims, mossy carpeting growing thicker and lusher as the cavern -extends into darkness. -~ -~ -0 0 2723 -E -several benches~ - These benches are simple in design, barely more than wooden slabs, fastened -to the stony walls and worn in places. -~ -E -large stone sculpture weighing scales~ - A tall spiralling column of metallic rock stretches almost to the roof of the -cavern, two elegant silvery arms spreadeagling out from either side. At the end -of each a long loop of sparkling chain hangs down, each suspending a flat metal -plate, a careful representation of the scales normally used for weighing and -measuring. -~ -S -#2722 -Cavernous Hot Spring~ - This cavern looks almost as though it was naturally hollowed at some point, -perhaps by a gushing flood of water. The walls on either side have collapsed -though, allowing only a small stream to flow through the room. Heat makes the -air seem to shimmer, and the sound of dripping echoes off the jagged walls. A -small row of towels are hung neatly to the side, along with some lumps of -sweet-smelling soap. -~ -27 13 0 0 0 0 -D2 - A large cave stands to the south, a tall sculpture only just visible through -the swirling droplets of water. -~ -~ -0 0 2721 -E -towels~ - These towels look as though they were once clean and fluffy, but now are -little more than brown rags, used solely for getting the job done. -~ -E -lumps soap~ - These appear to have been mashed together out of some homemade substance and -used as soap. Several of the slippery lumps sit in crevices along the spring. - -~ -S -#2723 -Sleeping Hollows~ - The air is warm and hazy with moisture, and a thick carpet of lush green -moss covers the floor. On closer inspection, several cubicle-like hollows can -be seen carved into the walls. A few trailing vines act as ladders to the ones -nearest the roof, and inside the lower ones tufts of fresh and dry moss can be -seen heaped together as bedding. -~ -27 9 0 0 0 0 -D0 - A small opening leads into a very tiny hollow, barely big enough for a small -memlin to move comfortably around in. -~ -~ -0 0 2724 -D1 - The way grows brighter, a circle of benches only just visible, along with a -tall sculpture rising from the ground. -~ -~ -0 0 2721 -E -cubicle-like hollows~ - These little carved hollows seem to be used as bunk beds, comfortable looking -arrangements of moss and bracken fluffed together into bedding piles. -~ -E -trailing vines~ - These dark veiny tendrils weave their way along the walls, providing firm -support for anyone who would wish to climb inside the higher hollows. -~ -S -#2724 -Tiny Hollow~ - The space here is so small it can hardly be considered a room. More like a -cubicle, the ceiling is so low it is only comfortable to lie in. The rock -walls have been carefully sanded smooth and child's drawings hang on the wall. -A few scattered toys stick out of the moss bedding and a tiny chair sits in the -corner. -~ -27 9 0 0 0 0 -D2 - Dark green mosses carpet the way south, the larger cavern dim and hot with -humidity. -~ -~ -0 0 2723 -E -toys~ - Several basic children's toys lie scattered around, a bright pink ball -particularly catches the eye, as does a rather beautiful painted doll. -~ -E -drawings~ - These drawings look meticulously done, many of the papers depicting the sun -and the moon. A few of the newer ones show memlin stick-figures wielding picks -and digging. -~ -S -#2725 -Kitchen Pantry~ - Rows of shelves line the walls, supporting the weight of various jars and -bowls and various preserved meats dangle from hooks in the walls. The ceiling -too, is obscured by dried spices and herbs, filling the air with a heady -mixture of scents. A dip in the middle of the roof allows a strange tubed -contraption to collect the dripping condensation. -~ -27 8 0 0 0 0 -D2 -~ -~ -0 0 2716 -S -#2726 -Jade Archway~ - Smooth jadestone frames the entranceway here, the obvious work of many -talented sculptors. Smooth green and almost phosphorescent, the massive arch -is the only thing approaching light in this room. All else extends coldly and -ominously into darkness. -~ -27 8 0 0 0 0 -D0 -~ -~ -0 0 2727 -D1 -~ -~ -0 0 2729 -D5 -~ -~ -0 0 2711 -S -#2727 -Great Marble Hall~ - Eerily cold, this great hall seems to breathe its own icy breath upon any -intruders. Delicate patterns of crystalline frost weave their way up the vast -sculpted walls, complimenting the deep green veins of the polished marble -floor. -~ -27 9 0 0 0 0 -D0 -~ -~ -0 0 2730 -D1 -~ -~ -0 0 2728 -D2 -~ -~ -0 0 2726 -S -#2728 -Great Marble Hall~ - The vast hall continues on in almost every direction, each tiny noise -amplified by the smooth walls, and emerald-flecked marble floor. Darkness -closes like a predator on the periphery of vision, shrouding the finer details -of the place in blackness. -~ -27 9 0 0 0 0 -D0 -~ -~ -0 0 2731 -D2 -~ -~ -0 0 2729 -D3 -~ -~ -0 0 2727 -S -#2729 -Great Marble Hall~ - The large hall seems to glower with flickering shadows, darkness hanging -deep and foreboding about the place as though a living entity. A cool chill -swirls about the place, the slightest sound echoing off the distant, unyielding -walls and ceiling. -~ -27 9 0 0 0 0 -D0 -~ -~ -0 0 2728 -D3 -~ -~ -0 0 2726 -S -#2730 -Great Marble Hall~ - Glistening obsidian pillars support the towering roof here, extending so -high that they seem to reach endlessly into night. Perfectly flawless and -diamond-hard they seem almost as indestructable as the mountainous cavern -itself. -~ -27 9 0 0 0 0 -D1 -~ -~ -0 0 2731 -D2 -~ -~ -0 0 2727 -D5 -~ -~ -0 0 2768 -S -#2731 -Great Marble Hall~ - Great black columns extend off to the west, only partially supporting a -massive staircase here. Deep forest green colors swirl about the floor, -reflecting the surroundings perfectly on the polished surface. The great stone -walls chiseled almost to glassy smoothness. -~ -27 9 0 0 0 0 -D2 -~ -~ -0 0 2728 -D3 -~ -~ -0 0 2730 -D4 -~ -~ -0 0 2732 -S -#2732 -Bottom of a Spiral Stair~ - This stair extends ominously and blindly into overwhelming darkness above. -Each high step is polished and sculpted to a slippery razor-sharp edge and only -the one-sided banister gives any indication that it may be safe to climb. -~ -27 9 0 0 0 0 -D2 -~ -~ -0 0 2733 -D5 -~ -~ -0 0 2731 -S -#2733 -Spiral Stair~ - The stair curves elegantly around, meticulously carved out of the raw -mountainside itself. Glisteningly smooth, the rich deposits of chromite ore -give it a deep silvery-black lustre, making it even harder to see beyond the -darkness that shrouds each step. -~ -27 9 0 0 0 0 -D0 -~ -~ -0 0 2732 -D1 -~ -~ -0 0 2734 -S -#2734 -Spiral Stair~ - The chromite darkness of the stair here is streaked through with the -jade-like green of the mineral Serpentine. Apart from its obvious ornamental -beauty, the metamorphic nature of this stone indicates that at one time intense -heat flowed through this area. -~ -27 9 0 0 0 0 -D0 -~ -~ -0 0 2735 -D3 -~ -~ -0 0 2733 -S -#2735 -Top of a Spiral Stair~ - High above the cavern floor, this vantage point would give a spectacular -view of the regal surroundings if they were not so shrouded in dark. Faded -smoke stains smear the mountainous walls here, and tiny black garnets sprout -from the rock, the products of some past raging inferno. -~ -27 13 0 0 0 0 -D2 -~ -~ -0 0 2734 -D4 -~ -~ -0 0 2736 -S -#2736 -Icy Dome~ - This entire massive space has been excavated from within a natural glacier -of ice. Cool air wafts about the place and the walls and ceiling are glassy -smooth as though this cavern were simply melted away. -~ -27 8 0 0 0 0 -D1 -~ -~ -0 0 2737 -D2 -~ -~ -0 0 2739 -D5 -~ -~ -0 0 2735 -S -T 2743 -#2737 -Icy Dome~ - The icy floor here looks particularly thin, strange movements stirring -beneath as though something were frozen into the glacier itself. Frost weaves -its way up the walls, gilding delicate silver patterns around the dome. -~ -27 8 0 0 0 0 -D2 -~ -~ -0 0 2738 -D3 -~ -~ -0 0 2736 -S -#2738 -Icy Dome~ - A cool wind moans gently from the east, filling the cavern with the sounds -of wailing. Tiny crystals of ice sprinkle from the ceiling with each breeze, -tinkling like chimes as they hit the floor and shatter into pieces. -~ -27 8 0 0 0 0 -D0 -~ -~ -0 0 2737 -D1 -~ -~ -0 0 2740 -D3 -~ -~ -0 0 2739 -S -#2739 -Icy Dome~ - Natural light flows unhindered through the room, faint shapes of the -surrounding mountainous range visible through the panoramic wall of ice that -curves completely around this gigantic dome. -~ -27 8 0 0 0 0 -D0 -~ -~ -0 0 2736 -D1 -~ -~ -0 0 2738 -S -#2740 -Shimmering Glacier~ - Almost at the peak of the mountain, the entire untouched slope spreads -infinitely below, preserved within frozen cobwebs of time. Dancing and -shifting all around the sky, spectacular blue and green aurora borealis splash -their colors upon the vast white canvas of snow. -~ -27 4 0 0 0 0 -D3 -~ -~ -0 0 2738 -S -#2741 -Swirling Mists~ - Thick moisture swirls about the room, filling it with a blue-green haze, -through which nothing can be seen. Dark figures quiver eerily on the periphery -of vision, and the mist itself seems to coalesce into strange shapes, wispy -tendrils weaving as though to some unheard music. -~ -27 13 0 0 0 0 -D0 -~ -~ -0 0 2742 -D2 -~ -~ -0 0 2707 -S -T 2700 -T 2723 -#2742 -Cavern of Shadows~ - Silhouettes flit about the stone walls in an elaborate dance of darkness and -light, shadows snaking up the walls and across the arched ceiling. The open -cavern reveals no source of the ghostly figures and it almost seems as though -they have a life of their own, their alien forms twisting and weaving in -perpetual motion as the illumination throughout the cave flickers. -~ -27 137 0 0 0 0 -D0 -~ -~ -0 0 2743 -D2 -~ -~ -0 0 2741 -S -T 2723 -T 2733 -#2743 -Center of the Twilight Temple~ - A faint amber glow emanates from a large stone in the center of the room -pulsing a visual rhythm of light throughout the cavern. Dark azurite encrusts -the rounded walls, filling the room with the tranquil sapphire hue of twilight. -The roof of the cave is high and peaks into a slight dome, tiny crystalized -stalactites bejewelling the ceiling and reflecting the light like stars. -~ -27 136 0 0 0 0 -D0 -~ -~ -0 0 2744 -D1 -~ -~ -0 0 2745 -D2 -~ -~ -0 0 2742 -D3 -~ -~ -0 0 2751 -E -large stone~ - This large, perfectly round stone emits light similar in hue to that of the -sun. The glow waxes and wanes rapidly, giving the gem the impression of a -pulsing amber heart. -~ -S -#2744 -Eyes of Truth~ - This cavern is immensely tall, the ceiling stretching so high that it cannot -be seen. In the center of the room a vibrant tree of Green Ash grows, swaying -and murmuring in some unfelt breeze. Floor tiles of ebony and ivory depict an -image of balancing scales, and a magnificent altar stands at the far end of the -room. -~ -27 136 0 0 0 0 -D2 -~ -~ -0 0 2743 -S -#2745 -Path of Dawn~ - Pieces of brightly colored glass make up a narrowly winding path. Fresh -moss grows from the ground and walls, sprinkled with a dew-like moisture and -elaborate paintings of the rising sun accompanied with dawn colors decorates -the corridor. -~ -27 136 0 0 0 0 -D1 -~ -~ -0 0 2746 -D3 -~ -~ -0 0 2743 -S -T 2723 -#2746 -Chamber of Awakening~ - Golden hues of life and warmth flood this cavern, making it glow as if -alight with sunfire. The atmosphere seems immensely energized, almost -prickling with some sort of static, and the place itself seems to hum quietly, -tiny sparks igniting randomly in the air. -~ -27 136 0 0 0 0 -D2 -~ -~ -0 0 2747 -D3 -~ -~ -0 0 2745 -S -T 2723 -#2747 -The Depths of Fantasy~ - Nothing seems real in this room, filled with a vague fog it is hard to focus -on anything tangible. Imagination seems to instantly materialise as dancing -mirages, piles of treasures appearing and disappearing, glimpses of besotted -lovers, of smiling families, of beauty, bejewelled castles and powerful thrones -shaping themselves in the mist as though every lingering daydream found its way -into this room. -~ -27 136 0 0 0 0 -D0 -~ -~ -0 0 2746 -D1 -~ -~ -0 0 2748 -D2 -~ -~ -0 0 2750 -D3 -~ -~ -0 0 2749 -S -T 2723 -#2748 -Place of Peace~ - Murmuring water trickles lazily through a crack in the wall, forming a small -pool on the ground that sends ripples of light reflecting throughout the cave. -Soft moss and dried bracken carpet the floor, filling the air with a soothing -green scent. -~ -27 136 0 0 0 0 -D3 -~ -~ -0 0 2747 -S -T 2723 -#2749 -Boundary of Belief~ - A feeling of coldness pervades the air here, harsh white walls standing -undecorated on every side of the room. Only two White Ash trees grow smoothly -from the ground, their heads bowed to cross each other, forming the frame for a -flawless glass mirror in the center of the room. -~ -27 136 0 0 0 0 -D1 -~ -~ -0 0 2747 -S -T 2723 -#2750 -All That is Light~ - It is impossible to see the size or shape of the room as a blinding white -light shines from an equally invisible source. No shadows or colors of any -sort are evident, only the overwhelming glow of illumination in every -direction. -~ -27 136 0 0 0 0 -D0 -~ -~ -0 0 2747 -S -T 2723 -#2751 -Path of Dusk~ - Deep blue agate has been broken into shards and sculpted into a winding -mosaic path. Sapphire streaks glisten darkly in the cavern walls and the sound -of crickets chirping echoes faintly though none can be seen. Splashes of -silver portray the rising of the moon, and emerging of the stars. -~ -27 137 0 0 0 0 -D1 -~ -~ -0 0 2743 -D3 -~ -~ -0 0 2752 -S -T 2723 -#2752 -Chamber of Rest~ - Dimmed and silent, this room is sleep-inducingly warm. Though a slight -breeze wafts about, the otherwise muggy air seems unbearably close, clinging -like a smothering film to everything it touches. Soft, dark moss carpets the -entire floor, and a slight sticky residue dampens the oddly stained walls. -~ -27 137 0 0 0 0 -D1 -~ -~ -0 0 2751 -D2 -~ -~ -0 0 2753 -S -T 2723 -#2753 -The Depths of a Dream~ - Dark mist fills this room, as though it were in the midst of a stormcloud -and slight rumbling vibrates the floor and walls. In the smoky air, it seems -as though strange creatures come to life, distorted faces and whispering voices -linger just on the periphery of perception. -~ -27 137 0 0 0 0 -D0 -~ -~ -0 0 2752 -D1 -~ -~ -0 0 2754 -D2 -~ -~ -0 0 2756 -D3 -~ -~ -0 0 2755 -S -T 2723 -#2754 -Boundary of Intuition~ - Dark and brooding charcoal walls line this cavern, adding depth to the long -shadows. In the center of the room two gnarled trees of Black Ash twist into -each other, a shattered mirror embedded between them, shards of glass -sprinkling the floor around. -~ -27 137 0 0 0 0 -D3 -~ -~ -0 0 2753 -S -T 2723 -#2755 -Place of Passion~ - Red quartz glints here and there in the dark walls, giving the impression of -flickering fire when any light falls their way. Smouldering heat seems to -emanate from the floor, steam rising lazily out of holes in the ground, filling -the cavern with the sound of slow breathing. -~ -27 141 0 0 0 0 -D1 -~ -~ -0 0 2753 -S -T 2723 -#2756 -All That is Dark~ - Nothing but a black pervading darkness fills this room. Like the inky -depths of an inescapable abyss, not even the faintest flicker penetrates this -place. In fact the dark seems to have a life of its own, actively swallowing -any potential source of light. -~ -27 137 0 0 0 0 -D0 -~ -~ -0 0 2753 -S -T 2723 -#2757 -Heart of the Mines~ - Large clouds of dust swirl about the air, dancing to the continuous clanging -rhythm of metal striking rock. Small rocks and debris line either side of the -path, which is thick with the muddy sludge of loose dirt and water. -~ -27 9 0 0 0 0 -D0 -~ -~ -0 0 2760 -D2 -~ -~ -0 0 2720 -D3 -~ -~ -0 0 2765 -S -#2758 -Cluster of Graves~ - Faded dark shapes seem to lean mournfully from the walls, the long shadows -cast from the collection of little graves that fill this room. Careful -newly-placed piles of stones lie restfully side by side, not yet covered with -dust though the air hangs heavy with it. -~ -27 13 0 0 0 0 -D1 -~ -~ -0 0 2760 -D3 -~ -~ -0 0 2759 -S -#2759 -Caved-In Tunnel~ - This tunnel appears to have once led further to the west, though now nothing -but a crumbling blockade of stone and debris appears to remain. The walls and -ceiling have all collapsed in, leaving nothing but the fine rivulets of water -that seep from the wreckage, trickling like tears along the battered, -darkly-stained floor. -~ -27 13 0 0 0 0 -D1 -~ -~ -0 0 2758 -S -#2760 -Heart of the Mines~ - Extensive excavation here leaves the cavernous air murky with disturbed -particles of grime that dance in the turbulent, smoky air. An intensely acrid -smell of sweat hangs heavily over the place, along with the metallic tang of raw -minerals and recently spilt blood. -~ -27 9 0 0 0 0 -D0 -~ -~ -0 0 2762 -D2 -~ -~ -0 0 2757 -D3 -~ -~ -0 0 2758 -S -#2761 -Breezy Cavern~ - Delicate winds flow softly through this rocky tunnel, making a hush sound as -fresh, sweet-scented air blows continuously, circulating itself into the staler, -musty air of the deeper caves. -~ -27 13 0 0 0 0 -D1 -~ -~ -0 0 2762 -D3 -~ -~ -0 0 2766 -S -#2762 -Heart of the Mines~ - The roof and floor here are quite close together, space growing smaller -towards the north end of the corridor where digging appears to be ongoing. -Huge piles of loose rock and stone crowd the already cramped tunnel, and the -choking smell of burning stifles the place. -~ -27 9 0 0 0 0 -D1 -~ -~ -0 0 2767 -D2 -~ -~ -0 0 2760 -D3 -~ -~ -0 0 2761 -S -#2763 -A Lonely Cave~ - A large dark cavern curves gradually around, the jagged surfaces of the rock -echoing quietly with the sounds of continuous dripping. Gently glowing flora -cast the place in an eerie green hue, and a luminous pool in the center of the -room sends veins of light rippling and dancing up the sloping walls and across -the ceiling. Some sort of sort of phosphorus sap has been used to paint a -large circle all the way around the center of the room, the same substance -marking strange symbols along the walls. -~ -27 140 0 0 0 0 -D1 -~ -~ -0 0 2764 -S -T 2718 -T 2754 -#2764 -@RSPLAT!!!@n~ - The only glimpse you get of this dreary cavern is the sight of it being -liberally decorated with everything that used to make up the insides of your -body. -~ -27 0 0 0 0 0 -S -T 2735 -#2765 -Rubble Blockage~ - It looks as though digging has been forsaken in this direction. Abandoned -piles of dust and rock leach slowly into murky puddles of condensation, and -every slight echo causes a brief rain of pebbles from the ceiling, indicating -that this cave may not be safe to stand in, let alone excavate. -~ -27 13 0 0 0 0 -D1 -~ -~ -0 0 2757 -S -T 2736 -#2766 -Garden of Wishes~ - Low lighting and the heat of the surrounding rock walls has a restful dreamy -effect. Delicate creeping vines adorn the walls, and dozens of long green -stalks sway gently, dancing in the air currents produced by the hundreds of -teeny @Cwishes@n growing like tufts of cotton up their lengths. -~ -27 8 0 0 0 0 -D1 -~ -~ -0 0 2761 -S -#2767 -Digging Site~ - Tiny and claustrophobic, there is very little rubble here though the walls -are battered and marred with hundreds of gashes. A strange bitter smell lingers -on the air, and a kind of energy prickles in the room as though traces of some -powerful magic remain. -~ -27 13 0 0 0 0 -D2 -~ -IvoryDoor~ -2 2721 2763 -D3 -~ -~ -0 0 2762 -S -#2768 -Dark Corridor~ - Sharp Goethite crystals glint darkly like sprouting thorns from the shadowy -walls, a slick slime covering every surface and making them glisten wetly as if -coated with oil. Heat wafts slowly through the room, intensifying toward the -northern part of the corridor. -~ -27 9 0 0 0 0 -D0 -~ -~ -0 0 2769 -D4 -~ -~ -0 0 2730 -S -#2769 -Dark Corridor~ - An overpowering smell of fire and blood fills this hall with every wave of -hot air. The sound of desperate wailing accompanies the continuous breeze that -churns indecisively about the room, rippling the ominous puddles that darken the -floor. -~ -27 9 0 0 0 0 -D0 -~ -~ -0 0 2772 -D1 -~ -~ -0 0 2770 -D2 -~ -~ -0 0 2768 -D3 -~ -~ -0 0 2771 -S -#2770 -A Miserable Cell~ - The breeze from the western corridor whips more frantically about this room, -howling as it rushes along the jagged cavern as though seeking an escape, and -clinking the many hanging chains like some restless ghost. The smell of decay -hangs heavy here, the lingering presence of rotting flesh and hope alike. -~ -27 9 0 0 0 0 -D3 -~ -~ -0 0 2769 -S -#2771 -Place of Pain~ - A sleek black cross lies horizontally on a glimmering obsidian stand in the -center of the room, dark bloodied chains draped carelessly over it. Against the -western wall a massive steel stove burns, flickering firelight illuminating a -selection of terrifying metal instruments hung upon the walls. -~ -27 8 0 0 0 0 -D1 -~ -~ -0 0 2769 -S -#2772 -Before the Dark Gates~ - Heat emanates intensely from behind the two immense northern gates. Like a -giant monolith they stand unyielding and unnaturally black, offering no hint of -what lies beyond them except for their burning surfaces, and the bright scarlet -glow that shines around the seams. -~ -27 9 0 0 0 0 -D0 - Jet-black gates loom menacingly from the floor, towering like dark shadow -guardians, blocking the passage forward. -~ -darkgates~ -2 2775 2780 -D1 -~ -~ -0 0 2774 -D2 -~ -~ -0 0 2769 -D3 -~ -~ -0 0 2773 -D5 -~ -~ -0 0 2775 -S -#2773 -Chamber of Knowledge~ - Strange ripples of energy wash through the atmosphere, making everything -appear slightly blurry. Globes containing writhing electricity stand on glass -posts along the walls. A floating orb of fire flickers within the obsidian -hands of a dark humanoid statue, illuminating various scrolls and parchments -scattered about the room. -~ -27 9 0 0 0 0 -D1 -~ -~ -0 0 2772 -S -#2774 -Altar of the Cui~ - A great marble altar stands here, bleak and black as night but for the veined -streaks of white that weave through it and the surrounding room. Intricate -portrayals of dragons and monsters are carved into every polished surface. -Flickering firelight casts the whole room in and out of shadows, making it seem -as though the carvings move just in the periphery of vision. -~ -27 8 0 0 0 0 -D3 -~ -~ -0 0 2772 -S -#2775 -Resting Place of the Receptacle~ - Unnaturally lit with some magic, the room seems clouded with a thick white -haze. In the center of the room the enormous gelatinous mass of the Receptacle -pulsates slowly and continuously, surface contractions spreading down each of -the massive tentacles that reach in every direction. -~ -27 8 0 0 0 0 -D0 -~ -~ -0 0 2776 -D1 -~ -~ -0 0 2777 -D2 -~ -~ -0 0 2778 -D3 -~ -~ -0 0 2779 -D4 -~ -~ -0 0 2772 -S -#2776 -Tentacle Tunnel~ - Several large tentacles snake their way up the walls like strange icy vines. -They become smaller as they reach outwards, all attaching to one parent tentacle -that throbs rhythmically, a vague stirring shape only just visible through the -semi-transparent surface. -~ -27 8 0 0 0 0 -D2 -~ -~ -0 0 2775 -S -#2777 -Tentacle Tunnel~ - Spreading across the room like a network of glassy tree roots, several long -jellylike growths protrude from the west, quivering slightly and coating the -rocky floor and walls in a thin layer of slick, transparant slime. A -particularly thick coating covers the central main tentacle, obscuring a clear -view of the shadowy movements within. -~ -27 8 0 0 0 0 -D3 -~ -~ -0 0 2775 -S -#2778 -Tentacle Tunnel~ - A large semi-transparant growth extends from the north, almost more like a -pod than part of an organism, this womb-like structure pulses rhythmically. -Some form of stirring life can be seen inside, but the surrounding tissues are -too opaque to allow a close examination. -~ -27 8 0 0 0 0 -D0 -~ -~ -0 0 2775 -S -#2779 -Tentacle Tunnel~ - A large gelatin limb extends from the east, rippling with peristaltic-like -waves as a blurry form moves within. Several slimy offshoots sprout from the -center like spindley fingers, clawing their way up the slippery, jagged walls. -~ -27 8 0 0 0 0 -D1 -~ -~ -0 0 2775 -S -#2780 -Fiery Hall~ - A large but somewhat rickety metal grid extends to the north, leaping flames -and billows of dark smoke rising from the molten chasm below, the intense heat -stifling the air and making it difficult to breathe. Two large gates guard the -passage to the south. -~ -27 12 0 0 0 0 -D0 -~ -~ -0 0 2783 -D1 -~ -~ -0 0 2781 -D2 - Jet-black gates loom menacingly from the floor, towering like dark shadow -guardians, blocking the passage forward. -~ -darkgates~ -2 0 2772 -D3 -~ -~ -0 0 2782 -S -T 2779 -#2781 -An Abandoned Nursery~ - This is a child's room, the tiny bed and furnishings decorated with the -jewels and lace one would bestow upon a little girl. Long abandoned, layers of -old gray dust cover the once beautiful surfaces of wood and satin. Dreary -cobwebs linger in the corners like ghostly shadows, whispering silent words in -the cool breeze. -~ -27 9 0 0 0 0 -D3 -~ -~ -0 0 2780 -S -#2782 -Chamber of Lyra~ - This entire room is an apparent tribute to the powerful Khan'li emotion of -Lyra, similar in expression to love, but more selfish and obsessive. -Flickering fire dances freely along the metal gilding in the wall, writhing and -changing into various humanoid forms as it fills the room with heat and a film -of moisture. Scarlet symbols of passion and possession paint the floor and -ceiling alike, splashed liberally here and there like splatters of blood. -~ -27 8 0 0 0 0 -D1 -~ -~ -0 0 2780 -S -#2783 -Fiery Hall~ - A long metal grid continues from the south to the north, acting as a bridge -across the fiery pit beneath. Swirling heat distorts the view of everything, -the air itself burning and shimmering like a blast from a powerful oven. -~ -27 8 0 0 0 0 -D0 -~ -~ -0 0 2784 -D2 -~ -~ -0 0 2780 -S -T 2779 -#2784 -A Blazing Throne Room~ - Leaping tongues of fire dance all around the walls of this circular room, the -heat so intense that everything shimmers with waves of glistening evaporation. -Perfectly reflective metal flooring mirrors the writhing light, suspending the -entire contents of this massive room above the raging inferno below. A great -throne stands in the center, formed magically from red beryll and studded with -glimmering blooddrop rubies. A feeling of intense anger and energy fills the -air, tiny static sparks igniting randomly here and there. -~ -27 8 0 0 0 0 -D2 -~ -~ -0 0 2783 -S -T 2792 -#2785 -The Foundation of All~ - Seemingly suspended in space through some illusion, the glass walls of this -curving room offer a spectacular panoramic view of the cosmos. Blazing -meteorites and whirling planets dance continuously, twinkling stars bespeckling -the vast dark canvas of deep space. Burning suns and icy moons light the -blackness, shimmering gaseous clouds sparkling with stardust and cosmic debris -as they wander past. -~ -27 24 0 0 0 0 -D0 -~ -~ -0 0 2788 -D1 -~ -~ -0 0 2787 -D3 -~ -~ -0 0 2786 -D5 -~ -~ -0 0 2743 -S -#2786 -Lamen, the Breeze~ - Smooth and curving seamless walls seem almost to blur on approach as though -they are merely illusions of walls. A faint breeze whispers gently through the -air and silvery blue veins of electricity lick around the borders of this room, -bright sparks randomly igniting like tiny winking fireflies. -~ -27 8 0 0 0 0 -D1 -~ -~ -0 0 2785 -S -#2787 -Miru, the Dust~ - Solid, compact gray blocks of stone make up the structure of this room, -cemented together and solid beyond breaking. Hard flawless gems twinkle -brightly amongst the mosaic slate pieces of the floor, a coolness emanating from -every elemental substance in this room. -~ -27 8 0 0 0 0 -D3 -~ -~ -0 0 2785 -S -#2788 -Navi, the Will of the Imari~ - This large glass room extends from the south, the illusion of deep space -surrounding the frail shimmering walls. Outside, the universe is blossoming -rapidly under the careful guidance of the immensely powerful concentrations of -life energy known as Imari. Their forms can be seen as pure ripples of light, -wafting here and there amidst the stars like a breath of life, choreographing -the great cosmic dance and maintaining the equilbrium of order. The exertion of -their efforts can be seen influencing all that exists, continuously pulling -everything to a state of balance, dark to light and light to dark. -~ -27 8 0 0 0 0 -D0 -~ -~ -0 0 2789 -D2 -~ -~ -0 0 2785 -S -#2789 -Natul, Bringer of Life~ - Beyond the glass walls of this room, a great explosion of light can be seen -suspended in the midst of deep space, frozen in time and almost blinding in -intensity. In its wake a small barren planet can be seen beginning to blossom, -the initial sprouts of growth and life coloring its dusky surface with splashes -of green, the nearby stars starting to glow brightly as if emblazened with -unnatural fire. -~ -27 8 0 0 0 0 -D2 -~ -~ -0 0 2788 -D5 -~ -~ -0 0 2790 -S -#2790 -First Wave - the Cui~ - The near barren landscape of a vast planet stretches in all directions, only -the most primal fungi and mosses beginning to bloom. Large footprints are -imprinted deeply into the ground though there appears to be very little life -around. Only in the distance can the dark shapes of gigantic creatures be seen -moving slowly across the horizon. In the sky, an enormously bright wave of -light can be seen slowly moving away into the recesses of space. -~ -27 16 0 0 0 0 -D0 -~ -~ -0 0 2793 -D1 -~ -~ -0 0 2792 -D3 -~ -~ -0 0 2791 -D4 -~ -~ -0 0 2789 -S -#2791 -Tor~ - This room is dimly lit, dark shadows weaving around the forlorn surroundings. -A feeling of unnatural presence fills the air, and everything looks slightly -odd, as though peering through a bent glass. Several paintings adorn the darkly -painted walls, all imagery of the forbidden union of Cui with Cui, and the -unnatural creature that is the consequence. -~ -27 8 0 0 0 0 -D1 -~ -~ -0 0 2790 -S -#2792 -Ve~ - Painted luminous white, this room seems almost to glow with its own source of -light. Soft breeze hushes gently through the air, seeming to whisper as it -stirs the hanging tapestries on the walls. Each woven artwork depicting the -joining of Cui with their lesser Denuo kin, powerful and beautiful Ve offspring -populating the world. -~ -27 8 0 0 0 0 -D3 -~ -~ -0 0 2790 -S -#2793 -Second Wave - the Denuo~ - The landscape here is beginning to flourish with various flora, green sprouts -growing that will soon be massive trees. Figures of both Cui and humanoid life -can be seen moving across the terrain, a moderate glow of light sweeping -steadily across the sky. -~ -27 0 0 0 0 0 -D0 -~ -~ -0 0 2796 -D1 -~ -~ -0 0 2794 -D2 -~ -~ -0 0 2790 -D3 -~ -~ -0 0 2795 -D5 -~ -~ -0 0 2797 -S -#2794 -Khan'li, of Dark~ - This room appears to be a Khan'li enclosure, black glistening goethite lining -the walls and floor and flickers of fire dancing freely about, controlled by -some invisible force. The weapons of warriors are proudly displayed, sharp -spears and shining metal swords, the heat in this place making the air shimmer -as though merely a mirage. -~ -27 8 0 0 0 0 -D3 -~ -~ -0 0 2793 -S -#2795 -Dynar, of Light~ - The stillness of this softly moss-covered area is broken only by the swaying -movement of the willow trees that grow here. The sound of trickling water can -be heard gurgling amidst nearby rocks and leading into a small luminous pond. -Plant life blooms abundantly here, grasses and mosses covering every surface, -colorful flower blossoms and tree sprouts beginning to show through the green. -~ -27 0 0 0 0 2 -D1 -~ -~ -0 0 2793 -S -#2796 -Third Wave - Miru Life~ - All around, the lush landscape can be seen fully blossoming with various -trees and plant life. Many varieties of animal can be glimpsed wandering -through the grasses and brush, the signs of humanoid civilization visible in the -form of distant villages. -~ -27 0 0 0 0 2 -D2 -~ -~ -0 0 2793 -S -#2797 -Memlins, of Shadow~ - This modestly furnished cavern is lit with gently flickering torches. -Lightly sanded, the floor is speckled here and there with a fungi growth or -patch of moss. Trickling water can be heard although not seen, and a film of -moisture covers the slick ceiling, sparkling stalactites beginning to form. -~ -27 8 0 0 0 0 -D4 -~ -~ -0 0 2793 -S -#2798 -A Little Forest Clearing~ - Tall, lean trees grow sparsely here, several large stumps protruding from the -ground, the aftermath of a felling in recent years. Brown grasses rustle -restlessly in the somewhat smoky air, and the peaks of a mountain range are -only just visible to the north. -~ -27 0 0 0 0 3 -D0 -~ -~ -0 0 2701 -S -#2799 -Detta's Chamber~ - Warm hues of amber adorn the curving walls of this large subtly-lit room. -Against the northern side stands a beautiful bed, intricately carved from lush -cherry wood and spread with soft cream linen. Several wall-hung candles -illuminate the room, serpentine tongues of firelight writhing upon the smooth -canvas of the bedsheets as shadows weave a sultry dance around the walls. The -sweet scent of vanilla wafts in the air, mingled with the deeper, earthier aroma -of musk and gentle wood-wind music can only vaguely be heard beneath the -meditative murmuring of a central glass fountain, adding to the almost ethereal -tranquility of this place. -~ -27 8 0 0 0 0 -E -wall-hung wall hung candles~ - These tall elegant candles burn brightly, scarlet flickers of flame dancing -upon the wax as if to some unheard rhythm. -~ -E -beautiful bed~ - The smooth, dark frame of this bed has been carved by the hand of a skilled -master, various artistic depictions of love emerging from the flowing lines of -the wood as if they had grown there. -~ -E -glass fountain~ - This carefully sculpted glass fountain allows an unhindered view of the -smooth pebbles within, small drops of water splashing over the side as it -trickles. -~ -E -test~ - Move bounce -~ -S -$~ diff --git a/lib/world/wld/270.wld b/lib/world/wld/270.wld deleted file mode 100644 index 2448e14..0000000 --- a/lib/world/wld/270.wld +++ /dev/null @@ -1,941 +0,0 @@ -#27000 -AsA's Zone Description Room~ - I hereby present the wasteland area, availiable to those concerned. I have, -deliberately, written short long_descriptions. Because I consider them more -useful that way, since most DIKU's are not inclined towards questing. - Builder : AsA - Zone : 270 Wasteland - Player Level : 12-15 - Rooms : 58 - Mobiles : 13 - Objects : 12 - Links : -~ -270 0 0 0 0 0 -S -#27001 -The Foothills~ - You stand in the foothills surrounding the Icy-Mountain. -~ -270 0 0 0 0 4 -D1 -~ -~ -0 -1 27002 -D2 -~ -~ -0 -1 27007 -S -#27002 -The Foothills~ - You stand in the foothills of the Icy-Mountain. The mountain -rises high towards the sky immediately south of here. -~ -270 0 0 0 0 4 -D1 -~ -~ -0 -1 27003 -D3 -~ -~ -0 -1 27001 -S -#27003 -The Foothills~ - You stand in the foothills of the Icy-Mountain. The mountain -rises high towards the sky immediately south of here. -~ -270 0 0 0 0 4 -D1 -~ -~ -0 -1 27004 -D3 -~ -~ -0 -1 27002 -S -#27004 -The Foothills~ - You stand in the foothills of the Icy-Mountain. The mountain -rises high towards the sky immediately south and west of here. -~ -270 0 0 0 0 4 -D2 -~ -~ -0 -1 27013 -D3 -~ -~ -0 -1 27003 -S -#27005 -The Icy-Mountain~ - The mountain trail ends here just beneath the top. -~ -270 0 0 0 0 5 -D2 -~ -~ -0 -1 27011 -S -#27006 -The Ice Cave~ - You are inside the ice cave. Some droppings, not too nice -looking nor smelling, have been spilled in the center of the cave. -Your basic knowlege of ichtyology tells you that this excrement -does not relate to the elusive Otopharynx lithobates, but to -something completely different. -~ -270 8 0 0 0 0 -D2 -~ -~ -0 -1 27012 -S -#27007 -The Foothills~ - You stand in the foothills of the Icy-Mountain. The mountain -rises high towards the sky immediately east of here. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27001 -D2 -~ -~ -0 -1 27017 -S -#27008 -The Icy Mountain~ - You are at a dead-end in the mountain. -~ -270 0 0 0 0 5 -D2 -~ -~ -0 -1 27014 -S -#27009 -The Icy Mountain~ - You are at a dead-end in the mountain. -~ -270 0 0 0 0 5 -D1 -~ -~ -0 -1 27010 -S -#27010 -The Icy Mountain~ - You are on a trail winding along the mountainside. -~ -270 0 0 0 0 5 -D1 -~ -~ -0 -1 27011 -D3 -~ -~ -0 -1 27009 -D5 -~ -~ -0 -1 27016 -S -#27011 -The Icy Mountain~ - You are on a trail, still leading along the mountainside. -~ -270 0 0 0 0 5 -D0 -~ -~ -0 -1 27005 -D1 -~ -~ -0 -1 27012 -D3 -~ -~ -0 -1 27010 -S -#27012 -The Icy Mountain~ - You are on a trail in the mountain. North of here is a -cavern, which might lead to a cave. -~ -270 0 0 0 0 5 -D0 -~ -~ -0 -1 27006 -D3 -~ -~ -0 -1 27011 -S -#27013 -The Foothills~ - You are in the foothills surrounding the Icy-mountain, which -rises towards the sky just west of you. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27004 -D2 -~ -~ -0 -1 27023 -S -#27014 -The Icy Mountain~ - You are on a trail running along the mountainside. -~ -270 0 0 0 0 5 -D0 -~ -~ -0 -1 27008 -D1 -~ -~ -0 -1 27015 -D2 -~ -~ -0 -1 27018 -S -#27015 -The Icy Mountain~ - You are on a trail in the mountain. The trail leads west and -south. To your east is a crack in the mountain wall. -~ -270 0 0 0 0 5 -D1 -~ -~ -0 -1 27016 -D2 -~ -~ -0 -1 27019 -D3 -~ -~ -0 -1 27014 -S -#27016 -The Icy Mountain~ - You are on a trail somewhere in this neverending mountain. -~ -270 0 0 0 0 5 -D2 -~ -~ -0 -1 27020 -D4 -~ -~ -0 -1 27010 -S -#27017 -The Foothills~ - You are in the foothills surrounding the Icy-mountain. There -is a mountain trail leading up along the side of the mountain -east of you. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27007 -D1 -~ -~ -0 -1 27018 -D2 -~ -~ -0 -1 27024 -S -#27018 -The Icy Mountain~ - You are on a mountain trail leading up along the moutainside. -~ -270 0 0 0 0 5 -D0 -~ -~ -0 -1 27014 -D2 -~ -~ -0 -1 27025 -D3 -~ -~ -0 -1 27017 -S -#27019 -The Icy Mountain~ - You are on a mountain trail leading up along the side of the -mountain. -~ -270 0 0 0 0 5 -D0 -~ -~ -0 -1 27015 -D1 -~ -~ -0 -1 27020 -D2 -~ -~ -0 -1 27026 -S -#27020 -The Icy Mountain~ - You are on a trail in the mountain. -~ -270 0 0 0 0 5 -D0 -~ -~ -0 -1 27016 -D1 -~ -~ -0 -1 27021 -D3 -~ -~ -0 -1 27019 -S -#27021 -The Icy Mountain~ - You are on a trail in the mountain. -~ -270 0 0 0 0 5 -D2 -~ -~ -0 -1 27028 -D3 -~ -~ -0 -1 27020 -S -#27022 -The Icy Mountain~ - You are on a trail in the mountain. -~ -270 0 0 0 0 5 -D2 -~ -~ -0 -1 27030 -D3 -~ -~ -0 -1 27021 -S -#27023 -The Foothills~ - You are in the foothills east of the Icy-mountain. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27013 -D2 -~ -~ -0 -1 27037 -S -#27024 -The Foothills~ - You are in the foothills. There is a mountain rising to your -easthand side. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27017 -D1 -~ -~ -0 -1 27025 -S -#27025 -The Foothills~ - You are in the foothills surrounding the Icy-mountain. There -is a trail leading up the montain north of here. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27018 -D1 -~ -~ -0 -1 27026 -D2 -~ -~ -0 -1 27031 -D3 -~ -~ -0 -1 27024 -S -#27026 -The Foothills~ - You are in the foothills surrounding the Icy-mountain. There -is a path leading up along the mountainside north of you. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27019 -D1 -~ -~ -0 -1 27027 -D3 -~ -~ -0 -1 27025 -S -#27027 -The Foothills~ - You are in the foothills surrounding the Icy-mountain. -~ -270 0 0 0 0 4 -D1 -~ -~ -0 -1 27028 -D3 -~ -~ -0 -1 27026 -S -#27028 -The Foothills~ - You are in the foothills surrounding the Icy-mountain. -~ -270 0 0 0 0 4 -D1 -~ -~ -0 -1 27029 -D2 -~ -~ -0 -1 27034 -D3 -~ -~ -0 -1 27027 -S -#27029 -The Foothills~ - You are in the foothills surrounding the Icy-mountain. -~ -270 0 0 0 0 4 -D2 -~ -~ -0 -1 27035 -D3 -~ -~ -0 -1 27028 -S -#27030 -The Icy Mountain~ - You are on a trail winding along the mountainside. -~ -270 0 0 0 0 5 -D0 -~ -~ -0 -1 27022 -D2 -~ -~ -0 -1 27036 -S -#27031 -The Wasteland Hills~ - You are in some completely wasted, tiresome, boring and -totally ugly hills. There are some droppings left here. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27025 -D1 -~ -~ -0 -1 27032 -D2 -~ -~ -0 -1 27038 -E -droppings~ - Looks pretty messy. -~ -S -#27032 -The Wasteland Hills~ - You are on a path leading through the wasted hills. To the -north you barely make out the contours of a pointy mountain and -its foothills. -~ -270 0 0 0 0 4 -D1 -~ -~ -0 -1 27033 -D2 -~ -~ -0 -1 27039 -S -#27033 -The Wasteland Hills~ - You are on a path in the hills. Apart from down to the south -there is nothing but brown, dull and wasted hills surrounding you. -~ -270 0 0 0 0 4 -D1 -~ -~ -0 -1 27034 -D3 -~ -~ -0 -1 27032 -D5 -~ -~ -0 -1 27040 -S -#27034 -The Wasteland Hills~ - You are on a path leading through the brown and wasted -hills. North of here you can barely make out the shape of -a pointy mountain with some rather large foothills just in -front of it. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27028 -D3 -~ -~ -0 -1 27033 -D5 -~ -~ -0 -1 27041 -S -#27035 -The Foothills~ - You are in the foothills surrounding the mountainside. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27029 -D2 -~ -~ -0 -1 27042 -D3 -~ -~ -0 -1 27034 -S -#27036 -The Icy Mountain~ - You are on a trail leading up the moutain. There is some loose -crabble lying on the ground. -~ -270 0 0 0 0 5 -D0 -~ -~ -0 -1 27030 -D2 -~ -~ -0 -1 27043 -E -crabble~ - Yes it is just lying there of absolutely no use at all. -~ -S -#27037 -The Foothills~ - You are in the foothills surrounding the mountain. A large -claymore is lying on the ground here. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27023 -D2 -~ -~ -0 -1 27044 -E -claymore~ - The more you look at it the more it vanishes, to your desperate grief. -~ -S -#27038 -The Wasteland Hills~ - You are surrounded by smooth hills right in the middle of -absolute nowhere. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27031 -D1 -~ -~ -0 -1 27039 -S -#27039 -The Wasteland hills~ - You are on a little path leaing through the smooth, brown hills -of complete waste. Right beneath you is some wasteland fields. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27032 -D3 -~ -~ -0 -1 27038 -D5 -~ -~ -0 -1 27045 -S -#27040 -The Wasteland Fields~ - You are on the wast, wasted fields in the middle of nowhere. -~ -270 0 0 0 0 2 -D1 -~ -~ -0 -1 27041 -D4 -~ -~ -0 -1 27033 -S -#27041 -The Wasteland Fields~ - You are on the vast, wasted fields in the middle of nowhere. -Above you is quite clearly some hills. -~ -270 0 0 0 0 2 -D2 -~ -~ -0 -1 27046 -D3 -~ -~ -0 -1 27040 -D4 -You see some utterly ugly and wasted hills. -~ -~ -0 -1 27034 -S -#27042 -The Foothills~ - You are in the foothills. Where else? -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27035 -D1 -~ -~ -0 -1 27043 -S -#27043 -The Foothills~ - You are in the foothills. North of here a small path is finding -its way up along the Icy-mountain. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27036 -D1 -~ -~ -0 -1 27044 -D3 -~ -~ -0 -1 27042 -S -#27044 -The Foothills~ - You are in the foothills surrounding the large pointy Icy-mountain. -~ -270 0 0 0 0 4 -D0 -~ -~ -0 -1 27037 -D3 -~ -~ -0 -1 27043 -S -#27045 -The Wasteland Fields~ - You are in the brown, tiresome fields. -~ -270 0 0 0 0 2 -D2 -~ -~ -0 -1 27048 -D4 -~ -~ -0 -1 27039 -S -#27046 -The Wasteland Fields~ - You are surrounded by fields!!! -~ -270 0 0 0 0 2 -D0 -~ -~ -0 -1 27041 -D1 -~ -~ -0 -1 27047 -D2 -~ -~ -0 -1 27050 -S -#27047 -The Wasteland Fields~ - You are on a large field which do not seem to have an end to it. -~ -270 0 0 0 0 2 -D2 -~ -~ -0 -1 27051 -D3 -~ -~ -0 -1 27046 -S -#27048 -The Wasteland Fields~ - You are on a large field. Is there possibly an end to it?? -~ -270 0 0 0 0 2 -D0 -~ -~ -0 -1 27045 -D1 -~ -~ -0 -1 27049 -S -#27049 -The Wasteland Fields~ - You are on a large field, which as you clearly can tell is -nothing but waste. -~ -270 0 0 0 0 2 -D1 -~ -~ -0 -1 27050 -D3 -~ -~ -0 -1 27048 -S -#27050 -The Wasteland Fields~ - You are on a humongous, almost corroded field. There is a little -stalk of wheat growing here. -~ -270 0 0 0 0 2 -D0 -~ -~ -0 -1 27046 -D1 -~ -~ -0 -1 27051 -D3 -~ -~ -0 -1 27049 -E -wheat stalk~ - Looks lonely doesn't it. -~ -S -#27051 -The Wasteland fields~ - You are on a vast field and it sure is vast. -~ -270 0 0 0 0 2 -D0 -~ -~ -0 -1 27047 -D1 -~ -~ -0 -1 27052 -D3 -~ -~ -0 -1 27050 -S -#27052 -The Wasteland Fields~ - You are in the fields to your utter dissatisfaction. -~ -270 0 0 0 0 2 -D2 -~ -~ -0 -1 27053 -D3 -~ -~ -0 -1 27051 -S -#27053 -The Wasteland Fields~ - You are in some fields. They do not look fertile at all. -~ -270 0 0 0 0 2 -D0 -~ -~ -0 -1 27052 -D1 -~ -~ -0 -1 27054 -S -#27054 -The Wasteland Fields~ - You are in waste which happens to have the form of fields. -~ -270 0 0 0 0 2 -D2 -~ -~ -0 -1 27057 -D3 -~ -~ -0 -1 27053 -S -#27055 -The Wasteland Fields~ - You are in the middle of a large, brown field, not nice -looking, but it just isn't. -~ -270 0 0 0 0 2 -D1 -~ -~ -0 -1 27056 -S -#27056 -The Wasteland Fields~ - You are on a large, windy field. Everything around you is laid -in complete waste. Only some aufwuchs on a stone seem to be able -to exist here. -~ -270 0 0 0 0 2 -D1 -~ -~ -0 -1 27057 -D3 -~ -~ -0 -1 27055 -E -aufwuchs~ - They look green and slimy. -~ -S -#27057 -Close To The Wasteland Fields~ - You are on a field. The wind is smoothly sweeping across the -ground with the sound of a soft howl. The vegetation seem to have -lost the battle to some greater force as it gradually disappears -towards the east. -~ -270 0 0 0 0 2 -D0 -~ -~ -0 -1 27054 -D3 -~ -~ -0 -1 27056 -S -$~ diff --git a/lib/world/wld/271.wld b/lib/world/wld/271.wld deleted file mode 100644 index b41b8f9..0000000 --- a/lib/world/wld/271.wld +++ /dev/null @@ -1,1269 +0,0 @@ -#27100 -The Sunken Temple Courtyard~ - The pale light from the open sky pours always into this unsheltered -courtyard, together with the amber glow of standing torches. Many citizens of -the town of Sundhaven find it their pleasure to lounge here. The dark marble -temple rises like a shadow to the north, the vivid colors of roses eastwards, -and the library lies to the west. There is a stone arch to the south. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27101 -D1 -~ -~ -0 -1 27106 -D2 -~ -~ -0 -1 27107 -D3 -~ -~ -0 -1 27105 -E -credits info~ - Newbie starting town, possible Midgaard replacement From Mercy of ExileMUD. - Builder : Mercy - Zone : 271 Sundhaven - Player Level : 1-10 - Rooms : 64 - Mobiles : 67 - Objects : 100 - Shops : 9 -Zone 271 is linked to the following zones: -272 Sundhaven II at 27118 (south) ---> 27255 -272 Sundhaven II at 27121 (down ) ---> 27245 -272 Sundhaven II at 27125 (down ) ---> 27236 -272 Sundhaven II at 27127 (south) ---> 27233 -272 Sundhaven II at 27134 (east ) ---> 27282 -272 Sundhaven II at 27135 (north) ---> 27281 -272 Sundhaven II at 27136 (west ) ---> 27259 -272 Sundhaven II at 27138 (west ) ---> 27258 -272 Sundhaven II at 27144 (east ) ---> 27260 -272 Sundhaven II at 27145 (west ) ---> 27221 -272 Sundhaven II at 27148 (down ) ---> 27257 -272 Sundhaven II at 27149 (east ) ---> 27249 -272 Sundhaven II at 27152 (east ) ---> 27257 -272 Sundhaven II at 27152 (west ) ---> 27250 -272 Sundhaven II at 27161 (down ) ---> 27270 -272 Sundhaven II at 27162 (south) ---> 27253 - -SPECS: -cityguard: 01,59,60 -postmaster: 64 -guildguard: 56, 55, 58, 57 -smoke rat: 06 -guild: 16, 19, 17, 18 -thief: 07 -bank: 12 -~ -S -#27101 -The Temple of Mercy~ - A myriad of candles, burning brightly in amber hues, illuminate the -black-domed temple. This is where all adventurers of human ilk must begin -their trials of danger and discovery. You stand in a cast of rosy-gold light, -stretching along the floor from a stained glass window that serves as your -first sight of the known world. The unknown world awaits you with open.. -Jaws. There is an inscription in the north wall. -~ -271 24 0 0 0 0 -D0 -~ -~ -0 -1 27104 -D1 -~ -~ -0 -1 27102 -D2 -~ -~ -0 -1 27100 -D3 -~ -~ -0 -1 27103 -E -inscription~ - The inscription reads: I met a traveller from an antique land, Who said - -"Two vast and trunkless legs of stone Stand in the desert... Near them, on the -sand, Half sunk a shattered visage lies, whose frown, And wrinkled lip, and -sneer of cold command, Tell that its sculptor well those passions read Which yet -survive, stamped on these lifeless things, The hand that mocked them, and the -heart that fed. And on the pedestal, these words appear: I am the Fallen King, -Kings of Kings, Look on my Works, ye Mighty, and despair! Nothing beside -remains. Round the decay Of that colossal wreck, boundless and bare, The lone -and level sands stretch far away. " -~ -S -#27102 -The alms room~ - Murals of black and gold adorn the walls in swirling patterns, within which -are outlined several dark silhouettes. Under some scrutiny you can trace a -basilisk, a chimera, and a dragon circling a deity, a dusty red cloak about her -neck. Homage and sacrifice to this human deity are paid here by the other -citizens of the realm. -~ -271 28 0 0 0 0 -D3 -~ -~ -0 -1 27101 -S -#27103 -At the altar~ - You stand in a quiet room garbed on all sides by black drapery, save for the -south wall, on which is painted a stellar calendar with symbols difficult to -interpret. Reverance to the elusive human deity is paid here. -~ -271 24 0 0 0 0 -D1 -~ -~ -0 -1 27101 -D5 -~ -~ -0 -1 27161 -E -calendar~ - The circular diagram shows symbols for what appear to be the days of the week -and the month, and how they correspond to the slow treks of the stars, and -perhaps, some inner meanings known only to the local priesthood. -~ -S -#27104 -A narrow terrace north of the temple~ - You stand on a thin stone terrace before the temple. Southwards the dome of -the temple rises among the town smoke, and a set of steps to the north leads up -to the northern square before the cliffs edge. Black willows grow in small -clusters to the east and west. -~ -271 0 0 0 0 1 -D2 -~ -~ -0 -1 27101 -D4 -~ -~ -0 -1 27108 -S -#27105 -The town library~ - Silence reigns here. On two walls are painted the black and gold arcs of -mural designs; bands twisted into knotlike patterns and borders. Travellers -and citizens may post information on the board hung here. -~ -271 44 0 0 0 0 -D1 -~ -~ -0 -1 27100 -S -#27106 -The temple garden~ - An impressionistic splash of red, black and gold meets the eye, accompanied -by the intoxicating fragrance of roses growing nearly wild in this garden. -~ -271 0 0 0 0 1 -D3 -~ -~ -0 -1 27100 -S -#27107 -A stone arch~ - An imposing arch of the gray-white stone of the cliffs arcs over your head, -half grown over with dark green ivy. Before you to the south are the stone -steps leading up to the town gallows, and northwards lies the courtyard of the -temple. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27100 -D4 -~ -~ -0 -1 27119 -S -#27108 -Sundhaven square~ - The traffic of foreigners and local citizens is heavy here, the ground is -trodden down and the scents of animals, smoke and exotic perfumes hangs in the -air. The cliffs and the northern gate of the town lie north of here, the lane -paralleling the cliffs runs east and west, and the entrance to the temple is -southwards. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27109 -D1 -~ -~ -0 -1 27135 -D3 -~ -~ -0 -1 27110 -D5 -~ -~ -0 -1 27104 -S -#27109 -The gate at the cliffs~ - The wind picks up and blows sharply at your hair and garb as the town falls -behind and the world opens out before you. You are standing atop a highland -cliff, lined with mosses, lichen and purple heather, and looking out over a -foggy wetland. The graveyard for the dead of Sundhaven lies near the foot of -the cliffs, and in the far distance you can make out the blue line of the sea -closing the horizon. -~ -271 0 0 0 0 1 -D0 -~ -gate -~ -1 27179 27158 -D2 -~ -~ -0 -1 27108 -S -#27110 -A lane bordering the cliffs~ - The wind from the northern sea finds its way over the rooftops of shops and -fills the heavily trafficked lane with a salty scent. The path is lined with a -few oaks, and shops lie to the north and south. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27111 -D1 -~ -~ -0 -1 27108 -D2 -~ -~ -0 -1 27112 -D3 -~ -~ -0 -1 27113 -S -#27111 -The alchemy shop~ - Vials and bottles of all shapes and sizes line the cluttered shelves of this -small shop. On a window in the north wall sits a bizarre golden squid-like -creature in a jar, glinting in the sun. You wonder what oddities could be -found in storage. -~ -271 156 0 0 0 0 -D2 -~ -~ -0 -1 27110 -S -#27112 -The House of Sorcery~ - You stand in a small, well-lit shop of cobblestone and mortar, entirely -cluttered with scrolls, glowing wands, odd regents and components. The place -has an unmistakable scent of sulfur that makes you wonder, but the sorceress -seems knowledgeable. -~ -271 156 0 0 0 0 -D0 -~ -~ -0 -1 27110 -S -#27113 -A lane bordering the cliffs~ - You have come to a crossroads of sorts. A park lies to the north, from -which a pleasant scent is drifting, and the road continues, narrowing, to the -west towards the homes of the residents. Eastwards lies shops and the northern -gate; a shaded lane travels to the south. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27114 -D1 -~ -~ -0 -1 27110 -D2 -~ -~ -0 -1 27136 -D3 -~ -~ -0 -1 27164 -S -#27114 -Wisteria park~ - The town wall to the north and stone building to the east are climbing with -purple-flowering wisteria vine, forming in leafy clumps at the bottoms. The -park is a quiet, relaxing place, with the exception of the occasional explosion -coming from a pale tower rising to the northwest, accompanied by a brilliant -flash of light. -~ -271 1 0 0 0 2 -D2 -~ -~ -0 -1 27113 -D3 -~ -~ -0 -1 27115 -S -#27115 -Wisteria park~ - The dark greenery of the park extends eastwards, grown over with purple- -flowering wisteria vine which slowly ambles up the town walls. To the south, -the cliff lane runs east-west. An occasional explosion from a pale stone tower -to the north startles you, and piques your curiosity about that strange place. - -~ -271 1 0 0 0 2 -D0 -~ -~ -0 -1 27116 -D1 -~ -~ -0 -1 27114 -D2 -~ -~ -0 -1 27164 -S -#27116 -The Tower of Sorcery~ - Gently curving sigils have been worked into the ancient, weathered stone of -the tower of the local wizards, winding towards the ceiling in a sloping -spiral. A stairwell has its foot at the north wall, rickety but presumably -stable enough to support you. A dim violet faerie glow illuminates the room. - -~ -271 12 0 0 0 0 -D2 -~ -~ -0 -1 27115 -D4 -~ -~ -0 -1 27117 -S -#27117 -A dark spiral staircase~ - The immobile stone faces of gargoyles regard you with cold stares from the -walls of the darkened stairwell. At each turn in the spiral steps a more -mangled face than the last confronts you, drawing closer to the laboratory -above. What is the sculptor implying about the study of magic? -~ -271 13 0 0 0 0 -D4 -~ -~ -0 -1 27118 -D5 -~ -~ -0 -1 27116 -S -#27118 -The mages' laboratory~ - **BOOM! ** When your vision returns to normal, you find yourself surrounded -by narrow black lab tables cluttered with a chaotic mess of bubbling vials, -shattered beakers, and miscellaneous spell components. The latest experiment -in familiars, a leathery-skinned fork-tailed creature, hops knavishly from -shoulder to shoulder among the mages at work here. If you need practice in the -magic arts, this would be a good place to start. -~ -271 28 0 0 0 0 -D0 -~ -~ -0 -1 27160 -D2 -~ -~ -0 -1 27255 -D5 -~ -~ -0 -1 27117 -S -#27119 -At the gallows~ - In the shade of old gnarl-limbed elder trees stands the bane of all thieves -and murderers, the platform of the gallows. The dark sand of the road shows -none of the blood that has been shed here, but the legends of the dead live on -in tales and nightmares. The executions still take place at irregular -intervals, to the joy of hidden enemies and law-abiding citizens. You note -there is plenty of room for spectators. Besides the east-west road, a stone -arch stands to the north, and a well-travelled path leads southwards. -~ -271 0 0 0 0 1 -D1 -~ -~ -0 -1 27128 -D2 -~ -~ -0 -1 27122 -D3 -~ -~ -0 -1 27141 -D5 -~ -~ -0 -1 27107 -S -#27120 -On a weathered stone terrace~ - This seems to be a plaza of sorts, but is so worn and cracked with age the -stone is barely holding together. Moss and weeds have all but overgrown the -rock-strewn surface. Balmy, roguish scents are drifting out of a dark, -ivy-clothed building to the east. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27122 -D1 -~ -~ -0 -1 27121 -D2 -~ -~ -0 -1 27123 -S -#27121 -Nightbreak Cafe~ - You have entered the infamous Nightbreak Cafe, home by night to those who -secret themselves away in hideouts by day. The place is well-known to be run -by the local assassins guild, and it is common to witness conversations here -spoken in whispers as deals are cut and bounties arranged. The rules of -conduct are etched on the back wall. -~ -271 8 0 0 0 0 -D3 -~ -~ -0 -1 27120 -D5 -~ -trapdoor -~ -1 27181 27245 -E -rules conduct~ - These rules are scrawled by daggerpoint on the wall.. - 1) Don't offer too little. - 2) Don't point. - 3) No stealing the tips. - 4) No honor among thieves. -The list is, of course, left anonymous. -~ -S -#27122 -The southern path~ - A well-trodden dirt path heads southwards, bordered by dense clumps of -black-tipped grass. By night the moths gather by a fatal instinct round the -glow of torches lining the way, beating their wings heavily. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27119 -D2 -~ -~ -0 -1 27120 -S -#27123 -The southern path~ - The green grass and firm soil of the path begin to give way to mud strewn -with traces of human filth as you pass into the poorer section of Sundhaven. -The shanties and town dump add a mild stench to the air, and attest to the -virtual burglaries of the poor by the rich.. And often by the poor. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27120 -D1 -~ -~ -0 -1 27124 -D2 -~ -~ -0 -1 27127 -D3 -~ -~ -0 -1 27125 -S -#27124 -A withered shanty~ - The splintered plankings that make the walls of this room are sodden with -rain and leaking water, light and a chilling wind in to its inhabitants, who -look sick from poverty. A rat scurries nonchalantly by your toes, then pauses -to debate their merits as food. The mud floor is littered with debris. -~ -271 12 0 0 0 0 -D3 -~ -~ -0 -1 27123 -S -#27125 -The town dump~ - The foul stench of rotting food and other miscellaneous goods creates an -almost visible brown haze among the heaps of trash, clouding your senses. -Those who call it home certainly smell as decayed as it does. -~ -271 0 0 0 0 1 -D1 -~ -~ -0 -1 27123 -D2 -~ -~ -0 -1 27126 -D5 -~ -rubble -~ -2 23 27236 -S -T 27109 -#27126 -The town dump~ - You wander amid heaps of trash that smell of disease, famine, and other -pleasantries... Suffice it to say that very little that should be alive here -is, and vice-versa. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27125 -D1 -~ -~ -0 -1 27127 -S -T 27109 -#27127 -The southern path~ - The soft mud of the path loosens and parts as it meets your heels, pulling -you in slightly with each step. A rotten stench is filtering in from the west, -repelling you in another direction automatically such that it takes a great -conscious effort for you to turn that way. The path heads north into the -town's mainstream, and south closer to the wildlands beyond it. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27123 -D2 -~ -~ -0 -1 27233 -D3 -~ -~ -0 -1 27126 -S -#27128 -A black sand road~ - The black sand of the road absorbs heat and feels pleasant to those without -coverings on their feet, attracting all sorts of loafers and siteseers who come -on days off to relax and watch the festivities at the gallows. A bloody trail -leads into a building to the south. -~ -271 0 0 0 0 1 -D1 -~ -~ -0 -1 27130 -D2 -~ -~ -0 -1 27142 -D3 -~ -~ -0 -1 27119 -E -trail bloody~ - Sand has been shuffled over most of it, but it is obviously from a recent -kill. The sign on the building reads 'The House of the Butcher and Friends'. -It appears the fellow has a quirky sense of humor. -~ -S -#27130 -A sandy bend before the east gate~ - The wide road comes to a crossroads close to the eastern gate, which appears -to be forged from some heavy metal and painted white. The ground is a mix of -shuffled black and gold sand where the two roads meet. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27131 -D1 -~ -~ -0 -1 27144 -D3 -~ -~ -0 -1 27128 -S -#27131 -A gold sand road~ - A thick stone and mortar building with small windows stands to the east, but -no entrance can be seen from here, and the black stone of the weapons shop is -westwards. The road is treeless and wide, the air laiden with smoke and the -shouts of bartering. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27132 -D2 -~ -~ -0 -1 27130 -D3 -~ -~ -0 -1 27146 -S -#27132 -A gold sand road~ - The sand road continues north and south, crowded with citizens going about -their business. The armory stands to the west, emitting heat from the fires -of the forge. Occasional drunken shouts and laughter can be heard from a -smoking lodge to the east. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27133 -D1 -~ -~ -0 -1 27148 -D2 -~ -~ -0 -1 27131 -D3 -~ -~ -0 -1 27147 -S -#27133 -A gold sand road~ - Sand of pale gold has been carted in from the desert lands to cover this -road, reducing the sinking effect of mud during the rains. The air here is -heavy with the smell of delicious food, fresh bread baking, and something -spicier, to the east. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27134 -D1 -~ -~ -0 -1 27150 -D2 -~ -~ -0 -1 27132 -D3 -~ -~ -0 -1 27153 -S -#27134 -A bend in the road~ - You have come to a narrow bend, and can feel the faint heat of a fire from a -small, blackened stone structure to the north. Patches of gold sand are -scattered about. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27154 -D1 -~ -~ -0 -1 27282 -D2 -~ -~ -0 -1 27133 -D3 -~ -~ -0 -1 27135 -S -#27135 -A lane bordering the cliffs~ - This narrow lane, sometimes dimmed with fog from the sea and forests, -travels east and west paralleling the cliffs just around the shops to the -north. Faint bird cries are issuing from the building to the south. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27281 -D1 -~ -~ -0 -1 27134 -D2 -~ -~ -0 -1 27155 -D3 -~ -~ -0 -1 27108 -S -#27136 -A shaded lane~ - Loose leaves blow in tiny spirals along the surface of the wooded road as -summer fades to autumn. Between the trees to the west, something sparkles -tauntingly from the dark doorway of a small shop. Eastwards the dome of the -temple can be seen rising. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27113 -D2 -~ -~ -0 -1 27138 -D3 -~ -~ -0 -1 27259 -S -#27138 -A shaded lane~ - You are outside the town treasury, just to the west of here, making this a -place bustling with activity, including the occasional attentions of a -pickpocket or two, for the lane is broad and the shadows of the trees leave -plenty of hiding places. However, the frequent presence of guards gives a -feeling of security. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27136 -D2 -~ -~ -0 -1 27139 -D3 -~ -~ -0 -1 27258 -S -#27139 -A shaded lane~ - The bent limbs of ash and oak trees lining the lane casts a pattern of -dappled light on the ground, which shifts languidly back and forth in the -breeze. To the west stands the old post office, and the lane continues north -and south. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27138 -D2 -~ -~ -0 -1 27140 -D3 -~ -~ -0 -1 27157 -S -#27140 -A cluster of trees before the west gate~ - You stand at a busy crossroads, darkened by the shade of an uneven ring of -oaks trellised with ivy. The wind brushes the leaves, but this sound is dulled -by the din of the town going about its daily business. The ornate west gate -lies just to the west, a road paved with black sand runs east and north is a -lane shaded by oak and ash trees. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27139 -D1 -~ -~ -0 -1 27141 -D3 -~ -~ -0 -1 27145 -S -#27141 -A black sand road~ - Black sand has been hauled up the steep cliffs from the beaches to reduce -the unpleasant affects of copious mud during the frequent rains and heavy fogs -of the region. The road is so heavily travelled it has almost been packed down -into a hard surface. -~ -271 0 0 0 0 1 -D1 -~ -~ -0 -1 27119 -D2 -~ -~ -0 -1 27143 -D3 -~ -~ -0 -1 27140 -S -#27142 -The butcher shop~ - You are enclosed in a poorly lit, stuffy room that smells of blood, salted -meat and strange preservatives you didn't think existed in this time period. -Pewter cases filled with ice give off wisps of steam near a roasting fire at -the east wall. You might wonder why this place is situated so proximate to the -gallows, but the butcher nonchalantly claims all his goods died peaceably, then -turns away to stifle a chuckle. -~ -271 136 0 0 0 0 -D0 -~ -~ -0 -1 27128 -S -#27143 -The stables~ - No whinnies issue from the darkened stalls of this place; the horses are as -yet untamed and the stables lie empty. It is not unusual for a vagrant to make -his home here, however, before being moved on by the guards or attacked by the -barn owls. -~ -271 9 0 0 0 0 -D0 -~ -~ -0 -1 27141 -S -#27144 -The east gate of Sundhaven~ - You stand on the eastern border of Sundhaven, before a heavy gate forged -from iron and painted bone-white. A hot desert wind blows through the grating -sporadically, giving hint to the vast regions beyond. -~ -271 0 0 0 0 1 -D1 -~ -gate -~ -1 27179 27260 -D3 -~ -~ -0 -1 27130 -S -#27145 -The west gate of Sundhaven~ - An ornate gate, heavy and wrought from black iron, hangs on ancient hinges -to the west, bordered by slender elms. The ivy so plentiful in the town is -twined and braided about its intricate coils and carvings, which consist -largely of prowling cats and eclipsed circle designs. -~ -271 0 0 0 0 1 -D1 -~ -~ -0 -1 27140 -D3 -~ -gate~ -1 27179 27221 -S -#27146 -The Dirk & Dagger~ - A circular stone is whirring in a fast spin at the far wall, as the -weaponsmaster of Sundhaven continually sharpens his wares, and re-hangs them to -display on the stone and mortar walls. A single window admits virtually no -light, so filled with the webs and dust of neglect is it.. Obviously the -shopowner prefers to seclude himself to the obsessive labors of his work. You -wonder if he ever makes anything new, so fanatical he is about sharpening and -re-sharpening the old. -~ -271 156 0 0 0 0 -D1 -~ -~ -0 -1 27131 -S -#27147 -The Silver Scale~ - You pass into a shop whose walls are gleaming dully, hung with various armor -reflecting the firelight spawning from the forge. Goods of defensive metal may -be bought and sold here, at nearly reasonable prices. Use 'list' to peruse the -options. -~ -271 156 0 0 0 0 -D1 -~ -~ -0 -1 27132 -S -#27148 -Dragon's Wrath Alehouse~ - You have entered a rowdy tavern, noticeably different from the intellectual -bounty hunting atmosphere of the Nightbreak Cafe. Your feet are hard put to -find a purchase on the slippery floor of spilled ale and cracked, sodden wood. -This is the meeting place of those of a fighting bent, accordingly the blood -from last night's brawls has barely dried on the walls before tonight's is -shed, be wary. -~ -271 8 0 0 0 0 -D2 -~ -~ -0 -1 27149 -D3 -~ -~ -0 -1 27132 -D5 -~ -~ -0 -1 27257 -S -#27149 -Along the bar counter~ - You have entered a loud and boisterous corner in the alehouse, where -adventurers tell their tales of fact and fable.. Perhaps there are things to -be learned here of the lands beyond the thin walls of the city. -~ -271 8 0 0 0 0 -D0 -~ -~ -0 -1 27148 -D1 -~ -~ -0 -1 27249 -S -#27150 -Mekala's Thai Kitchen~ - A large room crowded with ornamental porcelain elephants, incense dishes and -silkscreen dividers encloses you, the blur of spicy scents from the kitchen -bringing a flush of red to your face. A steep, narrow stairwell rises up the -east wall. -~ -271 156 0 0 0 0 -D3 -~ -~ -0 -1 27133 -D4 -~ -~ -0 -1 27151 -S -#27151 -The rooftop at Mekala's~ - The open, moist air gives some relief from the heat below. Wild birds -circle about above your head, curious about the food but too shy to descend. -A few tables stand adorned with simple white tablecloths and red candles. -~ -271 0 0 0 0 1 -D5 -~ -~ -0 -1 27150 -S -#27152 -The sparring hall~ - Shields and other items of heraldry line the sunken stone walls of the -sparring room, gleaming with human pride. While not being overly promiscuous, -the heads of foes are noticeably stacked one atop the other on a pole of -polished wood in the corner. If you are looking to improve your skills in the -art of battle, this might be a good place to start. -~ -271 24 0 0 0 0 -D1 -~ -~ -0 -1 27257 -D3 -~ -~ -0 -1 27250 -S -#27153 -The Bread Basket~ - You pass into an unusually humble dwelling and shop for the town, built from -baked clay and hot from the cumbersome bread ovens projecting partially out of -the far wall. The smell of fresh bread is mouth-watering. -~ -271 156 0 0 0 0 -D1 -~ -~ -0 -1 27133 -S -#27154 -The blacksmiths~ - The orange glow of the forge brightens an otherwise black, windowless room. -This is the blacksmith's home and workplace; a humble cot rests very close to -the fire. -~ -271 8 0 0 0 0 -D2 -~ -~ -0 -1 27134 -S -#27155 -The aviary~ - Shrill and murmuring bird calls alike assail your ears. The aviary is -crowded with bird cages holding the trained variety of species for sale, and -something like aspirin is available on a small, high-standing round table by -the door. -~ -271 156 0 0 0 0 -D0 -~ -~ -0 -1 27135 -S -#27156 -PETSHOP STOREROOM~ - Make two rooms and some pets. The rooms MUST be sequential. If the first -room is 315 then the second must be 316. The second room is known as the -storeroom. All that is required in the storeroom is to load one of each mob you -wish to be a pet. This room can not have any exits and will never be used by -mortals. Although a pet shopkeeper is not required it is recommended. After -all of this is done ask your coder to implement the petshop. It will not work -until the code is changed and the MUD is rebooted. The cost of pets is 300 -times their level. -~ -271 1536 0 0 0 0 -S -#27157 -The post office~ - You narrowly avoid the guillotine-style slash of a rusted axe as you pass -through the doorway of the town post office. It seems some sort of riot is -underway in here - what would be a strike if this wasn't before unions - among -the numerous disgruntled postal workers conglomerated. Shining silver letter- -openers flash in the light as they heedlessly try to backstab anyone in sight. -It's a droll scene. You decide it prudent to mail your wares and be on your -way. There is a sign posted on the north wall. -~ -271 12 0 0 0 0 -D1 -~ -~ -0 -1 27139 -E -sign~ - A few instructions have been meticulously printed in small letters. Send -(item) (playername) will function to mail something to someone. Receive will -allow you to collect your mail. Thank you and have a nice day. -~ -S -#27158 -Standing at the brink~ - A sea of light, floating fog opens up before you, swallowing most of the -cliff and the lands beyond in its pale jaws. Far beyond the whiteness opens -out to reveal a welcome azure that is the mantle of the sea. A trail -disappears downwards into the mist. -~ -271 0 0 0 0 4 -D2 -~ -gate -~ -1 27179 27109 -S -#27160 -A balcony of the tower~ - This high point on the northern edge of Sundhaven boasts quite a view. -When fog is not seen rolling about the balcony's railing, one can see the -graveyard near the foot of the cliff to the north, and beyond it, the pearl -blue sea, clothing the far horizon. The mages have made this a favored place -for recreational studies. -~ -271 0 0 0 0 1 -D2 -~ -~ -0 -1 27118 -S -#27161 -A silvery-lit landing~ - Your steps echo in a hollow stairwell of naked stone. The air hangs light -and silent about you as a curtain of falling snow, though there is a chanting -taking place, seemingly miles away, in the chamber to the west. Lamps mounted -on the walls give off a silver glow reminiscent of saints and martyrs, whether -they died for the cause of good, or for evil. -~ -271 8 0 0 0 0 -D3 -~ -~ -0 -1 27162 -D4 -~ -~ -0 -1 27103 -D5 -~ -~ -0 -1 27270 -S -#27162 -The room of doctrine~ - Artifacts and relics from a time before the known world are encased and -illumined in airless, black glass cabinets, their twinkling golden and silver -chasings catching your eye with mocking immortality. Urns of demon ash line -polished amberwood shelves, and a small, simple altar edged in ivory stands -against the north wall. This is the sanctum of the ministry. Those of a pious -bent would do well to begin studies here. -~ -271 28 0 0 0 0 -D1 -~ -~ -0 -1 27161 -D2 -~ -~ -0 -1 27253 -D5 -~ -~ -0 -1 27163 -S -#27163 -The chamber of sacrifice~ - You have entered a somber chamber, somehow filled with darkness and still -retaining shadows that seem to flicker in the recesses of the room. It appears -a sacrifice to the matron deity of Sundhaven is scheduled to take place. You -may watch, but be warned there are times set aside for the sacrifice of those -who interfere. -~ -271 9 0 0 0 0 -D4 -~ -~ -0 -1 27162 -S -#27164 -At a swinging wooden gate~ - You pass through a creaking gate of weathered wood, swinging idly in the -wind. To the west rise the bluffs and gardens of the homes of Sundhaven's -varied people; citizens can also be seen passing eastwards into the town -itself. -~ -271 0 0 0 0 1 -D0 -~ -~ -0 -1 27115 -D1 -~ -~ -0 -1 27113 -D3 -~ -gate -~ -2 23 27165 -S -#27165 -A windy cliffside lane~ - A damp and chilly wind wafts over the homes of the clifftop moors. About -you bluffs rise, pale gray and dark sandstone, smooth from the sculpturing of -winds, and dotted with purple heather and green mosses. A path strays through -the clifftop hills. -~ -271 0 0 0 0 2 -D1 -~ -gate -~ -2 23 27164 -D3 -~ -~ -0 -1 27166 -S -#27166 -A windy cliffside lane~ - A damp and chilly wind wafts over the homes of the clifftop moors. About -you bluffs rise, pale gray and dark sandstone, smooth from the sculpturing of -winds, and dotted with purple heather and green mosses. A path strays through -the clifftop hills. -~ -271 0 0 0 0 2 -D1 -~ -~ -0 -1 27165 -S -$~ diff --git a/lib/world/wld/272.wld b/lib/world/wld/272.wld deleted file mode 100644 index e111224..0000000 --- a/lib/world/wld/272.wld +++ /dev/null @@ -1,1510 +0,0 @@ -#27200 -A short rockslide~ - You stand amidst a tumble of rocks of various sizes and shades of gray and -ebony. A pale hawk circles overhead, uttering a shivering cry. It is -impossible to continue downwards without meeting an untimely (? ) death. A -few homes have been hidden here in the cliff face, a bit of a hike from any -civilization. -~ -272 0 0 0 0 5 -D1 -~ -~ -0 -1 27202 -D3 -~ -~ -0 -1 27201 -D4 -~ -~ -0 0 27204 -E -credits info~ - Sundhaven is designed to be a newbie starting town, essentially -an alternative to a time-worn Midgaard. It is complete with the guilds -of the four basic classes, shops, bank, post office, and several -connecting points which make it easy to link to any world. -SPECS: -guilds: {CLASS_WARRIOR, 6757, SCMD_WEST}, - {CLASS_THIEF, 6740, SCMD_EAST}, - {CLASS_MAGIC_USER, 6616, SCMD_UP}, - {CLASS_CLERIC, 6661, SCMD_WEST}, - Room 6602 may function as a donation room if you desire. -Room 6601 may serve as a player loadroom, with the following -equipment loading with new players: - objs 6602, 6603, 6604 to all. - obj 6605 to thieves (dagger). - obj 6606 to mages (staff). - obj 6607 to clerics (mace). - obj 6608 to warriors (short sword). - I hope you find the zone useful. - -Zone 272 is linked to the following zones: -271 Sundhaven at 27221 (east ) ---> 27145 -271 Sundhaven at 27233 (north) ---> 27127 -271 Sundhaven at 27236 (up ) ---> 27125 -271 Sundhaven at 27245 (up ) ---> 27121 -271 Sundhaven at 27249 (west ) ---> 27149 -271 Sundhaven at 27250 (east ) ---> 27152 -271 Sundhaven at 27251 (west ) ---> 27101 -271 Sundhaven at 27252 (up ) ---> 27101 -271 Sundhaven at 27253 (north) ---> 27162 -271 Sundhaven at 27254 (down ) ---> 27101 -271 Sundhaven at 27255 (north) ---> 27118 -271 Sundhaven at 27256 (south) ---> 27101 -271 Sundhaven at 27257 (west ) ---> 27152 -271 Sundhaven at 27257 (up ) ---> 27148 -271 Sundhaven at 27258 (east ) ---> 27138 -271 Sundhaven at 27259 (east ) ---> 27136 -271 Sundhaven at 27260 (west ) ---> 27144 -271 Sundhaven at 27270 (up ) ---> 27161 -271 Sundhaven at 27281 (south) ---> 27135 -271 Sundhaven at 27282 (west ) ---> 27134 -271 Sundhaven at 27284 (up ) ---> 27100 -~ -S -#27201 -A home embedded in the cliff~ - This is a windowless, but airy, nook of walls built inside cliff stone. It -looks as though with some cleaning up it could be a comfortable place to live. -~ -272 8 0 0 0 0 -D1 -~ -~ -0 -1 27200 -S -#27202 -A home embedded in the cliff~ - This is a windowless, but airy, nook of walls built inside cliff stone. It -looks as though with some cleaning up it could be a comfortable place to live. -~ -272 8 0 0 0 0 -D3 -~ -~ -0 -1 27200 -S -#27203 -A path of black grass~ - A little trail picks its way among small ill-anchored stones and patches of -black, wiry grass, that at first site gives the place a ravaged, charred look. -However, the vegetation is living, just endowed with a dark hue. -~ -272 0 0 0 0 2 -D1 -~ -~ -0 -1 27204 -D2 -~ -~ -0 0 27207 -D3 -~ -~ -0 0 27209 -S -#27204 -A small haunted grove~ - With the exception of the inexplicable darkness permeating this grove, there -is little way to explain the odd feeling of foreboding about this place. No -birds sing, no rat scurries in the open, the leaves rustle barely enough to -break the silence. Yet an odd presence makes itself felt. -~ -272 1 0 0 0 3 -D0 -~ -~ -0 0 27210 -D1 -~ -~ -0 -1 27206 -D2 -~ -~ -0 -1 27205 -D3 -~ -~ -0 -1 27203 -D5 -~ -~ -0 0 27200 -S -#27205 -A home embedded in the cliff~ - This is a windowless, but airy, nook of walls built inside cliff stone. It -looks as though with some cleaning up it could be a comfortable place to live. -~ -272 8 0 0 0 0 -D0 -~ -~ -0 -1 27204 -S -#27206 -A home embedded in the cliff~ - This is a windowless, but airy, nook of walls built inside cliff stone. It -looks as though with some cleaning up it could be a comfortable place to live. -~ -272 8 0 0 0 0 -D3 -~ -~ -0 -1 27204 -S -#27207 -A home embedded in the cliff~ - This is a windowless, but airy, nook of walls built inside cliff stone. It -looks as though with some cleaning up it could be a comfortable place to live. -~ -272 8 0 0 0 0 -D0 -~ -~ -0 0 27203 -S -#27208 -A dwelling perched precariously on the edge~ - This home is so tenuously held to the brink of stone and mud that you have -to wonder how long before the rains carry it over the edge. However, if a god -assures you it is safe, it must be.... Right? You trust us, don't you? -~ -272 8 0 0 0 0 -D3 -~ -~ -0 0 27215 -S -#27209 -A black stone dwelling~ - You stand in a quiet, empty dwelling of sturdy black sandstone. Occupied -now by only a few spiders, it looks like it could be a comfortable place to -live with a little work. With enough gold, perhaps one of the higher gods -might sell it to you? -~ -272 8 0 0 0 0 -D1 -~ -~ -0 0 27203 -S -#27210 -A garden of wild rosethorn~ - Dense bushes of rosethorn, growing wild, fill the garden with splashes of -white and red colors. There is a grassy space in the center, circled by smooth -gray stones, where children play and older residents of the town picnic and -enjoy themselves. -~ -272 0 0 0 0 2 -D1 -~ -~ -0 -1 27212 -D2 -~ -~ -0 -1 27211 -D3 -~ -~ -0 -1 27213 -S -#27211 -A black stone dwelling~ - You stand in a quiet, empty dwelling of sturdy black sandstone. Occupied -now by only a few spiders, it looks like it could be a comfortable place to -live with a little work. With enough gold, perhaps one of the higher gods -might sell it to you? -~ -272 8 0 0 0 0 -D0 -~ -~ -0 -1 27210 -S -#27212 -A black stone dwelling~ - You stand in a quiet, empty dwelling of sturdy black sandstone. Occupied -now by only a few spiders, it looks like it could be a comfortable place to -live with a little work. With enough gold, perhaps one of the higher gods -might sell it to you? -~ -272 8 0 0 0 0 -D3 -~ -~ -0 -1 27210 -S -#27213 -A black stone dwelling~ - You stand in a quiet, empty dwelling of sturdy black sandstone. Occupied -now by only a few spiders, it looks like it could be a comfortable place to -live with a little work. With enough gold, perhaps one of the higher gods -might sell it to you? -~ -272 8 0 0 0 0 -D1 -~ -~ -0 -1 27210 -S -#27214 -A red stone dwelling~ - You stand in a quiet dwelling of mortar and rose-colored stone. Occupied -now by only a few spiders, it looks like it could be a comfortable place to -live, with a little work. And gold, of course. Perhaps it may be bought from -one of the gods. -~ -272 8 0 0 0 0 -D1 -~ -~ -0 0 27217 -S -#27215 -Passing through a vine-wreathed gate~ - A gate swathed in green, fruitless vine lies open, but the path looks -little-travelling. You wonder if there is anything of use to you out this -remote way, apparently passing out of the residential area. -~ -272 0 0 0 0 2 -D0 -~ -~ -0 0 27216 -D1 -~ -~ -0 0 27208 -D3 -~ -~ -0 -1 27222 -S -#27216 -A black stone dwelling~ - You stand in a quiet, empty dwelling of sturdy black sandstone. Occupied -now by only a few spiders, it looks like it could be a comfortable place to -live with a little work. With enough gold, perhaps one of the higher gods -might sell it to you? -~ -272 8 0 0 0 0 -D2 -~ -~ -0 0 27215 -S -#27217 -A path hung with golden lanterns~ - A wide path of chalky-white cobblestone leads to southwards towards some -dense illumination. Here the lane is lined with poles hung with lanterns -giving off a mild golden glow, swinging in the breeze. The wind passes more -strongly along a lane to the north. -~ -272 0 0 0 0 2 -D0 -~ -~ -0 0 27218 -D3 -~ -~ -0 0 27214 -S -#27218 -A circle of golden lanterns~ - The path fades into a broad circular clearing, ringed with white stones and -hanging golden lanterns that provide a bright radiance. A few white stone -houses, small but cozy-looking, lie just east and west, enjoying the -luminescence. -~ -272 0 0 0 0 2 -D1 -~ -~ -0 -1 27220 -D2 -~ -~ -0 0 27217 -D3 -~ -~ -0 -1 27219 -S -#27219 -A white stone dwelling~ - A small dwelling has been fashioned from chalky-white stones and gray -mortar. It is empty of signs of habitation. You feel, nevertheless, that this -could be a comfortable place to live, if bought from the gods of the realm. -~ -272 8 0 0 0 0 -D1 -~ -~ -0 -1 27218 -S -#27220 -A white stone dwelling~ - A small dwelling has been fashioned from chalky-white stones and gray mortar. -It is empty of signs of habitation. You feel, nevertheless, that this could be -a comfortable place to live, if bought from the gods of the realm. -~ -272 8 0 0 0 0 -D3 -~ -~ -0 -1 27218 -S -#27221 -A wide cart path~ - The road outside the town of Sundhaven is well-travelled by vehicles of -trade.... Is it a path for wide carts, or a wide path for carts? Westwards, a -dense forest is blurred with low-hanging clouds. -~ -272 0 0 0 0 2 -D1 -~ -gate~ -1 27179 27145 -D3 -~ -~ -0 -1 27227 -S -#27222 -An untravelled path~ - A thin line of soil barely resembling a path threads its lonesome way -between the dull gray stones. You can only wonder if there is much of note out -this direction, as a sense of barrenness is prominent. -~ -272 0 0 0 0 2 -D0 -~ -~ -0 0 27217 -D1 -~ -~ -0 -1 27215 -D3 -~ -~ -0 -1 27223 -S -#27223 -An untravelled path~ - A thin line of soil barely resembling a path threads its lonesome way -between the dull gray stones. You can only wonder if there is much of note out -this direction, as a sense of barrenness is prominent. -~ -272 0 0 0 0 2 -D0 -~ -~ -0 -1 27224 -D1 -~ -~ -0 -1 27222 -S -#27224 -An untravelled path~ - A thin line of soil barely resembling a path threads its lonesome way -between the dull gray stones. You can only wonder if there is much of note out -this direction, as a sense of barrenness is prominent. -~ -272 0 0 0 0 2 -D2 -~ -~ -0 -1 27223 -D4 -~ -~ -0 -1 27225 -S -#27225 -Climbing a small bluff~ - A few gnarled, wind-tortured trees spread their meager limbs in hunched -eastward arcs. There is little that is extraordinary about this place. It is -deserted, it is lonely, yet a particularly green bluff forms a plateau just -above you. It calls to you in an eerie way, yet emits a chaotic aura that -might be best left alone. -~ -272 0 0 0 0 4 -D4 -~ -~ -0 -1 27226 -D5 -~ -~ -0 -1 27224 -S -#27226 -Blind Man's Bluff~ - The lonely hilltop is blanketed in a strange, rich green grass-cover, and -the only sound is that of the wind whistling over the moors. A haunting, -otherworldly presence has made this bluff its home, casting what malevolence it -yet can on the mortal world, and giving the bluff its name. -~ -272 0 0 0 0 2 -D5 -~ -~ -0 -1 27225 -S -#27227 -A clearing circled by oaks and maples~ - The stone-rimmed path opens out to a clearing of dirt, encircled by broad -oaks and maples with leaves the color of honey. To the north a black gate is -closed against the clamor of the world, and the road continues east to town, -and west where it vanishes into a fog banked forest. -~ -272 0 0 0 0 3 -D0 -~ -~ -0 -1 27228 -D1 -~ -~ -0 -1 27221 -D3 -~ -~ -0 -1 27248 -S -#27228 -The black orchard gate~ - A small gate wrought with black iron flowers and arches swings loosely in -the shallow wind. Beyond, rows of brambles are stretching past the range of -your vision. -~ -272 0 0 0 0 2 -D0 -~ -gate~ -2 27179 27229 -D2 -~ -~ -0 -1 27227 -S -#27229 -The blackberry orchard~ - Dark brambles hung with dully shining berries form condensed hedges, growing -in lines and stretching their thorny tendrils across your path. The limbs -trail low, heavy with fruit in temperate climate. High stone walls protect -this precious bower from the destructive noise and thoughts of ordinary humans. -~ -272 0 0 0 0 2 -D0 -~ -~ -0 -1 27230 -D2 -~ -gate~ -2 27179 27228 -D3 -~ -~ -0 -1 27232 -S -#27230 -Under an oak dark and wet with rain~ - A broad oak, knotted with the eons it has seen, stands amidst a circle of -blackberry shrubs that seem to form a protective shroud of thorns about the -area. Ivy vines hang loose from its many-cornered limbs. Some images have -been carved into the oak. -~ -272 0 0 0 0 2 -D0 -~ -~ -0 -1 27247 -D2 -~ -~ -0 -1 27229 -D3 -~ -~ -0 -1 27231 -E -oak~ - The giant oak is covered in thick blue-green mosses and dark swaying ivy. -Some images have been carved and charred in by a fiery touch, a sternly -beautiful woman with a ruby dagger sheathed at her waist stands beside a man -with the robe of the priesthood. The cold wind of the sea blows the sails of -the rocking ship they ride upon. The rogue woman is imploring a second man to -destroy a beast far too great for his strength, a cruel smile playing upon her -lips. The image is frozen upon the bark, immobile, yet it is apparent she is -winning the battle. Beneath the picture are engraved the words "Know thy -limits". -~ -S -#27231 -The blackberry orchard~ - Dark brambles hung with dully shining berries form condensed hedges, growing -in lines and stretching their thorny tendrils across your path. The limbs -trail low, heavy with fruit in temperate climate. High stone walls protect -this precious bower from the destructive noise and thoughts of ordinary humans. -~ -272 0 0 0 0 2 -D1 -~ -~ -0 -1 27230 -D2 -~ -~ -0 -1 27232 -D3 -~ -~ -0 -1 27246 -S -#27232 -The blackberry orchard~ - Dark brambles hung with dully shining berries form condensed hedges, growing -in lines and stretching their thorny tendrils across your path. The limbs -trail low, heavy with fruit in temperate climate. High stone walls protect -this precious bower from the destructive noise and thoughts of ordinary humans. -~ -272 0 0 0 0 2 -D0 -~ -~ -0 -1 27231 -D1 -~ -~ -0 -1 27229 -S -#27233 -The southern path~ - The soft mud of the path loosens and parts as it meets your heels, pulling -you in slightly with each step. A rotten stench is filtering in from the west, -repelling you in another direction automatically such that it takes a great -conscious effort for you to turn that way. The path heads north into the -town's mainstream, and south closer to the wildlands beyond it. -~ -272 0 0 0 0 1 -D0 -~ -~ -0 -1 27127 -D2 -~ -~ -0 -1 27235 -D5 -~ -stone -~ -2 23 27234 -S -#27234 -The House of Witches~ - Dangling mirrors reflect your face a thousand times from the walls and -ceiling of this supply house of witchcraft. Ingredients for the hexes of hags -and the poisons of roguish assassins bubble and float in jars crowded onto -shelves, and tinkling against each other from strings around the stone doorway. -A voodoo doll pinned to one wall seems to be eyeing you. Let's hope you are -not already earmarked for demise by someone. -~ -272 13 0 0 0 0 -D4 -~ -stone -~ -2 23 27233 -S -#27235 -The southern gate~ - You stand before the southern gate,forged into ornaments of the triskelion -in black iron and covered with ivy. Beyond it, days distant, the mountains of -black glass rise shrouded in permanent night. Northwards lies the spread of -the town of Sundhaven, hooded in wreaths of cooking smoke. -~ -272 0 0 0 0 1 -D0 -~ -~ -0 -1 27233 -D2 -~ -gate~ -1 27179 27283 -S -#27236 -A foul staircase~ - A staircase littered with rubble descends into a passageway crawling with -rats and smelling of.. Your imagination needs no assistance here. The place -gives you the creeps, particularly since there seem to be faint traces of -recent footfalls outlined in the slime on the soiled floor.. -~ -272 9 0 0 0 0 -D0 -~ -~ -0 -1 27237 -D4 -~ -rubble -~ -2 23 27125 -S -#27237 -A dark passageway~ - You slip cautiously along the passage. The wall is dotted with large holes, -roomy enough for a large rat.. Or something.. To pass through with ease, and -are not just down by the ground but up near the ceiling. A fetid stench rolls -over you from within the holes. The passage continues south and east into -black. -~ -272 9 0 0 0 0 -D1 -~ -~ -0 -1 27238 -D2 -~ -~ -0 -1 27236 -S -#27238 -A dark passageway~ - Your foot slides as your boot sinks into some unpleasant substance on the -muddy floor.. Mold? Only inspection in better light will tell. Eastwards the -passage slants into a dark pool, and disappears to the west into blackness. -~ -272 9 0 0 0 0 -D1 -~ -~ -0 -1 27239 -D3 -~ -~ -0 -1 27237 -S -#27239 -Trudging through a pool of slime~ - The dark passage slopes into a pool of drainage from the roads of town, -seeping in through cracks above you and wetting your hair with slime. There is -an eerie feeling about this place, as if only the few and priviledged are -welcome here. -~ -272 9 0 0 0 0 -D1 -~ -~ -0 -1 27240 -D3 -~ -~ -0 -1 27238 -D4 -~ -~ -0 -1 27245 -S -#27240 -A doorway hung with daggers~ - The dark hall of the underground ends here before a tall, narrow door of -sturdy oak, scarred with daggerpoints. The soil is wet with some dark fluid.. -Slime from the boots of passersby? Of course. A circular emblem is etched -into the door. -~ -272 8 0 0 0 0 -D1 -~ -door -~ -2 23 27241 -D3 -~ -~ -0 -1 27239 -E -emblem~ - An emblem of a black naga chasing its tail is engraved in a crimson border on -the thick oaken door. Beneath, something has been scrawled by daggerpoint. -... Round the gallows, one-armed and bland We dance and dance, the devil's own -band Of wary highwaymen. Let no rogue fail to keep his head. This is no -monastery here, I say, you dead. ... -~ -S -#27241 -A hall in the Assassins Guild~ - You stand in a wide, dark hallway of the Assassins Guild. On the ceiling -spreads a gigantic mural of the black serpentlike naga, a model of stealth and -intelligence, in muted blue and black. An elegant table stands against the -wall, laid with a simple black cloth and a few daggers. -~ -272 8 0 0 0 0 -D0 -~ -~ -0 -1 27244 -D1 -~ -~ -0 -1 27242 -D3 -~ -door -~ -2 23 27240 -D5 -~ -rug -~ -1 27181 27243 -S -#27242 -The Assassin Hideout~ - The hideout of rogues is surprisingly comfortable. Although no refuge from -the blood and risk of their everyday existence, it is nevertheless a haven in -which bounties can be split and repose taken by a warm fireplace hung with -guild daggers, skillfully tapered and too hot from the flames to steal. A bar -sunken into the far stone wall assists your dexterity.. So it is said.. And -bunks are layer the area to the east, hung with stolen tapestries and sheets. - -~ -272 8 0 0 0 0 -D0 -~ -~ -0 -1 27252 -D3 -~ -~ -0 -1 27241 -S -#27243 -A secret hideaway~ - You slip down into the hideaway. A pleasant room encloses you, a windowless -dugout hidden from the lawful population and furnished with kick-back chairs -and half-full bottles of wine. No bounty hunter could find a lounging thief -here, sheltered away from the executioners of town. No hunter, that is, except -a rogue like yourself. -~ -272 9 0 0 0 0 -D4 -~ -rug~ -1 27181 27241 -S -#27244 -Beside a row of hanging spines~ - This is where the rogues of Sundhaven come to gain and improve their skills -of the trade. A hanging row of the spines of previous victims covers the east -wall, scarred with the dagger twists of countless thieves perfecting their -backstab. You may have to travel far in search of more fine-tuned skills, but -the guildmistress is willing to give newcomers their start in the art of -fiends. -~ -272 24 0 0 0 0 -D2 -~ -~ -0 -1 27241 -S -#27245 -Slippery stone steps~ - The darkness of a steep stairwell encloses you. The dripping and oozing -sounds of slime creeping down the walls is barely detectable beneath the sounds -of your own breathing. There seems to be tracks of footfalls in the slime -coating the steps.. Evidently this serves as a secret passageway, regularly -used, for some individuals of a shady nature. -~ -272 9 0 0 0 0 -D4 -~ -trapdoor -~ -1 27181 27121 -D5 -~ -~ -0 -1 27239 -S -#27246 -The blackberry orchard~ - Dark brambles hung with dully shining berries form condensed hedges, growing -in lines and stretching their thorny tendrils across your path. The limbs -trail low, heavy with fruit in temperate climate. High stone walls protect -this precious bower from the destructive noise and thoughts of ordinary humans. -~ -272 0 0 0 0 2 -D1 -~ -~ -0 -1 27231 -S -#27247 -The blackberry orchard~ - Dark brambles hung with dully shining berries form condensed hedges, growing -in lines and stretching their thorny tendrils across your path. The limbs -trail low, heavy with fruit in temperate climate. High stone walls protect -this precious bower from the destructive noise and thoughts of ordinary humans. -~ -272 0 0 0 0 2 -D2 -~ -~ -0 -1 27230 -S -#27248 -A wide cart path~ - The road outside the town of Sundhaven is well-travelled by vehicles of -trade.... Is it a path for wide carts, or a wide path for carts? Westwards, a -dense forest is blurred with low-hanging clouds. -~ -272 0 0 0 0 2 -D1 -~ -~ -0 -1 27227 -S -#27249 -A dark corner of the tavern~ - The loners of Sundhaven gather here (figure *that* one out) to mourn their -losses over gallons of liquid spirits. Occasionally, one can be seen passed -out on the floor, robbed by some thief slipping in from the Nightbreak, but -generally the livers here are stout from long and weary experiences. -~ -272 9 0 0 0 0 -D3 -~ -~ -0 -1 27149 -S -#27250 -The Lodge of Wrath~ - The home lodge of warriors is a surprisingly comfortable place, furnished -with a thick, hardy rug of a red so dark as to almost be black, beds shelved in -bunks of hearty oak, a roaring fireplace in the corner. Several large chairs -stuffed with coarse wool are situated round the fire for the rowdy telling of -tales over inebriating brews. -~ -272 24 0 0 0 0 -D0 -~ -~ -0 -1 27251 -D1 -~ -~ -0 -1 27152 -S -#27251 -A red portal~ - You stand in the shimmering glow of a portal of deep red light. This is the -gift of the Archmage to the warriors guild, in return for other favors, of -course. Beyond the glare is a vision of the temple courtyard, the center of -town, to the west. -~ -272 8 0 0 0 0 -D2 -~ -~ -0 -1 27250 -D3 -~ -~ -0 -1 27101 -S -#27252 -A black portal~ - You stand in the shimmering glow of a portal of rogue-black light. This is -the gift of the Archmage to the assassin's guild, in return for a few bounties -performed, of course. Ever wonder who put the Earl of Sundhaven in power?.. -Nevermind. Beyond the dark glare is a vision of the temple courtyard, the -center of town, above you. -~ -272 8 0 0 0 0 -D2 -~ -~ -0 -1 27242 -D4 -~ -~ -0 -1 27101 -S -#27253 -The Sanctuary~ - The walls of the sanctuary of those of a priestly bent are indefinite, -seemingly rounded and blurred by a muted pale light that seems to come from -nowhere. It is perhaps a product of the combined faiths of those who live -here.. Dark, alabaster, and every shade in between. All beliefs are accepted -here, provided they are not discussed too often, lest blood should be spilt. -There are several bookshelves of varying religious works, an altar without -ornament, and numerous cots for clerics to take their rest in. -~ -272 24 0 0 0 0 -D0 -~ -~ -0 -1 27162 -D1 -~ -~ -0 -1 27254 -S -#27254 -A white portal~ - You stand bathed in the glow of a portal of white light. This is the gift -of the Archmage to the guild of the ministry, in return for certain blessings, -of course. Beyond the pale glare is a vision of the temple courtyard, the -center of town, below you. -~ -272 8 0 0 0 0 -D3 -~ -~ -0 -1 27253 -D5 -~ -~ -0 -1 27101 -S -#27255 -The Den of Sorcery~ - The den of sorcery for mages and witches and wizards is a comfortable place, -well-lit by magical rose and violet faerie fires for the reading of tomes. -There is a rug in guild colors of blue and violet which spans the stone floor, -and hammocks hang in rows along the walls, where the mages take their repose. -A series of bookshelves provide ample guild literature, and an oak coffee table -before a couch dominates the room. -~ -272 24 0 0 0 0 -D0 -~ -~ -0 -1 27118 -D5 -~ -~ -0 -1 27256 -S -#27256 -A blue portal~ - You stand in the faerie glow of a portal of brilliant blue light. This is -the gift of the previous Archmage upon his own guild. He went on to fashion -further portals all leading all over the known world, before the Lady Assassin -extinguished his life. Beyond the blue glare is a vision of the temple -courtyard, the center of town. -~ -272 8 0 0 0 0 -D2 -~ -~ -0 -1 27101 -D4 -~ -~ -0 -1 27255 -S -#27257 -Some battered stone steps~ - Broad, shallow stairs of dark stone descend into a hallway warm with the -heat of sparring warriors. Above you the sounds of the alehouse distract you -with bawdy laughter. A doorway is west, bruised with sword-points. -~ -272 8 0 0 0 0 -D3 -~ -~ -0 -1 27152 -D4 -~ -~ -0 -1 27148 -S -#27258 -The town treasury~ - With the exception of a few portraits of the founders of you-don't- -know-what, the room is quite drab, and could benefit from some fresh air. A -huge pile of the town's wealth lies on the tile floor, guarded from your -meddling by a protective amber shield. -~ -272 12 0 0 0 0 -D1 -~ -~ -0 -1 27138 -E -gold~ - You can't get near it. On attempting to reach in and partake of the wealth, -a protective amber shield balks your hand as if it were a wall of steel. -However, you can create your own account by depositing some money. If you want -to know your balance, typing balance will do the job. If you'd care to see it -again, type withdraw (amount). Then please put it back again. Your support is -appreciated, we know the town's security rests with you. Have a nice day. -~ -E -pile~ - You can't get near it. On attempting to reach in and partake of the wealth, -a protective amber shield balks your hand as if it were a wall of steel. -However, you can create your own account by depositing some money. If you want -to know your balance, typing balance will do the job. If you'd care to see it -again, type withdraw (amount). Then please put it back again. Your support is -appreciated, we know the town's security rests with you. Have a nice day. -~ -S -#27259 -The Tiger's Eye~ - Three cases, locked and faced in glass, reveal their glittering contents -along the walls. These selfsame jewels perhaps attracted you from the -street... Clouded pearls, white and blue diamonds, amethyst and golden tigers -eyes. Using 'list' will allow you to peruse the goods available. -~ -272 12 0 0 0 0 -D1 -~ -~ -0 -1 27136 -S -#27260 -A stone path~ - You stand just outside the eastern gate of the town of Sundhaven. Fresh -bread and cool drink await those within who are willing to pay for the service, -and about the city, other willing merchants may also be found in abundance. -Eastwards the land stretches in unmarred wilderness to the far horizon, and to -the southeast you think you can catch glimpses of the thatched roofs of yet -another village, this one smaller and more humble. A trail south along the -cobblestone wall seems to head in that direction. -~ -272 0 0 0 0 2 -D2 -~ -~ -0 -1 27261 -D3 -~ -gate~ -1 27179 27144 -S -#27261 -Along the town wall~ - You follow the thick wall of gray cobblestone that marks the outer border of -Sundhaven. Moss, nourished by frequent rainfall, hides portions of the wall -under its green tendrils. A stony path can be made out to the north, and the -wall makes its way southwards to a corner. -~ -272 0 0 0 0 2 -D0 -~ -~ -0 -1 27260 -D2 -~ -~ -0 -1 27262 -S -#27262 -Along the town wall~ - You reach a bend in the town wall, and the trail follows it on both sides to -the north and west. Ivy growing along the wall here brushes your arm as you -pass. Dense shrubbery lining the path to the east renders that way -unnavigable. -~ -272 0 0 0 0 2 -D0 -~ -~ -0 -1 27261 -D3 -~ -~ -0 -1 27263 -S -#27263 -Along the town wall~ - A small path lined with broad trees breaks off to the south from the -cobblestone wall of Sundhaven, which runs eastwards to a corner. The gate of -the town must be somewhere near. You can make out the buzz of city life, -hushed by the stone barrier, from the north. -~ -272 0 0 0 0 2 -D1 -~ -~ -0 -1 27262 -D2 -~ -~ -0 -1 27264 -S -#27264 -A path hung with moss~ - A narrow path bordered with ancient, broad-trunked trees leads north to the -town wall of Sundhaven and southwards to a short drop. Moss completely covers -and overflows from the oaks, brushing the hair and helms of all but the -shortest races of beings. -~ -272 1 0 0 0 3 -D0 -~ -~ -0 -1 27263 -D5 -~ -~ -0 -1 27265 -S -#27265 -A short mossy cliff~ - A four foot gray stone cliff, matted with clumps of green moss and overhung -with tall bending trees, is easily scaled by handy footholds in the rock. The -place looks well-travelled by some hardy population of small-footed creatures. -One path continues in a north-south vein over the cliff, another breaks off and -leads east. -~ -272 1 0 0 0 3 -D2 -~ -~ -0 -1 27266 -D4 -~ -~ -0 -1 27264 -S -#27266 -A path hung with moss~ - The slender trail winds its way north-south through bending trees laiden -with spanish moss. (Except this was before Spain. ) It comes to an end before -the bubbling ebbs of a tiny stream, pouring gently forth from a hole in the -rock on which you are poised, and flows southward. -~ -272 1 0 0 0 3 -D0 -~ -~ -0 -1 27265 -D5 -~ -~ -0 -1 27267 -S -#27267 -A stream~ - A quietly flowing stream drifts down a slim riverbed, leading south from a -small hole in the rock to the north. The water is clear and pure, and seems -entirely empty of creatures.. It may be true this stream was taxed by heavy -fishing long ago that long since cleaned it of all life. -~ -272 1 0 0 0 7 -D2 -~ -~ -0 -1 27268 -D4 -~ -~ -0 -1 27266 -S -#27268 -A stream~ - The clear waters begin to shift and curl and the current increase slightly. -Tiny brown reeds on the banks lean downstream, sending the dragonflies airborne -from their stalks. A wind whistles in the leaves of the trees above and no -sound can be made out from ahead. -~ -272 1 0 0 0 7 -D0 -~ -~ -0 -1 27267 -D2 -~ -~ -0 -1 27269 -S -#27269 -A whirlpool~ - A slowly churning blue whirlpool pulls you gently underwater, without sound -and without breath. The tree-darkened sky disappears in a circular motion -above your eyes as the world turns to water, and you cannot help but feel that -what goes down, must continue down.. The waters engulf you and suck you -downwards, where you awake with stars circling before your eyes. -~ -272 1 0 0 0 8 -D0 -~ -~ -0 -1 27268 -S -#27270 -A stairwell~ - An old temple stairwell winds down in darkness into the inner, long -abandoned recesses of the golden temple. It seems few have reason to travel -this way. The dust that coats the steps lies mostly undisturbed, and an aura -of desertion hangs about the place. Whoever does traverse these ancient halls -may or may not have the light of goodness in their motivations. -~ -272 13 0 0 0 0 -D1 -~ -~ -0 -1 27272 -D4 -~ -~ -0 -1 27161 -S -#27271 -A stairwell~ - The old stairwell completes its descent here, and a single passage, shadowed -in darkness black as ink, leads east. The stairs, floor, and walls are all -wooden. -~ -272 9 0 0 0 0 -D1 -~ -~ -0 -1 27273 -D4 -~ -~ -0 -1 27272 -S -#27272 -A dark landing~ - A seatless landing creates a pause in the stairwell before its final -descent. Angular shapes of lighter areas on the walls indicate this place may -have once been hung with numerous paintings or tapestries, possibly -comemorating the priests and gods of the past. -~ -272 9 0 0 0 0 -D3 -~ -~ -0 -1 27270 -D5 -~ -~ -0 -1 27271 -S -#27273 -A dark corridor~ - Shadows seem to creep within the shadows already existing, clashing and -clambering over one another before the approach of your footfalls, yet -everything seems to indicate to you that this is not the sort of fun fairy-tale -niche your mother liked to tell tales about by the fireside of your ancient -home. Do you continue, or turn back? Sometimes shadows may form a bluff of -great danger in the recesses of your imagination. -~ -272 9 0 0 0 0 -D1 -~ -~ -0 -1 27274 -D3 -~ -~ -0 -1 27271 -S -#27274 -A dark corridor~ - The hallway bends sharply, leading off to the south and west. No light -penetrates either one, so as always the question of where you want to go -depends on where you've been. -~ -272 9 0 0 0 0 -D0 -~ -stone -~ -2 27217 27284 -D2 -~ -~ -0 -1 27275 -D3 -~ -~ -0 -1 27273 -S -#27275 -A dark corridor~ - The corridor halts abruptly. A drop opens out at your feet, beneath which -water shivers and shimmers, black against black. The pool is nearly still, -only an occasional ripple moving across the surface gives any indication of -life, or life in death, within. Northwards the hall disappears into the dark. - -~ -272 9 0 0 0 0 -D0 -~ -~ -0 -1 27274 -D5 -~ -~ -0 -1 27276 -S -#27276 -Edge of a black-bottom pool~ - You wade ankle-deep into the murky waters of a black-bottom pool. It -appears this pool was once a nice pleasure bath for the priests and their -guests, but has fallen into decay from recent lack of use. Who knows what -creatures make their home beneath the dark surface. -~ -272 13 0 0 0 6 -D2 -~ -~ -0 -1 27278 -D4 -~ -~ -0 -1 27275 -S -#27277 -A black-bottom pool~ - Swamp-like waters black as coal enclose you and wash like cold slime over -every limb, each movement sending a chill coursing through from ears to toes. -The smooth, dark bottom of the pool shows traces of faded ornamental designs, -now mostly hidden and eroded with moss and algae. Few can pin a name on the -grotesque underwater creatures that now make this their home. -~ -272 9 0 0 0 8 -D0 -~ -~ -0 -1 27278 -D1 -~ -~ -0 -1 27279 -S -#27278 -A black-bottom pool~ - Swamp-like waters black as coal enclose you and wash like cold slime over -every limb, each movement sending a chill coursing through from ears to toes. -The smooth, dark bottom of the pool shows traces of faded ornamental designs, -now mostly hidden and eroded with moss and algae. Few can pin a name on the -grotesque underwater creatures that now make this their home. -~ -272 9 0 0 0 8 -D0 -~ -~ -0 -1 27276 -D1 -~ -~ -0 -1 27280 -D2 -~ -~ -0 -1 27277 -S -#27279 -A black-bottom pool~ - Swamp-like waters black as coal enclose you and wash like cold slime over -every limb, each movement sending a chill coursing through from ears to toes. -The smooth, dark bottom of the pool shows traces of faded ornamental designs, -now mostly hidden and eroded with moss and algae. Few can pin a name on the -grotesque underwater creatures that now make this their home. -~ -272 9 0 0 0 8 -D0 -~ -~ -0 -1 27280 -D3 -~ -~ -0 -1 27277 -S -#27280 -A black-bottom pool~ - Swamp-like waters black as coal enclose you and wash like cold slime over -every limb, each movement sending a chill coursing through from ears to toes. -The smooth, dark bottom of the pool shows traces of faded ornamental designs, -now mostly hidden and eroded with moss and algae. Few can pin a name on the -grotesque underwater creatures that now make this their home. -~ -272 9 0 0 0 8 -D2 -~ -~ -0 -1 27279 -D3 -~ -~ -0 -1 27278 -S -#27281 -The cartographers~ - You are in a closely walled-in room with little air and much light; a -glass-fronted bookcase displays a variety of map parchments, though as they are -curled and bound with colored ribbon, it is difficult to discern their -contents. -~ -272 156 0 0 0 0 -D2 -~ -~ -0 -1 27135 -S -#27282 -The corner store~ - You enter a small, wooden-planked shop, in sore need of some repairs, but -essentially kept very tidy by someone with little else to do but revel in her -senility. A few crowded shelves hold items that may be of use to you in -everyday living. -~ -272 8 0 0 0 0 -D3 -~ -~ -0 -1 27134 -S -#27283 -A cobblestone road~ - You stand outside the southern gate of the town of Sundhaven. The walls are -high enough to keep the town secure, and ringed with tendrils of lush green -ivy. The busy murmur of citylife can be heard from beyond. Southwards, the -cobblestone road crosses a meadow of sorts before disappearing into a line of -dark woods. -~ -272 0 0 0 0 2 -D0 -~ -gate~ -1 27179 27235 -S -#27284 -A crawlspace~ - You slip into someone's private domain. Better leave without a trace before -long, it could be dangerous to remain, should the dweller of this place return -and claim what is theirs. -~ -272 524 0 0 0 0 -D2 -~ -stone -~ -2 27217 27274 -D4 -~ -~ -0 -1 27100 -S -$~ diff --git a/lib/world/wld/273.wld b/lib/world/wld/273.wld deleted file mode 100644 index 60d5f6a..0000000 --- a/lib/world/wld/273.wld +++ /dev/null @@ -1,1133 +0,0 @@ -#27300 -The Bridge~ - You have reached the Bridge, the central nervous system for Space Station -Alpha. All around you are flashing screens a ndlights. Status reports and -damage reports are scrolling o ffthe screen faster than you can read them. -The gravity is ve rylight in this room. You can see blood staining the crash -couch of what was probably the Computer Systems Officer. There are dozens of -egg pods here! -~ -273 137 0 0 0 0 -D4 -~ -red hatch~ -2 27314 27306 -E -credits info~ - Hi, just a quick explanation of Space Station Alpha. -Esentially this area is a Sci-fi based area. A space station has been in orbit -around your planet and something has gone terribly wrong. Predator aliens and -introduced Alien aliens into the station to hunt along with the humans! The -station is completely infested and the crew of Space Station Alpha is doing -their best to hold out and clear the station. Too bad the captain has snapped -and more than half the crew has been killed or committed suicide. -Room #61 is a space shuttle that is the entrance to the station from the rest -of the world. Edit it to fit in yours. -Other than that it should be pretty much plug and play. It contains 1 deathtrap, -a room that has been sealed off that the players will definitely have to ignore -all the warnings to get killed in. It will serve them right if they are dumb -enough to walk into a sealed room that has a hull breach and no pressure! -This area is nasty. Not for people who are simply hack & slash. It will take -some thinking to clear. Best not to go alone too. -2 or 3 higher level characters should be able to clear it if they follow a -hit and run campaign. Since all but a few of the rooms are no magic spell -casters should map out which rooms magic will work in and cast protection spells -there or before they enter the station. Magic works in the hangars and a few -other rooms. Best bet is to set up a base camp in the main hagar and clear the -immeadiate area of wandering aliens. Then heal up in the hangar and explore until -the next battle. Then drop back, heal up and head back out into it. Pick the -mobs off one at a time if possible. You really don't want to go into a combat -wounded. Plus fleeing here can get you killed too. -I recommend setting the zone reset bit so that it doesn't reload while -players are in the station. I don't think I have it set that way as the -default. -Anyway, enjoy. -Magnus/Stan Rohrer -magnus@@ix.netcom.com -~ -E -egg eggs pod~ - Yes, your presence in this room has been noticed by the proto-aliens in the -pods! -~ -S -#27301 -Weapon Storage Chamber~ - You have located the weapons storage chamber. Unfortunatelyit is empty. -Apparently the crewmembers had a chance to get to the weapons. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27302 -D2 -~ -hatch~ -2 27315 27305 -S -#27302 -Officer's Mess~ - This is where the officers of Space Station Alpha take their meals. It -looks as if the room is being used as a staging area for alien hunting -Predators! -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27303 -D3 -~ -hatch~ -2 27315 27301 -S -#27303 -Systems Officer's Quarters~ - These are the quarters of the Systems Officer. What is left of her is -scattered all about the room. The grate over the ventilation shaft has been -torn off. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27304 -D3 -~ -hatch~ -2 27315 27302 -S -#27304 -Communications Officer's Quarters~ - These are the quarters of Lt. Oshura, communications officer of the -station. There is no sign of Oshura here. -~ -273 137 0 0 0 0 -D2 -~ -hatch~ -2 27315 27307 -D3 -~ -hatch~ -2 27315 27303 -S -#27305 -Captain's Quarters~ - These are the quarters of Captain Vance Marshal. They look recently -occupied but Captain Marshal is not in the room. A steel plate has been -hastily welded over the ventilation shaft. -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27301 -D1 -~ -hatch~ -2 27315 27306 -D2 -~ -hatch~ -2 27315 27308 -S -#27306 -Main Axis Transportation Column~ - You are in the main transportation column. There are some burn marks here -on the walls and the rungs directly above you have been corroded away by acid. - -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27307 -D3 -~ -hatch~ -2 27315 27305 -D4 -~ -green hatch~ -2 27317 27318 -D5 -~ -red hatch~ -2 27314 27300 -S -#27307 -Science Officer's Quarters~ - These are the quarters of the stations Science Officer. The room is in -complete dissaray. A vent cover in the ceiling has been forcibly removed from -the inside. There are burn marks and signs of acid corrosion on the floor -below the vent. -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27304 -D2 -~ -hatch~ -2 27315 27311 -D3 -~ -hatch~ -2 27315 27306 -S -#27308 -Recreation Room~ - You have found the recreation room. It looks like there was some strenuous -activity going on here recently judging by the human body parts. Where is the -skull though? -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27305 -D1 -~ -hatch~ -2 27315 27309 -S -#27309 -The Latrine~ - You have found the latrine. The fixtures have been torn off the floor and -smashed by something with great strength. Part of a dead adult stage alien is -here. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27310 -D3 -~ -hatch~ -2 27315 27308 -S -#27310 -A Storage Room~ - This room stored various replacement parts for the spacestation. Boxes are -tossed randomly about. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27311 -D3 -~ -hatch~ -2 27315 27309 -S -#27311 -Food Storage~ - This was where the dry rations for the station were stored. Most packages -have been ripped open. -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27307 -D3 -~ -hatch~ -2 27315 27310 -S -#27312 -Storage Room~ - This room is stored with huge metal barrels. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27313 -D2 -~ -hatch~ -2 27315 27317 -S -#27313 -Bio Lab~ - This room is full of high tech equipment for disection and analisis of -biological specimens. There is a naked human on an examination table here. A -facehugger is firmly attached to him. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27314 -D3 -~ -hatch~ -2 27315 27312 -S -#27314 -Cryo Storage~ - This room is bitterly cold. There are some large glass tubes here -containing frozen humanbeings. Other containers house suspended alien life -forms. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27315 -D3 -~ -hatch~ -2 27315 27313 -S -#27315 -An Empty Stateroom~ - There are a couple neately made beds here. Nothing else is out of the -ordingary. -~ -273 8 0 0 0 0 -D2 -~ -hatch~ -2 27315 27319 -D3 -~ -hatch~ -2 27315 27314 -S -#27316 -Hangar #1~ - You are in Hangar #1 on Space Station Alpha. A suttlecraft is waiting here -to transport you to the planet's surface. -~ -273 8 0 0 0 0 -D1 -~ -airlock~ -2 27316 27317 -D3 -The Shuttle awaits you to head back to the planet's -surface. -~ -~ -0 -1 27361 -S -#27317 -Air Lock #1~ - This room has especially thick hatches to it with a large control pannel -mounted next to the hatch to the west. -~ -273 8 0 0 0 0 -D0 -~ -hatch~ -2 27315 27312 -D1 -~ -hatch~ -2 27315 27318 -D2 -~ -hatch~ -2 27315 27321 -D3 -~ -airlock~ -2 27316 27316 -S -#27318 -Main Axis Transportation Column~ - You are in the main transportation column. There are some burn marks on the -walls here. What's that!????? A part of a human face?! Something isn't right -here! -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27319 -D3 -~ -hatch~ -2 27315 27317 -D4 -~ -green hatch~ -2 27317 27330 -D5 -~ -green hatch~ -2 27317 27306 -S -#27319 -Airlock #2~ - This room has especially thick hatches to it with a large control pannel -mounted next to the hatch to the east. -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27315 -D1 -~ -airlock~ -2 27316 27320 -D2 -~ -hatch~ -2 27315 27324 -D3 -~ -hatch~ -2 27315 27318 -S -#27320 -Hanger #2~ - This is a rather large room, similar to the room you entered the station -from. There is no other space craft here however. -~ -273 137 0 0 0 0 -D3 -~ -airlock~ -2 27316 27319 -S -#27321 -Preparation Room #1~ - This room contains a number of vacum suits and other equipment for walking -out side the hull of the station. -~ -273 8 0 0 0 0 -D0 -~ -hatch~ -2 27315 27317 -D1 -~ -hatch~ -2 27315 27322 -S -#27322 -Repair Shop~ - This room is obviously a repairshop of some sort. There is a half assembled -robot on a table here along with some weapons that are recharging. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27323 -D3 -~ -hatch~ -2 27315 27321 -S -#27323 -A Storage Room~ - Spare parts are stacked to the ceiling in this room. There are a few -overturned boxes but otherwise this room is intact. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27324 -D3 -~ -hatch~ -2 27315 27322 -S -#27324 -Preparation Room #2~ - This room is full of vacum suits and equipment for space walking out side -the hull of the ship. -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27319 -D3 -~ -hatch~ -2 27315 27323 -S -#27325 -A Kitchen~ - This is a small kitchen used for making snacks for the crew. The place has -been ransacked! -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27326 -D2 -~ -hatch~ -2 27315 27329 -S -#27326 -A Crew Stateroom~ - The room was until recently occupied by a memeber of the space station's -crew. -~ -273 8 0 0 0 0 -D1 -~ -hatch~ -2 27315 27327 -D3 -~ -hatch~ -2 27315 27325 -S -#27327 -A Crew Stateroom~ - The room was until recently occupied by a memeber of the space station's -crew. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27328 -D3 -~ -hatch~ -2 27315 27326 -S -#27328 -A Crew Stateroom~ - The room was until recently occupied by a memeber of the space station's -crew. The bed in this room is soaked with blood from the poor slob on the -floor. The corpse has a gaping hole in its chest. -~ -273 137 0 0 0 0 -D2 -~ -hatch~ -2 27315 27331 -D3 -~ -hatch~ -2 27315 27327 -S -#27329 -Video Room~ - This room contains a dozen comfortable looking reclining couches each -equiped with their own video screen on a swivel are attached to the couch. -One of the video couches is occupied by a corpse with a large hole it his -chest. -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27325 -D1 -~ -hatch~ -2 27315 27330 -D2 -~ -hatch~ -2 27315 27332 -S -#27330 -Main Axis Transportation Column~ - You are in the main transportation column. There are some burn marks here -on the walls and blood covers most of the shaft here. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27331 -D3 -~ -hatch~ -2 27315 27329 -D4 -~ -green hatch~ -2 27317 27342 -D5 -~ -green hatch~ -2 27317 27318 -S -#27331 -Crew Stateroom~ - This room was recently occupied by one of the crew members of the -spacestation. There is a hastily scribbled note laying on the desk here. -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27328 -D2 -~ -hatch~ -2 27315 27335 -D3 -~ -hatch~ -2 27315 27330 -S -#27332 -Sceen of a Battle~ - It is hard to say what this room once was. Everything has been destroyed. -There are burn marks and holes everywhere. It looks like some eventually -tossed in a fragmentation grenade and closed the door. Bits of alien flesh -cling to the walls and ceiling. Score one up for the crew! -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27329 -D1 -~ -hatch~ -2 27315 27333 -S -#27333 -A Crew Stateroom~ - A corpse lies slumped over a small metal desk against the far wall of -thisroom. As you lift the head up to have a better look you notice the -singleperfectly round hole through the right temple and out the other side. -This crewmenber took the easy way out. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27334 -D3 -~ -hatch~ -2 27315 27332 -S -#27334 -A Small Theater~ - This is a small theater. One entire wall is a huge viewing screen for -moviesand entertainment views. Unfortunately the screen has been damaged by -splattered alien blood. A translucent alien arm lays on the floor just -inchesfrom your feet. Looks like the crew didn't do so badly after all. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27335 -D3 -~ -hatch~ -2 27315 27333 -S -#27335 -Observation Room~ - The external wall of this room is completely transparent. There are a -numberof comfortable chairs here for simply sitting and staring out into space. -You could stare at the stars forever, just like the dead crewman to your right -with the huge gaping hole in his chest! -~ -273 8 0 0 0 0 -D0 -~ -hatch~ -2 27315 27331 -D3 -~ -hatch~ -2 27315 27334 -S -#27336 -Agrodome #1~ - This room is full of lush plant life that has been designed to live in -lowgravity environments such as are found on orbiting space platforms. The -foliage offers great cover. This room is a veritable jungle in space! -~ -273 8 0 0 0 0 -D1 -~ -hatch~ -2 27315 27337 -D2 -~ -hatch~ -2 27315 27341 -S -#27337 -Agrodome #2~ - This room is full of row after row of editable plant life. There are -gainttomatoes, two foot long cucumbers, carrots, and other vegetables. They -haveno doubt been geneticaly altered to grow in the light gravity of a -spacestation. -~ -273 137 0 0 0 0 -D1 -The access pannel for this hatch has a red flashing light on it. -The LCD reads: -'No Pressure' -~ -hatch~ -2 27315 27338 -D3 -~ -hatch~ -2 27315 27336 -S -#27338 -Agrodome #3~ - It was a BIG mistake to open that hatch! The hull of the station has been -breached here! Anything that wasn't nailed down has been sucked out of this -room... Including you! Should have paid more attention to that little light -on the hatch console now shouldn't you? -~ -273 100 0 0 0 0 -D1 -Agrodome #4 is that way. -~ -hatch~ -2 27315 27339 -D3 -Agrodome #2 is that way. -~ -hatch~ -2 27315 27337 -S -#27339 -Agrodome #4~ - All the plantlife in this room has been destroyed by energy weapon fire. -Someone apparently got spookedand just started opening up at radom here. -Either thator they simply went nuts! Maybe both. -~ -273 137 0 0 0 0 -D2 -~ -hatch~ -2 27315 27343 -D3 -The hatch to Agrodome #3 is closed. The control pannel onthe door -has a red flashing light on it. -The LCD reads: -** NO PRESSURE ** -~ -hatch~ -2 27315 27338 -S -#27340 -Hangar Delta~ - This is another space hangar. The shuttle in this hangar has been destroyed -by a powerful blast. Parts from four or five aliens are lying here on the -floor, most of the hangar deck had been corroded away and it looks unsafe to -walk here. -~ -273 8 0 0 0 0 -D1 -~ -airlock~ -2 27316 27341 -S -#27341 -Preparation Room~ - This is a equipment preparation room for crew memebers who will be walking -outside the ship or taking a flight in one of the shuttles. -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27336 -D1 -~ -hatch~ -2 27315 27342 -D2 -~ -hatch~ -2 27315 27345 -D3 -~ -airlock~ -2 27316 27340 -S -#27342 -Main Axis Transportation Column~ - You are in the main transportation column. There are more burn marks on the -walls here. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27343 -D3 -~ -hatch~ -2 27315 27341 -D4 -~ -green hatch~ -2 27317 27354 -D5 -~ -green hatch~ -2 27317 27330 -S -#27343 -Predator Remote Command Facility~ - This room has been converted over from its former function to serve as a -Predator remote comand and control base. You get the feeling you are being -watched! -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27339 -D1 -~ -airlock~ -2 27316 27344 -D2 -~ -hatch~ -2 27315 27348 -D3 -~ -hatch~ -2 27315 27342 -S -#27344 -Hangar Gamma~ - This hangar is occupied by and extreamly strange looking spacecraft. The -markings on the hull are not human in origin. A large access hatch is open on -the alien craft. -~ -273 137 0 0 0 0 -D1 -The main hatch of the Predator ship is that way. -~ -hatch~ -1 27307 27362 -D3 -~ -airlock~ -2 27316 27343 -S -#27345 -A Storage Room~ - Strange markings have been crudely painted on the wall here in what appears -to be Predator blood! -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27341 -D1 -~ -hatch~ -2 27315 27346 -S -#27346 -A Passageway~ - The passage continues east and west. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27347 -D3 -~ -hatch~ -2 27315 27345 -S -#27347 -Cleaning Room~ - Cleaning supplies are stored in this room. Mops, sponges etc. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27348 -D3 -~ -hatch~ -2 27315 27346 -S -#27348 -The Sickbay~ - This is the hospital for the station. There are 10 beds, one of which is -totaly soaked in blood. The others are empty. A corpse lies on the floor of -the bloodstained bed with a gaping hole in her chest. -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27343 -D3 -~ -hatch~ -2 27315 27347 -S -#27349 -Surgery~ - This is the surgery room of the station. Most of the equipment has been -badly damaged here. Smashed readouts broken glass, a major mess. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27350 -D2 -~ -hatch~ -2 27315 27353 -S -#27350 -A Crew Stateroom~ - This room has been left pretty much intact. The bed is still made and there -is no sign of anything out of the ordinary. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27351 -D3 -~ -hatch~ -2 27315 27349 -S -#27351 -A Passageway~ - The passage continues east and west. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27352 -D3 -~ -hatch~ -2 27315 27350 -S -#27352 -A Passageway~ - The passage continues south and west. -~ -273 137 0 0 0 0 -D2 -~ -hatch~ -2 27315 27355 -D3 -~ -hatch~ -2 27315 27351 -S -#27353 -A Passageway~ - The passage continues south, east, and north. -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27349 -D1 -~ -~ -0 -1 27354 -D2 -~ -hatch~ -2 27315 27356 -S -#27354 -Main Axis Transportation Column~ - You are in the main transportation tube. -~ -273 137 0 0 0 0 -D1 -~ -~ -0 -1 27355 -D3 -~ -~ -0 -1 27353 -D4 -~ -red hatch~ -2 27314 27360 -D5 -~ -green hatch~ -2 27317 27342 -S -#27355 -A Passageway~ - The passage continues south, west, and north. -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27352 -D2 -~ -hatch~ -2 27315 27359 -D3 -~ -~ -0 -1 27354 -S -#27356 -A Passageway~ - The passage continues north and east. -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27353 -D1 -~ -hatch~ -2 27315 27357 -S -#27357 -A Passageway~ - The passage continues east and west. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27358 -D3 -~ -hatch~ -2 27315 27356 -S -#27358 -A Passageway~ - The passage continues east and west. -~ -273 137 0 0 0 0 -D1 -~ -hatch~ -2 27315 27359 -D3 -~ -hatch~ -2 27315 27357 -S -#27359 -A Passageway~ - The passage continues north and west. -~ -273 137 0 0 0 0 -D0 -~ -hatch~ -2 27315 27355 -D3 -~ -hatch~ -2 27315 27358 -S -#27360 -Reactor Room~ - The main reactors that power the station are here. There is a pannel on the -main reactor that looks as if a code has been partially entred. Suddenly you -are surprized by Captain Marshal! The man is obviously insane and screams "I -must destroy the station! " as he aims his weapon at your head! -~ -273 137 0 0 0 0 -D5 -~ -red hatch~ -2 27314 27354 -S -#27361 -Space Shuttle Galeleo~ - You have entered the strange looking craft and you search it for signs of -life. There are none. What you do find is a button marked 'Return'. -~ -273 137 0 0 0 0 -D4 -Pressing the 'Return' button launches the ship. -~ -~ -0 -1 27316 -S -#27362 -The Bridge of the Predator Craft~ - You stand on the mist shrouded bridge of the Predator aliean spacecraft. -Strange glowing controls hypnotically flash and change color. Occasionally a -strange spiting-hissing sound comes over what must be an intercom speaker. -~ -273 8 0 0 0 0 -D1 -A misty trophy room.~ -hatch~ -1 27305 27363 -D3 -Ship's hatch to hangar Gamma. -~ -hatch~ -1 27305 27344 -S -#27363 -Trophy Room~ - You have entered the main hold and trophy room of the Predator ship. There -are skulls of all sorts on trophy stands along the walls. These monsters have -killed a lot of men, and other things in their travels! -~ -273 168 0 0 0 0 -D1 -The Predator's Engine room. -~ -~ -0 0 27366 -D3 -The main bridge of the craft. -~ -~ -0 0 27362 -S -#27366 -Predator Engine Room~ - Somehow you have managed to get all the way to the main engine room ofthe -Peredator's ship! Too bad the technology here is so alien you can find nothing -of use. Strange machinery hums and glows. The same thick mist that covers -most of the ship is on the floor here too. -~ -273 233 0 0 0 0 -D3 -West is the main hold of the Predator ship.~ -~ -0 0 27363 -S -$~ diff --git a/lib/world/wld/274.wld b/lib/world/wld/274.wld deleted file mode 100644 index 5b0ee52..0000000 --- a/lib/world/wld/274.wld +++ /dev/null @@ -1,1871 +0,0 @@ -#27400 -Inside Southern Gate~ - The Southern Gate is here, The road abruptly ends south, but begins north as -it leads off into the village. It is a street of dirt with a few stray cobbles, -dating back when the Roman's conquered this land. There are buildings on each -side of the street. A guard gate post is to the east here, where it is manned -twenty-four by seven days a week. -~ -274 20 0 0 0 1 -D0 -~ -~ -0 0 27403 -D1 -~ -~ -0 0 27402 -D2 -The gate is forged of iron, and it has spikes on the outside -] making it formidable as it is attached to the six foot wall./fi -~ -gate~ -1 0 27422 -E -credits~ - This Zone was created by Brett Lynnes and Andy McLeod We're just some bored -college students from Montana... So you don't need to credit us for it. -Besides, I sorta stole the idea off of a mud I played a while back. -Smurfville is an anooying place with lots of do-gooder smurfs and (of course) -Gargamel's castle. ** added bonus- Barney's playland I made the entrance on -wld ##00 -~ -S -#27401 -Inside Southern Gate~ - You stand in and at the main southern gate of Saint Brigid. It is the -southern most village and free town of the realm knwon as Adria. The street is -dirt here, mud when it rains, but it continues to the north deeper into the -small village. To the east is a guard gate here and south is the gate itself -that leaves this place. -~ -274 0 0 0 0 1 -D1 -~ -~ -0 0 27402 -S -#27402 -Inside Guard Gate~ - The inside of the guard gate is empty, except for a desk, a lantern or two to -light it at night and a chair. There is a small cot in the corner for the guard -to sleep, usually this is a two man job to guard the gates here. -~ -274 264 0 0 0 0 -D3 -~ -~ -0 0 27400 -S -#27403 -Southern End of Saint Brigid~ - Walking up a north-south street, the street continues toward what appears to -be a town square in the distance to the the north. The gate to the south -clearly visible to the south. A residence is to the east, and the Saint Brigid -Bank is to the west. -~ -274 0 0 0 0 1 -D0 -~ -~ -0 0 27404 -D1 -~ -~ -0 0 27449 -D2 -~ -~ -0 0 27400 -D3 -~ -~ -0 0 27448 -S -#27404 -Southern End of Saint Brigid~ - This is a north-south street, at the edge of a townsquare to the north. It -continues on to the south toward a gate in the distance or enters the square. -There is a residence here to the east or the church entry to the west. -~ -274 0 0 0 0 1 -D0 -~ -~ -0 0 27473 -D1 -~ -~ -0 0 27451 -D2 -~ -~ -0 0 27403 -D3 -~ -~ -0 0 27450 -S -#27405 -Southern Road~ - The road continues north and south here, among the abudant crops that are -growing here. In the distance is the village of Saint Brigid and its -southernmost gate and south the road snakes off across the farmland until it -reaches the edge of another grove of forest in the distance, and grassy plains. -~ -274 0 0 0 0 2 -D0 -~ -~ -0 0 27422 -D1 -~ -~ -0 0 27480 -D2 -~ -~ -0 0 27474 -D3 -~ -~ -0 0 27476 -S -#27406 -On Western Side of Saint Brigid~ - This is a east-west street, at the edge of a townsquare to the east. It -continues on to the west toward a gate in the distance or enters the square. A -residence is to the south and the Apothecary is to the north. -~ -274 0 0 0 0 1 -D0 -~ -~ -0 0 27435 -D1 -~ -~ -0 0 27473 -D2 -~ -~ -0 0 27436 -D3 -~ -~ -0 0 27407 -S -#27407 -On Western Side of Saint Brigid~ - The street continues to the east and west, the smell of deicious bread makes -it well known that you are outsie the Saint Brigid Bakery to the south. North a -residence is there too. -~ -274 0 0 0 0 1 -D0 -~ -~ -0 0 27433 -D1 -~ -~ -0 0 27406 -D2 -~ -~ -0 0 27434 -D3 -~ -~ -0 0 27408 -S -#27408 -Across Bridge of the Rhillion River~ - Standing on the bridge above the rushing wild river waters of the Rhillion -River as it flows from the Aleser Mountains. The bridge crosses safely over it -to the west and east. East toward the townsquare and west toward the Western -Gate. -~ -274 0 0 0 0 1 -D1 -~ -~ -0 0 27407 -D3 -~ -~ -0 0 27409 -S -#27409 -On Western Side of Saint Brigid.~ - The street continues to the west and east here. There is an entry to what -appears to be a heavily fortified building that makes up the Saint Brigid -Jeweler and a residence to the south. The street has a mud puddle here from a -recent rain, making it a mud bath for those to cross. -~ -274 0 0 0 0 0 -D0 -~ -~ -0 0 27431 -D1 -~ -~ -0 0 27408 -D2 -~ -~ -0 0 27432 -D3 -~ -~ -0 0 27410 -S -#27410 -Inside Western Gate~ - This is the inside of the Western Gate. The street begins or ends here. -Leading to the town square to the east in the distance. There is a guard gate -to the north here. The gate is a simple one, attached to a six foot wall to -partially fortify the village. -~ -274 20 0 0 0 1 -D0 -~ -~ -0 0 27424 -D1 -~ -~ -0 0 27409 -D3 - The gate is forged of iron, and it has spikes on the outside ] making it -formidable as it is attached to the six foot wall. -~ -gate~ -1 0 27423 -S -#27411 -On Eastern Side of Saint Brigid~ - This is a east-west street, at the edge of a townsquare to the west. It -continues on to the east toward a gate in the distance or enters the square. -The Saint Brigid Training Center is to the north and a path to the Belltower -which is the main alarm for the village. -~ -274 0 0 0 0 1 -D0 -~ -~ -0 0 27437 -D1 -~ -~ -0 0 27412 -D2 -~ -~ -0 0 27438 -D3 -~ -~ -0 0 27473 -S -#27412 -On Eastern Side of Saint Brigid~ - The street continues over a small hill here, to the west and east. It is a -bit narrow here but there is a way past. The General Store is to the north and -a residence is to the south. -~ -274 0 0 0 0 1 -D0 -~ -~ -0 0 27440 -D1 -~ -~ -0 0 27413 -D2 -~ -~ -0 0 27439 -D3 -~ -~ -0 0 27411 -S -#27413 -Inside Eastern Gate~ - This is the inside of the Eastern Gate. The street begins or ends here. -Leading to the town square to the west in the distance. There is a guard gate -to the north here. The gate is a simple one, attached to a six foot wall to -partially fortify the village. -~ -274 20 0 0 0 1 -D0 -~ -~ -0 0 27425 -D1 - The gate is forged of iron, and it has spikes on the outside ] making it -formidable as it is attached to the six foot wall. -~ -gate~ -1 0 27414 -D3 -~ -~ -0 0 27412 -S -#27414 -Outside Eastern Gate~ - Outside the eastern gate, the road continues on in a sweeping curve ] to the -southeast. There is Malvern Forest's edge to the north and the road stays clear -of it as it leaves the edge at this point. There is a junction to the east, -where a path breaks away and goes into the forest. The Eastern Gate is to the -west. -~ -274 0 0 0 0 3 -D1 -~ -~ -0 0 27426 -D3 - The gate is forged of iron, and it has spikes on the outside making it -formidable as it is attached to the six foot wall. -~ -gate~ -1 0 27413 -S -#27415 -On Northern Side of Saint Brigid~ - This is a north-south street, at the edge of a townsquare to the south. It -continues on to the south toward a gate in the distance or enters the square. -A residence is to the east and Broderick's Tavern is to the west. -~ -274 0 0 0 0 1 -D0 -~ -~ -0 0 27416 -D1 -~ -~ -0 0 27443 -D2 -~ -~ -0 0 27473 -D3 -~ -~ -0 0 27442 -S -#27416 -On Bridge Crossing Rhillion River~ - Standing on the bridge above the rushing wild river waters of the Rhillion -River as it flows from the Aleser Mountains. The bridge crosses safely over it -and the street continues to the north and south. -~ -274 0 0 0 0 1 -D0 -~ -~ -0 0 27417 -D2 -~ -~ -0 0 27415 -S -#27417 -On Northern Side of Saint Brigid~ - The pounding sound of metal, and the smell of brimstone alert that you now -are outside the Saint Brigid Blacksmithe Shoppe. The reverb of the hammer -strikes can be felt as one stands outside to the west. East is the Armory in -which all items from the Blacksmithe are sent to be sold. The street cointinues -onto the north and south. North the gate can be seen in the distance. -~ -274 0 0 0 0 1 -D0 -~ -~ -0 0 27418 -D1 -~ -~ -0 0 27445 -D2 -~ -~ -0 0 27416 -D3 -~ -~ -0 0 27444 -S -#27418 -On Northern Side of Saint Brigid~ - The adjacent area to the Northern Gate. It is an open area and the street -continues to the north and south. Residences are to the east and west. -~ -274 0 0 0 0 1 -D0 -~ -~ -0 0 27419 -D1 -~ -~ -0 0 27447 -D2 -~ -~ -0 0 27417 -D3 -~ -~ -0 0 27446 -S -#27419 -Inside Northern Gate~ - The Northern Gate is here. The road abruptly ends north, but begins south as -it leads off into the village. It is a street of dirt with a few stray -cobbles,dating back when the Roman's conquered this land. There are buildings -on each side of the street. A guard gate post is to the east here, where it is -manned twenty-four by seven days a week. -~ -274 20 0 0 0 0 -D0 - The gate is forged of iron, and it has spikes on the outside ] making it -formidable as it is attached to the six foot wall. -~ -gate~ -1 0 27420 -D1 -~ -~ -0 0 27471 -D2 -~ -~ -0 0 27418 -S -#27420 -Outside Northern Gate~ - You stand on the outside of the wall and the gate of Saint Brigid. From here -it is nothing more than forest that runs off to the north as the road snakes off -through it. The main gate is south. -~ -274 0 0 0 0 1 -D0 -~ -~ -0 0 27421 -D2 - The gate is forged of iron, and it has spikes on the outside ] making it -formidable as it is attached to the six foot wall. -~ -gate~ -1 0 27419 -S -#27421 -Beginning/End of Malvern Road~ - As you step into the forest, the ominous silence echoes around you with the -form of rustling in the undergrowth, birds chirping, and even the occasional -snap of the twig. The road snakes onward north and south it comes to a clearing -among the forest to civilization in the form of Saint Brigid. -~ -274 0 0 0 0 3 -D2 -~ -~ -0 0 27420 -S -#27422 -Outside Southern Gate~ - You stand on the southern road outside the south gate of Saint Brigid. It is -the farmlands here on this side with rich fertile land and ripe crops that grow -abundantly here. The road continues off between the many crops that are growing -here as far as the eye can see until it reaches forest far in the distance. -~ -274 0 0 0 0 1 -D0 - The gate is forged of iron, and it has spikes on the outside ] making it -formidable as it is attached to the six foot wall. -~ -gate~ -1 0 27400 -D1 -~ -~ -0 0 -1 -D2 -~ -~ -0 0 27405 -S -#27423 -Outside the Western Gate ~ - The gate is here, built into what appears to be the moutains. It is made of -wood and the gate is a huge wooden gate that is fortified with sentery posts on -top and arrow slits on the sides of the gate, all built over the roaring -Rhillion River that seems run from underground into the open air. The street -continues east through the gate to the east or west into the mountains. -~ -274 0 0 0 0 5 -D1 - The gate is forged of iron, and it has spikes on the outside ] making it -formidable as it is attached to the six foot wall. -~ -gate~ -1 0 27410 -S -#27424 -Inside Guard Gate~ - The inside of the guard gate is empty, except for a desk, a lantern or two -tolight it at night and a chair. There is a small cot in the corner for the -guardto sleep, usually this is a two man job to guard the gates here. -~ -274 264 0 0 0 0 -D0 -~ -~ -0 0 -1 -D2 -~ -~ -0 0 27410 -D4 -~ -~ -0 0 -1 -S -#27425 -Insie Guard Gate~ - The inside of the guard gate is empty, except for a desk, a lantern or two -tolight it at night and a chair. There is a small cot in the corner for the -guardto sleep, usually this is a two man job to guard the gates here. -~ -274 268 0 0 0 0 -D2 -~ -~ -0 0 27413 -S -#27426 -Saint Brigid-Furze Road~ - The road junctions here, not officially, but there is a path that leads off -to the north into the forest from the road. And looking closer you can see the -remains of what was a house build there. It seems there was a road to it but it -got overgrown through the years of lack of use. The road continues east or the -west top the Western Saint Brigid Gate. -~ -274 0 0 0 0 2 -D0 -~ -~ -0 0 27428 -D1 -~ -~ -0 0 27427 -D3 -~ -~ -0 0 27414 -S -#27427 -Saint Brigid-Furze Road~ - The road begins to slope to the south east here and it continues onto around -the edge of the forest to the north through meadows and groves of trees where -the forest spreads out across the land like a snake with a thick emerald green -folage. The road seems to go west too toward civilization and toward a gate -nearby. -~ -274 0 0 0 0 3 -D3 -~ -~ -0 0 27426 -S -#27428 -Narrow Forest Path~ - The path is pretty narrow but you manage to squeak through the trees and -undergrowth to the north through the foliage toward the structure. The only way -back to the road is to the south. -~ -274 0 0 0 0 3 -D0 -~ -~ -0 0 27429 -D2 -~ -~ -0 0 27426 -S -#27429 -Narrow Forest Path~ - Outside the old house of the Leather Woman's Hut. An outcast of Saint Brigid -who was said to weave magic of wicca and powers of black hearts. She worked -leather mending for a living and made a meagre living but she was feared by all. -The path leads south toward the road or you can enter the home north. -~ -274 0 0 0 0 3 -D0 -~ -~ -0 0 27430 -D2 -~ -~ -0 0 27428 -S -#27430 -Inside Leatherwoman's Hut~ - The house is half dilapadated, and falling apart, the ceiling is crumbling -and there was holes int he walls, but they looks like they were patched at one -time. It is a wreck. There is nothing here, but memories and no evil as it was -said by the populace of Saint Brigid. The only exit is south into the forest. -~ -274 9 0 0 0 0 -D2 -~ -~ -0 0 27429 -S -#27431 -Saint Brigid Jeweler~ - The Jewelry shoppe and appraiser works ehind a fortified steel cage as you -walk in and everything is in glass cases. That includes glass cases for even -mediocre stuff in middle of the shop is under glass. It looks like a bank or a -keep than a regular store. The only exit is south onto the main street. -~ -274 24 0 0 0 0 -D2 -~ -~ -0 0 27409 -S -#27432 -A Residence~ - The residences are simple shacks with a large cooking area on one end and a -sleeping arragement of folding beds on the other, the shacks are dingy with dirt -floors, and have a warm stone hearth in the center of it to heat it. The only -exit is north onto the street. -~ -274 8 0 0 0 0 -D0 -~ -~ -0 0 27409 -S -#27433 -A Residence~ - The residences are simple shacks with a large cooking area on one end and a -sleeping arragement of folding beds on the other, the shacks are dingy with dirt -floors, and have a warm stone hearth in the center of it to heat it. The only -exit is south onto the street. -~ -274 8 0 0 0 0 -D2 -~ -~ -0 0 27407 -S -#27434 -Saint Brigid Bread Market~ - The break market has a wonderful smell as you walk in and the store is setup -where everything is in baskets to shop for or just examine. A large counter is -to the south where the keeper works and takes purchases and behind it you can -see the huge ovens in which the bread is baked. MMM Delicious. The only exit -is north onto the street. -~ -274 28 0 0 0 0 -D0 -~ -~ -0 0 27407 -S -#27435 -Apothecary/Magic Shoppe~ - A foul stench waifs through the air as you step in and you try not to wrench -onto the floor from the awful stench that you could smell outside. It is an -array of chaos in this store. It has aisles upon aisels of potions of every -sort and count, but they are all mixed up and out of order. The only escape is -the shop keeper who works behind her counter on the north wall, where her -assistants work behind a cauldron that brew some sort of noxious potion. They -sell water here, and you wonder if it was could be tained from all the chemicals -they used in these awful potions. The only exit out of the smell is to the -south onto the street. -~ -274 28 0 0 0 0 -D2 -~ -~ -0 0 27406 -S -#27436 -A Residence~ - The residences are simple shacks with a large cooking area on one end and a -sleeping arragement of folding beds on the other, the shacks are dingy with dirt -floors, and have a warm stone hearth in the center of it to heat it. The only -exit is north into the street. -~ -274 0 0 0 0 0 -D0 -~ -~ -0 0 27406 -S -#27437 -Saint Brigid Training~ - The room is open and airy with racks, mats and practice dummys that indicate -this area is for training for levels of all classes. The room seems to have -sparring areas, and a work out area with weights and you get the feeling that -Ulysess is not here for his health. The only exit is south into the street. -~ -274 28 0 0 0 0 -D2 -~ -~ -0 0 27411 -S -#27438 -Bottom of Belltower~ - Standing at the bottom of the narrow tower that makes up the belltower. The -only way is to the north to the main street or climbing the ladder to the top of -the tower itself. -~ -274 0 0 0 0 1 -D0 -~ -~ -0 0 27411 -D4 -~ -~ -0 0 27441 -S -#27439 -A Residence~ - The residences are simple shacks with a large cooking area on one end and a -sleeping arragement of folding beds on the other, the shacks are dingy with dirt -floors, and have a warm stone hearth in the center of it to heat it. The onl -exit is north onto the street. -~ -274 8 0 0 0 0 -D0 -~ -~ -0 0 27412 -S -#27440 -Saint Brigid General Store~ - The General Store is setup the same way as many of the other shops, in a neat -and orderly fashion. Rows of shelves house the equipment to be sold and a -counter where purchases to be made is to the south. A glass counter in the -front of the store depict hot items for sale or newly arrived. The only exit is -south onto the street. -~ -274 28 0 0 0 0 -D2 -~ -~ -0 0 27412 -S -#27441 -Top of Bell Tower~ - This is the top of the bell-tower. You stand inside the large massive bell -that now hangs here and covered by the roof over it which makes up the steeple -of the tower. The only way down is the ladder to the bottom. From here is a -pretty good view of everything around the village in the distance. -~ -274 301 0 0 0 1 -D5 -~ -~ -0 0 27438 -S -#27442 -Foyer to Brodericks Tavern~ - Inside the foyer to Broderick's place. It has an archway to the west leading -into the main hall where laughter and chatter echo loudly in the room. There is -a staircase here leading upward to the upper floor that is open and can look -down over the main hall. It is where the Hotel bedrooms and the working girls -are located. The exit to the street is to the east. The foyer here is dity and -dusty and barren of any furnishings because of the many fights that break out -usually outside the Inn. A dangerous place here. -~ -274 12 0 0 0 0 -D1 -~ -~ -0 0 27415 -D3 -~ -~ -0 0 27458 -D4 -~ -~ -0 0 27460 -S -#27443 -A Residence~ - The residences are simple shacks with a large cooking area on one end and a -sleeping arragement of folding beds on the other, the shacks are dingy with dirt -floors, and have a warm stone hearth in the center of it to heat it. The only -exit is west to the main street. -~ -274 8 0 0 0 0 -D3 -~ -~ -0 0 27415 -S -#27444 -Francis' Blacksmith Shoppe/Forge~ - The forge area is very hot here, an array of vices, benches, tools, presses, -andother tools that are setup throughout the whole room. His main fire forge -dominates the center of the room with a stack going up through the planked -ceiling of wood that covers it. The only exit is east into the open street. -~ -274 24 0 0 0 0 -D1 -~ -~ -0 0 27417 -S -#27445 -Saint Brigid Armory~ - The Armory is a shop made up of neat rows of items all organized for the -buyer to find in an easy manner. There is a large glas case on the eastern wall -that holds the hot items, which are on special or discount. It is an array of a -well kept shop of it appears great prices. The only exit is to the west to the -main street. -~ -274 28 0 0 0 0 -D3 -~ -~ -0 0 27417 -S -#27446 -A Residence~ - The residences are simple shacks with a large cooking area on one end and a -sleeping arragement of folding beds on the other, the shacks are dingy with dirt -floors, and have a warm stone hearth in the center of it to heat it. The only -exit is east into the main street. -~ -274 0 0 0 0 0 -D1 -~ -~ -0 0 27418 -S -#27447 -A Residence~ - The residences are simple shacks with a large cooking area on one end and a -sleeping arragement of folding beds on the other, the shacks are dingy with dirt -floors, and have a warm stone hearth in the center of it to heat it. The only -exit is west into the main street. -~ -274 8 0 0 0 0 -D3 -~ -~ -0 0 27418 -S -#27448 -Saint Brigid Bank~ - The bank is empty save a couple of grated windows on the western wall for -deposits and/or withdrawls. There is no line but it looks fortified like a -typical bank. The only exit is east onto the street. -~ -274 28 0 0 0 0 -D1 -~ -~ -0 0 27403 -S -#27449 -A Residence~ - The residences are simple shacks with a large cooking area on one end and a -sleeping arragement of folding beds on the other, the shacks are dingy with dirt -floors, and have a warm stone hearth in the center of it to heat it. The only -exit is west onto the street. -~ -274 8 0 0 0 0 -D3 -~ -~ -0 0 27403 -S -#27450 -Foyer of Saint Brigid Church~ - Inside the foyer of the church it is quite plush here where passages lead to -the west and south from the entry/exit point. It has tiled floor here and -paneled walls, with artwork, sculptures of wood and marble, and art that depict -many events in religous history. Two main doors to the south look like the main -entry point to the chapel as it continues on. -~ -274 8 0 0 0 0 -D1 -~ -~ -0 0 27404 -D2 -~ -~ -0 0 27452 -D3 -~ -~ -0 0 27457 -S -#27451 -A Residence~ - The residences are simple shacks with a large cooking area on one end and a -sleeping arragement of folding beds on the other, the shacks are dingy with dirt -floors, and have a warm stone hearth in the center of it to heat it. The only -exit is west onto the street. -~ -274 8 0 0 0 0 -D3 -~ -~ -0 0 27404 -S -#27452 -Outside Main Chapel~ - Standing outside the main doors of the chapel the passage continues to the -north t the foyer or south where it curves abruptly west. It has the same -paneled walls, and tiled floor and is quite peaceful here. -~ -274 8 0 0 0 0 -D0 -~ -~ -0 0 27450 -D2 -~ -~ -0 0 27455 -D3 - A set of double doors made of oak are here, and they have stained glass in -the center of them. They have huge bronze hinges holding them to the wall and -bronze handles to allow them to be opened. - -~ -door~ -1 0 27453 -S -T 1200 -#27453 -Inside Main Chapel~ - Inside the main chapel there is a main altar to the west end of the room with -side doors to the north and south exiting out into side halls. It is not like -any Chapel you have seen, instead of pews there are simple wood benches. There -are relics and statues and art lining the walls but that is all. Main door to -the east exit to the main hallway exit. -~ -274 220 0 0 0 0 -D0 -An oak door is here with bronze hinges and fixtures. It seems -to be a side door leading from the chapel -~ -door~ -1 0 27457 -D1 -~ -~ -0 0 27452 -D2 - An oak door is here with bronze hinges and fixtures. It seems to be a side -door leading from the chapel. -~ -door~ -1 0 27456 -D4 -~ -~ -0 0 27454 -S -#27454 -In Front of Altar~ - At the main altar, here a podium stands for the the Cure to speak and do his -sermons in front of a sinister altar made of marble, trimmed in oak and gold. -Simple steps lead east down to the audience level here. -~ -274 12 0 0 0 0 -D5 -~ -~ -0 0 27453 -S -#27455 -Narrow Hallway~ - Ther hallway turns here from the north-south to the west-east direction and -it continues onward along the same paneled walls and tiled floors. More -religious relics line the walls and along hall, and the smell of incense is -strong in the air here. An alcove is to the west. -~ -274 8 0 0 0 0 -D0 -~ -~ -0 0 27452 -D3 -~ -~ -0 0 27456 -S -#27456 -Small Alcove~ - Inside a small alcove the hallway ends into a circular chamber. It is here -that you can sit and pray, or just relax as light from a skylight lets the light -from the outside shine down into the room, The hallway returns to the east/north -or a door north leads into the main chapel. -~ -274 8 0 0 0 0 -D0 -An oak door is here with bronze hinges and fixtures. It seems -to be a side door into the main chapel. -~ -door~ -1 0 27453 -D1 -~ -~ -0 0 27455 -S -#27457 -Small Alcove~ - Inside a small alcove the hallway ends into a circular chamber. It is here -that you can sit and pray, or just relax as light from a skylight lets the light -from the outside shine down into the room, The hallway returns to the east to -the foyer or south into the main chapel. -~ -274 8 0 0 0 0 -D1 -~ -~ -0 0 27450 -D2 - An oak door is here with bronze hinges and fixtures. It seems to be a side -door into the main chapel. -~ -door~ -1 0 27453 -S -#27458 -Main Hall~ - This is the main hall where many tables lie throughout, crammed with many -unwashed bodies of adventurers who seek fortune and glory. There is a bar to -the west that spreads along the western wall and east is the exit. A bandstand -seems to be to the north where live entertainment plays. -~ -274 8 0 0 0 0 -D0 -~ -~ -0 0 27472 -D1 -~ -~ -0 0 27442 -D3 -~ -~ -0 0 27459 -S -#27459 -At the Bar~ - The bar here dominates the western wall and serves the patrons of the tavern. -It has a long counter here made of oak and behind it is a large display that -show many bottles of booze which is served here. The display also has a mirror -that reflects your image there. The main hall is to the east. -~ -274 8 0 0 0 0 -D1 -~ -~ -0 0 27458 -S -#27460 -Upper Floor~ - Standing on the top of the narrow staircase that leads down to the foyer -below. The open hallway continues to the west, passing the many bedrooms that -are located in this hall for the working girls to do business with the -adventurers who pass through here. -~ -274 8 0 0 0 0 -D1 - An oak door with bronze hinges and fixtures are here. On the door is the -number 'One' nailed here. -~ -door~ -1 0 27464 -D2 - An oak door with bronze hinges and fixtures are here. On the door is the -number 'Two' nailed here. -~ -door~ -1 0 27465 -D3 -~ -~ -0 0 27461 -D5 -~ -~ -0 0 27442 -S -#27461 -Upper Floor~ - Standing on the upper open floor of the Tavern. You can see down to the -hellof the main hall below, to the people laughing, drinking and having a good -time,or to the many fights that break out there too. This is a ring side seat. -The hallway goes west and east, passing the many bedrooms for the working girls -who do business with the adventurers who pass through here. -~ -274 8 0 0 0 0 -D1 -~ -~ -0 0 27460 -D2 - An oak door with bronze hinges and fixtures are here. On the door, the -number 'Three' is nailed here. -~ -door~ -1 0 27466 -D3 -~ -~ -0 0 27462 -S -#27462 -Upper Floor~ - The hallway turns here and it turns a different direction it goes north and -east or south and east depending on your point of view. You have a ring side -seat to the action below to the drinking, singing, fighting that happens in the -hall below. It passes more bedrooms to the north and some to the east. -~ -274 8 0 0 0 0 -D0 -~ -~ -0 0 27463 -D1 -~ -~ -0 0 27461 -D2 - An oak door with bronze hinges and fixtures are here. On the door, the -number 'Four' is nailed here. -~ -door~ -1 0 27467 -D3 - An oak door with bronze hinges and fixtures are here. On the door, the -number 'Five' has been nailed here. -~ -door~ -1 0 27468 -S -#27463 -Upper Floor~ - The hall ends here. You stand outside the Madam's room to the north who -takes an active participation in working with the adventurers too. The hallway -returns to the south passing the bedrooms as before. Below it is is harder to -see the hall but you can see enough, and hear it all. -~ -274 8 0 0 0 0 -D0 - An oak door with bronze hinges and fixtures are here. On the door the words -'Madam Guineveer Purty.' are nailed here. -~ -door~ -1 0 27470 -D2 -~ -~ -0 0 27462 -D3 - An oak door with bronze hinges and fixtures are here. On the door, the -number 'Six' has been nailed here. -~ -door~ -1 0 27469 -S -#27464 -Bedroom One~ - The bedroom here is a simple one, with a large bed in the middle and that of -a dresser with a mirror to one side. It has a fireplace in the corner that -whenused warms the entire room. Otherwise it is relatively empty. The only -exit is west into the hallway. -~ -274 8 0 0 0 0 -D3 - An oak door with bronze hinges and fixtures are here. -~ -door~ -1 0 27460 -S -#27465 -Bedroom Two~ - The bedroom here is a simple one, with a large bed in the middle and that of -a dresser with a mirror to one side. It has a fireplace in the corner that -whenused warms the entire room. Otherwise it is relatively empty. The only -exit is north into the hallway. -~ -274 8 0 0 0 0 -D0 - An oak door with bronze hinges and fixtures are here. -~ -door~ -1 0 27460 -S -#27466 -Bedroom Three~ - The bedroom here is a simple one, with a large bed in the middle and that of -a dresser with a mirror to one side. It has a fireplace in the corner that -whenused warms the entire room. Otherwise it is relatively empty. The only -exit is north into the hallway. -~ -274 8 0 0 0 0 -D0 - An oak door with bronze hinges and fixtures are here. -~ -door~ -1 0 27461 -S -#27467 -Bedroom Four~ - The bedroom here is a simple one, with a large bed in the middle and that of -a dresser with a mirror to one side. It has a fireplace in the corner that -whenused warms the entire room. Otherwise it is relatively empty. The only -exit is north into the hallway. -~ -274 8 0 0 0 0 -D0 - An oak door with bronze hinges and fixtures are here. -~ -door~ -1 0 27462 -S -#27468 -Bedroom Five~ - The bedroom here is a simple one, with a large bed in the middle and that of -a dresser with a mirror to one side. It has a fireplace in the corner that when -used warms the entire room. Otherwise it is relatively empty. The only exit is -to the ewast through the doorway. -~ -274 8 0 0 0 0 -D1 - An oak door with bronze hinges and fixtures are here. -~ -door~ -1 0 27462 -S -#27469 -Bedroom Six~ - The bedroom here is a simple one, with a large bed in the middle and that of -a dresser with a mirror to one side. It has a fireplace in the corner that when -used warms the entire room. Otherwise it is relatively empty. The only exit is -a door to the east. -~ -274 8 0 0 0 0 -D0 -~ -~ -0 0 -1 -D1 - An oak door with bronze hinges and fixtures are here. -~ -door~ -1 0 27463 -S -#27470 -Madam Guineveer's Room~ - Inside the Madam's room, it is a sinister red lighted room with lanterns -throughout covered in red parchment to make it that color. A bed seems to be in -the center of the room, shaped in the form of a heart and it is covered with a -hand-sewn comforter over the rough looking thin sheets that are under it. -Large pillows are sitting on the top near the headboard made of ash wood and the -foot also made of ash wood. There is a dresser on the left side of this large -room and what appears to be mirrors throughout. Kinky... The only exit is -south through the door into the hall. -~ -274 8 0 0 0 0 -D2 - An oak door with bronze hinges and fixtures are here. -~ -door~ -1 0 27463 -S -#27471 -Inside Guard Gate~ - The inside of the guard gate is empty, except for a desk, a lantern or two -tolight it at night and a chair. There is a small cot in the corner for the -guardto sleep, usually this is a two man job to guard the gates here. -~ -274 264 0 0 0 0 -D3 -~ -~ -0 0 27419 -S -#27472 -Bandstand~ - An empty bandstand is here, half cluttered with broken chairs and tables -after the many fights that break out in this rough establishment. It probably -was once used but when the place got rough it was not able to be used the way it -was intended. The main hall is to the south. -~ -274 8 0 0 0 0 -D2 -~ -~ -0 0 27458 -S -#27473 -Town Square~ - The townsquare is circular and it goes off in all directions to each section -of the village. It is empty right now, usually it is hopping with vendors and -sellers of sorts but not right now for some reason. -~ -274 0 0 0 0 0 -D0 -~ -~ -0 0 27415 -D1 -~ -~ -0 0 27411 -D2 -~ -~ -0 0 27404 -D3 -~ -~ -0 0 27406 -S -#27474 -Southern Road~ - The road continues north and south here, among the abudant crops that are -growing here. In the distance is the village of Saint Brigid and its -southernmost gate and south the road snakes off across the farmland until it -reaches the edge of another grove of forest in the distance, and grassy plains . - -~ -274 0 0 0 0 2 -D0 -~ -~ -0 0 27405 -D1 -~ -~ -0 0 27488 -D2 -~ -~ -0 0 27475 -D3 -~ -~ -0 0 27484 -S -#27475 -Southern Road~ - The road continues north and south here, among the abudant crops that are -growing here. In the distance is the village of Saint Brigid and its -southernmost gate and south the road snakes off across the farmland until it -reaches the edge of another grove of forest in the distance, and grassy plains . -~ -274 0 0 0 0 2 -D0 -~ -~ -0 0 27474 -D1 -~ -~ -0 0 27496 -D2 -~ -~ -0 0 27495 -D3 -~ -~ -0 0 27492 -S -#27476 -Inside Cornfield~ - At the edge of the cornfield. The road is adjacent to the east and leaves -and ears of corn can be seen to the west. You can just carely force your way -through the stalks. -~ -274 0 0 0 0 0 -D1 -~ -~ -0 0 27405 -D2 -~ -~ -0 0 27484 -D3 -~ -~ -0 0 27477 -S -#27477 -Inside Cornfield~ - At the edge of the cornfield. The road is adjacent to the east and leaves -and ears of corn can be seen to the west. You can just carely force your way -through the stalks. -~ -274 0 0 0 0 0 -D1 -~ -~ -0 0 27476 -D2 -~ -~ -0 0 27485 -D3 -~ -~ -0 0 27478 -S -#27478 -Edge of Cornfield~ - At the edge of the cornfield. The road is adjacent to the east and leaves -and ears of corn can be seen to the west. You can just carely force your way -through the stalks. -~ -274 0 0 0 0 0 -D1 -~ -~ -0 0 27477 -D2 -~ -~ -0 0 27486 -D3 -~ -~ -0 0 27479 -S -#27479 -Edge of Cornfield~ - A large ditch makes it impssible to cross to the south and the fences to the -west and north to cross any further out of this field. The only way it seems is -to the east deeper into the field. -~ -274 0 0 0 0 0 -D1 -~ -~ -0 0 27478 -S -#27480 -Edge of Cotton Patch~ - You stand at the edge of a cotton path, with thick growth of the plants here -and thick tufts of white from the cotton plants plainly visible here. The patch -continues east and south. West is the road. -~ -274 0 0 0 0 2 -D1 -~ -~ -0 0 27481 -D2 -~ -~ -0 0 27489 -D3 -~ -~ -0 0 27405 -S -#27481 -Middle of Cotton Patch~ - You stand at the edge of a cotton path, with thick growth of the plants here -and thick tufts of white from the cotton plants plainly visible here. The patch -continues east, west and south. . S -~ -274 0 0 0 0 2 -D1 -~ -~ -0 0 27482 -D2 -~ -~ -0 0 27489 -D3 -~ -~ -0 0 27480 -S -#27482 -Middle of Cotton Patch~ - You stand at the edge of a cotton path, with thick growth of the plants here -and thick tufts of white from the cotton plants plainly visible here. The patch -continues west, south and east. -~ -274 0 0 0 0 2 -D1 -~ -~ -0 0 27483 -D2 -~ -~ -0 0 27490 -D3 -~ -~ -0 0 27481 -S -#27483 -Edge of Cotton Patch~ - The north east fence line is here, the patch continues to the west and south -through the thick growth, and wisps of cotton. -~ -274 0 0 0 0 2 -D2 -~ -~ -0 0 27491 -D3 -~ -~ -0 0 27482 -S -#27484 -Inside Cornfield~ - At the edge of the cornfield. The road is adjacent to the east and leaves -and ears of corn can be seen to the west. You can just carely force your way -through the stalks. -~ -274 0 0 0 0 0 -D0 -~ -~ -0 0 27476 -D1 -~ -~ -0 0 27474 -D2 -~ -~ -0 0 27492 -D3 -~ -~ -0 0 27485 -S -#27485 -Inside Cornfield~ - You are lost and disoriented in the corn field. There seems to be ways to go -in three directions to go and can't seem to orient yourself! -~ -274 0 0 0 0 0 -D0 -~ -~ -0 0 27477 -D1 -~ -~ -0 0 27484 -D3 -~ -~ -0 0 27486 -S -#27486 -Inide Cornfield~ - You are lost and disoriented in the corn field. There seems to be ways to go -in three directions to go and can't seem to orient yourself! -~ -274 0 0 0 0 0 -D0 -~ -~ -0 0 27479 -D1 -~ -~ -0 0 27485 -D2 -~ -~ -0 0 27494 -D3 -~ -~ -0 0 27487 -S -#27487 -Edge of Cornfield~ - Walking along a fence you can continue to the north, south or east in which -you gcan easily ghet lost inside the cornfield itself. -~ -274 0 0 0 0 0 -D0 -~ -~ -0 0 27479 -D1 -~ -~ -0 0 27486 -S -#27488 -Edge of Cotton Patch~ - You stand at the edge of a cotton path, with thick growth of the plants here -and thick tufts of white from the cotton plants plainly visible here. The patch -continues to the east, south, and north. West is the road. -~ -274 0 0 0 0 2 -D0 -~ -~ -0 0 27480 -D1 -~ -~ -0 0 27489 -D2 -~ -~ -0 0 27496 -D3 -~ -~ -0 0 27474 -S -#27489 -Middle of Cotton Patch~ - The middle of the cotton patch is disorienting, but you are thankfully able -to see to the west the road that runs between the fields. Field runs off in -three directions, north, west, and east. -~ -274 0 0 0 0 2 -D0 -~ -~ -0 0 27491 -D1 -~ -~ -0 0 27490 -D3 -~ -~ -0 0 27488 -S -#27490 -Middle of Cotton Patch~ - The middle of the cotton patch is disorienting, but you are thankfully able -to see to the west the road that runs between the fields. Field runs off in -three directions, north, south, east, and west. -~ -274 0 0 0 0 2 -D0 -~ -~ -0 0 27482 -D1 -~ -~ -0 0 27491 -D2 -~ -~ -0 0 27488 -D3 -~ -~ -0 0 27489 -S -#27491 -Edge of Cotton Patch~ - This is the eastern end of the fence. The only way back is north, south or -west to the road that runs between the patch of cotton and corn fields. -~ -274 0 0 0 0 2 -D0 -~ -~ -0 0 27483 -D2 -~ -~ -0 0 27499 -D3 -~ -~ -0 0 27490 -S -#27492 -Inside Cornfield~ - At the edge of the cornfield. The road is adjacent to the east and leaves -and ears of corn can be seen to the west. You can just carely force your way -through the stalks. - -~ -274 0 0 0 0 0 -D0 -~ -~ -0 0 27485 -D1 -~ -~ -0 0 27475 -D3 -~ -~ -0 0 27493 -S -#27493 -Inside Cornfield~ - You are lost in a corn field, the surroundings are do disorientating that -each direction seems like the same and you struggle to orient yourself. You can -go off in all directions. -~ -274 0 0 0 0 0 -D0 -~ -~ -0 0 27485 -D1 -~ -~ -0 0 27492 -D3 -~ -~ -0 0 27494 -S -#27494 -Inside Cornfield~ - The ede of the cornfield is here to the south, a fence blocks the way to the -south making it impossible to travel that way. The only way to go is west north -and east. -~ -274 0 0 0 0 0 -D0 -~ -~ -0 0 27486 -D1 -~ -~ -0 0 27493 -D2 -~ -~ -0 0 -1 -S -#27495 -Edge of Forest~ - You stand at the edge of a forest in which it ends and enters an open field -of meadow and crops that seem to belong to someone ahead. A road starts here. -And it goes to the north toward the field. South enters a forest, onto a thick -overgrown path. -~ -274 0 0 0 0 3 -D0 -~ -~ -0 0 27475 -S -#27496 -Edge of Cotton Patch~ - You stand at the edge of a cotton path, with thick growth of the plants here -and thick tufts of white from the cotton plants plainly visible here. The patch -continues to the north and east, west is the road. - -~ -274 0 0 0 0 2 -D0 -~ -~ -0 0 27488 -D1 -~ -~ -0 0 27497 -D3 -~ -~ -0 0 27475 -S -#27497 -Edge of Cotton Patch~ - This is the edge of the cotton path at the fence. There is no other way to -go here through the plants than west, north or east. -~ -274 0 0 0 0 2 -D0 -~ -~ -0 0 27489 -D1 -~ -~ -0 0 27498 -D3 -~ -~ -0 0 27496 -S -#27498 -Edge of Cotton Patch~ - This is the edge of the cotton path at the fence. There is no other way to -go here than west, east or north through the wisps of cotton. -~ -274 0 0 0 0 2 -D0 -~ -~ -0 0 27490 -D1 -~ -~ -0 0 27499 -D3 -~ -~ -0 0 27497 -S -#27499 -Edge of Cotton Patch~ - This is the southeastern end and fence of the Cotton Field. There is no way -to go from here than north or west through the wisps of cotton. -~ -274 0 0 0 0 2 -D0 -~ -~ -0 0 27491 -D3 -~ -~ -0 0 27498 -S -$~ diff --git a/lib/world/wld/275.wld b/lib/world/wld/275.wld deleted file mode 100644 index ab8486a..0000000 --- a/lib/world/wld/275.wld +++ /dev/null @@ -1,2183 +0,0 @@ -#27500 -Naved's Zone Description Room~ - The city of New Sparta. By Naved. -Dump: 27608 -Zone 275 is linked to the following zones: -276 New Sparta II at 27516 (west ) ---> 27614 -276 New Sparta II at 27569 (east ) ---> 27616 -276 New Sparta II at 27570 (west ) ---> 27604 -276 New Sparta II at 27580 (north) ---> 27612 -276 New Sparta II at 27599 (north) ---> 27600 -276 New Sparta II at 27599 (south) ---> 27601 -guildmaster: 72, 73, 74, 75 -~ -275 0 0 0 0 0 -S -#27501 -The Port Of New Sparta~ - You stare in astonishment at the modern metropolis of New Sparta... -After examining the sky for a few minutes, you realize an old sailor has -been staring at you the whole time. As you gaze down at him, you notice -a strange aura around him. When you finally decide to speak, the strange -sailor points to the city and says "With technology comes power and with -power comes DANGER!!" - You turn to look back at the sailor and notice he is no longer there! -A feeling of hope and uneasiness pervades your body as you think about the -city of New Sparta! -~ -275 0 0 0 0 1 -D0 -You see a bustling harbourplace. -~ -~ -0 -1 27502 -S -#27502 -Central Harbourplace~ - As soon as you enter a large mob of salesmen with vendor carts rush -up to you and push their cheap wares with inflated prices. When they -see you have no intention of buying any of their goods, they disappear -as suddenly as they appeared. - The harbourplace continues to the east and west. To the north you -see the downtown section of New Sparta. -~ -275 0 0 0 0 1 -D0 -To the north lies Broadway, the main street of New Sparta. -~ -~ -0 -1 27503 -D1 -The harbourplace continues to the east. -~ -~ -0 -1 27504 -D2 -To the south lies the entrance to the city of New Sparta. -~ -~ -0 -1 27501 -D3 -The harbourplace continues to the west. -~ -~ -0 -1 27505 -S -#27503 -Broadway~ - You are on Broadway, the main street of New Sparta. Rows of stores -line the sides of the street as far as you can see. You are impressed -by the modern technology and the sheer size of the buildings. You are -confident that this city is at least 1000 times better than Midgaard. - To the east lies the Fishery. The west leads to the Tin Can Alley, -the economically challenged neighborhood (note the PC terminology). -Broadway continues to the north. -~ -275 4 0 0 0 1 -D0 -You see Broadway continues. -~ -~ -0 -1 27506 -D1 -You see the Fishery. -~ -~ -0 -1 27507 -D2 -You see the bustling harbourplace. -~ -~ -0 -1 27502 -D3 -You see Tin Can Alley. -~ -~ -0 -1 27508 -S -#27504 -Harbourplace East~ - You are now in the eastern section of the harbour. There are less -of those annoying salespeople here, but there are more and more foreign -tourists flashing their cameras. - The harbour continues to the south and west. -~ -275 0 0 0 0 1 -D2 -You see the harbour continuing to the south. -~ -~ -0 -1 27509 -D3 -You see the central harbourplace. -~ -~ -0 -1 27502 -S -#27505 -Harbourplace West~ - A thick population of tourists slows your progress. One of the -tourist families stops you and asks you to take their pictures. The -man hands you his camera, but you look at it in confusion when you -realize it is more complex than a global optimizer. You hand the -camera back and the man yells expletives back at you in a strange -tongue. - To the harbour continues to the south and east. -~ -275 0 0 0 0 1 -D1 -You see the central harbourplace. -~ -~ -0 -1 27502 -D2 -You see the harbour continuing to the south. -~ -~ -0 -1 27510 -S -#27506 -Broadway~ - You are on the 200 block of Broadway. To the east you see the -entrance to the Cafe. When you turn to face the west you see the -entrance to the Pharmacy. -~ -275 0 0 0 0 1 -D0 -Broadway continues. -~ -~ -0 -1 27511 -D1 -You see the cheap, flimsy facade of the Sexy Seventies Cafe. -~ -~ -0 -1 27512 -D2 -More Broadway. -~ -~ -0 -1 27503 -D3 -You see Harry's Pharmacy. -~ -~ -0 -1 27513 -S -#27507 -Charlie's Fish Store~ - As you walk into the fish store, you are overwhelmed by the nasty -smell of fish. On the back wall you notice a large mounted fish. After -a while, you realize that the fish is Charlie Tuna. You see one of those -dusty chalk boards with a list of delectables from which you can choose. - Type <list> to see a list of products. -~ -275 8 0 0 0 0 -D3 -You can barely see Broadway through the dirty window. -~ -~ -0 -1 27503 -S -#27508 -Tin Can Alley~ - Be warned that this a part of the economically challenged portion of -New Sparta. The vermin and stuff you find in here will not be pleasant -to you rich and sheltered people. - You see the entrance to the thieves guild to the south. The alley -continues to the west. Broadway lies to the east. -~ -275 0 0 0 0 1 -D1 -You see Broadway. -~ -~ -0 -1 27503 -D2 -A chill runs through your spine as you gaze upon the entrance -to the thieves guild. -~ -~ -0 -1 27514 -D3 -The Alley continues west. -~ -~ -0 -1 27515 -S -#27509 -By The Shore~ - You see the U.S.S. Constellation docked here by the shore, along -with other various sea vessels. To the south you can see the river. - To the north is the east end of the harbourplace. -~ -275 0 0 0 0 1 -D0 -You see the east end of the harbour. -~ -~ -0 -1 27504 -S -#27510 -By The Shore~ - You are standing on a small public beach (unfortunately, it is NOT -a topless beach) overlooking the river. The Swedish Bikini Team is -here shooting an Old Midgaard beer commercial (It is REALLY too bad -it is not a topless beach!). - To the north is the west end of the harbourplace. -~ -275 0 0 0 0 1 -D0 -You see the west end of the harbour. -~ -~ -0 -1 27505 -S -#27511 -Broadway~ - You are on the 300 block of Broadway, though you wouldn't be able -to tell that because someone has stolen the street sign (probably -a bunch of bored college students). - To the east is the Weapons Shop, and to the west is the Seven- -Eleven. Broadway continues north and south of here. -~ -275 0 0 0 0 1 -D0 -More Broadway. -~ -~ -0 -1 27516 -D1 -You see the Weapons Shop. -~ -~ -0 -1 27517 -D2 -Broadway continues. -~ -~ -0 -1 27506 -D3 -You see a 7-11 convenience store. -~ -~ -0 -1 27518 -S -#27512 -The Sexy Seventies Cafe~ - No, this is not a place to find swinging septuagenarians. This -is a cafe commemorating that happening decade the Seventies. Around -you are people adorned in plaid shirts and bell-bottomed trousers. -Pictures of John Travolta, Richard Nixon and the Bee-Gees hang on the -walls. You see what you think is a marijuana plant growing in the -corner. - To the west, you can return to Broadway (and the real world). -~ -275 8 0 0 0 0 -D3 -You can make out Broadway through the mass of bodies between -you and the door. -~ -~ -0 -1 27506 -S -#27513 -Harry's Pharmacy~ - As you enter the room, you are overcome by the smell of incense. -In the background, you can faintly hear the singing of religious ballads. -As you walk towards the counter, you realize you will have to deal with -a Hare Krishna (almost as bad as those guys who go door to door). -A small price to pay for the goods you may obtain here. - The entrance to the Clerics' Guild is to the west. Broadway is to -the east. -~ -275 8 0 0 0 0 -D1 -You see Broadway. -~ -~ -0 -1 27506 -D3 -You see the Clerics' Guild. -~ -~ -0 -1 27519 -S -#27514 -The Entrance To The Thieves' Guild~ - This is the entrance to the Guild of Thieves. The Rogues' Bar is -south of here, and Tin Can Alley is to the North. -~ -275 8 0 0 0 0 -D0 -You see Tin Can Alley. -~ -~ -0 -1 27508 -D2 -You see the Bar. -~ -~ -0 -1 27595 -S -#27515 -Tin Can Alley~ - You are walking along Tin Can Alley, which leads to the bad -part of town. Considering the situation here, you wonder how -much worse it can get. - Tin Can Alley continues to the east and west. -~ -275 0 0 0 0 1 -D1 -Still Tin Can Alley. -~ -~ -0 -1 27508 -D3 -More Tin Can Alley. -~ -~ -0 -1 27522 -S -#27516 -The Intersection Of First And Broadway~ - Here Broadway crosses with another main street, First Avenue, -which runs east and west through the city. It is not as large as -Broadway, but leads both to Hell's Kitchen and to the new sports -stadium. - Broadway continues north and south; First Avenue extends west -towards Hell's Kitchen and east to the stadium. -~ -275 0 0 0 0 1 -D0 -More Broadway. -~ -~ -0 -1 27566 -D1 -You see First Avenue. -~ -~ -0 -1 27529 -D2 -Broadway continues. -~ -~ -0 -1 27511 -D3 -You see First Avenue. -~ -~ -0 -1 27614 -S -#27517 -The Weapons Shop~ - The Weapons Shop is self-explanatory -- this is a place to buy -and sell weapons (what else would you expect?). - The Warriors' Guild is to the east and Broadway is to the west. -~ -275 8 0 0 0 0 -D1 -You see the entrance to the Warrior's Guild. -~ -~ -0 -1 27523 -D3 -You see Broadway through the window. -~ -~ -0 -1 27511 -S -#27518 -The Seven-Eleven~ - Much to your surprise, there IS a friendly neighbourhood 7-11 in -New Sparta. Much like any other 7-11, here you can purchase many -necessities at inflated prices all hours of the night. And what -would a 7-11 be without a foreign clerk with a funny accent? -~ -275 8 0 0 0 0 -D1 -It is Broadway. -~ -~ -0 -1 27511 -S -#27519 -The Entrance To The Clerics' Guild~ - The entrance hall is a small modest room, reflecting the true nature -of the Clerics. - Harry's Pharmacy is to the east and the bar is to the west. -~ -275 8 0 0 0 0 -D1 -Harry's Pharmacy is there. -~ -~ -0 -1 27513 -D3 -You see the Clerics' Bar. -~ -~ -0 -1 27520 -S -#27520 -The Clerics' Bar~ - The Bar is one of the finest in the land, lucky for you it is members -only. Fine furniture is set all around the room. A small sign is hanging -on the wall. -~ -275 8 0 0 0 0 -D1 -Entrance to the Clerics' Guild. -~ -~ -0 -1 27519 -D3 -The Inner Sanctum. -~ -~ -0 -1 27521 -S -#27521 -The Inner Sanctum~ - This is the holy ground for the Clerics. You feel at peace with -nature here as well as a strange sense of power. - The Clerics' bar is to the east. -~ -275 8 0 0 0 0 -D1 -The Clerics' Bar. -~ -~ -0 -1 27520 -S -#27522 -Tin Can Alley~ - The longer you stay in the alley, the more you realize that you don't -want to be here. Then you remember all the better things you have seen -in New Sparta (like the public beach) and how much you'd rather be there! - To the south is Baltimore Ave. and Tin Can Alley continues east -towards Broadway. -~ -275 0 0 0 0 1 -D1 -You see Tin Can Alley. -~ -~ -0 -1 27515 -D2 -You see Baltimore Avenue, the famed red light district. -~ -~ -0 -1 27526 -S -#27523 -The Entrance To The Guild Of Swordsmen~ - This is the entrance to the Guild of Swordsmen, a place where -one has to be careful not to say something wrong (or right). - The Swordsmens' Bar is to the south and the Weapons Shop is to -the west. -~ -275 8 0 0 0 0 -D2 -You see the Bar of Swordsmen. -~ -~ -0 -1 27524 -D3 -You see the Weapons Shop. -~ -~ -0 -1 27517 -S -#27524 -The Bar Of Swordsmen~ - The Bar of Swordsmen was once upon a time beautifully furnished, -but now the furniture is all around you in small pieces (kind of like -a Frat House). - To the south you see the Tournament and Practice Yard and to the -north is the Entrance to the Guild of Swordsmen. -~ -275 8 0 0 0 0 -D0 -You see the Entrance to the Guild of Swordsmen. -~ -~ -0 -1 27523 -D2 -You see the Tournament and Practice Yard. -~ -~ -0 -1 27525 -S -#27525 -The Tournament And Practice Yard~ - The practice yard of the fighters. To the north is the bar. -~ -275 8 0 0 0 0 -D0 -You see the Bar of Swordsmen. -~ -~ -0 -1 27524 -S -#27526 -Baltimore Avenue~ - You are in the famed red light district of New Sparta (hey, every -town has one), a wonderful place to spend your money on a rainy day -(an even better reason for learning Control Weather). - To the east is Pee Wee's Peep Show and to the south, Baltimore -Avenue continues. -~ -275 0 0 0 0 1 -D0 -You see Tin Can Alley. -~ -~ -0 -1 27522 -D1 -You see Pee Wee's Peep Show. -~ -~ -0 -1 27527 -D2 -You see more of Baltimore Avenue. -~ -~ -0 -1 27528 -S -#27527 -Pee Wee's Peep Show~ - Upon entering, your eyes immediately fixate upon the gorgeous -dancers who are here for your amusement. Pee Wee is busy in the -corner doing something you would rather not think about. Good -thing there are no police here! - Baltimore Avenue is to the west. -~ -275 8 0 0 0 0 -D3 -Had you succeeded in removing your gaze from the gyrating women in front -of you, you would have seen that Baltimore Avenue lies to the west. -~ -~ -0 -1 27526 -S -#27528 -Baltimore Avenue~ - This is a dead end (yes, we know Baltimore Avenue is a small red light -district, but did you expect the good people of New Sparta to put up with -anymore!!!). There is some graffiti on the south wall. - Baltimore Avenue is to the north. -~ -275 0 0 0 0 1 -D0 -You see Baltimore Avenue. -~ -~ -0 -1 27526 -D2 -You see some graffiti that reads: Try Peggy at Pee Wee's, She's da Best! -~ -~ -0 -1 -1 -E -graffiti~ - Try Peggy at Pee Wee's, She's da Best! -~ -S -#27529 -First Avenue~ - You are on the west side of First Avenue. In the distance to the -east you can see the WarDome. Broadway is to the west. -~ -275 0 0 0 0 1 -D1 -You see the entrance to the WarDome. -~ -~ -0 -1 27530 -D3 -You see Broadway. -~ -~ -0 -1 27516 -S -#27530 -The Entrance To The WarDome~ - You gaze in awe at mammoth WarDome. It is a masterpiece in -modern architecture and technology, built of huge marble columns -leading up to golden figures of typical stadium fans -- beautiful, -but at the same time oddly grotesque. An egg-shaped dome covers -the stadium which has the ability to retract during ideal weather -conditions (rain, sleet, wind and hail). A large electronic screen -adorns the side of the edifice, promoting today's event. - First street is to the west, east takes you into the WarDome. -~ -275 0 0 0 0 1 -D1 -You see the inside of WarDome. -~ -~ -0 -1 27531 -D3 -First Avenue continues. -~ -~ -0 -1 27529 -E -screen~ - ********************************************************** - * * - * WarDome * - * ------- * - * Capacity: 82,172 * - * * - * Today: The Orcland Raiders * - * vs. * - * The New Sparta Warriors * - * * - * The Warriors host the Western-Division Champ * - * Orcland team in the Conference Championship * - * Game to determine which squad will meet the * - * winner of the Dwarf Giants-Champions of Death * - * match-up in Blood Bowl XII. * - * * - * STANDING ROOM ONLY * - ********************************************************** -~ -S -#27531 -Inside The WarDome~ - The inside of the stadium offers a dramatic contrast. Like -the exterior, the stands offer the most luxurious accommodations for -the spectators. The field however, is a battleground composed of mud, -turf and rock surrounded by an 8-foot high stone wall. There are two -entrances to the playing field--as audience participation is welcomed, -though not strongly recommended. - To the east are the Blue Seats, to the north are the West Stands. -Going west, you exit the stadium. -~ -275 12 0 0 0 0 -D0 -You see the West Stands. -~ -~ -0 -1 27532 -D1 -You see the Blue Seats. -~ -~ -0 -1 27543 -D3 -You see outside the WarDome -~ -~ -0 -1 27530 -S -#27532 -The West Stands~ - You are standing in the West Stands, the general admission -section of WarDome. Various spectators are here, viewing the -game. The stands overlook New Sparta's goal line. - The West Stands continue north, and the southwest corner of -the stadium is to the south. -~ -275 8 0 0 0 1 -D0 -You see more of the West Stands. -~ -~ -0 -1 27533 -D1 -You see the action on New Sparta's goal line. -~ -~ -0 -1 -1 -D2 -You see the southwest corner of WarDome. -~ -~ -0 -1 27531 -S -#27533 -The West Stands~ - You are standing in the West Stands, the general admission -section of WarDome. Various spectators are here, viewing the -game. The stands overlook New Sparta's defensive zone. - The West Stands continue north and south. -~ -275 8 0 0 0 1 -D0 -You see more of the West Stands. -~ -~ -0 -1 27534 -D1 -You see the action in New Sparta's defensive zone. -~ -~ -0 -1 -1 -D2 -You see more of the West Stands. -~ -~ -0 -1 27532 -S -#27534 -The West Stands~ - You are standing in the middle of the West Stands, overlooking -the center of the field. You notice that below you, there are stairs -pointing towards the playing field. Given your sense of adventure, -you wonder if you should go down.... - The West Stands continue north and south, stairs go down to the -field level. -~ -275 8 0 0 0 1 -D0 -You see more of the West Stands. -~ -~ -0 -1 27535 -D1 -You see the action on the 50-meter line. -~ -~ -0 -1 -1 -D2 -You see more of the West Stands. -~ -~ -0 -1 27533 -D5 -You see stairs leading to the field level... and almost INTO the action. -~ -~ -0 -1 27546 -S -#27535 -The West Stands~ - You are standing in the West Stands, the general admission -section of WarDome. Various spectators are here, viewing the -game. The stands overlook Orcland's defensive zone. - The stands continue north and south. -~ -275 8 0 0 0 1 -D0 -You see the West Stands. -~ -~ -0 -1 27536 -D1 -You see the action in Orcland's defensive zone. -~ -~ -0 -1 -1 -D2 -You see the West Stands. -~ -~ -0 -1 27534 -S -#27536 -The West Stands~ - You are standing in the northern-most end of the West Stands. -This is probably the worst location in WarDome to view the game, -but the best place to eye the hometown cheerleaders. - The West Stands continue to the south, to the north is the -northwest corner of WarDome. -~ -275 8 0 0 0 1 -D0 -You see the northwest corner of WarDome. -~ -~ -0 -1 27537 -D1 -WOW! Look at those gorgeous cheerleaders! -~ -~ -0 -1 -1 -D2 -You see the West Stands. -~ -~ -0 -1 27535 -E -cheerleaders~ - This group of blondes, brunettes, and redheads is one of the most stunning -you have ever seen. These are the best that New Sparta has to offer. It is -just too bad you can't get a closer look (at least not from here). -~ -S -#27537 -Northwest Corner Of The WarDome~ - You are in perhaps the most quiet, desolate place in WarDome. -Seldom does one come back here, except for the players and WarDome -staff. - The West Stands are to the south and to the east is WarVision, -the stadium's extensive scoreboard. -~ -275 12 0 0 0 0 -D1 -You see the back of the scoreboard. -~ -~ -0 -1 27538 -D2 -You see the West Stands. -~ -~ -0 -1 27536 -S -#27538 -Behind WarVision~ - You stand, thoughtfully gazing at the incredible mass of -electronic equipment composing WarVision, even though you are -clueless to what any of it does. To your north, you see the -Home Locker room, which has been closed off to the public. - The concourse behind the scoreboard continues east, to the -west is the northwest corner of WarDome. -~ -275 8 0 0 0 0 -D0 -You see the locked door to the Warriors' Locker room. You do not see -a keyhole. -~ -door~ -2 -1 -1 -D1 -The concourse continues. -~ -~ -0 -1 27539 -D2 -You see the intricate circuits of WarVision. You realize you probably -shouldn't touch them. -~ -~ -0 -1 -1 -D3 -You see the northwest corner of WarDome. -~ -~ -0 -1 27537 -S -#27539 -The Concourse Behind WarVision~ - You are walking behind WarVision in the vicinity of the players' -locker rooms. The concourse continues east and west. -~ -275 8 0 0 0 0 -D1 -You see what you think is the end of the concourse. -~ -~ -0 -1 27540 -D2 -If only you were an electrical engineer! -~ -~ -0 -1 -1 -D3 -The concourse continues. -~ -~ -0 -1 27538 -S -#27540 -The End of the Concourse~ - As you come to the end of the concourse, you find the entrance -to the East Stands of WarDome -- the SuperBoxes. Unfortunately, -you are not permitted to go in as these are reserved for the very -elite. There is a sign on the door to the SuperBoxes. - After getting over your disappointment (you always wanted to -see the inside of a SuperBox), you notice that someone has rather -carelessly left open the door to the Visitor's Locker room, just -inviting someone to walk in. - The concourse runs west, to the north you may enter the locker- -room. -~ -275 12 0 0 0 0 -D0 -You see the open door to the Visitor's Locker room. -~ -door~ -0 -1 27541 -D1 -You see a sign on the door to the SuperBoxes. -~ -door~ -2 -1 -1 -D2 -At this point, you are no longer impressed with WarVision. -~ -~ -0 -1 -1 -D3 -The concourse continues. -~ -~ -0 -1 27539 -E -sign~ - ****************************************** - * * - * WarDome SuperBoxes * - * ------------------ * - * SuperBoxes reserved for only the * - * very rich and privileged. If you * - * do not fall into these categories, * - * then GET LOST!!!!! * - * Thank you, * - * The Management * - * * - ****************************************** -~ -S -#27541 -The Visitor's Locker Room~ - What you see (and smell) before you is the typical bloodball -locker room, filled with tape, torn jerseys, mud, blood, and -assorted pieces of equipment and body parts. - To the west is the shower room, to the south you exit onto -the concourse. -~ -275 8 0 0 0 0 -D0 -What a mess! -~ -~ -0 -1 -1 -D1 -What a mess! -~ -~ -0 -1 -1 -D2 -You see the concourse. -~ -~ -0 -1 27540 -D3 -You see the shower room. -~ -~ -0 -1 27542 -S -#27542 -The Shower Room~ - You stand in a dim room that appears to be surprisingly decrepit -for part of such a new building. It seems doubtful that anyone actually -showers here, as you'd probably only get more dirty attempting to. -As you peer through what little light there is, you notice a loose grate -in the far corner. Letting curiosity get the best of you, you lift -up the grate and find a long ladder descending into darkness. -~ -275 8 0 0 0 0 -D1 -You see the locker room. -~ -~ -0 -1 27541 -D5 -You peer down into a dark, seemingly endless hole. -~ -~ -0 -1 -1 -S -#27543 -The Blue Seats~ - Ahh, the infamous Blue Seats. These unrestricted stands are -inhabited by the most loyal, die-hard fans you'll ever want to -not meet. Vile, sweaty, lewd, rude, crude, and usually drunk -- -this is not the place to be for the faint of heart. - The Blue Seats continue to the east, to the west is the exit -from WarDome. -~ -275 8 0 0 0 1 -D0 -You see the corner of the Warriors' end zone. -~ -~ -0 -1 -1 -D1 -You see more Blue Seats. -~ -~ -0 -1 27544 -D3 -You see the exit from WarDome. -~ -~ -0 -1 27531 -S -#27544 -The Blue Seats~ - You are in the middle of the Blue Seats--definitely dangerous -territory. But if you feel up for more of a challenge, you can -climb down the steps leading towards the playing field. - The Blue Seats continue east and west, stairs go down to the -field level. -~ -275 8 0 0 0 1 -D0 -You see the Warriors' end zone. -~ -~ -0 -1 -1 -D1 -The Blue Seats continue. -~ -~ -0 -1 27545 -D3 -The Blue Seats continue. -~ -~ -0 -1 27543 -D5 -Steps lead down to the playing level. -~ -~ -0 -1 27547 -E -steps~ - Many have ventured down these steps... Not as many have returned. -~ -S -#27545 -The Blue Seats~ - You are standing in one of the raunchiest set of bleachers -anyone has ever seen or heard. You Clerics had better cover -your ears. - The Blue Seats continue west. -~ -275 8 0 0 0 1 -D0 -You see the Warriors' end zone. -~ -~ -0 -1 -1 -D3 -You see the Blue Seats. -~ -~ -0 -1 27544 -S -#27546 -The Tunnel~ - You stand at the end of a long tunnel, the long walk where -the fearless gladiators collect their final thoughts before -entering the battle zone. There is a light at the end of the -tunnel, beckoning you to enter. You hear the roar or the crowd, -and begin to feel your animalistic instincts rise inside of you. -Can you take that long walk...? - Above you are the stands, to your east is the playing field. -~ -275 12 0 0 0 0 -D1 -You see the gridiron awaiting you. -~ -~ -0 -1 27548 -D4 -You see the stands above you. -~ -~ -0 -1 27534 -S -#27547 -The Tunnel~ - You stand at the end of a long tunnel, the long walk where the -fearless gladiators collect their final thoughts before entering the -battle zone. There is a light at the end of the tunnel, beckoning -you to enter. You hear the roar of the crowd, and begin to feel your -animalistic instincts rise inside of you. Can you take that -long walk...? - Above you are the stands, to your north is the playing field. -~ -275 12 0 0 0 0 -D0 -You see the gridiron awaiting you. -~ -~ -0 -1 27552 -D4 -You see the stands above you. -~ -~ -0 -1 27544 -S -#27548 -The 50-Meter Line~ - You are standing in the middle of the excitement of a bloodball -game. To the south is the Warriors' zone, to the north is the -Raiders'. Centerfield is east, and the tunnel is west. -~ -275 8 0 0 0 1 -D0 -You see the Raiders' zone. -~ -~ -0 -1 27561 -D1 -You see centerfield. -~ -~ -0 -1 27553 -D2 -You see the Warriors' zone. -~ -~ -0 -1 27549 -D3 -You see the tunnel. -~ -~ -0 -1 27546 -S -#27549 -The Warriors' Zone~ - You are in the Warriors' defensive zone. To the north is the -50-Meter Line, to the south is the end zone. The field also -continues east. -~ -275 8 0 0 0 1 -D0 -You see the 50-Meter Line. -~ -~ -0 -1 27548 -D1 -The field continues. -~ -~ -0 -1 27551 -D2 -You see New Sparta's end zone. -~ -~ -0 -1 27550 -S -#27550 -The Warriors' End Zone~ - You are in the Warriors' end zone, the sacred ground of their -team. It is decoratively painted in the club's colors and their -logo, a fierce warrior. - The end zone continues to the east. To the north is the Warriors' -defensive zone. -~ -275 8 0 0 0 1 -D0 -You see the defensive zone. -~ -~ -0 -1 27549 -D1 -The end zone continues. -~ -~ -0 -1 27552 -S -#27551 -The Warriors' Zone~ - You are in the Warriors' defensive zone. To the north Center- -field, to the south is the end zone. The field also continues east -and west. -~ -275 8 0 0 0 1 -D0 -You see Centerfield. -~ -~ -0 -1 27553 -D1 -The field continues. -~ -~ -0 -1 27557 -D2 -You see New Sparta's end zone. -~ -~ -0 -1 27552 -D3 -The field continues. -~ -~ -0 -1 27549 -S -#27552 -The Warriors' End Zone~ - You are in the Warriors' end zone, the sacred ground of their -team. It is decoratively painted in the club's colors and their -logo, a fierce warrior. - The end zone continues to the east and west. To the north is -the Warriors' defensive zone, to the south is the tunnel. -~ -275 8 0 0 0 1 -D0 -You see the defensive zone. -~ -~ -0 -1 27551 -D1 -The end zone continues. -~ -~ -0 -1 27556 -D2 -You see the tunnel. -~ -~ -0 -1 27547 -D3 -The end zone continues. -~ -~ -0 -1 27550 -S -#27553 -Centerfield~ - This is the center of all action in WarDome. Flying bodies -(and body parts) are all around you. You are standing on a large -gray skull with glowing eyes and blood stained fangs -- not real of -course, just the Bloodbowl logo painted on the surface of the field. - The respective defensive zones are to the north and south, and -the 50-Meter Line runs east-west. -~ -275 8 0 0 0 1 -D0 -You see Orcland's defensive zone. -~ -~ -0 -1 27554 -D1 -The 50-Meter line. -~ -~ -0 -1 27555 -D2 -You see New Sparta's defensive zone. -~ -~ -0 -1 27551 -D3 -The 50-Meter line. -~ -~ -0 -1 27548 -S -#27554 -The Raiders' Zone~ - You are in the Raiders' defensive zone. To the south is Center- -field, to the north is the end zone. The field continues east and -west. -~ -275 8 0 0 0 1 -D0 -You see Orcland's end zone. -~ -~ -0 -1 27562 -D1 -The field continues. -~ -~ -0 -1 27558 -D2 -You see Centerfield. -~ -~ -0 -1 27553 -D3 -The field continues. -~ -~ -0 -1 27561 -S -#27555 -The 50-Meter Line~ - You are standing in the middle of the excitement of a bloodball -game. To the south is the Warriors' zone, to the north is the -Raiders'. Centerfield is to the west. -~ -275 8 0 0 0 1 -D0 -You see the Raiders' zone. -~ -~ -0 -1 27558 -D2 -You see the Warriors' zone. -~ -~ -0 -1 27557 -D3 -You see centerfield. -~ -~ -0 -1 27553 -S -#27556 -The Warriors' End Zone~ - You are in the Warriors' end zone, the sacred ground of their -team. It is decoratively painted in the club's colors and their -logo, a fierce warrior. - The end zone continues to the west. To the north is the Warriors' -defensive zone. -~ -275 8 0 0 0 1 -D0 -You see the defensive zone. -~ -~ -0 -1 27557 -D3 -The end zone continues. -~ -~ -0 -1 27552 -S -#27557 -The Warriors' Zone~ - You are in the Warriors' defensive zone. To the north is the -50-Meter Line, to the south is the end zone. The field also -continues west. -~ -275 8 0 0 0 1 -D0 -You see the 50-Meter Line. -~ -~ -0 -1 27555 -D2 -You see New Sparta's end zone. -~ -~ -0 -1 27556 -D3 -The field continues. -~ -~ -0 -1 27551 -S -#27558 -The Raiders' Zone~ - You are in the Raiders' defensive zone. To the south is the -50-Meter Line, to the north is the end zone. The field also -continues west. -~ -275 8 0 0 0 1 -D0 -You see Orcland's end zone. -~ -~ -0 -1 27559 -D2 -You see the 50-Meter Line. -~ -~ -0 -1 27555 -D3 -The field continues. -~ -~ -0 -1 27554 -S -#27559 -The Raiders' End Zone~ - You are in the Raiders' end zone, the sacred ground of their -team. It is decoratively painted in the club's colors and their -logo, the head of a player adorning a black shield, reminiscent -of a pirate's flag. - The end zone continues to the west. To the south is the Raiders' -defensive zone. -~ -275 8 0 0 0 1 -D2 -You see the defensive zone. -~ -~ -0 -1 27558 -D3 -The end zone continues. -~ -~ -0 -1 27562 -S -#27560 -The Raiders' End Zone~ - You are in the Raiders' end zone, the sacred ground of their -team. It is decoratively painted in the club's colors and their -logo, the head of a player adorning a black shield, reminiscent -of a pirate's flag. - The end zone continues to the east. To the south is the Raiders' -defensive zone. -~ -275 8 0 0 0 1 -D1 -The end zone continues. -~ -~ -0 -1 27562 -D2 -You see the defensive zone. -~ -~ -0 -1 27561 -S -#27561 -The Raiders' Zone~ - You are in the Raiders' defensive zone. To the south is the -50-Meter Line, to the north is the end zone. The field also -continues east. -~ -275 8 0 0 0 1 -D0 -You see Orcland's end zone. -~ -~ -0 -1 27560 -D1 -The field continues. -~ -~ -0 -1 27554 -D2 -You see the 50-Meter Line. -~ -~ -0 -1 27548 -S -#27562 -The Raiders' End Zone~ - You are in the Raiders' end zone, the sacred ground of their -team. It is decoratively painted in the club's colors and their -logo, the head of a player adorning a black shield, reminiscent -of a pirate's flag. - The end zone continues east and west. To the south is the Raiders' -defensive zone. -~ -275 8 0 0 0 1 -D1 -The end zone continues. -~ -~ -0 -1 27559 -D2 -You see the defensive zone. -~ -~ -0 -1 27554 -D3 -The end zone continues. -~ -~ -0 -1 27560 -S -#27566 -Broadway~ - You are on the 400 block of Broadway and as you look at the pot -holes in the road you realize that city road workers are the same -everywhere. - Broadway continues to the north and south. The armory is to the -east and the magic shop is to the west. -~ -275 0 0 0 0 1 -D0 -You see Broadway. -~ -~ -0 -1 27569 -D1 -You see the Armory. -~ -~ -0 -1 27567 -D2 -You see the intersection of First and Broadway. -~ -~ -0 -1 27516 -D3 -You see the Magic Shop. -~ -~ -0 -1 27568 -S -#27567 -The Armory~ - This is your standard armory, filled with your average supply of -of armor and other assorted goodies. - Broadway is to the west. -~ -275 8 0 0 0 0 -D3 -You see Broadway. -~ -~ -0 -1 27566 -S -#27568 -Wally's Wonderful World Of Magic~ - You are thoroughly impressed with the thousands of magic items -on display here (very few are actually for sale, though) which leads -you to believe that Wally is no man to be trifled with. The magic -items range from things like Lila's Book of Infinite Problems to -things like Wand of High Frog Jumping (to help your frog win in those -high stake frog races). - Broadway is to the east and the Entrance to the Mages' Guild is to -the west. -~ -275 8 0 0 0 0 -D1 -You see Broadway. -~ -~ -0 -1 27566 -D3 -You see the entrance to the Mages' guild. -~ -~ -0 -1 27575 -S -#27569 -Broadway~ - You are on the 500 block of Broadway. The PetLand Discounts store -is to the east and the New Spartan Bank is to the west. Broadway -continues to the north and south. -~ -275 0 0 0 0 1 -D0 -Broadway continues. -~ -~ -0 -1 27570 -D1 -You see PetLand Discounts. -~ -~ -0 -1 27616 -D2 -More Broadway. -~ -~ -0 -1 27566 -D3 -You see the New Spartan Bank. -~ -~ -0 -1 27579 -S -#27570 -Intersection of Broadway and Second Avenue~ - This is the intersection of Second Avenue and Broadway. Second -Avenue leads west to the dump and east to the church and fire station. - Broadway runs north-south and Second Avenue runs east-west. -~ -275 0 0 0 0 1 -D0 -Broadway continues. -~ -~ -0 -1 27571 -D1 -You see Second Avenue. -~ -~ -0 -1 27598 -D2 -More Broadway. -~ -~ -0 -1 27569 -D3 -You see Second Avenue. -~ -~ -0 -1 27604 -S -#27571 -Broadway~ - You are on the 600 block of Broadway and by the condition -of the buildings, you can tell that you just crossed into the -upper class neighborhood of New Sparta. - Broadway continues to the north and south. To the east is -the entrance to the Museum of National History and to the west -is the entrance to the Waldorf Astoria. -~ -275 0 0 0 0 1 -D0 -Broadway continues. -~ -~ -0 -1 27574 -D1 -You see the entrance to the Museum of National History. -~ -~ -0 -1 27572 -D2 -You see more of Broadway. -~ -~ -0 -1 27570 -D3 -You see the entrance to the Waldorf Astoria. -~ -~ -0 -1 27573 -S -#27572 -The Museum Of National History~ - You are standing in the cavernous lobby of the Museum of National -History. During your examination of the lobby, you are startled by the -museum curator. The curator whines to you about how the museum is still -under renovations and how the lack of funds from the city is slowing the -the museum's progress. After a long and boring story, you jump at the -chance to make a polite exit and quickly make your departure. - Broadway is to the west. -~ -275 8 0 0 0 0 -D3 -You see Broadway. -~ -~ -0 -1 27571 -S -#27573 -The Lobby Of The Waldorf Astoria~ - This is one of the most luxurious hotels you have ever seen. It -makes the inn at Midgaard look like the Bates' Motel. Pillars of gold -tower above you to both your left and right. You try to chip a piece -off the towers, but you think twice when you see the large guards who -would readily bite your head off if you even thought about trying. - To the east is Broadway. Follow the stairs up to check in at the -Reception. -~ -275 8 0 0 0 0 -D1 -You see Broadway. -~ -~ -0 -1 27571 -D4 -You see the reception. -~ -~ -0 -1 27594 -S -#27574 -Broadway~ - You are on the 700 block of Broadway. The Cheers Bar is to the -west and the Goethe Library is to the east. Broadway continues to -the north and south. -~ -275 0 0 0 0 1 -D0 -You see more of Broadway. -~ -~ -0 -1 27580 -D1 -You see the Goethe Library. -~ -~ -0 -1 27581 -D2 -You see that Broadway continues. -~ -~ -0 -1 27571 -D3 -You see the happy place of the Cheers Bar (est. 1898 B.C.) -~ -~ -0 -1 27582 -S -#27575 -The Entrance To The Mages' Guild~ - The entrance is a small, poor lighted room. -~ -275 8 0 0 0 0 -D0 -You see the Mages' Bar. -~ -~ -0 -1 27576 -D1 -You see Wally's World. -~ -~ -0 -1 27568 -S -#27576 -The Mages' Bar~ - The bar is one of weirdest in the land. Mystical images float -around the air. Illusions of fine furniture appear all around the -room. -~ -275 8 0 0 0 0 -D1 -You see the Mages' Laboratory. -~ -~ -0 -1 27577 -D2 -You see the Entrance to the Mages' Guild. -~ -~ -0 -1 27575 -S -#27577 -The Mages' Laboratory~ - This is the Magical Experiments Laboratory. Dark smoke-stained -stones arch over numerous huge oaken tables, most of these cluttered -with strange and even weirder symbols, and a blackboard in a dark -corner has only been partially cleaned, some painful-looking letters -are faintly visible. -~ -275 8 0 0 0 0 -D3 -You see the Mages' Bar. -~ -~ -0 -1 27576 -S -#27579 -The New Spartan Bank~ - This is the New Spartan Bank, the safest bank in town... and the -only bank in town! The only problem is that it is closed until the -safe is completed in order to protect your money from all the punks -in town! - Broadway is to the east. -~ -275 8 0 0 0 0 -D1 -You see Broadway. -~ -~ -0 -1 27569 -S -#27580 -Broadway~ - You are on the 800 block of Broadway. This end of Broadway also -doubles as the entrance to the park. You see the park to the north, -Broadway to the south, a department store to the west and the City -Hall of New Sparta is to the east. -~ -275 0 0 0 0 1 -D0 -You see Goethe's Garden. -~ -~ -0 -1 27612 -D1 -You see City Hall. -~ -~ -0 -1 27592 -D2 -You see Broadway. -~ -~ -0 -1 27574 -D3 -You see a large department store. -~ -~ -0 -1 27597 -S -#27581 -The Lobby To Goethe's Library~ - You are totally consumed by the sheer power generated by the -combined intelligence in this building. This IS the library of -the famed philosopher, Goethe. Here, researchers and intellects -gather to learn from the mass collections of knowledge. The only -problem is that recently the library has become overrun by cutthroat -knowledge seekers. The library also serves as the source of magic -scrolls to adventurers in New Sparta. - Broadway continues to the west. -~ -275 8 0 0 0 0 -D3 -You see Broadway. -~ -~ -0 -1 27574 -S -#27582 -The Entrance To Cheers Bar~ - Making your way in the world today takes everything you've got. -Taking a break from all your worries sure would help a lot -- well, -we think you know the rest. Anyway, this is just a place where you -can sit back and enjoy a drink with Norm and the guys. And if that -gets old, (it sure hasn't with Norm) you're sure to find something -else to do. - The Main Bar is to the west, Broadway is to the east. -~ -275 12 0 0 0 0 -D1 -You see Broadway. -~ -~ -0 -1 27574 -D3 -You see Woody, waiting to serve you. -~ -~ -0 -1 27583 -S -#27583 -The Main Bar~ - You step up to the bar and absorb the atmosphere of an old -neighborhood tavern. You're always certain to find a friendly -face here. - The bar continues north and west. To the south are the stairs -to Melville's, to the east is the exit. -~ -275 8 0 0 0 0 -D0 -You see tables in the bar. -~ -~ -0 -1 27585 -D1 -You see the entrance to Cheers. -~ -~ -0 -1 27582 -D2 -You see the stairs to Melville's. -~ -~ -0 -1 27586 -D3 -You see the stools on the other side of the bar. -~ -~ -0 -1 27584 -S -#27584 -The Stools By The Bar~ - This is where all the regulars reside. You notice that the -stools are personally melded to certain individuals' posteriors. - The main bar is to the east. The pool room is to the west. -The bar also continues north and south. -~ -275 8 0 0 0 0 -D0 -The bar continues. -~ -~ -0 -1 27587 -D1 -You see the Main Bar. -~ -~ -0 -1 27583 -D2 -The bar continues. -~ -~ -0 -1 27588 -D3 -You see the famed pool room and not Rebecca's damned Tea Room. -~ -~ -0 -1 27589 -S -#27585 -Inside The Bar~ - You are standing inside Cheers. Many customers are here, sitting -at tables moving towards intoxication. - The bar continues to the west, to the south is the Main Bar. -~ -275 8 0 0 0 0 -D2 -You see the Main Bar. -~ -~ -0 -1 27583 -D3 -The bar continues. -~ -~ -0 -1 27587 -S -#27586 -The Stairs To Melville's~ - You stand at the stairs leading up to Melville's Restaurant, -owned by that evil bald man, Jonathan Hill. There is a very sturdy -welcome mat at the bottom of the stairs with a picture of a duck on -it. The mat does not tear or burn, and beating it with a sledgehammer -has no effect. Keep in mind that if you want to go to Melville's, -you need a coat and tie. Oh, and don't forget to wipe your feet. - The stairs lead up to Melville's, to the north is the Main Bar -and to the west the bar continues. -~ -275 8 0 0 0 0 -D0 -You see the Main Bar. -~ -~ -0 -1 27583 -D3 -The bar continues. -~ -~ -0 -1 27588 -D4 -The stairs lead up to Melville's. -~ -~ -0 -1 27590 -S -#27587 -Inside The Bar~ - You are standing inside Cheers, right next to a multi-purpose -bar table that has been used for everything from seances to Monopoly -games with fuzzy dice. - The bar continues east, the bar stools are to the south. -~ -275 8 0 0 0 0 -D1 -The bar continues east -~ -~ -0 -1 27585 -D2 -You see the bar stools. -~ -~ -0 -1 27584 -S -#27588 -Inside The Bar~ - In this corner of the bar, you see a temperamental jukebox and -a very old player piano. On the wall you see a picture of Geronimo, -hung here in loving memory of Coach Ernie Pantuzzo. - To the north are the bar stools, to the west is the Office to -Cheers, behind a door. To the east, you see the stairs to Melville's -Restaurant. -~ -275 8 0 0 0 0 -D0 -You see the bar stools (like duh!). -~ -~ -0 -1 27584 -D1 -You see the stairs that lead to Melville's. -~ -~ -0 -1 27586 -D3 -You see the entrance to the office of Cheers Bar. -~ -door~ -1 -1 27591 -E -picture~ - You see a picture of the famous Indian, Geronimo. An inscription says in -loving memory of Coach. -~ -S -#27589 -The Pool Room~ - As you look about the pool room, you think to yourself, gee, if only -I could get Norm drunk enough to win money off of him. Then you realize -that 1) you couldn't afford the money it would take to get him drunk, and -2) you really don't think Norm would ever leave his stool unguarded. You -see a pool table and pool sticks. - The bar stools are to east. -~ -275 8 0 0 0 0 -D1 -You see the bar stools. -~ -~ -0 -1 27584 -E -table~ - This is your standard tournament pool table (would you expect anything less). -~ -S -#27590 -Melville's Restaurant~ - This is the famous restaurant upstairs from the Cheers bar. It -is currently owned by the evil bald man, Jonathan Hill. Although the -company might be bad, you are definitely assured to get a good meal. -If you aren't wearing a jacket and tie, you'd better leave fast before -Mr. Hill gets snotty and throws you out (but you can always steal their -mints!). - The Cheers Bar is downstairs. -~ -275 8 0 0 0 0 -D5 -You see Cheers Bar (wow!). -~ -~ -0 -1 27586 -S -#27591 -Rebecca's Office~ - As you enter the office, the first thing you notice is a very -comfortable couch and you realize that it has been used for more -than midday naps. You also infer from the couch that the desk has -been used for more than business work (well, maybe it's been used -for a different kind of business). - The bar is to east. -~ -275 8 0 0 0 0 -D1 -You see the door to the office. -~ -door~ -1 -1 27588 -E -couch~ - This is one comfortable couch. -~ -E -desk~ - This is a large desk, good for doing many various things. -~ -S -#27592 -City Hall~ - This is your everyday bureau of red tape...which is why certain -things in town don't get done. Underworked and overpaid civil servants -are everywhere, planning this year's family reunion. - Broadway is to the west, the Mayor's Office is to the east. -~ -275 8 0 0 0 0 -D1 -You see Mayor Abe's Office. -~ -~ -0 -1 27593 -D3 -The red tape obstructs your view. -~ -~ -0 -1 27580 -S -#27593 -Mayor Abe's Office~ - This is the residence of one of the most uninspired and uninterested -mayors since Maryon Barry (sorry, he's in the jail at the moment!). The -office makes you feel like your being watched and then you recall all the -rumors you heard about the mayor's link to Satan himself (which would -explain him damning everyone). - City Hall is to the west. -~ -275 8 0 0 0 0 -D3 -You see City Hall. -~ -~ -0 -1 27592 -S -#27594 -The Reception In The Waldorf Astoria~ - This is a very classy reception for a very classy hotel. This fact -is proven by the sheer beauty of the receptionist. Hey, they can afford -to pay for the high prices of supermodels and Playboy Playmates. - The lobby to the Waldorf is downstairs. -~ -275 8 0 0 0 0 -D5 -You see the lobby. -~ -~ -0 -1 27573 -S -#27595 -The Rogues' Bar~ - This is a dark room full of shadows, but as a thief, it is just -the way you like it. This is the perfect place to hide from the local -authorities or any other persons who are after your head! - The Entrance to the Thieves' Guild is to the north and the Secret -Yard is to the west. -~ -275 8 0 0 0 0 -D0 -You see the Entrance to the Guild of Thieves. -~ -~ -0 -1 27514 -D3 -You see the Secret Yard. -~ -~ -0 -1 27596 -S -#27596 -The Secret Yard~ - This is the secret practice yard of assassins and thieves. The -Rogues' Bar is to the east. -~ -275 8 0 0 0 0 -D1 -You see the bar. -~ -~ -0 -1 27595 -S -#27597 -The Renaissance Department Store~ - This is a modern department store full of items that the everyday -adventurer can do without. - Broadway is to the east. -~ -275 8 0 0 0 0 -D1 -You see Broadway. -~ -~ -0 -1 27580 -S -#27598 -Second Avenue~ - This is a minor road that leads to the church and the fire station. -From the condition of the street, it seems that the inhabitants haven't -been paying their taxes lately. - Broadway is to the west and the end of Second Avenue is to the east. -~ -275 0 0 0 0 1 -D1 -You see the east end of Second Avenue. -~ -~ -0 -1 27599 -D3 -You see the intersection of Broadway and Second Avenue. -~ -~ -0 -1 27570 -S -#27599 -The East End Of Second Avenue~ - This is the east end of the very short Second Avenue. The Church -is to the north and the fire station is to the south. -~ -275 0 0 0 0 1 -D0 -You see the church. -~ -~ -0 -1 27600 -D2 -You see the fire station. -~ -~ -0 -1 27601 -D3 -You see Second Avenue. -~ -~ -0 -1 27598 -S -$~ diff --git a/lib/world/wld/276.wld b/lib/world/wld/276.wld deleted file mode 100644 index 4058069..0000000 --- a/lib/world/wld/276.wld +++ /dev/null @@ -1,374 +0,0 @@ -#27600 -The Church~ - Looking at the condition of the church, you wonder what kind of -bishop would allow a church's condition to get so bad. As you look -around, you notice a sign that reads Church of the Pythons. After a -moment of pondering, you realize that this is the home of the famed -Bishop from Monty Python. Remember... the Bishop is watching YOU! - Second Avenue is to the south. -~ -276 8 0 0 0 0 -D2 -You see Second Avenue. -~ -~ -0 -1 27599 -E -sign~ - The sign reads Church of the Pythons. Like you didn't already know that, -duh! -~ -E -credits info~ - The city of New Sparta. By Naved. -Zone 276 is linked to the following zones: -275 New Sparta at 27600 (south) ---> 27599 -275 New Sparta at 27601 (north) ---> 27599 -275 New Sparta at 27604 (east ) ---> 27570 -275 New Sparta at 27612 (south) ---> 27580 -275 New Sparta at 27614 (east ) ---> 27516 -275 New Sparta at 27616 (west ) ---> 27569 -~ -S -#27601 -Fire Station~ - This is the place where the firemen spend most of their time, -free or otherwise. Because they hardly ever see their wives, they -particularly enjoy sliding down the pole to the fire engines. - Stairs lead up to the firemen's quarters, Second Avenue is to -the north, and to the south is Fire Marshall Bob's office. -~ -276 8 0 0 0 0 -D0 -You see the Second Avenue. -~ -~ -0 -1 27599 -D2 -You see the Fire Marshall's office. -~ -~ -0 -1 27602 -D4 -You look up to the firemen's quarters. -~ -~ -0 -1 27603 -S -#27602 -Fire Marshall Bob's Office~ - Small fires are scattered about the office as well as various highly -flammable chemicals. The Fire Marshall is obviously not very competent. - The Fire Station is to the north. -~ -276 8 0 0 0 0 -D0 -You see the fire station. -~ -~ -0 -1 27601 -S -#27603 -Firemen's Quarters~ - This is a well lived in room, and from the looks of the empty beer -cans, pizza boxes and the scattered decks of playing cards, it seems -like this room is used for more than just sleeping. Other discarded -objects in the room prove that this room is frequented by call girls. - The Fire Station is down the fire pole. -~ -276 8 0 0 0 0 -D5 -You see the station. -~ -~ -0 -1 27601 -E -objects~ - They seem to be some kind of used contraceptive device. -~ -S -#27604 -Second Avenue~ - Nothing here... you can go now. The construction workers still haven't -started building on this section of the road. - To the east is the intersection of Broadway and Second Ave and to the -west you smell something bad. -~ -276 0 0 0 0 1 -D1 -We already told you in the description that Broadway is there. -~ -~ -0 -1 27570 -D3 -Second avenue continues. -~ -~ -0 -1 27605 -S -#27605 -Second Avenue~ - The stench is REALLY strong here. It is so strong and ubiquitous, -you can't tell whether the smell is coming from the dump to the west, -the pigs to the south, or from the animals to the north. -~ -276 0 0 0 0 1 -D0 -You hear lots of barking and meowing. -~ -~ -0 -1 27606 -D1 -Doesn't Second Avenue look boring? -~ -~ -0 -1 27604 -D2 -The Police Station. -~ -~ -0 -1 27607 -D3 -Now that you've stopped for a while, it has become apparent the smell is -emanating from this direction. -~ -~ -0 -1 27608 -S -#27606 -The Pound~ - Yes, as a favor to newbies everywhere, we created the pound full of fidos -and cats for quick experience. Go to town on them. Second Avenue is to the -south. -~ -276 8 0 0 0 0 -D2 -You see Second Avenue. -~ -~ -0 -1 27605 -S -#27607 -The Police Station~ - There are dozens of policemen franticly searching through various -tidbits of evidence looking for answers to all the killings and murders -in New Sparta. Watch out, they might even have your name! - Second Avenue is to the north, the Chief's office is to the south, -and the jail is to the west. -~ -276 8 0 0 0 0 -D0 -You see Second Avenue. -~ -~ -0 -1 27605 -D2 -You see the Chief's office. -~ -door~ -1 -1 27609 -D3 -You see the Jail. -~ -~ -0 -1 27610 -S -#27608 -The Jersey Dump~ - This is the main dump, where everyone from anywhere throws their -trash, radioactive or otherwise. Go ahead -- feel free to dump here -too, but don't stay too long 'cause the radiation can be fatal. - Second Avenue runs east. -~ -276 0 0 0 0 1 -D1 -You see Second Avenue. -~ -~ -0 -1 27605 -S -T 27600 -#27609 -The Chief's Office~ - Here you are in the office of New Sparta's new Chief of Police, -Chief O'Hara, who just transferred from the Gotham Police Force. His -office is neatly decorated with bat paraphranalia on one wall, and a -fully stocked bar on the other. - A door to the north leads to the rest of the station. -~ -276 8 0 0 0 0 -D0 -You see the main station. -~ -door~ -0 -1 27607 -S -#27610 -The Jail~ - You get the impression that more things go on in here than is -supposed to. South of here is the actual jail cell, where most of -New Sparta's notorious criminals reside. There are only two ways -into the cell -- get the key off of the warden, or be convicted... - The Police Station is to the east. -~ -276 8 0 0 0 0 -D1 -You see the Police Station. -~ -~ -0 -1 27607 -D2 -You see the jail cell, along with various criminals, including the -notorious Esprit. -~ -cell door~ -2 27500 27611 -S -#27611 -The Jail Cell~ - If you are in here, for your sake you had better have a key, -or you may rot here indefinitely, as the cell door is extremely -hard to open from the inside. Oh, and just one word of advice -- -don't bend over for the soap! -~ -276 8 0 0 0 0 -D0 -You see the cell door leading to the free world. -~ -cell door~ -2 27500 27610 -S -#27612 -The Entrance To Goethe's Garden~ - This is the entrance to Goethe's Garden, the public park -of New Sparta. The park is named after the famous martyr and -generous donor of the land which New Sparta is built upon, -Goethe. - To the north is the Statue of Goethe, and to the south is -Broadway. -~ -276 0 0 0 0 1 -D0 -You see the Statue of Goethe. -~ -~ -0 -1 27613 -D2 -You see Broadway. -~ -~ -0 -1 27580 -S -#27613 -The Statue Of Goethe~ - Much like the man, the very lifelike statue exudes an aura -of verbosity. The Statue was constructed many years ago to -honor his genius and humanitarianism, and to his contribution -to the foundation of New Sparta. - To the south is Goethe's Garden. -~ -276 0 0 0 0 1 -D2 -You see Goethe's Garden. -~ -~ -0 -1 27612 -E -statue goethe~ - You witness in front of yourself a monolith of manhood, a guru of grandiosity -a plethora of poetic prowess, an epitome of elegance, the sultan of sonnets, the -champion of chivalry, an embodyment of empathy, and the zenith of... -Something. It is Goethe! The statue of Goethe looms before you. He is mounted -on his favorite steed, the trusty Nessumsar. As always the sweet essence of his -poetry is dripping off his tongue. His all-knowing eyes seem to pierce through -you. You can't help but fell embarrassed about all your shortcomings as you -stand beside this solemn stud (not the horse silly, the man-stud Goethe! ). -~ -S -#27614 -First Avenue~ - You immediatly realize that the city suddenly grew darker when -you left Broadway and it makes you feel uncomfortable. You hear -the sounds of what you think is a war being raged off to the west -and you wonder if it is safe to find out what's going on. - The Intersection of First and Broadway is to the east and Hell's -Kitchen is to the west. -~ -276 0 0 0 0 1 -D1 -You see the Intersection of First and Broadway. -~ -~ -0 -1 27516 -D3 -You see the entrance to Hell's Kitchen. -~ -~ -0 -1 27615 -S -#27615 -The Entrance To Hell's Kitchen~ - As you walk in, you wonder why it is so dark here... and then -you realize either that the electric company is too afraid to come -and repair the lights or because the people here are too poor to -afford lights. You sense the tremendous evil that lurks within and -decide that your personal safety is more important than exploring... -besides you can think of at least of a dozen better places you'd -rather be than in Hell's Kitchen. - You decide that the only real exit is to First Avenue which is -to the east. -~ -276 1 0 0 0 1 -D1 -You see First Avenue. -~ -~ -0 -1 27614 -S -#27616 -Petland Discount Store~ - This is more then just your average neighborhood pet store... Here, -they specialize in exotic pets for today's adventurers. There is a sign -on the wall. - Broadway is to the west. -~ -276 8 0 0 0 0 -D3 -You see a doorway that leads to Broadway. -~ -~ -0 -1 27569 -E -sign~ - The sign reads: - - Use 'List' to see the available pets. - Use 'Buy <pet>' to buy yourself a pet. - - Instructions for having pets: - - You can use 'order <pet> <instructions>' to order your pets around. - If you abuse your pet, it will no longer regard you as its master. - If you have several pets you may use 'order followers <instructions>' - - You can name the pet you buy as : "buy <pet> <name>" - - Regards, - - The Shopkeeper -~ -S -#27617 -PETSHOP STOREROOM~ - Make two rooms and some pets. The rooms MUST be sequential. If the first -room is 315 then the second must be 316. The second room is known as the -storeroom. All that is required in the storeroom is to load one of each mob you -wish to be a pet. This room can not have any exits and will never be used by -mortals. Although a pet shopkeeper is not required it is recommended. After -all of this is done ask your coder to implement the petshop. It will not work -until the code is changed and the MUD is rebooted. The cost of pets is 300 -times their level. -~ -276 1536 0 0 0 0 -S -$~ diff --git a/lib/world/wld/277.wld b/lib/world/wld/277.wld deleted file mode 100644 index 9436cac..0000000 --- a/lib/world/wld/277.wld +++ /dev/null @@ -1,1149 +0,0 @@ -#27700 -A Dimly Lit Path~ - This dark path winds through a deep, black forest, tree branches waving -silently in the mild air. Ahead the lights and sounds of a peaceful village can -be heard faintly, smells of farm animals and cooking food wafting on the breeze. -~ -277 0 0 0 0 3 -D0 -The dimly lit path leads north through the dense forest. -~ -~ -0 -1 27701 -E -credits info~ - #SHOPS (in merc format) - QQ13 17 0 0 0 0 150 50 0 23 innkeeper - QQ18 13 5 15 1 17 150 50 0 23 shopkeeper - QQ19 13 5 15 1 17 150 50 0 23 grocer - QQ20 9 5 0 0 0 150 50 0 23 blacksmith - QQ30 17 0 0 0 0 150 50 0 23 innkeeper -0 -#SPECIALS (in merc format) -M QQ00 spec_cast_mage Wizard -M QQ01 spec_poison keeper -M QQ10 spec_guard shiriff -M QQ11 spec_guard shiriff -M QQ12 spec_guard Thain -M QQ16 spec_cast_mage elf -M QQ17 spec_cast_mage dwarf -M QQ21 spec_guard battlemaster -M QQ22 spec_thief youth -M QQ32 spec_guard shiriff -S -This is the classic Shire area. It is in a mixed format, part Merc 2.2, part standard Diku. -Links -50u -~ -S -#27701 -A Dimly Lit Path~ - This little winding path is not lit very well, dim shadows looming from the -deep, dark forest all around. The bustling sounds of people and the workings of -a little village can be heard coming from the north, the light shining brighter -from that direction. -~ -277 0 0 0 0 3 -D0 -The dimly lit path leads north through the dense forest. -~ -~ -0 -1 27702 -D2 -The dimly lit path leads south through the dense forest. -~ -~ -0 -1 27700 -S -#27702 -A Dimly Lit Path~ - The forest seems fairly sparse here, growing denser to the south and less so -to the north. Waving shadows dance across the ongoing path, growing less and -less noticeable as the radiating light from the northern village increases. -~ -277 0 0 0 0 3 -D0 -The dimly lit path leads to a village. -~ -~ -0 -1 27703 -D2 -The dimly lit path leads south through the dense forest. -~ -~ -0 -1 27701 -S -#27703 -Entrance to the Shire~ - The green Shire looms ahead, little halflings scurrying here and there -amongst peaceful animals and gently waving crops. Lush grasses thrive here, -wisps of smoke unfurling from the tiny embedded chimneys in the hillsides. -Bywater road can be seen travelling from east to west. -~ -277 0 0 0 0 1 -D1 -To the east runs Bywater Road. -~ -~ -0 -1 27704 -D2 -To the south you see a dimly lit path which leads to a dense forest. -~ -~ -0 -1 27702 -D3 -To the west runs Bywater Road. -~ -~ -0 -1 27718 -S -#27704 -Bywater Road~ - This road continues on to the east, the busiest street in all of Shiredom, -well evidenced by the worn surface, smoothed by the constant travels of hobbit -feet. Much of the lush, flourishing Shire stretches to the west, and a little -general store stands to the north. -~ -277 0 0 0 0 1 -D0 -The general store lies to the north. -~ -~ -0 -1 27705 -D1 -To the east runs Bywater Road. -~ -~ -0 -1 27706 -D3 -To the west you see the entrance to the Shire. -~ -~ -0 -1 27703 -S -#27705 -The General Store~ - This is the general store of the Shire, the many wooden shelves stacked full -with various items of usefulness and other goodies. The smell of pipeweed -lingers warmly in the air, along with miscellaneous spices from some nearby -cooking. The only exit is to the south. -~ -277 8 0 0 0 0 -D2 -The only exit lies to the south. -~ -~ -0 -1 27704 -S -#27706 -Bywater Road~ - Bywater Road continues peacefully on to both the east and west, murmuring -sounds of Shire life breaking the quietness. A few wooden steps lead to the -north and a little blacksmith's shop there, while to the south lies a pleasant -looking nursery. -~ -277 0 0 0 0 1 -D0 -Steps lead to a friendly looking weaponry and armory. -~ -~ -0 -1 27707 -D1 -To the east runs Bywater Road. -~ -~ -0 -1 27709 -D2 -To the south lies Kid'n Keep, the local nursery. -~ -~ -0 -1 27708 -D3 -To the west runs Bywater Road. -~ -~ -0 -1 27704 -S -#27707 -The House of Arms~ - Here is the finest weapons and armor shop in all of Shiredom, many fine -daggers and other blades displayed proudly along the walls and within various -cabinets. A few humble pieces of armor can be seen, most in fine shape -although they look rarely used. -~ -277 8 0 0 0 0 -D2 -The only exit lies to the south. -~ -~ -0 -1 27706 -S -#27708 -Kid'n Keep~ - This one-stop nursery appears to be a convienient place for Shire parents to -leave their children in safekeeping. The sounds of children's giggling fills -the air while the nursemaids can be heard sighing in exasperation. Little -wooden toys scattered across the floor where little feet have kicked them in -their haste to run around and play. -~ -277 8 0 0 0 0 -D0 -The only exit lies to the north. -~ -~ -0 -1 27706 -S -#27709 -A Bend in the Road~ - Bywater Road curves around from the west to the south, tall crops and various -orchard trees filling the air with the scent of plant life, as well as the -buzzing of various bees about their work. A large, imposing building lies to -the east and a homey looking Inn stands further to the south. -~ -277 0 0 0 0 1 -D0 -~ -~ -0 0 27758 -D1 -A large, imposing building lies to the east. A sign reads 'Shiriff Post'. -~ -~ -0 -1 27710 -D2 -To the south runs Bywater Road. -~ -~ -0 -1 27712 -D3 -To the west runs Bywater Road. -~ -~ -0 -1 27706 -S -#27710 -Shiriff Post of the Eastern Shire~ - This formally furnished building is the Shiriff Post which acts as the -nucleus for the three shiriffs of the Eastern Shire. Rich, warm hues of -polished wood make the place seem welcoming, despite its stern purpose of -keeping the local law in place. A door offers passage to the east. -~ -277 8 0 0 0 0 -D1 -A door offers passage to the office of the Thain. -~ -door~ -1 0 27711 -D3 -To the west you can see Bywater Road. -~ -~ -0 -1 27709 -S -#27711 -Thain's Office~ - This is the office of the Thain, the police protectorate of the great Shire. -Brightly lit, and well built from the finest rich woods, this building has an -air of importance and respect not common to hobbit dwellings. An open window -allows fresh green-scented air to flow in, a door to the west leading the way to -the Shiriff Post. -~ -277 8 0 0 0 0 -D3 -A door offers passage to the Shiriff Post. -~ -door~ -1 0 27710 -S -#27712 -Bywater Road~ - Bywater Road runs from north to south, little dust clouds kicking up as the -air wafts lazily about, carrying golden scents of honeysuckle and luscious ripe -fruits. Bright pollen sparkles here and there like tiny fireflies dancing in -the breeze. The sounds of an instructor's monotone voice can be heard faintly, -perhaps from the grounds to the east. -~ -277 0 0 0 0 1 -D0 -To the north runs Bywater Road. -~ -~ -0 -1 27709 -D1 -The Shiriff Training Grounds lies to the east. -~ -~ -0 -1 27717 -D2 -To the south runs Bywater Road. -~ -~ -0 -1 27713 -S -#27713 -Bywater Road~ - Stretching lazily to the north, Bywater Road continues on, offering easy -passage through much of Shiredom. Strong smells of baking and frying mushrooms -permeate the air from the residences to the east and west. To the south, the -Ivy Bush inn stands, much fabled for its hospitality and services. -~ -277 0 0 0 0 1 -D0 -To the north runs Bywater Road. -~ -~ -0 -1 27712 -D1 -You spy the private dwelling of a Shire folk to the east. -~ -~ -0 -1 27715 -D2 -To the south you see the Ivy Bush, a favorite haunt of Shire urbanites and -seasoned travelers. -~ -~ -0 -1 27716 -D3 -You spy the private dwelling of a Shire folk to the west. -~ -~ -0 -1 27714 -S -#27714 -A Smial~ - This humble smial is basically a hole in the ground which serves as the -proper dwelling place for halflings. Little round windows allow a view of the -green Shirelands outside, the curving walls and gentle colors making this home -a very restful place to be in. -~ -277 8 0 0 0 0 -D1 -The only exit lies to the east. -~ -~ -0 -1 27713 -S -#27715 -A Smial~ - This little round hobbit dwelling is warm and cozy, welcoming colors and -comfortably padded wooden furniture making it a most hospitable place. Gentle -heat wafts from a flickering fireplace, the smells of some savoury stew filling -the room deliciously. -~ -277 8 0 0 0 0 -D3 -The only exit lies to the west. -~ -~ -0 -1 27713 -S -#27716 -The Ivy Bush~ - This is the much loved Ivy Bush, one of the most famous inns in all of -Shiredom. Local folk and seasoned travelers alike fill the confines of the room -with gay and lively talk. Hearty laughter echoes off the rounded walls, and the -high notes of inebriated hobbits singing from time to time. -~ -277 8 0 0 0 0 -D0 -The only exit lies to the north. -~ -~ -0 -1 27713 -S -#27717 -Shiriff Training Grounds~ - The sounds of mock battle and feigned death cries echo loudly around this -place, clanging of weapons and scuffling as young halflings train in defense. -The ground is grassless and muddy where grappling hobbits have worn away the -grass, the air saturated with the smell of sweat. -~ -277 0 0 0 0 0 -D3 -The only exit lies to the west. -~ -~ -0 -1 27712 -S -#27718 -Bywater Road~ - This long dusty road continues unbroken to the east and to the west, -straggling bits of grass and plantlife gradually pushing at the borders as they -flourish. Cattle can be seen grazing lazily amongst the fields, small rabbits -and other creatures scurrying about obliviously. -~ -277 0 0 0 0 1 -D1 -To the east you see the entrance to the Shire. -~ -~ -0 -1 27703 -D2 -A large, imposing building lies to the south. A sign reads 'Shiriff Post'. -~ -~ -0 -1 27719 -D3 -To the west runs Bywater Road. -~ -~ -0 -1 27720 -S -#27719 -Shiriff Post of the Bridge~ - This old looking building is made with darkly-stained wood, several small -windows allowing an unblocked watch of the road for the Shiriffs on duty. The -clear Brandywine River can be seen gurgling smoothly past, tall reeds swaying -gently beside it. -~ -277 8 0 0 0 0 -D0 -The only exit is to the north. -~ -~ -0 -1 27718 -S -#27720 -Bywater Road~ - A little stone bridge lies to the north, intersecting with this long east to -west road. The ruts of wagon wheels line the path here as though this section -is well travelled, a small grocery shop to the south catering to hungry -venturers. -~ -277 0 0 0 0 1 -D0 -Brandywine Bridge offers safe passage across the tumultuous river. -~ -~ -0 -1 27731 -D1 -To the east runs Bywater Road. -~ -~ -0 -1 27718 -D2 -You see the Grocer's Delight to the south. -~ -~ -0 -1 27721 -D3 -To the west runs Bywater Road. -~ -~ -0 -1 27722 -S -#27721 -The Grocer's Delight~ - Tempting scents of newly baked goods fill the air, brightly colored fruits -and vegetables glistening in neatly lined baskets. Various dried meats hang on -metal hooks against the wall, salted pork and beef jerky amongst them. A small -section is set aside for the locally made treats; apple tarts and hard toffees -set just high enough to escape little hobbit childrens reach. -~ -277 8 0 0 0 0 -D0 -The only exit is to the north. -~ -~ -0 -1 27720 -S -#27722 -Bywater Road~ - A gentle green hill can be seen rising to the west, the crystal blue -Brandywine River winding through the land to the north. The air is crisp and -slightly moist, the only sounds the babbling river and louder trickling from a -southern watermill. -~ -277 0 0 0 0 1 -D1 -To the east runs Bywater Road. -~ -~ -0 -1 27720 -D2 -An entrance to the watermill lies to the south. -~ -~ -0 -1 27723 -D3 -A small hill to the west blocks your view. -~ -~ -0 -1 27726 -S -#27723 -Entrance to a Watermill~ - This large watermill seems quite busy, sounds of bustling workers and the -creaking of the mill itself breaking the characteristic serenity of this place. -Rough, red stones make up the majority of the structure, emanating a cool -dampness. -~ -277 0 0 0 0 0 -D0 -You see Bywater Road to the north. -~ -~ -0 -1 27722 -D2 -A watermill meets your gaze. -~ -~ -0 -1 27724 -S -#27724 -The Watermill~ - Slightly messy with scattered objects and tools in use, this part of the mill -is loud with the sound of scurrying workers and the splashing of continuously -churning water. The air is cold and wet, a slight film of moisture clinging to -most of the stone surfaces. -~ -277 8 0 0 0 0 -D0 -You see the entrance. -~ -~ -0 -1 27723 -D2 -A wooden door leads to the rear of the watermill. -~ -door~ -1 0 27725 -S -#27725 -Back of the Watermill~ - This damp, dimly let room is quite chilled, mildew and various moulds -staining the curving stony walls. The place is slightly grimy where water has -mixed with dust, the sound of miserable dripping echoing in the empty space, -apparently abandoned for the most part. -~ -277 8 0 0 0 0 -D0 -A watermill meets your gaze. -~ -~ -0 -1 27724 -D5 -A hidden portal reveals a passageway down. -~ -~ -0 -1 27746 -S -#27726 -Took Hill~ - Here at the peak of Took Hill almost all of the Shire can be seen, vibrant -green and sparkling with fresh floating pollen. Clear water trickles lazily by, -small animals scurrying past to lap at the pure Brandwine water, larger cattle -and deer peacefully grazing in the far stretching fields. Sounds of joyful -celebration can be heard coming from the west, wisps of smoke unfurling like -banners on the horizon. -~ -277 0 0 0 0 4 -D1 -To the east runs Bywater Road. -~ -~ -0 -1 27722 -D3 -You see a grassy field to the west. -~ -~ -0 -1 27728 -S -#27727 -Northern End of a Grassy Field~ - Green grasses ripple gently like the waves of an ocean as the breeze flows -serenly past. Splashes of white and yellow stand out brightly where patches of -clover and daisies grow, puffy dandelion heads explode into seedlings, sending -miniature twirling parachutes through the air. -~ -277 0 0 0 0 2 -D2 -You see a grassy field. -~ -~ -0 -1 27728 -S -#27728 -A Grassy Field~ - This large field is festively decorated, great tables of food spread out and -colorful banners strewn about the trees. It seems to be a birthday party -judging by the joyful chants and songs that spontaneously erupt, filling the air -with the sound of laughter and merriment. -~ -277 0 0 0 0 2 -D0 -You see a grassy field. -~ -~ -0 -1 27727 -D1 -A small hill to the east blocks your view. -~ -~ -0 -1 27726 -D2 -You see a grassy field. -~ -~ -0 -1 27729 -D3 -You see a grassy field. -~ -~ -0 -1 27730 -S -#27729 -Southern End of a Grassy Field~ - Little flowers and grasses flourish peacefully here, the sounds of music and -clapping coming from the north. Little pieces of colored party confetti floats -in the breeze along with the seedlings, smells of fresh cooking and baking -saturating the air. -~ -277 0 0 0 0 2 -D0 -You see a grassy field. -~ -~ -0 -1 27728 -S -#27730 -Western End of a Grassy Field~ - Glistening green grass is dotted here and there with splashes of yellow -clover and vibrant red poppies dancing in the breeze. The sounds of partying -and joyful shouts fill the air, several tables laid out to the east and the -smell of all sorts of food wafting temptingly. -~ -277 0 0 0 0 2 -D1 -You see a grassy field. -~ -~ -0 -1 27728 -S -#27731 -Brandywine Bridge~ - The clear water of the Brandywine River flows beneath this solidly built -bridge, bright colored fish swiming with the current. The cool water looks -invitingly refreshing, pale smooth pebbles lining the ground beneath and tall -reeds bending in the breeze, caressing the water as it rushes past. Delving -Lane extends to the north, while Bywater Road can be seen to the south. -~ -277 0 0 0 0 1 -D0 -You see Delving Lane. -~ -~ -0 -1 27732 -D2 -To the south runs Bywater Road. -~ -~ -0 -1 27720 -S -#27732 -Delving Lane~ - Delving Lane runs north and south in this small borough of the Shire. To the -south stands Brandywine Bridge. The Green Dragon, the undisputed leader in the -art of innkeeping, offers rest and comfort to the east. Little fireflies dance -in clusters here beneath the larger trees, glowing lights winking in and out of -exis tance from the shadows. -~ -277 0 0 0 0 1 -D0 -You see Delving Lane. -~ -~ -0 -1 27733 -D1 -The Green Dragon offers food, drink, and above all hospitality for mere gold. -~ -~ -0 -1 27744 -D2 -Brandywine Bridge offers safe passage across the tumultuous river. -~ -~ -0 -1 27731 -S -#27733 -Delving Lane~ - Delving Lane continues from north to south, a large building lying to the -east. The road is gently paved here, cobbled stone carefully laid to ease the -passage of riders and wagons. An unpleasant smell lingers in the air of various -farm animals, the sounds of braying and mooing coming from the west. -~ -277 0 0 0 0 1 -D0 -You see Delving Lane. -~ -~ -0 -1 27734 -D1 -A large, imposing building lies to the east. A sign reads 'Shiriff Post'. -~ -~ -0 -1 27745 -D2 -You see Delving Lane. -~ -~ -0 -1 27732 -D3 -You see a grassy field. -~ -~ -0 -1 27738 -S -#27734 -Delving Lane~ - Stretching to the north and the south, Delving Lane is well-tended, beautiful -flowers of various colors blooming on either side, and large trees lining the -path, shading it with long graceful branches. Little sunflower seeds lie -scattered around, as if some traveller stopped for a brief snack. -~ -277 0 0 0 0 1 -D0 -A large, magnificent house meets your steady gaze. Above the round door a -sign reads 'Bag End'. -~ -~ -1 -1 27735 -D2 -You see Delving Lane. -~ -~ -0 -1 27733 -S -#27735 -Bag End~ - This home looks comfortable and well-furnished, a palace by humble halfling -standards. On the wall, a banner reads "Home Sweet Home", and various drawings -of maps can be seen pinned here and there. A solid oak door to the east leads -to a pantry, while a cozy bedroom lies to the west. -~ -277 8 0 0 0 0 -D1 -Through the keyhole you see what looks like a well stocked pantry. -~ -door~ -1 -1 27737 -D2 -You see Delving Lane. -~ -~ -0 -1 27734 -D3 -You see a bedroom. It looks like the beds have recently been slept in. -~ -~ -0 -1 27736 -S -#27736 -Bedroom~ - This private bedroom is sufficiently grand to give the impression that the -owner is one of considerable wealth. There are two beds to the side, neither of -which are made, and portraits of halflings hang on the wall, apparently the -likenesses of a long family line of distinguished hobbits. A cozy flame -flickers in the stone fireplace, keeping the room warm and comfortable. -~ -277 8 0 0 0 0 -D1 -Through the doorway you see the main room of Bag End. -~ -~ -0 -1 27735 -S -#27737 -Pantry~ - This large pantry is stocked with large shelves full of food and drink on all -sides, substantial amounts even for a halfling to eat. There is an eerie -feeling of some unnatural magic in this part of the house, a slight chill to the -atmosphere, and occasionally it seems as though the floor creaks of its own -accord. -~ -277 8 0 0 0 0 -D3 -Beyond the door you see the main room of Bag End. -~ -door~ -1 -1 27735 -D5 -It's anyone's guess as to where the trapdoor leads. -~ -~ -0 -1 27756 -S -#27738 -A Grassy Field~ - This large grazing field is peaceful and almost wholly untouched by gardening -hands. The grass has been left to grow wild and plentiful, kept trimmed by the -constant munching of the various cattle animals here. The smell of a pig pen is -unmistakeable in the air, sounds of scuffling and grunts coming from the south. -~ -277 0 0 0 0 2 -D0 -You see a large barn. -~ -~ -0 -1 27742 -D1 -You see Delving Lane. -~ -~ -0 -1 27733 -D2 -A rather large pig pen is to the south. -~ -~ -0 -1 27739 -S -#27739 -Pig Pen~ - The ground here is thick and muddy, sticking slickly to everything it -touches. Various slops and leftovers have been spilt on the ground, being -scavenged and trodden into the mud by the resident farm animals, their smell -hanging rankly in the air. -~ -277 0 0 0 0 1 -D0 -You see a grassy field. -~ -~ -0 -1 27738 -D3 -A small path winds its way eastward. -~ -~ -0 -1 27740 -S -#27740 -A Stony Path~ - Little colored pebbles have been embedded in this bumpy little path that -winds through the grass. A small residence can be seen at the northern end of -the trail. The rest of the land seemingly left to the farm animals, the noisy -din of pigs grunting and scuffling coming from the east. -~ -277 0 0 0 0 1 -D0 -To the north you see a modest house. -~ -~ -0 -1 27741 -D1 -A rather large pig pen is to the east. -~ -~ -0 -1 27739 -S -#27741 -Gamgee Residence~ - This modest home appears to be the house of whomever owns the surrounding -lands. The air is somewhat musty and the smell is reminiscent of a stable. In -fact, in comparison to the urban riches of the Shire proper, this is little more -than a shack. -~ -277 8 0 0 0 0 -D2 -You see a small path winding its way southward. -~ -~ -0 -1 27740 -S -#27742 -A Barn~ - This cozy barn is warm with the heat of the resident animals here, although -unfortunately the smell lingers along with them. The atmosphere is restful and -feels very safe, as though nothing bad in the world could touch these -garden-like lands. -~ -277 8 0 0 0 0 -D0 -You see a chicken coop to the north. -~ -~ -0 -1 27743 -D2 -You see a grassy field. -~ -~ -0 -1 27738 -S -#27743 -A Chicken Coop~ - This moderately sized coop is filled with wafting white feathers and the -scattered corn for the feeding chickens. The sound of clucking and claws -scratching at ground can be heard continuously as the resident animals go about -their normal living. -~ -277 8 0 0 0 0 -D2 -You see a large barn. -~ -~ -0 -1 27742 -S -#27744 -The Green Dragon~ - This lively inn is the Green Dragon, the undisputed leader in the art of -innkeeping. The air is filled with the sounds of clinking glasses and laughter, -animated conversations and tales of great and seasoned adventurers mix with the -constant murmur of local gossip. A flickering fire lights the place with a -gentle glow, warming it cozily and providing a center of gathering for the -joyful storytellers. -~ -277 8 0 0 0 0 -D3 -You see Delving Lane. -~ -~ -0 -1 27732 -D4 -You see the reception. -~ -~ -0 -1 27757 -S -#27745 -Shiriff Post of Delving Lane~ - You are in the Shiriff Post which acts as the nucleus for the three shiriffs -of Delving Lane. As you examine the shiriffs on duty, you come to realize -that the halflings of the Shire are not to be reckoned with. You cower with -awe. The only exit is to the west. -~ -277 8 0 0 0 0 -D3 -You see Delving Lane. -~ -~ -0 -1 27733 -S -#27746 -A Dark Tunnel~ - This cramped underground tunnel is dark and stifling, the miserable sound of -dripping echoes along the stoney walls, and perhaps the sound of faint -whipsering. Bone-chillingly cold, this passage seems to actively discourage -travellers from continuing further. -~ -277 9 0 0 0 0 -D1 -You see a dark tunnel. -~ -~ -0 -1 27747 -D4 -You see a portal which leads to a small room. -~ -~ -0 -1 27725 -S -#27747 -Smuggler's Storage~ - The cavern opens widely here, allowing room for the many storage materials -that lie scattered around. The place seems to echo with random scuffling and -scurrying sounds, as it would if infested with rats; although the noises are -somewhat too loud. -~ -277 9 0 0 0 0 -D1 -You see a dark tunnel. -~ -~ -0 -1 27748 -D3 -You see a dark tunnel. -~ -~ -0 -1 27746 -S -#27748 -Smuggler's Storage~ - The jagged walls lean closely in, dark shadows flickering subtly in the thin -beams of light that pierce from the west. Rivulets of cold water trickle lazily -along the stone, mixing with the dust to create a layer of slippery mud. -~ -277 9 0 0 0 0 -D1 -You see a dark tunnel. -~ -~ -0 -1 27749 -D3 -You see a dark tunnel. -~ -~ -0 -1 27747 -S -#27749 -A Three-way Intersection~ - In the darkness, three yawning openings can be seen, each looking as damp and -cold as the others, although the sounds of scurrying seem to grow louder to the -north, the path perhaps a little lighter to the west. -~ -277 9 0 0 0 0 -D0 -You see a dark tunnel. -~ -~ -0 -1 27751 -D1 -You see a dark tunnel. -~ -~ -0 -1 27750 -D3 -You see a dark tunnel. -~ -~ -0 -1 27748 -S -#27750 -End of a Dark Tunnel~ - The cavernous tunnel comes abruptly to an end, this small room cloaked in -almost absolute darkness and musty with dampness and age. The black floor is -slick with mud and various slimes, sticky cobwebs clinging to every dreary -surface. -~ -277 9 0 0 0 0 -D3 -You see a dark tunnel. -~ -~ -0 -1 27749 -S -#27751 -A dark tunnel~ - You stand inside a small underground tunnel. The ceiling is so low that -you must crouch to avoid hitting your head. The tunnel continues north and -south. To the west you see a Shirriff Post while to the east lies a small -home. All you can see is darkness. -~ -277 9 0 0 0 0 -D0 -You see a dark tunnel. -~ -~ -0 -1 27752 -D1 -You see a halfling hole. -~ -~ -0 -1 27754 -D2 -You see a dark tunnel. -~ -~ -0 -1 27749 -D3 -Above a great oak door you see a sign which reads 'Shirriff Post'. -~ -~ -0 -1 27753 -S -#27752 -A dark tunnel~ - You stand inside a small underground tunnel. The ceiling is so low that -you must crouch to avoid hitting your head. The tunnel continues north and -south. To the west lies a small home. All you can see is darkness. -~ -277 9 0 0 0 0 -D0 -You see a dark tunnel. -~ -~ -0 -1 27756 -D2 -You see a dark tunnel. -~ -~ -0 -1 27751 -D3 -You see a halfling hole. -~ -~ -0 -1 27755 -S -#27753 -Shiriff Post of the Lower Shire~ - You are in the shiriff Post which acts as the nucleus for the three shiriffs -of the Lower Shire. As you examine the shiriffs on duty, you come to realize -that the halflings of the Shire are not to be reckoned with. You cower with -awe. The only exit is to the east. -~ -277 9 0 0 0 0 -D1 -You see a dark tunnel. -~ -~ -0 -1 27751 -S -#27754 -A halfling hole~ - You stand inside a rather crudely built halfling hole. The many passageways -and winding paths remind you of a rodent's lair. The air is musty and damp -and you feel the need for fresh air. -~ -277 9 0 0 0 0 -D3 -You see a dark tunnel. -~ -~ -0 -1 27751 -S -#27755 -A halfling hole~ - You stand inside a rather crudely built halfling hole. The many passageways -and winding paths remind you of a rodent's lair. The air is musty and damp -and you feel the need for fresh air. -~ -277 9 0 0 0 0 -D1 -You see a dark tunnel. -~ -~ -0 -1 27752 -S -#27756 -End of a dark tunnel~ - You are at one end of a dark tunnel. The tunnel continues to the south -while on the ceiling you can make out a trapdoor. -~ -277 9 0 0 0 0 -D2 -You see a dark tunnel. -~ -~ -0 -1 27752 -D4 -A trapdoor on the ceiling reveals a passageway. -~ -~ -0 -1 27737 -S -#27757 -The Inn of the Green Dragon~ - You are standing in the Inn of the Green dragon. Large paintings of -halflings at work, and halflings at play adorn the walls. Comfortable -benches and seats line the walls. A stairway leads down. -~ -277 24 0 0 0 0 -D5 -~ -~ -0 -1 27744 -S -#27758 -The Tailor's~ - Yards of various types of fabric are spread carefully out for display, -examples of handsewn gowns and garments hanging from the ceiling or modelled by -wooden stick figures. Baskets of different colored threads and ribbons sit on -a table in the center of the room, allowing the buyer to choose exactly what -they want. -~ -277 8 0 0 0 0 -D2 -~ -~ -0 0 27709 -S -$~ diff --git a/lib/world/wld/278.wld b/lib/world/wld/278.wld deleted file mode 100644 index b6a5691..0000000 --- a/lib/world/wld/278.wld +++ /dev/null @@ -1,1080 +0,0 @@ -#27800 -Ocean Pier~ - You are on what once was a very busy ocean pier. With the advent of tele- -portation, however, it is seldom used. Stacks of lobster crates and fishnets -lie along the walk, and the cutting, salty smell of the ocean stings your nose. -You feel a sense of rejuvenation as you stare out into the sea. You know many -adventures lie ahead. -~ -278 0 0 0 0 1 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27802 -D3 -To your west you can see a dark alley with a fishery. -~ -~ -0 0 -1 -E -fishnets nets~ - The fishnets are old and are turning into dust; large holes open to the -sides. They don't look sturdy enough to use. -~ -E -lobster crates~ - The lobster crates are old and rotting; they look as if they couldn't hold a -sardine. -~ -E -credits info~ - This is Oceania Proper, part one of a 5-part area called Oceania General. I -have completed 2 pars of this area, and am giving itto the general public. All -I ask is that you give me proper credit -you may make any changes you feel are -necessary, but try to keep it in the general theme I gave it. :) I'm giving it -to you to use, not to copy. -Questor, Lord of Water, StrangeMUD, sleepy.cc.utexas.edu 9332 -Kenneth Cavness. -Oceania Proper, part 1 of a 5 part area. By Questor of StrangeMUD. -Links: 00w alley/fishery -01n island/ship, 13e white beach, 18s pier on stilts -~ -S -#27801 -In the Ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize that this will be hard work. -Seagulls chirp above, and whales spurt water far off into the horizon. The -wind blows constantly here. You can go your south. To your north, you notice -a small island with a ship that appears to have been moored. It looks board- -able. -~ -278 0 0 0 0 7 -D0 -To your north you can see the entrance to a pirate's ship. -~ -~ -0 0 -1 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27802 -S -#27802 -In the ocean by the Ocean Pier~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -const- antly here. The current keeps you from going west. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27801 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27803 -D2 -To your south you can see the old ocean pier. It's rickety, but yachts and huge ships line the harbor. It's a used port, albeit rarely. -~ -~ -0 0 27800 -S -#27803 -In the Ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constantly here. You can only go south and west. -~ -278 0 0 0 0 7 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27804 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27802 -S -#27804 -In the Ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -const- antly here. The current allows passage only to the north and the south. - -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27803 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27805 -S -#27805 -At a bend in the current on the ocean.~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current allows you to go north or east. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27804 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27806 -S -#27806 -At another bend in the current on the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current allows passage to the west and south. -~ -278 0 0 0 0 7 -D2 -To your south is the deep, wide ocean. -~ -~ -0 0 27807 -D3 -To your west is the deep, wide ocean. -~ -~ -0 0 27805 -S -#27807 -At cross-currents in the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. To your west, a frothy system of cross-currents makes the -passage look too dangerous to cross; the current is impassable to your south. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27806 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27809 -D3 -The current looks way too dangerous to attempt that way. You better stay away. -~ -~ -0 0 27808 -S -#27808 -The Impassible Current~ - Oh my! The current here is dragging the boat extremely hard. No matter -what you try to do, it won't stop churning! Oh NO! The current drags you and -the boat down. -~ -278 516 0 0 0 1 -S -#27809 -In the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current bends to your south. The only other way -available is west. -~ -278 0 0 0 0 7 -D2 -To your south is the deep, wide ocean. -~ -~ -0 0 27810 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27807 -S -#27810 -At cross-currents in the deep, wide ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. You can go every direction but south. To your southeast -you can see a huge island. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27809 -D1 -To your east is the deep, wide ocean. -~ -~ -0 0 27818 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27811 -E -southeast island~ - To your southeast you see a dark island with a blindingly brightly white sand -beach. The island looks very interesting; perhaps you should visit it? -~ -S -#27811 -At a sharp turn in the current~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current allowes passage only to the east and south. -~ -278 0 0 0 0 7 -D1 -To your east is the deep, wide ocean. -~ -~ -0 0 27810 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27812 -S -#27812 -At a sharp turn in the current~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current is too strong to go to the north, and a huge -island lies to your east. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27811 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27813 -S -#27813 -In front of a pier at an island~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. A huge island lies to your east, and the current continues -to your south and west. -~ -278 0 0 0 0 7 -D1 -To your east you see a pier by a blindingly bright white beach. -~ -~ -0 0 -1 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27814 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27812 -S -#27814 -At the beginning of a strong east-west current~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. You see a huge island to your northeast; the current allows -passage to the north and east. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27813 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27815 -S -#27815 -On a strong east-west current~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current goes east and west. -~ -278 0 0 0 0 7 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27816 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27814 -S -#27816 -At a cross-currents~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current continues east and west, and looks passable to -the north. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27821 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27825 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27815 -S -#27818 -In front of an island port~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize that this will be hard work. -Seagulls chirp above, and wales spurt water far off into the horizon. The wind -blows constantly here. To your north you can make out a pier high in the -trees; the current continues to your north and west. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27819 -D2 -To your south you can see a pier into an island; it's set on stilts, and access -to a net can be seen through high trees. -~ -~ -0 0 -1 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27810 -S -#27819 -At a north-south current in the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27820 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27818 -S -#27820 -At a north-south current in the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27835 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27819 -S -#27821 -At a north-south current in the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27822 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27816 -S -#27822 -At cross-currents in the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current keeps you from going west. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27823 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27827 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27821 -S -#27823 -At a sharp turn in the current~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current allowes passage only to the east and south. -~ -278 0 0 0 0 7 -D1 -To your east is the deep, wide ocean. -~ -~ -0 0 27828 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27822 -S -#27824 -At a bend in the current~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. You can go to your north or your east. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27830 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27829 -S -#27825 -At a cross-currents~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current looks passable to the west and north. A huge, -churning whirlpool lies directly to your east. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27826 -D1 -To your east is a huge, churning whirlpool. Not even the biggest ship in the -world could survive this one.~ -~ -0 0 27850 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27816 -S -#27826 -At cross-currents in the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current keeps you from going west. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27827 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27836 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27825 -S -#27827 -In the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current bends to your south. The only other way -available is west. -~ -278 0 0 0 0 7 -D2 -To your south is the deep, wide ocean. -~ -~ -0 0 27826 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27822 -S -#27828 -At a cross-currents~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current continues east and west, and looks passable to -the north. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27829 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27832 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27823 -S -#27829 -In the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current bends to your south. The only other way -available is west. -~ -278 0 0 0 0 7 -D2 -To your south is the deep, wide ocean. -~ -~ -0 0 27828 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27824 -S -#27830 -At cross-currents in the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current keeps you from going east. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27837 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27824 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27835 -S -#27831 -At a north-south current in the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27832 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27836 -S -#27832 -At cross-currents in the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current keeps you from going east. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27833 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27831 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27828 -S -#27833 -At a north-south current in the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27834 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27832 -S -#27834 -In the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current bends to your south. The only other way -available is west. -~ -278 0 0 0 0 7 -D2 -To your south is the deep, wide ocean. -~ -~ -0 0 27833 -D3 -To your west you can see a beautiful island with a huge rose bush around it. -Unfortunately, it's under construction right now, so you won't get anywhere -trying to go to it. :) -~ -~ -0 0 27834 -S -#27835 -At cross-currents in the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current keeps you from going west. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27843 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27830 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27820 -S -#27836 -At a bend in the current~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. -Seagulls chirp above, and whales spurt water far off into the horizon. The -wind blows constantly here. The current bends to your west and north. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27831 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27826 -S -#27837 -At a sharp turn in the current~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current allowes passage only to the east and south. -~ -278 0 0 0 0 7 -D1 -To your east is the deep, wide ocean. -~ -~ -0 0 27838 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27830 -S -#27838 -At a bend in the current~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. -Seagulls chirp above, and whales spurt water far off into the horizon. The -wind blows constantly here. The current bends to your west and north. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27841 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27837 -S -#27839 -At the harbor to Timeless Island~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here, and you can see a beautiful island to your south. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27840 -D2 -To your south you can see the beautiful Timeless Island with its rose bushes. -Perhaps you should come back when it's completed. -~ -~ -0 0 27839 -S -#27840 -At a north-south current in the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27842 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27839 -S -#27841 -At a sharp turn in the current~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current allowes passage only to the east and south. -~ -278 0 0 0 0 7 -D1 -To your east is the deep, wide ocean. -~ -~ -0 0 27842 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27838 -S -#27842 -At the entrance to a harbor~ - You are in calmer waters here, as you see land as far as you can look. A -huge mountain rises to your north, and the harbor seems to end at a huge cave -in the mountain. It appears as if you have found a new continent. -~ -278 0 0 0 0 7 -D0 -It would be hard to enter an unconstructed area. You might want to try again -when it is. Riddle Mountain and the New Continent to be delivered in about a -month. -~ -~ -0 0 27842 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27840 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27841 -S -#27843 -At a north-south current in the ocean~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize this will be hard work. Seagulls -chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27844 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27835 -S -#27844 -Going around an island~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. -Seagulls chirp above, and whales spurt water far off into the horizon. The -wind blows constantly here. The current appears to be winding around a large -island to your north. -~ -278 0 0 0 0 7 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27843 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27845 -S -#27845 -Going around an island~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. -Seagulls chirp above, and whales spurt water far off into the horizon. The -wind blows constantly here. The current appears to be winding around a large -island to your northeast. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27846 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27844 -E -northeast island~ - This is a very plain-looking island; a large mountain forms the northern half -of it. -~ -S -#27846 -Going around an island~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. -Seagulls chirp above, and whales spurt water far off into the horizon. The -wind blows constantly here. The current appears to be winding around a large -island to your southeast. -~ -278 0 0 0 0 7 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27847 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27845 -E -southeast island~ - This is a very plain-looking island; a large mountain forms the northern half -of it. -~ -S -#27847 -Going around an island~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. -Seagulls chirp above, and whales spurt water far off into the horizon. The -wind blows constantly here. The current appears to be winding around a large -island to your south. -~ -278 0 0 0 0 7 -D1 -To your east you can see the deep, wide ocean. -~ -~ -0 0 27848 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27846 -E -southern island~ - This is a very plain-looking island; a large mountain forms the northern half -of it. -~ -S -#27848 -Going around an island~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. -Seagulls chirp above, and whales spurt water far off into the horizon. The -wind blows constantly here. The current appears to be winding around a large -island to your southwest. -~ -278 0 0 0 0 7 -D2 -To your south you can see the deep, wide ocean. -~ -~ -0 0 27849 -D3 -To your west you can see the deep, wide ocean. -~ -~ -0 0 27847 -E -southwest island~ - This is a very plain-looking island; a large mountain forms the northern half -of it. -~ -S -#27849 -In front of an island pier~ - You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. -Seagulls chirp above, and whales spurt water far off into the horizon. The -wind blows constantly here. The current appears to be winding around a large -island to your west. An island pier lies to your west. -~ -278 0 0 0 0 7 -D0 -To your north you can see the deep, wide ocean. -~ -~ -0 0 27848 -D3 -Sorry, but the Island of Chaos is still under construction. -~ -~ -0 0 27849 -E -western island pier~ - This is a very plain-looking island; a large mountain forms the northern half -of it. -~ -S -#27850 -Schylla's Trap~ - The water here swirls into a churning whirlpool. Try as you might, you -cannot escape the boiling mass of water--Schylla has got you. -~ -278 516 0 0 0 1 -S -$~ diff --git a/lib/world/wld/279.wld b/lib/world/wld/279.wld deleted file mode 100644 index 7fdaa07..0000000 --- a/lib/world/wld/279.wld +++ /dev/null @@ -1,1901 +0,0 @@ -#27900 -The Entrance to France~ - This large street of France is flooded with candlelight from surrounding -high lamps, the flickering glow adding an air of romance to the atmosphere. A -large sign reminds visitors to be sure to visit the cathedral of Paris here. -The street continues on to the east, the Champs Elysees lies to the north, and -off to the south the town of Lyon can be seen. -~ -279 4 0 0 0 1 -D0 -~ -~ -0 27900 27950 -D1 -~ -~ -0 27900 27901 -D2 -~ -~ -0 27900 27937 -E -credits info~ - An area based on the Notre Dame Cathedral in Paris and the Three Musketeers. -By Apollo (modified by Detta) -Links: 96-98ns portals -~ -S -#27901 -The Beginning of Notre Dame Street~ - This beautiful street has been decorated with blossoming flowers and -branching trees that grow on either side. Delicate flower petals drift lazily -in the air, partially obscuring the more distant views of this continuing east -to west path. -~ -279 0 0 0 0 1 -D1 -~ -~ -0 27900 27902 -D3 -~ -~ -0 27900 27900 -S -#27902 -Notre Dame Street~ - This flower-strewn paved street continues on to either the east or the -west. At the side an immense stone wall can be seen, a massive steeple rising -from above it. No ordinary structure, it is beautifully designed and carefully -decorated, obviously belonging to a very important cathedral of Paris. -~ -279 0 0 0 0 1 -D1 -~ -~ -0 27900 27903 -D3 -~ -~ -0 27900 27901 -S -#27903 -The Entrance to the Cathedral~ - Here lies the entrance to the Cathedral of Notre Dame, the large door -beautifully ornamented and decorated with representations of the four -evangelists. Above the door is a breathtakingly huge rose window, alight with -flickering candlefire from the streets below. The street continues on to the -east and the west, the southern way leading into the cathedral. -~ -279 0 0 0 0 1 -D1 -~ -~ -0 27900 27904 -D2 -~ -door~ -1 27900 27905 -D3 -~ -~ -0 27900 27902 -S -#27904 -The End of Notre Dame Street~ - The street comes abruptly to a dead end, nothing but rising stone walls all -around except for the large steeple visible to the east. Everything is still -and quiet here, seemingly a way not travelled very often. -~ -279 0 0 0 0 1 -D3 -~ -~ -0 27900 27903 -S -#27905 -The Atrium of the Cathedral~ - Awe-inspiringly beautiful, this massive gothic cathedral has obviously -spared no expense. The high ceiling has been gilded and patterned with gold, -imposing stone walls home to various carved statues, and the grand marble floor -polished so that it shimmers with the surrounding candleglow. Two columns of -doric design stand like guardians either side of the entranceway to the north. -~ -279 12 0 0 0 0 -D0 -~ -door~ -1 27900 27903 -D1 -~ -~ -0 27900 27907 -D2 -~ -~ -0 27900 27908 -D3 -~ -~ -0 27900 27906 -S -#27906 -The Atrium of Notre Dame~ - This is the western side of the atrium, the intimidatingly large stone -walls carved here and there into statues, golden representations of angels -embedded along the bejewelled ceiling. Dazzlingly white, the smooth floor is -made of pale marble, stretching like untouched snow off into the east. -~ -279 8 0 0 0 0 -D1 -~ -~ -0 27900 27905 -S -#27907 -The Atrium of Notre Dame~ - This appears to be the east end of the atrium, tall impressive sculptures -placed like silent custodians throughout the room. Portrayals of Christ and -some of his apostles can be recognized, carefully wrought from delicate red -stone. Images of angels are inlaid into the ceiling with pure gold, amongst -them the archangels; Raphael, Michael and Gabriel. -~ -279 8 0 0 0 0 -D3 -~ -~ -0 27900 27905 -S -#27908 -The Central Corridor~ - This grand corridor lies at the center of the cathedral, a majestic altar -rising from the marble floor to the south. Several wooden benches stand at -either side of the corridor, places for people to sit and listen to the -preachings of the Cardinal. A chapel lies to the east, and to the west, a -corridor to the second floor. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27905 -D1 -~ -~ -0 27900 27909 -D2 -~ -~ -0 27900 27916 -D3 -~ -~ -0 27900 27912 -S -#27909 -The Eastern Corridor~ - This corridor continues on to the east, a chapel visible ahead. Several -carved benches lie to the left and right, the sounds of people's hushed -whispering echoing along the walls like the murmurings of a subtle breeze. -~ -279 8 0 0 0 0 -D1 -~ -~ -0 27900 27910 -D2 -~ -~ -0 27900 27917 -D3 -~ -~ -0 27900 27908 -S -#27910 -The Waiting Room of the Cathedral~ - This small room is rather eerily cold and dark, a silent air of -anticipation lingering in the air as visitors here wait for the priest to come. -A long bench stands here, the rest of the room unremarkable and stone-gray, a -single door lying to the east. -~ -279 9 0 0 0 0 -D1 -~ -door~ -1 27900 27911 -D3 -~ -~ -0 27900 27909 -S -#27911 -A Little Chapel~ - This humble chapel is the place where sinners amongst the local French -population come to confess their wrongdoings. No windows are visible, leaving -the room very dark indeed, only the dim glow of a solitary candle lighting the -way. The only exit is the door to the west. -~ -279 9 0 0 0 0 -D3 -~ -door~ -1 27900 27910 -S -#27912 -The Western Corridor~ - Many wood benches stand along this western corridor, seated French -believers waiting patiently for the Cardinal to arrive. Several stained-glass -windows stand along the wall, inscribed with passages from the bible and aglow -as if with holy light. To the west, an old wooden door stands unobtrusively. -~ -279 8 0 0 0 0 -D1 -~ -~ -0 27900 27908 -D2 -~ -~ -0 27900 27915 -D3 -~ -door~ -1 27900 27913 -S -#27913 -A Small Room~ - This small stone room is cramped and covered with a layer of grime and -dust, evidently no one has come here for a long time. There is hardly any light -penetrating the gray darkness here, but what little there is allows for the -sight of a small ladder within the northern room. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27914 -D1 -~ -door~ -1 27900 27912 -S -#27914 -The Way to the Steeple~ - Dark and sombre chill hanging heavy in the air, only the feeble flickerings -of a single torch add a hue of warmth to these surroundings. A very old wooden -ladder descends into the blackness below, patches of rot and decay fuelling -obvious doubt as to its sturdiness. -~ -279 13 0 0 0 0 -D2 -~ -~ -0 27900 27913 -D4 -~ -~ -0 27900 27925 -S -#27915 -Western Aisle~ - This long aisle lies to the western side of the cathedral, rays of natural -light splaying through the large colored window, passages from the bible -carefully scrawled into the glass, along with a representation of Christ's -birthday; green pastures filled with shepherds and their flocks. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27912 -D1 -~ -~ -0 27900 27916 -D2 -~ -~ -0 27900 27920 -S -#27916 -The Central Nave~ - Here, the glory of the surrounding cathedral seems to give way to a sombre -gray cold, the veins of gold in the ceiling yielding to the bareness of stone, -grave concrete walls bleak and unyielding. Even the warm wooden hues of the -many benches have been dulled with time and dust. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27908 -D1 -~ -~ -0 27900 27917 -D2 -~ -~ -0 27900 27919 -D3 -~ -~ -0 27900 27915 -S -#27917 -The Eastern Aisle~ - This long aisle runs along the eastern end of the cathedral, continuous -rows of seating lining its length. In the eastern wall, a glass window stands -aglow with candlefire and natural light from outside, its luminous surface -portraying the last supper of Christ and his apostles. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27909 -D2 -~ -~ -0 27900 27918 -D3 -~ -~ -0 27900 27916 -S -#27918 -Eastern Aisle~ - Lined with several glass artworks, this corridor is pierced through with -many colored rays of light, apparently turning off to the north and south. -Here, the largest of all the visible windows portrays a mosaical crucifixion of -Christ, a small inscription reminding visitors to give tithe. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27917 -D2 -~ -~ -0 27900 27923 -D3 -~ -~ -0 27900 27919 -S -#27919 -The Central Nave~ - This breathtakingly large corridor has been laid with a long blood-red -carpet, seemingly dividing the medium class from the upper class society of -France, the benches beyond the carpet more polished and padded. The roof looms -far overhead, peaking in the middle so that it seems it must surely pierce the -clouds. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27916 -D1 -~ -~ -0 27900 27918 -D2 -~ -~ -0 27900 27922 -D3 -~ -~ -0 27900 27920 -S -#27920 -The Western Aisle~ - Lengthy and sombre with the hushed murmurings of visitors, this corridor is -lined with the standard wooden benches that are prevalent in such cathedrals. A -beautifully sculpted glass window shows the scene of Christ's debate with the -powerful Scribes and Pharisees of the Sanhedrin. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27915 -D1 -~ -~ -0 27900 27919 -D2 -~ -~ -0 27900 27921 -S -#27921 -The Western Aisle~ - Colored shafts of light dance along this long crimson-carpeted floor, -streaming from a large stained-glass representation of Christ's submersion by -John the Baptist in the Jordan River. Carved benches are lined orderly here, -polished and cushioned for the French people of privileged social class. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27920 -D1 -~ -~ -0 27900 27922 -S -#27922 -The Nave~ - This appears to be the principal nave of the cathedral, a massive domed -roof rising above the glorious stone altar that rises from the floor here. The -most intricate ornamentations and gildings line the walls here, cushioned -benches and lush carpetting catering to the upper class visitors of France. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27919 -D1 -~ -~ -0 27900 27923 -D2 -~ -~ -0 27900 27924 -D3 -~ -~ -0 27900 27921 -S -#27923 -Eastern Aisle~ - This seems to be the end of the eastern aisle, a luminous glass window -flickering with candleglow, golden hues revealing the resurrection of Christ -surrounded by depictions of heavenly creatures; holy angels and archangels in a -state of joyous celebration and worship. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27918 -D3 -~ -~ -0 27900 27922 -S -#27924 -The Cathedral Altar~ - Here lies the altar of Notre Dame, a massive cold table of green stone -lined with glimmering blue marble. This is the place where the Cardinal of -Paris gives mass, life-like statues of Mary and Joseph standing either side of -the altar, and above it a carving of Christ crucified upon the cross. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27922 -S -#27925 -The Second Floor of Notre Dame~ - Natural light streams in from the outdoors, cool breezes wafting fragrances -of flowers and cooking food from the populated area below. All around stretches -the beautiful city of Paris, glorious houses breaking the horizon with their -peaked roofs. A wooden trapdoor lies above, apparently the way to the steeple. -~ -279 0 0 0 0 0 -D1 -~ -~ -0 27900 27927 -D4 -~ -trapdoor~ -1 27900 27926 -D5 -~ -~ -0 27900 27914 -S -#27926 -The Cathedral Steeple~ - The massive walls of this steeple loom proudly all around, rows of metal -bars holding the many bronze bells that chime out the church calls. Only the -rustling of resident birds and bats stirs the present silence, cold, crisp air -blowing from the east and a glorious view of beautiful Paris lying -breathtakingly below. -~ -279 72 0 0 0 0 -D5 -~ -trapdoor~ -1 27900 27925 -S -#27927 -A Corridor~ - This corridor lies completely open to outdoor temperatures and weather, no -walls present at all. Only rows upon rows of doric columns supporting the -weight of the ceiling, standing like watchful troops of stone sentinels. -~ -279 8 0 0 0 0 -D1 -~ -~ -0 27900 27928 -D2 -~ -~ -0 27900 27931 -D3 -~ -~ -0 27900 27925 -S -#27928 -The Central Corridor of the Second Floor~ - This large corridor runs through the center of Notre Dame, the open air of -the outside rustles uneasily through this structure, stirring the resident -animal life. Many stone columns loom from the shadows, casting bars of darkness -over the gloomy concrete floor, a small unobtrusive room can be seen lying off -to the east. -~ -279 8 0 0 0 0 -D1 -~ -~ -0 27900 27929 -D2 -~ -~ -0 27900 27930 -D3 -~ -~ -0 27900 27927 -S -#27929 -The Room of Quasimodo~ - This small room is furnished only with a simple straw bed, scattered wooden -figurines lie across the floor; the forms of different people. A little -sculpture of the Cardinal is visible here, along with the carefully crafted -figure of a dancing gypsy woman. Cold, crisp air hushes lazily around the -place, wafting from a large arched window to the east. -~ -279 8 0 0 0 0 -D3 -~ -~ -0 27900 27928 -S -#27930 -The Central Corridor of the Second Floor~ - The cold is harsh and biting here, wind moaning as it whips through the -stone pillars of the open corridor. The gray stone seems to absorb any traces -of heat, actively chilling the place and making it seem even more eerie and -deserted than it already is. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27928 -D2 -~ -~ -0 27900 27933 -D3 -~ -~ -0 27900 27931 -S -#27931 -A Corridor in the Second Floor~ - All around are the harsh unyielding columns of concrete that support the -weight of this place, rough cement flooring adding to the cold, almost tomb- -like feeling here. Enhancing this feeling is the sound of the wind; howling -wearily as it rushes here and there amongst the columns like a restless ghost. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27927 -D1 -~ -~ -0 27900 27930 -D2 -~ -~ -0 27900 27932 -S -#27932 -The End of a Corridor~ - The corridor comes to an end here, many carriages passing through the -street to the north, so many so that it appears to be a station of some sort; -the sounds of people walking and chattering echoing down the walls. Another -corridor stretches to the east, and a dark room opens to the west. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27931 -D1 -~ -~ -0 27900 27933 -D3 -~ -~ -0 27900 27936 -S -#27933 -The End of the Central Corridor~ - Here the corridor comes to an abrupt end, a vast mountain landscape -stretching far to the north, snowy peaks glistening along the horizon. It looks -as though a ladder once led the way down here, but it has been removed, leaving -only a sheer drop... one that surely would prove fatal. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27930 -D1 -~ -~ -0 27900 27934 -D3 -~ -~ -0 27900 27932 -D5 -~ -~ -0 27900 27935 -S -#27934 -The Eastern Room of the Second Floor~ - This large room has only a concrete floor and ceiling, doric columns -standing between where ordinarily there would be walls. A vast city spreads -below, though it does not appear to be Paris, the dress of the bustling people -being completely different than what one would expect to find. Open breezes -send a chill through this place, stone demons and snarling gargoyles leering -from the darker corners. -~ -279 72 0 0 0 0 -D3 -~ -~ -0 27900 27933 -S -#27935 -A Trap in Notre Dame~ - You should watch where you are going. -~ -279 4 0 0 0 0 -S -#27936 -The Western Room of the Second Floor~ - This large room opens freely to the outside, no doors or walls shielding it -from the outdoors. A large menacing statue of a winged demon hangs from the -wall with fearsome stone claws. A view of the city lies below, partially -obscured by the green canopy of a large southern forest. -~ -279 72 0 0 0 0 -D1 -~ -~ -0 27900 27932 -S -#27937 -A Bridge In France~ - This graceful stone bridge is supported with slender curved arches, crystal -waters rippling leisurely below. The river of Cena stretches lazily either side -of the bridge, the water so calm and clean that it mirrors the surroundings -perfectly. A large crossroads sign stands prominently here. -~ -279 0 0 0 0 1 -D0 -~ -~ -0 27900 27900 -D2 -~ -~ -0 27900 27938 -E -read sign~ - To the North lies the city of Paris and to the South; the city of Lyon. -~ -S -#27938 -The Entrance to Lyon~ - The path opens here into the little town of Lyon, famed to be one of the -most beautiful of all France, albeit one of the smallest. The sounds of -trickling water and talking people fill the atmosphere, along with delicate -birdsong. A large board welcomes visitors to this place, proclaiming the town -as the best maker of wines in all France. -~ -279 0 0 0 0 1 -D0 -~ -~ -0 27900 27937 -D2 -~ -~ -0 27900 27939 -S -#27939 -The Principal Street of Lyon~ - This is the entrance to the city of Lyon, small quaint houses standing in -rows either side of the street, and a little green park lying to the west. -People continue quietly about their normal daily living, working at their trade -or simply bustling about on some errand. The heart of the city seems to stretch -to the south, and the city of Paris lies to the north. -~ -279 0 0 0 0 1 -D0 -~ -~ -0 27900 27938 -D1 -~ -~ -0 27900 27940 -D2 -~ -~ -0 27900 27942 -D3 -~ -~ -0 27900 27941 -S -#27940 -A Lyon House~ - This little house is simply designed and furnished, the basic wooden -structure ornamented and hung with various pictures. The ceiling is thatched -carefully with golden straw, a wooden bed lies tucked against the western wall, -and a writing desk to the east. -~ -279 8 0 0 0 0 -D3 -~ -~ -0 27900 27939 -S -#27941 -The Lyon Park~ - This green park is small but pretty, swings and playground structures set -up for the local children, benches for the parents and lazily strolling -dogwalkers. Fragile flowers sway in the breezes, filling the atmosphere with a -heady perfumed aroma and tall, leafy trees stand around, somewhat shielding -this little grassy area from the paving and concrete of the city around. -~ -279 0 0 0 0 3 -D1 -~ -~ -0 27900 27939 -S -#27942 -Downtown~ - This is the downtown area of the city, colorful banners and posters -advertising the various shops here. The lazy babbling of a fountain can be -heard, along with the mellow sounds of chattering people. To the east a small -magic shop displays its wares in the window, and to the west is a small -miscellaneous shop. -~ -279 0 0 0 0 1 -D0 -~ -~ -0 27900 27939 -D1 -~ -~ -0 27900 27943 -D2 -~ -~ -0 27900 27944 -D3 -~ -~ -0 27900 27998 -S -#27943 -The Magic Shop of France~ - This cozy tent is made of draping blue and purple cloth, various stands and -shelving displaying powders and colored glass bottles of potion. A heady scent -fills the air, as if concoctions have only recently been brewed, and the subtle -sound of something bubbling away can be heard. -~ -279 152 0 0 0 0 -D3 -~ -~ -0 27900 27942 -S -#27944 -The End of the Principal Street~ - The street comes to an end here, houses of Lyon standing off to the east -and the west. The clattering sound of carriages can be heard from the station -that lies to the south, advertising trips to any city of France. -~ -279 0 0 0 0 1 -D0 -~ -~ -0 27900 27942 -D1 -~ -~ -0 27900 27945 -D2 -~ -~ -0 27900 27947 -D3 -~ -~ -0 27900 27946 -S -#27945 -A Lyon Cabin~ - This little cabin is warm and homey, the scent of wood and flowers filling -the air. Various paintings are hung around the walls, the scrawled signature -'Van Gogh' unobtrusively displayed in each corner. A wooden desk stands in the -corner, covered with scattered papers and blots of ink, and a cool breeze flows -through a broken glass window to the east. -~ -279 8 0 0 0 0 -D3 -~ -~ -0 27900 27944 -S -#27946 -A House of Lyon~ - This modest house is typical of Lyon accomodation, the structure and walls -made of warmly-hued wood, thatched straw making up the ceiling. Pretty -paintings and sketches decorate the walls, a wooden table surrounded by -artistically carved chairs. The smell of recently baked bread fills the air, -along with crisp floral scents from the outdoors. -~ -279 8 0 0 0 0 -D1 -~ -~ -0 27900 27944 -S -#27947 -Carriage Station~ - This paved square seems to be where travelling passengers wait for -transport, white metal benches placed here and there for the waiting French -people. The clattering of the carriages can be heard echoing down the stone- -paved streets, a small sign displaying local travel fares. A small dark tunnel -lies ominously to the east. -~ -279 0 0 0 0 0 -D0 -~ -~ -0 27900 27944 -D1 -~ -~ -0 27900 27948 -E -read sign~ - PRICES FOR SERVICES To the downtown of Lyon: 50 gold coins. To the downtown -of Paris: 85 gold coins -~ -S -#27948 -A Dark Tunnel~ - This long tunnel is dark and smells horrendous enough to make anyone lose -their breakfast. Damp and cold, the menacing shadows look like the perfect -place for ambushers. Little rodents run here and there, beady eyes glistening -in the dark, the ground wet and mushy with goodness knows what. -~ -279 297 0 0 0 0 -D1 -~ -~ -0 27900 27949 -D3 -~ -~ -0 27900 27947 -S -#27949 -A Dead End~ - The tunnel comes to a black and filthy end, subtle murmurings from the -shadows giving the impression that thieves and criminals are plotting an -imminent attack. The smell too, is overpowering, stagnating in this airless -part of the tunnel and decaying into an even fouler stench. -~ -279 361 0 0 0 0 -D3 -~ -~ -0 27900 27948 -S -#27950 -The Entrance to Champs Elysees~ - Ahead lies the entrance to Champs Elysees, a large lush forest of the city -of Paris. The tranquil singing of birds permeates the air, and the peaceful -hush of the air passing through the leafy branches. The trees are so tall that -their tops can hardly be seen, gigantic trunks planted in the ground like the -columns of a grand hall. To the north lies a golden gate, a prominent notice -fixed to the bars. -~ -279 4 0 0 0 3 -D0 -~ -gate~ -1 27900 27951 -D2 -~ -~ -0 27900 27900 -E -read notice~ - Danger! Explore this forest at your own risk, we are not responsible for -visitors who become lost whilst wandering about. If you dare to enter, we -recommend a visit to the historical center of Paris, simply head N E N W S W N W. -~ -S -#27951 -Champs Elysees~ - Faint glimmers of light are all that penetrate the thick, green canopy that -covers this place. The chittering of squirrels and birds can be heard in the -rustling overhead leaves, cold droplets of moisture glistening on every surface -like dew. All around, everything appears the same, tall dark trunks and leafy -plant life fading into darker shadows. -~ -279 1 0 0 0 3 -D0 -~ -~ -0 27900 27958 -D1 -~ -~ -0 27900 27952 -D2 -~ -gate~ -1 27900 27950 -D3 -~ -~ -0 27900 27954 -S -#27952 -Champs Elysees~ - Faint glimmers of light are all that penetrate the thick, green canopy that -covers this place. The chittering of squirrels and birds can be heard in the -rustling overhead leaves, cold droplets of moisture glistening on every surface -like dew. All around, everything appears the same, tall dark trunks and leafy -plant life fading into darker shadows. -~ -279 1 0 0 0 3 -D0 -~ -~ -0 27900 27956 -D1 -~ -~ -0 27900 27953 -D2 -~ -~ -0 27900 27952 -D3 -~ -~ -0 27900 27951 -S -#27953 -Champs Elysees~ - Faint glimmers of light are all that penetrate the thick, green canopy that -covers this place. The chittering of squirrels and birds can be heard in the -rustling overhead leaves, cold droplets of moisture glistening on every surface -like dew. All around, everything appears the same, tall dark trunks and leafy -plant life fading into darker shadows. -~ -279 1 0 0 0 3 -D0 -~ -~ -0 27900 27955 -D1 -~ -~ -0 27900 27953 -D2 -~ -~ -0 27900 27953 -D3 -~ -~ -0 27900 27952 -S -#27954 -Champs Elysees~ - Faint glimmers of light are all that penetrate the thick, green canopy that -covers this place. The chittering of squirrels and birds can be heard in the -rustling overhead leaves, cold droplets of moisture glistening on every surface -like dew. All around, everything appears the same, tall dark trunks and leafy -plant life fading into darker shadows. -~ -279 1 0 0 0 3 -D0 -~ -~ -0 27900 27959 -D1 -~ -~ -0 27900 27951 -D2 -~ -~ -0 27900 27954 -D3 -~ -~ -0 27900 27954 -S -#27955 -Champs Elysees~ - Faint glimmers of light are all that penetrate the thick, green canopy that -covers this place. The chittering of squirrels and birds can be heard in the -rustling overhead leaves, cold droplets of moisture glistening on every surface -like dew. All around, everything appears the same, tall dark trunks and leafy -plant life fading into darker shadows. -~ -279 1 0 0 0 3 -D0 -~ -~ -0 27900 27955 -D1 -~ -~ -0 27900 27955 -D2 -~ -~ -0 27900 27953 -D3 -~ -~ -0 27900 27956 -S -#27956 -Champs Elysees~ - Faint glimmers of light are all that penetrate the thick, green canopy that -covers this place. The chittering of squirrels and birds can be heard in the -rustling overhead leaves, cold droplets of moisture glistening on every surface -like dew. All around, everything appears the same, tall dark trunks and leafy -plant life fading into darker shadows. -~ -279 1 0 0 0 3 -D0 -~ -~ -0 27900 27957 -D1 -~ -~ -0 27900 27955 -D2 -~ -~ -0 27900 27952 -D3 -~ -~ -0 27900 27958 -S -#27957 -An Encampment of Gypsies~ - This small field is home to the covered wooden carriage of a gypsy -encampment, the subdued talking and chattering of people can be heard within, -high children's voices giggling and playing. Flickering fire lights the area, -casting the surrounding dark trees of Champs Elysees in a welcoming, almost -protective glow. -~ -279 0 0 0 0 2 -D2 -~ -~ -0 27900 27956 -D5 -~ -trapdoor~ -2 27955 27996 -S -#27958 -Champs Elysees~ - Faint glimmers of light are all that penetrate the thick, green canopy that -covers this place. The chittering of squirrels and birds can be heard in the -rustling overhead leaves, cold droplets of moisture glistening on every surface -like dew. All around, everything appears the same, tall dark trunks and leafy -plant life fading into darker shadows. -~ -279 1 0 0 0 3 -D0 -~ -~ -0 27900 27958 -D1 -~ -~ -0 27900 27956 -D2 -~ -~ -0 27900 27951 -D3 -~ -~ -0 27900 27959 -S -#27959 -Champs Elysees~ - Faint glimmers of light are all that penetrate the thick, green canopy that -covers this place. The chittering of squirrels and birds can be heard in the -rustling overhead leaves, cold droplets of moisture glistening on every surface -like dew. All around, everything appears the same, tall dark trunks and leafy -plant life fading into darker shadows. -~ -279 1 0 0 0 3 -D0 -~ -~ -0 27900 27959 -D1 -~ -~ -0 27900 27958 -D2 -~ -~ -0 27900 27954 -D3 -~ -~ -0 27900 27960 -S -#27960 -The Historical Center of France~ - A vast monument rises from the ground here, a depiction of Louie XIV -grounded centrally before the plaza of the concorde that lies to the north. -This is the entrance to the historical center of the city of Paris, where the -revolution of France started in the XVIII century. -~ -279 4 0 0 0 2 -D0 -~ -~ -0 27900 27961 -D1 -~ -~ -0 27900 27959 -S -#27961 -The Entrance to the Plaza Louis XIV~ - A little walkway winds through this mostly paved square, beautiful colored -flowers carefully pruned and sculpted. Slender trees whisper quietly amongst -themselves, cool leafy branches fanning the air as they sway. Two wooden -benches stand either side of the square, painted a pale white, a little note -pinned to each. -~ -279 0 0 0 0 1 -D0 -~ -~ -0 27900 27965 -D1 -~ -~ -0 27900 27962 -D2 -~ -~ -0 27900 27960 -D3 -~ -~ -0 27900 27963 -E -read note~ - The Plaza Louis XIV will soon be renamed to the Plaza of the Revolution. --Robespierre -~ -S -#27962 -Plaza Louis XIV~ - This is the eastern part of the plaza, shrubs and brushes fencing most of it -off from the surrounding houses. Nearby revolutionaries can be seen running -through the town, ducking inside open doorways or hiding within the alleyways. -~ -279 0 0 0 0 1 -D0 -~ -~ -0 27900 27966 -D3 -~ -~ -0 27900 27961 -S -#27963 -Plaza Louis XIV~ - This area lies to the western side of the Plaza of Louis XIV, it is quiet -here although there is an uneasy, almost angry stirring in the air, as if the -people's anger toward the monarchy was expressing itself in the atmosphere. -Fluttering of wings breaks the silence every now and again, pigeons landing to -gobble dropped seeds before hurrying away. -~ -279 0 0 0 0 1 -D0 -~ -~ -0 27900 27964 -D1 -~ -~ -0 27900 27961 -S -#27964 -Concorde Plaza~ - Tall candlelit lamps illuminate the granite paving here, scattered seeds -and crumbs obviously left for the abundant bird population. Patches of neatly -gardened grass lie here and there, sprinkled with droplets of moisture and -vibrantly green. -~ -279 0 0 0 0 1 -D0 -~ -~ -0 27900 27969 -D1 -~ -~ -0 27900 27965 -D2 -~ -~ -0 27900 27963 -S -#27965 -The Center of the Plaza~ - This main center of the plaza is sombre and dark, as though even the light -from nearby candles avoids it. A huge statue of the king stands proudly here, -its once smooth surface worn with the scratchings of birds, one or two nests -visible in the higher nooks and crannies. -~ -279 0 0 0 0 1 -D0 -~ -~ -0 27900 27968 -D1 -~ -~ -0 27900 27966 -D2 -~ -~ -0 27900 27961 -D3 -~ -~ -0 27900 27964 -S -#27966 -Concorde Plaza~ - Metal benches stand either side of this large plaza, cold and shiny with a -layer of perpetual moisture from the air. The gray granite paving adds to the -feeling of discontent and misery that hangs in the air, flickering light from -the candle lamps casting everything in dancing shadows. -~ -279 0 0 0 0 1 -D0 -~ -~ -0 27900 27967 -D2 -~ -~ -0 27900 27962 -D3 -~ -~ -0 27900 27965 -S -#27967 -Revolution Plaza~ - This is the eastern part of the plaza, leading onto a large hotel. A -prominent sign displays the notice 'Closed for remodelling, sorry for the -inconvienience.' Tufts of grass sprout stubbornly here and there amongst the -stone ground, creepings of moss beginning to grow like dark green veins along -the paving. To the west stands a large building, apparently a large -headquarters or school. -~ -279 0 0 0 0 1 -D1 -~ -~ -0 27900 27988 -D2 -~ -~ -0 27900 27966 -D3 -~ -~ -0 27900 27968 -S -#27968 -The Entrance to Musketeer H.Q.~ - This area seems fairly deserted, the surrounding atmosphere very quiet and -still. There appears to be no security at all, much of the place open to public -exploration, a little unguarded door lies to the north. -~ -279 0 0 0 0 1 -D0 -~ -door~ -2 27968 27970 -D1 -~ -~ -0 27900 27967 -D2 -~ -~ -0 27900 27965 -D3 -~ -~ -0 27900 27969 -S -#27969 -Revolution Plaza~ - This seems to be the western end of the plaza, an old building with large -windows looming from the horizon to the east. Blossoming flowers and shrubbery -border the paving here, natural hues of grassy green and the colorful splashes -of red and purple blooms brightening the place. -~ -279 0 0 0 0 1 -D1 -~ -~ -0 27900 27968 -D2 -~ -~ -0 27900 27964 -S -#27970 -The Entrance of Musketeer H.Q.~ - Large, and mostly unimpressive, the only thing noteworthy about this atrium -is the glossy white marble floor. The rest of the building is made of cold, -sturdy stone; both the floor and ceiling painted blue. A smell of cooking food -wafts in the air, perhaps originating from the cafeteria that lies to the east. -~ -279 12 0 0 0 0 -D0 -~ -~ -0 27900 27972 -D1 -~ -~ -0 27900 27971 -D2 -<NOTHING> -~ -door~ -2 27968 27968 -S -#27971 -The French Cafeteria~ - Little round tables stand scattered throughout this cafeteria, carved white -chairs standing around each. It appears this place caters to many patrons, -being of ideal location for the soldiers of the king to pause and relax in -before going to work. -~ -279 152 0 0 0 0 -D3 -~ -~ -0 27900 27970 -S -#27972 -A Hall in the H.Q.~ - This large hall continues to the north, a roped chain blocking any passage -forward however. A green marble sculpture here functions as a waterfall, lazy -trickling water filling the place with tranquil echoes. A long corridor passes -from the east to the west, the open entrance lying to the south. -~ -279 8 0 0 0 0 -D1 -~ -~ -0 27900 27973 -D2 -~ -~ -0 27900 27970 -D3 -~ -~ -0 27900 27986 -S -#27973 -The Eastern Passage~ - This lengthy eastern passage is liberally decorated with French artwork, -beautiful and talented paintings adorning the walls. A large patio lies to the -east but it has been closed off for some reason, prohibiting any access. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27974 -D3 -~ -~ -0 27900 27972 -S -#27974 -The Eastern Passage~ - Dim and silent, this place appears to have hardly any windows at all, the -long corridor almost completely shut off from the outside world. Despite this -shelter, it is breathtakingly cold, the air crisp and biting as though the -stone walls were breathing chill into the place. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27975 -D2 -~ -~ -0 27900 27973 -S -#27975 -The Eastern Intersection~ - Three long passageways meet here at this intersection, each way looking as -dark and cold as the other. Drab and dreary, only the occasional floral -painting adding a touch of colur and warmth to the gray surroundings. -~ -279 8 0 0 0 0 -D1 -~ -~ -0 27900 27976 -D2 -~ -~ -0 27900 27974 -D3 -~ -~ -0 27900 27979 -S -#27976 -The Eastern Corridor~ - Formidable stone walls loom massively either side of this corridor, giving -the impression that at one time this place could have been a fortress of the -dark ages. Chilly air wafts continuously, though no windows are to be seen, as -though invisible ghosts walked silently about stirring it. -~ -279 8 0 0 0 0 -D1 -~ -~ -0 27900 27977 -D3 -~ -~ -0 27900 27975 -S -#27977 -The Eastern End Of The Corridor~ - The corridor comes to a halt here, gray stone walls and ceiling yielding to -the brighter hues of a large northern room. A massive arched window lies to the -east, offering a spectacular view of the spread city below, curls of smoke -rising into the air from distant flickering fires. -~ -279 12 0 0 0 0 -D0 -~ -~ -0 27900 27978 -D3 -~ -~ -0 27900 27976 -S -#27978 -The Musketeer's Room~ - This large room is brightly lit, a place of rest for the Musketeers after a -long day's work. Several chairs and beds stand throughout the room and against -the walls, and a big wooden table holds a scattered deck of playing cards. Lush -red carpeting pads the floor, and many colorful Van Gogh paintings decorate -the walls. -~ -279 8 0 0 0 0 -D1 -~ -wall~ -2 27992 27999 -D2 -~ -~ -0 27900 27977 -S -#27979 -A Hall in the H.Q.~ - Long and dreary, this hall ends in a cold metal door; presumably the way to -the dungeon where the thieves and revolutionaries rot in their cells. Dusty -cobwebs flutter silently in the cool drafts here, the sound of hollow dripping -echoing from far away. -~ -279 8 0 0 0 0 -D0 -~ -door~ -1 27900 27980 -D1 -~ -~ -0 27900 27975 -D3 -~ -~ -0 27900 27981 -S -#27980 -A Way to the Dungeon~ - This small room is damp and freezing, tufts of dust scurrying here and -there over the gray concrete floor. A ladder descends down into the darkness, -leading to the many cells, in these times probably more filled with -revolutionaries than criminals. -~ -279 12 0 0 0 0 -D2 -~ -door~ -1 27900 27979 -D5 -~ -~ -0 27900 27989 -S -#27981 -The Western Intersection~ - Bone-penetratingly cold, small green patches of mould and slime grown on -the damper areas of the concrete walls. The mouths of three passages open here, -an eastern, western, and southern way all joining at this point. -~ -279 8 0 0 0 0 -D1 -~ -~ -0 27900 27979 -D2 -~ -~ -0 27900 27985 -D3 -~ -~ -0 27900 27982 -S -#27982 -The Western Corridor~ - The dreary gray walls seem to stretch endlessly in either direction, damp -and oozing with various fungal slimes, the clicking of insect legs can be heard -wandering along the dark corners of the floor. -~ -279 8 0 0 0 0 -D1 -~ -~ -0 27900 27981 -D3 -~ -~ -0 27900 27983 -S -#27983 -The Western End of the Corridor~ - The corridor comes to an abrupt end, a single arched window letting in -streams of natural light and a refreshing breath of outside air. To the north, -a long tower extends up into the ceiling, most likely leading into the tower. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27984 -D1 -~ -~ -0 27900 27982 -S -#27984 -A Way to the Tower~ - An old ladder leads through the ceiling here. Made of stone, it is -obviously strong and dependable but almost dangerously narrow. The dark -interior of the tower lies above, the place where the Musketeers look out and -watch over the city. -~ -279 8 0 0 0 0 -D2 -~ -~ -0 27900 27983 -D4 -~ -~ -0 27900 27995 -S -#27985 -The Western Passage~ - The sound of trickling water echoes down this corridor, an open room -visible to the west but blocked off with a roped chain. A feeling of dampness -pervades the air, moisture condensing on the chilly gray walls and running in -rivulets onto the floor. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27981 -D2 -~ -~ -0 27900 27986 -S -#27986 -The Western Passage~ - Concrete walls stretch either side of this passage, emanating an almost -tomb-like cold. A big wooden door stands to the west, loud noises of movement -coming from within along with the occasional whinneying of horses, a strong -smell of straw and manure wafting in the air. -~ -279 8 0 0 0 0 -D0 -~ -~ -0 27900 27985 -D1 -~ -~ -0 27900 27972 -D3 -~ -door~ -1 27900 27987 -S -#27987 -A French Stable~ - This must be the stable for the horses of the Musketeers, piles of velvety -grass lying about for the horses to chew. An overpowering scent fills the air, -of horses and sweat and rotting manure. Growing patches of black mould linger -in the corners, adding to the lingering smell. -~ -279 8 0 0 0 0 -D1 -~ -door~ -1 27900 27986 -S -#27988 -A French Hotel~ - This large French hotel looks as though it was once beautiful, a pair of -beautiful candelabrums hanging from the ceiling, formed from pure gold. However -the structure is in a sorry state of disrepair, pieces of rubble scattered on -the floor where the walls and ceiling are beginning to crumble, a layer of dirt -covering everything. -~ -279 8 0 0 0 0 -D3 -~ -~ -0 27900 27967 -S -#27989 -A Corridor to the Cells~ - This dark corridor is wet and melancholy, black puddles collecting in the -dips of the stone floor. This seems to lead deeper into the holding cell area, -probably where the most dangerous of the revolutionaries are jailed. -~ -279 169 0 0 0 0 -D2 -~ -~ -0 27900 27990 -D4 -~ -~ -0 27900 27980 -S -#27990 -A Corridor in the Dungeon~ - Frosty cold, it seems as though no one could survive in these corridors for -long. Unfortunately the same cannot be said for the rodent population, various -rat droppings lying about, and unmistakeable tufts of gray fur lying amidst -what looks to be dried blood. -~ -279 169 0 0 0 0 -D0 -~ -~ -0 27900 27989 -D2 -~ -~ -0 27900 27991 -S -#27991 -At the End of the Dungeon Corridor~ - Gray walls stand impassably here, marking the end of the corridor. -Unnatural cold fills the place, the stone seeming to the strange ability to -absorb both sound and magical arts alike, more than likely to hinder the escape -of prisoners and those who would aid them. -~ -279 169 0 0 0 0 -D0 -~ -~ -0 27900 27990 -D1 -~ -door~ -1 27900 27992 -D2 -~ -door~ -2 27990 27994 -D3 -~ -door~ -2 27990 27993 -S -#27992 -A Cell in the Dungeon~ - This forlorn little cell drips miserably with muddy water, fungi sprouting -in the damp rat-fertilized corners. Cold stone and iron bars are all there are -to be seen, dank air growing stagnant here, aging with the unfortunate -prisoners that occupy these places. -~ -279 169 0 0 0 0 -D3 -~ -door~ -1 27900 27991 -S -#27993 -A Tomb-Like Cell~ - This cell is apparently maximum security, the door instantly closing upon -entry with a loud clang. Nothing is left to observe but the sound of echoing -dripping water and the scurrying of rat claws upon jagged concrete. -~ -279 169 0 0 0 0 -S -#27994 -A Cell in the Dungeon~ - Iron bars stand like long black shadows at the end of this cell, probably -the last thing many of the occupants here ever saw. Dripping water collects in -filthy little puddles, the husky shells of long dead insects decaying in the -corners like everything else that rots here. -~ -279 137 0 0 0 0 -D0 -~ -door~ -1 27900 27991 -S -#27995 -A Tower in the H.Q.~ - High above the stretching landscape below, this small tower allows a -beautiful view of the city to the east and the plaza to the south. Cool breezes -rush in from every direction, stirring the stagnant air from below and rocking -the little oil lamp that hangs here, providing the only light for the night -guards. -~ -279 8 0 0 0 0 -D5 -~ -~ -0 27900 27984 -S -#27996 -A Strange Passage~ - An eerie feeling fills this small corridor, a bright light illuminating the -place although there are no candles or torches to be seen. To the north and -south, swirling magical portals can be seen, probably leading to some strange -place, though where cannot be guessed. -~ -279 104 0 0 0 0 -D1 -~ -~ -0 27900 27997 -D3 -~ -~ -0 27900 27996 -S -#27997 -A Strange Passage~ - An eerie feeling fills this small corridor, a bright light illuminating the -place although there are no candles or torches to be seen. To the north and -south, swirling magical portals can be seen, probably leading to some strange -place, though where cannot be guessed. -~ -279 104 0 0 0 0 -D1 -~ -~ -0 27900 27997 -D3 -~ -~ -0 27900 27996 -S -#27998 -A Small Miscellaneous Shop~ - Dark wooden walls support the thickly thatched roof of this little shop, -various pieces of equipment and weapons hanging upon the walls. A long glass -counter stands at the northern end, displaying various articles of clothing and -jewellry. -~ -279 152 0 0 0 0 -D1 -~ -~ -0 27900 27942 -S -#27999 -Royal Hall~ - Massive and beautifully adorned this royal hall is where the king of France -can usually be found. Gold ornaments and many bejewelled sculptures decorate -the place, fine marble flooring polished and gleaming. Bright streams of light -illuminate the place, cast from elegant candelabrums of gold suspended from the -ceiling. -~ -279 72 0 0 0 0 -D3 -~ -wall~ -2 27992 27978 -S -$~ diff --git a/lib/world/wld/28.wld b/lib/world/wld/28.wld deleted file mode 100644 index c4f4514..0000000 --- a/lib/world/wld/28.wld +++ /dev/null @@ -1,468 +0,0 @@ -#2800 -Entrance to Mudschool:~ - To enter mudschool, type <n> followed by ENTER or RETURN. - You would just type ----> n <--- and then ENTER... - - To go back to the Capital, go through the portal to your east. -~ -28 60 0 0 0 0 -D0 -This obviously is the grand entrace to Mudschool. -A sign over the entrace says: -'Only for newbies' -~ -~ -0 0 2801 -D1 - A portal is giving of small crackling noises, -Through it you see the inner chamber of the -temple in the Capital. -~ -portal~ -0 0 -1 -E -credits info~ - Welcor -~ -S -#2801 -Mudschool 1st Lesson: Finding your way around.~ - In this context <xxx> means, type xxx and then ENTER or RETURN. - - As you might already have noticed, you move around in the world by -going <east>, <west>, <north>, <south>, <up> or <down>. - - All of these can, like most mud commands, be abbreviated to one -letter : <e>,<w>,<n>,<s>,<u> and <d>. -Throughout this tutorial, you'll be told which direction to continue. - -If at any point this text should scroll off your screen, -type <look> or <l>, to redisplay it. Try this now. - -Many questions can also be helped by the command <help xxx>, where xxx -is the command you are in doubt about. - -Now, go <east> (<e> for short). -~ -28 60 0 0 0 0 -D1 -~ -~ -0 0 2802 -D2 -~ -~ -0 0 2800 -S -#2802 -Mudschool 2nd Lesson: Finders Keepers~ - Under this text, you should see a line much like the following: - -A purse has been dropped on the floor here. - -To pick up an item, like this pouch, type <get purse>. - -The purse is now no longer on the floor - check that with <look> -- but in your <inventory> (<i> for short). This is where every item you -pick up will be. Once carried, several options are available to you; - -To peek inside the purse, type <look in purse> or <examine purse>. - -And to get the coins out of the purse, <get all purse> or -<get coins purse> will do the trick. - -Having done that, go <north> - -~ -28 60 0 0 0 0 -D0 -~ -~ -0 0 2803 -D3 -~ -~ -0 0 2801 -S -#2803 -Mudschool 3rd Lesson: Money talks.~ - You know now, you're carrying a purse with a few coins about. It is -time to spend some. In this room you're not alone anymore; a shopkeeper -has set up his booth, ready to trade with you. - -To see what he has for sale, type <list> - -To buy stuff, type <buy xxx>, where xxx is the thing you want to buy. - -For now, <buy whip>, <buy cloak> and <buy canteen>. - -And you won't need the purse again, so <value purse> to see what the -shopkeeper will give you for it. If the price is right, <sell purse>. - -Then, proceed east. -~ -28 156 0 0 0 0 -D1 -~ -~ -0 0 2804 -D2 -~ -~ -0 0 2802 -S -#2804 -Mudschool 4th Lesson: How to not go through life naked!~ - If you check your inventory, you can see that your have two cloaks, -a whip and a canteen. - -To start using your stuff, you need to <wear> it. The command <wear all> will -make you attempt to <wear> all you're carrying. - -For now, type <wear cloak> twice to wear the cloaks. - -The command <equipment> (<eq> for short) will show you what you are -currently using. It is not possible to have more then one item equipped -in one 'slot' at any one time - except the neck, where there actually are -two slots. This is why you can wear both cloaks. - -To take the cloaks off again, you must use the <remove> command - -<remove cloak> - -To use a weapon, you must <wield> it. Try <wield whip> and see -your <equipment>. - -Then go north. -~ -28 188 0 0 0 0 -D0 -~ -~ -0 0 2805 -D3 -~ -~ -0 0 2803 -S -#2805 -Mudschool 5th Lesson: Preparing for battle.~ - Now you're wearing just a little armor (the cloak) and a weapon (the whip), -and you are almost ready to fight your first battle. In the next room there -is a small monster, asleep and very easy to kill. - -You should go east, then <consider piglet>. - -The game will then inform you about how strong you are compared to the piglet. - -This first monster is so small, you should have no problems killing it. -Just type <kill piglet> to start fighting it. - -You can go east now. -~ -28 60 0 0 0 0 -D1 -~ -~ -0 0 2806 -D2 -~ -~ -0 0 2804 -S -#2806 -Mudschool 6th Lesson: The end of poor piglet.~ - First type <consider piglet>, then <kill piglet> to start fighting -the piglet. If it is not here, wait a couple of minutes, then <look> to -see if it has come back. - -After you kill the piglet, you might want to see if it was carrying -anything. To do this type <examine corpse>. You'll find a couple of -porkchops in the corpse. To pick them up, type <get all corpse>. - -When you are sure you have all you need from the corpse you may choose -to <sacrifice corpse> for a reward if you are lucky. -Then go <north> -~ -28 44 0 0 0 0 -D0 -~ -~ -0 0 2807 -D3 -~ -~ -0 0 2805 -S -#2807 -Mudschool 7th Lesson: Lunch break.~ - So.. You might be getting hungry and thirsty by now. Luckily the piglet -had some pork chops for you, and you've bought a canteen full of water. - -To drink the water : <drink canteen> - -To eat the pork chops : <eat pork> - -You might want to repeat one or both of these commands, until you're -full. This can easily be done with the <!> command, which will repeat -the last typed command. Thus, to eat two pork chops : - -type <eat pork> <!> - -Lunch break over, time to go to class. See the teacher to the east. -~ -28 60 0 0 0 0 -D1 -~ -~ -0 0 2808 -D2 -~ -~ -0 0 2806 -S -#2808 -Mudschool 8th Lesson: Classes !? - Why?~ - Until now, the path has been the same for all classes. All have been -through the same texts, had to deal with the same monster. Here however, -The paths separate. A bunch of signs have been set up on the wall here. -A teacher stands in front of them, and will teach you your classes' special -abilities. - -The signs have large Titles: WARRIOR, MAGE, THIEF and CLERIC. - -To read a sign type <look xxx> where xxx is one of the above. -When you are done here, go north. -~ -28 60 0 0 0 0 -D0 -~ -~ -0 0 2809 -D3 -~ -~ -0 0 2807 -E -warrior~ - The only skill you can learn on this low level is a kick, -which will do a little damage to your enemy - if you hit. -To get better at this, type <practice kick> -If you just want to see what you can learn, type <practice>. -Later, you can use the skill in combat by typing <kick>. -~ -E -mage magic user~ - The only spell you can learn on this low level is a 'magic missile', -which will do a little damage to your enemy - if you have mana to cast it. - -To get better at this, type <practice magic> - -If you just want to see what you can learn, type <practice>. - -Later, you can use the skill in combat by typing -<cast 'magic missile' xxx>. -~ -E -thief~ - The only skill you can learn on this low level is backstab. -A backstab is, as the name suggests, a way of getting behind -your enemy, and stab him/her/it in the back. -To get better at this, type <practice backstab> -If you just want to see what you can learn, type <practice> -Later, you can use the skill by typing <backstab> instead -of <kill> to initiate combat. Note, though that you need -to use a pointed weapon to be able to backstab. -~ -E -cleric~ - You may choose to learn two spells : - -'armor' which will protect yourself or others. -'cure light' which will cure a small amount of hitpoints. - -To get better at any one of these, type - -<practice armor> -or -<practice cure light> - -to use the spells later, type -<cast 'armor' xxx> and <cast 'cure light' xxx> -where xxx is the name of your target. - -~ -S -#2809 -Mudschool 9th Lesson: Who Am I - really ?~ - To get some statistics on yourself type <score>. - -You will then get an overview of your current condition: -Your age is in the first line. - -The display of hitpoints, mana and move shows you how much you have -right now, and your current maximum in the ()'s. - -Your AC is next. It is best if it's low, as monsters hit you less often then. -After that is your alignment. 1000 being pure good, -1000 being pure evil. -Next is your experience and gold followed by how long you have been playing. -Lastly you are informed of your level and current position. - -Now continue north. -~ -28 44 0 0 0 0 -D0 -~ -~ -0 0 2810 -D2 -~ -~ -0 0 2808 -S -#2810 -Mudschool 10th Lesson: Shortcuts~ - To avoid typing <score> all the time, the game has a small shortcut: - -By now you will have noticed the > that keeps appearing every time, you enter -a command. This is your prompt, and it can be set to display various -characteristics of your character. Right now type <prompt all>. - -A line looking something like this will appear as your prompt: -12H 8M 31V > -The numbers are the same as the ones in <score>. Current hitpoints (H), mana -(M), and move (V). - -Remember: All commands can be abbreviated, to some extend. -Example : <pr all> will work just as good as <prompt all> - -Now move east for some basic manouvres. -~ -28 60 0 0 0 0 -D1 -~ -~ -0 0 2811 -D2 -~ -~ -0 0 2809 -S -#2811 -Mudschool 11th Lesson : Doors - a menace to free movement.~ - In this room a door blocks your way east. - -To get past it you'll have to <open door>. - -If for any reason you'd wish to stop others from doing the same, -the command <close door> will do the trick. If you happen to carry -the right key, you may also <lock door> and <unlock door>. - -Thieves may also try to unlock a locked door by <pick>ing it, -if they know the skill. - -Right now, <open door> and proceed east. -~ -28 0 0 0 0 0 -D1 -A common door is here. -~ -door~ -1 0 2812 -D3 -~ -~ -0 0 2810 -S -#2812 -Mudschool 12th Lesson : Socialising~ - The world might seem a little boring if you don't know how to communicate. - -You may <say> things, so others in the same room as you can hear you. Try -<say Hello> - -Others in the room would see the results as -Yourname says, 'Hello' - -Another important command is <tell>. It is used like this: - -<tell xxx yyy>, where xxx is the person you'd like to talk to, and - yyy is what you have to say. - -Later on, you can use commands like gossip, yell, holler and shout, to -communicate with everybody on the mud, in your local area, and so forth. -More info on those by typing <help subject>. - -You're almost done with Mudschool, just hurry south. -~ -28 0 0 0 0 0 -D2 -~ -~ -0 0 2814 -D3 -A common door is here. -~ -door~ -1 0 2811 -S -#2813 -Mudschool 14th Lesson : What NOT to do :)~ - To get an overview of the do's and dont's, type <policy>. These are a few -rules, which must be abided by for you to be allowed to stay. - -We try to keep them short and to the point. - -The last command you'll learn is <recall>. This will transport you -to the main chamber of the temple, as long as you are still a newbie. - -To leave Mudschool, type <recall>. -~ -28 0 0 0 0 0 -D3 -~ -~ -0 0 2814 -S -#2814 -Mudschool 13th Lesson : Getting the game on your side.~ - To liven up the world with colors, type <color complete> - -If in doubt about any command, type <help xxx> to get help on the command -in question. - -Now go east for the final lesson. -~ -28 0 0 0 0 0 -D0 -~ -~ -0 0 2812 -D1 -~ -~ -0 0 2813 -S -#2815 -Welcors ~~~ ~~~ furnace~ - You seem to be standing in a cave of some sort. A rather large cave. -Actually the cave is so large you think you could just as well be standing -outside. The ceiling is so high above you, you can't really make out the -contours of it. The sides of the cave are burning. Had you not felt so -comfortable, you could easily think you were inside a gigantic fire, looking -out through the flames. You realize, with a sudden stab of fear, that you've -unwittingly stumbled into the home of Welcor, God of Fiery Justice. You've -better not be here when he gets back... -~ -28 8 0 0 0 0 -E -flame wall burning fire~ - As you study the walls closer, you realize magic keeps the fire alive, and -it really is HOT. Reaching out to touch it proves a very bad idea, giving you -several burn marks on your hand -~ -E -Welcor~ - Even when not here, you sense his presence. -~ -S -$~ diff --git a/lib/world/wld/280.wld b/lib/world/wld/280.wld deleted file mode 100644 index a893328..0000000 --- a/lib/world/wld/280.wld +++ /dev/null @@ -1,1216 +0,0 @@ -#28000 -Above The Motherboard~ - You are floating in some sort of ethereal chamber. All about you, a -prismatic mist swirls about, as if it was alive. A myriad of colors slowly -phases in and out of the mist. What seems to be below you, is a massive -computer motherboard. It must be close to a thousand times normal size. You -can see the SIMM slots, the PCI slots, the cpu, and various other things found -on most motherboards. -~ -280 8 0 0 0 0 -D5 -You can see the corner of the motherboard. -~ -~ -0 -1 28001 -E -credits info~ - Living Motherboard by Ryan Kelley(Kinesthesia of BlueMageMUD) rkelley@@exis.net -****************************************************************************** -I have left plenty of room in the .wld file for you to build a way to the zone. -Other than that, I ask that you don't modify the original rooms. The .mob file -and .zon file, and if you so choose to make one, the .obj file can be edited to -suit your particular MUD. -This is my first zone I have released publicaly, and I hope you all enjoy -it. E-mail me with any comments or suggestions. All that said, enjoy! -Links: 00 portal -~ -E -portal~ - This portal has been fashioned from some sort of metal. The portal itself -looks very futuristic, lights flash all about the portal, and things beep. -This portal is probably the work of some ancient Technomancer(computer -geek/wizard). -~ -S -#28001 -The corner of the motherboard.~ - You are standing in the northwestern corner of this huge silicon wonder. -The motherboard looks like any other, except for the fact that's a few thousand -times larger. As you gaze about, you can see electrons zipping back and forth, -telling things what to do and when. The circuitry beneath your feet is truly -amazing to behold. Possible miles upon miles of high capacity circuits run -under your feet. You can feel the pulse of electricity through them. -~ -280 8 0 0 0 0 -D1 -This silicon wonder stretches to the east. -~ -~ -0 -1 28020 -D2 -You can see a small cluster of microchips to the south. -~ -~ -0 -1 28002 -S -#28002 -A microchip cluster.~ - You are standing in one of the many areas of the motherboard. The prominent -feature of this area is the larger number of microchips that have been built -onto the motherboard. The large black chips look like buildings now, and they -radiate an aura of power, as electrons race in and out of them. You are also -on the western edge of the board. Looking over, you get queasy, as the edge -just drops off into sheer nothingness. -~ -280 8 0 0 0 0 -D0 -You can see the northwestern edge of the motherboard. -~ -~ -0 -1 28001 -D1 -An expanse of silicon. -~ -~ -0 -1 28019 -D2 -You can see some thing moving(?)... -~ -~ -0 -1 28003 -S -#28003 -An expanse of motherboard.~ - You are standing on a rather bare spot of the motherboard. The usual is -here, circuits, and more circuits. The odd thing is, the motherboard seems to -be growing, or something is coming up from under it. Under the surface, you -can see large black masses moving up closer to the surface, ever so slowly. -You wonder what it could be. After watching the black objects for a bit, you -get bored, and decide to search for something new. -~ -280 8 0 0 0 0 -D0 -You can see a large cluster of microchips. -~ -~ -0 -1 28002 -D1 -You can see a large amount of electrons zipping back and forth. -~ -~ -0 -1 28018 -D2 -The mother board is warped to the south. -~ -~ -0 -1 28004 -S -#28004 -A warped section of motherboard.~ - You are standing in a warped section of motherboard. There are many, many -circuits here, criss-crossing each other. The amount of power surging through -this area is probably tremendous. The section of the motherboard seems to have -been misshapen from the large amount of heat, it's stretching out towards the -west. Why it went that way, instead of sloping downwards, you have no idea. -~ -280 8 0 0 0 0 -D0 -The motherboard goes back to the north. -~ -~ -0 -1 28003 -D1 -Another area of the motherboard. -~ -~ -0 -1 28017 -D2 -There is a large amount of objects to the south. -~ -~ -0 -1 28005 -S -#28005 -An area of transistors.~ - There is a large number of transistors here. This is probably a focal point -of the massive circuitry network. Glancing down, you see a hideous creature -glancing upwards at you from within in the circuits. You take a swipe at it -with your sword, cleaving deep into the circuit. A small discharge of power -flies through your sword, but the hilt wrapping, and your gloves manage to -absorb most of it. The odd thing is, that the circuit isn't shooting sparks -all over the place, it seemed to fuse itself back together, like clotting -blood. The creature is not dead, nor was it ever there, it must've been some -weird illusion caused by all the electromagnetism going on here. -~ -280 8 0 0 0 0 -D0 -You can see the warped area of the motherboard. -~ -~ -0 -1 28004 -D1 -A barren area of motherboard. -~ -~ -0 -1 28016 -D2 -You can see more silicon. -~ -~ -0 -1 28006 -S -#28006 -Another warped area.~ - This area is much like the previous area of warped motherboard. It also is -stretching to the west, instead of sloping downwards. You *know* there's -gravity here, or else you'd be floating around. -~ -280 8 0 0 0 0 -D0 -You can see a large number of transistors to the north. -~ -~ -0 -1 28005 -D1 -There are a few microchips here. -~ -~ -0 -1 28015 -D2 -There are some jumpers to the south. -~ -~ -0 -1 28007 -S -#28007 -Some jumpers.~ - You are standing on another expansion of the massive motherboard. This area -is dominated by jumpers, which are about your size. The massive plastic covers -look quite odd, and the pins that are uncovered, in their massive size, look -quite sharp, and would probably make a formidable spear. -~ -280 8 0 0 0 0 -D0 -Back to the warped area. -~ -~ -0 -1 28006 -D1 -You can sense a massive amount of power to the east. -~ -~ -0 -1 28014 -D2 -More $%# ! microchips. -~ -~ -0 -1 28008 -S -#28008 -More $%#@! microchips.~ - You never new that a mother board neeed this many $%#@! Microchips. At -least ten chips are here, and they are massive. You wonder why the motherboard -requires so many of these things, it's not like they're nerve centers or -anything. -~ -280 8 0 0 0 0 -D0 -There are some jumpers off to the north. -~ -~ -0 -1 28007 -D1 -You can hear some loud crackling and can see sparks flying. Scary. -~ -~ -0 -1 28013 -D2 -You can see another warped area. -~ -~ -0 -1 28009 -S -#28009 -Another warped area.~ - This is odd. The motherboard is really warped here, stretching far out to -the west. Wanting to find out what the hell is going on, you creep out to the -edge, and lie down on your belly. You examine the edge of the motherboard, and -find it quite smooth, unlike typical silicon which has a rougher grain to it. -As you're getting up, you feel a slight lurch, and the motherboard has -stretched further out to the west. A sudden look of mixed horror and surprise -comes across your face, and you find yourself short of breath. "Great gods -above.... " you mutter. "This thing is.... Alive.... " you say to no one in -particular. -~ -280 8 0 0 0 0 -D0 -It's more of those damn microchips. -~ -~ -0 -1 28008 -D1 -A barren stretch of the motherboard. -~ -~ -0 -1 28012 -D2 -The south-western edge of the motherboard. -~ -~ -0 -1 28010 -S -#28010 -The SouthWestern edge of the motherboard.~ - You are standing in the southwestern edge of this massive motherboard. -This area is pretty much featureless, circuits and a few microchips dot the -silicon landscape. -~ -280 8 0 0 0 0 -D0 -The warped area. -~ -~ -0 -1 28009 -D1 -Another silicon area. -~ -~ -0 -1 28011 -S -#28011 -The edge of the motherboard.~ - You are standing on the southern edge of the motherboard. This is pretty -much the same as all the rest of the motherboard, cicruits all over the place, -the occasional microchip or transistor. -~ -280 8 0 0 0 0 -D0 -You can see a large number of electrons to the north. -~ -~ -0 -1 28012 -D1 -You can see a large number of electrons to the east also. -~ -~ -0 -1 28030 -D3 -You can see the southwestern edge of the motherboard. -~ -~ -0 -1 28010 -S -#28012 -A silicon expanse.~ - You are standing on a massive expanse of silicon. There are high numbers of -circuits, chips and electrons here. The electrons seem to be heading east at -high speeds, something important must be in that direction. -~ -280 8 0 0 0 0 -D0 -There is a lot of crackling and sparks to the north. Scary. -~ -~ -0 -1 28013 -D1 -You can see the FPU to the east. -~ -~ -0 -1 28029 -D2 -The southern edge of the motherboard. -~ -~ -0 -1 28011 -D3 -You can see one of the areas of growing motherboard. -~ -~ -0 -1 28009 -S -#28013 -An exposed circuit.~ - As you step onto the exposed area of the circuit, a massive surge of -electricity courses up your legs and into your body. The first second or so, -you feel a tingling sensation, then it grows into a massive shock, as thousands -of volts of electricity course through your body, causing your nerves to go -into overload. -~ -280 12 0 0 0 0 -S -#28014 -A power outlet.~ - You are standing on some odd form of power outlet. There is a massive -opening in the motherboard, where all the circuits converge, and electrons fly -in and out of the tube, zipping to some odd destination. -~ -280 8 0 0 0 0 -D0 -Another expanse of the motherboard. -~ -~ -0 -1 28015 -D1 -Whaddya know, more microchips. -~ -~ -0 -1 28027 -D2 -You can see lots of sparks and you can hear some crackling. Scary. -~ -~ -0 -1 28013 -D3 -Guess what, silicon. -~ -~ -0 -1 28007 -S -#28015 -A MicroChip cluster.~ - You are standing among more massive microchips. "Damn... " you mutter "... -At least they could've made this place a little less repetitive. " -~ -280 8 0 0 0 0 -D0 -A barren piece of the motherboard. -~ -~ -0 -1 28016 -D1 -~ -~ -0 -1 28026 -D2 -~ -~ -0 -1 28014 -D3 -~ -~ -0 -1 28006 -S -#28016 -Mo' motherboard.~ - You are standing on one of many areas of the motherboard. The circuits -criss cross randomly, and the occasional chip dots the surface. Looking down, -you can see more of the black masses moving slowly towards the surface. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28017 -D1 -~ -~ -0 -1 28025 -D2 -~ -~ -0 -1 28015 -D3 -~ -~ -0 -1 28005 -S -#28017 -A damaged section of the motherboard.~ - You are standing in a damaged section of the motherboard. Some circuit -probably shorted out and blew some things up. To your amazement, you finally -make out what the black blobs were. Coming out of the motherboard, are large -black blobs. As they break the surface, they slowly harden, and form the giant -microchips that you see dotting the landscape. "Heh.... This thing can grow, -and repair damaged areas. A true silicon based life form... " you utter to no -one in particular. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28018 -D1 -~ -~ -0 -1 28024 -D2 -~ -~ -0 -1 28016 -D3 -~ -~ -0 -1 28004 -S -#28018 -A barren area of the motherboard.~ - You are standing in another barren area of the motherboard. There is none -of the typical circuitry running through here, this must be a badly damaged -area. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28019 -D1 -~ -~ -0 -1 28023 -D2 -~ -~ -0 -1 28017 -D3 -~ -~ -0 -1 28003 -S -#28019 -Transistors.~ - You are standing in area COVERED with transistors. All around, huge -multi-colored transistors are fused to the motherboard, and the power running -into them is awesome. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28020 -D1 -~ -~ -0 -1 28022 -D2 -~ -~ -0 -1 28018 -D3 -~ -~ -0 -1 28002 -S -#28020 -The northern edge of the motherboard.~ - You are standing on the northern edge of the motherboard. This area is -pretty much like the rest of the motherboard, except that one false step to -your north would kill you. -~ -280 8 0 0 0 0 -D0 -Gee, I wonder. -~ -~ -0 -1 28051 -D1 -More motherboard. -~ -~ -0 -1 28021 -D2 -~ -~ -0 -1 28019 -D3 -~ -~ -0 -1 28001 -S -#28021 -More Jumpers.~ - You are standing amongst more jumpers. Looking about, you can see jumpers -labeled "Cache", "VRAM" and one that worries you "Kill MUDders". -~ -280 8 0 0 0 0 -D1 -You can see one of the many SIMM slots on this motherboard. -~ -~ -0 -1 28040 -D2 -~ -~ -0 -1 28022 -D3 -~ -~ -0 -1 28020 -S -#28022 -The motherboard.~ - You are standing on another part of the motherboard. This is pretty much -the exact same as the rest of the motherboard, except there's a higher amount -of circuits fused into the board here. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28021 -D1 -There is one of the 6 SIMM slots on this motherboard to the east. -~ -~ -0 -1 28039 -D2 -~ -~ -0 -1 28023 -D3 -~ -~ -0 -1 28019 -S -#28023 -Another power outlet.~ - You are standing near another one of the power outlets found on this -motherboard. The electrons here seem to be going to the north and the east a -lot more, you guess the SIMM slots or something such as that are located over -that direction. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28022 -D1 -There is yet another one of the SIMM slots to the east. -~ -~ -0 -1 28038 -D2 -~ -~ -0 -1 28024 -D3 -~ -~ -0 -1 28018 -S -#28024 -The manufacturer's label.~ - Here, pasted to the surface of the motherboard, is a huge sticker showing -the name of the manufacturer of this motherboard. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28023 -D1 -~ -~ -0 -1 28037 -D2 -~ -~ -0 -1 28025 -D3 -~ -~ -0 -1 28017 -E -credits info sticker~ - This motherboard was manufactured by: - -Ryan Kelley(rkelley@@exis.net) -E-mail with suggestions or comments, or for a listing of other products -available. -~ -S -#28025 -Guess.~ - All about you, transistors tower above you, and microchips perform various -microchip functions, emitting an odd electrical hum. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28024 -D1 -~ -~ -0 -1 28036 -D2 -~ -~ -0 -1 28026 -D3 -~ -~ -0 -1 28016 -S -#28026 -A blasted space.~ - You are standing in a blasted space of the motherboard. The silicon has -been charred black, and the circuits have been fused closed. This area is -probably never going to be used again. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28025 -D1 -~ -~ -0 -1 28035 -D2 -~ -~ -0 -1 28027 -D3 -~ -~ -0 -1 28015 -S -#28027 -A very busy area.~ - You are standing in a very busy area of the motherboard. Electrons dart to -and fro, and circuits hum with energy. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28026 -D1 -~ -~ -0 -1 28034 -D2 -~ -~ -0 -1 28028 -D3 -~ -~ -0 -1 28014 -S -#28028 -Before the FPU.~ - You are standing before the FPU. Directly south lies the coprocessor of -this creature. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28027 -D1 -~ -~ -0 -1 28033 -D2 -You can see the FPU socket. -~ -~ -0 -1 28029 -D3 -You can see sparks flying and hear crackling noises. Scary. -~ -~ -0 -1 28013 -S -#28029 -The FPU socket.~ - Here is the massive socket for the FPU of this creature. It's fused -directly(or grew from) the motherboard. Electrons are constantly darting in -and out, delivering messages to the FPU. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28028 -D1 -You can see the CPU socket. -~ -~ -0 -1 28032 -D2 -The southern edge of the motherboard. -~ -~ -0 -1 28030 -D3 -~ -~ -0 -1 28012 -S -#28030 -Southern Edge.~ - You are standing on the southern edge of this massive creature. To your -east and west, more silicon landscape, to your north, the FPU. -~ -280 8 0 0 0 0 -D0 -You can see the FPU socket. -~ -~ -0 -1 28029 -D1 -~ -~ -0 -1 28031 -D3 -~ -~ -0 -1 28011 -S -#28031 -The southern edge of the motherboard.~ - You are standing on the southern edge of the motherboard. To your west, -silicon. To the north is the CPU. And, to your east is the south-eastern edge -of this creature. -~ -280 8 0 0 0 0 -D0 -You can see the CPU socket. -~ -~ -0 -1 28032 -D1 -You can see the south-eastern edge. -~ -~ -0 -1 28050 -D3 -~ -~ -0 -1 28030 -S -#28032 -The CPU socket.~ - You are standing before this massive CPU socket. Each of the pin-holes can -easily fit a man-sized pin, and tons of circuits lead into the socket, powering -the massive CPU. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28033 -D1 -~ -~ -0 -1 28049 -D2 -~ -~ -0 -1 28031 -D3 -You can see the FPU socket. -~ -~ -0 -1 28029 -S -#28033 -A silicon landscape.~ - You are standing on yet another silicon landscape. Silicon, for as far as -the eyes can see, dotted by the occasional microchip or various other -motherboard component. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28034 -D1 -There is a PCI slot this way. -~ -~ -0 -1 28048 -D2 -~ -~ -0 -1 28032 -D3 -~ -~ -0 -1 28028 -S -#28034 -A burned out socket.~ - You are standing near an old burned out socket on this massive motherboard. -The socket itself is charred black, the silicon has been melted and bubbled up. -Their is also an odd smell from the melted silicon. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28035 -D1 -You can see a PCI slot to the east. -~ -~ -0 -1 28047 -D2 -~ -~ -0 -1 28033 -D3 -~ -~ -0 -1 28027 -S -#28035 -Jumpers.~ - You are standing around some more jumpers. These have no apparent -indications as to what they do, so they're probably not used anymore, the -motherboard having outgrown them or something. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28036 -D1 -You can see a massive PCI slot to the east. -~ -~ -0 -1 28046 -D2 -~ -~ -0 -1 28034 -D3 -~ -~ -0 -1 28026 -S -#28036 -An open socket.~ - You are standing near an open socket. It looks pretty clean, so something -must be going to be placed in there soon. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28037 -D1 -There is one of the PCI slots in this direction. -~ -~ -0 -1 28045 -D2 -~ -~ -0 -1 28035 -D3 -~ -~ -0 -1 28025 -S -#28037 -Another area of the motherboard.~ - You are standing in another area of the motherboard. There are lots of -electrons zooming off to the north. You wonder why. -~ -280 8 0 0 0 0 -D0 -There is a SIMM slot to your north. -~ -~ -0 -1 28038 -D1 -There is a PCI slot this way. -~ -~ -0 -1 28044 -D2 -~ -~ -0 -1 28036 -D3 -~ -~ -0 -1 28024 -S -#28038 -SIMM bank 0.~ - You are standing near a massive SIMM slot. There are five other slots much -like this one. -~ -280 8 0 0 0 0 -D0 -SIMM bank 1. -~ -~ -0 -1 28039 -D1 -SIMM bank 5. -~ -~ -0 -1 28043 -D2 -~ -~ -0 -1 28037 -D3 -~ -~ -0 -1 28023 -S -#28039 -SIMM bank 1.~ - This is one of the 6 SIMM slots on this motherboard. The SIMM chips in this -thing are huge. -~ -280 8 0 0 0 0 -D0 -SIMM bank 2. -~ -~ -0 -1 28040 -D1 -SIMM bank 4. -~ -~ -0 -1 28042 -D2 -SIMM bank 0. -~ -~ -0 -1 28038 -D3 -~ -~ -0 -1 28022 -S -#28040 -SIMM bank 2.~ - This is the third SIMM bank on the motherboard. -~ -280 8 0 0 0 0 -D1 -SIMM bank 3. -~ -~ -0 -1 28041 -D2 -SIMM bank 1. -~ -~ -0 -1 28039 -D3 -~ -~ -0 -1 28021 -S -#28041 -SIMM bank 3.~ - This is SIMM bank 3. This is also the north eastern corner of the -motherboard. -~ -280 8 0 0 0 0 -D2 -SIMM bank 4. -~ -~ -0 -1 28042 -D3 -SIMM bank 2. -~ -~ -0 -1 28040 -S -#28042 -SIMM bank 4.~ - This is SIMM bank 4. -~ -280 8 0 0 0 0 -D0 -SIMM bank 3. -~ -~ -0 -1 28041 -D2 -SIMM bank 5. -~ -~ -0 -1 28043 -D3 -SIMM bank 1. -~ -~ -0 -1 28039 -S -#28043 -SIMM bank 5.~ - This is SIMM bank 5. -~ -280 8 0 0 0 0 -D0 -SIMM bank 4. -~ -~ -0 -1 28042 -D2 -A PCI slot. -~ -~ -0 -1 28044 -D3 -SIMM bank 0. -~ -~ -0 -1 28038 -S -#28044 -A PCI slot.~ - This is your typical PCI slot, except a lot larger. You can see the metal -connectors for the card, whatever would go there. -~ -280 8 0 0 0 0 -D0 -SIMM bank 5. -~ -~ -0 -1 28043 -D2 -A PCI slot. -~ -~ -0 -1 28045 -D3 -~ -~ -0 -1 28037 -S -#28045 -The second the PCI slot.~ - This is the second PCI slot found on this motherboard. -~ -280 8 0 0 0 0 -D0 -A PCI slot. -~ -~ -0 -1 28044 -D2 -Another PCI slot. -~ -~ -0 -1 28046 -D3 -~ -~ -0 -1 28036 -S -#28046 -Another PCI slot.~ - You are standing near another one of the PCI slots. -~ -280 8 0 0 0 0 -D0 -Another PCI slot. -~ -~ -0 -1 28045 -D2 -The last of the PCI slots. -~ -~ -0 -1 28047 -D3 -~ -~ -0 -1 28035 -S -#28047 -The last PCI slot.~ - This is the last PCI slot on the motherboard. -~ -280 8 0 0 0 0 -D0 -Another PCI slot. -~ -~ -0 -1 28046 -D2 -~ -~ -0 -1 28048 -D3 -~ -~ -0 -1 28034 -S -#28048 -Another area of the motherboard.~ - You are standing on the eastern edge of the motherboard. To the east, you -can see an eerie glow, which seems to be getting smaller over time. -~ -280 8 0 0 0 0 -D0 -A PCI slot. -~ -~ -0 -1 28047 -D2 -~ -~ -0 -1 28049 -D3 -~ -~ -0 -1 28033 -S -#28049 -The eastern edge.~ - You are standing on the eastern edge of the massive motherboard. You can -still see the eerie light to the east. -~ -280 8 0 0 0 0 -D0 -~ -~ -0 -1 28048 -D2 -The south eastern edge. -~ -~ -0 -1 28050 -D3 -You can see the CPU. -~ -~ -0 -1 28032 -S -#28050 -The south-eastern edge.~ - You are standing near the south-eastern edge of the motherboard. This is -much like the other areas of the motherboard. -~ -280 8 0 0 0 0 -D1 -~ -~ -0 0 28051 -D3 -~ -~ -0 -1 28031 -S -#28051 -Off the edge of the motherboard.~ - Well, genius, you've stepped off the edge of the motherboard, even though -*I* expressely told you "One false step to the north would kill you. " but -*NO* you think "Oh, he's just joking around. " and you stepped off, thinking -you're all high and fucking mighty, well guess what, YOU'RE NOT. As you fall, -and fall, and fall, into the depths, you look up and see the motherboard flying -away at high speeds. You look down, and see nothing but mist. You're probably -going to be falling forever. -~ -280 8 0 0 0 0 -D3 -~ -~ -0 0 28050 -S -$~ diff --git a/lib/world/wld/281.wld b/lib/world/wld/281.wld deleted file mode 100644 index 6f59fc5..0000000 --- a/lib/world/wld/281.wld +++ /dev/null @@ -1,1378 +0,0 @@ -#28100 -A paved path~ - You are standing at the edge of the city. From here, a short, -paved path leads toward the east. To the northeast is a large building, -its yard lined by an old fence of stone. -~ -281 4 0 0 0 1 -D1 -~ -~ -0 0 28101 -E -credits info~ - This is a modest zone with about 65 rooms. It is a little forest, -maybe east of Midgaard. The area was originally written for low-level -(say 1-10) players. - --Methem -(mputkone@@rieska.oulu.fi) -Replace XXXX with a town name of your choosing. -~ -S -#28101 -Before a small gate~ - The paving turns toward the north, where stands a wooden gate at -the fence. A sign has been fastened on the gate, reading "Galeaufir's -Tavern". A brown path leads to the east, toward light forest. -~ -281 0 0 0 0 1 -D0 -You see the yard of the tavern. -~ -gate~ -1 -1 28102 -D1 -You see some forest. -~ -~ -0 -1 28114 -D3 -~ -~ -0 0 28100 -S -#28102 -The yard of the tavern~ - This is a large yard growing plenty of grass and a few high bushes -here and there. The paving leads straight toward the tavern, but there -is also a faint trail to the west. This could be a place to have fun, -at least some voices of singing are heard from inside the building. -~ -281 0 0 0 0 1 -D0 -You see the tavern. -~ -door wooden~ -1 -1 28106 -D2 -You see the paved path behind the fence. -~ -gate~ -1 -1 28101 -D3 -You see the yard. -~ -~ -0 -1 28103 -S -#28103 -On the lawn~ - You step on the lawn. An old, large tree lines the track, and its -foliage covers the yard in massive shadows. The corner of the tavern is -close to the west. -~ -281 0 0 0 0 1 -D1 -You see the yard before the tavern. -~ -~ -0 -1 28102 -S -#28104 -By the side of the tavern~ - You are standing close to the western fence of the yard. The city -can be seen further to the west - masses of people and clamour. To the -is a small, wooden, and cell-like building, obviously a lavatory. -~ -281 0 0 0 0 1 -D0 -You see a small, wooden building. -~ -door wooden~ -1 -1 28105 -D1 -You see the yard. -~ -~ -0 -1 28103 -S -#28105 -The lavatory~ - The lavatory is quite cramped and the smell around exactly what it -uses to be in places like this. However the inside is very tidy, see- -mingly taken care often. Anyway, you are ready to leave now... -~ -281 261 0 0 0 0 -D2 -You see the yard of the tavern. -~ -door wooden~ -1 -1 28104 -S -#28106 -Inside the tavern~ - The walls here are paneled in some wood of various deep brown -tints. A large, wooden chandelier lits the room, making it very ho- -mely. The furniture is dominated by a tall desk close to the north -wall. Behind it there stands a large, impressive cupboard. To the -west is a high, arched doorway, above which a huge bearhead has been -fastened, welcoming the customers in. - Broad stairs lead up. -~ -281 8 0 0 0 0 -D2 -You see the yard of this tavern. -~ -door wooden~ -1 -1 28102 -D3 -You see a smoky drawing-room. -~ -~ -0 -1 28107 -D4 -You see stairs leading upstairs. -~ -~ -0 -1 28108 -E -cupboard impressive~ - The cupboard is of some lacquered wood and the handicraft appears excellent. -The doubledoors of it are covered in a big painted picture, presenting a march -of an ancient fully equipped army. There are also two large handles of pronze, -formed in interesting spiral. -~ -S -#28107 -A smoky drawing-room~ - You have arrived at a large drawing-room where quite an amount of -tobacco smoke hovers about, forcing you to cough loudly. Heavy chairs -and tables can be seen all around. The room is full of people, youngsters -and elders, riches and poors, all from the different social classes. - There is a wide collection of various hunting weapons on the western -wall. The room is warmed up by a massive fireplace. -~ -281 8 0 0 0 0 -D1 -You see the tavern. -~ -~ -0 -1 28106 -S -#28108 -On the top floor~ - This north- and south-directed corridor is where the local guest -rooms are located at. The walls are paneled in some fine wood, and -there hang deep green tapestries with some white decorations on them. -Torches cast soft light into the space. -~ -281 8 0 0 0 0 -D0 -You see the corridor. -~ -~ -0 -1 28110 -D3 -A locked, oaken door... -~ -door oaken~ -2 -1 28109 -D5 -You see the stairs leading down. -~ -~ -0 -1 28106 -S -#28109 -A dusty room~ - The room has been furnished by a small elegant table, a strong -bed, an old bookcase, and a chest of drawers. Somehow you feel that -it won't be hired out so often, although it seems that no one has -been here in a few weeks. But no doubt, there is someone's property -around... -~ -281 1 0 0 0 0 -D1 -~ -door oaken~ -2 -1 28108 -S -#28110 -On the top floor~ - You walk on the corridor. A door to the west is ajar and you -wonder if you heard some voices from behind it... -~ -281 8 0 0 0 0 -D0 -You see the corridor. -~ -~ -0 -1 28112 -D2 -You see the corridor. -~ -~ -0 -1 28108 -D3 -You see a room in confusion.. -~ -door wooden~ -1 28130 28111 -S -#28111 -A Guest Room~ - The air in this room is musty, and it smells of hard liquor. On -the floor there lie a bundle of creased clothes and a couple of muddy -shoes. As you step toward the window you notice that the floor there -is sticky and covered in thousands of tiny glass fragments all around. - Obviously there has been a festival of some kind in the City at -last night. -~ -281 1 0 0 0 0 -D1 -You see the corridor. -~ -door wooden~ -1 28130 28110 -S -#28112 -On the top floor~ - The corridor ends here, and you find yourself standing by a small -window. Vast fields and forest are seen through it - everything looks -peaceful out there, despite a few alarming rumors about the Forces of -Evil gathering their power again. - To the west stands a wooden door. -~ -281 8 0 0 0 0 -D2 -You see the corridor. -~ -~ -0 -1 28110 -D3 -You see a wooden door. -~ -door wooden~ -1 28131 28113 -S -#28113 -A tidy room~ - The room is in extremely good order. Every particle of dust or dirt -of any kind appear to be wiped out. Apparently there is a possible tenant -coming soon. -~ -281 1 0 0 0 0 -D1 -You see the corridor. -~ -door wooden~ -1 28131 28112 -S -#28114 -At the forest edge~ - You are walking on a brownish path that leads towards a light -forest to the east, and begins to wriggle its way there. A mild -chirping can be heard from somewhere nearby. - The city of XXXX is further away to the west. -~ -281 0 0 0 0 2 -D1 -You see the forest. -~ -~ -0 -1 28115 -D3 -You see the paved path. -~ -~ -0 -1 28101 -S -#28115 -A path~ - As the path finds its way through the forest it sometimes becomes -very narrow, wriggling by the side of some large stones. Passing by -a wagon of any kind would be impossible. To the east grows dense -thicket. -~ -281 4 0 0 0 2 -D0 -You see more forest. -~ -~ -0 -1 28116 -D1 -You see some bushes. -~ -~ -0 -1 28155 -D3 -You see the forest edge. -~ -~ -0 -1 28114 -S -#28116 -A path~ - The path seems to descend toward the east where you can make out -some sandy ground. Also, from the same direction was heard something -that sounded peculiar talk... -~ -281 4 0 0 0 2 -D1 -You see a small dell. -~ -~ -0 -1 28117 -D2 -You see the forest. -~ -~ -0 -1 28115 -S -#28117 -A small dell~ - You descend onto a sandy dell where you notice some old marks of -water, approximately flown here a few months ago. The path continues to -the east, climbing over great roots. -~ -281 0 0 0 0 2 -D1 -You see a small intersection of trails. -~ -~ -0 -1 28118 -D3 -You see the forest. -~ -~ -0 -1 28116 -S -#28118 -An intersection of paths~ - You are standing at a small square from where trails lead north, west, -and east. Since the foliage dominates your vision more or less, only the -highest of Towers of Midgaard can be seen farther to the west. -~ -281 0 0 0 0 2 -D0 -You see a grassy path. -~ -~ -0 -1 28119 -D1 -You see a weak trail through the forest. -~ -~ -0 -1 28131 -D3 -You see the dell. -~ -~ -0 -1 28117 -S -#28119 -A grassy path~ - A grassy but quite a wide path leads here. According a few deep -grooves that are yet visible on it, this way was probably used much, a -long time ago. - Leaning against a grayish tree, there is a rottening, wooden sign. -~ -281 0 0 0 0 2 -D0 -You see a hillside of some kind descending there. -~ -~ -0 -1 28120 -D2 -You see a small intersection of trails. -~ -~ -0 -1 28118 -E -sign wooden~ - This is about what you detect: - - %he ++n o- G%%d i l - - 20* m _ e -~ -S -#28120 -A low hillside~ - This is a low, bush-growing hillside. The path appears to be leading -toward what looks a small marshland down there. For some reason it does -not look very fascinating. -~ -281 4 0 0 0 4 -D2 -You see the grassy path. -~ -~ -0 -1 28119 -D5 -You see a marshland. -~ -~ -0 -1 28121 -S -#28121 -The marshland~ - As you reach the marshland, the clouds of insects catch you -in their unpleasant embrace, penetrating your very equipment. You -move on quickly, over the damp hummocks and over the small pools of -black disgusting water, to escape those tiny winged beasts. Further -away to the north seems to be an another hillside, growing high trees. - Remainders of a bridge-like structure still lie here, leading -across the marsh. -~ -281 0 0 0 0 3 -D0 -You see more marshland. -~ -~ -0 -1 28124 -D1 -You see some large hammocks. -~ -~ -0 -1 28122 -D4 -You see the low hillside. -~ -~ -0 -1 28120 -S -#28122 -Stepping on some hammocks~ - The most sturdiest hammocks here resist your weight easily, and -thus you are able to move on. Close to the east grows a large, somewhat -peculiar bush that covers your vision quite totally. -~ -281 0 0 0 0 3 -D3 -You see the marshland. -~ -~ -0 -1 28121 -D5 -You see something black. -~ -~ -0 -1 28123 -E -bush large peculiar~ - It appears old and grayish. It looks as if there were something dark behind -it... Perhaps. -~ -S -#28123 -A jet-black pond...~ - Suddenly you are fallen down into jet-black and very cold water. -Bubbles raise to the surface and at the same moment you feel a touch -on your feet. This feels ominous, as though there were something -housing the pool. -~ -281 132 0 0 0 6 -D4 -You see some hammocks ...*burb*. -~ -~ -0 -1 28122 -S -#28124 -The marshland~ - You are walking at the northern part of the marshland. Just to -the north is an another hillside, high and much more steeper than the -one you just descended. It grows some deep brown hay and tall birches. -A faint trail climbs on it. -~ -281 0 0 0 0 3 -D2 -You see more marshland. -~ -~ -0 -1 28121 -D4 -You see a steep hillside. -~ -~ -0 -1 28125 -S -#28125 -A steep hillside~ - You ascend the hillside, struggling between the trees and their -twisted branches. A figure of gray building begins to discern slowly -to the northwest. -~ -281 4 0 0 0 4 -D0 -You see the yard of a decayed building. -~ -~ -0 -1 28126 -D5 -You see the marshland down there. -~ -~ -0 -1 28124 -S -#28126 -Before a decayed building~ - You are standing at a grass-covered yard. Just to the west lies -what may have been an inn of some kind years ago. Now its roof and many -of the other wooden parts are mostly gone, and the grayish walls break -off so badly that you somewhat wonder how the building still stands. An -open doorway gives passage inside. To the north lies an old pen. -~ -281 0 0 0 0 1 -D0 -You see a rottening pen. -~ -~ -0 -1 28127 -D2 -You see the steep hillside. -~ -~ -0 -1 28125 -D3 -You see the decayed building. -~ -~ -0 -1 28128 -S -#28127 -Inside an old pen~ - The muddy ground here is covered in wooden fragments and old junk, -nothing of interest. To the north the forest gets thicker. -~ -281 0 0 0 0 1 -D2 -You see the yard of the building. -~ -~ -0 -1 28126 -S -#28128 -An empty vestibule~ - You find yourself standing inside a dark vestibule, where the walls -are covered in vast cobwebs and some strange smears. The wind blows in -from the holes of the walls, almost sounding as if there were a few small -spirits howling their regret. To the north is a door, blackened but still -in existence. Rather dangerous looking stairs lead upwards. -~ -281 4 0 0 0 0 -D0 -You see a chaotic room. -~ -door blackened~ -1 -1 28129 -D1 -You see the yard. -~ -~ -0 -1 28126 -D4 -You see stairs leading up. -~ -~ -0 -1 28130 -S -#28129 -A chaotic room~ - The room is in chaotic order. Parts of the upper floor have fallen -down here, and the former furniture is now more or less buried under them. -At the corners there lie several rottening books, bedraggled tapestries, -and broken vessels. Besides, the room appears partially burned. -~ -281 0 0 0 0 0 -D2 -You see the vestibule. -~ -door blackened~ -1 -1 28128 -S -#28130 -The top of the stairs~ - You are standing at the second floor of these ruins which seem to -swing every time you take a move. There is no go to the north. Once -apparently so elegant passage has vanished, totally rottened, and col- -lapsed away. -~ -281 0 0 0 0 0 -S -#28131 -A weak trail~ - The forest appears thicker now. Massive trees tower around, making -you feel yourself tiny and pitiful compared to those old giants. The trail -here is quite narrow. -~ -281 4 0 0 0 2 -D1 -You see more forest. -~ -~ -0 -1 28132 -D3 -You see an intersection of trails. -~ -~ -0 -1 28118 -S -#28132 -A weak trail~ - You step forward. To the north is a small square, and to the south -there is a grove of somekind. The trail itself leads to the west and east. -~ -281 0 0 0 0 2 -D0 -You see a square. -~ -~ -0 -1 28134 -D1 -You see more forest. -~ -~ -0 -1 28133 -D2 -You see a small grove. -~ -~ -0 -1 28151 -D3 -You see more forest. -~ -~ -0 -1 28131 -S -#28133 -A weak trail~ - You have arrived at a bend. From here the trail turns to the north, -leading through the dark green arch of the gigantic trees. To the south -lies a small grove. -~ -281 0 0 0 0 2 -D0 -You see more forest. -~ -~ -0 -1 28135 -D2 -You see the grove. -~ -~ -0 -1 28149 -D3 -You see more forest. -~ -~ -0 -1 28132 -S -#28134 -A square of mushrooms~ - You are standing at a small square, surrounded by tall trees. Dozens -of deep brown mushrooms grow here, seemingly alluring the animals of the -forest, for many of them appear munched. The trail lies to the southeast. -~ -281 0 0 0 0 2 -D1 -You see more forest. -~ -~ -0 -1 28135 -D2 -You see more forest. -~ -~ -0 -1 28132 -S -#28135 -A weak trail~ - You are walking on a narrow trail. The trees are getting more -apart slowly, and you hear birds singing here and there. Way farther -to the north raises a tremendous, gray figure, the mountainside of -Great Aesarthwe. -~ -281 0 0 0 0 2 -D1 -You see trees getting more apart. -~ -~ -0 -1 28136 -D2 -You see more forest. -~ -~ -0 -1 28133 -D3 -You see the square. -~ -~ -0 -1 28134 -S -#28136 -A weak trail~ - The forest is clearly more lighter now, and you sense gentle sunshine -on your cheeks. The trail leads north toward the mountain, and west, into -the deeper forest. -~ -281 0 0 0 0 2 -D0 -You see the forest becoming lighter. -~ -~ -0 -1 28137 -S -#28137 -A lighter forest~ - You are approaching the edge of the forest from where a stony mountain- -side begins to ascend, very gentle at first. Rippling of water can be heard -from nearby. -~ -281 0 0 0 0 2 -D0 -You see a small brook. -~ -~ -0 -1 28138 -D2 -You see the forest. -~ -~ -0 -1 28136 -S -#28138 -A small brook~ - This small brook streams somewhere from the highest summits of the -mountain. Its water is clear and very refreshive, and you can see the -sunshine make it sparkle splendid at the upper course of the brook where -lies a picturesque waterfall. -~ -281 4 0 0 0 6 -D0 -You see the mountainside. -~ -~ -0 -1 28139 -D2 -You see the edge of the forest. -~ -~ -0 -1 28137 -S -#28139 -Walking on stony soil~ - As you walk on, the mountainside begins to change much more steeper -before you. However it seems that you can advance easily enough. -~ -281 4 0 0 0 4 -D2 -You see the brook. -~ -~ -0 -1 28138 -D4 -You see the mountainside. -~ -~ -0 -1 28140 -S -#28140 -Climbing on the mountainside~ - You ascend a narrow split and arrive at a small plateau that -continues both north and west. Dark fungus appears to grow profuse -here. -~ -281 4 0 0 0 5 -D0 -You see some large stones. -~ -~ -0 -1 28142 -D3 -Further away, you see a gigantic boulder. -~ -~ -0 -1 28141 -D4 -You see more mountainside. -~ -~ -0 -1 28144 -D5 -You see the lower parts of the mountainside. -~ -~ -0 -1 28139 -S -#28141 -Before a gigantic boulder~ - Wedged in at the ancient times, the massive boulder projects here -before you. It is black all over and partly of some glasslike material. -Some remnants lie under it. The plateau extends to the east. -~ -281 0 0 0 0 5 -D1 -You see the plateau. -~ -~ -0 -1 28140 -E -remnants~ - You see what mainly are small bones. -~ -S -#28142 -At the midst of some edges~ - You are walking between some edges. Since most of them seem to -be quite sharp, it is wise to be careful, this is not the day to get -impaled. To the north is what appears a brink. Also, the mountain- -side above remains climbable. -~ -281 0 0 0 0 5 -D0 -You can walk there. -~ -~ -0 -1 28143 -D2 -You see more mountainside. -~ -~ -0 -1 28140 -S -#28143 -The brink of a gorge~ - You are standing on the brink of a deep, deep gorge. Its walls are -very smooth and rush straight down, where nothing but a jet-black empti- -ness can be seen. -~ -281 0 0 0 0 5 -D2 -You see some edges. -~ -~ -0 -1 28142 -S -#28144 -Higher up~ - Conducted by a gentle wind you climb the mountainside and reach -some space to rest on. Taking a look at the sky you see a small eagle -flying round the summit and vanishing into the canyons. You can still -continue to the north but it seems difficult to ascend the hillside any -higher... -~ -281 0 0 0 0 5 -D0 -You see more mountainside. -~ -~ -0 -1 28145 -D5 -You see more mountainside. -~ -~ -0 -1 28140 -S -#28145 -On the mountainside~ - Climbing changes more and more difficult as you struggle on. -It would take a long time to find a reasonable way to climb forward. -And if one existed it would still be very arduous at all events. -~ -281 0 0 0 0 5 -D2 -You see more mountainside. -~ -~ -0 -1 28144 -S -#28146 -An Underground Dwelling~ - The space is a small, round chamber, lit by an extraordinary chan- -delier made of the rhizome of a tree standing above there. All around -lie small pieces of furniture, most of which you probably could not use, -for they are rather tiny. However, they are skillfully constructed, -revealing both the artistic and practical abilities of whoever was the -maker. A thick, multicolorous carpet covers the floor. - To the west is a small, wooden door. -~ -281 8 0 0 0 0 -D3 -You see a brownish chamberlike... -~ -door wooden~ -1 -1 28147 -S -#28147 -Under a brown dome~ - You are standing inside a brownish chamber, under some massive -roots, from which various fibres with soil still hang down. There -are small footprints on the ground. While an improvised ladder leads -up, there is a small, wooden door the east. -~ -281 5 0 0 0 1 -D1 -You see a dwelling of some kind. -~ -door wooden~ -1 -1 28146 -D4 -You see the hollow tree. -~ -~ -0 -1 28148 -S -#28148 -Inside the hollow trunk~ - As you crawl through a small hole you notice that the huge tree is -completely hollow, and enables you to move about. Some kind of ladder -leads down from here. -~ -281 4 0 0 0 1 -D3 -You see the grove. -~ -~ -0 -1 28149 -D5 -You see a dark chamber.. -~ -~ -0 -1 28147 -S -#28149 -Before an ancient poplar~ - You are standing at a grove. Just before you is a large poplar, which -foliage spreads in every direction like a gigantic green ball. Its trunk -is gnarled and carries the scars of hundreds of years. A small hole appears -to penetrate into the pith of the tree. -~ -281 0 0 0 0 1 -D0 -You see the forest. -~ -~ -0 -1 28133 -D1 -You see a hollow tree. -~ -~ -0 -1 28148 -D2 -You see a low hill. -~ -~ -0 -1 28150 -D3 -You see the grove. -~ -~ -0 -1 28151 -S -#28150 -On the hill~ - You are standing on a low and barren hill. There are several foot- -prints on it. There is a small grove to the north. -~ -281 0 0 0 0 2 -D0 -You see the grove. -~ -~ -0 -1 28149 -S -#28151 -A small grove~ - You are standing at a peaceful grove, surrounded by those -evergrowing trees and various flowers which all look so beautiful, -but also somewhat sad. - There is a large ant hill, and as a contrast to the grove it -nearly swarms life. A faint track leads to the north, and to the -west there lies a ditch. -~ -281 0 0 0 0 1 -D0 -You see the forest. -~ -~ -0 -1 28132 -D1 -Further away, you see a large hollow tree. -~ -~ -0 -1 28149 -D3 -You see a small ditch. -~ -~ -0 -1 28152 -S -#28152 -A grassy ditch~ - You are standing on a grassy bottom of the ditch, seemingly trampled. -Low bushes grow around. The ditch leads west, while there is a grove to -the east. -~ -281 4 0 0 0 3 -D1 -You see a small grove. -~ -~ -0 -1 28151 -D3 -You see the ditch. -~ -~ -0 -1 28153 -S -#28153 -Walking in the ditch~ - You walk on the bottom of the ditch. As the bushes vanish in the -south you can see a grassy hillside, on where a narrow path descends. -The ditch leads west and east. -~ -281 0 0 0 0 3 -D1 -You see the ditch. -~ -~ -0 -1 28152 -D2 -You see a top of the hillside. -~ -~ -0 -1 28156 -D3 -You see the ditch. -~ -~ -0 -1 28154 -S -#28154 -A grassy ditch~ - You are standing on the bottom of a small and grassy ditch. There -is some thicket growing around. The ditch leads to the east. -~ -281 0 0 0 0 3 -D0 -You see some bushes. -~ -~ -0 -1 28155 -D1 -You see the ditch. -~ -~ -0 -1 28153 -S -#28155 -Through some bushes~ - You are struggling at a thicket, disturbed by several multicolorous -spiders and gadflies. Most of these bushes are unusually tough, lashing -your face with an unpleasant force. There is a small ditch to the south. -~ -281 0 0 0 0 3 -D2 -You see a small ditch. -~ -~ -0 -1 28154 -D3 -You see the forest edge nearby. -~ -~ -0 -1 28115 -S -#28156 -The brink of the grassy hillside~ - You are standing on the brink of the grassy hillside that begins -to descend gently. Below there lies what appears very dense forest. -To the north is a ditch. -~ -281 4 0 0 0 4 -D0 -You see the ditch. -~ -~ -0 -1 28153 -D5 -You see the hillside. -~ -~ -0 -1 28157 -S -#28157 -Descending the hillside~ - You start climbing down a small worn-out path on the hillside. Despite -the fresh footprints all around, the way doesn't appear very busy. -~ -281 0 0 0 0 4 -D4 -You see the top of the hillside. -~ -~ -0 -1 28156 -D5 -You see the bottom of the hillside. -~ -~ -0 -1 28158 -S -#28158 -On a gray trunk~ - Reaching the foot of the hillside you notice a large grayish trunk, -penetrating into the forest as if it were a straight bridge. You begin -to walk on it. -~ -281 0 0 0 0 1 -D1 -You see the trunk leading there. -~ -~ -0 -1 28159 -D4 -You see the hillside. -~ -~ -0 -1 28157 -S -#28159 -Walking on the trunk~ - You move forward, keeping your balance quite easily since the trunk -is so broad. It seems that many smaller trees remained under when this -giant overturned years ago. - Now, there lies the rhizome. The roots appear to give passage to -the south. -~ -281 0 0 0 0 1 -D2 -You see a narrow path. -~ -~ -0 -1 28160 -D3 -You see the trunk. -~ -~ -0 -1 28158 -S -#28160 -A narrow path~ - You step on a narrow path, engraved deep in the ground. Several -stones make your walking quite difficult, and you are worried about -your feet. The foliages form a green and inpenetrable "wall" around -the path which seems to descend to the east. -~ -281 0 0 0 0 2 -D0 -You see the trunk. -~ -~ -0 -1 28159 -D1 -You see the path leading under some roots. -~ -~ -0 -1 28161 -S -#28161 -Under some massive roots~ - Here the path goes very deep in the ground, almost as if it were -an ancient trench. Tremendous, gnarled roots from some brown and black -arches above. The path leads both to the west and east. -~ -281 0 0 0 0 2 -D1 -You see a small meadow. -~ -~ -0 -1 28162 -D3 -You see the path. -~ -~ -0 -1 28160 -S -#28162 -A small meadow~ - You arrive at a small meadow that grows tall yellowish hay, swaying -slowly in the wind. The path leads towards the north, where you make out -some high osiers. -~ -281 0 0 0 0 2 -D0 -You see the osiers. -~ -~ -0 -1 28163 -D3 -You see the path leading under the roots. -~ -~ -0 -1 28161 -S -#28163 -On a trail through high osiers~ - Despite the thickness of these bushes you still detect the path and -walk on it easily. Now your trip begins to wind downwards, from where you -can hear some voices. -~ -281 0 0 0 0 3 -D2 -You see the small meadow. -~ -~ -0 -1 28162 -D5 -You see a crater. -~ -~ -0 -1 28164 -S -#28164 -An ancient crater~ - You find yourself standing at a vast and deep pit, obviously an -ancient crater with a diameter of 30 metres, at least. The bottom is -covered in brownish grass and there are several rough boulders around, -most of them black. Also you notice that the crater is full of small -folk, everyone directing towards a structure of some kind further away -to the east. -~ -281 4 0 0 0 2 -D1 -You see the crater. -~ -~ -0 -1 28165 -D4 -You see the osiers. -~ -~ -0 -1 28163 -S -#28165 -At the crater~ - With the brownies you start approaching the structure as well. -It looks like a wooden dais, on where a couple of beings are sitting, -deep in their discussion. Behind them there stands what could be a -totem or a statue of some kind. Yet you do not know what this all is -about, but no doubt this place must be of great importance and sanctity -for these people. -~ -281 0 0 0 0 2 -D1 -You see the crater. -~ -~ -0 -1 28166 -D2 -You see the crater. -~ -~ -0 -1 28167 -D3 -You see the crater. -~ -~ -0 -1 28164 -S -#28166 -Before the wooden steps~ - Just before you lie firm, wooden steps, ascending onto the dias. -Simple, but elegant symbols have been encarved on them. -~ -281 0 0 0 0 2 -D3 -You see the crater. -~ -~ -0 -1 28165 -D4 -You see a wooden plateau. -~ -~ -0 -1 28168 -S -#28167 -Before the wooden steps~ - Just before you lie firm, wooden steps, ascending onto the dias. -Simple, but elegant symbols have been encarved on them. -~ -281 0 0 0 0 2 -D0 -You see the crater. -~ -~ -0 -1 28165 -D4 -You see a wooden plateau. -~ -~ -0 -1 28168 -S -#28168 -The Ceremony Plateau~ - The dais has been grinded very smooth. Four green pictures cover -its surface, representing fine trees. Each picture points to the sepa- -rate cardinal direction. In the middle of the dais stands a tall, wooden -statue, resembling an impressive woman, clad in clothes made of large -leaves and garments. - The brownies assemble to the foot of the dais and you feel the -atmosphere running high. -~ -281 4 0 0 0 1 -D0 -You see the steps down. -~ -~ -0 -1 28169 -D3 -You see the steps down. -~ -~ -0 -1 28170 -E -statue woman~ - The statue is of light wood and appears very skillfully carved. The woman it -presents has a tall lenght of straight hair almost reaching her legs. Worn on -her head is a crown made of the most beautiful flowers, barely found in every -forest. Couple of small birds are sitting on her shoulders, seemingly listening -earnestly. This must be the Queen of the forest herself. -~ -S -#28169 -Descending the steps~ - You start descending from the dais. -~ -281 0 0 0 0 1 -D2 -You see the plateau. -~ -~ -0 -1 28168 -D5 -You see the crater. -~ -~ -0 -1 28166 -S -#28170 -Descending the steps~ - You start descending from the dais. -~ -281 0 0 0 0 1 -D1 -You see the plateau. -~ -~ -0 -1 28168 -D5 -You see the crater. -~ -~ -0 -1 28167 -S -$~ diff --git a/lib/world/wld/282.wld b/lib/world/wld/282.wld deleted file mode 100644 index 26fee10..0000000 --- a/lib/world/wld/282.wld +++ /dev/null @@ -1,955 +0,0 @@ -#28200 -The pit of Kerjim~ - You stand at the edge of a pit, you can hear screams of death, violence that -make your blood curdle. This is the pit of Kerjim, an ancient demon able to -slay any mortal. It is pitch black, and there are prying eyes all around. -There is an engraving on the wall here. -~ -282 0 0 0 0 0 -D2 -~ -~ -0 0 26536 -D5 -~ -~ -0 0 28201 -E -credits info~ - =========================================================================== - The Infernal Pit of Kerjim ------------------------------------------------------------------------------- -By: Raf & Blizzard - -Description: -Kerjim is an evil monster who has been trapped far beneath the Earth's -surface for centuries. Now, his demonic minions have burrowed a tunnel -up into our world, causing chaos where ever they are encountered. - -Requirments for using this area: -[1] You include the authors in your HELP ZONE files, or the equivilant -[2] You send an email to Raf (picard@@indigo.ie), saying you use this, - what your mud is, etc. -============================================================================== - -The Authors can be reached at their email addresses quoted below, or on - Burning MUD - burning.stacken.kth.se 4000 ---Raf --Blizzard - picard@@indigo.ie purcellc@@post.queensu.ca -Zone 282 is linked to the following zones: -265 Beach & Lighthouse at 28200 (south) ---> 26536 -~ -E -engraving wall~ - ********************************** - * BEWARE!!! * - * Here Dwells Kerajim, * - * King of the Balrogs. * - * Die at your own risk, * - * We very much doubt the chances * - * of any Corpse Retrieval * - * * - * Raf & Blizzard * - ********************************** -~ -S -#28201 -In the pit~ - Smells of blood saunter through the air, making your stomach turn. Fear -creeps through you as you climb down the side of this endless pit. -~ -282 0 0 0 0 0 -D4 -~ -~ -0 0 28200 -D5 -~ -~ -0 0 28202 -S -#28202 -In the pit~ - The ashfrom the side of the rock wall dismays you and irritates your skin. -You can sense the presence of pure evil as you climb down. -~ -282 0 0 0 0 0 -D4 -~ -~ -0 0 28201 -D5 -~ -~ -0 0 28203 -S -#28203 -In the pit~ - You are in the center of the chasme, the screams and desperate cries of loss -cause an avalance to fall. There is no longer an escape upwards. -~ -282 0 0 0 0 0 -D5 -~ -~ -0 0 28204 -S -#28204 -Nearing the bottom~ - The pit is nearing the bottom, you can see a large throne down below. It is -made with fine obsidian, and bejeweled with golden stones. -~ -282 0 0 0 0 0 -D4 -~ -~ -0 0 28203 -D5 -~ -~ -0 0 28205 -S -#28205 -Nearing the bottom~ - The base of the pit is close, your hands tremble and make it hard for you -too get a good grip of the firm stone side. -~ -282 0 0 0 0 0 -D4 -~ -~ -0 0 28204 -D5 -~ -~ -0 0 28206 -S -#28206 -Nearing the bottom~ - You have made it past most of the dreaded creatures, but more still awaits -you at the bottom. Odd looking creatures surrond you, wielding anything from -daggers to stone clubs. Fear sweeps the eye of the enemy it looks as if they -have been under an enchantement. -~ -282 0 0 0 0 0 -D4 -~ -~ -0 0 28205 -D5 -~ -~ -0 0 28207 -S -#28207 -At the base of the pit~ - A large throne scales the room, it's black obsidian laced with golden jewels -adds an enchanting and soothing affect to the murky hell hole. In the throne -sits Kerjim, the ancient demon, king to the Balrogs. The power he wields -overwhelmes you. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28217 -D1 -~ -~ -0 0 28221 -D2 -~ -~ -0 0 28211 -D3 -~ -~ -0 0 28208 -D4 -~ -~ -0 0 28206 -S -#28208 -A cavern~ - A long cavern continues to the west, at the end of it is a bright glowing -statue, you can not make out any of it's features but it looks magnificent. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28227 -D1 -~ -~ -0 0 28207 -D2 -~ -~ -1 0 28230 -D3 -~ -~ -0 0 28209 -S -#28209 -Nearing the statue~ - You can beging to make out the features on it, it is made of solid opal -which is gleaming in the light. It appears to be a statue of some great god or -creature. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28208 -D3 -~ -~ -0 0 28210 -S -#28210 -Upon the heathe~ - The floor of the cavern quickly fades into a muddy liquid and the surronding -walls beging to melt. You are in a swampy cavern, a heathe. The statue is in -the middle of the heathe, on a standing platform. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28209 -D2 -~ -~ -0 0 28231 -S -#28211 -A fathomless room~ - This most be the biggest room you have ever seen, it appears to be a type of -barracks where the creatures sleep. There are cots all over the ground, and an -oil lamp hanging on the wall. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28207 -D1 -~ -~ -0 0 28215 -D2 -~ -~ -0 0 28212 -D3 -~ -~ -0 0 28214 -S -#28212 -A fathomless room~ - There barracks continues, there are more cots lined up on the marshy ground. -The room smells of dead corpses and other foul smelling things. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28211 -D2 -~ -~ -0 0 28213 -S -#28213 -A fathomless room~ - A murky dust fills the air and makes it hard for you to breath, and the ash -off the walls makes your eyes squint. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28212 -D1 -~ -~ -0 0 28216 -S -#28214 -A fathomless room~ - The longer you stay down here, the more you wish to see the sun and the -clouds once again, but gloom rests upon your soul and makes sorrow fill your -emotions. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28211 -S -#28215 -A fathomless room~ - A demonic presence states this territory, you have the urge to run and -scream, but your better judgement prevents that from happening. -~ -282 0 0 0 0 0 -D3 -~ -~ -0 0 28211 -S -#28216 -A fathomless room~ - Gloom clouds your better judgement and you begin to saunter around the room. -It slowly drives you insane. -~ -282 0 0 0 0 0 -S -#28217 -A tight cavern~ - This cavern is very tight, you can barely fit inside it. It doesn't appear -to be leading anywhere special. It just continues to the north. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28218 -D2 -~ -~ -0 0 28207 -S -#28218 -A tight cavern~ - The cavern keeps going north, and keeps getting tighter and tighter. This -tunnel might have been caused by an underground earthquake. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28219 -D2 -~ -~ -0 0 28217 -S -#28219 -A tight cavern~ - You are almost at the end of the cavern. A hazy mist surrounds you, maybe -this cavern is going somewhere improtant. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28220 -D2 -~ -~ -0 0 28218 -S -#28220 -A small temple~ - This is a small temple, there is a table in the center of the room covered -with plates and utensils. Everything here is black, there is are curtains all -around covering the burnt walls. The floor has runes encrusted into them, you -can make out some of them, they are markings of the devil. -~ -282 0 0 0 0 0 -D2 -~ -~ -0 0 28219 -S -#28221 -A trail of blood~ - A small pebble trail leads into the inpending darkness, it is covered with -blood. The trail leads on into the darkness. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28222 -D3 -~ -~ -0 0 28207 -S -#28222 -A bend in the trail~ - There is blood leaking off the trail, there seems to have been a lot of -combat in this area, the trail winds now to the north. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28223 -D3 -~ -~ -0 0 28221 -S -#28223 -Another bend in the trail~ - This tunnel seems to have a lot of twists and turns to it. It makes another -sharp turn to the east and continues onward. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28224 -D2 -~ -~ -0 0 28222 -S -#28224 -A straight path~ - The path continues to the east without any turns, you can not see very far -in for it is so dark. The blood is now around your ankles and still climbing. - -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28225 -D3 -~ -~ -0 0 28223 -S -#28225 -A straight path~ - The path is nearing an end, the blood is no longer a dark red color, but -instead has become a light bluish color, perhaps he blood of a Balrog. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28226 -D3 -~ -~ -0 0 28224 -S -#28226 -The end of the path~ - The long tunnel has finally ended, corpses are lying dead on the surronding -gravel, both human and balrog. Smells of blood fill your nostrils and make you -sick. -~ -282 0 0 0 0 0 -D0 -~ -~ -1 0 28235 -D3 -~ -~ -0 0 28225 -S -#28227 -A cavern~ - A cavern continues along north, leading to a small pit used for burial -reasons. A putrid smell fills the clean air. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28228 -D2 -~ -~ -0 0 28208 -S -#28228 -Beside the burial pit~ - The things you see inside the pit are, obscene and horrid. It is disgusting -how they treat there dead, all piled up to be burnt in a whole. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28229 -D2 -~ -~ -1 0 28227 -S -#28229 -In the burial pit~ - You are amongst a pile of dead bodies, flees and other deseases are swarming -around, attracted to the smell of the dead. -~ -282 0 0 0 0 0 -D2 -~ -~ -0 0 28228 -S -#28230 -A secret chamber~ - You are in a chamber filled with howling balrogs. There are many different -items of toture here, the rack, the vise and others. -~ -282 0 0 0 0 0 -D0 -~ -~ -1 0 28208 -S -#28231 -In the heathe~ - The marshy swamp fills the cavern, mud is up to your knees. The top of the -cavern is made of dirt and looks like it could fall at anytime. Small chunks -of weeds moss float through the mud ever so slowly. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28210 -D1 -~ -~ -0 0 28232 -S -#28232 -In the heathe~ - The underground heathe continues to the east, filled with small winged -creatures that flutter around for the sole purpose of annoyance. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28233 -D3 -~ -~ -0 0 28231 -S -#28233 -The end of the heathe~ - You have reached the end of the heathe, you can here an insane cackle coming -from within the walls. The heathe conjures magic that can elude the mind, -turning one, insane. -~ -282 0 0 0 0 0 -D3 -~ -~ -0 0 28232 -S -#28235 -The maze of Kerjim~ - You stand at the entrance to an enormous maze, in the distance you can hear -footsteps. The maze is made of stone walls and has a lot of twists to it. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28236 -D2 -~ -~ -1 0 28226 -S -#28236 -In the maze~ - The maze is an enourmous labrynth of rooms all connected together, it -continues on to the west and east. -~ -282 0 0 0 0 0 -D2 -~ -~ -0 0 28235 -D3 -~ -~ -0 0 28237 -S -#28237 -Dead end of the maze~ - This part of the maze goes no further, it is a dead end. The only exit out -is east. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28236 -S -#28238 -In the maze~ - The maze continues further into the darkness of the east. You can hear some -sort of music being played, it is very faint yet very enchanting. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28239 -D3 -~ -~ -0 0 28236 -S -#28239 -In the maze~ - The sounds of music sooth your body, making you shiver with delight. You -forget all your worries and fade into a different reality. The music stops and -you feel the harsh realities of the world once again. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28240 -D3 -~ -~ -0 0 28238 -S -#28240 -In the maze~ - The maze continues, the darkness makes your soul cringe in terror. There -are exits to the north, west and south. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28241 -D2 -~ -~ -0 0 28239 -D3 -~ -~ -0 0 28242 -S -#28241 -Dead end in the maze~ - There is a large pile of rubble blocking your way, you cannot journey any -further. The only way back out is to the south. -~ -282 0 0 0 0 0 -D2 -~ -~ -0 0 28240 -S -#28242 -In the maze~ - The maze continues onward to the west and east, the enchanting music has -begun playing again. You cannot make out the melody, but it sounds like it is -a harp. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28240 -D3 -~ -~ -0 0 28243 -S -#28243 -Turn in the maze~ - The maze makes a sharp turn to the north and continues on. The music seems -to make you saunter slowly towards it, almost as if you were drawn to the -sound. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28244 -D1 -~ -~ -0 0 28242 -S -#28244 -In the maze~ - The maze continues along, leading to the south and east. The smell of -lucious fruits and roasted meat accompanies the music. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28245 -D2 -~ -~ -0 0 28243 -S -#28245 -In the maze~ - The maze seems to last forever, it continues to the south and north, and the -west. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28246 -D2 -~ -~ -0 0 28242 -D3 -~ -~ -0 0 28244 -S -#28246 -In the maze~ - The sweat and fresh smells of gormey foods fill the air, cleansing your -lungs and making your emotions turn to happiness, the beautifully strummed harp -makes all the hatred and disgust of the Lair of Kerjim go away. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28247 -D2 -~ -~ -0 0 28245 -S -#28247 -A three exit junction~ - There are three exits, your can go every direction but north. There seems -to have been a cave in to the north, and you can no longer enter there. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28251 -D2 -~ -~ -0 0 28246 -D3 -~ -~ -0 0 28248 -S -#28248 -In the maze~ - The music fades away into the distance, as does the smells. It seems that -you are walking away from the direction intended. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28249 -D1 -~ -~ -0 0 28247 -D3 -~ -~ -0 0 28250 -S -#28249 -Another dead end in the maze~ - This maze must be ancient, there have been so many caved in spots. The only -exit is back to the south. -~ -282 0 0 0 0 0 -D2 -~ -~ -0 0 28248 -S -#28250 -Another dead end in the maze~ - Another cave in blocks the original path to the west, the only way back is -to go east. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28248 -S -#28251 -Another turn in the maze~ - The maze now routes off to the north and south, and there is an exit to the -west. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28254 -D2 -~ -~ -0 0 28252 -D3 -~ -~ -0 0 28247 -S -#28252 -Nearing a dead end in the maze~ - You make a sharp turn and look around, to the east is another dead end. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28251 -D1 -~ -~ -0 0 28253 -S -#28253 -A dead end in the maze~ - You have reached a dead end in the maze, a large pile of rusted armor blocks -your way. The only exit is to the west -~ -282 0 0 0 0 0 -D3 -~ -~ -0 0 28252 -S -#28254 -In the maze~ - Of all the corridors, rooms and turns in the maze, this room has to be the -strangest. It seems that the walls have been pasted over with some sort of -eligant plaster that has peeled off in places. The ground is cold, and your -feet freeze, it seems to made of a thick titanium substance. -~ -282 0 0 0 0 0 -D1 -~ -~ -0 0 28255 -D2 -~ -~ -0 0 28251 -S -#28255 -Another junction in the maze~ - The music that was once heard no longer exists, every thing is silent. -There are exits to the east, west and north. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28257 -D1 -~ -~ -0 0 28256 -D3 -~ -~ -0 0 28254 -S -#28256 -A dead end in the maze~ - This dead end is blocked off by an enormous statue of a warrior balrog -gripping a scythe covered in blood. -~ -282 0 0 0 0 0 -D3 -~ -~ -0 0 28255 -S -#28257 -Nearing a large door~ - In the distance you can see an enourmous door swept with the finest emeralds -and bejeweled with gold. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28258 -D2 -~ -~ -0 0 28255 -S -#28258 -At the door~ - You stand in front of a collosel door. Its covered with emeralds and gold. -From within you can here the faint sound of music, and the smell of great good. - -~ -282 0 0 0 0 0 -D0 -~ -~ -1 0 28259 -D2 -~ -~ -0 0 28257 -S -#28259 -The temple of Lilith~ - You are in a remarkable splender, the walls elegantly carved with marble and -bejeweled with the finest of emeralds, opals, sapphires and more. The table is -covered with fresh fruits, vegetables, loaves of wholesome wheat bread and the -smell if magnificent. At the head of the table is a large chair encrusted with -the name Lilith. In it sits a beautiful woman covered in solemn clothing. -~ -282 0 0 0 0 0 -D0 -~ -~ -0 0 28260 -D2 -~ -~ -1 0 28258 -S -#28260 -The bedroom of Lilith~ - There is a large sized bed in the center of the room with green curtains. -On the left side of the room is a small table, and on it a lamp. Lilith was -the prisoner of Kerjim, he loved her. She was forced to be locked in this room -until she agreed to bewed him. She has reached immortality and spends all of -eternity in this room. -~ -282 0 0 0 0 0 -D2 -~ -~ -0 0 28259 -S -$~ diff --git a/lib/world/wld/283.wld b/lib/world/wld/283.wld deleted file mode 100644 index 83b3406..0000000 --- a/lib/world/wld/283.wld +++ /dev/null @@ -1,1232 +0,0 @@ -#28300 -Up a Twisting Path~ - This is a small, rocky path which looks to be heading up the mountain. The -mountain stands high above you, and you have no knowledge of what lies at the -end of the path. It is a very stormy night, with rain pouring down and -lightning striking in the distance. Thunder claps and booms as you head up the -path hoping for a place to stay until the storm passes over. -~ -283 196 0 0 0 5 -D1 -You don't feel like looking, you just want to get out of this rain!! -~ -~ -0 -1 28301 -E -credits info~ - Haunted House -********************************** -This is a zone of a haunted house. I would first just like to say that I would -like everybody to download this. This was the first successful zone done -offline by me. I really liked doing this zone even though it was hard work. - -This zone was created for high level players or for groups of players. It's an -evil-aligned zone totally. It's a small zone, but hey, what can I say. It's a -house type zone. I tried to make it as large as I could. It's a hard zone, but -in return for being hard it has great objects and good mobs to fight. It has no -special spec procs or no spells used other than the ones that come with circle. -I did that so that no one would have to waste their time changing it back, -because I know that most people hate doing that:). There are two good places to -connect this zone to your mud. The use of both spots is suggested. - -Total...Rooms: 62 Objects: 34 Mobiles: 23 - -If you have any questions, comments, typos, or anything else I will be glad to -hear from you. You can reach me at: Maddog@@prolog.net -Thank you and enjoy my zone:) Matt -~ -S -#28301 -Farther Up the Mountain~ - This path is getting muddier than ever! You are now running through mud -puddles, and places where the path is practically gone. By now all of your -clothes are soaked, and most of your legs are all muddy. Ewwwwwwwwwwww!! If -you don't get somewhere soon, you're going to catch a cold! -~ -283 192 0 0 0 5 -D3 -You're soaked with muddy water, and are caught in a HUGE thunderstorm. -Do you really feel like looking back? -~ -~ -0 -1 28300 -D4 -You really don't feel like looking. -~ -~ -0 -1 28302 -S -#28302 -At the Top of the Mountain~ - Finally you are standing high above the ground, on top of the dreaded -mountain in the pouring rain. Up ahead looks to be an old house, and by now, -you don't care what kind of shelter you seek. You begin sprinting to the front -door, exhausted from traveling up the long path, and soaked with mud. -Suddenly, lightning strikes only a few feet away from where you were. -Unprepared, you almost fall to the mud. Now you are running as fast as one can -go. -~ -283 192 0 0 0 5 -D0 -A house is north, waiting for you to get inside... -~ -~ -0 -1 28303 -D5 -Get to the house, don't bother to look back!! -~ -~ -0 -1 28301 -S -#28303 -At the Front Door~ - You are now standing at the front door, trying to make up your mind as to -open the door, or not. This house looks to be centuries old, as the porch that -you walk on is creaking with every step, and the shudders and the walls look -chipped, and just bent out of shape. Well, going inside would be better than -staying out here in the rain all night, wouldn't it? -~ -283 192 0 0 0 1 -D0 -The front door is north. -~ -old rotten wooden door~ -1 -1 28304 -D2 -The path leads back down the mountain. -~ -~ -0 -1 28302 -S -#28304 -Inside The Dark and Creepy House~ - You are inside of the very dark and damp old house, which is frightening you -very much now. Noises appear from nowhere, and small shadows lurk on the -walls. Rodent problem, maybe. Every so often lightning strikes and lights up -the house for a split second, and then the thunder booms loudly. -~ -283 9 0 0 0 0 -D0 -Nothing special north... -~ -~ -0 -1 28321 -D1 -A hallway leads east... -~ -~ -0 -1 28305 -D2 -It's too dark to see anything. -~ -old rotten wooden door~ -1 -1 28303 -D3 -You see nothing special... -~ -~ -0 -1 28322 -S -#28305 -The Beginning of a Hallway~ - This area is beginning to grow smaller, and smaller, until finally the -ceiling is right above your head. This is a small tunnel-like hallway leading -east to somewhere. It is very dark in here, and if you look back you can -barely catch a glimpse of the quick flashes of light flickering through the -windows. The hallway leads farther east. -~ -283 9 0 0 0 0 -D1 -The hallway continues east through darkness. -~ -~ -0 -1 28306 -D3 -It's too dark to see anything in here... -~ -~ -0 -1 28304 -S -#28306 -In the Eastern Hallway~ - You are walking east through a very dark hallway, heading to a place that -you cannot see because it's totally black inside here. If you would look back -now, you can't even see the flashes of lightning. Up ahead to the east you are -now beginning to make out something... -~ -283 9 0 0 0 0 -D1 -You cannot make out the thing that is east. -~ -~ -0 -1 28307 -D3 -The hallway goes back west. -~ -~ -0 -1 28305 -S -#28307 -The Top of the Basement Stairs~ - You are now at the top of the basement stairs, which can now be made out -perfectly even though you stand in darkness. Every little detail can be seen -strangely. You're not sure that if you go down you would be entering a -nightmare. Be brave, and go find out! -~ -283 13 0 0 0 0 -D3 -The hallway goes back west. -~ -~ -0 -1 28306 -D5 -The stairs lead down into the darkness. -~ -~ -0 -1 28308 -S -#28308 -The Basement of the House~ - You are in the icky basement of this darkened house, with little things -crawling around and rubbing against your ankles. You should have a light to -come down here, you know. It is very damp down here, and also very cool. -Well you could chicken out and go back upstairs, or face your fears and explore -down here. -~ -283 9 0 0 0 0 -D0 -A tunnel is north, along with a small shining light. -~ -~ -0 -1 28309 -D4 -The stairs lead upwards. -~ -~ -0 -1 28307 -S -#28309 -A Small Tunnel~ - You are walking in the tunnel that strangely turns and heads west, with a -torch burning on the wall. The torch is bright enough to just be able to see -the tunnel, and what you see amazes you. The tunnel is rounded at the top, -with dirt as the ground. Bugs and other living things crawl all around inside -of the tunnel, bothering you to the point where you're going crazy. -~ -283 72 0 0 0 0 -D2 -Nothing special back that way... -~ -~ -0 -1 28308 -D3 -The tunnel heads to the west now... -~ -~ -0 -1 28310 -S -#28310 -At the End of the Tunnel~ - You are at the end of the tunnel, inside a now lit up room. The dim light -comes from torches on either side of you, and from up ahead on both sides. Up -ahead looks to be a dungeon-type place. Kind of spooky, don't you think? -~ -283 72 0 0 0 0 -D1 -The tunnel goes farther east until it turns and heads south. -~ -~ -0 -1 28309 -D3 -East leads you into the dungeon. -~ -~ -0 -1 28311 -S -#28311 -Into the Dungeon~ - This is getting very weird now. You are inside of a small dungeon, located -in the basement of an old spooky house. Wait a minute... That kind of goes -together. Anyway, there are cells to the north and south, with a torch on both -sides of you, making the dungeon light up, like someone, or something, has been -around recently... -~ -283 72 0 0 0 0 -D0 -A cell is to the north. -~ -cell bars~ -1 28302 28312 -D1 -The tunnel that brought you here is east. -~ -~ -0 -1 28310 -D2 -A cell is to the south. -~ -cell bars~ -1 28302 28313 -D3 -Another part of the dungeon is west. -~ -~ -0 -1 28314 -S -#28312 -A Cell~ - This is one of the cells of the dungeon in the basement of the old, creepy -house. There is blood on the walls, and on the floor lies a pool of blood. -Bones are hanging on the walls and on the floor, with blood constantly dripping -off of the ones hanging. -~ -283 104 0 0 0 0 -D2 -Nothing special there... -~ -cell bars~ -1 28302 28311 -S -#28313 -A Cell~ - This is one of the cells of the dungeon inside the basement of the old, -spooky house. There are bloodstains everywhere, and pools of blood lie on the -floor. Bones hang off the walls, and lay in piles on the floor, with blood -smeared all over them and blood is even dripping off of the hanging skeletons. - -~ -283 104 0 0 0 0 -D0 -You see nothing special... -~ -cell bars~ -1 28302 28311 -S -#28314 -The Dungeon~ - You are inside of the dungeon in the basement of the house. Blood marks can -be found almost everywhere, as torches light up the rooms from their spot on -the walls. Sometimes shadows can be seen on the walls, making this a very -frightening place. -~ -283 8 0 0 0 0 -D0 -You see a cell to the north. -~ -cell bars~ -1 28302 28315 -D1 -The dungeon is to the east. -~ -~ -0 -1 28311 -D2 -A cell can be seen south of you. -~ -cell bars~ -1 28302 28316 -D3 -Nothing special over there... -~ -~ -0 -1 28317 -S -#28315 -Another Cell~ - You are inside of another cell, nothing different from anything you've seen -so far. Blood drenches the cell, and the bones stand out so much you could -have seen them from the tunnel. Oh well, better get out of here anyway. No -sense in staying here your whole life. -~ -283 104 0 0 0 0 -D2 -Nothing special back there... -~ -cell bars~ -1 28302 28314 -S -#28316 -A Bloody Cell~ - This cell is bloodier than ever! Blood drenches the walls, and there is -blood all over the floor, making you slip and lose your balance. Lucky you -didn't fall in that mess! Yuck! Red bones lie in a corner, their color -changed as an effect to the blood. -~ -283 104 0 0 0 0 -D0 -You see nothing special north... -~ -cell bars~ -1 28302 28314 -S -#28317 -The Entrance to the Death Chambers~ - You are now in a room which leads you to three other rooms. They don't look -to be the most happenin' places either. A skull lies in front of you with a -rat crawling inside of it. A small sign sticks up from the ground here. -~ -283 232 0 0 0 0 -D0 -You don't want to look at what's north. Take the sign's warning. -~ -~ -0 -1 28318 -D1 -The dungeon is east. -~ -~ -0 -1 28314 -D2 -You don't want to go south, believe me. -~ -~ -0 -1 28319 -D3 -To the west looks to be a large chair with a dark figure sitting in it... -~ -~ -0 -1 28320 -E -sign~ - *****************North = The Slow-Death Room************ -********************South = Quick-Death******************* -********************West = The Dungeon Ruler's Lair********** -*******BE WARNED: UNPREPARED INTRUDERS WILL DIE******* -~ -S -#28318 -The Slow-Death Room~ - All of a sudden, you walk into a room with no torches or any light source, -and are surrounded in darkness. You turn only to realize that the exit has -disappeared behind you. You are trapped inside this room now. This room must -be used to kill prisoners slowly, as you see a pair of evil-looking yellow eyes -staring at you... -~ -283 745 0 0 0 0 -D0 -Nothing special there... -~ -secret escape~ -2 28303 28329 -S -#28319 -Stepping into the Pit~ - Not realizing what you've just done, you step off of the ground, and plunge -into a pit. -~ -283 745 0 0 0 0 -S -#28320 -The Lair of the Dungeon Ruler~ - This is the room of the dungeon ruler. He is covered with shadows as he -sits in his huge chair watching your every move and tapping his unbelievably -long claws. His red eyes seem to penetrate yours, telling you to leave this -moment... -~ -283 745 0 0 0 0 -D1 -Don't look, just get out of here, and FAST! -~ -~ -0 -1 28317 -D3 -A golden weapon attracts your eye over there. -~ -golden gates~ -2 28307 28345 -S -#28321 -Near the Deck~ - You are now near the back deck, which looks to be battered and banged up -from time. Lightning still flashes outside of the house, as you can barely see -anything except for when the light flashes in. To the east looks to be a -bookshelf with a door near it, and north is the deck. -~ -283 73 0 0 0 0 -D0 -The deck is north. -~ -door back~ -1 -1 28325 -D1 -A bookshelf lines the wall east. -~ -~ -0 -1 28332 -D2 -The front door looks to be south. -~ -~ -0 -1 28304 -D3 -In the far corner you can just make out a set of stairs. -~ -~ -0 -1 28323 -S -#28322 -The Southwestern Corner~ - This room is nothing new compared to all of the rooms you've seen here -before. The furniture has white clothes hanging over them, making them look -hidden. You can barely see anything, but the flashes of lightning sure do help -with the total darkness in here. Rain hits the windows and is constantly -making a sound, which gets a little annoying after a while. -~ -283 9 0 0 0 0 -D0 -Nothing special is there... -~ -~ -0 -1 28323 -D1 -The front door is east. -~ -~ -0 -1 28304 -S -#28323 -A Room in the House~ - This is just a plain old room in this awful house, which doesn't attract -much of your attention. There are sheets draped over the furniture in this -room, just like all of the rooms. To the west you can just make out a -staircase leading up, and to the east the back door is seen. -~ -283 9 0 0 0 0 -D1 -The back door is east. -~ -~ -0 -1 28321 -D2 -The southwestern corner of the house is south. -~ -~ -0 -1 28322 -D3 -The stairs are to your west. -~ -~ -0 -1 28324 -S -#28324 -The Second Floor Stairs~ - Here are the stairs leading you to the next scary floor of this house. The -stairs are an accident waiting to happen. They look so old and so unsteady, -that even a mouse might break them. The wood used for them is chipped and in -some spots cut, but this is the only way to the next floor. -~ -283 73 0 0 0 0 -D1 -Nothing very special over there... -~ -~ -0 -1 28323 -D4 -The stairs lead up to the second floor. -~ -~ -0 -1 28335 -S -#28325 -The Back Deck~ - This is the back deck of the house. It starts to make creaking sounds as -you walk on it, and then it starts to get louder. The stairs lead down to the -ground. When you look over the side you can see a path, and then in the -distance a small outhouse. -~ -283 69 0 0 0 1 -D2 -You can go back inside if you wish. -~ -door back~ -1 -1 28321 -D5 -The ground is down the stairs. -~ -~ -0 -1 28326 -S -#28326 -Back on the Ground~ - You are on the ground now, as a small path forms at your feet and heads -north to the outhouse. A path leads east from here too, which doesn't look to -be going anywhere. The lightning is still striking, and therefore the thunder -is still hurting your ears. -~ -283 69 0 0 0 2 -D0 -A path leads to the outhouse. -~ -~ -0 -1 28327 -D3 -A path leads to nothing you can see. -~ -~ -0 -1 28329 -D4 -The deck is up the stairs. -~ -~ -0 -1 28325 -S -#28327 -The Path to the Outhouse~ - This is the path to the outhouse, which you can obviously smell by now. It -really stinks. The path is getting you all muddy again, as the rain pours down -harder than before. The outhouse is north and another path breaks off this one -and heads east. -~ -283 69 0 0 0 2 -D0 -The outhouse is north. -~ -door~ -1 -1 28328 -D1 -A path leads east. -~ -~ -0 -1 28330 -D2 -The stairs leading up to the deck are that way. -~ -~ -0 -1 28326 -D3 -A well is west. -~ -~ -0 -1 28360 -S -#28328 -The Outhouse~ - This outhouse really stinks! Why did you come in here anyway? You should -have just went into the spooky old house. The smell is beginning to get to you -now. Get out of here before you faint! -~ -283 761 0 0 0 0 -D2 -The path that brought you inside here is south. -~ -door~ -1 -1 28327 -S -#28329 -Outside the Secret~ - You have now exited the secret exit which has taken you outside of the -dreaded house. You can barely see anything, with all of this rain distracting -your eyes. It is very dark outside, and lightning flashes nearby. Thunder -shortly follows, making a very loud "BOOM". To the east is where the stairs -lead up to the back deck. -~ -283 69 0 0 0 2 -D1 -The bottom of the stairs is east. -~ -~ -0 -1 28326 -D2 -The secret exit is south. -~ -secret escape~ -2 28303 28318 -D5 -A storm cellar is down small, cement stairs. -~ -door~ -1 -1 28361 -S -#28330 -The Path East~ - This is a path leading right through a field. The path is covered with mud, -making you wish you had stayed home tonight. A gigantic thunderstorm is still -in this area and it's raining pretty hard now. Suddenly, lightning strikes a -tree, which makes a loud noise before falling to the ground with a loud "THUD". - -~ -283 65 0 0 0 2 -D1 -You can go back east if you want to... -~ -~ -0 -1 28331 -D3 -Another path is to the west. -~ -~ -0 -1 28327 -S -#28331 -A Path Through the Forest~ - You are on a path leading through a forest on a dark and very stormy night. -Winds blow around leaves and other small objects, as lightning and thunder do -their work. Rain pours down on you, getting you all wet and very cold. -~ -283 69 0 0 0 2 -D3 -The path goes east some more. -~ -~ -0 -1 28330 -S -#28332 -At the Bookshelf~ - You are now in a room with a bookshelf at the northern wall. The bookshelf -contains very old books, which look to be ruined from the affects of time. -There is a door to the east, which is probably a closet. -~ -283 9 0 0 0 0 -D0 -The bookshelf takes up the whole northern wall. -~ -bookshelf~ -1 -1 28334 -D1 -There is a closet to the east. -~ -closet door~ -1 -1 28333 -D3 -The back door is to the west. -~ -~ -0 -1 28321 -S -#28333 -A Closet~ - This is a closet of the old house, which has a few pieces of clothing -hanging in it, with nothing else there. It is very dark inside here, making it -a very frightening place to be in. -~ -283 745 0 0 0 0 -D3 -Nothing special over there. -~ -closet door~ -1 -1 28332 -S -#28334 -A Secret Room~ - This must be a secret room! You pushed back the bookshelf, and it revealed -this room. There is nothing in here actually, except for a pile of coins in -the corner which will be nice in their new home: your pocket. Everything else -is just plain. -~ -283 765 0 0 0 0 -D2 -You see nothing special... -~ -bookshelf~ -1 -1 28332 -S -#28335 -The Second Floor~ - You are now standing at the top of the stairs that brought you up here. -You're sure glad to be off of those stairs, you could have broken through them -at any moment. It's not much different then downstairs up here, very dark, -with flashes of light sometimes showing through the few small windows. -~ -283 73 0 0 0 0 -D1 -You see a hallway leading east. -~ -~ -0 -1 28336 -D5 -The first floor is beneath you. -~ -~ -0 -1 28324 -S -#28336 -The Hallway~ - You are walking down a hallway heading east. The hallway leads a little -more to the east until it stops with a door to the north and east, and another -hallway south. There are no windows at all in this passageway, making it very -dark and scary. The stairs are to the west. -~ -283 73 0 0 0 0 -D1 -Nothing special over there... -~ -~ -0 -1 28337 -D3 -The stairs are to the west. -~ -~ -0 -1 28335 -S -#28337 -Before the Porch~ - You are now before a porch, which is north of you through the glass doors. -The glass looks to be scratched, and the porch is very tiny. There is a closet -to the east through another door, and a dark hallway heads south of here. -~ -283 9 0 0 0 0 -D0 -There is a porch to the north. -~ -glass doors~ -1 -1 28355 -D1 -There is a closet east. -~ -door ~ -1 -1 28338 -D2 -There is a hallway taking you south. -~ -~ -0 -1 28339 -D3 -There is a hallway taking you back to the stairs. -~ -~ -0 -1 28336 -S -#28338 -The Closet~ - You are in a closet which is very dark, but as you light your light, you can -see that it is bare except for a huge pile of clothes and other things laying -in the corner. Oh well, what did you expect? -~ -283 745 0 0 0 0 -D3 -The stairs can be seen farther down the hallway. Much more interesting -than in here. -~ -door~ -1 -1 28337 -D5 -You see nothing special... -~ -secret special clothes junk~ -2 28305 28357 -S -#28339 -The Southern Hallway~ - This is a hallway on the second floor heading south. It is very dark inside -here, just like everywhere else you've been. There are doors on either side of -you, probably rooms. The hallway continues south. -~ -283 9 0 0 0 0 -D0 -The porch can be seen through the glass doors. -~ -~ -0 -1 28337 -D1 -There is a room to your east. -~ -door~ -1 -1 28341 -D2 -The hallway goes south some more. -~ -~ -0 -1 28342 -D3 -There is a room to your west. -~ -door~ -1 -1 28340 -S -#28340 -A Plain Old Room~ - You have now entered a room of this house, which doesn't have too much -inside of it. The walls are without decorations, and there is some furniture -and a large bed near the walls. Some of the things are even covered in spider -webs. Looks like no one has been around here for ages. -~ -283 105 0 0 0 0 -D1 -The hallway is through the doorway. -~ -door~ -1 -1 28339 -S -#28341 -A Room in the House~ - You are in another room of the old house where there really isn't anything. -A small bed lies in the corner near a large window, and a clock hangs on the -wall, busted from time. Flashes of light shine through the window for a half -second and then stop. -~ -283 105 0 0 0 0 -D3 -The hallway is to the west. -~ -door~ -1 -1 28339 -S -#28342 -More of the Hallway~ - You are walking down more of the hallway, trying to decide which room to -enter. The rooms are on your west and east as before, and the doors to them -are shut except for the one on your east. The hallway goes farther south. -~ -283 9 0 0 0 0 -D0 -The hallway goes north. -~ -~ -0 -1 28339 -D1 -You see a room to the east. -~ -door~ -1 -1 28343 -D2 -The hallway goes south. -~ -~ -0 -1 28346 -D3 -You see a room to the west. -~ -door~ -1 -1 28344 -S -#28343 -A Room in the House~ - The floor boards creak and groan as you pass over them. The room is covered -in dust and cobwebs. The walls are stained and rotting. The ceiling and floor -look ready to collapse. The creaking and groaning seems to be escalating -towards snapping and cracking. -~ -283 109 0 0 0 0 -D3 -The hallway is west. -~ -door~ -1 -1 28342 -S -#28344 -A Room~ - As you walk into the room you can sense the evil. It is totally dark inside -here, and you can just see with the light you have. There is a bed laying -turned over in the corner, and boxes have been thrown in another. The walls -are scratched up like some animal went through here. A sword sticks into the -wall nearest you. -~ -283 105 0 0 0 0 -D1 -You see the hallway east. -~ -door~ -1 -1 28342 -S -#28345 -The Room of the Golden Lance~ - You are in a room with a golden lance sticking up in the middle of it. The -weapon looks rather nice, and would do you greatly. Pick it up and get out of -here fast. -~ -283 505 0 0 0 0 -D1 -The dungeon ruler is east of you. -~ -golden gates~ -2 28307 28320 -S -#28346 -Nearing the End of the Hall~ - You are now walking through this hallway, nearing the end of it which is now -south of you a little bit. There are no doors anywhere in this part of the -hallway, but the ones north look pretty interesting. South is the end of the -hallway. -~ -283 9 0 0 0 0 -D0 -The hallway continues north. -~ -~ -0 -1 28342 -D2 -The hallway ends south. -~ -~ -0 -1 28347 -S -#28347 -The End of the Hallway~ - This is the end of the hallway of the second floor. The rooms are back to -the north if you feel like exploring them again, and a closet lies to the south -with a small door closed. More stairs are to the east, climbing way up to the -attic. -~ -283 9 0 0 0 0 -D0 -The hallway goes back north. -~ -~ -0 -1 28346 -D1 -Stairs go up. -~ -~ -0 -1 28348 -D3 -There is another closet to the west. -~ -door~ -1 -1 28356 -S -#28348 -Stairs to the Attic~ - You are now looking at small, narrow stairs made of rotten old wood leading -up. They look very unstable, like they would break at any moment. Other than -that this room is bare. -~ -283 9 0 0 0 0 -D1 -The stairs are in the eastern part of this room. -~ -stairs ~ -1 -1 28358 -D3 -A closet can be seen to the west. -~ -~ -0 -1 28347 -D4 -Stairs lead up to the attic -~ -~ -0 -1 28349 -S -#28349 -Inside the Attic~ - You are inside of the attic on the third floor of the house. You REALLY -wouldn't like to find out how old and unstable the wooden boards are up this -high. The attic has lots of old junk in it, mostly covered in old white -sheets, some of them torn. Spider webs drape the corners of the rooms and hang -over some of the stuff laying around. -~ -283 713 0 0 0 0 -D3 -There is a wall over there. -~ -wall~ -1 -1 28350 -D5 -Old stairs lead back down. -~ -~ -0 -1 28348 -S -#28350 -On the Roof~ - You are now on the roof of the old house. The attic must have had a secret -passage leading out here. The night is still very stormy, as you try to walk -as carefully as you can without fatally falling off. That might hurt a little, -don't you agree? -~ -283 193 0 0 0 1 -D0 -You can travel north on this roof. -~ -~ -0 -1 28351 -D1 -The attic is east. -~ -wall~ -1 -1 28349 -S -#28351 -Walking the Roof~ - This is another part of the roof of the house. The wind makes you feel like -you are going to be picked up and thrown into the ground at any moment, so you -try to move slowly and steadily. Carefully you make your way around a section -of the roof that is unfinished, and try to head north. -~ -283 192 0 0 0 1 -D0 -The roof goes north more. -~ -~ -0 -1 28352 -D2 -The roof goes south some more. -~ -~ -0 -1 28350 -S -#28352 -The Roof~ - You are on a part of the roof with a rope ladder hanging down from it -towards the ground. The ground looks so far away, but you'll do anything to -escape from this nightmare. The roof ends by the looks of it... North of -here. The rain is making it very slippery up here, as you can barely walk -without slipping a little. -~ -283 129 0 0 0 1 -D0 -The roof heads north a bit. -~ -~ -0 -1 28353 -D2 -The roof goes back south. -~ -~ -0 -1 28351 -D5 -The ladder swings and sways with the wind. -~ -~ -0 -1 28359 -S -#28353 -The End of the Roof~ - You are now at the end of the roof, or what once was the roof. The shingles -here have been washed away from the rain, making it look bare. It's beginning -to get very slipper up here. By the looks of it, there seems to be nowhere to -go from here. A small chimney is directly east of you. -~ -283 65 0 0 0 1 -D2 -The roof extends south. -~ -~ -0 -1 28352 -D3 -There is a small chimney to your west. -~ -~ -0 -1 28354 -S -#28354 -At the Top of the Chimney~ - This is the top of a chimney that you're at now. The chimney seems to be -big enough for one to fit in it. It is made of big red bricks which are also -chipped. All over. No smoke is coming up, so why not check out where it -leads? -~ -283 449 0 0 0 1 -D1 -The roof is over there. -~ -~ -0 -1 28353 -D5 -The chimney is too dark to see where it leads. -~ -~ -0 -1 28322 -S -#28355 -The Second Floor Balcony~ - This is the second floor porch. The rain beats down hard against the house -and the ground, as the lightning flashes and the thunder booms. The porch is -made of wood just like everything else in this dumb old house. There is a -small railing lining the outside of the balcony, so people don't fall off. -~ -283 709 0 0 0 1 -D2 -Nothing special back there... -~ -glass doors~ -1 -1 28337 -S -#28356 -The Closet~ - You are now in a closet of this mysterious house. There is barely anything -in here that you can see, it's very dark inside here. A few pieces of clothing -and that is about it. -~ -283 745 0 0 0 0 -D1 -It's too dark in here. -~ -door~ -1 -1 28347 -S -#28357 -The Secret Den of the Owner~ - This is the secret den of the owner of this house. An old woman sits here -watching your every move. Blood marks paint the wall along with deep -scratches. The old woman looks to be very old, as in centuries! You try to -smile, but she stands up and releases venom from her huge fangs! Get out of -here and fast!! -~ -283 745 0 0 0 0 -D4 -Nothing special... -~ -vent~ -2 28327 28362 -S -#28358 -Behind the Stairs~ - You are strangely behind the stairs to the attic. This room is bare. It's -completely empty. No prizes or rewards or anything. -~ -283 745 0 0 0 0 -D3 -Nothing special there... -~ -stairs~ -1 -1 28348 -S -#28359 -Oops!~ - You are climbing down the ladder to the ground when all of a sudden a large -gust of wind comes along and hits you hard. Unprepared, you lose your grip on -the very wet ropes, and fly head first into the ground below you. OUCH!!!!! -~ -283 741 0 0 0 1 -D4 -You see nothing special... -~ -~ -0 -1 28352 -S -#28360 -At the Well~ - You are now standing at a well in the back yard of the house. The -thunderstorm still rocks on as you examine the well. -~ -283 577 0 0 0 2 -D1 -Nothing special there... -~ -~ -0 -1 28327 -S -#28361 -The Storm Cellar~ - You are inside of the small storm cellar below the ground. It looks like it -would hold up to a huge storm. In fact, it is. Right now. Boxes of small -foods and drinks are in the one corner, along with a bench in another. -~ -283 761 0 0 0 0 -D4 -The ground is up. -~ -door~ -1 -1 28329 -S -#28362 -In a Very Dark Room~ - You stand in a very minute and dim-lit room. Above you is a small ladder -used to get you through the trapdoor and down to where you are right now. -There is a small, strange vent in the corner of the room, where sounds and -strange shadows pop out of. This is a very spooky place... -~ -283 617 0 0 0 0 -D4 -The closet is up from here. Get out NOW!!! -~ -secret special junk clothes~ -2 28305 28338 -D5 -Nothing special... -~ -vent~ -2 28327 28357 -S -$~ diff --git a/lib/world/wld/284.wld b/lib/world/wld/284.wld deleted file mode 100644 index ae00416..0000000 --- a/lib/world/wld/284.wld +++ /dev/null @@ -1,2077 +0,0 @@ -#28400 -A barrow mound.~ - You are standing atop a barrow mound which is about 15 feet in diameter. -There is no vegetation inside the circle, strangely enough. A low cumulous of -swirling mist engulfs you from the knees down, making it look as though you are -partially buried. -~ -284 5 0 0 0 3 -D5 -~ -mound~ -2 28403 28401 -E -credits info~ - Ghenna by Drip/Nosferatu of pHANTAZM/JediMUD/HoloMUD -Ghenna follows a general D&D format for an evil-aligned area. -Ghenna was created using general Circle 2.2 defs. -************ Enjoy! ************ -links: 00s, 97d -~ -S -#28401 -City limits of Ghenna.~ - You are standing inside the city limits of Ghenna. Once a booming barter -town, it is now a haven for the evil which it bred over long years under the -rule of the hubristic Lord Suzerain. In virtually every corner you see ruins -of some sort or another intermingled with old, age-whitened bones from all -manner of beasts. Exits lead in all cardinal directions. -~ -284 1 0 0 0 1 -D0 -Too dark to tell. -~ -~ -0 0 28402 -D1 -Too dark to tell. -~ -~ -0 0 28459 -D2 -Too dark to tell. -~ -~ -0 0 28403 -D3 -Too dark to tell. -~ -~ -0 0 28457 -D4 -Too dark to tell. -~ -platform~ -1 0 28400 -S -#28402 -A fountain of tears.~ - A large fountain containing the tears of those slain within the city limits -has been erected here, abutting the east wall of the city - it looks quite deep -and wide. The water is a crystaline blue which exudes holiness, something -quite strange for such an evil city. Exits lead West, North and South. -~ -284 1 0 0 0 1 -D0 -Too dark to tell. -~ -~ -0 0 28467 -D2 -Too dark to tell. -~ -~ -0 0 28401 -D3 -Too dark to tell. -~ -~ -0 0 28404 -S -#28403 -The smell of death.~ - You are standing in what appears to be the town graveyard. Nobody feels the -need to bury the dead, so the corpses are just strewn about in no particular -order. And the smell, oh boy! It's all you can do to keep from losing your -lunch right now. The corpses are stacked too high to exit East, but you can -pass North, South or West. -~ -284 1 0 0 0 1 -D0 -Too dark to tell. -~ -~ -0 0 28401 -D2 -The twisting hedges.~ -~ -0 0 28405 -D3 -The streets of Ghenna.~ -~ -0 0 28451 -D5 -~ -guts~ -1 -1 28412 -S -#28404 -A culdesac~ - You are standing on a cobblestone circle of a small culdesac. To the East -is a large fountain, and a door lies to the North, beneath a large tavern sign -depicting the unspeakable. -~ -284 1 0 0 0 1 -D0 -Too dark to tell~ -tavern~ -1 -1 28415 -D1 -Too dark to tell. -~ -~ -0 0 28402 -S -#28405 -The twisting hedges.~ - You are standing amongst a row of twisting hedges about 7 feet tall. -Pathways through the hedges lead in all cardinal directions. -~ -284 5 0 0 0 1 -D0 -The twisting hedges.~ -~ -0 0 28405 -D1 -The twisting hedges.~ -~ -0 0 28408 -D2 -The twisting hedges.~ -~ -0 0 28405 -D3 -The twisting hedges.~ -~ -0 0 28406 -S -#28406 -The twisting hedges.~ - You are standing amongst a row of twisting hedges about 7 feet tall. -Pathways through the hedges lead in all cardinal directions. -~ -284 1 0 0 0 1 -D0 -The twisting hedges.~ -~ -0 0 28409 -D1 -The twisting hedges.~ -~ -0 0 28406 -D2 -The twisting hedges.~ -~ -0 0 28405 -D3 -The twisting hedges.~ -~ -0 0 28408 -D5 -~ -secret~ -1 -1 28410 -S -#28407 -The twisting hedges.~ - You are standing amongst a row of twisting hedges about 7 feet tall. -Pathways through the hedges lead in all cardinal directions. -~ -284 1 0 0 0 1 -D0 -The twisting hedges.~ -~ -0 0 28405 -D1 -The twisting hedges.~ -~ -0 0 28406 -D2 -The twisting hedges.~ -~ -0 0 28405 -D3 -The twisting hedges.~ -~ -0 0 28409 -D5 -The realm of the hopeless.~ -door~ -1 -1 28410 -S -#28408 -The twisting hedges.~ - You are standing amongst a row of twisting hedges about 7 feet tall. -Pathways through the hedges lead in all cardinal directions. -~ -284 1 0 0 0 1 -D0 -The twisting hedges.~ -~ -0 0 28405 -D1 -The twisting hedges.~ -~ -0 0 28400 -D2 -The twisting hedges.~ -~ -0 0 28406 -D3 -The twisting hedges.~ -~ -0 0 28405 -S -#28409 -The twisting hedges.~ - You are standing amongst a row of twisting hedges about 7 feet tall. -Pathways through the hedges lead in all cardinal directions. -~ -284 1 0 0 0 1 -D0 -The twisting hedges.~ -~ -0 0 28408 -D1 -The twisting hedges.~ -~ -0 0 28408 -D2 -The twisting hedges.~ -~ -0 0 28407 -D3 -The twisting hedges.~ -~ -0 0 28405 -S -#28410 -The realm of the hopeless.~ - The incessant wailing of souls in torment causes visible shivers up and down -your spine. The walls, floor and ceiling are a viscous, blood-red mass that -eludes description. A rift in the ceiling above you causes a slight breeze to -ruffle your hair. A magic portal stands south, leading into the unknown. -~ -284 1 0 0 0 1 -D0 -Too dark to tell. -~ -~ -0 0 28411 -D2 -Too dark to tell. -~ -~ -0 0 28400 -D4 -Too dark to tell. -~ -~ -0 0 28401 -S -#28411 -An undulating room.~ - This room undulates with an aura of incredible evil. The shifting floor -causes you to stagger uncontrollably, while the ceiling rhythmically pumps -upwards and downwards. You can feel the lifeblood draining from your body. -To stay here long would surely mean the end of you. -~ -284 16389 0 0 0 1 -D0 -The bottomless pit.~ -~ -0 0 28412 -D1 -Too dark to tell. -~ -~ -0 0 28424 -D2 -The realm of the hopeless.~ -~ -0 0 28410 -D3 -Too dark to tell. -~ -~ -0 0 28406 -D4 -Too dark to tell. -~ -~ -0 0 28401 -S -#28412 -The bottomless pit.~ - You start - - || F || - || A || - || L || - || L || - || I || - || N || - || G || - || || - || A|| - || N || - || D || - || || - || F || - || A || - || L || - || L || - || I || - || N || - ||G || - || || -~ -284 12 0 0 0 0 -D0 -~ -~ -0 0 28413 -D1 -~ -~ -0 0 28413 -D2 -~ -~ -0 0 28413 -D3 -~ -~ -0 0 28413 -D4 -~ -~ -0 0 28413 -D5 -~ -~ -0 0 28413 -S -#28413 -Isn't this fun!??~ - You start - - || F || - || A || - || L || - || L || - || I || - || N || - || G || - || || - || A|| - || N || - || D || - || || - || F || - || A || - || L || - || L || - || I || - || N || - ||G || - || || -~ -284 12 0 0 0 0 -D0 -~ -~ -0 0 28413 -D1 -~ -~ -0 0 28413 -D2 -~ -~ -0 0 28413 -D3 -~ -~ -0 0 28413 -D4 -~ -~ -0 0 28413 -D5 -~ -~ -0 0 28413 -S -#28414 -The streets of Ghenna.~ - You are standing on a non-descript city street in Ghenna. The road -continues East and West, rolling gently over a dale. -~ -284 1 0 0 0 1 -D1 -Too dark to tell. -~ -~ -0 0 28404 -D3 -Too dark to tell. -~ -~ -0 0 28443 -S -#28415 -Blood Tavern.~ - You are standing inside Blood Tavern - a bizarre looking place, at first -sight. The parquet floor creaks under the weight of an odd looking bar to the -north which seems to be moving somehow. Next to the bar a stairwell disappears -into blackness above. The ceiling is vaulted, and sports three candeled -chandeliers, which hang like victims above you. -~ -284 1 0 0 0 1 -D0 -Too dark to tell. -~ -~ -0 0 28416 -D2 -~ -door~ -1 -1 28404 -D3 -Too dark to tell. -~ -~ -0 0 28417 -S -#28416 -At the undead bar.~ - A long bar stands here constructed of God only knows what. It appears to be -made of human flesh sewn together with the hair of various beasts. Although -sturdy, the bar is very pliant to the touch, and it seems to be MOVING ever so -slightly, as if it were ALIVE! A stairwell is here, leading upwards into -blackness. -~ -284 1 0 0 0 1 -D2 -Too dark to tell. -~ -~ -0 0 28415 -D4 -Too dark to tell. -~ -~ -0 0 28418 -S -#28417 -The card table.~ - A card table constructed from the skeleton of an odd quadroped sits here, -with a few unplayed hands left sitting upon it... Wonder where the rest of the -poor souls' bodies are. The tavern door lies east of here, while to the north -is a bar made of what appears to be human skin. -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28416 -D1 -Too dark to tell. -~ -~ -0 0 28415 -S -#28418 -The top of the stairs.~ - You are standing at the top of the stairs in Blood Tavern. Darkness -prevails in the small hallway which runs east to west. Below you is the bar of -human skin. -~ -284 9 0 0 0 0 -D1 -Too dark to tell. -~ -~ -0 0 28419 -D3 -Too dark to tell. -~ -~ -0 0 28421 -D5 -Too dark to tell. -~ -~ -0 0 28416 -S -#28419 -An upstairs hallway.~ - You are in a small upstairs hallway. To the West is the top of the stairs -while to the North there lies a door, behind which you can hear some faint -singing... The dusky voice sounds almost feminine. -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -door~ -1 0 28420 -D3 -Too dark to tell. -~ -~ -0 0 28418 -S -#28420 -A messy bedroom.~ - You are stainding inside a messy bedroom furnished with a VERY stained bed -and a simple roll top desk. A window stands to the north overlooking darkness -beyond. -~ -284 9 0 0 0 0 -D2 -Too dark to tell. -~ -~ -0 0 28419 -S -#28421 -An upstairs hallway.~ - You are standing in an upstairs hallway in Blood Tavern. A door lies South, -while to the East is the top of the stairs. -~ -284 9 0 0 0 0 -D1 -Too dark to tell. -~ -~ -0 0 28418 -D2 -Too dark to tell. -~ -door~ -2 28416 28422 -S -#28422 -The master suite.~ - This is the master suite inside Blood Tavern. A liquor cabinet stands -against one wall, filled with dusty old bottles, while a king sized bed stands -opposite. A half opened door to the West leads into a bathroom. -~ -284 8 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28421 -D3 -Too dark to tell. -~ -~ -0 0 28423 -S -#28423 -The bathroom.~ - Boy, the smell of feces here is awful!! There is a hole in the floor which -serves as the toilet - pretty primitive. A washbasin sits on the floor, filled -with bloodied water, and a dirty mirror reflects your image. -~ -284 8 0 0 0 0 -D0 -Too dark to tell. -~ -mirror~ -1 0 28443 -D1 -Too dark to tell. -~ -~ -0 0 28422 -S -#28424 -A wrinkle in the fabric of time.~ - You are caught in a swirling vortex of time, which is very nauseating. You -spin and spin, unsure of which way is which. It seems as though you could end -up in any of several different places by choosing an exit. -~ -284 5 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28400 -D1 -Too dark to tell. -~ -~ -0 0 28405 -D2 -Too dark to tell. -~ -~ -0 0 28425 -D3 -Too dark to tell. -~ -~ -0 0 28405 -D4 -Too dark to tell. -~ -~ -0 0 28411 -D5 -Too dark to tell. -~ -~ -0 0 28414 -S -#28425 -A labyrinth of bodies.~ - You are standing within a labyrinth created from bodies which are stacked 10 -feet high. It seems that some of the bodies are still warm, and an occasional -cry of despair comes from the mass. -~ -284 17 0 0 0 0 -D0 -A labyrinth of bodies.~ -~ -0 0 28426 -D1 -A labyrinth of bodies.~ -~ -0 0 28426 -D2 -A labyrinth of bodies.~ -~ -0 0 28426 -D3 -A labyrinth of bodies.~ -~ -0 0 28425 -S -#28426 -A labyrinth of bodies.~ - You are standing within a labyrinth created from bodies which are stacked 10 -feet high. It seems that some of the bodies are still warm, and an occasional -moan or cry of despair comes from the mass. -~ -284 17 0 0 0 0 -D0 -A labyrinth of bodies.~ -~ -0 0 28425 -D1 -~ -~ -0 0 28427 -D2 -A labyrinth of bodies.~ -~ -0 0 28426 -D3 -A labyrinth of bodies.~ -~ -0 0 28427 -S -#28427 -A labyrinth of bodies.~ - You are standing within a labyrinth created from bodies which are stacked 10 -feet high. It seems that some of the bodies are still warm, and an occasional -moan of despair comes from the mass. -~ -284 17 0 0 0 0 -D0 -A labyrinth of bodies.~ -~ -0 0 28426 -D1 -A labyrinth of bodies.~ -~ -0 0 28425 -D2 -A labyrinth of bodies.~ -~ -0 0 28428 -D3 -A labyrinth of bodies.~ -~ -0 0 28428 -S -#28428 -A labyrinth of bodies.~ - You are standing within a labyrinth created from bodies which are stacked 10 -feet high. It seems that some of the bodies are still warm, and an occasional -muffled scream comes from the mass. -~ -284 17 0 0 0 0 -D0 -A labyrinth of bodies.~ -~ -0 0 28427 -D1 -A labyrinth of bodies.~ -~ -0 0 28426 -D2 -A labyrinth of bodies.~ -~ -0 0 28429 -D3 -A labyrinth of bodies.~ -~ -0 0 28425 -S -#28429 -A labyrinth of bodies.~ - You are standing within a labyrinth created from bodies which are stacked 10 -feet high. It seems that some of the bodies are still warm, and an occasional -plea for aid comes from the mass. -~ -284 17 0 0 0 0 -D0 -A labyrinth of bodies.~ -~ -0 0 28425 -D1 -A labyrinth of bodies.~ -~ -0 0 28428 -D2 -A labyrinth of bodies.~ -~ -0 0 28427 -D3 -A labyrinth of bodies.~ -~ -0 0 28430 -S -#28430 -A labyrinth of bodies.~ - You are standing within a labyrinth created from bodies which are stacked 10 -feet high. It seems that some of the bodies are still warm, and an occasional -gurgling cry of despair comes from the mass. -~ -284 17 0 0 0 0 -D0 -A labyrinth of bodies.~ -~ -0 0 28430 -D1 -A labyrinth of bodies.~ -~ -0 0 28431 -D2 -A labyrinth of bodies.~ -~ -0 0 28430 -D3 -A labyrinth of bodies.~ -~ -0 0 28426 -S -#28431 -A labyrinth of bodies.~ - You are standing within a labyrinth created from bodies which are stacked 10 -feet high. It seems that some of the bodies are still warm, and an occasional -shriek of horror comes from the mass. -~ -284 17 0 0 0 0 -D0 -A labyrinth of bodies.~ -~ -0 0 28412 -D1 -A labyrinth of bodies.~ -~ -0 0 28411 -D2 -A labyrinth of bodies.~ -~ -0 0 28432 -D3 -A labyrinth of bodies.~ -~ -0 0 28428 -S -#28432 -A labyrinth of bodies.~ - You are standing within a labyrinth created from bodies which are stacked 10 -feet high. It seems that some of the bodies are still warm, and an occasional -cry of despair comes from the mass. -~ -284 17 0 0 0 0 -D0 -A labyrinth of bones.~ -~ -0 0 28433 -D1 -A labyrinth of bodies.~ -~ -0 0 28425 -D2 -A labyrinth of bones.~ -~ -0 0 28400 -D3 -A labyrinth of bones.~ -~ -0 0 28420 -S -#28433 -The mouth of a large cave.~ - Out of the labyrinth at last! But whats this? You are standing at the -mouth of a large cave about 100 feet in diameter. A steady trickle of blood -runs down the stone steps which lead upwards - Dare you enter? -~ -284 1 0 0 0 1 -D0 -A labyrinth of bodies.~ -~ -0 0 28425 -D1 -A labyrinth of bodies.~ -~ -0 0 28428 -D2 -A labyrinth of bodies.~ -~ -0 0 28427 -D3 -A labyrinth of bodies.~ -~ -0 0 28425 -D4 -Inside the cave.~ -~ -1 0 28434 -D5 -A pit of jutting spears (which will DEFINITELY kill you) if you enter).~ -pit~ -1 -1 28499 -S -#28434 -Inside the cave entrance.~ - You are standing inside the cave entrance, where a strong smell of sulfur -makes you gag. Large stone steps lead back downward to where a labyrinth of -bodies can be seen. A steady stream of blood seems to be trickling from -somewhere up north, where a sound similar to a giant bellows can be heard. -~ -284 5 0 0 0 0 -D0 -Eaten to death.~ -~ -0 0 28435 -D4 -~ -grotto~ -1 -1 28438 -D5 -The mouth of a large cave.~ -~ -0 0 28433 -S -#28435 -Eaten to death.~ - Boy, the smell of sulfur just keeps getting stronger - YUCK! As if that -werent bad enough, there are about a hundred horribly disfigured corpses laying -here. It looks as though the flesh was eaten off of their living bodies as -they writhed in agony. The stream of blood you witnessed at the entrance is -much larger here, apparently you are onto something. -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28436 -D2 -Too dark to tell. -~ -~ -0 0 28434 -S -#28436 -Lair entrance.~ - This is an arched cavern of great size - it looks like the Houston -astrodome. A great ledge of rock juts out above your head, showering you with -a steady gush of blood and entrails. A raucous sound of crunching viscera, -intermingled with a slurp here and there, turns your stomach. Then you hear -it... An encouraging voice which keeps repeating "Yes, yes, thats it... Just -a few steps more... You're almost there. " -~ -284 9 0 0 0 0 -D2 -Too dark to tell. -~ -~ -0 0 28435 -D4 -Too dark to tell. -~ -~ -0 0 28437 -S -#28437 -A lair full of corpses.~ - This ledge is slippery with the blood of hundreds of vanquished adventurers -who made the mistake of entering here. Corpses, corpses, everywhere. At least -you finally found the source of that horrific sulfur smell. A black, steaming -substance is smeared all over the walls emitting the funk. As if this werent -bad enough, you suddenly have the feeling that your life is about to end soon. ----> HASTA LA VISTA! -~ -284 9 0 0 0 0 -D4 -~ -secret~ -1 -1 28453 -D5 -Too dark to tell. -~ -~ -0 0 28436 -S -#28438 -A cramped grotto.~ - You are in a cramped grotto over the cave entrance. Even if you arent -claustrophobic this place can surely make you that way. A crawlspace leads -West. Watch your head. -~ -284 9 0 0 0 0 -D3 -Too dark to tell. -~ -~ -0 0 28439 -D5 -Too dark to tell. -~ -~ -0 0 28434 -S -#28439 -The adit.~ - The grotto opens up into an adit big enough for you to stand upright. -Stalagmites and stalactites alike jut from the floor and ceiling. There are -exits East, North and West. -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28440 -D1 -Too dark to tell. -~ -~ -0 0 28438 -D3 -Too dark to tell. -~ -~ -0 0 28412 -S -#28440 -A crawlspace.~ - You are in a crawlspace that is just barely passable. There is a bend to -the right, but you cannot possibly tell where it leads. It is so tight here -that there is no way you can return south. -~ -284 9 0 0 0 0 -D1 -Too dark to tell. -~ -~ -0 0 28441 -S -#28441 -Abode of the Efreeti.~ - You have entered the magical abode of the great Efreeti. Done in an eastern -motif, this room glimmers with all the amenities one could want. Pillows, rugs -and candelabra are everywhere. This definitely looks like the lap of luxury. -To the North lies the forbidden treasure room, to enter it is to ask for -certain death. -~ -284 9 0 0 0 0 -D0 -Certain Death.~ -~ -0 0 28442 -D3 -Too dark to tell. -~ -~ -0 0 28440 -D4 -Too dark to tell. -~ -~ -0 0 28453 -S -#28442 -Certain Death.~ - You have made a foolish mistake, my friend. This is the Genie's equivalent -of the forbidden fruit. A giant hand emerges through a rift in time and -squashes you flat, like a bug. ------------------ SPLAT!! . . -~ -284 4 0 0 0 0 -D2 -~ -~ -0 0 28441 -D4 -~ -~ -0 0 28441 -S -#28443 -A musty area behind the wall.~ - You are in a musty, hidden area behind the wall of the bathroom. A very -narrow granite staircase leads downward, into darkness. -~ -284 9 0 0 0 0 -D2 -Too dark to tell. -~ -~ -0 0 28423 -D5 -Too dark to tell. -~ -~ -0 0 28446 -S -#28444 -The bottom of the granite staircase.~ - You have reached the bottom of the granite staircase. This appears to be -the basement of Blood Tavern. A hole in the ceiling which is stained with -excrement hovers above an enormous mountain of feces (how nice). Walls stand -to the west, north and south - but the way is passable towards the East, around -the dungheap. -~ -284 9 0 0 0 0 -D1 -Too dark to tell. -~ -~ -0 0 28447 -D4 -Too dark to tell. -~ -~ -0 0 28445 -S -#28445 -The granite staircase.~ - You are standing on a narrow granite staircase which spirals gently -downward. You may ascend, or descend at will. -~ -284 9 0 0 0 0 -D4 -Too dark to tell. -~ -~ -0 0 28446 -D5 -Too dark to tell. -~ -~ -0 0 28444 -S -#28446 -On the stairs~ - You are standing on a narrow granite staircase which spirals gently -downward. You may ascend, or descend at will. -~ -284 9 0 0 0 0 -D4 -Too dark to tell. -~ -~ -0 0 28443 -D5 -Too dark to tell. -~ -~ -0 0 28445 -S -#28447 -A backwall niche.~ - This backwall niche is dank, dark and dusty. The brick walls show the -telltale signs of decay - red and black flakes, which lay on the floor. An old -cask of port wine lies broken in one corner, a relic from happier times. The -only apparent exit is back to the West. -~ -284 9 0 0 0 0 -D2 -~ -port~ -1 -1 28448 -D3 -Too dark to tell. -~ -~ -0 0 28444 -S -#28448 -Free fall.~ - You start - \S - \L - \I - \D - \I - \N - \G - \ - \D - \O - \W - \N - \W - \A - \R - \D - And land in a heap, right next - to a small hole in the floor - Smells like somethings cooking. -~ -284 9 0 0 0 0 -D5 -~ -air~ -1 -1 28449 -S -#28449 -Surrounded by flames.~ - Wow! Looks like you just stepped into hell... Or at least, a little corner -of it. Flames dance on the walls, causing the light to play tricks on your -eyes. You can just barely make out a dark figure to the north. There is -absolutely no way you can return the way you came. You can, however, exit -towards the East, West, and North. -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28452 -D1 -A makeshift bedroom.~ -~ -0 0 28450 -D3 -Too dark to tell. -~ -~ -0 0 28447 -S -#28450 -A makeshift bedroom.~ - A cot lies against the far wall of this little alcove, directly beneath an -inverted pentagram scribed in blood. A bound footlocker stands opposite. The -only exit is back towards the West. -~ -284 9 0 0 0 0 -D3 -Too dark to tell. -~ -~ -0 0 28449 -S -#28451 -The streets of Ghenna.~ - You are standing on a city street in Ghenna. Paved with cobble- stones, the -road is slick with the blood of many a wayward adventurer. Watch your step! -~ -284 1 0 0 0 1 -D1 -Too dark to tell. -~ -~ -0 0 28403 -D3 -Too dark to tell. -~ -~ -0 0 28454 -S -#28452 -The seat of power.~ - Fire, fire, everywhere. A black, marble dais sits amidst the flames -supporting a black, marble chair which is conspicuously empty. This looks to -be a throne of some sort. The flames make every way impassable except the way -you came, and the way of the holy. -~ -284 1 0 0 0 0 -D2 -Too dark to tell. -~ -~ -0 0 28449 -D4 -Too dark to tell. -~ -~ -0 0 28453 -S -#28453 -Under the bones.~ - You are under a pile of loosely stacked bones. The night sky shows through -the vacant eye socket of a human skull above you. With a minimal amount of -effort, you could free yourself. -~ -284 5 0 0 0 0 -D4 -Too dark to tell. -~ -~ -0 0 28403 -S -#28454 -The streets of Ghenna.~ - You are standing on of the many streets in Ghenna. A high wall blocks the -passage westward, but you may exit North, South or East. -~ -284 1 0 0 0 1 -D0 -Too dark to tell. -~ -~ -0 0 28455 -D1 -Too dark to tell. -~ -~ -0 0 28451 -D2 -Too dark to tell. -~ -~ -0 0 28498 -S -#28455 -The streets of Ghenna.~ - You are standing on a North-South running street. The cobblestone pavement -batters your feet unmercifully. To the west is the city wall, while a -burnedout building is East of you, barely capable of standing in the slight -breeze which whips through here. -~ -284 1 0 0 0 1 -D0 -Too dark to tell. -~ -~ -0 0 28457 -D1 -Too dark to tell. -~ -~ -0 0 28456 -D2 -Too dark to tell. -~ -~ -0 0 28454 -S -#28456 -A burned out building.~ - Charred rubble fills this room, and a fallen beam lays accross a skeleton -that is bleached white with age. To the West you can see the cobblestone -streets of Ghenna. You might want to exit this building soon, as it could -crumble at any moment. -~ -284 1 0 0 0 1 -D3 -The streets of Ghenna.~ -~ -0 0 28455 -S -#28457 -The streets of Ghenna.~ - You are standing on a corner street in Ghenna. To the west lies the city -wall while to the North is a door. The street continues South, and East. -~ -284 1 0 0 0 1 -D0 -~ -red~ -1 -1 28458 -D1 -Too dark to tell. -~ -~ -0 0 28401 -D2 -Too dark to tell. -~ -~ -0 0 28455 -S -#28458 -The dominatrix's abode.~ - This room is filled with all manner of black, silver studded leather. -Whips, chains and handcuffs are displayed prominently on each of the 3 walls. -A position chair sits in the middle of the room for your hedonistic desires. -~ -284 1 0 0 0 1 -D2 -Too dark to tell. -~ -~ -0 0 28457 -S -#28459 -A street in Ghenna.~ - This narrow, dimly lit street leads East into darkness, and West towards the -city entrance. The rubble from fallen buildings has made any other exits -impossible. -~ -284 1 0 0 0 1 -D1 -Too dark to tell. -~ -~ -0 0 28460 -D3 -Too dark to tell. -~ -~ -0 0 28401 -S -#28460 -A city street in Ghenna.~ - There is so much crap in the street here, that you have to walk in a zigzag -around it. The outline of a doorframe is all that remains of the building to -the South. The building to the North, however, looks a bit more intact. The -street ends towards the East, near a mountain of rubble. To the West, the -street goes on for some distance. -~ -284 1 0 0 0 1 -D0 -Too dark to tell. -~ -~ -0 0 28461 -D1 -Too dark to tell. -~ -~ -0 0 28466 -D2 -Too dark to tell. -~ -~ -0 0 28462 -D3 -Too dark to tell~ -~ -0 0 28459 -S -#28461 -The trading post.~ - You are standing in what was once the trading post. A dais stands in the -nothernmost end of the room with a toppled podium upon it. Wooden benches lie -tipped over in virtually every reach of this auditorium sized room. The city -streets of Ghenna lie South of here. -~ -284 9 0 0 0 0 -D2 -Too dark to tell. -~ -~ -0 0 28460 -S -#28462 -A trashed abode.~ - This place looks as though it was once a lovely home. The furniture which -is completely trashed is reminiscent of a victorian styled era. A rickety -stairwell leads upward, but doesnt look too stable. Better watch your step. -~ -284 1 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28460 -D4 -Too dark to tell. -~ -~ -0 0 28463 -S -#28463 -Upstairs in a trashed home.~ - Things dont look much better up here. The ceiling has caved in on both -sides, blocking the exits east and west. Some foul smelling mildew has grown -over most of the debris. A door hangs by one hinge toward the North. -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28464 -D5 -Too dark to tell. -~ -~ -0 0 28462 -S -#28464 -A child's room.~ - This was evidently a child's room. Toys (most of them broken) lie scattered -around the place. A mattress leans against the far wall, completely slashed -down the middle, its stuffing in a heap on the floor. One of the dolls here -seems strangely lifelike... Bizarre! -~ -284 1 0 0 0 0 -D2 -Too dark to tell. -~ -~ -0 0 28463 -D3 -Too dark to tell. -~ -~ -0 0 28465 -S -#28465 -A vandalized closet.~ - You are standing in a small, walk-in closet. Children's clothes, and shoe -boxes lie about, stinking of mildew. There appears to be only one exit - East. - -~ -284 9 0 0 0 0 -D1 -Too dark to tell. -~ -~ -0 0 28464 -D5 -~ -shoebox~ -2 28465 28411 -S -#28466 -A city street in Ghenna.~ - You are standing on a street in Ghenna. The city wall lies east, blocking -your exit. You may leave North, South and West. Be careful not to trip over -the many corpses that line these streets. -~ -284 1 0 0 0 1 -D0 -Too dark to tell. -~ -~ -0 0 28468 -D2 -Too dark to tell. -~ -~ -0 0 28478 -D3 -Too dark to tell. -~ -~ -0 0 28460 -S -#28467 -A road in Ghenna.~ - This road is quite narrow, but seems to open up towards the South. A fallen -building stands to the West, and the city wall blocks the exit north. -~ -284 1 0 0 0 1 -D1 -Too dark to tell. -~ -~ -0 0 28469 -D2 -Too dark to tell. -~ -~ -0 0 28402 -S -#28468 -A north-south street in Ghenna.~ - This narrow lane runs North to South. The city wall towers above you to the -east, and a door lies West, beneath a glowing red light. -~ -284 1 0 0 0 1 -D0 -Too dark to tell. -~ -~ -0 0 28469 -D2 -Too dark to tell. -~ -~ -0 0 28466 -D3 -Too dark to tell. -~ -~ -0 0 28470 -S -#28469 -A bend in the road.~ - You are at a bend in the road. The city wall lies north, and east of you -prohibiting exits in those directions. A narrow lane leads Westward. -~ -284 1 0 0 0 1 -D2 -Too dark to tell. -~ -~ -0 0 28468 -D3 -Too dark to tell. -~ -~ -0 0 28467 -S -#28470 -The best little whorehouse in Ghenna.~ - This room is lit by the glow of several red lights. Lingerie, and various -pleasure toys litter the floor, which is carpeted in a lovely mauve shag. To -the south is a waiting room where you can see a couch sitting behind a glass -coffee table. -~ -284 9 0 0 0 0 -D1 -Too dark to tell. -~ -~ -0 0 28468 -D2 -The waiting room.~ -~ -0 0 28471 -S -#28471 -The waiting room.~ - This is a quaint little waiting room where the customers to this brothel can -relax and kick back at will. A lovely floral couch is sitting here before a -solid glass coffee table littered with lingerie magazines. To the West is a -staircase. -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28470 -D3 -The bottom of the stairs.~ -~ -0 0 28472 -S -#28472 -The bottom of the stairs.~ - A staircase is here, a crusty pair of panties stuck to the bannister. -Nasty! To the East is the waiting room. -~ -284 9 0 0 0 0 -D1 -The waiting room.~ -~ -0 0 28471 -D4 -Too dark to tell. -~ -~ -0 0 28473 -S -#28473 -The top of the stairs.~ - Apparently the hookers who work here are pretty slovenly. There are all -manner of clothing on the floor - most of it soiled quite badly. A hallway -leads towards the West, lit by a single red lightbulb. -~ -284 8 0 0 0 0 -D3 -An upstairs hallway.~ -~ -0 0 28474 -D5 -Too dark to tell. -~ -~ -0 0 28472 -S -#28474 -An upstairs hallway.~ - The hallway continues towards the East and West, while to the North a door -stands ajar, a "Do Not Disturb" sign hanging from the knob. -~ -284 8 0 0 0 0 -D0 -Impossible to discern.~ -~ -0 0 28475 -D1 -The top of the stairs.~ -~ -0 0 28473 -D3 -The end of the hallway.~ -~ -0 0 28476 -S -#28475 -A scummy bedroom.~ - Well, if you had amorous intentions I am sure they have all dis- appeared at -the sight of this room. A bed is here with a big wet spot marring the middle. -Grease stains are smeared on the wall near the head of the bed, apparently from -someone leaning against it. The floor is sticky - you can guess why. -~ -284 9 0 0 0 0 -D2 -An upstairs hallway.~ -~ -0 0 28474 -S -#28476 -The end of the hallway.~ - You have reached the end of the hallway. A door towards the South stands -ajar, while the hallway continues Eastward, back where you came. -~ -284 1 0 0 0 0 -D1 -An upstairs hallway.~ -~ -0 0 28474 -D2 -Too dark to tell. -~ -~ -0 0 28477 -S -#28477 -The madame's room.~ - This is the madame's room. A large bed stands against the opposite wall, -under a ceiling made entirely of mirrors. The two lamps that are located on -either side of the bed are draped with a gauzy red material which casts an -eerie glow on an array of dildos which are mounted on the wall like trophys. -~ -284 8 0 0 0 0 -D0 -The end of the hallway.~ -~ -0 0 28476 -S -#28478 -A covered walkway.~ - This is a covered walkway which leads Downward, into darkness. The air is -so humid here that you can see it. North of you the way is open as well. -~ -284 1 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28466 -D5 -Too dark to tell. -~ -~ -0 0 28479 -S -#28479 -A slimey footpath.~ - What the hell?! This footpath is covered with a slimey substance akin to -ectoplasm - its really gross. The path is so slippery that you cant ascend to -where there is a covered walkway above you. Your only option is to go West. -~ -284 5 0 0 0 1 -D3 -Too dark to tell. -~ -~ -0 0 28480 -S -#28480 -A slimey footpath.~ - The slime just keeps getting thicker as you walk along. There are many dead -animals that apparently became bogged down here. There are exits to the North, -and East. -~ -284 1 0 0 0 1 -D0 -Too dark to tell. -~ -~ -0 0 28481 -D1 -Too dark to tell. -~ -~ -0 0 28479 -S -#28481 -A slimey footpath.~ - Slime, slime, everywhere. A wounded Dwarf is laying here, half immersed in -the red slime. Maybe this wasn't such a good idea... You can exit towards the -West, or to the South. -~ -284 1 0 0 0 1 -D2 -Too dark to tell. -~ -~ -0 0 28480 -D3 -Too dark to tell. -~ -~ -0 0 28482 -S -#28482 -A slimey footpath.~ - The slime seems to be lessening a bit here, though the way is still as -slippery as can be. A clearing can be seen to the South. -~ -284 1 0 0 0 1 -D1 -Too dark to tell. -~ -~ -0 0 28481 -D2 -A small clearing.~ -~ -0 0 28483 -S -#28483 -A small clearing.~ - There is virtually none of that ectoplasmic crap here. This clearing -consists of red clay dirt, with a few boulders lying around you. Apparently it -is a primitive pathway of some sort, for to the South you can see what appears -to be the mouth of a cave. -~ -284 1 0 0 0 1 -D0 -Too dark to tell. -~ -~ -0 0 28482 -D2 -The mouth of a small cave.~ -~ -0 0 28484 -S -#28484 -The mouth of a small cave.~ - You have arrived at the mouth of a small cave, which is cut into a tall -promontory. A rough hewn staircase leads Downwards, while to the North is a -small clearing. -~ -284 1 0 0 0 1 -D0 -A small clearing.~ -~ -0 0 28483 -D5 -Too dark to tell. -~ -~ -0 0 28485 -S -#28485 -An underground cavern.~ - This small underground cavern is the most humid place you have ever been in. -Moisture trickles down the smooth rock walls in large rivulets, and water drips -on your head from the ceiling above. A passageway leads South. -~ -284 9 0 0 0 1 -D2 -Too dark to tell. -~ -~ -0 0 28486 -D4 -Too dark to tell. -~ -~ -0 0 28484 -S -#28486 -A long sloping tunnel.~ - You are in a long tunnel which slopes ever so slightly toward the South. -The smooth rock walls look like they are sweating - there is SO much moisture. - -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28485 -D2 -Too dark to tell. -~ -~ -0 0 28487 -S -#28487 -A long sloping tunnel.~ - You are in a long tunnel which slopes ever so slightly toward the South. -The smooth rock walls look like they are sweating - there is SO much moisture. - -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28486 -D2 -Too dark to tell. -~ -~ -0 0 28488 -S -#28488 -A long sloping tunnel.~ - You are in a long tunnel which slopes ever so slightly toward the South. -The smooth rock walls look like they are sweating - there is SO much moisture. - -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28487 -D2 -Too dark to tell. -~ -~ -0 0 28489 -S -#28489 -Tunnel's end.~ - The tunnel opens up into a T shape here, affording exits East and West and -of course, North, back the way you came. The cavern is vaulted, looming about -25 feet over your head... Looks pretty dark up there. -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28488 -D1 -Too dark to tell. -~ -~ -0 0 28492 -D3 -Too dark to tell. -~ -~ -0 0 28490 -S -#28490 -An east-west tunnel.~ - This tunnel is only about 5 feet high, much to your chagrin. Moss- like -lichens hang from the ceiling, brushing past your face from time to time. The -tunnel continues East and West. -~ -284 9 0 0 0 0 -D1 -Too dark to tell. -~ -~ -0 0 28489 -D3 -Too dark to tell. -~ -~ -0 0 28491 -S -#28491 -An east-west tunnel.~ - This cramped little tunnel dead ends here at a huge boulder. The only -apparent exit seems to be back the way you came. -~ -284 13 0 0 0 0 -D1 -Too dark to tell. -~ -~ -0 0 28490 -D3 -~ -boulder~ -1 -1 28453 -S -#28492 -A wide tunnel.~ - This tunnel is a little broader, and easier to maneuver in. However, you -have become confused... Which way is which? There is a hole in the wall to -the North, and another path leads South. -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28485 -D2 -Too dark to tell. -~ -~ -0 0 28493 -D3 -Too dark to tell. -~ -~ -0 0 28489 -S -#28493 -Crawlspace.~ - You crawl into the hole, which is infested with bugs that crunch under your -weight - GROSS! You can continue Southward this way, if the bugs dont bother -you too much, or you can back out into the tunnel to the North. -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ - -~ -0 0 28492 -D2 -Too dark to tell. -~ -~ -0 0 28494 -S -#28494 -Crawlspace.~ - The crawlspace opens up into a 10 foot square room filled with all manner of -insects, most of them HUGE. Hope you aren't arachnophobic, cause if you are, -this place would surely scare you to death. Exits lead in all cardinal -directions. -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28493 -D1 -Too dark to tell. -~ -~ -0 0 28453 -D2 -Too dark to tell. -~ -~ -0 0 28412 -D3 -Too dark to tell. -~ -~ -0 0 28495 -S -#28495 -A quivering jaunt.~ - You have entered a quivering jaunt. It feels like you are in the belly of a -giant beast. The mucuslike walls are a deep red color that thrums with energy. -The only exit is North. -~ -284 9 0 0 0 0 -D0 -Too dark to tell. -~ -~ -0 0 28496 -S -#28496 -A quivering jaunt.~ - This room moves so much that you have a hard time keeping your feet. The -red mucus is hanging from the walls and ceiling in tenebrous strings that look -quite sickening. A dark spot on the West wall hints at the only possible exit. - -~ -284 9 0 0 0 0 -D3 -Too dark to tell. -~ -~ -0 0 28497 -S -#28497 -The lair of the Deepspawn.~ - You have entered a 20 foot square opening that appears to be a lair of some -sort. Bones lie strewn about in every corner - most of them appear to be human -bones. A big pile of treasure sits in the center of the room covered with the -red mucus that lines the walls here. Exits lead in all cardinal directions. -~ -284 9 0 0 0 0 -D0 -The bottomless pit. -~ -~ -0 0 28412 -D1 -Too dark to tell. -~ -~ -0 0 28453 -D2 -Too dark to tell. -~ -~ -0 0 28411 -D3 -Too dark to tell. -~ -~ -0 0 28485 -S -#28498 -A dead end.~ - The street dead ends here in a twisted mass of brambles. A high city wall -looms over you to the West. It seems the only exit is North. -~ -284 9 0 0 0 1 -D0 -Too dark to tell. -~ -~ -0 0 28454 -D2 -~ -bramble~ -1 -1 28405 -S -#28499 -A pit of jutting spears.~ - You - F - A - L - L - - and almost die, as you are impaled by several steel spikes. - - ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ - | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ - | | | | | | | | | | | | | | | | | | | | | | | | | | | | - | | | | | | | | | | | | | | | | | | | | | | | | | | | | -~ -284 4 0 0 0 0 -S -T 28400 -$~ diff --git a/lib/world/wld/285.wld b/lib/world/wld/285.wld deleted file mode 100644 index a84e467..0000000 --- a/lib/world/wld/285.wld +++ /dev/null @@ -1,835 +0,0 @@ -#28500 -Administration of Hell~ - This is the entrance to the Administration offices of Hell. The secretary's -desk sits quietly in the middle of the room. To the south is a metal door -labeled, 'Authorized Personnel Only'. To the west is a large glass door. -There is a stairway down on the opposite side of the room. There is a sign -posted next to the stairs. -~ -285 9 0 0 0 0 -D0 -You see a marble hall. -~ -~ -0 -1 28690 -D2 -You see a metal door. -~ -door metal~ -1 -1 28510 -D3 -You see a glass door. -~ -door glass~ -1 -1 28699 -D5 -You see a stairway down. -~ -stairway~ -0 -1 28509 -E -sign~ -****ATTENTION*** -The Abyss is CLOSED for construction. - -We will open for your painful pleasures -soon.... - --Strahd- -~ -E -credits info~ - Descent to Hell Zone. -Originally written by Strahd -Zone 285 is linked to the following zones: -286 Descent to Hell II at 28500 (north) ---> 28690 -286 Descent to Hell II at 28500 (west ) ---> 28699 -286 Descent to Hell II at 28502 (north) ---> 28692 -286 Descent to Hell II at 28506 (north) ---> 28696 -286 Descent to Hell II at 28508 (north) ---> 28698 -286 Descent to Hell II at 28541 (east ) ---> 28673 -286 Descent to Hell II at 28541 (south) ---> 28682 -286 Descent to Hell II at 28541 (west ) ---> 28672 -~ -S -#28501 -Halls of Judgement~ - You are standing in the Halls of Judgement. There are many alcoves which -contain different methods of torture, each more grotesque than the one before -it. On the wall a plaque reads, 'If you are here...You are Guilty...You -have been judged...sound fair? Too bad...' The hall continues to the east. -The Courtroom is to the south. -~ -285 9 0 0 0 0 -D1 -You see the Halls of Judgement. -~ -~ -0 -1 28502 -D2 -You see the Court of Hell. -~ -~ -0 -1 28511 -S -#28502 -Halls of Judgement~ - You are standing in the Halls of Judgement. There are many alcoves which -contain different methods of torture, each more grotesque than the one before -it. The hall continues to the east and west. The hall of records is to the -north. -~ -285 9 0 0 0 0 -D0 -You see the Hall of Records. -~ -~ -0 -1 28692 -D1 -You see the Halls of Judgement. -~ -~ -0 -1 28503 -D3 -You see the Halls of Judgement. -~ -~ -0 -1 28501 -S -#28503 -Halls of Judgement~ - You are standing in the Halls of Judgement. There are many alcoves which -contain different methods of torture, each more grotesque than the one before -it. The hall continues to the east and west. The Office of Complaints is to -the south. -~ -285 9 0 0 0 0 -D1 -You see the Halls of Judgement. -~ -~ -0 -1 28504 -D2 -You see the Office of Complaints. -~ -~ -0 -1 28513 -D3 -You see the Halls of Judgement. -~ -~ -0 -1 28502 -S -#28504 -Halls of Judgement~ - You are standing in the Halls of Judgement. There are many alcoves which -contain different methods of torture, each more grotesque than the one before -it. The hall continues to the east and west. -~ -285 9 0 0 0 0 -D1 -You see the Halls of Judgement. -~ -~ -0 -1 28505 -D3 -You see the Halls of Judgement. -~ -~ -0 -1 28503 -S -#28505 -Halls of Judgement~ - You are standing in the Halls of Judgement. There are many alcoves which -contain different methods of torture, each more grotesque than the one before -it. The hall continues to the east and west. -~ -285 9 0 0 0 0 -D1 -You see the Halls of Judgement. -~ -~ -0 -1 28506 -D3 -You see the Halls of Judgement. -~ -~ -0 -1 28504 -S -#28506 -Blackened Hall~ - This hall looks as if it was burned out recently. The walls are charred and -smoking. Ashes and bits of burnt timber crunch under your feet as you walk -down the hall. A sign on the wall reads, 'No Non-smoking Please'. There are -exits in all directions. -~ -285 9 0 0 0 0 -D0 -You see a blackened hall. -~ -~ -0 -1 28696 -D1 -You see a blackened hall. -~ -~ -0 -1 28507 -D2 -You see the hallway of the Mall from Hell . -~ -~ -0 -1 28516 -D3 -You see the Halls of Judgement. -~ -~ -0 -1 28505 -S -#28507 -Blackened Hall~ - This hall looks as if it was burned out recently. The walls are charred and -smoking. Ashes and bits of burnt timber crunch under your feet as you walk -down the hall. A sign on the wall reads, 'No Non-smoking Please'. The hallway -continues to the east and west. -~ -285 9 0 0 0 0 -D1 -You see a blackened hall. -~ -~ -0 -1 28508 -D3 -You see a blackened hall. -~ -~ -0 -1 28506 -S -#28508 -Blackened Hall~ - This hall looks as if it was burned out recently. The walls are charred and -smoking. Ashes and bits of burnt timber crunch under your feet as you walk -down the hall. A sign on the wall reads, 'No Non-smoking Please'. The hallway -continues to the north and west. -~ -285 9 0 0 0 0 -D0 -You see a blackened hall. -~ -~ -0 -1 28698 -D3 -You see a blackened hall. -~ -~ -0 -1 28507 -S -#28509 -Stairs to the Abyss~ - These dark stairs are made out of the bones of the damned. They rattle -softly as you tread upon them as if to cry out in protest. The air is filled -with the wailing of lost souls and the blood curdling screams of the punished. -~ -285 9 0 0 0 0 -D5 -You see the eternal darkness of the Abyss. -~ -~ -0 -1 28518 -S -#28510 -Maintenance Walkway~ - This is a maintence accessway. You walk on a metal catwalk hundreds of feet -above the floor. The catwalk sways unsteadily as you walk on it. The catwalk -continues to the south. To the north is a steel door. -~ -285 9 0 0 0 0 -D0 -You see a steel door. -~ -door steel~ -1 -1 28500 -D2 -You see a maintenance walkway. -~ -~ -0 -1 28520 -S -#28511 -Court Room~ - This is the Courts of Hell. Here you are convicted, sentenced and punished. -And no...you don't get a trial. You don't deserve one. The courtroom is -filled with spectators and jury members. They seem to have no real reason to -be here since there isn't going to be a trial. They jeer and boo you as you -stand in the middle of the courtroom. To the north are the Halls of Judgement. -Behind the judge's bench is a wooden door. -~ -285 9 0 0 0 0 -D0 -You see the Halls of Judgement. -~ -~ -0 -1 28501 -D2 -You see a large wooden door. -~ -~ -0 -1 28521 -S -#28512 -Lawyer's Office~ - As you look around you, you realize you've entered a lawyer's office. Now -you know you are in Hell.... Everything in this office seems to be made of -snakeskin. This is the only lawyer's office in hell, so if you don't like them -you're out of luck. But then again...if you are in hell...you must've run out -of luck a while ago. To the east is the Office of Complaints. To the south -you see a courtyard. -~ -285 9 0 0 0 0 -D1 -You see the Office of Complaints. -~ -~ -0 -1 28513 -D2 -You see a courtyard. -~ -~ -0 -1 28522 -S -#28513 -Office of Complaints~ - This is a relatively small office. There is a large hole in the wall where a -clerk usually sits and takes complaints about hell. As you peek behind the -counter you see a large paper shredder and a lot of shredded complaints. A sign -over the clerks desk reads, 'Hours: 12:00am - 12:01am'. To the west is a -lawyer's office. To the north you see the Halls of Judgement. -~ -285 9 0 0 0 0 -D0 -You see the Halls of Judgement. -~ -~ -0 -1 28503 -D3 -You see a lawyer's office. -~ -~ -0 -1 28512 -S -#28514 -Pawn Shop~ - You are standing in Hiramoto's Buy & Sell. This poor bastard has been damned -to hell to serve the public for eternity. He will buy almost anything you have, -since business is slow. Not many people visit Hell. The store is filled with -worthless junk. Piles of aluminum balls and bottle cap collections fill the -corners of the room. Things of every description lie about the store. To the -east you see the Mall from Hell. -~ -285 9 0 0 0 0 -D1 -You see the Mall from Hell. -~ -~ -0 -1 28515 -S -#28515 -Hallway of The Mall from Hell~ - This is definitely the Mall from Hell...there are no stores! Only in Hell -would they have a mall with no stores. To the east you see the Mall from Hell. -To the west you see Hiramoto's Buy & Sell. The hall continues to the east and -south. -~ -285 9 0 0 0 0 -D1 -You see the Mall from Hell. -~ -~ -0 -1 28516 -D2 -You see the Mall from Hell. -~ -~ -0 -1 28525 -D3 -You see Hiramoto's Buy & Sell. -~ -~ -0 -1 28514 -S -#28516 -Hallway of The Mall from Hell~ - This is definitely the Mall from Hell...there are no stores! Only in Hell -would they have a mall with no stores. To the north you see a blackened -hallway. To the east you see the office of Big Mouth. The hallway continues -to the west. -~ -285 9 0 0 0 0 -D0 -You see a blackened hall. -~ -~ -0 -1 28506 -D1 -You see the office of Big Mouth. -~ -~ -0 -1 28517 -D3 -You see the hallways of the Mall from Hell. -~ -~ -0 -1 28515 -S -#28517 -The Office of Big Mouth~ - This is the office of Big Mouth, head demon of Hell's Administration. The -room is decorated posters of naked women and autographed pictures of famous -tortured souls. Behind a large oaken desk sleeps Big Mouth. This mouth looks -large enough to step into if it were open. You wonder what this guy eats... -~ -285 9 0 0 0 0 -D3 -You see the hallways of the Mall from Hell. -~ -~ -0 -1 28516 -D5 -You see Big Mouth's mouth. -~ -mouth big mouth's~ -1 -1 28526 -S -#28518 -Stairs to the Abyss~ - These dark stairs are made out of the bones of the damned. They rattle -softly as you tread upon them as if to cry out in protest. The air is filled -with the wailing of lost souls and the blood curdling screams of the punished. -~ -285 9 0 0 0 0 -D5 -You see the eternal darkness of the Abyss. -~ -~ -0 -1 28527 -S -#28519 -Maintenance Walkway~ - This is a maintence accessway. You walk on a metal catwalk hundreds of feet -above the floor. The catwalk sways unsteadily as you walk on it. The catwalk -continues to the east and south. -~ -285 9 0 0 0 0 -D1 -You see a maintenance walkway. -~ -~ -0 -1 28520 -D2 -You see a maintenance walkway. -~ -~ -0 -1 28529 -S -#28520 -Maintenance Walkway~ - This is a maintence accessway. You walk on a metal catwalk hundreds of feet -above the floor. The catwalk sways unsteadily as you walk on it. The catwalk -continues to the north and west. -~ -285 9 0 0 0 0 -D0 -You see a maintenance walkway. -~ -~ -0 -1 28510 -D3 -You see a maintenance walkway. -~ -~ -0 -1 28519 -S -#28521 -Judge's Chambers~ - These are the private chambers of the High Judge of Hell. He has a cushy job -and his office reflects that. Golden torches light the walls with dancing blue -and yellow flames. The judge's black crystal desk sparkles in the torchlight. - -~ -285 8 0 0 0 0 -D0 -You see the Courtroom of Hell. -~ -~ -0 -1 28511 -S -#28522 -Courtyard~ - This courtyard is barren and neglected. Small weeds grow between the -concrete slabs. An old defunct fountain sputters with a gray-brown ooze. A -lawyer's office is to the north. The courtyard continues to the east and south. -~ -285 9 0 0 0 0 -D0 -You see a lawyers office. -~ -~ -0 -1 28512 -D1 -You see a more of the courtyard. -~ -~ -0 -1 28523 -D2 -You see a more of the courtyard. -~ -~ -0 -1 28532 -S -#28523 -Courtyard~ - This courtyard is barren and neglected. Small weeds grow between the -concrete slabs. An old defunct fountain sputters with a gray-brown ooze. The -courtyard continues to the west and south. Stanley's Magical Steeds is to the -east. -~ -285 9 0 0 0 0 -D1 -You see Stanley's Magical Steeds store. -~ -~ -0 -1 28524 -D2 -You see a more of the courtyard. -~ -~ -0 -1 28533 -D3 -You see a more of the courtyard. -~ -~ -0 -1 28522 -S -#28524 -Stanley's Magical Steeds~ - This is the shop of Stanly. He used to be an old mage selling cursed -trinkets at the town of Solace. He has recently set up shop in Hell selling -magical figurines. Each figurine is in the shape of some sort of steed. Some -are recognizable and some are not. Rumor has it that Stanley made a deal with a -devil...so I guess his lease is up in seven years... A courtyard is to the -west. To the south you see the Mall from Hell. -~ -285 9 0 0 0 0 -D2 -You see a hallway of the Mall from Hell. -~ -~ -0 -1 28534 -D3 -You see an abandon courtyard. -~ -~ -0 -1 28523 -S -#28525 -Hallway of The Mall from Hell~ - This is definitely the Mall from Hell...there are no stores! Only in Hell -would they have a mall with no stores. The hallway continues to the north and -south. -~ -285 9 0 0 0 0 -D0 -You see a hall of the Mall from Hell. -~ -~ -0 -1 28515 -D1 -You see a hall of the Mall from Hell. -~ -~ -0 -1 28535 -S -#28526 -Inside Big Mouth's Stomach~ - You are standing inside Big Mouth's stomach. It is roomy in here. Small -animals and other odds and ends lie about the stomach. Is that a dragon you -see? Nah...couldn't be... -~ -285 9 0 0 0 0 -D4 -You see Big Mouth's throat. -~ -mouth big mouth's throat~ -1 -1 28517 -S -#28527 -Stairs to the Abyss~ - These dark stairs are made out of the bones of the damned. They rattle -softly as you tread upon them as if to cry out in protest. The air is filled -with the wailing of lost souls and the blood curdling screams of the punished. -~ -285 9 0 0 0 0 -D5 -You see the eternal darkness of the Abyss. -~ -~ -0 -1 28536 -S -#28528 -Reactor Control Room~ - This is the reactor control room of Hell. From here the workers control the -main reactor and power supply for all of Hell and the abyss. Workers stroll -back and forth, from station to station, monitoring the reactor core. A large -glass window looks out onto the reactor floor below. There are some stairs down -to the reactor floor to the south. There is a maintenance room to the east. -~ -285 9 0 0 0 0 -D1 -You see a maintenance room. -~ -~ -0 -1 28529 -D2 -You see stairs down to the reactor floor. -~ -~ -0 -1 28538 -S -#28529 -Maintenance Room~ - You are standing in the primary maintenance room of Hell. Tools of all -shapes and sizes are neatly hung on the walls, each with its own painted-on -silhouette behind it. To the west is the reactor control room. To the east is -the break room. To the north is a maintenance walkway. To the south is the -secondary control room. -~ -285 9 0 0 0 0 -D0 -You see a maintenance walkway. -~ -~ -0 -1 28519 -D1 -You see a break room. -~ -~ -0 -1 28530 -D2 -You see the secondary control room. -~ -~ -0 -1 28539 -D3 -You see the reactor control room. -~ -~ -0 -1 28528 -S -#28530 -Break Room~ - This is the break room for the maintenance workers. Tables are filled with -donuts and coffee. As a cruel joke, the chief engineer has posted his guard -dogs to guard the room so that no one can take a break. To the west is the -primary maintenance room. To the south is the chief engineer's office. -~ -285 9 0 0 0 0 -D2 -You see the chief engineer's office. -~ -~ -0 -1 28540 -D3 -You see the primary maintenance room. -~ -~ -0 -1 28529 -S -#28531 -Hell's Kitchen~ - Welcome to Hell's kitchen, where everything is delicious...you just can't -have any... This is where the many foods of the world of Farside are made. -The chefs are usually very busy, but they always have extra time to torture a -guest... To the east is a courtyard. -~ -285 9 0 0 0 0 -D1 -You see an abandoned courtyard. -~ -~ -0 -1 28532 -S -#28532 -Courtyard~ - This courtyard is barren and neglected. Small weeds grow between the -concrete slabs. An old defunct fountain sputters with a gray-brown ooze. The -courtyard continues to the north and east. You see a kitchen to the west. -~ -285 9 0 0 0 0 -D0 -You see more of the courtyard. -~ -~ -0 -1 28522 -D1 -You see more of the courtyard. -~ -~ -0 -1 28533 -D3 -You see a kitchen. -~ -~ -0 -1 28531 -S -#28533 -Courtyard~ - This courtyard is barren and neglected. Small weeds grow between the -concrete slabs. An old defunct fountain sputters with a gray-brown ooze. The -courtyard continues to the north and west. -~ -285 9 0 0 0 0 -D0 -You see more of the courtyard. -~ -~ -0 -1 28523 -D3 -You see a more of the courtyard. -~ -~ -0 -1 28532 -S -#28534 -Hallway of The Mall from Hell~ - This is definitely the Mall from Hell...there are no stores! Only in Hell -would they have a mall with no stores. The hallway continues to the east. -Stanely's magic steeds are to the north. -~ -285 9 0 0 0 0 -D0 -You see Stanely's Magic Steeds. -~ -~ -0 -1 28524 -D1 -You see a hall of the Mall from Hell. -~ -~ -0 -1 28535 -S -#28535 -Hallway of The Mall from Hell~ - This is definitely the Mall from Hell...there are no stores! Only in Hell -would they have a mall with no stores. The hallway continues to the north and -west. -~ -285 9 0 0 0 0 -D0 -You see a hall of the Mall from Hell. -~ -~ -0 -1 28525 -D3 -You see a hall of the Mall from Hell. -~ -~ -0 0 28534 -S -#28536 -Stairs to the Abyss~ - These dark stairs are made out of the bones of the damned. They rattle -softly as you tread upon them as if to cry out in protest. The air is filled -with the wailing of lost souls and the blood curdling screams of the punished. -You can't seem to find the Abyss...you seem to recall seeing a sign...now -what did it say again?... -~ -285 9 0 0 0 0 -S -#28537 -Inside the Reactor Core~ - You are standing on the inside of the reactor core. Actually you seem to be -floating in the plasma energy of the reactor. You can see the core chamber -fall off into the distance as it seems to be bottomless. Nuclear particles and -other strange things whiz by you at blinding speeds. You see a maintenance -hatch to the east. -~ -285 9 0 0 0 0 -D1 -You see a maintenance hatch. -~ -hatch maintenance reactor core~ -1 -1 28538 -S -#28538 -Reactor Room Floor~ - The room is taken up almost entirely by the enormous reactor core. The core -pulses rhythmically as it generates the heat and power for the entire region of -Hell. Many workers in orange jumpsuits run frantically around with geiger -counters and plasma torches fixing breaches in the core. You see a reactor -core maintenance hatch to the west. A stairway to the control room is to the -north. -~ -285 9 0 0 0 0 -D0 -You see the stairs to the control room. -~ -~ -0 -1 28528 -D3 -You see a reactor core maintence hatch. -~ -hatch maintenance reactor core~ -1 -1 28537 -S -#28539 -Secondary Control Room~ - This is the secondary control room for the reactor core. It is usually used -in emergencies when the primary control room is contaminated or damaged. It -isn't used very often since the primary control room is in perfect working -order. -~ -285 9 0 0 0 0 -D0 -You see the primary maintenance room. -~ -~ -0 -1 28529 -S -#28540 -Office of the Chief Engineer~ - This office belongs to the chief engineer of Hell. Blueprints and pencils -are scattered about the room. The air is heavy with the smell of ammonia and -sweat. A display of the reactor core is mounted into the wall. One wall is -completely filled with monitors, each showing various status reports for the -reactor core. -~ -285 9 0 0 0 0 -D0 -You see the break room. -~ -~ -0 -1 28530 -S -#28541 -Ice Room~ - You are standing in a room of ice. Icicles of every size hang from the -ceiling. Some shake with every sound. Your reflection off the ice walls seems -to dance and wiggle as you move about. -~ -285 9 0 0 0 0 -D1 -You see a room of ice. -~ -~ -0 -1 28673 -D2 -You see a room of ice. -~ -~ -0 -1 28682 -D3 -You see a room of ice. -~ -~ -0 -1 28672 -S -$~ diff --git a/lib/world/wld/286.wld b/lib/world/wld/286.wld deleted file mode 100644 index 017f90c..0000000 --- a/lib/world/wld/286.wld +++ /dev/null @@ -1,2051 +0,0 @@ -#28600 -Strahd's Zone Description Room~ - Descent to Hell Zone. -Originally written by Strahd -Zone 286 is linked to the following zones: -285 Descent to Hell at 28672 (east ) ---> 28541 -285 Descent to Hell at 28673 (west ) ---> 28541 -285 Descent to Hell at 28682 (north) ---> 28541 -285 Descent to Hell at 28690 (south) ---> 28500 -285 Descent to Hell at 28692 (south) ---> 28502 -285 Descent to Hell at 28696 (south) ---> 28506 -285 Descent to Hell at 28698 (south) ---> 28508 -285 Descent to Hell at 28699 (east ) ---> 28500 -~ -286 0 0 0 0 0 -S -#28601 -Stone Archway~ - This is a ancient stone archway. Various faces of demons and other grim -pictures are painted onto it. Stone gargoyles and demons glare down at you -from atop the arch. There is a bronze plaque above the archway. -~ -286 9 0 0 0 0 -D3 -It's too dark to see. -~ -~ -0 -1 28602 -E -plaque~ - Descent to Hell -************ -You just GO TO HELL!!!! -*chuckle* -Made for levels 50-85 -Brought to you by Strahd -~ -S -#28602 -Ancient Room~ - You are standing in a large stone room. Feels like a crypt. Ancient murals -of Hell and punishment cover the walls. In the middle of the room are stairs -that lead down in to the darkness. From the stairway you can smell brimstone -and sulfur. To the west it looks as if there is a shrine. -~ -286 9 0 0 0 0 -D1 -It is too dark to see. -~ -~ -0 -1 28601 -D3 -You see an ancient shrine. -~ -~ -0 -1 28618 -D5 -You see a dark stairway. -~ -~ -0 -1 28603 -S -#28603 -Dark Stairway~ - You are standing at the bottom of long dark stairway. The smells of -brimstone and sulfur choke you. Screams of pain and terror fill the air. -Stone faces carved into the walls seem to laugh at you. Maybe this is not such -a good idea after all... -~ -286 9 0 0 0 0 -D3 -Its too dark to see. -~ -~ -0 -1 28604 -D4 -You see a dark stairway. -~ -~ -0 -1 28602 -S -#28604 -Landing~ - This landing has been scorched as if a large brushfire had swept through it. -Bits of ash and burnt vegetation cover everything. The walls and floor are -flawlessly smooth, and the ceiling is covered with carved faces and ancient -symbols and runes. Large, black iron gates tower over you to the west. You see -a large gateway to the west. -~ -286 9 0 0 0 0 -D1 -Its too dark to see. -~ -~ -0 -1 28603 -D3 -You see the Gates of Hell. -~ -gates~ -1 -1 28605 -E -gates~ - These black iron gates are covered with grotesque faces and creatures in -various poses and acts of violence and lust. The gates seem to make your blood -run cold... -~ -S -#28605 -Gateway to Hell~ - You stand next to the very gateway of Hell. You are surrounded by the sounds -of torture and pain. Screams pierce the air and rattle your nerves. Displays -of the treats of Hell are in all directions. Large black iron gates tower over -you to the east. -~ -286 9 0 0 0 0 -D0 -It's too smoky to see. -~ -~ -0 -1 28616 -D1 -The Gates of Hell. -~ -gates~ -1 -1 28604 -D2 -It's too smoky to see. -~ -~ -0 -1 28626 -D3 -It's too smoky to see. -~ -~ -0 -1 28606 -E -gates~ - These black iron gates are covered with grotesque faces and creatures in -various poses and acts of violence and lust. The gates seem to make your blood -run cold... -~ -S -#28606 -Hall of the Damned~ - This hallway is a monument to the millions of damned souls in hell. The -walls are made up of various body parts and other unidentifiable things. Many -of the faces that make up the wall scream out to you for help. Their arms -desperately grasp at your clothing as you pass. -~ -286 9 0 0 0 0 -D0 -It's too smoky to see. -~ -~ -0 -1 28615 -D1 -It's too smoky to see. -~ -~ -0 -1 28605 -D2 -It's too smoky to see. -~ -~ -0 -1 28625 -D3 -It's too smoky to see. -~ -~ -0 -1 28607 -S -#28607 -Hall of the Damned~ - This hallway is a monument to the millions of damned souls in hell. The -walls are made up of various body parts and other unidentifiable things. Many -of the faces that make up the wall scream out to you for help. Their arms -desperately grasp at your clothing as you pass. -~ -286 9 0 0 0 0 -D0 -It's too smoky to see. -~ -~ -0 -1 28614 -D1 -It's too smoky to see. -~ -~ -0 -1 28606 -D2 -It's too smoky to see. -~ -~ -0 -1 28624 -D3 -It's too smoky to see. -~ -~ -0 -1 28608 -S -#28608 -Hall of the Damned~ - This hallway is a monument to the millions of damned souls in hell. The -walls are made up of various body parts and other unidentifiable things. Many -of the faces that make up the wall scream out to you for help. Their arms -desperately grasp at your clothing as you pass. -~ -286 9 0 0 0 0 -D0 -It's too smoky to see. -~ -~ -0 -1 28613 -D1 -It's too smoky to see. -~ -~ -0 -1 28607 -D2 -It's too smoky to see. -~ -~ -0 -1 28623 -D3 -It's too smoky to see. -~ -~ -0 -1 28609 -S -#28609 -Hall of the Damned~ - This hallway is a monument to the millions of damned souls in hell. The -walls are made up of various body parts and other unidentifiable things. Many -of the faces that make up the wall scream out to you for help. Their arms -desperately grasp at your clothing as you pass. -~ -286 9 0 0 0 0 -D0 -It's too smoky to see. -~ -~ -0 -1 28612 -D1 -It's too smoky to see. -~ -~ -0 -1 28608 -D2 -It's too smoky to see. -~ -~ -0 -1 28622 -D3 -It's too smoky to see. -~ -~ -0 -1 28610 -D5 -You see a dark stairway leading down. -~ -stairs~ -0 -1 28621 -S -#28610 -Hall of the Damned~ - This hallway is a monument to the millions of damned souls in hell. The -walls are made up of various body parts and other unidentifiable things. Many -of the faces that make up the wall scream out to you for help. Their arms -desperately grasp at your clothing as you pass. -~ -286 9 0 0 0 0 -D0 -It's too smoky to see. -~ -~ -0 -1 28611 -D1 -Its too smoky to see. -~ -~ -0 -1 28609 -S -#28611 -Mural of the Dead~ - You stand before a large mural. The mural depicts mountains of dead bodies -piled up to the sky. The mural covers the whole north wall from floor to -ceiling. You can almost smell the stench of decaying flesh. -~ -286 9 0 0 0 0 -D1 -It's too smoky to see. -~ -~ -0 -1 28612 -D2 -It's too smoky to see. -~ -~ -0 -1 28610 -S -#28612 -Living Walls~ - The walls here actually consist of graying and sinewy flesh - faces, hands, -broken bones, feet and toes jutting from the surface. You hear low moans of -horror, pain and sorrow issuing from the walls. -~ -286 9 0 0 0 0 -D1 -It's too smoky to see. -~ -~ -0 -1 28613 -D2 -It's too smoky to see. -~ -~ -0 -1 28609 -D3 -It's too smoky to see. -~ -~ -0 -1 28611 -S -#28613 -Trapped souls~ - There are many souls trapped behind the walls of this room, almost as though -they were trapped beneath the surface of a frozen lake. Even the floor and -ceiling show the screaming faces behind them. -~ -286 9 0 0 0 0 -D1 -It's too smoky to see. -~ -~ -0 -1 28614 -D2 -It's too smoky to see. -~ -~ -0 -1 28608 -D3 -It's too smoky to see. -~ -~ -0 -1 28612 -S -#28614 -Tortured Beings~ - This room is filled with instruments of torture. Beings of all shapes and -sizes are being brought to the thresholds of pain and beyond. Some are being -sliced into thousands of pieces. Others are being stretched as though they were -made of rubber. All are caught in an unending play of agony. -~ -286 9 0 0 0 0 -D1 -It's too smoky to see. -~ -~ -0 -1 28615 -D2 -It's too smoky to see. -~ -~ -0 -1 28607 -D3 -It's too smoky to see. -~ -~ -0 -1 28613 -S -#28615 -Gluttony~ - Before you is a room filled with all sorts of food. The smells of pastries -and hamburger assault your senses. All sorts of food lie everywhere you look. -Cookies, twinkies, steak, prime rib, almost anything you can think of, call out -to you. You suddenly feel VERY hungry. -~ -286 9 0 0 0 0 -D1 -It's too smoky to see. -~ -~ -0 -1 28616 -D2 -It's too smoky to see. -~ -~ -0 -1 28606 -D3 -It's too smoky to see. -~ -~ -0 -1 28614 -S -#28616 -Greed~ - What luck! A room full of treasure. Gold, diamonds, riches beyond -imagination! Wait! You suddenly feel as if it is all slowly disappearing. -Someone is taking your treasure. They have no right! It is yours! You found -it first. Let them go get their own treasures! You see a door to the east. -~ -286 9 0 0 0 0 -D1 -You see a bedroom door. -~ -door~ -1 -1 28617 -D2 -It's too smoky to see. -~ -~ -0 -1 28605 -D3 -It's too smoky to see. -~ -~ -0 -1 28615 -S -#28617 -Bedroom~ - This is a small bedroom. It is well furnished and a drastic change from the -room you just stepped out of. A bed stands against the far wall. Upon the -headboard of the bed are carved two cherubic looking figures, with the words -'DEE & DEE' written below them. The door to the bedroom is to the west. -~ -286 9 0 0 0 0 -D3 -You see a bedroom door. -~ -door~ -1 -1 28616 -S -#28618 -Ancient Shrine~ - This is an ancient, abandoned shrine of some unknown god. It has been -vandalized and torn apart. What used to be the shrine has been reduced to a -large pile of stones and other debris. Various runes and demonic faces have -been spray-painted on the walls and floor. Nailed to the ceiling are an -assortment of skeletons. All seem to have been dead for a very long time. All -surfaces of the room are covered with dried blood and dust. -~ -286 9 0 0 0 0 -D1 -It is too dark to see. -~ -~ -0 -1 28602 -S -#28619 -Room full of Body Parts~ - The room is filled with piles of arms, legs, heads, and other, -unidentifiable, parts of many different creatures. The stench is overwhelming. -The body parts seem to wiggle and scream as you get closer. They are still -alive!! -~ -286 9 0 0 0 0 -D1 -It is too dark to see. -~ -~ -0 -1 28620 -D2 -It is too dark to see. -~ -~ -0 -1 28629 -S -#28620 -Fountain of Blood~ - This room is made of a rough black stone. The walls seem to ooze black -sludge. In the middle of the room stands a stone fountain of a demon spitting -blood. -~ -286 9 0 0 0 0 -D2 -It is too dark to see. -~ -~ -0 -1 28630 -D3 -It is too dark to see. -~ -~ -0 -1 28619 -S -#28621 -Bloody Stairway~ - You are standing on a very slippery stairway. The walls and stairs are -covered with blood and gore. Pieces of goo and ooze drip from the ceiling -overhead. You almost slip a couple times on the stairway. The stench here is -overwhelming. -~ -286 9 0 0 0 0 -D4 -It is too dark to see. -~ -~ -0 -1 28609 -D5 -It is too dark to see. -~ -~ -0 -1 28631 -S -#28622 -Ancient Room~ - This is a very old and dusty room. It looks empty except for a few shards -of bone and flesh. -~ -286 9 0 0 0 0 -D0 -It is too dark to see. -~ -~ -0 -1 28609 -D1 -It is too dark to see. -~ -~ -0 -1 28623 -S -#28623 -Room of Lost Souls~ - This looks like a waiting room of sorts. Dust and cobwebs are everywhere. -Wooden benches line the walls. A digital number sign is posted on the wall. -It currently reads, 'Now Serving Number 1'. A ticket dispenser is bolted to -the wall. -~ -286 9 0 0 0 0 -D0 -It is too dark to see. -~ -~ -0 -1 28608 -D1 -It is too dark to see. -~ -~ -0 -1 28624 -D3 -It is too dark to see. -~ -~ -0 -1 28622 -E -dispenser~ - This is one of those red ticket dispensers that never seem to work right. -~ -S -#28624 -Room of Lost Souls~ - This looks like a waiting room of sorts. Dust and cobwebs are everywhere. -Wooden benches line the walls. A digital number sign is posted on the wall. -It currently reads, 'Now Serving Number 1'. A ticket dispenser is bolted to -the wall. -~ -286 9 0 0 0 0 -D0 -It is too dark to see. -~ -~ -0 -1 28607 -D1 -It is too dark to see. -~ -~ -0 -1 28625 -D3 -It is too dark to see. -~ -~ -0 -1 28623 -E -dispenser~ - This is one of those red ticket dispensers that never seem to work right. -~ -S -#28625 -Pit of Fire~ - You enter a plain stone room with a large fire pit in the center of it. As -you look closer at the pit you realize that hundreds of people are being burned -inside it. They scream out to you. The noise is deafening. Several minor imps -and workers push more people into the pit, whistling while they work. -~ -286 8 0 0 0 0 -D0 -It is too dark to see. -~ -~ -0 -1 28606 -D1 -It is too dark to see. -~ -~ -0 -1 28626 -D3 -It is too dark to see. -~ -~ -0 -1 28624 -S -#28626 -Blackened Hallway~ - This dark hallway looks as if it was made by a lavaworm... All the surfaces -in it are melted and burnt. The smell of brimstone and sulfur fills the air. -~ -286 9 0 0 0 0 -D0 -It is too dark to see. -~ -~ -0 -1 28605 -D1 -It is too dark to see. -~ -~ -0 -1 28627 -D3 -It is too dark to see. -~ -~ -0 -1 28625 -S -#28627 -Blackened Hallway~ - This dark hallway looks as if it was made by a lavaworm... All the surfaces -in it are melted and burnt. The smell of brimstone and sulfur fills the air. -~ -286 9 0 0 0 0 -D1 -It is too dark to see. -~ -~ -0 -1 28628 -D3 -It is too dark to see. -~ -~ -0 -1 28626 -S -#28628 -Blood Room~ - You enter the room and are immediately assaulted by the smell of rotting -flesh and blood. The walls are covered with the crimson fluid as it runs down -from the ceiling. -~ -286 9 0 0 0 0 -D1 -It is too dark to see. -~ -~ -0 -1 28629 -D3 -It is too dark to see. -~ -~ -0 -1 28627 -S -#28629 -Living Walls~ - The walls here actually consist of graying and sinewy flesh - faces, hands, -broken bones, feet and toes jutting from the surface. You hear low moans of -horror, pain and sorrow issuing from the walls. -~ -286 9 0 0 0 0 -D0 -It is too dark to see. -~ -~ -0 -1 28619 -D1 -It is too dark to see. -~ -~ -0 -1 28630 -D3 -It is too dark to see. -~ -~ -0 -1 28628 -S -#28630 -Skeleton Factory~ - This is probably where they make all the skeletons for nightmares and -graveyards. The room is simply littered with bones. A poster on the wall -reads, "Remember...the head bone is connected to the neck bone..." The -poster continues on... But it seems to get very technical and boring. -~ -286 9 0 0 0 0 -D0 -It is too dark to see. -~ -~ -0 -1 28620 -D3 -It is too dark to see. -~ -~ -0 -1 28629 -S -#28631 -Bottom of Stairway~ - You are standing at the bottom of a bloody stairway. Or at least you thought -it was a stairway. It seems to be just a painting on the wall. This is a -roughly carved room with evil runes carved in to the stone floor. There is a -hallway to the east. -~ -286 9 0 0 0 0 -D1 -It is too dark to see. -~ -~ -0 -1 28632 -S -#28632 -Stone Hall~ - This is a roughly carved hallway. The air here is damp and musty. You hear -the sound of something dripping in the distance. Your footsteps echo down the -hall as you walk. There is a strange and deathly silence that fills these -halls... The hall continues to the south and the west. -~ -286 9 0 0 0 0 -D2 -It is too dark to see. -~ -~ -0 -1 28642 -D3 -It is too dark to see. -~ -~ -0 -1 28631 -S -#28633 -Cell~ - The cell is very damp and very musty. The walls are covered with moisture -and dirt. The smell of urine is very potent here. The steel bars to the cell -are to the south. -~ -286 9 0 0 0 0 -D2 -You see bars. -~ -bars~ -1 -1 28643 -S -#28634 -Stone Hall~ - This is a roughly carved hallway. The air here is damp and musty. You hear -the sound of something dripping in the distance. Your footsteps echo down the -hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway continues to the east and the south. -~ -286 9 0 0 0 0 -D1 -It is too dark to see. -~ -~ -0 -1 28635 -D2 -It is too dark to see. -~ -~ -0 -1 28644 -S -#28635 -Stone Hall~ - This is a roughly carved hallway. The air here is damp and musty. You hear -the sound of something dripping in the distance. Your footsteps echo down the -hall as you walk. There is a strange and deathly silence that fills these -halls... To the south you see the steel bars of a cell. -~ -286 9 0 0 0 0 -D1 -It is too dark to see. -~ -~ -0 -1 28636 -D2 -You see the steel bars of a cell. -~ -bars~ -1 -1 28645 -D3 -It is too dark to see. -~ -~ -0 -1 28634 -S -#28636 -Stone Hall~ - This is a roughly carved hallway. The air here is damp and musty. You hear -the sound of something dripping in the distance. Your footsteps echo down the -hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the south and the west. -~ -286 9 0 0 0 0 -D2 -It is too dark to see. -~ -~ -0 -1 28646 -D3 -It is too dark to see. -~ -~ -0 -1 28635 -S -#28637 -Cell~ - The cell is very damp and very musty. The walls are covered with moisture -and dirt. The smell of urine is very potent here. The steel bars to the cell -are to the south. -~ -286 9 0 0 0 0 -D2 -You see bars. -~ -bars~ -1 -1 28647 -S -#28638 -Stone Hall~ - This is a roughly carved hallway. The air here is damp and musty. You hear -the sound of something dripping in the distance. Your footsteps echo down the -hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the south and the east. -~ -286 9 0 0 0 0 -D1 -It is too dark to see. -~ -~ -0 -1 28639 -D3 -It is too dark to see. -~ -~ -0 -1 28648 -S -#28639 -Stone Hall~ - This is a roughly carved hallway. The air here is damp and musty. You hear -the sound of something dripping in the distance. Your footsteps echo down the -hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the west. -~ -286 9 0 0 0 0 -D1 -You see the steel bars to a cell. -~ -bars~ -1 -1 28640 -D2 -You see the steel bars to a cell. -~ -bars~ -1 -1 28649 -D3 -It is too dark to see. -~ -~ -0 -1 28638 -D5 -You see a dark stairway down.... -~ -~ -0 -1 28650 -S -#28640 -Cell~ - The cell is very damp and very musty. The walls are covered with moisture -and dirt. The smell of urine is very potent here. The steel bars to the cell -are to the west. -~ -286 9 0 0 0 0 -D3 -You see bars. -~ -bars~ -1 -1 28639 -S -#28641 -Hidden Room~ - This is a long forgotten room. Ancient torture equipment stands around -collecting dust. Most of this stuff was probably replaced with modern high tech -torture devices and for sentimental reasons wasn't thrown away. -~ -286 9 0 0 0 0 -D2 -Its too dark to see. -~ -~ -0 -1 28651 -S -#28642 -Stone Hall~ - This is a roughly carved hallway. The air here is damp and musty. You hear -the sound of something dripping in the distance. Your footsteps echo down the -hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the north and east. -~ -286 9 0 0 0 0 -D0 -Its too dark to see. -~ -~ -0 -1 28632 -D1 -Its too dark to see. -~ -~ -0 -1 28643 -S -#28643 -Stone Hall~ - This is a roughly carved hallway. The air here is damp and musty. You hear -the sound of something dripping in the distance. Your footsteps echo down the -hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the east and west. The bars to a cell are to -the north. -~ -286 9 0 0 0 0 -D0 -You see bars to a cell. -~ -bars~ -1 -1 28633 -D1 -Its too dark to see. -~ -~ -0 -1 28644 -D3 -Its too dark to see. -~ -~ -0 -1 28642 -S -#28644 -Stone Hall~ - This is a roughly carved hallway. The air here is damp and musty. You hear -the sound of something dripping in the distance. Your footsteps echo down the -hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the north and west. -~ -286 9 0 0 0 0 -D0 -Its too dark to see. -~ -~ -0 -1 28634 -D3 -Its too dark to see. -~ -~ -0 -1 28643 -S -#28645 -Cell~ - The cell is very damp and very musty. The walls are covered with moisture -and dirt. The smell of urine is very potent here. The steel bars to the cell -are to the north. -~ -286 9 0 0 0 0 -D0 -You see bars. -~ -bars~ -1 -1 28635 -S -#28646 -Stone Hall~ - This is a roughly carved hallway. The air here is damp and musty. You hear -the sound of something dripping in the distance. Your footsteps echo down the -hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the north and east. -~ -286 9 0 0 0 0 -D0 -Its too dark to see. -~ -~ -0 -1 28636 -D1 -Its too dark to see. -~ -~ -0 -1 28647 -S -#28647 -Stone Hall~ - This is a roughly carved hallway. The air here is damp and musty. You hear -the sound of something dripping in the distance. Your footsteps echo down the -hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the east and west. You see bars to a cell to -the north. -~ -286 9 0 0 0 0 -D0 -You see bars to a cell. -~ -bars~ -1 -1 28637 -D1 -Its too dark to see. -~ -~ -0 -1 28648 -D3 -Its too dark to see. -~ -~ -0 -1 28646 -S -#28648 -Stone Hall~ - This is a roughly carved hallway. The air here is damp and musty. You hear -the sound of something dripping in the distance. Your footsteps echo down the -hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the north and west. -~ -286 9 0 0 0 0 -D0 -Its too dark to see. -~ -~ -0 -1 28638 -D3 -Its too dark to see. -~ -~ -0 -1 28647 -S -#28649 -Cell~ - The cell is very damp and very musty. The walls are covered with moisture -and dirt. The smell of urine is very potent here. The steel bars to the cell -are to the north. -~ -286 9 0 0 0 0 -D0 -You see bars. -~ -bars~ -1 -1 28639 -S -#28650 -Hot Stairs~ - You are standing on a long stairway. The air around you is heavy and hot. -The stone walls are hot to the touch and your sweat sizzles as it hits the -ground. Cool air flows out from a crack in the wall to the east. The smell of -brimstone and smoke is all around you. The stairs continue down. -~ -286 9 0 0 0 0 -D4 -It is too dark to see. -~ -~ -0 -1 28639 -D5 -It is too dark to see. -~ -~ -0 -1 28661 -S -#28651 -Crack in Wall~ - This is a rather large crack in the wall. On closer inspection it appears -to be a passageway that was closed off long ago. It was probably reopened by -an earthquake or something. An ancient passageway continues to the north. -Hot gusts of air come from the west. -~ -286 9 0 0 0 0 -D0 -It is too dark to see. -~ -~ -0 -1 28641 -D3 -It is too dark to see. -~ -~ -0 -1 28650 -S -#28652 -Stone Arch~ - Before you stands the a large stone arch decorated with many runes you -cannot decifer. It looks as though it has been closed up for a long time. To -the east is a hallway of fire. To the south you see a large metal door with -the words, 'FOREMAN' written on the door. There is a dark stairway down in the -corner of the room. -~ -286 9 0 0 0 0 -D1 -You see a hall of fire. -~ -~ -0 -1 28653 -D2 -You see the Foreman's office. -~ -~ -1 -1 28662 -D5 -You see a dark stairway down. -~ -~ -0 -1 28663 -S -#28653 -Hall of Fire~ - You are standing in a hallway made of fire. The walls are ablaze with -yellow and blue flames. The smell of the hot air and sulfur burns your lungs as -you inhale, and dry your mouth as you exhale. The stone floor burns at your -feet and hungrily drinks up every drop of sweat as they fall from your body. -The hall of fire continues to the east. You see a stone archway to the west. -~ -286 9 0 0 0 0 -D1 -You see a hall of fire. -~ -~ -0 -1 28654 -D3 -You see a stone archway. -~ -~ -0 -1 28652 -S -#28654 -Hall of Fire~ - You are standing in a hallway made of fire. The walls are ablaze with -yellow and blue flames. The smell of the hot air and sulfur burns your lungs as -you inhale, and dry your mouth as you exhale. The stone floor burns at your -feet and hungrily drinks up every drop of sweat as they fall from your body. -The hall of fire continues to the south and west. -~ -286 9 0 0 0 0 -D2 -You see a hall of fire. -~ -~ -0 -1 28664 -D3 -You see a stone archway. -~ -~ -0 -1 28653 -S -#28655 -Construction Area~ - This part of Hell seems to be under repair. Workers are fixing and -replacing what look like various gas mains and other pipework. You can see -many gas lines and electrical conduits within the dismantled walls. Partially -hidden fire sprinklers are being installed in the ceilings. You see more -contruction to the east and south. -~ -286 9 0 0 0 0 -D1 -You see a construction area. -~ -~ -0 -1 28656 -D2 -You see a construction area. -~ -~ -0 -1 28665 -S -#28656 -Construction Area~ - This part of Hell seems to be under repair. Workers are fixing and -replacing what look like various gas mains and other pipework. You can see -many gas lines and electrical conduits within the dismantled walls. Partially -hidden fire sprinklers are being installed in the ceilings. You see more -contruction to the east and west. -~ -286 9 0 0 0 0 -D1 -You see a construction area. -~ -~ -0 -1 28657 -D2 -You see a construction area. -~ -~ -0 -1 28655 -S -#28657 -Construction Area~ - This part of Hell seems to be under repair. Workers are fixing and -replacing what look like various gas mains and other pipework. You can see -many gas lines and electrical conduits within the dismantled walls. Partially -hidden fire sprinklers are being installed in the ceilings. You see more -contruction to the south and west. -~ -286 9 0 0 0 0 -D2 -You see a construction area. -~ -~ -0 -1 28667 -D3 -You see a construction area. -~ -~ -0 -1 28656 -S -#28658 -Hall of Fire~ - You are standing in a hallway made of fire. The walls are ablaze with -yellow and blue flames. The smell of the hot air and sulfur burns your lungs as -you inhale, and dry your mouth as you exhale. The stone floor burns at your -feet and hungrily drinks up every drop of sweat as they fall from your body. -The hall of fire continues to the east and south. -~ -286 9 0 0 0 0 -D1 -You see a hall of fire. -~ -~ -0 -1 28659 -D2 -You see a hall of fire. -~ -~ -0 -1 28668 -S -#28659 -Hall of Fire~ - You are standing in a hallway made of fire. The walls are ablaze with yellow -and blue flames. The smell of the hot air and sulfur burns your lungs as you -inhale, and dry your mouth as you exhale. The stone floor burns at your feet -and hungrily drinks up every drop of sweat as they fall from your body. The -hall of fire continues to the west. A room full of fire pits lies to the east. -A wall of fire crackles merrily to the south. -~ -286 9 0 0 0 0 -D1 -You see a room full of fire pits. -~ -~ -0 -1 28660 -D2 -You see a wall of fire. -~ -~ -0 -1 28669 -D3 -You see a hall of fire. -~ -~ -0 -1 28658 -S -#28660 -Fire Pits of Hades~ - This room is filled with many small fire pits. Countless damned souls are -being burnt and roasted within the white flames that erupt from the many pits. -Wailing and screams of pain chill your bones in this hot room. To the south you -see a lake of fire. A fire hall lies to the west. -~ -286 9 0 0 0 0 -D2 -You see a lake of fire. -~ -~ -0 -1 28670 -D3 -You see a hall of fire. -~ -~ -0 -1 28659 -S -#28661 -Fire Mural~ - Upon all the walls of this room is an enormous mural. Pictures of burning -bodies and tortured souls seem to be the main theme of the art. Bright reds and -hot blues are enphasized throughout the mural. As you stare at it, the -characters within it seem to move and struggle in pain. The hot air around you -smells of sulfur and methane. To the south you see a stone hallway. Hot air -blows in at you from the doorway. The air stirs up the methane and steals your -breath. You choke and gag... -~ -286 9 0 0 0 0 -D2 -You see a stone hallway. -~ -~ -0 -1 28671 -S -#28662 -Foreman's Office~ - You stand in a crudely constructed office. Blueprints and change orders are -scattered everywhere. A metal filing cabinet stands in the corner. Before you -stands a stone table covered with blueprints. On the wall is a construction -plaque that reads, "4th DEMONsion Construction" -~ -286 9 0 0 0 0 -D0 -You see the door to the office. -~ -~ -1 -1 28652 -S -#28663 -Cold Stairway~ - You stand upon a cold stone stairway. Hot air blows down on you from higher -up the stairwell. From below you, freezing gusts bite at your skin and make you -shiver. Icicles drip slowly from the ceiling onto the frosted stone floor. -~ -286 9 0 0 0 0 -D4 -It is too dark to see. -~ -~ -0 -1 28652 -D5 -It is too dark to see. -~ -~ -0 -1 28676 -S -#28664 -Hall of Fire~ - You are standing in a hallway made of fire. The walls are ablaze with -yellow and blue flames. The smell of the hot air and sulfur burns your lungs as -you inhale, and dry your mouth as you exhale. The stone floor burns at your -feet and hungrily drinks up every drop of sweat as they fall from your body. -The hall of fire continues to the north and east. -~ -286 9 0 0 0 0 -D0 -You see a hall of fire. -~ -~ -0 -1 28654 -D1 -You see a wall of fire. -~ -~ -0 -1 28665 -S -#28665 -Construction Area~ - This part of Hell seems to be under repair. Workers are fixing and -replacing what look like various gas mains and other pipework. You can see -many gas lines and electrical conduits within the dismantled walls. Partially -hidden fire sprinklers are being installed in the ceilings. You see more -contruction to the north and east. A hall of fire is to the west. -~ -286 9 0 0 0 0 -D0 -You see a construction area. -~ -~ -0 -1 28655 -D1 -You see a construction area. -~ -~ -0 -1 28666 -D3 -You see a Hall of fire. -~ -~ -0 -1 28664 -S -#28666 -Construction Area~ - This part of Hell seems to be under repair. Workers are fixing and -replacing what look like various gas mains and other pipework. You can see -many gas lines and electrical conduits within the dismantled walls. Partially -hidden fire sprinklers are being installed in the ceilings. You see more -contruction to the east and west. -~ -286 9 0 0 0 0 -D1 -You see a construction area. -~ -~ -0 -1 28667 -D3 -You see a construction area. -~ -~ -0 -1 28665 -S -#28667 -Construction Area~ - This part of Hell seems to be under repair. Workers are fixing and -replacing what look like various gas mains and other pipework. You can see -many gas lines and electrical conduits within the dismantled walls. Partially -hidden fire sprinklers are being installed in the ceilings. You see more -contruction to the north and west. A hall of fire lies to the east. -~ -286 9 0 0 0 0 -D0 -You see a construction area. -~ -~ -0 -1 28657 -D1 -You see a hall of fire. -~ -~ -0 -1 28668 -D3 -You see a construction area. -~ -~ -0 -1 28666 -S -#28668 -Hall of Fire~ - You are standing in a hallway made of fire. The walls are ablaze with -yellow and blue flames. The smell of the hot air and sulfur burns your lungs as -you inhale, and dry your mouth as you exhale. The stone floor burns at your -feet and hungrily drinks up every drop of sweat as they fall from your body. -The hall of fire continues to the north. There are loud noises of contruction -to the west. -~ -286 9 0 0 0 0 -D0 -You see a hall of fire. -~ -~ -0 -1 28658 -D3 -You see a construction area. -~ -~ -0 -1 28667 -S -#28669 -Wall of Fire~ - This large room is cut into sections by small walls of fire. The walls seem -to move slowly, changing the layout of the room. As you examine the room -further you notice various posts around the room to which people are chained. -The firewalls seem to move in patterns that leave the poor people directly in -the path of the oncoming fire. The walls seem to creep ever so slowly towards -them. The people blister and scream as the fire gets closer. Their deaths seem -like minutes of agony and pain, and even as they burst into flames they seem -incapable of grasping the merciful attention of death... To the north you see a -hall of fire. To the east you see a lake of fire. -~ -286 9 0 0 0 0 -D0 -You see a hall of fire. -~ -~ -0 -1 28659 -D1 -You see a Lake of fire. -~ -~ -0 -1 28670 -S -#28670 -Lake of Fire~ - You stand one the shore of a large lake of fire. The smoke and heat fill -this enormous room. You can barely make out shapes of something moving within -the dancing flames of blue and gold... -~ -286 9 0 0 0 0 -D0 -It is too smoky to see. -~ -~ -0 -1 28660 -D1 -It is too smoky to see. -~ -~ -0 -1 28671 -D3 -It is too smoky to see. -~ -~ -0 -1 28669 -S -#28671 -Hot Hall~ - The stone floor below you heats your feet uncomfortably. The ceiling and -walls glow a dull red and you sweat uncomfortably under the heat. -~ -286 9 0 0 0 0 -D0 -You see a Mural Room. -~ -~ -0 -1 28661 -D3 -It is too smoky to see. -~ -~ -0 -1 28670 -S -#28672 -Icy Landing~ - This landing is made entirely of ice. Its walls bear carvings of battle and -hunting scenes in bas-relief. These carved scenes show ice devils slaying -angels, hunting mortals and other gruesome pictures. To the east you see a -room of ice. -~ -286 9 0 0 0 0 -D1 -You see a room of ice. -~ -~ -0 -1 28541 -S -#28673 -Ice Room~ - You are standing in a room of ice. Icicles of every size hang from the -ceiling. Some shake with every sound. Your reflection off the ice walls seems -to dance and wiggle as you move about. To the south you see more of the frozen -room. To the west you see an Icy landing. -~ -286 9 0 0 0 0 -D2 -You see a room of ice. -~ -~ -0 -1 28683 -D3 -You see a room of ice. -~ -~ -0 -1 28541 -S -#28674 -Meat Locker~ - You are standing in what looks like a meat locker. Rows of beef and other -meats hang from large steel hooks. You also notice that many of the things -hanging from the hooks are corpses of people. They reach out to you as you -pass them as if to plead for help from their frozen mouths. The meat locker -continues to the east and south. -~ -286 9 0 0 0 0 -D1 -You see more of the Meat locker. -~ -~ -0 -1 28675 -D2 -You see more of the Meat locker. -~ -~ -0 -1 28684 -S -#28675 -Meat Locker~ - Rows of beef and other meats hang from large steel hooks. You notice that -many of the things hanging from the hooks are corpses of people. They reach -out to you as you pass them as if to plead for help from their frozen mouths. -The meat locker continues to the south and west. There is a freezer door to -the east. -~ -286 9 0 0 0 0 -D1 -You see a freezer door. -~ -freezer~ -1 -1 28676 -D2 -You see more of the Meat locker. -~ -~ -0 -1 28685 -S -#28676 -Penguin Room~ - This is what appears to be a replica of an iceberg. Penguins waddle about -the room pecking at many poor souls half trapped in the icy floor. You seem to -be outside, as the walls are painted to seem as if you are standing on a vast -icy slab with nothing but ocean around you. The iceberg continues to the south -and east. There is a freezer door to the west. -~ -286 9 0 0 0 0 -D1 -You see lots and lots of ice. -~ -~ -0 -1 28677 -D2 -You see lots and lots of ice. -~ -~ -0 -1 28686 -D3 -You see a freezer door. -~ -door freezer~ -1 -1 28675 -S -#28677 -Penguin Room~ - This is what appears to be a replica of an iceberg. Penguins waddle about -the room pecking at many poor souls half trapped in the icy floor. You seem to -be outside, as the walls are painted to seem as if you are standing on a vast -icy slab with nothing but ocean around you. The iceberg continues to the south -and east. There is a freezer door to the west. -~ -286 9 0 0 0 0 -D2 -You see lots and lots of ice. -~ -~ -0 -1 28687 -D3 -You see lots and lots of ice. -~ -~ -0 -1 28676 -S -#28678 -Ice-Creamery~ - You appear to be standing in a ice-creamery. Many ice-cream workers run -frantically around tending to the various machines. The factory continues to -the east and south. -~ -286 9 0 0 0 0 -D1 -You see lots of ice-cream machines. -~ -~ -0 -1 28679 -D2 -You see lots of ice-cream machines. -~ -~ -0 -1 28688 -S -#28679 -Ice-Creamery~ - You appear to be standing in a ice-creamery. There seems to be a group of -people here shouting into containers and then quickly covering them. How -odd... The factory continues to the south and west. There is a steel door to -the east. -~ -286 9 0 0 0 0 -D1 -You see a steel door. -~ -door steel~ -1 -1 28680 -D2 -You see lots of ice-cream machines. -~ -~ -0 -1 28689 -D3 -You see lots of ice-cream machines. -~ -~ -0 -1 28678 -S -#28680 -White Marble Hall~ - You are standing in a white marble hallway. It is dry and clean. Many -portraits of demons and devils in business suits adorn the walls on either side -of you. The hall continues to the south. To the west is a steel door. -~ -286 9 0 0 0 0 -D2 -You see a marble hallway. -~ -~ -0 -1 28690 -D3 -You see a steel door. -~ -door steel~ -1 -1 28679 -S -#28681 -Refrigerator Room~ - This room is filled with giant refrigerators. All of them have no doors and -their contents have spilled onto the floor. The only exit is east. -~ -286 9 0 0 0 0 -D1 -You see a room of ice. -~ -~ -0 -1 28682 -S -#28682 -Ice Room~ - You are standing in a room of ice. Icicles of every size hang from the -ceiling. Some shake with every sound. Your reflection off the ice walls seems -to dance and wiggle as you move about. To the north and east you see more of -the frozen room. To the west you see a room full of refrigerators. -~ -286 9 0 0 0 0 -D0 -You see a room of ice. -~ -~ -0 -1 28541 -D1 -You see a room of ice. -~ -~ -0 -1 28683 -D3 -You see a room full of refrigerators. -~ -~ -0 -1 28681 -S -#28683 -Ice Room~ - You are standing in a room of ice. Icicles of every size hang from the -ceiling. Some shake with every sound. Your reflection off the ice walls seems -to dance and wiggle as you move about. To the north and west you see more of -the frozen room. To the east you see a freezer door. -~ -286 9 0 0 0 0 -D0 -You see a room of ice. -~ -~ -0 -1 28673 -D1 -You see a freezer door. -~ -door freezer~ -1 -1 28684 -D3 -You see a room of ice. -~ -~ -0 -1 28682 -S -#28684 -Meat Locker~ - You stand in a large meat locker. Chunks of meat hang on the wall and -larger corpses hang from steel hooks. Frozen blood and other unrecognizable -pieces are littered on the floor. The meat locker continues to the north and -east. There is a freezer door to the west. -~ -286 9 0 0 0 0 -D0 -You see more of the Meat locker. -~ -~ -0 -1 28674 -D1 -You see more of the Meat locker. -~ -~ -0 -1 28685 -D3 -You see a freezer door. -~ -door freezer~ -1 -1 28683 -S -#28685 -Meat Locker~ - Rows of beef and other meats hang from large steel hooks. The meat locker -continues to the north and west. -~ -286 9 0 0 0 0 -D0 -You see more of the Meat locker. -~ -~ -0 -1 28675 -D3 -You see more of the Meat locker. -~ -~ -0 -1 28684 -S -#28686 -Penguin Room~ - This is what appears to be a replica of an iceberg. Penguins waddle about -the room pecking at many poor souls half trapped in the icy floor. You seem to -be outside, as the walls are painted to seem as if you are standing on a vast -icy slab with nothing but ocean around you. The iceberg continues to the north -and east. -~ -286 9 0 0 0 0 -D0 -You see lots and lots of ice. -~ -~ -0 -1 28676 -D1 -You see lots and lots of ice. -~ -~ -0 -1 28687 -S -#28687 -Penguin Room~ - This is what appears to be a replica of an iceberg. Penguins waddle about -the room pecking at many poor souls half trapped in the icy floor. You seem to -be outside, as the walls are painted to seem as if you are standing on a vast -icy slab with nothing but ocean around you. The iceberg continues to the north -and west. You can hear sounds of machinery to the east. -~ -286 9 0 0 0 0 -D0 -You see lots and lots of ice. -~ -~ -0 -1 28677 -D1 -You see a dark passageway. -~ -~ -0 -1 28688 -S -#28688 -Ice-Creamery~ - You walk into part of an ice-cream factory. Many different types of -ice-cream and other deserts are made by these machines. Above one of the -machines a sign reads, 'Eye Splean I Screamery'. The factory continues to the -north and east. You can hear sounds of penguins to the west. -~ -286 9 0 0 0 0 -D0 -You see lots of ice-cream machines. -~ -~ -0 -1 28678 -D1 -You see lots of ice-cream machines. -~ -~ -0 -1 28689 -D3 -You see a dark passageway. -~ -~ -0 -1 28687 -S -#28689 -Ice-Creamery~ - You stand amidst dozens of ice-cream machines. Workers rush about for -machine to machine, adjusting dials and checking gauges. The factory continues -to the north and west. -~ -286 9 0 0 0 0 -D0 -You see lots of ice-cream machines. -~ -~ -0 -1 28679 -D3 -You see lots of ice-cream machines. -~ -~ -0 -1 28688 -S -#28690 -Marble Hall~ - You are walking down a white marble hallway. Large portraits of demons and -devils adorn the walls on either side of you. As you look again you realize -that they aren't demons and devils after all, but lawyers...well ok...depends -on your point of view... The hallway continues to the north. There is an -office to the south. -~ -286 9 0 0 0 0 -D0 -You see a white marble hallway. -~ -~ -0 -1 28680 -D2 -You see an office. -~ -~ -0 -1 28500 -S -#28691 -Records Hall~ - This Hallway is actually an enormous records library. Millions of records -are kept here detailing the status of people's lives. These are confidential -files and only authorized personnel are allowed to view them. The records room -continues to the east. -~ -286 9 0 0 0 0 -D1 -You see rows and rows of records. -~ -~ -0 -1 28692 -S -#28692 -Records Hall~ - This Hallway is actually an enormous records library. Millions of records -are kept here detailing the status of people's lives. These are confidential -files and only authorized personnel are allowed to view them. The records room -continues to the east and west. There is another hallway to the south. -~ -286 9 0 0 0 0 -D1 -You see rows and rows of records. -~ -~ -0 -1 28693 -D2 -You see the Halls of Judgement. -~ -~ -0 -1 28502 -D3 -You see rows and rows of records. -~ -~ -0 -1 28691 -S -#28693 -Records Hall~ - This Hallway is actually an enormous records library. Millions of records -are kept here detailing the status of people's lives. These are confidential -files and only authorized personnel are allowed to view them. The records room -continues to the east and west. -~ -286 9 0 0 0 0 -D1 -You see rows and rows of records. -~ -~ -0 -1 28694 -D3 -You see rows and rows of records. -~ -~ -0 -1 28692 -S -#28694 -Records Hall~ - This Hallway is actually an enormous records library. Millions of records -are kept here detailing the status of people's lives. These are confidential -files and only authorized personnel are allowed to view them. The records room -continues to the west. -~ -286 9 0 0 0 0 -D3 -You see rows and rows of records. -~ -~ -0 -1 28693 -S -#28695 -Small Altar~ - This is the private prayer room of the high priest. A small altar stands -against the west wall. Evil symbols and pictures are plastered everywhere. -The new propaganda posters for Hell are posted behind the altar. You see a -blackened hall to the east. -~ -286 9 0 0 0 0 -D1 -You see a blackened hallway. -~ -~ -0 -1 28696 -E -poster~ -Don't go to heaven.... They're boring.... - -***GO TO HELL!!! **** - -You'll be damned if you don't ;) -~ -S -#28696 -Blackened Hall~ - This hall looks as if it was burned out recently. The walls are charred and -smoking. Ashes and bits of burnt timber crunch under your feet as you walk -down the hall. A sign on the wall reads, 'No Non-smoking Please'. The hall -continues to the south. There is a stone door to the east and a prayer room to -the west. -~ -286 9 0 0 0 0 -D1 -You see a stone door. -~ -door stone~ -1 -1 28697 -D2 -You see a blackened hall. -~ -~ -0 -1 28506 -D3 -You see a prayer room. -~ -~ -0 -1 28695 -S -#28697 -Office of the High Priest~ - This is the office of the High Priest of Hell. A black stone desk stands -before you. The office is lavishly furnished with gold, gems and many antiques. -A large portrait of a demon's face is on the wall behind his desk. You see a -stone door to the west. -~ -286 9 0 0 0 0 -D3 -You see a stone door. -~ -door stone~ -1 -1 28696 -S -#28698 -Blackened Hall~ - This hall looks as if it was burned out recently. The walls are charred and -smoking. Ashes and bits of burnt timber crunch under your feet as you walk -down the hall. A sign on the wall reads, 'No Non-smoking Please'. The hall -continues to the east and south. -~ -286 9 0 0 0 0 -D1 -You see a blackened hall. -~ -~ -0 -1 28699 -D2 -You see a blackened hall. -~ -~ -0 -1 28508 -S -#28699 -Blackened Hall~ - This hall looks as if it was burned out recently. The walls are charred and -smoking. Ashes and bits of burnt timber crunch under your feet as you walk -down the hall. A sign on the wall reads, 'No Non-smoking Please'. The hall -continues to the west. A glass door is to the east. -~ -286 9 0 0 0 0 -D1 -You see a glass door. -~ -door glass~ -1 -1 28500 -D3 -You see a blackened hall. -~ -~ -0 -1 28698 -S -$~ diff --git a/lib/world/wld/287.wld b/lib/world/wld/287.wld deleted file mode 100644 index 44399e3..0000000 --- a/lib/world/wld/287.wld +++ /dev/null @@ -1,2287 +0,0 @@ -#28700 -A Narrow Crawlway~ - Ouch! You can barely squeeze through this passage, which is only a foot and -a half high. It was also hidden behind a stone block; that is, no doubt, the -reason the goblins have not tried to follow you, being too weak to move it. -You, however, can still shove it aside, should you wish to slither north. The -wide passage to the south looks much, much more inviting, however. -~ -287 281 0 0 0 5 -D0 -The crawlway opens into a large cave, crudely hewn from the stone. -~ -breakdown block~ -1 -1 -1 -D2 -The crawlway is not really that long; it opens out to the south. -~ -~ -0 -1 28701 -E -credits info~ - * * * * The Land of Lonoya * * * * - ---------------------------------- - Made A. D. 1997 by Pippin - This zone contains a small town and a - rather large dungeon full of goblins. -~ -S -#28701 -A Tunnel in the Mountains~ - It is very easy to walk here. A forgotten river has carpeted this cave soft, -sandy clay, and streaked the walls with frozen ripples. The north wall has a -small crack in it, and to the south this wide tunnel becomes higher, and -slightly narrower. A shadow on the west wall implies a tunnel mouth, leading -out of your lantern's reach. -~ -287 9 0 0 0 0 -D0 -You look at the north wall. Maybe you could fit through there. -~ -~ -0 -1 28700 -D2 -It looks like a pleasant, though dark, walk to the south. -~ -~ -0 -1 28702 -D3 -A small dog-leg branches off the cavern here. -~ -~ -0 -1 28733 -S -#28702 -A Tunnel in the Mountains~ - What a lovely place! It is not wide here - your shoulders fit, with little -room for company. You judge the cavern roof to be at least 70 feet above your -head. Crystal formations in the rippled walls split torchlight into countless -sparks of flame, reflected from the quartz veins which embroider the stone in a -timeless brocade. The walls are mainly vertical, but taper outwards enough to -support a block of breakdown, hanging like Damocles' sword, fifteen feet up. I -doubt it will fall, however. The tunnel is lower but wider to the north. A -small stream trickles from a tiny hole, high up on the wall, to exit through a -small tunnel to the south. To the east, a larger cave continues to a bend. -That boulder troubles you. Anxiously you examine its support, and notice some -writing on the wall. There is a NEWLY CARVED SIGN here. Read it! -~ -287 9 0 0 0 2 -D0 -The tunnel widens and lowers to the north, seemingly to a dead end. -~ -~ -0 -1 28701 -D1 -Your light shows a bend, close by to the east. -~ -~ -0 -1 28705 -D2 -The small stream trickles south. -~ -~ -0 -1 28703 -E -new sign~ - Notice! - The eastern tunnel - Has been repaired. - It is now safe ;so - Thrash and Pippin - Won't die here again. -~ -E -writing wall~ - The runes are of a well-known mode, but you know not the tongue. They say -something like this: Tuo sdael lennut nretsae. Retsasid ot sdael lennut htuos. -Ekat ot eno eht si nretsae eht Htaed ylrae na diova ot tnaw uoy fi. Nam -Mooreeffoc Eht Morf. What could it mean? -~ -S -#28703 -A Narrow Ledge~ - The stream plunges downward, to join another, which foams and rages far below -you in a deeply cleft canyon. You hear nothing above the water's roar. Like a -cat you tread on a spray-wet ledge only six inches wide. Not a nice place. -You do not look down as you continue. A traveler must count courage among his -baggage, no? Perhaps you will be repaid. Through the mists to the south you -glimpse a golden gleam. To go there you must creep cautiously along a ledge too -narrow for a surefooted cat, and slippery as fish skin. It is not too late to -turn back! A narrow crevasse leads down the cliff, but only an acrobat could -turn round and descend it. Your nose brushes an inscription. -~ -287 393 0 0 0 5 -D0 -The wise (if poor) man may return north to a larger cave. -~ -~ -0 -1 28702 -D2 -Your grandmother told you once of a lost gold mine in these mountains. -~ -~ -0 -1 28704 -E -inscription~ - It is in every known language, and some others: W A R N I N G ! ! ! The Ledge -to the South is Unsafe!! -~ -S -#28704 -The Fall is Fine but the Landing Hurts~ - You have found the lost mine! Chunks of gold ore litter the ground, as large -as your head! Among them lie rough, long-ago mined rubies. In haste to enter -the mine, and gather the riches therein, you step from the tiny ledge to the -broad flat table of stone near the mine entrance. That is, you try to step that -way... Your feet slip. Oh dear. -~ -287 9 0 0 0 0 -S -#28705 -A Short Tunnel~ - This tunnel does not go very far. Soon it bends again to the south. A -strong draft blows from there. The walls here are no longer rippled, but -smooth, and covered with writing. There are many small inscriptions, but you -can only read three: one in orcish, another in common, and a third, written -large by a firm hand, in the secret dwarven tongue. Looking closer, you see -another, in ogrish. -~ -287 9 0 0 0 1 -D2 -You see a glimmer of daylight, not very far away. -~ -~ -0 -1 28706 -D3 -You can go west, to examine that odd inscription. Or that small cave. -~ -~ -0 -1 28702 -E -ogrish~ - Ugh... Anyone... Anyone pass this way... Thrash need help... Can anyone -read this need to know.... Where Thrash buy torches... ... Ugh... Thrash the -Ogre -~ -E -dwarvish secret~ - Hmm... It's common after all, though it uses the dwarf runes. Good for you, -if you are not a dwarf who knows the secret tongue. It says: Went east from the -cave to Sorvecgden town. Passed this way Monday, fourth of Yule month. Tell -Gloin his wife is cheating on him. I know because she cheats with me. Dorig of -the Foehammers. -~ -E -common~ - This is easily read: O traveler! Beware! For goblins live near here! -~ -E -orcish inscription~ - It says, more or less: Krsd be al tem blude noms Krsd be al tem blude dwrvs -Krsd be al tem blude elfs Krsd be da hobits but tey tasty Haf ogrs aint bad -fokes Rit by Orfax da orc -~ -S -#28706 -The Tunnel's Entrance~ - O traveler from Midgard, your journey has not ended, but begun! You are just -inside a cave entrance. It stretches far into mountain-darkness. Just to your -east, an underground stream leaves a lower cave. If the the same water flows -inside the cave, it must have passed under your feet at a lower level, for it is -in a gorge seventy or more feet deep. To your south you see the smooth line of -a road cutting the woods. A sign is carved into the stone here. -~ -287 8 0 0 0 0 -D0 -You may go further into the dark cave. -~ -~ -0 -1 28705 -D2 -The road looks like a good place to take a pleasant walk. -~ -~ -0 -1 28707 -E -sign~ - ___________________________ - |This Cave in the Mountain| - | ------- | - | Was Delved by Pippin | - | Year of Our Lord 1997 | - |_________________________| -~ -S -#28707 -The Old Plank Road~ - Your feet resound on the planks of this road, built for safe travel in times -long past by Korbor the Fat, King of Lonoya. The plank-paved road winds east -and south. A milestone stands near. A sign stands at the intersection of this -fine road, and the path to the mountain cave. The dirt road to the south used -to be blocked but now the way has been cleared. -~ -287 64 0 0 0 1 -D0 -A grass-grown path leads to a cave in the north. -~ -~ -0 -1 28706 -D1 -The road continues east to a city. -~ -~ -0 -1 28708 -E -sign~ - It has boards with fingers pointing north, south, and west. - EAST - Ofingia - SOUTH - Sorvecgden-Lacgorr - NORTH - Midgaard - Welcome, Stranger, to the Fiefdom of Lonoya. - You of good will may wander freely through - our kingdom. Report all strange happenings - to Pippin, Emperor of the Lands of Eighty One. -~ -E -milestone mile stone~ - It says "Sorvecgden-Lacgorr 6 stadia" -~ -S -#28708 -The Old Plank Road~ - A stone bridge crosses Snofur Creek here, which flows in a ravine about -eighty feet deep, if only twenty-five yards wide, as it flows from a small cave -in the mountains. You would need wings to go down there. This gorge certainly -serves Ofingia well as a moat; the bridge has a wooden section that may easily -be removed during a siege. -~ -287 64 0 0 0 1 -D1 -Ofingia's gate is right across the river. -~ -gate wooden~ -1 28707 28709 -D3 -You can still go back west. -~ -~ -0 -1 28707 -S -#28709 -King's Way~ - If it annoyed you to journey so far to see such a tiny town as Ofingia, you -are somewhat placated by the sight of a homely inn to your south. It is not as -large as the Grunting Boar, but as a sailor will take any port in a storm, you -will drink anywhere after abstaining so long! Though Ofingia is a city under -siege nowadays, with all the goblin raids, still Reilly keeps the inn open. -~ -287 0 0 0 0 0 -D1 -The King's Way continues east. -~ -~ -0 -1 28710 -D2 -A fine, homely inn lies south. A sign stands there. -~ -door oak~ -1 -1 28728 -D3 -A great gate lies some yards west. It is richly carved. -~ -gate wooden~ -1 28707 28708 -E -sign~ - The Crossbow Inn - By Reilly Morgan -~ -S -#28710 -A Small Square~ - Once this small park was a restful place to spend a Sunday afternoon; now -that almost all Ofintines have either left or taken up arms to defend their -town, the only folk seen here are off-duty guards and those who come to draw -water. A shed stands to the south, and a tiny church to the north. -~ -287 0 0 0 0 0 -D0 -The church has a large sign hanging on its front wall. -~ -churchdoor~ -1 -1 28718 -D1 -King's Way runs a little farther east. -~ -~ -0 -1 28711 -D2 -There is a torn sign on the shed which says "Z. Rykalp, Sheriff" -~ -~ -0 -1 28727 -D3 -What? Leaving town already? -~ -~ -0 -1 28709 -E -church sign~ - It says: St. John Nepomucene Church Today's Sermon: Ogres and the Gospel: -Can they be saved? -~ -S -#28711 -King's Way~ - Small stores lie north and south of you as you walk toward the market square -of Ofingia. The northern building is an open shed, where a blacksmith is busily -pounding iron. To the south, a carpenter's shop fills the air with the -fragrance of wood smoke - and a lot of it; he's burning shavings. -~ -287 0 0 0 0 0 -D0 -You hear a hammer thumping on hot iron, and ringing on the anvil. -~ -~ -0 -1 28719 -D1 -You hear the patter of hurrying feet, and knights' heavy tread. -~ -~ -0 -1 28712 -D2 -A burly dwarf leaves that way, carrying a log on one shoulder. -~ -~ -0 -1 28714 -D3 -What's the matter? Don't you like this town? -~ -~ -0 -1 28710 -S -#28712 -The Market Square~ - The clink of mail and the tramp of marching feet fill the air of this -once-peaceful square, as the citizens patrol their town, watching out for -enemies. A general store stands to the north. -~ -287 0 0 0 0 0 -D0 -You hear someone cursing shoplifters. -~ -~ -0 -1 28720 -D1 -This market square is at least four times as large as Midgaard's. -~ -~ -0 -1 28721 -D2 -This market square is at least four times as large as Midgaard's. -~ -~ -0 -1 28713 -D3 -You really do hate Ofingia, don't you? -~ -~ -0 -1 28711 -S -#28713 -Southwestern Market Square~ - You see the carpenter's yard behind several houses to the west, but a board -fence prevents you from walking to it. Someone has scrawled on the fence with -chalk. To the south a road runs through Ofingia. -~ -287 0 0 0 0 0 -D0 -The clamor of a market square echoes all around you. -~ -~ -0 -1 28712 -D1 -Still a market square here. -~ -~ -0 -1 28722 -D2 -This seems to be a better part of town. -~ -~ -0 -1 28715 -D3 -You hear the thunk of an axe. -~ -~ -0 -1 28714 -E -fence chalk~ - It says, "Keep an eye peeled! The goblins are crafty. " -~ -S -#28714 -Joel Kreb's Fine Woodbutchery~ - Joel is a very busy man. He tells you so. Only now he is sitting on a -sawhorse with a mug of ale. Well, all that sawdust makes a man thirsty, don't -you know! He can make just about anything you want, if it is wooden, but just -now has only a few items in stock. He might list them for you, if you asked -really nicely. -~ -287 8 0 0 0 0 -D0 -A small street is north of here. -~ -~ -0 -1 28711 -D1 -You can see a wide street past Joel's saw pit. -~ -~ -0 -1 28713 -S -#28715 -Drovers' Street~ - Once farmers drove their herds of cattle through this now-fancy part of -Ofingia, on the way to the Market Square. No more. It has been paved, and far -fewer hogs roam here than on King's Way. -~ -287 0 0 0 0 0 -D0 -North leads you to the market square. -~ -~ -0 -1 28713 -D1 -Eastwards is the Great Hall of Ofingia -~ -door~ -1 -1 28723 -D2 -Drovers' Street runs south. -~ -~ -0 -1 28716 -S -#28716 -Inside the South Gate of Ofingia~ - Well, now you have reached the end of Ofingia's small noble district. To -your south is a great gate, and to your east, a strongly built stone house. -~ -287 0 0 0 0 0 -D0 -Why don't you go to City Hall and answer your 200 counts of burglary? -~ -~ -0 -1 28715 -D1 -This appears to be a barracks of the town guards -~ -door strong oak~ -2 28709 28717 -S -#28717 -The Guard Headquarters~ - This is where the men that guard Ofingia keep their dinner pails. Look -around! You may find a dagger, but most of the weapons are in use. Why would -they leave them here while they were on patrol? And as for finding money, don't -bother! Only in Midgaard do foolish guards keep 32000 gold coins where Pippin -or any old thief can steal them. -~ -287 8 0 0 0 0 -D0 -A red door leads north to the city hall. -~ -door red~ -2 28709 28723 -D3 -A strong oak door leads west to the street outside. -~ -door strong oak~ -2 28709 28716 -S -#28718 -The Church of St. John Nepomucene.~ - It is small, but adequate, and defensible. This last is the most important -in these dangerous times. You find no idols here, the Ofintines are a Christian -nation. -~ -287 152 0 0 0 0 -D2 -You can leave and go to the town square. -~ -churchdoor~ -1 -1 28710 -S -#28719 -Dorig Foehammer's Smithy~ - You can only watch with awe as Dorig, the famed dwarven warrior-smith. -Forges a bar of iron into a knife blade in fifteen minutes. He makes some fine -swords and chain mail, but good armor doesn't come cheap! A battle axe hangs on -the wall. -~ -287 8 0 0 0 0 -D2 -You can leave and avoid the sparks of molten iron that fly thick here. -~ -~ -0 -1 28711 -E -axe wall~ - The wall-hung axe is too high to reach, but you can see it is named -"Lucille". -~ -S -#28720 -Maxtrum Holloknob's Dry Goods~ - Max will buy anything low and sell it high, useful or not. Most of it is -useless to you, anyway. Why would you want nails, or pots and pans, or tulip -bulbs? Horseshoes don't seem like a good thing to carry on a long journey, -either. Max also carries a few staple items for you fool adventurers, too, -which he would gladly list. A strange sign with darts stuck in it is hung on -the wall. -~ -287 8 0 0 0 0 -D2 -You can go find a cheaper store somewhere else in Market Square. -~ -~ -0 -1 28712 -E -sign wall symbol~ - There are also some crossbow quarrels driven into this picture of a -leprechaun, who is grinning and holding a bag of gold. It is not a great work -of art; perhaps the shopkeeper has a grudge against leprechauns. -~ -S -#28721 -Northeastern Market Square~ - Here is a quiet corner of the bustling square. A wooden store to the north -is busy enough, but nobody ever goes into the store to the east as you watch its -door. Maybe it is closed. -~ -287 0 0 0 0 0 -D0 -The smell of tanned leather comes from the north. -~ -~ -0 -1 28729 -D1 -Tucked between two large houses is a tiny black granite building. -~ -~ -0 -1 28730 -D2 -There is more of the square to the south. -~ -~ -0 -1 28722 -D3 -There is more of the square to the west. -~ -~ -0 -1 28712 -S -#28722 -Southeastern Market Square~ - The fragrance of fresh bread fills the air here. Ofintine bread is -considered the best in the world by those who know what REAL bread tastes like. -~ -287 0 0 0 0 0 -D0 -There is more of the square to the north. -~ -~ -0 -1 28721 -D1 -A delicious smell of fresh bread comes from the east. -~ -~ -0 -1 28731 -D2 -You have no idea what kind of store this is; it has no windows. -~ -~ -0 -1 28732 -D3 -There is more of the square to the west. -~ -~ -0 -1 28713 -S -#28723 -The Great Hall~ - Two rows of tall wooden pillars marching down this hall support its roof on -their sturdy heads. A central fireplace warms it, and the smoke rises to a -louvre in the highest part of the tall gable. This ancient hall reminds you of -those described in the old tales of Midgaard, but here is one still standing, -and used for its old purpose, for you see a great throne glittering in gold to -the north. Oh yes; a spiral iron stair leads down. An inscription is carved -into the wooden wall above it. There is a door, and a sign, to the south. -~ -287 8 0 0 0 0 -D1 -You see more of the hall. -~ -~ -0 -1 28726 -D2 -A red door has a sign posted on it. -~ -door red~ -2 28709 28717 -D3 -You can leave the hall to the west. -~ -door~ -1 -1 28715 -D5 -A stairway leads down. -~ -~ -0 -1 28724 -E -sign~ - Guard Headquarters of Ofingia -~ -E -inscription~ - Down:Ofingian Public Library - And Book Store. - Open 8 to 11 A.M. - And 5 to 9 P.M. -~ -S -#28724 -The Ofintine Public Library~ - Here you may borrow, or buy, much of the great literature of Ofingia, which -sadly does not fill very many of the shelves here. Once this library had many -more works, but the goblins have raided this town several times in the last few -years and burned or stolen most of those that were reported to be magical. One -of the walls has a huge oil portrait hanging where there are no shelves. -Looking about you, you are amazed at the number of books still left, but most -are poorly written works of popular fiction. Alas! There are some exceptions; -a map hangs on the wall, for instance. -~ -287 8 0 0 0 0 -D0 -The wall is lined with bookshelves. -~ -~ -0 -1 -1 -D1 -The wall is lined with bookshelves. -~ -~ -0 -1 -1 -D2 -The wall is lined with bookshelves. -~ -bookshelves~ -2 28708 28725 -D3 -The wall is lined with bookshelves. -~ -~ -0 -1 -1 -D4 -A spiral iron staircase leads up. -~ -~ -0 -1 28723 -E -map~ - St. John's"| Grocer - @ M A P @ Church |_+_| Smithy ____ ____ Cobbler - of Ofingia West | | _____ | | | | - & Gate__________|_|_______|___|_|____|_|____|____ - surroundings : Well | |Bakery - : o King's Way | | - o :___________________________ Market |___| - by Sir | | |_| | | Square. | - Mischa of | | Sheriff | | |___ - Wazen. |______| |____| | |Apothecary - The Cross Bow Carpenter| _____|___| - R. Morgan, Prop. | D | | | - | r | | | - | o | |___| - | v S |__________ - All Distances on this Map are | e t | | - not drawn to Scale. Houses | r r | Town Hall| - I have not chosen to Represent, | s e |__________| - They being Rather Few since the | e | | - Goblin invasions. | t |___| - Sir Mischa |......| - South Gate -~ -E -portrait painting~ - It is a picture of Claeregina Mahzi, queen of Adacaract. -~ -S -#28725 -The Secret Library Vault~ - Wow! There is enough dust here to grow a crop of corn on the shelves. But -there may be even more interesting things on the shelves than corn. Why, on -that shelf just out of reach, you see a book that has to be the Book of Dwarven -Herblore. Too bad you can't get it; it would be useful to a wizard. A few torn -off pages litter the lowest shelf, nearer at hand than the great dusty tome. -~ -287 9 0 0 0 0 -D0 -The public section of the library is to the north. -~ -~ -2 28708 28724 -E -blue chewed paper~ - It is a letter, or rather, half of a letter. -has never done. I say more happily that your ring is finished. It -is a work of great art, and no king wears its equal. Indeed, the stone -quarried from the [dwarven?] mines of Holdraxe is said to have magical -properties. I know little of these. But it is said that the right -sort of opal makes the man invisible who wears it in a ring. Sorcery -or not, the ring is quite beautiful, and I will send it to you by -courier as soon as the spring mires become roads once more. - Signed by my hand, - Rzesk Kural -~ -E -withered curled curling~ - I. O. U. - For Groceries ...........................3 cr. 1 f. 3 1/2 d. - (Signed) Tim, son of Tom the Lifeguard. - (Signed) Maxtrum Holloknob -~ -E -papyrus scroll fragment~ - Some ancient scribe has written a list of legendary weapons, of which -only this tiny scrap remains. -The great warrior Highlander, it is said, bore a mighty claymore, the -equal of which is unknown to me. I have heard it glowed brightly when -drawn, but I see no way this would be useful. The great smith Durgandon -forged it in the dwarven halls; its enchantment is opposed to any evil -and protects its wearer from harm, it is said. I know not if this is -true. The blade is known to me only in legend; if indeed it ever was, -it is now lost forever. No word of Highlander has been heard for long. -Zebenak Rykalp of Wazen bears a sword made by the smith Dorig, of the -Foehammer clan. Its name is Krat, or "Razor" in the Vallonian tongue, -named for its thinness, and its renowned edge. It is supple steel, -but quite sturdy, and I have seen Zeb plunge it deep into an oak without -injuring the blade. Dorig is truly a great craftsman. -There are dark rumors of a scimitar borne by the Goblin King that, if -Shoot! There is no more. -~ -E -small vellum~ - Like the rest it is a fragment: -The age of Iron came next; it is our present age. In these days men -dwindled both in stature and nobility still further from the Bronze -Age, so say the philosophers. They began forging their tools and -blades of iron, and no longer wrote the great epics of the last Age. -Death still reigned, and reigns, over the world of men, cutting -short their little works. How large they seemed! Yet all is not lost. -So says the philosopher: - To the world that stumbles lost and lone, - A king descends from heaven's throne. - Death by death is overthrown. -Here the page has been torn off. -~ -E -pages~ - One is a small vellum page, another is large, with red letters. A third is a -fragment of papyrus scroll. Still another, very withered, curls as it dries. -Tucked into a corner a piece of blue paper has been chewed by mice. -~ -E -book herblore~ - It lies open, and you may read part of one page: Long was this wisdom lost to -men, and long did it lie deep, deep buried beneath the goblin caves. But the -brave Nambor did fetch back a tattered scroll, bearing a few runes of ancient -Dwarven, who only I, Bog Grundelgrin, could read. Now mark well my words, O -enchanter, for if you take the leaf of the mevais plant ground to a paste with -water from the Well of Jakur, you may make an ointment, which heals all wounds. -But it is hard to prepare. The ground leaves must have been picked under the -dying moon of late November, when the mevais is dry, and browned. Then they -must be You can read no more, nor can you reach the book. -~ -S -#28726 -The Eastern End of the Great Hall~ - Here is the end of the Great Hall. Its size awes you. The King, however, is -not here, and his throne is dusty. With his people he has taken up arms and -marched forth to fight the evil armies that have lately assailed his kingdom. -Long live King Korbor! An ancient throne of carved walnut stands here, bright -with gold. On the wall a shield is hung. -~ -287 8 0 0 0 0 -D3 -The hall extends west, as far as you can see. -~ -~ -0 -1 28723 -D5 -You see a tile floor. -~ -trapdoor~ -2 28710 28749 -E -shield wall~ - The shield bears a cross and a stag, the arms of King Korbor. -~ -E -throne~ - You had thought the glint you saw was gilt paint, but it was not. The throne -of carved black walnut is very beautifully crafted, with rather plain carving, -just enough to be handsome without looking overly fancy. Gold plates and -brackets look lovely against the dark wood. You need not read the engraved -plate on its side to know the work of Joel Kreb. -~ -S -#28727 -The Sheriff Office~ - The Sheriff of Brocdenborough has moved his office here, in a shed Joel the -carpenter built of scrap on hand, after the goblins forced him to leave -Brocdenborough. In fact, many of the former citizens of that village now live -here, or in Venango. The Sheriff has not retired his post; no, he moved here -because from here he now commands a small band of guards who go out hunting -goblins, intending to free the countryside eventually. A tattered sign and a -newly printed poster hang on the inside wall of this shed. -~ -287 8 0 0 0 0 -D0 -You can only leave to the north. -~ -~ -0 -1 28710 -E -tattered sign~ - W A N T E D ! - - Dead or Alive - Thrash the Ogre - & - Pippin the Hobbit - for - Disturbing the Peace - Inciting a Riot - & - Killing Dwarves - in the Dwarven Village. -~ -S -#28728 -The Crossbow Inn~ - This is the famed Crossbow, known all over Korbor's kingdom, where the food -is fine and the beverages more or less legal. Reilly Morgan is the innkeeper, -and his specialty is imported Scotch whiskey. He would gladly let you sample -the booze. Or perhaps you prefer beer? His brew is second to none, better than -the Grunting Boar's swill. The mounted head of a 12 point buck hangs over the -fireplace, and two upturned deer feet and hooves support some strange object. -~ -287 8 0 0 0 0 -D0 -You can leave the inn, if you really want to. -~ -door oak~ -1 -1 28709 -E -object strange hooves rifle gun~ - A long metal tube set into a carved handle of curly maple, with an odd sort -of lever hanging from it, rests on the hooves. Perhaps it is a magical token of -some sort. Carved into it is the inscription "Winchester Model 1889". Odd. -~ -E -buck head trophy~ - It is a magnificent whitetail buck, the kind native only to Ofingia in this -part of the world. The whitetail is the craftiest animal in the woods; if you -can stalk one and bring it down with a bow, as Fred Bear used to say, you can -stalk anything. -~ -S -#28729 -D. Shattershock's Fine Armor.~ - Dek, the retired Elven ranger, now sells armor suitable for his fellow -woodsmen. Nothing he has is very heavy, but you don't want heavy armor if you -are sneaking around the woods, hunting goblins. -~ -287 8 0 0 0 0 -D2 -South of here is the market square. -~ -~ -0 -1 28721 -S -#28730 -Churt's Mortar and Pestle~ - The air is fragrant with sharp smells and pale colored smoke in this tiny -shop. Tiny motes of sparkling dust, perhaps from some arcane spell, fill the -air. It seems this is some sort of apothecary shop, for they have many -preparations magical and medicinal. Some complexity of glassware bubbles on a -charcoal brazier behind the counter, and many bottles of colorful liquids stand -within reach. -~ -287 8 0 0 0 0 -D3 -You can leave this mysterious store to the west. -~ -~ -0 -1 28721 -E -bottles liquid~ - Unfortunately, some sort of magical barrier prevents you from sampling the -liquid in these bottles. -~ -E -glassware still~ - An alembic bubbles and boils on a charcoal brazier, filled with sharp- -smelling liquid. -~ -S -#28731 -Marya Luzarna's Bakery~ - The aroma of freshly baked wheat bread fills this store, mingled with the -sharper smell of sourdough rye. No bakers anywhere in Midgaard, Thalos, or Rome -can equal Marya Luzarna, who comes from a long line of bakers. Her -great-great-great-grandfather Ogann baked the great Rye Loaf of Ofingia, which -could be carried in a pocket, and yet fed an army of Ofintines for thirty days. -~ -287 8 0 0 0 0 -D3 -You can inhale deeply and leave west. -~ -~ -0 -1 28722 -S -#28732 -Rzesk and Zykub, Jewelers.~ - There doesn't seem to be anyone in this dusty store. The window in one wall -is cracked, and a few pages torn from a ledger blow about. Dimly you can see -the glint of gold and gems through the dirty glass of a few display cases, but -you can't break the glass- it seems to be some sort of gnomish material that -can't be shattered. The sign has been painted over in a strange way. -~ -287 8 0 0 0 0 -D0 -You can leave this shop and go to Market Square. -~ -~ -0 -1 28722 -E -sign~ - "Rzesk & Zykub" has been crossed out with a single line, and below it has -been painted "Closed for the Duration". -~ -S -#28733 -The Dog-Leg~ - This is a very odd cave. It only ran west about twelve yards, smack against -a flat stone wall. Of all things, there is a DOOR in the west wall - what is -that doing in a water-carved cave? It has a sign on it that might explain who -would put a door here. The floor is quite flat, and the sand which covers it -everywhere else is absent here. Maybe it deserves a second look. -~ -287 9 0 0 0 2 -D1 -You may go back east. What a boring place. -~ -~ -0 -1 28701 -D3 -The door is a single polished limestone slab, balanced on steel posts. -~ -door stone~ -0 -1 -1 -D5 -Maybe you better have a really close look at that stone floor. -~ -floor~ -1 -1 28734 -E -sign~ - It is carved into the door. The sign says: A gnotiyen na purxe Grob. -~ -E -stone floor~ - It is certainly not natural. There is a peculiar square crack, and you -suspect it opens up. Only one way to find out! -~ -S -#28734 -Down, Down, to Goblin-Town!~ - The floor opened! But sliding down a steep tunnel you realize you have shut -yourself in. There is no escape now but deeper in, and farther down. There is -a faint smell of goblins about this place. -~ -287 9 0 0 0 1 -D2 -You see a stone hallway. -~ -~ -0 -1 28735 -S -#28735 -The Stone Hallway~ - The walls are carved from limestone, and drip water, so this cave is always -very damp, and very cold. -~ -287 9 0 0 0 2 -D0 -The walls are just as damp to the north. -~ -~ -0 -1 28734 -D3 -The walls are just as damp to the west. -~ -~ -0 -1 28736 -S -#28736 -The Stone Hallway~ - The walls are carved from limestone, and drip water. You are beginning to -fear for your health, and cold is not your greatest worry. -~ -287 9 0 0 0 2 -D1 -The walls are just as damp to the east. -~ -~ -0 -1 28735 -D3 -There used to be a door there, but it is broken now. -~ -~ -0 -1 28737 -S -#28737 -The Stone Hallway~ - You hear a peculiar scratching and tapping coming from a hole in the cave -floor. A strong, foul-smelling draft rises from it. To the west is a door. -~ -287 9 0 0 0 2 -D1 -The walls are just as damp to the east. -~ -~ -0 -1 28736 -D2 -The hallway bends to the south, as damp as ever. -~ -~ -0 -1 28739 -D3 -The door to the west is covered with obscure but evil-looking runes. -~ -door runed~ -1 -1 28738 -E -runes~ - You do not understand much but the name Orfax is repeated often. -~ -S -#28738 -The Guard Room~ - This is a small cave hollowed out for the use of the goblin doorwards. -Often arms are also stored here, in case of an invasion. The guards are so bad, -however, that Goblin town places little trust in this, their first line of -defense. -~ -287 8 0 0 0 1 -D1 -You can only go east. -~ -door runed~ -1 -1 28737 -S -#28739 -The Stone Hallway~ - There is no escaping this cold, damp cave. The Grunting Boar comes to mind, -but you can not reach its warm fires now. Only through worse danger will you -leave these caves. -~ -287 9 0 0 0 2 -D0 -The walls are just as damp to the north. -~ -~ -0 -1 28737 -D1 -A stone door to the east is carved with leering faces and evil runes. -~ -door stone~ -2 28700 28740 -S -#28740 -The Stone Hallway~ - The limestone walls in this room are cracked and seep icy water. Your boots -are soaking wet by the time you have walked twenty-five yards. -~ -287 9 0 0 0 2 -D1 -The walls are just as damp to the east. -~ -~ -0 -1 28741 -D3 -There is a door of stone to the west. -~ -door stone~ -2 28700 28739 -E -water~ - It is very cold, too cold to safely drink. -~ -S -#28741 -The Stone Hallway~ - There is as much seepage here as anywhere else but you wrap your cloak tight -around you and go on. No turning back now! The floor is drier here; the -seepage drips around a square panel on the floor. -~ -287 8 0 0 0 2 -D1 -A glowing stone door is balanced on posts of steel and bolted shut. -~ -door glowing~ -1 28701 28742 -D3 -You hear water dripping throughout the tunnels. -~ -~ -0 -1 28740 -D5 -A hole has been cut in the floor and fitted with a stone slab. -~ -slab stone~ -1 -1 28743 -E -door stone~ - Its glow lights this tunnel up somewhat, but it brings no pleasant -recollection of daylight. It is a sickly pale-green light, as if the lamps in -dwarven mansions were stolen and ruined by the goblins. Even in Moria some of -the dwarf lights burn still with their old light. If dwarves lived here once, -they are long gone. -~ -S -#28742 -A Small Chamber~ - This may also be a guard chamber, but you are not sure. Perhaps it is a -storehouse of some sort, for you see no guards. It is a large room. The -door-light does not reach far, and your torch casts long shadows. Plenty of -room for creepy things to hide. -~ -287 9 0 0 0 2 -D3 -There is a glowing door to the west. -~ -door glowing~ -2 28701 28741 -S -#28743 -The Spiral Tunnel~ - This tunnel spirals slowly clockwise, delving deeper into the bowels of the -mountain. You must be very far down now. -~ -287 9 0 0 0 3 -D4 -Icy water seeps round this stone slab, soaking your jacket. -~ -slab stone~ -1 -1 28741 -D5 -Down slopes the tunnel, ever deeper, to the goblin town. -~ -~ -0 -1 28744 -S -#28744 -The Spiral Tunnel~ - The tunnel slopes gradually down, turning round and round in its path to the -goblin city. Whatever madness brought you here, it is too late to curse your -foolishness, for goblins lie both before you and behind. -~ -287 9 0 0 0 3 -D4 -A stream of water flows from this direction. -~ -~ -0 -1 28743 -D5 -The tunnel spirals ever farther into the rock. -~ -~ -0 -1 28745 -S -#28745 -The Spiral Tunnel~ - The stream of water seems to be your last friend. Its water is muddy but it -still tastes good after walking so far. The gloom of these caverns is beginning -to darken your mind, and you long for the common room of the Grunting Boar Inn. -~ -287 9 0 0 0 3 -D4 -The endless tunnel spirals upward. -~ -~ -0 -1 28744 -D5 -The endless spiral runs deeper still into the earth. -~ -~ -0 -1 28746 -S -#28746 -The Spiral Tunnel~ - The stream of water seems to be your last friend. Its water is muddy but it -still tastes good after walking so far. The cavern-gloom is beginning to darken -your mind, and you long for the common room of the Grunting Boar Inn. Here the -tunnel jogs to the east. -~ -287 9 0 0 0 3 -D1 -The endless spiral runs east. -~ -~ -0 -1 28747 -D4 -The endless spiral climbs higher. -~ -~ -0 -1 28745 -S -#28747 -The Spiral Tunnel~ - There is no use counting how far this tunnel has spiralled down. Goblins -must be near, though; you can smell it. Here the tunnel jogs down and west. -~ -287 9 0 0 0 3 -D3 -The endless spiral runs west. -~ -~ -0 -1 28746 -D5 -The tunnel plunges steeply down now. -~ -~ -0 -1 28748 -S -#28748 -The Spiral Tunnel~ - It is no use counting any more how many times this tunnel has wound around. -You do not want to know. The stench of goblin-caves is very bad here, but -bearable. -~ -287 9 0 0 0 3 -D4 -The endless spiral climbs higher. -~ -~ -0 -1 28747 -D5 -The endless spiral plunges still deeper. -~ -~ -0 -1 28750 -S -#28749 -The Treasury~ - Hey! You're not supposed to be in here! Get out! -~ -287 9 0 0 0 0 -D4 -You better leave now! -~ -~ -2 28710 28726 -S -#28750 -The Spiral Tunnel's End~ - Whether it was that waybread you ate, or plain grit, you have found the -strength to keep going and now found an exit from the horrible spiral tunnel. -It is hotter here than it was higher up, and the filthy stench of goblin caves -wafts from a hole in the floor. -~ -287 9 0 0 0 2 -D4 -The endless spiral climbs upwards. -~ -~ -0 -1 28748 -D5 -A hole leads down to a lower level. -~ -~ -0 -1 28751 -S -#28751 -Upper Goblin-Town~ - You reach the first level of the goblin city. Now you must fight for your -life, adventurer! Draw your weapon and stay on your guard! -~ -287 9 0 0 0 2 -D2 -A hallway leads south. -~ -~ -0 -1 28753 -D3 -An iron door stands to the west. It has an inscription. -~ -door iron~ -2 28705 28752 -D4 -A ladder leads up through a hole in the ceiling. -~ -~ -0 -1 28750 -E -inscription~ - Let the fate of he whose arms rest here - Warn the fool who follows him to Goblin Town -~ -S -#28752 -A Small Armory~ - The Goblins keep a few weapons here, perhaps those they do not like to use. -~ -287 9 0 0 0 1 -D1 -An iron door leads east. -~ -door iron~ -2 28705 28751 -S -#28753 -A Dark Hall in Goblin-Town~ - This hall is deadly dangerous. The goblins try to chase you into a corner, -but you dart from shadow to shadow. You must escape! -~ -287 9 0 0 0 1 -D0 -The hallway leads north. -~ -~ -0 -1 28751 -D1 -There is a black door to the east. -~ -door black~ -2 28705 28754 -D2 -The hallway runs south. -~ -~ -0 -1 28755 -S -#28754 -A Small Storeroom~ - You are not sure what is stored in this room, but there are plenty of crude -chests to open. Many appear to be of dwarven make; plunder, no doubt. -~ -287 9 0 0 0 1 -D3 -A black door leads back west. -~ -door black~ -2 28705 28753 -S -#28755 -A Dark Hall in Goblin-Town.~ - This passage is a dead end! No, wait-there are doors to east and south. -But they are locked-wait, perhaps you can pick them, or do you carry the keys? -If not, stand and fight! Hope is not lost. -~ -287 9 0 0 0 1 -D0 -A hallway continues north. -~ -~ -0 -1 28753 -D1 -An iron door leads east. -~ -door iron~ -1 28700 28757 -D2 -A stone door leads south. -~ -door stone~ -2 28703 28756 -S -#28756 -A Small Room~ - This is another storeroom, of some sort. This entire level is, like a ship's -hold, devoted to storage. -~ -287 9 0 0 0 1 -D0 -The only exit is a stone door to the north. -~ -door stone~ -2 28703 28755 -S -#28757 -A Guard Room~ - Not now! Not another guard room! But this is where one should be; after -all, there hasn't been any other on this floor. -~ -287 9 0 0 0 1 -D1 -There is a steel door to the east. -~ -door steel~ -2 28700 28758 -D3 -An iron door opens to the west. -~ -door iron~ -1 28700 28755 -S -#28758 -A Landing~ - A stairwell plunges down to the next level here. To the west, a steel door -forbids your passage. -~ -287 9 0 0 0 1 -D3 -A steel door blocks this way. -~ -door steel~ -2 28700 28757 -D5 -A trap door opens down. -~ -trapdoor~ -1 -1 28759 -S -#28759 -The Barracks~ - Goblins roam this level freely, and the stench is ... Like a hundred -thousand years' supply of rotten orc meat. This hall is no longer dark; the -walls glow with a pale light, a foul magical imitation of the dwarvish secret -lamp-light that still floods parts of Moria. -~ -287 8 0 0 0 0 -D2 -A glowing hall leads south. -~ -~ -0 -1 28760 -D4 -A trap door leads up. -~ -trapdoor~ -1 -1 28758 -S -#28760 -A Pale-Glowing Hall in Goblin-Town~ - Not a pleasant place for a Sunday stroll! Wonder how far down you are? -~ -287 8 0 0 0 0 -D0 -The hall leads north. -~ -~ -0 -1 28759 -D2 -There is a bronze door to the south. -~ -door bronze~ -1 28703 28775 -D3 -The hall glows to the west. -~ -~ -0 -1 28761 -S -#28761 -A Pale-Glowing Hall in Goblin-Town~ - The bizarre magical glow these walls have is unnerving. These tunnels are -certainly the kind of dank, filthy holes goblins like best. Bones and rotten -meat litter the floor, and strange crawling beasts live on the gathered garbage. -~ -287 8 0 0 0 0 -D0 -A bronze door leads north. -~ -door bronze~ -1 28700 28762 -D1 -The hall glows to the east. -~ -~ -0 -1 28760 -D2 -There is a bronze door to the south. -~ -door bronze~ -1 28703 28774 -D3 -The hall glows to the west. -~ -~ -0 -1 28763 -S -#28762 -A Barracks Room~ - Bunks hewn from the stone walls, stacked five or six high, line the granite -walls of this room. You are far below limestone, now. The goblins sleep here. -Some sleep now. What extraordinary dreams they must be having, the foul -creatures! -~ -287 8 0 0 0 0 -D2 -There is a bronze door to the south. -~ -door bronze~ -1 28700 28761 -S -#28763 -A Pale-Glowing Hall in Goblin-Town~ - The walls flash here a little, where metal veins come to the surface. This -is very unnerving, and it does not help that you are dodging goblins left and -right. -~ -287 8 0 0 0 0 -D0 -There is a bronze door to the north. -~ -door bronze~ -1 28700 28764 -D1 -The hall continues east. -~ -~ -0 -1 28761 -D2 -There is a bronze door to the south. -~ -door bronze~ -1 28700 28773 -D3 -The hall glows to the west. -~ -~ -0 -1 28765 -S -#28764 -A Barracks Room~ - The goblins sleep in here, packed in like sardines in a can. The rooms smell -worse than week-old sardines, littered as they are with old hides and -accumulated filth. You had better be leaving. -~ -287 8 0 0 0 0 -D2 -There is a bronze door to the south. -~ -door bronze~ -1 28700 28763 -S -#28765 -A Pale-Glowing Hall in Goblin-Town~ - Uh oh... This passage seems to go to a large, well guarded room. A shadow -standing there is bigger than any goblin you have ever seen. -~ -287 8 0 0 0 0 -D0 -A bronze door leads north. -~ -door bronze~ -1 28700 28766 -D1 -The hall glows to the east. -~ -~ -0 -1 28763 -D2 -There is a large room with LOTS of guards far to the south. -~ -~ -0 -1 28767 -S -#28766 -A Barracks Room~ - The room might suit goblins, but you would never sleep here, unless pressed -by dire need. Even then, it would be miserable. Here weapons and battered -armor lie discarded, but you could use little of it. -~ -287 8 0 0 0 0 -D2 -There is a bronze door to the south. -~ -door bronze~ -1 28700 28765 -S -#28767 -A Glowing Hallway in Goblin-Town~ - Hurry up! That hulking shadow nearby to the south might not have seen you -running through the halls, but you probably won't get through unnoticed. -~ -287 8 0 0 0 0 -D0 -The walls seem to crackle in horror, casting a flashing light. -~ -~ -0 -1 28765 -D2 -This leads to a large stone-hewn hall, crammed with goblins and worse. -~ -~ -0 -1 28768 -S -#28768 -The Mess~ - And it really IS a mess, too. Bones of all sorts lie tramped into the sandy -clay floor. Often they still have quite a lot of meat left on them. Goblins -are quite apt to bite something and throw it away, though it comes from a king's -board. Grotesque green-skinned warriors of all sizes and degrees of hideousness -mill about, chewing on meat, whose origins you do not wish to know. The east -smells like a knacker's yard, when he is boiling down corpses. -~ -287 8 0 0 0 0 -D0 -You hear loud shrieks and running feet to the north. -~ -~ -0 -1 28767 -D1 -A foul stench and steam rolls from the east. -~ -~ -0 -1 28769 -D2 -More goblins eat to the south. -~ -~ -0 -1 28770 -E -bones meat~ - These bones all look somewhat decayed and smell very bad. They don't whet -your appetite, that is certain. Besides, they may be poisoned after sitting -around for so long. -~ -S -#28769 -The Mess~ - Here you see the goblins' cook - and you might make a good dinner. Rather -not have to take off your armor, but his pot always needs another chunk of meat, -however it tastes. Around him are stacked jars of strange substances to add to -his pot, probably not tasty spices. Dry, boiled bones are piled in the corner. -~ -287 8 0 0 0 0 -D2 -Another passage leaves this cave to the southeast. -~ -~ -0 -1 28771 -D3 -Goblins gobble and drool to the west. -~ -~ -0 -1 28768 -E -bones pile corner~ - They are of all different sizes. Some are only Deer or Rabbit bones, but too -many are from creatures that walk on two legs. -~ -S -#28770 -The Mess~ - This corner is a crude caricature of a homely Inn, like the good old Grunting -Boar. Fellowship and the enjoyment of good beer are unknown among these foul -creatures, so they swallow some terrible-smelling concoction of cave molds until -it kills them. There is no such thing as a happy drunk here. You remember the -dwarven village fondly now. -~ -287 8 0 0 0 0 -D0 -You can leave this place, but northwards leads only to more trouble. -~ -~ -0 -1 28768 -D1 -A ways to the east is a doorway. -~ -~ -0 -1 28771 -S -#28771 -The Mess~ - And what a mess it is! Here the hall is less full of goblins and more -littered with rubbish. A guarded door leads east; it is made of stone, and -elaborately carved. Some orcish runes are cut into the stone. -~ -287 8 0 0 0 0 -D0 -A fireplace with a bubbling cauldron emits a foul smell. -~ -~ -0 -1 28769 -D1 -A carved stone door leads east. -~ -door carved stone~ -2 28700 28772 -D3 -A smell like sour wine and musty wood wafts from there. -~ -~ -0 -1 28770 -E -orcish runes~ - They say: Krsd be da hammer wieldn dwarfs -~ -E -carved carvings stone door~ - Goblins never make anything beautiful, but this door is very well made. You -suspect this cave once had better occupants. The door is in excellent condition -(though scrawled on) ... Glowing -~ -S -#28772 -A Small Room~ - The door you entered through is certainly of dwarven make. You can easily -push it open, so well-balanced was its weight on steel posts, when unlocked. -Some spell on it probably saved it from ruin. This particular room might have -once been a treasury or armory of the dwarves (or gnomes), with a lock like -that, but now a rough hole in its floor leads downward. -~ -287 8 0 0 0 0 -D3 -A stone door leads west. -~ -door carved stone~ -2 28700 28771 -D5 -Rough handholds are cut on this tunnels' sides. -~ -~ -0 -1 28776 -S -#28773 -The Barracks Room~ - Rough bunks are let into the walls here, so about fifty goblins can sleep in -this rather large room. If it was better kept up, this place might actually be -comfortable, suggesting that it was not made by the goblins, who would not have -made it so big. As it is, they have crammed in the bunks as closely as -possible, and you see a few which, because their walls were too thin, have -collapsed on the bunk below. -~ -287 8 0 0 0 0 -D0 -A bronze door stands to the north. -~ -door bronze~ -1 28700 28763 -S -#28774 -The Barracks Room~ - All of these barracks rooms are similar, with bunks carved out of the walls, -much like a catacombs' tombs are. In the middle of all these barracks rooms' -floors are deep pits in the stone, and a foul stench streaming upward from them -suggests their purpose and use. -~ -287 8 0 0 0 0 -D0 -A bronze door stands to the north. -~ -door bronze~ -1 28700 28761 -E -pits pit hole holes~ - They appear to be latrines. -~ -S -#28775 -The Chieftain's Quarters~ - This is obviously the chamber of a goblin chief, but you still wouldn't want -to live here. A pallet of vermin-ridden furs is piled on a stone slab that -serves as a bed. Not even a dwarf would like such a life! The walls are scrawn -all over with orc-runes and signs, and decorated with scalps and skulls. You -would not live long if the chief found you here. -~ -287 8 0 0 0 0 -D0 -A bronze door leads north. It has some symbols on it. -~ -door bronze~ -2 28702 28760 -E -scalps skulls~ - Many are human, but a few are elven. -~ -E -door symbols~ - It is damaged, but still shows the star and anvil of the Dwarven king Bog -Grundelgrin. So these were once his halls. -~ -E -signs~ - All have a shield with a cross and stag on it, splotched with black, and -hacked with some instrument. -~ -E -wall walls orc runes~ - What you can read says: Dy kng Korbor! Todstol lede sune! -~ -S -#28776 -A Rough Tunnel~ - Here the walls are roughly hewn; this is surely goblin-work through and -through. Rubble litters the floor. This cave is dark, so you must light your -lantern again. -~ -287 9 0 0 0 1 -D0 -The tunnel continues north. -~ -~ -0 -1 28777 -D4 -You can climb up a hole to a pale glowing tunnel. -~ -~ -0 -1 28772 -E -rubble floor~ - The rubble strewn on the floor has sharply broken edges. This passage, then, -is probably newly made, and still being enlarged. -~ -S -#28777 -A Rough Tunnel~ - Here the walls are roughly hewn; this is surely goblin-work through and -through. Rubble litters the floor. This cave is dark, so you must walk by -lantern-light if you have not the ability to see in darkness. -~ -287 9 0 0 0 2 -D0 -The tunnel continues north. -~ -~ -0 -1 28778 -D2 -A faint glow comes from the south. -~ -~ -0 -1 28776 -S -#28778 -A Rough Tunnel~ - Here the walls are roughly hewn, where the goblins mine for iron. Rubble and -ore litters the floor. This cave is still unlit. -~ -287 9 0 0 0 2 -D0 -The tunnel continues north. -~ -~ -0 -1 28779 -D2 -A very faint glow comes from the south. -~ -~ -0 -1 28777 -S -#28779 -A Rough Tunnel~ - Your lamp casts odd shadows on the rough-hewn walls of this passage. The -tapping of goblin miners at work can be heard here and there. -~ -287 9 0 0 0 2 -D0 -You hear rushing water to the north and feel a faint draft. -~ -~ -0 -1 28781 -D1 -Flickering firelight glows beneath a wooden door. -~ -door wooden~ -1 -1 28780 -D2 -The mine tunnel continues south. -~ -~ -0 -1 28778 -S -#28780 -The Iron Foundry~ - Goblins dearly love smoking, noisy machinery, especially if it gets a job -done poorly and with greater labor than without the smoke. The iron furnace -which lights this room is one of their proudest feats. A blower which leaks air -and blows sparks everywhere replaces the bellows which work so well for dwarves, -and it is run by several sturdy trolls turning a horse-mill. Slag heaps lie all -about this huge cave, and glowing pig iron in trenches threatens to burn the -soles off your shoes. -~ -287 8 0 0 0 2 -D0 -A steel door leads north. -~ -door steel~ -1 -1 28782 -D3 -A wooden door leads west. -~ -door wooden~ -1 -1 28779 -S -#28781 -A Corner In the Mines~ - It is very slow going here as you inch your way around a hole in the floor. -If you wanted to, you could more easily dive in; your lantern glints off the -surface of a lake not far below. -~ -287 9 0 0 0 3 -D1 -The tunnel continues east. -~ -~ -0 -1 28782 -D2 -The tunnel runs south. -~ -~ -0 -1 28779 -D5 -A ragged hole leads down to an underground lake. -~ -~ -0 -1 28785 -E -hole~ - This water is flowing towards some exit; perhaps it leads out of this -mountain? But once you dive down, you won't get back up here without wings. -~ -S -#28782 -A Rough Tunnel~ - The walls become slightly smoother here long enough for someone to scratch a -few words in the common speech into the stone. -~ -287 9 0 0 0 1 -D1 -The tunnel continues east. -~ -~ -0 -1 28783 -D2 -A steel door leads south, where you hear a roaring noise. -~ -door steel~ -1 -1 28780 -D3 -You hear rushing water to the west and feel a faint draft. -~ -~ -0 -1 28781 -E -words common stone wall~ - They say: Ware traveller! You think you have left the goblins but the worst -lies still below! Heed my warning! A river runs from this mountain, its -current fast and strong, but it is safer than these rat-holes! Gloin -~ -S -#28783 -A Corner in the Mines~ - Here a vein of iron ore is being dug from the mountain, and the tunnel is -quite wide but still unlit. Rubble is strewn everywhere and an acrid, sulfurous -smoke hangs in the air. No doubt the goblins have some strange magic to break -the stony ore from the walls. The walls are pockmarked with shallow holes, and -the rubble is similarly marked. -~ -287 9 0 0 0 3 -D0 -A faint glimmer of light comes from the north. -~ -~ -0 -1 28784 -D3 -The tunnel walls are somewhat smoother to the west. -~ -~ -0 -1 28782 -E -walls rubble holes~ - There is an odd sulfurous-smelling residue in these holes. -~ -S -#28784 -The Mine Shaft~ - Here the mine passage ends. A pale glow shines around a trapdoor in the -floor. -~ -287 9 0 0 0 2 -D2 -A rubble-strewn tunnel bends round a corner. -~ -~ -0 -1 28783 -D5 -A trap door leads down. You feel very uneasy about opening it. -~ -trapdoor~ -2 28703 28794 -E -trap door floor~ - The trapdoor has some dwarf-runes scribbled on its edge. They say: I, Gloin, -warn you not to go this way unless you are a brave warrior, whose heart never -fails him! -~ -S -#28785 -On the Underground Lake~ - This small cave is lit very faintly by a glow from above, which is good -because diving into the lake put out your light. It is not very large; roughly -a round inverted bowl, fifty feet across, and about 15 feet high. To the north -a small stream flows out through a tunnel. Of all the numerous influences that -feed this lake, none are large enough, or low enough, for you to leave through. -~ -287 204 0 0 0 6 -D0 -The stream flows fast, but not too much to swim in. -~ -~ -0 -1 28786 -S -#28786 -On the Underground Stream~ - The stream flows south to east, where the roof seems to be much higher. It -is darker here, but since the current pushes you east, you don't much need to -see. -~ -287 201 0 0 0 6 -D1 -The stream slows slightly to the east. -~ -~ -0 -1 28787 -S -#28787 -The Stream at the Underground Cliff~ - Here the stream passes south of a gravelly ledge, and flows on east. The -cave is much narrower there, and the current roars as it rushes over some rocks. -You had better leave the stream while you can. As the walls narrow, the stream -rushes faster and faster, and you hear a great thrashing noise like a mill wheel -close by to the east. -~ -287 201 0 0 0 6 -D0 -Looks like gravel. -~ -~ -0 -1 28789 -D1 -The roaring noise to the east sounds like rapids or worse, better stop. -~ -~ -0 -1 28788 -S -#28788 -The Waterfall~ - For a few minutes you think you have discovered a new extreme sport; -whitewater drowning. There is no way to turn back now; the current is just too -strong. Then you see the ground drop away up ahead, and will soon discover how -it feels to go over Niagara Falls without even a barrel. -~ -287 200 0 0 0 6 -S -#28789 -The Ledge~ - You may enter the creek to the south, or look for a way up the cliffs that -flank this small stream. A crevasse nearby looks like it could be chimneyed -with a lot of effort. -~ -287 9 0 0 0 1 -D2 -The stream flows quickly east. -~ -~ -0 -1 28787 -D4 -It won't be easy, but you think you can do it. -~ -~ -0 -1 28790 -S -#28790 -The Crevasse~ - It is rough climbing, and you won't try to go down this way, but you have -made good progress. -~ -287 201 0 0 0 5 -D4 -You can keep climbing up. -~ -~ -0 -1 28791 -D5 -You really, really don't want to look down. -~ -~ -0 -1 -1 -S -#28791 -The Crevasse~ - Tiring, you climb more slowly, but still go upwards at a good pace. You are -nearly half way up. -~ -287 201 0 0 0 5 -D4 -You can keep climbing up, but you certainly won't do this again! -~ -~ -0 -1 28792 -D5 -You really, really don't want to look down. -~ -~ -0 -1 -1 -S -#28792 -The Crevasse~ - Tiring, you climb more slowly, but still go upwards at a good pace. -~ -287 201 0 0 0 5 -D4 -You can keep climbing up, but you certainly won't do this again! -~ -~ -0 -1 28793 -D5 -You really, really don't want to look down. -~ -~ -0 -1 -1 -S -#28793 -Up the Cliff We Go~ - Every move is sheer torture as you haul yourself up this rough crevasse in -the cliff-face, but you are nearly to the top! -~ -287 201 0 0 0 5 -D4 -You can keep climbing up, but you will NEVER do this again! -~ -~ -0 -1 28703 -D5 -You really, really don't want to look down. -~ -~ -0 -1 -1 -S -#28794 -A Crossing of Tunnels~ - Four passages lead north, south, east, and west of here, but all are blocked -by doors; a wooden door to north, a brass door to the east, an iron door to the -south, and a western door of adamant. You can also escape the way you came -here. -~ -287 9 0 0 0 0 -D0 -The wooden door seems like the safest bet; probably nothing is there. -~ -door wooden~ -1 28700 28795 -D1 -The brass door might hide something interesting. -~ -door brass~ -2 28702 28796 -D2 -The iron door looks very sturdy, and you had better leave it alone. -~ -door iron~ -2 28703 28797 -D3 -The adamant door looks almost unbreakable. -~ -door adamant~ -2 28705 28798 -D4 -A trap door leads up. -~ -trapdoor~ -2 28703 28784 -S -#28795 -The Storeroom~ - This place is not very interesting; however, the wooden crates that are -stacked about in this dusty cave do arouse your curiosity. -~ -287 9 0 0 0 0 -D2 -A wooden door leads south. -~ -door wooden~ -1 28700 28794 -S -#28796 -The Guard Chamber~ - Behind that brazen door, the goblin's deadliest warriors wait until the Great -Goblin sends them to ravage Lonoya. Can you slay these foul creatures, or will -you flee? -~ -287 8 0 0 0 0 -D3 -A crossing of passages lies west of here. -~ -brass door~ -2 28702 28794 -S -#28797 -The North End of a Hall~ - You have entered the halls of the Great Goblin. South of here he sits on his -great throne of carved bone. The ceiling's barrel vault is cleverly made -lopsided, but only enough to be disturbing without making itself obvious. Bas -reliefs adorn the walls which would be lovely, but for slightly distorted -details. You shudder involuntarily. This place is evil. -~ -287 8 0 0 0 0 -D0 -It might be wise to leave, NOW, through that iron door. -~ -door iron~ -2 28703 28794 -D2 -Do you feel very brave? -~ -~ -0 -1 28799 -S -#28798 -The Goblin Treasury~ - Well! I don't know how you got the key, but you have broken into this vault -at last. Now you may plunder the gold, gems, and wonderful weapons which the -goblins have stolen over these many years. -~ -287 9 0 0 0 0 -D1 -Have you gathered it all? Then leave through the door of adamant. -~ -door adamant~ -2 28705 28794 -S -#28799 -The Throne Room~ - Here stands the Great Goblin's ugly throne of bones grotesquely carved. He -sits here among his bodyguards, ready to pound your skull in for entering his -miserable halls! -~ -287 8 0 0 0 0 -D0 -Run away north while you still can! -~ -~ -0 -1 28797 -E -throne bones bone~ - It is made, seemingly, of the bones of the many enemies that the Great Goblin -killed. All over it evil signs are carved; it glows with a pale, sickly light. -~ -S -$~ diff --git a/lib/world/wld/288.wld b/lib/world/wld/288.wld deleted file mode 100644 index 2b24078..0000000 --- a/lib/world/wld/288.wld +++ /dev/null @@ -1,1059 +0,0 @@ -#28800 -Doctor's Zone Description Room~ - Galaxy by Doctor of EnvyMUD. -To use this zone, make sure that SOMEWHERE in the zone, near the begining, the -authors name is visible to the players, a sign or edesc in a room will be fine. - -Include the area and the author (perhaps the EnvyMUD name also) in your -help file for areas. And even a small mention in your credits file would -be nice. -I myself need no mention, as the work I did was very minimal, and quite -truthfully, selfish in nature *8). Many thanks to the EnvyMUD people for -allowing this to be shared. - -Ghost Shaidan, IMP of Questionable Sanity, agis.ag.net (204.164.158.2) 4000 - -#SPECIALS -M 28801 spec_thief -M 28813/14 spec_breath_fire -M 28815/16/17/18/19/20/21/22/23/24/25/26/27/28/29 spec_cast_cleric -M 28830/31 spec_cast_mage -M 28832 spec_breath_acid - -I do not think that the cleric spec they are talking about is a friendly -healing others one, so you will need to work that one out yourself (maybe -the mage one will do in a pinch) -Links: 01w, 30d - -To see the changes made for TBA, look CHANGELOG. -~ -288 0 0 0 0 0 -E -changelog~ - @n -Changelog: - Entry has been changed to a trig. To change it back, remove the two items in - 28801 and add a door down to 28802. Remember to replace the credit info. - Removed entrance from 28803 to 28802. - Added nomob to 28825. Some muds have people who often go in there to kill -all mobs with an areaspell but in a small mud where nobody goes in, all the -mobs on that floor will end up there, sooner or later. - All season doors were locked both sides on the original but Ghost Shaidan -seems to have only locked one side and I left it that way. - Added near-deathtrap prog (almost dead) to 28830. Original was a deathtrap, -port was a non-deathtrap. - Added trigger functions to cover the spec_cast functions mentioned in room -28800. These were partly written by me, mostly by Fizban. If the damages I -used seem a bit light, just adjust them. Saves have not been written in. - Added nomob to various rooms, to keep mobs in their sections. - Fixed various typos, grammatical errors, changed some room descs to fit the -changes. - -Parna-TBAmud-November 2009 -~ -S -#28801 -Inside a Tavern~ - You are inside a dimly-lit room. The atmosphere makes you feel -uncomfortable. In front of you stands a mysterious gypsy. She whispers, 'Your -fate and destiny lie beyond this world.' You are still wondering what she means -when you suddenly notice the crystal ball ... It glows fiercely and displays -the Universe! -~ -288 8 0 0 0 0 -S -#28802 -Inside the Crystal Ball~ - You have touched the crystal ball and find that you have gone inside it: a -world of stars and wonders! As you look around, you figure out there is no -choice but to go forward. -~ -288 0 0 0 0 2 -D0 -~ -~ -0 -1 28803 -S -#28803 -Inside the Galaxy~ - You are now inside the galaxy. Stars and nebulae smile at your presence, and -comets and meteors wander around you. You realize that this world may not be -the true galaxy after all but just another fantasy zone. Exits lie in most -directions. -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28804 -D1 -~ -~ -0 -1 28808 -D3 -~ -~ -0 -1 28821 -S -#28804 -On an InterGalactic Walkway~ - You are on a well-paved path which seems to have been made deliberately for -visitors like you. The walkway continues north and a small exit lies west. -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28805 -D2 -~ -~ -0 -1 28803 -D3 -~ -~ -0 -1 28822 -S -#28805 -End of the InterGalactic Walkway~ - You notice the walkway has come to an abrupt end and you wonder why. You -see that there is still a small path which leads north and one to the west. -To the east lies a bridge. -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28806 -D1 -~ -~ -0 -1 28809 -D2 -~ -~ -0 -1 28804 -D3 -~ -~ -0 -1 28823 -S -#28806 -At the Undeveloped Part of the Galaxy~ - This place looks deserted, covered with space debris. Not a sign of life is -around. -~ -288 0 0 0 0 1 -D2 -~ -~ -0 -1 28805 -D3 -~ -~ -0 -1 28824 -S -#28808 -On the Bridge of Stars~ - This bridge has been made by the stars to honor their ancestors. The -bridge itself shines brightly and makes you feel that you are walking on a path -of light. An entrance to an ancient building lies north and to the east lies -the Milky Way. -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28831 -D1 -~ -~ -0 -1 28812 -D3 -~ -~ -0 -1 28803 -S -#28809 -On the Bridge of Nebulae~ - This bridge, like the other, was made as a memorial. The nebulae had to -make one just to show that they are as capable as the stars. North lies a -throne room. -~ -288 1 0 0 0 1 -D0 -~ -~ -0 -1 28810 -D1 -~ -~ -0 -1 28814 -D3 -~ -~ -0 -1 28805 -S -#28810 -The Throne Room of the Nebula King~ - You can only faintly make out that it is a throne room as it is too dark in -here. In the middle is an empty throne. You wonder where the King has gone, -maybe he is hiding from you? -~ -288 9 0 0 0 0 -D2 -~ -~ -0 -1 28809 -S -#28812 -At the Start of the Milky Way~ - It is here that the famous old Milky Way starts flowing. You are surrounded -by streams of mist the moment you tread on it. You can't see well in here ... -Luckily you haven't fallen yet! -~ -288 0 0 0 0 4 -D0 -~ -~ -0 -1 28813 -D3 -~ -~ -0 -1 28808 -S -#28813 -Along the Milky Way~ - You are still travelling inside this path of mist. You notice a small -opening to the east. -~ -288 0 0 0 0 4 -D0 -~ -~ -0 -1 28814 -D1 -~ -~ -0 -1 28817 -D2 -~ -~ -0 -1 28812 -S -#28814 -At the End of the Milky Way~ - Just as you started enjoying this journey inside the mist, you have come to -the end of it. West leads to a bridge and east leads to somewhere else. -~ -288 0 0 0 0 4 -D1 -~ -~ -0 -1 28818 -D2 -~ -~ -0 -1 28813 -D3 -~ -~ -0 -1 28809 -S -#28817 -A Small Clearing~ - You are inside a small clearing. You can see that there are signs of a -living creature nearby. -~ -288 0 0 0 0 2 -D0 -~ -~ -0 -1 28818 -D3 -~ -~ -0 -1 28813 -S -#28818 -An Edge of the Galaxy~ - You are on the very edge of the galaxy. Nothing is here except that there -is a path which leads down. -~ -288 0 0 0 0 1 -D2 -~ -~ -0 -1 28817 -D3 -~ -~ -0 -1 28814 -D5 -~ -~ -0 -1 28819 -S -#28819 -Very Near to a Gigantic Star~ - You are very near to a gigantic red star. While you are still fascinated by -its beauty, the star keeps on growing ... Suddenly you realize that you'd -better leave. -~ -288 4 0 0 0 1 -D0 -~ -~ -0 -1 28820 -D1 -~ -~ -0 -1 28820 -D2 -~ -~ -0 -1 28820 -D3 -~ -~ -0 -1 28820 -S -#28820 -Too Bright to Tell~ - Indeed it is too bright to tell. Because what you are witnessing is the -rare event of a Supernova, how a star explodes itself into galactic dust. You -may find yourself lucky to witness this rare event and still live. -~ -288 4 0 0 0 0 -S -T 28820 -#28821 -The Star Cluster~ - You are inside the home of the stars. All you can see around you are stars -and nothing else. Your eyes become pretty hurt as you look at them. -~ -288 8 0 0 0 1 -D0 -~ -~ -0 -1 28822 -D1 -~ -~ -0 -1 28803 -S -#28822 -An Edge of the Galaxy~ - There's not much to see here at the edge of the galaxy. Exits lie north, -east and south. -~ -288 0 0 0 0 2 -D0 -~ -~ -0 -1 28823 -D1 -~ -~ -0 -1 28804 -D2 -~ -~ -0 -1 28821 -S -#28823 -Corner of the Galaxy~ - You wonder why the galaxy is limited. All you have done in Astronomy -courses now prove worthless. Well, who told you to take one at the start? -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28824 -D1 -~ -~ -0 -1 28805 -D2 -~ -~ -0 -1 28822 -S -#28824 -Lost in Space~ - You are now lost in space. Compasses don't work here, sorry. What's more -you can sense darkness engulfing you. You'd better get out quick. -~ -288 1 0 0 0 2 -D0 -~ -~ -0 -1 28825 -D1 -~ -~ -0 -1 28806 -D2 -~ -~ -0 -1 28823 -S -#28825 -Black Hole~ - Well you have chosen the wrong path, sorry. Nothing can escape from this -monster, not even light. PANIC! You can't escape! -~ -288 4 0 0 0 0 -S -#28826 -The Homes of the Pleiades~ - This is where the famous Seven Sisters live. You'd better not disturb them. - -~ -288 0 0 0 0 1 -D1 -~ -~ -0 -1 28829 -D2 -~ -~ -0 -1 28827 -S -#28827 -Western Side of the Temple~ - You are still wandering around this temple. You notice exits lie in all -directions except west. -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28826 -D1 -~ -~ -0 -1 28830 -D2 -~ -~ -0 -1 28828 -S -#28828 -Orion's Hunting Lodge~ - This is dedicated to the Great Hunter of all time -- Orion. Scattered on -the floor is the famous hunting equipment used by him. -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28827 -D1 -~ -~ -0 -1 28831 -S -#28829 -Northern Side of the Temple~ - You are still wandering around this temple. You notice exits lie in all -directions except north. -~ -288 0 0 0 0 1 -D1 -~ -~ -0 -1 28832 -D2 -~ -~ -0 -1 28830 -D3 -~ -~ -0 -1 28826 -S -#28830 -The Offering Chamber~ - This is the sacred offering chamber in which sacrifices are made. You see a -young girl here, chained to the wall, as if she is waiting for execution. You -look up and realize the chains are sent down directly from above. -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28829 -D1 -~ -~ -0 -1 28833 -D2 -~ -~ -0 -1 28831 -D3 -~ -~ -0 -1 28827 -D4 -~ -~ -0 -1 28839 -S -#28831 -The Entrance of the Ancient Temple~ - You have entered into this old temple, which was built originally for the -gods in Mount Olympia, but it is now deserted as someone took over this part of -the Universe. -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28830 -D1 -~ -~ -0 -1 28834 -D2 -~ -~ -0 -1 28808 -D3 -~ -~ -0 -1 28828 -S -#28832 -Hercules' Mighty Throne~ - You stand before the throne of a long-forgotten hero. It is full of bounty -that he got from the Ten Labours. -~ -288 0 0 0 0 1 -D2 -~ -~ -0 -1 28833 -D3 -~ -~ -0 -1 28829 -S -#28833 -Eastern Side of the Temple~ - You are still wandering around this temple. You notice exits lie in all -directions except east. -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28832 -D2 -~ -~ -0 -1 28834 -D3 -~ -~ -0 -1 28830 -S -#28834 -Perseus' Chamber~ - It is the chamber of the prince, Perseus. However, he seems not to be here. -Maybe he has gone to get Pegasus to save Andromeda? -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28833 -D3 -~ -~ -0 -1 28831 -S -#28839 -On the Mystic Chains~ - You are dangling on the chains. You notice exits lie in all directions. -Up above you see the chains continue upwards. But a forcefield prevents you -from going further upwards. -~ -288 4 0 0 0 5 -D0 -~ -~ -0 -1 28848 -D1 -~ -~ -0 -1 28851 -D2 -~ -~ -0 -1 28842 -D3 -~ -~ -0 -1 28845 -D4 -You see the forcefield of Spring. -~ -forcefield~ -2 28824 28854 -D5 -~ -~ -0 -1 28830 -S -#28842 -On a Hill~ - Suddenly you find yourself on a hillside. As you look around, you notice -that Spring has descended upon you. -~ -288 0 0 0 0 4 -D0 -~ -~ -0 -1 28839 -D1 -~ -~ -0 -1 28853 -D3 -~ -~ -0 -1 28843 -S -#28843 -Inside a Spanish Bull-Ring~ - You are inside what used to be a ground for bull fighting. But you notice -there are no Matadors around. Maybe they are all dead? -~ -288 0 0 0 0 2 -D1 -~ -~ -0 -1 28842 -D3 -~ -~ -0 -1 28844 -S -#28844 -Inside a study~ - This is a strange study. Besides the desks and chairs you also see a large -mirror in the middle. So, you wonder, is this how you make a Gemini into two -Gemini? -~ -288 0 0 0 0 0 -D1 -~ -~ -0 -1 28843 -S -#28845 -Along the seashore~ - You start to feel the heat of Summer. Amongst the rocky beach you notice -hidden forms which could be camouflaged crabs. -~ -288 0 0 0 0 2 -D1 -~ -~ -0 -1 28839 -D3 -~ -~ -0 -1 28846 -S -#28846 -Within the Deep Jungle~ - Nearby you can hear the roar of an animal. Peering through the dense -overgrowth you think you glimpse a pair of menacing eyes. -~ -288 0 0 0 0 3 -D1 -~ -~ -0 -1 28845 -S -#28847 -Inside a Luxurious Bedroom~ - A peaceful feeling overtakes you. You see a magnificent four-poster bed. -It's a double bed and there is only room for one more! Well, what now ... ? -~ -288 8 0 0 0 1 -D3 -~ -~ -0 -1 28848 -S -#28848 -The Supreme Court~ - You are standing inside the dock of a court. You feel an overwhelming sense -of guilt and you want to protest your innocence! You fear retribution and feel -yourself exposed, just like the trees in Autumn. -~ -288 8 0 0 0 1 -D2 -~ -~ -0 -1 28839 -D3 -~ -~ -0 -1 28849 -S -#28849 -In the Dry Desert~ - You are confused by the shifting sands around you. Through the shimmering -heat you see the hazy outline of a giant scorpion ... Is this a mirage? -~ -288 0 0 0 0 2 -D1 -~ -~ -0 -1 28848 -D3 -~ -~ -0 -1 28850 -S -#28850 -In the Woods~ - You find yourself in the center of a Centaurion hunting party. You'd better -hide yourself before you become the 'center attraction'! -~ -288 0 0 0 0 3 -D1 -~ -~ -0 -1 28849 -S -#28851 -On a Mountain Peak~ - You are on the highest peak of the Universe. You look around and notice -clouds below you. One of the clouds resembles a goat-like form. -~ -288 0 0 0 0 5 -D1 -~ -~ -0 -1 28852 -D3 -~ -~ -0 -1 28839 -S -#28852 -Inside a Waterfall~ - The noise is deafening. You are about to take a drink when you realize that -the water is being poured out of a vessel of mind-boggling proportions! -~ -288 0 0 0 0 5 -D3 -~ -~ -0 -1 28851 -S -#28853 -Inside a Gigantic Clam~ - You feel uneasy here as if some evil magic is being cast on you. You -suspect something fishy is going on in here. -~ -288 0 0 0 0 5 -D3 -~ -~ -0 -1 28842 -S -#28854 -End of the Mystic Chains~ - You have reached the end of the mystic chains. Looking up, you notice a -small landing on which you can climb. However, there seems to be another -forcefield blocking your way. -~ -288 4 0 0 0 5 -D4 -You see the forcefield of Summer. -~ -forcefield~ -2 28825 28855 -D5 -You see the forcefield of Spring. -~ -~ -2 28824 28839 -S -#28855 -On the Draco~ - You realize you are standing on scaly ground. As you wonder what the ground -is made of, you feel the ground move. -~ -288 1 0 0 0 4 -D0 -~ -~ -0 -1 28856 -D5 -~ -~ -2 28825 28854 -S -#28856 -Tail of the Draco~ - At last you realize that you are on a giant snake-like dragon called the -Draco, the guardian of the inner galaxy. You realize that the Draco is -actually flying now! -~ -288 1 0 0 0 4 -D0 -~ -~ -0 -1 28857 -D2 -~ -~ -0 -1 28855 -S -#28857 -Path of the Draco~ - As you struggle along this scaly creature you realize that the only way you -can reach to the inner galaxy is by going all the way to the head. -~ -288 1 0 0 0 4 -D0 -~ -~ -0 -1 28858 -D2 -~ -~ -0 -1 28856 -S -#28858 -Near the Legs of Draco~ - You are approaching the leg part of this creature. You look around and see -that the surrounding is all dark except for some faint lights from the distant -stars. -~ -288 1 0 0 0 4 -D0 -~ -~ -0 -1 28859 -D2 -~ -~ -0 -1 28857 -S -#28859 -On the Back of Draco~ - At last you are half way through this long, weary journey. You can see the -wings are to the east but it seems that another forcefield is in the way. -~ -288 1 0 0 0 4 -D1 -You see the forcefield of Autumn. -~ -forcefield~ -2 28826 28860 -D2 -~ -~ -0 -1 28858 -S -#28860 -Between the Wings of Draco~ - You hear some giant flapping sounds nearby. You desperately try to get hold -of something as the forceful gusts sweep you away. -~ -288 1 0 0 0 4 -D1 -~ -~ -0 -1 28861 -D3 -~ -~ -2 28826 28859 -S -#28861 -Near the Arms of Draco~ - From above you can faintly make out the gigantic arms which extend far -beyond into the darkness. -~ -288 1 0 0 0 4 -D2 -~ -~ -0 -1 28862 -D3 -~ -~ -0 -1 28860 -S -#28862 -On the Neck of Draco~ - Your journey is now approaching the end. However, this neck seems to be -endless. -~ -288 1 0 0 0 4 -D0 -~ -~ -0 -1 28861 -D3 -~ -~ -0 -1 28863 -S -#28863 -Approaching the Head of Draco~ - You have come to the end of Draco, but you can't find the head! You see a -forcefield to the south, some distance away, beyond reach. If only the head -were here ... -~ -288 0 0 0 0 4 -D1 -~ -~ -0 -1 28862 -D2 -You see the forcefield of Winter. -~ -forcefield~ -2 28827 28864 -S -#28864 -At the Entrance of the Great Dipper~ - Now you are in the innermost part of the galaxy. What you are walking on -now is the path of the Great Dipper or the Plough. You notice that there are -seven rooms in this zone, representing the seven stars of the Dipper. -~ -288 0 0 0 0 1 -D0 -You see the forcefield of Winter.~ -forcefield~ -2 28827 28863 -D2 -~ -~ -0 -1 28865 -D3 -~ -~ -0 -1 28866 -S -#28865 -Cassiopeia's Throne~ - This is the Throne room of the Queen of the Universe. From here you can see -every star and constellation in the Universe. -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28864 -D3 -~ -~ -0 -1 28867 -S -#28866 -Along the Path of the Dipper~ - You can see bright stars shining all around you but nothing of special -interest. -~ -288 0 0 0 0 1 -D1 -~ -~ -0 -1 28864 -D2 -~ -~ -0 -1 28867 -S -#28867 -Cepheus' Throne~ - This is the Throne room of the King of the Universe. From here you can see -every star and constellation in the Universe. -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28866 -D1 -~ -~ -0 -1 28865 -D2 -~ -~ -0 -1 28868 -S -#28868 -Along the path of the Dipper~ - You can see bright stars shining all around you but nothing of special -interest. -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28867 -D3 -~ -~ -0 -1 28869 -S -#28869 -Along the path of the Dipper~ - You can see bright stars shining all around you but nothing of special -interest. -~ -288 0 0 0 0 1 -D1 -~ -~ -0 -1 28868 -D2 -~ -~ -0 -1 28870 -S -#28870 -End of the Dipper~ - You have finished the path of the Dipper. Here, the most prominent feature -is a set of claw-marks. You also notice a room to the south; it looks as if -Polaris could lie here. -~ -288 0 0 0 0 1 -D0 -~ -~ -0 -1 28869 -D2 -~ -~ -0 -1 28871 -S -#28871 -The Polar Star~ - You have entered the private chamber of Polaris. This is a room of great -significance. You can see a powerful telescope pointing down towards the -Universe (SNOOPING! ). It is from here that Polaris commands the Universe. -You feel you have come to end of your search in this galaxy ... -~ -288 0 0 0 0 1 -D0 -~ -~ -0 0 28870 -S -$~ diff --git a/lib/world/wld/289.wld b/lib/world/wld/289.wld deleted file mode 100644 index 5a1513d..0000000 --- a/lib/world/wld/289.wld +++ /dev/null @@ -1,845 +0,0 @@ -#28900 -Outside the Wayhouse~ - You are outside a large, two-story building which proports to be 'Werith's -Wayhouse' on a brightly lettered sign out front. You hear laughing and revelry -from inside -- sounds like a lively place. The main doors are directly south -of you, and small paths lead east and west around the building. Eastward is -another smaller building; obviously a stable. Northward is the main road, -providing all the traffic and customers for this establishment. -~ -289 4 0 0 0 2 -D0 -~ -~ -0 0 25805 -D1 -~ -~ -0 0 28907 -D2 -~ -door wooden~ -1 0 28915 -D3 -~ -~ -0 0 28901 -E -credits info~ - Werith's Wayhouse by Builder_5 -Copyright 1993 by Curious Areas Workshop -* -'Werith's Wayhouse' is a high-mob population area, with 40 rooms, 19 -different types of mobs and objects. It was meant to be placed -somewhere between two widely used towns as a rest stop area. We hope -you like it. -* -#00 -- add entrance/exit to the north. -The north exit is #00. -A receptionist can be added to the upstairs area: around #30 would -probably be the best area. -Mob ##04 should have the standard spellcaster routine. -* -Credits -A Big Thanks to Builder_5 for supporting C.A.W. Also, kudos to Tarkin -of VieMud (viemud.org 4000) for allowing us to use his mud for -pre-release testing. This area was built with the aid of George -Essl's Dikued program. We would like to thank Mr. Essl for his time -and determination to create and support Dikued. The following people -have aided C.A.W. and Builder_5 in numerous ways, and all receive our -deepest gratitude: Shane Finkel, Josh 'Champion of Bagels' Megerman, -John D. Horner, and the System Adminstrators of ODU -* -Additionally, Builder_5 would like thank the following people. These -people played several of the mobs included in this area in various -role-playing games that Builder_5 participated in: -John D. Horner: Desslok, Michael Goodwin: Airden (the Wanderer), -David "Big Guy" Burke: Seemie, Jordo, Chris Grove: Drogo, 'd.' -Page: Eshiay, Farlenian (and Koofy!), Aaron Barrs: Alerka -~ -E -sign~ - It says, - "WERITH'S WAYHOUSE" -~ -E -stable~ - A place to keep your horses while you enjoy yourself inside... -~ -E -path paths~ - Well-trodden paths around the sides of the building. Not much of interest. -~ -S -#28901 -Near a Large Building~ - You are north-west of the Wayhouse. This section of the path seems less -used, possibly because there's nothing really over here. The trees crowd in -towards the clearing, making the general area seem rather eerie somehow. The -voices coming from inside are clearly audible, and by listening hard you can -almost make out the words. The path around the building continues to the west -and south. -~ -289 0 0 0 0 2 -D1 -~ -~ -0 0 28900 -D2 -~ -~ -0 0 28902 -S -#28902 -Near a Large Building~ - You are standing on the path that runs around the Wayhouse to the west. A -window spills light onto the trees that block out all available light overhead. -You hear general merryment and alcoholism from inside, and wonder if being -inside would be more fun than walking around outside... -~ -289 0 0 0 0 2 -D0 -~ -~ -0 0 28901 -D2 -~ -~ -0 0 28903 -S -#28903 -Near a Large Building~ - You are south-west of the main structure of the Wayhouse. A lone rain -barrel catches run-off from the roof eaves by the corner of the building, and -you spy a small white fence cordoning off an herb garden nearby. The path -around the building leads to the north and east. -~ -289 0 0 0 0 2 -D0 -~ -~ -0 0 28902 -D1 -~ -~ -0 0 28904 -S -#28904 -Outside the Wayhouse~ - You are standing just south of Werith's Wayhouse, right where the kitchen -entrance is. A well trodden path leads east, towards a small shack that is -unmistakeably an outhouse. You hear the unmistakeable sound of clanging pots -and pans from the inside, the warning of an upcoming meal. The path around the -building here runs east, and west. -~ -289 4 0 0 0 2 -D0 -~ -~ -0 0 28926 -D1 -~ -~ -0 0 28905 -D3 -~ -~ -0 0 28903 -S -#28905 -Near a Large Building~ - The Wayhouse is just north-west of you here, and you are right by the -facility's outhouse to the south. The wooden planks of the stable form an -alley to the north, with the path leading right in-between. Westwards is the -kitchen entrance to the Wayhouse, kept wide open to let the heat inside escape. - -~ -289 0 0 0 0 2 -D0 -~ -~ -0 0 28906 -D2 -~ -~ -0 0 28940 -D3 -~ -~ -0 0 28904 -S -#28906 -Near a Large Building~ - This is a small, outdoors 'alley' formed by the Wayhouse's stone walls to -the west, and the wooden planked walls of the stable to the east. The path -around the building leads north and south of here. -~ -289 0 0 0 0 2 -D0 -~ -~ -0 0 28907 -D2 -~ -~ -0 0 28905 -S -#28907 -Near a Large Building~ - You are on a small, well-travelled path that leads between Werith's Wayhouse -to the west, and the stables to the east. Another path breaks off to the -south, between the two buildings, towards what appears to be an outhouse. -~ -289 0 0 0 0 2 -D1 -~ -~ -0 0 28908 -D2 -~ -~ -0 0 28906 -D3 -~ -~ -0 0 28900 -S -#28908 -Just Outside the Stable~ - The stable of the Wayhouse is just south of you, its wooden doors spread -open and inviting. Inside you can hear the snorting of horses, and the -occasional hoof scraping against the ground. The path leads to the west, -towards the Wayhouse. -~ -289 4 0 0 0 2 -D2 -~ -~ -0 0 28909 -D3 -~ -~ -0 0 28907 -S -#28909 -Inside the Stable~ - You are standing inside the dusty confines of the stable. Stalls line the -aisle, some with horses, some empty. A pail filled with water and a stack of -grain are heaped up against the interior wall, dimly illuminated by a lantern -hanging from a rafter. Seems rather quiet in here... -~ -289 8 0 0 0 2 -D0 -~ -~ -0 0 28908 -D1 -~ -~ -0 0 28912 -D2 -~ -~ -0 0 28910 -S -#28910 -Inside the Stable~ - You are standing inside the dusty confines of the stable. Stalls line the -aisle, some with horses, some empty. A pail filled with water and a stack of -grain are heaped up against the interior wall, dimly illuminated by a lantern -hanging from a rafter. Seems rather quiet in here... -~ -289 8 0 0 0 1 -D0 -~ -~ -0 0 28909 -D1 -~ -~ -0 0 28911 -S -#28911 -Inside the Stable~ - You are standing inside the dusty confines of the stable. Stalls line the -aisle, some with horses, some empty. A pail filled with water and a stack of -grain are heaped up against the interior wall, dimly illuminated by a lantern -hanging from a rafter. Seems rather quiet in here... -~ -289 8 0 0 0 1 -D0 -~ -~ -0 0 28912 -D3 -~ -~ -0 0 28910 -S -#28912 -Inside the Stable~ - You are standing inside the dusty confines of the stable. Stalls line the -aisle, some with horses, some empty. A pail filled with water and a stack of -grain are heaped up against the interior wall, dimly illuminated by a lantern -hanging from a rafter. Seems rather quiet in here... -~ -289 8 0 0 0 1 -D2 -~ -~ -0 0 28911 -D3 -~ -~ -0 0 28909 -S -#28913 -Main Room~ - The bar runs south here all along the western wall. A few smaller tables -here are set up with various board games, ready to play. There's also a shelf -along the wall, lined with a few popular books; light reading all of them. -The patrons here seem to be a bit quieter than the rowdy bunch in the rest of -the building. -~ -289 8 0 0 0 0 -D1 -~ -~ -0 0 28914 -D2 -~ -~ -0 0 28920 -E -board games~ - Chess, checkers, stomp-the-orc... That sort of thing. -~ -S -#28914 -Main Room~ - A window here offers a view outside, where it doesn't seem near as social as -it is inside. Tables filled with laughing customers eat and drink and -generally be merry, not caring what the weather is like, and probably not even -knowing. There's a general sense of joy in the room; the joy of still being -alive in such a dangerous world as this one. For a moment, you feel like -joining them... -~ -289 8 0 0 0 0 -D1 -~ -~ -0 0 28915 -D2 -~ -~ -0 0 28919 -D3 -~ -~ -0 0 28913 -S -#28915 -Main Room~ - You stand just inside the Main Room of Werith's Wayhouse. The whole place -stretches out all around you, a conglomeration of people, food, and alcohol. -The sheer chatter and roar of conversation makes your ears hurt a little, and -then you suddenly notice you're smiling. Yes, this place might do for -awhile... -~ -289 8 0 0 0 0 -D0 -~ -door wooden~ -1 0 28900 -D1 -~ -~ -0 0 28916 -D2 -~ -~ -0 0 28918 -D3 -~ -~ -0 0 28914 -S -#28916 -Main Room~ - The giant fireplace here sends a great amount of heat throughout the room. -The sheer massiveness of the stone edifice and the literal bonfire inside makes -you give the area a clear way. A few of the older and less human residents of -the inn seem to be enjoying these tables, however. -~ -289 8 0 0 0 0 -D2 -~ -~ -0 0 28917 -D3 -~ -~ -0 0 28915 -S -#28917 -Main Room~ - Several dart boards line the wall to the south, and darts are scattered all -about on the tables and stuck in the wall. The people coming up and down the -stairs to the east carefully walk by the wall to avoid being pin-cushioned -involuntarily, and you think it would be a good idea to do the same. -~ -289 8 0 0 0 0 -D0 -~ -~ -0 0 28916 -D1 -~ -~ -0 0 28929 -D3 -~ -~ -0 0 28918 -S -#28918 -Main Room~ - The tables seem to thin out around here, to give room for the traffic going -in and out of the kitchen through the archway to the south. Waiters and -waitresses march in and out with empty plates and sumptuous platters, hardly -stopping to breathe in their business. You hear the distant clank of a pot -banging against something -- the chefs are busy too it seems. Your stomach -growls... Are you hungry at all? -~ -289 8 0 0 0 0 -D0 -~ -~ -0 0 28915 -D1 -~ -~ -0 0 28917 -D2 -~ -~ -0 0 28923 -D3 -~ -~ -0 0 28919 -S -#28919 -Main Room~ - This seems to be a central part of the room, where many people congregate to -talk or sing or dance or whatever they feel like at that exact moment. The -people seem just on the edge of being completely carried away at every moment, -and you wonder if it would be beneath your dignity to join them. -~ -289 8 0 0 0 0 -D0 -~ -~ -0 0 28914 -D1 -~ -~ -0 0 28918 -D2 -~ -~ -0 0 28922 -D3 -~ -~ -0 0 28920 -S -#28920 -Main Room~ - The wooden bar runs along the length of the western wall, just in front of -the many shelves of different colored alcohol in different shaped bottles. -You espy drunkards and waitresses, adventurers and farmers althroughout the -building from this vantage point, and guess that this establishment is turning -a pretty penny in profits. Nice. -~ -289 8 0 0 0 0 -D0 -~ -~ -0 0 28913 -D1 -~ -~ -0 0 28919 -D2 -~ -~ -0 0 28921 -S -#28921 -Main Room~ - The bar continues along the length of the western wall. An empty bottle -with some spare coppers in it lies on top of its polished surface; tip -collection evidently. The tables nearby seem mostly filled with people and -food, the bar appears at times to be either packed, or merely elbow-to- elbow. -A lantern hanging from a rafter overhead casts shadows among the beerstains on -the floor and gives the complexion of everyone around a sort of glow. You -feel... Comfortable here. -~ -289 8 0 0 0 0 -D0 -~ -~ -0 0 28920 -D1 -~ -~ -0 0 28922 -D2 -~ -~ -0 0 28928 -S -#28922 -Main Room~ - In the clutter of the main room of the Wayhouse, is a path leading out from -the kitchen to the east. A wide archway allows admittance to the back room, -from which you hear the distant clank of a pan hitting another. There aren't -very many tables here, due to the amount of traffic coming in and out. -~ -289 8 0 0 0 0 -D0 -~ -~ -0 0 28919 -D1 -~ -~ -0 0 28923 -D2 -~ -~ -0 0 28927 -D3 -~ -~ -0 0 28921 -S -#28923 -Kitchen~ - This is the main entranceway of the kitchen. Two archways serve as an entry -and exit point from the main room of the wayhouse, one north, one west. The -kitchen is a room roughly thirty feet by thirty feet, extending from the south -and east from here. You see many pots on the stove bubbling away and hear the -whistle of a kettle somewhere off to the left... Business must be good. -~ -289 8 0 0 0 0 -D0 -~ -~ -0 0 28918 -D1 -~ -~ -0 0 28924 -D2 -~ -~ -0 0 28926 -D3 -~ -~ -0 0 28922 -S -#28924 -Kitchen~ - You are standing in a more quiet area of the kitchen, where various supplies -of flour, grain and meats are kept. The kitchen extends south and west from -here; that's where the main clutter seems to be. A steady thump-thump-thump -from the north wall reminds you that the main room is where are the fun and -action seems to be... -~ -289 8 0 0 0 0 -D2 -~ -~ -0 0 28925 -D3 -~ -~ -0 0 28923 -S -#28925 -Kitchen~ - The south-eastern section of the kitchen here is a veritable whirlwind of -activity! The entire area is comprised of cooking surfaces and ovens; enough -to keep a massive amount of food ready at any one time. The aisles are large, -allowing room for frantic chefs and waiters to hurtle through the kitchen with -only a small amount of collisions. Seems hectic, yet efficient. The rest of -the kitchen is to the north and west from here. -~ -289 8 0 0 0 0 -D0 -~ -~ -0 0 28924 -D3 -~ -~ -0 0 28926 -S -#28926 -Kitchen~ - This is the back entranceway to the kitchen, where the door is kept -seasonally open to allow the hot air to escape. Some trash is piled up near -the door, waiting to be taken out. The main area of the kitchen extends to the -north and east from here, a hodge-podge of business and insanity in motion. -Looking at the general cleanliness, however, you think this would be a good -place to eat. -~ -289 8 0 0 0 0 -D0 -~ -~ -0 0 28923 -D1 -~ -~ -0 0 28925 -D2 -~ -~ -0 0 28904 -S -#28927 -Main Room~ - This is a quiet, darkened corner -- it appears someone has put out the -lantern here on purpose. You feel a chill, probably due to your distance from -the fire, and rub your arms absently. There's a table set near the corner, a -single chair behind it in the shadowy of shadows. You get the cliche'd feeling -someone in robes should be sitting there. -~ -289 8 0 0 0 0 -D0 -~ -~ -0 0 28922 -D3 -~ -~ -0 0 28928 -S -#28928 -Main Room~ - The bar runs along the length of the west wall here, dispensing drinks to -all customers with impunity. A few tables are empty here in the southern part -of the wayhouse, but the whole place still has that 'mostly filled' air to it. -The dull roar of conversation and the warm air from the fire makes you feel at -home somehow, makes you want to have a seat. -~ -289 8 0 0 0 0 -D0 -~ -~ -0 0 28921 -D1 -~ -~ -0 0 28927 -S -#28929 -Stairwell~ - Some sturdy wooden stairs lead up to the second floor of the wayhouse, where -there are a few rooms for rent. A lonely lantern lights the way up, glinting -off the polished handrail. An arch to the east opens up into the main room... -Where the noise informs you that the revelry hasn't stopped yet. -~ -289 8 0 0 0 0 -D3 -~ -~ -0 0 28917 -D4 -~ -~ -0 0 28930 -S -#28930 -Stairwell~ - A stairwell here leads back down to the first floor and the main room of the -wayhouse. A hallway leads east along the second floor here, lined with doors -to private bedrooms. The floors, stairs, and walls are all made with sturdy -oak in contrast of the heavy stone of the exterior walls. A light at the top -of the stairs throws illumination down the hall. -~ -289 8 0 0 0 0 -D3 -~ -~ -0 0 28931 -D5 -~ -~ -0 0 28929 -S -#28931 -Hallway~ - This is a plain hallway on the second floor. The stairs leading down are to -the east, and the hall continues to the west. On either side to the north and -south are doors to private rooms. You can hear a dull roar coming from below -in the main room, but the thick wooden floorboards do a good job of blocking -the majority of the noise out. -~ -289 8 0 0 0 0 -D0 -~ -door north wooden~ -1 0 28938 -D1 -~ -~ -0 0 28930 -D2 -~ -door south wooden~ -1 0 28939 -D3 -~ -~ -0 0 28932 -S -#28932 -Hallway~ - This is a plain hallway on the second floor. The stairs leading down are -down the hall to the east, and westwards the hall continues. On either side to -the north and south are doors to private rooms. You can hear a dull roar -coming from below in the main room, but the thick wooden floorboards do a good -job of blocking the majority of the noise out. -~ -289 8 0 0 0 0 -D0 -~ -door north wooden~ -1 0 28936 -D1 -~ -~ -0 0 28931 -D2 -~ -door south wooden~ -1 0 28937 -D3 -~ -~ -0 0 28933 -S -#28933 -Hallway~ - This is a plain hallway on the second floor. The hall continues to the -east, all the way down to where the stairs are. On either side to the north -and south are doors to private rooms. You can hear a dull roar coming from -below in the main room, but the thick wooden floorboards do a good job of -blocking the majority of the noise out. -~ -289 8 0 0 0 0 -D0 -~ -door north wooden~ -1 0 28934 -D1 -~ -~ -0 0 28932 -D2 -~ -door south wooden~ -1 0 28935 -S -#28934 -Private Room~ - This is a smallish private room, with an adequate bed with clean sheets, a -rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and -simple, yet nice in a strange sort of way. -~ -289 8 0 0 0 0 -D2 -~ -door south wooden~ -1 0 28933 -S -#28935 -Private Room~ - This is a smallish private room, with an adequate bed with clean sheets, a -rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and -simple, yet nice in a strange sort of way. -~ -289 8 0 0 0 0 -D0 -~ -door north wooden~ -1 0 28933 -S -#28936 -Private Room~ - This is a smallish private room, with an adequate bed with clean sheets, a -rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and -simple, yet nice in a strange sort of way. -~ -289 8 0 0 0 0 -D2 -~ -door south wooden~ -1 0 28932 -S -#28937 -Private Room~ - This is a smallish private room, with an adequate bed with clean sheets,. -A rather beat-up-but-serviceable clothes chest, and a table and chair. Plain -and simple, yet nice in a strange sort of way. -~ -289 8 0 0 0 0 -D0 -~ -door north wooden~ -1 0 28932 -S -#28938 -Private Room~ - This is a smallish private room, with an adequate bed with clean sheets, a -rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and -simple, yet nice in a strange sort of way. -~ -289 8 0 0 0 0 -D2 -~ -door south wooden~ -1 0 28931 -S -#28939 -Private Room~ - This is a smallish private room, with an adequate bed with clean sheets, a -rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and -simple, yet nice in a strange sort of way. -~ -289 8 0 0 0 0 -D0 -~ -door north wooden~ -1 0 28931 -S -#28940 -Outhouse~ - Um. Whew! It's definitely an outhouse... Doesn't smell too good at all. -There's a wooden plank with a few 'convenient' holes cut in it for service, and -several curtains hung up for privacy. A bowl with a large cake of soap next to -it serve as sanitary measures. Otherwise, there's not too much here that you -take an interest in... -~ -289 8 0 0 0 0 -D0 -~ -~ -0 0 28905 -S -$~ diff --git a/lib/world/wld/290.wld b/lib/world/wld/290.wld deleted file mode 100644 index 9dea49c..0000000 --- a/lib/world/wld/290.wld +++ /dev/null @@ -1,412 +0,0 @@ -#29000 -The Entrance To The Lizard Lair Safari~ - This is the opulent entrance to the exciting Lizard Lair Safari Park. -Around you stand many other adventurers awaiting their chance to try their luck -in the quest set before them. And you. This quest consists of the recovery of -the Golden treasure in the depths of the lair of the lizardmen. If you wish to -test your luck, you can push your way through the exit to the south... If not, -you can leave the Safari Park to the east. There is a large sign here. -~ -290 12 0 0 0 4 -D1 -The Real World is to the east. -~ -~ -0 -1 29017 -D2 -The quest begins to the south. -~ -~ -0 -1 29001 -E -sign large~ - The sign reads as follows: - - This area is not suggested if your character is less than 15th level - since there are several tough aggressive monsters. There are one or - two essential skills to have... either a knock spell or item, or the - ability to pick locks. If you are LUCKY you might find - an item to open locks.... - - Matrix - -~ -E -credits info~ - The Lizard Lair Safari -by Matrix and The Wandering Bard -* -Copyright 1994 by Curious Areas Workshop -* -The Lizard Lair Safari was originally merely the example area -included with the Builders' Handbook, but since so many people -use it, it was decided to release the area in its own right. -* -The lair consists of 18 rooms. Edit the following room: -#17 (exit north to the rest of the world) -* -The mobs in this area were built on a -100 (good) to 100 (bad) armor -class range. Remove the extra '0' if you don't need/want it. -* -Credits -THANKS TO: C.A.W. for examples of areas. Builder_5 for the original -Diku Builders' Handbook. VieMud (viemud.org 4000) for giving us a -chance, and another, and... -Links: 17 -~ -S -#29001 -The Quest Preparation Room~ - In this room are various items of preparation for the upkeep of the quest. -A guide explains to you what the object is: To get the gold. Looking around, -you see that the exit to the north has disappeared and you are left with only -the one exit down... Into the water. As you ready yourself to begin the -quest, the guide gives you a potion and tells you to quaff it. You do so and -feel like your movements are easier, and much more free. The guide suddenly -vanishes and you begin the quest. -~ -290 12 0 0 0 0 -D5 -The water below you looks rather ominous. -~ -~ -0 -1 29002 -S -#29002 -A Tunnel~ - This tunnel is filled with water and your light sheds all of the light that -gives you visibility here. There are two exits. One is to the east and one -above you. -~ -290 9 0 0 0 6 -D0 -A LUCKY blocks your view of whatever is north. -~ -lucky~ -1 -1 29016 -D1 -The tunnel stretches off to the east. -~ -~ -0 -1 29003 -D4 -The quest preparation room is above you. -~ -~ -0 -1 29015 -S -#29003 -A Tunnel~ - This tunnel is filled with water. There are exits to the east and west. -The tunnel stretches off in both directions. -~ -290 9 0 0 0 6 -D1 -The tunnel stretches off to the east. -~ -~ -0 -1 29004 -D3 -The tunnel stretches off to the west. -~ -~ -0 -1 29002 -S -#29004 -A Tunnel~ - The tunnel comes to an abrupt end as there is a rock wall right in front of -you. Fortunately, there are two exits, one to the west and one through a hole -in the floor. -~ -290 9 0 0 0 6 -D3 -The tunnel stretches off to the west. -~ -~ -0 -1 29003 -D5 -There is a hole in the floor leading down. -~ -~ -0 -1 29005 -E -hole~ - The hole leads down. -~ -S -#29005 -Tunnel End~ - The tunnel ends here. There is a hole in the ceiling and a large door to -the west. -~ -290 9 0 0 0 6 -D3 -There is a door here. -~ -door~ -1 29008 29006 -D4 -There is a hole in the ceiling leading up. -~ -~ -0 -1 29004 -E -hole~ - The hole leads up. Big surprise since you've already seen it. -~ -E -door~ - You have to be able to Pick or Knock this door open, unless you got LUCKY. -~ -S -#29006 -The Conjuring Chamber~ - This large room is dominated by a whirlpool. There are two exits. To the -east you can see a door and to the west you can see a waterfilled hallway -stretching off. The whirlpool is threatening to pull you down, but you are -certain that you would drown in it. -~ -290 9 0 0 0 6 -D0 -There is a strange store that seems suspiciously out of place just to -the north. -~ -~ -0 -1 29018 -D1 -A door blocks your way, unless it is open in which case it doesn't block -your way. -~ -door~ -1 29008 29005 -D3 -A hallway begins to move to the east. -~ -~ -0 -1 29008 -D5 -The whirlpool is threatening to pull you down to your death. -~ -~ -0 -1 29007 -E -door~ - This is a big door, but not as big as it looked from the other side. -~ -E -whirlpool~ - This just looks scary and EXTREMELY dangerous. -~ -S -#29007 -The Whirlpool~ - It was not a good idea to come here. -~ -290 8 0 0 0 0 -D4 -~ -~ -0 -1 29006 -S -#29008 -A Hallway~ - The hallway naturally twists so that is seems to head east and down, but the -hallway doesn't seem to be curved or bent in any way. -~ -290 9 0 0 0 6 -D1 -There is a large room to the east. -~ -~ -0 -1 29006 -D5 -The hallway continues to the south... er... below. -~ -~ -0 -1 29009 -E -hallway hall~ - It is dead straight but it goes down and east... M. C. Escher has struck -again! -~ -S -#29009 -A Hallway~ - The hallway here is bent in a big way. It goes up and east. -~ -290 9 0 0 0 6 -D1 -There is a large chamber to the east. -~ -~ -0 -1 29011 -D4 -The hall continues up. -~ -~ -0 -1 29008 -E -hallway hall~ - This hall is BENT! -~ -S -#29010 -A Completely Useless Room~ - This is a room to keep the continuity going of the numbering system. Other -than that it serves no purpose. This area was conceived and built by Matrix of -The Curious Area Workshop If you have questions or complaints please contact -<fletcher@@cspo.queensu.ca> -~ -290 0 0 0 0 0 -S -#29011 -The Throne Room Annex~ - This is the entrance to the Throne room which lies to the east. A hall -leads off to the west. The room is lavishly decorated but there is not much to -see. -~ -290 9 0 0 0 6 -D1 -The Throne Room looms to the east. -~ -~ -0 -1 29012 -D3 -A hall looms to the west. -~ -~ -0 -1 29009 -E -loom~ - What a descriptive word that is. Loom. -~ -S -#29012 -Throne Room~ - This large room is rather large. A throne sits on the east wall below a -hole in the ceiling. The throne almost dominates the room. No one is sitting -in it. The wall is decorated to look like pillars surround the room. The -annex is to the west whilst you are not sure what is above. -~ -290 9 0 0 0 6 -D3 -The Throne Room Annex is to the west. -~ -~ -0 -1 29011 -D4 -You can't see what is above this room. -~ -~ -0 -1 29013 -E -throne~ - This is a large ugly thing that you are repulsed by. You can think of no -conceivable reason why the lizardmen keep it here. -~ -E -pillars wall~ - What a useless concept. Why didn't the designer just put actual pillars in? -~ -S -#29013 -Temple Of Morgash~ - This is the temple to the Lizardmen's evil deity, Morgash. It is quite -ugly. At least in your opinion it is... You are certain that the lizardmen -like it though. There are two exits. Down and through the large door to the -east. -~ -290 9 0 0 0 6 -D1 -A large door blocks your way. -~ -door~ -2 29005 29014 -D5 -There is a hole leading down. Obvious eh? -~ -~ -0 -1 29012 -E -door~ - It is quite large with a small keyhole. -~ -S -#29014 -Quest End~ - You have completed the quest! CONGRATULATIONS!! There are two exits back -into the quest through the door and back to the outer world which lies to the -east. -~ -290 4 0 0 0 0 -D1 -The way back to te real world is to the east. -~ -~ -0 -1 29017 -D3 -The quest is back to the west. -~ -door~ -2 29001 29013 -S -#29015 -Quest Preparation Room~ - This room is exactly as you left it. One exit... Down... -~ -290 12 0 0 0 0 -D5 -The water below still looks ominous. -~ -~ -0 -1 29002 -S -#29016 -LUCKY~ - This room is empty. There is a LUCKY blocking your way to the south. -There is a sign on the wall. -~ -290 8 0 0 0 0 -D2 -The is a LUCKY blocking your view. -~ -lucky~ -1 -1 29002 -E -sign~ - The sign says: Boy are you ever LUCKY!!!! -~ -S -#29017 -The Real World Ends Here~ - This is the point where the real world ends... PROCEED AT YOUR OWN RISK! -The entrance to the Lizard Lair Safari is to the west. -~ -290 0 0 0 0 0 -D3 -This is the entrance way to the Safari. -~ -~ -0 -1 29000 -E -door metal huge~ - It's one of those huge studio-like doors. It seems pretty strong. -~ -S -#29018 -Mr. Hooper's store~ - This is your friendly neighbourhood convenience store and restaurant. -There are many interesting things that you can buy here. -~ -290 12 0 0 0 1 -D2 -The conjuring chamber is still to the south. -~ -~ -0 -1 29006 -E -counter~ - The counter is nice and clean. Mr. Hooper looks at you expectantly. -~ -S -$~ diff --git a/lib/world/wld/291.wld b/lib/world/wld/291.wld deleted file mode 100644 index 5ff367f..0000000 --- a/lib/world/wld/291.wld +++ /dev/null @@ -1,1802 +0,0 @@ -#29100 -The hill near the Black Forest~ - You stand on a hill overlooking a dense forest of old oak trees. A slight -chilling breeze blows by and you can't help but shudder as you look toward it -In the middle of the forest, popping out over the trees is the tall spire of -the Citadel. The symbol of the triangled wheel on the tower's side is there -for all to see. A trail leads eastward down the hill towards the woods. -~ -291 4 0 0 0 4 -D1 -~ -~ -0 0 29101 -E -credits info~ - A zone built by Silverangel on Ironic Building MUD: - ironic.betterbox.net port 1919 -Contains a forest, a tower, and a disco. -~ -S -#29101 -Just Outside the Black Forest~ - A chilling wind blows by you from deep within the dark forest. You stand -near the outermost trees on a rapidly dwindling trail that winds into the dark -heart of the woods. Your know your imagination can only scratch the surface of -the unholy terrors that lie within. You have been warned. -~ -291 0 0 0 0 4 -D1 -~ -~ -0 0 29102 -D3 -~ -~ -0 0 29100 -S -#29102 -The outskirts of the Black Forest~ - Little light penetrates the dense foliage of the forest. Almost no plant -life occupies the hard, rocky ground. If you push much further into the doomed -forest, you will be in all but total darkness. Every so often a haunting, -diabolical laugh drifts to your ears. It drives shivers down your spine. You -can make out a trail to the south and east. To the north there is a cabin. -Or you could flee the woods. -~ -291 0 0 0 0 3 -D0 -~ -~ -0 0 29103 -D1 -~ -~ -0 0 29107 -D2 -~ -~ -0 0 29104 -D3 -~ -~ -0 0 29101 -S -#29103 -A Deserted Cabin~ - You are in a cabin in the woods. Time has not been kind to this structure. -The logs that make up it are starting to rot, and there are a few gaps in the -walls. Still, it does provide shelter from the wind. The floor is a rough, -clumpy packed earth. Whoever lived here has long since abandoned it. But if -you take a closer look, you may find something useful. -~ -291 0 0 0 0 0 -D2 -~ -~ -0 0 29102 -S -#29104 -The Black Forest~ - The trail you have followed has dwindled to a nothing. Every so often you -think you see some movement out of the corner of the eye. As you are looking -around, a fresh bout of evil laughter comes to your ear. It echos off the -trees, refusing to die. You feel a bead of sweat form on the back of your -neck. -~ -291 1 0 0 0 3 -D0 -~ -~ -0 0 29102 -D2 -~ -~ -0 0 29105 -S -#29105 -The Black Forest~ - You are in the Black Forest. Have a Nice Day. -~ -291 1 0 0 0 3 -D0 -~ -~ -0 0 29104 -D1 -~ -1~ -0 0 29110 -D2 -~ -0~ -0 0 29106 -S -#29106 -Hopelessly Lost~ - You stumbled off the path now you are Hopelessly Lost! But don't fret. -There IS a way out, but can you find it? -~ -291 4 0 0 0 0 -D2 -~ -~ -0 0 29120 -S -#29107 -The great oak~ - This is the largest tree in the forest. It stretches high overhead. The -gnarled limbs hang above you like grasping hands waiting to strangle you The -bark is rough and blood stained. At the roots lie a fallen hero. His body -well along in decomposition, but the cause of death is obvious. This foolish -hero has been decapitated. -~ -291 1 0 0 0 3 -D0 -~ -~ -0 0 29108 -D1 -~ -~ -0 0 29112 -D3 -~ -~ -0 0 29102 -S -#29108 -The dense woods~ - The trees get thicker as you push foreward. You have to squeeze if you go -much further. Every so often one of the trees carries an aged blood stain -marring one of the trees. -~ -291 0 0 0 0 3 -D0 -~ -~ -0 0 29109 -D2 -~ -~ -0 0 29107 -D3 -~ -~ -0 0 29106 -S -#29109 -The dead end~ - You have discovered a portion of the outer wall of Ilian's Citadel. The -nearby trees prevent you from exploring the wall. It is an imposing mass of -cold, smooth, black granite. So near the vile citadel, you know in your soul -this is not a place you want to be caught dead at. -~ -291 0 0 0 0 3 -D2 -~ -~ -0 0 29108 -S -#29110 -The Bridge~ - This rickety covered bridge spans a rather wide natural chasm in the forest -floor. It lit by two rusty lantern hanging off pegs in the wall. This place -provides much protection from the icy winds common to the Black Forest. You do -not know why, but at least here you can find some measure of sanctuary from the -evils of the woods. -~ -291 68 0 0 0 0 -D1 -~ -~ -0 0 29119 -D3 -~ -~ -0 0 29105 -D5 -~ -~ -0 0 29111 -S -#29111 -Under the bridge~ - You are in a rocky ravine under the bridge. Sparse vegitation manages to -grow in small pockets of soil interespersed about. The loose nature of the -gravely slopes makes for difficult going. You can surmise that this place -would fill up rapidly in a heavy rain. You just hope that dosen't happen while -you are here. -~ -291 0 0 0 0 5 -D2 -~ -~ -0 0 29133 -D4 -~ -~ -0 0 29110 -S -#29112 -Deeper into the Black Forest~ - The deeper into the forest you press, the more you doubt the sanity of your -choice. But you know that with great risks come great rewards. -~ -291 1 0 0 0 3 -D1 -~ -~ -0 0 29115 -D2 -~ -~ -0 0 29113 -D3 -~ -~ -0 0 29107 -S -#29113 -Ed's Disco Palace~ - What is this place doing here? Lights flash. People dance the night away. -A spinning disco ball hangs suspended from the ceiling spraying the insides -with multicolored light. The noise of the music and chatter is all but -deafening -~ -291 44 0 0 0 0 -D0 -~ -~ -0 0 29112 -D2 -~ -~ -0 0 29114 -S -#29114 -The Dance floor~ - You now stand on the dance floor of Ed's Disco Palace. The lights strobe -and the dancers groove to the music of the preforming Elvis Impersonators as -they jive around a lovely selection of rabid potted plants. -~ -291 40 0 0 0 0 -D0 -~ -~ -0 0 29113 -D2 -~ -~ -0 0 29118 -D3 -~ -~ -0 0 29144 -S -#29115 -The Dark Heart of the woods~ - In the heart of the woods, things are strangely calm. But it is the calm -before the storm. In the soft earth you can clearly see hoofmarks of some -horse. Around the hoofmarks the earth is scorched as if by a hot flame. -Looking around there are the signs of a strugle. Somebody placed his bets -against whatever made the hoofmarks, and lost. -~ -291 1 0 0 0 3 -D0 -~ -~ -0 0 29143 -D1 -~ -~ -0 0 29116 -D3 -~ -~ -0 0 29112 -S -#29116 -Nearing a clearing~ - The trees thin out a bit as you can see a glade. There is an unnerving -quiet around the area. You look at the clearing you are standing near and you -recognize it for what it is. A killing field. Your boot crunches on the -headless skeleton of some small woodland creature. -~ -291 0 0 0 0 3 -D0 -~ -~ -0 0 29106 -D1 -~ -~ -0 0 29117 -D3 -~ -~ -0 0 29115 -S -#29117 -The Glade~ - You stand in a glade. The grass comes up to your knee, although it has been -trampled down in many places where some unfortunate creature was hounded by -something truly evil. A fresh burst of icy wind whips through the grass -sending waves rolling through the glade. Out of the chilled wind comes a bout -of the evil, maniacle, unholy cackles that cause your hair to stand on end. -~ -291 0 0 0 0 0 -D0 -~ -~ -0 0 29142 -D1 -~ -~ -0 0 29127 -D2 -~ -~ -0 0 29126 -D3 -~ -~ -0 0 29116 -S -#29118 -Boogie Time!~ - This is the small, open longue next to the dance floor. People congregate -to listen to the music. A few of the Elvis Impersonators have wandered over -here as they boogie down. -~ -291 32 0 0 0 0 -D0 -~ -~ -0 0 29114 -S -#29119 -the Stream~ - You walk alongside a small stream. It silently sweeps away the dead leaves -and other debris as it continues on. It is a pity that it won't likewise sweep -away your nervousness and trepidation too. From here you can push on eastward -or you can flee west to the safety of the bridge. Your other option is to -follow the river to its end. -~ -291 0 0 0 0 3 -D1 -~ -~ -0 0 29126 -D2 -~ -~ -0 0 29146 -D3 -~ -~ -0 0 29110 -S -#29120 -Hopelessly Lost~ - You are Hopelessly Lost! -~ -291 1 0 0 0 3 -D1 -~ -~ -0 0 29121 -D2 -~ -~ -0 0 29123 -S -#29121 -Hopelessly Lost~ - You are Hopelessly Lost! -~ -291 1 0 0 0 3 -D2 -~ -~ -0 0 29122 -D3 -~ -~ -0 0 29124 -S -#29122 -Hopelessly Lost~ - You are Hopelessly Lost! -~ -291 1 0 0 0 3 -D0 -~ -~ -0 0 29121 -D3 -~ -~ -0 0 29123 -S -#29123 -Hopelessly Lost~ - You are Hopelessly Lost! -~ -291 1 0 0 0 3 -D0 -~ -~ -0 0 29120 -D1 -~ -~ -0 0 29122 -S -#29124 -Hopelessly Lost~ - You are Hopelessly Lost! -~ -291 1 0 0 0 3 -D1 -~ -~ -0 0 29121 -D2 -~ -~ -0 0 29125 -S -#29125 -Hopelessly Lost~ - You are Hopelessly Lost! -~ -291 1 0 0 0 3 -D2 -~ -~ -0 0 29104 -S -#29126 -In the shadow of the citadel~ - You turn up your collar to the subthermal gales. That's when you see it. -From here you can see, not 200 yards ahead, the infernal structure that is the -citadel. You whisper a silent prayer of thanks that there are still many trees -to hide behind. It is best if the residents of the place don't know of your -existance as long as possible. It takes a major force of effort to tear your -eyes off the citadel, but you manage. To the west lies a small stream. To the -north is a clearing, and south of you is a trail that leads to a small keep in -ruins. -~ -291 0 0 0 0 3 -D0 -~ -~ -0 0 29117 -D1 -~ -~ -0 0 29129 -D2 -~ -~ -0 0 29134 -D3 -~ -~ -0 0 29119 -S -#29127 -Up against the wall.~ - You have found a section of the outer wall. The trees have been cut back -making a path around part of the keep belonging to the mistress of the Void Far -to the south you can see what seems to be the main gate. To the north the wall -disappears into the darkness of the Black Forest. -~ -291 0 0 0 0 3 -D0 -~ -~ -0 0 29130 -D2 -~ -~ -0 0 29128 -D3 -~ -~ -0 0 29117 -S -#29128 -Up against the wall.~ - You have found a section of the outer wall. The trees have been cut back -making a path around part of the keep belonging to the mistress of the Void Far -to the south you can see what seems to be the main gate. To the north the wall -disappears into the darkness of the Black Forest. -~ -291 0 0 0 0 3 -D0 -~ -~ -0 0 29127 -D2 -~ -1~ -0 0 29129 -D3 -~ -~ -0 0 29106 -S -#29129 -The Front Gate~ - You have reached the Gate of Ilian's Citadel. The high black granite walls -are smooth to the touch. The gate is a huge, cast iron affair, emblazoned with -the symbol of the triangled wheel. Only the bravest of souls would consider -entering this dreadful place. There is a gate to the east. -~ -291 0 0 0 0 3 -D0 -~ -~ -0 0 29128 -D1 -The massive door stands here, defying you to enter. -~ -gate door portcullis~ -1 0 29150 -D3 -~ -~ -0 0 29126 -S -#29130 -Up against the wall.~ - You have found a section of the outer wall. The trees have been cut back -making a path around part of the keep belonging to the mistress of the Void Far -to the south you can see what seems to be the main gate. To the north the wall -disappears into the darkness of the Black Forest. -~ -291 0 0 0 0 3 -D0 -~ -~ -0 0 29131 -D2 -~ -~ -0 0 29127 -D3 -~ -~ -0 0 29142 -S -#29131 -Are you sure this is a good idea?~ - You have found a section of the outer wall. The trees have been cut back -making a path around part of the keep belonging to the mistress of the Void Far -to the south you can see what seems to be the main gate. To the north the wall -disappears into the darkness of the Black Forest. -~ -291 0 0 0 0 3 -D0 -~ -~ -0 0 29132 -D2 -~ -~ -0 0 29130 -S -#29132 -Trapped like a rat!~ - You have walked along the wall and now are in a small walled alcove. The -crack of evil laughter makes you jump in fright. It came from right behind -you! You look around to see a headless rider on a ferocious charger that -breaths fire. In one hand he holds the reigns to his nightmare in the other he -wields a black scimitar. In a panic, you look around, but to your horror, you -realize you are boxed in. The horseman rides closer, he swings his huge -scimitar, trying to lope off your head. You manage to keep the blow from -decapitating you, but he does connect with your head, sending you sprawling. -The horseman rides off cackling. -~ -291 36 0 0 0 0 -S -T 29100 -#29133 -The rockey ravine~ - This is a rough crevace. It might be a geologists paradice. Samples of -quartz, feldspar, limestone, calcite, and other minerals in a stunning -disarray. -~ -291 0 0 0 0 0 -D0 -~ -~ -0 0 29111 -S -#29134 -On the Trail to the Ruins~ - You have stumbled onto a trail that the forest has yet to reclaim. If you -strain your eyesight you can barely makeout the remains of a ruined keep. The -few remaining walls, once a gleeming white are now a dull gray. Evidently this -keep was laid waste by the forces of the citadel. Pity. -~ -291 0 0 0 0 3 -D0 -~ -~ -0 0 29126 -D1 -~ -~ -0 0 29120 -D2 -~ -~ -0 0 29135 -S -#29135 -The Ruined Castle~ - Only a shattered shell reamins of what one was a bastion of good. A few -scattered bits of shattered walls remain as testiment to what once was, now -they are merely waiting for the forest to reclaim them. At least the ruins -provide some measure of shelter from the incessent, madening wind. -~ -291 1 0 0 0 3 -D0 -~ -~ -0 0 29134 -D1 -~ -~ -0 0 29137 -D2 -~ -~ -0 0 29136 -D3 -~ -~ -0 0 29145 -S -#29136 -The Ruined Chapel~ - Once upon a time this was this keep's place of worship, but apparently the -beings that this place was consecrated to didn't chose to spare this place any -more than the rest of the castle. Didn't chose to or weren't able to. Maybe -when Ilian's black citadel was erected, those protecting beings withdrew their -protection to flee to safety, or maybe they made their stand with the occupants -of the castle, and shared their fate. -~ -291 0 0 0 0 3 -D0 -~ -~ -0 0 29135 -D3 -~ -~ -0 0 29138 -S -#29137 -The Ruined Stables~ - Although the stables are in ruins, they still stand as a building, or at -least half of a building. The western half is nothing more than a rotting pile -of debris. The eastern half is beinh precariously held up by rotting wooden -beams. It does not look all that stable (No pun intended), but still there is -fresh hay on the floor. Although you take note that some of it has been -scorched by fire of some sort. There is still water in the trough. All this -leads you to believe that someone or something still makes use of this place -~ -291 0 0 0 0 3 -D3 -~ -~ -0 0 29135 -S -#29138 -The Ruined Great Hall~ - This used to be the great hall of the castle, now it is in no better -condition than the rest of the place. The once highly polished marble floors -are now cracked and covered with rubble that once was the roof. The west wall -is nothing but a memory and a heap of crumbling stones. The great stained -glass window set into the north wall, once the pride of the castle has been -shattered into a million shards of rainbow hued glass strewn over the ground. -The east wall still seems soundly built, but you have trepidations about the -south wall It seems like it could come crashing down at any moment. -~ -291 0 0 0 0 3 -D0 -~ -~ -0 0 29145 -D1 -~ -~ -0 0 29136 -D3 -~ -~ -0 0 29139 -S -#29139 -The Ruined Bell Tower~ - This was once a tall tower that housed a warning bell. It was rung to alert -the occupants to any threat, but nowadays it is a different story. The walls -have fallen like the rest of the keep. The Gigantic bell that once rang its -clarion call of alarum now is a shattered heap of twisted bronze that sits -amidst the rest of the rubble. -~ -291 0 0 0 0 0 -D1 -~ -~ -0 0 29138 -S -#29140 -The Torture Chamber~ - Adjacent to the dungeon is the citadels torture chamber. While the dungeon -had a rudimental assortment of torture devices, this room has the -professional's assorment of excrutiation devices. The Iron Maiden, the Rack, -the Wheel, thumbscrews, are all represented here along with such classics as -red hot pokers and the Chineese Water Torture. Each device designed to inflict -as much pain as possible. -~ -291 9 0 0 0 0 -D0 -~ -~ -0 0 29181 -S -#29141 -The Antechamber~ - The antechamber serves as the outer gathering area for the alter of the -tower's chaple. Off to one side are a row of pegs on which a few robs are -hung. -~ -291 0 0 0 0 0 -D4 -~ -~ -0 0 29182 -S -#29142 -The Black Forest~ - You are in the Black Forest. Blah Blah Blah Blah -~ -291 1 0 0 0 0 -D0 -~ -~ -0 0 29120 -D1 -~ -~ -0 0 29130 -D2 -~ -~ -0 0 29117 -D3 -~ -~ -0 0 29143 -S -#29143 -More of the black forest~ - The Black forest extends as far as the eye can see. Granted that's not too -far, given how dense the forest is. -~ -291 1 0 0 0 3 -D0 -~ -~ -0 0 29148 -D1 -~ -~ -0 0 29142 -D2 -~ -~ -0 0 29115 -S -#29144 -Disco Inferno!~ - This is the hot, hot dance floor that is the hub of Ed's Disco Palace. If -you want you can dance the night away and disco till your feet are blistered or -you can just kill everything in sight here. -~ -291 0 0 0 0 0 -D1 -~ -~ -0 0 29114 -S -#29145 -The Ruined Castle Keep~ - Once upon a time this was the most secure area in good King Haggard's -castle. Now the forces of the Citadel have defiled the marble court and sacked -it. It once famed secure walls now can barely protect themselves from the -ravages of the elements. -~ -291 0 0 0 0 0 -D1 -~ -~ -0 0 29135 -D2 -~ -~ -0 0 29138 -S -#29146 -The Murky Mire~ - The Stream leads to a nautral pond. It is not a clear or pure pond, murky -pond scum floats in a fine skin over the surface. This place approaces a swamp -more than it does a pond. This place is a prime breeding ground for mosquitoes -and other stinging insects that buzz about your face. -~ -291 0 0 0 0 3 -D0 -~ -~ -0 0 29119 -D2 -~ -~ -0 0 29147 -S -#29147 -Ivy Island~ - This is a small patch of ground that pokes up over the surface of the murky -mire. It is little more than a patch of rock that is covered with poison ivy. -There is little soil, but somehow the vines mamage to find enough food to -survive. -~ -291 1 0 0 0 3 -D0 -~ -~ -0 0 29146 -S -#29148 -Still More of the forest~ - You know the drill. Can you tell that I was running low on my creative -inspiration when I made this room? -~ -291 1 0 0 0 3 -D0 -~ -~ -0 0 29149 -D2 -~ -~ -0 0 29143 -S -#29149 -Even more of the Black Forest~ - Does this accursed forest never end? You press deeper and deeper into the -seemingly endless cadre of oak trees that stand as omnious guardians to this -dark place. Press much further and you do not know if you will be able to find -your way back. -~ -291 1 0 0 0 3 -D0 -~ -~ -0 0 29199 -D1 -~ -~ -0 0 29120 -D2 -~ -~ -0 0 29148 -S -#29150 -The Citadel antechamber~ - This is a high vaulted room that serves an the entryway to the citadel. -The dark granite wals seem to absorb the light, yet strangely you can see -rather easily. Lining the walls are several statues each one made of fine -marble and totally identical. Each one depticts the mistress of the citadel in -her rather imposing stance. -~ -291 12 0 0 0 0 -D1 -~ -~ -0 0 29151 -D3 -The gate stands as a barrier to your egress. -~ -door gate portcullis doors~ -1 0 29129 -S -#29151 -Inside the Citadel~ - Your footsteps echo off the walls as you tread through the halls. The outer -shell of the citadel stands as the maintainence and upkeeping fraction of this -evil construct. -~ -291 8 0 0 0 0 -D0 -~ -~ -0 0 29152 -D1 -~ -~ -0 0 29160 -D2 -~ -~ -0 0 29155 -D3 -~ -~ -0 0 29150 -S -#29152 -The South end of the Hall of Mirrors~ - This is a long hall. The walls have been covered with mirrors This gives -the room the appearance of being many times larger than it is. Occasionally a -torch is mounted in a setting in the wall. You can see the hall extending well -to the north. -~ -291 8 0 0 0 0 -D0 -~ -~ -0 0 29153 -D2 -~ -~ -0 0 29151 -S -#29153 -The North end of the Hall of Mirrors~ - This is a long hall. The walls have been covered with mirrors This gives -the room the appearance of being many times larger than it is. Occasionally a -torch is mounted in a setting in the wall. You can see the hall extending to -the south. -~ -291 8 0 0 0 0 -D0 -~ -~ -0 0 29154 -D2 -~ -~ -0 0 29152 -S -#29154 -The Library~ - This chamber in the citadel is lines with rows upon rows of bookshelves. -Most are thick leatherbound tomes. Most haven't been used in months, or years -A fine layer of dust has setteled on most of them. The tiled floor, however is -spotless. -~ -291 8 0 0 0 0 -D1 -~ -~ -0 0 29156 -D2 -~ -~ -0 0 29153 -S -#29155 -The Master Armorer's Workshop~ - This room is where Durlak, The citadel's armorer, does his craft. The room -is unconfortably warm from the forge. The walls are lined with the castle's -guardians, the DoomGuard. Most of them are in various stages of repair, to be -worked on by Durlak. Occasionally, one will walk into the room and stand by -the wall waiting repair. Occasionally one of the others will become active and -begin its patrolling duties. -~ -291 8 0 0 0 0 -D0 -~ -~ -0 0 29151 -D1 -~ -~ -0 0 29171 -S -#29156 -In the Halls of the Citadel~ - The long vaulted hall extends in an east-west direction. It serves to -connect the Eastern complex and the Western one. Your footsteps echo off the -walls, reverbing, rebounding, resounding, refusing to die, as if they knew that -to perish here is to risk eternal damnation. Above you, supernatural flames -forever dance in crystal orbs that hang suspended from the ceiling by wrougt -iron chains. The strange light these provide casts long shadows that envelop -long tracts of hall. -~ -291 8 0 0 0 0 -D1 -~ -~ -0 0 29157 -D3 -~ -~ -0 0 29154 -S -#29157 -In the Halls of the Citadel~ - The long vaulted hall extends in an east-west direction. It serves to -connect the Eastern complex and the Western one. Your footsteps echo off the -walls, reverbing, rebounding, resounding, refusing to die, as if they knew that -to perish here is to risk eternal damnation. Above you, supernatural flames -forever dance in crystal orbs that hang suspended from the ceiling by wrougt -iron chains. The strange light these provide casts long shadows that envelop -long tracts of hall. -~ -291 8 0 0 0 0 -D0 -~ -door secret passage~ -0 0 29109 -D1 -~ -~ -0 0 29158 -D3 -~ -~ -0 0 29156 -S -#29158 -The Gallery~ - This is the marble gallery. A large square room filled with statues of -every make and style. Abstract and Bas Releif and Lifelike scuplture all are -represented here in the gallery. The marbled white walls almost seem to glow -providing more than enough light to see by. The statues seem to be writhing in -pain. Each one captured in a snapshot in time, displaying its agony for all to -see. -~ -291 8 0 0 0 0 -D2 -~ -~ -0 0 29188 -D3 -~ -~ -0 0 29157 -S -#29159 -The Observing tower~ - This is a large cylencrical room, made out of a tan stone of some form. A -large bonefire burning with an unnatural black flame burns in the middle of the -room. A staircase, built into the wall, spirals upward towards the observation -chamber. -~ -291 8 0 0 0 0 -D0 -~ -~ -0 0 29188 -D2 -~ -~ -0 0 29174 -D4 -~ -~ -0 0 29170 -S -#29160 -The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. -Arranged in a perfect square matrix, the two foot thick pillars stretch upward, -reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. -~ -291 9 0 0 0 0 -D1 -~ -~ -0 0 29164 -D3 -~ -~ -0 0 29151 -S -#29161 -The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. -Arranged in a perfect square matrix, the two foot thick pillars stretch upward, -reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. -~ -291 9 0 0 0 0 -D0 -~ -~ -0 0 29164 -D1 -~ -~ -0 0 29162 -S -#29162 -The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. -Arranged in a perfect square matrix, the two foot thick pillars stretch upward, -reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. -~ -291 9 0 0 0 0 -D0 -~ -~ -0 0 29165 -D1 -~ -~ -0 0 29163 -D3 -~ -~ -0 0 29161 -S -#29163 -The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. -Arranged in a perfect square matrix, the two foot thick pillars stretch upward, -reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. -~ -291 9 0 0 0 0 -D0 -~ -~ -0 0 29166 -D3 -~ -~ -0 0 29162 -S -#29164 -The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. -Arranged in a perfect square matrix, the two foot thick pillars stretch upward, -reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. -~ -291 9 0 0 0 0 -D0 -~ -~ -0 0 29167 -D1 -~ -~ -0 0 29165 -D2 -~ -~ -0 0 29161 -D3 -~ -~ -0 0 29160 -S -#29165 -The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. -Arranged in a perfect square matrix, the two foot thick pillars stretch upward, -reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. -~ -291 9 0 0 0 0 -D0 -~ -~ -0 0 29168 -D2 -~ -~ -0 0 29162 -D3 -~ -~ -0 0 29164 -S -#29166 -The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. -Arranged in a perfect square matrix, the two foot thick pillars stretch upward, -reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. -~ -291 9 0 0 0 0 -D0 -~ -~ -0 0 29169 -D1 -A large oaken door impedes your progress. -~ -door oaken~ -0 29117 29180 -D2 -~ -~ -0 0 29163 -D3 -~ -~ -0 0 29165 -S -#29167 -The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. -Arranged in a perfect square matrix, the two foot thick pillars stretch upward, -reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. -~ -291 9 0 0 0 0 -D1 -~ -~ -0 0 29168 -D2 -~ -~ -0 0 29164 -S -#29168 -The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. -Arranged in a perfect square matrix, the two foot thick pillars stretch upward, -reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. -~ -291 9 0 0 0 0 -D1 -~ -~ -0 0 29169 -D2 -~ -~ -0 0 29165 -D3 -~ -~ -0 0 29167 -S -#29169 -The Room of 10,000 pillars~ - You are in the Room of 10,000 pillars. Have a nice day. -~ -291 9 0 0 0 0 -D1 -~ -~ -0 0 29168 -D2 -~ -~ -0 0 29166 -S -#29170 -The Observing Chamber~ - This is the observation chamber on the top of the observing tower. A large -telescope if mounted into the wall allowing a view to the outside. The center -of the room has a sturdy oaken table which is has a modest collection of maps -and charts. A spiral starcase leads down the tower. -~ -291 8 0 0 0 0 -D5 -~ -~ -0 0 29159 -S -#29171 -In the Halls of the Citadel~ - The long vaulted hall extends in an east-west direction. It serves to -connect the Eastern complex and the Western one. Your footsteps echo off the -walls, reverbing, rebounding, resounding, refusing to die, as if they knew that -to perish here is to risk eternal damnation. Above you, supernatural flames -forever dance in crystal orbs that hang suspended from the ceiling by wrougt -iron chains. The strange light these provide casts long shadows that envelop -long tracts of hall. -~ -291 8 0 0 0 0 -D1 -~ -~ -0 0 29172 -D3 -~ -~ -0 0 29155 -S -#29172 -In the Halls of the Citadel~ - The long vaulted hall extends in an east-west direction. It serves to -connect the Eastern complex and the Western one. Your footsteps echo off the -walls, reverbing, rebounding, resounding, refusing to die, as if they knew that -to perish here is to risk eternal damnation. Above you, supernatural flames -forever dance in crystal orbs that hang suspended from the ceiling by wrougt -iron chains. The strange light these provide casts long shadows that envelop -long tracts of hall. -~ -291 8 0 0 0 0 -D1 -~ -~ -0 0 29173 -D3 -~ -~ -0 0 29171 -S -#29173 -The Clock Tower~ - You have entered the clock tower. As you gaze upward you see a mass of -intricate gears, cogs, and other clockwork parts meshing and grinding above -you. The effect is almost hypnotic. A staircase is built into the wall -allowing access to the intricate mechanisms above, if you dare to climb it. -~ -291 8 0 0 0 0 -D0 -~ -~ -0 0 29174 -D3 -~ -~ -0 0 29172 -D4 -~ -~ -0 0 29175 -S -#29174 -A Connecting Corridor~ - You are in the Citadel. Have a nice day. -~ -291 9 0 0 0 0 -D0 -~ -~ -0 0 29159 -D2 -~ -~ -0 0 29173 -S -#29175 -In the Clock Tower~ - You stand in the lower portion of the inner working of the citadel's clock -tower. Gears mesh and springs flex all around you. You realize that with so -much ambient motion it would be easy to ambush you here. There is a staircase -down to the ground floor, to go upward any more you will have to climb the -gears. -~ -291 8 0 0 0 0 -D4 -~ -~ -0 0 29176 -D5 -~ -~ -0 0 29173 -S -#29176 -Amongst the cogs.~ - You are playing a game of High Stakes Hop-Scotch, leaping from gear to gear, -Hanging on a chain one moment, climing on a gear the next. You had better act -quickly to make your next move before your luck runs out. One false step here -could be disasterous. Its a long way down, if you are lucky, if not you stand -to be a red stain between two gears. -~ -291 8 0 0 0 0 -D0 -~ -~ -0 0 29177 -D4 -~ -~ -0 0 29178 -D5 -~ -~ -0 0 29175 -S -#29177 -Between the Gears~ - You hop to one a stationary gear to catch your breath. The effect of all -the movement in the background is dizzying. You momentairly loose track of -your sense of balence. A slip up that would prove to be fatal. Without -warning the gear shudders to life and you fall. You land between the teeth of -a moving cog and come to your senses just as it starts to move. You barely -escape a crunching death. -~ -291 12 0 0 0 0 -S -#29178 -The Top of the Clock Tower~ - You are above the bulk of the clockwork mechanisms. On a small balcony you -stand looking down. You can try to brave the trip down of you care to, or you -can go out onto the clock face. -~ -291 8 0 0 0 0 -D3 -~ -~ -0 0 29179 -D5 -~ -~ -0 0 29176 -S -#29179 -On the Clock Face~ - You stand on the central peg of the clock face that the hands rotate around. -An icy wind whips by that threatens to chill you to the soul. You look around -and can look out over the tops of the oaken trees which extend to the horizon. -On the other side of the citadel you can see the observation tower extending -only slightly higher they you are now. And then you see the spire of the -citadel which extends high into the sky, casting its long shadow across the -Black Forest. -~ -291 0 0 0 0 0 -D1 -~ -~ -0 0 29178 -S -#29180 -The Ground Floor of the Spire~ - You are in the spire of the Citadel. A Large room. It is all but pitch -black. The only thing that breaks the monotony is a starcase that extends both -up and down -~ -291 9 0 0 0 0 -D3 -~ -door double~ -2 29117 29166 -D4 -~ -~ -0 0 29141 -D5 -~ -~ -0 0 29181 -S -#29181 -The Tower Dungeon~ - You have decended into the dank dungeon below the spire. A strange green -moss grown on the rough hewn rock walls that illuminates the room with an eeire -green glow. There are a few holding cells that line the far walls A row of -manacles are affixed to the near wall to hold prisoners while they await -torture. The middle of the room is taken up by several implements of pain. -There is a vat for boiling oil. Several racks and countless hideous bladed -instruments, old, diseased, and rusty with age. -~ -291 8 0 0 0 0 -D2 -~ -~ -0 0 29140 -D4 -~ -~ -0 0 29180 -S -#29182 -The Infernal Altar~ - Partway up the tower is the chapel dedicated to the mistress of the tower -and of the Void. The room is in a circular shape with an altar of some strange -black material in the middle. Unholy lights burn with the power of the -symmetry, casting an unnatrual sheen on the room. The spiral staircase that -wraps around the room continues both up and down -~ -291 8 0 0 0 0 -D4 -~ -~ -0 0 29183 -D5 -~ -~ -0 0 29141 -S -#29183 -The Great Spiral Staircase~ - Just above the altar, the tower hollows itself out and you now stand in a -giant chamber. In the middle of the hollowed column stands a pair of spiral -staircases twisting and turning upon each other in a doulbe helix. There is no -central pillar on which the staircases are supported. You have to marvel at -the wonder of engineering this is. But only the bravest souls will climb it -because each step you take brings you that much closer to... Her. -~ -291 8 0 0 0 0 -D4 -~ -~ -0 0 29184 -D5 -~ -~ -0 0 29182 -S -#29184 -The Great Spiral Staircase~ - You are about halfway up the Great Spiral Staircase. The steps continue to -spiral onward like two intertwined slinkies made of a dark marble. Your light -grows noteably dimmer, as if the tower's very darkness consumes the light as -soon as it is produced. Your legs plead with you to decend the steps, rather -than ascend. For to go down is to go away from the terror at the top. -~ -291 8 0 0 0 0 -D4 -~ -~ -0 0 29185 -D5 -~ -~ -0 0 29183 -S -#29185 -The Choice~ - Above the Great Spiral Staircase. You enter a small mist-filled room. It -is has two exits to it, and to go forth you have to make a fateful choice. -Think carefully before you make your choice. -~ -291 13 0 0 0 0 -D0 -~ -~ -0 0 29186 -D2 -~ -~ -0 0 29187 -D5 -~ -~ -0 0 29189 -S -#29186 -Damned if You Do~ - You've made your choice, now live with it -~ -291 8 0 0 0 0 -S -#29187 -Damned if You Don't~ - You've made your choice, now live with it -~ -291 8 0 0 0 0 -S -#29188 -The Music Room~ - This is a sprawling room is filled with musical instruments. The largest -feature of the room is the pipe organ. It dominates over half of the room. -The organ has five sets of organ keys which have been polished to a high -reflective sheen. The brass pipes of the organ are likewise polished waiting -to be used. In the background you can hear the echos of a phantasmal orquestra -playing in some forgotten and lost dimention, whose music somehow leaks through -to where you now stand. -~ -291 41 0 0 0 0 -D0 -~ -~ -0 0 29158 -D2 -~ -~ -0 0 29159 -S -#29189 -The Great Spiral Staircase~ - Congradulations. You made the right choice. You walked away. Maybe you -have a chance after all, but if you had any sense at all you'd just keep on -going back down. -~ -291 8 0 0 0 0 -D4 -~ -~ -0 0 29190 -D5 -~ -~ -0 0 29184 -S -#29190 -At Death's Door~ - You were wise (Or luckey) enough to survive the Choice. You have arrived at -Death's Door. The Large, Iron double door stands as an obstacle to your -passage. Trying force the door would be futile. To progress any further you -will need a key. There is a door to the north -~ -291 8 0 0 0 0 -D0 -Death's Door stands here to block you. -~ -death door~ -2 29115 29191 -D5 -~ -~ -0 0 29189 -S -#29191 -The Final Ascent~ - Just beyond Death's door is a narrow staircase. The air is unusually damp -and the walls are slick with moss. As you walk upwards your way is lit by -candles that are lining both sides of the starecase. The air is thick with the -humidity and the stench of evil. It is still not to late to turn back. -~ -291 8 0 0 0 0 -D2 - Death's is here barring your progress -~ -door death~ -2 29115 29190 -D4 -~ -~ -0 0 29192 -S -#29192 -Beyond the point of no return~ - As the name implies, you are past the point of no return. The only way out -is through the mistress of the void, Ilian. Unless you want to take the easy -way out and just die now. -~ -291 13 0 0 0 0 -D4 -~ -~ -0 0 29193 -S -#29193 -Near the Balcony~ - After leaving the point of no return behind. You stand on a broad square -dotted with pillars supporting the final stories above you. With nothing to -stop it, the wind is a constant gale through this wind tunnel. Looking out the -gray skies loom ominously foretelling of a coming storm. You can step out on to -the balcony if you like, or you can climb the staircase in the middle to -challenge the mistress of this fortress. -~ -291 8 0 0 0 0 -D1 -~ -~ -0 0 29194 -D4 -~ -~ -0 0 29196 -D5 -~ -~ -0 0 29192 -S -#29194 -The High Balcony~ - You are on the high balcony on the spire. It rests right above the huge -symbol of on the walls of the tower you say when you were first entering the -woods. Glancing around you see the clock tower and the observing post far -below you. From here you can see the entire expanse of the black woods. From -the western hills where you began this nightmare to the sea which lies FAR to -the south. The balcony extends to the south a bit, but be careful There is no -guardrail, and that first step is a doozy. -~ -291 0 0 0 0 1 -D2 -~ -~ -0 0 29195 -D3 -~ -~ -0 0 29193 -S -#29195 -Look Before you Leap~ - You are on the edge of the balcony. There is no guardrail here only a shear -clifflike drop at the edge. An unexpected gust of wind nearly makes you loose -your footing, but you manage to hang on. As nervous as you are, this place has -an unusual serenity to it. -~ -291 0 0 0 0 1 -D0 -~ -~ -0 0 29194 -S -#29196 -The Guardian's Chamber~ - This room, near the top of the tower is draped in chains that completely -hide the walls. You feel the unmitigated force of evil radiating from a door -to the north. This chamber is the guardpost for Ilian's personal bodyguard and -enforcer. The Greatest and Most Powerful of all the Doomguard: The Dark and -Stormy Knight! -~ -291 9 0 0 0 0 -D0 -~ -~ -0 0 29197 -D5 -~ -~ -0 0 29193 -S -#29197 -Ilian's Throne Room~ - Well, you made it. I'm not sure if this is a good thing or a bad thing, but -after all the trials and struggles, you are at the top of Ilian's citadel. The -room seems impossibly large, and the center of it is dominated by a presence -which radiates pure, unadulterated, unmitigated, unqualified, unholy evil. The -mistress of the citadel, Ilian sits on her throne surrounded by a small horde of -her children, She looks at you as her mastery of the dark symmetry probes your -mind to find out if you are significant enough to be bothered with. -~ -291 9 0 0 0 0 -D2 -~ -~ -0 0 29196 -D5 -~ -~ -0 0 29198 -S -#29198 -The Way Out~ - Fleeing quickly, you leave the throne room behind and make your way down a -secret staircase -~ -291 5 0 0 0 0 -D5 -~ -~ -0 0 29180 -S -#29199 -Even more of the Black Forest~ - Does this accursed forest never end? You press deeper and deeper into the -seemingly endless cadre of oak trees that stand as omnious guardians to this -dark place. Press much further and you do not know if you will be able to find -your way back. -~ -291 1 0 0 0 3 -D0 -~ -~ -0 0 29149 -D1 -~ -~ -0 0 29120 -D2 -~ -~ -0 0 29149 -S -$~ diff --git a/lib/world/wld/292.wld b/lib/world/wld/292.wld deleted file mode 100644 index 543564a..0000000 --- a/lib/world/wld/292.wld +++ /dev/null @@ -1,2028 +0,0 @@ -#29200 -MouseRider's Temple~ - The inside of this temple is austere yet majestic. The pillars of -marble sweep up to the ceiling, melting into the dome overhead without -a seam. A blazing red carpet leads from the entrance to the throne in -the center of the room. This is truly the home of a great sage! -~ -292 28 0 0 0 0 -D0 -~ -~ -0 -1 29201 -D2 -~ -~ -0 -1 29202 -E -credits info~ - Kerofk by Amanda Eterniale & Builder_5 -Copyright 1993 by Curious Areas Workshop -* -Kerofk is 153 rooms big. Replace all instances of 'XXXX' with some -deity, god or imp's name. Whatever. -Edit room 2#46 to connect with somewhere mountainous in your mud. -Exits can be joined to this room from the west, or from the south. -Finish the last line in the room description to reflect this exit. -Check the following items to make sure the value used -for spells conforms to the same spell on your mud. -*#00 -- Identify (53) -*#02 -- Fireball (26) -*#08 -- Armor (1) -*#09 -- Teleport (2) -*#18 -- Bless (3) -*#19 -- Invisibility (29) -*#20 -- Blindness (4) -*#21 -- Sleep (38) -*#36 -- Cure Critical (15) -Add specials, if desired, for the mobs listed in the 'notes' section. -Add these two rooms to your 'reception' special: #45 & #64. -* -Edit Room 2#29 to look like your login screen. (you'll understand -once you look at it...) -* -Here are some recommended specials for the mobs: -* -Guildmasters: Mage (#02), Thief (#04), Cleric (#27) and Warrior (#29). -Spellcasters: #02, #34, #41, #44. -#38 & #39 were 'boss'-mobs of the quest, and should be given tough -spellcasting routines, such as healing themselves, removing sanct's... -whatever you can think of which seems unnecessary. The power of the -items in that section make it more than worth the risk. Mob #00 had a -nice speaking routine, and basically commented about the weather, made -vague remarks about the future, and the following quest based remarks: -'Great power will go to the destroyer of the orb!' 'The Blue Temple -houses an orb of utter evil!' and other such tripe. A sign can do -just as well, if desired. -* -Credits -Big thankee's to Tarkin of VieMud (viemud.org 4000) who codes -everything I could ever want. This area was overhauled with the aid -of George Essl's Dikued program. Even more thanks to the brothers of -FORCE and all the players at VieMud, for some of the most painful -playtesting ever seen. -~ -E -throne~ - Its nice, for a chair, but drab, for a throne. -~ -S -#29201 -MouseRider's Bedroom~ - This can hardly be a bedroom--this is a room so spartan surely no -human could spend any time here at all! There is a small pallet in -one corner, with a chair and a paper-stand next to it. A small lamp -lights up that small area, leaving the rest of the room enshrouded in -darkness. In the gloom to the west, you can barely make out a large -steel door. -~ -292 8 0 0 0 0 -D2 -~ -~ -0 -1 29200 -E -door west~ - This door seems welded shut. You'll never open it! -~ -S -#29202 -Plaza of Kerofk~ - This is the center of Kerofk, physically and culturally. Many -people are here, milling about and standing in line to enter the great -white temple to your north. To the south is a smaller blue temple, -its doors locked by great bands of magic. Several people glare at -you, wondering if you're going to cut through the line. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29200 -D1 -~ -~ -0 -1 29204 -D2 -~ -gates~ -2 29225 29203 -D3 -~ -~ -0 -1 29225 -D5 -~ -~ -0 0 29300 -S -#29203 -The Blue Temple~ - You enter the temple, looking around with wonder at the dusty -monument's interior. From the carvings and inscriptions, you guess -that it was built by elves and dwarves together during a peaceful age -long ago. Dust covers almost everything, especially the stairs -leading down into the earth by the nave. -~ -292 12 0 0 0 0 -D0 -~ -gates~ -1 29225 29202 -D5 -~ -~ -0 -1 29300 -S -#29204 -Center Road, East~ - This road is very busy with traffic. It seems that all the -citizens of Kerofk are here, bustling and jostling each other in an -attempt to get all they have to do done as fast as possible. Bump Oof -Excuse Me! There is a Mage's Guild to the north. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29249 -D1 -~ -~ -0 -1 29205 -D3 -~ -~ -0 -1 29202 -S -#29205 -Intersection~ - This is the intersection of Citizen Road and Center Road. The -pedestrians file past each other with practiced ease. You have no -clue how to get across... Wait, there's an opening! Sprint, Turn, -Jab! Run, Run, Run... you're across! You look up at the never-ending -twilight and wonder how so many people could bear to live here. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29218 -D1 -~ -~ -0 -1 29206 -D2 -~ -~ -0 -1 29213 -D3 -~ -~ -0 -1 29204 -S -#29206 -Center Road, East~ - The stars shine down on you blindly as you walk down Citizen's -Road, and for a moment you forget what kind of strange place you're -in. A flowerbox filled with wilted flowers brings you back to -reality; this city hasn't seen the sun for decades... -~ -292 8 0 0 0 1 -D1 -~ -~ -0 -1 29208 -D3 -~ -~ -0 -1 29205 -S -#29207 -The Red Card~ - This place is a dirty ugly scroungy disgusting gambling parlor for -the lowest of classes. The doors to the Red Card are perpetually -open, to let the place air out. Tired waitresses take orders in a -bored fashion, and then hasten to fill them before the customers -leave. Something crunches under your step, and you're afraid to look -down to see what it was....stay awhile? -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29219 -S -#29208 -Intersection at the Cliff's Edge~ - This is the intersection of Cliffside Road, and Center Road. - Cliffside? - About fifteen feet ahead of you there is a sheer precipice that -drops down about a thousand feet into the dark ocean. You don't think -it would be a good idea to step off, but you've already guessed that, -haven't you? - Cliffside Road runs north and south from here. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29214 -D1 -~ -~ -0 -1 29266 -D2 -~ -~ -0 -1 29209 -D3 -~ -~ -0 -1 29206 -S -#29209 -Cliffside Road, South~ - This looks like an interesting spot. - As you hug the buildings to keep away from the thousand foot drop -to your east (that would surely KILL you), you notice a large casino -establishment named 'The Edge of Luck' to the west. Strangely enough, -the citzenry of Kerofk walk up and down the street, almost oblivious to -the incredible drop mere feet away. - Cliffside Road continues North and South. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29208 -D1 -~ -~ -0 -1 29267 -D2 -~ -~ -0 -1 29210 -D3 -~ -~ -0 -1 29241 -S -#29210 -Intersection at the Cliff's Edge~ - Here is where Cliffside Road and Moon Gate Road meet: at the edge -of a cliff. You feel distinctly uncomfortable as you look down at the -thousand-foot drop and think it would not be very wise to go any -further east. Northwards is Cliffside Road, to the west is Moon Gate -Road, and to the east a vast expanse of stars shine over the dark -ocean below. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29209 -D1 -~ -~ -0 -1 29267 -D3 -~ -~ -0 -1 29211 -S -#29211 -Moon Gate Road, East~ - You near the end of Moon Gate Road, and ahead you spot a sharp -dropoff aways to the east. A large building to the south has a -picture of a trout in full plate hanging out front. 'Bob's Armory -and Tackle' it proclaims. Armory? Tackle Shop?!? How curious! - Moon Gate Road continues to the east and west. -~ -292 8 0 0 0 1 -D1 -~ -~ -0 -1 29210 -D2 -~ -~ -0 -1 29243 -D3 -~ -~ -0 -1 29212 -S -#29212 -Intersection~ - Moon Gate Road and Citizen's Road intersect here. Many citizens -walk about under the starlight here, in a hurry to get to shops, their -homes, to work, et cetera. Citizen's Road is to the north, Moon Gate -Road continues east and west. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29213 -D1 -~ -~ -0 -1 29211 -D3 -~ -~ -0 -1 29226 -S -#29213 -Citizen's Road, South~ - Many private houses line this road: this is obviously the residential -district. It suddenly strikes you how orderly this city is planned... -done that way on purpose? Well, it doesn't look like there's anything -interesting here, but the road continues north and south. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29205 -D2 -~ -~ -0 -1 29212 -S -#29214 -Cliffside Road, North~ - Say, there's a bustling tavern to the west called, 'The -Cliffhanger'! Aptly named, too, since its oh...about 5 feet away from -the cliff's edge. That cliff looks kind of dangerous actually. The -Cliffhanger looks good, though. - Cliff Side Road continues to the north and south. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29215 -D1 -~ -~ -0 -1 29267 -D2 -~ -~ -0 -1 29208 -D3 -~ -~ -0 -1 29246 -S -#29215 -Intersection at the Cliff's Edge~ - This is an unearthly scene: the stars shining down pale light upon -this intersection of Cliffside Road and Star Gate Road, the thousand -foot drop off just to your east with the ocean below. Hmm...something -tells you not to go east...must be that brain thing, eh? - Cliffside road leads south, Star Gate Road leads west. -~ -292 8 0 0 0 1 -D1 -~ -~ -0 -1 29266 -D2 -~ -~ -0 -1 29214 -D3 -~ -~ -0 -1 29216 -S -#29216 -Star Gate Road, East~ - This area is strangely quiet for such a bustling city. The stars -shine down as you look around for the source of the silence. Ah, -there's a bookstore/library to your north! Moon Gate Road continues -to the east and west as well. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29247 -D1 -~ -~ -0 -1 29215 -D3 -~ -~ -0 -1 29217 -S -#29217 -Intersection~ - Star Gate Road and Citizen's Road meet here where many people walk -around and do their business. Looks like there's some private homes -on Citizen's Road to your south, and Star Gate Road continues to the -east and west. -~ -292 8 0 0 0 1 -D1 -~ -~ -0 -1 29216 -D2 -~ -~ -0 -1 29218 -D3 -~ -~ -0 -1 29219 -S -#29218 -Citizen's Road, North~ - Private homes line this street, but all seem to keep their distance -from one mighty mansion to your west. Its vine-encrusted walls and -sagging demeanor seem to eminate an air of death and decay and -cliche's. Could anyone possibly live in there? - Citizen's Road continues north and south. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29217 -D2 -~ -~ -0 -1 29205 -D3 -~ -~ -0 -1 29278 -S -#29219 -Star Gate Road, East~ - Star Gate Road continues on, towards a steep cliff to the east. -Southwards is a rather dingy looking gambling parlor called 'The Red -Card'. The smell wafting out its doors is enough to make a dead man -turn away in disgust...how about you? - Star Gate Road continues to the east and west -~ -292 8 0 0 0 1 -D1 -~ -~ -0 -1 29217 -D2 -~ -~ -0 -1 29207 -D3 -~ -~ -0 -1 29220 -S -#29220 -Star Gate Road~ - The hustle and bustle of Star Gate Road dies down a little here, -but not by much. To the north is a large farmer's stand where a lot -of the citizenry seem to be going in and out of. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 0 29352 -D1 -~ -~ -0 -1 29219 -D3 -~ -~ -0 -1 29221 -S -#29221 -Star Gate Road, West~ - The nighttime stars shine down on the establishment to your south, -making all the glitter and metal attached to it shine spectacularly. -The sign says, 'Kell's House'. You hear many voices talking and -laughing inside; it's obviously a tavern or an inn, and popular to -boot. - Star Gate Road continues east and west -~ -292 8 0 0 0 1 -D1 -~ -~ -0 -1 29220 -D2 -~ -~ -0 -1 29263 -D3 -~ -~ -0 -1 29222 -S -#29222 -Intersection~ - Business Road joins Star Gate Road here. Small shops line the -street to your south while Star Gate Road continues on its way east -and west. - There is an odd feeling of power to your north. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29275 -D1 -~ -~ -0 -1 29221 -D2 -~ -~ -0 -1 29223 -D3 -~ -~ -0 -1 29237 -S -#29223 -Business Road, North~ - A lovely smell wafts across the street here, coming from the open -doors of the herbalist's shop to your east. A variety of plants are -arrayed outside its doors under heavy lamplight, and a sign proclaims -assorted types of herbs on special today. - Business Road continues north and south. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29222 -D1 -~ -~ -0 -1 29254 -D2 -~ -~ -0 -1 29224 -S -#29224 -Intersection~ - There are just too many people here at the intersection of Center -Road and Business Road! Too many people, walking around hurriedly. -You hustle to avoid getting bumped over only to nearly get pushed -over. Your reflexes save you, but you feel you better get out of this -intersection soon. - Center Road is east-west, Business road is north-south. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29223 -D1 -~ -~ -0 -1 29225 -D2 -~ -~ -0 -1 29230 -D3 -~ -~ -0 -1 29238 -S -#29225 -Center Road, West~ - Center Road is a madhouse of people bumping into other people, -including you! One of the main attractions here is the Town Hall to -the north, which holds the city's jail, courtroom, and council -chambers, not to mention Mayor Kell's office. To the east you see a -huge white temple with a line outside, and a smaller blue temple. - Center Road continues east and west. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29255 -D1 -~ -~ -0 -1 29202 -D3 -~ -~ -0 -1 29224 -S -#29226 -Moon Gate Road, East~ - This is Moon Gate Road, which runs from Moon Gate all the way to -the cliff. There is a tiny keep to your north, with an inn sign out -front. The keep looks like it was built to withstand floods, -earthquakes, and even acts of God! - Moon Gate Road continues east and west. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29244 -D1 -~ -~ -0 -1 29212 -D3 -~ -~ -0 -1 29227 -S -#29227 -Moon Gate Road~ - Here's something you weren't expecting in a city this size: a -vacant lot to your south. Also, Moon Gate Road continues east-west. -The air seems to crackle with energy here, but you can find no source -for such power. -~ -292 8 0 0 0 1 -D1 -~ -~ -0 -1 29226 -D2 -~ -~ -0 -1 29273 -D3 -~ -~ -0 -1 29228 -S -#29228 -Moon Gate Road, West~ - The starlight gives this section of Moon Gate Road a strangely -surreal aspect, as if something were missing you can't put your finger -on. There's a few shops along this road, but they don't look terribly -interesting under this aspect. Looking around, you notice the -entrance to the city graveyard to the south. -~ -292 8 0 0 0 1 -D1 -~ -~ -0 -1 29227 -D2 -~ -~ -0 0 29348 -D3 -~ -~ -0 -1 29229 -S -#29229 -Intersection~ - Moon Gate Road intersects Business Road here, making this a hectic -area as people go about their business. Along Business Road to the -north you see many types of different shops lining the street, and -Moon Gate Road continues east-west. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29230 -D1 -~ -~ -0 -1 29228 -D3 -~ -~ -0 -1 29231 -S -#29230 -Business Road, South~ - Shops line this road , some open and some closed. Northwards you -see the intersection of of Center Road and Business Road, and -southwards is another intersection--Business Road and Moon Gate Road. - There is a shop to the west, a dirty sign proclaiming it 'OPEN'. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29224 -D2 -~ -~ -0 -1 29229 -D3 -~ -~ -0 0 29347 -S -#29231 -Moon Gate Road, West~ - An enterprising merchant has set up shop just to your south, the -sign proclaiming, 'Jenk's Place' in a hundred point font. It seems to -be some sort of 'catch-all' general store. Also, Moon Gate Road -continues east towards the cliff, and west towards the actual Moon -Gate. -~ -292 8 0 0 0 1 -D1 -~ -~ -0 -1 29229 -D2 -~ -~ -0 -1 29239 -D3 -~ -~ -0 -1 29232 -S -#29232 -Intersection~ - You breathe the chill night air and look around at the passing -citizenry just inside one of the city's gates here. This city sure -has some bustle to it...must be all that night life! Feeling pleased -at your prospects, you look around for something to do... - Wall Side Road leads north, Moon Gate Road leads east. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29233 -D1 -~ -~ -0 -1 29231 -D3 -~ -~ -0 -1 29277 -S -#29233 -Wall Side Road, South~ - All the buildings in this area are semi-destroyed, victims of a -raid or war it seems. There are some signs of construction about, but -it seems that there is no great need for more buildings right now. - Wall Side Road continues north and south. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29234 -D2 -~ -~ -0 -1 29232 -S -#29234 -Intersection~ - Center Road starts here, running deep into the heart of Kerofk. -You see all sorts of large buildings down its length, including a big -white temple structure along the north side far to the east, with a -smaller blue temple across the street from it. With all of the grand -architecture, and the majesty of the starry skies above, you know this -is a sight you'll never forget. - Center Road leads east, Wall Side Road continues north-south. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29235 -D1 -~ -~ -0 -1 29238 -D2 -~ -~ -0 -1 29233 -S -#29235 -Wall Side Road, North~ - This is Wall Side Road, named such for its proximity to...the -city's wall. To your east is a recruiting office for the city militia -of Kerofk. Wall Side Road continues north and south. -~ -292 8 0 0 0 1 -D0 -~ -~ -0 -1 29236 -D1 -~ -~ -0 -1 29271 -D2 -~ -~ -0 -1 29234 -S -#29236 -Intersection~ - You enter the city proper with the sounds of the bustling crowds -surrounding you. Some people seem to be doing their morning business, -others seem to be getting ready for bed...it must be strange to live -in a world of eternal twilight. A street sign informs you that this -is Wall Side Road running south from here, and Star Gate Road leads -away to the east. -~ -292 8 0 0 0 1 -D1 -~ -~ -0 -1 29237 -D2 -~ -~ -0 -1 29235 -D3 -~ -~ -0 -1 29276 -S -#29237 -Star Gate Road, West~ - Kerofk's citizenry walk around, barely noticing as you walk down -this busy street between and through them. It seems that they're used -to adventurers, or just don't care. Star Gate Road continues east and -west, intersecting Business Road and Wall Side Road respectively. -~ -292 8 0 0 0 1 -D1 -~ -~ -0 -1 29222 -D3 -~ -~ -0 -1 29236 -S -#29238 -Center Road, West~ - Center Road is lined with grand buildings up and down its entire -length; for instance, a huge temple of XXXX lies to the south. Even -for a temple, this building is big! Perhaps it would be worth a look -around? - Center Road continues to the east and west. -~ -292 8 0 0 0 1 -D1 -~ -~ -0 -1 29224 -D2 -~ -~ -0 -1 29269 -D3 -~ -~ -0 -1 29234 -S -#29239 -Jenk's Place~ - This store is such a crazy confusion of items for sale you can -hardly figure out where to start looking. You feel you could find -EXACTLY what you've been looking for, if only you had enough time to -look for it... - As greediness lights your brain, you notice all of the concealed -crossbows around the room. Maybe it wouldn't be a hot idea to try -tosteal something after all... -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29231 -D1 -This is a big metal door with a sign hung on it saying, 'KEEP OUT!' -~ -door~ -1 29226 29240 -S -#29240 -The Back Room~ - This room is small, close, and quiet. There are no windows, only -the one entrance you came through, and virtually nothing else but for a -rickety table, a worn chair and a lantern hanging from the ceiling. -~ -292 12 0 0 0 0 -D3 -~ -door~ -1 -1 29239 -S -#29241 -The Edge of Luck~ - A blast of sound and music assault you as you enter this gambling -parlor. This is a high class place, where the rich and idle of Kerofk -go to blow off steam and lose lots of money. The whole place is -decorated in shades of red, and most of the windows face the nearby -cliff-- evidently to give the gamblers within that feeling of danger. -The elegance is fabulous, and you feel as if you might want to join -in. -~ -292 8 0 0 0 0 -D1 -~ -~ -0 -1 29209 -D3 -~ -~ -0 -1 29242 -S -#29242 -Benzaldehyde's Office~ - This office is quite opulent. The huge ebony desk in front of you -completely dominates the room. The desk is cluttered as the mind is -sharp; Benzaldehyde is no fool. A few pictures on the wall of family -members show that Ben might have a nice side, but you suspect that -they are there just for show. A few vicious exotic weapons are also -hanging up, looking very sharp. -~ -292 8 0 0 0 0 -D1 -~ -~ -0 -1 29241 -E -weapons~ - A closer examinations reveal the weapons are all junk. -~ -E -pictures~ - With a closer look, you realize the pictures are all of someone else's -family. -~ -S -#29243 -Bob's Armory and Tackle~ - This place has to be the WEIRDEST shop you've ever been in. -Fishing poles and halberds decorate the walls. Breast plates stacked -with cups of nightcrawlers on top. Bow strings and fishing line, etc, -etc, etc. The shopkeeper has made this nightmare somewhat homey, -though, with doileys and pictures scattered about in a pleasing -display. -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29211 -S -#29244 -The Fortress~ - Wow! This place is better defended that some castles you've seen. -In case Kerofk ever falls, this place will surely be the last to go, -for this inn lives up to its name: 15 foot high walls, crenellations, -arrow slits...its a remarkable bit of engineering. As you walk in, -you notice that everyone here is carrying some sort of weapon, and -carry themselves like they know how to use it. Seems like a fairly -safe place! -~ -292 8 0 0 0 0 -D2 -~ -~ -0 -1 29226 -D4 -~ -~ -0 -1 29245 -S -#29245 -The Reception Area~ - Here's where the private rooms of the Fortress are. Steel doors -leading to bedrooms line the halls, each with a lock bigger than your -clenched fist. A sign here proclaims the safeties of the fortress, -including 'Barred Windows, and Guards You Can Really Count On!' A -small desk is here, a bored receptionist behind it. -~ -292 8 0 0 0 0 -D5 -~ -~ -0 -1 29244 -S -#29246 -The CliffHanger~ - This drinking establishment is placed a little too close to the -edge of the cliff for your own comfort--about five feet close! You -briefly pray to Rumble, asking for no earthquakes in the immediate -future. As you look around, you see lots of people passed out on the -floor--this is obviously a lower class dive. The room is dark, the -people sweaty, the barmaids tired, and you want a drink. -~ -292 8 0 0 0 0 -D1 -~ -~ -0 -1 29214 -S -#29247 -The Bookstore~ - Shelves fill this store with books to the brimming. Tomes on cats, -rats, plates, grates, mages, cages, stages, swords, hoards, dragons, -goats, moats, croats, money, honey, spells, bells, Hell, smells, and -on and on and on! You think that you might be able to find something -interesting here... -~ -292 8 0 0 0 0 -D2 -~ -~ -0 -1 29216 -D3 -~ -bookcase~ -1 29224 29248 -S -#29248 -Thieves Guild~ - The open hidden panel behind you seems to shed no light in here, -and you find yourself in complete darkness. You feel the presence of -someone in the room with you--was that a finger on your purse?!? -Quick! Make a light! -~ -292 9 0 0 0 0 -D1 -~ -bookcase~ -1 29224 29247 -S -#29249 -Mages' Guild, Entrance~ - This is a nice, spacious area, filled with bright lights to keep -the eternal twilight outside at bay. There are three doors leading -deeper into the guild: the east marked, 'Library', the north marked, -'Leonna's Office', and the west marked, 'Storeroom'. You can't but help to -feel that this is a SMALL guild for such a large city... -~ -292 8 0 0 0 0 -D0 -~ -north door~ -1 -1 29251 -D1 -~ -east door~ -1 -1 29253 -D2 -~ -~ -0 -1 29204 -D3 -~ -west door~ -1 29223 29252 -S -#29250 -The Kerofk MobChute~ - This room delivers mobs randomly around the city, and should not be -reachable to player characters. Thanks to Locke of Cthulhu mud for -use of this idea! -~ -292 8 0 0 0 0 -D0 -~ -~ -0 0 29225 -D1 -~ -~ -0 0 29213 -D2 -~ -~ -0 0 29208 -D3 -~ -~ -0 0 29216 -D4 -~ -~ -0 0 29237 -D5 -~ -~ -0 0 29234 -S -#29251 -Leonna's Office~ - This is Guildmistress Leonna's office. It is bright and cheery, -with a roaring fire in a fireplace and several songbirds in cages -providing color. Her desk is spotless but for some work she was just -at a moment ago. Black satin-covered chairs are arranged for comfort -of her guests, and you have a sudden urge to just sit and rest snd -perhaps talk a bit. -~ -292 8 0 0 0 0 -D2 -~ -door~ -0 -1 29249 -S -#29252 -Mages' Guild Storeroom~ - The Mage's Guild of Kerofk store their supplies here. There are -neat stacks of blank scrolls, quills, ink, unenchanted wands and -staves, empty vials, and everything else the professional mage could -want. -~ -292 8 0 0 0 0 -D1 -~ -door~ -1 29223 29249 -S -#29253 -The Mages' Library~ - The first thing you notice about this room, (other than the -countless number of books inside), is the fact that the inside of this -room couldn't possible fit into the building. Hmm, you never can tell -with those mages. The books seem very well organized by the 'Tewey -Teleportation System', another one of those mage gimmicks. You wonder -what you'd like to read. -~ -292 8 0 0 0 0 -D3 -~ -door~ -1 -1 29249 -S -#29254 -The Herbalist's Shoppe~ - A wonderful smell wafts from the inside of this shop as you enter. -What a beautiful place! Freshly cut flowers decorate every nook and -cranny, while small pots of herbs bubble faintly over candles. -Extremely bright lanterns keep the place perpetually lit and the -plants healthy. You feel perfectly at home here, and the atmosphere -is such that you can hardly pull yourself away... -~ -292 8 0 0 0 0 -D3 -~ -~ -0 -1 29223 -S -#29255 -Town Hall--Entrance~ - Organized Madness. There are people going every which way here, up -across, over, under, through! Deliveries, messages, visits, -appointments, WHEW! You're suddenly glad you don't work here! - There's a directory sign: - Up-Mayor Kell - Down-Jails - North-Courtroom - West-Council Chambers -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29258 -D2 -~ -~ -0 -1 29225 -D3 -~ -~ -0 -1 29259 -D4 -~ -~ -0 -1 29256 -D5 -~ -~ -0 -1 29261 -S -#29256 -Outer Office~ - This is a nice-looking office, with a big receiving desk in the -middle. The secretary's desk is a mess of unfinished work, and the -wastecan looks full to the brimming. -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29257 -D5 -~ -~ -0 -1 29255 -S -#29257 -Mayor Kell's Office~ - Mayor Kell's office is very homey. There are some plush chairs, a -nice desk with a well-worn groove where someone puts their feet up -undoubtedly, pictures of friends and family on the walls, and other -touches of a well lived-in office. There is also a well stocked bar -here, probably stocked by Kell's own tavern in the northern part of -town. -~ -292 12 0 0 0 0 -D2 -~ -~ -0 -1 29256 -S -#29258 -Courtroom~ - Here's where the judges dispense the decisions of Kerofk upon the -general populace. At the moment there is no court case going on, but -it looks like they are setting up for one soon. -~ -292 8 0 0 0 0 -D2 -~ -~ -0 -1 29255 -S -#29259 -Outer Chamber~ - This is a small anteroom outside the Council Chambers. The -paneling is wood grain, the guards are big. Waiting might be a good -idea... -~ -292 12 0 0 0 0 -D1 -~ -~ -0 -1 29255 -D3 -~ -door~ -1 -1 29260 -S -#29260 -Inner Chamber~ - Now you've done it! You've interrupted a Council Session! You'll -never work in this town again! What?!? You don't work here? Guards, -ATTACK!!! - There is a big round table here with 6 seats. Otherwise, this room -seems plain, to minimize the distractions upon the Council Members. -~ -292 8 0 0 0 0 -D1 -~ -door~ -1 -1 29259 -E -table~ - You notice a small engraving on one side: 'Amanda was here. ' -~ -S -#29261 -Jailer's Room~ - A small clean room. There is a comfortable easy chair and a key -hook on the wall. In one corner near the chair, there is a pile of -discarded newspapers. -~ -292 8 0 0 0 0 -D1 -~ -door~ -1 29226 29262 -D4 -~ -~ -0 -1 29255 -E -chair~ - There's a tag on it: 'Laz-E-Goblin' -~ -E -newspaper~ - Seems all it is is war news. How boring! -~ -S -#29262 -Cells~ - AT LAST! A jail cell thats not damp, musty, smelly and -cold... its only damp, musty and cold--they must air this place out -every once in a while. There is a bit of grime here, but most of its -associated with the prisoner... -~ -292 13 0 0 0 0 -D3 -~ -door~ -1 29226 29261 -S -#29263 -Kell's House~ - This is Kell's House, the mayor of Kerofk. To the east is the -tavern he and his family run, and to the south is the reception area -for the inn part of this establishment. Somehow, this place manages -to feel homey and efficient, as well as giving people a place to meet. -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29221 -D1 -~ -~ -0 -1 29265 -D2 -~ -~ -0 -1 29264 -S -#29264 -Reception~ - Kell's wife, Myrama, greets you with a smile. The rooms here are -big and clean, and you'll never have a more comfortable stay than at -Kell's House. -~ -292 12 0 0 0 0 -D0 -~ -~ -0 -1 29263 -S -#29265 -Kell's Tavern~ - Here is the tavern area of Kell's House. Many people are here, -talking about everything from politics to hunting. Is seems as if -this is more of a thinker's bar than a drinker's, however. The -barmaids seem efficient, though, and the bar is very well stocked. -~ -292 8 0 0 0 0 -D3 -~ -~ -0 -1 29263 -S -#29266 -Uh-Oh!~ - AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA -AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA(breathe)AAAAAAA -AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!! - THUD! CRACK! KerPLOOMP! - (that wasn't a good idea, but now you know that, eh?) -~ -292 4 0 0 0 0 -S -T 29204 -#29267 -Whoops...~ - Accelerating at 9.81 m/s2 is usually not a good idea unless you -have a... SSSSSSPPPPPPPLLLLLLAAAAAAAAATTTTTTTTT!!!!! -~ -292 4 0 0 0 0 -S -T 29204 -#29268 -The Kerofk MobChute~ - This room delivers mobs randomly around the city, and should not be -reachable to player characters. Thanks to Locke of Cthulhu mud for -use of this idea! -~ -292 0 0 0 0 0 -D0 -~ -~ -0 0 29224 -D1 -~ -~ -0 0 29205 -D2 -~ -~ -0 0 29217 -D3 -~ -~ -0 0 29222 -D4 -~ -~ -0 0 29229 -D5 -~ -~ -0 0 29212 -S -#29269 -Temple of XXXX~ - A familiar sight! The altar of XXXX is decorated with the usual -array of eagles in flight, and other signs of the god's power. The -statue stands proud...an aura around one upheld hand, the other -holding an open book. To the west are the living areas of the Priests -of XXXX, but you think those are restricted to the devout. -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29238 -D3 -~ -~ -0 -1 29270 -E -statue~ - Upon closer inspection, you notice the statue is sticking his -tongue out at you... -~ -S -#29270 -Living Area~ - Small pallets are laid about in an orderly fashion for the priests. -a small stool and writing desk is in one corner, a old looking man -working quietly behind it. A window lets dim light in to supplement -the lanterns hanging on the brick walls. -~ -292 8 0 0 0 0 -D1 -~ -~ -0 -1 29269 -S -#29271 -Recruiting Office~ - This office is clean and spacious. A big desk faces the door, with -a grizzled sergeant behind it. He turns the paperwork in front of him -around for you... 'Name, Race, Sex, Age, Address...'. Behind him you -see the office of the Captain of the Guard. -~ -292 12 0 0 0 0 -D1 -~ -~ -0 -1 29272 -D3 -~ -~ -0 -1 29235 -S -#29272 -Captain's Office~ - This man's office is a testimonial to battle. Exotic weapons that -you've never seen before line the walls, and you notice some -bloodstains on the floor. A large area in the center is bared, -allowing sparring room. -~ -292 8 0 0 0 0 -D3 -~ -~ -0 -1 29271 -S -#29273 -Vacant Lot~ - There's a large flattened area in the middle of this lot. You get the eerie -feeling that something SHOULD be here, but isn't. How Odd! Moon Gate Road is -to the north. -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29227 -S -#29274 -History of Kerofk~ - This is an 'accidental room', provided only for room continuity. - And so, the history of Kerofk... - The city of Kerofk originated in the mind of Builder_5, as a major -city for use in a role-playing game he was running at the time (a -heavily modified version of Powers & Perils--a very out-of-print -Avalon Hill game). Amanda Eterniale was a player in this game, and -loved the city. - About this time, Amanda received an invitation to build on the -now-defunct AlbertMUD. She was taught how to build by an imp -named MJPrime there, and her first creation was the city of Kerofk, -in honor of Builder_5's game. - AlbertMUD died in a fairly nasty manner, and about half a year -later, Amanda convinced one of the imps to email her her areas. She -gave them to Builder_5, smiled, and said, - "Edit these? Please?" - Builder_5 took the better part of 3 months to edit, fix, and convert -these files into a version more suitable for a public release. This -is what you have now. - Both of us hope you enjoy this area, over a year in the making... - Amanda Eterniale Builder_5 -~ -292 8 0 0 0 1 -S -#29275 -Shrine to the Emperor~ - This is a very historical spot for the people of Kerofk, where the -wizard Rand entered this realm through the 'dimension portal' he made, -and later went on to found this city. A giant slab of earth lies -toppled over here, a strange eye-shaped stone embedded in it pointing -at the sky. A strange thrum of power in the background raises your -hackles...remnants and echoes of Rand's power, evidently. -~ -292 12 0 0 0 0 -D2 -~ -~ -0 -1 29222 -E -stone eye shaped eye-shaped~ - Now that you examine it closer, it really does seem to be a carved -stone eye, worn smooth by time and the elements. It feels strangely -warm to the touch, and you feel a tingling as you pass your hand above -it... -~ -S -#29276 -Star Gate~ - This small gate seems to be the main entrance for the farmers -entering the city with their produce. Guards wave everyone through -without a second glance. There is a big sign here that you might want -to read. -~ -292 12 0 0 0 0 -D1 -~ -~ -0 0 29236 -D3 -~ -~ -0 0 29340 -E -sign~ - ADVENTURERS!!!! I need a party of brave souls to enter the blue temple and -destroy the evil orb inside. I shall pay well for the deed!!! Please stop by -my temple and get the magic scroll used for entering the foul area if you are -powerful enough to withstand the trials!!! --MouseRider, sage of Kerofk. -~ -S -#29277 -Moon Gate~ - This is Moon Gate, the main entrance to Kerofk and VERY well -defended. The guards look at you suspiciously, but let you by with -little or no hassle. There is also a big sign here that you may want -to read. -~ -292 12 0 0 0 0 -D1 -~ -~ -0 0 29232 -D3 -~ -~ -0 0 29335 -E -sign~ - ADVENTURERS!!! I need a party of brave souls to enter the blue temple and -destroy the evil orb within. I shall pay thee well for the deed! Please stop -by my temple and get the magic scroll used for entering the foul area, if you -are powerful enough to withstand its trials!!! --MouseRider, sage of Kerofk. -~ -S -#29278 -Front Yard~ - This, the front yard of the terrible mansion, seems to be more like -a jungle than your normal, cultured lawn. It's obvious that this area -has not been kept up in many years, decades even! The front door lies -ever-so-slightly ajar, seemingly to beckon the wary to enter. The -strange feelings you're getting you can't seem to attribute to horror -or evil, so why push your luck? -~ -292 12 0 0 0 0 -D1 -~ -~ -0 -1 29218 -D3 -~ -~ -0 -1 29279 -S -#29279 -Foyer~ - Deep crevices rack the walls here, leaving holes big enough for -something quite nasty to live in. The front door creaks behind you, -and you whirl about, expecting it to slam shut. It doesn't and you -feel kind of silly. 'No one lives here,' you say to yourself quietly, -just as footsteps upstairs sound... -~ -292 8 0 0 0 0 -D1 -~ -~ -0 -1 29278 -D3 -~ -~ -0 -1 29280 -S -#29280 -Main Hall~ - This is an old, dusty room. The patterns of filth on the floor -indicate that several people have inhabited this house still, fairly -recently in fact. A once-ornate grand stairway leads up to the second -floor, and below it's peak is a set of cracked glass doors that open -up into the backyard. The hall of the house leads north-south, -gaining access to some of the interior rooms. -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29286 -D1 -~ -~ -0 -1 29279 -D2 -~ -~ -0 -1 29289 -D3 -~ -~ -0 -1 29281 -D4 -~ -~ -0 -1 29291 -S -#29281 -Back Yard~ - The backyard is even more overgrown than the front yard. Here and -there once-white benches poke up out of the tall grasses, testament to -better times. You feel a lot more comfortable here than you were -inside the house, although there is a looming presence from the garden -area opening up to your west. A slight stench of decay passes over -you, and you consider going back inside the house to your east. -~ -292 8 0 0 0 0 -D1 -~ -~ -0 -1 29280 -D3 -~ -~ -0 -1 29282 -S -#29282 -Entrance to the Garden~ - Starlight gives this ill-seeming garden illumination, the dim -twinkling giving the illusion of movement to the plantlife within. -All around you vines crawl up decaying trellises and the other -vegetation grows out of control, untended. You hear a gentle swishing -of water to a northernly direction, and you can go deeper into the -garden to the east, but you definitely think going west might be the -best idea... -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29283 -D1 -~ -~ -0 -1 29281 -D3 -~ -~ -0 -1 29285 -S -#29283 -Fountain Area~ - Unpruned trees block out what little light there was outside the -garden in this close area. A small fountain/pool of tarnished marble -sits in the center, with scum and algae covering its surface. Small -creatures flit deep in its depths, and you are not sure you want to -know exactly what they are. - You can head south, to the garden's entrance, or west, to a more -open area in the garden. -~ -292 9 0 0 0 0 -D2 -~ -~ -0 -1 29282 -D3 -~ -~ -0 -1 29284 -S -#29284 -In the Garden~ - Here the garden looks dark and ominous, yet strangely beautiful. -An easel has been set up here, and some art supplies lie on the -ground, waiting to be used. Faint light trickles down through the -leaves like water on this scene, and you feel strangely at peace with -the garden, recognizing it for the single growing entity it is. -~ -292 8 0 0 0 0 -D1 -~ -~ -0 -1 29283 -D2 -~ -~ -0 -1 29285 -S -#29285 -In the Garden~ - Ugh! The garden is absolutely dead here! Fumes from the decaying -plant matter make you dizzy and nauseous. What ever killed the plants -you want no part of. Perhaps leaving post-haste would be wise. -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29284 -D1 -~ -~ -0 -1 29282 -S -#29286 -Hallway~ - This hallway was once tapestried in beautiful colors, and well- -illuminated by the lamps on the walls. Now the tapestries are -thread-worn and moth-eaten and most the lamps have disappeared, -leaving dark holes in the walls. There is a door to your left and one -to your right, both slightly ajar. A window to your north looks out -to an alley behind a gambling parlor, and to the south is the main -room of the mansion. -~ -292 8 0 0 0 0 -D1 -~ -~ -0 -1 29287 -D2 -~ -~ -0 -1 29280 -D3 -~ -~ -0 -1 29288 -S -#29287 -Sitting Room~ - Lots of extremely old, plush chairs sit about here. A few tables -covered with doilies are scattered about, and a large hutch filled -with ancient cracked china stands against the north wall. This looks -like one of those rooms that are just for show and not for everyday -use. However, the thick layer of dust covering everything belies the -neatness of the arrangement of furniture. -~ -292 8 0 0 0 0 -D3 -~ -~ -0 -1 29286 -S -#29288 -A Trashed Room~ - This room looked to be a library once. Now all the furniture has -been moved out but for the bookshelves, which are now falling apart. -It looks like a great deal of violence has occurred in this room, as -if thousands of fights have occurred here over the years. You wonder -who could be capable of such wanton destruction. -~ -292 8 0 0 0 0 -D1 -~ -~ -0 -1 29286 -S -#29289 -Hallway~ - This section off the interior hallway looks well trodden from the -tracks in the dust on the floor. There are doors to the east and -west, and northwards is the main room of the mansion. A window once -graced the south end of this hallway, but it has since been boarded up -from the outside. -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29280 -D1 -~ -~ -0 -1 29290 -D3 -~ -~ -0 -1 29292 -S -#29290 -Dining Room~ - This was once a grand dining hall. Now the great oak table has -been completely broken and leaned up against one wall to make room for -a small folding table and a few chairs taking its place. Obviously -the current owners of this mansion don't care much about this place to -let it fall into ruin so. -~ -292 8 0 0 0 0 -D3 -~ -~ -0 -1 29289 -S -#29291 -Second Floor Hallway~ - This is the hallway at the top of the stairs, that leads -north-south. Doors line the hallway in both directions, and you can -go down to the main room. A big, ten foot tall window on the west -wall of the stairwell seemed to have been a stained-glass window once, -but has been worn and cracked by time to just be shards of colored -glass that doesn't even keep the wind out. -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29295 -D2 -~ -~ -0 -1 29293 -D5 -~ -~ -0 -1 29280 -S -#29292 -Kitchen~ - As all the other rooms in this house, this kitchen has been mostly -destroyed by time and inconsideration by the current owners. There is -still some fresh food lying about, but a rotten smell fills the air, -and you see small insects scuttling about in the trash on the floor. -The one thing that is sure is that you don't want to eat anything that -was prepared here! -~ -292 8 0 0 0 0 -D1 -~ -~ -0 -1 29289 -S -#29293 -Hallway~ - This hallway ends short to allow the fireplace in the kitchen to -reach the roof. A single door is set in the east wall, and the hall -leads north to where the stairwell leads down. -~ -292 8 0 0 0 0 -D0 -~ -~ -0 -1 29291 -D1 -~ -~ -0 -1 29294 -S -#29294 -Bedroom~ - This bedroom has been made up for two people. There are bunk beds -in the center of the room, and different sets of run-down furniture on -each side. On the right is a rather neat desk, chair, a chest of -drawers, and on the left there is just a mess of clothes, papers, -books, and half-eaten food. There isn't much interesting here, -though. -~ -292 8 0 0 0 0 -D3 -~ -~ -0 -1 29293 -S -#29295 -Hallway~ - This hall leads to the northern part of the second floor, where two -bedrooms lead off to the east and west. There is nothing remotely -interesting here, since the general decrepency of the house is now no -longer 'new' to you. Another window looks out over top a gambling -parlor to the north, where you see several low-life types walking and -staggering in and out. The starlight filtering in through the window -makes this hall a bit more illuminated than the rest of the house. -~ -292 8 0 0 0 0 -D1 -~ -~ -0 -1 29296 -D2 -~ -~ -0 -1 29291 -D3 -~ -~ -0 -1 29297 -S -#29296 -Guest Bedroom~ - This is a tiny little room, about 6 feet square and containing only -a small bed, a small night-table and a stepladder leaning against the -wall in one corner. A lot of disturbed dust on the floor makes you -wonder what this room is being used for, since it is obvious no one -has used the bed for a _long_ time. -~ -292 8 0 0 0 0 -D3 -~ -~ -0 -1 29295 -D4 -~ -trapdoor~ -1 -1 29298 -S -#29297 -Bedroom~ - You would guess that a young woman lives in this room, from the -quality and newness of the clothes that are stacked neatly in the open -hope-chest, and the different cosmetics lined up on a shelf just below -a mirror on the far wall. A small sleeping pallet lies rolled-up on -the floor neatly, and you notice that there is hardly any dust -anywhere in this room, making it seem somewhat 'fresh' despite the -run-down-ness of the rest of the household. -~ -292 8 0 0 0 0 -D1 -~ -~ -0 -1 29295 -S -#29298 -Attic~ - This is the attic of the house. There are shelves built into the -sides of the roof all around with strange objects floating in jars -stacked on them. The smell of formaldehyde is very strong here and -you begin to feel faint. There's a door built into a partition to the -south...maybe you can make it... -~ -292 9 0 0 0 0 -D2 -~ -door~ -1 -1 29299 -D5 -~ -trapdoor~ -1 -1 29296 -E -jar jars~ - Um, the more you look at this jar, the more the thing floating -inside begins to look at a piece of human anatomy. *urp* You are -beginning to feel _very_ ill. -~ -S -#29299 -Bedroom~ - Something smells quite dead here. - There is a queen-sized bed taking up most of this small attic -room. Some clothes are spread about in disorder and the bed isn't -made. A single chair is pulled up to a writing desk, where it looks -like someone works frequently. Up here it is very chill, much colder -than it is outside. -~ -292 8 0 0 0 0 -D0 -~ -door~ -1 -1 29298 -S -$~ diff --git a/lib/world/wld/293.wld b/lib/world/wld/293.wld deleted file mode 100644 index 6a30c9e..0000000 --- a/lib/world/wld/293.wld +++ /dev/null @@ -1,824 +0,0 @@ -#29300 -Entrance to the Blue Trials~ - You enter the musty area beneath the blue temple and stop in awe. -The stonework here is simply incredible--a combination of dwarven -stonemanship and elven artistry. On the wall there is an inscription: -'Only those who brave the elder beasts may arrive safely at the orb.' - There is a door to the east. -~ -293 9 0 0 0 0 -D1 -~ -door~ -1 -1 29301 -D4 -~ -~ -0 0 29202 -E -info credits~ - See KEROFK zone description room. -~ -S -#29301 -Passageway~ - It seems that door you just passed through disappeared behind you! -The only way to go is forward, then, deeper into the passages. You're -not sure if you feel comfortable about this... - The passage continues south. -~ -293 9 0 0 0 0 -D2 -~ -~ -0 -1 29302 -S -#29302 -Passageway~ - Blank passageway, with bricks set so close together that any mason -spotting such work would keel over in disbelief. The passage -continues westwards, and back to the north. -~ -293 9 0 0 0 0 -D0 -~ -~ -0 -1 29301 -D3 -~ -~ -0 -1 29303 -S -#29303 -Passageway~ - Another door is here, and you have a sneaking suspicion this one -might disappear as well once you pass through. The passageway leads -east back the way you came, and the door is to your south. -~ -293 9 0 0 0 0 -D1 -~ -~ -0 -1 29302 -D2 -~ -door~ -1 -1 29304 -S -#29304 -Octagonal Room~ - As you enter, you see a bright light spinning in the center of this -octagonal room. Also, there are many bones of prior adventurers -strewn about. Unfortunately, the door DID disappear behind you -again... the only way out is east. -~ -293 8 0 0 0 0 -D1 -~ -door~ -1 -1 29305 -S -#29305 -Passageway~ - Back into passageway, and, once again, the door has disappeared -behind you. The only way to go is north. -~ -293 9 0 0 0 0 -D0 -~ -~ -0 -1 29306 -S -#29306 -Passageway~ - Once again you find yourself up against a normal-seeming door in -the north wall. The passageway leads a little way south, and then -runs up against a dead end. One way to go, again. -~ -293 9 0 0 0 0 -D0 -~ -door~ -1 -1 29307 -D2 -~ -~ -0 -1 29305 -S -#29307 -Trial~ - This is a large rectangular room with three exits, doors to the -north, east and west. The door you've come from has...disappeared! -You are not surprised, however. There are some strange scuff marks on -the floor, and you'd swear that discoloration is an old bloodstain. -~ -293 8 0 0 0 0 -D0 -~ -north~ -1 -1 29311 -D1 -~ -east~ -1 -1 29309 -D3 -~ -west~ -1 -1 29308 -S -#29308 -Passageway~ - The door behind you has disappeared, and you sigh. This is getting -old. This is just a tiny room with a door to the south. You feel you -know that door already. -~ -293 9 0 0 0 0 -D2 -~ -door~ -1 -1 29301 -S -#29309 -Passageway~ - The door behind you melds into the stone walls without a trace. -Whomever wasted the magical energies to these doors certainly had -flair, if not a sense of humor. - The passage continues southward. -~ -293 9 0 0 0 0 -D2 -~ -~ -0 -1 29310 -S -#29310 -Passageway~ - You've come to the end of the passage here. But, instead of a -door, its a trapdoor! The excitement is palpable; a change of pace, -perhaps? -~ -293 9 0 0 0 0 -D0 -~ -~ -0 -1 29309 -D5 -~ -trapdoor~ -1 -1 29302 -S -#29311 -Passageway~ - Here the passageway has two alcoves on the sides, each with a statue of some -forgotten god. The plaques have rusted away so you can't even read the names. -Probably these were devotions to Gods whose time was over and whose followers -deserted. There is a trapdoor in the floor beyond them: the only way to go. -~ -293 9 0 0 0 0 -D5 -~ -trapdoor~ -1 -1 29312 -S -#29312 -Passageway~ - You drop from the now-vanishing trapdoor above to this new passage. -It runs to the east. You begin to wonder if you'll ever see Kerofk -again... this maze is awful! -~ -293 9 0 0 0 0 -D1 -~ -~ -0 -1 29313 -S -#29313 -Passageway~ - The passage continues to the east and west out of your small circle -of light in either direction. There seems to be nothing interesting -here, just stonework and you. -~ -293 9 0 0 0 0 -D1 -~ -~ -0 -1 29314 -D3 -~ -~ -0 -1 29312 -S -#29314 -End of the Passageway~ - The passageway ends here, with a door in the northern wall. The -passage seems still and eerie. -~ -293 9 0 0 0 0 -D0 -~ -door~ -1 -1 29315 -D3 -~ -~ -0 -1 29313 -S -#29315 -Second Trial~ - Here are two doors, north and east. The door you came through is -gone like chaff in the wind. There's no clue as to which door is the -correct one to exit by, and you wonder if this is merely a test of -guess. -~ -293 8 0 0 0 0 -D0 -~ -north~ -1 -1 29317 -D1 -~ -east~ -1 -1 29316 -S -#29316 -Passageway~ - You feel this was the wrong decision, somehow. There are two -'nests' here, for the lack of a better word, looking recently used. -~ -293 9 0 0 0 0 -D2 -~ -door~ -1 -1 29301 -S -#29317 -Passageway~ - You feel you have made the right decision, somehow. The door -behind you has vanished, but the passageway leads away to the north. -~ -293 9 0 0 0 0 -D0 -~ -~ -0 -1 29318 -S -#29318 -Passageway~ - Here is a door to the north. A plaque next to it reads, 'The Trial of -Defense! '. You get a BAD feeling about this room ahead. -~ -293 9 0 0 0 0 -D0 -~ -door~ -1 -1 29319 -D2 -~ -~ -0 -1 29317 -S -#29319 -Trial of Defense!~ - This is a small close room, with a door exact opposite from where -you entered. The door behind you is conveniently gone. -~ -293 8 0 0 0 0 -D0 -~ -door~ -1 -1 29320 -S -#29320 -Passageway (Again!)~ - You feel relief pass over you for a moment. This place looks to be -a nice, safe place to rest if you've ever seen one. -~ -293 13 0 0 0 0 -D1 -~ -~ -0 -1 29321 -S -#29321 -Passageway~ - Now you are in a twisty set of passageways, and feel rather lost! -~ -293 9 0 0 0 0 -D2 -~ -~ -0 -1 29322 -D3 -~ -~ -0 -1 29320 -S -#29322 -Passageway~ - Now you are in a twisty set of passageways, and feel rather lost! -~ -293 9 0 0 0 0 -D0 -~ -~ -0 -1 29321 -D1 -~ -~ -0 -1 29323 -S -#29323 -Passageway~ - Now you are in a twisty set of passageways, and feel rather lost! -~ -293 9 0 0 0 0 -D0 -~ -~ -0 -1 29324 -D3 -~ -~ -0 -1 29322 -S -#29324 -Passageway's End~ - You seem to have come to the end of the twisty passageways, with no -discernable exit. Could there be something hidden here? -~ -293 9 0 0 0 0 -D2 -~ -~ -0 -1 29325 -S -#29325 -Trial of Persistence~ - In this plain, square room, there are four doors, each at a corner -of the compass. They all look exactly the same, and for a moment you -feel confused. -~ -293 8 0 0 0 0 -D0 -~ -north~ -1 -1 29327 -D1 -~ -east~ -1 -1 29326 -D2 -~ -south~ -1 -1 29326 -D3 -~ -west~ -1 -1 29326 -S -#29326 -Passageway~ - You feel you have chosen the wrong exit, but there seems to be a -hole in the floor as the only exit. Odd... -~ -293 9 0 0 0 0 -D5 -~ -~ -0 -1 29320 -S -#29327 -Passageway~ - The passageway leads away to the north, and you feel you have -chosen correctly again. What luck! -~ -293 9 0 0 0 0 -D0 -~ -~ -0 -1 29328 -S -#29328 -Passageway~ - There is a door to your north, with a plaque that says, - 'The Trial of Death!' - Uh-oh. You wonder if you've a scroll of recall... -~ -293 9 0 0 0 0 -D0 -~ -door~ -1 -1 29329 -D2 -~ -~ -0 -1 29327 -S -#29329 -Killed by Arrow Traps!~ - Suddenly thousands of arrows pepper your body...turning you into a -giant pincushion!!!! -YOU ARE DEAD (R.I.P.!) -Welcome to The Builder Academy (TBA)! -0) Exit from TBA. -1) Enter TBA. -2) Enter description. -3) Read the background story. -4) Change password. -5) Delete this character. - - Make your choice: -(and then, the illusion and shock slowly fades away.) -~ -293 8 0 0 0 0 -D0 -~ -~ -0 -1 29330 -S -#29330 -Alcove~ - Up ahead, you see a bright light, much brighter than most mundane light -sources you've seen. It seems to be coming from a small globe in the next -room, resting on a pedestal. -~ -293 8 0 0 0 0 -D0 -~ -~ -0 -1 29331 -S -#29331 -Pedestal of the Orb!~ - This is a large square room. All around on the walls there are -friezes of dwarves and elves, pictured worshiping the very orb that -hovers above the pedestal in the middle of this very room. The -pedestal is pure gold, and the orb hovers above it, humming and -glowing with such radiance you can barely see its form. This, then, -is the object of your quest. -~ -293 12 0 0 0 0 -D0 -~ -door~ -1 -1 29332 -S -#29332 -Temple of MouseRider~ - Here you are again at the Temple of MouseRider, through a bizarre -twist of space. The main entrance seems to be gone, however... - MouseRider is clutching one of the shards of the destroyed orb. He -laughs evilly as he takes a vicious dagger and disembowls himself, -spilling organs all over his feet and the floor. - 'Fools!' he cries, 'I am now an immortal, I am now a liche!!' He -laughs, and directs his minions to attack! -~ -293 12 0 0 0 0 -D0 -~ -door~ -1 -1 29333 -S -#29333 -Void~ - Mouserider's bedroom is gone. You float in space, and several -objects wink into being around you. A reward from the gods, perhaps? - - A rift opens in space below you, and you spot the street outside -the White Temple in Kerofk. A voice booms around you: - "Take these toys, and remember this: don't expect plot continuity -from a mud!" You feel relief. -~ -293 12 0 0 0 0 -S -#29334 -View of a City~ - Incredible! From this vantage point you see a huge city to your -east, large enough to hold thousands of people. Great walls encircle -the city, no doubt to keep the marauding monsters at bay. The city is -in a VERY defensible spot in that over half its length is sprawled -along the edge of a cliff. Beyond the cliff you see a dark ocean, -reflecting the starlight above very feebly. The road continues west -down the rise, and east, towards the city on the edge. -~ -293 8 0 0 0 2 -D1 -~ -~ -0 -1 29335 -D3 -~ -~ -0 0 29341 -S -#29335 -Near the City~ - You are very near the city now. There is a great gate to your -east, with guards slowly letting people in and out. The walls -surrounding the city seem impassable, but several scorch marks along -its length tells a different stories about war and raids. To your -west is a rise where you may get a better vantage point of the city. -~ -293 8 0 0 0 2 -D1 -~ -~ -0 0 29277 -D3 -~ -~ -0 -1 29334 -S -#29336 -Dirt Road~ - The road travels north-south here along the side of the mountains. -To the north you see some cultivated fields, and to the south a fork -in the road. The sky above seems eerie, especially to the west where -the glow of the normal sky brightens the horizon... -~ -293 8 0 0 0 2 -D0 -~ -~ -0 -1 29337 -D2 -~ -~ -0 0 29341 -S -#29337 -Turn in the Road~ - The road turns here to the east. Around you you see small cultivated -fields, tended by farmers who seem paranoid and quick. The vegetables -they are harvesting seem pale and lifeless by your standards, with a few -you've never seen the likes of before. From several burned out shells of -houses you guess the farmers just try to grow what they can before the -city is put under siege again. -~ -293 8 0 0 0 2 -D1 -~ -~ -0 -1 29338 -D2 -~ -~ -0 -1 29336 -S -#29338 -A City on the Edge~ - From here you see a great walled city from the side. Only half is -walled, the other half sprawled directly on the edge of a great cliff -which drops down into a dark ocean below. To the east you see a small -gate in the city, which farmers are going into and out of sporadically. -~ -293 8 0 0 0 2 -D1 -~ -~ -0 -1 29339 -D3 -~ -~ -0 -1 29337 -S -#29339 -Fields near a City~ - There are some more small fields here, and more burned out houses. -From the smell of charred wood and the sounds of fresh construction, -you guess that the last raze didn't happen long ago... -~ -293 8 0 0 0 2 -D1 -~ -~ -0 -1 29340 -D3 -~ -~ -0 -1 29338 -S -#29340 -Near a City~ - There is small gate to your east where guards let farmers into and -out of the city with their produce. The walls seem indestructible, -but scorch marks along its length tell a different story... -~ -293 8 0 0 0 2 -D1 -~ -~ -0 0 29276 -D3 -~ -~ -0 -1 29339 -S -#29341 -Dirt Road~ - The road you stand on forks several directions here, one leading to -the north out of sight in the starlit sky, one leading up a hill to -the east, and towards the mountains to the west. - It seems very quiet and peaceful here. A breeze caresses your face. -~ -293 8 0 0 0 2 -D0 -~ -~ -0 0 29336 -D1 -~ -~ -0 0 29334 -D3 -~ -~ -0 0 29342 -S -#29342 -Dirt Road~ - The road continues east and west from here. To the west you see -brightness seeping over and between the mountains. Eastwards the -strange, unnatural night sky spreads over anything, its permanent -stars lighting the landscape with an eerie glow. -~ -293 8 0 0 0 2 -D1 -~ -~ -0 0 29341 -D3 -~ -~ -0 0 29343 -S -#29343 -Dirt Road~ - You are standing in the foothills before the mountains. A road -leads away under the starry sky to the east, and a mountain pass -heads up and through to the north. The scenery on this side of the -mountains seems bleak and lifeless, probably due to the lack of sun. -~ -293 8 0 0 0 4 -D0 -~ -~ -0 0 29344 -D1 -~ -~ -0 0 29342 -S -#29344 -Mountain Pass~ - The mountain pass leads up to the west, and downwards to the south. -There seems to be a strange half twilight farther to the west, casting -an eerie glow over the stones and shrubberies around. You can see a -large dark plain to the east that the sun never seems to have shone -upon, making it appear to be otherworldly somehow... -~ -293 8 0 0 0 4 -D2 -~ -~ -0 0 29343 -D3 -~ -~ -0 0 29345 -S -#29345 -Mountain Pass~ - You are standing at the apex of the mountain pass, the normal -sky to your west, and the strange night sky to your east. The edge -of the night is clearly delineated above you...a sharp edge separating -night from normal, as it were. Very odd...you wonder what could be -causing this unnatural darkness. -~ -293 0 0 0 0 4 -D1 -~ -~ -0 0 29344 -D2 -~ -~ -0 0 29346 -S -#29346 -Mountain Pass~ - The mountains rise up here, the small pass you are on wending -its way up to the north. The sky seems dark above the mountains, -as if the mountains were a dividing line keeping back the night. -The pass also leads back down to the -~ -293 0 0 0 0 4 -D0 -~ -~ -0 0 29345 -S -#29347 -Fleecem and Son~ - This is a small, hole in the wall office, lined with boxes -and crates of paper and files. An old, beaten-up desk stands -near the door, very much on its last legs. The air is thick -and humid, the decorations too garish, the space is too crowded. -A name plaque on the desk says 'Bungle Fleecem, Esq.' -~ -293 8 0 0 0 0 -D1 -~ -~ -0 0 29230 -S -#29348 -Graveyard Entrance~ - You stand on a path in an eerie graveyard. An archway leads north -to Moon Gate Road, and the path continues to the east and south. In -the gloom of night and the twinkling stars above, the tombstones seem -to take a life of their own in a storybook way. You don't think it -would be the kind of storybook you would be interested in... -~ -293 12 0 0 0 1 -D0 -~ -~ -0 0 29228 -D1 -~ -~ -0 0 29349 -D2 -~ -~ -0 0 29351 -S -#29349 -Graveyard~ - This path leads through the graveyard south and west. You notice -several graves have been disturbed here, and one grave has been entirely -dug up. The bones of a dead dwarf lie exposed at the bottom of the -grave, its hands seemingly to clutch at the sky. The tombstone at -the head of the grave is completely unreadable. -~ -293 8 0 0 0 1 -D2 -~ -~ -0 0 29350 -D3 -~ -~ -0 0 29348 -S -#29350 -Graveyard~ - You stand in the south-east corner of the graveyard. The tombstones -here are old and weathered by age and elements. Some are toppled over. -Some grass grows sparsely around the rocks, paled by the lack of sun. -In this area, you feel the peace of death, instead of the decay usually -associated with graveyards. -~ -293 8 0 0 0 1 -D0 -~ -~ -0 0 29349 -D3 -~ -~ -0 0 29351 -S -#29351 -Graveyard~ - The earth here has been freshly turned up, the graves recent. -The headstones tell tale of faithful wives and brave husbands, -meeting their ends with dignity and aplomb. Two pits are dug -near the wall for a burial yet to take place. You feel strangely -chilled by the night air... -~ -293 8 0 0 0 1 -D0 -~ -~ -0 0 29348 -D1 -~ -~ -0 0 29350 -S -#29352 -Farmer's Stand~ - A few wooden stands here are filled with fruits and vegetables -grown under this endless night sky. This place seems to get good -business, but not enthusiastic customers. You can understand why from -the quality of the wares. -~ -293 8 0 0 0 0 -D2 -~ -~ -0 0 29220 -S -$~ diff --git a/lib/world/wld/294.wld b/lib/world/wld/294.wld deleted file mode 100644 index ea50fd0..0000000 --- a/lib/world/wld/294.wld +++ /dev/null @@ -1,1798 +0,0 @@ -#29400 -Gatheouse~ - You are standing in an ancient, disused gatheouse. The gates are flung -open, and from the rust on the immense hinges, you would guess that they have -been kept this way for years. To the west is XXXX city proper, and -eastwards is a long road, leading through the center of this residential -district. -~ -294 8 0 0 0 0 -D1 -~ -~ -0 0 29401 -E -gates~ - Big, steel, and rusty. Looks like it would take an extremely violent act to -close them... -~ -E -credits info~ - Trade Road by Builder_5 -Copyright 1993 by Curious Areas Workshop -* -The 'Trade Road' area was built as a first effort for C.A.W., and was kept -relatively simple. 'Trade Road' is a small neighborhood addition for any -standard Diku town. It has one eastern entrance, and one western exit, and -one southern river-dock area. -'Trade Road' is small; only 52 rooms, 21 mobs, 22 objects, and 5 -shops. It consists mainly of one main road (Trade Road) with various -cross avenues and parallel streets. Many houses/shops/ buildings have -been detailed, and plenty of room has been left for customizations and -additions. -* -This area was built to conform to the standard Diku gamma 0.0 -release. Along with all other changes you must make to change -this area to your particular db flavor, -* -edit the following rooms: -#00 -- add entrance/exit and change description to fit the outside area. -#17 -- same. -* -The east exit is at #00, the west #17. -Docks lead away on the river to the south in room #34. -Interesting areas without purpose (yet) are the: -Library (#40) -Brewery (#39) -Trading Post (#53) -Fairgrounds (not open, just south of #15 and #16). -Strange ship (not open, on docks #34). -*(IMPORTANT!)* Mob # #11 should be changed to match the standard -cityguard in the town you are attaching Trade Road to. -The descriptions for rooms #00 and #17 can be switched at will. The -default is set up to link onto a main city through an east exit to the -west end of Trade Road. Switching these two descriptions (don't -forget to switch the Edesc's and change east for west and vice versa -in the two descriptions!!!) 'reverses' the area, allowing a west exit -to east Trade Road. -* -Credits -A Big Thanks to Builder_5 for supporting C.A.W. Also, kudos to Tarkin -of VieMud (viemud.org 4000) for allowing us to use his mud for -pre-release testing. This area was built with the aid of George -Essl's Dikued program. We would like to thank Mr. Essl for his time -and determination to create and support Dikued. -The following people have aided C.A.W. and Builder_5 in numerous ways, -and all receive our deepest gratitude: Shane Finkel Josh 'Champion of -Bagels' Megerman John D. Horner and the System Adminstrators of ODU -Replace XXXX with a town name of your choosing. -~ -S -#29401 -Trade Road~ - This is the west-most end of Trade Road. Eastwards, the road continues deep -into the city, its length disguised by distance. Just to the west, you see a -largish gatheouse in the city wall. It seems rather quiet in the area so close -to a city gate... -~ -294 0 0 0 0 0 -D0 -A small alleyway leading north. -~ -~ -0 0 29404 -D1 -~ -~ -0 0 29460 -D2 -A small alleyway leads to the south. Looks ominous. -~ -~ -0 0 29409 -D3 -~ -~ -0 0 29400 -E -alley alleys~ - There are alleys to the north and south. -~ -E -gatheouse~ - The gatheouse stands to the west, allowing entrance and exit through the city -walls. Approximately fifteen feet tall, the gates seem permanently open, -allowing free passage. -~ -S -#29402 -Trade Road~ - This great road runs directly through the heart of XXXX. The area seems -odd around here; the air still. A gate marks the end of the road to the west, -and the road continues to the east. Two shops stand across from each other -here, the north seeming more busy, the south seeming to attract a better -quality of customer. -~ -294 0 0 0 0 1 -D0 -There's a small shop there with a sign above it. The sign -has the form of a cow in silohuette on it. -~ -~ -0 0 29435 -D1 -~ -~ -0 0 29461 -D2 -A rather well kept shop is to the south, with a large steel -door propped open to the street by a wooden block. A large -rectangular sign hangs in place of a window, 'Baubles and -Beads.' -~ -~ -0 0 29436 -D3 -~ -~ -0 0 29460 -E -gate gates gatheouse~ - The gatheouse stands to the west, allowing entrance and exit through the city -walls. Approximately fifteen feet tall, the gates seem permanently open, -allowing free passage. -~ -E -shop shops~ - Upon closer inspection, the northern one appears to be a butchery, and the -southern one has a sign reading, 'Baubles and Beads. ' -~ -S -#29403 -Trade Road~ - Here Trade Road is intersected by another, smaller road. A street sign -identifies it as 'Clay Street'. A cursory look north and south reveals a shop -or two, but not much else of interest. Looking west, you spy a gate in the -city wall, and Trade Road continues to the east. -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29457 -D1 -~ -~ -0 0 29465 -D2 -~ -~ -0 0 29413 -D3 -~ -~ -0 0 29461 -E -gate gates gatheouse~ - The gatheouse stands to the west, allowing entrance and exit through the city -walls. Approximately fifteen feet tall, the gates seem permanently open, -allowing free passage. -~ -S -#29404 -Alley~ - You squeeze down this alleyway, scrunching up obscenely to pass by the -rubbish. The alley opens up between two buildings on Trade Road southwards, -and to the north the alley continues. There is a slight smell of decay that -teases your nose, making you feel as if it were time to move on... -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29437 -D2 -Trade Road is to the south. -~ -~ -0 0 29401 -E -trash rubbish~ - Garbage, trash, and filth. You decide not to root through it. -~ -S -#29405 -Alley~ - An alley leads south here from an entrace eastwards on Clay Street. Trash -and rubbish grime up your footwear as you tread lightly through the alleyway; -obviously this is not one of the highlight attractions of XXXX. -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29406 -D2 -~ -~ -0 0 29437 -E -trash rubbish~ - Garbage, trash, and filth. You decide not to root through it. -~ -S -#29406 -Clay Street~ - Clay Street continues east and west here. Looking around, you spy few exits --- one going back down Clay Street to the east, over the wall, and a shop to -the south. The wall doesn't look too safe, however; what with all those guards -on top. The shop to the south looks like a considerably nicer place to go. -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29454 -D2 -A small shop is to the south. The sign is delicately -lettered, - "Sakifan's Library" -~ -~ -0 0 29440 -D3 -~ -~ -0 0 29405 -E -wall~ - Looking up, you see a guard post right above you. You wouldn't stand a -chance; you'd be dead long before you reached the top to defend yourself. -~ -E -shop~ - A small shop is to the south. The sign is delicately lettered, "Sakifan's -Library" -~ -E -guard guards~ - A guard on patrol looks at your boredly and walks by... -~ -S -#29407 -Clay Street~ - Clay Street curves about to the west here. Southwards you see the -intersection of Trade Road and Clay Street. To the north is a large building -from which you hear a lot of laughing and general merryment. The building -seems tall and imposing, making the evident good times inside that much more -out of place... -~ -294 0 0 0 0 1 -D0 -There's a larger building to the north, looking to be some -sort of factory. You smell a faint tinge of alcohol in the -air. -~ -~ -0 0 29439 -D1 -There's an alley leading east from here. -~ -~ -0 0 29425 -D2 -~ -~ -0 0 29408 -D3 -~ -~ -0 0 29455 -E -building~ - There's a larger building to the north, looking to be some sort of factory. -You smell a faint tinge of alcohol in the air. -~ -S -#29408 -Clay Street~ - Clay Street heads north here, and intersects Trade Road to the south. The -buildings in this area of town look fairly delapidated; this is not where -'urban renewal' happens evidently. Westwards, a single intact stone gargoyle -marks the rubble of an ancient church. A sad feeling akin to gloom presses -down upon your shoulders, making your own load feel that much more heavier to -bear here. -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29407 -D2 -~ -~ -0 0 29457 -D3 -~ -~ -0 0 29456 -E -gargoyle~ - It grimaces at you. You can almost hear its laugh. -~ -E -rubble church path~ - It looks like it was destroyed many, many years ago. -~ -S -#29409 -Alley~ - A dead cat lies across the entrance to this alleyway as if some sort of -guardian or omen. None of the pedestrians on Trade Road to the north even -glance in this direction as they pass on by. The alley continues on to the -south. A strong smell of old blood and rot wafts through the area... -~ -294 4 0 0 0 1 -D0 -You see Trade Road to the north. -~ -~ -0 0 29401 -D2 -~ -~ -0 0 29410 -E -cat dead~ - Its been dead a few days. Food for flies and rats. -~ -S -#29410 -Alley~ - A table has been set up here, with a rather nice tablecloth and wooden -utensils adorning it. Two corpses sit propped up in chairs before the table, -their relative decay giving their age to be about two weeks dead. You shift -your weight uneasily, startling two rats sniffing around the taller corpse. -The alley leads north and east from here. -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29409 -D1 -~ -~ -0 0 29467 -E -corpse corpses~ - They look like the bodies of some upper- to middle-class people; the clothes -were once very nice, and you can tell the hair had once been well-kempt. -~ -E -table utensils tablecloth cloth chairs chair~ - A truly disgusting dining experience, to say the least! -~ -S -#29411 -Alley~ - A small straw pallet lies in the middle of this alleyway, with a few bits of -wood and string are gathered around it as decoration. The alley opens up on -the south end of Clay Street to the east, and leads deeper in between the -buildings to the west. A strong smell makes your eyes water; there is graffiti -on the walls, drawn with an unsteady hand and a large supply of fecal material. -A more sinister smell teases you just below the stench here just before a -breeze from the east blows it away from you. -~ -294 4 0 0 0 1 -D1 -~ -~ -0 0 29468 -D3 -~ -~ -0 0 29467 -E -pallet bed~ - Lice-ridden and rife with bedbugs, this is a truly unappetizing place to -sleep. -~ -E -graffiti writing wall~ - It says, "Drazel kamp miya fond. " -~ -S -#29412 -Clay Street~ - Clay Street ends right up against the southern wall here, the only way to go -is back north towards Trade Road. A small breeze teases you with an awful -smell, and whisks it away just as quickly. Something is making you feel rather -uneasy about this area, but its probably just your imagination. -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29413 -D1 -A small alley leading east. -~ -~ -0 0 29432 -D3 -~ -~ -0 0 29468 -S -#29413 -Clay Street~ - The intersection of Trade Road and Clay Street is just to the north from -here. To the south, Clay Road continues towards the southern city wall, not -far away. A nicely built building with an exquisite architecture is to the -east, while the distinctive smell of tannin comes from a shop from the west. -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29403 -D1 -A beautifully constructed shop is east of here. -~ -~ -0 0 29442 -D2 -~ -~ -0 0 29412 -D3 -There is a old shop to the west. The door is almost falling -off its hinges from heavy use. -~ -~ -0 0 29441 -E -wall~ - The wall is high and looks hard to climb. The guards on top would knock you -down long before you ever got up there, though. Oh well. -~ -E -building~ - A beautifully constructed shop is east of here. -~ -E -shop~ - There is an old shop to the west. The door is almost falling off its hinges -with heavy use. -~ -S -#29414 -Trade Road~ - The traffic on this road seems light at best, becoming a bit thicker to the -east. Westwards, you see the intersection of Trade Road and Clay Street, which -runs north-south. A large open-air building is to the north, and southwards is -a large open lot; a fairgrounds, closed for the time being. -~ -294 0 0 0 0 1 -D0 -A large building with many tethering posts outside is to -the north. -~ -~ -0 0 29453 -D1 -~ -~ -0 0 29415 -D3 -~ -~ -0 0 29466 -E -fairgrounds fairground lot open~ - Its a wide area, suitable for flea markets, festivals, bazaars and carnivals. -Right now it's closed, though. -~ -E -building~ - A large building with many tethering posts outside is to the north. -~ -S -#29415 -Trade Road~ - Trade Road seems to widen here slightly, allowing more traffic to travel -through the area. You spot near-identical gatheouses to the east and west -marking the boundries of Trade Road, and this neighborhood. To the south is a -large fairgrounds area, closed for the time being. A building to the north -seems to be locked up tight, with a large, 'FOR RENT' sign out front... -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29416 -D3 -~ -~ -0 0 29414 -E -sign~ - It says 'For Rent'. You would guess that the building is unoccupied. -~ -E -building~ - It's for rent. You can tell by the sign. The sign says 'For Rent'. -~ -E -gatheouse gatehouses~ - The gatheouse stands to the west, allowing entrance and exit through the city -walls. Approximately fifteen feet tall, the gates seem permanently open, -allowing free passage. -~ -E -fairground fairgrounds~ - Its a wide area, suitable for flea markets, festivals, bazaars and carnivals. -Right now it's closed, though. -~ -S -#29416 -Trade Road~ - Several people are walking along the road here, but they seem to be avoiding -you with eyes and movements for the most part. The citizenry seem quiet; -depressed or merely sedentary you would guess. Trade Road leads far to the -west from here, and there is a largish gatheouse not far to the east. A -north-south running road labeled 'Staid Avenue' intersects here, taking much of -the traffic away from the main road to the south. -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29459 -D1 -~ -~ -0 0 29417 -D2 -~ -~ -0 0 29426 -D3 -~ -~ -0 0 29415 -E -gatheouse gatehouses gate gates~ - The gatheouse stands to the west, allowing entrance and exit through the city -walls. Approximately fifteen feet tall, the gates seem permanently open, -allowing free passage. -~ -S -#29417 -Gatheouse~ - This is a rather large gatheouse in the city wall. Through the gates you -can see farmlands. The gate looks to be a good defensible point in the city -wall, an architectural artifact of more dangerous times in these realms. -Westwards a large road leads through XXXX. -~ -294 0 0 0 0 1 -D3 -~ -~ -0 0 29416 -E -gate gates~ - Big and steel. These gates were meant to keep people out. They look like -they'd do a good job. -~ -E -wall~ - The wall stands high and proud. Guards walk along its length on top, looking -out for the safety of the city, and intruders. Makes you feel safe, somehow. -~ -S -#29418 -Staid Avenue~ - This is Staid Avenue, just north of where it intersects Trade Road. The -neighborhood here seems fairly low-class, but not unliveable by any means. -Most of the buildings seem to be low cost housing for the common populace of -XXXX; making you guess there is a very high population density in this area. - -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29419 -D2 -~ -~ -0 0 29459 -S -#29419 -Staid Avenue~ - Staid Avenue continues through the city here, and to the north you spot -another intersection of roads. There seems to be many buildings used as -domiciles in this area. You wouldn't exactly call this neighborhood a 'bad' -neighborhood yet, but the potential is certainly there. -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29420 -D2 -~ -~ -0 0 29418 -E -buildings building~ - The seem to be low-class, low-quality, and heavily used. -~ -S -#29420 -Harple Road~ - The street sign identifies this east-west road to be 'Harple Road'. Staid -Avenue leads south from here towards Trade Road and the southern section of the -residential district. Harple Road seems to run along part of the length of the -wall here, lined with apartment buildings and a few duplexed houses. To the -north is one particularly bad looking boarding house. -~ -294 0 0 0 0 1 -D0 -There is a boarding house to the north. -~ -~ -0 0 29443 -D1 -~ -~ -0 0 29422 -D2 -~ -~ -0 0 29419 -D3 -~ -~ -0 0 29458 -E -building buildings~ - Tenements, apartments, and boarding houses. (oh my! ) -~ -E -boarding house~ - Its a nasty, ugly, run-down boarding house to the north. -~ -S -#29421 -Harple Road~ - This, the western section of Harple Road, is bordered by the large, divided -buildings and houses typical of this section of town. Idly, you notice an -amazing lack of the graffiti typical of other large, heavily populated towns in -this neighborhood. Seems as if the average populace in XXXX is considerably -more well-behaved than most other places. -~ -294 0 0 0 0 1 -D0 -An ordinary house is to the north. -~ -~ -0 0 29447 -D1 -~ -~ -0 0 29458 -D3 -~ -~ -0 0 29423 -E -buildings building house houses~ - Its not a very nice place to visit, and you wouldn't want to live here. -~ -S -#29422 -Harple Road~ - Harple Road runs erratically here, the buildings on either side seemingly -crooked and warped by the uneven ground. Just to the west Staid Avenue runs -south from Harple, towards Trade Road. The neighborhood seems quiet, pensive -even. Strange... -~ -294 0 0 0 0 1 -D0 -A normal-looking house is to the north. -~ -~ -0 0 29445 -D2 -A normal-looking home is to the south. -~ -~ -0 0 29446 -D3 -~ -~ -0 0 29420 -S -#29423 -Harple Road~ - This is the western end of Harple Road. To the west you can see where Staid -Avenue leads south from Harple not far from here. There doesn't seem to be -much going on around here at all... A very calm neighborhood. -~ -294 0 0 0 0 1 -D1 -A private home is to the east. -~ -~ -0 0 29421 -D2 -Another standard home is south. -~ -~ -0 0 29448 -D3 -An alley leading west. -~ -~ -0 0 29424 -S -#29424 -Alley~ - This is a back alley near Harple Road that leads to the south. A putrid -stench puts you off for a moment; the alley is filled with garbage and human -wastes. Breathing through your mouth makes it a little more tolerable, but not -by much. The buildings to either side of you rise high up, cutting off most of -the light available from the sky. The stench and darkness raises your hackles, -and you shiver involuntarily. -~ -294 0 0 0 0 1 -D1 -Harple Road runs to the east. -~ -~ -0 0 29423 -D2 -~ -~ -0 0 29425 -E -garbage trash waste wastes~ - Human sewage. Yuck. -~ -E -buildings building~ - They loom, tall and spooky over you. -~ -S -#29425 -Alley~ - This is the southern end of an alley that connects with Clay Street to the -west. An ill wind ruffles your hair from the north, carrying a smell of -sewage, of rot, sickness and decomposition. Your stomach squirms like a live -animal in your gut, making you feel distinctly uneasy. -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29424 -D3 -The north end of Clay Street is to the west. -~ -~ -0 0 29407 -S -#29426 -Staid Avenue~ - Staid Avenue heads south from Trade Road towards the river. The quality of -the shops and buildings in this area are getting noticeably worse now, and the -litter in the street is getting thicker the farther south you go. -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29416 -D1 -~ -~ -0 0 29449 -D2 -~ -~ -0 0 29427 -E -river~ - The river flows by grandly, only slightly polluted by the city and its -populace. Looks nice, but get your drinking water from upstream. -~ -E -litter~ - You see numerous copies of newbie pamplets. Damn newbies! -~ -E -shop shops building buildings~ - They're getting noticeably worse now. You have a sudden attack of deja vu. -~ -S -#29427 -Staid Avenue~ - You are near the southern end of Staid Road, where it intersects Klelk -Boulevard near the river. The neighborhood seems to be getting worse and worse -the closer to the river you actually get. Westwards is an open shop with a -monstrous anchor out in front being used for a tethering post. -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29426 -D2 -~ -~ -0 0 29428 -D3 -A small shop is to the west. -~ -~ -0 0 29450 -E -river~ - The river flows by grandly, only slightly polluted by the city and its -populace. Looks nice, but get your drinking water from upstream. -~ -E -shop~ - A small shop is to the west. -~ -S -#29428 -Klelk Boulevard~ - Klelk Boulevard runs here parallel to the river's edge. To the east you see -the docks jutting out into the water, its wooden planks well-used by the crews -of the trading ships that load and unload every day. Lining the street on the -north side of Klelk in both directions you see some of the typical dives you -would expect close to the waterfront. North from here Staid Avenue heads -towards Trade Road and the central areas of the city. -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29427 -D1 -~ -~ -0 0 29433 -D3 -~ -~ -0 0 29469 -E -river~ - The river flows by grandly, only slightly polluted by the city and its -populace. Looks nice, but get your drinking water from upstream. -~ -E -dock docks~ - The docks just out into the river for passing ships to moor against. -They're just to the south-east. -~ -E -dive dives~ - There's a tavern to the north west from here. -~ -S -#29429 -Klelk Boulevard~ - The city wall begins here, where the river leads slightly away from the -city. The buildings here are run down, but not quite condemnable yet. On the -whole, this doesn't seem like a nice place to live, no matter how busy the area -seems to be. You would guess that the sailors of the river bring money to this -section of town; hence all the low-grade shops and wayhouses, not to mention -what might be called a 'tavern' to the north. -~ -294 0 0 0 0 1 -D0 -A horrible, disgusting tavern is to the north. It's open -though. -~ -~ -0 0 29452 -D1 -~ -~ -0 0 29469 -D3 -~ -~ -0 0 29430 -E -river~ - The river flows by grandly, only slightly polluted by the city and its -populace. Looks nice, but get your drinking water from upstream. -~ -E -building buildings shop shops wayhouse wayhouses tavern taverns~ - A horrible, disgusting tavers is to the north. It's open. -~ -S -#29430 -Klelk Boulevard~ - Klelk Boulevard ends here, right up against the curving city wall. The wall -is especially high here, perhaps to protect the guards above from the rabble -below. The wall is stained with trash and refuse, obviously missed shots at -the guards patrolling on the top... -~ -294 0 0 0 0 1 -D0 -There seems to be an alley to the north... -~ -~ -0 0 29431 -D1 -~ -~ -0 0 29429 -E -wall~ - The wall stands high and proud. Guards walk along its length on top, looking -out for the safety of the city, and intruders. Makes you feel safe, somehow. -~ -S -#29431 -Alley~ - This small alley seems well traveled. Tracks in the dust and dirt lead -through, in all directions. The alley continues to the west, and south you see -Klelk Boulevard. -~ -294 0 0 0 0 1 -D2 -You spot Klelk Boulevard to the south. -~ -~ -0 0 29430 -D3 -~ -~ -0 0 29432 -S -#29432 -Alley~ - This is a small alley, dusty and forgotten. A few lone pieces of assorted -junk lie about, unwanted and thrown away. This alley seems not to be travelled -at all, or used for trash and refuse. The path between buildings continues to -the east, and west is an opening up onto Clay Street. -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29431 -D3 -The southern end of Clay Street is to the west. -~ -~ -0 0 29412 -E -junk~ - Broken furniture, paper trash, and even an old shattered prosthetic arm. -Junk. -~ -S -#29433 -Klelk Boulevard~ - Klelk Boulevard ends here abruptly. It appears that there used to be more -to the east, but fresh mortarwork extends the wall right through the road. To -the south are the city docks, extending into the swiftly flowing river. A lone -ship sails past, travelling eastward and sporting a merchant's flag. A ruined -building nearly stands to the north. -~ -294 0 0 0 0 1 -D0 -What appears to have once been a shop is to the north. -~ -~ -0 0 29451 -D2 -There is a maze of wooden docks to the south. -~ -~ -0 0 29434 -D3 -~ -~ -0 0 29428 -E -mortarwork wall~ - Looks fresh. It also looks hastily built... To keep something out, or in? -~ -E -ship~ - It sails out of sight as you watch. -~ -E -dock docks~ - There is a maze of wooden docks to the south. -~ -S -#29434 -City Docks~ - Wooden gangways and delicate rope bridges form a warren of ship and dock, -wood, water, and hemp. The docks are small-- much too small for how many water -vessels seem to pass by this way. One large ship is docked well away from the -other boats, an odd sigil marked on its side in the place of a name. Its -gangway is up right now, however... No entrance today. -~ -294 0 0 0 0 5 -D0 -Klelk Boulevard is to the north. -~ -~ -0 0 29433 -E -ship~ - Its a nice ship, well taken care of. -~ -E -boat boats~ - Fishing boats and the ilk. Nothing of interest. -~ -E -dock docks~ - The wooden planks are well-worn. Looks like it's time to build a new set of -docks... -~ -E -river~ - The river flows by grandly, only slightly polluted by the city and its -populace. Looks nice, but get your drinking water from upstream. -~ -E -sigil~ - Replace this. -~ -S -#29435 -Butcher's Shop~ - A somewhat unpleasant smell strikes your nose as you walk through the open -screen door of the shop. The scent of raw meat, blood and sweat are clearly -noticable; standard for a good butchery shop. A glass panel separates you from -a bewildering array of various slabs and shoulders of beef, deer, rabbit, and -others. A sign hangs nearby, wooden numbers hanging from it on a large nail... -Take a number? -~ -294 8 0 0 0 0 -D2 -This shop steps out onto Trade Road to the south. -~ -~ -0 0 29402 -E -meat slabs slab meats shoulder shoulders beef deer rabbit~ - Looks good, if you like raw meat. -~ -E -panel glass~ - You believe this is called a 'sneeze guard'. -~ -E -blood~ - Blood is splattered on the countertop and floor. What were you expecting -from a butchery shop? -~ -E -sign number numbers~ - Next number on the sign is number 4. That's not too long of a wait... -~ -S -#29436 -Jeweller's~ - A few strategically placed lanterns keep this shop well-lit in the absence -of any windows. Surprisingly, there is only a plain bench with a few chairs in -the shop; you see absolutely nothing to buy at all! As you observe, it slowly -becomes clear that this merchant's method of sale consists of having the -customer describe what they want, whereupon the merchant brings something -similar from the back through a large metal door. This strikes you as a fairly -inefficient method of shop-keeping, but very secure. -~ -294 8 0 0 0 1 -D0 -Trade Road runs right outside. -~ -~ -0 0 29402 -E -lantern lanterns~ - Your standard lantern, available for a pittance at your local General Store. -~ -E -bench chair chairs~ - Normal looking wooden furniture. That's all. -~ -E -door metal south back backroom~ - It's locked, and you don't see a keyhole. Strange... -~ -S -#29437 -Alley~ - The alley has a definite odor that you can not quite place. A layer of dirt -and grime covers the short wall to the west. Just over the wall you can make -out the shimmering dome protecting the city proper. Outside that dome strange -things are said to happ -~ -294 0 0 0 0 0 -D0 -~ -~ -0 0 29405 -D2 -~ -~ -0 0 29404 -S -#29438 -Rubble and Ruin~ - You follow a path through the rocks and mortar to what was once the center -of the church. A few old apple cores and a broken wooden truck tell tales of -this area being a playground for children now, but the ancient, broken -stonework around stand testament to a better age. For a moment, your -imagination calls images forth of a dynamic pulpit and a full set of pews -around you... Images quickly shattered by the rustle of your clothing in the -wind and a distant sound of someone talking on the street. A sense of sadness -consumes you as you stand here, and then you turn to go. -~ -294 4 0 0 0 4 -D1 -~ -~ -0 0 29456 -E -truck broken wooden~ - Looks like a toy made with loving care, now shattered by carelessness. -~ -E -mortar stonework rock rocks~ - Evidence of a grand church, and grander catastrophe. -~ -E -apple core cores~ - A few hours old, not more than that. -~ -S -#29439 -Brewery~ - Barrels of beer and wine are stacked high against the walls, waiting to be -shipped out to various taverns everywhere. The smell of fermentation is strong -in the air, and the floorboards of the brewery are permanently stained brown -and red from spilled alcohol. Various signs with exciting slogans are -scattered around the area, obviously for the worker's morale. You also notice -that several barrels are open for the employees enjoyment. The owner of this -establishment is obviously no terrible taskmaster! -~ -294 8 0 0 0 0 -D2 -Clay Street is right outside here. -~ -~ -0 0 29407 -E -sign signs~ - DON'T WORRY, BE HAPPY. DRINK SOME BEER. -~ -E -barrel barrels beer wine~ - There's a lot of alcohol here. This brewery puts out a lot of fluid... -Enough to keep several tavern in brew. -~ -E -floorboard floorboards board boards floor~ - Big stains and little stains. The workers look at you funny as you spend -time examining the floor... -~ -S -#29440 -Sakifan's Library~ - BOOKS! Shelves of books, piles of books, walls of books, stacks of books! -You boggle at the sheer mass of paper and ink surrounding you in this shopfor a -moment. If its in print, it's probably here... Somewhere. Looking around, -you realize that's the key; finding what you need in these mounds and mountains -of mess. -~ -294 8 0 0 0 0 -D0 -Clay Street is just to the north. -~ -~ -0 0 29406 -E -book books shelf shelves stack stacks~ - "The Ways of Poke-Fu" "How to train a seagull" "Elementary Elementals" -"Dwarven Rituals" "An annotated history of XXXX" "The art of pleasing a man" The -last makes you blush a little bit, and you try not to obviously look at it. -~ -S -#29441 -Leatherworker's Shop~ - The smell of old tannin wafts through the air in this shop. A large -countertop runs along the length of three of the interior walls, with many -strips and bits of leather are lying on it in various stages of completion. -Many finished products are hanging on the walls, awaiting a buyer. -~ -294 8 0 0 0 0 -D1 -Clay Street runs north-south right outside. -~ -~ -0 0 29413 -E -countertop~ - It's a plain wooden countertop about waist high. -~ -E -strips strip bit bits leather~ - Some look half-finished, the others look barely off the cow... -~ -E -finished finish products~ - Not bad, not bad at all... For leather. -~ -S -#29442 -Ceran's Contracting~ - This shop consists simply of a large wooden desk with a few chairs sitting -in front of it. Along the walls are renderings of many of XXXX's buildings, -and in the corner is an easel with sketchings of what looks to be a large trade -center. The air seems cooler in here than anywhere else, and you feel a faint -draft from the ceiling. -~ -294 8 0 0 0 0 -D3 -Clay Street is right outside. -~ -~ -0 0 29413 -E -desk chair chairs~ - Standard pieces of wooden furniture. What were you expecting? -~ -E -rendering renderings picture pictures sketching sketchings~ - The sketchings are drawn with exquisite care. The buildings depicted were -designed almost as well. -~ -E -easel trade center~ - Looks nice. One problem, though.... Looks like its planned to be built -right over top a bunch of apartment houses. You guess this is 'progress'. -~ -S -#29443 -Boarding House~ - This room serves as the main entrance and lobby for this run-down boarding -house. The wooden walls are stained with rot and gods know what else. The -floors are even worse. A rickety old desk stands near the interior door, with -a torn and ripped ledger book on it. The air seems humid with sweat and -desperation, making you feel distinctly uncomfortable. -~ -294 12 0 0 0 0 -D0 -~ -~ -0 0 29444 -D2 -Harple Road runs by right outside. -~ -~ -0 0 29420 -E -walls floors desk floor wall~ - Dirty. Grungy. Rotted. Stained. Damaged. Defaced. Awful. -~ -E -ledger book~ - There's only one page left in the book. So many people have signed it that -it is now illegible. -~ -S -#29444 -Hallway~ - This hallway runs the length of the building, with several small rooms -splitting off from it at regular intervals. One ajar door lends you a glimpse -into the tiny, tiny rooms; room enough for one bed, one chest of drawers, and -one person to stand. There seems to be plenty of room for dirt and grunge, -however. Looking around, you see no reason to enter the tiny rooms. The lobby -to the south is the only exit of interest. -~ -294 8 0 0 0 0 -D2 -~ -~ -0 0 29443 -E -dirt grunge~ - What exactly were you expecting to find? -~ -E -bed chest drawer drawers~ - These must be sec.. Er.. Thir... Err.. Fourth hand furniture? -~ -E -room rooms~ - Tiny, tiny things. Sleeping in one would be a cramped affair to say the -least! -~ -S -#29445 -A private home~ - This seems to be a rather small, well-lived in home. From the outside it -looks exactly the same as many of the other houses typical of this neighborhood -of XXXX, but on the inside -- well, ok, it looks the same as all the rest. -You see the standard trappings of family life; a careworn rocking chair in the -corner, and a small toy truck abandoned on a sitting table nearby. -~ -294 12 0 0 0 0 -D2 -Harple Road is just outside. -~ -~ -0 0 29422 -E -rocking chair~ - Time- and care-worn, this chair has seen a lot of grandchildren. -~ -E -truck toy~ - Its a very crudely crafted toy. The wheels move, though. -~ -S -#29446 -A private home~ - This seems to be a rather small, well-lived in home. From the outside it -looks exactly the same as many of the other houses typical of this neighborhood -of XXXX, but on the inside -- well, ok, it looks the same as all the rest. -You see the standard trappings of family life; a stack of wood in the corner -for the fireplace and a few loaves of dough wrapped in towels to rise. -~ -294 12 0 0 0 0 -D0 -Harple Road is just to the north. -~ -~ -0 0 29422 -E -wood stack fireplace~ - Enough wood to last the winter, at least! -~ -E -dough towels loaves~ - Smells good, but it hasn't quite finished rising yet... -~ -S -#29447 -A private home~ - This seems to be a rather small, well-lived in home. From the outside it -looks exactly the same as many of the other houses typical of this neighborhood -of XXXX, but on the inside -- well, ok, it looks the same as all the rest. -You see the standard trappings of family life; a plate with the crumbs of the -last meal lying next to an overstuffed easy chair that faces the window and the -street beyond. -~ -294 12 0 0 0 0 -D2 -Harple Road is just south from here. -~ -~ -0 0 29421 -E -overstuffed easy chair~ - A very comfortable-looking chair, with enough crumbs between the crevices to -support a colony of roaches. -~ -E -plate crumb crumbs meal~ - Looks like its been picked clean by the bugs that live here. -~ -S -#29448 -A private home~ - This seems to be a rather small, well-lived in home. From the outside it -looks exactly the same as many of the other houses typical of this neighborhood -of XXXX, but on the inside -- well, ok, it looks the same as all the rest. -You see the standard trappings of family life; a half-played out game of -checkers on a table between two stiff-backed wooden chairs. -~ -294 12 0 0 0 0 -D0 -The west end of Harple Road is to the north. -~ -~ -0 0 29423 -E -game checkers~ - Black is winning. -~ -E -wooden chair chairs table~ - Homemade, but better crafted than a lot of store-bought furniture you've -seen... -~ -S -#29449 -A private home~ - This seems to be a rather small, well-lived in home. From the outside it -looks exactly the same as many of the other houses typical of this neighborhood -of XXXX, but on the inside -- well, ok, it looks the same as all the rest. -You see the standard trappings of family life; an empty bottle of ale holding a -copy of the XXXX city news down in the draft. -~ -294 12 0 0 0 0 -D3 -Staid avenue is just to the west. -~ -~ -0 0 29426 -E -bottle empty ale~ - The label reads: 'Mystic Brew' and not much else. -~ -E -news copy XXXX~ - It's old. You'd be better off typing 'News' and reading the newest version. -~ -S -#29450 -Ship Shop~ - This shop is decorated with ropes and nets along the walls. On second -thought, you realize that the ropes and nets are the shop's wares, along with -many other various useful sailing equipment. The shopkeeper's desk is a simple -plank of wood laid across two small anchors... This place has a definite -atmosphere! An open window to the river lets the breeze over the river into -the shop to ruffle your hair gently. -~ -294 8 0 0 0 0 -D1 -This shop is right on Staid Avenue to the east. -~ -~ -0 0 29427 -E -rope ropes net nets equipment anchor anchors~ - Nice stuff, affordably priced for the sailor's active budget. You wonder if -you could use anything here... -~ -E -river~ - The river flows by grandly, only slightly polluted by the city and its -populace. Looks nice, but get your drinking water from upstream. -~ -S -#29451 -Wrecked Shop~ - This appears to have once been some sort of dry-goods shop. You step -lightly through the moldy spilled grain and broken barrels to take a look -around. This place has been utterly trashed; your first guess would be -goblins, your second, drunk sailors. Considering the area, drunk sailors would -probably be your best bet. There's nothing here anymore, nothing at all. -~ -294 12 0 0 0 0 -D2 -Klelk Boulevard runs beside the river to the south. -~ -~ -0 0 29433 -E -grain barrel barrels~ - Useless. Trashed. -~ -S -#29452 -Grebe's Tavern~ - Dive. That's all you can say about this place; its a dive. You step -carefully over the dead and/or drunk sailors on the floor toward the center of -the room. There's no decorations on the wall; they've all been ripped down in -anger or for use as weapons at one time or another. Looking around, you search -vainly for a clean table to sit at, and then give up. -~ -294 8 0 0 0 0 -D2 -Klelk Boulevard is to the south. -~ -~ -0 0 29429 -E -table tables~ - You find a table that's relatively vomit-free. -~ -E -wall walls~ - Bare, except for the holes. -~ -S -#29453 -Trading Post~ - Bolts of cloth and barrels of spices stand in monstrous heaps, arranged in a -chaotic haphazard of valuble trade goods. As you watch, a small man enters -from the back room, grabs a box of something unidentifiable, and leaves just as -quickly. A schedule on the wall keeps track of the caravans and ships passing -through the city -- very important information for a merchant. -~ -294 8 0 0 0 0 -D2 -Trade Road runs by outside. -~ -~ -0 0 29414 -E -bolt bolts cloth~ - Nice material... Would make a good shirt. -~ -E -barrel barrels spice spices~ - Smells good. Real.... Spicy. -~ -E -trade good goods~ - The tradesman says, 'May I help you sirrah? ' -~ -E -schedule~ - Looks like another caravan from the east is due in any day now... -~ -S -#29454 -Clay Street~ - In this residential district the people have forsaken the protection given -to them by the gods. Strange portals occasionally appear without warning or -reason. Causing damage to anything that happens to be in their way. Rumors -abound of people being caught inside them and disappearing. -~ -294 0 0 0 0 0 -D1 -~ -~ -0 0 29455 -D3 -~ -~ -0 0 29406 -S -#29455 -Clay Street~ - The people have grown hard living outside the city walls. They have learned -how to protect themselves. These strange portals that appear sometimes bring -with them strange monsters. Things from the past and even some never thing -never before even imagined. -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29407 -D3 -~ -~ -0 0 29454 -S -#29456 -Rubble and Ruin~ - A strange pulsing can be felt in the air around you. A large building lays -in ruins. One of those strange happening took place here. Some type of portal -opened in the midst of this building, the strange forces within it brought the -walls down upon itself. -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29408 -D3 -~ -~ -0 0 29438 -S -#29457 -Clay Street~ - With the amount of chaos and destruction outside of XXXX it is a wonder -that these people dare sleep at night. Many casualties occur regularly in this -area. By the looks of the people they have come to accept their fate. The -street continues to the north and south. -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29408 -D2 -~ -~ -0 0 29403 -S -#29458 -harple Road~ - The streets are ill-kept and uncrowded. The buildings around you are run -down and in need of some serious repair. The residential district is not only -outside the protective dome of XXXX, but also outside of it's rule. No one -even attempts to take care of this area or it's people. -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29420 -D3 -~ -~ -0 0 29421 -S -#29459 -Staid Avenue~ - You hear a loud concussion and a scream in the distance. Another victim to -the now unstable world these people live in. Safety only lies within the walls -of XXXX. The main trade road to the south intersects the avenue you are -currently on. -~ -294 0 0 0 0 1 -D0 -~ -~ -0 0 29418 -D2 -~ -~ -0 0 29416 -S -#29460 -Trade Road~ - The road begins inside the City of XXXX, goes east through the -residential district and then passes through some farmlands towards a distant -city. The road is in decent shape, good enough for the wagons and caravans to -make good time on. The road and everything around it is layered in a thick -dust. -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29402 -D3 -~ -~ -0 0 29401 -S -#29461 -Trade Road~ - The buildings to the north and south look mostly vacant and unused. The -citizenry here seem depressed and resigned to some awful fate that only they -seem to understand or know. The road continues to the east towards XXXX or -west out towards the farmlands. -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29403 -D3 -~ -~ -0 0 29402 -S -#29462 -Trade Road~ - A haze of dust from a passing wagon makes it hard to breath the already -stale air. The wagon passes by quickly, the driver seeming to try to mind his -own business. The creak and groan of the wagon wheels reveals it must be -carrying a heavy load. -~ -294 0 0 0 0 1 -S -#29463 -Trade Road~ - The farmlands to the west are known to be the breadbasket of XXXX. -Without them the city would surely starve. The farmers are well taken care of -for their sacrifice of living outside of XXXX in harms way just to bring -food to the city. The Trade Road stretches to the east and west. -~ -294 0 0 0 0 1 -S -#29464 -Trade Road~ - The normal hustle and bustle of the city is not evident in this section of -the residential district. A few people are about, but not the amount you would -expect. Bulidings line the Trade Road to the north and south, but they all -seem to be empty. -~ -294 0 0 0 0 1 -S -#29465 -Trade Road~ - The residential district was built long before XXXX was ever conceived. -Many people continue to live here out of stubbornness and tradition. A few -moved within the city after the strange happenings began, but many people just -can't leave where they were born and raised. -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29466 -D3 -~ -~ -0 0 29403 -S -#29466 -Trade Road~ - The road has become rutted and a little muddy here from the traffic of many -wagons delivering goods for trade between XXXX, the farmlands, and the lands -beyond. With the appearance of portals throughout the realm the possibilities -for trade are now boundless. If you dare take the risk of exploring. -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29414 -D3 -~ -~ -0 0 29465 -S -#29467 -Alley~ - With the balance of power in the realm lost, chaos has begun to rule. This -once beautiful district is falling into ruin, not only is the land and -buildings falling apart and decrepit, but so are the people. People have now -seen things that should never be forced upon the mortal eye. Many of them are -forever changed from that moment on. -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29411 -D3 -~ -~ -0 0 29410 -S -#29468 -Alley~ - A strong smell wafts in from the east. Smells like the town sewers. -Recent studies by the Magi of XXXX have concluded that the number of -"mentally challenged" people seems to be increasing exponentially. It seems -the damage done by Drakkar is far more elaborate than just the tearing of time -and space. -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29412 -D3 -~ -~ -0 0 29411 -S -#29469 -Klelk Boulevard~ - The smell of the ocean on a slight breeze coming from the southeast is a -stark relief from the rest of this place. The road is potted, rutted, and a -slimy mess. The buildings are about the same, a wonder they still stand. The -boulevard continues east and west. -~ -294 0 0 0 0 1 -D1 -~ -~ -0 0 29428 -D3 -~ -~ -0 0 29429 -S -$~ diff --git a/lib/world/wld/295.wld b/lib/world/wld/295.wld deleted file mode 100644 index f651b51..0000000 --- a/lib/world/wld/295.wld +++ /dev/null @@ -1,266 +0,0 @@ -#29500 -The start of the jungle~ - Going by the trees, you appear to have left the forest and entered a jungle! -There are exotic trees and plants that you have never seen anywhere before. -~ -295 0 0 0 0 3 -D2 -~ -~ -0 0 29501 -E -credits info~ - Um, ok just a small zone, with only 16 rooms, 12 mobs, and 10 objects. It -is based on a jungle, and was designed to join to a forest area at room -1000 - -It is not finished, I started building it for a Mud that never realy got -of the ground, so I thought I would tidy it up a little and upload it to -the circleMud ftp site. If you want to use it as it is, or even add more -to it, feel free to do so. If you use it just send me a quick E-mail to -let me know. - -Martin Winning, -iwinning@@proweb.co.uk - -p.s If you are looking for a builder, I need somewhere to build :)- - gimmie a mail at the above address. -Links: 00n -~ -S -#29501 -Deeper into the jungle~ - As you go deeper into the jungle you start to hear sounds of strange animals -comming from all around you, and someone somewhere is beating some drums. -Hope the natives are friendly! -~ -295 0 0 0 0 3 -D0 -~ -~ -0 0 29500 -D2 -~ -~ -0 0 29502 -S -#29502 -Deeper in to the jungle~ - You are standing at a joining of 4 paths. North heads back out of the -jungle, east appears to lead down a small trail from which the sound of drums -can be heard, west heads in to some thicker trees -~ -295 0 0 0 0 3 -D0 -~ -~ -0 0 29501 -D1 -~ -~ -0 0 29503 -D3 -~ -~ -0 0 29509 -S -#29503 -On a small trail~ - You are on a small trail leading away from the main path through the jungle. -To the east the sound of drums are getting very loud. Maybe you should turn -back and go and get some help before you go any further! -~ -295 0 0 0 0 3 -D1 -~ -~ -0 0 29504 -D3 -~ -~ -0 0 29502 -S -#29504 -The gate to the camp~ - This is what looks like the gate to a small camp. It could be a good place -to rest for a while, but the skulls that are stuck on the end of spears tell -you different! -~ -295 0 0 0 0 3 -D1 -~ -gate~ -1 0 29505 -D3 -~ -~ -0 0 29503 -S -#29505 -In the camp~ - Yikes! You have walked right into a cannibals camp! There are bones laying -all over the place, some of them are obviously human! It looks like you just -missed a big feast. Maybe you should leave before they make you the guest of -honor at the next one! -~ -295 0 0 0 0 3 -D0 -~ -~ -0 0 29507 -D1 -~ -~ -0 0 29506 -D2 -~ -door~ -2 29502 29508 -D3 -~ -gate~ -1 0 29504 -S -#29506 -The food store~ - There are hooks dangling from the roof wich look like they are used to store -meat, but what sort of meat? Use you imagination! -~ -295 0 0 0 0 0 -D3 -~ -~ -0 0 29505 -S -#29507 -The womans room~ - You have walked in to what must be the room where the cannibals keep their -women when they are out hunting. There are animal skins waiting to be made -into clothes for the cannibals, and a few items of high cannibal fashion! -~ -295 0 0 0 0 0 -D2 -~ -~ -0 0 29505 -S -#29508 -The chiefs room~ - This is obviously the room of the chief of the cannibals. There are animal -skins on the wall with crude paintings on them. Could be worth a bit! -~ -295 0 0 0 0 0 -D0 -Nothing. -~ -door~ -2 29502 29505 -S -#29509 -To the monkeys!~ - The trees seem to be getting a little thicker the further west you go. -There are vines hanging down from some of the trees that look like you could -climb up. -~ -295 4 0 0 0 3 -D1 -~ -~ -0 0 29502 -D3 -~ -~ -0 0 29513 -D4 -~ -~ -0 0 29510 -S -#29510 -In the trees~ - Wow, these trees are high! You think you can almost see Midgaard from up -here! Wonder if there are any animals living up here? -~ -295 0 0 0 0 3 -D0 -~ -~ -0 0 29511 -D5 -~ -~ -0 0 29509 -S -#29511 -In the trees~ - As you jump over to this tree you nearly fall down! The trees look less -stable in the trees around you, maybe you should go back down. You also notice -what looks like a bit of snake skin hanging from a branch. Wonder where its -owner is? -~ -295 0 0 0 0 3 -D0 -~ -~ -0 0 29512 -D2 -~ -~ -0 0 29510 -S -#29512 -In the trees~ - It looks like you have just walked in to a nest of greater climbing tree -snakes! Watch out, they could be poison in them there fangs! -~ -295 0 0 0 0 3 -D2 -~ -~ -0 0 29511 -S -#29513 -Close to the monkeys~ - The sound of many animals is getting louder the further east you go. It -sounds like all the apes from the jungle are having some sort of a meeting! -This has got to be worth a look at. -~ -295 0 0 0 0 3 -D1 -~ -~ -0 0 29509 -D3 -~ -~ -0 0 29514 -S -#29514 -The meeting room~ - This would appear to be the meeting place for all the apes. It looks like -they have one hell of a party at these meetings, judging from all the junk -left around. -~ -295 0 0 0 0 3 -D0 -~ -~ -0 0 29515 -D1 -~ -~ -0 0 29513 -S -#29515 -North of the meeting place~ - This looks like somewhere the apes can come to rest after a big meet. -There are some comfy looking leaves to rest on, and a nice fountain in the -corner of the room. -~ -295 0 0 0 0 0 -D2 -~ -~ -0 0 29514 -S -$~ diff --git a/lib/world/wld/296.wld b/lib/world/wld/296.wld deleted file mode 100644 index 2e93443..0000000 --- a/lib/world/wld/296.wld +++ /dev/null @@ -1,891 +0,0 @@ -#29600 -A Littered Road~ - This road once was lined with sculptured shrubbery and cobbled -with high quality stones. However, the passing years and thousands -of careless feet have trampled everything into squalor. Trash lies -everywhere: discarded drink containers, cigarette packs and the like. -Ahead is a largish building that seems to block out the sun nearby: -a big, squat, dark brown building that exudes lifelessness. You see -several people going in and out its doors, shoulders slumped in defeat. -~ -296 4 0 0 0 1 -D0 -~ -~ -0 -1 29601 -E -info credits~ - Froboz Fun Factory of Doom -by: Amanda Eterniale -Copyright 1993 by Curious Areas Workshop -* -This area was built to conform to the standard Diku gamma 0.0 -release. Along with all other changes you must make to change -this area to your particular db flavor, -*** edit the following rooms: -#00 -- add entrance/exit to the south. -* -The mobs were built with a 'standard' 30-level Diku in mind. Armor -classes range from +100 (bad) to -100 (excellent). -There is little that needs to be changed to install this area, -its small and self-explanatory. -* -The Froboz Fun Factory of Doom is a tongue-in-cheek newbie area -consisting of 39 rooms, 13 mobs, and 8 objects. The area is -one big factory, churning out the standard magic items that -many DikuMudders have become accustomed to. -* -A Big Thanks to Builder_5, Serene, and Amanda for supporting C.A.W. -Also, kudos to Tarkin of VieMud (viemud.org 4000) for allowing us to -use his mud for pre-release testing. This area was built with the aid -of George Essl's Dikued program. We would like to thank Mr. Essl for -his time and determination to create and support Dikued. The -following people have aided C.A.W. and Amanda in numerous ways, and -all receive our deepest gratitude: Derek Lang (for continued support) -Freja (for the pink incarnation) the players of VieMud (for playtesting) -~ -S -#29601 -A Littered Road~ - The wheel tracks in the road lead east to a large parking-lot -area, where many wagons and carts sit parked. To the north, you -see the building, with the logo emblazoned: - 'Froboz's Fun Factory of Doom!' -~ -296 0 0 0 0 1 -D0 -~ -~ -0 -1 29606 -D2 -~ -~ -0 -1 29600 -D3 -~ -~ -0 -1 29602 -S -#29602 -The Parking Lot~ - This is the North-East corner of the parking lot. There are -wagons and carts parked everywhere, all as close as possible to -the main building while staying nicely between the little yellow -lines drawn in the dirt. -~ -296 0 0 0 0 1 -D1 -~ -~ -0 -1 29601 -D2 -~ -~ -0 -1 29603 -D3 -~ -~ -0 -1 29604 -S -#29603 -The Parking Lot~ - The wagons and carts are lined up in nice, neat little rows in the -south-east corner of this large parking lot. Here, near the back, -are the more expensive vehicles -- some taking up two parking spaces -so no one scratches the trim. Way, way in the back is a huge wagon -with harness for four animals! Talk about major horsepower!!! -~ -296 0 0 0 0 1 -D0 -~ -~ -0 -1 29602 -D3 -~ -~ -0 -1 29605 -S -#29604 -The Parking Lot~ - There are more various types of vehicles here, all lined -up in perfect rows. This is the north-west corner of the -lot, and a small access road winds north around the west side -of the building. There aren't as many wagons and carts here, -since the walk to the front entrance is kind of long... -~ -296 0 0 0 0 1 -D0 -~ -~ -0 -1 29635 -D1 -~ -~ -0 -1 29603 -D2 -~ -~ -0 -1 29605 -S -#29605 -The Parking Lot~ - There is almost nothing to be seen in this corner of the Parking -Lot: no-one is willing to park this far away and walk a little to -the entrance of the building. You do see a couple of old, decrepit -vehicles around with broken wheels and such, but there just isn't -much here of interest. -~ -296 0 0 0 0 1 -D0 -~ -~ -0 -1 29604 -D1 -~ -~ -0 -1 29603 -S -#29606 -Outside The Factory~ - Here are the giant doors of Froboz's huge complex. They are -kept ajar, to let give all the heat and noise inside a means -of escaping. The doors are made of some sort of black metal, -seemingly impenatrable, and have Froboz's curly-Q sigil worked -in on the front. You are not sure if the doors are meant to -keep intruders out, or workers in... -~ -296 0 0 0 0 1 -D0 -~ -~ -0 -1 29607 -D2 -~ -~ -0 -1 29601 -S -#29607 -The Entrance Area~ - There is a big round desk in this room here, with all sorts -of security equipment arrayed around it. It looks like some -sort of high-magic, what with all the weird surfaces showing -other places in the building -- like a crystal ball almost. - There is a room to the east, where most of the people seem -to be going, and a nice, oak door to the west with some sort of -weird lock on it. This room is tastefully done in a black and -dark green decor which makes it feel somewhat drab. -~ -296 8 0 0 0 0 -D1 -~ -~ -0 -1 29618 -D2 -~ -~ -0 -1 29606 -D3 -~ -door~ -1 -1 29608 -S -#29608 -The Lounge~ - Wow! This is a nice, sunlit area, strewn about with cushions -and benches and other pieces of creature comforts. Along one wall -is a slew of devices that sell food and drinks, right next to a -carpeted stairwell leading up to the second floor. There is a -mini kitchen near the windows, for the employee's lunches, and -overall, you wish you worked here too! -~ -296 8 0 0 0 0 -D1 -~ -door~ -1 -1 29607 -D4 -~ -~ -0 -1 29609 -S -#29609 -The Hall~ - Here is the start of a long hall, that terminates far to the -north with an office. All along the hall to the west you see -work cubicles spread out -- area for all the adminstrators to -play with their paperwork. There is a nice, carpeted set of -stairs that leads downwards to the lounge, which looks nice and -inviting from up here. Looks like these people here are well-kept! -~ -296 8 0 0 0 0 -D0 -~ -~ -0 -1 29610 -D5 -~ -~ -0 -1 29608 -S -#29610 -The Hall~ - Cubicles line this large room to your west, cubicles for the -staff of this factory. This is where all the paperwork gets -done, by people who you think might actually be bred for the -task. To the south is the end of the hallway with stairs leading -down, and to the north is more hall and more cubicles, ending -finally in a largish office. -~ -296 8 0 0 0 0 -D0 -~ -~ -0 -1 29612 -D1 -~ -~ -0 -1 29611 -D2 -~ -~ -0 -1 29609 -S -#29611 -The Cubicles~ - Here are all of the work cubicles of the office area: each -containing a small desk, a chair, and partitions to give each -person a feeling of _some_ privacy. You see that most of the -desks are scattered with papers, forms, and general debris, -with an odd desk standing out because of its spot-lessness. - Overall, it looks like your standard corporate-type working -area. -~ -296 8 0 0 0 0 -D0 -~ -~ -0 -1 29613 -D3 -~ -~ -0 -1 29610 -S -#29612 -The Hall~ - This is the northern end of the hallway. To the north you -see a large, open office that seems to be a hub of activity. -To the south you see the continuation of the hall, and you see -lots of office cubicles to your west. People are constantly -going in and out of the cubicles to the office and back... -perhaps this office is the office of the head honcho of this -place? -~ -296 8 0 0 0 0 -D0 -~ -~ -0 -1 29614 -D1 -~ -~ -0 -1 29613 -D2 -~ -~ -0 -1 29610 -S -#29613 -The Cubicles~ - These cubicles are larger than the ones to the south. -Each has a file cabinet in addition to the desk and chair, -along with other various office trappings. Also, there -seems to be an odd device on each that blinks and buzzes -and that some people seem to be ignoring while others are -talking and fondling theirs... how odd! -~ -296 8 0 0 0 0 -D2 -~ -~ -0 -1 29611 -D3 -~ -~ -0 -1 29612 -S -#29614 -The Main Office~ - This looks like the work area of a thousand busy secretaries. -Unfortunately, as usual, the work is done by only one. Her -desk is trashed with what-not from a hundred different workers, -all needing filing, copying, filling-out, mailing, stapling, et -cetera. - To the north you see a large closed door that many people are -trying to hustle pass the secretary to get into, to the west a -lavatory area and to the east a storage closet. A large hall -that runs the length of the building starts to your south. -~ -296 8 0 0 0 0 -D0 -~ -~ -0 -1 29617 -D1 -~ -~ -0 -1 29615 -D2 -~ -~ -0 -1 29612 -D3 -~ -~ -0 -1 29616 -S -#29615 -A Closet~ - This room is simply _stuffed_ with cups, paper, pens, pencils, -plates, notebooks, pads, staplers, tape, paperclips, erasers, etc, -etc, etc: all the trappings that keep a bureaucracy running. If -you ever need to open a government, it appears this would be the -place to raid. However, being the adventurer that you are, you -simply take a pen and some Post-It notes and make a mental note to -come back later. -~ -296 8 0 0 0 0 -D3 -~ -~ -0 -1 29614 -S -#29616 -The Lavatory~ - This is a rather large bathroom, separated into a men's section -and a women's section by partitioning and some doors. Overall it -looks rather clean and spotless, with white tiling and porcelan -fixtures. A very nice place. In fact, you wouldn't mind... um, -nevermind. -~ -296 8 0 0 0 0 -D1 -~ -~ -0 -1 29614 -S -#29617 -A Big Office~ - This is the office of some bigwig in the Froboz Corporation. -The room is dominated by a black marble table with many chairs -around it. There is marble desk near the window, cleverly -organized and hardly cluttered at all. The window looks out -over an idyllic garden scene that seems very out-of-place near -this factory. The room is done in subdued colors, and seems -like a nice, spacious area. -~ -296 8 0 0 0 0 -D2 -~ -~ -0 -1 29614 -S -#29618 -The Employees' Lounge~ - This ever-so-small room seem to be the floor worker's coat -room, closet, lunch area, time-clock area, and everything else -the administration here could stuff into one room without it -exploding. Needless to say, it is not a very nice or comfortable -spot. This would not be a good place to work you would guess... -but many of the inhabitants of Midgaard may not have the pleasure -of choosing a better career option. -~ -296 12 0 0 0 0 -D0 -~ -~ -0 -1 29619 -D3 -~ -~ -0 -1 29607 -S -#29619 -The Work Floor~ - This is a part of the assembly line for Froboz' products. Here -you see wands of invisibility being assembled. Small sticks are -placed on the back of a large walking turtle, which trombles past -other workers standing in line. The workers take turns putting -the little white tip on one end, inscribing Froboz' name on the -wand, dousing it with extract of Implementor, and a lot of other -complicated, technical things you do not understand. It looks -fairly busy here, people feverishly doing their job, just to keep -from being whipped. How horrible! -~ -296 8 0 0 0 0 -D0 -~ -~ -0 -1 29625 -D1 -~ -~ -0 -1 29620 -D2 -~ -~ -0 -1 29618 -D3 -~ -~ -0 -1 29621 -S -#29620 -The Work Floor~ - Here, in the assembly area, Sanctuary Potions are being made. -A large vat is filled with plaid goo, into which workers are -emptying bags of powder. Finally, one worker comes out with -a really nice glowing breastplate. He throws it in the vat, -where it is dissolved almost instantly! What a waste! -~ -296 8 0 0 0 0 -D0 -~ -~ -0 -1 29626 -D3 -~ -~ -0 -1 29619 -E -vat~ - It is big. It is a vat. It is filled. What else do you want to know? -~ -S -#29621 -The Work Floor~ - Staves of Sleep are being made here. Long staves are being -shaved by a pair of odd blue beavers. Then, they are sanded -down, and soaked in a mash of mush made from some odd books -that the workers are tearing up. The title, from what you can -see, is '..emistry'. Evidently, this is the awesome might that -magically can put people to sleep. -~ -296 8 0 0 0 0 -D0 -~ -~ -0 -1 29624 -D1 -~ -~ -0 -1 29619 -D3 -~ -~ -0 -1 29622 -E -book~ - Hmm... An introduction to a new magic! You sit down with the book, and -awake several hours later, well rested. Blinking, you sit up to find the book -is gone. Oh well. -~ -S -#29622 -The Work Floor~ - Scrolls of Recall!!! They're everywhere!!! Just as you begin -scooping them from a big bin into your bag, you notice that they -aren't glowing like your standard Recall scrolls do. Looks like -they haven't been enchanted yet! *sigh* Oh well, maybe next time... - To your left, you see something odd being done with some homing -pigeon and a machine that looks like a twisted dream of M.C. Escher, -and decide that you don't want to know. -~ -296 8 0 0 0 0 -D0 -~ -~ -0 -1 29623 -D1 -~ -~ -0 -1 29621 -E -machine pigeon~ - No really, you don't want to know. -~ -S -#29623 -The Work Floor~ - Connected to the recall area to the south, this machine -prints Identify Scrolls. However, the machine that's printing -them promptly deposits the finished product into a large iron -box with a small slit on the side. The box looks impossible -to open, even by an angry god!!! Hmmm, looks like the Froboz -Fun Factory of Doom is used to having adventurers looking about. -~ -296 8 0 0 0 0 -D1 -~ -~ -0 -1 29624 -D2 -~ -~ -0 -1 29622 -E -machine~ - Parchment in one end, scrolls out the other. No moving parts that you can -see! Magic! Ain't it wonderful??? -~ -E -box~ - Wow! The twin power-mages Black and Decker themselves couldn't get into this -box if they tried! This isn't a safe... It is a safer! -~ -S -#29624 -The Work Floor~ - This appears to be a central area in the factory, with -ladders leading up and down, and a huge loading/unloading -area to the north. All around, huge boxes are being stacked -for further movement to the wagons waiting outside -- to be -delivered to all of Froboz's magic shop chains all over the -planes. -~ -296 12 0 0 0 0 -D0 -~ -~ -0 -1 29638 -D1 -~ -~ -0 -1 29625 -D2 -~ -~ -0 -1 29621 -D3 -~ -~ -0 -1 29623 -D4 -~ -~ -0 -1 29631 -D5 -~ -~ -0 -1 29627 -S -#29625 -The Work Floor~ - This is odd. Workers here are opening giant wooden crates -and fishing about hastily in the insides with fishing nets. -Then, they take the struggling nets and dump them into what -looks like a huge meat grinder. On the other end, a yellow -fluid is being poured into small vials. You look closer... -potions that allow one to view the invisible? Your stomach -roils as you imagine what may be really going on here... -~ -296 8 0 0 0 0 -D1 -~ -~ -0 -1 29626 -D2 -~ -~ -0 -1 29619 -D3 -~ -~ -0 -1 29624 -E -grinder~ - Looks real disgusting. Looks real painful. You are glad you are not going -anywhere near it, aren't you? -~ -E -crates crates~ - On the side of the crate, barely legible from scratchmarks and age, is the -legend: 'stbusters Inc. One Type III enclosed. DANGER. This end up. -~ -S -#29626 -The Work Floor~ - This area seems to be Froboz's R&D area. Workers are here -playing with toys and chemicals trying to find that next big -product to mass market. A lot of junk is lying about here, -and occasionally you hear the boom of someone accidentally -starting off a chain reaction... -~ -296 8 0 0 0 0 -D2 -~ -~ -0 -1 29620 -D3 -~ -~ -0 -1 29625 -E -junk~ - Looks like a lot of odd and ends. Most appear harmless... It would take -quite an imagination to create something dangerous with these, like a...!!! -Nah, it'll never work. -~ -S -#29627 -The Machine Room~ - This room is far beneath the ground, beneath the scurrying -busy-ness of the factory above. This room seems to be a spare -parts room for all the machines in the factory. The machine -room continues to your south and east, and you feel a monstrous -thrumming from somewhere nearby... -~ -296 8 0 0 0 0 -D1 -~ -~ -0 -1 29628 -D2 -~ -~ -0 -1 29629 -D4 -~ -~ -0 -1 29624 -S -#29628 -The Machine Room~ - Many bits, parts, and pieces of broken machines lie scattered -on every flat surface in this room. It looks as if this is the -machine burial ground for the factory: just throw it in here -and forget about it. There is a powerful vibration coming from -the south that makes all the loose parts rattle about a bit. - There is a large red door to the south with big yellow writing -on it that you may want to examine closer. -~ -296 8 0 0 0 0 -D2 -~ -door~ -1 -1 29630 -D3 -~ -~ -0 -1 29627 -E -door writing~ - The writing on the door is in large yellow print and reads: DANGER!!! DO NOT -ENTER!!! -~ -S -#29629 -The Machine Room~ - This space in the machine room has been cleared away to -make a little nest. There is a nice couch created from -an old cushion and some old scrap metal welded together, -which happens to be covered with all sorts of magazines. -Seems like a nice comfy spot with plenty of places to prop -your feet up. However, there is a deep, powerful humming -coming from the east that sets your teeth on edge. - There is a big red door to the east with big yellow writing -on it. -~ -296 8 0 0 0 0 -D0 -~ -~ -0 -1 29627 -D1 -~ -door~ -1 -1 29630 -E -door writing~ - The writing on the door is in large yellow print and reads: DANGER!!! DO NOT -ENTER!!! -~ -E -magazines~ - These magazines seem to be filled with pictures of woman in various clothing -crises. Hmm. -~ -S -#29630 -Welcome To The Machine~ - This is a big dark room filled with the one huge thrumming -machine that powers the whole plant. Gears, pistons and -everything imaginable shoot out at crazy angles and insane -velocities, making this room very dangerous. The thrumming -in the room makes your head want to pop from the pressure of -it all! -~ -296 9 0 0 0 0 -D0 -~ -door north~ -1 -1 29628 -D3 -~ -door west~ -1 -1 29629 -S -#29631 -The Catwalks~ - These small walkways above the factory floor enable the foremen -to keep a careful eye and whip on the poor workers below. It -doesn't feel too safe up here, after watching the others up here -walk, and even run as if normal, you guess that it just takes time -to get used to the feeling. Still doesn't seem that sturdy, though. -~ -296 8 0 0 0 0 -D1 -~ -~ -0 -1 29632 -D2 -~ -~ -0 -1 29634 -D5 -~ -~ -0 -1 29624 -S -#29632 -The Catwalks~ - Carefully you edge your way around something slippery that has -been spilled on the catwalk. The last thing you want is to fall -the twenty feet or so down to the work floor below. That might -be painful, no? The catwalks give access above many of the most -busy areas of the factory for the cruel foremen to oversee their -charges. Efficient, yes. Humanitarian, no. -~ -296 8 0 0 0 0 -D2 -~ -~ -0 -1 29633 -D3 -~ -~ -0 -1 29631 -S -#29633 -The Catwalks~ - While walking along this catwalk above the factory floor, you -barely duck in time to miss beaning yourself in the head with -a rafter. Below, you see the masses of wage-slaves frantically -doing their jobs while trying not to get fired or beaten. -Geez! This place is so gloomy that you'll have to go to Arachnos -next to cheer yourself up... -~ -296 8 0 0 0 0 -D0 -~ -~ -0 -1 29632 -D3 -~ -~ -0 -1 29634 -S -#29634 -The Catwalks~ - The rails here are in ill-repair, and you try to keep exactly -in the center of the catwalk, just in case. Doesn't look like -many foreman come to this section of the walkways, due to the ill -repair. Maybe you should leave yourself... -~ -296 8 0 0 0 0 -D0 -~ -~ -0 -1 29631 -D1 -~ -~ -0 -1 29633 -S -#29635 -The Access Road~ - This winding accessway heads north around the side of the -factory to the dock areas in the back. The factory doesn't -look near as imposing or as evil from this angle, but you -still wouldn't want to work there. Many heavy carts and -wagons slowly make their way up and down this road, wearing -the ruts in the road even deeper into the earth. -~ -296 0 0 0 0 1 -D0 -~ -~ -0 -1 29636 -D2 -~ -~ -0 -1 29604 -S -#29636 -The Access Road~ - The access road turns east here, to the dock area. Several -carts are lined up by the wayside here, awaiting their turn -to be loaded or unloaded by the factory workers, and then sent -on their delivery routes. As you watch, they all slowly move -up one cart-length, and then the drivers continue their snoozing. -~ -296 4 0 0 0 1 -D1 -~ -~ -0 -1 29637 -D2 -~ -~ -0 -1 29635 -S -#29637 -The Dock Area~ - Carts and flatbed wagons move up here and turn to be loaded -and unloaded. The workers quickly swarm up to each vehicle -and use the ropes and winches attached to the ceiling above to -remove and load crates on the carts. Looks a little confusing, -you are sure you just saw one crate loaded, then unloaded at -least three times. Oh well, they are Union... they probably -know what they are doing... -~ -296 8 0 0 0 0 -D2 -~ -~ -0 -1 29638 -D3 -~ -~ -0 -1 29636 -S -#29638 -The Warehouse Room~ - Crates Everywhere! Crates are piled up to the very rafters, -outgoing on one side, incoming on the other. All have the -Froboz Corporation logo on the side, as well as the obvious -legal and magical warnings on the side to discourage theft, -embezzelment, etc. Each crate might contain a fortune, or -absolutely nothing, but from the rumors of Froboz, you decide -not to find out... -~ -296 8 0 0 0 0 -D0 -~ -~ -0 -1 29637 -D2 -~ -~ -0 -1 29624 -S -$~ diff --git a/lib/world/wld/298.wld b/lib/world/wld/298.wld deleted file mode 100644 index f9f0753..0000000 --- a/lib/world/wld/298.wld +++ /dev/null @@ -1,839 +0,0 @@ -#29800 -The Castle of Desire - Honeybear~ - The Castle Of Desire - Zone. Hello, This zone is somewhere in between the -Newbie Zone and the Chessboard of Midgarrd in difficulty. In fact the -charactersitics of most of the mobiles was cloned from these. Due to the -"adult/ sexually oriented nature" of some of the objects. This zone as it -stands would be oriented toward an adult user base. However it would be easily -modified to change those few items which some people might find offensive. -The Zone was created as a replica of our talker - The Castle of Desire. -Please visit us by coming to our Home Page at: http://www. Bcl. Net/desire -New Players are always welcome and I'm happy to help talker and mud -administrators all i can. You can reach me on my talker or in my mud or email -me at: brussell@@specent. Com. Have fun and good luck. Bill (Honeybear) -~ -298 0 0 0 0 0 -S -#29801 -Foyer~ - You enter a large Foyer and are greeted by a Butler who Welcomes you to the -Castle of Desire it is the home of Shimmer your Queen and Honeybear your King.. -Out in front of you, a dark mysterious corridor lies to your left, and on your -right, a beautiful large winding stairwell leading upwards.... You wonder -where to start in exploring the forbidden secrets that this Castle must -hold.... Enjoy your stay.. And all your desires that you fulfill here.. The -vision of an Oak Tree appears before you in the corner of the room. -~ -298 156 0 0 0 0 -D0 -~ -~ -0 -1 29802 -D1 -~ -~ -0 -1 29804 -D2 -~ -~ -0 0 26203 -D3 -~ -~ -0 -1 29803 -D5 -~ -The Castle Moat~ -0 -1 29835 -S -#29802 -Great Hall~ - This large Public Scening Hall is a cavernous room with a vaulted ceiling -upon which a fresco depicts angels, cherubs and robed figures in postures of -ecstacy as they dispense or receive pleasure. A blazing fireplace at one end -of the room is flanked by chairs in which slaves writhe in pleasure, impaled on -their masters' laps. In the center of the room is a pole to which slaves may -be tethered as they submit to exquisite punishment. A basket holding riding -crops, whips, switches and paddles is near at hand. At the far end of the room -is a bed-sized platform between two tall columns. On the platform, a slave is -lying on her back, her arms chained to rings set in the columns. Her legs are -bent back and suspended in midair by a chain fastened to a hook in the ceiling, -awaiting her Master. -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29813 -D1 -~ -door~ -2 29822 29807 -D2 -~ -~ -0 -1 29801 -D3 -~ -door~ -2 29822 29805 -S -#29803 -Corridor~ - You have entered a dark corridor that is dimly lit with candles... There -are old paintings of past Kings, Queens, and Royalty lining the walls... -Cobwebs hang from the ceiling, drapping around you. You peer down the corridor -and see a small door to what you think might be the servants quarters.. You -wonder if you should take a closer look to see where it leads.. -~ -298 0 0 0 0 0 -D1 -~ -~ -0 -1 29801 -D3 -~ -~ -0 -1 29808 -S -#29804 -Stairwell~ - -An enormous stairwell looms before you.... You gaze up the winding stairs -to see the light of the moon shining through the stain glass windows... The -light fills the stairwell with dark and mysterious pattrens, giving you a sense -of someone watching from the shadows.... -~ -298 0 0 0 0 0 -D1 -~ -~ -0 -1 29806 -D3 -~ -~ -0 -1 29801 -S -#29805 -Master~ - You smell faint traces of sandal wood and leather, and the fragrence of oils -and a touch of honey as you enter the Masters chamber. The room is dominated -by a huge, heavy, mahogony bed... Covered in black satin covers. In front of -a large stone fireplace are two overstuffed leather chairs, inviting you for a -brief period of contemplation.. Perhaps you sip a brandy from the well stocked -bar, or gaze on the shelves on the wall containing all the gadgets and toys -that a true Master and gentlman might need to entertain himself with a willing -companion or Sub... Whom you may see the shadow of her figure lurking in the -shadows... Waiting on her Master -~ -298 668 0 0 0 0 -D1 -~ -door~ -2 29822 29802 -S -#29806 -Passageway~ - -This is a long, cobweb covered passage, many years of dust are settled on -the antiques, walls and floors... The passage leads from the stairwell, to the -entrance of the Secret Tunnel of the Ocean Tower... As you travel through the -passageway there are many doors to rooms on the right of you, which behind -these closed doors are the private quarters of the Kings and Queens of Castle -of Desire... -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29826 -D3 -~ -~ -0 -1 29804 -D5 -~ -~ -0 -1 29828 -S -#29807 -Mistress~ - This is the mistress' chamber. A large canopied bed graces the center of -the room. On a small table are bottles of scented oils and lotions and a -basket holding nipple clamps and cock rings, and leather straps of different -lengths delicately carved chest at the foot of the bed contains an assortment -of switches, crops and paddles along with a strap-on dildo and a double headed -dildo. Many things to pleasure both Mistress and Sub. -~ -298 668 0 0 0 0 -D3 -~ -door~ -2 29822 29802 -S -#29808 -Servant's Quarters~ - Here in this room you see a very humble abode. A simple place where the -servants live having only the necessities of life. There are rows of simple -cots with thin bedding and blankets, little privacy for any who share this -place. Some have draped old moth eaten blankets between their cots for some -semblence of a place of privacy. There is little time spent her for the -servents.. Only for a few limited hours of sleep before they are called on for -their duties to be performed for the Master and Mistress of the Castle. -~ -298 0 0 0 0 0 -D1 -~ -~ -0 -1 29803 -D3 -~ -~ -0 -1 29809 -S -#29809 -Catacombs~ - Walking among the catacombs is quite disorienting. One dark corridor looks -like another : dry and dusty. You would become forever lost should your torch -falter. The darkness could possibly be the deadliest thing down here. The -catacombs are rumored to lead to many things, including the Wizard's den. You -chuckle at the thought of following the echos of incantations bouncing from -hall to hall. You also deduce that the lowest part of the stle's domain must -hold the dungeon. Perhaps you should keep the draft in your face so as you do -not accidentally wander into the dungeon. Who knows what wanders in that area. -If you are lucky you might be able to find a exit leading to one of the -Castle's rooms. -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29811 -D1 -~ -~ -0 -1 29808 -D2 -~ -~ -0 -1 29810 -S -#29810 -Dungeon~ - The atmosphere of this enormous stone-vaulted underground chamber is dark -and oppressive. Manacles dangle from iron rings set deeply in the stone walls. -A pair of leather ankle restraints is fastened to the end of a chain which is -looped over a pulley set in an oak beam in the ceiling of the dungeon. -Through the bars of a dark cell in the corner, you see the form of a softly -sobbing slave. The pillory in the center of the dungeon is occupied by a slave -her e she is bound, bruised and swollen waits as her master left her. -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29809 -S -#29811 -Armory~ - Here you enter the this very large room you see that it stores all the -weapons and equipment for war. You see polished and shiny.. The metal coats -of armor worn my the army lined up along one wall.. Hanging on the other -walls and about the benches are different styles of weapons. You see long -bows, and swords, spears and lances.. Maces and sheilds and battleaxes.. -Large numbers of them in neat and organized fashion ready for battle when the -need arises.... -~ -298 8 0 0 0 0 -D0 -~ -~ -0 -1 29812 -D2 -~ -~ -0 -1 29809 -S -#29812 -Trophy Room~ - As you enter the trophy room you are blinded by light reflected from goblets -and bowls of precious metal, inlaid with rare stones. Oil paintings on the -wall tell of past victories, parchments speak of victories to come. Magical -objects wrestled from evil creatures are on display behind strong walls forged -by strong spells. -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29816 -D1 -~ -~ -0 -1 29813 -D2 -~ -~ -0 -1 29811 -D3 -~ -~ -0 -1 29814 -S -#29813 -Dining Hall~ - Entering this chamber a long solid wood table greets your gaze... The table -has twenty large, oversized, velvet covered chairs, which line both sides of -the table... Candelabras line the table and the walls of the dinning hall, -giving off a gentle and soothing glow... Although this room is enormous, it is -also easily converted into a quiet spot for a romantic candle lit dinner with -that special someone... -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29817 -D1 -~ -~ -0 -1 29821 -D2 -~ -~ -0 -1 29802 -D3 -~ -~ -0 -1 29812 -S -#29814 -Library~ - Welcome to the Library! You enter through two huge wooden doors and are -immediately overcome by the odor of old books. There are long wooden tables to -either side of you lighted softly by the glow of candlelight and the warm fire. -Around the fireplace you see a huge rug with all of your friends sitting on it -reading there favorite novels. You decide to pick out a book and join them... -Beside the rug on either side of the fireplace you see two over stuffed -chairs... And a special shelf with Leather bound books... -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29815 -D1 -~ -~ -0 -1 29812 -S -#29815 -East Balcony~ - As you enter this balcony you see the glow of the rising sun orange and reds -against the clouds. You look over the railing out across the country and you -see the gardens in bloom, with moisture drops of dew on them glistening in the -early morning lite.. As you look across the field you see doe and their young -drinking at the stream. This is a pleasant place with comfy wooden chairs to -sit and watch the day break. -~ -298 0 0 0 0 0 -D2 -~ -~ -0 -1 29814 -D3 -~ -~ -0 -1 29826 -S -#29816 -Game Room~ - As you enter you see many different types of equipment... Used in the games -of the Knights... You see Jousting equipment... And Riding gear.. Helmets -and shields and lances... YOu see great sized discs and long steel posts.. -Tossed for sport and skill. Many other items of game lay about the room.. -Choose.. What is it you enjoy most in the games of bravery and skill? -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29818 -D2 -~ -~ -0 -1 29812 -S -#29817 -Ballroom~ - You stand in a room with octagonal marble floor tiles. Looking up, you see -a ceiling covered with glass mirrors, reflecting the dance. Along the center -of the ceiling of this enormous room are three large, silver candlabras,housing -hundreds of delicate white candles. Tall glass doors, covered by billowing -white curtains lead outside to small marble balconies, where people may talk -privately and enjoy the view. The left side of the room is covered by a thin -white curtain concealing the twenty piece orchestra, as they play concertos and -waltzes. To the right is a mural of a ball from ages past. Forest green love -seats line the walls, for those wishing to relax and listen to the music. -~ -298 0 0 0 0 0 -D1 -~ -~ -0 -1 29822 -D2 -~ -~ -0 -1 29813 -D3 -~ -~ -0 -1 29818 -S -#29818 -Knight's Room~ - You Enter the KNIGHTS_ROOM As you walk in 2 guards point their spears at you -and ask, "WHO GOES THERE? "" You show them your pass and walk in. As you walk -in you see a large wooden round table with Castle Desires Emblem on it. About -298 wooden chairs surrounding the table. You take a seat and begin to chat. -You notice a few golden thrones for the kings and queens and princes and -princesses. So, please, make yourself comfy and servants will come and serve -you drinks. -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29819 -D1 -~ -~ -0 -1 29817 -D2 -~ -~ -0 -1 29816 -S -#29819 -Royalty~ - You have descended into an intimate amphitheater of abandon where -exhibitionists and voyeurs are welcome (and encouraged) to play. Far above -you, a large crack in the domed ceiling reveals a myriad of dark -constellations. The morning star winks mischieveously on the horizon. A low -stage, covered with soft, luxurious cushions, is surrounded by a reviewing -stand rising above it on all sides. The stands are padded and cozy, allowing -watchers to lounge or indulge themselves in the shadows. The stage is -surrounded by soft, low candlelights, the players move slow to the music. Two -large thrones sit at the front of the stage for the King and his Queen to view -the scenes. -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29820 -D2 -~ -~ -0 -1 29818 -S -#29820 -Bedroom~ - This cozy bedroom is tucked away from prying eyes; small, yet wonderful in -its capacity. Dimmed lighting set into the floors gives your eyes just enough -to move around by, as you notice the enormous king-sized bed taking up much of -floor space. Complete with black satin sheets, you and your lover rest -comfortably on its surface, the water-filled mattress relaxing you. The -mellifluous sound of breakers rumbling and crashing against the shore seeps -from hidden speakers, you and your lover's chests rising and falling in sync. -A pair of elegant black orchids rest in an onyx vase upon the small night table -next to you. From all around, a dozen airy voices whisper, "Set me afire with -your touch, my love, and quench me with your kiss ... " -~ -298 156 0 0 0 0 -D0 -~ -~ -0 -1 29834 -D2 -~ -~ -0 -1 29819 -D4 -~ -~ -0 -1 29833 -S -#29821 -Cullinary~ - -You enter a world of delicious smells... Bread is baking in the old stone -ovens... The Roast is turning on the spit in the hickory fire... A long -oblong, oval shaped table stands in the middle of the culinary, which is -equiped with all the neccessities... A variety of cabinets and shelving line -the walls full of food supplies... A large metal rack hangs over the middle -table, with pots and and utensils hanging from it... -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29823 -D3 -~ -~ -0 -1 29813 -S -#29822 -Wine Cellar~ - You decend a narrow stairway after opening a thick wooden door with a loud -creek. To the left and right are rooms containing countless bottles of vintage -wines, sent from all over the country to stock the King and Queens cellar. In -the main central room you see many rows of huge barrels filled with the most -delicious wines of all parts of the realm.. And along the far wall are shelves -holding the countless bottles of various brands of brandy .. Especially -select.. For the King. To the right sits the winemaster, always ready to help -to choose the right wine for the right occasion.. And to keep the supplies in -order. -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29824 -D3 -~ -~ -0 -1 29817 -S -#29823 -Pantry~ - -You walk into a very spacious pantry, which is lined with dozens of wooden -shelves... There stocked full of a variety of foods... There is a wooden -stepping stool against the shelf, and hooks with aprons hanging from the line -the one wall... -~ -298 0 0 0 0 0 -D2 -~ -~ -0 -1 29821 -S -#29824 -North Passageway~ - @n - .;;;, .;;;, .;;;, .;;;, - .;;;,;;;;;,;;;;;,.;;;, .;;;.,;;;;;,;;;;;,;;;. - ;;;;oOOoOOoOOoOOoOOo;;;. .,. .;;;oOOoOOoOOoOOoOOo;;;; - .,,.`oOOo' `OoOOo,;;;;;,oOOoO' `oOOo;',,. - `;;OOoO' ;;;' `OOO' `;;; `OoOO;;' - ;;;;OOoO `; ,;;. ;' OoOO;;;; - ;;;;OOoO, ;; ; ; `; ;' ;..' ,OoOO;;;; - ```.;OOoO, ;,;;, `;;' `;' `;;' ,OoOO;,''' -IN HONOR ;;;;OOoO,. .,OoOO;;;; IN MEMORY OF -OF OSITANEGRA```,;OOoO,. .,OoOO;, ''' BLUEDRAGON -AND SPOILA'S ;;;;;OOoO,. .,OoOO;;;; FOR ALL WHO LOVED HER -WEDDING JULY 3RD 1997 ;;;;;OOoOOoOO;;;;; PASSED AWAY JULY 4TH 1997 - -->-->---**---<---<--{ -~ -298 0 0 0 0 0 -D1 -~ -~ -0 -1 29825 -D2 -~ -~ -0 -1 29822 -S -#29825 -Ocean Tower~ - As you enter the tower, you see many windows, one of which is a huge stained -glass window that showers the whole room with a rainbow of colors. You walk -over to an open window and you can hear the pounding of the waves below and the -screaming of the sea gulls above. Suddenly there is a breeze of cool, salty, -ocean air that calms your body... Relax and enjoy the view.. -~ -298 0 0 0 0 0 -D2 -~ -~ -0 -1 29826 -D3 -~ -~ -0 -1 29824 -S -#29826 -Secret Tunnel~ - As you step into the darkness your torch throws a bright light that is -caught by thousands of sparkling crystals that amplify the shimmering light -into a magical carpet of color that entrances and makes you hold your breath -with delight. The floor is smooth under your feet and thesoft warm breeze -carries a delightful fragrance that sets your senses tingling with delight. -There are places this tunnel leads to.. Mysterious, perhaps dangerous, or -perhaps tantalizing to all your sensual senses.... Continue here.. At your -own risk. -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29825 -D1 -~ -~ -0 -1 29815 -D2 -~ -~ -0 -1 29827 -D5 -~ -~ -0 -1 29801 -S -#29827 -West Balcony~ - As you open the doors to the balcony, the beautiful smell of the warm night -fills your soul until your all warm inside. You decide to sit and relax before -doing anything further. You begin to close your eyes, when all of a sudden you -see the most beautiful thing happening in the sky. A flashing light goes from -one side of the dark sky to the other. You finally close your eyes with -happiness and excitement. Knowing that you have just seen a shooting star, you -begin to make a wish... The next morning you wake up and find yourself at the -same spot as you were the night before and figured you must have drifted off to -sleep.... But as you start to get up, you see something different, something -strange, something new... You noticed that your wish come true... -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29826 -D2 -~ -~ -0 -1 29829 -S -#29828 -Hot Tub~ - The moon has turned a translucent silver and casts a light that illuminates -the outlines of the bodies in the hot tub. This is the place to relax and get -to know the one sitting across from you. The hot tub is cozy, almost magical -as the pulsing jet stream of water makes direct contact in your most secret -places and those strong, smooth bubbles massage reality away. Soft music, with -a steady beat fills the air, touches your soul and strikes an almost primal -urge in you. You drift in a secure and sensual place as your body responds to -the steamy water, the feather-light touches of someone and you enter a -dreamlike state. -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29830 -D4 -~ -~ -0 -1 29806 -D5 -~ -~ -0 -1 29831 -S -#29829 -South Tower~ - As you enter my tower, you are greeted by the warm glow of a fire in the -fireplace. The east is adorned with bookcases, filled with books both old and -new. The north has a rather quaint, and cozy sofa, with a small refrigerator -on the side. The west is also adorned, not with bookcases, but with my coat of -arms, and my fabulous sword collection. The south, where you entered, has a -door leading to the spirial staircase that lead you to the tower. In the -center of the room, there is a round table with 6 chairs around it, in the -center of the table, there are fresh roses in a vase. As you enter, I look up -from my desk in the northwestern part of the tower, put down my quill pen, and -properly greet you into the tower. -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29827 -S -#29830 -Heaven~ - If you have choosen here you feel a pleasent light feeling come over you.. -You feel content and happy as you feel you are floating on air.. There is a -lite blue mist about you and shimmering lites of color everywhere.... Almost a -twinkling of stars of lights all around you... This is a good place.. And -from here you can return to reality... -~ -298 0 0 0 0 0 -D2 -~ -~ -0 -1 29828 -D3 -~ -~ -0 -1 29831 -D4 -~ -~ -0 -1 29832 -S -#29831 -Hell~ - If this is the way you have choosen you can feel the fires of Hell around -you. As you open your mouth to gasp for air you feel the heat searing your -lungs. You feel the burning but your flesh is in tact you feel the flames but -you see only darkness... There is no light.. It is as though you are hanging -in limbo you can not touch nor feel anything around you including the floor if -there is one... You can not go forward nor can you retrace your steps in... -And you hear the anguish of other souls as they linger here... You are -alone... You are lost... All you feel is desperation.. There is no where -else you can go... You poor lost soul....... -~ -298 0 0 0 0 0 -D0 -~ -~ -0 -1 29832 -D1 -~ -~ -0 -1 29830 -D3 -~ -~ -0 -1 29828 -S -#29832 -Death~ - You suddenly find yourself seemingly floating through a white void. There -is a hint of landscape, almost tangible like a cloud, yet seemingly no more -real than a dream. Where are you? In your dazed state you conclude you have a -choice of going in one of two directions. Which will it be? In one direction -you see brightness and feel warmth, from the other direction there is darkness -but a burning heat, and sounds of anguish. You can not speak here or .tell or -.shout you are in a limbo state untill a wiz or higher talks to you.. You must -decide if you are willing to cooperate and behave here..... Smiles then you -will be freed. YOU ARE DEAD! -~ -298 8 0 0 0 0 -S -#29833 -Bear~ - To My Honeybear My Hairy Bear - Love Always - Shimmer Here I stand, and my -spirits rise.. All my feelings... I feel I have many loves. Loves that I can -not live with out.. I have many desires, which are what I Iam all about.. I -love walking on beaches and warm summer breezes.. I love sunsets and laughter -and star filled skies.. *My life is complicated, My loving is deep If you are -part of that life you KNOW... If you have my heart... You have my mind.. My -soul.. My love.. And I will share my life with you.. I am a gentle and -caring woman and would cherish your friendship forever.. -~ -298 2716 0 0 0 0 -D5 -~ -~ -0 -1 29820 -S -#29834 -Moonlight~ - To my Darling Shimmer My Moonlight - Love Always - Honeybear In the darkest -of times, if you look up, you can find your way by the shimmering light of the -moon. In a dark time in my life, I looked up and there she was, my Shimmer, my -Light of the Moon! Oh there have been many lights in my life, most of which -have faded. Im sure there will be others, but none will be more precious to me -as She. To her I pledge my undying love and affection for as long as she -chooses to light my way! -~ -298 2716 0 0 0 0 -D2 -~ -~ -0 -1 29820 -D5 -~ -~ -0 -1 29801 -S -#29835 -The Castle Moat~ - As you go down into the Castle Moat you are pleasantly surprised that you -can swim. The water is cold and muky with all manners of yuky stuff floating -about. Could be trash dumped from the windows of the Castle by the staff or, -could be parts of bodies of those who have dared attack the Castle. The Moat -continues East and West accross the front and sides of the Castle. You can -also go down if you can hold your breath and arent afraid of deep dark cold -places. A slippery ladder leads back up to the Foyer! -~ -298 0 0 0 0 6 -D1 -~ -The Eastern side of the Moat~ -0 -1 29836 -D3 -~ -The Western Side of the Mote~ -0 -1 29837 -D4 -~ -The Castle of Desire Foyer~ -0 -1 29801 -D5 -~ -Under Water in the Moat~ -0 -1 29838 -S -#29836 -The Eastern Side of the Moat~ - As you continue swimming you finally come to a solid wall which signals the -end of this side of the moat. Your only choice is to go back from where you -came. -~ -298 8 0 0 0 6 -D3 -~ -The Castle Moat~ -0 -1 29835 -S -#29837 -The Western Side of the Moat~ - As you continue swimming you finally come to a solid wall which signals the -end of this side of the moat. Your only choice is to go back from where you -came. -~ -298 0 0 0 0 6 -D1 -~ -The Castle Moat~ -0 -1 29835 -S -#29838 -Under Water in the Moat~ - You are under the water in the Moat. Its very dark and you almost choke -from the muck that surrounds you. You have a feeling you should go back from -where you came. If you go down futher you will surely die! -~ -298 1 0 0 0 8 -D4 -~ -The Castle Moat~ -0 -1 29835 -D5 -~ -The Deadly Depths of the Moat~ -0 -1 29839 -S -#29839 -The Deadly Depths of the Moat~ - The pressure is too much for you to handle. You better go up before you -drown. -~ -298 0 0 0 0 8 -D4 -~ -Under water in the Moat~ -0 -1 29838 -S -$~ diff --git a/lib/world/wld/299.wld b/lib/world/wld/299.wld deleted file mode 100644 index a38df31..0000000 --- a/lib/world/wld/299.wld +++ /dev/null @@ -1,1411 +0,0 @@ -#29900 -The Cathedral Courtyard~ - Leaves blown about by the wind of countless centuries fill this -lonely empty courtyard with their dull hollow rustle. As you look -around an eerie feeling overcomes you, as if you are being watched. - Just to the north, you see that the once beautiful double doors -leading into the cathedral proper have been torn from their frames -and left lying on the ground near the now open doorway. - At the southern end of the courtyard, a large iron wrought gate -can be seen, creaking in the wind. On the other side of the gate, -there seems to be an older road leading away from the cathedral. -~ -299 0 0 0 0 2 -D0 -A large fountain of water can be seen inside the open doorway to the -north. -~ -~ -0 -1 29901 -D2 -The iron wrought gate stands in the middle of the stone wall, and blocks -the way southwards towards the old stone road. -~ -gate iron wrought~ -1 -1 29955 -E -credits info~ - Cathedral -by Matrix -Copyright 1995 by Curious Areas Workshop -* -This area is an abandoned cathedral with a twist. It has been -overrun by evil and nasty undead but there are also good undead -attempting to contain these nasties. There are also a few good -undead creatures deep in the catacombs below the cathedral. -The area consists of 56 rooms, 15 mobiles, and 17 objects. -N.B. The layout of the abandoned cathedral is loosely based upon - an unfinished church created by CatsEye of VieMud 2.x -* -This area was built to conform to the standard Diku gamma 0.0 -release. Along with all other changes you must make to change -this area to your particular db flavor, -*** also, edit the following room: -#55 -- add an entrance/exit in a suitable direction and change - the description to fit the surrounding area if neccessary. -*** You may wish to check the following objects to ensure that their -spells are the same as your Mud's spells: -#06 sleep (38), cure critic (15) -#07 sanctuary (36) -*** Finally... you may wish to check this sector number... -Since I couldn't find fly sectors in the original DikuMud, I used -9 as a sector for them. The rooms to which this applies are: -#14, #50, #51, #52, #53 -* -The mobs were built with a 'standard' 30-level, DikuMud in mind. -Armor classes range from +10 (bad) to -10 (excellent). -On VieMud, mobile ##05 (Wyrenthoth) was a snivelling excuse of a -dracolich, always whining about how it hated cold, damp, and closed -in spaces. Also, if it was given object ##07 (the ivory staff), -it would give the key it held (##10) to the player in question -before crumbling to dust and bones. -All of the mobs with the exception of #00, #03, and #04 are -undead, and if possible, should be given some sort of undead -special procedures as suited. Mobs #03 and #04 are evil clerics, -and if possible should be given specials to suit. -The 'boss' mobs of this area are really #03 and #06, so should -be suitably beefed up to suit. -~ -E -door doors~ - The remains of the two doors that served as the main entranceway to the -cathedral are now lying in near ruins on the ground. The doors are covered with -scuff and scratch marks and are merely a shadow of their former glory. -~ -S -#29901 -The Cathedral Entrance~ - In this large open area just inside the cathedral doors, you can -see the once beautiful font and the once pristine spring from which -the holy waters were once drawn. All that remains now is the result -of the desolation, despair, and destruction caused by whatever turned -this cathedral into the ruin it is now. It seems as though everything -here has been corrupted and spoiled. - There are small alcoves to both the east and west. The cathedral -also continues northwards towards where the altar should be. There -is a large open doorway to the south, leading out to the courtyard. -~ -299 8 0 0 0 0 -D0 -The way north looks to be almost blocked by numreous overturned pews, -but passable all the same. -~ -~ -0 -1 29904 -D1 -A small alcove opens up to the east. -~ -~ -0 -1 29902 -D2 -The courtyard of the cathedral can be seen outside the doorway to the -south. -~ -~ -0 -1 29900 -D3 -A small alcove opens up to the west. -~ -~ -0 -1 29903 -S -#29902 -An Alcove~ - This is a small alcove which stands just east of the main cathedral -entrance. Just to the west, you can see what is left of the font and -spring in the cathedral. Just to the east you can see a set of spiral -stairs leading up and down. -~ -299 9 0 0 0 0 -D1 -There is a set of spiral stairs just to the east. -~ -~ -0 -1 29913 -D3 -The cathedral entrance can be seen to the west. -~ -~ -0 -1 29901 -S -#29903 -An Alcove~ - This is a small alcove which stands just west of the main cathedral -entrance. Just to the east, you can see what is left of the font and -spring in the cathedral. Just to the west you can see a set of spiral -stairs leading up and down. -~ -299 8 0 0 0 0 -D1 -The cathedral entrance can be seen to the east. -~ -~ -0 -1 29901 -D3 -There is a set of spiral stairs just to the west. -~ -~ -0 -1 29912 -S -#29904 -The Aisle Of Pews~ - As you move through the cathedral, you find yourself fighting your -way through the numerous overturned pews here. Interspersed amongst -the pews are mouldy remains of books. Dust and decay covers everything -here, giving you the impression that nothing has been touched for years. - The cathedral entrance is off to the south, and the altar is surely -located somewhere to the north. - You hear a quiet wail coming from somewhere below. -~ -299 8 0 0 0 0 -D0 -The mess of pews ends just to the north where the cathedral opens up -into a sort of worship chambers. -~ -~ -0 -1 29905 -D2 -The cathedral entrance and courtyard are off to the south. A dry wind -is blowing through the cathedral from the south. -~ -~ -0 -1 29901 -S -#29905 -The Worship Hall~ - This portion of the cathedral is an open area between the pews and the -altar. This would have been the location where many of the worshippers -took their offerings. But now only the decay of years remains. Looking -around you spot what appears to be a stain on the ground and another on -the wall. You also seem to hear louder wailings... or was it something -else? - To the east and west, you can see what appear to be confessionals. -To the north there are some more pews, and to the south, you can see the -destruction where numerous pews have been strew about. -~ -299 8 0 0 0 0 -D0 -Just ahead of you are some more pews, but they are much nicer than -normal pews would be. Just beyond them, you can see what appears -to be an altar. -~ -~ -0 -1 29908 -D1 -There is a curtain hanging across the entrance to the confessional -just to the east. -~ -curtain~ -1 -1 29907 -D2 -To the south you can see all of the pews scattered and strewn about -the cathedral. -~ -~ -0 -1 29904 -D3 -There is a curtain hanging across the entrance to the confessional -just to the west. -~ -curtain~ -1 -1 29906 -E -wall walls floor stain stains~ - The stains on the floor and wall look to be relatively recent as compared to -the destruction that hit the cathedral. You are uncertain as to what they could -be, but they are fairly large. -~ -S -#29906 -The Confessional~ - In this dingy little room, you can tell that people used to make their -most holy of confessions here. There is no relief now, for, those who have -have lost their souls. - A small and dingy curtain hangs in the entranceway to the east. -~ -299 9 0 0 0 0 -D1 -The curtain to the east is hanging raggedly from the bar along the top of -the entranceway. Looking through it you can see a fairly large open area -just outside. -~ -curtain~ -1 -1 29905 -S -#29907 -The Confessional~ - In this dingy little room, you can tell that people used to make their -most holy of confessions here. There is no relief now, for, those who have -have lost their souls. - A small and dingy curtain hangs in the entranceway to the west. -~ -299 9 0 0 0 0 -D3 -The curtain to the west is hanging raggedly from the bar along the top of -the entranceway. Looking through it you can see a fairly large open area -just outside. -~ -curtain~ -1 -1 29905 -S -#29908 -The High Pews~ - Standing amongst these pews, you notice that they appear to be in -better shape than the ones farther to the south. Another noticable -thing is that the pews themselves seem to be of a much higher quality -than the ones to the south. Perhaps this is where the nobles used to -worship. Unfortunately, all has fallen into decay and neglect. - The altar is located just to the north, but there is something ever -so slightly suspicious about it. There is an open area to the south -just before the jumble of pews that can be seen there. -~ -299 8 0 0 0 0 -D0 -The altar stands right before you. -~ -~ -0 -1 29909 -D2 -There is an open area just to the south, between these pews and the -common peoples' pews. -~ -~ -0 -1 29905 -S -#29909 -At The Altar~ - You stand before the pews of the cathedral. Standing before you is -the altar. The floor around the altar, including the steps leading up -to it, is stained a deep brown that looks almost wet still. There are -some sticky footprints left on the floor. - The cathedral continues southwards through the pews. Just to the -northwest there is a small curtain pulled across a doorway. -~ -299 8 0 0 0 0 -D0 -The curtain has been pulled to across the doorway, making it slightly -awkward to see through. -~ -curtain~ -1 -1 29910 -D2 -Rows and rows of pews can be seen to the south. -~ -~ -0 -1 29908 -S -#29910 -The Clergical Chambers~ - These chambers are quite large and appear to be rather clean. Looking -about, you notice that the beds are made and clean robes are hanging on -hooks by the heads of each one. The beds are arranged so that the foot of -each is in the middle of the room, whilst the heads are in small alcove in -the wall. There is a small chest at the foot of each, but a quick glance -reveals nothing out of the ordinary. - The thing that strikes you most oddly about this room however, is that -there are no beds along the north wall, but there is a narrow door at the -east end of it. A small curtain is located at the southern end of the room -and small windows line the east and west walls. -~ -299 8 0 0 0 0 -D0 -You see a narrow door at the eastern end of the north wall. -~ -door~ -2 29903 29911 -D2 -There is a curtain pulled across the doorway here, but you surmise that it -must lead out to the main nave of the cathedral. -~ -curtain~ -1 -1 29909 -S -#29911 -The Inner Sanctum~ - This small room is hidden away at the back of the cathedral. From the -outside, you would never have known of its existence. The walls are lined -with shelves and racks. The walls beneath the shelves are almost entirely -lined with chests. There are no lights visible in the room, and even the -door to the south seems to have been a perfect fit in its frame. - A single door to the south blocks the entrance to this room. -~ -299 9 0 0 0 0 -D2 -You see a door. -~ -door~ -2 29903 29910 -S -#29912 -A Spiral Stairway~ - You stand on a wooden landing. Looking eastwards, you notice that -a small stone hallway leads away from the staircase. The wooden stairs -continue above you and below you, leading up into the heights of the -cathedral tower and down into the gloominess of what you suspect are -the cathedral's crypts. -~ -299 9 0 0 0 0 -D1 -A small hallway leads away from the staircase towards the cathedral -proper. -~ -~ -0 -1 29903 -D4 -The wooden stairs lead upwards into what must be the bell tower of the -cathedral. -~ -~ -0 -1 29916 -D5 -The stairwell leads down into the gloomy darkness below. -~ -~ -0 -1 29932 -S -#29913 -A Spiral Stairway~ - You stand on a wooden landing. Looking westwards, you notice that -a small stone hallway leads away from the staircase. The wooden stairs -continue above you and below you, leading up into the heights of the -cathedral tower and down into the gloominess of what you suspect are -the cathedral's crypts. - Looking above you, you notice that the stairwell is swaying dangerously -and does not seem to be firmly attached to anything at all. -~ -299 9 0 0 0 0 -D3 -A small hallway leads away from the staircase towards the cathedral -proper. -~ -~ -0 -1 29902 -D4 -Looking upwards, the stairs look very unsteady and definetely untrustworthy. -~ -~ -0 -1 29914 -D5 -The stairwell leads down into the gloomy darkness below. -~ -~ -0 -1 29934 -S -#29914 -A Spiral Stairway~ - You are climbing the wooden stairway and just happen to have arrived -at a location where, coincidentally, there does not happen to be a floor -at all. However, the stairwell continues above you and below you, as it -wanders merrily on its way. -~ -299 8 0 0 0 9 -D4 -The wooden stairs continue as normal above you. -~ -~ -0 -1 29915 -D5 -The staircase continues below you as it nears the ground level. -~ -~ -0 -1 29913 -S -#29915 -The Bell Tower~ - You stand in a small room at the top of the old wooden staircase. An -exit to the west leads into what must certainly be the main bell room. -Loud chimes peal their solemn tones which, due to your certain proximity, -leave your ears ringing. - Even though you can hear the beautiful bell tones, the creaking of the -stairs below is quite disturbing, as is the unsteady floor upon which you -stand. -~ -299 9 0 0 0 0 -D3 -Looking westwards, you can see the dim light creating eerie shadows with -the objects in the room. -~ -~ -0 -1 29918 -D5 -As you look down you can see that this stairway is swaying from side to -side with every movement you make. Surely that cannot be safe. -~ -~ -0 -1 29914 -S -#29916 -A Spiral Stairway~ - You stand on a wooden landing. Looking eastwards, you notice that -through the stone doorway, a hallway leads northwards and southwards -away from the staircase. The wooden stairs continue above you and -below you, continuing up into the heights of the cathedral tower and -down into the gloom below as they probe towards the ground level. -~ -299 9 0 0 0 0 -D1 -A hallway opens up off of this landing on the staircase. -~ -~ -0 -1 29919 -D4 -The stairs continue up into the tower. -~ -~ -0 -1 29917 -D5 -The wooden stairs lead down towards the ground level. -~ -~ -0 -1 29912 -S -#29917 -The Bell Tower~ - You stand in a small room at the top of the old wooden staircase. An -exit to the east leads into what must certainly be the main bell room. -Loud chimes peal their solemn tones which, due to your certain proximity, -leave your ears ringing. - The wooden stairs lead down back towards the main section of the church -proper. -~ -299 9 0 0 0 0 -D1 -Looking eastwards, you can see the dim light creating eerie shadows with -the objects in the room. -~ -~ -0 -1 29918 -D5 -The stairs lead down towards ground level. -~ -~ -0 -1 29916 -S -#29918 -The Bell Room~ - Standing in this tall room, you feel rather small. You look up into -the gloomy rafters above and you can see countless bells hanging up there, -swinging to and fro lightly. Every so often one peals out with its distinct -ring. The dim light in here is throwing strange shadows all over the place. -Wait! Did one just move? -~ -299 8 0 0 0 0 -D1 -Through the doorway, you can only see darkness. -~ -~ -0 -1 29915 -D3 -Through the doorway, you can only see darkness. -~ -~ -0 -1 29917 -S -#29919 -The Cloister Hall~ - You stand in the middle of a long stone hallway lined with wooden -doors. The hallway seems to extend farther northwards than southwards, -but it would almost appear as if this was once the residence of the -priests, monks, and nuns who looked after the cathedral. A narrow -hallway also made of stone leads westwards into the darkness. -~ -299 9 0 0 0 0 -D0 -The hallway continues northwards from here. -~ -~ -0 -1 29923 -D2 -The southern end of the hall is surprisingly dark and shadowy, but -you think nothing of it. -~ -~ -0 -1 29920 -D3 -A narrow hallways leads off into the darkness. -~ -~ -0 -1 29916 -S -#29920 -The End Of The Dark Hall~ - You find yourself at what appears to be the southern end of a rather -long stone hallway lined with wooden doors from end to end. Looking -northwards you can see that something is lighting the hallway farther -along, but insuffuicient light has penetrated the darkness here to -help your visibility at all. There is an open wooden door on the east -side of the hallway here, and a closed one on the west. -~ -299 9 0 0 0 0 -D0 -The hallway leads off towards the north, where you can see that it -is lit somewhat better than here. Not a difficult task mind you. -~ -~ -0 -1 29919 -D1 -The doorway to the east looks to have been smashed in by something -quite, uhm, large. It looks as if there was a door there... once. -~ -~ -0 -1 29921 -D3 -The doorway to the west looks to be much sturdier than the one to -the east, but that doesn't say very much for it. It hangs from one -hinge, and pieces of the door appear to be missing. -~ -door~ -1 -1 29922 -S -#29921 -A Monk's Room~ - This room is a complete shambles. What looks to have once been -a bed of some sort is now lying in pieces which are scattered about -the small room. There is a shattered wooden door lying near the -doorway to the west. It almost looks as if the door was bashed in. -Other than the shards of wood lying about the room, there is nothing -else out of order, no blood, no material caught anywhere, just the -broken wood. -~ -299 9 0 0 0 0 -D3 -You can see darkness outside the door. Not much of a change from -what is in here. -~ -~ -0 -1 29920 -S -#29922 -The Abbott's Room~ - This looks to be a step up from an ordinary monk's residence. -The cot is still in fine condition in the corner underneath a -narrow window and there is a small rug in the center of the floor. -The doorway to the east is in shambles however and it looks as if -whatever was trying to break through it got in without too much -difficulty. There does not seem to be any sign of a struggle, so -it would seem that either the Abbott was not in his room or that -he went along willingly with whomever (or whatever) broke in. -~ -299 9 0 0 0 0 -D1 -The door, or better yet, what is left of it, is made of wood, and hangs -from one hinge, blocking your way through it. -~ -door~ -1 -1 29920 -S -#29923 -A Cloistered Hall~ - You stand in part of a long stone hallway lined on both the east -and western sides with doorways. In most of the doorways it appears -that the wooden doors that were once there in their entirety are -smashed and destroyed. The doors on either side of the hallway here -are no different. -~ -299 9 0 0 0 0 -D0 -The hallway continues northwards. -~ -~ -0 -1 29926 -D1 -Yet another door in the long series has been smashed open on the -eastern side of the hallway. -~ -~ -0 -1 29925 -D2 -To the south, you can see that the hallway continues, but you also -notice that there aren't many lights down that way. -~ -~ -0 -1 29919 -D3 -Just like the doors on the eastern side of the hall, there is no -longer a doorway here on the western side. -~ -~ -0 -1 29924 -S -#29924 -A Monk's Room~ - This room is a complete shambles. What looks to have once been -a bed of some sort is now lying in pieces which are scattered about -the small room. There is a shattered wooden door lying near the -doorway to the west. It almost looks as if the door was bashed in. -Other than the shards of wood lying about the room, there is nothing -else out of order, no blood, no material caught anywhere, just the -broken wood. -~ -299 9 0 0 0 0 -D1 -The doorway to the east is clear for passage except for all of the -shards of wood lying about the room. The doorway appears to lead -out into a hallway of sorts. -~ -~ -0 -1 29923 -S -#29925 -A Monk's Room~ - This room is a complete shambles. What looks to have once been -a bed of some sort is now lying in pieces which are scattered about -the small room. There is a shattered wooden door lying near the -doorway to the west. It almost looks as if the door was bashed in. -Other than the shards of wood lying about the room, there is nothing -else out of order, no blood, no material caught anywhere, just the -broken wood. -~ -299 9 0 0 0 0 -D3 -The doorway to the west is clear for passage except for all of the -shards of wood lying about the room. The doorway appears to lead -out into a hallway of sorts. -~ -~ -0 -1 29923 -S -#29926 -A Cloistered Hall~ - You stand in part of a long stone hallway lined on both the east -and western sides with doorways. In most of the doorways it appears -that the wooden doors that were once there in their entirety are -smashed and destroyed. The doors on either side of the hallway here -are no different. You get a strange eerie feeling as you stand in -this part of the hallway. Perhaps it is from the strange light source -that seems to be just to the north. -~ -299 8 0 0 0 0 -D0 -The hallway continues northwards towards the strange light source down -there. -~ -~ -0 -1 29927 -D1 -Another smashed open door can be seen on the east side of the hall. -~ -~ -0 -1 29929 -D2 -The hallway continues southwards where it appears to be getting darker -and darker. -~ -~ -0 -1 29923 -D3 -Is it just me, or are the smashed open doors on the west side of the -hall becoming ever so slightly predictable? -~ -~ -0 -1 29928 -S -#29927 -A Cloistered Hall~ - You stand in part of a long stone hallway lined on both the east -and western sides with doorways. In most of the doorways it appears -that the wooden doors that were once there in their entirety are -smashed and destroyed. The doors on either side of the hallway here -are no different. An eerie feeling pervades your body and you notice -that everything seems to be covered with a strange, yet bright, yellow -glow. -~ -299 8 0 0 0 0 -D1 -The doorway to the east is blocked by a wooden door that looks to be -quite sturdy. -~ -door~ -1 -1 29931 -D2 -Looking down the hallway to the south, you notice that it becomes -darker and darker... -~ -~ -0 -1 29926 -D3 -The door on the western side of the hallway is broken open, just like -almost every other door it seems. -~ -~ -0 -1 29930 -S -#29928 -A Nun's Room~ - This once beautiful room has obviously been completely and utterly -destroyed at some time in the past. At least, everything between its -four walls has. Remenants of various articles of clothing and whatnot -lie scattered around the room, all collecting mould. There is a wide -open doorway to the east where a wooden door once hung upon brass hinges. -'How did you know this?' you ask yourself... and then notice the wooden -shards lying around the doorway and the remains of brass hinges sitting -in the doorframe. -~ -299 8 0 0 0 0 -D1 -The cloistered hallway lies just to the east through the open doorway. -~ -~ -0 -1 29926 -S -#29929 -A Nun's Room~ - This once beautiful room has obviously been completely and utterly -destroyed at some time in the past. At least, everything between its -four walls has. Remenants of various articles of clothing and whatnot -lie scattered around the room, all collecting mould. There is a wide -open doorway to the west where a wooden door once hung upon brass hinges. -'How did you know this?' you ask yourself... and then notice the wooden -shards lying around the doorway and the remains of brass hinges sitting -in the doorframe. -~ -299 8 0 0 0 0 -D3 -The hallway to the west can be seen through the open doorway. -~ -~ -0 -1 29926 -S -#29930 -A Nun's Room~ - This once beautiful room has obviously been completely and utterly -destroyed at some time in the past. At least, everything between its -four walls has. Remenants of various articles of clothing and whatnot -lie scattered around the room, all collecting mould. There is a wide -open doorway to the east where a wooden door once hung upon brass hinges. -'How did you know this?' you ask yourself... and then notice the wooden -shards lying around the doorway and the remains of brass hinges sitting -in the doorframe. -~ -299 8 0 0 0 0 -D1 -A hallway lies outside the door to the east. -~ -~ -0 -1 29927 -S -#29931 -Mother Superior's Room~ - This room is the same size as all of the others, but contains such -luxeries as a writing desk and chair in addition to the cot on the -northern wall. A narrow window is located in the eastern wall, but -merely presents a view of the black night outside. - A simple wooden door serves as the entrance to this room to the -east. -~ -299 8 0 0 0 0 -D3 -The wooden door to the west looks to be quite sturdy as compared to -some of those that you have seen lately. -~ -door~ -1 -1 29927 -S -#29932 -A Crypt~ - Standing in this part of the crypt, you notice that there is a set -of wooden stairs set into the corner of the room, leading up to the -floors above. This small chamber has two other exits, one to the east -and one to the south through a pair of archways. Other things of note -in here are the small metal plates in the walls with tiny brass plaques -set into each one. -~ -299 9 0 0 0 0 -D1 -The crypt continues through the archway to the east. -~ -~ -0 -1 29933 -D2 -The crypt continues through the archway to the south. -~ -~ -0 -1 29935 -D4 -A wooden staircase leads up to the floors above. -~ -~ -0 -1 29912 -E -metal plate brass plaque wall walls~ - The small metal plates in the walls seem to be drawers of some sort. Each -one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. -~ -S -#29933 -A Crypt~ - This small chamber in the crypts has three exits, one to the west, -one to the east, and one to the south, all through a pair of archways. -Other things of note in here are the small metal plates in the walls -with tiny brass plaques set into each one. -~ -299 9 0 0 0 0 -D1 -The crypt continues through the archway to the east. -~ -~ -0 -1 29934 -D2 -The crypt continues through the archway to the south. -~ -~ -0 -1 29936 -D3 -The crypt continues through the archway to the west. -~ -~ -0 -1 29932 -E -metal plate brass plaque wall walls~ - The small metal plates in the walls seem to be drawers of some sort. Each -one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. -~ -S -#29934 -A Crypt~ - Standing in this part of the crypt, you notice that there is a set -of wooden stairs set into the corner of the room, leading up to the -floors above. This small chamber has two other exits, one to the west -and one to the south through a pair of archways. Other things of note -in here are the small metal plates in the walls with tiny brass plaques -set into each one. -~ -299 8 0 0 0 0 -D2 -The crypt continues through the archway to the south. -~ -~ -0 -1 29937 -D3 -The crypt continues through the archway to the west. -~ -~ -0 -1 29933 -D4 -A wooden staircase leads up to the floors above. -~ -~ -0 -1 29913 -E -metal plate brass plaque wall walls~ - The small metal plates in the walls seem to be drawers of some sort. Each -one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. -~ -S -#29935 -A Crypt~ - This small chamber in the crypts has three exits, one to the north, -one to the east, and one to the south, all through a pair of archways. -Other things of note in here are the small metal plates in the walls -with tiny brass plaques set into each one. -~ -299 8 0 0 0 0 -D0 -The crypt continues through the archway to the north. -~ -~ -0 -1 29932 -D1 -The crypt continues through the archway to the east. -~ -~ -0 -1 29936 -D2 -The crypt continues through the archway to the south. -~ -~ -0 -1 29938 -E -metal plate brass plaque wall walls~ - The small metal plates in the walls seem to be drawers of some sort. Each -one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. -~ -S -#29936 -A Crypt~ - This small chamber in the crypts has three exits, one to the west, -one to the east, and one to the north, all through a pair of archways. -Other things of note in here are the small metal plates in the walls -with tiny brass plaques set into each one. -~ -299 8 0 0 0 0 -D0 -The crypt continues through the archway to the north. -~ -~ -0 -1 29933 -D1 -The crypt continues through the archway to the east. -~ -~ -0 -1 29937 -D3 -The crypt continues through the archway to the west. -~ -~ -0 -1 29935 -E -metal plate brass plaque wall walls~ - The small metal plates in the walls seem to be drawers of some sort. Each -one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. -~ -S -#29937 -A Crypt~ - This small chamber in the crypts has three exits, one to the west, -one to the north, and one to the south, all through a pair of archways. -Other things of note in here are the small metal plates in the walls -with tiny brass plaques set into each one. -~ -299 9 0 0 0 0 -D0 -The crypt continues through the archway to the north. -~ -~ -0 -1 29934 -D2 -The crypt continues through the archway to the south. -~ -~ -0 -1 29940 -D3 -The crypt continues through the archway to the west. -~ -~ -0 -1 29936 -E -metal plate brass plaque wall walls~ - The small metal plates in the walls seem to be drawers of some sort. Each -one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. -~ -S -#29938 -A Crypt~ - This small chamber in the crypts has two exits, one to the north -and one to the east, both through a pair of archways. Other things -of note in here are the small metal plates in the walls with tiny -brass plaques set into each one. -~ -299 9 0 0 0 0 -D0 -The crypt continues through the archway to the north. -~ -~ -0 -1 29935 -D1 -The crypt continues through the archway to the east. -~ -~ -0 -1 29939 -E -metal plate brass plaque wall walls~ - The small metal plates in the walls seem to be drawers of some sort. Each -one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. -~ -S -#29939 -A Crypt~ - This small chamber in the crypts has two exits, one to the west -and one to the south, both through a pair of archways. Other things -of note in here are the small metal plates in the walls with tiny -brass plaques set into each one. -~ -299 8 0 0 0 0 -D2 -Through the archway to the south, you can see glimmerings of what might -be a storage room of some kind. -~ -~ -0 -1 29941 -D3 -The crypt continues through the archway to the west. -~ -~ -0 -1 29938 -E -metal plate brass plaque wall walls~ - The small metal plates in the walls seem to be drawers of some sort. Each -one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. -~ -S -#29940 -A Crypt~ - This small chamber in the crypts has one exit, that to the north -through a stone archway. The only other things that may be of any -interest whatsoever is the large number of small metal plates in the -walls with tiny brass plaques set into each one. -~ -299 8 0 0 0 0 -D0 -The crypt continues through the archway to the north. -~ -~ -0 -1 29937 -E -metal plate brass plaque wall walls~ - The small metal plates in the walls seem to be drawers of some sort. Each -one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. -~ -S -#29941 -The Antechamber~ - This looks to be an antechamber of sorts, but an antechamber to -what? The walls have shelves upon them that are thick with dust. -The floor is covered with footprints marring the unvisited look that -this room seems to have been cultivating for quite a long time. The -thing that strikes you as most strange about this room is perhaps the -almost new coffin sitting in one corner of the room. The walls are -covered with mosaics and there is an archway set in the northern wall. -~ -299 13 0 0 0 0 -D0 -Through the archway to the north, you can see what looks to be a crypt. -~ -~ -0 -1 29939 -D2 -The mosaic to the south does not appear to be properly attached to the -wall, perhaps you could open it... -~ -mosaic~ -2 29911 29942 -E -mosaic mosaics walls~ - The mosaics covering the walls of this room appear to be merely strange -designs made of multitudes of small tiles. The one to the south does not appear -to be properly attached to the wall, perhaps you could open it... -~ -S -#29942 -The Inner Crypt~ - You continue to wander through this inner crypt. From past -experience, you know that this is often where the nobility of -the realm would be laid to rest after the elaborate ceremonies -took place upstairs in the cathedral proper. - The only direction that the crypt leads is to the east. The -floor is rather worn down in a track leading from the eastern -passage to the northern wall. -~ -299 9 0 0 0 0 -D0 -Looking carefully at the northern wall, you notice that something -is quite out of place in it. Staring at the worn down track in -the floor where it meets the wall, you trace your eyes upwards, -where they discover a well hidden door handle. -~ -handle~ -2 29911 29941 -D1 -The crypt continues off to the east. -~ -~ -0 -1 29943 -E -wall~ - Looking carefully at the northern wall, you notice that something is quite -out of place in it. Staring at the worn down track in the floor where it meets -the wall, you trace your eyes upwards, where they discover a well hidden door -handle. -~ -E -floor track~ - The worn down track in the floor leads to the north wall. It certainly seems -to take a lot of hints to get this fact through to you, doesn't it? -~ -S -#29943 -The Inner Crypt~ - You continue to wander through this inner crypt. From past -experience, you know that this is often where the nobility of -the realm would be laid to rest after the elaborate ceremonies -took place upstairs in the cathedral proper. - The crypt continues to the south and west here. There is -also a large hole in the eastern wall, through which a fairly -large amount of light shines through. -~ -299 8 0 0 0 0 -D1 -Through the hole in the eastern wall you can see that a cavern -opens up. The cavern also seems to be fairly well lit. -~ -~ -0 -1 29949 -D2 -The crypt continues off to the south. -~ -~ -0 -1 29944 -D3 -The crypt continues off to the west. -~ -~ -0 -1 29942 -S -#29944 -The Inner Crypt~ - You continue to wander through this inner crypt. From past -experience, you know that this is often where the nobility of -the realm would be laid to rest after the elaborate ceremonies -took place upstairs in the cathedral proper. - The crypt continues to the north and east. -~ -299 9 0 0 0 0 -D0 -The crypt continues off to the north. -~ -~ -0 -1 29943 -D1 -The crypt continues off to the east. -~ -~ -0 -1 29945 -S -#29945 -The Inner Crypt~ - You continue to wander through this inner crypt. From past -experience, you know that this is often where the nobility of -the realm would be laid to rest after the elaborate ceremonies -took place upstairs in the cathedral proper. - The crypt continues to the south and west. -~ -299 9 0 0 0 0 -D2 -The crypt continues off to the south. -~ -~ -0 -1 29946 -D3 -The crypt continues off to the west. -~ -~ -0 -1 29944 -S -#29946 -The Inner Crypt~ - You continue to wander through this inner crypt. From past -experience, you know that this is often where the nobility of -the realm would be laid to rest after the elaborate ceremonies -took place upstairs in the cathedral proper. - The crypt continues to the north and west. -~ -299 9 0 0 0 0 -D0 -The crypt continues off to the north. -~ -~ -0 -1 29945 -D3 -The crypt continues off to the west. -~ -~ -0 -1 29947 -S -#29947 -The Inner Crypt~ - You continue to wander through this inner crypt. From past -experience, you know that this is often where the nobility of -the realm would be laid to rest after the elaborate ceremonies -took place upstairs in the cathedral proper. - The crypt continues east and south here but a strange wind -seems to be coming from the south. There is also a large stone -door on the western side of the crypt. -~ -299 9 0 0 0 0 -D1 -The crypt continues off to the east. -~ -~ -0 -1 29946 -D2 -Looking in this direction, you can tell that the crypt floor has caved in. -~ -~ -0 -1 29950 -D3 -A huge stone door sits to the west, blocking the doorway rather nicely. -The door is covered with strange carvings. -~ -door~ -2 29910 29948 -E -door runes carvings~ - The door on the western side of the crypt is covered with strange, yet -elegant carvings. Looking somewhat closer at the carvings, you notice that they -appear to be runes of protection. Mostly against rot and ruin, but there is one -near the center of the design which looks to be for protection against the -undead. -~ -S -#29948 -The Tomb Of Princess Evalynn~ - This is the tomb in which the legendary Princess Evalynn has been -entombed for years and years. Looking about this tomb, you notice -the numerous candles yet burning about an ebony coffin. The room -smells of flowers, roses and carnations to be precise. A slight -breeze makes the candles flicker momentarily. The walls have been -painted with a multitude of small paintings and designs, probably -about the life of Princess Evalynn. -~ -299 8 0 0 0 0 -D1 -A large stone door stands just to the east, blocking all entrance into -this wondrous place. -~ -door~ -2 29910 29947 -E -coffin~ - The coffin seems to be made of ebony and seems to be very much closed. -~ -E -walls wall painting paintings~ - The paintings on the walls show various events in Princess Evalynn's life. -One shows her ill-fated wedding day, when the wedding party was attacked shortly -before the ceremony and Prince Michael was carried off by a large golden dragon. -Another shows her donning a suit of emerald armor in preparation of war. She -was forced to take the kingdom in hand and defend it against many attacks over -the years by those who thought that Gildoria would fall easily without any solid -male leadership. -~ -S -#29949 -The Large Cavern~ - This room, er, cavern is quite large as it stretches to the north -and east and looks to have be carved out of the stone below the -cathedral's foundations. Hundreds of thousands of bones lie about -the cavern in small piles. There is a rather large pile off in the -northwestern corner of the cavern. The stone of the floor has been -shaped to create a ledge of sorts in the southeastern corner. -~ -299 8 0 0 0 0 -D3 -A small passageway opens up to the west, making you wonder just how -anything bigger than an ogre could even get into this chamber. -~ -~ -0 -1 29943 -S -#29950 -A Bottomless Pit~ - Neighbour, it appears that you have chosen the wrong path to continue -your voyages. It seems that this pit falls a long, long way, and falling -to the bottom just might take forever... -~ -299 9 0 0 0 9 -D0 -Looking northwards, you notice that the crypt continues happily. -~ -~ -0 -1 29947 -D5 -Further down the pit. It goes on forever you know. -~ -~ -0 -1 29951 -S -#29951 -Down The Bottomless Pit~ - You find yourself much, much further down the pit. It doesn't seem -like this is going to end anytime soon. The sides of the pit are quite -smooth making it obviously impossible to slow your fall. -~ -299 9 0 0 0 9 -D4 -The pit keeps going upwards as far as you can see. -~ -~ -0 -1 29950 -D5 -The pit is dropping away below you. It looks to be very deep. Well, -then again, if you are going to fall forever, it has to be pretty deep. -~ -~ -0 -1 29952 -S -#29952 -Falling Down The Bottomless Pit~ - You continue your passage down this really deep pit. You begin to -wonder just how far from the top you are, and then think to yourself, -'It doesn't really matter where the top is, I just want to know where -the bottom is.' The pit seems to go on in darkness for a good long way. -~ -299 9 0 0 0 9 -D4 -The pit keeps going upwards as far as you can see. -~ -~ -0 -1 29951 -D5 -The pit drops away below you, but you notice that there is a good deal -of light coming from somewhere below. -~ -~ -0 -1 29953 -S -#29953 -Above The Molten Lava~ - You are currently a short distance above the molten lava which just -so happens to be below. The walls of the pit are glassy smooth at this -point, it is probably that the stone has been melted to that consistency. -The pits continues upwards into the darkness and down a short distance -into the lava. -~ -299 8 0 0 0 9 -D4 -The pit keeps going upwards as far as you can see. -~ -~ -0 -1 29952 -D5 -There is scads of molten lava right below you. Guess this means that -the pit didn't fall forever doesn't it? -~ -~ -0 -1 29954 -S -#29954 -Being Burnt Alive~ - Need I really say more? Suffice to say, after being exposed to extremely -high temperatures you are on the verge of death. Better get out of here quick -before there is nothing left of you but a pile of ash. -~ -299 12 0 0 0 0 -D5 -This looks like the bottom of the pit. Oh well, I guess it doesn't -go down forever after all. -~ -~ -0 -1 -1 -S -T 29900 -#29955 -An Old Stone Road~ - You find yourself on an old stone road, leading away from a large -building to the north. Blocking the road directly to the north is -a large stone wall with an iron wrought gate planted firmly where the -road would pass through it. The building to the north appears to be -an old church or cathedral. -~ -299 4 0 0 0 1 -D0 -An iron wrought gate stands in the middle of the stone wall, and blocks -the way northwards into the courtyard of the cathedral. -~ -gate iron wrought~ -1 -1 29900 -D2 -~ -~ -0 0 25872 -S -$~ diff --git a/lib/world/wld/3.wld b/lib/world/wld/3.wld deleted file mode 100644 index 85a0273..0000000 --- a/lib/world/wld/3.wld +++ /dev/null @@ -1,1416 +0,0 @@ -#300 -A Long Hallway~ - The hall stretches north and south. Lanterns set in brackets along the wall -offer ample lighting. The smokeless kerosene that is used leaves a strange -smell. The Hall is bare, only a few small paintings cover the walls. Clerics -have very little need for decorations of any kind. A small waiting room is to -the west. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 287 -D2 -~ -~ -0 0 307 -D3 -~ -~ -0 0 299 -E -credits info~ - Builder : Rumble -Zone : 3 Sanctus III -Related Zones: 1 Sanctus, 2 Sanctus II -Began : 2000 -Player Level : 1-34 -Rooms : 66 -Mobs : 0 -Objects : 57 -Shops : 2 -Triggers : 41 -Theme : A mortal starting town. -Plot : Fabric of time torn, world going to hell. Sanctus one of the few - safe havens remaining. -Links : 40n, 43w, 59e, 62s -Zone 3 is linked to the following zones: - 2 Sanctus II at 300 (north) ---> 287 - 2 Sanctus II at 300 (west ) ---> 299 - 2 Sanctus II at 301 (north) ---> 288 - 2 Sanctus II at 302 (north) ---> 292 - 2 Sanctus II at 303 (north) ---> 296 - 2 Sanctus II at 304 (north) ---> 297 - 2 Sanctus II at 305 (north) ---> 298 - 1 Sanctus at 340 (up ) ---> 128 - 1 Sanctus at 341 (up ) ---> 129 - 1 Sanctus at 345 (up ) ---> 132 - 1 Sanctus at 346 (up ) ---> 133 - 1 Sanctus at 362 (up ) ---> 139 - 1 Sanctus at 365 (north) ---> 101 -~ -S -#301 -Clerics Avenue~ - The cobblestone road is in decent shape, though a few stones have been -overturned leaving gaping holes. No wagons travel down this part of the city. -Everyone knows clerics have no need for anything besides what they can provide -by themselves. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 288 -D2 -~ -~ -0 0 308 -S -#302 -The Southern Road~ - This road passes underneath the inner city wall. The surface turns into hard -packed dirt. To the north one may enter the inner city towards the Temple of -Sanctus or go south towards the southern gate. The southern half of the city -consists of the magi and clerics' quarters. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 292 -D2 -~ -~ -0 0 313 -S -#303 -Magi Avenue~ - The Tower of the Magi lies to the southwest. Just to the south one can see -where the inner city wall turns to the west. This avenue runs deep within the -Magi's Quarter. Accidents have been known to happen around here. People must -be careful for who knows what an inexperienced student may do. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 296 -D2 -~ -~ -0 0 318 -S -#304 -An Elegant Hall~ - Drawings of ancient battles in which the Magi slaughter their foes line both -sides of the hallway. Depicted on these drawings are a myriad of creatures -ranging from ogres, orcs, goblins, and demons to humans, elves, and dwarves. -One of the paintings looks oddly familiar. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 297 -D1 -~ -~ -0 0 305 -D2 -~ -~ -0 0 319 -S -T 304 -#305 -The Baths~ - The air is musky and hard to breathe due to the hot steam wafting from the -large copper tubs filled with hot water. A large fire with pots of water -heating over it fills the eastern wall. These baths are only to be used by the -magi whom believe cleanliness is next to godliness. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 298 -D2 -~ -~ -0 0 320 -D3 -~ -~ -0 0 304 -S -#306 -A large Bunk Room~ - Neatly made bunks are arranged in precise rows and colums filling the room -from wall to wall. Every rack is made precisely to standard, every sheet a -pristine white, without even a speck of dust. The Cleric's of Sanctus lead a -disciplined life, second to none, not even the soldiers. -~ -3 0 0 0 0 1 -D1 -~ -~ -0 0 307 -D2 -~ -~ -0 0 321 -S -T 306 -#307 -A Long Hallway~ - The barren walls and floor would seem odd anywhere but here as the Clerics of -Sanctus consider decorations, desires, or any form of unnecessary wants to be -blasphemous. They dedicate their lives to helping others, never themselves, and -would all sacrifice their lives for that principle. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 300 -D2 -~ -~ -0 0 322 -D3 -~ -~ -0 0 306 -S -#308 -The Southwest Intersection~ - The inner city wall ends here, as it reaches Clerics' Avenue, and continues -on to the east. A small road follows along the inner city wall just north of -the Tower of the High Council which seems to glow because of its glaring -brightness. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 301 -D1 -~ -~ -0 0 309 -D2 -~ -~ -0 0 323 -S -#309 -Clerics Alley~ - Within the Clerics' Quarters an adventurer has very little to worry about. -Even those would be vandals, pickpockets, and thugs shy away out of their -respect of the clerics. To be a cleric is to be respected second only to that -of the Master Magi. -~ -3 0 0 0 0 1 -D1 -~ -~ -0 0 310 -D3 -~ -~ -0 0 308 -S -#310 -Clerics Alley~ - The southern section of the inner city wall towers high above to the north. -The massive fortification of rock and mortar is impressive, rising at least two -or maybe three times the average man's height. One can just make out a small -walkway on the top of the wall, too bad only the guards know where the entrance -is. -~ -3 0 0 0 0 1 -D1 -~ -~ -0 0 311 -D3 -~ -~ -0 0 309 -S -#311 -Clerics Alley~ - The Tower of the High Council of Clerics is almost as impressive as the -Temple of Sanctus. They look very similiar, except of course the Tower is much -smaller. Far up in the tower you can see people walking by windows in white -flowing robes. The healers within are known for their miraculous abilities in -restoring the wounded. -~ -3 0 0 0 0 1 -D1 -~ -~ -0 0 312 -D3 -~ -~ -0 0 310 -S -#312 -Clerics Alley~ - The inner city wall opens up just to the east into the southern road which -runs from the south gate directly to the heart of Sanctus inside the temple. A -few apprentice healers in flowing robes rush between the Temple and the Clerics' -Quarters, no doubt on an errand from the Council. -~ -3 0 0 0 0 1 -D1 -~ -~ -0 0 313 -D3 -~ -~ -0 0 311 -S -#313 -The Southern Road~ - A large gate has been built into the inner city wall here to allow -adventurers to pass between the temple and the southern half of the city. The -clerics' quarters lie to the west while the magi quarters are to the east. -Within their centers rises the Tower of the High Council of Clerics and the -Tower of the Magi respectively. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 302 -D1 -~ -~ -0 0 314 -D2 -~ -~ -0 0 328 -D3 -~ -~ -0 0 312 -S -#314 -Magi Alley~ - The black Tower of the Magi casts an intimidating shadow over the -surroundings and the underlying alley. Within the tower lie many secrets that -the average citizen is not privileged enough to be told about. Rumors abound, -especially about the Orb of Sanctum the gods left in the Master Magi's care. -~ -3 0 0 0 0 1 -D1 -~ -~ -0 0 315 -D3 -~ -~ -0 0 313 -S -#315 -Magi Alley~ - The sound of voices from above are impossible to locate. They could be -coming either from on top of the inner city wall to the north or from an open -window of the Tower of the Magi south of here. The voices are too low to be -discernable. -~ -3 0 0 0 0 1 -D1 -~ -~ -0 0 316 -D3 -~ -~ -0 0 314 -S -#316 -Magi Alley~ - The inner city wall is used to separate the city into two separate -battlefields. In case of an attack by superior numbers the citizens will fall -back into the inner city as a last measure of defense. Luckily, the army has -been very successful in protecting the city and it has never come to that. -~ -3 0 0 0 0 1 -D1 -~ -~ -0 0 317 -D3 -~ -~ -0 0 315 -S -#317 -Magi Alley~ - This alley has reached the southeastern corner of the inner city wall where -it turns north along the Magi Avenue. The Tower of the Magi still looms heavy -over the surroundings oppressively. The sounds of voices echo between the tower -and the inner city wall, very disturbing. -~ -3 0 0 0 0 1 -D1 -~ -~ -0 0 318 -D3 -~ -~ -0 0 316 -S -#318 -The Southeastern Intersection~ - A small alley ducks between the Tower of the Magi and the southern section of -the inner city wall. The Magi Mansion lies just to the east, so extravagant -that it is almost at the point of becoming an eyesore. The Tower contains the -fabled Orb of Sanctum, but few are ever lucky enough to lay their eyes on it. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 303 -D2 -~ -~ -0 0 333 -D3 -~ -~ -0 0 317 -S -#319 -An Elegant Hall~ - Both sides of the hallway are covered from floor to ceiling in exquisite -drawings. All of them depicting various battles in which the Magi have fought -in. In the one in front of you the army of Sanctus stands on the verge of -defeat, except for the constant bombardment of fireballs, lightning, and meteors -hurled from the battlements by the Magi. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 304 -D1 -~ -~ -0 0 320 -D2 -~ -~ -0 0 334 -S -#320 -The Kitchen~ - An assortment of foods are being prepared. Some on small trays to be served -as appetizers, and others in fine silver plates and containers. The kitchen is -cramped, too many things and too many people in one area. The cooks look -overworked and ready to revolt. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 305 -D2 -~ -~ -0 0 335 -D3 -~ -~ -0 0 319 -S -#321 -A Room of Prayer~ - Candles are arranged along a set of shelves, some of which are burning, while -others remain unlit. Cushions are arranged along the floor facing the candles, -so that one can give thanks for all that has been given in this simple room of -prayer. The walls are unadorned, everything looks to be plain and only used for -its intended purpose. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 306 -D1 -~ -~ -0 0 322 -D2 -~ -~ -0 0 336 -S -#322 -The Hall of Clerics~ - A long hallway carries on to the north. It appears to run the length of the -entire building. The only source of light are lanterns spaced widely apart upon -the walls which leave much of the hall in shadow. The bare floor and walls show -the lifestyle the clerics lead. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 307 -D2 -~ -~ -0 0 337 -D3 -~ -~ -0 0 321 -S -#323 -Clerics Avenue~ - The entrance to both the Hall of Clerics and the Tower of the High Council -are just to the south. One can see a small intersection to the north where the -inner city wall begins. Many people come to this quarter to seek aid from the -clerics, whether it be healing in the tower or to settle disputes within the -Hall. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 308 -D2 -~ -~ -0 0 338 -S -#324 -A Training Room~ - Within this tower new clerics are taken to be trained in the art of healing. -Very few are selected for this great honor, and even fewer ever achieve a -mastery in the art of restoring health. Several of the older clerics are here -bestowing their knowledge and wisdom to their students. -~ -3 0 0 0 0 1 -D1 -~ -~ -0 0 325 -D2 -~ -~ -0 0 339 -S -#325 -A Training Room~ - A rug lines the floor where several clerics in training listen intently to a -gray-haired man who is drawing something on a board. He often uses words of a -different language that are very hard to follow and impossible to understand. -~ -3 8 0 0 0 1 -D1 -~ -~ -0 0 326 -D2 -~ -~ -0 0 340 -D3 -~ -~ -0 0 324 -S -#326 -A Training Room~ - A group of clerics in training surround a poor frightened white cat. The cat -is shivering in fright. It seems to have broken its foot and the soon to be -healers are practicing their skills on it. Better than expirementing with live -humans. -~ -3 0 0 0 0 1 -D1 -~ -~ -0 0 327 -D2 -~ -~ -0 0 341 -D3 -~ -~ -0 0 325 -S -#327 -An Advanced Training Room~ - A small child lay on a cot circled by several young clerics dressed in white -robes. One of them lays a gentle hand on the child's forehead causing the young -boy to instantly fall asleep. Another cleric takes the boys arm which has been -badly bruised and possibly broken and begins chanting mysterious words. The -bruises fade away without a trace. -~ -3 8 0 0 0 1 -D2 -~ -~ -0 0 342 -D3 -~ -~ -0 0 326 -S -#328 -The Southern Road~ - This path passes between the pristine Tower of the High Council of Clerics -and the oppressive Tower of the Magi. This section of the city has a very -solemn feeling overshadowing it. The magic of healing on one side and the magic -of power and destruction on the other. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 313 -D2 -~ -~ -0 0 343 -S -#329 -The Training Room~ - Several apprentices sit patiently waiting for their next lesson. Classes -are held within this tower no matter what time of day. The Magi are searching -relentlessly for the next Master Magi. They are short by two and the five -existing are all old and nearly finished in their lives. -~ -3 0 0 0 0 1 -D1 -~ -~ -0 0 330 -D2 -~ -~ -0 0 344 -S -#330 -The Training Room~ - The Magi within the tower train to help protect the city from invasion. -Though the army is generally all that is required to handle most battles, the -Magi are sometimes called upon to prevent heavy casualties or counter any -magical abilities the attackers may possess. -~ -3 8 0 0 0 1 -D1 -~ -~ -0 0 331 -D2 -~ -~ -0 0 345 -D3 -~ -~ -0 0 329 -S -#331 -The Training Room~ - Several older students are sitting in on a class about the protective dome -that upholds the balance within the city. Mention of the Orb of Sanctus -whispers around the room, and of how the gods bestowed it upon the Master Magi -to preserve and protect. Without the Orb the city would surely fall. -~ -3 8 0 0 0 1 -D1 -~ -~ -0 0 332 -D2 -~ -~ -0 0 346 -D3 -~ -~ -0 0 330 -S -#332 -The Training Room~ - A Master Magi overlooks several students as they pass between themselves a -small flickering ball of light. The Master Magi casts a stern eye over anyone -watching and motions them away. No one disagrees with a Master Magi, at least -no one that wishes to live. -~ -3 8 0 0 0 1 -D2 -~ -~ -0 0 347 -D3 -~ -~ -0 0 331 -S -#333 -Magi Avenue~ - The street narrows here as it passes between the tower and the mansion. One -can hear strange incantations coming from an open window in the black tower, far -above the other buildings. The Magi train young students within to take their -place, but fewer and fewer meet the requirements and actually survive the -training. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 318 -D2 -~ -~ -0 0 348 -S -#334 -The Foyier~ - The mansion surrounding you leaves your mouth agape from the luxuries the -Magi have come to call their home. Curtains of deep maroon velvet drape over -the windows. Rugs of the colors of the Magi line the floors. Everything is -spotless and well maintained. Living here would be what many would consider as -living the good life. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 319 -D2 -~ -~ -0 0 349 -S -#335 -A Back Hall~ - This part of the mansion is rarely used except by servants and students -traveling unseen from one section of the mansion to another. The Magi live an -extravagant life and hold themselves to be very prestigious and elegant. No one -would ever dare call them otherwise. The hall is unkempt and bare of any -furnishings. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 320 -D2 -~ -~ -0 0 350 -S -#336 -An Emergency Shelter~ - The plain white plaster walls are devoid of all decoration. Lining the walls -are shelves holding bandages, slings, healing aids and other supplies in neatly -arranged assortments. The rest of the room is filled with empty cots and bunks -which are used to rehabilitate the injured if there are ever more casualties -than the tower can hold. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 321 -D1 -~ -~ -0 0 337 -S -#337 -The Hall of Clerics~ - This building holds the majority of the clerics within the city of Sanctus. -It is here the High Council convenes to help citizens solve minor disputes. -The building is barren of any luxuries. That is the way a cleric must live, -without desires or wants. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 322 -D1 -~ -door~ -1 0 338 -D3 -~ -~ -0 0 336 -S -#338 -The Clerics' Quarters~ - Large doors to the east and west lead into the Hall of Clerics and the Tower -of the High Council respectively. To the south a small shop displaying a sign -with multi-colored herbs swings in the gentle breeze. The Tower rises far -above, its two spires reaching almost as high as the Temple. In contrast the -hall looks very mundane. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 323 -D1 -~ -~ -0 0 339 -D2 -~ -door~ -1 0 351 -D3 -~ -door~ -1 0 337 -S -#339 -The Tower of the High Council of Clerics~ - A large archway leads into the center of the Clerics' Quarters just to the -west. The Tower is bathed in bright white light that reflects off every -surface. All around, the soft murmur of healers in training or going about -their daily routine can be heard. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 324 -D1 -~ -~ -0 0 340 -D2 -~ -~ -0 0 352 -D3 -~ -~ -0 0 338 -S -#340 -The Tower of Clerics~ - A wide staircase covered by a large tan rug leads up into the heart of the -tower towards the High Council's chambers. Many famous healers reside within -this tower's magical walls. It is said that just by standing in certain rooms -of the tower one can heal at unnatural rates. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 325 -D1 -~ -~ -0 0 341 -D2 -~ -~ -0 0 353 -D3 -~ -~ -0 0 339 -D4 -~ -~ -0 0 128 -S -#341 -The Tower of the Clerics~ - A wide set of stairs leads up to the second floor of the tower. The building -around you is impressive in both size and stature. Large white pillars support -high domed ceilings of this spotless white room. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 326 -D1 -~ -~ -0 0 342 -D2 -~ -~ -0 0 354 -D3 -~ -~ -0 0 340 -D4 -~ -~ -0 0 129 -S -#342 -The Tower of the High Council of Clerics~ - The east end of the Tower opens into the Southern Road which passes between -the Southern Towers and the Temple of Sanctus. This junction lies at the -entrance of the revered Tower of the High Council. High above is where the -councillors make many important decisions on how to uphold the welfare and -health of the city. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 327 -D1 -~ -~ -0 0 343 -D2 -~ -~ -0 0 355 -D3 -~ -~ -0 0 341 -S -#343 -The Southern Road~ - The entrance to both towers of the southern half of Sanctus open before this -part of the road. To the west the Tower of the High Council of Clerics, to the -east the Tower of the Magi. Both impressive structures were built by both -master architects and the use of magic. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 328 -D1 -~ -~ -0 0 344 -D2 -~ -~ -0 0 356 -D3 -~ -~ -0 0 342 -S -#344 -The Tower of the Magi~ - The black floor, walls, and ceiling of this tower bring about a feeling of -oppression, as if something or someone is holding something deliberately back. -A large doorway to the west leads to the Southern Road or it is possible to -explore deeper into the temple to the east. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 329 -D1 -~ -~ -0 0 345 -D2 -~ -~ -0 0 357 -D3 -~ -~ -0 0 343 -S -#345 -The Tower of the Magi~ - A large spiral staircase winds up into the heart of the tower. A slight -tinge of sulphur hangs in the air, probably a spell that went haywire. -Students roam the halls in deep thought, oblivious to the normal reality you -live in. Training Rooms lie in all directions. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 330 -D1 -~ -~ -0 0 346 -D2 -~ -~ -0 0 358 -D3 -~ -~ -0 0 344 -D4 -~ -~ -0 0 132 -S -#346 -The Tower of the Magi~ - A pair of circular stairwells wind their way higher into the tower. The -sounds of people chanting echo off the pitch black walls that almost appear -depthless. Most likely a simple trick of the eye, but then again, maybe not. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 331 -D1 -~ -~ -0 0 347 -D2 -~ -~ -0 0 359 -D3 -~ -~ -0 0 345 -D4 -~ -~ -0 0 133 -S -#347 -The Tower of the Magi~ - Everything is made from black stone, which at first glance appears to be -marble, but upon closer examination has no grain within it. Looking into the -wood causes one to lose themselves as they peer further and further into the -blackness. It is impossible to tell if this is caused by magic or just a simple -trick of the eye. To the east is the center of the Magi Quarters. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 332 -D1 -~ -~ -0 0 348 -D2 -~ -~ -0 0 360 -D3 -~ -~ -0 0 346 -S -#348 -The Magi Quarters~ - This is the heart of the Magi Quarters. The Magi Mansion where they can be -found when they are not guarding the orb is to the east. Also nearby is the -pure black Tower of the Magi which houses the sacred orb that protects the city. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 333 -D1 -~ -door~ -1 0 349 -D2 -~ -door~ -1 0 361 -D3 -~ -~ -0 0 347 -S -#349 -The Magi Mansion~ - The walls are adorned in fancy draperies and expensive tapestries of every -style and design imaginable. The Magi believe in a life of service to their -discipline, but they also believe that they should be able to live in comfort. -This building is one of the most elaborate within the entire city. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 334 -D1 -~ -~ -0 0 350 -D3 -~ -door~ -1 0 348 -S -#350 -A Study~ - Three low hanging lanterns positioned over the rooms large tables illuminate -the book-lined walls. There are several chairs at each table so as to allow -those who wish to study the fine art of magic to rest comfortably. Several -books lay open upon the tables. Occasional trickles of smoke waft in from under -the doorway to the east. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 335 -D1 -~ -door~ -1 0 366 -D3 -~ -~ -0 0 349 -S -#351 -The Healer's Shop~ - Small indoor gardens have been set up within this small house to grow the -herbs required for the mixes and salves the clerics require. They are rumored -to sometimes sell some of their remedies, though this is very rare and at a very -steep price. -~ -3 0 0 0 0 1 -D0 -~ -door~ -1 0 338 -S -#352 -Clerics in Training~ - Several beds lie in columns and rows spaced evenly apart. The smell of some -form of antiseptic stings in the air. All the beds are empty, must be the -healers here are well-versed in their craft. The Temple continues to the north -and west. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 339 -D1 -~ -~ -0 0 353 -S -#353 -A Large Basin~ - A large basin of water lies against the southern wall. Small statues -portraying a woman and children playing on a river's edge surround the edge of -basin. The water inside the basin is extremely clean and sterily, likely used -by the the clerics to tend for the wounded. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 340 -D1 -~ -~ -0 0 354 -D3 -~ -~ -0 0 352 -S -#354 -Clerics' Hallway~ - The smell of exotic medicines fills the entire tower. A large open area to -the north, the center of the tower, holds a set of stairs leading higher up into -the tower. Small benches line the walls here, allowing people to rest from -their adentures. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 341 -D1 -~ -~ -0 0 355 -D3 -~ -~ -0 0 353 -S -#355 -A Waiting Room~ - Benches filled with people waiting to see a healer line the walls here. An -apprentice does what he can to aid these poor people, but it is obvious that -many of them need to be attended to shortly by a real healer or else they may -perish. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 342 -D3 -~ -~ -0 0 354 -S -#356 -The Southern Road~ - To the east the Tower of the High Council of Clerics glows a bright white, -its polished surfaces reflecting all light down onto the Clerics' Quarters which -it protects. To the west the Tower of the Magi does the exact opposite, seeming -to absorb all light surrounding it. There must be balance in all things. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 343 -D2 -~ -~ -0 0 362 -S -#357 -The Magi Training Room~ - Bookshelves line the two walls of this small open area within the tower. -The smell of dust and musty old papers emanates from them. Many centuries of -knowledge lie within these books that were salvaged from the lands beyond. -Many more have yet to be found. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 344 -D1 -~ -~ -0 0 358 -S -#358 -A Tower Hallway~ - Through a small door to the north one can see the center of the tower where a -set of spiral staircases lead to the second floor. The Orb of Sanctum is -protected somewhere within this tower. The Master Magi have been given the task -of ensuring its safety. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 345 -D1 -~ -~ -0 0 359 -D3 -~ -~ -0 0 357 -S -#359 -The Magi Hallway~ - The seven Orders of the Magi are slowly dying out. That is why they rarely -fight in battles any longer. They have instead devoted their time to training -future Magi to take their places. But, good students have become even harder -to come by these days. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 346 -D1 -~ -~ -0 0 360 -D3 -~ -~ -0 0 358 -S -#360 -A Magi Training Room~ - Short tables with cushions surrounding them are placed about the room. -These cushions are obviously meant to kneel on and the tables are overflowing -with various books. This must be some sort of study room for the Magi. The -black walls seem to absorb the white light coming from strange bulbs hanging -from the ceiling. -~ -3 8 0 0 0 1 -D0 -~ -~ -0 0 347 -D3 -~ -~ -0 0 359 -S -#361 -Sareth's Scrolls~ - The smell of old paper that is slowly crumbling to dust fills the room. -Thousands of books, scroll, parchments, and even some tablets fill the -bookshelves, tables and the floor of this under sized room. It is here a vast -amount of the Magi have left thei findings when delving into the depths of -their magic. -~ -3 0 0 0 0 1 -D0 -~ -door~ -1 0 348 -S -#362 -The Southern Gate~ - The heavily fortified passage between the gate and the wilderness beyond is -well protected against an attack. Lookouts can be heard above chatting idly -while the sentinel guards stand at attention waiting to be called into action. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 356 -D3 -~ -~ -0 0 363 -D4 -~ -~ -0 0 139 -S -#363 -The Stables~ - The smell of hay and manure clings to the room like a cheap cologne -somebody's grandmother might wear. Stalls line both sides of the cramped -building with bales of hay stacked everywhere. The horses can't reach the hay -though they all seem to still try. It is possible to buy a horse for a minimal -fee, but not all of them are well tamed and have been known to become ornery. -~ -3 8 0 0 0 1 -D1 -~ -~ -0 0 362 -S -#364 -PETSHOP STOREROOM~ - To make a pet shop you need two rooms and some pets. The rooms MUST be -sequential. If the first room is 3015 then the second must be 3016. The second -room is known as the storeroom. All that is required in the storeroom is to -load one of each mob you wish to be a pet. This room can not have any exits and -will never be used by mortals. Although a pet shopkeeper is not required it is -recommended. In order to implement a pet shop the actual mud code has to be -modified. Just ask Rumble to do it for you. -~ -3 1024 0 0 0 1 -S -#365 -On the Window Ledge~ - From this perilous perch an excellent view is available of the southern half -of the city. A gust of wind howls past threatening to pull anything along with -it. The only exit is back into the tower or a deadly jump to the cobblestone -road below. -~ -3 0 0 0 0 1 -D0 -~ -~ -0 0 101 -S -T 131 -#366 -The Lab~ - The room is covered in shadow and what little that can be seen is a clutter -of books, scrolls, and potions. The entire room is scarred from fire and a fine -ash covers everything. Smoke still lingers in the rafters overhead. -~ -3 0 0 0 0 0 -D3 -~ -door~ -1 0 350 -S -#367 -Hazel's Living Quarters~ - The room is cluttered with various water container and filtration canisters -overflowing the desks and shelves. A small cot is crowded into one corner. -Though there is very little room to move around the room is surprisingly clean -and well kept. A single door leads down to the shop below. -~ -3 520 0 0 0 0 -D5 -~ -door~ -2 0 225 -E -sky winds~ - Cold winds plunge ceaselessly at you from the dark, cloudless sky. -~ -E -floor~ - The stone floor is the same shade of gray as the sky and is completely plain -and unscratched. It is probably too hard for anything to leave as much as a -scratch on it. -~ -S -#391 -Bomber's Trial Vnum~ -You are in an unfinished room. -~ -3 0 0 0 0 0 -S -#399 -Welcome to the Builder Academy~ - A builder is a term usually used to describe a person who designs MUD zones -for other characters to explore. Any player with motivation, ideas, and good -writing style can be a builder as well as a player. As a Builder, your job is -to create the virtual world in which players can roam around, solve puzzles, -find treasures, and gain experience. A Builder creates the rooms, objects, -mobs, shops, and triggers with which players will interact. - If this is something you are interested in doing then you have come to the -right place. Be warned, building is not easy and will require hard work, -patience, and the ability to take constructive criticism. - Your first task is to apply for builder status at: -http://tbamud.com/ - When you finish and submit the application tell anyone level 32 or higher -and they will advance you to begin your training. - - If would like to check out the tbaMUD World as a player connect to tbamud.com 4000. -~ -3 24 0 0 0 0 -D0 -~ -~ -0 0 3 -S -T 199 -$~ diff --git a/lib/world/wld/30.wld b/lib/world/wld/30.wld deleted file mode 100644 index fb4b33b..0000000 --- a/lib/world/wld/30.wld +++ /dev/null @@ -1,1430 +0,0 @@ -#3000 -The Reading Room~ - You are in a small, simple room which is mostly empty, save a few -wooden desks and benches. To the east you hear the bustle of the Temple -of Midgaard, a sharp contrast to the relative quiet of this peaceful -room. -~ -30 156 0 0 0 0 -D1 -You see the Temple of Midgaard. -~ -~ -0 -1 3001 -E -credits info~ - Guilds: 20-23 -~ -S -#3001 -The Temple Of Midgaard~ - You are in the southern end of the temple hall in the Temple of Midgaard. -The temple has been constructed from giant marble blocks, eternal in -appearance, and most of the walls are covered by ancient wall paintings -picturing Gods, giants and peasants. - Large steps lead down through the grand temple gate, descending the huge -mound upon which the temple is built and ends on the temple square below. -To the west, you see the Reading Room. The donation room is in a small -alcove to your east. -~ -30 156 0 0 0 0 -D0 -At the northern end of the temple hall is a statue and a huge altar. -~ -~ -0 -1 3054 -D1 -In the east, you see a small alcove with a rickety wooden sign which -reads "Midgaard Donation Room." -~ -~ -0 -1 3063 -D2 -You look down the huge stone steps at the temple square below. -~ -~ -0 -1 3005 -D3 -You see the Reading Room. -~ -~ -0 -1 3000 -D5 -You see the temple square. -~ -~ -0 -1 3005 -E -paintings ancient wall peasants gods giants~ - The paintings are numerous in style and quality. But, they all have the same -surreal quality that tugs at the mind to become lost in their depth and detail. -~ -S -T 3017 -#3002 -The Clerics' Inner Sanctum~ - This is the inner sanctum. A picture of the mighty Thor, is hanging on -the wall, just above the altar which is set against the western wall. A well -in the middle of the floor leads down into darkness. Vile smells waft from -the depths. -~ -30 12 0 0 0 0 -D1 -You see your favorite place, the bar of divination. -~ -~ -0 -1 3003 -D5 -You can't see what is down there, it is too dark. Looks like it would be -impossible to climb back up. -~ -~ -0 -1 7026 -S -#3003 -The Bar Of Divination~ - The bar is one of the finest in the land, lucky it is members only. Fine -furniture is set all around the room. A small sign is hanging on the wall. -~ -30 140 0 0 0 0 -D2 -You see the entrance. -~ -~ -0 -1 3004 -D3 -You see the inner sanctum. -~ -~ -0 -1 3002 -E -sign~ - The sign reads: -Free instructions provided by the waiter: - Buy - Buy something (drinkable) from the waiter. - List - The waiter will show you all the different drinks and - specialties, and tell the price of each. -~ -S -#3004 -The Entrance To The Clerics' Guild~ - The entrance hall is a small modest room, reflecting the true nature of -the Clerics. The exit leads east to the temple square. A small entrance to -the bar is in the northern wall. -~ -30 8 0 0 0 0 -D0 -You see the bar, richly decorated with really stylish furniture. -~ -~ -0 -1 3003 -D1 -You see the Temple Square. -~ -~ -0 -1 3005 -S -#3005 -The Temple Square~ - You are standing on the temple square. Huge marble steps lead up to the -temple gate. The entrance to the Clerics' Guild is to the west, and the old -Grunting Boar Inn, is to the east. Just south of here you see the market -square, the center of Midgaard. -~ -30 0 0 0 0 1 -D0 -You see the temple. -~ -~ -0 -1 3001 -D1 -You see the good old Grunting Boar Inn. -~ -~ -0 -1 3006 -D2 -You see the Market Square. -~ -~ -0 -1 3014 -D3 -You see the entrance to the Clerics' Guild. -~ -~ -0 -1 3004 -S -#3006 -The Entrance Hall Of The Grunting Boar Inn~ - You are standing in the entrance hall of the Grunting Boar Inn. The hall -has been wisely decorated with simple, functional furniture. The heavy smell -of dust and aging paper drifts in from the Post Office to the north. A small -staircase leads up to the reception and the bar is to the east. -~ -30 8 0 0 0 0 -D0 -You see the Midgaard Post Office. -~ -~ -0 -1 3062 -D1 -Surprise! You see the bar. -~ -~ -0 -1 3007 -D3 -You see the temple square. -~ -~ -0 -1 3005 -D4 -You see the reception. -~ -~ -0 -1 3008 -S -#3007 -The Grunting Boar~ - You are standing in the bar. The bar is set against the northern wall, old -archaic writing, carvings and symbols cover its top. A fireplace is built into -the western wall, and through the southeastern windows you can see the temple -square. This place makes you feel like home. -A small sign with big letters is fastened to the bar. -~ -30 136 0 0 0 0 -D3 -You see the exit to the entrance hall. -~ -~ -0 -1 3006 -E -sign~ - The sign reads: -Free instructions provided by the Grunting Boar Inn. - Buy - Buy something (drinkable) from the bartender. - List - The bartender will show you all the different drinks and - specialties, and tell the price of each. -~ -E -writing carving carvings symbols symbol~ - Although it is very hard to understand, you think it looks a lot like beer, -poems about beer, and small beer-mugs. -~ -S -#3008 -The Reception~ - You are standing in the reception. The staircase leads down to the -entrance hall. An exit to the north leads to the Cryogenic Center. -There is a small sign on the counter. -~ -30 8 0 0 0 0 -D0 -You see the Cryogenic Center. -~ -~ -0 -1 3064 -D5 -You see the entrance hall. -~ -~ -0 -1 3006 -E -sign~ - Rooms are expensive but good! You may: - - Offer - get an offer on a room - Time is in real life days. - Rent - Rent a room (saves your stuff, and quits the game), - minimum charge is one day. - - - MY WAY OR THE HIGHWAY - PAY YOUR RENT! - WE WON'T THINK TWICE BEFORE KICKING YOU OUT. -~ -S -#3009 -The Bakery~ - You are standing inside the small bakery. A sweet scent of danish and -fine bread fills the room. The bread and Danish are arranged in fine order -on the shelves, and seem to be of the finest quality. -A small sign is on the counter. -~ -30 136 0 0 0 0 -D2 -You see the main street. -~ -~ -0 -1 3013 -E -danish pastry~ - You see that this is truly delicious pastry. Must be made by a Dane from -Denmark (which surely is not the capital of Sweden! ). Former ruler of -Scandinavia, England, Northern Germany, Northern France, Russia, Greenland, -Iceland, Estonia etc. Etc. The sight of those large, wholesome chokoladeboller -makes your mouth water and your soul sing. -~ -E -sign~ - Free instructions provided by the store: - Buy - Will buy you some bread or pastry. - List - The baker will kindly tell you the price and sort of the bread in - his bakery. -~ -S -#3010 -The General Store~ - You are inside the general store. All sorts of items are stacked on shelves -behind the counter, safely out of your reach. -A small note hangs on the wall. -~ -30 136 0 0 0 0 -D2 -You see the main street. -~ -~ -0 -1 3015 -E -note~ - The note reads: - List - Show which various items are in the store. - Buy - Buy an item. - Value - The shopkeeper will (free of charge) tell how much he will - pay for your item. - Sell - Sell an item. -~ -S -#3011 -The Weapon Shop~ - The smell of worked metals and various quenching oils fills the room. Every -available space in the room including the ceiling is loaded with various -equipment and weaponry. There is a small note on the counter. -~ -30 136 0 0 0 0 -D2 -You see the main street. -~ -~ -0 -1 3016 -E -note~ - The note reads: - List - Show which various items are in the store. - Buy - Buy an item. - Value - The shopkeeper will (free of charge) tell how much he will - pay for your item. - Sell - Sell an item. -~ -S -#3012 -Main Street~ - You are at the end of the main street of Midgaard. South of here is the -entrance to the Guild of Magic Users. The street continues east towards the -market square. The magic shop is to the north and to the west is the city -gate. -~ -30 0 0 0 0 1 -D0 -You see the magic shop. -~ -~ -0 -1 3033 -D1 -You see the main street. -~ -~ -0 -1 3013 -D2 -You see the entrance to the Guild of Magic Users. -~ -~ -0 -1 3017 -D3 -You see the city gate. -~ -~ -0 -1 3040 -S -#3013 -Main Street~ - You are on the main street passing through the City of Midgaard. South of -here is the entrance to the Armory, and the bakery is to the north. East of -here is the market square. -~ -30 0 0 0 0 1 -D0 -You see the bakery. -~ -~ -0 -1 3009 -D1 -You see the market square. -~ -~ -0 -1 3014 -D2 -You see the armory. -~ -~ -0 -1 3020 -D3 -You see the main street. -~ -~ -0 -1 3012 -S -#3014 -Market Square~ - You are standing on the market square, the famous Square of Midgaard. -A large, peculiar looking statue is standing in the middle of the square. -Roads lead in every direction, north to the temple square, south to the -common square, east and westbound is the main street. -~ -30 0 0 0 0 1 -D0 -You see the temple square. -~ -~ -0 -1 3005 -D1 -You see the main street. -~ -~ -0 -1 3015 -D2 -You see the common square. -~ -~ -0 -1 3025 -D3 -You see the main street. -~ -~ -0 -1 3013 -E -statue~ - What you see is the Midgaard Worm, stretching around the Palace of Midgaard. -~ -S -#3015 -Main Street~ - You are on the main street crossing through town. To the north is the -general store, and the main street continues east. To the west you see and -hear the market place, to the south a small door leads into the Pet Shop. -~ -30 0 0 0 0 1 -D0 -You see the general store. -~ -~ -0 -1 3010 -D1 -You see the main street. -~ -~ -0 -1 3016 -D2 -You see the Pet Shop. -~ -~ -0 -1 3031 -D3 -You see the market square. -~ -~ -0 -1 3014 -S -#3016 -Main Street~ - The main street, to the north is the weapon shop and to the south is the -Guild of Swordsmen. To the east you leave town and to the west the street -leads to the market square. -~ -30 0 0 0 0 1 -D0 -You see the weapon shop. -~ -~ -0 -1 3011 -D1 -You see the city gate. -~ -~ -0 -1 3041 -D2 -You see the swordsmen's guild. -~ -~ -0 -1 3021 -D3 -You see the main street leading to the market square. -~ -~ -0 -1 3015 -S -#3017 -The Entrance To The Mages' Guild~ - The entrance hall to this guild is a small, poor lighted room. -~ -30 8 0 0 0 0 -D0 -You see the main street. -~ -~ -0 -1 3012 -D2 -You see your favorite place, the Mages' Bar. -~ -~ -0 -1 3018 -S -#3018 -The Mages' Bar~ - The bar is one of the weirdest in the land. Mystical images float around -the air. Illusions of fine furniture appear all around the room. -~ -30 140 0 0 0 0 -D0 -You see the lobby. -~ -~ -0 -1 3017 -D1 -You see the laboratory. -~ -~ -0 -1 3019 -S -#3019 -The Mages' Laboratory~ - This is the Magical Experiments Laboratory. Dark smoke-stained stones arch -over numerous huge oaken tables, most of these cluttered with strange- looking -pipes and flasks. The floor is covered with half-erased pentagrams and even -weirder symbols, and a blackboard in a dark corner has only been partially -cleaned, some painful-looking letters faintly visible. -~ -30 12 0 0 0 0 -D3 -You see the bar. -~ -~ -0 -1 3018 -S -#3020 -The Armory~ - The armory has a wide assortment of armor displayed on the walls and in the -windows. Helmets, shields, and suits of armor are for sale. To the north is -the main street. On the wall is a small note. -~ -30 136 0 0 0 0 -D0 -You see the main street. -~ -~ -0 -1 3013 -E -note~ - You can use these commands for trading: - value <item> To get the price of an item in your possession. - sell <item> To sell something. - buy <item> To buy something (provided that the shop has it in store). - list Gives you a listing of the shop's inventory. - WE DON'T GIVE CREDIT; WE DON'T EXPECT TO RECEIVE CREDIT! - NO HAGGLING -~ -S -#3021 -The Entrance Hall To The Guild Of Swordsmen~ - The entrance hall to the Guild of Swordsmen. A place where one has to be -careful not to say something wrong (or right). To the east is the bar and to -the north is the main street. -~ -30 8 0 0 0 0 -D0 -You see the main street. -~ -~ -0 -1 3016 -D1 -You see the swordsmen's bar, many noises comes from there. -~ -~ -0 -1 3022 -S -#3022 -The Bar Of Swordsmen~ - The bar of swordsmen, once upon a time beautifully furnished. But now the -furniture is all around you in small pieces. To the south is the yard, and -to the west is the entrance hall. -~ -30 140 0 0 0 0 -D2 -You see the practice yard. -~ -~ -0 -1 3023 -D3 -You see the entrance hall to the warriors' guild. -~ -~ -0 -1 3021 -S -#3023 -The Tournament And Practice Yard~ - This is the practice yard of the fighters. To the north is the bar. -A well leads down into darkness. -~ -30 12 0 0 0 0 -D0 -You see the bar. -~ -~ -0 -1 3022 -D5 -You can't see what is down there, it is too dark. Looks like it would be -impossible to climb back up. -~ -~ -0 -1 7048 -S -#3024 -The Eastern End Of Poor Alley~ - You are at the poor alley. South of here is the Grubby Inn and to the -east you see common square. The alley continues further west. -~ -30 0 0 0 0 1 -D1 -You see the common square. -~ -~ -0 -1 3025 -D2 -You see the Inn. -~ -~ -0 -1 3048 -D3 -You see the poor alley. -~ -~ -0 -1 3044 -S -#3025 -The Common Square~ - The common square, people pass you, talking to each other. To the west is -the poor alley and to the east is the dark alley. To the north, this square -is connected to the market square. From the south you notice a nasty smell. -~ -30 0 0 0 0 1 -D0 -You see the market square. -~ -~ -0 -1 3014 -D1 -You see the dark alley. -~ -~ -0 -1 3026 -D2 -You see the city dump. -~ -~ -0 -1 3030 -D3 -You see Poor Alley. -~ -~ -0 -1 3024 -S -#3026 -The Dark Alley~ - The dark alley, to the west is the common square and to the south is the -Guild of Thieves. The alley continues east. -~ -30 0 0 0 0 1 -D1 -The alley continues east. -~ -~ -0 -1 3045 -D2 -You see the entrance to the thieves' guild. -~ -~ -0 -1 3027 -D3 -You see the common square. -~ -~ -0 -1 3025 -E -guild~ - It is the thieves' guild, don't enter if you care about your health or money. -~ -S -#3027 -The Entrance Hall To The Guild Of Thieves~ - The entrance hall to the thieves' and assassins' guild. A place where you -can lose both your life and your money, if you are not careful. To the north -is the dark alley and to the east is the thieves' bar. -~ -30 8 0 0 0 0 -D0 -You see the alley. -~ -~ -0 -1 3026 -D1 -You see the thieves bar, where everything disappears. -~ -~ -0 -1 3028 -S -#3028 -The Thieves' Bar~ - The bar of the thieves. Once upon a time this place was beautifully -furnished, but now it seems almost empty. To the south is the yard, and to -the west is the entrance hall. - (Maybe the furniture has been stolen?!) -~ -30 140 0 0 0 0 -D2 -You see the secret yard. -~ -~ -0 -1 3029 -D3 -You see the entrance hall to the thieves' guild. -~ -~ -0 -1 3027 -E -furniture~ - As you look at the furniture, the chair you sit on disappears. -~ -S -#3029 -The Secret Yard~ - The secret practice yard of thieves and assassins. To the north is the -bar. A well leads down into darkness. -~ -30 12 0 0 0 0 -D0 -You see the bar. -~ -~ -0 -1 3028 -D5 -You can't see what is down there, it is too dark. Looks like it would be -impossible to climb back up. -~ -~ -0 -1 7043 -S -#3030 -The Dump~ - The dump, where the people from the city drop their garbage. Through the -garbage you can see a large junction of pipes, looks like the entrance to the -sewer system. North of here you see the common square. -~ -30 4 0 0 0 2 -D0 -You see the common square. -~ -~ -0 -1 3025 -D5 -You see the sewers. -~ -grate~ -2 3005 7030 -S -T 3004 -#3031 -The Pet Shop~ - The Pet Shop is a small crowded store, full of cages and animals of -various sizes. There is a sign on the wall. -~ -30 140 0 0 0 0 -D0 -You see the main street. -~ -~ -0 -1 3015 -E -sign~ - The sign reads: - Use 'List' to see the available pets. - Use 'Buy <pet>' to buy yourself a pet. - Instructions for having pets: - You can use 'order <pet> <instructions>' to order your pets around. - If you abuse your pet, it will no longer regard you as its master. - If you have several pets you may use 'order followers <instructions>' - You can name the pet you buy with: 'buy <pet> <name>' - Regards, - The Shopkeeper -~ -S -#3032 -PETSHOP STOREROOM~ - Make two rooms and some pets. The rooms MUST be sequential. If the first -room is 315 then the second must be 316. The second room is known as the -storeroom. All that is required in the storeroom is to load one of each mob you -wish to be a pet. This room can not have any exits and will never be used by -mortals. Although a pet shopkeeper is not required it is recommended. After -all of this is done ask your coder to implement the petshop. It will not work -until the code is changed and the MUD is rebooted. The cost of pets is 300 -times their level. -~ -30 1536 0 0 0 0 -S -#3033 -The Magic Shop~ - Behind the counter you see various items, neatly placed in racks, -presumably most of them are magic. -~ -30 136 0 0 0 0 -D2 -You see the main street. -~ -~ -0 -1 3012 -S -#3040 -Inside The West Gate Of Midgaard~ - You are by two small towers that have been built into the city wall and -connected with a footbridge across the heavy wooden gate. Main Street leads -east and Wall Road leads south from here. -~ -30 0 0 0 0 1 -D1 -You see Main Street. -~ -~ -0 -1 3012 -D2 -You see the road running along the inner side of the city wall. You notice -that it is called Wall Road. -~ -~ -0 -1 3042 -D3 -The city gate is to the west. -~ -gate~ -1 3112 3052 -E -bridge footbridge~ - It is too high up to reach but it looks as if one easily could walk across it -from one tower to the other. -~ -E -gate~ - It is a set of very big double doors made from hard wood. They have been -reinforced with large iron bands to make them even more sturdy. One of the -doors is equipped with a very big lock. -~ -E -tower towers~ - Both of the towers are built from large gray rocks that have been fastened to -each other with some kind of mortar, just like the city wall. -~ -E -wall~ - It is built from large gray rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. -~ -S -#3041 -Inside The East Gate Of Midgaard~ - You are by two small towers that have been built into the city wall and -connected with a footbridge across the heavy wooden gate. Main Street leads -west from here. To the south you see the Water Shop. -~ -30 0 0 0 0 1 -D1 -You see the city gate. -~ -gate~ -1 3112 3053 -D2 -You see the water shop. -~ -~ -0 -1 3058 -D3 -You see Main Street. -~ -~ -0 -1 3016 -E -bridge footbridge~ - It is too high up to reach but it looks as if one easily could walk across it -from one tower to the other. -~ -E -gate~ - It is a set of very big double doors made from hard wood. They have been -reinforced with large iron bands to make them even more sturdy. One of the -doors is equipped with a very big lock. -~ -E -tower towers~ - Both of the towers are built from large gray rocks that have been fastened to -each other with some kind of mortar, just like the city wall. -~ -E -wall~ - It is built from large gray rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. -~ -S -#3042 -Wall Road~ - You are walking next to the western city wall. The road continues further -south and the city gate is just north of here. -~ -30 0 0 0 0 1 -D0 -You see the city gate. -~ -~ -0 -1 3040 -D2 -The road continues further south. -~ -~ -0 -1 3043 -E -wall~ - It is built from large gray rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. -~ -S -#3043 -Wall Road~ - You are walking next to the western city wall. Wall Road continues further -north and south. A small, poor alley leads east. -Some letters have been written on the wall here. -~ -30 0 0 0 0 1 -D0 -The road continues further north. -~ -~ -0 -1 3042 -D1 -Poor Alley leads east. -~ -~ -0 -1 3044 -D2 -The road continues further south. -~ -~ -0 -1 3047 -E -wall writing letters~ - It says 'Who watches the watchmen? ' -~ -E -wall~ - It is built from large gray rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. -~ -S -#3044 -Poor Alley~ - You are on Poor Alley, which continues further east. You see the -city wall to the west. -~ -30 0 0 0 0 1 -D1 -The alley leads east. -~ -~ -0 -1 3024 -D3 -The alley leads west. -~ -~ -0 -1 3043 -S -#3045 -The Dark Alley At The Levee~ - You are standing in the alley which continues east and west. South of -here you see the levee. -~ -30 0 0 0 0 1 -D1 -The alley leads east. -~ -~ -0 -1 3046 -D2 -You see the levee. -~ -~ -0 -1 3049 -D3 -The alley leads west. -~ -~ -0 -1 3026 -S -#3046 -The Eastern End Of The Alley~ - You are standing at the eastern end of the alley, the city wall is just -east, blocking any further movement. A small warehouse is directly south of -here. -~ -30 0 0 0 0 1 -D2 -You see the warehouse. -~ -~ -0 -1 3050 -D3 -You see the alley. -~ -~ -0 -1 3045 -S -#3047 -Wall Road~ - You are standing on the road next to the western city wall, which -continues north. South of here is a bridge across the river. -~ -30 0 0 0 0 1 -D0 -You see the road. -~ -~ -0 -1 3043 -D2 -You see the bridge. -~ -~ -0 -1 3051 -E -wall~ - It is built from large gray rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. -~ -S -#3048 -Grubby Inn~ - You are inside the old Grubby Inn. This place has not been cleaned for -several decades; vile smells make you dizzy. -~ -30 136 0 0 0 0 -D0 -You see the alley. -~ -~ -0 -1 3024 -S -#3049 -The Levee~ - You are at the levee. South of here you see the river gently flowing west. -The river bank is very low making it possible to enter the river. -~ -30 128 0 0 0 1 -D0 -You see the alley. -~ -~ -0 -1 3045 -D2 -You see the river flowing west. -~ -~ -0 -1 3203 -S -#3050 -The Deserted Warehouse~ - You are inside the warehouse. The room is decorated with various old -items from ships. -~ -30 8 0 0 0 0 -D0 -You see the alley. -~ -~ -0 -1 3046 -S -#3051 -On The Bridge~ - You are standing on the stone bridge crosses the river. The bridge is -built out from the western city wall and the river flows west through an -opening in the wall ten feet below the bridge. -~ -30 0 0 0 0 1 -D0 -You see the road. -~ -~ -0 -1 3047 -D2 -You see the Concourse. -~ -~ -0 -1 3100 -E -bridge~ - It is built from large gray rocks that have been fastened to each other with -some kind of mortar, just like the wall. -~ -E -opening~ - You cannot really see it from here as it is somewhere beneath your feet. -~ -E -wall~ - It is built from large gray rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. -~ -S -#3052 -Outside The West Gate Of Midgaard~ - You are by two small towers that have been built into the city wall and -connected with a footbridge across the heavy wooden gate. To the west you -can see the edge of a big forest. -~ -30 0 0 0 0 1 -D1 -The city gate is to the east. -~ -gate~ -1 3112 3040 -D3 -The forest edge is to the west. -~ -~ -0 -1 6092 -E -bridge footbridge~ - It is too high up to reach but it looks as if one easily could walk across it -from one tower to the other. -~ -E -gate~ - It is a set of very big double doors made from hard wood. They have been -reinforced with large iron bands to make them even more sturdy. One of the -doors is equipped with a very big lock. -~ -E -tower towers~ - Both of the towers are built from large gray rocks that have been fastened to -each other with some kind of mortar, just like the city wall. -~ -E -wall~ - It is built from large gray rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. -~ -S -#3053 -Outside The East Gate Of Midgaard~ - You are by two small towers that have been built into the city wall and -connected with a footbridge across the heavy wooden gate. To the east the -plains stretch out in the distance. -~ -30 0 0 0 0 1 -D1 -You see the plains. -~ -~ -0 -1 3503 -D3 -You see the city gate. -~ -gate~ -1 3112 3041 -E -bridge footbridge~ - It is too high up to reach but it looks as if one easily could walk across it -from one tower to the other. -~ -E -gate~ - It is a set of very big double doors made from hard wood. They have been -reinforced with large iron bands to make them even more sturdy. One of the -doors is equipped with a very big lock. -~ -E -tower towers~ - Both of the towers are built from large gray rocks that have been fastened to -each other with some kind of mortar, just like the city wall. -~ -E -wall~ - It is built from large gray rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. -~ -S -#3054 -By The Temple Altar~ - You are by the temple altar in the northern end of the Temple of Midgaard. -A huge altar made from white polished marble dominates this part of the temple. -Towering behind the altar is a ten foot tall sitting statue of Odin, the King of -the Gods. To the north, steps lead out the back of the temple towards the -countryside. -~ -30 8 0 0 0 0 -D0 -You see the vast Midgaard countryside. -~ -~ -0 -1 3059 -D2 -You see the southern end of the temple. -~ -~ -0 -1 3001 -E -altar~ - Even though the altar is more than ten feet long it appears to be made from a -single block of white virgin marble. -~ -E -statue odin king god~ - The statue represents the one-eyed Odin sitting on a his throne. He has -long, gray hair and beard and a strict look on his face. On top of the throne, -just above his shoulders, his two ravens Hugin and Munin are sitting and at his -feet are his wolves Gere and Freke. -~ -S -#3058 -Ye Olde Water Shoppe~ - You are standing in the center of a small wooden shop whose walls are -covered with racks upon racks of water jugs. Several large barrels with -spigots are stacked in the corner. -~ -30 136 0 0 0 0 -D0 -You see the East Gate. -~ -~ -0 -1 3041 -S -#3059 -Behind The Temple Altar~ - You are on a dirt path leading away from the Temple Altar which is south -of here. To the north, the path continues through the lush contryside of -Midgaard towards the Dragonhelm Mountains far off to the north. -~ -30 0 0 0 0 1 -D0 -You see the lush, green countryside of Midgaard. -~ -~ -0 -1 3060 -D2 -You see the Temple Altar. -~ -~ -0 -1 3054 -S -#3060 -The Great Field Of Midgaard~ - You are walking on a wide dirt path through the lush, green, fresh -Midgaard countryside. You can see to the horizon to the north, east, -and west; the busy city of Midgaard lies to the south. All around you -is healthy green grass and an occasional large oak tree. The sun feels -wonderful on your face and a pleasant wind blows through your hair. Birds -chirp quietly to themselves and you can smell the faint scent of flowers -and freshly cut grass. You feel like you could lie down in the grass and -stay here forever, surrounded by powerful beauty in all directions. - The path you are on continues north through the field and south back -to Midgaard. -~ -30 0 0 0 0 1 -D0 -You see more of the path through the Great Field. -~ -~ -0 -1 3061 -D2 -You see the path which goes back to Midgaard. -~ -~ -0 -1 3059 -S -#3061 -The Great Field Of Midgaard~ - You are walking on a wide dirt path through the lush, green, fresh -Midgaard countryside. You can see to the horizon to the north, east, -and west; the busy city of Midgaard lies to the south. All around you -is healthy green grass and an occasional large oak tree. The sun feels -wonderful on your face and a pleasant wind blows through your hair. Birds -chirp quietly to themselves and you can smell the faint scent of flowers -and freshly cut grass. You feel like you could lie down in the grass and -stay here forever, surrounded by powerful beauty in all directions. - There is a strange structure on the eastern side of the path. A small -dirt path splits off of the main path and leads off to the west. -~ -30 4 0 0 0 1 -D0 -The path continues northwards bringing you ever closer to the Dragonhelm -Mountains. -~ -~ -0 -1 3065 -D1 -There is a strange structure to the east on the edge of the trail. -~ -~ -0 -1 18600 -D2 -You see more of the Field. -~ -~ -0 -1 3060 -D3 -There is a strange path leading towards a rusty gate to the west. -~ -~ -0 -1 3066 -S -#3062 -The Post Office~ - You are in the central post office for Midgaard. Piles of assorted mail -lay untouched in the corners, collecting cobwebs. Several large crates have -been pried open by curious customs agents, and are now stacked along the west -wall, hiding plenty of 'WANTED' posters. -There is a sign posted on the wall here. -~ -30 8 0 0 0 1 -D2 -You see the entrance to the Grunting Boar Inn and Tavern. -~ -~ -0 -1 3006 -E -sign~ - ********************************************************** - * * - * Mail Instructions: * - * * - * To send a note to someone: * - * MAIL <playername> * - * * - * To see if you have any mail: * - * CHECK * - * * - * To get the Postmaster to give you your mail: * - * RECEIVE * - * * - * Stamps cost 150 coins per letter * - * Type 'HELP MAIL' for more info * - ********************************************************** -~ -E -letters envelopes assorted~ - Envelopes of all sizes are heaped into hugh piles around the room. As you -look closer, you see a letter that you had posted a full week ago, laying -unnoticed and slightly rat-chewed towards the bottom of the pile. -~ -E -cobwebs~ - They seem to cover everything here, even the Postmaster himself. -~ -E -crates opened large~ - As you know, it is illegal to send contraband items through the Midgaard -Mail. The customs agents use this as a great excuse to seize liquor, rare -spices, and just about anything they might find useful or profitable. -~ -E -WANTED posters poster wall~ - Faces of various known Killers and Thieves can barely be seen behind the -crates on the west wall. Some of them look quite familar, sorta like that guy -who you saw in the Reception a minute ago... But then again, they are rather -hard to see past the crates. -~ -S -#3063 -The Midgaard Donation Room~ - You are in a small, undecorated room just off of the main temple. There -are a couple of small wooden benches here where people occasionally sit -while they wait for items to appear. The temple is to the west. -~ -30 28 0 0 0 1 -D3 -The busy temple is back west. -~ -~ -0 -1 3001 -S -#3064 -The Cryogenic Center~ - You are standing in an impossibly white sterile room with cylindrical -body-length canisters lined up against the walls. The Reception is to the -south. -~ -30 8 0 0 0 1 -D2 -The Reception is to the south. -~ -~ -0 -1 3008 -S -#3065 -The Great Field Of Midgaard~ - You are walking on a wide dirt path through the lush, green, fresh -Midgaard countryside. You can see to the horizon to the north, east, -and west; the busy city of Midgaard lies to the south. All around you -is healthy green grass and an occasional large oak tree. The sun feels -wonderful on your face and a pleasant wind blows through your hair. Birds -chirp quietly to themselves and you can smell the faint scent of flowers -and freshly cut grass. You feel like you could lie down in the grass and -stay here forever, surrounded by powerful beauty in all directions. - The way north appears to be blocked by a large plot device and you cannot -see any way around it. -~ -30 0 0 0 0 2 -D0 -Unfortunately the way north is blocked by a large plot device and there -does not seem to be any way around it. -~ -~ -0 -1 -1 -D2 -The path continues through the field to the south past an odd structure -on the eastern side of the path. -~ -~ -0 -1 3061 -E -plot device~ - What more is a plot device than something to block a certain direction for -reasons beyond your comprehension. -~ -S -#3066 -The Dirt Path~ - You are walking along a narrow dirt path through the lush, green, -fresh Midgaard countryside. You can see to the horizon to the north -and east; the busy city of Midgaard lies to the south. All around -you is healthy green grass and an occasional large oak tree. The sun -feels wonderful on your face and a pleasant wind blows through your -hair. Birds chirp quietly to themselves and you can smell the faint -scent of flowers and freshly cut grass. You feel like you could lie -down in the grass and stay here forever, surrounded by powerful beauty -in all directions. - There is a large rusty gate sitting in a stone archway just to the -west. -~ -30 0 0 0 0 2 -D1 -The path meets up with a larger path just to the east. -~ -~ -0 -1 3061 -D3 -There is a large rusty gate just to the west. -~ -~ -0 -1 3600 -S -$~ diff --git a/lib/world/wld/300.wld b/lib/world/wld/300.wld deleted file mode 100644 index 418315a..0000000 --- a/lib/world/wld/300.wld +++ /dev/null @@ -1,1095 +0,0 @@ -#30000 -A Wild Valley~ - You move slowly through the green vines and thick undergrowth that -cover the valley floor. It would appear that not many have come here -in ages. To the west, the land rises to leave the valley. To the -east the vegetation clears to give way to a strange uprising of stone. -~ -300 4 0 0 0 4 -D1 -The uprising looks like some huge beast set to pounce. -~ -~ -0 -1 30001 -D3 -~ -~ -0 -1 30057 -E -uprising stone~ - The uprising looks like some huge beast set to pounce. -~ -E -info credits~ - Ancalador -*by Mercutio -* -*Copyright 1994 by Curious Areas Workshop -* -1) Edit room #00 to connect with somewhere in a jungle in your mud. - Exits can be joined to this room from any direction but from the - east. Edit the room description to reflect the new exit. -* -Note: Mercutio has provided room #57 as an easy connection point, - connecting from room #00 to room 6121 in the Haon-Dor forest. -* -2) Check the following items to make sure the value used for spells - conforms to the same spell on your mud. - *#03 -- Strength(39), Strength(39), Poison(33) - *#04 -- Sense Life(44), Detect Poison (21) - *#08 -- Energy Drain(25) - *#22 -- Detect Invisible(19), Poison(33) -* -If your mud does not allow some of these as 'wand' or 'potion' type -items, replace with a suitable spell of your own choice. -* -3) Add specials, if desired, for the mobs listed in the 'notes' section. -* -4) Fix the files to conform to your database style, if needed. -* -Here are some recommended specials for the mobs: - Spellcasters: #02, #03, #06, #15 - Poisonous: #01, #10 - Flame Breathing: #09 - Undead: #00, #03, #04, #05, #06, #12 -* -Credits -* -We are greatly indebted to Tarkin and Freja of VieMud (viemud.org 4000) -for all the time and code contributed. -* -Thanks to the players at VieMud, for playtesting above and beyond the -call of duty. Even more thanks to the people supporting C.A.W. and -using our areas. We love your feedback, even the flames. -* -Mercutio's donation to the Curious Areas Workshop is highly appreciated. -~ -S -#30001 -Before The Dragon~ - You stand before the Dragon Ancalador. You can still make out -its petrified form despite the earth that has filled in the crevices -between its limbs and the huge oaks, dwarfed by the dragon itself, -which have grown there. A vague evil emanates from the once-alive -stone that terrorized nations long ago. -~ -300 0 0 0 0 4 -D1 -The huge maw lies frozen in midsnarl. You could find enough purchase -to scale the tongue and enter inside, should you want to. -~ -~ -0 -1 30002 -D3 -~ -~ -0 -1 30000 -S -#30002 -In The Dragon's Mouth~ - Rows of stone teeth as large as trolls line the walls here. A -tongue of pitted stone leads east, behind stone molars as large as -iron shields. -~ -300 8 0 0 0 0 -D1 -~ -~ -0 -1 30003 -D3 -~ -~ -0 -1 30001 -S -#30003 -By Some Stone Tonsils~ - You are in the back of the dragon's mouth. The throat continues -down and something oozes from petrified sinuses above. -~ -300 9 0 0 0 0 -D3 -~ -~ -0 -1 30002 -D5 -~ -~ -0 -1 30004 -S -#30004 -A Throat Of Stone~ - The floor is uneven -- the middle of the passage being lower than -the sides, which rise up to the walls. The whole passage is slightly -graded, moving east and downward. -~ -300 9 0 0 0 0 -D4 -~ -~ -0 -1 30003 -D5 -~ -~ -0 -1 30005 -S -#30005 -Further Down The Dragon's Throat~ - The tunnel begins to lose its steepness and merely runs eastward -now. The shapes of what might be petrified muscles line the walls. -~ -300 9 0 0 0 0 -D1 -~ -~ -0 -1 30006 -D4 -~ -~ -0 -1 30004 -S -#30006 -A Junction~ - You are in a four way junction. The dragon's throat continues east -and west, but by squeezing under some stone flaps you can make out -tunnels leading north and south. -~ -300 9 0 0 0 0 -D0 -You peer under the petrified flap and see a faint light amid darkness. -~ -~ -0 -1 30007 -D1 -~ -~ -0 -1 30055 -D2 -You peer under the petrified flap and see a faint light amid darkness. -~ -~ -0 -1 30010 -D3 -~ -~ -0 -1 30005 -E -flaps flap~ - Who can say which part of draconian anatomy this might be? -~ -S -#30007 -A Stone Tunnel~ - This circular passage of stone gradually curves up to a place of -great light and heat. -~ -300 9 0 0 0 0 -D2 -~ -~ -0 -1 30006 -D4 -All you can see upwards in a great glare followed by gusts of hot wind. -~ -~ -0 -1 30008 -S -#30008 -A Dragon Lung~ - Ancient fires burns here, awaiting the rebirth of their master. -~ -300 8 0 0 0 0 -D5 -~ -~ -0 -1 30007 -S -#30009 -The Heart Of The Dragon~ - Runes which glow with a blue light are carved into the stone walls -of Ancalador's heart chamber here. Their magical purity counters his -evil and makes for a holy balance that is Neutrality. It seems some -music lover has set up residence here, judging by all the instruments -and sheet music floating here. -~ -300 520 0 0 0 0 -D0 -You see the chamber wall dilate open for you, leading to the tunnel beyond. -~ -~ -0 -1 30055 -S -#30010 -A Stone Tunnel~ - This stone passage is lit by a great light and fierce heat from its -far end, which lies above. -~ -300 9 0 0 0 0 -D0 -~ -~ -0 -1 30006 -D4 -You must cover your eyes rather than peer into the sun-like brightness. -~ -~ -0 -1 30011 -S -#30011 -A Dragon Lung~ - The nuclear fires that empowered the dragon with its frightful -breath are here, and though they have been smoldered for so very -long, they scorch you and make you rue the choice wearing of metal -armor. -~ -300 8 0 0 0 0 -D5 -~ -~ -0 -1 30010 -S -#30012 -Ancalador's Stomach~ - The dragon's throat ends, revealing a huge cavern lit from below by -eerie and diffuse lights of yellow and green. Even more amazingly, a -wooden bridge spans the the stalactite-roofed cavern! A steep grade -leads down to the cavern floor safely enough and the bridge leads -east. -~ -300 12 0 0 0 0 -D1 -~ -~ -0 -1 30013 -D3 -~ -~ -0 -1 30055 -D5 -Though steep, the climb down seems arduous, but not overly hazardous. -~ -~ -0 -1 30020 -S -#30013 -A Wooden Bridge~ - You cannot imagine who would want to build a bridge in this -fantastic cavern. Large stalagmites sit and rise up while the eerie -lights seem to move in the mists below. The bridge continues to the -east. -~ -300 8 0 0 0 0 -D1 -~ -~ -0 -1 30014 -D3 -You see the entrance ledge to the stomach chamber. -~ -~ -0 -1 30012 -D5 -The stalagmites look up menacingly at you. -~ -~ -0 -1 30016 -S -#30014 -A Wooden Bridge~ - You are in the middle of the wooden bridge. Large stalagmites rise -around you and the eerie lights continue to dance in the mists below. -The bridge continues to the east and west. -~ -300 8 0 0 0 0 -D1 -~ -~ -0 -1 30015 -D3 -~ -~ -0 -1 30013 -D5 -The stalagmites look up menacingly at you. -~ -~ -0 -1 30016 -S -#30015 -A Wooden Bridge~ - The wood here is old and acid eaten, similar to the rest of the -bridge. The deadly stalagmites jut up from below and more of the green -and yellow light can be seen to move in the mists below. The bridge -ends at a small plateau to the east. -~ -300 8 0 0 0 0 -D1 -You see the bridge meet the end of the cavern. -~ -~ -0 -1 30026 -D3 -~ -~ -0 -1 30014 -D5 -The stalagmites look up menacingly at you. -~ -~ -0 -1 30016 -S -#30016 -A Stalagmite Forest~ - You take the plunge off of the wooden bridge and find yourself stuck -between several stalagmites. It hurts to move much, and you cannot see -any way short of magic to escape this predicament. -~ -300 8 0 0 0 0 -S -#30017 -The Acid Forest~ - Sharp stalagmites reach up wards, created by the mineral ichors -dripping off stalactites far above. Pools of acid fill every crevice -on the craggy cavern floor. The cavern continues to the south and -east. -~ -300 8 0 0 0 4 -D1 -~ -~ -0 -1 30018 -D2 -~ -~ -0 -1 30020 -S -#30018 -The Acid Forest~ - The stalagmites here are large and rainbow-hued, like giants in -jester's garb. Puddles of weak stomach acid are pooled on the floor. -The cavern stretches in all directions but north. -~ -300 8 0 0 0 4 -D1 -~ -~ -0 -1 30019 -D2 -~ -~ -0 -1 30021 -D3 -~ -~ -0 -1 30017 -S -#30019 -The Acid Forest~ - Sharp stalagmites reach upwards, created by the mineral ichors -dripping off stalactites far above. Pools of acid fill every crevice -on the craggy cavern floor. -~ -300 8 0 0 0 4 -D2 -~ -~ -0 -1 30022 -D3 -~ -~ -0 -1 30018 -S -#30020 -The Acid Forest~ - You stand before an amazing sight. Wrapped within the mists here -on the cavern floor is a forest of oddly shaped stalagmites surrounded -everywhere by puddles of what must be the remnants of the dragons -stomach acid. -~ -300 8 0 0 0 4 -D0 -~ -~ -0 -1 30017 -D1 -~ -~ -0 -1 30021 -D2 -~ -~ -0 -1 30023 -D4 -You see the ledge at the entrance to the stomach cavern. -~ -~ -0 -1 30012 -S -#30021 -The Acid Forest~ - You are in the center of the dragons stomach cavern. A wooden -bridge passes far overhead. Sharp stalagmites poise here to meet -those who would drop from it. -~ -300 8 0 0 0 4 -D0 -~ -~ -0 -1 30018 -D1 -~ -~ -0 -1 30022 -D2 -~ -~ -0 -1 30024 -D3 -~ -~ -0 -1 30020 -S -#30022 -The Acid Forest~ - The stalagmites here are large and rainbow-hued, like giants in -jester's garb. Puddles of weak stomach acid are pooled on the floor. -A steep climb up leads to a large plateau at the end of the cavern. -~ -300 8 0 0 0 4 -D0 -~ -~ -0 -1 30019 -D2 -~ -~ -0 -1 30025 -D3 -~ -~ -0 -1 30021 -D4 -Apparently it is too steep a climb to go back up. -~ -~ -0 -1 -1 -S -#30023 -The Acid Forest~ - Mists swirl around strange crystal egg shells here. The cavern -continues to the north and to the east. -~ -300 8 0 0 0 4 -D0 -~ -~ -0 -1 30020 -D1 -~ -~ -0 -1 30024 -S -#30024 -The Acid Forest~ - Sharp stalagmites reach upwards, created by the mineral ichors -dripping off stalactites far above. Pools of acid fill every crevice -on the craggy cavern floor. -~ -300 8 0 0 0 4 -D0 -~ -~ -0 -1 30021 -D1 -~ -~ -0 -1 30025 -D3 -~ -~ -0 -1 30023 -S -#30025 -The Acid Forest~ - The stalagmites here are large and rainbow-hued, like giants in -jester's garb. Puddles of weak stomach acid are pooled on the floor. -The cavern stretches to the north and west. -~ -300 8 0 0 0 4 -D0 -~ -~ -0 -1 30022 -D3 -~ -~ -0 -1 30024 -S -#30026 -The End Of The Stomach~ - The wooden bridge ends here, on a large plateau above the cavern -floor. The plateau overlooks the entire forest of acid and stone -below. A tunnel set in the cavern wall to the east has been shored up -with a wall of plaster and bones. Two very large skull-knobbed doors -have been set in it. -~ -300 9 0 0 0 0 -D1 -You see a huge set of doors fashioned from bones. -~ -door doors skull~ -1 30018 30056 -D3 -You see the wooden bridge. -~ -~ -0 -1 30015 -D5 -You see a steep climb down to the cavern floor. -~ -~ -0 -1 30022 -S -#30027 -The Dragon's Pancreas~ - You are in an oddly shaped chamber, what might have been some foul -organ of Ancalador. A yellowish light fills the room from nowhere, as -if only by the dragon's will alone. The feeling of malignant evil is -great here, which is only compounded by the large sign overhead which -reads, 'Memento Mori', or in the common tongue, 'Remember to Die.' - The chamber has exits worked into it, to the east and down. -~ -300 8 0 0 0 0 -D0 -You see a fissure in the organ wall. -~ -fissure~ -1 -1 30056 -D1 -~ -~ -0 -1 30045 -D5 -~ -~ -0 -1 30049 -S -#30028 -The Small Intestine~ - You enter a featureless tunnel of what must be the beginning of the -dragon's small intestine. Small piles of human bones and armor bits -have been left here. The tunnel continues north and to the west a -rougher tunnel can be seen. -~ -300 9 0 0 0 0 -D0 -~ -~ -0 -1 30029 -D3 -~ -~ -0 -1 30056 -S -#30029 -The Small Intestine~ - The tunnel twists to the south and to the east. -~ -300 9 0 0 0 0 -D1 -~ -~ -0 -1 30030 -D2 -~ -~ -0 -1 30028 -S -#30030 -The Small Intestine~ - The smooth tunnel curves to the west and to the south. -~ -300 9 0 0 0 0 -D2 -~ -~ -0 -1 30031 -D3 -~ -~ -0 -1 30029 -S -#30031 -The Small Intestine~ - The blank walls of the tunnel run north and south. -~ -300 9 0 0 0 0 -D0 -~ -~ -0 -1 30030 -D2 -~ -~ -0 -1 30032 -S -#30032 -The Small Intestine~ - The tunnel comes from the north and dips sharply downward here. -~ -300 9 0 0 0 0 -D0 -~ -~ -0 -1 30031 -D5 -~ -~ -0 -1 30033 -S -#30033 -The Small Intestine~ - The featureless tunnel leads up and north. Echo bounce off the -blank walls, whether from near or far, you cannot tell. -~ -300 9 0 0 0 0 -D0 -~ -~ -0 -1 30034 -D4 -~ -~ -0 -1 30032 -S -#30034 -The Small Intestine~ - Bits of broken equipment from long dead adventurers have been -collected here. The tunnel runs north and south. -~ -300 9 0 0 0 0 -D0 -~ -~ -0 -1 30035 -D2 -~ -~ -0 -1 30033 -S -#30035 -The Small Intestine~ - The tunnel bends from the south to the east. You imagine the -remains of many a brave warrior who dared the dragon passed here, -torn and unmourned. -~ -300 9 0 0 0 0 -D1 -~ -~ -0 -1 30036 -D2 -~ -~ -0 -1 30034 -S -#30036 -The Small Intestine~ - The blank walls of the tunnel lead west and south. -~ -300 9 0 0 0 0 -D2 -~ -~ -0 -1 30037 -D3 -~ -~ -0 -1 30035 -S -#30037 -The Small Intestine~ - The smooth tunnel contracts to the south of here into a new tunnel. -~ -300 9 0 0 0 0 -D0 -~ -~ -0 -1 30036 -D2 -The new tunnel seems composed of different textures. -~ -~ -0 -1 30038 -S -#30038 -The Large Intestine~ - Unlike the the small intestine, the walls here have a nook and -cranny quality about them. They are quite rough and dust fills many -of the spaces. -~ -300 9 0 0 0 0 -D0 -~ -~ -0 -1 30037 -D1 -~ -~ -0 -1 30039 -S -#30039 -The Large Intestine~ - The smell of dust is thick in this section of the tunnel that runs -to the west and to the north. -~ -300 9 0 0 0 0 -D0 -~ -~ -0 -1 30040 -D3 -~ -~ -0 -1 30038 -S -#30040 -The Large Intestine~ - The rough walls of the tunnel scrape your armor and cuts your -exposed skin as you travel north or south. -~ -300 9 0 0 0 0 -D0 -~ -~ -0 -1 30041 -D2 -~ -~ -0 -1 30039 -S -#30041 -The Large Intestine~ - The tunnel drops to the east but you find many handholds among the -nooks and crannies. -~ -300 9 0 0 0 0 -D1 -~ -~ -0 -1 30042 -D2 -~ -~ -0 -1 30040 -S -#30042 -The Large Intestine~ - The roughly hewn tunnel constricts to the south. -~ -300 9 0 0 0 0 -D2 -~ -~ -0 -1 30043 -D3 -~ -~ -0 -1 30041 -S -#30043 -A Stony Sphincter~ - You are in a narrow tunnel, barely able to walk upright without -knocking your head. A breeze from the south swirls the dust here and -you begin to believe that safety is not far off. -~ -300 9 0 0 0 0 -D0 -~ -~ -0 -1 30042 -D1 -~ -~ -0 -1 30044 -S -#30044 -At The Dragon's Tail~ - You have never been so happy to see the light of day! You are by -the dragon's stone tail, which is covered with green, growing vines -and small, violet flowers. The birds sing and you can make out a -faint path to the south, leading back around the dragon-hill. -A skull-topped signpost flanks an unused road to the north. -There is a large plot device blocking the way along the road to the north. -~ -300 4 0 0 0 3 -D0 -A large plot device blocks the unused road to the north. -~ -~ -0 -1 -1 -D2 -You see a path leading around the dragon, back to its toothy maw. -~ -~ -0 -1 30001 -D3 -There is a strange hole in the rock wall, circular in shape. -~ -~ -0 -1 30043 -E -sign signpost~ - The signpost reads in ancient runic script: -The Penultimate Tower of Wizardry was rumored to exist, once, just -down this road... who knows if this is true? For though many have -went on to see, none have returned to claim it true... - --Mercutio the Bard of the Realm -~ -E -plot device~ - This large and strange creation is merely a device often used by writers to -steer people away from something that he or she does not want them to see at the -present moment. Speaking of which, you *did* see the path leading away to the -south did you not? -~ -S -#30045 -An Undead Garden~ - Shaking shrubberies and quivering palms surround a few skeletal -trees that make up this gruesome garden. The shriveled plantlife, set -in niches within the deformed chamber walls, seem to have all died and -come back from the afterlife somehow. Openings in the petrified organ -wall lead west and down. -~ -300 8 0 0 0 0 -D3 -~ -~ -0 -1 30027 -D5 -~ -~ -0 -1 30050 -S -#30046 -The Private Chambers~ - This small room seems to have been carved by hand from the pancreas -of Ancalador. It has some amenities, like a soft bed and a small -alchemist's workbench, but if the dragon is ever freed from his stone -prison, he will surely be quite unhappy about this situation. The only -exit is west. -~ -300 8 0 0 0 0 -D3 -Outside is the amphitheater chamber. -~ -door coffin~ -1 -1 30047 -S -#30047 -The Macabre Amphitheather~ - You are in on a wide, circular ledge overlooking a large slab of -stone in the chamber below. Crude seats are fashioned here from the -surrounding porous rock and the walls are decorated with various -bonesaws and a quote in blood, 'That fell arrest without bail.' A -coffin lid door is set in the east wall, while steps cut into the -rock lead down and west. -~ -300 8 0 0 0 0 -D1 -You see a doorway made from a coffin's lid. -~ -door coffin~ -1 -1 30046 -D3 -~ -~ -0 -1 30048 -D5 -~ -~ -0 -1 30051 -S -#30048 -The Temple Of Death~ - You are in a small shrine in honor of the 'Pale Priest of the Mute -People'. Here, Hell's Grim Tyrant is sought as a source of -inspiration and wisdom by the Guildmembers. The chamber walls open to -exits heading down and east. -~ -300 8 0 0 0 0 -D1 -~ -~ -0 -1 30047 -D5 -~ -~ -0 -1 30052 -S -#30049 -Cold Storage~ - The stink of this storage chamber makes you balk at once. Through -your nausea you make out cadavers kept cool in niches in the stone -walls. Barrels of dust and decanters of blood fill the room. On the -wall, in some dark ink, is scrawled, 'That dreamless sleep.' The -chamber exits south and up. -~ -300 8 0 0 0 0 -D2 -~ -~ -0 -1 30052 -D4 -~ -~ -0 -1 30027 -S -#30050 -The Kennel Of The Demised~ - This chamber of hard stone is empty save for a sturdy iron ring set -in the floor. A large, heavy chain with collar at one end is attached -to the ring. Small print on the collar reads, 'Quietus.' -~ -300 8 0 0 0 0 -D2 -~ -~ -0 -1 30051 -D4 -~ -~ -0 -1 30045 -S -#30051 -The Operating Room~ - This circular chamber is dominated by a large stone slab in the -center which bears the stains of countless horrible experiments. The -cruel work that goes on here is generally viewed from the amphitheater -above by the guild apprentices and patrons. -~ -300 8 0 0 0 0 -D0 -~ -~ -0 -1 30050 -D4 -~ -~ -0 -1 30047 -S -#30052 -The Guildhall~ - This is the largest chamber cut from Ancalador's pancreas. A long -feasting table made of coffins lashed together fills the length of the -room. On the wall, in the dried ichor that passes for blood in -demons, is written, 'A debt we must all pay.' A set of double -coffin-lid doors is to the west, and other exits are to the north and -up. -~ -300 8 0 0 0 0 -D0 -~ -~ -0 -1 30049 -D3 -~ -door doors coffin~ -1 -1 30053 -D4 -~ -~ -0 -1 30048 -S -#30053 -The Altar Of Annihilation~ - You stand before the horrific Altar of Annihilation where the magic -and power of extinguishment and dissolution are full explored. You -feel the countless ceremonies of extinction performed here, like a -gloom that pervades the altar, which looks like a huge rib cage -centered with a demon's skull. Before the altar is a black iron -grating covering a dark pit where the ebb of life is glorified in -sacrifice. -~ -300 8 0 0 0 0 -D1 -~ -door doors coffin~ -1 -1 30052 -D5 -You can't see much, but you don't like the little you do see. -~ -grating grate~ -2 30005 30054 -S -#30054 -The Darken Pit~ - The very evil of this place seeks to extinguish your light as if -the gloom had a nefarious soul of its own. You know true fear as -something moves in the darkness... toward you. -~ -300 9 0 0 0 0 -D4 -You see a black iron grating above you. -~ -grating grate~ -2 30005 30053 -S -#30055 -A Stone Tunnel~ - The dragon's throat continues east and west on a path which neither -rises nor falls. On the south wall, to the dragon's left, a warmth -can be felt, followed by a feeling of pure evil. -~ -300 9 0 0 0 0 -D1 -You see the tunnel open up to a great cavern beyond. -~ -~ -0 -1 30012 -D3 -~ -~ -0 -1 30006 -S -#30056 -A Stone Corridor~ - You are in a circular tunnel of stone. The walls are irregular and -pockmarked. The tunnel continues east and west. -~ -300 13 0 0 0 0 -D1 -You see the beginning of a new, smoother tunnel. -~ -~ -0 -1 30028 -D2 -It seems you might be able to pry the fissure open. -~ -fissure~ -1 -1 30027 -D3 -You see the bone doorway leading towards the stomach cavern. -~ -door doors bone~ -1 30018 30026 -E -walls~ - A small fissure appears to be set in the south wall. -~ -S -#30057 -Muddy Riverbank~ - You are on the south bank of a rushing river. An old, mossy and -huge stone slab hangs over the riverbank, allowing you to cross -towards a great forest. A verdant valley stretches before you to the -east, while the terrain to the west and south quickly become -mountainous, and impassible. -~ -300 0 0 0 0 5 -D1 -~ -~ -0 -1 30000 -S -$~ diff --git a/lib/world/wld/301.wld b/lib/world/wld/301.wld deleted file mode 100644 index 6ccf667..0000000 --- a/lib/world/wld/301.wld +++ /dev/null @@ -1,2518 +0,0 @@ -#30100 -The Western Campus Entrance~ - This gateway is made of limestone, and covered in ivy. Beyond the entrance, -the university stretches as far as the eye can see. A sign is neatly posted on -the left pillar of the gateway. It is made of nicely polished brass. Because -of this, it looks rather important (as all signs go). -~ -301 4 0 0 0 1 -D1 -Campus Crescent continues to the east. -~ -~ -0 -1 30101 -E -sign~ - Campus by Matrix and The Wandering Bard -Copyright 1994 by Curious Areas Workshop -~ -E -info credits~ - Campus by Matrix and The Wandering Bard -Copyright 1994 by Curious Areas Workshop -Campus is a large tongue-in-cheek area loosely based on a Canadian -university campus. Below is a step by step guide that should work -for most DikuMuds... -The campus consists of 232 rooms. - #00 (exit west to the rest of the world) - #22 (exit north to the rest of the world) - #86 (add a PEACEFUL flag if you have one) -Edit the following objects: - #46 (make the edesc appear as your login screen.) - #59 -* -The mobs in this area were built on a -100 (good) to 100 (bad) armor -class range. Remove the extra '0' if you don't need/want it. -* -Here are some recommended specials for the mobs: - #04 should be given a sleep spell to cast - #47 should be given an undead process. -Zone 301 is linked to the following zones: -302 Campus at 30123 (south) ---> 30236 -302 Campus at 30124 (north) ---> 30250 -302 Campus at 30126 (east ) ---> 30294 -302 Campus at 30126 (west ) ---> 30295 -303 Campus at 30129 (west ) ---> 30330 -303 Campus at 30130 (east ) ---> 30320 -303 Campus at 30130 (south) ---> 30325 -303 Campus at 30130 (west ) ---> 30324 -302 Campus at 30133 (east ) ---> 30274 -302 Campus at 30134 (north) ---> 30276 -302 Campus at 30135 (north) ---> 30292 -302 Campus at 30135 (west ) ---> 30291 -302 Campus at 30136 (east ) ---> 30266 -302 Campus at 30140 (south) ---> 30260 -302 Campus at 30142 (north) ---> 30201 -302 Campus at 30142 (east ) ---> 30203 -302 Campus at 30199 (up ) ---> 30200 - - (Mobs Stay_Zone flags have all been disabled to allow free access between -301, 302 and 303. Please ensure that any entrances into the area are flagged -nomob to keep them in. - Parna for TBAMud.) -~ -S -#30101 -Campus Crescent~ - This cobblestone road is not littered in any way, thus displaying the -conscientious behaviour of the politically correct students (as they all seem -to be). The road continues east and west. -~ -301 0 0 0 0 1 -D1 -Campus Crescent continues to the east. -~ -~ -0 -1 30102 -D3 -The gateway can be seen to the west. -~ -~ -0 -1 30100 -E -cobblestone stone cobble~ - The cobblestones are clean. -~ -S -#30102 -Campus Crescent~ - This cobblestone road is not littered in any way, thus displaying the -conscientious behaviour of the politically correct students (as they all seem -to be). The road continues east and west. To the north and south, you can see -dormitories. -~ -301 0 0 0 0 1 -D0 -To the north you see Victoria Hall. -~ -door~ -2 30145 30125 -D1 -Campus Crescent continues to the east. -~ -~ -0 -1 30103 -D2 -To the south you see Leonard Hall. -~ -~ -0 -1 30126 -D3 -Campus Crescent continues to the west. -~ -~ -0 -1 30101 -E -cobblestone stone cobble~ - The cobblestones are clean. -~ -E -dorm dormitory dormitories~ - Well, they're dormitories. What else can be said? -~ -S -#30103 -Campus Crescent~ - This cobblestone road is not littered in any way, thus displaying the -conscientious behaviour of the politically correct students (as they all seem -to be). The road continues east and west. A noxious smell permeates from the -south. -~ -301 0 0 0 0 1 -D1 -Campus Crescent crosses University Avenue to the east. -~ -~ -0 -1 30104 -D2 -To the south you barely see the Mary Rotte Cafeteria. -~ -~ -0 -1 30127 -D3 -Campus Crescent continues to the west. -~ -~ -0 -1 30102 -E -caf cafeteria~ - You barely see, through the thick putrid fumes, the Mary Rotte Cafeteria. -~ -E -cobblestone stone cobble~ - The cobblestones are clean. -~ -S -#30104 -The Crossroads~ - Campus Crescent meets University Avenue at this very point... Right here. -(Thus the name Crossroads. ) University runs north-south whilst Campus runs -east-west. -~ -301 0 0 0 0 1 -D0 -University Avenue heads off to the north. -~ -~ -0 -1 30110 -D1 -Campus Crescent runs to the east. -~ -~ -0 -1 30105 -D2 -To the south, you see University Avenue. -~ -~ -0 -1 30108 -D3 -To the west, Campus Crescent continues merrily. -~ -~ -0 -1 30103 -E -cobblestone stone cobble~ - There are no cobblestones here! You feel very silly looking at something -that is not here. -~ -S -#30105 -Campus Crescent~ - This cobblestone road is not littered in any way, thus displaying the -conscientious behaviour of the politically correct students (as they all seem -to be). The road continues east and west. A large building lies south, off -the road. You can see another building to the north. -~ -301 0 0 0 0 1 -D0 -To the north, lies the Arts faculty building, Corry-Mack. -~ -~ -0 -1 30134 -D1 -Campus Crescent continues to the east. -~ -~ -0 -1 30106 -D2 -The Student Health Services building lies off the road to the south. -~ -~ -0 -1 30131 -D3 -The Crossroads lie to the west. -~ -~ -0 -1 30104 -E -building~ - The buildings seem warm and inviting. You almost feel like hugging one. -~ -E -cobblestone stone cobble~ - The cobblestones are clean. -~ -S -#30106 -Campus Crescent~ - This cobblestone road is not littered in any way, thus displaying the -conscientious behaviour of the politically correct students (as they all seem -to be). The road continues east and west. The bookstore is to the north. An -odd, round-shaped building lies to the south. -~ -301 0 0 0 0 1 -D0 -Well, as I said earlier, the bookstore is to the north! Try looking at it. -~ -~ -0 -1 30165 -D1 -Campus Crescent ends to the east. -~ -~ -0 -1 30107 -D2 -The Physics building, Sterling Hall is to the south. -~ -~ -0 -1 30130 -D3 -Campus Crescent continues to the west. -~ -~ -0 -1 30105 -E -round building~ - Yes... It's a round building. Go figure. -~ -E -bookstore~ - The bookstore is a 2-story cubical building, loud noises emanate from the top -floor. -~ -E -cobblestone stone cobble~ - The cobblestones are still clean. -~ -S -#30107 -Division Road~ - Asphalt pavement lies heinously beneath your feet. The road continues north -and south. A nice cobblestone road leads off to the west. -~ -301 0 0 0 0 1 -D0 -Division Road continues north. -~ -~ -0 -1 30118 -D2 -Division Road continues south. -~ -~ -0 -1 30119 -D3 -Campus Crescent and its cobblestones are to the west. -~ -~ -0 -1 30106 -E -asphalt pavement~ - It's asphalt. -~ -E -cobblestone stone cobble~ - It's asphalt, you idiot! If you want to look at cobblestones, go west. -~ -S -#30108 -University Avenue~ - This nicely crafted dirt road runs north-south. It is normally filled with -students. An awful fog drifts in from the west. -~ -301 0 0 0 0 1 -D0 -University Avenue crosses a cobblestone road to the north. -~ -~ -0 -1 30104 -D2 -University Avenue continues south. -~ -~ -0 -1 30109 -D3 -The cafeteria lies to the west. -~ -~ -0 -1 30128 -E -cafeteria fog~ - The fog seems to be coming from the Mary Rotte Cafeteria. -~ -E -dirt~ - It's unclean matter, such as mud, trash, earth, or soil. (Webster's New -World Dictionary) -~ -E -cobblestone stone cobble~ - It's a dirt road. There are NO cobblestones here, although to the north... -~ -S -#30109 -University Avenue~ - This nicely crafted dirt road runs north-south. But it ends here. It is -normally filled with students. There is a dormitory to west. -~ -301 0 0 0 0 2 -D0 -University Avenue continues to the north. -~ -~ -0 -1 30108 -D3 -Morris House lies to the west. -~ -~ -0 -1 30129 -E -dormitory dorm~ - They are student living establishments. -~ -E -dirt~ - It's unclean matter, such as mud, trash, earth, or soil. (Webster's New -World Dictionary) -~ -S -#30110 -University Avenue~ - This nicely crafted dirt road runs north-south. It is normally filled with -students. Buildings lie on either side of the street. -~ -301 0 0 0 0 1 -D0 -University Avenue continues to the north. -~ -~ -0 -1 30111 -D1 -The Arts building, Corry-Mack, lies to the east. -~ -~ -0 -1 30133 -D2 -University Avenue crosses Campus Crescent to the south. -~ -~ -0 -1 30104 -D3 -The Engineering building, Ellis Hall, lies to the west. -~ -~ -0 -1 30132 -E -building buildings~ - There are two buildings here. Which one? -~ -E -dirt~ - It's unclean matter, such as mud, trash, earth, or soil. (Webster's New -World Dictionary) -~ -E -cobblestone stone cobble~ - It's a dirt road. There are NO cobblestones here, although to the south... -~ -S -#30111 -University Avenue~ - This nicely crafted dirt road runs north-south. It is normally filled with -students. Buildings lie on either side of the street. -~ -301 0 0 0 0 1 -D0 -University Avenue continues to the north. -~ -~ -0 -1 30112 -D1 -The Science building, Frosty Annex, lies to the east. -~ -~ -0 -1 30136 -D2 -University Avenue continues to the south. -~ -~ -0 -1 30110 -D3 -The Commerce building, Dunning Hall, lies to the west. -~ -~ -0 -1 30135 -E -building buildings~ - There are two buildings here. Which one? -~ -E -dirt~ - It's unclean matter, such as mud, trash, earth, or soil. (Webster's New -World Dictionary) -~ -S -#30112 -University Avenue~ - This nicely crafted dirt road runs north-south. It is normally filled with -students. A road branches off to the east. -~ -301 0 0 0 0 1 -D0 -University Avenue continues to the north. -~ -~ -0 -1 30113 -D1 -Union Street branches off to the east. -~ -~ -0 -1 30114 -D2 -University Avenue continues to the south. -~ -~ -0 -1 30111 -E -dirt~ - It's unclean matter, such as mud, trash, earth, or soil. (Webster's New -World Dictionary) -~ -S -#30113 -University Avenue~ - This nicely crafted dirt road runs north-south. It is normally filled with -students. To the north you can see several menacing figures. There is a sign -here. Reading it would be beneficial to your health and general well-being. -~ -301 0 0 0 0 1 -D0 -Low-income student housing lies to the north. BEWARE! -~ -~ -0 -1 30124 -D1 -The student center, known as the "J" Dock, stands to the east. -~ -~ -0 -1 30138 -D2 -University Avenue continues to the south. -~ -~ -0 -1 30112 -E -building~ - The student center lies to the east. -~ -E -sign warning~ - The sign says: -Welcome to the Student Ghetto! - n -Fine $103.50 for carrying open alcohol in the streets. -Fine $ 53.75 for excessively loud noises. - n -ENTER AT YOUR OWN RISK! -~ -E -dirt~ - It's unclean matter, such as mud, trash, earth, or soil. (Webster's New -World Dictionary) -~ -S -#30114 -Union Street~ - This non-descript road segment runs east-west between University Avenue and -Division Road. To the north is the student center. -~ -301 0 0 0 0 1 -D0 -The student center, known as the "J" Dock, stands to the north. -~ -~ -0 -1 30137 -D1 -Union Street continues to the east. -~ -~ -0 -1 30115 -D3 -University Avenue lies to the west. -~ -~ -0 -1 30112 -E -building~ - The student center lies to the north. -~ -E -non-descript non descript~ - (No description) -~ -S -#30115 -Union Street~ - This non-descript road segment runs east-west between University Avenue and -Division Road. There are buildings on either side of the street. -~ -301 0 0 0 0 1 -D0 -The main entrance to the Jock Hardy Gym lies to the north. -~ -~ -0 -1 30139 -D1 -Division Road lies to the east. -~ -~ -0 -1 30116 -D2 -The Grant Hall assembly hall is south of here. -~ -~ -0 -1 30140 -D3 -Union Street continues to the west. -~ -~ -0 -1 30114 -E -building buildings~ - There are two buildings here. Which one? -~ -E -non-descript non descript~ - (No description) -~ -S -#30116 -Division Road~ - Asphalt pavement lies heinously beneath your feet. The road continues -south. A non-descript road leads off to the west. A building lies to the -north. -~ -301 0 0 0 0 1 -D0 -The Jock Hardy Arena is to the north. -~ -~ -0 -1 30161 -D2 -Division Road continues south. -~ -~ -0 -1 30117 -D3 -Union Street is to the west. -~ -~ -0 -1 30115 -E -asphalt pavement~ - It's asphalt. -~ -E -building gym arena~ - The Jock Hardy Arena lies to the north. -~ -S -#30117 -Division Road~ - Asphalt pavement lies heinously beneath your feet. The road continues north -and south. -~ -301 0 0 0 0 1 -D0 -Division Road continues north. -~ -~ -0 -1 30116 -D2 -Division Road continues south. -~ -~ -0 -1 30118 -E -zork~ - What would possess you to look at that? What is a zork anyways? -~ -E -asphalt pavement~ - It's asphalt. -~ -S -#30118 -Division Road~ - Asphalt pavement lies heinously beneath your feet. The road continues north -and south. A building is off to the west. -~ -301 0 0 0 0 1 -D0 -Division Road continues north. -~ -~ -0 -1 30117 -D2 -Division Road continues south. -~ -~ -0 -1 30107 -D3 -The Campus bookstore lies to the west. -~ -~ -0 -1 30141 -E -asphalt pavement~ - It's asphalt. -~ -E -bookstore building~ - The bookstore is a 2-story cubical building, loud noises emanate from the top -floor. -~ -S -#30119 -Division Road~ - Asphalt pavement lies heinously beneath your feet. The road continues north -and south. -~ -301 0 0 0 0 3 -D0 -Division Road continues north. -~ -~ -0 -1 30107 -D2 -Division Road continues south. -~ -~ -0 -1 30120 -E -zork~ - What would possess you to look at that? What is a zork anyways? -~ -E -asphalt pavement~ - It's asphalt. -~ -S -#30120 -Division Road~ - Asphalt pavement lies heinously beneath your feet. The road continues north -and south. A tree has been planted here. -~ -301 0 0 0 0 5 -D0 -Division Road continues north. -~ -~ -0 -1 30119 -D2 -Division Road continues south. -~ -~ -0 -1 30121 -E -tree~ - It has been placed here just to relieve the monotony. It serves no other -purpose whatsoever. -~ -E -asphalt pavement~ - It's asphalt. -~ -S -#30121 -Division Road~ - Asphalt pavement lies heinously beneath your feet. The road continues -north. A dormitory sits to the east. Strange that it's so far from everything -else... -~ -301 0 0 0 0 3 -D0 -Division Road continues north. -~ -~ -0 -1 30120 -D1 -Wally World sits to the east. -~ -~ -0 -1 30142 -E -dorm dormitory~ - This is a rather tall dormitory. You'd guess that in real life, it's -probably 11-stories high, but since that would take an absurd amount of time to -program, you don't think that there are that many floors in this replica of the -building. -~ -E -asphalt pavement~ - It's asphalt. -~ -S -#30122 -The Northern Campus Entrance~ - This gateway is made of limestone, and covered in ivy. Beyond the entrance, -the university stretches as far as the eye can see. A sign is neatly posted on -the left pillar of the gateway. It is made of nicely polished brass. Because -of this, it looks rather important (as all signs go). The road continues north -and south from your present location. -~ -301 4 0 0 0 1 -D2 -The Student GHETTO... Beware! -~ -~ -0 -1 30123 -E -gate gateway pillar~ - The gateway is made of limestone and covered in ivy. As you already knew -that you feel rather silly wasting your time looking at it. There is a sign on -the left pillar. -~ -E -sign plaque~ - The nicely polished brass plaque reads: - - University of XXX - - ENTER AT YOUR OWN RISK -~ -S -#30123 -The Ghetto~ - The area you see ahead of you is low cost student housing, which is quite -run down, almost into the ground in fact. You can see many furtive shapes -moving through the darkness. -~ -301 4 0 0 0 4 -D0 -The gateway lies to the north. -~ -~ -0 -1 30122 -D2 -This is the ghetto, do you really need to know what is south of you? -~ -~ -0 -1 30236 -S -#30124 -The Ghetto~ - The area you see ahead of you is low cost student housing, which is quite -run down, almost into the ground in fact. You can see many furtive shapes -moving through the darkness. -~ -301 4 0 0 0 4 -D0 -This is the ghetto, do you really need to know what is north of you? -~ -~ -0 -1 30250 -D2 -The nice part of University Avenue begins to the south. -~ -~ -0 -1 30113 -S -#30125 -Victoria Hall~ - This is a locked room with no method of entry... Yet... The main reason -for this is the high number of already existing dormitories and it was thought -that this one wouldn't add anything. -~ -301 12 0 0 0 0 -D2 -Campus Crescent lies to the south. -~ -door~ -2 30145 30102 -S -#30126 -Leonard Hall Lobby~ - This is the lobby of the all-males residence. To the north you can see -Campus Crescent. To both the east and west you can see locked doors. The -floor is decorated with rather ugly, puce tiles. Beside the east door you can -see an enormous amount of mailboxes. -~ -301 8 0 0 0 1 -D0 -The cobblestoned Campus Crescent lies to the north. -~ -~ -0 -1 30102 -D1 -There is a locked door leading to a stairwell. -~ -door~ -1 30106 30294 -D3 -There is a locked door leading to a stairwell. -~ -door~ -1 30105 30295 -E -tiles floor~ - The floor is covered with tiles that are so ugly, you have a difficult time -keeping your lunch down -~ -E -mailbox mailboxes~ - All of the mailboxes are all empty ... Just like normal you think. -~ -S -#30127 -Mary Rotte Cafeteria Entrance~ - As you walk through the entrance of the cafeteria, your appetite suddenly -disappears. In this entrance, you'll normally find long line-ups to get into -the cafeteria, but it's incomprehensible why. The only safe exit is to the -north, but if you feel courageous enough, you can venture south. There is a -door to the west. -~ -301 136 0 0 0 0 -D0 -You long to go north. -~ -~ -0 -1 30103 -D2 -The dining hall lies to the south... Beware! -~ -~ -0 -1 30145 -D3 -There is a doorway leading to the kitchen. -~ -door doorway~ -1 -1 30143 -E -door doorway~ - You believe that the doorway leads to the kitchen. Let's give our -compliments to the chef... *grin* -~ -E -cafeteria caf~ - Yes, this is the cafeteria. -~ -S -#30128 -Mary Rotte Cafeteria Entrance~ - As you walk through the entrance of the cafeteria, your appetite suddenly -disappears. In this entrance, you'll normally find long line-ups to get into -the cafeteria, but it's incomprehensible why. The only safe exit is to the -east, but if you feel courageous enough, you can venture west. There is a door -to the south. -~ -301 136 0 0 0 0 -D1 -You long to go east. -~ -~ -0 -1 30108 -D2 -There is a doorway leading to the kitchen. -~ -door doorway~ -1 -1 30151 -D3 -The dining hall lies to the west... Beware! -~ -~ -0 -1 30148 -E -door doorway~ - You believe that the doorway leads to the kitchen. Let's give our -compliments to the chef... *grin* -~ -E -cafeteria caf~ - Yes, this is the cafeteria. -~ -S -#30129 -Morris House~ - This large building seems to be another dormitory... Of sorts. It is built -is a style combining Neo-Georgian features with all the advantages of modern -design. A hallway shrouded in darkness leads off to the west, and the road is -to the east. -~ -301 12 0 0 0 0 -D1 -University Avenue lies to the east. -~ -~ -0 -1 30109 -D3 -This hallway leads into the depths of Morris. -~ -~ -0 -1 30330 -S -#30130 -The Entrance To Sterling Hall~ - This is the entrance to the famed circular building, Sterling Hall. -Supposedly, if you walk in one direction long enough, you will get to where you -want to be. Exits lead in all cardinal directions. A footnote has been -attached to this description. -~ -301 8 0 0 0 1 -D0 -Campus Crescent can be seen through the glass doors. -~ -~ -0 -1 30106 -D1 -The hallway continues east. -~ -~ -0 -1 30320 -D2 -An opening to the south brings you to the center of the building. -~ -~ -0 -1 30325 -D3 -The hallway continues west. -~ -~ -0 -1 30324 -E -footnote~ - Yes, believe it or not, this is a reasonably accurate representation of the -Physics building, Stirling Hall at our university. The lecture halls are -numbered in the same manner as represented and it is in fact round, so that you -can walk in one direction all the way around the building. -~ -E -round circle circular~ - Yes, it's round. -~ -S -#30131 -The Student Health Services Entrance~ - This nice and inviting building does not seem quite so nice and inviting -anymore now that you can smell the Formeldehyde. But life has brightened -substantially, there is a Birth Control Center to the east and a De-Tox unit to -the south. To the north lies a tempting exit to a cobblestone covered street. - -~ -301 12 0 0 0 0 -D0 -Back to cobblestones, eh? -~ -~ -0 -1 30105 -D1 -The Birth Control Center looks mighty inviting doesn't it? -~ -~ -0 -1 30172 -D2 -The De-Tox unit to the south looks like a good place to rest. -~ -~ -0 -1 30173 -S -#30132 -Entrance To Ellis Hall~ - This entrance is covered in finely wrought carvings depicting great -engineering events (like the construction of this area) that have taken place -in XXX's history. There are two exits, east to the street and west further -inside the building. -~ -301 8 0 0 0 1 -D1 -University Avenue lies to the east. -~ -~ -0 -1 30110 -D3 -It is too dark to tell what the next room is. -~ -~ -0 -1 30174 -E -carvings~ - These carvings depict the heroic deeds of Matrix and the Wandering Bard. -Here they have just defeated the creature known as the Zon File. -~ -S -#30133 -Corry-Mack Building~ - The Arts faculty building was obviously the brain child of a maze -enthusiast. Its twisting halls have absolutely boggled the greatest minds of -Vernmot... As well as the not so great minds. The halls beckon you to the -east. University Avenue lies to the west. -~ -301 8 0 0 0 0 -D1 -The twisting halls of Corry-Mack call from the east. -~ -~ -0 -1 30274 -D3 -University Avenue lies to the west. -~ -~ -0 -1 30110 -E -minds mind great greatest~ - All of whom were probably smarter than you. -~ -E -halls hallways hall hallway~ - They are twisting alright. -~ -S -#30134 -Corry-Mack Hall~ - The Arts faculty building was obviously the brain child of a maze -enthusiast. Its twisting halls have absolutely boggled the greatest minds of -XXX... As well as the not so great minds. The halls beckon you to the -north. Campus Crescent is south of here. -~ -301 8 0 0 0 0 -D0 -The twisting halls of Corry-Mack lie ahead. -~ -~ -0 -1 30276 -D2 -Campus Crescent lies to the south. -~ -~ -0 -1 30105 -E -minds mind great greatest~ - All of whom were probably smarter than you. -~ -E -halls hallways hall hallway~ - They are twisting alright. -~ -S -#30135 -Dunning Hall Lobby~ - This is the nerve center of the Commerce Department at UNX (University of -North XXX). There are two exits. One to the north which seems to lead to -a hall of some sort, and on to the west which leads into a large room. -~ -301 8 0 0 0 0 -D0 -A hall leads off to the north. -~ -~ -0 -1 30292 -D1 -University Avenue lies to the east. -~ -~ -0 -1 30111 -D3 -A large room stands to the east. What else would it do, sit? -~ -~ -0 -1 30291 -S -#30136 -Frosty Annex Entrance Hall~ - As you walk off the street, you begin to notice how old and decrepit this -building is. If perchance you are passing through this room on your way out of -the building you noticed how old this building seemed quite a long time ago. -There are two exits. One to the road, which happens to lie to the west and the -exit to the east leads to a long hallway. -~ -301 8 0 0 0 2 -D1 -A long hallway leads off in this direction. -~ -~ -0 -1 30266 -D3 -University Avenue lies immediately to your west. -~ -~ -0 -1 30111 -S -#30137 -The Central Annex~ - This nicely decorated, cavernous room resembles a large meeting hall. To -the east you can see the Infobank, and to the west, you can see the Tuck -Shoppe. North of you is the back hall with its bank machines, and south is the -exit to Union Street. This area is usually rather busy with students as this -is the University Student Center. -~ -301 8 0 0 0 1 -D0 -To the north you can see the back hall, complete with numerous bank -machines, but of course you already knew that, didn't you? -~ -~ -0 -1 30138 -D1 -To the east you can see the Infobank of the University. -~ -~ -0 -1 30167 -D2 -To the south is the exit onto the street. -~ -~ -0 -1 30114 -D3 -The Tuck Shoppe is located to your west. -~ -~ -0 -1 30169 -E -prawn~ - You see nothing even remotely resembling that here. -~ -S -#30138 -The Back Hall~ - This is the back hall of the Student Center. You can see a Post Office to -the north, and a games room to the east. The Central Annex is located to the -south whilst the street is located directly to your west. -~ -301 8 0 0 0 0 -D0 -You can distinctly see a post office here, it might have a message in it, but -you are not quite sure. -~ -~ -0 -1 -1 -D1 -There are electronic sounds coming from the east. -~ -~ -0 -1 30168 -D2 -The large central annex lies to the south. -~ -~ -0 -1 30137 -D3 -University Avenue is located just to the west. -~ -~ -0 -1 30113 -S -#30139 -Jock Hardy Lobby~ - Several plaques line the walls, commemorating the great athletic -achievements of the students and alumni. Exits branch off in many directions. -There is a sign here. -~ -301 8 0 0 0 1 -D0 -There is a stairway to the north. -~ -~ -0 -1 30152 -D1 -A long hallway lies to the east. -~ -~ -0 -1 30160 -D2 -Union Street lies to the south. -~ -~ -0 -1 30115 -D3 -A long hallway lies to the west. -~ -~ -0 -1 30153 -E -sign~ - The sign says: - n - Gym -> North - Arena -> East - Locker Rooms -> West - Exit -> South -~ -E -plaque plaques~ - They are rather boring. A bunch of people you don't know. -~ -S -#30140 -The Grant Hall Building~ - This is the entry hall of the Grant Hall Building. This building is -lavishly furnished (with only chairs) and is used for important assemblies. -The auditorium lies to the south. -~ -301 8 0 0 0 0 -D0 -Union Street lies to the north. -~ -~ -0 -1 30115 -D2 -The auditorium lies to the south. -~ -~ -0 -1 30260 -S -#30141 -Campus Bookstore~ - This shop is filled with over-priced items that every university student -would want for his, her, or its own home. Such items as sweatshirts, pants, -T-shirts, and, of course, over-priced books that can do for presents to the -rest of the family. There are two exits, one to the south and one to the east. -Both exits are well guarded by security to prevent stolen goods from leaving -the store before being (over-) priced. -~ -301 140 0 0 0 0 -D1 -Outside you can see Division Road. -~ -~ -0 -1 30118 -D2 -To the south you can see the entrance to the Campus Pub. -~ -door~ -1 -1 30165 -E -sweatshirt sweatshirts pants t-shirt t-shirts books~ - There is absolutely no point in looking at anything because the prices are -almost like paying two or three arms and legs to buy something to cover them... -~ -S -#30142 -Wally World Reception Area~ - This is the entrance to the fabulous Wally World, located soulfully on East -Campus, miles away from everything else. There are three exits from here, west -to the street and main campus, east to explore the depths of Wally World, and -north to visit the front office and reception desk. -~ -301 8 0 0 0 3 -D0 -This way leads to the reception desk. -~ -~ -0 -1 30201 -D1 -This leads to the lounge. -~ -~ -0 -1 30203 -D3 -This leads back to Division Road and the main campus. -~ -~ -0 -1 30121 -S -#30143 -The Kitchen~ - The kitchen is filled with a light mist of smoke rising from the stoves. -The food here is mass-produced and cheaply made. After watching how they cook -this food you are glad you do not normally eat at the cafeteria. There is a -door to the east. -~ -301 8 0 0 0 1 -D1 -The doorway leads back out of the kitchen. -~ -door doorway~ -1 -1 30127 -D2 -The kitchen continues south. -~ -~ -0 -1 30144 -E -food~ - Believe me, you don't want to look at that! -~ -E -door doorway~ - You stare intently at the door. Its wooden frame enthrals you. -~ -S -#30144 -The Kitchen~ - The kitchen is filled with a light mist of smoke rising from the stoves. -The food here is mass-produced and cheaply made. After watching how they cook -this food you are glad you do not normally eat at the cafeteria. -~ -301 8 0 0 0 1 -D0 -The kitchen continues north. -~ -~ -0 -1 30143 -E -food~ - Believe me, you don't want to look at that! -~ -S -#30145 -Dining Hall~ - The cafeteria dining hall is filled with poor students that are forced to -eat this food to subsist. You feel pity upon them as you watch them fill their -stomachs with this sorry excuse for food. The dining hall continues east and -south. The exit is to the north. -~ -301 8 0 0 0 4 -D0 -An unknown force draws you north. -~ -~ -0 -1 30127 -D1 -The dining hall continues east. -~ -~ -0 -1 30146 -D2 -The dining hall continues south. -~ -~ -0 -1 30147 -E -students poor~ - You feel sorry for them. -~ -E -food~ - Believe me, you don't want to look at that! -~ -S -#30146 -Dining Hall~ - The cafeteria dining hall is filled with poor students that are forced to -eat this food to subsist. You feel pity upon them as you watch them fill their -stomachs with this sorry excuse for food. The dining hall continues west and -south. -~ -301 8 0 0 0 4 -D2 -The dining hall continues south. -~ -~ -0 -1 30148 -D3 -The dining hall continues west. -~ -~ -0 -1 30145 -E -students poor~ - You feel sorry for them. -~ -E -food~ - Believe me, you don't want to look at that! -~ -S -#30147 -Dining Hall~ - The cafeteria dining hall is filled with poor students that are forced to -eat this food to subsist. You feel pity upon them as you watch them fill their -stomachs with this sorry excuse for food. The dining hall continues north and -east. -~ -301 8 0 0 0 4 -D0 -The dining hall continues north. -~ -~ -0 -1 30145 -D1 -The dining hall continues east. -~ -~ -0 -1 30148 -E -students poor~ - You feel sorry for them. -~ -E -food~ - Believe me, you don't want to look at that! -~ -S -#30148 -Dining Hall~ - The cafeteria dining hall is filled with poor students that are forced to -eat this food to subsist. You feel pity upon them as you watch them fill their -stomachs with this sorry excuse for food. The dining hall continues north and -west. The exit is to the east. -~ -301 8 0 0 0 4 -D0 -The dining hall continues north. -~ -~ -0 -1 30146 -D1 -An unknown force draws you east. -~ -~ -0 -1 30128 -D3 -The dining hall continues west. -~ -~ -0 -1 30147 -E -students poor~ - You feel sorry for them. -~ -E -food~ - Believe me, you don't want to look at that! -~ -S -#30149 -Kitchen~ - The kitchen is filled with a light mist of smoke rising from the stoves. -The food here is mass-produced and cheaply made. After watching how they cook -this food you are glad you do not normally eat at the cafeteria. There is a -door here. -~ -301 8 0 0 0 1 -D1 -The kitchen continues east. -~ -~ -0 -1 30151 -D2 -There is a storeroom beyond the door to the south. -~ -door doorway~ -1 -1 30150 -E -door doorway~ - It's a door. It has a nice steel frame surrounding a metallic door. -~ -E -food~ - Believe me, you don't want to look at that! -~ -S -#30150 -A Storeroom~ - Stowed away here are different ingredients and packages containing pre-made -spam and other uninteresting stuff. But wait! They keep edible food here too! -So that's what the staff eats! -~ -301 8 0 0 0 1 -D0 -These stairs lead back to the door to the kitchen. -~ -door doorway~ -1 -1 30149 -E -door doorway~ - It's a door. It has a nice steel frame surrounding a metallic door. -~ -E -spam pre-made packages ingredients uninteresting stuff~ - It's rather uninteresting. -~ -E -food~ - Well, it's food. -~ -S -#30151 -Kitchen~ - The kitchen is filled with a light mist of smoke rising from the stoves. -The food here is mass-produced and cheaply made. After watching how they cook -this food you are glad you do not normally eat at the cafeteria. There is a -door to the north. -~ -301 8 0 0 0 1 -D0 -The doorway leads back out of the kitchen. -~ -door doorway~ -1 -1 30128 -D3 -The kitchen continues west. -~ -~ -0 -1 30149 -E -food~ - Believe me, you don't want to look at that! -~ -E -door doorway~ - You stare intently at the door. Its wooden frame enthrals you. -~ -S -#30152 -Stairway~ - As the title implies, there is a set of stairs here which lead up. -~ -301 8 0 0 0 2 -D2 -The main lobby is to the south. -~ -~ -0 -1 30139 -D4 -The stairs lead up. -~ -~ -0 -1 30154 -S -#30153 -Hallway~ - The hallway leads off west into the locker room, and east into the lobby. -~ -301 9 0 0 0 5 -D1 -The main lobby is east. -~ -~ -0 -1 30139 -D3 -The smell wafting from the room behind the door identifies it as a locker -room. -~ -door~ -1 -1 30155 -S -#30154 -Equipment Room~ - The equipment room houses various items used to work out and for sports. -There is a set of stairs here which lead down. -~ -301 8 0 0 0 2 -D3 -The Gym is to the west. -~ -~ -0 -1 30156 -D5 -The stairs lead down. -~ -~ -0 -1 30152 -S -#30155 -Locker Room~ - The fresh smell of sweat lingers in the locker rooms. There is a set of -stairs nearby. -~ -301 8 0 0 0 3 -D1 -A hallway branches off to the east. -~ -door~ -1 -1 30153 -D4 -The stairs lead up. -~ -~ -0 -1 30156 -S -#30156 -The Gym~ - Think big. Think very big. Think bigger still. Well, this gym isn't that -big, but it's pretty big. The locker rooms are down the stairs. The equipment -room lies to the east. -~ -301 8 0 0 0 5 -D0 -The gym continues to the north. -~ -~ -0 -1 30157 -D1 -The equipment room is to the east. -~ -~ -0 -1 30154 -D3 -The gym continues to the west. -~ -~ -0 -1 30159 -D5 -The stairs lead down. -~ -~ -0 -1 30155 -S -#30157 -The Gym~ - Think big. Think very big. Think bigger still. Well, this gym isn't that -big, but it's pretty big. -~ -301 8 0 0 0 5 -D2 -The gym continues to the south. -~ -~ -0 -1 30156 -D3 -The gym continues to the west. -~ -~ -0 -1 30158 -S -#30158 -The Gym~ - Think big. Think very big. Think bigger still. Well, this gym isn't that -big, but it's pretty big. -~ -301 8 0 0 0 5 -D1 -The gym continues to the east. -~ -~ -0 -1 30157 -D2 -The gym continues to the south. -~ -~ -0 -1 30159 -S -#30159 -The Gym~ - Think big. Think very big. Think bigger still. Well, this gym isn't that -big, but it's pretty big. -~ -301 8 0 0 0 5 -D0 -The gym continues to the north. -~ -~ -0 -1 30158 -D1 -The gym continues to the east. -~ -~ -0 -1 30156 -S -#30160 -The Hall To The Arena~ - This hall leads to the arena (that is if you are coming from the lobby). -Otherwise, this hall leads to the lobby (from the arena, that is). -~ -301 9 0 0 0 5 -D1 -That is the direction to the arena. -~ -~ -0 -1 30161 -D3 -This is the direction to the lobby. -~ -~ -0 -1 30139 -S -#30161 -Jock Hardy Arena~ - The arena is about as big as the gym, but it is covered in ICE! Wheeeee! -There is an entrance to the south and a hallway to the west. -~ -301 8 0 0 0 0 -D0 -The arena continues to the north. -~ -~ -0 -1 30162 -D1 -The arena continues to the east. -~ -~ -0 -1 30164 -D2 -Division Road lies to the south. -~ -~ -0 -1 30116 -D3 -The hall which leads to the lobby (from here) is west. -~ -~ -0 -1 30160 -E -ice covered~ - Never seen ice before? Try Canada. -~ -S -#30162 -Jock Hardy Arena~ - The arena is about as big as the gym, but it is covered in ICE! Wheeeee! -~ -301 8 0 0 0 0 -D1 -The arena continues to the east. -~ -~ -0 -1 30163 -D2 -The arena continues to the south. -~ -~ -0 -1 30161 -E -ice covered~ - Never seen ice before? Try Canada. -~ -S -#30163 -Jock Hardy Arena~ - The arena is about as big as the gym, but it is covered in ICE! Wheeeee! -~ -301 8 0 0 0 0 -D2 -The arena continues to the south. -~ -~ -0 -1 30164 -D3 -The arena continues to the west. -~ -~ -0 -1 30162 -E -ice covered~ - Never seen ice before? Try Canada. -~ -S -#30164 -Jock Hardy Arena~ - The arena is about as big as the gym, but it is covered in ICE! Wheeeee! -~ -301 8 0 0 0 0 -D0 -The arena continues to the north. -~ -~ -0 -1 30163 -D3 -The arena continues to the west. -~ -~ -0 -1 30161 -E -ice covered~ - Never seen ice before? Try Canada. -~ -S -#30165 -Campus Pub Stairwell~ - This stairwell leads up to the ever popular (and ever-loud) Campus Pub. -There are also exits to the north and south leading to the Campus Bookstore and -University Crescent respectively. The stairwell is quite worn in from all the -boots trampling up and down it all day (and night). The exit to the north is -much less worn but the path to the south has been worn right down. There is a -small sign partway up the stairwell. -~ -301 8 0 0 0 1 -D0 -The Campus Bookstore is located to the north. -~ -door~ -1 -1 30141 -D2 -Campus Crescent, and its cobblestones, is just to the south. -~ -~ -0 -1 30106 -D4 -The Campus Pub is just above your head...just go up the stairs...if you -can stand the noise that is. -~ -~ -0 -1 30166 -E -small sign~ - The sign reads: NO minors allowed. -~ -S -#30166 -Campus Pub~ - This is your everyday campus pub with loud music, lots of underagers, lots -of beer, and the perennial favorite, Moshing. You find it very difficult to -move around, so decide to limit yourself to the bar. There is only one exit... -The one you entered by (down if you can't remember). -~ -301 8 0 0 0 5 -D5 -The only way out is down. -~ -~ -0 -1 30165 -E -moshing mosh~ - All you can see is a mass of bodies moving up and down, up and down... -~ -E -zorpa~ - You see nothing special. Now what is a zorpa anyways? -~ -S -#30167 -The Infobank~ - This is the Infobank of the university. From previous experience you -realize that any information will be grossly inaccurate, if truthful at all. -You can see a map of the university on the wall as well as a list of the -student government. The only exit is the way you came in, but with student -governments you never know... -~ -301 8 0 0 0 0 -D3 -Back to the Central annex. -~ -~ -0 -1 30137 -D5 -~ -plank~ -1 -1 30171 -E -list~ - The list reads: - <name scratched out> President - <name scratched out> Vice-President -Seems as though everyone is claiming ignorance today. -~ -E -map~ - This map shows absolutely nothing, further proving the value of student -governments to you. -~ -S -#30168 -The Games Room~ - In this room you see many arcade style games, none of which are plugged in. -In one corner you can see a girl playing the Addams Family Pinball Game. -There is only one exit. (Guess where it is). -~ -301 8 0 0 0 0 -D3 -You can still see the central annex from here, there seems to be no getting -away from it. -~ -~ -0 -1 30138 -E -girl pinball addams family~ - You can see a girl playing the Addams Family Pinball Game in one corner. -~ -S -#30169 -The Tuck Shoppe~ - This is the place to buy whatever kind of food you are looking for, -according to the sign all types of food are sold here, all you need to do is -ask... -~ -301 140 0 0 0 0 -D1 -You can see the central annex to the east. -~ -~ -0 -1 30137 -S -#30171 -The Special Hidden Room~ - This room is completely empty except for the things you can see in it. The -only thing of real importance you can see is the plank in the ceiling. -~ -301 8 0 0 0 5 -D4 -Back to the Infobank we go. -~ -plank~ -1 -1 30167 -S -#30172 -Birth Control Center~ - This room is literally plastered with photographs, leaflets, and other birth -control paraphernalia. On the table for instance is a stack of pamphlets to be -handed out to any students who wish to read them. -~ -301 12 0 0 0 0 -D3 -To the west you can see the entrance to the building. -~ -~ -0 -1 30131 -E -pamphlet leaflet photograph photo~ - This portrays various bodily functions and things vaguely related that turn -even your stomach... Blech! -~ -S -#30170 -The Post Office~ - This seems to be the standard post office given to any university by the -wonderful XXX government. You can tell that it is a university post office -because of the surplus amount of obscene graffiti upon the walls. The back -hall is south of here. -~ -301 8 0 0 0 0 -D2 -You can see the back hall from here complete with humming bank machines. -~ -~ -0 -1 30138 -E -graffiti~ - You really don't want to read this! (if you want to continue reading type -"look wirt") -~ -E -wirt~ - You really are a sucker for punishment now aren't you? If you still want to -read it type "look prawn" -~ -E -prawn~ - You see nothing special. The Prawn is in excellent condition. -~ -S -#30173 -De-Tox Unit~ - This room seems to be the place where people get "detoxified". Although it -smells pretty bad, it wouldn't be a bad idea to remember where this is so that -you can rest here later. You find it rather difficult to manoeuvre in here -because of the large number of drunks on the floor. The only exit is north. -~ -301 12 0 0 0 4 -D0 -Back to the entrance... out of the bad smells here... -~ -~ -0 -1 30131 -S -#30174 -Ellis Hall Lobby~ - This large room seems to serve as a display area for neat engineering -devices and awards. There are four exits. The east exit will take you out -towards the street whilst the north and west exits are too dark to see the ends -of. The stairs on the south side of the room lead up to the second floor and -whatever might be up there... -~ -301 9 0 0 0 1 -D0 -You can't tell, it's too dark. -~ -~ -0 -1 30175 -D1 -The street entrance to the building. -~ -~ -0 -1 30132 -D3 -You can't tell, it's too dark. -~ -~ -0 -1 30177 -D4 -You aren't quite sure what could be at the top of the stairs, but it could -be interesting. -~ -~ -0 -1 30180 -E -award awards~ - These are awards for various Engineering competitions which the university -entered at one time or another. -~ -E -neat engineering devices~ - You see lots of neat engineering devices which were used in the real world at -some point or another. At least you think they were. -~ -S -#30175 -Hallway~ - This hallway is non-descript and has two exits. The eastern exit seems to -lead into a large room while the southern exit leads, well, south. -~ -301 9 0 0 0 1 -D1 -There seems to be a large room to the east. -~ -~ -0 -1 30176 -D2 -What did you expect? This exit leads south. -~ -~ -0 -1 30174 -E -hallway~ - The hallway is non-descript, ie it has NO description, so why are you looking -at it? -~ -S -#30176 -Auditorium~ - This is the large room you probably saw from the hallway attached to its -only exit (west). There are numerous seats arranged like a theater would be. -There is a large stage at the east end of the room. -~ -301 9 0 0 0 3 -D3 -The hallway you probably entered from is handily located to the west. -~ -~ -0 -1 30175 -E -goalie~ - How did you know it was a goalie stick? Have you been reading the keywords? -~ -E -crest~ - The crest seems to be the crest belonging to the class of `97. -~ -E -hockey stick~ - This is a hockey stick with illegible writing on it. On one side there is a -crest prominently displayed. -~ -E -stage~ - The stage is located at the west end of the room. In one corner of the -stage, there is a hockey stick lying on the ground. -~ -S -#30177 -Hallway~ - This non-descript hallway has an exit to the east and one to the west. -Unfortunately, you can't see what the exits lead to. Just before you finish -looking, you notice a door to the north. -~ -301 9 0 0 0 1 -D0 -This seems to lead to a library. -~ -door~ -1 -1 30179 -D1 -You still can't see where this leads. -~ -~ -0 -1 30174 -D3 -You can't see where this exit leads so stop trying to get a sneak preview. -~ -~ -0 -1 30178 -E -door~ - It looks just like every other door you've seen. -~ -S -#30178 -The Back Exit~ - This corridor comes to a sudden halt here as a door seems to be blocking the -way to the west. If you were to go east, though, you would not have a problem -as the corridor seems to continue that way. -~ -301 9 0 0 0 1 -D1 -The hallway looks to continue in this direction. -~ -~ -0 -1 30177 -D3 -This leads to a back pathway. -~ -door~ -2 30101 30187 -S -#30179 -Library~ - This library is full of incomprehensible engineering texts. Included in the -selection here are textbooks dealing with Geology, Calculus, and Mechanics. -What fun it would be to spend an entire day just reading these books! -Fortunately you won't be disturbed because there is one exit. To the south -there is a door. -~ -301 8 0 0 0 0 -D2 -A hallway lies to the south. -~ -door~ -1 -1 30177 -E -calculus geology mechanics text textbook texts textbooks~ - These exciting books are sure to fill one of your days with joy! -~ -S -#30180 -Upper Lobby~ - This lobby has four exits, East and West, North and the stairwell to the -south which leads down. You can't see where the stairwell leads. For that -matter you can't see where any of the exits lead. -~ -301 9 0 0 0 1 -D0 -It's too dark to see. -~ -~ -0 -1 30183 -D1 -It's too dark to see. -~ -~ -0 -1 30181 -D3 -It's also too dark to see. -~ -~ -0 -1 30182 -D5 -This, like all the other exits, is to dark to tell what it is. -~ -~ -0 -1 30174 -S -#30181 -A Classroom~ - This classroom is completely deserted. There are no desks, no chairs, no -tables, no nothing... Wait, that would mean something is here, wouldn't it? -Alright, there is something, there is an exit to the west. -~ -301 13 0 0 0 1 -D3 -This leads back to the upper lobby. -~ -~ -0 -1 30180 -S -#30182 -A Classroom~ - This classroom is completely deserted. There are no desks, no chairs, no -tables, no nothing... Ok, you caught me again, there is an exit to the east. - -~ -301 13 0 0 0 1 -D1 -This leads back to the upper lobby. -~ -~ -0 -1 30180 -S -#30183 -Hallway~ - This hallway has three conventional exits and a door. East, south and west -are conventional whilst the north wall holds a door. -~ -301 9 0 0 0 1 -D0 -This seems to be an office. -~ -door~ -1 30100 30186 -D1 -It's too dark to see. -~ -~ -0 -1 30184 -D2 -It's too dark to see. -~ -~ -0 -1 30180 -D3 -It's too dark to see. -~ -~ -0 -1 30185 -S -#30184 -A Classroom~ - This classroom is completely deserted. There are no desks, no chairs, no -tables, no nothing... Except the typical exit to the west of course. -~ -301 13 0 0 0 1 -D3 -This leads back to the hallway. -~ -~ -0 -1 30183 -S -#30185 -A Classroom~ - This classroom is completely deserted. There are no desks, no chairs, no -tables, no nothing... Not even an exit to the north, good thing since the -actual exit is to the east. -~ -301 13 0 0 0 1 -D1 -This leads back to the hallway. -~ -~ -0 -1 30183 -S -#30186 -Faculty Office~ - This room seems to be in shambles, as security has recently apprehended a -student trying to break in. A huge desk has been toppled over and now rests -against a wall. -~ -301 9 0 0 0 1 -D2 -This door leads to the hall. -~ -door~ -1 30100 30183 -E -desk huge~ - It rests against the wall. -~ -S -#30187 -Back Path~ - This pathway leads off into the distance. You find yourself wondering what -could be at the end of it. To the north the path continues, to the east, a -door graces the building next to you. -~ -301 4 0 0 0 4 -D0 -The pathway continues. -~ -~ -0 -1 30188 -D1 -This leads into the building. -~ -door~ -2 30101 30178 -E -building~ - This is the back side of Ellis Hall, the Engineering building. -~ -E -pathway~ - The path is well worn, but there are no discernible footsteps upon it. -~ -S -#30188 -A Pathway~ - The path continues north-south. -~ -301 4 0 0 0 4 -D0 -The path continues. -~ -~ -0 -1 30189 -D2 -The path approaches a building. -~ -~ -0 -1 30187 -E -building~ - Wait until you can see it better. -~ -S -#30189 -A Pathway~ - The pathway continues north-south. To the north you can see a tall, thin -structure sticking up from the ground. -~ -301 4 0 0 0 4 -D0 -The pathway continues. -~ -~ -0 -1 30190 -D2 -The pathway continues. -~ -~ -0 -1 30188 -S -#30190 -Approach To The Greasepole~ - The path seems to be taking a direct route to the needle-like structure just -to the north. To the south the path continues. -~ -301 4 0 0 0 4 -D0 -The path begins to lead to a large pit. -~ -~ -0 -1 30191 -D2 -The path continues. -~ -~ -0 -1 30189 -S -#30191 -The Greasepit~ - The tall, needle-like structure stands right in front of you. There are two -ways you can go: to the south on the path, or up the greasepole. -~ -301 4 0 0 0 4 -D2 -The path leads off to the south. -~ -~ -0 -1 30190 -D4 -The pole looms tall in front of you. The only way up it is obvious... -Up. -~ -~ -0 -1 30193 -E -pole grease greasepole~ - This pole is covered with grease and looks horrendously hard to climb. -~ -S -#30192 -The Greasepole~ - SPLASH!!! Down the pole you slide... You arrive at the bottom again... -As usual the exits are to the south and up. -~ -301 4 0 0 0 5 -D2 -The path leads off to the south. It looks like a good place to go. -~ -~ -0 -1 30190 -D4 -The pole looms tall in front of you. -~ -~ -0 -1 30193 -E -pole grease greasepole~ - This pole is covered with grease and looks even worse than it did before. -~ -S -#30193 -The Greasepole~ - The only exits are up and down. -~ -301 4 0 0 0 5 -D4 -The pole looms ever high above you. -~ -~ -0 -1 30194 -D5 -It's a long slide down. -~ -~ -0 -1 30192 -E -pole greasepole grease~ - The pole still looks pretty bad, and things don't seem to be getting better. -~ -S -#30194 -The Greasepole~ - The only exits are up and down. -~ -301 4 0 0 0 5 -D4 -The pole looms ever high above you. -~ -~ -0 -1 30195 -D5 -It's a long slide down. -~ -~ -0 -1 30192 -E -pole greasepole grease~ - The pole still looks pretty bad, and things don't seem to be getting better. -~ -S -#30195 -The Greasepole~ - The only exits are up and down. -~ -301 4 0 0 0 5 -D4 -The pole looms ever high above you. -~ -~ -0 -1 30192 -D5 -It's a long slide down. -~ -~ -0 -1 30196 -E -pole greasepole grease~ - The pole still looks pretty bad, and things don't seem to be getting better. -~ -S -#30196 -The Greasepole~ - The only exits are up and down. -~ -301 4 0 0 0 5 -D4 -The pole looms ever high above you. -~ -~ -0 -1 30197 -D5 -It's a long slide down. -~ -~ -0 -1 30192 -E -pole greasepole grease~ - The pole still looks pretty bad, and things don't seem to be getting better. -~ -S -#30197 -The Greasepole~ - The only exits are up and down. -~ -301 4 0 0 0 5 -D4 -The pole looms ever high above you. -~ -~ -0 -1 30198 -D5 -It's a long slide down. -~ -~ -0 -1 30192 -E -pole greasepole grease~ - The pole still looks pretty bad, and things don't seem to be getting better. -~ -S -#30198 -The Greasepole~ - The only exits are up and down. -~ -301 4 0 0 0 5 -D4 -The pole looms ever high above you. -~ -~ -0 -1 30192 -D5 -It's a long slide down. -~ -~ -0 -1 30199 -E -pole greasepole grease~ - The pole still looks pretty bad, and things don't seem to be getting better. -~ -S -#30199 -The Greasepole~ - The only exits are up and down. -~ -301 4 0 0 0 5 -D4 -The pole doesn't loom quite so high above you any more. -~ -~ -0 -1 30200 -D5 -It's a long slide down. -~ -~ -0 -1 30192 -E -pole greasepole grease~ - The pole still looks pretty bad, and things don't seem to be getting better. -~ -S -$~ diff --git a/lib/world/wld/302.wld b/lib/world/wld/302.wld deleted file mode 100644 index 28cc82b..0000000 --- a/lib/world/wld/302.wld +++ /dev/null @@ -1,2349 +0,0 @@ -#30200 -The Top of the Greasepole~ -You've made it to the top! All you have to do now is get down. -~ -302 4 0 0 0 5 -D5 -It's a long slide down. -~ -~ -0 -1 30192 -E -pole greasepole~ - The pole still looks pretty bad, but it doesn't look quite as bad as before. - -~ -E -info credits~ - See zone description room for Campus. -Zone 302 is linked to the following zones: -301 Campus at 30200 (down ) ---> 30192 -301 Campus at 30201 (south) ---> 30142 -301 Campus at 30203 (west ) ---> 30142 -301 Campus at 30236 (north) ---> 30123 -301 Campus at 30250 (south) ---> 30124 -301 Campus at 30260 (north) ---> 30140 -301 Campus at 30266 (west ) ---> 30136 -301 Campus at 30283 (east ) ---> 30134 -301 Campus at 30284 (north) ---> 30109 -301 Campus at 30284 (east ) ---> 30115 -301 Campus at 30284 (south) ---> 30104 -301 Campus at 30284 (up ) ---> 30120 -301 Campus at 30284 (down ) ---> 30106 -301 Campus at 30285 (north) ---> 30138 -301 Campus at 30285 (west ) ---> 30132 -301 Campus at 30285 (up ) ---> 30139 -301 Campus at 30285 (down ) ---> 30169 -301 Campus at 30286 (north) ---> 30168 -303 Campus at 30286 (south) ---> 30302 -303 Campus at 30286 (west ) ---> 30312 -303 Campus at 30286 (up ) ---> 30315 -301 Campus at 30286 (down ) ---> 30175 -301 Campus at 30287 (north) ---> 30170 -301 Campus at 30291 (east ) ---> 30135 -301 Campus at 30292 (east ) ---> 30135 -301 Campus at 30294 (west ) ---> 30126 -301 Campus at 30295 (east ) ---> 30126 -303 Campus at 30295 (up ) ---> 30312 -303 Campus at 30296 (south) ---> 30302 -303 Campus at 30299 (north) ---> 30300 -303 Campus at 30299 (east ) ---> 30301 -Links: 64e to catacombs - - (Mobs Stay_Zone flags have all been disabled to allow free access between -301, 302 and 303. Please ensure that any entrances into the area are flagged -nomob to keep them in. - Parna for TBAMud.) -~ -S -#30201 -Reception Desk~ - This is the main reception desk for the Wally World residence. You are able -to see the incoming mail behind the desk as well as hooks for keys to hang -upon. To the east there is a door and just south of you is the lobby. -~ -302 136 0 0 0 1 -D1 -~ -door~ -1 30103 30202 -D2 -~ -~ -0 -1 30142 -E -hooks hook key keys~ - Unfortunately you don't see any keys hanging off of any of the hooks. -~ -E -mail~ - Why are you trying to look at the mail, it's private! -~ -S -#30202 -Main Office~ - This is the main office associated with the Wally World residence. There is -a desk, chair and filing cabinet in the room. There is only one exit from the -room, west. -~ -302 8 0 0 0 1 -D3 -This way leads back to the reception desk. -~ -door~ -1 30103 30201 -E -filing cabinet files~ - Looking through the files you see that Wally World was originally slated to -have at least eleven levels but the designers got sick and tired of it and gave -up after just a few levels. -~ -E -desk~ - The desk, like the chair, is completely normal. The desk is also in -excellent condition. -~ -E -chair~ - The chair is not unusual in any way whatsoever. The chair is in excellent -condition. -~ -S -#30203 -Lobby~ - This lobby is the perfect area to make a meeting place, assuming of course -that you can find it again. Just to make it easy to rediscover, exits have -been handily located to both the east and west. -~ -302 8 0 0 0 4 -D1 -This leads to a handy stairwell. -~ -~ -0 -1 30204 -D3 -This leads towards the exit. -~ -~ -0 -1 30142 -S -#30204 -Stairwell~ - This is, as it says, a stairwell. The exits are west and up. -~ -302 9 0 0 0 4 -D3 -This leads to the lobby. -~ -~ -0 -1 30203 -D4 -This leads up into the unknown. -~ -~ -0 -1 30205 -S -#30205 -Stairwell~ - This is another stairwell. The exits are west, up, and down. -~ -302 9 0 0 0 4 -D3 -You can't tell where this leads. -~ -~ -0 -1 30206 -D4 -This leads up into the unknown. -~ -~ -0 -1 30222 -D5 -This leads down into the known. -~ -~ -0 -1 30204 -S -#30206 -Landing~ - This is a landing with halls heading off in all the cardinal directions. -The only problem is that, the hall to the west is blocked by a door. -~ -302 9 0 0 0 1 -D0 -You can't tell where this leads. -~ -~ -0 -1 30208 -D1 -You can't tell where this leads. -~ -~ -0 -1 30205 -D2 -You can't tell where this leads. -~ -~ -0 -1 30215 -D3 -You can't tell where this leads. -~ -door~ -1 -1 30207 -S -#30207 -Broom Closet~ - What a waste of effort it was to come in here... There is absolutely -nothing, not even brooms. And there is no other exit to boot, just the one you -came in! -~ -302 9 0 0 0 1 -D1 -You can't tell where this leads. -~ -door~ -1 -1 30206 -S -#30208 -Hallway~ - The hall continues north-south and there is a doorway on either side of the -hall. -~ -302 9 0 0 0 1 -D0 -You can't tell where this leads. -~ -~ -0 -1 30211 -D1 -You can't tell where this leads. -~ -door~ -1 -1 30209 -D2 -You can't tell where this leads. -~ -~ -0 -1 30206 -D3 -You can't tell where this leads. -~ -door~ -1 -1 30210 -E -floor carpet~ - This is a nice, groovy, red patterned carpet which extends all the way down -the hall. -~ -E -door~ - The door on the west has the number 206 and the door on the east, 205. -~ -S -#30209 -Private Room 205~ - This room is sparsely furnished but you notice one thing upon entering... -The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... -~ -302 9 0 0 0 1 -D3 -This leads back to the hall. -~ -door~ -1 -1 30208 -E -tile floor~ - It is a nice friendly ceramic tile floor. -~ -S -#30210 -Private Room 206~ - This room is sparsely furnished but you notice one thing upon entering... -The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... -~ -302 9 0 0 0 1 -D1 -This leads back to the hall. -~ -door~ -1 -1 30208 -E -tile floor~ - It is a nice friendly ceramic tile floor. -~ -S -#30211 -Hallway~ - The hall leads to the south and there is a doorway on either side of the -hall as well as one to the north. -~ -302 9 0 0 0 1 -D0 -You can't tell where this leads. -~ -door~ -1 -1 30214 -D1 -You can't tell where this leads. -~ -door~ -1 -1 30212 -D2 -You can't tell where this leads. -~ -~ -0 -1 30208 -D3 -You can't tell where this leads. -~ -door~ -1 -1 30213 -E -floor carpet~ - This is a nice, groovy, red patterned carpet which extends all the way down -the hall. -~ -E -door~ - The door on the west has the number 204 and the door on the east, 203 while -the door to the north has the number 201. -~ -S -#30212 -Private Room 203~ - This room is sparsely furnished but you notice one thing upon entering... -The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... -~ -302 9 0 0 0 1 -D3 -This leads back to the hall. -~ -door~ -1 -1 30211 -E -tile floor~ - It is a nice friendly ceramic tile floor. -~ -S -#30213 -Private Room 204~ - This room is sparsely furnished but you notice one thing upon entering... -The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... -~ -302 9 0 0 0 1 -D1 -This leads back to the hall. -~ -door~ -1 -1 30211 -E -tile floor~ - It is a nice friendly ceramic tile floor. -~ -S -#30214 -Private Room 201~ - This room is sparsely furnished but you notice one thing upon entering... -The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... -~ -302 9 0 0 0 1 -D2 -This leads back to the hall. -~ -door~ -1 -1 30211 -E -tile floor~ - It is a nice friendly ceramic tile floor. -~ -S -#30215 -Hallway~ - The hall continues north-south and there is a doorway on either side of the -hall. -~ -302 9 0 0 0 1 -D0 -You can't tell where this leads. -~ -~ -0 -1 30206 -D1 -You can't tell where this leads. -~ -door~ -1 -1 30216 -D2 -You can't tell where this leads. -~ -~ -0 -1 30218 -D3 -You can't tell where this leads. -~ -door~ -1 -1 30217 -E -floor carpet~ - This is a nice, groovy, red patterned carpet which extends all the way down -the hall. -~ -E -door~ - The door on the west has the number 208 and the door on the east, 207. -~ -S -#30216 -Private Room 207~ - This room is sparsely furnished but you notice one thing upon entering... -The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... -~ -302 9 0 0 0 1 -D3 -This leads back to the hall. -~ -door~ -1 -1 30215 -E -tile floor~ - It is a nice friendly ceramic tile floor. -~ -S -#30217 -Private Room 208~ - This room is sparsely furnished but you notice one thing upon entering... -The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... -~ -302 9 0 0 0 1 -D1 -This leads back to the hall. -~ -door~ -1 -1 30215 -E -tile floor~ - It is a nice friendly ceramic tile floor. -~ -S -#30218 -Hallway~ - The hall leads to the north and there is a doorway on either side of the -hall as well as one to the south. -~ -302 9 0 0 0 1 -D0 -You can't tell where this leads. -~ -~ -0 -1 30215 -D1 -You can't tell where this leads. -~ -door~ -1 -1 30219 -D2 -You can't tell where this leads. -~ -door~ -1 -1 30221 -D3 -You can't tell where this leads. -~ -door~ -1 -1 30220 -E -floor carpet~ - This is a nice, groovy, red patterned carpet which extends all the way down -the hall. -~ -E -door~ - The door on the west has the number 210 and the door on the east, 209 and the -door to the south has the number 202. -~ -S -#30219 -Private Room 209~ - This room is sparsely furnished but you notice one thing upon entering... -The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... -~ -302 9 0 0 0 1 -D3 -This leads back to the hall. -~ -door~ -1 -1 30218 -E -tile floor~ - It is a nice friendly ceramic tile floor. -~ -S -#30220 -Private Room 210~ - This room is sparsely furnished but you notice one thing upon entering... -The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... -~ -302 9 0 0 0 1 -D1 -This leads back to the hall. -~ -door~ -1 -1 30218 -E -tile floor~ - It is a nice friendly ceramic tile floor. -~ -S -#30221 -Private Room 202~ - This room is sparsely furnished but you notice one thing upon entering... -The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... -~ -302 9 0 0 0 1 -D0 -This leads back to the hall. -~ -door~ -1 -1 30218 -E -tile floor~ - It is a nice friendly ceramic tile floor. -~ -S -#30222 -Stairwell~ - This is another stairwell. The exits are west, up, and down. -~ -302 9 0 0 0 4 -D3 -You can't tell where this leads. -~ -~ -0 -1 30223 -D4 -This leads up into the unknown. -~ -~ -0 -1 30205 -D5 -This leads down into the known. -~ -~ -0 -1 30205 -S -#30223 -Landing~ - This is a landing with halls heading off in all the cardinal directions. -The only problem is that, the hall to the west is blocked by a door. -~ -302 9 0 0 0 1 -D0 -You can't tell where this leads. -~ -~ -0 -1 30225 -D1 -You can't tell where this leads. -~ -~ -0 -1 30222 -D2 -You can't tell where this leads. -~ -~ -0 -1 30229 -D3 -You can't tell where this leads. -~ -door~ -1 -1 30224 -S -#30224 -Broom Closet~ - What a waste of effort it was to come in here... There is absolutely -nothing, not even brooms. And to boot there is no other exit, just the one you -came in! -~ -302 9 0 0 0 1 -D1 -You can't tell where this leads. -~ -door~ -1 -1 30223 -S -#30225 -Hallway~ - This hallway comes to an abrupt halt as there is a door in its way directly -to the north. Coincidentally, there are also doors to the east and west. The -only exit without a door in fact is to the south! -~ -302 9 0 0 0 1 -D0 -The door is locked, so therefore you cannot see through it. -~ -door~ -2 30104 30228 -D1 -The door is the door of room 301. -~ -door~ -1 -1 30226 -D2 -The hallway continues to the south. -~ -~ -0 -1 30223 -D3 -The door is the door of room 302. -~ -door~ -1 -1 30227 -E -door~ - The doors all lead to rooms. -~ -S -#30226 -Private Room 301~ - This room is quite well furnished and could probably comfortably house two -people. It is much larger than the rooms downstairs. -~ -302 9 0 0 0 1 -D3 -The door leads back into the hallway. -~ -door~ -1 -1 30225 -S -#30227 -Private Room 302~ - This room is quite well furnished and could probably comfortably house two -people. It is much larger than the rooms downstairs. -~ -302 9 0 0 0 1 -D1 -The door leads back into the hallway. -~ -door~ -1 -1 30225 -S -#30228 -Main Residence Office~ - This office is the main office for all the residences of the University of -North XXX. There is a large desk here as well as two plush chairs. In the -north-west corner of the room there is a trapdoor in the ceiling. -~ -302 13 0 0 0 2 -D2 -The door leads to the hallway. -~ -door~ -2 30104 30225 -D4 -The trapdoor leads up... beyond that, you aren't sure where it goes. -~ -trapdoor door~ -1 -1 30233 -E -trapdoor~ - The trapdoor is neatly fastened with a small hook. -~ -E -desk chair plush~ - The desk and chairs are neatly arranged as if in preparation for an upcoming -meeting or something of the sort. -~ -S -#30229 -Hallway~ - This hallway comes to an abrupt halt as there is a door in its way directly -to the south. Coincidentally, there are also doors to the east and west. The -only exit without a door in fact is to the north! -~ -302 9 0 0 0 1 -D0 -The hallway continues to the north. -~ -~ -0 -1 30223 -D1 -The door is the door of room 303. -~ -door~ -1 -1 30231 -D2 -The door is for room 305. -~ -door~ -1 -1 30232 -D3 -The door is the door of room 304. -~ -door~ -1 -1 30230 -E -door~ - The doors all lead to rooms. -~ -S -#30230 -Private Room 304~ - This room is quite well furnished and could probably comfortably house two -people. It is much larger than the rooms downstairs. -~ -302 9 0 0 0 1 -D1 -The door leads back into the hallway. -~ -door~ -1 -1 30229 -S -#30231 -Private Room 303~ - This room is quite well furnished and could probably comfortably house two -people. It is much larger than the rooms downstairs. -~ -302 9 0 0 0 1 -D3 -The door leads back into the hallway. -~ -door~ -1 -1 30229 -S -#30232 -Private Room 300~ - This room is quite well furnished and could probably comfortably house two -people. It is much larger than the rooms downstairs. -~ -302 9 0 0 0 1 -D0 -The door leads back into the hallway. -~ -door~ -1 -1 30229 -S -#30233 -Attic~ - This attic is carefully hidden away from sight as it is used as a secret -storeroom. The only exit is down. -~ -302 13 0 0 0 4 -D2 -You see nothing special. -~ -grate~ -1 -1 30234 -D5 -You see the office below. -~ -trapdoor~ -1 -1 30228 -E -grate~ - Beyond the grate you can see another small storage room. -~ -S -#30234 -Small Storage Room~ - This is the really secret storage room attached to the attic. There are two -exits from it. The main exit is through the grate to the north but there is a -chute down to the first floor located in the floor. -~ -302 8 0 0 0 3 -D0 -The attic is just north of here. -~ -grate~ -1 -1 30233 -D5 -A chute leads down from this room. -~ -~ -0 -1 30235 -E -grate~ - Beyond the grate you can see the attic. -~ -E -chute~ - The chute is rather smooth and looks to be a fun ride. -~ -S -#30235 -The Chute~ - WHEEEEEEEEEEEE! What a fun ride!!!! Fortunately the only exit is down. -~ -302 8 0 0 0 0 -D5 -The chute continues down. -~ -~ -0 -1 30203 -E -chute~ - The chute is rather smooth and is quite a fun ride. -~ -S -#30236 -The Ghetto~ - The road would normally run north-south, but the way south is blocked by a -small obstacle... An overturned policemobile. There are houses on either side -of the road. -~ -302 1 0 0 0 4 -D0 -To escape the ghetto, you can head this way. -~ -~ -0 -1 30123 -D1 -A shack-like ghetto house stands (barely) there. -~ -~ -0 -1 30237 -D3 -A shack-like ghetto house stands (barely) there. -~ -door~ -1 -1 30238 -E -overturned police policemobile mobile~ - It is blocking the road quite nicely. Maybe it is meant to impede passage. -~ -S -#30237 -Ghetto House~ - It's a mess. -~ -302 9 0 0 0 5 -D3 -An exit from this hellhole. -~ -~ -0 -1 30236 -E -mess~ - Need you ask? -~ -S -#30238 -Frec House~ - You feel a little apprehensive as you enter this house... It's a mess. -~ -302 9 0 0 0 5 -D1 -An exit from this hellhole. -~ -door~ -1 -1 30236 -D2 -An exit from this hellhole. Looks like another hellhole though. -~ -door~ -1 -1 30239 -E -mess~ - Need you ask? -~ -S -#30239 -Ghetto House~ - It looks like a hellhole... It's a mess. -~ -302 9 0 0 0 5 -D0 -An exit from this hellhole to yet another hellhole. -~ -door~ -1 -1 30238 -D1 -An exit from this hellhole. -~ -~ -0 -1 30240 -E -hell hole hellhole~ - Never seen one before? -~ -E -mess~ - Need you ask? -~ -S -#30240 -The Ghetto~ - The road would normally run north-south, but the way north is blocked by a -small obstacle... An overturned policemobile. There is a house to the west. - -~ -302 1 0 0 0 4 -D2 -The ghetto continues south. -~ -~ -0 -1 30241 -D3 -A run-down house lies to the west. -~ -~ -0 -1 30239 -E -overturned police policemobile mobile~ - It is blocking the road quite nicely. Maybe it is meant to impede passage. -~ -E -house run-down~ - It's in bad shape. -~ -S -#30241 -The Ghetto Intersection~ - This intersection is the joining point of what's left of University Avenue -and Earl Road which heads off to the east. -~ -302 1 0 0 0 4 -D0 -The ghetto continues north. -~ -~ -0 -1 30240 -D1 -It seems to be less run-down in this direction. -~ -~ -0 -1 30242 -D2 -The ghetto continues south. -~ -~ -0 -1 30247 -D3 -A fairly well-kept house lies to the west. -~ -~ -0 -1 30255 -E -house run-down~ - It's not run-down. -~ -S -#30242 -The Ghetto~ - This part of the ghetto has survived in a better condition than the rest of -the ghetto. A house lies to the north. -~ -302 1 0 0 0 3 -D0 -A fairly well-kept house is north. -~ -~ -0 -1 30246 -D1 -The ghetto continues east. -~ -~ -0 -1 30243 -D3 -The ghetto continues west. -~ -~ -0 -1 30241 -E -house run-down~ - It's not run-down. -~ -S -#30243 -The Ghetto~ - Earl Road ends abruptly as there is a house built immediately to the east. -Another stands to the south. -~ -302 1 0 0 0 3 -D1 -A very well-kept house is east. -~ -~ -0 -1 30244 -D2 -A very well-kept house is south. -~ -~ -0 -1 30245 -D3 -The ghetto continues west. -~ -~ -0 -1 30242 -E -house run-down~ - It's not run-down at all. -~ -S -#30244 -Gael House~ - This house reminds you of home, your parent's home. It's mind-boggling. -~ -302 8 0 0 0 3 -D3 -You may exit to the west. -~ -~ -0 -1 30243 -S -#30245 -Gael House~ - This house reminds you of home, your aunt's home. Now, that's absurd. -~ -302 8 0 0 0 3 -D0 -You may exit to the north. -~ -~ -0 -1 30243 -S -#30246 -Boss House~ - Papers and calculators litter the room, making an otherwise neat house, -messy. -~ -302 8 0 0 0 4 -D2 -You may exit to the south. -~ -~ -0 -1 30242 -E -calculators papers~ - Illegible notes are scribbled on the papers. Large numbers are punched in on -the calculators, making them seem important. -~ -S -#30247 -The Ghetto~ - This part of the ghetto seems to have survived. To the west, you can see, -behind the rubble, the vague outlines of a house. -~ -302 1 0 0 0 3 -D0 -The ghetto continues north. -~ -~ -0 -1 30241 -D2 -The ghetto continues south. -~ -~ -0 -1 30248 -E -house run-down~ - It's run-down. -~ -S -#30248 -The Ghetto~ - This part of the ghetto seems to have survived. To the east, you can see -the A & Z Supermarket. -~ -302 1 0 0 0 3 -D0 -The ghetto continues north. -~ -~ -0 -1 30247 -D1 -The A & Z Supermarket looms to the east. -~ -door~ -1 -1 30251 -D2 -The ghetto continues south. -~ -~ -0 -1 30249 -E -supermarket market~ - Seems to be the only supermarket around. -~ -S -#30249 -The Ghetto~ - This part of the ghetto seems to have survived. There are houses on either -side of the road. -~ -302 1 0 0 0 3 -D0 -The ghetto continues north. -~ -~ -0 -1 30248 -D1 -There is a run-down house to the east. -~ -~ -0 -1 30252 -D2 -The ghetto continues south. -~ -~ -0 -1 30250 -D3 -There is a fairly well-kept house to the west. -~ -~ -0 -1 30253 -E -houses house~ - The houses are in relatively ok condition. -~ -S -#30250 -The Ghetto~ - This part of the ghetto seems to have survived. There is a house to the -east. South of you, you can see the end of the ghetto. -~ -302 1 0 0 0 4 -D0 -The ghetto continues north. -~ -~ -0 -1 30249 -D1 -There is a very well-kept house to the east. -~ -~ -0 -1 30254 -D2 -The ghetto continues south. -~ -~ -0 -1 30124 -E -houses house~ - The houses are in relatively ok condition. -~ -S -#30251 -The A & Z Supermarket~ - Aisles and aisles of foodstuffs are waiting to be bought by unknowing -customers. -~ -302 140 0 0 0 2 -D3 -The automatic doors hide the ghetto. -~ -door doors~ -1 -1 30248 -E -aisle aisles food foodstuffs~ - It's a supermarket, what did you expect? -~ -S -#30252 -Frec House~ - This house reminds you of your room, only worse. It seems to be a -post-holocaust version of it. -~ -302 9 0 0 0 5 -D3 -You will exit to the west. -~ -~ -0 -1 30249 -S -#30253 -Boss House~ - Papers and calculators litter the room, making an otherwise neat house, -messy. -~ -302 8 0 0 0 4 -D1 -You may exit to the east. -~ -~ -0 -1 30249 -E -calculators papers~ - Illegible notes are scribbled on the papers. Large numbers are punched in on -the calculators, making them seem important. -~ -S -#30254 -Gael House~ - This house reminds you of home, your grandma's home. It's insane. -~ -302 8 0 0 0 3 -D3 -You may exit to the west. -~ -~ -0 -1 30250 -S -#30255 -Boss House~ - Papers and calculators litter the room, making an otherwise neat house, -messy. -~ -302 8 0 0 0 4 -D1 -You may exit to the east. -~ -~ -0 -1 30241 -D2 -You may exit to the south, but it would probably not be a wise idea. -~ -~ -0 -1 30256 -E -calculators papers~ - Illegible notes are scribbled on the papers. Large numbers are punched in on -the calculators, making them seem important. -~ -S -#30256 -Frec House~ - This house reminds you of your room, only worse. It seems to be a -post-holocaust version of it. -~ -302 9 0 0 0 5 -D0 -You will exit to the north. Even if it is to another ghetto house. -~ -~ -0 -1 30255 -S -#30257 -Stairwell~ - A spiralling stairwell leads both up and down. To the east, there is an -exit to the auditorium. -~ -302 8 0 0 0 2 -D1 -As I said, there is an exit to the auditorium. -~ -~ -0 -1 30258 -D4 -Upstairs is the balcony, you believe. -~ -~ -0 -1 30262 -D5 -It is too dark to tell. -~ -~ -0 -1 30264 -S -#30258 -The West Aisle Of The Auditorium~ - Many rows of seats line the floor of the auditorium. This is where are the -important get-togethers are held. It is quite impressive. But there seems to -be some splotches on the seats. To the west is a stairwell, and the auditorium -continues east. A balcony looms overhead. -~ -302 8 0 0 0 0 -D1 -The auditorium continues. -~ -~ -0 -1 30259 -D3 -To the west, is a stairwell. -~ -~ -0 -1 30257 -E -seats splotches seat splotch~ - The splotches on the seats seem to be some sort of purple dye which rained -down upon them. (Strange! ) -~ -S -#30259 -The Center Aisle Of The Auditorium~ - Many rows of seats line the floor of the auditorium. This is where are the -important get-togethers are held. It is quite impressive. But there seems to -be some splotches on the seats. The auditorium continues east and west. A -balcony looms overhead. To the south is the stage. -~ -302 8 0 0 0 0 -D1 -The auditorium continues. -~ -~ -0 -1 30260 -D2 -The stage is to the south. -~ -~ -0 -1 30261 -D3 -The auditorium continues. -~ -~ -0 -1 30258 -E -seats splotches seat splotch~ - The splotches on the seats seem to be some sort of purple dye which rained -down upon them. (Strange! ) -~ -S -#30260 -The East Aisle Of The Auditorium~ - Many rows of seats line the floor of the auditorium. This is where are the -important get-togethers are held. It is quite impressive. But there seems to -be some splotches on the seats. To the north is the entry hall, and the -auditorium continues west. A balcony looms overhead. -~ -302 8 0 0 0 0 -D0 -The entry hall lies to the north. -~ -~ -0 -1 30140 -D3 -The auditorium continues. -~ -~ -0 -1 30259 -E -seats splotches seat splotch~ - The splotches on the seats seem to be some sort of purple dye which rained -down upon them. (Strange! ) -~ -S -#30261 -The Stage~ - This is the stage which overlooks the entire auditorium. The stage is about -three to four feet off the main floor. Drab brown curtains frame the outside -of the stage, giving it a stage-like appearance. Huge cords and pulleys swing -overhead, obviously used for special effects for the non magically active. -The floor is made of sturdy wooden planks. Backstage, you can see several -props and huge objects to fill in the background of the stage. Looking out -into the auditorium, you can see rows and rows of seats and a milk dispenser in -the back. The walls are... Why am I doing this? Most people don't even read -the descriptions of the rooms unless looking for a door of some sort! Well -there is no door here. I bet you have brief mode on, don't you? So you are -probably missing several of our witty jokes! Why must we go through all this -painstaking writing of descriptions, if they aren't going to be read? You -probably aren't even reading this! [Editorial :)] Well, anyways, the only exit -is to the north. -~ -302 8 0 0 0 1 -D0 -The auditorium is to the north. -~ -~ -0 -1 30259 -E -sturdy wooden plank planks~ - They are sturdy. They are wooden. They are planks. -~ -E -cords cord pulley pulleys~ - Hey! It can make you look like you are flying! -~ -E -drab brown curtains curtain~ - They are just your average, everyday, drab brown curtains. -~ -S -#30262 -Upper Stairwell~ - The stairwell spirals upwards and downwards. The balcony lies to the east. - -~ -302 8 0 0 0 2 -D1 -As I said, the balcony lies to the east. -~ -~ -0 -1 30263 -D4 -This leads to the clock tower. -~ -~ -0 -1 30265 -D5 -You came from downstairs, don't you remember? -~ -~ -0 -1 30257 -S -#30263 -The Balcony~ - Wow! Finally in the balcony! Now what? -~ -302 8 0 0 0 0 -D3 -It's the stairwell again! Imagine that! -~ -~ -0 -1 30262 -S -#30264 -Entrance To The Catacombs~ - The spiralling stairs lead down into a cold, dark, damp room. The walls are -stone, with a few unsightly cracks caused by the sands of time. Cobwebs cling -to the walls, undisturbed for a long time. Dust lines the floor. A huge stone -door lies to the east. A stairwell sits quietly in the corner. -~ -302 13 0 0 0 0 -D4 -It's the same stairwell. -~ -~ -0 -1 30257 -E -huge stone door~ - The huge stone door looks very inviting. -~ -E -cobweb cobwebs web webs~ - Don't disturb them now! -~ -S -#30265 -The Grant Hall Clock~ - This room seems to be the inside of the large clock which covers all sides -of the Grant Hall clock tower. You can see lots of little gears connected to -lots of big gears. There is absolutely no view seeing that the clock faces are -opaque. But, there is an exit that you can use by going down. -~ -302 8 0 0 0 3 -D5 -This leads back into the stairwell. -~ -~ -0 -1 30262 -S -#30266 -Hallway~ - This hallway leads through the older building called Frosty Annex. -Unfortunately, the building seems to be living up to its name. The hallway -leads east-west with a room to the north and a door to the south. -~ -302 8 0 0 0 1 -D0 -There is a fairly large room to the north. -~ -~ -0 -1 30273 -D1 -The hall continues to the east. -~ -~ -0 -1 30267 -D2 -There is a door blocking the way to the south. -~ -door~ -1 -1 30269 -D3 -The hall continues towards the entrance. -~ -~ -0 -1 30136 -E -door~ - This is a standard solid metal door with no window in it whatsoever. -~ -S -#30267 -Hallway~ - The hallway continues along here. In fact it continues both east and west. -There is however a door to the south. -~ -302 8 0 0 0 1 -D1 -The hallway continues. -~ -~ -0 -1 30268 -D2 -There is another of those large metal doors to the south without a -window. -~ -door~ -1 -1 30270 -D3 -The hallway continues in this direction as well. -~ -~ -0 -1 30266 -E -door~ - This door is the main reason for having this room where it is... Anyways, -the is a large metal affair with no window. -~ -S -#30268 -Hallway~ - The hallway continues here, but only in one direction. West. There is a -door to the north and stairs leading down, but otherwise this section of the -hall is no different than the rest. -~ -302 8 0 0 0 1 -D0 -A door with the word "OFFICE" emblazoned on it stands to your north. -~ -door~ -1 -1 30271 -D1 -The hallway does not continue in this direction. -~ -~ -0 -1 -1 -D3 -The hallway continues in this direction. -~ -~ -0 -1 30267 -D5 -A stairwell leads down into the darkness. -~ -~ -0 -1 30272 -S -#30269 -Mike-Lab~ - This room is actually quite a large laboratory. It contains all of those -neat things that you would expect to find in a laboratory, like, well, lab -equipment. You can see all of the equipment that you see in your 8:30 am -Monday Chemistry Lab. But hey, don't think I'm bitter about this, no, it's not -that I have to actually get up early after a nice relaxing weekend, but you are -probably in situation like this, and if you aren't, boy do I ever envy you. -Anyways, there is a door to the north. -~ -302 8 0 0 0 2 -D0 -A large, steel door stands to the north. -~ -door~ -1 -1 30266 -E -equipment~ - This is just ordinary lab equipment that you would find in any normal -laboratory. -~ -S -#30270 -John-Lab~ - This lab is well decked out with all sorts of modern devices, of course, -your definition of modern is probably extremely different from the scientists' -definition as all of the devices would make Stone-Age devices look like -technological marvels. This lab is devoid of personnel but all of the machines -are making scary humming noises. You should probably make a beeline out the -door to the north. -~ -302 8 0 0 0 2 -D0 -A door stands to the north. This door is made of steel and is fairly -large. -~ -door~ -1 -1 30267 -E -machines devices machine device~ - These Stone-Age marvels sound like they are going to explode any minute, -better take cover soon! -~ -S -#30271 -Office~ - This office looks extremely comfortable, that is if you don't mind an awful -row coming from below and if you don't mind breezes coming through the large -gaps in the wall. Other than that, it does look alright. There is one exit, -the one to the south, which just happens to be blocked by a door. -~ -302 8 0 0 0 1 -D2 -The door blocking your way is well made. It seems to be made of Oak with a -well designed brass doorknob. -~ -door~ -1 -1 30268 -E -wall gaps~ - There are some horrendously large holes in the wall which are letting all the -warm air out, and all the colder outside air in. -~ -S -#30272 -Jeff-Lab~ - This lab is unlike any of the other labs you have seen in this building. -If perchance you haven't seen any, then the reason is quite obvious. If, -however, you have passed through one or two labs on the way, the reason is even -more obvious, as this room contains all sorts of nice computer equipment. -There is a staircase leading up is one corner of the room. -~ -302 8 0 0 0 1 -D4 -The staircase in the north-east corner leads up towards the main floor -of the building. -~ -~ -0 -1 30268 -S -#30273 -A Classroom~ - This is another of the seemingly neverending series of classrooms on Campus. -Of course, you don't expect anything less, this being a university, but I -presume that you agree with me that enough is enough. There is a hallway to -the south. -~ -302 8 0 0 0 1 -D2 -The hallway lies to the south. -~ -~ -0 -1 30266 -S -#30274 -A Hallway~ - This hallway leads through the building in all cardinal directions. -~ -302 9 0 0 0 2 -D0 -It is too dark to tell. -~ -~ -0 -1 30275 -D1 -It is too dark to tell. -~ -~ -0 -1 30279 -D2 -It is too dark to tell. -~ -~ -0 -1 30278 -D3 -It is too dark to tell. -~ -~ -0 -1 30275 -D4 -It is too dark to tell. -~ -~ -0 -1 30281 -S -#30275 -A Hallway~ - This hallway leads through the building in most directions. -~ -302 9 0 0 0 2 -D0 -It is too dark to tell. -~ -~ -0 -1 30280 -D2 -It is too dark to tell. -~ -~ -0 -1 30276 -D3 -It is too dark to tell. -~ -~ -0 -1 30277 -S -#30276 -A Hallway~ - This hallway leads through the building in most directions. -~ -302 9 0 0 0 2 -D0 -It is too dark to tell. -~ -~ -0 -1 30274 -D1 -It is too dark to tell. -~ -~ -0 -1 30279 -D2 -It is too dark to tell. -~ -~ -0 -1 30275 -D3 -It is too dark to tell. -~ -~ -0 -1 30281 -S -#30277 -A Hallway~ - This hallway leads through the building in most directions. -~ -302 9 0 0 0 2 -D0 -It is too dark to tell. -~ -~ -0 -1 30280 -D1 -It is too dark to tell. -~ -~ -0 -1 30276 -D2 -It is too dark to tell. -~ -~ -0 -1 30282 -D3 -It is far too dark to tell. -~ -~ -0 -1 30275 -S -#30278 -A Hallway~ - This hallway leads through the building in most directions. -~ -302 9 0 0 0 2 -D0 -It is too dark to tell. -~ -~ -0 -1 30280 -D1 -It is too dark to tell. -~ -~ -0 -1 30281 -D2 -It is too dark to tell. -~ -~ -0 -1 30275 -D3 -It is too dark to tell. -~ -~ -0 -1 30276 -S -#30279 -A Hallway~ - This hallway leads through the building in most directions. -~ -302 9 0 0 0 2 -D0 -It is too dark to tell. -~ -~ -0 -1 30274 -D1 -It is really to the east, too dark to tell. -~ -~ -0 -1 30281 -D2 -It is too dark to tell. -~ -~ -0 -1 30280 -D3 -It is too dark to tell. -~ -~ -0 -1 30275 -S -#30280 -A Classroom~ - This room suddenly dispels the monotony of the halls you were just passing -through. -~ -302 9 0 0 0 1 -D0 -It is too dark to tell. -~ -~ -0 -1 30278 -D2 -It is too dark to tell. -~ -~ -0 -1 30274 -D5 -It is too dark to tell. -~ -~ -0 -1 30276 -E -sigils~ - The sigils seem to form some strange shapes: - SSSSS - SSS SS - SSS - SSS - SSS - SSS - SSS - SSS - SSS - SSS - SS SSS - SSSSS -I wonder what it could be? -~ -E -door~ - This door is covered with all types of non-magical sigils. -~ -S -#30281 -A Classroom~ - This room suddenly dispels the monotony of the halls you were just passing -through. -~ -302 9 0 0 0 1 -D1 -It is too dark to tell. -~ -~ -0 -1 30275 -D2 -~ -~ -0 -1 30278 -D3 -It is too dark to tell. -~ -~ -0 -1 30280 -D4 -It is too dark to tell. -~ -~ -0 -1 30282 -S -#30282 -A Hallway~ - This hallway is radically different from all the others in that it only has -two exits. One exits to the east towards light, while the other heads west -back into the darkness. -~ -302 9 0 0 0 2 -D1 -This way draws you towards it...probably because you are suffering from -light withdrawl. -~ -~ -0 -1 30283 -D3 -You are repulsed by this exit since the exit to the east is well lit. -~ -~ -0 -1 30274 -E -dark~ - Are you mad? -~ -E -light~ - It's nice, warm, and inviting. -~ -S -#30283 -The Exit~ - This long corridor leads out onto the street. -~ -302 8 0 0 0 5 -D1 -The light beckons you. -~ -~ -0 -1 30134 -D3 -Back into darkness, I don't think so! -~ -~ -0 -1 30282 -E -dark~ - Are you mad? -~ -E -light~ - It's nice, warm, and inviting. -~ -S -#30284 -Mob Chute A~ - Oops, you are not supposed to be here. This is a programmer's tool to -disperse mobs all over campus. Exits go in all directions. This goes all over -Campus. -~ -302 136 0 0 0 0 -D0 -This is just an exit. -~ -~ -0 -1 30109 -D1 -This is just an exit. -~ -~ -0 -1 30115 -D2 -This is just an exit. -~ -~ -0 -1 30104 -D4 -This is just an exit. -~ -~ -0 -1 30120 -D5 -This is just an exit. -~ -~ -0 -1 30106 -E -sigils~ - The sigils seem to form some strange shapes: - MMM MMM OOO OOO !! - MMMM MMMM OO OO OO OO !! - MM MM MM MM OO OO OO OO !! - MM MMM MM OO OO OO OO !! - MM M MM OO OO OO OO - MM MM OOO OOO !! -~ -E -door~ - This door is covered with all types of non-magical sigils. -~ -S -#30285 -Mob Chute B~ - Oops, you are not supposed to be here. This is a programmer's tool to -disperse mobs all over campus. Exits go in all directions. This is for It -Mobs. -~ -302 136 0 0 0 0 -D0 -This is just an exit. -~ -~ -0 -1 30138 -D1 -This is just an exit. -~ -~ -0 -1 30206 -D2 -This is just an exit. -~ -~ -0 -1 30229 -D3 -This is just an exit. -~ -~ -0 -1 30132 -D4 -This is just an exit. -~ -~ -0 -1 30139 -D5 -This is just an exit. -~ -~ -0 -1 30169 -S -#30286 -Mob Chute C~ - Oops, you are not supposed to be here. This is a programmer's tool to -disperse mobs all over campus. Exits go in all directions. This is for Male -Mobs. -~ -302 136 0 0 0 0 -D0 -This is just an exit. -~ -~ -0 -1 30168 -D1 -This is just an exit. -~ -~ -0 -1 30297 -D2 -This is just an exit. -~ -~ -0 -1 30302 -D3 -This is just an exit. -~ -~ -0 -1 30312 -D4 -This is just an exit. -~ -~ -0 -1 30315 -D5 -This is just an exit. -~ -~ -0 -1 30175 -S -#30287 -Mob Chute D~ - Oops, you are not supposed to be here. This is a programmer's tool to -disperse mobs all over campus. Exits go in all directions. This is for Female -Mobs. -~ -302 136 0 0 0 0 -D0 -This is just an exit. -~ -~ -0 -1 30170 -D1 -This is just an exit. -~ -~ -0 -1 30203 -D2 -This is just an exit. -~ -~ -0 -1 30218 -D3 -This is just an exit. -~ -~ -0 -1 30258 -D4 -This is just an exit. -~ -~ -0 -1 30267 -D5 -This is just an exit. -~ -~ -0 -1 30279 -S -#30288 -Mob Chute E~ - Oops, you are not supposed to be here. This is a programmer's tool to -disperse mobs all over campus. Exits go in all directions. This leads to the -Ghetto. -~ -302 136 0 0 0 0 -D0 -This is just an exit. -~ -~ -0 -1 30237 -D1 -This is just an exit. -~ -~ -0 -1 30247 -D2 -This is just an exit. -~ -~ -0 -1 30243 -D3 -This is just an exit. -~ -~ -0 -1 30248 -D4 -This is just an exit. -~ -~ -0 -1 30241 -D5 -This is just an exit. -~ -~ -0 -1 30250 -S -#30289 -Mob Chute F~ - Oops, you are not supposed to be here. This is a programmer's tool to -disperse mobs all over campus. Exits go in all directions. This is for Profs -but leads to various classrooms around Campus. -~ -302 136 0 0 0 0 -D0 -This is just an exit. -~ -~ -0 -1 30280 -D1 -This is just an exit. -~ -~ -0 -1 30276 -D2 -This is just an exit. -~ -~ -0 -1 30273 -D3 -This is just an exit. -~ -~ -0 -1 30273 -D4 -This is just an exit. -~ -~ -0 -1 30259 -D5 -This is just an exit. -~ -~ -0 -1 30291 -S -#30290 -Central Mob Chute~ - This is the central chute for mob dispersal. The exits lead to the other -mob chutes. You are not supposed to be here. This is essentially for every -other Mob so that they can be spread out at complete random. -~ -302 136 0 0 0 0 -D0 -This is leads to Mob Chute A. -~ -~ -0 -1 30284 -D1 -This is leads to Mob Chute B. -~ -~ -0 -1 30285 -D2 -This is leads to Mob Chute C. -~ -~ -0 -1 30286 -D3 -This is leads to Mob Chute D. -~ -~ -0 -1 30287 -D4 -This is leads to Mob Chute E. -~ -~ -0 -1 30288 -D5 -This is leads to Mob Chute F. -~ -~ -0 -1 30289 -S -#30291 -Dunning Auditorium~ - This large spacious lecture theater would probably seat close to 300 and -reminds you of movie theaters of old (like when they sat more than 10). Its -main purpose seems to exist and collect dust. Maybe someone is doing some kind -of study here. There is a sign on the east wall near the front of the room. -~ -302 9 0 0 0 3 -D1 -This leads towards the street. -~ -~ -0 -1 30135 -E -sign~ - The sign on the wall seems to have something to do with fire regulations, but -it is so old and faded, you cannot read it. -~ -S -#30292 -A Completely Empty Hallway~ - This hallway is not completely empty but looks like it is. Must be -something related to the Infinite Improbability Principle. -~ -302 9 0 0 0 3 -D0 -There is a classroom to the north. -~ -~ -0 -1 30293 -D1 -The lobby is back towards the east through some strange freak of nature. -~ -~ -0 -1 30135 -E -infinite improbability principle~ - See the Douglas Adams Hitchhiker's Guide to the Galaxy series. -~ -S -#30293 -Classroom~ - This seems to be the only classroom in Dunning Hall. Strange, the building -looked larger on the outside. Obviously some sort of principle related to the -TARDIS principle on Doctor Who.... -~ -302 9 0 0 0 2 -D2 -A hallway leads off to the south. -~ -~ -0 -1 30292 -E -tardis doctor who~ - The TARDIS is the ship that Doctor Who travelled the universe and the -timestreams with. -~ -S -#30294 -East Stairwell~ - This stairwell leads up into the heights of Leonard Hall. -~ -302 9 0 0 0 3 -D3 -This leads back to the lobby. -~ -door~ -1 30106 30126 -D4 -This leads up. Nuff said. -~ -~ -0 -1 30296 -S -#30295 -West Stairwell~ - This leads up into the heights of Leonard Hall. -~ -302 9 0 0 0 3 -D1 -This leads back to the lobby. -~ -door~ -1 30105 30126 -D4 -This stairwell goes up into the darkness. -~ -~ -0 -1 30312 -S -#30296 -Junction~ - This hallway leads north and south and there is a stairwell leading down in -the place where the western wall should be found. -~ -302 9 0 0 0 2 -D0 -The hallway continues north. -~ -~ -0 -1 30297 -D2 -The hallway also continues south. -~ -~ -0 -1 30302 -D5 -The stairwell leads down towards the lobby. -~ -~ -0 -1 30294 -S -#30297 -Hallway~ - The hallway turns east-south here and there is an opening to the north. -~ -302 9 0 0 0 2 -D0 -There is a room of sorts to the north. -~ -~ -0 -1 30298 -D1 -The hallway continues east. -~ -~ -0 -1 30299 -D2 -The hallway continues south. -~ -~ -0 -1 30296 -S -#30298 -Dorm Room~ - This an ordinary dorm room that is unoccupied at the moment. The furniture -consists of a bed, and a desk. Nothing else. Just a bed and a desk. But -there is an exit to the south. -~ -302 9 0 0 0 1 -D2 -The hallway is south of here. -~ -~ -0 -1 30297 -E -bed desk~ - The bed and the desk seem to be the only furnishings of this room. -~ -S -#30299 -Hallway~ - This hallway comes to an abrupt end here. However, there are exits in all -cardinal directions except up and down. -~ -302 9 0 0 0 2 -D0 -There seems to be a room to the north. -~ -~ -0 -1 30300 -D1 -There seems to be a room to the east. -~ -~ -0 -1 30301 -D2 -Regardless of what the description says, there is no -exit in this direction. Please try again. -~ -~ -0 -1 -1 -D3 -The hallway continues west. -~ -~ -0 -1 30297 -D4 -This is not an exit. Read the description again. -~ -~ -0 -1 -1 -D5 -This is not an exit. Read the description again. -~ -~ -0 -1 -1 -S -$~ diff --git a/lib/world/wld/303.wld b/lib/world/wld/303.wld deleted file mode 100644 index ac1ac22..0000000 --- a/lib/world/wld/303.wld +++ /dev/null @@ -1,817 +0,0 @@ -#30300 -Dorm Room~ - This dorm room seems to be unoccupied at the moment. The same furniture is -in this room as any other dorm room, a desk, bed, and exit... This time to the -south. -~ -303 9 0 0 0 2 -D2 -The hallway lies to the south. -~ -~ -0 -1 30299 -E -credits info~ - See zone description room for Campus. -Zone 303 is linked to the following zones: -302 Campus at 30300 (south) ---> 30299 -302 Campus at 30301 (west ) ---> 30299 -302 Campus at 30302 (north) ---> 30296 -302 Campus at 30312 (down ) ---> 30295 -301 Campus at 30320 (west ) ---> 30130 -301 Campus at 30324 (east ) ---> 30130 -301 Campus at 30325 (north) ---> 30130 - - (Mobs Stay_Zone flags have all been disabled to allow free access between -301, 302 and 303. Please ensure that any entrances into the area are flagged -nomob to keep them in. - Parna for TBAMud.) -~ -S -#30301 -The Animal Cage~ - This room certainly does not resemble a regular dorm room, as it has been -completely renovated and then altered and then renovated again. It now -contains bars hanging from the ceiling and where the desk should be, according -to the layout of every other room you have seen here at least, stands a large -water bottle structure similar to the ones used in modern day hamster and -gerbil cages. The only exit is to the west. Just as you finish looking -around, your eye spots a SEP. -~ -303 9 0 0 0 4 -D3 -Thank Bob, the hallway is still to the west of here. -~ -~ -0 -1 30299 -E -bars bar ceiling~ - The bars hanging from the ceiling look quite sturdy and it looks like you -could swing on them rather easily... If you were coordinated that is. -~ -E -sep~ - This is Someone Else's Problem. The only way that you are able to spot it is -by jumping around and looking like an idiot as you try and avert your eyes so -that it can be seen. Unfortunately, seeing it doesn't help. It looks like some -sort of Italian Bistro... Rather strange actually. -~ -S -#30302 -Hallway~ - This hallway grinds to a halt here. The main reason it halts is because -there is a room to the south and a door to the east. The hallway grinds to a -start when you move northwards though. -~ -303 9 0 0 0 2 -D0 -The hallway starts here and runs northwards. You'd better catch it before -it gets away. *Groan* -~ -~ -0 -1 30296 -D1 -There is a door blocking you view of the stairs behind it. -~ -door~ -2 30142 30306 -D2 -There is a small dorm room to your south. The martian standing on your -shoulder looks to his south and sees a very nice blank wall in front of -it. -~ -~ -0 -1 30303 -E -martian~ - It's just a joke, you are supposed to smile at the obscure gag hidden in it. -It's almost like saying the Elephants Ride Porcupines! -~ -E -erp! erp~ - Get it... Elephants Ride Porcupines! ... ERP! -~ -S -#30303 -Smithville~ - This room is a replica of Smithville. In a really, really small form that -is. You didn't think we could get the entire town in one room do you? Think -about it... You'd try to buy something from one shopkeeper and the other four -would say that they don't have that item. The logistics just don't work on -these magnitudes, with more rooms maybe, but definitely not one room. There is -an exit to the north. -~ -303 9 0 0 0 2 -D0 -This leads back to the hallway out of this stupidity. -~ -~ -0 -1 30302 -E -smithville town~ - The town is rather accurately portrayed here... Wait are those really people -moving down there? -~ -S -#30304 -Ledge~ - This ledge looks rather precarious. You do get a nice view of the roof -below you though... About 60 feet below you that is. If you go north, you can -escape back to the real world (the balcony at least, just type exit to see -where you end up if you go down). -~ -303 0 0 0 0 4 -D0 -The salvation of the balcony is directly to the north. All it needs is for -you to press N and then RETURN. -~ -~ -0 -1 30311 -D5 -You have to type EXIT to see what is this way, no cheating allowed. -~ -~ -0 -1 30305 -E -roof~ - It sure is a long way down... Look at the neat things on it though, you can -almost reach one... Wait... EEEEK!!! You almost let go and fell down to .... -Type EXIT to see what you almost fell to. -~ -S -#30305 -A Really Bad, Evil, And Nasty Deathtrap~ - The name says it all, doesn't it? -~ -303 12 0 0 0 0 -E -deathtrap~ - It's designed to kill, so if you are reading this, either you have avoided it -somehow or you are an immortal or something. -~ -S -T 30300 -#30306 -Really Narrow Stairwell, Part I~ - This stairwell is just wide enough for one person at a time. A door lies to -the west. -~ -303 13 0 0 0 5 -D3 -This is blocked by a door. Unless you opened it already, which is pretty -likely. -~ -door~ -2 30142 30302 -D4 -The really narrow stairs lead up. They are so narrow, that you have no -idea what you are headed into. -~ -~ -0 -1 30307 -S -#30307 -Really Narrow Stairwell, Part II~ - The Stairwell's Revenge. Now there is an exit to the west and one down. -~ -303 13 0 0 0 5 -D3 -This leads to a nice entrance hall. -~ -~ -0 -1 30308 -D5 -This leads down. -~ -~ -0 -1 30306 -E -stairwell~ - The Stairwells' Revenge... Montezuma's Revenge. -~ -S -#30308 -Entry Hall~ - This hall is so muddy, you can instantly tell that it is the equivalent of a -mudroom. That is, you remove the mud from your footwear here. The hall -continues to the west into a nice, clean room and to the east to a stairwell. -~ -303 9 0 0 0 3 -D1 -The dreaded stairwell is here. -~ -~ -0 -1 30307 -D3 -The room to the west seems to be a living room. -~ -~ -0 -1 30309 -E -mudroom~ - Bad pun, Eh? -~ -S -#30309 -Living Room~ - This room seems to be the hub of this apartment which must below to whoever -is roaming the apartment... Have you seen it yet? There is opulent furniture -furnishing the room, such as a rocking chair, a coffee table, and a couch. -All of the furnishings are decorated in a somewhat flowery style. You can -leave this room by going east to the entrance hall or south to the bedroom. -~ -303 8 0 0 0 2 -D1 -The entrance hall is directly to the east. -~ -~ -0 -1 30308 -D2 -The bedroom is to the south. -~ -~ -0 -1 30310 -E -coffee table~ - As you look at the coffee table, you notice a copy of the really rude Madonna -book... No wait, that was just censored by the Builders. We are allowing none -of that smut here. You are disgusted by the flowery pattern on the table. -~ -E -couch rocking chair~ - The flowery pattern makes you recoil in disgust, but other than that it seems -to be a normal piece of furniture. -~ -S -#30310 -Bedroom~ - This is the place you've been waiting for. The bedroom. There are standard -bedroom furnishings here, a bed (obviously), a night-table, and a dresser. -There are exits to the north and to the balcony to the east. -~ -303 8 0 0 0 2 -D0 -The living room is to the north. -~ -~ -0 -1 30309 -D1 -The balcony is to the east. -~ -~ -0 -1 30311 -E -bed~ - You feel sleepy as you look towards this, maybe ... Nope, none of those -thoughts here! -~ -E -night-table~ - The night-table is like any ordinary night-table, one drawer and a big open -space underneath. The thing that makes it different is that the drawer is empty -and the top and empty space are just that. Empty. -~ -E -dresser~ - Too bad none of the clothes in here fit you at all. -~ -S -#30311 -Balcony~ - From this balcony you can see a marvellous countryside. Cows, horses, cats, -dogs, frgos, and pigs fill the countryside. Unfortunately, the countryside -does not resemble the real countryside, so you aren't sure what you are seeing -exactly. Must be an illusion. Anyways, there is an exit back to the bedroom -in the west wall. -~ -303 4 0 0 0 2 -D2 -This leads to a thin ledge. -~ -~ -0 -1 30304 -D3 -This leads back to a bedroom. -~ -~ -0 -1 30310 -E -cows horses pigs pig cow horse~ - These are normal farm animals. You aren't quite sure what farm they are on -though. -~ -E -dogs cats cat dog~ - These seem to be ordinary domesticated animals. Again, you aren't sure why -they are where they are. -~ -E -frgos~ - No, this isn't a spelling mistake! It's just a neat little creature that you -have never seen before and will probably never see again after this. After all, -this is an illusion, or something, isn't it? -~ -S -#30312 -Hallway Junction~ - This hallway leads north and south and there is a stairwell in the east -wall. There is a sign on the wall. -~ -303 9 0 0 0 2 -D0 -The hallway continues north. -~ -~ -0 -1 30313 -D2 -There is a room to the south. -~ -~ -0 -1 30319 -D5 -The stairwell leads down to the lobby. -~ -~ -0 -1 30295 -E -sign~ - The sign states: - The Campus Party is Here!! - Vote for the Campus Party, - Supporting our Beliefs!!! -~ -S -#30313 -Hallway~ - The hallway turns west-south here and there is an opening to the north. -~ -303 9 0 0 0 2 -D0 -There is a room to the north. -~ -~ -0 -1 30314 -D2 -The hallway continues south. -~ -~ -0 -1 30312 -D3 -The hallway continues west. -~ -~ -0 -1 30315 -S -#30314 -The V.P.'s Room~ - This is the room of the Vice President of Leonard Hall. The walls are -liberally plastered with pictures of boats and snow. On the north side of the -room, you can see a large collection of CDs and Cassettes... Exam time must be -coming up soon. On the east wall sits a large computer with lots of neat -accessories. The only exit is to the south. -~ -303 9 0 0 0 2 -D2 -The hallway leads away from here to the south. -~ -~ -0 -1 30313 -E -computer accessories~ - This is so large and incomprehensible that you simply do not understand it. -~ -E -cds cd cassettes cassette~ - There is a large variety of music represented here... Everything from -african tribal music to the latest from Neil Young. -~ -E -pictures snow boats walls~ - The pictures cover the walls completely and you find it difficult to see any -of the wall whatsoever between the pictures of snowscapes that you don't -recognize and boats that you would love to own. -~ -S -#30315 -Hallway~ - This hallway leads east and has an opening to the north and one to the west -and one to the south. -~ -303 9 0 0 0 2 -D0 -Bubbles seem to be coming from the northern entrance. -~ -~ -0 -1 30316 -D1 -The hallway continues east. -~ -~ -0 -1 30313 -D2 -There is a room to the south. -~ -~ -0 -1 30318 -D3 -There is also a room to the west. -~ -~ -0 -1 30317 -S -#30316 -Bubble Land~ - This room (if it can be called that) is filled with large, pink bubbles. -There is only one exit... To the south (you think). With all the bubbles you -can't see anything else in the room. -~ -303 9 0 0 0 5 -D2 -You think the hallway lies to the south. -~ -~ -0 -1 30315 -E -bubbles bubble~ - All you can see in this room are large, pink bubbles. As you reach out to -touch one *pop* ... Well maybe not. -~ -S -#30317 -C.S.E.~ - This is the headquarters of the Campus Stock Exchange. You can tell just by -looking around since the room is lavishly decorated with stock certificates and -the fact that other than that the room is completely empty of furniture, but -wait, that pizza box in the corner seems to be acting as a table of sorts with -all the newspapers supporting it. There is an exit to the east. -~ -303 9 0 0 0 2 -D1 -The hallway extends to the east. -~ -~ -0 -1 30315 -E -stock certificates~ - They all seem to be immensely valuable but with your awful luck, you can't -seem to pry any of them from the walls. -~ -E -furniture~ - There isn't any furniture, unless you plan on marketing that mouldy pizza box -as the table of the future. -~ -E -pizza box~ - It's about 3 weeks old and seems to be growing mould.... Yech. -~ -E -news newspapers~ - It's only the business sections, and they are old. Type NEWS for a more -updated edition. -~ -S -#30318 -Lennon's Shrine~ - This room is a shrine to the immortalized John Lennon (well, immortalized in -this room at least). There are posters of John all over the walls as well as a -few of the other Beatles... Wait you don't see any of Paul... Strange. -There is only one exit, the one to the north. -~ -303 9 0 0 0 2 -D0 -The hallway is directly to your north. -~ -~ -0 -1 30315 -E -posters john lennon beatles~ - The majority of the posters in this room deal with John Lennon but there are -a few of Ringo and George also. -~ -E -paul~ - Wait... There's one of Paul... See it? The one with all the darts stuck in -it. -~ -S -#30319 -Common Room~ - This is the common room of the floor. It is decorated the way every common -room in a residence is decorated, with a fridge, stove and of course a TV. -Unfortunately, there does not seem to be any couches or chairs in the room. -There is an exit to the north and a door on the east wall with no doorknob. -~ -303 9 0 0 0 2 -D0 -The hallway leads to the north. -~ -~ -0 -1 30312 -D1 -The door seems to be permanently closed and there does not seem to be a -way through. -~ -door~ -2 0 -1 -E -door~ - The door seems to be permanently closed and there does not seem to be a way -through. -~ -E -fridge stove tv~ - These are all the regular appliances you would expect to find in a room of -this magnitude. -~ -E -chair chairs couch couches~ - You don't see any such thing. Read the description. -~ -S -#30320 -Hallway~ - The hallway curves around slightly so that you can't quite see what is to -the west and east. The sound of snoring denotes a lecture hall to the south. - -~ -303 8 0 0 0 2 -D1 -The hallway continues east. -~ -~ -0 -1 30321 -D2 -An opening to the south brings you to Lecture hall "B". -~ -~ -0 -1 30326 -D3 -The hallway continues west. -~ -~ -0 -1 30130 -E -round circle circular curves curve~ - Yes, it's round. -~ -S -#30321 -Hallway~ - The hallway curves around slightly so that you can't quite see what is to -the west and east. The sound of snoring denotes a lecture hall to the south. - -~ -303 8 0 0 0 2 -D1 -The hallway continues east. -~ -~ -0 -1 30322 -D2 -An opening to the south brings you to Lecture hall "A". -~ -~ -0 -1 30327 -D3 -The hallway continues west. -~ -~ -0 -1 30320 -E -round circle circular curves curve~ - Yes, it's round. -~ -S -#30322 -Hallway~ - The hallway curves around slightly so that you can't quite see what is to -the west and east. There is an extraneous exit to the north. -~ -303 8 0 0 0 2 -D0 -To the north you see... the center of the building? -~ -~ -0 -1 30325 -D1 -The hallway continues east. -~ -~ -0 -1 30323 -D3 -The hallway continues west. -~ -~ -0 -1 30321 -E -round circle circular curves curve~ - Yes, it's round. -~ -S -#30323 -Hallway~ - The hallway curves around slightly so that you can't quite see what is to -the est and east. The sound of snoring denotes a lecture hall to the south. -~ -303 8 0 0 0 2 -D1 -The hallway continues east. -~ -~ -0 -1 30324 -D2 -An opening to the south brings you to Lecture hall "D". -~ -~ -0 -1 30328 -D3 -The hallway continues west. -~ -~ -0 -1 30322 -E -round circle circular curves curve~ - Yes, it's round. -~ -S -#30324 -Hallway~ - The hallway curves around slightly so that you can't quite see what is to -the west and east. The sound of snoring denotes a lecture hall to the south. - -~ -303 8 0 0 0 2 -D1 -The hallway continues east. -~ -~ -0 -1 30130 -D2 -An opening to the south brings you to Lecture hall "C". -~ -~ -0 -1 30329 -D3 -The hallway continues west. -~ -~ -0 -1 30323 -E -round circle circular curves curve~ - Yes, it's round. -~ -S -#30325 -An Odd Circular Room~ - A small circular room sits in the center of the building. There are exits -to the north and south. -~ -303 8 0 0 0 1 -D0 -The entrance can been seen to the north. -~ -~ -0 -1 30130 -D2 -Another hallway can be seen to the south. -~ -~ -0 -1 30322 -E -round circle circular curves curve~ - Yes, it's round. -~ -S -#30326 -Lecture Hall "B"~ - The lecture hall is comprised of almost two dozen rows of uncomfortable -seats with small tables bolted to them. As soon as you enter the room, you get -a very sleepy feeling... -~ -303 8 0 0 0 0 -D0 -Well, it's the hallway you entered from... Or is it? -~ -~ -0 -1 30320 -E -round circle circular curves curve~ - Yes, it's round. -~ -E -letter number lettering numbering order~ - You aren't too sure that there is an order to the lettering scheme. -~ -S -#30327 -Lecture Hall "A"~ - The lecture hall is comprised of almost two dozen rows of uncomfortable -seats with small tables bolted to them. As soon as you enter the room, you get -a very sleepy feeling... -~ -303 8 0 0 0 0 -D0 -Well, it's the hallway you entered from... Or is it? -~ -~ -0 -1 30321 -E -round circle circular curves curve~ - Yes, it's round. -~ -E -letter number lettering numbering order~ - You aren't too sure that there is an order to the lettering scheme. -~ -S -#30328 -Lecture Hall "D"~ - The lecture hall is comprised of almost two dozen rows of uncomfortable -seats with small tables bolted to them. As soon as you enter the room, you get -a very sleepy feeling... -~ -303 8 0 0 0 0 -D0 -Well, it's the hallway you entered from... Or is it? -~ -~ -0 -1 30323 -E -round circle circular curves curve~ - Yes, it's round. -~ -E -letter number lettering numbering order~ - You aren't too sure that there is an order to the lettering scheme. -~ -S -#30329 -Lecture Hall "C"~ - The lecture hall is comprised of almost two dozen rows of uncomfortable -seats with small tables bolted to them. As soon as you enter the room, you get -a very sleepy feeling... -~ -303 8 0 0 0 0 -D0 -Well, it's the hallway you entered from... Or is it? -~ -~ -0 -1 30324 -E -round circle circular curves curve~ - Yes, it's round. -~ -E -letter number lettering numbering order~ - You aren't too sure that there is an order to the lettering scheme. -~ -S -#30330 -Hallway~ - This hallway leads through the darkness... There seems to be some sort of -conveyer belt under your feet, and you can see glinting objects ahead, and the -way back east seems to have disappeared. The pictures on the walls make you -feel extremely comfortable. -~ -303 13 0 0 0 1 -D1 -There isn't an exit in this direction, so don't even bother trying to -go this way. -~ -~ -0 -1 -1 -D3 -The hallway continues to the west. -~ -~ -0 -1 30331 -E -wall walls pictures picture~ - The pictures on the wall make up a large mural depicting Mediterranean -scenery and make you feel extraordinarily comfortable. -~ -S -#30331 -Abattoir~ - The walls of this room are covered with rotating knives and seem to be -heavily soundproofed. There are chutes evenly spaced along the floor where it -meets the wall, and there are several suction devices designed to suck your -mangled flesh away.... Wait a minute.... This must be a Death Trap... And so -it is! But, the system seems to work well, as the rotating knives cut you up -into tiny little pieces of flesh and your blood drains down the chutes, and the -suction devices casually suck what's left of your mangled flesh away.... -~ -303 8 0 0 0 0 -D1 -Why even look...it won't halt the mangling? -~ -~ -0 -1 30330 -E -monty python~ - This section of the area was designed in accordance with Monty Python -guidelines in mind... Thanx to Monty Python for their infamous "Architect's -Sketch". -~ -S -$~ diff --git a/lib/world/wld/304.wld b/lib/world/wld/304.wld deleted file mode 100644 index 405ba78..0000000 --- a/lib/world/wld/304.wld +++ /dev/null @@ -1,473 +0,0 @@ -#30400 -Aten's Zone Description Room~ - Temple of the Bull -Written March 1994 -22 rooms -7 mobs -10 regular objs -4 god objs - -These areas are FREE- however, if you use them: -1. Feel free to make whatever modifications you need, change mobs, -objects, room descriptions etc.- but please make sure that signs and author -references are unmodified and readable by players. -2. Please send me an e-mail message if you do use them, I'd just -like to have some idea of where they end up (please include mud site)- my -address is wjp@@hopper.unh.edu until Sept 1996 -3. If you redistribute these areas, please make sure this README -file goes with them :) - -Bill Pelletier -wjp@@hopper.unh.edu -Aten/Talisman of GenericMUD -~ -304 0 0 0 0 0 -S -#30401 -A Grassy Field~ - You are travelling across a great grassy field. The wind blows softly, -causing the ripe ends of the grass stalks to bob lazily back and forth. To the -north you spy what appears to be some sort of temple, its great white walls -blazing with the light of the sun. -~ -304 4 0 0 0 2 -D0 -You see the entrance to the temple. -~ -~ -0 0 30402 -E -grass~ - Looks like an average grass stalk. You pluck one and put it in your mouth. -~ -S -#30402 -Before the Temple~ - The dazzling white stone walls of the temple momentarily blind you. Great -columns are spaced evenly around the perimeter of the temple, and an arch -beckons you inside. -~ -304 4 0 0 0 2 -D0 -There is an arch to the north. -~ -~ -0 0 30403 -D2 -Looks like a field back there. -~ -~ -0 0 30401 -S -#30403 -Under the Arch~ - Your eyes slowly adjust to the level of darkness under the protective shade -of the arch. To the north is a great marble door, which seems to be the best -way to get inside the temple. "Why the heck to I want to go in there ?", you -think to yourself. You shrug your shoulders and suddenly get the feeling that -you are being watched. -~ -304 8 0 0 0 0 -D0 -You see a great marble door. It has a VERY nice polish. -~ -door marble~ -2 30405 30405 -D2 -You see a spot to stand before the temple. -~ -~ -0 0 30402 -E -marble~ - It is a remarkably well polished marble door. -~ -S -#30404 -The Temple~ - The echo of your footsteps reverberates through the temple. Everything is -white, the tiled floor, the walls, the ceiling..... -~ -304 8 0 0 0 0 -D0 -You see a room in the temple. -~ -~ -0 0 30407 -D1 -You see a room in the temple. -~ -~ -0 0 30405 -S -#30405 -The Temple~ - The echo of your footsteps reverberates through the temple. Everything is -white, the tiled floors, the walls, the ceiling..... -~ -304 8 0 0 0 0 -D1 -You see a room in the temple. -~ -~ -0 0 30406 -D2 -You see the archway. -~ -~ -2 30405 30403 -D3 -~ -~ -0 0 30404 -S -#30406 -The Temple~ - The echo of your footsteps reverberates through the temple. Everything is -white, the tiled floor, the walls, the ceiling..... -~ -304 8 0 0 0 0 -D0 -You see a room in the temple. -~ -~ -0 0 30409 -D3 -You see a room in the temple. -~ -~ -0 0 30405 -S -#30407 -The Temple~ - The echo of your footsteps reverberates through the temple. Everything is -white, the tiled floor, the walls, the ceiling..... -~ -304 8 0 0 0 0 -D0 -There is a stairwell to the north. -~ -~ -0 0 30410 -D1 -You see a small garden to the east. -~ -~ -0 0 30408 -D2 -You see a room in the temple. -~ -~ -0 0 30404 -S -#30408 -The Atrium and Gardens~ - Beautiful green plants wind around bamboo poles here, leaves outfolded to -catch the sun's rays coming in from the open sky. The smell of rich dark earth -overwhelms your senses, and a small brook winds beneath your feet. -~ -304 0 0 0 0 2 -D0 -You see a room in the temple. -~ -~ -0 0 30411 -D1 -You see a room in the temple. -~ -~ -0 0 30409 -D3 -You see a room in the temple. -~ -~ -0 0 30407 -E -brook~ - What a nice little bubbling brook! -~ -E -plants~ - They seem to be doing very well, someone around here has a green thumb. -~ -S -#30409 -The Temple~ - The echo of your footsteps reverberates through the temple. Everything is -white, the tiled floor, the walls, the ceiling..... -~ -304 8 0 0 0 0 -D0 -There seems to be a stairwell to the north. -~ -~ -0 0 30412 -D2 -You see a room in the temple. -~ -~ -0 0 30406 -D3 -There is a small garden over there. -~ -~ -0 0 30408 -S -#30410 -The Stairwell~ - There is a beautiful curving stairwell leading upwards. It seems to have -been carved directly from stone. -~ -304 8 0 0 0 0 -D2 -You see a room in the temple. -~ -~ -0 0 30407 -D4 -You can't really see much up those stairs. -~ -~ -0 0 30413 -E -stairwell~ - A work of great craftmanship! -~ -S -#30411 -The Temple~ - The echo of your footsteps reverberates through the temple. Everything is -white, the tiled floor, the walls, the ceiling..... There is a nice framed -sign on the north wall. -~ -304 8 0 0 0 0 -D2 -There is a small garden to the south. -~ -~ -0 0 30408 -E -sign~ - *-*-* Temple of the Bull *-*-* - * * - * Written by: * - * Aten of GenericMUD * - * March 1994 * - * * - *-*-*-*-* o==[=====- *-*-*-*-* -~ -S -#30412 -The Stairwell~ - There is a beautiful curving stairwell leading upwards. It seems to have -been carved directly from stone. -~ -304 8 0 0 0 0 -D2 -You see a room in the temple. -~ -~ -0 0 30409 -D4 -You can't really see much up those stairs. -~ -~ -0 0 30415 -S -#30413 -The Upper Temple~ - You find yourself in a small room atop the stairs. Strangely enough, this -part of the temple has decorations. The walls are covered with murals and -furs. A corridor leads off the the south, and the stairs offer a retreat -downwards. -~ -304 9 0 0 0 0 -D2 -You see a corridor. -~ -~ -0 0 30416 -D5 -You see the bottom of the stairs. -~ -~ -0 0 30410 -E -mural~ - The mural shows a great shaggy beast with two pointed horns. -~ -E -fur~ - The fur is brown, short, and coarse. -~ -S -#30414 -Mateon's Chamber~ - You find yourself in a small, cramped chamber. A window is set in the north -wall, and a sturdy oak door is to the west. -~ -304 8 0 0 0 0 -D1 -There is an oak door there. -~ -door oak~ -2 30406 30415 -E -window~ - The window overlooks a grassy field. -~ -S -#30415 -The Upper Temple~ - You find yourself atop a flight of stairs. A sturdy oak door is to the -west, a corridor leads south, and the stairs offer a path downwards. -~ -304 9 0 0 0 0 -D2 -Looks like a corridor. -~ -~ -0 0 30418 -D3 -There is an oak door there. -~ -door oak~ -2 30406 30414 -D5 -You see the bottom of the stairs. -~ -~ -0 0 30412 -S -#30416 -The Corridor~ - You are standing in a drafty corridor. There is a window set in the west -wall, and a balcony to the east protects you from falling down into the -gardens. -~ -304 8 0 0 0 0 -D0 -You see the stairway. -~ -~ -0 0 30413 -D2 -Woah..looks like a dead end. You get the chills. -~ -~ -0 0 30419 -E -balcony~ - Its a simple piece of polished wood. You can see the gardens below. -~ -E -window~ - The window overlooks a grassy field. -~ -S -#30417 -Aten's Chamber~ - You are standing in a comfortable chamber. Sunlight streams in the the open -windows, and a warm spring breeze ruffles your hair. Thick furs cover the -stone walls and floor. A stained oak table dominates the center of the room, -and couches line the walls. You look out the window and are vaguely surprised -that you can't see the ground. -~ -304 8 0 0 0 0 -S -#30418 -The Corridor~ - You are standing in a drafty corridor. There is a window set in the east -wall, and a balcony to the west protects you from falling into the gardens. -~ -304 8 0 0 0 0 -D0 -You see the stairway. -~ -~ -0 0 30415 -D2 -Can't really see much..its rather dark over there. -~ -~ -0 0 30421 -E -window~ - The window looks down upon a grassy field. -~ -E -balcony~ - Its a simple piece of polished wood. You can see the gardens below. -~ -S -#30419 -The Cul-de-Sac~ - The corridor comes to an abrupt halt here, and the only exit appears to be -back the way you came. -~ -304 8 0 0 0 0 -D0 -You see the corridor. -~ -~ -0 0 30416 -S -#30420 -The Bull's Chamber~ - This room is in TOTAL dissaray. Items seem to have been swept of the room's -numerous shelves and just dumped on the floor. The room has an unfamiliar -smell, and you wrinkle your nose in disgust. An great sliding window is open -to the south and leads to the balcony, and a heavy iron door is to the east. -~ -304 8 0 0 0 0 -D1 -A heavy iron door is there. -~ -door heavy iron~ -2 30407 30421 -D2 -You see the balcony over there. -~ -~ -0 0 30422 -E -shelves~ - The shelves have been swept clean. -~ -E -window~ - Its a great, big walk-through window. -~ -S -#30421 -The Dark Chamber~ - You are in a shadowy chamber, and the hairs at the back of your neck begin -to rise. There is so little light in this room that you start to imagine -things.. Or do you? You know for certain that you spotted a door to the west -when you first entered. -~ -304 9 0 0 0 0 -D0 -You see the corridor. -~ -~ -0 0 30418 -D3 -A heavy iron door is there. -~ -door heavy iron~ -2 30407 30420 -S -#30422 -The Balcony~ - You sense that you have reached journey's end. The balcony overlooks a -great grassy field. The sun's rays blind you, and you hear a snort. -~ -304 0 0 0 0 1 -D0 -You see the Bull's Chamber. -~ -~ -0 0 30420 -S -$~ diff --git a/lib/world/wld/305.wld b/lib/world/wld/305.wld deleted file mode 100644 index 9dc23a7..0000000 --- a/lib/world/wld/305.wld +++ /dev/null @@ -1,1759 +0,0 @@ -#30500 -The Stone Door~ - You find yourself standing in a dry circular room which is illuminated by a -small brass torch set in the wall. Flickering shadows dance about the room in -a manner you find disorienting. Beneath the torch is an elaborate mahogany -door, complete with a small silver doorknob. -~ -305 8 0 0 0 0 -D0 -You see an elaborate mahogany door. -~ -door mahogany~ -1 30501 30501 -E -credits info~ - Chessboard -Written March 1994 -This area is kinda weird, It started as an addendum to -Moria and then went off in its own direction. *shrug* - -Enclosed is an area I wrote back in my mudding days; they -are designed for circle code, but with some modifications can probably -be integrated into whatever kind of mud you're running. - -These areas are FREE- however, if you use them: -1. Feel free to make whatever modifications you need, change mobs, -objects, room descriptions etc.- but please make sure that signs and author -references are unmodified and readable by players. -2. Please send me an e-mail message if you do use them, I'd just -like to have some idea of where they end up (please include mud site)- my -address is wjp@@hopper.unh.edu until Sept 1996 -3. If you redistribute these areas, please make sure this README -file goes with them :) - -Bill Pelletier -wjp@@hopper.unh.edu -Aten/Talisman of GenericMUD -~ -S -#30501 -The Smooth Tunnel~ - Looking down at your feet, you are somewhat surprised to find that you are -walking on a thick woven rug. The walls of the tunnel that you are in are -completely smooth, and polished to a gleam. Before you, the tunnel opens up to -what appears to be a small chamber. -~ -305 8 0 0 0 0 -D0 -It is difficult to see into the chamber from here. -~ -~ -0 0 30502 -D2 -There is a circular room back there. -~ -~ -0 0 30501 -S -#30502 -The Furnished Chamber~ - This chamber is furnished quite nicely, with a thick woven rug beneath your -feet, and tapestries along the walls. There is a rectangular hole in the rug, -revealing a trapdoor which seems to open via a small iron ring, The room's exit -looms behind you. -~ -305 8 0 0 0 0 -D2 -There is a smooth tunnel back there. -~ -~ -0 0 30501 -D5 -You see a wooden trapdoor. -~ -trapdoor trap~ -1 -1 30503 -S -#30503 -The Stone Staircase~ - You find yourself in a rough stone staircase, which winds around a smooth -core of stone, descending deeper into the bowels of the earth. Small torches -are set into the stone, guiding your way. -~ -305 8 0 0 0 0 -D4 -There is a small room up there. -~ -~ -0 0 30502 -D5 -The stairs continue downward.. -~ -~ -0 0 30504 -S -#30504 -Down..Down..Down..~ - Your descent picks up speed, and you trip over an unseen obstacle in the -stairway! As you tumble, the stairs start to become narrower and then begin to -slope forward. You soon find yourself sliding in circles down the tunnel, -which has now become smooth stone, covered with very fine sand. You faintly -detect the sound of delighted laughter echoing in some faraway place. -~ -305 8 0 0 0 0 -D5 -You're gonna find out fast- cuz thats the way your sliding! -~ -~ -0 0 30505 -S -#30505 -The Slide~ - You come out of the last spin, and are abruptly deposited on a slide made of -some slick metal. You descend rapidy, being abruptly slammed against the walls -as the slide banks through several tight corners. Ahead of you, approaching -rapidly is a small point of light. -~ -305 8 0 0 0 0 -D5 -You see a point of light..approaching fast! -~ -~ -0 0 30506 -S -#30506 -The Ledge~ - You pop out of the slide, sail through the air for several long moments, -crash into the side of a cavern, and land on a ledge in a crumpled heap. You -slowly look upwards, and what you see astounds even you- a seasoned adventurer. -You are in the north end of a perfectly square cavern with a floor composed of -sixty-four alternating black and white marble tiles. Giant torches line the -walls, casting a dazzling glow over the entire room. Standing guard over half -the squares are giant carved wooden beings, looming and silent. There is a -neat wooden ladder beneath you, leading downward, and three quarters up the -opposite wall is the small hole you just came flying out of. -~ -305 8 0 0 0 0 -D5 -The ladder looks safe...kinda. -~ -~ -0 0 30507 -S -#30507 -The Ladder~ - You are on a simple wooden ladder, which has been bolted by means of small -metal hooks to the cavern wall. The ledge is above you, and the cavern floor -is below you. There is a small sign on the wall. -~ -305 8 0 0 0 0 -D4 -The ledge is up there. -~ -~ -0 0 30506 -D5 -There is a large black tile down there. -~ -~ -0 0 30512 -S -#30508 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D1 -~ -~ -0 0 30509 -D2 -~ -~ -0 0 30523 -S -#30509 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D1 -~ -~ -0 0 30510 -D2 -~ -~ -0 0 30522 -D3 -~ -~ -0 0 30508 -S -#30510 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D1 -~ -~ -0 0 30511 -D2 -~ -~ -0 0 30521 -D3 -~ -~ -0 0 30509 -S -#30511 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D1 -~ -~ -0 0 30512 -D2 -~ -~ -0 0 30520 -D3 -~ -~ -0 0 30510 -S -#30512 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D1 -~ -~ -0 0 30513 -D2 -~ -~ -0 0 30519 -D3 -~ -~ -0 0 30511 -S -#30513 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D1 -~ -~ -0 0 30514 -D2 -~ -~ -0 0 30518 -D3 -~ -~ -0 0 30512 -S -#30514 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D1 -~ -~ -0 0 30515 -D2 -~ -~ -0 0 30517 -D3 -~ -~ -0 0 30513 -S -#30515 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D2 -~ -~ -0 0 30516 -D3 -~ -~ -0 0 30514 -S -#30516 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30515 -D2 -~ -~ -0 0 30531 -D3 -~ -~ -0 0 30517 -S -#30517 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30514 -D1 -~ -~ -0 0 30516 -D2 -~ -~ -0 0 30530 -D3 -~ -~ -0 0 30518 -S -#30518 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30513 -D1 -~ -~ -0 0 30517 -D2 -~ -~ -0 0 30529 -D3 -~ -~ -0 0 30519 -S -#30519 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30512 -D1 -~ -~ -0 0 30518 -D2 -~ -~ -0 0 30528 -D3 -~ -~ -0 0 30520 -S -#30520 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30511 -D1 -~ -~ -0 0 30519 -D2 -~ -~ -0 0 30527 -D3 -~ -~ -0 0 30521 -S -#30521 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30510 -D1 -~ -~ -0 0 30520 -D2 -~ -~ -0 0 30526 -D3 -~ -~ -0 0 30522 -S -#30522 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30509 -D1 -~ -~ -0 0 30521 -D2 -~ -~ -0 0 30525 -D3 -~ -~ -0 0 30523 -S -#30523 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30508 -D1 -~ -~ -0 0 30522 -D2 -~ -~ -0 0 30524 -S -#30524 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30523 -D1 -~ -~ -0 0 30525 -D2 -~ -~ -0 0 30539 -S -#30525 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30522 -D1 -~ -~ -0 0 30526 -D2 -~ -~ -0 0 30538 -D3 -~ -~ -0 0 30524 -S -#30526 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30521 -D1 -~ -~ -0 0 30527 -D2 -~ -~ -0 0 30537 -D3 -~ -~ -0 0 30525 -S -#30527 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30520 -D1 -~ -~ -0 0 30528 -D2 -~ -~ -0 0 30536 -D3 -~ -~ -0 0 30526 -S -#30528 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30519 -D1 -~ -~ -0 0 30529 -D2 -~ -~ -0 0 30535 -D3 -~ -~ -0 0 30527 -S -#30529 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30518 -D1 -~ -~ -0 0 30530 -D2 -~ -~ -0 0 30534 -D3 -~ -~ -0 0 30528 -S -#30530 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30517 -D1 -~ -~ -0 0 30531 -D2 -~ -~ -0 0 30533 -D3 -~ -~ -0 0 30529 -S -#30531 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30516 -D2 -~ -~ -0 0 30531 -D3 -~ -~ -0 0 30530 -S -#30532 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30531 -D2 -~ -~ -0 0 30547 -D3 -~ -~ -0 0 30533 -S -#30533 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30530 -D1 -~ -~ -0 0 30532 -D2 -~ -~ -0 0 30546 -D3 -~ -~ -0 0 30534 -S -#30534 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30529 -D1 -~ -~ -0 0 30533 -D2 -~ -~ -0 0 30545 -D3 -~ -~ -0 0 30535 -S -#30535 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30528 -D1 -~ -~ -0 0 30534 -D2 -~ -~ -0 0 30544 -D3 -~ -~ -0 0 30536 -S -#30536 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30527 -D1 -~ -~ -0 0 30535 -D2 -~ -~ -0 0 30543 -D3 -~ -~ -0 0 30537 -S -#30537 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30526 -D1 -~ -~ -0 0 30536 -D2 -~ -~ -0 0 30542 -D3 -~ -~ -0 0 30538 -S -#30538 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30525 -D1 -~ -~ -0 0 30537 -D2 -~ -~ -0 0 30541 -D3 -~ -~ -0 0 30539 -S -#30539 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30524 -D1 -~ -~ -0 0 30538 -D2 -~ -~ -0 0 30540 -D3 -There is a white door set in the wall over there. -~ -door white~ -1 30502 30577 -S -#30540 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30539 -D1 -~ -~ -0 0 30541 -D2 -~ -~ -0 0 30555 -S -#30541 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30538 -D1 -~ -~ -0 0 30542 -D2 -~ -~ -0 0 30554 -D3 -~ -~ -0 0 30540 -S -#30542 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30537 -D1 -~ -~ -0 0 30543 -D2 -~ -~ -0 0 30553 -D3 -~ -~ -0 0 30541 -S -#30543 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30536 -D1 -~ -~ -0 0 30544 -D2 -~ -~ -0 0 30552 -D3 -~ -~ -0 0 30542 -S -#30544 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30535 -D1 -~ -~ -0 0 30545 -D2 -~ -~ -0 0 30551 -D3 -~ -~ -0 0 30543 -S -#30545 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30534 -D1 -~ -~ -0 0 30546 -D2 -~ -~ -0 0 30550 -D3 -~ -~ -0 0 30544 -S -#30546 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30533 -D1 -~ -~ -0 0 30547 -D2 -~ -~ -0 0 30549 -D3 -~ -~ -0 0 30545 -S -#30547 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30532 -D1 -There is a black door set in the wall over there. -~ -door black~ -1 30503 30576 -D2 -~ -~ -0 0 30548 -D3 -~ -~ -0 0 30546 -S -#30548 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30547 -D2 -~ -~ -0 0 30563 -D3 -~ -~ -0 0 30549 -S -#30549 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30546 -D1 -~ -~ -0 0 30548 -D2 -~ -~ -0 0 30562 -D3 -~ -~ -0 0 30550 -S -#30550 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30545 -D1 -~ -~ -0 0 30549 -D2 -~ -~ -0 0 30561 -D3 -~ -~ -0 0 30551 -S -#30551 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30544 -D1 -~ -~ -0 0 30550 -D2 -~ -~ -0 0 30560 -D3 -~ -~ -0 0 30552 -S -#30552 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30543 -D1 -~ -~ -0 0 30551 -D2 -~ -~ -0 0 30559 -D3 -~ -~ -0 0 30553 -S -#30553 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30542 -D1 -~ -~ -0 0 30552 -D2 -~ -~ -0 0 30558 -D3 -~ -~ -0 0 30554 -S -#30554 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30541 -D1 -~ -~ -0 0 30553 -D2 -~ -~ -0 0 30557 -D3 -~ -~ -0 0 30555 -S -#30555 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30540 -D1 -~ -~ -0 0 30554 -D2 -~ -~ -0 0 30556 -S -#30556 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30555 -D1 -~ -~ -0 0 30557 -D2 -~ -~ -0 0 30571 -S -#30557 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30554 -D1 -~ -~ -0 0 30558 -D2 -~ -~ -0 0 30570 -D3 -~ -~ -0 0 30556 -S -#30558 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30553 -D1 -~ -~ -0 0 30559 -D2 -~ -~ -0 0 30565 -D3 -~ -~ -0 0 30557 -D5 -You see nothing special. -~ -td~ -1 -1 30572 -S -#30559 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30552 -D1 -~ -~ -0 0 30560 -D2 -~ -~ -0 0 30568 -D3 -~ -~ -0 0 30558 -S -#30560 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30551 -D1 -~ -~ -0 0 30561 -D2 -~ -~ -0 0 30567 -D3 -~ -~ -0 0 30559 -S -#30561 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30550 -D1 -~ -~ -0 0 30562 -D2 -~ -~ -0 0 30566 -D3 -~ -~ -0 0 30560 -S -#30562 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30549 -D1 -~ -~ -0 0 30563 -D2 -~ -~ -0 0 30565 -D3 -~ -~ -0 0 30561 -S -#30563 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30548 -D2 -~ -~ -0 0 30564 -D3 -~ -~ -0 0 30562 -S -#30564 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30563 -D3 -~ -~ -0 0 30565 -S -#30565 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30562 -D1 -~ -~ -0 0 30564 -D3 -~ -~ -0 0 30566 -S -#30566 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30561 -D1 -~ -~ -0 0 30565 -D3 -~ -~ -0 0 30567 -S -#30567 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30560 -D1 -~ -~ -0 0 30566 -D3 -~ -~ -0 0 30568 -S -#30568 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30559 -D1 -~ -~ -0 0 30567 -D3 -~ -~ -0 0 30569 -S -#30569 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30558 -D1 -~ -~ -0 0 30568 -D3 -~ -~ -0 0 30570 -S -#30570 -The Black Square~ - You are standing on a highly polished black marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30557 -D1 -~ -~ -0 0 30569 -D3 -~ -~ -0 0 30571 -S -#30571 -The White Square~ - You are standing on a highly polished white marble tile, which extends about -six feet in either direction. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30556 -D1 -~ -~ -0 0 30570 -S -#30572 -The Lost Chamber~ - This chamber is small, dark, and cramped. You begin to feel a bit -claustrophobic. -~ -305 8 0 0 0 0 -S -#30573 -The Joker's Teacup~ - You are sliding around in a highly polished porcelain cup. -~ -305 8 0 0 0 0 -D1 -~ -~ -0 0 30574 -S -#30574 -The Joker's Teacup~ - You are sliding around in a highly polished porcelain cup. -~ -305 8 0 0 0 0 -D2 -~ -~ -0 0 30575 -S -#30575 -The Joker's Teacup~ - You are sliding around in a highly polished porcelain cup. -~ -305 8 0 0 0 0 -D3 -~ -~ -0 0 30573 -S -#30576 -The Black Queen's Chamber~ - You are in a small chamber, containing only a bed, basin, mirror and braided -rug. Despite being very small, it looks comfortable enough to rest in for a -bit. As you seat yourself on the bed, you see a flicker of motion in the -mirror.. -~ -305 8 0 0 0 0 -D5 -You find a trapdoor under the bed! -~ -trapdoor trap~ -1 -1 30579 -E -mirror~ - The mirror is full of smoke! As you gaze upon it, a face comes into focus. -It appears to be a crazily laughing man dressed in bright clashing clothes. He -looks into your eyes and points downward. "Come visit me, dearie.. ", he says -with a cackle. The image abruptly fades... -~ -S -#30577 -The White Queen's Chamber~ - You are in a small chamber, containing only a bed, basin, mirror and braided -rug. Despite being very small, it looks comfortable enough to rest in for a -bit. As you seat yourself on the bed, you see a flicker of motion in the -mirror.. -~ -305 8 0 0 0 0 -D5 -You find a trapdoor under the bed! -~ -trapdoor trap~ -1 -1 30578 -E -mirror~ - The mirror is full of smoke! As you gaze upon it, a face comes into focus. -It appears to be a crazily laughing man dressed in bright clashing clothes. He -looks into your eyes and points downward "Come visit me, dearie.. ", he says -with a cackle. The image abruptly fades... -~ -S -#30578 -The Landing~ - You drop down from the trap-door, and land on soft dirt. You seem to be -inside some sort of enclave, and you see an underground river to the east. -There is a small wooden dock extending from your enclave out into the river. -~ -305 8 0 0 0 0 -D1 -There is a dock over there. -~ -~ -0 0 30580 -S -#30579 -The Landing~ - You drop down from the trap-door, and land on soft dirt. You seem to be -inside some sort of enclave, and you see an underground river to the west. -There is a small wooden dock extending from your enclave out into the river. -~ -305 8 0 0 0 0 -D3 -There is a dock over there. -~ -~ -0 0 30581 -S -#30580 -The Dock~ - As you step onto the dock, it sags crazily and settles more firmly into the -river. A sudden bright light shines out from upriver, blinding you -momentarily. The light approaches closer, and you realize that it is some -strange form of boat. It stops at the north side of the dock, ready to be -boarded. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30582 -D3 -~ -~ -0 0 30578 -S -#30581 -The Dock~ - As you step onto the dock, it sags crazily and settles more firmly into the -river. A sudden bright light shines out from upriver, blinding you -momentarily. The light approaches closer, and you realize that it is some -strange form of boat. It stops at the north side of the dock, ready to be -boarded. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30582 -D1 -~ -~ -0 0 30579 -S -#30582 -The Sulking Swan~ - The sulking swan is a large wooden craft, carved to the exact likeness of a -swan. Its wooden sides thump hollowly against the tunnel sides, as it bobs -gently and begins to carry you downstream. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30583 -S -#30583 -The Underground River~ - You bob along lazily in the strange craft, spinning in complete circles at -points, but always headed downstream. In the distance you see another dock. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30584 -S -#30584 -Arrival~ - The Sulking Swan heads directly to its berth, lining up alongside the wooden -platform. Ropes move of their own accord, rising from the pilings and -intertwining themselves with the boat's brass brackets. It seems safe to step -east onto the second dock, or you could just sit here and keep the boat -company. -~ -305 8 0 0 0 0 -D1 -~ -~ -0 0 30585 -S -#30585 -The Second Dock~ - You decide that this dock is much sturdier than the first, and it feels -quite nice to stand on firm ground again. The boat is tied to the west, and a -nice red wooden door waits expectantly at the east end of the dock- it seems to -lead directly into the tunnel wall. -~ -305 8 0 0 0 0 -D1 -There is a nice red door there. -~ -door red~ -1 -1 30586 -D3 -~ -~ -0 0 30584 -S -#30586 -The Entrance Hall~ - You find yourself standing at the beginning of a giant entrance hall. A -fine red carpet leads north, and extravagant silks line the walls. -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30587 -D3 -~ -~ -0 0 30585 -S -#30587 -The Entrance Hall~ - You are standing on a fine red carpet, halfway down the length of the -entrance hall. There is retreat to the south, and a giant throne to the north. - -~ -305 8 0 0 0 0 -D0 -~ -~ -0 0 30588 -D2 -~ -~ -0 0 30586 -S -#30588 -The Joker's Throne~ - You stand before a giant throne, made entirely of fool's gold. This seems -to be the domain of the Joker- It may be wise to leave him to his games... -~ -305 8 0 0 0 0 -D2 -~ -~ -0 0 30587 -S -$~ diff --git a/lib/world/wld/306.wld b/lib/world/wld/306.wld deleted file mode 100644 index 87c9c53..0000000 --- a/lib/world/wld/306.wld +++ /dev/null @@ -1,1376 +0,0 @@ -#30600 -Lower Trunk of the Great Tree~ - The base of the Great Tree lies below, the newbie area just a short jump -from the trunk upon which you precariously cling. Up above are the many -branchings of the Great Tree, the system of branches making a vweritable -highway in the sky where movement can be seen from the many creatures which -inhabit the tree even from here. A hole in the trunk opens up into the tree -northward, a small home visible inside. -~ -306 4 0 0 0 0 -D0 -~ -door~ -1 0 30604 -D4 -~ -~ -0 0 30601 -E -credits info~ - Great Newbie Tree -* Built by Kaan for Dibrova -Level: 1 - 10 -78 rooms -19 mobs -7 objs -Connector Zone(s): None, this is a floating newbie area -This is a huge tree that newbie players may climb into and find all -manner of tree-dwelling creatures. Eq has extremely low stats, as do -all mobs. -~ -S -#30601 -On the Trunk at the Lower Branch System~ - The tree's branches open out wide and full over the entire newbie area, -making it possible to wander about the tree limbs, looking down upon Dibrova's -world. The way down to the main Newbie Area lies just below, a steady climb -upward is also possible. Branches lead out in every direction. -~ -306 4 0 0 0 0 -D0 -~ -~ -0 0 30606 -D1 -~ -~ -0 0 30608 -D2 -~ -~ -0 0 30610 -D3 -~ -~ -0 0 30612 -D4 -~ -~ -0 0 30602 -D5 -~ -~ -0 0 30600 -S -#30602 -On the Trunk at Mid Branch System~ - The tree's branches open out wide and full over the entire newbie area, -making it possible to wander about the tree limbs, looking down upon Dibrova's -world. The way down to the main Newbie Area lies just below, a steady climb -upward is also possible. Branches lead out in every direction. -~ -306 4 0 0 0 0 -D0 -~ -~ -0 0 30630 -D1 -~ -~ -0 0 30632 -D2 -~ -~ -0 0 30634 -D3 -~ -~ -0 0 30636 -D4 -~ -~ -0 0 30603 -D5 -~ -~ -0 0 30601 -S -#30603 -On the Trunk at the Upper Branch System~ - This is as far up as is safely possible within the Great Tree. The trunk -above this point is not strong enough to hold any substantial weight. -Branches lead off in every direction, the upper branch system still just as -strong as the branches below. -~ -306 4 0 0 0 0 -D0 -~ -~ -0 0 30654 -D1 -~ -~ -0 0 30656 -D2 -~ -~ -0 0 30658 -D3 -~ -~ -0 0 30660 -D5 -~ -~ -0 0 30602 -S -#30604 -Inside the Trunk~ - This inner trunk has been carved out and made into a cozy little home -complete with a lounge chair and small bed made from twigs and leaves. -Another small chamber is connected to the north through a short archway. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30605 -D2 -~ -door~ -1 0 30600 -S -#30605 -Inside the Trunk~ - This is the inner abode of a treant, a being made from the very essence of -the tree in which it resides. Only the most foolish would attempt to defy a -treant within its own home. -~ -306 0 0 0 0 0 -D2 -~ -~ -0 0 30604 -S -#30606 -Traveling the Inner Branches~ - The branches here are very strong and thick due to their proximity to the -trunk itself. Branchings lead off in every direction, the trunk being just to -the south. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30615 -D1 -~ -~ -0 0 30607 -D2 -~ -~ -0 0 30601 -D3 -~ -~ -0 0 30613 -S -#30607 -Traveling the Inner Branches~ - The branches here are very strong and thick due to their proximity to the -trunk itself. Branchings lead off to the south and the west from here. -~ -306 0 0 0 0 0 -D2 -~ -~ -0 0 30608 -D3 -~ -~ -0 0 30606 -S -#30608 -Traveling the Inner Branches~ - The branches here are very strong and thick due to their proximity to the -trunk itself. Branchings lead off in every direction, the trunk being just to -the west. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30607 -D1 -~ -~ -0 0 30618 -D2 -~ -~ -0 0 30609 -D3 -~ -~ -0 0 30601 -S -#30609 -Traveling the Inner Branches~ - The branches here are very strong and thick due to their proximity to the -trunk itself. Branchings lead off to the north and the west from here. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30608 -D3 -~ -~ -0 0 30610 -S -#30610 -Traveling the Inner Branches~ - The branches here are very strong and thick due to their proximity to the -trunk itself. Branchings lead off in every direction, the trunk being just to -the north. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30601 -D1 -~ -~ -0 0 30609 -D2 -~ -~ -0 0 30621 -D3 -~ -~ -0 0 30611 -S -#30611 -Traveling the Inner Branches~ - The branches here are very strong and thick due to their proximity to the -trunk itself. Branchings lead off to the north and the east from here. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30612 -D1 -~ -~ -0 0 30610 -S -#30612 -Traveling the Inner Branches~ - The branches here are very strong and thick due to their proximity to the -trunk itself. Branchings lead off in every direction, the trunk being just to -the east. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30613 -D1 -~ -~ -0 0 30601 -D2 -~ -~ -0 0 30611 -D3 -~ -~ -0 0 30624 -S -#30613 -Traveling the Inner Branches~ - The branches here are very strong and thick due to their proximity to the -trunk itself. Branchings lead off to the south and the east from here. -~ -306 0 0 0 0 0 -D1 -~ -~ -0 0 30606 -D2 -~ -~ -0 0 30612 -S -#30614 -The Outer Branches~ - The branches are still strong enough to hold a good amount of weight, -however it would not be recommended that the limits be pushed too far. The -only way back to another section of the tree lies to the east. -~ -306 0 0 0 0 0 -D1 -~ -~ -0 0 30615 -S -#30615 -The Outer Branches~ - The branches are still strong enough to hold a good amount of weight, -however it would not be recommended that the limits be pushed too far. Exits -lead in every direction via the branch system, the inner branches lie just to -the south. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30626 -D1 -~ -~ -0 0 30616 -D2 -~ -~ -0 0 30606 -D3 -~ -~ -0 0 30614 -S -#30616 -The Outer Branches~ - The branches are still strong enough to hold a good amount of weight, -however it would not be recommended that the limits be pushed too far. The -only way back to another section of the tree lies to the west. -~ -306 0 0 0 0 0 -D3 -~ -~ -0 0 30615 -S -#30617 -The Outer Branches~ - The branches are still strong enough to hold a good amount of weight, -however it would not be recommended that the limits be pushed too far. The -only way back to another section of the Great Tree lies to the south. -~ -306 0 0 0 0 0 -D2 -~ -~ -0 0 30618 -S -#30618 -The Outer Branches~ - The branches are still strong enough to hold a good amount of weight, -however it would not be recommended that the limits be pushed too far. Exits -lead in every direction via the branch system, the inner branches lie just to -the west. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30617 -D1 -~ -~ -0 0 30627 -D2 -~ -~ -0 0 30619 -D3 -~ -~ -0 0 30608 -S -#30619 -The Outer Branches~ - The branches are still strong enough to hold a good amount of weight, -however it would not be recommended that the limits be pushed too far. The -only way back to another section of the Great Tree lies to the north. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30618 -S -#30620 -The Outer Branches~ - The branches are still strong enough to hold a good amount of weight, -however it would not be recommended that the limits be pushed too far. The -only way back to another section of the Great Tree lies to the west. -~ -306 0 0 0 0 0 -D3 -~ -~ -0 0 30621 -S -#30621 -The Outer Branches~ - The branches are still strong enough to hold a good amount of weight, -however it would not be recommended that the limits be pushed too far. Exits -lead in every direction via the branch system, the inner branches lie just to -the north. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30610 -D1 -~ -~ -0 0 30620 -D2 -~ -~ -0 0 30628 -D3 -~ -~ -0 0 30622 -S -#30622 -The Outer Branches~ - The branches are still strong enough to hold a good amount of weight, -however it would not be recommended that the limits be pushed too far. The -only way back to another section of the Great Tree lies to the east. -~ -306 0 0 0 0 0 -D1 -~ -~ -0 0 30621 -S -#30623 -The Outer Branches~ - The branches are still strong enough to hold a good amount of weight, -however it would not be recommended that the limits be pushed too far. The -only way back to another section of the Great Tree lies to the north. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30624 -S -#30624 -The Outer Branches~ - The branches are still strong enough to hold a good amount of weight, -however it would not be recommended that the limits be pushed too far. Exits -lead in every direction via the branch system, the inner branches lie just to -the east. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30625 -D1 -~ -~ -0 0 30612 -D2 -~ -~ -0 0 30623 -D3 -~ -~ -0 0 30629 -S -#30625 -The Outer Branches~ - The branches are still strong enough to hold a good amount of weight, -however it would not be recommended that the limits be pushed too far. The -only way back to another section of the Great Tree lies to the south. -~ -306 0 0 0 0 0 -D2 -~ -~ -0 0 30624 -S -#30626 -Out on a Limb~ - Although the current level of height is not as high as it could be, judging -from the branches that can be seen overhead, it still seems quite high when -standing at the end of this tree limb, feeling it sway in the breeze. The way -back lies south. -~ -306 0 0 0 0 0 -D2 -~ -~ -0 0 30615 -S -#30627 -Out on a Limb~ - Although the current level of height is not as high as it could be, judging -from the branches that can be seen overhead, it still seems quite high when -standing at the end of this tree limb, feeling it sway in the breeze. The way -back lies west. -~ -306 0 0 0 0 0 -D3 -~ -~ -0 0 30618 -S -#30628 -Out on a Limb~ - Although the current level of height is not as high as it could be, judging -from the branches that can be seen overhead, it still seems quite high when -standing at the end of this tree limb, feeling it sway in the breeze. The way -back lies north. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30621 -S -#30629 -Out on a Limb~ - Although the current level of height is not as high as it could be, judging -from the branches that can be seen overhead, it still seems quite high when -standing at the end of this tree limb, feeling it sway in the breeze. The way -back lies east. -~ -306 0 0 0 0 0 -D1 -~ -~ -0 0 30624 -S -#30630 -Traveling the Inner Branches~ - The branches lead out from the trunk of the tree, about halfway up from the -ground at this point. The branches are still very strong, able to hold -enormous weight if needed. Exits lead in every direction, the main trunk just -to the south. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30639 -D1 -~ -~ -0 0 30631 -D2 -~ -~ -0 0 30602 -D3 -~ -~ -0 0 30637 -S -#30631 -Traveling the Inner Branches~ - The branches of the Great Tree span a very large area, allowing homes for a -number of exotic creatures which somehow coexist within this tree in peace. -Branchings lie to the south and the west. -~ -306 0 0 0 0 0 -D2 -~ -~ -0 0 30632 -D3 -~ -~ -0 0 30630 -S -#30632 -Traveling the Inner Branches~ - The branches lead out from the trunk of the tree, about halfway up from the -ground at this point. The branches are still very strong, able to hold -enormous weight if needed. Exits lead in every direction, the main trunk just -to the west. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30631 -D1 -~ -~ -0 0 30642 -D2 -~ -~ -0 0 30633 -D3 -~ -~ -0 0 30602 -S -#30633 -Traveling the Inner Branches~ - The branches of the Great Tree span a very large area, allowing homes for a -number of exotic creatures which somehow coexist within this tree in peace. -Branchings lie to the north and the west. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30632 -D3 -~ -~ -0 0 30634 -S -#30634 -Traveling the Inner Branches~ - The branches lead out from the trunk of the tree, about halfway up from the -ground at this point. The branches are still very strong, able to hold -enormous weight if needed. Exits lead in every direction, the main trunk just -to the north. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30602 -D1 -~ -~ -0 0 30633 -D2 -~ -~ -0 0 30645 -D3 -~ -~ -0 0 30635 -S -#30635 -Traveling the Inner Branches~ - The branches of the Great Tree span a very large area, allowing homes for a -number of exotic creatures which somehow coexist within this tree in peace. -Branchings lie to the north and the east. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30636 -D1 -~ -~ -0 0 30634 -S -#30636 -Traveling the Inner Branches~ - The branches lead out from the trunk of the tree, about halfway up from the -ground at this point. The branches are still very strong, able to hold -enormous weight if needed. Exits lead in every direction, the main trunk just -to the east. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30637 -D1 -~ -~ -0 0 30602 -D2 -~ -~ -0 0 30635 -D3 -~ -~ -0 0 30648 -S -#30637 -Traveling the Inner Branches~ - The branches of the Great Tree span a very large area, allowing homes for a -number of exotic creatures which somehow coexist within this tree in peace. -Branchings lie to the south and the east. -~ -306 0 0 0 0 0 -D1 -~ -~ -0 0 30630 -D2 -~ -~ -0 0 30636 -S -#30638 -The Outer Branches~ - The drop down below is a bit further than would be comfortable, bit in -glancing up higher it is seen that there is still more height to be attained. -The only way back along a branch is to the east. -~ -306 0 0 0 0 0 -D1 -~ -~ -0 0 30639 -S -#30639 -The Outer Branches~ - The branches lead off in every direction from this point, the only -solid-looking pathway along the branches is to the south. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30650 -D1 -~ -~ -0 0 30640 -D2 -~ -~ -0 0 30630 -D3 -~ -~ -0 0 30638 -S -#30640 -The Outer Branches~ - The drop down below is a bit further than would be comfortable, bit in -glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the west. -~ -306 0 0 0 0 0 -D3 -~ -~ -0 0 30639 -S -#30641 -The Outer Branches~ - The drop down below is a bit further than would be comfortable, bit in -glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the south. -~ -306 0 0 0 0 0 -D2 -~ -~ -0 0 30642 -S -#30642 -The Outer Branches~ - The branches lead off in every direction from this point, the only -solid-looking pathway along the branches is to the west. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30641 -D1 -~ -~ -0 0 30651 -D2 -~ -~ -0 0 30643 -D3 -~ -~ -0 0 30632 -S -#30643 -The Outer Branches~ - The drop down below is a bit further than would be comfortable, bit in -glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the north. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30642 -S -#30644 -The Outer Branches~ - The drop down below is a bit further than would be comfortable, bit in -glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the west. -~ -306 0 0 0 0 0 -D3 -~ -~ -0 0 30645 -S -#30645 -The Outer Branches~ - The branches lead off in every direction from this point, the only -solid-looking pathway along the branches is to the north. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30634 -D1 -~ -~ -0 0 30644 -D2 -~ -~ -0 0 30652 -D3 -~ -~ -0 0 30678 -S -#30646 -The Outer Branches~ - The drop down below is a bit further than would be comfortable, bit in -glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the east. -~ -306 0 0 0 0 0 -S -#30647 -The Outer Branches~ - The drop down below is a bit further than would be comfortable, bit in -glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the north. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30648 -S -#30648 -The Outer Branches~ - The branches lead off in every direction from this point, the only -solid-looking pathway along the branches is to the east. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30649 -D1 -~ -~ -0 0 30636 -D2 -~ -~ -0 0 30647 -D3 -~ -~ -0 0 30653 -S -#30649 -The Outer Branches~ - The drop down below is a bit further than would be comfortable, bit in -glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the south. -~ -306 0 0 0 0 0 -D2 -~ -~ -0 0 30648 -S -#30650 -Out on a Limb~ - The branch comes to a dead end, hanging high above the newbie area. The -branch continues out a bit further, however is is certainly not strong enough -to hold any large amount of weight. The only direction to go is back toward -the trunk. -~ -306 0 0 0 0 0 -D2 -~ -~ -0 0 30639 -S -#30651 -Out on a Limb~ - The branch comes to a dead end, hanging high above the newbie area. The -branch continues out a bit further, however is is certainly not strong enough -to hold any large amount of weight. The only direction to go is back toward -the trunk. -~ -306 0 0 0 0 0 -D3 -~ -~ -0 0 30642 -S -#30652 -Out on a Limb~ - The branch comes to a dead end, hanging high above the newbie area. The -branch continues out a bit further, however is is certainly not strong enough -to hold any large amount of weight. The only direction to go is back toward -the trunk. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30645 -S -#30653 -Out on a Limb~ - The branch comes to a dead end, hanging high above the newbie area. The -branch continues out a bit further, however is is certainly not strong enough -to hold any large amount of weight. The only direction to go is back toward -the trunk. -~ -306 0 0 0 0 0 -D1 -~ -~ -0 0 30648 -S -#30654 -Traveling the Inner Branches~ - These are the strongest of the upper branches, easily as thick as a giant's -armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30663 -D1 -~ -~ -0 0 30655 -D2 -~ -~ -0 0 30603 -D3 -~ -~ -0 0 30661 -S -#30655 -Traveling the Inner Branches~ - These are the strongest of the upper branches, easily as thick as a giant's -armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. -~ -306 0 0 0 0 0 -D2 -~ -~ -0 0 30656 -D3 -~ -~ -0 0 30654 -S -#30656 -Traveling the Inner Branches~ - These are the strongest of the upper branches, easily as thick as a giant's -armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30655 -D1 -~ -~ -0 0 30666 -D2 -~ -~ -0 0 30657 -D3 -~ -~ -0 0 30603 -S -#30657 -Traveling the Inner Branches~ - These are the strongest of the upper branches, easily as thick as a giant's -armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30656 -D3 -~ -~ -0 0 30658 -S -#30658 -Traveling the Inner Branches~ - These are the strongest of the upper branches, easily as thick as a giant's -armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30603 -D1 -~ -~ -0 0 30657 -D2 -~ -~ -0 0 30669 -D3 -~ -~ -0 0 30659 -S -#30659 -Traveling the Inner Branches~ - These are the strongest of the upper branches, easily as thick as a giant's -armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30660 -D1 -~ -~ -0 0 30658 -S -#30660 -Traveling the Inner Branches~ - These are the strongest of the upper branches, easily as thick as a giant's -armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30661 -D1 -~ -~ -0 0 30603 -D2 -~ -~ -0 0 30659 -D3 -~ -~ -0 0 30672 -S -#30661 -Traveling the Inner Branches~ - These are the strongest of the upper branches, easily as thick as a giant's -armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. -~ -306 0 0 0 0 0 -D1 -~ -~ -0 0 30654 -D2 -~ -~ -0 0 30660 -S -#30662 -The Outer Branches~ - The top of the Great Tree is a beautiful, stunning panorama of views and -vistas which look out over the entire world in all its splendor. A slow wind -blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. -~ -306 0 0 0 0 0 -D1 -~ -~ -0 0 30663 -S -#30663 -The Outer Branches~ - The steady swaying of the Tree from the winds which buffet it at this -altitude is strangely pacific, a very nonassuming sway which is absolutely no -cause for alarm. Branches of the Tree lie in every direction. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30674 -D1 -~ -~ -0 0 30664 -D2 -~ -~ -0 0 30654 -D3 -~ -~ -0 0 30662 -S -#30664 -The Outer Branches~ - The top of the Great Tree is a beautiful, stunning panorama of views and -vistas which look out over the entire world in all its splendor. A slow wind -blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. -~ -306 0 0 0 0 0 -D3 -~ -~ -0 0 30663 -S -#30665 -The Outer Branches~ - The top of the Great Tree is a beautiful, stunning panorama of views and -vistas which look out over the entire world in all its splendor. A slow wind -blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. -~ -306 0 0 0 0 0 -D2 -~ -~ -0 0 30666 -S -#30666 -The Outer Branches~ - The steady swaying of the Tree from the winds which buffet it at this -altitude is strangely pacific, a very nonassuming sway which is absolutely no -cause for alarm. Branches of the Tree lie in every direction. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30665 -D1 -~ -~ -0 0 30675 -D2 -~ -~ -0 0 30667 -D3 -~ -~ -0 0 30656 -S -#30667 -The Outer Branches~ - The top of the Great Tree is a beautiful, stunning panorama of views and -vistas which look out over the entire world in all its splendor. A slow wind -blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30666 -S -#30668 -The Outer Branches~ - The top of the Great Tree is a beautiful, stunning panorama of views and -vistas which look out over the entire world in all its splendor. A slow wind -blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. -~ -306 0 0 0 0 0 -D3 -~ -~ -0 0 30669 -S -#30669 -The Outer Branches~ - The steady swaying of the Tree from the winds which buffet it at this -altitude is strangely pacific, a very nonassuming sway which is absolutely no -cause for alarm. Branches of the Tree lie in every direction. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30658 -D1 -~ -~ -0 0 30668 -D2 -~ -~ -0 0 30676 -D3 -~ -~ -0 0 30670 -S -#30670 -The Outer Branches~ - The top of the Great Tree is a beautiful, stunning panorama of views and -vistas which look out over the entire world in all its splendor. A slow wind -blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. -~ -306 0 0 0 0 0 -D1 -~ -~ -0 0 30669 -S -#30671 -The Outer Branches~ - The top of the Great Tree is a beautiful, stunning panorama of views and -vistas which look out over the entire world in all its splendor. A slow wind -blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30672 -S -#30672 -The Outer Branches~ - The steady swaying of the Tree from the winds which buffet it at this -altitude is strangely pacific, a very nonassuming sway which is absolutely no -cause for alarm. Branches of the Tree lie in every direction. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30673 -D1 -~ -~ -0 0 30660 -D2 -~ -~ -0 0 30671 -D3 -~ -~ -0 0 30677 -S -#30673 -The Outer Branches~ - The top of the Great Tree is a beautiful, stunning panorama of views and -vistas which look out over the entire world in all its splendor. A slow wind -blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. -~ -306 0 0 0 0 0 -D2 -~ -~ -0 0 30672 -S -#30674 -Out on a Limb~ - This is the absolute limit of the Tree's reach in both height and direction. -The only way to go is back toward the trunk. -~ -306 0 0 0 0 0 -D2 -~ -~ -0 0 30663 -S -#30675 -Out on a Limb~ - This is the absolute limit of the Tree's reach in both height and direction. -The only way to go is back toward the trunk. -~ -306 0 0 0 0 0 -D3 -~ -~ -0 0 30666 -S -#30676 -Out on a Limb~ - This is the absolute limit of the Tree's reach in both height and direction. -The only way to go is back toward the trunk. -~ -306 0 0 0 0 0 -D0 -~ -~ -0 0 30669 -S -#30677 -Out on a Limb~ - This is the absolute limit of the Tree's reach in both height and direction. -The only way to go is back toward the trunk. -~ -306 0 0 0 0 0 -D1 -~ -~ -0 0 30672 -S -#30678 -Out on a Limb~ - The drop down below is a bit further than would be comfortable, bit in -glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the east. -~ -306 0 0 0 0 3 -D1 -~ -~ -0 0 30645 -S -$~ diff --git a/lib/world/wld/307.wld b/lib/world/wld/307.wld deleted file mode 100644 index 2dfe6e7..0000000 --- a/lib/world/wld/307.wld +++ /dev/null @@ -1,1581 +0,0 @@ -#30700 -Wide Road Through the Foothills~ - A very well-used roadway leads west into the foothills. It has been recently -cleared and looks to be a fairly safe direction to take. To the east lies the -path back toward the main road near Midgaard and Jareth. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30763 -D2 -~ -~ -0 0 30751 -D3 -~ -~ -0 0 30701 -E -credits info~ - Castle -* Written by Kaan for Dibrova -Levels: 20 - 25 -84 rooms -19 mobs -23 objs -Connector Zone(s): The Light Forest -This was a zone I had to sort of build off the cuff. It was when we -started getting a larger influx of new players and needed this part- -icular level range of eq. I slapped it together in less than a day -and had it ready for play immediately. All things considered, its not -a bad zone for what it was created for. -Links: 80n -~ -S -#30701 -Wide Road Through the Foothills~ - The road continues on through the foothills to the east and the west. On -either side of the road are the rolling hills of the area, their grassy slopes -broken only once in a while by trees and bushes. It is truly a beautiful area -of the world here in the foothills of Jareth. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30762 -D1 -~ -~ -0 0 30700 -D2 -~ -~ -0 0 30750 -D3 -~ -~ -0 0 30781 -S -#30702 -At the Castle Entry~ - The castle door lies west from you, the way in flanked by huge, proud banners -of the Lord and Lady of this place. Looking off to the east, you can see why -this place might be a nice visit for some of the more affluent members of -society - the rolling hills and the lush scenery give a very serene, peaceful -feeling. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30759 -D1 -~ -~ -0 0 30782 -D2 -~ -~ -0 0 30747 -D3 -~ -door~ -1 0 30703 -S -#30703 -Foyer~ - This small, enclosed area holds the many coats and overboots of the guests -here in the Castle. Doors leading into the interior of the castle lie on the -north, south and west sides. The door on the east sides does, of course, lead -to the outdoors. -~ -307 8 0 0 0 0 -D0 -~ -door~ -1 0 30704 -D1 -~ -door~ -1 0 30702 -D2 -~ -door~ -1 0 30707 -D3 -~ -~ -0 0 30710 -S -#30704 -Short Hallway~ - This is hardly even big enough to be called a hallway in itself, however -hallway it is. A door lies on the south wall, another such door lies to the -north only a short distance away. -~ -307 8 0 0 0 0 -D0 -~ -~ -0 0 30705 -D2 -~ -~ -0 0 30703 -S -#30705 -Short Hallway~ - This is hardly even big enough to be called a hallway in itself, however -hallway it is. A door lies on the north wall, another such door lies to the -south only a short distance away. -~ -307 8 0 0 0 0 -D0 -~ -door~ -1 0 30706 -D2 -~ -~ -0 0 30704 -S -#30706 -The Lord's State Room~ - As if the Lord of this manse would ever truly need a state room and truly - -as if this could even fall under the category of a state room in any capacity. -Either way, it is the Lord's retreat from his Lady and from all of the guests -when he feels the need and he does feel the need often. The fact that there is -a small bed in the far corner means nothing at all... Does it? -~ -307 8 0 0 0 0 -D2 -~ -door~ -1 0 30705 -D3 -~ -door~ -1 0 30714 -S -#30707 -Short Hallway~ - This is hardly even big enough to be called a hallway in itself, however -hallway it is. A door lies on the north wall, another such door lies to the -south only a short distance away. -~ -307 8 0 0 0 0 -D0 -~ -door~ -1 0 30703 -D2 -~ -~ -0 0 30708 -S -#30708 -Short Hallway~ - This is hardly even big enough to be called a hallway in itself, however -hallway it is. A door lies on the south wall, another such door lies to the -north only a short distance away. -~ -307 8 0 0 0 0 -D0 -~ -~ -0 0 30707 -D2 -~ -door~ -1 0 30709 -S -#30709 -The Lord and Lady's Bedchamber~ - The first, and most odd, thing that strikes you upon entry into this room is -that there is not one but two beds set apart from each other. They are both -quite comfortable seeming, but not anywhere near each other in the room. -Possibly the Lord and his Lady do not enjoy each other's company as much as they -show in public? -~ -307 8 0 0 0 0 -D0 -~ -door~ -1 0 30708 -D3 -~ -door~ -1 0 30722 -S -#30710 -The Main Hall~ - The ceiling of this enormous chamber rises high into the upper reaches of the -castle, its domed roof at least a good hundred feet above your head. To the -north is the grand ballroom, a room used on an almost nightly basis where the -Lord and Lady entertain their guests. To the south is the kitchen. A door lies -in the west wall. -~ -307 8 0 0 0 0 -D0 -~ -~ -0 0 30713 -D1 -~ -~ -0 0 30703 -D2 -~ -~ -0 0 30719 -D3 -~ -~ -0 0 30711 -S -#30711 -The Main Hall~ - The ceiling of this enormous chamber rises high into the upper reaches of the -castle, its domed roof at least a good hundred feet above your head. To the -north is the grand ballroom, a room used on an almost nightly basis where the -Lord and Lady entertain their guests. To the south is a storage area where all -of the dry foodstuffs are kept. -~ -307 8 0 0 0 0 -D0 -~ -~ -0 0 30712 -D1 -~ -~ -0 0 30710 -D3 -~ -door~ -1 0 30726 -S -#30712 -The Grand Ballroom~ - This wide open chamber is permanently festooned with all manner of -decorations and party favors. An attendant is always on hand, as is a musician -for any who might wish to make merry - no matter what the time of day or night. -The main hall lies to the south. -~ -307 8 0 0 0 0 -D1 -~ -~ -0 0 30713 -D2 -~ -~ -0 0 30711 -S -#30713 -The Grand Ballroom~ - This wide open chamber is permanently festooned with all manner of -decorations and party favors. An attendant is always on hand, as is a musician -for any who might wish to make merry - no matter what the time of day or night. -The main hall lies to the south. -~ -307 8 0 0 0 0 -D2 -~ -~ -0 0 30710 -D3 -~ -~ -0 0 30712 -S -#30714 -Back Hall~ - This hall does not appear to be used very often, nor does it appear to be -very well maintained by the staff of the castle. Possibly this small, narrow -passage is held a secret by the Lord himself? -~ -307 8 0 0 0 0 -D1 -~ -door~ -1 0 30706 -D3 -~ -~ -0 0 30715 -S -#30715 -Back Hall~ - This hall does not appear to be used very often, nor does it appear to be -very well maintained by the staff of the castle. Possibly this small, narrow -passage is held a secret by the Lord himself? -~ -307 8 0 0 0 0 -D1 -~ -~ -0 0 30714 -D3 -~ -~ -0 0 30716 -S -#30716 -Back Hall~ - This hall does not appear to be used very often, nor does it appear to be -very well maintained by the staff of the castle. Possibly this small, narrow -passage is held a secret by the Lord himself? It ends here without notice, -small doors etched into the walls on the south and north side, both looking as -if they havent been opened in years. -~ -307 8 0 0 0 0 -D0 -~ -~ -0 0 30717 -D1 -~ -~ -0 0 30715 -S -#30717 -The Back Exit~ - The Lord - that sneaky bugger - has a nice in and out way for the ladies in -waiting to come and visit him any time he pleases. Must be that his State Room -sees a bit more action than it appears - and that would explain the bed. -~ -307 8 0 0 0 0 -D2 -~ -~ -0 0 30716 -S -#30718 -Storage~ - All of the castle's dry goods are stored in this room, included the enormous -amounts of alchohol that it takes to keep the continuous party going that the -Lord and Lady perpetrate year round. Through a door on the east wall is the -kitchen. -~ -307 8 0 0 0 0 -D1 -~ -~ -0 0 30719 -S -#30719 -Kitchen~ - The cooks of the castle labor daily, round the clock, to keep good eats on -the tables in the grand ballroom and here in the kitchen itself. It is not -uncommon for a stray guest to come shuffling on, half sleeping and drunk to grab -something from the counter or out of the stove. The cooks don't mind - that's -what they are here for. -~ -307 8 0 0 0 0 -D0 -~ -~ -0 0 30710 -D2 -~ -door~ -1 0 30783 -D3 -~ -~ -0 0 30718 -S -#30720 -Southern Hallway~ - This is the wide hallway that connects the Lord and Lady's Bedchamber to the -Main Hall - it is a side passage used by the two as a getaway when they feel -exhausted from the day's merry making and need some peace and quiet. The hall -runs east and west. -~ -307 8 0 0 0 0 -D1 -~ -~ -0 0 30721 -D3 -~ -~ -0 0 30723 -S -#30721 -Southern Hallway~ - This is the wide hallway that connects the Lord and Lady's Bedchamber to the -Main Hall - it is a side passage used by the two as a getaway when they feel -exhausted from the day's merry making and need some peace and quiet. The hall -runs east and west. -~ -307 8 0 0 0 0 -D1 -~ -~ -0 0 30722 -D3 -~ -~ -0 0 30720 -S -#30722 -Southern Hallway~ - This is the wide hallway that connects the Lord and Lady's Bedchamber to the -Main Hall - it is a side passage used by the two as a getaway when they feel -exhausted from the day's merry making and need some peace and quiet. The hall -runs west, the door to the Lord and Lady's bedchamber lies to the east. -~ -307 8 0 0 0 0 -D1 -~ -door~ -1 0 30709 -D3 -~ -~ -0 0 30721 -S -#30723 -A Bend in the Hallway~ - The hallway bends to the north and the east, the way north leading toward the -entry into the main hall and the way east leading toward the Lord and Lady's -bedchamber. -~ -307 8 0 0 0 0 -D0 -~ -~ -0 0 30724 -D1 -~ -~ -0 0 30720 -S -#30724 -Western Hallway~ - This short hallway is used by the Lord and Lady to escape to their bedchamber -when the night has grown long and they need their rest. The hallway runs north -and south. -~ -307 8 0 0 0 0 -D0 -~ -~ -0 0 30725 -D2 -~ -~ -0 0 30723 -S -#30725 -Western Hallway~ - This short hallway is used by the Lord and Lady to escape to their bedchamber -when the night has grown long and they need their rest. The hallway runs south, -a door lies in the north wall. -~ -307 8 0 0 0 0 -D0 -~ -door~ -1 0 30726 -D2 -~ -~ -0 0 30724 -S -#30726 -The Base of the Stairwell~ - Steps lead upward into the guestroom area where all of the bedrooms for any -visitors are located. To the east is the entryway into the main hall and -through a door on the south wall can be had the hallway leading toward the Lord -and Lady's bedchamber. -~ -307 8 0 0 0 0 -D1 -~ -door~ -1 0 30711 -D2 -~ -door~ -1 0 30725 -D4 -~ -~ -0 0 30732 -S -#30727 -Guest Room~ - The rooms for the guests are done lavishly and in tones that are obviously -meant to sooth and relax. This entire castle is more of a retreat than a -private home for the Lord and Lady. The door to the hallway lies to the south. -~ -307 8 0 0 0 0 -D2 -~ -door~ -1 0 30730 -S -#30728 -Guest Room~ - The rooms for the guests are done lavishly and in tones that are obviously -meant to sooth and relax. This entire castle is more of a retreat than a -private home for the Lord and Lady. The door to the hallway lies to the west. -~ -307 8 0 0 0 0 -D3 -~ -door~ -1 0 30729 -S -#30729 -Northern End of the Hall~ - The hallway ends at a door, presumably to one of the guest suites which -riddle this upper level. There is a door on the east wall, the hallway heads -off to the west. -~ -307 8 0 0 0 0 -D1 -~ -door~ -1 0 30728 -D3 -~ -~ -0 0 30730 -S -#30730 -Upper Hallway~ - A door lies in the north wall, leading into one of the many guest rooms on -this upper level of the castle. The hallway runs south for quite some distance -past a number of doors on either side, all of which enter into guest rooms. -~ -307 8 0 0 0 0 -D0 -~ -door~ -1 0 30727 -D1 -~ -~ -0 0 30729 -D2 -~ -~ -0 0 30731 -S -#30731 -Upper Hallway~ - The hallway runs north and south past a number of doors both on the east and -west sides. This upper area is set aside exclusively for the use of the guests -of the Lord and Lady, the rooms all lush and well appointed. -~ -307 8 0 0 0 0 -D0 -~ -~ -0 0 30730 -D1 -~ -door~ -1 0 30742 -D2 -~ -~ -0 0 30732 -D3 -~ -door~ -1 0 30743 -S -#30732 -Upper Hallway~ - The hallway runs north and south past a number of doors both on the east and -west sides. This upper area is set aside exclusively for the use of the guests -of the Lord and Lady, the rooms all lush and well appointed. A sets stairs lead -downward onto the main floor of the castle. -~ -307 8 0 0 0 0 -D0 -~ -~ -0 0 30731 -D1 -~ -door~ -1 0 30741 -D2 -~ -~ -0 0 30733 -D3 -~ -door~ -1 0 30744 -D5 -~ -~ -0 0 30726 -S -#30733 -Upper Hallway~ - The hallway runs north and south past a number of doors both on the east and -west sides. This upper area is set aside exclusively for the use of the guests -of the Lord and Lady, the rooms all lush and well appointed. -~ -307 8 0 0 0 0 -D0 -~ -~ -0 0 30732 -D1 -~ -door~ -1 0 30740 -D2 -~ -~ -0 0 30734 -D3 -~ -door~ -1 0 30745 -S -#30734 -Upper Hallway~ - The hallway runs north and south past a number of doors both on the east and -west sides. This upper area is set aside exclusively for the use of the guests -of the Lord and Lady, the rooms all lush and well appointed. -~ -307 8 0 0 0 0 -D0 -~ -~ -0 0 30733 -D1 -~ -door~ -1 0 30739 -D2 -~ -~ -0 0 30735 -D3 -~ -door~ -1 0 30746 -S -#30735 -Upper Hallway~ - A door lies in the south wall, leading into one of the many guest rooms on -this upper level of the castle. The hallway runs north for quite some distance -past a number of doors on either side, all of which enter into guest rooms. -~ -307 8 0 0 0 0 -D0 -~ -~ -0 0 30734 -D1 -~ -~ -0 0 30736 -D2 -~ -door~ -1 0 30738 -S -#30736 -Southern End of the Hall~ - The hallway ends at a door, presumably to one of the guest suites which -riddle this upper level. There is a door on the east wall, the hallway heads -off to the west. -~ -307 8 0 0 0 0 -D1 -~ -door~ -1 0 30737 -D3 -~ -~ -0 0 30735 -S -#30737 -Guest Room~ - The rooms for the guests are done lavishly and in tones that are obviously -meant to sooth and relax. This entire castle is more of a retreat than a -private home for the Lord and Lady. The door to the hallway lies to the west. -~ -307 8 0 0 0 0 -D3 -~ -door~ -1 0 30736 -S -#30738 -Guest Room~ - The rooms for the guests are done lavishly and in tones that are obviously -meant to sooth and relax. This entire castle is more of a retreat than a -private home for the Lord and Lady. The door to the hallway lies to the north. -~ -307 8 0 0 0 0 -D0 -~ -door~ -1 0 30735 -S -#30739 -Guest Room~ - The rooms for the guests are done lavishly and in tones that are obviously -meant to sooth and relax. This entire castle is more of a retreat than a -private home for the Lord and Lady. The door to the hallway lies to the west. -~ -307 8 0 0 0 0 -D3 -~ -door~ -1 0 30734 -S -#30740 -Guest Room~ - The rooms for the guests are done lavishly and in tones that are obviously -meant to sooth and relax. This entire castle is more of a retreat than a -private home for the Lord and Lady. The door to the hallway lies to the west. -~ -307 8 0 0 0 0 -D3 -~ -door~ -1 0 30733 -S -#30741 -Guest Room~ - The rooms for the guests are done lavishly and in tones that are obviously -meant to sooth and relax. This entire castle is more of a retreat than a -private home for the Lord and Lady. The door to the hallway lies to the west. -~ -307 8 0 0 0 0 -D3 -~ -door~ -1 0 30732 -S -#30742 -Guest Room~ - The rooms for the guests are done lavishly and in tones that are obviously -meant to sooth and relax. This entire castle is more of a retreat than a -private home for the Lord and Lady. The door to the hallway lies to the west. -~ -307 8 0 0 0 0 -D3 -~ -door~ -1 0 30731 -S -#30743 -Guest Room~ - The rooms for the guests are done lavishly and in tones that are obviously -meant to sooth and relax. This entire castle is more of a retreat than a -private home for the Lord and Lady. The door to the hallway lies to the east. -~ -307 8 0 0 0 0 -D1 -~ -door~ -1 0 30731 -S -#30744 -Guest Room~ - The rooms for the guests are done lavishly and in tones that are obviously -meant to sooth and relax. This entire castle is more of a retreat than a -private home for the Lord and Lady. The door to the hallway lies to the east. -~ -307 0 0 0 0 0 -D1 -~ -door~ -1 0 30732 -S -#30745 -Guest Room~ - The rooms for the guests are done lavishly and in tones that are obviously -meant to sooth and relax. This entire castle is more of a retreat than a -private home for the Lord and Lady. The door to the hallway lies to the east. -~ -307 8 0 0 0 0 -D1 -~ -door~ -1 0 30733 -S -#30746 -Guest Room~ - The rooms for the guests are done lavishly and in tones that are obviously -meant to sooth and relax. This entire castle is more of a retreat than a -private home for the Lord and Lady. The door to the hallway lies to the east. -~ -307 8 0 0 0 0 -D1 -~ -door~ -1 0 30734 -S -#30747 -Along the Castle Wall~ - The wall of the caste runs along your west side, the uneven masonry of the -bricks evident from this close. To the east and south lie the wide open -foothills which the castle sits in the dead center of, a beautiful vision of -nature. -~ -307 0 0 0 0 0 -D0 -~ -~ -0 0 30702 -D1 -~ -~ -0 0 30748 -D2 -~ -~ -0 0 30752 -S -#30748 -The Rolling Foothills~ - All around lie the rolling green hills of this area. It is hard to see very -far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30782 -D1 -~ -~ -0 0 30749 -D2 -~ -~ -0 0 30754 -D3 -~ -~ -0 0 30747 -S -#30749 -The Rolling Foothills~ - All around lie the rolling green hills of this area. It is hard to see very -far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30781 -D1 -~ -~ -0 0 30750 -D2 -~ -~ -0 0 30755 -D3 -~ -~ -0 0 30748 -S -#30750 -The Rolling Foothills~ - All around lie the rolling green hills of this area. It is hard to see very -far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30701 -D1 -~ -~ -0 0 30751 -D2 -~ -~ -0 0 30758 -D3 -~ -~ -0 0 30749 -S -#30751 -The Rolling Foothills~ - All around lie the rolling green hills of this area. It is hard to see very -far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30700 -D3 -~ -~ -0 0 30750 -S -#30752 -Along the Castle Wall~ - The wall of the caste runs along your west side, the uneven masonry of the -bricks evident from this close. To the east and south lie the wide open -foothills which the castle sits in the dead center of, a beautiful vision of -nature. -~ -307 0 0 0 0 0 -D0 -~ -~ -0 0 30747 -D1 -~ -~ -0 0 30754 -D2 -~ -~ -0 0 30753 -S -#30753 -Along the Castle Wall~ - You have reached the southern end of the castle wall, where it makes a corner -and heads north and west. All about you lies the splendor of the foothills -which surround this castle and Jareth, a beautiful piece of land, full of -greenery. -~ -307 0 0 0 0 0 -D0 -~ -~ -0 0 30752 -D1 -~ -~ -0 0 30756 -S -#30754 -The Rolling Foothills~ - All around lie the rolling green hills of this area. It is hard to see very -far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. -~ -307 0 0 0 0 0 -D0 -~ -~ -0 0 30748 -D1 -~ -~ -0 0 30755 -D2 -~ -~ -0 0 30756 -D3 -~ -~ -0 0 30752 -S -#30755 -The Rolling Foothills~ - All around lie the rolling green hills of this area. It is hard to see very -far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30749 -D1 -~ -~ -0 0 30758 -D2 -~ -~ -0 0 30757 -D3 -~ -~ -0 0 30754 -S -#30756 -The Rolling Foothills~ - All around lie the rolling green hills of this area. It is hard to see very -far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. -~ -307 0 0 0 0 0 -D0 -~ -~ -0 0 30754 -D1 -~ -~ -0 0 30757 -D3 -~ -~ -0 0 30753 -S -#30757 -The Rolling Foothills~ - All around lie the rolling green hills of this area. It is hard to see very -far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. -~ -307 0 0 0 0 0 -D0 -~ -~ -0 0 30755 -D3 -~ -~ -0 0 30756 -S -#30758 -The Rolling Foothills~ - All around lie the rolling green hills of this area. It is hard to see very -far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. -~ -307 0 0 0 0 0 -D0 -~ -~ -0 0 30750 -D3 -~ -~ -0 0 30755 -S -#30759 -A Side Path~ - This path leads north along the castle walls to the stables where all guests -keep their steeds. To the south is the entryway into the castle and in all -other directions lies the splendor of the rolling foothills that surround this -place. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30764 -D1 -~ -~ -0 0 30760 -D2 -~ -~ -0 0 30702 -S -#30760 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30765 -D1 -~ -~ -0 0 30761 -D2 -~ -~ -0 0 30782 -D3 -~ -~ -0 0 30759 -S -#30761 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30766 -D1 -~ -~ -0 0 30762 -D2 -~ -~ -0 0 30781 -D3 -~ -~ -0 0 30760 -S -#30762 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30767 -D1 -~ -~ -0 0 30763 -D2 -~ -~ -0 0 30701 -D3 -~ -~ -0 0 30761 -S -#30763 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D2 -~ -~ -0 0 30700 -D3 -~ -~ -0 0 30762 -S -#30764 -A Side Path~ - The path runs along the castle wall toward the stables and a barn. Out to -the east lies the rolling green foothills of this lush area, a wonderfully -beautiful place of almost surreal perfection. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30770 -D1 -~ -~ -0 0 30765 -D2 -~ -~ -0 0 30759 -S -#30765 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30769 -D1 -~ -~ -0 0 30766 -D2 -~ -~ -0 0 30760 -D3 -~ -~ -0 0 30764 -S -#30766 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30768 -D1 -~ -~ -0 0 30767 -D2 -~ -~ -0 0 30761 -D3 -~ -~ -0 0 30765 -S -#30767 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D2 -~ -~ -0 0 30762 -D3 -~ -~ -0 0 30766 -S -#30768 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30776 -D2 -~ -~ -0 0 30766 -D3 -~ -~ -0 0 30769 -S -#30769 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30775 -D1 -~ -~ -0 0 30768 -D2 -~ -~ -0 0 30765 -D3 -~ -~ -0 0 30770 -S -#30770 -A Side Path~ - The path runs along the castle wall toward the stables and a barn. Out to -the east lies the rolling green foothills of this lush area, a wonderfully -beautiful place of almost surreal perfection. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30771 -D1 -~ -~ -0 0 30769 -D2 -~ -~ -0 0 30764 -S -#30771 -A Side Path~ - The path ends here, as well as the castle wall. On the north side of the -path lies a barn, mostly used for the storage of hay and grain to feed the -animals of the guests. On the west side is the stable where the animals are -kept. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30772 -D1 -~ -~ -0 0 30775 -D2 -~ -~ -0 0 30770 -D3 -~ -~ -0 0 30774 -S -#30772 -Barn~ - It looks as if some of the more raggedy types are given housing out here in -the hay barn - and on a regular basis - while their more affluent masters stay -within the castle. There is an enormous amount of hay and grain stacked neatly -about the place, some of it made into comfortable beds. -~ -307 32776 0 0 0 0 -D2 -~ -~ -0 0 30771 -S -#30773 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D1 -~ -~ -0 0 30779 -S -#30774 -Stable~ - All of the guests steeds are kept and tended to in this small but very -manageable structure. The exit to the place lies to the east. -~ -307 32776 0 0 0 0 -D1 -~ -~ -0 0 30771 -S -#30775 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30777 -D1 -~ -~ -0 0 30776 -D2 -~ -~ -0 0 30769 -D3 -~ -~ -0 0 30771 -S -#30776 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30778 -D2 -~ -~ -0 0 30768 -D3 -~ -~ -0 0 30775 -S -#30777 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30779 -D1 -~ -~ -0 0 30778 -D2 -~ -~ -0 0 30775 -S -#30778 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30780 -D2 -~ -~ -0 0 30776 -D3 -~ -~ -0 0 30777 -S -#30779 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D1 -~ -~ -0 0 30780 -D2 -~ -~ -0 0 30777 -D3 -~ -~ -0 0 30773 -S -#30780 -Rolling Foothills~ - All about you lies the green, verdant land of the foothills. It is hard to -see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. -~ -307 32768 0 0 0 0 -D2 -~ -~ -0 0 30778 -D3 -~ -~ -0 0 30779 -S -#30781 -Wide Road Through the Foothills~ - The road continues on through the foothills to the east and the west. On -either side of the road are the rolling hills of the area, their grassy slopes -broken only once in a while by trees and bushes. Off to the west, the pennants -of a castle can be seen poking above the hill lines which block your sight. -Obviously, someone owns these lands upon which you travel and lives just west of -here. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30761 -D1 -~ -~ -0 0 30701 -D2 -~ -~ -0 0 30749 -D3 -~ -~ -0 0 30782 -S -#30782 -Wide Road Through the Foothills~ - You come round a slight curve in the roadway and get your first solid glimpse -of the castle which lies only a short span away. It is a well-kept place, one -which appears to be frequented by many as the hedges are all neatly trimmed and -the banners which fly from the tall masts on the ramparts and which hang from -either side of the grand entry are fresh and clean. The roadway runs east and -west. -~ -307 32768 0 0 0 0 -D0 -~ -~ -0 0 30760 -D1 -~ -~ -0 0 30781 -D2 -~ -~ -0 0 30748 -D3 -~ -~ -0 0 30702 -S -#30783 -Cold Storage~ - The costs involved in maintaining this room is really quite amazing. Every -single day, a man drives his cart out to the frozen sea at the fringes of the -land where the minotaurs rule and brings back with him huge, solid chunks of ice -which are kept here in this sealed room where all perishable items are kept. -~ -307 8 0 0 0 0 -D0 -~ -door~ -1 0 30719 -S -$~ diff --git a/lib/world/wld/308.wld b/lib/world/wld/308.wld deleted file mode 100644 index 7415520..0000000 --- a/lib/world/wld/308.wld +++ /dev/null @@ -1,1404 +0,0 @@ -#30800 -Wooden Guard Gate~ - The road south of this gate is covered in an even coating of gravel, just a -short distance to the southeast a small settlement is visible. The gate appears -to be more of a stopping point for travelers to stop for directions or to make -certain that the Baron is indeed in his tower rather than a checkpoint for a -military operation - although there are guards who man it. To the west is the -short stretch of the King's Highway before it turns north, headind far from -Cailveh's lands. -~ -308 0 0 0 0 0 -D2 -~ -~ -0 0 30801 -E -credits info~ - *Baron Cailveh's Tower -* Built by Kaan for Dibrova -Level: 50 - 120 -82 rooms -38 mobs -22 objs -Connector Zone(s): The King's Road -This is one in a group of Barons' land holdings that lie along the -King's Road. This particular holding is held by a Cleric Baron whose -main export is corn, wheat and healing potions. There is a short road -that passes a small settlement of the Baron's people and the Tower of -the Baron itself. -A great deal of excellent eq is included in this zone as well as some -extremely difficult mobs. -~ -S -#30801 -Gravel Road~ - This long north-south road is meticulously cared for, running through the -usual corn and wheat fields that seem to grow without cessation through this -entire area. A small settlement lies southeast from here, smoke rising from -many of the chimneys, all of the buildings seeming in good repair. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30800 -D2 -~ -~ -0 0 30802 -S -#30802 -Gravel Road~ - On the east side of the road, the backs of many small homes now face you. -They are all well-constructed, strong and freshly painted with short, cropped -grass growing in their lawns. The road continues to run north and south. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30801 -D2 -~ -~ -0 0 30803 -S -#30803 -Gravel Road~ - On the east side of the road, the backs of many small homes face you. They -are all well-constructed, strong and freshly painted with short, cropped grass -growing in their lawns. The road continues to run north and south, with an -entrance into the settlement just south of here. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30802 -D2 -~ -~ -0 0 30804 -S -#30804 -Gravel Road at the Settlement~ - A road, also graveled just like the one you stand upon, leads east into the -settlement. To the south, the road continues for a distance before curving -eastward, to the north the road runs for quite some way. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30803 -D1 -~ -~ -0 0 30819 -D2 -~ -~ -0 0 30805 -S -#30805 -Gravel Road~ - The road runs north and south, the settlement for the Baron's constituants -just to the east and rolling fields of grain to the west. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30804 -D2 -~ -~ -0 0 30806 -S -#30806 -Gravel Road~ - The road runs north and south, the settlement for the Baron's constituants -just to the east and rolling fields of grain to the west. Just to the south, -the roads bends away to the southeast. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30805 -D2 -~ -~ -0 0 30807 -S -#30807 -Gravel Road~ - The road bends to the east, making a slow southeastern curve toward the tower -that can now be seen in the distance. A slight ways further is a small barn, -the only building between the settlement and the tower. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30806 -D1 -~ -~ -0 0 30808 -S -#30808 -Gravel Road~ - The road continues to twist and bend its way through the fields, the tower -larger than ever to the southeast. To the north, through a short length of corn -stalks, a fair-sized settlement can be seen - the place where all that work for -the Baron live. -~ -308 0 0 0 0 0 -D2 -~ -~ -0 0 30809 -D3 -~ -~ -0 0 30807 -S -#30809 -Bend in the Gravel Road~ - The road makes a twist to the north and east, heading toward the tower of -Cailveh or away from it - depending on which way you may be traveling. A barn -lies southeast of here, the only structure visible between here and the tower. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30808 -D1 -~ -~ -0 0 30810 -S -#30810 -Bend in the Gravel Road~ - The road makes a bend to the west and the south, heading along the road that -leads to Cailveh's tower. A short jaunt to south is the entrance into a small -barn, a sturdy-looking structure wih a fresh coat of silver paint. -~ -308 0 0 0 0 0 -D2 -~ -~ -0 0 30811 -D3 -~ -~ -0 0 30809 -S -#30811 -Before a Large Barn~ - The entrance into a small barn lies to the south, the door wide open to -anyone who might wish to enter. It must be that Cailveh feels very comfortable -about who his complacent guards let through at the entrance to his property... -To the east the road runs directly up to Cailveh's front door, to the north the -road runs away and off of Cailveh's property. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30810 -D1 -~ -~ -0 0 30812 -D2 -~ -~ -0 0 30815 -S -#30812 -West of the Tower~ - Cailveh's tower lies just east from from here, its looming height now just a -bit daunting as you approach. The road runs toward the tower or west toward the -exit from Cailveh's property. -~ -308 0 0 0 0 0 -D1 -~ -~ -0 0 30813 -D3 -~ -~ -0 0 30811 -S -#30813 -Before the Tower~ - The tower doors lie just to the east, large wooden doors made of slats of oak -and bound by iron. Plentiful crops lie on the north and south of the road, a -calming breeze blows by. This is not a place to feel at all intimidated or -unwelcome. -~ -308 0 0 0 0 0 -D1 -~ -~ -0 0 30814 -D3 -~ -~ -0 0 30812 -S -#30814 -The Tower Entry Gate~ - The doors to the tower are certainly large enough to be considered a gate - -they are at least ten feet in height, rising to a point where they meet each -other. Enter, if you will, or head west back along the main road. -~ -308 0 0 0 0 0 -D1 -~ -door~ -1 0 30856 -D3 -~ -~ -0 0 30813 -S -#30815 -Scrupulously Clean Barn~ - Even the inner walls of this small barn have been painted silver! All of the -harnesses and yokes are hung upon the walls in neat and orderly fashion, the -floor is even swept. Through a door in the south wall lies the pastures. -~ -308 8 0 0 0 0 -D0 -~ -~ -0 0 30811 -D2 -~ -door~ -1 0 30816 -S -#30816 -The Pastures~ - This small, fenced in area holds the cows that keep the people who live in -Cailveh's care well fed with an ample supply of milk. Be careful where you -step... -~ -308 0 0 0 0 0 -D0 -~ -door~ -1 0 30815 -D1 -~ -~ -0 0 30817 -D3 -~ -~ -0 0 30818 -S -#30817 -The Pastures~ - This small, fenced in area holds the cows that keep the people who live in -Cailveh's care well fed with an ample supply of milk. Be careful where you -step... -~ -308 0 0 0 0 0 -D3 -~ -~ -0 0 30816 -S -#30818 -The Pastures~ - This small, fenced in area holds the cows that keep the people who live in -Cailveh's care well fed with an ample supply of milk. Be careful where you -step... -~ -308 0 0 0 0 0 -D1 -~ -~ -0 0 30816 -S -#30819 -Town Road~ - This well graveled road leads east into the settlement, a very tidy place -where the streets are free of litter and all the homes are tended to regularly. -The main road lies just to the west. A small sign lies on the south side of the -road. -~ -308 0 0 0 0 0 -D1 -~ -~ -0 0 30820 -D3 -~ -~ -0 0 30804 -E -sign~ - All travelers welcome in Cailveh Town. -Bring no malice with ye upon entry, but only the goodwill harbored -within your heart. May the Gods be with you. -~ -S -#30820 -Intersection on Town Road~ - Homes lie to the north and south; small, neat structures which look welcome -and very non-threatening. To the east is what must be the merchant's area, -where most of the business of the town is conducted. The main road to the -tower and the King's Highway lies to the west. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30821 -D1 -~ -~ -0 0 30838 -D2 -~ -~ -0 0 30825 -D3 -~ -~ -0 0 30819 -S -#30821 -Town Road~ - Homes lie on the east and west sides of the road. The road itself runs north -and south for some distance past homes of all shape and size. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30822 -D1 -~ -door~ -1 0 30837 -D2 -~ -~ -0 0 30820 -D3 -~ -door~ -1 0 30832 -S -#30822 -Town Road~ - Homes lie on the east and west sides of the road. The road itself runs north -and south for some distance past homes of all shape and size. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30823 -D1 -~ -door~ -1 0 30836 -D2 -~ -~ -0 0 30821 -D3 -~ -door~ -1 0 30833 -S -#30823 -Cul-de-sac~ - You are surrounded on all sides but the south by the private homes of the -people that live in Cailveh's care. The only way out of here is south unless -you desire to meet some of the folk who live within these homes. -~ -308 0 0 0 0 0 -D0 -~ -door~ -1 0 30824 -D1 -~ -door~ -1 0 30835 -D2 -~ -~ -0 0 30822 -D3 -~ -door~ -1 0 30834 -S -#30824 -Simple Home~ - The furnishings of this place are at best simple, nothing looks as if it -would hold any true value, only function. There is only one adornment to the -walls, that being a large, flat cross which hangs directly above the dining -table. -~ -308 8 0 0 0 0 -D2 -~ -door~ -1 0 30823 -S -#30825 -Town Road~ - This is the residential section of the community with homes lining both sides -of the street. Just north of here is a main intersection in the street, suth -lies a small square. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30820 -D1 -~ -door~ -1 0 30831 -D2 -~ -~ -0 0 30826 -D3 -~ -~ -0 0 30830 -S -#30826 -Schoolhouse Square~ - Named Schoolhouse Square for no other reason than the fact that the -schoolhouse is located just south of here, this small square is a tidy little -turn-around with houses on the east and west sides of the school. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30825 -D1 -~ -door~ -1 0 30829 -D2 -~ -~ -0 0 30827 -D3 -~ -door~ -1 0 30828 -S -#30827 -Ye Olde School~ - Three rows of desks line the floor, a moderate-sized desk fronting the south -side of the room. A gilded cross hangs on the south wall above the desk, -obviously the people of this community place a large emphasis on religion. -~ -308 8 0 0 0 0 -D0 -~ -~ -0 0 30826 -S -#30828 -Small Home~ - This single-room home is no bigger than ten by ten, obviously the home of a -single occupant. A small bed lies against the south wall, a small table is -nudged into the northwest corner. -~ -308 8 0 0 0 0 -D1 -~ -door~ -1 0 30826 -S -#30829 -Tidy Home~ - This mid-sized home is meticulously cleaned from top to bottom, the walls -even squeaky clean. A small cross hangs on the wall right next to the door. -~ -308 8 0 0 0 0 -D3 -~ -door~ -1 0 30826 -E -sign~ - Please remove shoes! -~ -S -#30830 -Empty Home~ - It appears that whoever built this place has either passed on or possibly -went to live somewhere else. With very little cleaning and even less -construction, this could be a very livable place. -~ -308 8 0 0 0 0 -D1 -~ -~ -0 0 30825 -S -#30831 -Freshly-Painted Home~ - The smell of the stain used on the walls is still fresh in this house, the -walls still shine with that glare that comes from freshly painted walls. All of -the furniture is pulled away from the walls until they dry, as a result it is -very cramped in this home. -~ -308 264 0 0 0 0 -D3 -~ -door~ -1 0 30825 -S -#30832 -Quiet Home~ - The plain white walls of this home coupled with the somber furnishings only -add to the vibe that immediately soaks in as you enter. It is obvious that the -occupants like it quiet in their home and wish to keep it that way. -~ -308 8 0 0 0 0 -D1 -~ -door~ -1 0 30821 -S -#30833 -Simple Home~ - This is indeed someone's happy home, however it appears that whoever lives -here lives quite the simple life; nothing in the house appears to hold any sort -of monetary value whatsoever. There is a table and chairs made of crude wood -and a bed made from the same of wood and hay. -~ -308 8 0 0 0 0 -D1 -~ -door~ -1 0 30822 -S -#30834 -Small Home~ - The quarters in this small home are tight, indeed, allowing comfortbale -movement for only one person at a time. The door lies to the east. -~ -308 264 0 0 0 0 -D1 -~ -door~ -1 0 30823 -S -#30835 -Thatch-Roofed Home~ - This is the only home in the entire settlement that is not completely -weather-proof. The roof is made from thatch, the walls from rough-hewn timber, -but strangely enough it appears to work very well as an abode. -~ -308 8 0 0 0 0 -D3 -~ -door~ -1 0 30823 -S -#30836 -Small Log Home~ - This is, as far as you can tell, the only home in the settlement made from -log. The owner must have spent quite some time building this place and have -quite a large amount of pride in his work because the place is beautiful. Much -of the wood for the inner walls have been carved out to allow for shelving and -such. The furniture is most made from the same dark wood as the home itself. -~ -308 8 0 0 0 0 -D3 -~ -~ -0 0 30822 -S -#30837 -Cozy Home~ - This home boasts a very warm wood stove burning in the northeast corner of -the room, the warm air giving the place a drowsy, comfortable feeling. A plush -armchair and matching divan lie against the south wall, beds on the north wall. -~ -308 8 0 0 0 0 -D3 -~ -door~ -1 0 30821 -S -#30838 -Town Road~ - This small portion of road runs between the two main intersections of the -settlement, bordering the north side and entryway into the local pub and dining -establishment. It is actually a very nice place to eat, having a strong -reputation of good food and good people, recommended throughout the land. -~ -308 0 0 0 0 0 -D1 -~ -~ -0 0 30839 -D2 -~ -~ -0 0 30848 -D3 -~ -~ -0 0 30820 -S -#30839 -Town Square~ - A beautiful park lies along the eastern side of the road, full of beautiful -flowers and trees. The road travels north and south through the business -district and also west past the local pub toward the main road. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30840 -D1 -~ -~ -0 0 30847 -D2 -~ -~ -0 0 30850 -D3 -~ -~ -0 0 30838 -S -#30840 -Town Road~ - The road travels north to south past a small restaurant on the east and an -herbalist on the west side of the road. Just north of here is small square. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30841 -D1 -~ -~ -0 0 30845 -D2 -~ -~ -0 0 30839 -D3 -~ -~ -0 0 30846 -S -#30841 -Northern Square~ - Businesses surround you, the tink tink of the blacksmith very audible on the -west side of the road, a low single story building lies to the east - the town -doctor. To the north is the apothecary, who is said to have the finest and most -potent potions in all the realm. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30842 -D1 -~ -~ -0 0 30843 -D2 -~ -~ -0 0 30840 -D3 -~ -~ -0 0 30844 -S -#30842 -The Apothecary~ - Odd smells linger in the air of this musty and yet curiously drafty place. -Colored liquids fill glass containers along the northern wall behind the -counter, the labors of long hours of brewing by the master apothecary. -~ -308 8 0 0 0 0 -D2 -~ -~ -0 0 30841 -S -#30843 -Town Doctor~ - It appears that the doctor is not in at this time. The entire building lies -silent and empty. Devoid of life. Odd. -~ -308 8 0 0 0 0 -D3 -~ -~ -0 0 30841 -S -#30844 -Smithy~ - Entering into this high-roofed building immediately engulfs you in a -tremendous heat. The gruff and filthy man who works within the confines of this -room must obviously not care much about hiegene or the fact that its easily one -hundred degrees in this building. -~ -308 8 0 0 0 0 -D1 -~ -~ -0 0 30841 -S -#30845 -Salaylia's~ - Salaylia makes a mean dish of food that can be eaten right here in comfort or -taken with you on your journeys. Either way, she is always pleased to be able -to provide for the hungry. -~ -308 8 0 0 0 0 -D3 -~ -~ -0 0 30840 -S -#30846 -The Herbalist~ - Small plants grow along shelves high along the north and south walls of this -room, a long counter running the west end of the room. Within that counter lie -samples of the poultices and remedies which the herbalist offers. -~ -308 8 0 0 0 0 -D1 -~ -~ -0 0 30840 -S -#30847 -Colorful Park~ - This is obviously a place that harbors a great deal of pride for the locals, -it so well tended. A small stone bench lies alongside the path, allowing you to -rest for a short period if that be your desire. -~ -308 16 0 0 0 0 -D3 -~ -~ -0 0 30839 -S -#30848 -The Town Hall~ - This pub, named the Town Hall in jest, is only so named due to the fact that -after most day's work, most of the local residents end up coming here to dine -with their fellow townsfolk. Nightly 'meetings' are conducted over steaming -plates of meat and vegetables, accompanied by laughter and the occasional music -of a traveling musician. -~ -308 8 0 0 0 0 -D0 -~ -~ -0 0 30838 -S -#30849 -Tailor~ - The locals tend to mostly the servicable garb of the simple worker, humble -people of the Gods who perform their daily work with pride. As such, the tailor -mostly carries what sells. -~ -308 8 0 0 0 0 -D1 -~ -~ -0 0 30850 -S -#30850 -Town Road~ - The road runs south past a number of businesses and the local chapel toward a -wonderful garden, full of bloom and color. To the north is the Town Square. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30839 -D1 -~ -~ -0 0 30851 -D2 -~ -~ -0 0 30853 -D3 -~ -~ -0 0 30849 -S -#30851 -House of Worship~ - Every morning and every evening, the entire community gathers in this humble -building to give thanks for the land they live upon and their gracious -benefactor, the Baron Cailveh. Lines of benches run up to the east wall where -large cross hangs upon the wall, gleaming beautifully. -~ -308 8 0 0 0 0 -D3 -~ -~ -0 0 30850 -S -#30852 -The General Store~ - You name it, this place has it and if they don't have it, they'll get it. -At least that is their reputation. All manner of oddities and necessities lie -scattered about on shelves and in displays. -~ -308 8 0 0 0 0 -D1 -~ -~ -0 0 30853 -S -#30853 -Southern Square~ - A magnificent garden lies just south of here, a tidy little store on the west -side and mill of some sort on the east side. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30850 -D1 -~ -~ -0 0 30854 -D2 -~ -~ -0 0 30855 -D3 -~ -~ -0 0 30852 -S -#30854 -Distillery~ - This used to be the old mill for the settlement, but has since been converted -into a distillery for the locals so that they might have drinking water free of -disease. Barrels, bottles or whatever you like can be refilled or simply -purchased here. -~ -308 8 0 0 0 0 -D3 -~ -~ -0 0 30853 -S -#30855 -Town Gardens~ - These beautiful gardens are tended with love and care by all of the locals, -kept as a haven for thought and quiet contemplation. They are kep immaculate -year round, with no exceptions. -~ -308 0 0 0 0 0 -D0 -~ -~ -0 0 30853 -S -#30856 -Entryway Into the Main Hall~ - This is actually a part of the main hall, however most of the politicking -goes on a bit to the east where Cailveh holds his court. The exit from the -tower lies to the west. -~ -308 8 0 0 0 0 -D1 -~ -~ -0 0 30857 -D3 -~ -door~ -1 0 30814 -S -#30857 -Main Hall~ - A door lies on the north wall, next to an ornate silver tapestry which hangs -from the ceiling to the floor, covering the entire wall. On the south wall is a -matching tapestry, giving the hall a feeling of majestic holiness. -~ -308 8 0 0 0 0 -D0 -~ -door~ -1 0 30861 -D1 -~ -~ -0 0 30858 -D3 -~ -~ -0 0 30856 -S -#30858 -Audience Chamber~ - All of Cailveh's formal matters of state are conducted here, at this very -spot. A gilded chair of worked silver sits upon a low dias, a plush cushion -resting atop the chair. A thick silver curtain runs along behind the chair, -completing the picture of strength and calm that Cailveh wishes to project. -Doors lie on the north and south walls. -~ -308 8 0 0 0 0 -D0 -~ -door~ -1 0 30860 -D1 -~ -curtain~ -1 0 30859 -D2 -~ -door~ -1 0 30862 -D3 -~ -~ -0 0 30857 -S -#30859 -Behind the Gilded Chair~ - It appears that the Baron has a spot to get away from all the noise and -stress of court whenever he likes. There is a stone stairway leading upward -into the heights of the tower, curving around and up out of sight. Behind the -curtain lies the Audience Chamber. -~ -308 8 0 0 0 0 -D3 -~ -curtain~ -1 0 30858 -D4 -~ -~ -0 0 30863 -S -#30860 -The Feasting Hall~ - Twin doors lie on the south wall of this enormous chamber, exits designed to -allow the ingress and egress of large amounts of people. A long table runs most -of the length of the room, beautifully woven table coverings over most of its -surface. -~ -308 8 0 0 0 0 -D2 -~ -door~ -1 0 30858 -D3 -~ -~ -0 0 30861 -S -#30861 -The Feasting Hall~ - Twin doors lie on the south wall of this enormous chamber, exits designed to -allow the ingress and egress of large amounts of people. A long table runs most -of the length of the room, beautifully woven table coverings over most of its -surface. -~ -308 8 0 0 0 0 -D1 -~ -~ -0 0 30860 -D2 -~ -door~ -1 0 30857 -S -#30862 -Private Meeting Room~ - Whenever a visitor comes that is not considered one of Cailveh's 'friends' -but needs to conduct business privately, this is where Cailveh brings the -visitor to talk. The room is protected by a ward of silence maintained by -Cailveh himself so that conversations within this room stay only within this -room. -~ -308 40 0 0 0 0 -D0 -~ -door~ -1 0 30858 -S -#30863 -Secret Stair Passage~ - These stairs are the single one way to reach the upper levels of the tower. -Cailveh keeps them hidden so that he might enjoy a relative calm when dealing -with family or personal life. No visitors are ever allowed in these higher -chambers, only Cailveh, his family, and a small slew of servants. -~ -308 8 0 0 0 0 -D4 -~ -~ -0 0 30864 -D5 -~ -~ -0 0 30859 -S -#30864 -Stone and Mortar Hallway~ - The stairs open into a hallway that is neither large nor small, simply very -average. The walls are of stone and mortar, well formed and solid to the touch. -On the south wall is a door, the stairs lead downward to the main floor of the -tower and the hallway runs westward toward more doors, actually ending at a -door. -~ -308 8 0 0 0 0 -D2 -~ -door~ -1 0 30870 -D3 -~ -~ -0 0 30865 -D5 -~ -~ -0 0 30863 -S -#30865 -Stone and Mortar Hallway~ - A door lies on the north wall, the hallway heads east and west, both only for -short distances. -~ -308 8 0 0 0 0 -D0 -~ -door~ -1 0 30867 -D1 -~ -~ -0 0 30864 -D3 -~ -~ -0 0 30866 -S -#30866 -End of the Hall~ - A wide door lies on the west wall of the hall which would be the dead end to -the hall if there weren't a door there. Off to the east are more doors, with a -stairway leading downward at the end of the hall. -~ -308 8 0 0 0 0 -D1 -~ -~ -0 0 30865 -D3 -~ -door~ -1 0 30871 -S -#30867 -Gilzaan's Private Chambers~ - Gilzaan, being the eldest of Cailveh's two sons and most likely to receive -the endowment of all that Cailveh holds upon his death, holds the largest room -in the tower save for Cailveh himself. All that is holy and worthy, studious -and pious lies in an orderly fashion in this enormous apartment. A door lies in -the south wall. -~ -308 8 0 0 0 0 -D2 -~ -door~ -1 0 30865 -D3 -~ -~ -0 0 30868 -S -#30868 -Gilzaan's Private Chambers~ - Gilzaan, being the eldest of Cailveh's two sons and most likely to receive -the endowment of all that Cailveh holds upon his death, holds the largest room -in the tower save for Cailveh himself. All that is holy and worthy, studious -and pious lies in an orderly fashion in this enormous apartment. A door lies on -the south wall just east from here. -~ -308 8 0 0 0 0 -D1 -~ -~ -0 0 30867 -S -#30869 -Necromocis' Private Chambers~ - Necromocis is Cailveh's youngest son, but certainly the brighter of the two. -Most of Necromocis' time is spent up in the higher reaches of the tower, pouring -over the ancient tomes which Cailveh holds locked within his library. -Necromocis could soak up knowledge all day long and still yearn for more at the -fall of night. He is Cailveh's pride and joy, unencumbered the knowledge that -he may have to one day run the Barony, as his brother is. -~ -308 8 0 0 0 0 -D1 -~ -~ -0 0 30870 -S -#30870 -Necromocis' Private Chambers~ - Necromocis is Cailveh's youngest son, but certainly the brighter of the two. -Most of Necromocis' time is spent up in the higher reaches of the tower, pouring -over the ancient tomes which Cailveh holds locked within his library. -Necromocis could soak up knowledge all day long and still yearn for more at the -fall of night. He is Cailveh's pride and joy, unencumbered the knowledge that -he may have to one day run the Barony, as his brother is. -~ -308 8 0 0 0 0 -D0 -~ -door~ -1 0 30864 -D3 -~ -~ -0 0 30869 -S -#30871 -Sitting Room~ - This room is dominated by a huge fireplace on the west wall. It spans the -entire length of the wall, the stonework giving the room a very rustic, cozy -feel. Lounge chairs and couches lie in a fashionable array about the room. -This is where Cailveh and his family spend most of their evenings together, away -from the main court life which never seems to end downstairs. -~ -308 8 0 0 0 0 -D0 -~ -~ -0 0 30874 -D1 -~ -door~ -1 0 30866 -D2 -~ -~ -0 0 30872 -D4 -~ -fireplace~ -1 0 30875 -E -stones~ - They look as if they aren't anchored all that well, as if they might be able -to be moved or jarred free. -~ -E -fireplace~ - It is a huge piece of work, spanning the entire length of the room. The -place where the firewood is actually kept and burnt only takes up about a -quarter of the space that it could, the rest of it is just ornate. Most of the -rocks are made from regular, grayish stone but there is a particular run of them -that are a bit darker than the rest. -~ -S -#30872 -Cailveh's Private Chambers~ - This section of the room is more an entryway into the larger part of -Cailveh's private area which is shared with his wife. The room follows the -curve of the tower, opening east into the private chambers and north into the -sitting room. -~ -308 8 0 0 0 0 -D0 -~ -~ -0 0 30871 -D1 -~ -~ -0 0 30873 -S -#30873 -Cailveh's Private Chambers~ - This lavish section of Cailveh's private quarters are reserved for he and his -wife only, a retreat for the two of them to get away from everything completely. -There is a large bed and a long, low divan that sits before a fireplace - a very -appealing setup. -~ -308 8 0 0 0 0 -D3 -~ -~ -0 0 30872 -S -#30874 -Bathing Area~ - A carved bathing vessel lies in the center of the room, raised upon a -curious-looking stone pedestal designed specifically for holding the hot embers -of coal that heat the tub above it. A curtain can be drawn about the tub or -left wide open, a wooden desk lies against the west wall with a washbasin and -mirror atop it. -~ -308 8 0 0 0 0 -D2 -~ -~ -0 0 30871 -S -#30875 -Runed Stairwell~ - The runes on the sides of this stairwell or there as wards against intruders, -but more so they are wards of notification which will let Cailveh when an -unwelcome guest has intruded upon his private demenses unwelcome. Enter upward -into the private work area of the Baron Cailveh, but beware of his fury and the -wrath of his gods. -~ -308 8 0 0 0 0 -D4 -~ -~ -0 0 30876 -D5 -~ -secret~ -1 0 30871 -S -#30876 -Laboratory~ - The entire room in this area and to the east is covered in tables and runes, -the walls lined with shelving which holds all manner of scrolls, books and -tablature. The wooden creaks underfoot as you move about, even a shifting of -your weight makes a fair amount of noise. It will be very difficult, indeed, to -stay here undetected for very long. -~ -308 8 0 0 0 0 -D1 -~ -~ -0 0 30877 -D2 -~ -~ -0 0 30878 -D5 -~ -~ -0 0 30875 -S -#30877 -Laboratory~ - The entire room in this area and to the east is covered in tables and runes, -the walls lined with shelving which holds all manner of scrolls, books and -tablature. The wooden creaks underfoot as you move about, even a shifting of -your weight makes a fair amount of noise. It will be very difficult, indeed, to -stay here undetected for very long. There is a door on the south wall, one that -does not look as if it is opened very often. -~ -308 8 0 0 0 0 -D2 -~ -door~ -2 30800 30881 -D3 -~ -~ -0 0 30876 -S -#30878 -Study~ - This is a more sedate setting than that just north of here. A plush chair -lies against the west wall, one that looks very much like it is used extremely -often. Shelves line the east wall, however the books there are more scholarly -than for research. -~ -308 8 0 0 0 0 -D0 -~ -~ -0 0 30876 -D2 -~ -~ -0 0 30879 -S -#30879 -Library~ - If it seemed that there were a lot of books on the shelves in the rooms to -the north, then you had no idea what to expect here. Every single foot of space -available has been utilized for shelving for books, all of them organized by -size and content. -~ -308 8 0 0 0 0 -D0 -~ -~ -0 0 30878 -D1 -~ -~ -0 0 30880 -S -#30880 -Observatory~ - There is wide, tall window in the southeastern wall, one that rises all the -way to the ceiling and opens out into the heavens. A strange object has been -placed near to the window, one that looks much like a long tube with glass at -the ends. -~ -308 8 0 0 0 0 -D3 -~ -~ -0 0 30879 -S -#30881 -Artifact Room~ - This room has been looted. Nothing remains except empty shelves and tables -that were once laden with numerous items and artifacts. The patches of dust -free shelves hint at the outlines of the previous occupants. Uneven shadings of -the walls hint at portraits that may have once been hung for many years. -~ -308 0 0 0 0 0 -D0 -~ -door~ -2 30800 30877 -S -$~ diff --git a/lib/world/wld/309.wld b/lib/world/wld/309.wld deleted file mode 100644 index 8b5e505..0000000 --- a/lib/world/wld/309.wld +++ /dev/null @@ -1,1701 +0,0 @@ -#30900 -Guard Post~ - The wooden barrier that bars progress south along the road to Westlawn's is -not formidable enough to truly keep people off Westlawn's property. Indeed - -were it not for the guards which are stationed here, one could easily ride off -the road and go around. -~ -309 0 0 0 0 0 -D2 -~ -~ -0 0 30901 -E -credits~ - Keep of Baron Westlawn by Kaan for Dibrova -Level: 25-30 -90 rooms -42 mobs -40 objs -Connector zones: The King's Highway -This is one of eight main baronies that lie within the open plains -area that the King's Highway runs through. The main exports of this -Baron's land are beer and horses. He is a warrior baron to the core, -his soldiers finely tuned and he himself a fine warrior who could -drink any man under the table. -~ -S -#30901 -Road Through Westlawn's Fields~ - Tall, waving crops line both sides of the road, the main export of this area -being grain, since it is so easy to grow. Westlawn is a known brawler and -tactician, farming is not exactly his strong point - the running part of his -estate that he leaves to be tended by his servants. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30900 -D2 -~ -~ -0 0 30902 -S -#30902 -Road Through Westlawn's Fields~ - The road runs through the center of Westlawn's property which is mainly used -for the growing of grains and barley. Not only are these two crops easy to grow -for a man who knows next to nothing about farming, but they are essential to two -parts of Baron Westlawn's life that he does know quite a lot about - horses and -drinking. The King's Highway lies north of here, the way into Westlawn's estate -lies south. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30901 -D2 -~ -~ -0 0 30903 -S -#30903 -Road Through Westlawn's Fields~ - Just to the south lies the area of Westlawn's property which he has given -over to the servants he employs which work his fields. They are the common folk -of the area, the people who scratch a bare living from the coffers of the Baron, -but are not in any way mistreated and of course may leave of their own volition -at any time. To the north is the main highway. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30902 -D2 -~ -~ -0 0 30904 -S -#30904 -A Muddy, Rutted Section of the Road~ - The homes of the many common folk who live here on Westlawn's estate lie to -the west, their shoddy hovels and crude huts looking dirty and ill-kept. The -road also takes a turn for the worse at this point, the evidence of much traffic -and little upkeep obvious due to the many potholes and ruts in it. The road -travels north and south. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30903 -D2 -~ -~ -0 0 30905 -D3 -~ -~ -0 0 30917 -S -#30905 -Rutted Roadway~ - The road continues north and south, the ruts of wagons and horse hooves -making it very bumpy and hard to travel. The road is also perpetually wet from -the slops and waste of the folk who live in the area on the west side of the -road. The road runs south toward a large barn or north toward the highway. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30904 -D2 -~ -~ -0 0 30906 -D3 -~ -~ -0 0 30918 -S -#30906 -Muddy Roadway~ - The mud from the yards of the huts and shacks which lie west of here has -spilled out into the roadway, making it very soft and hard to travel upon. It -does not appear that any effort is taken in the upkeep of the road or the hovels -which lie to the west. The road continues north and south. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30905 -D2 -~ -~ -0 0 30907 -D3 -~ -~ -0 0 30919 -S -#30907 -Worn Roadway~ - The road continues past the homes of the less fortunate in this area, the -hovels and shacks of the poor folk who work dawn until dusk to keep the crops -plentiful. To the south is a large red barn, is paint flaking away, the walls -partially askew from poor craftsmanship. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30906 -D2 -~ -~ -0 0 30908 -D3 -~ -~ -0 0 30920 -S -#30908 -Worn Roadway~ - It seems that you stand in the middle of 'town'. On the east side of the -road is a shoddy building, its walls made from scrap wood, the windows paneless -and barely square by any means. Continuous sound comes from the inside of the -building, though, suggesting it to be an inn or tavern for the locals. On the -west side are more of the homes of the commoners and to the south the road bends -to the east. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30907 -D1 -~ -door~ -1 0 30916 -D2 -~ -~ -0 0 30909 -D3 -~ -~ -0 0 30921 -S -#30909 -Muddy Bend~ - The road bends to the east around the inn to the northeast and the barn to -the south. Entrance into the barn lies just to the south, the large front door -slightly crooked on its slider. To the west is a fenced in pasture where a few -sickly-looking cows wander about. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30908 -D1 -~ -~ -0 0 30910 -D2 -~ -~ -0 0 30927 -S -#30910 -Twisting Road~ - The road angles west and south through the Baron's estate, the keep now -visible to the southeast. To the west is the place of the common folk, where -they live and work. There is a rackety wooden door in the wall of the inn on -the north side of the road. -~ -309 0 0 0 0 0 -D0 -~ -door~ -1 0 30916 -D2 -~ -~ -0 0 30911 -D3 -~ -~ -0 0 30909 -S -#30911 -Twisting Road~ - The road twists and turns through the land which is owned by Baron Westlawn. -Exits lie to the north and east. To the east, the road runs over a bridge which -spans a small river. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30910 -D1 -~ -~ -0 0 30912 -S -#30912 -Rickety Bridge~ - The bridge which crosses the water below is certainly wide enough to -accomodate heavy traffic, but whether or not it could hold the heavy traffic -which might cross over it is another story. It groans and creaks with your -crossing, slightly shaking as you move about on it. The road bends to the south -and west. -~ -309 0 0 0 0 0 -D2 -~ -~ -0 0 30913 -D3 -~ -~ -0 0 30911 -S -#30913 -Muddy Road Before the Keep~ - The keep of Baron Westlawn lies to the east, a crudely imposing structure -which does not appear to be in any sort of disrepair but is certainly not -pleasing to the eye. It is one of those great examples of function over form. -To the north is a bridge and the road which leads back to the main highway. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30912 -D1 -~ -~ -0 0 30914 -S -#30914 -Before the Keep~ - The tall, wood-timbered walls which surround the keep look extremely strong -and rough. The entire feel to this place is one of raw strength, of bold valor. -Quite fitting for the home of the warrior Baron. -~ -309 4 0 0 0 0 -D1 -~ -~ -0 0 30915 -D3 -~ -~ -0 0 30913 -S -#30915 -Inner Yard~ - People move and bustle all about this place in a general buzz of activity. -Westlawn must not be much of a fan of lazy or slow movers because no one looks -as if they are taking their time, but walking about with a steady stride, with -purpose. This inner yard is completely walled in, the only doors are the one -which lies just to the west, the exit, and one other which is built into the -eastern wall a short distance away. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30931 -D1 -~ -~ -0 0 30933 -D2 -~ -~ -0 0 30934 -D3 -~ -~ -0 0 30914 -S -#30916 -The Fireside Inn~ - This is one of the most nasty smelling inns you ever have had occasion to -visit. There is a layer of grime, mud and grease on the floor which makes -footing relatively dangerous and a coating of dirt on every table. A bar lies -on the east wall, behind which a man in a grubby smock serves drinks and food. -~ -309 8 0 0 0 0 -D2 -~ -door~ -1 0 30910 -D3 -~ -door~ -1 0 30908 -S -#30917 -Mud Yard~ - The entire row of homes which lie here and to the south are fronted by a -muddy, sludged-out yard where the children can play. Most of the time for these -folk is spent harvesting or doing the general labor of the fields, however there -are some days when Westlawn declares a free day and then the fun begins. This -small area - this place of mud and grime - is where that fun is had. -~ -309 0 0 0 0 0 -D1 -~ -~ -0 0 30904 -D2 -~ -~ -0 0 30918 -D3 -~ -door~ -1 0 30922 -S -#30918 -Mud Yard~ - The entire row of homes which lie here and to the south are fronted by a -muddy, sludged-out yard where the children can play. Most of the time for these -folk is spent harvesting or doing the general labor of the fields, however there -are some days when Westlawn declares a free day and then the fun begins. This -small area - this place of mud and grime - is where that fun is had. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30917 -D1 -~ -~ -0 0 30905 -D2 -~ -~ -0 0 30919 -D3 -~ -~ -0 0 30923 -S -#30919 -Mud Yard~ - The entire row of homes which lie here and to the south are fronted by a -muddy, sludged-out yard where the children can play. Most of the time for these -folk is spent harvesting or doing the general labor of the fields, however there -are some days when Westlawn declares a free day and then the fun begins. This -small area - this place of mud and grime - is where that fun is had. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30918 -D1 -~ -~ -0 0 30906 -D2 -~ -~ -0 0 30920 -D3 -~ -door~ -1 0 30924 -S -#30920 -Mud Yard~ - The entire row of homes which lie here and to the south are fronted by a -muddy, sludged-out yard where the children can play. Most of the time for these -folk is spent harvesting or doing the general labor of the fields, however there -are some days when Westlawn declares a free day and then the fun begins. This -small area - this place of mud and grime - is where that fun is had. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30919 -D1 -~ -~ -0 0 30907 -D2 -~ -~ -0 0 30921 -D3 -~ -~ -0 0 30925 -S -#30921 -Mud Yard~ - The entire row of homes which lie here and to the south are fronted by a -muddy, sludged-out yard where the children can play. Most of the time for these -folk is spent harvesting or doing the general labor of the fields, however there -are some days when Westlawn declares a free day and then the fun begins. This -small area - this place of mud and grime - is where that fun is had. A -fenced-in area to the south is where the cows are kept. They provide the milk -not only for the keep, but for these folk as well. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30920 -D1 -~ -~ -0 0 30908 -D3 -~ -~ -0 0 30926 -S -#30922 -Hovel~ - This small, one room home holds all that a family might own within. The -floors are of wood planking, rough hewn and full of potential splinters and -covered in the mud that gets tracked in from the yard outside. A small table is -pushed against the far wall, rows of low cots line the floors along the opposite -wall. -~ -309 8 0 0 0 0 -D1 -~ -door~ -1 0 30917 -S -#30923 -Hut~ - The walls of this crude shelter are made from the leftovers of the crops -which are grown about the area. There is not much in the way of woodlands, as -most the wooded areas have been cut down to provide more room for growing crops -for the Barons. Gaps in the walls and ceiling make it only slightly better than -being outside - a steady breeze flows through. -~ -309 0 0 0 0 0 -D1 -~ -~ -0 0 30918 -S -#30924 -Shack~ - This small wooden home is actually considered to be of high standards for -this area. The walls are all quite solid and without gaps, the flooring is -smooth and covered in wood. There are even sections where private areas can be -had by the people who live here. -~ -309 8 0 0 0 0 -D1 -~ -door~ -1 0 30919 -S -#30925 -Canvas and Straw Hut~ - This is almost more of tepee than a hut at all, but it does serve its purpose -quite well. The walls are all covered in thick canvas which holds out against -wind and rain and provides adequate cover for privacy. -~ -309 8 0 0 0 0 -D1 -~ -~ -0 0 30920 -S -#30926 -Hovel~ - This is the home of all the men of the area with no families who have no -other place to go. There are no beds, just open floor space. The only piece of -furniture in the room is a low table which may be used by sitting on the floor. -~ -309 8 0 0 0 0 -D1 -~ -~ -0 0 30921 -S -#30927 -Barn~ - The musty smell of the place assaults your nostrils immediately upon entry, -the old, open smell of a barn so distinct as to be a scent all its own. -Harnesses and tools for harvesting lie about the place, all in surprising order. -The main exit lies to the north, a wide set of double doors open to the west. -~ -309 8 0 0 0 0 -D0 -~ -~ -0 0 30909 -D3 -~ -~ -0 0 30928 -S -#30928 -Hay Barn~ - Piles of tight bales lie in neat stacks all about this section of the barn. -A door leads east into the main section of the barn, another leading north out -into the cow pasture. -~ -309 12 0 0 0 0 -D0 -~ -~ -0 0 30929 -D1 -~ -~ -0 0 30927 -S -#30929 -Cow Pasture~ - This is a small area where the few cows that are used specifically for -milking are kept. It would be a good idea to watch your step here, as there are -quite a few small greenish-brown piles laying about. To the east of this -pasture is the roadway, a fence blocking the way onto the road and to the north -is the common folks' area where their homes and muddy yards lay. -~ -309 0 0 0 0 0 -D2 -~ -~ -0 0 30928 -D3 -~ -~ -0 0 30930 -S -#30930 -Cow Pasture~ - This is a small area where the few cows that are used specifically for -milking are kept. It would be a good idea to watch your step here, as there are -quite a few small greenish-brown piles laying about. To the east of this -pasture is the roadway, a fence blocking the way onto the road and to the north -is the common folks' area where their homes and muddy yards lay. -~ -309 0 0 0 0 0 -D1 -~ -~ -0 0 30929 -S -#30931 -Inner Yard~ - All manner of activities go on in this main outer section of the keep. -Children play in the relative safety of the walls of the keep, men and women go -about their business and the higher nobles of the area talk business amongst -themselves in what they feel is a sort of seclusion in the southeast corner. -~ -309 0 0 0 0 0 -D1 -~ -~ -0 0 30932 -D2 -~ -~ -0 0 30915 -S -#30932 -Inner Yard~ - All manner of activities go on in this main outer section of the keep, the -place where most of those who live within these walls come to stretch out or -take a break. Most of the comings and goings within the keep require travel -through this section, so traffic is usually quite brisk. -~ -309 0 0 0 0 0 -D1 -~ -~ -0 0 30936 -D2 -~ -~ -0 0 30933 -D3 -~ -~ -0 0 30931 -S -#30933 -Inner Yard~ - The Baron's people hustle about you, doing their daily tasks or enjoying some -spare time in the outdoors. Exits from the yard lie directly east and directly -west from where you stand. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30932 -D1 -~ -~ -0 0 30937 -D2 -~ -~ -0 0 30935 -D3 -~ -~ -0 0 30915 -S -#30934 -Inner Yard~ - The rough wooden outer wall of the keep runs along the west side of the -courtyard and meets with a very solid and well-constructed wall of stone and -mortar on the south side. There is no door in the wall, but it is obvious that -beyond that mortar wall lies the innards of the keep. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30915 -D1 -~ -~ -0 0 30935 -S -#30935 -Inner Yard~ - The entire inner yard is surrounded by the walls of the keep, a protective -barrier against marauders and the possibility that another baron might try to -attack Westlawn to gain control of his land and holdings. This yard is where -all the people who live on Westlawn's land come in times of strife or bad -weather, to stay together in number and relative safety. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30933 -D1 -~ -~ -0 0 30938 -D3 -~ -~ -0 0 30934 -S -#30936 -Inner Yard~ - The entire inner yard is surrounded by the walls of the keep, a protective -barrier against marauders and the possibility that another baron might try to -attack Westlawn to gain control of his land and holdings. This yard is where -all the people who live on Westlawn's land come in times of strife or bad -weather, to stay together in number and relative safety. -~ -309 0 0 0 0 0 -D2 -~ -~ -0 0 30937 -D3 -~ -~ -0 0 30932 -S -#30937 -Inner Yard~ - A set of double doors lead east into the main section of the keep, the only -doors which allow access as far you can see from looking around at the walls of -this yard. The exit to the keep lies directly west, a short walk across the -yard from you. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30936 -D1 -~ -door~ -1 0 30939 -D2 -~ -~ -0 0 30938 -D3 -~ -~ -0 0 30933 -S -#30938 -Inner Yard~ - This is the southeastern corner of the yard, where most of major business -deals are made by the local nobles of the area. It is said that any word -uttered within the confines of the inner keep can be and are heard by Westlawn, -so most of the bargains which are made are done outdoors in this very area. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30937 -D3 -~ -~ -0 0 30935 -S -#30939 -Wide Hallway~ - The hallway is a high, arched affair made from stone and mortar. It rises at -least fifteen feet at its highest point, twelve at the lowest along the walls. -The floor is dented and gouged from the tread of many hooves upon it - it seems -that the Baron has no qualms about leading his fine steeds through this section -of his home. The hall meets with another hall just to the east, the courtyard -lies to the west through a set of heavy double doors. -~ -309 8 0 0 0 0 -D1 -~ -~ -0 0 30940 -D3 -~ -door~ -1 0 30937 -S -#30940 -The Main Hall~ - This is a wide, clean area of the keep which runs north to south through the -largest section of the keep. A door lies to the east, leading into the Baron's -stable area. A hall lies to the west leading toward the courtyard. -~ -309 8 0 0 0 0 -D0 -~ -~ -0 0 30941 -D1 -~ -door~ -1 0 30954 -D2 -~ -~ -0 0 30942 -D3 -~ -~ -0 0 30939 -S -#30941 -The Main Hall~ - The hall runs north to south past doors in the center and in the north and -south ends. At either end of the hall, it curves westward, out of sight. -~ -309 8 0 0 0 0 -D0 -~ -~ -0 0 30944 -D2 -~ -~ -0 0 30940 -S -#30942 -The Main Hall~ - The hall runs north to south past doors in the center and in the north and -south ends. At either end of the hall, it curves westward, out of sight. -~ -309 8 0 0 0 0 -D0 -~ -~ -0 0 30940 -D2 -~ -~ -0 0 30943 -S -#30943 -South End of the Main Hall~ - There are thick wooden doors set into the east and south walls, doors bound -by lengths of iron which look as strong as any piece of rough iron. On the -western wall is another wooden door, hoever it does not appear to hold behind it -anything of true worth, as it is not as thick and strong-looking as the other -two doors. -~ -309 8 0 0 0 0 -D0 -~ -~ -0 0 30942 -D1 -~ -door~ -1 0 30953 -D3 -~ -door~ -1 0 30950 -D5 -~ -door~ -1 0 30955 -S -#30944 -Entrance into the Dining Hall~ - Just west of here is the start of an enormous feastng hall, or more aptly -what would be called a mess hall in this place. A thick, wooden table runs the -entire length of the hall, one which could easily seat a score and a half of men -at dinner and then some. There are nightly feasts here at this table, feasts -that everyone in the keep is invited to and usually attend. Much revelry, -singing and baudy jokes are told throughout the evenings - a favorite past time -of the Baron's. On the east wall is the door into the kitchen, where wonderful -smells emanate all day long - there is always something cooking in this place. -~ -309 8 0 0 0 0 -D1 -~ -door~ -1 0 30949 -D2 -~ -~ -0 0 30941 -D3 -~ -~ -0 0 30945 -D4 -~ -door~ -1 0 30963 -S -#30945 -Hall of Feasting~ - A thick, wooden table runs the entire length of the hall, one which could -easily seat a score and a half of men at dinner and then some. There are -nightly feasts here at this table, feasts that everyone in the keep is invited -to and usually attend. Much revelry, singing and baudy jokes are told -throughout the evenings - a favorite past time of the Baron's. -~ -309 8 0 0 0 0 -D1 -~ -~ -0 0 30944 -D3 -~ -~ -0 0 30946 -S -#30946 -Hall of Feasting~ - A thick, wooden table runs the entire length of the hall, one which could -easily seat a score and a half of men at dinner and then some. There are -nightly feasts here at this table, feasts that everyone in the keep is invited -to and usually attend. Much revelry, singing and baudy jokes are told -throughout the evenings - a favorite past time of the Baron's. -~ -309 8 0 0 0 0 -D1 -~ -~ -0 0 30945 -D3 -~ -~ -0 0 30947 -S -#30947 -Hall of Feasting~ - A thick, wooden table runs the entire length of the hall, one which could -easily seat a score and a half of men at dinner and then some. There are -nightly feasts here at this table, feasts that everyone in the keep is invited -to and usually attend. Much revelry, singing and baudy jokes are told -throughout the evenings - a favorite past time of the Baron's. -~ -309 8 0 0 0 0 -D1 -~ -~ -0 0 30946 -D3 -~ -~ -0 0 30948 -S -#30948 -The Head of the Table~ - This is the Baron's spot at the table. He had it purposely designed that he -could make a grand entrance to his seat of honor on a nightly basis, walking -slowly and deliberately past all who would dine at his table. His chair is, of -course, slightly raised from the rest of the chairs at the table - not that he -needs the height. Rumor has it, the baron is close to seven feet in height. -~ -309 8 0 0 0 0 -D1 -~ -~ -0 0 30947 -S -#30949 -The Kitchen~ - This huge room is in a perpetual state of panic, what with the known appetite -of Baron Westlawn and all. There are three separate brick ovens which are -always lit and running, always cooking something at all times - even in the dead -of night. Cooks run here and there, constantly making sure that nothing burns -and nothing spoils. -~ -309 8 0 0 0 0 -D3 -~ -door~ -1 0 30944 -S -#30950 -Soldier's Barracks~ - All of the single men who are part of the Baron's barbaric fighting force are -given quarters in this large room. There are bunks lined in straight, perfect -rows, all of them clean and crisp. The baron always makes it a point to stop -into this room at least once a day so that he might make sure that no soldier of -his lives like a pig. There are severe penalties for slovenly behavior. -~ -309 8 0 0 0 0 -D1 -~ -door~ -1 0 30943 -D3 -~ -~ -0 0 30951 -S -#30951 -Soldier's Barracks~ - All of the single men who are part of the Baron's barbaric fighting force are -given quarters in this large room. There are bunks lined in straight, perfect -rows, all of them clean and crisp. The baron always makes it a point to stop -into this room at least once a day so that he might make sure that no soldier of -his lives like a pig. There are severe penalties for slovenly behavior. -~ -309 8 0 0 0 0 -D1 -~ -~ -0 0 30950 -D3 -~ -~ -0 0 30952 -S -#30952 -Soldier's Barracks~ - All of the single men who are part of the Baron's barbaric fighting force are -given quarters in this large room. There are bunks lined in straight, perfect -rows, all of them clean and crisp. The baron always makes it a point to stop -into this room at least once a day so that he might make sure that no soldier of -his lives like a pig. There are severe penalties for slovenly behavior. -~ -309 8 0 0 0 0 -D1 -~ -~ -0 0 30951 -S -#30953 -Arms Cache and Smithy~ - Donld works tirelessly, day after day making sure that all existing weapons -and armor are kept in perfect condition. On top of that chore, he crafts all -metal-work within the keep, shoes horses and new weapons for the Baron to test -out. Donld is not Westlawn's right-hand man but he is damn near close. -~ -309 8 0 0 0 0 -D3 -~ -door~ -1 0 30943 -S -#30954 -Outer Antechamber~ - Strange that guards would be posted here, already within the keep and at a -place which a person must already have made through all others in the keep. -The general's horses are a matter of pride for him, such strong pride that he -guards them jealously from intruders. -~ -309 8 0 0 0 0 -D1 -~ -door~ -1 0 30969 -D3 -~ -door~ -1 0 30940 -S -#30955 -Cellar~ - All manner of dry storage is kept deep within the lower reaches of the -Baron's keep. The ground down here is damp and earthy, the smell of the entire -place musty and raw. There is not much light except that which you may have -brought with you. -~ -309 9 0 0 0 0 -D2 -~ -~ -0 0 30956 -D3 -~ -~ -0 0 30960 -D4 -~ -door~ -1 0 30943 -S -#30956 -Cellar~ - All manner of dry storage is kept deep within the lower reaches of the -Baron's keep. The ground down here is damp and earthy, the smell of the entire -place musty and raw. There is not much light except that which you may have -brought with you. -~ -309 9 0 0 0 0 -D0 -~ -~ -0 0 30955 -D3 -~ -~ -0 0 30957 -S -#30957 -Cellar~ - All manner of dry storage is kept deep within the lower reaches of the -Baron's keep. The ground down here is damp and earthy, the smell of the entire -place musty and raw. There is not much light except that which you may have -brought with you. -~ -309 9 0 0 0 0 -D0 -~ -~ -0 0 30960 -D1 -~ -~ -0 0 30956 -D3 -~ -~ -0 0 30958 -S -#30958 -Cellar~ - All manner of dry storage is kept deep within the lower reaches of the -Baron's keep. The ground down here is damp and earthy, the smell of the entire -place musty and raw. There is not much light except that which you may have -brought with you. -~ -309 9 0 0 0 0 -D0 -~ -~ -0 0 30959 -D1 -~ -~ -0 0 30957 -S -#30959 -Cellar~ - All manner of dry storage is kept deep within the lower reaches of the -Baron's keep. The ground down here is damp and earthy, the smell of the entire -place musty and raw. There is not much light except that which you may have -brought with you. -~ -309 9 0 0 0 0 -D1 -~ -~ -0 0 30960 -D2 -~ -~ -0 0 30958 -S -#30960 -Cellar~ - All manner of dry storage is kept deep within the lower reaches of the -Baron's keep. The ground down here is damp and earthy, the smell of the entire -place musty and raw. There is not much light except that which you may have -brought with you. -~ -309 9 0 0 0 0 -D1 -~ -~ -0 0 30955 -D2 -~ -~ -0 0 30957 -D3 -~ -~ -0 0 30959 -S -#30961 -Watch Post on the Battlements~ - A spot for a sentry to view the land of the Baron has been made upon these -upper rampartes, a great line of visibility in every direction. A large gong -has been placed here to be sounded during times when enemies are spotted. -~ -309 0 0 0 0 0 -D1 -~ -~ -0 0 30962 -S -#30962 -On the Battlements~ - You stand atop the thick wooden wall of the keep, high above the ground. A -guard post lies just west of here, the battelments allow access to the east and -west. -~ -309 0 0 0 0 0 -D1 -~ -~ -0 0 30963 -D3 -~ -~ -0 0 30961 -S -#30963 -On the Battlements~ - Paths along the top of the wall of the keep lie to the west and south from -here. They are really nothing more than narrow wooden planking hammered down on -top of the thick timbers which are the walls of the keep. -~ -309 0 0 0 0 0 -D2 -~ -~ -0 0 30964 -D3 -~ -~ -0 0 30962 -D5 -~ -door~ -1 0 30944 -S -#30964 -On the Battlements~ - The path along the top of the wall of the keep lies to the north and south -from here. They are really nothing more than narrow wooden planking hammered -down on top of the thick timbers which are the walls of the keep. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30963 -D2 -~ -~ -0 0 30965 -S -#30965 -On the Battlements~ - The path along the top of the wall of the keep lies to the north and south -from here. They are really nothing more than narrow wooden planking hammered -down on top of the thick timbers which are the walls of the keep. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30964 -D2 -~ -~ -0 0 30966 -S -#30966 -On the Battlements~ - Paths along the top of the wall of the keep lie to the west and north from -here. They are really nothing more than narrow wooden planking hammered down on -top of the thick timbers which are the walls of the keep. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30965 -D3 -~ -~ -0 0 30967 -S -#30967 -On the Battlements~ - Just to the west is a guard's post where there is always someone on duty. -To the east is the long wooden walkway which spans the upper level of the keep. -~ -309 0 0 0 0 0 -D1 -~ -~ -0 0 30966 -D3 -~ -~ -0 0 30968 -S -#30968 -At a Guard Post on the Battlements~ - This is nothing more than a cleared space of about four foot by four foot -which affords a generous view of the lands in every direction. A huge gong has -been hung on the south wall of the place, to be rung in times of danger so that -the population of the keep may know to mobilize. -~ -309 0 0 0 0 0 -D1 -~ -~ -0 0 30967 -S -#30969 -Training Fields~ - This area is used as a dual-purpose spot where the soldiers of the Baron's -army are trained in the arts of battle and as a place where the legendary steeds -raised by the Baron are trained and tamed. The entire place is ringed by a -clean white-painted fence, stables lie on the north and south sides of the -field, another field lies to the east. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30970 -D1 -~ -~ -0 0 30974 -D2 -~ -~ -0 0 30975 -D3 -~ -door~ -1 0 30954 -S -#30970 -Training Fields~ - This area is used as a dual-purpose spot where the soldiers of the Baron's -army are trained in the arts of battle and as a place where the legendary steeds -raised by the Baron are trained and tamed. To the north is the entrance into -one of the Baron's stables, the field lies wide open to the east and south. -~ -309 0 0 0 0 0 -D0 -~ -door~ -1 0 30984 -D1 -~ -~ -0 0 30971 -D2 -~ -~ -0 0 30969 -S -#30971 -Training Fields~ - This area is used as a dual-purpose spot where the soldiers of the Baron's -army are trained in the arts of battle and as a place where the legendary steeds -raised by the Baron are trained and tamed. A stable lies to the north of you, -the entrance a bit to the west. To the far east is another field where more -horses can be seen grazing and idling. -~ -309 0 0 0 0 0 -D1 -~ -~ -0 0 30972 -D2 -~ -~ -0 0 30974 -D3 -~ -~ -0 0 30970 -S -#30972 -Training Fields~ - This is the training field for the troops and mounts of the army that -Westlawn commands. The fence which rings this place runs along north to south -on your east side, another smaller fenced in area over there. -~ -309 0 0 0 0 0 -D2 -~ -~ -0 0 30973 -D3 -~ -~ -0 0 30971 -S -#30973 -Training Fields~ - At this east end of the training field, the fence block the way east. A gate -allows entry east into a larger, more open field that appears less used - or at -least less trampled. The keep entrance lies straight west. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30972 -D1 -~ -door~ -1 0 30980 -D2 -~ -~ -0 0 30977 -D3 -~ -~ -0 0 30974 -S -#30974 -Training Fields~ - You stand in the center of a fair-sized field used for the training of -Westlawn's many steeds and the men who ride them. The ground is quite trampled -and free of grass for the most part, only patches of green can be seen here. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30971 -D1 -~ -~ -0 0 30973 -D2 -~ -~ -0 0 30976 -D3 -~ -~ -0 0 30969 -S -#30975 -Training Fields~ - You stand in a fair-sized field used for the training of Westlawn's many -steeds and the men who ride them. The ground is quite trampled and free of -grass for the most part, only patches of green can be seen here. The door to -one of Westlawn's stables lies to the south. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30969 -D1 -~ -~ -0 0 30976 -D2 -~ -door~ -1 0 30987 -S -#30976 -Training Fields~ - You stand in a fair-sized field used for the training of Westlawn's many -steeds and the men who ride them. The ground is quite trampled and free of -grass for the most part, only patches of green can be seen here. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30974 -D1 -~ -~ -0 0 30977 -D3 -~ -~ -0 0 30975 -S -#30977 -Training Fields~ - You stand in a fair-sized field used for the training of Westlawn's many -steeds and the men who ride them. The ground is quite trampled and free of -grass for the most part, only patches of green can be seen here. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30973 -D3 -~ -~ -0 0 30976 -S -#30978 -Outpasture~ - Most of Westlawn's steeds are kept here for the length of their stay on his -estates. It is a vast field, lush with thick grass, and well-tended by -Westlawn's servants so that the steeds never run short on food. The keep lies -to the west, through another field. To the east is the long, open fields which -Westlawn farms to keep his estate financially sound. Beyond those fields are -the tall, dark trees of the Kailaani Forest - the place from where they say no -man ever returns. -~ -309 0 0 0 0 0 -D1 -~ -~ -0 0 30979 -D2 -~ -~ -0 0 30980 -S -#30979 -Outpasture~ - Most of Westlawn's steeds are kept here for the length of their stay on his -estates. It is a vast field, lush with thick grass, and well-tended by -Westlawn's servants so that the steeds never run short on food. The keep lies -to the west, through another field. To the east is the long, open fields which -Westlawn farms to keep his estate financially sound. -~ -309 0 0 0 0 0 -D2 -~ -~ -0 0 30981 -D3 -~ -~ -0 0 30978 -S -#30980 -Outpasture~ - Most of Westlawn's steeds are kept here for the length of their stay on his -estates. It is a vast field, lush with thick grass, and well-tended by -Westlawn's servants so that the steeds never run short on food. The keep lies -to the west, through another field. To the east is the long, open fields which -Westlawn farms to keep his estate financially sound. Beyond those fields are -the tall, dark trees of the Kailaani Forest - the place from where they say no -man ever returns. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30978 -D1 -~ -~ -0 0 30981 -D2 -~ -~ -0 0 30982 -D3 -~ -door~ -1 0 30973 -S -#30981 -Outpasture~ - Most of Westlawn's steeds are kept here for the length of their stay on his -estates. It is a vast field, lush with thick grass, and well-tended by -Westlawn's servants so that the steeds never run short on food. The keep lies -to the west, through another field. To the east is the long, open fields which -Westlawn farms to keep his estate financially sound. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30979 -D2 -~ -~ -0 0 30983 -D3 -~ -~ -0 0 30980 -S -#30982 -Outpasture~ - Most of Westlawn's steeds are kept here for the length of their stay on his -estates. It is a vast field, lush with thick grass, and well-tended by -Westlawn's servants so that the steeds never run short on food. The keep lies -to the west, through another field. To the east is the long, open fields which -Westlawn farms to keep his estate financially sound. Beyond those fields are -the tall, dark trees of the Kailaani Forest - the place from where they say no -man ever returns. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30980 -D1 -~ -~ -0 0 30983 -S -#30983 -Outpasture~ - Most of Westlawn's steeds are kept here for the length of their stay on his -estates. It is a vast field, lush with thick grass, and well-tended by -Westlawn's servants so that the steeds never run short on food. The keep lies -to the west, through another field. To the east is the long, open fields which -Westlawn farms to keep his estate financially sound. -~ -309 0 0 0 0 0 -D0 -~ -~ -0 0 30981 -D3 -~ -~ -0 0 30982 -S -#30984 -North Stables~ - The most valuable steeds are kept here, the ones which have been trained, -broken and are ready for either battle or market. The Baron keeps all of his -steeds in perfect health, all of them ready to be either sold to highest bidder -or rode into battle at a moment's notice. -~ -309 8 0 0 0 0 -D1 -~ -~ -0 0 30985 -D2 -~ -door~ -1 0 30970 -S -#30985 -North Stables~ - Stalls line the walls on both the north and south walls, horses tethered -within. Sacks of grain and brushes for combing lie on the ground in neat piles -just outside the doors - all of which are used daily. -~ -309 8 0 0 0 0 -D1 -~ -~ -0 0 30986 -D3 -~ -~ -0 0 30984 -S -#30986 -North Stables~ - Stalls line the walls on both the north and south walls, horses tethered -within. Sacks of grain and brushes for combing lie on the ground in neat piles -just outside the doors - all of which are used daily. -~ -309 8 0 0 0 0 -D3 -~ -~ -0 0 30985 -S -#30987 -South Stables~ - This is the stables where the more difficult steeds are kept until broken. -The steeds which are kept in this stable are considered to be of the finest -quality, but have the worst attitude of the steeds that Westlawn owns, and so -are separated from the general population. The noise in here is tremendous, as -are the steeds which stand proudly behind the stall doors. -~ -309 8 0 0 0 0 -D0 -~ -door~ -1 0 30975 -D1 -~ -~ -0 0 30988 -S -#30988 -South Stables~ - This is the stables where the more difficult steeds are kept until broken. -The steeds which are kept in this stable are considered to be of the finest -quality, but have the worst attitude of the steeds that Westlawn owns, and so -are separated from the general population. The noise in here is tremendous, as -are the steeds which stand proudly behind the stall doors. -~ -309 8 0 0 0 0 -D1 -~ -~ -0 0 30989 -D3 -~ -~ -0 0 30987 -S -#30989 -South Stables~ - This is the stables where the more difficult steeds are kept until broken. -The steeds which are kept in this stable are considered to be of the finest -quality, but have the worst attitude of the steeds that Westlawn owns, and so -are separated from the general population. The noise in here is tremendous, as -are the steeds which stand proudly behind the stall doors. -~ -309 8 0 0 0 0 -D3 -~ -~ -0 0 30988 -S -$~ diff --git a/lib/world/wld/31.wld b/lib/world/wld/31.wld deleted file mode 100644 index ffcf26e..0000000 --- a/lib/world/wld/31.wld +++ /dev/null @@ -1,904 +0,0 @@ -#3100 -The Northwest End Of The Concourse~ - You are at the concourse, the city wall is just west. A small promenade -goes east, and the bridge is just north of here. The concourse continues -south along the city wall. -~ -31 0 0 0 0 1 -D0 -You see the Bridge. -~ -~ -0 -1 3051 -D1 -You see the promenade. -~ -~ -0 -1 3101 -D2 -The promenade continues far south. -~ -~ -0 -1 3127 -S -#3101 -The Promenade~ - The river gently flows westwards just north of here. The promenade -continues further east and to the west you see the city wall. Park Road -leads south from here. -~ -31 0 0 0 0 1 -D1 -The promenade continues. -~ -~ -0 -1 3102 -D2 -Park Road leads south. -~ -~ -0 -1 3131 -D3 -You see the Concourse. -~ -~ -0 -1 3100 -S -#3102 -The Promenade~ - The river gently flows westwards just north of here. The promenade -continues both east and west. South of here you see the entrance to -the park, and a small building seems to be just west of the entrance. -~ -31 0 0 0 0 1 -D1 -You see the promenade. -~ -~ -0 -1 3103 -D2 -You see the park entrance. -~ -~ -0 -1 3105 -D3 -You see the promenade. -~ -~ -0 -1 3101 -S -#3103 -The Promenade~ - The river gently flows westwards just north of here. The promenade -continues both east and west. A small path leads south. Looking across -the river you see the levee. -~ -31 0 0 0 0 1 -D1 -You see the Concourse. -~ -~ -0 -1 3104 -D2 -The small path leads south. -~ -~ -0 -1 3132 -D3 -You see the promenade. -~ -~ -0 -1 3102 -S -#3104 -The Northeast End Of The Concourse~ - You are at the Concourse. The city wall is just east and a small -promenade goes west. Looking across the river you see a building that -resembles a warehouse. The Concourse continues south along the city -wall. -~ -31 0 0 0 0 1 -D2 -The Concourse continues south. -~ -~ -0 -1 3130 -D3 -You see the promenade. -~ -~ -0 -1 3103 -E -wall~ - It is built from large gray rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. -~ -S -#3105 -The Park Entrance~ - You are standing just inside the small park of Midgaard. To the north is -the promenade and a small path leads south into the park. To your east is -the famous Park Cafe. -~ -31 4 0 0 0 1 -D0 -You see the promenade. -~ -~ -0 -1 3102 -D1 -You see Park Cafe. -~ -~ -0 -1 3106 -D2 -You see the park. -~ -~ -0 -1 3108 -S -#3106 -Park Cafe~ - You are inside Park Cafe, a very cozy place with many tables and -seats where you can relax and enjoy the view. To the east you can -see the entrance to the park. -~ -31 136 0 0 0 0 -D3 -You see the park entrance. -~ -~ -0 -1 3105 -S -#3107 -A Small Path In The Park~ - You are walking along a small path through the park. The path continues -south and east. -~ -31 0 0 0 0 1 -D1 -~ -~ -0 -1 3108 -D2 -~ -~ -0 -1 3113 -S -#3108 -A Small Path In The Park~ - You are standing on a small path inside the park. The park entrance is -just north of here, and Park Cafe is just east of the entrance. The path -leads further east and west. -~ -31 0 0 0 0 1 -D0 -You see the northern park entrance. -~ -~ -0 -1 3105 -D1 -~ -~ -0 -1 3109 -D3 -~ -~ -0 -1 3107 -S -#3109 -A Small Path In The Park~ - You are on a small path running through the park. It continues west and -south and just north of here you see the southern wall of Park Cafe. -~ -31 0 0 0 0 1 -D2 -~ -~ -0 -1 3115 -D3 -~ -~ -0 -1 3108 -S -#3110 -Cityguard HeadQuarters~ - You are inside a tidy office. -~ -31 8 0 0 0 0 -D1 -You see Park Road. -~ -door~ -1 3105 3111 -S -#3111 -Park Road~ - The road continues north and south. A building is just west of here, you -notice a sign on the door. The park entrance is to the east. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3131 -D1 -You see the park entrance. -~ -~ -0 -1 3112 -D2 -~ -~ -0 -1 3118 -D3 -You see the Cityguard HeadQuarters. -~ -door~ -1 3105 3110 -E -building door sign~ - The sign on the door says: - - Cityguard HeadQuarters - - WARNING: Authorized Personnel Only! -~ -S -#3112 -The Western Park Entrance~ - You are standing at the western end of the park. A small path leads east -into the park and going west through the entrance you will reach Park Road. -~ -31 4 0 0 0 1 -D1 -~ -~ -0 -1 3113 -D3 -~ -~ -0 -1 3111 -S -#3113 -A Path In The Park~ - You are in the park. The paths lead north and west. Westward is the -park entrance and to the east you see a small pond. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3107 -D1 -You see the pond. -~ -~ -0 -1 3114 -D3 -You see the western park entrance. -~ -~ -0 -1 3112 -S -#3114 -The Pond~ - You are swimming around in the pond, feeling rather stupid. You can get -back on the path from the eastern and western end of the pond. -~ -31 0 0 0 0 6 -D1 -~ -~ -0 -1 3115 -D3 -~ -~ -0 -1 3113 -S -#3115 -A Path In The Park~ - You are in the park. The paths lead north and east. Eastward is the -park entrance and to the west you see a small pond. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3109 -D1 -~ -~ -0 -1 3116 -D3 -~ -~ -0 -1 3114 -S -#3116 -The Eastern Park Entrance~ - You are standing at the eastern end of the park. A small path leads west -into the park. Going east through the entrance you will reach Emerald -Avenue. -~ -31 4 0 0 0 1 -D1 -~ -~ -0 -1 3117 -D3 -~ -~ -0 -1 3115 -S -#3117 -Emerald Avenue~ - You are standing on the north end of Emerald Avenue. To the north is the -promenade and to the west is the park entrance. To the east is the not very -big Town Hall of Midgaard. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3132 -D1 -~ -~ -0 -1 3137 -D2 -~ -~ -0 -1 3119 -D3 -~ -~ -0 -1 3116 -S -#3118 -Park Road~ - You are on Park Road which leads north and south. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3111 -D2 -~ -~ -0 -1 3135 -S -#3119 -Emerald Avenue~ - You are standing at a bend on Emerald Avenue. The road leads north and -west. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3117 -D3 -~ -~ -0 -1 3133 -S -#3120 -The Road Crossing~ - You are in the middle of the road cross. Roads lead in all directions. -A huge black iron chain as thick as a tree trunk is fastened into the ground -at the center of the road cross. Its other end leads directly upwards towards -the sky. -A road sign is here. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3133 -D1 -~ -~ -0 -1 3136 -D2 -~ -~ -0 -1 3134 -D3 -~ -~ -0 -1 3135 -D4 -The chain disappears in the clouds. -~ -~ -0 -1 7914 -E -sign~ - The sign points in all directions: - North - Emerald Avenue. - East - Park Road. - South - Emerald Avenue. - West - Park Road. -Someone has added the following with red paint: - Up - Redferne's Flying Citadel. -~ -E -chain~ - The chain reaches the clouds high above you. It must take some really -powerful magic to hold such a chain in place. -~ -S -#3121 -Emerald Avenue~ - You are standing at a bend on Emerald Avenue. The road leads south and -east. -~ -31 0 0 0 0 1 -D1 -~ -~ -0 -1 3134 -D2 -~ -~ -0 -1 3125 -S -#3122 -Park Road~ - You are on Park Road which leads south and north. Elm Street is east of -here. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3136 -D1 -~ -~ -0 -1 3123 -D2 -~ -~ -0 -1 3126 -S -#3123 -Elm Street~ - You are on Elm street. Park Road is to the west and Elm Street continues -in eastward direction. -~ -31 0 0 0 0 1 -D1 -~ -~ -0 -1 3124 -D3 -~ -~ -0 -1 3122 -S -#3124 -The End Of Elm Street~ - You are at the end of Elm Street. -~ -31 0 0 0 0 1 -D3 -~ -~ -0 -1 3123 -S -#3125 -Emerald Avenue~ - You are on Emerald Avenue which continues north. The Concourse is south -of here. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3121 -D2 -~ -~ -0 -1 3128 -S -#3126 -Park Road~ - You are on Park Road which continues north. The Concourse is south of -here. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3122 -D2 -~ -~ -0 -1 3129 -S -#3127 -On The Concourse~ - You are at the southwest corner of the city wall. The Concourse leads -both north and east. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3100 -D1 -~ -~ -0 -1 3128 -D3 -Through the South Gate you can see a small path leading southwards. -~ -~ -0 -1 3504 -S -#3128 -On The Concourse~ - The Concourse continues both east and west. Emerald Avenue is north of -here. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3125 -D1 -~ -~ -0 -1 3129 -D3 -~ -~ -0 -1 3127 -S -#3129 -On The Concourse~ - The Concourse continues both east and west. Park Road is north of here -and an iron grate leads south to the graveyard. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3126 -D1 -~ -~ -0 -1 3130 -D2 -Through the solid iron bars you see the graveyard. -~ -grate~ -2 3106 3150 -D3 -~ -~ -0 -1 3128 -S -#3130 -On The Concourse~ - You are at the southeast corner of the city wall. The Concourse leads -both north and west. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3104 -D3 -~ -~ -0 -1 3129 -S -#3131 -Park Road~ - You are at Park Road which continues north and south. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3101 -D2 -~ -~ -0 -1 3111 -S -#3132 -Emerald Avenue~ - You are at Emerald Avenue which continues north and south. Penny Lane leads -east from here. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3103 -D1 -~ -~ -0 -1 3139 -D2 -~ -~ -0 -1 3117 -S -#3133 -Emerald Avenue~ - You are standing at a bend on Emerald Avenue. To the east the road goes on -and to the south is the Road Crossing. -~ -31 0 0 0 0 1 -D1 -~ -~ -0 -1 3119 -D2 -~ -~ -0 -1 3120 -S -#3134 -Emerald Avenue~ - You are standing at a bend on Emerald Avenue. To the west the road goes on -and to the north is the Road Crossing. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3120 -D3 -~ -~ -0 -1 3121 -S -#3135 -Park Road~ - You are at a bend on Park Road. To the north the road goes on and to the -east is the Road Crossing. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3118 -D1 -~ -~ -0 -1 3120 -S -#3136 -Park Road~ - You are at a bend on Park Road. To the south the road goes on and to the -west is the Road Crossing. -~ -31 0 0 0 0 1 -D2 -~ -~ -0 -1 3122 -D3 -~ -~ -0 -1 3120 -S -#3137 -The Waiting Room~ - You are standing in the waiting room at the town hall. Wooden chairs stand -along the walls and a long desk with a typewriter is placed in the middle of -the room. -~ -31 8 0 0 0 0 -D1 -It looks like some kind of office. -~ -~ -0 -1 3138 -D3 -The exit west leads to Emerald Avenue. -~ -~ -0 -1 3117 -E -chair chairs~ - Not the very least comfortable. -~ -E -desk~ - An extremely heavy desk. It is so large that it doesn't even need drawers. -Everything can be stored on its top. -~ -E -typewriter~ - It is an ancient Quifatronic T-1000 mk I. These machines are known for their -incredible durability, and for their even more incredible weight. They make a -Cray II look like a laptop. -~ -S -#3138 -The Mayor's Office~ - You are in the not very big office of the Mayor of Midgaard. A large and -polished but completely empty desk is standing in front of an armchair that -looks so comfortable that it most of all resembles a bed with the head end -raised slightly. -~ -31 8 0 0 0 0 -D3 -The waiting room is to the west. -~ -~ -0 -1 3137 -E -desk~ - This desk is obviously very old. Nevertheless it looks as if has never been -used. -~ -E -chair armchair~ - This chair is really a masterpiece. A chair where one can sit as comfortably -as in a bed. All auditoriums should be equipped with these things. A shame -that there wouldn't be room for the students too, though. -~ -S -#3139 -Penny Lane~ - You are on Penny Lane. Emerald Avenue is to the west and Penny Lane -continues in eastward direction. -~ -31 0 0 0 0 1 -D1 -~ -~ -0 -1 3140 -D3 -~ -~ -0 -1 3132 -S -#3140 -Penny Lane~ - You are on Penny Lane. The narrow road continues north and west. -~ -31 0 0 0 0 1 -D0 -~ -~ -0 -1 3141 -D3 -~ -~ -0 -1 3139 -S -#3141 -The End Of Penny Lane~ - You are at the end of Penny Lane. The only exit appears to be south. -~ -31 0 0 0 0 1 -D2 -~ -~ -0 -1 3140 -S -#3150 -A Gravel Road In The Graveyard~ - You are on a well-kept gravel road that leads north-south through the -graveyard. On both sides of the road grow dark evergreen trees. An iron -grate is to the north. -~ -31 0 0 0 0 2 -D0 -Through the solid iron bars you see the Concourse. -~ -grate~ -2 3106 3129 -D2 -The gravel road continues southward. -~ -~ -0 -1 3151 -S -#3151 -A Gravel Road In The Graveyard~ - You are on a well-kept gravel road that leads north-south through the -graveyard. On both sides of the road grow dark evergreen trees. -~ -31 0 0 0 0 2 -D0 -The gravel road continues northwards. -~ -~ -0 -1 3150 -D2 -The gravel road continues southward. -~ -~ -0 -1 3152 -S -#3152 -A Gravel Road In The Graveyard~ - You are on a well-kept gravel road that leads north-south through the -graveyard. On both sides of the road grow dark evergreen trees. -~ -31 0 0 0 0 2 -D0 -The gravel road continues northwards. -~ -~ -0 -1 3151 -D2 -The gravel road continues southward. -~ -~ -0 -1 3153 -S -#3153 -A Gravel Road In The Graveyard~ - You are on a well-kept gravel road that leads north-south through the -graveyard. On both sides of the road grow dark evergreen trees. -~ -31 0 0 0 0 1 -D0 -The gravel road continues northwards. -~ -~ -0 -1 3152 -D2 -The gravel road continues southward to an open space before a small -building. -~ -~ -0 -1 3154 -S -#3154 -In Front Of The Chapel~ - You are on an open space before a small chapel. A gravel road leads north -through the graveyard and the chapel entrance is to the south. -~ -31 0 0 0 0 2 -D0 -The gravel road continues northwards. -~ -~ -0 -1 3153 -D2 -The chapel door is made of dark wood. -~ -door~ -1 -1 3155 -S -#3155 -Inside The Chapel~ - You are in a small, dark chapel. The dark brown glass in the tiny windows -do not let much light through. A few rows of worn wooden benches stand here -and an ancient altar sits in the middle of the floor. -~ -31 9 0 0 0 0 -D0 -The chapel door is made of dark wood. -~ -door~ -1 -1 3154 -E -glass windows~ - The windows must be meant to be dark. At least they are completely clean. -~ -E -altar~ - The altar looks very old... You examine the floor around the altar and -notice that it seems less dusty than the rest of the room... Someone must clean -here regularly... Maybe that old guy in Park Cafe, he looked like that sort... -~ -E -benches rows~ - The benches are not of the comfortable kind. -~ -S -$~ diff --git a/lib/world/wld/310.wld b/lib/world/wld/310.wld deleted file mode 100644 index c2d69ba..0000000 --- a/lib/world/wld/310.wld +++ /dev/null @@ -1,1089 +0,0 @@ -#31000 -Aten's Zone Description Room~ - Graye Area -Written March 1994 -Graye consists of a forested area, a cliff to scale, -a small wooded area around a town, a small town, a small -castle, some underground passageways, and a bunch of mid-level -mobs and eq. - -Enclosed is an area I wrote back in my mudding days; they -are designed for circle code, but with some modifications can probably -be integrated into whatever kind of mud you're running. - -These areas are FREE- however, if you use them: -1. Feel free to make whatever modifications you need, change mobs, -objects, room descriptions etc.- but please make sure that signs and author -references are unmodified and readable by players. -2. Please send me an e-mail message if you do use them, I'd just -like to have some idea of where they end up (please include mud site)- my -address is wjp@hopper.unh.edu until Sept 1996 -3. If you redistribute these areas, please make sure this README -file goes with them :) - -Bill Pelletier -wjp@hopper.unh.edu -Aten/Talisman of GenericMUD -~ -310 0 0 0 0 0 -S -#31001 -The attachment room~ - This room can be used to attach this area to da mud. -~ -310 0 0 0 0 0 -S -#31002 -The Great Field~ - You are standing in a great field of tall grass. The smell of fresh dirt -and sunlight surrounds you. The air is filled with the sound of chirping birds -happily building their nests in the depths of the knotted grass. A wagon trail -runs in an east-south direction. -~ -310 0 0 0 0 2 -D3 -~ -~ -0 0 31003 -S -#31003 -The Forest's Edge~ - The grassland fades to spotted scrub here, and finally merges into a great -line of trees. To the far north a stormcloud hangs in the air ominously, but -strangely enough it is still quite pleasant out. Crickets chirp merrily, and -the sun's rays warm your skin. The wagon trail leads eastwards back into the -grassland, and dissapears westwards into the forest. -~ -310 0 0 0 0 3 -D1 -~ -~ -0 0 31002 -D3 -~ -~ -0 0 31004 -S -#31004 -Entrance to the Forest of Graye~ - The trail passes into the shade here, and the temperature drops quite -suddenly. Great broad leaf trees gather the descending sunlight, and cover the -leaf-strewn forest floor with dappled sunlight. The wagon trail becomes much -wider here, showing signs of recent heavy use. The wagon trail runs from west -to east here, and it looks possible to venture into the forest to the north and -south. -~ -310 0 0 0 0 3 -D0 -~ -~ -0 0 31006 -D1 -~ -~ -0 0 31003 -D2 -~ -~ -0 0 31007 -D3 -~ -~ -0 0 31011 -S -#31005 -The Forest of Graye~ - You in a hardwood forest, walking through noisy leaves. -~ -310 0 0 0 0 3 -D2 -~ -~ -0 0 31006 -D3 -~ -~ -0 0 31009 -S -#31006 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. -~ -310 0 0 0 0 3 -D0 -~ -~ -0 0 31005 -D2 -~ -~ -0 0 31004 -D3 -~ -~ -0 0 31010 -S -#31007 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. -~ -310 0 0 0 0 3 -D0 -~ -~ -0 0 31004 -D2 -~ -~ -0 0 31008 -D3 -~ -~ -0 0 31012 -S -#31008 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. -~ -310 0 0 0 0 3 -D0 -~ -~ -0 0 31007 -D3 -~ -~ -0 0 31013 -S -#31009 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. There is a -sheer cliff face to the west, rising up above the forest. There is a sign -nailed neatly on the cliff wall. -~ -310 0 0 0 0 3 -D1 -~ -~ -0 0 31005 -D2 -~ -~ -0 0 31010 -E -cliff sheer face~ - The face of the cliff seems impossible to scale. -~ -E -sign~ - The sign reads: -****************************** -* * -* The Graye Area * -* Written By: * -* Aten of GenericMUD * -* April 1994 * -* * -* * -* * -****************************** -~ -S -#31010 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. There is a -sheer cliff face to the west, rising above the forest. -~ -310 0 0 0 0 3 -D0 -~ -~ -0 0 31009 -D1 -~ -~ -0 0 31006 -D2 -~ -~ -0 0 31011 -E -cliff sheer face~ - The face of the cliff seems impossible to scale. -~ -S -#31011 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. The wagon trail -ends abruptly here. -~ -310 0 0 0 0 3 -D0 -~ -~ -0 0 31010 -D1 -~ -~ -0 0 31004 -D2 -~ -~ -0 0 31012 -D3 -~ -~ -0 0 31014 -S -#31012 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. -~ -310 0 0 0 0 3 -D0 -~ -~ -0 0 31011 -D1 -~ -~ -0 0 31007 -D2 -~ -~ -0 0 31013 -D3 -~ -~ -0 0 31015 -S -#31013 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. -~ -310 0 0 0 0 3 -D0 -~ -~ -0 0 31012 -D1 -~ -~ -0 0 31008 -S -#31014 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. There is a -sheer cliff face to the north, rising above the forest. -~ -310 0 0 0 0 3 -D1 -~ -~ -0 0 31011 -D2 -~ -~ -0 0 31015 -D3 -~ -~ -0 0 31017 -E -cliff sheer face~ - The cliff face seems impossible to scale. -~ -S -#31015 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. -~ -310 0 0 0 0 3 -D0 -~ -~ -0 0 31014 -D1 -~ -~ -0 0 31012 -D2 -~ -~ -0 0 31016 -D3 -~ -~ -0 0 31018 -S -#31016 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. -~ -310 0 0 0 0 3 -D0 -~ -~ -0 0 31015 -D1 -~ -~ -0 0 31013 -D3 -~ -~ -0 0 31019 -S -#31017 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. There is a -cliff face to the north. -~ -310 0 0 0 0 3 -D1 -~ -~ -0 0 31014 -D2 -~ -~ -0 0 31018 -D4 -~ -~ -0 0 31020 -E -cliff face~ - It seems that if you put your toe right here, and your left hand over here, -that you just might be able to climb it. -~ -S -#31018 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. -~ -310 0 0 0 0 3 -D0 -~ -~ -0 0 31017 -D1 -~ -~ -0 0 31015 -D2 -~ -~ -0 0 31019 -S -#31019 -The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. -~ -310 0 0 0 0 3 -D0 -~ -~ -0 0 31018 -D1 -~ -~ -0 0 31016 -S -#31020 -The Cliff Wall~ - You inch your way upwards, hand over hand, searching out more footholds. -Sweat stings your eyes, and your breathing becomes ragged. You can still drop -safely to the forest floor, or madly continue upwards. -~ -310 0 0 0 0 5 -D4 -~ -~ -0 0 31021 -D5 -~ -~ -0 0 31017 -S -#31021 -The Overhang~ - You progress upwards is stopped by what appears to be an overhang. It would -be a nice place to stop an rest.. If you weren't underneath it. You glance -around for an alternate path.. -~ -310 0 0 0 0 5 -D1 -~ -~ -0 0 31022 -D5 -~ -~ -0 0 31020 -S -#31022 -Hanging By a Thread~ - As you reach for your next handhold, the rock comes loose and tumbles down, -down, down to the ground. You barely manage to save yourself by clinging -desperately to the rock face with your other hand. Returning back west is out -of the question, but you might be able to pull yourself upwards onto a very -thin ledge. -~ -310 0 0 0 0 5 -D4 -~ -~ -0 0 31023 -E -ledge thin~ - The ledge is very narrow, perhaps two feet at it's widest part. -~ -S -#31023 -The Thin Ledge~ - You are standing on a very thin ledge, just wide enough for your feet to -stand on it widthwise. The ledge widens to the west and east. -~ -310 0 0 0 0 5 -D1 -The rocks look kinda unstable over there.~ -~ -0 0 31025 -D3 -The ledge widens considerably over there.~ -~ -0 0 31024 -D5 -I wouldn't try it...~ -~ -0 0 31025 -S -#31024 -The Ledge~ - You find yourself on a very wide ledge. You could stretch out here and take -a nap if you wanted too. To the south you get a fantastic view of the entire -forest. There is perhaps another forty feet to the top of the cliff, all of -which appears to be an easy climb. -~ -310 0 0 0 0 5 -D1 -~ -~ -0 0 31023 -D4 -~ -~ -0 0 31026 -S -#31025 -Oops.~ - "Aaarrrggg! ", you scream as you plummet toward the earth. The ground -rushes up at you at a dizzying pace, and you prepare for impact. Suddenly, -there is a flash of blinding light, and you feel yourself floating in white -light. You notice a glint in Aten's eye. "Your time has not yet come.. ", he -utters. -~ -310 0 0 0 0 0 -S -#31026 -Top of the Cliff~ - You reach the top of the cliff and struggle to your feet. You spend several -moments just turning around, taking in all that you see. To the south and east -you see the forest sweeping outwards from the cliff wall, and to the north you -see a clearing surrounding a small town. -~ -310 0 0 0 0 2 -D0 -~ -~ -0 0 31028 -D5 -~ -~ -0 0 31024 -S -#31027 -The Clearing~ - You are in a wide clearing between the city walls and the forest. You see -men atop the walls pointing at you and gesturing frantically. -~ -310 0 0 0 0 2 -D0 -~ -~ -0 0 31030 -D1 -~ -~ -0 0 31028 -D3 -The forest looks VERY dark.~ -~ -0 0 31033 -S -#31028 -The Clearing~ - You are in a wide clearing between the city walls and the forest. You see -men atop the walls pointing at you and gesturing frantically. -~ -310 0 0 0 0 2 -D0 -~ -~ -0 0 31031 -D1 -~ -~ -0 0 31029 -D2 -~ -~ -0 0 31026 -D3 -~ -~ -0 0 31027 -S -#31029 -The Clearing~ - You are in a wide clearing between the city walls and the forest. You see -men atop the walls pointing at you and gesturing frantically. -~ -310 0 0 0 0 2 -D0 -~ -~ -0 0 31032 -D1 -~ -~ -0 0 31036 -D3 -~ -~ -0 0 31028 -S -#31030 -The Clearing~ - You are in a wide clearing between the city walls and the forest. You see -men atop the walls pointing at you and gesturing frantically. -~ -310 0 0 0 0 2 -D2 -~ -~ -0 0 31027 -D3 -The forest looks VERY dark.~ -~ -0 0 31034 -S -#31031 -Entrance to the City of Graye~ - You are standing before the great gate of Graye. Crimson plumed soldiers -raise the portcullis and urge you the enter quickly. -~ -310 0 0 0 0 2 -D0 -Looks like safety.~ -~ -0 0 31037 -S -#31032 -The Clearing~ - You are in a wide clearing between the city walls and the forest. You see -men atop the walls pointing at you and gesturing frantically. -~ -310 0 0 0 0 2 -D1 -The forest look VERY dark.~ -~ -0 0 31035 -D2 -~ -~ -0 0 31029 -S -#31033 -The Demon's Wood~ - You find yourself among the twisted, gnarled trunks of giant thorn trees. -Mist covers the forest floor and everything is completely silent. -~ -310 1 0 0 0 3 -D0 -~ -~ -0 0 31034 -D1 -Safety!~ -~ -0 0 31027 -S -#31034 -The Demon's Wood~ - You find yourself among the twisted, gnarled trunks of giant thorn trees. -Mist covers the forest floor and everything is completely silent. -~ -310 1 0 0 0 3 -D1 -Safety!~ -~ -0 0 31030 -D2 -~ -~ -0 0 31033 -S -#31035 -The Demon's Wood~ - You find yourself among the twisted, gnarled trunks of giant thorn trees. -Mist covers the forest floor, and everything is completely silent. -~ -310 1 0 0 0 3 -D2 -~ -~ -0 0 31036 -D3 -Safety!~ -~ -0 0 31032 -S -#31036 -The Demon's Wood~ - You find yourself among the twisted, gnarled trunks of giant thorn trees. -Mist covers the forest floor, and everything is completely silent. -~ -310 1 0 0 0 3 -D0 -~ -~ -0 0 31035 -D3 -Safety!~ -~ -0 0 31029 -S -#31037 -The City Street~ - Simple houses line both sides of the street, and guards are posted at every -junction. There is a castle to the north, and more streets to the east and -west. There is a large sign posted on a wall here. -~ -310 0 0 0 0 1 -D0 -You see the castle.~ -~ -0 0 31041 -D1 -~ -~ -0 0 31039 -D3 -~ -~ -0 0 31038 -E -sign large~ - There is a sign posted here, it says: - ATTENTION CITIZENS OF GRAYE! -Due to the demons beseiging our city, their -night-time raids, and their recent kidnapping -of King Relnar, we ask all citizens to observe -the 7 pm curfew! Those out on the streets after -dark run the risk of being mistaken for the enemy -and killed! -signed, -The Graye Guard -~ -S -#31038 -The City Streets~ - Small houses line both sides of the street, and armed guards are posted at -every junction. You see a small poster pasted to the wall here. -~ -310 0 0 0 0 1 -D1 -~ -~ -0 0 31037 -E -poster small~ - The poster reads: -Great rewards will be given to anyone who can -rescue the benevolent King Relnar. -~ -S -#31039 -The City Streets~ - Small houses line both sides of the street, and armed guards are posted at -every junction. -~ -310 0 0 0 0 1 -D3 -~ -~ -0 0 31037 -S -#31040 -Inside the Castle~ - Everything here is a mess. Furniture has been overturned, paintings -slashed, even the gold inlaid tiles have been torn up. -~ -310 0 0 0 0 1 -D1 -~ -~ -0 0 31041 -S -#31041 -Entrance to Relnar's Castle~ - You stand before the ajar gate of the castle. You here complete silence -from inside. City life continues to bustle around you. -~ -310 0 0 0 0 1 -D0 -~ -~ -0 0 31044 -D1 -~ -~ -0 0 31042 -D2 -~ -~ -0 0 31037 -D3 -~ -~ -0 0 31040 -S -#31042 -Inside the Castle~ - Everything here is a mess. Furniture has been overturned, paintings -slashed, even the gold inlaid tiles have been torn up. -~ -310 0 0 0 0 0 -D3 -~ -~ -0 0 31041 -S -#31043 -Relnar's Study~ - As soon as you enter this room, you feel it. A magical aura of goodness -fills this room, and everything is in a neat and tidy condition. -~ -310 0 0 0 0 0 -D1 -~ -~ -0 0 31044 -D5 -You see some loose floorboards.~ -floorboards secret~ -2 31023 31059 -S -#31044 -The Throne Room~ - King Relnar's throne sits here, empty. There are rooms to the east and -west. -~ -310 4 0 0 0 0 -D1 -~ -~ -0 0 31045 -D2 -~ -~ -0 0 31041 -D3 -~ -~ -0 0 31043 -D5 -Aha! a secret door!~ -secret~ -2 31001 31046 -S -#31045 -Rymat's Chamber~ - You find yourself in a small undecorated chamber. There is a bed, desk, and -finely crafted washbasin. -~ -310 0 0 0 0 0 -D3 -~ -~ -0 0 31044 -E -bed~ - It is a tidy, well made bed. -~ -E -desk~ - It is a bare desk, no drawers or anything. -~ -E -basin wash washbasin~ - It is a very nice washbasin. -~ -S -#31046 -The Tunnel~ - The tunnel has a bare dirt floor, and its sides are of rough-hewn rock. -Magical torches are set in each side of the tunnel wall, providing light. -~ -310 4 0 0 0 0 -D0 -~ -~ -0 0 31047 -D4 -Aha! a secret door!~ -secret~ -2 31001 31044 -E -torch torches magical~ - They provide light with a soft magical glow. -~ -S -#31047 -The Tunnel~ - The tunnel begins to curve upwards. -~ -310 4 0 0 0 0 -D0 -~ -~ -0 0 31048 -D2 -~ -~ -0 0 31046 -S -#31048 -Tunnel's End~ - You reach the end of the tunnel. Just above you, sunlight peeks around the -edge of a trapdoor. -~ -310 4 0 0 0 0 -D2 -~ -~ -0 0 31047 -D4 -It is a trapdoor, cleverly hidden.~ -door trap trapdoor~ -2 31002 31049 -S -#31049 -The Valley of Demons~ - You emerge from the tunnel, and take a look around you. To the far south -you can just barely see one of the castle's towers over the trees. To the -north, the land sloped downward, and thick, gnarled thorn trees prevent -movement to the east or west. -~ -310 4 0 0 0 4 -D0 -~ -~ -0 0 31050 -D5 -It is a trapdoor, cleverly hidden.~ -door trap trapdoor~ -2 31002 31048 -S -#31050 -The Valley of Demons~ - You are heading deeper and deeper into a valley. The walls climb up on -either side of you, soon becoming nearly vertical. Your path is slowed by -thick choking vegetation grabbing your boots. The path back to the south -disappears in darkness, and your path continues to dip as you head to the -north. -~ -310 0 0 0 0 4 -D0 -~ -~ -0 0 31051 -D2 -~ -~ -0 0 31049 -S -#31051 -The Valley Floor~ - You have reached the very bottom of the valley. The hills climb steeply to -the east and west. A sudden gust of wind brings you the smell of sulphur from -the north. -~ -310 0 0 0 0 4 -D0 -~ -~ -0 0 31052 -D2 -~ -~ -0 0 31050 -S -#31052 -The Rift~ - A great yawning rift breaks the earth's surface here. Tendrils of smoke -waft their way upwards, stinging your nose sharply. You sense that a great -evil is near. -~ -310 0 0 0 0 4 -D2 -~ -~ -0 0 31051 -D5 -You can't see much..climable though.~ -~ -0 0 31053 -S -#31053 -Inside the Rift~ - There is a ledge here, and a tunnel which leads into the earth. Far below -you, lava churns and bubbles. -~ -310 1 0 0 0 0 -D0 -~ -~ -0 0 31054 -D4 -I wouldn't try to climb that! What if you fell?!~ -~ -0 0 31058 -S -#31054 -The Tunnel~ - The tunnel leads north and south, and to either side of you are great cells. -Peeking in a smudged window, you see human prisoners, many of them wearing the -uniform of the Graye Guard. -~ -310 1 0 0 0 0 -D0 -~ -~ -0 0 31055 -D2 -~ -~ -0 0 31053 -S -#31055 -Irgon's Guard Room~ - You find yourself in a small guard room. Chambers to the east and west -house prisoners, and an ebony door blocks the way north. Instruments of -torture line the walls, and blood is splattered everywhere. -~ -310 1 0 0 0 0 -D0 -An ebony door is there.~ -door ebony~ -2 31003 31056 -D2 -~ -~ -0 0 31054 -S -#31056 -Scrytin's Chamber of Doom~ - This chamber is COVERED in blood. The Arch-Demon Scrytin has made this foul -place his abode. There is an Ivory door to the east. -~ -310 1 0 0 0 0 -D1 -There is an ivory door there.~ -ivory door~ -2 31004 31057 -D2 -An ebony door is there.~ -door ebony~ -2 31003 31055 -S -#31057 -Relnar's Cell~ - You stumble into a tiny cell, lit by a single candle. -~ -310 0 0 0 0 0 -D1 -~ -~ -0 0 31043 -D3 -There is an ivory door there.~ -ivory door~ -2 31004 31056 -S -#31058 -The Lava~ - You slip.. - .. - .. - hot - Hot - HOT!! -~ -310 0 0 0 0 0 -S -#31059 -The secret passage~ - You step into the musty passage and let your eyes grow accustomed to the -light. Stone walls block every direction save north. -~ -310 1 0 0 0 0 -D0 -~ -~ -0 0 31060 -D4 -~ -~ -0 0 31043 -S -#31060 -The Catacombs~ - You walk along the passage, and notice the remains of all the previous kings -of Graye are buried on either side of you. You can see in the room, but there -is no discernable source of light. The passage continues on to the north and -south. -~ -310 0 0 0 0 0 -D0 -~ -~ -0 0 31061 -D2 -~ -~ -0 0 31059 -S -#31061 -The Tomb of Graye~ - You enter a huge circular room. A guilded gold coffin rests in the center -atop at stone tablet. Treasure is piled high against all the walls. You have -found the final resting place of the paladin knight Graye. -~ -310 0 0 0 0 0 -D2 -~ -~ -0 0 31060 -E -coffin~ - The coffin holds the remains of Graye. His gift to you is not within it. -~ -E -stone tablet~ - It is a giant stone tablet supporting the coffin of Graye. -~ -S -$~ diff --git a/lib/world/wld/311.wld b/lib/world/wld/311.wld deleted file mode 100644 index 9ffc790..0000000 --- a/lib/world/wld/311.wld +++ /dev/null @@ -1,2087 +0,0 @@ -#31100 -Behind the Waterfall~ - The water cascades down just south of here, pouring into the reservoir used -by the farmers of the Ofingian farmlands. A long, narrow tunnel heads straight -west toward a very bright source of light, one which is blinding to look upon -without shading one's eyes. -~ -311 296 0 0 0 0 -D3 -~ -~ -0 0 31101 -S -#31101 -Through the Mountain~ - The weight of an entire mountain enfolds all about you, the immensity and -sheer presence of such a sizable force as a mountain forces itself into your -awareness. The way west leads toward the bright light, an opening into another -section of the world, cut off from the rest of the world by the impassable -mountain which you currently travel through. Just east of here is the falling -water of the waterfall which runs down into the reservoir in the Ofingian -farmlands. -~ -311 296 0 0 0 0 -D1 -~ -~ -0 0 31100 -D3 -~ -~ -0 0 31102 -S -#31102 -Halfway Through the Mountain~ - Squinting against the light coming from the western opening in this tunnel, -you begin to finally get used to the dimness of the cavern combined with the -glare from the light coming from the other opening. Scorch-marks riddle the -walls of the tunnel, a thick, black, phospherous soot glazes the walls, -dwindling away to the east but getting quite thick closer toward the western -exit. Some sort of fire was blasted into this tunnel - and more than once. -~ -311 296 0 0 0 0 -D1 -~ -~ -0 0 31101 -D3 -~ -~ -0 0 31103 -S -#31103 -Just East of the Western Exit~ - The light blasting in from the opening just west of here is now not only -bright, but warm as well - almost painfully so. Shielding your eyes from the -bright rays does not help to give you any more of a clear picture of what might -lie beyond the exit of that blinding hole, it is much too bright. The way to -the east is dim, yet for some reason exudes much less of a dangerous vibe than -the way west. -~ -311 296 0 0 0 0 -D1 -~ -~ -0 0 31102 -D3 -~ -~ -0 0 31104 -S -#31104 -The Northern Exit~ - There is absolutely no way to describe the feeling of coming to the opening -of a cave to find yourself standing well over five hundred feet up from any sort -of solid ground. The cave 'entrance' is nothing more than a hole in a cliff -face - a cliff which rises far above the green grasslands which it borders the -east side of, very far. Unless you can fly, the only way you might have the -chance at getting down below into those grasslands is if you hitch a ride on a -passing dragon - and that is just not likely to happen. Looking directly down -from where you perch, you see a small (or is it small, it could just appear that -way from this height) fortress nestled quite close up to the cliff face. -~ -311 296 0 0 0 0 -D1 -~ -~ -0 0 31103 -D3 -~ -~ -0 0 31105 -S -#31105 -High Along the Dragon's Teeth - In Midair~ - A very large and very foreboding cave entrance lies to the south, the -blackened rock which borders the entrance testament to what lives within. This -is the highest point that can be reached along the cliff face, the only way to -go from here is horizontal or down. -~ -311 64 0 0 0 0 -D2 -~ -~ -0 0 31106 -D5 -~ -~ -0 0 31108 -S -#31106 -High Along the Dragon's Teeth - In Midair~ - The entrance to a cave lies to the east. It is most certainly very solid -ground upon which to tread, better than the hazardous way of travel which you -currently employ, but the fact that the rock entryway into the cave is scorched -and melted and strewn about with rotted dragonscales is a definite turn-off. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31105 -D1 -~ -~ -0 0 31172 -D5 -~ -~ -0 0 31109 -S -#31107 -The Upper Reaches of the Dragon's Teeth~ - This is close to the highest point that this cliff face spans, the plains -below a very well-organized place of sectioned farming areas and forests, the -castles and keeps which dot the land mere specks. Far away to the west is the -glistening water of an ocean or sea, one which is as blue and clear as the sky -above. -~ -311 64 0 0 0 0 -D2 -~ -~ -0 0 31108 -D5 -~ -~ -0 0 31117 -S -#31108 -The Upper Reaches of the Dragon's Teeth~ - This is close to the highest point that this cliff face spans, the plains -below a very well-organized place of sectioned farming areas and forests, the -castles and keeps which dot the land mere specks. Far away to the west is the -glistening water of an ocean or sea, one which is as blue and clear as the sky -above. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31107 -D2 -~ -~ -0 0 31109 -D4 -~ -~ -0 0 31105 -D5 -~ -~ -0 0 31118 -S -#31109 -The Upper Reaches of the Dragon's Teeth~ - This is close to the highest point that this cliff face spans, the plains -below a very well-organized place of sectioned farming areas and forests, the -castles and keeps which dot the land mere specks. Far away to the west is the -glistening water of an ocean or sea, one which is as blue and clear as the sky -above. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31108 -D2 -~ -~ -0 0 31110 -D4 -~ -~ -0 0 31106 -D5 -~ -~ -0 0 31119 -S -#31110 -The Upper Reaches of the Dragon's Teeth~ - This is close to the highest point that this cliff face spans, the plains -below a very well-organized place of sectioned farming areas and forests, the -castles and keeps which dot the land mere specks. Far away to the west is the -glistening water of an ocean or sea, one which is as blue and clear as the sky -above. To the south is the entrance to a cave opening in the cliff face. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31109 -D2 -~ -~ -0 0 31111 -D5 -~ -~ -0 0 31120 -S -#31111 -The Upper Reaches of the Dragon's Teeth at a Cave Entrance~ - Spendor of the vista below is instantly forgotten as you come to the entrance -to this awful place. A foul, foul stench billows forth in gusts from the -interior to this cave, the walls and floor of the rock itself layered in a -thick, oozing black goo. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31110 -D1 -~ -~ -0 0 31180 -D2 -~ -~ -0 0 31112 -D5 -~ -~ -0 0 31121 -S -#31112 -The Upper Reaches of the Dragon's Teeth~ - This is close to the highest point that this cliff face spans, the plains -below a very well-organized place of sectioned farming areas and forests, the -castles and keeps which dot the land mere specks. Far away to the west is the -glistening water of an ocean or sea, one which is as blue and clear as the sky -above. To the north is the entrance to a cave opening in the cliff face. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31111 -D2 -~ -~ -0 0 31113 -D5 -~ -~ -0 0 31122 -S -#31113 -The Upper Reaches of the Dragon's Teeth~ - This is close to the highest point that this cliff face spans, the plains -below a very well-organized place of sectioned farming areas and forests, the -castles and keeps which dot the land mere specks. Far away to the west is the -glistening water of an ocean or sea, one which is as blue and clear as the sky -above. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31112 -D4 -~ -~ -0 0 31114 -D5 -~ -~ -0 0 31123 -S -#31114 -An Outcrop of Rock~ - A way up from here leads to what looks to be the perch and home of what could -only be a dragon. Sooty refuse spills from the opening of a cave just above -you, a solid stain of black runing down the rock , dwindling into the cliff face -below, soaking into the rock. -~ -311 64 0 0 0 0 -D4 -~ -~ -0 0 31115 -D5 -~ -~ -0 0 31113 -S -#31115 -An Entrance Into an Enormous Cavern~ - This is by far the largest and most intimidating cave along the Dragon's -Teeth. That is not to say that the rest of the caves which dot the cliffside -are not fairly imposing and fearsome, but they most certainly pale in comparison -to the amazing size of this cave. The entrance is at least fifty feet in height -and twice as wide, if not more. A steady sound from within leads you to believe -that someone is probably home. -~ -311 64 0 0 0 0 -D1 -~ -~ -0 0 31168 -D5 -~ -~ -0 0 31114 -S -#31116 -An Opening in the Cliff Face~ - A dark cave leads away into the recesses of the mountain, one that is more -than probably the home to a creature that is best left to itself. A very warm -and humid waft of air comes from the cave, a thick, breathy surge of air which -does nothing to make the place seem any more welcoming. -~ -311 64 0 0 0 0 -D1 -~ -~ -0 0 31176 -D2 -~ -~ -0 0 31117 -D5 -~ -~ -0 0 31125 -S -#31117 -Along the Dragon's Teeth, Flying in Midair~ - The rock of the mountain is solid and unyielding, allowing for you to travel -along its face but offering no spots upon which to rest or get your bearings. -Just north of here is the entrance into an opening in the rock, but it does not -look like the sort of place that you might be able to rest a spell. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31116 -D2 -~ -~ -0 0 31118 -D4 -~ -~ -0 0 31107 -D5 -~ -~ -0 0 31126 -S -#31118 -Along the Dragon's Teeth, Flying in Midair~ - The world appears very perfect and organized from this height - no signs of -strife, war or trouble can be seen from this height, nor can the ordinary sounds -of the world going by. It would be a very peaceful place to be if you weren't -flying hundreds of feet above the surface of the world snuggled against a cliff -face which is riddled with Dragon Caves. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31117 -D2 -~ -~ -0 0 31119 -D4 -~ -~ -0 0 31108 -D5 -~ -~ -0 0 31127 -S -#31119 -Along the Dragon's Teeth, Flying in Midair~ - The world appears very perfect and organized from this height - no signs of -strife, war or trouble can be seen from this height, nor can the ordinary sounds -of the world going by. It would be a very peaceful place to be if you weren't -flying hundreds of feet above the surface of the world snuggled against a cliff -face which is riddled with Dragon Caves. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31118 -D2 -~ -~ -0 0 31120 -D4 -~ -~ -0 0 31109 -D5 -~ -~ -0 0 31128 -S -#31120 -Along the Dragon's Teeth, Flying in Midair~ - The world appears very perfect and organized from this height - no signs of -strife, war or trouble can be seen from this height, nor can the ordinary sounds -of the world going by. It would be a very peaceful place to be if you weren't -flying hundreds of feet above the surface of the world snuggled against a cliff -face which is riddled with Dragon Caves. Just below you is a smaller cave, -maybe the entrance back into the land of mortals and low-level mob that doesn't -hit so hard. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31119 -D2 -~ -~ -0 0 31121 -D4 -~ -~ -0 0 31110 -D5 -~ -~ -0 0 31129 -S -#31121 -Along the Dragon's Teeth, Flying in Midair~ - The world appears very perfect and organized from this height - no signs of -strife, war or trouble can be seen from this height, nor can the ordinary sounds -of the world going by. It would be a very peaceful place to be if you weren't -flying hundreds of feet above the surface of the world snuggled against a cliff -face which is riddled with Dragon Caves. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31120 -D2 -~ -~ -0 0 31122 -D4 -~ -~ -0 0 31111 -D5 -~ -~ -0 0 31130 -S -#31122 -Along the Dragon's Teeth, Flying in Midair~ - The world appears very perfect and organized from this height - no signs of -strife, war or trouble can be seen from this height, nor can the ordinary sounds -of the world going by. It would be a very peaceful place to be if you weren't -flying hundreds of feet above the surface of the world snuggled against a cliff -face which is riddled with Dragon Caves. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31121 -D2 -~ -~ -0 0 31123 -D4 -~ -~ -0 0 31112 -D5 -~ -~ -0 0 31131 -S -#31123 -Along the Dragon's Teeth, Flying in Midair~ - The world appears very perfect and organized from this height - no signs of -strife, war or trouble can be seen from this height, nor can the ordinary sounds -of the world going by. It would be a very peaceful place to be if you weren't -flying hundreds of feet above the surface of the world snuggled against a cliff -face which is riddled with Dragon Caves. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31122 -D2 -~ -~ -0 0 31124 -D4 -~ -~ -0 0 31113 -D5 -~ -~ -0 0 31132 -S -#31124 -Along the Dragon's Teeth, Flying in Midair~ - The world appears very perfect and organized from this height - no signs of -strife, war or trouble can be seen from this height, nor can the ordinary sounds -of the world going by. It would be a very peaceful place to be if you weren't -flying hundreds of feet above the surface of the world snuggled against a cliff -face which is riddled with Dragon Caves. Just below you is the entrance into -what might be the only clean-looking cave on the whole cliff face. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31123 -D5 -~ -~ -0 0 31133 -S -#31125 -In Midair, Skirting the Dragon's Teeth~ - The cliff face itself is far too sheer, too smooth to afford any sort of -handholds or foot wedges. Flying through the air, moving yourself with not only -your will but your hands as you pull yourself along the cliff wall, you chance -to look down and realize that its probably a good idea if the fly spell you make -use of is regularly maintained. -~ -311 64 0 0 0 0 -D2 -~ -~ -0 0 31126 -D4 -~ -~ -0 0 31116 -S -#31126 -In Midair, Skirting the Dragon's Teeth~ - The cliff face itself is far too sheer, too smooth to afford any sort of -handholds or foot wedges. Flying through the air, moving yourself with not only -your will but your hands as you pull yourself along the cliff wall, you chance -to look down and realize that its probably a good idea if the fly spell you make -use of is regularly maintained. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31125 -D2 -~ -~ -0 0 31127 -D4 -~ -~ -0 0 31117 -D5 -~ -~ -0 0 31134 -S -#31127 -In Midair, Skirting the Dragon's Teeth~ - The cliff face itself is far too sheer, too smooth to afford any sort of -handholds or foot wedges. Flying through the air, moving yourself with not only -your will but your hands as you pull yourself along the cliff wall, you chance -to look down and realize that its probably a good idea if the fly spell you make -use of is regularly maintained. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31126 -D2 -~ -~ -0 0 31128 -D4 -~ -~ -0 0 31118 -D5 -~ -~ -0 0 31135 -S -#31128 -In Midair, Skirting the Dragon's Teeth~ - The cliff face itself is far too sheer, too smooth to afford any sort of -handholds or foot wedges. Flying through the air, moving yourself with not only -your will but your hands as you pull yourself along the cliff wall, you chance -to look down and realize that its probably a good idea if the fly spell you make -use of is regularly maintained. To the south is the entrance into a small cave. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31127 -D2 -~ -~ -0 0 31129 -D4 -~ -~ -0 0 31119 -D5 -~ -~ -0 0 31136 -S -#31129 -In Midair, Skirting the Dragon's Teeth~ - The cliff face itself is far too sheer, too smooth to afford any sort of -handholds or foot wedges. Flying through the air, moving yourself with not only -your will but your hands as you pull yourself along the cliff wall, you chance -to look down and realize that its probably a good idea if the fly spell you make -use of is regularly maintained. The safety of a narrow tunnel lies to the east, -a solid footing on solid rock that does not pose the danger of falling hundreds -of feet to your death below. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31128 -D2 -~ -~ -0 0 31130 -D4 -~ -~ -0 0 31120 -D5 -~ -~ -0 0 31137 -S -#31130 -In Midair, Skirting the Dragon's Teeth~ - The cliff face itself is far too sheer, too smooth to afford any sort of -handholds or foot wedges. Flying through the air, moving yourself with not only -your will but your hands as you pull yourself along the cliff wall, you chance -to look down and realize that its probably a good idea if the fly spell you make -use of is regularly maintained. To the north is the entrance into a narrow -cave. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31129 -D2 -~ -~ -0 0 31131 -D4 -~ -~ -0 0 31121 -D5 -~ -~ -0 0 31138 -S -#31131 -In Midair, Skirting the Dragon's Teeth~ - The cliff face itself is far too sheer, too smooth to afford any sort of -handholds or foot wedges. Flying through the air, moving yourself with not only -your will but your hands as you pull yourself along the cliff wall, you chance -to look down and realize that its probably a good idea if the fly spell you make -use of is regularly maintained. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31130 -D2 -~ -~ -0 0 31132 -D4 -~ -~ -0 0 31122 -D5 -~ -~ -0 0 31139 -S -#31132 -In Midair, Skirting the Dragon's Teeth~ - The cliff face itself is far too sheer, too smooth to afford any sort of -handholds or foot wedges. Flying through the air, moving yourself with not only -your will but your hands as you pull yourself along the cliff wall, you chance -to look down and realize that its probably a good idea if the fly spell you make -use of is regularly maintained. To the south is the entrance into a cave. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31131 -D2 -~ -~ -0 0 31133 -D4 -~ -~ -0 0 31123 -D5 -~ -~ -0 0 31140 -S -#31133 -At a Polished Cave Entrance~ - The entryway into this cave is not black and fire-ravaged as most of the -other cave entrances on the Teeth are, but clear of debris and clean. A slow -trickle of water runs from the interior of the cave, a cold draft accompanying -it. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31132 -D1 -~ -~ -0 0 31184 -D4 -~ -~ -0 0 31124 -S -#31134 -Flying Along the Face of the Dragon's Teeth~ - The grassy plains below are still many hundreds of feet down from your -current altitude, the castles and keeps of the land still but small dots, their -features undescernable. It is a steady climb down the cliff, one that would -probably not take long . To the south is the entryway into a blackened cave. -~ -311 64 0 0 0 0 -D2 -~ -~ -0 0 31135 -D4 -~ -~ -0 0 31126 -D5 -~ -~ -0 0 31142 -S -#31135 -Entryway Into a Dark Cave~ - The cave itself is extremely dark inside, not lights whatsoever shine from -within. The rock around the edges of the entrance are black and melted from -countless bouts of DragonFire being blasted against it. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31134 -D1 -~ -~ -0 0 31192 -D2 -~ -~ -0 0 31136 -D4 -~ -~ -0 0 31127 -D5 -~ -~ -0 0 31143 -S -#31136 -Flying Along the Face of the Dragon's Teeth~ - The grassy plains below are still many hundreds of feet down from your -current altitude, the castles and keeps of the land still but small dots, their -features undescernable. It is a steady climb down the cliff, one that would -probably not take long . -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31135 -D2 -~ -~ -0 0 31137 -D4 -~ -~ -0 0 31128 -D5 -~ -~ -0 0 31144 -S -#31137 -Flying Along the Face of the Dragon's Teeth~ - The grassy plains below are still many hundreds of feet down from your -current altitude, the castles and keeps of the land still but small dots, their -features undescernable. It is a steady climb down the cliff, one that would -probably not take long . -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31136 -D2 -~ -~ -0 0 31138 -D4 -~ -~ -0 0 31129 -D5 -~ -~ -0 0 31145 -S -#31138 -Flying Along the Face of the Dragon's Teeth~ - The grassy plains below are still many hundreds of feet down from your -current altitude, the castles and keeps of the land still but small dots, their -features undescernable. It is a steady climb down the cliff, one that would -probably not take long . -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31137 -D2 -~ -~ -0 0 31139 -D4 -~ -~ -0 0 31130 -D5 -~ -~ -0 0 31146 -S -#31139 -Flying Along the Face of the Dragon's Teeth~ - The grassy plains below are still many hundreds of feet down from your -current altitude, the castles and keeps of the land still but small dots, their -features undescernable. It is a steady climb down the cliff, one that would -probably not take long . -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31138 -D1 -~ -~ -0 0 31188 -D2 -~ -~ -0 0 31140 -D4 -~ -~ -0 0 31131 -D5 -~ -~ -0 0 31147 -S -#31140 -Flying Along the Face of the Dragon's Teeth~ - The grassy plains below are still many hundreds of feet down from your -current altitude, the castles and keeps of the land still but small dots, their -features undescernable. It is a steady climb down the cliff, one that would -probably not take long . -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31139 -D4 -~ -~ -0 0 31132 -D5 -~ -~ -0 0 31148 -S -#31141 -The Entry Into a Smaller Cave~ - The cave before you is by no means small, however it is smaller in size by -far than the rest of the caves which dot this cliffside. The entryway is -blackened and scorched from DragonFire and extremely cluttered with old scales -and sloughed skin. The bones of old meals lie strewn about the entrance, -looking as they were attempted to be pushed out to fall onto the plains below, -but the effort was only half-attempted. -~ -311 64 0 0 0 0 -D1 -~ -~ -0 0 31196 -D2 -~ -~ -0 0 31142 -D5 -~ -~ -0 0 31149 -S -#31142 -Flying the Teeth~ - The cliff's base lies still far below, a considerable drop for even a winged -creature. The cliff is of the smoothest rock, as if carefully carved and sanded -by an expert sculptor. The entryways into the caves which dot this cliff face -are easily found, from any vantage point. Just north of here is the entrance -into one of the caves. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31141 -D2 -~ -~ -0 0 31143 -D4 -~ -~ -0 0 31134 -D5 -~ -~ -0 0 31150 -S -#31143 -Flying the Teeth~ - The cliff's base lies still far below, a considerable drop for even a winged -creature. The cliff is of the smoothest rock, as if carefully carved and sanded -by an expert sculptor. The entryways into the caves which dot this cliff face -are easily found, from any vantage point. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31142 -D2 -~ -~ -0 0 31144 -D4 -~ -~ -0 0 31135 -D5 -~ -~ -0 0 31151 -S -#31144 -Flying the Teeth~ - The cliff's base lies still far below, a considerable drop for even a winged -creature. The cliff is of the smoothest rock, as if carefully carved and sanded -by an expert sculptor. The entryways into the caves which dot this cliff face -are easily found, from any vantage point. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31143 -D2 -~ -~ -0 0 31145 -D4 -~ -~ -0 0 31136 -D5 -~ -~ -0 0 31152 -S -#31145 -Flying the Teeth~ - The cliff's base lies still far below, a considerable drop for even a winged -creature. The cliff is of the smoothest rock, as if carefully carved and sanded -by an expert sculptor. The entryways into the caves which dot this cliff face -are easily found, from any vantage point. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31144 -D2 -~ -~ -0 0 31146 -D4 -~ -~ -0 0 31137 -D5 -~ -~ -0 0 31153 -S -#31146 -Flying the Teeth~ - The cliff's base lies still far below, a considerable drop for even a winged -creature. The cliff is of the smoothest rock, as if carefully carved and sanded -by an expert sculptor. The entryways into the caves which dot this cliff face -are easily found, from any vantage point. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31145 -D2 -~ -~ -0 0 31147 -D4 -~ -~ -0 0 31138 -D5 -~ -~ -0 0 31154 -S -#31147 -Flying the Teeth~ - The cliff's base lies still far below, a considerable drop for even a winged -creature. The cliff is of the smoothest rock, as if carefully carved and sanded -by an expert sculptor. The entryways into the caves which dot this cliff face -are easily found, from any vantage point. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31146 -D2 -~ -~ -0 0 31148 -D4 -~ -~ -0 0 31139 -D5 -~ -~ -0 0 31155 -S -#31148 -Flying the Teeth~ - The cliff's base lies still far below, a considerable drop for even a winged -creature. The cliff is of the smoothest rock, as if carefully carved and sanded -by an expert sculptor. The entryways into the caves which dot this cliff face -are easily found, from any vantage point. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31147 -D4 -~ -~ -0 0 31140 -D5 -~ -~ -0 0 31156 -S -#31149 -In Midair Along the Cliff Face~ - The cliffs climb high above to heights which are dizzying. There are cave -entrances dotting the cliffside at irregular intervals, nearly every one of them -marked by a blackening of the rock around their openings, a scorched, dirty -look. One of those very caves lies just above you. -~ -311 64 0 0 0 0 -D2 -~ -~ -0 0 31150 -D4 -~ -~ -0 0 31141 -S -#31150 -In Midair Along the Cliff Face~ - The cliffs climb high above to heights which are dizzying. There are cave -entrances dotting the cliffside at irregular intervals, nearly every one of them -marked by a blackening of the rock around their openings, a scorched, dirty -look. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31149 -D2 -~ -~ -0 0 31151 -D4 -~ -~ -0 0 31142 -S -#31151 -In Midair Along the Cliff Face~ - The cliffs climb high above to heights which are dizzying. There are cave -entrances dotting the cliffside at irregular intervals, nearly every one of them -marked by a blackening of the rock around their openings, a scorched, dirty -look. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31150 -D2 -~ -~ -0 0 31152 -D4 -~ -~ -0 0 31143 -D5 -~ -~ -0 0 31157 -S -#31152 -In Midair Along the Cliff Face~ - The cliffs climb high above to heights which are dizzying. There are cave -entrances dotting the cliffside at irregular intervals, nearly every one of them -marked by a blackening of the rock around their openings, a scorched, dirty -look. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31151 -D2 -~ -~ -0 0 31153 -D4 -~ -~ -0 0 31144 -D5 -~ -~ -0 0 31158 -S -#31153 -In Midair Along the Cliff Face~ - The cliffs climb high above to heights which are dizzying. There are cave -entrances dotting the cliffside at irregular intervals, nearly every one of them -marked by a blackening of the rock around their openings, a scorched, dirty -look. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31152 -D2 -~ -~ -0 0 31154 -D4 -~ -~ -0 0 31145 -D5 -~ -~ -0 0 31159 -S -#31154 -In Midair Along the Cliff Face~ - The cliffs climb high above to heights which are dizzying. There are cave -entrances dotting the cliffside at irregular intervals, nearly every one of them -marked by a blackening of the rock around their openings, a scorched, dirty -look. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31153 -D2 -~ -~ -0 0 31155 -D4 -~ -~ -0 0 31146 -D5 -~ -~ -0 0 31160 -S -#31155 -In Midair Along the Cliff Face~ - The cliffs climb high above to heights which are dizzying. There are cave -entrances dotting the cliffside at irregular intervals, nearly every one of them -marked by a blackening of the rock around their openings, a scorched, dirty -look. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31154 -D2 -~ -~ -0 0 31156 -D4 -~ -~ -0 0 31147 -D5 -~ -~ -0 0 31161 -S -#31156 -In Midair Along the Cliff Face~ - The cliffs climb high above to heights which are dizzying. There are cave -entrances dotting the cliffside at irregular intervals, nearly every one of them -marked by a blackening of the rock around their openings, a scorched, dirty -look. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31155 -D4 -~ -~ -0 0 31148 -D5 -~ -~ -0 0 31162 -S -#31157 -Near Ground Level - in Midair~ - The details of what lies below are a bit more easily seen from this low -height, the stone fortification below is a walled keep. It doesn't look very -large, however it does appear to be constructed for the purpose of defense. -Defense against what? Or who? -~ -311 68 0 0 0 0 -D2 -~ -~ -0 0 31158 -D4 -~ -~ -0 0 31151 -D5 -~ -~ -0 0 31163 -S -#31158 -Near Ground Level - in Midair~ - The details of what lies below are a bit more easily seen from this low -height, the stone fortification below is a walled keep. It doesn't look very -large, however it does appear to be constructed for the purpose of defense. -Defense against what? Or who? -~ -311 68 0 0 0 0 -D0 -~ -~ -0 0 31157 -D2 -~ -~ -0 0 31159 -D4 -~ -~ -0 0 31152 -D5 -~ -~ -0 0 31164 -S -#31159 -Near Ground Level - in Midair~ - The details of what lies below are a bit more easily seen from this low -height, the stone fortification below is a walled keep. It doesn't look very -large, however it does appear to be constructed for the purpose of defense. -Defense against what? Or who? -~ -311 68 0 0 0 0 -D0 -~ -~ -0 0 31158 -D2 -~ -~ -0 0 31160 -D4 -~ -~ -0 0 31153 -D5 -~ -~ -0 0 31165 -S -#31160 -Near Ground Level - in Midair~ - The details of what lies below are a bit more easily seen from this low -height, the stone fortification below is a walled keep. It doesn't look very -large, however it does appear to be constructed for the purpose of defense. -Defense against what? Or who? -~ -311 68 0 0 0 0 -D0 -~ -~ -0 0 31159 -D2 -~ -~ -0 0 31161 -D4 -~ -~ -0 0 31154 -D5 -~ -~ -0 0 31166 -S -#31161 -Near Ground Level - in Midair~ - The details of what lies below are a bit more easily seen from this low -height, the stone fortification below is a walled keep. It doesn't look very -large, however it does appear to be constructed for the purpose of defense. -Defense against what? Or who? -~ -311 68 0 0 0 0 -D0 -~ -~ -0 0 31160 -D2 -~ -~ -0 0 31162 -D4 -~ -~ -0 0 31155 -D5 -~ -~ -0 0 31167 -S -#31162 -Near Ground Level - in Midair~ - The details of what lies below are a bit more easily seen from this low -height, the stone fortification below is a walled keep. It doesn't look very -large, however it does appear to be constructed for the purpose of defense. -Defense against what? Or who? -~ -311 68 0 0 0 0 -D0 -~ -~ -0 0 31161 -D4 -~ -~ -0 0 31156 -S -#31163 -Flying Just Above the Ground on the Cliff Face~ - There is only one area that looks any good at all to 'land' on the ground -below, and it lies to the south a short distance. Everything other place below -is strewn with waste from the dragons which reside above, their old scales and -the bones from meals long past lie in heaps upon the ground, not to mention a -sickly black oozing substance - almost like tar - which coats much of the refuse -and the ground. -~ -311 64 0 0 0 0 -D2 -~ -~ -0 0 31164 -D4 -~ -~ -0 0 31157 -S -#31164 -Flying Just Above the Ground on the Cliff Face~ - There is only one area that looks any good at all to 'land' on the ground -below, and it lies to the south a short distance. Everything other place below -is strewn with waste from the dragons which reside above, their old scales and -the bones from meals long past lie in heaps upon the ground, not to mention a -sickly black oozing substance - almost like tar - which coats much of the refuse -and the ground. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31163 -D2 -~ -~ -0 0 31165 -D4 -~ -~ -0 0 31158 -S -#31165 -In Midair Above a Guard Post~ - It seems that you are not the only one who might have occassion to explore -this land, and it appears that many who have come before you might have been -less than friendly. Of course, it could be that the people below who the entry -into their land might be the unfriendly ones. Only one way to find out... -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31164 -D2 -~ -~ -0 0 31166 -D4 -~ -~ -0 0 31159 -S -#31166 -Flying Just Above the Ground on the Cliff Face~ - There is only one area that looks any good at all to 'land' on the ground -below, and it lies to the north a short distance. Everything other place below -is strewn with waste from the dragons which reside above, their old scales and -the bones from meals long past lie in heaps upon the ground, not to mention a -sickly black oozing substance - almost like tar - which coats much of the refuse -and the ground. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31165 -D2 -~ -~ -0 0 31167 -D4 -~ -~ -0 0 31160 -S -#31167 -Flying Just Above the Ground on the Cliff Face~ - There is only one area that looks any good at all to 'land' on the ground -below, and it lies to the north a short distance. Everything other place below -is strewn with waste from the dragons which reside above, their old scales and -the bones from meals long past lie in heaps upon the ground, not to mention a -sickly black oozing substance - almost like tar - which coats much of the refuse -and the ground. -~ -311 64 0 0 0 0 -D0 -~ -~ -0 0 31166 -D4 -~ -~ -0 0 31161 -S -#31168 -Entrance into a Black Cave~ - Everything instantly goes dark as you enter into this cave, even the glaring -bright light of the sun just to the west is immediately shut out. Feeling along -the walls, you find that the cave continues westward, deeper into the hard rock -of the mountain. -~ -311 13 0 0 0 0 -D1 -~ -~ -0 0 31169 -D3 -~ -~ -0 0 31115 -S -#31169 -In a Darkened Cave~ - Nothing can be seen, not the walls, nor the floor, nor you hand were you to -hold it directly before your eyes. It can only be that the darkness of this -place is magical in nature, a cloak of obscurity maintained by the resident so -that intruders might never have the upper hand. -~ -311 13 0 0 0 0 -D1 -~ -~ -0 0 31170 -D3 -~ -~ -0 0 31168 -S -#31170 -A Feeling of Immensity~ - Upon entering into this room, an immediate feeling of vast size seeps into -your awareness. You are no longer in a long tunnel but in a vast room with a -great amount of space. The steady sound of some sort of deep, heavy wind can be -heard. Or is that breathing? -~ -311 9 0 0 0 0 -D2 -~ -~ -0 0 31171 -D3 -~ -~ -0 0 31169 -S -#31171 -A Feeling of Immensity~ - Upon entering into this room, an immediate feeling of vast size seeps into -your awareness. You are no longer in a long tunnel but in a vast room with a -great amount of space. The steady sound of some sort of deep, heavy wind can be -heard. Or is that breathing? -~ -311 9 0 0 0 0 -D0 -~ -~ -0 0 31170 -S -#31172 -Entrance to a Dragon's Cave~ - This can be nothing else than the home of a dragon. The evidence is -scattered all about your feet in the form of thick dragonscales and the -shattered bones of animals and people which fell prey to the appetite of the -monster within. -~ -311 12 0 0 0 0 -D1 -~ -~ -0 0 31173 -D3 -~ -~ -0 0 31106 -S -#31173 -A Hot, Humid Cave~ - The temperature inside this rough-hewn cavern is markedly higher in -temperature than it is outside in the fresh, bright air. It is not dark, -although the light which permeates this place is a red-hued, onholy light which -flickers and twists almost as if alive, like that of fire. The passage runs -deeper into the mountain or ends just west of here in open air. -~ -311 12 0 0 0 0 -D2 -~ -~ -0 0 31174 -D3 -~ -~ -0 0 31172 -S -#31174 -Lair of the Red Dragon~ - This huge room is the antechamber to the main room in which resides a very -large, and very mean-looking red dragon. Its heaving flanks can be seen from -this area of the cave, its deep, malevolent black eyes fixed squarely on you, -bearing down into your soul. -~ -311 8 0 0 0 0 -D0 -~ -~ -0 0 31173 -D1 -~ -~ -0 0 31175 -S -#31175 -Lair of the Red Dragon~ - The walls of this emormous room glow in amber hues, a reflecting light that -makes concentration fairly difficult. Most of the floor of the room is clear of -any sort of debris, as the dragon which makes his home here needs a large amount -of space to stretch out and relax when he is slumbering. All along the edge of -the floor lies strewn bits and pieces of old meals, bones, treasure and other -various objects. -~ -311 8 0 0 0 0 -D3 -~ -~ -0 0 31174 -S -#31176 -A Humid Cave Entrance~ - Standing within the conifines of this wide, arched cave entrance you feel an -immediate change in the quality of the air about you. It has become thick, warm -and heavy to breathe. It almost seems as if you might be able to see your -breath, so thick it feels as it issues from your mouth. -~ -311 12 0 0 0 0 -D1 -~ -~ -0 0 31177 -D3 -~ -~ -0 0 31116 -S -#31177 -A Humid Cave~ - There is an almost pleasant, steady light pervading the inner depths of this -cave, one that does not really give off any uneasy or dangerous vibes. The -cavern slopes downward a bit before entering into a very large room just east of -here. -~ -311 12 0 0 0 0 -D1 -~ -~ -0 0 31178 -D3 -~ -~ -0 0 31176 -S -#31178 -Lair of the Blue Dragon~ - All of the glory and majesty that is a dragon is personified by this enormous -room which is the home of just such a creature. The walls glow a strange, blue -light which contrasts with the hot, thick air which infests this place. Heaps -of all manner of odds and ends, valuable and otherwise, litter the floors of the -place. -~ -311 8 0 0 0 0 -D0 -~ -~ -0 0 31179 -D3 -~ -~ -0 0 31177 -S -#31179 -Lair of the Blue Dragon~ - All of the glory and majesty that is a dragon is personified by this enormous -room which is the home of just such a creature. The walls glow a strange, blue -light which contrasts with the hot, thick air which infests this place. Heaps -of all manner of odds and ends, valuable and otherwise, litter the floors of the -place. -~ -311 8 0 0 0 0 -D2 -~ -~ -0 0 31178 -S -#31180 -Cave Entrance~ - A terribly nasty odor envelopes you as you step foot into the entryway to -this place. A thick, black goo covers the floor of the cave and sticks to your -feet, making your footing treacherous to say the least. Darkness and death lay -within - beware. -~ -311 12 0 0 0 0 -D1 -~ -~ -0 0 31181 -D3 -~ -~ -0 0 31111 -S -#31181 -Slimy Cave~ - The denizen of this large cave has to be the most distusting form of life -that this world could house. The black goo which was only on the floor at the -entryway now covers the walls and ceiling, as if spattered and splashed by -something very large - and the smell, the smell is indescribable. -~ -311 12 0 0 0 0 -D1 -~ -~ -0 0 31182 -D3 -~ -~ -0 0 31180 -S -#31182 -A Slimy Bend~ - The cave makes a sharp bend, opening into a an enormous room within which -lies the lair of a green dragon. The oozing slime covers not only in a layer on -the floor but covering everything in a thick, three to four inch pool of the -stuff. -~ -311 8 0 0 0 0 -D1 -~ -~ -0 0 31183 -D3 -~ -~ -0 0 31181 -S -#31183 -Lair of the Green Dragon~ - The smell of this room is repulsive, a fetid, old, nasty reek that assaults -your nostrils and holds you hostage by its stench. Your feet stick to the -floor, mired down by a thick, black, gooey substance which coats the entire -cavern. Heaps of junk, treasure, and bones lie scattered and jumbled, covered -in the goo all about the room. -~ -311 8 0 0 0 0 -D3 -~ -~ -0 0 31182 -S -#31184 -Cold, Wet Cave Entrance~ - A steady trickle of clear water runs from the interior of the cave, running -down in a rivulet out the edge of the entrance and down the cliff face to the -plains below. Cold air blows from the depths of the cave, a frigid, odd air -that smacks of the unnatural. -~ -311 12 0 0 0 0 -D1 -~ -~ -0 0 31185 -D3 -~ -~ -0 0 31133 -S -#31185 -A Cold Cave~ - As you get deeper into the cave, the air gets colder and colder. Every step -take the temperature down by at least ten degrees, making your face begin to -numb. Just ahead is a huge cavern room draped in icicles and frost. -~ -311 12 0 0 0 0 -D1 -~ -~ -0 0 31186 -D3 -~ -~ -0 0 31184 -S -#31186 -The Frost Cavern~ - This can only be the lair of a white dragon, a very feared predator who's -anger and evil is matched only by a very select few of its cousins. Frost coats -the walls, iced over in many places to a thick, white sheen. Stalagtites are -replaced by sharp spikes of ice which have dripped to form gigantic icicles. -~ -311 8 0 0 0 0 -D2 -~ -~ -0 0 31187 -D3 -~ -~ -0 0 31185 -S -#31187 -The Frost Cavern~ - This can only be the lair of a white dragon, a very feared predator who's -anger and evil is matched only by a very select few of its cousins. Frost coats -the walls, iced over in many places to a thick, white sheen. Stalagtites are -replaced by sharp spikes of ice which have dripped to form gigantic icicles. -~ -311 8 0 0 0 0 -D0 -~ -~ -0 0 31186 -S -#31188 -Entrance to a Glowing Cave~ - An odd glow comes from the inside of the cave, a strange light that seems -both steady and fragile, as it flickering but not really flickering. The walls -of the entrance are blackened and scorched, but only at this front area. Just a -bit further in, the walls of the cave are smooth and clean. -~ -311 12 0 0 0 0 -D1 -~ -~ -0 0 31189 -D3 -~ -~ -0 0 31139 -S -#31189 -A Glowing Cave~ - A huge, gleaming cave lies only a few steps from here, its walls covered in -glowing, clear shards of crystal which are melted into the walls, embedded by -the strong heat. The exit to this place lies just to the west. -~ -311 8 0 0 0 0 -D1 -~ -~ -0 0 31190 -D3 -~ -~ -0 0 31188 -S -#31190 -Lair of the Crystal Dragon~ - The glow from the walls makes your vision swim a bit before coming into -focus, the glimmer and gleam of so much clear crystal reflecting light from one -wall to another. The place is a wonder - the dragon which resides here must -have spent many years collecting the shards to make this place completely -enclosed in the glimmering glow of so much crystal. -~ -311 8 0 0 0 0 -D1 -~ -~ -0 0 31191 -D3 -~ -~ -0 0 31189 -S -#31191 -Lair of the Crystal Dragon~ - The glow from the walls makes your vision swim a bit before coming into -focus, the glimmer and gleam of so much clear crystal reflecting light from one -wall to another. The place is a wonder - the dragon which resides here must -have spent many years collecting the shards to make this place completely -enclosed in the glimmering glow of so much crystal. -~ -311 8 0 0 0 0 -D3 -~ -~ -0 0 31190 -S -#31192 -Entrance to the Emerald Cave~ - A green glow comes from the innards of the cave before you, a powerful -emanation of strength and wealth. All but the green glow is completely dark, -the glow making the entire scene before you seem surreal, otherwordly. -~ -311 12 0 0 0 0 -D1 -~ -~ -0 0 31193 -D3 -~ -~ -0 0 31135 -S -#31193 -In an Emerald Cave~ - A huge chamber lies just to the east, the source of the green glow which -could be seen from outside the cave. All manner of treasure, mostly precious -gems, lie scattered about in heaps all over the floor of the room. This is -obviously the home of a dragon - best to be extremely cautious. -~ -311 12 0 0 0 0 -D1 -~ -~ -0 0 31194 -D3 -~ -~ -0 0 31192 -S -#31194 -The Emerald Lair~ - This is the home of a great Emerald Dragon, one of very few still exist -anywhere in the world. The walls are aglow with a greenish light which comes -mostly from the many emeralds which are embedded in the rock, melted and -scorched there by the dragon's killing breath. -~ -311 8 0 0 0 0 -D2 -~ -~ -0 0 31195 -D3 -~ -~ -0 0 31193 -S -#31195 -The Emerald Lair~ - This is the home of a great Emerald Dragon, one of very few still exist -anywhere in the world. The walls are aglow with a greenish light which comes -mostly from the many emeralds which are embedded in the rock, melted and -scorched there by the dragon's killing breath. -~ -311 8 0 0 0 0 -D0 -~ -~ -0 0 31194 -S -#31196 -A Smaller Cave Entrance~ - Smaller. Smaller meaning only twenty feet high and thirty feet wide. Do not -be fooled. The creature which resides within is no easy kill. The scorch marks -which riddle the walls of the cave all the way through give testament to the -fact the caution would be well advised. -~ -311 12 0 0 0 0 -D1 -~ -~ -0 0 31197 -D3 -~ -~ -0 0 31141 -S -#31197 -A Scorched Cave~ - The blast marks from the fires that seem to be a common theme with all of -these caves on the Dragon's Teeth seem to be much more pronounced in this cave, -the scorchings running all the way back into the large room which is just to the -east of here. -~ -311 12 0 0 0 0 -D1 -~ -~ -0 0 31198 -D3 -~ -~ -0 0 31196 -S -#31198 -Fire-Blasted Cavern~ - From all appearances, this huge room has been the site of many ferocious -battles. The walls are scorched and covered in blackish soot, the floors a -riddle of claws gouges and blood-stains. -~ -311 8 0 0 0 0 -D0 -~ -~ -0 0 31199 -D3 -~ -~ -0 0 31197 -S -#31199 -Fire-Blasted Cavern~ - From all appearances, this huge room has been the site of many ferocious -battles. The walls are scorched and covered in blackish soot, the floors a -riddle of claws gouges and blood-stains. -~ -311 8 0 0 0 0 -D2 -~ -~ -0 0 31198 -S -$~ diff --git a/lib/world/wld/312.wld b/lib/world/wld/312.wld deleted file mode 100644 index 4b62c28..0000000 --- a/lib/world/wld/312.wld +++ /dev/null @@ -1,1554 +0,0 @@ -#31200 -Footpath Through Leper's Village~ - The ground here is well-trampled, the trod of many feet evident in the way -the thick grasses are pushed back to the ground. A small scattering of huts lie -to the east, some of them very small - obviously single person occupied - others -are a bit more large with space for more than a few. To the north a way leads -through the thick jungle which covers most of the top of this island. -~ -312 4 0 0 0 1 -D0 -A well-marked path leads deep into the jungle. -~ -~ -0 -1 31232 -D1 -The open area leads the way past a slew of huts toward another section -of the jungle. -~ -~ -0 -1 31201 -E -credits~ - *Leper Island - *Written by Kaan for Cities of Glory -Level: 45 - 50 -87 rooms -21 mobs -7 objs -Connector Zones: Yllythad Sea -This is a fair-sized island out in a secluded part of the sea which is -populated by lepers who have been banished or thrown out of their -homeland. This was mainly built as a good place for high levels to get -experience. The few objects that are there are meant to be fairly -good in stats, as this zone was built to be difficult. -Zone 312 was linked to the following zones: -102 The Dream Halls - Hiruma at 31265 (west ) ---> 10234 -102 The Dream Halls - Hiruma at 31266 (west ) ---> 10233 -102 The Dream Halls - Hiruma at 31267 (west ) ---> 10235 -102 The Dream Halls - Hiruma at 31271 (east ) ---> 10245 -102 The Dream Halls - Hiruma at 31272 (east ) ---> 10244 -102 The Dream Halls - Hiruma at 31273 (east ) ---> 10243 -~ -S -#31201 -Footpath Through Leper's Village~ - A fair-sized hut made from clay and rough timber lies to the north, one that -looks to have a capacity of at least three to four people. Ways through the -small village lie to the east and south both of them seeming just as gloomy and -unappealing as the other. -~ -312 0 0 0 0 1 -D0 -A small hut lies to the north. -~ -~ -0 -1 31202 -D1 -The path leads east throught the clearing. -~ -~ -0 -1 31212 -D2 -A path leads south past a few huts and some animal pens of some sort. -~ -~ -0 -1 31204 -D3 -The end of the clearing lies to the west, a path leading north into -the jungle. -~ -~ -0 -1 31200 -S -#31202 -A Hut of Rough Timber~ - This hut is surprisingly clean and well-kept given that it has only a dirt -floor and clay walls. There are few personal affects in the place, however -those that there are are kept in order and quite tidy. A small row of beds lie -along the north wall, all of them made and clean. -~ -312 8 0 0 0 0 -D2 -The exit to this hut lies south. -~ -~ -0 -1 31201 -S -#31203 -A Modest Hut Made From Thatch and Mud~ - This small hut holds only enough room for one person to comfortably live. A -small, well kept bed lies in the center of the room, a small dresser made from -rough jungle wood in the northwestern corner. No personal affects adorn the -walls, no signs of personality in this home are evident. -~ -312 8 0 0 0 0 -D1 -The exit lies to the east. -~ -~ -0 -1 31204 -S -#31204 -Footpath Through Leper's Village~ - Another hut lies to the west, this one quite small but made of the same rough -timber and clay with a bit of yellow jungle grass tossed in the cracks. To the -south is more of the small footpath that weaves through the small village, a -small coop for chickens visible in that direction. -~ -312 0 0 0 0 1 -D0 -The main path through the clearing lies to the north. -~ -~ -0 -1 31201 -D2 -The path leads south past a couple of huts. -~ -~ -0 -1 31205 -D3 -A decent-sized hut lies to the west. -~ -~ -0 -1 31203 -S -#31205 -Footpath Through Leper's Village~ - The footpath still continues south, a couple of huts lying in that direction. -To the east is a small chicken coop where clucks and squawks can be heard in a -constant cacaphony. -~ -312 0 0 0 0 1 -D0 -The path leads north past a few huts. -~ -~ -0 -1 31204 -D1 -A very primitive chicken coop lies to the east. -~ -~ -0 -1 31210 -D2 -The path leads south past a couple of huts and a pig pen. -~ -~ -0 -1 31206 -S -#31206 -Footpath Through Leper's Village~ - Huts lie both to the south and the west. Both of them appear to house a fair -number of people judging from their size, however with the lack of people in -evidence it is tough to judge whether or not those huts actually have any -inhabitants. To the east is a small fenced-in pig pen with a couple of warty, -dirty wild boars who glare balefully at any who pass. -~ -312 0 0 0 0 1 -D0 -The path leads past a few huts to the main path. -~ -~ -0 -1 31205 -D1 -A pig pen lies to the east. -~ -~ -0 -1 31209 -D2 -A small hut lies to the south. -~ -~ -0 -1 31208 -D3 -A small hut lies to the west. -~ -~ -0 -1 31207 -S -#31207 -A Small Clay Hut~ - The interior of this small place is quite sparse, but well-kept. A small bed -made from jungle leaves and vine lies in the center of the room, kept neat and -tidy by way of simple bedding sheets. No windows have been cut into the walls, -but the place is not stuffy. -~ -312 8 0 0 0 0 -D1 -~ -~ -0 -1 31206 -S -#31208 -A Hut Made from Clay and Thatch~ - This small hut holds only the bare essentials and no more. It appears that -the lepers who get left on this island are left with nothing more than the -clothes on their back, as most of the dwellings in this place are much the same -- without decor or appeal. -~ -312 8 0 0 0 0 -D0 -~ -~ -0 -1 31206 -S -#31209 -Pig Pen~ - Small jungle trees cut and bound together with vine comprise the fencing -which surrounds the pen. Strangely, the ground is not strewn with waste and mud -like most pig's pens are, but well tended with fresh soil spread over top of -whatever mess the boars make. -~ -312 0 0 0 0 0 -D3 -~ -~ -0 -1 31206 -S -#31210 -Chicken Coop~ - This small and stuffy building never holds any more than five chickens at a -time. These chickens are brought in from the supply floats which are left by -the passing ships which drop supplies on a biweekly basis per the Lord of -Jareth's orders. Everytime new chickens are brought in by way of ship, the best -are kept to produce eggs while all others over the number of five are -slaughtered and used as community meat. -~ -312 8 0 0 0 0 -D3 -The path lies to the west. -~ -~ -0 -1 31205 -S -#31211 -A Small Thatch Hut~ - The interior of this small home is simple beyond most people's definition of -simple. A small straw bed is tightly bound and covered by thick cloth, allowing -no straw to protrude from the interior. A very small stack of clothing lies in -a small wicker basket. -~ -312 8 0 0 0 0 -D0 -~ -~ -0 -1 31212 -E -basket~ - The clothing is folded very neatly within, kept in an exact spot on the floor -away from the main walkthrough. -~ -E -clothing~ - The clothing is folded very neatly within, kept in an exact spot on the floor -away from the main walkthrough. -~ -S -#31212 -Footpath Through Leper's Village~ - A smaller hut lies to the south, it being made from the same materials which -most of these huts are comprised; straw, clay and rough-hewn timbers. The path -continues to the east and west past a number of huts, both directions eventually -leading back into the jungle. -~ -312 0 0 0 0 1 -D0 -~ -~ -0 -1 31213 -D1 -~ -~ -0 -1 31216 -D2 -~ -~ -0 -1 31211 -D3 -~ -~ -0 -1 31201 -S -#31213 -Footpath Through Leper's Village~ - A small garden lies to the north, very obviously well-tended as it grows in -perfectly straight rows with no weeds visible whatsoever. A path south of here -runs east and west through the jumble of huts which comprise this small -community. -~ -312 0 0 0 0 1 -D0 -~ -~ -0 -1 31214 -D2 -~ -~ -0 -1 31212 -S -#31214 -Garden~ - This garden is kept in the best of conditions at all times. The very -survival of this small community depends on its continuance as it is the main -source of food should the supply ships miss a week or for some reason stop -bringing shipments. The food grows in arrow-straight lines with no weeds -whatsoever growing between the harvest. -~ -312 0 0 0 0 0 -D2 -~ -~ -0 -1 31213 -S -#31215 -A Tidy Hut~ - Everything in this small dwelling is tidy and in perfect order. There are no -sharp edges anywhere, nor are there any protrusions from the walls of the hut -which might snag skin or poke through clothing. -~ -312 8 0 0 0 0 -D2 -~ -~ -0 -1 31216 -S -#31216 -Footpath Through Leper's Village~ - To the north is another small hut made of thatch and clay. South is -something quite curious a sign or proclamation of some sort has been erected and -stands quite large in the center of the community. To the east and west the -footpath continues through the village. -~ -312 0 0 0 0 1 -D0 -~ -~ -0 -1 31215 -D1 -~ -~ -0 -1 31219 -D2 -~ -~ -0 -1 31217 -D3 -~ -~ -0 -1 31212 -S -#31217 -Leper Memorial~ - A flat wooden board has been placed here, held up by two small logs on either -end. The names of all those who have been sent to this isle to live out there -last miserable years and have perished have been engraved into the wood so that -there at least will be one place in Dibrova where their memory will remain. -~ -312 0 0 0 0 0 -D0 -~ -~ -0 -1 31216 -E -board~ - **** In Memory and Honor **** - May the souls of those departed - rest in eternal peace - Alnoor Farsins Jana Simpp - Alexis Farsins Servonn Yllyn - Vllad Tullins Rangol Urga - Conrad Welters Urvon Ingha - Jonah Reantl -~ -S -#31218 -A Well-kept Hut Made From Clay~ - This very small and very spartan hut holds only a bed and a small earthenware -wash basin. No clutter whatsoever lies upon the floor or on the bed, everything -is placed very deliberately about the space provided. -~ -312 8 0 0 0 0 -D0 -~ -~ -0 -1 31219 -S -#31219 -Footpath Through Leper's Village~ - This small area marks the eastern boundary of the community. To the east the -path continues however it is much less traveled and is immediately engulfed in -the massive trees of the island jungle. To the south is a small hut made from -clay and rough timbers, north is another such hut but much larger and with a -cross affixed to the outer wall just right of the door. This must obviously be -the chapel for the village. -~ -312 0 0 0 0 1 -D0 -~ -~ -0 -1 31220 -D1 -~ -~ -0 -1 31221 -D2 -~ -~ -0 -1 31218 -D3 -~ -~ -0 -1 31216 -S -#31220 -Chapel~ - This small place of worship holds only enough room for a maximum of fifteen -people, including the service conductor. A small wooden podium lies on the dirt -floor just in front of a cross made from wood timber from the jungle trees. -Log benches are lined in straight lines before the podium for attendants during -service hours. -~ -312 8 0 0 0 0 -D2 -~ -~ -0 -1 31219 -S -#31221 -Trail Into the Jungle~ - The well trampled area to the west narrows down here to one trail leading -into the thick jungle foliage. The way north is engulfed in deep greenery which -obscures vision past a point not far distant along the path. To the west is the -way into a small community of huts nestled in a clearing in the jungle. -~ -312 4 0 0 0 3 -D0 -~ -~ -0 -1 31222 -D3 -~ -~ -0 -1 31219 -S -#31222 -Trail Through the Jungle~ - The trail is surrounded on both sides by jungle foliage which is as close to -impassable as can be. The trail itself, however, is well-groomed and kept free -of debris and obstacles which might trip or scratch a passerby. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31223 -D2 -~ -~ -0 -1 31221 -S -#31223 -Trail Through the Jungle~ - The way north and the way south look much the same. The ground is freshly -raked or broomed making the way along the path easy and quick. On either side -the jungle looms in, its presence huge and unmistakable. There may be a slight -break to the west, allowing travel in that direction. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31224 -D2 -~ -~ -0 -1 31222 -D3 -~ -~ -0 -1 31286 -S -#31224 -Trail Through the Jungle~ - The trail bends east and south, its sides lined in white rock that would glow -brightly in the moonlight. This must be a safeguard put in by the locals so -that if one were to be wandering along this path late at night there would be no -way to wander off and get lost in the jungle. -~ -312 0 0 0 0 3 -D1 -~ -~ -0 -1 31225 -D2 -~ -~ -0 -1 31223 -S -#31225 -Trail Through the Jungle~ - The trail makes a bend here to the north and the west, curving around a -particularly large tree covered in vines and greenery. The sides of the path -are lined in white stones - markers for any who might be traveling the path by -moonlight so that they might keep their bearings along the path and not wander -off into the jungle. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31226 -D3 -~ -~ -0 -1 31224 -S -#31226 -Trail Through the Jungle~ - The ground is a bit more soft underfoot at this point than the ground to the -south. Must be some sort of water source north of here. The path is extremely -well-kept here as it wends its way through the thick jungle. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31227 -D2 -~ -~ -0 -1 31225 -S -#31227 -Trail Through the Jungle~ - The rippling waters of a small inland pond lie just north from here. A small -set of log steps lead out to the very edge, allowing for dry feet when drawing -water. The path ends at this northern boundary, leading only back to the south -through the jungle. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31228 -D2 -~ -~ -0 -1 31226 -E -pond~ - It looks to be a very sedate pool of water. The only ripples on the surface -of the water come from gentle breezes which blow through the jungle. -~ -S -#31228 -Pond~ - The water ripples slightly underneath, the bottom of the pond visible as if -viewed through a thick pane of moving glass. -~ -312 0 0 0 0 7 -D0 -~ -~ -0 -1 31229 -D1 -~ -~ -0 -1 31230 -D2 -~ -~ -0 -1 31227 -S -#31229 -Pond~ - The water gently flows down a small gulley toward the sea below following a -meandering path the whole way. The pond itself must be fed from a spring of -some sort which replenishes the supply in a constant flow. -~ -312 0 0 0 0 7 -D1 -~ -~ -0 -1 31231 -D2 -~ -~ -0 -1 31228 -D5 -~ -~ -0 -1 31268 -S -#31230 -Pond~ - The calm waters ripple past, gently disturbed by the passing of a foreign -presence. This place seems so serene, so calm and peaceful it is almost -impossible to believe any sort of scourge could exist on this isle. -~ -312 0 0 0 0 7 -D0 -~ -~ -0 -1 31231 -D3 -~ -~ -0 -1 31228 -S -#31231 -Pond~ - The pond's surface gleams in the light, its still waters reflecting brightly -even the smallest amounts of light. The water is so crystal clear that the -bottom of the pond can be seen simply by looking down. -~ -312 0 0 0 0 7 -D2 -~ -~ -0 -1 31230 -D3 -~ -~ -0 -1 31229 -S -#31232 -Trail Into the Jungle~ - The path splits in a trio of directions at this point. A well-used trail -leads west through the jungle, bending and twisting its way out of sight. To -the south is the start of an open area where a few huts have been erected in a -small conglomeration. To the north is a trail, less kept than the western path -but still quite traversable. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31238 -D2 -~ -~ -0 -1 31200 -D3 -~ -~ -0 -1 31233 -S -#31233 -Well-used Trail Through the Jungle~ - The trail here is extremely well-kept, beaten down to an almost solid -footpath with no roots or snags at any point. The path wends its way south -through the jungle foliage, the way clear and open. -~ -312 0 0 0 0 3 -D1 -~ -~ -0 -1 31232 -D2 -~ -~ -0 -1 31234 -S -#31234 -Well-used Trail Through the Jungle~ - The path leads north and south through the jungle, a wide path with no -obstacles or obstructions whatsoever. The ground which the path travels along -is so free of debris that it almost appears as if it might have been recently -swept. Quite odd for a jungle path. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31233 -D2 -~ -~ -0 -1 31235 -S -#31235 -Well-used Trail Through the Jungle~ - The trail is very well-marked still, an unmistakable line of clear space -leading the way through the thick tangle of the jungle. From all appearances, -this trail is cut back daily so that growth from the trees nearby might snag a -passerby's clothing or skin. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31234 -D3 -~ -~ -0 -1 31236 -S -#31236 -Well-used Trail Through the Jungle~ - The path leads west right up to a large boulder. All around, the calls and -fidgetings of many jungle animals can be heard, their disquiet from your passage -very evident. -~ -312 0 0 0 0 3 -D1 -~ -~ -0 -1 31235 -D3 -~ -~ -0 -1 31237 -S -#31237 -Lookout Post~ - This 'lookout post' is actually nothing more than a very large boulder with a -flat top which affords a beautiful view of the sea. Not only is the view -beautiful, but it is the exact part of the sea where the suplly ships come in -and drop off the foodstuffs which the inhabitants of this place thrive upon. -~ -312 0 0 0 0 5 -D1 -~ -~ -0 -1 31236 -E -boulder~ - It is a very smooth boulder which rises gradually from the forest floor to a -height overlooking the cliffs out onto the sea. -~ -S -#31238 -Trail Through the Jungle~ - The path leads north deep into the jungle, the path itself very well marked -with no sign of lessening or narrowing. To the south is an enrance into a large -clearing in the jungle. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31239 -D2 -~ -~ -0 -1 31232 -S -#31239 -Trail Through the Jungle~ - The trail is extremely well maintained, kept free of any obstructing objects -which might make travel at all hazardous. The path leads far to the north into -the jungle or south toward a large opening in the thick, twisted growth of this -place. A way through the trees may be available to the east. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31240 -D1 -~ -~ -0 -1 31275 -D2 -~ -~ -0 -1 31238 -S -#31240 -Trail Through the Jungle~ - The way north looks to get worse and worse, the path becoming a bit less -cared for the further it travels in that direction. It does not get bad enough -to be called neglected by any means, however it does not hold much of the -perfection that is evident in the path south of here. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31241 -D2 -~ -~ -0 -1 31239 -S -#31241 -Trail Through the Jungle~ - The trail curves around a large tree, heading west and south from here. At -this point the trail is so well groomed that it almost appears as if it might be -regularly swept or raked to keep it free of debris. The branches of the trees -which normally would hang over the path have been cut and sand down to a dull -edge to avoid any piercings. -~ -312 0 0 0 0 3 -D2 -~ -~ -0 -1 31240 -D3 -~ -~ -0 -1 31242 -S -#31242 -Trail Through the Jungle~ - The trail curves following around a large tree which blocks passage directly -south. Small white stones have been placed along the sides of the path to help -night time passers better see the direction of the path . -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31243 -D1 -~ -~ -0 -1 31241 -S -#31243 -Trail Through the Jungle~ - The trail continues south and north through the jungle. Everything along the -path itself looks to have been pushed to the side or removed quite recently as -if someone or someones may be making a point of keeping the trail clear. The -trees also look to be cut back from the trail, keeping it free of snags and -annoying branches. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31244 -D2 -~ -~ -0 -1 31242 -S -#31244 -Trail Through the Jungle~ - The path here is a bit overgrown, but not quite so bad as it appears to be to -the north. To the south the path has the look of an oft-traveled path that is -kept up with some regularity. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31245 -D2 -~ -~ -0 -1 31243 -S -#31245 -Trail Through the Jungle~ - The path to the north is choked with roots and snags, the way looking as if -it had not been traveled upon or tended to in quite some time. To the south the -trail grows noticably wider as it continues, the trail becoming more and more -defined the further south the path gets. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31246 -D2 -~ -~ -0 -1 31244 -S -#31246 -Trail Through the Jungle~ - The trail is quite overgrown and full of snags, roots and stray stones. -Just to the west is a small pond, an acrid smell emanating from its direction. -North from here is an opening in the jungle foliage, the volcano rising high -beyond the clearing's boundaries. South, the path leads deep into the jungle. -~ -312 4 0 0 0 3 -D0 -~ -~ -0 -1 31249 -D2 -~ -~ -0 -1 31245 -D3 -~ -~ -0 -1 31247 -S -#31247 -At a Tepid Pond's Shore~ - The water of a small pond gently laps against the ground. The pond, more a -puddle than anything else, lies just to the west. The water does NOT look as if -it were very good drinking water at all - the surface carries a slight film of -grease or oily grime. -~ -312 0 0 0 0 0 -D1 -~ -~ -0 -1 31246 -D3 -~ -~ -0 -1 31248 -S -#31248 -A Tepid Pond~ - The water of this small inland pool is rank and oily, as if sprung from a vat -of noxious chemicals. A faint glaze lies across the surface of the pond, the -slime of dirt and grime from the diseased people which use this water. -~ -312 0 0 0 0 7 -D1 -~ -~ -0 -1 31247 -S -#31249 -Encampment~ - The first sight that greets your eyes as you enter into this open area is -that of the towering volcano, a presence that cannot be ignored. The crest -roils with a constant flow of black smoke, a low grumble more felt than heard -from its deep innards. Camped directly at the base is a small cluster of -dwellings, actually only two dwellings and a rickety-looking pen which holds -barely a-livestock. -~ -312 0 0 0 0 2 -D0 -~ -~ -0 -1 31250 -D2 -~ -~ -0 -1 31246 -S -#31250 -Encampment~ - This is the center of the dirty little camp that barely scratches out a life -of servitude at the base of the volcano, inside of which the Eternal Fire burns. -To the west is the edge of the isle, where a cliff makes a steep drop-off down -to the white sand beaches at the shore of the sea. East a ways there is a small -log pen for any livestock that might get given to these poor folk by the -healthier lepers in the village south of here. -~ -312 0 0 0 0 2 -D0 -~ -~ -0 -1 31251 -D1 -~ -~ -0 -1 31252 -D2 -~ -~ -0 -1 31249 -D3 -~ -~ -0 -1 31262 -S -#31251 -Open Dirt Area~ - East of here is a long, low hut made from clay and rough timber. It looks to -be in pretty bad shape, many holes evident in the roof and walls. Flies buzz -about this area, making an annoying buzz. Most probably they are attracted by -the stink of the animal pen to the southeast and the hut to the east. -~ -312 0 0 0 0 2 -D0 -~ -~ -0 -1 31257 -D1 -~ -~ -0 -1 31255 -D2 -~ -~ -0 -1 31250 -S -#31252 -Dirt Area~ - The ground has been trampled away to a dirty, half mud glop that sticks to -shoes as they trod through. To the east is a snall pen which holds the meager -livestock given these people by the more needy people living to the south. -North is a large hut, almost large enough to be called a hall, a set of steps -leading up and into the interior. South is small open area with a pile of ash -in the center. -~ -312 0 0 0 0 2 -D1 -~ -~ -0 -1 31254 -D2 -~ -~ -0 -1 31253 -D3 -~ -~ -0 -1 31250 -S -#31253 -Community Gathering Area~ - There is a central firepit here where most nights the inhabitants that can -still move about come to be together. Not much talking goes on and certainly no -dancing, however the idea of being together - nearby another human - sometimes -is all it takes to give the comfort needed by these doomed people. -~ -312 0 0 0 0 2 -D0 -~ -~ -0 -1 31252 -S -#31254 -Grubby Animal Pen~ - There is not much to tell about this disgusting little animal holding area. -It looks as if the people who maintain this place are not very particular about -seperating their livestock, there are droppings from many different kinds of -animals from pig to chicken to unidentifiable. The entire affair is ringed by a -set of logs from the trees of the jungle, tied loosely at the corners. -~ -312 0 0 0 0 2 -D3 -~ -~ -0 -1 31252 -S -#31255 -Community Hut~ - The log flooring of this hut is so grubby that the color of the logs appear -almost discolored. The walls are made of the same logs stacked, tied and mudded -together in a very loose, haphazard fashion. The leaf and thatch roof of this -place has many small holes and is even missing entirely in some places. -~ -312 8 0 0 0 0 -D3 -~ -~ -0 -1 31251 -S -#31256 -The House of Death~ - Aptly named by the unwilling inhabitants of this small community, this dirty -place is where the people who have progressed past the point of help are kept -until they die or beg to be tossed into the Eternal Flame. The smell of dead or -rotting skin has been so long in this place that even when no one is lying amid -the soiled blankets that litter the floor, the smell of the rotteed flesh still -lingers. -~ -312 8 0 0 0 0 -D3 -~ -~ -0 -1 31257 -S -#31257 -The Base of the Volcano~ - A set of log steps have been set into the outer rock wall of the volcano, -leading up to the smouldering top where dark bursts of smoke blow forth in -irregular spurts. The pathetic excuse for an encampment crouches pitifully in -the presence of this volcano, a constant reminder that sooner or later anyone -living here will be one with the Eternal Flame which burns within. -~ -312 0 0 0 0 2 -D1 -~ -~ -0 -1 31256 -D2 -~ -~ -0 -1 31251 -D4 -~ -~ -0 -1 31258 -S -#31258 -Trail to the Volcano's Crest~ - The logs have been moored into the hard rock of the volcano, allowing the -ascent to be a bit less arduous. Built by men and women who were breathing what -was most probably some of their last breaths, those men and women made it so -that future generations would not have to labor so long or hard to consecrate -the bodies of fallen friends to the volcano and the Eternal Flame within. -~ -312 0 0 0 0 2 -D4 -~ -~ -0 -1 31259 -D5 -~ -~ -0 -1 31257 -S -#31259 -Trail to the Volcano's Crest~ - The trail makes its way up to the crest in snaking twists and turns, making -the climb a bit less effort. Being that most of the men and women who climb -this trail are living their last days in pain and misery, this path was made -with their incapabilities in mind. -~ -312 0 0 0 0 2 -D4 -~ -~ -0 -1 31260 -D5 -~ -~ -0 -1 31258 -S -#31260 -Smoking Crest of the Volcano~ - Into the pit, the Eternal Flame. That is where all who live upon this island -in exile end up in the end. Blessed by the priest who stands ready at all times -to serve his fellow man, one may be thrown or voluntarily jump into the Flame at -any time. It is never contested by any who dwell upon the island whether or not -the timing is right for the one who is jumping, it is simply accepted that that -person has had enough of the disease and horror that is leprosy. -~ -312 0 0 0 0 2 -D5 -~ -~ -0 -1 31259 -S -#31261 -Cliff's Edge~ - There is no way to descend the cliff face from here. At this point the cliff -can no longer be walked along to the north, as the volcano rises high into the -sky here. No trail leads up the volcano from this point, however one is visible -around the base a bit to the east. -~ -312 0 0 0 0 5 -D2 -~ -~ -0 -1 31262 -S -#31262 -Cliff's Edge~ - There is a small permanent-looking encampment just east of here, a couple of -low huts and an animal pen in sight. South of here is a trail skirting the edge -of the cliff which descends down to the beach below. -~ -312 0 0 0 0 5 -D0 -~ -~ -0 -1 31261 -D1 -~ -~ -0 -1 31250 -D2 -~ -~ -0 -1 31263 -S -#31263 -Cliff's Edge~ - A trail leads down the cliff face, a natural set of small steps allowing -access to the beach below. A trail follows along the edge of the cliff to the -north, a small encampment visible in that direction. -~ -312 4 0 0 0 5 -D0 -~ -~ -0 -1 31262 -D5 -~ -~ -0 -1 31264 -S -#31264 -Cliff~ - This is about the half-way point between the base of the cliff on the beach -and the top. The steps look natural, made by nature to have happened to have -worked well as steps. -~ -312 0 0 0 0 4 -D4 -~ -~ -0 -1 31263 -D5 -~ -~ -0 -1 31265 -S -#31265 -White Sand Beach~ - The beach stretches north to south, cut off in both directions by a steep -cliff wall which prohibits travel after a distance. The sand here is very -clean, very white - almost bleached. It is a very fine sand that makes walking -a bit more of an effort than normal packed beach sand, however it makes fro such -beautiful scenery that it is not unpleasant at all. -~ -312 0 0 0 0 2 -D0 -~ -~ -0 -1 31266 -D2 -~ -~ -0 -1 31267 -D4 -~ -~ -0 -1 31264 -S -#31266 -White Sand Beach~ - This small section of beach runs north to south at sea level. Directly to -the east - inland - a steep cliff rises up, cutting off any progress. The way -north is cut off by the steep outer wall of a large volcano, one which sends -plumes of black smoke rising high into the air intermittantly. -~ -312 0 0 0 0 2 -D2 -~ -~ -0 -1 31265 -S -#31267 -White Sand Beach~ - The sand is a fine, almost soft white color that looks to have been bleached -by the sun over the years. This short section of beach runs along the shoreline -of the island north to south. To the north, the way gets blocked by a volcano's -wall which rises from the sea high into the sky. Just south from this locale is -a cliff wall, one which cuts off both south and eastward travel as it is -certainly too steep to climb. -~ -312 0 0 0 0 2 -D0 -~ -~ -0 -1 31265 -S -#31268 -Narrow Gulley~ - A small rivulet of water is all that flows down this narrow gulley toward the -sea below. It is possible to wade through in the water's course, as it is only -a few inches deep at its deepest point. Just up the hill a bit is the pond from -this water emanates. Through a tangle of bracken and jungle foliage, the -trickle flows downhill toward the waiting sea. -~ -312 256 0 0 0 6 -D1 -~ -~ -0 -1 31269 -D4 -~ -~ -0 -1 31229 -S -#31269 -Narrow Gully~ - The water descends in a fast trickle toward the sea which can be heard, -albeit a bit muffled, just below. Off to the west and uphill a bit the water -runs in this direction in a light but continuous flow. -~ -312 256 0 0 0 6 -D3 -~ -~ -0 -1 31268 -D5 -~ -~ -0 -1 31270 -S -#31270 -Narrow Gully~ - The sea can be heard just below, the sound of the waves crashing on the shore -in soothing wave of sound. A small trickle of water flows downhill toward the -sea, running down in a light but steady flow. Jungle foliage encroaches on both -sides, making the way quite cramped, sometimes only allowing passage to one who -would turn sideways to pass. -~ -312 256 0 0 0 6 -D4 -~ -~ -0 -1 31269 -D5 -~ -~ -0 -1 31271 -S -#31271 -White Sand Beach~ - A beach of bleached white sand runs from north to south along the coast of -this small isle. To the north and south is a steep cliff which rises high above -the sea level at least fifty feet, making both directions impassable after only -a very short distance. A flow of water runs from a small overgrown gully just -west of here, making its way down a small four inch sand canyon down into the -sea. -~ -312 0 0 0 0 2 -D0 -~ -~ -0 -1 31272 -D4 -~ -~ -0 -1 31270 -S -#31272 -White Sand Beach~ - The sand of the beach is very fine, bleached white almost to the point of -beauty. Looking high up into the heights of the isle, jungle foliage can be -seen growing in abundance. No signs of habitation are visible, although black -smoke continues to rise in constant puffs from somewhere on the isle. Of -course, it could simply be the volcano that was visible from the sea. -~ -312 0 0 0 0 2 -D0 -~ -~ -0 -1 31273 -D2 -~ -~ -0 -1 31271 -S -#31273 -White Sand Beach~ - The beach here is of the lightest, finest sand bleached white from centuries -of the sun's rays pounding down upon it. A steep cliff rises directly to the -north, prohibiting travel in that direction, however the beach does stretch to -the south for some distance. -~ -312 0 0 0 0 2 -D2 -~ -~ -0 -1 31272 -S -#31275 -In Thick Bracken~ - Clusters of branches from nearby drag at clothing and make travel extremely -slow. Visibility is reduced immediately to almost nothing, the way ahead just -as mysterious as if it were the darkest of night and there was no light. -~ -312 4 0 0 0 3 -D1 -~ -~ -0 -1 31276 -D3 -~ -~ -0 -1 31239 -S -#31276 -A Tangle of Vines~ - Thick, skinny, long and short - all manner of vines come growing down from -trees in every direction. The ground is mazed with their clusters of -criss-crossings, making it easy to trip and fall at any time. -~ -312 0 0 0 0 3 -D2 -~ -~ -0 -1 31277 -D3 -~ -~ -0 -1 31275 -S -#31277 -Near an Old, Wet, Fallen Tree~ - A tree of enormous size lies in its back, toppled most likely from old age -and the ravages that time brings. It is covered in thick, green moss from top -to bottom, crumbling away at the merest of touches. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31276 -D2 -~ -~ -0 -1 31283 -S -#31278 -Through a Tangle of Jungle Brush~ - It is completely necessary now to either or push through this thick and way -overgrown jungle just to get through. Every direction looks just as impossible -to get through as the next, making muscles ache and strain with every move. -~ -312 0 0 0 0 3 -D1 -~ -~ -0 -1 31279 -D3 -~ -~ -0 -1 31283 -S -#31279 -Near a Large Tree~ - A tree the size of a small house in width climbs high out of sight into the -sky. Patches of moss and wraps of vines climb its trunk, clinging to the -ancient life within. Looking up into the branches, branches as wide as a normal -full-grown tree trunk protrude from the higher reaches. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31280 -D2 -~ -~ -0 -1 31281 -D3 -~ -~ -0 -1 31278 -S -#31280 -Through a Growth of Tall Weeds~ - An overgrowth of weeds block the way in every direction. Only by hacking -through the things can any way be found out of this mess. The line of sight -only goes as far as an arm's length as the weeds which grow here are taller than -most ordinary men and then some. Its a good possibility that you may be lost. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31282 -D2 -~ -~ -0 -1 31279 -S -#31281 -Branch Clustered Area~ - Tangles of thin but supple branches hang down from the trees all around, -obscuring vision and impeding travel. The branches are strong and somewhat -damp, making it difficult to slash through as it would normally be for the -stiff, brittle branches of the mainland forest trees. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31279 -D1 -~ -~ -0 -1 31286 -S -#31282 -Near a Large Hole~ - A small hill rises just to the south, a hole roughly the width of two men and -about four feet high dig into its side. The interior is dark - it does not -appear that there is any sort of human life within, however one can never be too -sure. -~ -312 0 0 0 0 3 -D1 -~ -~ -0 -1 31285 -D2 -~ -~ -0 -1 31280 -S -#31283 -Outside a Hollow Tree~ - The entrance to an extremely large and extremely hollow tree lies to the -east. The smell of smoke issues from the interior, giving a pretty good -indication that someone of at least limited intelligence must live within. -~ -312 0 0 0 0 3 -D0 -~ -~ -0 -1 31277 -D1 -~ -~ -0 -1 31278 -D2 -~ -~ -0 -1 31284 -S -#31284 -Inside a Hollow Tree~ - Nothing has been done to this small place to make it any more habitable than -it was the day it was found and taken as a home. The walls are quite natural, -the interior of a tree which grew a bit different from its brothers of the -jungle, having a hollow base. The floor is of the soft dirt of the jungle, -covered in dried jungle leaves that may have blown in years ago and turned -brittle with age. No blankets lie upon the ground - the only change from -nature's intent here is the small firepit which glows red in the center of this -place. -~ -312 268 0 0 0 0 -D0 -~ -~ -0 -1 31283 -S -#31285 -In a Lion's Den~ - Now this can not have been a choice made intentionally. Who in the world -would walk into a lion's den by themselves and attempt to do battle...? -~ -312 264 0 0 0 0 -D3 -~ -~ -0 -1 31282 -S -#31286 -A Leaf Shrouded Section of the Jungle~ - The way through this area would be impassable were it not for the fact that -the leaves which block all sight and direction are easily removable. Any -direction looks as good as the other - its all leaves every which way. -~ -312 0 0 0 0 3 -D1 -~ -~ -0 -1 31223 -D3 -~ -~ -0 -1 31281 -S -$~ diff --git a/lib/world/wld/313.wld b/lib/world/wld/313.wld deleted file mode 100644 index f79a7e8..0000000 --- a/lib/world/wld/313.wld +++ /dev/null @@ -1,1809 +0,0 @@ -#31300 -At the South Gate to Ofingia~ - Looking south toward what should be the farming capitol of Dibrova, an -intense weight of sorrow for the men and women who farmed there, lived there, -loved there, and died there staggers you with the sheer immensity of the crimes -done them. The sky which once was nearly always blue and clear is filled now -with char and soot, carried upon winds of smoke and ash from the goblin raids -which took this peaceful community by surprise. The gate to the north always -stays closed and barred from the inside, vigilant guards on the ramparts -watching for any signs of trouble and bidding you a safe journey. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31301 -D2 -~ -~ -0 0 31306 -D3 -~ -~ -0 0 31304 -E -credits~ - *Shattered Farmlands of Ofingia -*Written by Kaan for Dibrova -Level: 8 - 15 -94 rooms -13 mobs -27 objs -Connector Zones: Ofingia -After making Ofingia a Hometown on Dibrova and having it basically in -the middle of BFE, I decided it might be a good idea to stick a zone -in that would be close in proximity to Ofingia and have some mobs -available that were low level, made just for players fresh out of the -Newbie Zones. -This is not a very exciting area, I will be the first to admit. There -are a number of same-room descrips in this one that make the zone -slightly blah. The objs are all intended to be for lower level players, -same as the mobs. The plot is supposed to feed off the already existing -plot that Ofingia had from the start: -The goblins have the town under seige, they have ransacked these -farmlands in an attempt to prohibit the town from having any food -supplies. They constantly come in and loot and burn everything they -can find to further the town's losses. The Lord of Jareth has sent in -a retinue of his finest to help quell the threat, however they are -unaffective against the numbers of goblins in the area. -Hope you like it. -Exits: 07s, 16s -Links: 00n cave, 33w cave -~ -S -#31301 -The Rocky Flatlands at the City Wall~ - Jagged rocks rise from their resting places in the earth the solid rock -formations being what Ofingia was built upon. Just to south a ways, the rocks -taper off and open up a small valley where one of the many farmland fields of -this area are. Of course, the fields are no longer as cared for as they once -were, being that every time any farmer makes an attempt at replanting a field, a -band of goblins come along and burn it to ash and kill the farmer. The city -wall lies to the north - a tall, thick obstuction which is the town's only -defense against the goblin hoardes which attempt to overrun the town daily. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31302 -D2 -~ -~ -0 0 31307 -D3 -~ -~ -0 0 31300 -S -#31302 -At the Wall of Ofingia~ - The southern wall of Ofingia stands tall and impregnable on the north side. -To the east, the jumbled upon which you stand drops off into a large field which -may once have been growing tall with corn but now only boasts a few scorched -stalks. South is much the same, a steep drop off down into the burnt-out field. -It does not appear that the way down in either direction is safe - it is -recommended that another way be found. -~ -313 0 0 0 0 0 -D3 -~ -~ -0 0 31301 -S -#31303 -Rocky Flatlands at the City Wall~ - On the north side the south wall of Ofingia rises thirty feet up, solid and -unyielding. Stolid faces look down upon you from the ramparts, faces of men and -women who have known much pain and injustice from the goblins who continually -raid this town. To the south and west are steep rocky drop-offs, too steep for -climbing. They lead down into the farming area, where the soil is rich and -strong when its not being burnt by goblins or trampled by the feet of marching -soldiers. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31304 -S -#31304 -At the City Wall~ - The wall of Ofingia rises high on the north side, the way kept blocked by the -impenetrable wall which the citizens have fortified and refortified against -goblin intrusion. The ground here is rocky and without growth, the rock bed -which Ofingia was built upon stands higher than the rest of the land around it. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31300 -D2 -~ -~ -0 0 31305 -D3 -~ -~ -0 0 31303 -S -#31305 -The Outer Rocklands of Ofingia~ - This is the far southwest edge of the rocklands which Ofingia was built upon. -To the south and west the rocklands drop steeply away down into the farming land -which Ofingia is so famous for. Stone causeways riddle passage on higher ground -through the farmlands, seperating each field with a solid wall of rock and scree -which is used as the main roadway. The town of Ofingia lies to the north. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31304 -D1 -~ -~ -0 0 31306 -S -#31306 -The Outer Rocklands of Ofingia~ - This is the far southwest edge of the rocklands which Ofingia was built upon. -To the southeast and southwest the rocklands drop steeply away down into the -farming land which Ofingia is so famous for. Stone causeways riddle passage on -higher ground through the farmlands, seperating each field with a solid wall of -rock and scree which is used as the main roadway. The town of Ofingia lies to -the north, the beginning of the causeway lies south. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31300 -D1 -~ -~ -0 0 31307 -D2 -~ -~ -0 0 31308 -D3 -~ -~ -0 0 31305 -S -#31307 -The Outer Rocklands of Ofingia~ - This is the far southeast edge of the rocklands which Ofingia was built upon. -To the south and east the rocklands drop steeply away down into the farming land -which Ofingia is so famous for. Stone causeways riddle passage on higher ground -through the farmlands, seperating each field with a solid wall of rock and scree -which is used as the main roadway. The town of Ofingia lies to the north. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31301 -D3 -~ -~ -0 0 31306 -S -#31308 -A Breathtaking View~ - The start of the walkway begins here, the tall manmade rock causeway that -spans over most of the farming area of Ofingia. From this height, most of the -farmlands and the small homes within those areas can be seen. At one time, an -artist could probably have been struck with wonder and awe at the beauty of this -vast, organized farming area. Now the fields - once green and verdant with life -- are burnt and smoking. Farmhouses have been all but erradicated by the roving -hoardes of giblins from the mountain caverns to the north. The causeway leads -south into the smoke and soot or north toward the city. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31306 -D2 -~ -~ -0 0 31309 -S -#31309 -On the Causeway~ - To the east and west the rock slopes downward into farming areas, where the -field are burnt and twisted from the ravages of battle. Occasionally in the -fields below, a figure or two can be seen running crouched over from one spot to -another trying not be seen. Small pockets of fighting can be heard if not seen -in the areas below. It is rumored that the Lord of Jareth sent reinforcements -for the town to try and eliminate the threat of the goblins, maybe that is what -the sounds are from. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31308 -D2 -~ -~ -0 0 31310 -S -#31310 -High Upon the Causeway~ - All of the smoke and ash from the burnt-out fields has risen into the air, -rising to this higher elevation where it has made breathing almost difficult. -The causeway runs north and south with the fields below on the east and west. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31309 -D2 -~ -~ -0 0 31311 -S -#31311 -Stone Causeway~ - The causeway splits off to the east at this point, also continuing south and -north. The high wall of Ofingia can be seen off to the north, fields full of -charred and smoking crops lie northeast, west and souteast from here. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31310 -D1 -~ -~ -0 0 31312 -D2 -~ -~ -0 0 31330 -S -#31312 -Narrow Causeway~ - This section of the causeway narrows somewhat, only wide enough for one cart -to pass at this point. It continues far to the east, heading over many fields -which lie in smoky ruins. To the west, the causeway comes to a juncture where -it splits north and south. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31313 -D3 -~ -~ -0 0 31311 -S -#31313 -Narrow Causeway~ - This section of the causeway narrows somewhat, only wide enough for one cart -to pass at this point. It continues far to the east, heading over many fields -which lie in smoky ruins. Far to the west, the causeway comes to a juncture -where it splits north and south. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31314 -D3 -~ -~ -0 0 31312 -S -#31314 -A Split in the Causeway~ - A small, almost unfinished section of the causeway runs off to the east -running through a smaller set of fields. It appears that maybe this fields were -just recently cultivated before the raids began. Now, of course, they are in -ruin - smoking and burnt almost beyond repair. To the south, a wider stretch of -the causeway runs south through some of the larger and more profitable fields of -the area. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31315 -D2 -~ -~ -0 0 31319 -D3 -~ -~ -0 0 31313 -S -#31315 -Poorly-made Section of the Causeway~ - This area of the farmlands appears to either have been very new during the -time when the raids began or else it was destroyed by the raids, broken down -into its current state by goblins intent on destroying everything in their path. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31316 -D3 -~ -~ -0 0 31314 -S -#31316 -Strewn Rubble Causeway~ - The causeway barely affords any travel to the north. It has been left either -unfinished or has been broken down to the point of almost unusability. Small -fields lie to the north and south, burnt and ravaged just like the rest of this -area. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31317 -D2 -~ -~ -0 0 31315 -S -#31317 -The End of the Causeway~ - It appears that it may be possible to climb east down the rubble onto the -flat farmlands from this elevated position, however if you wish to stay upon the -causeway with a good vantage point you will have to head back to the west. As -it is now, the causeway has broken down to the point where it is only five feet -higher at the most than the fields it runs through. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31318 -D2 -~ -~ -0 0 31316 -S -#31318 -The Base of the Causeway~ - Chunks of stone and rubble lie scattered, as if someone were still working on -extending this section of the causeway further into the fields to make room for -more farming. To the south, an enormous field of scorched earth strectches -toward the horizon, the same true of the blackened fields to the north. You may -climb back up onto the causeway to the west if that is your intent. -~ -313 4 0 0 0 0 -D0 -~ -~ -0 0 31374 -D2 -~ -~ -0 0 31339 -D3 -~ -~ -0 0 31317 -S -#31319 -The Eastern Causeway~ - This small section of causeway, called the Eastern Causeway because it runs -at the farmlands' farthest east section, runs through area splitting the main -field to the west from the Eastern Field to the east. Just north of here is -where the Eastern Causeway meets another, splitting off to the east and west. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31314 -D2 -~ -~ -0 0 31320 -D5 -~ -~ -0 0 31385 -S -#31320 -The Eastern Causeway~ - This small section of causeway, called the Eastern Causeway because it runs -at the farmlands' farthest east section, runs through area splitting the main -field to the west from the Eastern Field to the east. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31319 -D2 -~ -~ -0 0 31321 -S -#31321 -The Eastern Causeway~ - You stand atop the center of the Eastern Causeway, the causeway that -separates the far Eastern Field from the rest of the farmlands. The top of this -stone walkway is clear and wide, large enough to accomodate a couple of wagons -side by side. The only obstruction is the occasional body part or stray piece -of armor that has fallen from the battles fought through this area. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31320 -D2 -~ -~ -0 0 31322 -S -#31322 -South End of the Eastern Causeway~ - A great amount of fighting must have been centered in this area, as the whole -top of the causeway here is strewn with body parts, stained in blood and -littered with crude weapons and armor. The fields below - on every side - still -smoke in places, with the occasional clang of armor and weapons reaching your -ears. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31321 -D2 -~ -~ -0 0 31323 -S -#31323 -The Southeastern Corner~ - The Eastern Causeway ends at this point, another section of it heading west -through more of the farmlands. To the south is a fairly large plot of land -owned and farmed - until recently - by Jon Boggins, the first farmer in this -area. His land is now scorched and ruined with no hope of a crop for at least a -couple more years until the soil repairs itself. The folk of Ofingia have only -seen Jon once since the raids began, when he came into town to ask for military -help from the mayor. Jon's farm was the first hit by the raids, and the mayor -thought that it would be a one-time occurance. Since the town forces were -already fighting in the caverns east of town and were few in number to start -with, the mayor refused Jon his help. Jon spit in the mayor's face and vowed -never to pay another dime in taxes. The only communication from Jon was a cart -bearing his farm's crest sent into town bearing the remains of Jon's son. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31322 -D3 -~ -~ -0 0 31324 -S -#31324 -Stone Causeway~ - The causeway runs along high above the farming lands east to west. To the -north and south are the scorched fields which used to supply the main farming -products for most of Dibrova. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31323 -D3 -~ -~ -0 0 31325 -S -#31325 -Stone Causeway~ - The red blood of humans is mixed with the thick, green slimy blood of goblins -on these rocks. Looking down into the fields below, it makes you wonder if -through the smoke and ash drifting in the wind if there isn't some goblin or -even a band of them waiting for you to descend. Waiting so that they might tear -you throat out and eat you whole. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31324 -D3 -~ -~ -0 0 31326 -S -#31326 -A Wide Crossroads~ - The causeway opens up and bcomes extremely wide here to allow for the -increased traffic of wagons and carts that would normally flow through here. -The causeway branches off to the east as well as running north and south. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31327 -D1 -~ -~ -0 0 31325 -D2 -~ -~ -0 0 31336 -S -#31327 -Wide Causeway~ - This main elevated road through the fields runs north and south for quite -some distance. To the south are a couple of offshoots which head in other -directions. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31328 -D2 -~ -~ -0 0 31326 -D5 -~ -~ -0 0 31390 -S -#31328 -Wide Causeway~ - This main elevated road through the fields runs north and south for quite -some distance. On either side, to the east and west, are the charred remains of -the fields that once bore the fruit of this realm. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31329 -D2 -~ -~ -0 0 31327 -S -#31329 -Rocky Causeway~ - The causeway runs north and south for a long distance through the center of -the farmlands. Smoking, ruined fields lie to the east and west - some of them -still on fire. Far to the north, the tall wall of Ofingia rises up high, -protecting the town from the many raids. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31330 -D2 -~ -~ -0 0 31328 -S -#31330 -Intersection on the Causeway~ - This area is a crux where the causeway runs north to south, with a small -offshoot to the west. The way west appears little traveled, it is not as wide -as this main section by half. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31311 -D2 -~ -~ -0 0 31329 -D3 -~ -~ -0 0 31331 -S -#31331 -A Short Section~ - This short stub of causeway runs west for a very short distance with a small -section bending north at the end. To the east is the main causeway which runs -smack dab through the center of the farming area. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31330 -D3 -~ -~ -0 0 31332 -S -#31332 -Private Causeway~ - At one time - not too long ago - this section of the farming area was owned -and kept by Scorfahr, the richest of the farmers in the Ofingian farmlands due -to the immense size of his fields and the quality of the soil with which he -produced the most plentiful crops year after year. Scorfahr was killed right at -the outset of the raids by a roaving band, his farm burnt to the ground. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31333 -D1 -~ -~ -0 0 31331 -S -#31333 -The End of a Private Causeway~ - This small section of additional causeway was built by Scorfahr so he could -have his own ingress and egress to his home without having to deal with the -common farmhands who frequented the main causeway. A sloping path leads down to -the north into the field and homestead where Scorfahr used to reside. His home, -once the largest and most opulent home in the farmlands, is now no more than a -burnt out shell - still smoking. -~ -313 0 0 0 0 0 -D2 -~ -~ -0 0 31332 -D5 -~ -~ -0 0 31369 -S -#31334 -A Short Causeway~ - This short section ends here, a small path leading west and down into the -fields below. To the east is the path back along the crest of the causeway back -to the main path. To the south is the reservoir, the man-made basin of water -which was used to irrigate all of the land in this area. A small waterfall -falls gently into the basin on its western end, the water originating from -somewhere up in the mountains. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31335 -D5 -~ -~ -0 0 31357 -S -#31335 -A Short Causeway~ - This small sections ends just west of here, the personal causeway for some -farmer or another who might have once used it to get down into his fields and -his home. To the south is the reservoir, the man-made basin of water which was -used to irrigate all of the land in this area. A small waterfall falls gently -into the basin on its western end, the water originating from somewhere up in -the mountains. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31336 -D3 -~ -~ -0 0 31334 -S -#31336 -Nearing the End of the Causeway~ - The end of this main section of the causeway is in sight, just south from -here. A small section of the causeway leads off to the west, the reservoir for -the farmlands lapping gently against its southern side. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31326 -D2 -~ -~ -0 0 31337 -D3 -~ -~ -0 0 31335 -S -#31337 -Nearing the End of the Causeway~ - The end of this main causeway ends just to the south. Below, to the west is -the man-made reservoir which supplied water to all of the fields, keeping the -soil fresh and strong. A gentle waterfall splashes down into the reservoir from -the mountains above, keeping it full. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31336 -D2 -~ -~ -0 0 31338 -D5 -~ -~ -0 0 31392 -S -#31338 -The End of the Main Causeway~ - The causeway dead ends at this area, a paht sloping down the side of the rock -walkway into the fields below to the east. Below, to the west is the man-made -reservoir which supplied water to all of the fields, keeping the soil fresh and -strong. A gentle waterfall splashes down into the reservoir from the mountains -above, keeping it full. -~ -313 4 0 0 0 0 -D0 -~ -~ -0 0 31337 -D5 -~ -~ -0 0 31354 -S -#31339 -Scorched Earth~ - The earth is blackened, damaged beyond repair in any time coming soon. The -goblins come and raid the area, killing off any resistance and burning anything -that might burn - over and over again. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31318 -D2 -~ -~ -0 0 31340 -S -#31340 -Burnt Field~ - The land lies clear and black, smooth as if it had been rolled over with a -giant roller. Bits and pieces of wood give testament to the fact there once was -a home or structure of some size here before the raids began. The materials -must all have been scavenged or burnt to ash - there are only splinters and -scraps here now. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31339 -D2 -~ -~ -0 0 31341 -S -#31341 -Scorched Earth~ - All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31340 -D2 -~ -~ -0 0 31342 -D3 -~ -~ -0 0 31346 -S -#31342 -Burnt Field~ - All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31341 -D2 -~ -~ -0 0 31343 -D3 -~ -~ -0 0 31347 -S -#31343 -Scorched Earth~ - All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31342 -D2 -~ -~ -0 0 31344 -D3 -~ -~ -0 0 31348 -S -#31344 -Burnt Field~ - All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. To the south is a small wooden structure, still -standing unscathed in this field of death and fire. The entrance must lie on -its west side, the door is not on this side. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31343 -D3 -~ -~ -0 0 31349 -S -#31345 -Watershed~ - This could very well be the last remaining structure that stands with four -walls in this entire farmland area. For some unknown reason the goblins left it -standing and when the fires passed by in the fields outside, it did not ignite. -This would probably be a very good place to rest if that were your desire. -~ -313 12 0 0 0 0 -D3 -~ -~ -0 0 31350 -S -#31346 -Burnt Field~ - All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31341 -D2 -~ -~ -0 0 31347 -S -#31347 -Scorched Earth~ - All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31346 -D1 -~ -~ -0 0 31342 -D2 -~ -~ -0 0 31348 -S -#31348 -Burnt Field~ - All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31347 -D1 -~ -~ -0 0 31343 -D2 -~ -~ -0 0 31349 -S -#31349 -Scorched Earth~ - All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31348 -D1 -~ -~ -0 0 31344 -D2 -~ -~ -0 0 31350 -S -#31350 -Burnt Field~ - All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. The entrance to a small wood structure lies to -the east. To the south is the heaping pile of what is left of the barn and -farmhouse that used top be here. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31349 -D1 -~ -~ -0 0 31345 -D2 -~ -~ -0 0 31351 -S -#31351 -A Crude Barricade~ - The heaped remains of the farmhouse and barn - that which hasn't been burned -to ash - has been erected into a barricade against goblin intrusion. A large -hole has been dug in the earth to accomodate more space and protection from the -cold nights. All of this is butt up against the rock wall of the valley on the -east side. To north and west are the burnt and scorched fields. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31350 -D2 -~ -~ -0 0 31352 -D3 -~ -~ -0 0 31355 -S -#31352 -A Crude Barricade~ - The roving goblins of this area must have not wanted to leave a single stalk, -a single bit of shrubbery standing. The heaped remains of the farmhouse and -barn - that which hasn't been burned to ash - has been erected into a barricade -against goblin intrusion. A large hole has been dug in the earth to accomodate -more space and protection from the cold nights. The barricade area spans just a -bit north from here, a way out of this heap of burnt wood lies to the west. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31351 -D3 -~ -~ -0 0 31353 -S -#31353 -Trampled and Bloodied Ground~ - The roving goblins of this area must have not wanted to leave a single stalk, -a single bit of shrubbery standing. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31355 -D1 -~ -~ -0 0 31352 -D3 -~ -~ -0 0 31354 -S -#31354 -Burnt Field~ - The roving goblins of this area must have not wanted to leave a single stalk, -a single bit of shrubbery standing. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31356 -D1 -~ -~ -0 0 31353 -D4 -~ -~ -0 0 31338 -S -#31355 -Smoking Farmlands~ - The roving goblins of this area must have not wanted to leave a single stalk, -a single bit of shrubbery standing. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31351 -D2 -~ -~ -0 0 31353 -D3 -~ -~ -0 0 31356 -S -#31356 -Smoking Farmlands~ - The roving goblins of this area must have not wanted to leave a single stalk, -a single bit of shrubbery standing. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31355 -D2 -~ -~ -0 0 31354 -S -#31357 -Charred Battlesite~ - The battle that must have been fought in this space appears to have cost both -sides dearly. Husks of goblin bodies litter the ground and blood from the -defenders of this land soaks the soil. -~ -313 4 0 0 0 0 -D0 -~ -~ -0 0 31359 -D1 -~ -~ -0 0 31358 -D4 -~ -~ -0 0 31334 -S -#31358 -Charred Battlesite~ - The battle that must have been fought in this space appears to have cost both -sides dearly. Husks of goblin bodies litter the ground and blood from the -defenders of this land soaks the soil. The wind blows through this corner of -the field, howling against the rock wall of the causeway, sounding almost like -the wail of the dead. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31360 -D3 -~ -~ -0 0 31357 -S -#31359 -Charred Battlesite~ - The battle that must have been fought in this space appears to have cost both -sides dearly. Husks of goblin bodies litter the ground and blood from the -defenders of this land soaks the soil. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31361 -D1 -~ -~ -0 0 31360 -D2 -~ -~ -0 0 31357 -S -#31360 -Charred Battlesite~ - The battle that must have been fought in this space appears to have cost both -sides dearly. Husks of goblin bodies litter the ground and blood from the -defenders of this land soaks the soil. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31362 -D2 -~ -~ -0 0 31358 -D3 -~ -~ -0 0 31359 -S -#31361 -Blackened Soil~ - The soil here has been so covered in blood and fire that it has turned black, -no longer able to sustain plant life. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31363 -D1 -~ -~ -0 0 31362 -D2 -~ -~ -0 0 31359 -S -#31362 -Blackened Soil~ - The soil here has been so covered in blood and fire that it has turned black, -no longer able to sustain plant life. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31364 -D2 -~ -~ -0 0 31360 -D3 -~ -~ -0 0 31361 -S -#31363 -Blackened Soil~ - The soil here has been so covered in blood and fire that it has turned black, -no longer able to sustain plant life. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31365 -D1 -~ -~ -0 0 31364 -D2 -~ -~ -0 0 31361 -S -#31364 -Blackened Soil~ - The soil here has been so covered in blood and fire that it has turned black, -no longer able to sustain plant life. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31366 -D2 -~ -~ -0 0 31362 -D3 -~ -~ -0 0 31363 -S -#31365 -Blackened Soil~ - The soil here has been so covered in blood and fire that it has turned black, -no longer able to sustain plant life. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31366 -D2 -~ -~ -0 0 31363 -S -#31366 -Blackened Soil~ - The soil here has been so covered in blood and fire that it has turned black, -no longer able to sustain plant life. Looking south and west over the -desolation, no sign of any plant life can be seen. -~ -313 0 0 0 0 0 -D2 -~ -~ -0 0 31364 -D3 -~ -~ -0 0 31365 -S -#31367 -Scorfahr Farms~ - This area was at one time the most fertile of the fields in the area. After -the raids, the goblins came and dumped gallons of their dead's blood all over -the fields to insure that no crop would ever grow again. The goblins' plan is -simple - starve the inhabitants out. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31368 -S -#31368 -The Remains of an Opulent Farmhouse~ - Standing amid the wreckage and ruin of what was once an enormous home filled -with all sorts of finery and goods, you must wonder what Scorfahr thought in his -last moments. All of his wordly goods, all of his wealth meant nothing as the -goblins ransacked his home, killed his family and ate chunks of his flesh as he -watched himself die. Only a few timbers and stone remain of this once-awesome -place. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31371 -D2 -~ -~ -0 0 31367 -D3 -~ -~ -0 0 31369 -S -#31369 -Scorfahr Farms~ - This area was at one time the most fertile of the fields in the area. After -the raids, the goblins came and dumped gallons of their dead's blood all over -the fields to insure that no crop would ever grow again. The goblins' plan is -simple - starve the inhabitants out. To the east are the remains of a large -farmhouse. -~ -313 4 0 0 0 0 -D0 -~ -~ -0 0 31370 -D1 -~ -~ -0 0 31368 -D4 -~ -~ -0 0 31333 -S -#31370 -Scorfahr Farms~ - This area was at one time the most fertile of the fields in the area. After -the raids, the goblins came and dumped gallons of their dead's blood all over -the fields to insure that no crop would ever grow again. The goblins' plan is -simple - starve the inhabitants out. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31372 -D1 -~ -~ -0 0 31371 -D2 -~ -~ -0 0 31369 -S -#31371 -Scorfahr Farms~ - This area was at one time the most fertile of the fields in the area. After -the raids, the goblins came and dumped gallons of their dead's blood all over -the fields to insure that no crop would ever grow again. The goblins' plan is -simple - starve the inhabitants out. To the south are the remains of Scorfahr's -palatial farmhouse. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31373 -D2 -~ -~ -0 0 31368 -D3 -~ -~ -0 0 31370 -S -#31372 -Scorfahr Farms~ - This area was at one time the most fertile of the fields in the area. After -the raids, the goblins came and dumped gallons of their dead's blood all over -the fields to insure that no crop would ever grow again. The goblins' plan is -simple - starve the inhabitants out. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31373 -D2 -~ -~ -0 0 31370 -S -#31373 -Scorfahr Farms~ - This area was at one time the most fertile of the fields in the area. After -the raids, the goblins came and dumped gallons of their dead's blood all over -the fields to insure that no crop would ever grow again. The goblins' plan is -simple - starve the inhabitants out. -~ -313 0 0 0 0 0 -D2 -~ -~ -0 0 31371 -D3 -~ -~ -0 0 31372 -S -#31374 -Northern Fields~ - The charred and smoking stalks of corn which still stand in many places -afford a great many hiding spots for raiders who may still be in the area. -Bits of rubble from the broken-down causeway lie strewn about, a small bit of -pleasure for the raiders to destroy something. -~ -313 0 0 0 0 0 -D2 -~ -~ -0 0 31318 -D3 -~ -~ -0 0 31375 -S -#31375 -Northern Fields~ - The charred and smoking stalks of corn which still stand in many places -afford a great many hiding spots for raiders who may still be in the area. The -ground crunched underfoot, the soil that was once soft and fertile now brittle -from the fires that swept across it. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31374 -D3 -~ -~ -0 0 31376 -S -#31376 -Northern Fields~ - The charred and smoking stalks of corn which still stand in many places -afford a great many hiding spots for raiders who may still be in the area. Far -to the house over the tops of the blackened stalks, the shell of a burnt-out -barn can be seen. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31375 -D2 -~ -~ -0 0 31379 -D3 -~ -~ -0 0 31377 -S -#31377 -Northern Fields~ - The charred and smoking stalks of corn which still stand in many places -afford a great many hiding spots for raiders who may still be in the area. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31376 -D2 -~ -~ -0 0 31378 -S -#31378 -Northern Fields~ - The charred and smoking stalks of corn which still stand in many places -afford a great many hiding spots for raiders who may still be in the area. The -soil beneath has bore many attacks, the goblins hoping to remove any food -sources the town may have. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31377 -D1 -~ -~ -0 0 31379 -D2 -~ -~ -0 0 31383 -S -#31379 -Northern Fields~ - The charred and smoking stalks of corn which still stand in many places -afford a great many hiding spots for raiders who may still be in the area. -Just to the south are the ruins of a fenceline where the boundaries of a -barnyard began. All that are left now are a few charred timbers scattered on -the ground like large toothpicks. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31376 -D2 -~ -~ -0 0 31380 -D3 -~ -~ -0 0 31378 -S -#31380 -Ruined Barnyard~ - Even the ground here, where there were no crops, is blackened and scorched -beyond repair. To the south is the barn - or what is left of it - a shell of -blackened wood and shingles. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31379 -D2 -~ -~ -0 0 31381 -D3 -~ -~ -0 0 31383 -S -#31381 -Burnt Shell of a Barn~ - The sight and the smell of charred horse flesh induces a feeling of nausea, -the wood of the walls and work equipment are still smoking from the fires that -are lit over and over again every time a raiding party comes through. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31380 -D3 -~ -~ -0 0 31382 -S -#31382 -Ruined Barnyard~ - The small area of this place where plow horses could graze and machinery was -kept has been destroy, looted and burned like the rest of the farmlands around. -To the east is the burnt-out shell of the barn that used to house the work -animals for this field. North is the smouldering fields filled with smoking -stalks of corn. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31383 -D1 -~ -~ -0 0 31381 -S -#31383 -Northern Fields~ - The charred and smoking stalks of corn which still stand in many places -afford a great many hiding spots for raiders who may still be in the area. -Just to the south is a small barnyard, burnt and ruined just like the rest of -this area. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31378 -D1 -~ -~ -0 0 31380 -D2 -~ -~ -0 0 31382 -S -#31384 -Blackened Battleground~ - This may have once been a verdant field, full of greenery and bloom of -whatever crop a farmer might choose. That was before. Being that this is the -most centrally located field in the farmlands, the defenders chose this place -for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31385 -D2 -~ -~ -0 0 31386 -S -#31385 -Blackened Battleground~ - This may have once been a verdant field, full of greenery and bloom of -whatever crop a farmer might choose. That was before. Being that this is the -most centrally located field in the farmlands, the defenders chose this place -for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. -~ -313 4 0 0 0 0 -D2 -~ -~ -0 0 31387 -D3 -~ -~ -0 0 31384 -D4 -~ -~ -0 0 31319 -S -#31386 -Blackened Battleground~ - This may have once been a verdant field, full of greenery and bloom of -whatever crop a farmer might choose. That was before. Being that this is the -most centrally located field in the farmlands, the defenders chose this place -for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31384 -D1 -~ -~ -0 0 31387 -D2 -~ -~ -0 0 31388 -S -#31387 -Blackened Battleground~ - This may have once been a verdant field, full of greenery and bloom of -whatever crop a farmer might choose. That was before. Being that this is the -most centrally located field in the farmlands, the defenders chose this place -for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31385 -D2 -~ -~ -0 0 31389 -D3 -~ -~ -0 0 31386 -S -#31388 -Blackened Battleground~ - This may have once been a verdant field, full of greenery and bloom of -whatever crop a farmer might choose. That was before. Being that this is the -most centrally located field in the farmlands, the defenders chose this place -for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31386 -D1 -~ -~ -0 0 31389 -D2 -~ -~ -0 0 31390 -S -#31389 -Blackened Battleground~ - This may have once been a verdant field, full of greenery and bloom of -whatever crop a farmer might choose. That was before. Being that this is the -most centrally located field in the farmlands, the defenders chose this place -for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31387 -D2 -~ -~ -0 0 31391 -D3 -~ -~ -0 0 31388 -S -#31390 -Blackened Battleground~ - This may have once been a verdant field, full of greenery and bloom of -whatever crop a farmer might choose. That was before. Being that this is the -most centrally located field in the farmlands, the defenders chose this place -for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. -~ -313 4 0 0 0 0 -D0 -~ -~ -0 0 31388 -D1 -~ -~ -0 0 31391 -D4 -~ -~ -0 0 31327 -S -#31391 -Blackened Battleground~ - This may have once been a verdant field, full of greenery and bloom of -whatever crop a farmer might choose. That was before. Being that this is the -most centrally located field in the farmlands, the defenders chose this place -for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. -~ -313 0 0 0 0 0 -D0 -~ -~ -0 0 31389 -D3 -~ -~ -0 0 31390 -S -#31392 -The Reservoir~ - Amazingly, the water still seems in fine condition even through the constant -ash and soot that drifts through the air into it. Off the west is the waterfall -which feeds this small pool. -~ -313 0 0 0 0 0 -D3 -~ -~ -0 0 31393 -D4 -~ -~ -0 0 31337 -S -#31393 -Reservoir at the Waterfall~ - The waterfall splashes down into the sooty water, the crystal-clear mountain -stream mixing in with the reservoir's ash covered water. The water flows down -from high above on the mountain, not a wide flow but a steady stream just the -same. -~ -313 0 0 0 0 0 -D1 -~ -~ -0 0 31392 -S -$~ diff --git a/lib/world/wld/314.wld b/lib/world/wld/314.wld deleted file mode 100644 index 9eda821..0000000 --- a/lib/world/wld/314.wld +++ /dev/null @@ -1,1934 +0,0 @@ -#31400 -Entrance to the Asylum Grounds~ - The pitted black gate lies just to the north, the crumbling stone wall -running off east and west from the gate. It is a wonder the gate is still -functional, so old and decrepit it seems. South is what used to be the main -entryway to a large compound of some sort, one that seems almost scholastic in -appearance, but more somber - more militaristic. In any case, it is certainly -no longer in use, and has not been for some time. -~ -314 0 0 0 0 0 -D2 -~ -~ -0 0 31401 -E -info credits~ - *X'Raantra's Altar of Sacrifice - *Written by Kaan for Dibrova -Level: 15 - 45 -100 rooms -21 mobs -30 objs -Connector Zones: The Plains of Blood -This is set in the grounds of an old insane asylum which X'Raantra -took for his own use. X'Raantra hears a voice in his head -he is a -nutball- this voice he hears, he takes to be the Lord Almighty. The -voice tells him that only through human sacrifice will he ascend -through the gates of Heaven. X'Raantra, though obviously crazy, is -extremely enigmatic and has been able to gather a good number of people -to join in his cult which is centered in the ruins of this old asylum. -There are a few spec_procs I added to a couple of mobs - just for -effect, really. The zone probably will not lack without these procs. -Links: 00n -~ -S -#31401 -At the Old Fountain~ - A fountain, dry and cracked and blackened by grime and dirt, stands in the -center of this small court. The fountain boasts the figure of a man standing -proudly in the center, a thick tome tucked under his one arm and the other hand -holding onto his lapels. There is still some sort of liquid at the bottom of -the fountain, but it does not appear to be safe for consumption. -~ -314 0 0 0 0 0 -D0 -~ -~ -0 0 31400 -D1 -~ -~ -0 0 31403 -D2 -~ -~ -0 0 31402 -D3 -~ -~ -0 0 31405 -S -#31402 -The Asylum Grounds~ - Large buildings surround every side, paths which once must have been well -tended are now choked with weeds and run between these buildings and around -them. Two very square-ish looking buildings lie to the east and the west, a -smaller and taller building lying to the south. To the north is, of course, the -exit from this place. The door to the southern-most building lies directly -south from here. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31401 -D1 -~ -~ -0 0 31404 -D2 -~ -door~ -1 0 31431 -D3 -~ -~ -0 0 31406 -S -#31403 -The Asylum Grounds~ - The tall weeds cover most of the masonry that used to cover the ground here, -only small patches of stonework still visible through the tangle. Once upon a -time, this place must have been some sort of well-funded institution. What -could have happened to cause it to be left in this state, one can only imagine. -~ -314 1 0 0 0 0 -D2 -~ -~ -0 0 31404 -D3 -~ -~ -0 0 31401 -S -#31404 -The Asylum Grounds~ - The ground beneath was very obviously once cobbled entirely in this small -court, the stones still prohibiting growth in many small spots throughout. A -long two story building lies to the east, its main doors just east from here, -one of them swinging on its hinge at a crazy angle. Looking closely at the -door, there can be seen a smear of blood near the handle and on the framework -around the handle. A jumbled path leads south between the buildings. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31403 -D1 -~ -door~ -1 0 31407 -D2 -~ -~ -0 0 31434 -D3 -~ -~ -0 0 31402 -S -#31405 -The Asylum Grounds~ - Close by to the west is the door to a long two story building made of carved -stone. The court around you must once have been quite a sight with the fountain -in the center and the surrounding buildings, however someone or something caused -all of this to be abandoned and left to rot into its current state. Perhaps -funding ran out, perhaps a disease. One can only surmise. -~ -314 1 0 0 0 0 -D1 -~ -~ -0 0 31401 -D2 -~ -~ -0 0 31406 -D3 -~ -door~ -1 0 31420 -S -#31406 -The Asylum Grounds~ - A long two story building runs along north and south, forming the western -boundary of this court. To the south is a path leading around the buildings of -the court heading farther back into the asylum's area. At this angle, south -along the path and somewhat behind the southern building a light of some sort -flickers. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31405 -D1 -~ -~ -0 0 31402 -D2 -~ -~ -0 0 31435 -S -#31407 -Inner Hall of the Academy~ - The floor of this building is made from some of concrete that was once white -concrete. It is now stained black from the years of disuse and neglect, the -elements getting a solid hold on its degradation. A door lies on the east wall, -a small hole cut in upper center area where it appears there might once have -been glass placed. The hallway runs north from here, a thin trail of old blood -running along the length of the floor. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31408 -D1 -~ -door~ -1 0 31412 -D3 -~ -door~ -1 0 31404 -S -#31408 -Inner Hall of the Academy~ - The hall here looks much the same as the hall to the south, the grime making -everything blend together dirtily. Another door leads off to the east, the same -opening in its top center where it appears a window might once have been. The -trail of blood continues north to the end of the hall and leads into yet another -door there. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31409 -D1 -~ -door~ -1 0 31411 -D2 -~ -~ -0 0 31407 -S -#31409 -Inner Hall of the Academy~ - The hallway comes to an end, a final door to the east leading into a -classroom. The blood trail, mostly dried, runs into the room where it is too -dark to see what may be inside. The hall runs south into the darkness, back -toward the exit. A set of concrete stairs lead up into the darkness, their -steps covered in litter and rubble. -~ -314 9 0 0 0 0 -D1 -~ -door~ -1 0 31410 -D2 -~ -~ -0 0 31408 -D4 -~ -~ -0 0 31413 -S -#31410 -Classing Room~ - This small twenty foot by twenty foot room was once used as a room for -teaching some sort of education to the pupils which resided at this asylum. -There is an old blackboard, broken at one corner, still attached to the south -wall and the desks and chairs which used to seat the pupils are still nailed -solidly to the floor. Obviously, if the chairs and desks had to be nailed to -the floor there was a need for forced discipline. -~ -314 9 0 0 0 0 -D3 -~ -door~ -1 0 31409 -S -#31411 -Classing Room~ - This small room holds three rows of chairs and desks, all of them five desks -wide. The chairs face south to a large blackboard and an open area before it -that must have been where a teacher's desk would have been placed. There is no -such desk now. The chairs and desks remain only because they were bolted into -the floor of the room, made so as to enforce discipline the old fashioned way. -~ -314 9 0 0 0 0 -D3 -~ -door~ -1 0 31408 -S -#31412 -Classing Room~ - This small room holds three rows of chairs and desks, all placed exact in -distance from each other and the walls. The walls were once of white plaster, -however the plaster has cracked time and time again, leaving gaping holes where -once smooth clean walls stood. Lewd scrawlings adorn the walls where they still -hold any sort of flat surface, sure evidence that this place may not completely -be deserted. -~ -314 9 0 0 0 0 -D3 -~ -door~ -1 0 31407 -E -scrawlings~ - You try and make out as much of the words as you can but most of them have -faded into smudges. Words such as mother and whore are generally -repeated as well as some short poetry. One reads Here I sit all broken -hearted, tried to shit but only, and then it too becomes too faded to tell -what follows. Must have been quite important - possibly runes of some sort. -~ -S -#31413 -Upper Hall~ - Strange that there are no windows in this entire building, it would seem that -a building of this size made entirely of brick and mortar would get extremely -warm without ventilation. There is a door on the east wall, the hall itself -runs south for a short distance and terminates. -~ -314 9 0 0 0 0 -D1 -~ -door~ -1 0 31418 -D2 -~ -~ -0 0 31414 -D5 -~ -~ -0 0 31409 -S -#31414 -Upper Hall~ - The hallway is so completely littered with debris and rubble from the walls -and ceiling that it makes it difficult to traverse the hallway. The walls are -cracked and scorched from old fires, blood smattered in places. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31413 -D1 -~ -door~ -1 0 31417 -D2 -~ -~ -0 0 31415 -S -#31415 -Upper Hall~ - Here at the end of the hallway, the floor is covered in chunks of plaster and -mortar scattered throughout with bricks. There is a door on the east wall, -stuck open from all the collected trash on the floor. Possibly a quick jump -over the junk would allow a landing to the east... -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31414 -D1 -~ -door~ -1 0 31416 -S -#31416 -Classing Room~ - Jumbled garbage and rubble lies all over the floor of this small room. The -remains of old desks and chairs lie broken and scattered all over the floor, on -one wall, there is even a small hole through to the next room. -~ -314 9 0 0 0 0 -D3 -~ -door~ -1 0 31415 -E -hole~ - You can see a small bit of the next room over - it appears to be much in the -same condition as this one. -~ -S -#31417 -Classing Room~ - The litter that was all over the floor of the hallway has spilled over into -this room - or is it vice versa? - coating the floor in filth. Broken -splinters of wood from desks and chairs lie scattered about, pieces of forged -metal interspersed throughout. -~ -314 9 0 0 0 0 -D3 -~ -door~ -1 0 31414 -S -#31418 -Classing Room~ - The room is smeared in shades of blood, all at various stages of aging. It -is obvious that some of the smears are older than others, some seem even -relatively fresh. There is a ton of rubble from the building's collapsing walls -and ceiling, and the stink is horrific. -~ -314 9 0 0 0 0 -D3 -~ -door~ -1 0 31413 -S -#31419 -Hall's End~ - The hall ends with a door to the west. The door stands open, propped by the -floor as it hangs by only one hinge. The rubble strewn about on the floor from -the building's decay makes movement through this area quite difficult. The -blood soaked into the plastered walls and rubble strewn floors does not do much -to bolster the ego, either. -~ -314 9 0 0 0 0 -D2 -~ -~ -0 0 31420 -D3 -~ -door~ -1 0 31422 -S -#31420 -Inner Hall~ - This hall can almost no longer be called such as it is so desolated, so -ruined by the ravages of time and looters that the walls no longer appear to -hold any sort of form. There are holes in the walls, gaping things which give a -clear view into the rooms of this broken down building. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31419 -D1 -~ -door~ -1 0 31405 -D3 -~ -~ -0 0 31423 -S -#31421 -An Old Office~ - This appears to have been some sort of office or place of administration at -one time. Who knows, possibly long ago it may have been the registration or -maybe the room where the dean of the asylum had his private audiences with the -more problematic children. Who can say? -~ -314 9 0 0 0 0 -D3 -~ -~ -0 0 31424 -S -#31422 -Administrative Office~ - This is what appears to have been an office of some sort back when the asylum -was still up and functional. Scraps of wood and metal lie broken on the floor -of the room, most likely the remains of office furniture. -~ -314 9 0 0 0 0 -D1 -~ -door~ -1 0 31419 -S -#31423 -Inner Hall~ - The hall continues its decayed way into the depths of the building, the holes -in the walls still showing into the other rooms of the building. Tinges of red -- what appears to be bloodstains - are very apparent as the way into this -terrible place gets farther and farther. It might be a good idea not to stray -too far from the door. -~ -314 9 0 0 0 0 -D1 -~ -~ -0 0 31420 -D2 -~ -~ -0 0 31424 -S -#31424 -Base of a Crumbling Stairway~ - A set of stairs lead upward, half of the stone and mortar that once made them -crumbled and fallen to the ground beneath. It would take a great deal of skill -and foolhardy bravery to get up those steps. There is a door to the east. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31423 -D1 -~ -~ -0 0 31421 -D4 -~ -~ -0 0 31425 -S -#31425 -At the Top of a Crumbled Stair~ - The stairway lies just below, its broken mortar and gaping holes staring out -at any soul foolish enough to attempt a descent. A door lies to the north, a -hallway runs east. -~ -314 9 0 0 0 0 -D0 -~ -door~ -1 0 31427 -D1 -~ -~ -0 0 31426 -D5 -~ -~ -0 0 31424 -S -#31426 -A Darkened Hall~ - The hall turns at a right angle to the north, heading into darkness. The -rubble is just as bad on this upper level as it is in the lower levels. There -are no doors or windows in sight, but there is plenty of blood - ever present. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31428 -D3 -~ -~ -0 0 31425 -S -#31427 -An Old Office~ - This appears to have been a very small, very private office. There are -stacks of old pieces of paneling, rotted and long since made worthless from time -and decay, which give every indication that this once was a place of comfort for -some high ranking administrator. -~ -314 9 0 0 0 0 -D2 -~ -door~ -1 0 31425 -S -#31428 -Rubble-Strewn Hallway~ - The hallway runs north to south with no doors on either side and no windows -on either side. It almost seems that the entire building may have been -sprinkled in droplets of blood, as the red stains persist even here in this -upper level. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31430 -D2 -~ -~ -0 0 31426 -S -#31429 -Office~ - This was once obviously some higher-up's office as it appears that it was -made just for the purpose of entertaining guests and other faculty. The floor is -still covered in some small areas by chunks of ratty carpet that was once plush -and lavish, the walls covered with the same. -~ -314 9 0 0 0 0 -D1 -~ -door~ -1 0 31430 -S -#31430 -End of a Hallway~ - The hallways ends here with a door on the west wall. Piles of rubble climb -the other walls making footing in any direction very treacherous. There are -still the blood stains everywhere, making the whole place seem as if it were -seen through a red tint. -~ -314 9 0 0 0 0 -D2 -~ -~ -0 0 31428 -D3 -~ -door~ -1 0 31429 -S -#31431 -Receiving Chamber~ - This was the dean of the asylum resided back when the asylum was functional - -as an asylum anyway. The blood which seems to cover most of the grounds of the -asylum seems especially thick here, the walls sticky to the touch and the floor -tacky when stepped upon. There is a small door in the east wall. -~ -314 9 0 0 0 0 -D0 -~ -door~ -1 0 31402 -D1 -~ -door~ -1 0 31432 -S -#31432 -Living Area~ - This was the dean and his family's main room for gathering together and -eating meals or sharing time. The remains of an old table are here, one leg all -that is left of the original four, propping the table up at an absurd angle. -~ -314 9 0 0 0 0 -D2 -~ -~ -0 0 31433 -D3 -~ -door~ -1 0 31431 -S -#31433 -Bedchamber~ - This ramshackle room is all that is left of what was once a very comfortable -bedchamber to the dean and his wife. The sheets and pillows have long since -been torn to shreds and carried off by rats for bedding and nests, now all that -is left is a pile of timber from the bed and furniture and a lot of plaster -chunks which have fallen from the walls. All of which is - of course - soaked -in blood. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31432 -S -#31434 -Jumbled Path~ - Mostly covered in weeds and brownish plant life, this trail is strewn with a -litter of rock and mortar from the buildings around it all of which is covered -with a deep red hue, the color of blood. It appears that the way may have been -cleared quite recently as although there is a great deal of rubble strewn about, -the way through it all is not in any way prohibitive, as if a path had been -cleared. To the south a flickering light of some sort can be seen. To the east -is the entryway into a small, low building made of stone. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31404 -D1 -~ -~ -0 0 31438 -D2 -~ -~ -0 0 31436 -S -#31435 -A Flickering Path~ - The path heads south toward the source of the light. In the dim flickers, -wet red stains can be seen splashed all over the ground, the old stones soaked -and in some cases already dried by the splash of blood. A terrible feeling -accompanies this place, almost as if an anticipation of death were in the near -future. A crude stone foundation with no roof lies just to the west. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31406 -D2 -~ -~ -0 0 31437 -D3 -~ -~ -0 0 31440 -S -#31436 -Jumbled Path Near the Courtyard~ - The source of the flickering light is now in sight. It comes from a large -crumbling stone gazebo set in the middle of a huge courtyard. The courtyard is -surrounded by darkened buildings, all of which show signs of decay. There are -humanoid shaped moving all about the courtyard, some appear as if they might be -dancing, others appear to be going about specified tasks. In the gazebo there -are a number of people as well, all of which swaying in unison to some as yet -unheard sound. In looking down on the floor of the courtyard and even on this -path, blood can be seen spilled in huge quantities all over the stone. It -almost appears as if it were poured on the stone in an attempt to saturate the -entire area. -~ -314 5 0 0 0 0 -D0 -~ -~ -0 0 31434 -D2 -~ -~ -0 0 31445 -S -#31437 -Just North of the Courtyard~ - The path enters into the northwest corner of a large stone courtyard, -complete with a huge stone gazebo in the center. It turns out the gazebo is the -source of the flickering light, as some sort of fire is lit upon it, humans -moving about around that fire. All along in the courtyard are also people who -seem to be about some sort of business, whether swaying in some ritual of some -sort of going about a task of some sort, they are many. -~ -314 5 0 0 0 0 -D0 -~ -~ -0 0 31435 -D2 -~ -~ -0 0 31442 -S -#31438 -The Guards' Quarters~ - It must be that the inmates of this institution were at least slightly -harmful to themselves and others if a guard had to be kept on the grounds at all -times. This building is much like any of the others around, decripid and -falling apart, blood stains everywhere. -~ -314 9 0 0 0 0 -D1 -~ -~ -0 0 31439 -D3 -~ -~ -0 0 31434 -S -#31439 -The Guards' Quarters~ - The building is in a shambles in every area. Nothing is left of any value, -only broken bits of furniture and the like. This asylum must have been -abandoned and left to rot quite some time ago. -~ -314 9 0 0 0 0 -D3 -~ -~ -0 0 31438 -S -#31440 -The Old Stables~ - At one time this must have been where the residents, faculty and visitors of -the asylum kept their mounts while they stayed on the grounds. The floor shows -no sign of ever having been stoned, the walls are all of a crude stone which -does not look to have been made for the purpose of warmth at all. -~ -314 1 0 0 0 0 -D1 -~ -~ -0 0 31435 -D2 -~ -~ -0 0 31441 -S -#31441 -The Old Stables~ - The blood is just as prevalant here as it is everywhere else in this asylum, -spatters of red decorating every inch of the place. What sort of hideous crime -was perpatrated at this place to cover the entire place in blood? What sort of -hideous creature could do such a thing to such a mass of warm blooded creatures? -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31440 -S -#31442 -Asylum Courtyard~ - The courtyard here is enormous, dominated in the center by a large gazebo -which holds within a flickering flame of some sort. The stones underfoot are -tacky, sticking to the soles of boots and shoes, making progress at the very -least discouraged. -~ -314 0 0 0 0 0 -D0 -~ -~ -0 0 31437 -D1 -~ -~ -0 0 31443 -D2 -~ -~ -0 0 31448 -S -#31443 -Asylum Courtyard~ - This is the main courtyard for the entire asylum. A huge stone gazebo -dominates the center of the courtyard, stone steps leading up to its main floor -from every direction. The ground underfoot is tacky to the touch, making feet -stick it. -~ -314 1 0 0 0 0 -D1 -~ -~ -0 0 31444 -D2 -~ -~ -0 0 31446 -D3 -~ -~ -0 0 31442 -S -#31444 -Asylum Courtyard~ - This courtyard was once very obviously the center of traffic for the asylum -back in the day. A large stone gazebo lies directly south from here, a set of -wide steps leading up into it. The stone of the courtyard is even more soaked -with blood than the rest of the previous areas, the thick stains making travel -almost difficult as the thick, dried blood attempts to stick to the bottoms of -shoes and boots. -~ -314 1 0 0 0 0 -D1 -~ -~ -0 0 31445 -D2 -~ -~ -0 0 31447 -D3 -~ -~ -0 0 31443 -S -#31445 -Asylum Courtyard~ - This courtyard was once very obviously the center of traffic for the asylum -back in the day. A large stone gazebo lies in the center of the courtyard, a -set of wide steps leading up into it. The stone of the courtyard is even more -soaked with blood than the rest of the previous areas, the thick stains making -travel almost difficult as the thick, dried blood attempts to stick to the -bottoms of shoes and boots. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31436 -D1 -~ -~ -0 0 31458 -D2 -~ -~ -0 0 31455 -D3 -~ -~ -0 0 31444 -S -#31446 -Asylum Courtyard~ - This area of the courtyard is a small spot of cobbled ground which lies -wedged in between two sets of the stairs which run up to the gazebo. The scent -of fresh blood wafts heavily in the air, the stone all around testament to the -fact that people must die in this courtyard daily. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31443 -D1 -~ -~ -0 0 31447 -D2 -~ -~ -0 0 31449 -D3 -~ -~ -0 0 31448 -S -#31447 -The Gazebo Steps~ - Now the source of the light in the gazebo is plain to see - a flickering -torch is thrust into a stone holder, a makeshift altar next to it. A man -dressed in dark blood-soaked robes kneels before the altar, arms upraised in -prayer - a curved dagger clenched tightly in one upraised fist. -~ -314 5 0 0 0 0 -D0 -~ -~ -0 0 31444 -D1 -~ -~ -0 0 31455 -D2 -~ -~ -0 0 31451 -D3 -~ -~ -0 0 31446 -S -#31448 -Asylum Courtyard~ - The courtyard ends at its westernmost boundary, a long low building marking -that boundary. The entrance to the building lies just south, a set of tall -steps leading up into its dark interior. Just behind the building a tall water -tower can be seen rising up into the night sky. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31442 -D1 -~ -~ -0 0 31446 -D2 -~ -~ -0 0 31450 -S -#31449 -The Gazebo Steps~ - Now the source of the light in the gazebo is plain to see - a flickering -torch is thrust into a stone holder, a makeshift altar next to it. A man -dressed in dark blood-soaked robes kneels before the altar, arms upraised in -prayer - a curved dagger clenched tightly in one upraised fist. -~ -314 5 0 0 0 0 -D0 -~ -~ -0 0 31446 -D1 -~ -~ -0 0 31451 -D2 -~ -~ -0 0 31453 -D3 -~ -~ -0 0 31450 -S -#31450 -Entrance to a Building~ - A very official looking building, at least it would look official had it not -red blood stains covering the outer walls, lies to the west. A set of double -doors lie open at crazy angles, the interior dark and mysterious. Straight to -the east is a set of steps leading up to a stone gazebo. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31448 -D1 -~ -~ -0 0 31449 -D2 -~ -~ -0 0 31452 -D3 -~ -~ -0 0 31474 -S -#31451 -X'Raantra's Altar~ - The floor of the gazebo is stone, like the rest of the edifices which make up -this asylum, and is sunk in roughly a foot from the edges. This sunken area -forms a sort of a pool, which was probably not the original intent of the -builders, which is filled to the rim with thick, dark blood. Torches are thrust -into holders on the supports of the gazebo's ceiling, four of them in number -lighting this terrible place all too well. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31447 -D1 -~ -~ -0 0 31456 -D2 -~ -~ -0 0 31454 -D3 -~ -~ -0 0 31449 -S -#31452 -Asylum Courtyard~ - The courtyard butts up against the outer wall of a single story building to -the west. The entrance to this building lies just north, through a set of open -double doors. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31450 -D1 -~ -~ -0 0 31453 -D2 -~ -~ -0 0 31462 -S -#31453 -Asylum Courtyard~ - This area of the courtyard is a small spot of cobbled ground which lies -wedged in between two sets of the stairs which run up to the gazebo. The scent -of fresh blood wafts heavily in the air, the stone all around testament to the -fact that people must die in this courtyard daily. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31449 -D1 -~ -~ -0 0 31454 -D2 -~ -~ -0 0 31463 -D3 -~ -~ -0 0 31452 -S -#31454 -The Gazebo Steps~ - Now the source of the light in the gazebo is plain to see - a flickering -torch is thrust into a stone holder, a makeshift altar next to it. A man -dressed in dark blood-soaked robes kneels before the altar, arms upraised in -prayer - a curved dagger clenched tightly in one upraised fist. -~ -314 5 0 0 0 0 -D0 -~ -~ -0 0 31451 -D1 -~ -~ -0 0 31457 -D2 -~ -~ -0 0 31464 -D3 -~ -~ -0 0 31453 -S -#31455 -Asylum Courtyard~ - This area of the courtyard is a small spot of cobbled ground which lies -wedged in between two sets of the stairs which run up to the gazebo. The scent -of fresh blood wafts heavily in the air, the stone all around testament to the -fact that people must die in this courtyard daily. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31445 -D1 -~ -~ -0 0 31459 -D2 -~ -~ -0 0 31456 -D3 -~ -~ -0 0 31447 -S -#31456 -The Gazebo Steps~ - Now the source of the light in the gazebo is plain to see - a flickering -torch is thrust into a stone holder, a makeshift altar next to it. A man -dressed in dark blood-soaked robes kneels before the altar, arms upraised in -prayer - a curved dagger clenched tightly in one upraised fist. -~ -314 5 0 0 0 0 -D0 -~ -~ -0 0 31455 -D1 -~ -~ -0 0 31460 -D2 -~ -~ -0 0 31457 -D3 -~ -~ -0 0 31451 -S -#31457 -Asylum Courtyard~ - This area of the courtyard is a small spot of cobbled ground which lies -wedged in between two sets of the stairs which run up to the gazebo. The scent -of fresh blood wafts heavily in the air, the stone all around testament to the -fact that people must die in this courtyard daily. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31456 -D1 -~ -~ -0 0 31461 -D2 -~ -~ -0 0 31465 -D3 -~ -~ -0 0 31454 -S -#31458 -Asylum Courtyard~ - This is the far northeast end of the courtyard. An old decrepit chapel lies -to the east, the entrance south from here. From this angle, a tall bell tower -can be seen rising high above the chapel, the bell still hanging inside. A -large stone gazebo lies in the center of the courtyard, a flickering light -burninng strong inside. -~ -314 1 0 0 0 0 -D2 -~ -~ -0 0 31459 -D3 -~ -~ -0 0 31445 -S -#31459 -Asylum Courtyard~ - The entrance to a chapel lies just south from here, a wide set of stone steps -leading up east to the main door. To the southwest, in the center of the -courtyard, is a large stone gazebo with a ceremony of some sort in progress. -People of some race or another can be seen shuffling about in the courtyard -going about some sort of business. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31458 -D2 -~ -~ -0 0 31460 -D3 -~ -~ -0 0 31455 -S -#31460 -Entrance to the Chapel~ - These steps lead straight up to the door of the chapel, a carved wooden door -which has withstood the ravages of time and looters. The wood must once have -been very beautiful with its carved cherubs and angels floating about on its -surface, but now those angels are smeared in blood, their faces ghastly and -horrific in the flickering light. The steps up to the gazebo in the center of -the courtyard lie just west. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31459 -D1 -~ -door~ -1 0 31467 -D2 -~ -~ -0 0 31461 -D3 -~ -~ -0 0 31456 -S -#31461 -Asylum Courtyard~ - This is the eastern end of the courtyard, the outer wall of the chapel just -to the east. The entrance to the chapel lies just north, up a set of steps. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31460 -D2 -~ -~ -0 0 31466 -D3 -~ -~ -0 0 31457 -S -#31462 -Asylum Courtyard~ - This is the southwestern corner of the courtyard. A small path leads west -around a large building which lies just south from here. The ceremony continues -in the gazebo to the northeast. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31452 -D1 -~ -~ -0 0 31463 -D3 -~ -~ -0 0 31493 -S -#31463 -Asylum Courtyard~ - This is the south end of the courtyard, bound by a long building who's -entrance lies to the south, one of two entrances. The gazebo lies to the -northeast, in the center of the courtyard. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31453 -D1 -~ -~ -0 0 31464 -D2 -~ -~ -0 0 31476 -D3 -~ -~ -0 0 31462 -S -#31464 -Asylum Courtyard~ - The gazebo lies just north from here, at the end of a flight of steps. To -the south is the wall of a stone building. The blood on the ground seems never -ending. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31454 -D1 -~ -~ -0 0 31465 -D3 -~ -~ -0 0 31463 -S -#31465 -Asylum Courtyard~ - This is the southern end of the courtyard where it butts up against the wall -of a long stone building. A door to that building lies to the south, the gazebo -standing in the center of the courtyard - almost seeming to beckon entry. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31457 -D1 -~ -~ -0 0 31466 -D2 -~ -~ -0 0 31478 -D3 -~ -~ -0 0 31464 -S -#31466 -Asylum Courtyard~ - This is the southeastern corner of the courtyard. A trail leads east between -the buildings which form the boundaries of the courtyard. To the far northwest -is a large gazebo, a fire flickering within. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31461 -D1 -~ -~ -0 0 31483 -D3 -~ -~ -0 0 31465 -S -#31467 -Chapel Entryway~ - What a grand place this must once have been. The walls all were at one time -of worked stone, carvings of all sorts of angelic murals and poses. To the -north is a door, to the south is the main worship area. East is a small room, -the function of which unfathomable from this room. -~ -314 9 0 0 0 0 -D0 -~ -door~ -1 0 31468 -D1 -~ -~ -0 0 31469 -D2 -~ -~ -0 0 31470 -D3 -~ -door~ -1 0 31460 -S -#31468 -Cloaking Room~ - The stone hooks still jut from the walls where the clergy must once have hung -or donned their robes of office before or after a service. There are, of -course, no robes hanging from those hooks any longer. This room, like most of -the other rooms in the buildings of this asylum, has succumbed to the demand of -time and decay, the walls crumbling and the floors broken and cracked. All of -this is, of course covered in a sheen of red. -~ -314 9 0 0 0 0 -D2 -~ -door~ -1 0 31467 -S -#31469 -Shaft~ - This is nothing more than a small five by five room with no ceiling. A look -upward reveals that this tall shaft leads directly up into the bell tower, as -the bell is visible even from here on the ground level. A set of ropes hang -down, their frayed ends high out of reach. They must once have connected to -something here, but whatever that was, it is long since rotted or taken. -~ -314 9 0 0 0 0 -D3 -~ -~ -0 0 31467 -D4 -~ -~ -0 0 31471 -S -#31470 -Chapel Worship Room~ - There are spots where rows of pews once lined before a carved stone altar, -however all that is left of the majesty of the place are two pews and the -remains of the altar, tipped to the side and split asunder. It would only -appear the work of vandals or looters if not for the immense amounts of blood -soaked into the stonework of the place. This was a calculated ruination of a -place of worship. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31467 -S -#31471 -In the Shaft~ - Unbelievably, the sides of the shaft's interior walls are scalable! Only a -bit further and the bell can be reached, where a platform of stone surrounds the -inside of the shaft. -~ -314 9 0 0 0 0 -D4 -~ -~ -0 0 31472 -D5 -~ -~ -0 0 31469 -S -#31472 -Bell Tower~ - It turns out that the shaft leading up from the interior of the chapel is -actually the bell tower itself. A bird's eye view of the asylum is given here, -especially of the courtyard where it is now painfully obvious that there are -many more people moving about this place. On the north wall is a window which -leads out just above the roof of the chapel. It does not appear that the tower -would be accessible again once exited from and onto the chapel roof. -~ -314 9 0 0 0 0 -D0 -~ -window~ -0 0 31473 -D5 -~ -~ -0 0 31471 -S -#31473 -Chapel Roof~ - There is not much of interest on this roof save for the fact that it is the -only place thus far that is not soaked in blood, nor is it full of the rubble -and trash that is littered about the ground and in the buildings. It must be -too much effort for the vandals of this area to climb out here and trash this -part as well. It appears that the only way from this rooftop is down, jumping -from the roof to the courtyard below. -~ -314 1 0 0 0 0 -D5 -~ -roof~ -0 0 31459 -S -#31474 -Library Entry~ - This is a small antechamber where at one time check-out secretary or -librarian once sat and made sure that all books within were accounted for. -There is no desk, no secretary or librarian, only a set four crumbling walls, -the plaster or mortar fallen and in decay. -~ -314 13 0 0 0 0 -D1 -~ -~ -0 0 31450 -D2 -~ -~ -0 0 31475 -S -#31475 -Library~ - Most of the shelves that used to line the walls, molded into the stone that -made up the walls, are now broken and lying in dust on the cracked floors. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31474 -S -#31476 -Faculty Rooms~ - The faculty of the asylum kept their rest cots and break tables in this room, -not to mention a guard was always on station as further in this building lies -the dorm rooms of all 'students' for the place. There is still a remnant of -what the room must have been, some old steel frames - probably cots - line one -wall, all rusted into uselessness. Like every other section of this asylum, the -walls are soaked in blood as are the floors. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31463 -D2 -~ -~ -0 0 31477 -S -#31477 -Dormitory~ - This is where the students - or mental loonies - were bunked at night. -There are no longer any sorts of furniture items left in the room, only hunks of -broken plaster and mortar. A doorway opens wide into a basement stairway. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31476 -D1 -~ -~ -0 0 31479 -D5 -~ -~ -0 0 31481 -S -#31478 -Faculty Rooms~ - The faculty of the asylum kept their rest cots and break tables in this room, -not to mention a guard was always on station as further in this building lies -the dorm rooms of all 'students' for the place. There is still a remnant of -what the room must have been, some old steel frames - probably cots - line one -wall, all rusted into uselessness. Like every other section of this asylum, the -walls are soaked in blood as are the floors. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31465 -D2 -~ -~ -0 0 31480 -S -#31479 -Dormitory~ - This is where the students - or mental loonies - were bunked at night. -There are no longer any sorts of furniture items left in the room, only hunks of -broken plaster and mortar. -~ -314 9 0 0 0 0 -D1 -~ -~ -0 0 31480 -D3 -~ -~ -0 0 31477 -S -#31480 -Dormitory~ - This is where the students - or mental loonies - were bunked at night. -There are no longer any sorts of furniture items left in the room, only hunks of -broken plaster and mortar. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31478 -D3 -~ -~ -0 0 31479 -S -#31481 -Storage and Detainment Area~ - This room has a wall of lockers, all broken and wide open with no contents in -them whatsoever. On the south wall is a small wooden door, still securely -fastened on its hinges. -~ -314 9 0 0 0 0 -D2 -~ -door~ -1 0 31482 -D4 -~ -~ -0 0 31477 -S -#31482 -The Cooling Room~ - This was the asylum staff's ultimate weapon against any of the students who -became unruly or out of hand. The temperature in this little cubicle dips down -well below freezing in the nights, being dirt floored and in the basement. Any -students who had a problem with obedience ending up cooling their heels in the -Cooling Room. -~ -314 9 0 0 0 0 -D0 -~ -door~ -1 0 31481 -S -#31483 -Old Cobbled Trail~ - This was once a sedate cobbled walkway, the cobbles now missing or broken and -soaked in blood. The trail turns south and curves out of sight to the east -again toward a tall, square-ish stone building. -~ -314 5 0 0 0 0 -D2 -~ -~ -0 0 31484 -D3 -~ -~ -0 0 31466 -S -#31484 -Old Cobbled Trail~ - This was once a sedate cobbled walkway, the cobbles now missing or broken and -soaked in blood. The trail heads north back toward the courtyard or turns east -again, headed toward the entrance of a tall, stone building. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31483 -D1 -~ -~ -0 0 31485 -S -#31485 -Old Cobbled Trail~ - This was once a sedate cobbled walkway, the cobbles now missing or broken and -soaked in blood. The building, which now lies just south of you, can be entered -through a doorway just east from here. -~ -314 1 0 0 0 0 -D1 -~ -~ -0 0 31486 -D3 -~ -~ -0 0 31484 -S -#31486 -Entrance to the Auditorium~ - The interior of the building can be seen through the flickering lights -within. Squatters can be seen inside the building, hunched over fires or -sleeping in wretched balls on floor. The trail heads west away from here back -toward the courtyard. -~ -314 1 0 0 0 0 -D2 -~ -~ -0 0 31487 -D3 -~ -~ -0 0 31485 -S -#31487 -Auditorium Floor~ - The place has an immense main floor, a large stage dominating the north end -of the main floor. Grubby, wretched people huddle near small fires or lie -curled upon the floor sleeping what little amounts that they might before the -next Choosing. A set of stone stadium seats lead up to the roof on the south -end of the place. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31486 -D2 -~ -~ -0 0 31489 -D3 -~ -~ -0 0 31488 -S -#31488 -Auditorium Floor~ - The place has an immense main floor, a large stage dominating the north end -of the main floor. Grubby, wretched people huddle near small fires or lie -curled upon the floor sleeping what little amounts that they might before the -next Choosing. A set of stone stadium seats lead up to the roof on the south -end of the place. -~ -314 9 0 0 0 0 -D1 -~ -~ -0 0 31487 -D2 -~ -~ -0 0 31490 -S -#31489 -Auditorium Floor~ - The place has an immense main floor, a large stage dominating the north end -of the main floor. Grubby, wretched people huddle near small fires or lie -curled upon the floor sleeping what little amounts that they might before the -next Choosing. A set of stone stadium seats lead up to the roof on the south -end of the place. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31487 -D3 -~ -~ -0 0 31490 -D4 -~ -~ -0 0 31492 -S -#31490 -Auditorium Floor~ - The place has an immense main floor, a large stage dominating the north end -of the main floor. Grubby, wretched people huddle near small fires or lie -curled upon the floor sleeping what little amounts that they might before the -next Choosing. A set of stone stadium seats lead up to the roof on the south -end of the place. -~ -314 9 0 0 0 0 -D0 -~ -~ -0 0 31488 -D1 -~ -~ -0 0 31489 -D4 -~ -~ -0 0 31491 -S -#31491 -Auditorium Seating~ - Rows and rows of stone seats line the sloping floor, east to west up to the -south wall where the seats actually reach the ceiling. More squatters lie -wedged between seats, snug in their hopes that they will not be the next Chosen. -~ -314 9 0 0 0 0 -D1 -~ -~ -0 0 31492 -D5 -~ -~ -0 0 31490 -S -#31492 -Auditorium Seating~ - Rows and rows of stone seats line the sloping floor, east to west up to the -south wall where the seats actually reach the ceiling. More squatters lie -wedged between seats, snug in their hopes that they will not be the next Chosen. -~ -314 9 0 0 0 0 -D3 -~ -~ -0 0 31491 -D5 -~ -~ -0 0 31489 -S -#31493 -Cracked Path~ - The path used to be a small street of cobbled stone, leading toward the -asylum's main water source, the water tower. The tower rises high into the dark -sky to the west. -~ -314 5 0 0 0 0 -D1 -~ -~ -0 0 31462 -D3 -~ -~ -0 0 31494 -S -#31494 -Cracked Path~ - The path splits to south and also allows entrance into the water tower to the -west. There is some sort of short, thin structure rising about twenty feet into -the air to the south but from here it is too dark and too far to be seen -clearly. -~ -314 1 0 0 0 0 -D1 -~ -~ -0 0 31493 -D2 -~ -~ -0 0 31497 -D3 -~ -~ -0 0 31495 -S -#31495 -In the Base of the Water Tower~ - This is an oddly wood tiled sphere which held water when the asylum was -functional. It now has too many holes and leaks to hold any water all, but a -spiral staircase still leads around the inside up to the top, probably installed -so that repairs could be made when their were leaks. -~ -314 1 0 0 0 0 -D1 -~ -~ -0 0 31494 -D4 -~ -~ -0 0 31496 -S -#31496 -At the Top of the Water Tower~ - There is no roof over the top of this thing, the asylum must have relied -heavily on rain water to help replenish their supplies of water whenever nature -was kind. This small platform runs around near the utmost top of tower, a wire -mesh affair that feels none-too-sturdy. -~ -314 1 0 0 0 0 -D5 -~ -~ -0 0 31495 -S -#31497 -Cracked Path~ - The path leads into a burnt out ruin of a building, one which was obviously -not made of stone like the rest of this place. All that remains, or so it -appears, of the place is the chimney which still stands tall with a fireplace at -the base. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31494 -D2 -~ -~ -0 0 31498 -S -#31498 -Ruins of a Building~ - The ground is covered in charred pieces of wood and debris. No growth at all -grows here, as the burning stunted that growth for many years yet to come. A -tall stone fireplace rises to the west. -~ -314 1 0 0 0 0 -D0 -~ -~ -0 0 31497 -D3 -~ -~ -0 0 31499 -S -#31499 -Ruins of a Building~ - The ground is covered in charred pieces of wood and debris. No growth at all -grows here, as the burning stunted that growth for many years yet to come. A -stone chimney with a fireplace at the base is all that is left of whatever sort -of building might once have stood here long ago. -~ -314 1 0 0 0 0 -D1 -~ -~ -0 0 31498 -S -$~ diff --git a/lib/world/wld/315.wld b/lib/world/wld/315.wld deleted file mode 100644 index 04a2da9..0000000 --- a/lib/world/wld/315.wld +++ /dev/null @@ -1,1544 +0,0 @@ -#31500 -Western Bridge~ - This bridge spans for quite some distance over the length of space between -the land and the plateau which McGintey Cove rests upon. To the south the -bridge leads the way into the city, to the north is a toll booth which sits on -the side of McGintey Road. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 0 25826 -D2 -~ -~ -0 -1 31501 -E -credits info~ - Kaan - Zone 315 is linked to the following zones: -258 Light Forest at 31500 (north) ---> 25828 -316 McGintey Guild Area at 31510 (west ) ---> 31600 -317 Wharf at 31515 (east ) ---> 31700 -316 McGintey Guild Area at 31565 (west ) ---> 31666 -317 Wharf at 31570 (east ) ---> 31732 -318 Dock Area at 31571 (south) ---> 31801 -318 Dock Area at 31573 (south) ---> 31804 -Links: 02n to McGintey Road -~ -S -#31501 -Western Bridge~ - The bridge ends here, heading south into the main part of the city. Looking -down, you see that the bridge you stand upon must have been a huge undertaking, -the anchors which hold the bridge to the cliff face are by themselves bigger -than you. You may enter into the city or head north back over the bridge into -the wilderness. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31500 -D2 -~ -~ -0 -1 31505 -S -#31502 -Eastern Bridge~ - The bridge heads south toward the city entrance or leads the way north to -McGintey Road. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 0 25828 -D2 -~ -~ -0 -1 31503 -S -#31503 -Eastern Bridge~ - The bridge runs straight south into the city, or north twoard McGintey Road. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31502 -D2 -~ -~ -0 -1 31508 -S -#31504 -Cliffside Inn~ - This inn looks to be one of the main rest spots for travellers who stay in -McGintey Cove over night. The place is not all that flashy, but it always has a -warm fire at night, plenty of ale, and the beds upstairs are always very -comfortable. -~ -315 8 0 0 0 0 -D1 -~ -~ -0 -1 31505 -D4 -~ -~ -0 -1 31522 -S -#31505 -West Main~ - The street heads south into the main part of the city or north onto the -bridge which allows access to the outside world. East of you is a small, tidy -building with a sign out front proclaiming 'INFORMATION'. To the west is very -nice looking inn, the Cliffside. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31501 -D1 -~ -~ -0 -1 31506 -D2 -~ -~ -0 -1 31511 -D3 -~ -~ -0 -1 31504 -S -#31506 -Information~ - This small one room building is split in half by a long counter running north -to south, from wall to wall. On your side of the counter at the north end is a -large rack full of maps and brochures which tell in great hype and detail all -the wonders of McGintey Cove. The exit to West Main lies just west of you. -~ -315 24 0 0 0 0 -D3 -~ -~ -0 -1 31505 -S -#31507 -Samuel Faarza's~ - This exclusively drunken brawling tavern looks to be a popular hangout for -wayward travellers who need to shake the road dirt off their boots and take out -any frustrations they may have felt in their travels on each other. Samuel, the -owner and operator, an ex-gladiator from the pits, never seems to mind any -fights in his business. It is even rumored that he sometimes starts them -himself! -~ -315 24 0 0 0 0 -D1 -~ -~ -0 -1 31508 -S -#31508 -East Main~ - The road leads south into the main section of McGintey Cove. Shops line the -way, both sides of the road, with the ocassional side street branching off. To -your west is a very loud and rustic looking tavern called Samuel Faarza's, and -to your east is the post office. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31503 -D1 -~ -~ -0 -1 31509 -D2 -~ -~ -0 -1 31514 -D3 -~ -~ -0 -1 31507 -S -#31509 -Post Office~ - This small room is all you may enter into, although you know it is a much -larger building from what you saw outside. You may either send mail to any -player here or receive any mail you have been sent. -~ -315 8 0 0 0 0 -D3 -~ -undefined~ -0 -1 31508 -S -#31510 -North St.~ - The road heads west into the guild areas, or east into the main section of -McGintey Cove. To your north is the southern wall of the Cliffside Inn, south -is the wall of an unknown shop who's entrance must be on some other side. -~ -315 0 0 0 0 0 -D1 -~ -~ -0 0 31511 -D3 -~ -~ -0 0 31600 -S -#31511 -West Main and North St~ - The roads intersect here, heading in all four cardinal directions. To the -north the street heads toward the western bridge, one of the exits out of town. -South, the street runs toward the bazaar. North street runs west into the guild -area or east deeper into the main section of town. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31505 -D1 -~ -~ -0 -1 31512 -D2 -~ -~ -0 -1 31517 -D3 -~ -~ -0 -1 31510 -S -#31512 -North St.~ - The street heads east and west from here, leading into the main sections of -town. Shops line the south side of the street, their entrances facing out in -another direction, because from this side all you see is their brick wall. To -the north is the Town Meeting Hall, a gloriously large place - built for a large -town. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 0 31579 -D1 -~ -~ -0 -1 31513 -D3 -~ -~ -0 -1 31511 -S -#31513 -North St.~ - The street runs east and west from here. To the east is the intersection of -North and E. Main. West the street runs past the Town Meeting Hall, north of -you is the entrance to the Teleport Shop. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 0 31574 -D1 -~ -~ -0 -1 31514 -D3 -~ -~ -0 -1 31512 -S -#31514 -Intersection~ - You stand at the meetings of E. Main and North St. The roads lead in every -direction. North leads to the Eastern Bridge out of town, while south leads -deeper into town toward the bazaar. Heading east on North St. Takes you up -hill into the Wharf, the high-class, prestigious section of McGintey Cove. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31508 -D1 -~ -~ -0 -1 31515 -D2 -~ -~ -0 -1 31520 -D3 -~ -~ -0 -1 31513 -S -#31515 -North St.~ - The street heads east at an upward slant into the Wharf, a section of town -known for it's high prices and high class people. To the west the street runs -into an intersection of two of the main roads of the city. -~ -315 0 0 0 0 0 -D1 -~ -~ -0 0 31700 -D3 -~ -~ -0 -1 31514 -S -#31516 -Libation Station~ - It looks as if maybe a mad scientist lives here, from the way all the -counters and shelves are filled with vials and beakers, all full of different -colored fluids, some of which bubble, some of which fizz, some which steam. If -you need potions, it looks like you probably came to the right place. -~ -315 8 0 0 0 0 -D1 -~ -~ -0 -1 31517 -S -#31517 -West Main~ - The street heads north toward the city gates and south toward the bazaar -which is the center of the city. East of you is the Jewelry shop and west is -the local potion shop, the Libation Station. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31511 -D1 -~ -~ -0 -1 31518 -D2 -~ -~ -0 -1 31525 -D3 -~ -~ -0 -1 31516 -S -#31518 -Jewelry Store~ - There are no items on display here, it looks as if maybe the clientele of -this town might be a bit too rough. Possibly you should ask if you would like -to take a look at what the shopkeeper has to offer. -~ -315 8 0 0 0 0 -D3 -~ -~ -0 -1 31517 -S -#31519 -McGintey Bank and Depository~ - One must wonder why and how most banks come to receive such opulence. True, -there is a lot of money which passes through a bank's hands, but most of that -money does not belong to the bank. Wise investments and purchases do yield a -profit over time, however all banks seem to have way more than enough money for -themselves. This bank is no exception. -~ -315 8 0 0 0 0 -D1 -~ -~ -0 -1 31520 -S -#31520 -East Main~ - The street heads south toward the bazaar or north toward the city gates and -the Eastern Bridge. The city bank is just west of here, and the armory is east. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31514 -D1 -~ -~ -0 -1 31521 -D2 -~ -~ -0 -1 31528 -D3 -~ -~ -0 -1 31519 -S -#31521 -McGintey City Armory~ - Suits, vests, helms, and leg-wear litter this room, all in various states of -repair or disrepair. It doesn't look as if the armor here is of the absolute -finest quality, however it does cover most of your major organs. -~ -315 8 0 0 0 0 -D3 -~ -~ -0 -1 31520 -S -#31522 -Top of the Stairs~ - A desk has been set here for the purpose of allowing your receptionist to -find you a room which is vacant so that you may rest in comfort. -~ -315 8 0 0 0 0 -D5 -~ -~ -0 -1 31504 -S -#31523 -The Pet Shop~ - A burst of noise and smell greets you as you enter this room. The sound of -dogs braking, cats meowing and birds chirping is enough to drive you crazy and -you just got here. How in the world does anyone stand all the racket long -enough to actually work here? -~ -315 8 0 0 0 0 -D1 -~ -~ -0 -1 31525 -S -#31524 -PETSHOP STOREROOM~ - Make two rooms and some pets. The rooms MUST be sequential. If the first -room is 315 then the second must be 316. The second room is known as the -storeroom. All that is required in the storeroom is to load one of each mob you -wish to be a pet. This room can not have any exits and will never be used by -mortals. Although a pet shopkeeper is not required it is recommended. After -all of this is done ask your coder to implement the petshop. It will not work -until the code is changed and the MUD is rebooted. The cost of pets is 300 -times their level. -~ -315 1024 0 0 0 0 -S -#31525 -West Main~ - Directly south of you is the bazaar, a huge, sprawling affair which dominates -most of the city's center. Vendors from all over the land come to buy, sell, -and trade exotic goods of every kind. The street also runs north toward the -city gates. East of you is the weapon shop, and to the west is the pet shop. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31517 -D1 -~ -~ -0 -1 31526 -D2 -~ -~ -0 -1 31531 -D3 -~ -~ -0 -1 31523 -S -#31526 -The Weapon Shop~ - This is probably the worst place in town to buy weapons of any sort unless -you don't care about your fighting skills or you are a mage (since they can't -fight like real men, anyway). The proprieter of the shop is a sniveling worm of -a kid who's rich father bought him the shop only in an attempt to keep the kid -occupied away from home. Hence, the poor quality of weapon sold here, and the -high prices, which are that way because of the low volume. -~ -315 8 0 0 0 0 -D3 -~ -~ -0 -1 31525 -S -#31527 -Traveller's Pitstop~ - This store sells all manner of goods which a traveller may need to keep him -or her travelling in style, or at least in a semblance of style. From lanterns -to carrying cases, this store has it all. -~ -315 8 0 0 0 0 -D1 -~ -~ -0 -1 31528 -S -#31528 -East Main~ - The street heads north toward the city gates or south into the bazaar, the -merchant's fair which runs all day and all night every day. To the east is the -local branch of law enforcement, and to the west is the town general store. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31520 -D1 -~ -~ -0 -1 31529 -D2 -~ -~ -0 -1 31534 -D3 -~ -~ -0 -1 31527 -S -#31529 -Marshal Station~ - There are a few desks scattered throughout the room, most of which are empty -at this time. There are only a few officers on duty here, looks as if most of -the officers spend their time patrolling the city rather than wasting it here in -the office. -~ -315 8 0 0 0 0 -D3 -~ -~ -0 -1 31528 -S -#31530 -Bazaar~ - This huge stone court, roughly a mile square, is used to host the bazaar, an -all day, all night affair full of noise and hubbub, all from the loud haggling -of the merchants who offer their goods and any potential customers who walk by. -~ -315 0 0 0 0 0 -D1 -~ -~ -0 -1 31531 -D2 -~ -~ -0 -1 31536 -S -#31531 -The Bazaar~ - This is huge! This wide splotch of stone in the middle of the city offers a -spot for some of the strangest and most exotic goods to be sold by vendors who -have travelled far and wide to claim their treasures. North is the entrance -onto West Main, the bazaar leads off in every direction. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31525 -D1 -~ -~ -0 -1 31532 -D2 -~ -~ -0 -1 31537 -D3 -~ -~ -0 -1 31530 -S -#31532 -The Bazaar~ - Men and woman from every race and class brush shoulders here, some selling -goods, some shopping for the hard-to-find goods that can only be found in places -such as this. -~ -315 0 0 0 0 0 -D1 -~ -~ -0 -1 31533 -D2 -~ -~ -0 -1 31538 -D3 -~ -~ -0 -1 31531 -S -#31533 -The Bazaar~ - The bazaar heads off into the east, west and south. To the north, it butts -up against a shop's wall. -~ -315 0 0 0 0 0 -D1 -~ -~ -0 -1 31534 -D2 -~ -~ -0 -1 31539 -D3 -~ -~ -0 -1 31532 -S -#31534 -The Bazaar~ - This bazaar is known far and wide as the largest and most popular attraction -in McGintey Cove, a real tourist attraction. Vendors come from all over the -world to sell their goods here, hoping to find an open spot on the stone to set -up shop. You may leave the bazaar to the north onto East Main, or head off into -the bazaar in any other direction. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31528 -D1 -~ -~ -0 -1 31535 -D2 -~ -~ -0 -1 31540 -D3 -~ -~ -0 -1 31533 -S -#31535 -The Bazaar~ - You stand at the northeast corner of the bazaar. You may head south or west -into the bazaar or browse the goods offered at this locale. -~ -315 0 0 0 0 0 -D2 -~ -~ -0 -1 31541 -D3 -~ -~ -0 -1 31534 -S -#31536 -The Bazaar~ - The bazaar's noise and smells surround you, washing around you in an endless -blur. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31530 -D1 -~ -~ -0 -1 31537 -D2 -~ -~ -0 -1 31542 -S -#31537 -The Bazaar~ - It is easy see how one could spend a whole day in this one section of the -city, browsing and shopping for goods which are offered by these fine men and -woman from all corners of the land. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31531 -D1 -~ -~ -0 0 31538 -D2 -~ -~ -0 -1 31543 -D3 -~ -~ -0 -1 31536 -S -#31538 -The Bazaar~ - The bazaar surrounds you in every direction, vendors call out to you from all -sides. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31532 -D1 -~ -~ -0 -1 31539 -D2 -~ -~ -0 -1 31575 -D3 -~ -~ -0 -1 31537 -S -#31539 -The Bazaar~ - You may head in any direction from here into more of the bazaar, or browse -the good this fine merchant sells. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31533 -D1 -~ -~ -0 -1 31540 -D2 -~ -~ -0 -1 31576 -D3 -~ -~ -0 -1 31538 -S -#31540 -The Bazaar~ - Bright colors, men and women calling their salespitches over the din, this -place is enough to give the most stalwart man a headache. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31534 -D1 -~ -~ -0 -1 31541 -D2 -~ -~ -0 -1 31546 -D3 -~ -~ -0 0 31539 -S -#31541 -The Bazaar~ - You stand at far eastern side of the bazaar. You may go south, north or west -into more of the bazaar. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31535 -D2 -~ -~ -0 -1 31547 -D3 -~ -~ -0 -1 31540 -S -#31542 -The Bazaar~ - You stand at the western side of the bazaar. You may head east, north or -south into the bazaar from here. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31536 -D1 -~ -~ -0 -1 31543 -D2 -~ -~ -0 -1 31548 -S -#31543 -The Bazaar~ - The bazaar surrounds you on all sides. You may head in any direction into -this crazy managerie of goods. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31537 -D1 -~ -~ -0 0 31544 -D2 -~ -~ -0 -1 31549 -D3 -~ -~ -0 -1 31542 -S -#31544 -The Bazaar~ - Every size and shape of being is here, shopping in harmony. Looks like maybe -shopping is the universal language. You may head in any direction from your -current position. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31577 -D1 -~ -~ -0 -1 31545 -D2 -~ -~ -0 -1 31550 -D3 -~ -~ -0 -1 31543 -S -#31545 -The Bazaar~ - All around are men and women trying their damndest to get you to buy their -products. This is quite an exciting place. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31578 -D1 -~ -~ -0 -1 31546 -D2 -~ -~ -0 -1 31551 -D3 -~ -~ -0 -1 31544 -S -#31546 -The Bazaar~ - The bazaar, surrounding you from every side, seems to close in on you. The -people, the noise, smell, the colors all shifting, blazing, burning before you. -All the people, they seem to be staring at you, they seem to be laughing. Your -arms! Your arms seem to be growing, they begin to drag on the ground and your -jaw - for the love of Pete! You jaw has elongated to the point that it is -resting on your chest even though your head is held high. Now the whole bazaar -is laughing, laughing, laughing... Just kidding. A bit of crowd claustrophobia -there. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31540 -D1 -~ -~ -0 -1 31547 -D2 -~ -~ -0 -1 31552 -D3 -~ -~ -0 0 31545 -S -#31547 -The Bazaar~ - The bazaar heads south, north and east from here. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31541 -D2 -~ -~ -0 -1 31553 -D3 -~ -~ -0 -1 31546 -S -#31548 -The Bazaar~ - You stand at the far southwest edge of the bazaar. A large, tall building's -wall is just south of you, and the city wall is west of you. You may head into -the bazaar to the north and east. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31542 -D1 -~ -~ -0 -1 31549 -S -#31549 -The Bazaar~ - The bazaar, probably one of the many reasons people visit McGintey Cove, -heads off to the north, east and west. You may exit the bazaar to the south -onto West Main. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31543 -D1 -~ -~ -0 -1 31550 -D2 -~ -~ -0 -1 31555 -D3 -~ -~ -0 -1 31548 -S -#31550 -The Bazaar~ - You stand at the southern end of the bazaar. A building wall is to your -south, the bazaar stretches out to the north, east and west. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31544 -D1 -~ -~ -0 -1 31577 -D3 -~ -~ -0 -1 31549 -S -#31551 -The Bazaar~ - You are at the south end of the bazaar. You may head in any direction but -south, which is the north wall of a business facing Main St. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31545 -D1 -~ -~ -0 -1 31552 -D3 -~ -~ -0 -1 31550 -S -#31552 -The Bazaar~ - The bazaar, home to more than twenty five different marchants from all -corners of Dibrova is a twenty four hour, seven day a week managerie of sights -and sounds, most of which coming from the colorful people who push their goods -here. You may exit onto East Main to the south or head out into the bazaar in -any other direction. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31546 -D1 -~ -~ -0 -1 31553 -D2 -~ -~ -0 -1 31558 -D3 -~ -~ -0 -1 31551 -S -#31553 -The Bazaar~ - Your stand at the far southeastern corner of the bazaar. Looking north and -west, it seems that the bazaar must go on forever. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31547 -D3 -~ -~ -0 -1 31552 -S -#31554 -Harbor Cove Apartments~ - This small reception area is the leasing office for this complex. Any player -who wishes to rent a home here will need to fill out an application for lease -and leave a deposit of one hundred fifty gold coins. Type LEASE to fill out an -application. -~ -315 32768 0 0 0 0 -D1 -~ -~ -0 -1 31555 -S -#31555 -West Main~ - The road heads north into the bazaar, a huge open court full of vendors from -every part of the world, plying their goods. To the south the road continues -with shops on either side. East of you is the Green Leaf, a local dining -facility. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31549 -D1 -~ -~ -0 -1 31556 -D2 -~ -~ -0 -1 31560 -S -#31556 -The Green Leaf~ - This large, clean restaurant offers a variety of foods, most of them the -common fare most people from this area would be used to. Looks as if the -tourist trade does not touch this homey little place, and for that reason most -locals like it here best. -~ -315 8 0 0 0 0 -D3 -~ -~ -0 -1 31555 -S -#31557 -The Parchment Place~ - This run-down, hole in the wall, flea bag dive is home to a failing business -which is failing only because of it's lack of variety and it's competition -located in the guild area. The scrolls offered are of fine quality and work -with almost every use, but the scrolls offered are not popularly needed. -~ -315 8 0 0 0 0 -D1 -~ -~ -0 -1 31558 -S -#31558 -East Main~ - The road heads north into the bazaar or south into the main section of town. -To the west is a very ill-kept business with a faded and peeling sign hanging -crooked over the door proclaiming it the Parchment Place. The way is impassable -to the east, a steep hill runs up for quite some distance to the Wharf, the high -class section of town. -~ -315 8 0 0 0 0 -D0 -~ -~ -0 -1 31552 -D2 -~ -~ -0 -1 31563 -D3 -~ -~ -0 -1 31557 -S -#31559 -Fatima's Footwear~ - Fatima seems to run a orderly, neat store. All the shoes are kept clean and -shined, all placed strategically on shelves so as to give the customer the best -angle on them. -~ -315 8 0 0 0 0 -D1 -~ -~ -0 -1 31560 -S -#31560 -West Main~ - The road heads north and south from here. In the distance to the north the -road leads into the bazaar and south the road heads into an intersection with -South St. East of you is the jeweler and west is Fatima's Footwear. -~ -315 8 0 0 0 0 -D0 -~ -~ -0 -1 31555 -D1 -~ -~ -0 -1 31561 -D2 -~ -~ -0 -1 31566 -D3 -~ -~ -0 -1 31559 -S -#31561 -The Jeweler~ - Many exotic jewels lay in glass displays on velvet cushions of contrasting -color. The colors are dazzling to the eye, and the temptation to rob this poor -schmuck is almost overpowering. -~ -315 32776 0 0 0 0 -D3 -~ -~ -0 -1 31560 -S -#31562 -Hospital~ - This small one room whitewashed building houses just enough equipment to heal -any standard health issues. -~ -315 8 0 0 0 0 -D2 -~ -~ -0 -1 31568 -S -#31563 -East Main~ - The road runs north toward the bazaar or south past an intersection with -South St toward the Docks. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31558 -D1 -~ -~ -0 -1 31564 -D2 -~ -~ -0 -1 31569 -S -#31564 -The Watering Hole~ - Barrels are stacked neatly along the north wall, canteens hang from straps -along the south wall, and behind the counter are flasks and cups of varying -shapes and colors. Some kind of large machine, most probably used to distill -sea water into drinking water sits back behind the counter. -~ -315 8 0 0 0 0 -D3 -~ -~ -0 -1 31563 -S -#31565 -South Street~ - The street heads west into the guild area or east into the main business -sections of McGintey Cove. -~ -315 8 0 0 0 0 -D1 -~ -~ -0 -1 31566 -D3 -~ -~ -0 0 31666 -S -#31566 -West Main and South St~ - The streets head off in all directions. To the eastand north, the street -goes further into the business sections of McGintey Cove. South of here begins -the area of town known as the Docks, where all the sea vessels are built and -most sailors stay when in port. To the west the street heads into the Guild -area. -~ -315 8 0 0 0 0 -D0 -~ -~ -0 -1 31560 -D1 -~ -~ -0 -1 31567 -D2 -~ -~ -0 -1 31571 -D3 -~ -~ -0 -1 31565 -S -#31567 -South Street~ - The street heads east and west from here. To the south is a small shop which -sells all manner of hand wear. The street here seems a bit dirtier, less kept -up than the streets at the north end of town near the gates, almost dingy. -~ -315 8 0 0 0 0 -D1 -~ -~ -0 -1 31568 -D2 -~ -~ -0 -1 31572 -D3 -~ -~ -0 -1 31566 -S -#31568 -South St~ - The road, seeming a bit dark and gloomy at this end of town, heads east and -west from here. To the north is a small hospital. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31562 -D1 -~ -~ -0 -1 31569 -D3 -~ -~ -0 -1 31567 -S -#31569 -East Main and South St~ - The two main streets intersect here, heading off im every direction. South -lies the Dock area, east heads uphill into the high class area of town, the -Wharf, and north and west lead deeper into the main business district. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31563 -D1 -~ -~ -0 -1 31570 -D2 -~ -~ -0 -1 31573 -D3 -~ -~ -0 -1 31568 -S -#31570 -South St~ - You have begun your ascent into the upper reaches of the high status section -of McGintey Cove, known as the Wharf. A warning to all who come this way. No -thievery is allowed here, no crimes are allowed to be committed, and all prices -are very high. -~ -315 32768 0 0 0 0 -D1 -~ -~ -0 0 31732 -D3 -~ -~ -0 -1 31569 -S -#31571 -West Main~ - The street is definitely a bit less kept up than the streets to the north. -The road leads generally downhill, sometimes down steps toward to the sea shore -where sailors roam about, looking for food stuffs or women, as is their wont. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31566 -D2 -~ -~ -0 0 31801 -S -#31572 -Gloveworks~ - Racks are scattered throughout the room, all with various sizes and shapes of -gloves hanging from them. In cabinets and on shelves are many types of -gauntlets and glaives which would be too heavy to hang from a hook on the racks. -It smells of frehly oiled metal and leather in here, a delightful combination -for any seasoned adventurer such as yourself. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31567 -S -#31573 -East Main~ - The road heads downhill into a much more scented section of town, the Docks. -It smells of sea weed, raw fish and dirty bodied men of the sea. The roads are -covered in dirt and grime and the farther south you get, the worse the roads -get. Hard to believe that some of more high class people actually come through -here. -~ -315 0 0 0 0 0 -D0 -~ -~ -0 -1 31569 -D2 -~ -~ -0 0 31804 -S -#31574 -McGintey Teleporters~ - This establishment runs in direct competition with the Boat Station, being -that this is a seaport town and all. The prices offered here are substantially -less than those found in most other towns, and the choices of travel are much -less limited than the other, smaller inland towns. -~ -315 0 0 0 0 0 -D2 -~ -~ -0 0 31513 -S -#31575 -McGintey Center Square~ - This area has been set aside for patrons of the bazaar and the common -citizens to have a place for a peaceful rest away from all the noise and hustle -of the city. Pity that so many of the less fortunate make it their permanent -place of residence. Ah well, it's still a fine place to relax. -~ -315 20 0 0 0 0 -D0 -~ -~ -0 0 31538 -D1 -~ -~ -0 0 31576 -D2 -~ -~ -0 0 31577 -S -#31576 -McGintey Center Square~ - This area has been set aside for patrons of the bazaar and the common -citizens to have a place for a peaceful rest away from all the noise and hustle -of the city. Pity that so many of the less fortunate make it their permanent -place of residence. Ah well, it's still a fine place to relax. -~ -315 20 0 0 0 0 -D0 -~ -~ -0 0 31539 -D2 -~ -~ -0 0 31578 -D3 -~ -~ -0 0 31575 -S -#31577 -McGintey Center Square~ - This area has been set aside for patrons of the bazaar and the common -citizens to have a place for a peaceful rest away from all the noise and hustle -of the city. Pity that so many of the less fortunate make it their permanent -place of residence. Ah well, it's still a fine place to relax. -~ -315 20 0 0 0 0 -D0 -~ -~ -0 0 31575 -D1 -~ -~ -0 0 31578 -D2 -~ -~ -0 0 31544 -S -#31578 -McGintey Center Square~ - This area has been set aside for patrons of the bazaar and the common -citizens to have a place for a peaceful rest away from all the noise and hustle -of the city. Pity that so many of the less fortunate make it their permanent -place of residence. Ah well, it's still a fine place to relax. -~ -315 20 0 0 0 0 -D0 -~ -~ -0 0 31576 -D2 -~ -~ -0 0 31545 -D3 -~ -~ -0 0 31577 -S -#31579 -Town Meeting Hall~ - This Hall has been used for many years as the center for the development of -McGintey Cove and its laws, plus as the shouting house for the people of the -town. Monthly meetings are still held by either the town mayor or the immortal -sponsor for this town. The upper reaches of this fine place hold the various -board rooms for McGintey Cove. -~ -315 24 0 0 0 0 -D2 -~ -~ -0 0 31512 -D4 -~ -~ -0 0 31580 -S -#31580 -Reading Room~ - This is the place where players may post messages to other players, or to the -Gods or just post whatever might be on their mind in general. This is not a -board to be used to post flames, if a message is considered to be a flame it -will be removed immediately. -~ -315 28 0 0 0 0 -D1 -~ -~ -0 0 31582 -D3 -~ -~ -0 0 31581 -D5 -~ -~ -0 0 31579 -S -#31581 -Quest Room~ - This is where most quests will begin, unless a different room from another -hometown is chosen instead. The board here is intended to be used by players to -talk about quests, request quests, or suggest new quests. Feel free to post any -suggestions you may have. -~ -315 28 0 0 0 0 -D1 -~ -~ -0 0 31580 -S -#31582 -Suggestion Room~ - This is where players can post their wants, needs and desires in terms of -additions to Dibrova. We encourage all players to give input regarding any and -all aspects of the game, we want to make this a game for everyone, so don't be -shy! -~ -315 28 0 0 0 0 -D3 -~ -~ -0 0 31580 -S -$~ diff --git a/lib/world/wld/316.wld b/lib/world/wld/316.wld deleted file mode 100644 index 1c37c80..0000000 --- a/lib/world/wld/316.wld +++ /dev/null @@ -1,1340 +0,0 @@ -#31600 -Entering the Guild Area~ - As you enter the Guild Area, you notice an immediate change from the street -just east of you. The air seems charged with magic and friction. It makes your -palms want to sweat, makes your pulse race. All the hubbub and noise from the -city has been swallowed up by the tall gray walled buildings which now surround -you. You may continue west into the guild area or head east back into the -business district. -~ -316 8 0 0 0 0 -D1 -~ -~ -0 0 31510 -D3 -~ -~ -0 0 31601 -E -credits info~ - Kaan - Zone 316 is linked to the following zones: -315 McGintey Business District at 31600 (east ) ---> 31510 -315 McGintey Business District at 31666 (east ) ---> 31565 -~ -S -#31601 -Guild Area~ - North Street continues to run west into the Guild Area, the strange feeling -of power and vitality washing over you strong as ever. A huge stone edifice -rises to your south, one which must be at least four stories in height. To the -east, the street heads toward the business district. -~ -316 0 0 0 0 0 -D1 -~ -~ -0 0 31600 -D3 -~ -~ -0 0 31602 -S -#31602 -Guild Area~ - North Street head backs west, curving south almost immediately. To the north -and south are the walls of buildings whose purpose is unknown. You may head -toward the business district to the east. -~ -316 0 0 0 0 0 -D1 -~ -~ -0 0 31601 -D3 -~ -~ -0 0 31603 -S -#31603 -Dead End to North Street~ - North Street ends here, however two alleys run off to the north and south. -To the north, the alley seems a bit small, the way a bit tight. To the south, -the alley is almost the same width as North Street. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31604 -D1 -~ -~ -0 0 31602 -D2 -~ -~ -0 0 31612 -S -#31604 -Mage Area~ - You have entered into the Mage's Area, where the air itself crackles with -arcane energies, the forces of good and evil magic strongly at work here. You -may continue further into the Mage Area or go south, leaving it. To the east -and west are low stone buildings, no signs of any sort proclaiming their -function. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31608 -D1 -~ -~ -0 0 31605 -D2 -~ -~ -0 0 31603 -D3 -~ -~ -0 0 31606 -S -#31605 -Potions~ - These potions are those made by mages for mages. Some will help to aid the -common user, one who may not be a mage, but be warned, some have some very -harmful side affects. -~ -316 0 0 0 0 0 -D3 -~ -~ -0 0 31604 -S -#31606 -Scrolls~ - These powerful scrolls help to manipulate the forces of magic which a mage -commands. The withered old man who stands here tending shop looks with a -disdainful eye upon you, as if you could never reach his standards. -~ -316 8 0 0 0 0 -D1 -~ -~ -0 0 31604 -S -#31607 -Mage Weapons~ - The weapons for sale in this shop are made exclusively for mages by mages. -These weapons will not be of any use to any other class. Rows of weapons lay -neatly stacked along the walls and on shelves. The exit is to the east. -~ -316 8 0 0 0 0 -D1 -~ -~ -0 0 31608 -S -#31608 -End of the Alley~ - The alley ends here, the only direction you may go is south. The closed -doors of low stone buildings lay to the east, west, and north however what lies -inside those buildings is a mystery. One thing is for sure, they certainly do -not look inviting. -~ -316 8 0 0 0 0 -D0 -~ -~ -0 0 31610 -D1 -~ -~ -0 0 31609 -D2 -~ -~ -0 0 31604 -D3 -~ -~ -0 0 31607 -S -#31609 -Mage Board Room~ - Any messages between mages can be left here on the board and will received at -any mage guild throughout the land. The guild for the mages lies directly east -of here or you may leave to the west. -~ -316 8 0 0 0 0 -D1 -~ -~ -0 0 31611 -D3 -~ -~ -0 0 31608 -S -#31610 -Robes and Armor~ - This is where a mage may buy armor specifically tailored for him or her. -The walls are lined with racks from which robes and leather armor hang. You may -exit to the south. -~ -316 8 0 0 0 0 -D2 -~ -~ -0 0 31608 -S -#31611 -Mage Guild~ - Here one may practice any spells that may need practicing or train skills to -perfection. The guildmaster is always free to lend a helpinh hang that just may -lift you to the next level. -~ -316 8 0 0 0 0 -D3 -~ -~ -0 0 31609 -S -#31612 -West Alley~ - The alley heads north and south from here into the depths of the guild area. -The feeling of power and strength still eminates all around you, lightening your -step just a bit. A very tight little alley heads west from here, almost -unnoticable to the naked eye. Gray stone buildings match the gray stone street -you walk upon, all in contrast to the wonderful feeling of power all around you. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31603 -D2 -~ -~ -0 0 31613 -D3 -~ -~ -0 0 31620 -S -#31613 -West Alley~ - The alley runs north and south from here, hemmed in by buildings on either -side. The hush that seems characteristic of this place only makes the feeling -of power that much more mysterious and exciting. You almost find yourself -holding your breath, afraid to look in any passer-by's eye, afraid you may laugh -aloud. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31612 -D2 -~ -~ -0 0 31614 -S -#31614 -West Alley~ - The alley still runs north and south, however there is a small dirt path -leading between two stone buildings west from here. The hushed reverence all -around makes this whole section of town seem mysterious and thrilling, almost as -if you should be thanking someone for their allowing you to be here. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31613 -D2 -~ -~ -0 0 31667 -D3 -~ -~ -0 0 31615 -S -#31615 -Dirt Alley~ - The stone of the street is left behind as you begin your way west along this -path. Just west of here, the buildings drop away and the path heads toward what -looks to be the edge of the plateau, for all you can see ahead is wide open air. -~ -316 0 0 0 0 0 -D1 -~ -~ -0 0 31614 -D3 -~ -~ -0 0 31616 -S -#31616 -Dirt Path~ - The dull gray buildings are gone now, replaced with a grassy field of wild -flowers and trees. Butterflies flit about you, and the smell is that of the -open sea. Just west of here, the trail leads to a beautiful grove, while east -leads back into the dark grayness of the Guild Area. -~ -316 0 0 0 0 0 -D1 -~ -~ -0 0 31615 -D3 -~ -~ -0 0 31617 -S -#31617 -Ranger's Grove~ - This beautiful park, tended by rangers as a place for other rangers to relax -and enjoy, perches directly on the edge of the plateau which McGintey Cove rests -upon. Looking west, all you can see is the beautiful shoreline following the -curve of the Cove which the town is nestled in. To the south is a large tree -with a board of some sort affixed to it, and to the east leads the way back into -the main Guild Area. -~ -316 0 0 0 0 0 -D1 -~ -~ -0 0 31616 -D2 -~ -~ -0 0 31618 -S -#31618 -The Old Oak~ - You stand before a huge oak tree which holds the board for the Guild of -Rangers in McGintey Cove. This tree looks as if it may be as old as the world -you stand upon, so huge and impressive is it's girth and height. Why, a single -one of it's branches in the upper reaches is easily as big as your waist and -then some! -~ -316 16 0 0 0 0 -D0 -~ -~ -0 0 31617 -D2 -~ -~ -0 0 31619 -S -#31619 -Ranger Guild Room~ - More of a park than a Guild, this small plot of well tended land serves as -the training and advancement center for the Ranger Guild in McGintey Cove. -Instructors work with trainees all around you, teaching various skills and -techniques. -~ -316 16 0 0 0 0 -D0 -~ -~ -0 0 31618 -S -#31620 -Back Street~ - The way through this 'street' - actually more of an alley - is quite narrow, -grimy, and dark. East from here you can see a faint trickle of light and -another road. To the west it only gets darker, looking quite unappealing. -~ -316 1 0 0 0 0 -D1 -~ -~ -0 0 31612 -D3 -~ -~ -0 0 31621 -S -#31621 -Back Street~ - The alley ends here, seeming to lead nowhere except back the way you came. -As you scan the walls surrounding you, you can't help but feel as if maybe -someone is watching your every move, however it is too dark for you to be sure. -~ -316 1 0 0 0 0 -D0 -~ -door~ -1 0 31623 -D1 -~ -~ -0 0 31620 -D2 -~ -door~ -1 0 31622 -D3 -~ -door~ -1 0 31625 -S -#31622 -Thieven Weaponsmith~ - This is a pathetically small workroom - dimly lit, grimy as hell, and reeking -of beer. A small, wiry man works here with a sanding stone and a small bladed -knife of which you've never before seen the like. At first the you think the -man doesn't notice you standing here in his little hole, but after a short time -he glances up and asks in a quiet, deadly voice if there is anything you need. -~ -316 0 0 0 0 0 -D0 -~ -door~ -1 0 31621 -S -#31623 -Board Room~ - It looks more like a band of street punks got to this room, rather than a -group of professional thieves. What passes for the board is the western wall -which is made of brick and covered in scrawlings from the many thieves who -frequent this guild. The guild and training area is directly north of you. -~ -316 4 0 0 0 0 -D0 -~ -~ -0 0 31624 -D2 -~ -door~ -1 0 31621 -S -#31624 -Thieve's Guild~ - This room, set in the back room of looks to have been a small warehouse at -one time, is the resting and training place of the Thieves in McGintey Cove. -Cots are thrown haphazardly in all corners of this room. Obviously, many of the -thieves in McGintey Cove cannot afford their own homes and bunk here instead. -Better watch your wallet, some sneaky associate of yours just may decide to try -some 'practice training' on it. -~ -316 0 0 0 0 0 -D2 -~ -~ -0 0 31623 -S -#31625 -Darkened Room~ - This small, darkened room gives you the foreboding feeling that you are -surrounded by enemies. As you get deeper into the room, you feel the fabric of -someone's sleeve brush you. Whirling around and grabbing the sleeve, you -realize it is an empty jacket hanging on a hook. Feeling your way around the -room, you find that there are wearables hanging all around. A low voice rumbles -out of the darkness. -~ -316 8 0 0 0 0 -D1 -~ -door~ -1 0 31621 -S -#31626 -Warrior Way~ - This wide promenade, so named for the guild area it traverses, looks to be a -well used street. To the north is a very loud, very bawdy tavern. A sign out -front proclaims it 'The Broken Spleen'. To the south is a huge building which -looks to be off-limits, except to particular clientele. Two well muscled -guardsmen stand on either side of the door leading into the building, arms -crossed. To the east the road continues, leading the way to a HUGE building, -one who's girth you can only imagine, being that you can only see a fraction of -it from between the buildings you currently stand between. West is the way out -of the Warrior Guild's area into the West Alley. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31629 -D1 -~ -~ -0 0 31637 -D2 -~ -~ -0 0 31627 -D3 -~ -~ -0 0 31667 -S -#31627 -Lounge and Board Room~ - This large antechamber serves as a resting, meditation, stretching out, and -board room for the Warrior Guild in McGintey Cove. Very atypical of this class, -the men and women who congregate here seem almost nervous as they stretch out or -concentrate on whatever skills they will be attempting to learn in the arena -which is the Warrior's Guild in this town. Just south of you is the guild room, -north is the exit to the outside. -~ -316 24 0 0 0 0 -D0 -~ -~ -0 0 31626 -D2 -~ -~ -0 0 31628 -S -#31628 -Warrior's Guild - Arena~ - This huge arena turned practice and advancement station is rumored to be the -best and most thorough training guild for Warriors in Dibrova. The numbers of -trainers to the number of trainees is almost double, a rarity for most guilds. -You may exit to the north when you have finished. -~ -316 24 0 0 0 0 -D0 -~ -~ -0 0 31627 -S -#31629 -The Broken Spleen~ - Your first thought as you enter into this building is that if ever it has -been cleaned, it wasn't anytime during this last year. Your second thought is -that you had best duck, as a chair goes flying past your head, just inches from -your right ear! This flying chair is, of course, accompanied by drunken -laughter and calls of 'Newbie! ' and 'Incoming! '. This chair throwing must -be a ritual here at the Broken Spleen. How quaint. The exit is just south of -you. -~ -316 8 0 0 0 0 -D2 -~ -~ -0 0 31626 -S -#31630 -The Warrior's Boutique~ - This little store sells an assortment of deadly implements used by the -warrior class to wreak havoc amongst their many enemies. The exit lies to the -east. -~ -316 8 0 0 0 0 -D1 -~ -~ -0 0 31632 -S -#31631 -The Sword Store~ - The many different types of swords sold here vary depending on the stature -and level of warrior wielding them. Many of the swords sold here may not be -used by inferior leveled warriors, however the only way to find out which sword -applies to which level is to buy one . -~ -316 8 0 0 0 0 -D2 -~ -~ -0 0 31632 -S -#31632 -Warrior Way~ - The road ends here in a small court which allows access to two small stone -buildings, one west and one north of you. The mammoth wall of the Gladiator Pit -runs along on your east, the clashes, clangs, and cries coming faintly to your -ears from within. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31631 -D2 -~ -~ -0 0 31633 -D3 -~ -~ -0 0 31630 -S -#31633 -Warrior Way~ - The road runs north to a small court surrounded by stone buildings. To the -south the road heads into an intersection in front of the main entrance to the -enormous Gladiator Pit. To the east and west you are hemmed in by the gray -stone walls of buildings owned by the Warrior Guild. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31632 -D2 -~ -~ -0 0 31637 -S -#31634 -Spectator Balcony~ - From this vantage point you can see the entire Pit spread out below you. -Every punch, every kick, every stab and pierce can be seen from this point. A -sign hangs on the wall, explaining the rules for placing wagers on the fights -which ensue below. -~ -316 8 0 0 0 0 -D5 -~ -~ -0 0 31636 -S -#31635 -Gladiator Pit - Center~ - You stand at the center of a huge dirt floored arena. All around you are -rows and rows of screaming spectators, seated in the bleachers which climb the -upward slope of the arena wall. You may move in any cardinal direction in -attempt to find and vanquish your opponent. -~ -316 64 0 0 0 0 -D3 -~ -~ -0 0 31636 -S -#31636 -The Pit~ - In this room, one may pay to enter into mortal combat with another combatant -of equal stature. Screams from spectators and cries of pain from the combatants -accompanied by the clash of steel reaches your ears from the arena, which lies -directly east from here. -~ -316 8 0 0 0 0 -D1 -~ -~ -0 0 31635 -D3 -~ -~ -0 0 31637 -D4 -~ -~ -0 0 31634 -S -#31637 -Warrior Way~ - The road comes to a wide intersection here, heading north and south, and of -course west back toward the entrance to this guild. In front of you is the -arched entrance to a huge arena, one whose rounded walls tower above you a good -five or six stories. From inside you hear the catcalls and screams from all who -watch the fights, and also the clanging and clashing of steel from all those who -battle. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31633 -D1 -~ -~ -0 0 31636 -D2 -~ -~ -0 0 31638 -D3 -~ -~ -0 0 31626 -S -#31638 -Warrior Way~ - The road runs south toward a small court where two low stone buildings stand -to the west and south. To the north the road heads into the main intersection -of Warrior Way where one may enter into the gladiator pit if desired. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31637 -D2 -~ -~ -0 0 31639 -S -#31639 -Warrior Way~ - The road heads farther south, ending in a small court. To the north is the -way leading to the main intersection of Warrior Way. On your east is the huge -rounded wall of the Gladiator Pit, it's enormous bulk still amazing to you, even -though you stand beside it. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31638 -D2 -~ -~ -0 0 31641 -S -#31640 -Shield 'n' Helms~ - This small shop sells exactly what it proclaims to sell, helms and shields. -The goods may be browsed at your leisure. A permanet employee of the Guild -always stands at attention to help with your purchase. -~ -316 0 0 0 0 0 -D1 -~ -~ -0 0 31641 -S -#31641 -Warrior Way~ - This small court is home to two small stone buildings, one west and one south -of here. The road heads north from here, running along the west wall of the -gladiator pit toward it's entrance. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31639 -D2 -~ -~ -0 0 31642 -D3 -~ -~ -0 0 31640 -S -#31642 -Body Armor~ - Racks of armor, both full bodied and upper torso are scattered all through -the shop. A permanent member of the warrior guild is here to serve you as your -needs demand. -~ -316 8 0 0 0 0 -D0 -~ -~ -0 0 31641 -S -#31643 -West Alley~ - This dark, dripping alleyway leads south toward the many guilds housed in -this district. To the north lies much of the same, with a section heading off -east into the warrior guild. To the west is the entrance to the Paladin's -Guild, a strong sense of power and devotion radiating from its entrance. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31667 -D2 -~ -~ -0 0 31644 -D3 -~ -~ -0 0 31662 -S -#31644 -West Alley~ - The alley heads north and south, the cold, dark gray walls of stone buildings -surrounding you on every side. Just south of you lies an offshoot of the main -alleyway which heads west into the cleric's guild. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31643 -D2 -~ -~ -0 0 31645 -S -#31645 -West Alley~ - The alley still runs north and south from here, the whole looking quite -dreary and dismal. To the west is a small cobbled path leading into the -cleric's guild. That path looks as if it may be the only part of this district -that is not only maintained, but cheerful as well. The cobblestones which line -the path are scrubbed almost white, the walls of the buildings white stucco. -You feel that even someone who is not a cleric may be drawn to this part of the -district just to escape the gray monotony everywhere else. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31644 -D2 -~ -~ -0 0 31655 -D3 -~ -~ -0 0 31646 -S -#31646 -The God's Path~ - The white cobblestones beneath your feet glisten brightly as you walk past. -Obviously the clerics who belong to this guild take great pride in their place -here in McGintey Cove. Just north of you is a large marble temple with huge -oaken double doors in front. This temple must be the main guild housing for -this guild. The path heads west into more of the cleric's area or east out into -the West Alley. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31647 -D1 -~ -~ -0 0 31645 -D3 -~ -~ -0 0 31649 -S -#31647 -Sitting Room~ - This large, ornate room is laden with plush couches, comfortable easy chairs -and food free for the taking. To the north is the entrance to the main practice -and meditation area, south is the exit out to the God's Path. -~ -316 8 0 0 0 0 -D0 -~ -~ -0 0 31648 -D2 -~ -~ -0 0 31646 -S -#31648 -Meditation and Advancement~ - A large altar rests near the far northern wall of this temple. Small pads of -cloth line the eastern wall where many of your class pray and meditate, -searching for advancement and enlightenment. You may exit to the south. -~ -316 0 0 0 0 0 -D2 -~ -~ -0 0 31647 -S -#31649 -The God's Path~ - With the temple wall still to the north of you, the path heads west into a -broad court surrounded by white stucco buildings. Directly south of you is -another such building, the entranceway wide open and inviting. To the east the -path heads out past the temple entrance into the West Alley. -~ -316 0 0 0 0 0 -D1 -~ -~ -0 0 31646 -D2 -~ -~ -0 0 31654 -D3 -~ -~ -0 0 31650 -S -#31650 -The God's Court~ - This large allows entrance to any of three white stucco buildings which lie -north, south, and west of you. You may exit to the east toward the temple and -West Alley. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31651 -D1 -~ -~ -0 0 31649 -D2 -~ -~ -0 0 31653 -D3 -~ -~ -0 0 31652 -S -#31651 -Robes~ - This quiet room has a small wooden desk sitting at the north end, a monk from -the guild seated serenely behind it. On the east and west walls are lines of -robes hung in an extremely orderly fashion. -~ -316 8 0 0 0 0 -D2 -~ -~ -0 0 31650 -S -#31652 -Holy Relics~ - Small wooden stands spread throughout the room hold trinkets, baubles, and -wearables, all for sale. A monk from the guild wanders about the room, helping -those in need of assistance. -~ -316 8 0 0 0 0 -D1 -~ -~ -0 0 31650 -S -#31653 -Books of the Gods~ - Small wooden bookshelves line the east, west, and south walls of this room, -all spotlessly clean and filled with books of all shapes and sizes. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31650 -S -#31654 -Holy Weapons~ - Although physical battle is not condoned by the guild, it is realized that in -this day and age every man or woman must need defend themselves at some time or -another. Hence this small shop dedicated to those weapons deemed fit to be -wield by a cleric in Dibrova. -~ -316 8 0 0 0 0 -D0 -~ -~ -0 0 31649 -S -#31655 -West Alley~ - The alley heads north deep into the guild area for McGintey Cove, the gray -walls of guild-owned buildings surrounding the way ahead. To the south is the -intersection of the Alley and South St, the road leading east into the business -district of McGintey Cove. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31645 -D2 -~ -~ -0 0 31656 -S -#31656 -South Street~ - You stand at the intersection of West Alley and South Street. To the north -is the dark, gray walled alley which heads deep into the guild area. East, the -way gets a bit lighter as it heads it's way back toward the main business -district of McGintey Cove. To the south the alley heads into a shadowed -section, one which must be the Assassin's Guild area. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31655 -D1 -~ -~ -0 0 31664 -D2 -~ -~ -0 0 31657 -S -#31657 -West Alley~ - Although still technically in the West Alley, you are in the area of town -owned by the Deathknight's guild. Good advice would be to watch your step -around these deadly beings. To the west is a tall, slender door leading into -the main guild room, where deathknights practice to advance themselves. To the -east is a door leading into a very small building, one which gives you a -decidedly uneasy feeling. South is the end of West Alley and north leads the -way out of the Deathknight's Guild. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31656 -D2 -~ -~ -0 0 31661 -D3 -~ -~ -0 0 31658 -S -#31658 -Deathknight's Board Room~ - This small, dark room affords a few low divines for the reclining comfort of -those who wish to relax in the comfort of their guild. Glass display cases hold -an array of weapons along the walls, many of which considered antique by today's -standards of assassination. To the west is the entrance to the training and -advancement room. East leads out to West Alley. -~ -316 8 0 0 0 0 -D1 -~ -~ -0 0 31657 -D3 -~ -~ -0 0 31659 -S -#31659 -Guild Room~ - You are all alone in a completely darkened room... Or so you think. -~ -316 25 0 0 0 0 -D1 -~ -~ -0 0 31658 -S -#31660 -Dark Wearables~ - All manner of clothing, cloakwear, and hoods are for sale in this shop. All -wearables sold here are to aid the deathknight in his/her profession. -~ -316 8 0 0 0 0 -D1 -~ -~ -0 0 31661 -S -#31661 -South Dead End to West Alley~ - This seems to be the end of the way. Doors lead off to the east, west, and -south. The alley heads north. Watch your step. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31657 -D2 -~ -~ -0 0 31663 -D3 -~ -~ -0 0 31660 -S -#31662 -Paladin Row~ - The whole area strikes you as clean and well-organized as soon as you enter. -With all the gray building and their lack of color out in the main guild area, -this place is a stark contrast indeed. The alley continues west, with a door to -the north leading into a small tavern. -~ -316 0 0 0 0 0 -D1 -~ -~ -0 0 31643 -D3 -~ -~ -0 0 31668 -S -#31663 -Weapons of Choice~ - All weapons sold here are made specifically for the lethal and many times -secretive killing arts. Browse and be merry, but remember, they are not cheap -for a reason! -~ -316 8 0 0 0 0 -D0 -~ -~ -0 0 31661 -S -#31664 -South Street~ - The street, now completely enclosed on the north and south side by gray stone -walls of guild buildings, leads west to an intersection of some sort, or east -out into the main business district of McGintey Cove. -~ -316 0 0 0 0 0 -D1 -~ -~ -0 0 31665 -D3 -~ -~ -0 0 31656 -S -#31665 -South Street~ - The street heads west into the darkened guild area of McGintey, where it -seems the very air around it carckles with mystical energy and magic. To the -east is the main business district of McGintey Cove. A small, unobtrusive alley -leads south from here. -~ -316 0 0 0 0 0 -D1 -~ -~ -0 0 31666 -D2 -~ -~ -0 0 31674 -D3 -~ -~ -0 0 31664 -S -#31666 -South Street~ - The high traffic business area to the east seems almost a memory only as you -enter into this entirely different section of town. The wide open expanse that -was typical of the bazaar and the main streets of town are replaced by tight -streets with stone walled buildings to either side. -~ -316 0 0 0 0 0 -D1 -~ -~ -0 0 31565 -D3 -~ -~ -0 0 31665 -S -#31667 -West Alley~ - The alley continues to run north and south from here, the gray, dismal walls -surrounding it unending. To the east is a wide stretch of cobbled street that -looks a bit more well travelled than any any of the previous offshoots from this -alley. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31614 -D1 -~ -~ -0 0 31626 -D2 -~ -~ -0 0 31643 -S -#31668 -Paladin Row~ - Nothing. The alley ends just west of here at the entrance to the Guild -itself. It appears that a small area in front of the guild has been set up as a -resting spot for paladins who wish to rest their feet after a day of saving -innocent women and children. -~ -316 0 0 0 0 0 -D1 -~ -~ -0 0 31662 -D3 -~ -~ -0 0 31669 -S -#31669 -Paladin Court~ - This comfortable cobblestoned court hosts a small array of comfortable chairs -and low tables, all for resting and relaxing upon before heading back out into -the wilds of Dibrova. To the west is the entrance to the Guild, south is a -weapon shop and north is an armor shop. Both shops are maintained by the Guild -and specialize in Paladin equipment. -~ -316 4 0 0 0 0 -D0 -~ -~ -0 0 31672 -D1 -~ -~ -0 0 31668 -D2 -~ -~ -0 0 31673 -D3 -~ -~ -0 0 31670 -S -#31670 -Paladin Board Room~ - This is a small hallway leading into the main Audience Hall for the Paladin's -Guild where the Master grants level gain by virtue of experience in the field. -A bulleltin board has been posted on the south wall, a small writing implement -attached so that anyone who wishes to may post a message to their fellow -clannies. -~ -316 4 0 0 0 0 -D1 -~ -~ -0 0 31669 -D3 -~ -~ -0 0 31671 -S -#31671 -Paladin Guild Hall~ - This hall is what is considered to be the oldest structure existing on the -rock that is McGintey Cove today. It is said that upon this very spot, Amos -McGintey erected his temporary hideout when hiding from the Ionian Knights who -plagued the seas back in his day. Now this ancient has been converted into a -place of respect and devotion where Paladins may increase their level if so -desired. -~ -316 4 0 0 0 0 -D1 -~ -~ -0 0 31670 -S -#31672 -Paladin Outfitters~ - Cloaks and armor, boots and gauntlets all are arrayed in this clean and -bright room. The colors of the wearables are all vibrant and catching to the -eye, signifying the pride of the Paladin and what the class stands for in a -world ridden with evil and pestilence. -~ -316 0 0 0 0 0 -D2 -~ -~ -0 0 31669 -S -#31673 -Weapons of Honor~ - This wide open area serves as both a smithy for the Guild and a shop where -class members may purchase the fine weapons produced here. Paladins, being a -very meticulous and demanding class, prefer to make and enchant their own -weapons rather than import weapons from the dwarven craftsmen or magus weavers. -Browse these fine weapons, but remember - they are not cheap. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31669 -S -#31674 -A Quiet Back Street~ - The sounds of the bazaar, the hustle and bustle of all the city-goers all -seems to get swallowed up by the walls of this alley. You feel a bit of peace, -your body begins to relax a bit as you begin down this alley. You can see that -it ends just south of here at a small door. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31665 -D2 -~ -~ -0 0 31675 -S -#31675 -End of a Quiet Back Street~ - You stand before a small door, a very unmentionable place if not for the man -standing just to side of it - as if guarding it. Strange that all sounds of the -city have completely vanished now, though you know that you have no travelled -that far from the main section. -~ -316 0 0 0 0 0 -D0 -~ -~ -0 0 31674 -D2 -~ -door~ -1 0 31676 -S -#31676 -Monk Board Room~ - You would almost think that this place were abandoned, so quiet of an air -persists here. However, looking south you see the main room and the Guidlmaster -tutoring his disciples. The Board for your clan is mounted here - any messages -you wish to pass along can be passed via this board. -~ -316 12 0 0 0 0 -D0 -~ -door~ -1 0 31675 -D2 -~ -~ -0 0 31677 -S -#31677 -Monk Guild Room~ - There is absolutely nothing at all in this room save for the man who will -advance you to your next level if you are deemed worthy. The exit lies to the -north. -~ -316 12 0 0 0 0 -D0 -~ -~ -0 0 31676 -S -$~ diff --git a/lib/world/wld/317.wld b/lib/world/wld/317.wld deleted file mode 100644 index 719e493..0000000 --- a/lib/world/wld/317.wld +++ /dev/null @@ -1,656 +0,0 @@ -#31700 -North Street~ - The gradual slope that was just west of here has turned into a steep hill -which climbs it's way up into the Wharf. Seems the great people who make their -homes in the Wharf like to be able to look down upon those less fortunate and -watch them scurry about their daily lives. The road heads east, uphill into the -Wharf, or west into the main business district of the Cove. -~ -317 0 0 0 0 0 -D1 -~ -~ -0 0 31701 -D3 -~ -~ -0 0 31515 -E -credits info~ - Kaan - Zone 317 is linked to the following zones: -315 McGintey Business District at 31700 (west ) ---> 31515 -315 McGintey Business District at 31732 (west ) ---> 31570 -~ -S -#31701 -North Street~ - The road continues east, still heading in a steep uphill direction. To the -west you can see most of the main business section of town, which is actually -quite a ways beneath you. -~ -317 0 0 0 0 0 -D1 -~ -~ -0 0 31702 -D3 -~ -~ -0 0 31700 -S -#31702 -North Street~ - You are at the crest of North Street's hill leading into the Wharf, the -upscale section of town. The road heads east into more of the Wharf or west, -downhill, into the main business section of town. North of you is a small -cobbled path, very well kept and brightly lit. South is a glamorous looking -hotel which looks to cater to wealthier people in town. -~ -317 0 0 0 0 0 -D0 -~ -~ -0 0 31704 -D1 -~ -~ -0 0 31711 -D2 -~ -~ -0 0 31703 -D3 -~ -~ -0 0 31701 -S -#31703 -Wharfside Inn~ - This huge, gaudily decorated hotel caters to the needs of the most -influential businessmen and notables in McGintey Cove. To the north is the exit -out onto North Street, east is the bar, and south is a private dining/meeting -room -~ -317 8 0 0 0 0 -D0 -~ -~ -0 0 31702 -D1 -~ -~ -0 0 31734 -D2 -~ -~ -0 0 31733 -D4 -~ -~ -0 0 31737 -S -#31704 -Gambler's Alley~ - Although not truly an alley, this well kept cobblestone path leads the way -into the gambling section of the Wharf. To the east and west are casinos which -specialize in specific games, and to the north the path continues into a small -court with casinos on all sides as well. The way south heads back onto North -Street. -~ -317 0 0 0 0 0 -D0 -~ -~ -0 0 31705 -D1 -~ -~ -0 0 31707 -D2 -~ -~ -0 0 31702 -D3 -~ -~ -0 0 31710 -S -#31705 -Gambler's Alley~ - This marks the end of Gambler's Alley, but not the end of the fun. To the -north, east and west are casinos, each of which specialize in a particular -gambler's game. South the path leads past more casinos and out onto North -Street. -~ -317 0 0 0 0 0 -D0 -~ -~ -0 0 31708 -D1 -~ -~ -0 0 31706 -D2 -~ -~ -0 0 31704 -D3 -~ -~ -0 0 31709 -S -#31706 -The Art of War~ - This huge sprawling hall has dedicated it's entire space to the game of War. -Although most of the tables are filled, there are a few empty chairs here and -there. There is a sign on the wall explaining the rules of the game. -~ -317 16 0 0 0 0 -D3 -~ -~ -0 0 31705 -S -#31707 -Slots~ - Lined against every wall of this building and in neat rows in the center are -slot machines, slot machines, and more slot machines. The noise of this place -is almost deafening, the people's cursing quite the same. The exit lies west or -you may try you luck with any one of these one armed bandits! -~ -317 8 0 0 0 0 -D3 -~ -~ -0 0 31704 -S -#31708 -Blackjack~ - Dealers sit at tables spaced evenly throughout this plush room, all wearing -the same expressionless face as they deal the cards to the players. -~ -317 8 0 0 0 0 -D2 -~ -~ -0 0 31705 -S -#31709 -Poker~ - The men and women who sit at the tables spaced throughout this room try their -best to keep their faces blank, however every now and again a small smirk -escapes or an eyebrow gets raised. The exit from this room is to the east -~ -317 0 0 0 0 0 -D1 -~ -~ -0 0 31705 -S -#31710 -Roulette~ - This building, by far the smallest of all the casinos in Gambler's Alley, -houses one giant wheel and an attendant who seems to speak nonstop, trying to -get all who walk into the room to place a wager on the next spin. -~ -317 8 0 0 0 0 -D1 -~ -~ -0 0 31704 -S -#31711 -North Street~ - North Street heads east toward a huge building, apparently a home of some -sort. Just before the home, it looks as if the road makes some sort of turn or -merges into another street which heads south. Just south of your current locale -is a short brick wall which encloses a large park that from the looks of it, is -maintained quite regularly. The road also heads west past a small cobbled -street and heads out of sight downhill toward McGintey's main business district. -~ -317 8 0 0 0 0 -D1 -~ -~ -0 0 31712 -D3 -~ -~ -0 0 31702 -S -#31712 -North Street~ - North Street ends here before a huge mansion of some sort which lies just -east from here. Wharf Street runs south from here thru a great number of hotels -and high class restaurants. You may head west along North Street as well. -~ -317 8 0 0 0 0 -D1 -~ -~ -0 0 31713 -D2 -~ -~ -0 0 31714 -D3 -~ -~ -0 0 31711 -S -#31713 -The Mayor's House~ - This lush mansion holds all manner of eccentricies, from plush luxuriant -divines to wide carpets and rugs from overseas. A wide hallway leads into what -appears to be a ballroom and a double wide set of stairs lead to the upper wing -of the mansion. You may exit to the west. -~ -317 8 0 0 0 0 -D1 -~ -~ -0 0 31735 -D3 -~ -~ -0 0 31712 -D4 -~ -~ -0 0 31736 -S -#31714 -Wharf Street~ - This street, completely done in white marble stone, heads north and south -from here. To the west is the entrance to a large park, completely enclosed in -by a low brick wall. North of here is another street, one which heads to the -west. -~ -317 0 0 0 0 0 -D0 -~ -~ -0 0 31712 -D2 -~ -~ -0 0 31717 -D3 -~ -~ -0 0 31715 -S -#31715 -McGintey Park~ - This park, kept up by the city commission, boasts a wide open expanse of -beautifully trimmed green grass complete with a fountain and playground -equipment for the kids. It looks as if many a family has come here for Sunday -picnics from the way the people here simply saunter through the park without -fear of phsycial harm or theft. To the south is more of this beautiful park, -east is Wharf Street. -~ -317 0 0 0 0 0 -D1 -~ -~ -0 0 31714 -D2 -~ -~ -0 0 31716 -S -#31716 -McGintey Park~ - This beautiful, well tended patch of earth hosts McGintey Cove's most -comforting, spacious and luxurious pieces of land in the whole city. Children -run around your feet as you saunter through the park, enjoying the fresh air and -the tangy smell of the sea as the breeze wafts it your way every now and then. -The park continues north form here and Wharf Street lies just east. -~ -317 0 0 0 0 0 -D0 -~ -0~ -0 0 31715 -D1 -~ -~ -0 0 31717 -S -#31717 -Wharf Street~ - Wharf Street continues north and south from here, white marble stone chips -the entire distance. A very large, very beautiful park lies just west of here -looking extremely inviting. To the east is a glitzy looking restaurant called -the Blind Pig. -~ -317 0 0 0 0 0 -D0 -~ -~ -0 0 31714 -D1 -~ -~ -0 0 31718 -D2 -~ -~ -0 0 31719 -D3 -~ -~ -0 0 31716 -S -#31718 -The Blind Pig~ - Upon entering this establishment (it could only be called an establishment -from the way it looks) you immediately feel as if you may be a bit underdressed. -All the clientele at this establishment seem to be dressed in their Sunday -finest, the waiters and waitresses all decked out in tuxedos and beautiful -serving gowns. The matre de gives a bit of a sniff at your appearance, but -quickly regains his composier as he asked if he can show you to a table. -~ -317 0 0 0 0 0 -D3 -~ -~ -0 0 31717 -S -#31719 -Wharf Street~ - The glamour never ends as you strut your way through this upper class section -of town. A huge churich, looking as if it must have thousands of rch -parishoners who attend weekly stands to your east. To the west is a large -hotel, the Royale. The street runs north and south from here. -~ -317 0 0 0 0 0 -D0 -~ -~ -0 0 31717 -D2 -~ -~ -0 0 31723 -D3 -~ -~ -0 0 31721 -S -#31721 -The Royale~ - The glittering copper and gold that adorns most everything in this hotel -gives testament to the fact that it has been aptly named. It seems that only -the creme de la creme of McGintey Cove would be able to afford to stay in this -palacial place. A small door leads south into a beautiful garden. -~ -317 8 0 0 0 0 -D1 -~ -~ -0 0 31719 -D2 -~ -~ -0 0 31722 -S -#31722 -The Wharf Garden~ - The flowers and trees all around give such an overwhelming aroma, such a -delightful mixture of fragrances it's easy to forget that you are standing in -the middle of a huge city. -~ -317 16 0 0 0 0 -D0 -~ -~ -0 0 31721 -D1 -~ -~ -0 0 31723 -S -#31723 -Wharf Street~ - The street runs north to south past a small garden on the west side. To the -northeast is a large church or temple which sits against the wall of the city. -Northwest is large hotel and southeast is a restaurant of some sort. -~ -317 0 0 0 0 0 -D0 -~ -~ -0 0 31719 -D2 -~ -~ -0 0 31724 -D3 -~ -~ -0 0 31722 -S -#31724 -Wharf Street~ - This broad street runs north to south, all covered in beautiful white marble -stone chips. Just east of you is a restaurant - the Vista View - and to the -south the road runs into South Street, which heads off to the west. -~ -317 0 0 0 0 0 -D0 -~ -~ -0 0 31723 -D1 -~ -~ -0 0 31725 -D2 -~ -~ -0 0 31726 -S -#31725 -The Vista View~ - This opulent restaurant serves what is claimed by many to be the finest -dining in all of McGintey Cove, possibly in all of Dibrova. To enjoy any of the -fine meals offered here, all one has to do is cough up the coin to pay for this -exquisite fare. -~ -317 8 0 0 0 0 -D3 -~ -~ -0 0 31724 -S -#31726 -South Street~ - South Street ends here, however Wharf picks up where the other leaves off and -heads north into the Wharf. From here you can see many a fine establishment to -the north, the rich promise of the 'good life'. West the street runs past a -well-kept cemetary and a hotel and begins it's downward slant toward the main -business dictrict of the Cove. -~ -317 0 0 0 0 0 -D0 -~ -~ -0 0 31724 -D3 -~ -~ -0 0 31727 -S -#31727 -South Street~ - This shady lane heads east to west through this cheery, beautiful section of -town. Just east of you, South Street comes to an end and Wharf Street picks up -heading north. The road heads west past a cemetary and a hotel, then begins -it's downhill descent toward the business district. -~ -317 0 0 0 0 0 -D1 -~ -~ -0 0 31726 -D3 -~ -~ -0 0 31729 -S -#31728 -The Oakland~ - This huge hotel, perched on the outskirts of the Wharf, caters to a higher -class of citizen, but not the highest class. Prices here are still higher than -those of the inns and taverns you will find in the business district, but not so -outrageous as to turn your stomach. The exit lies to the north. -~ -317 8 0 0 0 0 -D0 -~ -~ -0 0 31729 -S -#31729 -South Street~ - You stand at the crest of South Street Hill, the large steep hill that runs -up into the Wharf, the high class section of McGintey Cove. To your south is a -very nice hotel, to the north is finely tended cemetary. The road runs east -into the Wharf or south, down into the business district. -~ -317 0 0 0 0 0 -D0 -~ -~ -0 0 31730 -D1 -~ -~ -0 0 31727 -D2 -~ -~ -0 0 31728 -D3 -~ -~ -0 0 31732 -S -#31730 -Cemetary Entrance~ - This small path leading into this cemetary is lined with pretty flowers, all -landscaped just right. Most cemetaries give a feeling of foreboding, of -impending doom, but for some reason this cemetary inspires a serene, Almost -peaceful feeling and you can' t help but feel drawn into it. -~ -317 0 0 0 0 0 -D0 -~ -~ -0 0 31731 -D2 -~ -~ -0 0 31729 -S -#31731 -Cemetary~ - All around you, birds chirp and chipmunks play. This is definitely not a bad -place, not in the traditional way a cemetary is thought to be anyway. Many -epitaphs are inscribed on tombstones which surround you, some interesting, some -just simple statements of fact. The exit from this place lies south across a -cheery path. -~ -317 0 0 0 0 0 -D2 -~ -~ -0 0 31730 -S -#31732 -South Street~ - The road heads east at an extremely steep incline toward the crest, which is -just to the east. At the top of the hill begins the Wharf, the upscale, high -class section of McGintey Cove where only the richest folk can afford to live -and abide. To the south the street heads downhill into the main business -district. -~ -317 0 0 0 0 0 -D1 -~ -~ -0 0 31729 -D3 -~ -~ -0 0 31570 -S -#31733 -Private Dining Room~ - Thsi room has hosted some of the most powerful men in all the land's meetings -and private affairs. The owner of the inn, always discreet, always willing to -go the extra mile has created quite a reputation for himself and his -establishment as being THE place to meet when in McGintey Cove. The exit from -this room is north, or you may relax at the large table here. -~ -317 8 0 0 0 0 -D0 -~ -~ -0 0 31703 -S -#31734 -Wharfside Inn Bar~ - This quiet, dimly lit bar provides a formal yet comfortable atmosphere where -the man and women who frequent the place go to escape from their daily hectic -lives. Soft music is played by a harpist in the back west corner of the room, a -fireplace crackles quietly and Maree serves drinks with quiet and dignified -effeciency. -~ -317 156 0 0 0 0 -D3 -~ -~ -0 0 31703 -S -#31735 -Mayor's Ballroom~ - Your footsteps echo loudly on the polished wooden floor as you enter this -room. It seems no one is planning any types of parties in the near future - all -the tables are folded neatly against the walls, the chairs the same way. The -bandstand stands empty, with no hint of any use forthcoming in the near future. -The exit from this room lies west from here. -~ -317 8 0 0 0 0 -D3 -~ -~ -0 0 31713 -S -#31736 -Hallway~ - Every door leading from this hallway is shut and locked tight. It seems that -the mayor takes no chances with his personal affects, keeping them under lock -and key at all times. The only obvious exit from where you stand is back down -the stairs. -~ -317 8 0 0 0 0 -D5 -~ -~ -0 0 31713 -S -#31737 -Reception at the Wharfside~ - A scantily dressed woman is waiting to show you to your room. -~ -317 8 0 0 0 0 -D5 -~ -~ -0 0 31703 -S -$~ diff --git a/lib/world/wld/318.wld b/lib/world/wld/318.wld deleted file mode 100644 index c2126e4..0000000 --- a/lib/world/wld/318.wld +++ /dev/null @@ -1,919 +0,0 @@ -#31800 -Dock Area Zone Description Room~ - Kaan - Zone 318 is linked to the following zones: -315 McGintey Business District at 31801 (north) ---> 31571 -315 McGintey Business District at 31804 (north) ---> 31573 -322 McGintey Bay at 31842 (south) ---> 32273 -322 McGintey Bay at 31843 (south) ---> 32275 -322 McGintey Bay at 31844 (south) ---> 32277 -322 McGintey Bay at 31846 (south) ---> 32271 -322 McGintey Bay at 31847 (south) ---> 32269 -322 McGintey Bay at 31848 (south) ---> 32267 -322 McGintey Bay at 31849 (south) ---> 32265 -~ -318 0 0 0 0 0 -S -#31801 -West Main~ - The road continues downhill to the south, toward wine, women and drunken -brawls. The stench fish and sea-goers gets stronger and stronger with each step -you take down toward the docks. To the north is the way into the main business -section of the City. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31571 -D2 -~ -~ -0 0 31802 -S -#31802 -West Main~ - You are nearing sea level, which is just south and downhill from where you -stand. The repugnant smell of fish and guts, sailors and sweat is still all -around you, but to your shame you find that you are beginning to get a bit used -to it. North leads the way uphill into McGintey's business district. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31801 -D2 -~ -~ -0 0 31803 -S -#31803 -West Main~ - You have come to the southern end of West Main, where the street stops it's -travel downhill and south, allowing the Dock Road to take over, which is just -west from here. The road heads north, uphill toward the main city section of -McGintey Cove, or east into a tightly packed alley where a sizable crowd of -people seem to be gathered around, watching something. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31802 -D1 -~ -~ -0 0 31807 -D3 -~ -~ -0 0 31824 -S -#31804 -East Main~ - The road heads south at a steep downhill angle, making travel a bit -difficult, especially with the poor condition if the roads. To the north is the -main business section of McGintey Cove. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31573 -D2 -~ -~ -0 0 31805 -S -#31805 -East Main~ - The road heads steeply downhill toward the docks and all the mariad life -which seems to frequent that area. Just south of you is the final step where -you reach sea level and what looks to be the grubbiest section of any town you -have ever seen begins. To the north, the road heads uphill toward the main -business area for the Cove. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31804 -D2 -~ -~ -0 0 31806 -S -#31806 -East Main~ - You have reached the bottom of the large hill which runs north from here into -the main business area. South of you is mroe of the road, which runs along side -a very large building, presumably the Boat Station, where one may book passage -to any of the islands of Dibrova. West of you is an alley where it looks like a -sizable crowd has gathered, all intent and yelling at something in their center. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31805 -D2 -~ -~ -0 0 31808 -D3 -~ -~ -0 0 31807 -S -#31807 -Alley at the Cock Fights~ - You stand in a cramped alley which is made all the more cramped by all the -people who have crowded together to watch and bet on these beasts which battle -on the ground in the center of this man-made ring. The exits lead east and -west. -~ -318 0 0 0 0 0 -D1 -~ -~ -0 0 31806 -D3 -~ -~ -0 0 31803 -S -#31808 -East Main~ - The road runs north and south here. On your west is the wall of the enormous -boat station here in McGintey Cove. The entrance looks to be just south of -here. To the east is an old, three story building which looks from this angle -to be completely abandoned. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31806 -D1 -~ -~ -0 0 31850 -D2 -~ -~ -0 0 31809 -S -#31809 -East Main~ - You stand on before a huge concrete building which holds the Boat Station -here in McGintey Cove. This Boat Station is said to be the largest commercial -outlet for personal travel overseas in Dibrova. A great number of people go in -and come out of this place, many obviously foreigners. The entrance to the Boat -Station is to the west and the road runs north and south. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31808 -D2 -~ -~ -0 0 31810 -D3 -~ -~ -0 0 31813 -S -#31810 -East Main~ - The road continues north and south, a small shop lies just east of you. To -the south you can see the very tops of ships' masts that are docked in the -harbor. The shop east of here looks to be that of a netweaver's. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31809 -D1 -~ -~ -0 0 31812 -D2 -~ -~ -0 0 31811 -S -#31811 -East Main~ - Still heading north and south, this road has turned from the easily traveled -paving to the north to a muddy, sludgy mess that you must literally make an -effort each time you take a step to lift your foot high enough to clear the mud -that threathens to ruin your footwear and bog you down. To the east is a very -crude looking building, a sign hanging out front with no writing, just a badly -painted picture of a cracked beer mug on it. To the west, a narrow, dark alley -allows limited access. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31810 -D1 -~ -~ -0 0 31831 -D2 -~ -~ -0 0 31832 -D3 -~ -~ -0 0 31820 -S -#31812 -Netweaver~ - This small shop is festooned with nets of assorted size, color and shape. -Most are made for fishing, for those commercial fisherman who supply the town -with fish to eat. Some, however, are made for a more deadly purpose, one which -a player may find quite useful.... -~ -318 0 0 0 0 0 -D3 -~ -~ -0 0 31810 -S -#31813 -McGintey Boat Station~ - Upon entering into this huge hall, the first thing you notice is the rush of -sound that comes at you from every side. It seems everyone is trying -desperately to yell over everyone else to make sure they get the right ticket to -the right destination. The next thing you notice is the amount of people who -seem to have found a home here at the station, on the benches which are rowed -neatly in the center of the floor. These benches were obviously intended for -use by the customers who await the arrival of their boat, but it seems that some -the lower class, possibly less fortunates have decide that these benches work -very well as a bed, too. There are ticket booths to the north and south. The -exit is east. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31817 -D1 -~ -~ -0 0 31809 -D2 -~ -~ -0 0 31815 -D3 -~ -~ -0 0 31814 -S -#31814 -McGintey Boat Station~ - This part of the station is no different from the front section. Bums and -screaming people. Everywhere. Love it here, yep! (That WAS sarcasm) There are -more ticket booths to the north, the south, and the west. The exit is off to -the east. Past more bums. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31818 -D1 -~ -~ -0 0 31813 -D2 -~ -~ -0 0 31816 -D3 -~ -~ -0 0 31819 -S -#31815 -Dibrova Travels~ - You stand at a glass window with a small hole cut in the bottom center. A -sign hangs behind the receptionist, detailing the ports of call for this -particular travel company. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31813 -S -#31816 -Travels Abroad~ - You stand at a glass window with a small hole cut in the bottom center. A -sign hangs behind the receptionist, detailing the ports of call for this -particular travel company. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31814 -S -#31817 -Island Escapes~ - You stand at a glass window with a small hole cut in the bottom center. A -sign hangs behind the receptionist, detailing the ports of call for this -particular travel company. -~ -318 0 0 0 0 0 -D2 -~ -~ -0 0 31813 -S -#31818 -Ocean Adventures~ - You stand at a glass window with a small hole cut in the bottom center. A -sign hangs behind the receptionist, detailing the ports of call for this -particular travel company. -~ -318 0 0 0 0 0 -D2 -~ -~ -0 0 31814 -S -#31819 -Hodges Travel, Inc.~ - You stand at a glass window with a small hole cut in the bottom center. A -sign hangs behind the receptionist, detailing the ports of call for this -particular travel company. -~ -318 0 0 0 0 0 -D1 -~ -~ -0 0 31814 -S -#31820 -Narrow Alley~ - With the Boat Station wall to your north and the wall of a two story brothel -to your south, this alley is so covered in shadows as to be dark. It continues -west into more darkness or allows entrance back onto East Main to the east. -~ -318 257 0 0 0 0 -D1 -~ -~ -0 0 31811 -D3 -~ -~ -0 0 31821 -S -#31821 -Narrow Alley~ - The alley stills seems to lead somewhere to the west, but still without -enough light to see by. A faint trickle of light comes from the east, where the -alley opens up into the main street. -~ -318 257 0 0 0 0 -D1 -~ -~ -0 0 31820 -D3 -~ -~ -0 0 31822 -S -#31822 -Dead End in Narrow Alley~ - Ahhh, finally some light! Although, with the light that is available here, -you may have been better off not seeing. There is a small, hooded lantern -casting light on the alley floor where five large punks huddle around a craps -game they were gambling on. Notice the word 'WERE' there. See, you have -interrupted their game, and they don't seem pleased. No, not at all. -~ -318 1 0 0 0 0 -D0 -~ -door~ -1 0 31823 -D1 -~ -~ -0 0 31821 -S -#31823 -The HQ of the Bloody Scythe Gang~ - This place, what appears to be an abandoned warehouse, is home to one of the -deadliest gangs of thugs in McGintey Cove. All crime, all prostitution, and all -illegal gambling activities are controlled from this room. Well, that is all -crime, prostitution and gambling that the Dead Boys (McGintey's other gang) -don't control is controlled from here. Seems that the Bloody Scythes don't take -a shine to having unexpected company, either. Better duck! -~ -318 0 0 0 0 0 -D2 -~ -door~ -1 0 31822 -S -#31824 -Dock Road~ - You are at the northern end of Dock Road which at this point, isn't anywhere -near the docks, but leads to them directly. To the east is West Main street and -to the south is the way leading to the docks. -~ -318 0 0 0 0 0 -D1 -~ -~ -0 0 31803 -D2 -~ -~ -0 0 31825 -S -#31825 -Dock Road~ - The road heads south toward the docks where all vessels commercial and -private are kept when in port. The sound of the sea begins to be much more -prevalent as you make your way toward the docks. The sounds, the smell, and the -excitement of a busy seaport seems to call to you as you hurry along. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31824 -D2 -~ -~ -0 0 31826 -S -#31826 -Dock Road~ - The Dock Road continues south toward the docks or north toward a large hill -which leads up into the main business section of McGintey Cove. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31825 -D2 -~ -~ -0 0 31827 -S -#31827 -Dock Road~ - Dock Road comes to an intersection on itself just south of you, where it -splits east and west and runs along the docks where all of the many ships are -kept while in port. To the east is a small dirt trail. It looks to be fairly -well used, however there is something about it, something slightly unsettling -that makes you think maybe you'd better not head that way. Don't you have a -ship to catch anyway? -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31826 -D1 -~ -~ -0 0 31828 -D2 -~ -~ -0 0 31848 -S -#31828 -Dirt Trail~ - The trail makes a turn to the north, where it leads up to a small wooden -shack, sittig all by itself in the shadow of this big city. How in the world -did this little shack go unnoticed by you when you walked by on Dock Road? -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31829 -D3 -~ -~ -0 0 31827 -S -#31829 -In Front of a Shack~ - You stand before the shack, wondering if it would be a good idea to knock, or -just walk right in. There is definitely someone home from the sounds you can -from out here, there are probably quite a few someones home. They are making a -loud-assed racket. You may head south away from the shack or north into it. -~ -318 0 0 0 0 0 -D0 -~ -door~ -1 0 31830 -D2 -~ -~ -0 0 31828 -S -#31830 -HQ for the Dead Boys~ - These boys are, of course, not dead. In fact, they are far from it. They -seem to have a non-stop party that goes on and on and on. Almost makes you want -to join them, but just as you begin to think these party animals might be cool -to hang out with for a few drunken hours, they turn as one and decide that -kicking your ass would be more fun than the beer for a while. Hey, you know, -You Gotta Fight... For Your Right... -~ -318 0 0 0 0 0 -D2 -~ -door~ -1 0 31829 -S -#31831 -The Cracked Mug~ - A gaggle of sailors all huddle around an old battered piano, most of them -drunker than drunk can be. They all sing along in off-keys to an off-key tune -played by a sailor who probably has never touched a piano before in his life. -Seems like a harmless enough place to come in and have a drink or two... -~ -318 8 0 0 0 0 -D3 -~ -~ -0 0 31811 -S -#31832 -East Main~ - East Main heads south toward the docks, which you can faintly see in the -distance now. A wide road heads off to your east, past a bar and a warehouse. -To the west is nicely kept house decorated in pastel colors. For some reason, -there are a number of women leaning on the front balcony, smiling and waving. -Hm, you must look extra good today or something! -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31811 -D1 -~ -~ -0 0 31834 -D2 -~ -~ -0 0 31839 -D3 -~ -~ -0 0 31833 -S -#31833 -Myra's House of Ill Repute~ - Madame Myra hosts the only business of this nature in this town, thereby -granting her the luxury of picking and choosing her custom, not to mention her -price. A sign on the wall catches your eye. -~ -318 8 0 0 0 0 -D1 -~ -~ -0 0 31832 -S -#31834 -Warehouse Road~ - The road runs along a couple of large warehouses which seem for the most part -unused or at least, unguarded. One lies directly south from you and the other -just northeast. To the west is East Main. -~ -318 0 0 0 0 0 -D1 -~ -~ -0 0 31835 -D2 -~ -~ -0 0 31840 -D3 -~ -~ -0 0 31832 -S -#31835 -Warehouse Road~ - The road runs east and west from here, dead ending just east at a large, -empty looking house. To the north is the entrance to a large warehouse. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31838 -D1 -~ -~ -0 0 31836 -D3 -~ -~ -0 0 31834 -S -#31836 -Warehouse Road~ - The road ends here, warehouse walls to the north and south with no entrances, -and an old, empty looking house to the east. To the west the street heads -toward East Main and the docks. -~ -318 0 0 0 0 0 -D1 -~ -~ -0 0 31837 -D3 -~ -~ -0 0 31835 -S -#31837 -Abandoned Building~ - This ransacked home must have been the home of either the owner of these -warehouses or the place where the guard lived who watched over them. It makes -little difference who lived here then, because the house has been completely -gutted by the various hoodlums and punks of the town. It also looks as if it -could be a favorite of some of the squatters of this town. The exit lies west. -~ -318 8 0 0 0 0 -D3 -~ -~ -0 0 31836 -S -#31838 -Warehouse~ - A few crates lay scattered throughout the room, all of them seem to have the -appearance of having been left here for quite some time. Never hurts to check, -though... -~ -318 8 0 0 0 0 -D2 -~ -~ -0 0 31835 -S -#31839 -East Main~ - East Main runs south into Dock Road, the road which runs east to west along -the docks where all vessels are required to tie up when in port. To the west is -a small motel which offers vacancy, however it does look as if it would most -probably be a favorite hangout for sailors and call girls, not the affluent -qworld traveller type like yourself. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31832 -D2 -~ -~ -0 0 31842 -D3 -~ -~ -0 0 31841 -S -#31840 -Warehouse~ - Boxes and crates litter the floor. Your footsteps echo hollowly in this huge -building, convincing you that you are most probably alone in this place. A -quick search might reveal a prize or two. -~ -318 8 0 0 0 0 -D0 -~ -~ -0 0 31834 -S -#31841 -Roach Motel~ - There is a door in the east wall, presumably leading to the rooms where one -might rest for the night. A man sits behind a thick plate of glass reading a -small pamphlet and ignoring you. It seems if you want any help, you'll have to -ask for it. -~ -318 8 0 0 0 0 -D1 -~ -~ -0 0 31839 -S -#31842 -Dock Road~ - You stand on the Dock Road which runs east to west along McGintey's docks. -To the south is Dock 5, designated for pleasure crafts and commercial travel. -To your north East Main heads up toward the main business district of McGinety -Cove. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31839 -D1 -~ -~ -0 0 31843 -D2 -~ -~ -0 0 32273 -D3 -~ -~ -0 0 31846 -S -#31843 -Dock Road~ - You stand on the Dock Road which runs east to west along McGintey's docks. -To the south is Dock 6, designated for pleasure crafts only. To your north is -the wall of a large warehouse, the entrance to which must be on another side. -~ -318 0 0 0 0 0 -D1 -~ -~ -0 0 31844 -D2 -~ -~ -0 0 32275 -D3 -~ -~ -0 0 31842 -S -#31844 -Dock Road~ - You stand on the Dock Road which runs east to west along McGintey's docks. -To the south is Dock 7, the last of seven docks, this one designated as pleasure -crafts only. The shipyard lies to the east or you may head west back along the -Dock Road. -~ -318 0 0 0 0 0 -D1 -~ -~ -0 0 31845 -D2 -~ -~ -0 0 32277 -D3 -~ -~ -0 0 31843 -S -#31845 -Shipyard~ - This is where the boats of McGintey Cove are made and repaired. Hard working -men work round the clock to make sure that the commerce and trade which this -great city depends so much on does not come to a halt. -~ -318 0 0 0 0 0 -D3 -~ -~ -0 0 31844 -S -#31846 -Dock Road~ - You stand on the Dock Road which runs east and west along McGintey's docks. -To the south is Dock 4 which is designated as commercial travel only. -~ -318 0 0 0 0 0 -D1 -~ -~ -0 0 31842 -D2 -~ -~ -0 0 32271 -D3 -~ -~ -0 0 31847 -S -#31847 -Dock Road~ - You stand on the Dock Road which runs east and west along McGintey's docks. -To the south is Dock 3 which is designated as commercial travel only. -~ -318 0 0 0 0 0 -D1 -~ -~ -0 0 31846 -D2 -~ -~ -0 0 32269 -D3 -~ -~ -0 0 31848 -S -#31848 -Dock Road~ - You stand on the Dock Road which runs east and west along McGintey's docks. -To the south is Dock 2 which is designated as commercial travel and commercial -business. To the north, Dock Road runs toward a large hill that leads up into -the main business section of the Cove. -~ -318 0 0 0 0 0 -D0 -~ -~ -0 0 31827 -D1 -~ -~ -0 0 31847 -D2 -~ -~ -0 0 32267 -D3 -~ -~ -0 0 31849 -S -#31849 -Dock Road~ - You have come to the western end of Dock Road, where the only exit besides -the way you came is south, onto Dock 1, designated as commercial business crafts -only. -~ -318 0 0 0 0 0 -D1 -~ -~ -0 0 31848 -D2 -~ -~ -0 0 32265 -S -#31850 -A Garbage Littered Hallway~ - You stand just inside a building that appears to have been some sort of -housing project in it heyday. There are doors both north and south of you - -both of them are closed at this time. Of course, the doors don't look like they -would do much to keep anyone in or out of the rooms beyond. They are all nasty -and corroded, most of the wood peeling away in strips. The hallway heads east -into more filth, best to watch your step, there is no light and you could trip -on some garbage. -~ -318 8 0 0 0 0 -D1 -~ -~ -0 0 31851 -D3 -~ -~ -0 0 31808 -S -#31851 -Bottom Floor of an Old Apartment Building~ - This place appears to have been abandoned quite some time ago - like years - -but you never know. There are doors to the east, south and north from where you -stand now. The hallway leads west toward the doorless entrance out onto East -Main. Was that a -clunk! - you just heard from one of the levels above? -~ -318 8 0 0 0 0 -D3 -~ -~ -0 0 31850 -S -$~ diff --git a/lib/world/wld/319.wld b/lib/world/wld/319.wld deleted file mode 100644 index b4e1f6c..0000000 --- a/lib/world/wld/319.wld +++ /dev/null @@ -1,2367 +0,0 @@ -#31900 -Calm Waters~ - The waters of the sea are very still here, so still that they bring a feeling -of peace and comfort. They are not the dead calm that always is associated with -dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31921 -D1 -~ -~ -0 0 31995 -D2 -~ -~ -0 0 31999 -D3 -~ -~ -0 0 32055 -E -credits~ - *Yllythad Sea - *Written by Kaan for Dibrova -Level: 10 - 40 -300 rooms -15 mobs -9 objs -Connector Zones: Beach and Lighthouse, McGintey Bay -This is a fairly large sea made strictly for the purpose of connecting -new continents and islands to the MUD. The mobs have little eq as most -of them are fish or other sea-faring animals. This zone can add a -great deal of openings for builders to add to the overall theme of the -MUD. -Zone 319 is linked to the following zones: -320 Yllythad Sea II at 31900 (west ) ---> 32055 -320 Yllythad Sea II at 31901 (west ) ---> 32046 -322 McGintey Bay at 31903 (north) ---> 32200 -322 McGintey Bay at 31904 (north) ---> 32201 -322 McGintey Bay at 31905 (north) ---> 32202 -320 Yllythad Sea II at 31906 (west ) ---> 32047 -320 Yllythad Sea II at 31911 (west ) ---> 32048 -320 Yllythad Sea II at 31916 (west ) ---> 32049 -320 Yllythad Sea II at 31921 (west ) ---> 32050 -322 McGintey Bay at 31926 (north) ---> 32203 -322 McGintey Bay at 31931 (north) ---> 32204 -321 Yllythad Sea III at 31976 (south) ---> 32146 -321 Yllythad Sea III at 31981 (south) ---> 32141 -321 Yllythad Sea III at 31986 (south) ---> 32136 -321 Yllythad Sea III at 31991 (south) ---> 32131 -321 Yllythad Sea III at 31996 (south) ---> 32126 -320 Yllythad Sea II at 31996 (west ) ---> 32075 -320 Yllythad Sea II at 31997 (west ) ---> 32070 -320 Yllythad Sea II at 31998 (west ) ---> 32065 -320 Yllythad Sea II at 31999 (west ) ---> 32060 -Links: 01n to the beach -~ -S -#31901 -Calm Waters~ - The calm sooth mind and body, lending a feeling of peace and comfort to any -traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. A sandy beach lies just to the north, running along the length of a -steep cliff face. -~ -319 0 0 0 0 0 -D1 -~ -~ -0 0 31902 -D2 -~ -~ -0 0 31906 -D3 -~ -~ -0 0 32046 -S -#31902 -Calm Waters~ - The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. A -steep cliff face rises up to the north, opening up east of here into a bay. -~ -319 0 0 0 0 0 -D1 -~ -~ -0 0 31903 -D2 -~ -~ -0 0 31907 -D3 -~ -~ -0 0 31901 -S -#31903 -A Choppy Section of the Sea~ - The water has grown tumultous and rough here, the waves not high but -frequent. Water splashes into the air as the small waves spalsh into each -other. McGintey Bay's entryway lies just north from here, in fact from this -angle the city itself can be seen. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 32200 -D1 -~ -~ -0 0 31904 -D2 -~ -~ -0 0 31908 -D3 -~ -~ -0 0 31902 -S -#31904 -A Choppy Section of the Sea~ - The wind has picked up a bit and has caused the sea to begin to churn a bit, -the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. McGintey -Bay's entryway lies just north from here, in fact from this angle the city -itself can be seen. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 32201 -D1 -~ -~ -0 0 31905 -D2 -~ -~ -0 0 31909 -D3 -~ -~ -0 0 31903 -S -#31905 -Placid Waters~ - The sea has turned to calm that is almost unsettling. Any sailor would bow -their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. McGintey -Bay's entryway lies just north from here, in fact from this angle the city -itself can be seen. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 32202 -D1 -~ -~ -0 0 31926 -D2 -~ -~ -0 0 31910 -D3 -~ -~ -0 0 31904 -S -#31906 -Placid Waters~ - The waters of the sea do not seem to move at all, not even with the usual -gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31901 -D1 -~ -~ -0 0 31907 -D2 -~ -~ -0 0 31911 -D3 -~ -~ -0 0 32047 -S -#31907 -Placid Waters~ - There is no current and no winds. The waters stand still and unmoving here -with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31902 -D1 -~ -~ -0 0 31908 -D2 -~ -~ -0 0 31912 -D3 -~ -~ -0 0 31906 -S -#31908 -A Swift Wind~ - A good, steady wind blows from the east, making sea travel swift and easy in -this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31903 -D1 -~ -~ -0 0 31909 -D2 -~ -~ -0 0 31913 -D3 -~ -~ -0 0 31907 -S -#31909 -A Swift Wind~ - A solid wind blows up from the east, carrying with it the tang and fresh -scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31904 -D1 -~ -~ -0 0 31910 -D2 -~ -~ -0 0 31914 -D3 -~ -~ -0 0 31908 -S -#31910 -A Strong Current~ - This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31905 -D1 -~ -~ -0 0 31927 -D2 -~ -~ -0 0 31915 -D3 -~ -~ -0 0 31909 -S -#31911 -Among the Tradewinds~ - These constant winds are what ensures that commercial boating types can move -their cargo from one continent to another. The wind blows from the west without -cessation. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31906 -D1 -~ -~ -0 0 31912 -D2 -~ -~ -0 0 31916 -D3 -~ -~ -0 0 32048 -S -#31912 -Wild, Foaming Crests~ - The water has become rough and choppy, the crests of the waves rising with -froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31907 -D1 -~ -~ -0 0 31913 -D2 -~ -~ -0 0 31917 -D3 -~ -~ -0 0 31911 -S -#31913 -Among the Tradewinds~ - A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31908 -D1 -~ -~ -0 0 31914 -D2 -~ -~ -0 0 31918 -D3 -~ -~ -0 0 31912 -S -#31914 -Among the Tradewinds~ - The constant wind that blows out of the east pushes the sea along at a steady -pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31909 -D1 -~ -~ -0 0 31915 -D2 -~ -~ -0 0 31919 -D3 -~ -~ -0 0 31913 -S -#31915 -Wild, Foaming Crests~ - The water rises and falls with such force that it seems the world must be -shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31910 -D1 -~ -~ -0 0 31928 -D2 -~ -~ -0 0 31920 -D3 -~ -~ -0 0 31914 -S -#31916 -Wild, Foaming Crests~ - Waves crash and slam against each other in a constant swirl of motion, spray -and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31911 -D1 -~ -~ -0 0 31917 -D2 -~ -~ -0 0 31921 -D3 -~ -~ -0 0 32049 -S -#31917 -In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. -Everything seems to have gotten very quiet, making it almost surreal in this -area. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31912 -D1 -~ -~ -0 0 31918 -D2 -~ -~ -0 0 31922 -D3 -~ -~ -0 0 31916 -S -#31918 -In the Fog~ - A thick fog has rolled in over the ocean's surface, obscuring what lies ahead -and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31913 -D1 -~ -~ -0 0 31919 -D2 -~ -~ -0 0 31923 -D3 -~ -~ -0 0 31917 -S -#31919 -A Drizzling Rain~ - The rain comes down in steady sheets of tiny raindrops. It does not appear -that there will be any thunder or lightning any time soon, just a steady dismal -downpour. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31914 -D1 -~ -~ -0 0 31920 -D2 -~ -~ -0 0 31924 -D3 -~ -~ -0 0 31918 -S -#31920 -A Gentle Breeze~ - A calming, fresh breeze blows in bring the fresh scent of the open sea and -the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31915 -D1 -~ -~ -0 0 31929 -D2 -~ -~ -0 0 31925 -D3 -~ -~ -0 0 31919 -S -#31921 -Among Fifteen Foot Waves~ - A blinding storm has erupted across the seas, causing the water to jump from -casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31916 -D1 -~ -~ -0 0 31922 -D2 -~ -~ -0 0 31900 -D3 -~ -~ -0 0 32050 -S -#31922 -Among Fifteen Foot Waves~ - Waves crush down in giant walls in every direction, the winds howls -unceasingly as the rain is driven harder and harder against the sea's surface. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31917 -D1 -~ -~ -0 0 31923 -D2 -~ -~ -0 0 31995 -D3 -~ -~ -0 0 31921 -S -#31923 -A Drizzling Rain~ - The rain falls in a steady drizzle that soaks to the bone, but does not cause -any harm. The wind has all but died out, making the rain all the final and -somber. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31918 -D1 -~ -~ -0 0 31924 -D2 -~ -~ -0 0 31990 -D3 -~ -~ -0 0 31922 -S -#31924 -A Gentle Breeze~ - The fresh breeze that blows past is a calm, gentle one that can only be -called dreamy. A sailor in these winds would gladly lie on the deck of his ship -with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31919 -D1 -~ -~ -0 0 31925 -D2 -~ -~ -0 0 31985 -D3 -~ -~ -0 0 31923 -S -#31925 -Upon the Mighty Sea~ - All around is the wide open expanse of the sea, its mighty presence so -strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31920 -D1 -~ -~ -0 0 31930 -D2 -~ -~ -0 0 31980 -D3 -~ -~ -0 0 31924 -S -#31926 -Calm Waters~ - The waters of the sea are very still here, so still that they bring a feeling -of peace and comfort. They are not the dead calm that always is associated with -dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. McGintey Bay's entryway lies just north from here, in fact from this angle -the city itself can be seen. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 32203 -D1 -~ -~ -0 0 31931 -D2 -~ -~ -0 0 31927 -D3 -~ -~ -0 0 31905 -S -#31927 -Calm Waters~ - The calm sooth mind and body, lending a feeling of peace and comfort to any -traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31926 -D1 -~ -~ -0 0 31932 -D2 -~ -~ -0 0 31928 -D3 -~ -~ -0 0 31910 -S -#31928 -Calm Waters~ - The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31927 -D1 -~ -~ -0 0 31933 -D2 -~ -~ -0 0 31929 -D3 -~ -~ -0 0 31915 -S -#31929 -A Choppy Section of the Sea~ - The water has grown tumultous and rough here, the waves not high but -frequent. Water splashes into the air as the small waves spalsh into each -other. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31928 -D1 -~ -~ -0 0 31934 -D2 -~ -~ -0 0 31930 -D3 -~ -~ -0 0 31920 -S -#31930 -A Choppy Section of the Sea~ - The wind has picked up a bit and has caused the sea to begin to churn a bit, -the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31929 -D1 -~ -~ -0 0 31935 -D2 -~ -~ -0 0 31951 -D3 -~ -~ -0 0 31925 -S -#31931 -Placid Waters~ - The sea has turned to calm that is almost unsettling. Any sailor would bow -their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. McGintey -Bay's entryway lies just north from here, in fact from this angle the city -itself can be seen. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 32204 -D1 -~ -~ -0 0 31936 -D2 -~ -~ -0 0 31932 -D3 -~ -~ -0 0 31926 -S -#31932 -Placid Waters~ - The waters of the sea do not seem to move at all, not even with the usual -gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31931 -D1 -~ -~ -0 0 31937 -D2 -~ -~ -0 0 31933 -D3 -~ -~ -0 0 31927 -S -#31933 -Placid Waters~ - There is no current and no winds. The waters stand still and unmoving here -with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31932 -D1 -~ -~ -0 0 31938 -D2 -~ -~ -0 0 31934 -D3 -~ -~ -0 0 31928 -S -#31934 -A Swift Wind~ - A good, steady wind blows from the east, making sea travel swift and easy in -this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31933 -D1 -~ -~ -0 0 31939 -D2 -~ -~ -0 0 31935 -D3 -~ -~ -0 0 31929 -S -#31935 -A Swift Wind~ - A solid wind blows up from the east, carrying with it the tang and fresh -scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31934 -D1 -~ -~ -0 0 31940 -D2 -~ -~ -0 0 31952 -D3 -~ -~ -0 0 31930 -S -#31936 -A Strong Current~ - This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. The -sea is dashed again and again against the rock face of a cliff on the north -side. To the west a huge opening in the cliff can be seen, opening into a large -bay. -~ -319 0 0 0 0 0 -D1 -~ -~ -0 0 31941 -D2 -~ -~ -0 0 31937 -D3 -~ -~ -0 0 31931 -S -#31937 -Among the Tradewinds~ - These constant winds are what ensures that commercial boating types can move -their cargo from one continent to another. The wind blows from the west without -cessation. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31936 -D1 -~ -~ -0 0 31942 -D2 -~ -~ -0 0 31938 -D3 -~ -~ -0 0 31932 -S -#31938 -Wild, Foaming Crests~ - The water has become rough and choppy, the crests of the waves rising with -froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31937 -D1 -~ -~ -0 0 31943 -D2 -~ -~ -0 0 31939 -D3 -~ -~ -0 0 31933 -S -#31939 -Among the Tradewinds~ - A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31938 -D1 -~ -~ -0 0 31944 -D2 -~ -~ -0 0 31940 -D3 -~ -~ -0 0 31934 -S -#31940 -Among the Tradewinds~ - The constant wind that blows out of the east pushes the sea along at a steady -pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31939 -D1 -~ -~ -0 0 31945 -D2 -~ -~ -0 0 31953 -D3 -~ -~ -0 0 31935 -S -#31941 -Wild, Foaming Crests~ - The water rises and falls with such force that it seems the world must be -shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. The sea is dashed again and again -against the rock face of a cliff on the north side. To the west a huge opening -in the cliff can be seen, opening into a large bay. -~ -319 0 0 0 0 0 -D1 -~ -~ -0 0 31946 -D2 -~ -~ -0 0 31942 -D3 -~ -~ -0 0 31936 -S -#31942 -Wild, Foaming Crests~ - Waves crash and slam against each other in a constant swirl of motion, spray -and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31941 -D1 -~ -~ -0 0 31947 -D2 -~ -~ -0 0 31943 -D3 -~ -~ -0 0 31937 -S -#31943 -In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. -Everything seems to have gotten very quiet, making it almost surreal in this -area. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31942 -D1 -~ -~ -0 0 31948 -D2 -~ -~ -0 0 31944 -D3 -~ -~ -0 0 31938 -S -#31944 -In the Fog~ - A thick fog has rolled in over the ocean's surface, obscuring what lies ahead -and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31943 -D1 -~ -~ -0 0 31949 -D2 -~ -~ -0 0 31945 -D3 -~ -~ -0 0 31939 -S -#31945 -A Drizzling Rain~ - The rain comes down in steady sheets of tiny raindrops. It does not appear -that there will be any thunder or lightning any time soon, just a steady dismal -downpour. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31944 -D1 -~ -~ -0 0 31950 -D2 -~ -~ -0 0 31954 -D3 -~ -~ -0 0 31940 -S -#31946 -A Gentle Breeze~ - A calming, fresh breeze blows in bring the fresh scent of the open sea and -the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. The sea is dashed again and again against the rock -face of a cliff on the north side. To the west a huge opening in the cliff can -be seen, opening into a large bay. -~ -319 0 0 0 0 0 -D2 -~ -~ -0 0 31947 -D3 -~ -~ -0 0 31941 -S -#31947 -Among Fifteen Foot Waves~ - A blinding storm has erupted across the seas, causing the water to jump from -casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31946 -D2 -~ -~ -0 0 31948 -D3 -~ -~ -0 0 31942 -S -#31948 -Among Fifteen Foot Waves~ - Waves crush down in giant walls in every direction, the winds howls -unceasingly as the rain is driven harder and harder against the sea's surface. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31947 -D2 -~ -~ -0 0 31949 -D3 -~ -~ -0 0 31943 -S -#31949 -A Drizzling Rain~ - The rain falls in a steady drizzle that soaks to the bone, but does not cause -any harm. The wind has all but died out, making the rain all the final and -somber. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31948 -D2 -~ -~ -0 0 31950 -D3 -~ -~ -0 0 31944 -S -#31950 -A Gentle Breeze~ - The fresh breeze that blows past is a calm, gentle one that can only be -called dreamy. A sailor in these winds would gladly lie on the deck of his ship -with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31949 -D2 -~ -~ -0 0 31955 -D3 -~ -~ -0 0 31945 -S -#31951 -Upon the Mighty Sea~ - All around is the wide open expanse of the sea, its mighty presence so -strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31930 -D1 -~ -~ -0 0 31952 -D2 -~ -~ -0 0 31956 -D3 -~ -~ -0 0 31980 -S -#31952 -Calm Waters~ - The waters of the sea are very still here, so still that they bring a feeling -of peace and comfort. They are not the dead calm that always is associated with -dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31935 -D1 -~ -~ -0 0 31953 -D2 -~ -~ -0 0 31957 -D3 -~ -~ -0 0 31951 -S -#31953 -Calm Waters~ - The calm sooth mind and body, lending a feeling of peace and comfort to any -traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31940 -D1 -~ -~ -0 0 31954 -D2 -~ -~ -0 0 31958 -D3 -~ -~ -0 0 31952 -S -#31954 -Calm Waters~ - The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31945 -D1 -~ -~ -0 0 31955 -D2 -~ -~ -0 0 31959 -D3 -~ -~ -0 0 31953 -S -#31955 -A Choppy Section of the Sea~ - The water has grown tumultous and rough here, the waves not high but -frequent. Water splashes into the air as the small waves spalsh into each -other. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31950 -D2 -~ -~ -0 0 31960 -D3 -~ -~ -0 0 31954 -S -#31956 -A Choppy Section of the Sea~ - The wind has picked up a bit and has caused the sea to begin to churn a bit, -the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31951 -D1 -~ -~ -0 0 31957 -D2 -~ -~ -0 0 31961 -D3 -~ -~ -0 0 31979 -S -#31957 -Placid Waters~ - The sea has turned to calm that is almost unsettling. Any sailor would bow -their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31952 -D1 -~ -~ -0 0 31958 -D2 -~ -~ -0 0 31962 -D3 -~ -~ -0 0 31956 -S -#31958 -Placid Waters~ - The waters of the sea do not seem to move at all, not even with the usual -gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31953 -D1 -~ -~ -0 0 31959 -D2 -~ -~ -0 0 31963 -D3 -~ -~ -0 0 31957 -S -#31959 -Placid Waters~ - There is no current and no winds. The waters stand still and unmoving here -with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31954 -D1 -~ -~ -0 0 31960 -D2 -~ -~ -0 0 31964 -D3 -~ -~ -0 0 31958 -S -#31960 -A Swift Wind~ - A good, steady wind blows from the east, making sea travel swift and easy in -this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31955 -D2 -~ -~ -0 0 31965 -D3 -~ -~ -0 0 31959 -S -#31961 -A Swift Wind~ - A solid wind blows up from the east, carrying with it the tang and fresh -scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31956 -D1 -~ -~ -0 0 31962 -D2 -~ -~ -0 0 31966 -D3 -~ -~ -0 0 31978 -S -#31962 -A Strong Current~ - This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31957 -D1 -~ -~ -0 0 31963 -D2 -~ -~ -0 0 31967 -D3 -~ -~ -0 0 31961 -S -#31963 -Among the Tradewinds~ - These constant winds are what ensures that commercial boating types can move -their cargo from one continent to another. The wind blows from the west without -cessation. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31958 -D1 -~ -~ -0 0 31964 -D2 -~ -~ -0 0 31968 -D3 -~ -~ -0 0 31962 -S -#31964 -Wild, Foaming Crests~ - The water has become rough and choppy, the crests of the waves rising with -froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31959 -D1 -~ -~ -0 0 31965 -D2 -~ -~ -0 0 31969 -D3 -~ -~ -0 0 31963 -S -#31965 -Among the Tradewinds~ - A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31960 -D2 -~ -~ -0 0 31970 -D3 -~ -~ -0 0 31964 -S -#31966 -Among the Tradewinds~ - The constant wind that blows out of the east pushes the sea along at a steady -pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31961 -D1 -~ -~ -0 0 31967 -D2 -~ -~ -0 0 31971 -D3 -~ -~ -0 0 31977 -S -#31967 -Wild, Foaming Crests~ - The water rises and falls with such force that it seems the world must be -shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31962 -D1 -~ -~ -0 0 31968 -D2 -~ -~ -0 0 31972 -D3 -~ -~ -0 0 31966 -S -#31968 -Wild, Foaming Crests~ - Waves crash and slam against each other in a constant swirl of motion, spray -and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31963 -D1 -~ -~ -0 0 31969 -D2 -~ -~ -0 0 31973 -D3 -~ -~ -0 0 31967 -S -#31969 -In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. -Everything seems to have gotten very quiet, making it almost surreal in this -area. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31964 -D1 -~ -~ -0 0 31970 -D2 -~ -~ -0 0 31974 -D3 -~ -~ -0 0 31968 -S -#31970 -In the Fog~ - A thick fog has rolled in over the ocean's surface, obscuring what lies ahead -and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31965 -D2 -~ -~ -0 0 31975 -D3 -~ -~ -0 0 31969 -S -#31971 -A Drizzling Rain~ - The rain comes down in steady sheets of tiny raindrops. It does not appear -that there will be any thunder or lightning any time soon, just a steady dismal -downpour. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31966 -D1 -~ -~ -0 0 31972 -D3 -~ -~ -0 0 31976 -S -#31972 -A Gentle Breeze~ - A calming, fresh breeze blows in bring the fresh scent of the open sea and -the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31967 -D1 -~ -~ -0 0 31973 -D3 -~ -~ -0 0 31971 -S -#31973 -Among Fifteen Foot Waves~ - A blinding storm has erupted across the seas, causing the water to jump from -casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31968 -D1 -~ -~ -0 0 31974 -D3 -~ -~ -0 0 31972 -S -#31974 -Among Fifteen Foot Waves~ - Waves crush down in giant walls in every direction, the winds howls -unceasingly as the rain is driven harder and harder against the sea's surface. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31969 -D1 -~ -~ -0 0 31975 -D3 -~ -~ -0 0 31973 -S -#31975 -A Drizzling Rain~ - The rain falls in a steady drizzle that soaks to the bone, but does not cause -any harm. The wind has all but died out, making the rain all the final and -somber. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31970 -D3 -~ -~ -0 0 31974 -S -#31976 -A Gentle Breeze~ - The fresh breeze that blows past is a calm, gentle one that can only be -called dreamy. A sailor in these winds would gladly lie on the deck of his ship -with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31977 -D1 -~ -~ -0 0 31971 -D2 -~ -~ -0 0 32146 -D3 -~ -~ -0 0 31981 -S -#31977 -Upon the Mighty Sea~ - All around is the wide open expanse of the sea, its mighty presence so -strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31978 -D1 -~ -~ -0 0 31966 -D2 -~ -~ -0 0 31976 -D3 -~ -~ -0 0 31982 -S -#31978 -Calm Waters~ - The waters of the sea are very still here, so still that they bring a feeling -of peace and comfort. They are not the dead calm that always is associated with -dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31979 -D1 -~ -~ -0 0 31961 -D2 -~ -~ -0 0 31977 -D3 -~ -~ -0 0 31983 -S -#31979 -Calm Waters~ - The calm sooth mind and body, lending a feeling of peace and comfort to any -traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31980 -D1 -~ -~ -0 0 31956 -D2 -~ -~ -0 0 31978 -D3 -~ -~ -0 0 31984 -S -#31980 -Calm Waters~ - The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31925 -D1 -~ -~ -0 0 31951 -D2 -~ -~ -0 0 31979 -D3 -~ -~ -0 0 31985 -S -#31981 -A Choppy Section of the Sea~ - The water has grown tumultous and rough here, the waves not high but -frequent. Water splashes into the air as the small waves spalsh into each -other. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31982 -D1 -~ -~ -0 0 31976 -D2 -~ -~ -0 0 32141 -D3 -~ -~ -0 0 31986 -S -#31982 -A Choppy Section of the Sea~ - The wind has picked up a bit and has caused the sea to begin to churn a bit, -the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31983 -D1 -~ -~ -0 0 31977 -D2 -~ -~ -0 0 31981 -D3 -~ -~ -0 0 31987 -S -#31983 -Placid Waters~ - The sea has turned to calm that is almost unsettling. Any sailor would bow -their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31984 -D1 -~ -~ -0 0 31978 -D2 -~ -~ -0 0 31982 -D3 -~ -~ -0 0 31988 -S -#31984 -Placid Waters~ - The waters of the sea do not seem to move at all, not even with the usual -gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31985 -D1 -~ -~ -0 0 31979 -D2 -~ -~ -0 0 31983 -D3 -~ -~ -0 0 31989 -S -#31985 -Placid Waters~ - There is no current and no winds. The waters stand still and unmoving here -with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31924 -D1 -~ -~ -0 0 31980 -D2 -~ -~ -0 0 31984 -D3 -~ -~ -0 0 31990 -S -#31986 -A Swift Wind~ - A good, steady wind blows from the east, making sea travel swift and easy in -this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31987 -D1 -~ -~ -0 0 31981 -D2 -~ -~ -0 0 32136 -D3 -~ -~ -0 0 31991 -S -#31987 -A Swift Wind~ - A solid wind blows up from the east, carrying with it the tang and fresh -scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31988 -D1 -~ -~ -0 0 31982 -D2 -~ -~ -0 0 31986 -D3 -~ -~ -0 0 31992 -S -#31988 -A Strong Current~ - This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31989 -D1 -~ -~ -0 0 31983 -D2 -~ -~ -0 0 31988 -D3 -~ -~ -0 0 31993 -S -#31989 -Among the Tradewinds~ - These constant winds are what ensures that commercial boating types can move -their cargo from one continent to another. The wind blows from the west without -cessation. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31990 -D1 -~ -~ -0 0 31984 -D2 -~ -~ -0 0 31988 -D3 -~ -~ -0 0 31994 -S -#31990 -Wild, Foaming Crests~ - The water has become rough and choppy, the crests of the waves rising with -froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31923 -D1 -~ -~ -0 0 31985 -D2 -~ -~ -0 0 31989 -D3 -~ -~ -0 0 31995 -S -#31991 -Among the Tradewinds~ - A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31992 -D1 -~ -~ -0 0 31986 -D2 -~ -~ -0 0 32131 -D3 -~ -~ -0 0 31996 -S -#31992 -Among the Tradewinds~ - The constant wind that blows out of the east pushes the sea along at a steady -pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31993 -D1 -~ -~ -0 0 31987 -D2 -~ -~ -0 0 31991 -D3 -~ -~ -0 0 31997 -S -#31993 -Wild, Foaming Crests~ - The water rises and falls with such force that it seems the world must be -shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31994 -D1 -~ -~ -0 0 31988 -D2 -~ -~ -0 0 31992 -D3 -~ -~ -0 0 31998 -S -#31994 -Wild, Foaming Crests~ - Waves crash and slam against each other in a constant swirl of motion, spray -and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31995 -D1 -~ -~ -0 0 31989 -D2 -~ -~ -0 0 31993 -D3 -~ -~ -0 0 31999 -S -#31995 -In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. -Everything seems to have gotten very quiet, making it almost surreal in this -area. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31922 -D1 -~ -~ -0 0 31990 -D2 -~ -~ -0 0 31994 -D3 -~ -~ -0 0 31900 -S -#31996 -In the Fog~ - A thick fog has rolled in over the ocean's surface, obscuring what lies ahead -and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31997 -D1 -~ -~ -0 0 31991 -D2 -~ -~ -0 0 32126 -D3 -~ -~ -0 0 32075 -S -#31997 -A Drizzling Rain~ - The rain comes down in steady sheets of tiny raindrops. It does not appear -that there will be any thunder or lightning any time soon, just a steady dismal -downpour. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31998 -D1 -~ -~ -0 0 31992 -D2 -~ -~ -0 0 31996 -D3 -~ -~ -0 0 32070 -S -#31998 -A Gentle Breeze~ - A calming, fresh breeze blows in bring the fresh scent of the open sea and -the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31999 -D1 -~ -~ -0 0 31993 -D2 -~ -~ -0 0 31997 -D3 -~ -~ -0 0 32065 -S -#31999 -Among Fifteen Foot Waves~ - A blinding storm has erupted across the seas, causing the water to jump from -casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. -~ -319 0 0 0 0 0 -D0 -~ -~ -0 0 31900 -D1 -~ -~ -0 0 31994 -D2 -~ -~ -0 0 31998 -D3 -~ -~ -0 0 32060 -S -$~ diff --git a/lib/world/wld/32.wld b/lib/world/wld/32.wld deleted file mode 100644 index a5cb624..0000000 --- a/lib/world/wld/32.wld +++ /dev/null @@ -1,105 +0,0 @@ -#3200 -Under The Bridge~ - The arch under the bridge is covered by seaweed about a foot above the -surface of the river. The water gently flows through an opening in the lower -part of the city wall. -~ -32 0 0 0 0 7 -D1 -~ -~ -0 -1 3201 -D3 -~ -~ -0 -1 900 -E -wall~ - It is built from large gray rocks that have been fastened to each other with -some kind of mortar. Looks pretty solid. -~ -S -#3201 -On The River~ - North of here you see the miserable buildings of Poor Alley. The -river flows west towards the bridge. The riverbanks are too steep to -climb. -~ -32 0 0 0 0 7 -D1 -~ -~ -0 -1 3202 -D3 -~ -~ -0 -1 3200 -S -#3202 -On The River~ - North of here you see the dump. The river flows from east to west. The -riverbanks are too steep to climb. -~ -32 0 0 0 0 7 -D1 -~ -~ -0 -1 3203 -D3 -~ -~ -0 -1 3201 -S -#3203 -On The River~ - The levee is directly north of here. The river flows in an east west -direction. -~ -32 0 0 0 0 7 -D0 -~ -~ -0 -1 3049 -D1 -~ -~ -0 -1 3204 -D3 -~ -~ -0 -1 3202 -S -#3204 -On The River~ - You see the warehouse on the northern riverbank. East of here you see the -city wall. The river flows west towards the levee. -~ -32 0 0 0 0 7 -D1 -~ -~ -0 -1 3205 -D3 -~ -~ -0 -1 3203 -S -#3205 -On The River~ - The river enters from a hole in the eastern city wall. The hole has been -blocked by several vertically positioned iron bars set into the wall. -~ -32 0 0 0 0 7 -D1 -The iron bars make it difficult to pass through the hole in the wall. -Beyond the bars you see that the river leads into a cavern below the -mountain range to the east. -~ -~ -0 -1 5001 -D3 -~ -~ -0 -1 3204 -S -$~ diff --git a/lib/world/wld/320.wld b/lib/world/wld/320.wld deleted file mode 100644 index fa3fa9f..0000000 --- a/lib/world/wld/320.wld +++ /dev/null @@ -1,2300 +0,0 @@ -#32000 -Calm Waters~ - The waters of the sea are very still here, so still that they bring a feeling -of peace and comfort. They are not the dead calm that always is associated with -dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32021 -D1 -~ -~ -0 0 32095 -D2 -~ -~ -0 0 32099 -E -credits info~ - Kaan - Zone 320 is linked to the following zones: -319 Yllythad Sea at 32046 (east ) ---> 31901 -319 Yllythad Sea at 32047 (east ) ---> 31906 -319 Yllythad Sea at 32048 (east ) ---> 31911 -319 Yllythad Sea at 32049 (east ) ---> 31916 -319 Yllythad Sea at 32050 (east ) ---> 31921 -319 Yllythad Sea at 32055 (east ) ---> 31900 -319 Yllythad Sea at 32060 (east ) ---> 31999 -319 Yllythad Sea at 32065 (east ) ---> 31998 -319 Yllythad Sea at 32070 (east ) ---> 31997 -321 Yllythad Sea III at 32071 (south) ---> 32101 -321 Yllythad Sea III at 32072 (south) ---> 32102 -321 Yllythad Sea III at 32073 (south) ---> 32103 -321 Yllythad Sea III at 32074 (south) ---> 32104 -319 Yllythad Sea at 32075 (east ) ---> 31996 -321 Yllythad Sea III at 32075 (south) ---> 32105 -~ -S -#32001 -At the Shoreline~ - The calm sooth mind and body, lending a feeling of peace and comfort to any -traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. A rock littered shore lies to the north, so jumbled and covered in -rock as to be unpassable. -~ -320 0 0 0 0 0 -D1 -~ -~ -0 0 32002 -D2 -~ -~ -0 0 32006 -S -#32002 -At the Shoreline~ - The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. A -rock littered shore lies to the north, so jumbled and covered in rock as to be -unpassable. -~ -320 0 0 0 0 0 -D1 -~ -~ -0 0 32003 -D2 -~ -~ -0 0 32007 -D3 -~ -~ -0 0 32001 -S -#32003 -At the Shoreline~ - The water has grown tumultous and rough here, the waves not high but -frequent. Water splashes into the air as the small waves spalsh into each -other. A rock littered shore lies to the north, so jumbled and covered in rock -as to be unpassable. -~ -320 0 0 0 0 0 -D1 -~ -~ -0 0 32004 -D2 -~ -~ -0 0 32008 -D3 -~ -~ -0 0 32002 -S -#32004 -At the Shoreline~ - The wind has picked up a bit and has caused the sea to begin to churn a bit, -the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. A rock -littered shore lies to the north, so jumbled and covered in rock as to be -unpassable. -~ -320 0 0 0 0 0 -D1 -~ -~ -0 0 32005 -D2 -~ -~ -0 0 32009 -D3 -~ -~ -0 0 32003 -S -#32005 -At the Shoreline~ - The sea has turned to calm that is almost unsettling. Any sailor would bow -their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. A rocky -shore is to the north, its boulder riddled area too cluttered to be passed -along. A long jetty lies to the east running south into the ocean, a tall -lighthouse at its end. -~ -320 0 0 0 0 0 -D1 -~ -~ -0 0 32026 -D2 -~ -~ -0 0 32010 -D3 -~ -~ -0 0 32004 -S -#32006 -Placid Waters~ - The waters of the sea do not seem to move at all, not even with the usual -gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32001 -D1 -~ -~ -0 0 32007 -D2 -~ -~ -0 0 32011 -S -#32007 -Placid Waters~ - There is no current and no winds. The waters stand still and unmoving here -with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32002 -D1 -~ -~ -0 0 32008 -D2 -~ -~ -0 0 32012 -D3 -~ -~ -0 0 32006 -S -#32008 -A Swift Wind~ - A good, steady wind blows from the east, making sea travel swift and easy in -this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32003 -D1 -~ -~ -0 0 32009 -D2 -~ -~ -0 0 32013 -D3 -~ -~ -0 0 32007 -S -#32009 -A Swift Wind~ - A solid wind blows up from the east, carrying with it the tang and fresh -scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32004 -D1 -~ -~ -0 0 32010 -D2 -~ -~ -0 0 32014 -D3 -~ -~ -0 0 32008 -S -#32010 -A Strong Current~ - This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32005 -D1 -~ -~ -0 0 32027 -D2 -~ -~ -0 0 32015 -D3 -~ -~ -0 0 32009 -S -#32011 -Among the Tradewinds~ - These constant winds are what ensures that commercial boating types can move -their cargo from one continent to another. The wind blows from the west without -cessation. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32006 -D1 -~ -~ -0 0 32012 -D2 -~ -~ -0 0 32016 -S -#32012 -Wild, Foaming Crests~ - The water has become rough and choppy, the crests of the waves rising with -froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32007 -D1 -~ -~ -0 0 32013 -D2 -~ -~ -0 0 32017 -D3 -~ -~ -0 0 32011 -S -#32013 -Among the Tradewinds~ - A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32008 -D1 -~ -~ -0 0 32014 -D2 -~ -~ -0 0 32018 -D3 -~ -~ -0 0 32012 -S -#32014 -Among the Tradewinds~ - The constant wind that blows out of the east pushes the sea along at a steady -pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32009 -D1 -~ -~ -0 0 32015 -D2 -~ -~ -0 0 32019 -D3 -~ -~ -0 0 32013 -S -#32015 -Wild, Foaming Crests~ - The water rises and falls with such force that it seems the world must be -shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32010 -D1 -~ -~ -0 0 32028 -D2 -~ -~ -0 0 32020 -D3 -~ -~ -0 0 32014 -S -#32016 -Wild, Foaming Crests~ - Waves crash and slam against each other in a constant swirl of motion, spray -and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32011 -D1 -~ -~ -0 0 32017 -D2 -~ -~ -0 0 32021 -S -#32017 -In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. -Everything seems to have gotten very quiet, making it almost surreal in this -area. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32012 -D1 -~ -~ -0 0 32018 -D2 -~ -~ -0 0 32022 -D3 -~ -~ -0 0 32016 -S -#32018 -In the Fog~ - A thick fog has rolled in over the ocean's surface, obscuring what lies ahead -and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32013 -D1 -~ -~ -0 0 32019 -D2 -~ -~ -0 0 32023 -D3 -~ -~ -0 0 32017 -S -#32019 -A Drizzling Rain~ - The rain comes down in steady sheets of tiny raindrops. It does not appear -that there will be any thunder or lightning any time soon, just a steady dismal -downpour. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32014 -D1 -~ -~ -0 0 32020 -D2 -~ -~ -0 0 32024 -D3 -~ -~ -0 0 32018 -S -#32020 -A Gentle Breeze~ - A calming, fresh breeze blows in bring the fresh scent of the open sea and -the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32015 -D1 -~ -~ -0 0 32029 -D2 -~ -~ -0 0 32025 -D3 -~ -~ -0 0 32019 -S -#32021 -Among Fifteen Foot Waves~ - A blinding storm has erupted across the seas, causing the water to jump from -casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32016 -D1 -~ -~ -0 0 32022 -D2 -~ -~ -0 0 32000 -S -#32022 -Among Fifteen Foot Waves~ - Waves crush down in giant walls in every direction, the winds howls -unceasingly as the rain is driven harder and harder against the sea's surface. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32017 -D1 -~ -~ -0 0 32023 -D2 -~ -~ -0 0 32095 -D3 -~ -~ -0 0 32021 -S -#32023 -A Drizzling Rain~ - The rain falls in a steady drizzle that soaks to the bone, but does not cause -any harm. The wind has all but died out, making the rain all the final and -somber. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32018 -D1 -~ -~ -0 0 32024 -D2 -~ -~ -0 0 32090 -D3 -~ -~ -0 0 32022 -S -#32024 -A Gentle Breeze~ - The fresh breeze that blows past is a calm, gentle one that can only be -called dreamy. A sailor in these winds would gladly lie on the deck of his ship -with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32019 -D1 -~ -~ -0 0 32025 -D2 -~ -~ -0 0 32085 -D3 -~ -~ -0 0 32023 -S -#32025 -Upon the Mighty Sea~ - All around is the wide open expanse of the sea, its mighty presence so -strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32020 -D1 -~ -~ -0 0 32030 -D2 -~ -~ -0 0 32080 -D3 -~ -~ -0 0 32024 -S -#32026 -West of the Jetty~ - A long rock jetty with a lighhouse at its end runs out into the sea. It -appears that climbing the rocks to the jetty's walkway might be hazardous to -one's health, so another way up must be found. The shore lies just north of -here, but that too is covered in rock and scree and appears unclimbable. -~ -320 0 0 0 0 0 -D2 -~ -~ -0 0 32027 -D3 -~ -~ -0 0 32005 -S -#32027 -West of the Jetty~ - A long rock jetty with a lighhouse at its end runs out into the sea. It -appears that climbing the rocks to the jetty's walkway might be hazardous to -one's health, so another way up must be found. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32026 -D2 -~ -~ -0 0 32028 -D3 -~ -~ -0 0 32010 -S -#32028 -West of the Jetty~ - A long rock jetty with a lighhouse at its end runs out into the sea. It -appears that climbing the rocks to the jetty's walkway might be hazardous to -one's health, so another way up must be found. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32027 -D2 -~ -~ -0 0 32029 -D3 -~ -~ -0 0 32015 -S -#32029 -West of the Jetty~ - A long rock jetty with a lighhouse at its end runs out into the sea. It -appears that climbing the rocks to the jetty's walkway might be hazardous to -one's health, so another way up must be found. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32028 -D2 -~ -~ -0 0 32030 -D3 -~ -~ -0 0 32020 -S -#32030 -South of the Jetty~ - A tall lighthouse stands at the end of a rock jetty which juts out into the -sea. The rocks which form the jetty look exceptionally large and sharp - sharp -enough, in fact, that they do not warrant an attempt at climbing. It seems that -another way to the lighthouse will have to be found. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32029 -D1 -~ -~ -0 0 32035 -D2 -~ -~ -0 0 32051 -D3 -~ -~ -0 0 32025 -S -#32031 -Near the Jetty~ - A long jetty made of jumbled rock pokes out into the sea, a lighthouse -perched at its end. Fisherman sit along the sides of the jetty, hoping to catch -a little luck and maybe some dinner along with it. There does not appear any -way to get west onto the jetty's walkway from the sea. -~ -320 0 0 0 0 0 -D1 -~ -~ -0 0 32036 -D2 -~ -~ -0 0 32032 -S -#32032 -East of the Jetty~ - A long jetty made of jumbled rock pokes out into the sea, a lighthouse -perched at its end. Fisherman sit along the sides of the jetty, hoping to catch -a little luck and maybe some dinner along with it. There does not appear any -way to get west onto the jetty's walkway from the sea. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32031 -D1 -~ -~ -0 0 32037 -D2 -~ -~ -0 0 32033 -S -#32033 -East of the Jetty~ - A tumbled rock jetty lies to the west, a small home and lighthouse perched at -the end. The water swirls and splashes at the rocks, their sharp ends cutting -into the water. It does not appear safe to attempt climbing those rocks to the -lighthouse. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32032 -D1 -~ -~ -0 0 32038 -D2 -~ -~ -0 0 32034 -S -#32034 -East of the Jetty's End~ - A tumbled rock jetty lies to the west, a small home and lighthouse perched at -the end. The water swirls and splashes at the rocks, their sharp ends cutting -into the water. It does not appear safe to attempt climbing those rocks to the -lighthouse. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32033 -D1 -~ -~ -0 0 32039 -D2 -~ -~ -0 0 32035 -S -#32035 -A Swift Wind~ - A solid wind blows up from the east, carrying with it the tang and fresh -scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32034 -D1 -~ -~ -0 0 32040 -D2 -~ -~ -0 0 32052 -D3 -~ -~ -0 0 32030 -S -#32036 -A Strong Current~ - This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. The -beach area to the north has begun to get covered in rocks, making it unsafe to -attempt travel onto land. It looks a bit more safe to the east. -~ -320 0 0 0 0 0 -D1 -~ -~ -0 0 32041 -D2 -~ -~ -0 0 32037 -D3 -~ -~ -0 0 32031 -S -#32037 -Among the Tradewinds~ - These constant winds are what ensures that commercial boating types can move -their cargo from one continent to another. The wind blows from the west without -cessation. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32036 -D1 -~ -~ -0 0 32042 -D2 -~ -~ -0 0 32038 -D3 -~ -~ -0 0 32032 -S -#32038 -Wild, Foaming Crests~ - The water has become rough and choppy, the crests of the waves rising with -froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32037 -D1 -~ -~ -0 0 32043 -D2 -~ -~ -0 0 32039 -D3 -~ -~ -0 0 32033 -S -#32039 -Among the Tradewinds~ - A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32038 -D1 -~ -~ -0 0 32044 -D2 -~ -~ -0 0 32040 -D3 -~ -~ -0 0 32034 -S -#32040 -Among the Tradewinds~ - The constant wind that blows out of the east pushes the sea along at a steady -pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32039 -D1 -~ -~ -0 0 32045 -D2 -~ -~ -0 0 32053 -D3 -~ -~ -0 0 32035 -S -#32041 -Wild, Foaming Crests~ - The water rises and falls with such force that it seems the world must be -shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. A sandy beach lies just to the -north, running along the length of a steep cliff face. -~ -320 0 0 0 0 0 -D1 -~ -~ -0 0 32046 -D2 -~ -~ -0 0 32042 -D3 -~ -~ -0 0 32036 -S -#32042 -Wild, Foaming Crests~ - Waves crash and slam against each other in a constant swirl of motion, spray -and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32041 -D1 -~ -~ -0 0 32047 -D2 -~ -~ -0 0 32043 -D3 -~ -~ -0 0 32037 -S -#32043 -In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. -Everything seems to have gotten very quiet, making it almost surreal in this -area. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32042 -D1 -~ -~ -0 0 32048 -D2 -~ -~ -0 0 32044 -D3 -~ -~ -0 0 32038 -S -#32044 -In the Fog~ - A thick fog has rolled in over the ocean's surface, obscuring what lies ahead -and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32043 -D1 -~ -~ -0 0 32049 -D2 -~ -~ -0 0 32045 -D3 -~ -~ -0 0 32039 -S -#32045 -A Drizzling Rain~ - The rain comes down in steady sheets of tiny raindrops. It does not appear -that there will be any thunder or lightning any time soon, just a steady dismal -downpour. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32044 -D1 -~ -~ -0 0 32051 -D2 -~ -~ -0 0 32054 -D3 -~ -~ -0 0 32040 -S -#32046 -A Gentle Breeze~ - A calming, fresh breeze blows in bring the fresh scent of the open sea and -the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. A sandy beach lies just to the north, running -along the length of a steep cliff face. -~ -320 0 0 0 0 0 -D1 -~ -~ -0 0 31901 -D2 -~ -~ -0 0 32047 -D3 -~ -~ -0 0 32041 -S -#32047 -Among Fifteen Foot Waves~ - A blinding storm has erupted across the seas, causing the water to jump from -casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32046 -D1 -~ -~ -0 0 31906 -D2 -~ -~ -0 0 32048 -D3 -~ -~ -0 0 32042 -S -#32048 -Among Fifteen Foot Waves~ - Waves crush down in giant walls in every direction, the winds howls -unceasingly as the rain is driven harder and harder against the sea's surface. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32047 -D1 -~ -~ -0 0 31911 -D2 -~ -~ -0 0 32049 -D3 -~ -~ -0 0 32043 -S -#32049 -A Drizzling Rain~ - The rain falls in a steady drizzle that soaks to the bone, but does not cause -any harm. The wind has all but died out, making the rain all the final and -somber. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32048 -D1 -~ -~ -0 0 31916 -D2 -~ -~ -0 0 32050 -D3 -~ -~ -0 0 32044 -S -#32050 -A Gentle Breeze~ - The fresh breeze that blows past is a calm, gentle one that can only be -called dreamy. A sailor in these winds would gladly lie on the deck of his ship -with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32049 -D1 -~ -~ -0 0 31921 -D2 -~ -~ -0 0 32055 -D3 -~ -~ -0 0 32045 -S -#32051 -Upon the Mighty Sea~ - All around is the wide open expanse of the sea, its mighty presence so -strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32030 -D1 -~ -~ -0 0 32052 -D2 -~ -~ -0 0 32056 -D3 -~ -~ -0 0 32080 -S -#32052 -Calm Waters~ - The waters of the sea are very still here, so still that they bring a feeling -of peace and comfort. They are not the dead calm that always is associated with -dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32035 -D1 -~ -~ -0 0 32053 -D2 -~ -~ -0 0 32057 -D3 -~ -~ -0 0 32051 -S -#32053 -Calm Waters~ - The calm sooth mind and body, lending a feeling of peace and comfort to any -traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32040 -D1 -~ -~ -0 0 32054 -D2 -~ -~ -0 0 32058 -D3 -~ -~ -0 0 32052 -S -#32054 -Calm Waters~ - The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32045 -D1 -~ -~ -0 0 32055 -D2 -~ -~ -0 0 32059 -D3 -~ -~ -0 0 32053 -S -#32055 -A Choppy Section of the Sea~ - The water has grown tumultous and rough here, the waves not high but -frequent. Water splashes into the air as the small waves spalsh into each -other. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32051 -D1 -~ -~ -0 0 31900 -D2 -~ -~ -0 0 32060 -D3 -~ -~ -0 0 32054 -S -#32056 -A Choppy Section of the Sea~ - The wind has picked up a bit and has caused the sea to begin to churn a bit, -the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32051 -D1 -~ -~ -0 0 32057 -D2 -~ -~ -0 0 32061 -D3 -~ -~ -0 0 32079 -S -#32057 -Placid Waters~ - The sea has turned to calm that is almost unsettling. Any sailor would bow -their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32052 -D1 -~ -~ -0 0 32058 -D2 -~ -~ -0 0 32062 -D3 -~ -~ -0 0 32056 -S -#32058 -Placid Waters~ - The waters of the sea do not seem to move at all, not even with the usual -gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32053 -D1 -~ -~ -0 0 32059 -D2 -~ -~ -0 0 32063 -D3 -~ -~ -0 0 32057 -S -#32059 -Placid Waters~ - There is no current and no winds. The waters stand still and unmoving here -with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32054 -D1 -~ -~ -0 0 32060 -D2 -~ -~ -0 0 32064 -D3 -~ -~ -0 0 32058 -S -#32060 -A Swift Wind~ - A good, steady wind blows from the east, making sea travel swift and easy in -this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32055 -D1 -~ -~ -0 0 31999 -D2 -~ -~ -0 0 32065 -D3 -~ -~ -0 0 32059 -S -#32061 -A Swift Wind~ - A solid wind blows up from the east, carrying with it the tang and fresh -scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32056 -D1 -~ -~ -0 0 32062 -D2 -~ -~ -0 0 32066 -D3 -~ -~ -0 0 32078 -S -#32062 -A Strong Current~ - This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32057 -D1 -~ -~ -0 0 32063 -D2 -~ -~ -0 0 32067 -D3 -~ -~ -0 0 32061 -S -#32063 -Among the Tradewinds~ - These constant winds are what ensures that commercial boating types can move -their cargo from one continent to another. The wind blows from the west without -cessation. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32058 -D1 -~ -~ -0 0 32064 -D2 -~ -~ -0 0 32068 -D3 -~ -~ -0 0 32062 -S -#32064 -Wild, Foaming Crests~ - The water has become rough and choppy, the crests of the waves rising with -froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32059 -D1 -~ -~ -0 0 32065 -D2 -~ -~ -0 0 32069 -D3 -~ -~ -0 0 32063 -S -#32065 -Among the Tradewinds~ - A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32060 -D1 -~ -~ -0 0 31998 -D2 -~ -~ -0 0 32070 -D3 -~ -~ -0 0 32064 -S -#32066 -Among the Tradewinds~ - The constant wind that blows out of the east pushes the sea along at a steady -pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32061 -D1 -~ -~ -0 0 32067 -D2 -~ -~ -0 0 32071 -D3 -~ -~ -0 0 32077 -S -#32067 -Wild, Foaming Crests~ - The water rises and falls with such force that it seems the world must be -shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32062 -D1 -~ -~ -0 0 32068 -D2 -~ -~ -0 0 32072 -D3 -~ -~ -0 0 32066 -S -#32068 -Wild, Foaming Crests~ - Waves crash and slam against each other in a constant swirl of motion, spray -and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32063 -D1 -~ -~ -0 0 32069 -D2 -~ -~ -0 0 32073 -D3 -~ -~ -0 0 32067 -S -#32069 -In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. -Everything seems to have gotten very quiet, making it almost surreal in this -area. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32064 -D1 -~ -~ -0 0 32070 -D2 -~ -~ -0 0 32074 -D3 -~ -~ -0 0 32068 -S -#32070 -In the Fog~ - A thick fog has rolled in over the ocean's surface, obscuring what lies ahead -and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32065 -D1 -~ -~ -0 0 31997 -D2 -~ -~ -0 0 32075 -D3 -~ -~ -0 0 32069 -S -#32071 -A Drizzling Rain~ - The rain comes down in steady sheets of tiny raindrops. It does not appear -that there will be any thunder or lightning any time soon, just a steady dismal -downpour. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32066 -D1 -~ -~ -0 0 32072 -D2 -~ -~ -0 0 32101 -D3 -~ -~ -0 0 32076 -S -#32072 -A Gentle Breeze~ - A calming, fresh breeze blows in bring the fresh scent of the open sea and -the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32067 -D1 -~ -~ -0 0 32073 -D2 -~ -~ -0 0 32102 -D3 -~ -~ -0 0 32071 -S -#32073 -Among Fifteen Foot Waves~ - A blinding storm has erupted across the seas, causing the water to jump from -casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32068 -D1 -~ -~ -0 0 32074 -D2 -~ -~ -0 0 32103 -D3 -~ -~ -0 0 32072 -S -#32074 -Among Fifteen Foot Waves~ - Waves crush down in giant walls in every direction, the winds howls -unceasingly as the rain is driven harder and harder against the sea's surface. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32069 -D1 -~ -~ -0 0 32075 -D2 -~ -~ -0 0 32104 -D3 -~ -~ -0 0 32073 -S -#32075 -A Drizzling Rain~ - The rain falls in a steady drizzle that soaks to the bone, but does not cause -any harm. The wind has all but died out, making the rain all the final and -somber. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32070 -D1 -~ -~ -0 0 31996 -D2 -~ -~ -0 0 32105 -D3 -~ -~ -0 0 32074 -S -#32076 -A Gentle Breeze~ - The fresh breeze that blows past is a calm, gentle one that can only be -called dreamy. A sailor in these winds would gladly lie on the deck of his ship -with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32077 -D1 -~ -~ -0 0 32071 -D3 -~ -~ -0 0 32081 -S -#32077 -Upon the Mighty Sea~ - All around is the wide open expanse of the sea, its mighty presence so -strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32078 -D1 -~ -~ -0 0 32066 -D2 -~ -~ -0 0 32076 -D3 -~ -~ -0 0 32082 -S -#32078 -Calm Waters~ - The waters of the sea are very still here, so still that they bring a feeling -of peace and comfort. They are not the dead calm that always is associated with -dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32079 -D1 -~ -~ -0 0 32061 -D2 -~ -~ -0 0 32077 -D3 -~ -~ -0 0 32083 -S -#32079 -Calm Waters~ - The calm sooth mind and body, lending a feeling of peace and comfort to any -traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32080 -D1 -~ -~ -0 0 32056 -D2 -~ -~ -0 0 32078 -D3 -~ -~ -0 0 32084 -S -#32080 -Calm Waters~ - The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32025 -D1 -~ -~ -0 0 32051 -D2 -~ -~ -0 0 32079 -D3 -~ -~ -0 0 32085 -S -#32081 -A Choppy Section of the Sea~ - The water has grown tumultous and rough here, the waves not high but -frequent. Water splashes into the air as the small waves spalsh into each -other. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32082 -D1 -~ -~ -0 0 32076 -D3 -~ -~ -0 0 32086 -S -#32082 -A Choppy Section of the Sea~ - The wind has picked up a bit and has caused the sea to begin to churn a bit, -the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32083 -D1 -~ -~ -0 0 32077 -D2 -~ -~ -0 0 32081 -D3 -~ -~ -0 0 32087 -S -#32083 -Placid Waters~ - The sea has turned to calm that is almost unsettling. Any sailor would bow -their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32084 -D1 -~ -~ -0 0 32078 -D2 -~ -~ -0 0 32082 -D3 -~ -~ -0 0 32088 -S -#32084 -Placid Waters~ - The waters of the sea do not seem to move at all, not even with the usual -gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32085 -D1 -~ -~ -0 0 32079 -D2 -~ -~ -0 0 32083 -D3 -~ -~ -0 0 32089 -S -#32085 -Placid Waters~ - There is no current and no winds. The waters stand still and unmoving here -with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32024 -D1 -~ -~ -0 0 32080 -D2 -~ -~ -0 0 32084 -D3 -~ -~ -0 0 32090 -S -#32086 -A Swift Wind~ - A good, steady wind blows from the east, making sea travel swift and easy in -this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32087 -D1 -~ -~ -0 0 32081 -D3 -~ -~ -0 0 32091 -S -#32087 -A Swift Wind~ - A solid wind blows up from the east, carrying with it the tang and fresh -scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32088 -D1 -~ -~ -0 0 32082 -D2 -~ -~ -0 0 32086 -D3 -~ -~ -0 0 32092 -S -#32088 -A Strong Current~ - This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32089 -D1 -~ -~ -0 0 32083 -D2 -~ -~ -0 0 32088 -D3 -~ -~ -0 0 32093 -S -#32089 -Among the Tradewinds~ - These constant winds are what ensures that commercial boating types can move -their cargo from one continent to another. The wind blows from the west without -cessation. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32090 -D1 -~ -~ -0 0 32084 -D2 -~ -~ -0 0 32088 -D3 -~ -~ -0 0 32094 -S -#32090 -Wild, Foaming Crests~ - The water has become rough and choppy, the crests of the waves rising with -froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32023 -D1 -~ -~ -0 0 32085 -D2 -~ -~ -0 0 32089 -D3 -~ -~ -0 0 32095 -S -#32091 -Among the Tradewinds~ - A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32092 -D1 -~ -~ -0 0 32086 -D3 -~ -~ -0 0 32096 -S -#32092 -Among the Tradewinds~ - The constant wind that blows out of the east pushes the sea along at a steady -pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32093 -D1 -~ -~ -0 0 32087 -D2 -~ -~ -0 0 32091 -D3 -~ -~ -0 0 32097 -S -#32093 -Wild, Foaming Crests~ - The water rises and falls with such force that it seems the world must be -shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32094 -D1 -~ -~ -0 0 32088 -D2 -~ -~ -0 0 32092 -D3 -~ -~ -0 0 32098 -S -#32094 -Wild, Foaming Crests~ - Waves crash and slam against each other in a constant swirl of motion, spray -and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32095 -D1 -~ -~ -0 0 32089 -D2 -~ -~ -0 0 32093 -D3 -~ -~ -0 0 32099 -S -#32095 -In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. -Everything seems to have gotten very quiet, making it almost surreal in this -area. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32022 -D1 -~ -~ -0 0 32090 -D2 -~ -~ -0 0 32094 -D3 -~ -~ -0 0 32000 -S -#32096 -In the Fog~ - A thick fog has rolled in over the ocean's surface, obscuring what lies ahead -and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32097 -D1 -~ -~ -0 0 32091 -S -#32097 -A Drizzling Rain~ - The rain comes down in steady sheets of tiny raindrops. It does not appear -that there will be any thunder or lightning any time soon, just a steady dismal -downpour. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32098 -D1 -~ -~ -0 0 32092 -D2 -~ -~ -0 0 32096 -S -#32098 -A Gentle Breeze~ - A calming, fresh breeze blows in bring the fresh scent of the open sea and -the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32099 -D1 -~ -~ -0 0 32093 -D2 -~ -~ -0 0 32097 -S -#32099 -Among Fifteen Foot Waves~ - A blinding storm has erupted across the seas, causing the water to jump from -casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. -~ -320 0 0 0 0 0 -D0 -~ -~ -0 0 32000 -D1 -~ -~ -0 0 32094 -D2 -~ -~ -0 0 32098 -S -$~ diff --git a/lib/world/wld/321.wld b/lib/world/wld/321.wld deleted file mode 100644 index 0415acb..0000000 --- a/lib/world/wld/321.wld +++ /dev/null @@ -1,2288 +0,0 @@ -#32100 -Calm Waters~ - The waters of the sea are very still here, so still that they bring a feeling -of peace and comfort. They are not the dead calm that always is associated with -dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32121 -D1 -~ -~ -0 0 32195 -D2 -~ -~ -0 0 32199 -E -credits info~ - Kaan - Zone 321 is linked to the following zones: -320 Yllythad Sea II at 32101 (north) ---> 32071 -320 Yllythad Sea II at 32102 (north) ---> 32072 -320 Yllythad Sea II at 32103 (north) ---> 32073 -320 Yllythad Sea II at 32104 (north) ---> 32074 -320 Yllythad Sea II at 32105 (north) ---> 32075 -319 Yllythad Sea at 32126 (north) ---> 31996 -319 Yllythad Sea at 32131 (north) ---> 31991 -319 Yllythad Sea at 32136 (north) ---> 31986 -319 Yllythad Sea at 32141 (north) ---> 31981 -319 Yllythad Sea at 32146 (north) ---> 31976 -~ -S -#32101 -Calm Waters~ - The calm sooth mind and body, lending a feeling of peace and comfort to any -traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32071 -D1 -~ -~ -0 0 32102 -D2 -~ -~ -0 0 32106 -S -#32102 -Calm Waters~ - The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32072 -D1 -~ -~ -0 0 32103 -D2 -~ -~ -0 0 32107 -D3 -~ -~ -0 0 32101 -S -#32103 -A Choppy Section of the Sea~ - The water has grown tumultous and rough here, the waves not high but -frequent. Water splashes into the air as the small waves spalsh into each -other. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32073 -D1 -~ -~ -0 0 32104 -D2 -~ -~ -0 0 32108 -D3 -~ -~ -0 0 32102 -S -#32104 -A Choppy Section of the Sea~ - The wind has picked up a bit and has caused the sea to begin to churn a bit, -the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32074 -D1 -~ -~ -0 0 32105 -D2 -~ -~ -0 0 32109 -D3 -~ -~ -0 0 32103 -S -#32105 -Placid Waters~ - The sea has turned to calm that is almost unsettling. Any sailor would bow -their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32075 -D1 -~ -~ -0 0 32126 -D2 -~ -~ -0 0 32110 -D3 -~ -~ -0 0 32104 -S -#32106 -Placid Waters~ - The waters of the sea do not seem to move at all, not even with the usual -gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32101 -D1 -~ -~ -0 0 32107 -D2 -~ -~ -0 0 32111 -S -#32107 -Placid Waters~ - There is no current and no winds. The waters stand still and unmoving here -with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32102 -D1 -~ -~ -0 0 32108 -D2 -~ -~ -0 0 32112 -D3 -~ -~ -0 0 32106 -S -#32108 -A Swift Wind~ - A good, steady wind blows from the east, making sea travel swift and easy in -this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32103 -D1 -~ -~ -0 0 32109 -D2 -~ -~ -0 0 32113 -D3 -~ -~ -0 0 32107 -S -#32109 -A Swift Wind~ - A solid wind blows up from the east, carrying with it the tang and fresh -scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32104 -D1 -~ -~ -0 0 32110 -D2 -~ -~ -0 0 32114 -D3 -~ -~ -0 0 32108 -S -#32110 -A Strong Current~ - This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32105 -D1 -~ -~ -0 0 32127 -D2 -~ -~ -0 0 32115 -D3 -~ -~ -0 0 32109 -S -#32111 -Among the Tradewinds~ - These constant winds are what ensures that commercial boating types can move -their cargo from one continent to another. The wind blows from the west without -cessation. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32106 -D1 -~ -~ -0 0 32112 -D2 -~ -~ -0 0 32116 -S -#32112 -Wild, Foaming Crests~ - The water has become rough and choppy, the crests of the waves rising with -froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32107 -D1 -~ -~ -0 0 32113 -D2 -~ -~ -0 0 32117 -D3 -~ -~ -0 0 32111 -S -#32113 -Among the Tradewinds~ - A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32108 -D1 -~ -~ -0 0 32114 -D2 -~ -~ -0 0 32118 -D3 -~ -~ -0 0 32112 -S -#32114 -Among the Tradewinds~ - The constant wind that blows out of the east pushes the sea along at a steady -pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32109 -D1 -~ -~ -0 0 32115 -D2 -~ -~ -0 0 32119 -D3 -~ -~ -0 0 32113 -S -#32115 -Wild, Foaming Crests~ - The water rises and falls with such force that it seems the world must be -shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32110 -D1 -~ -~ -0 0 32128 -D2 -~ -~ -0 0 32120 -D3 -~ -~ -0 0 32114 -S -#32116 -Wild, Foaming Crests~ - Waves crash and slam against each other in a constant swirl of motion, spray -and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32111 -D1 -~ -~ -0 0 32117 -D2 -~ -~ -0 0 32121 -S -#32117 -In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. -Everything seems to have gotten very quiet, making it almost surreal in this -area. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32112 -D1 -~ -~ -0 0 32118 -D2 -~ -~ -0 0 32122 -D3 -~ -~ -0 0 32116 -S -#32118 -In the Fog~ - A thick fog has rolled in over the ocean's surface, obscuring what lies ahead -and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32113 -D1 -~ -~ -0 0 32119 -D2 -~ -~ -0 0 32123 -D3 -~ -~ -0 0 32117 -S -#32119 -A Drizzling Rain~ - The rain comes down in steady sheets of tiny raindrops. It does not appear -that there will be any thunder or lightning any time soon, just a steady dismal -downpour. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32114 -D1 -~ -~ -0 0 32120 -D2 -~ -~ -0 0 32124 -D3 -~ -~ -0 0 32118 -S -#32120 -A Gentle Breeze~ - A calming, fresh breeze blows in bring the fresh scent of the open sea and -the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32115 -D1 -~ -~ -0 0 32129 -D2 -~ -~ -0 0 32125 -D3 -~ -~ -0 0 32119 -S -#32121 -Among Fifteen Foot Waves~ - A blinding storm has erupted across the seas, causing the water to jump from -casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32116 -D1 -~ -~ -0 0 32122 -D2 -~ -~ -0 0 32100 -S -#32122 -Among Fifteen Foot Waves~ - Waves crush down in giant walls in every direction, the winds howls -unceasingly as the rain is driven harder and harder against the sea's surface. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32117 -D1 -~ -~ -0 0 32123 -D2 -~ -~ -0 0 32195 -D3 -~ -~ -0 0 32121 -S -#32123 -A Drizzling Rain~ - The rain falls in a steady drizzle that soaks to the bone, but does not cause -any harm. The wind has all but died out, making the rain all the final and -somber. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32118 -D1 -~ -~ -0 0 32124 -D2 -~ -~ -0 0 32190 -D3 -~ -~ -0 0 32122 -S -#32124 -A Gentle Breeze~ - The fresh breeze that blows past is a calm, gentle one that can only be -called dreamy. A sailor in these winds would gladly lie on the deck of his ship -with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32119 -D1 -~ -~ -0 0 32125 -D2 -~ -~ -0 0 32185 -D3 -~ -~ -0 0 32123 -S -#32125 -Upon the Mighty Sea~ - All around is the wide open expanse of the sea, its mighty presence so -strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32120 -D1 -~ -~ -0 0 32130 -D2 -~ -~ -0 0 32180 -D3 -~ -~ -0 0 32124 -S -#32126 -Calm Waters~ - The waters of the sea are very still here, so still that they bring a feeling -of peace and comfort. They are not the dead calm that always is associated with -dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 31996 -D1 -~ -~ -0 0 32131 -D2 -~ -~ -0 0 32127 -D3 -~ -~ -0 0 32105 -S -#32127 -Calm Waters~ - The calm sooth mind and body, lending a feeling of peace and comfort to any -traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32126 -D1 -~ -~ -0 0 32132 -D2 -~ -~ -0 0 32128 -D3 -~ -~ -0 0 32110 -S -#32128 -Calm Waters~ - The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32127 -D1 -~ -~ -0 0 32133 -D2 -~ -~ -0 0 32129 -D3 -~ -~ -0 0 32115 -S -#32129 -A Choppy Section of the Sea~ - The water has grown tumultous and rough here, the waves not high but -frequent. Water splashes into the air as the small waves spalsh into each -other. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32128 -D1 -~ -~ -0 0 32134 -D2 -~ -~ -0 0 32130 -D3 -~ -~ -0 0 32120 -S -#32130 -A Choppy Section of the Sea~ - The wind has picked up a bit and has caused the sea to begin to churn a bit, -the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32129 -D1 -~ -~ -0 0 32135 -D2 -~ -~ -0 0 32152 -D3 -~ -~ -0 0 32125 -S -#32131 -Placid Waters~ - The sea has turned to calm that is almost unsettling. Any sailor would bow -their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 31991 -D1 -~ -~ -0 0 32136 -D2 -~ -~ -0 0 32132 -D3 -~ -~ -0 0 32126 -S -#32132 -Placid Waters~ - The waters of the sea do not seem to move at all, not even with the usual -gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32131 -D1 -~ -~ -0 0 32137 -D2 -~ -~ -0 0 32133 -D3 -~ -~ -0 0 32127 -S -#32133 -Placid Waters~ - There is no current and no winds. The waters stand still and unmoving here -with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32132 -D1 -~ -~ -0 0 32138 -D2 -~ -~ -0 0 32134 -D3 -~ -~ -0 0 32128 -S -#32134 -A Swift Wind~ - A good, steady wind blows from the east, making sea travel swift and easy in -this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32133 -D1 -~ -~ -0 0 32139 -D2 -~ -~ -0 0 32135 -D3 -~ -~ -0 0 32129 -S -#32135 -A Swift Wind~ - A solid wind blows up from the east, carrying with it the tang and fresh -scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32134 -D1 -~ -~ -0 0 32140 -D2 -~ -~ -0 0 32152 -D3 -~ -~ -0 0 32130 -S -#32136 -A Strong Current~ - This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 31986 -D1 -~ -~ -0 0 32141 -D2 -~ -~ -0 0 32137 -D3 -~ -~ -0 0 32131 -S -#32137 -Among the Tradewinds~ - These constant winds are what ensures that commercial boating types can move -their cargo from one continent to another. The wind blows from the west without -cessation. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32136 -D1 -~ -~ -0 0 32142 -D2 -~ -~ -0 0 32138 -D3 -~ -~ -0 0 32132 -S -#32138 -Wild, Foaming Crests~ - The water has become rough and choppy, the crests of the waves rising with -froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32137 -D1 -~ -~ -0 0 32143 -D2 -~ -~ -0 0 32139 -D3 -~ -~ -0 0 32133 -S -#32139 -Among the Tradewinds~ - A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32138 -D1 -~ -~ -0 0 32144 -D2 -~ -~ -0 0 32140 -D3 -~ -~ -0 0 32134 -S -#32140 -Among the Tradewinds~ - The constant wind that blows out of the east pushes the sea along at a steady -pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32139 -D1 -~ -~ -0 0 32145 -D2 -~ -~ -0 0 32153 -D3 -~ -~ -0 0 32135 -S -#32141 -Wild, Foaming Crests~ - The water rises and falls with such force that it seems the world must be -shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 31981 -D1 -~ -~ -0 0 32146 -D2 -~ -~ -0 0 32142 -D3 -~ -~ -0 0 32136 -S -#32142 -Wild, Foaming Crests~ - Waves crash and slam against each other in a constant swirl of motion, spray -and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32141 -D1 -~ -~ -0 0 32147 -D2 -~ -~ -0 0 32143 -D3 -~ -~ -0 0 32137 -S -#32143 -In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. -Everything seems to have gotten very quiet, making it almost surreal in this -area. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32142 -D1 -~ -~ -0 0 32148 -D2 -~ -~ -0 0 32144 -D3 -~ -~ -0 0 32138 -S -#32144 -In the Fog~ - A thick fog has rolled in over the ocean's surface, obscuring what lies ahead -and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32143 -D1 -~ -~ -0 0 32149 -D2 -~ -~ -0 0 32145 -D3 -~ -~ -0 0 32139 -S -#32145 -A Drizzling Rain~ - The rain comes down in steady sheets of tiny raindrops. It does not appear -that there will be any thunder or lightning any time soon, just a steady dismal -downpour. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32144 -D1 -~ -~ -0 0 32152 -D2 -~ -~ -0 0 32154 -D3 -~ -~ -0 0 32140 -S -#32146 -A Gentle Breeze~ - A calming, fresh breeze blows in bring the fresh scent of the open sea and -the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 31976 -D2 -~ -~ -0 0 32147 -D3 -~ -~ -0 0 32141 -S -#32147 -Among Fifteen Foot Waves~ - A blinding storm has erupted across the seas, causing the water to jump from -casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32146 -D2 -~ -~ -0 0 32148 -D3 -~ -~ -0 0 32142 -S -#32148 -Among Fifteen Foot Waves~ - Waves crush down in giant walls in every direction, the winds howls -unceasingly as the rain is driven harder and harder against the sea's surface. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32147 -D2 -~ -~ -0 0 32149 -D3 -~ -~ -0 0 32143 -S -#32149 -A Drizzling Rain~ - The rain falls in a steady drizzle that soaks to the bone, but does not cause -any harm. The wind has all but died out, making the rain all the final and -somber. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32148 -D2 -~ -~ -0 0 32150 -D3 -~ -~ -0 0 32144 -S -#32150 -A Gentle Breeze~ - The fresh breeze that blows past is a calm, gentle one that can only be -called dreamy. A sailor in these winds would gladly lie on the deck of his ship -with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32149 -D2 -~ -~ -0 0 32155 -D3 -~ -~ -0 0 32145 -S -#32151 -Upon the Mighty Sea~ - All around is the wide open expanse of the sea, its mighty presence so -strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32130 -D1 -~ -~ -0 0 32152 -D2 -~ -~ -0 0 32156 -D3 -~ -~ -0 0 32180 -S -#32152 -Calm Waters~ - The waters of the sea are very still here, so still that they bring a feeling -of peace and comfort. They are not the dead calm that always is associated with -dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32135 -D1 -~ -~ -0 0 32153 -D2 -~ -~ -0 0 32157 -D3 -~ -~ -0 0 32152 -S -#32153 -Calm Waters~ - The calm sooth mind and body, lending a feeling of peace and comfort to any -traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32140 -D1 -~ -~ -0 0 32154 -D2 -~ -~ -0 0 32158 -D3 -~ -~ -0 0 32152 -S -#32154 -Calm Waters~ - The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32145 -D1 -~ -~ -0 0 32155 -D2 -~ -~ -0 0 32159 -D3 -~ -~ -0 0 32153 -S -#32155 -A Choppy Section of the Sea~ - The water has grown tumultous and rough here, the waves not high but -frequent. Water splashes into the air as the small waves spalsh into each -other. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32150 -D2 -~ -~ -0 0 32160 -D3 -~ -~ -0 0 32154 -S -#32156 -A Choppy Section of the Sea~ - The wind has picked up a bit and has caused the sea to begin to churn a bit, -the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32152 -D1 -~ -~ -0 0 32157 -D2 -~ -~ -0 0 32161 -D3 -~ -~ -0 0 32179 -S -#32157 -Placid Waters~ - The sea has turned to calm that is almost unsettling. Any sailor would bow -their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32152 -D1 -~ -~ -0 0 32158 -D2 -~ -~ -0 0 32162 -D3 -~ -~ -0 0 32156 -S -#32158 -Placid Waters~ - The waters of the sea do not seem to move at all, not even with the usual -gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32153 -D1 -~ -~ -0 0 32159 -D2 -~ -~ -0 0 32163 -D3 -~ -~ -0 0 32157 -S -#32159 -Placid Waters~ - There is no current and no winds. The waters stand still and unmoving here -with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32154 -D1 -~ -~ -0 0 32160 -D2 -~ -~ -0 0 32164 -D3 -~ -~ -0 0 32158 -S -#32160 -A Swift Wind~ - A good, steady wind blows from the east, making sea travel swift and easy in -this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32155 -D2 -~ -~ -0 0 32165 -D3 -~ -~ -0 0 32159 -S -#32161 -A Swift Wind~ - A solid wind blows up from the east, carrying with it the tang and fresh -scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32156 -D1 -~ -~ -0 0 32162 -D2 -~ -~ -0 0 32166 -D3 -~ -~ -0 0 32178 -S -#32162 -A Strong Current~ - This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32157 -D1 -~ -~ -0 0 32163 -D2 -~ -~ -0 0 32167 -D3 -~ -~ -0 0 32161 -S -#32163 -Among the Tradewinds~ - These constant winds are what ensures that commercial boating types can move -their cargo from one continent to another. The wind blows from the west without -cessation. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32158 -D1 -~ -~ -0 0 32164 -D2 -~ -~ -0 0 32168 -D3 -~ -~ -0 0 32162 -S -#32164 -Wild, Foaming Crests~ - The water has become rough and choppy, the crests of the waves rising with -froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32159 -D1 -~ -~ -0 0 32165 -D2 -~ -~ -0 0 32169 -D3 -~ -~ -0 0 32163 -S -#32165 -Among the Tradewinds~ - A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32160 -D2 -~ -~ -0 0 32170 -D3 -~ -~ -0 0 32164 -S -#32166 -Among the Tradewinds~ - The constant wind that blows out of the east pushes the sea along at a steady -pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32161 -D1 -~ -~ -0 0 32167 -D2 -~ -~ -0 0 32171 -D3 -~ -~ -0 0 32177 -S -#32167 -Wild, Foaming Crests~ - The water rises and falls with such force that it seems the world must be -shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32162 -D1 -~ -~ -0 0 32168 -D2 -~ -~ -0 0 32172 -D3 -~ -~ -0 0 32166 -S -#32168 -Wild, Foaming Crests~ - Waves crash and slam against each other in a constant swirl of motion, spray -and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32163 -D1 -~ -~ -0 0 32169 -D2 -~ -~ -0 0 32173 -D3 -~ -~ -0 0 32167 -S -#32169 -In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. -Everything seems to have gotten very quiet, making it almost surreal in this -area. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32164 -D1 -~ -~ -0 0 32170 -D2 -~ -~ -0 0 32174 -D3 -~ -~ -0 0 32168 -S -#32170 -In the Fog~ - A thick fog has rolled in over the ocean's surface, obscuring what lies ahead -and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32165 -D2 -~ -~ -0 0 32175 -D3 -~ -~ -0 0 32169 -S -#32171 -A Drizzling Rain~ - The rain comes down in steady sheets of tiny raindrops. It does not appear -that there will be any thunder or lightning any time soon, just a steady dismal -downpour. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32166 -D1 -~ -~ -0 0 32172 -D3 -~ -~ -0 0 32176 -S -#32172 -A Gentle Breeze~ - A calming, fresh breeze blows in bring the fresh scent of the open sea and -the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32167 -D1 -~ -~ -0 0 32173 -D3 -~ -~ -0 0 32171 -S -#32173 -Among Fifteen Foot Waves~ - A blinding storm has erupted across the seas, causing the water to jump from -casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32168 -D1 -~ -~ -0 0 32174 -D3 -~ -~ -0 0 32172 -S -#32174 -Among Fifteen Foot Waves~ - Waves crush down in giant walls in every direction, the winds howls -unceasingly as the rain is driven harder and harder against the sea's surface. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32169 -D1 -~ -~ -0 0 32175 -D3 -~ -~ -0 0 32173 -S -#32175 -A Drizzling Rain~ - The rain falls in a steady drizzle that soaks to the bone, but does not cause -any harm. The wind has all but died out, making the rain all the final and -somber. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32170 -D3 -~ -~ -0 0 32174 -S -#32176 -A Gentle Breeze~ - The fresh breeze that blows past is a calm, gentle one that can only be -called dreamy. A sailor in these winds would gladly lie on the deck of his ship -with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32177 -D1 -~ -~ -0 0 32171 -D3 -~ -~ -0 0 32181 -S -#32177 -Upon the Mighty Sea~ - All around is the wide open expanse of the sea, its mighty presence so -strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32178 -D1 -~ -~ -0 0 32166 -D2 -~ -~ -0 0 32176 -D3 -~ -~ -0 0 32182 -S -#32178 -Calm Waters~ - The waters of the sea are very still here, so still that they bring a feeling -of peace and comfort. They are not the dead calm that always is associated with -dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32179 -D1 -~ -~ -0 0 32161 -D2 -~ -~ -0 0 32177 -D3 -~ -~ -0 0 32183 -S -#32179 -Calm Waters~ - The calm sooth mind and body, lending a feeling of peace and comfort to any -traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32180 -D1 -~ -~ -0 0 32156 -D2 -~ -~ -0 0 32178 -D3 -~ -~ -0 0 32184 -S -#32180 -Calm Waters~ - The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32125 -D1 -~ -~ -0 0 32152 -D2 -~ -~ -0 0 32179 -D3 -~ -~ -0 0 32185 -S -#32181 -A Choppy Section of the Sea~ - The water has grown tumultous and rough here, the waves not high but -frequent. Water splashes into the air as the small waves spalsh into each -other. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32182 -D1 -~ -~ -0 0 32176 -D3 -~ -~ -0 0 32186 -S -#32182 -A Choppy Section of the Sea~ - The wind has picked up a bit and has caused the sea to begin to churn a bit, -the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32183 -D1 -~ -~ -0 0 32177 -D2 -~ -~ -0 0 32181 -D3 -~ -~ -0 0 32187 -S -#32183 -Placid Waters~ - The sea has turned to calm that is almost unsettling. Any sailor would bow -their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32184 -D1 -~ -~ -0 0 32178 -D2 -~ -~ -0 0 32182 -D3 -~ -~ -0 0 32188 -S -#32184 -Placid Waters~ - The waters of the sea do not seem to move at all, not even with the usual -gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32185 -D1 -~ -~ -0 0 32179 -D2 -~ -~ -0 0 32183 -D3 -~ -~ -0 0 32189 -S -#32185 -Placid Waters~ - There is no current and no winds. The waters stand still and unmoving here -with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32124 -D1 -~ -~ -0 0 32180 -D2 -~ -~ -0 0 32184 -D3 -~ -~ -0 0 32190 -S -#32186 -A Swift Wind~ - A good, steady wind blows from the east, making sea travel swift and easy in -this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32187 -D1 -~ -~ -0 0 32181 -D3 -~ -~ -0 0 32191 -S -#32187 -A Swift Wind~ - A solid wind blows up from the east, carrying with it the tang and fresh -scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32188 -D1 -~ -~ -0 0 32182 -D2 -~ -~ -0 0 32186 -D3 -~ -~ -0 0 32192 -S -#32188 -A Strong Current~ - This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32189 -D1 -~ -~ -0 0 32183 -D2 -~ -~ -0 0 32188 -D3 -~ -~ -0 0 32193 -S -#32189 -Among the Tradewinds~ - These constant winds are what ensures that commercial boating types can move -their cargo from one continent to another. The wind blows from the west without -cessation. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32190 -D1 -~ -~ -0 0 32184 -D2 -~ -~ -0 0 32188 -D3 -~ -~ -0 0 32194 -S -#32190 -Wild, Foaming Crests~ - The water has become rough and choppy, the crests of the waves rising with -froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32123 -D1 -~ -~ -0 0 32185 -D2 -~ -~ -0 0 32189 -D3 -~ -~ -0 0 32195 -S -#32191 -Among the Tradewinds~ - A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32192 -D1 -~ -~ -0 0 32186 -D3 -~ -~ -0 0 32196 -S -#32192 -Among the Tradewinds~ - The constant wind that blows out of the east pushes the sea along at a steady -pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32193 -D1 -~ -~ -0 0 32187 -D2 -~ -~ -0 0 32191 -D3 -~ -~ -0 0 32197 -S -#32193 -Wild, Foaming Crests~ - The water rises and falls with such force that it seems the world must be -shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32194 -D1 -~ -~ -0 0 32188 -D2 -~ -~ -0 0 32192 -D3 -~ -~ -0 0 32198 -S -#32194 -Wild, Foaming Crests~ - Waves crash and slam against each other in a constant swirl of motion, spray -and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32195 -D1 -~ -~ -0 0 32189 -D2 -~ -~ -0 0 32193 -D3 -~ -~ -0 0 32199 -S -#32195 -In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. -Everything seems to have gotten very quiet, making it almost surreal in this -area. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32122 -D1 -~ -~ -0 0 32190 -D2 -~ -~ -0 0 32194 -D3 -~ -~ -0 0 32100 -S -#32196 -In the Fog~ - A thick fog has rolled in over the ocean's surface, obscuring what lies ahead -and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32197 -D1 -~ -~ -0 0 32191 -S -#32197 -A Drizzling Rain~ - The rain comes down in steady sheets of tiny raindrops. It does not appear -that there will be any thunder or lightning any time soon, just a steady dismal -downpour. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32198 -D1 -~ -~ -0 0 32192 -D2 -~ -~ -0 0 32196 -S -#32198 -A Gentle Breeze~ - A calming, fresh breeze blows in bring the fresh scent of the open sea and -the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32199 -D1 -~ -~ -0 0 32193 -D2 -~ -~ -0 0 32197 -S -#32199 -Among Fifteen Foot Waves~ - A blinding storm has erupted across the seas, causing the water to jump from -casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. -~ -321 0 0 0 0 0 -D0 -~ -~ -0 0 32100 -D1 -~ -~ -0 0 32194 -D2 -~ -~ -0 0 32198 -S -$~ diff --git a/lib/world/wld/322.wld b/lib/world/wld/322.wld deleted file mode 100644 index c234afa..0000000 --- a/lib/world/wld/322.wld +++ /dev/null @@ -1,1838 +0,0 @@ -#32200 -Breakwaters of McGintey Bay~ - The water of the bay and the water from the Yllythad meet each other in -protesting currents, making the water here a constant roil of unpredictable -motion. Sailors that move past this area do so in a hurried manner, making sure -that their ships are not dashed against the cliff face the encloses the bay. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32207 -D1 -~ -~ -0 0 32201 -D2 -~ -~ -0 0 31903 -E -credits info~ - Kaan - Zone 322 is linked to the following zones: -319 Yllythad Sea at 32200 (south) ---> 31903 -319 Yllythad Sea at 32201 (south) ---> 31904 -319 Yllythad Sea at 32202 (south) ---> 31905 -319 Yllythad Sea at 32203 (south) ---> 31926 -319 Yllythad Sea at 32204 (south) ---> 31931 -318 Dock Area at 32265 (north) ---> 31849 -318 Dock Area at 32267 (north) ---> 31848 -318 Dock Area at 32269 (north) ---> 31847 -318 Dock Area at 32271 (north) ---> 31846 -318 Dock Area at 32273 (north) ---> 31842 -318 Dock Area at 32275 (north) ---> 31843 -318 Dock Area at 32277 (north) ---> 31844 -~ -S -#32201 -Breakwaters of McGintey Bay~ - The water of the bay and the water from the Yllythad meet each other in -protesting currents, making the water here a constant roil of unpredictable -motion. Sailors that move past this area do so in a hurried manner, making sure -that their ships are not dashed against the cliff face the encloses the bay. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32208 -D1 -~ -~ -0 0 32202 -D2 -~ -~ -0 0 31904 -D3 -~ -~ -0 0 32200 -S -#32202 -Breakwaters of McGintey Bay~ - The water of the bay and the water from the Yllythad meet each other in -protesting currents, making the water here a constant roil of unpredictable -motion. Sailors that move past this area do so in a hurried manner, making sure -that their ships are not dashed against the cliff face the encloses the bay. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32209 -D1 -~ -~ -0 0 32203 -D2 -~ -~ -0 0 31905 -D3 -~ -~ -0 0 32201 -S -#32203 -Breakwaters of McGintey Bay~ - The water of the bay and the water from the Yllythad meet each other in -protesting currents, making the water here a constant roil of unpredictable -motion. Sailors that move past this area do so in a hurried manner, making sure -that their ships are not dashed against the cliff face the encloses the bay. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32210 -D1 -~ -~ -0 0 32204 -D2 -~ -~ -0 0 31926 -D3 -~ -~ -0 0 32202 -S -#32204 -Breakwaters of McGintey Bay~ - The water of the bay and the water from the Yllythad meet each other in -protesting currents, making the water here a constant roil of unpredictable -motion. Sailors that move past this area do so in a hurried manner, making sure -that their ships are not dashed against the cliff face the encloses the bay. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32211 -D2 -~ -~ -0 0 31931 -D3 -~ -~ -0 0 32203 -S -#32205 -Near the Breakwaters~ - The cove walls come to a last curve before opening up into the waters of the -Yllythad. McGintey Cove lies to the north, its walls high above the sea on -McGintey Rock, the dock area at sea level, allowing sailors to load and unload -their cargo. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32217 -D1 -~ -~ -0 0 32206 -S -#32206 -Near the Breakwaters~ - The southern border of McGintey lies just south from here, the waters roiling -and churning as they meet the strong current of the ocean. The seaport city of -McGintey Cove lies just to the north, its immense size encompassing the entire -field of vision in that direction. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32218 -D1 -~ -~ -0 0 32207 -D3 -~ -~ -0 0 32205 -S -#32207 -Near the Breakwaters~ - The southern border of McGintey lies just south from here, the waters roiling -and churning as they meet the strong current of the ocean. The seaport city of -McGintey Cove lies just to the north, its immense size encompassing the entire -field of vision in that direction. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32219 -D1 -~ -~ -0 0 32208 -D2 -~ -~ -0 0 32200 -D3 -~ -~ -0 0 32206 -S -#32208 -Near the Breakwaters~ - The southern border of McGintey lies just south from here, the waters roiling -and churning as they meet the strong current of the ocean. The seaport city of -McGintey Cove lies just to the north, its immense size encompassing the entire -field of vision in that direction. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32220 -D1 -~ -~ -0 0 32209 -D2 -~ -~ -0 0 32201 -D3 -~ -~ -0 0 32207 -S -#32209 -Near the Breakwaters~ - The southern border of McGintey lies just south from here, the waters roiling -and churning as they meet the strong current of the ocean. The seaport city of -McGintey Cove lies just to the north, its immense size encompassing the entire -field of vision in that direction. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32221 -D1 -~ -~ -0 0 32210 -D2 -~ -~ -0 0 32202 -D3 -~ -~ -0 0 32208 -S -#32210 -Near the Breakwaters~ - The southern border of McGintey lies just south from here, the waters roiling -and churning as they meet the strong current of the ocean. The seaport city of -McGintey Cove lies just to the north, its immense size encompassing the entire -field of vision in that direction. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32222 -D1 -~ -~ -0 0 32211 -D2 -~ -~ -0 0 32203 -D3 -~ -~ -0 0 32209 -S -#32211 -Near the Breakwaters~ - The southern border of McGintey lies just south from here, the waters roiling -and churning as they meet the strong current of the ocean. The seaport city of -McGintey Cove lies just to the north, its immense size encompassing the entire -field of vision in that direction. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32223 -D1 -~ -~ -0 0 32212 -D2 -~ -~ -0 0 32204 -D3 -~ -~ -0 0 32210 -S -#32212 -Near the Breakwaters~ - The walls of the cliff face which encloses the Bay makes one final curve -before allowing access out into the Yllythad. McGintey Cove lies to the north, -proudly seated upon McGintey Rock. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32224 -D1 -~ -~ -0 0 32213 -D3 -~ -~ -0 0 32211 -S -#32213 -Near the Breakwaters~ - The walls of the cliff face which encloses the Bay makes one final curve -before allowing access out into the Yllythad. McGintey Cove lies to the north, -proudly seated upon McGintey Rock. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32225 -D3 -~ -~ -0 0 32212 -S -#32214 -McGintey Bay~ - The open waters of the bay roll steadily along, carrying with them the scent -of the open sea and adventures untold. To the north is the great seaport city -of McGintey Cove, raised high above the sea on its huge stone pedestal, McGintey -Rock. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32231 -D1 -~ -~ -0 0 32215 -S -#32215 -McGintey Bay~ - The beautiful waters of the Bay surround on all sides, the water moving along -with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32232 -D1 -~ -~ -0 0 32216 -D3 -~ -~ -0 0 32214 -S -#32216 -McGintey Bay~ - The beautiful waters of the Bay surround on all sides, the water moving along -with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32233 -D1 -~ -~ -0 0 32217 -D3 -~ -~ -0 0 32215 -S -#32217 -McGintey Bay~ - The beautiful waters of the Bay surround on all sides, the water moving along -with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32234 -D1 -~ -~ -0 0 32218 -D2 -~ -~ -0 0 32205 -D3 -~ -~ -0 0 32216 -S -#32218 -McGintey Bay~ - The beautiful waters of the Bay surround on all sides, the water moving along -with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32235 -D1 -~ -~ -0 0 32219 -D2 -~ -~ -0 0 32206 -D3 -~ -~ -0 0 32217 -S -#32219 -McGintey Bay~ - The beautiful waters of the Bay surround on all sides, the water moving along -with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32236 -D1 -~ -~ -0 0 32220 -D2 -~ -~ -0 0 32207 -D3 -~ -~ -0 0 32218 -S -#32220 -McGintey Bay~ - The beautiful waters of the Bay surround on all sides, the water moving along -with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32237 -D1 -~ -~ -0 0 32221 -D2 -~ -~ -0 0 32208 -D3 -~ -~ -0 0 32219 -S -#32221 -McGintey Bay~ - The beautiful waters of the Bay surround on all sides, the water moving along -with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32238 -D1 -~ -~ -0 0 32222 -D2 -~ -~ -0 0 32209 -D3 -~ -~ -0 0 32220 -S -#32222 -McGintey Bay~ - The beautiful waters of the Bay surround on all sides, the water moving along -with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32239 -D1 -~ -~ -0 0 32223 -D2 -~ -~ -0 0 32210 -D3 -~ -~ -0 0 32221 -S -#32223 -McGintey Bay~ - The beautiful waters of the Bay surround on all sides, the water moving along -with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32240 -D1 -~ -~ -0 0 32224 -D2 -~ -~ -0 0 32211 -D3 -~ -~ -0 0 32222 -S -#32224 -McGintey Bay~ - The beautiful waters of the Bay surround on all sides, the water moving along -with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32241 -D1 -~ -~ -0 0 32225 -D2 -~ -~ -0 0 32212 -D3 -~ -~ -0 0 32223 -S -#32225 -McGintey Bay~ - The scenic beauty of McGintey's majestic size and majesty dominates the -northern view as it looms ever closer. Perched high upon the rock which it is -named for, the city boasts what is most probably the most impressive look for a -city in Dibrova. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32242 -D1 -~ -~ -0 0 32226 -D2 -~ -~ -0 0 32213 -D3 -~ -~ -0 0 32224 -S -#32226 -McGintey Bay~ - The scenic beauty of McGintey's majestic size and majesty dominates the -northern view as it looms ever closer. Perched high upon the rock which it is -named for, the city boasts what is most probably the most impressive look for a -city in Dibrova. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32243 -D1 -~ -~ -0 0 32227 -D3 -~ -~ -0 0 32225 -S -#32227 -McGintey Bay~ - The waters of the bay move along at a steady pace, carrying the sea traffic -to and from the city in a fast paced flow. The city itself lies just north from -here, perched upon the great rock that gives the city its name. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32244 -D1 -~ -~ -0 0 32228 -D3 -~ -~ -0 0 32226 -S -#32228 -McGintey Bay~ - The waters of the bay move along at a steady pace, carrying the sea traffic -to and from the city in a fast paced flow. The city itself lies just north from -here, perched upon the great rock that gives the city its name. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32245 -D1 -~ -~ -0 0 32229 -D3 -~ -~ -0 0 32227 -S -#32229 -McGintey Bay~ - The Bay follows along the curve of the rocky face of the cliff that forms the -bay's shape, curving out into the sea. To the north lies the dock area for -McGintey Cove, large and extremely busy. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32246 -D3 -~ -~ -0 0 32228 -S -#32230 -Nearing the Docks of McGintey~ - The dock area lies to the north, ships moving in and out constantly. The sea -has lost its influence over the waters here, the only waves from that of passing -ships. The rocky face of McGintey hems in on the west and south sides, forming -the natural walls of the bay. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32247 -D1 -~ -~ -0 0 32231 -S -#32231 -Nearing the Docks of McGintey~ - The dock area lies to the north, ships moving in and out constantly. The sea -has lost its influence over the waters here, the only waves from that of passing -ships. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32248 -D1 -~ -~ -0 0 32232 -D2 -~ -~ -0 0 32214 -D3 -~ -~ -0 0 32230 -S -#32232 -Nearing the Docks of McGintey~ - The western end of McGintey's docks lie just north from here, a great -commotion of movement visible upon the docks as workers haul and grunt the loads -off of the ships carrying it into port. The wide open expanse of McGintey Bay -lies to the north, opening up into the immense Yllythad Sea and beyond. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32249 -D1 -~ -~ -0 0 32233 -D2 -~ -~ -0 0 32215 -D3 -~ -~ -0 0 32231 -S -#32233 -Nearing the Docks of McGintey~ - The docking area lies just north from here, constant motion and tumult in the -sea as ships push their way past each other in attempts to unload passenger or -cargo first. The water only swells now from passing ships, the roll of the high -waves almost completely gone so close to shore. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32250 -D1 -~ -~ -0 0 32234 -D2 -~ -~ -0 0 32216 -D3 -~ -~ -0 0 32232 -S -#32234 -Nearing the Docks of McGintey~ - The dock area of McGintey lies just north of here, ships running in and out -of docking in constant motion. The immensity of the docking area alone is -enough to stagger any sailor, besides the fact that it represents only a tiny -fraction of the size of McGintey Cove. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32251 -D1 -~ -~ -0 0 32235 -D2 -~ -~ -0 0 32217 -D3 -~ -~ -0 0 32233 -S -#32235 -Nearing the Docks of McGintey~ - The docking area lies just north from here, constant motion and tumult in the -sea as ships push their way past each other in attempts to unload passenger or -cargo first. The occasional ship that passes by hosts a deck of cheering -sailors as they end what is assumed to be a long journey over the seas to a -place where they might rest their sea legs for a day or two before once again -heading out toward a foreign port. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32252 -D1 -~ -~ -0 0 32236 -D2 -~ -~ -0 0 32218 -D3 -~ -~ -0 0 32234 -S -#32236 -Nearing the Docks of McGintey~ - The docks of McGintey lie just north of here, a bustle of sea travel all -around as ships nudge their way in past each other in an attempt to get to dock -first. The docks lie just north of here, the waves gently lapping against their -wood planking. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32253 -D1 -~ -~ -0 0 32237 -D2 -~ -~ -0 0 32219 -D3 -~ -~ -0 0 32235 -S -#32237 -Nearing the Docks of McGintey~ - The water here is much more calm, the current finally giving in the curve of -the land beneath and rolling away to the south. Only the occasional swell from -a passing ship disrupts the calm smooth of the water's surface. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32254 -D1 -~ -~ -0 0 32238 -D2 -~ -~ -0 0 32220 -D3 -~ -~ -0 0 32236 -S -#32238 -Nearing the Docks of McGintey~ - The docks of McGintey lie just north of here, a bustle of sea travel all -around as ships nudge their way in past each other in an attempt to get to dock -first. The docks lie just north of here, the waves gently lapping against their -wood planking. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32255 -D1 -~ -~ -0 0 32239 -D2 -~ -~ -0 0 32221 -D3 -~ -~ -0 0 32237 -S -#32239 -Nearing the Docks of McGintey~ - The water here is much more calm, the current finally giving in the curve of -the land beneath and rolling away to the south. Only the occasional swell from -a passing ship disrupts the calm smooth of the water's surface. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32256 -D1 -~ -~ -0 0 32240 -D2 -~ -~ -0 0 32222 -D3 -~ -~ -0 0 32238 -S -#32240 -Nearing the Docks of McGintey~ - The docks of McGintey lie just north of here, a bustle of sea travel all -around as ships nudge their way in past each other in an attempt to get to dock -first. The docks lie just north of here, the waves gently lapping against their -wood planking. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32257 -D1 -~ -~ -0 0 32241 -D2 -~ -~ -0 0 32223 -D3 -~ -~ -0 0 32239 -S -#32241 -Nearing the Docks of McGintey~ - The docks of McGintey lie just north of here, a bustle of sea travel all -around as ships nudge their way in past each other in an attempt to get to dock -first. The waters are much less in the grip of the sea's current here, no pull -or tug can be felt from the waters. Only the occasional swell from a passing -ship. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32258 -D1 -~ -~ -0 0 32242 -D2 -~ -~ -0 0 32224 -D3 -~ -~ -0 0 32240 -S -#32242 -Nearing the Docks of McGintey~ - The docks of McGintey lie just north of here, a bustle of sea travel all -around as ships nudge their way in past each other in an attempt to get to dock -first. The waters are much less in the grip of the sea's current here, no pull -or tug can be felt from the waters. Only the occasional swell from a passing -ship. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32259 -D1 -~ -~ -0 0 32243 -D2 -~ -~ -0 0 32225 -D3 -~ -~ -0 0 32241 -S -#32243 -Nearing the Docks of McGintey~ - The docks of McGintey lie just north of here, a bustle of sea travel all -around as ships nudge their way in past each other in an attempt to get to dock -first. The waters are much less in the grip of the sea's current here, no pull -or tug can be felt from the waters. Only the occasional swell from a passing -ship. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32260 -D1 -~ -~ -0 0 32244 -D2 -~ -~ -0 0 32226 -D3 -~ -~ -0 0 32242 -S -#32244 -Nearing the Docks of McGintey~ - The docks of McGintey lie just north of here, a bustle of sea travel all -around as ships nudge their way in past each other in an attempt to get to dock -first. The water here is much more calm than that to the south which is closer -to the open sea. The current here does not pull and tug quite so much. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32261 -D1 -~ -~ -0 0 32245 -D2 -~ -~ -0 0 32227 -D3 -~ -~ -0 0 32243 -S -#32245 -Nearing the Docks of McGintey~ - The docks of McGintey lie just north of here, a bustle of sea travel all -around as ships nudge their way in past each other in an attempt to get to dock -first. The water here is much more calm than that to the south which is closer -to the open sea. The current here does not pull and tug quite so much. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32262 -D1 -~ -~ -0 0 32246 -D2 -~ -~ -0 0 32228 -D3 -~ -~ -0 0 32244 -S -#32246 -Nearing the Docks of McGintey~ - The water here is still deep, but much more calm as it reaches closer to the -docks of the city. The steep rock walls of McGintey Rock rises on the east -side, the Rock being the foundation which McGintey Cove rests upon. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32263 -D2 -~ -~ -0 0 32229 -D3 -~ -~ -0 0 32245 -S -#32247 -Dock Area~ - The water is quite calm here, as it laps gently against the rock face of -McGintey Rock, the rock which the seaport city of McGintey rests upon. The -docks of the city lie to the east, full of ships and people. -~ -322 0 0 0 0 0 -D1 -~ -~ -0 0 32248 -D2 -~ -~ -0 0 32230 -S -#32248 -Dock Area~ - The calm, still waters of the Bay are only broken when a ship comes or goes -from the docks to the east. Most of the ships docked along this area appear to -be cargo haulers, the type to carry large amounts of goods over long distances. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32264 -D1 -~ -~ -0 0 32249 -D2 -~ -~ -0 0 32231 -D3 -~ -~ -0 0 32247 -S -#32249 -The End of Dock 1~ - If it is possible, the hustle and bustle of this dock seems even more -pronounced here at the end. The workers seem almost frantic to unload the ships -which seem to come and go in nonstop motion from the Bay. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32265 -D1 -~ -~ -0 0 32250 -D2 -~ -~ -0 0 32232 -D3 -~ -~ -0 0 32248 -S -#32250 -Dock Area~ - The water is constantly being churned about by rowers and ships' rudders as -they negotiate their way into the docks on either side. Off to the south, -beyond the dock area is the Bay and beyond that the huge expanse of the Yllythad -Sea, its broad borders some say might never be charted by man. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32266 -D1 -~ -~ -0 0 32251 -D2 -~ -~ -0 0 32233 -D3 -~ -~ -0 0 32249 -S -#32251 -The End of Dock 2~ - Ships move their way in and out of docking unceasingly, shipping passengers -and cargo alike on and off their decks. Crewmembers of ships shout out orders, -captains curse and dockmen grunt and sweat their way through just another day on -the docks. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32267 -D1 -~ -~ -0 0 32252 -D2 -~ -~ -0 0 32234 -D3 -~ -~ -0 0 32250 -S -#32252 -Dock Area~ - The water is constantly being churned about by rowers and ships' rudders as -they negotiate their way into the docks on either side. Off to the south, -beyond the dock area is the Bay and beyond that the huge expanse of the Yllythad -Sea, its broad borders some say might never be charted by man. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32268 -D1 -~ -~ -0 0 32253 -D2 -~ -~ -0 0 32235 -D3 -~ -~ -0 0 32251 -S -#32253 -The End of Dock 3~ - The folk at the end of the dock who are not workers for one of the many -travel agencies recline lazily in brightly painted benches or tap their feet -impatiently while waiting for their ship to arrive. It seems the travel -industry booms mightily in McGintey! -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32269 -D1 -~ -~ -0 0 32254 -D2 -~ -~ -0 0 32236 -D3 -~ -~ -0 0 32252 -S -#32254 -Dock Area~ - The water splashes against the wood slats of the docks, muffled by the -enclosure of the docks themselves and the shops which are parked here. -Seagulls swoop and dive at the dead fish that might have been caught on a ship's -rudder or keel. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32270 -D1 -~ -~ -0 0 32255 -D2 -~ -~ -0 0 32237 -D3 -~ -~ -0 0 32253 -S -#32255 -The End of Dock 4~ - The folk at the end of the dock who are not workers for one of the many -travel agencies recline lazily in brightly painted benches or tap their feet -impatiently while waiting for their ship to arrive. It seems the travel -industry booms mightily in McGintey! -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32271 -D1 -~ -~ -0 0 32256 -D2 -~ -~ -0 0 32238 -D3 -~ -~ -0 0 32254 -S -#32256 -Dock Area~ - The water splashes against the wood slats of the docks, muffled by the -enclosure of the docks themselves and the shops which are parked here. -Seagulls swoop and dive at the dead fish that might have been caught on a ship's -rudder or keel. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32272 -D1 -~ -~ -0 0 32257 -D2 -~ -~ -0 0 32239 -D3 -~ -~ -0 0 32255 -S -#32257 -The End of Dock 5~ - The folk at the end of the dock who are not workers for one of the many -travel agencies recline lazily in brightly painted benches or tap their feet -impatiently while waiting for their ship to arrive. It seems the travel -industry booms mightily in McGintey! -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32273 -D1 -~ -~ -0 0 32258 -D2 -~ -~ -0 0 32240 -D3 -~ -~ -0 0 32256 -S -#32258 -Dock Area~ - This section of the dock area is relatively quiet, as quiet as an dock area -can be, anyway. The boats here are not near as large as the ones docked off to -the east, most of the ones here belonging to individual owners who pay a rent to -keep their boats here. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32274 -D1 -~ -~ -0 0 32259 -D2 -~ -~ -0 0 32241 -D3 -~ -~ -0 0 32257 -S -#32259 -The End of Dock 6~ - The quiet rocking of the boats docked here and the occasional bump of a -ships side against the padded sides of the docks are all that can be heard from -this dock. The men and women who walk along it share a mutual respect for the -others who use it, as most are private owners of sea craft that get docked here -by paying a rental fee. Loud raucous noise can be heard almost in a quiet roar -from the west where the commercial boating companies ply their trade. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32275 -D1 -~ -~ -0 0 32260 -D2 -~ -~ -0 0 32242 -D3 -~ -~ -0 0 32258 -S -#32260 -Dock Area~ - The boats that are docked here are more permanent fixtures than those to the -west that ride in and out of port usually within a day or less. As such, the -water here much more calm and much more clean, the smell almost tolerable. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32276 -D1 -~ -~ -0 0 32261 -D2 -~ -~ -0 0 32243 -D3 -~ -~ -0 0 32259 -S -#32261 -The End of Dock 7~ - The quiet rocking of the boats docked here and the occasional bump of a -ships side against the padded sides of the docks are all that can be heard from -this dock. The men and women who walk along it share a mutual respect for the -others who use it, as most are private owners of sea craft that get docked here -by paying a rental fee. Loud raucous noise can be heard almost in a quiet roar -from the west where the commercial boating companies ply their trade. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 32277 -D1 -~ -~ -0 0 32262 -D2 -~ -~ -0 0 32244 -D3 -~ -~ -0 0 32260 -S -#32262 -Dock Area~ - The boats that are docked here are more permanent fixtures than those to the -west that ride in and out of port usually within a day or less. As such, the -water here much more calm and much more clean, the smell almost tolerable. -~ -322 4 0 0 0 0 -D0 -~ -~ -0 0 32278 -D1 -~ -~ -0 0 32263 -D2 -~ -~ -0 0 32245 -D3 -~ -~ -0 0 32261 -S -#32263 -Dock Area~ - The boats that are docked here are more permanent fixtures than those to the -west that ride in and out of port usually within a day or less. As such, the -water here much more calm and much more clean, the smell almost tolerable. -~ -322 0 0 0 0 0 -D2 -~ -~ -0 0 32246 -D3 -~ -~ -0 0 32262 -S -#32264 -Dock Area~ - The main docks to McGintey Cove lie east of here, the machinery used for -unloading the cargo of the commercial business crafts hanging over the sides of -the dock and the street itself. There are many ladders which climb the docks, -all spaced at even intervals. -~ -322 4 0 0 0 0 -D1 -~ -~ -0 0 32265 -D2 -~ -~ -0 0 32248 -S -#32265 -Dock 1~ - With all the hustle and bustle of this dock, it is hard to see how any sort -of order is kept at all. Workermen bump and muscle their way past you in -attempts to get cargo unloaded and ships on their way. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 31849 -D1 -~ -~ -0 0 32266 -D2 -~ -~ -0 0 32249 -D3 -~ -~ -0 0 32264 -S -#32266 -Dock Area~ - The commercial docks of McGintey loom above, the business docks to the west -and the commercial travel docks to the east. There are small ladders built -against the framework of the docks allowing access to the top of the docks. -The smell here is something beyond awful, the layers of goo and grime in the -water so close to the city almost untolerable. -~ -322 4 0 0 0 0 -D1 -~ -~ -0 0 32267 -D2 -~ -~ -0 0 32250 -D3 -~ -~ -0 0 32265 -S -#32267 -Dock 2~ - This dock is almost as confused as the people who walk upon it. The west -side, used for the loading and unloading of precious cargos from around the -world, is a bustle of frantic activity and motion. The east side, used to dock -the commercial sea crafts of the travel agencies in McGintey, is a serene, -comfortable area where travelers stroll along nonchalantly, boarding their craft -leisurely as most of them are on vacation. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 31848 -D1 -~ -~ -0 0 32268 -D2 -~ -~ -0 0 32251 -D3 -~ -~ -0 0 32266 -S -#32268 -Dock Area~ - The docks above are bustling with activity, ropes hanging down from the sides -of the docks and ships alike. The yellig and cursing and general movement can -be heard all about as sea craft move in and out of the port. -~ -322 4 0 0 0 0 -D1 -~ -~ -0 0 32269 -D2 -~ -~ -0 0 32252 -D3 -~ -~ -0 0 32267 -S -#32269 -Dock 3~ - This dock is dedicated solely to the commercial travel business of McGintey -and as such is clean and opulent. The nasty sea smell that is so frequent at -large city's docks is gone, replaced by a pine scented clean smell that is -applied hourly. The docks themselves are painted with and green to compliment -the color of the sea. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 31847 -D1 -~ -~ -0 0 32270 -D2 -~ -~ -0 0 32253 -D3 -~ -~ -0 0 32268 -S -#32270 -Dock Area~ - The sounds of midshipsmen calling out departure times and the tromp of feet -on the docks to either side assail the senses. McGintey's commercial travel -docks lie to the east and west. -~ -322 4 0 0 0 0 -D1 -~ -~ -0 0 32271 -D2 -~ -~ -0 0 32254 -D3 -~ -~ -0 0 32269 -S -#32271 -Dock 4~ - This is a commercial travel dock for the various travel agencies which -operate out of McGintey. Ships are docked all along the length of the dock, -their bright streamers and colorful banners riding high above their decks. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 31846 -D1 -~ -~ -0 0 32272 -D2 -~ -~ -0 0 32255 -D3 -~ -~ -0 0 32270 -S -#32272 -Dock Area~ - The greasy smell of water tainted by city folk and their dumping of garbage -is the smell that fills the air. The water here has a slight sheen to it, -almost an oily tint that is layer on top of the water itself. -~ -322 4 0 0 0 0 -D1 -~ -~ -0 0 32273 -D2 -~ -~ -0 0 32256 -D3 -~ -~ -0 0 32271 -S -#32273 -Dock 5~ - This dock is the last, or first - depending on the way one is traveling, in a -row of docks devoted solely to the moving of commercial travel ships in and out -of the Bay. The wood of the dock is painted with fresh bright paint, the men -and women who work along it all dressed in finery and ready to tend to any -customer's whim. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 31842 -D1 -~ -~ -0 0 32274 -D2 -~ -~ -0 0 32257 -D3 -~ -~ -0 0 32272 -S -#32274 -Dock Area~ - The greasy smell of water tainted by city folk and their dumping of garbage -is the smell that fills the air. The water here has a slight sheen to it, -almost an oily tint that is layer on top of the water itself. -~ -322 4 0 0 0 0 -D1 -~ -~ -0 0 32275 -D2 -~ -~ -0 0 32258 -D3 -~ -~ -0 0 32273 -S -#32275 -Dock 6~ - These are the private docks of the wealthy citizens of McGintey. Space on -these docks can be rented for a nominal fee in order that a resident of McGintey -might keep their craft close by and in good order. Indeed, many of the owners -of the craft docked here live aboard them as well. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 31843 -D1 -~ -~ -0 0 32276 -D2 -~ -~ -0 0 32259 -D3 -~ -~ -0 0 32274 -S -#32276 -Dock Area~ - The greasy smell of water tainted by city folk and their dumping of garbage -is the smell that fills the air. The water here has a slight sheen to it, -almost an oily tint that is layer on top of the water itself. -~ -322 4 0 0 0 0 -D1 -~ -~ -0 0 32277 -D2 -~ -~ -0 0 32260 -D3 -~ -~ -0 0 32275 -S -#32277 -Dock 7~ - These are the private docks of the wealthy citizens of McGintey. Space on -these docks can be rented for a nominal fee in order that a resident of McGintey -might keep their craft close by and in good order. Indeed, many of the owners -of the craft docked here live aboard them as well. -~ -322 0 0 0 0 0 -D0 -~ -~ -0 0 31844 -D1 -~ -~ -0 0 32278 -D2 -~ -~ -0 0 32261 -D3 -~ -~ -0 0 32276 -S -#32278 -Dock Area~ - The greasy smell of water tainted by city folk and their dumping of garbage -is the smell that fills the air. The water here has a slight sheen to it, -almost an oily tint that is layer on top of the water itself. -~ -322 4 0 0 0 0 -D2 -~ -~ -0 0 32262 -D3 -~ -~ -0 0 32277 -S -$~ diff --git a/lib/world/wld/323.wld b/lib/world/wld/323.wld deleted file mode 100644 index df825bf..0000000 --- a/lib/world/wld/323.wld +++ /dev/null @@ -1,1775 +0,0 @@ -#32300 -Entry into the Darkness~ - A cold rush of air rushes up from the depths of the caverns, one that could -chill a frost giant. The uncompromising, black granite walls reflect the -flickering light back in a thousand ways, making this place seem surreal, almost -otherwordly. A steep slope heads east, downward into darkness. There are no -sounds of movement or voices at all, only the steady, quiet drip of the caverns' -moist walls. -~ -323 97 0 0 0 0 -D1 -~ -~ -0 0 32301 -E -credits info~ - *Caverns of the Pale Man - *Written by Kaan for Dibrova -Level: 25 - 50 -100 rooms -23 mobs -45 objs -Connector Zones: The Plains of Blood -These are a sytem of caverns made of black rock which catacomb for -many miles. There are a number of cavernous mobs, all of them -relatively high level - even the bats kick some ass. This zone is -mainly intended to be a zone for high level players to gain good exp -and find some good eq. -~ -S -#32301 -Descending Into the Depths~ - The air gets markedly colder the farther to the east that is traveled. The -floor slopes gently at first, then with more vigor as it continues. Soon anyone -trying to negotiate east would have to lean back as they walk just so that they -might keep their balance. -~ -323 41 0 0 0 0 -D1 -~ -~ -0 0 32302 -D3 -~ -~ -0 0 32300 -S -#32302 -The Air Gets Cold~ - It is no longer getting cold, it IS cold. The air has dropped dwon near -freezing, the steady breeze that blows through the caves making it seem all the -more cold. The floor continues to slope downward to the east, the darkness as -complete as darkness can be. Any sounds made in this dark, lonely place echo -back a thousand fold - making the isolation complete. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32303 -D3 -~ -~ -0 0 32301 -S -#32303 -Deeper and Deeper~ - The steady depth at which the cavern angles toward is enough to make ears pop -and eyes water. A faint pinpoint of light is all that can be seen of the -entrance far west and above this locale. Oddly, there seems to be no change in -the color or makeup of the rock walls that this tunnel runs through. They are a -solid, gleaming black which seems to both reflect the light and soak it up all -at once - it is unnerving. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32304 -D3 -~ -~ -0 0 32302 -S -#32304 -Hundreds of Feet Below the Surface~ - The surface, the open air - it is all now just a memory. It is easy to lose -track of time down in places such as these with no light and no other human -contact. The steady drip of the walls is still all that comes back from this -dreary place as you make your way through. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32305 -D3 -~ -~ -0 0 32303 -S -#32305 -The Floor Levels~ - The tunnel bends to the south, heading level and straight in that direction. -To the west the cavern begins its steep ascent toward the exit and open air. -Somewhere - perhaps far away, perhaps close nearby - the sound of steady -breathing can be heard, or at least that is what it sounds like. -~ -323 105 0 0 0 0 -D2 -~ -~ -0 0 32306 -D3 -~ -~ -0 0 32304 -S -#32306 -A Smooth Passage~ - The walls of the cave are still made of the same rock as the rest of the -caverns, however here the walls and floor are unnaturally smooth, almost like -black marble. The sound of the breathing comes a bit louder now, a steady -rasping breath that almost sounds like a heavy smoker asleep. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32305 -D2 -~ -~ -0 0 32309 -D3 -~ -~ -0 0 32307 -S -#32307 -A Secret Chamber~ - This is no more than a small area in the smooth walls, which was somehow -hidden on the outside by the rock's smooth, reflective surface. The sound of -the breathing is no doubt coming from a small opening just to the west, a place -that gives a certain aura of dread. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32306 -D3 -~ -~ -0 0 32308 -S -#32308 -Chamber of Fear~ - This chamber is aptly named, aptly indeed. The creature which occupies this -small space is a feyr, pronounced *fear*, a creature made and created by the -terrible fears of men and beast in the area. A feyr is said to rest during -daylight hours in places such as this and terrorize the ones who unknowingly -created it during the night hours. It is said only very powerful magic can -destroy or even harm a creature such as this one. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32307 -S -#32309 -A Curve in the Passage~ - The walls are not as smooth here as they are to the north, however they are -still quite smooth to the touch. Certainly there are no sharp points to these -walls. Somewhere - perhaps far away, perhaps close nearby - the sound of steady -breathing can be heard, or at least that is what it sounds like. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32306 -D1 -~ -~ -0 0 32310 -S -#32310 -Near an Alcove~ - To the east the cave widens, opening into what appears to be a very large, -open area. The feel of the breeze which runs through the caves seems to come -from that direction. To the west, the cave makes a curve to the north, heading -into darkness. These two directions are interesting enough by themselves, but -the real interest at this juncture is the alcove just north and what lies -within. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32311 -D1 -~ -~ -0 0 32312 -D3 -~ -~ -0 0 32309 -S -#32311 -An Alcove~ - Some old straw has been strewn about the floor, heaps of stinking waste and -droppings lie scattered in the hay. It appears that the creature which occupies -this space feels no need to stay clean and tidy. It also appears that the -creature eats well from the number of skeletons and loose bones scattered -through the hay and wastes. -~ -323 105 0 0 0 0 -D2 -~ -~ -0 0 32310 -S -#32312 -The Passage Widens~ - The cave widens, opening east into an enormous subterranean cavern. The -sound of running water comes from somewhere in that cavern, however exactly -where is hard to tell, since everything here echoes. To the west is a passage -quite the same as the one you now stand within. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32313 -D3 -~ -~ -0 0 32310 -S -#32313 -An Enormous Cavern~ - This is a huge cavern, the ceiling lost in darkness at the highest point, -sloping high and away from the walls. The southeast wall glimmers and shimmers, -this being the source of the running water, as the entire wall is covered in a -cascade of clear water which runs down through a crack in the ceiling. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32314 -D1 -~ -~ -0 0 32316 -D2 -~ -~ -0 0 32317 -D3 -~ -~ -0 0 32312 -S -#32314 -An Enormous Cavern~ - The cavern is huge and glistening, large enough to hold an army and all its -cavalry and then some. The ceiling is so tall that at its peak it cannot be -seen, so lost it is in the darkness. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32315 -D2 -~ -~ -0 0 32313 -S -#32315 -An Enormous Cavern~ - The cavern is huge and glistening, large enough to hold an army and all its -cavalry and then some. The ceiling is so tall that at its peak it cannot be -seen, so lost it is in the darkness. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32328 -D1 -~ -~ -0 0 32321 -D2 -~ -~ -0 0 32316 -D3 -~ -~ -0 0 32314 -S -#32316 -An Enormous Cavern~ - The cavern is huge and glistening, large enough to hold an army and all its -cavalry and then some. The ceiling is so tall that at its peak it cannot be -seen, so lost it is in the darkness. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32315 -D1 -~ -~ -0 0 32320 -D2 -~ -~ -0 0 32318 -D3 -~ -~ -0 0 32313 -S -#32317 -An Enormous Cavern~ - The southwest corner of the room curves around, not really making a right -angle, but making a corner nonetheless. To the south is a small fissure in the -rock, just wide enough for one man to squeeze through. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32313 -D1 -~ -~ -0 0 32318 -D2 -~ -~ -0 0 32325 -S -#32318 -An Enormous Cavern~ - The cavern's southern wall is a mass of moldy growth, the fungus growing wild -along the wall. Just east on the wall is a cascade of water, running from an -unknown source out of a crack in the ceiling and disappearing into another crack -in the floor. The cavern itself looms ever large, the black walls glistening in -the faint light. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32316 -D1 -~ -~ -0 0 32319 -D3 -~ -~ -0 0 32317 -S -#32319 -An Enormous Cavern~ - The water cascades over the south wall, making it look almost as if it had a -pane of glass over the rock in constant movement. The water looks to be clear -and clean, its fresh scent a nice change from the dreary stuffiness of the -caverns. To the east there is an opening in the ceiling above the cascade, it -looks like you might fit up there. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32320 -D1 -~ -~ -0 0 32324 -D3 -~ -~ -0 0 32318 -S -#32320 -An Enormous Cavern~ - Your footsteps echo back you a thousand times, the cavern's black walls -sending all sounds back to you in a chorus of clicks and scrapes. The open air -above your head whistles through unknown cracks and openings unseen high at the -ceiling of the cavern. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32321 -D1 -~ -~ -0 0 32323 -D2 -~ -~ -0 0 32319 -D3 -~ -~ -0 0 32316 -S -#32321 -An Enormous Cavern~ - Looking up into the darkness, you can see nothing except the occasional -creak of a bat's wings ro the drip of the water on the south wall. The darkness -surrounding you is now not only just dark, but wide open. That is almost worse -than clautrophobia. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32327 -D1 -~ -~ -0 0 32322 -D2 -~ -~ -0 0 32320 -D3 -~ -~ -0 0 32315 -S -#32322 -An Enormous Cavern~ - A strangely shaped hall runs east from this side of the cavern, its shape -vaulted at the top. The cavern opens up wide and unvitingly to the west and -south. The sound of the water is very loud here. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32370 -D2 -~ -~ -0 0 32323 -D3 -~ -~ -0 0 32321 -S -#32323 -An Enormous Cavern~ - The cavern opens up large and mysterious, its heights up higher than the -naked eye can make out from the floor. A hall runs off the east wall just north -of here, leading farther, deeper into caverns. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32322 -D2 -~ -~ -0 0 32324 -D3 -~ -~ -0 0 32320 -S -#32324 -An Enormous Cavern~ - You stand before the cascade, an opening above it appearing to lead further -up into darkness. The cavern opens out large and dark to the north and west. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32323 -D3 -~ -~ -0 0 32319 -D4 -~ -~ -0 0 32352 -S -#32325 -Narrow Crack in the Walls~ - Squeezing through this narrow fissure is no small feat, the walls are about a -foot and a half from each other, forcing a sideways entry. The crack makes a -corner and opens to the west into small room. It is completely dark in the -room, but a sound can be heard - almost like someone clicking their nails loud -enough for it to echo. -~ -323 361 0 0 0 0 -D0 -~ -~ -0 0 32317 -D3 -~ -~ -0 0 32326 -S -#32326 -Horror Chamber~ - The clicking noise must have come from the gruesome thing that dwells within -this place. The stench is beyond description, the walls scratched and nicked in -many places. It is not a comfortable place. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32325 -S -#32327 -An Enormous Cavern~ - The cavern north wall prohibits any more travel in that direction, east is -much the same. To the west is an opening in the north wall, a wide tunnel -heading off into darkness. The cavern spreads out to the south. -~ -323 105 0 0 0 0 -D2 -~ -~ -0 0 32321 -D3 -~ -~ -0 0 32328 -S -#32328 -An Enormous Cavern~ - This part of the cavern appears very well used, very well travelled. There -is a great deal of dirt and grime about the floor, the mark of many many -footprints having passed this way. There is a wide passageway to the north, it -apparently the path that is most commonly taken by whoever makes these tracks - -the tracks lead straight north. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32329 -D1 -~ -~ -0 0 32327 -D2 -~ -~ -0 0 32315 -S -#32329 -A Wide Passage~ - The passage runs north toward some sort of light source which undiscernable -from here. A passage runs off east just to the north, the sound of many voices -coming from that direction. Many, many voices. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32330 -D2 -~ -~ -0 0 32328 -S -#32330 -Three-Way Split~ - The passage continues to the north and south, but also heads off to the east, -also fairly wide and open in that direction. The sound of the voices is -extremely loud here, the noise rose to a crascendo as soon as you rounded the -corner of the passage. -~ -323 109 0 0 0 0 -D0 -~ -~ -0 0 32338 -D1 -~ -~ -0 0 32331 -D2 -~ -~ -0 0 32329 -S -#32331 -Noisy Tunnel~ - This grubby section of the caves is the home of a large family of -gibberlings, a small and filthy humanoid creature which always fights in large -numbers. They must sleep and eat and fornicate about anywhere as all the floors -and walls are covered in grease and grime and the Gods only know what else. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32332 -D3 -~ -~ -0 0 32330 -S -#32332 -A Thousand Small Voices~ - The voices are enough to drive any calm adventurer straight to Hell. That -coupled with the fact that these little buggers love raw human meat is a pretty -disturbing fact. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32333 -D3 -~ -~ -0 0 32331 -S -#32333 -An Enormous Din~ - The noise only increases with every step further into the home of these vile -creatures. The grease and slime underfoot makes it tough to negotiate, but -negotiate you do as you work your way through their homes. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32335 -D2 -~ -~ -0 0 32334 -D3 -~ -~ -0 0 32332 -S -#32334 -A Private Chamber~ - This chamber is even dirtier than those in the main hall to the north, if -that is possible. The clatter and din of the gibberlings makes thought all but -impossible, keeping you on the verge of madness at a constant. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32333 -S -#32335 -Loud as Hell~ - The noise is now deafening, maddening. To think that any creature would -spend its entire existance like this is an atrocity. The gibberlings take their -delight in the mental anguish they cause their prey, watching it squirm and -writhe just before they attack. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32337 -D1 -~ -~ -0 0 32336 -D3 -~ -~ -0 0 32333 -S -#32336 -A Large Room~ - This must be the main living area for the gibberling tribe - the place where -they make their last stands against bugbear invasions. Bones are strewn about, -not in an eerie way, just sloppy. Everything is coated with the same grime and -goo found all over this area. -~ -323 105 0 0 0 0 -D3 -~ -~ -0 0 32335 -S -#32337 -A Private Chamber~ - This chamber is even dirtier than those in the main hall to the south, if -that is possible. The clatter and din of the gibberlings makes thought all but -impossible, keeping you on the verge of madness at a constant. -~ -323 105 0 0 0 0 -D2 -~ -~ -0 0 32335 -S -#32338 -A Wide Passage~ - The noise begins to taper off a bit as you get further from the eastern -tunnel. To the north is some sort of habitation - there is a light source of -some sort. It is no longer only light where your light shines, it light to -north. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32339 -D2 -~ -~ -0 0 32330 -S -#32339 -A Wide Passage~ - Just to the north is a curve in the passage where two torches can be seen -burning in sconces. Guttural sounds can be heard, rumbling voices of some sort -of creature. There is also the sound of movement by a number of feet. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32340 -D2 -~ -~ -0 0 32338 -S -#32340 -Entrance to the Dens~ - The light shines upon a den of bugbears, their lair opening up to the east -and spreading out for quite some area in these caverns. It does not appear that -they will venture forth into the cavern proper, although within their own domain -they will certainly show no fear. -~ -323 108 0 0 0 0 -D1 -~ -~ -0 0 32341 -D2 -~ -~ -0 0 32339 -S -#32341 -Den of the Bugbears~ - This is the fringe of the bugbear territory in these caverns. Their deep, -guttural language can be heard in snatches and rumblings from afar. Every now -again a heavy huff or thump can be heard over the voices, sometimes even the -clang of metal on metal. Tread lightly. -~ -323 104 0 0 0 0 -D1 -~ -~ -0 0 32342 -D3 -~ -~ -0 0 32340 -S -#32342 -Den of the Bugbears~ - The bugbear clan does not enjoy intrusion in any way. They are very -protective of what little area the Pale Man allows them to occupy here and will -fight to the death to keep it for their own. The large stewpot to the north in -the main room gives testament to that fact. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32343 -D3 -~ -~ -0 0 32341 -S -#32343 -Den of the Bugbears~ - The bugbear clan does not enjoy intrusion in any way. They are very -protective of what little area the Pale Man allows them to occupy here and will -fight to the death to keep it for their own. The large stewpot to the north in -the main room gives testament to that fact. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32344 -D2 -~ -~ -0 0 32342 -S -#32344 -Main Room in the Den~ - This is the social gathering room for the clan. Rites of religion and -cerimony are held here, as well as feasts of an ugly nature. This is considered -sacred ground by the clan - your life is forfeit. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32347 -D1 -~ -~ -0 0 32345 -D2 -~ -~ -0 0 32343 -D3 -~ -~ -0 0 32349 -S -#32345 -Den of the Bugbears~ - The bugbear clan does not enjoy intrusion in any way. They are very -protective of what little area the Pale Man allows them to occupy here and will -fight to the death to keep it for their own. The large waiting stewpot to the -west gives testament to the fact that the bugbears mean business. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32346 -D3 -~ -~ -0 0 32344 -S -#32346 -Den of the Bugbears~ - The bugbear clan does not enjoy intrusion in any way. They are very -protective of what little area the Pale Man allows them to occupy here and will -fight to the death to keep it for their own. Trespassers will be prosecuted. -~ -323 104 0 0 0 0 -D2 -~ -~ -0 0 32345 -D3 -~ -~ -0 0 32347 -S -#32347 -Den of the Bugbears~ - The bugbear clan does not enjoy intrusion in any way. They are very -protective of what little area the Pale Man allows them to occupy here and will -fight to the death to keep it for their own. The large waiting stewpot to the -south gives testament to the fact that the bugbears mean business. -~ -323 104 0 0 0 0 -D1 -~ -~ -0 0 32346 -D2 -~ -~ -0 0 32344 -S -#32348 -Den of the Bugbears~ - This is the lair of the bugbear shaman. He is the one who administers the -word of the Gods among his clansmen, sharing with them the will of the Gods and -keeping the clan from spiritual danger. Usually, the word from the Gods is that -the clan should go out and slay as many of the neighboring gibberlings as -possible, as the shaman is quite fond of gibebrling meat. -~ -323 104 0 0 0 0 -D2 -~ -~ -0 0 32349 -S -#32349 -Den of the Bugbears~ - The clan keeps a very efficient den, having certain areas sectioned off for -persons of import and other, larger areas available for the general clansmen. -Some of the more prestigious dwellings of bugbear clansmen lie to the north, -south and west. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32348 -D1 -~ -~ -0 0 32344 -D2 -~ -~ -0 0 32351 -D3 -~ -~ -0 0 32350 -S -#32350 -Den of the Bugbears~ - This is the home of the clan's leader. This is the one who takes the clan -out on raids, always at the front of the battle. If there is ever any -discipline in the ranks that needs doled out, it is this bugbear who does the -doling. Being that he also leads most raids, the leader is often replaced out -of need - bugbears are not stupid, but neither are they all that smart. -~ -323 104 0 0 0 0 -D1 -~ -~ -0 0 32349 -S -#32351 -Den of the Bugbears~ - This is the private den of the bugbear chief. All matters pertaining to the -clan end at this one. If the leader or shaman wish to impose their will upon -the clan, they first must get the support of the chief. If the chief disagrees, -then it ends there. A chief can only be replaced through a direct challenge -from another of the clansmen, therefore the chief always remains a young, robust -bugbear with great physical prowess. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32349 -S -#32352 -A Steep Climb~ - This has turned out to be some sort of shaft or chimney which leads far up -into the rock above. The water does not flow from this place, it is completely -dry here and hand holds abound, making the climb relatively easy. -~ -323 105 0 0 0 0 -D4 -~ -~ -0 0 32353 -D5 -~ -~ -0 0 32324 -S -#32353 -Up Toward a Fresh Scent~ - The breeze wafting down from above carries the same fresh smell of the water -below. Could the source of the cascade be somewhere above? The scent energizes -you, giving you fresh vigor for the climb. -~ -323 105 0 0 0 0 -D4 -~ -~ -0 0 32354 -D5 -~ -~ -0 0 32352 -S -#32354 -Small Cavernway~ - This is the top of the chimney, the dark shaft leading back down into the -main cavern below. This cavernway leads off to the east and west, following -along the shore of an underground lake which looks to be quite deep indeed. -The lake is close enough that you could stick your toe in it - the ledge you -stand upon must drop off quite immediately into the water. To the west, the -ledge curves around the 'shore' of the lake, plus a small cave leads away from -the lake's edge even farther west. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32355 -D3 -~ -~ -0 0 32360 -D5 -~ -~ -0 0 32353 -S -#32355 -Along the Tributary~ - The lake begins to taper down into a smooth, flowing river which along side -this walkway. It appears that the water flows east into the lake, which must -then leak somewhere underneath down along the wall of the cavern below, -cascading past the cavern down deeper into the earth. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32356 -D3 -~ -~ -0 0 32354 -S -#32356 -Along the Tributary~ - Ahead, a stone wall prohibits any further progress east. The water flows -from an opening which is not large enough to accomodate your girth. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32357 -D3 -~ -~ -0 0 32355 -S -#32357 -The Water Flows Under~ - The source of the water may never be known, at least not at this point as the -water comes from some place past this wall which keeps any further travel east -impossible. There is a narrow passage to the north, a barely noticeable thing -leading away from the tributary's shore. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32358 -D3 -~ -~ -0 0 32356 -S -#32358 -A Tiny Crack~ - A strange quiet pervades this small area. One that is completely unsettling -and certainly not natural. Every warning bell in your being is going off, -telling you that this is not the place of a being that either kind nor -honorable. A slight chill runs through your spine. -~ -323 361 0 0 0 0 -D0 -~ -~ -0 0 32359 -D2 -~ -~ -0 0 32357 -S -#32359 -Death's Kiss~ - The room has a strange chill to it, an unholy chill which comes not from the -stone around it, but from the thing which dwells within it. The small crack to -the south looks almost inviting in comparison to the feeling of horror which -pervades this room. -~ -323 104 0 0 0 0 -D2 -~ -~ -0 0 32358 -S -#32360 -The Lake's Edge~ - A passage runs west away from the lake. The ledge that borderd the lake runs -south around it for a short space and then terminates at the cavern wall. -Small ripples dance across the surface of the lake - otherwise, it is dead calm. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32354 -D2 -~ -~ -0 0 32368 -D3 -~ -~ -0 0 32361 -S -#32361 -Moldy Passage~ - A strange mold grows over the walls and floor of this cavern, probably from -the moister of the nearby lake. The mold glows slightly with a strange -luminescence. It is really quite comforting after being the complete darkness -for so long. -~ -323 104 0 0 0 0 -D1 -~ -~ -0 0 32360 -D3 -~ -~ -0 0 32362 -S -#32362 -Moldy Passage~ - The mold on the floor and walls continues unabated, making it feel as if you -were walking upon a thick carpet. As indeed in a sense you are. A fairly large -room opens up to the south, its walls and floor covered just the same. -~ -323 108 0 0 0 0 -D1 -~ -~ -0 0 32361 -D2 -~ -~ -0 0 32363 -S -#32363 -Mold Cavern~ - This small cavern is a mass of fungi and mold, every inch of the walls, -floor, and ceiling are covered in the glowing growth. The sounds that you -became so accustomed to in the caves outside - the echoes, the wide open sound -of the air blowing through - all of that is gone here, replaced by a deep -penetrating silence. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32362 -D2 -~ -~ -0 0 32367 -D3 -~ -~ -0 0 32364 -S -#32364 -Mold Cavern~ - This small cavern is a mass of fungi and mold, every inch of the walls, -floor, and ceiling are covered in the glowing growth. The sounds that you -became so accustomed to in the caves outside - the echoes, the wide open sound -of the air blowing through - all of that is gone here, replaced by a deep -penetrating silence. -~ -323 104 0 0 0 0 -D1 -~ -~ -0 0 32363 -D2 -~ -~ -0 0 32366 -S -#32365 -Cold Storage~ - This chamber is covered in the mold on the walls and floor, but it is easily -thrity degrees cooler here than just a few feet to the east. You begin to feel -the heat drain from your body and suddenly realize what the thing on the floor -is! -~ -323 104 0 0 0 0 -D1 -~ -~ -0 0 32366 -S -#32366 -Mold Cavern~ - This small cavern is a mass of fungi and mold, every inch of the walls, -floor, and ceiling are covered in the glowing growth. The sounds that you -became so accustomed to in the caves outside - the echoes, the wide open sound -of the air blowing through - all of that is gone here, replaced by a deep -penetrating silence. To the west is a small chamber, one which appears to hold -a mass of something on the floor. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32364 -D1 -~ -~ -0 0 32367 -D3 -~ -~ -0 0 32365 -S -#32367 -Mold Cavern~ - This small cavern is a mass of fungi and mold, every inch of the walls, -floor, and ceiling are covered in the glowing growth. The sounds that you -became so accustomed to in the caves outside - the echoes, the wide open sound -of the air blowing through - all of that is gone here, replaced by a deep -penetrating silence. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32363 -D3 -~ -~ -0 0 32366 -S -#32368 -The Lake's Edge~ - With your back against a wall to the west and a deep subterrainean lake to -the east, you may either go north or south along this ledge. You see a pile -of... Something just south of here heaped against the south wall on the ground. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32360 -D2 -~ -~ -0 0 32369 -S -#32369 -The Lake's Edge~ - The ledge has reached the southern wall of the cavern, ended any further -progress on the ledge. Something smells quite dreadful here, very much like -dead, decayed fish - but maginified many times over. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32368 -D5 -~ -~ -0 0 32399 -S -#32370 -Vaulted Chamber~ - The cave here is very wide and very tall, the black rock looking as if it -were carved by the hands of man - or something like man. The top of the cave -comes to a point, the ceiling sloping down in two perfectly even archs to reach -the walls, making this almost seem like a holy walkway - one that might lead to -a holy man of some sort. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32371 -D3 -~ -~ -0 0 32322 -S -#32371 -Vaulted Chamber~ - The chamber ends just east of here at a giant hole in the center of the -floor. The ceiling and walls do not stray from their shape or form that began -at the entrance to the main cavern, indeed they hold their shape right up to the -point where they meet the far eastern wall on the other side of the hole. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32372 -D3 -~ -~ -0 0 32370 -S -#32372 -Top of the Shaft~ - The gigantic hole on the floor turns out that it is a huge circular shaft -which down deeper into the rock. This was most definitely man-made as it is -completely smooth walled with a set of rungs built into one side, made for easy -climbing. -~ -323 105 0 0 0 0 -D3 -~ -~ -0 0 32371 -D5 -~ -~ -0 0 32373 -S -#32373 -In the Shaft~ - You are about midway through the shaft now. The ceiling of the chamber above -can be seen from here as can the floor of a chamber below. Both seem about as -promising as a night on the iron maiden. -~ -323 105 0 0 0 0 -D4 -~ -~ -0 0 32372 -D5 -~ -~ -0 0 32374 -S -#32374 -Bottom of the Shaft~ - The shaft rises high above you, black rock rungs climbing up one side of the -wall of the shaft. A vaulted passage runs off to the east, much like the one -above. In fact, it is exactly like the one above. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32375 -D4 -~ -~ -0 0 32373 -S -#32375 -Vaulted Chamber~ - You notice for the first time that the grime and filth of the caverns above -does no seem to extend down into this section of the caves. The floors are free -of litter, indeed they are free of dirt, as it appears they are swept or -scrubbed regularly. The passageway continues east for a short distance further -then turns north, the vaulted ceiling turning with the rest of the cavern. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32376 -D3 -~ -~ -0 0 32374 -S -#32376 -Archway~ - The vaulting of the ceiling runs off to the north through a very well-crafted -archway. The archway boasts two statues on either side of the entrance north, -both of short, bald men who hold their hands over their hearts and stare -resolutely into space in front of them. To the east the cavern continues, -however the walls and ceiling become rough, no longer carved in that direction. -The way east gains width as it runs in that direction, getting more and more -wide with every foot east. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32377 -D1 -~ -~ -0 0 32388 -D3 -~ -~ -0 0 32375 -S -#32377 -Wide Carpeted Caveway~ - Oddly enough, the floor of this caveway is carpeted with a fine black rug, -making the way north quite enjoyable. Ahead are torches in ornate sconces, -burning strongly, lighting the whole way. You can see that the caveway runs -north for quite some distance before turning east. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32378 -D2 -~ -~ -0 0 32376 -S -#32378 -Wide Carpeted Caveway~ - The caveway runs north to south, the ceiling still vaulted and the walls -smooth and clean as any palace. The denizens of this place seem especially -proud of their home. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32379 -D2 -~ -~ -0 0 32377 -S -#32379 -Wide Carpeted Caveway~ - The caveway makes its turn just north from here, the carpet following along. -To the south is the way back to the vaulted caves which lead back into the main -cavern. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32380 -D2 -~ -~ -0 0 32378 -S -#32380 -Before the Chamber~ - The view to the east is nothing short of astonishing! A large black rock -throne lies against the far east wall, quite some distance from here, small -alcoves hold waiting attendants the length of the hall. The black carpeting -runs straight to the throne. -~ -323 108 0 0 0 0 -D1 -~ -~ -0 0 32383 -D2 -~ -~ -0 0 32379 -S -#32381 -Waiting Chamber~ - All manner of cave dwellers have waited in this place. Waited on the -pleasure of the Pale Man, who it is said holds the power of the Underdark. -Legends told of the Pale Man say that he has lived for a thousand years and will -live for a thousand more. No one disputes them, as the Pale Man kills any being -foolhardy enough to make an attempt on his life, even in thought. -~ -323 104 0 0 0 0 -D2 -~ -~ -0 0 32383 -S -#32382 -Side Chamber~ - All manner of cave dwellers have waited in this place. Waited on the -pleasure of the Pale Man, who it is said holds the power of the Underdark. -Legends told of the Pale Man say that he has lived for a thousand years and will -live for a thousand more. No one disputes them, as the Pale Man kills any being -foolhardy enough to make an attempt on his life, even in thought. -~ -323 104 0 0 0 0 -D2 -~ -~ -0 0 32384 -S -#32383 -Entering the Chamber~ - The hall runs east toward the throne, to the north and south are small -alcoves. The alcoves are where beings wait for their chance to speak to or make -a request of the Pale Man. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32381 -D1 -~ -~ -0 0 32384 -D2 -~ -~ -0 0 32386 -D3 -~ -~ -0 0 32380 -S -#32384 -Chamber of the Pale Man~ - The hall runs east toward the throne, to the north and south are small -alcoves. The alcoves are where beings wait for their chance to speak to or make -a request of the Pale Man. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32382 -D1 -~ -~ -0 0 32385 -D2 -~ -~ -0 0 32387 -D3 -~ -~ -0 0 32383 -S -#32385 -Throne Room~ - The walls are all worked in glorious carvings, all of them of the likeness of -the Pale Man. Many fine underworld carvers have paid tribute to the Pale Man -over the millenia in donating some of their talent to beautifying his abode. -All these walls pale, however, in comparison to the huge black throne which -stands tall and proud on its dias against the far east wall. -~ -323 104 0 0 0 0 -D3 -~ -~ -0 0 32384 -S -#32386 -Waiting Chamber~ - All manner of cave dwellers have waited in this place. Waited on the -pleasure of the Pale Man, who it is said holds the power of the Underdark. -Legends told of the Pale Man say that he has lived for a thousand years and will -live for a thousand more. No one disputes them, as the Pale Man kills any being -foolhardy enough to make an attempt on his life, even in thought. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32383 -S -#32387 -Side Chamber~ - All manner of cave dwellers have waited in this place. Waited on the -pleasure of the Pale Man, who it is said holds the power of the Underdark. -Legends told of the Pale Man say that he has lived for a thousand years and will -live for a thousand more. No one disputes them, as the Pale Man kills any being -foolhardy enough to make an attempt on his life, even in thought. -~ -323 104 0 0 0 0 -D0 -~ -~ -0 0 32384 -S -#32388 -The Cavern Widens~ - And widen it does, indeed. It continues to widen until it reaches a huge -circular well just to the east. A small chamber to the south looks particularly -uninviting, however it may warrant a quick look. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32390 -D2 -~ -~ -0 0 32389 -D3 -~ -~ -0 0 32376 -S -#32389 -A Grim Chamber~ - Maybe it wasn't such a good idea to get that quick look. The dreadful -creature which makes its home in this place is not at all what one might call a -good host, and if it not here now, chances are that it will be back very -quickly. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32388 -S -#32390 -Deep Well~ - Looking down into the depths of this thing, you cannot see bottom. That does -not mean that there isn't one, though - never fear. Dropping a pebble down into -it you hear... Nothing. That does not mean it didn't land, though - do not be -afraid. It appears that the rocky interior of the well would be suitable for -climbing. -~ -323 105 0 0 0 0 -D3 -~ -~ -0 0 32388 -D5 -~ -~ -0 0 32391 -S -#32391 -In the Well~ - The handholds turn out to be quite stable, allowing access to both the top -and bottom of the well. The bottom of the well can be seen now, bone dry. -~ -323 105 0 0 0 0 -D4 -~ -~ -0 0 32390 -D5 -~ -~ -0 0 32392 -S -#32392 -Well's Base~ - The well ascends above you into the wide chamber. It turns out there is yet -another wide chamber leading east from down here as well. It also seems much -warmer down here than it did above. -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32393 -D4 -~ -~ -0 0 32391 -S -#32393 -Crosschamber~ - The cavern splits here, one chamber heading off south, the other continuing -east. It is much wider to the east, however the heat that you feel seems to -radiate from that direction - a sign, perhaps? -~ -323 105 0 0 0 0 -D1 -~ -~ -0 0 32394 -D2 -~ -~ -0 0 32396 -D3 -~ -~ -0 0 32392 -S -#32394 -Near a Glow~ - A strange maroon glow comes from the eastern chamber, some sort of maroon -draping or mound lies in that room. The glow shimmers and dazzles as it shines. -The heat now has become nearly unbearable, you can feel your face and hands -burning slightly, turning red. -~ -323 104 0 0 0 0 -D1 -~ -~ -0 0 32395 -D3 -~ -~ -0 0 32393 -S -#32395 -The Dragon's Hoarde~ - Ahh, so it was the glow of all that money and treasure gleaming on a huge -dragon's scales - that's all it was. Maybe it would have been better had you -stayed in Jareth, maybe tossed a couple of beers down at the Goat and called it -a night... -~ -323 104 0 0 0 0 -D3 -~ -~ -0 0 32394 -S -#32396 -Side Tunnel~ - This tunnel is certainly more narrow than the one to the north. However, -that does not help to ease the uneasy feeling you get from this small tunnel. -Something, someone lies to the south and it is not something good. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32393 -D2 -~ -~ -0 0 32397 -S -#32397 -Side Tunnel~ - The tunnel makes a curve, heading into a small chamber filled with heaps of -coins! Maybe that bad feeling was just that you weren't sure how you were going -to carry all this gold back to the bank. -~ -323 105 0 0 0 0 -D0 -~ -~ -0 0 32396 -D1 -~ -~ -0 0 32398 -S -#32398 -Deep Room~ - You realize with a sinking feeling that the heaps you thought were gold were -actually the sides of the Deepspawn inhabiting this place. Somewhere, somehow -back just west of Jareth, you feel you must have taken a wrong turn. -~ -323 105 0 0 0 0 -D3 -~ -~ -0 0 32397 -S -#32399 -The Aboleth's Lair~ - So this is why the aboleth attacked so suddenly on the ledge! She was -protecting her babies. Not to mention a considerable treasure... -~ -323 97 0 0 0 0 -D4 -~ -~ -0 0 32369 -S -$~ diff --git a/lib/world/wld/324.wld b/lib/world/wld/324.wld deleted file mode 100644 index 27cf1e9..0000000 --- a/lib/world/wld/324.wld +++ /dev/null @@ -1,1798 +0,0 @@ -#32400 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes which are manned -twenty-eight hours a day. The main section of the camp lies east of here along -a roadway, the main highway through the gates to the west. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32401 -D1 -~ -~ -0 0 32440 -D2 -~ -~ -0 0 32427 -D3 -~ -~ -0 0 32610 -E -credits info~ - Army Encampment by Kaan - Zone 324 is linked to the following zones: -326 Army Perimeter at 32400 (west ) ---> 32610 -326 Army Perimeter at 32414 (east ) ---> 32640 -~ -S -#32401 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 8 0 0 0 0 -D0 -~ -~ -0 0 32402 -D2 -~ -~ -0 0 32400 -E -scorecards~ - The cards all have been filled in with the judges evaluations of today's -combata nts. It seems that Sparticus is having a good day. -~ -E -pencils pencil~ - An ordinary number 2 lead pencil. Judging by the teeth marks on the shaft, -the user should see a dentist very soon! -~ -S -#32402 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes, one of which is right -here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. -~ -324 8 0 0 0 0 -D0 -~ -~ -0 0 32403 -D2 -~ -~ -0 0 32401 -D4 -~ -~ -0 0 32439 -S -#32403 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32404 -D2 -You see a small hallway that leads to a larger area. -~ -~ -0 -1 32402 -E -seats benches~ - The benches are made of rough cut lumber that has dried and split over time. -You would probably get splinters if sat on them. The words "BURT WAS HERE" have -been carved into one of the benches with exquisite care. -~ -S -#32404 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes, one of which is right -here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. The Walk turns north and east at this point, following the natural slope -of the valley. -~ -324 0 0 0 0 0 -D1 -There is an acrid smell coming from that direction. -~ -~ -0 -1 32405 -D2 -~ -~ -0 0 32403 -D4 -~ -~ -0 0 32438 -E -marks scratches~ - They look like they form the words "Onivel Cinemod Semaj" But you could be -mistaken. -~ -S -#32405 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 0 0 0 0 0 -D1 -Through the clouds of dust, you can make out a passable road. -~ -road~ -0 -1 32406 -D3 -~ -~ -0 0 32404 -E -gate~ - The gate has been permanently rusted shut and is further secured by a large -chain and padlock. Don't even bother THINKING about trying to open it. -~ -S -#32406 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes, one of which is right -here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. -~ -324 0 0 0 0 0 -D1 -~ -~ -0 0 32407 -D3 -~ -~ -0 0 32405 -D4 -~ -~ -0 0 32437 -E -swords weapons armor halberds whips~ - Titus has enough hardware in here to outfit a large army. Maybe that's why -he has a lucrative contract to sell weapons to the emperor's armies for -outrageous prices. -~ -E -sign~ - The sign has a note posted on it. It reads: - List - Tells you what I have to sell. - Buy - Tells me what you want to buy. - Value - Tells you what I will pay for an item. - Sell - Tells me you will sell that item, to me. -~ -S -#32407 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 0 0 0 0 0 -D1 -~ -~ -0 0 32408 -D3 -~ -~ -0 0 32406 -E -weapons swords crates armor weapon sword crate~ - There are literally thousands of each. Take your pick. -~ -S -#32408 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes, one of which is right -here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. -~ -324 0 0 0 0 0 -D1 -~ -~ -0 0 32409 -D3 -~ -~ -0 0 32407 -D4 -~ -~ -0 0 32436 -E -landscape country~ - You can see the entire city of Rome from here. The buildings housing the -Roman government are to the east. To the south east, off in the distance, is -the massive aqueduct and further in that direction lies the Mountain of the -Gods. -~ -S -#32409 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 0 0 0 0 0 -D1 -There is a large oval dirt-track in that direction. -~ -~ -0 -1 32410 -D3 -~ -~ -0 0 32408 -E -gladiator~ - He is a big muscular man with lots of armor. He sizes you up and decides -that you aren't worth his time or trouble. -~ -E -driver~ - The driver is too busy changing a wheel on his chariot to notice you. -~ -E -chariot~ - You see a two wheeled open cart which is obviously meant to be pulled by -horses. The flaming paint-job and the large "01" stenciled on the side identify -the chariot as belonging to Drucilis "Lightning-whip" Octavious, a favorite -driver of the masses. -~ -E -coach trainer~ - The coach tells you "Stop bothering my athletes and get lost! " -~ -S -#32410 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes, one of which is right -here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. The Walk turns south and west at this point, following the natural slope -of the valley. -~ -324 0 0 0 0 0 -D2 -~ -~ -0 0 32411 -D3 -~ -~ -0 0 32409 -D4 -~ -~ -0 0 32435 -E -gladiator~ - He is in the final stages of a charge against his opponent.... THUD! -CLANG! CRASH!!!!.... Judging from the blood and the amount of distance that -now separates the gladiators head from the rest of his body, you can safely -assume that this was the final combat of his life. -~ -S -#32411 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 8 0 0 0 0 -D0 -~ -~ -0 0 32410 -D2 -~ -~ -0 0 32412 -E -leech leeches~ - DISGUSTING! Each is about the size of matchbox and very slimy. You are VERY -glad that you have access to a cleric! -~ -S -#32412 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes, one of which is right -here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32411 -D2 -It is difficult to see through the haze and dust. -~ -~ -0 -1 32413 -D4 -~ -~ -0 0 32434 -S -#32413 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 8 0 0 0 0 -D0 -A dusty road lies to the north. -~ -~ -0 -1 32412 -D2 -You hazard a guess that a bedroom lies in that direction. -~ -~ -0 -1 32414 -E -furnishings furniture~ - The furniture that you see is very simple and plain. It is made of rough -hewn wood and fastened together with nails. It looks very uncomfortable. -~ -S -#32414 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. You may enter into the -main section of the camp to west - the east gate lies just east of here. -~ -324 0 0 0 0 0 -D0 -You see the living quarters to the north. -~ -~ -0 -1 32413 -D1 -~ -gate~ -1 0 32640 -D2 -~ -~ -0 0 32415 -D3 -~ -~ -0 0 32477 -E -laundry wash clothing~ - It smells of sweat and is covered with mud. -~ -S -#32415 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32414 -D2 -~ -~ -0 0 32416 -S -#32416 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes, one of which is right -here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32415 -D2 -~ -~ -0 0 32417 -D4 -~ -~ -0 -1 32433 -S -#32417 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32416 -D2 -~ -~ -0 0 32418 -S -#32418 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes, one of which is right -here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. The Walk turns north and west here, following the natural curve of the -valley's floor. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32417 -D3 -An acrid, almost medicinal smell is coming from that direction. -~ -~ -0 -1 32419 -D4 -~ -~ -0 0 32432 -E -statue caligula~ - A larger than life stone statue of Caligula, the Mad Emperor looks at you. -It looks like it is holding a phallus. -~ -S -#32419 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 0 0 0 0 0 -D1 -The highway continues to the east. -~ -~ -0 -1 32418 -D3 -The highway continues to the west. -~ -~ -0 -1 32420 -S -#32420 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes, one of which is right -here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. -~ -324 0 0 0 0 0 -D1 -~ -~ -0 0 32419 -D3 -The living quarters lie in that direction. Why don't you stop pussyfooting -around and go that way??!! Please? -~ -~ -0 -1 32421 -D4 -~ -~ -0 0 32431 -E -hole toilet~ - You walk over to the hole and see that there is a large turd floating in a -pool black water about 2 feet below the surface of the ground. As you lean -closer to get a better look, your nose catches a concentrated dose of the -fragrant aroma wafting upwards. Your stomach decides that it has had enough of -this shoddy treatment and you puke until it is empty. -~ -E -roll paper~ - Hey!! This is first-class stuff!! - White Cloud brand with lotion. The -roll is about half-used. -~ -S -#32421 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 0 0 0 0 0 -D1 -~ -~ -0 0 32420 -D3 -~ -~ -0 0 32422 -S -#32422 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes, one of which is right -here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. -~ -324 0 0 0 0 0 -D1 -~ -~ -0 0 32421 -D3 -The seating gets much fancier and elegant in that direction. -~ -elegant~ -0 -1 32423 -D4 -~ -~ -0 0 32430 -S -#32423 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 0 0 0 0 0 -D1 -~ -~ -0 0 32422 -D3 -~ -~ -0 0 32424 -S -#32424 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes, one of which is right -here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. The Walk turns north and east here, following the natural curve of the -valley's floor. -~ -324 0 0 0 0 0 -D0 -You see rows upon rows of dilapidated wooden bleachers. -~ -~ -0 -1 32425 -D1 -Nero Drive lies in that direction. -~ -~ -0 -1 32423 -D4 -~ -~ -0 0 32429 -E -statue tiberius~ - The statue of Tiberius, made of iron, stands here. -~ -S -#32425 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 0 0 0 0 0 -D0 -You see hundreds, if not thousands of people. -~ -~ -0 -1 32426 -D2 -~ -~ -0 0 32424 -E -cashbox~ - It's a shame that the exchange rate for Roman money is so low. What amounts -to a fortune in Rome isn't even worth one gold coin. The contents of the box -add up to about .... Well forget it. It isn't worth your time or trouble to -carry it around. -~ -S -#32426 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes, one of which is right -here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32427 -D2 -It looks like a Nobleman's estate. We are talking RICH nobleman's estate. -~ -estate house~ -0 -1 32425 -D4 -~ -~ -0 0 32428 -E -structure~ - That would probably be the Coliseum. There are a few good matches scheduled -for today. -~ -S -#32427 -The Guard Walk~ - This is the outer ring of the Army's main encampment where patrols keep a -constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. -~ -324 0 0 0 0 0 -D0 -You see a paved road in the distance. -~ -~ -0 -1 32400 -D2 -You see an incredible house off in the distance. -~ -~ -0 -1 32426 -E -Venus~ - Venus, the Roman goddess of beauty and knowledge is displayed in a all of her -splendor. -~ -E -Jupiter~ - A statue made of pure gold depicts Zeus sitting on his throne. The throne -looks like it is made of silver. -~ -E -Neptune~ - The statue of Neptune is made of pure jade and is holding a crystal trident. -It is sitting in the center of a small pond which has hundreds of beautiful fish -swimming in it. -~ -E -trees tree shrubs shrub plants plant~ - All of the plants, trees and shrubs are perfectly trimmed, without so much as -a dead leaf anywhere to be seen. You welcome the shade that they give from the -harsh sun above. -~ -S -#32428 -Guard Tower~ - There is little in the way of comfort here. The walls are made of thick wood -slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. -~ -324 8 0 0 0 0 -D5 -~ -~ -0 0 32426 -E -floor tile~ - Very expensive! A lot of master craftsmen labored long and hard to produce -such a work of art. -~ -E -windows~ - They are intricate and the scenes that they depict cast honor on several of -the gods. -~ -E -furniture~ - You hope to eventually be able to own a piece of furniture just like these -someday. These are only dreams, of course. -~ -S -#32429 -Guard Tower~ - There is little in the way of comfort here. The walls are made of thick wood -slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. -~ -324 8 0 0 0 0 -D5 -~ -~ -0 0 32424 -E -gate~ - The gate is made of solid iron and is well maintained. -~ -E -road~ - The road is wide and very muddy. -~ -S -#32430 -Guard Tower~ - There is little in the way of comfort here. The walls are made of thick wood -slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. -~ -324 8 0 0 0 0 -D5 -~ -~ -0 0 32422 -S -#32431 -Guard Tower~ - There is little in the way of comfort here. The walls are made of thick wood -slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. -~ -324 8 0 0 0 0 -D5 -~ -~ -0 0 32420 -S -#32432 -Guard Tower~ - There is little in the way of comfort here. The walls are made of thick wood -slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. -~ -324 8 0 0 0 0 -D5 -~ -~ -0 0 32418 -E -vendor vendors~ - There are several sidewalk vendors here, selling fresh fruits and vegetables, -home baked goods, fine jewelry and other items. Most of the items for sale are -of very high quality. -~ -E -aqueduct~ - To the southeast, off in the distance, stands a large stone structure that is -used to channel water into the city. -~ -S -#32433 -Guard Tower~ - There is little in the way of comfort here. The walls are made of thick wood -slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. -~ -324 8 0 0 0 0 -D5 -~ -~ -0 0 32416 -S -#32434 -Guard Tower~ - There is little in the way of comfort here. The walls are made of thick wood -slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. -~ -324 8 0 0 0 0 -D5 -~ -~ -0 0 32412 -S -#32435 -Guard Tower~ - There is little in the way of comfort here. The walls are made of thick wood -slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. -~ -324 8 0 0 0 0 -D5 -~ -~ -0 0 32410 -S -#32436 -Guard Tower~ - There is little in the way of comfort here. The walls are made of thick wood -slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. -~ -324 8 0 0 0 0 -D5 -~ -~ -0 0 32408 -E -desk~ - The desk is made of solid walnut and gold inlay. It is exquisitely carved -with superior craftsmanship, the likes of which has rarely been seen. It was -probably brought to Rome from Gaul. -~ -E -documents decrees paperwork document decree papers paper~ - The documents are all written on reed scrolls made in Egypt and have been -sealed with wax. -~ -E -bookcase books~ - The books are very old and contain the wisdom of wise men from throughout the -entire Roman empire. They appear to be collecting dust. -~ -E -flowers plants flower plant~ - The plants contribute to a very relaxing atmosphere. -~ -S -#32437 -Guard Tower~ - There is little in the way of comfort here. The walls are made of thick wood -slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. -~ -324 8 0 0 0 0 -D5 -~ -~ -0 0 32406 -S -#32438 -Guard Tower~ - There is little in the way of comfort here. The walls are made of thick wood -slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. -~ -324 8 0 0 0 0 -D5 -~ -~ -0 0 32404 -S -#32439 -Guard Tower~ - There is little in the way of comfort here. The walls are made of thick wood -slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. -~ -324 8 0 0 0 0 -D5 -~ -~ -0 0 32402 -E -crowds people~ - It looks like some kind of bizarre or festival is occurring to the west. -There are hundreds of people of all classes shopping, talking or eating. -~ -S -#32440 -Roadway~ - This hard-packed road runs into the center of the camp, which branches -leading north and south toward the smithy and the farming area. -~ -324 4 0 0 0 0 -D0 -~ -~ -0 0 32443 -D1 -~ -~ -0 0 32441 -D2 -~ -~ -0 0 32454 -D3 -You can see a busy street in that direction. -~ -~ -0 -1 32400 -E -telescope~ - If it were operational, it would offer a spectacular view of the Mountain of -the Gods. Unfortunately, it appears to have been vandalized. -~ -E -aqueduct~ - The aqueduct is a massive stone structure that channels water into Rome from -the Mountain of the Gods. During the rainy season, it is filled to the top. -However, due to recent drought, the water level appears to be very low. -~ -E -sign~ - ******************************************** - * * - * The Roman Aqueduct and Mountain * - * Observation Platform * - * * - * Designed and built by the Froboz * - * Magic Platform Company * - * * - ******************************************** -~ -S -#32441 -Roadway~ - The roadway continues its way deeper into the main area of the encampent, -running east for some ways. There is a large hay barn just to the south, fenced -off so that entry must be from another direction. A small wooden hut lies just -north of here, its door also on another side. -~ -324 0 0 0 0 0 -D1 -You see more aqueduct. -~ -~ -0 -1 32442 -D3 -You see more aqueduct. -~ -~ -0 -1 32440 -E -slime algae~ - Due to the availability of moisture and nutrients, a green, viscous slime has -grown and covered everything with a slippery coating. It seems to go out of its -way to drip on you. -~ -S -#32442 -Roadway~ - Just east of here is the Parade Grounds where the troops march on days of -graduation, tradition, or other such ceremony. The trail sections off to the -north and south, heading toward the barracks area and the mess tent. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32445 -D1 -~ -~ -0 0 32467 -D2 -~ -~ -0 0 32456 -D3 -You see the south gate through the door. -~ -~ -0 -1 32441 -E -fog mist~ - This is some really strange stuff! You have never seen anything this color -before. Your legs are totally obscured from the knee down. -~ -E -sign~ - The sign has a note posted on it. It reads: - List - Tells you what I have to sell. - Buy - Tells me what you want to buy. - Value - Tells you what I will pay for an item. - Sell - Tells me you will sell that item, to me. -~ -S -#32443 -Roadway~ - The road is a bit more narrow here, but still certainly wide enought to -accomodate a wagon's width. To the east is a small wood hut with smoke rising -from a thin chimney along the side. North is another wood building, but one -which is somewhat larger than the hut to the east. A large amount of ringing -noise can be heard from that building, where smoke also rises from. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32446 -D1 -There is a sign on the door that says: MUNICIPAL COURT OF ROME. It appears -to be open. -~ -~ -0 -1 32444 -D2 -The foyer is directly to the south. -~ -~ -0 -1 32440 -S -#32444 -The Tanner~ - Hides from various beasts, mostly deer and cow, are stretched out on tanning -rods being cured for use as armor or clothing. The place is intensely warm due -to the fact that it is so small an area and a fire blazes in a wood stove -constantly. -~ -324 8 0 0 0 0 -D3 -~ -~ -0 0 32443 -S -#32445 -Roadway~ - The soldiers' main barracks lies north from here, the trail well tended and -free of debris. The higher ranking officers must be big sticklers for the -troops to keep their area clean. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32449 -D2 -~ -~ -0 0 32442 -E -stairs stairway steps~ - The stairs are immaculately polished and made of white marble. -~ -E -statue statues~ - There is really nothing noteworthy about them. -~ -S -#32446 -Smithy~ - This large room houses the main smithy and armory for the entire army. A -team of smiths work daily to keep armor and weapons in good condition, not to -mention making new items for new recruits. A fire blazes in a huge fireplace, -various implements of the trade inside. -~ -324 8 0 0 0 0 -D0 -The general store lies in that direction. -~ -~ -0 -1 32447 -D1 -There is what appears to be a large gate in that direction. -~ -~ -0 -1 32448 -D2 -~ -~ -0 0 32443 -E -stone structure aqueduct~ - You see a massive stone structure, built several centuries ago, that is used -to channel water into the city. -~ -E -mountain~ - Off to the southwest, you can see a huge mountain that is partially obscured -by the haze. It is rumored that the gods reside there and protect the city. -~ -S -#32447 -Armor Cache~ - This is where the smiths which the Army has trained keep their surpus goods -and dented or broken pieces of armor. Most of the items here are in fine shape, -there are not many broken pieces due to the fact that it is peace-time. -~ -324 8 0 0 0 0 -D2 -~ -~ -0 0 32446 -S -#32448 -Weapon Cache~ - This is where the smiths which the Army has trained keep their surpus goods -and dented or broken weapons. Most of the items here are in fine shape, there -are not many broken pieces due to the fact that it is peace-time. -~ -324 8 0 0 0 0 -D3 -The aqueduct continues. -~ -~ -0 -1 32446 -E -slime algae~ - Due to the availability of moisture and nutrients, a green viscous slime has -grown and covered everything with a slippery coating. It seems to go out of its -way to drip on you. -~ -S -#32449 -Roadway~ - The main fire pit and social area for the soldiers of the army lies just -north, encircled by rows and rows of long gray tents where the soldiers sleep. -To the south is the main road through the camp. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32451 -D2 -~ -~ -0 0 32445 -E -workbench workbenches tubes beakers crucibles dishes~ - These are all tools of great power. You cannot even begin to understand what -any of this stuff does. -~ -E -cinders ashes pile~ - The ashes are a very fine grayish white powder that seems to be the only -worldly remains of Froboz's "test specimens". -~ -S -#32450 -Barracks Tent~ - This tent holds row upon row of single beds, more aptly called cots, where -the lower rank soldiers of the camp make their home. A footlocker stands at the -foot of each bed, everything inside of the tent, including the dirt floor, is -spotlessly clean. -~ -324 8 0 0 0 0 -D1 -~ -~ -0 0 32451 -E -bench stand box jury~ - You see large wooden structures that are designed to separate the judge, jury -and witnesses from the rest of the courtroom. They are made of polished oak and -are strictly functional. -~ -E -seal~ - The seal of the emperor is mounted above the judge's stand. -~ -S -#32451 -Fire Pit~ - This is the main area of the soldiers' section of the camp. It is kept -relatively free of debris or grunge, the pit always fresh dug, the ground raked -and smooth. Long gray barracks tents lie to the north, east and west. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32453 -D1 -~ -~ -0 -1 32452 -D2 -~ -~ -0 0 32449 -D3 -The clay street leads into the city. -~ -~ -0 -1 32450 -E -spires towers~ - There are two tall spires on either side of the gate and are constantly -manned by the city guards. They are made of stone and stand about 40 feet tall. -~ -E -gate~ - The gate is fabricated from iron and has been designed to keep intruders out -of the city. -~ -S -#32452 -Barracks Tent~ - This tent holds row upon row of single beds, more aptly called cots, where -the lower rank soldiers of the camp make their home. A footlocker stands at the -foot of each bed, everything inside of the tent, including the dirt floor, is -spotlessly clean. -~ -324 8 0 0 0 0 -D3 -~ -~ -0 0 32451 -E -trail~ - The mountain trail is a little muddy, due to the recent rains. -~ -S -#32453 -Barracks Tent~ - This tent holds row upon row of single beds, more aptly called cots, where -the lower rank soldiers of the camp make their home. A footlocker stands at the -foot of each bed, everything inside of the tent, including the dirt floor, is -spotlessly clean. -~ -324 8 0 0 0 0 -D2 -~ -~ -0 0 32451 -S -#32454 -Roadway~ - The road is still wide here, bit a bit less solid as it leads the way into -the farming area. There is a large hay barn packed to the rafters to the east - -the army must keep it in high supply during times of peace. The road continues -to the south toward a large circular, fenced area where warhorses neigh and -whinny, tossing their mighty heads. -~ -324 0 0 0 0 0 -D0 -The aqueduct continues. -~ -~ -0 -1 32440 -D1 -The aqueduct continues. -~ -~ -0 -1 32455 -D2 -The aqueduct continues. -~ -~ -0 -1 32457 -E -slime algae~ - Due to the availability of moisture and nutrients, a green, viscous slime has -grown and covered the everything with a slippery coating. It seems to go out of -its way to drip on you. -~ -S -#32455 -Hay Barn~ - There is not much to say about this large, open sided barn. Tall poles run -up roughly thirty feet into the air supporting a tin ceiling which serves to -keep the hay beneath dry. The hay reaches all the way to the ceiling and would -undoubtedly reach beyond were it given the opportunity. -~ -324 0 0 0 0 0 -D3 -The courtroom lies in that direction. -~ -door~ -0 12106 32454 -E -tombs books~ - The books are very large and filled with Roman legal precedent. -~ -E -papers documents~ - There are hundreds of pages of petitions, lawsuits and court orders sitting -on the desk. One particularly interesting case involves a nobleman, a slave and -a roll of toilet paper. -~ -S -#32456 -Mess Tent~ - This large, open-sided tent houses rows of long wooden tables used by the -soldiers during meal times. The tent itself sits dead center of the roadway, -the road picking up again just south of the tent, ending at a couple of -decent-sized wood outbuildings. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32442 -D2 -~ -~ -0 0 32462 -E -tree trees vegetation~ - All of the vegetation is lush, green and in full bloom. You wish that you -could take the time to stop and enjoy it properly. -~ -E -trail path~ - The path is a little muddy, possibly due to a recent thundershower. -~ -S -#32457 -Roadway~ - The roadway ends at a gate which separates the corral from the open area of -the camp. The mighty steeds inside neigh and whinny in protest, running in -circle and tossing their heads. To the east is a large barn. -~ -324 0 0 0 0 0 -D0 -The aqueduct continues. -~ -~ -0 -1 32454 -D1 -The aqueduct continues. -~ -~ -0 -1 32458 -D2 -You see a gorgeous valley. -~ -door~ -1 -1 32459 -E -slime algae~ - Due to the availability of moisture and nutrients, a green, viscous slime has -grown and covered everything with a slippery coating. It seems to go out of its -way to drip on you. -~ -S -#32458 -Barn~ - This place is full of various implements for caring for the steeds of the -cavalry and for doing the work that the cowboys of the army are responsible for. -There are a few stalls off in the far east corner of the barn where it appears -the best of the best of the Army's steeds are kept. -~ -324 8 0 0 0 0 -D3 -~ -~ -0 0 32457 -E -stream brook~ - A stream of the clearest, cleanest water that you have ever seen winds its -way through the valley. -~ -E -fish~ - A variety of species swims peacefully in the cool, clear water. -~ -E -trees fruit~ - The fruit trees, nourished by the fertile ground at the edge of the stream -and sustained by the brilliant sunshine, line the banks of the stream and are -laden with fruit. -~ -S -#32459 -Corral~ - Horses run around you in a frenzy, their trained senses to first lash out and -kick any man who is not their usual rider. Best to get out of this area quickly -before you get trampled! -~ -324 0 0 0 0 0 -D0 -~ -door~ -1 0 32457 -D1 -~ -~ -0 0 32460 -D2 -~ -~ -0 0 32461 -E -trees~ - The trees are old and tower hundreds of feet above the ground. If you stand -still and listen carefully, you can hear the birds singing. -~ -S -#32460 -Branding Block~ - There is a large firepit here, irons laying with their business ends in the -pit. A large wooden block is here to aid the branders in keeping the animals -still while branding them with the mark of the Eatern Army/f -~ -324 0 0 0 0 0 -D3 -~ -~ -0 0 32459 -E -cells cell~ - You can see small and very cramped cells which are filthy. You shiver and -vow to never do anything that would cause you to become a resident. -~ -S -#32461 -Livestock Pasture~ - This area is fenced in as well, but not as potentially hazardous as that just -north of here. The animals here are all cow, well fed and lazy. They are the -main meat, milk and leather supply for the army and so are well tended. The -ground is strewn with all sorts of surprises - it might be best to watch one's -step! -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32459 -S -#32462 -Roadway~ - The road ends here at a couple of wooden buildings. There are rickety doors -on both, one to the east and one south, neither of them appear to be locked. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32456 -D1 -~ -door~ -1 -1 32463 -D2 -~ -door~ -1 0 32464 -E -sign~ - The sign has a note posted on it. It reads: List - Tells you what I have to -sell. Buy - Tells me what you want to buy. Value - Tells you what I will pay -for an item. Sell - Tells me you will sell that item, to me. -~ -S -#32463 -Dry Storage~ - This is where all non-perishable foodstuffs are kept by the Army. Sacks of -flour, loads of dried fruits and canned goods are stacked neatly on shelves and -on pallets all over the floor. -~ -324 8 0 0 0 0 -D3 -~ -door~ -1 0 32462 -E -sign~ - The sign has a note posted on it. It reads: - - List - Tells you what I have to sell. - Buy - Tells me what you want to buy. - Value - Tells you what I will pay for an item. - Sell - Tells me you will sell that item, to me. -~ -S -#32464 -Cold Storage~ - The foodstuffs stored in this building are those which must be kept chilled - -milk from the cattle, meats which are kept cold until consumed by the soldiers -are all kept on ice here. -~ -324 8 0 0 0 0 -D0 -~ -door~ -1 0 32462 -S -#32465 -Footman's Training Grounds~ - Soldiers in the Eastern Army get to know this field well, indeed. Whether a -footman or member of the cavalry, every soldier learns to march here in -formation and does horrendous hours of physical training which is required of -every soldier in the army. To the east is the cavalry fields where the cavalry -officers might train in their riding and horseman's skills to better their -performance on the field of battle. -~ -324 0 0 0 0 0 -D1 -~ -~ -0 -1 32479 -D2 -~ -~ -0 0 32466 -S -#32466 -Grandstands~ - The stands rise close to forty feet into the air, rows and rows of bleacher -seats available for spectators to sit and watch any ceremony or event which may -be taking place in the Parade Grounds just south of here. To the north behind -the stands is the practice field, a much less used place where trainees go -through their drills in hopes of perfection when marching on the opulent Parade -Grounds. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32465 -D2 -~ -~ -0 0 32467 -S -#32467 -Parade Grounds~ - The grass here is well kept, tended by the newer recruits so that when they -obtain rank and become recognized as more than just pukes they might have a -place where they can proudly march for their superiors. A large grandstands -lies just north of the grounds where spectators may view events which take place -and the higher ranks may give praise to those who have done a job well. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32466 -D1 -You see a great desert. -~ -~ -0 -1 32469 -D3 -The might clay road leads off in this direction. -~ -~ -0 -1 32442 -S -#32468 -Strategies~ - A long, low table spreads out the length of the room with low stools all -around it. Maps and charts are stacked in neat piles in corners of the table, -writing implements before each stool. -~ -324 8 0 0 0 0 -D2 -~ -~ -0 -1 32469 -S -#32469 -Roadway~ - The roadway bends a bit here, heading south and then east toward the eastern -perimeter of the camp. To the north is a large blue tent, the banner of the -Eastern Army proudly flying from its summit. To the east is an even larger tent -of the same blue fabric, the flag of the Army also atop its summit along with -the crest of the General. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32468 -D1 -~ -~ -0 0 32476 -D2 -~ -~ -0 0 32470 -D3 -~ -~ -0 0 32467 -S -#32470 -Roadway~ - The main roadway twists back east toward the eastern-most exit of the camp. -To the south is another section of the roadway where you can see a few small -wood huts, presumably outhouses, along the side of the road before it ends at a -stream. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32469 -D1 -~ -~ -0 0 32475 -D2 -~ -~ -0 0 32471 -S -#32471 -Roadway~ - There are a row of smelly wooden huts along the east side of the trail, to -the south is a stream roughly two feet in width, maybe two feet deep. -Obviously, this where the army gets its main water supply. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32470 -D1 -~ -~ -0 0 32480 -D2 -~ -~ -0 0 32472 -S -#32472 -Roadway~ - One of the latrines stands open to the east, the stream itself just to the -south. The fresh, cool scent of the water running over the rocks constrasts so -strongly with the smell of the latrine that it almost seems an affront to -nature. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32471 -D1 -~ -door~ -1 0 32474 -D2 -~ -~ -0 0 32473 -S -#32473 -Stream~ - The water is very cold, so cold as to numb flesh. It is very pure and crisp, -however, which is the main reason why the army chose this valley over many -others that they might have picked. -~ -324 0 0 0 0 0 -D0 -~ -~ -0 0 32472 -S -#32474 -Latrines~ - This is more or less a three foot by three foot box with a small wooden -platform built at the east side. A hole has been cut into the top of the -platform allowing soldiers a place to rest their rump where they may relieve any -excess bowel pressures. It truly stinks like shit in here. -~ -324 8 0 0 0 0 -D3 -~ -door~ -1 0 32472 -S -#32475 -Roadway~ - The roadway runs east toward the east gate of the encampment. You may exit -the camp just east of here or head into the main camp area to the west. -~ -324 0 0 0 0 0 -D1 -~ -~ -0 0 32477 -D3 -~ -~ -0 0 32470 -S -#32476 -General's Tent~ - The accomodations of this tent are luxurious compared to that of the common -foot soldier's tents. It is not, however, a place which one might call -comfortable. There is a bed here, only slightly larger than those found in the -barracks tents and the small table which doubles as a desk is only large enough -for two men at the most to eat upon it. -~ -324 8 0 0 0 0 -D3 -~ -~ -0 0 32469 -S -#32477 -Roadway~ - The eastern gate to the army is just east of here. To the north is a -tremendous wood pile which is fed daily by the logging teams of the army. -Soldiers work constantly at cutting and shaping the wood for whatever needs the -Army may have. -~ -324 4 0 0 0 0 -D0 -~ -~ -0 0 32478 -D1 -~ -~ -0 0 32414 -D3 -~ -~ -0 0 32475 -S -#32478 -Lumber Yard~ - This huge pile of wood holds all manner of shapes, types and sizes of wood -which has been cut by the logging crews for the army. Soldiers work around the -clock at keeping enough wood available for the cook fires and the tents where -soldier sleep. -~ -324 0 0 0 0 0 -D2 -~ -~ -0 0 32477 -S -#32479 -Cavalry Fields~ - The ground beneath your feet is trampled and wet, strewn with divots ripped -from the earth by the thundering hooves of warhorses. To the west is the -footman's training area, a large blue tent blocks any passage south. -~ -324 0 0 0 0 0 -D3 -~ -~ -0 0 32465 -S -#32480 -Medical Tent~ - A piece of strong fabric covers the floor of this tent to keep germs at bay, -all linens are clean and sanitary. For being in the middle of a camp, having -only this tent for shelter, this is quite a facility. -~ -324 0 0 0 0 0 -D3 -~ -~ -0 0 32471 -S -$~ diff --git a/lib/world/wld/325.wld b/lib/world/wld/325.wld deleted file mode 100644 index fb96d00..0000000 --- a/lib/world/wld/325.wld +++ /dev/null @@ -1,1407 +0,0 @@ -#32500 -Matted-down Grass~ - The yellow grass here has been trampled through, most of it smooshed to the -ground from passing feet and wagon wheels. The tracks lead south toward an open -area where a fairly large number of people are milling about. Just south of -here are a couple of wagons pulled up close by the side of the road. -~ -325 0 0 0 0 0 -D2 -~ -~ -0 0 32501 -E -credits info~ - Encampment by Kaan -Links: 04s -~ -S -#32501 -Matted-down Grass~ - The way is fairly well traveled for not being a road, the amount of traffic -which has headed in this direction has made the way very passable. Just to the -east is a colorful wagon with a man sitting inside, waving at you. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32500 -D1 -~ -~ -0 0 32503 -D2 -~ -~ -0 0 32502 -S -#32502 -A Beaten Grassy Path~ - Another wagon sits beside the road, this one just to the west side. The -grasses have been walked upon so much here that there are patches where it has -been completely worn away. Directly south from here is a huge, wide open area -where large numbers of odd looking men and women dance, cavort and tease their -way through the people who walk through the area. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32501 -D2 -~ -~ -0 0 32505 -D3 -~ -~ -0 0 32504 -S -#32503 -At the Tonic Wagon~ - The colorful wagon which rests beside the road boasts travel in all the -exotic areas of the world. Small silver bells hang off of the awnings from -strings, the bells twinkling and ringing as the wind carries them. -~ -325 0 0 0 0 0 -D3 -~ -~ -0 0 32501 -S -#32504 -At a Bright Wagon~ - This wagon is much like everything in sight in this wild and exciting place. -It is painted in bright, garish colors with terrible landscapes and beautiful -waterfalls abounding. It certainly is a wagon that attracts a great deal of -attention. -~ -325 0 0 0 0 0 -D1 -~ -~ -0 0 32502 -S -#32505 -Festival Grounds~ - A perpetual festival is in affect here, day in and day out. Whenever a -caravan of gypsies or performers leaves, it always seems that another takes its -place. A panorama of spectacles and wonders await in every direction. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32502 -D1 -~ -~ -0 0 32506 -D2 -~ -~ -0 0 32509 -D3 -~ -~ -0 0 32507 -S -#32506 -Festival Grounds~ - Smiling folk fill this large open area where all sorts of merry men and women -amaze and delight any who will watch. This is the northeast corner of the area -- most of the activity is off to the south and west. -~ -325 0 0 0 0 0 -D2 -~ -~ -0 0 32510 -D3 -~ -~ -0 0 32505 -S -#32507 -Festival Grounds~ - This was, up until recently, a simple open field devoid of anything unique at -all. The yellowish grass underfoot crunches unerfoot, still a bit springy when -stepped upon. All sorts of curiousities fill this area, most of it off to the -south and east. -~ -325 0 0 0 0 0 -D1 -~ -~ -0 0 32505 -D2 -~ -~ -0 0 32508 -S -#32508 -Festival Grounds~ - A open swath through the trees leads off to the west, more of the same -delights that fill this area in that direction. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32507 -D1 -~ -~ -0 0 32509 -D2 -~ -~ -0 0 32511 -D3 -~ -~ -0 0 32535 -S -#32509 -Festival Grounds~ - The sounds of the people who mill about this clearing are almost -incomprehensible as they mingle in with the shouts of vendors, the cries of the -performers and the general hubbub of a place like this. The strangest sights -abound in every direction, one need only to around to see a new miracle or feat -at every turn. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32505 -D1 -~ -~ -0 0 32510 -D2 -~ -~ -0 0 32512 -D3 -~ -~ -0 0 32508 -S -#32510 -Festival Grounds~ - A wide open area to the east leads past more of the same delights that fill -this clearing. Off to the south, performance of some sort is in progress. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32506 -D1 -~ -~ -0 0 32518 -D2 -~ -~ -0 0 32513 -D3 -~ -~ -0 0 32509 -S -#32511 -Festival Grounds~ - The clearing comes to the edge of the forest at this point, however there is -a small pathway through the trees to the west. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32508 -D1 -~ -~ -0 0 32512 -D2 -~ -~ -0 0 32514 -D3 -~ -~ -0 0 32545 -S -#32512 -Festival Grounds~ - You are dead smack in the center of this place full of gaiety and fun, people -moving all about you jostling and bumping elbows. In any direction is something -new, something wonderful. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32509 -D1 -~ -~ -0 0 32513 -D2 -~ -~ -0 0 32515 -D3 -~ -~ -0 0 32511 -S -#32513 -Festival Grounds~ - With all of the people who move past you in such an unhurried manner, its -hard not to relax a bit in this place and drop a bit of coin. This place must -be a traveling affair, as the ground underfoot still seems to be alive even -through all the feet that tromp over it. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32510 -D1 -~ -~ -0 0 32517 -D2 -~ -~ -0 0 32516 -D3 -~ -~ -0 0 32512 -S -#32514 -Festival Grounds~ - This is western edge of the clearing - most of the goings-on are to the -north, south and east. It really is amazing how so many folk can come through -this area, all of them of different race, size and stature and yet all of them -can mingle peacefully - even happily. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32511 -D1 -~ -~ -0 0 32515 -D2 -~ -~ -0 0 32549 -S -#32515 -Festival Grounds~ - Just to the south is a small stage where a group of performers are acting out -some sort of skit. The north, east and west are many other attractions as well. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32512 -D1 -~ -~ -0 0 32516 -D2 -~ -~ -0 0 32550 -D3 -~ -~ -0 0 32514 -S -#32516 -Festival Grounds~ - This is the eastern edge of the clearing, most of the action is to the east -and north. To the south is the southern boundary of the clearing where a small -path has been cleared through the woods. -~ -325 8 0 0 0 0 -D0 -~ -~ -0 0 32513 -D2 -~ -~ -0 0 32551 -D3 -~ -~ -0 0 32515 -S -#32517 -Road~ - A wide section of the clearing opens out east into another open area where -more gaming and fun are being had. There are wagons parked alongside the -grassway at intervals, each one filled with exotic goods for sale to sale who -pass. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32518 -D1 -~ -~ -0 0 32521 -D3 -~ -~ -0 0 32513 -S -#32518 -Eastern Grassway~ - A wide swath of grass heads east into another open area where more people -gather about watching shows and buying goods. Wagons are parked alongside this -grassway, one of which is parked just north of where you stand. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32519 -D1 -~ -~ -0 0 32520 -D2 -~ -~ -0 0 32517 -D3 -~ -~ -0 0 32510 -S -#32519 -Clothing Wagon~ - The large wagon that rests in this small niche in the treeline is strewn over -with colorful cloths and tapestries, all of which seem like they compete with -another in terms of garishness. Most obviously, the owner of this wagon makes -his living selling clothing and cloth. -~ -325 0 0 0 0 0 -D2 -~ -~ -0 0 32518 -S -#32520 -Eastern Grassway~ - The oddities just keep coming as the people who ply their trade of -entertainment pass by, doing whatever it is that they are good at. A large -gathering of people are centered to the east, watching some kind of act or play. -~ -325 0 0 0 0 0 -D1 -~ -~ -0 0 32523 -D2 -~ -~ -0 0 32521 -D3 -~ -~ -0 0 32518 -S -#32521 -Eastern Grassway~ - People move and jostle past in a constant movement, most of all them happy -and having fun. To the south is a brightly-colored wagon selling some sort of -wearable, looks like jewelry. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32520 -D1 -~ -~ -0 0 32524 -D2 -~ -~ -0 0 32522 -D3 -~ -~ -0 0 32517 -S -#32522 -Costume Jewelry~ - The wagon is decorated with painted pictures of queens and kings festooned in -regal robes and draping jewelry. Close up pictures of hands wearing glistening -rings and sparkling bracelets draw attention to the sale of items in the wagon's -sale-window. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32521 -S -#32523 -Eastern Grassway~ - To the east is a wide open area where a large stage has been erected for -acting troops to enact intricate plays and skits which involve deep story lines -and thick plots. A large crowd has gathered before the stage to watch the -plays. -~ -325 0 0 0 0 0 -D1 -~ -~ -0 0 32526 -D2 -~ -~ -0 0 32524 -D3 -~ -~ -0 0 32520 -S -#32524 -Eastern Grassway~ - Just to the east is a large clearing. It is not quite as large as the one -for the main festival grounds, but it gives a good fight. A stage is set up at -the eastern edge of the clearing, constant skits and acts being played out to -the delight and wonder of the crowd watching. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32523 -D1 -~ -~ -0 0 32527 -D3 -~ -~ -0 0 32521 -S -#32525 -Court~ - The stage lies to the southeast from here, where a play is being carried out, -watched by a large crowd of people in the area to the south. To the north is an -open-air restaurant - the frangrant smell of gypsy food filling the air. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32531 -D1 -~ -~ -0 0 32573 -D2 -~ -~ -0 0 32526 -S -#32526 -The Gypsys' Court~ - The stage to the east is a constant flurry of activity, actors constantly -going on or coming off the stage from playing their parts. North of here is an -area filled with people seated on comfortable picnic-type tables partaking of -food which is sold nearby. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32525 -D2 -~ -~ -0 0 32527 -D3 -~ -~ -0 0 32523 -S -#32527 -The Gypsys' Court~ - The stage to the east is in constant activity - the actors and musicians -involved in the play a neverending flurry of movement. To the south is a huge -tent which men stand under, holding mugs of beer while watching the play . -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32526 -D2 -~ -~ -0 0 32528 -D3 -~ -~ -0 0 32524 -S -#32528 -The Gypsys' Court~ - Just south of here is the Ale Tent, where a large number of people - mostly -men - stand drinking among their fellows, enjoying the day's festivities. The -main stage is to the northeast, a side area lies just to the east. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32527 -D1 -~ -~ -0 0 32572 -D2 -~ -~ -0 0 32529 -S -#32529 -Ale Tent~ - Men stand elbow-to-elbow drinking their ale and talking about whatever it is -they have a mind to speak of. The important thing is that they are all drinking -great-tasting gypsy ale. So - really - they could be talking about birthing a -baby gnat and it wouldn't matter. Its the drink that counts. -~ -325 8 0 0 0 0 -D0 -~ -~ -0 0 32528 -D1 -~ -~ -0 0 32530 -S -#32530 -A Gypsy Wagon~ - This is a very comfortable, brightly colored wagon where the gypsy from the -Ale Tent makes his home. Whenever the festival moves or ends, he simply hitches -the horses and finds a new home where he can brew his ale and sell it. -~ -325 8 0 0 0 0 -D3 -~ -~ -0 0 32529 -S -#32531 -Food Cart~ - A haphazard slew of picnic tables have been set up for people to sit at while -they partake of the food being sold at the vending stand here. The smell of the -food is mouthwatering, the frangrance alone enough to make anyone immediately -hungry. -~ -325 0 0 0 0 0 -D1 -~ -~ -0 0 32532 -D2 -~ -~ -0 0 32525 -S -#32532 -Gypsy Wagon~ - This is the home of the gypsy acting troop. A large number of them all bunk -together in the small confines of this wagon. Turns are taken at night for who -sleeps outside and who enjoys the indoor comfort of the wagon. Why anyone would -ever want to live in that fashion... Who can know? -~ -325 8 0 0 0 0 -D3 -~ -~ -0 0 32531 -S -#32533 -Stage~ - Ahem... You are on a professional's turf. Please exit down to the left or -right, but GET OFF THE STAGE!! -~ -325 0 0 0 0 0 -D2 -~ -~ -0 0 32534 -D5 -~ -~ -0 0 32573 -S -#32534 -Stage~ - Ahem... You are on a professional's turf. Please exit down to the left or -right, but GET OFF THE STAGE!! -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32533 -D5 -~ -~ -0 0 32572 -S -#32535 -Grassy Walkway~ - The forest gives way on either side to allow access to yet another open area -to the west. The same sort of merriment and festival-type atmosphere that lies -to the east seems to carry on over to the west as well. -~ -325 0 0 0 0 0 -D1 -~ -~ -0 0 32508 -D3 -~ -~ -0 0 32536 -S -#32536 -Grassy Walkway~ - A wide open field lies to the west, some very temporary looking structures -ringing the field. This area caters more toward the families who might visit -Revelry, as there are a great many attractions for the children in this area. -~ -325 0 0 0 0 0 -D1 -~ -~ -0 0 32535 -D3 -~ -~ -0 0 32537 -S -#32537 -Grassy Court~ - A large pavilion lies to the west, the smell of steam and grilled food -wafting from that direction. To the north and south are extensions of this -court where all sorts of activities are constantly going on. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32539 -D1 -~ -~ -0 0 32536 -D2 -~ -~ -0 0 32538 -D3 -~ -~ -0 0 32544 -S -#32538 -Grassy Court~ - A line of children await the face painter who paints children's faces into -semblances of creatures of the wild just south of here. To the east is a small -area where a woman reads from a thick tome, relating an adventurer to a crowd of -wide-eyed kids. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32537 -D1 -~ -~ -0 0 32577 -D2 -~ -~ -0 0 32543 -S -#32539 -Grassy Court~ - Just north of here is a small wooden castle about five feet high. It is -painted in bright, garish colors that bring immediate attention to it. Inside -of it, puppets dance and cavort to the squeals of delight from the children -seated on the ground before the castle. To the east is a small area where caged -animals pace in their cages, a place where rare animals can be seen and in some -instances - touched. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32540 -D1 -~ -~ -0 0 32541 -D2 -~ -~ -0 0 32537 -S -#32540 -Puppet Show~ - A miniature castle made of thin wood but cleverly painted to look like stone -and mortar has been erected here, a large open window cut into the top section -where a puppet master causes his small cloth and wood men to dance, sing, fight -and laugh - all amid the uproarious peels of laughter from the children gathered -around the castle. -~ -325 0 0 0 0 0 -D2 -~ -~ -0 0 32539 -S -#32541 -Petting Zoo~ - Small and large cages lie situated around this area, each one with a very -unique and interesting animal. To the north are more of the cages and animals. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32542 -D3 -~ -~ -0 0 32539 -S -#32542 -Petting Zoo~ - Small animals mew in sadness, others growl or even sleep - depending on their -wont. The area does not smell all that nice - most every breath is filled with -a bit of foul fragrance, but then the beautiful animals make up for that bit of -nastiness... Well, mostly anyway. -~ -325 0 0 0 0 0 -D2 -~ -~ -0 0 32541 -S -#32543 -Face Painting~ - Children line up one after another to get a scary monster face, a happy clown -face or even a silly one painted over their own. One after another, they take -turns ooing and awing over a new face turned out by the Painter here. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32538 -S -#32544 -Open Air Restaurant~ - There are no walls on this place, only a set of four poles which hold up a -thin wooden roofing. A grill with steaming meats and a keg filled with pleasant -juices lies at one end of the structure, tended by workers. This would -certainly be a relaxing place to sit down, eat and rest a while. -~ -325 0 0 0 0 0 -D1 -~ -~ -0 0 32537 -S -#32545 -Path~ - By the looks of the ground, some sort of large wheeled object such as a wagon -or a cart has been pushed through. The grass is matted down in two straight, -flat lines which head south into the woods. The main festival grounds are just -to the east. -~ -325 0 0 0 0 0 -D1 -~ -~ -0 0 32511 -D2 -~ -~ -0 0 32546 -S -#32546 -Path~ - The path heads straight south into the woods, small trees and bushes crunched -down or pushed to the side by whatever vehicle came through. The way out back -into the main area is to the north. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32545 -D2 -~ -~ -0 0 32547 -S -#32547 -Path~ - It appears that the end of the way is near - quite near indeed. Just to the -south is a drab-looking wagon with a crescent moon painted on the right side of -the door. No sound comes from within, the drapes are all closed - from the -looks of it, the thing may have been abandoned by some gypsy from the festival -who decided they didn't want it anymore. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32546 -D2 -~ -wagon~ -1 0 32548 -S -#32548 -Madame Zayla's Wagon~ - Looking about this wagon's small interior room, it is easy to mistake it for -an abandoned wagon. Everything in this wagon is very old and rotted, the smell -of the place is enough to make most seasoned fair-goers turn tail. And that is -saying a lot. A small, round table sits in the center of the room, a glowing -ball resting dead center on the table. -~ -325 8 0 0 0 0 -D0 -~ -door~ -1 0 32547 -S -#32549 -Festival Grounds~ - This is farthest southwestern corner of the clearing, all of the action lies -to the northeast. A small portable stage lies just east of here, upon which a -small troop of actors enact a skit. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32514 -D1 -~ -~ -0 0 32550 -S -#32550 -At the Performance~ - A small acting troop acts out the Great Fall of Cyrrian, the story of how one -man's selfish choices affected the course of an entire city's existance. The -main festival area lies to the north. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32515 -D1 -~ -~ -0 0 32551 -D3 -~ -~ -0 0 32549 -S -#32551 -Festival Grounds~ - A small path has been pushed through the forest, leading south away from this -main area. Just to the west is a small portable stage where a small troop of -actors perform a skit. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32516 -D2 -~ -~ -0 0 32552 -D3 -~ -~ -0 0 32550 -S -#32552 -Beaten Trail~ - The way through to the south has not been very well marked, finding a good -path through takes a bit of concentration. Because of the slow going, you are -able to hear the reason that others may had reason to travel in the same -direction - the sound of running water. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32551 -D2 -~ -~ -0 0 32553 -S -#32553 -Beaten Trail~ - Finding a way through the tangle is quite difficult here, the best way is to -try and follow the pushed-aside grasses and the broken twigs and saplings. -Looks like you could go one of three directions at this point west, south or -north. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32552 -D2 -~ -~ -0 0 32554 -D3 -~ -~ -0 0 32576 -S -#32554 -Beaten Trail~ - The sound of the running water is much clearer now, it is not the sound of a -great amount of water, just the twinkling of a stream. There is a way through -the forest to the north, east and south. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32553 -D1 -~ -~ -0 0 32555 -D2 -~ -~ -0 0 32574 -S -#32555 -Forest Trail~ - The path leads east into a small clearing where people can be seen moving -about. Structures of some sort have been erected or placed there as well. The -way back to the festival grounds lies to the west. -~ -325 0 0 0 0 0 -D1 -~ -~ -0 0 32556 -D3 -~ -~ -0 0 32554 -S -#32556 -Forest Trail~ - This trail looks almost like it may have been a deer run or something before -the gypsies came through. Possibly they parked their many wagons and tents here -for just that reason, in hopes of catching a little bit of dinner. The wagons -and tents lie to east surrounding a clearing in the woods. -~ -325 0 0 0 0 0 -D1 -~ -~ -0 0 32557 -D3 -~ -~ -0 0 32555 -S -#32557 -Open Clearing~ - Trees ring this small clearing, tents and wagons set up just at the edge of -the treeline. A huge bonfire burns in the center where most of the people who -sleep in this area lounge during their breaks or late at night when the -festivities have slowed a bit. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32559 -D1 -~ -~ -0 0 32558 -D2 -~ -~ -0 0 32561 -D3 -~ -~ -0 0 32556 -S -#32558 -Open Clearing~ - Trees ring this small clearing, tents and wagons set up just at the edge of -the treeline. A huge bonfire burns in the center where most of the people who -sleep in this area lounge during their breaks or late at night when the -festivities have slowed a bit. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32560 -D1 -~ -~ -0 0 32567 -D2 -~ -~ -0 0 32562 -D3 -~ -~ -0 0 32557 -S -#32559 -Open Clearing~ - Trees ring this small clearing, tents and wagons set up just at the edge of -the treeline. A huge bonfire burns in the center where most of the people who -sleep in this area lounge during their breaks or late at night when the -festivities have slowed a bit. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32564 -D1 -~ -~ -0 0 32560 -D2 -~ -~ -0 0 32557 -D3 -~ -~ -0 0 32563 -S -#32560 -Open Clearing~ - Trees ring this small clearing, tents and wagons set up just at the edge of -the treeline. A huge bonfire burns in the center where most of the people who -sleep in this area lounge during their breaks or late at night when the -festivities have slowed a bit. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32565 -D1 -~ -~ -0 0 32566 -D2 -~ -~ -0 0 32558 -D3 -~ -~ -0 0 32559 -S -#32561 -Open Clearing~ - Trees ring this small clearing, tents and wagons set up just at the edge of -the treeline. A huge bonfire burns in the center where most of the people who -sleep in this area lounge during their breaks or late at night when the -festivities have slowed a bit. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32557 -D1 -~ -~ -0 0 32562 -D2 -~ -~ -0 0 32570 -D3 -~ -~ -0 0 32571 -S -#32562 -Open Clearing~ - Trees ring this small clearing, tents and wagons set up just at the edge of -the treeline. A huge bonfire burns in the center where most of the people who -sleep in this area lounge during their breaks or late at night when the -festivities have slowed a bit. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32558 -D1 -~ -~ -0 0 32568 -D2 -~ -~ -0 0 32569 -D3 -~ -~ -0 0 32561 -S -#32563 -Wagon~ - This covered wagon holds a rough area of wood planking that is at this time -very empty save for a small pad of blankets to sleep in. The top is made of a -strong fabric that keeps rain from falling into the interior with flaps at both -ends that can tie closed for privacy. -~ -325 8 0 0 0 0 -D1 -~ -~ -0 0 32559 -S -#32564 -Wagon~ - This covered wagon holds a rough area of wood planking that is at this time -very empty save for a small pad of blankets to sleep in. The top is made of a -strong fabric that keeps rain from falling into the interior with flaps at both -ends that can tie closed for privacy. -~ -325 8 0 0 0 0 -D2 -~ -~ -0 0 32559 -S -#32565 -Wagon~ - This covered wagon holds a rough area of wood planking that is at this time -very empty save for a small pad of blankets to sleep in. The top is made of a -strong fabric that keeps rain from falling into the interior with flaps at both -ends that can tie closed for privacy. -~ -325 8 0 0 0 0 -D2 -~ -~ -0 0 32560 -S -#32566 -Tent~ - This small tent looks to have been hastily erected with no real regard for -any comfort in living. The user must spend only sleeping moments here, no time -for relaxing. -~ -325 8 0 0 0 0 -D3 -~ -~ -0 0 32560 -S -#32567 -Tent~ - This small tent looks to have been hastily erected with no real regard for -any comfort in living. The user must spend only sleeping moments here, no time -for relaxing. -~ -325 8 0 0 0 0 -D3 -~ -~ -0 0 32558 -S -#32568 -Tent~ - This small tent looks to have been hastily erected with no real regard for -any comfort in living. The user must spend only sleeping moments here, no time -for relaxing. -~ -325 8 0 0 0 0 -D3 -~ -~ -0 0 32562 -S -#32569 -Teepee~ - There is another small firepit in this dwelling, the top of which allows -smoke to drift out and into the air above. This looks like it would sleep a -good six or so people comfortably - and from the number of blankets strewn about -the ground, that number is pretty accurate. -~ -325 8 0 0 0 0 -D0 -~ -~ -0 0 32562 -S -#32570 -Teepee~ - There is another small firepit in this dwelling, the top of which allows -smoke to drift out and into the air above. This looks like it would sleep a -good six or so people comfortably - and from the number of blankets strewn about -the ground, that number is pretty accurate. -~ -325 8 0 0 0 0 -D0 -~ -~ -0 0 32561 -S -#32571 -Teepee~ - There is another small firepit in this dwelling, the top of which allows -smoke to drift out and into the air above. This looks like it would sleep a -good six or so people comfortably - and from the number of blankets strewn about -the ground, that number is pretty accurate. -~ -325 8 0 0 0 0 -D1 -~ -~ -0 0 32561 -S -#32572 -Side Stage Left~ - This is where the actors exit the stage, where they rest a bit or have a -drink from the ale tent before resuming a part or heading to their home for the -night. The stage itself lies just to the north. -~ -325 0 0 0 0 0 -D3 -~ -~ -0 0 32528 -D4 -~ -~ -0 0 32534 -S -#32573 -Side Stage Right~ - This is the area where the actors and actresses prepare for their time on the -stage, rehearsing lines or simply waiting quietly. A lot of nervous titter and -adjustment of costume goes on here before the scenes are enacted. -~ -325 0 0 0 0 0 -D3 -~ -~ -0 0 32525 -D4 -~ -~ -0 0 32533 -S -#32574 -At the Riverbank~ - A small brook flows by over the smooth rocks in its bed. Its deepest point -could not be more than three or four feet, it couldnt be any wider than eight -feet. The sounds of the water is very soothing, this is the sort of place to -inspire works of art. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32554 -D2 -~ -~ -0 0 32575 -S -#32575 -In the Brook~ - Well, your feet have certainly gotten wet now! The water is cold and clear -and certainly good enough to drink. The forest path lies to the north. -~ -325 0 0 0 0 0 -D0 -~ -~ -0 0 32574 -S -#32576 -The Bard's Stump~ - The way is impassable in any direction except that which you came from, -however the stump of the huge oak that rests in this space appears to be one -heck of a place to rest for a spell, or even for the night. -~ -325 0 0 0 0 0 -D1 -~ -~ -0 0 32553 -S -#32577 -The Storyteller's Stump~ - This small area is where, at the top of every hour, a new tale is told to the -children (and adults in many cases) who gather around the Stump to hear a tale -spun from the Great Tome of Adventures. Wide-eyed and completely quiet as they -sit enraptured, the children chew their bottom lips, exchange frightened or -excited looks - but never leave until the end. -~ -325 0 0 0 0 0 -D3 -~ -~ -0 0 32538 -S -$~ diff --git a/lib/world/wld/326.wld b/lib/world/wld/326.wld deleted file mode 100644 index e0fd629..0000000 --- a/lib/world/wld/326.wld +++ /dev/null @@ -1,1449 +0,0 @@ -#32600 -Trampled Dirt Highway~ - The road that led to McGintey Cove has been left behind, widened into what -can only be called a highway. From the amount of tracks made from countless -wagon wheels, hooves of horses and mules and the boots of hundreds of feet you -can see that all different sorts have passed this way, probably more than once. -You follow your gaze eastward along the highway, but you cannot see its end from -where you now stand. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32601 -D3 -~ -~ -0 0 25828 -E -info credits~ - Army Perimeter by Kaan - Zone 326 is linked to the following zones: -324 Army Encampment at 32610 (east ) ---> 32400 -324 Army Encampment at 32640 (west ) ---> 32414 -Links: 79e -~ -S -#32601 -Trampled Dirt Highway~ - The highway continues its way eastward toward what must be a very highly -populated area. The cliff that the road ran along back near McGintey Cove has -ended, the road veering slightly northward into the deep forest which will soon -surround you. You sense nothing threatening in the direction you travel, -however one can never be too sure. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32602 -D3 -~ -~ -0 0 32600 -S -#32602 -Trampled Dirt Highway~ - You are now entered into a forest area, thick with trees and bracken which -would bar your way through the forest should you attempt to cut through without -following a path. To the north of you is a trail into the forest, only visible -because it is a break in the trees. The trail itself is nearly completelt -covered in leaves. The highway continues to the east and west. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32611 -D1 -~ -~ -0 0 32603 -D3 -~ -~ -0 0 32601 -S -#32603 -Trampled Dirt Highway~ - The highway heads east and west, veering slightly northward as it heads east. -You are constantly amazed by the amount of traffic that passes by you, the dust -from all the passing people almost annoying. To the north is a small, leaf -covered trail heading into the thick forest. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32612 -D1 -~ -~ -0 0 32604 -D3 -~ -~ -0 0 32602 -S -#32604 -Trampled Dirt Highway~ - The highway veers sharply northward here, heading deeper into the forest, -away from what you know as the civilized world. There must be some sort of -civilization, however, that this highway leads to, otherwise it would not be so -well travelled. To the south is a small path in through the trees of the -forest. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32605 -D2 -~ -~ -0 0 32621 -D3 -~ -~ -0 0 32603 -S -#32605 -Trampled Dirt Highway~ - You may continue your way north or south along the highway. To the east is -small dirt trail which runs in through the forest. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32606 -D1 -~ -~ -0 0 32619 -D2 -~ -~ -0 0 32604 -S -#32606 -Trampled Dirt Highway~ - The way has been flooded over and turned to mud and sludge here, as a river -flows through the center of the highway just north of here. From all the hooves -and boots which have passed through the river and head south, the water has -saturated into hard packed dirt of the highway and turned it to slippery mud. -Best to watch your step. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32607 -D2 -~ -~ -0 0 32605 -S -#32607 -Trampled Dirt Highway~ - A small branch of a local river runs through the highway, making it so that -you will have to get your feet wet. It is not deep in the slightest, only a -couple feet at the deepest point, however is does make you have to watch your -step. The highway itself has been reinforced with a small stones so as not to -wash out and turn into a gorge, however there are only so many stones and in -many spots the road has turned to mud. You may head east or south along the -highway or west onto a barely visible trail through the forest. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32608 -D2 -~ -~ -0 0 32606 -D3 -~ -~ -0 0 32615 -S -#32608 -Trampled Dirt Highway~ - The road is extremely wet and turned to mud in many places from the water -which clings to most feet, wheels and hooves which pass this way and head east. -Just to the west is a river crossing, north is a dirt trail through the forest, -and east the highway continues. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32618 -D1 -~ -~ -0 0 32609 -D3 -~ -~ -0 0 32607 -S -#32609 -Trampled Dirt Highway~ - You see a huge clearing in the forest just to east of here, what appears to -be a valley, as you can see only blue sky past a certain point in that -direction. Some sort of gate has been erected over the highway, disallowing -passage eastward, apparently unless permission is given by the one or both of -the two guards which stand at post in front of the gate. There is a small path -through the forest just to the south of here. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32610 -D2 -~ -~ -0 0 32620 -D3 -~ -~ -0 0 32608 -S -#32610 -Camp Perimeter~ - You stand at the crest of a large valley which is home to a huge military -encampment. It appears that this must be a well-funded installation as there -are so many memebers of this army even at peace-time. You might head east into -the valley to see what sort of army this is, if not for the gate blocking your -way and the two guards which stand solemnly at attention awaiting to see your -pass. You may walk the perimeter to the north or south, around the crest of the -valley, but that might not be wise to pursue to any long-term degree as the -archers towers that line the perimeter seem to have been designed for sight -see-ers just like yourself. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32648 -D1 -~ -~ -0 0 32400 -D2 -~ -~ -0 0 32647 -D3 -~ -~ -0 0 32609 -S -#32611 -Leaf-Strewn Trail~ - You are on a small path heading through the trees of a thick wood, one which -is impassable in every direction except the way of the trail. You have this -strange sensation of being watched, although how anyone could watch you through -the tangled mess of these trees is beyond you. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32613 -D1 -~ -~ -0 0 32612 -D2 -~ -~ -0 0 32602 -S -#32612 -Leaf-Strewn Trail~ - The forest seems to swallow you up alive, all sounds of wind and open air -completely gone, just the creak and groan of the trees reach your ears now. -You feel a strange presence, almost as if someone were watching you. Quite -creepy. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32615 -D2 -~ -~ -0 0 32603 -D3 -~ -~ -0 0 32611 -S -#32613 -Leaf-Strewn Trail~ - You can't shake the feeling that you are being spied upon, somehow someone or -something is out there watching you, maybe from the trees somewhere... -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32614 -D2 -~ -~ -0 0 32611 -D4 -~ -~ -0 0 32627 -S -#32614 -Leaf-Strewn Trail~ - The trail makes a turn here, heading south and east. You look one way then -another, trying figure out who it is that you feel watching you. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32615 -D2 -~ -~ -0 0 32613 -S -#32615 -Leaf-Strewn Trail~ - You are completely swallowed up by the forest, almost all sunlight blocked by -the tangle of branches overhead. Immediately upon entry into the trees, you -sense a feeling of someone or something watching your every move. Possibly from -the trees. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32607 -D2 -~ -~ -0 0 32612 -D3 -~ -~ -0 0 32614 -D4 -~ -~ -0 0 32626 -S -#32616 -Narrow Forest Trail~ - The trail ends here, a huge tree blocking any further progress west and no -other exits save the way you came apparent. You still cannot shake the feeling -that someone is watching you - possibly from the trees... -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32617 -D4 -~ -~ -0 0 32628 -S -#32617 -Narrow Forest Trail~ - The path curves to the west, deadending just west of here at a large tree. -To the south is the way back through the prickly bushes to the highway. -~ -326 0 0 0 0 0 -D2 -~ -~ -0 0 32618 -D3 -~ -~ -0 0 32616 -S -#32618 -Narrow Forest Trail~ - This slight trail through the forest would almost not be called a trail were -it not for the half-foot wide swath of dirt that leads into the forest. The -bush and bracken grows over into the pathway, scratching at your arms and legs -as you try and pass through. You have this feeling, this sensation of being -watched. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32617 -D2 -~ -~ -0 0 32608 -S -#32619 -Well Worn Path Through the Trees~ - The forest swallows up most of the light and all of the air movement that you -were getting accustomed to on the highway. The air now feels stagnant and -claustrophobic, almost oppressive. To make things that much the worse, you get -the strange feeling that someone might be watching you from a place of -concealment. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32620 -D2 -~ -~ -0 0 32623 -D3 -~ -~ -0 0 32605 -S -#32620 -Well Worn Path Through the Trees~ - The forest swallows up most of the light and all of the air movement that you -were getting accustomed to on the highway. The air now feels stagnant and -claustrophobic, almost oppressive. To make things that much the worse, you get -the strange feeling that someone might be watching you from a place of -concealment. Possibly from up in the trees. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32609 -D3 -~ -~ -0 0 32619 -D4 -~ -~ -0 0 32625 -S -#32621 -Well Worn Path Through the Trees~ - This path seems to have been recently cleared and is well used by someone or -maybe someones. The trees immediately surroung you, cutting off all feeling of -being out in the open. You feel almost a presence, a sensation of being -watched. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32604 -D2 -~ -~ -0 0 32622 -S -#32622 -Well Worn Path Through the Trees~ - The path makes a turn, heading north and east from here. You still feel that -strange feeling of being watched. Possibly up in the trees... -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32621 -D1 -~ -~ -0 0 32623 -D4 -~ -~ -0 0 32624 -S -#32623 -Well Worn Path Through the Trees~ - The trail runs west and north from here through the thick forest. You cannot -seem to shake the feeling that you are being watched. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32619 -D3 -~ -~ -0 0 32622 -S -#32624 -Lookout Post~ - This is a small area, made from lengths of wood nailed into the tree limbs -which support it. The wood has been painted in shades of green and browns to -match the forest around it - from the ground, no one can see you. -~ -326 0 0 0 0 0 -D5 -~ -~ -0 0 32622 -S -#32625 -Lookout Post~ - The wood that makes up this small platform in the tree has been painted in -hues of green and brown to match the forest colors around it. From the ground, -chances are that one would not be able to see this small post. -~ -326 0 0 0 0 0 -D5 -~ -~ -0 0 32620 -S -#32626 -Lookout Post~ - This small wooden tree stand cleverly conceals the movement of the individual -who rests up here. It has been painted in the green and browns of the forest, -covered over by branches and leaves. -~ -326 0 0 0 0 0 -D5 -~ -~ -0 0 32615 -S -#32627 -Lookout Post~ - This small wood platform was certainly not made for comfort, but concealment. -How anyone could spend more than an hour cooped up in this spot is beyond you. -Must be that 'high intensity' military training these guys get. -~ -326 0 0 0 0 0 -D5 -~ -~ -0 0 32613 -S -#32628 -Lookout Post~ - This small post allows sight to the highway, making it easy for the person -posted here to catch sight of any would-be attackers long before they can reach -the main camp. The wood that this platform in the trees is made from has been -painted brown and green to better blend in with the forest, making it virtually -impossible for anyone to spot this post from the ground. -~ -326 0 0 0 0 0 -D5 -~ -~ -0 0 32616 -S -#32629 -Camp Perimeter~ - You try to appear casual as you stroll around the perimeter, hoping that the -guards in the turrets nearby don't decide to take you as a threat and use you -for target practice. There is a small trail leading off into the forest to the -west from here. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32630 -D2 -~ -~ -0 0 32648 -D3 -~ -~ -0 0 32649 -S -#32630 -Camp Perimeter~ - To continue along the edge of the camp, you will need to turn east or south -from here. To the north is a small trail into the surrounding forest and of -course - although you cannot enter into it from here - there is one of the -ever-present turrets just inside the barbed wire mesh . -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32652 -D1 -~ -~ -0 0 32631 -D2 -~ -~ -0 0 32629 -S -#32631 -Camp Perimeter~ - You continue along the rim of the valley, staying clear of the wicked looking -barbed wire which threatens to snag your finery if you get too close. You can -head west or north along the perimeter. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32632 -D3 -~ -~ -0 0 32630 -S -#32632 -Camp Perimeter~ - You stand on the wagon trail which circles the entire valley - the barbed -wire encircled camp and valley to the east and south, the forest to the north -and west. A trail leads off into the woods just west from here. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32633 -D2 -~ -~ -0 0 32631 -D3 -~ -~ -0 0 32653 -S -#32633 -Camp Perimeter~ - You continue along the perimeter of the camp, trying to appear as nonchalant -as possible so that the archers in the turrets do not take any true notice of -you. To the east there is some sort of activity, lots of noise and movement. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32634 -D3 -~ -~ -0 0 32632 -S -#32634 -Camp Perimeter~ - The wagon trail leads east along the rim of the valley, encircling the entire -thing. Just northeast of here you see an area which must be the logging crew's -alotted space for supplying the troops with wood to build with, burn and use for -general purposes. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32635 -D3 -~ -~ -0 0 32633 -S -#32635 -Camp Perimeter~ - You may follow the wagon trail along the perimeter of the camp or leave the -trail to enter into the small logging area that the army uses to supply itself -with wood. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32670 -D2 -~ -~ -0 0 32636 -D3 -~ -~ -0 0 32634 -S -#32636 -Camp Perimeter~ - The wagon trail makes a bend here, following along the valley edge, the -barbed wire as tall and wicked looking as ever. You can see to the north and -east entryways into the logging area for the army, where a frenzy of activity -seems constant, foremen shouting orders of the hack and slash of axes. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32635 -D1 -~ -~ -0 0 32637 -S -#32637 -Camp Perimeter~ - The trail runs along the edge of the valley north to south. You are -continually amazed at the sheer immensity that this army exhibits, especially -viewed from this height. The forest surrounds the valley from every direction, -small trails leading from this wagon trail every now and again. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32671 -D2 -~ -~ -0 0 32638 -D3 -~ -~ -0 0 32636 -S -#32638 -Camp Perimeter~ - You may continue along the perimeter north to south or head off east into the -woods, where a small trail cuts into the thick wood. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32637 -D1 -~ -~ -0 0 32660 -D2 -~ -~ -0 0 32639 -S -#32639 -Camp Perimeter~ - You may continue north or south along the perimeter. Beware the looming -turrets which never seem far enough away... -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32638 -D2 -~ -~ -0 0 32640 -S -#32640 -Camp Perimeter~ - It appears that the main highway simply left off at the valley's edge on the -opposite side of here and started right back up on this side, heading off east -into the forest, wide and hard packed as it is on the other end. There is a -gate here which would lead into the camp, however it appears to be in some -disuse, locked and shackled so as not to allow a way through. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32639 -D1 -~ -~ -0 0 32677 -D2 -~ -~ -0 0 32641 -D3 -~ -gate~ -2 0 32414 -S -#32641 -Camp Perimeter~ - The wagon trail runs along north and south along the valley's edge, along the -barbed wire which encircles the entire valley as well. A small path leads off -into the thick woods to the east. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32640 -D1 -~ -~ -0 0 32663 -D2 -~ -~ -0 0 32642 -S -#32642 -Camp Perimeter~ - The wagon trail makes a turn - as does the barbed wire, following along the -edge of the valley. A small trail leads south from here into the woods. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32641 -D2 -~ -~ -0 0 32659 -D3 -~ -~ -0 0 32643 -S -#32643 -Camp Perimeter~ - You may travel east or south along the wagon trail which encircles the camp. -Caution is advised to a large degree along this pathway, as any lingering could -result in the loosing of arrows from the guards in any of the many turrets which -surround the camp. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32642 -D2 -~ -~ -0 0 32644 -S -#32644 -Camp Perimeter~ - The wagon trail curves north and west along the edge of the valley, giving -you a wonderful vantage point to look at the whole of the army. It is -staggering, the number of men in this outfit, at least judging from the size of -the encampment. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32643 -D3 -~ -~ -0 0 32645 -S -#32645 -Camp Perimeter~ - The wagon trail runs along east and west past one of the many guard turrets -here. The forest to the south of you is thick and impassable, at least through -ordinary means, so your choices are limited to that which the road offers. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32644 -D3 -~ -~ -0 0 32646 -S -#32646 -Camp Perimeter~ - The wagon trail runs along the rim of the valley, turning north and east with -the barbed wire. To the south a small trail leads off into the thick woods, -probably one of many which run through these thick woods. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32647 -D1 -~ -~ -0 0 32645 -D2 -~ -~ -0 0 32654 -S -#32647 -Camp Perimeter~ - You follow along the perimeter of the camp, a wide wagon trail which -encircles the entire valley. A barbed wire mesh runs along the roadside, -preventing entry into the valley through conventional means. One could probably -pass through the barbed wire with a small scattering of abrasions, but not -before archers and crossbowmen from the guard turrets which also line the road, -cut one down while flailing in the wire. Probably it is best to follow along -the road and seek other means of entry. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32610 -D2 -~ -~ -0 0 32646 -S -#32648 -Camp Perimeter~ - The barbed wire mesh which encircles the whole of the valley give you pause -to think that maybe you had best gain entry through civilized means rather than -trying to force your way through and risk getting cut or hurt on the wire. Of -course, getting cut on wire would actually pale in comparison to getting shot -with an arrow or bolt from one of the guard turrets which line the crest of the -valley. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32629 -D2 -~ -~ -0 0 32610 -S -#32649 -Forest Path~ - The forest cuts out all sounds of the army, immediately and completely. The -path heads north deeper into the forest or east back to the wagon trail. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32650 -D1 -~ -~ -0 0 32629 -S -#32650 -Forest Path~ - You stand in the depths of this forest with the oddest feeling that someone -or something seems to be watching you. Perhaps from the trees... -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32651 -D2 -~ -~ -0 0 32649 -D4 -~ -~ -0 0 32669 -S -#32651 -Forest Path~ - The trail turns east and south from here, the creak old branches and the sway -of the leaves as they ride on the currents of the wind high above all you hear. -You cannot shake the feeling of being watched, though. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32652 -D2 -~ -~ -0 0 32650 -S -#32652 -Forest Path~ - The path runs through the forest, branching in a number of directions here. -The feeling that you are being watched is stronger than ever. Possibly from the -trees... -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32653 -D2 -~ -~ -0 0 32630 -D3 -~ -~ -0 0 32651 -D4 -~ -~ -0 0 32668 -S -#32653 -Forest Path~ - The sounds of the army and the people in the valley are completely swallowed -by the looming trees of this thick forest. You feel immediately isolated and -alone, and very vulnerable. In fact, you could almost swear that you were being -watched. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32632 -D3 -~ -~ -0 0 32652 -S -#32654 -Path Through the Trees~ - As you leave the open air of the wagon trail behind and enter into the -forest, you are immediately struck by the silence that the forest has captured. -With the foliage so thick, no sound travels through the trees at all, save for -the occasional creak of a tree as it sways or the skitter of a chipmunk. A -strange feeling of being watched also pervades the area. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32646 -D1 -~ -~ -0 0 32656 -D2 -~ -~ -0 0 32655 -S -#32655 -Path Through the Trees~ - This is a dead-end in the trail, best to just head back toward the wagon -trail. Especially now that the sensation of being watched is stronger than -ever. Kind of creepy. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32654 -D4 -~ -~ -0 0 32665 -S -#32656 -Path Through the Trees~ - The path heads east and west throught the trees, the feeling that someone is -watching always just behind you or over your shoulder. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32657 -D3 -~ -~ -0 0 32654 -S -#32657 -Path Through the Trees~ - The path heads east and west throught the trees, the feeling that someone is -watching always just behind you or over your shoulder. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32658 -D3 -~ -~ -0 0 32656 -S -#32658 -Path Through the Trees~ - The forest itself seems cheery enough, although a bit overgrown so as to -prevent any progress save that offered by the trail. However, you get the -strangest feeling that you are being watched, perhaps from the trees... -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32659 -D3 -~ -~ -0 0 32657 -D4 -~ -~ -0 0 32666 -S -#32659 -Path Through the Trees~ - The path leads through the trees deep into the forest. You may head south -deeper into the trees or north back out onto the wagon trail. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32642 -D2 -~ -~ -0 0 32658 -S -#32660 -Faint Path Through the Forest~ - This seems to be more of a deer run than a path, although upon inspection of -the trail, you do see the mark of booted feet having traveled this way. The -forest immediately surrounds you, placing you in an entirely different -surrounding that of what you grew accustomed to along the wagon trail. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32661 -D3 -~ -~ -0 0 32638 -S -#32661 -Faint Path Through the Forest~ - The path turns south and east from here, south leading deeper into the -forest. You have the strangest feeling, almost as if you were being watched... -~ -326 0 0 0 0 0 -D2 -~ -~ -0 0 32662 -D3 -~ -~ -0 0 32660 -S -#32662 -Faint Path Through the Forest~ - The path branches here, heading north, south, and east. The feeling of being -watched is as strong as ever. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32661 -D1 -~ -~ -0 0 32664 -D2 -~ -~ -0 0 32663 -S -#32663 -Faint Path Through the Forest~ - You are immediately swallowed up by the forest, all sound and feel of open -air has been replaced by a stuffy, isolated feeling. The trail heads north or -back west onto the wagon trail. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32662 -D3 -~ -~ -0 0 32641 -S -#32664 -Faint Path Through the Forest~ - You have reached a dead-end in the path. Your only choice is to turn back -the way you came, the forest is just simply too thick to pass through without -having a trail to follow. You feel eyes upon you as you turn around and prepare -to head back the way you came. Perhaps someone in the trees...? -~ -326 0 0 0 0 0 -D3 -~ -~ -0 0 32662 -D4 -~ -~ -0 0 32667 -S -#32665 -Lookout Post~ - You stand in the tree on a small wood platform. It has been painted and -hidden so as to bland in with the forest surroundings, quite skillfully, -actually. -~ -326 0 0 0 0 0 -D5 -~ -~ -0 0 32655 -S -#32666 -Lookout Post~ - This small area in the tree has been painted and concealed to hide its -location from any would-be attackers on the encampment. It seems to work pretty -well, too! -~ -326 0 0 0 0 0 -D5 -~ -~ -0 0 32658 -S -#32667 -Lookout Post~ - This small wood platform has been concealed so as to blend in almost -perfectly with the trees of the forest. From below, no one would ever suspect -that this small outpost existed. -~ -326 0 0 0 0 0 -D5 -~ -~ -0 0 32664 -S -#32668 -Lookout Post~ - The boards of this small platform have been painted in forest hues to conceal -it that much the better. Branches and leaves have been draped over the tops of -the post to give it a natural look. From below, no one would suspect a thing. -~ -326 0 0 0 0 0 -D5 -~ -~ -0 0 32652 -S -#32669 -Lookout Post~ - This small post has been cleverly painted in hues of green and brown so that -passerbys in the forest below might not notice its existance. -~ -326 0 0 0 0 0 -D5 -~ -~ -0 0 32650 -S -#32670 -Logging Area~ - You stand amidst an array of stumps and burnt grass, piles of timber lying -everywhere. At the edges of the area, where the army has not yet gone into to -cut down these trees, lies stacks and stacks of shorn tree trunks, the limbs and -bows all cut from them to form perfect logs. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32675 -D1 -~ -~ -0 0 32671 -D2 -~ -~ -0 0 32635 -S -#32671 -Logging Area~ - You walk among the broken tree stumps, the idea that where you now stand was -once a strong, thriving forest which towered high above your head only a vague -realization. It is almost impossible to believe that there were ever trees -here, even though the litter of stumps all over the ground tells otherwise. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32674 -D1 -~ -~ -0 0 32672 -D2 -~ -~ -0 0 32637 -D3 -~ -~ -0 0 32670 -S -#32672 -Logging Area~ - You stand amidst an array of stumps and burnt grass, piles of timber lying -everywhere. At the edges of the area, where the army has not yet gone into to -cut down these trees, lies stacks and stacks of shorn tree trunks, the limbs and -bows all cut from them to form perfect logs. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32673 -D3 -~ -~ -0 0 32671 -S -#32673 -Logging Area~ - The trees here have been cut recently, you can still smell the drying sap in -the air and the dust that the axes create when striking the trees so hard. You -see just north of here an area where it appears the army has cut into within the -last month or less - it does not seem as finalized of an area as the rest of -this does. -~ -326 0 0 0 0 0 -D0 -~ -~ -0 0 32676 -D2 -~ -~ -0 0 32672 -D3 -~ -~ -0 0 32674 -S -#32674 -Logging Area~ - The neat rows of logs end just north of here, where the forest still stands -strong and thick, where the army has not yet worked their way into. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32673 -D2 -~ -~ -0 0 32671 -D3 -~ -~ -0 0 32675 -S -#32675 -Logging Area~ - You stand at the northwest corner of the area that has been cleared away from -the forest by the army's loggers. Neat rows of logs twice as tall as you line -along the forest's edge to your west, unbroken forest to your north. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32674 -D2 -~ -~ -0 0 32670 -S -#32676 -A Large Stump~ - This small area holds only one single stump. This would be odd in itself -since the area al around it is so filled with trees, but the stump itself is as -big around as a house. It appears that the tree that used to stand here was -most probably one of the oldest in the forest and because of its immensity kept -the area around from growing up too much, its roots alone must have crowded any -other growth away. -~ -326 0 0 0 0 0 -D2 -~ -~ -0 0 32673 -S -#32677 -Wide Trail~ - The trail picks up from the wide trail at the other side of the valley, just -as if there were no huge camp seperating the two sections of road. This side -seems just as well traveled as its western counterpart, wagon tracks and -hoofprints galore. The camp is off just west of here, the road follows through -the forest to the east. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32678 -D3 -~ -~ -0 0 32640 -S -#32678 -Wide Road~ - The road continues through to the east and west. Off to the east you see the -faint sheen of smoke on the horizon, as is common with most large towns. To the -west is the encampment of the Eastern Army. -~ -326 0 0 0 0 0 -D1 -~ -~ -0 0 32679 -D3 -~ -~ -0 0 32677 -S -#32679 -Wide Road~ - The forest is beginning to thin somewhat, the trees becoming more sparse -giving way to small fields of tall grass and sporatic copses of trees. The -signs of traffic are becoming more and more abundant the farther to the east -that is traveled. -~ -326 0 0 0 0 0 -D3 -~ -~ -0 0 32678 -S -$~ diff --git a/lib/world/wld/33.wld b/lib/world/wld/33.wld deleted file mode 100644 index 1bb0979..0000000 --- a/lib/world/wld/33.wld +++ /dev/null @@ -1,1513 +0,0 @@ -#3300 -A Scraggly Trail~ - This trail slopes up and away from the main road to -the west. At points the trail seems to fade into -obscurity against the gray stone and near-gray mountain -grass prevalent here. The trail leads generally eastward -and up higher into the rocky ground. There is a sign -here, seemingly out-of-place in this rough country. -~ -33 68 0 0 0 5 -D1 -~ -~ -0 -1 3301 -D3 -~ -~ -0 -1 3500 -E -sign~ - ,_____________________________. - | | - | Gabadiel's | - | Smithery | - | --------------> | - | | - | -- BUAG SIGNS INC.| - `-----------------------------' - | | - | | - | | - | | -~ -E -credits info~ - DT: 3372 -~ -S -#3301 -A Scraggly Trail~ - What could barely be called a trail leads west back -down the mountainside, and down into a very small valley -where a small house sits in the middle of a well-groomed -yard. The door to the house is open and inviting, -welcoming you for a visit. -~ -33 0 0 0 0 5 -D3 -~ -~ -0 -1 3300 -D5 -~ -~ -0 -1 3302 -S -#3302 -A Groomed Path~ - You are standing in the western end of a very, very -small valley, just about room enough for the one house -standing to your east. You can see from here that the -door to the cozy cottage is open and inviting, but the -interior seems very dark. A path bordered by shrubberies -leads up to the structure, and ends where you are -standing; right by the easiest path back up into the -mountains. -~ -33 0 0 0 0 5 -D1 -~ -~ -0 -1 3303 -D4 -~ -~ -0 -1 3301 -S -#3303 -Outside A House~ - The path you are on leads from the front door of the -cottage to your east, to the edge of the small valley -to the west. The building seems quiet...almost too -quiet. A small voice in the back of your head, the -same voice that has saved your life on countless -occasions, seems to be telling you that something is -very, very wrong here. -~ -33 0 0 0 0 2 -D1 -It is a normal front door to a house. -~ -door front~ -1 -1 3304 -D3 -~ -~ -0 -1 3302 -S -#3304 -The Smithery~ - Devastation greets your eyes. - The forge has been blasted apart, along with most of -the back door. Hammers, tongs, and anvils lie about in -one gigantic mess, and the smith's bed smoulders yet. -This place has been utterly wrecked and blasted apart, by -more than one man you would think from all the tracks in -the dust... -~ -33 8 0 0 0 0 -D1 -It is a normal hole torn in the wall leading outside into -a garden. -~ -~ -0 -1 3305 -D3 -It is a normal front door. -~ -door front~ -1 -1 3303 -E -bed~ - Ha! Lucky, you were always lucky! Under the pillow is a half-written -letter, unaddressed. The bits of text that aren't smudged, burnt, and smeared -tell tale of the smith/mage Gabadiel's masterwork: a sword of unequalled power, -and two swords that came before, discarded as 'Not quite what I was working -towards'. Looking around, you notice a distinct lack of any swords. You think -you may have a motive now... -~ -E -tracks dust~ - Three sets of prints lead out where the back door used to stand. -~ -S -#3305 -A Small Garden~ - This garden was probably once kept orderly and weedless. -Unfortunately, it seems someone has been careless with a -fireball. There is nothing here now but blast-marks and -ashes, and the remains of a trail leading to the east edge -of this tiny valley. -~ -33 0 0 0 0 2 -D1 -~ -~ -0 -1 3306 -D3 -~ -~ -0 -1 3304 -E -tracks track~ - They lead east. -~ -S -#3306 -Mountain Ridge~ - You are standing on a ridge in the mountains, just east -of a very small valley. You spot a tiny cottage sitting -in the center of the valley, and the ridge continues -south. Looking at the sheer drops to the north and west, -you consider not taking those directions. -~ -33 0 0 0 0 5 -D2 -~ -~ -0 -1 3307 -D3 -~ -~ -0 -1 3305 -E -tracks track~ - The tracks lead south. -~ -S -#3307 -The Mountain Ridge~ - The mountain range continues north from here, and -widens out into a small plateau just to your south. Going -east and west from here would be a bad idea, considering -the steepness of the drop. From this height, you have a -fairly good panoramic view to the south, including what -appears to be a small mountain village to your south and -west, and a tall, ominous peak westwards from here. -~ -33 0 0 0 0 5 -D0 -~ -~ -0 -1 3306 -D2 -~ -~ -0 -1 3308 -E -tracks track~ - They lead south. -~ -S -#3308 -The Diverging Paths~ - You are standing on a small plateau in the mountains, -just south of a ridge that leads northwards through the -rocky area. To the east, south, and west are gentle -slopes leading down into different areas of the mountains. - A giant, dark peak looks down over you to the west, -looking quite spooky indeed! -~ -33 0 0 0 0 5 -D0 -~ -~ -0 -1 3307 -D1 -~ -~ -0 -1 3341 -D2 -~ -~ -0 -1 3309 -D3 -~ -~ -0 -1 3359 -E -tracks track~ - The three sets of tracks split up here, one west, one east, one south. -~ -S -#3309 -A Steep Slope~ - This slopes leads down and to the west from here. Up -above, you see a plateau at the southern end of a long -mountain ridge. Surpisingly, there seems to be signs of -traffic in this area, leading into the large depression -here. The going looks somewhat dangerous, and you decide -to exercise a little caution. -~ -33 0 0 0 0 4 -D0 -~ -~ -0 -1 3308 -D3 -~ -~ -0 -1 3310 -D4 -~ -~ -0 -1 3308 -E -signs tracks~ - A few boot prints lead way in the dust here. There is definitely traffic -here, but this area is not what you would call well-travelled. -~ -S -#3310 -A Small Plateau~ - You are standing upon another mini-plateau, bordered by -a sheer wall of rock to the north. You can climb up the -slope to the east, or continue along the flat area to the -west. Another slope leads downwards to the south, looking -unsafe but climbable. -~ -33 0 0 0 0 4 -D1 -~ -~ -0 -1 3309 -D2 -~ -~ -0 -1 3314 -D3 -~ -~ -0 -1 3311 -S -#3311 -A Small Plateau~ - This plateau ends here, with a steep drop-off to the -south, and a solid wall of rock to the north. Eastwards -the plateau continues, and you think you can climb up the -steep rocky slope just west of here. You are afforded a -good view of the lower regions of this depression, and you -think you spot what might be a cave south and down from -here... -~ -33 0 0 0 0 4 -D1 -~ -~ -0 -1 3310 -D3 -~ -~ -0 -1 3312 -S -#3312 -A Rocky Slope~ - This slope is fairly treacherous, but looks to be -somewhat safer to the north. East the slope leads down -to a small plateau that also looks considerably safer -than your other choices. The shale under your feet -slips badly, and you are almost thrown off balance; -this is no place to be without mountaineering equipment. -~ -33 0 0 0 0 5 -D0 -~ -~ -0 -1 3313 -D1 -~ -~ -0 -1 3311 -S -#3313 -The Overlook~ - You are standing on a point outcropping with a -beautiful view of the mountains to the north. Far -below, you see what appears to be a foot-path climb -up to the central mountain, a peak that looks dark -and disturbing. You get very bad vibes from that -mountain for some reason, and it doesn't seem like -a very good idea to try to find a way to get there. - The only safe way to leave this overlook is to -the south. -~ -33 0 0 0 0 4 -D2 -~ -~ -0 -1 3312 -S -#3314 -A Rocky Slope~ - You slip and slide your way across the steep ground, -trying desperately to keep your balance. You can climb -up to a small plateau to the north from here, or carefully -head down to the floor of the depression to the west. -You're not sure which is safer... -~ -33 0 0 0 0 5 -D0 -~ -~ -0 -1 3310 -D3 -~ -~ -0 -1 3315 -S -#3315 -The Depression Floor~ - A small path leads south here, away from the rocky -slope leading up to the east. A small spring burbles -here, evidently the cause of much of the traffic. -Looking up, you see sheer rock walls surrounding much -of the depression, making an effective fortress of -this place. -~ -33 0 0 0 0 4 -D1 -~ -~ -0 -1 3314 -D2 -~ -~ -0 -1 3316 -S -#3316 -The Depression Floor~ - The small path you are standing on leads north, and -east into what appears to be a large cave hollowed out -of the mountainside. The whole place seems quiet, too -quiet in fact. Your little adventurer's intuition is -busily warning you of traps. -~ -33 0 0 0 0 4 -D0 -~ -~ -0 -1 3315 -D1 -~ -~ -0 -1 3317 -S -#3317 -A Cave Entrance~ - A cave leads into the heart of the mountainside, well- -lit by sconces upon the walls. A large rock sits by -the side here, near a small firepit. Debris litters the -area; rabbit bones, half of a broken whetstone, and random -litter. The ground is devoid of grass, and well trodden -by many pairs of boots. Strange that someone should live -so deep in the mountains... -~ -33 4 0 0 0 0 -D1 -~ -~ -0 -1 3318 -D3 -~ -~ -0 -1 3316 -S -#3318 -A Cave Passageway~ - You are near the entrance of the cave. The outside -light streams in from the west, accompanied by a slight -breeze, making the flames in the sconces flutter a bit -and throw stange shadows upon the walls. This passageway -heads north and south from here, each way seeming dark and -stuffy compared to outdoors. From the tracks in the -floor, you guess that the north is the more used. -~ -33 8 0 0 0 0 -D0 -~ -~ -0 -1 3319 -D2 -~ -~ -0 -1 3331 -D3 -~ -~ -0 -1 3317 -S -#3319 -A Cave Passageway~ - The passage turns here, one end leading south, towards -the cave's entrance, and east -- that much deeper into the -mountain. The light sconces keep the area bright enough -to see, but not nearly bright enough for you to be quite -comfortable in this strange place. From far off you hear -the echoes of what sound to be voices. -~ -33 8 0 0 0 0 -D1 -~ -~ -0 -1 3320 -D2 -~ -~ -0 -1 3318 -S -#3320 -A Cave Passageway~ - This twisty passage leads east and west from here. -Eastwards you hear the unmistakable sounds of low -voices. The echoes seem to be playing funny effects -on you, however, and you are not sure from how far -off these voices might be coming. -~ -33 8 0 0 0 0 -D1 -~ -~ -0 -1 3321 -D3 -~ -~ -0 -1 3319 -S -#3321 -A Cave Passageway~ - The passage you are standing in turns west and south -from here. One of the sconces here is out, making this -area extremely dark and hard to see in. You do see lights -from the south, however, seemingly brighter than the -sconces you've seen along the walls so far. -~ -33 8 0 0 0 0 -D2 -~ -~ -0 -1 3322 -D3 -~ -~ -0 -1 3320 -S -#3322 -A Cave Passageway~ - This is a T-intersection in the cave passageway, the -north leading back towards the cave's entrance (you -think!), the west leading towards a well-lighted area. -Eastwards the passageway continues into the shadowy -recesses of the mountain uninvitingly. The echoes of -voices are confusing you a bit, and you are not sure -whether you should try to remain quiet or not. -~ -33 8 0 0 0 0 -D0 -~ -~ -0 -1 3321 -D1 -~ -~ -0 -1 3324 -D3 -~ -~ -0 -1 3323 -S -#3323 -A Cave~ - Many sconces line the walls here, casting light on -some weapon racks and chests of armor. Everything -is neat, orderly, and actually well-dusted. Someone -cares for these items...frequently it seems. -~ -33 8 0 0 0 0 -D1 -~ -~ -0 -1 3322 -S -#3324 -A Cave Passageway~ - The passageway you are in leads south and west from -here. Many large stones and rocks are on the floor of the -cave, making walking difficult in the dim light from the -sconces on the walls. You hear the continued echo of -voices, seemingly fainter now. Must be the strange -acoustics of this place... -~ -33 8 0 0 0 0 -D2 -~ -~ -0 -1 3325 -D3 -~ -~ -0 -1 3322 -S -#3325 -A Cave Passageway~ - The cave twists around like a coiled snake, leading -east and north from here. You begin to wonder if your -orientations are still correct. That worries you for -some reason. -~ -33 8 0 0 0 0 -D0 -~ -~ -0 -1 3324 -D1 -~ -~ -0 -1 3326 -S -#3326 -A Cave Passageway~ - You can head north and west through the cave passageways -here, both ways dimly lit by the ever-present sconces on -the walls. The echoes you heard earlier seem to be getting -louder, and seem to be coming from the northern passage. -You feeled a bit chilled from the cooled cave air and -shiver a bit in the faint whisper of a breeze. This place -is a little too eerie and dark to be comfortable in. -~ -33 8 0 0 0 0 -D0 -~ -~ -0 -1 3327 -D3 -~ -~ -0 -1 3325 -S -#3327 -A Cave Passageway~ - The echoes are growing louder, and seem to be coming -from the northern end of this corridor. Southwards you -see the tunnel continue right before yet another bend in -the passagway. You spot a small piece of red cloth torn -against a sharp rock jutting out from the passage's side. -It looks like silk, very nice in fact. -~ -33 8 0 0 0 0 -D0 -~ -~ -0 -1 3328 -D2 -~ -~ -0 -1 3326 -S -#3328 -A Cave Passageway~ - The main passageway leads south from here, and a smaller -cave tunnel leads away to the west. Two large boulders -sit against the wall, wiped clean of dirt and grime. A -paper food wrapper has been trodden under several pairs of -feet here; at best guess, you'd say this would probably be -a guard post. -~ -33 8 0 0 0 0 -D2 -~ -~ -0 -1 3327 -D3 -~ -~ -0 -1 3329 -S -#3329 -The End Of The Passageway~ - The cave passageway ends abruptly here to the north in a -large wooden door set into the stone walls. The craftsmanship -is superb! You can also head back to the main passage to the -west, where there seems to be more light than here. An echo -from down the passage makes you wonder for a moment if you are -being followed, but you see nothing there... -~ -33 8 0 0 0 0 -D0 -It is a sturdy wooden door. -~ -door wooden~ -1 -1 3330 -D1 -~ -~ -0 -1 3328 -S -#3330 -A Cavern~ - This natural cavern has been turned into a combination -office/storeroom. A small brook rushes through the south -wall, and flows back into the west wall through a tiny -hole. Boxes and crates are stacked against the walls, and -a beat up oaken desk stands near the door stacked with -papers written upon by an unsteady hand. Some large -lanterns keep the place very well lighted. -~ -33 8 0 0 0 0 -D2 -It is a sturdy wooden door. -~ -door wooden~ -1 -1 3329 -S -#3331 -A Cave Passageway~ - You are standing south of the main entrance to this -cave. The passage you are in continues south, very badly -lit along its length by the sconces lining the walls -every fifteen feet or so. From somewhere deep in the -recesses of the cave, you hear a faint, rhythmic thumping -sound distorted by the passage's strange acoustics. -~ -33 8 0 0 0 0 -D0 -~ -~ -0 -1 3318 -D2 -~ -~ -0 -1 3332 -S -#3332 -A Cave Passageway~ - You are standing at the southern bend of this passage, -able to head east and north from here. The rock around you -echoes the sound of far-off pounding to you, making the -place seem somehow alive, with a heartbeat. This place -is fairly eerie, now that you come to think of it. -~ -33 8 0 0 0 0 -D0 -~ -~ -0 -1 3331 -D1 -~ -~ -0 -1 3333 -S -#3333 -A Cave Passageway~ - The passageway makes a U-turn here, heading north and -westwards to the other side of the 'U'. The air seems -humid and hard to breathe. Some algae grows near the -floor in the slick spots, giving a definite subtle smell -of rot to the air. -~ -33 8 0 0 0 0 -D0 -~ -~ -0 -1 3334 -D3 -~ -~ -0 -1 3332 -S -#3334 -A Cave Passageway~ - The tunnel twists to the south and east from here, -its dark length seemingly dismal and lifeless. A faint -thumping sound reverberates from the walls, making you -perk your ears for the direction of the noise. -~ -33 8 0 0 0 0 -D1 -~ -~ -0 -1 3335 -D2 -~ -~ -0 -1 3333 -S -#3335 -A Cave Passageway~ - This area darker than the rest of the passageway, due -to the fact that the sconces along the walls stop abruptly -here. The way to the south is completely dark, in direct -contrast to the tunnels to the west. You peer hard to the -south, but can make out nothing in the impenetrable -darkness. And still that distant thumping impinges on -your consciousness... -~ -33 8 0 0 0 0 -D2 -~ -~ -0 -1 3336 -D3 -~ -~ -0 -1 3334 -S -#3336 -A Cave Passageway~ - You are standing in a north-south tunnel carved -naturally through the stone of the mountain. To the -north the tunnel is lighted by sconces along the wall, -banishing the deep, deep darkness you now stand in. To -the south you can see nothing. A deep thumping noise -seems to be getting louder and louder as you stand here, -coming from somewhere deep inside. -~ -33 9 0 0 0 0 -D0 -~ -~ -0 -1 3335 -D2 -~ -~ -0 -1 3337 -S -#3337 -A Cave Passageway~ - The passageway switches directions again in the dark -gloom of the mountain, heading to the north and east from -here. As you round the corner, a trick of the acoustics -make the deep thrumming and pounding you've been hearing -sound as if its coming from two feet away! Very unsettling. -~ -33 9 0 0 0 0 -D0 -~ -~ -0 -1 3336 -D1 -~ -~ -0 -1 3338 -S -#3338 -A Cave Passageway~ - The tunnel weaves around, twisting to the north and -west here. The darkness around you is near total. Ahead, -you hear the sounds of something metal banging against -stone. Could someone be mining out the tunnel, perhaps? -~ -33 9 0 0 0 0 -D0 -~ -~ -0 -1 3339 -D3 -~ -~ -0 -1 3337 -S -#3339 -A Cave Passageway~ - A glimmer of light to the east alerts you to the fact -that something is going on in the tunnel nearby. The south -exit of the tunnel leads off into complete darkness. All -around on the ground are piles of earth and stone, making -you have to wend through the tunnel carefully. Hmm. -~ -33 9 0 0 0 0 -D1 -~ -~ -0 -1 3340 -D2 -~ -~ -0 -1 3338 -S -#3340 -The End Of The Passage~ - The tunnel stops abruptly here at a fissure in the stone. -All around on the ground are rocks and gravel, mined from -the fissure in an attempt to widen it enough for passage. -A few pieces of paper litter and wrappers tells you that -the work here is relatively recent. -~ -33 8 0 0 0 0 -D3 -~ -~ -0 -1 3339 -S -#3341 -A Rocky Slope~ - This treacherous slope leads ever-downward quite a ways, -down to a valley where there seems to be a small village! -What a village is doing this far from civilization, and how -they survive you've no idea. From the smoke wafting from -some of the chimneys, it looks like this place is still -inhabited as well. - Now if you can only get down this slope without breaking -an ankle... -~ -33 0 0 0 0 5 -D1 -~ -~ -0 -1 3342 -D3 -~ -~ -0 -1 3308 -S -#3342 -A Rocky Slope~ - You're slipping and sliding across this slope, trying to -get to your destination without breaking your leg or falling -and shattering your head. Below, you spot some movement in -the village, giving proof the place is not a ghost-town. - The main road of the village starts at the bottom of -the slope just to the east, and the slope continues west -and up far, far up the mountain. -~ -33 4 0 0 0 5 -D1 -~ -~ -0 -1 3343 -D3 -~ -~ -0 -1 3341 -S -#3343 -Main Road~ - This place leaves you very unimpressed. And bored. -You are definitely bored by this place. The people are -listless, going about their daily chores with a slowness -that pains your eyes. A slope to the west climbs up the -mountainside, and two open shops made of wood and stone -are to your north and south. East-wards this road continues. - There is a small sign here. -~ -33 0 0 0 0 1 -D0 -~ -~ -0 -1 3344 -D1 -~ -~ -0 -1 3346 -D2 -~ -~ -0 -1 3345 -D3 -~ -~ -0 -1 3342 -E -sign~ - ,_____________________________. - | | - | Stanneg by the Mountains | - | | - | Population: 27 | - | | - | -- BUAG SIGNS INC.| - `-----------------------------' - | | - | | - | | - | | -~ -S -#3344 -The Mountain Tavern~ - Hmm. Looks like there's no one here, not even an bartender. -Evidently you've come during off hours, since no bar could be -THIS dull. The walls are decorated with mounted animal heads -and arrows and longbows and other hunting equipment/trophies. -All of it looks rather plain. -~ -33 8 0 0 0 0 -D2 -~ -~ -0 -1 3343 -S -#3345 -The General Store~ - A bored shopkeeper waves an idle hand towards his stock -of stuff. Browse, type list, buy, sell, whatever... -~ -33 8 0 0 0 0 -D0 -~ -~ -0 -1 3343 -S -#3346 -Main Road~ - Nothing is going on in this section of village either. To the -east is an actual road intersection, and to the west you see one -of the ends of this road. A large grassy area to the south is -fenced off for a horse corral. -~ -33 0 0 0 0 1 -D1 -~ -~ -0 -1 3348 -D2 -~ -~ -0 -1 3347 -D3 -~ -~ -0 -1 3343 -S -#3347 -The Corral~ - Many horses look up at you when you enter this corral. -The horses are kept in by a big wooden fence, which they -seem quite happy to been kept in by. You don't see anyone -around taking care of these horses, but someone is probably -close by. -~ -33 8 0 0 0 0 -D0 -~ -~ -0 -1 3346 -S -#3348 -The Intersection~ - You are standing in an intersection deep in the heart -of Stanneg by the Mountains. In fact, this is the ONLY -intersection anywhere in Stanneg by the Mountain it -appears. - There are some buildings to the north, and south, and -east, and west. None particularly stand out from the -others. -~ -33 0 0 0 0 1 -D0 -~ -~ -0 -1 3349 -D1 -~ -~ -0 -1 3355 -D2 -~ -~ -0 -1 3353 -D3 -~ -~ -0 -1 3346 -S -#3349 -A Small Road~ - This road runs north through Stanneg by the Mountains, -if through would be the operative word for such a motley -collection of buildings. Westwards is a small, open-roofed -building that appears to be a farmer's market. The road -you are on continues north, and comes to an intersection -just south of here. -~ -33 0 0 0 0 1 -D0 -~ -~ -0 -1 3351 -D2 -~ -~ -0 -1 3348 -D3 -~ -~ -0 -1 3350 -S -#3350 -The Farmer's Market~ - One farmer's wife stands here, waiting for someone to -buy the food her family has grown. She looks bored, but -not unhappy... no competition! -~ -33 0 0 0 0 1 -D1 -~ -~ -0 -1 3349 -S -#3351 -A Small Road~ - The small, north-south road running through Stanneg -by the Mountains ends here, curving to become the front -walk of a private home to the east. The road runs south -from this house, towards the center of the village. -~ -33 0 0 0 0 1 -D1 -A normal, wooden front door to a normal looking home. It is -nothing to write home about. -~ -door front~ -1 -1 3352 -D2 -~ -~ -0 -1 3349 -S -#3352 -A Private Home~ - The interior of this home is simple and rustic. A -ladder leads up to the loft, where the sleeping pallets -are tucked away. A wood-burning stove keeps the place -well heated and cozy. A homemade rocking chair stands -crooked in the corner, draped with a old looking afghan. -This home is a nice place, very comfortable. -~ -33 8 0 0 0 0 -D3 -There is a normal appearing door set in the western wall. -~ -door front~ -1 -1 3351 -S -#3353 -A Small Road~ - The road ends here, leading up to a stone house -to the south. Smoke rises from the chimney in a dark -stream, and the windows are frosted over with humidity. -North, you see the main intersection of Stanneg. -~ -33 0 0 0 0 1 -D0 -~ -~ -0 -1 3348 -D2 -A normal looking front door made of wood serves as the entrance. -~ -door front~ -1 -1 3354 -S -#3354 -A Private Home~ - This home strikes you as unbearable warm and uncomfortable. -The fireplace is going at a full-bonfire, a mammoth stack of -firewood beside it against the wall. The decorations seem -somewhat spartan and plain; a landscape, an old hunting -bow... nothing much of interest. -~ -33 8 0 0 0 0 -D0 -You see a normal looking wooden door. -~ -door front~ -1 -1 3353 -S -#3355 -Main Road~ - The main road through Stanneg ends here at a large well -that leads deep, deep into the earth. To the north of the -well is a large building, with a large WELCOME mat outside -its front door. Westwards you see the a road intersection -in the center of the tiny village. Around you is a rocky -terrain in the middle of this mountain range...not very -many places else to go. -~ -33 0 0 0 0 1 -D0 -There is a large set of double doors, made of wood blocking the way. -~ -door doors double~ -1 -1 3356 -D3 -~ -~ -0 -1 3348 -S -#3356 -Stanneg Inn~ - This is a plainly decorated room, the main room of the -Stanneg Inn. A large arch to the west leads to a common -room where food and drink can be ordered, and a set of -rickety wooden stairs lead up to the rooms are. A thread- -bare rug lies in the middle of the floor, evidently well- -loved by a cat or two from the quantity of hair on it. -~ -33 8 0 0 0 0 -D2 -There is a large set of double doors, made of wood set into the wall. -~ -door doors double~ -1 -1 3355 -D3 -~ -~ -0 -1 3357 -D4 -~ -~ -0 -1 3358 -S -#3357 -The Common Room~ - A large fireplace warms this room in great waves of -heat, to combat the chill drafts eminating from the windows -on the west and north sides of this room. A few benches -and tables are clustered in the center of the room, for -the use of the locals. Fairly plain, for a frequented -gathering place. -~ -33 8 0 0 0 0 -D1 -~ -~ -0 -1 3356 -S -#3358 -The Reception~ - A hall leads away to the west lined with small brown -doors. A small table has a ledger on it, seemingly -almost unused. The hall is plain and without any -decoration, except for a nice painting of (what else) -a mountain hanging above the stairs that lead back -down to the inn proper. -~ -33 8 0 0 0 0 -D5 -~ -~ -0 -1 3356 -S -#3359 -A Rocky Slope~ - This slope is fairly shallow and easy to walk on, -despite the loose shale and gravel. To the east is a high -ridge you could stand on, and to the west is a flat area -near two trails leading up and down into the mountains. -High above you, to your west, is that ominous, dark peak, -which seems to radiating a sense of hopelessness... -~ -33 0 0 0 0 5 -D1 -~ -~ -0 -1 3308 -D3 -~ -~ -0 -1 3360 -S -#3360 -A Ledge~ - This ledge overlooks a small path that leads up and -down from here. Below, you see the path head down to a -large flat area where a small cottage lies nestled in the -mountains, smoke rising from it in a curling line. Above, -the path seems to head towards that dark peak piercing the -sky. You notice a few boot-tracks in the earth, seemingly -to lead down towards the cottage. -~ -33 0 0 0 0 4 -D1 -~ -~ -0 -1 3359 -D4 -~ -~ -0 -1 3363 -D5 -~ -~ -0 -1 3361 -S -#3361 -Outside Of A Cottage~ - Now that you approach closer to the cottage, you notice -that the smoke is not coming from the chimney, but rather -the gutted ruins of the building. Something torched this -place, badly. You see no signs of life among the wreckage. -You can enter one of the particularly large holes in the -wall to the west, with caution. -~ -33 0 0 0 0 4 -D3 -~ -~ -0 -1 3362 -D4 -~ -~ -0 -1 3360 -S -#3362 -The Torched Cottage~ - This whole place is smouldering still from whatever -decided to try to burn it to the ground. On the floor -near the center of the ruined structure is the burnt and -dessicated corpse of a man, outstretched and blackened. -There's not much to see here; whatever decided to destroy -this place did it very well. -~ -33 0 0 0 0 1 -D1 -~ -~ -0 -1 3361 -S -#3363 -A Mountain Trail~ - This mountain trail leads straight up into the evil -looking mountains. High above you, one mountain peak -seems to radiate danger and fear, and the trail seems -to be leading straight up to it. You wonder if it is -wise to continue this way... - The trail goes even higher up to the west, and back -down to the west. -~ -33 0 0 0 0 5 -D3 -~ -~ -0 -1 3364 -D5 -~ -~ -0 -1 3360 -S -#3364 -A Mountain Trail~ - The trail leads up even higher into the mountains to the -west here. You shiver as the cold mountain air washes over -you, and your back prickles as you wonder if anything lives -up here, or anything _dangerous_ for that matter. Maybe -heading back down to the east would be a good idea... -~ -33 0 0 0 0 5 -D1 -~ -~ -0 -1 3363 -D3 -~ -~ -0 -1 3365 -S -#3365 -A Mountain Trail~ - The trail leads up the side of the tallest mountain in -the range -- the one that sticks up into the dark sky like -a monument to death and futility. The trail leads back to -safety to the east, and goes even higher to the west. -~ -33 0 0 0 0 5 -D1 -~ -~ -0 -1 3364 -D3 -~ -~ -0 -1 3366 -S -#3366 -Near The Peak~ - This is as close to the peak as you're going to get, -unless you use that tiny, tiny path leading up to your -north. Up the side of the mountain you see a great cave -hollowed out, the inside pitch black. The path leads down -the mountains to your east, which seems to be the best -place to go. -~ -33 576 0 0 0 5 -D0 -~ -~ -0 -1 3367 -D1 -~ -~ -0 -1 3365 -S -#3367 -A Small, Dangerous Path~ - This path leads up, up, up the side of the mountain, to -the evil-seeming cave. It also heads down to the south--a -lot safer place to be. In fact, you hear footsteps above -your head... -~ -33 576 0 0 0 5 -D2 -~ -~ -0 -1 3366 -D4 -~ -~ -0 -1 3368 -S -#3368 -A Small, Dangerous Path~ - Unfortunately, you realize too late that this bigger -ledge that leads north to the darkened cave is an ideal -spot for an ambush. This ledge gives you a beautiful -panoramic view of the entire mountain range, however. -Breathtaking! -~ -33 576 0 0 0 5 -D0 -~ -~ -0 -1 3369 -D5 -~ -~ -0 -1 3367 -S -#3369 -The Cave Entrance~ - You are standing in the entrance of a simply huge cave! -The size is stunning! All around the entrance are burnt -bones and various types of wooden and metal debris. Giant -claw marks are all along the ground, leading back deeper -into the cave. - Two tunnels lead off from here, one up, one down. There -are claw marks leading in either direction. -~ -33 585 0 0 0 4 -D2 -~ -~ -0 -1 3368 -D4 -~ -~ -0 -1 3370 -D5 -~ -~ -0 -1 3373 -S -#3370 -A Sloping Tunnel~ - The tunnels slopes up to the north deeper into the -mountain. A rather gusty breeze riffles your clothing -from ahead somewhere. The claw marks in the stone floor -continue up the passage, through the darkness. -~ -33 585 0 0 0 0 -D0 -~ -~ -0 -1 3371 -D5 -~ -~ -0 -1 3369 -S -#3371 -A Sloping Tunnel~ - The tunnel continues its slope upwards, and the wind -blows at you even stronger yet. The claw tracks in the -stone stop abruptly here, where there seems to be a lot -of unearthed dirt and stone around, heaped upon the floor. -You feel uneasy about this place. -~ -33 585 0 0 0 4 -D0 -~ -~ -0 -1 3372 -D2 -~ -~ -0 -1 3370 -E -dirt stone~ - It has been dug from somewhere, but where? -~ -E -claw claws track tracks mark marks~ - They stop very abruptly here, right where the piles of earth begin, it seems. -~ -E -floor~ - The floor up ahead looks... Strange. You don't think going ahead would be a -good idea. -~ -S -#3372 -The Pit~ - You fall through the illusionary floor. - - You hit the poisoned spikes below. -~ -33 76 0 0 0 0 -S -T 3300 -#3373 -A Sloping Tunnel~ - This tunnel slopes deep, down into the mountain's heart. -The air feels still and uncomfortably warm, despite the -closeness of the cave's entrance above you. There's a -deep, musky odor in the air, and the giant claw marks -continue downwards. -~ -33 585 0 0 0 4 -D4 -~ -~ -0 -1 3369 -D5 -~ -~ -0 -1 3374 -S -#3374 -A Sloping Tunnel~ - A bright light greets your eyes from the north, in -direct contrast to the darkness of the tunnel overhead. -You break out in a sweat due to the overwhelming warmth -of the air. The musky odor has grown quite intense, -drowning out everything else in the air and making it hard -to breathe. Something in your gut begins squirming -uncomfortably as you wonder what's ahead... -~ -33 585 0 0 0 4 -D0 -~ -~ -0 -1 3375 -D4 -~ -~ -0 -1 3373 -S -#3375 -The Lair~ - This place is huge!!! It should be considering the -dragon's great bulk. However, instead of seeing the -customary carnage and mound of gold that one is accustomed -to seeing in a dragon lair, this one is decorated subtly -with tapestries and drapes, and other comforts of human -life. There is even a huge-dragon sized bed -- undoubtedly -conjured to life by its elder dragon owner. -~ -33 584 0 0 0 4 -D2 -~ -~ -0 -1 3374 -S -$~ diff --git a/lib/world/wld/343.wld b/lib/world/wld/343.wld deleted file mode 100644 index db82187..0000000 --- a/lib/world/wld/343.wld +++ /dev/null @@ -1,1835 +0,0 @@ -#34300 -Empty Office HIH EXT~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D1 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34612 -S -#34301 -Garden Path~ - The path is a norh-south path which narrows here as it crosses a small foot -bridge on its way to the main garden to the north and an alcove to the south. -It is quite pleasant here, as a refreshing breeze whips through the trees and -the plants that are placed here. The path itself is gravel and has a brick -border. An empty Pagoda office is to the east. -~ -343 16 0 0 0 1 -D0 -~ -~ -0 0 34383 -D1 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34393 -D2 -~ -undefined~ -0 0 34381 -S -#34302 -Garden Path~ - The path is a norh-south path which narrows here as it crosses a small foot -bridge on its way to the main garden to the north and an alcove to the south. -It is quite pleasant here, as a refreshing breeze whips through the trees and -the plants that are placed here. The path itself is gravel and has a brick -border. An empty Pagoda Office is to the east. -~ -343 16 0 0 0 1 -D0 -~ -~ -0 0 34386 -D1 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34304 -D2 -~ -~ -0 0 34382 -S -#34303 -Empty Office HIH Ext.~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34613 -S -#34304 -Empty Pagoda Office~ -This unfinished room was created by Whiteknight. -~ -343 28 0 0 0 0 -D3 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34302 -S -#34305 -Narrow Gravel Path~ - The path goes north and south and it is the same gravel type as the others. -This path leads through a thicker part of the garden, however, to what appears o -be a Pagoda that is set back a ways from the others and the main part of the -garden. Thick growth of planets, trees and bushes surround the building and -this path, The path itself is lined with bricks marking it easily to find your -way and lanterns hang from hooks every so many feet to light the way. -~ -343 0 0 0 0 1 -D0 - The door is made of Teak, rice paper and silver fixtures. And it slides to -the side as in traditional design of any pagoda of 14th century. On the rice -paper there is the design of a dragon with its wings spread -~ -door~ -1 0 34397 -D2 -~ -~ -0 0 34384 -S -#34306 -The Social Gathering Room~ - This is the Main Social Gathering Room of the Immortals. It is circular in -design, and it connects four foyers in all directions to the north, south, east, -and west. The room is quite plush with many fountains, couches, and carpeted -areas, also with a few planters filled with thick green bushes and trees. The -fountain seems to be glowing. -~ -343 28 0 0 0 0 -D0 -~ -~ -0 0 34307 -D1 -~ -~ -0 0 34308 -D2 -~ -~ -0 0 34309 -D3 -~ -~ -0 0 34310 -D5 -~ -~ -0 0 3000 -S -#34307 -Northern Foyer~ - This is the Northern End of the Gathering Hall. This foyer continues to -the north into what appears to be a hallway and south into a circular -central room. Several pillars line the room here. Archways west and east -lead into the Post Office and the Immortal Inn. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34311 -D1 -~ -~ -0 0 1205 -D2 -~ -~ -0 0 34306 -D3 -~ -~ -0 0 1201 -S -#34308 -Eastern Foyer~ - You are in the Eastern End of the Gathering Hall. Several pillars line this -room. The foyer continues east into what looks like a hallway and west into a -circular central room. Archways north and south lead into the Immortal Board -Room and the Mortal Board Room. -~ -343 24 0 0 0 0 -D0 -~ -undefined~ -0 -1 1204 -D1 -~ -~ -0 0 34314 -D2 -~ -~ -0 0 1203 -D3 -~ -~ -0 0 34306 -S -#34309 -Southern Foyer~ - This is the Southern End of the Gathering Hall. This foyer continues -to the south into what appears to be a hallway and north into a circular -central room. Several pillars line the room here. Archways west ane east -lead into the Builders Hall and the Advertising/Business Center. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34306 -D1 -~ -~ -0 0 1206 -D2 -~ -~ -0 0 34312 -D3 -~ -~ -0 0 1291 -S -#34310 -Western Foyer~ - This is the Western End of the Gathering Hall. This foyer continues to the -west into what appears to be a hallway and east into a circular central room. -Several pillars line the room here. Archways north and south lead to the Hall -of Justice/Chapel and the Meeting Room of the Immortals. -~ -343 24 0 0 0 0 -D0 - A frosted glass door with huge silver hinges and silver fixtures are here -marking the Hall of Justice with the Rune of Justice etched in the glass in the -exact center of it. -~ -door~ -1 0 1293 -D1 -~ -~ -0 0 34306 -D2 - A frosted glass door with huge silver hinges and silver fixtures are here -marking the main meeting room with the TBA company Logo upon the door. The door -is open. -~ -door~ -1 0 1200 -D3 -~ -~ -0 0 34313 -S -#34311 -God Hall, North~ - The beginning and ending of the God Hall, North is here. -It seems to go on to the east and west with many doors that -line the hallways leading into the many offices that are -located here. - -An archway leads south into a foyer and north the hallway -seems to bend inward to what appears to be a coffee alcove. -The smell of coffee is very strong in this part of the hall. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34398 -D1 -~ -~ -0 0 34316 -D2 -~ -~ -0 0 34307 -D3 -~ -~ -0 0 34315 -S -#34312 -God Hall, South~ - The beginning and ending of the God Hall, South is here. It seems to go on -to the east and west with many doors that line the hallways leading into the -many offices that are located here. An archway leads into the Foyer to the -north. - Another passageway crosses the hall into what appears to be a very simple -looking extension to the main God Hall. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34309 -D1 -~ -~ -0 0 34320 -D2 -~ -~ -0 0 34601 -D3 -~ -~ -0 0 34321 -S -#34313 -God Hall, West~ - This is a simple hallway that leads to the north and south. There is a tiled -floor and open beamed ceilings here. On either side doors line the hallway. -An archway to the east enters a plush foyer. A staircase leads up to a very -plush hallway above. - Another passageway crosses the hall into what appears to be a very simple -looking extension to the main God Hall. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34318 -D1 -~ -~ -0 0 34310 -D2 -~ -~ -0 0 34319 -D3 -~ -~ -0 0 34609 -D4 -~ -~ -0 0 34327 -S -#34314 -God Hall, East~ - This is a simple hallway that leads to the north and south. There is a tiled -floor and open beamed ceilings here. On either side doors line the hallway. -An archway to the west enters a plush foyer. A staircase leads up to a very -plush hallway above. - Another passageway crosses the hall into what appears to be a very simple -looking extension to the main God Hall. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34322 -D1 -~ -~ -0 0 34663 -D2 -~ -0~ -0 0 34323 -D3 -~ -~ -0 0 34308 -D4 -~ -~ -0 0 34331 -S -#34315 -God Hall, North~ - This is a simple hallway that leads to the east and west. -There is a tiled floor and open beamed ceilings here. On -either side doors line the hallway. -Jamdog's Office is to the North. -~ -343 24 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34340 -D1 -~ -~ -0 0 34311 -D2 -a walnut door is here with huge gold hinges. - -~ -door~ -1 0 34341 -D3 -~ -~ -0 0 34326 -S -#34316 -God Hall, North~ - This is a simple hallway that leads to the east and west. -There is a tiled floor and open beamed ceilings here. On -either side doors line the hallway. -Axanon's Office is to the north. -~ -343 24 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34342 -D1 -~ -~ -0 0 34317 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34343 -D3 -~ -~ -0 0 34311 -S -#34317 -God Hall, Northeast~ - This is a simple hallway, which curves to the west and south. -There is a tiled floor and open beamed ceilings here. There are -offices on the corners. Elaseth's Office is to the east. -~ -343 24 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34344 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34345 -D2 -~ -~ -0 0 34322 -D3 -~ -~ -0 0 34316 -S -#34318 -God Hall, West~ - This is a simple hallway that leads to the north and south. -There is a tiled floor and open beamed ceilings here. On -either side doors line the hallway. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34326 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34337 -D2 -~ -~ -0 0 34313 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34336 -S -#34319 -God Hall, West~ - This is a simple hallway that leads to the north and south. -There is a tiled floor and open beamed ceilings here. On -either side doors line the hallway. -Aich's Office is to the west. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34313 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34335 -D2 -~ -~ -0 0 34325 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34334 -S -#34320 -God Hall, South~ - This is a simple hallway that leads to the east and west. -There is a tiled floor and open beamed ceilings here. On -either side doors line the hallway. -Perra's Office is to the south. -~ -343 24 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34352 -D1 -~ -~ -0 0 34324 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34353 -D3 -~ -~ -0 0 34312 -S -#34321 -God Hall, South~ - This is a simple hallway that leads to the east and west. -There is a tiled floor and open beamed ceilings here. On -either side doors line the hallway. -Vatiken's Office is north and Tink's Office is south. -~ -343 24 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34354 -D1 -~ -~ -0 0 34312 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34355 -D3 -~ -~ -0 0 34325 -S -#34322 -God Hall, East~ - This is a simple hallway that leads to the north and south. -There is a tiled floor and open beamed ceilings here. On -either side doors line the hallway. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34317 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34346 -D2 -~ -~ -0 0 34314 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34347 -S -#34323 -God Hall, East~ - This is a simple hallway that leads to the north and south. -There is a tiled floor and open beamed ceilings here. On -either side doors line the hallway. -Kyle's Office is to the East. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34314 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34348 -D2 -~ -~ -0 0 34324 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34349 -S -#34324 -God Hall, Southeast~ - This is a simple hallway, which curves to the west and north. -There is a tiled floor and open beamed ceilings here. There are -offices on the corners. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34323 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34350 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34351 -D3 -~ -~ -0 0 34320 -S -#34325 -God Hall, Southwest~ - This is a simple hallway, which curves to the east and north. There is a -tiled floor and open beamed ceilings here. There are offices on the corners. -West is Detta's Office. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34319 -D1 -~ -0~ -0 0 34321 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34332 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34333 -S -#34326 -God Hall, Northwest~ - This is a simple hallway, which curves to the east and south. -There is a tiled floor and open beamed ceilings here. There are -offices on the corners. Vatiken's Office is to the north. -Proca's Office is to the west. -~ -343 24 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34339 -D1 -~ -~ -0 0 34315 -D2 -~ -~ -0 0 34318 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34338 -S -#34327 -Upper Immortal Hall, West~ - Standing at the end-beginning of the hallway west, this hallway is lined with -wooden paneling and thick marooon shag carpet. The hallway is lit by bronze -lanterns that burn brightly here. It continues on to the east and office door -line the walls. There is also a corner office to the west and Whiteknight's -Office is to the north. There is a staircase that descends into a hallway -below. -~ -343 24 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34357 -D1 -~ -~ -0 0 34328 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34358 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34356 -D5 -~ -~ -0 0 34313 -S -#34328 -Upper Immortal Hall, West~ - This is the midway down the hallway west, this hallway is lined with wood -paneling and thick maroon, shag carpeting. The hallway is lit by bronze -lanterns that burn brightly here. It continues on to the east and west. -Office doors line the walls. Elona's Office is to the north. -~ -343 24 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34359 -D1 -~ -~ -0 0 34329 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34360 -D3 -~ -~ -0 0 34327 -S -#34329 -Higher Imm Hall, Observation Port~ - Standing in the center if the Higher Immortal Hall this is an observation -port that looks out over the Social Gathering Room down below. It is more -rounded here with an open glass section and paneling and more lanterns to light -this section of the hall. The hall itself continues to the west and east. A -circular stairwell leads up to the Indoor Garden Level where the Leader Imp -Offices are located and a step down to the north leads into what appears to be -an north extension to the Higher Immortal Hallway. -~ -343 24 0 0 0 0 -D1 -~ -~ -0 0 34330 -D3 -~ -0~ -0 0 34328 -D4 -~ -~ -0 0 34394 -D5 -~ -~ -0 0 34395 -S -#34330 -Upper Immortal Hall, East~ - This is the midway down the hallway east, this hallway is lined with wood -paneling and thick maroon, shag carpeting. The hallway is lit by bronze -lanterns that burn brightly here. It continues on to the east and west. -Office doors line the walls. -~ -343 24 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34363 -D1 -~ -~ -0 0 34331 -D3 -~ -~ -0 0 34329 -S -#34331 -Upper Immortal Hall, East~ - Standing at the end-beginning of the hallway east, this hallway is lined with -wooden paneling and thick marooon shag carpet. The hallway is lit by bronze -lanterns that burn brightly here. It continues on to the west and office doors -line the walls. There are also corner offices to the east. Fizbin's Office is -north, Rhade's Office is east and Shama's Office is south, A staircase leads -down to a hallway below. -~ -343 24 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34365 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34367 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34366 -D3 -~ -~ -0 0 34330 -D5 -~ -~ -0 0 34314 -S -#34332 -Empty Office~ -Unfinished. -~ -343 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34325 -S -#34333 -Detta's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34325 -S -#34334 -Aich's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34319 -S -#34335 -Empty Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34319 -S -#34336 -Empty Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34318 -S -#34337 -Fade's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34318 -S -#34338 -Proca's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34326 -S -#34339 -Vatiken's Office~ -no desc -~ -343 28 0 0 0 0 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34326 -S -#34340 -Jamdog's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34315 -S -#34341 -Empty Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34315 -S -#34342 -Axanon's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34316 -S -#34343 -Empty Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34316 -S -#34344 -Empty Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34317 -S -#34345 -Elaseth's Office~ -You are in an unfinished room. -~ -343 24 0 0 0 0 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34317 -S -#34346 -Empty Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34322 -S -#34347 -Empty Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34322 -S -#34348 -Kyle's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34323 -S -#34349 -Empty Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34323 -S -#34350 -Empty Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34324 -S -#34351 -Niamh's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34324 -S -#34352 -Empty Office~ -This unfinished room was created by Whiteknight. -~ -343 28 0 0 0 0 -D1 -~ -~ -0 0 34311 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34320 -S -#34353 -Parna's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34320 -S -#34354 -Vatiken's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34321 -S -#34355 -Tink's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34321 -S -#34356 -Empty Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D1 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34327 -S -#34357 -Whiteknight's Office~ -Inside a very Spartan and plushly furnished -office that belongs to Whiteknight. There is a desk in the center of the room -and a bay window behind with shudders overlooking what appears to be a beach and -ocean thundering up on the sand. The only exit is south into the Plush Higher -Immortal Hall -~ -343 540 0 0 0 0 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34327 -S -#34358 -Empty Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34327 -S -#34359 -Elona's Office~ -You are in an unfinished room. -~ -343 24 0 0 0 0 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34328 -S -#34360 -Empty Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34328 -S -#34361 -Rumbles Office~ -Inside Rumble's Office. It is a sealed pagoda, which is setup as an -office than a shrine. It has a desk in the center of the room with several -filing cabinets along the wall on one side. A fold out ship's bunk is here to -sleep on setup along the wall. It is done in a typical 14th Century Oriental -design in the way of plush fineries. The only way out is a sliding door leading -to the south. -~ -343 28 0 0 0 0 -D2 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34383 -S -#34362 -Opie's Office~ - You are standing on an immense, gray stone floor that stretches as far as you -can see in all directions. Rough winds plunging from the dark, starless sky -tear savagely at your fragile body. The stone floor is the same shade of gray -the sky and is completely plain and unscratched. It is probably too hard for -anything to leave as much as a scratch on it. Cold winds plunge ceaselessly at -you from the dark, cloudless sky. An icy chill fills your blood, as you hear -an echoing guttural laugh. "In the darkness there is light... It's just -hiding... Let me show you... It is the mind that is erotic, the heart that -gives it life, the soul that makes it whole.", a voice whispers. You jump -back with a shriek. Nothing more but the beating of your heart. -~ -343 28 0 0 0 0 -D2 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34386 -S -#34363 -Empty Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34330 -S -#34364 -Wyld's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D3 -~ -~ -0 0 34386 -S -#34365 -Fizbin's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34331 -S -#34366 -Shama's Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D0 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34331 -S -#34367 -Rhade's Office~ - The office here is plain and simple with a center desk, a cot to the side and -several filing cabinets scattered throughout. It has tiled floors, white walls, -but not without very fine and fancy artwork and tapestries on the walls. There -is a single bay window here as well, that lets in the bright sunlight and -overlooks the land of Midguaard far below. The only exit is west into a -hallway. -~ -343 28 0 0 0 0 -D3 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34331 -S -#34368 -Higher Imm Hall, Extension Sct. A~ - This is the midway along the main hallway east-west. It has plush carpets -panel clad walls and office doors lining the wall every so far down the hall -itself. -~ -343 24 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34371 -D1 -~ -~ -0 0 34396 -D2 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34372 -D3 -~ -~ -0 0 34612 -S -#34369 -Higher Imm Hall, Extension Sct. A~ - The hallway begin ends here with doors lining the walls on either side of -thepanel covered walls and maroon covered carpeting. It continues to the east -and west. -~ -343 24 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34375 -D1 -~ -~ -0 0 34370 -D2 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34376 -D3 -~ -~ -0 0 34395 -S -#34370 -Higher Imm Hall, Extension Sct. A~ - This is the midway along the main hallway east-west. It has plush carpets -panel clad walls and office doors lining the wall every so far down the hall -itself. -~ -343 24 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34377 -D1 -~ -~ -0 0 34613 -D2 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34378 -D3 -~ -~ -0 0 34369 -S -#34371 -Empty Offfice New Ext~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D2 -a walnut door is here with huge gold hinges. -~ -door~ -1 0 34368 -S -#34372 -Empty Office New Ext~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34368 -S -#34373 -Empty Office New Ext.~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D2 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34396 -S -#34374 -Empty Office New Ext.~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34396 -S -#34375 -Empty Office New Ext~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D2 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34369 -S -#34376 -Empty Office New Ext.~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34369 -S -#34377 -Empty Office New Ext.~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D2 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34370 -S -#34378 -Empty Office New Ext.~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34370 -S -#34379 -Public Restroom~ - Inside a very large, very plush bathroom. It has a claw tub on one side of -it and a toilet that sits just adjacent to it. There is a large sink on the -south wall. And above it are very bright gold fixtures that consist of a huge -chandlier overhead and lanterns that hang near the sink and tub. The only exit -is west into the Coffee Alcove. -~ -343 28 0 0 0 0 -D3 - A large walnut door with huge gold hinges and shiny fixtures are here. -~ -door~ -1 0 34398 -S -#34380 -Higher Immortal Hall, North Extension~ - This is the main hallway of the extension. It runs to the north and south -but has fingers leading east and west to the actual offices. It has plush -carpeting, panel clad walls, bronze lanterns that hang overhead to light it. -There are a few pieces of artwork here that hang on the wall and what -appear to be statuettes on pedistals sitting here to decorate it. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34642 -D2 -~ -~ -0 0 34395 -S -#34381 -A Garden Alcove~ - This is a simple alcove where the path ends at the wild of many bushes, trees -undergrowth and greenery all around. There is a cememt trimmed walkway with -what appears to be hand-carved stoned marking the path and the path itself is -mostly gravel. The path returns to the north into the main part of the garden. -The garden path is lit by lanterns hanging from hooks brightening the way. -~ -343 16 0 0 0 1 -D0 -~ -~ -0 0 34301 -S -#34382 -A Garden Alcove~ - This is a simple alcove where the path ends at the wild of many bushes, trees -undergrowth and greenery all around. There is a cememt trimmed walkway with -what appears to be hand-carved stoned marking the path and the path itself is -mostly gravel. The path returns to the north into the main part of the garden. -The garden path is lit by lanterns hanging from hooks brightening the way. -~ -343 16 0 0 0 1 -D0 -~ -~ -0 0 34302 -S -#34383 -Inside a Garden~ - A Garden is here with thick trees, cool waterways, plants, shrubs grass, -flowers and even a lagoon in the center of it. A path goes east through the -garden and south into what appears into an alcove. There seems to be finished -pagodas here that makes up Rumbles Office to the north, Welcor's Office to the -west. The garden is lit by lanterns hanging from hooks that brighten the way -here. -~ -343 16 0 0 0 1 -D0 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34361 -D1 -~ --1~ -0 0 34384 -D2 -~ -~ -0 0 34301 -D3 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34387 -S -#34384 -In a Garden~ - A Garden is here with thick trees, cool waterways, plants, shrubs grass, -flowers and even a lagoon in the center of it. A path goes east and west -through the garden. A bridge connects this garden to the south to a large -pagoda that ominously stands in the center of the lagoon. A medium sized pagoda -is to the north making up a meeting area. The garden is lit by lanterns hanging -from hooks brightening the way here. -~ -343 16 0 0 0 1 -D0 -~ -~ -0 0 34305 -D1 -~ -~ -0 0 34385 -D2 -~ -~ -0 0 34390 -D3 -~ --1~ -0 0 34383 -S -#34385 -In a Garden~ - A Garden is here with thick trees, cool waterways, plants, shrubs grass, -flowers and even a lagoon in the center of it. A path goes east and west -through it. A large finished Pagoda makes up an office to the north. The -garden path is lit by lanterns hanging from hooks brightening the way. -~ -343 16 0 0 0 1 -D0 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34389 -D1 -~ -~ -0 0 34386 -D3 -~ --1~ -0 0 34384 -S -#34386 -Inside a Garden~ - A Garden is here with thick trees, cool waterways, plants, shrubs grass, -flowers and even a lagoon in the center of it. A path goes east and west -through it. There seems to be finished pagodas here that make up Opie's -office to the north, and Wyld's office to the east. The garden path is lit -by lanterns hanging from hooks brightening then way. -~ -343 16 0 0 0 1 -D0 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34362 -D1 -~ -door~ -1 0 34364 -D2 -~ -~ -0 0 34302 -D3 -~ -~ -0 0 34385 -S -#34387 -Welcor's Office~ - The leader's office is a simple and plush Oriental Design with a large dsk -sitting in the corner, many filing cabinets on the south wall. It is quite -plush with many tapestries, rugs, and also some arms on display such as a -samurai sword that sits on a pedistal in another corner. There are lanterns -that hang above brightening the whole room and the only exit is east through a -sliding door made of teak wood and rice paper. -~ -343 28 0 0 0 0 -D1 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34383 -S -#34388 -Empty Office New Ext~ -no desc -~ -343 28 0 0 0 0 -D2 - a walnut door with huge bronze hinges and gold fixtures is here. -~ -door~ -1 0 34395 -S -#34389 -New Office~ -You are in an unfinished room. -~ -343 28 0 0 0 0 -D2 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34385 -S -#34390 -On Bridge in Garden~ - You stand in the center of an ancient teak bridge that is made up of a 14th -Century Oriental design. It crosses a large lagoon that sits in the center of -the garden to the north. It is lighted by two lanterns on either end as ie the -garden itself, lighting the way. A large pagoda sits to the south in the middle -of the lagoon in which this bridge ends right up at the door. It seems to be -that of a temple of worship and the entry point to the garden. -~ -343 16 0 0 0 1 -D0 -~ -~ -0 0 34384 -D2 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34394 -S -#34391 -Builder Board Room~ - The Builder Academy Zone begins in Roon 3, Goto 3 to begin your training or -if you need a refresher, TBA Zone should be able to teach anyone, no matter how -new, the basics of building. The only exit is east through an archway into the -Southern Foyer. -~ -343 28 0 0 0 0 -D1 -~ -~ -0 0 34309 -S -#34392 -God Hall, West Extension Jct~ - The hallway stops here to the west and splits in a 'T' Shape to the north and -south. It has carnival colored tiled floors and white sterile walls above that. -Office doors line the walls down each hallway. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34610 -D1 -~ -~ -0 0 34606 -D2 -~ -~ -0 0 34600 -S -#34393 -Empty Pagoda Office~ -This unfinished room was created by Whiteknight. -~ -343 28 0 0 0 0 -D3 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34301 -S -#34394 -Inside Pagoda Shrine~ - The pagoda is very large but empty with exception to a large shrine that -makes up most of the West and South Wall. It has many lanterns, candles and -incense burning to honor the great gods, Rumble, Welcor, and Opie which are -being worshipped here. A circular staircase leads down into a plush hallway below -and a sliding door north exits the Pagoda Shrine into a great garden beyond to the -north. -~ -343 28 0 0 0 0 -D0 - Teak and rice paper doors with brush paintings upon its surface make up the -door. Gold Fixtures hold it in place and there are golden handles. -~ -door~ -1 0 34390 -D5 -~ -~ -0 0 34329 -S -#34395 -Higher Immortal Hall, North Extension~ - This is a small alcove that steps down from the main observation port and -runs parallel with the Higher Immortal Hall. It is circular like the -observation portal, with large skylights above to allow the sunlight to spill -into the paneled, carpeted, very exquisite hallway. It abruptly turns to the -west, east and north. A step up leads into the main hallway of the main Higher -Immortal Hallway. -~ -343 24 0 0 0 0 -D0 -~ -~ -0 0 34380 -D1 -~ -~ -0 0 34369 -D3 -~ -~ -0 0 34396 -D4 -~ -~ -0 0 34329 -S -#34396 -Higher Immortal Hall, Extension Sct. A~ - The hallway begin ends here with doors lining the walls on either side of -thepanel covered walls and maroon covered carpeting. It continues to the east -and west. -~ -343 24 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34373 -D1 -~ -~ -0 0 34395 -D2 - A walnut door with gold hinges and fixtures -is here. -~ -door~ -1 0 34374 -D3 -~ -~ -0 0 34368 -S -#34397 -Exective Meeting Pagoda.~ - The Meeting room is for the upper immortals. It is unlike the other regular -one. It has paneled walls and thick, red, shag carpet and a huge circular table -that sits in the center of the room, surrounded by wooden high-backed chairs. -On the walls there are many pictures of the zones here, but also of fallen -hero's of the TBA and staff who were lost or retired. The only exit is south -into the garden through a sliding panel door of oriental design. -~ -343 1756 0 0 0 0 -D2 - The door is made of Teak, rice paper and silver fixtures. And it slides to -the side as in traditional design of any pagoda of 14th century. On the rice -paper there is the design of a dragon with its wings spread -~ -door~ -1 0 34305 -S -#34398 -Coffee Alcove~ - A small alcove is here and it seems to appear to be that of a coffee alcove -that serves drinks and food to the Immortals and open for any visiting mortals. -It has long counters here, colored green and white walls and cabinets that are -attached to the walls on all sides around a sink and faucet on one end of the -counter. An exit south leads into the main hallway or east into what appears to -be a public restroom. -~ -343 28 0 0 0 0 -D0 -~ -~ -0 0 -1 -D1 - A large walnut door with huge gold hinges and shiny fixtures are here. -~ -door~ -1 0 34379 -D2 -~ -~ -0 0 34311 -S -#34399 -Hall of Justice Podium/Altar~ - You stand on a very large, white and gold trimmed altar -made of granite. It has many candles and incense burning -here, as well as lanterns that light the interior room -from the ceiling. The only exit is down the stairs to -the main audiece chamber. -~ -343 12 0 0 0 0 -D5 -~ -~ -0 0 1293 -S -$~ diff --git a/lib/world/wld/345.wld b/lib/world/wld/345.wld deleted file mode 100644 index 06376df..0000000 --- a/lib/world/wld/345.wld +++ /dev/null @@ -1,1145 +0,0 @@ -#34500 -Duluth's Zone Description Room~ - The Location is going to be an old insane asylum with a level range of 6 to -10. The whole zone is about 55 rooms large with three sections, the asylum, the -asylum's cemetery, and the basement. It will have a horror theme so the -alignment will be evil. As for the Plot, the player will have to make his/her -way through the grounds to on a mini quest to find a piece of eq that will -modify their strength up by three but lower their wisdom by three when they wear -it. The quest will have one task that will need to be completed to get the -piece of eq, but there is a quest just to get into the asylum as well. This is -all in a modern day time period. -~ -345 0 0 0 0 0 -D5 -~ -~ -0 0 34501 -S -#34501 -A Paved Road~ - The road has seen better days. It is doubtful that a car could even drive on -it anymore. To the north the road is blocked by a fallen tree. To the south -the road continues. A vine covered brick wall greets the eye to the east, -effectively hiding what may lay beyond it. -~ -345 0 0 0 0 1 -D2 -~ -~ -0 0 34502 -E -brick wall~ - The wall is made of a crumbling red brick. Vines cover the bottom half of it -and reach upwards. Lining the top of the wall are decorative black iron bars, -to keep people out, or perhaps in. -~ -S -#34502 -Before a Gate~ - The road is cracked and falling apart here. It continues that way to the -north and south. There is a break in the wall to the east. A heavy iron bar -gate stands there allowing a glimpse of what is behind the wall. Next to it is -an old bronze plaque. -~ -345 0 0 0 0 1 -D0 -~ -~ -0 0 34501 -D1 - Made from heavy black iron, the left side of the gate is only hanging by the -bottom hinge. A large mansion can be seen through the bars. -~ -gate east~ -1 0 34504 -D2 -~ -~ -0 0 34503 -E -plaque sign~ - @Y -@y -************************** -* NEW YORK ASYLUM * -* * -* FOR THE * -* * -* CRIMINALLY INSANE * -************************** @n -~ -E -iron gate~ - Made from heavy black iron, the left side of the gate is only hanging by the -bottom hinge. A large mansion can be seen through the bars. -~ -S -#34503 -A Broken Road~ - The road seems to be in disrepair here. It doesn't look like it gets much -better to the north. To the south the road is so bad that its not usable. -Your view to the east is blocked by a large vine covered wall. -~ -345 0 0 0 0 1 -D0 -~ -~ -0 0 34502 -D1 - Your view is obstructed by a high wall. -~ -~ -0 0 -1 -E -brick wall'~ - The wall is made of a crumbling red brick. Vines cover the bottom half of it -and reach upwards. Lining the top of the wall are decorative black iron bars, -to keep people out, or perhaps in. -~ -S -#34504 -Inside the Gate~ - All about are the signs that this property is unused. To the west an iron -gate hangs slightly. To the north and south overgrown bushes and tall grass -seem to harbor unknown secrets. To the east a dirt road leads to do an old -abandoned building, shrouded in a fog. -~ -345 4 0 0 0 2 -D1 -~ -~ -0 0 34505 -D3 - Made from heavy black iron, the right side of the gate is only hanging by the -bottom hinge. A crumbling old road can be seen through the bars. -~ -gate west~ -1 0 34502 -E -iron gate~ - Made from heavy black iron, the right side of the gate is only hanging by the -bottom hinge. A crumbling old road can be seen through the bars. -~ -S -#34505 -Before the Sanatorium~ - The dirt driveway coninutes east to the building and west towards the gates -and saftey. A small over-grown path that leads to south, but its unclear where -it heads. There is an unnatural fog in the air, making seeing very far -difficult. -~ -345 0 0 0 0 2 -D1 -~ -~ -0 0 34506 -D2 -~ -~ -0 0 34507 -D3 -~ -~ -0 0 34504 -S -T 34508 -#34506 -At the Doors~ - An imposing building dominates the view. The brick walls showing signs of -their age. While not yet falling out, it looks as if a strong wind could -collapse the whole wall. To the south there appears to be headstones, with -someone moving in among them... Or it could just be the swirling fog playing -tricks. -~ -345 4 0 0 0 4 -D1 - A heavy iron reinforced oak door. -~ -door east~ -2 34500 34508 -D3 -~ -~ -0 0 34505 -S -#34507 -A Well Worn Path~ - The fog turns and swirls here, creating shapes and images of a most horrific -nature. A black wrought iron fence with a gate leads to a path to the south. -Northeast is a large building in disrepair. Faintly to west, you can make out a -high wall. -~ -345 4 0 0 0 2 -D0 -~ -~ -0 0 34505 -D2 - A black wrought iron gate, hanging slightly off its hinges. -~ -gate south~ -1 0 34509 -E -wall~ - It is very hard to see from here. -~ -E -gate~ - A black wrought iron gate, hanging slightly from its hinges. -~ -S -#34508 -Entrance to the Asylum~ - The is the entrance way to asylum. At one point in time it may have been -grand, but now everything is covered in dust and cob webs. It appears that some -animals have made a home here as well. There is a reception area at the -northern end of the room with an old sign next to it telling the way to -different sections of the compound. -~ -345 8 0 0 0 0 -D0 -~ -~ -0 0 34520 -D1 -~ -~ -0 0 34519 -D2 -~ -~ -0 0 34526 -D3 - A heavy iron reinforced oak door. -~ -door west~ -2 34500 34506 -E -sign~ - @n -********************************* -* Doctor Offices * -* Upstairs * -* * -* Patient Rooms * -* To the North or South * -* * -* Procedure Rooms * -* Downstairs * -********************************* -~ -S -T 34510 -#34509 -Entrance to the Cemetery~ - Headstones can be seen from here, to the east. The fog swirls low around -them. A few trees can be seen about, looking as depressed as the area around -them. The path continues east into the cemetery and north past an iron gate. -~ -345 0 0 0 0 0 -D0 - A black wrought iron gate, hanging slightly from its hinges. -~ -gate north~ -1 0 34507 -D1 -~ -~ -0 0 34510 -D2 -~ -~ -0 0 34517 -E -iron gate~ - A black wrought iron gate, hanging slightly from its hinges. -~ -S -T 34508 -#34510 -Among Crumbled Stone~ - In amongst the headstones and tombs, the fog swirls creating the illusion -that there are creatures and other beings around. The area is over grown with -grass and weeds. Strangely, there is still a well worn path in amongst the -graves, as if others have passed through here recently. -~ -345 4 0 0 0 2 -D1 -~ -~ -0 0 34516 -D2 -~ -~ -0 0 34511 -D3 -~ -~ -0 0 34509 -S -#34511 -Among Crumbled Stone~ - In amongst the headstones and tombs, the fog swirls creating the illusion -that there are creatures and other beings around. The area is over grown with -grass and weeds. Strangely, there is still a well worn path in amongst the -graves, as if others have passed through here recently. -~ -345 0 0 0 0 2 -D0 -~ -~ -0 0 34510 -D1 -~ -~ -0 0 34512 -D2 -~ -~ -0 0 34518 -D3 -~ -~ -0 0 34518 -E -headstones~ - The headstone is like any of the many others in this graveyard. The name has -been worn down with time. The only letter that can be distinguished now is the -letter E. -~ -S -T 34508 -#34512 -Among Crumbled Stone~ - In amongst the headstones and tombs, the fog swirls creating the illusion -that there are creatures and other beings around. The area is over grown with -grass and weeds. Strangely, there is still a well worn path in amongst the -graves, as if others have passed through here recently. -~ -345 0 0 0 0 2 -D2 -~ -~ -0 0 34513 -D3 -~ -~ -0 0 34511 -E -headstones~ - The headstone is like any of the many others in this graveyard. The name has -been worn down with time. The only letter that can be distinguished now is the -letter D. -~ -S -T 34508 -#34513 -Among Crumbled Stone~ - In amongst the headstones and tombs, the fog swirls creating the illusion -that there are creatures and other beings around. The area is over grown with -grass and weeds. Strangely, there is still a well worn path in amongst the -graves, as if others have passed through here recently. -~ -345 0 0 0 0 2 -D0 -~ -~ -0 0 34512 -D1 -~ -~ -0 0 34514 -D3 -~ -~ -0 0 34517 -E -headstones~ - This headstone is in the shape of a giant letter G for some unknown reason. -Perhaps the name of the person buried here started with a G. Time has seen to -it that no one will ever find out. -~ -S -#34514 -Among Crumbled Stone~ - In amongst the headstones and tombs, the fog swirls creating the illusion -that there are creatures and other beings around. The area is over grown with -grass and weeds. Strangely, there is still a well worn path in amongst the -graves, as if others have passed through here recently. -~ -345 0 0 0 0 2 -D0 -~ -~ -0 0 34515 -D1 -~ -~ -0 0 34515 -D3 -~ -~ -0 0 34513 -E -headstones~ - The headstone is like any of the many others in this graveyard. The name has -been worn down with time. The only letter that can be distinguished now is the -letter A. -~ -S -T 34508 -#34515 -Among Crumbled Stone~ - The crumbled stones of a monument litters the ground. There is a sense of -foreboding in the air, as if some terribly evil is lurking in the area. All -around the dead seem to call out from beyond the grave. Although this whole -place is strange there is something odd about a nearby grave stone. -~ -345 0 0 0 0 2 -D0 -~ -~ -0 0 34517 -D1 -~ -~ -0 0 34514 -D2 -~ -~ -0 0 34514 -D3 -~ -~ -0 0 34514 -E -grave stone~ - The headstone is like any of the many others in this graveyard except this -one had an ornately carved R place at the top of it. It stands out because -there is no reason for it to be there... Odd. -~ -S -T 34508 -#34516 -Among the Headstones~ - In amongst the headstones and tombs, the fog swirls creating the illusion -that there are creatures and other beings around. The area is over grown with -grass and weeds. Strangely, there is still a well worn path in amongst the -graves, as if others have passed through here recently. -~ -345 0 0 0 0 2 -D0 -~ -~ -0 0 34518 -D1 -~ -~ -0 0 34517 -D2 -~ -~ -0 0 34518 -D3 -~ -~ -0 0 34510 -S -#34517 -Among the Headstones~ - In amongst the headstones and tombs, the fog swirls creating the illusion -that there are creatures and other beings around. The area is over grown with -grass and weeds. Strangely, there is still a well worn path in amongst the -graves, as if others have passed through here recently. -~ -345 0 0 0 0 2 -D0 -~ -~ -0 0 34509 -D1 -~ -~ -0 0 34513 -D3 -~ -~ -0 0 34516 -S -#34518 -Among the Headstones~ - In amongst the headstones and tombs, the fog swirls creating the illusion -that there are creatures and other beings around. The area is over grown with -grass and weeds. Strangely, there is still a well worn path in amongst the -graves, as if others have passed through here recently. -~ -345 0 0 0 0 2 -D0 -~ -~ -0 0 34511 -D1 -~ -~ -0 0 34511 -D2 -~ -~ -0 0 34516 -S -#34519 -A Courtyard~ - The courtyard is overgrown with weeds just like the grounds outside. There -once was a glass dome covering the open space, but that has since been broken -exposing the it to the elements. To the north, south, east, and west are entry -ways into the main building. There are benches, in various states of disrepair, -scattered throughout the space. -~ -345 0 0 0 0 2 -D0 -~ -~ -0 0 34521 -D1 -~ -~ -0 0 34523 -D2 -~ -~ -0 0 34525 -D3 -~ -~ -0 0 34508 -D5 -~ -~ -0 0 34540 -S -#34520 -A Dark Hallway~ - This is a dark hallway. Like the rest of the building, it is covered in dust -and cob webs. The air is thick with the smell of stale blood and death. Your -light doesn't seem to penetrate as far as it should. The sounds of screams con -be heard faintly in the air. To the north is a heavy door with a lock on the -outside. -~ -345 9 0 0 0 0 -D0 -~ -door north~ -1 0 34527 -D1 -~ -~ -0 0 34521 -D2 -~ -~ -0 0 34508 -S -#34521 -A Long Dark Hallway~ - This is a dark hallway. Like the rest of the building, it is covered in dust -and cob webs. The air is thick with the smell of stale blood and death. Your -light doesn't seem to penetrate as far as it should. The sounds of screams con -be heard faintly in the air. To the north is a heavy door off its hinges. -~ -345 9 0 0 0 0 -D0 -~ -door north~ -1 0 34528 -D1 -~ -~ -0 0 34522 -D2 -~ -~ -0 0 34519 -D3 -~ -~ -0 0 34520 -S -T 34510 -#34522 -A Long Dark Hallway~ - This is a dark hallway. Like the rest of the building, it is covered in dust -and cob webs. The air is thick with the smell of stale blood and death. Your -light doesn't seem to penetrate as far as it should. The sounds of screams con -be heard faintly in the air. To the north is a heavy door with a lock on the -outside. -~ -345 9 0 0 0 0 -D0 -~ -~ -0 0 34529 -D2 -~ -~ -0 0 34523 -D3 -~ -~ -0 0 34521 -S -#34523 -A Dark Hallway~ - This is a dark hallway. Like the rest of the building, it is covered in dust -and cob webs. The air is thick with the smell of stale blood and death. Your -light doesn't seem to penetrate as far as it should. The sounds of screams con -be heard faintly in the air. To the east is a heavy door with an old rusted -lock hanging on it. -~ -345 9 0 0 0 0 -D0 -~ -~ -0 0 34522 -D1 -~ -~ -0 0 34530 -D2 -~ -~ -0 0 34524 -D3 -~ -~ -0 0 34519 -S -#34524 -A Dark Hallway~ - This is a dark hallway. Like the rest of the building, it is covered in dust -and cob webs. The air is thick with the smell of stale blood, death, and -insanity if there is such a smell. Your light doesn't seem to penetrate as far -as it should. To the south is a heavy wooden door with iron reinforcing straps. -~ -345 9 0 0 0 0 -D0 -~ -~ -0 0 34523 -D2 -~ -door south~ -1 0 34531 -D3 -~ -~ -0 0 34525 -D4 -~ -~ -0 0 34534 -S -T 34510 -#34525 -A Long Dark Hallway~ - This is a dark hallway. Like the rest of the building, it is covered in dust -and cob webs. The air is thick with the smell of stale blood and death. Your -light doesn't seem to penetrate as far as it should. The sounds of screams con -be heard faintly in the air. To the south a door hangs off its hinges. -~ -345 9 0 0 0 0 -D0 -~ -~ -0 0 34519 -D1 -~ -~ -0 0 34524 -D2 -~ -~ -0 0 34532 -D3 -~ -~ -0 0 34526 -S -T 34510 -#34526 -A Long Dark Hallway~ - This is a dark hallway. Like the rest of the building, it is covered in dust -and cob webs. The air is thick with the smell of stale blood and death. Your -light doesn't seem to penetrate as far as it should. From the south the sounds -of someone moving around can be heard. -~ -345 9 0 0 0 0 -D0 -~ -~ -0 0 34508 -D1 -~ -~ -0 0 34525 -D2 -~ -~ -0 0 34533 -S -#34527 -A Patient's Room~ - This room is sparse with only a cot hanging from the wall. The walls appear -to have been all white at one time, thought time has seen to the chipping of the -paint. The stench of human and animal waste fills the air. The only place to -retreat is to the south -~ -345 8 0 0 0 0 -D2 -~ -door south~ -1 0 34520 -S -#34528 -A Padded Room~ - This room is sparse with only a cot hanging from the wall. The walls are -padded, but most of the stuffing has been removed or is hanging out of gaping -holes. The body of what can only be assumed to be a patient is in one corner as -if the person had just died yesterday. -~ -345 8 0 0 0 0 -D2 -~ -door south~ -1 0 34521 -S -#34529 -Community Room~ - This room has a few old couchs and seats. A table sits at the northern end -next to a broken out window. This room looks as if it might have been for -visitions or as a community room for the patients. The walls use to be a bright -yellow and show signs that pictures use to hang on them. The only exit is to -the south. -~ -345 8 0 0 0 0 -D2 -~ -~ -0 0 34522 -S -#34530 -Staff Room~ - There are a few desks and a long table here. Along the north wall is a bank -of filing cabinets. While the staff may have all left their work area remains -along with all the files of the patients. Paper litters the floor like a -carpet. The only entrance or exit is to the west. -~ -345 8 0 0 0 0 -D3 -~ -~ -0 0 34523 -S -#34531 -A Patient's Room~ - This room is sparse with only a cot hanging from the wall. The walls appear -to have been all white at one time, thought time has seen to the chipping of the -paint. The stench of human and animal waste fills the air. The only place to -retreat is to the north. -~ -345 8 0 0 0 0 -D0 -~ -door north~ -1 0 34524 -S -#34532 -The Kitchen~ - A large room first greets the eye. There are stainless steel tables and work -areas all over. This must have been the kitchen, though most of the appliances -have been removed. While the stench of the rest of the building reaches here as -well, but for some reason its not as bad. -~ -345 8 0 0 0 0 -D0 -~ -~ -0 0 34525 -S -T 34510 -#34533 -A Padded Room~ - This room is sparse with only a cot hanging from the wall. The walls are -padded, but most of the stuffing has been removed or is hanging out of gaping -holes. The stench of human and animal waste fills the air. To the north is -only escape from the smell. -~ -345 8 0 0 0 0 -D0 -~ -~ -0 0 34526 -S -#34534 -Second Floor Landing~ - The landing on the second level, while still as dark as the ground level, -seems to be in better upkeep. Strange since no one is suppose to be living or -working in the building. This area looks as if it was kept up better and looks -nicer than the rest of the building. There is a room to the east and a hallway -that runs from north to south. -~ -345 8 0 0 0 0 -D0 -~ -~ -0 0 34535 -D1 -~ -door east~ -1 0 34537 -D2 -~ -~ -0 0 34538 -D5 -~ -~ -0 0 34524 -S -T 34510 -#34535 -A Hallway~ - The most notable thing about this hallway is that there are still pictures -hanging on the walls. They are worn and dusty but they seem like they might -have been placed here after the asylum closed. To the east is a door. -~ -345 8 0 0 0 0 -D1 -~ -door east~ -1 0 34536 -D2 -~ -~ -0 0 34534 -E -pictures~ - The pictures are not anything special. They look to be past doctors that had -worked here or perhaps ran the asylum. -~ -S -#34536 -A Red Office~ - This room has the look and feel of a an office. Everything in here is red -making it seem a little unnerving. Its a wonder why anyone would ever decorate -an office in all the same color. There is an old wooden desk dominating the -center of the room and a filing cabinet in one corner. The only exit is to the -west. -~ -345 8 0 0 0 0 -D3 -~ -door west~ -1 0 34535 -S -#34537 -A Green Office~ - This room has the look of a an office. The over all color is green. -Everything about this room seems to reflect that from the carpet to the window -curtains to other varies odds and ends that adorn the room. There is an old -wooden desk dominating the center of the room and a filing cabinet in one -corner. On the desk is some yellowed paper. Against one wall is a book case -that still has a few books on it. The only exit is to the west. -~ -345 8 0 0 0 0 -D3 -~ -door west~ -1 0 34534 -E -bookcase~ - Old and dusty like the rest of the room the book case only house a few books -now. Interestingly enough they are all by or about the same person... Edgar -Allen Poe. What an curious thing that is. -~ -E -paper~ - The paper, yellowed with age, has only one simple line on it: If one is -seeking true enlightenment, one must first learn the correct words. -~ -S -#34538 -A Hallway~ - The most notable thing about this hallway is that there are still pictures -hanging on the walls. They are worn and dusty but they seem like they might -have been placed here after the asylum closed. To the east is a door. -~ -345 8 0 0 0 0 -D0 -~ -~ -0 0 34534 -D1 -~ -door east~ -1 0 34539 -E -pictures~ - The pictures are not anything special. They look to be past doctors that had -worked here or perhaps ran the asylum. -~ -S -#34539 -A Purple Office~ - This room has the look and feel of a an office. Everything in here is purple -from the carpet to the wall coverings. It gives the room a dark and depressing -feeling. There is an old wooden desk dominating the center of the room and a -filing cabinet in one corner. The only exit is to the west. -~ -345 8 0 0 0 0 -D3 -~ -door west~ -1 0 34538 -S -T 34510 -#34540 -In the Basement~ - This is a dark musty place. Old hospital beds and other equipment line the -walls. The lights flicker every now and then, throwing shadows along the wall. -The faint sounds of screams can be heard but its difficult to tell from what -direction. From here you can go up to the courtyard or continue you along to -the north or east. -~ -345 12 0 0 0 0 -D0 -~ -~ -0 0 34541 -D1 -~ -~ -0 0 34551 -D4 -~ -~ -0 0 34519 -S -#34541 -A Crumbling Hallway~ - This is just one of the many hallways that make up this maze called a -basement. Old rusted pipes and wires can be seen running above into the dark -ahead of you. Lining the walls are all sorts of equipment. One thing that -catches the eyes is a rack with some straight jackets in it, dirty and tan from -years of use and storage. -~ -345 8 0 0 0 0 -D2 -~ -~ -0 0 34540 -D3 -~ -~ -0 0 34542 -S -#34542 -A Crumbling Hallway~ - This is just one of the many hallways that make up this maze called a -basement. Old rusted pipes and wires can be seen running above into the dark -ahead of you. Lining the walls are all sorts of equipment. The way west is -blocked by debris and would take much to long to get around it. The south is a -doorway that looks like it use to have door at one point in time. -~ -345 8 0 0 0 0 -D1 -~ -~ -0 0 34541 -D2 -~ -~ -0 0 34543 -S -#34543 -An Operating Room~ - The first sight of this room assaults the eyes. In the center is a large -table with a light hanging over head. The tile walls and floor are covered in -blood, some of which looks recent. The smell of death is heavy in the air here. -The only way to escape this room is to the north and west. -~ -345 8 0 0 0 0 -D0 -~ -~ -0 0 34542 -D3 -~ -~ -0 0 34544 -S -#34544 -A Crumbling Hallway~ - This is just one of the many hallways that make up this maze called a -basement. Old rusted pipes and wires can be seen running above into the dark -ahead of you. Lining the walls are all sorts of equipment. The way north is -blocked by debris and would take much to long to get around it. The hallway -continues on to the south and there is a doorway to the east. -~ -345 8 0 0 0 0 -D1 -~ -~ -0 0 34543 -D2 -~ -~ -0 0 34545 -S -#34545 -A Hallway in Disrepair~ - This is just one of the many hallways that make up this maze called a -basement. Old rusted pipes and wires can be seen running above into the dark -ahead of you. Lining the walls are all sorts of equipment. The way south is -blocked by debris. The hallway continues on to the north and there is a doorway -to the east. -~ -345 8 0 0 0 0 -D0 -~ -~ -0 0 34544 -D1 -~ -~ -0 0 34546 -S -#34546 -Insulin Shock Room~ - The most dominate piece of equipment seen is a large bed with restraining -straps. Next to it is a drip apparatus and a stainless steel work try on the -other side of the bed. There is still a needle and syringe on the try. The -visions of people convulsing and having seizures cross your vision for a brief -moment. -~ -345 8 0 0 0 0 -D1 -~ -~ -0 0 34547 -D3 -~ -~ -0 0 34545 -S -#34547 -Electro-Shock Therapy~ - This area is set up much like the Insulin shock treatment room to the west. -There is a large bed with restraints. An electrical device sits behind it. At -the top of the bed is an object that looks as if it is suppose to fit over the -head of the patient. Funny... The piece of electrical equipment doesn't have -any dust build up on it. -~ -345 8 0 0 0 0 -D2 -~ -~ -0 0 34548 -D3 -~ -~ -0 0 34546 -S -#34548 -A Hallway in Disarray~ - This hallway looks like a giant hand shook it upside down. There is -equipment and trash littering the ground everywhere making it difficult to walk -through. There is a door to the north. The hallway goes east but the passage -to the west is block with debris. -~ -345 8 0 0 0 0 -D0 -~ -~ -0 0 34547 -D1 -~ -~ -0 0 34549 -S -#34549 -A Hallway in Disarray ~ - This hallway looks like a giant hand shook it upside down. There is -equipment and trash littering the ground everywhere making it difficult to walk -through. The hallway continues to the west and north. -~ -345 8 0 0 0 0 -D0 -~ -~ -0 0 34550 -D3 -~ -~ -0 0 34548 -S -#34550 -A Crumbling Hallway~ - This is just one of the many hallways that make up this maze called a -basement. Old rusted pipes and wires can be seen running above into the dark -ahead of you. Lining the walls are all sorts of equipment. The hallway runs -north and south. The lights seem to flicker a lot in this part of the asylum. -~ -345 8 0 0 0 0 -D0 -~ -~ -0 0 34551 -D2 -~ -~ -0 0 34549 -S -#34551 -A Crumbling Hallway~ - This is just one of the many hallways that make up this maze called a -basement. Old rusted pipes and wires can be seen running above into the dark -ahead of you. Lining the walls are all sorts of equipment. The hallway runs to -the south and makes a turn to the west here. The lights seem to flicker a lot -in this part of the asylum. -~ -345 8 0 0 0 0 -D2 -~ -~ -0 0 34550 -D3 -~ -~ -0 0 34540 -S -#34552 -A Secret Room~ - Unlike the rest of the building this room is in remarkable shape. There is -blood red carpet on the floor and a few disturbing paintings on the walls. In -the center of the room is wooden table. Even though this room is in good shape -there is still an uneasy feeling. Maybe its from the low lighting. -~ -345 12 0 0 0 0 -D3 -~ -~ -0 0 34537 -E -table~ - The table is about waist high and made from a rich mahogany. It has many -dents and ding's in it from years of use. The most interesting thing about it -is its lack of dust. -~ -E -paintings~ - The paintings are of morbid landscapes or of hell it. They are both -beautiful and disturbing. They are framed in thick mahogany. -~ -S -$~ diff --git a/lib/world/wld/346.wld b/lib/world/wld/346.wld deleted file mode 100644 index 03634cc..0000000 --- a/lib/world/wld/346.wld +++ /dev/null @@ -1,1609 +0,0 @@ -#34600 -God Hall, West Extension~ - The hallway is a simple hallway that is tiled with carnival colored tiled and -simple white walls above it. Office doors line the walls as it continues to the -north and south. -~ -346 24 0 0 0 0 -D0 -~ -~ -0 0 34392 -D1 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34641 -D2 -~ -~ -0 0 34618 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34640 -S -#34601 -God Hall, South Extension~ - The hallway is a simple hallway that is tiled with carnival colored tiled and -simple white walls above it. Office doors line the walls as it continues to the -north and south. -~ -346 24 0 0 0 0 -D0 -~ -~ -0 0 34312 -D1 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34639 -D2 -~ -~ -0 0 34602 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34638 -S -#34602 -God Hall, South Extension~ - The hallway is a simple hallway that is tiled with carnival colored tiled and -simple white walls above it. Office doors line the walls as it continues to the -north and south. -~ -346 24 0 0 0 0 -D0 -~ -~ -0 0 34601 -D1 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34637 -D2 -~ -~ -0 0 34603 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34636 -S -#34603 -God Hall, South Extension Jct.~ - The hallway stops here to the south and splits in a 'T' Shape to the west and -east. It has carnival colored tiled floors and white sterile walls above that. -Office doors line the walls down each hallway. -~ -346 24 0 0 0 0 -D0 -~ -~ -0 0 34602 -D1 -~ -~ -0 0 34607 -D3 -~ -~ -0 0 34604 -S -#34604 -God Hall, South Extension~ - The hallway is a simple hallway that is tiled with carnival colored tiled and -simple white walls above it. Office doors line the walls as it continues to the -west and east. -~ -346 24 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34625 -D1 -~ -~ -0 0 34603 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34626 -D3 -~ -~ -0 0 34605 -S -#34605 -God Hall, South Extension~ - The hallway is a simple hallway that is tiled with carnival colored tiled and -simple white walls above it. Office doors line the walls as it continues to the -west and east. -~ -346 24 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34623 -D1 -~ -~ -0 0 34604 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34624 -S -#34606 -God Hall, West Extension~ - The hallway is a simple hallway that is tiled with carnival colored tiled and -simple white walls above it. Office doors line the walls as it continues to the -west and east. -~ -346 24 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34621 -D1 -~ -~ -0 0 34609 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34622 -D3 -~ -~ -0 0 34392 -S -#34607 -God Hall, South Extension~ - The hallway is a simple hallway that is tiled with carnival colored tiled and -simple white walls above it. Office doors line the walls as it continues to the -west and east. -~ -346 24 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34627 -D1 -~ -~ -0 0 34608 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34628 -D3 -~ -~ -0 0 34603 -S -#34608 -God Hall, South Extension~ - This unfinished room was created by Whiteknight. The hallway is a simple -hallway that is tiled with carnival colored tiled and simple white walls above -it. Office doors line the walls as it continues to the west and east. -~ -346 24 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34629 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34630 -D3 -~ -~ -0 0 34607 -S -#34609 -God Hall, West Extension~ - The hallway is a simple hallway that is tiled with carnival colored tiled and -simple white walls above it. Office doors line the walls as it continues to the -west and east. -~ -346 24 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34631 -D1 -~ -~ -0 0 34313 -D2 -~ -door~ -1 0 34635 -D3 -~ -~ -0 0 34606 -S -#34610 -God Hall, West Extension~ - The hallway is a simple hallway that is tiled with carnival colored tiled and -simple white walls above it. Office doors line the walls as it continues to the -north and south. -~ -346 24 0 0 0 0 -D0 -~ -~ -0 0 34611 -D1 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34632 -D2 -~ -~ -0 0 34392 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34634 -S -#34611 -God Hall, West Extension~ - This is the end of a very long sterile hallway that has a simple tiled floor -of a carnival colored tile and bleak white walls above it where office doors -line the walls. Empty offices are to the east and west. -~ -346 24 0 0 0 0 -D1 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34620 -D2 -~ -~ -0 0 34610 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34619 -S -#34612 -Higher Imm Hall, Extension, Sct. A~ - At the actual end of the hall to the west, there is a plain wall marking it -here. The only exit the hallway to the east. Office doors line the wooden -panel covered walls. Maroon carpeting and bronze lanterns hang from from the -ceiling here to light it. -~ -346 28 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34616 -D1 -~ -~ -0 0 34368 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34617 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34300 -S -#34613 -Higher Imm Hall, Extension Sct. A~ - At the actual end of the hall to the east, there is a plain wall marking it -here. The only exit the hallway to the west. Office doors line the wooden -panel covered walls. Maroon carpeting and bronze lanterns hang from from the -ceiling here to light it. -~ -346 24 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34614 -D1 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34303 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34615 -D3 -~ -~ -0 0 34370 -S -#34614 -Empty Office New Ext~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34613 -S -#34615 -Empty Office New Ext~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34613 -S -#34616 -Empty Office New Ext~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34612 -S -#34617 -Empty Office New Ext~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34612 -S -#34618 -God Hall, West Extension~ - This is the end of a very long sterile hallway that has a simple tiled floor -of a carnival colored tile and bleak white walls above it where office doors -line the walls. Empty offices are to the east and west. -~ -346 24 0 0 0 0 -D0 -~ -~ -0 0 34600 -D1 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34633 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34634 -S -#34619 -Emty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D1 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34611 -S -#34620 -Empty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34611 -S -#34621 -Empty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34606 -S -#34622 -Empty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 0 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34606 -S -#34623 -Empty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34605 -S -#34624 -Emoty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. A walnut door with gold -hinges and fixtures is here. /c A walnut door with gold hinges and fixtures is -here. -~ -door~ -1 0 34605 -S -#34625 -Empty Office New Ext~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34604 -S -#34626 -Empty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34604 -S -#34627 -Empty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34607 -S -#34628 -Empty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34607 -S -#34629 -Empty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34608 -S -#34630 -Empty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34608 -S -#34631 -Empty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34609 -S -#34632 -Empty Office New Ext~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34610 -S -#34633 -Empty Office New Ext~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34618 -S -#34634 -Empty Office New Ext~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D1 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34618 -S -#34635 -Emoty Office New Ext~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34609 -S -#34636 -Angela's Office~ - You walk into a room with white walls made of plaster and a soft thick brown -carpet that covers the entire floor. -~ -346 28 0 0 0 0 -D1 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34602 -S -#34637 -Empty Office New Ext~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34602 -S -#34638 -Empty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D1 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34601 -S -#34639 -Empty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 0 0 0 0 0 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34601 -S -#34640 -Empty Office New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D1 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34600 -S -#34641 -Empty Room New Ext.~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D3 - A walnut door with gold hinges and fixtures is here. -~ -door~ -1 0 34600 -S -#34642 -Higher Immortal Hall, North Extension~ - This is the main hallway of the extension. It runs to the north and south -but has fingers leading east and west to the actual offices. It has plush -carpeting, panel clad walls, bronze lanterns that hang overhead to light it. -~ -346 24 0 0 0 0 -D0 -~ -~ -0 0 34643 -D1 -~ -~ -0 0 34647 -D2 -~ -~ -0 0 34380 -D3 -~ -~ -0 0 34644 -S -#34643 -Higher Immortal Hall, North Extension~ - This is the main hallway of the extension. It runs to the north and south -but has fingers leading east and west to the actual offices. It has plush -carpeting, panel clad walls, bronze lanterns that hang overhead to light it. -~ -346 28 0 0 0 0 -D0 -~ -~ -0 0 34662 -D2 -An iron grate that is jet back and rusted seeing better days. -~ -grate~ -1 34340 34642 -S -#34644 -Higher Imm Hall, Extension Sct. B~ - The hallway begin ends here with doors lining the walls on either side of the -panel covered walls and maroon covered carpeting. It continues to the east and -west. -~ -346 24 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34654 -D1 -~ -~ -0 0 34642 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34655 -D3 -~ -~ -0 0 34645 -S -#34645 -Higher Imm Hall, Extension Sct. B~ - This is the midway along the main hallway east-west. It has plush carpets -panel clad walls and office doors lining the wall every so far down the hall -itself. -~ -346 8 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34652 -D1 -~ -~ -0 0 34644 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34653 -D3 -~ -~ -0 0 34646 -S -#34646 -Higher Imm Hall, Extension Sct. B~ - At the actual end of the hall to the west, there is a plain wall marking it -here. The only exit is the hallway to the east. Office doors line the wooden -panel covered walls decorated in fine paintings and sculptures. Maroon shag -carpets line the floors and bronze lanterns hang from the ceiling here to keep -it lit brightly. -~ -346 24 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34650 -D1 -~ -~ -0 0 34645 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34651 -S -#34647 -Higher Imm Hall, Extension Sct. B~ - The hallway begin ends here with doors lining the walls on either side of the -panel covered walls and maroon covered carpeting. It continues to the east and -west. -~ -346 24 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34656 -D1 -~ -~ -0 0 34648 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34657 -D3 -~ -~ -0 0 34642 -S -#34648 -Higher Imm Hall, Extension Sct. B~ - This is the midway along the main hallway east-west. It has plush carpets -panel clad walls and office doors lining the wall every so far down the hall -itself. -~ -346 24 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34658 -D1 -~ -~ -0 0 34649 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34659 -D3 -~ -~ -0 0 34647 -S -#34649 -Higher Imm Hall, Extension Sct. B~ - At the actual end of the hall to the east, there is a plain wall marking it -here. The only exit the hallway to the west. Office doors line the wooden -panel covered walls. Maroon carpeting and bronze lanterns hang from from the -ceiling here to light it. -~ -346 24 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34660 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34661 -D3 -~ -~ -0 0 34648 -S -#34650 -Empty Office Ext B~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34646 -S -#34651 -Empty Office Ext B~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34646 -S -#34652 -Empty Office Ext B~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 -1 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34645 -S -#34653 -Empty Office Ext B~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34645 -S -#34654 -Empty Office Ext B~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34644 -S -#34655 -Empty Office Ext B~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34644 -S -#34656 -Empty Office Ext B~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34647 -S -#34657 -Empty Office Ext B~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34647 -S -#34658 -Empty Office Ext B~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34648 -S -#34659 -Empty Office Ext B~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34648 -S -#34660 -Empty Office Ext B~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34649 -S -#34661 -Empty Office Ext B~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34649 -S -#34662 -Higher Immortal Hall, North Extension~ - This is the end of the extension, fingers outlye to the west and east to the -offices. The hallway is very plush with paneled walls, and shag carpeting of a -maroon color. Lanterns hang over the top to light it. The hallway returns to -the south. -~ -346 24 0 0 0 0 -D1 -~ -~ -0 0 34688 -D2 -~ -~ -0 0 34643 -D3 -~ -~ -0 0 34682 -S -#34663 -God Hall, East Extension~ - The hallway is a simple hallway that is tiled with carnival colored tiled and -simple white walls above it. Office doors line the walls as it continues to the -west and east. -~ -346 24 0 0 0 0 -D0 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34672 -D1 -~ -~ -0 0 34664 -D2 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34673 -D3 -~ -~ -0 0 34314 -S -#34664 -God Hall, East Extension~ - The hallway is a simple hallway that is tiled with carnival colored tiled and -simple white walls above it. Office doors line the walls as it continues to the -west and east -~ -346 24 0 0 0 0 -D0 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34670 -D1 -~ -~ -0 0 34665 -D2 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34671 -D3 -~ -~ -0 0 34663 -S -#34665 -God Hall, East Extension Jct~ - The hallway stops here to the west and splits in a 'T' Shape to the north and -south. It has carnival colored tiled floors and white sterile walls above that. -Office doors line the walls down each hallway. -~ -346 24 0 0 0 0 -D0 -~ -~ -0 0 34666 -D2 -~ -~ -0 0 34668 -D3 -~ -~ -0 0 34664 -S -#34666 -God Hall, East Extension~ - The hallway is a simple hallway that is tiled with carnival colored tiled and -simple white walls above it. Office doors line the walls as it continues to the -north and south. -~ -346 24 0 0 0 0 -D0 -~ -~ -0 0 34667 -D1 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34675 -D2 -~ -~ -0 0 34665 -D3 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34674 -S -#34667 -God Hall, East Extension~ - This is the end of a very long sterile hallway that has a simple tiled floor -of a carnival colored tile and bleak white walls above it where office doors -line the walls. Empty offices are to the east and west. -~ -346 24 0 0 0 0 -D1 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34677 -D2 -~ -~ -0 0 34666 -D3 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34676 -S -#34668 -God Hall, East Extension~ - The hallway is a simple hallway that is tiled with carnival colored tiled and -simple white walls above it. Office doors line the walls as it continues to the -north and south. -~ -346 24 0 0 0 0 -D0 -~ -~ -0 0 34665 -D1 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34678 -D2 -~ -~ -0 0 34669 -D3 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34679 -S -#34669 -God Hall, East Extension~ - This is the end of a very long sterile hallway that has a simple tiled floor -of a carnival colored tile and bleak white walls above it where office doors -line the walls. Empty offices are to the east and west. -~ -346 24 0 0 0 0 -D0 -~ -~ -0 0 34668 -D1 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34680 -D3 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34681 -S -#34670 -Empty Office New EXT E~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34664 -S -#34671 -Empty Office New Ext E~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34664 -S -#34672 -Empty Office New Ext E~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34663 -S -#34673 -Empty Office New Ext E~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34663 -S -#34674 -Empty office New Ext E~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D1 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34666 -S -#34675 -Empty Office New Ext Ext E~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D3 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34666 -S -#34676 -Empty Office New Ext E~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D1 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34667 -S -#34677 -Empty Office New Ext E~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D3 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34667 -S -#34678 -Empty Office New Ext E~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D3 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34668 -S -#34679 -Emoty Office New Ext E~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D1 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34668 -S -#34680 -Empty Office New Ext E~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D3 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34669 -S -#34681 -Empty Office New Ext E~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D1 - A walnut door is here with huge gold hinges. -~ -door~ -1 0 34669 -S -#34682 -Higher Imm Hall, Extension Sct. C~ - The hallway begin ends here with doors lining the walls on either side of the -panel covered walls and maroon covered carpeting. It continues to the east and -west. -~ -346 24 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. The door is -closed. -~ -door~ -1 0 34686 -D1 -~ -~ -0 0 34662 -D2 - A walnut door is here with huge gold hinges and fixtures. The door is -closed. -~ -door~ -1 0 34687 -D3 -~ -~ -0 0 34683 -S -#34683 -Higher Imm Hall, Extension North Sct. C~ - This is the midway along the main hallway east-west. It has plush carpets -panel clad walls and office doors lining the wall every so far down the hall -itself. -~ -346 24 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34684 -D1 -~ -~ -0 0 34682 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34685 -D3 -~ -~ -0 0 34694 -S -#34684 -Empty Office New Ext C~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34683 -S -#34685 -Empty Office Ext C~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34683 -S -#34686 -Empty Office New Ext C~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door is here with huge gold hinges and fixtures. The door is -closed. -~ -door~ -1 0 34682 -S -#34687 -Empty Office Ext C~ -This unfinished room was created by Whiteknight. -~ -346 60 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. The door is -closed. -~ -door~ -1 0 34682 -S -#34688 -Higher Imm Hall, North Extension Sct. C~ - The hallway begin ends here with doors lining the walls on either side of the -panel covered walls and maroon covered carpeting. It continues to the east and -west. -~ -346 24 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34692 -D1 -~ -~ -0 0 34689 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34693 -D3 -~ -~ -0 0 34662 -S -#34689 -Higher Imm Hall, North Extension Sct. C~ - This is the midway along the main hallway east-west. It has plush carpets -panel clad walls and office doors lining the wall every so far down the hall -itself. -~ -346 24 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34690 -D1 -~ -~ -0 0 34697 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34691 -D3 -~ -~ -0 0 34688 -S -#34690 -Empty Office Ext C~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34689 -S -#34691 -Empty Office Ext C~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34689 -S -#34692 -Empty Office Ext C~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34688 -S -#34693 -Empty Office EXT c~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34688 -S -#34694 -Higher Imm Hall, North Extension Sct. C~ - At the actual end of the hall to the west, there is a plain wall marking it -here. The only exit is the hallway to the east. Office doors line the wooden -panel covered walls decorated in fine paintings and sculptures. Maroon shag -carpets line the floors and bronze lanterns hang from the ceiling here to keep -it lit brightly. -~ -346 24 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34695 -D1 -~ -~ -0 0 34683 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34696 -S -#34695 -Empty Office Ext C~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34694 -S -#34696 -Empty Office Ext C~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34694 -S -#34697 -Higher Imm Hall, North Extension Sct. C~ - At the actual end of the hall to the east, there is a plain wall marking it -here. The only exit the hallway to the west. Office doors line the wooden -panel covered walls. Maroon carpeting and bronze lanterns hang from from the -ceiling here to light it. -~ -346 24 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -~ -1 0 34698 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34699 -D3 -~ -~ -0 0 34689 -S -#34698 -Empty Office Ext C~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D2 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34697 -S -#34699 -Empty Office Ext C~ -This unfinished room was created by Whiteknight. -~ -346 28 0 0 0 0 -D0 - A walnut door is here with huge gold hinges and fixtures. -~ -door~ -1 0 34697 -S -$~ diff --git a/lib/world/wld/35.wld b/lib/world/wld/35.wld deleted file mode 100644 index 63ad18e..0000000 --- a/lib/world/wld/35.wld +++ /dev/null @@ -1,931 +0,0 @@ -#3500 -The Plains~ - You are standing on the plains. This is a vast desolate place where -the wind can howl undisturbed since nothing but you bars its way. However -you are not the first to wander here. Before you somebody has left a small -path. The path looks rather bewildered and is not the kind of path to lead -to anywhere significant or important but it seems to have made up its mind -to enter the hills far away north. A narrow trail scars its way off to the -east as it leads up towards a hillside. -~ -35 0 0 0 0 1 -D0 -~ -~ -0 -1 4000 -D1 -~ -~ -0 -1 3300 -D2 -~ -~ -0 -1 3501 -S -#3501 -The Lane~ - You are strolling along a pleasant, shady lane. The road is lined on both -sides by tall, stately trees which lend the scene with a sense of quiet -serenity. - You can follow the road north or south. -~ -35 0 0 0 0 1 -D0 -~ -~ -0 -1 3500 -D2 -~ -~ -0 -1 3502 -S -#3502 -The Laneway~ - The trees stand close here, and the tall, bushy undergrowth prevents you -from seeing far in any direction save east, where a broad lane continues off -into the distance; and west, where the same lane continues towards what looks -like a fairly large city. The muted sounds of city commotion reach your ears -from a distance; stray dogs barking, children crying, and street salesmen -shouting. - A steep path leads down from here to the northeast towards the Dwarven -Village, and a small trail leads through the trees towards the hills to the -north. -~ -35 0 0 0 0 1 -D0 -~ -~ -0 -1 3501 -D1 -You see a fairly large road leading towards a grand castle in the distance. -~ -~ -0 -1 15000 -D3 -~ -~ -0 -1 3503 -D5 -The well trodden path leads down to the northeast towards a small bustling -village. -~ -~ -0 -1 6500 -S -#3503 -The City Entrance~ - You stand on the outskirts of a large city - Midgaard; the capital of -this land. The road leads east into the peace and quiet - and dangers - -of the forest; and to the west it becomes the main street of the town; -surrounded by a confusion of shops, bars, and market places. -~ -35 4 0 0 0 1 -D1 -~ -~ -0 -1 3502 -D3 -~ -~ -0 -1 3053 -S -#3504 -The South Gate~ - You are standing on a small, dusty path leading away from the south -gate of Midgaard, to the forest of Miden'Nir (Goblinic for 'Green Blood'). -You can still see the city to the east, but if you go south, there is -fresh air and greenery. -~ -35 0 0 0 0 3 -D1 -You can see the walls of the South Gate. -~ -~ -0 -1 3127 -D2 -If you go south, you will enter the Miden'Nir. -~ -~ -0 -1 3505 -S -#3505 -The Trail To Miden'Nir~ - You are in a light forest. A path leads south, but the passage to -the east is easy enough. To the west, smoke can be seen rising above -the treetops. The sprawl of Midgaard lies north of here. -~ -35 4 0 0 0 3 -D0 -To the north, you see the South Gate of Midgaard. -~ -~ -0 -1 3504 -D1 -More light forest. -~ -~ -0 -1 3506 -D2 -This path cuts through the darkness of the Miden'Nir. -~ -~ -0 -1 3507 -D3 -The Woodsman's Inn can be seen a short distance to the west, it appears -to be the source of the smoke. -~ -~ -0 -1 3570 -S -#3506 -The Miden'nir~ - You are in a dark forest. To the east, mountains block passage. From -here, only the lighter forest to the west or south offer a way to travel. -~ -35 0 0 0 0 3 -D1 -The mountains can be seen jutting up to the east. -~ -~ -0 -1 3550 -D2 -The forest is darker to the south. -~ -~ -0 -1 3509 -D3 -The forest gets lighter as you go west. -~ -~ -0 -1 3505 -S -#3507 -The Miden'nir~ - The forest is deep here and the wind blows through the trees and -through your hair. To the north, the forest gets lighter. However, -the southern and western paths place you even deeper in the wood. -~ -35 0 0 0 0 3 -D0 -The forest is lighter in this direction. -~ -~ -0 -1 3505 -D2 -More and darker woods. -~ -~ -0 -1 3510 -D3 -There is a small path leading west. -~ -~ -0 -1 3508 -S -#3508 -On a Small Path~ - A path is here, leading east and south through the dark woods of -Miden'nir. Mountains slash the scenery to the west of here. -~ -35 0 0 0 0 3 -D1 -Wind-swept forest. -~ -~ -0 -1 3507 -D2 -To the south, the trail continues. -~ -~ -0 -1 3511 -S -#3509 -The Miden'nir~ - The trees of Miden'nir are lush and green, hiding the evil that lurks -in these woods. The trees become too thick to the west, but you may go -north, south or travel toward the mountains that lie east of here. -~ -35 0 0 0 0 3 -D0 -The trees lighten up a bit this way. -~ -~ -0 -1 3506 -D1 -Huge gray mountains lie in this direction. -~ -~ -0 -1 3512 -D2 -The forest continues. -~ -~ -0 -1 3514 -S -#3510 -A Crossroads~ - Here footworn paths meet leading north, south and east. The trees -seem to be closing in on you at this point, and you can barely see -the sky through the thick branches above your head. -~ -35 0 0 0 0 3 -D0 -Trees as far as the eye can see. -~ -~ -0 -1 3507 -D1 -There is an especially dark part of the forest this way. -~ -~ -0 -1 3514 -D2 -There is an especially dark section of forest this way. -~ -~ -0 -1 3516 -S -#3511 -The Trail~ - You are on a north-south trail through the woods. To the west, -impassable mountains glare at you, and the thick woods and undergrowth -prevent any movement westward. -~ -35 0 0 0 0 3 -D0 -The trail bends to the north. -~ -~ -0 -1 3508 -D2 -To the south, the path re-enters the forest. -~ -~ -0 -1 3515 -S -#3512 -The Miden'nir~ - The trees of Miden'nir are lush and green, hiding the evil that lurks -in these woods. You can go north toward the mountains, or west to the -forest, but the steep mountains prevent any movement east. -~ -35 0 0 0 0 3 -D0 -The mountains can be seen to the north. -~ -~ -0 -1 3550 -D2 -A light section of forest. -~ -~ -0 -1 3513 -D3 -The forest continues here. -~ -~ -0 -1 3509 -S -#3513 -The Miden'nir~ - The forest is dark, and becomes even darker west. You sense -that there is something evil hidden in these woods. The forest -gets lighter to the north. The wind kicks up as you ponder your -options. -~ -35 0 0 0 0 3 -D0 -There is a small clearing to the north. -~ -~ -0 -1 3512 -D3 -It gets darker and thicker this way. -~ -~ -0 -1 3514 -S -#3514 -The Deep Forest~ - It is quite dark here, forest surrounds you. With each step, the -forest seems to close around you, and get darker and more foreboding. -It might just be time to head back to somewhere safe. -~ -35 0 0 0 0 3 -D0 -More forest. -~ -~ -0 -1 3509 -D1 -Lighter forest and mountains in the distance. -~ -~ -0 -1 3513 -D2 -More trees. -~ -~ -0 -1 3517 -D3 -The forest continues. -~ -~ -0 -1 3510 -S -#3515 -The Light Forest~ - The forest is light here and you can easily pick your way through the -trail. To the east, the forest becomes thick and darker. South, the -trail continues. -~ -35 0 0 0 0 3 -D0 -A trail leading north-south. -~ -~ -0 -1 3511 -D1 -The trees get thicker as you go east. -~ -~ -0 -1 3516 -D2 -More trees and some small hills. -~ -~ -0 -1 3518 -S -#3516 -Some Muddy Ground~ - The ground is quite muddy here and puddles are all around. Your -boots make a disgusting SQUISH as you walk here. You can go in any -of the four cardinal directions from here. Hopefully, it will be -dryer. -~ -35 0 0 0 0 3 -D0 -The Miden'nir continues. -~ -~ -0 -1 3510 -D1 -More trees. -~ -~ -0 -1 3517 -D2 -The trees get VERY thick to the south. You can barely see... -~ -~ -0 -1 3519 -D3 -Some light trees and daylight. -~ -~ -0 -1 3515 -S -#3517 -Near The Mountains~ - The most prominent feature here is the mountains that lie to the -east. You can only go north and west from here as the rocks stop all -other movement. -~ -35 0 0 0 0 3 -D0 -Many trees to the north. -~ -~ -0 -1 3514 -D3 -There is a bit of a slope downward to the west. -~ -~ -0 -1 3516 -S -#3518 -The Fading Trail~ - The trail becomes nearly unpassable here. You can go north -as the forest is relatively light. To the south, you can see a -path. -~ -35 0 0 0 0 3 -D0 -You can see a trail this way. -~ -~ -0 -1 3515 -D1 -The trees are nearly trunk-to-trunk this way. -~ -~ -0 -1 -1 -D2 -Dark forests. -~ -~ -0 -1 3522 -S -#3519 -The Dark Path~ - You are hemmed in by trees on either side of you. The path -continues north and south, and while is much to thick to explore -west, you can head off into the woods to the west. -~ -35 0 0 0 0 3 -D0 -The forest gets lighter this way. -~ -~ -0 -1 3516 -D1 -The forest continues. -~ -~ -0 -1 3520 -D2 -There is a strong stench coming from this direction. -~ -~ -0 -1 3521 -D3 -The trees are nearly trunk-to-trunk this way. -~ -~ -0 0 -1 -S -#3520 -The Dark Forest~ - You stomp your way through the underbrush. The dark forest of -Miden'nir get pretty thick here, and the branches high above your -head are so thick that they block out all direct sunlight. While -it is much too thick to go further east, you might be able to make -your way though the forest to the south and west. -~ -35 0 0 0 0 3 -D2 -The thick forest continues. -~ -~ -0 -1 3523 -D3 -The thick forest continues. -~ -~ -0 -1 3519 -S -#3521 -The Carnage~ - Here, you see a gruesome sight. Blood is everywhere... on the trees and -soaked into the ground. Two carcasses lie in front of you, seeming to look -up at you. The forest is impassible to the south, but the other directions -look ok. -~ -35 1 0 0 0 3 -D0 -Darkness... -~ -~ -0 -1 3519 -D1 -Your light does not extend that far. -~ -~ -0 -1 3523 -D3 -More dark forest. -~ -~ -0 -1 3522 -E -carcass body corpse carcasses bodies corpses~ - The corpses looked as if they have been pierced by a large, jagged spear. -The damage these people sustained is simply amazing. Worse, the lips on the -bodies are a light shade of blue, hinting at poison in their systems. -~ -S -#3522 -Deep In The Forest Of Miden'nir~ - There is a sickening stench here. It smells of blood and death. -To the north, you catch glimpses of daylight. To the east, you -simply cannot see. The trees are close and stifling. -~ -35 0 0 0 0 3 -D0 -You see daylight and a trail to follow. -~ -~ -0 -1 3518 -D1 -The stench seems to becoming from this direction. -~ -~ -0 -1 3521 -S -#3523 -The Dark Forest~ - The branches above you block out all direct sunlight, making the forest -in this area rather dark. The forest continues east, where it meets the -mountains. The air is still and stuffy - a stench comes from the west and -an ugly feeling causes the hair to rise on the back of your neck! -~ -35 0 0 0 0 3 -D0 -It appears to get much darker that direction. -~ -~ -0 -1 3520 -D1 -The forest appears to get much darker in this direction. -~ -~ -0 -1 3551 -D3 -The sky becomes lighter in this direction. -~ -~ -0 -1 3521 -S -#3550 -At The Foot Of The Mountains~ - You find yourself at the foot of the mountains, where it is much -to steep to continue north or east. You see the lush, green forest -of Miden'nir to the south and west. -~ -35 0 0 0 0 5 -D2 -The forest of Miden'nir spreads out before you. -~ -~ -0 -1 3512 -D3 -The forest of Miden'nir spreads out before you. -~ -~ -0 -1 3506 -S -#3551 -Deep In The Forest Of Miden'nir~ - The branches above you block out all direct sunlight, making -the forest in this area very dark. The forest continues west, -but mountains block further exploration in all other directions, -except south, where you notice a small tunnel dug into the -mountainside. -~ -35 1 0 0 0 3 -D2 -The tunnel leads into the mountainside. -~ -~ -0 -1 3552 -D3 -The forest continues, but appears to be getting lighter. -~ -~ -0 -1 3523 -S -#3552 -A Tunnel In The Mountains~ - The walls of this tunnel were carved out many years ago by the goblins -of this forest. The floor is well worn, and continues south, into the -mountain, or back north out into the forest. -~ -35 1 0 0 0 1 -D0 -Outside, you see the forest of Miden'nir. -~ -~ -0 -1 3551 -D2 -The tunnel continues to the south. -~ -~ -0 -1 3553 -S -#3553 -A Tunnel In The Mountains~ - The tunnel gets lighter to the north, presumably leading out, while to -the south the passage gets smaller and smaller. A small alcove has been -carved into the east wall. -~ -35 1 0 0 0 1 -D0 -The tunnel gets wider in this direction. -~ -~ -0 -1 3552 -D1 -You see a small alcove. -~ -~ -0 -1 3554 -D2 -The tunnel gets smaller in this direction. -~ -~ -0 -1 3555 -S -#3554 -A Small Alcove~ - A small alcove has been carved out here. There are a bunch of twigs -and leaves thrown into a pile here, probably serving as a bed. -~ -35 1 0 0 0 1 -D3 -You see the main passageway. -~ -~ -0 -1 3553 -E -twigs leaves bead~ - The twigs and leaves have all been piled together as a makeshift bed for some -small humanoid. -~ -S -#3555 -A Tunnel In The Mountains~ - As you explore further into the mountainside, the tunnel gets smaller -and smaller to the south. You almost have to hunch over to make your way -through this area. A small archway to the south leads into a large chamber. -~ -35 1 0 0 0 1 -D0 -The tunnel continues north. -~ -~ -0 -1 3553 -D2 -You see a small cavern. -~ -~ -0 -1 3556 -S -#3556 -The Goblin HeadQuarters~ - The tunnel widens into a large (well, large for goblins) cavern that -serves as the living quarters for the goblins of Miden'nir. The bones of -numbers woodland creatures are strewn about the room, the remanents of a -recent meal. -~ -35 1 0 0 0 1 -D0 -The tunnel heads north. -~ -~ -0 -1 3555 -S -#3570 -The Front Of The Inn~ - You are standing on a well-worn path which opens into a clearing. -An old, wooden building is here with smoke billowing from its -chimney. A painted sign is visible on the porch to the west. You -could go north or south around the building or leave this place and -return to the forest. -~ -35 0 0 0 0 3 -D0 -You can go north around the Inn. -~ -~ -0 -1 3571 -D1 -Back through the trees to the Miden'nir. -~ -~ -0 -1 3505 -D2 -You can go south around the Inn. -~ -~ -0 -1 3572 -D3 -The front door of the Inn beckons. -~ -~ -0 -1 3574 -E -sign~ - The sign reads: The Woodsman -~ -S -#3571 -North Of The Inn~ - You are standing north of the Inn. Things don't look much different -from this angle. The air here is filled with smells of smoke and cooking. -South, the front porch is waiting for you... or you can see if there is -a back door. -~ -35 0 0 0 0 3 -D2 -You see the front of the Inn. -~ -~ -0 -1 3570 -S -#3572 -South Of The Inn~ - You are standing south of the Inn. You could easily go north and enter -through the front door, or west and to the rear of the establishment. You -here some muffled cries from a tiny trail leading south of here. -~ -35 0 0 0 0 3 -D0 -This way leads to the front of the Inn. -~ -~ -0 -1 3570 -D2 -The trail heads south. -~ -~ -0 -1 3575 -D3 -This way leads to the back of the Inn. -~ -~ -0 -1 3573 -S -#3573 -Behind The Inn~ - You now stand behind the Inn. The smell here is not so pleasant as the -keeper and his help throw a good deal of garbage here. A couple of piles of -rubbish are to the west, but you will smell the worse for meddling there. As a -clean alternative, you can go east around the Inn. -~ -35 0 0 0 0 3 -D1 -You can go around the Inn this way. -~ -~ -0 -1 3572 -D3 -Only rats and fool adventurers play in garbage. -~ -~ -0 -1 3578 -S -#3574 -The Woodsman Inn~ - You are in the common room of the Woodsman Inn. A thin haze of smoke -sits in the air here. The Inn is often empty, as the forest has become -overrun by goblins as of late, and it is no longer safe in these parts. -The bar is just north of here. If you'd rather have your own table, one -is empty to the south. -~ -35 12 0 0 0 1 -D0 -The bar is here, manned by the Innkeeper. -~ -~ -0 -1 3576 -D1 -You can leave now and return to fresher air. -~ -~ -0 -1 3570 -D2 -An empty table is a rare commodity. -~ -~ -0 -1 3579 -D3 -There is a table to the south occupied by a heavy drinker. -~ -~ -0 -1 3577 -S -#3575 -The Ambush Point~ - This is a overgrown foot-trail south of the Inn. It leads west, but you -would be hard pressed to follow it far. A number of bushes are trampled on -and some medium sized branches have been knocked down. Obviously there has -been a battle here rather recently. -~ -35 0 0 0 0 3 -D0 -The Inn lies to the north. -~ -~ -0 -1 3572 -D3 -A trail through the woods. -~ -~ -0 -1 3581 -S -#3576 -The Bar~ - This is where people use to come and enjoy the food, drink and -hospitality of the Innkeeper, but as of late, he only serves the -few adventurers that manage to survive a trip through the forest. -You can leave south and return to the common room. -~ -35 40 0 0 0 1 -D2 -You may retreat south back to the common room. -~ -~ -0 -1 3574 -S -#3577 -The Bard's Table~ - You are in a darker corner in the Inn. A large round table with a few -wooden chairs sits here. There is a large stain on the table, the remnants -of a spilled drink. -~ -35 8 0 0 0 1 -D1 -You see the main floor of the Inn to the east. -~ -~ -0 -1 3574 -S -#3578 -The Garbage Dump~ - You stand knee deep in garbage. YECCH!!! It smells terrible and who knows -what vermin live in these piles of filth... -~ -35 0 0 0 0 3 -D1 -You can return to cleaner lands this way. -~ -~ -0 -1 3573 -S -#3579 -A Quieter Section Of The Inn~ - There seems to be no one in this end of the Woodsman, probably a safe place -to rest and lick your wounds... -~ -35 8 0 0 0 0 -D0 -You see the common room. -~ -~ -0 -1 3574 -S -#3581 -On The Trail Of The Horsemen~ - The path continues east and west of here. You notice fresh tracks in -the soft ground that show the horsemen fled to the west. -~ -35 0 0 0 0 3 -D1 -Back to ambush point. -~ -~ -0 -1 3575 -D3 -The trail continues. -~ -~ -0 -1 3582 -S -#3582 -On The Trail Of The Horsemen~ - The path continues east and south. You notice fresh tracks in the -soft ground that show the horsemen turned, and fled south. -~ -35 0 0 0 0 3 -D1 -The trail continues. -~ -~ -0 -1 3581 -D2 -The tracks lead south. -~ -~ -0 -1 3583 -S -#3583 -On The Trail Of The Horsemen~ - The trail of the horsemen continues east and north along this path -through the forest. The tracks are still fresh, so they must be near. -~ -35 0 0 0 0 3 -D0 -The trail continues. -~ -~ -0 -1 3582 -D3 -The tracks lead east. -~ -~ -0 -1 3584 -S -#3584 -A Dead End Trail~ - The path comes to an abrupt end here, as the trees close around you and -make any further exploration impossible. Fresh tracks cover the ground, and -end right here. The horsemen must be nearby. -~ -35 0 0 0 0 3 -D1 -Back to along the trail. -~ -~ -0 -1 3583 -S -$~ diff --git a/lib/world/wld/36.wld b/lib/world/wld/36.wld deleted file mode 100644 index 76cb8c8..0000000 --- a/lib/world/wld/36.wld +++ /dev/null @@ -1,1597 +0,0 @@ -#3600 -The Great Chessboard Of Midgaard~ - You stand in the archway of the Chessboard of Midgaard. The giant -wooden gate is rusted open. - A narrow dirt path leads eastwards into the thick grass and the -chessboard opens up to the west. -~ -36 4 0 0 0 1 -D1 -A dirt path leads away through the great field north of Midgaard. -~ -~ -0 -1 3066 -D3 -The huge chessboard opens up to the west. -~ -~ -0 -1 3632 -S -#3601 -A White Square~ - You are standing on a white marble square. This is usually the home -of the Black Queen's Rook. -~ -36 0 0 0 0 1 -D1 -A black square lies to the east. -~ -~ -0 -1 3602 -D2 -A black square lies to the south. -~ -~ -0 -1 3609 -S -#3602 -A Black Square~ - You are standing on a black marble square. This is usually the home -of the Black Queen's Knight. -~ -36 0 0 0 0 1 -D1 -A white square lies to the east. -~ -~ -0 -1 3603 -D2 -A white square lies to the south. -~ -~ -0 -1 3610 -D3 -A white square lies to the west. -~ -~ -0 -1 3601 -S -#3603 -A White Square~ - You are standing on a white marble square. This is usually the home -of the Black Queen's Bishop. -~ -36 0 0 0 0 1 -D1 -A black square lies to the east. -~ -~ -0 -1 3604 -D2 -A black square lies to the south. -~ -~ -0 -1 3611 -D3 -A black square lies to the west. -~ -~ -0 -1 3602 -S -#3604 -A Black Square~ - You are standing on a black marble square. This is usually the home -of the Black Queen. -~ -36 0 0 0 0 1 -D1 -A white square lies to the east. -~ -~ -0 -1 3605 -D2 -A white square lies to the south. -~ -~ -0 -1 3612 -D3 -A white square lies to the west. -~ -~ -0 -1 3603 -D5 -~ -marble square~ -2 3614 3665 -S -#3605 -A White Square~ - You are standing on a white marble square. This is usually the home -of the Black King. -~ -36 0 0 0 0 1 -D1 -A black square lies to the east. -~ -~ -0 -1 3606 -D2 -A black square lies to the south. -~ -~ -0 -1 3613 -D3 -A black square lies to the west. -~ -~ -0 -1 3604 -S -#3606 -A Black Square~ - You are standing on a black marble square. This is usually the home -of the Black King's Bishop. -~ -36 0 0 0 0 1 -D1 -A white square lies to the east. -~ -~ -0 -1 3607 -D2 -A white square lies to the south. -~ -~ -0 -1 3614 -D3 -A white square lies to the west. -~ -~ -0 -1 3605 -S -#3607 -A White Square~ - You are standing on a white marble square. This is usually the home -of the Black King's Knight. -~ -36 0 0 0 0 1 -D1 -A black square lies to the east. -~ -~ -0 -1 3608 -D2 -A black square lies to the south. -~ -~ -0 -1 3615 -D3 -A black square lies to the west. -~ -~ -0 -1 3606 -S -#3608 -A Black Square~ - You are standing on a black marble square. This is usually the home -of the Black King's Rook. -~ -36 0 0 0 0 1 -D2 -A white square lies to the south. -~ -~ -0 -1 3616 -D3 -A white square lies to the west. -~ -~ -0 -1 3607 -S -#3609 -A Black Square~ - You are standing on a black marble square. This is usually the home -of one of the Black Queen's Pawns. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3601 -D1 -A white square lies to the east. -~ -~ -0 -1 3610 -D2 -A white square lies to the south. -~ -~ -0 -1 3617 -S -#3610 -A White Square~ - You are standing on a white marble square. This is usually the home -of one of the Black Queen's Pawns. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3602 -D1 -A black square lies to the east. -~ -~ -0 -1 3611 -D2 -A black square lies to the south. -~ -~ -0 -1 3618 -D3 -A black square lies to the west. -~ -~ -0 -1 3609 -S -#3611 -A Black Square~ - You are standing on a black marble square. This is usually the home -of one of the Black Queen's Pawns. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3603 -D1 -A white square lies to the east. -~ -~ -0 -1 3612 -D2 -A white square lies to the south. -~ -~ -0 -1 3619 -D3 -A white square lies to the west. -~ -~ -0 -1 3610 -S -#3612 -A White Square~ - You are standing on a white marble square. This is usually the home -of one of the Black Queen's Pawns. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3604 -D1 -A black square lies to the east. -~ -~ -0 -1 3613 -D2 -A black square lies to the south. -~ -~ -0 -1 3620 -D3 -A black square lies to the west. -~ -~ -0 -1 3611 -S -#3613 -A Black Square~ - You are standing on a black marble square. This is usually the home -of one of the Black King's Pawns. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3605 -D1 -A white square lies to the east. -~ -~ -0 -1 3614 -D2 -A white square lies to the south. -~ -~ -0 -1 3621 -D3 -A white square lies to the west. -~ -~ -0 -1 3612 -S -#3614 -A White Square~ - You are standing on a white marble square. This is usually the home -of one of the Black King's Pawns. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3606 -D1 -A black square lies to the east. -~ -~ -0 -1 3615 -D2 -A black square lies to the south. -~ -~ -0 -1 3622 -D3 -A black square lies to the west. -~ -~ -0 -1 3613 -S -#3615 -A Black Square~ - You are standing on a black marble square. This is usually the home -of one of the Black King's Pawns. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3607 -D1 -A white square lies to the east. -~ -~ -0 -1 3616 -D2 -A white square lies to the south. -~ -~ -0 -1 3623 -D3 -A white square lies to the west. -~ -~ -0 -1 3614 -S -#3616 -A White Square~ - You are standing on a white marble square. This is usually the home -of one of the Black King's Pawns. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3608 -D2 -A black square lies to the south. -~ -~ -0 -1 3624 -D3 -A black square lies to the west. -~ -~ -0 -1 3615 -S -#3617 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3609 -D1 -A black square lies to the east. -~ -~ -0 -1 3618 -D2 -A black square lies to the south. -~ -~ -0 -1 3625 -S -#3618 -A Black Square~ - You are standing on a black marble square. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3610 -D1 -A white square lies to the east. -~ -~ -0 -1 3619 -D2 -A white square lies to the south. -~ -~ -0 -1 3626 -D3 -A white square lies to the west. -~ -~ -0 -1 3617 -S -#3619 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3611 -D1 -A black square lies to the east. -~ -~ -0 -1 3620 -D2 -A black square lies to the south. -~ -~ -0 -1 3627 -D3 -A black square lies to the west. -~ -~ -0 -1 3618 -S -#3620 -A Black Square~ - You are standing on a black marble square. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3612 -D1 -A white square lies to the east. -~ -~ -0 -1 3621 -D2 -A white square lies to the south. -~ -~ -0 -1 3628 -D3 -A white square lies to the west. -~ -~ -0 -1 3619 -S -#3621 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3613 -D1 -A black square lies to the east. -~ -~ -0 -1 3622 -D2 -A black square lies to the south. -~ -~ -0 -1 3629 -D3 -A black square lies to the west. -~ -~ -0 -1 3620 -S -#3622 -A Black Square~ - You are standing on a black marble square. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3614 -D1 -A white square lies to the east. -~ -~ -0 -1 3623 -D2 -A white square lies to the south. -~ -~ -0 -1 3630 -D3 -A white square lies to the west. -~ -~ -0 -1 3621 -S -#3623 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3615 -D1 -A black square lies to the east. -~ -~ -0 -1 3624 -D2 -A black square lies to the south. -~ -~ -0 -1 3631 -D3 -A black square lies to the west. -~ -~ -0 -1 3622 -S -#3624 -A Black Square~ - You are standing on a black marble square. You can see a rusty gate -to the south. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3616 -D2 -A white square lies to the south. -~ -~ -0 -1 3632 -D3 -A white square lies to the west. -~ -~ -0 -1 3623 -S -#3625 -A Black Square~ - You are standing on a black marble square. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3617 -D1 -A white square lies to the east. -~ -~ -0 -1 3626 -D2 -A white square lies to the south. -~ -~ -0 -1 3633 -S -#3626 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3618 -D1 -A black square lies to the east. -~ -~ -0 -1 3627 -D2 -A black square lies to the south. -~ -~ -0 -1 3634 -D3 -A black square lies to the west. -~ -~ -0 -1 3625 -S -#3627 -A Black Square~ - You are standing on a black marble square. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3619 -D1 -A white square lies to the east. -~ -~ -0 -1 3628 -D2 -A white square lies to the south. -~ -~ -0 -1 3635 -D3 -A white square lies to the west. -~ -~ -0 -1 3626 -S -#3628 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3620 -D1 -A black square lies to the east. -~ -~ -0 -1 3629 -D2 -A black square lies to the south. -~ -~ -0 -1 3636 -D3 -A black square lies to the west. -~ -~ -0 -1 3627 -S -#3629 -A Black Square~ - You are standing on a black marble square. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3621 -D1 -A white square lies to the east. -~ -~ -0 -1 3630 -D2 -A white square lies to the south. -~ -~ -0 -1 3637 -D3 -A white square lies to the west. -~ -~ -0 -1 3628 -S -#3630 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3622 -D1 -A black square lies to the east. -~ -~ -0 -1 3631 -D2 -A black square lies to the south. -~ -~ -0 -1 3638 -D3 -A black square lies to the west. -~ -~ -0 -1 3629 -S -#3631 -A Black Square~ - You are standing on a black marble square. There is a rusty gate -a short distance to the east. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3623 -D1 -A white square lies to the east. -~ -~ -0 -1 3632 -D2 -A white square lies to the south. -~ -~ -0 -1 3639 -D3 -A white square lies to the west. -~ -~ -0 -1 3630 -S -#3632 -A White Square~ - You are standing on a white marble square. There is a large rusty -gate to the east. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3624 -D1 -The gate to the chessboard is just to the east. -~ -~ -0 -1 3600 -D2 -A black square lies to the south. -~ -~ -0 -1 3640 -D3 -A black square lies to the west. -~ -~ -0 -1 3631 -S -#3633 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3625 -D1 -A black square lies to the east. -~ -~ -0 -1 3634 -D2 -A black square lies to the south. -~ -~ -0 -1 3641 -S -#3634 -A Black Square~ - You are standing on a black marble square. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3626 -D1 -A white square lies to the east. -~ -~ -0 -1 3635 -D2 -A white square lies to the south. -~ -~ -0 -1 3642 -D3 -A white square lies to the west. -~ -~ -0 -1 3633 -S -#3635 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3627 -D1 -A black square lies to the east. -~ -~ -0 -1 3636 -D2 -A black square lies to the south. -~ -~ -0 -1 3643 -D3 -A black square lies to the west. -~ -~ -0 -1 3634 -S -#3636 -A Black Square~ - You are standing on a black marble square. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3628 -D1 -A white square lies to the east. -~ -~ -0 -1 3637 -D2 -A white square lies to the south. -~ -~ -0 -1 3644 -D3 -A white square lies to the west. -~ -~ -0 -1 3635 -S -#3637 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3629 -D1 -A black square lies to the east. -~ -~ -0 -1 3638 -D2 -A black square lies to the south. -~ -~ -0 -1 3645 -D3 -A black square lies to the west. -~ -~ -0 -1 3636 -S -#3638 -A Black Square~ - You are standing on a black marble square. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3630 -D1 -A white square lies to the east. -~ -~ -0 -1 3639 -D2 -A white square lies to the south. -~ -~ -0 -1 3646 -D3 -A white square lies to the west. -~ -~ -0 -1 3637 -S -#3639 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3631 -D1 -A black square lies to the east. -~ -~ -0 -1 3640 -D2 -A black square lies to the south. -~ -~ -0 -1 3647 -D3 -A black square lies to the west. -~ -~ -0 -1 3638 -S -#3640 -A Black Square~ - You are standing on a black marble square. There is a rusty gate -to the north. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3632 -D2 -A white square lies to the south. -~ -~ -0 -1 3648 -D3 -A white square lies to the west. -~ -~ -0 -1 3639 -S -#3641 -A Black Square~ - You are standing on a black marble square. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3633 -D1 -A white square lies to the east. -~ -~ -0 -1 3642 -D2 -A white square lies to the south. -~ -~ -0 -1 3649 -S -#3642 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3634 -D1 -A black square lies to the east. -~ -~ -0 -1 3643 -D2 -A black square lies to the south. -~ -~ -0 -1 3650 -D3 -A black square lies to the west. -~ -~ -0 -1 3641 -S -#3643 -A Black Square~ - You are standing on a black marble square. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3635 -D1 -A white square lies to the east. -~ -~ -0 -1 3644 -D2 -A white square lies to the south. -~ -~ -0 -1 3651 -D3 -A white square lies to the west. -~ -~ -0 -1 3642 -S -#3644 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3636 -D1 -A black square lies to the east. -~ -~ -0 -1 3645 -D2 -A black square lies to the south. -~ -~ -0 -1 3652 -D3 -A black square lies to the west. -~ -~ -0 -1 3643 -S -#3645 -A Black Square~ - You are standing on a black marble square. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3637 -D1 -A white square lies to the east. -~ -~ -0 -1 3646 -D2 -A white square lies to the south. -~ -~ -0 -1 3653 -D3 -A white square lies to the west. -~ -~ -0 -1 3644 -S -#3646 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3638 -D1 -A black square lies to the east. -~ -~ -0 -1 3647 -D2 -A black square lies to the south. -~ -~ -0 -1 3654 -D3 -A black square lies to the west. -~ -~ -0 -1 3645 -S -#3647 -A Black Square~ - You are standing on a black marble square. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3639 -D1 -A white square lies to the east. -~ -~ -0 -1 3648 -D2 -A white square lies to the south. -~ -~ -0 -1 3655 -D3 -A white square lies to the west. -~ -~ -0 -1 3646 -S -#3648 -A White Square~ - You are standing on a white marble square. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3640 -D2 -A black square lies to the south. -~ -~ -0 -1 3656 -D3 -A black square lies to the west. -~ -~ -0 -1 3647 -S -#3649 -A White Square~ - You are standing on a white marble square. This is usually the home -of one of the White Queen's Pawns. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3641 -D1 -A black square lies to the east. -~ -~ -0 -1 3650 -D2 -A black square lies to the south. -~ -~ -0 -1 3657 -S -#3650 -A Black Square~ - You are standing on a black marble square. This is usually the home -of one of the White Queen's Pawns. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3642 -D1 -A white square lies to the east. -~ -~ -0 -1 3651 -D2 -A white square lies to the south. -~ -~ -0 -1 3658 -D3 -A white square lies to the west. -~ -~ -0 -1 3649 -S -#3651 -A White Square~ - You are standing on a white marble square. This is usually the home -of one of the White Queen's Pawns. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3643 -D1 -A black square lies to the east. -~ -~ -0 -1 3652 -D2 -A black square lies to the south. -~ -~ -0 -1 3659 -D3 -A black square lies to the west. -~ -~ -0 -1 3650 -S -#3652 -A Black Square~ - You are standing on a black marble square. This is usually the home -of one of the White Queen's Pawns. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3644 -D1 -A white square lies to the east. -~ -~ -0 -1 3653 -D2 -A white square lies to the south. -~ -~ -0 -1 3660 -D3 -A white square lies to the west. -~ -~ -0 -1 3651 -S -#3653 -A White Square~ - You are standing on a white marble square. This is usually the home -of one of the White King's Pawns. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3645 -D1 -A black square lies to the east. -~ -~ -0 -1 3654 -D2 -A black square lies to the south. -~ -~ -0 -1 3661 -D3 -A black square lies to the west. -~ -~ -0 -1 3652 -S -#3654 -A Black Square~ - You are standing on a black marble square. This is usually the home -of one of the White King's Pawns. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3646 -D1 -A white square lies to the east. -~ -~ -0 -1 3655 -D2 -A white square lies to the south. -~ -~ -0 -1 3662 -D3 -A white square lies to the west. -~ -~ -0 -1 3653 -S -#3655 -A White Square~ - You are standing on a white marble square. This is usually the home -of one of the White King's Pawns. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3647 -D1 -A black square lies to the east. -~ -~ -0 -1 3656 -D2 -A black square lies to the south. -~ -~ -0 -1 3663 -D3 -A black square lies to the west. -~ -~ -0 -1 3654 -S -#3656 -A Black Square~ - You are standing on a black marble square. This is usually the home -of one of the White King's Pawns. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3648 -D2 -A white square lies to the south. -~ -~ -0 -1 3664 -D3 -A white square lies to the west. -~ -~ -0 -1 3655 -S -#3657 -A Black Square~ - You are standing on a black marble square. This is usually the home -of the White Queen's Rook. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3649 -D1 -A white square lies to the east. -~ -~ -0 -1 3658 -S -#3658 -A White Square~ - You are standing on a white marble square. This is usually the home -of the White Queen's Knight. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3650 -D1 -A black square lies to the east. -~ -~ -0 -1 3659 -D3 -A black square lies to the west. -~ -~ -0 -1 3657 -S -#3659 -A Black Square~ - You are standing on a black marble square. This is usually the home -of the White Queen's Bishop. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3651 -D1 -A white square lies to the east. -~ -~ -0 -1 3660 -D3 -A white square lies to the west. -~ -~ -0 -1 3658 -S -#3660 -A White Square~ - You are standing on a white marble square. This is usually the home -of the White Queen. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3652 -D1 -A black square lies to the east. -~ -~ -0 -1 3661 -D3 -A black square lies to the west. -~ -~ -0 -1 3659 -D5 -~ -marble square~ -2 3615 3666 -S -#3661 -A Black Square~ - You are standing on a black marble square. This is usually the home -of the White King. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3653 -D1 -A white square lies to the east. -~ -~ -0 -1 3662 -D3 -A white square lies to the west. -~ -~ -0 -1 3660 -S -#3662 -A White Square~ - You are standing on a white marble square. This is usually the home -of the White King's Bishop. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3654 -D1 -A black square lies to the east. -~ -~ -0 -1 3663 -D3 -A black square lies to the west. -~ -~ -0 -1 3661 -S -#3663 -A Black Square~ - You are standing on a black marble square. This is usually the home -of the White King's Knight. -~ -36 0 0 0 0 1 -D0 -A white square lies to the north. -~ -~ -0 -1 3655 -D1 -A white square lies to the east. -~ -~ -0 -1 3664 -D3 -A white square lies to the west. -~ -~ -0 -1 3662 -S -#3664 -A White Square~ - You are standing on a white marble square. This is usually the home -of the White King's Rook. -~ -36 0 0 0 0 1 -D0 -A black square lies to the north. -~ -~ -0 -1 3656 -D3 -A black square lies to the west. -~ -~ -0 -1 3663 -S -#3665 -The Black Treasury~ - You are standing in the treasury of the Black Court. Hopefully no one -has looted the Crown's treasure. -~ -36 521 0 0 0 0 -D4 -A small staircase rises above you. -~ -marble square~ -2 3614 3604 -S -#3666 -The White Treasury~ - You are standing in the treasury of the White Court. Hopefully no one -has looted the Crown's treasure. -~ -36 521 0 0 0 0 -D4 -A small staircase rises above you. -~ -marble square~ -2 3615 3660 -S -$~ diff --git a/lib/world/wld/37.wld b/lib/world/wld/37.wld deleted file mode 100644 index 277a3bf..0000000 --- a/lib/world/wld/37.wld +++ /dev/null @@ -1,915 +0,0 @@ -#3700 -Zone Description Room for Capital Sewer System~ - Capital Sewer System by Welcor -Player Level : 1-10 -Rooms : 46 -Objects : 11 -Mobs : 14 -Triggers : 1 (prevents mobs from filling a room they cannot get out of) -Theme : The zone is currently the top level of the sewer system - It's populated by rats, bats and some blind fish. -Began : Quite some time ago. -Finished : The top level is finished. See below. -Notes : The zone will eventually consist of three levels. The top level, - which is finished, a catacomb level and another level of old - sewers - populated by undeads and swamp things. - -Zone 37 is linked to the following zones: -38 Capital Sewer System at 3717 (down ) ---> 3801 - -Links: 02u, 17d, 28w -~ -37 513 0 0 0 0 -S -#3701 -Entering the sewers~ - As you descend into this stinking, mud-filled swamp, at the very bottom of -the city, you can't help noticing how much waste, so many people create. And -it's all here under your feet - and in your boots! You see water filled with -all kinds of bad things coming from east and west, drifting north from here. -~ -37 32777 0 0 0 0 -D0 -A pipe leads north. It's filled with muck. -~ -~ -0 -1 3716 -D1 -A pipe is here. - -~ -~ -0 -1 3703 -D2 -Under the manhole. -~ -~ -0 -1 3702 -D3 -A tunnel intersection. -~ -~ -0 -1 3718 -S -#3702 -Under the Drainpipe~ - You are standing at the end of a huge drainpipe, which leads upward in a -gentle slope, a gentle stream of sewage slowly runs north, deeper into what must -be the sewers of what ever city is at the end of that pipe. Few options present -themselves to you in this mess, knee deep in sewage you have but two choices, -either venture north and deeper in to the sewers, and meet what ever creatures -might dwell in this filthy place, or attempt to go up through that pipe, with a -chance of getting out of this dark and gloomy place. -~ -37 32777 0 0 0 0 -D0 -You see the entrance to the sewers. -~ -~ -0 -1 3701 -S -#3703 -Pipe turning north and west~ - You are in a pipe, leading north and west. The pipe is big enough for you to -stand upright, and just dry enough at this point to be able to walk without -getting your feet wet. Still, sewage is trickling through the pipe and you come -to the conclusion, that you're happy you chose to come here in the dry season. -~ -37 32777 0 0 0 0 -D0 -The pipe continues north, as far as your light extends. -~ -~ -0 -1 3704 -D3 -You can see the sewer entrance. -~ -~ -0 -1 3701 -S -#3704 -A pipe deep underground.~ - You are walking through a larger than man-sized pipe, in the capitals sewers. -From the north you hear some scratching and the sound of small animals. You've -seen rat tracks earlier, and they were a bit too large for your taste. -~ -37 32777 0 0 0 0 -D0 -The pipe continues. -~ -~ -0 -1 3705 -D2 -A turn in the pipe. -~ -~ -0 -1 3703 -S -#3705 -A pipe deep underground~ - The sounds of rats can no longer be ignored. The big pipe has recent -markings of claws and fangs. It is clear, that whatever lives here is too big -to be ordinary rats. North of here you can barely make out a crossing, and -south the pipe continues. -~ -37 32777 0 0 0 0 -D0 -A three-way crossing. -~ -~ -0 -1 3707 -D2 -The pipe extends further than your light. -~ -~ -0 -1 3704 -S -#3707 -A three-way intersection~ - You are standing in what was once a north/east turn in the pipe. To the -west, however, there is a large hole in the pipe which makes it possible to go -that way too. As you examine the hole, you notice that it's not man-made. -Some quite large, toothmarks along the perimeter suggest it was done by some of -the rodents inhabiting the sewers. The sound of rats moving about is strong -from both the east and the west. -~ -37 32777 0 0 0 0 -D1 -The tunnel continues and turns north. -~ -~ -0 -1 3708 -D2 -The pipe heads south from here. -~ -~ -0 -1 3705 -D3 -A hole has been dug through the wall here. -Behind it you see dirt walls. -~ -~ -0 -1 3714 -E -bite marks bitemarks~ - The bitemarks are deep, and approximately 8" wide. -~ -E -hole~ - The hole is about 3 feet high, and must've been dug out by big rats. It's -full of marks of teeth. -~ -S -#3708 -A bend in the tunnel~ - The pipe turns north and west. To the north there is a grating which blocks -the pipe. It seems noone has been down here for ages to clean the grate, so it -is stuck in it's current position. It's hopeless getting past it. Behind it -you hear the sound of animals. Again you think of rats, but they sound so BIG!. -~ -37 32777 0 0 0 0 -D0 -The grate obviously has rusted in the hinges, and is covered in muck. -~ -grate~ -2 -1 3709 -D3 -The three-way junction is here. -~ -~ -0 -1 3707 -S -#3709 -North of a grate~ - You are on the north side of a very mucky grate, and around you are every -evidence of absence of people you'll ever need - knee-high muck, green slime -dropping from the walls, a profound smell of rats, fungus growing on the -ceiling. You feel very dirty just being here. Also you can't help hearing lots -of noises from the north-west. Sounds like something's having a feast. -~ -37 32777 0 0 0 0 -D0 -A bend in the pipe is here. -~ -~ -0 -1 3710 -D2 -A very mucky and rusty grate is here, stuck in position. -~ -grate~ -2 -1 3708 -S -#3710 -Near the northern drainhole~ - The pipe bends here, going south and west. West you see a drainhole and -around your ankles you feel the water flowing towards it. The fungus on the -walls are luminous, so you have every chance to study the dirty ceiling, the -green slime, and the big rats. From the west you hear the sounds of big -creatures eating - or is it many small? -~ -37 32776 0 0 0 0 -D2 -The pipe continues south. -~ -~ -0 -1 3709 -D3 -A drainhole is here. - -~ -~ -0 -1 3711 -S -#3711 -The northern drainhole~ - You are in a domed room with a drainhole in the middle. Originally this room -was intended as the end of the pipe from the east, but it seems that the rats -disagree. They have made a nest south of here, and a tunnel to the west. The -room is very dirty and you deduct that no civil servant would ever go all the -way inhere, even if it was originally so intended. The ceiling is overgrown -with luminous fungus, making the room bright as day. You can hear the sounds of -creatures eating, bones being crushed. The source seems to be south of here. -~ -37 32776 0 0 0 0 -D1 -The pipe extends east. -~ -~ -0 -1 3710 -D2 -You see the rats' lair. -It's a bit unclear from here. -~ -lair nest~ -0 -1 3715 -D3 -A hole has been grinded by many teeth, leading to a dirt tunnel. -~ -~ -0 -1 3712 -E -drain hole drainhole~ - A hole with a grate on it, the drainhole is there to lead the polluted water -of the Capital straight to the river. Downstream, of course. -~ -S -#3712 -A dirt tunnel~ - This low tunnel has been dug by many claws, making the walls if not smooth, -then at least soft to the touch, and you do not feel very safe here. You are -worried if the tunnel can take a full grown person, crawling as you are. East -of here you see a domed chamber, nothing like the dirt you're crawling in, but -south you just see more and more of it. You are also aware of a loud sound from -your east - almost like chewing. -~ -37 32777 0 0 0 0 -D1 -The northern drainhole. -~ -~ -0 -1 3711 -D2 -The dirt tunnel continues. -~ -~ -0 -1 3713 -S -#3713 -In a dirt tunnel~ - As far as you can see live couldn't get much worse - You're crawling through -dirt on your hands and knees with no obvious relief within eyesight. Around you -the markings of claws suggest large amounts of rats of dog-like proportions in -your immediate vicinity. And to top that off, you are hearing strange sounds -from the north. -~ -37 32777 0 0 0 0 -D0 -The dirt tunnel continues. -~ -~ -0 -1 3712 -D2 -The dirt tunnel continues. -~ -~ -0 -1 3714 -S -#3714 -A dirt tunnel~ - This tunnel is not very big. You can only fit in, if you crawl on your hands -and knees, making it hard for you to get an overview of the situation. -However, you have no doubt that the tunnel leads somewhere, as it's obviously -being used often, judging from the marks on the walls. You can crawl on north, -or make your way to the intersection to the east. -~ -37 32777 0 0 0 0 -D0 -The dirt tunnel continues. - -~ -~ -0 -1 3713 -D1 -A three-way intersection. -~ -~ -0 -1 3707 -S -#3715 -The Lair of the King Rat.~ - You are in a cave, dug in the wall. In the far corner a lot of debris is -huddled up, in the makings of a nest, while closer to the exit, a mound of old -bones make out a trash pile. Or at least that's your guess - hard to tell -exactly, actually. The room is the lair of a gigantic rat, bigger than the rest -of them, which seems to have at least some intelligence. Glittering objects, -reflecting the dim light from the luminous fungus, litter the nest. It seems -the Rat King has gathered what others has dropped. -~ -37 32776 0 0 0 0 -D0 -The northern drainhole. -~ -~ -0 -1 3711 -E -gems glitter~ - Not all that glitters is gold - or gems! -~ -S -#3716 -The Northern Pipe~ - Standing in a large pipe, you feel the muck around your ankles drifting -northward. You are able to stand tall in this room, and as far as you can tell, -there is a large drainhole to your north. -~ -37 32777 0 0 0 0 -D0 -You see a domed chamber with a drainhole. -~ -~ -0 -1 3717 -D2 -You see the entrance to the sewers. -~ -~ -0 -1 3701 -S -#3717 -At the edge of a pit~ - You find yourself in a large domed chamber, at the edge of a 2' wide hole in -the floor of the room. Muck is dripping over the edge, and the smell is -horrible. As you go closer to the edge and take a peek, you realize there is a -drop of about 20', before the bottom is reached. Not caring to try if you can -climb down, you also notice a ladder carved into the wall of the hole. As you -examine the hole closer you see a grate further down. -~ -37 32777 0 0 0 0 -D2 -A large pipe leads southwards. -~ -~ -0 -1 3716 -D5 -~ -~ -0 0 3801 -S -#3718 -The western junction.~ - Entering the chamber, you see tunnels leading west, north and east of here. -This chamber in itself is but a mere junction of pipes. Stinking water comes -drifting from the west and north, flowing out to your east. The smell inhere is -torture to your nose, but luckily you are starting to get used to it. -~ -37 32777 0 0 0 0 -D0 -~ -~ -0 -1 3719 -D1 -~ -~ -0 -1 3701 -D3 -~ -~ -0 -1 3729 -S -#3719 -North/south Pipe~ - A large tube is what this is. Leading from a junction to the south and -straight north, a lot of small pipes - too small to be entered - join in from -the sides, randomly spilling sewage in your path. The pipe leads north as far -as your light lets you see. -~ -37 32777 0 0 0 0 -D0 -~ -~ -0 -1 3720 -D2 -~ -~ -0 -1 3718 -E -sewage pipe pipes~ - From these pipes sewage spills into the tube, starting its journey through -the larger pipes here. -~ -S -#3720 -North/south Pipe~ - A large tube is what this is. Leading south and north, a lot of small pipes -- too small to be entered - join in from the sides, randomly spilling sewage in -your path. It seems this pipe has been blocked by a very strong grate with -small holes in it. Through the small holes you see a lot of bats. It seems the -grating was put here for a reason. -~ -37 32777 0 0 0 0 -D0 -~ -grate~ -1 -1 3721 -D2 -~ -~ -0 -1 3719 -S -#3721 -North of the grate.~ - You immediately notice the change in smell. Guano. The bats have seized -this part of the sewers for themselves. Obviously the grate to your south is -there to stop the bats from infecting the whole sewer system. You can see the -pipe through it. You can also enter the bats' territory by going west or north. -~ -37 32777 0 0 0 0 -D0 -~ -~ -0 -1 3722 -D2 -~ -grate~ -1 -1 3720 -D3 -~ -~ -0 -1 3724 -S -#3722 -A domed cave~ - You're in a large domed room. You realized this was once where the builders -of the sewers lived and had their things stored. This makes it easier to -understand the fresh air you're smelling from the north. It also helps explain -the millions of bats you see on the ceiling, ignoring you totally. You can -continue north through a jagged opening, and south to the pipes. -~ -37 32777 0 0 0 0 -D0 -~ -~ -0 -1 3723 -D2 -~ -~ -0 -1 3721 -E -bats bat ceiling~ - What you first thought to be the face of the rock, you suddenly realize, is -actually bats sitting side by side all across the ceiling. -~ -S -#3723 -Near the outside~ - From here you can see the outside through a hole high up on the northern -wall. There is an old wooden ladder set under it so it can be traversed by -foot. Through the hole bats are swarming in and out. As far as you can tell -going up would take you out of the capital. You can also go south to a large -chamber. -~ -37 32776 0 0 0 0 -D2 -~ -~ -0 -1 3722 -D4 -~ -~ -0 -1 3743 -S -#3724 -A side tunnel~ - This tunnel is filled with bats. Some fly and seem to know their way around, -while others merely cling to the ceiling as you pass. You come to think of the -stories you have heard of bats sucking the blood of their victims, and a shiver -runs down your spine. You can leave this side tunnel to your east, and it -continues north. -~ -37 32777 0 0 0 0 -D0 -~ -~ -0 -1 3725 -D1 -~ -~ -0 -1 3721 -S -#3725 -A side tunnel~ - The side tunnel continues. Still, bats are everywhere. You almost have to -duck not to scrape your head against the bats clinging to the ceiling, and no -matter where you look there seem to be more bats. These bats however does not -try to harm you - at the moment. The tunnel continues north and south of here. -~ -37 32777 0 0 0 0 -D0 -~ -~ -0 -1 3726 -D2 -~ -~ -0 -1 3724 -S -#3726 -Turn in a side tunnel~ - You see still more of the bats, crawling and climbing on each other to get a -place on the ceiling. Some seem a little hostile to your presence. The tunnel -turns here, going west and south. -~ -37 32777 0 0 0 0 -D2 -~ -~ -0 -1 3725 -D3 -~ -~ -0 -1 3727 -S -#3727 -The west tunnel~ - The tunnel seems to go on forever. From small holes in the walls ooze is -dripping onto the floor, and bats are everywhere, almost driving you crazy. -The tunnel stretches west to east. -~ -37 32777 0 0 0 0 -D1 -~ -~ -0 -1 3726 -D3 -~ -~ -0 -1 3728 -S -#3728 -The west tunnel~ - The tunnel seems to go on forever. From small holes in the walls ooze is -dripping onto the floor, and bats are everywhere, almost driving you crazy. -The tunnel stretches west to east. -~ -37 32777 0 0 0 0 -D1 -~ -~ -0 -1 3727 -S -#3729 -A turn in the western pipe~ - The water is knee-deep here, floating in from the north. The smell of sewage -is almost unbearable to your nostrils, and the water is so dirty, you wouldn't -be surprised to be able to walk on it. Unfortunately it doesn't keep you up, -just leaks into your boots. High on the western wall you notice a small hole, -seemingly shut with a couple of nailed-in boards. However it is too high for -you to reach. The pipe continues north and a junction is to the east. -~ -37 32777 0 0 0 0 -D0 -~ -~ -0 -1 3730 -D1 -~ -~ -0 -1 3718 -E -hole boards~ - A hole, just about 3' in diameter, nailed shut with wooden planks. -~ -S -#3730 -A boring pipe~ - The water is knee-deep here, floating in from the north. The smell of sewage -is almost unbearable to your nostrils, and the water is so dirty, you wouldn't -be surprised to be able to walk on it. Unfortunately it doesn't keep you up, -just leaks into your boots. Nothing much of interest here. The pipe continues -north and south. -~ -37 32777 0 0 0 0 -D0 -~ -~ -0 -1 3731 -D2 -~ -~ -0 -1 3729 -S -#3731 -A turn in a boring pipe~ - The water is knee-deep here, floating in from the west. The smell of sewage -is almost unbearable to your nostrils, and the water is so dirty, you wouldn't -be surprised to be able to walk on it. Unfortunately it doesn't keep you up, -just leaks into your boots. Small pipes coming out of the walls leak ooze into -the sewage around you. To your west the water seem cleaner. South the boring -pipe continues. -~ -37 32777 0 0 0 0 -D2 -~ -~ -0 -1 3730 -D3 -~ -~ -0 -1 3732 -S -#3732 -A boring pipe~ - The water is knee-deep here, floating in from the north. The smell of sewage -is almost unbearable to your nostrils, however the water is a little less -polluted than it is east of here. Unfortunately it still doesn't keep you up, -just leaks into your boots. Small pipes coming out of the walls leak ooze into -the sewage around you. Both to your west and east you see turns in the pipe. -~ -37 32777 0 0 0 0 -D1 -~ -~ -0 -1 3731 -D3 -~ -~ -0 -1 3733 -S -#3733 -A turn in a boring pipe~ - The water is knee-deep here, floating in from the south. The smell of sewage -is not as strong here, and the water seems a little clearer than east of here. -It IS still polluted though. Small pipes coming out of the walls leak ooze into -the sewage around you. To your south the water seems even clearer yet. East -the boring pipe continues. -~ -37 32777 0 0 0 0 -D1 -~ -~ -0 -1 3732 -D2 -~ -~ -0 -1 3734 -S -#3734 -A boring pipe~ - The water is knee-deep here, floating in from the south. The smell of sewage -is not very strong here, and the water seems a little clearer than north of -here. It IS still a little polluted though. A few small pipes coming out of -the walls leak ooze into the water around you. To the south the water seems -even clearer. North is a turn in the pipe. -~ -37 32777 0 0 0 0 -D0 -~ -~ -0 -1 3733 -D2 -~ -~ -0 -1 3735 -S -#3735 -A strange halt~ - The tunnel comes abruptly to an end. The room you're standing in has not -been formed by humanoid hands. It is a work of nature, carved by running water. -Obviously the persons digging the sewers suddenly opened up to this chamber and -found no way of closing again. On the eastern wall clear water is running from -a natural cavern of some sort, through a hole too small to fit in, and most of -the water then continues to the east of here through a larger hole. To your -south however, a metal door, with a heavy padlock blocks your passage. Through -some bars in the door you see still water, and a moored boat. Some of the water -also runs through the pipe to your north, creating a natural flow. -~ -37 32777 0 0 0 0 -D0 -~ -~ -0 3710 3734 -D1 -~ -~ -0 -1 3736 -D2 -A heavy steel door, padlocked to keep you out. -~ -door padlock~ -1 3710 3737 -S -#3736 -By the hole~ - You enter a small room, with a ledge along the walls. Near the middle of the -room a large hole has been eroded by the running water. You realize that -however long you would hold your breath, that hole would most definitely kill -you by sheer pressure from the water. Also you notice several chests obviously -hidden by someone who thought this a safe place. You can't fight the water -without risking to fall into the hole, so you can only get out through a little -hole high up on the eastern wall. -~ -37 32777 0 0 0 0 -D1 -~ -hole planks~ -1 -1 3729 -S -T 3700 -#3737 -By an underground fishing pond~ - You're standing by a still underground pool. This is almost an underground -lake. There are moorings for a boats here, and you see fish swimming in the -water. They're attracted to your light. -~ -37 9 0 0 0 0 -D0 -~ -steel door padlock~ -1 3710 3735 -D2 -~ -~ -0 3710 3738 -D3 -~ -~ -0 -1 3742 -S -#3738 -The pool.~ - An underground lake, with fish ready for the taking. East of here the cliff -rise above the water, blocking your way. South and west the pool continues and -north you see the mooring. -~ -37 9 0 0 0 6 -D0 -~ -~ -0 -1 3737 -D2 -~ -~ -0 -1 3739 -D3 -~ -~ -0 -1 3741 -S -#3739 -The pool~ - An underground lake, with fish ready for the taking. South and east of here -the cliff rise above the water, blocking your way. North and west the pool -continues and east you see the mooring. -~ -37 9 0 0 0 6 -D0 -~ -~ -0 -1 3738 -D3 -~ -~ -0 -1 3740 -S -#3740 -The pool~ - An underground lake, with fish ready for the taking. South and west of here -the cliff rise above the water, blocking your way. North and east the pool -continues. -~ -37 9 0 0 0 6 -D0 -~ -~ -0 -1 3741 -D1 -~ -~ -0 -1 3739 -S -#3741 -The pool~ - An underground lake, with fish ready for the taking. West of here the cliff -rise above the water, blocking your way. To the north, east and south the pool -continues. The water looks quite deep here. -~ -37 9 0 0 0 7 -D0 -~ -~ -0 -1 3742 -D1 -~ -~ -0 -1 3738 -D2 -~ -~ -0 -1 3740 -S -#3742 -The pool~ - An underground lake, with fish ready for the taking. North and west of here -the cliff rise above the water, blocking your way, south the pool continues and -east you see the mooring. -~ -37 9 0 0 0 6 -D1 -~ -~ -0 -1 3737 -D2 -~ -~ -0 -1 3741 -S -#3743 -Through the hole~ - Standing on the edge of the hole, you see things on the outside. Looking -down you see a jagged opening, which you might enter by an old wooden ladder. -Swarms of bats fly around you, almost making you panic. -~ -37 32776 0 0 0 0 -D0 -Well, you see the outside, of course.. -~ -~ -0 -1 3744 -D5 -~ -~ -0 -1 3723 -S -#3744 -Outside the cave~ - You are standing outside a gloomy cave, from which an occasional bat flies -out around you. You may enter the cave by going south, but can head back toward -the city by going west from here. -~ -37 32768 0 0 0 5 -D2 -The cave opening looks inviting - kind of like a mouth, waiting to feed.. -~ -~ -0 0 3743 -D3 -A gravelled path leads towards the city.. -~ -~ -0 0 3745 -S -#3745 -Outside the capital~ - Who would have thought the world could be so barren just outside the capital -itself. You're standing in some low foothils near some rocky ground to your -east. South of here a gravelled path leads towards the western highway. -~ -37 32768 0 0 0 2 -D1 -The gravelled path ends and the ground becomes rocky. -~ -~ -0 0 3744 -D2 -The gravelled path continues southward. -~ -~ -0 0 3746 -S -#3746 -On a gravelled path~ - You are walking along a gravelled path. North of here the gravel path -continues, while to the south you enter the bustle of the western highway. -~ -37 0 0 0 0 2 -D0 -The gravelled path continues... -~ -~ -0 0 3745 -D2 -You are just north of the western highway, just outside the West gate. -~ -~ -0 0 -1 -S -$~ diff --git a/lib/world/wld/38.wld b/lib/world/wld/38.wld deleted file mode 100644 index 2f84e57..0000000 --- a/lib/world/wld/38.wld +++ /dev/null @@ -1,230 +0,0 @@ -#3800 -Gareth's Zone Description Room~ -Zone 38 will be used to expand the sewer system started in zone 37. -Builder: Gareth -Zone: 38 -Name: Sewer Catacombs -Theme: Deep, dark catacombs. -Plot: Players navigate the catacombs to find items, riches, and other suprises... -Size: No more than 50. Probably 40 or 30. -Align: Evil with neutral. -Level: 15-35 -See room 3700 for more detail. -Zone 38 is linked to the following zones: -37 Capital Sewer System at 3801 (up ) ---> 3717 -~ -38 512 0 0 0 0 -S -#3801 -In the Northern Drainhole~ - You are in the bottom of the northern drainhole. The slimy walls around you -make it almost impossible to climb the ladder that leads out of the hole. A -steady waterfall of sewage flows into the drain and down into a large circular -grate that seems to make the majority of the bottom of the draninhole. The -drainhole is only about 20' deep, but you still wouldn't be able to climb out -easily without the ladder. -~ -38 9 0 0 0 0 -D4 - As you glance upward you see a cateract of slime flowing in from the -northern pipe of the capital sewer system above. -~ -~ -0 0 3717 -D5 - Below a large grate, you see that there is a big pipe, just enough that a -small group could easily travel in it. Sewage is constantsly flowing down into -it. -~ -grate down~ -1 3804 3802 -E -red grate~ - It is a large, circular grate. It seems to be made out of iron, but it is -too icky to tell. It also seems that it was once painted red, but the paint -eroded away with the sewage that constantly barrages it. -~ -E -ladder~ - The ladder is simply some iron bars the bend out towards the center of the -drainhole. They are dripping with ooze and sewage. You feel reluctant to -touch them, but you eventually build up the courage. The bars are slick in -some parts and sticky in others. Gross! -~ -S -#3802 -A Big Pipe~ - You are in a big pipe where all the sewage from many parts of the sewers -joins together to flow into wherever it goes. Sewage is flowing down from -above. The slime is so deep here that you are being soaked up to your knees. -What seems like a tunnel is at the end of this pipe to the north. The sewage -nearly makes you slip as it flows continually towards the tunnel. -~ -38 9 0 0 0 0 -D0 - You see the big pipe continuing towards a large tunnel. -~ -~ -0 0 3803 -D4 - You see the northern drainhold beyond a red grate. -~ -grate up~ -1 3804 3801 -E -red grate~ - It appears to be a red grate, but the color is very faded. -~ -S -#3803 -A Big Pipe~ - The big pipe continues to the north and to the south. The sewage, which is -already knee-deep, is constantly being added upon by pipes to the east and to -the west. The walls of the pipe seem to be very unkept, probably because no -dignified person would ever spend more time then he needed to down here. To -the north there is a tunnel with a river of sewage, what could be down there? - -~ -38 9 0 0 0 0 -D0 - You see where the big pipe ends. It is a giant opening. -~ -~ -0 0 3804 -D2 - You see that the pipe continues to the south. -~ -~ -0 0 3802 -E -pipes~ - There are small pipes to the east and west of you. Sewage is flowing out of -them and flows with the rest of the slime to the north. The pipe is too small -to climb in, not that you would want to. -~ -S -#3804 -The Opening in the Big Pipe~ - You are at the great opening of a big pipe. The horrid smell of a hundreds -of cities' crap fills the place to the point where no man could stand for long -without severe brain damage. The sewage finishes its journey to the main -tunnel of the sewers, only to make another one to who knows where? The iron -walls have been reduced to rust and rubbage from centuries of constant siege of -refuse. -~ -38 9 0 0 0 0 -D0 -~ -~ -0 0 3807 -D2 - You see the big pipe continuing to the south. -~ -~ -0 0 3803 -D4 - It is the top of the pipe. There is an arch supporting the opening of the -pipe. You see what appears to be a crack in the roof... -~ -secret up~ -1 0 3805 -E -Sewage~ - The disgusting sewage flows on its smelly way. -~ -E -sign~ - It is a big, silver sign that says "Poisonous Sewage: KEEP OUT! " -~ -S -#3805 -A Secret Passage~ - You seem to be in a secret passage that connects to the pipe below via a -trap door. The walls seem to have been crudely dug away by animal hands. You -fell cluastophobic in this tiny passage. YOu should either move up towards the -light or down to the pipe. -~ -38 268 0 0 0 0 -D4 -You see a secret chamber. -~ -~ -0 0 3806 -D5 - You see that the passage continues down to a big pipe. -~ -secret passage down~ -1 0 3804 -S -#3806 -The Lair of Slaive~ - This is the ancient hideout of Slaive, the legendary thief master. This -hidout was where he evaded the city guards for most of his life. The chamber is -somewhat spacious and comfortable. The walls are not covered, nevertheless, -they are carved away well. There must be a light somewhere, but you can't seem -to find it. There is clutter trashed about. For a thief, there doesn't seem to -be that many riches around. There must be gold somewhere... -~ -38 8 0 0 0 0 -D5 - The chamber passage is below. -~ -~ -0 0 3805 -E -metal box secret safe~ - It's a secret safe! It seems to be encased in black diamond, the strongest -of all diamonds. Its metal knob seems to have rusted off, rendering the safe -useless. That means the contents could still be inside... -~ -E -clutter trash~ - You see much trash strewn about, covering the floor in filth. You see -rusted helmets, bones, rotting backpacks, and other unusable items. It seems -to reflect the last fight of some unfortunate people. You see what appears to -be a metal box in the ins -~ -S -#3807 -The Sewer Main~ -You are in an unfinished room. -~ -38 1 0 0 0 7 -D1 -~ -~ -0 0 3808 -D2 -~ -~ -0 0 3804 -S -#3808 -Sewer Main~ -You are in an unfinished room. -~ -38 0 0 0 0 0 -D1 -~ -~ -0 0 3809 -S -#3809 -Sewer Main~ -You are in an unfinished room. -~ -38 0 0 0 0 0 -S -#3899 -An Eternal Airplane to Nowhere~ - Time is of no essence as you sit in the leather seat of the cabin. Looking -out from the window seat, you see the great tufts of clouds flow by below you, -and the thin wisps of clouds above you. The great arch of solid nothing -creates a funnel to heaven as you look deep into the shaded light. Lightning, -quiet and small twinkles far below, along with your responsibilities and cares. -All you hear is the gentle hum of the airline, and the draining of your -thoughts. Clear and precise you can think about what inspires. Think -~ -38 312 0 0 0 0 -S -$~ diff --git a/lib/world/wld/39.wld b/lib/world/wld/39.wld deleted file mode 100644 index 5465628..0000000 --- a/lib/world/wld/39.wld +++ /dev/null @@ -1,2131 +0,0 @@ -#3900 -The City of Haven~ - Haven is located far south of the capital. The city thrives because it's the -main supplier of fish and other sea goods to the capital. The location of the -city provides quite a scenery. There are mountains to the east and forest to -the west. More of a jungle really. The sea is just south of the city with a -beautiful sandy beach, stopped abruptly by the mountains to the east and a range -of impassable cliffs not far west of the forest line. The South Road (people in -Haven have always laughed at this name for it, since from here it actually goes -north) begins just outside a marvelous city gate. The gate is more for show -though than for protection since Haven never had anything to fear because of its -remote location. Anyway, what lord would be inerested in a few fish? This has -not really changed, even with the coming of the south road, since regular -patrols of elite soldiers are assigned to protect it and garrison the city -itself. -~ -39 585 0 0 0 0 -E -credits~ - Nivan -~ -S -#3901 -The Captain's Cabin~ - The cabin looks comfortable, but not exactly opulent or rich. The round -windows are open to let in the salty breeze. A couch is under one of these, -made of horsehair and very soft-looking. Maps of the sea line the walls, along -with the many instruments used in sailing. There is also a bed and a small -stove here, next to the writing desk. All of the furniture is securely bolted -to the floor, thus unaffected by the ship's rocking. The door to the north -leads back out onto the decks. -~ -39 8 0 0 0 0 -D0 -~ -north cabin~ -1 0 3931 -S -#3902 -Harem Room~ - Interesting. The Lord of Haven is quite obviously a man with a vice. -Scantily clad women fill this room. There are piles of silks and pillows all -over the floor, looking comfortable to just rest in. There is a particularly -large pile of the softest pillows against the west wall. Maybe they are for -Degruziel's favorite girl. -~ -39 8 0 0 0 0 -D5 -~ -down~ -1 -1 3904 -S -#3903 -Degruziel's Private Chamber~ - This room is floored in lush red carpet, soft and almost ankle deep. The -curtains are open over the windows, giving you a wonderful view of the garden. -The walls here are white, where they aren't obscured by tapestries of the local -gods and goddesses. Against the wall by the only exit, the door you came in -through, there is a great oak wardrobe. With much space inside. What catches -and hold your attention, however, is the huge bed in the center of the room. -It could comfortably sleep three, but looks more to the liking of two. It -looks comfortable. -~ -39 0 0 0 0 0 -D3 -~ -west door~ -1 0 3904 -S -#3904 -Top of the Staircase~ - The room at the top of the staircase isn't so large, nor so fancy, as the -rooms of the lower story. These rooms on the second floor must be private -rooms, not meant for the public eyes. Though not as brightly lit as the area -downstairs, you can still see well by the torches lining the stone walls. -There is a curtained window looking outside, while there are also doorways -leading north and east. A simple staircase against the west wall leads up into -the tower of Degruziel's Manor, the door up there being barred with a very -LARGE lock. There is a curtained window looking outside, to the south and the -sea. To the north is a plain, low door. -~ -39 8 0 0 0 0 -D0 -~ -north~ -1 0 3905 -D1 -~ -east door~ -1 0 3903 -D4 -~ -up~ -1 0 3902 -D5 -~ -~ -0 0 3907 -S -#3905 -Servant's Quarters~ - The room is crowded, but a faint breeze scented with smells of the garden -wafts in through an open window. It must be getting funneled in around the -tower, because the window is facing north, and the wind usually blows from the -south. There are several mats lying out on the middle of the floor, and a -drawn-back curtain separates the room into sections. The mats, though only -filled with straw, look pretty comfortable. -~ -39 8 0 0 0 0 -D2 -~ -south~ -1 0 3904 -S -#3906 -A Dank Dungeon Chamber~ - You step into the dark wetness of the prison chamber... And the heavy iron -door swings swiftly shut behind you! You are trapped in the dank room. You -are able to make out manacles on the north wall. A filthy pile of cloth is -heaped against the west wall. -~ -39 9 0 0 0 0 -D3 -~ -pile secret cloth~ -1 0 3921 -E -dungeon~ - His words bring to mind that the cloth looks suspicious. Maybe you should -stir it around a bit... It might be concealing something. -~ -S -#3907 -The Double Stairway~ - Against the north and south walls are twin pairs of beautiful staircases. -They are salmon-colored marble arms curving into an embrace of the center of -the room, where a fountain stands. The exquisite marble fountain is of a fish -perched on its tail, water spurting from its mouth. Back to the east the red -carpet begins again, while the stairs lead up to the second floor of the Manor. - -~ -39 8 0 0 0 0 -D1 -~ -~ -0 0 3908 -D4 -~ -~ -0 0 3904 -S -#3908 -An Artfull Hallway~ - This room is only called a hallway because it connects one room in the Manor -to another, not because of its size. Beautifully stitched tapestries line the -walls, each with its own story to tell. Carvings, sculptures, paintings, and -all sorts of forms of art are scattered around, some hanging and others on -marble stands that are themselves sculptures. Here the stone floor has been -covered in rich red carpet. To the north is a small plain door, and to the -west is a twin set of double, majestically curving staircases. -~ -39 8 0 0 0 0 -D0 -~ -north~ -1 0 3909 -D1 -~ -~ -0 0 3910 -D3 -~ -~ -0 0 3907 -S -#3909 -Degruziel's Audience Chamber~ - Through the door lies a small office, where Degruziel likes to hold his -appointments, inner councils, audiences, and other such functions. There is a -round table in the center of the room, set with six chairs, and a desk in the -nearest corner. The desk is piled with all sorts of papers, scrolls, and -writing utensils. The candleholders on both the table and the desk are fancy, -like everything else in the room, but they also have an air of utility about -them instead of the plain oppulance of the hallway you just exited. The stone -walls are lined in shelves which are covered in books. Behind the high-backed -wooden chair is a small painting, and on the north wall is a window facing into -the garden. -~ -39 8 0 0 0 0 -D2 -~ -south~ -1 0 3908 -E -painting~ - This painting is of Lord Degruziel standing proudly on the deck of a ship at -full sail, a huge fish held in his outreaching arms. -~ -S -#3910 -Degruziel's Parlor~ - This must be where Degruziel, the Lord of Haven, entertains his guests. -There are comfortable chairs and couches strewn about the center of the large -room. Above the massive fireplace there sets a large painting of the god of -the sea. Before the fireplace there is a long mahogony dining table, large -enough to seat twelve. Tapestries cover the stone walls. From the archway to -the east drift pleasant smells, while to the west, across a distance filled -with art, you can see a double curving stairway. -~ -39 8 0 0 0 0 -D0 -~ -door north~ -1 0 3911 -D1 -~ -~ -0 0 3912 -D3 -~ -~ -0 0 3908 -S -#3911 -The Manor Porch~ - The cart path here leads both eastward toward the stables, where a body -might visit the horses, or to the north through the garden and back to the -street. To the south is the Lord of Haven's oppulant porch and front door. -The railing of the porch is carved to resemble a vine twisting about itself, -while the posts are exquisitely carved into fish sitting on their tails, with -their mouths around the railing. Their jeweled eyes wink in the light. The -door is a large, fanciful myriad of carvings depicting a local legend. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3914 -D1 -Nothing. -~ -door stable east~ -1 0 3913 -D2 -~ -door south~ -1 0 3910 -E -door legend~ - The carvings on the door show a scene of one of Haven's greatest heros, -Delegarthe Haven himself, slaying the dreaded sea dragon and making Haven a -safe place to fish. -~ -E -railing fish carving porch~ - Before you is the masterfully decorated porch. It is roofed in red tiles. -The railings are all one piece of wood, a flowing flowery vine. The flowers -collect water and form pools for small bird baths. The posts holding the -railing up are of the same piece of wood as the railing itself, and are of -Haven's main export, fish, standing on their tails and supporting the vine with -their mouths. The sapphires that form the eyes of the fish twinkle merrily, -almost making you believe the fish to be alive. -~ -S -#3912 -Tiama's Kitchen~ - Serving girls bustle about all around this pleasant-smelling room. It is -very warm in here, from all the heat being given off by the many stoves, ovens, -and fireplaces. The countertops in this room are all dusted with flour, and so -are the bustling serving girls. A cooling rack for bread is fastened against -one wall, while a cellar entrance is not to far away from the archway leading -back to the parlor. -~ -39 8 0 0 0 0 -D3 -~ -~ -0 0 3910 -D5 -~ -down cellar door~ -1 3901 3982 -S -#3913 -The Manor Stables~ - The interior of the stables is dim, but you can make out many rows of rather -spacious, grand stables. A little bit much for horses and such, but if that is -the way a person wants to spend their money... The smells of hay and horses -are strong, and the soft sounds of stable boys calming some of the more skitish -horses that were startled by your entry can be heard in the far back of the -complex over the swish of tails and the periodic whinny. -~ -39 8 0 0 0 0 -D3 -~ -west stable door~ -1 0 3911 -S -#3914 -The Lord's Flower Garden~ - The winding cart path that passes from the street by the Lord's front porch -and onward to the stables also passes through his magnificent flower garden. -The gentle hues of purples, reds, whites, yellows, and blues rest the eyes from -all the other attractions in the city. The purfume of the everblooming flowers -fill the air pleasantly, mingling with the salty breeze of the sea. Vines hang -festively from the branches of the many trees, and animals cavort under them, -unafraid. The cart path continues both toward the street and toward the porch, -up to you to choose the way. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3991 -D2 -~ -~ -0 0 3911 -E -flower everblooming flowers ever blooming vine vines~ - The flowers are in many hues and give off meny scents that mix to make an -overall pleasant purfume. The plants have been magically altered to produce -sweet blooms, even in the dead of winter. -~ -E -animal animals~ - Rabbits, foxes, birds, and other small mammals dart under the trees and -across your path, absoluetly unafraid. -~ -S -#3915 -A Room Full of Stolen Goods~ - This room, beyond any of the others, is cluttered with many stolen goods. -Everything from rolls of carpet to chests of coins and jewels are here, -carefully packed to be sold on the black market. Some of the towers are so -high that if you are not careful and wary of your step they might collapse, -crushing you. This is obviously where the current inhabitants of the Hideout -store the majority of their booty. -~ -39 9 0 0 0 0 -D0 -~ -~ -0 0 3917 -D1 -~ -~ -0 0 3916 -S -#3916 -The Common Room~ - The floor of this room is littered in rolls of bedding, its single candle -not helping to illuminate much of anything in the dim room. The sounds of -people in slumber filter through, as if the room is very much occupied. This -room is way to dim to see the edges of, but it echos as though the chamber is -very large. Water drips somewhere to the east, pinging in the bottom of an -unseen pot. -~ -39 9 0 0 0 0 -D3 -~ -~ -0 0 3915 -S -#3917 -A Room in the Thieve's Hideout~ - This room is loaded with stolen goods, from the tapestries hanging on the -walls to the single gold candleholder that holds this room's one candle, to the -expensive imported rugs on the floor. The shadows in this room are deep and -sinister. You get the feeling it would be wise to keep an eye open for -trouble. -~ -39 9 0 0 0 0 -D0 -~ -~ -0 0 3922 -D2 -~ -~ -0 0 3915 -S -#3918 -Beyond the Shrine~ - As you push aside the black velvet curtain you notice that this room is -quiet and obviously unused by the thick layer of dust on the floor. It is also -dark, the black lump of wax on the table indicating the candle that had once -lit this room burned down long ago. This room might have once been splendid, -but now its bright tapestries are faded and covered in dust, the red carpet -rotten and ready to fall apart. Even the full-sized portrait on the east wall -is faded beyond recognition. -~ -39 9 0 0 0 0 -D1 - The portrait here is faded beyond recognition, but perhaps in the shadows of -dust you can make out the form of a smiling woman. -~ -portrait~ -1 0 -1 -D2 -~ -~ -0 0 3919 -S -#3919 -A Small Shrine~ - This is the most brilliantly lit room you have seen in the whole of the -thieve's hideout, with several small, low-burning candels set up under a -picture of a beautiful woman. The colors of the candles vary from bright red, -to dried-blood, to the deepest midnight black. You feel as though it wouldn't -be prudent to speak above a whisper in this room. The air here is serious and -mournful, with the boards of the floor and both the stone walls and ceiling -painted black. The small current of flowing air ripples the black fabric -covering the arch to the north. -~ -39 8 0 0 0 0 -D0 -~ -~ -0 0 3918 -D2 -~ -~ -0 0 3922 -S -#3920 -Trianne's Hidden Cache~ - Upon entering the room magical lights trace a script through the air, -@R'Touch my things and I will find thee and kill thee. Trianne. '@n -Half-rotten chests line the walls, their magical barriers still standing though -the wood that the spells were cast upon is in a state of advanced decay. -Golden nuggets and jewels of all colors sparkle through the gaps in the wood, -reflecting light from the light spell cast upon a globe of rock in the center -of the room. So tantalizing... Too bad you can't touch them. -~ -39 8 0 0 0 0 -D3 -~ -west~ -0 0 3918 -S -#3921 -A Boring Room~ - This room is carpeted plainly in black, enhancing the appearance of the -shadows cast by the single black candle, whose flame burns blue in the room. -It sets on the simple table, the only furniture. A rather plain tapestry rests -hanging from the east wall. -~ -39 9 0 0 0 0 -D1 -~ -secret tapestry~ -1 0 3906 -D3 -~ -~ -0 0 3922 -S -#3922 -Passageway~ - You find yourself in a passageway of the thieve's hideout, archways on all -sides of you. The east is carved simply, the west having a lion's head over -it, the north a wolf's, and the south a bear's. Another single candle lights -this room, casting long shadows around the mismatches furniture and stolen -tapestries. -~ -39 9 0 0 0 0 -D0 -~ -~ -0 0 3919 -D1 -~ -~ -0 0 3921 -D2 -~ -~ -0 0 3917 -D3 -~ -~ -0 0 3923 -S -#3923 -Thieve's Hideout~ - When a person thinks of Haven with its Crowded Market and its patrols of -elite guards one doesn't often think of a thieve's headquarters. But the is -what you find yourself in - a skillfully hidden and very dry thieve's hideout. -Tapestries line the walls, most likely as stolen as the comfortable furniture -scattered around on the wooden floor. The light is dim - a single candle -leaves many conspicuous shadows around the room. There is a glow through the -archway to the east, also. -~ -39 9 0 0 0 0 -D1 -~ -~ -0 0 3922 -D4 -~ -trap door trapdoor up~ -1 0 3924 -S -#3924 -Under Haven~ - This must be a part of the old sewer system of Haven when it was a small -town. Now the walls of the sewer have crumbled, leaving a giant pool of open -water, littered on the bottom by old stones. The water stretches out far past -your eyes and your light in some places. The floor is made up of a watery -muck, consisting of water, sand, rotten seaweed, and some other things you -wouldn't even want to think of. The much is shallow, only up to your knees. -It churns violently in some places, as if there are living things under it. -There is a wooden crate in the corner here, sunk into the muck. -~ -39 9 0 0 0 0 -D0 -~ -~ -0 0 3930 -D1 -~ -~ -0 0 3926 -D5 - The muck is still shallow, with a rotting crate stuck into it. -~ -crate~ -1 0 3923 -S -#3925 -Under the Docks~ - It's pretty dark under the docks, though the sand is stable. The water is -calm here, being surrounded by rocks that break the waves, leaving you in knee -deep stagnant water. The docks here descend to the street to the north, -forcing you to crouch, while to the south there is a hole in the rocks that -might be the lair of a king crab. A rope ladder hands down from the docks -aboe, green with moss that thrives in the moist air. It would be a tight -squeeze, but you also think you might be able to edge between the wood and the -rocks to the north, but your ability to return is indeed questionable. -~ -39 0 0 0 0 1 -D0 -~ -<NONE>~ -0 0 3938 -D1 -~ -~ -0 0 3970 -D3 -~ -~ -0 0 3927 -S -#3926 -Under Haven~ - This must be a part of the old sewer system of Haven when it was a small -town. Now the walls of the sewer have crumbled, leaving a giant pool of open -water, littered on the bottom by old stones. The water stretches out far past -your eyes and your light in some places. The floor is made up of a watery -muck, consisting of water, sand, rotten seaweed, and some other things you -wouldn't even want to think of. The much is shallow, only up to your knees. -It churns violently in some places, as if there are living things under it. -~ -39 9 0 0 0 0 -D0 -~ -~ -0 0 3929 -D3 -~ -~ -0 0 3924 -S -#3927 -Knee Deep~ - Wow your going out a long way. You are now knee deep in some dark waters. -Will you not reconsider and turn back? The waters are dark and you can not see -anything below the surface except for a few small fish. -~ -39 0 0 0 0 0 -D1 -~ -~ -0 0 3925 -S -#3928 -Under Haven~ - This must be a part of the old sewer system of Haven when it was a small -town. Now the walls of the sewer have crumbled, leaving a giant pool of open -water, littered on the bottom by old stones. The water stretches out far past -your eyes and your light in some places. The floor is made up of a watery -muck, consisting of water, sand, rotten seaweed, and some other things you -wouldn't even want to think of. The muck is shallow, only up to your knees. -It churns violently in some places, as if there are living things under it. -Against the wall there is a ladder, ending in a trap door. -~ -39 9 0 0 0 0 -D3 -~ -~ -0 0 3929 -D4 -A ladder leads up into a trap door. -~ -up ladder trap trapdoor~ -1 0 3983 -S -#3929 -Under Haven~ - This must be a part of the old sewer system of Haven when it was a small -town. Now the walls of the sewer have crumbled, leaving a giant pool of open -water, littered on the bottom by old stones. The water stretches out far past -your eyes and your light in some places. The floor is made up of a watery -muck, consisting of water, sand, rotten seaweed, and some other things you -wouldn't even want to think of. The much is shallow, only up to your knees. -It churns violently in some places, as if there are living things under it. -~ -39 9 0 0 0 0 -D1 -~ -~ -0 0 3928 -D2 -~ -~ -0 0 3926 -D3 -~ -~ -0 0 3930 -S -#3930 -Under Haven~ - This must be a part of the old sewer system of Haven when it was a small -town. Now the walls of the sewer have crumbled, leaving a giant pool of open -water, littered on the bottom by old stones. The water stretches out far past -your eyes and your light in some places. The floor is made up of a watery -muck, consisting of water, sand, rotten seaweed, and some other things you -wouldn't even want to think of. The much is shallow, only up to your knees. -It churns violently in some places, as if there are living things under it. -~ -39 9 0 0 0 0 -D1 -~ -~ -0 0 3929 -D2 -~ -~ -0 0 3924 -S -#3931 -Forward Deck of the Fishing Vessel~ - The ship rocks gently on the waves, making most landgoers almost lose their -balance. A net has been spread across the deck, absolutely heaped with all -manner of huge fish. Many sailors line the deck of the ship, their huge -muscular arms pitching fish over the railing quickly, their movements almost a -blur. Skinnier men dart here and there, what they are doing quite unapparent -to you. There is a trap door leading to below the decks not far from where you -stand, while to the south is the door of a cabin. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3935 -D2 -~ -south cabin~ -1 0 3901 -D5 -~ -down hatch trap door trapdoor~ -1 0 3950 -S -#3932 -Amid Ships~ - Fishing vessles line the docks here, their planks puled up and the ships -dark. Apparently they have finished unloading cargo and have let their men go -into the city. To the east is a bare, wet, windswept area of docks. Funny, -but for all the traffic elsewhere nobody is on that section. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3975 -D3 -~ -~ -0 0 3935 -S -#3933 -Beautiful Beach~ - The beach here is calming to the nerves. Sunbathers inhabit the sand, -happily wasting their day on getting a tan and relaxing in the very fine sand. -The sand is soft and the beach smooth from the constant wind. The water here -is warm and calm, lapping in gentle waves. Children of the town swim merrily, -all the way out to the jagged rocks that waves crash against the other side of, -throwing spray into the air. It is a good thing those rocks are there to act -as breakers, or this beautiful beach wouldn't be swimable. -~ -39 0 0 0 0 2 -D0 -~ -~ -0 0 3959 -D1 -~ -~ -0 0 3976 -S -#3934 -Aramut's Workroom~ - Through the door behind Aramut's counter is his workroom, where he works on -his armor. There are tools scattered around a bench and a table. Upon the -table lies the beginning of a piece of mail, with several hours of work left -before it will become one of Aramut's fine crafts. The south 'wall' of the -workroom is open, with several feet of a drop to the deep water and jagged -rocks below. It would be wise not to step to close - the wind past the -entrance is swift, though the inside of the workroom is strangely calm. There -is a heavy sea chest against the east wall. -~ -39 8 0 0 0 0 -D2 -~ -~ -0 0 3975 -D3 -~ -~ -0 0 3972 -S -#3935 -Amid Ships~ - To the east the docks continue, but to the west there is a huge fishing ship. -It definitely isn't the small, one-man boat the words 'fishing boat' would -likely bring to mind. It is monstrous! Sailors with carst stand waiting as -huge fish are constantly pitched over the side of the ship. Other men stand in -line, waiting for the front cart to be filled and rush off to the market so -that they may move up and have their own filled. A plank ramp leads up onto -the deck. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3967 -D1 -~ -~ -0 0 3932 -D3 -~ -~ -0 0 3931 -S -#3936 -On the Docks~ - The docks of Haven are rumored to be a marvelous place - or so the -conversations you have overheard between townspeople and weary travelers say. -But from here you can't see much of them. There is just plain too much -traffic. On both sides of the docks here there are wet-looking sand closest to -the shore, while further out waves crash into treacherous rocks. There is a -slippery rope ladder over the side here, hanging down into the darkness under -docks. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3938 -D2 -~ -~ -0 0 3967 -S -#3937 -Sandy Path~ - The sound of the sea against the rocks to the south is soothing to the -nerves. The wide path has some traffic, but though there are men with carts -rushing both to the market and to the docks, the wideness of the road makes it -somehow less crowded. There is loud, bawdy singing to the east somewhere, and -a sandy beach to the south, strangely flat. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3971 -D2 -~ -<NONE>~ -0 0 3970 -D3 -~ -~ -0 0 3938 -S -#3938 -Before the Docks~ - The sandy path isn't so sandy here, the sand regularly being swept off the -cobbles by the quick passage of feet. To the south there is a large ramp -leading onto the docks. Sailors pushing carts at furious paces speed along, -and it's surprising that they don't crash into each other. Far out along the -docks you can see men rushing on and off of giant fishing vessels, and even a -few colorful ships. To the north is a squat building, in good repair. The -open door spills the smells of beer and heavier drinks out onto the street, -along with the bawdy drinking songs the patrons are singing. Above the door is -nailed a cracked mug. -~ -39 0 0 0 0 1 -D0 -~ -north~ -1 0 3940 -D1 -~ -~ -0 0 3937 -D2 -~ -~ -0 0 3936 -D3 -~ -~ -0 0 3939 -S -#3939 -Sandy Path~ - This path has barely any traffic compared to the rest of Haven. The few -people here are leisurely loitering, enjoying the scenery. From somewhere to -the east tendrils of bawdy songs reach your ears, quickly swept away by the -rush of the ever-present sea breeze. Looking to the east you can see the rush -of men on to and off of the dock entrance that is there, while to the west the -area is peaceful. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3938 -D3 -~ -~ -0 0 3963 -S -#3940 -Inside the Cracked Mug~ - This is quite obviously a fisherman's bar, from the net hanging across the -ceiling, which is currently being used to hand lanterns from, to the giant -trophy fish hung on the walls. Both the smells of beer and pipesmoke hand -heavily in the air in the hazy room, and the tables are spread near together on -the dirty floor. To the north a short, muscular, young bar keeper is polishing -glasses with a dirty rag when he isn't serving drinks. -~ -39 8 0 0 0 0 -D2 -~ -south~ -1 0 3938 -S -#3941 -North Gull Road~ - Here is not nearly as crowded as the area near the gate you can see to the -east. North Gull Road is peaceful, though it still has some traffic. It runs -through the residential section of Haven, and to the south are mostly houses. -The cobbles here are clean, and the smell of salt is strong. To the north the -land slopes upward, keeping Haven in its beautiful vale. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3998 -D3 -~ -~ -0 0 3942 -S -#3942 -Intersection of North Gull Road and Market Path~ - This intersection is slightly more crowded than the parts of Nroth Gull Road -you can see to the east and west. To the south is Market Path, and beyond that -you can see flashes of color. To the north the land continues to slope -upwards, keeping Haven in its beautiful vale. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3941 -D2 -~ -~ -0 0 3964 -D3 -~ -~ -0 0 3943 -S -#3943 -North Gull Road~ - To the west North Gull road continues, while to the east there is a small -intersection. North Gull Road is peaceful, though it still has some traffic. -It runs through the residential section of Haven, and to the south are mostly -houses. The cobbles here are clean, and the smell of salt is strong. To the -north the land slopes upward, keeping Haven in its beautiful vale. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3942 -D3 -~ -~ -0 0 3944 -S -#3944 -North Gull Road~ - To the east and west North Gull Road continues. North Gull Road is -peaceful, though it still has some traffic. It runs through the residential -section of Haven, and to the south are mostly houses. The cobbles here are -clean, and the smell of salt is strong. To the north the land slopes upward, -keeping Haven in its beautiful vale. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3943 -D3 -~ -~ -0 0 3945 -S -#3945 -North Gull Road~ - To the east is more of North Gull Road, while to the west there is a small -intersection. North Gull Road is peaceful, though it still has some traffic. -It runs through the residential section of Haven, and to the south are mostly -houses. The cobbles here are clean, and the smell of salt is strong. To the -north the land slopes upward, keeping Haven in its beautiful vale. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3944 -D3 -~ -~ -0 0 3946 -S -#3946 -Intersection of North Gull Road and Luna's Alley~ - People hurry past this intersection, casting worried glances to the south as -if they expect something monstrous to leap out of the alley at any second. -From there the pungent odors of trash and other unpleasant smells drift towards -you. Cackling, insane laughter and assorted gibberish can also be heard from -the darkness created by the overhanging roofs. It really isn't a wonder people -hurry past with their noses covered by handkerchiefs. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3945 -D2 -~ -~ -0 0 3974 -D3 -~ -~ -0 0 3947 -S -#3947 -North Gull Road~ - To the east is a small intersection, while to the west North Gull Road ends. -North Gull Road is peaceful, though it still has some traffic. It runs through -the residential section of Haven, and to the south are mostly houses. The -cobbles here are clean, and the smell of salt is strong. To the north the land -slopes upward, keeping Haven in its beautiful vale. To the south the town -spreads before your view like a colorful map. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3946 -D3 -~ -~ -0 0 3948 -S -#3948 -Corner of North Gull Road and Riverwalk~ - Here, North Gull Road intersects with Riverwalk. North Gull road goes east -through the residential section while Riverwalk goes south, close to the bank -of the swiftly running stream. The once rushing, giant river that had carved -the vale that Haven now lies in is now nothing more than quick stream. On the -other side of the stream begins a dense forest, the leafy foliage and dense -undergrowth so thick that you can see nothing else. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3947 -D2 -~ -~ -0 0 3951 -S -#3949 -South Gull Road~ - The houses along South Gull Road are smaller than the ones you can see to -the north, but they are still quite nice. This road is patchily shaded by the -small trees in some of the small yards, and periodic small beds of flowers add -their scents to the breeze that sweeps across the clean cobbles. Strolling -residents occasionally pass you, smiling happily. To the west is the -intersection with Riverwalk, which hardly has any more people than South Gull -Road has. There are white benches that you might rest on, however. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3987 -D3 -~ -~ -0 0 3953 -S -#3950 -Below the Decks~ - Under the decks is dark, having no windowns or outside light sources. No -lamps are lit down here, being a fire hazard on the swaying ship. Bunks are -here in neat rows, bolted down to the floor. There is also a small group of -tables near here, obviously a mess. To the north barrels of water are securely -tied, in the case of the sailors and fishermen getting struck at sea by a -storm. -~ -39 9 0 0 0 0 -D4 -~ -up hatch trap door trapdoor~ -1 0 3931 -S -#3951 -Riverwalk~ - This walk is pleasantly shaded by trees growing on the west side of the -road, in small areas before pleasant homes. To the east beyond a small grassy -bank the quick stream gurgles merrily on its way to the south and the sea. -People stroll slowly along, enjoying the shade and looking at the river. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3948 -D2 -~ -<no door>~ -0 0 3952 -S -#3952 -River Walk~ - This walk is pleasantly shaded by trees growing on the west side of the -road, in small areas before pleasant homes. To the east beyond a small grassy -bank the quick stream gurgles merrily on its way to the south and the sea. -People stroll slowly along, enjoying the shade and looking at the river. A few -couples sit on the grass on the bank of the river, talking in low voices as the -look at each other with love. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3953 -D2 -~ -~ -0 0 3953 -S -#3953 -Intersection of Riverwalk and South Gull Road~ - This intersection has people walking through it in all directions, merrily -going on their way. There are the people traversing the Riverwalk, those going -up and down South Gull Road, and those just resting on the benches. There is -even a platform here where a bard might perform. It is a very peaceful -intersection. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3952 -D1 -~ -~ -0 0 3949 -D2 -~ -<none>~ -0 0 3954 -S -#3954 -Riverwalk~ - This walk is pleasantly shaded by trees growing on the west side of the -road, in small areas before pleasant homes. To the east beyond a small grassy -bank the quick stream gurgles merrily on its way to the south and the sea. -People stroll slowly along, enjoying the shade and looking at the river. This -is such a nice place, it is no wonder some people just walk along Riverwalk all -day, enjoying the scenery. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3952 -D2 -~ -~ -0 0 3955 -S -#3955 -Riverwalk~ - This walk is pleasantly shaded by trees growing on the west side of the -road, in small areas before pleasant homes. To the east beyond a small grassy -bank the quick stream gurgles merrily on its way to the south and the sea. -People stroll slowly along, enjoying the shade and looking at the river, which -gurgles even louder as it flows over the small rocks here. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3954 -D2 -~ -~ -0 0 3956 -S -#3956 -Riverwalk~ - This walk is pleasantly shaded by trees growing on the west side of the -road, in small areas before pleasant homes. To the east beyond a small grassy -bank the quick stream gurgles merrily on its way to the south and the sea. -People stroll slowly along, enjoying the shade and looking at the river. To -the south there is an intersection, marking the southern end of Riverwalk. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3955 -D2 -~ -~ -0 0 3959 -S -#3957 -Mithroq's Instruments of Destruction~ - This shop is full of weapons of all kinds. Indeed it wouldn't be wise to go -too close to the walls, for the sheer number of naked sharp things hanging from -the wooden racks there would shred you if any of the delicate structures -collapsed. It might be a nice idea to ask the shop keeper why he doesn't get -sturdier-looking racks... But then again, maybe he has them flimsy for a -reason. There is no way a thief would be able to grab any of those without the -utmost caution. The open door to the west leads back to Market Path, while -Mithroq the minotaur stands behind a counter to the east, sharpening a giant -sword and looking ready to help you. -~ -39 156 0 0 0 0 -D3 -~ -~ -0 0 3965 -S -#3958 -Milos' Office, the Tax Collector with a Banking Hobby~ - Through the fancifully carved door you chose to go, and find yourself inside -a rich, brightly lit room. You can only enter the smallest part of it, -however, with a large wooden counter seperating you and the huge pile of gold -that takes up much of the other half of the room. A guard stands behihd the -counter, prepared for trouble with his hand resting lightly on the hilt of his -sword. There is also a short, thin gentleman here in rich silk clothes, quite -obviously Milos the Banker of Haven. The door to the south leads back to South -Gull Road. -~ -39 152 0 0 0 0 -D2 -~ -~ -0 0 3989 -S -#3959 -Corner of Riverwalk and Sandy Path~ - Here Riverwalk turns into Sandy Path. The stream to the west bubbles -merrily into the ocean, where it joins with the rest of water. The sound of -waves crashing against rocks somewhere to the south fills the air, along with -the screams of assorted seabirds. The salty breeze blows a fine, refreshing -mist onto you face. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3956 -D1 -~ -~ -0 0 3960 -D2 -~ -~ -0 0 3933 -S -#3960 -Sandy Path~ - Here the sand-covered cobbles of Sandy Path aren't very crowded. Those who -do pass here either hurry toward the east or leisurely stroll to the south. -The far-off sound of waves pounding rocks comes faintly to your ears. To the -south there is a beautiful sandy beach, and the screams of children can be -heard mingled with the cries of gulls. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3961 -D3 -~ -~ -0 0 3959 -S -#3961 -Sandy Path~ - Here the sand-covered cobbles of Sandy Path aren't very crowded. Those who -do pass here either hurry toward the east or leisurely stroll to the south. -The far-off sound of waves pounding rocks comes faintly to your ears. To the -south there is a beautiful sandy beach, and the screams of playing children can -be heard mingled with the cries of gulls. You can also see the outline of -jagged rocks far off on the horizon. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3962 -D2 -~ -~ -0 0 3976 -D3 -~ -~ -0 0 3960 -S -#3962 -Sandy Path~ - Here the sand-covered cobbles of Sandy Path aren't very crowded, but to the -south you see what could be sunbathers. Those who do pass here either hurry -toward the east or leisurely stroll to the south to join with others. The -far-off sound of waves pounding rocks comes faintly to your ears. To the south -there is a beautiful sandy beach, and the screams of children can be heard -mingled with the hungry cries of gulls. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3963 -D2 -~ -~ -0 0 3968 -D3 -~ -~ -0 0 3961 -S -#3963 -Sandy Path~ - To the south what was previously sandy-looking is now a giant, jagged boulder -of shiny black rock. The southeastern breeze drifts the happy screams of -children toward you. To the north the door of one of the fishing family's -house's stands open, the resident of the house is not there. Perhaps they left -in a hurry to the beach to retrieve a child, or maybe they went to the market -for some last minute supplies. The wind whistles through the cracks on the -boulders and would set all but a deaf person's teeth on edge. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3981 -D1 -~ -~ -0 0 3939 -D3 -~ -~ -0 0 3962 -S -#3964 -Market Path~ - This path is a little bit crowded, being right between one of the better -residential sections of Haven, North Gull Road, and the main commercial section -of Haven, the market. The traffic here, though more than you can see the the -north, only gets worse as you go further south towards the colorful canopies. -Shops line the east, but it appears most of the owners are out to the market. -One shop is still open, one with a hanging sign nailed above the door, -portraying a smoking vial. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3942 -D1 -~ -~ -0 0 3966 -D2 -~ -~ -0 0 3965 -S -#3965 -Market Path~ - To the south the noise and smells of the market are so much that they are -almost painful. Here the crowd is quieter, being mostly people carrying their -day's find at the market back to their homes. There is only one shop with its -door still left open, begging for business. It has a sign nailed above the -door, one of a crossed sword and mace. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3964 -D1 -~ -~ -0 0 3957 -D2 -~ -~ -0 0 3980 -S -#3966 -Tia's Apothecary~ - This room is smoky and smells heavily of incense. The beads hanging from -the door rattle as you push them aside to enter, causing Tia to make note of -your presence before turning back to her cauldron, adding a pinch of a -strange-smelling herb to the foaming pot. Other assorted herbs hang from the -ceiling and both empty and full vials and bottles fill the shelves on the wall. -~ -39 156 0 0 0 0 -D3 -~ -~ -0 0 3964 -S -#3967 -On the Docks~ - Contrary to the north, where the waves pound upon the rocks and stir the -whole ocean up into a white froth, here merchant ships line the raised wooden -docks in the safely deep water. You can tell they are merchant vessels, for no -fisherman with carts or anything else dash up and down their planks like they -do for the ships further down. The merchant vessels have sails of many colors, -with flags from assorted kingdoms. To the north the street is a bit far off, -while to the south there are some of Haven's famous fishing vessels. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3936 -D2 -~ -~ -0 0 3935 -S -#3968 -Beautiful Beach~ - Here is a serene sandy beach. Happily smiling sunbathers sprawl in the -sand, making those who wish to walk the beach have to watch their step or step -upon a protruding limb. The fine sand is soft, the beachsmoothed by the winds -constantly sweeping it. The water here is warm and calm, lapping in gentle -waves. Children in their underwear, probably children of the town, swim -merrily, all the way out to the jagged rocks that waves crash against the other -side of, throwing spray into the air. It is a good thing those rocks are there -to act as breakers, or this beautiful beach wouldn't be swimable. -~ -39 0 0 0 0 2 -D0 -~ -~ -0 0 3962 -D3 -~ -~ -0 0 3976 -S -#3969 -Knee Deep~ - Contrary to the sandy cobbled walkway running to the north, standing in this -apparently stable sand results in your sinking into the watery quicksand up to -your knees before your feet come in contact with something solid. To the east -is another small stretch of quicksand beach before the docks begin. To the -south the sea begins, pounding aginst the jagged rocks in the quickly deepening -water. -~ -39 0 0 0 0 6 -D0 -~ -~ -0 0 3971 -D3 -~ -~ -0 0 3970 -S -#3970 -Knee Deep~ - Contrary to the sandy cobbled walkway running to the north, standing in this -apparently stable sand results in your sinking into the watery quicksand up to -your knees before your feet come in contact with something solid. To the west -Are the thick, tall pillars that support the huge docks. The area under the -docks is dark. To the south the sea begins, pounding aginst the jagged rocks -in the quickly deepening water. -~ -39 0 0 0 0 6 -D0 -~ -~ -0 0 3937 -D1 -~ -~ -0 0 3969 -D3 -~ -~ -0 0 3925 -S -#3971 -Intersection of Market Road and Sandy Path~ - The cobbled road of Haven here is almost covered by a thin layer of sand, -with more constantly blowing in on the sea breeze coming from the south. -There is also the beginning of the sea to the south, the sand interspersed with -many jagged rocks upon which the waves break. To the west Sandy Path, earned -of its name, travels unbroken. To the east is a wooden shack with a sign -depicting a boat nailed over the door. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3977 -D1 -~ -~ -0 0 3972 -D2 -~ -~ -0 0 3969 -D3 -~ -~ -0 0 3937 -E -sign shack~ - As you study the shack you see the sign with a boat painted on it. -Underneath the boat in flowing caligraphy reads the words Aramut's Seaworthy -Crafts. -~ -S -#3972 -Aramut's Protective Wear~ - As you enter the shack you see a wizened old man standing over an almost -finished piece of chain mail, adding the finishing touches. There are all -sorts of armor and clothes hanging from the ceiling and mounted upon the walls. -The old man looks up as you enter, quickly jumping behind a counter against the -eastern wall. Behind the counter there is a squat door leading to a back room, -presumably Aramut's workshop. -~ -39 156 0 0 0 0 -D1 -~ -~ -0 0 3934 -D3 -~ -~ -0 0 3971 -S -#3973 -Luna's Alley~ - The narrow alley is twisting, dark, and full of rotting trash. The niches -in the walls hold eyes the glow the reflection of your own light back at you, -and laughter echos in the close space along with gibberish and screams, seeming -to come from everywhere and nowhere at once. Rats scurry around your feet and -watch you from the shadows, hostile and almost as large as small cats. It is -not much of a wonder that the people of Haven avoid this place. The -inhabitants of this alley shy away from the small amount of light streaming in -from the south and the intersection, their eyes accustomed to darkness and hurt -by the natural light. -~ -39 1 0 0 0 1 -D0 -~ -~ -0 0 3974 -D2 -~ -~ -0 0 3987 -S -#3974 -Luna's Alley~ - The narrow alley is twisting, dark, and full of rotting trash. The niches -in the walls hold eyes the glow the reflection of your own light back at you, -and laughter echos in the close space along with gibberish and screams, seeming -to come from everywhere and nowhere at once. Rats scurry around your feet and -watch you from the shadows, hostile and almost as large as small cats. It is -not much of a wonder that the people of Haven avoid this place. The people at -the comparatively light intersection to the north hurry past with their heads -down. -~ -39 1 0 0 0 1 -D0 -~ -~ -0 0 3946 -D2 -~ -~ -0 0 3973 -S -#3975 -Against the Rocks~ - The boards are wet from the spray of the waves crashing against the rocks -below. You get too close to the edge, and the quick wind picks you up and -throws you over the boundaries of the wet boards. The spiral of the wind -throws you down into the bone-chilling water with a SPLASH!! As you surface, -before you have even the slightest time to react, you are dashed against the -jagged rocks by the pounding waves. -~ -39 4 0 0 0 0 -S -T 3911 -#3976 -Beautiful Beach~ - Here is a serene sandy beach. People lie in the sand, and those who have -the full day away from work might sunbathe all day, sleeping under the stars at -night. The fine sand is soft, the beach smoothed by the winds constantly -sweeping it. The water here is warm and calm, lapping in gentle waves. -Children of the town swim merrily, all the way out to the jagged rocks. Waves -crash hard against the other side of those rocks, throwing spray into the air. -It is a good thing those rocks are there to act as breakers, or this beautiful -beach wouldn't be swimable. -~ -39 0 0 0 0 2 -D0 -~ -~ -0 0 3961 -D1 -~ -~ -0 0 3968 -D3 -~ -~ -0 0 3933 -S -#3977 -Market Road~ - There is much traffic on this winding road. Many of the people heading -north are hauling carts full of fish, while many of the people heading south -are hauling empty carts, smiling as their full purses jangle from their hips. -To the north you can glimpse colorful canopies and crowds of people, while to -the south you can hear the crash of waves breaking on rocks. If you squint -perhaps you can see a bit of the shimmering blue of reflected light where the -winding road breaks between the many houses and establishments. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3978 -D2 -~ -~ -0 0 3971 -D3 -~ -1~ -0 0 3932 -S -#3978 -Market Road, near the market~ - To the north the smell of fish, the press of people, and the noise of a busy -market all become greater. On both sides of the road you can see the crowd of -people moving in all directions. You can also glimpse the great gate of Haven -to the south, and flashes of colorful canopies to the north. One might wonder -why so many people would be attracted to a fish market, of all things. -~ -39 0 0 0 0 0 -D0 -~ -~ -0 0 3994 -D2 -~ -~ -0 0 3977 -S -#3979 -Crowded Fish Market~ - People press in from all sides! Under the brilliant, patched, colored cloth -there is no such thing as a sky. There are only people wandering the crowded -market, men loading wagons, and merchants. Oh the merchants! Dressed in -outrageous costumes and with all sorts of accents merchants yell of their -wares, vying for your attention. In a crowd such as this, one to make even you -claustrophobic, it would be wise to keep your hands near your belt pouch. -~ -39 0 0 0 0 0 -D1 -~ -~ -0 0 3995 -D2 -~ -~ -0 0 3993 -D3 -~ -~ -0 0 3980 -S -#3980 -Crowded Fish Market~ - People press in from all sides! Under the brilliant, patched, colored cloth -there is no such thing as a sky. There are only people wandering the crowded -market, men loading wagons, and merchants. Oh the merchants! Dressed in -outrageous costumes and with all sorts of accents merchants yell of their -wares, vying for your attention. In a crowd such as this, one to make even you -claustrophobic, it would be wise to keep your hands near your belt pouch. -~ -39 0 0 0 0 0 -D0 -~ -~ -0 0 3965 -D1 -~ -~ -0 0 3979 -D2 -~ -~ -0 0 3992 -S -#3981 -The Fisherman's Shack~ - This shack is quite small, but looks very comfortable. Against the east -wall three bunks are stacked on top of each other in such a way as to fit, but -to give each person enough space to lay down comfortably. There is a small -stove against the north wall, its red coals lighting the room. A new hangs -across the single window facing to the south and Sandy Path, serving as a -curtain. There is a bin of fish, Haven's main staple, against the west wall. -The small floor, what isn't covered by a rug, is neatly swept dirt. -~ -39 0 0 0 0 1 -D2 -~ -~ -0 0 3963 -S -#3982 -The Manor Torture Chamber~ - This isn't exactly the cellar that the doors implied it would be. It looks -as though Lord Degruziel isn't exactly popular with everybody. The room is -dimly lit by a glowing brazier filled with red hot coals. There is also a hot -iron rod in the brazier, and it doesn't look too friendly. You can barely make -out a rack of glinting torture implements on the far wall, right to the left of -the iron maiden. Some of those instruments would make even the most -hard-hearted and evil of the realm balk. There is a heavy iron door to the -west, with a small slit for looking inside to check on the prisoners. -~ -39 8 0 0 0 0 -D3 -~ -west door prison~ -1 3900 3906 -D4 -~ -~ -0 0 3912 -E -door slit prison prisoner prisoners~ - The prison room is dark and damp, and you can't see much else through the -small slit. -~ -S -#3983 -Luna's Square~ - You step into the light created by many burning bundles of oil-soaked cloth, -obviously makeshift torches, which light this open square. Piles of filthy -rags are heaped against the walls, serving as beds for those without homes. -There is an old wooden chair against the east 'wall' of the square. Once it -might have been magnificent, the square, but now the once-beautiful fountain is -just a granite-incased stagnant puddle, and the square itself is horribly dirty -and in disrepair. -~ -39 0 0 0 0 1 -D3 -~ -~ -0 0 3984 -D5 -The chair sets comfortably on the dirty ground, its legs digging in to the dried dirt. -~ -chair~ -1 0 3928 -E -chair~ - You see a chair that might have once been marvelous, but is now in an -advanced state of decay. What might have once been intricate carvings are now -only small indentations in the rotting wood, and one of the chair's legs is -missing. -~ -S -#3984 -Luna's Alley~ - The narrow alley is twisting, dark, and full of rotting trash. The niches -in the walls hold eyes the glow the reflection of your own light back at you, -and laughter echos in the close space along with gibberish and screams seeming -to come from everywhere and nowhere at once. Rats scurry around your feet and -watch you from the shadows, hostile and almost as large as small cats. It is -not much of a wonder that the people of Haven avoid this place, using it only -as a dump. Light streams in from the east, almost allowing you to see the -path. -~ -39 1 0 0 0 1 -D0 -~ -~ -0 0 3985 -D1 -~ -~ -0 0 3983 -S -#3985 -Luna's Alley~ - The narrow alley is twisting, dark, and full of rotting trash. The niches -in the walls hold eyes the glow the reflection of your own light back at you, -and laughter echos in the close space along with gibberish and screams, seeming -to come from everywhere and nowhere at once. Rats scurry around your feet and -watch you from the shadows, hostile and almost as large as small cats. It is -not much of a wonder that the people of Haven avoid this place. Somewhere to -the south there is the soft glow of light. -~ -39 1 0 0 0 1 -D0 -~ -~ -0 0 3986 -D2 -~ -~ -0 0 3984 -S -#3986 -Luna's Alley~ - The narrow alley is twisting, dark, and full of rotting trash. The niches -in the walls hold eyes the glow the reflection of your own light back at you, -and laughter echos in the close space along with gibberish and screams, seeming -to come from everywhere and nowhere at once. Rats scurry around your feet and -watch you from the shadows, hostile and almost as large as small cats. It is -not much of a wonder that the people of Haven avoid this place. -~ -39 1 0 0 0 1 -D0 -~ -~ -0 0 3987 -D2 -~ -~ -0 0 3985 -S -#3987 -Intersection of South Gull Road and Luna's Alley~ - Animal-like howls from both the north and south block out the sounds of the -wind here, originating from a narrow, filthy alley. The overhanging roofs make -it as black as pitch and the odd flashes you see comming from the dark of the -alley might be reflections of light in animal... or human... eyes. It isn't -a wonder people hurry past this intersection with worried glances to the north -and south. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3973 -D1 -~ -~ -0 0 3988 -D2 -~ -~ -0 0 3986 -D3 -~ -~ -0 0 3949 -S -#3988 -South Gull Road~ - The houses along South Gull Road are smaller than the ones you can see to -the north, but they are still quite nice. This road is patchily shaded by the -small trees in some of the small yards, and periodic small beds of flowers add -their scents to the breeze that sweeps across the clean cobbles. Strolling -residents occasionally pass you, smiling happily. Perhaps they don't hear the -soft maniacal laughter that comes from somewhere to the east. -~ -39 0 0 0 0 1 -D1 -~ -~ -0 0 3989 -D3 -~ -~ -0 0 3987 -S -#3989 -South Gull Road~ - The houses along South Gull Road are smaller than the ones you can see to -the north, but they are still quite nice. This road is patchily shaded by the -small trees in some of the small yards, and periodic small beds of flowers add -their scents to the breeze that sweeps across the clean cobbles. Strolling -residents occasionally pass you, smiling happily. The road turns south here, -while to the north an oppulent building has open doors, which spill a rich -golden light onto the street. Through the tiny, barred window you can catchi -glimpses of well-armed guards and a sparkling pile of what appears to be gold -coins. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3958 -D2 -~ -~ -0 0 3990 -D3 -~ -~ -0 0 3988 -S -#3990 -South Gull Road~ - The houses along South Gull Road are smaller than the ones you can see to -the north, but they are still quite nice. This road is patchily shaded by the -small trees in some of the small yards, and periodic small beds of flowers add -their scents to the breeze that sweeps across the clean cobbles. Strolling -residents occasionally pass you, smiling happily. Somewhere to the southeast -you can see the tall white tower of the Lord of Haven's Manor House. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3989 -D1 -~ -~ -0 0 3991 -S -#3991 -South Gull Road~ - Quite contrary to the crowded market to the east, this street is somehow -peaceful. This may just be because of the patrols of brawny guards that pass -by at regular intervals. The smell of fish that is so prrevalent elsewhere in -Haven is almost absent from the air here, being replaced by the salty tang of -the sea breeze to the south which is carrying the sweet perfume of flowers your -way. To the south the white tallness of the tower protruding from the manor -that lies there is like a bone finger raised in realization of the answer to a -pressing question. -~ -39 0 0 0 0 0 -D1 -~ -~ -0 0 3992 -D2 -~ -~ -0 0 3914 -D3 -~ -~ -0 0 3990 -S -#3992 -Crowded Fish Market~ - People press in from all sides! Under the brilliant, patched, colored cloth -there is no such thing as a sky. There are only people wandering the crowded -market, men loading wagons, and merchants. Oh the merchants! Dressed in -outrageous costumes and with all sorts of accents merchants yell of their -wares, vying for your attention. In a crowd such as this, one to make even you -claustrophobic, it would be wise to keep your hands near your belt pouch. To -the west you spot a small, uncrowded opening leading to blue sky. -~ -39 0 0 0 0 0 -D0 -~ -~ -0 0 3980 -D1 -~ -~ -0 0 3993 -D3 -~ -~ -0 0 3991 -S -#3993 -Crowded Fish Market~ - People press in from all sides! Under the brilliant, patched, colored cloth -there is no such thing as a sky. There are only people wandering the crowded -market, men loading wagons, and merchants. Oh the merchants! Dressed in -outrageous costumes and with all sorts of accents merchants yell of their -wares, vying for your attention. In a crowd such as this, one to make even you -claustrophobic, it would be wise to keep your hands near your belt pouch. -~ -39 0 0 0 0 0 -D0 -~ -~ -0 0 3979 -D1 -~ -~ -0 0 3994 -D3 -~ -~ -0 0 3992 -S -#3994 -Market Road, past the market~ - People shove past, in a hurry to get wherever it is they are going. You can -hear the swearing of various men on carts and wagons, trying to get them and -their goods through the throng. Nearby to the east colorful stitched canopies -billow in the stiff, salty sea breeze. The sounds of merchants yelling their -wares and people yelling to each other in general are almost overwhelming. To -the south the throng thins into a crowd, and to the north you see the same sort -of encounter you see here. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3995 -D2 -~ -~ -0 0 3978 -D3 -~ -~ -0 0 3993 -S -#3995 -Market Road, past the market~ - People shove past, in a hurry to get wherever it is they are going. You can -hear the swearing of various men on carts and wagons, trying to get them and -their goods through the throng. Nearby to the east colorful stitched canopies -billow in the stiff, salty sea breeze. The sounds of merchants yelling their -wares and people yelling to each other in general are almost overwhelming. To -the north the throng thins into a crowd, and to the south you see the same sort -of encounter you see here. -~ -39 0 0 0 0 1 -D0 - The road is in the same condition as here - CROWDED. -~ -~ -0 0 3996 -D2 -~ -~ -0 0 3994 -D3 -Nothing. -~ -~ -0 0 3979 -S -#3996 -Market Road~ - To the south the smell of fish, the press of people, and the noise of a busy -market all become greater. On both sides of the road you can see the crowd of -people moving in all directions. You can also glimpse the great gate of Haven -to the north, and flashes of colorful canopies to the south. One might wonder -why so many people would be attracted to a fish market, of all things. -~ -39 0 0 0 0 1 -D0 -~ -~ -0 0 3997 -D2 - To the south the crowd thickens as the road goes past the market. -~ -~ -0 0 3995 -E -color canopies colorful~ - As you look intently to the south and the flashes of color you can see that -the canopies are really lots of tightly woven blankets stitched together. It -probably serves to keep the sun off the customers and merchants. It doesn't -really look like a canopy, but more of a colorful roof over the marketplace, -billowing in the wind. -~ -E -traffic people~ - People, mules, horses, and all manner of things race along the road here, in -a hurry to get to wherever it is they want to go. The ones headed to the south -carry empty baskets, the cartsmen with their full loads yelling loudly at their -straining animals. The ones heading north lug heavy baskets full of the day's -find at the market, their expressions pleased that they got the best of the -pesky merchants. Didn't they? -~ -S -#3997 -Market Road~ - The breeze from the south blows a fishy scent your way, and through the -press of people on this relatively narrow winding road you can glimpse the gate -of Haven to the north, and flashes of colorful canopies somewhere to the south. -Over the clacking of hooves on cobbles and catcalls from neighbors to each -other you can hear the dull, background roar of sea surf crashing onto rocks. -The air is hot and humid enough to make the slight breeze refreshing. -~ -39 0 0 0 0 1 -D0 - To the north there is a magnificent city gate. -~ -~ -0 0 3998 -D2 - To the south you see a relatively narrow, crowded winding road leading -toward the market. -~ -~ -0 0 3996 -E -people traffic~ - People, mules, horses, and all manner of things race along the road here, in -a hurry to get to wherever it is they want to go. The ones headed to the south -carry empty baskets, the cartsmen with their full loads yelling loudly at their -straining animals. The ones heading north lug heavy baskets full of the day's -find at the market, their expressions pleased that they got the best of the -pesky merchants. Didn't they? -~ -E -color canopies colorful~ - As you look intently to the south and the flashes of color you can see that -the canopies are really lots of tightly woven blankets stitched together. It -probably serves to keep the sun off the customers and merchants. It doesn't -really look like a canopy, but more of a colorful roof over the marketplace, -billowing in the wind. -~ -S -#3998 -The Ornate City Gates~ - To the north lies a magnificent pair of gates. Twenty feet high at the -least, and wide enough to drive two wagons through, side by side. It is -entirely made of polished oak, which looks a rich golden brown and smooth to -the touch. There are many carvings of sea animals and birds on the gate, -masterfully done, but the most eye-catching set of carvings are the twin -leaping fish. Five feet tall themselves, their jeweled eyes winking, they are -in the direct center of each gate. You can tell by the reverant glances of -those passing by that the people of the town are very proud of their gate. -~ -39 0 0 0 0 1 -D2 - To the south you see a relatively narrow, crowded winding road leading -toward the market. -~ -~ -0 0 3997 -D3 -~ -~ -0 0 3941 -E -gate fish~ - Upon the gate, the twin masterfully carved fish are so realistic they appear -to almost have life. The red rubies set into their eyes are so skillfully -embedded in the wood that no amount of pulling, even from one of huge strength, -would remove them. -~ -S -#3999 -A Linking Room~ - This zone will link north to room 3472. Build all rooms south of that -connection point. -~ -39 512 0 0 0 0 -S -$~ diff --git a/lib/world/wld/4.wld b/lib/world/wld/4.wld deleted file mode 100644 index 742ea37..0000000 --- a/lib/world/wld/4.wld +++ /dev/null @@ -1,1721 +0,0 @@ -#400 -Jade Forest (Description Room)~ - The Jade Forest is a simple zone, laid out for levels 10-15 approximately. -The majority of it is forest, with a small village, some trails, and a river. -There are a couple of shops, but these need stocking with items really. -Descriptions are very basic and could do with fleshing out. -~ -4 0 0 0 0 3 -E -credits info~ - Builder : -Zone : 4 Jade Forest -Began : 1999 -Player Level : 10-25 -Rooms : 100 -Mobs : 31 -Objects : 15 -Shops : 3 -Triggers : 0 -Theme : -Plot : -Links : none, Start room 99 -~ -S -#401 -The Jade Forest~ - The shadows of the trees seem to engulf their surroundings. The light in -here is extremely scarce, allowing very little to be visible. Tall blades of -grass wave drearily back and forth, lushly coating the ground as if this were -swampland. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 404 -D1 -~ -~ -0 0 499 -D3 -~ -~ -0 0 402 -S -#402 -The Jade Forest~ - Several colorful plants blossom prettily, their vibrant hues only visible -now and again from their hiding place in the grass. The plant life here is so -abundant that it completely obscures any trail, making it very easy for a -traveler to become lost. -~ -4 4 0 0 0 3 -D0 -~ -~ -0 0 403 -D1 -~ -~ -0 0 401 -S -#403 -The Jade Forest~ - A large patch of weeds grows here, their thick stems and leaves covered with -a fine coating of hairy bristles. They loom high into the air, creating an -ideal hiding spot for creatures or lost travelers. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 404 -D2 -~ -~ -0 0 402 -D3 -~ -~ -0 0 424 -S -#404 -The Jade Forest~ - Weeds cover the ground in a thick entwined tangle, their vine-like stems -weaving around each other as if laying a netted trap. It would be very easy to -become ensnared here, and lingering is probably not the wisest of ideas. -~ -4 0 0 0 0 3 -D0 -~ - -~ -0 0 405 -D2 -~ -~ -0 0 401 -D3 -~ -~ -0 0 403 -S -#405 -The Jade Forest~ - Stepping out from the weeds, a large clearing opens up, pale trees standing -sentry around its borders. High above, beams of sunlight can be seen making -their way through the branches of the trees. The song of some nearby birds -fills the air with joyful sound. -~ -4 64 0 0 0 3 -D0 -~ -~ -0 0 406 -D2 -~ -~ -0 0 404 -S -#406 -The Jade Forest~ - This appears to be the beginning of a rather large looking path. There is no -indication of where it might lead, the darkness at its edges obscuring any -vision of what lies beyond. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 407 -D2 -~ -~ -0 0 405 -S -#407 -Rocky Path~ - The sound of scuffing and shuffling can be heard as the rocks on the path are -disturbed by movement. In patches over the ground, several spots of blood can -be seen covering the rocks with a sickly sheen of moisture. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 408 -D3 -~ -~ -0 0 406 -S -#408 -Rocky Path~ - The path seems to grow more cramped, becoming slightly narrower here. Off to -the side, the path can be seen lined with a bunch of dead twigs. They seem to -have been laid there deliberately, though there is no sign of who or what may -have done so. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 409 -D3 -~ -~ -0 0 407 -S -#409 -Rocky Path~ - There seems to be a large gaping crack in the path. It is only possible to -pass by taking a giant step over it. The blackness within it is total, and -seems to stretch deeply down into the earth, offering no glimmer of light or -what may lie inside. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 419 -D1 -~ -~ -0 0 410 -D2 -~ -~ -0 0 418 -D3 -~ -~ -0 0 408 -S -#410 -Rocky Path~ - The path looks though it is coming to its end. There is no sign of what it -may give way to, whether a clearing, or even deeper darker forest. It can be -seen growing steadily narrower, though its edge dips just over the horizon and -out of view. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 411 -D3 -~ -~ -0 0 409 -S -#411 -Rocky Path~ - At the end of a long winding path, the south opens up into a what appears to -be a small garden, though its foliage is too deep to see clearly inside. To the -north the forest grows thickly and menacingly dark. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 412 -D3 -~ -~ -0 0 410 -S -#412 -The Jade Forest~ - The forest seems to get thicker here. The trees are much more fuller, -sheltering the ground from the light of the day. Since the light here is -scarce, its not possible to see the source of several scuffling noises just off -the side of the path. The south way appears to lead into the start of a garden. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 416 -D2 -~ -~ -0 0 413 -D3 -~ -~ -0 0 411 -S -#413 -Garden~ - This isn't exactly a carefully groomed garden. Wild and untamed, it is more -tangles of greenery and shrubs than any kind of flower arrangement. The ground -is littered with loose rocks and pebbles, making it difficult to walk on without -tripping. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 412 -D1 -~ -~ -0 0 415 -D2 -~ -~ -0 0 414 -S -#414 -Garden~ - The rocks on the ground seem to get larger the deeper the garden becomes. -It seems chaotic, and yet somehow strangely designed. Between a particularly -large set of boulders can be seen the yellowing bones of a skeleton. It appears -to have been crushed by one of the huge stones. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 413 -S -#415 -Dead End~ - This appears to be a total dead end. The outside world has been blocked off -by a huge wall of towering jagged rocks. There is no way a person could get -over or around it. -~ -4 0 0 0 0 3 -D3 -~ -~ -0 0 413 -S -#416 -The Jade Forest~ - The trees seem to get taller and taller as the forest deepens, their massive -looming trunks standing ominously close to the border of the path, as if daring -a traveler to set one foot over the edge. -~ -4 64 0 0 0 3 -D0 -~ -~ -0 0 417 -D2 -~ -~ -0 0 412 -S -#417 -The Jade Forest~ - The trees seem to get taller and taller as the forest deepens, their massive -looming trunks standing ominously close to the border of the path, as if daring -a traveler to set one foot over the edge. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 441 -D2 -~ -~ -0 0 416 -D3 -~ -~ -0 0 434 -S -#418 -Toppled Tree House~ - An old abandoned tree house sits broken and battered on the ground. It -appears that the tree that it was once in has long since toppled and rotted -away. This house would be better off as kindling, rather than a place to play. -~ -4 8 0 0 0 3 -D0 -~ -~ -0 0 409 -S -#419 -The Jade Forest~ - The forest grows lush and damp, its dark greenery dripping with moisture and -dewdrops as the light from above becomes dimmer and more diffuse. The sounds of -creatures battling can be heard, evidence of previous fights lying on the ground -in streaks of blood and tufts of fur. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 420 -D2 -~ -~ -0 0 409 -S -#420 -Intersection~ - This small intersection is unmarked and gives no indication of which would be -the safest way to turn. Narrow paths lead off in all directions, each equally -shrouded in shadows from the leafy canopy. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 432 -D2 -~ -~ -0 0 419 -D3 -~ -~ -0 0 421 -S -#421 -Tunnel of the Dead~ - This mysterious looking tunnel appears to have been fashioned together from -logs and leaves. Small beams of light shine through the roof of the tunnel, -allowing some glimpse of the many insects and worms that reside here, burrowing -silently through the decaying pieces of wood. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 420 -D3 -~ -~ -0 0 422 -S -#422 -Tunnel of the Dead~ - As the tunnel leads deeper, it begins echoing with a faint crying sound. -There doesn't seem to be anywhere in particular that it is coming from though -stories have often been told of this tunnel being haunted by the spirits who -died in the great battles that were held here. -~ -4 0 0 0 0 3 -D0 -~ - -~ -0 0 431 -D1 -~ -~ -0 0 421 -D3 -~ -~ -0 0 423 -S -#423 -Tunnel of the Dead~ - The gruesome surroundings are impossible to ignore, the stench of death still -lingering heavy in the air. Blood stains the walls and floor. Several -skeletons are scattered about the floor, threatening to trip anyone who passes -through. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 422 -D3 -~ -~ -0 0 430 -S -#424 -The Jade Forest~ - The forest here is relatively light and thin, ample light still trickling in -from the open land at the woodland edges. It soon appears to grow deeper and -darker however, the sounds of large creatures can be heard crashing through the -thickest parts of the brush. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 403 -D3 -~ -~ -0 0 425 -S -#425 -A Hole~ - The sudden appearance of this large hole just highlights the need to be -especially cautious here. It is almost impossible to avoid stepping into this -deep well of mud until immediately upon it, due to the dark shadows obscuring -its visibility. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 426 -D1 -~ -~ -0 0 424 -S -#426 -A Hole~ - The forest continues on to the north, but the weight of the mud and clay from -this hole is becoming ever more insistent. Extremely sticky and clinging, it -seems to clump together and dry, making exit from the hole much harder than -passage into it. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 427 -D2 -~ -~ -0 0 425 -S -#427 -The Jade Forest~ - At last, a larger section of the forest looms darkly ahead on the path. It -seems the forest is much bigger than it appears from the outside. Just up ahead -to the north can be seen a bridge made from logs bound together with twine. -Maybe there is a stream underneath it. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 428 -D2 -~ -~ -0 0 426 -S -#428 -A Log Bridge~ - A large bridge stands immediately ahead. The long rotting logs that have -been bound together, are suspended precariously above a fungating swamp. The -bubbling fumes waft into the air, filling it with an overpowering stench. As -the murky water bubbles past, it can be seen to be green and as thick as -pudding. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 429 -D2 -~ -~ -0 0 427 -S -#429 -A Log Bridge~ - The fragile nature of this bridge becomes more and more apparent, the further -one walks upon it. Any motion or breeze causes it to sway slowly back and -forth, threatening to plummet itself and anyone on it into the festering slime -of the underlying swamp. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 433 -D1 -~ -~ -0 0 430 -D2 -~ -~ -0 0 428 -S -#430 -Tunnel of the Dead~ - This appears to be the end of a tunnel, a few streams of light from the -forest allowing more to be visible than most would wish to see. The tunnel -itself is made up mostly of fungus and rotting bark, its surfaces literally -crawling with squirming insects and decay. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 423 -D3 -~ -~ -0 0 429 -S -#431 -Marsh~ - The ground here becomes wet and slippery, easily giving way to any pressure. -Its submission is misleading however, as the mud quickly closes in again, an -insistent sucking pressure threatening to suck any travelers down into its -deathly depths. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 435 -D2 -~ -~ -0 0 422 -S -#432 -The Jade Forest~ - As the forest becomes deeper and thicker, the ground can be noticed becoming -darker and more moist. What was once hard and dry is now soft and wet. It -seems the forest is giving way to a more swampy marshland. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 436 -D2 -~ -~ -0 0 420 -S -#433 -A Log Bridge~ - The smell of the swamp bubbles up sickeningly, filling the air with a green -gaseous cloud. The bridge continues shuddering dangerously, its logs beginning -to separate with wear and age, the slimy water visible through the opening -cracks. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 438 -D2 -~ -~ -0 0 429 -S -#434 -The Jade Forest~ - The trees seem to get taller and taller as the forest deepens, their massive -looming trunks standing ominously close to the border of the path, as if daring -a traveler to set one foot over the edge. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 417 -S -#435 -Marsh~ - The water rises ankle-deep, becoming more sticky and smelly the deeper it -grows. A thick cloud of stench rises into the air as bubbles form and pop, the -heat of the air increasing with the humidity. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 437 -D2 -~ -~ -0 0 431 -D3 -~ -~ -0 0 440 -S -#436 -Marsh~ - The ground here begins slowly sinking, threatening to swallow anyone or -anything standing here alive. It probably wouldn't be very wise to stand here -for too long. The mud gurgles insistently, almost as if hungry for a new meal. -~ -4 0 0 0 0 3 -D2 -~ -~ -0 0 432 -D3 -~ -~ -0 0 437 -S -#437 -Marsh~ - The water rises ankle-deep, becoming more sticky and smelly the deeper it -grows. A thick cloud of stench rises into the air as bubbles form and pop, the -heat of the air increasing with the humidity. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 436 -D3 -~ -~ -0 0 435 -S -#438 -A Log Bridge~ - This appears to be the edge of a rickety log bridge, a small, sparse forest -scattered around its edges. The air is warm and wet, and the slurping sounds of -a bubbling swamp can be heard nearby. -~ -4 0 0 0 0 2 -D1 -~ -~ -0 0 439 -D2 -~ -~ -0 0 433 -S -#439 -Marsh~ - The borders of a wet marshland stretch out ahead, long grasses and boulders -obscuring much of the view. Swarms of mosquitoes buzz heavily in the air, -dipping in and out of the murky puddles. To the north is a small dirt path. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 456 -D1 -~ -~ -0 0 440 -D3 -~ -~ -0 0 438 -S -#440 -Marsh~ - The marsh becomes thicker and more dangerous, the mud pulling more -insistently at anything touching it. Nothing grows here except algae and -moulds, blue-green swirls of color bubbling on the surface of the mud. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 435 -D3 -~ -~ -0 0 439 -S -#441 -The Jade Forest~ - The grass on the forest floor begins getting taller the deeper the forest -becomes. The thickness of it would make it difficult for even experienced -travelers to pass. A small hole can be just barely seen to the north, its -relative obscurity making it very easy to stumble into. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 442 -D2 -~ -~ -0 0 417 -S -#442 -The Jade Forest~ - The edges of a small hole lie jagged in the ground, making it very easy for a -distracted passer to trip and hurt themselves. Its not clear how the hole got -there in the first place, but a few jagged rocks lie scattered around, -distinctly out of place as if carried here. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 443 -D2 -~ -~ -0 0 441 -S -#443 -The Jade Forest~ - The trees seem to be getting closer together, their thick trunks huddling -closely to each other, making passage between them tight and difficult. The -grass on the ground is gradually disappearing and giving way to what appears to -be a dusty path. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 444 -S -#444 -The Jade Forest~ - The ground becomes dusty and bare, trees receding at the growth of what -appears to be a populated area. In the open clearing, a large village can be -seen to the north, its peaceful atmosphere seeming friendly enough. -~ -4 0 0 0 0 3 -D2 -~ -~ -0 0 443 -D3 -~ -~ -0 0 445 -S -#445 -Cobblestone Road~ - The dusty ground merges into the edge of a very well made cobblestone road. -It seems to be leading into the village. The trees seem to be more scarce here, -allowing more of the surroundings to be visible. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 444 -D3 -~ -~ -0 0 446 -S -#446 -Cobblestone Road~ - As the road grows larger, and less well traveled, everything around it seems -to get quiet. The creatures in the forest must sense the presence of intruding -passage. The road is very smooth and flawless. It seems a very fine piece of -work for such a remote and abandoned area. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 445 -D3 -~ -~ -0 0 450 -S -#447 -Hidden Village~ - Following the cobblestone road towards the center of the village, various -modest homes can be seen standing around in small clusters. Several people are -distractedly and busily working on what seem to be newer homes. Leaves fall -gently from the trees and carpet the winding path. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 449 -D3 -~ -~ -0 0 448 -S -#448 -Hidden Village~ - The path has led right into the entrance of the village. Everything looks so -peaceful here, so quiet and cozy. The smell of fresh cut flowers fills the air, -making it sparkle with particles of dancing pollen. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 447 -D2 -~ -~ -0 0 450 -D3 -~ -~ -0 0 454 -S -#449 -Jedidiah's Armor Shop~ - A sign hangs in one of the windows that reads "Welcome to Jedidiah's Armor -Shop!" Here it is possible to buy or sell items for a fair price. In some cases, -Jedidiah may even accept trade. His shop appears to be well stocked with -various leather and metal armors, although why they would be needed in such a -quiet place as this is not clear. -~ -4 8 0 0 0 0 -D0 -~ -~ -0 0 471 -D1 -~ -~ -0 0 451 -D2 -~ -~ -0 0 447 -S -#450 -Cobblestone Road~ - The road turns here, heading directly into the village. Several shops and -homes can be seen lining either side of the path, showing no signs yet of the -people who could be living there. The chittering of people can be heard talking -in the distance. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 448 -D1 -~ -~ -0 0 446 -S -#451 -Cobblestone Road~ - This road appears to be leading up to the entrance of a modest shop. A few -flower boxes decorate the outside of the building, their colorful heads bobbing -in the wind, filling the air with a delicate perfume. All around can be seen -many beautiful houses, flowers and plants. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 452 -D3 -~ -~ -0 0 449 -S -#452 -Cobblestone Road~ - As the village continues on, the shadows grow darker and longer as more and -more trees begin to appear. The trees seem to be leaning to one side, almost as -if they were creating a path for passage. The pawn shop can be seen to the -north. -~ -4 8 0 0 0 0 -D0 -~ -~ -0 0 453 -D3 -~ -~ -0 0 451 -S -#453 -Village Pawn Shop~ - A banner hangs from the ceiling that reads "Welcome to the Village Pawn Shop! -" It looks possible to find almost anything here. Several old, and mostly junky -items can be seen hanging from the wall, collecting layers of dust and cobwebs. -A thick, wooden counter bows slightly, its surface cracked with use and age. -~ -4 8 0 0 0 3 -D2 -~ -~ -0 0 452 -S -#454 -Hidden Village~ - Hundreds of leaves are falling from the trees all around, making the place -look as if its in the middle of a tornado. A slight breeze picks up, blowing -some of the leaves swirling into the air. The road immediately ahead is covered -in a carpet of green. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 455 -D1 -~ -~ -0 0 448 -S -#455 -Hidden Village~ - The road is hardly visible, as it has been covered in a thick carpet of dried -leaves. They can be heard crunching underfoot as small creatures scamper -amongst the trees. The center of the village can be seen lying open in the -distance. -~ -4 0 0 0 0 3 -D2 -~ -~ -0 0 454 -D3 -~ -~ -0 0 460 -S -#456 -A Dirt Path~ - The land appears to have turned off onto a small dirt path. Its not -immediately visible where it leads, but the view here is beautiful! Several -small plants can be seen all around you, and in full bloom! The wondrous -blossoms fill the air with rich fragrance. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 457 -D2 -~ -~ -0 0 439 -S -#457 -A Dirt Path~ - As the small dusty path continues on, some small holes can be seen lying -dented into the ground. They are much too large to be ant holes, but nothing -can be seen that might have caused them. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 458 -D2 -~ -~ -0 0 456 -S -#458 -A Dirt Path~ - The path comes to an end here, surrounded by a field of tall green grass. -The grass comes up to almost the full height of a man, making it very difficult -to see much beyond it. Trees tower high above, watching over the landscape like -dormant guardians. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 459 -D2 -~ -~ -0 0 457 -D3 -~ -~ -0 0 461 -S -#459 -Cobblestone Road~ - Stepping out from the gigantic field of swaying grass, a long cobblestone -road becomes immediately visible. It appears to be going directly into the -village. There is a small house lying off to the east. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 460 -D3 -~ -~ -0 0 458 -S -#460 -Hidden Village~ - A dusty patch of tangled weeds makes up the entrance to a small house. It -appears to have been abandoned some time ago. The windows and the door have -been boarded up, keeping people from entering, or even peering inside. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 455 -D3 -~ -~ -0 0 459 -S -#461 -A Stream~ - The sound of rushing water fills the air, spray misting up from a rather -large looking stream. The water swirls chaotically with foam and mud, several -small fish can be seen swimming about just beneath its surface. -~ -4 4 0 0 0 3 -D1 -~ -~ -0 0 458 -D3 -~ -~ -0 0 462 -S -#462 -A Stream~ - Just beneath the glittering surface of the water can be seen a layer of -smooth white pebbles being hit by the sunlight. The light reflects from the -rocks, making small rainbows in the water. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 464 -D1 -~ - -~ -0 0 461 -D2 -~ -~ -0 0 463 -S -#463 -A Stream~ - Just beneath the glittering surface of the water can be seen a layer of -smooth white pebbles being hit by the sunlight. The light reflects from the -rocks, making small rainbows in the water. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 462 -S -#464 -A Stream~ - The stream begins to get shallow here. The tops of large pebbles that were -once submerged under the water are now out in the open, being dried by the sun. -A soft scratching noise can be heard close by. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 465 -D2 -~ -~ -0 0 462 -S -#465 -A Stream~ - There is a slight bend in the stream here. It begins heading off to the -east. It appears to be almost at an end. The beginning of a dusty dirt trail -can be seen stretching straight ahead to the east. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 466 -D2 -~ -~ -0 0 464 -S -#466 -A Stream~ - The stream comes to a softly babbling end, giving way to a muddy riverbank -filled with grassy rushes. Off to the east can be seen a large trail, it seems -particularly well-traveled as if a large city or town lay nearby. -~ -4 4 0 0 0 3 -D0 -~ -~ -0 0 475 -D1 -~ -~ -0 0 467 -S -#467 -Sanctus Trail~ - The trail ahead of looks well-maintained and decorated. Many beautiful -plants line the sides of the trail, making it look as if it passes through a -large flower garden. The trail continues to the east. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 468 -D3 -~ -~ -0 0 466 -S -#468 -Sanctus Trail~ - The trail curves here, heading towards the north. It appears to remain -straight for quite some time. There are some large rocks sitting in the side of -the trail. They look rather out of place, as if somebody carried them and left -them there. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 486 -D1 -~ -~ -0 0 469 -D3 -~ -~ -0 0 467 -S -#469 -Cobblestone Road~ - This old cobbled road stands on the edge of a village. To the west is a -large trail, possibly leading into the city of Sanctus, which can be seen -looming over the horizon. The center of the village stretches out to the east. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 470 -D3 -~ -~ -0 0 468 -S -#470 -Cobblestone Road~ - As the village deepens, the houses grow larger and more intricate. To the -west can be seen a rather large looking trail, although it is not clear where it -leads. Off in the distance to the north can be seen an inn. It appears to be -offering rooms for rest. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 473 -D1 -~ -~ -0 0 474 -D3 -~ -~ -0 0 469 -S -#471 -Cobblestone Road~ - An enormous tree stands stretching into the sky. It's branches are full with -fluttering green leaves, offering plenty of shelter from the sun. The road -continues to the west, heading directly into the center of the village. -~ -4 0 0 0 0 3 -D2 -~ -~ -0 0 449 -D3 -~ -~ -0 0 472 -S -#472 -Cobblestone Road~ - The road makes a sharp turn here, heading to the north. A village can be -seen nearby, the sound of friendly chattering filling the air. Now and again, -the glimpse of people can be seen busily shuffling around. A few of them pause -and speak to each other before going about their business. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 474 -D1 -~ -~ -0 0 471 -S -#473 -Cobblestone Road~ - The road seems to come to an end here, leaving nothing but open grassy ground -to walk on. To the east can be seen an old shop, but it doesn't appear to be -open, its windows and door carefully nailed shut. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 479 -D2 -~ -~ -0 0 470 -S -#474 -Center of the Village~ - This appears to be close to the center of town, and several beautiful houses -can be seen lined up, hidden in the trees. Children play happily in the grass, -squealing with laughter or running about, giving the place a carefree, joyful -feel. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 479 -D2 -~ -~ -0 0 472 -D3 -~ -~ -0 0 470 -S -#475 -Sanctus Trail~ - This is a very smooth and well made trail. It appears its heading into the -entrance of a large city. Some trees are scattered around the sides of the -trail, sheltering the path in gentle shadow. The road continues to the north. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 476 -D2 -~ -~ -0 0 466 -S -#476 -Sanctus Trail~ - The trail begins to turn here, heading to the west. A small breeze cascades -over the land, stirring little dust clouds into the air. Leaves flutter lazily -as they fall from the trees and onto the ground, carpeting it with a layer of -earthy colors. -~ -4 0 0 0 0 3 -D2 -~ -~ -0 0 475 -D3 -~ -~ -0 0 477 -S -#477 -Sanctus Trail~ - The city is not too far away now. Its gleaming stone wall can be seen -looming in the distance. Several tall buildings are visible here and there, -their tiled roofs peeking just over the edges of the wall. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 478 -D1 -~ -~ -0 0 476 -S -#478 -Sanctus Trail~ - The city is not too far away now. Its gleaming stone wall can be seen -looming in the distance. Several tall buildings are visible here and there, -their tiled roofs peeking just over the edges of the wall. -~ -4 0 0 0 0 3 -D2 -~ -~ -0 0 477 -S -#479 -Abandoned Shop~ - This old shop appears long-abandoned, its broken windows covered in a layer -of sticky dust and cobwebs. A few planks have been placed over top, although -these too are old and rotted. Insects buzz lazily around, humming contentedly -as if not often disturbed. -~ -4 8 0 0 0 3 -D1 -~ -~ -0 0 480 -D2 -~ -~ -0 0 474 -D3 -~ -~ -0 0 473 -S -#480 -Hidden Village~ - To the east can be seen a weapons shop, although it seems distinctly out of -place in such a peaceful place as this. To the north lies a small inn, its -flowered windows open, and a welcoming smell of home cooking wafting from its -direction. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 482 -D1 -~ -~ -0 0 481 -D3 -~ -~ -0 0 479 -S -#481 -Zachary the Weaponsmith~ - A sign hangs swinging in the doorway that reads "Welcome to Zachary's -Weapon;Shop!" A few plain weapons lie bundled on the floor, wrapped in cloth as -if there is little use for them. The shop itself appears in a state of -disrepair, a few long cracks splitting the wooden structure, allowing green -moulds to grow in the damp recesses. -~ -4 8 0 0 0 0 -D3 -~ -~ -0 0 480 -S -#482 -Inn Entrance~ - The entrance to the inn smells like baking bread and fresh flowers. It looks -like a marvelous place to stay. To the west is the front desk, a list of rooms -hanging on the wall, along with various sets of keys. A little fireplace -flickers against one wall, filling the room with a homey warmth and light. -~ -4 8 0 0 0 0 -D0 -~ -~ -0 0 484 -D2 -~ -~ -0 0 480 -D3 -~ -~ -0 0 483 -S -#483 -Front Desk~ - A large mahogany desk fills most of this part of the room, draped with a -lacey cover. The room itself is beautiful. Some painted pictures and portraits -hang from several places on the walls. The carpet looks brand new, a deep -forest green and fluffy. The smell of fresh cut flowers fills the air. -~ -4 8 0 0 0 0 -D1 -~ -~ -0 0 482 -S -#484 -Room 1~ - The room is wide and spacious, painted with neutral hues of ivory and beige. -There is a large bed sitting in the corner of the room next to a large window -with what appears to be a beautiful view! The carpeting is plush and warm, -giving the place a welcoming feel. -~ -4 8 0 0 0 0 -D1 -~ -~ -0 0 485 -D2 -~ -~ -0 0 482 -D3 -~ -~ -0 0 490 -S -#485 -Room 2~ - The room is wide and spacious, painted with neutral hues of ivory and beige. -There is a large bed sitting in the corner of the room next to a large window -with what appears to be a beautiful view! The carpeting is plush and warm, -giving the place a welcoming feel. -~ -4 8 0 0 0 0 -D3 -~ -~ -0 0 484 -S -#486 -Sanctus Trail~ - The road ahead looks long and dusty, its borders half claimed by the -wilderness surrounding it. A very large city looms in the distance, a large -wall obscuring most of the view, but its very possible it could be the city of -Sanctus. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 487 -D2 -~ -~ -0 0 468 -S -#487 -Sanctus Trail~ - The road ahead looks long and dusty, its borders half claimed by the -wilderness surrounding it. A very large city looms in the distance, a large -wall obscuring most of the view, but its very possible it could be the city of -Sanctus. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 488 -D2 -~ -~ -0 0 486 -S -#488 -Sanctus Trail~ - As the trail continues on, the sight of a far off village comes into view, as -well as an extremely large city. The village looks tiny compared to the city -that looms on the horizon. The trail continues to the north. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 495 -D2 -~ -~ -0 0 487 -S -#489 -Room 4~ - The room is wide and spacious, painted with neutral hues of ivory and beige. -There is a large bed sitting in the corner of the room next to a large window -with what appears to be a beautiful view! The carpeting is plush and warm, -giving the place a welcoming feel. -~ -4 8 0 0 0 0 -D0 -~ -~ -0 0 498 -D1 -~ -~ -0 0 490 -S -#490 -Room 3~ - The room is wide and spacious, painted with neutral hues of ivory and beige. -There is a large bed sitting in the corner of the room next to a large window -with what appears to be a beautiful view! The carpeting is plush and warm, -giving the place a welcoming feel. -~ -4 8 0 0 0 0 -D1 -~ -~ -0 0 484 -D3 -~ -~ -0 0 489 -S -#491 -Sanctus Trail~ - Several large boulders surround the trail, almost creating a wall. To the -east can be seen a rather large looking well. The trail continues north and -south. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 492 -D1 -~ -~ -0 0 496 -S -#492 -Sanctus Trail~ - The city of Sanctus can be seen lying on the horizon, its large stone walls -obscuring much of what lays within. The trail grows wider and better traveled -as it approaches the city, its borders pushing back the waving grasses that -encroach all around. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 493 -D2 -~ -~ -0 0 491 -S -#493 -Sanctus Trail~ - The air stirs gently, rippling over the grasses and causing them to wave -gently as if greeting any travelers that pass through here. The occasional -sound of birdsong drifts down from above, the lazy hum of bees and insects -droning continually in the background. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 494 -D2 -~ -~ -0 0 496 -D3 -~ -~ -0 0 492 -S -#494 -Sanctus Trail~ - The trail continues on, heading straight for the city. The sound of -civilization grows louder, gentle chattering and the scuffling of footsteps -echoing from within the large surrounding walls of Sanctus. The trail here has -become more grooved and worn with heavy passage. -~ -4 0 0 0 0 3 -D1 -~ -~ -0 0 495 -D3 -~ -~ -0 0 493 -S -#495 -Sanctus Trail~ - As the trail continues on, the sight of a far off village comes into view, as -well as an extremely large city. The village looks tiny compared to the city -that looms on the horizon. The trail continues to the north. -~ -4 0 0 0 0 3 -D2 -~ -~ -0 0 488 -D3 -~ -~ -0 0 494 -S -#496 -Sanctus Trail~ - A large stone well stands here, the ground around it cast in shadow and moist -with the water that has been spilled through use. Dark green mosses and small -nodding mushrooms take refuge in the shade, small insects scuttling busily -around them. -~ -4 0 0 0 0 3 -D0 -~ -~ -0 0 493 -D3 -~ -~ -0 0 491 -S -#497 -Room 6~ - The room is wide and spacious, painted with neutral hues of ivory and beige. -There is a large bed sitting in the corner of the room next to a large window -with what appears to be a beautiful view! The carpeting is plush and warm, -giving the place a welcoming feel. -~ -4 0 0 0 0 0 -D3 -~ -~ -0 0 498 -S -#498 -Room 5~ - The room is wide and spacious, painted with neutral hues of ivory and beige. -There is a large bed sitting in the corner of the room next to a large window -with what appears to be a beautiful view! The carpeting is plush and warm, -giving the place a welcoming feel. -~ -4 8 0 0 0 0 -D1 -~ -~ -0 0 497 -D2 -~ -~ -0 0 489 -S -#499 -The Jade Forest~ - This appears to be the entrance of a thick forest. Numerous trees tower high -into the air, making everything else look quite small. In the distance birds -can be heard chirping. -~ -4 0 0 0 0 3 -D3 -~ -~ -0 0 401 -S -$~ diff --git a/lib/world/wld/40.wld b/lib/world/wld/40.wld deleted file mode 100644 index 5faf1c9..0000000 --- a/lib/world/wld/40.wld +++ /dev/null @@ -1,1323 +0,0 @@ -#4000 -The Hills~ - You are on a path leading north, small hills surround you. -You feel the forces of evil approach you from the north. Off -in the distance to the northeast you can see the beginning of -a large mountain range. -~ -40 4 0 0 0 4 -D0 -~ -~ -0 -1 4001 -D2 -~ -~ -0 -1 3500 -S -#4001 -The Hills~ - You are on a small path leading north, dark threatening hills -surround you on almost all sides. A fair distance off to the -north, you can see the enormous shadow of a strangely solitaire -mountain. -~ -40 4 0 0 0 4 -D0 -~ -~ -0 -1 4002 -D2 -~ -~ -0 -1 4000 -S -#4002 -The End Of The Path~ - The path stops here, to the north is a single mountain and around -you are some threatening hills. A small trail leads up the hillside -through the rocks to a dark cave located to the north. Off to the -northeast, you can see the southern end of what appears to be a large -mountain range. -~ -40 4 0 0 0 4 -D0 -~ -~ -0 -1 4010 -D2 -~ -~ -0 -1 4001 -S -#4010 -The Cave~ - You are standing in a small cave, about fifteen feet across at -the widest point and about forty feet long. Off to the south you -sense fresh air and you surmise that the entrance must be located -off in that direction. To the north a small tunnel continues into -the mountain. -~ -40 9 0 0 0 2 -D0 -~ -~ -0 -1 4011 -D2 -~ -~ -0 -1 4002 -S -#4011 -The Tunnel~ - You force your way into a narrow tunnel, aided by the wet walls -which help you slide through the passageway. The smell of mouldy -moss is growing greater the farther north you head, but you can smell -fresh air off to the south as a light breeze wafts past you. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4014 -D2 -~ -~ -0 -1 4010 -S -#4012 -The Tunnel~ - You find yourself at a turn in this narrow tunnel. The tunnel -appears to open up to the north into a cave of some sort while to -the east it leads onwards through the mountain. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4016 -D1 -~ -~ -0 -1 4013 -S -#4013 -The Tunnel~ - Standing in the middle of the dusty floor of this tunnel, you can -see that it is not a highly travelled passageway. It looks to lead -in an east-west direction. -~ -40 9 0 0 0 3 -D1 -~ -~ -0 -1 4014 -D3 -~ -~ -0 -1 4012 -S -#4014 -The Tunnel~ - You find yourself at a small intersection of sorts in this tunnel. -The main tunnel appears to curve from south to west but there is an -entrance into a cave to the north. The entrance itself looks to be -unnatural and much more recent than the tunnel or even the cave. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4018 -D2 -~ -~ -0 -1 4011 -D3 -~ -~ -0 -1 4013 -S -#4015 -The Tunnel~ - You clamber on through this narrow tunnel. The walls are damp -with condensation and the weight of the rock above you is beginning -to make you feel almost claustrophobic. The tunnel makes a jagged -turn from west to north here. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4019 -D3 -~ -~ -0 -1 4014 -S -#4016 -The Large Cave~ - You find yourself in a fairly large cave. Large enough that the -eastern and western ends are almots completely shrouded in darkness. -A small tunnel breaks through the southern wall, and it too is full -of shadows. -~ -40 9 0 0 0 2 -D1 -~ -~ -0 -1 4017 -D2 -~ -~ -0 -1 4012 -D3 -~ -~ -0 -1 4023 -S -#4017 -The Large Cave~ - You move along the cave to the west end of it and find that there -appears to be no other exit from here. The walls are fairly smooth -and look to have been naturally carved out of the rock by the passage -of water. -~ -40 9 0 0 0 2 -D3 -~ -~ -0 -1 4016 -S -#4018 -The Cave~ - You find yourself at the southern end of a cave as it begins -to turn into a tunnel which leads off to the south. The cave -continues northwards deeper into the darkness. -You notice a large pile of bones in the corner. -~ -40 9 0 0 0 2 -D0 -~ -~ -0 -1 4025 -D2 -~ -~ -0 -1 4014 -E -pile bones~ - You had better watch out - some of the bones are human! -~ -S -#4019 -The Tunnel~ - You stand in the middle of a fairly wide passageway that leads -in a north-south direction. The walls are quite smooth, almost as -if a river had gouged them out of the earth. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4026 -D2 -~ -~ -0 -1 4015 -S -#4020 -The Hole~ - You are standing in a small alcove off the main tunnel. There is -a fairly wide hole broken through the floor of the alcove. The only -other exit is to the north. -~ -40 13 0 0 0 3 -D0 -~ -~ -0 -1 4027 -D5 -~ -~ -0 -1 4064 -S -#4021 -The Hole~ - As you stand at the end of this tunnel, you notice a large hole -sitting in the floor by the northwestern corner of the walls. The -tunnel itself leads off towards the east. The air here feels very -damp and you feel like your clothes are becoming sticky with sweat. -~ -40 13 0 0 0 3 -D1 -~ -~ -0 -1 4022 -D5 -~ -~ -0 -1 4115 -S -#4022 -The Damp Tunnel~ - You are standing in the middle of a damp tunnel. The moisture -in the air is so thick that you can almost seem it seeping into your -clothes. The tunnel continues to the north and west. A large cave -opens up to the east. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4024 -D1 -~ -~ -0 -1 4023 -D3 -~ -~ -0 -1 4021 -S -#4023 -The Large Cave~ - You are in the western part of the large cave, to the east you can -see a tunnel. The air near the tunnel entrance is heavy with moisture, -giving you a feeling as if you were standing in the rain. The walls -of the cave are almost totally shrouded in darkness and shadow as is -the southern end of the cavern. -~ -40 9 0 0 0 2 -D1 -~ -~ -0 -1 4016 -D3 -~ -~ -0 -1 4022 -S -#4024 -The Damp Tunnel~ - The tunnel you are in now is very humid, and the air seems to almost -hang with moisture. The walls drip with an almost constant water flow, -and the ground is covered with small pools of stagnent water. - The tunnel leads away to the south, and to the west you can feel that -the air is even damper than here. -~ -40 9 0 0 0 3 -D2 -~ -~ -0 -1 4022 -D3 -~ -~ -0 -1 4059 -S -#4025 -The Cave~ - You find yourself standing in the northern end of a reasonably -large cave. The cave wall to the east has an opening that appears -to lead to a junction of several tunnels. -~ -40 9 0 0 0 2 -D1 -~ -~ -0 -1 4026 -D2 -~ -~ -0 -1 4018 -S -#4026 -The Many Tunnels~ - You find yourself standing in the midst of an intersection -of numerous tunnels. There is a musty smell emanating from the -tunnel to the north, whilst the one to the west appears to open -up almost immediately into a cave. The tunnels to the south and -east are totally shrouded in darkness. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4028 -D1 -~ -~ -0 -1 4027 -D2 -~ -~ -0 -1 4019 -D3 -~ -~ -0 -1 4025 -S -#4027 -The Tunnel~ - You find yourself at an elbow turn in the tunnel as it turns to the -west and north. You spot a small alcove hidden in the shadows just to -the south of you, and you can feel a breeze coming from somewhere to the -north you believe. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4029 -D2 -~ -~ -0 -1 4020 -D3 -~ -~ -0 -1 4026 -S -#4028 -The Smelly Tunnel~ - You are in a fairly small north-south leading tunnel. There -is a a small light visible off to the north. As you stop for a -moment, you notice a strange smell from the north. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4030 -D2 -~ -~ -0 -1 4026 -S -#4029 -The Cave~ - You are in a cave that is filled with fresh air, you sense the -wind blowing from the north. To the south you see a small tunnel -continue into the mountain. -~ -40 9 0 0 0 2 -D0 -~ -~ -0 -1 4031 -D2 -~ -~ -0 -1 4027 -S -#4030 -The Light Cave~ - You are in a light cave, through a hole large above you, you -see the sky. A small tunnel to the south is the only way out. -You notice the source of the strange smell, all around you there -are corpses of several monsters. -~ -40 8 0 0 0 2 -D2 -~ -~ -0 -1 4028 -E -corpse corpses~ - Looking at the corpses lying around the cave, they all appear to have been -torn to shreds by some large creature. As a further not too unexpected point to -note, they all smell terrible. -~ -S -#4031 -The Valley~ - You are in a small valley, surrounded by hills and a mountain to -the south. In the mountain there is a cave. To the north you can -enter the hills. There is a small trail leading up a steep hill to -the east. -~ -40 0 0 0 0 2 -D0 -~ -~ -0 -1 4032 -D1 -You spot a small trail leading into the hills to the east. -~ -~ -0 -1 4045 -D2 -~ -~ -0 -1 4029 -S -#4032 -The Foothills~ - You are on a winding path that leads through the foothills on the -north side of Mount Moria. The path continues north. -~ -40 0 0 0 0 4 -D0 -~ -~ -0 -1 4033 -D2 -~ -~ -0 -1 4031 -S -#4033 -The Intersection In The Foothills~ - You stand at a point by a small path that splits off here. The -path continues north and south while a rough trail leads east into -the mountains. -~ -40 0 0 0 0 4 -D0 -~ -~ -0 -1 4034 -D1 -~ -~ -0 -1 4037 -D2 -~ -~ -0 -1 4032 -S -#4034 -The Grassy Area In The Foothills~ - The grass here is unusually high. You notice several areas where -someone or something large has crushed spots of it down. Several -very large rocks litter this area. You can go north towards the end -of the foothills, west to go deeper into the foothills, or south to -a small path intersection. -~ -40 0 0 0 0 2 -D0 -~ -~ -0 -1 4035 -D2 -~ -~ -0 -1 4033 -D3 -~ -~ -0 -1 4042 -S -#4035 -At The Foothills' End~ - You find yourself standing at the northern edge of the foothills -where they meet the plains which lie to the north. You can head back -into the foothills to the south or the plains to the north. -~ -40 0 0 0 0 4 -D0 -~ -~ -0 -1 4036 -D2 -~ -~ -0 -1 4034 -S -#4036 -The Plains~ - You are in the plains. The path leads to the south. As you look -around you notice a small almost invisible trail leading away to the -west towards a copse of trees. -~ -40 0 0 0 0 2 -D2 -~ -~ -0 -1 4035 -D3 -~ -~ -0 -1 4075 -S -#4037 -The Path Through The Foothills~ - You stand on a path that leads through the foothills in an -east-west direction. Some distance off to the west you can see -a small intersection of paths and off to the east you see that -the path seems to come to an end as part of the mountain chain -juts out of the ground, blocking your view of the sky. -~ -40 0 0 0 0 4 -D1 -~ -~ -0 -1 4038 -D3 -~ -~ -0 -1 4033 -S -#4038 -The Base Of The Mountain~ - You find yourself standing at the bottom of a large mountain in -the mountain chain which begins at Mount Moria and stretches north -towards the top of the world. A small path leads off through the -foothills towards the west, where you can see plains quite a ways -away. To the east you spot a small worn trail leading up the side -of the mountain. -~ -40 0 0 0 0 5 -D1 -~ -~ -0 -1 4039 -D3 -~ -~ -0 -1 4037 -S -#4039 -A Trail Up The Mountain~ - You stand partway up the mountainside on a narrow yet well worn -trail. The trail curves its way up the side of the mountain towards -the top and westwards down the mountain into the foothills below. -~ -40 0 0 0 0 5 -D3 -~ -~ -0 -1 4038 -D4 -~ -~ -0 -1 4040 -S -#4040 -The Mountain Top~ - You find yourself at what is essentially the summit of this mountain. -It certainly seemed taller from the ground didn't it? The plateau you -stand on is close to thirty metres across and a small gouge in the north -side of it looks to lead to a small cavern. A small trail leads down -towards a valley that was hidden away on the east side of the mountain. -~ -40 0 0 0 0 5 -D0 -~ -~ -0 -1 4041 -D1 -~ -~ -0 -1 4076 -D5 -~ -~ -0 -1 4039 -S -#4041 -The Lion's Den~ - Following the gouge down to the cave entrance, you clamber through -the small entranceway only to find yourself in what appears to be the -living den of a large carnivorous animal! -~ -40 9 0 0 0 2 -D2 -~ -~ -0 -1 4040 -S -#4042 -The Level Foothills~ - You continue to move through the foothills and notice that off in -the distance to the west, you can see a rather large cave entrance in -the side of a large hill. The hill seems to jut up from the rest of -the foothills quite unnaturally. A path leads off towards the east -as it seems to begin from nothing here. -~ -40 0 0 0 0 2 -D1 -~ -~ -0 -1 4034 -D3 -~ -~ -0 -1 4043 -S -#4043 -The Cave Entrance~ - You stand in a large tunnel, much larger than it seemed from -the outside. The ceiling is at least twenty feet above, and the -width of the tunnel runs at least fifteen feet. You can feel the -fresh air coming from the east, and off to the west, it looks to -lead into darkness. -~ -40 8 0 0 0 2 -D1 -~ -~ -0 -1 4042 -D3 -~ -~ -0 -1 4044 -S -#4044 -The Hill Giant Cave~ - You find yourself inside a rather large cavern. The ceiling stands -at least twenty five feet above you, if not more. The walls are so far -away, that the shadows of the room obscure them almost completely. Out -of all of the grandeur in this cave however, nothing seems to catch your -eye quite as much as the enormous table standing in the middle of the -sandy floor. It stands tall enough for you to walk under it without the -need to hunch over. A large tunnel leads out of the eastern wall of the -cavern. -~ -40 9 0 0 0 2 -D1 -~ -~ -0 -1 4043 -S -#4045 -The Steep Trail~ - This trail leads up a steep hill to a point where it levels out as -it begins to pass between the mountains that surround you. It continues -through the hills to the east and heads down to the valley to the west. -~ -40 4 0 0 0 5 -D1 -The rocky trail continues. -~ -~ -0 -1 4046 -D3 -The valley lies at the bottom of the steep trail. -~ -~ -0 -1 4031 -S -#4046 -Between The Mountains~ - The trail between the mountains seems almost endless as you continue -to trek along it. It continues to both the east and west. -~ -40 4 0 0 0 5 -D1 -The trail continues eastwards. -~ -~ -0 -1 4047 -D3 -The trail continues westwards. -~ -~ -0 -1 4045 -S -#4047 -The Foothills~ - After a long trek, you find yourself in the foothills again. You spot -a narrow trail leading away to the northwest not too far distant to the -west. -~ -40 4 0 0 0 5 -D1 -You can head towards the narrow trail this way. -~ -~ -0 -1 4049 -D3 -The trail leading back through the mountains seems to go on forever. -~ -~ -0 -1 4046 -S -#4048 -The Foothills~ - A short trek through the foothills and you find yourself facing a -trail that leads between the mountains to the west. The trail through -them looks to be very long and probably quite tiring. You spot a narrow -trail leading away to the northwest not too far distant to the west. -~ -40 4 0 0 0 5 -D1 -You can head towards the narrow trail this way. -~ -~ -0 -1 4049 -D3 -The trail leading through the mountains seems to go on forever. -~ -~ -0 -1 4046 -S -#4049 -The Foothills~ - You are at a point on the trail where it turns slowly from an -almost straight westwards trail into a trail meandering towards -the northwest. -~ -40 4 0 0 0 4 -D0 -A small trail leads away to the northwest. -~ -~ -0 -1 5628 -D3 -A trail heads towards the mountains to the west. -~ -~ -0 -1 4048 -S -#4050 -The Tunnel~ - You are at a bend in the tunnel here. It turns from an eastwards -heading to a southwards one. The walls are cold and seem to be damp -with moisture. you can see some greenish moss growing up near the -roof of the passageway on the northern wall. -~ -40 9 0 0 0 3 -D1 -~ -~ -0 -1 4051 -D2 -~ -~ -0 -1 4053 -S -#4051 -The Tunnel~ - Standing in this part of the tunnel, you notice that not only does -the tunnel get suddenly narrower, but the floor does not seem to be -nearly as smooth as it was before. In fact, the floor drops almost -five feet in jagged steps as you look eastward. The western path -seems to be quite smooth however. -~ -40 9 0 0 0 3 -D1 -~ -~ -0 -1 4052 -D3 -~ -~ -0 -1 4050 -S -#4052 -The Tunnel~ - Continuing along the tunnel, you find that the floor has begun -to smooth itself out once more. Looking about, you notice a small -spring of water bubbling up near the southern wall. -~ -40 9 0 0 0 3 -D1 -~ -~ -0 -1 4100 -D3 -~ -~ -0 -1 4051 -S -#4053 -The Tunnel~ - You continue along the tunnel to find yourself at a right -angle turn. The passage leads north and east from here. The -way to the north seems to be a longer tunnel which continues -on through the gloom of the underearth. The way to the east -is a fresh change from what would normally be found this far -underground in that the tunnel seems to open up into a fairly -large and well lit cave. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4050 -D1 -~ -~ -0 -1 4054 -S -#4054 -The Light Cave~ - The cave you stand in now is lit by an eerie flickering light, -which probably comes from the enormous fire which is burning a -short distance to the south in what looks to be the middle of -the cave. The flickering light creates some really strange and -almost frightening shadows on the walls, almost hiding the two -tunnels that lead away from here, one to the east and one to the -west. -~ -40 8 0 0 0 2 -D1 -~ -~ -0 -1 4055 -D2 -~ -~ -0 -1 4056 -D3 -~ -~ -0 -1 4053 -S -#4055 -The Maze~ - You stand in yet another small and damp tunnel. The ceiling hangs -quite low overhead and the passage twists off into darkness. The only -exit from here looks to be off to the west. -~ -40 9 0 0 0 3 -D3 -~ -~ -0 -1 4054 -S -#4056 -The Light Cave~ - The cave you stand in now is lit by an eerie flickering light, -which comes from the enormous fire which is burning right in -front of you in the middle of this large cave. The fire gives -off more than enough light to see both the north and south ends -of the cave. -~ -40 8 0 0 0 2 -D0 -~ -~ -0 -1 4054 -D2 -~ -~ -0 -1 4061 -E -fire~ - The fire seems to have been burning for quite a long time. The ceiling is -covered with soot from the smoke, and ashes are littered all over the floor of -the cave. -~ -S -#4057 -The Maze~ - You stand in yet another small and damp tunnel. The ceiling hangs -quite low overhead and the passage twists off into darkness. The only -exits from here look to be off to the north and south. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4055 -D2 -~ -~ -0 -1 4062 -S -#4058 -The Maze~ - You stand in yet another small and damp tunnel. The ceiling hangs -quite low overhead and the passage twists off into darkness. The only -exits from here look to be off to the south and west. -~ -40 9 0 0 0 3 -D2 -~ -~ -0 -1 4063 -D3 -~ -~ -0 -1 4057 -S -#4059 -The Tunnel~ - You are standing in a tunnel deep inside the heart of Mount Moria. A -small rivulet of water runs alongside the wall to the north as the tunnel -seems to lead slightly down towards the east. - The tunnel continues on to the east as it plunges deeper into the earth, -and upwards a bit towards the west where the air seems to be quite damp. -~ -40 13 0 0 0 3 -D1 -~ -~ -0 -1 4060 -D3 -~ -~ -0 -1 4024 -S -#4060 -The Tunnel~ - You stand in a section of this small tunnel which seems to be -almost level. There is a small pool of water collecting beside -the north wall indicating perhaps a low spot on the floor. The -pool is being fed by a small rivulet which is coursing along the -northern wall from the west, but yet the water level in the pool -does not seem to be changing. - Looking either way down the tunnel, you can see that the tunnel -climbs to the west, and to the east, a strange flickering light -shows that the tunnel opens up into a cave of sorts. -~ -40 9 0 0 0 3 -D1 -~ -~ -0 -1 4061 -D3 -~ -~ -0 -1 4059 -S -#4061 -The Light Cave~ - The cave you stand in now is lit by an eerie flickering light, -which probably comes from the enormous fire which is burning a -short distance to the north in what looks to be the middle of -the cave. The flickering light creates some really strange and -almost frightening shadows on the walls, almost hiding the two -tunnels that lead away from here, one to the west and one to the -south. -~ -40 8 0 0 0 2 -D0 -~ -~ -0 -1 4056 -D2 -~ -~ -0 -1 4065 -D3 -~ -~ -0 -1 4060 -S -#4062 -The Maze~ - You stand in yet another small and damp tunnel. The ceiling hangs -quite low overhead and the passage twists off into darkness. The only -exits from here look to be off to the east and west. -~ -40 9 0 0 0 3 -D1 -~ -~ -0 -1 4063 -D3 -~ -~ -0 -1 4061 -S -#4063 -The Maze~ - You stand in yet another small and damp tunnel. The ceiling hangs -quite low overhead and the passage twists off into darkness. The only -exits from here look to be off to the east and north. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4058 -D1 -~ -~ -0 -1 4064 -S -#4064 -The Tunnel~ - You stand in a small chamber beneath the earth. The chamber -closes down to tunnel size to the west as the only obvious exit -leads away in that direction. Before heading off that way, you -decide to look around the cave. The walls are slightly damp to -the touch, and the ceiling is very smooth. Almost right in the -center of the ceiling, a well rounded hole has been made. -~ -40 9 0 0 0 3 -D3 -~ -~ -0 -1 4063 -D4 -~ -~ -0 -1 4020 -S -#4065 -The Maze~ - You stand in yet another small and damp tunnel. The ceiling hangs -quite low overhead and the passage twists off into darkness. The only -exits from here look to be off to the east and north. To the north, -you can see the entrance to what looks to be a large and well lit cave. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4061 -D1 -~ -~ -0 -1 4066 -S -#4066 -The Maze~ - You stand in yet another small and damp tunnel. The ceiling hangs -quite low overhead and the passage twists off into darkness. The only -exits from here look to be off to the east, south, and north. To the -south, the tunnel looks to open up into a cavern. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4062 -D1 -~ -~ -0 -1 4067 -D2 -~ -~ -0 -1 4069 -S -#4067 -The Maze~ - You stand in yet another small and damp tunnel. The ceiling hangs -quite low overhead and the passage twists off into darkness. The only -exits from here look to be off to the west and north. -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4063 -D3 -~ -~ -0 -1 4066 -S -#4068 -The Large Cave~ - You find yourself in what is perhaps the largest cave you -have ever been in. It stretches through the darkness to the -east and south. The cave is nigh filled with echoes created -by the sound of your breathing. Stalactites and stalagmites -hang down from the ceiling and climb upwards from the ground -of the cavern respectively. -~ -40 9 0 0 0 2 -D1 -~ -~ -0 -1 4069 -D2 -~ -~ -0 -1 4070 -S -#4069 -The Large Cave~ - You find yourself in what is perhaps the largest cave you -have ever been in. It stretches through the darkness to the -west and south. The cave is nigh filled with echoes created -by the sound of your breathing. Stalactites and stalagmites -hang down from the ceiling and climb upwards from the ground -of the cavern respectively. A narrow tunnel leads away from -the cave to the north. -~ -40 9 0 0 0 2 -D0 -~ -~ -0 -1 4066 -D2 -~ -~ -0 -1 4071 -D3 -~ -~ -0 -1 4068 -S -#4070 -The Large Cave~ - You find yourself in what is perhaps the largest cave you -have ever been in. It stretches through the darkness to the -east and north. The cave is nigh filled with echoes created -by the sound of your breathing. Stalactites and stalagmites -hang down from the ceiling and climb upwards from the ground -of the cavern respectively. -~ -40 9 0 0 0 2 -D0 -~ -~ -0 -1 4068 -D1 -~ -~ -0 -1 4071 -S -#4071 -The Large Cave~ - You find yourself in what is perhaps the largest cave you -have ever been in. It stretches through the darkness to the -west and south. The cave is nigh filled with echoes created -by the sound of your breathing. Stalactites and stalagmites -hang down from the ceiling and climb upwards from the ground -of the cavern respectively. A narrow tunnel leads away from -the cave to the east. -~ -40 9 0 0 0 2 -D0 -~ -~ -0 -1 4069 -D1 -~ -~ -0 -1 4072 -D3 -~ -~ -0 -1 4070 -S -#4072 -The Tunnel~ - You stand in a narrow tunnel. It makes a turn from east to south -here as it heads through the rock of the mountain. The western wall -of the tunnel looks to have broken through a small, natural crack in -the rock to lead into what appears to be a fairly large cave. -~ -40 9 0 0 0 3 -D1 -~ -~ -0 -1 4073 -D2 -~ -~ -0 -1 4074 -D3 -~ -~ -0 -1 4071 -S -#4073 -The End Of The Tunnel~ - The tunnel comes to a sudden halt here. How very bizarre. The -only exit is back to the west, where the tunnel leads back through -the mountain. There is absolutely nothing of any interest down at -the end of this passageway either. How odd. -~ -40 9 0 0 0 3 -D3 -~ -~ -0 -1 4072 -S -#4074 -The Hole~ - You are at a small hole in the floor. Alas, you can only leave -north because to leave down into the unknown, you must be able to -fit through the hole, which is far too small for you! -~ -40 9 0 0 0 3 -D0 -~ -~ -0 -1 4072 -D5 -The small hole in the floor refuses to give up its secrets about -what can be found below. -~ -~ -0 -1 -1 -E -hole floor~ - The small hole in the floor refuses to give up its secrets about what can be -found below. -~ -S -#4075 -The Copse Of Trees~ - Standing in this copse of trees gives you an eerie feeling. Off to -the east you can see the plains, and just to the north a strange shadow -seems to be changing shape constantly and almost seems to beckon you to -enter it. -~ -40 0 0 0 0 4 -D0 -There is a strange shadow forming before you. -~ -~ -0 -1 2500 -D1 -~ -~ -0 -1 4036 -S -#4076 -On A Mountain Trail~ - You find yourself on a mountain trail twisting down towards a small -hidden valley located in the shadow of another mountain a short distance -to the east. The trail is fairly rough going and looks to dip down into -the small valley before climbing up the side of the other mountain. As -you look at the valley from a closer vantage point, you realize that it -is much smaller than you had expected, being maybe thirty feet long. It -is quite surprising how deceptive distances can be this high up in the -mountains, isn't it? -~ -40 0 0 0 0 5 -D3 -~ -~ -0 -1 4040 -D5 -~ -~ -0 -1 4077 -S -#4077 -In The Hidden Valley~ - This valley seems to be a complete waste of a climb down the -mountainside. Of course, there is always the carefully hidden -trail that you just noticed on the eastern side of the valley, -leading up the eastern mountain that is blocking most of the sky -from you. -~ -40 0 0 0 0 5 -D1 -~ -~ -0 -1 6400 -D4 -~ -~ -0 -1 4076 -S -#4078 -In The Hidden Valley~ - This small valley is hidden away in the shadow of the large -mountain to the east. The trail leading up it to the east seems -to vanish before your eyes, but you are quickly able to find it -once again. A trail leads up the mountain to the west as well. -~ -40 0 0 0 0 5 -D1 -~ -~ -0 -1 6400 -D4 -~ -~ -0 -1 4076 -S -$~ diff --git a/lib/world/wld/41.wld b/lib/world/wld/41.wld deleted file mode 100644 index 31dc22e..0000000 --- a/lib/world/wld/41.wld +++ /dev/null @@ -1,595 +0,0 @@ -#4100 -The Tunnel~ - As you continue along this tunnel which heads deeper and deeper into -the earth, you notice that the tunnel must be a lot steeper than you -previously expected as there is a small rivulet of water gushing down -the one side of the tunnel. The tunnel appears to extend straight to -the east for quite some distance. -~ -41 13 0 0 0 3 -D1 -~ -~ -0 -1 4101 -D3 -~ -~ -0 -1 4052 -S -#4101 -The Long Tunnel~ - The tunnel seems to be slightly sloped here as it continues in its -east-west direction. The tunnel walls are far apart, almost allowing -for four people to travel abreast with ease. The walls do not seem to -be very damp, but there is a small rivulet running along the northern -wall of the tunnel. -~ -41 9 0 0 0 3 -D1 -~ -~ -0 -1 4102 -D3 -~ -~ -0 -1 4100 -S -#4102 -The Long Tunnel~ - As you travel along this long tunnel, you begin to wonder just -how long it is. The walls are fairly far apart, but you can see -that they begin to close in rather rapidly to the east. In fact, -the manner in which they come together almost reminds you of a -funnel. -~ -41 9 0 0 0 3 -D1 -~ -~ -0 -1 4103 -D3 -~ -~ -0 -1 4101 -S -#4103 -The Long Tunnel~ - You are standing in a long east-west tunnel. It is not all that -wide at this point, perhaps wide enough for two people to stand side -by side without impeding each other. Off to the west it appears that -the tunnel opens up some more while to the east it dives further down -into the earth, and you can see a small hole about two feet in diameter -about waist height in the southern wall. -~ -41 9 0 0 0 3 -D1 -~ -~ -0 -1 4104 -D2 -~ -~ -0 -1 4106 -D3 -~ -~ -0 -1 4102 -S -#4104 -The Long Tunnel~ - You find yourself in a small bulbous cavern ending. The somewhat -circular 'room' is about thirty feet in diameter and you can see one -exit from it; a tunnel leading sharply upwards from the western wall. -The walls of this cavern are quite indistinct and you cannot see any -moss or dampness on them whatsoever. -~ -41 9 0 0 0 3 -D3 -~ -~ -0 -1 4103 -S -#4105 -The Golden Cave~ - You are standing in what appears to be the north-east corner of -this large cavern. The cave is lit by the eerie, soft, golden light -which looks to be emanating from the walls themselves. The cave -itself is enormous, extending quite a distance to the west and south. -~ -41 8 0 0 0 1 -D2 -~ -~ -0 -1 4108 -D3 -~ -~ -0 -1 4106 -E -light gold golden~ - It looks good, but as you look closely you notice that it has no value. -~ -S -#4106 -The Golden Cave~ - You are standing in what appears to be the north-west corner of -this large cavern. The cave is lit by the eerie, soft, golden light -which looks to be emanating from the walls themselves. The cave -itself is enormous, extending quite a distance to the east and south. -There is a hole in the northern wall, about two feet in diameter. -All that can be seen through the hole is darkness. -~ -41 8 0 0 0 1 -D0 -~ -~ -0 -1 4103 -D1 -~ -~ -0 -1 4105 -D2 -~ -~ -0 -1 4109 -E -light gold golden~ - It looks good, but as you look closely you notice that it has no value. -~ -S -#4107 -The Passage~ - You are standing at the elbow turn of a small passageway. It turns -quite sharply to the south and west. To the south, it appears that the -passage continues, but to the west you can see what almost appears to -be a golden light. -~ -41 9 0 0 0 3 -D2 -~ -~ -0 -1 4113 -D3 -~ -~ -0 -1 4108 -S -#4108 -The Golden Cave~ - You are standing in what appears to be the south-east corner of -this large cavern. The cave is lit by the eerie, soft, golden light -which looks to be emanating from the walls themselves. The cave -itself is enormous, extending quite a distance to the west and north. -A crack in the wall to the east appears to lead into a passageway of -sorts. -~ -41 8 0 0 0 1 -D0 -~ -~ -0 -1 4105 -D1 -~ -~ -0 -1 4107 -D3 -~ -~ -0 -1 4109 -E -light gold golden~ - It looks good, but as you look closely you notice that it has no value. -~ -S -#4109 -The Golden Cave~ - You are standing in what appears to be the middle of the western -wall of this large cavern. The cave is lit by the eerie, soft, golden -light which looks to be emanating from the walls themselves. The cave -itself is enormous, extending quite a distance to the east, south, -and north. -~ -41 8 0 0 0 1 -D0 -~ -~ -0 -1 4106 -D1 -~ -~ -0 -1 4108 -D2 -~ -~ -0 -1 4114 -E -light gold golden~ - It looks good, but as you look closely you notice that it has no value. -~ -S -#4110 -The Hole~ - You find yourself standing in a small alcove as the tunnel comes to -a somewhat sudden end. Looking about you suddenly notice a rather big -hole in the floor of the tunnel. In fact, it seems that another step -forward and you would have fallen into it. - The tunnel itself leads to the west, and looking down into the hole -in the floor reveals little beyond the fact that it seems to be very -deep and very dark. There is a very strange smell emanating from the -hole, it almost smells like something down there is rotting. -~ -41 13 0 0 0 3 -D3 -~ -~ -0 -1 4111 -D5 -Before you head down, you drop a rock to see how deep the hole is... -After about five minutes, it still hasn't hit bottom. Thus, for -reasons of sanity, you decide not to go this way. -~ -~ -0 -1 -1 -E -hole floor~ - Before you head down, you drop a rock to see how deep the hole is... After -about five minutes, it still hasn't hit bottom. Thus, for reasons of sanity, -you decide not to go this way. -~ -S -#4111 -The Tunnel~ - The walls of this small tunnel are almost completely covered in a -strange orange moss that flakes off to the touch. The tunnel leads -in an east-west direction and the air within is very damp and very -stagnant. There is no detectable breeze at all but a strange smell -emanates from the east. There is a small, almost unnoticed hole in -the southern wall. -~ -41 9 0 0 0 3 -D1 -~ -~ -0 -1 4110 -D2 -The hole looks very small. You will probably have to crawl through -it. -~ -~ -0 -1 4126 -D3 -~ -~ -0 -1 4112 -E -moss walls wall~ - The moss on the walls is orange. When you touch it, it feels very scrubby -and flakes off to the touch leaving a slight orange tinge on your fingertips. -~ -S -#4112 -The Tunnel~ - The tunnel in which you currently stand is fairly wide (very wide -relative to almost all the other tunnels around here it seems) and -yet the air is quite damp. The walls have a thin coating of moisture -upon them which looks and feels somewhat oiley. The tunnel leads in -an east-west direction. -~ -41 9 0 0 0 3 -D1 -~ -~ -0 -1 4111 -D3 -~ -~ -0 -1 4113 -E -wall walls moisture coat coating~ - The coating of moisture on the walls has strange little patterns of color -weaving through it, almost as if someone had spilled oil on a horizontal water -surface. -~ -S -#4113 -The Passage~ - This north-south passageway looks to be a natural creation, except -that the walls looks to have been roughly hewn in order to smooth them -a somewhat to make passage easier. The walls still meander as the -passage makes its way deeper into the bowels of the earth. A bizarre -shadow in the eastern wall leads you to suspect that a small passage -meets the tunnel there. -~ -41 9 0 0 0 3 -D0 -~ -~ -0 -1 4107 -D1 -~ -~ -0 -1 4112 -D2 -~ -~ -0 -1 4116 -S -#4114 -The Golden Cave~ - You are standing in what appears to be the south-west corner of -this large cavern. The cave is lit by the eerie, soft, golden light -which looks to be emanating from the walls themselves. The cave -itself is enormous, extending quite a distance to the north and a -strange shadow formation seems to indicate a passage entrance to the -west. -~ -41 8 0 0 0 1 -D0 -~ -~ -0 -1 4109 -D3 -~ -~ -0 -1 4115 -E -light gold golden~ - It looks good, but as you look closely you notice that it has no value. -~ -S -#4115 -The Dark Passage~ - You find yourself in a small passage ending. It is quite dark in here. -As you look about the damp walls, you notice that the passageway almost -appears to curve upwards towards the ceiling. Looking up, you notice that -there is a small hole, just large enough to pass through. Looking closely -at the curved part of the wall, it appears that someone (or something) has -carved small handholds into the wall to ease passage upwards. The tunnel -itself leads off to the east. -~ -41 9 0 0 0 3 -D1 -~ -~ -0 -1 4114 -D4 -~ -~ -0 -1 4021 -S -#4116 -The Passage~ - You find yourself in quite an ordinary passageway which leads north -and south. It looks to be wide enough for two people to walk side by -side with plenty of room. The passage appears to be almost rectangular -in form. Far off to the south you can see the pinpoint of a light. -~ -41 9 0 0 0 3 -D0 -~ -~ -0 -1 4113 -D2 -~ -~ -0 -1 4120 -E -light~ - Well, you can't see where it comes from... -~ -S -#4117 -The Secret Tunnel~ - You are currently standing in a narrow passageway that does not seem -to have been heavily visited at any time. It leads northwards towards -a lit room and south towards what appears to be a chamber. -~ -41 9 0 0 0 3 -D0 -~ -~ -0 -1 4114 -D2 -~ -~ -0 -1 4122 -S -#4118 -The Cave~ - This rather large cave is surprisingly very well lit. There are -about twenty torches spread about the room set in sconces which hang -several feet above your head. The dancing shadows created by the -flickering flames catch your eyes for a few minutes and threaten to -hold you entranced. - Looking about the cave, it appears to continue to the west and -south. In the north wall a strange vertical crack looks as if it may -lead somewhere. -~ -41 8 0 0 0 1 -D0 -It looks like quite the tight fit. -~ -~ -0 -1 4126 -D2 -~ -~ -0 -1 4123 -D3 -~ -~ -0 -1 4119 -S -#4119 -The Cave~ - This rather large cave is surprisingly very well lit. There are -about twenty torches spread about the room set in sconces which hang -several feet above your head. The dancing shadows created by the -flickering flames catch your eyes for a few minutes and threaten to -hold you entranced. - Looking about the cave, it appears to continue to the east and -south. -~ -41 8 0 0 0 1 -D1 -~ -~ -0 -1 4118 -D2 -~ -~ -0 -1 4124 -D3 -The rock wall to the west looks odd for some strange reason. -~ -wall rock~ -1 -1 4121 -S -#4120 -The Passage~ - You stand in a fairly normal passage, slightly wider than is -necessary for one person, but not quite wide enough for two. The -ceiling dips here rather surprisingly, or wait, is that because the -floor climbs upwards toward it? The tunnel seems to narrow slightly -more as you look to the south, and widens up somewhat as you look -northward. The light to the south continues to flicker. -~ -41 9 0 0 0 3 -D0 -~ -~ -0 -1 4116 -D2 -~ -~ -0 -1 4125 -E -light~ - It nearly is enough to light the passage. -~ -S -#4121 -The Secret Tunnel~ - You stand in a very unnatural hallway, about ten feet across and -about ten or twelve feet up. The passageway funnels down towards -the west where it leads to a doorway that looks to be about five feet -across. The east end of the tunnel comes to a sudden end at a very -smooth rock wall. -~ -41 9 0 0 0 3 -D1 -The rock wall to the east looks like it might be able to be moved. -~ -wall rock~ -1 -1 4119 -D3 -~ -~ -0 -1 4122 -E -wall rock~ - The rock wall to the east looks like it might be able to be moved. -~ -S -#4122 -The Secret Chamber~ - You stand in a small chamber that you never would have thought -could exist. This small, almost perfectly round cave does not -appear to be a natural formation at all, since the walls are far -too smooth and the doorways to the north and east are both almost -exactly five feet wide and eleven feet tall. -~ -41 9 0 0 0 3 -D0 -~ -~ -0 -1 4117 -D1 -~ -~ -0 -1 4121 -S -#4123 -The Cave~ - This rather large cave is surprisingly very well lit. There are -about twenty torches spread about the room set in sconces which hang -several feet above your head. The dancing shadows created by the -flickering flames catch your eyes for a few minutes and threaten to -hold you entranced. - Looking about the cave, it appears to continue to the west and -north. -~ -41 8 0 0 0 1 -D0 -~ -~ -0 -1 4118 -D3 -~ -~ -0 -1 4124 -S -#4124 -The Cave~ - This rather large cave is surprisingly very well lit. There are -about twenty torches spread about the room set in sconces which hang -several feet above your head. The dancing shadows created by the -flickering flames catch your eyes for a few minutes and threaten to -hold you entranced. - Looking about the cave, it appears to continue to the east and -north. There is a passageway leading out of the western wall of the -cave which looks to turn northwards. -~ -41 8 0 0 0 1 -D0 -~ -~ -0 -1 4119 -D1 -~ -~ -0 -1 4123 -D3 -~ -~ -0 -1 4125 -S -#4125 -The Passage~ - You are at the end of a narrow passage which leads away from -here to the north. The southern wall is bare and almost seems to -dance with the shadows created by the flickering light emanating -from the cave to the east. -~ -41 8 0 0 0 3 -D0 -~ -~ -0 -1 4120 -D1 -~ -~ -0 -1 4124 -S -#4126 -The Crawlway~ - You are in a very narrow crawlway. To back out of it, you would have -to move carefully in order to not catch anything on the jutting rocks of -the ceiling and walls. The diameter of the crawlway is about two feet, -and is a rather tight squeeze. You'd better hope that there aren't any -worms or similar creatures down this way since it might be difficult to -defend yourself in here. -~ -41 877 0 0 0 5 -D0 -You can see a small hole marking the north exit of the crawlway. -~ -~ -0 -1 4111 -D2 -You can see the light emanating from the southern exit of the crawlway. -~ -~ -0 -1 4118 -S -$~ diff --git a/lib/world/wld/42.wld b/lib/world/wld/42.wld deleted file mode 100644 index c74ddaa..0000000 --- a/lib/world/wld/42.wld +++ /dev/null @@ -1,620 +0,0 @@ -#4200 -Entrance to a Chasm~ - The rubble from the landslide to the west has thinned out, leaving a clear -path for you to walk down. The granite walls of the chasm soar up above you, -showing you only a small swath of the sky. To the east, you can smell the odor -of brimstone. You fail to surpress a shudder when you remember the tales you -have heard of this place. -~ -42 4 0 0 0 0 -D1 -~ -~ -0 0 4201 -E -credits~ - Guldane -~ -S -#4201 -Deeper into the Chasm~ - The rubble from the landslide to the west has completely vanished, leaving a -rough surface of granite for you to walk upon. Here and there, though, are -some deep furrows in the rock, always in groups of three. You suddenly realize -that these cuts are claw marks, probably territory marks of some sort... To -the east, the chasm gets yet deeper. -~ -42 0 0 0 0 0 -D1 -~ -~ -0 0 4202 -D3 -~ -~ -0 0 4200 -S -#4202 -Deeper into the Chasm~ - The chasm walls soar up so high that you can see almost nothing of the sky. -The enterance to this hell-cursed chasm is to the west. When you look to the -est, you realize that the end of this ordeal is in sight-you can see the -bottom. The smell of sulfur is very strong here, and it seems to be wafting on -the air currents from the east. -~ -42 0 0 0 0 0 -D1 -~ -~ -0 0 4203 -D3 -~ -~ -0 0 4201 -S -#4203 -The Bottom of the Chasm~ - You are at the bottom of an extremely deep granite chasm. The only way you -can see even a small portion of the sky is by trying to look straight up. -There are multiple groups of three deep claw furrows all over the ground and -covering a good portion of the walls. There is a cave in the north wall, -almost big enough for a large giant to walk into without ducking. -~ -42 0 0 0 0 0 -D0 -~ -~ -0 0 4207 -D1 -~ -~ -0 0 4204 -D3 -~ -~ -0 0 4202 -S -#4204 -East side of the Chasm~ - To the west of here is the bottom of the chasm. To the east, the path -continues rising, taking you away from the oppressive might of the towering -granite walls. As it is, you can only see a small piece of the sky. There are -numerous claw marks here, each several inches deep. The smell of sulfur is -omnipresent, but it seems worse to the west. -~ -42 0 0 0 0 0 -D1 -~ -~ -0 0 4205 -D3 -~ -~ -0 0 4203 -S -#4205 -Entrance to a Cave~ - The path up is supposed to continue to the north-east here, but the way is -blocked by a large mass of rubble. There's no way you can get out that way. -To the east, however, is a large cave. Maybe you can go spelunking. -~ -42 0 0 0 0 0 -D1 -Nothing. -~ -~ -0 0 4206 -D3 -~ -~ -0 0 4204 -S -#4206 -A Cave~ - You are in a cave, not so large as caves go, but still, its pretty big -compared to you. It doesn't go back too far, you can almost see all the way to -the back of it. There is a small glow towards the back of the cave. To the -west is the exit. -~ -42 5 0 0 0 0 -D1 -~ -~ -0 0 4297 -D3 -~ -~ -0 0 4205 -S -#4207 -Entrance to a Cave~ - You have entered a large cave. There are multiple stone spears coming from -the ceiling and the floor, giving you the unsettling impression that you are -walking into a giant mouth. The thing that bothers you the most, though, is -that though the center of the chamber, there are stumps where other stalagmites -should be. Something REALLY strong must have done that. -~ -42 0 0 0 0 0 -D0 -~ -~ -0 0 4208 -D2 -~ -~ -0 0 4203 -S -#4208 -Further Into the Cave~ - You are going deeper and deeper into the cave. The claw marks are back, and -they have reinforcements. You see some claw marks that go five to six inches -into the stone! The path through the stalagmites continues, and you feel too -captivated by curiosity to stop now. You conviently forget that curiosity -killed the cat... -~ -42 0 0 0 0 0 -D0 -~ -~ -0 0 4209 -D2 -~ -~ -0 0 4207 -S -#4209 -A Choice of Ways~ - You have reached the back of the cave. It branches off in three directions -from here, with passages big enough to accomodate medium-sized giants. To the -north is a smaller hole in the otherwise completely smooth walls. The walls -are so smooth, in facts, that it is clear that they could not be natural... -~ -42 0 0 0 0 0 -D0 -~ -~ -0 0 4221 -D1 -~ -~ -0 0 4210 -D2 -~ -~ -0 0 4208 -D3 -~ -~ -0 0 4216 -E -claw~ - It is a long, deep gash, at least six inches deep. -~ -S -#4210 -Top of A Stairwell~ - You have entered a massive stairwell, spiraling downwards as far as you can -see. Each step is about ten feet long and thirty feet wide. You would hate to -find out what would happen if you tripped and fell down them... -~ -42 4 0 0 0 0 -D3 -~ -~ -0 0 4209 -D5 -~ -~ -0 0 4211 -S -#4211 -A Stairwell~ - You are plodding down a seemingly endless line of stairs. They are all -featureless, made out of solid granite. The only thing interesting about these -stairs is that they are very large and wide, big enough for a giant. They -spiral downwards are far as you can see. You look up. They go just as far -that way. -~ -42 0 0 0 0 0 -D4 -~ -~ -0 0 4210 -D5 -~ -~ -0 0 4212 -S -#4212 -Bottom of a Stairwell~ - You are at the bottom of a very large stairwell. The steps themselves are -barely small enough for you to go up the stairs without climbing up each step. -The stairwell is large enough to hold a giant, with some room to spare. To the -east, you detect a faint humidness. -~ -42 4 0 0 0 0 -D1 -~ -~ -0 0 4213 -D4 -~ -~ -0 0 4211 -S -#4213 -A Dank Corridor~ - You are in a large corridor. There is moisture coating the walls, and some -other unidentifiable substances on the floor. Like the rest of this place, the -ceiling is high above, almost lost in shadow. To the west, you see a -stairwell. To the east, you see more corridor. -~ -42 0 0 0 0 0 -D1 -~ -~ -0 0 4214 -D3 -~ -~ -0 0 4212 -S -#4214 -A Dank Corridor~ - The dark corridor abruptly terminates in a rough hewn stone wall on the -south side. There is a solid steel door set into the rock. You think you can -hear mumbling and heavy footfalls coming from beyond the doorway... -~ -42 0 0 0 0 0 -D1 -~ -~ -0 0 4222 -D2 -~ -door cell~ -1 4200 4215 -D3 -~ -~ -0 0 4213 -S -#4215 -A Prison Cell~ - You are in a solid stone cell, big enough for several man-sized creatures to -fit in without complaint. There are a few bones scattered around the room, and -the bite marks on them are unsettling you... -~ -42 0 0 0 0 0 -D0 -~ -door cell~ -1 4200 4214 -S -#4216 -A Stairwell~ - You are standing at the bottom of a gigantic stairwell, with each step being -several meters high, almost taller than you are. To the east, you see a cave -with multiple stalagmites, and another stairwell opposite the one you are -currently in. -~ -42 12 0 0 0 0 -D1 -~ -~ -0 0 4209 -D4 -~ -~ -0 0 4295 -S -#4217 -A Small Room~ - You note with some relief that this room is too small to fit a dragon. -There are numerous brooms and mops around, as well as a few buckets and a well -carved into one corner. Evidently this is a storeroom for cleaning supplies. -~ -42 4 0 0 0 0 -D1 -~ -~ -0 0 4220 -S -#4218 -A Hallway~ - You are walking down a featureless granite hallway. The granite is rather -pretty, with millions of shiny flecks strewn about the visible portion of the -rock. To the south, you see an intersection, and to the north, you see more -hallway. You notice that the smell of sulfur and brimstone has intensified... -~ -42 0 0 0 0 0 -D0 -~ -~ -0 0 4223 -D2 -~ -~ -0 0 4220 -S -#4219 -A Hallway~ - You have entered a large hallway, which is at least twenty feet wide and -extremely long. To the east is the stairway back down, and there is an -intersection to the west. The amount of claw marks here worries you... -~ -42 0 0 0 0 0 -D1 -~ -~ -0 0 4296 -D3 -~ -~ -0 0 4220 -S -#4220 -A Hallway~ - You are at a junction of two hallways, one of which goes east from here and -the other north. There is also a doorway to the west, and you think about -hiding, as the claw marks here indicate that this passageway is well traveled. -~ -42 0 0 0 0 0 -D0 -~ -~ -0 0 4218 -D1 -~ -~ -0 0 4219 -D3 -~ -~ -0 0 4217 -S -#4221 -A Hatchery~ - You are in a roughly circular room, with a large crater-shaped hole in the -middle of the room. There are a few eggs in the nest, and lost of scattered -eggsells lying about. There are no eggs, luckily for you- if there were eggs, -there would be a watchful dragon nearby. You think you hear a few high-pitched -squeaks, though... -~ -42 4 0 0 0 0 -D2 -~ -~ -0 0 4209 -S -#4222 -The End of the Hallway~ - You are in a moderately cozy room, with a small air shaft going up through -the ceiling to the sky above. The ground is rough and pebbly, with a large -mound a sand in the center of the room. There is a keyrack here. -~ -42 0 0 0 0 0 -D3 -~ -~ -0 0 4214 -S -#4223 -A Hallway~ - You are walking down an ordinary hallway... If you count the extremely -discomforting amount of claw marks as normal... If you count the stench of -sulfur as run of the mill... And if you count the roaring you hear echoing -from somewhere as ordinary... -~ -42 0 0 0 0 0 -D0 -~ -~ -0 0 4224 -D2 -~ -~ -0 0 4218 -S -#4224 -A Hallway~ - You are walking down an almost featureless granite corridor. There is only -a few things that mar its perfect smoothness, and those few things are multiple -scratches and claw marks on the floor and walls. Up ahead, you think you hear -the sound of scales, but you can't be sure. -~ -42 0 0 0 0 0 -D0 -~ -~ -0 0 4225 -D2 -~ -~ -0 0 4223 -S -#4225 -A Guard Chamber~ - You are looking at what is quite obviously a guard room, and you can also -tell that this area is very well traveled, and from some of the deep grooves in -the rock you guess that many dragons have waited in this room for permission -beyond. You also notice that there is some smoke drifting down the ramp to the -west. -~ -42 4 0 0 0 0 -D1 -~ -~ -0 0 4226 -D2 -~ -~ -0 0 4224 -S -#4226 -A Ramp~ - You are walking up a ramp that is, if anything, more impressive then the -species that made it. There are inlaid designs along every inch of the walls, -made out of gold, silver, platinum, and countless diamonds and rubies. The -granite floor has somehow been made so that the rock has the illusion of being a -carpet. The smell of sulfur, which is intensifying, is the only aspect of the -stairwell that you think could be better. -~ -42 0 0 0 0 0 -D1 -~ -~ -0 0 4228 -D3 -~ -~ -0 0 4225 -S -#4227 -The Royal Treasury~ - You are in a large cave, filled almost to the brim with millions and -millions of gold and silver pieces. The entire floor is covered, except for a -small cleared area where you are standing. You take a step towards the -treasure, but immediately realize that there is no way you could possibly take -all of the treasure with you. -~ -42 12 0 0 0 0 -D4 -~ -pattern~ -1 4202 4228 -S -#4228 -The Royal Antechamber~ - You are standing in the middle of a perfectly round cavern, which could -easily fit ten dragons comfortably. In the middle of the room, you see a huge -gold inlaid design, with many, many gems studded into it in an artistic -fashion. You think you can see a seam around the edges of the circle, and -there is a small slot in the exact middle of the pattern. To the west, you see -a ramp desending downward, and you see three passages in the north, east, and -south walls of the room. The stench of sulfur is so thick that you can almost -see it, and it is making your eyes water. -~ -42 8 0 0 0 0 -D0 -~ -~ -0 0 4229 -D1 -~ -~ -0 0 4231 -D2 -~ -~ -0 0 4230 -D3 -~ -~ -0 0 4226 -D5 -~ -pattern circle door design~ -2 4202 4227 -S -#4229 -The Royal Nest~ - You are in a medium-sized circular chamber, with only one major feature. -In the almost exact middle of the room there is a large circular depression, -with several pieces of armor and bones scattered around it. The walls are -carved from rock, but in the wall near you there is a skeleton *melted* into -the wall, still carrying his sword and shield. You shiver. What a horrible -fate... -~ -42 0 0 0 0 0 -D2 -~ -~ -0 0 4228 -S -#4230 -The Royal Balcony~ - You have walked out onto a balcony, very high up, jutting out from a large -sprialing structure that is obviously not natural. You can see the ground far, -far below you, and you shudder as you think what would happen if you fell from -here. You look up, and you can see the blue sky far above you. To the north -is the passageway that brought you here. -~ -42 0 0 0 0 0 -D0 -~ -~ -0 0 4228 -S -#4231 -The Royal Throne Room~ - You are in a very large room, which is obviously a meeting hall or a -gathering space of some sort, and as you look around, you see toward the east -wall, a large circular hollow, with several indentations as if for places to -lean your elbows, but they are way too big for you. Everywhere you can see -large designs, showing knights on horseback being slaughtered, countrysides -being ravaged, and castles being destroyed. They are obviously a monument to -some particularly evil acts by dragons. -~ -42 0 0 0 0 0 -D3 -~ -~ -0 0 4228 -S -#4294 -NOTE~ - -add material desc for chasm walls -more stuff to add feeling to the zone -~ -42 0 0 0 0 0 -S -#4295 -A Stairwell~ - You are plodding down a seemingly endless line of stairs. They are all -featureless, made out of solid granite. The only thing interesting about these -stairs is that they are very large and wide, big enough for a giant. They -spiral downwards are far as you can see. You look up. They go just as far -that way. -~ -42 0 0 0 0 0 -D4 -~ -~ -0 0 4296 -D5 -~ -~ -0 0 4216 -S -#4296 -Top of A Stairwell~ - You have entered a massive stairwell, spiraling downwards as far as you can -see. Each step is about ten feet long and thirty feet wide. You would hate to -find out what would happen if you tripped and fell down them... -~ -42 4 0 0 0 0 -D3 -~ -~ -0 0 4219 -D5 -~ -~ -0 0 4295 -S -#4297 -The Back of the Cave~ - You have reached the back of the cave. It is nothing special, besides the -fact that there is a globe of magical light floating in the middle of the room. -This lets you see your surroundings, and the many claw marks decorating the -walls. There is a large circular depression by the wall, which have some bones -and assorted pieces of armor lying about-all of them with large bite marks on -them. You start to get an uneasy feeling in the pit of your stomach... -~ -42 12 0 0 0 0 -D3 -~ -~ -0 0 4206 -S -$~ diff --git a/lib/world/wld/43.wld b/lib/world/wld/43.wld deleted file mode 100644 index 2c368d5..0000000 --- a/lib/world/wld/43.wld +++ /dev/null @@ -1,1878 +0,0 @@ -#4300 -Polar/Walrus Zone Description Room~ - This zone is made for leveling up and experience. Because in CW there are -little places to get good or even moderate exp. This zone will have two -halves. In the first half there will be penguins on a large scale in a -community in the northern wastes of Ilnyir. The other half is the city of -eskimos, Rankit. Rankit is ruled by a gluttonus king, Glogtar, and does little -for his kingdom. -Rooms: 95 -Objs: 23 -Mobs: 17 -Location: Branching of west from 8601 to 4396 leading to the icy bridge -Zone 43 was linked to the following zones: -86 Duke Kalithorn's Keep at 4396 (east ) ---> 8601 -~ -43 520 0 0 0 0 -S -#4301 -An Ice Bridge~ - Standing on a bridge of ice you almost slip off into the gully below. On a -bridge made of ice. Don't lose your balance! To the north you see the end of -the bridge, and past it is vast, white, nothing. To the northwest you see -smoke rising from an unknown village. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4302 -D2 -~ -~ -0 0 4399 -E -north~ - More ice bridge. -~ -S -#4302 -An Ice Bridge~ - Standing in the middle of an ice bridge. It looks very slippery, don't fall -off! Beyond in the distance there is a large pillar of smoke rising of what -seems to be rising from a small village in the northwest. You stand there and -think, Eskimos? -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4303 -D2 -~ -~ -0 0 4301 -E -south~ - More ice bridge. -~ -E -north~ - More ice bridge. -~ -S -#4303 -An Ice Bridge~ - At the end of an ice bridge. You didn't fall off. It nows seems there -really are eskimos in this barren land of snow and ice. There are many black -dots moving around aimlessly to the northeast. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 1 4304 -D2 -~ -~ -0 0 4302 -E -south~ - More ice bridge. -~ -S -#4304 -An Icy Trail~ - While on this winding trail totally consumed by ice and unpacked snow you -suddenly see a field to the north open up. There are very few footprints in -the snow. To the north there is more nothing than you ever thought there could -be. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4305 -D2 -~ -~ -0 0 4303 -S -#4305 -An Icy Crossroads~ - The trail looks exactly the same as it did before except for the fact that -there is a three way split in the trail. To the north, snow, ice, and black -figures wondering about. To the west, a barely definable trail. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4306 -D2 -~ -~ -0 0 4304 -D3 -~ -~ -0 0 4333 -S -#4306 -An Icy Trail~ - The snow and ice on this path is not packed so it makes moving around -difficult. The trail continues to the north where there is a turn in the path -leading to a wide open field. Back to the south there is a split in the trail. -~ -43 0 0 0 0 2 -D1 -~ -~ -0 0 4308 -D2 -~ -~ -0 0 4305 -S -#4307 -A Turn in an Icy Trail~ - The trail takes a turn here. You stand and watch all the penguins wondering -aimlessly in circles to the east. Far to the east you see what seems to be a -shoreline. To the south a path of ice and snow. -~ -43 4 0 0 0 2 -D1 -~ -~ -0 0 4308 -D2 -~ -~ -0 0 4306 -S -#4308 -The Beginning of a Snow Field~ - There is a fine layer of freshley fallen snow on the hard packed, very thick -snow. There are penguins all about you. Way to the northeast there is a large -structure made of ice. The only thing you see for miles around is -ice,penguins, and snow. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4317 -D1 -~ -~ -0 0 4309 -D3 -~ -~ -0 0 4307 -S -#4309 -Snow Field~ - It is still snowing in this baren, forsaken land of ice. Only the penguins -and a couple lumps of some sort of creature roam these lands. The penguins are -many and with their babies seem many more. As you scan your surroundings you -see a large hump of ice to the northeast. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4316 -D1 -~ -~ -0 0 4310 -D3 -~ -~ -0 0 4308 -S -#4310 -A Snow Field~ - This field is heavily trampled with tracks that have webbing in them. The -penguins are still waddling around seemingly mindless. But as you look closer -at the many tracks there are some that dont look like a bird. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4315 -D1 -~ -~ -0 0 4311 -D3 -~ -~ -0 0 4309 -S -#4311 -A Field of Packed Snow~ - The snow here is packed from constant use. You can not distinguish one -track from another. Although it is very very cold the penguins are still out -in full force. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4314 -D1 -~ -~ -0 0 4312 -D3 -~ -~ -0 0 4310 -S -#4312 -Into a Snow Field~ - You are now very far into this land of frozen nothing. You see strait to -the north a small hole in the ice. Penguins still skid along their bellies and -waddle around on their feet. You now also see what the animal was that was -making those tracks earlier. They are walruses! -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4313 -D3 -~ -~ -0 0 4311 -S -#4313 -Into a Snow Field~ - You are now very far into this land of frozen nothing. You see strait to -the north a small hole in the ice. Penguins still skid along their bellies and -waddle around on their feet. You now also see what the animal was that was -making those tracks earlier. They are walruses! -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4322 -D2 -~ -~ -0 0 4312 -D3 -~ -~ -0 0 4314 -S -#4314 -A Field of Packed Snow~ - The snow here is packed from constant use. You can not distinguish one -track from another. Although it is very very cold the penguins are still out -in full force. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4321 -D1 -~ -~ -0 0 4313 -D2 -~ -~ -0 0 4311 -D3 -~ -~ -0 0 4315 -S -#4315 -A Snow Field~ - This field is heavily trampled with tracks that have webbing in them. The -penguins are still waddling around seemingly mindless. But as you look closer -at the many tracks there are some that dont look like a bird. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4320 -D1 -~ -~ -0 0 4314 -D2 -~ -~ -0 0 4310 -D3 -~ -~ -0 0 4316 -S -#4316 -Snow Field~ - It's still snowing in this baren, forsaken land of ice. Only the penguins -and a couple of lumps of some sort of creature roam these lands. The penguins -are many and with their babies seem many more. As you scan your surroundings -you see a large hump of ice to the northeast. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4319 -D1 -~ -~ -0 0 4315 -D2 -~ -~ -0 0 4309 -D3 -~ -~ -0 0 4317 -S -#4317 -Snow Field~ - It's still snowing in this baren, forsaken land of ice. Only the penguins -and a couple lumps of some sort of creature roam these lands. The penguins are -many and with their babies seem many more. As you scan your surroundings you -see a large hump of ice to the northeast. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4318 -D1 -~ -~ -0 0 4316 -D2 -~ -~ -0 0 4308 -S -#4318 -A Snow Field~ - This field is heavily trampled with tracks that have webbing in them. The -penguins are still waddling around seemingly mindless. But as you look closer -at the many tracks there are some that dont look like a bird. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4327 -D1 -~ -~ -0 0 4319 -D2 -~ -~ -0 0 4317 -S -#4319 -A Snow Field~ - This field is heavily trampled with tracks that have webbing in them. The -penguins are still waddling around seemingly mindless. But as you look closer -at the many tracks there are some that dont look like a bird. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4326 -D1 -~ -~ -0 0 4320 -D2 -~ -~ -0 0 4316 -D3 -~ -~ -0 0 4318 -S -#4320 -A Snow Field~ - This field is heavily trampled with tracks that have webbing in them. The -penguins are still waddling around seemingly mindless. But as you look closer -at the many tracks there are some that dont look like a bird. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4325 -D1 -~ -~ -0 0 4321 -D2 -~ -~ -0 0 4315 -D3 -~ -~ -0 0 4319 -S -#4321 -A Field of Packed Snow~ - The snow here is packed from constant use. You can not distinguish one -track from another. Although it is very very cold the penguins are still out -in full force. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4324 -D1 -~ -~ -0 0 4322 -D2 -~ -~ -0 0 4314 -D3 -~ -~ -0 0 4320 -S -#4322 -Into a Snow Field~ - You are now very far into this land of frozen nothing. You see strait to -the north a small hole in the ice. Penguins still skid along their bellies and -waddle around on their feet. You now also see what the animal was that was -making those tracks earlier. They are walruses! -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4323 -D2 -~ -~ -0 0 4313 -D3 -~ -~ -0 0 4321 -S -#4323 -On an Ice Slick~ - Standing on this very slippery section of ice you notice a hole in the ice. -The hole is just large enough for a large dwarf through. There is no snow at -all around the hole so the ice is practically see through. There is an igloo -to the north which looks well tended for. All around to the south and east is -a very large field. -~ -43 4 0 0 0 2 -D0 -~ -~ -0 0 4329 -D2 -~ -~ -0 0 4322 -D3 -~ -~ -0 0 4324 -D5 -~ -~ -0 0 4328 -S -#4324 -Into a Snow Field~ - Now you are very far into this field of frozen nothing. The ice building -you saw earlier is now much closer and strait to the east. Penguins still skid -along their bellies and waddle around on their feet. You now also see what the -animal was that was making those tracks earlier. They are walruses! -~ -43 0 0 0 0 2 -D1 -~ -~ -0 0 4323 -D2 -~ -~ -0 0 4321 -D3 -~ -~ -0 0 4325 -S -#4325 -Into a Snow Field~ - Now you are very far into this field of frozen nothing. The ice building -you saw earlier is now much closer and strait to the east. Penguins still skid -along their bellies and waddle around on their feet. You now also see what the -animal was that was making those tracks earlier. They are walruses! -~ -43 0 0 0 0 2 -D1 -~ -~ -0 0 4324 -D2 -~ -~ -0 0 4320 -D3 -~ -~ -0 0 4326 -S -#4326 -Into a Snow Field~ - Now you are very far into this field of frozen nothing. The ice building -you saw earlier is now much closer and strait to the east. Penguins still skid -along their bellies and waddle around on their feet. You now also see what the -animal was that was making those tracks earlier. They are walruses! -~ -43 0 0 0 0 2 -D1 -~ -~ -0 0 4325 -D2 -~ -~ -0 0 4319 -D3 -~ -~ -0 0 4327 -S -#4327 -Into a Snow Field~ - Now you are very far into this field of frozen nothing. The ice building -you saw earlier is now much closer and strait to the east. Penguins still skid -along their bellies and waddle around on their feet. You now also see what the -animal was that was making those tracks earlier. They are walruses! -~ -43 0 0 0 0 2 -D1 -~ -~ -0 0 4326 -D2 -~ -~ -0 0 4318 -S -#4328 -Down the Ice Hole~ - As you look up through the hole you just came through you relize you can -stand up and look out of it. To the north is a long tunnel with a bright blue -light coming out of it. At the end of the tunnel it seems there is a very -large room. -~ -43 256 0 0 0 2 -D0 -~ -~ -0 0 4330 -D4 -~ -~ -0 0 4323 -S -#4329 -Inside an Igloo~ - The interior of this igloo would make someone feel young again. There are -babies wailing about something, they must be orphans by the look of the adults. -With only a couple adults to watch over them some of them seem to be very -mischeivious. -~ -43 0 0 0 0 0 -D2 -~ -~ -0 0 4323 -S -#4330 -Through an Ice Tunnel~ - This tunnel is big for a gaint! You wonder how a penguin could possibly -reach that high! The walls are smootheed away from constant use and wearing. -The ice here never seems to melt; for as you put your hand on it and take it -of, there is no water. To the north is a very large, cavernous room. -~ -43 8 0 0 0 0 -D0 -~ -~ -0 0 4331 -D2 -~ -~ -0 0 4328 -S -#4331 -Through an Ice Tunnel~ - The ice reflects a brilliant light that almost blinds you. You don't know -where the light is comeing from. As you look around you are astonished that -there aren't even any torches, lanterns, or anything that gives of any light at -all. -~ -43 8 0 0 0 0 -D0 -~ -~ -0 0 4332 -D2 -~ -~ -0 0 4330 -S -#4332 -Royal Penguins Chamber~ - This Room is enormous! The walls are almost translucent as you look into -them. You see behind the Royal Penguin's throne, a chest implanted in the ice. -The throne itself seems much to big for any penguin you have come across so -far. The ice on the ground on either side of the throne is well worn. Those -grooves in the ice may be the posts for the loyal guards of the royal penguin. -~ -43 8 0 0 0 0 -D2 -~ -~ -0 0 4331 -E -wall~ - The walls in this room are perfectly smoothed away and still refecting that -strange blue light. You think the light must be coming from outside for there -are no lights in here. -~ -E -throne chair~ - This chair made completly of ice is suberbly crafted and sqared away. It -seems to be made of one block of ice as you can see no grooves to mark that it -is not. The seat of the chair is very low in humanoid standards, but penguins -see it not fit to be in high places. -~ -S -#4333 -Snowy Trail~ - This trail seems not to be used very much if at all. You can clearly see -the village of eskimos now. You see back to the east the trail that continues -north. To the west the trail seems very short, but all this white nay be -affecting your sight. -~ -43 0 0 0 0 2 -D1 -~ -~ -0 0 4305 -D3 -~ -~ -0 0 4334 -S -#4334 -Snowy Trail~ - Continuing along the trail it seems to become more used. The tracks in the -the snow here are deeper and there are more of them; but not many more. -Coming closer to the eskimo village you see people bustling about in there -everyday chores. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4335 -D1 -~ -~ -0 0 4333 -S -#4335 -Above the Eskimo Village~ - On top of this hill looking down upon the village of eskimos there is an -incredible view of the entire city. Someone could come up here and look upon -the entire workings of the city. Far away to the east there is a large open -field with many objects moving about. -~ -43 0 0 0 0 0 -D2 -~ -~ -0 0 4334 -D5 -~ -~ -0 0 4336 -S -#4336 -ICE!!!~ - As you walk down toward the eskimo's village you suddenly slip on a patch of -ice and - F - A - L - L -~ -43 4 0 0 0 2 -D5 -~ -~ -0 0 4337 -S -#4337 -Outside a Wall of Ice~ - Standing outside of a massive wall of glittering ice there is no crack of -any kind to signify ot was built, but rather frozen out of the very air. The -wall stands close to twenty feet high and, through the large iron gate set in -the ice, six feet thick. In front of the gate stands an engraved sign. Above -is a steep icy path that dosen't seem to be possible to climb up. -~ -43 4 0 0 0 2 -D0 -Nothing. -~ -Gate~ -1 0 4338 -S -#4338 -Intersection of Whale Street and Arivat Avenue.~ - The beautiful city of Rankit opens up before you at full length from here.. -The snow gleams in the sun and crunches under your feet. People bundled in -very warm clothes are hurrying about with there buissness. To the north Arivat -Avenue runs to a busy town square. Whale Street runs east ans west. To the -south is the giant wall with the large gate set in the ice. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4339 -D1 -~ -~ -0 0 4373 -D2 -~ -Gate~ -1 0 4337 -D3 -~ -~ -0 0 4374 -S -#4339 -Arivat Avenue~ - The road here is made of ice on the bottom and snow on the top for traction. -There are many sled tracks through the area along with many more dog tracks. -To the south is the main gate of the city and to the north is a busy market -place. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4340 -D2 -~ -~ -0 0 4338 -S -#4340 -Avivat Avenue~ - This is the main street of the city of Rankit. There are many igloos about, -they all look the same. The townspeople must be able to tell them apart some -how. There are many people going about their buissness about you. To the west -there is a sign with a tunic on it and to the east a sign with a butcher's -knife. Just to the north is a busy square. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4341 -D1 -~ -~ -0 0 4388 -D2 -~ -~ -0 0 4339 -D3 -~ -~ -0 0 4387 -S -#4341 -Rankit Square~ - Standing by a large fountain in this extremly busy town square the snow -starts falling very lightly and the townsfolk don't even care. There are so -many people in this little town it could be thought impossible by many in such -a desolate place. The snow glistings off of everything covered in it. There -is a small post by the fountain with many numbers on it measuring the snow. -The snow reaches up to the 13' foot mark upon closer examination. Also on the -post there is a dark line at the 18.5 mark which must be the highest snow -fall ever. There are stairs going down from the south side of the fountain. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4342 -D1 -~ -~ -0 0 4345 -D2 -~ -~ -0 0 4340 -D3 -~ -~ -0 0 4349 -D5 -~ -~ -0 0 4389 -S -#4342 -Arivat Avenue~ - The town square is a busy place and so is this street there are many hunters -returning from expeditions with many pelts of many different animals. There is -a fresh smell coming from the west and the clink of metal coming from the east. -To the south is the fountain of clear water and to the north there is the north -gate. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4343 -D1 -~ -~ -0 0 4386 -D2 -~ -~ -0 0 4341 -D3 -~ -~ -0 0 4385 -S -#4343 -Arivat Avenue~ - The street here is just like the rest of it, icy with packed snow on the -top. The gurgling of the fountain at the square can be faintly heard from -here. There is nothing mush to see here but the igloo houses lining the -streets. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4344 -D2 -~ -~ -0 0 4342 -S -#4344 -Intersection of Arivat Avenue and Artic Street.~ - The intersection of the main road and the northern most road in town is not -quite as busy as might have been guessed. The northern gate here seems to be -well barred and impassible. What is out there to the very northern reaches of -Illniyr? -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4353 -D2 -~ -~ -0 0 4343 -D3 -~ -~ -0 0 4357 -S -#4345 -Nunavut Street~ - This street crosses with the main street at the square just to the west. -The weapon shop and the butchery are to the north and south but the doors here -say private only. To the east is the east gate of Rankit. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4346 -D3 -~ -~ -0 0 4341 -S -#4346 -Intersection of Nunavut Street and Ice Lane~ - This intersection doesn't have many people in it. The roads have many -igloos along the side of them some are bigger than others possibly signifying -rank or social order. The gate to to east seems to be well used and well -maintained. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4382 -D1 -~ -~ -0 0 4347 -D2 -~ -~ -0 0 4383 -D3 -~ -~ -0 0 4345 -S -#4347 -Nunavut Street~ - Continuing on this street the pace of the people picks up and you notice -sled dogs with there masters coming back from a good hunt. The other people -walking along are looking at you like you were a monster; they must not get -many outsiders. Just to the east is the eastern gate of Rankit. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4348 -D3 -~ -~ -0 0 4346 -S -#4348 -Western Gate of Rankit~ - The gate here is not as big as the main one but it should be because the -traffic here is almost non-stop. Many people going to the stores to sell their -good and take some to their familes. The gate is well tended and hardly makes -a noise when it opens. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4367 -D1 -~ -gate~ -1 0 4394 -D2 -~ -~ -0 0 4368 -D3 -~ -~ -0 0 4347 -S -#4349 -Nunavut Street~ - This street crosses with the main street at the square just to the east. -The food supply shop and the fitter are to the north and south but the doors -here say private only. To the west is the west gate of Rankit. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4341 -D3 -~ -~ -0 0 4350 -S -#4350 -Intersection of Nunavut Street and Snow Lane~ - This intersection doesn't have many people in it. The roads have many -igloos along the side of them some are bigger than others possibly signifying -rank or social order. The gate to to west seems to be well used and well -maintained. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4378 -D1 -~ -~ -0 0 4349 -D2 -~ -~ -0 0 4379 -D3 -~ -~ -0 0 4351 -S -#4351 -Nunavut Street~ - Continuing on this street the pace of the people picks up and you notice -sled dogs with there masters coming back from a good hunt. The other people -walking along are looking at you like you were a monster; they must not get -many outsiders. Just to the west is the western gate of Rankit. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4350 -D3 -~ -~ -0 0 4352 -S -#4352 -Eastern Gate of Rankit~ - The gate here is not as big as the main one but it should be because the -traffic here is much more than that one. Many people going to the stores to -sell their good and take some to their familes. The gate is well tended and -hardly makes a noise when it opens. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4362 -D1 -~ -~ -0 0 4351 -D2 -~ -~ -0 0 4363 -S -#4353 -Artic Street~ - You are on the northern most street of the city of Rankit. The people here -are few and they seem to shy away from the north side of the street even then. -The folk poke their heads out of there igloos watching your every move. There -are intersections to the east and west of you. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4354 -D3 -~ -~ -0 0 4344 -S -#4354 -Artic Street~ - You are on the northern most street of the city of Rankit. The people here -are few and they seem to shy away from the north side of the street even then. -The folk poke their heads out of there igloos watching your every move. There -are intersections to the east and west of you. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4355 -D2 -~ -~ -0 0 4381 -D3 -~ -~ -0 0 4353 -S -#4355 -Artic Street~ - You are on the northern most street of the city of Rankit. The people here -are few and they seem to shy away from the north side of the street even then. -The folk poke their heads out of there igloos watching your every move. There -are intersections to the east and west of you. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4356 -D3 -~ -~ -0 0 4354 -S -#4356 -Intersection of Artic Street and Eskimo Avenue~ - This intersection is full of loitering people just talking and laughing. -To the west is a street almost void of people and to the south is a fairily -busy street. -~ -43 0 0 0 0 1 -D2 -~ -~ -0 0 4366 -D3 -~ -~ -0 0 4355 -S -#4357 -Artic Street~ - You are on the northern most street of the city of Rankit. The people here -are few and they seem to shy away from the north side of the street even then. -The folk poke their heads out of there igloos watching your every move. There -are intersections to the east and west of you. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4344 -D3 -~ -~ -0 0 4358 -S -#4358 -Artic Street~ - You are on the northern most street of the city of Rankit. The people here -are few and they seem to shy away from the north side of the street even then. -The folk poke their heads out of there igloos watching your every move. There -are intersections to the east and west of you. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4357 -D2 -~ -~ -0 0 4377 -D3 -~ -~ -0 0 4359 -S -#4359 -Artic Street~ - You are on the northern most street of the city of Rankit. The people here -are few and they seem to shy away from the north side of the street even then. -The folk poke their heads out of there igloos watching your every move. There -are intersections to the east and west of you. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4358 -D3 -~ -~ -0 0 4360 -S -#4360 -Intersection of Artic Street and Inuit Avenue~ - This intersection is full of loitering people just talking and laughing. -To the east is a street almost void of people and to the south is a fairily -busy street. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4359 -D2 -~ -~ -0 0 4361 -S -#4361 -Inuit Avenue~ - This street is pretty busy with people returning with traping and hunting -prizes. The street is well maintained to keep the flow of traffic smooth. -Also the people walking past you give you strange looks from underneath their -hoods. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4360 -D2 -~ -~ -0 0 4362 -S -#4362 -Inuit Avenue~ - This street is pretty busy with people returning with traping and hunting -prizes. The street is well maintained to keep the flow of traffic smooth. -Also the people walking past you give you strange looks from underneath their -hoods. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4361 -D2 -~ -~ -0 0 4352 -S -#4363 -Inuit Avenue~ - This street is pretty busy with people returning with traping and hunting -prizes. The street is well maintained to keep the flow of traffic smooth. -Also the people walking past you give you strange looks from underneath their -hoods. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4352 -D2 -~ -~ -0 0 4364 -S -#4364 -Inuit Avenue~ - This street is pretty busy with people returning with traping and hunting -prizes. The street is well maintained to keep the flow of traffic smooth. -Also the people walking past you give you strange looks from underneath their -hoods. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4363 -D2 -~ -~ -0 0 4365 -S -#4365 -Intersection of Whale Street and Inuit Avenue~ - The intersection has people mingeling in the corners and going about their -buissness. To the north is a gate with people constantly going in and out. -To the east is the main gate that has very few going back and forth. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4364 -D1 -~ -~ -0 0 4376 -S -#4366 -Eskimo Avenue~ - The road here is well tended but still not as well as the main road. The -eastern gate to the south is a fairily busy place with hunters constantly -coming in and out with pelts and furs to sell to the town shops. To the north -is the northern most part of the city. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4356 -D2 -~ -~ -0 0 4367 -S -#4367 -Eskimo Avenue~ - The road here is well tended but still not as well as the main road. The -eastern gate to the south is a fairily busy place with hunters constantly -coming in and out with pelts and furs to sell to the town shops. To the north -is the northern most part of the city. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4366 -D2 -~ -~ -0 0 4348 -S -#4368 -Eskimo Avenue~ - The road here is well tended but still not as well as the main road. The -eastern gate to the north is a fairily busy place with hunters constantly -coming in and out with pelts and furs to sell to the town shops. To the south -is an intersection of two streets with not many people around. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4348 -D2 -~ -~ -0 0 4369 -S -#4369 -Eskimo Avenue~ - The road here is well tended but still not as well as the main road. The -eastern gate to the north is a fairily busy place with hunters constantly -coming in and out with pelts and furs to sell to the town shops. To the south -is an intersection of two streets with not many people around. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4368 -D2 -~ -~ -0 0 4370 -S -#4370 -Intersection of Whale Street and Eskimo Avenue~ - The intersection has people mingeling in the corners and going about their -buissness. To the north is a gate with people constantly going in and out. -To the west is the main gate that has very few going back and forth. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4369 -D3 -~ -~ -0 0 4371 -S -#4371 -Whale Street~ - The buissness on this street is low. There no igloos on this side of the -town, lining the streets, because the wind is blowing out of the south. To the -west is the main gate of the city which is used rarely. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4370 -D3 -~ -~ -0 0 4372 -S -#4372 -Whale Street~ - The buissness on this street is low. There no igloos on this side of the -town, lining the streets, because the wind is blowing out of the south. To the -west is the main gate of the city which is used rarely. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4384 -D1 -~ -~ -0 0 4371 -D3 -~ -~ -0 0 4373 -S -#4373 -Whale Street~ - The buissness on this street is low. There no igloos on this side of the -town, lining the streets, because the wind is blowing out of the south. To the -west is the main gate of the city which is used rarely. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4372 -D3 -~ -~ -0 0 4338 -S -#4374 -Whale Street~ - The buissness on this street is low. There no igloos on this side of the -town, lining the streets, because the wind is blowing out of the south. To the -east is the main gate of the city which is used rarely. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4338 -D3 -~ -~ -0 0 4375 -S -#4375 -Whale Street~ - The buissness on this street is low. There no igloos on this side of the -town, lining the streets, because the wind is blowing out of the south. To the -east is the main gate of the city which is used rarely. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4380 -D1 -~ -~ -0 0 4374 -D3 -~ -~ -0 0 4376 -S -#4376 -Whale Street~ - The buissness on this street is low. There no igloos on this side of the -town, lining the streets, because the wind is blowing out of the south. To the -east is the main gate of the city which is used rarely. -~ -43 0 0 0 0 1 -D1 -~ -~ -0 0 4375 -D3 -~ -~ -0 0 4365 -S -#4377 -Snow Lane~ - The snow here is very deep. The potholes you make while steping are up to -your hips. The eskimos walking around and above you have snow shoes on -allowing them to walk without falling down. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4358 -D2 -~ -~ -0 0 4378 -S -#4378 -Snow Lane~ - The snow here is very deep. The potholes you make while steping are up to -your hips. The eskimos walking around and above you have snow shoes on -allowing them to walk without falling down. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4377 -D2 -~ -~ -0 0 4350 -S -#4379 -Snow Lane~ - The snow here is very deep. The potholes you make while steping are up to -your hips. The eskimos walking around and above you have snow shoes on -allowing them to walk without falling down. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4350 -D2 -~ -~ -0 0 4380 -S -#4380 -Snow Lane~ - The snow here is very deep. The potholes you make while steping are up to -your hips. The eskimos walking around and above you have snow shoes on -allowing them to walk without falling down. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4379 -D2 -~ -~ -0 0 4375 -S -#4381 -Ice Lane~ - It is very slippery here. The ice doesn't seem to be as well tended for in -this part of town for some reason as the rest of the city. The igloos still -line the streets and residents of these igloos poke their heads out and look at -you warily. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4354 -D2 -~ -~ -0 0 4382 -S -#4382 -Ice Lane~ - It is very slippery here. The ice doesn't seem to be as well tended for in -this part of town for some reason as the rest of the city. The igloos still -line the streets and residents of these igloos poke their heads out and look at -you warily. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4381 -D2 -~ -~ -0 0 4346 -S -#4383 -Ice Lane~ - It is very slippery here. The ice doesn't seem to be as well tended for in -this part of town for some reason as the rest of the city. The igloos still -line the streets and residents of these igloos poke their heads out and look at -you warily. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4346 -D2 -~ -~ -0 0 4384 -S -#4384 -Ice Lane~ - It is very slippery here. The ice doesn't seem to be as well tended for in -this part of town for some reason as the rest of the city. The igloos still -line the streets and residents of these igloos poke their heads out and look at -you warily. -~ -43 0 0 0 0 1 -D0 -~ -~ -0 0 4383 -D2 -~ -~ -0 0 4372 -S -#4385 -Rankit Food Supply~ - The smell of freshly baked food eminates from this shop. There is a list on -the counter for all to see the contents of the shop. There are four large -ovens on the back wall releaseing heat that makes this room at least 20 degrees -warmer than outside. -~ -43 0 0 0 0 0 -D1 -~ -~ -0 0 4342 -S -#4386 -Rankit Weaponry~ - There is a large clamor of metal on heated metal as you enter. The weapons -lining the walls are all polished and shining waiting to be used for good or -evil. The heat here is unbearably hot as the room is stuffy and congested. -The temperature outside must be at least 50 degrees lower than in here. -~ -43 0 0 0 0 0 -D3 -~ -~ -0 0 4342 -S -#4387 -Rankit Tunic Fitter~ - While standing in this room with fur lined leather clothing upon every wall -the young shopkeeper stands and greets you upon entering. There are sewing -needles and unfinished hides littering the floor, evidence of continued -buissness. -~ -43 0 0 0 0 0 -D1 -~ -~ -0 0 4340 -E -hides skins~ - The hides that line the walls are tanned and shaped. They are just models -for the sizing is different for different people. -~ -S -#4388 -The Butchery~ - Blood stained snow seeps out onto the snow outside. The odor is unbearable -as you enter as it smells like long over due socks that need washing. Other -fouler smells are mixed throughout the area but none worse than the smell of -dead animals. No one seems to be able to cope with the smell except for the -butcher himself as you see residents come in then run out. -~ -43 0 0 0 0 0 -D3 -~ -~ -0 0 4340 -S -#4389 -Entrance to Glogtar's Throne Room~ - The steps leading back up to a hole in the snow emerges out in the air of -the center of the city. Nobody comes here from the outside for fear of seeing -their dictator, Glogtar the Ruler of Ice. To the north is a tunnel with a -large light coming from the end. -~ -43 4 0 0 0 0 -D0 -~ -~ -0 0 4390 -D4 -~ -~ -0 0 4341 -S -#4390 -A Tunnel Through the Snow~ - Walking along the tunnel under the snow you hear the sound of feet above -you. The light to the north is getting bigger if you continue northward. Or -the stairs are just to the south if you wish to leave the presense of Glogtar. -~ -43 0 0 0 0 0 -D0 -~ -~ -0 0 4391 -D2 -~ -~ -0 0 4389 -S -#4391 -A Tunnel Through the Snow ~ - The stairs are away at the end of this tunnel with the sun filtering down -through the hole that is continually cleared of snow. Just to the north is the -throne of Glogtar. The light coming there is bright and does not flicker. If -there was a fire here it would melt and collapse the whole chamber and tunnel -causing the raod below to cave in. -~ -43 0 0 0 0 0 -D0 -~ -~ -0 0 4392 -D2 -~ -~ -0 0 4390 -S -#4392 -Throne of Glogtar~ - Glogtar seems to be a very large man. His throne, sitting here, is twice -the size it should be for his size. The snow is neatly packed around the -chamber and dug out so you have to decend several steps to come upon the Ruler -of the Ice. Servants constantly coming in and out through a small entry way in -the west side of the wall bring their king delicacies. To the south is the -exit and there is a small intricately carved door to te east. -~ -43 0 0 0 0 0 -D1 -~ -door~ -1 4322 4393 -D2 -~ -~ -0 0 4391 -D3 -~ -hidden~ -1 0 4341 -E -throne~ - The throne is carved very delicately and very skillfully. The carving in -the wood has many curves and intricate lacings throughout the intirething from -the legs to the head. -~ -S -#4393 -Treasure Room~ - This room is lined with steel and looks like a prison cell. The one -exception to it being a prison is the HUGE amount of money sitting in the -corner. The only way out is the way you came in. -~ -43 0 0 0 0 0 -D3 -~ -door~ -1 4322 4392 -S -#4394 -A Hunting Trail~ - You are on a game path. Many animals have come by here to be attacked and -killed to be eaten. There are eskimo tracks everywhere heading to the east -were the hunting trail leads on. -~ -43 0 0 0 0 2 -D1 -~ -~ -0 0 4395 -D3 -~ -gate~ -1 0 4348 -S -#4395 -A hunting Trail~ - The trail turns east and is quickly lost to the skill of eskimo hunters in -snow. Save the very fine foots prints hardly noticeable to the naked eye. To -the west is the gate of Rankit and to the south is barren lands of snow and -ice. -~ -43 0 0 0 0 2 -D2 -~ -~ -0 0 4335 -D3 -~ -~ -0 0 4394 -S -#4396 -A Mud Trail~ - The road becomes wet with melted water from the north. The water seeps -between your toes and is uncomfortably cold. The trail continues west through -more mud and back east to dry dirt. -~ -43 0 0 0 0 2 -D3 -~ -~ -0 0 4397 -S -#4397 -A Mud Trail~ - The surroundings are changing as the weather becomes colder and the ground -begins to freeze. The mud is becoming harder and a chill wind begins blowing -from the north and west. To the east is the warmth of the minotaur city, Dun -Maura. To the north is a wasteland of cold. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4398 -D1 -~ -~ -0 0 4396 -S -#4398 -A Cold, Wet Trail~ - The trail is very wet and very cold now. The mud has disappeared and the -cold is all that is left. There seems to be no trace of life anywhere around. -To the south you must go through the mud and to the north is a sparkeling -bridge. -~ -43 0 0 0 0 2 -D0 -~ -~ -0 0 4399 -D2 -~ -~ -0 0 4397 -S -#4399 -A Trail of Snow~ - The temperature is now below freezing and the breath comes out of you in -puffs of visible air. The bridge to the north is madde of ice and the trail -behind is wet. The change of climates seems to be very dramatic for such a -small distance traveled. -~ -43 4 0 0 0 2 -D0 -~ -~ -0 0 4301 -D2 -~ -~ -0 0 4398 -S -$~ diff --git a/lib/world/wld/44.wld b/lib/world/wld/44.wld deleted file mode 100644 index aba30d8..0000000 --- a/lib/world/wld/44.wld +++ /dev/null @@ -1,385 +0,0 @@ -#4400 -Welcor's Zone Description Room~ - This area was written by Welcor for CruelWorld 1999 (c) -Builder : Welcor -Zone : 44 Orc Camp -Began : -Player Level : 3-7 -Rooms : 18 -Mobs : 7 -Objects : 11 -Shops : -Triggers : 3 -Theme : -Plot : -Links : 01e, 17n -~ -44 512 0 0 0 0 -S -#4401 -Before the Clearing~ - North of you is a clearing in the forest, encircled in tents, while to the -east you see the eastern highway. The tents are crude, made of thick cloth and -dyed green to blend in the shades. Occasionally you hear the sound of a dove -or a crow. Oh yes, and of course the clang of sword against shield. -~ -44 0 0 0 0 3 -D0 -The clearing continues. -~ -~ -0 -1 4402 -S -#4402 -In the clearing.~ - You are in a clearing in the forest. Around you are tents made from curde -planks and rough linen. They have been dyed green so they blend in the -surrounding forest. North the clearing continues, while to the west and east -are tents. You can also go south to the eastern highway. -~ -44 0 0 0 0 3 -D0 -The clearing continues. -~ -~ -0 -1 4405 -D1 -A small crude tent is here. It's made from crude planks and rough linen. -~ -~ -0 -1 4404 -D2 -In the distance you see the eastern highway. -~ -~ -0 -1 4401 -D3 -A small crude tent, it's made from rough linen spanned over crude planks. -~ -~ -0 -1 4403 -S -#4403 -In a tent.~ - You've entered a crude tent, with nothing more in it than 4 bunks, obviously -just a place to sleep for the orcs. The only exit you see takes you back east -to the outside. -~ -44 8 0 0 0 0 -D1 -The way out! -~ -~ -0 -1 4402 -S -#4404 -In a Tent~ - You are in a small tent with four bunks in a corner. The only exit seems to -be back west. -~ -44 8 0 0 0 0 -D3 -The way out! -~ -~ -0 -1 4402 -S -#4405 -In the clearing.~ - You are about in the middle of the clearing and to your west a tent quite a -bit larger than the rest, suggest which way to go talk to the Boss. You can -also enter a smaller tent with dagger symbol over the entrance to your east. -North and south the clearing continues. -~ -44 0 0 0 0 3 -D0 -The clearing continues. -~ -~ -0 -1 4408 -D1 -A crude tent with a dagger symbol over the entryway. -You hear the sounds of snoring mixed with murmurs coming from it. -~ -dagger~ -0 -1 4407 -D2 -The clearing continues. -~ -~ -0 -1 4402 -D3 -You stand before the Boss' tent. Three tents has been sewn together -forming almost a house. -~ -~ -0 -1 4406 -S -#4406 -The orc leaders tent.~ - This tent is so big, because it's actually three tents built together, and -you have just entered the first. Two bunks are in the corner, and a -weaponsrack stands here - now empty. You can go further into the tent to the -west, or leave to the east. -~ -44 8 0 0 0 0 -D1 -The way out! -~ -~ -0 -1 4405 -D3 -You see the throne room. -~ -~ -0 -1 4411 -E -rack weaponsrack~ - A weaponsrack is here, just ready to put all your weapons on. Only too heavy -to carry around. -~ -S -#4407 -The resting area.~ - A tent filled with resting, sleeping, talking, smelly orcs, this is the -combat retreat for the orcs. They come here to get strength for yet another -attack on the caravans on the eastern highway. The only exit is back out into -the clearing. -~ -44 8 0 0 0 0 -D3 -The way out! -~ -~ -0 -1 4405 -S -#4408 -In the clearing.~ - The forest clearing winds through the forest and continues south and east. -West of you is a small green tent made from crude planks and rough linen, while -to the south the clearing continues, a wide path cuts into the forest to the -north. -~ -44 0 0 0 0 3 -D0 -~ -~ -0 0 4416 -D1 -The clearing continues. -~ -~ -0 -1 4410 -D2 -The clearing continues. -~ -~ -0 -1 4405 -D3 -You see a small tent with a peculiar smell about it. -~ -~ -0 -1 4409 -E -forest north~ - The Forest is so dense here, that no man or beast could ever hope to get -through. -~ -S -#4409 -In a small tent.~ - You are in a small green tent, made from crude planks with rough linen. In -this little tent a small orc makes food for the rest of them to eat. In the -middle of the tent is a fireplace with a stew pot, and in one corner is a bunk. -You can leave the tent to the east. -~ -44 8 0 0 0 0 -D1 -The way out! -~ -~ -0 -1 4408 -E -stew pot~ - A small iron pot is on the fireplace, filled with a strange green stew-like -thing. Yuk! -~ -S -#4410 -In the clearing.~ - The clearing stretches to the west and north of here is a small tent. -Unlike the rest of the tents, this is not green, more like a shade of purple. -It is well hidden in the shades from the woods. A small star has been painted -on the tent, just over the entrance. To your south you see the side of a crude -tent with green linen, and a dagger in relief painted on it, while west a -thicket blocks your way. -~ -44 0 0 0 0 3 -D0 -The tent is a dark shade of purple, and is very well hidden in the shade. -Near the entrance a small star has been painted with green paint. -~ -~ -0 -1 4413 -D3 -The clearing continues. -~ -~ -0 -1 4408 -E -east thicket~ - This thicket looks like you might be able to hack your way through it. -~ -S -T 4400 -#4411 -The Throne room.~ - You've entered the throne room of the Orc Chief called "the Boss". In the -middle of this quite big though still crude, green tent is a big chair. From -this chair the Boss directs the attacks on the caravans along the eastern -highway. North you see yet another opening to another tent and you may leave -to the east. -~ -44 8 0 0 0 0 -D0 -Through this opening in the linen you may enter the private area of the Boss. -~ -~ -0 -1 4412 -D1 -This opening will take you to the entrance. -~ -~ -0 -1 4406 -E -throne chair~ - A chair made from fresh wood, bound with bands of tree bark. On the top, -skulls smile back at you with empty eyesockets. -~ -E -skulls~ - Human skulls, no doubt about it! -~ -S -#4412 -Sleeping room.~ - The sleeping area for the Boss, this tent is fashionably decorated. A bed -in the corner makes for a place to sleep for the Boss, and a table in the -middle of the room contains maps of the surroundings. You may leave to the -south. -~ -44 8 0 0 0 0 -D2 -The throne room. -~ -~ -0 -1 4411 -E -map table~ - This is what you see on the table: - XXXXXXXXXXXXXX - XXXXXXXXXXXXXXXXX - XXXXXXXXXXXXX XXX - XXXXXXXXXXXXXXX + + XXX -XXXXXXX | | XXX -XXXXXXX + +--+--+/-+ XXX - XXXXXX | | XXX - XXXXX +--+--+--+ XXXXX - XXXX | XXXX - XXXXXX +--+--+ XXX - XXXXX | XX - XXXXXXX + XXXX -~ -S -#4413 -In the Shamans Tent~ - You have entered the shamans hut, and a bizarre light is streaming from the -center of the tent. It's a mixture of blue and the purple from the tent. You -think this is very pretty, and you'd like to watch it for a long time. -Unfortunately you seem to have come at a bad time for that, since the owner is -here... In the middle of the tent a fire is burning with a blue flame, and -magic seems to permeate the very fabric of the tent. You see a bunk in the -corner, and you can leave to the south. -~ -44 8 0 0 0 0 -D2 -The way out! -~ -~ -0 -1 4410 -E -bunk~ - An ordinary sleeping place. -~ -S -#4414 -Deep in the forest.~ - It's totally impossible to get any further into the woods. All around you -is dense forest, leaving only one direction to travel, namely back south. -~ -44 0 0 0 0 3 -D2 -You think you might be able to push through this way. -~ -~ -0 -1 4415 -E -forest woods wood~ - The forest is very dense, actually you can see no more than 3' in all -directions -~ -S -#4415 -Behind the shubbery.~ - You are in the forest, and a small path leads to your west, back to the orc -camp. To your north you might be able to push through the undergrowth and get -further into the forest, while both south and east the forest is too dense. -~ -44 0 0 0 0 3 -D0 -You think you might be able to force your way through here. -~ -~ -0 -1 4414 -D3 -A thicket is here, which might be pushed aside. -~ -thicket~ -1 -1 4410 -S -#4416 -A wide path through the forest~ - The path leads north and south through the forest, to the south is a large -clearing, where some creatures can be seen moving between the trees, while to -the north faint sounds of battle can be heard in the distance. -~ -44 0 0 0 0 3 -D0 -~ -~ -0 0 4417 -D2 -~ -~ -0 0 4408 -S -#4417 -A wide path through the forest~ - The path continues north and south from here, lined by dense forest on both -the eastern and western side. Small figures moving between the trees can be -seen to the south, while lound noises of battle fill the air from the north, -where the great gates of Hannah can be seen in the distance. -~ -44 0 0 0 0 3 -D2 -~ -~ -0 0 4416 -S -#4436 -An unfinished room~ -You are in an unfinished room. -~ -44 0 0 0 0 0 -S -$~ diff --git a/lib/world/wld/45.wld b/lib/world/wld/45.wld deleted file mode 100644 index 1e49909..0000000 --- a/lib/world/wld/45.wld +++ /dev/null @@ -1,974 +0,0 @@ -#4500 -An Unused Corner~ - You have come to an unused corner of the garden. The land has been neatly -worked, but nothing seems to have been planted yet. Various gardening -implements are scattered about subject to the weather. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4523 -D3 -~ -~ -0 0 4524 -E -credits info~ - Builder : Gnoff -Zone : 45 Woodland Monastery -Began : 1998 -Player Level : 12-15 -Rooms : 62 -Mobs : 14 -Objects : 9 -Shops : -Triggers : 3 -Theme : -Plot : -Links : 12w -~ -S -#4501 -A Dormitory~ - You have entered some sleeping quarters. The walls are lined with several -beds. Besides each bed is a small table and a chair. The room has a very -cluttered look. Several animals are lying in bed, or sitting around talking -and making a tremendous noise. -~ -45 0 0 0 0 0 -D2 -~ -~ -0 0 4502 -S -#4502 -The End of the Hallway~ - You have come to the end of the hallway. Loud talking can be heard from the -north and south. A small otter runs out from the south, almost knocking you -down. It is followed by a larger otter chasing after it with a determined look -on it's face. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4501 -D1 -~ -~ -0 0 4504 -D2 -~ -~ -0 0 4503 -S -#4503 -A Dormitory~ - You have entered some sleeping quarters. The walls are lined with several -beds. Besides each bed is a small table and a chair. The room has a very -cluttered look. Several animals sit in a small circle, meditating quietly. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4502 -S -#4504 -A Hallway~ - You stand in the middle of a fairly long hallway. More tapestries are -placed on the walls, with statues placed in between the large pieces of cloth. -The hallway continues to the east and to the west. -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4505 -D3 -~ -~ -0 0 4502 -S -#4505 -An Intersection~ - You have come to an intersection. You can hear laughter and merriment to -the east and to the west. From the top of the stair case you can hear music -that seems to be of a religious nature. -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4506 -D2 -~ -~ -0 0 4510 -D3 -~ -~ -0 0 4504 -D4 -~ -~ -0 0 4518 -S -#4506 -A Hallway~ - You stand in the middle of a fairly long hallway. More tapestries are -placed on the walls, with statues placed in between the large pieces of cloth. -The hallway continues to the east and to the west. -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4508 -D3 -~ -~ -0 0 4505 -S -#4507 -The Grand Hall~ - You have entered a very large room. The ceiling is intricately carved, and -large paintings line the walls. Two large rows of tables occupy most of the -room. They seem to be filled with various woodland creatures, busily eating -and drinking. Their seems to be some kind of celebration going on. -~ -45 0 0 0 0 0 -D2 -~ -~ -0 0 4508 -S -#4508 -End of the Hall~ - You have come to the end of a hallway. Two doors lie to the north and to -the south. From the north you can hear a loud raucous, to the south, you hear -the banging of metal, and the shouting of a very loud individual. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4507 -D2 -~ -~ -0 0 4509 -D3 -~ -~ -0 0 4506 -S -#4509 -In the Kitchen~ - You have entered a very cluttered kitchen. A large badger seems to be in -charge, and is giving orders quite loudly to a pair of rather young squirrels. -The room smells of freshly baked cakes and cooked meat. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4508 -S -#4510 -Inside the Temple~ - You stand inside a small temple. The walls are lined with rich tapestries -of various woodland creatures conducting various activities. To the north -their seems to be an intersection, and a small staircase. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4505 -D2 -~ -~ -0 0 4511 -S -#4511 -Inside the Monastery~ - You have entered the walls of the monastery. You stand on a path that leads -to a fairly extensive compound. Lines of very large oak trees line the nicely -paved path. At regular intervals, you see statues of various woodland -creatures. They are postured like humans, and seem to be wearing clothes. -~ -45 4 0 0 0 0 -D0 -~ -~ -0 0 4510 -D2 -~ -gate~ -1 0 4512 -S -#4512 -Outside the Monastery~ - The path ends abruptly at a small gate. The gate is a simple wire frame, -with a large red bird placed in the center. Through the bars you can seem some -sort of church. A small path leads off to the east. -~ -45 0 0 0 0 0 -D0 -~ -gate~ -1 0 4511 -D1 -~ -~ -0 0 4513 -S -#4513 -A Small Path~ - You stand in a small dirt path. It is lined with several apple trees. -Birds sing sweetly from there large branches. The path seems to be heading -eastward towards a rather large garden. -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4519 -D3 -~ -~ -0 0 4512 -S -#4514 -The Treasure Chamber~ - You seem to have stumbled in to the secret treasure chamber of the monks. -It ain't much, but it's something. Several small piles of gold sit at various -locations around the room. -~ -45 0 0 0 0 0 -D1 -~ -panel~ -2 4500 4515 -S -#4515 -The Top of the Dark Staircase~ - The stairs come to a strange abrupt halt at a wall. Looking more -carefully, you see pictures lightly engraved in the east and west walls. To -the east is the carving of a large phoenix in flight, and to the west is the -etching of an injured chimera. -~ -45 0 0 0 0 0 -D1 -~ -panel~ -1 0 4516 -D3 -~ -panel~ -2 4517 4514 -D5 -~ -~ -0 0 4517 -S -#4516 -The Phoenix's Lair~ - You seem to have stumbled into the secret den of a phoenix! It sits -majestically in in a nest near the northwest corner. It looks up at you and -say "Your not suppose to be here! " -~ -45 0 0 0 0 0 -D3 -~ -panel~ -1 0 4515 -S -#4517 -Behind the Tapestry~ - Sneaking behind the tapestry, you have entered a very dark staircase. You -cannot see anything of note in front of you. Suddenly, you are paralyzed by an -ear piercing shriek coming from the top of the stairs. You start to feel -apprehensive about continuing up these dark stairs. -~ -45 68 0 0 0 0 -D4 -~ -~ -0 0 4515 -D5 -~ -tapestry~ -2 4518 4518 -S -#4518 -Atop the Stairs~ - After climbing the chairs you come to a large temple. A choir sings behind -an otter wearing robes who is standing in front of a few random creatures -sitting along the pews. A large tapestry sits behind him. -~ -45 0 0 0 0 0 -D4 -~ -tapestry~ -2 4518 4517 -D5 -~ -~ -0 0 4505 -S -#4519 -The Garden Gate~ - You have come to a small fence, deterring entrance into a rather large -garden. It is a flimsy wire fence, most likely meant to keep the rabbits out. -From here you can see large rows of various vegetables. -~ -45 0 0 0 0 0 -D1 -~ -gate~ -1 0 4522 -D3 -~ -~ -0 0 4513 -S -#4520 -The Celery Corner~ - You among the celery. It's rather nice celery too, with nice firm stiff -stalks. They seems as if they would be pretty tasty. Go ahead, they won't -hurt you, or so you hope... -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4521 -D2 -~ -~ -0 0 4522 -S -#4521 -The Tomato Corner~ - You are currently in the north east corner of the garden. Several large -tomato plants grow quite splendidly here. A small stone wall is to the east, -and a large field lies to the north. -~ -45 0 0 0 0 0 -D2 -~ -~ -0 0 4523 -D3 -~ -~ -0 0 4520 -S -#4522 -The Carrot Row~ - You stand in the middle of a fair sized garden. More specifically, you -stand in the middle of a row of very large carrots. The garden seems to be -fairly well taken care of, with only a few nibbles on some of the smaller -shoots. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4520 -D1 -~ -~ -0 0 4523 -D2 -~ -~ -0 0 4524 -D3 -~ -gate~ -1 0 4519 -S -#4523 -The Carrot Row~ - You among several very large carrots. They sit in neat little rows, and -seem to be of a fair size. A rock wall lines the east wall of the garden, and -it seems some of the stones have fallen out of place. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4521 -D2 -~ -~ -0 0 4500 -D3 -~ -~ -0 0 4522 -D5 -~ -stones~ -1 0 4525 -S -#4524 -A Strawberry Patch~ - You stand among the delicious strawberries. The small shrubs contain several -large juicy strawberries. A rabbit tries to blend in amont them, it fur -stained red. In a flash, it runs away. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4522 -D1 -~ -~ -0 0 4500 -S -#4525 -A Gopher Hole~ - You find yourself in a strange underground burrow. To small beady little -eyes stare at you from a dark corner. Your starting to feel a little uneasy -about this place... -~ -45 0 0 0 0 0 -D4 -~ -stone~ -1 0 4523 -S -#4526 -A Clear Trail~ - You find yourself standing on a nicely tended trail. It leads straight to -the east. From here you can see that it ends abbruptly at the entrance to a -large wooden fortress. This must be the path way to the fabled Outpost of the -Rangers of the Broken Bow. -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4527 -S -#4527 -The End of the Path~ - The path comes to an end at the gates to a small fortress. It's walls are -entirely wood and you can see sentries marching along the walls. A two men -dressed all in green come out of a small door near the main entrance. One -comes up to you and says "Why are you here? " -~ -45 0 0 0 0 0 -D1 -~ -gate~ -0 0 4528 -D3 -~ -~ -2 0 4526 -S -#4528 -Within the Walls~ - Apparently the walls are much, much thicker than they look. Looking around, -you find yourself in the wall. It's about 10 paces wide. A staircase leads -up. The path also continues to the east. -~ -45 4 0 0 0 0 -D1 -~ -~ -0 0 4529 -D3 -~ -gate~ -2 0 4527 -D4 -~ -~ -0 0 4588 -S -#4529 -Through the Wall~ - Coming out the other side of the wall you see you have entered a very large, -very busy outpost. People are constantly moving around. You see a training -field a bit to the northeast, and various buildings. Sentries patrol -everywhere. -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4557 -D3 -~ -~ -0 0 4528 -S -#4530 -A Corner of the Wall~ - You have come to the end of this section of wall. A small tower rises up -out of the wall here. From here you can see still more guards quietly -patroling the walls. They seem a little paranoid... -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4531 -D2 -~ -~ -0 0 4534 -D4 -~ -~ -0 0 4543 -S -#4531 -Atop the Wall~ - You stand on the wall of the outpost from here you can see a very large -mountain range to the north. Archers patrol everywhere, just like the rest of -this strangly over manned outpost. -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4532 -D3 -~ -~ -0 0 4530 -S -#4532 -Atop the Wall~ - Spying over the wall you gaze intently into the forest. Suddenly you see -some motion within the forest. In an instant, you see several orcs rush out of -the forest. Quickly the archers jump into action and the orcs turn in to pin -cushions in short order. -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4533 -D3 -~ -~ -0 0 4531 -S -#4533 -An Abrupy End~ - For some strange reason, the walkway on the wall ends very abruptly here. -To the south is more wall, however it is 3 times thicker then the rest of the -wall, and about 30 feet higher. Very peculiar. -~ -45 0 0 0 0 0 -D3 -~ -~ -0 0 4532 -D4 -~ -~ -0 0 4544 -S -#4534 -Atop the Wall~ - You stand one the top of the high wooden walls of the outpost. From here, -you can see a good distance into the forest. Guards slowly march along the top -of the wall. Intently gazing into the forest. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4530 -D2 -~ -~ -0 0 4588 -S -#4537 -Atop the Walls~ - You stand one the top of the high wooden walls of the outpost. From here, -you can see a good distance into the forest. Guards slowly march along the top -of the wall. Intently gazing into the forest. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4588 -D2 -~ -~ -0 0 4539 -S -#4539 -A Corner~ - You have come to the southwest corner of the wall tops. Here the wall turns -and makes a right angle. You can see more guards slowly marching along the -wall. A tower rises out of the wall here. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4537 -D1 -~ -~ -0 0 4540 -D4 -~ -~ -0 0 4545 -S -#4540 -Atop the Wall~ - You stand on the wall of the outpost. Men wearing green uniforms slowly -patrol along the wall. From here you can see the entire complex to the north. -It consists of several large buildings, with one being larger then most. To the -south you can see an seeminly endless ocean of trees. -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4541 -D3 -~ -~ -0 0 4539 -S -#4541 -Atop the Wall~ - The wall top continues here to the east and west here. More sentries stand -here watching the forest intently. For some reason the eastern wall seems a -bit large then this wall... Odd. -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4542 -D3 -~ -~ -0 0 4540 -S -#4542 -End of the Wall~ - Strange the path on the top of the wall ends here. It is replaced by another -giant wall that is roughly 30 feet higher and 3 times thicker than the rest of -the wall. An extraordinarily large tower rises up next to the wall. -~ -45 0 0 0 0 0 -D3 -~ -~ -0 0 4541 -D4 -~ -~ -0 0 4546 -S -#4543 -A Tower~ - You have climbed to the top of a tower. A guard sits slumped against a -pole. He seems to be asleep. Odd, he must be the first slacker you've seen in -the entire outpost. Maybe you should report him. From here you have a breath -taking view of the mountains to the north. -~ -45 0 0 0 0 0 -D5 -~ -~ -0 0 4530 -S -#4544 -Atop a Tower~ - You stand at the top of a fairly high tower. It runs slightly higher then -the odd eastern wall of this fortress. From here you think you can see subtle -movemnets coming from the outside of the wall, but you cannot make out anything -for certain. -~ -45 0 0 0 0 0 -D5 -~ -~ -0 0 4533 -S -#4545 -A Tower~ - You have climbed up into a look out tower. From here you can see leagues -into the forest. A sentry gazes intently around, alert for any signs of -danger. -~ -45 0 0 0 0 0 -D5 -~ -~ -0 0 4539 -S -#4546 -Tower~ - The tower stairs wind up and around in a tight spiral. Finally ending at a -small room at the very top with no windows or furnishings. It is completely -barren. -~ -45 0 0 0 0 0 -D5 -~ -~ -0 0 4542 -S -#4557 -Down the Path~ - As you continue you walk down the path you arrive closer to the training -area and the other buildings. As guards walk by you they give you a strange -look and the procede on their way. Maybe you should stay more out of sight. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4558 -D1 -~ -~ -0 0 4559 -D3 -~ -~ -0 0 4529 -S -#4558 -Training Area~ - This small area has been cleared for training. Various sparring tools and -equipment are scattered about the area. From the looks of things it has not -been used in a while. -~ -45 0 0 0 0 0 -D2 -~ -~ -0 0 4557 -S -#4559 -Path~ - The path splits apart here leading to a wooden building with a large chimney -to the north and a small wooden shack to the south. East and west the path -continues. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4561 -D1 -~ -~ -0 0 4560 -D2 -~ -~ -0 0 4562 -D3 -~ -~ -0 0 4557 -S -#4560 -Path~ - A small building lies to the east while the clearing and training area are to -the west. The path is well packed from heavy use. Vegetation is abundant on -both sides of the path. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4563 -D1 -~ -~ -0 0 4565 -D3 -~ -~ -0 0 4559 -S -#4561 -Smithy~ - The smithy is a large wooden hut with a rock foundation. A rock hearth and -bellows is unused and cool to the touch. The place is empty. The fires must -have been out for a long time. -~ -45 0 0 0 0 0 -D2 -~ -~ -0 0 4559 -S -#4562 -Storehouse~ - Crates, boxes, and jars line the shelves and floor of this wooden shack. -The storage looks like enough to feed a dozen people for half a year. -Everything is well preserved and sealed tightly. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4559 -S -#4563 -Quartermaster~ - A small entranceway is setup with a desk and ledger for new arrivals. This -small building seems to be where the records are kept in order. A few -bookshelves are filled on the far wall. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4564 -D2 -~ -~ -0 0 4560 -S -#4564 -BackRoom~ - A fine desk, ink, and pen are setup for whoever keeps the books for this -place. Several shelves are full of written material and seem to be quiet old -and unkept. -~ -45 0 0 0 0 0 -D2 -~ -~ -0 0 4563 -S -#4565 -Barrack~ - A table and set of chairs fills the middle of the room while bunks line the -walls. Everything in the room is worn with use and age. A set of stairs lead -down into darkness. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4567 -D3 -~ -~ -0 0 4560 -D5 -~ -~ -0 0 4566 -S -#4566 -Dungeon~ - Walls of rock damp with condensation makes everything dance mystically from -the light of the torches. The occasional echoing footstep can be heard in the -distance. A set of stairs lead up out of the dungeon. -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4568 -D4 -~ -~ -0 0 4565 -S -#4567 -Captian's Quarters~ - This small room is more functional than elaborate. A large bed, desk, and -chair fill the majority of the room with a few odds and ends scattered in the -corners. -~ -45 0 0 0 0 0 -D2 -~ -~ -0 0 4565 -S -#4568 -Tunnel~ - The earthen walls are broken by the occasional root or rock that juts through -the brown soil. Torches are placed sparingly providing very little light. An -opening can be seen further to the east. -~ -45 0 0 0 0 0 -D1 -~ -~ -0 0 4569 -D3 -~ -~ -0 0 4566 -S -#4569 -Outside~ - The clean fresh air is fouled by a blast of hot air that comes up out of a -pit below you. The pit has a steep incline but looks like it is traversible -both down and back up. -~ -45 0 0 0 0 0 -D3 -~ -~ -0 0 4568 -D5 -~ -~ -0 0 4570 -S -#4570 -Dragon Pit~ - The pit is dark and moist with very little light. A soft rasping can be -heard. As if a large animal is breathing deeply. The only exit is back up out -of the pit. -~ -45 0 0 0 0 0 -D4 -~ -~ -0 0 4569 -S -#4588 -Atop the Wall~ - You stand one the top of the high wooden walls of the outpost. From here, -you can see a good distance into the forest. Guards slowly march along the top -of the wall. Intently gazing into the forest. -~ -45 0 0 0 0 0 -D0 -~ -~ -0 0 4534 -D2 -~ -~ -0 0 4537 -D5 -~ -~ -0 0 4528 -S -$~ diff --git a/lib/world/wld/46.wld b/lib/world/wld/46.wld deleted file mode 100644 index d03fe1b..0000000 --- a/lib/world/wld/46.wld +++ /dev/null @@ -1,674 +0,0 @@ -#4600 -Inside A Giant Anthill~ - You have fallen into a large open area beneath the surface of the earth. -Ants can be seen running in every direction. They do not take the time to -notice anything going on around them. There are exits in just about every -direction possible. There is a distinct smell of fresh air here, maybe it's -possible to get out. -~ -46 32776 0 0 0 0 -D0 -~ -~ -0 0 4601 -D1 -~ -~ -0 0 4602 -D2 -~ -~ -0 0 4603 -D3 -~ -~ -0 0 4604 -D5 -~ -~ -0 0 4605 -E -credits info~ - Builder : Garrison -Zone : 46 Ant Hill -Began : 3/1/2000 -Player Level : 3-7 -Rooms : 41 -Mobs : 6 -Objects : 16 -Shops : 0 -Triggers : 8 -Theme : A giant anthill with BUGS, ewww gross. -Plot : A giant ant hill. -Notes : Plan on having a lot of mobs so the zone will be a slaughterhouse - for experience points. -Links : 00u, or better yet through teleport triggers 00, 01 -~ -S -T 4600 -#4601 -Inside The Anthill~ - This small room is packed with junk that the ants have pulled in that has no -use. There is a little bit of everything in this room. And the ants just keep -bringing more stuff in. -~ -46 32776 0 0 0 0 -D0 -~ -~ -0 0 4639 -D2 -~ -~ -0 0 4600 -S -#4602 -A Small Room~ - Here is a small empty room that has nothing at all inside of it. Except for -the few ants that wander in. Another passage can be seen to the east of here. -The ants have dug through the dark brown soil recently. The smell of the fresh -earth is invigorating. -~ -46 32776 0 0 0 0 -D1 -~ -~ -0 0 4634 -D3 -~ -~ -0 0 4600 -S -#4603 -A Hole In The Wall~ - Here is a small opening that looks as if the ants were going to make another -passage but never completed it. A ledge of rock in the southern wall explains -why they stopped. The ledge has a strange golden sparkle to it. -~ -46 32776 0 0 0 0 -D0 -~ -~ -0 0 4600 -S -#4604 -Another Room In The Anthole~ - Here is another basic room full of ants just standing around looking for -something to do. Small dugouts in the wall can be seen that looks like they -have tried to make more passages but never completed them. -~ -46 32776 0 0 0 0 -D1 -~ -~ -0 0 4600 -S -#4605 -Farther Into The Hole~ - Now farther into the hole it seems to be a little cooler than it was. More -passages lead elsewhere in ever direction, and ants can be seen coming from -each one. Trails of food lead from each room to another where the ants have -been carrying it. -~ -46 32776 0 0 0 0 -D0 -~ -~ -0 0 4606 -D1 -~ -~ -0 0 4609 -D2 -~ -~ -0 0 4608 -D3 -~ -~ -0 0 4607 -D4 -~ -~ -0 0 4600 -D5 -~ -~ -0 0 4610 -S -#4606 -A Passage In The Hole~ - This is a fairly large room that seems to be used often for tired ants to -set and rest awhile without being in the way of others. The wall has little -indents where the ants lean agaist it so they don't take up as much room on the -ground. -~ -46 32776 0 0 0 0 -D2 -~ -~ -0 0 4605 -S -#4607 -A Tunnel~ - Yet another room where the ants are seen coming and going as always. Some -are laying around and others look as if they are actually doing work. The -earthen tunnel lead both east and west. -~ -46 32776 0 0 0 0 -D1 -~ -~ -0 0 4605 -D3 -~ -~ -0 0 4635 -S -#4608 -A Sandy Dead End~ - The tunnel walls consist of a light brown sand, making it impossible to -continue excavation in this direction. The ants seemed to have given up on -this tunnel once they ran into the unsupportive soil. -~ -46 32776 0 0 0 0 -D0 -~ -~ -0 0 4605 -S -#4609 -A Collapsed Tunnel~ - The tunnel comes to an abrupt end to the east. It appears that the eastern -wall may have recently caved in, closing off what once used to be another -tunnel. Strange how the ants have not fixed it yet. -~ -46 32776 0 0 0 0 -D3 -~ -~ -0 0 4605 -S -#4610 -Deeper In The Anthole~ - Now deeper in the hole it is even colder and darker than when you were only -one level up. More and more ants can be seen running around back and forth -doing there jobs. Tunnels and passages can be seend in all the cardinal -directions. -~ -46 32776 0 0 0 0 -D0 -~ -~ -0 0 4613 -D1 -~ -~ -0 0 4612 -D2 -~ -~ -0 0 4614 -D3 -~ -~ -0 0 4611 -D4 -~ -~ -0 0 4605 -D5 -~ -~ -0 0 4615 -S -#4611 -A Small Passage~ - This small passage leads west into another part of the anthole. Sounds can -be heard coming from it. It almost sounds as if the ants are fighting. -Probably more of the fire ants have invaded the tunnel. -~ -46 32776 0 0 0 0 -D1 -~ -~ -0 0 4610 -D3 -~ -~ -0 0 4616 -S -#4612 -A Caved in Tunnel~ - The tunnel has collapsed here, leaving a sloping pile of dirt that rises to -the ceiling of the tunnel. In the rubble you notice a large red soldier ant -crushed from the collapse. Maybe these collapses were planned. -~ -46 32776 0 0 0 0 -D3 -~ -~ -0 0 4610 -S -#4613 -A Storage Room~ - This large empty room looks like it is used for storage. Shelf-like burrows -are carved into the dirt walls. Perhaps to place crumbs and other food -particals that they picked up and brought in. -~ -46 32776 0 0 0 0 -D2 -~ -~ -0 0 4610 -S -#4614 -A Caved-in Tunnel~ - A collapse of the tunnel has buried even more red fire ants. The green ants -that run the anthill must have caused these collapses to prevent the fire ants -from taking over their hill. The two species of ants must have put up home too -close to each other. -~ -46 32776 0 0 0 0 -D0 -~ -~ -0 0 4610 -S -#4615 -At The Bottom~ - You have now reached the bottom of the anthole. The fall was so far that -there is no way you could get back up to the other levels of the hole. Larger -worker ants and guards can be seen roaming in and out of the passages. The -queen has to be somewhere around here. -~ -46 32776 0 0 0 0 -D1 -~ -~ -0 0 4618 -D2 -~ -~ -0 0 4620 -D3 -~ -~ -0 0 4619 -S -#4616 -A Rocky Tunnel~ - This section of the tunnel is heavily guarded by soldier ants, something -valuable must be contained at its end. The tunnel here is bordered by rock and -ledge, making more digging almost impossible. -~ -46 32776 0 0 0 0 -D1 -~ -~ -0 0 4611 -D2 -~ -~ -0 0 4617 -S -#4617 -The Larvae Storage Room~ - Eggs and larvae fill this entire room. The green queen and green dominant -male must have been busy here. Severl soldier ants are close by to protect the -newborn. The tunnel exits to the north. -~ -46 32776 0 0 0 0 -D0 -~ -~ -0 0 4616 -S -#4618 -A Large Hallway~ - The short hallway leads to a large open room. Worker ants rush back and -forth bringing food and other supplies deep into the anthill for safety. This -rooms sole purpose seems to be for storage and the worker ants to live. -~ -46 32776 0 0 0 0 -D3 -~ -~ -0 0 4615 -S -#4619 -A Large Tunnel~ - The tunnel has been dug out wider than usual. The sounds of digging can be -heard in almost every direction. The tunnel floor is packed hard from the -heavy traffic. The tunnel continues east and west. -~ -46 32776 0 0 0 0 -D1 -~ -~ -0 0 4615 -D3 -~ -~ -0 0 4629 -S -#4620 -A Dark Tunnel~ - The thick black soil causes this tunnel to look darker than normal. The -interconnecting tunnels make it hard to stay orientated in which direction you -are travelling. East and west you see even more tunnels with side passages. -~ -46 32776 0 0 0 0 -D0 -~ -~ -0 0 4615 -D1 -~ -~ -0 0 4621 -D3 -~ -~ -0 0 4629 -S -#4621 -A Dark Intersection~ - The dark earth here has been dug out by the workers and now forms a precise -junction in all four cardinal directions. It is amazing how a bug with a tiny -brain can build things so perfectly. -~ -46 8 0 0 0 0 -D0 -~ -~ -0 0 4622 -D1 -~ -~ -0 0 4625 -D2 -~ -~ -0 0 4626 -D3 -~ -~ -0 0 4620 -S -#4622 -Another Branch~ - The tunnel becomes increasingly more damp the further to the north. The -sound of running water can be heard. The walls here appear to have been washed -out, not dug out by ants. -~ -46 8 0 0 0 0 -D0 -~ -~ -0 0 4623 -D2 -~ -~ -0 0 4621 -S -#4623 -Along The Passage~ - Small puddles form along the floor, and water drips from the ceiling. The -thought of being under a lake or other large body of water is rather -disturbing. To the north you see a reflection off from something. -~ -46 8 0 0 0 0 -D0 -~ -~ -0 0 4624 -D2 -~ -~ -0 0 4622 -S -#4624 -An Underground Pond~ - A small pond fills the entire room here, several ant corpses can be seen -floating in the dirty water. A small river flows in from the west, into the -room, and then exits to the east. -~ -46 8 0 0 0 0 -D2 -~ -~ -0 0 4623 -S -#4625 -A Dark Passage~ - The air is thin this far down in the tunnel and getting thinner the further -you travel. This hallway appears to end just to the east in a large room. An -intersection of tunnels is just to the west. -~ -46 8 0 0 0 0 -D1 -~ -~ -0 0 4627 -D3 -~ -~ -0 0 4621 -S -#4626 -A Collapsing Tunnel~ - The earthen floor gives slightly as you tread upon it. The ceiling above -you crumbles slightly and hangs over you, ready to drop at any minute. The -tunnel turns to the west where it looks like the slightest pressure on the -floor could cause a collapse. -~ -46 8 0 0 0 0 -D0 -~ -~ -0 0 4621 -D3 -~ -~ -0 0 4628 -S -#4627 -The End Of The Tunnel~ - You are at the east end of a tunnel inside the giant anthill. You can -faintly hear the sound of ants working somewhere deeper inside. Looking closer -at the base of the tunnel you get the impression that this tunnel is used quite -frequently. You feel a draft coming from a small hole in the ceiling, bringing -with it the distinct smell of fresh air, maybe there is a way out. -~ -46 8 0 0 0 0 -D3 -~ -~ -0 0 4625 -S -T 4600 -#4628 -Buried Alive~ - The dirt and earth sucks you in like quicksand. A nice little trap for the -unwary and stupid. Trying to climb out only buries you further. Now is a good -time to either have a friend with summons or a scroll of recall. -~ -46 13 0 0 0 0 -S -#4629 -Into the Large Tunnel~ - As you walk down the tunnel more passages and tunnels can be seen. The -sounds that could be heard before are even louder now but still sound as if -they are still far away. The large tunnel seems to make a turn to the south. -~ -46 8 0 0 0 0 -D1 -~ -~ -0 0 4619 -D2 -~ -~ -0 0 4630 -S -#4630 -A Long Tunnel~ - The sounds and bustle of the main parts of the anthill seem to quiet down in -this area. The ants here do not seem to be rushing as much. The tunnel -continues north and south. It is too dark and too long of a distance to see -where they lead. -~ -46 8 0 0 0 0 -D0 -~ -~ -0 0 4629 -D2 -~ -~ -0 0 4631 -S -#4631 -A Long Tunnel~ - This part of the tunnel is completely empty, not a single bug in sight. -The walls and ceiling appear to be in good shape and this part of the tunnel -looks very strong and secure. -~ -46 12 0 0 0 0 -D0 -~ -~ -0 0 4630 -D2 -~ -~ -0 0 4632 -S -#4632 -A Small Room~ - The long tunnel to the north opens up into a small room. A few large ants -go about their business and ignore you. A lot of commotion to the east -attracts your attention. -~ -46 8 0 0 0 0 -D0 -~ -~ -0 0 4631 -D1 -A large clay door. -~ -door~ -1 0 4633 -S -#4633 -The Queen's Chamber~ - You have entered the Queen's chamber. The Queen is in charge of the anthill -and is always heavily guarded. The room you stand in is the largest you've -seen. The walls are made of a hard red clay, and are lined with stones to -prevent intrusion. -~ -46 8 0 0 0 0 -D3 -A large clay door. -~ -door~ -1 0 4632 -S -#4634 -A Small Room~ - This is just another small room that has been dug out by the ants. They -seem to be expanding their tunnels for some reason. A small tunnel leads back -to the west. The northern wall of this room is extremely moist and small -puddles of water are forming in the corners. -~ -46 32776 0 0 0 0 -D3 -~ -~ -0 0 4602 -S -#4635 -An Earthen Tunnel~ - The ground through which this tunnel was dug has been packed into what looks -like a typical dirt road. The constant travelling of the ants has padded it -down smoothly. A few light brown rocks just out of the floor, ceiling, and -walls. -~ -46 32776 0 0 0 0 -D1 -~ -~ -0 0 4607 -D3 -~ -~ -0 0 4636 -S -#4636 -A Small Passage~ - Continuing along the passage you can see that it makes a sharp bend ahead. -So you can either go back to the east or go on west and see where that bend in -the tunnel leads. The ants seem oblivious to your intrustion so far. -~ -46 32776 0 0 0 0 -D1 -~ -~ -0 0 4635 -D3 -~ -~ -0 0 4637 -S -#4637 -A Bend In The Tunnel~ - The tunnel curves sharply to the south as it comes against a rocky ledge. -To the south you can make out a large room that is in the process of being dug -out. Ants can bee seen pushing and pulling the dirt away. -~ -46 32776 0 0 0 0 -D1 -~ -~ -0 0 4636 -D2 -~ -~ -0 0 4638 -S -#4638 -A Dead End Tunnel~ - The large are before you must be the latest expansion to the anthill. -Unfortunately it is unfinished and leaves you with no choice other than to head -back the way you came. -~ -46 8 0 0 0 0 -D0 -~ -~ -0 0 4637 -S -#4639 -A Small Crevice~ - You have just walked into a small room that seems to be nothing special -except that it is slightly cleaner than the rest. Maybe it is special. Who -knows? A few odd objects are scattered around the room. -~ -46 32776 0 0 0 0 -D2 -~ -~ -0 0 4601 -S -#4698 -Before A Giant Anthill~ - You have came upon what has to be the largest anthill ever. It stands -atleast 20feet high and about 50feet wide. It is evident that ants have been -entering and leaving this hill for quite some time. The hole is large enough -for the heaviest armor adventurer. -~ -46 512 0 0 0 0 -S -$~ diff --git a/lib/world/wld/5.wld b/lib/world/wld/5.wld deleted file mode 100644 index cbe8ebe..0000000 --- a/lib/world/wld/5.wld +++ /dev/null @@ -1,1623 +0,0 @@ -#500 -Small Path~ - A small dirt path is before you, leading towards the newbie farm. The -scenery here is quite beautiful. You are surrounded by trees and gorgeous -flowers that make the air smell sweet. -~ -5 0 0 0 0 2 -D3 -~ -~ -0 0 501 -E -credits info~ - Builder : -Zone : 5 Newbie Farm -Began : 2000 -Player Level : 1-10 -Rooms : 100 -Mobs : 38 -Objects : 13 -Shops : 0 -Triggers : 11 -Theme : -Plot : -Links : 00 -~ -S -#501 -Small Path~ - As you continue walking towards the farm, you begin to wonder what creatures -you will run into. The trees shade you from the sun, making the temperature -feel much cooler. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 500 -D2 -~ -~ -0 0 502 -D3 -~ -~ -0 0 503 -S -#502 -Farm Entrance~ - You're standing in the entrance to the farm. The smell of animals over -powers you and almost knocks you over. You can see that the farm spreads out -more to the west. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 501 -D2 -~ -~ -0 0 508 -D3 -~ -~ -0 0 504 -S -#503 -Small Path~ - The path comes to an end here. You find yourself standing at the begining -of the farm. Where are all the animals? Maybe they are all hiding. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 501 -D2 -~ -~ -0 0 504 -S -#504 -Farm Entrance~ - You're standing in the entrance to the farm. The smell of animals over -powers you and almost knocks you over. You can see that the farm spreads out -more to the west. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 503 -D1 -~ -~ -0 0 502 -D2 -~ -~ -0 0 506 -D3 -~ -~ -0 0 505 -S -#505 -Farm Entrance~ - You're standing at the entrance to the farm. To the south, the farm -continues. If you go back to the east, you will be leaving the farm. Cracked -corn covers the ground here. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 504 -D2 -~ -~ -0 0 507 -S -#506 -Farm~ - You're standing at the begining of the farm. It continues to the east and -west. You begin to wonder where the barn is. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 504 -D1 -~ -~ -0 0 508 -D3 -~ -~ -0 0 507 -S -#507 -Farm~ - You're standing on the edge of the farm, overlooking a small field. You see -several small critters running through the farm. Maybe you could catch one. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 505 -D1 -~ -~ -0 0 506 -D3 -~ -~ -0 0 511 -S -#508 -Farm~ - As you step into the farm, you feel your feet sinking into piles of cracked -corn. The chickens must not have eaten all of their breakfast. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 502 -D1 -~ -~ -0 0 509 -D3 -~ -~ -0 0 506 -S -#509 -Trail~ - You have stepped onto a small trail, heading south. The entrance to the -farm is to the northwest. You can see a large barn to the southwest. -~ -5 0 0 0 0 2 -D2 -~ -~ -0 0 510 -D3 -~ -~ -0 0 508 -S -#510 -Trail~ - Pebbles crunch under your feet as you make your way through the narrow -trail. There isn't much space here to walk. Just enough for one person. The -trail continues to the south. -~ -5 256 0 0 0 2 -D0 -~ -~ -0 0 509 -D2 -~ -~ -0 0 515 -S -#511 -Field~ - You have stepped into a large field. The grass here is up to your chin, -making you feel like you're walking through the jungle. Bugs buzz past your -ears, tickling them. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 507 -D3 -~ -~ -0 0 512 -S -#512 -Field~ - The grass here seems to get somewhat shorter, but not by much. You can see -a large corn field off to the west. A large apple tree loaded with ripe apples -sways in the breeze. -~ -5 0 0 0 0 1 -D0 -~ -~ -0 0 514 -D1 -~ -~ -0 0 511 -D2 -~ -~ -0 0 513 -S -#513 -Field~ - The grass here seems to get somewhat shorter, but not by much. You can see -a large corn field off to the west. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 512 -D3 -~ -~ -0 0 524 -S -#514 -Field~ - There is a dead end here. The weeds are rather high towering over the top -of your head. You suddenly feel very lost. -~ -5 0 0 0 0 2 -D2 -~ -~ -0 0 512 -S -#515 -Trail~ - You are nearing the end of the trail. You can see a barn to the west, it -looks to be in pretty good shape. Maybe it would be worth your time to go have -a look. -~ -5 256 0 0 0 2 -D0 -~ -~ -0 0 510 -D3 -~ -~ -0 0 516 -S -#516 -Barn~ - You are standing in the entrance to the barn. Several animals of all kinds -live in here. The smell is perhaps the nastiest smell you have ever come -across. The barn continues to the west and south. -~ -5 0 0 0 0 0 -D1 -~ -~ -0 0 515 -D3 -~ -~ -0 0 517 -S -#517 -Barn~ - As you walk deeper into the barn, the smell of fresh paint fills your nose. -There are a few windows, but no glass. Obviously not very good shelter from a -storm. -~ -5 0 0 0 0 0 -D1 -~ -~ -0 0 516 -D2 -~ -~ -0 0 518 -S -#518 -Milk Room~ - You have stepped into the farms milk room. There are several buckets in -here, used to milk the cows. Hay is covering the floor, making the place look -messy. -~ -5 0 0 0 0 0 -D0 -~ -~ -0 0 517 -D1 -~ -~ -0 0 519 -D3 -~ -~ -0 0 520 -S -#519 -Milk Room~ - The barn comes to an end here, leaving you standing in a dead end. This -must be the corner of the milk room that no one uses. -~ -5 0 0 0 0 0 -D3 -~ -~ -0 0 518 -S -#520 -Walkway through the Barn~ - You begin walking through the barn, passing several animals as you do so. -At both of your sides are stalls filled with animals. The barn is reasonably -clean here. -~ -5 0 0 0 0 0 -D1 -~ -~ -0 0 518 -D2 -~ -~ -0 0 523 -S -#521 -Hayloft~ - This is the barns hayloft. You notice bales of hay everywhere, they might -make a nice place for you to sit down and rest. It seems rather peaceful up -here. -~ -5 0 0 0 0 0 -D5 -~ -~ -0 0 522 -S -#522 -Walkway through the Barn~ - You're standing in the center of the barn next to a ladder that was attached -to the wall some time ago. You look up and notice that it leads to a hayloft. -What a novel idea! -~ -5 0 0 0 0 0 -D1 -~ -~ -0 0 523 -D3 -~ -~ -0 0 526 -D4 -~ -~ -0 0 521 -S -#523 -Abandoned Stall~ - You're walking through an old abandoned cow stall. It's in bad need of -repair. Thats probably why it's not in use. You can see a hayloft to the -west. Maybe you could go up there and rest a bit. -~ -5 0 0 0 0 0 -D0 -~ -~ -0 0 520 -D3 -~ -~ -0 0 522 -S -#524 -Field~ - You begin to feel like you're not getting anywhere. Will this field ever -end? In the distance to the northwest you can see a corn field. It looks to -be rather large. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 513 -D3 -~ -~ -0 0 525 -S -#525 -Field~ - You find yourself standing at the edge of a corn field. The corn goes clear -up to your chin! How will you ever see in here? -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 531 -D1 -~ -~ -0 0 524 -S -#526 -Barn~ - You continue walking through the barn. There are very few animals in here. -They must all be outside in the stock yard. You can see a doorway to the west. -~ -5 0 0 0 0 0 -D1 -~ -~ -0 0 522 -D2 -~ -~ -0 0 529 -D3 -~ -~ -0 0 527 -S -#527 -Back Door of the Barn~ - You're standing at the back of the barn in a narrow doorway. The barn -continues to the east and south. You can smell some manure, but where is it -coming from? -~ -5 0 0 0 0 0 -D0 -~ -~ -0 0 530 -D1 -~ -~ -0 0 526 -D2 -~ -~ -0 0 528 -S -#528 -Hole in the Wall~ - There is a large hole in the wall here. Perhaps termintes ate away at it, -or someone broke through the wall in a hurry to escape something terrible. To -the west you can see a manure pit. The smell almost gags you. -~ -5 0 0 0 0 0 -D0 -~ -~ -0 0 527 -D1 -~ -~ -0 0 529 -D3 -~ -~ -0 0 538 -S -#529 -Barn~ - As you enter the room, the smell of manure almost knocks you over! Where -could this grotesque smell be coming from? You see a small doorway to the -west, leading to the outside. -~ -5 0 0 0 0 0 -D0 -~ -~ -0 0 526 -D3 -~ -~ -0 0 528 -S -#530 -Corn Field~ - You're standing at the edge of a large corn field. There are only weeds at -your feet. The corn can be seen in the distance to the west. To the south, -there is a big red barn. -~ -5 0 0 0 0 2 -D2 -~ -~ -0 0 527 -D3 -~ -~ -0 0 537 -S -#531 -Corn Field~ - The fresh scent of corn fills your lungs as you being tromping through the -field. The sound of dead grass fills your ears as it crunches heavily under -your weight. The field continues to the west. -~ -5 0 0 0 0 2 -D2 -~ -~ -0 0 525 -D3 -~ -~ -0 0 532 -S -#532 -Corn Field~ - The corn seems to be getting taller the farther in you walk. Someone should -have cut a path through here to make it easier for adventurers like yourself to -get through here alive. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 531 -D3 -~ -~ -0 0 533 -S -#533 -Corn Field~ - The corn seems to be getting taller the farther in you walk. Someone should -have cut a path through here to make it easier for adventurers like yourself to -get through here alive. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 532 -D2 -~ -~ -0 0 534 -S -#534 -Corn Field~ - A large scarecrow has been left lying here in the field. It looks like it -fell off from it's post. Most of the straw has been picked away from its -fragile little body, most likely by crows. The field continues to the south. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 533 -D2 -~ -~ -0 0 535 -S -#535 -Corn Field~ - The corn seems to be getting shorter with every step. As you look over the -field, you spot a barn off in the distance to the southeast. Maybe you could -rest there for a bit. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 534 -D2 -~ -~ -0 0 536 -S -#536 -Corn Field~ - You feel that you're getting close to the end of the field. To the -southeast you can see a barn. It looks to be in excellent condition. Maybe -you could stop there for a while and rest. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 535 -D1 -~ -~ -0 0 537 -S -#537 -Corn Field~ - The corn has got much smaller, it's only up to your knees now. In the -distance you can see a large barn. Some noises are coming from within it, most -likely caused from the animals that live inside. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 530 -D3 -~ -~ -0 0 536 -S -#538 -Manure Pit~ - You feel your body slowly sinking into a maure pit! Flies are buzzing all -around you, tickling your ears. The manure is up to your knees. It looks like -it gets deeper the farther you walk in. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 528 -D3 -~ -~ -0 0 539 -S -#539 -Manure Pit~ - As you take a step deeper, you feel your body sink into the manure. You are -now covered up to your thighs! How gross. Maybe you should get out of here -before your entire body gets covered. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 538 -D2 -~ -~ -0 0 540 -S -#540 -Manure Pit~ - Omph! You just dropped in the manure much deeper then you would have liked. -The manure is up to your neck and rising quickly. No one will want to be -around you for a very long time, unless you can find a place to wash yourself -off. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 539 -D1 -~ -~ -0 0 541 -S -#541 -Manure Pit~ - The manure is quite shallow here, enabling you walk. To the south you see a -rather large looking stock yard. Maybe you would have better luck there. -~ -5 0 0 0 0 2 -D2 -~ -~ -0 0 542 -D3 -~ -~ -0 0 540 -S -#542 -Gates of the Stock Yard~ - You're standing in the gates of the stock yard. Several different kinds of -animals are before you, most of them either eating or sleeping. The yard is -surprisingly clean, of course anything would be compared to the manure pit. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 541 -D1 -~ -~ -0 0 543 -S -#543 -Stock Yard~ - As you enter the stock yard, you notice how quiet everything is. The yard -is fenced in with a newly painted fence. The aroma from the paint is still in -the air. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 544 -D3 -~ -~ -0 0 542 -S -#544 -Stock Yard~ - You pass a small puddle of water festering on the ground. The ground at -your feet is damp and slightly squishy, most likely caused from the rain. The -stock yard continues to the east and west. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 545 -D3 -~ -~ -0 0 543 -S -#545 -Stock Yard~ - As you continue walking, you spot some footprints in the dirt. They look -like ones of either a goat or a sheep. The stock yard continues to the east -and west. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 546 -D1 -~ -~ -0 0 548 -D2 -~ -~ -0 0 547 -D3 -~ -~ -0 0 544 -S -#546 -Dead End~ - You have come to a dead end. The white picket fence is beside you. You -stand there for a moment and look at the view of the farm. -~ -5 0 0 0 0 2 -D2 -~ -~ -0 0 545 -S -#547 -Dead End~ - You have come to a dead end. The white picket fence is beside you. You -stand there for a moment and look at the view of the farm. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 545 -S -#548 -Gopher Hole~ - You have come to a large gopher hole. It's big enough to crawl through. -As you bend down, you look into the hole. You see nothing but blackness. -Would it be worth your time to go have a look? -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 549 -D3 -~ -~ -0 0 545 -D5 -~ -~ -0 0 555 -S -#549 -Silo~ - A large silo stands before you, most likely used for storing corn. There is -a ladder on one of the inside walls. Maybe you could climb up it. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 552 -D2 -~ -~ -0 0 554 -D3 -~ -~ -0 0 548 -S -#550 -Silo~ - You can start to see the roof of the Silo. The heat up here is awful! You -feel beads of sweat slowly run down your face as you continue climbing up the -ladder. -~ -5 0 0 0 0 0 -D4 -~ -~ -0 0 553 -D5 -~ -~ -0 0 551 -S -#551 -Silo~ - You begin pulling yourself up the wooden ladder, heading towards the roof of -the silo. The smell of corn fills your nose. You can feel the temperature -slowly rising the more you climb up. -~ -5 0 0 0 0 0 -D4 -~ -~ -0 0 550 -D5 -~ -~ -0 0 552 -S -#552 -Silo~ - You have entered the silo and are standing next to a tall ladder. The corn -thats being stored in here is being kept behind a large see-through wall. -Where could the ladder lead? -~ -5 0 0 0 0 0 -D3 -~ -~ -0 0 549 -D4 -~ -~ -0 0 551 -S -#553 -Silo~ - You have reached the top of the silo. You crawl onto a small platform thats -suspended from the ceiling. A pile of bird droppings is beside you on the -platform. How could a bird get in here? -~ -5 0 0 0 0 0 -D5 -~ -~ -0 0 550 -S -#554 -Stock Yard~ - You're standing at the edge of the stock yard, looking at a small field to -the south. There is a silo to the north. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 549 -D2 -~ -~ -0 0 570 -S -#555 -Gopher Hole~ - You begin descending into the black hole. You hear some shuffling around -underneath you, what could it be? You feel your hands sinking into the dirt. -Hopefully you can get back out. -~ -5 0 0 0 0 2 -D4 -~ -~ -0 0 548 -D5 -~ -~ -0 0 556 -S -#556 -Gopher Hole~ - You're almost to the bottom of the hole. The temperature has dropped quite -a few degrees making you feel cold and damp. -~ -5 0 0 0 0 2 -D4 -~ -~ -0 0 555 -D5 -~ -~ -0 0 557 -S -#557 -Gopher Hole~ - You have reached the bottom of the hole. The ground here is quite damp and -cold. You see a small passageway leading to the west. Where could it be -going? Maybe you should go find out. -~ -5 0 0 0 0 2 -D3 -~ -~ -0 0 558 -D4 -~ -~ -0 0 556 -S -#558 -Gopher Hole~ - As you begin walking through the passageway, you notice how big the gopher -hole really is. An entire family must live in here. But where is everyone? -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 557 -D3 -~ -~ -0 0 559 -S -#559 -Gopher Hole~ - You have come to the end of the hole. As you look up, you can see sunlight -pouring down on you, making you feel slightly warmer. You hear some birds -singing in the distance. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 558 -D4 -~ -~ -0 0 561 -S -#560 -Stock Yard~ - You're standing on the edge of the stock yard. To the west you see the -stables. You can hear several animals inside shuffling around nervously. To -the south there is a large chicken coop. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 562 -S -#561 -Stock Yard~ - As you crawl out of the hole, you stand up and dust yourself off. You -notice that you're standing at the endge of the stock yard overlooking the -stables. The stock yard continues to the west. -~ -5 0 0 0 0 2 -D3 -~ -~ -0 0 562 -D5 -~ -~ -0 0 559 -S -#562 -Stock Yard~ - You're standing at the edge of the stock yard. To the southwest you can see -the stables. You can hear the horses inside shuffling around nervously. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 561 -D2 -~ -~ -0 0 560 -S -#563 -Stall~ - You're standing in a horses stall. Hay is covering the groundm, probably to -hide the smell coming from under it. The exit can be seen to the southeast. -~ -5 0 0 0 0 0 -D3 -~ -~ -0 0 564 -S -#564 -Stables~ - As you continue walking through the stables, you look around at all the -beautiful horses around you. They shuffle around nervously as you walk past -them. -~ -5 0 0 0 0 0 -D1 -~ -~ -0 0 563 -D3 -~ -~ -0 0 565 -S -#565 -Stall~ - You're standing in one of the horses stalls. Hay is covering the floor, -probably to help hide the smell coming from under it. You see the exit in the -distance to the east. -~ -5 0 0 0 0 0 -D0 -~ -~ -0 0 566 -D1 -~ -~ -0 0 564 -D2 -~ -~ -0 0 567 -S -#566 -Stables~ - You're standing in the corner of the stables. You see several harnesses -hanging from the wall waiting for a horse. There are a few cobwebs hanging -from the ceiling. When was the last time someone cleaned in here? -~ -5 0 0 0 0 0 -D2 -~ -~ -0 0 565 -S -#567 -Stables~ - This corner of the stables is used for storage. The wall is lined with -shelves of odd objects ranging from horseshoes to hair brushes. -~ -5 0 0 0 0 0 -D0 -~ -~ -0 0 565 -D1 -~ -~ -0 0 568 -S -#568 -Stall~ - You're standing in a horses stall. Hay is covering the floor, probably to -hide the smell thats coming from underneath it. You can see the exit in the -distance to the east. -~ -5 0 0 0 0 0 -D1 -~ -~ -0 0 569 -D3 -~ -~ -0 0 567 -S -#569 -Stables Entrance~ - You're standing in the entrance to the stables. As you look inside you see -all sorts of beautiful beasts just waiting to be rode. The smell could be -better, but the sight is beautiful. -~ -5 0 0 0 0 0 -D3 -~ -~ -0 0 568 -S -#570 -Field~ - You have stepped onto a small field. It must be an old corn field thats no -longer in use. The ground is very rough and full of small holes. One might -fall if they don't watch their step! -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 554 -D2 -~ -~ -0 0 571 -S -#571 -Field~ - You're standing at the edge of a small field. In the distance to the west -you can see a large hole. It looks big enough to climb in. But is there -anything in there waiting for you? -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 570 -D3 -~ -~ -0 0 572 -S -#572 -Field~ - Weeds tangle in your feet as you continue walking. To the west you spot a -large hole with a black bottom. Is there even a bottom? Or just eternal -darkness? -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 571 -D3 -~ -~ -0 0 573 -S -#573 -Hole~ - You're standing on the edge of a very large hole looking down into sheer -darkness. Would it be worth the risk to climb in there and see whats down -there? -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 572 -D3 -~ -~ -0 0 575 -D5 -~ -~ -0 0 574 -S -#574 -Inside the Hole~ - As you crawl into the hole, darkness surrounds you. You suddenly feel very -alone and lost, almost like a small child. You look up and see a small beam of -light. Can you even get back out of here? Maybe you should try to "climb up" -out of the hole. -~ -5 0 0 0 0 2 -S -T 574 -#575 -Field~ - You're standing on the edge of the field. To the east is a very large hole -which you could probably fit in. To the west you see a small chicken coop. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 573 -D3 -~ -~ -0 0 576 -S -#576 -Entrance to the Chicken Coop~ - You're standing in the entrance to the chicken coop. The place is filled -with chickens, most of them are laying eggs. There is a strong odor coming -from the south. -~ -5 0 0 0 0 0 -D1 -~ -~ -0 0 575 -D2 -~ -~ -0 0 577 -S -#577 -Chicken Coop~ - As you walk deeper into the coop, your almost knocked over by a grotesque -aroma. Apparently the coop didn't get cleaned this morning. You might want to -watch your step or else you might slip. -~ -5 0 0 0 0 0 -D0 -~ -~ -0 0 576 -D2 -~ -~ -0 0 578 -D3 -~ -~ -0 0 579 -S -#578 -Chicken Coop~ - You have come to a small dead end. There is not much here. Just a few -bales of hay. You notice some spilled feed on the floor. It crunches as you -walk on it. -~ -5 0 0 0 0 0 -D0 -~ -~ -0 0 577 -S -#579 -Chicken Coop~ - As you continue walking through the coop, you notice the place is in bad -need of a paint job. You can see the exit to the north. -~ -5 0 0 0 0 0 -D0 -~ -~ -0 0 581 -D1 -~ -~ -0 0 577 -S -#580 -Dead End~ - You're standing in a dead end. You can see a view of the chicken coop to -the east. The chickens are busily running around, probably looking for -something to eat. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 582 -S -#581 -Chicken Coop~ - You're standing in the doorway of the coop looking out onto the farm. To -the north you can see the stock yard. In the distance to the west is a small -cabin. It looks to be in reasonably good shape. -~ -5 0 0 0 0 0 -D2 -~ -~ -0 0 579 -D3 -~ -~ -0 0 582 -S -#582 -Farm~ - You're standing between the chicken coop and a small hunters cabin. There -is a dead end to the south, but maybe there is something there that would be -worth making the trip. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 581 -D2 -~ -~ -0 0 580 -D3 -~ -~ -0 0 583 -S -#583 -Hunters Cabin~ - A small log cabin stands before you. A large cloud of smoke is pouring out -the chimney, filling your lungs with the scent of burning wood. As you peek in -through one of the windows, you see a man inside sitting in a rocking chair. -He see's you and waves for you to come in. He looks like a friendly enough -gentleman. Perhaps you could get a bite to eat here. -~ -5 0 0 0 0 2 -D1 -~ -~ -0 0 582 -D3 -~ -~ -0 0 584 -S -#584 -Hunters Cabin~ - As you enter the cabin, you notice a man sitting in a rocking chair next to -a crackling fire. You feel your body slowly warm up. As you scan the room you -see several animal heads decorating the walls. On the mantle is a stuffed cat. -You feel very relaxed here. -~ -5 0 0 0 0 0 -D1 -~ -~ -0 0 583 -D2 -~ -~ -0 0 585 -S -#585 -Hunters Cabin~ - You're standing at the back of the cabin, looking out the back door. You -see a small path to the south. Where could it lead to? The floor under you -creaks as you walk across it. -~ -5 0 0 0 0 0 -D0 -~ -~ -0 0 584 -D2 -~ -~ -0 0 586 -S -#586 -Dirt Path~ - You've stepped onto a small path heading towards the end of the farm. To -the north you can see a small hunters cabin. Maybe you could go inside and -rest for a while. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 585 -D2 -~ -~ -0 0 587 -S -#587 -Dirt Path~ - You're standing on a small dirt path. It looks like it's had plenty of use -over the years. You notice some potholes that are big enough for a cat to fit -into. Be careful not to fall! There is a large well to the east. -~ -5 0 0 0 0 2 -D0 -~ -~ -0 0 586 -D1 -~ -~ -0 0 588 -S -#588 -Farm~ - The farm looks different some how. There is an enormous well before you. -There isn't any water in it, but you could easily climb down into it. You -can't see anything past the well, only a small path to the west. -~ -5 0 0 0 0 2 -D3 -~ -~ -0 0 587 -D5 -~ -~ -0 0 589 -S -#589 -Well~ - You begin crawling down into the depths of the well. The walls under your -fingers are cold and dry. In the distance you can hear a dripping sound. -Maybe this well hasn't dried up after all. -~ -5 0 0 0 0 0 -D4 -~ -~ -0 0 588 -D5 -~ -~ -0 0 590 -S -#590 -Well~ - You are almost at the bottom of the well. The temperature seems to be -slowly decreasing, leaving you feeling chilly. As you look up, you see some -clouds slowly rolling by. Where did the sun go? -~ -5 0 0 0 0 0 -D4 -~ -~ -0 0 589 -D5 -~ -~ -0 0 591 -S -#591 -Well~ - As you step down onto the floor of the well, you hear your footstep echo -through out the cave that you seem to be in the entrance of. Surprisingly -enough, the cave is not dark. It's slightly gloomy, due to some torches that -have blown out. There is a thin puddle of spring water on the floor at your -feet. You reach out and touch one of the walls. A thin layer of water -cascades over your fingers. The cave continues to the east. -~ -5 0 0 0 0 0 -D1 -~ -~ -0 0 593 -D4 -~ -~ -0 0 590 -S -#592 -Underground Cave~ - You're standing in a small cove nestled in the heart of the cave. The walls -and floor are dry here and it feels slightly warmer. As you look at the walls -you see small streaks of gold running through them. -~ -5 0 0 0 0 0 -D2 -~ -~ -0 0 593 -S -#593 -Underground Cave~ - The cave before you is damp and chilly. Some dead roots lay on the ground, -threatening to trip you. If you fell and got hurt down here no one would ever -find you. -~ -5 0 0 0 0 0 -D0 -~ -~ -0 0 592 -D1 -~ -~ -0 0 594 -D3 -~ -~ -0 0 591 -S -#594 -Underground Cave~ - There is a slight incline here. The ground at your feet is very rough. It -almost feels like crushed glass. You hear stones crunching under your feet as -you continue walking. -~ -5 0 0 0 0 0 -D2 -~ -~ -0 0 595 -D3 -~ -~ -0 0 593 -S -#595 -Underground Cave~ - The sense that the end of the cave is near. The air seems somewhat fresher -here, letting you breathe a little easier. The tunnel out of the cave can be -seen to the east. -~ -5 0 0 0 0 0 -D0 -~ -~ -0 0 594 -D1 -~ -~ -0 0 596 -S -#596 -Underground Cave~ - You're standing at the end of the cave. As you look up you can see a tiny -beam of sunlight trying to make its way down to you. The walls are dripping -with muddy water. There is a faint smell of mildew here. -~ -5 0 0 0 0 0 -D3 -~ -~ -0 0 595 -D4 -~ -~ -0 0 597 -S -#597 -Hole~ - The clay walls around you are damp and dripping with cold muddy water. -Your clothes are probably stained and smell grotesque. As you look down you -can see the ground. What is down there? -~ -5 0 0 0 0 0 -D4 -~ -~ -0 0 598 -D5 -~ -~ -0 0 596 -S -#598 -Hole~ - You find yourself in the middle of a hole leading deep into the ground. -The smell of water fills your nose. Should you go up or down? Only the -bravest adventurers would dare go down. -~ -5 0 0 0 0 0 -D4 -~ -~ -0 0 599 -D5 -~ -~ -0 0 597 -S -#599 -Farm~ - As you climb out of the hole, you look around at your surroundings. You -seem to have reached the end of the farm. You breathe in a breath of fresh air -and feel a sense of accomplishment. -~ -5 0 0 0 0 2 -D5 -~ -~ -0 0 598 -S -$~ diff --git a/lib/world/wld/50.wld b/lib/world/wld/50.wld deleted file mode 100644 index bbcf0f0..0000000 --- a/lib/world/wld/50.wld +++ /dev/null @@ -1,1490 +0,0 @@ -#5000 -Great Eastern Desert Zone Description Room~ -You are in an unfinished room. -~ -50 0 0 0 0 0 -S -#5001 -A Long Tunnel~ - You encounter some rapids as you enter this tunnel cut out of -the mountains by the river. -~ -50 9 0 0 0 7 -D1 -~ -~ -0 -1 5002 -D3 -There appear to be some bars here, making passage to the west -difficult. -~ -~ -0 -1 3205 -S -#5002 -A Long Tunnel~ - The tunnel branches off north. -~ -50 9 0 0 0 7 -D0 -~ -~ -0 -1 5008 -D1 -~ -~ -0 -1 5003 -D3 -~ -~ -0 -1 5001 -S -#5003 -A Long Tunnel~ - The tunnel branches off south. -~ -50 9 0 0 0 7 -D1 -~ -~ -0 -1 5004 -D2 -~ -~ -0 -1 5017 -D3 -~ -~ -0 -1 5002 -S -#5004 -A Tunnel Intersection~ - The tunnel branches off to the north and south. -~ -50 9 0 0 0 7 -D0 -~ -~ -0 -1 5643 -D1 -~ -~ -0 -1 5005 -D2 -~ -~ -0 -1 5018 -D3 -~ -~ -0 -1 5003 -S -#5005 -An Underground Lake~ - You are floating on a jet-black underground lake fed by dripping -water and lime from above. The tunnel continues to the east and the -river leads back west. Leading upwards to the northwest is a roughly -hewn hallway. -~ -50 9 0 0 0 7 -D0 -~ -~ -0 -1 5671 -D1 -~ -~ -0 -1 5006 -D2 -~ -~ -0 -1 5023 -D3 -~ -~ -0 -1 5004 -S -#5006 -A Long Narrow Tunnel~ - The tunnel rises sharply to the east. Another narrow tunnel -leads away to the north. -~ -50 265 0 0 0 5 -D0 -~ -~ -0 -1 5016 -D1 -~ -~ -0 -1 5007 -D3 -~ -~ -0 -1 5005 -S -#5007 -A Wide Tunnel~ - The tunnel continues east and west. To the east the tunnel dives -down into a bright light. A small passage way opens to the north. -~ -50 9 0 0 0 5 -D1 -~ -~ -0 -1 5026 -D3 -~ -~ -0 -1 5006 -S -#5008 -The Cave-In~ - You stand at the edge of a large pile of rubble created from the last -rockslide. -~ -50 9 0 0 0 5 -D2 -~ -~ -0 -1 5002 -D5 -You can easily slide down the rocks without getting hurt. -~ -~ -0 -1 5009 -S -#5009 -At The Foot Of The Rubble~ - You are at the bottom of a large pile of rubble. A tunnel branches -off to the north and east. -~ -50 9 0 0 0 5 -D0 -~ -~ -0 -1 5010 -D1 -~ -~ -0 -1 5012 -D4 -~ -~ -0 -1 5008 -S -#5010 -A Cave Entrance~ - You stand in the middle of a large and beautiful cave. A path leads -deeper into the darkness. -~ -50 9 0 0 0 5 -D2 -~ -~ -0 -1 5009 -D5 -You look down into the cave. Bones are strewn about everywhere. -~ -~ -0 -1 5011 -S -#5011 -A Giant Cave~ - This cavern overwhelms you. The walls and ceiling seem miles away. -Bones of previous adventurers lie strewn on the cavern floor. There is -a passage that spirals downwards in the northeast corner of the cavern. -~ -50 9 0 0 0 5 -D4 -~ -~ -0 -1 5010 -D5 -The passageway spirals down into the gloom. -~ -~ -0 -1 5100 -S -#5012 -A Narrow Bend~ - The tunnel turns to the south and west. -~ -50 9 0 0 0 5 -D2 -~ -~ -0 -1 5013 -D3 -~ -~ -0 -1 5009 -S -#5013 -A Large Cave~ - You are standing in a large cave. Many furs are spread out on the floor. -~ -50 9 0 0 0 5 -D0 -~ -~ -0 -1 5012 -D1 -~ -~ -0 -1 5014 -S -#5014 -A Damp Hallway~ - The walls here are extremely damp, as well as the floor. -~ -50 9 0 0 0 5 -D1 -You hear drops of water. -~ -~ -0 -1 5015 -D3 -~ -~ -0 -1 5013 -S -#5015 -An Underground Pool~ - You are wading in a knee deep pool of lime-water. -~ -50 9 0 0 0 6 -D1 -~ -~ -0 -1 5016 -D3 -~ -~ -0 -1 5014 -S -#5016 -A Damp Hallway~ - The walls of the tunnel are extremely damp here. The tunnel -leads sharply upwards to the south as it starts to get narrow. -~ -50 9 0 0 0 5 -D2 -~ -~ -0 -1 5006 -D3 -You hear drops of water. -~ -~ -0 -1 5015 -S -#5017 -A Narrow Crawlway~ - This crawlway is just big enough for a human to crawl through or a -halfling to walk through. -~ -50 9 0 0 0 5 -D0 -~ -~ -0 -1 5003 -D1 -~ -~ -0 -1 5018 -D2 -You smell the fragrant odor of fungus. -~ -~ -0 -1 5019 -S -#5018 -A Large Cavern~ - You have entered a very large cavern. The rock formations would amaze -almost any dwarf. -~ -50 9 0 0 0 5 -D0 -~ -~ -0 -1 5004 -D3 -~ -~ -0 -1 5017 -S -#5019 -A Fungus Patch~ - As you walk through the fungus patch, you are shot at by many millions of -spores. You can hardly breathe. -~ -50 9 0 0 0 5 -D0 -~ -~ -0 -1 5017 -D1 -The fragrant smell of fungus spores continues to the east. -~ -~ -0 -1 5020 -S -#5020 -The Fungus Path~ - As you walk along the path, millions of spores are shot at you. It is -difficult to breathe. -~ -50 9 0 0 0 5 -D2 -A giant mushroom temple stands to the south. -~ -~ -0 -1 5021 -D3 -The fragrant smell of spores continues to the west. -~ -~ -0 -1 5019 -S -#5021 -The Fungus Temple~ - You find yourself standing inside of a giant mushroom. The inside -is decorated in the fashion of a temple. -~ -50 9 0 0 0 5 -D0 -~ -~ -0 -1 5020 -D1 -~ -~ -0 -1 5022 -S -#5022 -A Sloping Passage~ - You follow a path sloping down from the fungus temple. -~ -50 9 0 0 0 5 -D0 -~ -~ -0 -1 5023 -D2 -~ -~ -0 -1 5021 -S -#5023 -A Sloping Passage~ - You are on a path that gently slopes up from the underground pool. -~ -50 9 0 0 0 5 -D0 -You hear sounds of trickling water. -~ -~ -0 -1 5005 -D2 -~ -~ -0 -1 5022 -S -#5024 -The Great Eastern Desert~ - A vast desert stretches for miles, the sand constantly shifting around -you. A pyramid lies to the east and a snow-capped mountain range to the -west. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5030 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5034 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5025 -S -#5025 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the east and a snow-capped mountain range to the -west. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5024 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5031 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5026 -S -#5026 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the east and a snow-capped mountain range to the -west. The hole which you tumbled out of is too high for you to reach. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5025 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5036 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5027 -S -#5027 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the east and a snow-capped mountain range to the -west. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5026 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5033 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5028 -S -#5028 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the north-east and a snow-capped mountain range to -the west. You spy a narrow dirt trail leading away to the west into the -foothills. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5027 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5033 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5029 -D3 -A small dirt trail leads off to the west where it joins a large clay road -some distance away. -~ -~ -0 -1 12068 -S -#5029 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the north-east and a snow-capped mountain range to -the west. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5028 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5037 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5044 -S -#5030 -A Small Oasis~ - You stand beside a small pool of crystal-blue water bathed in the -shade of a few scarce palm trees. To the north you see a small -encampment stopped for the day. -~ -50 0 0 0 0 2 -D0 -You see three tents and some camels hitched to a stake. Shadows moving -across the tents suggest activity. -~ -~ -0 -1 5056 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5036 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5032 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5025 -S -#5031 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the east. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5031 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5031 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5032 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5024 -S -#5032 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the east. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5035 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5036 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5033 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5032 -S -#5033 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the north-east. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5037 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5037 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5043 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5028 -S -#5034 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the south-east. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5038 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5035 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5034 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5035 -S -#5035 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the east, it looks enormous, even from this distance. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5039 -D1 -Even from here, you can sense a great evil residing within the pyramid -protruding from the sand to the east. -~ -~ -0 -1 5300 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5032 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5034 -S -#5036 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the north-east. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5035 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5041 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5032 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5030 -S -#5037 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the north-east. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5048 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5033 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5042 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5033 -S -#5038 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the south. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5046 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5045 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5040 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5034 -S -#5039 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting -around you. A pyramid lies to the south. The gates of a city lie a -short distance off to the north. -~ -50 0 0 0 0 2 -D0 -Some city gates stand off to the north. -~ -~ -0 -1 5411 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5039 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5048 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5039 -S -#5040 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. You are standing near a gigantic pyramid located a couple hundred -meters west of you. From here you can sense the great evil which resides -within the massive structure. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5036 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5049 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5041 -D3 -The pyramid can be seen across the sands to the west. -~ -~ -0 -1 5300 -S -#5041 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the north. -~ -50 0 0 0 0 2 -D0 -Even from here, you can sense a great evil residing within the pyramid -protruding from the sand to the north. -~ -~ -0 -1 5040 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5048 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5041 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5037 -S -#5042 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the north. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5049 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5055 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5043 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5041 -S -#5043 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the north. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5042 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5055 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5044 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5033 -S -#5044 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the north and a ruined city to the west. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5050 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5055 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5029 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5200 -S -#5045 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the south. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5045 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5052 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5045 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5038 -S -#5046 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the south-west. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5038 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5047 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5047 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5039 -S -#5047 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the west. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5046 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5051 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5053 -D3 -Even from here, you can sense a great evil residing within the pyramid -protruding from the sand to the west. -~ -~ -0 -1 5040 -S -#5048 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the west. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5039 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5048 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5053 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5041 -S -#5049 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the north-west. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5053 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5054 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5050 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5042 -S -#5050 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the north. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see... and a pyramid in the distance. -~ -~ -0 -1 5300 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5054 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5044 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5042 -S -#5051 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the south-west and a deep canyon to the east. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5051 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5052 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5047 -S -#5052 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the south-west and a deep canyon to the east. Just -below you can make out a tiny ledge. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5051 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5053 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5045 -D5 -~ -~ -0 -1 5063 -S -#5053 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the west and a deep canyon to the east. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5052 -D1 -A rickety rope bridge stretches across the canyon... it doesn't look too safe. -~ -~ -0 -1 5062 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5054 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5049 -S -#5054 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the west and a deep canyon to the east. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5053 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5055 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5050 -S -#5055 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the north-west and a deep canyon to the east. -~ -50 0 0 0 0 2 -D0 -Sand as far as the eye can see. -~ -~ -0 -1 5054 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5055 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5043 -S -#5056 -A Nomad Camp~ - This small group of desert nomads has stopped for the day to rest -and refresh themselves beside this beautiful oasis. Three tents and some -camels make up the party. From within two of the tents you hear muffled -voices, obviously surprised at your visit. -~ -50 64 0 0 0 2 -D0 -Some camels are tied up to a mass of stakes plugged into the ground. -~ -~ -0 -1 5058 -D1 -You see inside one of the tents a huddled mass of people, probably slaves. -~ -~ -0 -1 5057 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5030 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5025 -S -#5057 -Inside A Small Tent~ - This is a small and simple tent with few possessions in sight. Lying -here and there are young-looking men and women, possibly slaves to the -leader of this band. -~ -50 72 0 0 0 2 -D3 -You see the center of the nomad camp. -~ -~ -0 -1 5056 -S -#5058 -Beside The Camels~ - Here stand about ten camels, all hitched to some stakes plugged into -the ground. To the east you see a small tent while to the north you see a -larger, fancier tent. -~ -50 64 0 0 0 2 -D0 -This tent seems to be the temporary abode of the nomad leader. You make a -mental note to visit it before you leave. -~ -~ -0 -1 5060 -D1 -In this tent there are very large men, all carrying weapons. -~ -~ -0 -1 5059 -D2 -You see the center of the nomad camp. -~ -~ -0 -1 5056 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5024 -S -#5059 -The Warriors' Tent~ - This tent has a few furnishings, but mainly it holds the band's -protectors. They all stare at you coldly as you enter. -~ -50 72 0 0 0 2 -D3 -Outside you see some peaceful camels. -~ -~ -0 -1 5058 -S -#5060 -The Main Tent~ - This tent is as lavishly decorated on the inside as it is on the -outside. A fancy carpet lies on the sand and numerous baskets line the -walls. -~ -50 72 0 0 0 2 -D1 -~ -~ -0 -1 5061 -D2 -You see some peaceful camels. -~ -~ -0 -1 5058 -S -#5061 -The Main Tent~ - This is where the leader of this band of nomads resides. He is -definitely rich as you inspect the tapestries, baskets, and a few -paintings as well. -~ -50 72 0 0 0 2 -D3 -You see the entrance to this tent. -~ -~ -0 -1 5060 -S -#5062 -The Rickety Rope Bridge~ - You carefully begin to walk across the bridge, but suddenly the rope -breaks and you fall... - ... and fall - and fall - and fall - ... to your death on the rocks below. -~ -50 12 0 0 0 5 -D3 -~ -~ -0 -1 5053 -S -T 5000 -#5063 -The Wind-Swept Ledge~ - Being very careful not to lose your balance, you look around and -find that this canyon is about a half a kilometer deep. To the west is -a dark cave leading under the desert sands and above you a rope bridge -spans the gap. -~ -50 0 0 0 0 5 -D3 -~ -~ -0 -1 5064 -D4 -The desert sands blow down in your face. -~ -~ -0 -1 5052 -S -#5064 -The Cave Mouth~ - The air in here is MUCH cooler than outside. From the west you hear -strange sounds, but can see nothing. The cave slopes down into the -darkness. -~ -50 9 0 0 0 5 -D1 -Outside is lighter and very windy. -~ -~ -0 -1 5063 -D3 -~ -~ -0 -1 5065 -S -#5065 -The Mysterious Lair~ - You have stumbled upon the home of something. From the treasure -haphazardly strewn about and the rotting carcasses, you would guess -that this is a dragon's lair. As to what type, you can't really say. -The cave narrows out into a tunnel to the west. -~ -50 201 0 0 0 5 -D1 -~ -~ -0 -1 5064 -D3 -~ -~ -0 -1 5066 -S -#5066 -A Wide Tunnel~ - This tunnel seems to go on forever into the darkness. You carefully -feel your way along the walls. -~ -50 9 0 0 0 5 -D1 -~ -~ -0 -1 5065 -D3 -~ -~ -0 -1 5067 -S -#5067 -A Narrower Tunnel~ - The tunnel becomes very narrow and you fight to squeeze your way through. -The floor seems to level off a little. -~ -50 9 0 0 0 5 -D1 -~ -~ -0 -1 5066 -D2 -~ -~ -0 -1 5068 -S -#5068 -A Narrow Crack~ - This part of the tunnel is the hardest to move through as the walls -move in to meet you. -~ -50 265 0 0 0 5 -D0 -~ -~ -0 -1 5067 -D3 -~ -~ -0 -1 5069 -S -#5069 -A Small Cavern~ - It is dark and damp and bats hang from the ceiling. A narrow crack is -in the east wall. The floor now slopes upwards. -~ -50 9 0 0 0 5 -D1 -~ -~ -0 -1 5068 -D3 -~ -~ -0 -1 5070 -S -#5070 -A Small Shaft~ - From within this shaft you can see a narrow hole in the roof just -large enough for one person. Back east is the cavern. -~ -50 9 0 0 0 5 -D1 -~ -~ -0 -1 5069 -D4 -~ -~ -0 -1 5009 -S -$~ diff --git a/lib/world/wld/51.wld b/lib/world/wld/51.wld deleted file mode 100644 index 4771038..0000000 --- a/lib/world/wld/51.wld +++ /dev/null @@ -1,822 +0,0 @@ -#5100 -The City Entrance~ - You are at the entrance to a small underground city. A great adamantite -gate lies open to the west allowing entrance into the city. -~ -51 13 0 0 0 0 -D3 -A huge gate opens to the west allowing entrance into the city. -~ -gate~ -1 -1 5101 -D4 -A passageway opens up into a fairly large cave above. -~ -~ -0 -1 5011 -E -gate~ - A large adamantite gate with giant spider shaped emblems stands here. -~ -S -#5101 -A City Street~ - You walk along a highly ornate street going north-south. A large gate -lies to the east while a building lies to the west. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5123 -D1 -~ -gate~ -1 -1 5100 -D2 -~ -~ -0 -1 5102 -D3 -~ -~ -0 -1 5122 -S -#5102 -A City Street~ - You walk along a highly ornate city street going north and west. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5101 -D3 -~ -~ -0 -1 5103 -S -#5103 -A City Street~ - You walk along a highly ornate city street going east-west. A large house -stands to the south. -~ -51 9 0 0 0 0 -D1 -~ -~ -0 -1 5102 -D2 -~ -~ -0 -1 5104 -D3 -~ -~ -0 -1 5106 -S -#5104 -The 3rd House~ - You stand inside the 3rd house of the city; it is fairly well decorated -by drow standards having a few statues, murals and such. A door leads to the -south. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5103 -D2 -~ -door~ -1 -1 5105 -S -#5105 -The Throne Room~ - The throne room of the 3rd house is about as decorated as the inner -courtyard except with a blood covered altar in the center of the room. -~ -51 9 0 0 0 0 -D0 -~ -door~ -1 -1 5104 -S -#5106 -A City Street~ - You walk along a highly ornate city street going east-west. To the north -is a large building. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5118 -D1 -~ -~ -0 -1 5103 -D3 -~ -~ -0 -1 5107 -S -#5107 -A City Street~ - You walk along a highly ornate city street leading north and east. To the -south is an extremely large house. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5110 -D1 -~ -~ -0 -1 5106 -D2 -~ -~ -0 -1 5108 -S -#5108 -The 2nd House~ - You stand inside the 2nd house of the city. The room is highly decorated -with statues of spiders and murals everywhere. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5107 -D3 -~ -door~ -1 -1 5109 -S -#5109 -The Throne Room~ - The throne room of the 2nd house is just a little more decorative than -the inner courtyard having an altar in the center of the room. -~ -51 9 0 0 0 0 -D1 -~ -door~ -1 -1 5108 -S -#5110 -The Main Gate~ - You are at the entrance to the 1st house of the city. A large gate, -almost as big and elegant as the one at the entrance to the city, stands -here. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5114 -D2 -~ -~ -0 -1 5107 -D3 -A large gate lies to the west. -~ -gate~ -1 -1 5111 -S -#5111 -The 1st House~ - You stand in the inner courtyard of the 1st and largest house in the city. -The room is extremely large and decorative. Mural and paintings hang on the -walls depicting some battles and a spider queen. -~ -51 9 0 0 0 0 -D1 -~ -gate~ -1 -1 5110 -D3 -~ -~ -0 -1 5112 -S -#5112 -The Throne Room~ - The throne room of the 1st house is in one word...awesome. It is so -horrifying it is almost beautiful. -~ -51 9 0 0 0 0 -D0 -~ -door~ -1 -1 5113 -D1 -~ -~ -0 -1 5111 -S -#5113 -The Main Chamber~ - This is the council chamber for the Matron Mother herself. A huge table -and chairs surrounding it sits in the center of the room. -~ -51 9 0 0 0 0 -D2 -~ -door~ -1 -1 5112 -S -#5114 -A City Street~ - You walk along a highly ornate city street leading north-south and east. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5115 -D1 -~ -~ -0 -1 5117 -D2 -~ -~ -0 -1 5110 -S -#5115 -A City Street~ - You walk along a highly ornate city street leading south. A building is -to the west. -~ -51 9 0 0 0 0 -D2 -~ -~ -0 -1 5114 -D3 -~ -~ -0 -1 5116 -S -#5116 -The Clerics' Academy~ - This is the most lavish of the academies being that it is for the clerics. -~ -51 9 0 0 0 0 -D1 -~ -~ -0 -1 5115 -S -#5117 -A City Street~ - You walk along a highly ornate city street going east-west. To the north -is a giant temple. -~ -51 9 0 0 0 0 -D0 -The entrance to the temple of Lloth is blocked by large ornamental gates. -~ -gates gate~ -1 -1 5119 -D1 -~ -~ -0 -1 5121 -D3 -~ -~ -0 -1 5114 -S -#5118 -The Warriors' Academy~ - This looks more like a barracks than a school. -~ -51 9 0 0 0 0 -D2 -~ -~ -0 -1 5106 -S -#5119 -The Entrance To The Temple Of Lloth~ - The temple is the largest building in the city. Even its doors are beyond -imagination. Inside of the temple entrance, the walls are made of gold and -adamantite. -~ -51 9 0 0 0 0 -D2 -~ -gates gate~ -1 -1 5117 -D5 -~ -~ -0 -1 5126 -S -#5120 -The Mages' Academy~ - The Mages' Academy is fairly well decorated and you can see that the -drow prefer magic over physical power greatly. -~ -51 9 0 0 0 0 -D2 -~ -~ -0 -1 5121 -S -#5121 -A City Street~ - You walk along a highly ornate city street going eastward. To the north -is a building. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5120 -D1 -~ -~ -0 -1 5123 -D3 -~ -~ -0 -1 5117 -S -#5122 -The Slave Chamber~ - The room is in shambles. Straw is strewn all about the room as beds for -the unfortunate creatures who have fallen prey to drow imperialism. -~ -51 9 0 0 0 0 -D1 -~ -~ -0 -1 5101 -S -#5123 -A City Street~ - You walk along a highly ornate city street leading west and south. To -the north is a relatively small house. -~ -51 9 0 0 0 0 -D0 -~ -gate~ -1 -1 5124 -D2 -~ -~ -0 -1 5101 -D3 -~ -~ -0 -1 5121 -S -#5124 -The 4th House~ - You stand inside the 4th house of the city. Its inner courtyard is rather -dull by drow standards and rather small as well. -~ -51 9 0 0 0 0 -D1 -~ -~ -0 -1 5125 -D2 -~ -gate~ -1 -1 5123 -S -#5125 -The Throne Room~ - The throne room is basically similar to the inner courtyard in regards -to decor. there is a small throne behind the altar but that is about it. -~ -51 9 0 0 0 0 -D3 -~ -~ -0 -1 5124 -S -#5126 -The Entrance Hall~ - You stand in the entrance way to the temple which opens up to the north into -a large hallway going east and west. Small statues of spiders line the entrance -way's walls. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5127 -D4 -~ -~ -0 -1 5119 -S -#5127 -A Hallway~ - You are in a long hallway lined with adamantite. The walls are engraved -with pictures of elves and spiders. The hallway continues east and west. As -you look down the hallway you can make out one or two figures moving away from -you. -To the north is a obsidian stairway. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5135 -D1 -~ -~ -0 -1 5128 -D2 -~ -~ -0 -1 5126 -D3 -~ -~ -0 -1 5131 -S -#5128 -A Long Hallway~ - You are in a long hallway lined with adamantite. The walls are engraved -with pictures of elves and spiders. The hallway continues east and west. As -you look down the hallway you can make out one or two figures moving away from -you. -~ -51 9 0 0 0 0 -D1 -~ -~ -0 -1 5129 -D3 -~ -~ -0 -1 5127 -S -#5129 -A Long Hallway~ - You are in a long hallway lined with adamantite. The walls are engraved -with pictures of elves and spiders. The hallway continues east and west. As -you look down the hallway you can make out one or two figures moving away from -you. -To the north is a door. -~ -51 9 0 0 0 0 -D0 -~ -door~ -1 -1 5150 -D1 -~ -~ -0 -1 5130 -D3 -~ -~ -0 -1 5128 -S -#5130 -A Long Hallway~ - You are in a long hallway lined with adamantite. The walls are engraved -with pictures of elves and spiders. The hallway continues east and west. As -you look down the hallway you can make out one or two figures moving away from -you. -~ -51 9 0 0 0 0 -D1 -~ -~ -0 -1 5134 -D3 -~ -~ -0 -1 5129 -S -#5131 -A Long Hallway~ - You are in a long hallway lined with adamantite. The walls are engraved -with pictures of elves and spiders. The hallway continues east and west. As -you look down the hallway you can make out one or two figures moving away from -you. -~ -51 9 0 0 0 0 -D1 -~ -~ -0 -1 5127 -D3 -~ -~ -0 -1 5132 -S -#5132 -A Long Hallway~ - You are in a long hallway lined with adamantite. The walls are engraved -with pictures of elves and spiders. The hallway continues east and west. As -you look down the hallway you can make out one or two figures moving away from -you. -To the south is a door. -~ -51 9 0 0 0 0 -D1 -~ -~ -0 -1 5131 -D2 -~ -door~ -1 -1 5133 -D3 -~ -~ -0 -1 5134 -S -#5133 -The Warriors' Barracks~ - The room is a complete mess. None of the beds are made, clothes and other -items have been left all about the room. Well drow warriors never were known -for neatness. -~ -51 9 0 0 0 0 -D0 -~ -door~ -1 -1 5131 -S -#5134 -A Long Hallway~ - You are in a long hallway lined with adamantite. The walls are engraved -with pictures of elves and spiders. The hallway continues east and west. As -you look down the hallway you can make out one or two figures moving away from -you. -~ -51 9 0 0 0 0 -D1 -~ -~ -0 -1 5132 -D3 -~ -~ -0 -1 5130 -S -#5135 -The Grand Stairway~ - You are standing at the bottom of a giant obsidian and adamantite -stairway. The edges are trimmed with gold. -~ -51 9 0 0 0 0 -D2 -~ -~ -0 -1 5127 -D4 -~ -~ -0 -1 5136 -S -#5136 -The Grand Hallway~ - You are standing in the middle of a grand hallway. The walls are -of the purest adamantite with gold trim. Mosaics line the walls. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5138 -D1 -~ -door~ -1 -1 5137 -D5 -~ -~ -0 -1 5135 -S -#5137 -The Mages' Barracks~ - The mage's living quarters is rather clean with the exception of a few -used component containers. It is rather well decorated as well. Cots line -the floor for the mages to sleep on. The only door is to the west. -~ -51 9 0 0 0 0 -D3 -~ -door~ -1 -1 5136 -S -#5138 -The Grand Hallway~ - You are walking down a grand hallway, heavily decorated with adamantite -and gold. To the north the hall goes down a flight of stairs while a door is -to the west. -~ -51 9 0 0 0 0 -D2 -~ -~ -0 -1 5136 -D3 -~ -door~ -1 -1 5139 -D5 -~ -~ -0 -1 5140 -S -#5139 -The Clerics' Barracks~ - The bed chamber is brightly decorated with spider shaped statues, murals -and the like. Large beds line the floor making this a comfortable room to -live in. -~ -51 9 0 0 0 0 -D1 -~ -door~ -1 -1 5138 -S -#5140 -The Grand Stairway~ - You are climbing a set of obsidian stairs surrounded by adamantite walls. -To the north are a set of large golden doors. -~ -51 9 0 0 0 0 -D0 -~ -doors door golden gold~ -1 -1 5141 -D4 -~ -~ -0 -1 5138 -S -#5141 -The Main Chamber~ - This is the south side of a large auditorium used for services by the -drow priestesses. In the center is a large sacrificial pit and beyond that -is an altar. -~ -51 9 0 0 0 0 -D1 -~ -~ -0 -1 5142 -D2 -~ -doors door golden gold~ -1 -1 5140 -D3 -~ -~ -0 -1 5144 -S -#5142 -The Eastern Side Of The Main Chamber~ - You are on the eastern side of the chamber overlooking the pit. To the -east is a door while to the north is an altar. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5145 -D1 -~ -door~ -1 -1 5146 -D2 -~ -~ -0 -1 5141 -S -#5143 -The Sacrificial Pit~ - As you climb down into the pit, thousands of spiders cover you, tearing -your fragile body to shreds. -@R -Lloth thanks you for your sacrifice. -@n -~ -51 12 0 0 0 0 -S -T 5100 -#5144 -The Western Side Of The Main Chamber~ - You are on the western side of the main chamber overlooking a sacrificial -pit. To the north is an altar. -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5145 -D2 -~ -~ -0 -1 5141 -S -#5145 -The Altar~ - You are standing in front of a highly and freshly bloodstained altar. -Engraved on the top of the altar is a giant spider with a human head. Looking -down from the altar you see a large sacrificial pit with thousands of swarming -spiders looking for their next meal! -~ -51 9 0 0 0 0 -D0 -~ -~ -0 -1 5148 -D1 -~ -~ -0 -1 5142 -D3 -~ -~ -0 -1 5144 -D5 -Thousands of spiders eye you with undisguised hunger. -~ -~ -0 -1 5143 -S -#5146 -The Slave Cells~ - This is the main room to the cell chambers for the slaves to be -sacrificed. You notice there are no guards around. -~ -51 9 0 0 0 0 -D0 -~ -cell~ -1 -1 5147 -D3 -~ -door~ -1 -1 5142 -S -#5147 -The Slave Pen~ - Rotten meat and breads lie about the floor while shackles hang from the -walls. The room reeks of death. You almost become nauseous and decide to -leave the room since you were obviously too late to save the slave. -~ -51 9 0 0 0 0 -D2 -~ -cell~ -1 -1 5146 -S -#5148 -The Dias~ - You stand upon a dias behind the altar. Above you is a enormous illusion -of a female drow turning into a giant spider and back again. There is a door -to the west. -~ -51 9 0 0 0 0 -D2 -~ -~ -0 -1 5145 -D3 -~ -door~ -2 5115 5149 -S -#5149 -The Treasury~ - This is obviously only a temporary storage place for the collected -treasure being rather bare. -~ -51 9 0 0 0 0 -D1 -~ -door~ -2 5115 5148 -S -#5150 -The Weaponsmaster's Chamber~ - This one-person bedchamber is very elegant. The owner must be held in -high regard to get this kind of treatment. -~ -51 9 0 0 0 0 -D2 -~ -door~ -1 -1 5129 -S -$~ diff --git a/lib/world/wld/52.wld b/lib/world/wld/52.wld deleted file mode 100644 index 9410aad..0000000 --- a/lib/world/wld/52.wld +++ /dev/null @@ -1,1038 +0,0 @@ -#5200 -The Grand Gate Of Thalos~ - You stand in the archway of a gigantic stone archway. The two -steel gates have been forced open and have rusted in place. A hollow -gust of wind blows by you into the deserted, and seemingly destroyed, -city. -~ -52 0 0 0 0 1 -D1 -The desert sands stretch on for miles and miles. -~ -~ -0 -1 5044 -D3 -You see devastation everywhere. Houses lie in ruin and skeletons litter -the streets. You see strange beasts stalking the shadows. -~ -~ -0 -1 5201 -S -#5201 -Main Street~ - This was once a magnificent street, but now is in total ruin. The -streets are barren and windswept and the silence is unending. To the south -you see a ruined cottage while north leads into a dark back alley. Howls -and screams echo through the deserted city. -~ -52 0 0 0 0 1 -D0 -It seems to be a dark alley. -~ -~ -0 -1 5239 -D1 -The entrance to the city lies this way. -~ -~ -0 -1 5200 -D2 -A ruined shack lies to the south. -~ -~ -0 -1 5235 -D3 -Main Street lies this way. -~ -~ -0 -1 5202 -S -#5202 -Main Street~ - This was once a magnificent street, but now is in total ruin. The -streets are barren and windswept and the silence is unending. On one -side is a collapsed house while on the other is the entrance to a large -ruined mansion. Eerie sounds echo within the mansion. Near the center of -town you see a large domed building, relatively intact. -~ -52 0 0 0 0 1 -D0 -The remnants of a store lie this way. -~ -~ -0 -1 5236 -D1 -~ -~ -0 -1 5201 -D2 -It looks like what used to be the main building in the city. -~ -~ -0 -1 5232 -D3 -A withered garden path lies this way. -~ -~ -0 -1 5203 -S -#5203 -A Garden Path~ - A circular path surrounds a magnificent domed temple in the center -of the city. Flowers have withered away and the once lush trees are bare. -Vines and ivy snake up the sides of the temple and entangle themselves -around your feet. A sudden volley of howls pierces the air. -~ -52 0 0 0 0 1 -D0 -The garden path continues around the building. -~ -~ -0 -1 5204 -D1 -This is the main street leading to the city's entrance. -~ -~ -0 -1 5202 -D2 -The garden path continues around the building. -~ -~ -0 -1 5206 -D3 -Inside the temple, small patches of light shoot through each doorway as -well as a few holes in the ceiling. -~ -~ -0 -1 5250 -S -#5204 -A Garden Path~ - A circular path surrounds a magnificent domed temple in the center -of the city. Flowers have withered away and the once lush trees are bare. -Vines and ivy snake up the sides of the temple and entangle themselves -around your feet. -~ -52 0 0 0 0 1 -D0 -A side street leads of to the northern half of the city. -~ -~ -0 -1 5211 -D1 -The garden path continues around the building. -~ -~ -0 -1 5203 -D2 -Inside the temple, small patches of light shoot through each doorway as -well as a few holes in the ceiling. -~ -~ -0 -1 5250 -D3 -The garden path continues around the building. -~ -~ -0 -1 5205 -S -#5205 -A Garden Path~ - A circular path surrounds a magnificent domed temple in the center -of the city. Flowers have withered away and the once lush trees are bare. -Vines and ivy creep up the sides of the temple and entangle themselves -around your feet. -~ -52 0 0 0 0 1 -D0 -The garden path continues around the building. -~ -~ -0 -1 5204 -D1 -Inside the temple, small patches of light shoot through each doorway as -well as a few cracks in the ceiling. -~ -~ -0 -1 5250 -D2 -The garden path continues around the building. -~ -~ -0 -1 5206 -D3 -What looks like a market place lies this way. -~ -~ -0 -1 5207 -S -#5206 -A Garden Path~ - A circular path surrounds a magnificent domed temple in the center -of the city. Flowers have withered away and the once lush trees are bare. -Vines and ivy creep up the sides of the temple and entangle themselves -around your feet. -~ -52 0 0 0 0 1 -D0 -Inside the temple, small patches of light shoot through each doorway as -well as a few cracks in the ceiling. -~ -~ -0 -1 5250 -D1 -The garden path continues around the building. -~ -~ -0 -1 5203 -D2 -A small side street leads to the southern half of the city. -~ -~ -0 -1 5212 -D3 -The garden path continues around the building. -~ -~ -0 -1 5205 -S -#5207 -The Market Place~ - You stand in the middle of a large square lined on each side with -baskets, carts, and stands of all shapes and sizes. Abandoned, these -little shops still contain some of their goods once sold to a demanding -public. -~ -52 0 0 0 0 1 -D0 -A small table has been toppled over, spilling fine jewellery and gems -onto the ground. -~ -~ -0 -1 5225 -D1 -A small garden path encircles a large domed temple in the center of the -city. -~ -~ -0 -1 5205 -D2 -Rotted remains of fruits and vegetables lie strewn about. -~ -~ -0 -1 5220 -D3 -The market place continues. -~ -~ -0 -1 5208 -S -#5208 -The Market Place~ - You stand at the end of the market square. Stands and carts line -each side, filled with remnants of fine foods and exquisite goods. -~ -52 0 0 0 0 1 -D0 -Tattered carpets and ruined bales of silk sit idly by a run down stand. -~ -~ -0 -1 5222 -D1 -The center of the market lies this way. -~ -~ -0 -1 5207 -D2 -From the massive stench, this must have been a meat and poultry stand. -It lies totally bare. -~ -~ -0 -1 5217 -S -#5209 -A Side Street~ - This small side street leads east and west into back alleys while -to the south you see the temple. The incessant howling tears at your -mind. -~ -52 0 0 0 0 1 -D1 -~ -~ -0 -1 5243 -D2 -~ -~ -0 -1 5210 -D3 -~ -~ -0 -1 5228 -S -#5210 -A Side Street~ - You are in the common section of the city. Ruined buildings made of -clay and stone is all the view has to offer. Most of these homes are -nothing but piles of rubble, but some look almost safe enough to venture -into. - The street continues north and south and buildings line the street. -~ -52 0 0 0 0 1 -D0 -~ -~ -0 -1 5209 -D1 -A small doorway leads into a partially collapsed house. -~ -~ -1 -1 5244 -D2 -~ -~ -0 -1 5211 -D3 -A small clay dwelling sits here. -~ -~ -0 -1 5226 -S -#5211 -A Side Street~ - This small side street leads away from the garden path to the south. -Around you stand large piles or rubble where the houses of commoners -used to be. A lone howl makes you worry greatly about your safety here. -~ -52 0 0 0 0 1 -D0 -~ -~ -0 -1 5210 -D1 -An unusually tall dwelling stands looming over you. -~ -~ -0 -1 5237 -D2 -A garden path circles around the temple. -~ -~ -0 -1 5204 -D3 -Here lies a small stone house with a thatched roof. -~ -~ -0 -1 5227 -S -#5212 -A Side Street~ - This small side street leads south away from the temple into the -business section of town. The destruction that leveled this city was not -biased; these important looking buildings have been almost totally -destroyed. There is a hole in the wall of a very large structure to the -east. -~ -52 0 0 0 0 1 -D0 -A small garden path encircles the temple. -~ -~ -0 -1 5206 -D1 -This possibly could be the city hall. -~ -~ -0 -1 5232 -D2 -~ -~ -0 -1 5213 -D3 -Inside the building you see long pieces of metal, an oven, and some -anvils. -~ -~ -0 -1 5221 -S -#5213 -A Side Street~ - This small side street is lined with the remains of once great -buildings. To the west is a dark, foreboding structure while to the -east lies the entrance to a small tavern. The street continues north -and south. -~ -52 0 0 0 0 1 -D0 -~ -~ -0 -1 5212 -D1 -From the looks of it, this was once a two story abode. The entire second -floor has collapsed leaving a very little part of the bar still free -from debris. -~ -~ -0 -1 5230 -D2 -~ -~ -0 -1 5214 -D3 -This seems to be the only guild house in the entire city. Its dark nature -makes you wonder about its origins. -~ -~ -0 -1 5219 -S -#5214 -A Side Street~ - You are at the end of a long street leading to the center of the city. -A long dark alley runs east and west. -~ -52 0 0 0 0 1 -D0 -~ -~ -0 -1 5213 -D1 -~ -~ -0 -1 5229 -D3 -~ -~ -0 -1 5218 -S -#5215 -Under A Ruined Watchtower~ - You stand at the base of a tall watchtower built to protect the city -from invaders. From the looks of things, it did not do a good job. -~ -52 0 0 0 0 1 -D0 -~ -~ -0 -1 5216 -D1 -~ -~ -0 -1 5218 -D4 -~ -~ -0 -1 5247 -S -#5216 -A Back Alley~ - This alley leads to the rear of what used to be a meat stand. You wince -at the stench. South is one of the city watchtowers. -~ -52 0 0 0 0 1 -D0 -You see the back-side of the market place meat stand. -~ -~ -0 -1 5217 -D2 -A tall watchtower stands a silent vigil over the city. -~ -~ -0 -1 5215 -S -#5217 -The Meat Stand~ - A large stand has been set up here with metal hooks and wooden racks -in the background. Hanging on the hooks are very small scraps of meat -and other game. This stand is relatively empty, and a sudden burst of -howling and screaming makes you realize why this is so. -~ -52 0 0 0 0 1 -D0 -The market place lies this way. -~ -~ -0 -1 5208 -D1 -This is a cart full of rotted vegetables and fruits. -~ -~ -0 -1 5220 -D2 -~ -~ -0 -1 5216 -S -#5218 -A Back Alley~ - A narrow alley leads east to a wider street and west to one of -the city watchtowers. -~ -52 0 0 0 0 1 -D1 -A small side street greets you. -~ -~ -0 -1 5214 -D3 -A tall watchtower stands a silent vigil over the city. -~ -~ -0 -1 5215 -S -#5219 -The Guild House~ - You are standing in what once was this city's ONLY guild house. -Tables and chairs have been smashed and broken weapons lie strewn about -the floor as if some massive battle had taken place here. Draped along -the back wall is a tattered, jet-black banner with the symbol of the -Darkside set upon it. -~ -52 8 0 0 0 1 -D1 -A small side street runs past the building. -~ -~ -0 -1 5213 -S -#5220 -The Produce Stand~ - A large cart sits here carrying rotted fruit and vegetables. Flies -swarm all about what seems to be the last remaining bits of food left -in the city. -~ -52 0 0 0 0 1 -D0 -The market place is deserted. -~ -~ -0 -1 5207 -D3 -A strong stench emanates from the meat stand next to you. -~ -~ -0 -1 5217 -S -#5221 -The Smithy~ - In here you find tools and anvils used to make various weapons -and items. The walls have been stripped clean and only a few incomplete -pieces of armor and weaponry are left. -~ -52 8 0 0 0 1 -D1 -A small side street runs past the building. -~ -~ -0 -1 5212 -S -#5222 -The Tapestry Stand~ - Tattered and torn tapestries and rugs lie heaped in piles. Fancy -robes and various articles of clothing are now just rags. You stare at -the strange piles for a long time until a piercing howl makes you -think these might be beds. -~ -52 0 0 0 0 1 -D0 -~ -~ -0 -1 5223 -D1 -A fine jewellery stand lies in ruin next to you. -~ -~ -0 -1 5225 -D2 -The market place is deserted. -~ -~ -0 -1 5208 -S -#5223 -A Back Alley~ - A narrow alley leads north to one of the city watchtowers while -to the south there lies a market stand full of torn clothes and rugs. -~ -52 0 0 0 0 1 -D0 -A tall watchtower stands a silent vigil over the city. -~ -~ -0 -1 5224 -D2 -~ -~ -0 -1 5222 -S -#5224 -Under The Watchtower~ - You stand under one of the city watchtowers built to protect -the city from invaders. Obviously, it failed. -~ -52 0 0 0 0 1 -D1 -~ -~ -0 -1 5228 -D2 -~ -~ -0 -1 5223 -D4 -Above you looms a tall watchtower. -~ -~ -0 -1 5246 -S -#5225 -The Jewellery Stand~ - A table has been tipped over, spilling fine jewellery and gems -across the market place. Most of these trinkets are battered and -tarnished and few would have any value anymore. -~ -52 0 0 0 0 1 -D2 -The market place is deserted. -~ -~ -0 -1 5207 -D3 -Next to you is a stand full of ruined clothes and rugs. -~ -~ -0 -1 5222 -S -#5226 -A Ruined Clay Dwelling~ - This was once a very plain house with nothing more than a few chairs -and a bed. A cold fireplace suggests that the city has been abandoned -for quite a while. Almost nothing remains of this humble abode. -~ -52 8 0 0 0 1 -D1 -Outside is a small side street. -~ -~ -0 -1 5210 -S -#5227 -A Collapsed Stone Dwelling~ - This small house has completely collapsed upon itself leaving piles -of debris here and there. A few rafters still stand with thatched straw -hanging down and a hot wind gusts through the hollow dwelling. -~ -52 0 0 0 0 1 -D1 -A small side street runs past the house. -~ -~ -0 -1 5211 -S -#5228 -A Back Alley~ - A narrow alley leads west to one of the city watchtowers and east to -a small side street. -~ -52 0 0 0 0 1 -D1 -~ -~ -0 -1 5209 -D3 -~ -~ -0 -1 5224 -S -#5229 -An Abandoned Shop~ - From the outside this place looks like an ordinary pile of rubble, -but inside these cramped quarters you discover what used to be a shop -filled with armor, weapons, and various other goods. A small sign -flutters in the wind. -~ -52 8 0 0 0 1 -D3 -A small side street runs past the shop. -~ -~ -0 -1 5214 -S -#5230 -The Tavern Of The Sun~ - A glorious place in its prime, this tavern now lies in ruin; tables -and chairs are broken scattered, bottles and glasses shattered, and -a small performance stage crushed. Musical instruments and personal -belongings lie under the rubble, but the people they once belonged to are -not with them. Looking up you see that the entire second floor and roof -has fallen in, leaving a gaping hole above. -~ -52 0 0 0 0 1 -D3 -A small side street runs past the tavern. -~ -~ -0 -1 5213 -S -#5231 -The South Wing Of The City Hall~ - You stand in a large room attached to this end of the hallway which -leads back north to the reception area. Pedestals and columns have fallen -and most of the valuable items have been taken, leaving worthless debris. -A few chairs have survived, as well as a large curved desk. To the east -is a vine-covered archway leading out into a private courtyard. -~ -52 8 0 0 0 1 -D0 -The long hallway leads back to the main reception area of the city hall. -~ -~ -0 -1 5232 -D1 -~ -~ -0 -1 5234 -S -#5232 -The City Hall~ - This is the main reception area of Thalos' city hall. The walls have -been charred and scored massively and debris is spread from wall to wall. -A large gaping hole in the west wall allows you to see out to one of -the city's side streets. Obviously no one will be seeing you through today. -Hallways lead south and east. -~ -52 8 0 0 0 1 -D0 -Main street runs past the city hall. -~ -~ -0 -1 5202 -D1 -A hallway leads to the east wing of the city hall. -~ -~ -0 -1 5233 -D2 -A hallway leads to the south wing of the city hall. -~ -~ -0 -1 5231 -D3 -~ -~ -0 -1 5212 -S -#5233 -The East Wing Of The City Hall~ - Here lies the remnants of a fancy office, possibly the mayor's. A few -withered plants and broken pieces of furniture make this place anything -but fancy, though. The only thing remaining intact here is a large -glass cabinet. A long hallway leads west back to the reception area and -an ivy-covered archway leads south into a private courtyard. -~ -52 8 0 0 0 1 -D2 -~ -~ -0 -1 5234 -D3 -~ -~ -0 -1 5232 -S -#5234 -The Private Gardens And Courtyard Of Thalos~ - What a shame that this mass destruction also touched this once -beautiful place. The temple's garden path has nothing on this garden. -Flowers and trees have been smashed into the ground and lawn benches -thrown through walls. A large marble fountain in the center of the -courtyard still stands, though, defying any attempts to destroy its -beauty. Above stands the remnants of one of the watchtowers. Archways -north and west lead back into the city hall. -~ -52 0 0 0 0 1 -D0 -~ -~ -0 -1 5233 -D3 -~ -~ -0 -1 5231 -S -#5235 -A Small Guard House~ - This was once the barracks for Thalos' Cityguards. Now just an empty -shell, this small shack still stands guarding the entrance both to the -city and to the city hall. -~ -52 8 0 0 0 1 -D0 -Main street runs by this building. -~ -~ -0 -1 5201 -S -#5236 -A Collapsed Home~ - All that's left of this house is a few scattered piles of rubble -and a very large blast crater. Obviously someone or something important -was once housed here. A shrieking howl chills your blood. -~ -52 0 0 0 0 1 -D2 -Main street runs past this ruined home. -~ -~ -0 -1 5202 -S -#5237 -A Tall Dwelling~ - This seems to be the tallest structure remaining in the city. At -one time this could have been an inn of some sort, but now it is just -a mess. The back wall as been completely knocked down revealing an -entrance into another building through yet another collapsed wall. -Between the two buildings are a few blast craters and boulders. An old -set of wooden steps leads up to a creaking second floor. -~ -52 8 0 0 0 1 -D1 -~ -~ -0 -1 5238 -D3 -A small side street winds past the dwelling. -~ -~ -0 -1 5211 -D4 -The stairs and even the entire second floor itself looks very unsafe -for travel. Gusts of wind make them creak and shudder. -~ -~ -0 -1 5245 -S -#5238 -A Small Shack~ - This cramped dwelling could not have housed more than one person. Now -with the back wall missing, it could hold many more. Looking around you -find broken shelves and workbenches with various vials and pouches spilling -contents all across the floor. This was possibly the magic shop of the -city. The doorway to the east is blocked, making the only exit back west. -~ -52 8 0 0 0 1 -D3 -~ -~ -0 -1 5237 -S -#5239 -A Back Alley~ - A narrow back alley goes south to main street and north towards -a watchtower. A mass of howls catches you of guard. -~ -52 0 0 0 0 1 -D0 -~ -~ -0 -1 5240 -D2 -Main street runs past here. -~ -~ -0 -1 5201 -S -#5240 -A Back Alley~ - A narrow back alley leads north to one of the city watchtowers -and south towards main street. To the west is a doorway to a small -house blocked by debris. -~ -52 0 0 0 0 1 -D0 -A tall watchtower stands a silent vigil over the city. -~ -~ -0 -1 5241 -D2 -~ -~ -0 -1 5239 -S -#5241 -Under A Watchtower~ - You stand under a tall watchtower. Narrow back alleys lead west and -south and a very weak looking ladder leads up into the tower. Above you, -you hear the screams of tens of starving lamias! Beware! -~ -52 0 0 0 0 1 -D2 -~ -~ -0 -1 5240 -D3 -~ -~ -0 -1 5243 -D4 -Winds howl high above your head in the tower above. You hear the screams -of tens of howling lamias above you! -~ -~ -0 -1 5248 -S -#5242 -A Bath House~ - This was once the bath house for the commoners of the city. Hot -steamy water still wells up from a hole in the floor. Obviously there -is a hot spring located under the city (making the decision to put -a city here seem much more reasonable). Closer inspection of the water -yields a dead body floating around in it, skin melted away from months -of floating in there. The west wall has collapsed revealing another -collapsed house. -~ -52 8 0 0 0 1 -D0 -~ -~ -0 -1 5243 -D3 -The wall has collapsed on the adjoining house, creating a new opening -in it. -~ -~ -0 -1 5244 -S -#5243 -A Back Alley~ - A narrow back alley leads west to a small side street and east to one -of the city watchtowers. Great amounts of steam issue forth from the -building to the south. -~ -52 0 0 0 0 1 -D1 -A watchtower stands a silent vigil over the city. -~ -~ -0 -1 5241 -D2 -~ -~ -0 -1 5242 -D3 -A side street runs by here. -~ -~ -0 -1 5209 -S -#5244 -An Upright House~ - This home is practically the only one around that is still standing. -Except for the massive hole in the east wall, everything else looks -intact, including the windows. Great amounts of steam issue forth from -the hole in the east wall. -~ -52 8 0 0 0 1 -D1 -~ -~ -0 -1 5242 -D3 -A small side street runs past the house. -~ -~ -0 -1 5210 -S -#5245 -On The Second Floor~ - The minute you step off onto this floor you realize it was a mistake. -The old rotted floorboards suddenly give way and you fall down, impaling -yourself on jagged boards below. -~ -52 12 0 0 0 1 -S -T 5200 -#5246 -The North-West Watchtower~ - You stand atop one of the city watchtowers. The view is magnificent -from here and you can see all the way to the western mountains. No wonder -this place stood for so long. -~ -52 0 0 0 0 1 -D5 -The city lies below. -~ -~ -0 -1 5224 -S -#5247 -The South-West Watchtower~ - You stand atop one of the city watchtowers. The view is magnificent -from here and you can see all the way to the western mountains. To the -south the desert stretches to the horizon. No wonder this place stood -for so long. -~ -52 0 0 0 0 1 -D5 -The city lies below. -~ -~ -0 -1 5215 -S -#5248 -The North-East Watchtower~ - You stand atop one of the city watchtowers. The view is magnificent -from here and you the desert sand stretches to the horizon. No wonder -this place stood for so long. The ladder leading down seems rotted in -some places! -~ -52 4 0 0 0 1 -D5 -The city lies below... far, far below. -~ -~ -0 -1 5249 -S -#5249 -Under A Watchtower~ - As you descend the ladder, the rotted rungs break, sending you quickly to -your demise far below. Splat. -~ -52 12 0 0 0 1 -S -T 5200 -#5250 -The Temple Of Thalos~ - You stand within one of the most holy places in the realm. This -stunning domed temple once housed the city's worshipers en masse. -Unfortunately, it succumbed to the destruction brought on this city. -Long benches lie toppled and the altar desecrated. Large chunks of stone -have fallen from the walls and roof, sending sunlight streaming in on -you. A few books lie about, conveying to you a holy message in a -strange tongue. - Wind gusts through the four archways and howls and screams can be -heard from all parts of the city. -~ -52 140 0 0 0 1 -D0 -A side street leads to the northern half of the city. -~ -~ -0 -1 5204 -D1 -Main street leads out to the main gate of the city. -~ -~ -0 -1 5203 -D2 -A side street leads to the southern part of the city. -~ -~ -0 -1 5206 -D3 -The market place lies this way. -~ -~ -0 -1 5205 -S -$~ diff --git a/lib/world/wld/53.wld b/lib/world/wld/53.wld deleted file mode 100644 index 8b95850..0000000 --- a/lib/world/wld/53.wld +++ /dev/null @@ -1,1439 +0,0 @@ -#5300 -The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. Rising out of the sand to the north you see a mighty pyramid. -~ -53 0 0 0 0 2 -D0 -The sands of the desert continue onward towards the pyramid. -~ -~ -0 -1 5301 -D1 -Sand as far as the eye can see. -~ -~ -0 -1 5040 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5050 -D3 -Sand as far as the eye can see. -~ -~ -0 -1 5035 -E -pyramid~ - The massive pyramid rises out of the sand, a monument to long-dead pharaohs. -~ -S -#5301 -At The Base Of The Pyramid~ - The mighty pyramid towers above you out of the hot desert sands, made -from huge blocks of stone that have been coated over with a rough sandy -plaster-like substance. The face of the pyramid is steep, but you think -you might be able to climb it. -~ -53 0 0 0 0 2 -D2 -Sand as far as the eye can see. -~ -~ -0 -1 5300 -D4 -The steep slope of the pyramid rises up before you. -~ -~ -0 -1 5302 -E -pyramid~ - You wonder how anyone could have built such a massive thing out in this heat. -~ -S -#5302 -Climbing The Great Pyramid~ - Hot air rises off the sides of the pyramid, and the wind chokes you with -a flurry of sand and dust. So far you have made it halfway up the side. The -walls of the pyramid are quite steep. -~ -53 0 0 0 0 5 -D0 -If you are daring you could try to skirt around to the northern side. -~ -~ -0 -1 5303 -D2 -If you are daring you could try to skirt around to the southern side. -~ -~ -0 -1 5304 -D4 -It looks too dangerous to try to climb any higher. -~ -~ -0 -1 5307 -D5 -Far below you are the burning sands of the desert. -~ -~ -0 -1 5301 -E -pyramid~ - You wonder how anyone could have built such a massive thing out in this heat. -~ -S -#5303 -Climbing The Great Pyramid~ - Hot air rises off the sides of the pyramid, and the wind chokes you with -a flurry of sand and dust. The walls of the pyramid are quite steep, and -you are having trouble keeping from sliding down into the sands below. -~ -53 0 0 0 0 5 -D1 -If you are daring you could try to skirt around to the eastern side. -~ -~ -0 -1 5305 -D3 -If you are daring you could try to skirt around to the western side. -~ -~ -0 -1 5302 -D4 -It looks too dangerous to try to climb any higher. -~ -~ -0 -1 5307 -D5 -This side of the pyramid has a dangerous drop before the sandy floor. -~ -~ -0 -1 5307 -E -pyramid~ - You wonder how anyone could have built such a massive thing out in this heat. -~ -S -#5304 -Climbing The Great Pyramid~ - Hot air rises off the sides of the pyramid, and the wind chokes you with -a flurry of sand and dust. The walls of the pyramid are quite steep, and -you are having trouble keeping from sliding down into the sands below. -~ -53 0 0 0 0 5 -D1 -If you are daring you could try to skirt around to the eastern side. -~ -~ -0 -1 5305 -D3 -If you are daring you could try to skirt around to the western side. -~ -~ -0 -1 5302 -D4 -It looks too dangerous to try to climb any higher. -~ -~ -0 -1 5307 -D5 -This side of the pyramid has a dangerous drop before the sandy floor. -~ -~ -0 -1 5307 -E -pyramid~ - You wonder how anyone could have built such a massive thing out in this heat. -~ -S -#5305 -Climbing The Great Pyramid~ - Here on the eastern side of the pyramid there is a little more shelter -from the heat and wind. The stone side is not nearly so slippery smooth -from the ravages of time, and you think you may be able to even reach the -top from here. -~ -53 0 0 0 0 5 -D0 -If you are daring you could try to skirt around to the northern side. -~ -~ -0 -1 5303 -D2 -If you are daring you could try to skirt around to the southern side. -~ -~ -0 -1 5304 -D4 -You see the apex of the pyramid many yards above you. -~ -~ -0 -1 5306 -D5 -This side of the pyramid has a dangerous drop before the sandy floor. -~ -~ -0 -1 5307 -E -pyramid~ - You wonder how anyone could have built such a massive thing out in this heat. -~ -S -#5306 -The Apex Of The Great Pyramid~ - Bathed in sweat, you have managed to reach the summit of the great -pyramid. The four sides of the pyramid slope sharply down into the -hot sands in all four cardinal directions. -A plaque has been set into the sandy stones beneath your feet. -~ -53 0 0 0 0 1 -D0 -The north side of the pyramid slopes down into the sands. -It looks really dangerous. I wouldn't go that way. -~ -~ -0 -1 5307 -D1 -The east side of the pyramid slopes down into the sands. -~ -~ -0 -1 5305 -D2 -The south side of the pyramid slopes down into the sands. -It looks really dangerous. I wouldn't go that way. -~ -~ -0 -1 5307 -D3 -The west side of the pyramid slopes down into the sands. -It looks really dangerous. I wouldn't go that way. -~ -~ -0 -1 5307 -D5 -You see some sandy stones pressed closely together to form a hard surface. -~ -stones~ -1 -1 5308 -E -plaque~ - The plaque reads: - The Great Pyramid - Created by the Andersen work crew. -~ -E -stones~ - As you look closer you can make out a crack in the center of the stones -beneath your feet. With some effort you might be able to lift that section up -and get inside! -~ -S -#5307 -On The Dangerous Stones~ - Here the elements have carved away at the sides of the pyramid quite a -bit. You aren't so sure of your footing anymore... -Suddenly the wind picks up, and you lose your balance! -You tumble down the side of the pyramid, and fall to your death! -SPLAT. -Ouch. -~ -53 12 0 0 0 0 -S -T 5300 -#5308 -A Ladder~ - You are climbing an ancient ladder that leads down into the depths of -the pyramid. The air around is thick with layers of dust and a strange -musty smell. Above you you see tiny beams of light coming through the -stones of the ceiling. -~ -53 12 0 0 0 0 -D4 -You see the sandy stones of the ceiling. -~ -stones~ -1 -1 5306 -D5 -You see a small dusty chamber. -~ -~ -0 -1 5309 -E -stones~ - As you look closer you can make out a crack in the center of the stones above -your head. With some effort you might be able to lift that section up and get -outside! -~ -S -#5309 -A Musty Chamber~ - You are standing in a dank, musty chamber just inside the pyramid. -Footprints and other strange marks are set into the dusty floor here. -It would seem that some of the tenants of this monument are still alive. -Exits lead in all directions. The door to the west is covered with -inscriptions. -~ -53 8 0 0 0 0 -D0 -You see a tiny crawlway raised about three feet off the ground. -~ -~ -0 -1 5312 -D1 -A dust-covered hallway leads off to the east. -~ -~ -0 -1 5339 -D2 -You see a small crack in the wall through which you might be able to slide. -~ -~ -0 -1 5324 -D3 -You see a large stone door, covered in sigils and hieroglyphs. -~ -door stone~ -1 -1 5310 -D4 -A small rickety ladder leads up. -~ -~ -0 -1 5308 -E -sigils hieroglyphs inscriptions writing~ - You cannot understand the strange glyphs that cover the door, but most of -them seem to depict scenes of fire and massive creatures of apparently -tremendous strength. You have a feeling that the glyphs are serving as a -warning. -~ -E -door stone~ - The stone door is covered in strange inscriptions and hieroglyphs that warn -you not to proceed any further. -~ -S -#5310 -The Fire Pool~ - This room is dominated by a massive raised pool that is filled with -not water but flames of intense heat. The multicolored flames lick out -at you, searching for things to burn. The pool proceeds to the east into -a small chamber. -~ -53 12 0 0 0 0 -D1 -You see a large stone door. -~ -door stone~ -1 -1 5309 -D3 -You see a small chamber filled with fire. -~ -~ -0 -1 5311 -S -#5311 -The Chamber Of The Efreet~ - You make your way across the fire pool, and into a small stone chamber. -Here the flames are nearly as high as your head, singeing your face and -evaporating your sweat instantaneously. -~ -53 8 0 0 0 7 -D1 -The pool of fire ends to the east. -~ -~ -0 -1 5310 -S -#5312 -A Tiny Crawlway~ - You have to go down onto your hands and knees to fit inside this tiny -space. The crawlway is thick with sand and dust, and markings of the -passage of other creatures. -~ -53 9 0 0 0 0 -D0 -The crawlway continues to the north. -~ -~ -0 -1 5313 -D2 -The crawlway ends to the south in a musty chamber. -~ -~ -0 -1 5309 -D4 -A small hole above your head leads into a dank chamber. -~ -~ -0 -1 5337 -S -#5313 -A Tiny Crawlway~ - You are on your hands and knees, inside a small crawlway that winds -through the inside of the pyramid. The crawlway is thick with sand, dust, -and markings of the passage of other creatures. -~ -53 9 0 0 0 0 -D2 -The crawlway continues to the south. -~ -~ -0 -1 5312 -D3 -The crawlway continues to the west. -~ -~ -0 -1 5314 -S -#5314 -A Tiny Crawlway~ - You are on your hands and knees, inside a small crawlway that winds -through the inside of the pyramid. The crawlway is thick with sand, dust, -and markings of the passage of other creatures. -~ -53 9 0 0 0 0 -D1 -The crawlway continues to the east. -~ -~ -0 -1 5313 -D3 -The crawlway gets a little tighter to the west. -~ -~ -0 -1 5315 -S -#5315 -A Tightening In The Crawlway~ - Here you are forced to slide on your belly through a particularly tight -section of the crawlway, as the stones of the pyramid close together about -you. Below you is a small, slippery-looking hole that plummets into -blackness. -~ -53 9 0 0 0 0 -D1 -The crawlway gets a little larger to the east. -~ -~ -0 -1 5314 -D2 -The crawlway continues to diminish in size to the south. -~ -~ -0 -1 5316 -D5 -The hole looks very slippery and very dark. -~ -~ -0 -1 5317 -S -#5316 -The Crawlway's End~ - The crawlway shrinks away to nothing as the sandy stones of the pyramid -close together into a space through which only a snake could fit. There is -barely enough space to turn around and make your way back through the tiny -crawlway to the north. -~ -53 9 0 0 0 0 -D0 -The crawlway gets a little larger to the north. -~ -~ -0 -1 5315 -S -#5317 -A Slippery Hole~ - The sides of this hole are slippery-smooth. You lower yourself in, and -proceed to move downward... when suddenly you lose your purchase! -@ -You fall for what seems like an eternity, and smash into the stones below... -@ -Under The Hole - You are in a small chamber underneath the slippery hole, far below -the pyramid now. The floor is strewn with bones. To the south is a -small rocky crevasse. -~ -53 13 0 0 0 0 -D2 -You see a rocky crevasse that proceeds deep under the pyramid. -~ -~ -0 -1 5319 -D4 -The hole looks far too slippery to climb back up. -~ -~ -0 -1 -1 -E -bones~ - The bones have whitened and cracked in the dry air, apparently the remains of -adventurers, thieves, and creatures that did not survive the fall. -~ -S -#5318 -Under The Hole~ - You are in a small chamber underneath the slippery hole, far below -the pyramid now. The floor is strewn with bones. To the south is a -small rocky crevasse. -~ -53 9 0 0 0 0 -D2 -You see a rocky crevasse that proceeds deep under the pyramid. -~ -~ -0 -1 5319 -D4 -The hole looks far too slippery to climb back up. -~ -~ -0 -1 -1 -E -bones~ - The bones have whitened and cracked in the dry air, apparently the remains of -adventurers, thieves, and creatures that did not survive the fall. -~ -S -#5319 -A Rough Crevasse~ - You are now exploring deep within a strange rocky crevasse that plunges -down into the rock on which the pyramid was constructed. To the south you -see the flickering light of a fire, and the crevasse proceeds downward. -~ -53 8 0 0 0 0 -D0 -You see a small stone chamber littered with bones. -~ -~ -0 -1 5318 -D2 -You see the flickering light of a small fire. -~ -~ -0 -1 5320 -D5 -The crevasse continues downward into total darkness. -~ -~ -0 -1 5321 -E -rough~ - As you look through the rough terrain, your eyes catch a small glint of -light! -~ -S -#5320 -A Small Fire~ - Here a small fire burns in a nook in the rocks, providing some warmth and -comforting light in the cold, dark, dry air. -Standing here is a strange-looking old man, who stares at you balefully. -~ -53 8 0 0 0 0 -D0 -You see a massive crevasse that plunges into darkness. -~ -~ -0 -1 5319 -E -man old~ - The old man looks like he has been trapped down here far too long, and has -begun to lose his mind. He moves about slowly, cackling to himself. He turns -to you and shouts, 'nope measse! Nope measse! ', then turns back and stares -into the fire. 'What a strange person,' you think to yourself. -~ -S -#5321 -Down The Crevasse~ - The crevasse proceeds downward into the dark depths of the earth. -The air about you is now cold and quite dry, and your light source -gutters in a cool breeze that wafts up from below. -~ -53 9 0 0 0 0 -D4 -It is too dark for you to see any further along the crevasse. -~ -~ -0 -1 5319 -D5 -It is too dark for you to see any further along the crevasse. -~ -~ -0 -1 5322 -S -#5322 -At The Crevasse's End~ - Here the crevasse comes to an abrupt end. A chilling wind howls -at your face from a black shape to the south, but the light from your -source is too dim to see exactly what it is. -~ -53 9 0 0 0 0 -D2 -You see a strange-looking black shape. -~ -sesame~ -2 5323 5323 -D4 -It is too dark for you to see anything along the crevasse. -~ -~ -0 -1 5321 -E -tiger head animal sesame~ - You are now certain that the wind is the cold breath of some unearthly giant -animal, whose voice rumbles lowly on the breeze, and whose massive jaws could -easily swallow you whole. You move closer for a better look, when suddenly a -pair of eyes flashes. A cold voice echoes: 'SEEK YE THE DIAMOND... IN THE -ROUGH... ' ... Then all is silent. -~ -E -black shape~ - Wind howls about your ears like the roar of a tiger. As your eyes adjust to -the light the shape to the south almost seems to take the form of a massive -animal head. -~ -S -#5323 -The Vault Of The Lamp~ - The jaws of the massive stone tiger part wide to reveal a great vault. -An arched ceiling lies far above your head... and all about you is a low -guttural rumbling noise and a chill wind. -Giant heaps of ancient treasure, gold coins, and valuables surround you -on all sides. -~ -53 9 0 0 0 0 -D0 -Through the jaws of the tiger you see the blackness of the crevasse. -~ -~ -2 5323 5322 -E -treasure gold coins valuables~ - You reach for some of the tasty goodies, when you hear a loud rumbling sound -and see a bright flash of light... Then the words: 'TAKE ONLY THE LAMP... -TOUCH NOTHING ELSE. ' ... All is silent once again. -~ -S -#5324 -A Crack In The Wall~ - You exhale, and squeeze yourself into the narrow crack in the wall. -Dust fills your eyes as you disturb it, and chunks of mortar and stone -mixed with a touch of sand fall on you as you scrape your way through. -~ -53 9 0 0 0 0 -D0 -You see a musty chamber. -~ -~ -0 -1 5309 -D2 -You see a tomb. -~ -~ -0 -1 5325 -S -#5325 -A Looted Tomb~ - The floor of this small tomb is littered with the lids of smashed sarcophagi, -bits of treasure dropped by thieves and looters, and corpses pulled from their -resting places. -~ -53 8 0 0 0 0 -D0 -You see a small crack in the wall through which you might be able to slide. -~ -~ -0 -1 5324 -D1 -To the east is another tomb. -~ -~ -0 -1 5333 -D3 -To the west is another tomb. -~ -~ -0 -1 5326 -S -#5326 -A Demolished Tomb~ - This tomb has been utterly destroyed by thieves and looters in search of the -treasures of the pharaohs. Nothing of interest remains in this room, except a -large stone coffin that leans against the western wall. -~ -53 8 0 0 0 0 -D1 -To the east is another tomb. -~ -~ -0 -1 5325 -D3 -You see a large stone coffin. -~ -coffin lid~ -2 5312 5327 -E -man garments pharaoh~ - As you look closer at the figure sculpted into the stone coffin you notice a -small marking carved into its chest. It looks like a scarab or small beetle -would fit into the small space, if properly sized. Hmmm. -~ -E -coffin lid~ - The coffin is sculpted into the form of a man, standing several heads above -you, and clad in the garments of pharaohs. It has apparently been untouched by -the ravages of time and the activities of looters. Several markings on the side -indicate spots where unsuccessful attempts were made to open the coffin. You -can't see any way to open it. -~ -S -#5327 -A Stairway~ - You stand now at the head of a stairway that goes down into darkness. -The steps and walls are smooth sandy stone, covered with a thick layer -of dust. Some inscriptions are carved into the wall here. -~ -53 9 0 0 0 0 -D1 -You see the backside of the coffin lid, featureless stone. -~ -coffin lid~ -2 -1 5326 -D5 -It is too dark to see down the stairway. -~ -~ -0 -1 5328 -E -coffin lid~ - On this side the coffin lid is smooth featureless stone. -~ -E -inscriptions~ - You blow dust away from the inscriptions to read: Beware the curse of the -mummy. -~ -S -#5328 -A Stairway~ - You are on a stairway that disappears into darkness in both directions. -The smooth, uneven steps of the stairway have not been travelled in what -appears to be centuries. -~ -53 9 0 0 0 0 -D4 -It is too dark to see up the stairway. -~ -~ -0 -1 5327 -D5 -It is too dark to see down the stairway. -~ -~ -0 -1 5329 -S -#5329 -A Stairway~ - You stand now at the base of the uneven stairway. The walls, floor, -and ceiling of this small landing are covered with strange hieroglyphics. -~ -53 9 0 0 0 0 -D2 -You see a seam in the stone wall. -~ -stone~ -1 -1 5330 -D4 -It is too dark to see up the stairway. -~ -~ -0 -1 5328 -E -walls floor ceiling hieroglyphics~ - The hieroglyphics are covered with a thick layer of dust. You clear the dust -away with your hand, and find that you cannot comprehend them. -~ -S -#5330 -The Ancient Hall~ - Here the air is deathly still, motes of dust thickly obscuring your -vision. Several stone statues line the walls of the hall, depicting the -gods of an ancient society. Strange glyphs and sigils cover the walls, a -peculiar pictorial form of written language that you don't understand. - Some steps lead to a raised dais to the south. -~ -53 9 0 0 0 0 -D0 -You see a seam in the stone wall. -~ -stone~ -1 -1 5329 -D2 -You see a small raised dais. -~ -~ -0 -1 5331 -E -writings glyphs sigils hieroglyphics symbols~ - You don't understand the meaning of these symbols. -~ -S -#5331 -A Raised Dais~ - You are at the southern end of the ancient hall, the dust and darkness -absorbing your light so that you cannot see past the steps of the dais. -A low pedestal rests here. You see something written into the face of it. -~ -53 9 0 0 0 0 -D0 -You cannot see past the steps of the dais. -~ -~ -0 -1 5330 -D5 -You see a seam in the stone floor. -~ -tomb~ -1 -1 5332 -E -pedestal writings~ - The writings are covered in sand and worn nearly away by the passage of time: -'I am Ramses the Damned, once counselor and aide to the mightiest of pharaohs -and queens of this land. Much time has passed since I last walked the earth. -Disturb my rest at your peril. ' -~ -S -#5332 -The Tomb Of Ramses~ - You stand in an empty tomb, a cubicle no more then ten feet to a side. -~ -53 9 0 0 0 0 -D4 -That leads back the way you came. -~ -tomb~ -1 -1 5331 -S -#5333 -A Ransacked Tomb~ - This tomb has been completely ransacked and destroyed by the actions of -pyramid thieves and looters. The floor is littered with junk. -~ -53 8 0 0 0 0 -D1 -To the east is a low-ceilinged tunnel. -~ -~ -0 -1 5334 -D3 -To the west is another tomb. -~ -~ -0 -1 5325 -S -#5334 -A Tunnel~ - The low-ceilinged tunnel runs east-west. -~ -53 9 0 0 0 0 -D1 -You cannot see into the darkness of the low tunnel. -~ -~ -0 -1 5335 -D3 -You see a tomb. -~ -~ -0 -1 5333 -S -#5335 -A Fork In The Tunnel~ - Here the tunnel forks off through a gaping hole down in the -southern wall, continuing onward to the east and west as well. -~ -53 9 0 0 0 0 -D1 -You cannot see into the darkness of the low tunnel. -~ -~ -0 -1 5336 -D2 -The hole is low, at the floor of the southern wall. -~ -~ -0 -1 -1 -D3 -You cannot see into the darkness of the low tunnel. -~ -~ -0 -1 5334 -D5 -Through the hole you see rubble and sand. -~ -~ -0 -1 5346 -E -hole~ - The hole is low, at the floor of the southern wall. -~ -S -#5336 -A Tunnel~ - The low-ceilinged tunnel makes a turn to the west and ends -to the north as it spills out into a dusty hallway. -~ -53 9 0 0 0 0 -D0 -The mouth of the tunnel is stone that has been torn away by looters. -~ -~ -0 -1 5342 -D3 -You cannot see into the darkness of the low tunnel. -~ -~ -0 -1 5335 -S -#5337 -A Dank Chamber~ - This chamber has a dank, dusty, musty smell to it. Small footprints -in the dust betray the recent passage of some sort of creatures. A hole -in the floor lies to the west and a stairway is to the east. -~ -53 8 0 0 0 0 -D1 -You see a spiral stone stairway. -~ -~ -0 -1 5338 -D3 -You see only blackness through the hole in the floor. -~ -~ -0 -1 5312 -S -#5338 -A Spiral Stairway~ - Some dusty, broken stone stairs here spiral slowly in a constricted -space down towards a dusty hallway. -~ -53 8 0 0 0 0 -D4 -The stairs spiral up into a dank chamber. -~ -~ -0 -1 5337 -D5 -The stairs spiral down into a dusty hallway. -~ -~ -0 -1 5341 -S -#5339 -A Dust-Covered Hallway~ - This hallway is covered with dust that has accumulated over the -centuries that the pyramid has stood. Small markings and footprints -in the dust betray the recent passage of others -- perhaps thieves? -~ -53 8 0 0 0 0 -D1 -The hallway proceeds to the east towards a strange smell. -~ -~ -0 -1 5340 -D3 -The hallway proceeds towards the west towards a musty smell. -~ -~ -0 -1 5309 -S -#5340 -A Smelly Chamber~ - This small chamber has a sickly putrescent smell to it, the -smell of formaldehyde and other ointments used to preserve the -corpses of those who died ages ago. -~ -53 8 0 0 0 0 -D1 -You see a dusty hallway. -~ -~ -0 -1 5341 -D3 -You a dusty hallway. -~ -~ -0 -1 5339 -S -#5341 -A Dust-Covered Hallway~ - This hallway is covered with a thick, choking dust that rises -up to obscure your light source and sting your eyes. Small marks -and footprints in the dust betray the recent passage of others. -~ -53 8 0 0 0 0 -D1 -The hallway turns to the north. -~ -~ -0 -1 5342 -D3 -You smell something peculiar over there. -~ -~ -0 -1 5340 -D4 -A tightly spiralling stone stairway leads up. -~ -~ -0 -1 5338 -S -#5342 -A Turn In The Hallway~ - You are standing in an elbow turn in a dust-covered stone hallway, -that dead ends to the north and continues on to the west. To the south -the stones of the pyramid have been torn asunder by thieves, making -a low-ceilinged tunnel. -~ -53 8 0 0 0 0 -D0 -The hallway ends to the north. -~ -~ -0 -1 5343 -D2 -The tunnel is dark. -~ -~ -0 -1 5336 -D3 -The dust-covered hallway continues to the west. -~ -~ -0 -1 5341 -S -#5343 -A Dead End~ - The dust-covered hallway has come to an abrupt end at a stony, -featureless wall. Here and there are signs of the recent passage -of others in the dust. -~ -53 8 0 0 0 0 -D2 -The dusty hall continues to the south. -~ -~ -0 -1 5342 -D5 -The floor is quite dusty, and made of stone. You see some cracks. -~ -floor~ -1 -1 5344 -E -cracks~ - The cracks look like you might be able to pull away some pieces of the floor, -perhaps even fit your body through the space you make. -~ -S -#5344 -The Tomb Entrance~ - You are in a small, dark chamber that has stood undisturbed for -many years. To the north stands a massive stone tomb, which is -covered in hieroglyphics and gold-lined carvings that mark it as the -final resting place of the mighty pharaohs of this land. -~ -53 13 0 0 0 0 -D0 -You see the tomb of the pharaohs. -~ -tomb~ -1 -1 5345 -D4 -The stone ceiling has some cracks in it, through which a dim light streams. -~ -ceiling~ -1 -1 5343 -E -hieroglyphics carvings~ - The markings indicate that this tomb is indeed the tomb of the greatest -pharaohs of the ancient civilization that built this massive pyramid. -~ -E -tomb~ - The tomb looks like it has stood for many years, much like the pyramid which -encloses it. It is covered in small hieroglyphics. -~ -S -#5345 -The Tomb Of The Pharaohs~ - Great golden sarcophogai line the walls of this massive tomb. It has -withstood the passage of time intact, untouched by the hands of thieves -and looters. The treasures taken by the pharaohs to their graves still -lie before your feet. -~ -53 9 0 0 0 0 -D2 -That way leads back out of the tomb. -~ -tomb~ -1 -1 5344 -E -treasures~ - The treasures are dusty and fragile, but still seem quite valuable. You -decide not to take them out of respect for the ancient dead. -~ -S -#5346 -A Rubble-Strewn Hallway~ - This hallway formerly had a beautiful arch to the ceiling, now -collapsed under the weight of the slowly settling stones of the -pyramid. Now, a massive pile of rubble leads up into a hole high -in the northern portion of the hallway. To the south, through the -rubble and fallen stones you see a sandstone crypt. -~ -53 13 0 0 0 0 -D2 -You see a sandstone crypt. -~ -~ -0 -1 5347 -D4 -From here you see only darkness. -~ -~ -0 -1 5335 -S -#5347 -A Sandstone Crypt~ - This small crypt is lit by a hole in the wall to the south, through -which sand pours from the desert outside. A hot wind blows in from the -desert, drying your skin instantly. To the east and north the arched -hallway continues. -~ -53 8 0 0 0 0 -D0 -The arched hallway collapses into rubble shortly to the north. -~ -~ -0 -1 5346 -D1 -You see a beautifully arched hallway. -~ -~ -0 -1 5348 -D2 -You see a lot of sand. -~ -~ -0 -1 5353 -S -#5348 -An Arched Hall~ - This hallway has a beautiful arch to it, formed painstakingly and -exquisitely out of the sandy stones of the pyramid. The dust that -covers most of the rest of the pyramid interior is not present here, -scoured away by the blowing of the desert winds that howl about -your ears. -~ -53 8 0 0 0 0 -D1 -The arched hall proceeds to the east, making a sharp southward turn. -~ -~ -0 -1 5349 -D3 -The arched hall proceeds into a sandstone crypt. -~ -~ -0 -1 5347 -S -#5349 -An Arched Hall~ - This hallway has a beautiful arch to it, formed painstakingly and -exquisitely out of the sandy stones of the pyramid. To the east is -a small, golden-colored crypt, and the hall proceeds to the south -and north. -~ -53 8 0 0 0 0 -D0 -The arched hall proceeds to the north, making a sharp westward turn. -~ -~ -0 -1 5348 -D1 -A small golden crypt lies to the east. -~ -~ -0 -1 5350 -D2 -The arched hall proceeds to the south. -~ -~ -0 -1 5351 -S -#5350 -A Golden Crypt~ - You stand inside a small crypt with walls and ceiling made of -golden bricks that obscure the large sandy stones of the pyramid. -Small rugs and tapestries are scattered about the floor here, and -they appear to have been used recently. -~ -53 8 0 0 0 0 -D3 -You see an arched hall. -~ -~ -0 -1 5349 -E -bricks~ - The small golden bricks are very smooth and also quite soft. -~ -E -rug rugs tapestry tapestries~ - The rugs and tapestries are very fine and worn with age, their colors now -faded. They depict scenes of life in an ancient desert city. -~ -S -#5351 -An Arched Hall~ - This hallway has a beautiful arch to it, formed painstakingly and -exquisitely out of the sandy stones of the pyramid. The arched -hall proceeds to the north and ends to the south in a small vault. -~ -53 8 0 0 0 0 -D0 -The arched hall continues to the north. -~ -~ -0 -1 5349 -D2 -You see a small vault from which a shining light issues. -~ -~ -0 -1 5352 -S -#5352 -A Shining Vault~ - The stones of the pyramid here take on a strange, twinkling quality, -almost seeming to shine with an internal light. As you look closer you -see tiny glass-like glittery particles within the stones, that reflect -the light from your light source so perfectly that they seem to shine. -~ -53 8 0 0 0 0 -D0 -You see a hall with a beautifully arched ceiling. -~ -~ -0 -1 5351 -E -particles glass~ - The glassy particles reflect and refract your light source in a myriad of -dazzling colors that dance across your eyes and make you giggle. -~ -S -#5353 -A Massive Sand Dune~ - You stand now on a massive sand dune on the southern side of -the pyramid. At the foot of the sand dune to the north you see a -small hole where the stones of the pyramid have collapsed. Not -far to the south is a massive roiling sandstorm; the wind from the -storm howls and bites at your face even here. -~ -53 4 0 0 0 2 -D0 -You see a small hole leading back into the pyramid. -~ -~ -0 -1 5347 -D2 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5354 -E -sand dune sandstorm~ - The sand is very white, and very sandy. There sure is a lot of it. -~ -S -#5354 -A Swirling Sandstorm~ - You are caught in the midst of a massive sandstorm. Howling winds -buffet you from all sides, and the sand tears at your skin, blinding -you and choking you. You have lost all sense of direction. -~ -53 0 0 0 0 2 -D0 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5353 -D1 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5354 -D2 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5355 -D3 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5354 -E -sand~ - Sand is about all you CAN see right now. Unfortunately, it isn't very -interesting sand, only white, dry, and blowing all over the place. -~ -S -#5355 -A Swirling Sandstorm~ - You are caught in the midst of a massive sandstorm. Howling winds -buffet you from all sides, and the sand tears at your skin, blinding -you and choking you. You have lost all sense of direction. -~ -53 0 0 0 0 2 -D0 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5354 -D1 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5355 -D2 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5356 -D3 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5355 -E -sand~ - Sand is about all you CAN see right now. Unfortunately, it isn't very -interesting sand, only white, dry, and blowing all over the place. -~ -S -#5356 -A Swirling Sandstorm~ - You are caught in the midst of a massive sandstorm. Howling winds -buffet you from all sides, and the sand tears at your skin, blinding -you and choking you. You have lost all sense of direction. -~ -53 0 0 0 0 2 -D0 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5355 -D1 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5356 -D2 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5357 -D3 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5356 -E -sand~ - Sand is about all you CAN see right now. Unfortunately, it isn't very -interesting sand, only white, dry, and blowing all over the place. -~ -S -#5357 -A Swirling Sandstorm~ - You are caught in the midst of a massive sandstorm. Howling winds -buffet you from all sides, and the sand tears at your skin, blinding -you and choking you. You have lost all sense of direction. -~ -53 0 0 0 0 2 -D0 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5356 -D1 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5357 -D2 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5358 -D3 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5357 -E -sand~ - Sand is about all you CAN see right now. Unfortunately, it isn't very -interesting sand, only white, dry, and blowing all over the place. -~ -S -#5358 -A Massive Sand Dune~ - Somehow you managed to make your way through the howling winds -of the sandstorm, and clamber up on this sand dune. You can see the -storm to the north of you, and presumably the pyramid is somewhere -beyond it. Nothing but flat, featureless, open dunes of sand lie in -every other direction. -~ -53 0 0 0 0 2 -D0 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 5357 -D2 -On the southern side of the sand dune is a small hole in the sand. -For some reason you seem unable to get to it. -~ -riddle~ -2 5317 5359 -E -hieroglyphics symbols~ - Like most of the ancient hieroglyphics of this land, the symbols are totally -incomprehensible to you. Perhaps the Sphinx has the answer to this ancient -riddle. -~ -E -riddle~ - A vision forms before your eyes, in glowing hieroglyphic symbols. -~ -E -sand dune~ - The sand is very white, and very sandy. There sure is a lot of it. -~ -S -#5359 -Through The Hole In The Sand~ - You squeeze through the small hole in the sand and land in a small -white chamber. Above you is a small hole, reachable by climbing up -the small sandy slope down which you slid. -~ -53 13 0 0 0 0 -D4 -You see a sand dune. -~ -~ -0 -1 5358 -S -$~ diff --git a/lib/world/wld/54.wld b/lib/world/wld/54.wld deleted file mode 100644 index cbd0165..0000000 --- a/lib/world/wld/54.wld +++ /dev/null @@ -1,1868 +0,0 @@ -#5400 -The Entrance To The Dancing Daemon Inn~ - You find yourself in an entrance foyer to the Dancing Daemon Inn. -Chrome plated stairs spiral up to the reception area. To the south -you hear the sounds of merriment and drinking and from the west you -hear the bustling activity of New Thalos. -~ -54 8 0 0 0 0 -D2 -You see people dancing and drinking. -~ -~ -0 -1 5402 -D3 -You see people walking by on Sultan's Walk. -~ -~ -0 -1 5420 -D4 -The spiral stairs lead up to the reception area. -~ -~ -0 -1 5401 -S -#5401 -The Reception Area~ - You are now standing in the reception of New Thalos. A huge mahogany -desk is here along with two sofas and a coffee table covered in magazines. -The plush carpeting under your feet is a nice change from the rugged paths -you are used to travelling. A chrome stairway spirals downstairs to the -tavern of the Dancing Daemon Inn, and your future adventures in New Thalos. -~ -54 152 0 0 0 0 -D5 -The stairs lead down to the Daemon. -~ -~ -0 -1 5400 -S -#5402 -The Dancing Daemon Inn~ - A huge circling wet-bar takes up most of the east end of the Daemon. An -old mage reclines against the mirror behind the bar absentmindedly pouring -several drinks at once with his refined telekinesis. The Lokettes, a local -band, are playing their usual gig on the stage. The large booths along the -all are filled with people drinking and having a grand time. You feel like -partying here. -The only obvious exit is to the north. -~ -54 8 0 0 0 0 -D0 -You see the entrance to the Daemon. -~ -~ -0 -1 5400 -E -bar~ - The bar looks slightly out of place and you can only assume the powerful -magic of the bartender allows it to revolve. -~ -S -#5403 -The Medina~ - You stand on the Medina, on the larger open areas in New Thalos. -People walk to and fro carrying on their day to day business. The -Common Square of the people opens up to the south and the Medina -continues north. -~ -54 0 0 0 0 1 -D0 -You see Medina. -~ -~ -0 -1 5404 -D2 -You see the Common Square. -~ -~ -0 -1 5410 -S -#5404 -The Medina~ - You are walking along a wide open expanse of road connecting -Market Square to the Common Square. Panhandlers, beggars, and -other such riff-raff wander about hoping to catch those few who -with open hearts. The Medina continues to the south and the -Market Square spreads out to the north. -~ -54 0 0 0 0 1 -D0 -You see Market Square. -~ -~ -0 -1 5405 -D2 -You see the Medina. -~ -~ -0 -1 5403 -S -#5405 -Southern Market Square~ - The large square of markets fills your vision. Strange sights and -sounds, those known only to the New Thalos market, barrage your senses. -The only hope of making any sense of what is going on here is to wander -around. Market Square continues north, west, and east, with the Medina -trailing off th the south. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5406 -D1 -~ -~ -0 -1 5407 -D2 -~ -~ -0 -1 5404 -D3 -~ -~ -0 -1 5408 -S -#5406 -The Center Of Market Square~ - You are standing in the center of Market Square, the famous square -of New Thalos. A large, peculiar looking statue is standing in the -middle of the square. The square extends in every direction. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5415 -D1 -~ -~ -0 -1 5417 -D2 -~ -~ -0 -1 5405 -D3 -~ -~ -0 -1 5409 -E -statue~ - Before you is a statue of the mighty beholder! A great beast with multiple -eyes and wicked... Wicked... Um.... Eyes... The mighty beholder is in -Excellent condition. -~ -S -#5407 -Southeastern Market Square~ - In this corner of the market some of the largest warriors in the land -tower over you. It is easy to understand why they hang out here once you -notice the weapon shop and the armory close by. Perhaps you might stop -in and take a look at the wares these shops have to offer. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5417 -D1 -~ -~ -0 -1 5529 -D2 -~ -~ -0 -1 5536 -D3 -~ -~ -0 -1 5405 -S -#5408 -Southwestern Market Square~ - This area of the market seems relatively quiet, save the high pitch -banter of the shopkeepers attempting to lure you into their stores. -South you see the bread stand and west is the entrance to the general -store. - The market's sprawl continues east and north of here. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5409 -D1 -~ -~ -0 -1 5405 -D2 -You see the grocer's. -~ -~ -0 -1 5535 -D3 -You see the general store. -~ -~ -0 -1 5528 -S -#5409 -Western Market Square~ - This area of the square seems a bit more subdued than the rest. -You notice that most of the outland adventurers mill around the -southern end of the market, while the townfolk seem to keep their -business in the northern end. - West Main street begins here and heads for the gate, the market's -expanse fills the other directions. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5414 -D1 -~ -~ -0 -1 5406 -D2 -~ -~ -0 -1 5408 -D3 -~ -~ -0 -1 5426 -S -#5410 -The Common Square~ - People pass by talking to each other, or rest their weary bones on this -grassy field. You can hear faint sounds of the river to the south of you -as it passes through the city. Ishtar drive heads east and west from here -and the Medina is to the north. South lies the River Ishtar Bridge and the -southern gate. -~ -54 0 0 0 0 1 -D0 -You see the medina. -~ -~ -0 -1 5403 -D1 -~ -~ -0 -1 5437 -D2 -You see the bridge over the river. -~ -~ -0 -1 5412 -D3 -~ -~ -0 -1 5436 -S -#5411 -Outside The Southern Gate Of New Thalos~ - You see before you the expanse of the Great Eastern Desert. -You have heard many tales of the Great Pyramid, the lost city -of Old Thalos and the friendly brass dragon that lies under the -desert. - To the south lies the desert and the city of New Thalos is -to the north. -~ -54 4 0 0 0 1 -D0 -~ -gate~ -1 5401 5413 -D2 -~ -~ -0 -1 5039 -S -#5412 -The Southern Bridge~ - Walking over the bridge you see the rushing waters of the River -Ishtar. To the south you see the Southern Gate of New Thalos and -the Common Square stretches out to the north -~ -54 4 0 0 0 1 -D0 -~ -~ -0 -1 5410 -D2 -~ -~ -0 -1 5413 -D5 -~ -~ -0 -1 5485 -S -#5413 -Inside The South Gate Of New Thalos~ - Two large stone towers rise up to greet you with the massive iron -gate swinging on ornately crafted hinges and emblazoned with the crest -of New Thalos. The makers of the city spared no expense in rebuilding -the defenses or their home. The River Ishtar bridge lies to the north -and the desert to the south. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5412 -D2 -~ -gate~ -1 5401 5411 -S -#5414 -Northwestern Market Square~ - This corner of the market contains some of the most civilized folk -in New Thalos. To the north lies the humble store of the merchant -Ahkeem, his weavings known to be the best in the city. West of here -is the entrance to the First Royal Bank of New Thalos. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5514 -D1 -~ -~ -0 -1 5415 -D2 -~ -~ -0 -1 5409 -D3 -~ -~ -0 -1 5521 -S -#5415 -Northern Market Square~ - You stand in one of the most heavily used parts of town. To the north -lies the Palace of New Thalos and the Casbah, east west and south of here -the busy market thrives with life. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5418 -D1 -~ -~ -0 -1 5416 -D2 -~ -~ -0 -1 5406 -D3 -~ -~ -0 -1 5414 -S -#5416 -Northeastern Market Square~ - Pandemonium. Chaos. Madness. A few other choice words come to mind -as you gaze into this corner of the market. The vegetable stand seems -quiet enough so you have to assume the noise comes from the Butchery. -You have to think for a while before you muster the will to enter this -shop. The market continues to the south and west. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5515 -D1 -~ -~ -0 -1 5522 -D2 -~ -~ -0 -1 5417 -D3 -~ -~ -0 -1 5415 -S -#5417 -Eastern Market Square~ - You stand in the market of New Thalos, the gem of the desert. The -market is the hub of the city, all trade and commerce of any significance -is carried on here. The market spreads out in all directions save east, -here Main Street heads for the easter gate. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5416 -D1 -~ -~ -0 -1 5427 -D2 -~ -~ -0 -1 5407 -D3 -~ -~ -0 -1 5406 -S -#5418 -Sultan's Walk~ - This cobblestone road aides your journey through town. Traveling north -will take you by the Palace and the Dancing Daemon Inn, and south will put -you on Market Square. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5419 -D2 -~ -~ -0 -1 5415 -S -#5419 -Sultan's Walk~ - This part of the road travels between one of the sturdy walls of -the Palace and the Dancing Daemon. To the east you peer through a -small window into the Daemon, seeing many people dancing and drinking. -After you tend to your other chores you plan on visiting the Daemon. - The walk continues north and south from here. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5420 -D2 -~ -~ -0 -1 5418 -S -#5420 -Sultan's Walk~ - The road here between the Palace and the Dancing Daemon Inn seems well -worn by the travel of horses, carts, and leather boots. From the west you -hear the faint sound of trumpets announcing the arrival of some duke or -duchess to the Palace. Safe haven awaits you to the east in the halls -of the Daemon, and Sultan's Walk continues north and south. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5421 -D1 -~ -~ -0 -1 5400 -D2 -~ -~ -0 -1 5419 -D3 -~ -~ -0 -1 5558 -S -#5421 -Sultan's Walk~ - The main road north from the square continues here, surrounded -by the walls of the Palace and the Daemon. To the north you see -the heavily guarded gate and can make out faint sounds of trade -to the south. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5422 -D2 -~ -~ -0 -1 5420 -S -#5422 -Inside The Northern Gate Of New Thalos~ - Two large stone towers rise up to greet you with a massive iron -gate swinging between on ornately crafted hinges and emblazend with -the crest of New Thalos. The makers of this city spared no costs -in rebuilding the defenses of their home. - Sultan's Walk runs to the south and the Casbah stretches out east -and west. To the north is wilderness. -~ -54 0 0 0 0 1 -D0 -~ -gate~ -1 5401 5567 -D1 -~ -~ -0 -1 5449 -D2 -~ -~ -0 -1 5421 -D3 -~ -~ -0 -1 5448 -S -#5423 -Inside The West Gate Of New Thalos~ - Two large stone towers embedded in the wall loom over you. The -massive iron gate, emblazoned with the crest of New Thalos, swings -easily on four ornately crafted hinges. It is obvious the makers -of this city spared no expense in protecting their home. - Main street heads towards the market eastward and the wilderness -beckons from the west. To the south lies the entrance the Warriors' -Guild. -~ -54 4 0 0 0 1 -D1 -~ -~ -0 -1 5424 -D2 -~ -~ -0 -1 5526 -D3 -~ -gate~ -1 5401 5569 -S -#5424 -West Main Street~ - This is the main road traveling though the city. To the south you -hear the hammering of the repair shop and to the north is the grassy -field known as Temple Square. Main street continues east and west. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5520 -D1 -~ -~ -0 -1 5425 -D2 -~ -~ -0 -1 5527 -D3 -~ -~ -0 -1 5423 -S -#5425 -West Main Street~ - A foreman stands stand here watching over two construction workers -fixing a pothole. The road here branches off north and south into -two alleys behind the stores of the market. The main street continues -east and west from here. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5471 -D1 -~ -~ -0 -1 5426 -D2 -~ -~ -0 -1 5472 -D3 -~ -~ -0 -1 5424 -S -#5426 -West Main Street~ - You are strolling on the street between the bank and general store. -To the west you hear a roadcrew at work and to the east, the sounds of -commerce taking place. The air is filled with the smell of gold and -riches. -On the wall of the store is a poster. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5409 -D3 -~ -~ -0 -1 5425 -E -poster~ - The poster is of a wealthy looking man in red robes smiling at you. The -caption reads: THE SULTAN REMINDS YOU TO PAY YOUR TAXES! -~ -S -#5427 -East Main Street~ - Here on East Main, you smell the odor of freshly slaughtered meat -and, hear the pounding of new metal from the armory. The Square is -to the west and a junction is to the East. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5428 -D3 -~ -~ -0 -1 5417 -S -#5428 -East Main Street~ - You are on East Main Street. To the North is the beginning -of Guildsman Row. To the South is a dark alley. The road also -continues to the East. -There is a small sign on a wire hanging across the junction. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5464 -D1 -~ -~ -0 -1 5429 -D2 -~ -~ -0 -1 5465 -D3 -~ -~ -0 -1 5427 -E -sign~ - The sign reads: - - NO LOITERING! - - (by order of the Sultan of New Thalos) -~ -S -#5429 -East Main Street~ - As you walk by the mercenary guild a cold chill causes you to shiver -uncontrollably. You see some shady looking characters lurking about the -entrance to this house of 'helpful' people. Perhaps curiosity gets the -best of you, but you wonder what could be going on inside. To the north -you see the open doors of the apothecary shop where one may buy many -magical livations. - Main Street continues east and west from here. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5523 -D1 -~ -~ -0 -1 5430 -D2 -~ -~ -0 -1 5530 -D3 -~ -~ -0 -1 5428 -S -#5430 -East Main Street~ - The Main street through eastern New Thalos begins here and heads -westward towards the marketplace. One of the main gates can be seen -to the east and Braheem's Magic Shop awaits your business to the north. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5524 -D1 -~ -~ -0 -1 5431 -D3 -~ -~ -0 -1 5429 -S -#5431 -Inside the Eastern Gate of New Thalos~ - Two large stone towers imbedded in the wall loom over you. The -massive iron gate, emblazened with the crest of New Thalos, swings -easily on four ornately crafted hinges. It is obvious the makers -of this city spared no expense in protecting their home. - Main street heads towards the market westward and the wilderness -beckons from the east. To the north lies the entrance to the Mages' -Guild. -~ -54 4 0 0 0 1 -D0 -~ -~ -0 -1 5525 -D1 -~ -gate~ -1 5401 5568 -D3 -~ -~ -0 -1 5430 -S -#5432 -Cassandra's Catch Of The Day~ - Nothing in your life has prepared you for the odor which fills your -lungs. Not wanting to offend the beautiful shopkeeper you hold your -tongue and quietly look over her selection. -~ -54 12 0 0 0 0 -D2 -~ -~ -0 -1 5441 -S -#5433 -West Ishtar Drive~ - This is the warehouse district of New Thalos. Strong men walk back -and forth from the docks to the warehouse carrying large crates loading -and unloading the boats as they sail down the river. To the north is -one of the entrances of the warehouse and West Ishtar leads east. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5540 -D1 -~ -~ -0 -1 5434 -S -#5434 -West Ishtar Drive~ - A few men walk by almost pushing you out of the way as they go about -their business of loading and unloading the boats. An entrance to one -of the huge warehouses of New Thalos is to the north and the River Ishtar -quietly flows by to the south. Ishtar Drive continues east and west. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5541 -D1 -~ -~ -0 -1 5435 -D3 -~ -~ -0 -1 5433 -S -#5435 -West Ishtar Drive~ - The cobblestone road is moist here, the trail of water heading down to -the boat ramp. Catching your balance as you start to slide on the slick -pavement you grab on to the handrail someone has conveniently placed here. - To the north is the Shipwright and Ishtar Drive continues east and west. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5542 -D1 -~ -~ -0 -1 5436 -D2 -~ -~ -0 -1 5443 -D3 -~ -~ -0 -1 5434 -S -#5436 -West Ishtar Drive~ - A cool breeze blows up off the river chilling the sweat otherwise -present on your skin. Orders and sometimes curses can be heard from -the west in the direction of the warehouses. The common square opens -up to the east and Ishtar Drive continues west. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5410 -D3 -~ -~ -0 -1 5435 -S -#5437 -East Ishtar Drive~ - Loud hammering and the sound of red hot iron cooling in water reaches -your ears as you stand in front of the blacksmith. A small boy runs up -to you with big eyes and, as you return his gaze, runs off down the road. - The common square can be seen to the west and Ishtar Drive continues -to the east. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5544 -D1 -~ -~ -0 -1 5439 -D3 -~ -~ -0 -1 5410 -S -#5438 -East Ishtar Drive~ - The wide road bordering the south of town continues to the east west -here, bordered only by the hay-loft to the north and the River Ishtar to -the south. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5440 -D3 -~ -~ -0 -1 5439 -S -#5439 -East Ishtar Drive~ - Small clumps of hay strewn about the ground alerts you to the fact -that you have reached the stables. Arabian stallions as well as many -other fine breeds of horses can be purchased for a price. Ishtar Drive -continues east and west. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5545 -D1 -~ -~ -0 -1 5438 -D3 -~ -~ -0 -1 5437 -S -#5440 -East Ishtar Drive~ - Even in broad daylight, you can hardly see into the back alley -that begins here and heads north. Sounds of loud drunken folk and -the occasional screaming cat emenate from the direction. Luckily -you have the choice of going east or west down the drive as well. -~ -54 0 0 0 0 1 -D0 -You see murky darkness. -~ -~ -0 -1 5468 -D1 -~ -~ -0 -1 5441 -D3 -~ -~ -0 -1 5438 -S -#5441 -East Ishtar Drive~ - Your highly acute sense of smell reports you have reached the -entrance to the fish market. Although renowned for it fresh catches -and wide selection of aquarian delicacies you wonder how much longer -you can endure the smell! The River Ishtar flows alongside to the -south with the drive running along side it east to west. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5432 -D1 -~ -~ -0 -1 5442 -D3 -~ -~ -0 -1 5440 -S -#5442 -East Ishtar Drive~ - The sound of squawking gulls and the smell of rotting fish gives you -a hint of your location. The River Ishtar flows south of you, but looks -crystal clear, so it cannot be the source of this putrid smell. -Looking north you notice a small sign hanging over the dump. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5547 -D3 -~ -~ -0 -1 5441 -E -sign~ - #====================================================# | | | THE DUMP OF NEW -THALOS | | | | | | ----- | | | | Enter at your own risk. | | -the management | -| | #====================================================# -~ -S -#5443 -The Boat Ramp~ - This sloped slab of stone allows easy passage to and from the River -Ishtar. Boats are moored to the docks here awaiting their masters to -return from the warehouses and the pubs. The waters of the River Ishtar -lap at your feet to the south and Ishtar Drive is to the north. -~ -54 4 0 0 0 1 -D0 -~ -~ -0 -1 5435 -D2 -~ -~ -0 -1 5486 -S -#5444 -West Casbah~ - The air takes on a somber note as you stand before the entrance to the -jailhouse of New Thalos. Hopefully you won't ever see this structure from -the inside. The northwest tower stands here with a spiral staircase -leading up. The Avenue ends here, only exiting to the east. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5445 -D2 -~ -gate~ -2 5493 5553 -D4 -~ -~ -0 -1 5559 -S -#5445 -West Casbah~ - You have almost reached the end of the Avenue in this direction, the -number of guards in this part of town is nearly doubled. To the north -the familiar city wall protects you from the wilderness. Looking south -marble stairs rise towards the entrance of city hall surrounded by -massive white pillars. - The Avenue continues east and west from here. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5446 -D2 -~ -~ -0 -1 5554 -D3 -~ -~ -0 -1 5444 -S -#5446 -The Casbah~ - The wall of the Palace curves south from here, a darkened alley runs -along it in that direction. West of here you see the steps of the City -Hall and notice the increase in the number of guards. - To the east the Avenue continues. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5447 -D2 -~ -~ -0 -1 5458 -D3 -~ -~ -0 -1 5445 -S -#5447 -The Casbah~ - As you travel down the road towards towards the City Hall you look up -at the guards walking along the wall keeping watch. South of you stands -the great walls of the Palace and the Avenue goes east and west. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5448 -D3 -~ -~ -0 -1 5446 -S -#5448 -The Casbah~ - The cobblestone pavement runs along the north wall here. South of you -stand the great walls of the Palace and the Avenue goes east and west. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5422 -D3 -~ -~ -0 -1 5447 -S -#5449 -The Casbah~ - The activity here is only slightly less than chaotic. Young boys run -to and fro with stern intent, and older gentleman swagger down the street -towards the Library. To the west you can see the tall towers of the -northern gate, and the Avenue continues east. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5450 -D3 -~ -~ -0 -1 5422 -S -#5450 -The Casbah~ - Walking along the cobblestone path you feel secure with the walls of -the city towering over you. You hear the scraping sounds of metal on -stone and look up to see a large, strong guard looking out to the north. - To the east lies the intersection on Guildsman's Row and the northern -gate is a short walk to the west. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5451 -D3 -~ -~ -0 -1 5449 -S -#5451 -The Casbah~ - The din of the guilds assaults your senses as you reach this -intersection, the sound of hammering, the smell of tanned leather, -and the smoke rising from the smithy all rush up to greet you. - The Avenue continues east and west from here and the Row leads -south. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5452 -D2 -~ -~ -0 -1 5460 -D3 -~ -~ -0 -1 5450 -S -#5452 -The Casbah~ - You walk between the solid stone wall of the city and that of the -Masons' Guild. Young children with their nannies walk around enjoying -the saftey of the city. - The Avenue runs east and west from here. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5453 -D3 -~ -~ -0 -1 5451 -S -#5453 -The Casbah~ - You have almost reached the end of the Avenue in this direction. -Walking towards the north-east corner of the city you notice the -population density here is much less then the rest of the town. A -few old men hobbling on canes and young men intent on studies are -the only travelers of the path to the library on a regular basis. - The Avenue continues east and west from here. -~ -54 0 0 0 0 1 -D1 -~ -~ -0 -1 5454 -D3 -~ -~ -0 -1 5452 -S -#5454 -The Casbah~ - The Avenue ends here, turning south to become Kali Row. Traveling in -that direction will take you to the Library and the grand dance hall of -the city. - The northeast tower of the wall is accessible here up a spiral staircase. -~ -54 0 0 0 0 1 -D2 -~ -~ -0 -1 5455 -D3 -~ -~ -0 -1 5453 -D4 -~ -~ -0 -1 5562 -S -#5455 -Kali Row~ - This is a small, newly added section of the town. The city's Library -can be entered through the door to the west and the Casbah begins its -journey a little ways north of here. The Row and the entrance to the -dancehall is to the south. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5454 -D2 -~ -~ -0 -1 5456 -D3 -~ -~ -0 -1 5551 -S -#5456 -Kali Row~ - The short Row ends abruptly here at the entrance to the dance -hall of New Thalos. - The entrance to the hall is to the west and the Row continues -northward. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5455 -D3 -~ -~ -0 -1 5552 -S -#5457 -Underground~ - The small passage continues north and south. -~ -54 9 0 0 0 1 -D0 -~ -~ -0 -1 5478 -D2 -~ -~ -0 -1 5480 -S -#5458 -Alley~ - This is a dark alley running between the Palace and City Hall. Not a -lot here, unless you're partial to spiders and rats. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5446 -D2 -~ -~ -0 -1 5459 -S -#5459 -Alley~ - The alley ends here. -~ -54 1 0 0 0 1 -D0 -~ -~ -0 -1 5458 -D5 -You see a manhole covering an opening in the road. -~ -manhole hole man~ -1 -1 5475 -S -#5460 -Guildsman's Row~ - This Row is a hive of activity second only to the actual Market -Square itself. Along this row stands all the guilds of the working -class citizens of New Thalos, here all the items sold in the Square -are made. Along this particular stretch of the row lie the Boyer/ -Fletcher to the west and the Masons' to the east. - The Row leads off to the south and East Casbah is to the north. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5451 -D1 -~ -~ -0 -1 5556 -D2 -~ -~ -0 -1 5461 -D3 -~ -~ -0 -1 5555 -S -#5461 -Guildsman's Row~ - The guilds continue here, to the west is the Weavers' Guild, and -to the east stands the Craftsmans' Guild. The row of guilds continues -north and south from here. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5460 -D1 -~ -~ -0 -1 5507 -D2 -~ -~ -0 -1 5462 -D3 -~ -~ -0 -1 5506 -S -#5462 -Guildsman's Row~ - Only one guild offers its door to this stretch of the Row, the Tanners' -Guild, to the west. To the east is a beautifully sculpted marble door -allowing entrance to the Museum of the Greater Gods. - The Row of Guilds leads north and south. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5461 -D1 -~ -~ -0 -1 5511 -D2 -~ -~ -0 -1 5463 -D3 -~ -~ -0 -1 5564 -S -#5463 -Guildsman's Row~ - After the guilds were built the people of the city used some of the -extra space to erect a shrine to their patron saints. The result of -this labor became the Museum of the Greater Gods. - You may enter the sacred hall to the east. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5462 -D1 -~ -~ -0 -1 5516 -D2 -~ -~ -0 -1 5464 -S -#5464 -Guildsman's Row~ - This small cramped road is worn with travel as apprentices to the -guilds run merchandise from the guildhouses to the shops on Market -Square. - The guildhouses lie to the north and Main street is to the south. -~ -54 0 0 0 0 1 -D0 -~ -~ -0 -1 5463 -D2 -~ -~ -0 -1 5428 -S -#5465 -Alley~ - Even with your light you cannot seem to penetrate the magical cloak of -darkness covering this alley. -~ -54 5 0 0 0 1 -D0 -~ -~ -0 -1 5428 -D2 -~ -~ -0 -1 5466 -S -#5466 -Alley~ - Even with your light you cannot seem to penetrate the magical cloak of -darkness covering this alley. -~ -54 1 0 0 0 1 -D0 -~ -~ -0 -1 5465 -D1 -~ -~ -0 -1 5467 -D3 -~ -~ -0 -1 5537 -S -#5467 -Alley~ - Even with your light you cannot seem to penetrate the magical cloak of -darkness covering this alley. -~ -54 1 0 0 0 1 -D1 -~ -~ -0 -1 5538 -D2 -~ -~ -0 -1 5468 -D3 -~ -~ -0 -1 5466 -S -#5468 -Alley~ - Even with your light you cannot seem to penetrate the magical cloak of -darkness covering this alley. -~ -54 5 0 0 0 1 -D0 -~ -~ -0 -1 5467 -D2 -~ -~ -0 -1 5440 -S -#5469 -Alley~ - This is a tiny corner in the alley. The temple walls are north and -west. You notice a fair amount of footprints to the east. -~ -54 1 0 0 0 1 -D1 -~ -~ -0 -1 5470 -D2 -~ -~ -0 -1 5471 -E -footprint~ - Kind of looks like a yeti has been here... Hmmmm. -~ -S -#5470 -Alley~ - This is a dead end to the tiny alley. There is an unusual amount of -wear apparent on the ground. -~ -54 1 0 0 0 1 -D3 -~ -~ -0 -1 5469 -D5 -You see a small iron circle imbedded in the ground. -~ -manhole man hole~ -1 -1 5478 -S -#5471 -Alley~ - You are in a tiny ally between the temple and the bank. You hear -some shouting and general roadwork to the south. The ground is rough -and in need of repair. In the road is a small pothole. -~ -54 5 0 0 0 1 -D0 -~ -~ -0 -1 5469 -D2 -~ -~ -0 -1 5425 -E -pothole~ - Why are you looking in a pothole? Are you poor or something? -~ -S -#5472 -Alley~ - You are on a small alley between the repair shop and the general -store. Nothing much here but small rodents and dust. -~ -54 5 0 0 0 1 -D0 -~ -~ -0 -1 5425 -D2 -~ -~ -0 -1 5473 -S -#5473 -Alley~ - This is a small corner in the alley behind the warehouses and the guild -of warriors. You notice some small scrapings to the west. -~ -54 1 0 0 0 1 -D0 -~ -~ -0 -1 5472 -D1 -~ -~ -0 -1 5474 -S -#5474 -Alley~ - The alley ends here as do the footprints you had noticed earlier. -~ -54 1 0 0 0 1 -D3 -~ -~ -0 -1 5473 -D5 -You see a small round iron plate set in the ground. -~ -manhole man hole~ -1 -1 5481 -S -#5475 -Underground~ - You are in a small underground passage beneath the city. You see a -small glint of light from above and the passage continues south. -~ -54 9 0 0 0 1 -D2 -~ -~ -0 -1 5476 -D4 -~ -man hole manhole~ -1 -1 5459 -S -#5476 -Underground~ - The passage continues north and south. -~ -54 9 0 0 0 1 -D0 -~ -~ -0 -1 5475 -D2 -~ -~ -0 -1 5477 -S -#5477 -Underground~ - The tunnel branches here going north, east, and west. -~ -54 9 0 0 0 1 -D0 -~ -~ -0 -1 5476 -D1 -~ -~ -0 -1 5478 -D3 -~ -~ -0 -1 5479 -S -#5478 -Underground~ - The alley turns again here and heads south and west. You notice a -small glint of light from above. -~ -54 9 0 0 0 1 -D2 -~ -~ -0 -1 5457 -D3 -~ -~ -0 -1 5477 -D4 -~ -manhole man hole~ -1 -1 5470 -S -#5479 -Underground~ - The passage ends here and you hear some low chanting from the west. -You also notice the clearing of dust on the ground but can't seem to -find any door in that direction. -~ -54 9 0 0 0 1 -D1 -~ -~ -0 -1 5477 -S -#5480 -Underground~ - The small passage continues north and south from here. -~ -54 9 0 0 0 1 -D0 -~ -~ -0 -1 5457 -D2 -~ -~ -0 -1 5481 -S -#5481 -Underground~ - The small passage heads north and east from here. You here the sounds -of the city above you. -~ -54 9 0 0 0 1 -D0 -~ -~ -0 -1 5480 -D1 -~ -~ -0 -1 5482 -D4 -~ -manhole man hole~ -1 -1 5474 -S -#5482 -Underground~ - The tunnel continues you west and east. Hopefully you have a good sense -of direction. -~ -54 9 0 0 0 1 -D1 -~ -~ -0 -1 5492 -D3 -~ -~ -0 -1 5481 -S -#5483 -River Ishtar~ - High above you on the top of the city wall guards look down to see if -you wish to exit the city via water. To do so they must open the iron -grating in front of you from above. The horrid smell of the dump wafts -down from the shore. -~ -54 0 0 0 0 7 -D1 -~ -~ -0 -1 5624 -D3 -~ -grating~ -1 -1 5484 -S -#5484 -River Ishtar~ - The gentle flow of the river carries you eastward, looking up you -see couples strolling along the road. To the west you see the southern -bridge and to the east you see the iron grating protecting the city from -unwanted guests. -~ -54 0 0 0 0 7 -D1 -~ -grating~ -1 -1 5483 -D3 -~ -~ -0 -1 5485 -S -#5485 -River Ishtar~ - You hear your voice echo as you float under the bridge above. The -city construction crews have just recently finished the small ladder -giving common-folk easy access to the river. To the west and east you -see the river flowing by the city. -~ -54 0 0 0 0 7 -D1 -~ -~ -0 -1 5484 -D3 -~ -~ -0 -1 5486 -D4 -~ -~ -0 -1 5412 -S -#5486 -River Ishtar~ - This part of the river seems alive with activity. Boats moored to -the docks near the ramp north of here make navigation a bit more trying. -As the river flows eastward you can see the southern bridge in that -direction. -~ -54 0 0 0 0 7 -D0 -~ -~ -0 -1 5443 -D1 -~ -~ -0 -1 5485 -D3 -~ -~ -0 -1 5487 -S -#5487 -River Ishtar~ - The river flows through a huge iron grating from the wilderness -through the city. Strong guards above await word to open the portal -should any citizen require exit or entry. -~ -54 0 0 0 0 7 -D1 -~ -~ -0 -1 5486 -D3 -~ -grating~ -1 -1 5623 -S -#5488 -A Dark Passage~ - You seem to have stumbled into a small hand made passage. The wall -to the west doesn't look quite right but searching it reveals no secret -doors. The only exit it seems is east. -~ -54 9 0 0 0 1 -D1 -~ -~ -0 -1 5489 -S -#5489 -A Dark Passage~ - The small passage continues east and west from here. Again you -notice something peculiar about the wall, this time to the north, -but you fail to find any secret doors. Voices can be faintly heard -from the north. -~ -54 9 0 0 0 1 -D1 -~ -~ -0 -1 5490 -D3 -~ -~ -0 -1 5488 -S -#5490 -A Dark Passage~ - The small passage continues west and east from here. -~ -54 9 0 0 0 1 -D1 -~ -~ -0 -1 5491 -D3 -~ -~ -0 -1 5489 -E -boulder~ - A huge boulder stands here. In its center someone has carved out a perfect -round hole. -~ -S -#5491 -A Dark Passage~ - The small passage ends here for no apparent reason. Looking around -you find a small ladder half buried in the dirt. setting it up you find -a trap door in the ceiling. The passage continues west from here. -~ -54 9 0 0 0 1 -D3 -~ -~ -0 -1 5490 -D4 -~ -secret~ -1 -1 5570 -E -fire~ - Moving closer you see this fire is actually FROZEN in place. The flames -still radiate heat, but are not actually burning. Looking around you notice a -small hole about the size of a piece of charcoal at the base of the flames. -~ -S -#5492 -Underground~ - The small passage continues west and east. -~ -54 9 0 0 0 1 -D1 -~ -~ -0 -1 5493 -D3 -~ -~ -0 -1 5482 -S -#5493 -Underground~ - The small passage continues west and east. -~ -54 9 0 0 0 1 -D1 -~ -~ -0 -1 5500 -D3 -~ -~ -0 -1 5492 -S -$~ diff --git a/lib/world/wld/55.wld b/lib/world/wld/55.wld deleted file mode 100644 index 9752431..0000000 --- a/lib/world/wld/55.wld +++ /dev/null @@ -1,1698 +0,0 @@ -#5500 -Underground~ - The small passage continues west and east. -~ -55 9 0 0 0 0 -D1 -~ -~ -0 -1 5501 -D3 -~ -~ -0 -1 5493 -S -#5501 -Underground~ - The small passage continues west and east. -~ -55 9 0 0 0 0 -D1 -~ -~ -0 -1 5502 -D3 -~ -~ -0 -1 5500 -S -#5502 -Underground~ - The small passage continues west and east. -~ -55 9 0 0 0 0 -D1 -~ -~ -0 -1 5488 -D3 -~ -~ -0 -1 5501 -S -#5503 -Clerics' Sanctum~ - You walk down the staircase into the silent inner sanctum. Here sits -your guildmaster ready to assist you when the time is right. The room -is completely silent. The only obvious exit is back up the staircase -into the the Nectar. -~ -55 152 0 0 0 0 -D1 -You notice the floor at the base of the eastern wall has some faint -scratches in it. -~ -secret door~ -1 -1 5479 -D4 -~ -~ -0 -1 5519 -S -#5504 -The Chamber Of The High Priest~ - You have entered the chamber of the most holy man in New Thalos. The -High Priest advises the Sultan on all matters in the world of the sacred. -From what you have heard however, this holy man has a bit of a temper, -and he doesn't look very happy that you've disturbed his prayers. - The only obvious exit is south. -~ -55 8 0 0 0 0 -D2 -~ -~ -0 -1 5508 -S -#5505 -By The Altar~ - You are by the temple altar in the northern end of Temple of New -Thalos. A huge altar made of highly polished black onyx is standing -in front of you. Behind this altar sits a twelve foot tall statue of -Akbal, the highest god in all the lands. -~ -55 88 0 0 0 0 -D2 -~ -~ -0 -1 5509 -E -statue~ - Looking up the huge statue you see Akbal calmly gazing out across his lands, -he seems pleased. -~ -S -#5506 -The Weavers' Guild~ - Rows and rows of uncut cloth lie about waiting to be hemed up -into tailored clothes. Cotten is brought in from the country side -and spun up into cloth and dyed different colors. A young boy walks -in, grabs a pile of clothing and leaves. -~ -55 8 0 0 0 0 -D1 -~ -~ -0 -1 5461 -S -#5507 -The Craftsmans' Guild~ - You have entered a busy workshop filled with people running amok -with various tools and materials. The air is tense with the rush to -complete various projects and creations. -~ -55 8 0 0 0 0 -D3 -~ -~ -0 -1 5461 -S -#5508 -Inside The Temple~ - The temple continues here, but not on such a grand scale. The place -still looks immaculate. To the north you see the chamber of the High -Priest and a sign on the door in BIG letters thats reads 'DO NOT DISTURB' -To the south is the entrance to the Clerics' Guild. -~ -55 72 0 0 0 0 -D0 -~ -~ -0 -1 5504 -D1 -~ -~ -0 -1 5509 -D2 -~ -~ -0 -1 5512 -S -#5509 -Inside The Temple~ - Huge marble pillars rise on either side of you and grab hold of -the ceiling. Between each of these, fine softstone frescoes have -been carved depicting scenes from the religous history of New Thalos. -Rows of pews face forward giving their full attention to the pulpit -rising high above the ground. The deep red carpeting underfoot shows -not a speck of wear or dirt. It is obvious that New Thalonians take -religion seriously. -~ -55 200 0 0 0 0 -D0 -~ -~ -0 -1 5505 -D1 -~ -~ -0 -1 5510 -D2 -~ -~ -0 -1 5513 -D3 -~ -~ -0 -1 5508 -S -#5510 -The Donation Room~ - This room is new to the temple, it was created during the hard times -that had struck the city in recent decades. Luckily for them the Sultan -had been hoarding some of the basic neccesities for just such an occasion. -These days the donation room depends on the generosity of wealthy -adventurers, and a curse on any that walk in to take everything. -~ -55 12 0 0 0 0 -D3 -~ -~ -0 -1 5509 -S -#5511 -The Museum Of The Greater Gods~ - Four large stone statues reside in the museum. They were constructed -by the people of New Thalos to pay homage to the saints they believe to -have saved all their lives. - The museum continues to the south. -~ -55 12 0 0 0 0 -D2 -~ -~ -0 -1 5516 -D3 -~ -~ -0 -1 5462 -S -#5512 -The Entrance To The Guild of Clerics~ - This hall pales in comparison to that of the main hall, but is -beautiful in its own right. Shaven heads and brown robes can be -seen milling about quitely talking to each other. North is back -inside the temple proper, and south is the entrance to the clerics' -bar. -~ -55 152 0 0 0 0 -D0 -~ -~ -0 -1 5508 -D2 -~ -~ -0 -1 5519 -S -#5513 -The Temple Gates~ - You stand before the entrance way to the Temple of New Thalos. Two -large wrought iron gates lie open before you. Although they might not -ever be used the priests in the temple are ready to defend themselves, -should their city ever come under seige again. -~ -55 0 0 0 0 1 -D0 -~ -~ -0 -1 5509 -D2 -~ -~ -0 -1 5520 -D5 -~ -~ -0 -1 5520 -S -#5514 -Ahkeem's Stuff~ - You step into a shop swirling with smoke. Ahkeem seems to have a -liking for things not of this world... very strange stuff indeed. -~ -55 8 0 0 0 0 -D2 -~ -~ -0 -1 5414 -S -#5515 -Vera's Veggies~ - This is a busy place. Customers shuffle around, bartering for lower -prices on the wide selection of vegetables. You can still hear your -mother telling you 'Eat your Veggies'. That is probably why you are -spending time in the city of New Thalos and not with her. But wait... -Vera looks just like your mother! -~ -55 8 0 0 0 0 -D2 -~ -~ -0 -1 5416 -S -#5516 -The Museum Of The Greater Gods~ - Four large stone statues reside in the museum. They were constructed -by the people of New Thalos to pay homage to the saints they believe to -have saved all their lives. - The museum continues to the north. -~ -55 12 0 0 0 0 -D0 -~ -~ -0 -1 5511 -D3 -~ -~ -0 -1 5463 -S -#5517 -The Base Of The Tower~ - You walk into a cold room whose only feature is an old wooden -staircase spirling up along the wall to a higher level. Up these -stairs you are told awaits the old mage who may be able to help -you advance in your studies. -~ -55 24 0 0 0 0 -D1 -~ -~ -0 -1 5518 -D2 -You see some small scratches on the floor near the base of the wall. -~ -door secret~ -1 -1 5524 -D4 -~ -~ -0 -1 5548 -S -#5518 -The Mages' Courtyard~ - You enter a small tiled courtyard with a small fountain in the middle. -Around the sides are four wrought iron benches with cushions where the -mages of the land sit and exchange ideas. To the west stands a two-story -tower where the leader of the mages' guild performs his experiments. -~ -55 16 0 0 0 1 -D2 -~ -~ -0 -1 5525 -D3 -~ -~ -0 -1 5517 -S -#5519 -Nectar Of The Gods~ - You are startled by the lavishness of this place. From what you -know of clerics they are supposed to be humble people, giving all their -material goods to their cause. Perhaps because only clerics are -allowed to enter this bar they have condoned making it as comfortable -as possible. In the corner stands a staircase leading down to the -meditaion chambers. -~ -55 152 0 0 0 0 -D0 -~ -~ -0 -1 5512 -D5 -~ -~ -0 -1 5503 -S -#5520 -Temple Square~ - You are standing on the meeting grounds of those with holy -intentions. Monks, bards, paladins and clerics mill around -either preaching or listening to their fellows preach. Huge -marble steps lead up to the gates of the temple and Main Street -lies to the south. -~ -55 68 0 0 0 1 -D0 -~ -~ -0 -1 5513 -D2 -~ -~ -0 -1 5424 -D4 -~ -~ -0 -1 5513 -S -#5521 -The Bank~ - You stand in a large building decorated with black marble and red -satin. Huge pillars support an arched ceiling far above your head. -You wonder at the skill the dwarves have for detail as you examine -the trim. Fine silver separates the polished blocks that make up the -floor. -~ -55 24 0 0 0 0 -D1 -~ -~ -0 -1 5414 -S -#5522 -The Butchery~ - This shop has the aroma of freshly slaughterd beasts. You feel right -at home. You see a fairly simple set up. The corpses... er... selections -hang on hooks, still bleeding into catch pans that drain into a single -underground vat. You wonder where that leads... -~ -55 8 0 0 0 0 -D3 -~ -~ -0 -1 5416 -E -vat~ - You think you hear noises from the vat... Naaah. -~ -S -#5523 -The Witch's Brew~ - The first thing you notice as you walk into this spacious shop is -the hundreds of candles that line the shelves. The swirling mist that -surrounds your feet makes it seem that you have stepped into a gateway -to another plane. A cluttered table stands near the far wall, opposite -the doorway. -~ -55 8 0 0 0 0 -D2 -~ -~ -0 -1 5429 -S -#5524 -Braheem's Magic Shop~ - You enter a shop crowded with bookshelves and clutterd with scrolls. -The owner seems to be hard at work on his latest magical creation. -You see a small sign on the wall. -~ -55 8 0 0 0 0 -D2 -~ -~ -0 -1 5430 -E -sign~ - The sign reads: - -Welcome to Braheem's... - -LIST - Shows you all of my wonderful creations. -VALUE - Shows what an item might be worth to me. -SELL - Allows you to rid yourself of excessive magic items. -BUY - Allows you to rid youself of excessive cash. -~ -S -#5525 -The Entrance To The Mages' Tower~ - The entrance hall is a small poor lighted room. It would seem its -only purpose is to house the powerful sorcerer standing here guarding -the entrance. -~ -55 152 0 0 0 0 -D0 -~ -~ -0 -1 5518 -D2 -~ -~ -0 -1 5431 -S -#5526 -The Entrance To The Guild of Warriors~ - This small hall is merely a check point to keep the unwanted out. -~ -55 152 0 0 0 0 -D0 -~ -~ -0 -1 5423 -D2 -~ -~ -0 -1 5533 -S -#5527 -The Repair Shop~ - One of the most popular shops in New Thalos, this shop is always a -hive of activity. It is almost inhuman the way one man can fix all -types of armor singlehandedly. If you have an item in need of repair -simply give it to the man behind the counter. -There is a small sign on the counter. -~ -55 12 0 0 0 0 -D0 -~ -~ -0 -1 5424 -E -sign~ - The sign reads: -@ -Closed for renovations -~ -S -#5528 -The General Store~ - The new found wealth of this beautiful city is apparent in the exotic -items for sale here. You wonder what would happen if you typed...LIST... -~ -55 8 0 0 0 0 -D1 -~ -~ -0 -1 5408 -S -#5529 -Abdul's Armor~ - The sound of hammering metal grows louder as you enter the armory. -Young boys run to and fro carrying buckets of water and coal. A few -dwarves work on sections of armor in the back of the shop, their -hammers working too fast to follow. The walls are adorned in all of -Abdul's prize creations. Here you can purchase suits of armor meant -to keep monsters from hacking you into little pieces. -A note on the wall beckons your attention. -~ -55 8 0 0 0 0 -D3 -~ -~ -0 -1 5407 -E -note~ - The note reads: -@ -LIST : gives you a list of items for sale. -VALUE : tells you how much an item is worth to Abdul -SELL : sells an item to Abdul for a generous sum -BUY : Abdul's FAVORITE command lets you have an item for his low, - low price. -~ -S -#5530 -The Mercenaries' Guild~ - This guild is frowned upon by most of the population of New Thalos, -but the laws of supply and demand are irresistable. People come here -when they feel unable or are unwilling to fight their own battles. For -a small fee you may hire a henchman. -~ -55 8 0 0 0 0 -D0 -~ -~ -0 -1 5429 -D1 -You notice some small scratches in the floor next to the eastern wall. -~ -door secret~ -1 -1 5532 -S -#5531 -The Mercenaries Guild~ - This is the storage room for the mercenaries to be hired. -~ -55 520 0 0 0 0 -S -#5532 -Entrance To The Thieves' Guild~ - This small, dark room has a single torch mounted in the wall for -light. There is a small wooden bench and a book lying on it. The -assassin guarding the entrance from 'outsiders' stands as you walk -in. -~ -55 153 0 0 0 0 -D2 -~ -~ -0 -1 5539 -D3 -~ -door secret~ -1 -1 5530 -S -#5533 -The Whet Stone~ - Very large men with very large swords drink beer from very large mugs. -Everything in this room is BIG. The large round tables are scuffed and -nicked from the numerous bar brawls that have sprung up. It might be a -good idea to hold your tounge for a while as you soak up the atmosphere. - There is an exit to the east where the master swordsman awaits pupils -to train with. -~ -55 152 0 0 0 0 -D0 -~ -~ -0 -1 5526 -D1 -~ -~ -0 -1 5534 -S -#5534 -The Tournament And Practice Yard~ - This is a wide expanse of grass filled with dummies, punching bags -and swordpupils. To the north you see a man dressed in black robes, -unlike his iron clad comrades, who you assume to be your master. -~ -55 152 0 0 0 0 -D1 -You see the grass near the base of the wall here is slightly torn. -~ -secret door~ -1 -1 5473 -D3 -~ -~ -0 -1 5533 -S -#5535 -The Bread Stand~ - A small stand has been set up here, showing the shopkeep's humble -selection. You notice he has added a few things to his list. -~ -55 8 0 0 0 0 -D0 -~ -~ -0 -1 5408 -S -#5536 -Igor's Implements Of Destruction~ - You can't help but shiver as you look at the selection of vicious -weapons. Huge swords and wicked looking axes hang on pegs around the -room. A dwarf sits at a bench in the back hammering away on his latest -creation. It is here you can buy rare and exotic items not found in -other parts of the world. -A note catches your eye. -~ -55 8 0 0 0 0 -D0 -~ -~ -0 -1 5407 -E -note~ - The note simply reads: -@ -READ THE NOTE IN THE ARMORY -@ - Igor. -~ -S -#5537 -Ye Old Leather Shoppe~ - You are standing on a thick oriental rug surrounded on all sides by -racks of numerous leather goods. A few women sit on leather cushions -sewing in some detail work on custom ordered jackets. -~ -55 8 0 0 0 0 -D1 -~ -~ -0 -1 5466 -S -#5538 -Smuggler's Inn~ - You are inside a filthy inn, that seemingly has been cleaned in -decades. Poker tables line the walls and everyone stares at you as -you walk in, you don't feel very welcome. The bar has numerous -knife holes in it and the bartender leans over waiting for your -order. -~ -55 8 0 0 0 0 -D3 -~ -~ -0 -1 5467 -S -#5539 -The Filthy Unicorn~ - A draft chills your bones as you enter, though you see no open -window or door. Hooded figures lurk around in the shadows and speak -in low voices. A flash of steel lets you know that weapons are in -great abundance in this crowd. As you quickly check your beltpouch -you notice a small staircase leading down. -~ -55 152 0 0 0 0 -D0 -~ -~ -0 -1 5532 -D5 -~ -~ -0 -1 5546 -S -#5540 -The Warehouse~ - You are standing in a large room used to store merchandise made in the -city before it is shipped off. All the items here are made in New Thalos -and shipped to other parts of the land. -~ -55 8 0 0 0 0 -D1 -~ -~ -0 -1 5541 -D2 -~ -~ -0 -1 5433 -S -#5541 -The Warehouse~ - Men walk to and fro counting crates and writing down their findings. -This area of the warehouse is used for storing the raw materials brought -in from areas outside the city. These goods are then delivered to the -various guilds. The export area of the warehouses is to the south. -~ -55 8 0 0 0 0 -D2 -~ -~ -0 -1 5434 -D3 -~ -~ -0 -1 5540 -S -#5542 -The Shipwright~ - The wood under you feet creaks from years of being soaked in saltwater. -An old man with a curly, gray beard stand behind a small counter waiting -to take your order. Behind him are mounted various model sailboats and -large fish. -~ -55 8 0 0 0 0 -D1 -~ -~ -0 -1 5543 -D2 -~ -~ -0 -1 5435 -S -#5543 -The Drafting Room~ - The walls are covered with paper sketchings of hull designs. This room -is used by the shipwright to build his creations on paper before making a -single cut in wood. -~ -55 8 0 0 0 0 -D3 -~ -~ -0 -1 5542 -S -#5544 -The Forge~ - Very much like the weaponsmith this man deals in the molding of metal. -It seems that most of his creations deal with horses. On the walls you -see several horseshoes made of iron. The room is hot, hotter than the -desert just south of here, and one wonders how the smithy can stand it. -~ -55 8 0 0 0 0 -D2 -~ -~ -0 -1 5437 -S -#5545 -The Royal Stables~ - Nothing you wouldn't expect is here. Several stalls hold the -Sultan's choice Arabian Stallions, and each has their own trough -for drinking. A small boy wanders in sometimes with a shovel to -remove the offensive by-product of such beasts. -~ -55 8 0 0 0 1 -D1 -~ -~ -0 -1 5549 -D2 -~ -~ -0 -1 5439 -S -#5546 -The Secret Yard~ - This is a hidden yard known to only a few people in New Thalos. Here -you may train in the arts of stealing, picking locks, and becoming almost -invisible. - A small staircase leads back up to the Unicorn. -~ -55 152 0 0 0 0 -D2 -You see some small scratches in the wall to the south. -~ -secret door~ -1 -1 5489 -D4 -~ -~ -0 -1 5539 -S -#5547 -The Dump~ - This is the place where the people of the city dump their trash. Due -to the constant winds blowing down the moutains the smell is usually blown -outside the walls and over the desert. -~ -55 0 0 0 0 1 -D2 -~ -~ -0 -1 5442 -S -T 5500 -#5548 -The Mage's Laboratory~ - You stand in the top of an old stone tower. Along the walls hundreds -of potions, scroll, and wands lie in disaray. The man you see before you -sits hunched over a small wooden table with two beakers of bubbling liquid -in front of him. He looks up as you enter and smiles broadly. -~ -55 152 0 0 0 0 -D5 -~ -~ -0 -1 5517 -S -#5549 -The Hay Loft~ - Not as big as the ones you see on farms in the country, this hay loft -serves as a storage area for the horses in the stables. The young boy -you saw with the shovel seems to have takes up residence on the second -story. -~ -55 8 0 0 0 0 -D3 -~ -~ -0 -1 5545 -S -#5550 -The Grand Entrance~ - Nowhere have you seen such an obscene display of wealth then in this -corridor. The shaggy carpeting under your feet makes it seem as if you -are walking on a cloud. Platinum candelabras hang delicately from the -ceiling casting light on the ancient tapestries adorning the walls. The -crick in your neck tells you that it is time to stop staring. To the west -the numerous halls of the palace being and the gate lies to the east. -~ -55 8 0 0 0 0 -D0 -~ -~ -0 -1 5560 -D1 -~ -gate~ -2 5400 5558 -D2 -~ -~ -0 -1 5557 -D3 -~ -~ -0 -1 5605 -S -#5551 -The Library~ - This building holds the vast collection of books and documents -that have been brought here by the commitee apointed to recover the -lost knowledge of Thalos. Rows of shelves filled with book in every -condition line the walls. The air has the aroma of old parchment -and glue. -~ -55 40 0 0 0 0 -D1 -~ -~ -0 -1 5455 -S -#5552 -The Dance Hall~ - You seem to have missed a huge party. The janitors are here cleaning -up the confetti and pieces of food. Hundreds of empty beer mugs on the -tables surrounding the dance floor suggest that the citizens love their -drink. There is still a banner on the wall. -~ -55 8 0 0 0 0 -D1 -~ -~ -0 -1 5456 -E -banner~ - ===================================================================== - @ - H A P P Y B I R T H D A Y T O U S -@ - ===================================================================== -~ -S -#5553 -The Jail~ - You are in jail. For some reason, someone feels that you've screwed -up pretty bad and should be put away safely for a while. -~ -55 696 0 0 0 0 -D0 -~ -gate~ -2 5493 5444 -S -#5554 -City Hall~ - You stand inside the administrative head of the city. Here the -decisions regarding city policy are made. Although the Sultan's -word is law, he usually spends his time on affairs outside the city -wall. -~ -55 8 0 0 0 0 -D0 -~ -~ -0 -1 5445 -S -#5555 -The Boyer/Fletchers' Guild~ - The walls in this room are covered with pegs that hold various types -of bows. There are few people working here, lending to the fact that -the skills are rare to come by in the general populas. A few boys are -busy in the corner preparing feathers for the fine shafts used in making -arrows. Some Elven craftsmen are carefuly inspecting each bow as it is -finnished. -~ -55 8 0 0 0 0 -D1 -~ -~ -0 -1 5460 -S -#5556 -The Masons' Guild~ - There is no doubt that the Dwarves here know what they're doing. They -have been invaluable in the building of this beautiful city. Here they -are hard at work doing what they do best. The hammers fly in a blur as -these talented craftsmen work the stone into ornate bricks, pillars, trim, -and many other forms. -~ -55 8 0 0 0 0 -D3 -~ -~ -0 -1 5460 -S -#5557 -The Guard House~ - You stand inside the southern of the two main guard houses. The -stone interior has a spartan look to it, only the bare neccesities. -A few weapons are mounted on the walls in case they might be needed. -~ -55 8 0 0 0 0 -D0 -~ -~ -0 -1 5550 -S -#5558 -The Palace Gate~ - You stand before a magnificently crafted gate wrought in solid gold. -You gape in awe at the splendor of the spirilng towers beyond the portal. -The ruler of all the eastern lands resides in this fine palace, and he is -not a poor man. The grand entrance lies byond the gate, and Sultan's Walk -is to the east. -~ -55 0 0 0 0 1 -D1 -~ -~ -0 -1 5420 -D3 -~ -gate~ -2 5400 5550 -S -#5559 -The Northwest Tower~ - You stand on one of the four towers guarding the city. The view from -here is great! To the west you see the tall mountains that make up the -divide between here and Midgaard. The River Ishtar slowly flows from that -direction. South you can see the entire city of New Thalos and the Great -Eastern Desert to the south. -~ -55 8 0 0 0 0 -D5 -~ -~ -0 -1 5444 -S -#5560 -The Guard House~ - You stand inside the northern of the two main guard houses. Strong -guards are seated here, playing cards. The stone interior is clean but -bare walled save the weapons and armor mounted in the walls. - The only exit is south. -~ -55 8 0 0 0 0 -D2 -~ -~ -0 -1 5550 -S -#5561 -The Kitchen~ - Your footsteps echo off the stone tiles of the kitchen. On the south -wall you see the large fire place and a huge copper pot bubbling merrily. -The chef is busy chopping up greens and other vegetables at the wooden -table for tonight's meal. Servants scurry about grabbing utensils and -preparing fresh hares. - A small door leads out into the hall northward and the doorway to the -dining hall is west. -~ -55 8 0 0 0 0 -D0 -~ -door~ -1 -1 5563 -D3 -~ -~ -0 -1 5571 -S -#5562 -The Northeast Tower~ - You stand on one of the four towers guarding the city. To the north -you see the wide plains and then the forset. South of here you see the -city and the Great Eastern Desert beyond. -~ -55 8 0 0 0 0 -D5 -~ -~ -0 -1 5454 -S -#5563 -A Hall~ - You are at the eastern end of the southern hallway. A small servants' -entrance gives access to the kitchen and the hall continues west. -~ -55 8 0 0 0 0 -D2 -~ -door small~ -1 -1 5561 -D3 -~ -~ -0 -1 5572 -S -#5564 -The Tanners' Guild~ - You first notice the pungent smell of freshly tanned leather goods as -you enter this strange place. The next thing that grabs your attention -is the many colors that these people have transformed the beautiful -skins into. The people are streaching the leather and cutting it into -the shapes they need. -You notice a small message on a wall. -~ -55 8 0 0 0 0 -D1 -~ -~ -0 -1 5462 -E -message~ - The message appears to read: - I hate being a Tanner -~ -S -#5565 -A Hall~ - You have come to the eastern end of the northern hallway. The only -exit is west except for the simple wooden door to the north. -There is a golden plaque above the door. -~ -55 8 0 0 0 0 -D0 -~ -door~ -1 -1 5566 -D3 -~ -~ -0 -1 5574 -E -plaque~ - Engraved on the plaque are the following words: - The Holy Shrine of Allah -~ -S -#5566 -The Shrine Of Allah~ - As you step into this room you seem to leave the material plane. -The walls here are decorated with beautiful, multi-colored tiles. -There is a strange stillness about the air. You sense the presence -of an all-mighty being. -~ -55 8 0 0 0 0 -D2 -~ -door~ -1 -1 5565 -S -#5567 -Outside The Northern Gate Of New Thalos~ - You stand outside the gate of New Thalos. The city lies to the south, -and wilderness to the north. -~ -55 4 0 0 0 1 -D0 -~ -~ -0 -1 5681 -D2 -~ -gate~ -1 5401 5422 -S -#5568 -Outside The Eastern Gate Of New Thalos~ - You stand outside the protective walls of the city. The massive iron -gate sits to the west and the unknown awaits you eastward. -~ -55 0 0 0 0 1 -D1 -~ -~ -0 -1 5690 -D2 -~ -~ -0 -1 5570 -D3 -~ -gate~ -1 5401 5431 -S -#5569 -Outside The West Gate Of New Thalos~ - You stand outside the city walls, the iron gate to the east. The city -lies in that direction and the road to Midgaard lies west. -~ -55 0 0 0 0 1 -D1 -~ -gate~ -1 5401 5423 -D3 -~ -~ -0 -1 5618 -S -#5570 -Outside The Wall~ - You are in a small clearing outside the east wall of the city. The -ground seems well trodden but you can see no apparent exit save that -to the north. -~ -55 0 0 0 0 2 -D0 -~ -~ -0 -1 5568 -S -#5571 -The Grand Dining Hall~ - A long oaken table, coverd with silverware, plates, and a table cloth -with gold trim, dominates the room. Although no diners occupy the room -as of yet, servants sprint about setting the table and placing condiments. - The kitchen entrance is to the east, and two huge double doors open -into the hallway north. -~ -55 8 0 0 0 0 -D0 -~ -doors double~ -1 -1 5572 -D1 -~ -~ -0 -1 5561 -S -#5572 -A Hall~ - You stand at a T-crossing in the long hallways. There are two large -double doors to the south. -~ -55 8 0 0 0 0 -D0 -~ -~ -0 -1 5573 -D1 -~ -~ -0 -1 5563 -D2 -~ -doors double~ -1 -1 5571 -D3 -~ -~ -0 -1 5577 -S -#5573 -A Hall~ - You stand at an intersection of the hallways. Wooden corridors -lead off in all directions except west, the garden of the palace -can be entered there. -~ -55 8 0 0 0 0 -D0 -~ -~ -0 -1 5574 -D1 -~ -~ -0 -1 5605 -D2 -~ -~ -0 -1 5572 -D3 -~ -~ -0 -1 5578 -S -#5574 -A Hall~ - You have come to a T-crossing on the hallways. The wooden corridors -continue east, west and south. There is a large iron door to the north. -~ -55 8 0 0 0 0 -D0 -~ -door iron heavy~ -1 -1 5575 -D1 -~ -~ -0 -1 5565 -D2 -~ -~ -0 -1 5573 -D3 -~ -~ -0 -1 5579 -S -#5575 -The Entrance To The Dungeon~ - You enter a cold damp room with bare roughly hewn stone walls. -This room seems very out of place compared to the splendor of the -rest of the Palace. - A large steel grating leads down into darkness, and an iron door -returns you to the hallway. -~ -55 8 0 0 0 0 -D2 -~ -door iron~ -1 -1 5574 -D5 -~ -grating steel~ -1 -1 5591 -S -#5576 -A Guest Room~ - This is a simple room used for visiting nobles. A small dresser stands -on the east wall with a mirror hung right above it. A queen sized bed made -up in satin sheets stands in the middle of the room against the south -wall under a window. The only obvious exit is north back out into the -hallway. -~ -55 8 0 0 0 0 -D0 -~ -door~ -1 -1 5577 -E -mirror~ - You see a the fighting image of some armor clad humanoid wielding a weapon. -~ -E -window~ - Looking out this window you can see the grounds of the palace that separate -the walls of the palace from the building itself. -~ -S -#5577 -A Hall~ - The long hall continues here with a wooden door in the south wall. On -the north wall hangs the picture of some forgotten nobleman who once ruled -the land. -~ -55 8 0 0 0 0 -D1 -~ -~ -0 -1 5572 -D2 -~ -door~ -1 -1 5576 -D3 -~ -~ -0 -1 5582 -S -#5578 -The Sultan's Garden~ - You have entered the Sultan's private gardens. A light sweat breaks -out on your skin from the humidity here. All around you are thousands of -exotic plants and flowers. The sweet smell of jasmine and honeysuckle -reminds you of happier days at home. Off to the north, through the palm -trees, you see a delicate white gazebo. - A path leads out into the hallway and west towards the gazebo. -To your right stands a gold sign. -~ -55 0 0 0 0 2 -D1 -~ -~ -0 -1 5573 -D3 -~ -~ -0 -1 5583 -E -sign~ - ====================================================================== - ====================================================================== - || || - || Welcome to my humble garden. I have created this || - || tiny bit of paradise for the pleasure of my people. || - || Take only memories... Leave only footprints... || - || || - || The Sultan || - || || - ====================================================================== - ====================================================================== -~ -S -#5579 -A Hall~ - The long stretch of hallway continues east and west from here. The -small red carpet covering the centerline is always underfoot and an -occasional bench or potted plant lines the wall. -There is a door here to the north with a plaque mounted over it. -~ -55 8 0 0 0 0 -D0 -~ -door~ -1 -1 5580 -D1 -~ -~ -0 -1 5574 -D3 -~ -~ -0 -1 5584 -E -plaque door~ - The plaque on the door reads: - THE ART EXHIBIT - of - NEW THALOS - - the management is not responsible for lost items. -~ -S -#5580 -The Art Exhibit~ - You are standing in the Sultan's tribute to the finer virtues. -Large paintings hang from the walls displaying nature scenes, nudes, -and glorious victories in battle. Strange scupltures rest on pedestals -at each corner of the room and mirrors are placed in strategic locations -so the viewer may see an entire sculpture at a glance. - Your eyes, however, are pulled towards a painting that dominates the -far wall. -~ -55 8 0 0 0 0 -D2 -~ -door~ -1 -1 5579 -E -painting~ - The large painting on the west wall appears to be of the temple of New -Thalos, and occupies the entire western wall of this room. -~ -S -#5581 -A Guest Room~ - This is another room made up for visiting nobles. There is a dresser -up against the eastern wall with a mirror above it and a queen sized bed, -made up in satin sheets, against the south wall. -~ -55 8 0 0 0 0 -D0 -~ -door~ -1 -1 5582 -S -#5582 -A Hall~ - You have reached the western end of the southern hallway. The only -exit is east except for the doors in the southern and western walls. -~ -55 8 0 0 0 0 -D1 -~ -~ -0 -1 5577 -D2 -~ -door~ -1 -1 5581 -D3 -~ -door~ -2 5401 5587 -S -#5583 -The Garden Gazebo~ - Walking through the gardens you come across a small white wooden -structure. The sounds of birds, the smell of flowers, ahhh, paradise. -You believe that you have never been in a more peaceful setting. -~ -55 8 0 0 0 0 -D1 -~ -~ -0 -1 5578 -S -#5584 -A Hall~ - This is the western end of the northern hallway. Two doors are set -in the walls here, one to the north, another to the west. -~ -55 8 0 0 0 0 -D0 -~ -door~ -1 -1 5585 -D1 -~ -~ -0 -1 5579 -D3 -~ -door~ -1 -1 5589 -S -#5585 -The Guard Room~ - You stand in a barren chamber lined with nothing but cots and -footlockers. The guards come here when off duty to sleep, for -they may only leave the Palace grounds with special permission. - The only exit is to the south. -~ -55 8 0 0 0 0 -D2 -~ -door~ -1 -1 5584 -S -#5586 -The Guard Room~ - This is living quarters for the guards of the palace. Barren compared -to the rest of the Palace, you see only cots and footlockers here. On the -walls you see pictures of well known knights who have give a proud name to -the Sultan's Guard. -~ -55 8 0 0 0 0 -D0 -~ -~ -0 -1 5587 -S -#5587 -The Harem~ - This is the room where the Sultan keeps the beautiful women of his -Palace. There are ten girls here lying about the room dressed in silks -you can almost see through. In the western end of the room stands a -large mound of pillows and a beautiful young maiden sits perched atop. -It is unfortunate for you that only the Sultan is allowed in here. -~ -55 8 0 0 0 0 -D0 -~ -door secret~ -1 -1 5588 -D1 -~ -door~ -2 5401 5582 -D2 -~ -~ -0 -1 5586 -S -#5588 -A Small room~ - This is secret chamber allowing the Sultan direct access to his harem -at any time he chooses. -~ -55 8 0 0 0 0 -D0 -~ -door~ -1 -1 5589 -D2 -~ -door secret~ -1 -1 5587 -S -#5589 -The Throne Room~ - You stand in the throne room of the mighty Sultan of New Thalos. Guards -stand at attention near his side ready to make the ultimate sacrifice for -their beloved leader. The gold inlaid throne studded with jewels stands -upon a mable dias. The Sultan is not a man to be trifled with. -~ -55 8 0 0 0 0 -D0 -~ -throne~ -2 5400 5590 -D1 -~ -door~ -1 -1 5584 -D2 -~ -door~ -1 -1 5588 -S -#5590 -The Treasure Room~ - You have somhow managed to gain access to the treaure vault of the -Sultan. The alarm sounding in the background tells you that you must -have tripped off some kind of alarm system. It might be adviseable to -grab as much stuff as you possibly can and run for the door. -~ -55 8 0 0 0 0 -D2 -~ -door~ -2 5400 5589 -S -#5591 -The Jailer's Room~ - Climbing down the old wooden ladder you enter a small cave like -room. There is a small bench with some old magazines and a low -burning candle sitting off to one side. A door is set into the -stone on the north wall, and the steel grating opens up above. -~ -55 9 0 0 0 0 -D1 -~ -door~ -1 -1 5592 -D4 -~ -steel~ -1 -1 5575 -S -#5592 -A Tunnel In The Dungeon~ - You stand in a roughly hewn stone tunnel with cells to the north and -south. The tunnel continues east. -~ -55 9 0 0 0 0 -D0 -~ -cell~ -2 5493 5597 -D1 -~ -~ -0 -1 5593 -D2 -~ -cell~ -2 5493 5601 -D3 -~ -door~ -1 -1 5491 -S -#5593 -A Tunnel In The Dungeon~ - You stand in a roughly hewn stone tunnel with cells to the north and -south. The tunnel continues east and west. -~ -55 9 0 0 0 0 -D0 -~ -cell~ -2 5493 5598 -D1 -~ -~ -0 -1 5594 -D2 -~ -cell~ -2 5493 5602 -D3 -~ -~ -0 -1 5592 -S -#5594 -A Tunnel In The Dungeon~ - You stand in a roughly hewn stone tunnel with cells to the north and -south. The tunnel continues east and west. -~ -55 9 0 0 0 0 -D0 -~ -cell~ -2 5493 5599 -D1 -~ -~ -0 -1 5595 -D2 -~ -cell~ -2 5493 5603 -D3 -~ -~ -0 -1 5593 -S -#5595 -A Tunnel In The Dungeon~ - You stand in a roughly hewn stone tunnel with cells to the north and -south. The tunnel continues west and you notice a small crack in the -stone to the east. -~ -55 9 0 0 0 0 -D0 -~ -cell~ -2 5493 5600 -D1 -~ -crack~ -2 5400 5596 -D2 -~ -cell~ -2 5493 5604 -D3 -~ -~ -0 -1 5594 -S -#5596 -The Secret Cell~ - This room seems more like a lair than a cell. Small bits of hay lie -strewn about the floor covering bones of unkown origin. Spatterd blood -and tufts of gray hair lie matted in one corner. As you turn to leave -you notice a pair of small red eyes peering at you from the darkness. -~ -55 553 0 0 0 0 -D3 -~ -crack~ -2 5400 5595 -S -#5597 -The Cell~ - You are in a cold, cramped chamber with only one exit. -~ -55 553 0 0 0 0 -D2 -~ -cell~ -2 5493 5592 -S -#5598 -The Cell~ - You are in a cold, cramped chamber with only one exit. -~ -55 553 0 0 0 0 -D2 -~ -cell~ -2 5493 5593 -S -#5599 -The Cell~ - You are in a cold, cramped chamber with only one exit. -~ -55 553 0 0 0 0 -D2 -~ -cell~ -2 5493 5594 -S -$~ diff --git a/lib/world/wld/555.wld b/lib/world/wld/555.wld deleted file mode 100644 index 444c839..0000000 --- a/lib/world/wld/555.wld +++ /dev/null @@ -1,1891 +0,0 @@ -#55500 -Ultima Description Room~ - A port of the Merc. Ultima area by Casret. -It is mostly ported from a mostly finished port to Smaug. -The area starts down in room 55685 and uses zone 555 and 556. - - The area ranges through all levels. - - The two mazes (Desert and Whirlpool) may have to be adjusted. -The maze progs of 130 (Welcor's Mist Maze) are much better but -seemed a bit too strong for the area. - -Edits made for tbaMUD by Parna. - -~ -555 8 0 0 0 0 -D5 -~ -~ -0 0 55685 -S -#55501 -New Magincia Road~ - This is the main road of New Magincia. To the south the dirt path continues -and a huge gate lies to the north. -~ -555 0 0 0 0 1 -D0 -There is a huge gate. -~ -gate n north~ -1 0 55685 -D2 -A path leads to the south. -~ -~ -0 0 55502 -S -#55502 -New Magincia Road~ - The path continues to the south and the north. You see the tracks of sheep -here. -~ -555 0 0 0 0 1 -D0 -The path continues to the north. -~ -~ -0 0 55501 -D2 -There is a shimmering light to the south. -~ -~ -0 0 55503 -S -#55503 -The New Magincia Moongate~ - You see another moongate here, exactly between the crossing of two paths. -You can see dim shapes through it. -~ -555 4 0 0 0 1 -D0 -The path continues to the north. -~ -~ -0 0 55502 -D1 -A small path leads east. -~ -~ -0 0 55513 -D2 -The path continues south. -~ -~ -0 0 55504 -D3 -A small path leads west. -~ -~ -0 0 55508 -D4 -Through the translucent moongate you think you see... books? -~ -moongate~ -2 55508 55516 -S -#55504 -New Magincia Road~ - The path continues to the south and north. On the east there seems to be -administrative building. -~ -555 0 0 0 0 1 -D0 -There is a shimmering light. -~ -~ -0 0 55503 -D1 -~ -door e east~ -1 0 55514 -D2 -~ -~ -0 0 55505 -S -#55505 -New Magincia Road~ - The dirt road path ends here in a grove. You can continue back to the north, -and there is an old abandoned house to the west. -~ -555 0 0 0 0 1 -D0 -~ -~ -0 0 55504 -D3 -~ -door w west~ -1 0 55510 -S -#55506 -Stables~ - These are the stables for the shepherd. There are many fine horses here. -You can return to the barn to the south. -~ -555 8 0 0 0 0 -D2 -The front part of the barn is to the south. -~ -~ -0 0 55507 -S -#55507 -Barn~ - This is your basic barn, with hay and stables to the north. Something on the -floor seems to be attracting insects. -~ -555 8 0 0 0 0 -D0 -You hear neighing, intermixed with a strange talking. -~ -~ -0 0 55506 -D2 -~ -door s south~ -1 0 55508 -S -#55508 -Humility Lane~ - This is an even smaller dirt path that crosses New Maginica Road. To your -north there is a barn, and to the south you see a condemned building, though you -cannot enter this way. West is blocked off a herd of sheep. -~ -555 0 0 0 0 1 -D0 -~ -door n north~ -1 0 55507 -D1 -There is a shimmering light to the east. -~ -~ -1 0 55503 -S -#55509 -Condemned House~ - This place is wrecked, the rafters have fallen, and light shines through a -large hole in the roof. You wonder what kinds of animals have taken home here. -~ -555 8 0 0 0 0 -D2 -~ -~ -0 0 55510 -S -#55510 -Condemned House~ - As you walk into the house, you realize that this house must not have been -reconstructed yet from the ruin of Old Magincia. Faint intimations of foolish -pride still can be seen through the wreckage. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55509 -D1 -~ -door e east~ -1 0 55505 -S -#55511 -Attic~ - The attic is dark, and you smell some vestiges of bat guano. Is that the -sound of wings flapping? -~ -555 8 0 0 0 0 -D5 -The rest of the house is down. -~ -trapdoor d down~ -1 0 55512 -S -#55512 -House~ - This is a small humble house. You do not see much here, though there are -some faint squeakings. -~ -555 8 0 0 0 0 -D2 -~ -door s south~ -1 0 55513 -D4 -You see the faint outline of a trapdoor. -~ -trapdoor u up~ -1 0 55511 -S -#55513 -Humility Lane~ - This is a very small path. It ends here with a fence to the east. To the -west is the Moongate, and to the north there is a small house. -~ -555 0 0 0 0 2 -D0 -~ -door n north~ -1 0 55512 -D3 -~ -door w west~ -1 0 55503 -S -#55514 -Entrance to the Office~ - Though this room is small, it acts as a meeting place for Katrina and any -other person that she has to meet. You can exit to the west or enter an office -to the south. -~ -555 8 0 0 0 0 -D2 -~ -~ -0 0 55515 -D3 -~ -door w west~ -1 0 55504 -S -#55515 -Katrina's Office~ - This is office is very sparse... And humble. There are no decorations, in -fact the room is bare except for a simple desk and its chair. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55514 -S -#55516 -Library~ - This is an amazing HUGE library. Its musty smell, and the collapsed -bookshelf to your north, tell you that it also must be ancient. In any case, -you can't get out of the Library (remember the collapsed shelves? ) so just -pick a book and start reading. The stacks continue to the east and west. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55517 -D3 -~ -~ -0 0 55536 -E -book books shelves~ - These shelves deal with the fascinating letter A. Among the more interesting -books are, "Andersen's tips on Area Building." "The Art of Spamming" and "Axes -and You." -~ -S -#55517 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55518 -D3 -~ -~ -0 0 55516 -E -book books shelves~ - These books are about the letters B and C. Some titles are: 'Boom Boxes: How -large will they become?' And 'Cutlery: The fine points of Killing' and of course -the classic, 'Casret's Titles.' -~ -S -#55518 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55519 -D3 -~ -~ -0 0 55517 -E -book books shelves~ - This shelf has books dealing with the 'D's'. 'Dracula, Blood Sucker or -Beavis fan?' Seems to be the most interesting book here. -~ -S -#55519 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D2 -~ -~ -0 0 55520 -D3 -~ -~ -0 0 55518 -E -book books shelves~ - The 'E' section is here. One book, "Howard Stern" doesn't seem to belong -here. -~ -S -#55520 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55519 -D3 -You see a big desk and a man. -~ -~ -0 0 55521 -E -book books shelves~ - You find 'Fax Fun' and 'Farts: How to Blame it on the Dog.' In this section of -the library. -~ -S -#55521 -Library Office~ - A big desk dominates this room. All books must go through this office before -getting taken out. Through this office, and through this man. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55520 -D3 -~ -~ -0 0 55522 -S -#55522 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D1 -You see a huge desk and a man. -~ -~ -0 0 55521 -D3 -~ -~ -0 0 55523 -E -book books shelves~ - The books here start with 'G'. 'Grating Cheese with Julia Childs' and -'Garamond: What kind of font is this anyway?' Lie here. -~ -S -#55523 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55522 -D2 -~ -~ -0 0 55524 -E -book books shelves~ - The books here comprise 'H' and 'I'. 'Hiya: The Women who Use it, and the -Men who Use the Women' and 'Icaza Loves Ya' are here in gaudy and annoying -covers. -~ -S -#55524 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55523 -D1 -~ -~ -0 0 55525 -E -book books shelves~ - These books start with the letter 'J'. 'Jokey Smurf's Greatest Explosions' -and 'The Judge takes on New York' seem to be the most popular books. -~ -S -#55525 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55526 -D3 -~ -~ -0 0 55524 -E -book books shelves~ - Hmmm this is the 'K' section, and 'Kicking Vs. Bashing' is here. -~ -S -#55526 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55527 -D3 -~ -~ -0 0 55525 -E -book books shelves~ - A book titled, 'Lick me, Lick you' is here along with 'Libraries for Lovers'. -~ -S -#55527 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D2 -~ -~ -0 0 55529 -D3 -~ -~ -0 0 55526 -E -book books shelves~ - 'Mahatma Teachs French' and 'MC Escher: The Rap Star and Paradoxical Artist'. -~ -S -#55528 -The Library Moongate~ - A blue moongate is here, lighting up the storage room. An empty shelf is -against the north wall, probably awaiting books. -~ -555 12 0 0 0 0 -D0 -~ -shelf~ -1 0 55532 -D4 -Through the moongate, there is a party. -~ -moongate~ -2 55509 55537 -E -shelf~ - The shelf looks a bit odd. It's exactly the size of a door. -~ -S -T 55528 -T 55529 -#55529 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55527 -D3 -~ -~ -0 0 55530 -E -book books shelves~ - Hmmm... This is the 'N' section... But 'Nothing' seems to be here. -~ -S -#55530 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55529 -D3 -~ -~ -0 0 55531 -E -book books shelves~ - This is the 'OP' section. You hear moaning behind those stacks and, yup, -there there on the floor there is another P. -~ -S -#55531 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55530 -D3 -~ -~ -0 0 55532 -E -book books shelves~ - 'Quai Mackdaddy Monk' and 'Rhinoplasty, or The Inebriation of Wild Animals' -are here. -~ -S -#55532 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55531 -D3 -~ -~ -0 0 55533 -E -undefined~ - 'Secret Door: The Shelf' is on the shelf. -~ -E -shelf shelves bookshelves bookcases~ - The shelf to the south looks a bit strange. It might be possible to open the -shelf. -~ -S -T 55532 -T 55533 -T 55534 -T 55535 -#55533 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55534 -D1 -~ -~ -0 0 55532 -E -book books shelves~ - 'Textile Farming' and 'Tempting Miss Daisy' is here. -~ -S -#55534 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D0 -There is an odd chittering to the north. -~ -~ -0 0 55535 -D2 -~ -~ -0 0 55533 -E -book books shelves~ - 'Ultima: The Building of an Area' and 'Vulva Void' are here. -~ -S -#55535 -Web~ - There is a Huge Web sitting here, stretching from shelf to shelf. And stupid -you wandered into it. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55536 -D2 -~ -~ -0 0 55534 -S -#55536 -Library~ - The Library continues here, with exits to the east and west. There should be -some interesting books here somewhere. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55516 -D2 -There is a strange chittering noise to the south. -~ -~ -0 0 55535 -E -book books shelves~ - "Yaz: Grooming Tips" is here. -~ -S -#55537 -The Center of the Tavern~ - The moongate has opened inside of a huge party. There are bards and other -townsmen. This must be Britain. There are people everywhere carrying their -drinks and singing is all around. The party continues to the north, east, south -and west. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55539 -D1 -~ -~ -0 0 55542 -D2 -~ -~ -0 0 55544 -D3 -~ -~ -0 0 55541 -S -#55538 -The Northwest Corner of the Tavern~ - This is where the tavern entrance would be if it wasn't packed with humans -trying to get in or get out. There is no chance of you leaving the tavern -tonight. You can move to the part to the east and the south. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55539 -D2 -~ -~ -0 0 55541 -S -#55539 -The North Wall of the Tavern~ - Party-goers mingle here in front of the bar. They seem to be having a great -time and wish for you to join them. You can continue on to the south, east or -north. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55540 -D2 -~ -~ -0 0 55537 -D3 -~ -~ -0 0 55538 -S -#55540 -The Northeast corner of the Tavern~ - Along this east wall of the tavern are all the tables for the meals. -Outside the windows you see cobblestone streets. -~ -555 8 0 0 0 0 -D2 -~ -~ -0 0 55542 -D3 -~ -~ -0 0 55539 -S -#55541 -The West Wall of the Tavern~ - The band has set up here, against the west wall. Many people dance to the -music. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55538 -D1 -~ -~ -0 0 55537 -D2 -~ -~ -0 0 55543 -S -#55542 -The East Wall of the Tavern~ - The tables are set up here. You see many couples and group just sitting and -talking. They have drinks on their tables and smiles on their faces. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55540 -D2 -~ -~ -0 0 55545 -D3 -~ -~ -0 0 55537 -S -#55543 -The Southwest Corner of the Tavern~ - There are many people here, but even through their scent, there seems to be a -slight stench. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55541 -D1 -~ -~ -0 0 55544 -D5 -~ -cellar~ -1 0 55546 -S -#55544 -The South Wall of the Tavern~ - The South Wall windows overlook the sea. There seems to be a island far to -the south, and boats just floating in the ports. The party-goers just wander -around here. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55537 -D1 -~ -~ -0 0 55545 -D3 -~ -~ -0 0 55543 -S -#55545 -The Southeast Corner of the Tavern~ - There are tables here that continue to the north. The party-goers just -mingle and hit on each other. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55542 -D3 -~ -~ -0 0 55544 -S -#55546 -Cellar~ - The stairway seems to lie down into the cellar. It stinks of wine, beer and -snakes here. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55547 -D2 -~ -~ -0 0 55549 -D4 -~ -stairs~ -1 0 55543 -S -#55547 -Cellar~ - There are huge wine casks against this wall. Most seem intact though one is -eaten through, and the inside seems to have a gooey green substance. -~ -555 8 0 0 0 0 -D1 -There is the sound of singing in that corner. -~ -~ -0 0 55548 -D2 -There is a shimmering light to the south. -~ -~ -0 0 55550 -D3 -~ -~ -0 0 55546 -S -#55548 -Cellar~ - There is a chair in the corner and plenty of empty bottles. There is also -the evidence of the green substance here as well. -~ -555 8 0 0 0 0 -D2 -~ -~ -0 0 55551 -D3 -~ -~ -0 0 55547 -S -#55549 -Cellar~ - There is a slime trail here. There seems to be much broken glass down here, -some if it covered with slime. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55546 -D1 -There is a shimmering to the east. -~ -~ -0 0 55550 -D2 -~ -~ -0 0 55552 -S -#55550 -The Britain Moongate~ - The place around the moongate, as always, seems clean and neat. The blue -light of the moongate has become a comforting sight to you. -~ -555 12 0 0 0 0 -D0 -~ -~ -0 0 55547 -D1 -~ -~ -0 0 55551 -D2 -~ -~ -0 0 55553 -D3 -~ -~ -0 0 55549 -D4 -Through the moongate there is a large courtroom. -~ -moongate~ -2 55510 55556 -S -#55551 -Cellar~ - The walls are leaking here. You hear the bang of feet and the shifting of -chairs from above. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55548 -D2 -~ -~ -0 0 55554 -D3 -There is a shimmering to the west. -~ -~ -0 0 55550 -S -#55552 -Cellar~ - The damp walls of this corner bother you... Not because it's damp. Because -it's not water! -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55549 -D1 -~ -~ -0 0 55553 -S -#55553 -Cellar~ - The smells of this cellar are overpowering. There doesn't seem to be much -ventilation. -~ -555 8 0 0 0 0 -D0 -There is a shimmering light. -~ -~ -0 0 55550 -D1 -~ -~ -0 0 55554 -D3 -~ -~ -0 0 55552 -S -#55554 -Cellar~ - This corner of the cellar is the ugliest. From the smell in the corner it is -obvious where the Drunks clear their guts. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55551 -D3 -~ -~ -0 0 55553 -S -#55555 -The Yew Entrance~ - To the south you see a large courthouse and a small part of Yew. Most of Yew -is secretly hidden in the branches of the forest. To the north you see one of -the most dangerous parts of this same forest. -~ -555 4 0 0 0 3 -D0 -~ -~ -0 0 55570 -D2 -~ -~ -0 0 55556 -S -#55556 -In Front of the Courthouse~ - The immense Courthouse faces this street. All of Britania's crime comes here -to be tried. There is little crime anymore though, after the great -enlightenment. There is also a pub to the west. -~ -555 0 0 0 0 1 -D0 -~ -~ -0 0 55555 -D1 -~ -~ -0 0 55557 -D2 -You can see dim shapes behind the moongate. -~ -moongate~ -1 0 55685 -D3 -~ -~ -0 0 55562 -S -#55557 -Justice Row~ - The cobblestone road leads into a clearing of the woods to the east and to a -pub to the west. To your south you see a great Courthouse, but its entrance is -on the east. -~ -555 0 0 0 0 1 -D1 -~ -~ -0 0 55558 -D3 -~ -~ -0 0 55556 -S -#55558 -Under the Stone Arch~ - You stand under a large stone arch. To your east there is a bonfire. -Around the bonfire are these same stone arches; they form a circle around the -clearing. -~ -555 0 0 0 0 3 -D1 -There are chanting druids and a large bonfire to the east. -~ -~ -0 0 55559 -D3 -~ -~ -0 0 55557 -S -#55559 -Bonfire~ - The heat from the bonfire warms you even at the fringe of the ceremony. -Here, Druids form a circle and chant the sacred mantra. -~ -555 0 0 0 0 3 -D3 -~ -~ -0 0 55558 -S -#55560 -Pub~ - You are in a happy little pub. There are many little tables and citizens are -talking here. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55561 -S -#55561 -Justice Row~ - There are some citizens strolling along the road. There is a Pub to the -west. -~ -555 8 0 0 0 0 -D1 -~ -~ -0 0 55562 -D3 -~ -~ -0 0 55560 -S -#55562 -Justice Row~ - Perhaps the only real street in a city where all the citizens are nestled in -trees, it leads east to west. -~ -555 0 0 0 0 1 -D1 -~ -~ -0 0 55556 -D3 -~ -~ -0 0 55561 -S -#55563 -The Audience Room~ - This is where people would sit to see the cases and wait for the Judge. To -the North you see the actual Bench. All around are the pew-like seats. -~ -555 8 0 0 0 0 -D0 -~ -door n north~ -1 0 55556 -D2 -~ -~ -0 0 55564 -S -#55564 -The Bench~ - The Bench is one of the most imposing things you've seen. You have to crane -your neck to even glimpse at the Judge. There are no lawyers, there is only -Justice. To the east and west are the prisons. -~ -555 8 0 0 0 0 -D0 -~ -~ -0 0 55563 -D1 -~ -door e east~ -1 0 55565 -D3 -~ -door w west~ -1 0 55566 -S -#55565 -Prison~ - To the north you see a cell. Locks are unnecessary, because the prisoners -are kept in their cells by magic. -~ -555 8 0 0 0 0 -D0 -The prisoner looks at you and growls. -~ -~ -0 0 55568 -D3 -~ -door w west~ -1 0 55564 -S -#55566 -Prison~ - To the north you see a cell. Locks are unnecessary, because the prisoners -are kept in their cells by magic. -~ -555 8 0 0 0 0 -D0 -The prisoner is a small man. -~ -~ -0 0 55567 -D1 -~ -door e east~ -1 0 55564 -S -#55567 -Prison Cell~ - This is a cell where they keep dangerous prisoners. You hope the magic -barriers don't give out. -~ -555 8 0 0 0 0 -D2 -~ -~ -0 0 55566 -S -#55568 -Prison Cell~ - This is a cell where they keep dangerous prisoners. You hope the magic -barriers don't give out. -~ -555 8 0 0 0 0 -D2 -~ -~ -0 0 55565 -S -#55569 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55570 -D1 -You see trees. -~ -~ -0 0 55579 -D2 -You see trees. -~ -~ -0 0 55573 -D3 -You see trees. -~ -~ -0 0 55578 -S -T 55569 -#55570 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55577 -D1 -You see trees. -~ -~ -0 0 55571 -D2 -You see the entrance to Yew. -~ -~ -0 0 55555 -D3 -You see trees. -~ -~ -0 0 55569 -S -#55571 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55572 -D1 -You see trees. -~ -~ -0 0 55581 -D2 -You see trees. -~ -~ -0 0 55570 -D3 -You see trees. -~ -~ -0 0 55576 -S -T 55571 -#55572 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55575 -D1 -You see trees. -~ -~ -0 0 55573 -D2 -You see trees. -~ -~ -0 0 55582 -D3 -You see trees. -~ -~ -0 0 55571 -S -#55573 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55574 -D1 -You see trees. -~ -~ -0 0 55569 -D2 -You see trees. -~ -~ -0 0 55583 -D3 -You see trees. -~ -~ -0 0 55572 -S -#55574 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55583 -D1 -You see trees. -~ -~ -0 0 55578 -D2 -You see trees. -~ -~ -0 0 55573 -D3 -You see trees. -~ -~ -0 0 55575 -S -#55575 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55582 -D1 -You see trees. -~ -~ -0 0 55574 -D2 -You see trees. -~ -~ -0 0 55572 -D3 -You see trees. -~ -~ -0 0 55576 -S -#55576 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55581 -D1 -You see trees. -~ -~ -0 0 55575 -D2 -You see trees. -~ -~ -0 0 55571 -D3 -You see trees. -~ -~ -0 0 55577 -S -#55577 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55580 -D1 -You see trees. -~ -~ -0 0 55576 -D2 -You see trees. -~ -~ -0 0 55570 -D3 -You see trees. -~ -~ -0 0 55578 -S -T 55569 -#55578 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55579 -D1 -You see trees. -~ -~ -0 0 55577 -D2 -You see trees. -~ -~ -0 0 55569 -D3 -You see trees. -~ -~ -0 0 55574 -S -#55579 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55569 -D1 -You see trees. -~ -~ -0 0 55580 -D2 -You see trees. -~ -~ -0 0 55578 -D3 -You see trees. -~ -~ -0 0 55583 -S -#55580 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see a shimmering light. -~ -~ -0 0 55584 -D1 -You see trees. -~ -~ -0 0 55581 -D2 -You see trees. -~ -~ -0 0 55577 -D3 -You see trees. -~ -~ -0 0 55579 -S -#55581 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55571 -D1 -You see trees. -~ -~ -0 0 55582 -D2 -You see trees. -~ -~ -0 0 55576 -D3 -You see trees. -~ -~ -0 0 55580 -S -#55582 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55572 -D1 -You see trees. -~ -~ -0 0 55583 -D2 -You see trees. -~ -~ -0 0 55575 -D3 -You see trees. -~ -~ -0 0 55581 -S -#55583 -Yew Forest~ - This is the Yew Forest. The trees look all the same. Consequently you are -lost. -~ -555 1 0 0 0 3 -D0 -You see trees. -~ -~ -0 0 55573 -D1 -You see trees. -~ -~ -0 0 55579 -D2 -You see trees. -~ -~ -0 0 55574 -D3 -You see trees. -~ -~ -0 0 55582 -S -#55584 -The Yew Moongate~ - There is your way out, through the blue moongate. You can see dimly through -it. -~ -555 4 0 0 0 3 -D2 -You see trees. -~ -~ -0 0 55580 -D4 -Through the moongate you see a cave opening. -~ -moongate~ -2 55511 55585 -S -#55585 -Dungeon Entrance~ - There is a huge maw of an entrance to one of the terrible Dungeons. After -the Age of Enlightenment only 8 sources of evil still survive in the world. -These are the eight Dungeons. Now they are being cleaned out. -~ -555 12 0 0 0 0 -D0 -A cold draft pours out of the dungeon. -~ -~ -0 0 55587 -S -#55586 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D0 -~ -~ -0 0 55590 -S -#55587 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D0 -~ -~ -0 0 55591 -D2 -~ -~ -0 0 55585 -S -#55588 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D0 -~ -~ -0 0 55592 -D1 -~ -~ -0 0 55589 -S -#55589 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D3 -~ -~ -0 0 55588 -S -#55590 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D0 -~ -~ -0 0 55594 -D1 -~ -~ -0 0 55591 -D2 -~ -~ -0 0 55586 -S -#55591 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D0 -~ -~ -0 0 55595 -D1 -~ -~ -0 0 55592 -D2 -~ -~ -0 0 55587 -D3 -~ -~ -0 0 55590 -S -#55592 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D1 -~ -~ -0 0 55593 -D2 -~ -~ -0 0 55588 -D3 -~ -~ -0 0 55591 -S -#55593 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D0 -~ -~ -0 0 55597 -D3 -~ -~ -0 0 55592 -S -#55594 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D0 -~ -~ -0 0 55598 -D2 -~ -~ -0 0 55590 -S -#55595 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D0 -~ -~ -0 0 55599 -D1 -~ -~ -0 0 55596 -D2 -~ -~ -0 0 55591 -S -#55596 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D0 -~ -~ -0 0 55600 -D3 -~ -~ -0 0 55595 -S -#55597 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D2 -~ -~ -0 0 55593 -S -#55598 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D2 -~ -~ -0 0 55594 -S -#55599 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -555 9 0 0 0 0 -D2 -~ -~ -0 0 55595 -S -$~ diff --git a/lib/world/wld/556.wld b/lib/world/wld/556.wld deleted file mode 100644 index 7378e02..0000000 --- a/lib/world/wld/556.wld +++ /dev/null @@ -1,1448 +0,0 @@ -#55600 -The Dungeon~ - These dungeon rooms seem all the same. There are signs of recent battling -everywhere. -~ -556 9 0 0 0 0 -D1 -There is a shimmering light. -~ -~ -0 0 55601 -D2 -~ -~ -0 0 55596 -S -#55601 -The Dungeon Moongate~ - You feel safe within the blue glow of the moongate. The dungeon creatures -seem to be afraid of it. -~ -556 12 0 0 0 0 -D3 -~ -~ -0 0 55600 -D4 -There seems to be a beach. -~ -moongate~ -2 55512 55602 -S -#55602 -Minoc~ - The moongate has led to the oceanside city of Minoc. To the north, there is -the sea and to the south there is the town of Minoc. -~ -556 4 0 0 0 2 -D0 -~ -~ -0 0 55615 -D2 -~ -~ -0 0 55604 -S -#55603 -The Armorer~ - The Armorer buys and sells armor. His smithy is impressive with all of his -greatest works hanging on the walls. -~ -556 8 0 0 0 0 -D1 -~ -door e east~ -1 0 55604 -S -#55604 -Minoc's Fountain~ - This is the entrance of Minoc. To the east you see the weaponsmith, and to -the west is the Armorer. To the south there seems to be a large road. -~ -556 0 0 0 0 1 -D0 -~ -~ -0 0 55602 -D1 -~ -door e east~ -1 0 55605 -D2 -~ -~ -0 0 55608 -D3 -~ -door w west~ -1 0 55603 -S -#55605 -The Weaponsmith~ - The best Weaponsmith in the realm is here. His shop is full of hanging -weapons. -~ -556 8 0 0 0 0 -D3 -~ -door w west~ -1 0 55604 -S -#55606 -The Boatseller~ - This is the shop where you can purchase vehicles to cross the sea. There -isn't much choice though. -~ -556 8 0 0 0 5 -D1 -~ -door e east~ -1 0 55607 -S -#55607 -Sacrifice Street~ - This Street goes from east to west. To the west is a shop and to the south -is a home. -~ -556 0 0 0 0 1 -D1 -~ -~ -0 0 55608 -D2 -~ -door s south~ -1 0 55611 -D3 -~ -door w west~ -1 0 55606 -S -#55608 -Sacrifice Street~ - This Street runs from east to west. To the west there is a shop, and to -there east there is a forge. -~ -556 0 0 0 0 1 -D0 -~ -~ -0 0 55604 -D1 -~ -~ -0 0 55609 -D3 -~ -~ -0 0 55607 -S -#55609 -Sacrifice Street~ - This Street runs from west to east. There is a home to the south and forge -to the east. -~ -556 0 0 0 0 1 -D1 -~ -door e east~ -1 0 55610 -D2 -~ -door s south~ -1 0 55612 -D3 -~ -~ -0 0 55608 -S -#55610 -Forge~ - The heat of the place cause blisters to form. The rhythmic beat of hammer -against the forge causes you to believe that someone is working here. -~ -556 8 0 0 0 0 -D3 -~ -door w west~ -1 0 55609 -S -#55611 -Residence~ - This residence is very small. It befits the teaching of sacrifice without -any item that is extra. -~ -556 8 0 0 0 0 -D0 -~ -door n north~ -1 0 55607 -S -#55612 -Residence~ - This residence is very small. It befits the teaching of sacrifice without -any item that is extra. -~ -556 8 0 0 0 0 -D0 -~ -door n north~ -1 0 55609 -S -#55613 -The Beach~ - This beach ends here. You can enter the ocean through the calm lagoon to the -west. -~ -556 0 0 0 0 2 -D1 -~ -~ -0 0 55614 -D3 -~ -~ -0 0 55684 -S -#55614 -The Beach~ - The beach extends from west to east but the waves are too heavy here to enter -the ocean. -~ -556 0 0 0 0 2 -D1 -~ -~ -0 0 55615 -D3 -~ -~ -0 0 55613 -S -#55615 -The Beach~ - The beach here is perfect, glistening white sands, perfect sun. Too bad -there is a monster infestation.... -~ -556 0 0 0 0 2 -D1 -~ -~ -0 0 55616 -D2 -~ -~ -0 0 55602 -D3 -~ -~ -0 0 55614 -S -#55616 -The Beach~ - The Beach seems so idyllic. It's too bad that these monsters keep showing -up. -~ -556 0 0 0 0 2 -D1 -~ -~ -0 0 55617 -D3 -~ -~ -0 0 55615 -S -#55617 -The Beach~ - The Beach ends here. It's impossible to enter the ocean from here. You'll -have to turn back. -~ -556 0 0 0 0 2 -D3 -~ -~ -0 0 55616 -S -#55618 -The Whirlpool~ - This is a nasty whirlpool. Huge waves threaten to crush everything in sight. -~ -556 0 0 0 0 7 -D0 -~ -~ -0 0 55620 -D1 -~ -~ -0 0 55621 -D2 -A swampy lagoon. -~ -~ -0 0 55684 -D3 -~ -~ -0 0 55619 -S -T 55618 -#55619 -The Whirlpool~ - This is a nasty whirlpool. Huge waves threaten to crush everything in sight. -~ -556 0 0 0 0 7 -D0 -~ -~ -0 0 55622 -D1 -~ -~ -0 0 55620 -D2 -~ -~ -0 0 55625 -D3 -~ -~ -0 0 55618 -S -#55620 -The Whirlpool~ - This is a nasty whirlpool. Huge waves threaten to crush everything in sight. -~ -556 0 0 0 0 7 -D0 -~ -~ -0 0 55623 -D1 -~ -~ -0 0 55618 -D2 -~ -~ -0 0 55626 -D3 -~ -~ -0 0 55619 -S -#55621 -The Whirlpool~ - This is a nasty whirlpool. Huge waves threaten to crush everything in sight. -~ -556 0 0 0 0 7 -D0 -~ -~ -0 0 55624 -D1 -~ -~ -0 0 55622 -D2 -~ -~ -0 0 55618 -D3 -~ -~ -0 0 55623 -S -#55622 -The Whirlpool~ - This is a nasty whirlpool. Huge waves threaten to crush everything in sight. -~ -556 0 0 0 0 7 -D0 -~ -~ -0 0 55625 -D1 -~ -~ -0 0 55623 -D2 -~ -~ -0 0 55619 -D3 -~ -~ -0 0 55621 -S -#55623 -The Whirlpool~ - This is a nasty whirlpool. Huge waves threaten to crush everything in sight. -~ -556 0 0 0 0 7 -D0 -~ -~ -0 0 55626 -D1 -~ -~ -0 0 55621 -D2 -~ -~ -0 0 55620 -D3 -~ -~ -0 0 55622 -S -#55624 -The Whirlpool~ - This is a nasty whirlpool. Huge waves threaten to crush everything in sight. -~ -556 0 0 0 0 7 -D0 -There is a shimmering light to the north. -~ -~ -0 0 55627 -D1 -~ -~ -0 0 55626 -D2 -~ -~ -0 0 55625 -D3 -~ -~ -0 0 55621 -S -T 55624 -#55625 -The Whirlpool~ - This is a nasty whirlpool. Huge waves threaten to crush everything in sight. -~ -556 0 0 0 0 7 -D0 -~ -~ -0 0 55619 -D1 -~ -~ -0 0 55626 -D2 -~ -~ -0 0 55622 -D3 -~ -~ -0 0 55624 -S -#55626 -The Whirlpool~ - This is a nasty whirlpool. Huge waves threaten to crush everything in sight. -~ -556 0 0 0 0 7 -D0 -~ -~ -0 0 55620 -D1 -~ -~ -0 0 55624 -D2 -~ -~ -0 0 55623 -D3 -~ -~ -0 0 55625 -S -#55627 -The Minoc Moongate~ - The sea waves lap up against the Moongate. The blue reflection disappears -into the ripples. -~ -556 4 0 0 0 7 -D2 -~ -~ -0 0 55624 -D4 -Through the moongate you see a large campfire. -~ -moongate~ -2 55513 55628 -S -#55628 -A Campfire~ - This campfire sits in the middle of the camp. Many of the paladins stand by -it looking it the desert beyond. Some just wander by. To the south is a small -tent, to the north are more tents. -~ -556 4 0 0 0 4 -D0 -~ -~ -0 0 55638 -D1 -~ -~ -0 0 55629 -D2 -~ -tent s south~ -1 0 55632 -S -#55629 -Between the Tents~ - There is a grand tent to the south. The tent flap entrance can be seen to -the east. -~ -556 0 0 0 0 4 -D1 -~ -~ -0 0 55630 -D3 -~ -~ -0 0 55628 -S -#55630 -In Front of the Grand Tent~ - To the south, there is a huge tent. To the east lies a smaller, more -ordinary, tent. -~ -556 0 0 0 0 4 -D1 -~ -tent e east~ -1 0 55631 -D2 -~ -tent s south~ -1 0 55634 -D3 -~ -~ -0 0 55629 -S -#55631 -A Small Tent~ - The paladin's tent is very Spartan, as he has to live without much in order -to develop his Honor. -~ -556 8 0 0 0 0 -D3 -~ -tent w west~ -1 0 55630 -S -#55632 -A Small Tent~ - The paladin's tent is very Spartan, as he has to live without much in order -to develop his Honor. -~ -556 8 0 0 0 0 -D0 -~ -tent n north~ -1 0 55628 -S -#55633 -The Treasure Tent~ - There is a HUGE stack of treasure here. It is truly immense. It would make -you easily a millionaire. If you could even take a tenth of it, you could buy -your levels. But the treasure is surrounded by a shield. A shield that only -the truly Honorable could get through. And if you were truly honorable you -wouldn't take the treasure. -~ -556 8 0 0 0 0 -D1 -~ -~ -0 0 55634 -S -#55634 -The Grand Tent~ - This tent is absolutely huge. To the east is the map room. To the south -there is Dupre. To the east is the treasure room. -~ -556 8 0 0 0 0 -D0 -~ -tent n north~ -1 0 55630 -D1 -~ -~ -0 0 55635 -D2 -~ -~ -0 0 55636 -D3 -~ -~ -0 0 55633 -S -#55635 -The Map Tent~ - This room has many maps and scrolls all over the table. There is one in -particular that interest you. -~ -556 8 0 0 0 0 -D3 -~ -~ -0 0 55634 -E -scroll~ - The scroll reads as follows: - -Dear Lord British, - This is Dupre reporting about the paladin expedition. We -are in the process of clearing the desert of those annoying -sandtraps. Unfortunately one of my men had wandered into the -dragon cave and was slayed by that evil creature. We need -another knight, and also he had a moonstone. Thank you, my -liege. - Your Servant, - Dupre -~ -E -map~ - The map has a rough drawing of the camp and to the north a small segment of -the desert, and a drawing of a winged lizard near the very north. -~ -S -#55636 -Dupre's Tent~ - This is the commander's tent. It is full of commander type things. It's -simple, as befits a paladin. -~ -556 8 0 0 0 0 -D0 -~ -~ -0 0 55634 -S -#55637 -A Small Tent~ - The paladin's tent is very Spartan, as he has to live without much in order -to develop his Honor. -~ -556 8 0 0 0 0 -D1 -~ -tent e east~ -1 0 55638 -S -#55638 -Desert Entrance~ - You feel the hot desert wind blow sand into your face as you look at those -dunes. -~ -556 4 0 0 0 4 -D0 -~ -~ -0 0 55641 -D1 -~ -tent e east~ -1 0 55639 -D2 -~ -~ -0 0 55628 -D3 -~ -tent w west~ -1 0 55637 -S -#55639 -A Small Tent~ - The paladin's tent is very Spartan, as he has to live without much in order -to develop his Honor. -~ -556 8 0 0 0 0 -D3 -~ -tent w west~ -1 0 55638 -S -#55640 -The Desert~ - The desert in the northeast part of Britannia is a perfect example of its -kind. Dry, ugly, and lots of sand. -~ -556 0 0 0 0 4 -D0 -There is a shimmering light. -~ -~ -0 0 55644 -D1 -~ -~ -0 0 55641 -S -#55641 -The Desert~ - The Desert is an ugly place. Sand whips into your eyes, making you unsure of -where you are and what you see. -~ -556 0 0 0 0 4 -D1 -~ -~ -0 0 55642 -D2 -~ -~ -0 0 55638 -D3 -~ -~ -0 0 55640 -S -#55642 -The Desert~ - You trudge on. This desert seems endless. You'd even welcome a mirage, to -break up the monotony. -~ -556 0 0 0 0 4 -D0 -~ -~ -0 0 55646 -D1 -~ -~ -0 0 55643 -D3 -~ -~ -0 0 55641 -S -#55643 -The Desert Moongate~ - Your thirst seems to slacken as you see the comforting glow of the moongate. -You'll soon be out of this desert. -~ -556 4 0 0 0 4 -D3 -~ -~ -0 0 55642 -D4 -Through the moongate you seem to see a shrine. -~ -moongate~ -2 55514 55649 -S -#55644 -The Desert Moongate~ - Your thirst seems to slacken as you see the comforting glow of the moongate. -You'll soon be out of this desert. -~ -556 0 0 0 0 4 -D2 -~ -~ -0 0 55640 -D4 -There is just blue. -~ -moongate~ -2 55514 55644 -S -#55645 -The Desert~ - There is a large cave to the north. Smoke pours out of it at regular -intervals. -~ -556 0 0 0 0 4 -D0 -The smoke obscures all vision. -~ -~ -0 0 55648 -D1 -~ -~ -0 0 55646 -S -#55646 -The Desert~ - The sands blows into your ears and eyes and scours your skin. You may not -have much skin left by the time you get out of here. -~ -556 0 0 0 0 4 -D1 -There is a shimmering light. -~ -~ -0 0 55647 -D2 -~ -~ -0 0 55642 -D3 -~ -~ -0 0 55645 -S -#55647 -The Desert Moongate~ - Your thirst seems to slacken as you see the comforting glow of the moongate. -You'll soon be out of this desert. -~ -556 0 0 0 0 4 -D3 -~ -~ -0 0 55646 -D4 -There is just blue. -~ -moongate~ -2 55514 55685 -S -#55648 -The Dragon Cave~ - The cave is smoky. There is a glint of gold. The smell of sulfur fills the -air, choking you. -~ -556 12 0 0 0 0 -D2 -~ -~ -0 0 55645 -S -#55649 -The Shrine of Spirituality~ - In this room a huge ankh sits on a pedestal. The Shrine is the source of all -magical power. The Timelord himself lives here. There is a moongate here also. -And last of all there is a huge engraving taking up the west wall. -~ -556 12 0 0 0 0 -D0 -You peer into the blackness, and hear shrieks and sounds totally -inhuman. -~ -~ -0 0 55654 -D2 -Peace infuses your body. The graveyard is a solemn and sobering -place. -~ -~ -0 0 55657 -D4 -Through the moongate you see a castle. -~ -moongate~ -2 55515 55662 -E -engraving~ - @n -Pilgrim, - You have reached the final step on your way to enlightenment. -In this last step you will be shown ultimate evil to your north, -and ultimate good to your south. This is the land of the undead. - - The dead of both those whose goodness links them to the land, -and those whose evilness was rejected are here. To have true -spirituality one must know both. Once you have been strengthened -and forge through the evil, there is one final test before you -prove yourself equal to the Avatar himself. You must endure -the test of time. -~ -E -ankh~ - Through your entire journey you have not understood the real symbol of the -ankh. Its true beauty only reveals itself to you now. This knowledge -transcends all that came before. -~ -S -#55650 -The Place of Ultimate Evil~ - The ground itself seems malevolent. It seems to suck at you as it tries to -engulf you. -~ -556 9 0 0 0 0 -D1 -~ -~ -0 0 55651 -D2 -~ -~ -0 0 55653 -S -#55651 -The Place of Ultimate Evil~ - The air sickens you. You choke on whatever flows through the air as you gasp -for oxygen. -~ -556 9 0 0 0 0 -D1 -~ -~ -0 0 55652 -D2 -~ -~ -0 0 55654 -D3 -~ -~ -0 0 55650 -S -#55652 -The Place of Ultimate Evil~ - It is dark, there is no evidence of light except what you have with you. -And this is swallowed by the darkness within 2 feet. -~ -556 9 0 0 0 0 -D2 -~ -~ -0 0 55655 -D3 -~ -~ -0 0 55651 -S -#55653 -The Place of Ultimate Evil~ - Sounds are very weird in this place. Some sounds, like shrieks and -blood-curdling shouts, are amplified, and you hear them frequently. Others, -like your own voice, will not travel to beyond a inch from your face. -~ -556 9 0 0 0 0 -D0 -~ -~ -0 0 55650 -D1 -~ -~ -0 0 55654 -S -#55654 -The Place of Ultimate Evil~ - When you enter this place all of your senses are immediately blasted. You -breathe in that total evilness and feel dirty. You want to leave right now. -~ -556 9 0 0 0 0 -D0 -~ -~ -0 0 55651 -D1 -~ -~ -0 0 55655 -D2 -~ -~ -0 0 55649 -D3 -~ -~ -0 0 55653 -S -#55655 -The Place of Ultimate Evil~ - You feel invisible things all over your body, sucking and poking at you, -hurting you. -~ -556 9 0 0 0 0 -D0 -~ -~ -0 0 55652 -D3 -~ -~ -0 0 55654 -S -#55656 -The Graveyard~ - The graveyard background noises seem to soothe you. They are light and -peaceful. Your own voices carries so well and softly that you seem to be -telepathically communicating. -~ -556 0 0 0 0 2 -D1 -~ -~ -0 0 55657 -D2 -~ -~ -0 0 55659 -S -#55657 -The Graveyard~ - When you walk into here you are immediately soothed. Nothing could be wrong -with the world. All your senses are pleased. -~ -556 0 0 0 0 2 -D0 -There is a shimmering light. -~ -~ -0 0 55649 -D1 -~ -~ -0 0 55658 -D2 -~ -~ -0 0 55660 -D3 -~ -~ -0 0 55656 -S -#55658 -The Graveyard~ - You feel a light breath of air under your clothing. It gently massages you. -~ -556 0 0 0 0 2 -D2 -~ -~ -0 0 55661 -D3 -~ -~ -0 0 55657 -S -#55659 -The Graveyard~ - The ground itself here seems to welcome your footsteps. It is springy and -causes you little fatigue. -~ -556 0 0 0 0 2 -D0 -~ -~ -0 0 55656 -D1 -~ -~ -0 0 55660 -S -#55660 -The Graveyard~ - The scent of the air refreshes you. It is sweet and lovely. Flowers on the -graves release their perfumes into the air. -~ -556 0 0 0 0 2 -D0 -~ -~ -0 0 55657 -D1 -~ -~ -0 0 55661 -D3 -~ -~ -0 0 55659 -S -#55661 -The Graveyard~ - The light here is bright and lovely. It shines on the gravestones as if -laying a benediction on the dead. -~ -556 0 0 0 0 2 -D0 -~ -~ -0 0 55658 -D3 -~ -~ -0 0 55660 -S -#55662 -Lord British's Castle Entrance~ - This building is awe-inspiring. Lord British's personal Jester is here to -entertain you. -~ -556 8 0 0 0 0 -D0 -You see a fountain. -~ -~ -0 0 55663 -S -#55663 -Castle Fountain~ - A lovely fountain sits here. Light sparkles the water droplets, making them -look like diamonds. To the north you see a guard. -~ -556 8 0 0 0 0 -D0 -~ -~ -0 0 55665 -D2 -~ -~ -0 0 55662 -S -#55664 -A Staircase~ - There is a magical staircase going up. Beware, for those who go up shall not -return down. The other exits except for the west are closed for construction. -~ -556 8 0 0 0 0 -D1 -~ -~ -0 0 55665 -D4 -You see the altars of enlightenment. -~ -~ -0 0 55669 -S -#55665 -Hallway~ - This is the entrance for Lord British. Through the great doors to the north -you can enter. Another hallways passes across this one. -~ -556 8 0 0 0 0 -D0 -~ -door n north~ -1 0 55667 -D1 -~ -~ -0 0 55666 -D2 -~ -~ -0 0 55663 -D3 -~ -~ -0 0 55664 -S -#55666 -Hallway~ - This is a hallway that would regularly extend from west to east, but it is -closed for reconstruction. There is though a room to your north that can be -entered. -~ -556 8 0 0 0 0 -D0 -~ -door n north~ -1 0 55668 -D3 -~ -~ -0 0 55665 -S -#55667 -The Throne Room~ - In the Throne Room there are the two most important figures in the world; the -avatar and Lord British himself. -~ -556 8 0 0 0 0 -D2 -~ -door s south~ -1 0 55665 -S -#55668 -Batlin's Room~ - Batlin, molester of animals and general jerk, lives here. The room looks -peaceful but, like its occupant, probably hides evil. -~ -556 8 0 0 0 0 -D2 -~ -door s south~ -1 0 55666 -S -#55669 -The Altar of Honesty~ - You may gain true enlightenment here. There is a large plaque on the wall. -The path continues only if you use the mantra, to gain enlightenment. -~ -556 8 0 0 0 0 -D0 -The Path Of Enlightenment leads on. -~ -Path~ -2 55504 55670 -E -plaque~ - Honesty is the scrupulous respect for truth-the willingness never to deceive -oneself or another. -~ -S -#55670 -The Altar of Compassion~ - You may gain true enlightenment here. There is a large plaque on the wall. -The path continues only if you use the mantra, to gain enlightenment. -~ -556 8 0 0 0 0 -D0 -The Path Of Enlightenment leads on. -~ -Path~ -2 55500 55671 -E -plaque~ - Compassion is nonjudgmental empathy for one's fellow creatures. It is pure -love. -~ -S -#55671 -The Altar of Valor~ - You may gain true enlightenment here. There is a large plaque on the wall. -The path continues only if you use the mantra, to gain enlightenment. -~ -556 8 0 0 0 0 -D0 -The Path Of Enlightenment leads on. -~ -Path~ -2 55506 55672 -E -plaque~ - Valor is the courage to take actions in support of one's convictions. -~ -S -#55672 -The Altar of Justice~ - You may gain true enlightenment here. There is a large plaque on the wall. -The path continues only if you use the mantra, to gain enlightenment. -~ -556 8 0 0 0 0 -D0 -The Path Of Enlightenment leads on. -~ -Path~ -2 55502 55673 -E -plaque~ - Justice is devotion to truth, tempered by love. -~ -S -#55673 -The Altar of Sacrifice~ - You may gain true enlightenment here. There is a large plaque on the wall. -The path continues only if you use the mantra, to gain enlightenment. -~ -556 8 0 0 0 0 -D0 -The Path Of Enlightenment leads on. -~ -Path~ -2 55505 55674 -E -plaque~ - Sacrifice is the courage to give of oneself in the name of love. -~ -S -#55674 -The Altar of Honor~ - You may gain true enlightenment here. There is a large plaque on the wall. -The path continues only if you use the mantra, to gain enlightenment. -~ -556 8 0 0 0 0 -D0 -The Path Of Enlightenment leads on. -~ -Path~ -2 55507 55675 -E -plaque~ - Honor is the courage to stand for truth, against any odds. -~ -S -#55675 -The Altar of Spirituality~ - You may gain true enlightenment here. There is a large plaque on the wall. -The path continues only if you use the mantra, to gain enlightenment. -~ -556 8 0 0 0 0 -D0 -The Path Of Enlightenment leads on. -~ -Path~ -2 55503 55676 -E -plaque~ - Spirituality is the concern with one's inner being and how one deals with -truth, love, and courage. -~ -S -#55676 -The Altar of Humility~ - You may gain true enlightenment here. There is a large plaque on the wall. -The path continues only if you use the mantra, to gain enlightenment. -~ -556 8 0 0 0 0 -D0 -The Path Of Enlightenment ends there. -~ -Path~ -2 55501 55677 -E -plaque~ - Humility is perceiving one's place in the world, not according to one's own -accomplishments, but according to the intrinsic value of all individuals. -~ -S -#55677 -The Enlightenment~ - A voice booms out, "You are now eight parts enlightened. To truly become an -Avatar though you must experience what he has experienced. Go through the time -warp and fight his enemies. Beware! Only High Mortals should attempt this -challenge." -~ -556 8 0 0 0 0 -D4 -The Time Warp leads you to another place. -~ -warp~ -2 55516 55679 -S -#55678 -In the Warp~ - This is a forest. You were sent very far back in time. Before there was a -Britannia. Almost before there was a Lord British. This is the time of -Mondain. The first enemy that the Avatar met. -~ -556 0 0 0 0 3 -S -#55679 -In the Warp~ - You are in a featureless room. You see the apprentice and lover of Mondain -here. Minax. She does not seem happy to see you. -~ -556 8 0 0 0 0 -D4 -The Time Warp zips to the future. -~ -warp~ -2 55516 55680 -S -#55680 -In the Warp~ - You see the last of the Triad of Evil. With its destruction came the -breaking of the world. -~ -556 8 0 0 0 0 -D4 -The Time Warp continues on. -~ -warp~ -2 55516 55681 -S -#55681 -The Enlightenment~ - A voice booms out, "You have now truly became Enlightened. You have fought -and defeated the Avatar's enemies of the past. Now the time warp leads to the -future. Only the truly courageous can survive the enemies there." -~ -556 8 0 0 0 0 -D4 -The Time Warp changes space, and fluxes its surroundings. -~ -warp~ -2 55516 55682 -S -#55682 -In the Warp~ - You seem to be in a castle. But there are torture devices here, and an angry -King. -~ -556 8 0 0 0 0 -D4 -The Time Warp sputters and crackles. -~ -warp~ -2 55516 55683 -S -#55683 -In the Warp~ - You seem to be in a blue room. It seems to be only 2 dimensional as it -sparkles. There is also a big red face here. -~ -556 8 0 0 0 0 -D4 -All looks peaceful beyond the moongate. -~ -moongate~ -2 55516 55685 -S -#55684 -The Lagoon~ - The whirlpool-like ocean is to the north, and the beach is back to the east. -The beach looks much safer. -~ -556 4 0 0 0 7 -D0 -The Ocean Roars. -~ -~ -0 0 55618 -D1 -The beach sparkles. -~ -~ -0 0 55613 -S -#55685 -Entrance to Ultima~ - The blue moongate casts a strange blue light upon a huge gate to the south. -The gate is open and beyond it you see a simple village. Around the gate there -are two pedestals. On the first pedestal is a magic scroll. On the second is a -plaque. -~ -556 8 0 0 0 0 -D2 -There is a huge gate. -~ -gate s south~ -0 0 55501 -E -magic scroll~ - An image flies out of the scroll and creates a huge image of a face -approximately ten feet off the ground. It says, "Welcome to Ultima, where -adventure and excitement may be found for all people, and all levels. Each of -the separate planes increase in level. Have a nice day!" -~ -E -plaque~ - The plaque reads, "The Ultima Area was originally made for Merc 2.0." -~ -S -$~ diff --git a/lib/world/wld/56.wld b/lib/world/wld/56.wld deleted file mode 100644 index acd6360..0000000 --- a/lib/world/wld/56.wld +++ /dev/null @@ -1,1571 +0,0 @@ -#5600 -The Cell~ - You are in a cold, cramped chamber with only one exit. -~ -56 553 0 0 0 0 -D2 -~ -cell~ -2 5493 5595 -E -info credits~ -Links: 10n to a valley -~ -S -#5601 -The Cell~ - You are in a cold, cramped chamber with only one exit. -~ -56 553 0 0 0 0 -D0 -~ -cell~ -2 5493 5592 -S -#5602 -The Cell~ - You are in a cold, cramped chamber with only one exit. -~ -56 553 0 0 0 0 -D0 -~ -cell~ -2 5493 5593 -S -#5603 -The Cell~ - You are in a cold, cramped chamber with only one exit. -~ -56 553 0 0 0 0 -D0 -~ -cell~ -2 5493 5594 -S -#5604 -The Cell~ - You are in a cold, cramped chamber with only one exit. -~ -56 553 0 0 0 0 -D0 -~ -cell~ -2 5493 5595 -S -#5605 -A Hall~ - You stand in a large cedar wood hall leading east and west. On the -floor lies a thin and narrow purple rug. The hall leads west inside the -Palace and east to the Grand Entrance. -~ -56 8 0 0 0 0 -D1 -~ -~ -0 -1 5550 -D3 -~ -~ -0 -1 5573 -S -#5606 -A Path Through The Mountains~ - The narrow path turns here heading south and west. -~ -56 0 0 0 0 5 -D2 -~ -~ -0 -1 5607 -D3 -~ -~ -0 -1 5611 -S -#5607 -A Path Through The Mountains~ - Travel is hard and slow as you almost have to climb around large -boulders strewn about the path. -~ -56 0 0 0 0 5 -D0 -~ -~ -0 -1 5606 -D1 -~ -~ -0 -1 5608 -S -#5608 -The Edge Of The Ravine~ - The ground drops off below down to a rushing river. A small rope -bridge sways to and fro in the wind giving you access to the other -side. -~ -56 0 0 0 0 5 -D1 -~ -~ -0 -1 5609 -D3 -~ -~ -0 -1 5607 -S -#5609 -On A Rope Bridge~ - The small rope bridge shudders under your weight as you make your -way across the valley. -~ -56 0 0 0 0 2 -D1 -~ -~ -0 -1 5627 -D3 -~ -~ -0 -1 5608 -S -#5610 -The Ledge Around The Valley~ - You are walking around a small ledge overlooking a large valley -deep within the eastern mountains. The ledge turns north following -the shape of the valley and a steep trail continues to the east. -~ -56 0 0 0 0 5 -D1 -~ -~ -0 -1 5611 -S -#5611 -A Path Through The Mountains~ - You are walking through a rock strewn path deep within the mountains -east of Midgaard. The going is rough and you constantly twist your -ankle on the small stones lying about. -~ -56 0 0 0 0 5 -D1 -~ -~ -0 -1 5606 -D3 -~ -~ -0 -1 5610 -S -#5612 -On The Eastern Edge Of The Mountains~ - You stand on the eastern edge of the eastern mountains. The high -peaks lie to the west and rolling hills and plains open up to your -east. -~ -56 0 0 0 0 5 -D2 -~ -~ -0 -1 5613 -D3 -~ -~ -0 -1 5629 -S -#5613 -In The Foothills~ - The path curves down the face of the mountain allowing you to -move up or down the face of this missive hunk of stone. -~ -56 0 0 0 0 5 -D0 -~ -~ -0 -1 5612 -D1 -~ -~ -0 -1 5614 -S -#5614 -In The Foothills~ - The path curves down the face of the mountain allowing you to -move up or down as you please. -~ -56 0 0 0 0 5 -D2 -~ -~ -0 -1 5615 -D3 -~ -~ -0 -1 5613 -S -#5615 -A Rocky Trail~ - The faint sound of a flowing river reaches your ears from the south and -through the trees you can see water. The path you are on continues north -and east from here. -~ -56 0 0 0 0 5 -D0 -~ -~ -0 -1 5614 -D1 -~ -~ -0 -1 5630 -D2 -~ -~ -0 -1 5645 -S -#5616 -On A Road~ - This long road continues to the east and south. -~ -56 0 0 0 0 2 -D1 -~ -~ -0 -1 5617 -D2 -~ -~ -0 -1 5633 -S -#5617 -On A Road~ - The well kept road continues east and west from here. -~ -56 0 0 0 0 2 -D1 -~ -~ -0 -1 5618 -D3 -~ -~ -0 -1 5616 -S -#5618 -On A Road~ - You stand on a well maintained road leading east towards New Thalos -and west towards the Eastern Mountains. To the north you can see wide -plains stretching out as far as the eye can see. South of you begins -a dark green forest. -~ -56 0 0 0 0 2 -D1 -~ -~ -0 -1 5569 -D3 -~ -~ -0 -1 5617 -S -#5619 -The Headwaters Of The River Of Lost Souls~ - You are at the headwaters of what is oft called the darkest river -in the land. Looking at the swampy water pooling in this rocky valley, -you can see why the water downstream is so dark. The rock walls reach -up around you blocking all exits except that to the north up onto the -banks, and to the south where the river flows. -~ -56 0 0 0 0 7 -D0 -There is a small path leading away from the bank just to the north. -~ -~ -0 -1 1500 -D2 -The waters of this swampy pool are flowing slowly towards the south. -~ -~ -0 -1 5634 -S -#5620 -River Ishtar~ - The river calms a bit after being thrashed in the interior of -the mountain. Although still deep within the rocks you can see -faint traces of green to the east. -~ -56 0 0 0 0 7 -D1 -~ -~ -0 -1 5621 -D3 -~ -~ -0 -1 5639 -S -#5621 -River Ishtar~ - The river flows east and west through the hills. -~ -56 0 0 0 0 7 -D1 -~ -~ -0 -1 5622 -D3 -~ -~ -0 -1 5620 -S -#5622 -River Ishtar~ - The river begins its decent out of the mountains now and continues -its flow to the east. -~ -56 0 0 0 0 7 -D1 -~ -~ -0 -1 5644 -D3 -~ -~ -0 -1 5621 -S -#5623 -River Ishtar~ - The river flows under the wall of the city to the east and stretches -off towards high snow capped mountains far far to the west. -~ -56 0 0 0 0 7 -D1 -~ -grating~ -1 -1 5487 -D3 -~ -~ -0 -1 5649 -S -#5624 -River Ishtar~ - The river flows out from the city down a long winding gully towards -the Sea of Dragons. To the south of you lies the Great Eastern Desert -and north a wide open expanse of grass. You can just barely make out -a road that seems to be traveling along side the river but the -banks are to steep for you to see very far. -~ -56 0 0 0 0 7 -D1 -~ -~ -0 -1 5625 -D3 -~ -~ -0 -1 5483 -S -#5625 -River Ishtar~ - The river continues its descent down the lowlands flowing ever so -gently south. It is hard to believe this is the same river that came -cascading down the mountainside. -~ -56 0 0 0 0 7 -D1 -~ -~ -0 -1 5626 -D3 -~ -~ -0 -1 5624 -S -#5626 -River Ishtar~ - Small animals and herd animals can be heard in the distance, though -you don't actually see any near the river. Perhaps the steep slopes -pervent them from using the river. -~ -56 0 0 0 0 7 -D1 -~ -~ -0 -1 5684 -D3 -~ -~ -0 -1 5625 -S -#5627 -The Edge Of The Ravine~ - You stand at the edge of a really long drop down. A small rope -bridge has conviently been placed here to allow you access to the -other side of the bridge. Unfortunately the wind seems to be kicking -up making the bridge sway slightly. The path leads off through the -mountains to the east. -~ -56 0 0 0 0 5 -D1 -~ -~ -0 -1 5628 -D3 -~ -~ -0 -1 5609 -S -#5628 -A Path Through The Mountains~ - The narrow path makes its way through the mountains east -and west. You hear the squawking of a large bird over head -most likely a buzzard waiting for you to drop. -~ -56 0 0 0 0 5 -D1 -~ -~ -0 -1 5629 -D2 -~ -~ -0 -1 4049 -D3 -~ -~ -0 -1 5627 -S -#5629 -A Path Through The Mountains~ - A large boulder suddenly decides it wants to occupy the same space -you are currently standing in. -~ -56 0 0 0 0 5 -D1 -~ -~ -0 -1 5612 -D3 -~ -~ -0 -1 5628 -S -#5630 -On A Road~ - The road you are on continues east and west. -~ -56 0 0 0 0 4 -D1 -~ -~ -0 -1 5631 -D3 -~ -~ -0 -1 5615 -S -#5631 -On A Road~ - The road you are on continues east and west. -~ -56 0 0 0 0 2 -D1 -~ -~ -0 -1 5632 -D3 -~ -~ -0 -1 5630 -S -#5632 -On A Road~ - The road you are on continues east and west. -~ -56 0 0 0 0 2 -D1 -~ -~ -0 -1 5633 -D3 -~ -~ -0 -1 5631 -S -#5633 -On A Road~ - The road bends here toward the riverbank giving access to -the River Ishtar. The road continues north and west from the -river bank. -~ -56 0 0 0 0 2 -D0 -~ -~ -0 -1 5616 -D2 -~ -~ -0 -1 5649 -D3 -~ -~ -0 -1 5632 -S -#5634 -The River Of Lost Souls~ - The river flows south through a valley in the mountains. You can see -a small village to the west. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5619 -D2 -~ -~ -0 -1 5635 -S -#5635 -The River Of Lost Souls~ - The river flows south in the southern end of this wide valley. The -walls of the valley close in to the south. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5634 -D2 -~ -~ -0 -1 5636 -S -#5636 -The River Of Lost Souls~ - The river begins to speed up as it cascades down this mountain -crevice. High above you a small rope bridge sways in the wind. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5635 -D2 -~ -~ -0 -1 5637 -S -#5637 -The River Of Lost Souls~ - The river rapidly flows down this crack in the side of the mountain -to the south. Hopefully you will hear any aproaching rapids. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5636 -D2 -~ -~ -0 -1 5638 -S -#5638 -The River Of Lost Souls~ - The river seems to calm a bit as the crevase widens lessens -its stranglehold on the waters. The river continues to the north -through a crack and flows to the south. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5637 -D2 -~ -~ -0 -1 5639 -S -#5639 -A Split In The River~ - The waters of the river crash down upon a rock and split into -two bodies of water. The river you are on continues its southern -course and the new river heads off to the east. To your west you -notice that the rocks have split and crumbled as if torn asunder -by some massive force. It looks impossible to traverse. The River -of Lost Souls also continues to the north. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5638 -D1 -~ -~ -0 -1 5620 -D2 -~ -~ -0 -1 5640 -S -#5640 -The River Of Lost Souls~ - The river continues north and south from here through a water -eroded valley. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5639 -D2 -~ -~ -0 -1 5641 -S -#5641 -The River Of Lost Souls~ - The river continues north and south from here through a water -eroded valley. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5640 -D2 -~ -~ -0 -1 5642 -S -#5642 -The River Of Lost Souls~ - The river continues north and south from here through a water -eroded valley. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5641 -D2 -~ -~ -0 -1 5643 -S -#5643 -The River Of Lost Souls~ - The river makes a sharp bend here and heads south into a large -mountain and north through a valley. On a ledge above you, and to -the west, you can see movement. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5642 -D2 -~ -~ -0 -1 5004 -S -#5644 -River Ishtar~ - The river widens here, no longer bounded by rock, and flows east -towards a plain. -~ -56 0 0 0 0 7 -D1 -~ -~ -0 -1 5645 -D3 -~ -~ -0 -1 5622 -S -#5645 -River Ishtar~ - The river continues here east to east. There is a landing area to -the north where you can gain access to the shore. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5615 -D1 -~ -~ -0 -1 5646 -D3 -~ -~ -0 -1 5644 -S -#5646 -River Ishtar~ - The river meanders through the foothills of the eastern mountains. -The air is dryer on this side of the continental divide and it seems -a bit warmer. -~ -56 0 0 0 0 7 -D1 -~ -~ -0 -1 5647 -D3 -~ -~ -0 -1 5645 -S -#5647 -River Ishtar~ - The river continues its journey eastward flowing through the -plains. To the west you see the peaks of large snow capped -mountains and to the east you see the outline of a large city. -~ -56 0 0 0 0 7 -D1 -~ -~ -0 -1 5648 -D3 -~ -~ -0 -1 5646 -S -#5648 -River Ishtar~ - The river flows east and west from here. -~ -56 0 0 0 0 7 -D1 -~ -~ -0 -1 5649 -D3 -~ -~ -0 -1 5647 -S -#5649 -River Ishtar~ - The river slows as it widens and meanders through the lowlands. A -small dock give access to the north shore. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5633 -D1 -~ -~ -0 -1 5623 -D3 -~ -~ -0 -1 5648 -S -#5651 -In The Mountains~ - You are walking over rocks and stones through the mountains between -the Ishtar and Dark rivers. - It is funny how all the rocks look alike. -~ -56 0 0 0 0 5 -D0 -~ -~ -0 -1 5652 -D1 -~ -~ -0 -1 5656 -D2 -~ -~ -0 -1 5654 -D3 -~ -~ -0 -1 5657 -S -#5652 -In The Mountains~ - You are walking over rocks and stones through the mountains between -the Ishtar and Dark rivers. - It is funny how all the rocks look alike. -~ -56 0 0 0 0 5 -D0 -~ -~ -0 -1 5652 -D1 -~ -~ -0 -1 5655 -D2 -~ -~ -0 -1 5652 -D3 -~ -~ -0 -1 5651 -S -#5653 -In The Mountains~ - You are walking over rocks and stones through the mountains between -the Ishtar and Dark rivers. - It is funny how all the rocks look alike. -~ -56 0 0 0 0 5 -D0 -~ -~ -0 -1 5654 -D1 -You see a large boulder blocking your path. -~ -boulder rock crack~ -1 -1 5639 -D2 -~ -~ -0 -1 5656 -D3 -~ -~ -0 -1 5657 -S -#5654 -In The Mountains~ - You are walking over rocks and stones through the mountains between -the Ishtar and Dark rivers. - It is funny how all the rocks look alike. -~ -56 0 0 0 0 5 -D0 -~ -~ -0 -1 5654 -D1 -~ -~ -0 -1 5658 -D2 -~ -~ -0 -1 5657 -D3 -~ -~ -0 -1 5660 -S -#5655 -In The Mountains~ - You are walking over rocks and stones through the mountains between -the Ishtar and Dark rivers. - It is funny how all the rocks look alike. -~ -56 0 0 0 0 5 -D0 -~ -~ -0 -1 5655 -D1 -~ -~ -0 -1 5659 -D2 -~ -~ -0 -1 5658 -D3 -~ -~ -0 -1 5654 -S -#5656 -In The Mountains~ - You are walking over rocks and stones through the mountains between -the Ishtar and Dark rivers. - It is funny how all the rocks look alike. -~ -56 0 0 0 0 0 -D0 -~ -~ -0 -1 5653 -D1 -~ -~ -0 -1 5658 -D2 -~ -~ -0 -1 5655 -D3 -~ -~ -0 -1 5651 -S -#5657 -In The Mountains~ - You are walking over rocks and stones through the mountains between -the Ishtar and Dark rivers. - It is funny how all the rocks look alike. -~ -56 0 0 0 0 5 -D0 -~ -~ -0 -1 5654 -D1 -~ -~ -0 -1 5658 -D2 -~ -~ -0 -1 5654 -D3 -~ -~ -0 -1 5654 -S -#5658 -In The Mountains~ - You are walking over rocks and stones through the mountains between -the Ishtar and Dark rivers. - It is funny how all the rocks look alike. -~ -56 0 0 0 0 5 -D0 -~ -~ -0 -1 5655 -D1 -~ -~ -0 -1 5657 -D2 -~ -~ -0 -1 5659 -D3 -~ -~ -0 -1 5654 -S -#5659 -In The Mountains~ - You are walking over rocks and stones through the mountains between -the Ishtar and Dark rivers. - It is funny how all the rocks look alike. -~ -56 0 0 0 0 5 -D0 -~ -~ -0 -1 5652 -D1 -~ -~ -0 -1 5659 -D2 -~ -~ -0 -1 5654 -D3 -~ -~ -0 -1 5658 -S -#5660 -The Headwaters Of The Dark River~ - A large natural spring issues forth from the heart of the mountain -and flows west down the mountain. It looks like there was a terrible -earthquake here not too long ago, and a path that leads eastwards -through the mountains is covered with rocks, making passage difficult. -~ -56 1 0 0 0 7 -D1 -~ -~ -0 -1 5654 -D3 -~ -~ -0 -1 5661 -S -#5661 -On The Dark River~ - The river flows down the mountain through a large crevasse to the west -and up into the mountains east. -~ -56 1 0 0 0 7 -D1 -~ -~ -0 -1 5660 -D3 -~ -~ -0 -1 5662 -S -#5662 -On The Dark River~ - The walls of this canyon tower overhead as the river continues east -and west from here. -~ -56 1 0 0 0 7 -D1 -~ -~ -0 -1 5661 -D3 -~ -~ -0 -1 5663 -S -#5663 -On The Dark River~ - The walls of rock around you slowly shrink to ground level as the river -flows out of the mountains and onto the plains. -~ -56 1 0 0 0 7 -D1 -~ -~ -0 -1 5662 -D3 -~ -~ -0 -1 5664 -S -#5664 -On The Dark River~ - The river continues east and west from here out of the foothills -to the east down into the mountains south of here. -~ -56 1 0 0 0 7 -D1 -~ -~ -0 -1 5663 -D2 -~ -~ -0 -1 5665 -S -#5665 -On The Dark River~ - The river, following a low spot in the foothills, bends and twists. -Tall mountains can be seen off to the south and east. -~ -56 1 0 0 0 7 -D0 -~ -~ -0 -1 5664 -D2 -~ -~ -0 -1 5666 -S -#5666 -On The Dark River~ - The river makes a wide sweeping turn here into the mountain. -~ -56 1 0 0 0 7 -D0 -~ -~ -0 -1 5665 -D3 -~ -~ -0 -1 5667 -S -#5667 -On The Dark River~ - The river flows west from here into the heart of the mountain and -east towards the foothills once more. -~ -56 9 0 0 0 7 -D1 -~ -~ -0 -1 5666 -D3 -~ -~ -0 -1 5668 -S -#5668 -On The Dark River~ - You can barely make out what is ahead of you as the river flows -quietly through the passageway. -~ -56 9 0 0 0 7 -D1 -~ -~ -0 -1 5667 -D2 -~ -~ -0 -1 5669 -S -#5669 -On The Dark River~ - The river slowly flows west towards the heart of the mountain. There -are small cracks in the passage wall to the north where you might be able -to get up out of the water. -~ -56 9 0 0 0 7 -D0 -~ -~ -0 -1 5672 -D1 -~ -~ -0 -1 5668 -D3 -~ -~ -0 -1 5670 -S -#5670 -On The Dark River~ - The river continues east and west from here flowing south of a dark -ledge high above the water level. -~ -56 9 0 0 0 7 -D1 -~ -~ -0 -1 5669 -D3 -~ -~ -0 -1 5671 -S -#5671 -On The Dark River~ - The river flows south through a narrowing part of the passage as it -progresses deeper into the mountain. -~ -56 9 0 0 0 7 -D1 -~ -~ -0 -1 5670 -D2 -~ -~ -0 -1 5005 -S -#5672 -On A Small Ledge~ - You clamber out of the water up onto this narrow ledge to see if -it leads deeper into the mountain. Unfortunately, the ledge is only -wide enough to rest upon for a while and there does not appear to be -any other exits other than rejoining the underground river. -~ -56 9 0 0 0 2 -D2 -~ -~ -0 -1 5669 -S -#5681 -On The Plains~ - You stand on an open expanse of grass extending in all directions. -To the south of you stand the might northern gates of New Thalos. East -and west of you the grassy fields continue and north, in the distance, -you see a line of trees. -~ -56 0 0 0 0 2 -D0 -~ -~ -0 -1 5682 -D1 -~ -~ -0 -1 5681 -D2 -~ -~ -0 -1 5567 -D3 -~ -~ -0 -1 5681 -S -#5682 -On The Plains~ - You stand on an open field of grass. The forest to the north is -closer but still a good distance away. To the south a small dirt -path has been trodden into the ground heading towards New Thalos. -~ -56 0 0 0 0 2 -D0 -~ -~ -0 -1 5683 -D1 -~ -~ -0 -1 5682 -D2 -~ -~ -0 -1 5681 -D3 -~ -~ -0 -1 5682 -S -#5683 -The Edge Of The Forest~ - You stand at the edge of a huge forest. The line of trees -continues as far as the eye can see to the east and west. A -large expanse of grass spreads out to the south. -~ -56 0 0 0 0 2 -D1 -~ -~ -0 -1 5683 -D2 -~ -~ -0 -1 5682 -D3 -~ -~ -0 -1 5683 -S -#5684 -River Ishtar~ - The river broadens even more here and the waters become murky. -The smell of saltwater has reached you from the east. The Dragon -Sea cannot be far away. To the east you can see the faint outline -of a city and to the north you see a large expanse of grass. -~ -56 0 0 0 0 7 -D1 -~ -~ -0 -1 5685 -D3 -~ -~ -0 -1 5626 -S -#5685 -The River Delta~ - This is where the river empties out into the Dragon Sea. The backrush -of water has kicked up a lot of sand and the blue sea is stained where -the river empties. Looking west all you can see is water... all the way -to the horizon. North of here is a small dock you think you should be -able to reach with out too much trouble. The river stretches off to the -west back towards New Thalos. -~ -56 0 0 0 0 7 -D1 -~ -~ -0 -1 5686 -D3 -~ -~ -0 -1 5684 -S -#5686 -The Dragon Sea~ - You are on the clear blue seas of the Dragon Sea. Water extends -in all directions as far as the eye can see. Off in the distance -you think you might see a small dock to the north. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5687 -D1 -~ -~ -0 -1 5686 -D2 -~ -~ -0 -1 5686 -D3 -~ -~ -0 -1 5685 -S -#5687 -The Dragon Sea~ - The Dragon Sea comes up along the shore here. The deep blue waters -rolling in and crashing against the beach. To the north you see a -small dock jutting out into the surf. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5695 -D1 -~ -~ -0 -1 5696 -D2 -~ -~ -0 -1 5686 -S -#5688 -The Dragon Sea~ - You are on the clear blue seas of the Dragon Sea. Water extends -in all directions as far as the eye can see. Off in the distance -you think you might see a small dock to the west. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5688 -D1 -~ -~ -0 -1 5697 -D2 -~ -~ -0 -1 5695 -S -#5689 -The Dragon Sea~ - You are on the clear blue seas of the Dragon Sea. Water extends -in all directions as far as the eye can see. Off in the distance -you think you might see a small dock to the west. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5697 -D1 -~ -~ -0 -1 5689 -D2 -~ -~ -0 -1 5696 -D3 -~ -~ -0 -1 5695 -D5 -~ -~ -0 -1 5698 -S -#5690 -On A Road~ - The people of New Thalos take great pride in the services their -city may provide. One of these services is the construction crews -the go to great lengths to keep all the roads in order. Although -the taxes in New Thalos are higher then other cities in the realm -most of the money is used for the good of the people. -~ -56 0 0 0 0 2 -D1 -~ -~ -0 -1 5691 -D3 -~ -~ -0 -1 5568 -S -#5691 -On A Road~ - You walk along a well used road with beautiful scenery. To the north -tall pine trees form a wall that goes on for miles. Between the road -and the trees lies a great expanse of grassy plains. South of here, -beyond the river, lies the Great Eastern Desert. The road continues -east and west. -~ -56 0 0 0 0 2 -D1 -~ -~ -0 -1 5692 -D3 -~ -~ -0 -1 5690 -S -#5692 -On A Road~ - The Dragon Sea can be seen to the east now spreading out to unknown -lands. The road continues east and west. To the south you hear the -sounds of boats traveling the River Ishtar delivering goods. -~ -56 0 0 0 0 2 -D1 -~ -~ -0 -1 5693 -D3 -~ -~ -0 -1 5691 -S -#5693 -On A Road~ - This is the man land route through the land. Merchants can bring -their goods to the coastline and have them ferried onto ships for -export. Travel by foot west will take you through New Thalos up and -over the Eastern Mountains and down into Midgaard. -~ -56 0 0 0 0 2 -D1 -~ -~ -0 -1 5694 -D3 -~ -~ -0 -1 5692 -S -#5694 -Near The Shore~ - The road ends here turning into a small dirt path leading down the -beach and onto a dock. To the north and south you see the coastline -stretching out before you. West of here the lowlands roll up into -huge snow capped mountains. -~ -56 0 0 0 0 2 -D1 -~ -~ -0 -1 5695 -D3 -~ -~ -0 -1 5693 -S -#5695 -On A Dock~ - You stand on a simple wooden dock that acts as an extension of the -road to the west. The dock seems to have been here for quite a long -time but is still sturdy. A small ladder has been built on the eastern -end to allow easy access to and from ships. -~ -56 0 0 0 0 1 -D0 -~ -~ -0 -1 5688 -D1 -~ -~ -0 -1 5689 -D2 -~ -~ -0 -1 5687 -D3 -~ -~ -0 -1 5694 -S -#5696 -The Dragon Sea~ - You are on the clear blue seas of the Dragon Sea. Water extends in -all directions as far as the eye can see. Off in the distance you think -you might see a small dock to the west. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5689 -D1 -~ -~ -0 -1 5696 -D3 -~ -~ -0 -1 5687 -S -#5697 -The Dragon Sea~ - The ocean spreads out in all directions rolling gently. In the -distance you can see an island on the horizon. To the west you see -the mainland. -~ -56 0 0 0 0 7 -D0 -~ -~ -0 -1 5697 -D1 -~ -~ -0 -1 5697 -D2 -~ -~ -0 -1 5689 -D3 -~ -~ -0 -1 5688 -S -#5698 -Under The dock~ - You are swiming underneath the dock. You can see the four wooden -pylons that support the structure. The murky water clouds you vision -as you gaze westward, but you think you can make out an iron grating -in that direction. -~ -56 1 0 0 0 7 -D3 -~ -grate~ -1 -1 5699 -D4 -~ -~ -0 -1 5697 -S -#5699 -The Lair Of The Ixitxachitl~ - Blood swirls around in the water as the Ixitxachitl devours the -last of its meal. Swirling around quickly as you intrude upon his -meal the large sting ray attacks! -~ -56 1 0 0 0 7 -D1 -~ -grate~ -1 -1 5698 -S -$~ diff --git a/lib/world/wld/57.wld b/lib/world/wld/57.wld deleted file mode 100644 index d2130a1..0000000 --- a/lib/world/wld/57.wld +++ /dev/null @@ -1,680 +0,0 @@ -#5700 -Entrance to the Zodiac~ - Welcome Everyone, this is my first zone. -Builder : Gatia -Zone : 57 Zodiac -Began : 2001 -Player Level : 10-14 -Rooms : 37 -Mobs : 15 -Objects : 7 -Shops : 1 -Triggers : 5 -Theme : -Plot : This zone features the signs of the zodiac plus a few other - little things. -Links : -~ -57 512 0 0 0 0 -S -#5701 -Gemini's Hideaway~ - This appears to be a room belonging to the starsign Gemini (the twins) each -possession has a double, probably so they each have their own things. One of -the twins doesn't seem to be here right now. The tracks continue through here -and so does the tail mark even though they are faint and hard to see. -~ -57 40 0 0 0 0 -D1 -~ -Iron door~ -1 0 5702 -D2 -~ -Wooden door~ -1 0 5708 -E -tracks~ - The tracks are hard to read on this polished floor and would probably be -unreadable if not for the traces of blood. -~ -S -#5702 -Pisces Lagoon~ - A pool of acid lies in the middle of the floor here, ripples are being -formed by something that is gliding below the surface, wait, TWO THINGS!!! -This is starting to get a little scary, you had better move on... -~ -57 9 0 0 0 0 -D2 -~ -<NONE>~ -0 0 5711 -D3 -~ -Iron door~ -1 0 5701 -S -#5703 -Chamber of Aquarius~ - A Large Fountain is the main point of focus for this room, it is the sort of -thing people see in museums. Looking closely there is a partially hidden -stairwell leading up. -~ -57 8 0 0 0 0 -D0 -~ -<NONE>~ -0 0 5711 -D4 -~ -Wood door~ -1 0 5704 -S -#5704 -Leo's Den~ - This room STINKS! It looks as if it has never been cleaned in its life. -The stench of rotting meat greets your nostrils, escape seems like your only -option at this point in time. There are exits going down and east. -~ -57 9 0 0 0 0 -D1 -~ -~ -0 0 5705 -D5 -~ -~ -0 0 5703 -S -#5705 -Taurus's Pen~ - This is the stable of Taurus. He is an aggresive star sign and should not be -messed with. The tracks that were on the floor earlier start here again, -covered in faeces. Whatever walked through here must be regretting it now -because its feet must really reek... -~ -57 9 0 0 0 0 -D2 -Nothing. -~ -Crystal door~ -1 0 5706 -D3 -~ -~ -0 0 5704 -S -#5706 -Aries Shearing Shed~ - This shed belongs to Aries the Ram. Fleece lies all over the floor and the -smell of faeces eminates from a large bucket in the corner. The ground slopes -away sharply to the east, it looks like it falls away altogether. -~ -57 9 0 0 0 0 -D0 -~ -Crystal door~ -1 0 5705 -D1 - It doesn't look as if you should go that way... -~ -~ -0 0 5707 -D2 -~ -~ -0 0 5710 -D3 -~ -~ -0 0 5709 -S -#5707 -Abyss of Death~ - @n -F - A - L - L - I - N - G -D - O - W - N -Too bad, you seem to have fallen into a never ending abyss. -~ -57 4 0 0 0 0 -S -T 5799 -#5708 -The Bloodstained Hallway~ - Like the entrance, this hallway has blood covering just about every part of -it. The animal tracks continue through here, they have three claws, two of -which are to the front and one to the rear. A long mark has been etched into -the roof. -~ -57 8 0 0 0 0 -D0 -~ -~ -0 0 5701 -E -mark~ - This appears to be a long tail mark scraped into the roof. -~ -S -#5709 -Ursa's Den~ - This is the room of Ursa Major, it is a typical bear cave except stuff has -been piled neatly into a corner. There is a door leading into a room out back, -it is really dark in there and there are strange noises eminating from inside. -It sounds like a kind of grunting noise, could it be the Bear? -~ -57 2056 0 0 0 0 -D1 -~ -~ -0 0 5706 -D3 -~ -~ -0 0 5712 -S -#5710 -Sagittarius' Temple of Weapons~ - This Temple has weapons lining the walls, possibly every weapon available. -Near the far end of this horrific place stands an altar, and on that altar is -enscribed an archer. It looks to have the lowerbody of a horse and the torso -of a man. With sudden realisation you see that is a Centaur! These creatures -are rarely seen in the wild because they favor seclusion. The most famous of -these would definitely be Sagittarius the 9th sign of the zodiac. -~ -57 8 0 0 0 0 -D0 -~ -~ -0 0 5706 -D1 -~ -~ -0 0 5713 -D3 -~ -~ -0 0 5714 -S -#5711 -Yet Another Hallway~ - This is another hallway, the tracks that were on the floor earlier are faint -but still readable. Following the tracks is a small trail of blood, or what -looks like blood. It's a bit darker than most blood you've seen as it has more -black in it. Could this be a trap? -~ -57 0 0 0 0 0 -D0 -~ -~ -0 0 5702 -D2 -This door is made out of wood, the carvings resemble those of the -last two wooden doors. -~ -Ornate wooden door~ -2 0 5703 -S -#5712 -Cancer's Hole~ - This is the hole of Cancer. Cancer is the 4th sign of the Zodiac and is a -very aggressive carnivore. She is represented by a crab and her pincers are -extremely deadly, so deadly they could cut a persons head off by merely running -them along a persons neck. Be warned, this is a place of death. -~ -57 9 0 0 0 0 -D1 -~ -~ -0 0 5709 -S -#5713 -ZodiaShop~ - This is where you may buy the items of the Zodiac. The shopkeeper is a -stubbornn fellow and rather fat, he is usually seen with his head on the -counter drooling over Starsigns like Virgo and the female Gemini twin. Most -classify him as weird. -~ -57 0 0 0 0 0 -D3 -~ -~ -0 0 5710 -S -#5714 -Virgos' Bedroom~ - This bedroom is lavishly furnished. Almost everything is blue and gold but -there are also hints of red and orange. All the metal work is made with -copper. There is a large double bed in one corner, it looks to be made out of -solid oak, there is also a table and chairs. The roof is covered with a star -chart, certain parts are glowing dimly. The most brightly shining sign on the -chart appears to be Scorpio. How very strange. -~ -57 8 0 0 0 0 -D1 -~ -~ -0 0 5710 -D2 -~ -~ -0 0 5715 -S -#5715 -The Muddy Tunnel~ - This is a pigsty compared to the cleanliness of the last room. Mud and muck -squelches underfoot, it reeks worse than Leos' room, and that is something to -be said. There is a faint glimmer of light at the end of the tunnel. Exits -face north and south towards the light. -~ -57 0 0 0 0 0 -D0 -~ -~ -0 0 5714 -D2 -~ -~ -0 0 5716 -S -#5716 -Nearing the end of the muddy hall~ - The southern end of this hallway is lighter than the rest, probably because -of the light coming from the portal in front of you. The portal has the color -of blood, deep red. Looking through it seems to go on forever although there -is a bright green spot in the distance. -~ -57 0 0 0 0 0 -D0 -~ -~ -0 0 5715 -D2 -~ -~ -0 0 5717 -S -#5717 -Entering the Ethereal Void~ - The color red fills your vision, except for way off to the south (is it -south?? ) where the speck of green seen from outside this place has grown to -the size of a fingernail. Sounds of the ocean fill what otherwise would be -silence. This place is kind of spooky but peaceful. -~ -57 0 0 0 0 0 -D0 -~ -~ -0 0 5716 -D2 -~ -~ -0 0 5718 -S -#5718 -Floating in the Ethereal Void~ - The green speck from before is the size of a doorway now, this portal seems -to stretch the limits of space and time. Red fills the eyes and a chilly wind -has started to blow through the doorway. Through the door there looks to be a -mountain valley, and by the sounds of it there is a herd of goats as well. -~ -57 0 0 0 0 0 -D0 -~ -~ -0 0 5717 -D2 -~ -~ -0 0 5719 -S -#5719 -Exit from the Portal~ - Upon exiting from the red portal a mountain pass comes into view. The -bleating from the goats echoes through here and makes a terrible din. In the -distance there is a faint gold colored sparkle, maybe two. Large hills, -possibly small mountains stretch up to the east and west and they have snow -covered peaks. There are exits north back into the portal and south into the -pass. -~ -57 16 0 0 0 5 -D0 -~ -~ -0 0 5718 -D2 -~ -~ -0 0 5720 -S -#5720 -In the Pass~ - This pass serves as defense for the valley beyond. If anything evil decides -to come through the portal the goat herd raise the alarm and an impenetrable -mist descends upon the valley thwarting any attempt to lay siege to it. -~ -57 0 0 0 0 5 -D0 -~ -~ -0 0 5719 -D2 -~ -~ -0 0 5721 -S -#5721 -Entrance to the valley~ - Lush green grass covers the ground of this valley. There are goats -scattered across the pastures nibbling here and there, bleating and headbutting -each other. At the far end stands Capricorn, on his head is what you saw -before, golden horns. There are a few trees dotted throughout the valley and -goats are standing under them sleeping and just lazing about. Rivers -criss-cross the valley and at the far end is a waterfall. Exits lead back into -the pass and down into the valley. -~ -57 0 0 0 0 4 -D0 -~ -~ -0 0 5720 -D2 -~ -~ -0 0 5722 -S -#5722 -In the valley of Capricorn~ - A large valley stretches before the eye. The grass is deep and springy and -the smell of fresh mountain air greets thy nostrils. There are large mountains -surrounding this valley and young goats are climbing around on the foot of the -large one near the far end. These goats are drinking from the pool of water at -the bottom of the waterfall. Exits lead east and west toward groups of goats -and and west, further into the valley. Of course there is also and exit back -into the pass. -~ -57 0 0 0 0 2 -D0 -~ -~ -0 0 5721 -D1 -~ -~ -0 0 5727 -D3 -~ -~ -0 0 5723 -S -#5723 -Ascending the Hill of Capricorn~ - The soft springy grass gives way to a path here, at the top sits Capricorn -the 10th sign of the zodiac. Bones litter the ground around him, most are -skulls and spines. Those strange tracks from before are here and they are more -discernable. What could they mean? -~ -57 0 0 0 0 4 -D1 -~ -~ -0 0 5722 -D4 -~ -~ -0 0 5724 -E -bones~ - These bones are mostly crushed and powdered but most of them look human... -~ -E -tracks~ - These tracks are insect like and very large. Whatever made these must be -huge. -~ -S -#5724 -Capricorns' Hill~ - Here sits Capricorn, one of the signs of the zodiac. Huge stone slabs form -a couch where the lord of the goats rests, and thick moss cushions his head. -The air is fetid with the smell of the dead. -~ -57 0 0 0 0 4 -D0 -~ -~ -0 0 5725 -D5 -~ -~ -0 0 5723 -S -#5725 -Descending towards the Waterfall~ - Just to the north is a massive waterfall. From the looks of it, it falls -about 300 feet! Behind the lower part of of it there seems to be a cave. A -faint glow can be seen inside. Whatever could it be? -~ -57 16 0 0 0 4 -D0 -~ -~ -0 0 5726 -D2 -~ -~ -0 0 5724 -S -#5726 -Outside the Cave~ - Through the curtain of water there is a faint glow, it looks to take the -shape of a pair of scales. Could it be Libra? There is a walkway through here -and the ground falls away on both sides. -~ -57 4 0 0 0 5 -D0 -~ -~ -0 0 5728 -D2 -~ -~ -0 0 5725 -E -glow~ - The glow takes the form of a pair of scales. Maybe it's Libra. -~ -S -#5727 -Under an Oak Tree~ - Under this tree is a small grouping of goats. They look to be males from -all their headbutting and grunting. This tree is very large and stripes that -have been scored into the tree form a ladder. Tree sap oozes down the ladder -and it has a sweet smell. Little red eyes can be seen up the ladder. -~ -57 0 0 0 0 2 -D3 -~ -~ -0 0 5722 -D4 -The sap is dribbling down the trunk forming a pool at the base of the tree. -~ -~ -0 0 5731 -E -eyes~ - The eyes are small and beady, they look evil. -~ -E -ladder~ - Sap oozes down this ladder forming a sticky covering. -~ -S -#5728 -The Cave~ - This cave is large and spacious. At the far end stands a glowing set of -scales. They dont seem to move or even be alive, the tracks continue through -here and into a hole at the back of the cave. The hole is very large and -dirty, bones surround the entrance. Where do they go? -~ -57 9 0 0 0 0 -D0 -~ -~ -0 0 5729 -D2 -~ -~ -0 0 5726 -S -#5729 -The Dark Tunnel~ - This tunnel is short but dark. At the far end it opens up into an extremely -large room. In the center a fire burns and the tracks stop at the far end in -front of a large throne. Shadows caused by the fire dance across the tunnels -walls making eerie shapes. Your adventure looks to be almost finished. -~ -57 265 0 0 0 0 -D0 -~ -~ -0 0 5730 -D2 -~ -~ -0 0 5728 -S -#5730 -Scorpio's Throneroom~ - This is the throneroom of the self proclaimed leader of the zodiac, The -tracks throughout this area were his! He stands here clicking his claws in -anticipation of his next meal which is squirming behind his throne. It's -Virgo! That sleazy freak has zodianapped her! It's time someone taught him a -lesson. -~ -57 9 0 0 0 0 -D2 -~ -~ -0 0 5729 -S -#5731 -On the oaken ladder~ - This ladder is covered in tree sap, you are almost adhered to the trunk. -There are noises coming from the top of the tree, slight but still noticable. -~ -57 4 0 0 0 4 -D4 -The sap is runnier above here, probably because its fresher. There's only one way to find out, and that's to go up. -~ -~ -0 0 5732 -D5 -The sap has formed a puddle at the base of the trunk. Some of the -goats come over and take a taste. -~ -~ -0 0 5727 -E -sap~ - Sticky, yucky sap dribbles down the tree trunk giving of a beautiful smell. -~ -S -#5732 -Halfway up the Tree~ - The sap seems to get less sticky here, maybe because its fresher than the -sap below. It gives off a sweet smell that makes a person want to taste it. -The noises are more audible here and those ever staring red eyes look menacing. -~ -57 0 0 0 0 4 -D4 -~ -~ -0 0 5733 -D5 -The sap has formed a bigger puddle now. The goats that were tasting -the substance are now running towards the waterfall to get a drink. -~ -~ -0 0 5731 -E -sap~ - The sap is less sticky than the stuff below, maybe because it's fresher... -~ -S -#5733 -Near the top of the Tree~ - The red eyes have disappeared up into the boughs of the tree. The -noises are now very loud and mournful. Maybe somethings hurt! Whatever it is, -it doesnt sound too good. Could the thing with red eyes be the one -moaning? Or is it something else? -~ -57 4 0 0 0 4 -D4 -An feeling of oppression coming from above. -~ -~ -0 0 5734 -D5 -~ -~ -0 0 5732 -S -#5734 -At the top of the tree~ - A pool of blood is slowly forming in a hollow to the right and the stench of -death is thick in the air. This place appears to be the home of a Tree Nymph. -It is plain to see that the owner of this place was a female because of all the -portraits of male Nymphs on one of the branches that obviously serves as a -mantlepiece. -~ -57 128 0 0 0 0 -D5 -~ -~ -0 0 5733 -E -blood~ - A pool of bluey gray blood has collected in the corner. -~ -E -pool~ - A pool of bluey gray blood has collected in the corner. -~ -S -#5735 -A Bloodied Room~ - This room is covered in blood. It has dried all over the walls and drips -from the roof. A skeleton is hanging on a sign that stands next to the door. -~ -57 516 0 0 0 0 -E -sign~ - +--------------------+ - | | - | ENTRY | - | IS | - | PROHIBITED | - | | - +--------------------+ -~ -S -#5799 -The Portal Room~ - This room is to serve the perpose of teleportation, but to find the portal -you'll have to look. -~ -57 0 0 0 0 0 -S -$~ diff --git a/lib/world/wld/6.wld b/lib/world/wld/6.wld deleted file mode 100644 index 10c1df4..0000000 --- a/lib/world/wld/6.wld +++ /dev/null @@ -1,1796 +0,0 @@ -#600 -Shore~ - The sea that sits before your eyes is beautiful! Soft waves of blue ripple -all the way up to the shore, splashing some rocks. The water looks perfect for -traveling on. What kind of neat things could this sea hold? -~ -6 0 0 0 0 0 -D2 -~ -~ -0 0 601 -E -credits info~ - Builder : -Zone : 6 Sea of Souls -Began : 1999 -Player Level : 10-25 -Rooms : 100 -Mobs : 26 -Objects : 17 -Shops : 2 -Triggers : 2 -Theme : -Plot : -Links : 00 -~ -S -#601 -Shore~ - The shore continues to the south, showing off more of the gorgeous sea thats -before you. You hear some birds singing in the distance. It seems very -peaceful here. -~ -6 4 0 0 0 2 -D0 -~ -~ -0 0 600 -D2 -~ -~ -0 0 602 -S -#602 -Shore~ - The shore continues to the south, showing off more of the gorgeous sea thats -before you. You hear some birds singing in the distance. It seems very -peaceful here. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 601 -D1 -~ -~ -0 0 603 -D2 -~ -~ -0 0 607 -S -#603 -Sea of Souls~ - Small waves move to a magical time with wind, singing a special song with -the birds on the distance. The waves intice you to enter the sea, to see what -lies beyond. -~ -6 0 0 0 0 6 -D1 -~ -~ -0 0 608 -D2 -~ -~ -0 0 604 -D3 -~ -~ -0 0 602 -S -#604 -Sea of Souls~ - Small waves move to a magical time with wind, singing a special song with -the birds on the distance. The waves intice you to enter the sea, to see what -lies beyond. -~ -6 0 0 0 0 6 -D0 -~ -~ -0 0 603 -D1 -~ -~ -0 0 609 -D2 -~ -~ -0 0 605 -D3 -~ -~ -0 0 607 -S -#605 -Sea of Souls~ - Small waves move to a magical time with wind, singing a special song with -the birds in the distance. The waves intice you to enter the sea, to see what -lies beyond. -~ -6 128 0 0 0 2 -D0 -~ -~ -0 0 604 -D1 -~ -~ -0 0 610 -D2 -~ -~ -0 0 614 -D3 -~ -~ -0 0 606 -S -#606 -Shore~ - The shore has almost come to an end, leaving you with nothing but open -water. You think you could walk through some of the sea, but it might not be -very safe. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 607 -D1 -~ -~ -0 0 605 -S -#607 -Shore~ - The shore comes to an end here, leaving you with nothing but miles and miles -of open sea. Waves crash down onto your feet, making you wet. As you look -down, you can see footprints in the sand. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 602 -D1 -~ -~ -0 0 604 -D2 -~ -~ -0 0 606 -S -#608 -Sea of Souls~ - The water is quite deep here. You wouldn't be able to go any further -without a boat. You feel clams and rocks shuffle underneath your feet as your -feet sink into the sand of the sea. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 628 -D1 -~ -~ -0 0 611 -D2 -~ -~ -0 0 609 -D3 -~ -~ -0 0 603 -S -#609 -Sea of Souls~ - The water is quite deep here. You wouldn't be able to go any further -without a boat. You feel clams and rocks shuffle underneath your feet as your -feet sink into the sand of the sea. -~ -6 0 0 0 0 6 -D0 -~ -~ -0 0 608 -D1 -~ -~ -0 0 612 -D2 -~ -~ -0 0 610 -D3 -~ -~ -0 0 604 -S -#610 -Sea of Souls~ - The sea seems to expand greatly, heading off towards the southwest. You can -see a small island off in the distance. You wonder what could be there. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 609 -D1 -~ -~ -0 0 613 -D2 -~ -~ -0 0 646 -D3 -~ -~ -0 0 605 -S -#611 -Island~ - You have come to a small island tucked away in the sea. As you begin -walking around, you notice several small trees. The ground is mostly sand. -You feel your feet squishing around under you. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 618 -D1 -~ -~ -0 0 624 -D2 -~ -~ -0 0 612 -D3 -~ -~ -0 0 608 -S -#612 -Island~ - Through the sand you begin seeing small patches of grass. You are -surrounded by numerous large trees, shading you from the sun. The island -continues to the south. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 611 -D2 -~ -~ -0 0 613 -D3 -~ -~ -0 0 609 -S -#613 -Island~ - You have come to the edge of the island. The ground below you is very -murky. You can feet your feet begining to sink into the cold sea. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 612 -D1 -~ -~ -0 0 629 -D3 -~ -~ -0 0 610 -S -#614 -Sea of Souls~ - The water before you is calm and quiet. The only sound you can hear is the -sound of birds singing in the distance. You feel very relaxed here. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 605 -D1 -~ -~ -0 0 646 -D2 -~ -~ -0 0 615 -S -#615 -Sea of Souls~ - The water before you is calm and quiet. The only sound you can hear is the -sound of birds singing in the distance. You feel very relaxed here. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 614 -D1 -~ -~ -0 0 647 -D3 -~ -~ -0 0 616 -S -#616 -Sea of Souls~ - Everything around you is beginning to look the same. Some small waves -gently rock your boat, making you sway to and fro. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 615 -D2 -~ -~ -0 0 617 -S -#617 -A Small Cove~ - You have come upon a small cove tucked into the sea. There is a dead end -here, but the view is marvelous! In the distance you can see several little -animals running around playing. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 616 -S -#618 -Sea of Souls~ - As you continue sailing along the sea, you look around at your surroundings. -There really isn't much here. To the south you can see a small island. What -could be there? -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 619 -D1 -~ -~ -0 0 623 -D2 -~ -~ -0 0 611 -D3 -~ -~ -0 0 628 -S -#619 -Tunnel~ - You have entered a small narrow tunnel. It appears to be leading to an -island. The walls of the tunnel are made from seaweed, giving the place a -weird smell. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 620 -D2 -~ -~ -0 0 618 -S -#620 -Tunnel~ - As you continue making your way through the tunnel, a horrible smell fills -your nose. It smells like dead fish! There is a small island to the east. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 621 -D2 -~ -~ -0 0 623 -D3 -~ -~ -0 0 619 -S -#621 -Tunnel~ - You have come to the end of the tunnel. The seaweed walls seem to -disappear, showing you a beautiful island to the east. You wonder what -treasures are hidden there. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 622 -D3 -~ -~ -0 0 620 -S -#622 -Tropical Island~ - As you step onto the island, you look around at your surroundings. There -are a few scattered palm trees growing in the sand. As you look down at the -ground, you notice that the sand is red. How did this happen? -~ -6 0 0 0 0 2 -D2 -~ -~ -0 0 627 -D3 -~ -~ -0 0 621 -S -#623 -Sea of Souls~ - The waves from the sea crash up against your boat, spraying you with a light -mist. It feels refreshing and cool on your skin. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 620 -D2 -~ -~ -0 0 624 -D3 -~ -~ -0 0 618 -S -#624 -Sea of Souls~ - As you depart from the island, you look around, trying to see another -island. There isn't one in view, but that doesn't mean that ones not there. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 623 -D1 -~ -~ -0 0 625 -D3 -~ -~ -0 0 611 -S -#625 -Sea of Souls~ - As you continue in your journey, you being to daydream. Memories of your -childhood fill your mind as the waves threaten to put you to sleep. There is -an island to the east. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 626 -D3 -~ -~ -0 0 624 -S -#626 -Tropical Island~ - As you stand at the edge of the island, you look around and see a floating -village in the distance, to the south. Maybe you can get something to eat -there. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 627 -D1 -~ -~ -0 0 637 -D2 -~ -~ -0 0 636 -D3 -~ -~ -0 0 625 -S -#627 -Tropical Island~ - As you continue walking through the island, you begin noticing things around -you. There are coconuts hanging from the palm trees, and you see some -weed-like flowers growing through the sand. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 622 -D2 -~ -~ -0 0 626 -S -#628 -Sea of Souls~ - The water is rather calm here, maybe too calm. Everything around you is -quiet. You suddenly feel alone. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 618 -D2 -~ -~ -0 0 608 -S -#629 -Sea of Souls~ - As you leave the island, you look around to see whats up ahead. You see a -small floating village towards the east. Maybe there are some shops there -where you can sell some of the things you have collected through your journey. - -~ -6 0 0 0 0 7 -D2 -~ -~ -0 0 630 -D3 -~ -~ -0 0 613 -S -#630 -Sea of Souls~ - The water begins getting slightly choppy here, causing your small boat to -rock back and forth. To the east you can see a village. What could be in it? - -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 629 -D1 -~ -~ -0 0 632 -D2 -~ -~ -0 0 631 -S -#631 -Sea of Souls~ - You continue riding the waves, praying that your craft doesn't overturn. -The water looks very cold and the chances of you surviving temperatures like -that are very slim. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 630 -D2 -~ -~ -0 0 649 -S -#632 -Floating Village~ - You have entered a small floating village. You see several small boats -docked at the side of the village. Many people shuffle around you busily, -getting supplies and food. To the east you can see a small pawn shop. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 633 -D1 -~ -~ -0 0 635 -D3 -~ -~ -0 0 630 -S -#633 -Small House~ - You have come to a small house. The door has been boarded up, keeping -people like yourself out. The house should have been knocked down long ago, -but may have been kept for historical reasons. -~ -6 0 0 0 0 2 -D1 -~ -~ -0 0 634 -D2 -~ -~ -0 0 632 -S -#634 -Village Restaurant~ - Welcome to the Village Restaurant! Here you may sit down, relax and get a -bite to eat. The place is quite packed. The food here must be good! The smell -of fresh cooked fish fills your nose, making you hungry. -~ -6 0 0 0 0 0 -D0 -~ -~ -0 0 636 -D2 -~ -~ -0 0 635 -D3 -~ -~ -0 0 633 -S -#635 -Village Pawn Shop~ - You have entered a small pawn shop run by some of the people off a nearby -island. Everything you could imagine is here, and for a very reasonable price! -Possibly the best around. -~ -6 0 0 0 0 0 -D0 -~ -~ -0 0 634 -D2 -~ -~ -0 0 643 -D3 -~ -~ -0 0 632 -S -#636 -Sea of Souls~ - You are surrounded by islands and a floating village! What luck! It looks -like you could dock your boat at the village and rest for a bit. There looks -to be some shops there. Maybe you should go have a look. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 626 -D2 -~ -~ -0 0 634 -S -#637 -Narrow Tunnel~ - A narrow path in the sea sits before you. It seems to lead to an island. -You can't whats on the island yet, maybe you should just go there and find out. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 638 -D3 -~ -~ -0 0 626 -S -#638 -Narrow Tunnel~ - You continue floating down the narrow path, heading towards the island. -You can see a little more of the island, but not enough to make out whats -there. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 639 -D2 -~ -~ -0 0 641 -D3 -~ -~ -0 0 637 -S -#639 -Small Cove~ - You find yourself floating into a small cove of the sea. It looks like -another dead end. Guess you'll have to turn around and go a different way. -~ -6 0 0 0 0 7 -D2 -~ -~ -0 0 638 -S -#640 -Sea of Souls~ - You are sailing across a small section of the sea. It appears to be -conecting two islands together. Off in the distance to the west you can see a -floating village. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 642 -D2 -~ -~ -0 0 645 -S -#641 -Hidden Island~ - You have come to a small hidden island. There doesn't appear to be much -here, just some wild plants, but it might be worth your time to have a look. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 638 -D2 -~ -~ -0 0 642 -S -#642 -Hidden Island~ - As you walk to the edge of the island, you notice another island to the -south. You must have hit a small cluster of islands. You wonder if anyone -lives on these islands. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 641 -D2 -~ -~ -0 0 640 -S -#643 -Dark Isle~ - You look around at your surroundings, and see a floating village to the -north. You can see a small resturant inside. You can smell some fresh cooked -food. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 635 -D1 -~ -~ -0 0 644 -S -#644 -Dark Isle~ - As you continue walking through the darkened island, you begin to wonder how -everything got so dark. You look up to see a large dome covering the entire -island! You reach down and feel the sand. It's cold and wet between your -fingers. -~ -6 0 0 0 0 2 -D1 -~ -~ -0 0 645 -D3 -~ -~ -0 0 643 -S -#645 -Dark Isle~ - The island before you is pitch black. If you dont have a lantern, you may -be out of luck. You feel sharp pebbles digging into your feet. You can hear -them crunching in the darknesss. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 640 -D3 -~ -~ -0 0 644 -S -#646 -Sea of Souls~ - The water around you is calm and relaxing. One could fall asleep in these -surroundings. Just don't go getting yourself lost! -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 610 -D2 -~ -~ -0 0 647 -D3 -~ -~ -0 0 614 -S -#647 -Sea of Souls~ - The water around you is calm and relaxing. One could fall asleep in there -surroundings. Just don't go getting yourself lost! -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 646 -D2 -~ -~ -0 0 648 -D3 -~ -~ -0 0 615 -S -#648 -Scorpion Island~ - The island your standing on is covered in scorpions! You will either have -to kill them, or let them kill you. You see a small path between the creatures -that you could safely walk on. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 647 -D1 -~ -~ -0 0 650 -S -#649 -Scorpion Island~ - The island seems to be much more dry here. You suddenly feel thirsty. As -you look down at the ground, you notice that you are surrounded by scorpions! -Maybe you shouldn't have come here. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 631 -D3 -~ -~ -0 0 650 -S -#650 -Scorpion Island~ - Shadows off of some nearby trees shade you from the sun. You can feel your -feet starting to sink into the sand as you continue walking. -~ -6 0 0 0 0 2 -D1 -~ -~ -0 0 649 -D2 -~ -~ -0 0 651 -D3 -~ -~ -0 0 648 -S -#651 -Sea of Souls~ - You feel your ship being carried with the current of the sea. You can see -several large boulders sticking up from the depths of the water. Where could -these enormous rocks have come from? Be careful not to hit one, you wouldn't -be likely to survive. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 650 -D2 -~ -~ -0 0 652 -S -#652 -Sea of Souls~ - An enormous portion of the sea sits before you, waiting to be explored. -You can see nothing but water, and a few stray birds flying by. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 651 -D1 -~ -~ -0 0 662 -D2 -~ -~ -0 0 661 -D3 -~ -~ -0 0 653 -S -#653 -Sea of Souls~ - An enormous portion of the sea sits before you, waiting to be explored. -You can see nothing but water, and a few stray birds flying by. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 652 -D2 -~ -~ -0 0 660 -D3 -~ -~ -0 0 654 -S -#654 -Sea of Souls~ - An enormous portion of the sea sits before you, waiting to be explored. -You can see nothing but water, and a few stray birds flying by. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 653 -D3 -~ -~ -0 0 655 -S -#655 -Sea of Souls~ - You can see a small island in the distance to the south. There doesn't -appear to be much there, but it might be worth your time to stop and have a -look. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 654 -D2 -~ -~ -0 0 658 -D3 -~ -~ -0 0 656 -S -#656 -Sea of Souls~ - The sea almost seems to end here. The start of a small island is to the -south, waiting to be explored. What creatures will you encounter there? -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 655 -D2 -~ -~ -0 0 657 -S -#657 -Forgotten Island~ - As you step off your ship, you look around at the island. The island looks -to have been abandoned some time ago. All the trees are dead, the ground is -covered in twigs and dead leaves. You suddenly feel alone. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 656 -D1 -~ -~ -0 0 658 -S -#658 -Forgotten Island~ - As you walk deeper into the island, you see a large stone floor under a thin -layer of sand. You bend down and brush away some of the sand to expose an -ancient tablet. There are drawings on here that you are unable to read. You -begin to wonder who was on this island before you, and what happened to them. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 655 -D1 -~ -~ -0 0 659 -D2 -~ -~ -0 0 668 -D3 -~ -~ -0 0 657 -S -#659 -Forgotten Island~ - You find yourself standing on the edge of the island, looking out into the -sea. You feel a sudden sense of freedom come over you. A small breeze picks -up, blowing warm air across your face. -~ -6 0 0 0 0 2 -D1 -~ -~ -0 0 660 -D3 -~ -~ -0 0 658 -S -#660 -Sea of Souls~ - You feel your boat gently sway back and forth from the waves of the sea. -You can see a small island to the west. It appears to be abandoned. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 653 -D1 -~ -~ -0 0 661 -D2 -~ -~ -0 0 666 -D3 -~ -~ -0 0 659 -S -#661 -Sea of Souls~ - You find yourself in the middle of nowhere, floating in between two islands. -One to the west and one to the southeast. The one to the southeast is rather -large. What could be over there? -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 652 -D1 -~ -~ -0 0 663 -D3 -~ -~ -0 0 660 -S -#662 -Sea of Souls~ - You feel your ship being carried with the current of the sea. You can see -several large boulders sticking up from the depths of the water. Where could -these enormous rocks have come from? Be careful not to hit one, you wouldn't -be likely to survive. -~ -6 0 0 0 0 7 -D2 -~ -~ -0 0 663 -D3 -~ -~ -0 0 652 -S -#663 -Sea of Souls~ - As you continue floating across the vast sea, you spot an island not to far -off to the south. The island looks bigger than the rest that you have seen. -What could be there? -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 662 -D2 -~ -~ -0 0 664 -D3 -~ -~ -0 0 661 -S -#664 -Dragon Isle~ - Dragons roam this island. It's a known fact that people who enter this -island never leave it. Maybe you should leave before you are spotted as -someone's lunch. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 663 -D1 -~ -~ -0 0 665 -D2 -~ -~ -0 0 671 -S -#665 -Dragon Isle~ - As you risk your life and walk further into the island, you see enormous -footprints in the sand. You step inside of one, and suddenly feel very scared. -You're not alone here. -~ -6 0 0 0 0 2 -D2 -~ -~ -0 0 670 -D3 -~ -~ -0 0 664 -S -#666 -Sea of Souls~ - The waves begin to get rougher, causing your boat to rock. Be careful not -to tip over. You can hear some birds singing in the distance. You feel very -peaceful here. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 660 -D2 -~ -~ -0 0 667 -S -#667 -Sea of Souls~ - As you continue your long journey across the rippling sea, you look around -and see a large island to the east. You can see that several large trees have -been knocked down. What could have caused something like this? -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 666 -D1 -~ -~ -0 0 673 -D3 -~ -~ -0 0 674 -S -#668 -Sea of Souls~ - The waves begin to get rougher, causing your boat to rock. Be careful not -to tip over. You can hear some birds singing in the distance. You feel very -peaceful here. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 658 -D2 -~ -~ -0 0 669 -S -#669 -Sea of Souls~ - The open sea is before you. You can feel a slight chill coming off from the -water. The water must be very deep here. As you look over the side of your -boat, into the water you see nothing but blackness. It makes you think of -death. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 668 -D1 -~ -~ -0 0 674 -D3 -~ -~ -0 0 675 -S -#670 -Dragon Isle~ - As you continue on, you pass an old crumbled cave. It was most likely -crushed by one of the dragons while removing its prey from the cave. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 665 -D3 -~ -~ -0 0 671 -S -#671 -Dragon Isle~ - As you stand on the edge of the island, you check out your surroundings. -To the east, the island continues. To the west is the sea. Maybe you had -better leave the island while you still can. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 664 -D1 -~ -~ -0 0 670 -D3 -~ -~ -0 0 672 -S -#672 -Sea of Souls~ - As you continue sailing along, you spot a large island to the east. The -island looks to have been left in ruins. Maybe shouldn't go there. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 671 -D3 -~ -~ -0 0 673 -S -#673 -Sea of Souls~ - As you continue your long journey across the rippling sea, you look around -and see a large island to the east. You can see that several large trees have -been knocked down. What could have caused something like this? -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 672 -D3 -~ -~ -0 0 667 -S -#674 -Sea of Souls~ - The open sea is before you. You can feel a slight chill coming off from the -water. The water must be very deep here. As you look over the side of your -boat, into the water you see nothing but blackness. It makes you think of -death. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 667 -D3 -~ -~ -0 0 669 -S -#675 -Sea of Souls~ - The open sea is before you. You can feel a slight chill coming off from the -water. The water must be very deep here. As you look over the side of your -boat, into the water you see nothing but blackness. It makes you think of -death. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 669 -D2 -~ -~ -0 0 676 -S -#676 -Sea of Souls~ - As you continue floating along the sea, everthing gets quiet. Maybe too -quiet. You can see a small island in the distance to the southeast. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 675 -D2 -~ -~ -0 0 677 -S -#677 -Sea of Souls~ - The water is quite calm here, letting you relax in the light of the day. -You can see a small island to the east. This is perhaps the smallest island -you have encountered so far. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 676 -D1 -~ -~ -0 0 678 -S -#678 -Ice Isle~ - The island you have stepped on is covered in snow and ice! How could this -be possible? The climate is much too warm for there to be snow. All the -plants have died and shrivled up, leaving you as the only living thing on this -island. -~ -6 0 0 0 0 2 -D1 -~ -~ -0 0 680 -D2 -~ -~ -0 0 679 -D3 -~ -~ -0 0 677 -S -#679 -Ice Isle~ - The ground is very slippery here, better watch your step! You can see the -remains of an old ice fort. The sun has melted quite a bit of it down, leaving -nothing but a mound of ice. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 678 -S -#680 -Sea of Souls~ - The water here is quite cold. You can see small chunks of ice floating past -you. To the west is a small island covered in snow. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 681 -D3 -~ -~ -0 0 678 -S -#681 -Sea of Souls~ - The water here is quite cold. You can see small chunks of ice floating past -you. To the west is a small island covered in snow. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 686 -D2 -~ -~ -0 0 682 -D3 -~ -~ -0 0 680 -S -#682 -Sea of Souls~ - You feel yourself begin to drift off to sleep, when all of a sudden a huge -waves crashes against your boat, almost tipping you over! You're sprayed with -a light mist, leaving your clothes drenched. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 681 -D1 -~ -~ -0 0 685 -D2 -~ -~ -0 0 683 -S -#683 -Forest Island~ - The island before you is a forest! Numerous trees are cluttered together, -leaving almost no room for you to walk. You see some wild flowers and weeds -growing through the tall grass. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 682 -D1 -~ -~ -0 0 684 -S -#684 -Forest Island~ - The grass gets much taller here, making it hard to see anything. The grass -is up to your chin. You begin to feel like you're in the jungle. Several bugs -zoom past your ear, making a soft buzzing sound. -~ -6 0 0 0 0 2 -D1 -~ -~ -0 0 689 -D3 -~ -~ -0 0 683 -S -#685 -Sea of Souls~ - You continue sailing through the chopping waters. In the distance to the -south you can see an island filled with trees. The shore is not to far off to -the southeast. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 686 -D1 -~ -~ -0 0 688 -D3 -~ -~ -0 0 682 -S -#686 -Sea of Souls~ - The waves ripple softly, splashing against the side of your boat. It rocks -gently, threatening to put you to sleep. You feel very relaxed here. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 687 -D2 -~ -~ -0 0 685 -D3 -~ -~ -0 0 681 -S -#687 -Sea of Souls~ - The waves ripple softly, splashing against the side of your boat. It rocks -gently, threatening to put you to sleep. You feel very relaxed here. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 690 -D2 -~ -~ -0 0 688 -D3 -~ -~ -0 0 686 -S -#688 -Sea of Souls~ - You continue sailing through the chopping waters. In the distance to the -south you can see an island filled with trees. The shore is not to far off to -the southeast. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 687 -D3 -~ -~ -0 0 685 -S -#689 -Forest Island~ - The ground at your feet begins to get mushy, making it hard for you to walk. -It almost feels as if you're in quicksand. The grass is much shorter here, -showing you the sea to the north and south. -~ -6 0 0 0 0 2 -D2 -~ -~ -0 0 695 -D3 -~ -~ -0 0 684 -S -#690 -Sea of Souls~ - You begin sailing into the unknown. What things will you encounter? Will -you even survive? Luck doesn't appear to be on your side. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 691 -D3 -~ -~ -0 0 687 -S -#691 -Private Island~ - You're standing on the edge of a beautiful island. The shore is surrounded -with wild flowers, giving off a sweet scent. You can see a small house to the -east. -~ -6 0 0 0 0 2 -D1 -~ -~ -0 0 692 -D3 -~ -~ -0 0 690 -S -#692 -Private Island~ - A beautiful brick house stands before you. By the looks, it hasn't been -here very long. There doesn't appear to be anyone home. Maybe you should -leave before someone sees you. -~ -6 0 0 0 0 2 -D2 -~ -~ -0 0 693 -D3 -~ -~ -0 0 691 -S -#693 -Private Island~ - You seem to have stepped onto an island that is owned by someone. You can -see a small house to the north. It's constructed of bricks and is by far the -most beautiful house you have ever seen! -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 692 -D2 -~ -~ -0 0 694 -S -#694 -Sea of Souls~ - The water seems to calm down some, allowing you to let go of the boat. To -the north you can see an island. It doesn't appear to be very big, but it -might be a good place to stop and rest. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 693 -D2 -~ -~ -0 0 696 -S -#695 -Sea of Souls~ - The water here is quite calm, making you feel very relaxed. Don't get too -relaxed. You may fall sleep and tip over! -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 689 -D1 -~ -~ -0 0 697 -S -#696 -Sea of Souls~ - Your boat gently begins to rock back and forth. You feel a slight wind pick -up, causing the sea to become wavy. You grab on to the sides of the boat, -trying to hang on. -~ -6 0 0 0 0 7 -D0 -~ -~ -0 0 694 -D3 -~ -~ -0 0 698 -S -#697 -Sea of Souls~ - As you set sail and begin drifting into the depths of the sea, you spot a -small island off to the west. It looks nice enough, but looks can be -deceiving. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 698 -D2 -~ -~ -0 0 699 -D3 -~ -~ -0 0 695 -S -#698 -Sea of Souls~ - Your boat gently begins to rock back and forth. You feel a slight wind pick -up, causing the sea to become wavy. You grab on to the sides of the boat, -trying to hang on. -~ -6 0 0 0 0 7 -D1 -~ -~ -0 0 696 -D3 -~ -~ -0 0 697 -S -#699 -Shore~ - As you stand on the shore, you look out the the beautiful sea before you. -What mysteries could it hold? Would you survive a journey across it? You hear -some birds chirping in the distance. -~ -6 0 0 0 0 2 -D0 -~ -~ -0 0 697 -S -$~ diff --git a/lib/world/wld/60.wld b/lib/world/wld/60.wld deleted file mode 100644 index 3384072..0000000 --- a/lib/world/wld/60.wld +++ /dev/null @@ -1,2074 +0,0 @@ -#6000 -The Edge Of The Forest~ - You are standing at the end of a dusty road, near the eastern edge of the -large forest of Haon-Dor. To the east you see the road heading back to the -walled city, Midgaard, and to the west is a narrow trail leading through the -forest. -~ -60 0 0 0 0 2 -D1 -To the east a dusty road takes you back to the walls of Midgaard, and its large -west gate. -~ -~ -0 -1 6090 -D3 -You see a narrow forest trail winding westward in between the trees. -~ -~ -0 -1 6001 -E -tree trees~ - The trees are quite tall considering most of them appear to be quite young. -On one of the trees, crude letters forming the word 'Haon-Dor' have been carved -into the bark. -~ -E -trail~ - The forest trail winds westwards through the trees. -~ -S -#6001 -A Trail Through The Light Forest~ - You are on a trail leading through the forest. There seems to be a small -path leading north into the shadows. To the east is the forest edge and to -the west the trail leads further into the forest. -~ -60 0 0 0 0 3 -D0 -You see evidence of a small path leading through a break in the trees to the -north. -~ -~ -0 -1 6060 -D1 -The trail continues eastwards out of the forest. -~ -~ -0 -1 6000 -D3 -You see the narrow forest trail winding westwards in between the trees. -~ -~ -0 -1 6002 -E -birds insects animals~ - Very cute little creatures, they seem to enjoy life. -~ -E -tree trees~ - The trees here are quite young and fresh. They seem to accommodate many -kinds of birds, insects and other small animals. -~ -E -trail~ - The forest trail winds east-west through the trees. -~ -S -#6002 -A Trail Through The Light Forest~ - You are on a narrow trail winding east and west through the forest. To the -west, the forest gradually becomes more dense. A small forest path leads off -to the south. -~ -60 0 0 0 0 3 -D1 -The trail continues eastwards through the young trees. -~ -~ -0 -1 6001 -D2 -The small path leads south through the young trees. -~ -~ -0 -1 6011 -D3 -You see the narrow forest trail winding westwards into the dense forest. -~ -~ -0 -1 6003 -E -tree trees~ - The young, slender trees look beautiful, their fresh, green leaves moving -lightly in the wind. -~ -E -trail~ - The forest trail winds east-west through the trees. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6003 -A Trail Through The Dense Forest~ - You are on a trail winding east and west through the dense forest. To -the east, the forest gradually seems to become lighter. -~ -60 0 0 0 0 3 -D1 -The trail continues eastwards to the younger part of the forest. -~ -~ -0 -1 6002 -D3 -You see the narrow trail winding westwards through the dense forest. -~ -~ -0 -1 6004 -E -tree trees~ - The dense crowns of the mature trees leave only a fraction of the sky to be -seen through the leaves. -~ -E -trail~ - The forest trail seems almost fragile compared to the massive trunks. -~ -S -#6004 -A Trail Through The Dense Forest~ - You are on a trail winding east and west through the dense forest. To the -west, the trees are so huge and their crowns so dense that forest remains in -total darkness. A small path leads south through the trees. -~ -60 0 0 0 0 3 -D1 -The trail continues eastwards through the dense forest. -~ -~ -0 -1 6003 -D2 -The small path leads south through the trees. -~ -~ -0 -1 6005 -D3 -The narrow trail almost seems to disappear between the enormous trunks. -~ -~ -0 -1 6100 -E -tree trees~ - The crowns of the old trees almost cut out all light. -~ -E -trail~ - The forest trail seems almost fragile compared to the massive trunks. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6005 -A Small Path In The Dense Forest~ - You are on a small path leading through the dense forest. The crowns of -the old trees leave the forest in an unreal twilight illumination. The path -continues north and south. -~ -60 0 0 0 0 3 -D0 -The small path leads north through the trees. -~ -~ -0 -1 6004 -D2 -The small path leads south through the trees. -~ -~ -0 -1 6006 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6006 -A Small Path In The Dense Forest~ - You are on a small path leading through the dense forest. The crowns of -the old trees leave the forest in an unreal twilight illumination. The path -continues north and east. -~ -60 0 0 0 0 3 -D0 -The small path leads north through the trees. -~ -~ -0 -1 6005 -D1 -The small path leads east through the trees. -~ -~ -0 -1 6007 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6007 -An Intersection In The Dense Forest~ - You are on a small path leading through the dense forest. The crowns of -the old trees leave the forest in an unreal twilight illumination. The forest -gradually lightens to the east. Paths lead east, west and south. -~ -60 0 0 0 0 3 -D1 -You can barely make out a clearing to the east. -~ -~ -0 -1 6008 -D2 -The small path leads south through the trees. -~ -~ -0 -1 6012 -D3 -The small path leads west through the trees. -~ -~ -0 -1 6006 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6008 -The Forest Clearing~ - You are in a clearing in the forest. Lots of fresh stumps of varying sizes -protrude from the ground and heavy logs are stacked neatly in a big pile -supported by stakes set into the ground. Paths lead north, east and west. -~ -60 0 0 0 0 3 -D0 -The small path leads north through the trees. -~ -~ -0 -1 6011 -D1 -The small path leads east through the trees. -~ -~ -0 -1 6009 -D3 -The small path leads west through the trees. -~ -~ -0 -1 6007 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -stump stumps~ - There are more stumps than logs and some of the stumps are partly covered in -moss. -~ -E -stake stakes~ - The stakes keep the logs from rolling down. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -E -log logs~ - Even though the logs have been chopped to shorter pieces, they are quite -heavy as they are fresh and still filled with sap. -~ -S -#6009 -Outside A Small Cabin In The Forest~ - You are outside a small cabin built entirely from heavy logs. There is a -wooden door to the north and small paths lead west and south through the trees. -~ -60 0 0 0 0 3 -D0 -The wooden door is quite sturdy but does not appear to be equipped with a lock. -~ -door wooden~ -1 -1 6010 -D2 -The small path leads south through the dense forest. -~ -~ -0 -1 6014 -D3 -The small path leads west through the light forest. -~ -~ -0 -1 6008 -E -tree trees~ - The trees are fairly young, not much more than a hundred years or so. -~ -E -path paths~ - The path is probably used by the cabin's inhabitants. -~ -E -cabin logs log~ - It looks simple but comfortable and the slender trees make the whole place -seem pretty idyllic. It is a cabin built from wooden logs. -~ -S -#6010 -Inside The Cabin~ - You are inside a small one-room cabin made entirely from heavy logs. -It is very sparsely furnished, containing only the most basic housekeeping -equipment, such as a bed, a chair and a table. -~ -60 8 0 0 0 0 -D2 -The wooden door leads south. -~ -door wooden~ -1 -1 6009 -E -carving carvings carved~ - On the table is carved : - /) /) - Danny and Mari, Oct 31, 1991 ( o o ) - = x = - m m - ***(========- -~ -E -table~ - A heavy table that doesn't even appear to rock. It seems to have something -carved on it. -~ -E -chair~ - It is made from oak and looks strong and sturdy. -~ -E -bed~ - It is definitely not the most comfortable bed you have seen in your life. -~ -S -#6011 -A Small Path Through The Light Forest~ - You are on a small path leading through the forest. The trees are tall and -slender. Paths lead north and south. -~ -60 0 0 0 0 3 -D0 -The path leads north through the young trees. -~ -~ -0 -1 6002 -D2 -The path leads south through the young trees. -~ -~ -0 -1 6008 -E -tree trees~ - The trees are fairly young, not much more than a hundred years or so. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6012 -An Intersection In The Dense Forest~ - You are on a small path leading through the dense forest. The crowns of the -old trees leave the forest floor in an unreal twilight illumination. Paths -lead north, east and south. -~ -60 0 0 0 0 3 -D0 -The small path leads north through the trees. -~ -~ -0 -1 6007 -D1 -The small path leads east through the trees. -~ -~ -0 -1 6013 -D2 -The small path leads south through the trees. -~ -~ -0 -1 6021 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6013 -A Small Path In The Dense Forest~ - You are on a small path leading through the dense forest. The crowns of -the old trees leave the forest in an unreal twilight illumination. The path -continues east and west. -~ -60 0 0 0 0 3 -D1 -The small path leads east through the trees. -~ -~ -0 -1 6014 -D3 -The small path leads west through the trees. -~ -~ -0 -1 6012 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6014 -An Intersection In The Dense Forest~ - You are on a small path leading through the dense forest. The forest -gradually lightens to the north. Paths lead north, east and west. -~ -60 0 0 0 0 3 -D0 -The path leads north to a lighter part of the forest. -~ -~ -0 -1 6009 -D1 -The small path leads east through the trees. -~ -~ -0 -1 6015 -D3 -The small path leads west through the trees. -~ -~ -0 -1 6013 -E -tree trees~ - The crowns of the old trees leave the forest in an unreal twilight -illumination. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6015 -A Small Path In The Dense Forest~ - You are on a small path leading through the dense forest. The crowns of -the old trees leave the forest in an unreal twilight illumination. The path -continues south and west. -~ -60 0 0 0 0 3 -D2 -The small path leads south through the trees. -~ -~ -0 -1 6016 -D3 -The small path leads west through the trees. -~ -~ -0 -1 6014 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6016 -A Small Path In The Dense Forest~ - You are on a small path leading through the dense forest. The crowns of -the old trees leave the forest in an unreal twilight illumination. The path -continues north, south and east. -~ -60 0 0 0 0 3 -D0 -The small path leads north through the trees. -~ -~ -0 -1 6015 -D1 -The small path leads east through the trees. -~ -~ -0 -1 6028 -D2 -The small path leads south through the trees. -~ -~ -0 -1 6017 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6017 -A Small Path In The Dense Forest~ - You are at a turn on a small path leading through the dense forest. The -forest seems to become lighter to the west. The path continues north and west. -~ -60 0 0 0 0 3 -D0 -The small path leads north through the trees. -~ -~ -0 -1 6016 -D3 -The small path leads west through the trees to a lighter part of the forest. -~ -~ -0 -1 6018 -E -up branches branch large~ - The branch of a large oak stretches out above the path from the east. -~ -E -tree trees~ - The crowns of the old trees leave the forest in an unreal twilight -illumination. A large branch looms above you, over the path. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6018 -An Intersection In The Light Forest~ - You are on a small path leading through the forest. A path leads north to -a small field and other paths lead east and west into the dense forest. -~ -60 0 0 0 0 3 -D0 -The path leads north to a small, grassy field. -~ -~ -0 -1 6023 -D1 -The path leads east to a dense part of the forest. -~ -~ -0 -1 6017 -D3 -The path leads west to a dense part of the forest. -~ -~ -0 -1 6019 -E -tree trees~ - The tall trees are young and slender, not much more than a hundred years or -so. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6019 -A Small Path In The Dense Forest~ - You are on a small path leading through the dense forest. The forest seems -to become lighter to the east. The path continues north and east. -~ -60 0 0 0 0 3 -D0 -The small path leads north through the trees. -~ -~ -0 -1 6020 -D1 -The small path leads east through the trees to a lighter part of the forest. -~ -~ -0 -1 6018 -E -tree trees~ - The crowns of the old trees leave the forest in an unreal twilight -illumination. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6020 -A Small Path In The Dense Forest~ - You are on a small path leading through the dense forest. The crowns of -the old trees leave the forest in an unreal twilight illumination. The path -continues south and west. -~ -60 0 0 0 0 3 -D2 -The small path leads south through the trees. -~ -~ -0 -1 6019 -D3 -The small path leads west through the trees. -~ -~ -0 -1 6021 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6021 -A Small Path In The Dense Forest~ - You are on a small path leading through the dense forest. To the west -you see a dark cave entrance, leading into a small hillside. The path -continues north and east. -~ -60 0 0 0 0 3 -D0 -The small path leads north through the trees. -~ -~ -0 -1 6012 -D1 -The small path leads east through the trees. -~ -~ -0 -1 6020 -D3 -The cave is very dark. -~ -~ -0 -1 6022 -E -cave entrance~ - The irregular opening is eight feet wide and six feet tall. An acrid smell -emanates from within. -~ -E -tree trees~ - The crowns of the old trees leave the forest in an unreal twilight -illumination. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6022 -Inside The Cave~ - You are in a natural cave. Various sorts of debris cover the stone floor, -emitting a rather unpleasant smell that makes the air thick and hard to -breathe. The only obvious exit is east. -~ -60 9 0 0 0 0 -D1 -The cave opening is to the east. -~ -~ -0 -1 6021 -E -air smell~ - Kind of transparent, but quite noticeable nevertheless. -~ -E -cave walls floor stone~ - Quite uninteresting. -~ -E -debris~ - It consists mostly of gnawed bones mixed with small pieces of torn fur. -~ -S -#6023 -A Grassy Field~ - You are in a grass covered field somewhere in the forest. The tall grass -nearly reaches your waist, and the surrounding oaks and beeches form an almost -wall-like thicket on the east side of the field. To the northeast you can see -a small lake. A small path leads south through the trees, and the field opens -up to the north and west. -~ -60 0 0 0 0 2 -D0 -Wind blowing in from the north carries with it the smell of a newly killed -animal, as well as the noise of many birds, which you can see circling there. -~ -~ -0 -1 6026 -D1 -The ground slopes gently downward to the eastern tree line. -~ -~ -0 -1 6024 -D2 -The small path leads south in between the trees. -~ -~ -0 -1 6018 -E -birds bird circling~ - Many carrion birds are circling to the north, you presume they are waiting -for their turn to feast on a corpse. -~ -E -tree trees thicket~ - The trees form a close thicket, blocking any exit to the west. -~ -E -path~ - The narrow path is probably used by the animals living in the forest. -~ -E -grass~ - The tall grass makes a nice hiding place for animals. -~ -S -#6024 -The Lower Part Of The Grassy Field~ - You are in a lower part of the grassy field, south of a small lake. The -grass here has been trampled by the many animals coming here for water, leaving -the ground covered in tracks of different types. To the west you see a break -in the wall of trees surrounding the field, and to the north is a small lake. -~ -60 0 0 0 0 2 -D0 -The animal tracks lead off to the north, and around the lake there. -~ -~ -0 -1 6025 -D3 -To the south-west you see a break in the tree line, leading back to the -forest path. -~ -~ -0 -1 6023 -E -tree trees thicket~ - The trees form a close thicket, blocking any exit to the south and east. -~ -E -path trampled~ - The trampled grass path leads to the lake north of here. -~ -E -grass~ - The tall grass makes a nice hiding place for animals. -~ -S -#6025 -Beside The Lake In A Grassy Field~ - The grass stops shortly before the lake, replaced by mud covered in tracks -from the local animals. When you come close many animals scatter into the tall -grass and some even into the forest. To the west you see birds circling in the -high in the air, and to the north you see a small lake, surrounded by tall -reeds. The field continues to the south, and the forest blocks passage to the -east. -~ -60 0 0 0 0 2 -D0 -The lake looks inviting, and you can see some sort of water fowl floating -around among the reeds. -~ -~ -0 -1 6027 -D2 -To the south an animal trail leads of towards a the other side of the lower -field. -~ -~ -0 -1 6024 -D3 -The smell of carrion drifts down to you from higher on the field to the west. -~ -~ -0 -1 6026 -E -track tracks mud~ - You see tracks of both hooved and other sorts of animals. Evidence of all -sizes of animals is here in the mud, showing just how lively the forest is. -~ -E -birds bird circling~ - Many carrion birds are circling to the west, you presume they are waiting for -their turn to feast on a corpse. -~ -E -tree trees thicket~ - The trees form a close thicket, blocking any exit to the north or east. -~ -E -lake~ - Animals from all around come here to drink. The lake itself is not very big, -but it stretches off to the north from here. -~ -E -grass~ - The tall grass makes a nice hiding place for animals. -~ -S -#6026 -The Northern Section Of A Grassy Field~ - As you come close, scavenging animals and birds of all sorts scatter, -leaving only the boldest and stupidest encircling the carcass of a large boar. -Carrion birds circle overhead, and smaller animals stare out of the tall grass -at you. The grass here has been trampled, and a large area around the carcass -is stained by blood. A trail leads down the sloping field to a lake, and to -the south you see the path back to the forest. -~ -60 0 0 0 0 2 -D1 -A small lake lies down the sloping field to the east. Some of the animals -that fled from here have gone there, and are watching, waiting for you to -leave so they can resume their feasting. -~ -~ -0 -1 6025 -D2 -The field continues to the south, and you can see the path back to the forest -there. -~ -~ -0 -1 6023 -E -animal animals small~ - Several pairs of eyes peer out at you, urging you to leave. The just might -decide that en masse they could kill you, so you probably don't want to tarry -here. -~ -E -birds circling~ - Many birds of varying size circle overhead, waiting for you to leave. You -hope they don't decide that you could be a corpse with just a little effort. -~ -E -tree trees thicket~ - The trees form a close thicket, blocking any exit to the north and west. -~ -E -path~ - The narrow path is probably used by the animals living in the forest. -~ -E -grass~ - The tall grass makes a nice hiding place for animals. You see some of the -animals you frightened away peeking furtively out at you. -~ -S -#6027 -On The Lake~ - You are in the middle of a small lake, fed from a small stream coming -through the forest from the northwest. The water is not that clear, but -you can see fish swimming around below you. The bank is clear to the -south, providing a safe place to get back to the field. -~ -60 0 0 0 0 7 -D2 -Some animals have gathered on the bank to watch you, curious about what you -are doing. -~ -~ -0 -1 6025 -E -reed reeds~ - Reeds grow up around the edges of the lake, providing cover for the small -water fowl that live here. -~ -E -tree trees thicket~ - Trees cover the bank on most sides, preventing you from docking there. -~ -E -lake~ - Animals from all around come here to drink. The lake itself is not very big, -but it stretches off to the north from here. -~ -E -fish~ - Trout and perhaps a catfish or two swim about below you, totally ignoring -your presence. -~ -S -#6028 -A Small Path In The Dense Forest~ - You are on a small path leading through the dense forest. The crowns of -the old trees leave the forest in an unreal twilight illumination. The path -continues to the west and south. -~ -60 0 0 0 0 3 -D2 -~ -~ -0 -1 6029 -D3 -The small path leads west through the trees. -~ -~ -0 -1 6016 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6029 -Near A Large Tree In The Dense Forest~ - You are at the end of a small path leading through the dense forest. The -crowns of the old trees leave the forest in an unreal twilight illumination. -This rough clearing is dominated by a very large oak tree, probably the -largest in this part of the forest. The path leads back to the north. -~ -60 4 0 0 0 3 -D0 -~ -~ -0 -1 6028 -D4 -You see the lower branches of the towering oak. -~ -~ -0 -1 6030 -E -top highest high~ - You could probably see most of the forest, and perhaps even the city from the -top of the tree... Of course, you'd have to deal with whatever that shape is -pacing on one of the upper limbs. -~ -E -limb limbs~ - They look quite sturdy, certainly capable of holding your weight should you -decide to climb up the tree using them. -~ -E -animal shape~ - From here it looks vaguely feline, though you could get a much better view -from in the tree. You are not sure if it has seen you yet. -~ -E -large oak tree~ - It has some lower branches that you think you could reach if you stretched. -You might even be able to climb all the top, though from here it looks like -something else had that idea before you. There is a faint animal shape pacing -on one of the highest branches. -~ -E -trees~ - The trees are mostly old beeches and oaks, with one large oak off to your -right. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6030 -In The Lower Branches Of A Large Oak~ - You are in a huge oak, about one third of the way to the top. The branches -above you block out much of the light, but enough filters through for you to -see. Small animals and birds scatter at your approach, rustling the leaves -all about you. You could easily climb back down to the ground, or continue up -the tree. One large branch juts outward to the west, possibly providing a -third choice of exit. -~ -60 0 0 0 0 5 -D3 -This limb looks large and strong enough for you to walk most of the way along -its length to the west. -~ -~ -0 -1 6031 -D4 -More large branches spread out from the tree above you. -~ -~ -0 -1 6032 -D5 -The rough clearing is just a quick climb and jump below you. -~ -~ -0 -1 6029 -E -top highest high~ - You could probably see most of the forest, and perhaps even the city from the -top of the tree... Of course, you would have to deal with whatever that shape -is that you see pacing on one of the upper limbs. -~ -E -limb limbs~ - They look quite sturdy, certainly capable of holding your weight should you -decide to climb around in the tree using them. -~ -E -pacing pace animal shape~ - From here it looks feline. You still don't think it has noticed you, despite -the noise you made while climbing up here. -~ -E -feline~ - The shape above you moves with definite grace and confidence. You think that -it must be a Bobcat, stalking smaller tree-dwelling animals. -~ -E -animals bird birds~ - A variety of squirrels, chipmunks, and birds make their homes in this and the -surrounding trees. If you look closely you may be able to see some of their -rapidly emptying nests. -~ -E -nest nests~ - After a short period of looking, you notice a bird's nest on a limb not far -above you, and a large squirrel's nest in the crook of a large limb that -stretches out towards the west. -~ -S -#6031 -Out On A Limb In A Large Oak~ - This sturdy branch hangs far out over a path to the west, which you might -be able to jump down to. Several squirrels scamper into hiding as you -approach, leaving you alone and swaying slightly with the wind. To your north -you can see a small log cabin through the trees, and to the southeast there -seems to be some sort of clearing, with many birds circling above it. -~ -60 4 0 0 0 3 -D1 -Back to the east you see the tree trunk. It is much less precarious there -compared to here... perhaps you should go back. -~ -~ -0 -1 6030 -D5 -Below you is a small path, probably used by the forest animals. You think -that you could jump down with a little effort. -~ -~ -0 -1 6016 -E -top highest high~ - You could probably see most of the forest, and perhaps even the city from the -top of the tree... Of course, you would have to deal with whatever that shape -is that you see pacing on one of the upper limbs. -~ -E -limb limbs~ - The limbs look quite sturdy, certainly capable of holding your weight should -you decide to climb around in the tree using them. -~ -E -pacing pace animal shape~ - From here it looks feline. You still don't think it has noticed you, despite -the noise you made while climbing up here. -~ -E -feline~ - The shape above you moves with definite grace and confidence. You think that -it must be a Bobcat, stalking smaller tree-dwelling animals. -~ -E -animals bird birds~ - A variety of squirrels, chipmunks, and birds make their homes in this and the -surrounding trees. If you look closely you may be able to see some of their -rapidly emptying nests. -~ -E -nest nests~ - You notice that several of the squirrels sought refuge in a large nest that -is well within your reach. Looking into the nest, you see two pairs of eyes -staring back at you. -~ -S -#6032 -Midway To The Top Of The Large Oak~ - You are in a huge oak, about midway to the top. The branches above you -block out much of the light, but enough filters through for you to see. A few -birds have remained to watch you from the fringe branches, well out of your -reach. Scratches mar the tree here, and torn bark is scattered near you on the -branch. It would seem some large forest cat lives nearby, so you had better be -careful! You can continue a bit farther up the tree, or descend to limbs that -don't sway so much. -~ -60 0 0 0 0 5 -D4 -Above you the tree narrows farther, but it still looks like you could climb up -there. A feline shape is pacing about above you, trying to get to a large -wounded bird. Perhaps you should try to see what sort of cat this is before -you interrupt its hunt... it might eat you instead of the bird. -~ -~ -0 -1 6033 -D5 -~ -~ -0 -1 6030 -E -top highest high~ - You could probably see most of the forest, and perhaps even the city from the -top of the tree... Of course, you would have to deal with whatever that shape -is that you see pacing on one of the upper limbs. -~ -E -limb limbs~ - They look quite sturdy, certainly capable of holding your weight should you -decide to climb around in the tree using them. -~ -E -feline cat pacing pace shape~ - It looks like a Bobcat, and it seems quite intent on getting to a large bird -that it has wounded. It has not seen you yet, or perhaps just thinks you are -too easy a meal. -~ -E -animal animals bird birds~ - A variety of squirrels, chipmunks, and birds make their homes in this and the -surrounding trees. If you look closely you may be able to see some of their -rapidly emptying nests. -~ -E -nest nests~ - A medium sized bird's nest is close to you here, and it looks like it has -some nice looking eggs in it too! -~ -S -#6033 -High In The Large Oak~ - The tree top gently sways in the wind, and you think you are as high as -you can safely go in the tree. The limbs here show evidence of a small battle, -with ripped bark and loose feathers scattered everywhere. Looking around, you -can see the forest stretching out below you in all directions. To the east you -see Midgaard, and to the south the river runs through a deep chasm. North and -west of here you can see another small village, and on the western horizon you -see a large mountain. -~ -60 0 0 0 0 5 -D5 -Below you many of the animals you frightened earlier have returned to their -various nests and homes. You can see a small hint of the path far below you -through the branches. -~ -~ -0 -1 6032 -E -river chasm~ - To the south you see a river flowing roughly from the northeast to the west. -It emerges from a dark opening in the side of a mountain and flows through -Midgaard, and on into the forest. It has eroded a deep chasm in the soft stone -under the forest floor, and is not visible for long after it enters the forest -proper. -~ -E -mountain range northeast~ - A long mountain range stretches across the horizon to the north and -northeast. You have heard rumors of many different sorts of creatures living -there, varying from Dwarves and Humans to Ogres and various humanoid creatures. -Some say that evil Dark Elves dwell in the underworld deep below the lands of -the Dwarves. The caves of Moria also are found there, populated by all sorts of -evil creatures. -~ -E -around trees everywhere woods forest~ - Off to the southwest you can see a grass covered field, and a small lake; -nortwest of you is a small cabin and a large pile of wood. Far to west the -treetops form a tight canopy, blocking out almost all sunlight and your view. -It is said that large wolves live there. You've also heard rumors of horrible -spiders and drow living there. You'd be best off leaving that area to more -experienced adventurers. -~ -S -#6060 -A Shaded Path Through The Forest~ - You are on a small shaded path leading through the trees. The forest -gradually lightens to the east. The path continues to the north, and to the -south you see the main trail. -~ -60 0 0 0 0 3 -D0 -The path winds its way between the trees. -~ -~ -0 -1 6065 -D2 -Through a break in the tree line you see the main trail that heads back towards -Midgaard. -~ -~ -0 -1 6001 -E -tree trees~ - They are mostly young oaks and tall beeches. -~ -E -path paths shaded~ - The shaded path is probably used by the small animals living in the forest. -~ -S -#6061 -A Shaded Path Through The Forest~ - You are at a turn on a small shadowed path leading through the forest. The -forest seems to become lighter to the west. The path continues north and west. -~ -60 0 0 0 0 3 -D0 -The path winds its way between the trees. -~ -~ -0 -1 6066 -D3 -The path winds its way between the trees. -~ -~ -0 -1 6062 -E -tree trees~ - The crowns of the old trees leave the forest in an unreal twilight -illumination. A large branch looms above you, over the path. -~ -E -path paths shaded shadowed~ - The shadowy path is probably used by the small animals living in the forest. -~ -S -#6062 -A Shaded Path Through The Dense Forest~ - You are on a small shaded path leading through the dense forest. The -crowns of the old trees leave the forest floor in an unreal twililght -illumination. To the north you see a small clearing. Paths lead east and -west. -~ -60 0 0 0 0 3 -D0 -Through the underbrush you see a small clearing. -~ -~ -0 -1 6067 -D1 -The path winds its way between the trees. -~ -~ -0 -1 6061 -D3 -The path winds its way between the trees. -~ -~ -0 -1 6063 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths shaded shadowy~ - The shaded path is probably used by the small animals living in the forest. -~ -S -#6063 -A Shaded Path Through The Dense Forest~ - You are on a small shaded path through the dense forest. The crowns of -the old trees leave the forest in an unreal twilight illumination. The path -continues north and east. -~ -60 0 0 0 0 3 -D0 -The path winds its way between the trees. -~ -~ -0 -1 6068 -D1 -The path winds its way between the trees. -~ -~ -0 -1 6062 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths shaded~ - The shaded path is probably used by the animals living in the forest. -~ -S -#6064 -A Shadowy Path Through The Dense Forest~ - You are on a small shadowy path leading through the dense forest. The -crowns of the old trees leave the forest in an unreal twilight illumination. -The path continues north and south. -~ -60 0 0 0 0 3 -D0 -The path winds its way between the trees. -~ -~ -0 -1 6069 -D2 -The path winds its way into darkness. -~ -~ -0 -1 6100 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths shadowy~ - The shadowy path is probably used by the animals living in the forest. -~ -S -#6065 -A Shaded Path Through The Forest~ - You are at a turn on a small shaded path winding through the trees. The -forest gradually becomes more dense to the west. The path continues west and -south from here. -~ -60 0 0 0 0 3 -D2 -Through the trees to the south you can almost see the main trail leading back -to Midgaard. -~ -~ -0 -1 6060 -D3 -The path winds its way between the trees. -~ -~ -0 -1 6066 -E -tree trees~ - The trees are mostly young oaks and tall beeches. -~ -E -path paths shaded~ - The shadowed path is probably used by the small animals living in the forest. -~ -S -#6066 -A Fork On The Shaded Path Through The Forest~ - You are at a fork in the small shaded path winding through the trees. The -forest gradually becomes more dense to the west. The path branches to the -north and south here, and also continues to the east. -~ -60 0 0 0 0 3 -D0 -The path winds its way between the trees. -~ -~ -0 -1 6071 -D1 -The path winds its way between the trees. -~ -~ -0 -1 6065 -D2 -The path winds its way between the trees. -~ -~ -0 -1 6061 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths shaded~ - The shaded path is probably used by the small animals living in the forest. -~ -S -#6067 -At The Fallen Tree~ - You are standing in a small clearing, beside a large fallen tree. A large -amount of the tree has already decomposed, but some pieces remain, scattered -about the clearing. Paths border the clearing to the north and south. -~ -60 0 0 0 0 3 -D0 -A shaded path winds its way northeast between the trees. -~ -~ -0 -1 6072 -D2 -A shaded path winds its way east between the trees. -~ -~ -0 -1 6062 -E -under animal den~ - Under a log you think you see some sort of hole, or animal's den. Looking -closer, you can make out the form of what you believe to be a Badger resting -inside of the den. -~ -E -clearing clear~ - When the large tree fell it must have brought a few of the smaller trees down -with it in order to make a clearing like this. -~ -E -fallen rotten decomposed tree~ - The tree has mostly rotted away, providing nourishment to many small plants -growing here in the clearing. The few pieces that remain are not all that -large, but one log in particular catches your eye and seems to remind you of -something. Under one of these logs would be a great place for an animal to make -its den... -~ -E -path paths~ - The shaded paths are probably used by the animals living in the forest. -~ -S -#6068 -An Intersection On The Shaded Path~ - You are on a small shaded path leading through the dense forest. The -crowns of the old trees leave the forest in an unreal twilight illumination. -The path continues north, south, and west. -~ -60 0 0 0 0 3 -D0 -The path winds its way between the trees. -~ -~ -0 -1 6073 -D2 -The path winds its way between the trees. -~ -~ -0 -1 6063 -D3 -The path winds its way between the trees. -~ -~ -0 -1 6069 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths shaded~ - The shaded path is probably used by the animals living in the forest. -~ -S -#6069 -A Shadowy Path Through The Dense Forest~ - You are on a small shadowy path leading through the dense forest. The -crowns of the old trees leave the forest in an unreal twilight illumination. -The path continues south and east. -~ -60 0 0 0 0 3 -D1 -The path winds its way between the old trees. -~ -~ -0 -1 6068 -D2 -The path winds its way between the trees. -~ -~ -0 -1 6064 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths shaded shadowy~ - The shadowy path is probably used by the animals living in the forest. -~ -S -#6070 -Off Of The Path In The Shaded Forest~ - You are wandering amongst the trees in the light forest, without the aid -of a path or trail. More sunlight trickles through the treetops here, making -your travel a bit easier. Small animals scurry away as you approach. You -are no longer on a path, so you may go whichever way you please. -~ -60 0 0 0 0 3 -D0 -The trees seem to part, exposing a trail into the shade. -~ -~ -0 -1 6078 -D1 -The trees seem to part, exposing a trail into the shade. -~ -~ -0 -1 6070 -D2 -The trees seem to part, exposing a trail into the shade. -~ -~ -0 -1 6061 -D3 -The trees seem to part, exposing a trail into the shade. -~ -~ -0 -1 6072 -E -tree trees~ - The trees are younger here than to those to the west. -~ -E -path paths~ - The path is long behind you now... You aren't sure which direction it lies -in anymore. -~ -S -#6071 -A Shaded Path Through The Forest~ - You are on a small shaded path leading in between the trees. The forest -gradually lightens to the east. Paths lead west and south, and you think you -see a small path leading eastward. -~ -60 0 0 0 0 3 -D1 -It looks like a small path begins between two trees to the east, but you -aren't quite certain. -~ -~ -0 -1 6070 -D2 -The path winds its way through the trees to an split in the path. -~ -~ -0 -1 6066 -D3 -The path winds its way between the trees. -~ -~ -0 -1 6072 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths shadowy shadowed~ - The shadowy path is probably used by the small animals living in the forest. -~ -S -#6072 -A Shaded Path Though The Forest~ - You are on a small shaded path leading between the trees. The forest -gradually becomes more dense to the west. Paths lead north and east, and you -see a small clearing to the south. -~ -60 0 0 0 0 3 -D0 -The path winds its way between the trees. -~ -~ -0 -1 6075 -D1 -The path winds its way between the trees. -~ -~ -0 -1 6071 -D2 -A lightly traveled path heads southward to a small clearing. -~ -~ -0 -1 6067 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths shaded~ - The shaded path is probably used by the small animals living in the forest. -~ -S -#6073 -A Shadowy Path Through The Dense Forest~ - You are on a small shadowy path leading through the dense forest. To the -north the terrain becomes quite hilly and rough. The crowns of the old trees -leave the forest in an unreal twilight illumination. The path continues north -and south. -~ -60 0 0 0 0 4 -D0 -The path winds its way into the hills and denser forest. -~ -~ -0 -1 6076 -D2 -The path winds its way between the trees. -~ -~ -0 -1 6068 -E -hill hills terrain~ - To the northwest you see hills covered by dense forest. -~ -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths shadowy~ - The shadowy path is probably used by the animals living in the forest. -~ -S -#6074 -A Small Trail Through The Forest~ - You have just left the shaded path, and you are now standing at the head of -a very short trail. It looks like someone begin clearing away the underbrush -here, but didn't get finished. You may leave in any direction, but the path -is to the west. -~ -60 0 0 0 0 3 -D0 -The trees seem to part, exposing a trail into the shade. -~ -~ -0 -1 6074 -D1 -The trees seem to part, exposing a trail into the shade. -~ -~ -0 -1 6070 -D2 -The trees seem to part, exposing a trail into the shade. -~ -~ -0 -1 6070 -D3 -Through the underbrush you see a small path winding its way northward. -~ -~ -0 -1 6075 -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The narrow path is probably used by the animals living in the forest. -~ -S -#6075 -A Shaded Path Through The Forest~ - You are on a small shaded path leading between the trees. The forest -gradually becomes more dense to the west, and to the northwest the terrain -is quite hilly. The path continues north and south. To the east you see a -trail winding through the younger section of the forest. -~ -60 0 0 0 0 3 -D0 -The path winds its way between the trees. -~ -~ -0 -1 6078 -D1 -You think you see the beginnings of a small trail through the younger part of -the forest. -~ -~ -0 -1 6074 -D2 -The path winds its way between the trees. -~ -~ -0 -1 6072 -E -trail~ - You think you see the beginnings of a small trail to the east, winding -through the younger part of the forest. -~ -E -hills hill terrain~ - To the northwest the ground becomes more hilly. You have heard that a -halfling village is somewhere in the hills. -~ -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths shaded~ - The shaded path is probably used by the animals living in the forest. -~ -S -#6076 -In The Dense Forest Between The Hills~ - You are standing among tightly packed trees between several hills. You -lost track of the path long ago, and now must rely on your instincts to guide -you. The ground is very rough and rocky here, and only the most hardy plants -survive. The crowns of the old trees leave the hills in an unreal twilight -illumination. -~ -60 4 0 0 0 4 -D0 -All you see are trees and hillsides. -~ -~ -0 -1 6081 -D1 -All you see are trees and hillsides. -~ -~ -0 -1 6077 -D2 -All you see are trees and hillsides. -~ -~ -0 -1 6076 -D3 -All you see are trees and a shadowy path. -~ -~ -0 -1 6073 -E -hills hill~ - Hills rise up all around you, blocking your view of the terrain. -~ -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The path is probably around here somewhere... If only you had paid more -attention. -~ -S -#6077 -In The Dense Forest Between The Hills~ - You are standing among tightly packed trees between several hills. You -lost track of the path long ago, and now must rely on your instincts to guide -you. The ground is very rough and rocky here, and only the most hardy plants -survive. The crowns of the old trees leave the hills in an unreal twilight -illumination. -~ -60 4 0 0 0 4 -D0 -All you see are trees and hillsides. -~ -~ -0 -1 6081 -D1 -All you see are trees and hillsides. -~ -~ -0 -1 6076 -D2 -All you see are trees and hillsides. -~ -~ -0 -1 6079 -D3 -All you see are trees and hillsides. -~ -~ -0 -1 6077 -E -hills hill~ - Hills rise up all around you, blocking your view of the terrain. -~ -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The path is probably around here somewhere... If only you had paid more -attention. -~ -S -#6078 -In The Dense Forest Between The Hills~ - You are at the end of a small shaded path leading between the trees. The -forest is quite thick here, and the ground is very rough and hilly, halting -your progress. The path lies to the south. -~ -60 0 0 0 0 4 -D2 -The path winds its way between the trees. -~ -~ -0 -1 6075 -E -hills hill~ - The terrian is very hilly and rough to the north and west. You have heard -that there is a halfling village somewhere in the hills. -~ -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths shaded~ - The shaded path is probably used by the animals living in the forest. -~ -S -#6079 -In The Dense Forest Between The Hills~ - You are standing among tightly packed trees between several hills. You -lost track of the path long ago, and now must rely on your instincts to guide -you. The ground is very rough and rocky here, and only the most hardy plants -survive. The crowns of the old trees leave the hills in an unreal twilight -illumination. -~ -60 4 0 0 0 4 -D0 -All you see are trees and hillsides. -~ -~ -0 -1 6081 -D1 -All you see are trees and hillsides. -~ -~ -0 -1 6078 -D2 -All you see are trees and a shadowy path. -~ -~ -0 -1 6073 -D3 -All you see are trees and hillsides. -~ -~ -0 -1 6080 -E -hills hill~ - Hills rise up all around you, blocking your view of the terrain. -~ -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The path is probably around here somewhere... If only you had paid more -attention. -~ -S -#6080 -In The Dense Forest Between The Hills~ - You are standing among tightly packed trees between several hills. You -lost track of the path long ago, and now must rely on your instincts to guide -you. The ground is very rough and rocky here, and only the most hardy plants -survive. The crowns of the old trees leave the hills in an unreal twilight -illumination. -~ -60 4 0 0 0 4 -D0 -All you see are trees and hillsides. -~ -~ -0 -1 6081 -D1 -All you see are trees and hillsides. -~ -~ -0 -1 6082 -D2 -All you see are trees and hillsides. -~ -~ -0 -1 6076 -D3 -All you see are trees and hillsides. -~ -~ -0 -1 6081 -E -hills hill~ - Hills rise up all around you, blocking your view of the terrain. -~ -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The path is probably around here somewhere... If only you had paid more -attention. -~ -S -#6081 -In The Dense Forest Between The Hills~ - You are standing among tightly packed trees between several hills. You -lost track of the path long ago, and now must rely on your instincts to guide -you. The ground is very rough and rocky here, and only the most hardy plants -survive. The crowns of the old trees leave the hills in an unreal twilight -illumination. -~ -60 4 0 0 0 4 -D0 -All you see are trees and hillsides. -~ -~ -0 -1 6078 -D1 -All you see are trees and hillsides. -~ -~ -0 -1 6077 -D2 -All you see are trees and hillsides. -~ -~ -0 -1 6076 -D3 -All you see are trees and a shadowy path. -~ -~ -0 -1 6073 -E -hills hill~ - Hills rise up all around you, blocking your view of the terrain. -~ -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -E -path paths~ - The path is probably around here somewhere... If only you had paid more -attention. -~ -S -#6082 -In The Dense Forest Between The Hills~ - You are standing among tightly packed trees on a medium sized hill. The -dense forest spreads out all around you, and the crowns of the old trees leave -the hills in an unreal twilight illumination. -~ -60 4 0 0 0 4 -D0 -All you see are trees and hillsides. -~ -~ -0 -1 6081 -D1 -All you see are trees and hillsides. -~ -~ -0 -1 6079 -D2 -All you see are trees and hillsides. -~ -~ -0 -1 6076 -E -hills hill~ - Hills rise up all around you, blocking your view of the terrain. -~ -E -tree trees~ - The trees are mostly old beeches and oaks. -~ -S -#6090 -A Road Through The Plains~ - You are on a dust covered east-west road through the western plains. An -occasional hunter or adventurer can be seen, heading to or from the forest. -To the east is the walled city, Midgaard, and to the west the road ends at -the head of a narrow trail into a large forest. -~ -60 4 0 0 0 2 -D1 -Far to the east you see the large walls guarding Midgaard. -~ -~ -0 -1 6091 -D3 -To the west the dusty trail ends, and becomes a narrow trail into the cool -shadows of the forest. -~ -~ -0 -1 6000 -E -road dust dusty~ - The road is well used, and quite dusty. -~ -E -tree trees forest~ - The trees are quite tall considering most of them appear to be quite young. -~ -E -trail~ - The forest trail winds westwards through the trees. -~ -S -#6091 -A Road Through The Plains~ - You are on a dust covered east-west road through the western plains. An -occasional hunter or adventurer can be seen, heading to or from the forest. -To the east is the walled city, Midgaard, and to the west the road continues -towards a large forest. -~ -60 4 0 0 0 2 -D1 -Far to the east you see the walls and western gate of Midgaard. -~ -~ -0 -1 6092 -D3 -You see the large forest, Haon-Dor, stretching out far to the west, and to the -northwest you the forest gives way to hills. -~ -~ -0 -1 6090 -E -road dust dusty~ - The road is well used, and quite dusty. -~ -E -tree trees~ - Some small trees grow amongst the underbrush of the plains. These slowly -gain in height as you travel farther westward towards Haon-Dor -~ -E -forest haondor haon-dor~ - The large forest of Haon-Dor spreads out to the west. Small and large game -is plentiful there... As is adventure, and of course, danger! -~ -S -#6092 -A Road Through The Plains~ - You are on a dust covered east-west road crossing the grassy plains between -Midgaard the forest of Haon-Dor. An occasional hunter or adventurer can be -seen, heading to or from the forest. To the east is the walled city, Midgaard, -and to the west the road continues towards a large forest. -~ -60 4 0 0 0 1 -D1 -To the east you see the walls and West Gate of Midgaard. -~ -~ -0 -1 3052 -D3 -To the west the road continues towards the forest. -~ -~ -0 -1 6091 -E -road dust dusty~ - The road is well used, and quite dusty. -~ -E -forest~ - The large forest of Haon-dor spreads out to the west. Small and large game -is plentiful there... As is adventure, and of course, danger! -~ -S -$~ diff --git a/lib/world/wld/61.wld b/lib/world/wld/61.wld deleted file mode 100644 index 378a76d..0000000 --- a/lib/world/wld/61.wld +++ /dev/null @@ -1,1336 +0,0 @@ -#6100 -A Narrow Trail Through The Deep, Dark Forest~ - You are on a narrow trail winding its way between the enormous, gray -trunks. The crowns of the trees must be very dense, as they leave the -forest floor in utter darkness. The trail leads east and west. -~ -61 9 0 0 0 3 -D0 -A small shadowy path leads away to the north. -~ -~ -0 -1 6064 -D1 -The narrow trail leads east to a somewhat lighter part of the forest. -~ -~ -0 -1 6004 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 6101 -E -tree trees trunk trunks~ - These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -S -#6101 -A Narrow Trail Through The Deep, Dark Forest~ - You are on a dusty trail winding its way east-west between huge, -ancient trees whose gray trunks remind you of ancient pillars in a -enormous, deserted hall. To the south, a frail path leads away from -the trail. -~ -61 9 0 0 0 3 -D1 -The narrow, dusty trail leads east through the forest. -~ -~ -0 -1 6100 -D2 -The path leads south - away from the trail. -~ -~ -0 -1 6104 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 6102 -E -tree trees trunk trunks~ - These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. -~ -E -path~ - The path seems fragile and unsafe compared to the enormous trunks that loom -around it. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -S -#6102 -A Narrow Trail Through The Deep, Dark Forest~ - You are on a dusty trail winding its way east-west between huge, -ancient trees that stand close on all sides. Not a sound is to be -heard - everything is ominously quiet. -~ -61 9 0 0 0 3 -D1 -The narrow, dusty trail leads east through the forest. -~ -~ -0 -1 6101 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 6103 -E -tree trees trunk trunks~ - These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. -~ -E -path~ - The path seems fragile and unsafe compared to the enormous trunks that loom -around it. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -S -#6103 -A Narrow Trail Through The Deep, Dark Forest~ - You are where the dusty trail bends, as to avoid conflict with a -colossal trunk to the west. Not a sound is to be heard - everything -is ominously quiet. The trail leads east and south and there is a -small path leading off the trail to the north. -~ -61 9 0 0 0 3 -D0 -A small path leads north off the trail. -~ -~ -0 -1 6150 -D1 -The narrow, dusty trail leads east through the forest. -~ -~ -0 -1 6102 -D2 -The narrow, dusty trail leads south through the forest. -~ -~ -0 -1 6108 -E -trees trunks~ - These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -S -#6104 -A Small Path In The Deep, Dark Forest~ - You are on a narrow path leading through the deep, dark forest. You -feel as if the ancient trees observe you in watchful silence. The path -continues north and south. -~ -61 9 0 0 0 3 -D0 -The narrow path winds its way through the trees to the north. -~ -~ -0 -1 6101 -D2 -The narrow path winds its way through the trees to the south. -~ -~ -0 -1 6105 -E -path~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6105 -A Small Path In The Deep, Dark Forest~ - You are on a narrow path leading through the deep, dark forest. Ancient -gray trees loom all around you. The path continues north and west. -~ -61 9 0 0 0 3 -D0 -The narrow path winds its way through the trees to the north. -~ -~ -0 -1 6104 -D3 -The narrow path winds its way through the trees to the west. -~ -~ -0 -1 6106 -E -path~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6106 -A Junction In The Deep, Dark Forest~ - You are by a junction where three paths meet. Ancient gray trees tower -above you on all sides. Paths lead east, south and west. -~ -61 9 0 0 0 3 -D1 -The narrow path winds its way through the trees to the east. -~ -~ -0 -1 6105 -D2 -The narrow path winds its way through the trees to the south. -~ -~ -0 -1 6117 -D3 -The narrow path winds its way through the trees to the west. -~ -~ -0 -1 6107 -E -path paths~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6107 -A Small Path In The Deep, Dark Forest~ - You are on a narrow path leading through the deep, dark forest. Ancient -gray trees loom all around you. The path continues north and east. -~ -61 9 0 0 0 3 -D0 -The narrow path winds its way through the trees to the north. -~ -~ -0 -1 6108 -D1 -The narrow path winds its way through the trees to the east. -~ -~ -0 -1 6106 -E -path~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6108 -A Narrow Trail Through The Deep, Dark Forest~ - You are on a dusty trail winding its way between huge, ancient trees -standing close on all sides. The trail leads north and west and to the -south, a frail path leads away from the trail. -~ -61 9 0 0 0 3 -D0 -The narrow, dusty trail leads north through the forest. -~ -~ -0 -1 6103 -D2 -The path leads south - away from the trail. -~ -~ -0 -1 6107 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 6109 -E -tree trees trunk trunks~ - These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. -~ -E -path~ - The path seems fragile and unsafe compared to the enormous trunks that loom -around it. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -S -#6109 -A Narrow Trail Through The Deep, Dark Forest~ - You are on a dusty trail winding its way east-west between huge, ancient -trees that stand close on all sides. Not a sound is to be heard - everything -is ominously quiet. -~ -61 9 0 0 0 3 -D1 -The narrow, dusty trail leads east through the forest. -~ -~ -0 -1 6108 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 6110 -E -tree trees trunk trunks~ - These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -S -#6110 -A Narrow Trail Through The Deep, Dark Forest~ - You are on a dusty trail winding its way between huge, ancient trees that -stand close on all sides. The trail leads east and south. To the west, a -narrow path leads away from the trail. -~ -61 9 0 0 0 3 -D1 -The narrow, dusty trail leads east through the forest. -~ -~ -0 -1 6109 -D2 -The narrow, dusty trail leads south through the forest. -~ -~ -0 -1 6111 -D3 -The narrow path leads west between the giant trees. -~ -~ -0 -1 6130 -E -tree trees trunk trunks~ - Some of the trunks to the west are covered in a thin, almost transparent -substance. It looks like small threads woven carefully together. -~ -E -path~ - The path seems fragile and unsafe compared to the enormous trunks that loom -around it. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -S -#6111 -A Narrow Trail Through The Deep, Dark Forest~ - You are on a dusty trail winding its way north-south between huge, ancient -trees that loom ominously above you. -~ -61 9 0 0 0 3 -D0 -The narrow, dusty trail leads north through the forest. -~ -~ -0 -1 6110 -D2 -The narrow, dusty trail leads south through the forest. -~ -~ -0 -1 6112 -E -tree trees trunk trunks~ - These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -S -#6112 -A Narrow Trail Through The Deep, Dark Forest~ - You are on a dusty trail winding its way between huge, ancient trees -standing close on all sides. The trail leads north and west and to the -east, a frail path leads away from the trail. -~ -61 9 0 0 0 3 -D0 -The narrow, dusty trail leads north through the forest. -~ -~ -0 -1 6111 -D1 -The path leads east - away from the trail. -~ -~ -0 -1 6113 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 6127 -E -tree trees trunk trunks~ - These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. -~ -E -path~ - The path seems fragile and unsafe compared to the enormous trunks that loom -around it. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -S -#6113 -A Small Path In The Deep, Dark Forest~ - You are on a narrow path leading through the deep, dark forest. Ancient -gray trees loom in all directions. The path continues south and west. -~ -61 9 0 0 0 3 -D2 -The narrow path winds its way through the trees to the south. -~ -~ -0 -1 6114 -D3 -The narrow path winds its way through the trees to the west. -~ -~ -0 -1 6112 -E -path~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6114 -A Junction In The Deep, Dark Forest~ - You are by a junction where three paths meet. Ancient gray trees tower -above you on all sides. Paths lead north, east and west. -~ -61 9 0 0 0 3 -D0 -The narrow path winds its way through the trees to the north. -~ -~ -0 -1 6113 -D1 -The narrow path winds its way through the trees to the east. -~ -~ -0 -1 6115 -D3 -The narrow path winds its way through the trees to the west. -~ -~ -0 -1 6122 -E -path paths~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6115 -A Small Path In The Deep, Dark Forest~ - You are on a narrow path leading through the deep, dark forest. You feel -as if the ancient trees observe you in watchful silence. The path continues -north and west. -~ -61 9 0 0 0 3 -D0 -The narrow path winds its way through the trees to the north. -~ -~ -0 -1 6116 -D3 -The narrow path winds its way through the trees to the west. -~ -~ -0 -1 6114 -E -path~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6116 -A Small Path In The Deep, Dark Forest~ - You are on a narrow path leading through the deep, dark forest. Giant, -gray trees loom ominously on all sides. The path continues east and south. -~ -61 9 0 0 0 3 -D1 -The narrow path winds its way through the trees to the east. -~ -~ -0 -1 6117 -D2 -The narrow path winds its way through the trees to the south. -~ -~ -0 -1 6115 -E -path~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6117 -A Junction In The Deep, Dark Forest~ - You are by a junction where three paths meet. Ancient, gray trees seem -to observe you silently you from all sides. Paths lead north, east and west. -~ -61 9 0 0 0 3 -D0 -The narrow path winds its way through the trees to the north. -~ -~ -0 -1 6106 -D1 -The narrow path winds its way through the trees to the east. -~ -~ -0 -1 6118 -D3 -The narrow path winds its way through the trees to the west. -~ -~ -0 -1 6116 -E -path paths~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6118 -A Small Path In The Deep, Dark Forest~ - You are on a narrow path leading through the deep, dark forest. Ancient, -gray trees loom everywhere. The path continues south and west. -~ -61 9 0 0 0 3 -D2 -The narrow path winds its way through the trees to the south. -~ -~ -0 -1 6119 -D3 -The narrow path winds its way through the trees to the west. -~ -~ -0 -1 6117 -E -path~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6119 -A Small Path In The Deep, Dark Forest~ - You are on a narrow path leading through the deep, dark forest. Huge, -ancient trees are on all sides. The path continues north and south. -~ -61 9 0 0 0 3 -D0 -The narrow path winds its way through the trees to the north. -~ -~ -0 -1 6118 -D2 -The narrow path winds its way through the trees to the south. -~ -~ -0 -1 6120 -E -path~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -tree trees trunk trunks~ - You feel as if they are watching you. -~ -S -#6120 -On The River Bank In The Deep, Dark Forest~ - You are on a narrow path leading through the deep, dark forest. To the -south a fast river is flowing westward through the forest. Ancient gray -trees loom on both banks. The path continues north and west. -~ -61 9 0 0 0 3 -D0 -The narrow path winds its way through the trees to the north. -~ -~ -0 -1 6119 -D2 -It looks as if you can enter the fast flowing river just to the -south. -~ -~ -0 -1 901 -D3 -The narrow path winds its way through the trees to the west. -~ -~ -0 -1 6121 -E -path~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -bank banks tree trees trunk trunks~ - The ancient crowns of trees on both banks reach together forming a dense roof -above the dark river. -~ -E -river~ - The river flows fast and strong. It is black or looks so in the gloom. -~ -S -#6121 -A Dead End Path On The River Bank In The Deep, Dark Forest~ - You are on a narrow path leading through the deep, dark forest. The -ancient trees stand so close that the path disappears between the dusty -roots. To the south a dark river flows from east to west. The only exit -appears to be east. -~ -61 9 0 0 0 3 -D1 -The narrow path winds its way through the trees to the east. -~ -~ -0 -1 6120 -E -path~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -bank banks tree trees trunk trunks~ - The ancient crowns of trees on both banks reach together forming a dense roof -above the dark river. -~ -E -river~ - The river flows fast and strong. It is black or looks so in the gloom. -~ -S -#6122 -A Small Path In The Deep, Dark Forest~ - You are on a narrow path leading through the deep, dark forest. Giant, -gray trees loom ominously all around. The path continues east and south. -~ -61 9 0 0 0 3 -D1 -The narrow path winds its way through the trees to the east. -~ -~ -0 -1 6114 -D2 -The narrow path winds its way through the trees to the south. -~ -~ -0 -1 6123 -E -path~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6123 -A Junction On The River Bank In The Deep, Dark Forest~ - You are by a junction where three paths meet. Ancient, gray trees seem -to observe you silently you from all around. To the south a dark river -flows from east to west through the forest. Paths lead north, east and west. -~ -61 9 0 0 0 3 -D0 -The narrow path winds its way through the trees to the north. -~ -~ -0 -1 6122 -D1 -The narrow path winds its way through the trees to the east. -~ -~ -0 -1 6124 -D3 -The narrow path winds its way through the trees to the west. -~ -~ -0 -1 6125 -E -path paths~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -bank banks tree trees trunk trunks~ - The ancient crowns of trees on both banks reach together forming a dense roof -above the dark river. -~ -E -river~ - The river flows fast and strong. It is black or looks so in the gloom. -~ -S -#6124 -A Dead End Path In The Deep, Dark Forest~ - You are on a narrow path leading through the deep, dark forest. The -ancient trees stand so close that the path disappears between the dusty -roots. To the south a dark river flows from east to west. The only exit -appears to be west. -~ -61 9 0 0 0 3 -D3 -The narrow path winds its way through the trees to the west. -~ -~ -0 -1 6123 -E -path~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -bank banks tree trees trunk trunks~ - The ancient crowns of trees on both banks reach together forming a dense roof -above the dark river. -~ -E -river~ - The river flows fast and strong. It is black or looks so in the gloom. -~ -S -#6125 -A Small Path On The River Bank In The Deep, Dark Forest~ - You are on a narrow path leading through the deep, dark forest. -Ancient gray trees loom everywhere. To the south a dark river flows -westward through the forest. The path continues north and east. -~ -61 9 0 0 0 3 -D0 -The narrow path winds its way through the trees to the north. -~ -~ -0 -1 6126 -D1 -The narrow path winds its way through the trees to the east. -~ -~ -0 -1 6123 -E -path~ - The path seems all too frail. One of the giant roots could probably crush it -in a single blow. -~ -E -bank banks tree trees trunk trunks~ - The ancient crowns of trees on both banks reach together forming a dense roof -above the dark river. -~ -E -river~ - The river flows fast and strong. It is black or looks so in the gloom. -~ -S -#6126 -A Narrow Trail Through The Deep, Dark Forest~ - You are on a dusty trail winding its way between huge, ancient trees -standing close on all sides. The trail leads north and west, and to the -south a frail path leads away from the trail. -~ -61 9 0 0 0 3 -D0 -The narrow, dusty trail leads north through the forest. -~ -~ -0 -1 6127 -D2 -The path leads south - away from the trail. -~ -~ -0 -1 6125 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 6128 -E -tree trees trunk trunks~ - These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. -~ -E -path~ - The path seems fragile and unsafe compared to the enormous trunks that loom -around it. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -S -#6127 -A Narrow Trail Through The Deep, Dark Forest~ - You are on a dusty trail winding its way between huge, ancient trees -standing close on all sides. The trail leads east and south. -~ -61 9 0 0 0 3 -D1 -The narrow, dusty trail leads east through the forest. -~ -~ -0 -1 6112 -D2 -The narrow, dusty trail leads south through the forest. -~ -~ -0 -1 6126 -E -tree trees trunk trunks~ - These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -S -#6128 -A Narrow Trail Through The Deep, Dark Forest~ - You are on a dusty trail winding its way east-west between huge, ancient -trees that stand close on all sides. Not a sound is to be heard - everything -is ominously quiet. -~ -61 9 0 0 0 3 -D1 -The narrow, dusty trail leads east through the forest. -~ -~ -0 -1 6126 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 6129 -E -tree trees trunk trunks~ - These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -S -#6129 -A Narrow Trail Through The Deep, Dark Forest~ - You are on a dusty trail winding its way east-west between huge, ancient -trees that stand close on all sides. Not a sound is to be heard - everything -is ominously quiet. -~ -61 9 0 0 0 3 -D1 -The narrow, dusty trail leads east through the forest. -~ -~ -0 -1 6128 -D3 -The narrow, dusty trail leads west through the forest. -~ -~ -0 -1 6135 -E -tree trees trunk trunks~ - These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -S -#6130 -A Narrow Trail Through The Deep, Dark Forest~ - You are on a dusty trail winding its way westward between huge, ancient -trees that stand close on all sides. The tree trunks seem to be covered in -some sticky substance which gets much stickier towards the west! Beware! -~ -61 9 0 0 0 3 -D1 -The narrow, dusty trail leads east through the forest. -~ -~ -0 -1 6110 -D3 -The sticky substance is hanging like ropes between the trees just above the -path. To the west the path seems to be covered with these giant threads -covered with glue. You can sense the forces of evil coming from the west -and your bones tell you it may not be such a good idea to proceed. -~ -~ -0 -1 6131 -D4 -~ -~ -0 -1 6132 -E -tree trees trunk trunks~ - The sticky substance is hanging like ropes between the ancient trees, -crossing the path just out of reach. It might be possible to climb one of the -sticky trunks. -~ -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -E -substance rope ropes thread threads~ - The substance reminds you of giant threads covered with glue. If it hadn't -been for the size you could have sworn it was part of a spider web. -~ -S -#6131 -The Deadly Spider Web~ - You are walking along the narrow path, ducking under the sticky ropes -as you advance... -> -A huge, poisonous spider drops from above! -A huge, poisonous spider drops from above! -A huge, poisonous spider drops from above! -> -The huge, poisonous spider stings you! You resist the poison! -The huge, poisonous spider stings you! You are poisoned! -The huge, poisonous spider stings you! You are poisoned! -~ -61 12 0 0 0 3 -D4 -~ -~ -0 0 6130 -S -T 6100 -#6132 -Up In The Tree~ - You are hanging on the outside of a huge tree trunk covered in a sticky -substance. Directly to the west is an immense spider web suspended between -numerous of the giant trees including the one you are hanging on. To the -north is what looks like a large webbed entrance. -~ -61 13 0 0 0 6 -D0 -To the north is what looks like a large expanse of webbing which extends -very far into the trees. -~ -~ -0 -1 6301 -D3 -To the west is the immense spider web. It seems to move softly. -~ -~ -0 -1 6133 -D5 -Downwards is the narrow forest path. -~ -~ -0 -1 6130 -E -web~ - The spider web stretches out to the west. It looks as if it is possible to -walk on it. -~ -S -#6133 -On The spider web~ - You are balancing carefully on the giant sticky threads that holds the -giant web in place. To the east is a giant tree trunk and to the west is -an entrance to a cave-like structure made from many layers of spider web. -~ -61 9 0 0 0 6 -D1 -To the east is the giant tree trunk. -~ -~ -0 -1 6132 -D3 -To the west is the entrance to the cave-like structure. -~ -~ -0 -1 6134 -E -cave structure~ - It covers a ground area corresponding to an irregular circle with a diameter -of about 20 feet and is nearly 10 feet tall. It looks very old. -~ -E -web~ - The immense spider web moves softly. -~ -S -#6134 -The Den Of The Queen Spider~ - You are inside a cave-like structure that seems to be made entirely -from countless layers of spider web. Temperature and humidity is very -high making it hard to breathe the foul air that lingers here. The walls -are covered with open cocoons. -~ -61 9 0 0 0 6 -D1 -Compared to this place the east exit looks inviting. -~ -~ -0 -1 6133 -E -cocoon cocoons~ - The cocoons are burst open as if something inside really wanted to get out. -They are at the size of a human head. -~ -E -web wall walls~ - The sticky walls are covered with open cocoons. -~ -S -#6135 -A Dusty Trail In The Deep, Dark Forest~ - You are on a dusty trail leading through the deep, dark forest. Ancient -gray trees loom all around you. The trail continues north and east. -~ -61 9 0 0 0 3 -D0 -The dusty trail leads north through the trees. -~ -~ -0 -1 6136 -D1 -The dusty trail leads east through the trees. -~ -~ -0 -1 6129 -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6136 -A Dusty Trail In The Deep, Dark Forest~ - You are on a dusty trail leading through the deep, dark forest. Ancient, -gray trees loom everywhere. The trail continues south and west. A broad -irregular path leads eastward away from the trail. -~ -61 9 0 0 0 3 -D1 -The trees standing on the sides of the path have scratch marks on them. -~ -~ -0 -1 6142 -D2 -The dusty trail leads south through the trees. -~ -~ -0 -1 6135 -D3 -The dusty trail leads west through the trees. -~ -~ -0 -1 6137 -E -trail~ - The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant gray roots have broken up through its surface. -~ -E -path~ - The trees standing on the sides of the path have scratch marks on them. -~ -E -tree trees trunk trunks~ - To the east the ancient gray giants have many marks as if something with huge -claws has been tearing at them in rage. -~ -S -#6137 -At The End Of The Trail Through The Deep, Dark Forest~ - You are on a dusty trail leading through the deep, dark forest. Ancient -gray trees loom all around you. A small trail leads northwards and the only -other exit is east, along the main trail. -~ -61 9 0 0 0 3 -D0 -A narrow trail leads northwards through the underbrush. -~ -~ -0 -1 6138 -D1 -The dusty trail leads east through the trees. -~ -~ -0 -1 6136 -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6138 -On The Narrow Trail~ - The trail continues to the north and south as it leads through -the heavy underbrush of this part of the Haon-Dor Forest. Ancient -gray trees loom all around you. The brush seems to be bending -closely over the path in a somewhat ominous manner, but you easily -shrug it off. The trail looks to open up somewhat a short distance -to the south. -~ -61 9 0 0 0 3 -D0 -The narrow trail continues northwards through the underbrush. -~ -~ -0 -1 6139 -D2 -The dusty trail leads east through the trees. -~ -~ -0 -1 6137 -E -tree trees trunk trunks~ - The ancient gray giants seem to observe you silently. -~ -S -#6139 -On The Narrow Trail~ - The trail continues to the north and south as it leads through -the heavy underbrush of this part of the Haon-Dor Forest. The -trail looks surprisingly well trodden along this part. The brush -seems to be bending closely over the path in a somewhat ominous -manner, but you easily shrug it off. -~ -61 9 0 0 0 3 -D0 -A short distance to the north, you can see something shimmering. -~ -~ -0 -1 6203 -D2 -The path leads southwards through the underbrush. -~ -~ -0 -1 6138 -S -#6142 -Outside A Cave In The Deep, Dark Forest~ - You are at the end of a broad, irregular path. To the north is a very -large ominous-looking cave opening. The trees here have many marks as if -something with huge claws has been tearing at them in rage. -~ -61 9 0 0 0 3 -D0 -The disgusting smell of a large reptile emanates from the cave opening. -~ -~ -0 -1 6143 -D3 -The path winds its way westward. -~ -~ -0 -1 6136 -E -cave opening~ - The disgusting smell of a large reptile emanates from the cave opening. -~ -E -tree trees~ - The ancient gray giants have many marks as if something with huge claws has -been tearing at them in rage. -~ -S -#6143 -The Cave Of The Green Dragon~ - You are in a big natural cave. The floor is littered with bones of -all sorts and the stench is so massive that you could cut it with a -knife. The only exit is to the south. -~ -61 9 0 0 0 3 -D2 -The exit leads out into the forest. -~ -~ -0 -1 6142 -E -bone bones floor~ - Most of the bones on the floor appear to be of human origin. -~ -S -#6150 -The Narrow Trail~ - This trail looks much spookier than any other that's you have seen. The -usual animal claw marks and bites on the trees are becoming few and far -between. The trail continues north. -~ -61 9 0 0 0 3 -D0 -The narrow trail continues north. -~ -~ -0 -1 6151 -D2 -The trail intersects the main forest path. -~ -~ -0 -1 6103 -S -#6151 -The Narrow Trail~ - This area of the trail is also very peculiar. You can see no signs of -animal life what so ever. The structure of the surrounding trees forces -the path to make a sharp turn to the east. -~ -61 9 0 0 0 3 -D1 -The trail bends east. -~ -~ -0 -1 6152 -D2 -The start of the trail. -~ -~ -0 -1 6150 -S -#6152 -The Circle Of Trees~ - The trees here seem to form a circle around the enormous tree in -the center. You notice a wooden door carved into the huge tree to -the east. The trail that you followed to get here seems to end at -the base of the tree. -~ -61 9 0 0 0 3 -D1 -The tree door is carved beautifully. -~ -door~ -1 -1 6153 -D3 -The bend on the trail. -~ -~ -0 -1 6151 -S -#6153 -Inside The Great Tree~ - You have stepped inside of this hollowed tree. From here steps lead down -into darkness or you can exit the tree by going west. -~ -61 9 0 0 0 3 -D3 -The door is carved beautifully. -~ -door~ -1 -1 6152 -D5 -The steps look appear like they will hold your weight. -~ -~ -0 -1 6154 -S -#6154 -The Underground Hallway~ - This hallway is apparently one of the roots of the tree hollowed out. -The hall leads south to a room where you hear strange noises or you can -go up the steps. -~ -61 9 0 0 0 3 -D2 -The hallway looks quite grand. -~ -~ -0 -1 6155 -D4 -The steps appear like they will hold your weight. -~ -~ -0 -1 6153 -S -#6155 -The Cultist Temple~ - This temple, built to a god you don't worship, is a nice place to -visit but you feel very uncomfortable about spending any amount of -time here. The wooden altar seems to almost glow as you enter the -room. The only exit is the way you came in. -~ -61 9 0 0 0 3 -D0 -The hallway to the north looks quite grand. -~ -~ -0 -1 6154 -S -$~ diff --git a/lib/world/wld/62.wld b/lib/world/wld/62.wld deleted file mode 100644 index a18433f..0000000 --- a/lib/world/wld/62.wld +++ /dev/null @@ -1,1474 +0,0 @@ -#6200 -In The Forest~ - The trail ends here where the mountains begin abruptly. -Looking up, you note that the climb would be rough, -hazardous, and probably not worth the effort; the energy -barrier continues up the mountain side out of sight. The -only exit is back to the east. -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6201 -E -barrier energy~ - You can faintly see the woods continue beyond it, but it seems there's no way -through. The field rises high up into the air, and seems to form a ceiling -above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. -~ -S -#6201 -In The Forest~ - To the west the mountains rise high up, rocky and -lifeless. The trail you are walking on heads west -to the end of the forest, and back east. Each way the -strange energy barrier stands just to the north, -inscrutable, magical, and impenetrable. -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6202 -D3 -~ -~ -0 -1 6200 -E -barrier energy~ - You can faintly see the woods continue beyond it, but it seems there's no way -through. The field rises high up into the air, and seems to form a ceiling -above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. -~ -S -#6202 -In The Forest~ - This trail runs parallel to the energy barrier to your -north, seemingly all the way up to the mountains to the -west that form the boundries of this valley. Walking -along, you scare a small squirrel, which leaps through -the barrier without a second thought! Your hand is still -repulsed by the magical field, however. -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6203 -D3 -~ -~ -0 -1 6201 -E -barrier energy~ - You can faintly see the woods continue beyond it, but it seems there's no way -through. The field rises high up into the air, and seems to form a ceiling -above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. -~ -S -#6203 -In The Forest~ - The northern pathway stops abruptly here, halted by -some sort of glowing energy barrier running through the -woods. A game trail, seemingly well traveled, runs east- -west along the magical barrier's length. Very strange. -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6204 -D2 -~ -~ -0 -1 6139 -D3 -~ -~ -0 -1 6202 -E -barrier energy~ - You can faintly see the woods continue beyond it, but it seems there's no way -through. The field rises high up into the air, and seems to form a ceiling -above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. -~ -S -#6204 -In The Forest~ - The energy barrier runs through the woods on its east- -west course here, just north of the trail you are walking -on. A faint humming seems to eminate from the glowing -field, pushing the normal sounds of the forest into the -background. For a short moment, you wonder if the field -is keeping something in, or you out. It makes you -wonder... -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6205 -D3 -~ -~ -0 -1 6203 -E -barrier energy~ - You can faintly see the woods continue beyond it, but it seems there's no way -through. The field rises high up into the air, and seems to form a ceiling -above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. -~ -S -#6205 -In The Forest~ - The energy field makes a sudden ninety-degree turn -here, running to the north and west out of sight through -the thickening woods. The trail you are on curves to -skirt the edge of the magical barrier in either direction. -Curious... who or what is keeping this field in place, -and for what purpose? -~ -62 0 0 0 0 3 -D0 -~ -~ -0 -1 6206 -D3 -~ -~ -0 -1 6204 -E -barrier energy~ - You can faintly see the woods continue beyond it, but it seems there's no way -through. The field rises high up into the air, and seems to form a ceiling -above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. -~ -S -#6206 -In The Forest~ - The woods thicken here, and surpisingly, you see a tree -completely cut in half by the magical barrier running -north-south here. The tree looks healthy and unaffected -by the energy field passing right through its center. -Odd... -~ -62 0 0 0 0 3 -D0 -~ -~ -0 -1 6207 -D2 -~ -~ -0 -1 6205 -E -barrier energy~ - You can faintly see the woods continue beyond it, but it seems there's no way -through. The field rises high up into the air, and seems to form a ceiling -above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. -~ -S -#6207 -In The Forest~ - The magical energy barrier runs straight north-south, -unaffected by dips in the grounds, intervening rocks and -trees, everything. From the north, you hear a faint -rushing noise above the humming of the field. The trail -you are on continues to the north and south, only a few -feet away from the barrier it follows. -~ -62 0 0 0 0 3 -D0 -~ -~ -0 -1 6208 -D2 -~ -~ -0 -1 6206 -E -barrier energy~ - You can faintly see the woods continue beyond it, but it seems there's no way -through. The field rises high up into the air, and seems to form a ceiling -above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. -~ -S -#6208 -In The Forest~ - Here the field changes color, becoming almost -transparent. Beyond, you think you can make out a few -shapes, but nothing too terribly distinct. From the north -comes the rushing sound of water, and through the trees -you believe you can see a river cutting through the -forest. The trail you are on leads north-south through -the woods, following the energy barrier all along its -length. -~ -62 0 0 0 0 3 -D0 -~ -~ -0 -1 6209 -D2 -~ -~ -0 -1 6207 -D3 -~ -~ -0 -1 6210 -E -barrier energy~ - You can see a clearing beyond, the barrier not fully blocking out the area -behind. You think it might be possible to push your way through, if the damn -thing doesn't kill you first. -~ -S -#6209 -The River's Edge~ - A river flows through the forest here, its water clean -and clear. The energy barrier runs right out into the -middle of the river, and then makes another ninety-degree -turn to the west. The water seems to have no problem -penetrating the magical field, however. - The river seems too wide and too swift to cross here. -It appears the only way to go is back to the south. -~ -62 0 0 0 0 3 -D2 -~ -~ -0 -1 6208 -E -barrier energy~ - You can faintly see the woods continue beyond it, but it seems there's no way -through. The field rises high up into the air, and seems to form a ceiling -above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. -~ -S -#6210 -Just Passing Through...~ - The energy barrier seems to push against you -ineffectively as you shove your way through it. All your -hairs stick up on your body from the static electricity, -and electric shocks sting your body from every metallic -piece of equipment you are carrying. You think with a -final shove, you can break through to the other side... -~ -62 4 0 0 0 5 -D1 -~ -~ -0 -1 6208 -D3 -~ -~ -0 -1 6211 -S -#6211 -By The Barrier~ - To the west the magical energy barrier crackles and -hums to itself, almost looking harmless. Almost -- all -around on the ground are charred corpses and bodies. -Several poles with skulls on top face to the west, warning -travellers on the forest paths away from here. The air -smells of death and decay, and the air is very still. You -feel uncomfortable. -~ -62 4 0 0 0 3 -D1 -~ -~ -0 -1 6210 -D3 -~ -~ -0 -1 6212 -E -corpse body bodies corpses skull skulls~ - Demi-human, from the size. The foreheads slop down to a blocky brow, and the -braincase seems rather small. On a hunch, you check one of the feet of a -torched body. Cloven, like a pig's... Orcs. -~ -S -#6212 -A Clearing In The Forest~ - Several trails in the forest intersect here in a small -clearing. The dirt seems matted down, and you see many -footprints in the soil. Nearby you hear a bird's chirp -abruptly cut off in a loud squawk, and then silence. The -paths seem well-traveled, the undergrowth matted down and -the foliage hacked away to leave plenty of room or a -traveller to pass in every cardinal direction, excepting -the west path seems fairly overgrown... - You feel watched. -~ -62 0 0 0 0 3 -D0 -~ -~ -0 -1 6213 -D1 -~ -~ -0 -1 6211 -D2 -~ -~ -0 -1 6217 -D3 -~ -~ -0 -1 6228 -E -foot footprint footprints print prints~ - Cloven hoofs, two feet... They walk erect whatever they are. -~ -S -#6213 -A Forest Trail~ - The northern trail winds through the trees, heading -from a forest clearings to the south to where there appears -to be a river's edge to the north. This trail appears to -be well-used and you spot many tracks in the earth. Again -the hairs on the back of your neck stand up, and you wonder -if you're being spied upon. -~ -62 0 0 0 0 3 -D0 -~ -~ -0 -1 6214 -D2 -~ -~ -0 -1 6212 -S -#6214 -The River's Edge~ - A beautiful river flows swiftly by, the current looking -quite dangerous in fact. Out in the center of the river -you spot the energy barrier enclosure... no way out here. -Looking up, you see a bird fly right through the barrier -overhead and wonder as to the force field's nature. This -path leads south into the forest, and westwards along the -river's edge. -~ -62 0 0 0 0 2 -D2 -~ -~ -0 -1 6213 -D3 -~ -~ -0 -1 6215 -S -#6215 -The River's Edge~ - The river flows on its course, unhampered by the energy -barrier passing right down its center for as far as you -can see in both directions. The path you are on travels -along the length of the river to the east and west -in between the water and the forest's edge. Once again you -shiver and feel that unmistakeable sense that you are -being watched. Disturbing. -~ -62 0 0 0 0 2 -D1 -~ -~ -0 -1 6214 -D3 -~ -~ -0 -1 6216 -S -#6216 -The River's Edge~ - A large out-cropping of rock blocks this path along the -river to the west, and you don't spot any way around it; -the woods are too thick to the south, the river too swift -to the north, the magical barrier above you. This is a -nice area, however, as evidenced by the amount of traffic -this path gets. From the marks in the grass, you guess -that this is a favored resting spot. -~ -62 0 0 0 0 2 -D1 -~ -~ -0 -1 6215 -S -#6217 -A Forest Trail~ - This well-used forest trail leads south. Among the -foot-tracks in the dirt, you spot a few animal tracks as -well, leading you to believe that these trails are used by -hunters. Why would they be enclosed in this manner, -however? - There is a clearing to the north, and the path -continues to the south. -~ -62 0 0 0 0 3 -D0 -~ -~ -0 -1 6212 -D2 -~ -~ -0 -1 6219 -S -#6218 -A Forest Trail~ - This trail leads north-south... obviously a gaming -trail. The woods, mostly deciduous trees with the -accompanying ground foliage, crowd in to either side. -A shrub to your left shows a fresh cutting wound... -looks like a sharp object like a knife or machete did -the damage. - A crackle in the leaves spins you around, to see -nothing. Something is watching you, you feel it. -Where? -~ -62 0 0 0 0 3 -D0 -~ -~ -0 -1 6233 -D2 -~ -~ -0 -1 6226 -S -#6219 -A Forest Trail~ - The trail changes direction here, turning to the north -and west. A large tree to your south bears an interesting -artifact; a rusty arrowhead embedded in the wood. It -looks as if the arrow had been broken off at the head, -the wood scratched at, and the arrowhead left behind. -Otherwise, there doesn't seem to be much of interest in -this particular section of the woods. -~ -62 0 0 0 0 3 -D0 -~ -~ -0 -1 6217 -D3 -~ -~ -0 -1 6220 -S -#6220 -A Forest Trail~ - This is a winding east-west path through the thickening -forest. The grass along the path is matted down from -frequent traffic. The path continues to the east, and -there seems to be a small clearing to the west. - A faint noise makes you stand stock still. You could -have sworn you heard a voice nearby. Whatever it was, it -wasn't speaking common. -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6219 -D3 -~ -~ -0 -1 6221 -S -#6221 -A Small Clearing~ - In the middle of this small clearing in the forest is a -fairly large rock sticking up out of the ground. Paths -lead away to the east, west, and south from here. The -trees above block out the sky fairly effectively, also -blotting out the glowing energy barrier above your head. -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6220 -D2 -~ -~ -0 -1 6222 -D3 -~ -~ -0 -1 6227 -E -rock boulder~ - There is dried blood on it. -~ -S -#6222 -A Forest Trail~ - A smaller northern path leads away from the main east- -west trail here towards a clearing. The main path leads -windingly around the trees to the east and west, the woods -blocking out whatever may be ahead. Again you get that -strange feeling of being watched. -~ -62 0 0 0 0 3 -D0 -~ -~ -0 -1 6221 -D1 -~ -~ -0 -1 6223 -D3 -~ -~ -0 -1 6225 -S -#6223 -A Forest Trail~ - The trail leads east and west here through the forest. To the west you spot -an area where a smaller path breaks off from the main track. Eastwards seems to -be another small clearing that seems to be well used; there are many tracks -leading in that direction. -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6224 -D3 -~ -~ -0 -1 6222 -S -#6224 -The Dead End~ - The ground has been cleared of vegetation in this small -clearing, and several large, man-made salt licks lie on -the ground and stand on poles here. There are many animal -tracks in the earth -- the salt licks must attract -wildlife for miles around. You think this would be a good -place to hide and wait for dinner if you were a hunter... -~ -62 0 0 0 0 3 -D3 -~ -~ -0 -1 6223 -S -#6225 -A Forest Trail~ - This trail leads east-west through the forest foliage, -around the trees and up and down the slight rises. The -area is quiet and serene, except for the energy barrier -keeping you in to the south. For just a moment, you wonder -if you're still being watched... -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6222 -D3 -~ -~ -0 -1 6226 -S -#6226 -A Forest Trail~ - The trail bends here, leading away to the north and -east. Far off the the distance you hear the squawk of a -large bird-of-prey searching the skies for a meal. The -ferns around you rustle gently in the light breeze. -Somehow, the threatening aura that pervades over the rest -of the area seems absent here. You feel almost relaxed... -~ -62 4 0 0 0 3 -D0 -~ -~ -0 -1 6218 -S -#6227 -A Forest Trail~ - A bend in the forest trail allows you to go east and -north here. To the east you spot a small clearing, while -northwards this trail seems to join a much larger one -leading through the woods. On the ground is half of a -broken knife handle, made of bone and dried leather, -useless now. You wonder if the owner is watching you -now -- something certainly is. -~ -62 0 0 0 0 3 -D0 -~ -~ -0 -1 6232 -D1 -~ -~ -0 -1 6221 -S -#6228 -A Forest Trail~ - This path leads from the main clearing to the west to -intersect with a north-south path just to the east. A -small sapling on the north side of the trail has a rope -tied around one of its top branches; an unused snare -evidently. You still feel as if you're being watched in -the back of your mind, and adrenaline pumps into your -brain like a lightning fuzz. -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6212 -D3 -~ -~ -0 -1 6229 -S -#6229 -A Forest Trail~ - A north-south trail leads through the woods here, with -a small side trail leading off to the east. The trees -provide adequate cover from the sky, but through a few -holes in the foliage you spot the magical barrier above -you, keeping you from escaping by flight. You feel -slightly captured. -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6228 -D2 -~ -~ -0 -1 6230 -S -#6230 -A Forest Trail~ - Two trails come together here, a large northern path -heading away from tracks leading to the east and west. -The western path seems to be the most traveled, and the -east hardly at all. There seems to be less trees around -here... it seems as if many have been cut down by some -sort of crude tools. This land clearing appears to be -especially true to the east. -~ -62 0 0 0 0 3 -D0 -~ -~ -0 -1 6229 -D1 -~ -~ -0 -1 6231 -D3 -~ -~ -0 -1 6232 -S -#6231 -A Clearing~ - The trees have been cut down around here, and many of -the trunks hollowed out with sharp stones and lined with -treated leather to make almost-waterproof tubs. A foul -smelling brown fluid, tannin evidently, fills many of -these, soaking into various bits and pieces of animal -hides. Crude, but workable. -~ -62 0 0 0 0 3 -D3 -~ -~ -0 -1 6230 -S -#6232 -A Forest Trail~ - The trail is widening to the west, where the path leads -all the way up to the side of the mountains that enclose -this valley. Many of the trees have been cut down around -here, and it definitely looks as if the forest is ending. -Eastwards the trail leads on into the thick of the forest. -A small split off trail leads away to the south here. -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6230 -D2 -~ -~ -0 -1 6227 -D3 -~ -~ -0 -1 6233 -S -#6233 -A Forest Trail~ - The ground is growing more rocky here. The trees and -other foliage in the forest grow sparse here, finding it -hard to find purchase in the soil. The forest ends just -to the west, with the trail you are on leading right on up -to the side of the mountains. A side trail leads south -here, and the trail also leads back into the thick of the -forest to the east. -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6232 -D2 -~ -~ -0 -1 6218 -D3 -~ -~ -0 -1 6234 -S -#6234 -A Rocky Trail~ - The ground is getting very rocky here, causing the -trees of the woods to become more sparse. Several bushes -have found purchase in the soil, but not near enough to -block free movement in this area. The trail leads on up -to what appears to be a cave in the side of the mountain -to the west, and a side trail runs along the forest's edge -to the north. To the east, the trail runs deep into the -forest out of sight. -~ -62 0 0 0 0 4 -D0 -~ -~ -0 -1 6241 -D1 -~ -~ -0 -1 6233 -D3 -~ -~ -0 -1 6242 -S -#6235 -A Forest Trail~ - The trail you are on bends around a large double- -trunked tree and leads away to the north and west. The -green canopy of leaves overhead make this area fairly dark -and ominous, and that creepy 'watched' feeling returns to -hit you with full force. -~ -62 0 0 0 0 3 -D2 -~ -~ -0 -1 6229 -D3 -~ -~ -0 -1 6236 -S -#6236 -A Forest Trail~ - The trail continues here to the east and west, with a -small trail splitting off towards a large clearing to the -south. Two wooden poles with skulls on top warn you away -from the south, and succeed in making you feel quite -uncomfortable. Strange... -~ -62 0 0 0 0 3 -D1 -~ -~ -0 -1 6235 -D2 -~ -~ -0 -1 6237 -D3 -~ -~ -0 -1 6238 -S -#6237 -A Large Clearing~ - The earth has been upturned many times here, and -several white rocks stick up from the ground in odd -positions. - Graveyard. - This must be where they bury their dead -- just dig a -hole and throw the corpse inside, ignoring any previous -occupants in the ground. How uncivilized... you hope you -aren't taken care of in this matter when your time -comes... -~ -62 0 0 0 0 2 -D0 -~ -~ -0 -1 6236 -S -#6238 -A Forest Trail~ - The trail splits here, one fork heading north towards -the rushing sounds of a river, and west where the forest -seems to be thinning out a lot. A sudden motion out of -the corner of your eye catches your eyes, and you turn -your head. Nothing, there's nothing there at all. - You wonder if you're being stalked. -~ -62 0 0 0 0 3 -D0 -~ -~ -0 -1 6239 -D1 -~ -~ -0 -1 6236 -D3 -~ -~ -0 -1 6241 -S -#6239 -A River's Edge~ - The river flows swiftly on its course to the north. -The trail you are on leads on by the water's edge to the -west, and back into the forest to the south. A large -boulder is just to the west, blocking all travel in that -direction. Out in the center of the river, the 'roof' of -the energy field meets the northern 'wall'. The water -passes right on through the magical barrier, however... -the barrier is obviously porous to some materials. -~ -62 0 0 0 0 2 -D2 -~ -~ -0 -1 6238 -D3 -~ -~ -0 -1 6240 -S -#6240 -A River's Edge~ - The river pours down the side of the mountains to the -west, originating from a large hole in the face of one of -the sheer rock protuberances. The energy barrier climbs -right up the mountain, and seals off any means of escape -by that means. The trail you are on runs by the side of -the river to the east, and a path leads by the forest side -to the south. -~ -62 0 0 0 0 2 -D1 -~ -~ -0 -1 6239 -D2 -~ -~ -0 -1 6241 -S -#6241 -A Rocky Trail~ - The forest is just to your west, with a side trail -leading deep inside from here. The main trail you are on, -however, heads north towards the river, and south near -where a trail leads up to a cave in the mountain side. -There doesn't seem to be a whole lot to capture your -attention here... -~ -62 0 0 0 0 4 -D0 -~ -~ -0 -1 6240 -D1 -~ -~ -0 -1 6238 -D2 -~ -~ -0 -1 6234 -S -#6242 -A Cave Entrance~ - You are half blinded by the differences of the outdoors -illumination and the pure darkness of the cave. A deep, -cloying stench flows out from the cave mouth; the smells -of decay, unwashed bodies, and sickness in one roiling -odor. Your stomach turns involuntarily, and you wonder -about going back down the hill to the east, instead of -going even further down the western tunnel. -~ -62 8 0 0 0 5 -D1 -~ -~ -0 -1 6234 -D3 -~ -~ -0 -1 6243 -S -#6243 -A Tunnel Forking~ - The tunnel forks here, one branch leading north, the -other west. Additionally, you can head back outside to -the east, which seems like a very good idea to your -tortured nasal passages. Your eyes water from the stench, -and you clench your left hand tightly to keep control of -your bile. - Forcing your eyes open, you notice the warning signs -painted around the tunnel to the north. -~ -62 9 0 0 0 4 -D0 -~ -~ -0 -1 6255 -D1 -~ -~ -0 -1 6242 -D3 -~ -~ -0 -1 6244 -E -painting sign signs~ - They are orcish, and you could swear they were all warning symbols. -~ -S -#6244 -A Tunnel~ - The floor is slick with the humidity that boils out of -the lower reaches of this cave, bringing that most awful -smell with it. Again, you consider saving your nose the -trip west and down the tunnel, and heading back east to -the cave entrance. -~ -62 9 0 0 0 4 -D1 -~ -~ -0 -1 6243 -D3 -~ -~ -0 -1 6245 -S -#6245 -A Tunnel~ - The tunnel takes a deep dip here, and opens up into a -largish cave to the west. There seems to be a few faint -lights from inside, and you hear some heavy breathing and -low grunts from that direction. The cave entrance to the -east seems far too far away for your comfort... -~ -62 9 0 0 0 5 -D1 -~ -~ -0 -1 6244 -D3 -~ -~ -0 -1 6251 -S -#6246 -A Cave~ - Heaps of rotting meat and cups of near-drinkable water -sit here; the orc food stores. You stand here and wonder -in near-disbelief at how the orcs could find this stuff -palatable. They're orcs; its their nature and their -stomachs you guess. Oddly enough, you don't even care to -catalog what they have available -- there's no chance you're -going to take any of this... -~ -62 8 0 0 0 4 -D1 -~ -~ -0 -1 6247 -D2 -~ -~ -0 -1 6249 -S -#6247 -A Cave~ - A single corpse lies here, well away from a pile of -similars to the east. There are several sharpened stakes -and rocks sitting about conveniently. The way the corpse -is lying, the stone next to its hand... this is a suicide -area! You look down upon the orc and comprehend its -suffering in its twisted form. How sad. -~ -62 8 0 0 0 4 -D1 -~ -~ -0 -1 6248 -D2 -~ -~ -0 -1 6250 -D3 -~ -~ -0 -1 6246 -S -#6248 -A Cave~ - There are bodies here... corpses. Orcs, the lot of -them, every single one of them horribly disfigured in -some senseless way; one whose arms were removed, another -who lacks anything that could sensibly be called a face. -A few twitch feebly with the last remains of life, the -rest just decompose. The dim sense of horror budding in -your head blossoms as you realize the pile in the corner -consists of dead orc children awaiting burial. -~ -62 12 0 0 0 4 -D2 -~ -~ -0 -1 6251 -D3 -~ -~ -0 -1 6247 -S -#6249 -A Cave~ - A few sleeping pallets, made of moldy straw and -stinking furs are arranged around a small firepit here. -A wooden cup, carved by a crude tool and cruder hands -sits near the ashes filled with water you consider -undrinkable. Somewhere to the east you hear an orc -child's whining cry, and a voice hushes it urgently. -Beware, orcs! Adventurers are here! Hide your children! -~ -62 8 0 0 0 4 -D0 -~ -~ -0 -1 6246 -D1 -~ -~ -0 -1 6250 -D2 -~ -~ -0 -1 6252 -S -#6250 -A Cave~ - Several grass sleeping pallets are here, clustered -around the remains of an old fire. The sloping of the -cave's ceiling allow for smoke ventilation towards the -surface in here you note, lucky for the orcs. A few -strings of burnt meat still hang over the fire, untended -and uneaten. On the floor near your feet you spy a small, -twisted piece of wire... one orc's idea of a treasured ring, -no doubt. Kicking the trinket away, you try to push the -pity out of your heart for these wretches. -~ -62 8 0 0 0 4 -D0 -~ -~ -0 -1 6247 -D1 -~ -~ -0 -1 6251 -D2 -~ -~ -0 -1 6253 -D3 -~ -~ -0 -1 6249 -S -#6251 -A Cave~ - You are standing just inside a largish cave, about a -hundred feet in diameter. A few dim make-shift lanterns -burning animal fat illuminate the area, just enough so you -can see the rotted food on the floor, and a few bodies -sprawled throughout the whole area. Your disgust quickly -turns to horror as you see a horrible creature, half... -well, half something and half orc dash between two -stalagmites. -~ -62 8 0 0 0 4 -D0 -~ -~ -0 -1 6248 -D1 -~ -~ -0 -1 6245 -D2 -~ -~ -0 -1 6254 -D3 -~ -~ -0 -1 6250 -S -#6252 -A Cave~ - This must be the orc chief's area. There's an old -prize -- a stolen timeworn human armchair sitting near -the south wall as a throne. A mammoth sleeping pallet -made of piled furs is nearby. Next to that is the pile -of orc treasure; a pile of well-polished coppers. You -look at the pile of worthless coins and wonder at the -image of orcish raiders. - These orcs aren't raiders, they are victims. -~ -62 8 0 0 0 4 -D0 -~ -~ -0 -1 6249 -D1 -~ -~ -0 -1 6253 -S -#6253 -A Cave~ - Many sleeping pallets are arranged near the walls, each -made of heavy fur padding for comfort and warmth. Many -are covered with blood and other, unidentifiable -substances. Looking around, your only coherent thought -is, 'Don't want to know... don't want to know...' -~ -62 8 0 0 0 4 -D0 -~ -~ -0 -1 6250 -D1 -~ -~ -0 -1 6254 -D3 -~ -~ -0 -1 6252 -S -#6254 -A Cave~ - This area of the cave is one vast orc sickroom. -Mutated and mangled orcs lie on the floor, seeming quiet, -lifeless. They're not even worth your time, you think, -unless you've the mercy to put them out of their misery. - You look at the corruption of nature's design and -wonder what forces are at work here... the barrier, the -orcs... What's going on here? -~ -62 8 0 0 0 4 -D0 -~ -~ -0 -1 6251 -D3 -~ -~ -0 -1 6253 -S -#6255 -A Tunnel~ - This forking off from the mail tunnel seems odd; the -walls are strangely smooth, as if they were carved out by -forces unknown. The end is abrupt and short, but there is -a steel door inset in the wall of the west side of the -tunnel. The smell from the lower tunnel doesn't seem -nearly as bad here... this might be a good place to rest -and catch your breath. -~ -62 13 0 0 0 4 -D2 -~ -~ -0 -1 6243 -D3 -A large steel door. There seems to be no hinges or knob, -but there is a small keyhole in the exact center of it. -~ -door steel~ -2 6200 6256 -S -#6256 -A Tunnel~ - This section of man-made tunnel heads north from here, -doors on either side. A few glowing spots on the ceiling -illuminate the area to almost a daylight level. From the -north you hear some horrible cries of pain and anguish -that make you cringe inside and think twice about heading -in that direction. -~ -62 8 0 0 0 0 -D0 -~ -~ -0 -1 6258 -D1 -~ -door steel~ -2 6200 6255 -D3 -This is a normal, wooden door. -~ -door wooden~ -1 -1 6257 -S -#6257 -A Bedroom~ - This is a bedroom, catered to someone with a definite -sense of taste. There's a chest of drawers made of a -solid section of oak tree. In fact, most of the furniture -here has that 'natural look' about it. The bed is filled -with soft down with an ornate table lamp close by. Nice -place. -~ -62 8 0 0 0 0 -D1 -A normal, wooden door. -~ -door wooden~ -1 -1 6256 -S -#6258 -A Tunnel~ - This tunnel opens up into a large room to the north, -and to the south, leads towards a set of doors. The light -is crisp and bright, clearly showing the lack of tool -marks on the hewn walls... magic? The room just ahead is -large, and also well-lighted, giving it an almost clinical -atmosphere. Somewhere in the recesses of that room -something cries out in a horrible crackling voice. Not -good. -~ -62 8 0 0 0 0 -D0 -~ -~ -0 -1 6266 -D2 -~ -~ -0 -1 6256 -S -#6259 -The Laboratory~ - A full fledge operating table is set up here, outfitted -with a full set of restraints. A ledge nearby has a whole -array of sterile medical equipment on it, covered over by -a clear lid. There's a drain in the floor with gradients -leading to it to carry away the blood. For some reason, -you don't imagine this as a voluntary operating theater... -~ -62 8 0 0 0 0 -D1 -~ -~ -0 -1 6260 -D2 -~ -~ -0 -1 6262 -S -#6260 -The Laboratory~ - Another table is set up will all sorts of alchemical -apparatus here, vials and beakers, distillation equipment -and et cetera. The stuff looks expensive, but bulky and -fragile; not good treasure to cart away with you at all. -~ -62 8 0 0 0 0 -D1 -A steel cell door. -~ -door steel~ -1 6200 6261 -D2 -~ -~ -0 -1 6263 -D3 -~ -~ -0 -1 6259 -S -#6261 -A Cage~ - This is a small, dirty cage, with only a bucket for -wastes, another bucket for food, and a dirty towel for a -bed. The whole room has a terrible stench about it. -~ -62 8 0 0 0 0 -D3 -A steel cell door. -~ -door steel~ -1 6200 6260 -S -#6262 -The Laboratory~ - Some small cages sit here, containing many different -types of rodents. Leaning down to look better, you are -very surprised as a tiny, common garden mouse growls at -you and tries to rip your face off through the bars. -There are some bulges on its back, and it doesn't seem to -be in a very good mood. It quivers some, not fully in -control of its motor functions. Poor thing. -~ -62 8 0 0 0 0 -D0 -~ -~ -0 -1 6259 -D1 -~ -~ -0 -1 6263 -D2 -~ -~ -0 -1 6265 -S -#6263 -The Laboratory~ - A rack stands near the cages on the eastern wall, -filled with shackles and manacles, bullwhips and worse. -They all look well-used. You give a shiver, and carry on. -~ -62 8 0 0 0 0 -D0 -~ -~ -0 -1 6260 -D1 -A steel cell door. -~ -door cell~ -1 6200 6264 -D2 -~ -~ -0 -1 6266 -D3 -~ -~ -0 -1 6262 -S -#6264 -A Cage~ - This is a small, dirty cage, with only a bucket for -wastes, another bucket for food, and a dirty towel for a -bed. The whole room has a terrible stench about it. -~ -62 8 0 0 0 0 -D3 -A steel cell door. -~ -door steel~ -1 6200 6263 -S -#6265 -The Laboratory~ - This is the southwest corner of the lab. There's no -equipment here, merely several pairs of heavy steel -shackles on the southern wall. There's also some a few -small bloodstains on the floor beneath the shackles. -~ -62 8 0 0 0 0 -D0 -~ -~ -0 -1 6262 -D1 -~ -~ -0 -1 6266 -S -#6266 -The Laboratory~ - This is a fairly roomy laboratory that extends to the -north, with cages set on the east side of the room. A -metal table here is empty, although you can see some -outlines in the dust that suggest books had laid here -once. -~ -62 8 0 0 0 0 -D0 -~ -~ -0 -1 6263 -D1 -A steel cell door. -~ -cell door~ -1 6200 6267 -D2 -~ -~ -0 -1 6258 -D3 -~ -~ -0 -1 6265 -S -#6267 -A Cage~ - This is a small, dirty cage, with only a bucket for -wastes, another bucket for food, and a dirty towel for a -bed. The whole room has a terrible stench about it. -~ -62 8 0 0 0 0 -D3 -A steel cell door. -~ -door cell~ -1 6200 6266 -S -$~ diff --git a/lib/world/wld/63.wld b/lib/world/wld/63.wld deleted file mode 100644 index d610b24..0000000 --- a/lib/world/wld/63.wld +++ /dev/null @@ -1,858 +0,0 @@ -#6300 -Arachnos Zone Description Room~ -You are in an unfinished room. -~ -63 0 0 0 0 0 -S -#6301 -The Webbed Entrance~ - Sticky, sticky, sticky! The ground is cluttered with leaves, -decayed remains of webbed crickets, beetle, rats, dogs, and even -humans. You begin to wonder about what lies ahead. The air is -damp here, and even the little light that shines through the -canopy seems to be absorbed into the webbing. -~ -63 4 0 0 0 1 -D0 -~ -~ -0 -1 6302 -D2 -~ -~ -0 -1 6132 -S -#6302 -The Webby Passage~ - You find that footing here is very good, almost too good. The -limbs are coated with cobwebs and seem unusually strong for tree -branches. Paths lead in four directions. The eastward path goes -down a bit. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6304 -D1 -~ -~ -0 -1 6305 -D2 -~ -~ -0 -1 6301 -D3 -~ -~ -0 -1 6303 -S -#6303 -The Wasp Hive~ - Drones scuttle about in this room. The cells on the walls are -honeycomb in shape and many of the maggots and wasps you see have -fang-marks on their bodies. You sense some order in their markings. -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6302 -S -#6304 -The Webby Passage~ - Another webby passage, all sticky and wet. Tiny ballooning -spiders fill the air. It seems that these young ones are newborns. -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6305 -D2 -~ -~ -0 -1 6302 -S -#6305 -Beneath The Busy Path~ - You here the sounds of crawling arachnids above. The rhythms of -the footsteps suggest a primitive order in there movement. The light -seems brighter upwards. -~ -63 0 0 0 0 2 -D3 -~ -~ -0 -1 6304 -D4 -~ -~ -0 -1 6306 -S -#6306 -On The Busy Path~ - Spiders, spiders, everywhere! It is almost ant-like in efficiency -with one big difference. The spiders here are carrying ant-corpses, -as well as rats, wolves, and humans. -~ -63 0 0 0 0 2 -D2 -~ -~ -0 -1 6307 -D5 -~ -~ -0 -1 6305 -S -#6307 -On The Busy Path~ - Spiders, spiders, everywhere! It is almost ant-like in efficiency -with one big difference. The spiders here are carrying ant-corpses, -as well as cats, wolves, and humans. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6306 -D1 -~ -~ -0 -1 6308 -S -#6308 -On The Busy Path~ - Spiders, spiders, everywhere! It is almost ant-like in efficiency -with one big difference. The spiders here are carrying ant-corpses, -as well as cats, dogs, and humans. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6307 -D1 -~ -~ -0 -1 6306 -D2 -~ -~ -0 -1 6305 -D3 -~ -~ -0 -1 6309 -S -#6309 -A Split In The Path~ - As always, there is a split in the road. One road is strewn with -cricket feelers. The other is well-kept and suitable for smooth -travelling. The webbing that was prevalent in earlier rooms is almost -non-existant now. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6310 -D1 -~ -~ -0 -1 6308 -D2 -~ -~ -0 -1 6320 -S -#6310 -A Fuzzy Tree Limb~ - You are on a 'fuzzy' tree limb. Interesting, since the branches -seem to have 'hairs' sprouting from its bark. As you look closer -you see millions of aphids covering each limb. -~ -63 0 0 0 0 2 -D2 -~ -~ -0 -1 6309 -D3 -~ -~ -0 -1 6311 -S -#6311 -The Tree Trunk~ - You feel that you can rest here safely. There is evidence of -webbing here, but it is of a finer quality. -~ -63 4 0 0 0 2 -D1 -~ -~ -0 -1 6310 -D2 -~ -~ -0 -1 6312 -S -#6312 -The Tree Lair Entrance~ - It seems the inhabitant of this place does not web her victims, -as evidenced by the remains before you. The area is cluttered with -desiccated corpses, apparently bitten but unwebbed, and drained of -their life juices. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6311 -D3 -~ -~ -0 -1 6313 -S -#6313 -The Wolf Spider Lair~ - Very dark, as all lairs of spiders are. Not much of furnishings -save an exit. The wolf spider keeps no corpses here, but rather -throws them out at her leisure. -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6312 -S -#6320 -The Webless Path~ - Strange. No webbing here. In fact, no sounds whatsoever. -The path continues northward, where you find that you may have -to tightrope your way across a ravine. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6309 -D3 -~ -~ -0 -1 6321 -S -#6321 -Above The Ravine~ - Stranger still. Your feet get a real firm grip on the spiderline. -You are above a deep ravine. This line connects you between two trees. -Below you can see a prismatic web with lots of animal bones caught in it: -some bear and small deer bones in fact. No human skeletons are visible -(yet). -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6320 -D2 -~ -~ -0 -1 6323 -D5 -~ -~ -0 -1 6322 -S -#6322 -The Rainbow Web~ - This is the rainbow web -- each strand, each link, a hue of violently -sharp colors and contrasts. The resident here seems to have a command -of light as well. -~ -63 0 0 0 0 2 -D4 -~ -~ -0 -1 6321 -S -#6323 -The Web Forest~ - The trees here take on a different appearance -- they are not trees -anymore, but disjointed make-shift silken made shafts, sticky to the -touch, and webby in texture. This is another world it would appear. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6321 -D5 -~ -~ -0 -1 6324 -S -#6324 -The Slave Pit~ - You have entered the slave pit. A voice blares in the distance, -'Get back to work, maggots!' Rails upon rails of mined gold and silver -clutter the trail beneath you. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6325 -D4 -~ -~ -0 -1 6323 -S -#6325 -The Tether Path~ - Another tether path just like the rest of them. Surprisingly -well-lit by the golden orbs that hang from the sides, you can see -the paths become finer and finer in quality. -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6326 -D3 -~ -~ -0 -1 6324 -S -#6326 -A Road Crossing~ - Another shifty little strand of webs, almost ethereal in nature. -~ -63 0 0 0 0 2 -D3 -~ -~ -0 -1 6325 -D4 -~ -~ -0 -1 6327 -S -#6327 -A Leader Strand~ - This strand is weightier, more sturdy. It shimmers as you step on -it. You are definitely not in the Midgaardian realms anymore. Just -where you are you can't tell. It feels like you're moving through -ether. You can still get back down to more surer lands. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6328 -D5 -~ -~ -0 -1 6326 -S -#6328 -The Entrance Of The Ethereal Web~ - You are at the entrance to ethereal web. Flickering in and out, -in and out, each strand reveals a different hue from black to green -to blue. -~ -63 0 0 0 0 2 -D2 -~ -~ -0 -1 6331 -S -#6330 -The Young Wyrmkin's Crib~ - A playpen of sorts, with maggots of wasps and other baby -vermin lying about. You feel that humans have been played with -here too, and eaten later. You sense that the maker of this -place has an appetite for dragon meat, and uses this room as a -breeding area. -~ -63 0 0 0 0 2 -D4 -~ -~ -0 -1 6331 -S -#6331 -The Base Of The Web~ - Large strands connect at this point. The node shimmers and -flickers within the ether. You see many flying creatures -- -insects, pegasi, and dragon wyrmkins -- navigate the dangerous -passages of the web. Exits go in many directions. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6330 -D1 -~ -~ -0 -1 6332 -D2 -~ -~ -0 -1 6333 -D3 -~ -~ -0 -1 6334 -S -#6332 -Through The Trees~ - This part of the web intersects through the branches of some -trees. Various leaves and other debris that the many drones have -not picked up yet lie here. -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6331 -D2 -~ -~ -0 -1 6335 -D3 -~ -~ -0 -1 6333 -S -#6333 -Above The Clouds~ - You can see all of Midgaard in this ethereal web. Many -of the larger dragons that do wish to fly seem to fly away -from the sticky strands of the web. -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6331 -D2 -~ -~ -0 -1 6334 -D3 -~ -~ -0 -1 6335 -S -#6334 -On A Cloud~ - This cloud is rather thick in consistency. You suddenly realize -this is not a typical cloud, but it might be the nest of an aerial -creature. -~ -63 0 0 0 0 2 -D5 -~ -~ -0 -1 6331 -S -#6335 -A Link In The Ethereal Web~ - This is another link in the ethereal web. Various creatures seem -to get caught (or hypnotized) by its sticky strands. -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6336 -D3 -~ -~ -0 -1 6331 -S -#6336 -The Tenuous Strand~ - Very windy here since it goes up into the sky somewhat. Still, it -is safe enough to move around. -~ -63 0 0 0 0 2 -D2 -~ -~ -0 -1 6340 -D3 -~ -~ -0 -1 6341 -D5 -~ -~ -0 -1 6331 -S -#6340 -The Elder Wyrmkin's Room~ - A more mature wyrmkin it seems resides here. Various tomes -of arcane lore clutter the area, along with shards of armor and -weaponry. -~ -63 0 0 0 0 2 -D5 -~ -~ -0 -1 6331 -S -#6341 -Another Tree Limb~ - Once again the web crosses another tree limb. To the side you -see the possible entrance to another creature's lair. -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6342 -D2 -~ -~ -0 -1 6334 -D3 -~ -~ -0 -1 6345 -S -#6342 -The Bird Spider's Lair~ - This is a big game hunter among most spiders. Crushed -jewels and weapons suggest the inhabitant must have powerful -jaws. Beware! -~ -63 0 0 0 0 2 -D5 -~ -~ -0 -1 6331 -S -#6345 -A Link In The Ethereal Web~ - This is another link in the ethereal web. Various creatures -seem to get caught (or hypnotized) by its sticky strands. -~ -63 0 0 0 0 2 -D2 -~ -~ -0 -1 6350 -D3 -~ -~ -0 -1 6346 -D4 -~ -~ -0 -1 6345 -S -#6346 -The Quiet Tree Top~ - This is a quiet tree top. Downwards you can see a familiar path -that may lead back to Midgaard. -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6345 -D3 -~ -~ -0 -1 6347 -D5 -~ -~ -0 -1 6132 -S -#6347 -On The Web~ - RRRRRRRRRRROOOOOOOOOOOOOAAAAAAAAAAAAAARR! You hear the roar -of a powerful beast. Dragon, you think. You shiver in your boots -as you tiptoe along this section of the web. -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6346 -D2 -~ -~ -0 -1 6355 -D5 -~ -~ -0 -1 6331 -S -#6350 -The Ki-Rin Chamber~ - A wise ki-rin was entrapped here many years ago. It is from her -that the ruler of this realm draws magical strength. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6347 -S -#6355 -A Link In The Ethereal Web~ - This is another link in the ethereal web. Various creatures -seem to get caught (or hypnotized) by its sticky strands. To -the north you sense the heavy breathing of a fiery animal. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6360 -D2 -~ -~ -0 -1 6365 -S -#6360 -Yevaud's Lair~ - Yevaud, the Usurper of Midgaard, resides here. A voice cries -out, 'BEWARE, the Usurper of Midgaard lives here! FLEE while you can!' -But even Yevaud has his master... or so you deduce. -~ -63 0 0 0 0 2 -D2 -~ -~ -0 -1 6355 -S -#6365 -A Link In The Ethereal Web~ - This is another link in the ethereal web. Various creatures -seem to get caught (or hypnotized) by its sticky strands. A -single spider line lies to the north, while ghastly seemings are -due southward. The grim entrance of Arachnos' Lair is downward. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6371 -D1 -~ -~ -0 -1 6331 -D2 -~ -~ -0 -1 6366 -D5 -~ -~ -0 -1 6390 -S -#6366 -The Entrance To The Donjonkeep~ - A dark path at the end of the web strand, you see ahead -a torch lit chamber where the souls of unavenged adventurers -come and gnash their teeth. The howls and screams of many -echo through the hall ways. You see one definite path ahead. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6367 -S -#6367 -The Guardian's Room~ - A chair sits here for a tireless guardian who ensures that no -soul escapes. Other than that, the room is undecorated. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6368 -E -chair~ - An ordinary chair, well used, glued to the ground by spiderweb. -~ -S -#6368 -The Realm Of The Hopeless~ - Here you see many misguided souls who think they still live. -They search for those who killed them without warrant, and seek -the free souls of living beings to inhabit and perhaps adventure -once more. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6369 -S -#6369 -The Realm Of The Hopeless~ - Here you see many misguided souls who think they still live. -They search for those who killed them without warrant, and seek -the free souls of living beings to inhabit and perhaps adventure -once more. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6368 -D2 -~ -~ -0 -1 6370 -S -#6370 -The Donjonkeep~ - No souls have ever lived in this place. The wails of slaves and -the howls of wolves are the only way you can describe the sounds you -hear. The walls are thin and wispy. The only light you receive is -the shimmering from the strand of the ethereal web you used to get -here. -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6371 -S -#6371 -The Single Spider Line~ - A single spider line supports you once more. As you look across -the ether you seen a single shack up ahead with a light in the window. -You sense a great evil coming from the north and feel inclined to go -back on the ethereal web and take your chances there. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6331 -D2 -~ -~ -0 -1 6372 -S -#6372 -The Single Spider Line~ - A single spider line supports you once more. The shack comes -closer into view and you are even more inclined to go back now. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6371 -D2 -~ -~ -0 -1 6373 -S -#6373 -The Hermit's Corner~ - Here you see evidence of a vagrant's abode. The shack is to the -north, if you dare enter it. You get the sneaking feeling you should -go back now. The skies above you darken and roar with the laughter -of thunder. -~ -63 0 0 0 0 2 -D0 -~ -~ -0 -1 6372 -D2 -~ -~ -0 -1 6380 -S -#6380 -Mahatma's Inescapable Trap~ - The room is dark and filled with shadows. A trap has been carefully crafted -to catch unwary travellers. There seems to be no way out. A few looted corpses -are piled in one corner. -~ -63 12 0 0 0 0 -D1 -~ -~ -0 0 6380 -D3 -~ -~ -0 0 6380 -S -#6390 -The Entrance To The Arachnos' Lair~ - All strands inevitably lead here, the center of the web, the -entrance to Arachnos' Lair. -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6391 -S -#6391 -The Sticky Chamber~ - You can still bail out since your knees are shaking from the -anticipation (or is it fear?). The sky is clear on this strand of -web, surprisingly unsticky. The strand does not vibrate like the -others. A few ballooning spiders pass by, cackling 'You're gonna -die, you're gonna fry. Good bye!' -~ -63 0 0 0 0 2 -D1 -~ -~ -0 -1 6392 -D5 -~ -~ -0 -1 6331 -S -#6392 -The Great Door~ - Before you you see a large, web-like door. Various designs -of ancient runes and names of Midgaard heroes are etched into -the webwork. Perhaps lists of victims? You can't tell. -~ -63 8 0 0 0 2 -D0 -~ -door~ -2 6300 6399 -D3 -~ -~ -0 -1 6391 -S -#6399 -The Lair Of Arachnos~ - This is the lair of the Empress Spider, Arachnos. You can -see a lavishly adorned rainbow web, her lair allows her to move -to any universe she wishes by using her magical strands to the -Prime Material Plane. Coffers upon coffers of gold, magical -jewels and gems await. Unfortunately Arachnos is a baggy spider -too, and webs all her treasures to her beautiful silken body. -~ -63 64 0 0 0 2 -D2 -~ -door~ -2 6300 6392 -S -$~ diff --git a/lib/world/wld/64.wld b/lib/world/wld/64.wld deleted file mode 100644 index 848b42a..0000000 --- a/lib/world/wld/64.wld +++ /dev/null @@ -1,838 +0,0 @@ -#6400 -A Mountain Trail~ - This trail leads up, up, up into the mountains. You -hope you don't fall down, because that would hurt, hurt, -hurt! The trail continues to the east, and you can go -back down to the small hidden valley to the west. -~ -64 0 0 0 0 5 -D1 -~ -~ -0 -1 6401 -D3 -~ -~ -0 -1 4078 -S -#6401 -A Mountain Trail~ - You're really high up now. You can keep going even -farther up into the mountains to the east, or go back -down to the west. -~ -64 0 0 0 0 5 -D1 -~ -~ -0 -1 6402 -D3 -~ -~ -0 -1 6400 -S -#6402 -A Mountain Trail~ - Wispy clouds are beginning to surround you now, and -your ears pop due to the altitude. To the east, you see -the summit of the mountain, and from the way the nearby -mountains are arranged behind it, you believe you're -on your way to a big valley. You can also go down -to the west. -~ -64 0 0 0 0 5 -D1 -~ -~ -0 -1 6403 -D3 -~ -~ -0 -1 6401 -S -#6403 -Near The Mountain's Peak~ - The peak of this mountain is another couple hundred -feet above you, but here is where the trail leads down -into the valley... What an odd valley! - The valley seems to have been filled up by a hundreds -of feet of lava many years ago. It gives the valley an -odd, 'flat' look and darkish ground. The path leads -down east into the valley, and west back to civilization. -~ -64 0 0 0 0 5 -D1 -~ -~ -0 -1 6404 -D3 -~ -~ -0 -1 6402 -S -#6404 -The Trail To The Valley~ - The trail leads down into the valley, where, by judging -by the height of the trees, the lava had cooled tens -of decades ago. Down below you see the path lead into -the small forest in the valley, and disappear out of -sight. East leads into the valley, West back to civilization. -~ -64 0 0 0 0 5 -D1 -~ -~ -0 -1 6405 -D3 -~ -~ -0 -1 6403 -S -#6405 -In The Valley~ - The ground has taken on the texture of dirt on the top, -but this valley is far too flat and too rocky to disguise -the catastrophe that happened here so long ago. Looking -up to the mountains ringing this area, you notice several -mountains look as if they had 'exploded', which is strange, -considering that they are not volcanos. - The path leads into the woods to the east, and back up -the mountain to the west. -~ -64 0 0 0 0 3 -D1 -~ -~ -0 -1 6406 -D3 -~ -~ -0 -1 6404 -S -#6406 -In A Clearing~ - You come to a small clearing now, after walking for several -minutes through the silent woods. An odd block sticks up -here and there in the ground... wait a minute. These -stones seem a little too regular, and from the circle -formation and size you could almost swear that they were... -crenellations? Could some sort of building been buried -by the lava here? A rusty ring sticks out of the earth -in the center... a trapdoor? This is almost too good to -be true! -~ -64 0 0 0 0 3 -D3 -~ -~ -0 -1 6405 -D5 -An ancient trapdoor, grimed with earth and age. -~ -trapdoor trap~ -1 -1 6407 -S -#6407 -A Stairwell~ - This small room is the top of a stairwell leading down -deep into the tower. A small trapdoor overhead leaks -the light of day around its edges. To the south is a -wooden door, preserved through the ages by means -unknown. To the west is a short hall. -~ -64 9 0 0 0 0 -D2 -~ -door~ -1 -1 6408 -D3 -~ -~ -0 -1 6409 -D4 -An ancient trapdoor, grimed with earth and age. -~ -trapdoor trap~ -1 -1 6406 -D5 -~ -~ -0 -1 6413 -S -#6408 -A Linen Closet~ - This small room holds many types of linen on shelves -along the walls. They are undoubtedly preserved by -magic against the toil of the ages, since they seem -freshly washed and folded. You wonder what sort of -mage could wield so much power to waste on such little -things. -~ -64 9 0 0 0 0 -D0 -~ -door~ -1 -1 6407 -E -linen shelf shelves~ - White sheets, pillow-cases, etc. Not really anything that you need, but -interesting. -~ -S -#6409 -A Corridor~ - This is only a clean corridor, that leads back to the -stairwell to the east, and has doors leading to other -rooms to the north and south. -~ -64 9 0 0 0 0 -D0 -~ -door~ -1 -1 6411 -D1 -~ -~ -0 -1 6407 -D2 -~ -door~ -1 -1 6410 -S -#6410 -A Bathroom~ - This is some sort of bathroom, like you've never seen -before... Water appliances leading from nowhere deliver -hot and cold running water to basins that drain to... -where? How strange! -~ -64 9 0 0 0 0 -D0 -~ -door~ -1 -1 6409 -S -#6411 -The Master Bedroom~ - This is an opulent room, decorated in silks and gold. -There is an ebony desk against one wall, cooled lava rock -spilling over its surface from the window it once looked -out at. A nice, spacious closet is filled with clothes -just cleaned and pressed. -~ -64 9 0 0 0 0 -D2 -~ -door~ -1 -1 6409 -E -desk~ - The desk is basically uninteresting, as are the papers on top of it... -~ -E -closet~ - Nice clothes, but not your size at all. -~ -S -#6412 -The Library~ - A great mages' library is contained on this floor of -the tower. You feel you could learn anything you wanted -to if you only looked and read long enough. A door -opens up back on the stairwell to the east. -~ -64 9 0 0 0 0 -D1 -~ -door~ -1 -1 6413 -D3 -A big bookcase, that looks rather odd. -~ -bookcase~ -1 -1 6414 -E -book books~ - There are lots of books about everything here! -~ -S -#6413 -The Stairwell~ - This stairwell continues up and down here, and there is -a door to the west. -~ -64 9 0 0 0 0 -D3 -~ -door~ -1 -1 6412 -D4 -~ -~ -0 -1 6407 -D5 -~ -~ -0 -1 6415 -S -#6414 -A Hidden Hall~ - This is a small hidden hall with a secret entrance to the -library on the north end of the west wall, and a trapdoor -on the south end. -~ -64 9 0 0 0 0 -D1 -The backside of a movable bookcase. -~ -book bookcase~ -1 -1 6412 -D5 -~ -trapdoor trap~ -1 -1 6416 -S -#6415 -A Stairwell~ - This stairwell continues up and down, and there is a door -to the west opening up onto this level. -~ -64 9 0 0 0 0 -D3 -~ -door~ -1 -1 6417 -D4 -~ -~ -0 -1 6413 -D5 -~ -~ -0 -1 6422 -S -#6416 -The Hidden Treasure Room~ - You hit the jackpot! A small room filled with treasure -chests! Go get them! -~ -64 9 0 0 0 0 -D4 -~ -trapdoor trap~ -1 -1 6414 -S -#6417 -A Hallway~ - This hall runs through the tower. There's more hall to -the west, and doors to your north and south. A door to -the east leads back to the stairwell. -~ -64 9 0 0 0 0 -D0 -~ -door~ -1 -1 6419 -D1 -~ -door~ -1 -1 6415 -D2 -~ -door~ -1 -1 6418 -D3 -~ -~ -0 -1 6420 -S -#6418 -A Servant's Room~ - This seems to be a small servant's bedroom, sparsely -decorated and outfitted with a bed, nightstand, chair -and table, etc. Nothing real important here. -~ -64 9 0 0 0 0 -D0 -~ -door~ -1 -1 6417 -S -#6419 -A Servant's Room~ - This seems to be a small servant's bedroom, sparsely -decorated and outfitted with a bed, nightstand, chair -and table, etc. Nothing real important here. -~ -64 9 0 0 0 0 -D2 -~ -door~ -1 -1 6417 -S -#6420 -A Hallway~ - This hallway continues to the east, and has a door to -the north. You could swear that the way this level is -arranged... nah, couldn't be. -~ -64 9 0 0 0 0 -D0 -~ -door~ -1 -1 6421 -D1 -~ -~ -0 -1 6417 -S -#6421 -A Servant's Room~ - This seems to be a small servant's bedroom, sparsely -decorated and outfitted with a bed, nightstand, chair -and a table, etc. Nothing real important here. -~ -64 9 0 0 0 0 -D2 -~ -door~ -1 -1 6420 -S -#6422 -The Stairwell~ - This stairwell leads up and down, and there is a big -open room to your west. -~ -64 9 0 0 0 0 -D3 -~ -~ -0 -1 6423 -D4 -~ -~ -0 -1 6415 -D5 -~ -~ -0 -1 6425 -S -#6423 -The Dining Hall~ - This is a large dining hall, with a long table that runs -down the length of it. Chairs are set up along the sides -to accomodate approximately 10 people. There are paintings -and tapestries on the walls, adding color to the stonework, -The cooled lava that had poured in the windows makes the place -seem eerie somehow . There is a door to the north, and -the stairwell is to the east. -~ -64 9 0 0 0 0 -D0 -~ -door~ -1 -1 6424 -D1 -~ -~ -0 -1 6422 -E -tapestry tapestries painting paintings~ - Many of these show scenes of high magic and heroism. Just like almost every -tapestry and painting you've seen. -~ -S -#6424 -The Kitchen Area~ - This is a well-stocked kitchen, the larders still fresh -and full as if by magic. Perhaps this would be a good -place to take a break. -~ -64 9 0 0 0 0 -D2 -~ -door~ -1 -1 6423 -S -#6425 -The Stairwell~ - The stairwell leads up and down here, and there is a hall -you can enter to the west. -~ -64 9 0 0 0 0 -D3 -~ -~ -0 -1 6426 -D4 -~ -~ -0 -1 6422 -D5 -~ -~ -0 -1 6429 -S -#6426 -A Hall~ - This area of the tower seems dank and oppressive. The -hall runs north-south, and there is an empty cell to your -west. The stairwell is to your east. -~ -64 9 0 0 0 0 -D0 -~ -~ -0 -1 6427 -D1 -~ -~ -0 -1 6425 -D2 -~ -~ -0 -1 6428 -E -cell cells~ - It is open, empty, and uninteresting. -~ -S -#6427 -A Hall~ - This is the northern end of the hall. There are cells to -your right and left, empty and awaiting occupants. -~ -64 9 0 0 0 0 -D2 -~ -~ -0 -1 6426 -E -cell cells~ - It is open, empty, and uninteresting. -~ -S -#6428 -A Hall~ - This is the southern end of the hall. There are cells to -your right and left, empty and awaiting occupants. -~ -64 9 0 0 0 0 -D0 -~ -~ -0 -1 6426 -E -cell cells~ - It is open, empty, and uninteresting. -~ -S -#6429 -A Stairwell~ - The stairwell continues up and down here. A large room -opens up to the west. -~ -64 9 0 0 0 0 -D3 -~ -~ -0 -1 6430 -D4 -~ -~ -0 -1 6425 -D5 -~ -~ -0 -1 6431 -S -#6430 -A Mage's Office~ - A small desk here is cluttered with magically preserved -papers and documents. None seem of value, except perhaps -to a historian. This place seems vaguely uninteresting... -~ -64 9 0 0 0 0 -D1 -~ -~ -0 -1 6429 -E -paper papers documents document~ - Well, one of the papers relate a story about how the mage of this tower, -Rand, angered many kings, and relates how they set his armies on him. You -wonder if the lava outside was a failed attempt to destroy the armies... -~ -E -desk~ - It is cluttered with all sorts of papers. Some look half interesting, -actually. -~ -S -#6431 -The Stairwell~ - The stairwell continues up and down here, and there is a -room to the west... -~ -64 9 0 0 0 0 -D3 -~ -~ -0 -1 6432 -D4 -~ -~ -0 -1 6429 -D5 -~ -~ -0 -1 6433 -S -#6432 -A Sitting Room~ - This is a simply furnished room, with chairs all about. -A fireplace is inset into an inner wall, the chimney -undoubtedly directed by magic... - This would be a nice place to rest a while... -~ -64 12 0 0 0 0 -D1 -~ -~ -0 -1 6431 -S -#6433 -The Stairwell~ - This is where the stairwell finally ends. There is a hall -to your west. -~ -64 9 0 0 0 0 -D3 -~ -~ -0 -1 6434 -D4 -~ -~ -0 -1 6431 -S -#6434 -A Hallway~ - This small hallway on the former 'ground floor' ran north- -south. To the east is the stairwell that leads up into -the shadowy recesses of the tower. To the west is the -entrance way to the tower. The north is completely blocked -off by lava, and the way south is still clear. -~ -64 9 0 0 0 0 -D1 -~ -~ -0 -1 6433 -D2 -~ -~ -0 -1 6437 -D3 -~ -~ -0 -1 6435 -S -#6435 -The Entranceway~ - This is a grand chamber with giant double-doors to the -west. To the east is the main floor of the tower. This -room is arranged highly attractively and very impressively, -with sculptures and tapistries everywhere. The doors seem -impenetrable... you don't think you'd be able to get through -them if you really had to... -~ -64 9 0 0 0 0 -D1 -~ -~ -0 -1 6434 -D3 -These doors seem incredible. Unfortunately, they're locked. -~ -door double~ -1 0 6436 -E -sculpture tapestry sculptures tapestries~ - They look nice, but aren't very valuable. -~ -S -#6436 -The Doorway~ - This was the entrance to the tower. Now lava has blocked -it up completely. However: - It seems when the lava came down a man was outside the -doors. He was blasted into the doors, and died instantly, -but his skeleton still clutches a staff in perfect -condition... -~ -64 9 0 0 0 0 -D1 -These double doors have the outline of a man blasted into them... -~ -double doors~ -1 0 6435 -S -#6437 -The Hallway~ - This is the southern part of the hallway. There is -a door to the west, barred with gleaming bands of lights. -To the north is more hallway. -~ -64 9 0 0 0 0 -D0 -~ -~ -0 -1 6434 -D3 -~ -door~ -1 -1 6438 -S -#6438 -The Stairs~ - Stairs lead down here into the tower's basement, or you -can head east into the main floor of the tower. -~ -64 9 0 0 0 0 -D1 -~ -door~ -1 -1 6437 -D5 -~ -~ -0 -1 6439 -S -#6439 -The Stairs~ - Stairs lead up here to the main level, or you can go east -to the basement of the tower. -~ -64 9 0 0 0 0 -D1 -~ -~ -0 -1 6440 -D4 -~ -~ -0 -1 6438 -S -#6440 -An Alcove~ - This alcove leads into a huge room to your north, and -to stairs leading down to the east, and stairs going -up to your west. -~ -64 9 0 0 0 0 -D0 -~ -~ -0 -1 6441 -D1 -~ -~ -0 -1 6442 -D3 -~ -~ -0 -1 6439 -S -#6441 -The Laboratory~ - This laboratory has lots of stuff in it. Beakers, -flasks, burners, tongs, mortars and pestles, jars filled -with normal things, jars filled with abnormal things, jars -filled with things you'd rather not think about... -A search could reveal many things... -~ -64 9 0 0 0 0 -D2 -~ -~ -0 -1 6440 -E -beaker beakers flask flasks burner burners tong tongs~ - Looks like normal, fragile lab equipment to you. -~ -E -mortar mortars pestle pestles jar jars~ - Looks like normal, fragile lab equipment to you. -~ -S -#6442 -The Stairs~ - Stairs lead down here to the second level of the basement, -or back west to the alcove. -~ -64 9 0 0 0 0 -D3 -~ -~ -0 -1 6440 -D5 -~ -~ -0 -1 6443 -S -#6443 -The Stairs~ - Stairs lead up here to the first level of the basement, or -you can go east to another big room. -~ -64 9 0 0 0 0 -D1 -~ -~ -0 -1 6444 -D4 -~ -~ -0 -1 6442 -S -#6444 -The Summoning Room~ - This room is darkly lit by a giant glowing pentagram in -the center of the room. Bands of force encircle some -sort of being trapped inside. You think that going -inside would be an EXTREMELY BAD idea... -~ -64 8 0 0 0 0 -D0 -~ -~ -0 -1 6445 -D3 -~ -~ -0 -1 6443 -E -pentagram~ - It is centuries old. You don't think standing close by would be a good idea. -~ -E -being~ - You can't see it clearly through the energy field of the pentagram, but you -sense that whatever it is, it is very, very, very, very angry. -~ -S -#6445 -Inside A Pentagram~ - Inside the pentagram the floor is covered in a fine golden dust. The lines -of the pentagram seem to be drawn in blood which has dried to a dark -reddish-brown. The edges of the pentagram seem to hold some unseen power or -protection. -~ -64 12 0 0 0 0 -D2 -~ -~ -0 -1 6444 -S -$~ diff --git a/lib/world/wld/65.wld b/lib/world/wld/65.wld deleted file mode 100644 index 4fe355a..0000000 --- a/lib/world/wld/65.wld +++ /dev/null @@ -1,848 +0,0 @@ -#6500 -The Path To The Dwarven Village~ - You are walking down a path that leads to the dwarven village. Above -you, you can see the Turning Point, and to the north the path continues -toward the mountains. -~ -65 4 0 0 0 2 -D0 -The path continues. -~ -~ -0 -1 6501 -D4 -You can see the city of Midgaard. -~ -~ -0 -1 3502 -S -#6501 -The Path At The Base Of The Mountain~ - Now you are at the bottom of a rugged mountain. The forest around you -is very dense, and it seems very dark to the north. -~ -65 0 0 0 0 4 -D0 -The path coninues up the mountain. -~ -~ -0 -1 6502 -D2 -The path heads toward the main city of Midgaard. -~ -~ -0 -1 6500 -S -#6502 -The Path At The Middle Of The Mountain~ - Standing on the middle of the mountain, you can easily see the city to -the south, and the top of the mountain is very near to the north. -~ -65 0 0 0 0 5 -D0 -The top of the mountain is easily seen from here. -~ -~ -0 -1 6503 -D2 -The base of the mountain is near. -~ -~ -0 -1 6501 -S -#6503 -The Top Of The Mountain~ - You are now on the top of the mountain. To the south you see a path -leading down the mountain. To the east and west you see entrances to -what seems like mines. -~ -65 0 0 0 0 4 -D1 -An entrance to the mountain which seems to lead underground. -~ -~ -0 -1 6540 -D2 -The path leads down the mountain to the main city of Midgaard. -~ -~ -0 -1 6502 -D3 -There is an entrance to the mountain. -~ -~ -0 -1 6505 -S -#6504 -The Narrow Path~ - This is a narrow path leading to the Dwarven Kingdom. It looks less -travelled than the others, and it is very creepy. The path opens up to -the south, and continues to the north. -~ -65 8 0 0 0 0 -D0 -~ -~ -0 -1 6506 -D2 -~ -~ -0 -1 6540 -S -#6505 -The Entrance To The Mountain~ - Here is an entrance to the mountain. The door looks very well built, -and you can hear noise coming from within. -~ -65 0 0 0 0 2 -D1 -~ -~ -0 -1 6503 -D3 -~ -door~ -2 6515 6513 -S -#6506 -A Bend In The Narrow Path~ - This is a narrow path that bends to the east here. The trees hang over the -path, and it is very overgrown. The narrow path continues to the south and to -the east. -~ -65 8 0 0 0 0 -D1 -~ -~ -0 -1 6507 -D2 -~ -~ -0 -1 6504 -E -tree trees~ - They hang over the road in the most ominous of ways. -~ -S -#6507 -The Narrow Path~ - This path is very narrow, and it continues to the north and west. -~ -65 8 0 0 0 0 -D0 -~ -~ -0 -1 6508 -D3 -~ -~ -0 -1 6506 -S -#6508 -The Narrow North-South Path~ - This path leads to the north and south. To the north you can see a -door, and to the south the path continues. -~ -65 8 0 0 0 0 -D0 -~ -~ -0 -1 6509 -D2 -~ -~ -0 -1 6507 -S -#6509 -The Door To The Kingdom~ - Here the path turns to the west. You can see a door in front of you, -and the path continues to the west and south. -~ -65 8 0 0 0 0 -D0 -~ -door~ -2 6503 6510 -D2 -~ -~ -0 -1 6508 -D3 -~ -~ -0 -1 6522 -S -#6510 -On The Path To The Castle~ - You are on a path that will eventually lead to the castle. It -continues north to the castle, and there is a door in the southern -wall. -~ -65 8 0 0 0 0 -D0 -~ -~ -0 -1 6511 -D2 -~ -door~ -2 6503 6509 -S -#6511 -Still On The Path To The Castle~ - You are still on the path to the castle, or back to the Dwarven -village, whichever way you wish to go. The path continues to the -north and south. -~ -65 8 0 0 0 0 -D0 -~ -~ -0 -1 6512 -D2 -~ -~ -0 -1 6510 -S -#6512 -The Door To The Castle~ - Here there is a door to the castle to the east. The castle is -elegantly designed, and looks much like a roll of toilet paper -standing on its end. There is a sign which says: - ****************************************** - * WELCOME TO THE CASTLE OF STRANGELOVE * - * Here, celibacy is uninvited * - ****************************************** -~ -65 8 0 0 0 0 -D1 -~ -door~ -2 6503 6525 -D2 -~ -~ -0 -1 6511 -S -#6513 -Inside The Entrance~ - Everything here is covered in soot and very grimy. The path continues -to the east and north, and there is a door to the west. -~ -65 8 0 0 0 0 -D0 -The little underground path continues to the north. -~ -~ -0 -1 6514 -D1 -The path leads outside the entrance. -~ -door~ -2 6515 6505 -D3 -This looks like an entrance to some type of store room. -~ -~ -0 -1 6526 -S -#6514 -The Path~ - You are on a path in the dwarven village which leads north to the shops -and south to the corner of the area. -~ -65 8 0 0 0 0 -D0 -~ -~ -0 -1 6515 -D2 -~ -~ -0 -1 6513 -S -#6515 -A Turn In The Road~ - You are on a path that leads to the Hide & Tooth shop to the west, and -the path continues to the south. -~ -65 8 0 0 0 0 -D2 -~ -~ -0 -1 6514 -D3 -The Hide & Tooth shop can be seen to the west. -~ -~ -0 -1 6516 -S -#6516 -The Hide & Tooth Shop~ - You are in the Hide & Tooth shop. Here you may buy the finest in Dwarven -weapons and armors. The path continues to the north and east. -~ -65 40 0 0 0 0 -D0 -~ -~ -0 -1 6517 -D1 -~ -~ -0 -1 6515 -S -#6517 -The Path To The North Of The Shop~ - You are on a path to the north of the Hide & Tooth shop. The path -continues to the north, and there is Granite Head's bakery to the west. -~ -65 8 0 0 0 0 -D0 -~ -~ -0 -1 6518 -D2 -~ -~ -0 -1 6516 -D3 -~ -~ -0 -1 6535 -S -#6518 -North Of The Shops~ - Here the path bends to the east towards the barracks. To the south -you can see the shops. -~ -65 8 0 0 0 0 -D1 -~ -~ -0 -1 6519 -D2 -~ -~ -0 -1 6517 -S -#6519 -A Path By The Hospital~ - Here the path passes by the Hospital to the north. It continues -to the east to the barracks, and to the west. -~ -65 8 0 0 0 0 -D0 -~ -~ -0 -1 6534 -D1 -~ -~ -0 -1 6520 -D3 -~ -~ -0 -1 6518 -S -#6520 -A Path Next To The Barracks~ - Here the path continues west, and east to the barracks. -~ -65 8 0 0 0 0 -D1 -~ -~ -0 -1 6521 -D3 -~ -~ -0 -1 6519 -S -#6521 -The Entrance To The Barracks~ - Here there is an entrance to the barracks to the south, and the path -continues to the west. -~ -65 8 0 0 0 0 -D2 -~ -door~ -1 -1 6523 -D3 -~ -~ -0 -1 6520 -S -#6522 -A Guard House~ - You are in the guard house to the west of the entrance to the castle. -There are nudie posters covering the walls. -~ -65 8 0 0 0 0 -D1 -~ -~ -0 -1 6509 -E -poster~ - There is a wall poster of a nude Minne Pearl. -~ -S -#6523 -The First Barrack Room~ - Here is the first of two main rooms of barracks. The barracks -continue to the south, and you can leave the room to the north. -~ -65 8 0 0 0 0 -D0 -~ -door~ -1 -1 6521 -D2 -~ -~ -0 -1 6524 -S -#6524 -The Back Of The Barracks~ - Here is the back of the dwarven barracks. There are rows of beds -here, and there is a stench that is unbearable. -~ -65 8 0 0 0 0 -D0 -~ -~ -0 -1 6523 -S -#6525 -Inside Of Castle Strangelove~ - You are just inside the castle. It is very tubular in shape, -and it is very featureless. There is a set of stairs that lead -up, and the door leads out of the castle to the west. -~ -65 8 0 0 0 0 -D3 -~ -door~ -2 6514 6512 -D4 -~ -~ -0 -1 6528 -S -#6526 -A Store Room~ - There is a layer of dust on the floor at least 3 inches thick! It is -probable that not many people have been in here for many months. -~ -65 9 0 0 0 0 -D1 -A lighted area that looks like a well worn path. -~ -~ -0 -1 6513 -D5 -After blowing all the dust off the floor, you notice a trapdoor! -~ -trapdoor~ -1 -1 6527 -E -floor dust~ - After blowing all the dust off the floor, you notice a trapdoor! -~ -S -#6527 -The Wine Cellar~ - This room smells like wine, and you can only assume it used to be -a wine cellar at one time. -~ -65 9 0 0 0 0 -D4 -~ -trapdoor~ -1 -1 6526 -S -#6528 -On The Stairs In Castle Strangelove~ - The stairs continue to circle up and down here. -~ -65 8 0 0 0 0 -D4 -~ -~ -0 -1 6529 -D5 -~ -~ -0 -1 6525 -S -#6529 -On The Stairs~ - You are still circling around on the stairs. You are starting to -get dizzy from going around and around and around and around and -around. The stairs continue up and down. -~ -65 8 0 0 0 0 -D4 -~ -~ -0 -1 6530 -D5 -~ -~ -0 -1 6528 -S -#6530 -At The Top Of The Stairs~ - You are at the top of the stairs in the castle. There is an exit -to the east, and the stairs lead down. -~ -65 8 0 0 0 0 -D1 -~ -~ -0 -1 6531 -D5 -~ -~ -0 -1 6529 -S -#6531 -The Queen's Waiting Room~ - This is the Queen's waiting room. Here the men literally -'wait' for the queen. You've heard that the queen really -likes to get to 'know' her people, in the biblical sense. - The Queen's bedroom is to the north, and you can see stairs -to the west. -~ -65 8 0 0 0 0 -D0 -~ -door~ -1 -1 6532 -D3 -~ -~ -0 -1 6530 -S -#6532 -The Queen's Bedroom~ - This is the Queen's bedroom. The bed is all ruffled, and there -is a stack of dirty sheets piled in the corner. There is a ladder -that leads down, out of the castle, and you can leave the room -to the south. There is also a small wooden door to the west. -There is a sign that says: - ------------------------- - | I'm busy right now, | - | and don't know when | - | Ill be back, but if | - | there is a key here | - | take it and PLEASE, | - | try to get my birth | - | control pills back! | - | I've heard they can | - | be found somewhere, | - | deep in the mines.. | - ------------------------- -~ -65 8 0 0 0 0 -D2 -~ -door~ -1 -1 6531 -D3 -~ -door wooden~ -2 6500 6554 -D5 -~ -~ -0 -1 6533 -S -#6533 -The North Side Of Castle Strangelove~ - You are standing on the north side of Castle Strangelove. You -notice that you are no longer inside the mountain anymore either. -Along the southern horizon you see towering mountains. - The only exit, however, is back up the ladder into the Queen's -Bedroom. -~ -65 0 0 0 0 0 -D4 -~ -~ -0 -1 6532 -S -#6534 -The Hospital~ - You are inside the Dwarven Hospital. It smells like rubbing -alcohol, and there is blood all over the walls. -~ -65 8 0 0 0 0 -D2 -~ -~ -0 -1 6519 -S -#6535 -Granite Head's Bakery~ - The aroma coming from this room is astonishing. You can almost taste -the pastries dissolving in your mouth. -~ -65 136 0 0 0 0 -D1 -~ -~ -0 -1 6517 -S -#6540 -The Dark Path~ - This path is very well worn, and there is an entrance to the mines to the -east, while the path continues to the north and west. -~ -65 8 0 0 0 0 -D0 -~ -~ -0 -1 6504 -D1 -~ -door~ -1 6502 6541 -D3 -~ -~ -0 -1 6503 -S -#6541 -The Mine Entrance~ - The little path here leads down toward the mines, while the worn path -continues to the west. -~ -65 8 0 0 0 0 -D3 -~ -door~ -1 6502 6540 -D5 -~ -~ -0 -1 6542 -S -#6542 -At The Bottom Of The Mineshaft~ - You are at the bottom of the mineshaft. The air here is very sooty, and -it is very hard to breath. The mineshaft leads up and east. -~ -65 9 0 0 0 0 -D1 -~ -~ -0 -1 6543 -D4 -~ -~ -0 -1 6541 -S -#6543 -On The Path Inside The Mine~ - You are deep inside the mine, and you feel very uncomfortable. The -path continues to the east, and leads to the mineshaft to the west. -~ -65 9 0 0 0 0 -D1 -~ -~ -0 -1 6544 -D3 -~ -~ -0 -1 6542 -S -#6544 -The Mine Crossroad~ - You are at a crossroad in the mine. There is a door to the north, -and the path continues to the south, east, and west. -~ -65 9 0 0 0 0 -D0 -~ -door~ -2 6516 6546 -D1 -~ -~ -0 -1 6545 -D2 -~ -~ -0 -1 6551 -D3 -~ -~ -0 -1 6543 -S -#6545 -The Coal Room~ - You are inside the storage area for the raw materials that are -found down here. The room is very unsturdy as the supports are -very rickety. -~ -65 9 0 0 0 0 -D3 -~ -~ -0 -1 6544 -S -#6546 -The Mine Maze~ - You have entered the maze of the mines. To the east you can see -some inscriptions, and you can exit to the south. -~ -65 9 0 0 0 0 -D1 -~ -~ -0 -1 6547 -D2 -~ -door~ -2 6516 6544 -S -#6547 -At The Maze Inscription~ - You are inside the maze, but not far enough in that you could -get lost. There is an enscription on the wall which says: - 1 3 2 4 - N W N S -This isn't too tough, so don't take it so rough. -~ -65 9 0 0 0 0 -D0 -~ -~ -0 -1 6548 -D1 -~ -~ -0 -1 6544 -D3 -~ -~ -0 -1 6546 -S -#6548 -The Maze~ - You are in a maze. -~ -65 9 0 0 0 0 -D0 -~ -~ -0 -1 6549 -D2 -~ -~ -0 -1 6547 -D3 -~ -~ -0 -1 6548 -S -#6549 -The Maze~ - You are in a maze. -~ -65 9 0 0 0 0 -D0 -~ -~ -0 -1 6548 -D2 -~ -~ -0 -1 6548 -D3 -~ -~ -0 -1 6550 -S -#6550 -The Maze~ - You are in a maze. -~ -65 9 0 0 0 0 -D0 -~ -~ -0 -1 6549 -D1 -~ -~ -0 -1 6549 -D2 -~ -~ -0 -1 6552 -D3 -~ -~ -0 -1 6548 -S -#6551 -The Mining Equipment Room~ - This is the storage room for equipment used by the Dwarven miners. -It is very small, and you can tell that not many miners actually use -equipment. -~ -65 9 0 0 0 0 -D0 -~ -~ -0 -1 6544 -S -#6552 -The End Of The Maze~ - You have solved the maze. You can tell by the last few moves -that there is no way that a dumb worker could have figured that -out. It seems pretty desolate here. To the south is a bleak -room. To the north, you see the maze. There is a sign above -the south exit: -THOSE WHO ENTER, PLAN ON A TIMELY DEATH. -(ESPECIALLY IF YOU'RE LOYAL TO THE QUEEN) -~ -65 9 0 0 0 0 -D0 -~ -~ -0 -1 6550 -D2 -~ -~ -0 -1 6553 -S -#6553 -The Mazekeeper's Room~ - You have entered the Mazekeeper's room. There are pictures of -the Queen with darts thrown at it. Spraypainted on the wall are -things like 'the queen shall suffer' and 'Catholics Rule'. -~ -65 9 0 0 0 0 -D0 -~ -~ -0 -1 6552 -S -#6554 -The Treasury~ - This room appears to be the Queen's Treasury. There is one -exit, back to the east. -~ -65 520 0 0 0 1 -D1 -~ -door~ -2 6500 6532 -S -$~ diff --git a/lib/world/wld/653.wld b/lib/world/wld/653.wld deleted file mode 100644 index 97cedb6..0000000 --- a/lib/world/wld/653.wld +++ /dev/null @@ -1,2326 +0,0 @@ -#65300 -Utility Room~ - This is the room where all the work of the building gets done. For a map of -the building, look map. - - To assign the rooms, stand in any apartment with the player and use hcontrol. - - *WARNING* Before the first apartment, please check for the file lib/house. -This will sometimes be deleted as an empty file. The house contents will not -save without this directory! -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65398 -E -map~ - Map - -@c 01 02 03@n - | | | - | | | - | | | -@c15@n-----@wH@n-----@wH@n-----@wH@n----@c04@n - | | | - | | | - | | | -@c13@n-----@wH@n-@c14 @yE @c06@n-@wH@n----@c05@n - | | - | @c10@n | - | | | -@c12@n-----@wH@n-----@wH@n-----@wH@n----@c07@n - | | | - | | | - | | | -@c 11 09 08@n -@yElevator@n -@wHalls@n -@cApartments@n -~ -E -Plan~ - Plan - -@r98@n-@y99@n-@r00@n - | - @r97 - -@c 37 38 39 @n .@c 52 53 54 @n - | | | . | | | - | | | . | | | - | | | . | | | -@c51@n----@w05@n----@w06@n----@w07@n----@c40 @n. @c66----@w13----@w14----@w15----@c55@n - | | | . | | | - | | | . | | | - | | | . | | | -@c49@n----@w08@n-@c50 @y01 @c42@n-@w09@n----@c41 @n. @c64@n----@w16@n-@c65 @y02 @c57@n-@w17@n----@c56@n - | | . | | - | @c46@n | . | @c61@n | - | | | . | | | -@c48@n----@w10@n----@w11@n----@w12@n----@c43 @n. @c63@n----@w18@n----@w19@n----@w20@n----@c58@n - | | | . | | | - | | | . | | | - | | | . | | | -@c 47 45 44 @n.@c 62 60 59 @n -......................................................... -@c 67 68 69 @n.@c 82 83 84 @n - | | | . | | | - | | | . | | | - | | | . | | | -@c81@n----@w21@n----@w22@n----@w23@n----@c70 @n. @c96@n----@w29@n----@w30@n----@w31@n----@c85@n - | | | . | | | - | | | . | | | - | | | . | | | -@c79@n----@w24@n-@c80 @y03 @c72@n-@w25@n----@c71 @n. @c94@n----@w32@n-@c95 @y04 @c87@n-@w33@n----@c86@n - | | . | | - | @c76@n | . | @c91@n | - | | | . | | | -@c78@n----@w26@n----@w27@n----@w28@n----@c73 @n. @c93@n----@w34@n----@w35@n----@w36@n----@c88@n - | | | . | | | - | | | . | | | - | | | . | | | -@c 77 75 74 @n.@c 92 90 89 @n -@yElevator: 01-04@n -@wHalls: 05-36@n -@cApartments: 37-96@n -~ -S -#65301 -The Elevator~ - It's your run-of-the-mill, everyday, totally normal looking, elevator. The -walls are plain metalic silver. Soft Muzak plays through the speakers. - - A panel with five buttons is here. Which floor are you looking for? - -PUSH 4 -PUSH 3 -PUSH 2 -PUSH 1 -PUSH G -~ -653 8 0 0 0 0 -D0 -~ -~ -2 0 65306 -D4 -~ -~ -0 0 65302 -S -#65302 -Second Floor Elevator~ - It's your run-of-the-mill, everyday, totally normal looking, elevator. The -walls are plain metalic silver. Soft Muzak plays through the speakers. - - A panel with five buttons is here. Which floor are you looking for? - -PUSH 4 -PUSH 3 -PUSH 2 -PUSH 1 -PUSH G -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65314 -D4 -~ -~ -0 0 65303 -D5 -~ -~ -0 0 65301 -S -#65303 -Third Floor Elevator~ - It's your run-of-the-mill, everyday, totally normal looking, elevator. The -walls are plain metalic silver. Soft Muzak plays through the speakers. - - A panel with five buttons is here. Which floor are you looking for? - -PUSH 4 -PUSH 3 -PUSH 2 -PUSH 1 -PUSH G -~ -653 8 0 0 0 0 -D0 -~ -~ -1 0 65306 -D4 -~ -~ -0 0 65304 -D5 -~ -~ -0 0 65302 -S -#65304 -Fourth Floor Elevator~ - It's your run-of-the-mill, everyday, totally normal looking, elevator. The -walls are plain metalic silver. Soft Muzak plays through the speakers. - - A panel with five buttons is here. Which floor are you looking for? - -PUSH 4 -PUSH 3 -PUSH 2 -PUSH 1 -PUSH G -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65330 -D2 -~ -undefined~ -0 0 -1 -D5 -~ -~ -0 0 65303 -S -#65305 -First Floor North-West Corner~ - The hall runs to the east and south. The door to room 101 is north and the -door to 115 is west. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65337 -D1 -~ -~ -0 0 65306 -D2 -~ -~ -0 0 65312 -D3 -~ -~ -0 0 65351 -S -#65306 -First Floor North~ - The hall runs east and west. The door to room 102 is north. An elevator -door is south with a button beside it. To call the elevator, just PUSH BUTTON. -There is a display above the elevator. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65338 -D1 -~ -~ -0 0 65307 -D2 -~ -elevator~ -2 0 65399 -D3 -~ -~ -0 0 65305 -S -T 65302 -T 65302 -#65307 -First Floor North-East Corner~ - The hall runs to the south and west. The door to room 103 is north and the -door to 104 is east. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65339 -D1 -~ -~ -0 0 65340 -D2 -~ -~ -0 0 65308 -D3 -~ -~ -0 0 65306 -S -#65308 -First Floor East~ - The hall runs north and south. The door to room 105 is east and the door to -room 106 is west. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65307 -D1 -~ -~ -0 0 65341 -D2 -~ -~ -0 0 65309 -D3 -~ -~ -0 0 65342 -S -#65309 -First Floor South-East Corner~ - The hall runs to the north and west. The door to room 107 is east and the -door to 108 is south. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65308 -D1 -~ -~ -0 0 65343 -D2 -~ -~ -0 0 65344 -D3 -~ -~ -0 0 65310 -S -#65310 -First Floor South~ - The hall runs east and west. The door to room 109 is south and the door to -room 110 is north. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65346 -D1 -~ -~ -0 0 65309 -D2 -~ -~ -0 0 65345 -D3 -~ -~ -0 0 65311 -S -#65311 -First Floor South-West Corner~ - The hall runs to the north and east. The door to room 111 is south and the -door to 112 is west. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65312 -D1 -~ -~ -0 0 65310 -D2 -~ -~ -0 0 65347 -D3 -~ -~ -0 0 65348 -S -#65312 -First Floor West~ - The hall runs north and south. The door to room 113 is west and the door to -room 114 is east. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65305 -D1 -~ -~ -0 0 65350 -D2 -~ -~ -0 0 65311 -D3 -~ -~ -0 0 65349 -S -#65313 -Second Floor North-West Corner~ - The hall runs to the east and south. The door to room 201 is north and the -door to 215 is west. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65352 -D1 -~ -~ -0 0 65314 -D2 -~ -~ -0 0 65320 -D3 -~ -~ -0 0 65366 -S -#65314 -Second Floor North~ - The hall runs east and west. The door to room 202 is north. An elevator -door is south with a button beside it. To call the elevator, just PUSH BUTTON. -There is a display above the elevator. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65353 -D1 -~ -~ -0 0 65315 -D2 -~ -elevator~ -2 0 65399 -D3 -~ -~ -0 0 65313 -S -T 65302 -T 65302 -#65315 -Second Floor North-East Corner~ - The hall runs to the south and west. The door to room 203 is north and the -door to 204 is east. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65354 -D1 -~ -~ -0 0 65355 -D2 -~ -~ -0 0 65316 -D3 -~ -~ -0 0 65314 -S -#65316 -Second Floor East~ - The hall runs north and south. The door to room 205 is east and the door to -room 206 is west. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65315 -D1 -~ -~ -0 0 65356 -D2 -~ -~ -0 0 65317 -D3 -~ -~ -0 0 65357 -S -#65317 -Second Floor South-East Corner~ - The hall runs to the north and west. The door to room 207 is east and the -door to 208 is south. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65316 -D1 -~ -~ -0 0 65358 -D2 -~ -~ -0 0 65359 -D3 -~ -~ -0 0 65318 -S -#65318 -Second Floor South~ - The hall runs east and west. The door to room 209 is south and the door to -room 210 is north. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65361 -D1 -~ -~ -0 0 65317 -D2 -~ -~ -0 0 65360 -D3 -~ -~ -0 0 65319 -S -#65319 -Second Floor South-West Corner~ - The hall runs to the north and east. The door to room 211 is south and the -door to 212 is west. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65320 -D1 -~ -~ -0 0 65318 -D2 -~ -~ -0 0 65362 -D3 -~ -~ -0 0 65363 -S -#65320 -Second Floor West~ - The hall runs north and south. The door to room 213 is west and the door to -room 214 is east. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65313 -D1 -~ -~ -0 0 65365 -D2 -~ -~ -0 0 65319 -D3 -~ -~ -0 0 65364 -S -#65321 -Third Floor North-West Corner~ - The hall runs to the east and south. The door to room 301 is north and the -door to 315 is west. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65367 -D1 -~ -~ -0 0 65322 -D2 -~ -~ -0 0 65328 -D3 -~ -~ -0 0 65381 -S -#65322 -Third Floor North~ - The hall runs east and west. The door to room 302 is north. An elevator -door is south with a button beside it. To call the elevator, just PUSH BUTTON. -There is a display above the elevator. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65368 -D1 -~ -~ -0 0 65323 -D2 -~ -elevator~ -2 0 65399 -D3 -~ -~ -0 0 65321 -S -T 65302 -T 65302 -#65323 -Third Floor North-East Corner~ - The hall runs to the south and west. The door to room 303 is north and the -door to 304 is east. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65369 -D1 -~ -~ -0 0 65370 -D2 -~ -~ -0 0 65324 -D3 -~ -~ -0 0 65322 -S -#65324 -Third Floor East~ - The hall runs north and south. The door to room 305 is east and the door to -room 306 is west. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65323 -D1 -~ -~ -0 0 65371 -D2 -~ -~ -0 0 65325 -D3 -~ -~ -0 0 65372 -S -#65325 -Third Floor South-East Corner~ - The hall runs to the north and west. The door to room 307 is east and the -door to 308 is south. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65324 -D1 -~ -~ -0 0 65373 -D2 -~ -~ -0 0 65374 -D3 -~ -~ -0 0 65326 -S -#65326 -Third Floor South~ - The hall runs east and west. The door to room 309 is south and the door to -room 310 is north. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65376 -D1 -~ -~ -0 0 65325 -D2 -~ -~ -0 0 65375 -D3 -~ -~ -0 0 65327 -S -#65327 -Third Floor South-West Corner~ - The hall runs to the north and east. The door to room 311 is south and the -door to 312 is west. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65328 -D1 -~ -~ -0 0 65326 -D2 -~ -~ -0 0 65377 -D3 -~ -~ -0 0 65378 -S -#65328 -Third Floor West~ - The hall runs north and south. The door to room 313 is west and the door to -room 314 is east. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65321 -D1 -~ -~ -0 0 65380 -D2 -~ -~ -0 0 65327 -D3 -~ -~ -0 0 65379 -S -#65329 -Fourth Floor North-West Corner~ - The hall runs to the east and south. The door to room 401 is north and the -door to 415 is west. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65382 -D1 -~ -~ -0 0 65330 -D2 -~ -~ -0 0 65336 -D3 -~ -~ -0 0 65396 -S -#65330 -Fourth Floor North~ - The hall runs east and west. The door to room 402 is north. An elevator -door is south with a button beside it. To call the elevator, just PUSH BUTTON. -There is a display above the elevator. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65383 -D1 -~ -~ -0 0 65331 -D2 -~ -elevator~ -1 0 65399 -D3 -~ -~ -0 0 65329 -D4 -~ -~ -4 0 65399 -S -T 65302 -T 65302 -#65331 -Fourth Floor North-East Corner~ - The hall runs to the south and west. The door to room 403 is north and the -door to 404 is east. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65384 -D1 -~ -~ -0 0 65385 -D2 -~ -~ -0 0 65332 -D3 -~ -~ -0 0 65330 -S -#65332 -Fourth Floor East~ - The hall runs north and south. The door to room 405 is east and the door to -room 406 is west. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65331 -D1 -~ -~ -0 0 65386 -D2 -~ -~ -0 0 65333 -D3 -~ -~ -0 0 65387 -S -#65333 -Fourth Floor South-East Corner~ - The hall runs to the north and west. The door to room 407 is east and the -door to 408 is south. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65332 -D1 -~ -~ -0 0 65388 -D2 -~ -~ -0 0 65389 -D3 -~ -~ -0 0 65334 -S -#65334 -Fourth Floor South~ - The hall runs east and west. The door to room 409 is south and the door to -room 410 is north. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65391 -D1 -~ -~ -0 0 65333 -D2 -~ -~ -0 0 65390 -D3 -~ -~ -0 0 65335 -S -#65335 -Fourth Floor South-West Corner~ - The hall runs to the north and east. The door to room 411 is south and the -door to 412 is west. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65336 -D1 -~ -~ -0 0 65334 -D2 -~ -~ -0 0 65392 -D3 -~ -~ -0 0 65393 -S -#65336 -Fourth Floor West~ - The hall runs north and south. The door to room 413 is west and the door to -room 414 is east. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65329 -D1 -~ -~ -0 0 65395 -D2 -~ -~ -0 0 65335 -D3 -~ -~ -0 0 65394 -S -#65337 -Apartment 101~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -undefined~ -0 0 65305 -S -#65338 -Apartment 102~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65306 -S -#65339 -Apartment 103~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65307 -S -#65340 -Apartment 104~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65307 -S -#65341 -Apartment 105~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65308 -S -#65342 -Apartment 106~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65308 -S -#65343 -Apartment 107~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65309 -S -#65344 -Apartment 108~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65309 -S -#65345 -Apartment 109~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65310 -S -#65346 -Apartment 110~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65310 -S -#65347 -Apartment 111~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65311 -S -#65348 -Apartment 112~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65311 -S -#65349 -Apartment 113~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65312 -S -#65350 -Apartment 114~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65312 -S -#65351 -Apartment 115~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65305 -S -#65352 -Apartment 201~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65313 -S -#65353 -Apartment 202~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65314 -S -#65354 -Apartment 203~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65315 -S -#65355 -Apartment 204~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65315 -S -#65356 -Apartment 205~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65316 -S -#65357 -Apartment 206~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65316 -S -#65358 -Apartment 207~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65317 -S -#65359 -Apartment 208~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65317 -S -#65360 -Apartment 209~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65318 -S -#65361 -Apartment 210~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65318 -S -#65362 -Apartment 211~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65319 -S -#65363 -Apartment 212~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65319 -S -#65364 -Apartment 213~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65320 -S -#65365 -Apartment 214~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65320 -S -#65366 -Apartment 215~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65313 -S -#65367 -Apartment 301~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65321 -S -#65368 -Apartment 302~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65322 -S -#65369 -Apartment 303~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65323 -S -#65370 -Apartment 304~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65323 -S -#65371 -Apartment 305~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65324 -S -#65372 -Apartment 306~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65324 -S -#65373 -Apartment 307~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65325 -S -#65374 -Apartment 308~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65325 -S -#65375 -Apartment 309~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65326 -S -#65376 -Apartment 310~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65326 -S -#65377 -Apartment 311~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65327 -S -#65378 -Apartment 312~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65327 -S -#65379 -Apartment 313~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65328 -S -#65380 -Apartment 314~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65328 -S -#65381 -Apartment 315~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65321 -S -#65382 -Apartment 401~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65329 -S -#65383 -Apartment 402~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65330 -S -#65384 -Apartment 403~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65331 -S -#65385 -Apartment 404~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65331 -S -#65386 -Apartment 405~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65332 -S -#65387 -Apartment 406~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65332 -S -#65388 -Apartment 407~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65333 -S -#65389 -Apartment 408~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65333 -S -#65390 -Apartment 409~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65334 -S -#65391 -Apartment 410~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D2 -~ -~ -0 0 65334 -S -#65392 -Apartment 411~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65335 -S -#65393 -Apartment 412~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65335 -S -#65394 -Apartment 413~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65336 -S -#65395 -Apartment 414~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D3 -~ -~ -0 0 65336 -S -#65396 -Apartment 415~ - This room is a convenient space where the legal tenant can leave things to -have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - - Guests can also leave things. If this is your apartment, typing 'house' with -the name of a player will add that player to your guest list if the player is -not on the list, or will remove the player from the guest list if the player is -already on the list. The player specified must be in the player database for -the MUD, although he or she does not necessarily have to be logged on at the -time. - - Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -653 8 0 0 0 0 -D1 -~ -~ -0 0 65329 -S -#65397 -A Generic Sort of Building~ - This is just a generic sort of guilding made of red brick. It's a blocky -looking square, five stories high. -~ -653 0 0 0 0 1 -D1 -~ -~ -0 0 65400 -D2 -~ -door south apartment~ -1 0 65398 -S -#65398 -Building Foyer~ - This is a basic apartment-type foyer. Mailboxes line one wall. Another wall -has a bulletin board with various notes of interest for the tenants. Hey, -there's a tenant meeting on Tuesday! The elevator takes up the south wall. -There is a button beside the elevator and a display above it. -~ -653 8 0 0 0 0 -D0 -~ -~ -0 0 65397 -D1 -Utility Room - Employees Only! -~ -utility door east~ -3 0 65300 -D2 -~ -elevator~ -2 0 65399 -S -T 65302 -T 65302 -#65399 -Inside the Elevator~ - It's your run-of-the-mill, everyday, totally normal looking, elevator. The -walls are plain metalic silver. Soft Muzak plays through the speakers. - - A panel with five buttons is here. Which floor are you looking for? - -PUSH 4 -PUSH 3 -PUSH 2 -PUSH 1 -PUSH G -~ -653 8 0 0 0 0 -D0 -~ -~ -1 0 65330 -S -T 65302 -T 65302 -$~ diff --git a/lib/world/wld/654.wld b/lib/world/wld/654.wld deleted file mode 100644 index 4d8aa40..0000000 --- a/lib/world/wld/654.wld +++ /dev/null @@ -1,2231 +0,0 @@ -#65400 -#1 First Street~ - First Street runs east and west. Rows of houses line the north but the south -shows the side windows of other houses. Vehicles race along the street, giving -it a lively and busy air. -~ -654 0 0 0 0 1 -D0 -You see the atrium of a small house. -~ -~ -0 0 65420 -D1 -First Street continues. -~ -~ -0 0 65401 -D3 -~ -~ -0 0 65397 -E -map plan~ -@c21 23 25 27 29 31 33 35 37 39@n -@n| | | | | | | | | | -@g20 22 24 26 28 30 32 34 36 38@n -@n| | | | | | | | | | -@y00@n-@y01@n-@y02@n-@y03@n-@y04@n-@y05@n-@y06@n-@y07@n-@y08@n-@y09@n -@n | | -@c61@n-@g60@n-@y92@n-@g62@n-@c63 @c77@n-@g76@n-@y96@n-@g78@n-@c79@n -@n | | -@c65@n-@g64@n-@y93@n-@g66@n-@c67 @c81@n-@g80@n-@y97@n-@g82@n-@c83@n -@n | | -@c69@n-@g68@n-@y94@n-@g70@n-@c71 @c85@n-@g84@n-@y98@n-@g86@n-@c87@n -@n | | -@c73@n-@g72@n-@y95@n-@g74@n-@c75 @c89@n-@g88@n-@y99@n-@g90@n-@c91@n -@n | | -@y10@n-@y11@n-@y12@n-@y13@n-@y14@n-@y15@n-@y16@n-@y17@n-@y18@n-@y19@n -@n| | | | | | | | | | -@g40 42 44 46 48 50 52 54 56 58@n -@n| | | | | | | | | | -@c41 43 45 47 49 51 53 55 57 59@n - -@yRoads -@gAtria -@cHouses -~ -S -#65401 -#2 First Street~ - First Street runs east and west. Rows of houses line the north but the south -shows the side windows of other houses. Vehicles race along the street, giving -it a lively and busy air. -~ -654 0 0 0 0 1 -D0 -You see the atrium of a small house. -~ -~ -0 0 65422 -D1 -You see an intersection. -~ -~ -0 0 65402 -D3 -You see the beginning of First Street. -~ -~ -0 0 65400 -S -#65402 -#3 First Street~ - This is a T-shaped intersection. Calm and shady First Avenue heads south -while busy First Street runs east and west. A house to the north overlooks the -intersection. -~ -654 0 0 0 0 1 -D0 - You see the atrium of a small house. -~ -~ -0 0 65424 -D1 - First Street continues. -~ -~ -0 0 65403 -D2 - First Avenue heads south. -~ -~ -0 0 65492 -D3 - First Street continues. -~ -~ -0 0 65401 -S -#65403 -#4 First Street~ - First Street runs east and west. Rows of houses line the north but the south -shows the side windows of other houses. Vehicles race along the street, giving -it a lively and busy air. -~ -654 0 0 0 0 1 -D0 - You see the atrium of a small house. -~ -~ -0 0 65426 -D1 - First Street continues. -~ -~ -0 0 65404 -D3 - First Street continues. -~ -~ -0 0 65402 -S -#65404 -#5 First Street~ - First Street runs east and west. Rows of houses line the north but the south -shows the side windows of other houses. Vehicles race along the street, giving -it a lively and busy air. -~ -654 0 0 0 0 1 -D0 - You see the atrium of a small house. -~ -~ -0 0 65428 -D1 - First Street continues. -~ -~ -0 0 65405 -D3 - First Street continues. -~ -~ -0 0 65403 -S -#65405 -#6 First Street~ - First Street runs east and west. Rows of houses line the north but the south -shows the side windows of other houses. Vehicles race along the street, giving -it a lively and busy air. -~ -654 0 0 0 0 1 -D0 - You see the atrium of a small house. -~ -~ -0 0 65430 -D1 - First Street continues. -~ -~ -0 0 65406 -D3 - First Street continues. -~ -~ -0 0 65404 -S -#65406 -#7 First Street~ - First Street runs east and west. Rows of houses line the north but the south -shows the side windows of other houses. Vehicles race along the street, giving -it a lively and busy air. -~ -654 0 0 0 0 1 -D0 - You see the atrium of a small house. -~ -~ -0 0 65432 -D1 - First Street continues. -~ -~ -0 0 65407 -D3 - First Street continues. -~ -~ -0 0 65405 -S -#65407 -#8 First Street~ - This is a T-shaped intersection. Calm and shady Second Avenue heads south -while busy First Street runs east and west. A house to the north overlooks the -intersection. -~ -654 0 0 0 0 1 -D0 - You see the atrium of a small house. - You see the atrium of a small house. -~ -~ -0 0 65434 -D1 - First Street continues. - First Street continues. -~ -~ -0 0 65408 -D2 - Second Avenue heads south. - First Street continues. - Second Avenue heads south. -~ -~ -0 0 65496 -D3 - First Street continues. -~ -~ -0 0 65406 -S -#65408 -#9 First Street~ - First Street runs east and west. Rows of houses line the north but the south -shows the side windows of other houses. Vehicles race along the street, giving -it a lively and busy air. -~ -654 0 0 0 0 1 -D0 - You see the atrium of a small house. -~ -~ -0 0 65436 -D1 - First Street ends. -~ -~ -0 0 65409 -D3 - First Street continues. -~ -~ -0 0 65407 -S -#65409 -#10 First Street~ - First Street runs east and west. Rows of houses line the north but the south -shows the side windows of other houses. Vehicles race along the street, giving -it a lively and busy air. -~ -654 0 0 0 0 1 -D0 - You see the atrium of a small house. -~ -~ -0 0 65438 -D3 - First Street continues. -~ -~ -0 0 65408 -S -#65410 -#1 Second Street~ - Second Street runs east and west. Rows of houses line the south but the -north shows the side windows of other houses. Vehicles race along the street, -giving it a lively and busy air. -~ -654 0 0 0 0 1 -D1 - Second Street continues. -~ -~ -0 0 65411 -D2 - You see the atrium of a small house. -~ -~ -0 0 65440 -S -#65411 -#2 Second Street~ - Second Street runs east and west. Rows of houses line the south but the -north shows the side windows of other houses. Vehicles race along the street, -giving it a lively and busy air. -~ -654 0 0 0 0 1 -D1 - Second Street continues. -~ -~ -0 0 65412 -D2 - You see the atrium of a small house. -~ -~ -0 0 65442 -D3 - Second Street continues. -~ -~ -0 0 65410 -S -#65412 -#3 Second Street~ - This is a T-shaped intersection. Calm and shady First Avenue ends to the -north while busy Second Street runs east and west. A house to the south -overlooks the intersection. -~ -654 0 0 0 0 1 -D0 - First Avenue ends here. -~ -~ -0 0 65495 -D1 - Second Street continues. -~ -~ -0 0 65413 -D2 - You see the atrium of a small house. -~ -~ -0 0 65444 -D3 - Second Street continues. -~ -~ -0 0 65411 -S -#65413 -#4 Second Street~ - Second Street runs east and west. Rows of houses line the south but the -north shows the side windows of other houses. Vehicles race along the street, -giving it a lively and busy air. -~ -654 0 0 0 0 1 -D1 - Second Street continues. -~ -~ -0 0 65414 -D2 - You see the atrium of a small house. -~ -~ -0 0 65446 -D3 - Second Street continues. -~ -~ -0 0 65412 -S -#65414 -#5 Second Street~ - Second Street runs east and west. Rows of houses line the south but the -north shows the side windows of other houses. Vehicles race along the street, -giving it a lively and busy air. -~ -654 0 0 0 0 1 -D1 - Second Street continues. -~ -~ -0 0 65415 -D2 - You see the atrium of a small house. -~ -~ -0 0 65448 -D3 - Second Street continues. -~ -~ -0 0 65413 -S -#65415 -#6 Second Street~ - Second Street runs east and west. Rows of houses line the south but the -north shows the side windows of other houses. Vehicles race along the street, -giving it a lively and busy air. -~ -654 0 0 0 0 1 -D1 - Second Street continues. -~ -~ -0 0 65416 -D2 - You see the atrium of a small house. -~ -~ -0 0 65450 -D3 - Second Street continues. -~ -~ -0 0 65414 -S -#65416 -#7 Second Street~ - Second Street runs east and west. Rows of houses line the south but the -north shows the side windows of other houses. Vehicles race along the street, -giving it a lively and busy air. -~ -654 0 0 0 0 1 -D1 - You see an intersection. -~ -~ -0 0 65417 -D2 - You see the atrium of a small house. -~ -~ -0 0 65452 -D3 - Second Street continues. -~ -~ -0 0 65415 -S -#65417 -#8 Second Street~ - This is a T-shaped intersection. Calm and shady Second Avenue ends to the -north while busy Second Street runs east and west. A house to the south -overlooks the intersection. -~ -654 0 0 0 0 1 -D0 - Second Avenue ends here. -~ -~ -0 0 65499 -D1 - Second Street continues. -~ -~ -0 0 65418 -D2 - You see the atrium of a small house. -~ -~ -0 0 65454 -D3 - Second Street continues. -~ -~ -0 0 65416 -S -#65418 -#9 Second Street~ - Second Street runs east and west. Rows of houses line the south but the -north shows the side windows of other houses. Vehicles race along the street, -giving it a lively and busy air. -~ -654 0 0 0 0 1 -D1 - Second Street ends. -~ -~ -0 0 65419 -D2 - You see the atrium of a small house. -~ -~ -0 0 65456 -D3 - You see an intersection. -~ -~ -0 0 65417 -S -#65419 -#10 Second Street~ - Second Street runs east and west. Rows of houses line the south but the -north shows the side windows of other houses. Vehicles race along the street, -giving it a lively and busy air. -~ -654 0 0 0 0 1 -D2 - You see the atrium of a small house. -~ -~ -0 0 65458 -D3 - Second Street continues. -~ -~ -0 0 65418 -S -#65420 -Atrium - 1 First Street~ - This is the atrium for a compact house on First Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - The inside of the house lies this way. -~ -~ -0 0 65421 -D2 - You see a busy street. -~ -~ -0 0 65400 -S -#65421 -Inside 1 First Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D2 - The atrium of the house lies this way. -~ -~ -0 0 65420 -S -#65422 -Atrium - 2 First Street~ - This is the atrium for a compact house on First Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - The inside of the house lies this way. -~ -~ -0 0 65423 -D2 - You see a busy street. -~ -~ -0 0 65401 -S -#65423 -Inside 2 First Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D2 - The atrium of the house lies this way. -~ -~ -0 0 65422 -S -#65424 -Atrium - 3 First Street~ - This is the atrium for a compact house on First Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - The inside of the house lies this way. -~ -~ -0 0 65425 -D2 - You see an intersection. -~ -~ -0 0 65402 -S -#65425 -Inside 3 First Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D2 - The atrium of the house lies this way. -~ -~ -0 0 65424 -S -#65426 -Atrium - 4 First Street~ - This is the atrium for a compact house on First Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - The inside of the house lies this way. -~ -~ -0 0 65427 -D2 - You see a busy street. -~ -~ -0 0 65403 -S -#65427 -Inside 4 First Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D2 - The atrium of the house lies this way. -~ -~ -0 0 65426 -S -#65428 -Atrium - 5 First Street~ - This is the atrium for a compact house on First Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - The inside of the house lies this way. -~ -~ -0 0 65429 -D2 - You see a busy street. -~ -~ -0 0 65404 -S -#65429 -Inside 5 First Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D2 - The atrium of the house lies this way. -~ -~ -0 0 65428 -S -#65430 -Atrium - 6 First Street~ - This is the atrium for a compact house on First Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - The inside of the house lies this way. -~ -~ -0 0 65431 -D2 - You see a busy street. -~ -~ -0 0 65405 -S -#65431 -Inside 6 First Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D2 - The atrium of the house lies this way. -~ -~ -0 0 65430 -S -#65432 -Atrium - 7 First Street~ - This is the atrium for a compact house on First Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - The inside of the house lies this way. -~ -~ -0 0 65433 -D2 - You see a busy street. -~ -~ -0 0 65406 -S -#65433 -Inside 7 First Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D2 - The atrium of the house lies this way. -~ -~ -0 0 65432 -S -#65434 -Atrium - 8 First Street~ - This is the atrium for a compact house on First Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - The inside of the house lies this way. -~ -~ -0 0 65435 -D2 - You see an intersection. -~ -~ -0 0 65407 -S -#65435 -Inside 8 First Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D2 - The atrium of the house lies this way. -~ -~ -0 0 65434 -S -#65436 -Atrium - 9 First Street~ - This is the atrium for a compact house on First Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - The inside of the house lies this way. -~ -~ -0 0 65437 -D2 - You see a busy street. -~ -~ -0 0 65408 -S -#65437 -Inside 9 First Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D2 - The atrium of the house lies this way. -~ -~ -0 0 65436 -S -#65438 -Atrium - 10 First Street~ - This is the atrium for a compact house on First Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - The inside of the house lies this way. -~ -~ -0 0 65439 -D2 - You see a busy street. -~ -~ -0 0 65409 -S -#65439 -Inside 10 First Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D2 - The atrium of the house lies this way. -~ -~ -0 0 65438 -S -#65440 -Atrium - 1 Second Street~ - This is the atrium for a compact house on Second Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - You see a busy street. -~ -~ -0 0 65410 -D2 - The inside of the house lies this way. -~ -~ -0 0 65441 -S -#65441 -Inside 1 Second Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D0 - The atrium of the house lies this way. -~ -~ -0 0 65440 -S -#65442 -Atrium - 2 Second Street~ - This is the atrium for a compact house on Second Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - You see a busy street. -~ -~ -0 0 65411 -D2 - The inside of the house lies this way. -~ -~ -0 0 65443 -S -#65443 -Inside 2 Second Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D0 - The atrium of the house lies this way. -~ -~ -0 0 65442 -S -#65444 -Atrium - 3 Second Street~ - This is the atrium for a compact house on Second Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - You see an intersection. -~ -~ -0 0 65412 -D2 - The inside of the house lies this way. -~ -~ -0 0 65445 -S -#65445 -Inside 3 Second Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D0 - The atrium of the house lies this way. -~ -~ -0 0 65444 -S -#65446 -Atrium - 4 Second Street~ - This is the atrium for a compact house on Second Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - You see a busy street. -~ -~ -0 0 65413 -D2 - The inside of the house lies this way. -~ -~ -0 0 65447 -S -#65447 -Inside 4 Second Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D0 - The atrium of the house lies this way. -~ -~ -0 0 65446 -S -#65448 -Atrium - 5 Second Street~ - This is the atrium for a compact house on Second Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - You see a busy street. -~ -~ -0 0 65414 -D2 - The inside of the house lies this way. -~ -~ -0 0 65449 -S -#65449 -Inside 5 Second Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D0 - The atrium of the house lies this way. -~ -~ -0 0 65448 -S -#65450 -Atrium - 6 Second Street~ - This is the atrium for a compact house on Second Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - You see a busy street. -~ -~ -0 0 65415 -D2 - The inside of the house lies this way. -~ -~ -0 0 65451 -S -#65451 -Inside 6 Second Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D0 - The atrium of the house lies this way. -~ -~ -0 0 65450 -S -#65452 -Atrium - 7 Second Street~ - This is the atrium for a compact house on Second Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - You see a busy street. -~ -~ -0 0 65416 -D2 - The inside of the house lies this way. -~ -~ -0 0 65453 -S -#65453 -Inside 7 Second Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D0 - The atrium of the house lies this way. -~ -~ -0 0 65452 -S -#65454 -Atrium - 8 Second Street~ - This is the atrium for a compact house on Second Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - You see an intersection. -~ -~ -0 0 65417 -D2 - The inside of the house lies this way. -~ -~ -0 0 65455 -S -#65455 -Inside 8 Second Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D0 - The atrium of the house lies this way. -~ -~ -0 0 65454 -S -#65456 -Atrium - 9 Second Street~ - This is the atrium for a compact house on Second Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - You see a busy street. -~ -~ -0 0 65418 -D2 - The inside of the house lies this way. -~ -~ -0 0 65457 -S -#65457 -Inside 9 Second Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D0 - The atrium of the house lies this way. -~ -~ -0 0 65456 -S -#65458 -Atrium - 10 Second Street~ - This is the atrium for a compact house on Second Street. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D0 - You see a busy street. -~ -~ -0 0 65419 -D2 - The inside of the house lies this way. -~ -~ -0 0 65459 -S -#65459 -Inside 10 Second Street~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D0 - The atrium of the house lies this way. -~ -~ -0 0 65458 -S -#65460 -Atrium - 1 First Avenue~ - This is the atrium for a compact house on First Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - You see a shady avenue. -~ -~ -0 0 65492 -D3 - The inside of the house lies this way. -~ -~ -0 0 65461 -S -#65461 -Inside 1 First Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D1 - The atrium of the house lies this way. -~ -~ -0 0 65460 -S -#65462 -Atrium - 2 First Avenue~ - This is the atrium for a compact house on First Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - The inside of the house lies this way. -~ -~ -0 0 65463 -D3 - You see a shady avenue. -~ -~ -0 0 65492 -S -#65463 -Inside 2 First Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D3 - The atrium of the house lies this way. -~ -~ -0 0 65462 -S -#65464 -Atrium - 3 First Avenue~ - This is the atrium for a compact house on First Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - You see a shady avenue. -~ -~ -0 0 65493 -D3 - The inside of the house lies this way. -~ -~ -0 0 65465 -S -#65465 -Inside 3 First Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D1 - The atrium of the house lies this way. -~ -~ -0 0 65464 -S -#65466 -Atrium - 4 First Avenue~ - This is the atrium for a compact house on First Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - The inside of the house lies this way. -~ -~ -0 0 65467 -D3 - You see a shady avenue. -~ -~ -0 0 65493 -S -#65467 -Inside 4 First Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D3 - The atrium of the house lies this way. -~ -~ -0 0 65466 -S -#65468 -Atrium - 5 First Avenue~ - This is the atrium for a compact house on First Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - You see a shady avenue. -~ -~ -0 0 65494 -D3 - The inside of the house lies this way. -~ -~ -0 0 65469 -S -#65469 -Inside 5 First Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D1 - The atrium of the house lies this way. -~ -~ -0 0 65468 -S -#65470 -Atrium - 6 First Avenue~ - This is the atrium for a compact house on First Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - The inside of the house lies this way. -~ -~ -0 0 65471 -D3 - You see a shady avenue. -~ -~ -0 0 65494 -S -#65471 -Inside 6 First Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D3 - The atrium of the house lies this way. -~ -~ -0 0 65470 -S -#65472 -Atrium - 7 First Avenue~ - This is the atrium for a compact house on First Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - You see a shady avenue. -~ -~ -0 0 65495 -D3 - The inside of the house lies this way. -~ -~ -0 0 65473 -S -#65473 -Inside 7 First Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D1 - The atrium of the house lies this way. -~ -~ -0 0 65472 -S -#65474 -Atrium - 8 First Avenue~ - This is the atrium for a compact house on First Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - The inside of the house lies this way. -~ -~ -0 0 65475 -D3 - You see a shady avenue. -~ -~ -0 0 65495 -S -#65475 -Inside 8 First Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D3 - The atrium of the house lies this way. -~ -~ -0 0 65474 -S -#65476 -Atrium - 1 Second Avenue~ - This is the atrium for a compact house on Second Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - You see a shady avenue. -~ -~ -0 0 65496 -D3 - The inside of the house lies this way. -~ -~ -0 0 65477 -S -#65477 -Inside 1 Second Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D1 - The atrium of the house lies this way. -~ -~ -0 0 65476 -S -#65478 -Atrium - 2 Second Avenue~ - This is the atrium for a compact house on Second Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - The inside of the house lies this way. -~ -~ -0 0 65479 -D3 - You see a shady avenue. -~ -~ -0 0 65496 -S -#65479 -Inside 2 Second Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D3 - The atrium of the house lies this way. -~ -~ -0 0 65478 -S -#65480 -Atrium - 3 Second Avenue~ - This is the atrium for a compact house on Second Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - You see a shady avenue. -~ -~ -0 0 65497 -D3 - The inside of the house lies this way. -~ -~ -0 0 65481 -S -#65481 -Inside 3 Second Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D1 - The atrium of the house lies this way. -~ -~ -0 0 65480 -S -#65482 -Atrium - 4 Second Avenue~ - This is the atrium for a compact house on Second Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - The inside of the house lies this way. -~ -~ -0 0 65483 -D3 - You see a shady avenue. -~ -~ -0 0 65497 -S -#65483 -Inside 4 Second Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D3 - The atrium of the house lies this way. -~ -~ -0 0 65482 -S -#65484 -Atrium - 5 Second Avenue~ - This is the atrium for a compact house on Second Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - You see a shady avenue. -~ -~ -0 0 65498 -D3 - The inside of the house lies this way. -~ -~ -0 0 65485 -S -#65485 -Inside 5 Second Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D1 - The atrium of the house lies this way. -~ -~ -0 0 65484 -S -#65486 -Atrium - 6 Second Avenue~ - This is the atrium for a compact house on Second Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - The inside of the house lies this way. -~ -~ -0 0 65487 -D3 - You see a shady avenue. -~ -~ -0 0 65498 -S -#65487 -Inside 6 Second Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D3 - The atrium of the house lies this way. -~ -~ -0 0 65486 -S -#65488 -Atrium - 7 Second Avenue~ - This is the atrium for a compact house on Second Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - You see a shady avenue. -~ -~ -0 0 65499 -D3 - The inside of the house lies this way. -~ -~ -0 0 65489 -S -#65489 -Inside 7 Second Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D1 - The atrium of the house lies this way. -~ -~ -0 0 65488 -S -#65490 -Atrium - 8 Second Avenue~ - This is the atrium for a compact house on Second Avenue. It's a small -room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because -they probably wouldn't be here very long. - - What? You're still here? Maybe the owner doesn't want to see you. -~ -654 8 0 0 0 0 -D1 - The inside of the house lies this way. -~ -~ -0 0 65491 -D3 - You see a shady avenue. -~ -~ -0 0 65499 -S -#65491 -Inside 8 Second Avenue~ - This room is a convenient space where the owner of the house can leave things -to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - - Guests can also leave things. If this is your house, typing 'house' with the -name of a player will add that player to your guest list if the player is not on -the list, or will remove the player from the guest list if the player is already -on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. -Typing 'house' with no arguments gives a list of the people currently on your -house's guest list. -~ -654 8 0 0 0 0 -D3 - The atrium of the house lies this way. -~ -~ -0 0 65490 -S -#65492 -First Avenue - #1/#2~ - First Avenue runs north and south. Rows of houses line both sides of the -Avenue. Old oak trees line the sides of the avenue, giving it a comfortably -shady appearance. -~ -654 0 0 0 0 1 -D0 - You see an intersection. -~ -~ -0 0 65402 -D1 - You see the atrium of a small house. -~ -~ -0 0 65462 -D2 - First Avenue continues. -~ -~ -0 0 65493 -D3 - You see the atrium of a small house. -~ -~ -0 0 65460 -S -#65493 -First Avenue - #3/#4~ - First Avenue runs north and south. Rows of houses line both sides of the -Avenue. Old oak trees line the sides of the avenue, giving it a comfortably -shady appearance. -~ -654 0 0 0 0 1 -D0 - First Avenue continues. -~ -~ -0 0 65492 -D1 - You see the atrium of a small house. -~ -~ -0 0 65466 -D2 - First Avenue continues. -~ -~ -0 0 65494 -D3 - You see the atrium of a small house. -~ -~ -0 0 65464 -S -#65494 -First Avenue - #5/#6~ - First Avenue runs north and south. Rows of houses line both sides of the -Avenue. Old oak trees line the sides of the avenue, giving it a comfortably -shady appearance. -~ -654 0 0 0 0 1 -D0 - First Avenue continues. -~ -~ -0 0 65493 -D1 - You see the atrium of a small house. -~ -~ -0 0 65470 -D2 - First Avenue continues. -~ -~ -0 0 65495 -D3 - You see the atrium of a small house. -~ -~ -0 0 65468 -S -#65495 -First Avenue - #7/#8~ - First Avenue runs north and south. Rows of houses line both sides of the -Avenue. Old oak trees line the sides of the avenue, giving it a comfortably -shady appearance. -~ -654 0 0 0 0 1 -D0 - First Avenue continues. -~ -~ -0 0 65494 -D1 - You see the atrium of a small house. -~ -~ -0 0 65474 -D2 - You see an intersection. -~ -~ -0 0 65412 -D3 - You see the atrium of a small house. -~ -~ -0 0 65472 -S -#65496 -Second Avenue - #1/#2~ - Second Avenue runs north and south. Rows of houses line both sides of the -Avenue. Old oak trees line the sides of the avenue, giving it a comfortably -shady appearance. -~ -654 0 0 0 0 1 -D0 - You see an intersection. -~ -~ -0 0 65407 -D1 - You see the atrium of a small house. -~ -~ -0 0 65478 -D2 - Second Avenue continues. -~ -~ -0 0 65497 -D3 - You see the atrium of a small house. -~ -~ -0 0 65476 -S -#65497 -Second Avenue - #3/#4~ - Second Avenue runs north and south. Rows of houses line both sides of the -Avenue. Old oak trees line the sides of the avenue, giving it a comfortably -shady appearance. -~ -654 0 0 0 0 1 -D0 - Second Avenue continues. -~ -~ -0 0 65496 -D1 - You see the atrium of a small house. -~ -~ -0 0 65482 -D2 - Second Avenue continues. -~ -~ -0 0 65498 -D3 - You see the atrium of a small house. -~ -~ -0 0 65480 -S -#65498 -Second Avenue - #5/#6~ - Second Avenue runs north and south. Rows of houses line both sides of the -Avenue. Old oak trees line the sides of the avenue, giving it a comfortably -shady appearance. -~ -654 0 0 0 0 1 -D0 - Second Avenue continues. -~ -~ -0 0 65497 -D1 - You see the atrium of a small house. -~ -~ -0 0 65486 -D2 - Second Avenue continues. -~ -~ -0 0 65499 -D3 - You see the atrium of a small house. -~ -~ -0 0 65484 -S -#65499 -Second Avenue - #7/#8~ - Second Avenue runs north and south. Rows of houses line both sides of the -Avenue. Old oak trees line the sides of the avenue, giving it a comfortably -shady appearance. -~ -654 0 0 0 0 1 -D0 - Second Avenue continues. -~ -~ -0 0 65498 -D1 - You see the atrium of a small house. -~ -~ -0 0 65490 -D2 - You see an intersection. -~ -~ -0 0 65417 -D3 - You see the atrium of a small house. -~ -~ -0 0 65488 -S -$~ diff --git a/lib/world/wld/7.wld b/lib/world/wld/7.wld deleted file mode 100644 index c522b65..0000000 --- a/lib/world/wld/7.wld +++ /dev/null @@ -1,630 +0,0 @@ -#700 -Camelot Zone Description Room~ - Builder : Lok -Zone : 7 Camelot -Related Zones: 16 Camelot II, 17 Camelot III -Began : 1994 -Player Level : 20-30 -Rooms : 26 -Mobs : 12 -Objects : 17 -Shops : 0 -Triggers : 0 -Theme : Medieval -Plot : The zone is based off the theme of Camelot: king arthur, the -knights, the round table, merlin, etc. - -Edits made for tbaMUD by Parna. -~ -7 512 0 0 0 0 -E -links credits info~ - Zone 7 is linked to the following zones: - 16 Camelot II at 775 (north) ---> 1600 - 17 Camelot III at 775 (south) ---> 1700 - 16 Camelot II at 777 (north) ---> 1602 - 17 Camelot III at 777 (south) ---> 1702 - 16 Camelot II at 778 (north) ---> 1603 - 17 Camelot III at 778 (south) ---> 1703 - 16 Camelot II at 779 (north) ---> 1604 - 17 Camelot III at 779 (south) ---> 1704 - 16 Camelot II at 780 (north) ---> 1605 - 17 Camelot III at 780 (south) ---> 1705 - 17 Camelot III at 781 (south) ---> 1706 - 17 Camelot III at 782 (south) ---> 1707 - 17 Camelot III at 783 (south) ---> 1708 - 16 Camelot II at 784 (north) ---> 1609 - 17 Camelot III at 784 (south) ---> 1709 - 16 Camelot II at 785 (north) ---> 1648 - 16 Camelot II at 786 (north) ---> 1611 - 17 Camelot III at 786 (south) ---> 1711 - 16 Camelot II at 787 (north) ---> 1612 - 17 Camelot III at 788 (south) ---> 1713 - 16 Camelot II at 789 (north) ---> 1614 - 16 Camelot II at 790 (north) ---> 1615 - 17 Camelot III at 790 (south) ---> 1715 - 17 Camelot III at 792 (south) ---> 1717 - 17 Camelot III at 793 (south) ---> 1718 - 17 Camelot III at 794 (south) ---> 1719 - 16 Camelot II at 795 (north) ---> 1644 - 17 Camelot III at 795 (south) ---> 1720 - 16 Camelot II at 799 (north) ---> 1624 - 17 Camelot III at 799 (south) ---> 1724 -~ -S -#701 -Along the Stream~ - The small stream grows to the West into a respectable river. The stream has -eroded the bank walls and the only way to continue is into the stream itself. -A field opens to the East and a small outpost is visible. -~ -7 0 0 0 0 0 -D1 -~ -~ -0 0 799 -D3 -~ -~ -0 0 702 -S -#702 -In the River~ - The current in the river is strong but still manageable. The river banks are -well above your head on either side and look unpassable. The river bends to the -south into dangerous rapids. A small shack lies to the west. -~ -7 0 0 0 0 0 -D1 -~ -~ -0 0 701 -D3 -~ -~ -0 0 703 -S -T 700 -#703 -An Old Shack ~ - This run down wood shack has been looted of anything valuable long ago. It -is now covered large amounts of dust and cobwebs. A few broken pieces of wood -furniture and other debris litters the floor. -~ -7 0 0 0 0 0 -D1 -~ -~ -0 0 702 -S -#775 -The Forest Arden~ - The forest of Arden stretches in all directions, consisting of towering oaks -and unknown wildlife. A path leads north and south into the forest. There is a -gilded plaque affixed to a boulder. -~ -7 0 0 0 0 0 -D0 -~ -~ -0 0 1600 -D2 -~ -~ -0 0 1700 -D3 -~ -~ -0 0 796 -E -plaque gilded~ - Let it be known that Arthur, King of the Britons, seeks to form the company -of the Round Table. All knights of valor and virtue are summoned to this august -company in Camelot. -~ -S -#776 -Entrance~ - Fine stonecraft and workmanship has created this picturesque fortress. A -portcullis gapes open invitingly. Several guards inspect all passers-by. A -small ferry is available to cross back to the mainland. -~ -7 8 0 0 0 0 -D1 -~ -~ -0 0 798 -D3 -~ -~ -0 0 777 -S -#777 -Courtyard~ - The castle courtyard bustles with activity. Several people are hustling -about their daily business. The courtyard extends in all directions except to -the east which leads to the gate of the castle. A steady flow of peasants -merchants and a few nobles pass by. -~ -7 0 0 0 0 0 -D0 -~ -~ -0 0 1602 -D1 -~ -~ -0 0 776 -D2 -~ -~ -0 0 1702 -D3 -~ -~ -0 0 778 -S -#778 -Courtyard~ - The citizens are going about their daily lives. The center of the courtyard -is crowded with activity. The people seem to be wary and distrustful of each -other. A knight strolls through the courtyard and the peasants and merchants -stare at his back with a look of hate after he passes. They do not seem to be -very happy. -~ -7 0 0 0 0 0 -D0 -~ -~ -0 0 1603 -D1 -~ -~ -0 0 777 -D2 -~ -~ -0 0 1703 -D3 -~ -~ -0 0 779 -S -#779 -Courtyard~ - The people rudely elbow their way through the crowd and seem to have no time -for manners. The impressive castle walls surrounding the courtyard loom high -overhead providing a sense of security. A couple of beggars look up imploringly -hoping for some charity but everyone ignores them. To the west lies the main -entrance to the castle. -~ -7 0 0 0 0 0 -D0 -~ -~ -0 0 1604 -D1 -~ -~ -0 0 778 -D2 -~ -~ -0 0 1704 -D3 -~ -~ -0 0 780 -S -#780 -Main Hall~ - The castle entrance is well lit with torches lining the wide hallway. -Tapestries of battles and portraits of rulers line each wall. The castle proper -is to the west or the courtyard is to the east. -~ -7 8 0 0 0 0 -D0 -~ -~ -0 0 1605 -D1 -~ -~ -0 0 779 -D2 -~ -~ -0 0 1705 -D3 -~ -~ -0 0 781 -S -#781 -Audience Chamber~ - Dozens of chairs form a semicircle around a throne to the south. The vast -room only has a few people in it. None of them look like they are of any -importance. -~ -7 8 0 0 0 0 -D1 -~ -~ -0 0 780 -D2 -~ -~ -0 0 1706 -D3 -~ -~ -0 0 782 -S -#782 -Audience Chamber~ - A path through the room weaves between the numerous chairs. To the south, -the floor slopes down to a intricate throne plated in gold. A page scurries -past as he runs one of his errands. Further to the east and west you see exits -while the throne lies to the south. -~ -7 8 0 0 0 0 -D1 -~ -~ -0 0 781 -D2 -~ -~ -0 0 1707 -D3 -~ -~ -0 0 783 -S -#783 -Audience Chamber~ - This large chamber is supported by several columns. Chairs are crowded -together in rows, all facing the throne to the south. Several colorfully -dressed nobles are discussing important matters amongst themselves, even a few -are involved in heated discussions. Probably just the usual bickering about who -owns what land. -~ -7 8 0 0 0 0 -D1 -~ -~ -0 0 782 -D2 -~ -~ -0 0 1708 -D3 -~ -~ -0 0 784 -S -#784 -Cobblestone Road~ - A large inner wall splits the castle in half. It is used as a second line of -defense in case the castle's defenses can not hold the outer wall. The outer -wall is set aside for the poor quarter while the wealthier inhabitants crowd the -inner circle. -~ -7 0 0 0 0 0 -D0 -~ -~ -0 0 1609 -D1 -~ -~ -0 0 783 -D2 -~ -~ -0 0 1709 -D3 -~ -~ -0 0 785 -S -#785 -Cobblestone Road~ - A small pass is cut through the inner wall allowing access to both halves of -the castle. The stone walls shine a bright white from heavy polishing and the -massive blocks fit together seamlessly. To the west a fountain flows underneath -a large statue of Uther Pendragon. -~ -7 0 0 0 0 0 -D0 -a door -~ -door~ -1 0 1648 -D1 -~ -~ -0 0 784 -D3 -~ -~ -0 0 786 -S -#786 -Cobblestone Road~ - An intricate fountain with a large basin flows gently around the towering -statue of Uther Pendragon and three women. The sounds and smells to the south -must be from the castle stables. -~ -7 0 0 0 0 0 -D0 -~ -~ -0 0 1611 -D1 -~ -~ -0 0 785 -D2 -~ -~ -0 0 1711 -D3 -~ -~ -0 0 787 -S -#787 -Cobblestone Road~ - This cobblestone road seems to bisect the entire city of Camelot. Pennants -fly from the towers high above and all of the buildings gleam of white stone. -Several knights seem to be coming and going to the North. -~ -7 0 0 0 0 0 -D0 -~ -~ -0 0 1612 -D1 -~ -~ -0 0 786 -D3 -~ -~ -0 0 788 -S -#788 -Cobblestone Road~ - The pristine towers of white gleam unnaturally here. Pennants snap in the -breeze on every tower. The buildings to the south seem to be filled with the -sounds of women laughing and gossiping. -~ -7 0 0 0 0 0 -D1 -~ -~ -0 0 787 -D2 -~ -~ -0 0 1713 -D3 -~ -~ -0 0 789 -S -#789 -Cobblestone Road~ - The white walls of the castle are almost blinding. The flags and pennants -snap in the wind. Everything seems perfect except for the fact that the general -mood in the castle seem to be depressing. A tall fence to the south blocks the -view, but not the sound, of men on horseback. -~ -7 0 0 0 0 0 -D0 -~ -~ -0 0 1614 -D1 -~ -~ -0 0 788 -D3 -~ -~ -0 0 790 -S -#790 -Knights Way~ - A steady stream of traffic flows from the south. The sounds of training can -be heard and there is some excitement in the crowd. Several knights in full -combat gear are among the crowd. It is easy to pick out those who won and those -who lost recently. -~ -7 0 0 0 0 0 -D0 -~ -~ -0 0 1615 -D1 -~ -~ -0 0 789 -D2 -~ -~ -0 0 1715 -D3 -~ -~ -0 0 791 -S -#791 -Cobblestone Road~ - The towers of Camelot loom above to the North. Their gigantic white stone -blocks are placed so precisely that seams are barely visible. Pennants and -different seals adorn the spires and walls. -~ -7 0 0 0 0 0 -D1 -~ -~ -0 0 790 -D3 -~ -~ -0 0 792 -S -#792 -Cobblestone Road~ - The cobblestone road continues east and west through Camelot with smaller -alleys travelling north and south. A small, friendly building to the south -looks inviting. A nice change from the majority of the people in Camelot. -~ -7 0 0 0 0 0 -D1 -~ -~ -0 0 791 -D2 -~ -~ -0 0 1717 -D3 -~ -~ -0 0 793 -S -#793 -Cobblestone Road~ - The glamor of Camelot is not reflected by the people in the streets. -Everyone seems subdued and to have accepted some fate they did not want. It is -as if the spirit had been taken away from the city. -~ -7 0 0 0 0 0 -D1 -~ -~ -0 0 792 -D2 -~ -~ -0 0 1718 -D3 -~ -~ -0 0 794 -S -#794 -Cobblestone Road~ - Massive towers to the north block the light and leave this area in shadows. -A drunken ruckus can be heard to the south. It sounds like it may be the only -place in Camelot having a good time. -~ -7 0 0 0 0 0 -D1 -~ -~ -0 0 793 -D2 -~ -~ -0 0 1719 -D3 -~ -~ -0 0 795 -S -#795 -West Lane~ - A gate in the west wall is boarded, chained, and locked shut. The hinges are -rusted and look like they haven't been used for a very long time. A dirt path -follows the wall to the north and south. -~ -7 0 0 0 0 0 -D0 -~ -~ -0 0 1644 -D1 -~ -~ -0 0 794 -D2 -~ -~ -0 0 1720 -S -#796 -Boat Launch~ - A massive lake is partially visible through the dense fog. A long, narrow -boat is tied up to a small dock here. A cloaked figure is sitting in the back, -holding a long pole. This boat looks to be a ferry between the shore and some -unseen destination through the fog to the west. -~ -7 0 0 0 0 0 -D1 -~ -~ -0 0 775 -D3 -~ -~ -0 0 797 -S -#797 -The Lake~ - The boat slowly moves across the rough surface of the lake. A strong wind -blows from the north but not enough to dispel the fog. The owner of the boat -slowly pushes the boat onward with his pole. The fog is too thick to discern a -destination. -~ -7 0 0 0 0 0 -D1 -~ -~ -0 0 796 -D3 -~ -~ -0 0 798 -S -#798 -The Lake~ - The fog slowly parts revealing a large island. A massive castle fills the -entire island. Its spires shrouded fog. Lights are visible in several windows -and the noise of its inhabitants echo across the still lake. -~ -7 4 0 0 0 0 -D1 -~ -~ -0 0 797 -D3 -~ -~ -0 0 776 -S -#799 -Open Field~ - The field continues north and south with no end in sight. Due east stands -the massive castle resting in the middle of the lake on a small island. The sky -looks darker to the north and you catch a scent of death and decay from a gust -of wind in that direction. -~ -7 0 0 0 0 0 -D0 -~ -~ -0 0 1624 -D2 -~ -~ -0 0 1724 -D3 -~ -~ -0 0 701 -S -$~ diff --git a/lib/world/wld/70.wld b/lib/world/wld/70.wld deleted file mode 100644 index c6cd3a5..0000000 --- a/lib/world/wld/70.wld +++ /dev/null @@ -1,1399 +0,0 @@ -#7000 -The Fissure Under The Ledge~ - This is a small fissure in the solid rock. Under you lies the deep dark -pool. The water trickles quietly down from the ledge above you. The water -smells like the water in a sewer. -~ -70 13 0 0 0 5 -D4 -~ -~ -0 -1 7070 -D5 -The water's edge. -~ -~ -0 -1 7100 -S -#7001 -The Muddy Sewer~ - You are standing in mud to your knees. This is not the kind of place -for a picnic. The muddy sewer stretches further into the south. -~ -70 9 0 0 0 5 -D2 -You see the muddy sewer continuing into the darkness to the south. -~ -~ -0 -1 7002 -E -mud~ - It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. -~ -S -#7002 -The Muddy Sewer Junction~ - The muddy sewer stretches into the dark to the south. It looks as if -no person has ever put his foot here before. It is too muddy for that -anyway. The sewer leads north, south and east from here. -~ -70 9 0 0 0 5 -D0 -The muddy sewer stretches into the dark to the north. -~ -~ -0 -1 7001 -D1 -East. The muddy sewer leads into a bend that goes south. -~ -~ -0 -1 7007 -D2 -South. The muddy sewer ends in a mudhole that way. -~ -~ -0 -1 7003 -E -mud~ - It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. -~ -S -#7003 -The Mudhole~ - You stand in mud all the way up to your thighs and it is not too -comfortable since you are used to a somewhat different environment. -The sewer leads to the north of here. In the middle you can just -make out an enormous drainpipe leading down. -~ -70 13 0 0 0 5 -D0 -North. The muddy junction lies in that direction. -~ -~ -0 -1 7002 -D5 -The muddy drainpipe leads down through the mud, otherwise it is utterly dark. -~ -~ -0 -1 7101 -E -mud~ - It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. -~ -S -#7004 -The Dark Pit~ - You are standing by the edge of a dark pit that leads down into even -deeper darkness. >BWWAAADDRR< - The smell from down there is unbearable. -The sewer stretches into the darkness to the east. -~ -70 9 0 0 0 0 -D1 -East. The sewer leads into the sewer junction. -~ -~ -0 -1 7009 -D5 -The Dark Pit leads down and down and down... well you can't see the -bottom anyway. There are bars that could function as a ladder on -the side. -~ -~ -0 -1 7102 -S -#7005 -The Muddy Sewer~ - You are standing in the middle of a bend of the sewer pipe. It is very -dark around here and the mud is sticking to your legs, not very pleasant. -The pipe leads east and south from here. -~ -70 9 0 0 0 4 -D1 -East. The mud stretches on into the darkness. -~ -~ -0 -1 7011 -D2 -South. There is even more mud in that direction than where you are now. -Incredible. -~ -~ -0 -1 7006 -E -mud~ - It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. -~ -S -#7006 -The Muddy Sewer~ - You are standing in something that reminds you very much of porridge, -this has the advantage that it is not hot, it is rather cold actually. -The pipe bends to the north and east. -~ -70 9 0 0 0 5 -D0 -The muddy sewer pipe leads into a bend that goes east. -~ -~ -0 -1 7005 -D1 -The pipe leads into a bend that goes south. Interesting, there is mud on -the ground there as well. -~ -~ -0 -1 7012 -E -mud~ - It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. -~ -S -#7007 -The Muddy Sewer Bend~ - This isn't your idea of a place to stay too long. You're in up to -your knees in something that resembles mud, but you're not quite sure. -The bend in which you stand leads west and south. -~ -70 9 0 0 0 5 -D2 -The pipe leads into a intersection that goes south and east. The floor here -is still covered in mud. -~ -~ -0 -1 7008 -D3 -The pipe (still filled with mud) leads into a intersection that goes north -and south. Interesting. -~ -~ -0 -1 7002 -E -mud~ - It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. -~ -S -#7008 -A Muddy Intersection~ - You have both your feet safely stuck in mud. It isn't the mud that is -wrong it is the smell, the sounds, the total darkness that surrounds you. -Everything here is so depressing. The pipe leads on with a trail of thick -mud to the north, east and south. -~ -70 9 0 0 0 4 -D0 -North. The pipe goes into a bend with a load of mud all the way up the walls. -The bend leads west. -~ -~ -0 -1 7007 -D1 -East. This way looks like a place for the annual mud festival, although the -stench wouldn't allow any happiness at all. The pipe leads into a bend that -leads north. -~ -~ -0 -1 7014 -D2 -South. There is much less mud in that direction. Your light doesn't -uncover enough space for you to see much more than that it leads into -some sort of junction. -~ -~ -0 -1 7009 -E -mud~ - It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. -~ -S -#7009 -The Sewer Junction~ - You stand in the middle of a huge junction of sewer pipes right under -what you'd think was an air shaft. The sewer pipes lead to the north, -south, east and west. It look quite impossible to force your way up. -~ -70 9 0 0 0 3 -D0 -North. Mud is the floor basis in that direction. Yummy. -~ -~ -0 -1 7008 -D1 -YYEEUUCH! BOOH! THAT looks like a nice place for creepy crawlies. -~ -~ -0 -1 7017 -D2 -South. This direction looks quite nice actually. The pipe leads into -a bend that goes east. -~ -~ -0 -1 7010 -D3 -A few yards ahead - away from this junction - there is a pit leading down, -but the smell from there...>PHEWW<. -~ -~ -0 -1 7004 -E -mud~ - It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. -~ -S -#7010 -A Bend In The Sewer Pipe~ - You are in a bend in the sewer pipe. A strong smell seeps in from the -north. The sewer goes north and east. -~ -70 9 0 0 0 2 -D0 -North. You are staring into a huge junction with exits in all directions. -~ -~ -0 -1 7009 -D1 -East. The Pipe leads into utter darkness that way. -~ -~ -0 -1 7018 -S -#7011 -The Muddy Sewer Pipe~ - You have entered a kind of tube intersection that leads south, west -and east. Your legs are covered in mud up to the knees. REAL yucky! -~ -70 9 0 0 0 5 -D1 -East. There is less mud in that direction, or that's your impression. -~ -~ -0 -1 7024 -D2 -That way is lost in darkness, though you sense less mud in that direction, -perhaps even a complete end to this sludge that surrounds you. -~ -~ -0 -1 7021 -D3 -West. The mud reaches that way too, all the way up the walls. -~ -~ -0 -1 7005 -E -mud~ - It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. -~ -S -#7012 -The Bend In The Muddy Sewer~ - This is not your idea of a holiday. You stand in mud up to your knees. -It is absolutely inconceivable how all this mud could have been placed -here. The pipe leads to the west and south. -~ -70 9 0 0 0 5 -D2 -South. There is even more mud that way, incredible! Although it looks -like an intersection in the sewer system that leads east and south. -~ -~ -0 -1 7013 -D3 -West. All you can see, is that the pipe leads into a bend that goes -north. But there is less mud in that direction, however odd that sounds. -~ -~ -0 -1 7006 -E -mud~ - It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. -~ -S -#7013 -A Muddy Intersection~ - You wouldn't want to know the true feeling of standing in this mud up to -your hips. >BWAADR<. All that fills your mind right now is the dream of -a hot bath. This is NOT very clean mud you know, remember you're in the -sewer! The pipes leads north, south and east. -~ -70 9 0 0 0 5 -D0 -North. Sludge and sediment fills this corridor of the sewer that leads -into a bend going west. -~ -~ -0 -1 7012 -D1 -East. You can see absolutely nothing of interest in that direction (Maybe -that is why it is so damn interesting...) There is no mud in that direction -either, GREAT! -~ -~ -0 -1 7026 -D2 -South. All you can see is more mud! Although the pipe goes into a bend -leading west. -~ -~ -0 -1 7014 -E -mud~ - It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. -~ -E -sediment~ - It is NOT the kind of matter that would concern you too much, normally, but -as you are in the middle of it, it just might become your main concern. REAL -YUCKY! -~ -S -#7014 -The Muddy Sewer~ - You stand in a bend of the pipe system of the sewer with mud up to your -thighs. Contemplating a higher level of existence here would be utterly -inappropriate, as the smell would keep any intelligent creature from even -thinking of anything but getting away from this foul end of the WORLD. -The bend goes from north to west. -~ -70 9 0 0 0 5 -D0 -North. Filled with mud, that place looks like an impassable intersection -with pipes leading north and east. -~ -~ -0 -1 7013 -D3 -West. There is less mud that way, maybe you're on your way out of this foul -place. -~ -~ -0 -1 7008 -E -mud~ - It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. -~ -S -#7015 -The Old Well~ - You are standing by an old and worn well from before this century. The -sewer leads to the east from here and the well leads down into darkness. -Metal bars implanted in the side of the well lead down as a ladder. -~ -70 9 0 0 0 3 -D1 -East. You see, because of the utter darkness that surround you, absolutely -nothing. Your light isn't of much use for that kind of distance. -~ -~ -0 -1 7028 -D5 -Down the well there is even less light than up here, so... sorry, you can't -see a thing. There are metal bars in the side leading down into the darkness. -~ -~ -0 -1 7105 -E -bars~ - These look like they're pretty slippery, and not very safe, but perhaps safe -enough for you to climb down, WITH both hands on them. -~ -S -#7016 -The Ordinary Bend~ - You are in the middle of a bend in the pipe system of the sewer system, -WHAT a place!!! The pipe leads to the south and the east. -~ -70 9 0 0 0 1 -D1 -East. What a quiet place you've found there. It is an intersection that has -pipeways going north and east. -~ -~ -0 -1 7021 -D2 -South. You see nothing at all in that direction it is too dark anyway. -~ -~ -0 -1 7017 -S -#7017 -The Sewer Junction~ - You are in a junction that leads north, west and south. -~ -70 9 0 0 0 1 -D0 -North. You see a bend. -~ -~ -0 -1 7016 -D2 -South. It looks like a pipe junction just like this one. Only that one -leads east and west. -~ -~ -0 -1 7018 -D3 -West. There is a junction with four pipelines in that direction. -~ -~ -0 -1 7009 -S -#7018 -The Ordinary Junction~ - This looks like an ordinary junction, actually it seems very quiet -here. The pipelines lead west, east and north. -~ -70 13 0 0 0 1 -D0 -To the north you can see a junction like this one, leading north and west. -~ -~ -0 -1 7017 -D1 -To the east there is nothing of particular interest, though there is a -junction with pipelines leading north and east. -~ -~ -0 -1 7031 -D3 -There is a bend to the west leading north. -~ -~ -0 -1 7010 -S -#7021 -A Quiet Pipe Junction~ - This is the kind of place to rest, though the smell could be a LOT -better than this. The sewer goes east, north and west from here. -~ -70 13 0 0 0 1 -D0 -In that direction, you can't see anything. It is just too dark. -~ -~ -0 -1 7011 -D1 -There is an ordinary junction in the pipe system to the east. -~ -~ -0 -1 7029 -D3 -West. There is an ordinary bend leading south into the sewer system in -that direction. -~ -~ -0 -1 7016 -S -#7022 -The Odd Room With Smooth Walls~ - As you enter you hear a loud click from one of the walls... and you fall -and fall and fall... -. -. -. -. -... And come to an abrupt end. THIS is strange indeed. There is an arched -entryway leading down. -~ -70 9 0 0 0 5 -D5 -Down. It is utterly dark that way, though you can make out an intersection -of sewer pipes leading west, north and east. -~ -~ -0 -1 7112 -S -#7024 -The Sewer~ - You are standing in mud up to your ankles. This is an intersection with -sewer pipes leading east, south and west. -~ -70 13 0 0 0 1 -D1 -To the east there is a peculiar looking round room. -~ -~ -0 -1 7037 -D2 -To the south there is another intersection with pipes going south and east. -~ -~ -0 -1 7025 -D3 -To the west there is another intersection like this one, with sewer pipes -leading south and west. -~ -~ -0 -1 7011 -S -#7025 -Another Intersection~ - You have never seen anything so BORING... This is an intersection with -pipes leading north, south and east. -~ -70 9 0 0 0 1 -D0 -To the north there is an intersection, where the pipes are leading west and -east. You notice that the floor to the west is covered in mud. -~ -~ -0 -1 7024 -D1 -East. You see nothing of interest in that direction, just another -intersection. This one leads east and south. -~ -~ -0 -1 7038 -D2 -Another intersection lies to the south. It leads west and south. -~ -~ -0 -1 7026 -S -#7026 -A Junction~ - This one seems interesting, a big difference from all the other junctions. -It seems cleaner than the rest of them. Weird. Something that looks like -an air shaft leads upwards, but it looks far too slippery to climb. -The pipes lead to the south, west and north. -~ -70 13 0 0 0 0 -D0 -North. You see an intersection there, leading north and east. -~ -~ -0 -1 7025 -D2 -To the south there is ANOTHER junction leading west and east. -~ -~ -0 -1 7028 -D3 -To the west you see a load of mud and sediment in the sewer. That should -be an intersection there but you're not quite sure. -~ -~ -0 -1 7013 -E -mud~ - It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. -~ -S -#7028 -The Sewer Junction~ - You stand in a junction of sewer pipes leading north, east and west. -~ -70 9 0 0 0 1 -D0 -~ -~ -0 -1 7026 -D1 -To the east you can see a bend in the pipe going south. -~ -~ -0 -1 7034 -D3 -To the west you can just make out an old well. -~ -~ -0 -1 7015 -S -#7029 -The Triple Junction~ - You stand in the middle of a huge junction of concrete sewer pipes. The -pipes lead into three different directions: east, south and west. -~ -70 9 0 0 0 1 -D1 -East. You can see a bend in the sewer pipe leading north. -~ -~ -0 -1 7035 -D2 -To the south there is an ENORMOUS quadruple sewer junction, all lit up by -an odd light. -~ -~ -0 -1 7030 -D3 -To the west you can just make out another junction similar to the one -you are standing in. -~ -~ -0 -1 7021 -S -#7030 -The Quadruple Junction Under The Dump~ - You are standing in something that reminds you of an entry to an ant hive. -There are enormous concrete pipes leading north, south, east and west. -There is also a metal ladder built into the concrete wall leading up through -a layer of garbage. -~ -70 13 0 0 0 1 -D0 -To the north you can see a huge triple junction with sewer pipes leading -west and east. -~ -~ -0 -1 7029 -D1 -East. You can see a pit in the floor. -~ -~ -0 -1 7036 -D2 -To the south there is a huge junction with pipes leading east and west. -~ -~ -0 -1 7031 -D3 -To the west there is an odd looking room with totally smooth walls. -~ -~ -0 -1 7022 -D4 -Up through the garbage you can just make out what looks like the dump in -Midgaard. -~ -~ -2 3005 3030 -E -ladder~ - It looks as if it is made of stainless steel, and it would function as a club -of considerable power, but alas... You can't take at all since it is firmly set -into the concrete wall. -~ -S -#7031 -A Triple Junction~ - You stand in a junction with pipes leading west, north and east. -~ -70 9 0 0 0 1 -D0 -To the north there is an ENORMOUS quadruple sewer junction, all lit up by -an odd light. -~ -~ -0 -1 7030 -D1 -East. You can just make out a triple junction leading north and east. -~ -~ -0 -1 7044 -D3 -West. You can just make out a triple junction leading north and west. -~ -~ -0 -1 7018 -S -#7034 -A Bend In The Sewer Pipe~ - You can look in two directions where the pipe leads: south and west. -~ -70 9 0 0 0 2 -D2 -To the south you can see another bend leading west. -~ -~ -0 -1 7035 -D3 -West. You can just make out a triple junction leading north and west. -~ -~ -0 -1 7028 -S -#7035 -The Sewer Pipe Bend~ - You can look in two different directions where the pipe goes: west and -north. -~ -70 9 0 0 0 2 -D0 -North. You see another bend leading west. -~ -~ -0 -1 7034 -D3 -You can see another junction although this one is a triple one with pipes -going south and west. -~ -~ -0 -1 7029 -S -#7036 -The Pit~ - You stand in a section of a pipe that leads to a dead end. In the floor -there is a pit leading down. There are bars set in the side of the pit -wall functioning as a ladder. -~ -70 9 0 0 0 5 -D3 -West. You can see a dimly lit quadruple junction with an exit up. -~ -~ -0 -1 7030 -D5 -Down the pit it is so utterly dark that you can't see a thing. -~ -~ -0 -1 7122 -S -#7037 -The Round Room~ - As you enter the room it starts rotating - at first slowly, then faster -and faster - You get totally confused as to where up and down is, but -you are certain that the doorway is in the opposite direction of what -it was when you entered. It now leads east. There is only this one -exit. -~ -70 9 0 0 0 1 -D1 -You can just make out a smaller room with a chair. -~ -~ -0 -1 7050 -S -#7038 -The Three Way Junction~ - You are standing in a junction of pipes that lead west, east and south. -~ -70 9 0 0 0 1 -D1 -East. You can make out a dimly lit Guard Room. -~ -~ -0 -1 7045 -D2 -To the south you can see what looks like a store room. -~ -~ -0 -1 7039 -D3 -West. You see another junction similar to this one leading north and south. -~ -~ -0 -1 7025 -S -#7039 -The Sewer Store Room~ - You stand in a small room lit by a single torch set in the wall. The only -way out of here is to the north. -~ -70 8 0 0 0 1 -D0 -To the north you see a pipe junction. -~ -~ -0 -1 7038 -S -#7041 -The Shaft~ - You are standing by the edge of a deep, dark shaft leading down. A single -ladder is your tool to work your way down if you so wish. The sewer pipe -leads south from here. -~ -70 9 0 0 0 1 -D2 -To the south you can see the pipe leading further south into darkness. -~ -~ -0 -1 7043 -D5 -Down and utter darkness. There is absolutely nothing to be seen in that -direction. -~ -~ -0 -1 7123 -E -ladder~ - Firmly set into the wall of the shaft it is impossible to even move, in your -estimate. -~ -S -#7043 -The Sewer Entrance~ - You stand in the middle of a pipe that leads from north to south. Above -you an air shaft leads up into sunlight. It seems totally impossible to go -up that way. -~ -70 9 0 0 0 1 -D0 -To the north you can just make out a huge shaft leading down. -~ -~ -0 -1 7041 -D2 -To the south you can see a triple junction leading west and east. -~ -~ -0 -1 7044 -S -#7044 -The Junction Going Three Ways~ - You are in a passageway in the pipes of the sewer system leading north, -east and west. -~ -70 9 0 0 0 1 -D0 -You see a sewer pipe leading north. -~ -~ -0 -1 7043 -D1 -~ -~ -0 -1 7049 -D3 -West. You see another junction very similar to this one that leads north -and west. -~ -~ -0 -1 7031 -S -#7045 -The Sewer Room~ - You are standing in a large room with chairs set in the walls. You have -the feeling of being watched. To the south there is an entrance to a -larger room. The room is lit by five torches, also set in the walls. To -the west there is a doorway leading out to the sewers. -~ -70 8 0 0 0 1 -D2 -You can see an even larger room than this one, filled with light. -~ -~ -0 -1 7046 -D3 -To the west you can see the sewers. -~ -~ -2 -1 7038 -S -#7046 -The Sewer Room~ - This is a Room with walls that glitters like gold though not quite like -it. This is strange as it looks as if the glitter lights the whole room. -It looks very bright. To the south the floor is covered with yucky water. -The north leads to a sort of a guard room. -~ -70 8 0 0 0 1 -D0 -To the north you can see the guard room. -~ -~ -0 -1 7045 -D2 -To the south there is nothing but water and an exit leads east from there. -~ -~ -0 -1 7047 -S -#7047 -The Pool In The Sewer~ - You stand in water to your waist. To the north is the entrance to this -room. A single door leads east. -~ -70 8 0 0 0 1 -D0 -To the north you see the entrance to this room. -~ -~ -0 -1 7046 -D1 -You can see an enormous hall through the doorway. -~ -door~ -1 -1 7053 -S -#7048 -The Sewers~ - You stand in a dead end of the sewer. The only way out is south. -You can see a shaft leading up but it looks too difficult to go up -that way. -~ -70 9 0 0 0 1 -D2 -~ -~ -0 -1 7049 -S -#7049 -The Junction~ - You stand in a junction leading north, west and east. -~ -70 9 0 0 0 1 -D0 -~ -~ -0 -1 7048 -D1 -Darkness has closed in on that part of the sewer system, you can't see -a thing in that direction. -~ -~ -0 -1 7060 -D3 -West. You see another junction very similar to this one that leads north -and west. -~ -~ -0 -1 7044 -S -#7050 -The Small Room~ - The only thing in this room of interest is a chair, and that appears -to have been bolted to the rock floor. A doorway leads south and another -leads east into darkness. -~ -70 9 0 0 0 1 -D1 -Utter darkness... -~ -~ -0 -1 7055 -D2 -You can see a room with a lot of light in it. You can't make out any details. -~ -~ -0 -1 7051 -S -#7051 -The Sewer Pipe~ - You are in what reminds you of a foul sewer, as if you liked being here! -You can see two exits leading either north or south. -~ -70 8 0 0 0 1 -D0 -~ -~ -0 -1 7050 -D2 -To the south you can see a strange light flowing from there. -~ -~ -0 -1 7052 -S -#7052 -The Grand Sewer~ - You are in a grand sewer pipe. This stretches toward the south. It is -large indeed! A doorway leads to the east from here. -~ -70 8 0 0 0 1 -D0 -To the north you can see a doorway. -~ -~ -0 -1 7051 -D1 -You can't see anything in that darkness. -~ -~ -0 -1 7056 -D2 -In the south end of the pipe the "floor" is completely covered with water. -~ -~ -0 -1 7053 -S -#7053 -The South End Of The Grand Pipe~ - You stand in water to your knees. A doorway leads west from here. The -pipe stretches north. -~ -70 8 0 0 0 1 -D0 -You see a lot of pictures decorating the walls. -~ -~ -0 -1 7052 -D3 -~ -door~ -1 -1 7047 -S -#7055 -The Edge Of The Water Sewer~ - You stand in a room where half of the floor is covered in water. The -water leads east and a doorway leads west. -~ -70 9 0 0 0 3 -D1 -You can hardly make out much more than that the next place is in a pipe -with more water. -~ -~ -0 -1 7061 -D3 -~ -~ -0 -1 7050 -E -water~ - It looks dark and murky, and emanates a foul stench. -~ -S -#7056 -The Dark Hallway~ - You can't see much of this, even with a light. The hallway goes into a -passageway to the south. A doorway leads west. -~ -70 9 0 0 0 1 -D2 -You can see nothing at all because it is completely dark in that direction. -~ -~ -0 -1 7057 -D3 -You see a lot of light, bright as daylight, but nothing of interest. -~ -~ -0 -1 7052 -S -#7057 -The Dark Passageway~ - You can't see anything but the ground where you put your feet. The -passageway seems to continue south and north. -~ -70 9 0 0 0 1 -D0 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7056 -D2 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7058 -S -#7058 -The Dark Passageway~ - You can't see anything but the ground where you put your feet. The -passageway seems to continue south and north. -~ -70 9 0 0 0 1 -D0 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7057 -D2 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7059 -S -#7059 -The Dark Passageway~ - You can't see anything but the ground where you put your feet. The -passageway seems to continue south and north. -~ -70 9 0 0 0 1 -D0 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7058 -D2 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7060 -S -#7060 -The Dark Passageway~ - You can't see anything but the ground where you put your feet. -The passageway seems to continue west and north. To the east there -is water covering the floor and that leads through an arched entry -to a watery sewer. -~ -70 9 0 0 0 1 -D0 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7059 -D1 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7068 -D3 -You can just make out a triple junction leading north and west. -~ -~ -0 -1 7049 -E -water~ - It looks dark and murky, and emanates a foul stench. -~ -S -#7061 -The Watery Sewer Bend~ - You can't see anything but the water you're in up to your hips. The sewer -seems to bend and lead south and west. -~ -70 9 0 0 0 5 -D2 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7062 -D3 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7055 -E -water~ - It looks dark and murky, and emanates a foul stench. -~ -S -#7062 -The Watery Sewer~ - You can't see anything but the water you're in up to your hips. The sewer -seems to lead south and north. -~ -70 9 0 0 0 5 -D0 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7061 -D2 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7063 -E -water~ - It looks dark and murky, and emanates a foul stench. -~ -S -#7063 -The Watery Sewer~ - You can't see anything but the water you're in up to your hips. The sewer -seems to lead south and north. -~ -70 9 0 0 0 5 -D0 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7062 -D2 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7064 -E -water~ - It looks dark and murky, and emanates a foul stench. -~ -S -#7064 -The Watery Sewer Junction~ - You can't see anything but the water you're in up to your hips. The sewer -seems to lead into a junction going south, north and east. -~ -70 9 0 0 0 5 -D0 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7063 -D1 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7069 -D2 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7065 -E -water~ - It looks dark and murky, and emanates a foul stench. -~ -S -#7065 -The Watery Sewer~ - You can't see anything but the water you're in up to your hips. The sewer -seems to lead south and north. -~ -70 9 0 0 0 5 -D0 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7064 -D2 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7066 -E -water~ - It looks dark and murky, and emanates a foul stench. -~ -S -#7066 -The Watery Sewer Junction~ - You can't see anything but the water you're in up to your hips. The sewer -seems to lead into a junction that goes north, south and east. -~ -70 9 0 0 0 5 -D0 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7065 -D1 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7070 -D2 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7067 -E -water~ - It looks dark and murky, and emanates a foul stench. -~ -S -#7067 -The Watery Sewer~ - You can't see anything but the water you're in up to your hips. The sewer -seems to lead south and north. -~ -70 9 0 0 0 5 -D0 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7066 -D2 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7068 -E -water~ - It looks dark and murky, and emanates a foul stench. -~ -S -#7068 -The Watery Sewer Bend~ - You can't see anything but the water you're in up to your hips. The sewer -seems to bend and lead west and north. -~ -70 9 0 0 0 5 -D0 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7067 -D3 -You can't see anything in that direction and your light isn't enough to light -that far. -~ -~ -0 -1 7060 -E -water~ - It looks dark and murky, and emanates a foul stench. -~ -S -#7069 -A Ledge By A Dark Pool~ - You can't see much here but the echo tells you that there is quite a drop -down. You can just make out a huge dark pool out there in the darkness, -mostly because of the trickling of water. The water from the sewer actually -washes over this ledge and makes it quite slippery. From here it drops, -like a waterfall, into the pool far down. -~ -70 9 0 0 0 5 -D2 -You can't see a thing. It is too dark. -~ -~ -0 -1 7070 -D3 -You can't see a thing. It is too dark. -~ -~ -0 -1 7064 -E -water~ - It looks dark and murky, and emanates a foul stench. -~ -S -#7070 -A Ledge By A Dark Pool~ - You can't see much here but the echo tells you that there is quite a drop -down. You can just make out a huge dark pool out there in the darkness, -mostly because of the trickling of water. The water from the sewer actually -washes over this ledge and makes it quite slippery. From here it drops, -like a waterfall, into the pool far down. Under you there is a small fissure -in the rock. It seems big enough to contain a few people. -~ -70 9 0 0 0 5 -D0 -You can't see a thing. It is too dark. -~ -~ -0 -1 7069 -D3 -You can't see a thing. It is too dark. -~ -~ -0 -1 7066 -D5 -~ -~ -0 -1 7000 -E -water~ - It looks dark and murky, and emanates a foul stench. -~ -S -$~ diff --git a/lib/world/wld/71.wld b/lib/world/wld/71.wld deleted file mode 100644 index ba46953..0000000 --- a/lib/world/wld/71.wld +++ /dev/null @@ -1,629 +0,0 @@ -#7100 -The Edge Of The Water~ - The pool side is dimly lit up by your light. You can see absolutely -nothing else nearby. The darkness her seems enormously oppressive here. -The air is damp and the rock on which you stand is slippery. The pool -seems too dark to make anything clear. The pool seems to extend to the -east. The rock can be climbed upwards from here. -~ -71 13 0 0 0 5 -D1 -The pool extends eastwards, but you cannot find enough room to move in that -direction. -~ -~ -0 -1 -1 -D4 -~ -~ -0 -1 7000 -S -#7101 -Under The Mudhole~ - You stand in a small room with a great big opening in the ceiling. From -this opening there is mud dripping down in large lumps. >YUCK<. You can -smell the foul stench of the slimy sediment as you try not to get covered -by the falling sludge. To the east there is an entryway leading out from -here and it seems absolutely impossible to force the muddy descent. -~ -71 13 0 0 0 5 -D1 -East. You see nothing of interest. -~ -~ -0 -1 7103 -E -mud~ - You never saw such disgusting matter before, it nearly makes you puke. -~ -S -#7102 -Under The Dark Pit~ - Nice place you found yourself in. You stand in the middle of a room -with only two exits, up and east. A tall ladder has been left here so -that you can climb up through the pit without the use of a rope. -~ -71 9 0 0 0 1 -D1 -~ -~ -0 -1 7104 -D4 -Up. You can't see a thing up there, it is way too dark. -~ -~ -0 -1 7004 -D5 -~ -trapdoor~ -1 -1 7300 -E -ladder~ - This is funny enough a wooden ladder and, after closer inspection, you -discover it is magically held to the wall! You can't, even with your greatest -effort, move it at ALL! -~ -S -#7103 -A Muddy Bend In The Sewer System~ - You are standing in what looks like a bend in the pipe system of the -sewer. The 'floor' is covered completely by mud! This includes covering -your legs up to your knees as well. The pipe leads west and south. -~ -71 9 0 0 0 4 -D2 -To the south there is less mud than here! It actually seems to end there! -You have a felling it would be nice to have your feet free from mud again. -~ -~ -0 -1 7104 -D3 -You can see a room in which mud drips from the roof onto the floor in -great cakes of sludge. There doesn't seem to be any exits from that room -apart from in you direction. -~ -~ -0 -1 7101 -E -mud~ - You never saw such disgusting matter before, it nearly makes you puke. -~ -S -#7104 -A Junction In The Sewer Pipes~ - You stand in the middle of what looks like a triple junction of pipes -going east, west and north. -~ -71 9 0 0 0 1 -D0 -You can see a mud area starting in that direction. -~ -~ -0 -1 7103 -D1 -East. You can't even make out what it might look like, it is just too dark. -~ -~ -0 -1 7112 -D3 -West. There is a room with a ladder leading up. -~ -~ -0 -1 7102 -S -#7105 -Down The Old Well~ - You are dangling on the slippery sides of the old well leading down and -up. The only secure point here is the metal bars that are cemented into the -sides, the ones that you cling frantically to so that you don't fall. Who -knows how deep this well is? The bars lead down and up and nowhere else. -~ -71 9 0 0 0 5 -D4 -There is a slight, dim light from above, or maybe it is just your imagination. -Anyway it SEEMS darker down here than up there, if that is possible. -~ -~ -0 -1 7015 -D5 -Down there nothing at all can be spotted. The darkness that engulfs this -decent seems utterly impossible in a mortal world. It is so thick that a -torch down there would be utterly useless... or so it seems to you. Not -the kind of thing to cheer you up on this voyage, Eh? -~ -~ -0 -1 -1 -E -bars~ - These look like they're pretty slippery, and not very safe, but perhaps safe -enough for you to climb down, WITH both hands on them. -~ -S -#7106 -The Northwestern Corner Of The Ledge~ - You stand, swaying out from the ledge, with only a couple of inches of -safe, solid ledge under your feet. The ledge continues to the east but not -back south. It seems that the ledge is too narrow to turn on so you'll have -to continue forward. -~ -71 13 0 0 0 5 -D1 -The ledge continues east. -~ -~ -0 -1 7113 -D2 -The ledge continues south. -~ -~ -0 -1 7107 -D5 -The Abyss lies down there. Who knows what might lurk down there? -~ -rock step edge~ -1 -1 7279 -E -rock~ - It looks as if it can be opened in a door-like fashion. Maybe this will lead -the way down. -~ -E -step~ - A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and -SPLAT!!! -~ -E -edge odd-looking~ - This is truly a weird piece of craftsmanship in your eyes. The edge seems to -form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there -leading to seemingly total destruction. -~ -S -#7107 -The Narrow Ledge~ - You are in the process of walking all the way around the ledge since -there is no way of turning around on this all too narrow path. There IS -another exit from here but that leads right into mid-air and with high -probability of a free fall session afterwards. -~ -71 13 0 0 0 5 -D0 -North. The ledge leads into a corner and turns eastward. -~ -~ -0 -1 7106 -D1 -You stare into mid-air, and right under there is absolutely nothing but -darkness. You shiver by the thought of falling an utterly unknown distance. -~ -~ -0 -1 7190 -D2 -South. The ledge leads further south into utter darkness. -~ -~ -0 -1 7108 -S -#7108 -The Narrow Ledge~ - You are in the process of walking all the way around the ledge since -there is no way of turning around on this all too narrow path. There IS -another exit from here but that leads right into mid-air and with high -probability of a free fall session afterwards. -~ -71 13 0 0 0 5 -D0 -North. The ledge leads further north. -~ -~ -0 -1 7107 -D1 -You stare into mid-air, and right under there is absolutely nothing but -darkness. You shiver by the thought of falling that distance. -~ -~ -0 -1 7190 -D2 -The ledge continues further south into darkness. -~ -~ -0 -1 7109 -S -#7109 -The Narrow Ledge~ - You are in the process of walking all the way around the ledge since -there is no way of turning around on this all too narrow path. There IS -another exit from here but that leads right into mid-air and with high -probability of a free fall session afterwards. -~ -71 13 0 0 0 5 -D0 -North. The ledge leads further north. -~ -~ -0 -1 7108 -D1 -You stare into mid-air, and right under there is absolutely nothing but -darkness. You shiver by the thought of falling that distance. -~ -~ -0 -1 7190 -D2 -The ledge continues south into darkness. -~ -~ -0 -1 7110 -S -#7110 -The Narrow Ledge~ - You are in the process of walking all the way around the ledge since -there is no way of turning around on this all too narrow path. There IS -another exit from here but that leads right into mid-air and with high -probability of a free fall session afterwards. -~ -71 13 0 0 0 5 -D0 -North. The ledge leads further north. -~ -~ -0 -1 7107 -D1 -You stare into mid-air, and right under there is absolutely nothing but -darkness. You shiver by the thought of falling that distance. -~ -~ -0 -1 7190 -D2 -South. You can just make out the south-western corner of this ledge. -~ -~ -0 -1 7111 -S -#7111 -The Southwestern Corner Of The Ledge~ - This seems like a ledge that is a little broader than the one just to -the north of here. The ledge seems to lead around some sort of Abyss of -total darkness. The ledge seems to have an odd-looking edge here. -~ -71 13 0 0 0 5 -D0 -North. The ledge leads further north. -~ -~ -0 -1 7110 -D1 -You see a broad ledge leading eastward. -~ -~ -0 -1 7115 -D2 -South of here is the exit from the ledge. -~ -~ -0 -1 7112 -D5 -The Abyss lies down there. Who knows what might lurk down there? -~ -rock step edge~ -1 -1 7279 -E -rock~ - It looks as if it can be opened in a door-like fashion. Maybe this will lead -the way down. -~ -E -step~ - A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and -SPLAT!!! -~ -E -edge odd-looking~ - This is truly a weird piece of craftsmanship in your eyes. The edge seems to -form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there -leading to seemingly total destruction. -~ -S -#7112 -An Odd Intersection~ - You stand in a rather odd intersection of pipes. The pipes actually -don't resemble pipes anymore. They look more like a real stone tunnel, -or a passageway hewn directly into the rock. The ways from here lead -north, east and west. -~ -71 9 0 0 0 1 -D0 -North. You see a ledge to something that looks like an abyss. -~ -~ -0 -1 7111 -D1 -~ -~ -0 -1 7122 -D3 -~ -~ -0 -1 7104 -S -#7113 -The Narrow Ledge Going East To West~ - You are in the process of walking all the way around the ledge since -there is no way of turning around on this all too narrow path. There IS -another exit from here but that leads right into mid-air and with high -probability of a free fall session afterwards. -~ -71 13 0 0 0 5 -D1 -The ledge leads further east. -~ -~ -0 -1 7116 -D2 -You stare into mid-air, and right under there is absolutely nothing but -darkness. You shiver by the thought of falling that distance. -~ -~ -0 -1 7190 -S -#7114 -Mid-Air~ - You've just stepped into the most unlucky position in the whole of -CircleMUD. The result of such a foolish act should be punished with -death, you know. With an acceleration of approximately 9.82 meters -per second squared, you are now descending the Abyss. What awaits you -at the bottom will continue to be a mystery. Good-bye cruel world. -~ -71 12 0 0 0 0 -S -T 7100 -#7115 -The Broad Ledge~ - You are standing on a ledge that seems quite a lot larger than the -rest of the ledges. This one leads to the west and the east, plus it -has an exit going to the south. Though you could jump into mid-air, -but it probably wouldn't be such a good idea. The way south is in -utter darkness. -~ -71 13 0 0 0 4 -D0 -~ -~ -0 -1 7114 -D1 -~ -~ -0 -1 7121 -D2 -~ -~ -0 -1 7129 -D3 -~ -~ -0 -1 7111 -S -#7116 -The Northeastern Corner Of The Ledge~ - You stand, swaying out from the ledge, with only a couple of inches of -safe, solid ledge under your feet. The ledge continues to the west and -leads south from here into darkness. -~ -71 13 0 0 0 5 -D2 -~ -~ -0 -1 7117 -D3 -The ledge continues west. -~ -~ -0 -1 7113 -D5 -You can just make out the outline of a trapdoor here in the soil. The earth -is probably there to conceal a secret entrance. This looks as if it leads -down into the seemingly solid rock face of the ledge. -~ -trapdoor secret entrance~ -1 -1 7280 -E -soil soft earth~ - You can just make out the outline of a trapdoor here in the soil. The earth -is probably there to conceal a secret entrance. This looks as if it leads down -into the seemingly solid rock face of the ledge. -~ -E -ground ledge rock~ - The ground here seems a little different from all the other ledges along the -Abyss. There is a kind of soft soil on this ledge, maybe you should look -carefully at this. It seems to be of some interest. -~ -S -#7117 -The Narrow Eastern Ledge~ - You are in the process of walking all the way around the ledge since -there is no way of turning around on this all too narrow path. There IS -another exit from here but that leads right into mid-air and with high -probability of a free fall session afterwards. And THAT is west of here -so watch your step. -~ -71 13 0 0 0 5 -D2 -The ledge leads further south. -~ -~ -0 -1 7118 -D3 -You stare into mid-air, and right under there is absolutely nothing but -darkness. You shiver by the thought of falling that distance. -~ -~ -0 -1 7114 -S -#7118 -The Narrow Eastern Ledge~ - You are in the process of walking all the way around the ledge since -there is no way of turning around on this all too narrow path. There IS -another exit from here but that leads right into mid-air and with high -probability of a free fall session afterwards. And THAT is west of here -so watch your step. -~ -71 13 0 0 0 5 -D2 -The ledge leads further south. -~ -~ -0 -1 7119 -D3 -You stare into mid-air, and right under there is absolutely nothing but -darkness. You shiver by the thought of falling that distance. -~ -~ -0 -1 7114 -S -#7119 -The Narrow Eastern Ledge~ - You are in the process of walking all the way around the ledge since -there is no way of turning around on this all too narrow path. There IS -another exit from here but that leads right into mid-air and with high -probability of a free fall session afterwards. And THAT is west of here -so watch your step. -~ -71 13 0 0 0 5 -D2 -The ledge leads further south. -~ -~ -0 -1 7120 -D3 -You stare into mid-air, and right under there is absolutely nothing but -darkness. You shiver by the thought of falling that distance. -~ -~ -0 -1 7114 -S -#7120 -The Narrow Eastern Ledge~ - You are in the process of walking all the way around the ledge since -there is no way of turning around on this all too narrow path. There IS -another exit from here but that leads right into mid-air and with high -probability of a free fall session afterwards. And THAT is west of here -so watch your step. You also see a small opening to the east. -~ -71 13 0 0 0 5 -D1 -East. You stare into darkness. -~ -~ -0 -1 7123 -D2 -The ledge leads further south. -~ -~ -0 -1 7121 -D3 -You stare into mid-air, and right under there is absolutely nothing but -darkness. You shiver by the thought of falling that distance. -~ -~ -0 -1 7114 -S -#7121 -The Southeastern Corner Of The Ledge~ - This seems like a ledge that is a little broader than the one just to the -north of here. The ledge seems to lead around some sort of abyss of total -darkness. -~ -71 13 0 0 0 5 -D0 -North of here you can see a ledge. -~ -~ -0 -1 7120 -D3 -The ledge leads further west. -~ -~ -0 -1 7115 -D5 -The Abyss lies down there. Who knows what might lurk down there? -~ -rock step edge~ -2 -1 7279 -E -rock~ - It looks as if it can be opened in a door-like fashion. Maybe this will lead -the way down. -~ -E -step~ - A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and -SPLAT!!! -~ -E -edge odd-looking~ - This is truly a weird piece of craftsmanship in your eyes. The edge seems to -form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there -leading to seemingly total destruction. -~ -S -#7122 -Under The Pit~ - You stand in a completely dark cavern leading west. The wall looks -weird here. -~ -71 9 0 0 0 0 -D3 -~ -~ -0 -1 7112 -E -wall~ - There is a crack here that looks like it has been made recently. -~ -S -#7123 -Under The Shaft~ - A ladder leads up from here to the Shaft. A small opening leads west -from here. -~ -71 9 0 0 0 5 -D3 -You can see a narrow ledge going north and south. -~ -~ -0 -1 7120 -D4 -It is too dark up there. -~ -~ -0 -1 7041 -S -#7129 -The Sewer Line~ - You are in a narrow part of the sewer. Down the sewer continues and to -the north is the ledge. -~ -71 9 0 0 0 3 -D0 -You can see the southern part of the ledge. -~ -~ -0 -1 7115 -D5 -You look deeper down into the drain. -~ -~ -0 -1 7221 -S -#7190 -Mid-Air~ - You've just stepped into the most unlucky position in the whole of -CircleMUD. The result of such a foolish act should be punished with -death, you know. With an acceleration of approximately 9.82 meters -per second squared, you are now descending the Abyss. What awaits you -at the bottom will continue to be a mystery. Good-bye cruel world. -~ -71 12 0 0 0 0 -S -T 7100 -$~ diff --git a/lib/world/wld/72.wld b/lib/world/wld/72.wld deleted file mode 100644 index 633e8aa..0000000 --- a/lib/world/wld/72.wld +++ /dev/null @@ -1,867 +0,0 @@ -#7200 -The Treasury~ - You are in a small but well equipped treasury. You can see some writing -on the wall. The ceiling has a funny glow, which enables you to see. You -can get back into the inner lair through the stone door which is east. -~ -72 12 0 0 0 0 -D1 -You look back through the opening into the inner lair. -~ -door stone~ -2 7205 7201 -E -door stone~ - This is a heavy black stone door it looks very solid. -~ -E -writing~ - You read the number '666'. -~ -S -#7201 -The Inner Lair~ - You are in a octagonal room with smooth purple stone walls. The floor is -made from black stone. In the western wall you see a large black stone door. -~ -72 9 0 0 0 0 -D2 -You look back through the door into the lair. -~ -door wooden~ -1 -1 7202 -D3 -You see the treasury. -~ -door stone~ -2 7205 7200 -S -#7202 -The Lair~ - On the floor you see a lot of human decay, like bones and skulls. You -also see a lot of slime. On the wall is a torch sitting in its sconce. To -the north is a wooden door. -~ -72 8 0 0 0 1 -D0 -You can see the inner lair. -~ -door wooden~ -1 -1 7201 -D1 -You see another part of the lair. -~ -~ -0 -1 7205 -D2 -You see another part of the lair. -~ -~ -0 -1 7203 -E -skull skulls bones decay~ - On all the skulls you notice that there is a three inch hole in the forehead. -All the bones are broken and old. -~ -E -slime~ - The slime is slimy and uninteresting. -~ -E -torch sconce~ - The torch is bolted to the sconce and the sconce to the wall. -~ -S -#7203 -The Lair~ - On the floor you see a lot of human decay, like bones and skulls. You -also see a lot of slime. On the wall is a torch sitting in its sconce. -~ -72 8 0 0 0 1 -D0 -You see another part of the lair. -~ -~ -0 -1 7202 -D1 -You see another part of the lair. -~ -~ -0 -1 7206 -D2 -You see another part of the lair. -~ -~ -0 -1 7204 -E -skull skulls bones decay~ - On all the skulls you notice that there is a three inch hole in the forehead. -All the bones are broken and old. -~ -E -slime~ - The slime is slimy and uninteresting. -~ -E -torch sconce~ - The torch is bolted to the sconce and the sconce to the wall. -~ -S -#7204 -The Lair~ - On the floor you see a lot of human decay, like bones and skulls. You -also see a lot of slime. On the wall is a torch sitting in its sconce. -~ -72 8 0 0 0 1 -D0 -You see another part of the lair. -~ -~ -0 -1 7203 -D1 -You see another part of the lair. -~ -~ -0 -1 7207 -D2 -You see the lair entrance. -~ -door wooden~ -1 -1 7208 -E -skull skulls bones decay~ - On all the skulls you notice that there is a three inch hole in the forehead. -All the bones are broken and old. -~ -E -slime~ - The slime is slimy and uninteresting. -~ -E -torch sconce~ - The torch is bolted to the sconce and the sconce to the wall. -~ -S -#7205 -The Lair~ - On the floor you see a lot of human decay, like bones and skulls. You -also see a lot of slime. On the wall is a torch sitting in its sconce. -~ -72 8 0 0 0 1 -D2 -You see another part of the lair. -~ -~ -0 -1 7206 -D3 -You see another part of the lair. -~ -~ -0 -1 7202 -E -skull skulls bones decay~ - On all the skulls you notice that there is a three inch hole in the forehead. -All the bones are broken and old. -~ -E -slime~ - The slime is slimy and uninteresting. -~ -E -torch sconce~ - The torch is bolted to the sconce and the sconce to the wall. -~ -S -#7206 -The Lair~ - On the floor you see a lot of human decay, like bones and skulls. You -also see a lot of slime. On the wall is a torch sitting in its sconce. -~ -72 12 0 0 0 1 -D0 -You see another part of the lair. -~ -~ -0 -1 7205 -D2 -You see another part of the lair. -~ -~ -0 -1 7207 -D3 -You see another part of the lair. -~ -~ -0 -1 7203 -E -bones decay~ - All the bones are broken and old. -~ -E -slime~ - The slime is slimy and uninteresting. -~ -E -torch sconce~ - The torch is bolted to the sconce and the sconce to the wall. -~ -S -#7207 -The Lair~ - On the floor you see a lot of human decay, like bones and skulls. You -also see a lot of slime. On the wall is a torch sitting in its sconce. -~ -72 8 0 0 0 1 -D0 -You see another part of the lair. -~ -~ -0 -1 7206 -D3 -You see another part of the lair. -~ -~ -1 -1 7204 -E -skull skulls bones decay~ - On all the skulls you notice that there is a three inch hole in the forehead. -All the bones are broken and old. -~ -E -slime~ - The slime is slimy and uninteresting. -~ -E -torch sconce~ - The torch is bolted to the sconce and the sconce to the wall. -~ -S -#7208 -The Lair Entrance~ - You are in a dry part of the sewer. To the north is a wooden door, -you can see some slime at the lower part of the door. You also see -some skulls and some broken bones. -~ -72 13 0 0 0 2 -D0 -You can see the lair. -~ -door wooden~ -1 -1 7204 -D1 -You see a crawlway. -~ -~ -0 -1 7209 -E -slime~ - The slime is slimy and uninteresting. -~ -S -#7209 -The Crawlway~ - You are in a narrow crawlway. It is rather boring here. -~ -72 9 0 0 0 3 -D1 -You see a four-way junction. -~ -~ -0 -1 7210 -D3 -You see the entrance to a lair. -~ -~ -0 -1 7208 -S -#7210 -The Four-Way Junction~ - You are in a sewer junction. To the north is a small hole, to the west -is a narrow crawlway and to the east and south the sewer continues. -~ -72 9 0 0 0 3 -D0 -You can see a small cave-like room. -~ -~ -0 -1 7211 -D1 -You can see a sewer drain. -~ -~ -0 -1 7212 -D2 -You can see a sewer drain. -~ -~ -0 -1 7215 -D3 -You can see a narrow crawlway. -~ -~ -0 -1 7209 -S -#7211 -The Small Cave~ - You are in a collapsed sewer drain, which now is more like a small cave. -~ -72 9 0 0 0 3 -D2 -You look back into the four-way junction. -~ -~ -0 -1 7210 -S -#7212 -The Sewer Drain~ - You are in a dry sewer drain which bends to the north. -~ -72 9 0 0 0 3 -D0 -You can see the drain continuing north. -~ -~ -0 -1 7213 -D3 -You can see the four-way junction. -~ -~ -0 -1 7210 -S -#7213 -The Sewer Drain~ - You are in a dry sewer drain which bends to the east. -~ -72 9 0 0 0 3 -D1 -You can see the drain continuing east. -~ -~ -0 -1 7214 -D2 -You can see the drain continuing south. -~ -~ -0 -1 7212 -S -#7214 -The End Of The Drain~ - You are at the end of the drain around you the sewer has collapsed, the -only exit is west. -~ -72 9 0 0 0 3 -D3 -You see the sewer drain. -~ -~ -0 -1 7213 -S -#7215 -The Half-Wet Drain~ - You are in a sewer drain where the floor is covered with water. To -the north it looks more dry, south however the drain runs down into -some water. -~ -72 9 0 0 0 4 -D0 -To the north lies a dry four-way junction. -~ -~ -0 -1 7210 -D2 -To the south you see a sewer drain filled with water. -~ -~ -0 -1 7216 -E -water~ - The water is dirty but it looks like you would be able to swim in it. -~ -S -#7216 -Under Water In The Sewer~ - You are swimming in some dirty water and are holding your breath. You'd -better continue onwards before you drown. It is a good thing that you can -hold your light above the water-level. -~ -72 9 0 0 0 6 -D0 -It is hard to see, but it looks like the drain runs slightly upwards. -~ -~ -0 -1 7215 -D2 -It is hard to see, but it looks like the drain runs a little bit upwards. -~ -~ -0 -1 7217 -S -#7217 -The Half-Dry Drain~ - You are in a half-dry sewer drain. To the north the drain runs a little -bit downwards into some water to the east you can see a small hole. To the -west you see another drain. -~ -72 9 0 0 0 4 -D0 -You see the drain running down into some water. -~ -~ -0 -1 7216 -D1 -Through the hole you can just make out a very small room. -~ -~ -0 -1 7218 -D3 -You see a drain running to the west. -~ -~ -0 -1 7219 -E -water~ - The water is dirty but it looks like you would be able to swim in it. -~ -E -hole~ - Through the hole you can just make out a very small room. -~ -S -#7218 -The Very Small Room~ - You are in a very small room, it is pretty uninteresting. -~ -72 9 0 0 0 3 -D3 -Through the little hole you can see a half-dry drain. -~ -~ -0 -1 7217 -S -#7219 -A Dry Sewer Drain~ - You are in a dry but dirty sewer drain. The drain continues east and -south. -~ -72 9 0 0 0 3 -D1 -You see a half-dry drain. -~ -~ -0 -1 7217 -D2 -You see another boring sewer drain. -~ -~ -0 -1 7220 -S -#7220 -A Boring Drain~ - You are in yet another sewer drain. -~ -72 9 0 0 0 3 -D0 -You see a sewer drain continuing to the north. -~ -~ -0 -1 7219 -D1 -You can see another drain to the east. -~ -~ -0 -1 7221 -S -#7221 -The Sewer Drain~ - You are in a sewer drain, there is nothing special in here, except for a -loud echo. -~ -72 9 0 0 0 3 -D1 -You can see another sewer drain. -~ -~ -0 -1 7222 -D3 -You can make out a sewer drain to the west. -~ -~ -0 -1 7220 -D4 -You can see a sewer line. -~ -~ -0 -1 7129 -S -#7222 -The Sewer Drain~ - You are in a drain, with some slimy water on the floor. -~ -72 9 0 0 0 3 -D1 -You see a sewer bend. -~ -~ -0 -1 7223 -D3 -You see a sewer drain. -~ -~ -0 -1 7221 -E -slimy water~ - The water floats to the east from here. -~ -S -#7223 -The Sewer Bend~ - You find yourself in an ordinary sewer bend, which bends from west to -north. -~ -72 9 0 0 0 3 -D0 -You see a sewer drain. -~ -~ -0 -1 7224 -D3 -You see a sewer drain. -~ -~ -0 -1 7222 -S -#7224 -The Sewer Junction~ - You stand in a junction of three sewer drains. You see some odd -scratches on the pipe wall, as if from a gigantic rat. North and -south the sewer continues as usual, but west it looks a little -strange. -~ -72 9 0 0 0 3 -D0 -You see nothing but a sewer drain. -~ -~ -0 -1 7225 -D2 -You see nothing but a sewer drain. -~ -~ -0 -1 7223 -D3 -You see a strange sewer pipe. -~ -~ -0 -1 7229 -S -#7225 -The Sewer~ - You are in a sewer, where the slimy water runs down through a tiny hole. -You see some odd scratches on the pipe wall, as from a gigantic rat. There -is a sewer drain south. -~ -72 9 0 0 0 3 -D2 -You see a sewer drain. -~ -~ -0 -1 7224 -S -#7229 -The Strange Sewer~ - You are in a very strange sewer indeed, there are some odd scratches on -the pipe wall, as from a gigantic rat. And you can see a lot of organic -decay like bones from animals AND humans. West the drain runs slightly -upwards. -~ -72 9 0 0 0 3 -D1 -You see a sewer junction. -~ -~ -0 -1 7224 -D3 -You see a slimy sewer drain. -~ -~ -0 -1 7230 -S -#7230 -The Damp Sewer~ - You are in a sewer drain with a funny damp substance on the floor, in the -substance you see a lot of decay. You see some odd scratches on the wall, -as if from a gigantic rat. Both to the east and west the pipe seems to run -down. -~ -72 13 0 0 0 3 -D1 -You see a sewer. -~ -~ -0 -1 7229 -D3 -You see a sewer. -~ -~ -0 -1 7231 -S -#7231 -The Strange Sewer~ - You are in an ordinary sewer except for a lot of scratches on the sewer -wall, and a lot of debris on the floor. -~ -72 9 0 0 0 3 -D1 -You see a sewer. -~ -~ -0 -1 7230 -D3 -You see another sewer. -~ -~ -0 -1 7232 -E -debris~ - You see a lot of organic decay on the floor. -~ -S -#7232 -The Sewer~ - You are in a sewer with more scratches on the walls. And of course a whole -lot of decay. The drain runs east and north. -~ -72 9 0 0 0 3 -D0 -You see yet another sewer line. -~ -~ -0 -1 7233 -D1 -You see a sewer pipe. -~ -~ -0 -1 7231 -S -#7233 -The Sewer Drain~ - You stand in a sewer drain, you are able to see some kind of cave-like -room. You see some odd scratches on the drain wall, as if from a gigantic -rat. The sewer leads south. -~ -72 9 0 0 0 3 -D1 -You see a cave-like room. -~ -~ -0 -1 7234 -D2 -You see a sewer. -~ -~ -0 -1 7232 -S -#7234 -The Rat's Lair~ - You are in a little cave. You are able to see quite a lot of debris on -the floor. There is a sewer drain west of here. -~ -72 9 0 0 0 3 -D3 -You see the sewer system that way. -~ -~ -0 -1 7233 -S -#7279 -The Wall Of The Abyss~ - You hang onto some steps leading down into utter darkness. There is an -exit leading up as well, though you'll have to open the tiny rock again to -do so. -~ -72 9 0 0 0 5 -D4 -~ -rock~ -1 -1 7111 -D5 -~ -~ -0 -1 7299 -S -#7280 -The Entrance~ - You are in a very dark room. You notice that some faces are staring at -you from inside the walls. In the middle of the room there is a small altar. -To the north there is a small round door. -~ -72 9 0 0 0 1 -D0 -A beam of red light seeps through a hole in the door. -~ -door small round~ -1 -1 7281 -D4 -~ -altar secret~ -1 -1 7116 -E -altar~ - This altar is very special. Faces appear to be smiling from it. There is a -triangle engraved in the top of it. -~ -E -triangle~ - The triangle is filled with small symbols. They seem to be a language you -have never seen before. -~ -S -#7281 -The Corridor~ - The corridor is glowing oppressively in a red hue. You can hear wailing -through an open black hole to the east. To the south there is a round door. -~ -72 8 0 0 0 1 -D1 -The hole seems more black than the night. It is appears to be "eating" the -red light around it. -~ -~ -0 -1 7282 -D2 -~ -door small round~ -1 -1 7280 -E -small round door~ - The door is completely round without a keyhole. -~ -E -red light~ - The red light glows from the walls. -~ -E -walls~ - The walls look alive. -~ -S -#7282 -The Realm Of Lost Souls~ - You are standing in nothing. All around you there are stars. -Sometimes a shadow flies closely by you, wailing very loudly. To -the north there is a small bright hole. To the west there is a -small red hole. -~ -72 8 0 0 0 0 -D0 -You look into a very bright hole. -~ -~ -0 -1 7283 -D3 -You look into a red hole. -~ -~ -0 -1 7281 -E -shadow~ - The shadow looks like a man in great pain. -~ -S -#7283 -The T-Crossing~ - You are in a small hallway. There are doors to the east and to -the west. To the south there are a black hole. There is writing -in the wall. Wails can be heard from the south. -~ -72 13 0 0 0 1 -D1 -It is too dark to tell. -~ -~ -0 -1 7286 -D2 -A black hole in the wall. -~ -~ -0 -1 7282 -D3 -You can see a big fire to the west. It looks like a unhealthy -place to enter! -~ -~ -0 -1 7284 -E -writing~ - The writing says 'The one to the east, belongs to the beast. To the west you -will surely END your quest! '. -~ -S -#7284 -The Firedeath~ - This room is very hot. There are flames surrounding you. You can -see no exits at all! Skeletons are lying all over the floor. -~ -72 12 0 0 0 1 -E -writing wall~ - The writing says 'A prayer to the GODS will not be heard, though the only -exit is death... Mother, I love you'. -~ -S -#7285 -The Torture Room~ - You are standing in a middle of a square room. Along the walls skeletons -are hanging in rusty chains. In the middle of the room there is a big metal -box, covered with dust. To the south you can just make out a small exit. -~ -72 8 0 0 0 1 -D2 -It is too dark to tell. -~ -door iron~ -1 -1 7286 -E -skeletons~ - When you look at the skeletons, you can see that they once had been in great -pain. They are hanging in their arms, and some of them were killed with a sharp -instrument. -~ -E -big metal box~ - The metal box is covered with dust. You notice that it was once filled with -coal, as you see some small pieces of it. -~ -S -#7286 -The Hell Yard~ - You are standing in a lot of mud. A disgusting smell surrounds -the place, and makes you feel sick. Small flames sometimes shoot -up from the hot mud. To the west there is a small door. To the -north you can see an iron door. -~ -72 12 0 0 0 5 -D0 -It is too dark to tell. -~ -door iron~ -1 -1 7285 -D3 -It is too dark to tell. -~ -~ -0 -1 7283 -S -#7299 -On The Walls Of The Abyss~ - You are clutching the steps on the wall so that you don't fall to the -ground down below. You cannot see anymore handholds below you and thus -this stops your journey down, as the only exit is up. -~ -72 9 0 0 0 5 -D4 -~ -~ -0 -1 7279 -S -$~ diff --git a/lib/world/wld/73.wld b/lib/world/wld/73.wld deleted file mode 100644 index 940c3ee..0000000 --- a/lib/world/wld/73.wld +++ /dev/null @@ -1,957 +0,0 @@ -#7300 -Cave Entrance~ - You are standing in the cave entrance. It is very dark down here. There -is writing on the wall. There is an exit to the north. A stairway leads up. -~ -73 9 0 0 0 1 -D0 -To the north you can see a small tunnel. -~ -~ -0 -1 7301 -D4 -You can see the stairs going up into darkness. -~ -~ -2 -1 7102 -E -writing wall~ - The writing says 'BEWARE adventurer! ' -~ -S -#7301 -Cave Tunnel~ - You are walking in a tunnel. It is very cold. You can feel the presence -of a living thing... SOMEWHERE. -~ -73 9 0 0 0 1 -D0 -To the north you can see the tunnel continuing. -~ -~ -0 -1 7302 -D2 -To the south tunnel continuing. -~ -~ -0 -1 7300 -S -#7302 -Cave Room~ - You are standing in a room. It is much cooler now. The walls are glowing. -~ -73 8 0 0 0 1 -D1 -To the east you see the tunnel going downwards. -~ -~ -0 -1 7303 -D2 -To the south you see a dark cave tunnel. -~ -~ -0 -1 7301 -D3 -~ -~ -0 -1 7321 -S -#7303 -The Cave T-Cross~ - You are standing in a mudlike substance. The smell here is awful, it is -rotten. To the west you can see some light. -~ -73 9 0 0 0 2 -D1 -To the east the tunnel still goes downwards. -~ -~ -0 -1 7304 -D2 -~ -~ -0 -1 7308 -D3 -You can see some light to the west. -~ -~ -0 -1 7302 -E -worms~ - The worms are purple. They do not look edible. -~ -E -mud~ - When you examine the mud, you notice small worms crawling around. -~ -S -#7304 -The Cave Turning-Point~ - The mud is getting deeper. You are wondering, 'Would it be an idea to leave, -before I disappear?' To the south you notice a flat round stone is blocking the -way. To the west you can see mud. -~ -73 9 0 0 0 2 -D2 -You can see an opening behind the stone. -~ -stone flat round~ -1 -1 7305 -D3 -~ -~ -0 -1 7303 -E -flat round stone~ - The stone looks very uninteresting. BUT as you are about to turn away, you -see a strip of light coming through a small hole. Conclusion: The stone is -moveable. -~ -S -#7305 -The Secret Room~ - There is dust all over the place. It looks like nobody has been here -for ages. In the middle of the room you see a socket with a crystal globe. -The globe glows with a pulsing light. To the north you see a stone door. -To the south you see a gray block. -~ -73 8 0 0 0 1 -D0 -You see a round stone door. -~ -door round stone~ -1 -1 7304 -D2 -You see a gray block. -~ -block gray~ -1 -1 7306 -E -crystal globe~ - The crystal globe is glowing with a pulsing light. It looks like there is -smoke inside it. -~ -E -socket~ - The socket looks like the work of a dwarf. It is VERY beautiful. -~ -S -#7306 -The Mudhole~ - You are standing in a lot of mud. The mud goes to your chest. You feel -the presence of something IN the mud. The only obvious exit is to the west. -~ -73 9 0 0 0 6 -D0 -You can see nothing at all. -~ -block gray~ -1 -1 7305 -D3 -~ -~ -0 -1 7307 -S -#7307 -A Tunnel~ - The mud goes to your knees. Otherwise the tunnel looks very normal. -~ -73 9 0 0 0 5 -D0 -~ -~ -0 -1 7308 -D1 -You can see a mudhole. -~ -~ -0 -1 7306 -D2 -~ -~ -0 -1 7309 -S -#7308 -The Long Tunnel~ - Here there is almost no mud, as you stand at the top of a small rock. Just -beside you there are a sign which says 'WARNING! The worms are dangerous!' -~ -73 9 0 0 0 1 -D0 -You can see a lot of mud... Yuck! -~ -~ -0 -1 7303 -D2 -The tunnel goes a little downwards. -~ -~ -0 -1 7307 -S -#7309 -The Hot Room~ - You are very surprised, as this room for a change are hot instead of -cold. To the north it goes downwards into some mud. There are also an -exit to the west. -~ -73 9 0 0 0 1 -D0 -You see a lot of mud. -~ -~ -0 -1 7307 -D3 -You see a entrance to a small room. -~ -~ -0 -1 7310 -S -#7310 -The Small Room~ - As you look around you notice a small statue. There are exits to the west -and to the east. -~ -73 9 0 0 0 1 -D1 -It is pitch dark out there. -~ -~ -0 -1 7309 -D3 -You see a VERY long hallway. -~ -~ -0 -1 7311 -E -small statue~ - This is a statue of a imp, pointing to the west. The imp looks like a man -with horns and a tail. -~ -S -#7311 -The Stalagmite Cave~ - You are standing in a stalagmite cave. Water is dripping from the walls. -It is very cold in here. -~ -73 9 0 0 0 2 -D0 -~ -~ -0 -1 7314 -D1 -You see a long hallway, and some mud. -~ -~ -0 -1 7310 -D2 -~ -~ -0 -1 7312 -E -stalagmite~ - The stalagmites are very tall, and looks very beautiful. -~ -S -#7312 -The Stalagmite Tunnel~ - You has entered a small tunnel. Here it is quite dry. Maybe it would be a -good idea to rest here. -~ -73 9 0 0 0 1 -D0 -You can see a small cave to the north. -~ -~ -0 -1 7311 -D3 -~ -~ -0 -1 7313 -S -#7313 -The Spongy Room~ - You definitely do NOT like this area. It is very dank, and most of the -room is wet. -~ -73 12 0 0 0 3 -D1 -~ -~ -0 -1 7312 -D3 -~ -~ -0 -1 7345 -S -#7314 -The Stalagmite T-Cross~ - You are standing in a cross. To the north you can see some light. -Otherwise it is dark. -~ -73 12 0 0 0 1 -D0 -You see some light ahead. -~ -~ -0 -1 7317 -D1 -~ -~ -0 -1 7315 -D2 -~ -~ -0 -1 7311 -S -#7315 -The Blind End Room~ - This room is obviously a blind end. To the north you see a primitive -picture. -~ -73 9 0 0 0 1 -D0 -You see a primitive picture of some people dancing around a huge sun. The -sun is about 7 feet in diameter, which shows the size of the picture. -~ -sun~ -1 -1 7316 -D3 -~ -~ -0 -1 7314 -E -primitive picture~ - You see some people dancing around a huge sun. The sun is about 7 feet in -diameter, which shows the size of the picture. -~ -S -#7316 -The Treasure Room~ - This room is richly ornamented. The walls have been carved to show -people dancing around a moon which is drawn on the floor. It looks very -old, and it is very dusty. To the south you see the back side of a secret -door. -~ -73 521 0 0 0 1 -D2 -You can see a picture with some people crawling around a huge moon. -~ -moon door~ -1 -1 7315 -S -#7317 -The Square Lair~ - You are standing in the south-east part of the lair. You can see a skeleton -lying in the corner. -~ -73 8 0 0 0 1 -D0 -Another part of the lair. -~ -~ -0 -1 7318 -D2 -~ -~ -0 -1 7314 -D3 -Another part of the lair. -~ -~ -0 -1 7320 -E -skeleton~ - It looks like a adventurer who wasn't lucky. You'd better watch out... -~ -S -#7318 -The Square Lair~ - You are standing in the north-east part of the lair. -You see a sign on the wall. -~ -73 9 0 0 0 1 -D1 -You see a wooden door. -~ -door wooden~ -1 -1 7321 -D2 -Another part of the lair. -~ -~ -0 -1 7317 -D3 -Another part of the lair. -~ -~ -0 -1 7319 -E -sign wall~ - The sign says 'Gods of War I call you, my sword is by my side, - I seek a light free from all false pride' - Reyemle Grug... -~ -S -#7319 -The Square Lair~ - You are standing in the north-west part of the lair. Here there is another -sign. There is an exit from the lair to the north. -~ -73 9 0 0 0 1 -D0 -You see a small tunnel leading north. -~ -~ -0 -1 7322 -D1 -Another part of the lair. -~ -~ -0 -1 7318 -D2 -Another part of the lair. -~ -~ -0 -1 7320 -E -sign~ - The sign says 'I'm wandering around in a everlasting tale, - seeking the light to regain my pride - Corama... -~ -S -#7320 -The Lair End~ - You can see a table in front of you. It is very dusty. Five skeletons are -sitting around the table. Exits are north and east. -~ -73 9 0 0 0 1 -D0 -The northern part of the lair. -~ -~ -0 -1 7319 -D1 -The eastern part of the lair. -~ -~ -0 -1 7317 -E -dragon statue~ - It looks like a silver dragon. It is nailed onto the table. The dragon sits -on a red dragon that looks dead. But the eyes of the red dragon are glowing, -pulsating red. You feel drained. -~ -E -skeleton skeletons~ - They've obviously been killed somehow, but it doesn't look like it was by -sword or club. -~ -E -table~ - On the table there is dust, in the center there is a small statue of a Dragon -sleeping. -~ -S -#7321 -The East Tunnel~ - You are standing in dark tunnel, the exits are east and west. To the west -you see a wooden door. -~ -73 12 0 0 0 1 -D1 -You can see a muddy tunnel. -~ -~ -0 -1 7302 -D3 -You can see a wooden door. -~ -door wooden~ -1 -1 7318 -S -#7322 -The North Tunnel~ - You are standing in a dark tunnel, it leads upwards. -~ -73 9 0 0 0 1 -D0 -The dark tunnel continues. -~ -~ -0 -1 7323 -D2 -You can see the lair. -~ -~ -0 -1 7319 -D3 -You can see a cave entrance. -~ -~ -0 -1 7336 -S -#7323 -The L-Shaped Room~ - You are standing in deep darkness. To the south there is a small exit. -To the east you can see a gaping hole. -~ -73 9 0 0 0 1 -D1 -~ -~ -0 -1 7324 -D2 -~ -~ -0 -1 7322 -S -#7324 -The Circular Hall~ - You are standing in round hall. To the north, east and south you can see -a stone head hanging on the walls. -~ -73 9 0 0 0 1 -D0 -You see a red dragon's head hanging on the wall. -~ -head red~ -2 0 7324 -D1 -You see a green dragon's head hanging on the wall. -~ -head green~ -1 -1 7325 -D2 -You see a blue dragon's head hanging on the wall. -~ -head blue~ -2 0 7324 -D3 -You see a room far away. -~ -~ -0 -1 7323 -E -blue~ - This looks like a good dragon. -~ -E -red~ - This looks like a neutral dragon. -~ -E -green~ - This looks like an evil dragon. -~ -E -head heads~ - When you study the faces of the heads you see that they are faces of dragons. -The face to the north is red, the face to the east is green, and the face to the -south is blue. -~ -S -#7325 -A Dusty Tunnel~ - You are standing in dust. This place has not been touched for a long time. -Otherwise it is quite boring here, looks like a place to rest! To the west -you see the outline of a door. A tunnel leads to the east. -~ -73 12 0 0 0 1 -D1 -You see a tunnel which leads downwards. It is quite dark. -~ -~ -0 -1 7326 -D3 -You can see the outline of a door. Just like in the description! -~ -door~ -1 -1 7324 -S -#7326 -The Crossing~ - You are standing in a crossing of hallways. You can leave this place -in every direction, except up and down. In the dust you notice strange -footprints. -~ -73 9 0 0 0 1 -D0 -~ -~ -0 -1 7331 -D1 -~ -~ -0 -1 7330 -D2 -~ -~ -0 -1 7327 -D3 -~ -~ -0 -1 7325 -E -footprints foot~ - You have never seen this kind of footprint before! -~ -S -#7327 -The L-Shaped Room~ - You are standing in a L-shaped room. You can hear noises from the long -tunnel to the east. You feel very afraid! -A sign is hanging on the wall. -~ -73 9 0 0 0 2 -D0 -~ -~ -0 -1 7326 -D1 -~ -~ -0 -1 7328 -E -sign~ - The sign says: DANGER!! -~ -S -#7328 -The Dragon's Lair~ - You can see burned walls, the floorstones are fiery red. All kinds -of bones are scattered all over the floor. On the walls you can see -some burned shapes. You smell burnt flesh. Two creatures are half -melted into the floor. -~ -73 8 0 0 0 2 -D0 -You can see a long tunnel. -~ -~ -0 -1 7329 -D3 -You can see nothing but darkness. -~ -~ -0 -1 7327 -S -#7329 -The Burnt Room~ - You are in a room, which once has at one time been quite burnt. There -is writing on the wall. -~ -73 9 0 0 0 1 -D2 -You can see a red glow... -~ -~ -0 -1 7328 -D3 -~ -~ -0 -1 7330 -E -writing~ - The writing says: DANGER -~ -S -#7330 -The Windy Tunnel~ - You are standing in a tunnel. Above you, you can feel a breeze. -~ -73 9 0 0 0 1 -D1 -It is too dark to tell. -~ -~ -0 -1 7329 -D3 -~ -~ -0 -1 7326 -E -breeze~ - The breeze comes from a hole above you. NO way to get up there. -~ -S -#7331 -The Glittering Room~ - This room is very bright. On the walls you can see some silver. Exits -are west, east and south. -~ -73 8 0 0 0 1 -D1 -~ -~ -0 -1 7332 -D2 -~ -~ -0 -1 7326 -D3 -~ -~ -0 -1 7333 -E -glitter walls silver~ - The glittering silver looks like it is INSIDE the walls. -~ -S -#7332 -The Secret Passageway~ - You have entered a tiny room. There is only an exit to the west. -~ -73 9 0 0 0 1 -D3 -You can see a light to the west. -~ -~ -0 -1 7331 -S -#7333 -The End Of Long Tunnel~ - You are at a end of a long tunnel. Right in front of you, you can see a -gray mass. To the east you can see a tremendously long tunnel, but you know -that, you were just there. -~ -73 9 0 0 0 5 -D1 -A long tunnel. JUST like in the description! -~ -~ -0 -1 7331 -D3 -A gray mass is blocking the way. -~ -mass gray~ -1 -1 7334 -E -gray mass~ - The mass is nothing but a mass, but it is quite suspicious! -~ -S -#7334 -The Stair-Room~ - You are standing in a small room. Drawings of faces in pain are on the -walls. You can feel that darkness is ruling the place. There is one exit: -south. -~ -73 9 0 0 0 1 -D2 -Nothing but darkness... -~ -~ -0 -1 7335 -S -#7335 -A Dark Tunnel~ - You are standing in a dark tunnel. It continues to the north and to the -south. Bones are spread on the floor. -~ -73 9 0 0 0 1 -D0 -~ -~ -0 -1 7334 -D2 -~ -~ -0 -1 7336 -E -bones bone~ - It looks like bones of a human. -~ -S -#7336 -The Entrance To The Lair~ - The smell here is awful. To the south you can see some smoke. A tunnel -leads north and east. -~ -73 13 0 0 0 2 -D0 -~ -~ -0 -1 7335 -D1 -A small cave is to the east. -~ -~ -0 -1 7322 -D2 -The only thing you can see is smoke. -~ -~ -0 -1 7337 -S -#7337 -The North-Eastern Part Of The Basilisk's Cave~ - It is hard to see here because of the smoke. To the north you can barely -see a small tunnel. Other exits are to the south and to the west. -~ -73 9 0 0 0 2 -D0 -~ -~ -0 -1 7336 -D2 -~ -~ -0 -1 7338 -D3 -~ -~ -0 -1 7339 -S -#7338 -The South-Eastern Part Of The Basilisk's Cave~ - There is a very small hole in wall from which the smoke is coming from. -Otherwise it is pitch black. Exits are north and west. -~ -73 9 0 0 0 2 -D0 -You can see nothing but smoke. -~ -~ -0 -1 7337 -D3 -You can see nothing but smoke. -~ -~ -0 -1 7340 -E -hole small~ - It seems to be a small hole, about one foot in diameter. -~ -S -#7339 -The North-Western Part Of The Basilisk's Cave~ - You can see some hay spread on the floor. The smell is awful here, and it -makes you feel sick. This place where the Basilisk sleeps. Watch out... -maybe it is not far from here... -~ -73 9 0 0 0 2 -D1 -~ -~ -0 -1 7337 -D2 -~ -~ -0 -1 7340 -E -hay~ - The hay is very dirty. The smell of it makes you feel sick. -~ -S -#7340 -The South-Western Part Of The Basilisk's Cave~ - You can see nothing but smoke. -~ -73 9 0 0 0 5 -D0 -~ -~ -0 -1 7339 -D1 -~ -~ -0 -1 7338 -D2 -~ -~ -0 -1 7341 -S -#7341 -The Small Cave~ - You are standing in small cave. You can see some light at the end. Exits -are north and south. -~ -73 13 0 0 0 2 -D0 -You can see only smoke. -~ -~ -0 -1 7340 -D2 -You can see a blue glow. And you feel a fresh breeze... ahhhh... -~ -~ -0 -1 7342 -S -#7342 -The Northern End Of The Pool~ - You have wet feet, you are standing in water. The water looks calm. You -can see that it is a big lake. Light seeps from the water. -~ -73 8 0 0 0 4 -D0 -You can see a small cave. -~ -~ -0 -1 7341 -D1 -You can see more water. -~ -~ -0 -1 7343 -D2 -You can see water. -~ -~ -0 -1 7344 -S -#7343 -The Pool~ - You are swimming in water. It is getting deep here. It is also dark in -this end. -~ -73 9 0 0 0 6 -D2 -You can see some bubbles in the water. -~ -~ -0 -1 7345 -D3 -You see calm water. -~ -~ -0 -1 7342 -S -#7344 -The South End Of The Pool~ - You standing in water up to your neck! You can only see water. -~ -73 8 0 0 0 5 -D0 -You can see calm water. -~ -~ -0 -1 7342 -D1 -To dark to tell, but you can feel something nearby. -~ -~ -0 -1 7345 -S -#7345 -The Pool~ - You are swimming in DARKNESS. You feel something touching your right leg. -~ -73 9 0 0 0 6 -D0 -To dark to tell. -~ -~ -0 -1 7343 -D1 -You can feel a warm breeze. -~ -~ -0 -1 7313 -D3 -~ -~ -0 -1 7344 -S -$~ diff --git a/lib/world/wld/74.wld b/lib/world/wld/74.wld deleted file mode 100644 index fdb19fd..0000000 --- a/lib/world/wld/74.wld +++ /dev/null @@ -1,793 +0,0 @@ -#7400 -The Graveyard~ - This room is surrounded by seemless walls with no apparent entrance or exit. -It is strangely comfortable, neither too warm nor to cold and lit by a sort of -eerie phosphorescent light that emanates from the walls themselves. The -surface of floor, walls, and ceiling hum vibrantly, resounding with the sounds -of deep earth. -Builder : Jojen -Zone : 74 Graveyard -Began : 5/30/01 -Player Level : 3-5 -Rooms : 33 -Mobs : 18 -Objects : 35 -Shops : 0 -Triggers : 12 -Theme : Newbie Training Zone -Plot : A giant ant hill. -Notes : LOOK CODEX, LOOK ZEDIT -Links : 01 -~ -74 520 0 0 0 0 -E -ZEDIT~ - Zone 74 by Jojen -0 - Remove the stone codex [7400] from room. -1 - then Load the stone codex [7400], Max : 1 -7401 -0 - Load a large, wooden sign [7401], Max : 1 -7403 -0 - Load a gray dove [7400], Max : 1 -7404 -0 - Load a hole in the ground [7402], Max : 1 -1 - then Put a handful of edible roots [7403] in a hole in the ground [7402], Max : 50 -2 - Load the disheveled boy [7401], Max : 1 -3 - Load the scrawny little girl [7402], Max : 1 -4 - then Equip with a bunch of white hyacinths [7404], Held, Max : 25 -7406 -0 - Load a squat groundskeeper [7403], Max : 1 -1 - then Equip with a pair of sturdy leather boots [7405], Worn on feet, Max : 75 -7408 -0 - Load the graverobber [7404], Max : 1 -1 - then Equip with an iron shovel [7406], Wielded, Max : 15 -7409 -0 - Remove a small, marble tombstone [7407] from room. -1 - Load a small, marble tombstone [7407], Max : 20 -7410 -0 - Load the angry young man [7405], Max : 1 -1 - then Equip with a patchwork cloak [7408], Worn about body, Max : 100 -7412 -0 - Load the distressed mother [7406], Max : 1 -1 - then Equip with a pair of fine, black silk gloves [7410], Worn on hands, Max : 25 -2 - then Equip with a long, black silk veil [7411], Worn on head, Max : 70 -7414 -0 - Load a busy groundskeeper [7407], Max : 3 -1 - then Give it a heavy canvas bag [7412], Max : 100 -2 - then Equip with a bright, copper oil lamp [7413], Used as light, Max : 100 -7416 -0 - Load an old woman [7408], Max : 1 -1 - then Equip with a wide ivory bracelet [7414], Worn around left wrist, Max : 100 -7417 -0 - Load the head groundskeeper [7409], Max : 1 -1 - then Equip with a shiny copper key [7415], Worn around right wrist, Max : 1 -2 - then Equip with a worn hide beltpouch [7416], Worn around waist, Max : 45 -3 - then Give it a simple earthenware jug [7409], Max : 100 -7420 -0 - Load a tawny owl [7410], Max : 1 -1 - then Equip with a square stone key [7417], Worn on feet, Max : 1 -7421 -0 - Load a mourner [7417], Max : 4 -1 - then Equip with a black lace handkerchief [7435], Held, Max : 100 -7423 -0 - Load the pickpocket [7412], Max : 1 -1 - then Give it a slender, steel key [7420], Max : 1 -2 - then Equip with a sweeping black cape [7421], First worn around Neck, Max : 25 -3 - then Equip with a sinuous leather whip [7422], Wielded, Max : 50 -7424 -0 - Set door east as closed. -1 - then Set door east as locked. -7425 -0 - Set door east as closed. -1 - then Set door east as locked. -7426 -0 - Set door east as closed. -1 - then Set door east as locked. -2 - Load the ancient groundskeeper [7411], Max : 1 -3 - then Equip with a long ashwood staff [7418], Wielded, Max : 50 -4 - then Equip with a small platinum circlet [7419], Worn on right finger, Max : 100 -7427 -0 - Set door west as closed. -1 - then Set door west as locked. -2 - Load the alchemist's shade [7414], Max : 1 -3 - then Give it a fizzing green potion [7427], Max : 25 -4 - then Equip with a glowing length of chain [7426], First worn around Neck, Max : 100 -5 - then Give it a stone vial [7428], Max : 25 -7428 -0 - Set door west as closed. -1 - then Set door west as locked. -2 - then Load Lord Mycea's skeleton [7415], Max : 1 -3 - then Equip with a fine bluesteel breastplate [7429], Worn on body, Max : 100 -4 - then Equip with Lord Mycea's bluesteel warhammer [7430], Wielded, Max : 1 -7429 -0 - Set door west as closed. -1 - then Set door west as locked. -2 - then Load Fennywen's ghost [7416], Max : 1 -3 - then Equip with an ancient band of copper [7431], Worn around left wrist, Max : 100 -4 - then Equip with a tiny, horned half-helm [7432], Worn on head, Max : 100 -5 - Load six massive locked chests [7433], Max : 1 -7431 -0 - Load the badly burned zombie [7413], Max : 1 -1 - then Equip with a pair of blackened chain sleeves [7424], Worn on arms, Max : 100 -2 - then Equip with a pair of blackened chain leggings [7425], Worn on legs, Max : 100 -3 - then Equip with a charred suit of mail [7423], Worn on body, Max : 100 -~ -S -#7401 -The Mourners Path~ - This path is meticulously maintained and decorated tastefully with thick -clusters of drooping white hyacinths. Soft white cobbles have been trod into -the ground to create this functional and beautiful pathway. This appears to be -the beginning or end of the path. -~ -74 4 0 0 0 2 -D3 -~ -~ -0 0 7402 -E -clusters cluster white hyacinths hyacinth~ - Beautiful and fully in bloom, these flowers are said to sweeten the path to -the other realm. They are grouped in bunches of six or seven large blossoms -and spaced about a foot or so apart along the path. -~ -S -#7402 -The Mourners Path~ - This path is meticulously maintained and decorated tastefully with thick -clusters of drooping white hyacinths. Soft white cobbles have been trod into -the ground to create this functional and beautiful pathway. The path ends to -the east at the entrance to the cemetery. The noises of the city have faded -away. -~ -74 0 0 0 0 2 -D1 -~ -~ -0 0 7401 -D3 -~ -~ -0 0 7403 -S -#7403 -A Bend in the Path~ - The white cobbled path bends gracefully here, leading either north or east. -A large willow tree grows just off the path, dripping slender limbs and soft -white blossoms on to the grass. Yet another large bed of hyacinths grows -around the base of the willow, lending its scent to the sweetness of the willow -blossoms. The very air is charged with energy and serenity. -~ -74 0 0 0 0 0 -D0 -~ -~ -0 0 7404 -D1 -~ -~ -0 0 7402 -E -large willow tree~ - In mature years, this great willow rises up from the earth with a majestic -grace. Despite current weather conditions or season, this tree always appears -as if in the height of spring, alight with blossoms. It is said that the tree -was planted atop the grave of a great and powerful druid and stands here as -sentinel to her memory. -~ -S -T 7400 -#7404 -The Mourners Path~ - This path is as pointedly cared for as any other in the city, and includes -clusters of drooping white hyacinths. Soft white cobbles have been trod into -the ground to create this functional and beautiful pathway. A large clump of -flowers has been uprooted violently, leaving a shallow hole in the dirt near -the path. A few dismembered hyacinth petals litter the ground near the hole. -A hole has been dug in the ground here. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7405 -D2 -~ -~ -0 0 7403 -E -shallow hole~ - Nearly a handspan deep, this hole was once home to a cluster of hyacinths. -Now, it is half-full of severed roots and worms. Surely the groundskeepers -will be very upset. -~ -S -#7405 -The Mourners Path~ - This path is meticulously maintained and decorated tastefully with thick -clusters of drooping white hyacinths. Soft white cobbles have been trod into -the ground to create this functional and beautiful pathway. The path ends at a -large iron-worked gate to the north. -~ -74 0 0 0 0 0 -D0 -~ -~ -0 0 7406 -D2 -~ -~ -0 0 7404 -S -#7406 -At the Gates of the Cemetary~ - A tall set of iron-worked gates stand here, open to the populace. -Intricate in design and strong of structure, this gate looks adequate enough at -keeping people out when closed and locked. The round, cobbled path ends here, -leaving visitors to tread on the lawn while visiting the cemetary. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7407 -D2 -~ -~ -0 0 7405 -E -tall gate gates iron iron-worked worked~ - This magnificent gate was built by an artificer on great talent years ago. -The iron bars are worked carefully to depict tall black mourners in procession -and the lock mechanism is cleverly disguised as a clump of iron flowers. -~ -S -#7407 -Within the Graveyard~ - The graveyard is well-maintained and clean of litter with an immaculate -expanse of grass punctuated by tombstones and intricate marble sculptures. -The graveyard seems to be separated into lanes where mourners and -groundskeepers can easily access all the plots without disturbing the graves -themselves. Far to the east, you can just make out the roof of a large, marble -mausoleum. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7408 -D2 -~ -~ -0 0 7406 -S -#7408 -Citizens Plots~ - These plots are the final resting places to working men and women buried -alone. The tombstones are mostly standard marble or granite squares with no -more than a name carved into it. These look to be rather new in comparison to -some of the larger and more elaborate grave markers to the north. One grave -lies open and waiting to be filled, its tombstone unmarked as of yet. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7409 -D2 -~ -~ -0 0 7407 -E -grave~ - Little more than a deep squared hole in the ground, rich black soil is -exposed to the elements while waiting to house the body of the recently -departed. -~ -S -#7409 -Citizens Plots~ - These plots are the final resting places to working men and women buried -alone. The tombstones are mostly standard marble or granite squares with no -more than a name carved into it. The gravemarkers here are a bit more -weathered than those to the south. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7410 -D2 -~ -~ -0 0 7408 -E -grave~ - Little more than a deep squared hole in the ground, rich black soil is -exposed to the elements while waiting to house the body of the recently -departed. -~ -S -#7410 -Citizens Plots~ - These plots are the final resting places to working men and women buried -alone. The tombstones are mostly standard marble or granite squares with no -more than a name carved into it. The gravemarkers here are a bit more -elaborate and older by generations. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7411 -D2 -~ -~ -0 0 7409 -E -grave~ - Little more than a deep squared hole in the ground, rich black soil is -exposed to the elements while waiting to house the body of the recently -departed. -~ -S -#7411 -Children's Plots~ - Small gravesites speckle this end of the graveyard. Tiny statues and grave -markers draw the eye to the dainty-sized graves where children who have passed -are laid to rest. Enormous bouquets of flowers decorate each melancholy grave, -a tribute to the tiny lives snuffed out before their time. -~ -74 0 0 0 0 2 -D1 -~ -~ -0 0 7412 -D2 -~ -~ -0 0 7410 -E -bouquet bouquets flower flowers~ - Beautiful clusters of wildflowers are arranged here daily by the staff of -the cemetary. The sweet scent of so many flowers is strong, but pleasant. -~ -E -statue statues marker gravemarker markers gravemarkers~ - Most of the gravemarkers here are carved statues of children and marble -renditions of mournful mothers. Each gravesite is smaller than an adult grave -by nearly half. -~ -S -#7412 -Children's Plots~ - Small gravesites speckle this end of the graveyard. Tiny statues and grave -markers draw the eye to the dainty-sized graves where children who have passed -are laid to rest. Enormous bouquets of flowers decorate each melancholy grave, -a tribute to the tiny lives snuffed out before their time. -~ -74 0 0 0 0 2 -D1 -~ -~ -0 0 7421 -D2 -~ -~ -0 0 7413 -D3 -~ -~ -0 0 7411 -S -#7413 -Family Plots~ - These plots are grouped together in family areas. Each plot houses at least -two or three grave markers, but some support as many as a dozen. In general, -the tombstones here are less expensive, granite blocks with very few elaborate -statues or sculptures. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7412 -D2 -~ -~ -0 0 7414 -S -#7414 -Family Plots~ - These plots are grouped together in family areas. Each plot houses at least -two or three grave markers, but some support as many as a dozen. In general, -the tombstones here are less expensive, granite blocks with very few elaborate -statues or sculptures. -~ -74 0 0 0 0 4 -D0 -~ -~ -0 0 7413 -D2 -~ -~ -0 0 7415 -S -#7415 -Family Plots~ - These plots are grouped together in family areas. Each plot houses at least -two or three grave markers, but some support as many as a dozen. In general, -the tombstones here are less expensive, granite blocks with very few elaborate -statues or sculptures. -~ -74 0 0 0 0 4 -D0 -~ -~ -0 0 7414 -D2 -~ -~ -0 0 7416 -S -#7416 -Empty Plots~ - This area of the graveyard has been roped off as space for new plots. The -grass is, as of yet, a blanket of untouched greenery. Here and there a stake -has been driven in the ground to mark future sites. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7415 -D1 -~ -~ -0 0 7417 -S -#7417 -Empty Plots~ - This area of the graveyard has been roped off as space for new plots. The -grass is, as of yet, a blanket of untouched greenery. Here and there a stake -has been driven in the ground to mark future sites. -~ -74 0 0 0 0 0 -D0 -~ -~ -0 0 7418 -D1 -~ -~ -0 0 7426 -D3 -~ -~ -0 0 7416 -S -#7418 -Wealthy Plots~ - The plots here are predominantly fine marble and imported stone. Likewise, -no simple headstones adorn the gravesites here. Instead, huge statues portray -the deceased in classic art. Here and there a monument stands among the -majestic statues. If possible, it appears as if the grass is even more -meticulously maintained here. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7419 -D2 -~ -~ -0 0 7417 -S -#7419 -Wealthy Plots~ - The plots here are predominantly fine marble and imported stone. Likewise, -no simple headstones adorn the gravesites here. Instead, huge statues portray -the deceased in classic art. Here and there a monument stands among the -majestic statues. If possible, it appears as if the grass is even more -meticulously maintained here. -~ -74 0 0 0 0 0 -D0 -~ -~ -0 0 7420 -D2 -~ -~ -0 0 7418 -S -#7420 -Wealthy Plots~ - The plots here are predominantly fine marble and imported stone. Likewise, -no simple headstones adorn the gravesites here. Instead, huge statues portray -the deceased in classic art. Here and there a monument stands among the -majestic statues. If possible, it appears as if the grass is even more -meticulously maintained here. A tall elm tree shadows this corner of the -cemetery.. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7421 -D2 -~ -~ -0 0 7419 -E -tall elm tree~ - This tree grows purposely in the center of a shady patch of gravesites. A -wide circle of hyacinths grows around the tree, lending their sweet scent to -the beauty of the landscape. -~ -S -#7421 -Children's Plots~ - Small gravesites speckle this end of the graveyard. Tiny statues and grave -markers draw the eye to the dainty-sized graves where children who have passed -are laid to rest. Enormous bouquets of flowers decorate each melancholy grave, -a tribute to the tiny lives snuffed out before their time. -~ -74 0 0 0 0 0 -D2 -~ -~ -0 0 7420 -D3 -~ -~ -0 0 7412 -S -#7422 -The Northern Reaches of the Graveyard~ - Less visited and often not remembered gravesites speckle the grass here. -These are the graves of folk long forgotten or never known. The grass, still -maintained daily, is free of footprints and the gravesites are clear of -flowers. It is eerily quiet here. To the east you see a large circle of -burned grass. -~ -74 0 0 0 0 2 -D1 -~ -~ -0 0 7431 -D2 -~ -~ -0 0 7423 -S -#7423 -A Clearing in the Graveyard~ - A wide space is cleared here for funerals and services. During a burial -service tables and chairs would be set up here, along with a podium for the -head cleric. A low white chain circles the area, marking it off from the rest -of the graveyard. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7422 -D1 -~ -~ -0 0 7430 -D2 -~ -~ -0 0 7424 -S -#7424 -The Heroes' Rest~ - A line of crypts runs parallel to the mausoleum wall to the east. Each of -the crypts houses the remains of a great hero and is rumored to be packed to -the moldings with treasure and artifacts. Along with the usual fine lawn care, -the cemetery staff has included strong steel doors with heavy iron locks to -keep graverobbers from disturbing these great heroes. Each crypt is a work of -art in marble or stone unrivaled by any other architecture in the graveyard. -A copper-walled crypt, highly polished and gleaming, is to the east. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7423 -D1 - A sturdy steel door blocks the way into and out of this crypt. -~ -door of sturdy steel~ -2 7415 7429 -D2 -~ -~ -0 0 7425 -E -copper copper-walled crypt~ - This crypt is made of tall sheets of highly polished copper. An artistic -piece, it seems functional as well with sturdy copper bindings and copper -rivets to hold the whole thing together. Only the strong steel door breaks the -continuous field of shining copper. -~ -E -strong steel door~ - Sturdy and unbreachable, this door is a massive slab of steel with a small -copper lock near the lower half of the door. -~ -S -#7425 -The Heroes' Rest~ - A line of crypts runs parallel to the mausoleum wall to the east. Each of -the crypts houses the remains of a great hero and is rumored to be packed to -the moldings with treasure and artifacts. Along with the usual fine lawn care, -the cemetery staff has included strong steel doors with heavy iron locks to -keep graverobbers from disturbing these great heroes. Each crypt is a work of -art in marble or stone unrivaled by any other architecture in the graveyard. -A round crypt with flag-bearing pinnacles is to the east. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7424 -D1 - This door is solid and secure. It was placed here to keep intruders out and -appears to do a very good job of it. -~ -door of heavy steel~ -2 7420 7428 -D2 -~ -~ -0 0 7426 -E -round crypt pinnacles flag~ - Built much like a short tower, this crypt bears massive waving flags atop -it's tall pinnacles. It is formed of solid stone and the only entrance is a -massive steel door with a narrow steel lock. Above the entrance is a crest -depicting a crown and a dragon. -~ -E -steel door~ - Heavy steel and reinforced with iron bindings, this door does not look -breachable. Even the narrow steel lock appears pickproof. -~ -S -#7426 -The Heroes' Rest~ - A line of crypts runs parallel to the mausoleum wall to the east. Each of -the crypts houses the remains of a great hero and is rumored to be packed to -the moldings with treasure and artifacts. Along with the usual fine lawn care, -the cemetery staff has included strong steel doors with heavy iron locks to -keep graverobbers from disturbing these great heroes. Each crypt is a work of -art in marble or stone unrivaled by any other architecture in the graveyard. -A low crypt crowned with gargoyles sits to the east. -~ -74 0 0 0 0 2 -D0 -~ -~ -0 0 7425 -D1 - Formed of massive slabs of steel, this door is locked with a great iron -lock. The head of a monstrous stone gargoyle is placed just atop the lock. -~ -door of heavy steel~ -2 7417 7427 -D3 -~ -~ -0 0 7417 -E -door strong steel heavy iron lock~ - This door is thick and made of solid steel. Iron rivets and great steel -bands reinforce the door and a heavy stone lock is situated directly in the -center of the door. -~ -E -low crypt gargoyles~ - The crypt is a squat building crowned with massive stone gargoyles. Two -windows have been placed on the front of the crypt, but were since covered with -thick iron bars. A large stone plaque above the door depicts two vials crossed -on a field of black. -~ -S -#7427 -The Alchemist's Crypt~ - A monstrous gargoyle dominates the small innerchamber of the crypt, dwarfing -the array of tubes and vials stacked along the walls. The odor of decomposed -organics fills the tiny room like a palpable fog, soaking into clothing, hair, -and skin. Nothing could enter here without smelling of the place for some time -to come. -~ -74 41 0 0 0 0 -D3 - The heavy steel door is just as menacing from the inside. Almost as if it -was made to keep something IN instead of OUT! -~ -door of heavy steel~ -2 7417 7426 -S -#7428 -The Lord's Crypt~ - Decorated heavily with gaudy tapestries and cloth-of-gold curtains, this -crypt seems as much a bordeaux as the resting place for one of the realm's -finest heroes. Lord Mycea was a courageous swordsman who supposedly slew more -than a hundred dragons in his time. The massive gilded dragon statue near the -casket itself might lend some credibility to that story. -~ -74 1 0 0 0 0 -D3 - As menacing from this side as the outside, this door seems insurmountable. - -~ -door of heavy steel~ -2 7420 7425 -S -#7429 -The Halfling Cleric's Crypt~ - Legend tells of a powerful and peaceful halfling cleric that saved the realm -from a rampaging wolfwere, only to succumb to the lycanthropy herself. When -she transformed amid her victory feast, the townsfolk quickly smashed her skull -and boxed her body into six separate chests. Still, no expense was spared on -her tomb. Gems and gold line the walls and columns here. -~ -74 1 0 0 0 0 -D3 - Quite a door, really. -~ -door of sturdy steel~ -2 7415 7424 -S -#7430 -At the Mausoleum Doors~ - Great marble doors lead into the mausoleum here. Flanking the tremendous -doors are two matched statues of the snake-headed god of death in the primitive -cultures. The doors are left unlocked so that families may view the deceased -before the ceremonies that put them in the ground permanently. -~ -74 0 0 0 0 2 -D1 -~ -~ -0 0 7432 -D3 -~ -~ -0 0 7423 -S -#7431 -The Pyre~ - Not every culture considers burial proper treatment of a loved one's -remains. Here is where bodies are stacked on a pyre of pine or cedar and -burned to ash. Supposedly, burning the body allows easy transition for the -spirit, releasing it from the body. The grass here is burned to black ash, but -the area immediately surrounding it is carpetted with lush greenery and clumps -of sweet-smelling flowers. -~ -74 0 0 0 0 2 -D3 -~ -~ -0 0 7422 -S -#7432 -Within the Mausoleum~ - It is strangely comfortable, neither too warm nor to cold and lit by a sort -of eerie phosphorescent light that emanates from the walls themselves. The -surface of floor, walls, and ceiling hum vibrantly, resounding with the sounds -of deep earth. -~ -74 0 0 0 0 0 -D3 -~ -~ -0 0 7430 -S -$~ diff --git a/lib/world/wld/75.wld b/lib/world/wld/75.wld deleted file mode 100644 index 5162021..0000000 --- a/lib/world/wld/75.wld +++ /dev/null @@ -1,2297 +0,0 @@ -#7500 -The Forests Edge~ - The forest appears calm and peaceful as the leaves and branches sway softly -in the wind. The trees almost appear to dance to the songs of the birds -singing in them. North the forest is darker and the trees much larger. To the -south the forest comes to an end and expands into a large open field. A trail -leads east and south. -~ -75 32768 0 0 0 3 -D1 -Deep in the Forest. -~ -~ -0 0 7591 -D2 -An Open Field. -~ -~ -0 0 7501 -E -credits info~ - Builder : Shimmer -Zone : 75 Zamba -Began : -Player Level : 14-18 -Rooms : 100 -Mobs : 36 -Objects : 53 -Shops : 5 -Triggers : 12 -Plot : The town once thrived on tourism and had many profitable items. - But a group of evil mages or clerics started going too far and rumors of - evil things like sacrifices cause people to stop coming. Many shopkeepers - left when business died. The ones that stayed learned to do without and - went back to a more natural lifestyle, even in the fortress there were - changes that could not be helped such as a more native attire or wearing - things still around from the past, but where the fortress could continue as - they did in the past they do. Most of the people now don't even remember - other towns and live a normal peaceful life. The change was generations - ago. The order that was following the evil worship are still hidden but - seem to be more acepted and beginning to blend into the normal lifestyle of - many of the villagers. -Links : 80n, 85s, 98nse -Notes : The first room , becuase of needing more forest area, is 7598 it - only leads west. It needs to connect to something to the east to fit on the - map. A lot of my area is outside, but the town is considered secluded so - other junctions need to not be too close to the town. The town ends at the - coast line and if someone makes an underwater ocean area it would fit in - perfect to my coast. The numbers of my coast are 74-85, but in order it - goes from the north to south 80 79 78 77 76 75 74 81 82 83 84 85. -~ -S -#7501 -An Open Field~ - To the north a forest sets over the horizon. To the east, west, and south -tall green grass and wild flowers grow freely only stopping short at a trail -that runs north and south. -~ -75 32768 0 0 0 2 -D0 -The Forest Edge. -~ -~ -0 0 7500 -D2 -An Open Field. -~ -~ -0 0 7502 -E -grass flower field~ - A gentle breeze sweeps across the fields. The smell of wild flowers -sweetens the air around you. -~ -S -#7502 -An Open Field~ - To the east and west a gentle breeze causes the tall grass to ripple the way -a calm pool does when disturbed. The trail disappears under patches of grass, -it doesn't appear to have been traveled recently. The trail here runs north -and south, large enough for a small wagon. -~ -75 32768 0 0 0 2 -D0 -An Open Field. -~ -~ -0 0 7501 -D2 -An Open Field. -~ -~ -0 0 7503 -E -grass flower field ~ - A gentle breeze sweeps across the fields. The smell of wild flowers -sweetens the air around you. -~ -S -#7503 -An Open Field~ - To the east and west tall green grass and wild flowers grow freely by the -side of the trail. Various areas of the trail are covered with small plants -and weeds. The trail here runs north and south, just wide enough for a small -wagon or a horse and rider. -~ -75 32768 0 0 0 2 -D0 -An Open Field. -~ -~ -0 0 7502 -D2 -An Open Field. -~ -~ -0 0 7504 -E -grass flower field~ - A gentle breeze sweeps across the fields. The smell of wild flowers -sweetens the air around you. -~ -S -#7504 -An Open Field~ - The flowers and plants growing here are less familar, but quite beautiful. -In the northern distance the plants growing are more familar. Something beside -the road looks out of place. To the south the trail begins to get thinner. -~ -75 32768 0 0 0 2 -D0 -An Open Field. -~ -~ -0 0 7503 -D2 -A Narrow Path. -~ -~ -0 0 7506 -D5 -A Trap Door. -~ -trap door leaves~ -1 0 7505 -E -road trail leaves leaf trap ~ - You see several large leaves gathered together, they seem to be a door or -hatch. -~ -S -#7505 -A Trap~ - This is a large pit thats been dug at the edge of the road. The walls have -been smoothed and are muddy. There is nothing for you to grasp in order to get -out. This pit has been dug out to catch something, something very big. -~ -75 1 0 0 0 0 -D4 -A Trap Door. -~ -trap door leaves~ -1 0 7504 -E -walls pit mud ~ - Straining your eyes to see clearly for a brief second two red orbs of some -sort shined. Were those eyes? -~ -S -#7506 -A Narrow Path~ - The trail now has become nothing more than a narrow path. Peculiar plants -and flowers grow everywhere some reaching heights that are as large as trees. -Perhaps they are trees. Unusual sounds can be heard in the distance. The path -runs north and south. -~ -75 32768 0 0 0 3 -D0 -An Open Field. -~ -~ -0 0 7504 -D2 -A Narrow Path. -~ -~ -0 0 7507 -S -#7507 -A Narrow Path~ - The narrow path is disappearing under the large amount of plants and -flowers. Song birds can be heard in the distance but the songs are not ones -you have heard before. The path twists and leads to the north and west. -~ -75 32768 0 0 0 3 -D0 -A Narrow Path. -~ -~ -0 0 7506 -D3 -Trail to Zamba. -~ -~ -0 0 7508 -S -#7508 -The Trail to Zamba~ - The plants here have been cut back and a trail made of large flat stones has -been built here. The stones of the path are old and broken. The strange -noises seem to be getting louder. The air grows thick from the sweet smell of -the flowers. The old, stone path leads east and west. -~ -75 32768 0 0 0 3 -D1 -A Narrow Path. -~ -~ -0 0 7507 -D3 -The Trail to Zamba. -~ -~ -0 0 7509 -E -tree flower noise~ - Glancing around you find the sourse of the noise, at least some of it. -From what you can tell a very large bird of many colors, mostly red, is perched -and screeching from high up in the trees. -~ -S -#7509 -The Trail to Zamba~ - Many noises are heard from every direction. The birds with their wide range -of singing, screeching, and calling are becoming familiar. But there is still a -bizarre chatter, where it comes from is still unknown. The stone path runs -east and west. -~ -75 32768 0 0 0 3 -D1 -The Trail to Zamba. -~ -~ -0 0 7508 -D3 -The Gates of Zamba. -~ -~ -0 0 7510 -S -#7510 -The Gates of Zamba~ - To the west the stone path leads to a massive wooden gate. The gate looks -to have been made of living trees grown standing side by side with thick trunks -and branches that weave back and forth from one trunk to the next. In the -center of the massive gate the trail leads to a small opening. The air is cool -and gentle, the strong floral smell begins to weaken. Several noises escape -the gate, sounds of civilization. A small path leads east and west. -~ -75 32772 0 0 0 3 -D1 -The Trail to Zamba. -~ -~ -0 0 7509 -D3 -Inside the Gates of Zamba. -~ -~ -0 0 7511 -E -gate tree ~ - The gate of trees stands over 50 feet tall. Look at each tree you notice -each one looks the same size and condition of the other ones. The trunk of -each tree is extremely hard and looks more like rock than wood. -~ -S -#7511 -Inside the Gates of Zamba~ - The sounds of crashing water can be heard off in the distance. The people -here look at you curiously for a moment before returning to their duties. To -the east stands the gates of Zamba. The stone path leads east and west with -many straw huts scattered about. -~ -75 32768 0 0 0 1 -D0 -A Straw Hut. -~ -~ -0 0 7512 -D1 -The Gates of Zamba. -~ -~ -0 0 7510 -D2 -A Straw Hut. -~ -~ -0 0 7513 -D3 -A Small Street. -~ -~ -0 0 7518 -S -#7512 -A Straw Hut~ - Sand covers the ground inside this small hut. Lining the far wall straw -mats are neatly stacked together. In the center of this one room home a circle -of stones, blackened by smoke, lie cold. -~ -75 32776 0 0 0 0 -D2 -A Small Street. -~ -~ -0 0 7511 -S -#7513 -A Straw Hut~ - This one room hut seems to have been built around a small group of trees -used for support. A well crafted net stretches from one tree to a second. -The net is held open by two long even branches woven at the ends of the net -before being tied to the trees. A blanket is folded and is setting in the -middle of the net. In the center of the room a small cluster of stones, -blackened by smoke, surrounds a small fire. -~ -75 32776 0 0 0 0 -D0 -A Small Street. -~ -~ -0 0 7511 -E -shelf tall wall ~ - A tall shelf sets against the wall. One row seems to be clothing, another -seems to be dishes while the next has clay figures and little things shaped out -of what appears to be bone. -~ -S -#7514 -A Straw Hut~ - This small room has one window that has been covered with a large piece of -cloth on the east wall. A smell of rotten fish lingers everywhere. A straw -mat with several dirty blankets sets to the north. -~ -75 32776 0 0 0 0 -D2 -A Small Street. -~ -~ -0 0 7518 -E -floor room~ - Scattered about the room as if just thrown anywhere when finished is several -different types of half devoured foods. -~ -S -#7515 -A Straw Hut~ - This straw hut is quite large. The floor has been covered with straw. To -the south a large window sets open with a gentle breeze blowing in. Outside -the window you can see several pieces of cloth hanging on a line swaying gently -in the wind drying. -~ -75 32776 0 0 0 0 -D0 -A Small Street. -~ -~ -0 0 7518 -S -#7516 -A Straw Hut~ - The floor is covered in sand and the walls look like they have been caked -with mud and let dry. Other than a few footprints in the sand the room is -completely empty. -~ -75 32776 0 0 0 0 -D0 -A Small Street. -~ -~ -0 0 7519 -E -wall~ - The walls are a rich clay being used to make the straw hut more durable. -It appears to be under repairs or has been rebuilt. -~ -S -#7517 -A Straw Hut~ - This one room hut is large with an opening to the west for a window. -Lining the far wall is a stack of straw mats neatly put together. In the -center of the room is a circle of black stones surrounding small twigs and -sticks, but no fire. -~ -75 32776 0 0 0 0 -D2 -A Small Street. -~ -~ -0 0 7521 -E -shelf tall wall ~ - A tall shelf sets against the wall. One row seems to be clothing, another -seems to be dishes while the next has clay figures and little things shaped out -of what appears to be bone. -~ -S -#7518 -A Walkway in Zamba~ - The people of this small village seem to be peaceful but only slightly -civilized from their half naked appearance. The stone walkway begins to be -buried under white sand. Straw huts continue in all directions. Although you -still hear the sound of rushing water you also hear the faint sounds of music -further west. -~ -75 32768 0 0 0 1 -D0 -A Straw Hut. -~ -~ -0 0 7514 -D1 -A Small Street. -~ -~ -0 0 7511 -D2 - A Straw Hut. -~ -~ -0 0 7515 -D3 -A Small Street. -~ -~ -0 0 7519 -S -#7519 -A Walkway in Zamba~ - At this part of the street it is difficult to tell if the stone path is -buried under the white sand or if it ended because the sand here is so thick. -Straw huts stand to the north and south the huts walls look covered in mud. -To the east and west is a sandy path. -~ -75 32768 0 0 0 0 -D0 -A Straw Hut. -~ -~ -0 0 7520 -D1 -A Small Street. -~ -~ -0 0 7518 -D2 -A Straw Hut. -~ -~ -0 0 7516 -D3 -A Small Street. -~ -~ -0 0 7521 -E -boy group play~ - The small boys are looking around trying to find something to practice their -skills with the bow on. -~ -S -#7520 -A Straw Hut~ - The small hut appears to be empty of anything but trash, but further -observation shows a straw mat in the corner of the room. Broken pieces of -pottery are scattered about the floor. -~ -75 32780 0 0 0 0 -D2 -A Small Street. -~ -~ -0 0 7519 -D5 -A Secret Passage. -~ -mat door~ -1 0 7532 -E -mat floor broken pottery ~ - Looking closer to the floor and the broken pieces of pottery you notice what -appears to be dried blood caked all over. The straw mat looks to be covering something. -~ -S -#7521 -A Walkway in Zamba~ - The white sand seems to lead in every direction. Straw huts are scattered -about but to the south instead of a straw hut there is a large building made of -wood, perhaps not as grand as you are familar with but a much more attractive -building compared to the small huts. To the west appears to be the formation -of mountains. -~ -75 32768 0 0 0 1 -D0 -A Straw Hut. -~ -~ -0 0 7517 -D1 -A Small Street. -~ -~ -0 0 7519 -D2 -The Tiki Lounge. -~ -~ -0 0 7522 -D3 -A Small Street. -~ -~ -0 0 7523 -E -sound music noise~ - To the south you hear music coming from inside the Tiki Lounge. Although -you have never heard this type of music before it is very pleasent and -uplifting. -~ -S -#7522 -The Tiki Lounge~ - As your eyes adjust to the dim torch lights, you see this is a large building -made of wood. Torches line all the walls but only give off a dim light. To -the south wall stands a large, well stocked bar. Loud music comes from the -eastern part of the room. -~ -75 32780 0 0 0 0 -D0 -A Small Street. -~ -~ -0 0 7521 -E -band wall noise music~ - Glancing to the east you see several natives playing odd looking -instruments, the only instrument that looks slightly familar is what appears to -be a drum. Young native women are dancing to the music. To the west older -people sit enjoying drinks. -~ -S -#7523 -A Walkway in Zamba~ - To the southwest what had looked to be a moutain in the distance can now be -seen more clearly. It seems like someone carved a fortress right out of the -mountain or had built a fortress on the surface to appear as a mountain. The -huge stone building rises high into the sky, a long set of steps lead upward. -To the north and south the sand continues. -~ -75 32768 0 0 0 1 -D0 -A Sandy Clearing. -~ -~ -0 0 7525 -D1 -A Small Street. -~ -~ -0 0 7521 -D2 -A Sandy Clearing. -~ -~ -0 0 7524 -D4 -Stone Steps. -~ -~ -0 0 7540 -S -#7524 -Southern Clearing~ - The ground here is firm but still sandy. A large circle of stones entraps a -roaring fire, set on the fire is a gigantic black pot. To the east of the fire -a primitive machine used to weave cloth has been positioned under a shaded -tree. The sounds of crashing water is loud. The air smells salty with a -slight aroma of cooked fish. The sandy track leads north, south and west. -~ -75 32768 0 0 0 4 -D0 -A Small Street. -~ -~ -0 0 7523 -D2 -Foliage. -~ -~ -0 0 7531 -D3 -A Sandy Beach. -~ -~ -0 0 7580 -E -tree machine~ - It seems that the women come together in this area working together to -accommodate most of the needs of the village. -~ -S -#7525 -Northern Clearing~ - The sounds of rushing water comes from the west. The white sand is slightly -littered with broken shells. A thick string runs between two trees to the -north, on the string hang several fish of various shapes and sizes. To the -west, east and south stands an open sandy path. North a small path leads into -a group of large trees with huge wide leaves centered to the tops of the trees. -~ -75 32768 0 0 0 4 -D0 -A Cluster of Fruit Trees. -~ -~ -0 0 7526 -D2 -A Small Street. -~ -~ -0 0 7523 -D3 -A Sandy Beach. -~ -~ -0 0 7574 -S -#7526 -Monkey Madness~ - Tall thin fruit trees are bunched together tightly. As you stare up into -the trees you notice the chattering is now gone and everything is totally -silent. The silence is strange. There are no beautiful birds here. Suddenly -the silence is replaced by loud frantic chattering from all around you high in -the trees. A large sandy path leads south. To the east a narrow path full of -thick vines leads deeper into the trees. -~ -75 32768 0 0 0 3 -D1 -Jungle Passage. -~ -~ -0 0 7527 -D2 -A Sandy Clearing. -~ -~ -0 0 7525 -E -monkey creature~ - Watching the creatures on the ground you see some are still hidding and -appear to be working their way behind you. -~ -S -#7527 -The Jungle~ - A low chatter can be heard off in the distance. Large trees grow tall, -stretching toward the sky in a oddly tilted fashion. Other types of trees grow -here that have sharp pointy bark. Thick vines twist and turn clinging to -everything. A small path leads off to the east and west. -~ -75 32768 0 0 0 3 -D1 -Jungle Passage. -~ -~ -0 0 7528 -D3 -Jungle Passage. -~ -~ -0 0 7526 -E -jungle tree~ - This area is rich with wild flowers and oddly shaped trees. Almost all the -trees here seem to grow fruit. -~ -S -#7528 -The Jungle~ - Trees and vines mesh together in a wild struggle against each other for -growing space. Bright, colorful butterflies flutter high in the trees. A -small path leads off to the east and west. -~ -75 32768 0 0 0 3 -D1 -Jungle Passage. -~ -~ -0 0 7529 -D3 -Jungle Passage. -~ -~ -0 0 7527 -E -tree vine jungle~ - Although many trees grow here the amount of vines well exceeds the tree -population. -~ -S -#7529 -The Jungle~ - There is almost no ground without some sort of plant growing out of it. A -slight wind catches the small leaves of the vines making them appear to grow as -they sway in the wind. A small path leads west. Further to the east there -seems to be a clearing. -~ -75 32768 0 0 0 3 -D1 -A Clearing in the Jungle. -~ -~ -0 0 7530 -D3 -Jungle Passage. -~ -~ -0 0 7528 -E -tree vine jungle~ - The vines here are smothering out the life of the surrounding trees. It -seems that nothing but vines will inhabit this area before to much longer. -~ -S -#7530 -The Black Alter~ - The jungle here is pushed back in a perfect circle, in the middle is a large -black stone cut into a perfect rectangle. Behind the stone stands a gruesome -stone statue. It appears to be cut from the same stone but is much larger, as -you stare up at it you notice it has large green gems for eyes, its mouth open -as if ready to bite. In one of its clawed hands it holds a twisted dagger. -The dagger is of fine steel and appears to have been placed in the claw after -the statue was made. -~ -75 32768 0 0 0 3 -D3 -Jungle Passage. -~ -~ -0 0 7529 -E -stone altar dagger statue rectangle blood~ - Studying the area around the stones you notice lying at each corner of the -stone block are large iron rings with leather straps. The stone block and the -mouth of the statue is covered with dry blood. The daggers twisted blade also -is bloody, except it is not dry blood, the blood is fresh and slowly drips from -the blade. -~ -S -#7531 -The Silhouette~ - Green plants of all shapes and sizes are growing here cramped together -struggling for space. The canopy of the trees almost totally block out the -sky, only small patches of light are able to sneak in. The air here is moist -and thick. A small group of butterflies busily flutter about in a cluster of -flowers. A large yellow flower silhouettes one of the patches of light, for -some reason it stands alone as if the other plants fear to grow beside it. -~ -75 32768 0 0 0 3 -D0 -A Sandy Clearing. -~ -~ -0 0 7524 -S -#7532 -The Taboo Way~ - This tunnel is very cramped and just tall enough to stand in. The earthy -walls are cold and clammy. An eerie wind whispers to you from further below. -The tunnel slopes downward. -~ -75 9 0 0 0 0 -D4 -A bright light. -~ -mat door up~ -1 0 7520 -D5 -To dark to tell. -~ -~ -0 0 7533 -E -wall dirt earth~ - As you look closer to the tunnel you can see worms wiggling in the moist -dirt. -~ -S -#7533 -The Taboo Way~ - This part of the tunnel is barely tall enough to stand in. The earthy walls -are moist and cold. A foul smell seeps in from further below. The tunnel -leads up and down. -~ -75 9 0 0 0 0 -D4 -To dark to tell. -~ -~ -0 0 7532 -D5 -To dark to tell. -~ -~ -0 0 7534 -E -wall dirt earth~ - As you look closer to the tunnel you can see worms wiggling in the moist -dirt. -~ -S -#7534 -The Taboo Way~ - Large wooden beams have been set in place to keep the tunnel from -collapsing. The walls of the tunnel are wider from mud dripping off the walls. -The floor is covered in slimy mud. The tunnel leads up and down. -~ -75 9 0 0 0 0 -D4 -To dark to tell. -~ -~ -0 0 7533 -D5 -To dark to tell. -~ -~ -0 0 7535 -E -dirt earth mud floor ground ~ - Looking closer you see the muddy floor is covered in worms. Scattered -throughout the mud and worms are hordes of small rat skeletons, clean -completely to the bone. -~ -S -#7535 -The Taboo Way~ - This tunnel is large but just tall enough to stand in. The earthy walls are -moist, cold, and stink of death. An eerie wind whispers to you from further -below. Is the wind getting louder? Is the smell worse? Are the walls getting -closer together? Perhaps, it might be a good idea to turn back and breathe -fresh air again. -~ -75 9 0 0 0 0 -D4 -To dark to tell. -~ -~ -0 0 7534 -D5 -To dark to tell. -~ -~ -0 0 7536 -E -wall dirt earth~ - The moist dirt is crawling with worms. -~ -S -#7536 -The Taboo Way~ - The tunnel is cold and confining. The dirt walls give off a stale musty -odor. A faint mutter seems to echo from everywhere. The tunnel tilts up and -down. -~ -75 9 0 0 0 0 -D4 -To dark to tell. -~ -~ -0 0 7535 -D5 -To dark to tell. -~ -~ -0 0 7537 -E -wall dirt earth~ - The moist dirt is crawling with worms. -~ -S -#7537 -The Taboo Way~ - The tunnel opens up to a much larger room. Large wooden beams have been -placed in the four corners of the room for support. The walls and ground are -just slightly moist. A tunnel leads up and down. -~ -75 9 0 0 0 0 -D4 -To dark to tell. -~ -~ -0 0 7536 -D5 -To dark to tell. -~ -~ -0 0 7538 -E -wall dirt earth~ - The ground is only slightly moist and appears to not have any worms wiggling -about. -~ -S -#7538 -The Taboo Way~ - Deep within the earth the ground is soft and murky. There are only two ways -to go, the dark tunnel up or the tunnel north, they are the only visible routes -of travel. A small light flickers in from the north tunnel. -~ -75 12 0 0 0 0 -D0 -A Lighted Tunnel. -~ -~ -0 0 7539 -D4 -To dark to tell. -~ -~ -0 0 7537 -E -torch light wall~ - A burning torch is mounted to the wall. -~ -S -#7539 -The Taboo Way~ - This chamber is fairly large. The hard earth is dark with spilled blood and -evil invocation. The walls are made of smooth black marble which shimmer as -the light hits it from a torch. Painted on the floor is a huge pentagram -inside a circle. Black and crimson candles burn at each point of the -pentagram. Inside the center of the pentagram is a pewter bowl. A whisp of -smoke spirals out of the bowl carrying a foul odor. The only exit visible is -the tunnel south. -~ -75 8 0 0 0 0 -D2 -To dark to tell. -~ -~ -0 0 7538 -E -wall room floor~ - This room appears to be old but used quite often by some sort of magic user. - -~ -S -#7540 -A Stone Stairway~ - The stone stairs are wide and appear easy to climb as they expand upward. -At this close a distance looking upward all you can see are rows and rows of -steps all identical as they spirial upward. Glancing downward there is but one -step then the sandy ground. -~ -75 32772 0 0 0 5 -D4 -Stone Steps. -~ -~ -0 0 7541 -D5 -The Bottom Step. -~ -~ -0 0 7523 -E -stairs steps~ - Each step seems to lead off to another step that looks exactly as the one -before it. Even the side of the mountain with its unusual symbols seems to -repeat in order the unusual markings over and over. -~ -S -#7541 -A Stone Stairway~ - The stone steps extend upward spiraling into the side of the mountain toward -the southwest. Much work has been put into this passage. The steps have been -smoothed and widened for easy climbing. Handcarved into the side of the -mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. -~ -75 32772 0 0 0 5 -D4 -Stone Steps. -~ -~ -0 0 7542 -D5 -Stone Steps. -~ -~ -0 0 7540 -E -step stair mountain~ - Each step leads off to another step that looks exactly as the one before it. -Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. -~ -S -#7542 -A Stone Stairway~ - The stone steps extend upward spiraling into the side of the mountain toward -the southwest. Much work has been put into this passage. The steps have been -smoothed and widened for easy climbing. Handcarved into the side of the -mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. -~ -75 32768 0 0 0 5 -D4 -Stone Steps. -~ -~ -0 0 7543 -D5 -Stone Steps. -~ -~ -0 0 7541 -E -step stair mountain~ - Each step leads off to another step that looks exactly as the one before it. -Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. -~ -S -#7543 -A Stone Stairway~ - The stone steps extend upward spiraling into the side of the mountain toward -the southwest. Much work has been put into this passage. The steps have been -smoothed and widened for easy climbing. Handcarved into the side of the -mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. -~ -75 32768 0 0 0 5 -D4 -Stone Steps. -~ -~ -0 0 7544 -D5 -Stone Steps. -~ -~ -0 0 7542 -E -stair step mountain stone~ - Each step leads off to another step that looks exactly as the one before it. -Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. -~ -S -#7544 -A Stone Stairway~ - The stone steps extend upward spiraling into the side of the mountain toward -the southwest. Much work has been put into this passage. The steps have been -smoothed and widened for easy climbing. Handcarved into the side of the -mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. -~ -75 32768 0 0 0 5 -D4 -Stone Steps. -~ -~ -0 0 7545 -D5 -Stone Steps. -~ -~ -0 0 7543 -E -step stair stone mountain~ - Each step leads off to another step that looks exactly as the one before it. -Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. -~ -S -#7545 -A Stone Stairway~ - The stone steps extend upward spiraling into the side of the mountain toward -the southwest. Much work has been put into this passage. The steps have been -smoothed and widened for easy climbing. Handcarved into the side of the -mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. -~ -75 32768 0 0 0 5 -D4 -Stone Steps. -~ -~ -0 0 7546 -D5 -Stone Steps. -~ -~ -0 0 7544 -E -step stair mountain stone~ - Each step leads off to another step that looks exactly as the one before it. -Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. -~ -S -#7546 -A Stone Stairway~ - The stone steps extend upward spiraling into the side of the mountain toward -the southwest. Much work has been put into this passage. The steps have been -smoothed and widened for easy climbing. Handcarved into the side of the -mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. -~ -75 32768 0 0 0 5 -D4 -Stone Steps. -~ -~ -0 0 7547 -D5 -Stone Steps. -~ -~ -0 0 7545 -E -stone stair step mountain~ - Each step leads off to another step that looks exactly as the one before it. -Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. -~ -S -#7547 -A Stone Stairway~ - The stone steps extend upward spiraling into the side of the mountain toward -the southwest. Much work has been put into this passage. The steps have been -smoothed and widened for easy climbing. Handcarved into the side of the -mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. -~ -75 32768 0 0 0 5 -D4 -Stone Steps. -~ -~ -0 0 7548 -D5 -Stone Steps. -~ -~ -0 0 7546 -E -stone step stair mountain~ - Each step leads off to another step that looks exactly as the one before it. -Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. -~ -S -#7548 -A Stone Stairway~ - The stone steps extend upward spiraling into the side of the mountain toward -the southwest. Much work has been put into this passage. The steps have been -smoothed and widened for easy climbing. Handcarved into the side of the -mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. -~ -75 32768 0 0 0 5 -D4 -Stone Steps. -~ -~ -0 0 7549 -D5 -Stone Steps. -~ -~ -0 0 7547 -E -stone stair step mountain~ - Each step leads off to another step that looks exactly as the one before it. -Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. -~ -S -#7549 -A Stone Stairway~ - The stone steps extend upward spiraling into the side of the mountain toward -the southwest. Much work has been put into this passage. The steps have been -smoothed and widened for easy climbing. Handcarved into the side of the -mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. -~ -75 32768 0 0 0 5 -D4 -Iron Doors. -~ -~ -0 0 7550 -D5 -Stone Steps. -~ -~ -0 0 7548 -E -step stair stone mountain~ - Each step leads off to another step that looks exactly as the one before it. -Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. -~ -S -#7550 -The Top of Mount Zamba~ - The stone steps extending upward finally stop at a set of double doors. -The doors are made of thick iron mounted into the side of the mountain. In the -center of each door is the face of a black panther snarling. Its mouth holds a -loose iron ring. Looking to the north and east you see the ground far below . -To the west below are jagged rocks jutting out from the side of the mountain -ending at a large body of water crashing against the side of the mountain. -The sounds of the water roars as it echos up the mountain side. A strong wind -from the west threatens to push you over the side. Should you climb down or -should you brave the unknown and enter the doors to the south? -~ -75 32772 0 0 0 5 -D2 -Iron Doors. -~ -door~ -1 0 7551 -D5 -Stone Steps. -~ -~ -0 0 7549 -S -#7551 -The Fortress Foyer~ - You are standing in a large entryway. It is well developed and lavishly -decorated. Beautiful paintings cover the stone walls. Giant statues of -unusual beasts stand in a row on both the east and west side of the room. To -the north double doors made of iron. An open archway leads south. -~ -75 8 0 0 0 0 -D0 -Iron Doors. -~ -door~ -1 0 7550 -D2 -An Archway. -~ -~ -0 0 7552 -E -statue~ - The statues are quite unique and look to of been crafted by the hands of a -maste sculptor. -~ -S -#7552 -A Small Parlor~ - The room is of average size with a large fireplace centered on the west -wall. A warm fire burns in the hearth as flickering light dances on the floor -in front of it. Centered on the room are many comfortable looking chairs and a -long moon shaped sofa. To the north and south ends of the room stands an open -archway. -~ -75 8 0 0 0 0 -D0 -An Archway. -~ -~ -0 0 7551 -D2 -A Corridor. -~ -~ -0 0 7553 -E -fireplace~ - The fireplace is quite large. The mantle is decorated with a large golden -candelabra. The front of the fireplace is covered with a mess screen. -~ -E -sofa chair~ - The chairs and sofa are thick with padding and made of a brown leather that -has been treated to make it soft and smooth. -~ -S -#7553 -A Long Corridor~ - The corridor is wide and leads north and south. Torches line the walls -giving off enough light to see that the corridor is empty. An open archway -leads to the west. -~ -75 8 0 0 0 0 -D0 -An Archway. -~ -~ -0 0 7552 -D2 -A Corridor. -~ -~ -0 0 7554 -D3 -To dark to tell. -~ -~ -0 0 7570 -S -#7554 -A Long Corridor~ - The corridor is wide and leads north and south. Torches line the wall -giving enough light to see that the corridor is completly empty. To the south -is a very long corridor and to the north is the end. -~ -75 8 0 0 0 0 -D0 -A Corridor. -~ -~ -0 0 7553 -D2 -A Corridor. -~ -~ -0 0 7555 -S -#7555 -A Long Corridor~ - The corridor is wide and leads north and south. Torches line the walls -giving off enough light to see that the corridor is empty. To the east you see -a door. -~ -75 0 0 0 0 0 -D0 -A Corridor. -~ -~ -0 0 7554 -D1 -A Wooden Door. -~ -door east~ -1 0 7563 -D2 -A Corridor. -~ -~ -0 0 7556 -S -#7556 -A Long Corridor~ - This part of the corridor is unfunished. Large golden candleholders are -mounted to the walls, white candles burn brightly, to show off a tremendous -painting of a elegant lady. The corridor is wide and leads north and south. -~ -75 0 0 0 0 0 -D0 -A Corridor. -~ -~ -0 0 7555 -D2 -A Corridor. -~ -~ -0 0 7557 -E -plaque~ - This portrait of the Empiress Kiona was dedicated to her from her friend and -mentor. - Shimmer -~ -E -painting woman~ - The woman in the painting is wearing a large crown and elegant golden robes. -She is adorned in several expensive pieces of jewerly. Her features are soft -under her black hair and tan skin. She has striking blue eyes unlike the other -natives with their dark brown eyes. A gold plaque is mounted to the wall under -the painting. -~ -S -#7557 -A Long Corridor~ - Torches line the walls giving off enough light to see the corridor is empty. -The corridor leads north and south. To the south you can see the corridor is -opening up into other directions. -~ -75 0 0 0 0 0 -D0 -A Corridor. -~ -~ -0 0 7556 -D2 -A Split in the Corridor. -~ -~ -0 0 7558 -S -#7558 -A Split in the Corridor~ - The corridor here leads north and south, to the north the way is much -brighter. Doors are to the east and west. Much noise can be heard coming from -the east and south. -~ -75 8 0 0 0 0 -D0 -A Corridor. -~ -~ -0 0 7557 -D1 -A Swinging Door. -~ -door swinging east~ -1 0 7561 -D2 -A Bright Room. -~ -~ -0 0 7559 -D3 -A Thick Door. -~ -door thick west~ -1 0 7562 -S -#7559 -The Gathering Room~ - The bright lights make it difficult to see for a moment, but as your vision -clears you see the room is enormous. Several large chandeliers hang from the -ceiling. The floor, walls, and ceiling are white as snow. Gigantic pillars -stand at each end of the room. To the west the room is open stepping out onto -a balcony. -~ -75 8 0 0 0 0 -D0 - A Corridor. -~ -~ -0 0 7558 -D3 -The Balcony. -~ -~ -0 0 7560 -E -pillar~ - The pillars at each corner of the room is a massive white stone that has -been sculpted into the shape of a muscular man wearing a short toga, sandels, -and armbands on his upper arm. The man is standing with his hands upward -holding up the ceiling. The sculpture is very realistic and almost looks -alive. -~ -E -wall room floor~ - The room is bright and airy. Everything around the room and the room itself -is a snow white giving the room an aura of purity. -~ -S -#7560 -The Balcony~ - This large balcony is decorated with a few large potted flowers. The wind -is strong and carries a salty smell. Standing here is almost like standing on -a large ship. Looking out over the balcony above you is the sky in full -display of its grand splendor, and below the ocean, rushing toward the cliffs -below you crashing loudly against the stones, both stretching as far as you can -see. -~ -75 8 0 0 0 0 -D1 -The Gathering Room. -~ -~ -0 0 7559 -E -balcony~ - The balcony is made of solid stone with a waist high stone rail. A large -canopy hangs over the balcony for protection. -~ -S -#7561 -The Kitchen~ - The room is busy with activity. The walls are lined with pots and pans. -Many tables are in this room all cluttered with food and dishes. The air is -warm and fragrant from all the delicious food being cooked. -~ -75 8 0 0 0 0 -D3 -A Swinging Door. -~ -~ -0 0 7558 -E -table~ - Bowls filled with fruit, cooked meats, and many other delicious foods are -neatly placed here being arranged on silver platters and in exquisite bowls. -~ -S -#7562 -The Pantry~ - The pantry walls are full of shelves neatly stacked with various foods. On -the floor huge barrels are clustered together. Although the shelfs are clean, -the floor is covered in dust. -~ -75 1 0 0 0 0 -D1 -A Thick Door. -~ -~ -0 0 7558 -S -#7563 -A Tiny Hall~ - The hall has no decorations hanging on the walls, just a few wooden torches -for light. The air here is damp and cold. The hall continues east. To the -west you see a door. -~ -75 8 0 0 0 0 -D1 -A Tiny Hall. -~ -~ -0 0 7564 -D3 -A Wooden Door. -~ -door~ -1 0 7555 -S -#7564 -A Tiny Hall~ - The hall has no decorations hanging on the walls, just a few wooden torches -for light. The air here is damp and cold. Closed doors line the north and -south wall. The hall continues east and west. -~ -75 0 0 0 0 0 -D0 -A Wooden Door. -~ -north door~ -1 0 7566 -D1 -A Tiny Hall. -~ -~ -0 0 7565 -D2 -A Wooden Door. -~ -door south~ -1 0 7569 -D3 -A Tiny Hall. -~ -~ -0 0 7563 -S -#7565 -A Tiny Hall~ - The hall is plain with no decorations. To the east wall sits an empty -fireplace. To the north and south closed doors. The hall continues to the -west. -~ -75 0 0 0 0 0 -D0 -A Wooden Door. -~ -door north~ -1 0 7567 -D2 -A Wooden Door. -~ -door south~ -1 0 7568 -D3 -A Tiny Hall. -~ -~ -0 0 7564 -S -#7566 -A Black Room~ - The walls of the room are solid black. To the east and west several rows of -shelves line the walls. On the shelves are several sizes of white candles -burning brightly. At the far end of the room to the north sets an altar. A -long red carpet leads from the door to the altar. The door leading out is on -the south wall. -~ -75 8 0 0 0 0 -D2 -A Wooden Door. -~ -~ -0 0 7564 -E -alter~ - The alter is made of a black stone. The alter is empty. -~ -S -#7567 -A Small Bedroom~ - The room is small and cold. A bed, small table, and a trunk are the only -furniture here. The room is cluttered and in disarray. Black candles are lit -on the table. -~ -75 0 0 0 0 0 -D2 -A Wooden Door. -~ -door south~ -1 0 7565 -E -candle table~ - Several black candles sit here on the table lit leaving a trail of foul -smoke. -~ -E -trunk~ - The wooden trunk is plain except for having a large lock holding it shut. -~ -S -#7568 -An Office~ - The room is small but pleasent. A leather chair, small desk, and a -bookshelf are arranged in an orderly fashion. The room is neat and clean. A -few pieces of paper sit on top of the desk. -~ -75 0 0 0 0 0 -D0 -A Wooden Door. -~ -door north~ -1 0 7565 -E -paper desk~ - A few papers sit here on the desk. Each having the seal of the royal crest -of Empress Kiona. -~ -E -shelf wall~ - The shelf is a display case of many unique weapons. It is made of a strong -oak wood. The front of the shelf is a glass door. -~ -S -#7569 -A Small Bedroom~ - The room is small but pleasent. A bed, small table, and a wardrobe are the -only furniture here. The room is very neat and clean. Lying on the table is a -match set made up of a hairbrush, comb, and hand mirror. -~ -75 0 0 0 0 0 -D0 -A Wooden Door. -~ -~ -0 0 7564 -E -brush comb mirror table~ - The table has lying on it neatly a hairbrush, comb, and a hand held mirror. -The items are carved from a dark wood and skillfully crafted. -~ -S -#7570 -A Dark Corridor~ - The corridor is decorated with several colorful tapestries. To the west the -corridor ends at a large set of double doors. To the east lies an open -archway. -~ -75 9 0 0 0 0 -D1 -A Corridor. -~ -~ -0 0 7553 -D3 -An Oak Door. -~ -door iron~ -1 0 7571 -E -seal~ - The seal is of a shield containing a pair of crossed swords with the face of -a panther growling from above the wicked looking blades. -~ -E -door~ - The double doors are encraved with the image of a royal seal. -~ -S -#7571 -The Throne Room~ - The walls of this room are covered with mosaics depicting natural scenes. -The floor is polished marble. A long carpet leads from the eastern doors to a -large throne. The throne sits atop a raised dias near the western wall. The -room is lightly decorated with colorful flowers. The fresh scent of flowers -fill the room. -~ -75 8 0 0 0 0 -D1 -An Oak Door. -~ -door~ -1 0 7570 -D2 -A Small Keyhole. -~ -keyhole secret passage south~ -2 7571 7572 -E -flower~ - The beautiful golden pots hardly compare to the wonderful flowers each one -contains. A mixture of colors blended together well in each floral -arrangement. -~ -S -#7572 -A Grand Bedchamber~ - This is the private bedchambers of Empress Kiona. The air is warm, steamy, -and has a strong floral scent. The room is only partially lit from candles -placed in different areas of the room. You see on the east side of the room a -soft bed with many pillows. The room has a soothing peace about it, almost -embracing you into a gentle sleep. Suddenly you realize you are not alone, at -the other end of the room a huge bath sits, someone is sitting at the far end -of the bath. At the bath thin lines of steam rises and disappear. The sounds -of gentle splashing can be heard. -~ -75 8 0 0 0 0 -D0 -A Secret Door. -~ -door secret ~ -1 7571 7571 -D2 -An Open Curtain. -~ -~ -0 0 7573 -S -#7573 -A Huge Bath~ - This small room holds a large stone bath. Surrounding the bath are many -flowers and candles. The air is hot and thick from the steam as it rises from -the bath. The strong scent of flowers cling to everything. At the other end -of the bath you can make out the shape of a woman leaning over, her hand -testing the water. -~ -75 8 0 0 0 0 -D0 -An Open Curtain. -~ -~ -0 0 7572 -S -#7574 -A Sandy Beach~ - White sand extends far to the north and south. Small birds dig about the -sand looking for their next meal. To the west the ocean washes up to the beach -washing away the sand under it. The wind blows in softly across the waves -carrying with it the salty smell of the ocean. -~ -75 32768 0 0 0 4 -D0 -A Sandy Beach. -~ -~ -0 0 7575 -D1 -A Clearing. -~ -~ -0 0 7525 -D2 - A Sandy Beach. -~ -~ -0 0 7580 -S -#7575 -A Sandy Beach~ - White sand extends far to the north and south. Small birds dig about the -sand looking for their next meal. To the west the ocean washes up to the beach -washing away the sand under it. The wind blows in softly across the waves -carrying with it the salty smell of the ocean. -~ -75 32768 0 0 0 0 -D0 -A Sandy Beach. -~ -~ -0 0 7576 -D2 -A Sandy Beach. -~ -~ -0 0 7574 -S -#7576 -A Sandy Beach~ - The white sand is flat and smooth with a few bird trails leading to the -north. White waves roll in onto the sand washing away some of the bird prints. -To the east a few small buildings can be seen in the distance.. The sand -extents off to the north and south. -~ -75 32768 0 0 0 4 -D0 -A Sandy Beach. -~ -~ -0 0 7577 -D2 -A Sandy Beach. -~ -~ -0 0 7575 -S -#7577 -A Sandy Beach~ - The white sand holds many sets of footprints and animal trails. Most of the -footprints seem to come and go from the south and east direction. To the north -many bird shaped prints seem to run back and forth to the edge of the ocean. -To the east stands several small buildings made of wood. The sand leads off to -the north, south, and east. -~ -75 32768 0 0 0 4 -D0 -A Sandy Beach. -~ -~ -0 0 7578 -D1 -A Path. -~ -~ -0 0 7586 -D2 -A Sandy Beach. -~ -~ -0 0 7576 -S -#7578 -A Sandy Beach~ - The white sand rises and falls in small dunes scattered all about. Small -patches of wild grass grows scantly around. Several trees grow to the north -and east of the sand. To the west the ocean spreads far into the distance. -~ -75 32768 0 0 0 4 -D0 -A Sandy Beach. -~ -~ -0 0 7579 -D2 -A Sandy Beach. -~ -~ -0 0 7577 -S -#7579 -A Sandy Beach~ - Large trees enclose this narrow strip of beach from the north around to the -east. To the west the ocean washes up the beach and crash onto a group of -jagged rocks clustered below the trees. To the south the sandy trail leads off -to a wider strip of beach. -~ -75 32768 0 0 0 4 -D2 -A Sandy Beach. -~ -~ -0 0 7578 -S -#7580 -A Sandy Beach~ - The white sand is flat and smooth with a few bird trails leading to the -north. White waves roll in onto the sand washing away some of the bird prints. -To the east a sandy clearing. The sand extents off to the north and south. -~ -75 32768 0 0 0 4 -D0 -A Sandy Beach. -~ -~ -0 0 7574 -D1 -A Clearing. -~ -~ -0 0 7524 -D2 -A Sandy Beach. -~ -~ -0 0 7581 -S -#7581 -A Sandy Beach~ - To the west the ocean rolls in and out on to the beach carrying off the top -layer of sand and leaving behind shells of various sizes most of which are just -broken pieces. The air is salty and warm as it blows in from the west. The -sand continues to the north and south. -~ -75 32768 0 0 0 4 -D0 -A Sandy Beach. -~ -~ -0 0 7580 -D2 -A Sandy Beach. -~ -~ -0 0 7582 -S -#7582 -A Sandy Beach~ - White sand extends far to the north and south. Small birds dig about the -sand looking for their next meal. To the west the ocean washes up to the beach -washing away the sand under it. The wind blows in softly across the waves -carrying with it the salty smell of the ocean. -~ -75 32768 0 0 0 4 -D0 -A Sandy Beach. -~ -~ -0 0 7581 -D2 -A Sandy Beach. -~ -~ -0 0 7583 -S -#7583 -A Sandy Beach~ - The sand of the beach has been dug out in several areas. In other parts -farther away from the waters edge mounds of dirt have been packed and odd -animal tracks lead away from the mounds toward the coast disappearing into the -water. The current here is gentle and softly caresses the edge of the bank. -The sand leads off to the north and south. -~ -75 32768 0 0 0 4 -D0 -A Sandy Beach. -~ -~ -0 0 7582 -D2 -A Sandy Beach. -~ -~ -0 0 7584 -S -#7584 -A Sandy Beach~ - White sand extends far to the north and south. Small birds dig about the -sand looking for their next meal. To the west the ocean washes up to the beach -washing away the sand under it. The wind blows in softly across the waves -carrying with it the salty smell of the ocean. -~ -75 32768 0 0 0 4 -D0 -A Sandy Beach. -~ -~ -0 0 7583 -D2 -A Sandy Slope. -~ -~ -0 0 7585 -S -#7585 -A Sandy Haven~ - The sandy beach drops off into a gentle slope. The white sand is littered -with footprints and various pieces of clothing. To the south the sand comes to -a drop off overlooking jagged rocks. West the ocean rolls in onto the sand -gently washing away several of the footprints. East is a large cluster of -trees. To the north a sandy path out. -~ -75 32768 0 0 0 4 -D0 -A Sandy Beach. -~ -~ -0 0 7584 -E -beach sand~ - This area of the beach appears to be private because of the ocean to the -west, jagged rocks to the south, trees to the east and the only way out a sandy -hill north. -~ -S -#7586 -Market Row~ - The small road is well traveled with a few shops to each side. Noise echos -out from the shops from all the activity around them. To the north stands a -large building made of wood and large stones. The road leads east and west. -~ -75 32772 0 0 0 1 -D0 -A Magic Shop. -~ -~ -0 0 7590 -D1 -A Path. -~ -~ -0 0 7587 -D3 -A Sandy Beach. -~ -~ -0 0 7577 -S -#7587 -Market Row~ - The ground of the road is packed firm from many travelers. Noise echos out -from the shops from all the activity around them. To the south a native fruit -stand sits. To the east stands a small shop. To road leads west. -~ -75 32768 0 0 0 1 -D1 -A Path. -~ -~ -0 0 7588 -D2 -A Fruit Stand. -~ -~ -0 0 7589 -D3 -A Path. -~ -~ -0 0 7586 -S -#7588 -A Small Shop~ - The small shop is clutted with all sorts of items. The tables and shelves -are overflowing with books, flasks, bags and other things. A thick layer of -dust covers everything. Many of the books are old and in bad shape. A door to -the west leads out. -~ -75 32768 0 0 0 0 -D3 -A path -~ -~ -0 0 7587 -E -room shop floor wall~ - It doesn't look like this shop has been cleaned in a very long time. -~ -S -#7589 -A Fruit Stand~ - The stand is small and made of wood. A young native man is standing behind -the display of fruit he has for sale. A small sign posted above him reads -"Fresh Fruit." -~ -75 32768 0 0 0 0 -D0 -A Path. -~ -~ -0 0 7587 -E -fruit stand display~ - Small baskets line the stand containing different types of fruit. The -different fruits all look very tasty and juicy. -~ -S -#7590 -A Magic Shop~ - The small building is very clean and brightly lit. To the north a long -counter sits with a huge shelf behind it. The shelf has several rows of -flasks, vials, and small pouches of magic potions and powders. On the counter -displayed are cloth dolls, wooden figures, bones, feathers, different color -candles and jars. -~ -75 32768 0 0 0 0 -D2 -A path. -~ -~ -0 0 7586 -E -jars counter~ - The jars contain eyeballs, animal organs, herbs, and what resembles blood. - -~ -S -#7591 -Deep in the Forest~ - The forest is vibrant with the chirping and singing of several species of -birds nestled in the trees. A warm breeze gently blows in. Not very many -trees are here, but the ones that are have many wild flowers growing around -them. The trail leads east and west. -~ -75 32768 0 0 0 0 -D1 -The Forest. -~ -~ -0 0 7592 -D3 -The Forest. -~ -~ -0 0 7500 -E -forest wood tree~ - To the west side of the forest the trees are full of song birds singing and -chirping, to the east the trees are empty and quite. -~ -S -#7592 -Deep in the Forest~ - The forest holds a bone chilling cold. A thick layer of fog clings to -everything making the forest gloomy and distorts the trees. A gust of wind -blows a patch of dead leaves all around. The trail leads east and west. -~ -75 32768 0 0 0 0 -D1 -The Forest. -~ -~ -0 0 7593 -D3 -The Forest. -~ -~ -0 0 7591 -E -tree forest woods fog~ - A thick layer of fog seems trapped in this part of the forest. Although the -wind is blowing the fog doesn't appear to be moving only the dry leaves and -small limbs of the trees seem to feel the wind. -~ -S -#7593 -Deep in the Forest~ - The forest is dark and chilling as a stronger wind blows growing strong with -every second. The trees here are not very colorful with drab brown leaves. -Somewhere deep in the forest a howl begins growing louder as the wind grows -stronger. The trail leads east and west. -~ -75 32768 0 0 0 0 -D1 -The Forest. -~ -~ -0 0 7594 -D3 -The Forest. -~ -~ -0 0 7592 -E -wolf howl tree forest~ - Everything seems frozen in place, nothing is moving or making a sound except -for the distant howling. -~ -S -#7594 -Deep in the Forest~ - The forest is darker with an eerie chill in the air. The songs of the birds -and the buzzing of insects are not here. The forest is quite but not in a -peaceful way. This is too dreary a place perhaps for normal woodland -creatures. The trail lead east and west. -~ -75 32768 0 0 0 0 -D1 -The Forest. -~ -~ -0 0 7595 -D3 -The Forest. -~ -~ -0 0 7593 -E -tree forest wood~ - The cold and quiteness the forest has taken on is very odd. It is as if -nothing living is here. -~ -S -#7595 -Deep in the Forest~ - The trees take on a gloomy presence as they stretch their branches high into -the sky. Many of the branches are lost in a thick fog overhead. The forest -grows darker with a slight chill in the air. The trail leads east and west. -~ -75 32768 0 0 0 0 -D1 -The Forest. -~ -~ -0 0 7596 -D3 -The Forest. -~ -~ -0 0 7594 -E -tree forest sky~ - An owl sits high in one of the trees. Its large yellow eyes seems to see -everything. -~ -S -#7596 -A Forest Trail~ - The trees begin to block out the sky as they stretch high overhead. The top -of the trees are lost in the distance. The forest is alive with chirping and -singing from birds nestled in the trees. The trail leads east and west. -~ -75 32768 0 0 0 0 -D1 -The Forest. -~ -~ -0 0 7597 -D3 -The Forest. -~ -~ -0 0 7595 -E -bird tree~ - Several different types of bird are scattered about the many trees singing, -chirping and some resting. -~ -S -#7597 -The Forest Trail~ - The forest is full of rich colors from the various trees and flowers growing -here. In the not so far distance the sounds of buzzing insects fill the -forest. The trail leads east and west. -~ -75 32768 0 0 0 0 -D1 -The Forest. -~ -~ -0 0 7598 -D3 -The Forest. -~ -~ -0 0 7596 -E -tree trail ~ - A squirrel quickly scurries up the nearest tree. -~ -S -#7598 -The Forest~ - The forest contains many different types of trees all quite beautiful. -There are some trees with large pink flowers, trees with small blue blossoms, -even the trees with no blossoms are eye catching. A group of trees covered in -huge leaves that change in a variety of shades from a golden yellow to a -crimson red are the main species here. The trees open into a wide gap large -enough for a row of wagons. The ground is clear of rocks but show no sign of -wagon wheels. The trail leads west into the forest. -~ -75 32768 0 0 0 0 -D3 -The Forest. -~ -~ -0 0 7597 -E -trail road path~ - The trail is a hard, dry, firmly, packed dirt that looks easy to haul a -large wagon on. Perhaps at one time it had been a main road but now it is void -of any type of tracks other than a few animal tracks. -~ -S -$~ diff --git a/lib/world/wld/78.wld b/lib/world/wld/78.wld deleted file mode 100644 index 87d334d..0000000 --- a/lib/world/wld/78.wld +++ /dev/null @@ -1,550 +0,0 @@ -#7800 -Gideon - Arina~ - Ths Following zone is a town level 10-15 with a general store and so on its -made up of a human/elf population the connecting point is 3339 to 7801 have fun -~ -78 512 0 0 0 0 -E -credits info~ - Arina Links: 01n -~ -S -#7801 -Narrow Path~ - Dust devils swirl around your ankles as you continue your journey southerly. -Tall, majestic fir trees line the path on each side giving relief from the hot -sun. Strange sounds echo in the trees as animals call out to those of their -own kind. Northward lies the Western Highway and to the south you can make out -what seems to be a small village. -~ -78 32768 0 0 0 3 -D2 -~ -~ -0 0 7802 -E -tree fir~ - Tall and stately, the fir trees sway gently in the breeze. The tops reaching -seemingly endlessly toward the heavens with branches so heavily laden with moss -the lower ones droop to the ground. -~ -S -#7802 -Narrow Path~ - The path becomes a somewhat cobbled stone road, stray stones litter the -pathway here looking as if something frightened the workers away in the middle -of their task. A light breeze blows gently from the south. Gazing at the -horizon, tops of chimneys can be seen. You get an eerie feeling you are being -watched. The path runs north and west, westerly you can make out the sounds of -merchants calling out their wares. -~ -78 32768 0 0 0 3 -D0 -~ -~ -0 0 7801 -D3 -~ -~ -0 0 7803 -S -#7803 -Village of Gideon, Gate~ - Standing before you is the gate leading to the Village of Gideon, open wide -and seemingly beckoning you to enter. Smells of home cooked meals drift on the -breeze and you can hear the sound of children playing in the distance. The -cobbled road is well constructed and durable, looking as if each stone was -carefully hand picked and polished before being skillfully laid into the dirt. -Easterly will take you back to the Western Highway, while just through the gate -is the Village of Gideon to the south. -~ -78 32772 0 0 0 3 -D1 -~ -~ -0 0 7802 -D2 -You see the gate leading to the Village of Gideon. -~ -<none>~ -0 0 7804 -E -gate~ - A carefully painted sign is hanging on the gate. -~ -E -sign~ - The sign reads "Welcome to the Village of Gideon". -~ -E -south~ - You see the gate leading to the Village of Gideon. -~ -S -#7804 -Village of Gideon, Mahnra Road~ - Sights and sounds fill your senses, the smells from the bakery waft lightly -on the air. Shops dot the landscape along this busy yet peaceful road. -Children playing amongst the crowd cause the occasional shopper to almost lose -their packages. Flowers grow in clay pots that line the road, adding to the -beauty of the village. Butterflies dance lazily over the flowers only swept -away by the occasional breeze. To the north lies the village gate, while -Mahnra Road continues on east and west where you will find various shops and -merchants. To the south you hear water bubbling. -~ -78 32768 0 0 0 1 -D0 -~ -~ -0 0 7803 -D1 -~ -~ -0 0 7805 -D2 -~ -~ -0 0 7818 -D3 -~ -~ -0 0 7815 -S -#7805 -Village of Gideon, Mahnra Road~ - Villagers laugh heartily as they greet each other warmly in passing. -Maidens can be seen carrying water vessels from the fountain that is to the -southwest. A stray cat lies in the middle of the road cleaning itself -gingerly. Mahnra road runs easterly and westerly and to the south is Vestra -Court that leads to the village fountain. -~ -78 32768 0 0 0 1 -D1 -~ -~ -0 0 7806 -D2 -~ -~ -0 0 7814 -D3 -~ -~ -0 0 7804 -S -#7806 -Village of Gideon, Mahnra Road~ - A young couple in love walks past you arm in arm, smiling at each other and -oblivious to your presence. An old man in a rocking chair sits watching them -from a front porch with a knowing look on his face. The homes are modest but -look well kept and each has a feeling of comfort to them. Mahnra Road -continues to the east and west. -~ -78 32768 0 0 0 1 -D1 -~ -~ -0 0 7807 -D3 -~ -~ -0 0 7805 -S -#7807 -Village of Gideon, Mahnra Road~ - The houses are sparse here but children abound, laughing merrily as the play -tag. The flowers have all been somewhat tramped by their roughhousing. Girls -stand in groups giggling at the boys as they play in the street. To the north -you can see a small park, west will take you back to the gate, and to the south -lies Shantrell Lane. -~ -78 32768 0 0 0 1 -D0 -~ -~ -0 0 7808 -D2 -~ -~ -0 0 7809 -D3 -~ -~ -0 0 7806 -S -#7808 -Village of Gideon, Mahnra Park~ - An ivy covered fence surrounds this peaceful park. Directly in the center -you see a pond with lilypads floating lazily upon it. Frogs jump from the bank -into the pond causing a slight splash, as birds sing merrily in the trees. A -lone fisherman sits on the opposite bank, nodding off into slumber, waiting for -the big one to bite. Southward will take you back to Mahnra Road. -~ -78 32768 0 0 0 1 -D2 -~ -~ -0 0 7807 -E -pond~ - The water laps at the banks of the pond. Fish swim lazily around, but wait.. -One just jumped out of the water! What a beauty! -~ -S -#7809 -Village of Gideon, Shantrell Lane~ - Shantrell Lane, not much more than a narrow path, contects the two major -roads of Gideon. No homes can be found here but yet it is meticulously -groomed. The flowers grow tall under the trees that shade them from the noon -sun. Northward is Mahnra Road and to the south is Talipia Way. -~ -78 32768 0 0 0 1 -D0 -~ -~ -0 0 7807 -D2 -~ -~ -0 0 7810 -S -#7810 -Village of Gideon, Talipia Way~ - Small cottages line the street here. Not much to look at but still well -maintained as if the owners take great pride in them. A playful puppy romps -from house to house begging for scraps. A young woman works carefully tending -her garden, stoping occasionally to fan herself. Talipia Way continues on -westward, while to the north lies Shantrell Lane. -~ -78 32768 0 0 0 1 -D0 -~ -~ -0 0 7809 -D3 -~ -~ -0 0 7811 -S -#7811 -Village of Gideon, Talipia Way~ - This residential area of Gideon is somewhat over populated, houses are -rather close together just as the neighbors seem to be close with each other. -Two women sit on a veranda sipping refreshing drinks watching their children -play together. Talipia Way continues on to the east and west. -~ -78 32768 0 0 0 1 -D1 -~ -~ -0 0 7810 -D3 -~ -~ -0 0 7812 -S -#7812 -Village of Gideon, Talipia Way~ - Brick houses with ivy running up the sides sit quietly along the side of the -road. It is peaceful and calm here, the only sound you hear are those of the -birds in the trees. To the northwest you can just make out the sound of -bubbling water, while Talipia Way continues on east and west. Northward will -lead you to Vestra Court and the village gate. -~ -78 32768 0 0 0 1 -D0 -~ -~ -0 0 7814 -D1 -~ -~ -0 0 7811 -D3 -~ -~ -0 0 7813 -S -#7813 -Village of Gideon, Talipia Way~ - Villagers frequent this area as they go to market and to fetch water from -the fountain. Burly men stop to share an anecdote or two with each other, -while the womenfolk move on about their business humming slightly to -themselves. Houses are scattered here and there each with a small garden to -the side of them. Directly north the fountian lies, while Talipia Way -continues to the east and west. -~ -78 32768 0 0 0 1 -D0 -~ -~ -0 0 7818 -D1 -~ -~ -0 0 7812 -D3 -~ -~ -0 0 7817 -S -#7814 -Village of Gideon, Vestra Court~ - This well traveled path leads between the the major roads of the village, -northward Mahnra Road and southward Talipia Way. Westward you can see a row of -high hedges that border the village fountain. Along the hedgeline flowers -bloom scenting the air with a slight fragrance. -~ -78 32768 0 0 0 1 -D0 -~ -~ -0 0 7805 -D2 -~ -~ -0 0 7812 -D3 -~ -~ -0 0 7818 -S -#7815 -Village of Gideon, Mahnra Road~ - Small shops are staggered along this road, some with owners sweeping their -porches, but the evidence of one hangs in the air as the smell of freshly baked -cookies make your mouth water. Children can be seen ducking in and out from -behind trees as the echos of dogs barking ring through the air. To the west -you see the baker's shop, eastward the continuation of Mahnra Road and -southerly Lantoom Court. -~ -78 32768 0 0 0 1 -D1 -~ -~ -0 0 7804 -D2 -~ -~ -0 0 7816 -D3 -~ -~ -0 0 7819 -S -#7816 -Village of Gideon, Lantoom Court~ - Neatly cobbled stones comprise this short road that is bordered by pink and -blue flowers growing in marble pots. High hedges can be seen to the east, -providing privacy for the fountain. Northward will take you to Mahnra Road, -while southward is Talipia Way. -~ -78 32768 0 0 0 1 -D0 -~ -~ -0 0 7815 -D1 -~ -~ -0 0 7818 -D2 -~ -~ -0 0 7817 -S -#7817 -Village of Gideon, Talipia Way~ - Homes sit quietly here, the silence is only broken by a slight sound of -water that can be heard to the northeast. Northward takes you to Vestra Court -and then on to Mahnra Road, while to the east and west Talipia Way continues. -~ -78 32768 0 0 0 1 -D0 -~ -~ -0 0 7816 -D1 -~ -~ -0 0 7813 -D3 -~ -~ -0 0 7825 -S -#7818 -Village of Gideon, Village Square Fountain~ - Tall hedges border this fountain lending a feeling of seclusion and -peacefulness. Benches are carefully placed around the bubbling fountain -providing a place for the villagers to gather and gossip. Squirrels scurry -along the ground batting playfully at leaves and twigs, while the birds sing -their love songs soothingly. A slight mist rises from the fountain and is -carried along the air, cooling it slightly. -~ -78 32768 0 0 0 1 -D0 -~ -~ -0 0 7804 -D1 -~ -~ -0 0 7814 -D2 -~ -~ -0 0 7813 -D3 -~ -~ -0 0 7816 -S -#7819 -Village of Gideon, Mahnra Road~ - A white cottage with a pine door catches your eye here as well as the smells -coming from it. A sign, in the shape of a loaf of bread, hangs from the post -on the porch. The stones on the road look a bit worn as if this is a popular -spot in the village. Northward is the door leading to the bakery. Westward -you see the general store, while eastward Mahnra Road leads back to the village -gate and fountain. -~ -78 32768 0 0 0 1 -D0 -The pine door is open facing the street. The smells coming from the opening -entice your olfactory as well as your tummy. -~ -pine door~ -1 0 7820 -D1 -~ -~ -0 0 7815 -D3 -~ -~ -0 0 7821 -E -sign~ - Stamnell's Bakery -~ -S -#7820 -Stamnell's Bakery~ - Shelves and counters line this small shop, each covered with delectable -pastries, pies, cookies and cakes. The shop is immaculate, not a speck of dust -can be found anywhere. In the window a cat lays purring as it sleeps. It -twiches occasionally, most likely dreaming of the mouse that got away. -~ -78 32768 0 0 0 0 -D2 -~ -~ -0 0 7819 -S -#7821 -Village of Gideon, Mahnra Road~ - A small pine cottage stands before you to the north that has a sign tacked -to the post. Villagers rush past you on the way to do errands, each with a -pleasant smile on their face. To the south Pinery Lane leads to the west gate -and Talipia way continues on the east. -~ -78 32768 0 0 0 1 -D0 -~ -~ -0 0 7822 -D1 -~ -~ -0 0 7819 -D2 -~ -~ -0 0 7823 -E -sign~ - The sign reads "Vhispera's General Store" -~ -S -#7822 -Vhispera's General Store~ - Shelves line this small store, with most everything a traveler could hope -for. Vhispera stands behind the counter, humming softly to herself as she -nealty folds blankets. An old dog is curled up on an old bearskin in the -corner, sleeping soundly. -~ -78 32768 0 0 0 0 -D2 -~ -~ -0 0 7821 -S -#7823 -Village of Gideon, Pinery Lane~ - A young woman with a small package passes you and flashes you a warm smile. -Children run past you laughing merrily. To the north you can make out what -looks to be the general store, while on to the south is a residential area. -Directly west stands a gate. -~ -78 32768 0 0 0 1 -D0 -~ -~ -0 0 7821 -D2 -~ -~ -0 0 7824 -D3 -~ -~ -0 0 7826 -S -#7824 -Village of Gideon, Talipia Way ~ - Two birds fight in the street over a crust of bread, startled by a hungry -cat they take to flight immediately. A woman rushes out of her home seemily in -a grand hurry as she heads northward toward Pinery Lane. Talipia Way leads -east back to the residential area of Gideon. -~ -78 32768 0 0 0 1 -D0 -~ -~ -0 0 7823 -D1 -~ -~ -0 0 7825 -S -#7825 -Village of Gideon, Talipia Way ~ - Tall oak trees dominate the scenery, almost out numbering the homes here. -They rise to the sky tall and stately. Talipia Way continues on easterly and -westerly, and to the south, there appears to be a forest. -~ -78 32768 0 0 0 1 -D1 -~ -~ -0 0 7817 -D3 -~ -~ -0 0 7824 -S -#7826 -Village of Gideon, Western Gate~ - A large iron gate that has one side rusted shut stands here. To the east -you will find Pinery Lane that will take you to Talipia Way to the south, the -residential area of Gideon and to the north Mahnra Road where you can find the -general store, bakery and the northern gate. -~ -78 32772 0 0 0 1 -D1 -~ -~ -0 0 7823 -S -$~ diff --git a/lib/world/wld/79.wld b/lib/world/wld/79.wld deleted file mode 100644 index 4c162ba..0000000 --- a/lib/world/wld/79.wld +++ /dev/null @@ -1,464 +0,0 @@ -#7900 -Outside Redferne's Residence~ - A huge cloud forms the plateau on which you are now standing. The -wind here is absolutely quiet and the sun is shining warmly upon you. -From under the cloud you can hear the faint sounds of Midgaard. Right -before you to the north lies the grand Mansion of Naris. -~ -79 516 0 0 0 0 -D0 -You see an enormous arched gate leading into this magnificent building. -~ -gate huge arched~ -2 7901 7901 -D5 -You see a Huge Chain that anchors the Mansion of Naris to the ground. -~ -~ -0 -1 7918 -S -#7901 -The Southern End Of The Hall~ - You are standing in a vast hall that is dimly lit, but wherever the -light comes from, is a mystery. The walls seem to radiate warmth and -give the pleasent feeling of being welcome here. A large portrait is -hanging on one of the walls. A large wooden staircase leads up into -the tower. To the east there is a high passage away from the hall. -This ends shortly after by a tall oak door. The enormous hall extends -further north from here. To the south you can see a huge, and VERY -heavy-looking iron-wrought door. It looks like this is the only exit -from this magnificent old house. -~ -79 524 0 0 0 0 -D0 -The hallway continues that way. You can see more doorways under the -wooden staircase in that direction. -~ -~ -0 -1 7904 -D1 -You see a tall oak door there. It looks quite tightly closed to you. -On it little runes are chiselled into the wood. -~ -door oak tall~ -1 -1 7910 -D2 -Here you see a REAL door. It would be more proper to call this a -'GATE', rather than a 'door'. It is really HUGE! On it hangs a -large sign with very large letters spelling: - EMERGENCY EXIT -~ -gate iron huge~ -2 7901 7900 -D3 -This looks like a 'door' in the meaning of the word. The ashen wood -is painted in a peculiar yellow color. Small letters are written -with black on it. -~ -door ashen ash yellow~ -1 -1 7902 -D4 -You see the staircase extending upwards into the very high tower. -It ends in what seems like a large bedroom up there. -~ -~ -0 -1 7909 -E -letters~ - They read: - LIBRARY -~ -E -runes~ - These runes are utterly strange to you, but you are in luck today: -Under the runes you can just make out a sentence in Common. It -reads: -Stay out, if you treasure your life. That is if you are mortal. -~ -S -#7902 -Redferne's Library~ - This is truly a magnificent place! Books and scrolls lie together -on every shelf. A large globe, with the map of the world upon it, -stands in the dimly lit north-western corner of the room. Two large -and comfortable looking leather armchairs adorn the center of the -library together with a huge oak desk. Dim light radiates from an -enormous crystal chandelier hanging down from the ceiling approximately -10 feet off the floor. To the east there is a great old ashen door. A -large glass window is set in the west wall. -~ -79 524 0 0 0 0 -D1 -You can see an old ashen door, painted in a peculiar yellow color. -~ -door ash ashen~ -1 -1 7901 -E -river~ - You see a large and winding river cut through the landscape, starting at an -enormous inland lake, it seeps through Midgaard and finally ends up in the Grand -Sea on the west coast of the land. -~ -E -out outside beyond~ - The clouds muster and form the ground on which this entire building is set. -Through the thinnest of the clouds you can just make out Midgaard with all of -its magnificent activity. -~ -E -window glass~ - These windows are really BIG! They reach from about 20 inches above the -floor to approximately 10 inches under the ceiling. If you try and 'look out', -you might see what might lie beyond these windows. -~ -E -chairs leather armchairs chair armchair~ - These two chairs are exactly alike one another. They look incredibly -comfortable. They are both made from old leather, and yet they seem so worn -that they can be nothing but a perfect place for a long needed rest. -~ -E -midgaard town city~ - You see a small speck with woods on the west from it, plains to the east from -it and mountains to the north from it. To the east of it you can see a thin -trail lead to a large castle. Finally you notice a rather large river pour in -from the east and go through Midgaard in the middle. -~ -E -globe world map~ - You see a large world map stretch out on the enormous globe. It has towns -drawn in every spot available for such. In the middle of the map you can spot a -large town with the name 'MIDGAARD' written over it. The rest is mountains, -woods, plains and water. -~ -S -#7903 -The Artifact Room Of Naris~ - This is gloomy and dark room with only a faint light radiating from the -walls. A bunch of funny-looking items fill the center of the room. There -is no furniture here what-so-ever. The only way out seems to be west, -through the low steel door. -~ -79 524 0 0 0 0 -D3 -You see only the back of a safe's steel door. -~ -door steel safe~ -2 7900 7910 -S -#7904 -The Northern End Of The Hall~ - You are standing in the northern end of the huge hall. This part is -under the grand wooden staircase so the light seems to be a little less -bright here, but this doesn't affect your sight at all. To the north -lies the kitchen. To the south lies the southern end of the hall. To -the east there is a huge metal door. To the west there is a large -aspenwood door. -~ -79 524 0 0 0 0 -D0 -~ -~ -0 -1 7906 -D1 -You see a huge metal door. From it a foul stench emanates. The smell is -the most awful experience in your entire life. A thought seeps through this -terrible stench and into your mind: 'Monsters', you feel BAD about opening -that door. -~ -door metal huge~ -2 -1 7913 -D2 -The rest of the hall lies in that direction, and so does the exit. -~ -~ -0 -1 7901 -D3 -The door has 'SITTING ROOM' written on it. It is made from Aspenwood and -is beautifully carved with small elves as main issue of sculpture. -~ -door aspen wood~ -1 -1 7905 -S -#7905 -The Sitting Room Of Naris~ - You are standing in the middle of a really comfortable place. The -walls are decorated with paintings of smiling Kings and Queens. The -most attractive picture is one of a Prince in shining armor. By one -of the walls there is an old armchair. The only exit is through the -aspenwood door to the east. -~ -79 524 0 0 0 0 -D1 -The door seems to be a very HEAVY door, carved completely from the trunk of -an Aspen tree. -~ -door aspen heavy~ -1 -1 7904 -E -chair armchair~ - This is truly a wonderful relic of the past. In it is a large cushion. -~ -S -#7906 -The Kitchen Of Naris~ - This must be the place of food and drink. You can hear the faint noise -of rats feasting on meat and bread from somewhere undeterminable. The sound -makes you feel the agony of HUNGER. The only visible exit is south to the -Northern end of the hall. -~ -79 524 0 0 0 0 -D0 -It is dark in there. But the sounds from there are unmistakable. The rats -are here for your information. -~ -larder wooden cupboard~ -1 -1 7907 -D1 -You can see the fridge from here. There are drinks all over the place. -~ -fridge~ -1 -1 7908 -D2 -You can see the northern end of the hall. -~ -~ -0 -1 7904 -S -#7907 -The Larder~ - You can see food all over. Among the heaps of food you notice HUGE rats -scuttling around, nibbling pieces off the heaps here and there. -~ -79 524 0 0 0 0 -D2 -~ -door wooden larder~ -1 -1 7906 -S -#7908 -The Fridge~ - This place is LOADED with drink, water and booze. -~ -79 524 0 0 0 0 -D3 -~ -door fridge~ -1 -1 7906 -S -#7909 -On The Stairs~ - You can see up and down the stairway. It seems to take forever, either -going up OR down. It is just a seemingly insurmountable climb, either way. -Up is the bedroom of Redferne, and down leads to the southern end of the -hall. -~ -79 524 0 0 0 0 -D4 -~ -~ -0 -1 7911 -D5 -~ -~ -0 -1 7901 -S -#7910 -The Treasure Room~ - This place is gloomy. A HUGE safe is cemented into the west wall. The -only visible exit is west, through the oak door. -~ -79 524 0 0 0 0 -D1 -~ -safe steel~ -2 7900 7903 -D3 -You see a tall oak door. -~ -door oak tall~ -1 -1 7901 -S -#7911 -Redferne's Bedroom~ - This is a snugly set bedroom with all the necessities for a romantic -evening. A large fireplace adorns the east wall, and sizzling away is -the wood that is ablaze within. The bed is enormous, covering at least -HALF of this great room. The room stretches at least 140 feet, so can -you imagine the BED? A large staircase leads down to the hall. A couple -of doors open up to a broad balcony to the south. -~ -79 524 0 0 0 0 -D2 -The sun seems to shine out there, warmly and comforting. -~ -doors~ -1 -1 7912 -D5 -~ -~ -0 -1 7909 -S -#7912 -Redferne's Balcony~ - You see a splendid of the most of this world. The valleys stretch as -far as the eye reaches to the south from here. Down below you can see -the entrance of this magnificent building. To the north are the doors -to Redferne's bedroom. -~ -79 516 0 0 0 0 -D0 -You see the comfortable bedroom of Naris. -~ -doors~ -1 -1 7911 -D5 -You see the ground on which this castle is set. Funnily it seems to you -that it is no more than clouds. -~ -~ -0 -1 -1 -S -#7913 -The Monster Pen~ - This looks like the cage in which a large carnivore is being kept. -Judging by the state the walls are in, this could very well be a large -AGGRESSIVE animal. This makes you pretty insecure, this stating your -feeling about the place quite mildly. -~ -79 520 0 0 0 0 -D3 -This looks like the only exit from here. -~ -door cage metal pen~ -1 -1 7904 -S -#7914 -On The Huge Chain~ - This place has quite a good view over Midgaard. Your possibilities of -movement seem to extend only to the up and down directions. Unless you -want to let go of the secure and seemingly unmovable chain, then those are -the directions you should take from here. -~ -79 4 0 0 0 5 -D4 -Upwards, you see the chain disappearing into the clouds above. -~ -~ -0 -1 7915 -D5 -Down below, you see the huge chain anchored to the ground at the Road -Crossing of southern Midgaard. -~ -~ -0 -1 3120 -S -#7915 -The Chain Where It Is Too Windy~ - Hanging on to the chain you figure out that there is no way of leaving -down from here. The wind pulls you from left to right and back. This -seems like a totally impossible task. The ascend is the only way ahead -for you. Otherwise you would risk death by falling to the hard ground -below. DO NOT DESCEND NOW OR YOU WILL SURELY DIE!!!! -~ -79 4 0 0 0 5 -D4 -That way seems to be the only way away from here. -~ -~ -0 -1 7916 -D5 -THAT WAY IS CERTAIN DEATH!!!! You can see the wind tearing at the chain -down below you. It swings like a furious serpent from side to side! The -descent is ABSOLUTELY out of the QUESTION. -~ -~ -0 -1 7920 -S -#7916 -On The Great Chain Of Naris~ - You are approximately on the middle of the treacherous Chain. One false -step and death will come and collect you quickly. The chain leads upwards -and down. No way are you going to descend now... You've only just begun -your climb. Besides it could cost you your life. Look down and you'll -see why. -~ -79 4 0 0 0 5 -D4 -There seems to be only one way from here and that's up. -~ -~ -0 -1 7918 -D5 -The chain down there is swinging wildly back and forth. Going down there -will be pretty risky! -~ -~ -0 -1 7915 -S -#7917 -The Chain~ - As you descend, the chain seems to absorb all weather around it, making -it swing less and less in the very powerful wind tearing at it. The Chain -seems to chuckle quietly, and as you descend further you hear a soft whisper -originating from within the Chain *ITSELF*. It says 'Welcome back some -other time, stranger. Your company is always... hmmm... interesting. God -Speed.' The chain extends further down through the now spreading clouds. -~ -79 4 0 0 0 5 -D4 -It seems to you that the Chain is dissolving again. Maybe it is just an -illusion, but still... -~ -~ -0 -1 -1 -D5 -That way seems safe enough... now. -~ -~ -0 -1 7914 -S -#7918 -The Mighty Chain Of Naris~ - This place truly a splendid view of the WHOLE COUNTRY SIDE! A magnificent -light shines upon you and the way up through the clouds is opened. Up there -you can now see the Mansion of Naris, Residence of the Greater God Redferne. -The chain beneath you seems to evaporate in the mustering clouds that -surround you by now. -~ -79 4 0 0 0 5 -D4 -You see the sunny top of the clouds. Beyond these, the Mansion towers before -your eyes. Beautiful!! -~ -~ -0 -1 7900 -D5 -You see nothing but the thick clouds. They've closed completely around the -Chain. -~ -~ -0 -1 7917 -S -#7920 -The Free Fall From The Chain~ - This is probably the third worst place to be in this entire MUD right -now. You fall -. -. -. -and fall -. -. -. -and fall -. -. -. -and HIT THE GROUND WITH SUCH A *SPLUTCH* that you survive only by the -grace of the Gods. -~ -79 12 0 0 0 0 -S -T 7900 -$~ diff --git a/lib/world/wld/83.wld b/lib/world/wld/83.wld deleted file mode 100644 index d987f49..0000000 --- a/lib/world/wld/83.wld +++ /dev/null @@ -1,2657 +0,0 @@ -#8300 -Glumgold's Sea [ INDEX ]~ - -@yBuilder : @cMeyekul -@yZone : @c83 Glumgold's Sea -@yPlayer Level : @c10-30 -@yRooms : @c96 -@yMobs : @c15 -@yObjects : @c20 -@yShops : @c0 -@yTriggers : @c22 -@yTheme : @cAn oceanic zone. These waters are controlled by Glumgold the Pirate. -@yNotes : @cPlayers have the option of a sea battle with Glumgold, but his ship is -@c extremely tough. The best way to take him down is from the inside. -@c -@c Originally written for @oAnywhere But Home - anywhere.wolfpaw.net:5555@n -@c -@yZone 83 is linked to the following zones: -@c ?? at 8301 (east) ---> ???? -@n -Donateable -~ -83 512 0 0 0 0 -S -T 8300 -#8301 -Near the Shore~ - The sea is calm near the shore, and it spreads out as far west as your eyes -can see. The sand beneath your feet is moist, perfect for making a sand castle -if you wanted to. To the east, there is a path that rims the shore around this -part of the sea. -~ -83 4 0 0 0 6 -D3 -The sea is all that you see to the west. -~ -~ -0 0 8305 -S -#8302 -The Sea~ - The sea spreads out as far as you can see to the west, but land is in plain -sight north and east. However, reefs, trees, and dense seaweed make it -impossible to reach the shore from here. -~ -83 0 0 0 0 7 -D0 -You see land to the north, but you cannot climb up on the shore from here. -~ -~ -0 0 -1 -D1 -You see land to the east, but you cannot climb up on the shore from here. -~ -~ -0 0 -1 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8303 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8310 -S -#8303 -The Sea~ - The sea spreads out as far as you can see to the west, but land is in sight -north, south, and east. However, reefs, trees, and dense seaweed make it -impossible to reach the shore from here. -~ -83 0 0 0 0 7 -D0 -You can see land to the north. -~ -~ -0 0 8302 -D1 -There is land to the east, but you cannot climb on to the shore from here. -~ -~ -0 0 -1 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8304 -D3 -Rippling water is all that you can see to the west. -~ -~ -0 0 8311 -S -#8304 -The Sea~ - The sea spreads out as far as you can see to the west, but land is in plain -sight north and east. However, reefs, trees, and dense seaweed make it -impossible to reach the shore from here. -~ -83 0 0 0 0 7 -D0 -You can see land to the north. -~ -~ -0 0 8303 -D1 -There is land to the east, but you cannot climb up on the shore from here. -~ -~ -0 0 -1 -D2 -You can barely see land far to the south. -~ -~ -0 0 8305 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8312 -S -#8305 -The Sea~ - The sea spreads out as far as you can see to the west, but land is in plain -sight north and east. There is a clear and seemingly safe path to the shore -due east. -~ -83 4 0 0 0 7 -D0 -Rippling water is all you see to the north. -~ -~ -0 0 8304 -D1 -To the east, you see the shore. -~ -~ -0 0 8301 -D2 -Rippling water is all you see to the south. -~ -~ -0 0 8306 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8313 -S -#8306 -The Sea~ - The sea spreads out as far as you can see to the west, but land is in plain -sight north and east. However, reefs, trees, and dense seaweed make it -impossible to reach the shore from here. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you see to the north. -~ -~ -0 0 8305 -D1 -To the east you see land, but you cannot climb up on the shore from here. -~ -~ -0 0 -1 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8307 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8314 -S -#8307 -The Sea~ - The sea spreads out as far as you can see to the west, but land is in plain -sight north and east. However, reefs, trees, and dense seaweed make it -impossible to reach the shore from here. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you see to the north. -~ -~ -0 0 8306 -D1 -You see land to the east, but you cannot climb up on the shore from here. -~ -~ -0 0 -1 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8308 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8315 -S -#8308 -The Sea~ - The sea spreads out as far as you can see to the south and west, but land is -in plain sight north and east. However, reefs, trees, and dense seaweed make -it impossible to reach the shore from here. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you see to the north. -~ -~ -0 0 8307 -D1 -To the east, you see land, but you cannot climb up on the shore from here. -~ -~ -0 0 -1 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8308 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8316 -S -#8309 -The Sea~ - The crystal clear waters spread out as far as your eyes can carry your -sight. To the east, shore is just barely in sight. Both to the north and -south, nothing but water and sky can be seen except for the faint outline of -the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. -~ -83 0 0 0 0 0 -D0 -Rippling water is all that you see to the north. -~ -~ -0 0 8309 -D1 -To the east you see land, but you cannot climb up to the shore from here. -~ -~ -0 0 -1 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8310 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8318 -S -#8310 -The Sea~ - The crystal clear waters spread out as far as your eyes can carry your -sight. To the east, shore is just barely in sight. Both to the north and -south, nothing but water and sky can be seen except for the faint outline of -the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you see to the north. -~ -~ -0 0 8309 -D1 -To the east, you see the shore. -~ -~ -0 0 8302 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8311 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8318 -S -#8311 -The Sea~ - The crystal clear waters spread out as far as your eyes can carry your -sight. To the east, shore is just barely in sight. Both to the north and -south, nothing but water and sky can be seen except for the faint outline of -the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see to the north. -~ -~ -0 0 8310 -D1 -To the east, you see the shore. -~ -~ -0 0 8303 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8312 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8318 -S -#8312 -The Sea~ - The crystal clear waters spread out as far as your eyes can carry your -sight. To the east, shore is just barely in sight. Both to the north and -south, nothing but water and sky can be seen except for the faint outline of -the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you see to the north. -~ -~ -0 0 8311 -D1 -To the east, you see the shore. -~ -~ -0 0 8304 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8313 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8319 -S -#8313 -The Sea~ - The crystal clear waters spread out as far as your eyes can see. To the -east, the shore is just barely in sight. Both to the north and south, nothing -but water and sky can be seen except for the faint outline of the shore -bordering the sea just under the horizon. Below you, the deep blue sea looks -very deep and formidable. It is not recommended for swimmers. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you see to the north. -~ -~ -0 0 8312 -D1 -To the east, you see the shore. -~ -~ -0 0 8305 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8314 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8320 -S -#8314 -The Sea~ - The crystal clear waters spread out as far as your eyes can carry your -sight. To the east, shore is just barely in sight. Both to the north and -south, nothing but water and sky can be seen except for the faint outline of -the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you see to the north. -~ -~ -0 0 8313 -D1 -To the east, you see the shore. -~ -~ -0 0 8306 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8315 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8321 -S -#8315 -The Sea~ - The crystal clear waters spread out as far as your eyes can carry your -sight. To the east, shore is just barely in sight. Both to the north and -south, nothing but water and sky can be seen except for the faint outline of -the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you see to the north. -~ -~ -0 0 8314 -D1 -To the east, you see the shore. -~ -~ -0 0 8307 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8316 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8322 -S -#8316 -The Sea~ - The crystal clear waters spread out as far as your eyes can carry your -sight. To the east, shore is just barely in sight. Both to the north and -south, nothing but water and sky can be seen except for the faint outline of -the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you see to the north. -~ -~ -0 0 8315 -D1 -To the east, you see the shore. -~ -~ -0 0 8308 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8317 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8323 -S -#8317 -The Sea~ - The crystal clear waters spread out as far as your eyes can carry your -sight. To the east, shore is just barely in sight. Both to the north and -south, nothing but water and sky can be seen except for the faint outline of -the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you see to the north. -~ -~ -0 0 8316 -D1 -A strong current pushes out from the shore east of here. -~ -~ -0 0 8317 -D2 -Rippling water is all that you see to the south. -~ -~ -0 0 8317 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8324 -S -#8318 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -~ -~ -0 0 8318 -D1 -~ -~ -0 0 8311 -D2 -~ -~ -0 0 8319 -D3 -~ -~ -0 0 8326 -S -#8319 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8318 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8312 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8320 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8327 -S -#8320 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8319 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8313 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8321 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8328 -S -#8321 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8320 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8314 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8322 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8329 -S -#8322 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8321 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8315 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8323 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8333 -S -#8323 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8322 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8316 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8324 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8334 -S -#8324 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8323 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8317 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8325 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8335 -S -#8325 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8324 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8325 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8325 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8336 -S -#8326 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8326 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8318 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8327 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8337 -S -#8327 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8326 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8319 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8328 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8338 -S -#8328 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8327 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8320 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8329 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8338 -S -#8329 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8328 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8321 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8330 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8339 -S -#8330 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8329 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8321 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8331 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8340 -S -#8331 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8330 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8321 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8332 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8341 -S -#8332 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8331 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8322 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8333 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8342 -S -#8333 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8332 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8322 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8334 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8341 -S -#8334 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8333 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8323 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8335 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8342 -S -#8335 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8334 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8324 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8336 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8343 -S -#8336 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8335 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8325 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8336 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8344 -S -#8337 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8337 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8326 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8338 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8345 -S -#8338 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8337 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8328 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8339 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8345 -S -#8339 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8338 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8329 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8340 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8358 -S -#8340 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8339 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8330 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8341 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8346 -S -#8341 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8340 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8331 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8342 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8350 -S -#8342 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8341 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8332 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8343 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8372 -S -#8343 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8342 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8314 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8344 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8351 -S -#8344 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8343 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8336 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8344 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8351 -S -#8345 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8345 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8337 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8346 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8363 -S -#8346 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8345 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8340 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8347 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8359 -S -#8347 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8346 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8330 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8348 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8360 -S -#8348 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8347 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8331 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8348 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8369 -S -#8349 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8348 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8332 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8349 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8370 -S -#8350 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8349 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8341 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8351 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8370 -S -#8351 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8350 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8343 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8351 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8371 -S -#8352 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8361 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8355 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8353 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8364 -S -#8353 -Near a Small Island~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see to the north. -~ -~ -0 0 8352 -D1 -There is a small island to the east. -~ -~ -0 0 8356 -D2 -Rippling water is all that you can see to the south. -~ -~ -0 0 8354 -D3 -Rippling water is all that you can see to the west. -~ -~ -0 0 8365 -S -#8354 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8353 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8357 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8367 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8366 -S -#8355 -Near a Small Island~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you see to the north. -~ -~ -0 0 8362 -D1 -Rippling water is all that you can see to the east. -~ -~ -0 0 8358 -D2 -You see a small island to the south. -~ -~ -0 0 8356 -D3 -Rippling water is all that you see to the west. -~ -~ -0 0 8352 -S -#8356 -On a Small Island~ - You tie your boat up near the shore and explore the island a bit. Most of -the island is covered with a dense forrest. Though it is very small, no more -than a few hundred meters wide, there is a small hut almost in the direct -center. The hut is suspended about 3 meters from the ground by some wooden -poles of some sort, the only means of entrance being the rope ladder hanging -down from a hole in the center. -~ -83 0 0 0 0 2 -D0 -Rippling water spreads out as far as you can see in every direction. -~ -~ -0 0 8355 -D1 -Rippling water spreads out as far as you can see in every direction. -~ -~ -0 0 8359 -D2 -Rippling water spreads out as far as you can see in every direction. -~ -~ -0 0 8357 -D3 -Rippling water spreads out as far as you can see in every direction. -~ -~ -0 0 8353 -D4 -There is a small hutt above your head. -~ -~ -0 0 8396 -S -#8357 -Near a Small Island~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -You see a small island to the north. -~ -~ -0 0 8356 -D1 -Rippling water is all that you can see to the east. -~ -~ -0 0 8360 -D2 -Rippling water is all that you can see to the south. -~ -~ -0 0 8368 -D3 -Rippling water is all that you can see to the west. -~ -~ -0 0 8354 -S -#8358 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8363 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8355 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8359 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8355 -S -#8359 -Near a Small Island~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see to the north. -~ -~ -0 0 8358 -D1 -Rippling water is all that you can see to the east. -~ -~ -0 0 8346 -D2 -Rippling water is all that you can see to the south. -~ -~ -0 0 8360 -D3 -You see a small island to the west. -~ -~ -0 0 8356 -S -#8360 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8359 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8347 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8369 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8357 -S -#8361 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8361 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8362 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8352 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8362 -S -#8362 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8362 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8363 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8355 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8361 -S -#8363 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8363 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8345 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8358 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8362 -S -#8364 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8364 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8352 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8373 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8373 -S -#8365 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8364 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8353 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8366 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8373 -S -#8366 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8365 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8367 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8366 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8373 -S -#8367 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8354 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8368 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8370 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8366 -S -#8368 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8357 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8369 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8370 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8367 -S -#8369 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8360 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8348 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8369 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8368 -S -#8370 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8368 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8349 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8371 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8372 -S -#8371 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8370 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8351 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8371 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8372 -S -#8372 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 0 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8366 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8342 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8366 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8372 -S -#8373 -The Sea~ - All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. -Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. -~ -83 4 0 0 0 7 -D0 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8364 -D1 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8365 -D2 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8373 -D3 -Rippling water is all that you can see in every direction. -~ -~ -0 0 8373 -S -#8374 -The Bow of a Pirate's Ship~ - You are standing on the bow of the ship, gazing over the railing at the -rippling water. There is a large wheel here, obviously used to steer the -vessel. -~ -83 0 0 0 0 0 -D2 -The Fore Deck is just south of here. -~ -~ -0 0 8376 -S -#8375 -The Starboard Side of the Boat~ - The edge of the boat here has no railing, and there is a rope ladder leading -down to the water. This could possibly be the only way off the boat, aside -from walking the plank... -~ -83 4 0 0 0 0 -D3 -~ -~ -0 0 8376 -D5 - The ladder extends down to the surface of the water, allowing you to board -the boat on this side also. -~ -~ -0 0 8373 -S -T 8375 -#8376 -The Fore Deck of a Pirate's Ship~ - You are standing on the fore deck of the ship. High above you, the crow's -nest sits atop the mast. All around you, the sea spreads out as far as your -eyes can see. East of here is a wooden plank extending past the side of the -boat. To the west, is a life boat ready to be dropped into the water. -~ -83 0 0 0 0 0 -D0 -The bow of the ship is north of here. -~ -~ -0 0 8374 -D1 -A lifeboat hangs from the port side of the boat. -~ -~ -0 0 8375 -D2 -There is a door to the south. -~ -~ -0 0 8379 -D3 -A long plank extends from the starboard side of the boat. -~ -~ -0 0 8377 -D4 -The crow's nest sits high atop the mast. -~ -~ -0 0 8385 -S -#8377 -Walking the Plank...~ - A wooden plank, barely half a meter wide, is all that is holding you from -falling into the churning sea below. The salty air nearly blows you over to -your doom. The old board creeks beneath your weight... -~ -83 0 0 0 0 0 -D1 -~ -~ -0 0 8376 -D5 - The water is ice cold and would pretty much mean instant death if you were -to fall in... -~ -~ -0 0 8386 -E -plank wooden~ - The old wooden plank is full of cracks and is swaying very uneasily under -your weight. -~ -S -#8378 -The Captain's Quarters~ - The Captain's room is lavishly decorated. Expensive-looking curtains hang -from the windows, the rugs on the floor are top quality, and the furniture is -exquisite. -~ -83 12 0 0 0 0 -D2 -The Captain's Quarters extend to the south. -~ -~ -0 0 8381 -D3 -The doorway to the west leads back to the hallway. -~ -door captain~ -2 8305 8379 -S -#8379 -Inside a Pirate's Ship~ - You are standing in a hallway. To the east is a door, it appears to lead to -the Captain's room. To the west is a door with something written on it. -North, there is a door that leads out on the deck. South, the hallway -continues. -~ -83 8 0 0 0 0 -D0 -The door to the north leads to the deck. -~ -~ -0 0 8376 -D1 -The Captain's quarters are to the east. -~ -door captain quarters~ -2 8305 8378 -D2 -The hallway continues south to some more doorways. -~ -~ -0 0 8382 -D3 -There is a door marked '@oGALLEY@n' to the west. -~ -door galley~ -1 0 8380 -S -#8380 -The Galley~ - You are in the galley of the ship. This is where all the food and -provisions are kept during a voyage. The walls of the room are covered with -shelves of food, supplies, and the like. A few chests are also scattered about -the room. -~ -83 8 0 0 0 0 -D1 -~ -door~ -1 -1 8379 -D2 -~ -door~ -1 -1 8383 -S -T 8380 -#8381 -The Captain's Quarters~ - This side of the captain's room is where his bed sits. The bed looks very -comfortable, and very expensive. Oil paintings hang on the wall, showing -various famous figures, as well as some figures you don't recognize. -~ -83 8 0 0 0 0 -D0 -The Captain's Quarters extend to the north. -~ -~ -0 0 8378 -S -#8382 -Inside a Pirate's Ship~ - You are standing in a hallway. To the west there is an unmarked door, to -the south is the stern of the ship, and the hallway continues north towards the -bow. -~ -83 8 0 0 0 0 -D0 -The hallway continues north toward the bow. -~ -~ -0 0 8379 -D3 -There is an unmarked door to the west. -~ -door stairway~ -1 0 8383 -S -#8383 -Near a Stairway~ - This room is filled mainly with a wide stairway spiraling down to a lower -deck. To the north is a door leading to what appears to be the galley, and the -door to the east leads into a hallway. -~ -83 8 0 0 0 0 -D0 -The ship's galley is north of here. -~ -door~ -1 -1 8380 -D1 -The doorway to the east leads into the upper hallway. -~ -door~ -1 -1 8382 -D5 -A stairway leads down below deck. -~ -~ -0 -1 8384 -S -#8384 -The Mid-Deck~ - You are mid-deck in a large ship, close to the bow. This deck is used as -the main dining hall as well as the bar, dance floor, and sometimes as a bed. -To the north, west and east, the deck spreads out more. There is a small -stairway leading down from here. There is another stairway leading up to the -top deck. -~ -83 8 0 0 0 0 -D0 -This large room extends to the north. -~ -~ -0 0 8387 -D3 -This large room extends to the west. -~ -~ -0 0 8399 -D4 -A stairway leads up to the top deck. -~ -~ -0 0 8383 -D5 -A small stairway leads down to the brig. -~ -~ -0 0 8394 -S -#8385 -The Crow's Nest~ - You are standing in the crow's nest near the top of the largest mast on the -boat. You can see for many miles in every direction, but you see nothing but -water, water, and more water. The ladder leading back to the deck is the only -way out of here, unless you wanted to jump... -~ -83 16 0 0 0 5 -D0 -You have a wonderful view of the ocean from up here. You see nothing but water to the north. -~ -~ -0 0 -1 -D1 -You have a wonderful view of the ocean from up here. You see land far to the east. -~ -~ -0 0 -1 -D2 -You have a wonderful view of the ocean from up here. You see nothing but water to the south. -~ -~ -0 0 -1 -D3 -You have a wonderful view of the ocean from up here. You see nothing but water to the west. -~ -~ -0 0 -1 -D4 - The Jolly Roger flies from a flagpole just above your head, warning other -ships that this vessel is not to be messed with. -~ -~ -0 0 -1 -D5 -The deck of the ship is far below you. You could @ojump@n down, but it is not recommended... -~ -~ -0 0 8376 -E -flag jolly roger~ - @RMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM - MMMMMMMMMMMMMMMMMMMMMi' ;JMMMMMMMMMMMMMMMMMMMMMM - MMMMMMMMMMMMMMMMMMM> MMMMMMMMMMMMMMMMMMMMM - MMMMMMMMMMMMMMMMMM; 5MMMMMMMMMMMMMMMMMMM - MMMMMMMMMMMMMMMMMM .. 'MMMMMMMMMMMMMMMMMMM - MMMMMMMMMMMMMMMMMM MMMM! =MMMM; 'MMMMMMMMMMMMMMMMMMM - MMMMMMMMMMMMMMMMMM! cMMMMM :.MMMMM6 iMMMMMMMMMMMMMMMMMMM - MMMMMMMMMMMMMMMMMMM +5M5^MMM'+Yj! +MMMMMMMMMMMMMMMMMMM - MMMMMMMMMMMMMMMMMMM!::' :MMMM ;ijjtMMMMMMMMMMMMMMMMMMMM - MMMMMMMMMMMMMMMMMMMMM=+Mt :.'. '.MM MMMMMMMMMMMMMMMMMMMMMM - MMMMMMMMMMMMMMi=MMMMMM.+MMMtMKYMMM'>MMMMM! MMMMMMMMMMMMMM - MMMMMMMMMMMMMY !MMMMM c:MMMMDM^= MMMMM .MMMMMMMMMMMMMM - MMMMMMMMMMMMMM. 5MMMM: ' . >MMMM= .MMMMMMMMMMMMM - MMMMMMMMMMMMM>. . .:cMMMMMMMMMM= '>j>+MMMMMMMMMMMMMM - MMMMMMMMMMMMMMMMMMMMt; 'tMMt>' iMMMMMMMMMMMMMMMMMMMMM - MMMMMMMMMMMMMiiMMMMMMMMji=' .!tcYDMMMMMMJ' XMMMMMMMMMMM - MMMMMMMMMMMM; ';cQMMM!' ;MMMMMMMMMMMM - MMMMMMMMMMMMM> .:iMMMMMMMMMMMMMMMMt>' +MMMMMMMMMMMM - MMMMMMMMMMMMM iMMMMMMMMMMMMMMMMMMMMMMMM .MMMMMMMMMMMM - MMMMMMMMMMMMMc>=MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM - MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM@n - - - @gSome believe the Jolly Roger gets its name from the French - "Jolie Rouge" or "Red Flag." The flag was first used by a - French order of militant monks known as the "Poor Soldiers - of Christ and the Temple of Solomon" -- commonly known as - "The Knights Templar." - - Just as a terrorist to one is a freedom fighter to another, - so it was with the Templars and their fleet. Wanted by the - Pope and all the crowns of Europe, they came to be viewed, - by the folks on the mainland, as pirates. - - For more history of the Jolly Roger, - visit@n http://www.skullandcrossbones.org -~ -S -T 8385 -#8386 -@bDavy Jones' Locker@n~ - @ -@bSPLASH!@c You hit the icy water.@n -@ -@ -@bDeeper..@n -@ -@ -@b Deeper...@n -@ -@ -@ -@c ..and deeper you sink. You begin to lose any hope of -getting back to the surface as your arms grow tired of flailing about. Your -vision fades to black as you lose conciousness and drown in your sleep. -@n -~ -83 4 0 0 0 6 -D0 -~ -~ -0 0 8386 -D1 -~ -~ -0 0 8386 -D2 -~ -~ -0 0 8386 -D3 -~ -~ -0 0 8386 -D4 -~ -~ -0 0 8386 -D5 -~ -~ -0 0 8386 -S -T 8312 -#8387 -The Mid-Deck~ - You are mid-deck in a large ship, close to the bow. This deck is used as -the main dining hall as well as the bar, dance floor, and sometimes as a bed. -To the south and west, the deck spreads out more. -~ -83 8 0 0 0 0 -D2 -This large room extends to the south. -~ -~ -0 0 8384 -D3 -This large room extends to the west. -~ -~ -0 0 8393 -S -#8392 -A Cramped Cell~ - You find that this cell, much like any jail cell, appears very... VERY -small from the inside; even more so when the iron door is locking you from the -relative freedom of the rest of the ship. The north, east, and west walls of -the cell are lined on the outside with slabs of rock and wooden slats. -Outside of the iron bars to the south is the rest of the filthy brig. -~ -83 76 0 0 0 0 -D0 -~ -~ -1 8307 8394 -D2 -The south door is the only exit from this cell. -~ -door iron cell~ -2 -1 8394 -S -#8393 -The Mid-Deck~ - You are mid-deck in a large ship, close to the bow. This deck is used as -the main dining hall as well as the bar, dance floor, and sometimes as a bed. -To the south and east, the deck spreads out more. There appears to be some -sort of hatch on the floor. -~ -83 8 0 0 0 0 -D1 -This large room extends to the east. -~ -~ -0 0 8387 -D2 -This large room extends to the south. -~ -~ -0 0 8399 -D5 -The hatch has a small, steel lock on it. -~ -~ -2 8309 8395 -S -#8394 -The Brig~ - Looking about the room you're in, it's easy to tell that the pirates don't -intend for prisoners to enjoy their stays here. The walls are unpainted and -uncovered; the bare, rotting boards show through clearly. A single cell north -of here takes up most of the brig. -~ -83 8 0 0 0 0 -D0 -There is a prison cell north of here. -~ -door cell iron~ -2 8304 8392 -D2 -~ -~ -1 8307 8392 -D4 -A small stairway leads up to the mid-deck. -~ -~ -0 0 8384 -S -#8395 -The Treasury~ - This is it, the mother load of the pirate ship. This room is where -everything the pirates loot or steal ends up. Needless to say, the pirates -wouldn't be very happy to find you sneaking around in here... -~ -83 8 0 0 0 0 -D4 -A ladder leads back to the mid-deck. -~ -~ -2 -1 8393 -S -#8396 -A Small Hutt~ - You are in the middle of a small hut. The walls are made of something -similar to bamboo, tied together with small vines. The only furniture in the -hut is a small bed, a table, and a stove. -~ -83 36 0 0 0 0 -D5 -A ladder leads back down to the beach. -~ -~ -0 0 8356 -S -#8397 -On a Fishing Boat~ - You are standing near the stern of a fishing boat as it cruises down the -river. Tiny bones and fish scales litter the floor of this boat, making faint -crunching noises as you walk about. -~ -83 4 0 0 0 0 -D0 -A large flap of canvas separates the cabin from the rest of the boat. -~ -flap canvas cloth~ -1 -1 8398 -S -#8398 -The Bow of a Fishing Boat~ - You are standing on the bow of a small boat that is probably capable of -ocean travel. There is a roof over the stern of the boat, forming a room that -is obviously used to provide shelter during harsh weather. A flap of thick -cloth acts as a door to the cabin. -~ -83 0 0 0 0 2 -D2 -A large flap of canvas separates the cabin from the rest of the boat. -~ -flap canvas cloth~ -1 -1 8397 -S -#8399 -The Mid-Deck~ - You are mid-deck in a large ship, close to the bow. This deck is used as -the main dining hall as well as the bar, dance floor, and sometimes as a bed. -To the north and east, the deck spreads out more. To the south, there is a -door that has been barred shut from the other side. -~ -83 0 0 0 0 0 -D0 -This large room extends to the north. -~ -~ -0 0 8393 -D1 -This large room extends to the east. -~ -~ -0 0 8384 -D2 -The south door is barred shut from the other side. -~ -~ -2 -1 -1 -S -$~ diff --git a/lib/world/wld/86.wld b/lib/world/wld/86.wld deleted file mode 100644 index a5dc57c..0000000 --- a/lib/world/wld/86.wld +++ /dev/null @@ -1,984 +0,0 @@ -#8600 -Destiny's Zone Description Room~ - Builder : Destiny -Zone : 86 Duke Kalithorn's Keep -Began : -Player Level : 3-14 -Rooms : 45 -Mobs : 14 -Objects : 14 -Shops : 0 -Triggers : 0 -Plot : This will be the Keep of Grand Duke Kalithorn (it can be renamed - to fit into the mud..it was just something I came up with) a mercenary - turned politician/good guy after his wife was kidnapped by bandits. The Duke - swore that he would not rest until his wife was found and the bandits - punished.so he is 'haunting' (for lack of a better word) the Keep. -Links : 60s, 01w -Notes : Within a forest or perhaps a little set back from a main road. - Neutral to slightly evil. Most of the mobs would be rats, bats and sprites - which would be the evil aligned mobs. Kalithorn and his undead guards and - sentinels would be of neutral align. -Zone 86 was linked to the following zones: -34 Arctic Zone at 8601 (west ) ---> 4396 -~ -86 512 0 0 0 0 -S -#8601 -A Dirt Road~ - The trees part just north revealing an even smaller dirt road. The road -casually winds up the steep hill to a dark appearing Keep atop the hill. -Ravens call from the nearby trees and smoke can be seen to the north. While a -small muddy trail leads off to the west. -~ -86 1 0 0 0 4 -D0 - The trees slowly inch back, revealing more of the road to the north. -~ -~ -0 0 8602 -D2 -~ -~ -0 0 8659 -E -smoke~ - Charcoal gray smoke rises straight and true from some chimney set deep into -the heart of the Keep. -~ -S -#8602 -A Dirt Road~ - The small dirt path ends at the rusty remains of a once gilded fence. The -gates are half buried in the dust of the path and small vines have overtaken -the spokes. The vines have twined themselves tightly but do not hinder -movement to the north. The path also curves to the east and fades as it slopes -down the steep hill. -~ -86 1 0 0 0 4 -D0 - This old rusted wrought iron fence lays open to the north. -~ -door weathered wooden~ -1 0 8603 -D1 - This small dirth path curves gently down a semi-steep hill to some sort of -clearing. -~ -~ -0 0 8612 -D2 - A dirt road twists off into the woods. -~ -~ -0 0 8601 -E -fence gate ~ - Old and weathered this wrought iron fence and its gate have seen many'a -traveller. -~ -S -#8603 -Before the Keep~ - The rusty gates give way to a dark, imposing keep. The weathered wooden -doors hang on their hinges, neither inviting nor imparing entrance. Thick dust -lays everywhere and spiderwebs fill the corners dampening the sounds that come -from deep within the keep. -~ -86 1 0 0 0 2 -D0 - This old weather beaten wooden door barely keeps the weather and critters -out. -~ -wooden weathered door~ -1 0 8604 -D2 - A wrought iron fence leads out to a dirt path. -~ -~ -0 0 8602 -S -#8604 -The Foyer~ - Stepping into the foyer the smell of decay and dust is evident. Pictures -half hang on the walls and the curtains of the once grand windows lay in -shambles. Broken glass and the dusty remains of a pair of french doors are to -the east. The hallway continues on to the north. -~ -86 1 0 0 0 0 -D0 - A small hallway continues on to the north. -~ -~ -0 0 8605 -D1 - These french doors are rusty and barely holding themselves up. They hang -langerously from their hinges and groan with each passing breeze. -~ -french door~ -1 0 8614 -D2 - Weather beaten and cracked this door barely blocks the critters that skitter -about here from getting inside. -~ -wooden door weathered~ -1 0 8603 -S -#8605 -Short Hallway~ - This narrow hallway passes between the foyer and the once beautiful gentle -curving stairway to the north. Cobwebs and the chittering of the mice fill the -hallway along with a nasty draft from the foyer. -~ -86 1 0 0 0 0 -D0 -~ -~ -0 0 8606 -D2 -~ -~ -0 0 8604 -S -#8606 -Stairway~ - A magnificent stairway leads upwards into the darkness of the keep here. -The marble is scratched and pockmarked with age but the stairs seem relatively -safe. The walls along the staircase are unevenly covered with gaudy striped -wallpaper and the bannister is unsteady. The hallway runs south from here and -a large dining room is to the east. -~ -86 0 0 0 0 0 -D1 - Travel eastward leads into the Dining Room. -~ -~ -0 0 8616 -D2 - The hallway continues on in this direction. -~ -~ -0 0 8605 -D4 - Ascending the staircase leads to a second floor, which is dark and -foreboding. -~ -~ -0 0 8607 -S -#8607 -Upstairs~ - Atop the staircase lay two hallyways and a small alcove to the north. One -hallway extends to the east and the other to the west. The scent of decay and -rotting wood is stronger to the west, while a faint light seems to flicker to -the east. -~ -86 1 0 0 0 0 -D0 - A small alcove is nestled into the wall. -~ -~ -0 0 8608 -D1 - A long, dark, hallway stretches out this way. -~ -~ -0 0 8617 -D3 - A long dark hallway extends out this way. -~ -~ -0 0 8699 -D5 - The stairs descend in this direction. -~ -~ -0 0 8606 -S -#8608 -Alcove~ - A huge, full-length mirror once hung from this crumbled alcove wall. An -enormous crack runs diagonally from the top left corner downwards to the bottom -right corner, strangely doubling every image. Along the gaudy golden frame -there are many, many cracks and dents and the bottom left forner of the mirror -has been broken off. The wall paper had long ago cracked and peeled off the -western wall, but the eastern wall still holds a small wooden shelf with a few -cobweb covered books. -~ -86 1 0 0 0 0 -D0 - This mirror is more than meets the shattered eye. -~ -mirror ~ -1 8602 8609 -D2 - The hallway is dark and the faint outline of a bannister can barely be seen. - -~ -~ -0 0 8607 -E -shelf~ - A small wooden shelf hangs precariously from the faded and papered wall. A -few books, encrusted with cobwebs still remain. Arms and Armor, The Armilana -Defense to name a few. There is a small cermaic swan on the top shelf that -almost escaped your notice. -~ -E -mirror cracked corner~ - A faint moldy, damp smell greets your nostrils as you bend closer. Your -image distorts further until you are nothing but a blur. -~ -S -#8609 -Dim Flight of Stairs~ - The mirror slides closed with an awful grating sound and all that is left is -a long, slippery flight of badly made stairs. Rats squeal somewhere far below, -echoing hollowly in the empty space between. -~ -86 1 0 0 0 0 -D2 -~ -~ -1 8602 8608 -D5 -~ -~ -0 0 8610 -S -#8610 -Dim Flight of Stairs~ - The squeals and chitters of the rats are becoming closer and less hollow as -the descent continues. The moist smell of mildew and hundred year old mold is -tart and hangs in the air like a miasma. The walls are uneven and have a rough -finish to them. -~ -86 1 0 0 0 0 -D4 -~ -~ -0 0 8609 -D5 -~ -~ -0 0 8620 -S -#8611 -Dirt Path~ - The trees are tall and have grown quite close together here. Birds chirp -and fill the air with the rustling of their feathers. The path leads in two -directions the east and west. Tall hedges and a wrought iron fence prevent -movement to the north and south. -~ -86 64 0 0 0 2 -D1 - A dirt path winds along in this direction. -~ -~ -0 0 8622 -D3 - A dirt path wanders in this direction. -~ -~ -0 0 8601 -S -#8612 -Old Courtyard~ - The path ends at the remains of an old stone courtyard. The stones are -cracked and piled to about waist height. The dark stone facing of the Keep -looms nearby and an old balcony can be seen just above the first floor windows. -The trees have grown in about the old courtyard making travel in all directions -impossible, save to the west. -~ -86 1 0 0 0 2 -D3 -~ -~ -0 0 8602 -S -#8614 -The Grand Room~ - This room was once the grand ballroom but now it is strewn with the remains -of broken glass and wooden furniture. The ceiling and walls are covered with -cobwebs and flaking paint. A hardwood table stands against the eastern wall -with a massive candelabra at its center it, too, is tangled with cobwebs. -There is a bland looking door to the east and an open archway to the north. -The foyer is to the west. -~ -86 1 0 0 0 0 -D0 - A beautiful archway continues on to the north. -~ -~ -0 0 8615 -D1 - A small white painted door leads to the east. -~ -door~ -1 0 8624 -D3 - A pair of weathered french doors lead back toward the foyer. -~ -french door~ -1 0 8604 -S -#8615 -An Open Archway~ - This grand archway was once gilded over with fine ornaments and hand painted -designs, now it is flaking and faded. Cobwebs hang like thin curtains from -different points on the archway. A small breath of air causes the cobwebs to -shimmer and part for a moment. There is a hazy light coming from the north and -the grand ballroom is to the south. -~ -86 1 0 0 0 0 -D0 - The Dining Room is just north of here. -~ -~ -0 0 8616 -D2 - The grand ballroom is to the south. -~ -~ -0 0 8614 -S -#8616 -Dining Room~ - A huge oak and wrought iron table runs the length of this room. Candlabras -line the center of the tattered and moth eaten table linens. Rat chewed chairs -are perfectly placed at even intervals along the table. Tremendous amounts of -fabric lay in heaps along the outer walls and windows they, too, are chewed and -moth eaten. There is an intricate design on the eastern wall while another -archway leads to the west. -~ -86 1 0 0 0 0 -D2 - An open archway leads south to the grand ballroom. -~ -~ -0 0 8615 -D3 - This archway opens up to a flight of slightly decreped stairs. -~ -~ -0 0 8606 -E -intricate design~ - This design is a complicated pattern of silver and wrought iron. Curiously -though it doesn't seem as rusted or faded as the rest of the Keep. -~ -S -#8617 -Eastern Wing~ - This hallway is clogged with dust and debris. Torn paintings and broken -pottery are strewn across the once beautiful hardwood floors and the thick -striped wallpaper is peeling in great rends from the walls themselves. Doors -line this hallway and a faint light shines beneath the eastern most door. -~ -86 1 0 0 0 0 -D1 - The hallway continues on into the darkness. -~ -~ -0 0 8627 -D3 - The faint outline of stairs can be seen in this direction. -~ -~ -0 0 8607 -S -#8620 -Bottom of the Stairs~ - A giant curved doorway bars travel to the east. It's surface is covered -with strange symbols and bears a giagantic replica of the Grand Duke's coat of -arms. Large barrels lay stacked neatly next to the huge door and the rest of -the floor is riddled with pockmarks and rat droppings. -~ -86 1 0 0 0 0 -D1 -~ -~ -0 0 8621 -D4 -~ -~ -0 0 8610 -E -inscriptions doorway curved~ - Strange runes cover the entire surface of the door frame. The runes -themselves are unintelligable but their mere presence seems to be a warning of -what lays beyond. -~ -S -#8621 -Caverns Beneath the Keep~ - A long twisting pathway runs off into the darkness. The scent of water -grows stronger here and the rough hewn walls are covered with an unhealthy -looking slime. The caverns seem to extend deep into the earth beneath the Keep -to the east. -~ -86 1 0 0 0 0 -D1 -~ -~ -0 0 8631 -D3 -~ -~ -0 0 8620 -S -#8622 -Dirt Path~ - The trees spread out a little allowing for small breezes to rustle through -the leaves and sway some of the lighter branches along this dirt path. A break -in the foliage appears to the north and the dirt path continues on to the west. - -~ -86 1 0 0 0 2 -D0 - A small clearing lays beyond the tree break. -~ -~ -0 0 8623 -D3 - The dirth path continues back this way. -~ -~ -0 0 8611 -S -#8623 -End of the Dirt Path~ - The dirt path abruptly ends here in the midst of the forest surrounding -Grand Duke Kalithorn's Keep. In every direction trees block the view and low -growing raspberr and prickly rose bushes block further travel. A small rock -formation lay at the very edge of the path. -~ -86 81 0 0 0 2 -D2 - A dirt path continues on in this direction. -~ -~ -0 0 8622 -D5 - A large stone formation rests at the end of this path. Curious holes and -notches have been etched into the largest rock in the formation. -~ -formation stone hole notch door~ -2 8616 8625 -S -#8624 -Butler's Pantry~ - This is a small pantry which holds the dry goods for the kitchens. The -shelves are still fully stocked, but covered in three inches of dust and other -assorted debris. There is a small door to the east and west. -~ -86 1 0 0 0 0 -D1 - Another white painted double hinged door leads toward the kitchens. -~ -white door hinged double~ -1 0 8634 -D3 - A bland looking door leads back to the grand room. -~ -bland white door~ -1 0 8614 -S -#8625 -Underground~ - The heavy smell of fresh earth hangs in the air. There are no sounds to be -heard. Thick wooden support posts keep the earth from caving into this small -tunnel that leads forever downwards. There is a wooden ladder that leads down -and up. -~ -86 1 0 0 0 5 -D4 - There is a large stone door above. -~ -stone door formation~ -1 8616 8623 -D5 - The ladder extends down into the darkness of the earth. -~ -~ -0 0 8626 -E -keg~ - One of the two kegs is open and contains beer and a floating rat. Eww! -~ -S -#8626 -Bandit's Lair~ - The earth has been cut away here to make a small room for the bandit's -hide-a-way. Bits of meat and pallets are strewn about here and the smell of -the earth is overpowered by the rank stench of body odor. Two kegs lay along -the outer most wall between two thick wooden supports. -~ -86 1 0 0 0 0 -D4 -~ -~ -0 0 8625 -S -#8627 -Eastern Wing~ - The hardwood floor is scratched is this section of the eastern wing. Pieces -of glass and pottery grind underfoot and a huge urn lays shattered in its -display alove along the northern wall. Doors are boarded shut to the north and -south and the hallway continues east and west. -~ -86 1 0 0 0 0 -D0 - This sturdy looking oak door appears to be jammed shut. -~ -sturdy oak door~ -0 0 -1 -D1 - The hallway continues on into the darkness. -~ -~ -0 0 8637 -D2 - Large boards of weathered wood block this doorway. -~ -sturdy oak door~ -0 0 -1 -D3 - The hallway lightens in this direction. -~ -~ -0 0 8617 -E -door oak sturdy~ - This sturdy oak door appears to be jammed shut -~ -S -#8631 -Caverns~ - The cavern walls are slick with slime and the floor itself is deeply scarred -with pockmarks from falling water. Stalagmites have grown down from the -ceiling making travel difficult, but by no means impossible. An odd hollow -sound comes from deep within the carverns. -~ -86 1 0 0 0 0 -D1 -~ -~ -0 0 8641 -D3 -~ -~ -0 0 8621 -S -#8634 -The Kitchens~ - A massive blackened stove is set into the back wall of the kitchen. Waist -hight wooden tables run lengthwise, presumably for servants to prepare the food -upon. The rough stone walls are smeared with grease and soot from the years of -cooking that occurred here. A few platters piled with dust and rat droppings -are scattered about this place. The sole exit is to the west. -~ -86 1 0 0 0 0 -D3 - This small white double hinged door leads out to the pantry. -~ -door~ -1 0 8624 -S -#8636 -Sitting Room~ - This must have been Lady Kalithorn's sitting room. The pink drapes are moth -eaten and lay in a heap at the base of the row of windows along the southern -wall. Chairs and small couches have been overturned and chewed to near pieces. -An antique loom and its chair lay in fair condition against the western most -wall while a grand harp rests in its stand in the middle of the sitting room. - -~ -86 1 0 0 0 0 -D0 -~ -~ -0 0 8637 -E -harp grand~ - This grand harp stands one human man-height tall. Alas, the strings have -been snapped and lay uselessly against the floor. -~ -S -#8637 -Eastern Wing~ - Most of the hallway here has been ravaged by the elements and animals of the -wilderness. Evidence of chewing and small piles of rat droppings are -everywhere. Most of the walls have been stripped of their original wallpaper -and the bare lath remains to be seen. The door to the north has completely -caved inwards and the frame is covered with a heavy spidery webbing, preventing -passage. There is an old oak door to the south and a faint light comes from -beneath the eastern most door. -~ -86 1 0 0 0 0 -D1 - The hallway ends in a stout paneled doorway. -~ -~ -0 0 8647 -D2 - There is a faint light coming from this direction. -~ -~ -0 0 8636 -D3 - The hallway recedes into the darkness. -~ -~ -0 0 8627 -S -#8639 -Dead End~ - This end of the cavern is extremely rough and unfinished. The wall is -covered with a reddish-green ooze and the water has pooled deeply at the far -end of the passage. -~ -86 1 0 0 0 0 -D0 -~ -~ -0 0 8640 -S -#8640 -Deeper Within the Caverns~ - The whistling hollow sound is almost a dull roar as the cavern ahead opens -up into a large anti-chamber. Bones of unknown origin lay strewn about. A few -are reclining against the rough walls while others lay twisted and broken on -the cavern floor. Two exits are visible, one to the east and the other to the -south. -~ -86 1 0 0 0 0 -D0 -~ -fence gate iron~ -1 0 8641 -D1 -~ -~ -0 0 8650 -D2 -~ -~ -0 0 8639 -S -#8641 -Caverns~ - The floor gently begins to slope into the earth here. Pools of stagnant -water fill the many holes in the floor and the same unhealthy looking slime -coats the walls. The hollow sound can still be heard whistling through the -caverns. There is an old wrought iron fence barring passage to the south. -~ -86 1 0 0 0 0 -D2 - This is an old but strong wrought iron fence that reaches from floor to -ceiling. There seems to be a strangely shaped lock on the far right side of -the gate. -~ -wrought iron old fence~ -1 8610 8640 -D3 -~ -~ -0 0 8631 -E -fence wrought iron~ - This fence reaches from the somewhat dry cavern floor straight to the -ceiling. There is a large spider-shaped lock on the far right bar. -~ -S -#8646 -Servants Quarters~ - Bunk beds made from stout wrist thick poles of wood stand in the far corners -of this small room. The pallets are made of planks of pitted and rotten wood -with rat chewed bits of cloth over them. Tattered blankets hang over the sides -of each bunk and a moth eaten, ratty bed sheet covers the sole window on the -southern wall. A small wash basin lays atop a rough, handmade dresser which is -missing its drawers in the eastern corner of the room. -~ -86 1 0 0 0 0 -D0 -~ -~ -0 0 8647 -E -basin wash~ - This old and worm metallic basin couldn't hold water if it wanted too. -~ -E -dresser wooden~ - This old wooden dresser had four drawers in which the servants stored their -meager clothing and uniforms. However, only the top drawer reamins in tact -after all this time. -~ -S -#8647 -Eastern Wing~ - More smashed pots and ripped paintings litter the floor and walls in this -section of the eastern wing The sound of the vermin shifting about is absent -and the scent of rotting food and unwashed bodies hangs in the air. Doors to -the north and south have splashes of blood upon their surfaces and a faint -light flickers underneath the paneled door to the east. -~ -86 1 0 0 0 0 -D0 - The putrid scent of decay wafts in from the north. -~ -~ -0 0 8648 -D1 - These ornately paneled thick wooden doors must be at least four handlengths -wide. The silvery doorknobs are a little tarnished. -~ -paneled door bedroom~ -1 0 8657 -D2 - A small room is to the south. -~ -~ -0 0 8646 -D3 -~ -~ -0 0 8637 -S -#8648 -Wash Room~ - Bits of blood soaked clothing hang over almost every surface of this once -white-washed bathing chamber. The faucet drips continuously into a puddle of -dingy looking water. The mirrors have been smashed to bits and the bathing -curtain that surrounded the clawfoot tub is torn in half. The chamber pot has -been used beyond its capacity more than once and lays in the furthest corner of -the bathing room, seething with maggots. -~ -86 0 0 0 0 0 -D2 -~ -~ -0 0 8647 -S -#8650 -Caverns~ - The air is growing heavier with the scent of running water. The murky -mildew smell has receeded some and thankfully the walls no longer drip with -slime. The hollow sound eminates from a cavern not to far ahead as the sound -has grown in both tone and pitch. -~ -86 1 0 0 0 0 -D1 -~ -~ -0 0 8651 -D3 -~ -~ -0 0 8640 -S -#8651 -Caverns~ - The floor of the cavern is getting softer with each passing cavern. The -scent of running water is a refreshing break from the damp murkiness of the -caverns. The walls here do not drip with slime, but rather trickle a steady -flow of water over the calcified rocks and weave a trail toward the next -cavern. -~ -86 1 0 0 0 0 -D1 -~ -~ -0 0 8652 -D3 -~ -~ -0 0 8650 -S -#8652 -Caverns~ - The scent of water and the hollow rushing sound are getting stronger and -stronger with each passing cavern. The walls are covered with yellowish-white -calcium deposits and the floor, as well, is marked with tiny rivulets of the -same deposit. -~ -86 1 0 0 0 0 -D1 -~ -~ -0 0 8653 -D3 -~ -~ -0 0 8651 -S -#8653 -Open Cavern~ - This cavern opens into a circular room with a cathedral ceiling. The rock -walls are smooth and covered with tapestries at random intervals. Some bear -scenes of battles, castles and another on the far east wall bears the likeness -of Grand Duke Kalithorn himself! A gently cascading waterfall is the source of -the rushing noise that echoes through the other caverns. It gently pours from -the southern wall and the small pool reaches the midpoint of this room. -~ -86 1 0 0 0 0 -D3 -~ -~ -0 0 8652 -E -tapestry~ - The tapestries hang at random intervals around the circular room. The -tapestry nearest depicts knights in battle. -~ -E -old tapestry~ - A masterpiece! This tapestry depicts the famous battle of Ondor. -~ -E -castle tapestry~ - Generously woven into this tapestry is the finest of threads. This scene is -of the taking of Demoria Castle. -~ -E -face handsome tapestry~ - This lovingly kept tapestry bears the handsome face of Grand Duke Kalithorn. -His strong features and deep green eyes peer out, keeping watch over his Keep. -In the bottom corner of the panel the letters E-M-I-L-Y is divinely embrodiered -in siver flax. -~ -E -waterfall~ - Pouring gently from a few feet above the rough stone floor this waterfall -splashes down and pools outward to the midpoint of this room. -~ -S -#8656 -Balcony~ - This second floor balcony looks out over the ornamental gardens of Kalithorn -Keep. Gardeners once scurried about weeding and tending to these once -beautiful gardens, now they lay in an overgrown yet multi-colored mass. Trees -extend for miles in either direction and the dirt road that leads to the main -gate is barely visible. The wrought iron railing prevents its occupants from -falling forward with it delicate scroll work and rusty strength. The glass -doors lead back into the master bedroom. -~ -86 1 0 0 0 0 -D0 - These glass panels have been painstakingly etched with swirled patterns. -Half of the panels have been smashes beyond recognition and others are -scratched and shattered. -~ -shattered glass door~ -1 0 8657 -S -#8657 -Master Bedroom~ - The hardwood floors of the hallway give way to thick, deep red carpeting. -An enormous king sized bed stands in the center of this huge master bedroom. -The bed curtains are the same deep red and have been tied off at the four -posts. The bed clothes are dusty and rumpled. The walls are covered with -ornamental tapestries that have faded over time and the red striped wallpaper -is bubbled in spots and is peeling from the walls between them. A medium sized -closet stands open to the north and a pair of etched glass doors lead out to a -balcony. -~ -86 1 0 0 0 0 -D0 - A medium sized closet lays in this direction. -~ -~ -0 0 8658 -D2 - The painstakingly stched glass paneled doors were once beautiful. Now a few -panels are shattered and the others are scratched beyond repair. -~ -shattered glass door~ -1 0 8656 -D3 - These huge paneled doors must be at least four handlengths wide. The panels -depict scenes from various battles in history. The silver handles are -tarnished, but not too worn. -~ -paneled door ~ -1 0 8647 -E -etched glass doors ~ - The balcony doors are covered with eteched glass panels. Some have been -broken and others are scratched beyond repair. -~ -E -tapestries tapestry~ - Most of the tapestries have faded beyond recognition but one singular -tapestry nearest to the main doors proudly displays the Kalithorn coat of arm. - -~ -S -#8658 -Bedroom Closet~ - Cobwebbed and moth infested this closet once held the beautiful and numerous -dresses of Lady Kalithorn. Hangers dangle on the somewhat empty racks and -rat-chewed shoes lay in haphazard piles along the floor. Curiously, though, -the row of boxes on the uppermost shelf seem untouched. The master bedroom is -to the south. -~ -86 1 0 0 0 0 -D2 - The master bedroom lays in this direction. -~ -~ -0 0 8657 -S -#8659 -A Dirt Road~ - The path winds gently around fallen trees and brush. To the north it begins -to ascend up a hill. The wind feels colder and the forest is quieter. A -disturbing silence fills this part of the woods. -~ -86 0 0 0 0 0 -D0 -~ -~ -0 0 8601 -D2 -~ -~ -0 0 8660 -E -smoke~ - Charcoal gray smoke rises straight and true from some chimney set deep into -the heart of the Keep. -~ -S -#8660 -A Dirt Road~ - The woods around you consists mostly of pine and small fir. Small animals -can be heard, but not seen, scurrying away as you intrude upon their home. -The path is beginning to fade and recede back into the forest. -~ -86 0 0 0 0 0 -D0 -~ -~ -0 0 8659 -E -smoke~ - Charcoal gray smoke rises straight and true from some chimney set deep into -the heart of the Keep. -~ -S -#8699 -Western Wing~ - The floorboards creak and groan dangerously underfoot. The splintering of -wood and the muffled sqeaks of rats and other unsavory creatures can be heard -to the west. Unfortunetly, the walls have caved in to the north and south. -To the west the floor slopes sharply downward into the darkness. -~ -86 5 0 0 0 0 -D1 -~ -~ -0 0 8607 -S -$~ diff --git a/lib/world/wld/9.wld b/lib/world/wld/9.wld deleted file mode 100644 index 30b74d2..0000000 --- a/lib/world/wld/9.wld +++ /dev/null @@ -1,396 +0,0 @@ -#900 -On The Swift Flowing River~ - As the river exits the city of Midgaard it picks up speed and whisks -you along high banks flanked by the trees of Haon-Dor. As the city -fades in the east, you approach a gloomy forest to the west. -~ -9 0 0 0 0 7 -D1 -~ -~ -0 -1 3200 -D3 -~ -~ -0 -1 901 -S -#901 -The Riverbank~ - The river is deep, and runs swiftly in an east-west direction. To the -north the river eddies and enters a backwash where a small bank extends -down from a dark, thick stand of trees. It doesn't look particularly -inviting however. -~ -9 0 0 0 0 7 -D0 -~ -~ -0 -1 6120 -D1 -~ -~ -0 -1 900 -D3 -~ -~ -0 -1 902 -S -#902 -The Twisty Part Of The River~ - The river twists and turns and nearly tosses you out of your boat. -The water is dark, cold, almost reptilian in sheen. It seems almost -alive. The river runs east and south. -~ -9 0 0 0 0 7 -D1 -~ -~ -0 -1 901 -D2 -~ -~ -0 -1 903 -S -#903 -The Scenic Route~ - The dark forest of Haon-Dor recedes behind you to the northeast. -The river continues in a westerly direction toward the river delta, -where you can just make out a large island. -~ -9 0 0 0 0 7 -D1 -~ -~ -0 -1 902 -D3 -~ -~ -0 -1 904 -S -#904 -The Swift River Delta~ - You are at the edge of the river delta, where the river empties -out on its way to the sea. The water here is Black. Deep. Dark. -Deadly. The tidal waves sweep you around and around up and down. -~ -9 0 0 0 0 7 -D0 -~ -~ -0 -1 911 -D1 -~ -~ -0 -1 903 -D2 -~ -~ -0 -1 906 -D3 -~ -~ -0 -1 905 -S -#905 -Near The Rocks~ - You bob up and down in the waves comming dangerously close to some -large, jagged rocks on the eastern shore of an unusual looking island. -There is no way you could possibly land there without getting killed. -~ -9 0 0 0 0 7 -D1 -~ -~ -0 -1 904 -D2 -~ -~ -0 -1 906 -S -#906 -The South River Delta~ - You are making your way along a channel in the river delta between -the island to the west and the shore to the south and east. To the -south an aging broken down looking pier juts out from land and toward -the west the channel works it way close to the island as it moves around -its southern tip. -~ -9 0 0 0 0 7 -D0 -~ -~ -0 -1 905 -D1 -~ -~ -0 -1 904 -D2 -~ -~ -0 -1 907 -D3 -~ -~ -0 -1 908 -S -#907 -The Pier~ - You float next to a crumbling pier long since neglected. -To the west the water gets sluggish and there are many weeds and -some seaweed floating about. -~ -9 0 0 0 0 7 -D0 -~ -~ -0 -1 906 -D3 -~ -~ -0 -1 908 -S -#908 -Mired In Seaweed~ - The going is rough here. The tide struggles with the normal flow -of the river and here near the edge of the sea there is a large -amount of growth. To the west the channel passes the southern tip of -the island and heads for open waters. -~ -9 0 0 0 0 7 -D0 -~ -~ -0 -1 906 -D1 -~ -~ -0 -1 907 -D3 -~ -~ -0 -1 909 -S -#909 -The Last Stop~ - The delta meets the sea here. To the west you see nothing but -ocean on the horizon. Sea birds squawk noisily at your approach -and take flight from a nearby beach head on the island. It looks -as though this could be the last stop for those heading out to sea. -~ -9 0 0 0 0 7 -D0 -~ -~ -0 -1 910 -D1 -~ -~ -0 -1 908 -S -#910 -The Beach Head~ - This is a secluded looking beach on the southern tip of the island. -There isn't much to see here and there is no way to cross the steep -rocky cliffs that wall in this place. -~ -9 0 0 0 0 2 -D2 -~ -~ -0 -1 909 -S -#911 -The North Channel~ - The river splits as runs up against the island and a navigatble -channel slips off to the north and west. -~ -9 4 0 0 0 7 -D0 -~ -~ -0 -1 912 -D2 -~ -~ -0 -1 904 -D3 -~ -~ -0 -1 912 -S -#912 -The North Channel~ - The river current carries you swiftly westward as the channel -begins to narrow as it squeezes past the north end of the island. -~ -9 0 0 0 0 7 -D1 -~ -~ -0 -1 911 -D2 -~ -~ -0 -1 911 -D3 -~ -~ -0 -1 913 -S -#913 -Near The Isle~ - You are sitting just off a small landing on the island that -appears to be nothing more than a short path that leads to the -side of a hill. -~ -9 4 0 0 0 7 -D1 -~ -~ -0 -1 912 -D2 -~ -~ -0 -1 914 -S -#914 -The Lane Of The Lying~ - Bodies lie everywhere. Commoner, peasant, duke, duchess. The Gods -will not hear you call here. Hence they will not answer you. To the -south the path ends at a dark cave entrance. -A sign has been posted beside the entrance. -~ -9 0 0 0 0 1 -D0 -~ -~ -0 -1 913 -D2 -~ -~ -0 -1 915 -E -sign cave~ - A sign beside the dark cave opening reads: - WARNING! Only fools and dead people pass this way. -The tests of Minos, our glorious ruler, await. -~ -S -#915 -The First Trial Of Minos~ - Ah... you find yourself in Minos' battlefield playground. -Minos loves to torture his people through these places. He -collects the monsters of the world and puts them here. -~ -9 9 0 0 0 1 -D1 -~ -~ -0 -1 916 -S -#916 -The Second Trial Of Minos~ - Minos' voice reveberates from the four walls of this room: -'Get some rest and make sure you're healed. You'll need it for -the next monster in my playground. Or are you strong enough?' - To the south is the entrance to the next challenge of Minos' -stronghold. -~ -9 9 0 0 0 1 -D2 -~ -~ -0 -1 917 -S -#917 -The Third Trial Of Minos~ - You go inside a red room. Very red. As if the Minos King used -them to disembowel his guests. The path continues eastward. You -see blue lights in that direction. -~ -9 9 0 0 0 0 -D1 -~ -~ -0 -1 918 -S -#918 -The Fourth Trial Of Minos~ - Minos must be a monster hacking machine. You see a blue light -flicker on and off. A voice crackles, 'WHY ARE YOU HERE!' -~ -9 9 0 0 0 0 -D2 -~ -~ -0 -1 919 -S -#919 -The Fifth Trial Of Minos~ - This is General Woundwort's quarters. Hraka abound. The frayed -corpses of rabbits lie scattered about this hell-hole. The General -is not a very neat person as you can tell. -~ -9 9 0 0 0 0 -D1 -~ -~ -0 -1 920 -S -#920 -The Sixth Trial Of Minos~ - Dare we surmise how many more rooms Minos has? The paths appear to be -endless. You shudder the sounds of death cries from the east. A loud -voice bellows another warning: 'Leave now or face my wrath!' -There is a crawlway leading upwards at the far end of the room and -there is a fresh breeze comming from there. -~ -9 9 0 0 0 0 -D2 -~ -~ -0 -1 921 -D4 -~ -~ -0 -1 923 -S -#921 -The Final Trial Of Minos~ - This is Minos' room. What else did you expect? The room is lavishly -decorated for this bovine king. Everything is so opulent that it makes -your eyes bulge. Survive and reap his fortune! The only exit is a large -oak door in the east wall. -~ -9 9 0 0 0 0 -D1 -You see a rather large oak door bound with iron and securely locked. -~ -door oak~ -2 900 922 -S -#922 -The Royal Chamber~ - The treasure room of Minos is dark save for your lantern. -Hopefully it has not been looted yet by the many legendary thieves -of Midgaard. A clever looking secret passage leads upward from here. -~ -9 521 0 0 0 0 -D4 -~ -~ -0 -1 910 -S -#923 -Above, On The Beach~ - You sit amongst the rocks above a small beach at the southern -end of the island. You could clamber down easy enough, but getting -back up would be another story. -~ -9 0 0 0 0 4 -D5 -~ -~ -0 -1 910 -S -$~ diff --git a/lib/world/wld/90.wld b/lib/world/wld/90.wld deleted file mode 100644 index 673381a..0000000 --- a/lib/world/wld/90.wld +++ /dev/null @@ -1,625 +0,0 @@ -#9000 -In the Desert~ - You work your way through the golden dunes of sand. The only evidence of -life is the tracks you leave behind. A gusting wind throws sand up into your -face and makes you choke. On the horizon you believe you can see a clump of -trees. -~ -90 0 0 0 0 2 -D1 -~ -~ -0 0 9001 -E -credits info~ - Builder : Rumble -Zone : 90 Oasis -Began : 2001 -Player Level : 6-8 -Rooms : 34 -Mobs : 8 -Objects : 6 -Shops : 0 -Triggers : 1 -Theme : A connector zone with a Rangers Guild. -Plot : Nothing spectacular just a filler I did in a few days. -Links : 00w, 30s, 31e -Zone 90 was linked to the following zones: -170 South Pass at 9030 (south) ---> 17018 -140 Wyvern City at 9031 (east ) ---> 14000 -~ -S -#9001 -In the Desert~ - The world around you is obscurred by a small dust devil. The blowing sand -and slippery footing makes travel in this desert painful. To the southeast you -can make out a few trees and some small shrubbery. A good sign of water. You -are thirsty. -~ -90 0 0 0 0 2 -D1 -~ -~ -0 0 9002 -D3 -~ -~ -0 0 9000 -S -#9002 -Between Sand Dunes~ - You work your way between sand dunes. As you climb the top of one you can -see nothing but desert stretching for miles in every direction. You find it -very hard, if not impossible, to remember which direction you are heading. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9007 -D1 -~ -~ -0 0 9003 -D2 -~ -~ -0 0 9010 -D3 -~ -~ -0 0 9001 -S -#9003 -Beside the Oasis~ - As you climb to the top of another dune you can see the small oasis just to -the south. A cluster of tall palm trees reach toward the sky. It is the only -landmark for miles around and it is from this landmark that many travellers -find their way to the lost city and the south pass. You can faintly make out a -trail leading east and west. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9008 -D1 -~ -~ -0 0 9004 -D2 -~ -~ -0 0 9011 -D3 -~ -~ -0 0 9002 -S -#9004 -Between Sand Dunes~ - You step into a valley between two large sand dunes, the wind here is -bearable and you can breathe without swallowing a handful of sand. The desert -is very peaceful here. You notice some bleached white bones half-buried in the -sand. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9009 -D1 -~ -~ -0 0 9005 -D2 -~ -~ -0 0 9012 -D3 -~ -~ -0 0 9003 -S -#9005 -On a Sand Dune~ - You can just barely make out a small path leading to the east. The path -seems to be the remains of a small stream that dried up years ago. You have -heard that you can follow a stream and it will eventually lead to civilization. -Maybe this will lead to somewhere important. -~ -90 0 0 0 0 2 -D1 -~ -~ -0 0 9006 -D3 -~ -~ -0 0 9004 -S -#9006 -A Sandy Path~ - The wind is calmer here, allowing you to discern the small trail a little -better. The sand you walk on seems to be firming up slightly and you can see a -few cactii further to the east as you work your way out of the harshest part of -the desert. -~ -90 0 0 0 0 2 -D2 -~ -~ -0 0 9013 -D3 -~ -~ -0 0 9005 -S -#9007 -In the Desert~ - You become confused as to which direction you were heading. You glance back -to trace your footsteps, but the wind has already covered them over. You get -an uneasy feeling in your stomach as you realize how easily one could get lost -here. -~ -90 0 0 0 0 2 -D1 -~ -~ -0 0 9008 -D2 -~ -~ -0 0 9002 -S -#9008 -In the Desert~ - The wind and sand tear at every bit of your clothing and exposed flesh. -You try to cover your face but the sand still finds its way in. You remember -stories of lost travellers entering the desert and never returning. Will you -be next? -~ -90 0 0 0 0 2 -D1 -~ -~ -0 0 9009 -D2 -~ -~ -0 0 9003 -D3 -~ -~ -0 0 9007 -S -#9009 -In the Desert~ - The golden sands of the desert would almost be peaceful if it wasn't for the -extreme heat during the day and frigid cold at night. It is a wonder that any -animal could survive out here, but some do. Most animals living in the desert -are scavengers who prey on lost souls, like your own! -~ -90 0 0 0 0 2 -D2 -~ -~ -0 0 9004 -D3 -~ -~ -0 0 9008 -S -#9010 -Beside the Oasis~ - You find yourself just west of the oasis. It is from there that people -travel between the lost city, south pass, and the Capital. This is where the -truly adventureous travelers roam in the search for fame and fortune. Most -never make it back. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9002 -D1 -~ -~ -0 0 9011 -S -#9011 -The Oasis~ - A clump of palm trees surround a small desert spring. This is where an -underground river comes to the surface of the desert. A tiny bit of dank water -trickles through the center of the palms. It is not very refreshing, but -enough to support a flurry of plant and animal life. From here paths continue -north toward the Capital or the lost city, and south to the south pass. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9003 -D1 -~ -~ -0 0 9012 -D2 -~ -~ -0 0 9017 -D3 -~ -~ -0 0 9010 -S -#9012 -Beside the Oasis~ - To the east you see the oasis where travellers can rest and drink from the -small trickle of water that never runs dry. This oasis is a safe haven for -many lost travellers. From the oasis a lost traveller can usually find his way -back to safety. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9004 -D3 -~ -~ -0 0 9011 -S -#9013 -A Sandy Path~ - Small Cactii flourish here. You even see a few dried out shrubs that -somehow survive without water for months at a time. Small animals that have -adapted to the extreme weather in the desert scurry away as you pass. Tales of -deadly scorpions make you watch where you step. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9006 -D1 -~ -~ -0 0 9014 -S -#9014 -A Rocky Path~ - The path you are following is full of small pebbles and rocks. The sand has -been washed away in this area making a small ditch where a good sized stream -must have once flowed. The ground around the ditch is packed sand with cracks -running through it. -~ -90 0 0 0 0 2 -D2 -~ -~ -0 0 9018 -D3 -~ -~ -0 0 9013 -S -#9015 -The Desert~ - Dunes obscure your vision for more than fifty feet in any direction. As you -climb to the top, expecting to get a better view of your surroundins, you only -see more dunes. The dry air makes you wish you had remembered to bring more -water. -~ -90 0 0 0 0 2 -D1 -~ -~ -0 0 9016 -D2 -~ -~ -0 0 9021 -S -#9016 -The Desert~ - The sky above you is completely clear, no matter the time of day there is -not enough moisture in the desert to form any clouds. The area around you is -barren, just sand, no sign of any life. To the northeast you can see what -looks like some trees in the distance. -~ -90 0 0 0 0 2 -D1 -~ -~ -0 0 9017 -D3 -~ -~ -0 0 9015 -S -#9017 -The Desert~ - The heat is oppressive and drains all energy from your body. The hot sand -under your feet makes it difficult to even walk. Just to the north is a small -patch of palm trees. A place of sanctuary in the middle of an ocean of sand. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9011 -D3 -~ -~ -0 0 9016 -S -#9018 -A Rocky Path~ - The ditch is close to ten spans across now. Large boulders litter the -bottom of what must have once been an impressive river. Skeletons of fish are -half buried in the rubble. It appears this stream ran dry from an unnatural -cause. The banks of the river reach up to about eye level. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9014 -D1 -~ -~ -0 0 9019 -S -#9019 -A Dried Up River Bed~ - You find yourself trapped inside this natural canyon. The banks tower above -your head, actually slanting towards you, making them impossible to climb. -The rocky river bed makes an unsure footing and you stumble along, trying not -to twist an ankle. The river bed leads in an east west direction. -~ -90 0 0 0 0 2 -D1 -~ -~ -0 0 9020 -D3 -~ -~ -0 0 9018 -S -#9020 -A Dried Up River Bed~ - The steep walls of the river tower above you, blocking out what little light -there was to begin with. It feels as if the walls are closing in on you. You -begin to notice bones scattered among the rocks that don't look like fish -bones. -~ -90 0 0 0 0 2 -D2 -~ -~ -0 0 9022 -D3 -~ -~ -0 0 9019 -S -#9021 -The Desert~ - Heat rising from the hot sands into the air makes a shimmering image on the -horizon. Maybe it is just a mirage, or maybe it is something else. The harder -you look the more you begin to think that you might be reaching the southern -end of the desert. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9015 -D2 -~ -~ -0 0 9025 -S -#9022 -A Dried Up River Bed~ - The banks of the river bed are made of some type of solid sandstone, worn -smooth from years of errosion from the river. Now they are becoming pitted and -cracked. The river bed continues north and east. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9020 -D1 -~ -~ -0 0 9023 -S -#9023 -A Dried Up River Bed~ - The wind howls as it gets caught in between the banks of what used to be a -large river. The banks reach up to just above your head, obscuring your view -of what's above you. The river bottom is layered in small round pebbles. -This would be a great place to set up an ambush for unwary travellers. -~ -90 0 0 0 0 2 -D3 -~ -~ -0 0 9022 -S -#9024 -The Desert~ - The sky overhead is clear. A strong wind from the south buffets you -relentlessly. You can make out what looks like a mountain range further to the -south. Perhaps this faded trail you are following leads to the south pass. -~ -90 0 0 0 0 2 -D1 -~ -~ -0 0 9025 -D2 -~ -~ -0 0 9028 -S -#9025 -The Desert~ - You can begin to discern what looks look tracks in the sand leading to the -north and west. The remains of a trail being consumed by the desert sand. To -the south you can see somthing on the horizon. Desert stretches as far as you -can see in every other direction. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9021 -D3 -~ -~ -0 0 9024 -S -#9026 -A Trail~ - To the north, east and west, a desert of shimmering sand stretches for as -far as you can see. To the south a jagged mountain range stretches to the sky. -The mountains are tall enough to be barren of trees and some are even snow -capped. -~ -90 0 0 0 0 2 -D1 -~ -~ -0 0 9027 -D2 -~ -~ -0 0 9029 -S -#9027 -A Faded Trail~ - To the south you can see a tall, jagged mountain range. The stories of the -range are wild and undoubtedly false. But one thing you know is true. They -are almost insurpassable unless you can find the south pass. The trail leads -east and west. -~ -90 0 0 0 0 2 -D1 -~ -~ -0 0 9028 -D3 -~ -~ -0 0 9026 -S -#9028 -A Faded Trail~ - This trail you are on is slightly packed, easier to travel on than the -desert sand. Dunes of sand rise above you to the south and east. The trail -continues to the west. This part of the desert is strangely quite and still. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9024 -D3 -~ -~ -0 0 9027 -S -#9029 -Before the Mountains~ - Just to the south a wall of rock reaches up into the sky. To the east and -west the mountains look insurpassable. A small trail continues south towards -the base of the mountains or north into the desert. -~ -90 0 0 0 0 2 -D0 -~ -~ -0 0 9026 -D2 -~ -~ -0 0 9030 -S -#9030 -Before the Mountains~ - You stand in the shadows of the intimidating mountains. Just thinking about -an avalanche or landslide gives you chills. The safety of open ground is just -to the north. Anyone or anything could easily hide along the base of the -mountains. A small trail leads to the east. An almost invisible trail leads -south from here, toward the mountains. -~ -90 4 0 0 0 2 -D0 -~ -~ -0 0 9029 -D1 -~ -~ -0 0 9031 -D2 -~ -~ -0 0 23904 -S -#9031 -A Hidden Path~ - It is as if someone has taken the trouble to try and hide this small trail. -It winds its way still further to the north along the base of the mountains. -Small trees and even a small stream give this place a feeling of peace. -~ -90 0 0 0 0 0 -D0 -~ -~ -0 0 9032 -D1 -~ -~ -0 0 14000 -D3 -~ -~ -0 0 9030 -S -#9032 -A Hidden Path~ - The path continues alond the base of the mountian. A small stream flows -beside you, the water looks very clean and refreshing. You are surrounded by -trees that block any good view of your surroundings. There seems to be a -clearing just to the north. -~ -90 0 0 0 0 0 -D0 -~ -~ -0 0 9033 -D2 -~ -~ -0 0 9031 -S -#9033 -A Secluded Grove~ - You find yourself in the middle of a small glade of elms. The ground is -covered in a spongy moss that makes you feel like you are walking on air. -This area has a strangely serene feeling to it. You suddenly get the feeling -that you are not the only one enjoying this peaceful grove. -~ -90 0 0 0 0 0 -D2 -~ -~ -0 0 9032 -S -$~ diff --git a/lib/world/wld/96.wld b/lib/world/wld/96.wld deleted file mode 100644 index 317116f..0000000 --- a/lib/world/wld/96.wld +++ /dev/null @@ -1,1063 +0,0 @@ -#9600 -The mad wizard's hut~ - The inside of the hut is deathly quiet, save for the breathing of the wizard -and the bubbling of the cauldron. Shelves along the walls are lined with vials -and glasses, holding a variety of colored liquids. Inside the cauldron is a -purple-red liquid, bubbling and splashing all over the floor. The only exit is -back east, out of the hut. -~ -96 76 0 0 0 0 -D1 -~ -door~ -2 9603 9602 -E -credits info~ - Builder : Kas -Zone : 96 Domiae -Began : 2000 -Player Level : 7-10 -Rooms : 57 -Mobs : 12 -Objects : 11 -Shops : 1 -Triggers : 13 -Theme : Forest, Cave, Swamp, abandoned keep -Notes : A quest zone in which a player has to first go to the bear cave - to get a key that allows entrance to the wizards hut. The wizard will then - transport the players to domiae and then they must find the king and - complete the quest to receive a sword. -Links : 03e -Zone 96 was linked to the following zones: - 100 Northern Highway at 9603 (east ) ---> 10056 -~ -E -tree oak~ - Large oaken trees block out most of the light, giving the everything in the -forest a dim green appearance. -~ -S -#9601 -On the Path into the forest~ - The path into Domiae is surprisingly well-lit, despite the image given at -the threshold. Dried leaves crackle underfoot, and the forest animals scurry a -safe distance away before turning to regard this new invader. Birds chirp -their merry songs, voices intertangling into a mesh of sounds that faintly -resembles a choir. The path branches off to the west, but the main path -continues north. -~ -96 0 0 0 0 3 -D0 -~ -~ -0 0 9604 -D2 -~ -~ -0 0 9619 -D3 -~ -~ -0 0 9602 -S -T 9600 -#9602 -Path to a distant hut~ - The sounds of the forest grow strangely faint as the path gets closer to the -hut. The trees grow more crooked, and the leafs underfoot grow more plentiful -and dry. Most of the small animals are gone, and only the biggest predatory -animals of the forest dare come this close to the hut. The front of the hut is -decorated with strange runes, and animal skulls hang from the eaves. The -doorknob is fashioned from a human thigh bone. Exits are back to the main -path, or into the hut. -~ -96 0 0 0 0 3 -D1 -~ -~ -0 0 9601 -D3 -~ -door~ -2 9603 9600 -E -hut house hovel home~ - The hut is a crude one, fashioned of daub and mud. Thatched straw serves as -the roof, and the windows are mere holes in the cracked walls. -~ -S -#9603 -A Cleared Path~ - The limbs and scrub brush have been hacked off and thrown to each side of -this new path. Very little traffic has passed this way, only a few plants and -grass blades peeking up through the forest floor are trodden. -~ -96 8 0 0 0 0 -D3 -~ -~ -0 0 9655 -S -#9604 -A path through Domiae~ - The path goes on into deeper foliage, and it now sprouts grass and other -greenery. The dirt becomes slightly softer, and roots protude from the soil. -The refreshing scent of life is in the air, and the birds sing it's praise. -The forest animals seem to take no heed of anyone, travelling along the path as -any human would. Squirrels, rabbits, hares, foxes, and other animals can be -seen scurrying about. The path continues north and south. -~ -96 0 0 0 0 3 -D0 -~ -~ -0 0 9605 -D2 -~ -~ -0 0 9601 -S -T 9600 -#9605 -A four-way intersection~ - A small hole in the treetops forms a sunlit glade. The animals of the forest -are far more active here, and the ground is littered with evidence on their -passing. A bird chirps gleefully from a hole in a nearby tree, soon followed -by a chorus of her chicks. The path here splits in four directions. -~ -96 0 0 0 0 3 -D0 -~ -~ -0 0 9610 -D1 -~ -~ -0 0 9607 -D2 -~ -~ -0 0 9604 -D3 -~ -~ -0 0 9606 -S -T 9600 -#9606 -A dead end~ - The birds chirping intensifies greatly. A massive tree has fallen over the -path, blocking any further advance. Many birds are nested in the falling tree, -which accountrs for the increase in noise. The tree itself is covered in moss -and lichen, with violets and wildflowers shooting from the rotted wood. The -only exit is back to the intersection. -~ -96 0 0 0 0 3 -D1 -~ -~ -0 0 9605 -S -T 9600 -#9607 -A path deeper into the forest~ - As the path into the forest gets deeper, the sounds get louder and more -plentiful. The squirrels tittering, the birds chirping, and the animals just -generally scampering about. The path is filled with less leaves, now, and the -ground gets even softer. Exits are to the east and west. -~ -96 0 0 0 0 0 -D1 -~ -~ -0 0 9608 -D3 -~ -~ -0 0 9605 -S -T 9600 -#9608 -A mushy path~ - The ground is completely devoid of leaves now, and the soil gets even -softer. The air is beginning to take on an unpleasant odor, but it's not quite -placeable. The birdsong is as loud as ever, but the other animals seem to be -strangely quiet. The path turns south, or back west. -~ -96 64 0 0 0 3 -D2 -~ -~ -0 0 9609 -D3 -~ -~ -0 0 9607 -S -T 9600 -#9609 -A swampy pit~ - The path ends here. The dirt has turned to mud, and a large collection of -water and muck is in resting in the middle of the path. The forest is silent, -except the occasional bird chirping. The only exit is back north. -~ -96 65 0 0 0 3 -D0 -~ -~ -0 0 9608 -S -#9610 -A path into Domiae~ - Flowers line the path into Domiae. Here, deeper in the great forest, -different types of trees are flourishing. Rowan, elm, pine, and cedar trees -add themselves to the already plentiful oak. The ever-present birdsong -intertwines itself with the sounds of the animals going about their business. -The moisture trapped by the trees coupled with the coolness of the air gives -the forest a wet sheen. The path continues north and south. -~ -96 0 0 0 0 3 -D0 -~ -~ -0 0 9611 -D2 -~ -~ -0 0 9605 -S -T 9600 -#9611 -A path into Domiae~ - Flowers line the path into Domiae. Here, deeper in the great forest, -different types of trees are flourishing. Rowan, elm, pine, and cedar trees -add themselves to the already plentiful oak. The ever-present birdsong -intertwines itself with the sounds of the animals going about their business. -The moisture trapped by the trees coupled with the coolness of the air gives -the forest a wet sheen. The path continues north and south. -~ -96 0 0 0 0 3 -D0 -~ -~ -0 0 9612 -D2 -~ -~ -0 0 9610 -S -T 9600 -#9612 -A turn in the path~ - The path takes a turn here, the hard-packed dirt loping in a wide turn. In -many places the path is interrupted by small collapses, due to ants tunneling -under. In the underbrush nearby, an animal has burrowed a rather deep hole to -make it's home. Exits are west or back to the south. -~ -96 0 0 0 0 3 -D2 -~ -~ -0 0 9611 -D3 -~ -~ -0 0 9613 -E -den hole burrow~ - Peering into the hole, it looks like a mole has chosen to make it's home -here. The soil inside the burrow is dry and grainy. -~ -S -T 9600 -#9613 -A three-way intersection~ - Birds chirp merrily as the path splits into two trails. Rabbits and other -'larger' animals seem to use the west path, while squirrels and birds - the -'smaller' animals - seem to keep to the east path. The northern path, on the -other hand, doesn't look like any animal uses it. The path continues west and -north, and back east. -~ -96 0 0 0 0 3 -D0 -~ -~ -0 0 9614 -D1 -~ -~ -0 0 9612 -D3 -~ -~ -0 0 9617 -S -T 9600 -#9614 -A path into Domiae~ - Flowers line the path into Domiae. Here, deeper in the great forest, -different types of trees are flourishing. Rowan, elm, pine, and cedar trees -add themselves to the already plentiful oak. The ever-present birdsong -intertwines itself with the sounds of the animals going about their business. -The moisture trapped by the trees coupled with the coolness of the air gives -the forest a wet sheen. The path continues north and south. -~ -96 0 0 0 0 3 -D0 -~ -~ -0 0 9615 -D2 -~ -~ -0 0 9613 -S -T 9600 -#9615 -A turn in the path~ - The path takes a turn here, the hard-packed dirt loping in a wide turn. In -many places the path is interrupted by small collapses, due to ants tunneling -under. In the underbrush nearby, an animal has burrowed a rather deep hole to -make it's home. Exits are east or back to the south. -~ -96 0 0 0 0 3 -D1 -~ -~ -0 0 9616 -D2 -~ -~ -0 0 9614 -E -den hole burrow~ - Peering into the hole, it looks like a mole has chosen to make it's home -here. The soil inside the burrow is dry and grainy. -~ -S -T 9600 -#9616 -A dead end~ - The birds chirping intensifies greatly. A massive tree has fallen over the -path, blocking any further advance. Many birds are nested in the falling tree, -which accountrs for the increase in noise. The tree itself is covered in moss -and lichen, with violets and wildflowers shooting from the rotted wood. The -only exit is back west. -~ -96 0 0 0 0 3 -D3 -~ -~ -0 0 9615 -S -T 9600 -#9617 -A path into Domiae~ - Flowers line the path into Domiae. Here, deeper in the great forest, -different types of trees are flourishing. Rowan, elm, pine, and cedar trees -add themselves to the already plentiful oak. The ever-present birdsong -intertwines itself with the sounds of the animals going about their business. -The moisture trapped by the trees coupled with the coolness of the air gives -the forest a wet sheen. The path continues east and west. -~ -96 0 0 0 0 3 -D1 -~ -~ -0 0 9613 -D3 -~ -~ -0 0 9618 -S -T 9600 -#9618 -A turn in the path~ - The hard-packed earth takes a sharp turn, and the underbrush gets less -dense. The trees are more spread apart, and flowers come less often. The -smaller and weaker animals seem to have disappeared, but the bigger ones seem -to have grown more plentiful. The path turns south, and continues back east. -~ -96 0 0 0 0 3 -D1 -~ -~ -0 0 9617 -D2 -~ -~ -0 0 9620 -S -T 9600 -#9619 -The Entrance of the Forest Domiae~ - The entrance to the forest Domiae is forboding at first glance. Tall oak -trees block out most of the light, and the trail through the forest is -cluttered with leafs and sticks. However, looking again there are many things -of beauty about it. Small animals scurry about, and birdsong can be heard even -at the threshold of the forest. Flowers line the path north into the forest, -which is the only visible exit. -~ -96 0 0 0 0 3 -D0 -~ -~ -0 0 9601 -D1 -~ -~ -0 0 9655 -E -tree oak~ - Large oaken trees block out most of the light, giving the everything in the -forest a dim green appearance. -~ -S -T 9600 -#9620 -Another turn in the path~ - The path turns back west, and the birdsong grows fainter. Someone, or -something, has ripped off the lower boughs to the trees. That either means -someone wants an unobstructed view or someone's property line is near. Far in -the distance a cave makes a gray splotch on the horizon. Exits are west or -back north. -~ -96 0 0 0 0 3 -D0 -~ -~ -0 0 9618 -D3 -~ -~ -0 0 9621 -S -T 9600 -#9621 -A path nearing the cave~ - The path continues west toward the cave. Foxes and rabbits shoot through -the underbrush constantly, and the birdsong grows even fainter. Loud roars -come from the west, and the unmistakeable sound of an animal getting ripped in -half. The path continues west and east. -~ -96 0 0 0 0 3 -D1 -~ -~ -0 0 9620 -D3 -~ -~ -0 0 9622 -S -T 9600 -#9622 -A path nearing the cave~ - Now only the smallest birds can be heard chirping, but the foxes and rabbits -seem to thrive in the silence. The inhuman roars from the west grow louder, -and the squelching of dead animals intensifies. The smell of excrement floats -through the air. The path continues west and east. -~ -96 0 0 0 0 3 -D1 -~ -~ -0 0 9621 -D3 -~ -~ -0 0 9623 -S -T 9600 -#9623 -A turn in the path~ - The path turns sharply yet again, but just around the bend the smell gets -much worse. The wind stops, the animals disappear, and the birds stop singing. -The shrieks of a dying creature can be heard nearby, and the roaring stops -momentarily, replaced by a sickening squelch. The path returns west, or -continues north. -~ -96 4 0 0 0 3 -D0 -~ -~ -0 0 9624 -D1 -~ -~ -0 0 9622 -S -T 9623 -#9624 -In front of the cave~ - The roars here are almost deafening. The smell of death and animal -excrement floats through the air, in enough potency to make one vomit. A pair -of red eyes peer out of the shroud of darkness in the cave. The path continues -north, into the cave west, or returns south. -~ -96 0 0 0 0 3 -D0 -~ -~ -0 0 9625 -D2 -~ -~ -0 0 9623 -D3 -~ -~ -0 0 9626 -S -#9625 -A refuse pit~ - The stench of excrement and death come from this pit. Heaps of dead animals -in various stages of decomposition, and piles of animal excrement. Whether -it's from what lives in the cave or from the dead animals isn't known. The -only exit is back south. -~ -96 0 0 0 0 3 -D2 -~ -~ -0 0 9624 -S -#9626 -In the mouth of the cave~ - Just inside of the cave, the sickly-sweet odor of fresh blood can be -detected. Roars from inside the cave signifies that the cave isn't exactly -empty. The rest of the cave lies west, and one can exit east. -~ -96 8 0 0 0 5 -D1 -~ -~ -0 0 9624 -D3 -~ -~ -0 0 9627 -S -#9627 -Inside the cave~ - The odor of blood gets stronger inside the cave. Probably because of the -strewn about corpses and the fresh blood staining the walls. Claw marks on the -floor tell that the dead animals put up quite a struggle. Exits in all -directions. -~ -96 9 0 0 0 5 -D0 -~ -~ -0 0 9628 -D1 -~ -~ -0 0 9626 -D2 -~ -~ -0 0 9629 -D3 -~ -~ -0 0 9630 -S -#9628 -Inside the cave~ - The odor of blood gets stronger inside the cave. Probably because of the -strewn about corpses and the fresh blood staining the walls. Claw marks on the -floor tell that the dead animals put up quite a struggle. Exits to the south -and west. -~ -96 9 0 0 0 0 -D2 -~ -~ -0 0 9627 -D3 -~ -~ -0 0 9631 -S -#9629 -Inside the cave~ - The odor of blood gets stronger inside the cave. Probably because of the -strewn about corpses and the fresh blood staining the walls. Claw marks on the -floor tell that the dead animals put up quite a struggle. Exits to the north -and west. -~ -96 9 0 0 0 0 -D0 -~ -~ -0 0 9627 -D3 -~ -~ -0 0 9632 -S -#9630 -Inside the cave~ - The odor of blood gets stronger inside the cave. Probably because of the -strewn about corpses and the fresh blood staining the walls. Claw marks on the -floor tell that the dead animals put up quite a struggle. Exits north, east, -and south. -~ -96 9 0 0 0 0 -D0 -~ -~ -0 0 9631 -D1 -~ -~ -0 0 9627 -D2 -~ -~ -0 0 9632 -S -#9631 -Inside the cave~ - The odor of blood gets stronger inside the cave. Probably because of the -strewn about corpses and the fresh blood staining the walls. Claw marks on the -floor tell that the dead animals put up quite a struggle. Exits to the south -and east. -~ -96 9 0 0 0 0 -D1 -~ -~ -0 0 9628 -D2 -~ -~ -0 0 9630 -S -#9632 -Inside the cave~ - The odor of blood gets stronger inside the cave. Probably because of the -strewn about corpses and the fresh blood staining the walls. Claw marks on the -floor tell that the dead animals put up quite a struggle. Exits to the north -and east. -~ -96 9 0 0 0 0 -D0 -~ -~ -0 0 9630 -D1 -~ -~ -0 0 9629 -S -#9633 -Inside the outer gate~ - Green ivy grows up the walls of this once magnificent castle. The inner -gate is north, and two narrow towers protect the barbican. The gate has rusted -off of its hinges, and it lies on the ground near the entrance. To the west -and east are the stairways into the towers, and north lays the gate. To the -south a blue portal stretches between the walls. -~ -96 0 0 0 0 5 -D0 -~ -~ -0 0 9638 -D1 -~ -~ -0 0 9635 -D2 -~ -~ -0 0 9619 -D3 -~ -~ -0 0 9634 -S -#9634 -A stairwell~ - A creaky wooden starway makes its way up the tower. Many steps are missing, -and most of them are rotten. Small slits in the stone wall give room for -archers to fire through in case of an attack, and a murder-hole halfway up the -stairs give soldiers something to pour burning oil or drip heavy objects -through. East lies the outer gate and the top of the small tower is upward. -~ -96 0 0 0 0 5 -D1 -~ -~ -0 0 9633 -D4 -~ -~ -0 0 9637 -S -#9635 -A stairwell~ - A creaky wooden starway makes its way up the tower. Many steps are missing, -and most of them are rotten. Small slits in the stone wall give room for -archers to fire through in case of an attack, and a murder-hole halfway up the -stairs give soldiers something to pour burning oil or drip heavy objects -through. West lies the outer gate and the top of the small tower is upward. -~ -96 0 0 0 0 5 -D3 -~ -~ -0 0 9633 -D4 -~ -~ -0 0 9636 -S -#9636 -A small tower~ - Moss and mildew grow on the walls, and slime lies on the floor. Just below -the tower is the gate area, where people would come in if the outer gate still -existed. There are broken pieces of bows and arrows, rusted sets of armor, and -swords tarnished beyond recognition. The only exit is back down. -~ -96 0 0 0 0 0 -D5 -~ -~ -0 0 9635 -S -#9637 -A small tower~ - Moss and mildew grow on the walls, and slime lies on the floor. Just below -the tower is the gate area, where people would come in if the outer gate still -existed. There are broken pieces of bows and arrows, rusted sets of armor, and -swords tarnished beyond recognition. The only exit is back down. -~ -96 0 0 0 0 0 -D5 -~ -~ -0 0 9634 -S -#9638 -Foyer~ - The cracked marble floor is covered in plants and grass, and rats scurry at -the sound of footsteps. A grand chandelier lies broken in several pieces on -the floor, and the furniture reduced to dull colored rags. All that remains of -the fountain is the statue of the King, broken in half. Exits are north and -south. -~ -96 8 0 0 0 0 -D0 -~ -~ -0 0 9639 -D2 -~ -~ -0 0 9633 -S -#9639 -The throne room~ - The throne room of this secluded castle is surprisingly well kept. Two -thrones of solid gold and satin lay on the dais, and the exquisite silk -tapestries on the walls are untouched by rats or other vermin. The queens -chair holds a skeleton, but the king's chair is strangely empty. Exits are east -and west along the hall, north to the dining area or south to the foyer. -~ -96 8 0 0 0 0 -D0 -~ -~ -0 0 9640 -D1 -~ -~ -0 0 9643 -D2 -~ -~ -0 0 9638 -D3 -~ -~ -0 0 9644 -S -#9640 -Banquet hall~ - Contrary to the Throne Room, the hall lies in horrible disrepair. The table -itself seems sturdy enough, but those chairs remaining are in pieces or missing -legs. The ever-present sound of rat on stone can be heard. Exits are north -and south. -~ -96 8 0 0 0 0 -D0 -~ -door kitchen north~ -1 0 9641 -D2 -~ -~ -0 0 9639 -S -#9641 -Kitchen~ - Massive iron-cast ovens occupy most of the room, and the remains of plain -tables can be seen. The smell of rat floats in the air, along with the smell -of long spoiled food. The cellar lies west, or one may exit south back into -the dining hall. -~ -96 8 0 0 0 0 -D2 -~ -door south dining~ -1 0 9640 -D3 -~ -door cellar~ -1 0 9642 -S -#9642 -Cellar~ - The cellar smells strongly of rotten food and filthy rats. Eyes glare from -the shelves where food use to be, and the sound of sniffing and fighting can be -heard. Human skeletons lie in a heap. Perhaps this isn't the safest place to -be? -~ -96 9 0 0 0 0 -D1 -~ -door kitchen~ -1 0 9641 -S -#9643 -A hall~ - Chunks of ceiling and wall lay on the floor, blocking most of the entrances. -Rats scurry around the hall, making clicking noises on the broken marble floor. -Plants hang from the ceiling, and grow out of the walls. The hall continues -east, or one can go back west toward the throne room. -~ -96 8 0 0 0 0 -D1 -~ -~ -0 0 9646 -D3 -~ -~ -0 0 9639 -S -#9644 -A hall~ - Chunks of ceiling and wall lay on the floor, blocking most of the entrances. -Rats scurry around the hall, making clicking noises on the broken marble floor. -Plants hang from the ceiling, and grow out of the walls. The hall continues -west, or one can go back east toward the throne room. -~ -96 8 0 0 0 0 -D1 -~ -~ -0 0 9639 -D3 -~ -~ -0 0 9645 -S -#9645 -A stairwell~ - A metal stairwell leads to the upper levels. Some of the stairs are lying -on the ground here, having rusted off. The rats seem to stay away from here. -Perhaps it has something to do with the inhuman howls of rage that eminate from -the room west of hear. Or maybe it's that there's more food nearer the -kitchen. Exits are up, west, and east. -~ -96 12 0 0 0 0 -D1 -~ -~ -0 0 9644 -D3 -~ -door~ -2 9646 9648 -D4 -~ -~ -0 0 9650 -S -#9646 -A stairwell~ - A metal stairwell leads to the upper levels. Some of the stairs are lying -on the ground here, having rusted off. The rats seem to stay away from here. -Perhaps it has something to do with the inhuman howls of rage that eminate from -the room east of here. Or maybe it's that there's more food nearer the -kitchen. Exits are up, west, and east. -~ -96 8 0 0 0 0 -D1 -~ -door~ -2 9646 9647 -D3 -~ -~ -0 0 9643 -D4 -~ -~ -0 0 9649 -S -#9647 -A holding chamber.~ - A steel barred window lets in light to the spartan room. A bed and a -chamberpot are all that are here. The floor is of the same cracked marble, and -the cold stone walls don't show the same cracking and falling that the other -walls do. The only exit is the way you came. -~ -96 8 0 0 0 0 -D3 -~ -door~ -1 0 9646 -S -#9648 -A holding chamber.~ - A steel barred window lets in light to the spartan room. A bed and a -chamberpot are all that are here. The floor is of the same cracked marble, and -the cold stone walls don't show the same cracking and falling that the other -walls do. The only exit is the way you came. -~ -96 8 0 0 0 0 -D1 -~ -door~ -1 0 9645 -S -#9649 -A hallway entrance~ - The floor here is lined with satin, although torn and bitten from rats. No -rats are here presently, but signs of their presence are visible. Intricate -carvings and tapestries adorn the walls, along with a bust of the King in the -corner. Exits are west or back down. -~ -96 8 0 0 0 0 -D3 -~ -~ -0 0 9652 -D5 -~ -~ -0 0 9646 -S -#9650 -A hallway entrance~ - The floor here is lined with satin, although torn and bitten from rats. No -rats are here presently, but signs of their presence are visible. Intricate -carvings and tapestries adorn the walls, along with a bust of the King in the -corner. Exits are east or back down. -~ -96 8 0 0 0 0 -D1 -~ -~ -0 0 9651 -D5 -~ -~ -0 0 9645 -S -#9651 -The royal hallway~ - Along the hallway there is no noise whatsoever. The walls are still -crumbling, plants are still growing out of the ceiling, of which most of is -laying on the floor. The floor seems a little less eaten up. The entrance to -the King's bedroom lies east, or one may return west. -~ -96 8 0 0 0 0 -D1 -~ -~ -0 0 9653 -D3 -~ -~ -0 0 9650 -S -#9652 -The royal hallway~ - Along the hallway there is no noise whatsoever. The walls are still -crumbling, plants are still growing out of the ceiling, of which most of is -laying on the floor. The floor seems a little less eaten up. The entrance to -the King's bedroom lies west, or one may return east. -~ -96 8 0 0 0 0 -D1 -~ -~ -0 0 9649 -D3 -~ -~ -0 0 9653 -S -#9653 -In front of the King's bedroom~ - The front of the king's bedroom is in a perfect state of preservation. The -door itself is made of marble, set on a cunningly made device that opens the -door at the King's will. The door is outlined in silver, and two statues in -front of the door are made of solid gold. Exits to the south, east, and west. -~ -96 8 0 0 0 0 -D1 -~ -~ -0 0 9652 -D2 -~ -door king marble~ -2 9652 9654 -D3 -~ -~ -0 0 9651 -S -T 9652 -T 9651 -T 9649 -T 9648 -#9654 -The King's Bedroom~ - Quite the magnificent room, even for a King. The bed takes up a full -quarter of the room, and the walls are completely covered with carvings, -depicting a mighty battle. The ceiling is painted in the image of an angel and -her followers, and the furniture is exquisite. A desk made from the finest -cedar is resting against the wall, with a matching chair. Both are heavily -cushioned with satin, and carved in strange and beautiful pictures. The only -exit is north. -~ -96 8 0 0 0 0 -D0 -~ -door~ -1 9652 9653 -S -#9655 -A Cleared Path~ - The freshly cut path is clearer to the east while to the west it looks like -someone gave up on hacking through this dense woods. The trees and brush are -typical of any hardwood forest. -~ -96 0 0 0 0 0 -D1 -~ -~ -0 0 9603 -D3 -~ -~ -0 0 9619 -S -$~ diff --git a/lib/world/wld/index b/lib/world/wld/index index 58316db..e02a01d 100644 --- a/lib/world/wld/index +++ b/lib/world/wld/index @@ -1,190 +1,3 @@ 0.wld 1.wld -2.wld -3.wld -4.wld -5.wld -6.wld -7.wld -9.wld -11.wld -12.wld -13.wld -14.wld -15.wld -16.wld -17.wld -18.wld -19.wld -20.wld -22.wld -25.wld -26.wld -27.wld -28.wld -30.wld -31.wld -32.wld -33.wld -35.wld -36.wld -37.wld -38.wld -39.wld -40.wld -41.wld -42.wld -43.wld -44.wld -45.wld -46.wld -50.wld -51.wld -52.wld -53.wld -54.wld -55.wld -56.wld -57.wld -60.wld -61.wld -62.wld -63.wld -64.wld -65.wld -70.wld -71.wld -72.wld -73.wld -74.wld -75.wld -78.wld -79.wld -83.wld -86.wld -90.wld -96.wld -100.wld -101.wld -103.wld -104.wld -106.wld -107.wld -115.wld -117.wld -118.wld -120.wld -125.wld -130.wld -140.wld -150.wld -169.wld -175.wld -186.wld -187.wld -200.wld -201.wld -211.wld -220.wld -232.wld -233.wld -234.wld -235.wld -236.wld -237.wld -238.wld -239.wld -240.wld -241.wld -242.wld -243.wld -244.wld -245.wld -246.wld -247.wld -248.wld -249.wld -250.wld -251.wld -252.wld -253.wld -254.wld -255.wld -256.wld -257.wld -258.wld -259.wld -260.wld -261.wld -262.wld -263.wld -264.wld -265.wld -266.wld -267.wld -268.wld -269.wld -270.wld -271.wld -272.wld -273.wld -274.wld -275.wld -276.wld -277.wld -278.wld -279.wld -280.wld -281.wld -282.wld -283.wld -284.wld -285.wld -286.wld -287.wld -288.wld -289.wld -290.wld -291.wld -292.wld -293.wld -294.wld -295.wld -296.wld -298.wld -299.wld -300.wld -301.wld -302.wld -303.wld -304.wld -305.wld -306.wld -307.wld -308.wld -309.wld -310.wld -311.wld -312.wld -313.wld -314.wld -315.wld -316.wld -317.wld -318.wld -319.wld -320.wld -321.wld -322.wld -323.wld -324.wld -325.wld -326.wld -343.wld -345.wld -346.wld -555.wld -556.wld -653.wld -654.wld $ diff --git a/lib/world/wld/index.mini b/lib/world/wld/index.mini index 7ccec45..857f13a 100644 --- a/lib/world/wld/index.mini +++ b/lib/world/wld/index.mini @@ -1,4 +1 @@ -0.wld -12.wld -30.wld $ diff --git a/lib/world/zon/0.zon b/lib/world/zon/0.zon index d80f19e..d371837 100644 --- a/lib/world/zon/0.zon +++ b/lib/world/zon/0.zon @@ -1,54 +1,6 @@ #0 -Rumble~ -The Builder Academy Zone~ -0 99 30 2 d 0 0 0 -1 -1 -M 0 34 1 8 (Chuck Norris) -M 0 29 2 7 (Epictetus) -D 0 20 0 2 (Advanced Trigedit Example) -M 0 24 1 20 (the example gateguard) -G 1 46 99 -1 (the gateguard key) -D 0 89 4 2 (The Prison Cell Corridor) -M 0 31 1 89 (the Commissar) -G 1 68 99 -1 (the Commissar's key) -M 0 18 1 2 (Friedrich Nietzsche) -R 0 88 1228 -1 (a advertising bulletin board) -O 0 1228 99 88 (a advertising bulletin board) -M 0 1 1 1 (Puff) -R 0 90 86 -1 (a pair of shackles) -R 0 90 84 -1 (the shower drain) -O 0 84 1 90 (the shower drain) -P 1 85 99 84 (a small pick) -M 0 29 2 90 (Epictetus) -R 0 90 89 -1 (a pair of iron shackles) -O 0 89 99 90 (a pair of iron shackles) -M 0 28 2 6 (Carl Von Clausewitz) -M 0 28 2 93 (Carl Von Clausewitz) -D 0 97 2 2 (A Prison Cell) -R 0 97 89 -1 (a pair of iron shackles) -O 0 89 99 97 (a pair of iron shackles) -O 0 98 1 99 (a sign) -M 0 97 1 99 (Jenny the waitress) -G 1 92 100 -1 (a nice mug) -G 1 97 100 -1 (a cup) -G 1 91 100 -1 (an English Breakfast) -G 1 90 100 -1 (an ice cream) -M 0 99 1 99 (Death) -E 1 99 100 16 (the Scythe of Death) -M 0 22 2 91 (Aristotle) -M 0 22 2 98 (Aristotle) -M 0 21 2 4 (Plato) -M 0 21 2 92 (Plato) -M 0 17 2 3 (Socrates) -M 0 17 2 94 (Socrates) -M 0 23 2 95 (Confucius) -M 0 23 2 5 (Confucius) -M 0 27 2 96 (James Stockdale) -M 0 27 2 17 (James Stockdale) -M 0 26 1 22 (the protector of the magic eight ball) -R 0 22 47 -1 (the magic eight ball) -O 0 47 99 22 (the magic eight ball) -M 0 25 1 21 (the variable questmaster) -M 0 16 1 19 (a quest ogre) -M 0 14 1 18 (the tutorial questmaster) +Kinther~ +Immortal Zone~ +1 99 30 2 S $ diff --git a/lib/world/zon/1.zon b/lib/world/zon/1.zon index 0ca8c56..90152df 100644 --- a/lib/world/zon/1.zon +++ b/lib/world/zon/1.zon @@ -1,226 +1,6 @@ #1 -Rumble~ -Sanctus~ -100 199 10 2 d 0 0 0 1 34 -R 0 100 251 -1 (a marble fountain) -O 0 251 1 100 (a marble fountain) -M 0 98 1 100 (the travelling saleswoman) -G 1 82 99 -1 (the teleporter) -M 0 156 1 100 (the speaker of the land) -E 1 151 99 12 (a fancy red vest) -E 1 150 99 5 (a white silken shirt) -E 1 148 99 7 (some blue velvet pants) -M 0 181 4 139 (the lookout) -E 1 145 99 5 (a scale mail jacket) -E 1 26319 99 8 (some steel-toed boots) -E 1 143 99 7 (a pair of black leather pants) -E 1 144 99 6 (a leather helm) -M 0 181 4 114 (the lookout) -E 1 145 99 5 (a scale mail jacket) -E 1 26319 99 8 (some steel-toed boots) -E 1 143 99 7 (a pair of black leather pants) -E 1 144 99 6 (a leather helm) -M 0 181 4 119 (the lookout) -E 1 145 99 5 (a scale mail jacket) -E 1 144 99 6 (a leather helm) -E 1 143 99 7 (a pair of black leather pants) -E 1 26319 99 8 (some steel-toed boots) -M 0 181 4 106 (the lookout) -E 1 145 99 5 (a scale mail jacket) -E 1 26319 99 8 (some steel-toed boots) -E 1 143 99 7 (a pair of black leather pants) -E 1 144 99 6 (a leather helm) -D 0 177 0 1 (A Small Home) -M 0 131 1 177 (the hoodlum) -E 1 168 99 5 (a cloth shirt) -R 0 124 355 -1 (a metal staff) -O 0 355 99 124 (a metal staff) -M 0 216 1 189 (Yoda) -O 0 194 1 178 (a closet) -D 0 178 0 1 (A Clean House) -M 0 152 1 178 (the newborn baby) -M 0 151 1 178 (the midwife) -M 0 215 1 134 (the magi guard) -M 0 214 1 133 (the magi guard) -R 0 133 192 -1 (a broken staff) -O 1 192 99 133 (a broken staff) -M 0 138 1 133 (the yellow Master Magi) -G 1 191 99 -1 (an orb meant to top a staff) -E 1 119 99 12 (a yellow robe) -M 0 137 1 131 (the Master Magi) -G 1 189 99 -1 (a gnarled staff) -E 1 129 99 12 (a black robe) -R 0 105 96 -1 (the mages board) -O 1 96 99 105 (the mages board) -M 0 134 1 105 (the Red Master Magi) -E 1 106 99 12 (a red robe) -O 0 219 1 129 (a pile of ashes) -M 0 211 1 129 (the phoenix) -M 0 206 1 162 (a chunky philosopher) -G 1 47 99 -1 (the magic eight ball) -D 0 162 2 1 (Thieves Avenue) -O 0 175 1 101 (a long rope) -M 0 157 1 101 (the old sage) -M 0 153 1 190 (the pickpocket) -G 1 173 99 -1 (a ten sided die) -M 0 154 3 146 (the patrolman) -M 0 163 2 195 (the hired hand) -M 0 4 1 127 (the healer) -M 0 197 1 143 (the carpenter) -M 0 141 3 143 (the corporal) -E 1 170 99 9 (some cloth gloves) -G 1 179 99 -1 (a canteen) -M 0 184 1 150 (Morgan, the bartender) -G 1 29419 99 -1 (a glass) -G 1 29420 99 -1 (a glass) -G 1 31562 99 -1 (a glass) -G 1 27206 99 -1 (a glass of wine) -G 1 27186 99 -1 (a glass) -G 1 104 99 -1 (a bottle) -G 1 101 99 -1 (an imported bottle of beer) -G 1 139 99 -1 (a champagne glass) -G 1 138 99 -1 (a glass) -M 0 177 1 150 (the thief guildguard) -M 0 107 1 149 (Branwen, the leatherworker) -G 1 28100 99 -1 (a tasseled leather bracelet) -G 1 5433 99 -1 (a leather shield) -G 1 25744 99 -1 (a leather helm) -G 1 26412 99 -1 (some leather hand wraps) -G 1 29406 99 -1 (a leather tie) -G 1 32627 99 -1 (a pair of strong leather pants) -G 1 31521 99 -1 (a pair of leather boots) -G 1 144 99 -1 (a leather helm) -G 1 141 99 -1 (a pair of leather gloves) -M 0 108 1 145 (Sarge, the blacksmith) -G 1 12001 99 -1 (a bronze belt) -G 1 28729 99 -1 (a bandanna) -G 1 28739 99 -1 (a helm) -G 1 31518 99 -1 (a steel bracelet) -G 1 29404 99 -1 (a silver ring) -G 1 385 99 -1 (a pair of bronze sleeves) -G 1 27103 99 -1 (a pair of black leggings) -G 1 28738 99 -1 (a mail-shirt) -G 1 142 99 -1 (a wooden shield) -O 0 117 1 145 (a rack of armor) -M 0 103 1 144 (Shiro, the weaponsmith) -G 1 30134 99 -1 (a long sword) -G 1 31543 99 -1 (a sabre) -G 1 1601 99 -1 (an axe) -G 1 28736 99 -1 (a quarterstaff) -G 1 127 99 -1 (some brass knuckles) -G 1 125 99 -1 (a flail) -G 1 124 99 -1 (a mace) -G 1 123 99 -1 (a wooden club) -G 1 121 99 -1 (a small sword) -G 1 120 99 -1 (a dagger) -M 0 104 1 144 (Rhian) -O 0 118 1 144 (a rack of weapons) -M 0 140 1 142 (the bartender) -G 1 30707 99 -1 (a bottle) -G 1 28719 99 -1 (a bottle) -G 1 28324 99 -1 (a bottle) -E 1 128 99 17 (a cigarette) -G 1 113 99 -1 (a shot) -G 1 103 99 -1 (a glass) -G 1 102 99 -1 (a stout bottle) -G 1 147 99 -1 (an exotic bottle of beer) -G 1 137 99 -1 (a dirty glass) -D 0 163 2 1 (Thieves Avenue) -D 0 176 0 1 (A Cramped Home) -D 0 161 2 1 (Thieves Avenue) -M 0 168 1 161 (the smelly bum) -G 1 103 99 -1 (a glass) -D 0 175 0 1 (An Extravagant Home) -M 0 132 1 175 (the butler) -D 0 160 2 1 (Thieves Avenue) -D 0 173 0 1 (A Poor Home) -D 0 158 2 1 (Warriors Avenue) -D 0 172 0 1 (An Extravagant Home) -M 0 130 3 172 (the maid) -E 1 155 99 17 (a feather duster) -D 0 157 2 1 (Warriors Avenue) -M 0 167 2 157 (the staff sergeant) -E 1 142 99 11 (a wooden shield) -E 1 143 99 7 (a pair of black leather pants) -D 0 171 0 1 (A Beggars Home) -M 0 165 1 171 (the beggar) -D 0 156 2 1 (Warriors Avenue) -D 0 170 0 1 (A Fine Home) -D 0 155 2 1 (Warriors Avenue) -M 0 100 3 155 (the young man) -G 1 179 99 -1 (a canteen) -D 0 154 3 1 (The Warriors Quarter) -D 0 153 1 1 (The Warriors Barracks) -M 0 141 3 153 (the corporal) -E 1 170 99 9 (some cloth gloves) -G 1 179 99 -1 (a canteen) -D 0 164 1 1 (Thieves Quarter) -M 0 100 3 164 (the young man) -G 1 143 99 -1 (a pair of black leather pants) -D 0 165 3 1 (The Thieves' Warehouse) -M 0 167 2 152 (the staff sergeant) -E 1 143 99 7 (a pair of black leather pants) -E 1 142 99 11 (a wooden shield) -M 0 159 2 140 (the lieutenant) -E 1 166 99 7 (a pair of cloth pants) -E 1 167 99 6 (a cloth cap) -M 0 175 4 140 (the gate sentry) -E 1 30414 99 5 (a Suit of Old Chainmail) -M 0 160 1 168 (the general) -E 1 145 99 5 (a scale mail jacket) -E 1 144 99 6 (a leather helm) -M 0 139 1 188 (the alley cat) -M 0 163 2 166 (the hired hand) -M 0 176 1 182 (Gunney) -E 1 157 99 6 (Gunney's hat) -M 0 179 3 198 (the recruit) -M 0 190 3 193 (the cat) -M 0 192 3 186 (the german shephard) -M 0 129 3 179 (the thief) -G 1 156 99 -1 (someone else's purse) -E 1 120 99 16 (a dagger) -M 0 195 3 159 (the kitten) -G 1 135 99 -1 (some catnip) -M 0 191 3 169 (the puppy) -E 1 134 99 3 (a dog collar) -M 0 143 1 148 (the waitress) -G 1 101 99 -1 (an imported bottle of beer) -M 0 174 1 128 (the cleric guildguard) -M 0 173 1 132 (the magi guildguard) -M 0 127 1 141 (the warrior) -M 0 105 3 199 (the balding man) -E 1 152 99 17 (a cane) -M 0 183 1 110 (the Master Thief) -R 0 110 95 -1 (the thieves board) -O 1 95 99 110 (the thieves board) -M 0 122 1 109 (the thieves' guildmaster) -E 1 129 99 12 (a black robe) -M 0 161 4 174 (the streetsweeper) -G 1 136 99 -1 (a broom) -G 1 149 99 -1 (a dustpan) -M 0 150 1 192 (the mangy mutt) -R 0 192 146 -1 (a pool of blood) -O 1 146 99 192 (a pool of blood) -R 0 103 94 -1 (the clerics board) -O 1 94 99 103 (the clerics board) -M 0 180 1 103 (Javier, the High Councillor) -E 1 28748 99 12 (a white robe) -R 0 108 93 -1 (the warriors board) -O 1 93 99 108 (the warriors board) -M 0 155 1 108 (the War Master) -E 1 30410 99 12 (a great fur cloak) -M 0 123 1 107 (the warriors guildmaster) -E 1 31661 99 12 (a white robe) -M 0 120 1 104 (the mages' guildmaster) -E 1 129 99 12 (a black robe) -M 0 121 1 102 (the clerics' guildmaster) -E 1 31661 99 12 (a white robe) -M 0 3 1 113 (the questmaster) -E 1 107 99 12 (a blue robe) -M 0 147 1 147 (Logan) -G 1 148 99 -1 (some blue velvet pants) -G 1 150 99 -1 (a white silken shirt) -G 1 151 99 -1 (a fancy red vest) -O 0 100 1 120 (the portal) +Kinther~ +City of Caleran~ +100 999 30 2 S $ diff --git a/lib/world/zon/100.zon b/lib/world/zon/100.zon deleted file mode 100644 index eea5c71..0000000 --- a/lib/world/zon/100.zon +++ /dev/null @@ -1,69 +0,0 @@ -#100 -Rumble~ -Northern Highway~ -10000 10099 30 2 d 0 0 0 3 7 -O 0 10001 1 10000 (a stove) -P 1 10009 1 10001 (a few coins) -O 0 10000 1 10000 (a dirty bunk) -P 1 10014 99 10000 (a brass lantern) -P 1 10008 10 10000 (a shirt) -P 1 10007 10 10000 (some pants) -M 0 10015 1 10066 (the hunter) -G 1 10015 99 -1 (a fur backpack) -P 1 10016 99 10015 (some venison) -M 0 10016 1 10033 (the huntress) -M 0 10012 3 10033 (the skunk) -M 0 10000 1 10001 (the hermit) -R 0 10024 10003 -1 (the lake) -O 0 10003 2 10024 (the lake) -M 0 10007 2 10024 (the merchant) -R 0 10023 10003 -1 (the lake) -O 0 10003 2 10023 (the lake) -O 0 10013 1 10069 (the ash) -O 0 10010 1 10059 (the oak) -O 0 10011 1 10018 (the maple) -O 0 10012 1 10015 (the elm) -M 0 10003 3 10094 (the fox) -M 0 10014 3 10099 (the lynx) -M 0 10005 3 10092 (the doe) -M 0 10014 3 10090 (the lynx) -M 0 10006 3 10089 (the buck) -M 0 10009 3 10082 (the possum) -M 0 10011 3 10085 (the raccoon) -M 0 10001 2 10078 (the bobcat) -M 0 10013 6 10078 (the baby bobcat) -M 0 10007 2 10073 (the merchant) -M 0 10008 2 10075 (the peddler) -M 0 10014 3 10064 (the lynx) -M 0 10012 3 10067 (the skunk) -M 0 10011 3 10071 (the raccoon) -M 0 10012 3 10055 (the skunk) -M 0 10011 3 10061 (the raccoon) -M 0 10002 3 10053 (the chipmunk) -M 0 10010 2 10052 (the alligator) -M 0 10009 3 10044 (the possum) -M 0 10008 2 10036 (the peddler) -M 0 10009 3 10039 (the possum) -M 0 10010 2 10040 (the alligator) -M 0 10006 3 10029 (the buck) -O 0 10002 3 10029 (the river) -P 1 10006 6 10002 (a small trout) -M 0 10004 3 10020 (the coyote) -M 0 10006 3 10026 (the buck) -M 0 10003 3 10019 (the fox) -M 0 10013 6 10005 (the baby bobcat) -M 0 10013 6 10016 (the baby bobcat) -M 0 10001 2 10016 (the bobcat) -M 0 10005 3 10014 (the doe) -M 0 10002 3 10009 (the chipmunk) -M 0 10012 3 10007 (the skunk) -M 0 10003 3 10003 (the fox) -O 0 10004 1 10043 (the pond) -O 0 10002 3 10032 (the river) -P 1 10006 6 10002 (a small trout) -O 0 10005 2 10031 (the river) -O 0 10005 2 10030 (the river) -O 0 10002 3 10028 (the river) -P 1 10006 6 10002 (a small trout) -S -$ diff --git a/lib/world/zon/101.zon b/lib/world/zon/101.zon deleted file mode 100644 index 1cd012e..0000000 --- a/lib/world/zon/101.zon +++ /dev/null @@ -1,41 +0,0 @@ -#101 -Unknown~ -South Road~ -10100 10199 10 2 d 0 0 0 6 8 -M 0 10112 1 10121 (Bubba) -M 0 10111 1 10119 (the wanderer) -M 0 10110 1 10117 (the groundhog) -M 0 10109 1 10115 (a greedy trader) -M 0 10108 1 10113 (a clairvoyant gypsy) -E 1 10116 99 14 (a bracelet of the gypsy) -M 0 10107 1 10111 (a robbed merchant) -E 1 10115 99 13 (a beltpouch) -E 1 10114 99 17 (a bottle) -E 1 10113 99 10 (some torn sleeves) -M 0 10106 2 10109 (a pillaging bandit) -E 1 10112 99 9 (some camouflage gloves) -E 1 10111 99 8 (some camouflage moccassins) -E 1 10110 99 7 (some camouflage pants) -E 1 10109 99 6 (a mask for a bandit) -O 0 10101 1 10107 (the caravan) -P 1 10103 99 10101 (a large assortment of crops and fish) -M 0 10105 2 10105 (the fisherman) -E 1 10108 99 16 (a fishing pole) -G 1 10102 99 -1 (some salmon) -M 0 10105 2 10127 (the fisherman) -E 1 10108 99 16 (a fishing pole) -G 1 10102 99 -1 (some salmon) -M 0 10104 1 10129 (the heifer) -G 1 10107 99 -1 (a nose ring for a cow) -M 0 10103 1 10133 (the calf) -M 0 10102 2 10135 (the reddish brown weasel) -M 0 10102 2 10103 (the reddish brown weasel) -M 0 10101 1 10137 (a lost cow) -G 1 10106 99 -1 (a cow bell) -M 0 10100 1 10101 (farmer Bob) -E 1 10105 99 12 (some worn coveralls) -E 1 10104 99 17 (a shovel covered in maneur) -R 0 10108 10100 -1 (an irrigation ditch) -O 0 10100 1 10108 (an irrigation ditch) -S -$ diff --git a/lib/world/zon/103.zon b/lib/world/zon/103.zon deleted file mode 100644 index 2050596..0000000 --- a/lib/world/zon/103.zon +++ /dev/null @@ -1,41 +0,0 @@ -#103 -Taylor~ -DBZ World~ -10300 10399 5 2 d 0 0 0 1 34 -O 0 10300 1 10300 (the Zone Description Sign) -M 0 10361 1 10361 (the Elder Namek) -M 0 10346 7 10346 (a Namek Townsmen) -M 0 10379 5 10379 (a rabbit) -M 0 10379 2 10379 (a rabbit) -M 0 10399 3 10398 (a Biker) -M 0 10398 3 10398 (a Gambler) -M 0 10368 3 10368 (a large bird) -M 0 10362 2 10362 (a Dragon Statue) -G 1 10363 2 -1 (a Gate Key) -M 0 10305 1 10305 (a Namekian Priest) -M 0 10362 2 10305 (a Dragon Statue) -G 1 10363 1 -1 (a Gate Key) -M 0 10329 1 10329 (Master Roshi) -G 1 10329 100 -1 (a Turlte Hermit headband) -M 0 10345 1 10342 (Bulma) -M 0 10339 1 10339 (Truncks) -M 0 10319 1 10319 (Vegeta) -M 0 10318 1 10318 (a Newbie Fighter) -M 0 10316 1 10316 (Matilda) -M 0 10307 5 10307 (a large wolf) -M 0 10304 1 10304 (the guardian of earth) -M 0 10306 1 10304 (the guardians helper) -O 0 10304 1 10304 (a yellow cloud) -O 0 10303 1 10303 (a teleporter) -O 0 10308 2 10303 (a sign) -O 0 10302 1 10302 (a teleporter) -O 0 10308 2 10302 (a sign) -O 0 10389 1 10392 (a Teleporter) -O 0 10376 1 10376 (a orb) -O 0 10373 1 10373 (a torch) -O 0 10369 1 10369 (a circular rock) -O 0 10333 1 10333 (a Turtle Shell) -O 0 10320 1 10320 (a teleporter) -O 0 10301 1 10301 (a sign) -S -$ diff --git a/lib/world/zon/104.zon b/lib/world/zon/104.zon deleted file mode 100644 index 4a0c506..0000000 --- a/lib/world/zon/104.zon +++ /dev/null @@ -1,67 +0,0 @@ -#104 -Taylor~ -Land of Orchan~ -10400 10499 5 2 d 0 0 0 4 34 -O 0 10427 1 10400 (a Zone Description Sign) -M 0 10414 1 10400 (hells hound) -M 0 10429 1 10464 (the Weatherman) -M 0 10409 1 10409 (Jak) -G 1 10408 100 -1 (a pair of metal gloves) -G 1 10407 100 -1 (a pair of leather boots) -G 1 10406 100 -1 (a bronze helm) -G 1 10405 100 -1 (bronze armor) -G 1 10409 100 -1 (a wooden shield) -M 1 10416 1 10409 (Town Gurad) -E 1 10421 100 5 (diamond encrusted armor) -E 1 10422 100 7 (a pair of diamond encrusted leggings) -E 1 10423 100 9 (a pair of diamond gloves) -E 1 10424 100 6 (a diamond helm) -E 1 10425 100 11 (a diamond shield) -E 1 10418 100 16 (a diamond encrusted long sword) -M 0 10407 2 10401 (a small squirrel) -M 0 10408 3 10401 (an ugly troll) -M 0 10411 4 10401 (a wood imp) -M 0 10410 3 10401 (an orc) -M 0 10412 1 10425 (postmistress Elide) -M 0 10404 5 10414 (an elven woman) -M 0 10403 5 10414 (an elven townsmen) -M 0 10402 1 10422 (Arwin Mic'Zell) -G 1 10405 100 -1 (bronze armor) -G 1 10406 100 -1 (a bronze helm) -G 1 10407 100 -1 (a pair of leather boots) -G 1 10408 100 -1 (a pair of metal gloves) -G 1 10409 100 -1 (a wooden shield) -G 1 10421 100 -1 (diamond encrusted armor) -G 1 10422 100 -1 (a pair of diamond encrusted leggings) -G 1 10423 100 -1 (a pair of diamond gloves) -G 1 10424 100 -1 (a diamond helm) -G 1 10425 100 -1 (a diamond shield) -G 1 10426 100 -1 (a pair of silve boots) -M 0 10401 1 10421 (Chwin) -G 1 10404 100 -1 (a long sword) -G 1 10415 100 -1 (a short sword) -G 1 10416 100 -1 (a dagger) -G 1 10417 100 -1 (a silver dagger) -G 1 10418 100 -1 (a diamond encrusted long sword) -G 1 10419 100 -1 (a spear) -G 1 10420 100 -1 (a war hammer) -M 0 10400 1 10419 (Lena) -G 1 10402 1 -1 (a forest map) -G 1 10410 1 -1 (a town map) -G 1 10412 1 -1 (a sheet of map parchment) -G 1 10413 1 -1 (an ink pen) -M 0 10405 1 10424 (the Village Elder) -M 0 10406 1 10416 (Ligern) -O 0 10429 1 10446 (Infra Armor) -M 0 10416 1 10458 (Town Gurad) -O 0 10430 1 10458 (Taylors Journal) -M 0 10415 15 10456 (a border collie) -M 0 10415 15 10455 (a border collie) -M 0 10415 15 10437 (a border collie) -M 0 10415 15 10447 (a border collie) -M 0 10415 15 10444 (a border collie) -O 0 10414 1 10415 (a house sign) -O 0 10411 1 10417 (a road sign) -O 0 10403 1 10411 (a tacky wooden sign) -S -$ diff --git a/lib/world/zon/106.zon b/lib/world/zon/106.zon deleted file mode 100644 index 014fdbd..0000000 --- a/lib/world/zon/106.zon +++ /dev/null @@ -1,185 +0,0 @@ -#106 -Daiko~ -Elcardo~ -10600 10699 30 2 d 0 0 0 7 14 -M 0 10607 5 10608 (a rebel commando) -E 1 10608 5 13 (a Suncas cloth kilt) -E 1 10606 4 16 (a long iron bladed pole arm) -E 1 10611 10 8 (a pair of Suncas untanned leather sandals) -E 1 10607 3 5 (a forged Suncas bodyplate) -E 1 10602 20 17 (a flame hardened quarterstaff) -M 0 10605 10 10605 (a Suncas rebel foot soldier) -E 1 10602 5 16 (a flame hardened quarterstaff) -E 1 10608 15 13 (a Suncas cloth kilt) -E 1 10611 15 8 (a pair of Suncas untanned leather sandals) -M 1 10606 10 10605 (an elite Suncas rebel soldier) -E 1 10608 15 13 (a Suncas cloth kilt) -E 1 10603 10 16 (a cast iron rebel spear) -E 1 10610 10 6 (a Suncas tin scaled leather helmet) -E 1 10611 15 8 (a pair of Suncas untanned leather sandals) -M 0 10617 1 10605 (a panhandler) -G 1 10600 99 -1 (the shirt off the panhandlers back) -M 0 10608 1 10645 (Sujin Suncas) -E 1 10609 99 15 (a Suncas banded wristguard) -E 1 10635 1 1 (an authority ring of the Suncas clan) -E 1 10609 99 14 (a Suncas banded wristguard) -M 0 10634 1 10632 (Tring, the armorer) -G 1 10621 99 -1 (a full faced Elcardorian helmet) -G 1 10620 99 -1 (a leather underlined Elcardorian shield) -G 1 10618 99 -1 (some Elcardorian military arm plates) -G 1 10617 99 -1 (an Elcardorian military shin guard) -G 1 10616 99 -1 (an Elcardorian military combat plate) -M 0 10610 5 10604 (an Elcardorian military officer) -E 1 10613 5 16 (an Elcardorian military longsword) -E 1 10616 30 5 (an Elcardorian military combat plate) -E 1 10620 30 11 (a leather underlined Elcardorian shield) -E 1 10617 30 7 (an Elcardorian military shin guard) -E 1 10618 20 10 (some Elcardorian military arm plates) -R 0 10604 10604 -1 (a fountain) -O 0 10604 1 10604 (a fountain) -M 0 10640 1 10604 (a Shadowy figure) -E 1 10641 1 16 (an assassins dagger) -R 0 10633 10640 -1 (the bank) -O 0 10640 1 10633 (the bank) -M 0 10633 1 10633 (Penny, the bank teller) -M 0 10632 1 10634 (Brack, the weaponsmith) -G 1 10613 25 -1 (an Elcardorian military longsword) -G 1 10614 10 -1 (an Elcardorian military rapier) -M 0 10638 1 10638 (the elcardorian grocer) -G 1 10637 99 -1 (a kerosene soaked torch) -G 1 10638 99 -1 (a buffalo waterskin) -G 1 10636 100 -1 (a lamb skin backpack) -D 0 10636 0 1 (Inside the Mayor's room) -M 0 10636 1 10636 (the Elcardorian Mayor) -E 1 10615 1 17 (a platinum Elcardorian sceptre) -M 0 10639 1 10639 (Lara) -G 1 10631 100 -1 (an ebony vial) -G 1 10632 100 -1 (a jar of blue waters) -G 1 10633 100 -1 (a jar containing bright yellow gel) -G 1 10634 100 -1 (a cherry colored tube) -G 1 10639 100 -1 (a null gravity potion) -M 0 10637 1 10637 (grandmother sunshine) -M 0 10614 1 10637 (grandfather sunshine) -G 1 10628 100 -1 (a cinnamon danish) -G 1 10629 100 -1 (a savoury muffin) -G 1 10630 100 -1 (a cheese bun) -M 0 10616 2 10654 (a Suncas prison guard) -E 1 10608 15 13 (a Suncas cloth kilt) -E 1 10607 15 5 (a forged Suncas bodyplate) -E 1 10610 5 6 (a Suncas tin scaled leather helmet) -E 1 10627 1 16 (a barb wire whip) -M 0 10615 2 10653 (a political prisoner) -E 1 10626 2 1 (a parliament ring) -E 1 10625 2 7 (a pair of cast iron shackles) -M 0 10615 2 10653 (a political prisoner) -E 1 10626 2 1 (a parliament ring) -E 1 10625 2 7 (a pair of cast iron shackles) -M 0 10613 4 10648 (a sick and dying man) -M 0 10613 4 10648 (a sick and dying man) -M 0 10613 4 10648 (a sick and dying man) -M 0 10613 4 10648 (a sick and dying man) -O 0 10624 1 10648 (a torture rack) -M 0 10603 1 10647 (the executioner) -E 1 10622 1 16 (a tempered bladed executioner's axe) -E 1 10623 10 3 (a rope noose) -D 0 10635 2 1 (Mayor's Hut) -M 0 10635 1 10635 (the mayor's wife) -M 0 10611 2 10603 (an elcardorian military captain) -E 1 10614 2 16 (an Elcardorian military rapier) -E 1 10616 30 5 (an Elcardorian military combat plate) -E 1 10620 30 11 (a leather underlined Elcardorian shield) -E 1 10617 30 7 (an Elcardorian military shin guard) -E 1 10618 20 10 (some Elcardorian military arm plates) -E 1 10619 5 12 (a blue elcardorian cloak) -E 1 10621 5 6 (a full faced Elcardorian helmet) -M 0 10610 5 10610 (an Elcardorian military officer) -E 1 10613 5 16 (an Elcardorian military longsword) -E 1 10616 30 5 (an Elcardorian military combat plate) -E 1 10620 30 11 (a leather underlined Elcardorian shield) -E 1 10617 30 7 (an Elcardorian military shin guard) -E 1 10618 20 10 (some Elcardorian military arm plates) -M 0 10610 5 10616 (an Elcardorian military officer) -E 1 10613 5 16 (an Elcardorian military longsword) -E 1 10616 30 5 (an Elcardorian military combat plate) -E 1 10620 30 11 (a leather underlined Elcardorian shield) -E 1 10617 30 7 (an Elcardorian military shin guard) -E 1 10618 20 10 (some Elcardorian military arm plates) -M 0 10609 10 10623 (an Elcardorian infantry man) -E 1 10612 10 16 (a two-handed Elcardorian military sword) -E 1 10616 30 5 (an Elcardorian military combat plate) -E 1 10620 30 11 (a leather underlined Elcardorian shield) -M 0 10609 10 10630 (an Elcardorian infantry man) -E 1 10612 10 16 (a two-handed Elcardorian military sword) -E 1 10616 30 5 (an Elcardorian military combat plate) -E 1 10620 30 11 (a leather underlined Elcardorian shield) -M 0 10609 10 10618 (an Elcardorian infantry man) -E 1 10612 10 16 (a two-handed Elcardorian military sword) -E 1 10616 30 5 (an Elcardorian military combat plate) -E 1 10620 30 11 (a leather underlined Elcardorian shield) -M 0 10609 10 10620 (an Elcardorian infantry man) -E 1 10612 10 16 (a two-handed Elcardorian military sword) -E 1 10616 30 5 (an Elcardorian military combat plate) -E 1 10620 30 11 (a leather underlined Elcardorian shield) -M 0 10609 10 10607 (an Elcardorian infantry man) -E 1 10612 10 16 (a two-handed Elcardorian military sword) -E 1 10616 30 5 (an Elcardorian military combat plate) -E 1 10620 30 11 (a leather underlined Elcardorian shield) -M 0 10605 10 10607 (a Suncas rebel foot soldier) -E 1 10608 15 13 (a Suncas cloth kilt) -E 1 10602 10 16 (a flame hardened quarterstaff) -E 1 10611 10 8 (a pair of Suncas untanned leather sandals) -M 0 10609 10 10615 (an Elcardorian infantry man) -E 1 10612 10 16 (a two-handed Elcardorian military sword) -E 1 10616 30 5 (an Elcardorian military combat plate) -E 1 10620 30 11 (a leather underlined Elcardorian shield) -M 0 10605 10 10615 (a Suncas rebel foot soldier) -E 1 10608 15 13 (a Suncas cloth kilt) -E 1 10602 10 16 (a flame hardened quarterstaff) -E 1 10611 10 8 (a pair of Suncas untanned leather sandals) -M 0 10609 10 10617 (an Elcardorian infantry man) -E 1 10612 10 16 (a two-handed Elcardorian military sword) -E 1 10616 30 5 (an Elcardorian military combat plate) -E 1 10620 30 11 (a leather underlined Elcardorian shield) -M 0 10605 10 10617 (a Suncas rebel foot soldier) -E 1 10608 15 13 (a Suncas cloth kilt) -E 1 10602 10 16 (a flame hardened quarterstaff) -E 1 10611 10 8 (a pair of Suncas untanned leather sandals) -M 0 10609 10 10612 (an Elcardorian infantry man) -E 1 10612 10 16 (a two-handed Elcardorian military sword) -E 1 10616 30 5 (an Elcardorian military combat plate) -E 1 10620 30 11 (a leather underlined Elcardorian shield) -M 0 10609 10 10613 (an Elcardorian infantry man) -E 1 10612 10 16 (a two-handed Elcardorian military sword) -E 1 10616 30 5 (an Elcardorian military combat plate) -E 1 10620 30 11 (a leather underlined Elcardorian shield) -M 0 10606 5 10627 (an elite Suncas rebel soldier) -E 1 10608 5 13 (a Suncas cloth kilt) -E 1 10603 5 16 (a cast iron rebel spear) -E 1 10611 10 8 (a pair of Suncas untanned leather sandals) -E 1 10620 5 11 (a leather underlined Elcardorian shield) -M 0 10606 5 10624 (an elite Suncas rebel soldier) -E 1 10608 5 13 (a Suncas cloth kilt) -E 1 10603 5 16 (a cast iron rebel spear) -E 1 10611 10 8 (a pair of Suncas untanned leather sandals) -E 1 10620 5 11 (a leather underlined Elcardorian shield) -M 0 10605 10 10625 (a Suncas rebel foot soldier) -E 1 10608 15 13 (a Suncas cloth kilt) -E 1 10602 10 16 (a flame hardened quarterstaff) -E 1 10611 10 8 (a pair of Suncas untanned leather sandals) -M 0 10605 10 10641 (a Suncas rebel foot soldier) -E 1 10608 15 13 (a Suncas cloth kilt) -E 1 10602 10 16 (a flame hardened quarterstaff) -E 1 10611 10 8 (a pair of Suncas untanned leather sandals) -M 0 10605 10 10611 (a Suncas rebel foot soldier) -E 1 10608 15 13 (a Suncas cloth kilt) -E 1 10602 10 16 (a flame hardened quarterstaff) -E 1 10611 10 8 (a pair of Suncas untanned leather sandals) -M 0 10605 10 10606 (a Suncas rebel foot soldier) -E 1 10608 15 13 (a Suncas cloth kilt) -E 1 10602 10 16 (a flame hardened quarterstaff) -E 1 10611 10 8 (a pair of Suncas untanned leather sandals) -O 0 10601 1 10601 (a large altar) -M 0 10602 1 10601 (the Elcardorian priest) -E 1 10605 1 4 (a wooden orthodox Elcardorian cross) -S -$ diff --git a/lib/world/zon/107.zon b/lib/world/zon/107.zon deleted file mode 100644 index a9f4625..0000000 --- a/lib/world/zon/107.zon +++ /dev/null @@ -1,151 +0,0 @@ -#107 -Rumble Santa~ -Realms of Iuel~ -10700 10799 30 1 d 0 0 0 3 26 -D 0 10774 1 1 (Sink Holes) -D 0 10742 2 2 (Sink Holes) -D 0 10770 0 2 (Sink Holes) -D 0 10782 1 2 (Sink Holes) -D 0 10750 3 2 (Sink Holes) -D 0 10777 2 2 (Sink Holes) -D 0 10752 0 2 (Sink Holes) -D 0 10756 1 2 (Sink Holes) -O 0 10751 1 10737 (the bank vault) -M 0 10713 1 10739 (a fat rat) -M 0 10714 1 10739 (a wog dog) -M 0 10715 1 10738 (a boy named Roy) -M 0 10719 1 10736 (a spirit) -M 0 10718 2 10715 (a king crab) -M 0 10718 2 10710 (a king crab) -M 0 10717 2 10706 (a sabertooth tiger) -M 0 10717 2 10703 (a sabertooth tiger) -M 0 10716 2 10727 (a rabid wolverine) -M 0 10716 2 10716 (a rabid wolverine) -M 0 10709 2 10728 (the vampric spirit of Iuel) -M 0 10710 2 10728 (the ghoulic spirit of Iuel) -M 0 10709 2 10725 (the vampric spirit of Iuel) -M 0 10710 2 10725 (the ghoulic spirit of Iuel) -M 0 10706 2 10720 (the fallen knight's spirit of Iuel) -M 0 10707 2 10720 (the trulling spirit of Iuel) -M 0 10706 2 10718 (the fallen knight's spirit of Iuel) -M 0 10707 2 10718 (the trulling spirit of Iuel) -M 0 10704 2 10702 (the thieving spirit of Iuel) -M 0 10705 2 10702 (the assassin spirit of Iuel) -M 0 10704 2 10704 (the thieving spirit of Iuel) -M 0 10705 2 10704 (the assassin spirit of Iuel) -M 0 10708 2 10714 (the dark blessing spirit of Iuel) -M 0 10711 2 10714 (the spell chanting spirit of Iuel) -M 0 10708 2 10712 (the dark blessing spirit of Iuel) -M 0 10711 2 10712 (the spell chanting spirit of Iuel) -M 0 10712 16 10726 (the soul snatching spirit of Iuel) -E 1 10702 16 5 (an odylic breastplate) -E 1 10703 16 8 (some odylic sandals) -E 1 10704 16 14 (a broken odylic wristlock) -E 1 10705 16 2 (an odylic ring) -E 1 10706 16 11 (an odylic shield) -E 1 10707 16 3 (an odylic amulet) -E 1 10708 16 7 (some odylic greaves) -E 1 10709 16 10 (some odylic shoulder plates) -E 1 10711 16 9 (a pair of odylic gauntlets) -E 1 10712 16 13 (an odylic scabbard) -E 1 10750 16 16 (an odylic spike from Iuel) -M 0 10712 16 10726 (the soul snatching spirit of Iuel) -E 1 10702 16 5 (an odylic breastplate) -E 1 10703 16 8 (some odylic sandals) -E 1 10704 16 14 (a broken odylic wristlock) -E 1 10705 16 2 (an odylic ring) -E 1 10706 16 11 (an odylic shield) -E 1 10707 16 3 (an odylic amulet) -E 1 10708 16 7 (some odylic greaves) -E 1 10709 16 10 (some odylic shoulder plates) -E 1 10711 16 9 (a pair of odylic gauntlets) -E 1 10712 16 13 (an odylic scabbard) -E 1 10750 16 16 (an odylic spike from Iuel) -M 0 10712 16 10708 (the soul snatching spirit of Iuel) -E 1 10702 16 5 (an odylic breastplate) -E 1 10703 16 8 (some odylic sandals) -E 1 10704 16 14 (a broken odylic wristlock) -E 1 10705 16 2 (an odylic ring) -E 1 10706 16 11 (an odylic shield) -E 1 10707 16 3 (an odylic amulet) -E 1 10708 16 7 (some odylic greaves) -E 1 10709 16 10 (some odylic shoulder plates) -E 1 10711 16 9 (a pair of odylic gauntlets) -E 1 10712 16 13 (an odylic scabbard) -E 1 10750 16 16 (an odylic spike from Iuel) -M 0 10712 16 10708 (the soul snatching spirit of Iuel) -E 1 10702 16 5 (an odylic breastplate) -E 1 10703 16 8 (some odylic sandals) -E 1 10704 16 14 (a broken odylic wristlock) -E 1 10705 16 2 (an odylic ring) -E 1 10706 16 11 (an odylic shield) -E 1 10707 16 3 (an odylic amulet) -E 1 10708 16 7 (some odylic greaves) -E 1 10709 16 10 (some odylic shoulder plates) -E 1 10711 16 9 (a pair of odylic gauntlets) -E 1 10712 16 13 (an odylic scabbard) -E 1 10750 16 16 (an odylic spike from Iuel) -M 0 10712 16 10711 (the soul snatching spirit of Iuel) -E 1 10701 16 6 (an odylic face mask) -E 1 10702 16 5 (an odylic breastplate) -E 1 10703 16 8 (some odylic sandals) -E 1 10704 16 14 (a broken odylic wristlock) -E 1 10705 16 2 (an odylic ring) -E 1 10706 16 11 (an odylic shield) -E 1 10707 16 3 (an odylic amulet) -E 1 10708 16 7 (some odylic greaves) -E 1 10709 16 10 (some odylic shoulder plates) -E 1 10711 16 9 (a pair of odylic gauntlets) -E 1 10712 16 13 (an odylic scabbard) -E 1 10750 16 16 (an odylic spike from Iuel) -M 0 10712 16 10711 (the soul snatching spirit of Iuel) -E 1 10702 16 5 (an odylic breastplate) -E 1 10703 16 8 (some odylic sandals) -E 1 10704 16 14 (a broken odylic wristlock) -E 1 10705 16 2 (an odylic ring) -E 1 10706 16 11 (an odylic shield) -E 1 10707 16 3 (an odylic amulet) -E 1 10708 16 7 (some odylic greaves) -E 1 10709 16 10 (some odylic shoulder plates) -E 1 10711 16 9 (a pair of odylic gauntlets) -E 1 10712 16 13 (an odylic scabbard) -E 1 10750 16 16 (an odylic spike from Iuel) -M 0 10702 1 10733 (a spirit) -G 1 10718 1 -1 (a water soaked branch) -G 1 10719 1 -1 (a blue and green algae covered stick) -G 1 10720 1 -1 (a red and yellow algae covered stick) -G 1 10721 1 -1 (a blue and brown algae covered stick) -G 1 10722 1 -1 (a brown and maroon algae covered stick) -G 1 10723 1 -1 (a slimy green moss covered twig) -G 1 10724 1 -1 (a dead olive twig) -G 1 10725 1 -1 (a rotting white bark) -G 1 10726 1 -1 (a water damaged tree bark) -G 1 10727 1 -1 (a dried up penis of a deer) -G 1 10728 1 -1 (a freshly cut rhino's horn) -G 1 10729 1 -1 (a nun's nipple) -G 1 10730 1 -1 (a good knight's testicle) -G 1 10731 1 -1 (a mind altering smelling bag) -M 0 10700 1 10732 (a spirit) -G 1 10732 1 -1 (a brass visor) -G 1 10733 1 -1 (a brass chestplate) -G 1 10734 1 -1 (a pair of horn scaled sleeves) -G 1 10735 1 -1 (a horn scaled leg plate ) -G 1 10736 1 -1 (a pair of brass gauntlets) -G 1 10737 1 -1 (a brass supported cloth wrist wrap) -G 1 10738 1 -1 (a brass neck piece) -G 1 10739 1 -1 (some mossy webbed feet) -G 1 10740 1 -1 (a black wood buckler) -G 1 10741 1 -1 (a pair of phoenix wings) -G 1 10742 1 -1 (a broadsword from Ieul) -G 1 10743 1 -1 (a gray sword from Ieul) -G 1 10744 1 -1 (an ieulic battleaxe) -G 1 10745 1 -1 (an Iuelic polearm) -G 1 10746 1 -1 (a war mallet from Iuel) -G 1 10747 10 -1 (a long sabertooth tiger's tooth) -G 1 10748 1 -1 (an Iuelic spiked ball and chain) -G 1 10749 1 -1 (a weed vine from the wetlands of Iuel) -M 0 10703 1 10735 (a spirit) -M 0 10701 1 10734 (a spirit) -O 0 10700 1 10731 (the Tablet of Ieul) -S -$ diff --git a/lib/world/zon/11.zon b/lib/world/zon/11.zon deleted file mode 100644 index 6c8944b..0000000 --- a/lib/world/zon/11.zon +++ /dev/null @@ -1,92 +0,0 @@ -#11 -Detta~ -Frozen Castle~ -1100 1199 30 1 d 0 0 0 25 30 -R 0 1188 1122 -1 (a rope) -O 0 1122 99 1188 (a rope) -M 0 1105 1 1137 (@Can icy princess@n) -E 1 1128 99 6 (@Wa crystal tiara@n) -E 1 1129 99 5 (@Wa @Cs@Wn@Co@Ww@C-@Ws@Cp@We@Cc@Wk@Cl@We@Cd @Wg@Co@Ww@Cn@n) -D 0 1146 3 1 (The Lord's Solar) -R 0 1146 1114 -1 (a bed of mahogany and velvet) -O 0 1114 99 1146 (a bed of mahogany and velvet) -M 0 1104 1 1146 (@Ca white-haired king@c) -D 0 1141 0 1 (Icicle-adorned Hall) -D 0 1142 2 1 (The Lady's Sitting Room) -D 0 1148 2 1 (The Lord's Study) -D 0 1149 0 1 (Hall of Stalactites) -R 0 1144 1109 -1 (an ivory bed spread with silk) -O 0 1109 99 1144 (an ivory bed spread with silk) -D 0 1144 1 2 (The Lady's Bower) -M 0 1103 1 1144 (@Ca pale queen@n) -M 0 1102 1 1191 (@Ca gigantic ice dragon@n) -M 0 1101 1 1199 (a mob for making triggers work) -R 0 1176 1120 -1 (an iron maiden) -O 0 1120 99 1176 (an iron maiden) -R 0 1163 1119 -1 (a barrel of ale) -O 0 1119 99 1163 (a barrel of ale) -R 0 1159 1118 -1 (a pewter goblet) -O 0 1118 99 1159 (a pewter goblet) -R 0 1160 1116 -1 (a frosted plum) -R 0 1160 1116 -1 (a frosted plum) -R 0 1160 1116 -1 (a frosted plum) -O 0 1116 99 1160 (a frosted plum) -O 0 1116 99 1160 (a frosted plum) -O 0 1116 99 1160 (a frosted plum) -R 0 1160 1117 -1 (a frozen brick of cheese) -R 0 1160 1117 -1 (a frozen brick of cheese) -O 0 1117 99 1160 (a frozen brick of cheese) -O 0 1117 99 1160 (a frozen brick of cheese) -R 0 1155 1115 -1 (a crystalline bed, covered with feather-down) -O 0 1115 99 1155 (a crystalline bed, covered with feather-down) -R 0 1145 1113 -1 (a rosewood bed, covered with satin) -O 0 1113 99 1145 (a rosewood bed, covered with satin) -D 0 1145 3 1 (A Glittering Secret Chamber) -D 0 1145 1 1 (A Glittering Secret Chamber) -R 0 1152 1110 -1 (a crystal chalice) -O 0 1110 99 1152 (a crystal chalice) -R 0 1152 1111 -1 (a pewter blade) -O 0 1111 99 1152 (a pewter blade) -R 0 1123 1107 -1 (blossoms of edelweiss) -O 0 1107 99 1123 (blossoms of edelweiss) -R 0 1125 1107 -1 (blossoms of edelweiss) -O 0 1107 99 1125 (blossoms of edelweiss) -D 0 1131 3 1 (Upper Part of the Southeast Stair) -D 0 1131 0 1 (Upper Part of the Southeast Stair) -D 0 1156 2 1 (A Bitterly Cold Privy) -D 0 1154 2 1 (Wintry Privy) -D 0 1130 1 1 (Upper Part of the Southwest Stair) -D 0 1130 0 1 (Upper Part of the Southwest Stair) -D 0 1122 1 1 (The Northwest Stair) -D 0 1132 3 1 (Upper Part of the Northeast Stair) -D 0 1147 1 1 (The Lord's Garderobe) -D 0 1133 1 1 (Upper Part of the Northwest Stair) -D 0 1143 3 1 (The Lady's Garderobe) -D 0 1139 3 1 (Icicle-adorned Hall) -D 0 1151 1 1 (Hall of Stalactites) -R 0 1112 1106 -1 (a silver flame) -O 0 1106 99 1112 (a silver flame) -R 0 1115 1105 -1 (a case of jewellery) -O 0 1105 99 1115 (a case of jewellery) -D 0 1110 3 1 (A Glacial Music Room) -R 0 1110 1104 -1 (a grand glass piano) -O 0 1104 99 1110 (a grand glass piano) -R 0 1118 1101 -1 (the end of a table) -O 0 1101 99 1118 (the end of a table) -M 0 1100 3 1118 (a mournful wraith) -R 0 1109 1102 -1 (a long dining table) -O 0 1102 99 1109 (a long dining table) -M 0 1100 3 1109 (a mournful wraith) -R 0 1108 1100 -1 (the end of a table) -O 0 1100 99 1108 (the end of a table) -M 0 1100 3 1108 (a mournful wraith) -D 0 1107 1 1 (A Cold Throneroom) -R 0 1107 1103 -1 (a throne of quartz and beryl) -O 0 1103 99 1107 (a throne of quartz and beryl) -D 0 1120 3 1 (The Southeast Stair) -D 0 1104 1 1 (Stalagmitic Armory) -D 0 1113 3 1 (Fissured Gallery) -D 0 1119 1 1 (The Southwest Stair) -D 0 1121 3 1 (The Northeast Stair) -S -$ diff --git a/lib/world/zon/115.zon b/lib/world/zon/115.zon deleted file mode 100644 index 4081ccc..0000000 --- a/lib/world/zon/115.zon +++ /dev/null @@ -1,107 +0,0 @@ -#115 -Polar~ -Monestary Omega~ -11500 11599 10 2 d 0 0 0 3 7 -M 0 11522 1 11566 (an armored centaur) -E 1 11501 3 5 (copper pressed chainmail) -M 0 11501 10 11500 (a large gray rat) -M 0 11501 10 11500 (a large gray rat) -M 0 11518 1 11599 (the Doom Priest guildmaster) -M 0 11518 2 11502 (the Doom Priest guildmaster) -R 0 11501 11521 -1 (a barrel) -O 0 11521 1 11501 (a barrel) -D 0 11506 4 2 (Under The Monestary) -M 0 11564 1 11506 (a ghost of a monk) -E 1 11508 1 16 (an intangible kris) -E 1 11519 1 12 (an intangible backpack) -E 1 11520 1 0 (an intangible light) -M 0 11508 1 11508 (a peaceful monk) -E 1 11506 30 12 (some monk robes) -D 0 11508 5 2 (Masters Chamber) -M 0 11588 1 11588 (a wounded monk) -E 1 11506 20 12 (some monk robes) -G 1 11507 20 -1 (a small gray book) -D 0 11507 0 2 (Passage To The North) -M 0 11512 1 11512 (a deranged monk) -E 1 11506 20 12 (some monk robes) -G 1 11512 20 -1 (a small key) -M 0 11511 1 11511 (a crazed monk) -G 1 11511 50 -1 (a key) -E 1 11506 20 12 (some monk robes) -D 0 11511 3 2 (Eastern Room) -M 0 11523 1 11523 (a dying monk) -E 1 11506 20 12 (some monk robes) -M 0 11515 3 11579 (a centaur axesman) -E 1 11502 10 16 (a stout handaxe) -M 0 11516 1 11577 (a centaur warpriest) -E 1 11504 20 14 (a tarnished copper bracelet) -M 0 11517 1 11575 (a centaur samite healer) -E 1 11504 20 14 (a tarnished copper bracelet) -M 0 11519 3 11574 (a goblin horde) -E 1 11510 20 11 (a wooden goblin shield) -M 0 11525 1 11572 (a raging troll) -E 1 11513 20 2 (a pewter ring) -M 0 11563 10 11571 (a goblin soldier) -E 1 11509 20 6 (a very ordinary goblin helmet) -M 0 11513 1 11570 (a centaur swordswoman) -E 1 11503 20 16 (a copper broad sword) -M 0 11509 1 11569 (a centaur warrior) -E 1 11501 20 5 (copper pressed chainmail) -M 0 11526 1 11568 (a stone skinned troll) -E 1 11517 20 8 (a pair of kicking boots) -M 0 11521 1 11567 (a white and tan centaur) -E 1 11503 20 16 (a copper broad sword) -M 0 11575 5 11567 (a small troll) -E 1 11517 20 8 (a pair of kicking boots) -M 0 11520 3 11565 (a fat goblin) -E 1 11515 20 16 (a goblin short spear) -M 0 11527 1 11564 (an enormously huge troll) -E 1 11516 20 9 (some copper gauntlets) -M 0 11563 15 11563 (a goblin soldier) -E 1 11500 20 16 (a goblin shortsword) -M 0 11563 3 11558 (a goblin soldier) -E 1 11500 20 16 (a goblin shortsword) -M 0 11524 3 11556 (an ensign goblin) -E 1 11500 20 16 (a goblin shortsword) -M 0 11507 1 11554 (a centaur archer) -G 1 11505 10 -1 (a copper horse shoe) -M 0 11506 3 11553 (a goblin bomber) -E 1 11500 20 16 (a goblin shortsword) -M 0 11504 3 11552 (a hulk goblin) -E 1 11500 20 16 (a goblin shortsword) -M 0 11503 3 11551 (a mon's goblin) -E 1 11500 20 16 (a goblin shortsword) -M 0 11502 3 11550 (a goblin raider) -E 1 11500 20 16 (a goblin shortsword) -M 0 11529 5 11591 (a small lamb) -M 0 11530 1 11591 (little bow peek) -E 1 11518 10 17 (little bow peek's staff) -M 0 11538 3 11597 (a small piglet) -M 0 11539 3 11597 (the small snake) -M 0 11538 3 11593 (a small piglet) -M 0 11500 3 11586 (the woodchuck) -M 0 11539 3 11586 (the small snake) -M 0 11534 3 11587 (a small white bird) -M 0 11585 7 11585 (the grass) -M 0 11585 7 11585 (the grass) -R 0 11537 11537 -1 (a small stream lies here flowing from the north) -O 0 11537 1 11537 (a small stream lies here flowing from the north) -M 0 11537 7 11537 (a small fish) -M 0 11539 7 11539 (the small snake) -M 0 11539 7 11539 (the small snake) -M 0 11534 7 11534 (a small white bird) -M 0 11537 7 11534 (a small fish) -M 0 11505 7 11505 (a small black bat) -M 0 11510 7 11503 (an oversized rat) -M 0 11510 7 11510 (an oversized rat) -D 0 11510 1 2 (Passage to the East) -M 0 11510 7 11510 (an oversized rat) -M 0 11514 1 11514 (a monk that was praying) -G 1 11514 1 -1 (this is a small golden key) -D 0 11514 1 2 (Dark Room) -M 0 11541 1 11541 (a lost goblin) -M 0 11553 10 11559 (a very large purple toad) -D 0 11513 3 2 (Passage To The West) -O 0 11547 1 11547 (a old wooden sign) -S -$ diff --git a/lib/world/zon/117.zon b/lib/world/zon/117.zon deleted file mode 100644 index d36b276..0000000 --- a/lib/world/zon/117.zon +++ /dev/null @@ -1,90 +0,0 @@ -#117 -Dysprosic~ -Los Torres~ -11700 11799 20 2 d 0 0 0 10 15 -M 0 11709 1 11759 (the Assassin Chieftain) -E 1 11732 100 16 (a Kard) -E 1 11731 100 0 (a beam of light) -E 1 11733 99 5 (a @RRed Cloth Costume@n) -G 1 11734 100 -1 (a pewter key) -D 0 11759 1 2 (In a Mysterious Cave) -O 0 11799 1 11700 (the Spoiler's List for Los Torres.) -M 0 11718 1 11715 (the Empress's bodyguard Verno) -M 0 11719 1 11720 (Empress Leraillia) -M 0 11702 10 11703 (citizen) -M 0 11723 1 11703 (a crying man) -M 0 11702 10 11743 (citizen) -M 0 11731 1 11739 (the janitor) -M 0 11727 1 11738 (the librarian) -G 1 11743 100 -1 (a Feather Duster) -M 0 11726 1 11732 (the Karate Instructor) -E 1 11742 100 13 (a black belt) -M 0 11730 1 11735 (the teacher) -M 0 11728 1 11736 (little Alex) -M 0 11729 1 11736 (clever Josie) -M 0 11725 1 11729 (the maid) -M 0 11722 1 11730 (a really fat chef) -E 1 11740 100 16 (a Chef's Knife) -O 0 11741 1 11749 (a note) -M 0 11721 5 11727 (a journalist) -M 0 11720 1 11747 (the artist) -E 1 11739 100 16 (a paintbrush) -M 0 11710 1 11760 (the Government Official Visconti) -D 0 11760 3 1 (Prison Cell) -M 0 11717 1 11716 (the Government Official Luther) -M 0 11716 1 11718 (the Government Official Thedoric) -M 0 11715 1 11713 (the Government Official Cecille) -M 0 11708 1 11757 (a Sniper Assassin) -G 1 11729 100 -1 (a Redwood Quiver) -G 1 11728 100 -1 (a red arrow) -E 1 11726 100 16 (a bow made of dark, red wood) -M 0 11714 1 11708 (the Government Official Gertrude) -M 0 11713 1 11710 (the Government Official Phel) -R 0 11722 11738 -1 (a Marble Fountain) -O 1 11738 1 11722 (a Marble Fountain) -R 0 11758 11737 -1 (a broken chandelier) -M 0 11712 1 11758 (the Government Official Miranda) -M 0 11704 1 11704 (Zulthan the Waiter) -G 1 11707 100 -1 (a Turkey Sandwich) -G 1 11709 100 -1 (a Turkey Soup) -G 1 11705 100 -1 (a Broiled Turkey) -G 1 11710 100 -1 (a Turkey Surprise) -G 1 11711 100 -1 (a Cranberry Juice) -G 1 11712 100 -1 (a Pumpkin Ale) -G 1 11713 100 -1 (a Pumpkin Pie) -D 0 11704 5 2 (The Turkey's Gobble) -D 0 11725 0 2 (A Comfortable Lobby) -M 0 11711 1 11724 (Tower Guard Ackley) -E 1 11736 100 16 (a red breaker) -M 0 11703 6 11755 (a hired assassin) -D 0 11755 5 2 (A Sudden End) -M 0 11703 6 11754 (a hired assassin) -E 1 11727 100 16 (an Ousishi Katana) -D 0 11753 0 1 (Inside the Forest) -D 0 11753 2 2 (Inside the Forest) -D 0 11721 2 1 (Pathway) -M 0 11707 1 11751 (Salesman Derresor Maosund) -G 1 11720 1 -1 (the @rD@n@me@n@rf@n@me@n@rn@n@md@n@re@n@mr@n) -G 1 11721 100 -1 (an @DOptical@n @bBlue@n helm) -G 1 11722 100 -1 (some Large Boots) -G 1 11723 100 -1 (some Titanium Gauntlets) -G 1 11724 100 -1 (a pair of greaves) -G 1 11725 100 -1 (a White Chainmail) -M 0 11706 1 11752 (the Government Official Lesalie) -M 0 11705 1 11706 (Cassandra Lacela) -G 1 11714 100 -1 (@RRoad@n @Yto@n @CHeaven@n) -G 1 11716 100 -1 (an Estanzia) -G 1 11715 100 -1 (a Flask of White Wine) -G 1 11717 100 -1 (a glass of wine) -G 1 11719 100 -1 (a Chalice of Red Something) -G 1 11718 1 -1 (the wine cellar key) -D 0 11706 5 2 (Lacela's Winery) -O 0 11701 1 11702 (a sign) -M 0 11700 1 11702 (Tower Guard Holden) -E 1 11702 100 16 (@YYellow@n straightsword) -E 1 11703 100 5 (@YYellow@n field plate) -M 0 11701 1 11702 (Tower Guard Stradler) -E 1 11704 100 16 (@DSilver@n scimitar) -E 1 11706 100 5 (a @DSilver@n splint mail) -S -$ diff --git a/lib/world/zon/118.zon b/lib/world/zon/118.zon deleted file mode 100644 index 79690e4..0000000 --- a/lib/world/zon/118.zon +++ /dev/null @@ -1,216 +0,0 @@ -#118 -Detta~ -The Dollhouse~ -11800 11899 30 2 d 0 0 0 5 10 -M 0 11829 1 11863 (a fidgety girl) -E 1 11853 99 16 (a sharp knife) -E 1 11854 99 5 (a bloody dress) -R 0 11859 11848 -1 (large wooden shelves) -O 0 11848 99 11859 (large wooden shelves) -P 1 11884 99 11848 (a box of kraft macaroni and cheese) -P 1 11884 99 11848 (a box of kraft macaroni and cheese) -P 1 11884 99 11848 (a box of kraft macaroni and cheese) -M 0 11836 1 11859 (Bad Sue) -R 0 11858 11848 -1 (large wooden shelves) -O 0 11848 99 11858 (large wooden shelves) -P 1 11883 99 11848 (a box of cornflakes) -P 1 11847 99 11883 (a little pile of cornflakes) -P 1 11883 99 11848 (a box of cornflakes) -P 1 11847 99 11883 (a little pile of cornflakes) -P 1 11883 99 11848 (a box of cornflakes) -P 1 11847 99 11883 (a little pile of cornflakes) -M 0 11850 1 11845 (a tiny shadow-toddler) -R 0 11869 11829 -1 (a large wooden bunkbed) -O 0 11829 99 11869 (a large wooden bunkbed) -R 0 11869 11841 -1 (a wooden bed) -O 0 11841 99 11869 (a wooden bed) -P 1 11831 99 11841 (a baby bottle) -M 0 11848 1 11869 (a delicate little shadow-girl) -M 0 11849 1 11869 (a freckled shadow-girl) -R 0 11857 11824 -1 (a tall wooden bookshelf) -O 0 11824 99 11857 (a tall wooden bookshelf) -M 0 11847 1 11857 (a mischievous looking shadow-girl) -R 0 11866 11829 -1 (a large wooden bunkbed) -O 0 11829 99 11866 (a large wooden bunkbed) -M 0 11845 1 11866 (a little dark-haired shadow-girl) -E 1 11882 99 17 (some lego bricks) -M 0 11846 1 11866 (a scruffy shadow-boy) -E 1 11882 99 17 (some lego bricks) -R 0 11856 11841 -1 (a wooden bed) -O 0 11841 99 11856 (a wooden bed) -M 0 11844 1 11856 (a pretty blonde shadow-girl) -E 1 11881 99 17 (a small embroidery) -M 0 11843 1 11861 (a concerned looking shadow-boy) -M 0 11842 1 11861 (a shadow-girl) -M 0 11841 1 11867 (a tired looking shadow-woman) -R 0 11864 11849 -1 (a bathtub) -O 0 11849 99 11864 (a bathtub) -M 0 11827 1 11864 (a weeping girl) -E 1 11880 99 1 (a little silver ring) -R 0 11864 11852 -1 (a broken mirror cabinet) -O 0 11852 99 11864 (a broken mirror cabinet) -D 0 11803 3 1 (Entrance to a Grand House) -D 0 11821 1 1 (Way to the Beginning) -R 0 11848 11861 -1 (the pines) -O 0 11861 99 11848 (the pines) -M 0 11839 1 11848 (a ghostly girl) -R 0 11844 11847 -1 (a little pile of cornflakes) -O 0 11847 99 11844 (a little pile of cornflakes) -R 0 11844 11831 -1 (a baby bottle) -O 0 11831 99 11844 (a baby bottle) -M 0 11834 1 11844 (an emaciated girl) -E 1 11864 99 17 (a glass of red wine) -M 0 11838 1 11872 (a scarred child) -R 0 11837 11827 -1 (a large leafy pear tree) -O 0 11827 99 11837 (a large leafy pear tree) -P 1 11828 99 11827 (a pear) -P 1 11828 99 11827 (a pear) -P 1 11828 99 11827 (a pear) -M 0 11818 1 11837 (a gardening shadow-man) -R 0 11837 11861 -1 (the pines) -O 0 11861 99 11837 (the pines) -M 0 11810 7 11820 (a nightmare) -R 0 11820 11861 -1 (the pines) -O 0 11861 99 11820 (the pines) -M 0 11828 1 11849 (Spine) -M 0 11832 1 11849 (the vile toad) -R 0 11849 11861 -1 (the pines) -O 0 11861 99 11849 (the pines) -R 0 11850 11861 -1 (the pines) -O 0 11861 99 11850 (the pines) -R 0 11852 11843 -1 (a toolbox) -O 0 11843 99 11852 (a toolbox) -P 1 11844 99 11843 (a piece of twine) -P 0 11845 99 11843 (a pair of pliers) -R 0 11852 11802 -1 (a washing machine) -O 0 11802 99 11852 (a washing machine) -M 0 11835 1 11852 (a silent girl) -M 0 11833 1 11871 (Ruth) -D 0 11840 1 1 (A Cluttered Front Porch) -D 0 11824 3 2 (Way to the End) -M 0 11820 1 11838 (a curly-haired shadow-girl) -M 0 11831 1 11838 (the taildove) -M 0 11830 1 11895 (the red trout) -R 0 11842 11837 -1 (a dark brown sofa couch) -O 0 11837 99 11842 (a dark brown sofa couch) -M 0 11826 1 11842 (a slobbish shadow-man) -R 0 11873 11850 -1 (a wooden bed) -O 0 11850 99 11873 (a wooden bed) -M 0 11825 1 11873 (a blind girl) -R 0 11854 11841 -1 (a wooden bed) -O 0 11841 99 11854 (a wooden bed) -P 1 11842 99 11841 (a screwdriver) -M 0 11824 1 11854 (a blind girl) -R 0 11870 11829 -1 (a large wooden bunkbed) -O 0 11829 99 11870 (a large wooden bunkbed) -R 0 11851 11846 -1 (a long black skirt) -O 0 11846 99 11851 (a long black skirt) -R 0 11847 11839 -1 (a leafy bush) -O 0 11839 99 11847 (a leafy bush) -P 1 11840 99 11839 (a little cluster of red berries) -P 1 11840 99 11839 (a little cluster of red berries) -P 1 11840 99 11839 (a little cluster of red berries) -P 1 11840 99 11839 (a little cluster of red berries) -P 0 11840 99 11839 (a little cluster of red berries) -R 0 11843 11838 -1 (a computer) -R 0 11843 11838 -1 (a computer) -R 0 11843 11838 -1 (a computer) -O 0 11838 99 11843 (a computer) -O 0 11838 99 11843 (a computer) -O 0 11838 99 11843 (a computer) -R 0 11841 11837 -1 (a dark brown sofa couch) -O 0 11837 99 11841 (a dark brown sofa couch) -M 0 11822 5 11876 (a secret) -M 0 11823 1 11876 (a running girl) -R 0 11874 11836 -1 (a swirling vortex) -O 0 11836 99 11874 (a swirling vortex) -R 0 11831 11829 -1 (a large wooden bunkbed) -O 0 11829 99 11831 (a large wooden bunkbed) -P 1 11818 99 11829 (an orange carrot) -M 0 11813 1 11831 (Daniel) -R 0 11831 11832 -1 (@ma violet@n) -O 0 11832 99 11831 (@ma violet@n) -R 0 11831 11836 -1 (a swirling vortex) -O 0 11836 99 11831 (a swirling vortex) -M 0 11822 5 11893 (a secret) -M 0 11822 5 11887 (a secret) -M 0 11822 5 11889 (a secret) -M 0 11822 5 11885 (a secret) -R 0 11825 11822 -1 (child's dress shoes) -O 0 11822 99 11825 (child's dress shoes) -D 0 11825 2 1 (A Small Front Porch) -D 0 11823 0 2 (Way to the Middle) -M 0 11809 1 11812 (a playing child) -R 0 11812 11824 -1 (a tall wooden bookshelf) -O 0 11824 99 11812 (a tall wooden bookshelf) -P 1 11808 99 11824 (a little red crayon) -M 0 11821 1 11832 (an insect) -R 0 11834 11825 -1 (some fresh baked bread) -O 0 11825 99 11834 (some fresh baked bread) -R 0 11834 11826 -1 (a golden apple pie) -O 0 11826 99 11834 (a golden apple pie) -M 0 11819 1 11834 (a young shadow-woman) -R 0 11833 11824 -1 (a tall wooden bookshelf) -O 0 11824 99 11833 (a tall wooden bookshelf) -M 0 11816 1 11833 (a blonde shadow-girl) -M 0 11817 1 11833 (a young shadow-boy) -M 0 11814 1 11835 (a gurgling shadow-baby) -M 0 11815 1 11835 (a tiny shadow-girl) -E 1 11831 99 17 (a baby bottle) -M 0 11811 1 11836 (Ridley) -E 1 11830 99 17 (a pile of alphabet blocks) -R 0 11836 11830 -1 (a pile of alphabet blocks) -O 0 11830 99 11836 (a pile of alphabet blocks) -R 0 11815 11811 -1 (a slightly dented billiard ball) -O 0 11811 99 11815 (a slightly dented billiard ball) -R 0 11815 11815 -1 (a green velvety pool table) -O 0 11815 99 11815 (a green velvety pool table) -M 0 11810 7 11815 (a nightmare) -R 0 11809 11810 -1 (a children's bible) -O 0 11810 99 11809 (a children's bible) -M 0 11802 1 11809 (a coloring child) -M 0 11810 7 11809 (a nightmare) -M 0 11810 7 11811 (a nightmare) -M 0 11808 1 11819 (a young shadow-child) -M 0 11807 1 11818 (a bearded shadow-man) -E 1 11821 99 17 (a shiny brass trumpet) -R 0 11818 11812 -1 (a little wicker birdcage) -O 0 11812 99 11818 (a little wicker birdcage) -P 1 11813 99 11812 (a tiny humming-bird) -M 0 11806 1 11816 (a pregnant shadow-woman) -R 0 11816 11814 -1 (a tall fridge) -O 0 11814 99 11816 (a tall fridge) -P 1 11818 99 11814 (an orange carrot) -P 1 11818 99 11814 (an orange carrot) -P 1 11818 99 11814 (an orange carrot) -P 1 11817 99 11814 (a shiny red apple) -P 1 11817 99 11814 (a shiny red apple) -P 1 11817 99 11814 (a shiny red apple) -P 1 11816 99 11814 (a carton of milk) -P 1 11816 99 11814 (a carton of milk) -R 0 11814 11820 -1 (a bright yellow fluffy towel) -R 0 11814 11820 -1 (a bright yellow fluffy towel) -R 0 11814 11820 -1 (a bright yellow fluffy towel) -R 0 11814 11820 -1 (a bright yellow fluffy towel) -O 0 11820 99 11814 (a bright yellow fluffy towel) -O 0 11820 99 11814 (a bright yellow fluffy towel) -O 0 11820 99 11814 (a bright yellow fluffy towel) -O 0 11820 99 11814 (a bright yellow fluffy towel) -R 0 11817 11819 -1 (a child's playpen) -O 0 11819 99 11817 (a child's playpen) -M 0 11803 1 11807 (a shadow-baby) -M 0 11801 1 11802 (the eccentric shopwoman) -R 0 11802 11806 -1 (an old and magnificent wooden dollhouse) -O 0 11806 99 11802 (an old and magnificent wooden dollhouse) -P 1 11809 99 11806 (a little doll in a blue dress) -R 0 11806 11802 -1 (a washing machine) -O 0 11802 99 11806 (a washing machine) -P 1 11804 99 11802 (a tiny blue sundress) -P 1 11803 99 11802 (a cloth nappy) -R 0 11805 11801 -1 (a lacey doll's pram) -O 0 11801 99 11805 (a lacey doll's pram) -R 0 11804 11800 -1 (a tall hibiscus plant) -O 0 11800 99 11804 (a tall hibiscus plant) -M 0 11800 1 11801 (a young girl) -S -$ diff --git a/lib/world/zon/12.zon b/lib/world/zon/12.zon deleted file mode 100644 index 753a51c..0000000 --- a/lib/world/zon/12.zon +++ /dev/null @@ -1,27 +0,0 @@ -#12 -CircleMUD~ -God Complex Merged with 343~ -1200 1299 15 2 -R 0 1206 1228 -1 (an advertising bulletin board) -O 0 1228 99 1206 (an advertising bulletin board) -M 0 1212 1 1200 (the scoreboard mob) -O 0 1212 1 1200 (a game console) -D 0 1200 0 1 (The Meeting Room Of The Gods) -R 0 1203 3099 -1 (a bulletin board) -O 0 3099 99 1203 (a bulletin board) -R 0 1202 3097 -1 (a frozen bulletin board) -O 0 3097 99 1202 (a frozen bulletin board) -M 0 34300 1 1202 (Barney the Dinosaur) -R 0 1204 3098 -1 (a holy bulletin board) -O 0 3098 99 1204 (a holy bulletin board) -R 0 1293 1227 -1 (a staff bulletin board) -O 0 1227 99 1293 (a staff bulletin board) -D 0 1293 2 1 (The Halls Of Justice) -M 0 1201 1 1205 (the Immortal Postmaster) -R 0 1291 1226 -1 (a builder's bulletin board) -O 0 1226 99 1291 (a builder's bulletin board) -R 0 1290 3096 -1 (a social bulletin board) -O 0 3096 99 1290 (a social bulletin board) -M 0 1200 1 1201 (the Immortal Innkeeper) -S -$ diff --git a/lib/world/zon/120.zon b/lib/world/zon/120.zon deleted file mode 100644 index 85592fc..0000000 --- a/lib/world/zon/120.zon +++ /dev/null @@ -1,272 +0,0 @@ -#120 -Onivel~ -Rome~ -12000 12099 20 2 d 0 0 0 4 34 -M 0 12000 3 12001 (the adjudicator) -E 1 3022 100 16 (a long sword) -E 1 3042 100 11 (a shield) -M 0 12000 3 12001 (the adjudicator) -E 1 3022 100 16 (a long sword) -E 1 3042 100 11 (a shield) -M 0 12000 3 12001 (the adjudicator) -E 1 3022 100 16 (a long sword) -E 1 3042 100 11 (a shield) -M 0 12001 1 12001 (the scorekeeper) -E 1 3021 100 16 (a small sword) -E 1 3042 100 11 (a shield) -D 0 12001 5 2 (The Judging Booth) -M 0 12003 10 12003 (the spectator) -M 0 12003 10 12004 (the spectator) -M 0 12003 10 12008 (the spectator) -M 0 12003 10 12022 (the spectator) -M 0 12003 10 12023 (the spectator) -M 0 12003 10 12003 (the spectator) -M 0 12003 10 12004 (the spectator) -M 0 12003 10 12008 (the spectator) -M 0 12003 10 12022 (the spectator) -M 0 12003 10 12023 (the spectator) -M 0 12004 3 12002 (the nobleman) -E 1 3042 100 11 (a shield) -E 1 3022 100 16 (a long sword) -G 1 12033 1 -1 (a rusted key) -M 0 12004 3 12028 (the nobleman) -E 1 3022 100 16 (a long sword) -E 1 12001 3 13 (a bronze belt) -M 0 12004 3 12043 (the nobleman) -E 1 3022 100 16 (a long sword) -E 1 12000 5 1 (a pewter ring) -M 0 12005 5 12021 (the slave) -E 1 3023 100 16 (a wooden club) -M 0 12005 5 12021 (the slave) -E 1 3023 100 16 (a wooden club) -M 0 12005 5 12021 (the slave) -E 1 3023 100 16 (a wooden club) -M 0 12005 5 12006 (the slave) -E 1 3023 100 16 (a wooden club) -M 0 12005 5 12049 (the slave) -E 1 3023 100 16 (a wooden club) -M 0 12006 5 12010 (the gladiator) -E 1 3022 100 16 (a long sword) -M 0 12006 5 12010 (the gladiator) -E 1 3022 100 16 (a long sword) -M 0 12006 5 12010 (the gladiator) -E 1 3022 100 16 (a long sword) -M 0 12006 5 12009 (the gladiator) -E 1 3022 100 16 (a long sword) -M 0 12006 5 12009 (the gladiator) -E 1 3022 100 16 (a long sword) -E 1 12002 2 6 (a Roman combat helmet) -M 0 12007 4 12016 (the chariot driver) -E 1 3021 100 16 (a small sword) -E 1 12008 100 8 (a pair of leather sandals) -M 0 12007 4 12009 (the chariot driver) -E 1 3021 100 16 (a small sword) -E 1 12008 100 8 (a pair of leather sandals) -M 0 12007 4 12016 (the chariot driver) -E 1 3021 100 16 (a small sword) -E 1 12008 100 8 (a pair of leather sandals) -M 0 12007 4 12016 (the chariot driver) -E 1 3021 100 16 (a small sword) -E 1 12008 100 8 (a pair of leather sandals) -M 0 12008 1 12009 (the coach) -E 1 3021 100 16 (a small sword) -E 1 3043 100 5 (a leather jacket) -G 1 12003 100 -1 (a coach's whistle) -M 0 12009 1 12011 (the healer) -E 1 3022 100 16 (a long sword) -E 1 3043 100 5 (a leather jacket) -E 1 3042 100 11 (a shield) -E 1 12004 6 3 (a stethoscope) -G 1 12028 3 -1 (a Kodarta staff) -M 0 12010 1 12011 (the herbalist) -E 1 3021 100 16 (a small sword) -E 1 3043 100 5 (a leather jacket) -E 1 12005 3 6 (a hairpin) -G 1 12027 5 -1 (a bag of herbs) -M 0 12011 1 12006 (Titus' shopkeeper) -G 1 3020 100 -1 (a dagger) -G 1 3021 100 -1 (a small sword) -G 1 3022 100 -1 (a long sword) -G 1 3023 100 -1 (a wooden club) -G 1 3024 100 -1 (a warhammer) -G 1 3025 100 -1 (a flail) -G 1 12008 100 -1 (a pair of leather sandals) -E 1 3022 100 16 (a long sword) -E 1 12008 100 8 (a pair of leather sandals) -G 1 12034 1 -1 (a double sided key) -M 0 12012 1 12032 (the peddler) -E 1 12008 100 8 (a pair of leather sandals) -G 1 12006 100 -1 (an apple) -G 1 12007 100 -1 (an orange) -M 0 12013 2 12043 (the page) -E 1 3020 100 16 (a dagger) -E 1 12008 100 8 (a pair of leather sandals) -M 0 12013 2 12037 (the page) -E 1 3020 100 16 (a dagger) -E 1 12008 100 8 (a pair of leather sandals) -M 0 12014 1 12050 (the plaintiff) -E 1 3022 100 16 (a long sword) -E 1 12011 2 15 (a silver and gold bracelet) -M 0 12015 3 12025 (the ticket master) -E 1 3022 100 16 (a long sword) -M 0 12015 3 12025 (the ticket master) -E 1 3022 100 16 (a long sword) -M 0 12015 3 12025 (the ticket master) -E 1 12015 1 16 (a tempered sword) -M 0 12016 3 12004 (the stadium vendor) -G 1 12010 25 -1 (a hotdog) -M 0 12016 3 12008 (the stadium vendor) -G 1 12010 25 -1 (a hotdog) -M 0 12016 3 12023 (the stadium vendor) -G 1 12010 25 -1 (a hotdog) -M 0 12017 15 12012 (the citizen) -M 0 12017 15 12032 (the citizen) -M 0 12017 15 12021 (the citizen) -M 0 12017 15 12031 (the citizen) -M 0 12017 15 12018 (the citizen) -M 0 12017 15 12032 (the citizen) -M 0 12017 15 12045 (the citizen) -M 0 12017 15 12034 (the citizen) -M 0 12017 15 12039 (the citizen) -M 0 12017 15 12040 (the citizen) -M 0 12017 15 12046 (the citizen) -M 0 12017 15 12033 (the citizen) -M 0 12017 15 12019 (the citizen) -M 0 12017 15 12024 (the citizen) -M 0 12017 15 12013 (the citizen) -M 0 12018 5 12051 (the gateguard) -E 1 3022 100 16 (a long sword) -M 0 12018 5 12029 (the gateguard) -E 1 3022 100 16 (a long sword) -M 0 12018 5 12035 (the gateguard) -E 1 3022 100 16 (a long sword) -M 0 12018 5 12051 (the gateguard) -E 1 3022 100 16 (a long sword) -M 0 12018 5 12005 (the gateguard) -E 1 3022 100 16 (a long sword) -M 0 12019 3 12006 (the soldier) -E 1 3021 100 16 (a small sword) -E 1 12008 100 8 (a pair of leather sandals) -M 0 12019 3 12042 (the soldier) -E 1 3021 100 16 (a small sword) -E 1 12019 2 8 (a pair of Roman combat boots) -M 0 12019 3 12045 (the soldier) -E 1 3021 100 16 (a small sword) -E 1 12008 100 8 (a pair of leather sandals) -E 1 12018 2 5 (a Roman combat breast plate) -M 0 12020 1 12036 (Julius Caesar) -E 1 3022 100 16 (a long sword) -E 1 12017 1 10 (a pair of Moorish bracers) -G 1 12024 7 -1 (a dark gray scroll) -M 0 12021 2 12036 (the royal bodyguard) -E 1 3022 100 16 (a long sword) -E 1 3042 100 11 (a shield) -E 1 3046 100 5 (a bronze breast plate) -M 0 12021 2 12036 (the royal bodyguard) -E 1 3022 100 16 (a long sword) -E 1 3042 100 11 (a shield) -E 1 3046 100 5 (a bronze breast plate) -M 0 12022 1 12055 (the judge) -E 1 3022 100 16 (a long sword) -E 1 12012 1 2 (a sapphire ring) -M 0 12023 1 12043 (the master scheduler) -E 1 3022 100 16 (a long sword) -E 1 12008 100 8 (a pair of leather sandals) -E 1 12013 1 4 (a jade pendant) -G 1 12035 1 -1 (a diamond studded key) -G 1 12036 1 -1 (a key with a pearl handle) -M 0 12024 6 12041 (the slimeball) -M 0 12024 6 12048 (the slimeball) -M 0 12024 6 12054 (the slimeball) -M 0 12024 6 12057 (the slimeball) -M 0 12024 6 12054 (the slimeball) -M 0 12024 6 12057 (the slimeball) -G 1 12030 500 -1 (a flask) -M 0 12025 1 12049 (Froboz) -E 1 3022 100 16 (a long sword) -E 1 3042 100 11 (a shield) -E 1 12014 10 12 (Froboz' robe) -G 1 12025 10 -1 (an ornate scroll) -G 1 12026 10 -1 (a plain scroll) -G 1 12029 10 -1 (a prototype wand) -M 0 12026 1 12007 (Titus Andronicus) -E 1 12016 3 17 (a quenched sword) -E 1 3022 100 16 (a long sword) -E 1 3042 100 11 (a shield) -E 1 3046 100 5 (a bronze breast plate) -E 1 12008 100 8 (a pair of leather sandals) -M 0 12027 2 12037 (the senator) -E 1 3021 100 16 (a small sword) -E 1 3044 100 5 (a studded leather jacket) -G 1 12037 1 -1 (an aquamarine key) -M 0 12027 2 12037 (the senator) -E 1 3021 100 16 (a small sword) -E 1 3044 100 5 (a studded leather jacket) -G 1 3050 500 -1 (a scroll of identify) -M 0 12028 1 12050 (the bailiff) -E 1 3022 100 16 (a long sword) -E 1 3042 100 11 (a shield) -G 1 12039 1 -1 (a steel key) -M 0 12029 1 12050 (the defendant) -E 1 3024 100 16 (a warhammer) -E 1 3043 100 5 (a leather jacket) -M 0 12030 1 12047 (Jupiter) -E 1 12020 1 16 (Jupiter's Thunderbolt) -M 0 12031 1 12052 (Venus) -E 1 12022 1 3 (a crystal necklace) -M 0 12032 1 12056 (Mars) -E 1 12016 3 17 (a quenched sword) -E 1 12021 1 13 (a red loincloth) -M 0 12033 1 12059 (Mercury) -E 1 12023 1 8 (a pair of winged sandals) -M 0 12034 1 12042 (Froboz' shopkeeper) -G 1 3050 500 -1 (a scroll of identify) -G 1 3051 500 -1 (a yellow potion of see invisible) -G 1 3052 500 -1 (a scroll of recall) -G 1 3053 500 -1 (a gray wand of invisibility) -G 1 3054 500 -1 (a gnarled staff) -G 1 12030 10 -1 (a flask) -E 1 3022 100 16 (a long sword) -E 1 12008 100 8 (a pair of leather sandals) -G 1 12038 1 -1 (an opal key) -M 0 12035 1 12061 (the executioner) -G 1 12031 10 -1 (an executioner's mace) -M 0 12036 1 12062 (the baker) -G 1 3000 100 -1 (a barrel) -G 1 3001 100 -1 (a bottle) -G 1 3009 100 -1 (a waybread) -G 1 3010 100 -1 (a bread) -G 1 3011 100 -1 (a danish pastry) -G 1 12006 100 -1 (an apple) -G 1 12007 100 -1 (an orange) -E 1 3022 100 16 (a long sword) -M 0 12037 1 12063 (the grocer) -G 1 3030 100 -1 (a torch) -G 1 3031 100 -1 (a lantern) -G 1 3032 100 -1 (a bag) -G 1 3033 100 -1 (a box) -G 1 3036 100 -1 (a cashcard) -G 1 12003 100 -1 (a coach's whistle) -E 1 3022 100 16 (a long sword) -D 0 12005 3 2 (The Abandoned Gate) -D 0 12029 0 2 (The Great North Gate) -D 0 12035 2 2 (The South Gate) -D 0 12051 1 1 (The East Gate Of Rome) -D 0 12064 3 1 (Before Rome) -D 0 12002 4 2 (Caesar's Private Box) -D 0 12006 2 2 (Swords 'R Us) -D 0 12007 0 2 (The Back Room) -D 0 12037 0 2 (The Senate Chambers) -D 0 12036 2 2 (The Emperor's Private Office) -D 0 12037 2 2 (The Senate Chambers) -D 0 12038 0 2 (The House Of Commons) -D 0 12042 1 2 (The Mage's Shop) -D 0 12049 3 2 (Froboz's Workshop) -D 0 12043 3 2 (The Waiting Room) -D 0 12036 1 2 (The Emperor's Private Office) -D 0 12044 3 2 (The Entrance Foyer) -D 0 12037 1 2 (The Senate Chambers) -D 0 12050 1 2 (The Courtroom) -D 0 12055 3 2 (The Judge's Chambers) -S -$ diff --git a/lib/world/zon/125.zon b/lib/world/zon/125.zon deleted file mode 100644 index cf3788b..0000000 --- a/lib/world/zon/125.zon +++ /dev/null @@ -1,110 +0,0 @@ -#125 -Rhunter~ -Hannah~ -12500 12599 30 2 d 0 0 0 7 10 -D 0 12500 0 2 (At the gates of the Grand City of Hannah) -M 0 12500 1 12500 (the great oaken tree) -E 1 12599 100 8 (a pair of oaken boots) -E 1 12500 99 17 (a key) -M 0 12506 1 12569 (a doctor) -G 1 12507 99 -1 (an amputating saw) -M 0 12569 1 12569 (ascepleptous) -G 1 12569 100 -1 (some bloody bandages) -G 1 12570 100 -1 (a scroll of recall) -M 0 12501 10 12501 (the Hannah soldier) -G 1 12512 99 -1 (a soldiers lance) -D 0 12501 2 2 (Intersection of Trenton Avenue and Main Street.) -M 0 12502 10 12501 (the hannah city guard) -M 0 12503 10 12501 (a disgusting orc) -M 0 12501 10 12501 (the Hannah soldier) -E 1 12502 10 17 (a golden moki bird feather) -G 1 12505 100 -1 (a golden orb) -M 0 12513 2 12557 (a lost boy) -M 0 12513 2 12549 (a lost boy) -M 0 12511 2 12549 (a broken man) -M 0 12512 2 12543 (a stray dog) -M 0 12512 2 12558 (a stray dog) -M 0 12511 2 12537 (a broken man) -M 0 12510 2 12551 (a homeless woman) -M 0 12510 2 12546 (a homeless woman) -M 0 12598 7 12546 (a temple guard) -M 0 12509 3 12548 (a crying girl) -M 0 12509 3 12544 (a crying girl) -M 0 12509 3 12540 (a crying girl) -M 0 12508 10 12533 (a smelly goblin) -M 0 12504 10 12533 (a thiefing looter) -G 1 12511 99 -1 (a thieves dagger) -G 1 12568 99 -1 (a pack) -M 0 12508 10 12532 (a smelly goblin) -M 0 12504 10 12532 (a thiefing looter) -G 1 12511 99 -1 (a thieves dagger) -G 1 12568 99 -1 (a pack) -M 0 12508 10 12522 (a smelly goblin) -M 0 12508 10 12526 (a smelly goblin) -M 0 12507 10 12526 (a crazed troll) -M 0 12508 10 12509 (a smelly goblin) -M 0 12501 10 12509 (the Hannah soldier) -G 1 12512 99 -1 (a soldiers lance) -M 0 12508 10 12515 (a smelly goblin) -M 0 12501 10 12515 (the Hannah soldier) -G 1 12512 99 -1 (a soldiers lance) -M 0 12503 10 12515 (a disgusting orc) -M 0 12507 10 12503 (a crazed troll) -M 0 12507 10 12505 (a crazed troll) -M 0 12507 10 12516 (a crazed troll) -M 0 12502 10 12516 (the hannah city guard) -M 0 12507 10 12510 (a crazed troll) -M 0 12507 10 12521 (a crazed troll) -M 0 12501 10 12521 (the Hannah soldier) -G 1 12512 99 -1 (a soldiers lance) -M 0 12501 10 12517 (the Hannah soldier) -G 1 12512 99 -1 (a soldiers lance) -M 0 12501 10 12513 (the Hannah soldier) -G 1 12512 99 -1 (a soldiers lance) -M 0 12503 10 12513 (a disgusting orc) -R 0 12504 12504 -1 (a granite fountain) -O 0 12504 1 12504 (a granite fountain) -M 0 12504 10 12534 (a thiefing looter) -G 1 12511 99 -1 (a thieves dagger) -G 1 12568 99 -1 (a pack) -M 0 12504 10 12531 (a thiefing looter) -G 1 12511 99 -1 (a thieves dagger) -G 1 12568 99 -1 (a pack) -M 0 12505 1 12568 (John) -G 1 12511 99 -1 (a thieves dagger) -G 1 12501 99 -1 (an elite temple guard sword) -G 1 12568 100 -1 (a pack) -M 0 12562 1 12562 (Atropos) -G 1 12510 99 -1 (a fluffly croissant) -G 1 12509 99 -1 (a small pastry) -G 1 12562 100 -1 (a pound of bread) -M 0 12566 1 12567 (Taber the shopkeeper) -G 1 12508 99 -1 (a side of beef) -G 1 12503 99 -1 (a lamb chop) -G 1 12567 100 -1 (a beef cutlet) -M 0 12501 10 12524 (the Hannah soldier) -M 0 12503 10 12524 (a disgusting orc) -M 0 12598 7 12598 (a temple guard) -M 0 12598 7 12566 (a temple guard) -M 0 12598 7 12554 (a temple guard) -M 0 12598 7 12552 (a temple guard) -M 0 12598 7 12539 (a temple guard) -M 0 12597 2 12595 (an elite temple guard) -G 1 12501 99 -1 (an elite temple guard sword) -M 0 12597 2 12595 (an elite temple guard) -G 1 12552 10 -1 (a silver key) -G 1 12501 99 -1 (an elite temple guard sword) -M 0 12564 1 12564 (Elina) -M 0 12501 10 12527 (the Hannah soldier) -M 0 12503 10 12527 (a disgusting orc) -M 0 12503 10 12529 (a disgusting orc) -M 0 12502 10 12508 (the hannah city guard) -M 0 12503 10 12508 (a disgusting orc) -M 0 12503 10 12518 (a disgusting orc) -M 0 12502 10 12507 (the hannah city guard) -M 0 12502 10 12514 (the hannah city guard) -M 0 12502 10 12514 (the hannah city guard) -M 0 12502 10 12502 (the hannah city guard) -M 0 12501 10 12511 (the Hannah soldier) -S -$ diff --git a/lib/world/zon/13.zon b/lib/world/zon/13.zon deleted file mode 100644 index 974dfd7..0000000 --- a/lib/world/zon/13.zon +++ /dev/null @@ -1,6 +0,0 @@ -#13 -Rumble~ -TBA Examples~ -1300 1399 30 2 -S -$ diff --git a/lib/world/zon/130.zon b/lib/world/zon/130.zon deleted file mode 100644 index 4bfeae0..0000000 --- a/lib/world/zon/130.zon +++ /dev/null @@ -1,40 +0,0 @@ -#130 -random~ -Mist Maze~ -13000 13099 240 0 d 0 0 0 20 30 -R 0 13000 13000 -1 (an old tombstone) -O 1 13000 50 13000 (an old tombstone) -R 0 13000 13099 -1 (a swirling mist) -O 1 13099 50 13000 (a swirling mist) -R 0 13097 13011 -1 (a ray of light) -O 1 13011 50 13097 (a ray of light) -R 0 13097 13012 -1 (a tendril of the wispy mist) -O 1 13012 99 13097 (a tendril of the wispy mist) -R 0 13095 13009 -1 (a swirling mist) -O 1 13009 50 13095 (a swirling mist) -R 0 13080 13000 -1 (an old tombstone) -O 1 13000 50 13080 (an old tombstone) -R 0 13083 13010 -1 (a swirling mist) -O 1 13010 50 13083 (a swirling mist) -R 0 13081 13008 -1 (a torn note) -O 1 13008 50 13081 (a torn note) -R 0 13070 13000 -1 (an old tombstone) -O 1 13000 50 13070 (an old tombstone) -R 0 13060 13000 -1 (an old tombstone) -O 1 13000 50 13060 (an old tombstone) -R 0 13050 13000 -1 (an old tombstone) -O 1 13000 50 13050 (an old tombstone) -R 0 13040 13000 -1 (an old tombstone) -O 1 13000 50 13040 (an old tombstone) -R 0 13030 13000 -1 (an old tombstone) -O 1 13000 50 13030 (an old tombstone) -R 0 13020 13000 -1 (an old tombstone) -O 1 13000 50 13020 (an old tombstone) -R 0 13015 13000 -1 (an old tombstone) -O 1 13000 50 13015 (an old tombstone) -R 0 13010 13000 -1 (an old tombstone) -O 1 13000 50 13010 (an old tombstone) -R 0 13005 13000 -1 (an old tombstone) -O 1 13000 50 13005 (an old tombstone) -S -$ diff --git a/lib/world/zon/14.zon b/lib/world/zon/14.zon deleted file mode 100644 index ee734c1..0000000 --- a/lib/world/zon/14.zon +++ /dev/null @@ -1,6 +0,0 @@ -#14 -Rumble~ -TBA Examples II~ -1400 1499 30 2 -S -$ diff --git a/lib/world/zon/140.zon b/lib/world/zon/140.zon deleted file mode 100644 index 684c76e..0000000 --- a/lib/world/zon/140.zon +++ /dev/null @@ -1,103 +0,0 @@ -#140 -Balme~ -Wyvern City~ -14000 14099 30 2 d 0 0 0 7 26 -M 0 14002 12 14000 (a sand crab) -D 0 14084 3 1 (Wyvern Wards and all things magical.) -M 0 14011 1 14084 (a wyvern wizard) -G 1 14016 99 -1 (a scroll of recall) -G 1 14017 99 -1 (a scroll of seeing) -D 0 14083 3 1 (The Dragon's Breath.) -M 0 14017 1 14083 (a wyvern healer) -G 1 14036 99 -1 (a scroll of remove curse) -G 1 14037 99 -1 (a potion of healing) -G 1 14038 99 -1 (a wand of aid) -G 1 14039 99 -1 (a staff of wounding) -D 0 14074 4 1 (Shadows.) -M 0 14004 1 14040 (the guardian red dragon) -E 1 14001 8 17 (a red dragon orb) -D 0 14080 1 1 (The Dragon's Feast.) -M 0 14016 1 14080 (a wyvern cook) -G 1 14032 1 -1 (a pint) -G 1 14033 1 -1 (a large Keg) -G 1 14034 1 -1 (a 16oz steak) -G 1 14035 1 -1 (a huge roast) -D 0 14081 0 1 (Wyvern Armors of Chaos.) -M 0 14015 1 14081 (a wyvern armor expert) -G 1 14024 1 -1 (a hide helm) -G 1 14025 1 -1 (a hide cloak) -G 1 14026 1 -1 (a hide bracer) -G 1 14027 1 -1 (a suit of hide armor) -G 1 14028 1 -1 (some hide gauntlets) -G 1 14029 1 -1 (some hide leggings) -G 1 14030 1 -1 (a pair of hide boots) -G 1 14031 1 -1 (a hide shield) -D 0 14079 0 1 (Wyvern weapons of Chaos.) -M 0 14014 1 14079 (a wyvern weapon master) -G 1 14022 1 -1 (a wyvern fang) -G 1 14023 1 -1 (a wyvern tail) -D 0 14082 1 1 (The Treasure Trove Store.) -M 0 14013 1 14082 (a wyvern trader) -G 1 14020 1 -1 (a ring of holding) -G 1 14021 1 -1 (a pine torch) -D 0 14085 1 1 (Wyvern Water Works.) -M 0 14012 1 14085 (a wyvern water worker) -G 1 14018 1 -1 (a cup) -G 1 14019 1 -1 (a barrel) -M 0 14007 15 14057 (a wyvern guard) -E 1 14002 200 16 (a wyvern claw) -E 1 14003 200 17 (the foreclaw of a wyvern) -O 0 14012 1 14057 (a statue of the dragon God Ferret) -M 0 14007 15 14071 (a wyvern guard) -E 1 14002 200 16 (a wyvern claw) -E 1 14003 200 17 (the foreclaw of a wyvern) -D 0 14071 5 1 (The hall of Wyverns.) -O 0 14011 1 14071 (a fountain flowing with blood) -M 0 14010 1 14090 (the Lord of the wyverns) -E 1 14008 100 12 (some wyvern wings) -E 1 14010 50 0 (a set of glowing red eyes) -M 0 14009 4 14087 (a royal wyvern attendant) -E 1 14007 100 2 (a claw ring) -E 1 14009 100 11 (a royal wyvern shield) -M 0 14000 1 14092 (the wyvern guard commander) -E 1 14005 100 16 (a greater wyvern talon) -E 1 14006 100 8 (the hind claws of a wyvern) -D 0 14043 1 1 (Intersection of Scale and Fang.) -M 0 14008 2 14043 (a wyvern sentry) -E 1 14000 100 5 (some wyvern scale armor) -E 1 14004 100 6 (a crested wyvern helm) -M 0 14007 15 14041 (a wyvern guard) -E 1 14002 200 16 (a wyvern claw) -E 1 14003 200 17 (the foreclaw of a wyvern) -M 0 14007 15 14091 (a wyvern guard) -E 1 14002 200 16 (a wyvern claw) -E 1 14003 200 17 (the foreclaw of a wyvern) -M 0 14006 15 14093 (a hatchling wyvern) -M 0 14006 15 14096 (a hatchling wyvern) -M 0 14006 15 14095 (a hatchling wyvern) -M 0 14006 15 14094 (a hatchling wyvern) -M 0 14005 15 14068 (a wyvern citizen) -M 0 14005 15 14063 (a wyvern citizen) -M 0 14005 15 14047 (a wyvern citizen) -M 0 14005 15 14052 (a wyvern citizen) -M 0 14003 10 14031 (a heat monster) -M 0 14003 10 14032 (a heat monster) -M 0 14003 10 14013 (a heat monster) -M 0 14003 10 14014 (a heat monster) -M 0 14002 12 14003 (a sand crab) -M 0 14002 12 14012 (a sand crab) -M 0 14002 12 14015 (a sand crab) -M 0 14001 15 14022 (a dust devil) -M 0 14001 15 14025 (a dust devil) -M 0 14001 15 14019 (a dust devil) -M 0 14001 15 14016 (a dust devil) -D 0 14086 3 1 (The great cave.) -D 0 14053 3 1 (Fang street.) -D 0 14046 1 1 (Spike road.) -D 0 14058 1 1 (Claw road.) -D 0 14058 3 1 (Claw road.) -D 0 14067 2 1 (Dragon drive.) -D 0 14070 3 1 (Wyvern way.) -D 0 14064 2 1 (Dragon drive.) -S -$ diff --git a/lib/world/zon/15.zon b/lib/world/zon/15.zon deleted file mode 100644 index a09fb00..0000000 --- a/lib/world/zon/15.zon +++ /dev/null @@ -1,47 +0,0 @@ -#15 -Steppin~ -Straight Path~ -1500 1599 10 2 d 0 0 0 13 30 -M 0 1519 1 1517 (the demon) -G 1 1506 1 -1 (a charred ember) -M 0 1501 1 1533 (Michael) -M 0 1502 1 1531 (Gabriel) -E 1 1501 3 17 (the Scroll of the Messenger) -M 0 1503 1 1530 (Raphael) -E 1 1503 2 11 (the Protector of the Faithful) -M 0 1504 1 1528 (Uriel) -E 1 1502 1 16 (a blazing sword) -M 0 1505 1 1501 (the cherubin) -E 1 1508 5 17 (the Key to the Gates) -M 0 1506 1 1505 (the jester) -E 1 1509 5 17 (a burnt history) -M 0 1507 5 1509 (the jinn) -M 0 1507 5 1516 (the jinn) -M 0 1507 5 1521 (the jinn) -M 0 1507 5 1524 (the jinn) -M 0 1507 5 1539 (the jinn) -M 0 1508 1 1512 (the slumped old man) -E 1 1504 1 10 (a faded armband) -M 0 1509 1 1511 (al-Hakim) -M 0 1510 1 1510 (Judas Escariot) -M 0 1511 1 1509 (Pharaoh) -E 1 1512 3 3 (an Ankh) -M 0 1512 1 1519 (Abu Bakr) -E 1 1505 4 16 (a jeweled scimitar) -M 0 1513 1 1520 (Umar) -M 0 1514 1 1521 (Uthman) -E 1 1510 3 0 (a surah of the book) -M 0 1515 1 1522 (Ali) -E 1 1511 1 9 (the Forge of Unity) -M 0 1516 1 1514 (Iblis) -M 0 1517 1 1515 (the Temptation) -E 1 1514 1 0 (a graven image of Azathoth) -M 0 1518 1 1516 (the raging dragon) -E 1 1513 1 3 (the Amulet of Ra) -M 0 1520 1 1524 (the innocent baby) -M 0 1521 1 1525 (the teenage boy) -M 0 1522 1 1526 (the man) -M 0 1523 1 1527 (the bodyless soul) -G 1 1507 1 -1 (an ethereal flame) -S -$ diff --git a/lib/world/zon/150.zon b/lib/world/zon/150.zon deleted file mode 100644 index d194992..0000000 --- a/lib/world/zon/150.zon +++ /dev/null @@ -1,141 +0,0 @@ -#150 -CircleMUD~ -King Welmar's Castle~ -15000 15099 30 2 d 0 0 0 1 33 -M 0 15001 1 15017 (King Welmar) -E 1 15002 1 17 (a golden sceptre) -E 1 15003 1 6 (a golden crown) -E 1 15004 1 0 (a golden apple) -G 1 15014 1 -1 (a key) -M 0 15003 1 15042 (Jim) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15004 1 15023 (Brian) -E 1 15006 100 16 (a training sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15005 1 15023 (Mick) -E 1 15006 100 16 (a training sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15006 1 15035 (Matt) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15007 1 15028 (Jochem) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15008 1 15023 (Anne) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15009 1 15008 (Andrew) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15010 1 15032 (Bertram) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15011 1 15019 (Jeanette) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15012 1 15023 (Peter, the Captain of the Royal Guard) -E 1 15015 50 5 (a guard's chain mail hauberk) -E 1 15016 10 16 (a large broadsword) -M 0 15013 1 15023 (the Training Master) -E 1 3022 100 16 (a long sword) -M 0 15014 1 15017 (the Royal Herald) -M 0 15016 1 15027 (James the Butler) -G 1 15009 1 -1 (the Butler's key) -M 0 15017 5 15010 (the Cleaning Woman) -M 0 15017 5 15010 (the Cleaning Woman) -M 0 15017 5 15041 (the Cleaning Woman) -M 0 15017 5 15041 (the Cleaning Woman) -M 0 15017 5 15038 (the Cleaning Woman) -M 0 15019 1 15052 (the Astrologer) -G 1 3052 100 -1 (a scroll of recall) -G 1 3050 100 -1 (a scroll of identify) -G 1 15012 10 -1 (a large vial) -M 0 15020 1 15017 (Tim, the King's Lifeguard) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15021 1 15017 (Tom, the King's Lifeguard) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15022 1 15005 (the Chef) -G 1 15019 50 -1 (a delicious-looking lobster) -G 1 15020 50 -1 (some Russian caviar) -M 0 15023 2 15005 (the cook) -G 1 15010 1 -1 (a small key) -M 0 15023 2 15005 (the cook) -M 0 15024 1 15036 (David) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -G 1 15007 1 -1 (a huge key) -M 1 15025 1 15036 (Dick) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15026 1 15008 (Jerry) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15027 1 15008 (Michael) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15028 1 15047 (Hans) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -M 0 15029 1 15009 (Boris) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -R 0 15023 3020 -1 (a dagger) -O 0 3020 100 15023 (a dagger) -R 0 15023 3021 -1 (a small sword) -O 0 3021 100 15023 (a small sword) -R 0 15023 3022 -1 (a long sword) -O 0 3022 100 15023 (a long sword) -O 1 15001 1 15037 (the gold) -O 0 15005 1 15052 (a large telescope) -O 0 15011 1 15026 (a large wooden chest) -D 0 15004 0 1 (On The Drawbridge) -D 0 15007 2 1 (The Entrance Hall) -D 0 15007 3 1 (The Entrance Hall) -D 0 15006 1 1 (A Small Passage) -D 0 15020 1 1 (The Passage) -D 0 15021 3 1 (The Servants' Corridor) -D 0 15021 0 1 (The Servants' Corridor) -D 0 15026 2 1 (The Servants' Quarters) -D 0 15022 0 2 (The End Of The Servants' Corridor) -D 0 15027 2 2 (The Butler's Quarters) -D 0 15023 0 1 (The Training Room) -D 0 15028 2 1 (The Guards' Barracks) -D 0 15036 1 2 (By The Treasure Room) -D 0 15037 3 2 (The Great Treasury) -D 0 15038 0 1 (The Guest Wing) -D 0 15043 2 1 (A Guest Room) -D 0 15038 1 1 (The Guest Wing) -D 0 15039 3 1 (The Guest Suite) -D 0 15049 1 2 (The Grand Staircase) -D 0 15050 3 2 (The Cosy Room) -M 0 15000 1 15056 (Gwydion) -E 1 3022 100 16 (a long sword) -E 1 15015 50 5 (a guard's chain mail hauberk) -G 1 15017 1 -1 (the cell key) -M 0 15002 1 15069 (the horrible ghost) -M 0 15015 1 15059 (Ergan the Murderer) -M 0 15018 2 15058 (the cockroach) -M 0 15018 2 15058 (the cockroach) -M 0 15030 2 15067 (the zombie) -M 0 15030 2 15067 (the zombie) -M 0 15031 2 15067 (the skeleton) -M 0 15031 2 15067 (the skeleton) -M 0 15032 1 15074 (the pit fiend) -E 1 15008 3 16 (Verminator) -O 0 15013 1 15054 (a royal banner) -O 0 15018 1 15070 (a carcass) -O 0 15021 1 15073 (the glow from the west) -O 0 15022 1 15065 (the wailing sound from the east) -D 0 15056 2 2 (The Guard Room) -D 0 15057 0 2 (The Prison) -D 0 15057 1 2 (The Prison) -D 0 15060 3 2 (A Cell) -D 0 15057 2 2 (The Prison) -D 0 15059 0 2 (Ergan's Cell) -D 0 15057 3 2 (The Prison) -D 0 15058 1 2 (A Cell) -S -$ diff --git a/lib/world/zon/16.zon b/lib/world/zon/16.zon deleted file mode 100644 index 5a88210..0000000 --- a/lib/world/zon/16.zon +++ /dev/null @@ -1,116 +0,0 @@ -#16 -Lok~ -Camelot II~ -1600 1699 10 2 -M 0 1633 8 1600 (a large wolf) -M 0 1619 1 1627 (Iron Jack) -G 1 715 99 -1 (a silver sceptre) -G 1 714 99 -1 (a silver ring) -G 1 713 99 -1 (a silver chain) -G 1 712 99 -1 (a fine silver helm) -G 1 711 99 -1 (a set of silver greaves) -G 1 710 99 -1 (a set of silver boots) -G 1 709 99 -1 (a set of silver gauntlets) -G 1 708 99 -1 (a pair of silver bracers) -G 1 707 99 -1 (a silver trimmed coat) -G 1 706 99 -1 (a silver shield) -G 1 705 99 -1 (a belt of silver chain links) -G 1 703 99 -1 (a silver wristguard) -G 1 702 99 -1 (some silver chain armor) -G 1 701 99 -1 (a tempered broadsword) -G 1 1600 5 -1 (Lifecutter) -M 0 1634 1 1652 (a questing beast) -M 0 1635 1 1693 (a damsel in distress) -M 0 1616 6 1695 (a merchant) -M 0 1605 1 1690 (Sir Garlon) -E 1 1607 99 10 (garlons invisible armbands) -M 0 1614 1 1688 (Perimones) -E 1 1611 99 7 (some black greaves) -M 0 1630 5 1699 (a archer) -M 0 1631 3 1699 (a dying infantryman) -M 0 1630 5 1684 (a archer) -M 0 1633 8 1684 (a large wolf) -M 0 1630 5 1681 (a archer) -M 0 1631 3 1683 (a dying infantryman) -M 0 1631 3 1674 (a dying infantryman) -M 0 1633 8 1674 (a large wolf) -M 0 1633 8 1682 (a large wolf) -M 0 1633 8 1680 (a large wolf) -M 0 1633 8 1678 (a large wolf) -M 0 1633 8 1676 (a large wolf) -M 0 1627 1 1673 (Master Bleise) -E 1 1608 99 17 (Merlin's scroll) -M 0 1617 10 1672 (a servant) -M 0 1618 1 1670 (a demon) -M 0 1604 1 1669 (Sir Gareth) -E 1 1606 99 11 (a shield of many colors) -E 1 1605 99 12 (a cloak of many colors) -M 0 1606 1 1668 (Sir Gawaine) -E 1 1618 99 6 (a horned helm) -M 0 1608 1 1667 (King Pellinore) -G 1 1613 99 -1 (Pellinore's pack) -M 0 1602 1 1665 (Sir Benlad) -E 1 1604 99 5 (some green armor) -E 1 1603 99 17 (a crest) -E 1 1602 99 16 (an axe) -M 0 1601 10 1665 (a squire) -M 0 1601 10 1689 (a squire) -M 0 1601 10 1664 (a squire) -M 0 1609 1 1662 (Sir Tristram) -E 1 1620 99 16 (spiked ball and chain) -M 0 1616 6 1659 (a merchant) -M 0 1600 6 1654 (a serf) -M 0 1633 8 1650 (a large wolf) -M 0 1629 10 1694 (a guard) -M 0 1629 10 1655 (a guard) -M 0 1629 10 1647 (a guard) -M 0 1629 10 1646 (a guard) -M 0 1623 1 1644 (Gaheris) -E 1 1601 99 16 (an axe) -M 0 1612 1 1643 (Dagonet) -M 0 1621 1 1642 (Dodinas Le Savage) -E 1 1600 99 16 (Lifecutter) -M 0 1622 1 1641 (Lionel) -M 0 1603 1 1640 (Sir Galahad) -E 1 1611 99 7 (some black greaves) -M 0 1632 5 1638 (a dying knight) -M 0 1615 10 1635 (a nobleman) -M 0 1629 10 1634 (a guard) -M 0 1628 5 1633 (a cook) -M 0 1628 5 1632 (a cook) -M 0 1615 10 1631 (a nobleman) -M 0 1610 1 1630 (Mordred) -E 1 1621 99 17 (a rod of command) -E 1 1614 99 16 (an unholy spear) -M 0 1615 10 1630 (a nobleman) -M 0 1615 10 1629 (a nobleman) -M 0 1620 1 1628 (Persante of Inde) -M 0 1617 10 1621 (a servant) -M 0 1607 1 1620 (Merlin) -E 1 1609 99 17 (Merlin's wand) -G 1 1608 99 -1 (Merlin's scroll) -M 0 1626 1 1618 (a cat) -M 0 1625 1 1618 (a toad) -M 0 1624 1 1618 (a crow) -M 0 1620 1 1615 (Persante of Inde) -M 0 1601 10 1614 (a squire) -M 0 1611 1 1613 (Barant Les Apres) -E 1 1612 99 16 (a spiked mace) -E 1 1610 99 10 (the white bracers) -M 0 1632 5 1612 (a dying knight) -M 0 1615 10 1611 (a nobleman) -M 0 1615 10 1610 (a nobleman) -M 0 1617 10 1607 (a servant) -M 0 1613 1 1605 (Sir Turquine) -E 1 1611 99 7 (some black greaves) -M 0 1617 10 1604 (a servant) -M 0 1615 10 1603 (a nobleman) -M 0 1616 6 1602 (a merchant) -M 0 1600 6 1601 (a serf) -D 0 1623 2 1 (Hidden Passage) -D 0 1608 2 1 (Kitchen) -D 0 1692 5 1 (Study) -D 0 1648 5 1 (Hidden Room) -D 0 1648 2 1 (Hidden Room) -S -$ diff --git a/lib/world/zon/169.zon b/lib/world/zon/169.zon deleted file mode 100644 index 19bf9ed..0000000 --- a/lib/world/zon/169.zon +++ /dev/null @@ -1,104 +0,0 @@ -#169 -Tanto~ -Gibberling Caves~ -16900 16999 30 2 d 0 0 0 3 10 -R 0 16907 16904 -1 (a brittle twig) -O 0 16904 99 16907 (a brittle twig) -M 0 16909 2 16907 (a small marmot) -G 1 16908 30 -1 (some wild berries) -R 0 16902 16904 -1 (a brittle twig) -O 0 16904 99 16902 (a brittle twig) -R 0 16977 16921 -1 (a large green bottle of whiskey) -O 0 16921 20 16977 (a large green bottle of whiskey) -O 0 16909 1 16977 (a keg of dark ale) -M 0 16903 30 16926 (a gibberling raider) -E 1 16902 30 16 (a bluish shortsword) -G 1 16919 30 -1 (a gib potion) -M 0 16903 30 16926 (a gibberling raider) -E 1 16902 30 16 (a bluish shortsword) -G 1 16919 30 -1 (a gib potion) -O 0 16916 1 16926 (a dead elf) -D 0 16935 1 1 (A Secret Chamber) -O 0 16920 1 16935 (a small fortune) -M 0 16921 1 16935 (mutant hulk gibberling) -D 0 16932 3 1 (Throne Room of the Gibberlings) -M 0 16905 1 16932 (the gibberling chieftain) -E 1 16913 1 6 (a brass skullcap) -E 1 16914 30 7 (some tough leather trousers) -E 1 16915 1 16 (a gibberling imperial sword) -M 0 16908 1 16932 (the gibberling shaman) -E 1 16907 2 17 (a gibberling wand of power) -D 0 16932 2 1 (Throne Room of the Gibberlings) -M 0 16902 1 16921 (the shifty gibberling) -E 1 16901 1 2 (an intricate gold ring) -G 1 16919 30 -1 (a gib potion) -M 0 16900 30 16915 (a bloodthirsty gibberling) -G 1 16919 30 -1 (a gib potion) -M 0 16900 30 16915 (a bloodthirsty gibberling) -G 1 16919 30 -1 (a gib potion) -M 0 16900 30 16916 (a bloodthirsty gibberling) -G 1 16919 30 -1 (a gib potion) -M 0 16900 30 16916 (a bloodthirsty gibberling) -G 1 16919 30 -1 (a gib potion) -M 0 16900 30 16925 (a bloodthirsty gibberling) -G 1 16919 30 -1 (a gib potion) -M 0 16900 30 16925 (a bloodthirsty gibberling) -G 1 16919 30 -1 (a gib potion) -M 0 16900 30 16924 (a bloodthirsty gibberling) -G 1 16919 30 -1 (a gib potion) -M 0 16900 30 16924 (a bloodthirsty gibberling) -M 0 16900 30 16918 (a bloodthirsty gibberling) -G 1 16919 30 -1 (a gib potion) -E 1 16910 30 7 (a pair of hide trousers) -M 0 16900 30 16918 (a bloodthirsty gibberling) -E 1 16910 30 7 (a pair of hide trousers) -G 1 16919 30 -1 (a gib potion) -M 0 16900 30 16917 (a bloodthirsty gibberling) -G 1 16919 30 -1 (a gib potion) -M 0 16900 30 16917 (a bloodthirsty gibberling) -G 1 16919 30 -1 (a gib potion) -G 1 16919 30 -1 (a gib potion) -M 0 16906 30 16917 (a female gibberling) -M 0 16900 30 16922 (a bloodthirsty gibberling) -G 1 16919 30 -1 (a gib potion) -D 0 16922 0 1 (A Stony Corridor) -D 0 16931 0 1 (A Cold Chamber) -M 0 16903 2 16931 (a gibberling raider) -G 1 16919 30 -1 (a gib potion) -M 0 16903 30 16931 (a gibberling raider) -M 0 16903 30 16931 (a gibberling raider) -M 0 16900 30 16929 (a bloodthirsty gibberling) -M 0 16904 30 16929 (the mutant gibberling) -M 0 16903 30 16928 (a gibberling raider) -G 1 16919 30 -1 (a gib potion) -M 0 16904 30 16928 (the mutant gibberling) -G 1 16919 30 -1 (a gib potion) -M 0 16900 30 16923 (a bloodthirsty gibberling) -G 1 16919 30 -1 (a gib potion) -E 1 16910 30 7 (a pair of hide trousers) -M 0 16906 10 16923 (a female gibberling) -G 1 16919 30 -1 (a gib potion) -M 0 16907 1 16923 (the gibberling butcher) -E 1 16905 2 16 (a butcher knife) -O 0 16906 24 16923 (a slab of mystery meat) -O 0 16906 24 16923 (a slab of mystery meat) -O 0 16906 24 16923 (a slab of mystery meat) -D 0 16923 2 1 (The Feeding Room) -O 0 16909 3 16923 (a keg of dark ale) -M 0 16900 30 16920 (a bloodthirsty gibberling) -E 1 16910 30 7 (a pair of hide trousers) -R 0 16920 16917 -1 (a stone shelf) -O 0 16917 1 16920 (a stone shelf) -P 1 16918 4 16917 (a clay bowl) -P 1 16919 30 16917 (a gib potion) -O 0 16911 1 16903 (a pine tree) -O 0 16912 1 16914 (a rotting animal carcass) -M 0 16909 2 16904 (a small marmot) -G 1 16908 10 -1 (some wild berries) -M 0 16900 30 16927 (a bloodthirsty gibberling) -G 1 16902 30 -1 (a bluish shortsword) -M 0 16900 30 16927 (a bloodthirsty gibberling) -G 1 16902 30 -1 (a bluish shortsword) -M 0 16901 2 16901 (the cougar) -S -$ diff --git a/lib/world/zon/17.zon b/lib/world/zon/17.zon deleted file mode 100644 index 7208ca4..0000000 --- a/lib/world/zon/17.zon +++ /dev/null @@ -1,120 +0,0 @@ -#17 -Lok~ -Camelot III~ -1700 1799 10 2 -M 0 1702 1 1707 (King Arthur) -E 1 1702 99 16 (Excalibur) -E 1 1703 99 13 (Excalibur's scabbard) -M 0 1720 3 1760 (a riding horse) -M 0 1733 2 1799 (a cow) -M 0 1707 1 1793 (Sir Lancelot) -E 1 1707 99 9 (the gauntlets) -M 0 1730 1 1792 (the archbishop) -M 0 1716 3 1791 (an entertainer) -M 0 1715 3 1790 (a bard) -M 0 1710 1 1788 (Queen Guinevere) -E 1 1710 99 4 (an emerald necklace) -M 0 1709 5 1788 (a lady) -E 1 1709 99 4 (a silken favor) -M 0 1736 3 1784 (a farmer) -M 0 1735 1 1783 (a sheep dog) -M 0 1734 1 1783 (a shepherd) -M 0 1727 1 1782 (a sheep) -M 0 1733 1 1781 (a cow) -M 0 1732 1 1780 (a stubborn mule) -M 0 1731 1 1779 (a goat) -M 0 1728 1 1774 (a ram) -M 0 1729 3 1774 (an ox) -M 0 1736 3 1774 (a farmer) -M 0 1706 1 1768 (Sir Lamorak) -E 1 1705 99 8 (Lamoraks spurs) -M 0 1701 1 1766 (a knight) -E 1 1704 99 5 (the plate armor) -E 1 1701 99 16 (a lance) -M 0 1709 5 1766 (a lady) -E 1 1709 99 4 (a silken favor) -M 0 1723 3 1751 (a slave) -M 0 1723 3 1765 (a slave) -M 0 1700 1 1764 (a knight) -E 1 1704 99 5 (the plate armor) -E 1 1701 99 16 (a lance) -M 0 1709 5 1764 (a lady) -E 1 1709 99 4 (a silken favor) -M 0 1720 3 1762 (a riding horse) -M 0 1708 1 1759 (Morgan Le Fey) -E 1 1712 99 17 (a wand) -M 0 1704 5 1758 (a squire) -M 0 1703 5 1758 (a serf) -E 1 1700 99 16 (a squire's dagger) -M 0 1715 3 1757 (a bard) -M 0 1726 3 1741 (a spectator) -M 0 1726 3 1739 (a spectator) -M 0 1720 3 1736 (a riding horse) -M 0 1721 2 1737 (a horse) -M 0 1721 2 1735 (a horse) -M 0 1714 3 1789 (a troubadour) -M 0 1717 5 1789 (a servant) -M 0 1714 3 1734 (a troubadour) -M 0 1705 1 1732 (the black knight) -E 1 1706 99 17 (Merlin's staff) -D 0 1732 1 1 (Alcove) -D 0 1732 3 1 (Alcove) -M 0 1729 3 1724 (an ox) -M 0 1736 3 1724 (a farmer) -M 0 1737 4 1795 (a guard) -M 0 1737 4 1723 (a guard) -M 0 1737 4 1722 (a guard) -M 0 1737 4 1721 (a guard) -M 0 1708 1 1720 (Morgan Le Fey) -E 1 1712 99 17 (a wand) -M 0 1724 1 1794 (the scottish clan chief) -M 0 1725 4 1794 (a scottish clansman) -M 0 1725 4 1769 (a scottish clansman) -M 0 1725 4 1744 (a scottish clansman) -M 0 1725 4 1719 (a scottish clansman) -M 0 1713 3 1767 (a monk) -M 0 1713 3 1742 (a monk) -M 0 1713 3 1717 (a monk) -M 0 1714 3 1716 (a troubadour) -M 0 1715 3 1715 (a bard) -M 0 1716 3 1714 (an entertainer) -M 0 1709 5 1763 (a lady) -E 1 1709 99 4 (a silken favor) -M 0 1717 5 1763 (a servant) -M 0 1709 5 1738 (a lady) -E 1 1709 99 4 (a silken favor) -M 0 1709 5 1713 (a lady) -E 1 1709 99 4 (a silken favor) -M 0 1718 3 1787 (a stablehand) -M 0 1718 3 1785 (a stablehand) -M 0 1718 3 1761 (a stablehand) -M 0 1718 3 1711 (a stablehand) -M 0 1722 2 1712 (a warhorse) -M 0 1722 2 1710 (a warhorse) -M 0 1717 5 1743 (a servant) -M 0 1717 5 1727 (a servant) -D 0 1727 0 1 (Dining Room) -M 0 1717 5 1708 (a servant) -M 0 1717 5 1705 (a servant) -M 0 1712 7 1797 (a merchant) -D 0 1797 0 1 (Beautiful Hall) -M 0 1712 7 1755 (a merchant) -M 0 1712 7 1729 (a merchant) -M 0 1712 7 1704 (a merchant) -M 0 1711 7 1796 (a nobleman) -D 0 1796 0 1 (Beautiful Hall) -M 0 1711 7 1753 (a nobleman) -M 0 1711 7 1728 (a nobleman) -M 0 1711 7 1706 (a nobleman) -M 0 1711 7 1703 (a nobleman) -M 0 1704 5 1754 (a squire) -E 1 1700 99 16 (a squire's dagger) -M 0 1703 5 1754 (a serf) -M 0 1704 5 1718 (a squire) -E 1 1700 99 16 (a squire's dagger) -M 0 1704 5 1702 (a squire) -E 1 1700 99 16 (a squire's dagger) -M 0 1703 5 1701 (a serf) -D 0 1798 0 1 (Beautiful Hallway) -S -$ diff --git a/lib/world/zon/175.zon b/lib/world/zon/175.zon deleted file mode 100644 index c2ddb10..0000000 --- a/lib/world/zon/175.zon +++ /dev/null @@ -1,51 +0,0 @@ -#175 -Unknown~ -Cardinal Wizards~ -17500 17599 10 2 d 0 0 0 18 22 -D 0 17524 1 1 (Carcophan's Study) -M 0 17512 2 17524 (the inverse Salamander) -M 0 17512 2 17524 (the inverse Salamander) -M 0 17511 1 17524 (Carcophan) -E 1 17513 100 17 (a sigil of darkness) -E 1 17514 100 14 (Carcophan's black bracelet) -E 1 17515 99 16 (Carcophan's Staff of Night) -D 0 17513 3 2 (The Guardian Room) -D 0 17513 1 2 (The Guardian Room) -M 0 17508 1 17513 (the Dark Sentinel) -E 1 17512 100 16 (Ristoril) -M 0 17507 1 17513 (the Light Guardian) -E 1 17511 100 16 (Tranquil) -M 0 17503 2 17508 (a Kraken) -M 0 17502 3 17507 (the lesser Kraken) -E 1 17505 50 16 (a lesser Kraken's spike) -M 0 17501 5 17506 (the large squid) -D 0 17522 3 2 (Deeper Within the Darkness) -D 0 17522 1 2 (Deeper Within the Darkness) -M 0 17510 1 17522 (Carcophan's Spectre) -D 0 17521 5 2 (The Windy Chimney) -D 0 17520 4 2 (The Forge.) -M 0 17509 1 17518 (Shadimar's Spectre) -D 0 17519 5 2 (Outside) -D 0 17517 4 2 (The Foyer of the Tower) -D 0 17511 3 2 (Trilless's Sanctuary.) -M 0 17505 3 17511 (the Water Elemental) -M 0 17505 3 17511 (the Water Elemental) -M 0 17506 1 17511 (Trilless) -E 1 17509 100 15 (Trilless' white bracelet) -E 1 17510 50 17 (Trilless' sanctuary glyph) -M 0 17505 3 17510 (the Water Elemental) -M 0 17500 1 17502 (Shadimar) -G 1 17500 10 -1 (Shadimar's quest scroll) -G 1 17506 100 -1 (a glowing white potion) -G 1 17501 10 -1 (a fire wand) -G 1 17502 10 -1 (a void wand) -D 0 17502 0 2 (A Dead End) -M 0 17504 1 17509 (a greater Kraken) -D 0 17504 0 1 (An Indoor River) -R 0 17504 17504 -1 (a trickle of water) -O 0 17504 10 17504 (a trickle of water) -D 0 17505 2 1 (A Tight Space) -O 0 17503 1 17505 (an inscription) -D 0 17503 2 2 (The Wizard's Mansion) -S -$ diff --git a/lib/world/zon/18.zon b/lib/world/zon/18.zon deleted file mode 100644 index e30df2f..0000000 --- a/lib/world/zon/18.zon +++ /dev/null @@ -1,140 +0,0 @@ -#18 -Rumble~ -Nuclear Wasteland~ -1800 1899 20 2 d 0 0 0 35 40 -M 0 1816 1 1896 (the T1000) -M 0 1818 6 1895 (an autonomous terminator) -M 0 1818 6 1894 (an autonomous terminator) -M 0 1814 16 1893 (a silverfish) -M 0 1813 15 1892 (a centurion) -M 0 1818 6 1892 (an autonomous terminator) -M 0 1814 16 1890 (a silverfish) -M 0 1813 15 1889 (a centurion) -M 0 1818 6 1888 (an autonomous terminator) -D 0 1888 2 1 (Skynet) -M 0 1817 20 1887 (a guerilla soldier) -M 0 1812 15 1887 (a hunter killer tank) -D 0 1887 0 2 (Nuclear Wasteland) -M 0 1814 16 1886 (a silverfish) -M 0 1810 20 1886 (a series 800 terminator) -M 0 1813 15 1885 (a centurion) -M 0 1811 15 1885 (a aerial hunter killer) -M 0 1814 16 1884 (a silverfish) -M 0 1810 20 1884 (a series 800 terminator) -M 0 1817 20 1883 (a guerilla soldier) -M 0 1812 15 1883 (a hunter killer tank) -M 0 1813 15 1882 (a centurion) -M 0 1811 15 1882 (a aerial hunter killer) -M 0 1810 20 1881 (a series 800 terminator) -M 0 1817 20 1880 (a guerilla soldier) -M 0 1812 15 1880 (a hunter killer tank) -M 0 1813 15 1879 (a centurion) -M 0 1811 15 1879 (a aerial hunter killer) -M 0 1814 16 1878 (a silverfish) -M 0 1810 20 1878 (a series 800 terminator) -M 0 1817 20 1877 (a guerilla soldier) -M 0 1812 15 1877 (a hunter killer tank) -M 0 1813 15 1876 (a centurion) -M 0 1811 15 1876 (a aerial hunter killer) -M 0 1814 16 1875 (a silverfish) -M 0 1810 20 1875 (a series 800 terminator) -G 1 1803 99 -1 (a password key) -M 0 1817 20 1869 (a guerilla soldier) -M 0 1812 15 1869 (a hunter killer tank) -M 0 1810 20 1868 (a series 800 terminator) -M 0 1822 1 1867 (Kyle Reese) -E 1 1805 99 16 (a battle rifle) -M 0 1813 15 1867 (a centurion) -M 0 1813 15 1866 (a centurion) -M 0 1811 15 1866 (a aerial hunter killer) -M 0 1814 16 1865 (a silverfish) -M 0 1810 20 1865 (a series 800 terminator) -M 0 1812 15 1864 (a hunter killer tank) -M 0 1817 20 1863 (a guerilla soldier) -M 0 1814 16 1862 (a silverfish) -M 0 1810 20 1862 (a series 800 terminator) -M 0 1817 20 1861 (a guerilla soldier) -M 0 1813 15 1860 (a centurion) -M 0 1811 15 1860 (a aerial hunter killer) -M 0 1810 20 1859 (a series 800 terminator) -M 0 1817 20 1858 (a guerilla soldier) -M 0 1813 15 1857 (a centurion) -M 0 1811 15 1857 (a aerial hunter killer) -M 0 1814 16 1856 (a silverfish) -M 0 1810 20 1856 (a series 800 terminator) -M 0 1817 20 1855 (a guerilla soldier) -M 0 1812 15 1855 (a hunter killer tank) -M 0 1813 15 1854 (a centurion) -M 0 1811 15 1854 (a aerial hunter killer) -M 0 1814 16 1853 (a silverfish) -M 0 1810 20 1853 (a series 800 terminator) -M 0 1812 15 1852 (a hunter killer tank) -M 0 1814 16 1851 (a silverfish) -M 0 1810 20 1851 (a series 800 terminator) -M 0 1817 20 1850 (a guerilla soldier) -M 0 1813 15 1850 (a centurion) -M 0 1809 1 1844 (John Connor) -E 1 1804 99 17 (a key card) -M 0 1820 8 1844 (a guerilla officer) -M 0 1820 8 1843 (a guerilla officer) -M 0 1821 6 1843 (a german shepherd) -M 0 1819 5 1842 (a guerilla child) -M 0 1817 20 1842 (a guerilla soldier) -M 0 1820 8 1841 (a guerilla officer) -M 0 1821 6 1841 (a german shepherd) -M 0 1819 5 1840 (a guerilla child) -M 0 1817 20 1840 (a guerilla soldier) -M 0 1817 20 1839 (a guerilla soldier) -M 0 1820 8 1839 (a guerilla officer) -M 0 1820 8 1838 (a guerilla officer) -M 0 1821 6 1838 (a german shepherd) -D 0 1838 2 1 (Resistance Force Headquarters) -M 0 1814 16 1837 (a silverfish) -M 0 1810 20 1837 (a series 800 terminator) -D 0 1837 0 2 (Nuclear Wasteland) -M 0 1817 20 1836 (a guerilla soldier) -M 0 1812 15 1836 (a hunter killer tank) -M 0 1813 15 1834 (a centurion) -M 0 1811 15 1834 (a aerial hunter killer) -M 0 1817 20 1833 (a guerilla soldier) -M 0 1812 15 1833 (a hunter killer tank) -M 0 1814 16 1832 (a silverfish) -M 0 1810 20 1832 (a series 800 terminator) -M 0 1811 15 1830 (a aerial hunter killer) -M 0 1814 16 1829 (a silverfish) -M 0 1810 20 1829 (a series 800 terminator) -M 0 1817 20 1828 (a guerilla soldier) -M 0 1812 15 1828 (a hunter killer tank) -M 0 1813 15 1827 (a centurion) -M 0 1811 15 1827 (a aerial hunter killer) -M 0 1814 16 1826 (a silverfish) -M 0 1810 20 1826 (a series 800 terminator) -M 0 1812 15 1825 (a hunter killer tank) -M 0 1821 6 1817 (a german shepherd) -M 0 1820 8 1817 (a guerilla officer) -M 0 1820 8 1816 (a guerilla officer) -M 0 1821 6 1816 (a german shepherd) -M 0 1817 20 1815 (a guerilla soldier) -M 0 1819 5 1814 (a guerilla child) -M 0 1817 20 1813 (a guerilla soldier) -M 0 1810 20 1812 (a series 800 terminator) -M 0 1813 15 1811 (a centurion) -M 0 1811 15 1811 (a aerial hunter killer) -M 0 1814 16 1810 (a silverfish) -M 0 1817 20 1809 (a guerilla soldier) -M 0 1812 15 1809 (a hunter killer tank) -M 0 1811 15 1808 (a aerial hunter killer) -M 0 1810 20 1807 (a series 800 terminator) -M 0 1817 20 1806 (a guerilla soldier) -M 0 1812 15 1806 (a hunter killer tank) -M 0 1813 15 1805 (a centurion) -M 0 1811 15 1805 (a aerial hunter killer) -M 0 1814 16 1804 (a silverfish) -M 0 1810 20 1804 (a series 800 terminator) -M 0 1812 15 1803 (a hunter killer tank) -M 0 1813 15 1802 (a centurion) -M 0 1811 15 1802 (a aerial hunter killer) -M 0 1817 20 1801 (a guerilla soldier) -M 0 1810 20 1801 (a series 800 terminator) -S -$ diff --git a/lib/world/zon/186.zon b/lib/world/zon/186.zon deleted file mode 100644 index c165238..0000000 --- a/lib/world/zon/186.zon +++ /dev/null @@ -1,60 +0,0 @@ -#186 -Maynard~ -Newbie Zone~ -18600 18699 10 2 d 0 0 0 1 7 -M 0 18602 3 18600 (the newbie monster) -E 1 18602 99 5 (a bright green newbie vest) -M 0 18601 1 18605 (the pit beast) -E 1 18604 50 12 (a dark newbie cloak) -M 0 18602 3 18607 (the newbie monster) -E 1 18606 99 16 (a shiny newbie dagger) -M 0 18611 1 18646 (the annoying newbie) -E 1 18606 99 16 (a shiny newbie dagger) -M 0 18612 1 18642 (the clueless newbie) -M 0 18613 1 18640 (the talkative newbie) -E 1 18602 99 5 (a bright green newbie vest) -M 0 18614 1 18604 (the lost newbie) -M 0 18615 1 18645 (the smart newbie) -E 1 18613 99 10 (some cool newbie sleeves) -E 1 18612 99 7 (some cool newbie leggings) -E 1 18602 99 5 (a bright green newbie vest) -E 1 18614 30 16 (a glowing newbie mace) -M 0 18603 1 18602 (the baby dragon) -E 1 18607 99 3 (a pet dragon collar) -M 0 18604 1 18606 (the Newbie Guard) -E 1 18605 60 1 (a newbie signet ring) -G 1 18608 5 -1 (a wee little key) -E 1 18603 30 6 (a bright newbie helm) -M 0 18605 1 18612 (the Newbie Alchemist) -G 1 18609 50 -1 (a brightly glowing jar) -M 0 18606 4 18602 (the creepy crawler) -M 0 18606 4 18606 (the creepy crawler) -M 0 18606 4 18609 (the creepy crawler) -M 0 18607 5 18620 (the zombiefied newbie) -M 0 18607 5 18624 (the zombiefied newbie) -M 0 18607 5 18637 (the zombiefied newbie) -M 0 18607 5 18633 (the zombiefied newbie) -M 0 18608 5 18627 (the quasit) -M 0 18608 5 18636 (the quasit) -M 0 18608 5 18638 (the quasit) -M 0 18608 5 18621 (the quasit) -M 0 18609 1 18629 (the massive Minotaur) -E 1 18610 50 6 (the horns of the Minotaur) -E 1 18611 50 5 (the smelly hide of the Minotaur) -M 0 18610 1 18639 (the dark spectre) -D 0 18602 2 1 (The Dirty Hallway) -D 0 18606 0 1 (A Small Room) -D 0 18603 0 1 (A Nexus) -D 0 18644 2 1 (A Bright Hallway) -D 0 18603 1 1 (A Nexus) -D 0 18646 3 1 (A Bright Hallway) -D 0 18604 2 1 (A Narrow Passage) -D 0 18612 0 1 (The Alchemist's Room) -D 0 18606 5 2 (A Small Room) -D 0 18605 4 2 (The Dark Pit) -D 0 18607 3 1 (More Of The Hallway) -D 0 18606 1 1 (A Small Room) -D 0 18611 1 1 (Another Corner) -D 0 18612 3 1 (The Alchemist's Room) -S -$ diff --git a/lib/world/zon/187.zon b/lib/world/zon/187.zon deleted file mode 100644 index 95ded41..0000000 --- a/lib/world/zon/187.zon +++ /dev/null @@ -1,34 +0,0 @@ -#187 -Wolfgaar Arina~ -Circus~ -18700 18799 10 2 d 0 0 0 2 4 -M 0 18702 1 18724 (a small lion cub) -M 0 18722 1 18706 (the organ grinder) -M 0 18712 1 18715 (croc man) -M 0 18705 1 18720 (Renuer, the wandering minstrel) -M 0 18708 3 18708 (a chick) -G 1 18709 100 -1 (teddy bear) -M 1 18708 3 18708 (a chick) -G 1 18709 100 -1 (teddy bear) -M 1 18708 3 18708 (a chick) -G 1 18709 100 -1 (teddy bear) -M 0 18723 1 18729 (the Ringmaster) -E 1 18718 100 6 (Top Hat) -E 1 18719 100 12 (a fine coat with long tails) -M 0 18703 1 18728 (Kablooey) -E 1 18718 1 6 (Top Hat) -E 1 18716 1 12 (a gaudy cloak) -M 0 18711 1 18717 (walrus boy) -M 0 18707 3 18707 (a mole) -G 1 18708 3 -1 (Stuffed Dragon) -M 1 18707 3 18707 (a mole) -G 1 18708 3 -1 (Stuffed Dragon) -M 1 18707 3 18707 (a mole) -G 1 18708 3 -1 (Stuffed Dragon) -M 0 18709 1 18710 (a frail old man) -M 1 18710 1 18710 (Tekus the Slaver) -E 1 18710 1 16 (a leather whip) -M 0 18706 1 18705 (Matrissa) -E 1 18707 1 17 (a colorful baton) -S -$ diff --git a/lib/world/zon/19.zon b/lib/world/zon/19.zon deleted file mode 100644 index e6e0f2e..0000000 --- a/lib/world/zon/19.zon +++ /dev/null @@ -1,239 +0,0 @@ -#19 -Detta~ -Spider Swamp~ -1900 1999 30 2 d 0 0 0 15 20 -R 0 1901 1905 -1 (a primitive fire torch) -O 0 1905 99 1901 (a primitive fire torch) -M 0 1908 20 1901 (a jet-black crow) -M 0 1901 20 1901 (a small cricket) -M 0 1914 5 1901 (a flat spider) -M 0 1940 2 1901 (a tiny glittering dragonfly) -G 1 1964 99 -1 (an irridescent webbed ring) -M 0 1902 1 1948 (the scaly leviathan) -M 0 1937 1 1948 (a Drow spirit maiden) -E 1 1941 99 0 (a burning black candle) -E 1 1940 99 5 (a sheer shadowy gown) -M 0 1941 1 1948 (a scruffy-haired gnome) -M 0 1936 1 1997 (Selvetarm, Prince of the Aranea) -E 1 1962 99 8 (scaley black leather boots) -G 1 1954 99 -1 (a leather book inset with a sapphire) -E 1 1939 99 9 (black spider gloves) -E 1 1938 99 5 (a delicate chainmail shirt) -E 1 1937 99 7 (silvery-webbed leather pants) -E 1 1936 99 11 (a blood-red shield) -E 1 1935 99 16 (Venommace) -M 0 1906 1 1933 (the Lizard King) -E 1 1958 99 12 (a glossy black animal fur) -G 1 1953 99 -1 (a leather book inset with a ruby) -E 1 1912 99 16 (a great trident) -R 0 1933 1959 -1 (a humanoid skull) -O 0 1959 99 1933 (a humanoid skull) -M 0 1938 2 1984 (a vicious drider) -G 1 1944 99 -1 (a key carved from dark wood) -E 1 1961 99 6 (a sleek silvery helm) -M 0 1938 2 1988 (a vicious drider) -G 1 1944 99 -1 (a key carved from dark wood) -E 1 1960 99 10 (white chainmail arm wrappings) -M 0 1901 20 1906 (a small cricket) -M 0 1912 5 1906 (a bolas spider) -R 0 1906 1959 -1 (a humanoid skull) -O 0 1959 99 1906 (a humanoid skull) -R 0 1934 1959 -1 (a humanoid skull) -O 0 1959 99 1934 (a humanoid skull) -M 0 1901 20 1916 (a small cricket) -R 0 1916 1956 -1 (a swamp vine) -O 0 1956 99 1916 (a swamp vine) -R 0 1910 1902 -1 (a murky pool of water) -O 1 1902 99 1910 (a murky pool of water) -M 0 1908 20 1910 (a jet-black crow) -R 0 1910 1956 -1 (a swamp vine) -O 0 1956 99 1910 (a swamp vine) -M 0 1904 1 1931 (a lizard warrior) -E 1 1932 99 13 (a ragged loincloth) -E 1 1907 99 3 (@ya stained bone necklace@n) -G 1 1906 10 -1 (a sharply chiselled key) -D 0 1931 0 0 (Cavernous Gates) -M 0 1942 3 1981 (a giant spider) -M 0 1942 3 1978 (a giant spider) -M 0 1942 3 1992 (a giant spider) -R 0 1990 1943 -1 (a mahogany cabinet) -O 0 1943 99 1990 (a mahogany cabinet) -P 1 1951 99 1943 (a sealed beaker of dark blood) -P 1 1951 99 1943 (a sealed beaker of dark blood) -P 1 1951 99 1943 (a sealed beaker of dark blood) -P 1 1949 99 1943 (a silvery-webbed empty vial) -P 1 1949 99 1943 (a silvery-webbed empty vial) -P 1 1949 99 1943 (a silvery-webbed empty vial) -R 0 1990 1948 -1 (a large and mysterious metal contraption) -O 0 1948 99 1990 (a large and mysterious metal contraption) -R 0 1954 1909 -1 (Fallorain's Plate) -O 0 1909 99 1954 (Fallorain's Plate) -M 0 1919 3 1954 (a funnel spider) -M 0 1939 2 1954 (an albino frog) -M 0 1921 3 1951 (a trapdoor spider) -M 0 1939 2 1951 (an albino frog) -R 0 1982 1928 -1 (a dark candleholder) -O 0 1928 1 1982 (a dark candleholder) -P 1 1929 1 1928 (a long black candle) -R 0 1994 1917 -1 (some smoked meat) -R 0 1994 1917 -1 (some smoked meat) -O 0 1917 99 1994 (some smoked meat) -O 0 1917 99 1994 (some smoked meat) -R 0 1994 1926 -1 (a chunk of rich cheese) -O 0 1926 99 1994 (a chunk of rich cheese) -R 0 1994 1927 -1 (a cluster of juicy red grapes) -O 0 1927 99 1994 (a cluster of juicy red grapes) -M 0 1915 5 1972 (a widow spider) -M 0 1935 1 1993 (an enormous whisper spider) -R 0 1974 1916 -1 (a metal wall shield) -O 0 1916 99 1974 (a metal wall shield) -M 0 1925 1 1976 (a magnificent orb spider) -M 0 1901 20 1949 (a small cricket) -M 0 1911 5 1949 (a cross spider) -M 0 1923 4 1949 (a spitting spider) -M 0 1901 20 1946 (a small cricket) -M 0 1913 4 1946 (a fishing spider) -M 0 1923 4 1946 (a spitting spider) -M 0 1908 20 1909 (a jet-black crow) -M 0 1901 20 1909 (a small cricket) -M 0 1917 3 1909 (a bird-eating spider) -M 0 1923 4 1909 (a spitting spider) -M 0 1923 4 1918 (a spitting spider) -M 0 1908 20 1905 (a jet-black crow) -M 0 1911 5 1905 (a cross spider) -M 0 1924 4 1905 (@ya @Dw@ya@Ds@yp@D s@yp@Di@yd@De@yr@n) -M 0 1901 20 1913 (a small cricket) -M 0 1917 3 1913 (a bird-eating spider) -M 0 1924 4 1913 (@ya @Dw@ya@Ds@yp@D s@yp@Di@yd@De@yr@n) -M 0 1908 20 1921 (a jet-black crow) -M 0 1924 4 1921 (@ya @Dw@ya@Ds@yp@D s@yp@Di@yd@De@yr@n) -M 0 1914 5 1957 (a flat spider) -M 0 1924 4 1957 (@ya @Dw@ya@Ds@yp@D s@yp@Di@yd@De@yr@n) -M 0 1915 5 1965 (a widow spider) -M 0 1920 1 1965 (a crab spider) -M 0 1901 20 1943 (a small cricket) -M 0 1914 5 1943 (a flat spider) -R 0 1975 1919 -1 (several scattered coins) -O 0 1919 99 1975 (several scattered coins) -M 0 1919 3 1975 (a funnel spider) -M 0 1919 3 1971 (a funnel spider) -M 0 1921 3 1938 (a trapdoor spider) -M 0 1908 20 1935 (a jet-black crow) -M 0 1922 4 1935 (a water spider) -M 0 1921 3 1935 (a trapdoor spider) -R 0 1922 1901 -1 (a straggling weed) -O 0 1901 99 1922 (a straggling weed) -M 0 1918 1 1922 (a jumping spider) -M 0 1917 3 1924 (a bird-eating spider) -M 0 1903 5 1944 (a lizard warrior) -M 0 1916 5 1944 (a mangora spider) -M 0 1901 20 1923 (a small cricket) -M 0 1913 4 1923 (a fishing spider) -M 0 1916 5 1923 (a mangora spider) -M 0 1901 20 1919 (a small cricket) -M 0 1916 5 1919 (a mangora spider) -M 0 1908 20 1912 (a jet-black crow) -M 0 1915 5 1912 (a widow spider) -M 0 1916 5 1912 (a mangora spider) -R 0 1904 1902 -1 (a murky pool of water) -O 0 1902 99 1904 (a murky pool of water) -M 0 1916 5 1904 (a mangora spider) -M 0 1911 5 1904 (a cross spider) -M 0 1912 5 1960 (a bolas spider) -M 0 1915 5 1960 (a widow spider) -M 0 1908 20 1962 (a jet-black crow) -M 0 1901 20 1962 (a small cricket) -M 0 1915 5 1962 (a widow spider) -M 0 1901 20 1903 (a small cricket) -R 0 1903 1903 -1 (a rusted dagger) -O 0 1903 99 1903 (a rusted dagger) -M 0 1914 5 1903 (a flat spider) -M 0 1908 20 1908 (a jet-black crow) -M 0 1914 5 1908 (a flat spider) -R 0 1928 1901 -1 (a straggling weed) -O 0 1901 99 1928 (a straggling weed) -M 0 1908 20 1928 (a jet-black crow) -M 0 1903 5 1928 (a lizard warrior) -M 0 1912 5 1928 (a bolas spider) -R 0 1902 1901 -1 (a straggling weed) -O 0 1901 99 1902 (a straggling weed) -M 0 1908 20 1902 (a jet-black crow) -M 0 1912 5 1902 (a bolas spider) -M 0 1912 5 1914 (a bolas spider) -M 0 1908 20 1915 (a jet-black crow) -M 0 1911 5 1915 (a cross spider) -M 0 1908 20 1955 (a jet-black crow) -M 0 1901 20 1955 (a small cricket) -M 0 1911 5 1955 (a cross spider) -M 0 1908 20 1937 (a jet-black crow) -M 0 1913 4 1937 (a fishing spider) -R 0 1936 1905 -1 (a primitive fire torch) -O 0 1905 99 1936 (a primitive fire torch) -R 0 1936 1902 -1 (a murky pool of water) -O 0 1902 99 1936 (a murky pool of water) -M 0 1901 20 1936 (a small cricket) -M 0 1913 4 1936 (a fishing spider) -M 0 1901 20 1926 (a small cricket) -O 0 1910 1 1926 (an old rotting skeleton) -P 1 1911 99 1910 (a silver tag) -M 0 1922 4 1926 (a water spider) -M 0 1922 4 1927 (a water spider) -M 0 1922 4 1947 (a water spider) -M 0 1905 3 1941 (a tiny lizard hatchling) -M 0 1905 3 1941 (a tiny lizard hatchling) -M 0 1905 3 1941 (a tiny lizard hatchling) -M 0 1909 1 1950 (a hairy spider) -M 1 1910 4 1950 (a hairy spider) -M 1 1910 4 1950 (a hairy spider) -M 1 1910 4 1950 (a hairy spider) -M 1 1910 4 1950 (a hairy spider) -R 0 1932 1902 -1 (a murky pool of water) -O 0 1902 99 1932 (a murky pool of water) -M 0 1903 5 1932 (a lizard warrior) -M 0 1908 20 1945 (a jet-black crow) -M 0 1903 5 1945 (a lizard warrior) -R 0 1991 1921 -1 (a crimson-stained robe) -O 0 1921 99 1991 (a crimson-stained robe) -R 0 1998 1920 -1 (a large webbed cocoon) -O 0 1920 99 1998 (a large webbed cocoon) -R 0 1942 1917 -1 (some smoked meat) -R 0 1942 1917 -1 (some smoked meat) -O 0 1917 99 1942 (some smoked meat) -O 0 1917 99 1942 (some smoked meat) -M 0 1901 20 1963 (a small cricket) -O 0 1918 1 1963 (the massive statue of a frog god) -M 0 1907 4 1963 (a bullywug subleader) -M 1 1900 8 1963 (a young bullywug) -M 1 1900 8 1963 (a young bullywug) -M 0 1901 20 1966 (a small cricket) -M 0 1907 4 1966 (a bullywug subleader) -M 1 1900 8 1966 (a young bullywug) -M 1 1900 8 1966 (a young bullywug) -M 0 1908 20 1958 (a jet-black crow) -M 0 1907 4 1958 (a bullywug subleader) -M 1 1900 8 1958 (a young bullywug) -M 1 1900 8 1958 (a young bullywug) -M 0 1907 4 1956 (a bullywug subleader) -M 1 1900 8 1956 (a young bullywug) -M 1 1900 8 1956 (a young bullywug) -R 0 1940 1908 -1 (a dark leathery egg) -R 0 1940 1908 -1 (a dark leathery egg) -O 0 1908 99 1940 (a dark leathery egg) -O 0 1908 99 1940 (a dark leathery egg) -R 0 1995 1905 -1 (a primitive fire torch) -O 0 1905 99 1995 (a primitive fire torch) -R 0 1930 1905 -1 (a primitive fire torch) -O 0 1905 99 1930 (a primitive fire torch) -R 0 1953 1901 -1 (a straggling weed) -O 0 1901 99 1953 (a straggling weed) -R 0 1964 1902 -1 (a murky pool of water) -O 0 1902 99 1964 (a murky pool of water) -M 0 1908 20 1964 (a jet-black crow) -M 0 1908 20 1952 (a jet-black crow) -M 0 1908 20 1925 (a jet-black crow) -M 0 1908 20 1917 (a jet-black crow) -M 0 1901 20 1967 (a small cricket) -M 0 1901 20 1959 (a small cricket) -M 0 1901 20 1929 (a small cricket) -S -$ diff --git a/lib/world/zon/2.zon b/lib/world/zon/2.zon deleted file mode 100644 index 119494f..0000000 --- a/lib/world/zon/2.zon +++ /dev/null @@ -1,228 +0,0 @@ -#2 -Rumble~ -Sanctus II~ -200 299 10 2 -M 0 196 1 251 (the newbie guide) -M 0 213 1 208 (Santa Claus) -E 1 43 99 7 (Guards of the Eternal Flame) -E 1 37 99 9 (Gloves of the Kindred) -E 1 36 99 4 (the cloak of the elven court) -E 1 34 99 8 (the boots of the strider) -E 1 33 99 3 (Scholar's Guide) -E 1 32 99 5 (HeartGuard) -E 1 31 99 11 (WyrmGuard) -E 1 30 99 0 (the star of man) -E 1 29 99 10 (the armbands of the land of the midnight sun) -E 1 28 99 6 (the cap of quickling) -E 1 23 99 17 (the staff of spellfire) -E 1 21 99 16 (War's Blood) -M 0 208 1 208 (the haruspex) -G 1 161 99 -1 (some sacrificial entrails) -M 0 30 3 220 (the spy for the underground) -E 1 221 1 12 (a gray cloak) -M 0 218 1 218 (a woman dressed in the latest fashions) -M 0 169 3 200 (a citizen) -M 0 162 3 237 (a statesman) -E 1 140 99 12 (a cloth jacket) -O 0 116 1 237 (the bench) -M 0 13 1 235 (a kind soul) -M 0 125 3 254 (the young girl) -M 0 164 1 254 (the drunk) -G 1 101 99 -1 (an imported bottle of beer) -G 1 197 99 -1 (a "kick me" sign) -M 0 33 1 266 (Homer Simpson) -E 1 71 99 1 (a chinese finger trap) -E 1 71 99 2 (a chinese finger trap) -O 0 193 1 291 (a thin stream of red liquid) -M 0 130 3 291 (the maid) -E 1 155 99 17 (a feather duster) -D 0 280 4 2 (The Bakery) -M 0 200 1 280 (the baker's assistant) -M 0 187 1 280 (the baker) -G 1 27132 99 -1 (a blackberry pastry) -G 1 27131 99 -1 (a cake baked from wild saffron) -G 1 27520 99 -1 (a doughnut) -G 1 109 99 -1 (a waybread) -G 1 27130 99 -1 (a rye bread) -G 1 112 99 -1 (a crescent) -M 0 212 1 292 (a parrot with an eye patch) -D 0 225 4 2 (Hazel's Water Hole) -R 0 225 373 -1 (a large well) -O 0 373 99 225 (a large well) -M 0 109 1 225 (Hazel, the wellmaster) -G 1 30821 99 -1 (a large barrel) -G 1 30820 99 -1 (a small barrel) -G 1 28324 99 -1 (a bottle) -G 1 27168 99 -1 (a waterskin) -G 1 26300 99 -1 (a pail) -G 1 179 99 -1 (a canteen) -G 1 165 99 -1 (a cup) -O 0 188 1 230 (an iron bound chest) -P 1 306 5 188 (a jar of naphthalene) -M 0 189 1 230 (the commander) -E 1 145 99 5 (a scale mail jacket) -M 0 209 1 210 (Bob, the achondroplastic dwarf) -E 1 171 99 17 (a short gilded staff of oak) -M 0 30 3 212 (the spy for the underground) -M 0 210 1 265 (the quest shopkeeper) -O 0 307 1 242 (a jar of palmatite) -M 0 126 1 242 (assassin) -M 0 113 1 219 (an old lady) -G 1 186 99 -1 (an irish poem) -M 0 170 3 233 (the townsman) -G 1 176 99 -1 (a cancer stick) -R 0 288 172 -1 (a rubber chicken) -O 0 172 99 288 (a rubber chicken) -R 0 249 3099 -1 (a bulletin board) -O 0 3099 99 249 (a bulletin board) -R 0 253 3096 -1 (a social bulletin board) -O 0 3096 99 253 (a social bulletin board) -M 0 199 1 278 (the butcher) -M 0 188 1 278 (the butcher's assistant) -G 1 14034 99 -1 (a 16oz steak) -G 1 29504 99 -1 (a slab of meat) -G 1 27175 99 -1 (a leg of mutton) -G 1 6024 99 -1 (a piece of venison) -G 1 6023 99 -1 (a piece of rabbit meat) -G 1 6018 99 -1 (a large slab of meat) -G 1 315 99 -1 (a piece of meat) -G 1 180 99 -1 (a chunk of meat) -M 0 124 1 264 (Fiona) -G 1 27200 99 -1 (a salted herring) -G 1 27217 99 -1 (a bowl of ma gung) -G 1 27190 99 -1 (a white spotted mushroom) -G 1 32429 99 -1 (some dried fruits) -G 1 110 99 -1 (some dried rations) -G 1 111 99 -1 (an apple) -G 1 114 99 -1 (a pretzel) -M 0 111 1 277 (the jeweler) -G 1 181 99 -1 (a bar of platinum) -G 1 182 99 -1 (a bar of mithril) -G 1 183 99 -1 (a bar of gold) -G 1 184 99 -1 (a bar of silver) -G 1 26103 99 -1 (a piece of jade) -G 1 5030 99 -1 (the Tiger Jewel) -G 1 5032 99 -1 (a fiery green emerald) -G 1 5028 99 -1 (a brilliant sapphire) -G 1 5026 99 -1 (a large ruby) -G 1 5027 99 -1 (a glittering diamond) -G 1 31566 99 -1 (a dark opal) -M 0 102 1 281 (Liam) -G 1 31607 99 -1 (a burlap sack) -G 1 30905 99 -1 (a shovel) -G 1 5000 99 -1 (a small mining pick) -G 1 130 99 -1 (a torch) -G 1 131 99 -1 (a lantern) -G 1 132 99 -1 (a bag) -G 1 133 99 -1 (a backpack) -M 0 101 1 268 (Ian) -G 1 30416 99 -1 (a set of brown fur leggings) -G 1 30410 99 -1 (a great fur cloak) -G 1 30125 99 -1 (a Furry Hat) -G 1 30401 99 -1 (a brown fur cape) -G 1 29505 99 -1 (some animal fur) -G 1 30410 99 -1 (a great fur cloak) -M 0 182 1 221 (Ingrid) -G 1 31542 99 -1 (a blue potion of recall) -G 1 31619 99 -1 (a glowing potion of invisibility) -G 1 31621 99 -1 (a potion of cure blindness) -G 1 31620 99 -1 (a bright green potion) -G 1 351 99 -1 (a yellow potion of see invisible) -G 1 26738 99 -1 (a purple potion of giant strength) -G 1 190 99 -1 (a scroll of remove curse) -M 0 112 1 294 (the young woman) -M 0 118 3 236 (the woman) -M 0 118 3 295 (the woman) -M 0 125 3 274 (the young girl) -M 0 135 1 252 (the blue Master Magi) -E 1 107 99 12 (a blue robe) -M 0 141 3 252 (the corporal) -E 1 170 99 9 (some cloth gloves) -G 1 179 99 -1 (a canteen) -M 0 136 1 297 (the green Master Magi) -E 1 105 99 12 (a green robe ) -M 0 142 2 271 (the green magi) -E 1 105 99 12 (a green robe ) -M 0 149 2 259 (the sergeant) -E 1 168 99 5 (a cloth shirt) -E 1 169 99 8 (a pair of cloth shoes) -M 0 175 4 259 (the gate sentry) -E 1 30414 99 5 (a Suit of Old Chainmail) -M 0 149 2 243 (the sergeant) -E 1 169 99 8 (a pair of cloth shoes) -E 1 168 99 5 (a cloth shirt) -M 0 175 4 243 (the gate sentry) -E 1 30414 99 5 (a Suit of Old Chainmail) -M 0 167 2 211 (the staff sergeant) -E 1 143 99 7 (a pair of black leather pants) -E 1 142 99 11 (a wooden shield) -M 0 166 3 283 (the lance corporal) -E 1 141 99 9 (a pair of leather gloves) -M 0 166 3 279 (the lance corporal) -E 1 141 99 9 (a pair of leather gloves) -M 0 166 3 204 (the lance corporal) -E 1 141 99 9 (a pair of leather gloves) -M 0 162 3 299 (a statesman) -E 1 140 99 12 (a cloth jacket) -M 0 169 3 250 (a citizen) -M 0 171 3 269 (the townswoman) -M 0 171 3 267 (the townswoman) -M 0 172 3 262 (the farmer) -E 1 158 99 12 (some coveralls) -M 0 172 3 223 (the farmer) -E 1 158 99 12 (some coveralls) -M 0 178 3 256 (the stateswoman) -E 1 26306 99 5 (a flowered dress) -M 0 178 3 263 (the stateswoman) -E 1 26306 99 5 (a flowered dress) -M 0 179 3 209 (the recruit) -M 0 192 3 213 (the german shephard) -M 0 190 3 207 (the cat) -M 0 193 3 232 (the dove) -M 0 194 3 231 (the mouse) -M 0 193 3 214 (the dove) -M 0 194 3 216 (the mouse) -M 0 129 3 289 (the thief) -E 1 120 99 16 (a dagger) -G 1 156 99 -1 (someone else's purse) -M 0 129 3 241 (the thief) -G 1 156 99 -1 (someone else's purse) -E 1 120 99 16 (a dagger) -M 0 195 3 273 (the kitten) -G 1 135 99 -1 (some catnip) -M 0 195 3 285 (the kitten) -G 1 135 99 -1 (some catnip) -M 0 191 3 293 (the puppy) -E 1 134 99 3 (a dog collar) -M 0 106 1 234 (Captain Lugdach) -G 1 108 99 -1 (a fishing hat) -G 1 25763 99 -1 (a rubber ducky) -G 1 163 99 -1 (a floatation device) -G 1 25761 99 -1 (a canoe) -G 1 32209 99 -1 (a small fishing boat) -G 1 162 99 -1 (a row boat) -M 0 158 1 238 (Carla) -G 1 105 99 -1 (a green robe ) -G 1 119 99 -1 (a yellow robe) -G 1 122 99 -1 (a gray robe) -G 1 126 99 -1 (a purple robe) -G 1 129 99 -1 (a black robe) -G 1 170 99 -1 (some cloth gloves) -G 1 169 99 -1 (a pair of cloth shoes) -G 1 168 99 -1 (a cloth shirt) -G 1 167 99 -1 (a cloth cap) -G 1 166 99 -1 (a pair of cloth pants) -G 1 140 99 -1 (a cloth jacket) -G 1 106 99 -1 (a red robe) -G 1 107 99 -1 (a blue robe) -O 0 154 1 238 (the sewing machine) -M 0 161 4 245 (the streetsweeper) -E 1 136 99 17 (a broom) -G 1 149 99 -1 (a dustpan) -O 0 115 1 224 (a huge safe) -M 0 119 1 224 (the banker) -M 0 105 3 226 (the balding man) -E 1 153 99 6 (a brown touppe) -M 0 110 1 222 (Corwin, the postmaster) -S -$ diff --git a/lib/world/zon/20.zon b/lib/world/zon/20.zon deleted file mode 100644 index b256acf..0000000 --- a/lib/world/zon/20.zon +++ /dev/null @@ -1,117 +0,0 @@ -#20 -Rumble~ -Arena~ -2000 2099 30 2 d 0 0 0 10 20 -O 0 2008 4 2022 (a smelly pot) -M 0 2006 2 2022 (a thraecian warrior) -D 0 2022 3 1 (Thraecian Cell) -O 0 2008 4 2020 (a smelly pot) -M 0 2005 5 2020 (a samnite warrior) -D 0 2020 1 1 (Samnites Cell) -O 0 2008 4 2017 (a smelly pot) -M 0 2011 6 2017 (a retiarri warrior) -E 1 2007 99 17 (a dagger) -E 1 2006 99 16 (a trident) -G 1 2005 99 -1 (a net) -D 0 2017 1 1 (Retiarrus Cell) -O 0 2008 4 2016 (a smelly pot) -M 0 2012 6 2016 (a mirmillone) -E 1 2004 99 10 (some arm shields) -E 1 2003 99 7 (some leg shields) -E 1 2002 99 11 (a shield) -E 1 2001 99 16 (a shortsword) -E 1 2000 99 17 (a helmet) -D 0 2016 3 1 (Mirmillones Cell) -O 0 2008 4 2014 (a smelly pot) -M 0 2011 6 2014 (a retiarri warrior) -E 1 2007 99 17 (a dagger) -E 1 2006 99 16 (a trident) -G 1 2005 99 -1 (a net) -D 0 2014 1 1 (Retiarius Cell) -O 0 2008 4 2019 (a smelly pot) -M 0 2012 6 2019 (a mirmillone) -E 1 2004 99 10 (some arm shields) -E 1 2003 99 7 (some leg shields) -E 1 2002 99 11 (a shield) -E 1 2001 99 16 (a shortsword) -E 1 2000 99 17 (a helmet) -D 0 2019 3 1 (Mirmillones Cell) -M 0 2019 3 2021 (a soldier) -D 0 2021 3 1 (Prisons) -D 0 2021 1 1 (Prisons) -M 0 2007 7 2098 (a slave) -M 0 2007 7 2097 (a slave) -M 0 2007 7 2096 (a slave) -M 0 2021 2 2095 (a religious official) -M 0 2020 5 2093 (a civilian) -M 0 2020 5 2091 (a civilian) -M 0 2020 5 2089 (a civilian) -M 0 2020 5 2088 (a civilian) -M 0 2020 5 2087 (a civilian) -M 0 2021 2 2085 (a religious official) -M 0 2003 2 2084 (a magistrate) -M 0 2002 2 2084 (an augur) -M 0 2001 2 2083 (a priest) -M 0 2000 2 2083 (a senator) -M 0 2017 1 2082 (Emporer Titus) -M 0 2004 2 2082 (a vestal virgin) -M 0 2001 2 2081 (a priest) -M 0 2000 2 2081 (a senator) -M 0 2003 2 2080 (a magistrate) -M 0 2002 2 2080 (an augur) -M 0 2007 7 2034 (a slave) -D 0 2034 1 1 (Training Room) -M 0 2007 7 2033 (a slave) -M 0 2007 7 2032 (a slave) -M 0 2014 2 2031 (a tiger) -D 0 2031 3 1 (Animals Cell) -M 0 2015 6 2030 (a gladiator) -D 0 2030 3 1 (Prisons) -D 0 2030 1 1 (Prisons) -M 0 2013 2 2029 (a lion) -D 0 2029 1 1 (Lions Cell) -M 0 2009 2 2028 (a giraffe) -D 0 2028 3 1 (Giraffes Cell) -M 0 2015 6 2027 (a gladiator) -D 0 2027 3 1 (Prisons) -D 0 2027 1 1 (Prisons) -M 0 2014 2 2025 (a tiger) -D 0 2025 3 1 (Animals Cell) -M 0 2019 3 2024 (a soldier) -D 0 2024 3 1 (Prisons) -D 0 2024 1 1 (Prisons) -M 0 2008 2 2023 (an ostrich) -D 0 2023 1 1 (Ostrich Cell) -M 0 2015 6 2018 (a gladiator) -D 0 2018 3 1 (Gladiators Cells) -D 0 2018 1 1 (Gladiators Cells) -M 0 2019 3 2015 (a soldier) -M 0 2015 6 2015 (a gladiator) -D 0 2015 3 1 (Gladiators Cells) -D 0 2015 1 1 (Gladiators Cells) -M 0 2015 6 2013 (a gladiator) -D 0 2013 3 1 (Gladiators Room) -M 0 2016 3 2012 (a gaul) -D 0 2012 3 1 (Gladiators Cells) -D 0 2012 1 1 (Gladiators Cells) -M 0 2018 3 2011 (a knight) -M 0 2016 3 2010 (a gaul) -M 0 2015 6 2009 (a gladiator) -M 0 2018 3 2009 (a knight) -M 0 2022 4 2008 (a lanista) -D 0 2008 1 1 (Training Room) -M 0 2022 4 2007 (a lanista) -D 0 2007 3 1 (Training Room) -M 0 2007 7 2006 (a slave) -M 0 2018 3 2006 (a knight) -D 0 2006 3 1 (Gladiators Cells) -D 0 2006 1 1 (Gladiators Cells) -M 0 2022 4 2005 (a lanista) -M 0 2022 4 2004 (a lanista) -M 0 2015 6 2003 (a gladiator) -M 0 2016 3 2003 (a gaul) -M 0 2010 2 2026 (an elephant) -E 1 2009 99 16 (an iron tusk) -D 0 2026 1 1 (Elephants Cell) -S -$ diff --git a/lib/world/zon/200.zon b/lib/world/zon/200.zon deleted file mode 100644 index d384bfe..0000000 --- a/lib/world/zon/200.zon +++ /dev/null @@ -1,64 +0,0 @@ -#200 -Rumble~ -Western Highway~ -20000 20099 10 2 d 0 0 0 3 7 -M 0 20004 1 20015 (the missionary) -E 1 20004 99 12 (a heavy set of white robes) -E 1 20003 99 17 (a solid brass crucifix) -O 0 20005 1 20015 (small sign) -M 0 20003 3 20010 (a bear cub) -E 1 20013 30 14 (a piece of brown fur) -M 0 20002 3 20010 (the fawn) -E 1 20014 99 10 (some fawn fur) -M 0 20002 3 20014 (the fawn) -E 1 20014 99 10 (some fawn fur) -M 0 20003 3 20013 (a bear cub) -E 1 20013 99 14 (a piece of brown fur) -M 0 20009 3 20031 (the red fox) -E 1 20020 99 4 (a red fox pelt) -M 0 20009 3 20027 (the red fox) -E 1 20020 99 4 (a red fox pelt) -M 0 20010 1 20034 (Jaron, the lunatic) -E 1 20024 99 2 (a twine ring) -M 0 20009 3 20034 (the red fox) -E 1 20020 99 4 (a red fox pelt) -R 0 20017 20000 -1 (the river) -O 0 20000 1 20017 (the river) -O 0 20001 1 20017 (the bridge) -M 1 20011 1 20017 (the soaked captain) -M 0 20007 1 20040 (Sairith, the fur trader) -G 1 20023 99 -1 (a stretched hide shield) -G 1 20014 100 -1 (some fawn fur) -G 1 20013 100 -1 (a piece of brown fur) -G 1 20012 100 -1 (a pair of rabbit ears) -G 1 20007 100 -1 (a rabbit's foot) -G 1 20015 100 -1 (a thick black fur coat) -G 1 20017 100 -1 (a canvas harversack) -G 1 20020 100 -1 (a red fox pelt) -G 1 20021 100 -1 (a piece of dehydrated meat) -G 1 20022 100 -1 (a polishing kit) -M 0 20008 1 20028 (Talbath, the trapper) -E 1 20016 5 17 (a rusty steel trap) -G 1 20017 20 -1 (a canvas harversack) -E 1 20018 100 16 (a sharpened wooden dagger) -E 1 20019 100 9 (some bounded gloves) -M 0 20003 1 20012 (a bear cub) -M 0 20006 3 20016 (an angry black bear) -E 1 20015 100 5 (a thick black fur coat) -M 0 20006 3 20020 (an angry black bear) -E 1 20015 100 5 (a thick black fur coat) -M 0 20006 3 20023 (an angry black bear) -E 1 20015 100 5 (a thick black fur coat) -M 0 20001 3 20003 (the rabbit) -G 1 20007 10 -1 (a rabbit's foot) -E 1 20012 10 6 (a pair of rabbit ears) -M 0 20000 3 20008 (a lost adventurer) -E 1 20008 100 5 (some smelly rags) -E 1 20009 100 13 (a strip of torn cloth) -E 1 20010 100 8 (a pair of broken sandals) -E 1 20011 100 7 (some tattered pants) -O 0 20002 1 20025 (the fallen pine) -M 0 20005 1 20025 (a woodsman) -E 1 20006 20 17 (an axe of a woodsman) -S -$ diff --git a/lib/world/zon/201.zon b/lib/world/zon/201.zon deleted file mode 100644 index 30e019f..0000000 --- a/lib/world/zon/201.zon +++ /dev/null @@ -1,52 +0,0 @@ -#201 -Elixias~ -Sapphire Islands~ -20100 20199 60 2 d 0 0 0 1 34 -O 0 20100 1 20100 (a golden plaque) -M 0 20197 1 20100 (a blonde receptionist) -M 0 20101 15 20109 (a grumpy-looking crab) -O 0 20105 1 20109 (a sturdy coconut tree) -M 0 20105 1 20150 (Tryny the Widow) -G 1 20197 100 -1 (a crab cooked in spicy sauce) -G 1 20119 50 -1 (@Yyellow@n cushion) -G 1 20118 50 -1 (@Bblue@n cushion) -G 1 20117 50 -1 (@Rred@n cushion) -G 1 20113 20 -1 (a old, rusty key) -M 0 20104 1 20129 (a stunningly beautiful siren) -G 1 20109 20 -1 (@wh@Warp @wo@Wf @we@Wchoes@n) -O 0 20123 1 20147 (a wooden sign) -M 0 20106 1 20158 (an old fool) -M 0 20101 15 20108 (a grumpy-looking crab) -D 0 20108 0 1 (Konolua Seacoast @Y[DIG]@n) -M 0 20101 15 20115 (a grumpy-looking crab) -R 0 20115 20110 -1 (a warning sign) -O 0 20110 15 20115 (a warning sign) -R 0 20126 20110 -1 (a warning sign) -O 0 20110 15 20126 (a warning sign) -M 0 20101 15 20110 (a grumpy-looking crab) -M 0 20101 15 20110 (a grumpy-looking crab) -O 0 20106 5 20110 (a jagged boulder) -O 0 20107 1 20110 (a seagull's nest) -P 1 20108 3 20107 (a seagull's egg) -M 0 20103 1 20110 (a hungry seagull) -D 0 20104 1 1 (In a Lighthouse) -M 0 20198 1 20104 (a cheerful tour guide) -R 0 20120 20102 -1 (a piece of @mc@Mo@Yr@Ma@ml@n) -O 0 20102 20 20120 (a piece of @mc@Mo@Yr@Ma@ml@n) -R 0 20113 20101 -1 (a simple @Ws@ye@Wa@ys@rh@ye@Wll@n) -O 0 20101 50 20113 (a simple @Ws@ye@Wa@ys@rh@ye@Wll@n) -R 0 20113 20106 -1 (a jagged boulder) -O 0 20106 5 20113 (a jagged boulder) -M 0 20102 10 20117 (a pale-looking jellyfish) -M 0 20102 10 20118 (a pale-looking jellyfish) -M 0 20102 10 20119 (a pale-looking jellyfish) -M 0 20102 10 20107 (a pale-looking jellyfish) -M 0 20101 15 20105 (a grumpy-looking crab) -R 0 20111 20102 -1 (a piece of @mc@Mo@Yr@Ma@ml@n) -O 0 20102 10 20111 (a piece of @mc@Mo@Yr@Ma@ml@n) -R 0 20106 20101 -1 (a simple @Ws@ye@Wa@ys@rh@ye@Wll@n) -O 0 20101 50 20106 (a simple @Ws@ye@Wa@ys@rh@ye@Wll@n) -D 0 20102 3 2 (On a Cliff by a Lighthouse) -O 0 20103 1 20103 (a wooden sign) -S -$ diff --git a/lib/world/zon/211.zon b/lib/world/zon/211.zon deleted file mode 100644 index be5ddcd..0000000 --- a/lib/world/zon/211.zon +++ /dev/null @@ -1,24 +0,0 @@ -#211 -Parnassus~ -Tarot~ -21100 21199 30 1 f 0 0 0 1 30 -D 0 21130 4 2 (Esmerelda's office) -M 0 21102 1 21130 (Esmerelda) -D 0 21150 4 2 (Jaelle's office) -M 0 21103 1 21150 (Jaelle) -D 0 21102 0 2 (A Room For Waiting) -D 0 21102 1 2 (A Room For Waiting) -D 0 21102 2 1 (A Room For Waiting) -D 0 21102 3 2 (A Room For Waiting) -R 0 21102 21181 -1 (an urn filled with milk) -O 1 21181 1 21102 (an urn filled with milk) -R 0 21102 21182 -1 (a piece of bokolyi) -O 1 21182 100 21102 (a piece of bokolyi) -R 0 21102 21180 -1 (a large glass) -O 1 21180 100 21102 (a large glass) -M 0 21104 1 21102 (Ana) -M 0 21101 1 21110 (Sibyl) -D 0 21110 4 2 (Sibyl's office) -D 0 21101 0 1 (Outside a small building) -S -$ diff --git a/lib/world/zon/22.zon b/lib/world/zon/22.zon deleted file mode 100644 index 432352e..0000000 --- a/lib/world/zon/22.zon +++ /dev/null @@ -1,154 +0,0 @@ -#22 -Rumble~ -Tower of the Undead~ -2200 2299 10 2 d 0 0 0 14 18 -M 0 2203 15 2207 (a zombie maid) -M 0 2202 10 2207 (a zombie servant) -M 0 2201 10 2207 (a zombie knight) -E 1 2201 99 5 (the black chainmail) -M 0 2203 15 2211 (a zombie maid) -M 0 2202 10 2211 (a zombie servant) -M 0 2201 10 2211 (a zombie knight) -E 1 2201 99 5 (the black chainmail) -M 0 2203 15 2215 (a zombie maid) -M 0 2202 10 2215 (a zombie servant) -M 0 2201 10 2215 (a zombie knight) -E 1 2201 99 5 (the black chainmail) -M 0 2203 15 2225 (a zombie maid) -M 0 2202 10 2225 (a zombie servant) -M 0 2201 10 2225 (a zombie knight) -E 1 2201 99 5 (the black chainmail) -O 0 2215 1 2204 (a half-eaten cadaver) -M 0 2201 10 2204 (a zombie knight) -E 1 2201 99 5 (the black chainmail) -M 0 2202 10 2204 (a zombie servant) -M 0 2203 15 2204 (a zombie maid) -M 0 2230 1 2299 (the Lord of the Undead) -E 1 2222 99 14 (a leather wristguard) -E 1 2213 99 9 (the brass knuckles) -M 0 2229 1 2299 (a princess) -E 1 2217 99 17 (a flickering candle) -E 1 2216 99 2 (an emerald ring) -D 0 2299 0 1 (Dungeon Cell) -M 0 2228 1 2295 (a dungeon master) -E 1 2220 99 11 (a blackened shield) -E 1 2212 99 16 (a masters sword) -M 0 2227 2 2295 (a dungeon sentry) -E 1 2211 99 12 (a gray robe) -E 1 2221 99 13 (some thick braided twine) -D 0 2295 2 1 (Rumbles Dungeon) -M 0 2226 8 2292 (a dungeon guard) -E 1 2219 99 10 (some steel arm plates) -M 0 2226 8 2298 (a dungeon guard) -E 1 2219 99 10 (some steel arm plates) -M 0 2226 8 2297 (a dungeon guard) -E 1 2218 99 7 (some steel leg plates) -M 0 2226 8 2296 (a dungeon guard) -E 1 2218 99 7 (some steel leg plates) -M 0 2226 8 2294 (a dungeon guard) -E 1 2218 99 7 (some steel leg plates) -M 0 2226 8 2293 (a dungeon guard) -E 1 2218 99 7 (some steel leg plates) -M 0 2226 8 2291 (a dungeon guard) -E 1 2218 99 7 (some steel leg plates) -M 0 2200 3 2201 (a zombie guard) -E 1 2209 99 8 (the zombie boots) -M 0 2200 3 2201 (a zombie guard) -E 1 2210 99 6 (a zombie helm) -E 1 2208 99 16 (a zombie sword) -M 0 2213 1 2290 (a vampire) -G 1 2203 99 -1 (a vampire heart) -M 0 2225 1 2217 (a zombie queen) -E 1 2207 99 5 (a queens corset) -D 0 2217 2 1 (Hidden Room) -M 0 2224 1 2216 (a zombie king) -E 1 2206 99 16 (a stiletto) -D 0 2216 2 1 (Hidden Room) -M 0 2214 1 2287 (a damsel in distresss) -E 1 2202 99 4 (a ferret pelt) -E 1 2204 99 9 (a pair of ferret skin gloves) -M 0 2218 1 2286 (the animator of the dead) -E 1 2205 99 9 (the animators gloves) -M 0 2219 9 2284 (a zombie) -M 0 2219 9 2283 (a zombie) -M 0 2223 5 2281 (a frozen zombie) -M 0 2219 9 2280 (a zombie) -M 0 2223 5 2278 (a frozen zombie) -M 0 2219 9 2277 (a zombie) -M 0 2223 5 2274 (a frozen zombie) -M 0 2219 9 2273 (a zombie) -M 0 2219 9 2272 (a zombie) -M 0 2208 1 2270 (the head maid) -M 0 2225 4 2269 (a zombie queen) -M 0 2203 15 2267 (a zombie maid) -M 0 2203 15 2266 (a zombie maid) -M 0 2225 4 2265 (a zombie queen) -M 0 2225 4 2264 (a zombie queen) -M 0 2203 15 2263 (a zombie maid) -M 0 2203 15 2262 (a zombie maid) -M 0 2225 4 2261 (a zombie queen) -M 0 2225 4 2260 (a zombie queen) -M 0 2221 5 2258 (a wraith) -M 0 2221 5 2257 (a wraith) -M 0 2221 5 2256 (a wraith) -M 0 2221 5 2255 (a wraith) -M 0 2221 5 2251 (a wraith) -M 0 2219 9 2250 (a zombie) -M 0 2217 1 2249 (the head inquisitor) -M 0 2215 9 2249 (a prisoner) -M 0 2215 9 2248 (a prisoner) -M 0 2215 9 2247 (a prisoner) -M 0 2216 3 2247 (the inquisitor) -M 0 2219 9 2246 (a zombie) -M 0 2219 9 2245 (a zombie) -M 0 2216 3 2244 (the inquisitor) -M 0 2215 9 2244 (a prisoner) -M 0 2219 9 2243 (a zombie) -M 0 2220 4 2241 (a moldy zombie) -M 0 2207 5 2241 (an undead corpse) -M 0 2207 5 2239 (an undead corpse) -M 0 2205 4 2238 (a zombie lady) -M 0 2204 4 2238 (a zombie lord) -M 0 2205 4 2237 (a zombie lady) -M 0 2204 4 2237 (a zombie lord) -M 0 2209 2 2236 (a blistered zombie) -M 0 2210 2 2235 (a smoking zombie) -M 0 2210 2 2234 (a smoking zombie) -M 0 2220 4 2233 (a moldy zombie) -M 0 2207 5 2233 (an undead corpse) -M 0 2205 4 2232 (a zombie lady) -M 0 2204 4 2232 (a zombie lord) -M 0 2212 1 2231 (a algae monster) -M 0 2207 5 2230 (an undead corpse) -M 0 2206 3 2228 (a skeleton) -D 0 2228 5 1 (A Red Hallway) -M 0 2210 2 2226 (a smoking zombie) -M 0 2220 4 2220 (a moldy zombie) -M 0 2203 15 2203 (a zombie maid) -M 0 2202 10 2202 (a zombie servant) -M 0 2201 10 2201 (a zombie knight) -E 1 2200 99 16 (a curved scimitar) -M 0 2203 15 2221 (a zombie maid) -M 0 2202 10 2221 (a zombie servant) -M 0 2201 10 2221 (a zombie knight) -E 1 2200 99 16 (a curved scimitar) -M 0 2211 4 2220 (a flaming zombie) -M 0 2211 4 2218 (a flaming zombie) -M 0 2203 15 2218 (a zombie maid) -M 0 2211 4 2219 (a flaming zombie) -M 0 2203 15 2213 (a zombie maid) -M 0 2202 10 2213 (a zombie servant) -M 0 2201 10 2213 (a zombie knight) -E 1 2200 99 16 (a curved scimitar) -M 0 2203 15 2209 (a zombie maid) -M 0 2202 10 2209 (a zombie servant) -M 0 2201 10 2209 (a zombie knight) -E 1 2200 99 16 (a curved scimitar) -D 0 2209 0 1 (A Dark Hallway) -M 0 2203 15 2202 (a zombie maid) -M 0 2202 10 2202 (a zombie servant) -M 0 2201 10 2202 (a zombie knight) -E 1 2200 99 16 (a curved scimitar) -D 0 2206 0 1 (A Dark Hallway) -S -$ diff --git a/lib/world/zon/220.zon b/lib/world/zon/220.zon deleted file mode 100644 index 53bd45e..0000000 --- a/lib/world/zon/220.zon +++ /dev/null @@ -1,27 +0,0 @@ -#220 -Exa~ -The Enchanted Kitchen~ -22000 22099 30 2 d 0 0 0 10 20 -M 0 22000 10 22017 (a dust bunny) -R 0 22015 22005 -1 (@ca @ndrippy @cfaucet@n) -O 1 22005 1 22015 (@ca @ndrippy @cfaucet@n) -O 0 22003 20 22012 (a @Dburnt @Ycookie@n) -M 0 22004 3 22008 (a blob of @Doven @yscum@n) -M 0 22007 1 22018 (a turkey sandwich) -M 0 22000 10 22007 (a dust bunny) -M 0 22000 10 22025 (a dust bunny) -M 0 22001 1 22005 (@WSnuffins@y the mouse@n) -G 1 22000 100 -1 (a triangle of @Ycheese@n) -M 0 22006 1 22021 (a @Rspaghetti @Ddemon@n) -M 0 22005 1 22016 (a @Wkitchen @Cpixie@n) -E 1 22004 100 16 (a @Dplastic @Wspork@n) -M 0 22000 10 22016 (a dust bunny) -M 0 22003 1 22020 (@cthe @Cice@Dmons@Cter@n) -E 1 22002 100 16 (an @Cice@Dpick@n) -M 0 22000 10 22004 (a dust bunny) -M 0 22000 10 22003 (a dust bunny) -M 0 22002 1 22006 (@DO@Wre@Do@n the cat) -E 1 22001 2 3 (@DO@Wre@Do@n's collar) -M 0 22000 10 22003 (a dust bunny) -S -$ diff --git a/lib/world/zon/232.zon b/lib/world/zon/232.zon deleted file mode 100644 index b64f293..0000000 --- a/lib/world/zon/232.zon +++ /dev/null @@ -1,45 +0,0 @@ -#232 -Ferret~ -Terringham~ -23200 23299 30 2 d 0 0 0 21 24 -O 0 23201 1 23200 (a fountain) -R 0 23262 3034 -1 (an automatic teller machine) -O 0 3034 99 23262 (an automatic teller machine) -M 0 23205 1 23282 (Sabertooth Tiger) -M 0 23206 1 23282 (Anaconda) -M 0 3023 2 23278 (the fighters' guildmaster) -M 0 3020 2 23279 (the mages' guildmaster) -M 0 3022 2 23277 (the thieves' guildmaster) -M 0 3021 2 23276 (the priests' guildmaster) -M 0 23207 1 23257 (the armorer) -G 1 23218 1 -1 (some black ringmail) -G 1 23219 1 -1 (some studded leather armor) -G 1 23220 1 -1 (a pair of platemail leggings) -G 1 23221 1 -1 (some banded leggings) -M 0 23204 1 23281 (Tarzan) -M 0 23203 1 23240 (Lora Croft) -G 1 23212 1 -1 (a flail) -G 1 23213 1 -1 (a warhammer) -G 1 23214 1 -1 (a club) -G 1 23215 1 -1 (a long sword) -G 1 23216 1 -1 (a small sword) -G 1 23217 1 -1 (a dagger) -M 0 23202 1 23280 (Zorg the shopkeeper) -G 1 23208 1 -1 (a small bag) -G 1 23209 1 -1 (a rucksack) -G 1 23210 1 -1 (a flashlight) -G 1 23211 1 -1 (a lantern) -M 0 23201 1 23274 (the Baker) -G 1 23202 1 -1 (a raspberry tart) -G 1 23203 1 -1 (a chocolate eclair) -G 1 23204 1 -1 (an apple pie) -G 1 23205 1 -1 (a slice of bread) -G 1 23206 1 -1 (a German chocolate cake) -G 1 23207 1 -1 (a pound cake) -M 0 23200 1 23229 (a wizard) -G 1 3052 500 -1 (a scroll of recall) -G 1 3050 500 -1 (a scroll of identify) -G 1 3051 500 -1 (a yellow potion of see invisible) -G 1 3053 500 -1 (a gray wand of invisibility) -S -$ diff --git a/lib/world/zon/233.zon b/lib/world/zon/233.zon deleted file mode 100644 index 422a79d..0000000 --- a/lib/world/zon/233.zon +++ /dev/null @@ -1,60 +0,0 @@ -#233 -Unknown~ -Dragon Plains~ -23300 23399 30 2 d 0 0 0 15 17 -M 0 23380 1 23380 (the dragon queen) -E 1 23380 99 5 (a suit of dragonscale armor) -M 0 23335 1 23335 (a hermit) -E 1 23336 99 17 (50' of rope) -O 0 23335 1 23335 (canteen) -O 0 23300 1 23300 (a dragontooth necklace) -M 0 23366 1 23352 (the lost adventurer) -G 1 23302 5 -1 (a map of the dragon plains) -M 0 23391 2 23391 (a green dragon) -E 1 23391 99 6 (a dragonscale warhelm) -M 0 23376 2 23376 (a dragon) -E 1 23376 99 8 (a pair of dragonscale boots) -M 0 23362 2 23366 (a dragon child) -G 1 23366 99 -1 (a dragonscale backpack) -M 0 23362 2 23362 (a dragon child) -G 1 23362 99 -1 (a toy top) -M 0 23356 1 23356 (a yellow dragon) -E 1 23356 99 9 (a pair of dragonmail gloves) -M 0 23341 1 23341 (a blue dragon) -E 1 23342 99 16 (a mace) -O 0 23341 1 23341 (a torch) -M 0 23340 1 23340 (a red dragon) -E 1 23340 99 16 (a red dagger) -M 0 23345 1 23345 (a two-headed cat) -E 1 23345 255 16 (a dirk) -O 0 23398 1 23398 (a ruby gem) -M 0 23370 2 23370 (a hawk) -O 0 23370 1 23370 (a feather) -O 0 23337 1 23337 (a brunt out torch) -M 0 23318 2 23337 (an apparition) -O 0 23333 1 23333 (a candle) -M 0 23331 2 23331 (ladybug) -O 0 23331 1 23331 (a glass stone) -M 0 23329 1 23329 (a giant bat) -O 0 23329 1 23329 (an onyx ring) -M 0 23351 2 23351 (a dragonfly) -O 0 23324 1 23324 (a torn shirt) -M 0 23325 1 23325 (a mutant spider) -M 0 23318 2 23318 (an apparition) -O 0 23316 1 23316 (a rock) -M 0 23316 2 23316 (a butterfly) -M 0 23323 3 23323 (a giant spider) -O 0 23321 1 23321 (a broken lantern) -O 0 23320 1 23320 (a pile of dust) -O 0 23312 1 23312 (a skull) -M 0 23301 1 23301 (an earthworm) -O 0 23301 1 23301 (a pile of sticks) -M 0 23311 1 23311 (a sand dragon) -M 0 23304 5 23304 (a huge vulture) -M 0 23307 2 23307 (a small roach) -M 0 23313 1 23313 (a snake) -O 0 23303 1 23303 (a bird feather) -M 0 23310 2 23310 (a black beetle) -O 0 23306 1 23306 (some tumbleweed) -S -$ diff --git a/lib/world/zon/234.zon b/lib/world/zon/234.zon deleted file mode 100644 index 8b4a6ed..0000000 --- a/lib/world/zon/234.zon +++ /dev/null @@ -1,77 +0,0 @@ -#234 -Ferret~ -Newbie School~ -23400 23499 10 2 d 0 0 0 1 4 -O 0 23401 5 23429 (some blackberries) -R 0 23429 23403 -1 (a fountain) -O 0 23403 1 23429 (a fountain) -R 0 23470 23430 -1 (a map of the newbie school) -O 0 23430 5 23470 (a map of the newbie school) -M 0 23400 1 23423 (Samantha, the clerk) -G 1 23409 99 -1 (a newbie chest) -G 1 23408 99 -1 (a newbie club) -G 1 23407 99 -1 (a newbie dagger) -G 1 23406 99 -1 (a newbie mace) -G 1 23405 99 -1 (a newbie shortsword) -G 1 23402 99 -1 (a small pouch) -G 1 23401 99 -1 (some blackberries) -G 1 23400 99 -1 (a goatskin) -M 0 23495 3 23444 (a brownie) -M 0 23410 1 23471 (the armorer) -G 1 23422 1 -1 (some leggings) -G 1 23423 1 -1 (some leather leggings) -G 1 23424 1 -1 (some cleric's breeches) -G 1 23425 1 -1 (some leather leggings) -G 1 23426 1 -1 (some mail boots) -G 1 23427 1 -1 (some leather boots) -G 1 23428 1 -1 (some sandals) -G 1 23429 1 -1 (some mage boots) -M 0 23404 16 23438 (a badger) -E 1 23417 2 3 (a red charm) -M 0 23404 16 23446 (a badger) -M 0 23405 16 23446 (a brownie) -E 1 23416 2 4 (a silver pendant) -M 0 23408 16 23445 (a urd) -E 1 23415 2 3 (a black collar) -M 0 23406 16 23445 (a bulette) -E 1 23421 5 6 (a wizards hat) -M 0 23404 16 23443 (a badger) -E 1 23413 2 2 (a ring of fire) -M 0 23403 16 23443 (a kobold) -M 0 23403 16 23456 (a kobold) -E 1 23411 2 1 (a ring of shadows) -M 0 23405 16 23456 (a brownie) -E 1 23412 2 2 (a blessed ring) -M 0 23409 1 23461 (a water weird) -E 1 23414 2 3 (a warriors amulet) -E 1 23410 2 1 (a ring of power) -M 0 23406 16 23453 (a bulette) -E 1 23421 5 6 (a wizards hat) -M 0 23408 16 23453 (a urd) -E 1 23419 5 6 (a leather helm) -O 0 23404 8 23439 (a leaf) -M 0 23407 16 23439 (a osquip) -E 1 23420 5 6 (a gold tiara) -M 0 23407 16 23435 (a osquip) -E 1 23420 5 6 (a gold tiara) -M 0 23408 16 23435 (a urd) -E 1 23419 5 6 (a leather helm) -M 0 23406 16 23437 (a bulette) -M 0 23403 16 23437 (a kobold) -E 1 23418 5 6 (a warriors helm) -M 0 23403 16 23441 (a kobold) -E 1 23418 5 6 (a warriors helm) -M 0 23405 16 23454 (a brownie) -M 0 23407 16 23454 (a osquip) -M 0 23405 16 23434 (a brownie) -M 0 23404 16 23434 (a badger) -M 0 23406 16 23433 (a bulette) -M 0 23407 16 23433 (a osquip) -M 0 23404 16 23432 (a badger) -M 0 23403 16 23428 (a kobold) -O 0 5323 2 23468 (the diamond) -M 0 23402 4 23427 (the dummy mob) -M 0 23401 4 23426 (a newbie training mob) -D 0 23403 0 1 (Newbie School) -S -$ diff --git a/lib/world/zon/235.zon b/lib/world/zon/235.zon deleted file mode 100644 index 50b1329..0000000 --- a/lib/world/zon/235.zon +++ /dev/null @@ -1,45 +0,0 @@ -#235 -Unknown~ -Dwarven Mines~ -23500 23599 30 2 d 0 0 0 10 14 -M 0 23500 4 23500 (the dwarven knight) -E 1 23500 99 16 (a pickaxe) -R 0 23599 23501 -1 (a map of the dwarven mines) -O 0 23501 5 23599 (a map of the dwarven mines) -M 0 23508 2 23508 (a mutant dwarf) -G 1 23520 99 -1 (a leather bag) -E 1 23599 99 16 (a long sword) -M 0 23523 2 23523 (the dwarven mine worker) -E 1 23523 99 6 (a workers helmet) -M 0 23517 3 23517 (the dwarven soldier) -E 1 23517 99 16 (a stone mace) -M 0 23517 3 23530 (the dwarven soldier) -E 1 23517 99 16 (a stone mace) -M 0 23500 4 23528 (the dwarven knight) -E 1 23500 99 16 (a pickaxe) -O 0 23531 1 23531 (a torch) -O 0 23526 1 23526 (an enormous boulder) -M 0 23558 1 23558 (the scout leader) -M 0 23551 2 23551 (the water snake) -M 0 23549 2 23554 (the turtle) -M 0 23549 2 23549 (the turtle) -M 0 23547 1 23547 (the elderly dwarf) -M 0 23534 4 23559 (the ranger) -M 0 23534 4 23543 (the ranger) -M 0 23534 4 23534 (the ranger) -M 0 23520 2 23535 (the dwarven child) -M 0 23520 2 23520 (the dwarven child) -M 0 23517 3 23524 (the dwarven soldier) -M 0 23510 4 23513 (the scout) -O 0 23513 1 23513 (a pile of rocks) -M 0 23510 4 23510 (the scout) -O 0 23519 1 23519 (a skeleton) -O 0 23509 1 23509 (a small pebble) -M 0 23508 2 23515 (a mutant dwarf) -M 0 23500 4 23540 (the dwarven knight) -M 0 23500 4 23505 (the dwarven knight) -M 0 23523 2 23525 (the dwarven mine worker) -M 0 23503 1 23503 (the dwarven teenager) -O 0 23502 1 23502 (a boulder) -S -$ diff --git a/lib/world/zon/236.zon b/lib/world/zon/236.zon deleted file mode 100644 index 27bccf5..0000000 --- a/lib/world/zon/236.zon +++ /dev/null @@ -1,309 +0,0 @@ -#236 -Welcor~ -Aldin~ -23600 23699 30 2 d 0 0 0 10 14 -M 0 23622 1 23667 (the dwarven King) -E 1 23634 50 3 (a small silver key) -E 1 23608 99 12 (a dwarven platemail) -E 1 23611 5 9 (a pair of dwarven gloves) -E 1 23635 10 5 (a silver breastplate) -E 1 23636 10 16 (a two-handed dwarven axe) -D 0 23611 3 2 (Passing by the workshops) -D 0 23610 1 2 (Entrance to Aldin, City of the Dwarves) -D 0 23610 3 1 (Entrance to Aldin, City of the Dwarves) -M 0 23608 1 23610 (the lieutenant of the gateguards) -G 1 23642 50 -1 (a heavy iron key) -E 1 23608 50 5 (a dwarven platemail) -E 1 23605 50 16 (a dwarven axe) -M 0 23607 3 23610 (the dwarven gateguard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23606 100 16 (a dwarven shortsword) -M 0 23607 3 23610 (the dwarven gateguard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23606 100 16 (a dwarven shortsword) -M 0 23607 3 23610 (the dwarven gateguard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23606 100 16 (a dwarven shortsword) -M 0 23706 4 23607 (a bodyguard) -E 1 23719 100 8 (some soft leather boots) -E 1 23718 100 6 (an iron skullcap) -E 1 23712 100 7 (a set of chain leggings) -E 1 23711 100 10 (a set of chain sleeves) -E 1 23706 100 5 (a dwarven ringmail) -E 1 23704 100 16 (a dwarven hammer) -M 0 23706 4 23607 (a bodyguard) -E 1 23719 100 8 (some soft leather boots) -E 1 23718 100 6 (an iron skullcap) -E 1 23712 100 7 (a set of chain leggings) -E 1 23711 100 10 (a set of chain sleeves) -E 1 23706 100 5 (a dwarven ringmail) -E 1 23704 100 16 (a dwarven hammer) -M 0 23706 4 23607 (a bodyguard) -E 1 23719 100 8 (some soft leather boots) -E 1 23718 100 6 (an iron skullcap) -E 1 23712 100 7 (a set of chain leggings) -E 1 23711 100 10 (a set of chain sleeves) -E 1 23706 100 5 (a dwarven ringmail) -E 1 23701 100 16 (a dwarven shortsword) -M 0 23706 4 23607 (a bodyguard) -E 1 23719 100 8 (some soft leather boots) -E 1 23718 100 6 (an iron skullcap) -E 1 23712 100 7 (a set of chain leggings) -E 1 23711 100 10 (a set of chain sleeves) -E 1 23706 100 5 (a dwarven ringmail) -E 1 23701 100 16 (a dwarven shortsword) -M 0 23606 1 23607 (the sergeant of the trade hall guards) -E 1 23610 20 10 (some steel bracers) -E 1 23608 100 5 (a dwarven platemail) -E 1 23605 100 16 (a dwarven axe) -M 0 23604 7 23607 (the trade guard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23605 100 16 (a dwarven axe) -M 0 23605 4 23601 (the trade guard) -E 1 23605 100 16 (a dwarven axe) -E 1 23609 100 5 (a dwarven ringmail) -M 0 23628 1 23653 (the foreman) -G 1 23626 50 -1 (the mine key) -D 0 23653 1 1 (The tool shed.) -M 0 23614 1 23653 (a large spider) -M 0 23613 5 23653 (a small spider) -M 0 23613 5 23653 (a small spider) -M 0 23613 5 23653 (a small spider) -M 0 23613 5 23653 (a small spider) -M 0 23613 5 23653 (a small spider) -M 0 23627 8 23683 (a dwarven miner) -E 1 23641 50 0 (a dwarven mining helmet) -E 1 23640 50 16 (a dwarven mining pick) -R 0 23683 23612 -1 (a lump of ore) -R 0 23683 23612 -1 (a lump of ore) -O 0 23612 50 23683 (a lump of ore) -O 0 23612 50 23683 (a lump of ore) -R 0 23683 23623 -1 (a large rock) -R 0 23683 23622 -1 (a rock) -O 0 23623 50 23683 (a large rock) -O 0 23622 50 23683 (a rock) -M 0 23627 8 23622 (a dwarven miner) -E 1 23641 50 0 (a dwarven mining helmet) -E 1 23640 50 16 (a dwarven mining pick) -D 0 23622 0 1 (Dwarven mines) -M 0 23627 8 23674 (a dwarven miner) -E 1 23641 50 0 (a dwarven mining helmet) -E 1 23640 50 16 (a dwarven mining pick) -M 0 23627 8 23676 (a dwarven miner) -E 1 23641 50 0 (a dwarven mining helmet) -E 1 23640 50 16 (a dwarven mining pick) -M 0 23627 8 23677 (a dwarven miner) -E 1 23641 50 0 (a dwarven mining helmet) -E 1 23640 50 16 (a dwarven mining pick) -M 0 23627 8 23680 (a dwarven miner) -E 1 23641 50 0 (a dwarven mining helmet) -E 1 23640 50 16 (a dwarven mining pick) -M 0 23627 8 23680 (a dwarven miner) -E 1 23641 50 0 (a dwarven mining helmet) -E 1 23640 50 16 (a dwarven mining pick) -R 0 23680 23622 -1 (a rock) -O 0 23622 50 23680 (a rock) -R 0 23682 23623 -1 (a large rock) -R 0 23682 23622 -1 (a rock) -O 0 23638 1 23682 (a pile of titanium ore) -O 0 23622 50 23682 (a rock) -O 0 23623 50 23682 (a large rock) -R 0 23681 23612 -1 (a lump of ore) -R 0 23681 23613 -1 (a lump of ore) -R 0 23681 23623 -1 (a large rock) -R 0 23681 23623 -1 (a large rock) -O 0 23613 50 23681 (a lump of ore) -O 0 23612 50 23681 (a lump of ore) -O 0 23623 50 23681 (a large rock) -O 0 23623 50 23681 (a large rock) -R 0 23679 23622 -1 (a rock) -R 0 23679 23623 -1 (a large rock) -O 0 23623 50 23679 (a large rock) -O 0 23622 50 23679 (a rock) -M 0 23625 5 23669 (a dwarf child) -M 0 23625 5 23644 (a dwarf child) -M 0 23625 5 23632 (a dwarf child) -M 0 23625 5 23623 (a dwarf child) -M 0 23625 5 23628 (a dwarf child) -M 0 23624 10 23624 (a dwarf woman) -M 0 23623 10 23624 (a dwarf) -D 0 23624 0 1 (A dwarven home) -M 0 23624 10 23652 (a dwarf woman) -M 0 23623 10 23652 (a dwarf) -D 0 23652 2 1 (a dwarven nobles' home.) -M 0 23624 10 23614 (a dwarf woman) -M 0 23623 10 23614 (a dwarf) -M 0 23624 10 23620 (a dwarf woman) -M 0 23623 10 23620 (a dwarf) -M 0 23624 10 23649 (a dwarf woman) -M 0 23623 10 23649 (a dwarf) -M 0 23624 10 23646 (a dwarf woman) -M 0 23623 10 23646 (a dwarf) -D 0 23646 2 1 (The dwarven city) -M 0 23624 10 23633 (a dwarf woman) -M 0 23623 10 23633 (a dwarf) -M 0 23624 10 23629 (a dwarf woman) -M 0 23623 10 23629 (a dwarf) -D 0 23629 2 1 (The dwarven city) -D 0 23668 3 2 (The dwarven treasury) -R 0 23668 23621 -1 (some gold foil) -R 0 23668 23621 -1 (some gold foil) -R 0 23668 23621 -1 (some gold foil) -R 0 23668 23621 -1 (some gold foil) -R 0 23668 23620 -1 (a titanium bar) -R 0 23668 23617 -1 (a titanium rod) -R 0 23668 23619 -1 (a gold bar) -R 0 23668 23619 -1 (a gold bar) -R 0 23668 23619 -1 (a gold bar) -R 0 23668 23625 -1 (a small emerald) -R 0 23668 23625 -1 (a small emerald) -R 0 23668 23624 -1 (a small ruby) -R 0 23668 23624 -1 (a small ruby) -O 0 23621 50 23668 (some gold foil) -O 0 23621 50 23668 (some gold foil) -O 0 23621 50 23668 (some gold foil) -O 0 23621 50 23668 (some gold foil) -O 0 23617 50 23668 (a titanium rod) -O 0 23620 50 23668 (a titanium bar) -O 0 23619 50 23668 (a gold bar) -O 0 23619 50 23668 (a gold bar) -O 0 23619 50 23668 (a gold bar) -O 0 23625 50 23668 (a small emerald) -O 0 23625 50 23668 (a small emerald) -O 0 23624 50 23668 (a small ruby) -O 0 23624 50 23668 (a small ruby) -M 0 23621 2 23666 (the dwarven cleric) -M 0 23620 1 23664 (the dwarven minister of trade) -E 1 23604 236 3 (an amethyst pendant) -M 0 23619 1 23662 (the dwarven prince) -E 1 23610 50 10 (some steel bracers) -D 0 23660 1 1 (At the court) -M 0 23616 4 23655 (a sergeant of the kings guard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23605 100 16 (a dwarven axe) -M 0 23615 8 23655 (a dwarven guard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23606 100 16 (a dwarven shortsword) -M 0 23615 8 23655 (a dwarven guard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23606 100 16 (a dwarven shortsword) -D 0 23655 1 1 (The Checkpoint) -D 0 23655 3 1 (The Checkpoint) -M 0 23617 2 23657 (a dwarven lieutenant) -E 1 23608 100 5 (a dwarven platemail) -E 1 23605 100 16 (a dwarven axe) -M 0 23616 4 23657 (a sergeant of the kings guard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23605 100 16 (a dwarven axe) -M 0 23615 8 23657 (a dwarven guard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23606 100 16 (a dwarven shortsword) -M 0 23615 8 23657 (a dwarven guard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23606 100 16 (a dwarven shortsword) -M 0 23616 4 23656 (a sergeant of the kings guard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23605 100 16 (a dwarven axe) -M 0 23615 8 23656 (a dwarven guard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23606 100 16 (a dwarven shortsword) -M 0 23615 8 23656 (a dwarven guard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23606 100 16 (a dwarven shortsword) -M 0 23618 1 23659 (a dwarven captain) -E 1 23610 20 10 (some steel bracers) -E 1 23608 100 5 (a dwarven platemail) -E 1 23605 100 16 (a dwarven axe) -M 0 23617 2 23658 (a dwarven lieutenant) -E 1 23608 100 5 (a dwarven platemail) -E 1 23605 100 16 (a dwarven axe) -M 0 23615 8 23658 (a dwarven guard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23606 100 16 (a dwarven shortsword) -M 0 23615 8 23658 (a dwarven guard) -E 1 23609 100 5 (a dwarven ringmail) -E 1 23606 100 16 (a dwarven shortsword) -D 0 23648 3 1 (The dwarven city) -D 0 23643 2 1 (The dwarven city) -R 0 23635 23628 -1 (a small dwarven bed) -O 0 23628 5 23635 (a small dwarven bed) -D 0 23636 0 1 (A dwarven home) -R 0 23651 23629 -1 (a reinforced chest) -O 0 23629 20 23651 (a reinforced chest) -P 1 23631 30 23629 (a parade chainmail) -R 0 23651 23632 -1 (a large bed) -O 0 23632 5 23651 (a large bed) -D 0 23645 0 1 (The dwarven city) -D 0 23645 2 1 (The dwarven city) -D 0 23638 0 1 (A dwarven home) -R 0 23638 23628 -1 (a small dwarven bed) -O 0 23628 5 23638 (a small dwarven bed) -D 0 23639 0 1 (A dwarven home) -R 0 23639 23628 -1 (a small dwarven bed) -O 0 23628 5 23639 (a small dwarven bed) -D 0 23654 3 1 (In a drafty tunnel.) -D 0 23631 2 1 (The dwarven city) -O 0 23627 1 23626 (the well) -M 0 23611 1 23616 (the dwarven stonewright) -M 0 23610 1 23615 (Ralf) -M 0 23609 1 23612 (Torg) -M 0 23604 7 23609 (the trade guard) -E 1 23606 100 16 (a dwarven shortsword) -E 1 23609 100 5 (a dwarven ringmail) -D 0 23609 1 1 (On a narrow platform) -M 0 23605 4 23606 (the trade guard) -E 1 23605 100 16 (a dwarven axe) -E 1 23609 100 5 (a dwarven ringmail) -M 0 23603 1 23606 (the armorsmiths' assistant) -G 1 23611 5 -1 (a pair of dwarven gloves) -G 1 23610 20 -1 (some steel bracers) -G 1 23610 20 -1 (some steel bracers) -G 1 23609 100 -1 (a dwarven ringmail) -G 1 23609 100 -1 (a dwarven ringmail) -G 1 23609 100 -1 (a dwarven ringmail) -G 1 23609 100 -1 (a dwarven ringmail) -G 1 23609 100 -1 (a dwarven ringmail) -G 1 23608 100 -1 (a dwarven platemail) -G 1 23608 100 -1 (a dwarven platemail) -G 1 23608 100 -1 (a dwarven platemail) -G 1 23608 100 -1 (a dwarven platemail) -G 1 23608 100 -1 (a dwarven platemail) -M 0 23605 4 23605 (the trade guard) -E 1 23605 100 16 (a dwarven axe) -E 1 23609 100 5 (a dwarven ringmail) -M 0 23602 1 23605 (the weaponsmiths' assistant) -G 1 23607 100 -1 (a dwarven dagger) -G 1 23607 100 -1 (a dwarven dagger) -G 1 23607 100 -1 (a dwarven dagger) -G 1 23607 100 -1 (a dwarven dagger) -G 1 23606 100 -1 (a dwarven shortsword) -G 1 23606 100 -1 (a dwarven shortsword) -G 1 23606 100 -1 (a dwarven shortsword) -G 1 23606 100 -1 (a dwarven shortsword) -G 1 23605 100 -1 (a dwarven axe) -G 1 23605 100 -1 (a dwarven axe) -G 1 23605 100 -1 (a dwarven axe) -G 1 23605 100 -1 (a dwarven axe) -M 0 23605 4 23604 (the trade guard) -E 1 23605 100 16 (a dwarven axe) -E 1 23609 100 5 (a dwarven ringmail) -M 0 23601 1 23604 (the stonewrights' assistant) -G 1 23601 100 -1 (a headstone) -G 1 23604 20 -1 (an amethyst pendant) -G 1 23604 20 -1 (an amethyst pendant) -G 1 23604 20 -1 (an amethyst pendant) -G 1 23604 20 -1 (an amethyst pendant) -G 1 23603 236 -1 (a bloodstone ankh) -G 1 23603 236 -1 (a bloodstone ankh) -G 1 23603 236 -1 (a bloodstone ankh) -G 1 23603 236 -1 (a bloodstone ankh) -G 1 23602 10 -1 (an onyx necklace) -G 1 23602 10 -1 (an onyx necklace) -M 0 23605 4 23602 (the trade guard) -E 1 23605 100 16 (a dwarven axe) -E 1 23609 100 5 (a dwarven ringmail) -M 0 23604 7 23602 (the trade guard) -E 1 23605 100 16 (a dwarven axe) -E 1 23609 100 5 (a dwarven ringmail) -S -$ diff --git a/lib/world/zon/237.zon b/lib/world/zon/237.zon deleted file mode 100644 index 95065af..0000000 --- a/lib/world/zon/237.zon +++ /dev/null @@ -1,72 +0,0 @@ -#237 -Welcor~ -Dwarven Trade Route~ -23700 23799 30 2 d 0 0 0 3 10 -M 0 23705 1 23700 (the dwarven trader) -G 1 23702 100 -1 (a dwarven dagger) -E 1 23719 100 8 (some soft leather boots) -E 1 23707 100 5 (a dwarven chainmail) -E 1 23714 100 6 (a dwarven plate helmet) -E 1 23710 100 9 (some plate gauntlets) -E 1 23715 100 17 (a large leather purse) -M 0 23711 2 23703 (a small white centipede) -M 0 23711 2 23703 (a small white centipede) -M 0 23710 2 23718 (a hawk) -M 0 23710 2 23721 (a hawk) -M 0 23708 3 23721 (a small mouse) -M 0 23709 2 23710 (a crow) -M 0 23708 3 23710 (a small mouse) -M 0 23708 3 23715 (a small mouse) -M 0 23707 3 23724 (a cur dog) -M 0 23707 3 23719 (a cur dog) -M 0 23702 5 23719 (a dwarven guard) -E 1 23708 100 11 (a dwarven shield) -E 1 23700 100 16 (a dwarven axe) -E 1 23706 100 5 (a dwarven ringmail) -M 0 23707 3 23701 (a cur dog) -M 0 23700 4 23701 (a dwarven worker) -E 1 23703 100 16 (a dwarven pick) -E 1 23713 100 7 (some overalls) -E 1 23709 100 11 (a dwarven buckler) -M 0 23700 4 23717 (a dwarven worker) -E 1 23703 100 16 (a dwarven pick) -E 1 23713 100 7 (some overalls) -E 1 23709 100 11 (a dwarven buckler) -M 0 23700 4 23709 (a dwarven worker) -E 1 23703 100 16 (a dwarven pick) -E 1 23713 100 7 (some overalls) -E 1 23709 100 11 (a dwarven buckler) -M 0 23700 4 23712 (a dwarven worker) -E 1 23703 100 16 (a dwarven pick) -E 1 23713 100 7 (some overalls) -E 1 23709 100 11 (a dwarven buckler) -M 0 23701 1 23706 (the foreman) -E 1 23709 100 11 (a dwarven buckler) -E 1 23713 100 7 (some overalls) -E 1 23701 100 16 (a dwarven shortsword) -M 0 23703 3 23706 (a dwarven guard) -E 1 23708 100 11 (a dwarven shield) -E 1 23700 100 16 (a dwarven axe) -E 1 23706 100 5 (a dwarven ringmail) -M 0 23702 5 23713 (a dwarven guard) -E 1 23708 100 11 (a dwarven shield) -E 1 23700 100 16 (a dwarven axe) -E 1 23706 100 5 (a dwarven ringmail) -M 0 23703 3 23713 (a dwarven guard) -E 1 23708 100 11 (a dwarven shield) -E 1 23700 100 16 (a dwarven axe) -E 1 23706 100 5 (a dwarven ringmail) -M 0 23703 3 23702 (a dwarven guard) -E 1 23706 100 5 (a dwarven ringmail) -E 1 23700 100 16 (a dwarven axe) -E 1 23708 100 11 (a dwarven shield) -M 0 23702 5 23702 (a dwarven guard) -E 1 23708 100 11 (a dwarven shield) -E 1 23700 100 16 (a dwarven axe) -E 1 23706 100 5 (a dwarven ringmail) -M 0 23704 1 23707 (the lookout) -E 1 23717 10 17 (a looking glass) -E 1 23707 100 5 (a dwarven chainmail) -E 1 23700 100 16 (a dwarven axe) -S -$ diff --git a/lib/world/zon/238.zon b/lib/world/zon/238.zon deleted file mode 100644 index d3cb7f6..0000000 --- a/lib/world/zon/238.zon +++ /dev/null @@ -1,66 +0,0 @@ -#238 -Polar Higgins~ -Crystal Castle~ -23800 23899 30 2 d 0 0 0 22 26 -O 0 23870 1 23870 (a pile of dark plate) -O 0 23837 1 23837 (a small skull) -P 1 23838 99 23837 (a light potion) -M 0 23874 1 23874 (the queen plegia) -G 1 23800 1 -1 (a map of the crystal castle) -E 1 23874 100 0 (queens scepter) -D 0 23861 2 2 (Portal room) -O 0 23863 1 23861 (a green portal) -R 0 23855 23855 -1 (a large fountain) -O 0 23855 1 23855 (a large fountain) -M 0 23855 1 23855 (the old man) -E 1 23801 100 1 (a ruby colored ring) -E 1 23801 100 2 (a ruby colored ring) -E 1 23802 40 17 (a wisdom wand) -E 1 23804 100 12 (portal cloak) -G 1 23805 100 -1 (a bottle) -P 1 23806 100 23805 (a wedding ring) -E 1 23807 100 8 (some boots of stealth) -O 0 23803 1 23881 (a short bow) -M 0 23875 1 23881 (a crystal dragon) -E 1 23875 20 16 (a large crystal claw) -E 1 23899 100 6 (a crystal dragon's head) -M 0 23802 20 23804 (the large fish) -M 0 23876 20 23804 (the trout) -M 0 23877 10 23804 (the blue bird) -M 0 23878 20 23804 (the little crab) -M 0 23880 30 23815 (the swallow) -M 0 23880 12 23816 (the swallow) -M 0 23877 20 23816 (the blue bird) -M 0 23878 20 23807 (the little crab) -M 0 23879 20 23807 (the swimming duck) -M 0 23877 20 23807 (the blue bird) -M 0 23879 20 23821 (the swimming duck) -M 0 23877 20 23821 (the blue bird) -M 0 23879 9 23817 (the swimming duck) -M 0 23877 10 23832 (the blue bird) -M 0 23878 10 23832 (the little crab) -M 0 23878 12 23830 (the little crab) -M 0 23876 20 23818 (the trout) -M 0 23849 1 23849 (the crystal wyvern) -E 1 23845 100 8 (some crystal boots) -E 1 23846 100 9 (some crystal gloves) -E 1 23847 100 14 (a small crystal wristband) -E 1 23848 100 7 (some crystal leggings) -E 1 23849 100 13 (a crystal girth) -M 0 23842 6 23842 (the small rat) -O 0 23862 1 23866 (a red portal) -O 0 23861 1 23865 (a blue portal) -M 0 23860 1 23860 (the large troll) -E 1 23860 30 3 (a titanium key) -D 0 23860 0 2 (The end) -M 0 23851 1 23851 (a large spider) -M 0 23833 2 23833 (a large swordfish) -E 1 23833 20 16 (a swordfish's nose) -M 0 23802 30 23820 (the large fish) -O 0 23844 10 23844 (a massive heap of coins) -O 0 23843 1 23843 (a large box) -M 0 23841 1 23841 (the ugly monster) -E 1 23841 100 4 (a bone necklace) -O 0 23840 1 23840 (a light torch) -S -$ diff --git a/lib/world/zon/239.zon b/lib/world/zon/239.zon deleted file mode 100644 index 4c97fd2..0000000 --- a/lib/world/zon/239.zon +++ /dev/null @@ -1,140 +0,0 @@ -#239 -Crysanthia~ -South Pass~ -23900 23999 20 2 d 0 0 0 16 21 -M 0 23918 1 23900 (a nice shop keeper) -G 1 23902 100 -1 (a sentinel hammer) -G 1 23900 100 -1 (a canteen) -G 1 23901 100 -1 (a huge wooden club) -G 1 23903 100 -1 (a stone shield) -G 1 23904 100 -1 (a bark helm) -G 1 23910 100 -1 (an obsidian club) -G 1 23911 100 -1 (a pair of drow boots) -G 1 23912 100 -1 (a black cape) -G 1 23913 100 -1 (a spider staff) -M 0 23904 1 23908 (a black scorpion) -M 0 23901 3 23903 (a diamond-back rattle snake) -D 0 23971 2 1 (South End of Slave Corridor) -D 0 23971 1 1 (South End of Slave Corridor) -D 0 23971 3 1 (South End of Slave Corridor) -M 0 23925 6 23971 (a drow guard) -E 1 23915 100 6 (a drow helmet) -E 1 23916 100 3 (a spider web collar) -E 1 23916 100 4 (a spider web collar) -E 1 23917 100 5 (a dark breastplate) -E 1 23918 100 13 (a drow guard belt) -E 1 23919 100 14 (a drow bracelet) -E 1 23919 100 15 (a drow bracelet) -E 1 23921 100 8 (a pair of drow boots) -E 1 23922 100 10 (a drow armband) -E 1 23923 100 7 (a pair of drow leggings) -D 0 23969 0 1 (Another Part of the Cave) -D 0 23969 2 1 (Another Part of the Cave) -M 0 23923 8 23969 (a drow guard) -E 1 23915 100 6 (a drow helmet) -E 1 23917 100 5 (a dark breastplate) -E 1 23916 100 4 (a spider web collar) -E 1 23916 100 3 (a spider web collar) -E 1 23918 100 13 (a drow guard belt) -E 1 23920 100 7 (a pair of black silk pants) -E 1 23921 100 8 (a pair of drow boots) -E 1 23922 100 10 (a drow armband) -G 1 23923 100 -1 (a pair of drow leggings) -E 1 23919 100 14 (a drow bracelet) -E 1 23919 100 15 (a drow bracelet) -D 0 23970 0 1 (Obsidian Hallway) -D 0 23970 2 1 (Obsidian Hallway) -O 0 23931 1 23925 (a green sign) -O 0 23930 1 23922 (a crude sign) -M 0 23924 4 23982 (a drow priestess) -M 0 23924 4 23985 (a drow priestess) -D 0 23973 1 1 (North End of Slave Corridor) -D 0 23973 3 1 (North End of Slave Corridor) -D 0 23973 0 1 (North End of Slave Corridor) -D 0 23978 1 1 (A Slave Chamber) -M 0 23930 6 23978 (an orc slave) -M 0 23931 6 23978 (a dwarf slave) -M 0 23932 6 23978 (an elf slave) -M 0 23933 6 23978 (a minotaur slave) -D 0 23979 3 1 (A Slave Chamber) -M 0 23930 6 23979 (an orc slave) -M 0 23931 6 23979 (a dwarf slave) -M 0 23932 6 23979 (an elf slave) -M 0 23933 6 23979 (a minotaur slave) -D 0 23974 1 1 (A Slave Chamber) -M 0 23930 6 23974 (an orc slave) -M 0 23931 6 23974 (a dwarf slave) -M 0 23932 6 23974 (an elf slave) -M 0 23933 6 23974 (a minotaur slave) -D 0 23977 3 1 (A Slave Chamber) -M 0 23930 6 23977 (an orc slave) -M 0 23931 6 23977 (a dwarf slave) -M 0 23932 6 23977 (an elf slave) -M 0 23933 6 23977 (a minotaur slave) -D 0 23976 1 1 (A Slave Chamber) -M 0 23930 6 23976 (an orc slave) -M 0 23931 6 23976 (a dwarf slave) -M 0 23932 6 23976 (an elf slave) -M 0 23933 6 23976 (a minotaur slave) -D 0 23975 3 1 (A Slave Chamber) -M 0 23930 6 23975 (an orc slave) -M 0 23931 6 23975 (a dwarf slave) -M 0 23932 6 23975 (an elf slave) -M 0 23933 6 23975 (a minotaur slave) -D 0 23972 1 1 (Middle of Slave Corridor) -D 0 23972 3 1 (Middle of Slave Corridor) -D 0 23962 0 1 (An Obsidian Cave) -M 0 23906 3 23909 (a hairy black spider) -M 0 23910 2 23909 (a hairy cave dweller) -M 0 23929 1 23909 (an old hermit) -M 0 23913 1 23921 (the dark) -M 0 23922 1 23961 (a guardian cyclops) -G 1 23929 50 -1 (an obsidian gate key) -D 0 23961 2 2 (A Huge Gate) -M 0 23927 5 23957 (an older goblin guard) -E 1 23928 50 5 (a leather vest) -E 1 23924 50 16 (a rusty sword) -M 0 23926 6 23949 (a goblin guard) -E 1 23925 50 16 (a rusty knife) -E 1 23927 50 5 (a leather halter) -M 0 23928 5 23958 (a goblin warrior) -E 1 23924 50 16 (a rusty sword) -E 1 23926 50 11 (a crude shield) -E 1 23927 50 5 (a leather halter) -M 0 23919 15 23942 (a chipmunk) -M 0 23920 10 23954 (a drow mage) -E 1 23913 50 16 (a spider staff) -E 1 23914 50 12 (an amber robe) -M 0 23921 15 23954 (a drow cleric) -E 1 23910 50 16 (an obsidian club) -E 1 23911 50 8 (a pair of drow boots) -E 1 23912 50 12 (a black cape) -M 0 23917 1 23939 (a dark root) -E 1 23904 3 6 (a bark helm) -M 0 23916 20 23928 (a cardinal) -M 0 23916 20 23929 (a cardinal) -M 0 23916 20 23930 (a cardinal) -M 0 23916 20 23935 (a cardinal) -M 0 23916 20 23934 (a cardinal) -M 0 23916 20 23937 (a cardinal) -M 0 23916 20 23931 (a cardinal) -M 0 23915 3 23932 (a brown eagle) -M 0 23914 5 23933 (a hawk) -M 0 23900 6 23902 (a red coral snake) -M 0 23902 5 23902 (a brown scorpion) -M 0 23907 4 23905 (a weary travelling bugbear) -E 1 23900 10 17 (a canteen) -M 1 23905 5 23905 (a red spider) -M 0 23911 2 23917 (a sasquatch) -E 1 23901 20 16 (a huge wooden club) -M 0 23912 1 23914 (a dwarven sentinel) -E 1 23902 5 16 (a sentinel hammer) -E 1 23903 5 11 (a stone shield) -M 0 23909 3 23910 (a cactus) -M 0 23908 5 23911 (a sand storm) -M 0 23906 3 23907 (a hairy black spider) -M 0 23905 3 23906 (a red spider) -M 0 23903 3 23906 (a red scorpion) -M 0 23902 5 23901 (a brown scorpion) -S -$ diff --git a/lib/world/zon/240.zon b/lib/world/zon/240.zon deleted file mode 100644 index 89af622..0000000 --- a/lib/world/zon/240.zon +++ /dev/null @@ -1,201 +0,0 @@ -#240 -Rumble~ -Dun Maura~ -24000 24099 10 2 d 0 0 0 7 10 -M 0 24004 4 24060 (the minotaur) -E 1 24010 99 13 (a leather loincloth) -M 0 24004 4 24044 (the minotaur) -E 1 24010 99 13 (a leather loincloth) -M 0 24004 4 24083 (the minotaur) -E 1 24010 99 13 (a leather loincloth) -M 0 24004 4 24001 (the minotaur) -E 1 24010 99 13 (a leather loincloth) -M 0 24005 4 24011 (the minotaur child) -E 1 24010 99 13 (a leather loincloth) -M 0 24005 4 24013 (the minotaur child) -E 1 24010 99 13 (a leather loincloth) -M 0 24005 4 24072 (the minotaur child) -E 1 24010 99 13 (a leather loincloth) -M 0 24005 4 24065 (the minotaur child) -E 1 24010 99 13 (a leather loincloth) -M 0 24003 4 24036 (the minotaur woman) -E 1 24014 99 13 (a fur loincloth) -M 0 24003 4 24066 (the minotaur woman) -E 1 24014 99 13 (a fur loincloth) -M 0 24003 4 24058 (the minotaur woman) -E 1 24014 99 13 (a fur loincloth) -M 0 24022 4 24021 (the lady) -E 1 24014 99 13 (a fur loincloth) -M 0 24022 4 24019 (the lady) -E 1 24014 99 13 (a fur loincloth) -M 0 24022 4 24051 (the lady) -E 1 24014 99 13 (a fur loincloth) -M 0 24022 4 24082 (the lady) -E 1 24014 99 13 (a fur loincloth) -M 0 24022 4 24018 (the lady) -E 1 24014 99 13 (a fur loincloth) -R 0 24042 24027 -1 (the fountain) -O 1 24027 1 24042 (the fountain) -M 0 24003 4 24042 (the minotaur woman) -E 1 24014 99 13 (a fur loincloth) -M 0 24001 8 24000 (the sentry) -E 1 24018 99 9 (a set of brass knuckles) -E 1 24003 99 16 (a double headed axe) -M 0 24011 1 24094 (the War Master) -E 1 24026 10 1 (a gold band) -E 1 24018 99 9 (a set of brass knuckles) -E 1 24006 10 16 (a bardiche) -M 0 24027 1 24012 (Trang) -G 1 24018 99 -1 (a set of brass knuckles) -G 1 24014 10 -1 (a fur loincloth) -G 1 24010 10 -1 (a leather loincloth) -G 1 24008 10 -1 (a hatchet) -G 1 24005 10 -1 (a broad axe) -G 1 24022 10 -1 (a pair of sandals) -M 0 24001 8 24084 (the sentry) -E 1 24003 99 16 (a double headed axe) -E 1 24018 99 9 (a set of brass knuckles) -M 0 24001 8 24037 (the sentry) -E 1 24002 99 16 (a battle axe) -E 1 24018 99 9 (a set of brass knuckles) -M 0 24001 8 24047 (the sentry) -E 1 24018 99 9 (a set of brass knuckles) -E 1 24002 99 16 (a battle axe) -M 0 24026 4 24022 (the old woman) -G 1 24013 10 -1 (some salmon) -M 0 24026 4 24002 (the old woman) -G 1 24013 10 -1 (some salmon) -M 0 24026 4 24040 (the old woman) -G 1 24013 10 -1 (some salmon) -M 0 24026 4 24067 (the old woman) -G 1 24013 10 -1 (some salmon) -M 0 24025 4 24081 (the woman) -G 1 24022 10 -1 (a pair of sandals) -M 0 24025 4 24014 (the woman) -G 1 24022 10 -1 (a pair of sandals) -M 0 24025 4 24049 (the woman) -G 1 24022 10 -1 (a pair of sandals) -M 0 24025 4 24069 (the woman) -G 1 24022 10 -1 (a pair of sandals) -M 0 24024 2 24068 (the butcher) -G 1 24011 10 -1 (some bear meat) -G 1 24012 10 -1 (some elk meat) -M 0 24024 2 24046 (the butcher) -G 1 24012 10 -1 (some elk meat) -G 1 24011 10 -1 (some bear meat) -M 0 24023 2 24064 (the scribe) -G 1 24022 10 -1 (a pair of sandals) -M 0 24009 1 24064 (Vorn) -G 1 24025 10 -1 (a purse) -M 0 24023 2 24055 (the scribe) -G 1 24022 10 -1 (a pair of sandals) -M 0 24018 3 24055 (the merchant) -G 1 24020 10 -1 (a belt pouch) -M 0 24021 2 24007 (the guildsman) -G 1 24016 10 -1 (a minotaur's nosering) -M 0 24021 2 24077 (the guildsman) -G 1 24016 10 -1 (a minotaur's nosering) -M 0 24020 3 24052 (the tradesman) -G 1 24022 10 -1 (a pair of sandals) -M 0 24012 3 24052 (the minotaur advisor) -E 1 24024 10 17 (a bronze sceptre) -M 0 24020 3 24098 (the tradesman) -G 1 24022 10 -1 (a pair of sandals) -M 0 24020 3 24054 (the tradesman) -G 1 24022 10 -1 (a pair of sandals) -M 0 24019 3 24062 (the noble) -E 1 24021 10 3 (a fancy cape) -M 0 24019 3 24063 (the noble) -E 1 24021 10 3 (a fancy cape) -M 0 24019 3 24073 (the noble) -E 1 24021 10 3 (a fancy cape) -M 0 24018 3 24071 (the merchant) -G 1 24020 10 -1 (a belt pouch) -M 0 24018 3 24053 (the merchant) -G 1 24020 10 -1 (a belt pouch) -M 0 24007 4 24053 (the old minotaur) -G 1 24015 4 -1 (a set of minotaur horns) -G 1 24026 4 -1 (a gold band) -M 0 24017 2 24079 (the priest) -E 1 24000 10 12 (a gray robe) -M 0 24017 2 24030 (the priest) -E 1 24000 10 12 (a gray robe) -D 0 24030 5 1 (Minotaur House) -M 0 24016 1 24024 (the loremaster) -E 1 24007 10 16 (a halberd) -M 0 24015 3 24033 (the trainer) -E 1 24004 10 16 (a lochaber) -M 0 24015 3 24035 (the trainer) -E 1 24004 10 16 (a lochaber) -M 0 24015 3 24017 (the trainer) -E 1 24004 10 16 (a lochaber) -M 0 24014 1 24025 (the weapons master) -E 1 24026 10 1 (a gold band) -E 1 24009 10 16 (a polearm) -M 0 24013 1 24099 (the interrogator) -E 1 24023 10 16 (a scourge) -D 0 24099 4 1 (The Sewers) -M 0 24012 3 24091 (the minotaur advisor) -E 1 24024 10 17 (a bronze sceptre) -M 0 24012 3 24092 (the minotaur advisor) -E 1 24024 10 17 (a bronze sceptre) -M 0 24010 1 24093 (Zarn) -E 1 24017 10 16 (an oak quarterstaff) -M 0 24008 2 24070 (the minotaur healer) -E 1 24001 10 3 (a cloth mantle) -M 0 24008 2 24006 (the minotaur healer) -E 1 24001 10 3 (a cloth mantle) -M 0 24007 4 24003 (the old minotaur) -G 1 24026 4 -1 (a gold band) -G 1 24015 4 -1 (a set of minotaur horns) -M 0 24007 4 24034 (the old minotaur) -G 1 24015 4 -1 (a set of minotaur horns) -G 1 24026 4 -1 (a gold band) -M 0 24007 4 24076 (the old minotaur) -G 1 24026 4 -1 (a gold band) -G 1 24015 4 -1 (a set of minotaur horns) -M 0 24006 4 24080 (the young minotaur) -E 1 24008 10 16 (a hatchet) -M 0 24006 4 24048 (the young minotaur) -E 1 24008 10 16 (a hatchet) -M 0 24006 4 24005 (the young minotaur) -E 1 24008 10 16 (a hatchet) -M 0 24006 4 24015 (the young minotaur) -E 1 24008 10 16 (a hatchet) -M 0 24006 4 24023 (the young minotaur) -E 1 24008 10 16 (a hatchet) -M 0 24002 4 24061 (the warrior) -E 1 24018 4 9 (a set of brass knuckles) -E 1 24002 10 16 (a battle axe) -E 1 24026 4 2 (a gold band) -M 0 24002 4 24020 (the warrior) -E 1 24026 4 2 (a gold band) -E 1 24002 10 16 (a battle axe) -E 1 24018 4 9 (a set of brass knuckles) -M 0 24002 4 24075 (the warrior) -E 1 24002 10 16 (a battle axe) -E 1 24018 4 9 (a set of brass knuckles) -E 1 24026 4 2 (a gold band) -M 0 24002 4 24026 (the warrior) -E 1 24026 4 2 (a gold band) -E 1 24018 4 9 (a set of brass knuckles) -E 1 24002 10 16 (a battle axe) -M 0 24000 4 24038 (the minotaur) -E 1 24005 10 16 (a broad axe) -M 0 24000 4 24009 (the minotaur) -E 1 24005 10 16 (a broad axe) -M 0 24000 4 24078 (the minotaur) -E 1 24005 10 16 (a broad axe) -M 0 24029 1 24029 (Garge) -M 0 24028 1 24031 (Targ) -G 1 24025 10 -1 (a purse) -G 1 24021 10 -1 (a fancy cape) -G 1 24020 10 -1 (a belt pouch) -G 1 24019 10 -1 (a hooded lantern) -G 1 24013 10 -1 (some salmon) -G 1 24012 10 -1 (some elk meat) -G 1 24011 10 -1 (some bear meat) -D 0 24088 4 1 (Hidden Room) -D 0 24074 5 1 (Wasatch Lane) -S -$ diff --git a/lib/world/zon/241.zon b/lib/world/zon/241.zon deleted file mode 100644 index bc900ca..0000000 --- a/lib/world/zon/241.zon +++ /dev/null @@ -1,106 +0,0 @@ -#241 -Crazyman Heiach~ -Starship Enterprise~ -24100 24199 30 2 d 0 0 0 26 30 -M 0 24100 1 24100 (Geordi LaForge) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24103 10 12 (a gold Starfleet engineering uniform) -E 1 24108 1 6 (Geordi's VISOR) -M 0 24112 7 24100 (an ensign) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24103 10 12 (a gold Starfleet engineering uniform) -O 0 24110 3 24100 (a dilithium crystal) -O 0 24110 3 24100 (a dilithium crystal) -O 0 24110 3 24100 (a dilithium crystal) -M 0 24118 1 24145 (an experimental android) -M 0 24111 1 24103 (Spot) -E 1 24133 50 3 (a small red collar) -M 0 24113 1 24125 (alexander rozhenko) -M 0 24102 1 24125 (Lieutenant Worf) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24103 10 12 (a gold Starfleet engineering uniform) -G 1 24100 10 -1 (a standard issue phaser) -E 1 24107 1 5 (Worf's sash) -R 0 24125 24132 -1 (Worf's batleth) -O 0 24132 100 24125 (Worf's batleth) -O 0 24128 2 24128 (a replicator) -O 0 24128 2 24114 (a replicator) -M 0 24112 7 24122 (an ensign) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24104 10 12 (a blue Starfleet medical uniform) -D 0 24122 2 1 (Shuttle Bay) -O 0 24127 1 24122 (a row of Starfleet regulation spacesuits) -M 0 24101 1 24129 (Data) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24103 10 12 (a gold Starfleet engineering uniform) -G 1 24100 10 -1 (a standard issue phaser) -M 0 24103 1 24115 (Doctor Crusher) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24104 10 12 (a blue Starfleet medical uniform) -G 1 24109 10 -1 (a medical Tricorder) -G 1 24109 10 -1 (a medical Tricorder) -G 1 24109 10 -1 (a medical Tricorder) -M 0 24107 1 24121 (Guinan) -G 1 24120 100 -1 (a small cup) -G 1 24121 100 -1 (a synthehol) -G 1 24122 100 -1 (a Ferengi bottle) -G 1 24123 100 -1 (a Romulan bottle) -G 1 24124 100 -1 (a small glass) -G 1 24125 100 -1 (a Vulcan bottle) -M 0 24108 1 24106 (Chief O'Brien) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24103 10 12 (a gold Starfleet engineering uniform) -G 1 24100 10 -1 (a standard issue phaser) -M 0 24106 1 24135 (Captain Picard) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24102 10 12 (a burgandy Starfleet command uniform) -G 1 24101 5 -1 (a phaser rifle) -G 1 24111 5 -1 (Picard's flute) -M 0 24105 1 24136 (Commander Riker) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24102 10 12 (a burgandy Starfleet command uniform) -G 1 24112 1 -1 (Riker's trombone) -M 0 24104 1 24107 (Counselor Troi) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24104 10 12 (a blue Starfleet medical uniform) -M 0 24109 1 24116 (Wesley) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24102 10 12 (a burgandy Starfleet command uniform) -M 0 24110 1 24135 (Livingston) -M 0 24112 7 24104 (an ensign) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24103 10 12 (a gold Starfleet engineering uniform) -M 0 24112 7 24111 (an ensign) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24102 10 12 (a burgandy Starfleet command uniform) -M 0 24112 7 24120 (an ensign) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24102 10 12 (a burgandy Starfleet command uniform) -M 0 24112 7 24124 (an ensign) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24104 10 12 (a blue Starfleet medical uniform) -M 0 24112 7 24136 (an ensign) -E 1 24105 30 8 (a pair of Starfleet black boots) -E 1 24106 25 3 (a Starfleet communication badge) -E 1 24104 10 12 (a blue Starfleet medical uniform) -O 0 24109 3 24115 (a medical Tricorder) -O 0 24109 3 24115 (a medical Tricorder) -O 0 24109 3 24115 (a medical Tricorder) -D 0 24139 0 1 (Outer Space by the Enterprise) -S -$ diff --git a/lib/world/zon/242.zon b/lib/world/zon/242.zon deleted file mode 100644 index 86d300f..0000000 --- a/lib/world/zon/242.zon +++ /dev/null @@ -1,128 +0,0 @@ -#242 -Crazyman~ -New Southern Midgaard~ -24200 24299 30 2 d 0 0 0 3 7 -M 0 24204 2 24242 (the usher) -E 1 24205 99 5 (a red usher's vest) -G 1 24204 99 -1 (a canteen) -E 1 24206 10 0 (a small black flashlight) -M 0 24204 2 24254 (the usher) -E 1 24205 99 5 (a red usher's vest) -G 1 24204 99 -1 (a canteen) -E 1 24206 10 0 (a small black flashlight) -M 0 24202 1 24219 (the Bank Manager) -E 1 24298 1 17 (a sturdy key) -D 0 24219 0 2 (The Bank of Midgaard) -R 0 24219 3034 -1 (an automatic teller machine) -O 0 3034 99 24219 (an automatic teller machine) -M 0 24207 2 24231 (the waitress) -G 1 24203 100 -1 (a bottle) -G 1 24202 99 -1 (a cup) -G 1 24201 99 -1 (a cup) -G 1 24200 99 -1 (a cup) -G 1 24291 100 -1 (a cup) -G 1 24292 100 -1 (a tasty hamburger) -G 1 24293 100 -1 (a box of poutine) -G 1 24294 100 -1 (a foot-long hotdog) -G 1 24295 100 -1 (a bottle of water) -G 1 24296 100 -1 (a bag of potato chips) -G 1 24297 100 -1 (a box of pretzels) -M 0 24200 10 24232 (the cityguard) -E 1 24221 10 16 (a long sword) -M 0 24200 10 24201 (the cityguard) -E 1 24221 10 16 (a long sword) -M 0 24200 10 24210 (the cityguard) -E 1 24221 10 16 (a long sword) -M 0 24200 10 24211 (the cityguard) -E 1 24221 10 16 (a long sword) -M 0 24200 10 24225 (the cityguard) -E 1 24221 10 16 (a long sword) -M 0 24200 10 24208 (the cityguard) -E 1 24221 10 16 (a long sword) -M 0 24200 10 24215 (the cityguard) -E 1 24221 10 16 (a long sword) -M 0 3062 20 24202 (the beastly fido) -G 1 24222 10 -1 (a piece of meat) -M 0 3062 20 24206 (the beastly fido) -G 1 24222 10 -1 (a piece of meat) -M 0 3062 20 24221 (the beastly fido) -G 1 24222 10 -1 (a piece of meat) -M 0 3062 20 24224 (the beastly fido) -G 1 24222 10 -1 (a piece of meat) -M 0 3062 20 24271 (the beastly fido) -G 1 24222 10 -1 (a piece of meat) -M 0 24201 1 24298 (the Mayor) -G 1 24216 1 -1 (the City Key) -M 0 24203 1 24236 (the theater manager) -E 1 24299 2 17 (a silver key) -M 0 24205 1 24223 (the computer salesman) -G 1 24217 100 -1 (a PDA) -G 1 24218 100 -1 (a black cellphone) -G 1 24219 100 -1 (a brand new laptop) -M 0 24206 1 24224 (the clothing salesman) -G 1 24209 100 -1 (an expensive suit jacket) -G 1 24210 100 -1 (a white dress shirt) -G 1 24211 100 -1 (a pair of black dress pants) -G 1 24212 100 -1 (a pair of men's leather dress shoes) -G 1 24213 100 -1 (a fancy black dress) -G 1 24214 100 -1 (a pair of dress heels) -G 1 24215 100 -1 (a black bow tie) -M 0 24213 2 24276 (the waitress) -G 1 24291 100 -1 (a cup) -G 1 24292 100 -1 (a tasty hamburger) -G 1 24293 100 -1 (a box of poutine) -G 1 24294 100 -1 (a foot-long hotdog) -G 1 24295 100 -1 (a bottle of water) -M 0 24208 3 24270 (the stagehand) -E 1 24207 10 9 (a pair of leather work gloves) -E 1 24208 10 7 (a pair of denim overalls) -E 1 24226 10 16 (a mop) -M 0 24208 3 24259 (the stagehand) -E 1 24207 10 9 (a pair of leather work gloves) -E 1 24208 10 7 (a pair of denim overalls) -M 0 24208 3 24251 (the stagehand) -E 1 24207 10 9 (a pair of leather work gloves) -E 1 24208 10 7 (a pair of denim overalls) -E 1 24226 10 16 (a mop) -M 0 24209 3 24246 (the actor) -E 1 24223 10 17 (the first page of a script) -M 0 24209 3 24261 (the actor) -E 1 24224 10 17 (the second page of a script) -M 0 24209 3 24245 (the actor) -E 1 24225 10 17 (the third page of a script) -M 0 24210 3 24263 (the actress) -E 1 24223 10 17 (the first page of a script) -M 0 24210 3 24258 (the actress) -E 1 24224 10 17 (the second page of a script) -M 0 24210 3 24264 (the actress) -E 1 24225 10 17 (the third page of a script) -M 0 24211 1 24238 (the snack booth attendant) -G 1 24295 100 -1 (a bottle of water) -G 1 24296 100 -1 (a bag of potato chips) -G 1 24297 100 -1 (a box of pretzels) -M 0 24212 5 24274 (the curler) -M 0 24212 5 24276 (the curler) -M 0 24212 5 24282 (the curler) -E 1 24227 10 17 (a curling broom) -M 0 24212 5 24286 (the curler) -E 1 24227 10 17 (a curling broom) -M 0 24212 5 24284 (the curler) -E 1 24227 10 17 (a curling broom) -O 0 24228 10 24280 (a red curling rock) -R 1 24280 24228 -1 (a red curling rock) -O 0 24228 10 24288 (a red curling rock) -R 1 24288 24228 -1 (a red curling rock) -O 0 24229 10 24282 (a yellow curling rock) -R 1 24282 24229 -1 (a yellow curling rock) -O 0 24229 10 24286 (a yellow curling rock) -R 1 24286 24229 -1 (a yellow curling rock) -D 0 24234 2 2 (The Bank of Midgaard - Vault) -O 0 24220 1 24234 (a huge sack of gold coins) -D 0 24290 0 2 (Locker Room) -D 0 24291 2 2 (Passageway) -D 0 24296 0 2 (Passageway) -D 0 24240 2 2 (Dressing Room Hallway) -D 0 24294 1 2 (Passageway) -D 0 24297 3 2 (A Storeroom) -S -$ diff --git a/lib/world/zon/243.zon b/lib/world/zon/243.zon deleted file mode 100644 index 7e3057b..0000000 --- a/lib/world/zon/243.zon +++ /dev/null @@ -1,65 +0,0 @@ -#243 -Crazyman~ -Snowy Valley~ -24300 24399 15 2 d 0 0 0 7 10 -M 0 24305 1 24361 (the lunch lady) -G 1 24307 100 -1 (a tasty hamburger) -G 1 24308 100 -1 (a box of poutine) -G 1 24309 100 -1 (a foot-long hotdog) -G 1 24310 100 -1 (a can) -M 0 24306 1 24399 (the ski salesman) -G 1 24302 100 -1 (some black ski boots) -G 1 24303 100 -1 (some baggy pants) -G 1 24305 100 -1 (some expensive ski goggles) -M 0 24307 1 24377 (a hairy yeti) -M 0 24303 6 24385 (the downhill skier) -E 1 24302 6 8 (some black ski boots) -M 0 24303 6 24349 (the downhill skier) -E 1 24302 6 8 (some black ski boots) -M 0 24303 6 24352 (the downhill skier) -E 1 24302 6 8 (some black ski boots) -M 0 24303 6 24368 (the downhill skier) -E 1 24302 6 8 (some black ski boots) -M 0 24303 6 24371 (the downhill skier) -E 1 24302 6 8 (some black ski boots) -M 0 24303 6 24388 (the downhill skier) -E 1 24302 6 8 (some black ski boots) -M 0 24304 5 24360 (the snowboarder) -E 1 24303 3 7 (some baggy pants) -M 0 24304 5 24356 (the snowboarder) -E 1 24303 3 7 (some baggy pants) -M 0 24304 5 24365 (the snowboarder) -E 1 24303 3 7 (some baggy pants) -M 0 24304 5 24359 (the snowboarder) -E 1 24303 3 7 (some baggy pants) -M 0 24304 5 24380 (the snowboarder) -E 1 24303 3 7 (some baggy pants) -M 0 24300 4 24340 (the frost demon) -E 1 24300 2 13 (a furry belt) -M 0 24300 4 24325 (the frost demon) -G 1 24301 4 -1 (a sharp icicle) -M 0 24300 4 24327 (the frost demon) -E 1 24300 2 13 (a furry belt) -M 0 24300 4 24342 (the frost demon) -E 1 24300 2 13 (a furry belt) -M 0 24301 4 24328 (the deformed skeleton) -E 1 24300 2 13 (a furry belt) -M 0 24301 4 24337 (the deformed skeleton) -G 1 24301 4 -1 (a sharp icicle) -M 0 24301 4 24330 (the deformed skeleton) -G 1 24301 4 -1 (a sharp icicle) -M 0 24301 4 24339 (the deformed skeleton) -G 1 24301 4 -1 (a sharp icicle) -M 0 24302 1 24309 (the furry beast) -E 1 24398 1 17 (a small rusty key) -O 0 24304 1 24310 (a belt of the ancients) -D 0 24392 3 2 (Ski Hill Entrance) -D 0 24393 1 2 (Main Path) -D 0 24314 5 1 (Frozen Shack) -D 0 24315 4 1 (Icy Ladder) -D 0 24309 1 2 (A Small Hole) -D 0 24310 3 2 (A Small Room) -M 0 24308 1 24392 (the ski bum) -G 1 24306 100 -1 (a yellow plastic ski pass) -S -$ diff --git a/lib/world/zon/244.zon b/lib/world/zon/244.zon deleted file mode 100644 index 9a1f944..0000000 --- a/lib/world/zon/244.zon +++ /dev/null @@ -1,24 +0,0 @@ -#244 -Crazyman~ -Cooland Prison~ -24400 24499 5 1 d 0 0 0 28 30 -D 0 24400 2 2 (Cell A1) -M 0 24400 1 24457 (Fred the prison guard) -G 1 24499 2 -1 (a rusty prison key) -M 0 24401 1 24456 (Joe the prison guard) -G 1 24499 2 -1 (a rusty prison key) -D 0 24457 1 2 (Cooland Prison) -D 0 24456 3 2 (Prison Upper Level) -D 0 24404 0 2 (Cell Hallway) -D 0 24401 2 2 (Cell B1) -D 0 24405 0 2 (Cell Hallway) -D 0 24402 2 2 (Cell C1) -D 0 24406 0 2 (Cell Hallway) -D 0 24408 0 2 (Cell A2) -D 0 24404 2 2 (Cell Hallway) -D 0 24409 0 2 (Cell B2) -D 0 24405 2 2 (Cell Hallway) -D 0 24410 0 2 (Cell C2) -D 0 24406 2 2 (Cell Hallway) -S -$ diff --git a/lib/world/zon/245.zon b/lib/world/zon/245.zon deleted file mode 100644 index 54ff3e1..0000000 --- a/lib/world/zon/245.zon +++ /dev/null @@ -1,137 +0,0 @@ -#245 -Kaan~ -The Nether~ -24500 24599 15 2 d 0 0 0 18 22 -M 0 24517 8 24500 (a crypt thing) -M 0 24516 10 24500 (a death tyrant) -M 0 24505 10 24500 (a heucuva) -M 0 24505 10 24500 (a heucuva) -M 0 24516 10 24502 (a death tyrant) -M 0 24505 10 24502 (a heucuva) -E 1 24517 8 17 (a brittle piece of bone) -M 0 24517 9 24507 (a crypt thing) -M 0 24510 10 24507 (a tanar'ri) -M 0 24516 10 24507 (a death tyrant) -M 0 24510 10 24507 (a tanar'ri) -E 1 24507 11 14 (a warrior's wrist brace) -M 0 24517 9 24506 (a crypt thing) -M 0 24505 10 24506 (a heucuva) -M 0 24505 10 24506 (a heucuva) -M 0 24517 9 24505 (a crypt thing) -M 0 24510 10 24505 (a tanar'ri) -M 0 24510 10 24505 (a tanar'ri) -M 0 24516 10 24508 (a death tyrant) -M 0 24505 10 24508 (a heucuva) -E 1 24517 10 17 (a brittle piece of bone) -M 0 24516 10 24509 (a death tyrant) -M 0 24510 10 24509 (a tanar'ri) -M 0 24510 10 24509 (a tanar'ri) -M 0 24516 10 24504 (a death tyrant) -M 0 24505 10 24504 (a heucuva) -M 0 24505 10 24504 (a heucuva) -M 0 24516 10 24503 (a death tyrant) -M 0 24510 10 24503 (a tanar'ri) -E 1 24507 11 14 (a warrior's wrist brace) -M 0 24516 10 24501 (a death tyrant) -M 0 24510 10 24501 (a tanar'ri) -M 0 24510 10 24501 (a tanar'ri) -M 0 24508 10 24511 (a peryton) -E 1 24503 12 6 (the dull, orange-red eyes of a peryton) -M 0 24508 6 24511 (a peryton) -M 0 24502 6 24549 (a shadow dragon) -E 1 24520 8 11 (a translucent scale) -M 0 24500 30 24590 (a banshee) -E 1 24512 10 12 (the tattered remnants of a banshee's dress) -M 0 24500 30 24575 (a banshee) -E 1 24512 8 12 (the tattered remnants of a banshee's dress) -M 0 24500 30 24584 (a banshee) -E 1 24502 9 6 (a mask of anguish) -M 0 24500 30 24572 (a banshee) -E 1 24502 9 6 (a mask of anguish) -M 0 24501 30 24582 (a death knight) -E 1 24500 6 6 (a blackened skull piece) -M 0 24501 30 24570 (a death knight) -E 1 24500 6 6 (a blackened skull piece) -M 0 24512 22 24528 (a mutten) -M 0 24512 22 24528 (a mutten) -M 0 24512 22 24526 (a mutten) -M 0 24512 22 24526 (a mutten) -M 0 24512 22 24524 (a mutten) -M 0 24512 22 24524 (a mutten) -M 0 24512 22 24522 (a mutten) -M 0 24512 22 24522 (a mutten) -M 0 24512 22 24520 (a mutten) -M 0 24512 22 24520 (a mutten) -M 0 24512 22 24518 (a mutten) -M 0 24512 22 24518 (a mutten) -M 0 24512 22 24516 (a mutten) -M 0 24512 22 24516 (a mutten) -M 0 24512 22 24514 (a mutten) -M 0 24512 22 24514 (a mutten) -M 0 24511 22 24527 (a troglodyte) -M 0 24511 22 24527 (a troglodyte) -M 0 24511 22 24525 (a troglodyte) -M 0 24511 22 24525 (a troglodyte) -M 0 24511 22 24523 (a troglodyte) -M 0 24511 22 24523 (a troglodyte) -M 0 24511 22 24521 (a troglodyte) -M 0 24511 22 24521 (a troglodyte) -M 0 24511 22 24519 (a troglodyte) -M 0 24511 22 24519 (a troglodyte) -M 0 24511 22 24517 (a troglodyte) -M 0 24511 22 24517 (a troglodyte) -M 0 24511 22 24515 (a troglodyte) -M 0 24511 22 24515 (a troglodyte) -M 0 24511 22 24513 (a troglodyte) -M 0 24511 22 24513 (a troglodyte) -M 0 24509 20 24561 (a shadow) -M 0 24509 20 24561 (a shadow) -M 0 24509 20 24559 (a shadow) -M 0 24509 20 24559 (a shadow) -M 0 24509 20 24553 (a shadow) -M 0 24509 20 24553 (a shadow) -M 0 24509 20 24547 (a shadow) -M 0 24509 20 24547 (a shadow) -M 0 24509 20 24542 (a shadow) -M 0 24509 20 24542 (a shadow) -M 0 24509 20 24539 (a shadow) -M 0 24509 20 24539 (a shadow) -M 0 24508 10 24512 (a peryton) -M 0 24508 10 24512 (a peryton) -M 0 24508 10 24510 (a peryton) -M 0 24508 10 24510 (a peryton) -M 0 24502 6 24557 (a shadow dragon) -M 0 24502 6 24557 (a shadow dragon) -M 0 24502 6 24543 (a shadow dragon) -M 0 24502 6 24543 (a shadow dragon) -M 0 24501 30 24591 (a death knight) -M 0 24501 30 24591 (a death knight) -M 0 24501 30 24591 (a death knight) -M 0 24501 30 24588 (a death knight) -M 0 24501 30 24588 (a death knight) -M 0 24501 30 24588 (a death knight) -M 0 24501 30 24585 (a death knight) -M 0 24501 30 24585 (a death knight) -M 0 24501 30 24585 (a death knight) -M 0 24501 30 24579 (a death knight) -M 0 24501 30 24579 (a death knight) -M 0 24501 30 24579 (a death knight) -M 0 24501 30 24576 (a death knight) -M 0 24501 30 24576 (a death knight) -M 0 24501 30 24576 (a death knight) -M 0 24501 30 24573 (a death knight) -M 0 24501 30 24573 (a death knight) -M 0 24501 30 24567 (a death knight) -M 0 24501 30 24567 (a death knight) -M 0 24500 30 24587 (a banshee) -M 0 24500 30 24587 (a banshee) -M 0 24500 30 24581 (a banshee) -M 0 24500 30 24581 (a banshee) -M 0 24500 30 24578 (a banshee) -M 0 24500 30 24578 (a banshee) -M 0 24500 30 24569 (a banshee) -M 0 24500 30 24569 (a banshee) -M 0 24500 30 24566 (a banshee) -M 0 24500 30 24566 (a banshee) -S -$ diff --git a/lib/world/zon/246.zon b/lib/world/zon/246.zon deleted file mode 100644 index 90b6b2b..0000000 --- a/lib/world/zon/246.zon +++ /dev/null @@ -1,60 +0,0 @@ -#246 -Kaan~ -The Nether II~ -24600 24699 30 2 -M 0 24504 19 24600 (a ghoul) -M 0 24514 9 24649 (a fawning shade) -M 0 24513 5 24656 (a Matron) -E 1 24518 10 12 (a wisp of darkness) -M 0 24506 20 24677 (an ixitxachitl) -E 1 24513 10 13 (the barbed tail of an ixitxachitl) -M 0 24506 20 24666 (an ixitxachitl) -E 1 24513 7 13 (the barbed tail of an ixitxachitl) -M 0 24504 19 24608 (a ghoul) -E 1 24508 8 9 (the claws of a ghoul) -M 0 24504 19 24602 (a ghoul) -E 1 24508 8 9 (the claws of a ghoul) -M 0 24515 1 24657 (the Nether Lord) -E 1 24505 5 5 (the Trappings of Power) -E 1 24510 8 17 (the Twine of the Nether Lord) -E 1 24519 9 0 (the Essence of the Nether) -M 0 24503 20 24683 (a nereid) -E 1 24504 11 3 (a glimmering white shawl) -M 0 24503 20 24668 (a nereid) -E 1 24504 11 3 (a glimmering white shawl) -M 0 24514 9 24650 (a fawning shade) -M 0 24514 9 24647 (a fawning shade) -M 0 24514 9 24646 (a fawning shade) -M 0 24514 9 24645 (a fawning shade) -M 0 24507 1 24688 (a morkoth) -M 0 24506 20 24697 (an ixitxachitl) -M 0 24506 20 24697 (an ixitxachitl) -M 0 24506 20 24691 (an ixitxachitl) -M 0 24506 20 24691 (an ixitxachitl) -M 0 24506 20 24687 (an ixitxachitl) -M 0 24506 20 24687 (an ixitxachitl) -M 0 24506 20 24684 (an ixitxachitl) -M 0 24506 20 24684 (an ixitxachitl) -M 0 24506 20 24673 (an ixitxachitl) -M 0 24506 20 24673 (an ixitxachitl) -M 0 24506 20 24669 (an ixitxachitl) -M 0 24506 20 24669 (an ixitxachitl) -M 0 24506 20 24661 (an ixitxachitl) -M 0 24506 20 24661 (an ixitxachitl) -M 0 24504 19 24606 (a ghoul) -M 0 24504 19 24604 (a ghoul) -M 0 24503 20 24694 (a nereid) -M 0 24503 20 24689 (a nereid) -M 0 24503 20 24689 (a nereid) -M 0 24503 20 24686 (a nereid) -M 0 24503 20 24686 (a nereid) -M 0 24503 20 24674 (a nereid) -M 0 24503 20 24674 (a nereid) -M 0 24503 20 24672 (a nereid) -M 0 24503 20 24672 (a nereid) -M 0 24503 20 24664 (a nereid) -M 0 24503 20 24664 (a nereid) -M 0 24503 20 24664 (a nereid) -M 0 24503 20 24659 (a nereid) -S -$ diff --git a/lib/world/zon/247.zon b/lib/world/zon/247.zon deleted file mode 100644 index 866bfb5..0000000 --- a/lib/world/zon/247.zon +++ /dev/null @@ -1,189 +0,0 @@ -#247 -Rasta~ -Graveyard~ -24700 24799 24 2 d 0 0 0 20 24 -M 0 24714 1 24761 (the Death Master) -E 1 24719 1 17 (a skull headed wand) -E 1 24720 1 16 (a vorpal dagger) -E 1 24723 1 12 (the black robe of the undead) -E 1 24725 1 6 (the grinning mask of death) -M 0 24715 2 24761 (the imp) -M 1 24715 2 24761 (the imp) -D 0 24704 2 1 (In front of the Chapel) -D 0 24705 0 1 (Inside the Chapel) -D 0 24707 1 1 (A Grave) -D 0 24708 3 1 (The undertaker's cottage) -D 0 24726 3 2 (A Grave) -D 0 24730 1 2 (The Great Tomb) -D 0 24730 3 2 (The Great Tomb) -D 0 24731 2 2 (Inside the Vault) -D 0 24732 1 1 (A very dark room) -D 0 24733 3 1 (Catacomb entrance) -D 0 24740 2 1 (The Cobwebbed Catacomb) -D 0 24741 0 1 (The Ancient Tomb) -D 0 24743 2 1 (The Catacombs) -D 0 24744 0 1 (The Chamber of Sorrow) -D 0 24748 1 2 (The Catacombs) -D 0 24749 3 2 (The Coffers) -D 0 24751 1 2 (The Catacombs) -D 0 24760 3 2 (The Guardian Chamber) -D 0 24758 3 2 (The Catacombs) -D 0 24759 1 2 (The Ancient Tomb) -O 0 24703 30 24706 (a tombstone) -O 0 24703 30 24709 (a tombstone) -O 0 24703 30 24710 (a tombstone) -P 1 3052 500 24703 (a scroll of recall) -P 1 3052 500 24703 (a scroll of recall) -O 0 24703 30 24711 (a tombstone) -O 0 24703 30 24712 (a tombstone) -O 0 24703 30 24713 (a tombstone) -O 0 24703 30 24718 (a tombstone) -O 0 24703 30 24719 (a tombstone) -O 0 24703 30 24720 (a tombstone) -O 0 24703 30 24721 (a tombstone) -O 0 24703 30 24722 (a tombstone) -P 1 5027 2 24703 (a glittering diamond) -P 1 24704 1 24703 (a ball of string) -P 1 24705 1 24703 (a pocket knife) -O 0 24703 30 24723 (a tombstone) -P 1 24726 10 24703 (some gold coins) -O 0 24703 30 24724 (a tombstone) -P 1 3050 500 24703 (a scroll of identify) -P 1 3050 500 24703 (a scroll of identify) -P 1 3050 500 24703 (a scroll of identify) -P 1 24734 2 24703 (a long stemmed rose) -O 0 24703 30 24725 (a tombstone) -P 1 24756 10 24703 (no tea) -O 0 24703 30 24726 (a tombstone) -O 0 24703 30 24727 (a tombstone) -O 0 24703 30 24728 (a tombstone) -P 1 3010 1000 24703 (a bread) -P 1 3010 1000 24703 (a bread) -P 1 3010 1000 24703 (a bread) -P 1 3010 1000 24703 (a bread) -O 0 24703 30 24729 (a tombstone) -O 0 24703 30 24762 (a tombstone) -O 0 24703 30 24763 (a tombstone) -O 0 24703 30 24764 (a tombstone) -O 0 24703 30 24765 (a tombstone) -O 0 24703 30 24766 (a tombstone) -O 0 24703 30 24767 (a tombstone) -O 0 24703 30 24768 (a tombstone) -O 0 24703 30 24769 (a tombstone) -O 0 24703 30 24770 (a tombstone) -O 0 24703 30 24771 (a tombstone) -O 0 24703 30 24772 (a tombstone) -O 0 24703 30 24714 (a tombstone) -O 0 24717 3 24749 (a huge pile of treasure) -O 0 24731 2 24708 (a crowbar) -O 0 24707 1 24717 (a pile of decaying carcasses) -P 1 24717 2 24707 (a huge pile of treasure) -O 0 24711 1 24744 (an ancient sarcophagus) -P 1 24714 10 24711 (the carcass of an elven prince) -P 1 24712 10 24714 (a crystal sword) -P 1 24713 10 24714 (a crystal breast plate) -M 0 24700 40 24720 (a zombie) -M 1 24700 40 24720 (a zombie) -M 1 24700 40 24720 (a zombie) -M 1 24700 40 24720 (a zombie) -M 0 24700 40 24723 (a zombie) -M 1 24700 40 24723 (a zombie) -M 1 24700 40 24723 (a zombie) -M 1 24700 40 24723 (a zombie) -M 0 24700 40 24726 (a zombie) -M 1 24700 40 24726 (a zombie) -M 1 24700 40 24726 (a zombie) -M 1 24700 40 24726 (a zombie) -M 0 24700 40 24729 (a zombie) -M 1 24700 40 24729 (a zombie) -M 1 24700 40 24729 (a zombie) -M 1 24700 40 24729 (a zombie) -M 0 24701 10 24709 (the mourner) -E 1 24716 20 6 (a black lace veil) -M 0 24701 10 24709 (the mourner) -M 0 24701 10 24709 (the mourner) -M 0 24701 10 24709 (the mourner) -M 0 24702 1 24707 (the undertaker) -E 1 24708 1 16 (a burial shovel) -M 0 24703 1 24705 (the priest) -E 1 24701 1 3 (a silver cross) -M 0 24704 2 24705 (the altar boy) -E 1 24700 2 17 (a candlestick) -M 0 24704 2 24705 (the altar boy) -E 1 24700 2 17 (a candlestick) -M 0 24716 4 24705 (the church goer) -M 0 24716 4 24705 (the church goer) -M 0 24716 4 24705 (the church goer) -M 0 24716 4 24705 (the church goer) -M 0 24705 7 24716 (the nasty ghoul) -M 0 24705 7 24716 (the nasty ghoul) -M 0 24705 7 24716 (the nasty ghoul) -M 0 24705 7 24716 (the nasty ghoul) -M 0 24705 7 24717 (the nasty ghoul) -M 1 24705 7 24717 (the nasty ghoul) -M 1 24705 7 24717 (the nasty ghoul) -M 0 24706 1 24717 (the wight) -G 1 24730 2 -1 (an iron key) -E 1 24706 1 16 (a large thigh bone) -M 0 24707 20 24733 (the skeleton warrior) -E 1 24721 10 16 (a rusty sword) -E 1 24724 10 5 (some bone plated armor) -M 0 24707 20 24733 (the skeleton warrior) -E 1 24721 10 16 (a rusty sword) -E 1 24724 10 5 (some bone plated armor) -M 0 24707 20 24737 (the skeleton warrior) -E 1 24721 10 16 (a rusty sword) -E 1 24724 10 5 (some bone plated armor) -M 0 24707 20 24737 (the skeleton warrior) -E 1 24721 10 16 (a rusty sword) -E 1 24724 10 5 (some bone plated armor) -M 0 24707 20 24743 (the skeleton warrior) -E 1 24721 10 16 (a rusty sword) -E 1 24724 10 5 (some bone plated armor) -M 0 24707 20 24743 (the skeleton warrior) -E 1 24721 10 16 (a rusty sword) -E 1 24724 10 5 (some bone plated armor) -M 0 24707 20 24747 (the skeleton warrior) -E 1 24721 10 16 (a rusty sword) -E 1 24724 10 5 (some bone plated armor) -M 0 24707 20 24747 (the skeleton warrior) -E 1 24721 10 16 (a rusty sword) -E 1 24724 10 5 (some bone plated armor) -M 0 24707 20 24753 (the skeleton warrior) -E 1 24721 10 16 (a rusty sword) -E 1 24724 10 5 (some bone plated armor) -M 0 24707 20 24753 (the skeleton warrior) -E 1 24721 10 16 (a rusty sword) -E 1 24724 10 5 (some bone plated armor) -M 0 24708 6 24732 (the black shadow) -G 1 24749 2 -1 (a warped wooden key) -E 1 24709 1 3 (a shadow cloak) -M 1 24708 6 24732 (the black shadow) -M 1 24708 6 24732 (the black shadow) -M 1 24708 6 24732 (the black shadow) -M 1 24708 6 24732 (the black shadow) -M 1 24708 6 24732 (the black shadow) -M 0 24709 4 24741 (the mummy) -E 1 24710 1 13 (a burial wrap) -M 1 24709 4 24741 (the mummy) -M 1 24709 4 24741 (the mummy) -M 1 24709 4 24741 (the mummy) -M 0 24710 1 24744 (the wailing banshee) -E 1 24744 1 17 (a crystal key) -E 1 24715 1 0 (a beautiful crystal rose) -M 0 24711 2 24749 (the transparent spectre) -G 1 24759 2 -1 (a stone key) -M 1 24711 2 24749 (the transparent spectre) -M 0 24712 1 24759 (the demilich) -E 1 24760 2 17 (a pure black key) -E 1 24718 1 6 (a jewel encrusted crown) -M 0 24713 3 24760 (the guardian) -M 1 24713 3 24760 (the guardian) -M 1 24713 3 24760 (the guardian) -M 0 24717 5 24740 (an undead spider) -M 1 24717 5 24740 (an undead spider) -M 1 24717 5 24740 (an undead spider) -M 1 24717 5 24740 (an undead spider) -M 1 24717 5 24740 (an undead spider) -S -$ diff --git a/lib/world/zon/248.zon b/lib/world/zon/248.zon deleted file mode 100644 index 3c27d84..0000000 --- a/lib/world/zon/248.zon +++ /dev/null @@ -1,96 +0,0 @@ -#248 -Gbetz~ -Elven Woods~ -24800 24899 30 2 d 0 0 0 15 17 -M 0 24802 10 24808 (the Elven soldier) -E 1 24801 100 16 (a fine Longsword) -E 1 24802 100 5 (an Elven chainmail) -M 0 24803 10 24808 (the Elven guard) -E 1 24801 100 16 (a fine Longsword) -E 1 24802 100 5 (an Elven chainmail) -M 0 24803 10 24808 (the Elven guard) -E 1 24801 100 16 (a fine Longsword) -E 1 24802 100 5 (an Elven chainmail) -M 0 24803 10 24808 (the Elven guard) -E 1 24801 100 16 (a fine Longsword) -E 1 24802 100 5 (an Elven chainmail) -M 0 24803 10 24808 (the Elven guard) -E 1 24800 99 16 (a diamond-edged sword) -E 1 24802 100 5 (an Elven chainmail) -M 0 24810 1 24804 (the chief of the elven guard) -E 1 24801 10 16 (a fine Longsword) -E 1 24802 10 5 (an Elven chainmail) -M 0 24804 2 24811 (the Elven weaponsmith) -E 1 24804 100 16 (a Two-handed Mithril Sword) -G 1 24801 100 -1 (a fine Longsword) -G 1 3020 100 -1 (a dagger) -G 1 3021 100 -1 (a small sword) -G 1 3023 100 -1 (a wooden club) -G 1 24806 100 -1 (an Elven hunting bow) -G 1 7211 100 -1 (a short sword) -G 1 6000 100 -1 (a lumber axe) -R 0 24827 3023 -1 (a wooden club) -O 0 3023 100 24827 (a wooden club) -M 0 24804 2 24827 (the Elven weaponsmith) -E 1 24804 100 16 (a Two-handed Mithril Sword) -E 1 24821 25 12 (a warm woolen cape) -E 1 24822 25 1 (a small fire-opal ring ) -E 1 24803 100 5 (a Mithril chainmail) -D 0 24805 4 1 (A Cellar) -M 0 24801 2 24801 (the Elven guardian) -E 1 24803 10 5 (a Mithril chainmail) -E 1 24804 10 16 (a Two-handed Mithril Sword) -M 0 24801 2 24801 (the Elven guardian) -E 1 24803 10 5 (a Mithril chainmail) -E 1 24804 10 16 (a Two-handed Mithril Sword) -M 0 24805 1 24810 (the Elven armorsmith) -E 1 24801 100 16 (a fine Longsword) -G 1 3042 100 -1 (a shield) -G 1 3086 100 -1 (a pair of leather sleeves) -G 1 3076 100 -1 (a leather cap) -G 1 24802 100 -1 (an Elven chainmail) -G 1 24807 100 -1 (an Elven Chaincoif) -G 1 24808 100 -1 (a pair of Elven Chain leggings) -M 0 24806 1 24814 (the Elven mage) -E 1 24801 100 16 (a fine Longsword) -G 1 3050 1000 -1 (a scroll of identify) -G 1 3051 1000 -1 (a yellow potion of see invisible) -G 1 24809 10 -1 (a Leaf-green potion) -G 1 24810 100 -1 (an oak branch staff) -G 1 24811 100 -1 (an Ocean-blue potion) -G 1 24812 10 -1 (a Mithril flute) -M 0 24807 1 24813 (the Elf named Quintor) -E 1 24801 100 16 (a fine Longsword) -G 1 24813 1000 -1 (a small green bag) -G 1 24814 1000 -1 (a large green sack) -G 1 24815 1000 -1 (a papyrus note) -G 1 24816 1000 -1 (a swan-feather quill) -G 1 24817 1000 -1 (a small glass jar with a glowing worm in it) -G 1 7208 100 -1 (a small stick) -M 0 24808 1 24816 (the Elven bartender) -E 1 24801 100 16 (a fine Longsword) -G 1 24818 1000 -1 (a homemade milk skin) -G 1 24819 1000 -1 (a nicely rosted rabbit) -G 1 3102 1000 -1 (a cup) -G 1 24820 1000 -1 (a fine elven bisquet) -M 0 24809 1 24890 (the Elven receptionist) -E 1 24801 100 16 (a fine Longsword) -M 0 24802 15 24806 (the Elven soldier) -E 1 24801 100 16 (a fine Longsword) -E 1 24802 100 5 (an Elven chainmail) -M 0 24802 10 24807 (the Elven soldier) -E 1 24801 100 16 (a fine Longsword) -E 1 24802 100 5 (an Elven chainmail) -M 0 24802 10 24812 (the Elven soldier) -E 1 24801 100 16 (a fine Longsword) -E 1 24802 100 5 (an Elven chainmail) -M 0 24802 10 24809 (the Elven soldier) -E 1 24801 100 16 (a fine Longsword) -E 1 24802 100 5 (an Elven chainmail) -M 0 24802 10 24802 (the Elven soldier) -E 1 24801 100 16 (a fine Longsword) -E 1 24802 100 5 (an Elven chainmail) -M 0 24803 15 24815 (the Elven guard) -O 0 24805 1 24806 (a large telescope) -S -$ diff --git a/lib/world/zon/249.zon b/lib/world/zon/249.zon deleted file mode 100644 index a69e293..0000000 --- a/lib/world/zon/249.zon +++ /dev/null @@ -1,25 +0,0 @@ -#249 -G.Threepwood~ -Jedi Clan House~ -24900 24999 30 2 d 0 0 0 28 30 -M 0 24901 1 24914 (natasha shopkeeper woman keeper) -G 1 3009 100 -1 (a waybread) -G 1 3010 100 -1 (a bread) -G 1 3011 100 -1 (a danish pastry) -G 1 3102 100 -1 (a cup) -G 1 3103 100 -1 (a bottle) -G 1 3104 100 -1 (a canteen) -G 1 6013 100 -1 (a barrel) -G 1 3000 100 -1 (a barrel) -G 1 3001 100 -1 (a bottle) -G 1 3002 100 -1 (a bottle) -G 1 3003 100 -1 (a bottle) -G 1 3004 100 -1 (a bottle) -E 1 24902 99 16 (a golden dagger) -E 1 24901 99 17 (the Lightsabre) -R 0 24904 3034 -1 (an automatic teller machine) -O 0 3034 99 24904 (an automatic teller machine) -D 0 24907 0 1 (The Upper Floor) -D 0 24912 0 1 (The Tablinum) -S -$ diff --git a/lib/world/zon/25.zon b/lib/world/zon/25.zon deleted file mode 100644 index 2403080..0000000 --- a/lib/world/zon/25.zon +++ /dev/null @@ -1,211 +0,0 @@ -#25 -Skylar~ -High Tower of Magic~ -2500 2599 20 2 d 0 0 0 1 30 -M 0 2500 6 2502 (the shadow guardian) -M 0 2500 6 2504 (the shadow guardian) -M 0 2500 6 2506 (the shadow guardian) -M 0 2500 6 2508 (the shadow guardian) -M 0 2500 6 2511 (the shadow guardian) -M 0 2501 1 2511 (the lost adventurer) -M 0 2502 1 2507 (Edgar) -M 0 2503 1 2512 (the diamond golem) -E 1 2500 1 17 (a diamond key) -M 0 2504 7 2513 (the mage) -M 0 2504 7 2514 (the mage) -M 0 2504 7 2514 (the mage) -M 0 2504 7 2515 (the mage) -M 0 2504 7 2516 (the mage) -M 0 2504 7 2518 (the mage) -M 0 2504 7 2519 (the mage) -M 0 2505 1 2518 (Strick the bartender) -G 1 2504 100 -1 (a slice of traveller's bread) -G 1 2545 100 -1 (a herbal brew) -G 1 2546 100 -1 (a waybread) -G 1 3010 100 -1 (a bread) -G 1 3100 100 -1 (a cup) -G 1 3101 100 -1 (a cup) -M 0 2506 1 2519 (Tatorious) -G 1 3050 100 -1 (a scroll of identify) -G 1 3051 100 -1 (a yellow potion of see invisible) -G 1 3053 100 -1 (a gray wand of invisibility) -M 0 2507 1 2520 (Ezmerelda) -E 1 2547 2 16 (a meat cleaver) -M 0 2508 1 2520 (the cook's assistant) -M 0 2509 1 2527 (the prisoner) -E 1 2548 1 13 (some chain shackles) -M 0 2510 1 2528 (the Jailor) -E 1 2522 1 17 (an old key) -M 0 2511 2 2533 (the broom) -M 0 2511 2 2533 (the broom) -M 0 2512 10 2535 (the pair of disembodied hands) -M 0 2512 10 2540 (the pair of disembodied hands) -M 0 2512 10 2630 (the pair of disembodied hands) -M 0 2512 10 2535 (the pair of disembodied hands) -M 0 2512 10 2535 (the pair of disembodied hands) -M 0 2512 10 2535 (the pair of disembodied hands) -M 0 2513 5 2535 (the pair of disembodied eyes) -M 0 2513 5 2575 (the pair of disembodied eyes) -M 0 2513 5 2600 (the pair of disembodied eyes) -M 0 2513 5 2633 (the pair of disembodied eyes) -M 0 2513 5 2649 (the pair of disembodied eyes) -M 0 2514 1 2537 (the mage) -M 0 2515 3 2542 (the young apprentice magic user) -M 0 2515 3 2544 (the young apprentice magic user) -M 0 2516 3 2544 (the young apprentice) -M 0 2516 3 2542 (the young apprentice) -M 0 2517 3 2542 (the young apprentice) -M 0 2517 3 2544 (the young apprentice) -M 0 2518 3 2545 (the young apprentice) -M 0 2518 3 2545 (the young apprentice) -M 0 2518 3 2545 (the young apprentice) -M 0 2519 1 2545 (the small kitten) -M 0 2520 4 2549 (the student) -M 0 2520 4 2549 (the student) -M 0 2520 4 2549 (the student) -M 0 2520 4 2549 (the student) -M 0 2521 1 2549 (the instructor of magic) -M 0 2522 4 2554 (the student of spells) -M 0 2522 4 2554 (the student of spells) -M 0 2522 4 2554 (the student of spells) -M 0 2522 4 2554 (the student of spells) -M 0 2523 1 2554 (the spell teacher) -M 0 2524 3 2557 (the student of spells) -M 0 2524 3 2557 (the student of spells) -M 0 2524 3 2557 (the student of spells) -M 0 2525 1 2557 (the wizard) -M 0 2526 3 2559 (the young mage) -E 1 2549 6 16 (a silvery dagger) -M 0 2526 3 2559 (the young mage) -E 1 2549 6 16 (a silvery dagger) -M 0 2526 3 2559 (the young mage) -E 1 2549 6 16 (a silvery dagger) -M 0 2527 1 2559 (the battle mistress) -E 1 2549 6 17 (a silvery dagger) -M 0 2528 2 2564 (the spell teacher) -M 0 2529 1 2565 (the aged wizard) -M 0 2530 1 2567 (the scribe) -M 0 2512 10 2568 (the pair of disembodied hands) -M 0 2531 2 2571 (the scribe) -M 0 2531 2 2571 (the scribe) -M 0 2532 1 2573 (the Master Scribe) -G 1 2552 1 -1 (a long cylindrical tube) -P 1 2550 2 2552 (a scroll) -P 1 2551 2 2552 (a bound scroll) -M 0 2533 1 2573 (the scribe's assistant) -G 1 2553 3 -1 (an old scroll) -M 0 2534 1 2582 (the Enchanter) -E 1 2515 1 17 (a small key) -G 1 2554 1 -1 (a scroll written on blue paper) -M 0 2535 1 2582 (the dancing sword) -M 0 2536 1 2588 (the Mad Alchemist) -E 1 2555 5 17 (a leather pouch) -P 1 2556 2 2555 (a silver stirring spoon) -P 1 2558 2 2555 (a bright red potion) -P 1 2559 2 2555 (a green potion) -P 1 2560 2 2555 (an effervescent potion) -P 1 2561 2 2555 (a milky white potion) -M 0 2537 1 2590 (the Master Summoner) -E 1 2562 2 17 (a black staff) -M 0 2538 1 2595 (the Master Charmer) -E 1 2563 1 17 (a golden flute) -G 1 2564 1 -1 (a small figurine) -M 0 2539 5 2568 (the wooden golem) -M 0 2539 5 2598 (the wooden golem) -M 0 2539 5 2598 (the wooden golem) -O 0 2501 1 2520 (an oven) -P 1 2504 200 2501 (a slice of traveller's bread) -O 0 2502 1 2520 (a meat locker) -P 1 2505 1 2502 (a large chunk of meat) -P 1 2506 1 2502 (a finger sandwich) -R 0 2520 2503 -1 (a spice rack) -O 0 2503 3 2520 (a spice rack) -O 0 2507 2 2533 (a straw broom) -O 0 2507 2 2533 (a straw broom) -O 0 2508 1 2579 (a cabinet) -P 1 3020 100 2508 (a dagger) -P 1 3021 100 2508 (a small sword) -P 1 3022 100 2508 (a long sword) -O 0 2509 1 2579 (a bar of silver) -O 0 2510 1 2579 (a bar of gold) -O 0 2511 1 2579 (a bar of mithril) -O 0 2512 1 2579 (a bar of adamantite) -O 0 2513 1 2581 (a mithril hammer) -O 0 2514 1 2582 (a chest) -P 1 2516 1 2514 (a long sword) -P 1 2517 1 2514 (a silver dagger) -P 1 2518 1 2514 (a curved scimitar) -D 0 2512 0 2 (The Entrance To The High Tower) -D 0 2513 2 2 (Inside The High Tower Of Sorcery) -D 0 2516 3 1 (The Dining Room) -D 0 2520 1 1 (The Kitchen) -D 0 2517 5 1 (A Dark Hallway) -D 0 2521 4 1 (Below The Trapdoor) -D 0 2523 0 2 (A Dark Passage) -D 0 2527 2 2 (A Dark Cell) -D 0 2524 1 1 (A Dark Passage) -D 0 2528 3 1 (The Jailor's office) -D 0 2530 0 1 (The Hallway) -D 0 2532 2 1 (A Store Room) -D 0 2530 2 1 (The Hallway) -D 0 2533 0 1 (A Broom Closet) -D 0 2531 0 1 (A Bend In The Hallway) -D 0 2534 2 1 (A Hallway) -D 0 2531 1 1 (A Bend In The Hallway) -D 0 2536 3 1 (A Guest Bedroom) -D 0 2531 2 1 (A Bend In The Hallway) -D 0 2535 0 1 (The Guardians' chamber) -D 0 2534 1 1 (A Hallway) -D 0 2537 3 1 (A Guest Bedroom) -D 0 2538 1 1 (A hallway) -D 0 2539 3 1 (The Burnt Room) -D 0 2540 0 1 (A Hallway) -D 0 2542 2 1 (The Apprentices' Barracks) -D 0 2543 0 1 (A Hallway) -D 0 2544 2 1 (The Apprentices' Barracks) -D 0 2545 0 1 (A Hallway) -D 0 2546 2 1 (The Apprentices' Workshop) -D 0 2548 3 1 (The Hallway) -D 0 2549 1 1 (A Classroom) -D 0 2550 3 1 (A Hallway) -D 0 2552 1 1 (An Empty Classroom) -D 0 2551 3 1 (A Hallway) -D 0 2554 1 1 (An Empty Classroom) -D 0 2555 2 1 (A Hallway) -D 0 2557 0 1 (The Amphitheater) -D 0 2556 2 1 (A Hallway) -D 0 2559 0 1 (The Training Room) -D 0 2558 2 1 (A Hallway) -D 0 2561 0 1 (A Dueling Room) -D 0 2562 1 1 (A Hallway) -D 0 2564 3 1 (The Spellmasters' Lounge) -D 0 2563 1 1 (A Hallway) -D 0 2565 3 1 (A Bedroom) -D 0 2566 1 1 (A Hallway) -D 0 2567 3 1 (The Study) -D 0 2570 0 1 (A Hallway) -D 0 2571 2 1 (A Small Office) -D 0 2571 3 1 (A Small Office) -D 0 2573 1 1 (The Master Scribe's Workshop) -D 0 2574 0 1 (A Hallway) -D 0 2575 2 1 (A Store Room) -D 0 2577 3 1 (A Hallway) -D 0 2579 1 1 (A Store Room) -D 0 2578 3 1 (A Hallway) -D 0 2581 1 1 (A Very Hot Room) -D 0 2581 2 1 (A Very Hot Room) -D 0 2582 0 1 (The Master Enchanter's Chamber) -D 0 2581 4 1 (A Very Hot Room) -D 0 2612 5 1 (It Is Very Dark Here...) -D 0 2584 2 1 (A Hallway) -D 0 2586 0 1 (A Laboratory) -D 0 2587 2 1 (A Hallway) -D 0 2590 0 1 (The Pentagram Chamber) -D 0 2591 1 1 (A Hallway) -D 0 2594 3 1 (An Empty Room) -D 0 2593 1 1 (A Hallway) -D 0 2595 3 1 (The Charm Master's Chamber) -D 0 2595 0 1 (The Charm Master's Chamber) -D 0 2597 2 1 (The Animal Pens) -S -$ diff --git a/lib/world/zon/250.zon b/lib/world/zon/250.zon deleted file mode 100644 index 20086b2..0000000 --- a/lib/world/zon/250.zon +++ /dev/null @@ -1,85 +0,0 @@ -#250 -Unknown~ -DragonSpyre~ -25000 25099 12 2 d 0 0 0 28 30 -M 0 25002 20 25022 (a Pixie) -G 1 25013 99 -1 (a can of spraypaint) -M 0 25002 20 25018 (a Pixie) -G 1 25002 99 -1 (a door key) -M 0 25002 2 25038 (a Pixie) -E 1 25000 99 16 (a very tiny sword) -M 0 25002 20 25012 (a Pixie) -M 0 25002 20 25014 (a Pixie) -M 0 25002 20 25016 (a Pixie) -M 0 25002 20 25020 (a Pixie) -M 0 25002 20 25024 (a Pixie) -M 0 25002 20 25026 (a Pixie) -M 0 25002 20 25028 (a Pixie) -M 0 25002 20 25030 (a Pixie) -M 0 25002 20 25034 (a Pixie) -M 0 25002 20 25036 (a Pixie) -M 0 25002 20 25040 (a Pixie) -M 0 25002 20 25044 (a Pixie) -M 0 25002 20 25050 (a Pixie) -M 0 25002 20 25055 (a Pixie) -M 0 25002 20 25060 (a Pixie) -M 0 25002 20 25065 (a Pixie) -M 0 25002 20 25070 (a Pixie) -M 0 25002 20 25080 (a Pixie) -M 0 25008 2 25094 (a Pixie Guard) -E 1 25015 2 5 (a Pixie breast plate) -E 1 25016 2 7 (a pair of Pixie greaves) -E 1 25017 2 10 (a pair of Pixie armplates) -E 1 25014 2 16 (a Pixie Stick) -M 0 25008 2 25094 (a Pixie Guard) -E 1 25015 2 5 (a Pixie breast plate) -E 1 25016 2 7 (a pair of Pixie greaves) -E 1 25017 2 10 (a pair of Pixie armplates) -E 1 25014 2 16 (a Pixie Stick) -M 0 25005 1 25094 (the Pixie King) -E 1 25005 100 17 (a very small key) -M 0 25000 1 25073 (the Copper Dragon) -E 1 25004 1 17 (a small copper key shaped like a claw) -E 1 25011 1 5 (a copper dragonscale breast plate) -E 1 25020 1 6 (a copper dragon scale helm) -E 1 25018 1 0 (a wisp of DragonFyre) -M 0 25001 1 25032 (the White Dragon) -E 1 25001 1 17 (a small white key shaped like a claw) -E 1 25010 1 5 (a white dragonscale breast plate) -E 1 25019 1 6 (a white dragon scale helm) -E 1 25018 1 0 (a wisp of DragonFyre) -M 0 25003 1 25078 (the Spirit of the Time Dragon) -E 1 25007 1 3 (a copper dragon scale pendant) -M 0 25004 1 25050 (the Spirit of the Ice Dragon) -E 1 25006 1 3 (a white dragon scale pendant) -M 0 25006 1 25065 (the GateKeeper) -E 1 25003 1 17 (the gatekeeper's key) -M 0 25007 1 25099 (the Eternity Dragon) -E 1 25009 1 3 (the pendant of eternity) -M 0 25009 1 25090 (the Master Pixie Mage) -E 1 25021 1 16 (the Staff of the Magius) -E 1 25008 1 0 (a pair of pixie wings) -O 0 25012 4 25013 (a carcass) -O 0 25012 4 25042 (a carcass) -O 0 25012 4 25047 (a carcass) -O 0 25012 4 25067 (a carcass) -D 0 25041 0 2 (Walking through DragonSpyre) -D 0 25043 2 2 (Walking through DragonSpyre) -D 0 25032 1 2 (The Lair of the White Dragon) -D 0 25044 3 2 (Walking through DragonSpyre) -D 0 25049 1 2 (Walking through DragonSpyre) -D 0 25050 3 2 (Treasure Room) -D 0 25037 1 2 (Walking through DragonSpyre) -D 0 25065 2 2 (Walking through DragonSpyre) -D 0 25066 0 2 (Walking through DragonSpyre) -D 0 25070 3 2 (Walking through DragonSpyre) -D 0 25074 1 2 (Walking through DragonSpyre) -D 0 25077 2 2 (Walking through DragonSpyre) -D 0 25078 0 2 (Treasure Room) -D 0 25083 0 2 (Walking through DragonSpyre) -D 0 25093 1 1 (Walking through DragonSpyre) -D 0 25094 3 1 (Throne room of the Pixie King) -D 0 25089 3 2 (Walking through DragonSpyre) -D 0 25090 1 2 (Pixie King's Bedroom) -S -$ diff --git a/lib/world/zon/251.zon b/lib/world/zon/251.zon deleted file mode 100644 index b88f3b0..0000000 --- a/lib/world/zon/251.zon +++ /dev/null @@ -1,99 +0,0 @@ -#251 -Crazyman~ -Ape Village~ -25100 25199 15 2 d 0 0 0 18 22 -M 0 25108 1 25151 (Ursus, the gorilla captain) -E 1 25105 1 6 (Ursus's black leather helm) -E 1 25104 5 5 (black gorilla armor) -M 0 25109 1 25148 (Dr. Zaius) -E 1 25106 5 16 (a wooden club) -M 0 25110 1 25140 (Cornelius) -E 1 25106 5 16 (a wooden club) -E 1 25102 6 12 (a thick, green ape cloak) -M 0 25111 1 25125 (Zira) -E 1 25106 5 16 (a wooden club) -E 1 25102 6 12 (a thick, green ape cloak) -M 0 25100 5 25121 (the chimpanzee) -E 1 25102 6 12 (a thick, green ape cloak) -E 1 25106 5 16 (a wooden club) -M 0 25100 5 25120 (the chimpanzee) -E 1 25102 6 12 (a thick, green ape cloak) -M 0 25100 5 25130 (the chimpanzee) -E 1 25102 6 12 (a thick, green ape cloak) -M 0 25100 5 25130 (the chimpanzee) -E 1 25102 6 12 (a thick, green ape cloak) -E 1 25106 5 16 (a wooden club) -M 0 25100 5 25124 (the chimpanzee) -E 1 25102 6 12 (a thick, green ape cloak) -M 0 25101 5 25149 (the chimpanzee) -E 1 25102 6 12 (a thick, green ape cloak) -M 0 25101 5 25133 (the chimpanzee) -E 1 25106 5 16 (a wooden club) -M 0 25101 5 25124 (the chimpanzee) -E 1 25106 5 16 (a wooden club) -M 0 25101 5 25145 (the chimpanzee) -M 0 25101 5 25137 (the chimpanzee) -M 0 25102 5 25130 (the Orangutan) -M 0 25102 5 25124 (the Orangutan) -M 0 25102 5 25125 (the Orangutan) -M 0 25103 5 25128 (the savage gorilla soldier) -E 1 25104 7 5 (black gorilla armor) -E 1 25106 5 16 (a wooden club) -M 0 25103 5 25128 (the savage gorilla soldier) -E 1 25104 7 5 (black gorilla armor) -E 1 25100 10 16 (a short ape rifle) -M 0 25103 5 25127 (the savage gorilla soldier) -E 1 25104 7 5 (black gorilla armor) -E 1 25100 10 16 (a short ape rifle) -M 0 25103 5 25130 (the savage gorilla soldier) -E 1 25104 7 5 (black gorilla armor) -E 1 25100 10 16 (a short ape rifle) -M 0 25103 5 25144 (the savage gorilla soldier) -E 1 25106 5 16 (a wooden club) -M 0 25104 5 25113 (the gorilla hunter) -E 1 25104 7 5 (black gorilla armor) -E 1 25101 10 16 (an ape shotgun) -M 0 25104 5 25110 (the gorilla hunter) -E 1 25104 7 5 (black gorilla armor) -E 1 25101 10 16 (an ape shotgun) -M 0 25104 5 25104 (the gorilla hunter) -E 1 25101 10 16 (an ape shotgun) -M 0 25105 5 25139 (the ape child) -E 1 25103 3 17 (a small ape doll) -E 1 25106 5 16 (a wooden club) -M 0 25105 5 25139 (the ape child) -E 1 25103 3 17 (a small ape doll) -E 1 25106 5 16 (a wooden club) -M 0 25105 5 25137 (the ape child) -E 1 25103 3 17 (a small ape doll) -E 1 25106 5 16 (a wooden club) -M 0 25106 5 25115 (the wild human) -E 1 25106 5 16 (a wooden club) -M 0 25106 5 25112 (the wild human) -E 1 25106 5 16 (a wooden club) -M 0 25106 5 25107 (the wild human) -E 1 25106 5 16 (a wooden club) -M 0 25107 5 25134 (the caged human) -M 0 25107 5 25134 (the caged human) -M 0 25107 5 25126 (the caged human) -M 0 25112 9 25157 (the rock) -M 0 25112 9 25176 (the rock) -M 0 25112 9 25169 (the rock) -M 0 25112 9 25180 (the rock) -M 0 25112 9 25192 (the rock) -M 0 25112 9 25179 (the rock) -M 0 25112 9 25189 (the rock) -M 0 25112 9 25183 (the rock) -M 0 25112 9 25166 (the rock) -M 0 25113 1 25198 (the keeper) -E 1 25109 1 16 (a rusty spike) -M 0 25114 1 25123 (the ape shopkeeper) -G 1 25106 100 -1 (a wooden club) -G 1 25104 100 -1 (black gorilla armor) -G 1 25100 100 -1 (a short ape rifle) -G 1 25101 100 -1 (an ape shotgun) -G 1 25108 100 -1 (an ape machine gun) -D 0 25151 5 1 (Amphitheater Stage) -D 0 25152 4 1 (Underground Cavern) -S -$ diff --git a/lib/world/zon/252.zon b/lib/world/zon/252.zon deleted file mode 100644 index 4a88447..0000000 --- a/lib/world/zon/252.zon +++ /dev/null @@ -1,50 +0,0 @@ -#252 -Kaan~ -Castle of the Vampyre~ -25200 25299 30 2 d 0 0 0 20 30 -M 0 25202 3 25220 (the Cigano Gypsy) -E 1 25206 3 1 (a ruby ring) -E 1 25207 3 10 (a studded armband) -M 0 25202 3 25217 (the Cigano Gypsy) -E 1 25206 3 1 (a ruby ring) -E 1 25207 3 10 (a studded armband) -M 0 25202 3 25208 (the Cigano Gypsy) -E 1 25206 3 1 (a ruby ring) -E 1 25207 3 10 (a studded armband) -M 0 25203 3 25201 (a Tsigani Gypsy) -E 1 25204 3 13 (a jeweled belt) -E 1 25205 3 2 (a topaz thumb ring) -M 0 25203 3 25204 (a Tsigani Gypsy) -E 1 25204 3 13 (a jeweled belt) -E 1 25205 3 2 (a topaz thumb ring) -M 0 25203 3 25206 (a Tsigani Gypsy) -E 1 25204 3 13 (a jeweled belt) -E 1 25205 3 2 (a topaz thumb ring) -M 0 25201 2 25235 (the Zigeuner Gypsy) -E 1 25208 2 14 (a shining silver bracelet) -M 0 25201 2 25219 (the Zigeuner Gypsy) -E 1 25208 2 14 (a shining silver bracelet) -M 0 25200 3 25241 (a huge black bat) -M 0 25200 3 25227 (a huge black bat) -M 0 25205 2 25225 (a Lesser Vampyre) -E 1 25202 2 1 (a glowing green ring) -M 0 25204 2 25226 (a Greater Vampyre) -E 1 25203 2 3 (a Bloodstone Amulet) -M 0 25205 2 25228 (a Lesser Vampyre) -E 1 25202 2 1 (a glowing green ring) -M 0 25204 2 25230 (a Greater Vampyre) -E 1 25203 2 3 (a Bloodstone Amulet) -M 0 25206 1 25233 (the Vampyre Lord) -E 1 25201 1 12 (a vampyre's cape) -E 1 25200 1 1 (the Blood Ring of the Ancients) -E 1 25202 1 1 (a glowing green ring) -D 0 25237 0 1 (Holding Cell) -D 0 25236 2 1 (Dark Dripping Hallway) -D 0 25224 3 1 (Dark Stairwell) -D 0 25212 1 1 (Echoing Hallway) -D 0 25216 2 1 (A Side Hallway) -D 0 25221 0 1 (Top of Stairway) -D 0 25209 0 1 (The Castle Gates) -D 0 25210 2 1 (Echoing Hallway) -S -$ diff --git a/lib/world/zon/253.zon b/lib/world/zon/253.zon deleted file mode 100644 index 3e447d2..0000000 --- a/lib/world/zon/253.zon +++ /dev/null @@ -1,113 +0,0 @@ -#253 -Kaan~ -Windmill~ -25300 25399 20 2 d 0 0 0 15 17 -D 0 25300 3 1 (Main Room - Windmill) -M 0 25310 10 25312 (an MoS soldier) -M 0 25302 10 25312 (an MoS soldier) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -M 0 25310 10 25311 (an MoS soldier) -M 0 25302 10 25311 (an MoS soldier) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -D 0 25311 1 1 (Steel Clad Passage) -M 0 25310 10 25310 (an MoS soldier) -D 0 25310 1 1 (Steel Clad Passage) -M 0 25310 10 25309 (an MoS soldier) -M 0 25302 10 25309 (an MoS soldier) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -D 0 25309 1 1 (Steel Clad Passage) -M 0 25310 10 25308 (an MoS soldier) -D 0 25308 1 1 (Steel Clad Passage) -M 0 25310 10 25307 (an MoS soldier) -M 0 25302 10 25307 (an MoS soldier) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -D 0 25307 2 1 (Steel Clad Passage) -D 0 25324 2 1 (Kitchen) -D 0 25324 3 1 (Kitchen) -D 0 25323 0 1 (Food Stores) -D 0 25323 3 1 (Food Stores) -M 0 25309 1 25302 (Bob, the MoS guard) -M 0 25300 1 25302 (an MoS Guard) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -D 0 25302 1 1 (Guard Room) -M 0 25302 10 25317 (an MoS soldier) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -M 0 25308 1 25334 (the Grand Knight) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -E 1 25305 1 17 (a gray piece of cloth) -D 0 25334 3 1 (The Grand Knight's Room) -M 0 25303 1 25327 (the Master at Arms) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -E 1 25304 2 14 (a steel wrist band) -E 1 25304 2 15 (a steel wrist band) -M 0 25301 1 25306 (Checkpoint Charley) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -E 1 25303 1 17 (a clipboard) -D 0 25306 0 1 (Checkpoint) -M 0 25307 1 25333 (the MoS General) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -M 0 25306 1 25332 (the MoS Sergeant) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -M 0 25305 1 25331 (the MoS Lieutenant) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -M 0 25304 1 25330 (the MoS Captain) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -M 0 25302 10 25325 (an MoS soldier) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -M 0 25302 10 25329 (an MoS soldier) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -M 0 25302 10 25321 (an MoS soldier) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -M 0 25302 10 25319 (an MoS soldier) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -M 0 25302 10 25314 (an MoS soldier) -E 1 25300 20 5 (a suit of steel MoS armor) -E 1 25301 20 16 (a steel sword) -E 1 25302 20 11 (an MoS shield) -D 0 25322 3 1 (Weapons Cache) -D 0 25325 3 1 (Mess Hall) -D 0 25320 0 1 (Steel Clad Passage) -D 0 25330 2 1 (Captain's Room) -D 0 25320 2 1 (Steel Clad Passage) -D 0 25332 0 1 (Sergeant's Room) -D 0 25321 0 1 (Eastern End of a Steel Clad Passage) -D 0 25331 2 1 (Lieutenant's Room) -D 0 25321 2 1 (Eastern End of a Steel Clad Passage) -D 0 25333 0 1 (General's Room) -D 0 25321 1 1 (Eastern End of a Steel Clad Passage) -S -$ diff --git a/lib/world/zon/254.zon b/lib/world/zon/254.zon deleted file mode 100644 index 97b4f4e..0000000 --- a/lib/world/zon/254.zon +++ /dev/null @@ -1,106 +0,0 @@ -#254 -Kaan~ -Mordecai's Village~ -25400 25499 25 1 d 0 0 0 6 30 -D 0 25400 1 2 (Entering the Village) -O 0 25418 1 25400 (a hole) -P 1 25414 1 25418 (the Bamboo Key) -M 0 25403 1 25453 (Penelope) -G 1 25405 1 -1 (Penelope's Golden Locket) -M 0 25404 10 25406 (the soldier) -E 1 25406 10 16 (a fishtail dagger) -E 1 25407 10 5 (the leather scrap armor) -M 0 25412 1 25406 (a squatting woman) -G 1 25419 1 -1 (a corn cob) -M 0 25401 8 25448 (the skinny woman) -M 0 25404 10 25448 (the soldier) -E 1 25406 10 16 (a fishtail dagger) -E 1 25407 10 5 (the leather scrap armor) -M 0 25401 8 25428 (the skinny woman) -M 0 25404 10 25428 (the soldier) -E 1 25406 10 16 (a fishtail dagger) -E 1 25407 10 5 (the leather scrap armor) -M 0 25405 4 25428 (the little whore) -D 0 25428 2 2 (A Twisty Turning Trail) -M 0 25400 8 25427 (the villager) -M 0 25404 10 25427 (the soldier) -E 1 25406 10 16 (a fishtail dagger) -E 1 25407 10 5 (the leather scrap armor) -M 0 25404 10 25413 (the soldier) -E 1 25406 10 16 (a fishtail dagger) -E 1 25407 10 5 (the leather scrap armor) -M 0 25404 10 25413 (the soldier) -E 1 25406 10 16 (a fishtail dagger) -E 1 25407 10 5 (the leather scrap armor) -M 0 25404 10 25413 (the soldier) -E 1 25406 10 16 (a fishtail dagger) -E 1 25407 10 5 (the leather scrap armor) -M 0 25404 10 25412 (the soldier) -E 1 25406 10 16 (a fishtail dagger) -E 1 25407 10 5 (the leather scrap armor) -M 0 25404 10 25412 (the soldier) -E 1 25406 10 16 (a fishtail dagger) -E 1 25407 10 5 (the leather scrap armor) -M 0 25404 10 25412 (the soldier) -E 1 25406 10 16 (a fishtail dagger) -E 1 25407 10 5 (the leather scrap armor) -M 0 25400 8 25401 (the villager) -M 0 25400 8 25408 (the villager) -M 0 25400 8 25411 (the villager) -M 0 25400 8 25413 (the villager) -M 0 25400 8 25423 (the villager) -M 0 25400 8 25430 (the villager) -M 0 25400 8 25416 (the villager) -M 0 25401 8 25444 (the skinny woman) -M 0 25401 8 25442 (the skinny woman) -M 0 25401 8 25431 (the skinny woman) -M 0 25401 8 25411 (the skinny woman) -M 0 25401 8 25402 (the skinny woman) -M 0 25401 8 25408 (the skinny woman) -M 0 25402 1 25450 (Lieutenant Caspan) -G 1 25417 1 -1 (the dull gray key) -E 1 25404 1 5 (the lieutenant's armor) -M 0 25405 4 25414 (the little whore) -M 0 25405 4 25441 (the little whore) -M 0 25406 4 25403 (the chanker ridden child) -M 0 25406 4 25411 (the chanker ridden child) -M 0 25406 4 25431 (the chanker ridden child) -M 0 25406 4 25446 (the chanker ridden child) -M 0 25407 8 25437 (the pregnant woman) -M 0 25407 8 25439 (the pregnant woman) -M 0 25407 8 25440 (the pregnant woman) -M 0 25407 8 25438 (the pregnant woman) -M 0 25407 8 25433 (the pregnant woman) -M 0 25407 8 25434 (the pregnant woman) -M 0 25407 8 25435 (the pregnant woman) -M 0 25407 8 25436 (the pregnant woman) -M 0 25408 5 25401 (the three legged dog) -M 0 25408 5 25411 (the three legged dog) -M 0 25408 5 25424 (the three legged dog) -M 0 25408 5 25430 (the three legged dog) -M 0 25408 5 25444 (the three legged dog) -M 0 25409 3 25451 (a toothless hag) -M 0 25409 3 25451 (a toothless hag) -M 0 25409 3 25451 (a toothless hag) -M 0 25410 1 25452 (Mordecai) -E 1 25412 1 17 (Mordecai's Robe) -G 1 25415 1 -1 (the skull-shaped key) -M 0 25411 6 25418 (the chicken) -E 1 25413 1 17 (the chicken drumstick) -G 1 25415 1 -1 (the skull-shaped key) -M 0 25411 6 25418 (the chicken) -M 0 25411 6 25418 (the chicken) -M 0 25411 6 25419 (the chicken) -M 0 25411 6 25419 (the chicken) -M 0 25411 6 25419 (the chicken) -O 0 25416 1 25454 (Mordecai's Stash) -D 0 25404 1 2 (A Holding Cell) -D 0 25403 3 2 (A Dirt Path) -D 0 25401 3 2 (A Dirt Path) -D 0 25405 1 2 (A Holding Cell) -D 0 25402 3 2 (A Dirt Path) -D 0 25429 0 2 (Weapon Cache) -D 0 25452 1 2 (Mordecai's Home) -D 0 25454 3 2 (Mordecai's Stash) -S -$ diff --git a/lib/world/zon/255.zon b/lib/world/zon/255.zon deleted file mode 100644 index 0c61655..0000000 --- a/lib/world/zon/255.zon +++ /dev/null @@ -1,54 +0,0 @@ -#255 -Kaan~ -Shipwreck~ -25500 25599 20 2 d 0 0 0 8 30 -M 0 25502 1 25525 (the Captain ghost) -E 1 25505 1 16 (the Captain's rapier) -E 1 25503 1 6 (an eyepatch) -E 1 25501 4 17 (a gold ring) -M 0 25500 1 25525 (a parrot ghost) -D 0 25525 0 1 (Captain's Quarters) -M 0 25501 25 25518 (a pirate ghost) -E 1 25504 3 16 (a ghostly dagger) -M 0 25505 1 25500 (an old sailor) -M 0 25501 25 25521 (a pirate ghost) -D 0 25521 1 1 (In a Corridor - Lower Deck) -D 0 25521 3 1 (In a Corridor - Lower Deck) -M 0 25501 25 25530 (a pirate ghost) -M 0 25501 25 25529 (a pirate ghost) -M 0 25501 25 25528 (a pirate ghost) -M 0 25503 1 25527 (the ghost cook) -E 1 25500 1 16 (a meat cleaver) -M 0 25501 25 25527 (a pirate ghost) -M 0 25501 25 25527 (a pirate ghost) -M 0 25501 25 25526 (a pirate ghost) -M 0 25501 25 25526 (a pirate ghost) -M 0 25501 25 25526 (a pirate ghost) -E 1 25504 4 16 (a ghostly dagger) -D 0 25526 2 1 (Bunk Room) -M 0 25501 25 25524 (a pirate ghost) -D 0 25524 2 1 (South End of Corridor) -M 0 25501 25 25522 (a pirate ghost) -E 1 25504 4 16 (a ghostly dagger) -D 0 25522 0 1 (North End of Corridor) -M 0 25501 25 25520 (a pirate ghost) -E 1 25504 3 16 (a ghostly dagger) -M 0 25501 25 25519 (a pirate ghost) -E 1 25504 3 16 (a ghostly dagger) -M 0 25501 25 25514 (a pirate ghost) -E 1 25504 3 16 (a ghostly dagger) -M 0 25501 25 25513 (a pirate ghost) -E 1 25504 3 16 (a ghostly dagger) -M 0 25501 25 25512 (a pirate ghost) -E 1 25504 3 16 (a ghostly dagger) -M 0 25501 25 25511 (a pirate ghost) -E 1 25504 3 16 (a ghostly dagger) -M 0 25506 1 25501 (the pile of bones) -M 0 25501 25 25516 (a pirate ghost) -M 0 25504 1 25516 (the ghost of the First Mate) -E 1 25502 1 3 (a shark-toothed necklace) -E 1 25501 4 17 (a gold ring) -M 0 25501 25 25517 (a pirate ghost) -M 0 25501 25 25515 (a pirate ghost) -S -$ diff --git a/lib/world/zon/256.zon b/lib/world/zon/256.zon deleted file mode 100644 index f51afed..0000000 --- a/lib/world/zon/256.zon +++ /dev/null @@ -1,154 +0,0 @@ -#256 -Kaan~ -Lord's Keep~ -25600 25699 30 2 d 0 0 0 6 29 -M 0 25610 5 25639 (the gardener) -G 1 25610 99 -1 (a melon) -G 1 25609 99 -1 (a loaf of bread) -G 1 25608 99 -1 (an apple) -G 1 25601 99 -1 (a bale of wheat) -G 1 25600 99 -1 (an orange) -D 0 25639 2 1 (Lord's Gardens) -M 0 25604 5 25657 (the Lord's guest) -D 0 25657 1 1 (Guest Room) -M 0 25609 1 25636 (the Commander) -E 1 25612 1 16 (a long sword) -E 1 25618 3 6 (a metal helm) -G 1 25625 1 -1 (a gray key) -D 0 25636 3 1 (Lord's Reception) -D 0 25636 2 2 (Lord's Reception) -M 0 25650 1 25650 (the sneaky servant') -G 1 25625 1 -1 (a gray key) -M 0 25605 3 25632 (a cook) -M 0 25605 3 25632 (a cook) -M 0 25605 3 25632 (a cook) -R 0 25632 25611 -1 (a knife) -O 0 25611 1 25632 (a knife) -R 0 25632 25614 -1 (a rolling pin) -O 0 25614 2 25632 (a rolling pin) -R 0 25632 25616 -1 (a cooler) -O 0 25616 1 25632 (a cooler) -P 0 25610 1 25616 (a melon) -P 0 25609 1 25616 (a loaf of bread) -P 0 25608 1 25616 (an apple) -P 0 25600 1 25616 (an orange) -D 0 25632 0 1 (Kitchen) -D 0 25632 1 1 (Kitchen) -D 0 25643 0 1 (Bathing Chambers) -D 0 25642 0 2 (Lord's Bedroom) -D 0 25642 2 1 (Lord's Bedroom) -M 0 25600 5 25641 (the maid) -M 0 25600 5 25652 (the maid) -M 0 25600 5 25648 (the maid) -M 0 25600 5 25612 (the maid) -M 0 25600 5 25611 (the maid) -M 0 25601 2 25613 (the firetender) -M 0 25601 2 25613 (the firetender) -M 0 25602 2 25612 (the firetender) -M 0 25602 2 25612 (the firetender) -M 0 25603 4 25627 (the Lord's servant) -M 0 25603 4 25606 (the Lord's servant) -M 0 25603 4 25610 (the Lord's servant) -M 0 25603 4 25654 (the Lord's servant) -M 0 25604 5 25614 (the Lord's guest) -M 0 25604 5 25613 (the Lord's guest) -M 0 25604 5 25647 (the Lord's guest) -M 0 25604 5 25608 (the Lord's guest) -M 0 25606 3 25655 (the child) -M 0 25606 3 25645 (the child) -M 0 25606 3 25635 (the child) -M 0 25607 1 25629 (the Lord) -E 1 25618 1 6 (a metal helm) -E 1 25613 1 16 (a short sword) -E 1 25617 1 17 (the Lord's badge of office) -E 1 25615 3 5 (a suit of plate mail) -M 0 25608 8 25633 (the Lord's Guard) -E 1 25602 8 16 (an iron flail) -E 1 25618 9 6 (a metal helm) -M 0 25608 8 25624 (the Lord's Guard) -E 1 25602 8 16 (an iron flail) -E 1 25618 9 6 (a metal helm) -E 1 25615 9 5 (a suit of plate mail) -M 0 25610 5 25653 (the gardener) -M 0 25610 5 25637 (the gardener) -M 0 25610 5 25638 (the gardener) -M 0 25611 1 25609 (the stablehand) -M 0 25612 1 25634 (a waiter) -G 1 25619 100 -1 (a glass) -G 1 25620 100 -1 (a cup of tea) -G 1 25621 100 -1 (a slice of pie) -M 0 25613 1 25604 (a blacksmith) -M 0 25608 8 25659 (the Lord's Guard) -E 1 25602 8 16 (an iron flail) -E 1 25618 9 6 (a metal helm) -E 1 25615 9 5 (a suit of plate mail) -M 0 25608 8 25669 (the Lord's Guard) -E 1 25602 8 16 (an iron flail) -E 1 25618 9 6 (a metal helm) -E 1 25615 9 5 (a suit of plate mail) -M 0 25608 8 25661 (the Lord's Guard) -E 1 25602 8 16 (an iron flail) -E 1 25618 9 6 (a metal helm) -E 1 25615 9 5 (a suit of plate mail) -M 0 25608 8 25682 (the Lord's Guard) -E 1 25602 8 16 (an iron flail) -E 1 25618 9 6 (a metal helm) -E 1 25615 9 5 (a suit of plate mail) -M 0 25608 8 25686 (the Lord's Guard) -E 1 25602 8 16 (an iron flail) -E 1 25618 9 6 (a metal helm) -E 1 25615 9 5 (a suit of plate mail) -M 0 25608 8 25690 (the Lord's Guard) -E 1 25602 8 16 (an iron flail) -E 1 25618 9 6 (a metal helm) -E 1 25615 9 5 (a suit of plate mail) -D 0 25667 0 1 (Under the Portcullis) -D 0 25603 2 1 (Guard Tower) -D 0 25667 2 1 (Under the Portcullis) -D 0 25602 0 1 (Guard Tower) -D 0 25658 2 1 (Grand Reception Hall) -D 0 25604 0 1 (The Armory) -D 0 25622 3 1 (Hallway) -D 0 25605 1 1 (Guest Room) -D 0 25623 1 1 (Hallway) -D 0 25655 3 1 (Courtyard) -D 0 25623 3 1 (Hallway) -D 0 25612 1 1 (Bath Room) -D 0 25624 3 1 (Hallway) -D 0 25607 1 1 (Guest Room) -D 0 25625 1 1 (Hallway) -D 0 25626 3 1 (Courtyard) -D 0 25625 3 1 (Hallway) -D 0 25608 1 1 (Guest Room) -D 0 25648 3 1 (Hallway) -D 0 25647 1 1 (Guest Room) -D 0 25648 1 1 (Hallway) -D 0 25649 3 1 (Courtyard) -D 0 25620 1 1 (Grand Reception Hall) -D 0 25631 3 1 (Reception Waiting Room) -D 0 25631 1 1 (Reception Waiting Room) -D 0 25620 0 1 (Grand Reception Hall) -D 0 25619 2 1 (Hallway) -D 0 25620 2 1 (Grand Reception Hall) -D 0 25621 0 1 (Hallway) -D 0 25633 2 1 (Hallway) -D 0 25633 0 1 (Hallway) -D 0 25634 2 1 (The Tea Room) -D 0 25606 3 1 (Dining Hall) -D 0 25634 1 1 (The Tea Room) -D 0 25640 3 1 (Library) -D 0 25641 0 1 (Hallway) -D 0 25640 2 1 (Library) -D 0 25640 0 1 (Library) -D 0 25618 3 1 (Hallway) -D 0 25610 1 1 (Guest Room) -D 0 25617 3 1 (Hallway) -D 0 25611 1 1 (Guest Room) -D 0 25616 3 1 (Hallway) -D 0 25613 1 1 (Bath Room) -D 0 25615 3 1 (Hallway) -D 0 25614 1 1 (Guest Room) -D 0 25652 3 1 (Hallway) -D 0 25628 4 2 (The Beginning of a Very Dark & Uncomfortable Passageway) -S -$ diff --git a/lib/world/zon/257.zon b/lib/world/zon/257.zon deleted file mode 100644 index d932b15..0000000 --- a/lib/world/zon/257.zon +++ /dev/null @@ -1,270 +0,0 @@ -#257 -Kaan~ -Jareth Main City~ -25700 25799 10 2 d 0 0 0 1 33 -M 0 25760 3 25782 (a member of the city constable) -E 1 25722 99 17 (an aqua potion) -M 0 25760 2 25782 (a member of the city constable) -E 1 25722 99 17 (an aqua potion) -R 0 25782 25748 -1 (a wanted poster) -O 0 25748 1 25782 (a wanted poster) -M 0 25762 2 25782 (a member of the city constable) -M 0 25704 1 25700 (maris' wife Ilena) -G 1 25740 100 -1 (a blue jacket) -G 1 25742 100 -1 (a shield) -G 1 25743 100 -1 (a pair of black leather pants) -G 1 25744 100 -1 (a leather helm) -G 1 25741 100 -1 (a pair of leather gloves) -M 0 25719 1 25711 (the banker) -G 1 25705 1 -1 (a key of dull metal) -R 0 25711 25758 -1 (a deposit slip) -O 0 25758 99 25711 (a deposit slip) -R 0 25711 25759 -1 (a withdrawal slip) -O 0 25759 99 25711 (a withdrawal slip) -M 0 25799 1 25734 (the Jeweler) -G 1 25787 10 -1 (a large ruby) -G 1 25788 10 -1 (a glittering diamond) -G 1 25789 10 -1 (a brilliant sapphire) -M 0 25709 1 25709 (the wellmaster) -G 1 25765 100 -1 (a cup) -G 1 25779 100 -1 (a canteen) -M 0 25721 1 25778 (the priests' guildmaster) -R 0 25778 3096 -1 (a social bulletin board) -O 0 3096 99 25778 (a social bulletin board) -M 0 25777 1 25727 (the guildguard) -R 0 25727 3096 -1 (a social bulletin board) -O 0 3096 99 25727 (a social bulletin board) -M 0 25722 1 25748 (the thieves' guildmaster) -R 0 25748 25715 -1 (a heaping chest of coins) -O 0 25715 1 25748 (a heaping chest of coins) -R 0 25748 25717 -1 (a glowing rack of armor) -O 0 25717 1 25748 (a glowing rack of armor) -R 0 25748 3096 -1 (a social bulletin board) -O 0 3096 99 25748 (a social bulletin board) -D 0 25748 3 1 (Thieves' Guild) -M 0 25745 1 25774 (the waiter) -G 1 25702 100 -1 (a bottle) -G 1 25703 100 -1 (Blasco's Revenge) -G 1 25704 100 -1 (a bottle of Sally's Special) -E 1 322 100 16 (a long sword) -M 0 25775 1 25774 (the guildguard) -M 0 25713 1 25720 (Granny) -D 1 25720 1 2 (Granny's Quilt Shop) -M 0 25776 1 25766 (the guildguard) -M 0 25732 1 25745 (the Guildmaster) -M 0 25789 1 25722 (wayn the Pet Shop) -G 1 25729 1 -1 (a pair of nose plugs) -M 0 25724 1 25717 (Clariss) -G 1 25722 500 -1 (an aqua potion) -G 1 25751 500 -1 (a yellow potion of see invisible) -G 1 25752 500 -1 (a scroll of recall) -G 1 25790 500 -1 (a deep-green potion) -M 0 25723 1 25775 (the fighters' guildmaster) -M 0 25727 1 25775 (the knight) -E 1 322 100 16 (a long sword) -M 0 25701 1 25716 (the town provisioner) -G 1 25709 100 -1 (a waybread) -G 1 25710 100 -1 (some dried rations) -G 1 25711 100 -1 (an apple) -E 1 322 100 16 (a long sword) -M 0 25703 1 25763 (Maris the weaponsmith) -G 1 25720 100 -1 (a dagger) -G 1 25721 100 -1 (a small sword) -G 1 25723 100 -1 (a wooden club) -G 1 25724 100 -1 (a mace) -G 1 25725 100 -1 (a flail) -E 1 322 100 16 (a long sword) -M 0 25725 1 25765 (the horse trader) -E 1 322 100 16 (a long sword) -M 0 25705 1 25715 (the balding man) -E 1 322 100 16 (a long sword) -M 0 25795 1 25764 (the cryogenicist) -E 1 322 100 16 (a long sword) -M 0 25760 7 25768 (a member of the city constable) -E 1 322 100 16 (a long sword) -M 0 25760 7 25768 (a member of the city constable) -E 1 322 100 16 (a long sword) -D 1 25768 0 1 (Constabulary) -D 1 25768 1 2 (Constabulary) -M 0 25760 7 25757 (a member of the city constable) -E 1 322 100 16 (a long sword) -M 0 25760 7 25757 (a member of the city constable) -E 1 322 100 16 (a long sword) -M 0 25760 7 25757 (a member of the city constable) -E 1 322 100 16 (a long sword) -R 0 25757 25747 -1 (a wanted poster) -O 0 25747 1 25757 (a wanted poster) -M 0 25762 2 25757 (a member of the city constable) -M 0 25702 1 25762 (Elias Dalston) -G 1 25730 100 -1 (a torch) -G 1 25731 100 -1 (a lantern) -G 1 25732 100 -1 (a bag) -G 1 25733 100 -1 (a backpack) -E 1 322 100 16 (a long sword) -M 0 25747 1 25736 (the receptionist) -R 0 25799 25716 -1 (the bench) -O 0 25716 7 25799 (the bench) -M 0 25747 1 25702 (the receptionist) -M 0 25773 1 25738 (the guildguard) -M 0 25718 1 25785 (the librarian) -O 0 25786 1 25785 (the sign) -M 0 25717 1 25787 (the trainer) -O 0 25785 1 25787 (a sign) -M 0 25700 1 25735 (the young man) -E 1 25706 1 6 (some mirrored sunglasses) -E 1 25707 1 5 (a tie dyed robe) -E 1 25728 1 17 (a joint) -G 1 25750 500 -1 (a scroll of identify) -G 1 25752 500 -1 (a scroll of recall) -G 1 25753 500 -1 (a gray wand of invisibility) -G 1 25757 500 -1 (a scroll of remove curse) -M 0 25706 1 25710 (Captain Vulcevic) -G 1 25760 20 -1 (a raft) -G 1 25761 10 -1 (a canoe) -G 1 25762 15 -1 (a row boat) -G 1 25763 500 -1 (a rubber ducky) -M 0 25707 1 25733 (Daron) -G 1 25734 1 -1 (a shoe horn) -G 1 25736 1 -1 (a sanitary footy) -M 0 25710 1 25783 (the postmaster) -M 0 25720 1 25739 (the mages' guildmaster) -M 0 25740 1 25732 (the bartender) -G 1 25702 100 -1 (a bottle) -G 1 25703 100 -1 (Blasco's Revenge) -G 1 25712 100 -1 (a hoagie) -G 1 25713 100 -1 (a shot) -M 0 25742 1 25724 (the bartender) -G 1 25713 100 -1 (a shot) -G 1 25714 100 -1 (some nachos with cheese) -E 1 25720 100 16 (a dagger) -M 0 25743 1 25731 (the hostess) -G 1 25701 100 -1 (a bottle) -G 1 25738 100 -1 (a glass) -G 1 25739 100 -1 (a champagne glass) -E 1 25724 100 16 (a mace) -M 0 25744 1 25719 (the waiter) -G 1 25700 100 -1 (a fermented bottle) -G 1 25737 100 -1 (a dirty glass) -E 1 25721 100 16 (a small sword) -M 0 25746 1 25789 (Salazar) -G 1 25704 100 -1 (a bottle of Sally's Special) -G 1 25764 100 -1 (a red lager) -M 0 25759 5 25752 (the Peacekeeper) -M 0 25759 5 25705 (the Peacekeeper) -M 0 25759 5 25740 (the Peacekeeper) -M 0 25759 5 25794 (the Peacekeeper) -M 0 25759 5 25750 (the Peacekeeper) -M 0 25761 5 25702 (the sanitary engineer) -E 1 25749 2 17 (a dustpan) -M 0 25761 5 25705 (the sanitary engineer) -E 1 25749 2 17 (a dustpan) -M 0 25768 2 25712 (the pale street urchin) -M 0 25768 2 25760 (the pale street urchin) -M 0 25763 5 25706 (the mercenary) -E 1 25721 100 16 (a small sword) -M 0 25764 3 25732 (the drunk) -M 0 25765 2 25755 (the beggar) -G 1 25705 1 -1 (a key of dull metal) -M 0 25765 2 25743 (the beggar) -M 0 25708 1 25721 (the blacksmith) -M 0 25741 1 25784 (the nurse) -M 0 25766 1 25772 (the stableman) -M 0 25790 1 25753 (the cartwright) -G 1 25772 10 -1 (a wagon) -G 1 25773 15 -1 (a hand cart) -G 1 25774 5 -1 (a carriage) -M 0 25714 1 25788 (the dealer) -G 1 25726 1 -1 (a dark pin-striped suit) -G 1 25727 1 -1 (some brass knuckles) -M 0 25715 1 25773 (Grigor) -G 1 25708 1 -1 (a fishing hat) -M 0 25716 1 25786 (Franz the clothier) -G 1 25766 500 -1 (a bright checkered pants) -G 1 25767 500 -1 (a golfers cap) -G 1 25768 500 -1 (a red satin shirt) -G 1 25769 500 -1 (a pair of blue suede shoes) -M 0 25728 1 25770 (the Magistrate) -M 0 25729 1 25767 (Rapas) -G 1 25770 10 -1 (some black leather gloves) -G 1 25771 12 -1 (a pair of black boots) -M 0 25730 1 25704 (the nurse) -G 1 25776 1 -1 (a syringe) -M 0 25731 28 25755 (the street tough) -M 0 25731 28 25755 (the street tough) -M 0 25731 28 25755 (the street tough) -M 0 25731 28 25744 (the street tough) -M 0 25731 28 25744 (the street tough) -M 0 25731 28 25744 (the street tough) -M 0 25731 28 25744 (the street tough) -M 0 25731 28 25744 (the street tough) -M 0 25731 28 25743 (the street tough) -M 0 25731 28 25743 (the street tough) -M 0 25731 28 25743 (the street tough) -M 0 25731 28 25743 (the street tough) -M 0 25731 28 25743 (the street tough) -M 0 25731 28 25743 (the street tough) -M 0 25731 28 25743 (the street tough) -M 0 25731 28 25743 (the street tough) -M 0 25731 28 25747 (the street tough) -M 0 25731 28 25747 (the street tough) -M 0 25731 28 25747 (the street tough) -M 0 25731 28 25747 (the street tough) -M 0 25731 28 25747 (the street tough) -M 0 25731 28 25747 (the street tough) -M 0 25731 28 25747 (the street tough) -M 0 25731 28 25747 (the street tough) -M 0 25731 28 25747 (the street tough) -M 0 25731 28 25747 (the street tough) -M 0 25731 28 25747 (the street tough) -M 0 25731 28 25747 (the street tough) -M 0 25733 1 25761 (the assassin) -M 0 25748 1 25771 (Jacques the Jackal) -G 1 25780 1 -1 (Jacque's pinky finger) -M 0 25749 1 25754 (Harah the Horsemaster) -M 0 25769 5 25781 (a commoner) -M 0 25769 5 25751 (a commoner) -M 0 25769 5 25725 (a commoner) -M 0 25769 5 25758 (a commoner) -M 0 25769 5 25771 (a commoner) -M 0 25770 5 25728 (one of the town folk of Jareth) -M 0 25770 5 25731 (one of the town folk of Jareth) -M 0 25770 5 25754 (one of the town folk of Jareth) -M 0 25770 5 25756 (one of the town folk of Jareth) -M 0 25770 5 25798 (one of the town folk of Jareth) -M 0 25791 1 25723 (the puppy) -M 0 25792 1 25723 (the beagle) -M 0 25793 1 25723 (the rottweiler) -M 0 25794 1 25723 (the wolf) -M 0 25774 1 25777 (the guildguard) -R 0 25705 25735 -1 (the large fountain) -O 0 25735 1 25705 (the large fountain) -R 0 25798 25716 -1 (the bench) -O 0 25716 7 25798 (the bench) -R 0 25751 25716 -1 (the bench) -O 0 25716 7 25751 (the bench) -R 0 25797 25716 -1 (the bench) -O 0 25716 7 25797 (the bench) -R 0 25796 25716 -1 (the bench) -O 0 25716 7 25796 (the bench) -R 0 25795 25716 -1 (the bench) -O 0 25716 7 25795 (the bench) -R 0 25794 25716 -1 (the bench) -O 0 25716 7 25794 (the bench) -R 0 25731 25718 -1 (a menu) -O 0 25718 1 25731 (a menu) -R 0 25704 25775 -1 (a tray of stale donuts) -O 1 25775 1 25704 (a tray of stale donuts) -R 0 25704 25781 -1 (the wall sign) -O 1 25781 1 25704 (the wall sign) -R 0 25788 25782 -1 (the wall sign) -O 1 25782 1 25788 (the wall sign) -R 0 25703 25796 -1 (a social bulletin board) -R 0 25718 25796 -1 (a social bulletin board) -R 0 25728 25796 -1 (a social bulletin board) -D 1 25747 1 2 (Dark Alley) -D 1 25767 3 2 (Thief Shop) -D 1 25770 2 1 (The Magistrate's Office) -D 1 25769 3 2 (Holding Cell) -D 1 25747 1 1 (Dark Alley) -S -$ diff --git a/lib/world/zon/258.zon b/lib/world/zon/258.zon deleted file mode 100644 index 53758f1..0000000 --- a/lib/world/zon/258.zon +++ /dev/null @@ -1,26 +0,0 @@ -#258 -Kaan~ -Light Forest~ -25800 25899 30 2 d 0 0 0 28 30 -M 0 25800 10 25800 (the roaming vagabond) -M 0 25803 10 25801 (a hiker) -M 0 25802 10 25803 (a rabbit) -M 0 25801 10 25802 (the messenger) -M 0 25800 3 25821 (the roaming vagabond) -M 0 25800 3 25821 (the roaming vagabond) -M 0 25800 3 25821 (the roaming vagabond) -M 0 25801 10 25808 (the messenger) -M 0 25801 10 25809 (the messenger) -M 0 25801 10 25809 (the messenger) -M 0 25801 10 25812 (the messenger) -M 0 25801 10 25812 (the messenger) -M 0 25801 10 25812 (the messenger) -M 0 25801 10 25814 (the messenger) -M 0 25801 10 25816 (the messenger) -M 0 25801 10 25818 (the messenger) -M 0 25801 10 25856 (the messenger) -M 0 25802 4 25851 (a rabbit) -M 0 25802 4 25856 (a rabbit) -M 0 25803 1 25856 (a hiker) -S -$ diff --git a/lib/world/zon/259.zon b/lib/world/zon/259.zon deleted file mode 100644 index d82d9b9..0000000 --- a/lib/world/zon/259.zon +++ /dev/null @@ -1,47 +0,0 @@ -#259 -Kaan~ -Haunted Mansion~ -25900 25999 30 2 d 0 0 0 25 30 -M 0 25908 6 25910 (a scurrying rat) -M 0 25908 6 25914 (a scurrying rat) -D 0 25904 5 1 (West Side of the House - Cellar Entrance) -M 0 25908 6 25904 (a scurrying rat) -M 0 25906 5 25945 (a Howling Phantom) -M 0 25908 6 25945 (a scurrying rat) -M 0 25906 5 25942 (a Howling Phantom) -M 0 25908 6 25942 (a scurrying rat) -M 0 25906 5 25943 (a Howling Phantom) -M 0 25908 6 25943 (a scurrying rat) -D 0 25944 2 1 (Dry Storage) -M 0 25907 1 25944 (a Screeching Apparition) -M 0 25906 5 25947 (a Howling Phantom) -M 0 25906 5 25939 (a Howling Phantom) -D 0 25908 1 2 (Front Hallway) -M 0 25905 5 25908 (a large black spider) -D 0 25922 0 1 (Hallway) -M 0 25902 1 25922 (a sticky spiderweb) -M 0 25905 5 25922 (a large black spider) -M 0 25905 5 25919 (a large black spider) -M 0 25905 5 25917 (a large black spider) -D 0 25928 3 1 (West End of the Hallway) -M 0 25905 5 25928 (a large black spider) -M 0 25904 5 25936 (the churel) -D 0 25929 0 1 (East End of the Hall) -D 0 25929 1 1 (East End of the Hall) -M 0 25904 5 25929 (the churel) -M 0 25904 5 25912 (the churel) -M 0 25904 5 25920 (the churel) -D 0 25923 2 1 (Study) -M 0 25903 1 25923 (the spectre of the master of the house) -D 0 25934 1 1 (Master Bedroom) -M 0 25901 1 25934 (the Spectre of a Woman) -M 0 25900 1 25925 (the Fetch) -D 0 25940 0 1 (Cellar) -D 0 25938 4 1 (Cellar Steps) -D 0 25937 3 1 (Bedroom) -D 0 25935 2 1 (Bedroom) -D 0 25932 2 1 (Bedroom) -D 0 25927 0 1 (Darkened Hall) -D 0 25931 3 1 (Top of the Steps at the Front Door) -S -$ diff --git a/lib/world/zon/26.zon b/lib/world/zon/26.zon deleted file mode 100644 index 7753899..0000000 --- a/lib/world/zon/26.zon +++ /dev/null @@ -1,134 +0,0 @@ -#26 -Skylar~ -High Tower of Magic II~ -2600 2699 20 2 -D 0 2600 0 1 (A Hallway) -M 0 2539 5 2628 (the wooden golem) -M 0 2539 5 2628 (the wooden golem) -M 0 2540 1 2602 (the Master Spellbinder) -E 1 2524 1 17 (a silvery key) -G 1 2523 1 -1 (a silvery key) -E 1 2565 2 13 (a holstered belt) -P 1 2566 2 2565 (a blackened wand) -M 0 2541 1 2609 (the Golem Maker) -E 1 2567 2 17 (a runed chisel) -M 0 2542 1 2609 (the granite golem) -M 0 2543 1 2611 (the bronze golem) -M 0 2544 1 2611 (the flesh golem) -M 0 2545 1 2609 (the cloth golem) -M 0 2546 1 2611 (the adamantite golem) -M 0 2547 1 2611 (the clay golem) -M 0 2548 1 2617 (the Master of Illusions) -E 1 2568 3 13 (a beltpouch) -P 1 2569 3 2568 (some sparkling dust) -M 0 2549 1 2625 (the Necromancer) -E 1 2570 2 3 (a dark cowl) -E 1 2571 2 17 (an ashen wand) -M 0 2550 4 2625 (the animated skeleton) -M 0 2550 4 2625 (the animated skeleton) -M 0 2551 1 2625 (the undead giant) -E 1 2572 1 16 (a huge spiked club) -M 0 2552 3 2635 (the ugly witch) -M 0 2552 3 2635 (the ugly witch) -M 0 2552 3 2635 (the ugly witch) -M 0 2553 1 2637 (the Librarian) -M 0 2554 1 2653 (the Master's apprentice) -E 1 2573 1 12 (a gray robe) -E 1 2574 1 14 (a glinting silver bracelet) -M 0 2555 1 2654 (the gray cat) -M 0 2556 1 2654 (the Master of Neutrality) -G 1 2593 1 -1 (a gray key) -E 1 2575 1 3 (a long gray cloak) -E 1 2576 1 16 (an iron shod staff) -E 1 2577 3 17 (a ward minor) -M 0 2557 1 2661 (the black robed apprentice) -E 1 2578 1 12 (a black robe) -E 1 2579 1 14 (an onyx bracelet) -M 0 2558 1 2664 (the black cat) -M 0 2559 1 2664 (the Master of the Black Robes) -G 1 2594 1 -1 (a black key) -E 1 2580 1 3 (a dark black cloak) -E 1 2581 1 16 (a sharp shard of obsidian) -E 1 2577 3 17 (a ward minor) -M 0 2560 1 2667 (the white robed apprentice) -E 1 2582 1 12 (a white robe) -E 1 2583 1 14 (a white gold bracelet) -M 0 2561 1 2669 (the white cat) -M 0 2562 1 2669 (the Master of Goodness) -G 1 2595 1 -1 (a white key) -E 1 2584 1 3 (a white cloak) -E 1 2585 1 16 (an ivory hilted dagger) -E 1 2577 3 17 (a ward minor) -M 0 2563 1 2677 (the calico cat) -E 1 2586 1 3 (a spiked collar) -M 0 2564 1 2677 (the Grand Mistress) -G 1 2538 1 -1 (an intricately carved key) -E 1 2587 1 3 (a shimmering cloak of many colors) -E 1 2592 2 5 (a tight fitting green dragon scale shirt) -E 1 2588 1 1 (a small emerald ring) -E 1 2589 1 14 (an emerald bracelet) -E 1 2590 1 17 (a ward major) -E 1 2591 1 16 (the ebony kris) -O 0 2519 1 2601 (a wooden staff) -O 0 2520 1 2603 (a silver chased cabinet) -O 0 2519 1 2601 (a wooden staff) -O 0 2520 1 2603 (a silver chased cabinet) -P 1 2525 1 2520 (a red and white staff) -P 1 2526 1 2520 (a burnt staff) -O 0 2521 1 2603 (a silver chased cabinet) -P 1 2527 1 2521 (a black rod) -P 1 2528 1 2521 (a wooden stick) -P 1 2529 1 2521 (a metal wand) -O 0 2530 1 2635 (a black cauldron) -P 1 2531 1 2530 (a small pair of bat wings) -P 1 2532 1 2530 (an eyeball) -O 0 2533 1 2645 (the book of magic) -P 1 2534 1 2533 (a pair of spectacles) -O 0 2535 1 2680 (a golden altar) -P 1 2536 1 2535 (a heart shaped medallion) -O 0 2537 1 2681 (a large chest) -P 1 2539 1 2537 (a pile of coins is here) -O 0 2540 1 2682 (a brown cloak) -O 0 2541 1 2682 (a chameleon poncho) -O 0 2542 1 2682 (a pair of old boots) -O 0 2544 1 2682 (a leather backpack) -P 1 2543 1 2544 (a seashell ring) -D 0 2601 2 1 (A Store Room) -D 0 2601 3 1 (A Store Room) -D 0 2602 1 1 (The Master Spellbinder's Chamber) -D 0 2602 3 1 (The Master Spellbinder's Chamber) -D 0 2603 1 1 (The Spellbinder's Cache) -D 0 2605 0 1 (A Hallway) -D 0 2603 2 1 (The Spellbinder's Cache) -D 0 2608 3 1 (A Hallway) -D 0 2609 1 1 (The Golem Master's Workshop) -D 0 2609 5 1 (The Golem Master's Workshop) -D 0 2612 4 1 (It Is Very Dark Here...) -D 0 2616 2 1 (A Hallway) -D 0 2617 0 1 (The Illusion Master's Chamber) -D 0 2619 2 1 (A Hallway) -D 0 2620 0 1 (The Meditation Chamber) -D 0 2622 1 1 (A Hallway) -D 0 2623 3 1 (A Dark Room) -D 0 2634 1 1 (A Corridor) -D 0 2635 3 1 (The Scrying Chamber) -D 0 2536 3 1 (A Guest Bedroom) -D 0 2637 1 1 (The Entrance To The Library) -D 0 2652 2 1 (A Gray Tiled Hallway) -D 0 2653 0 1 (The Antechamber) -D 0 2660 1 1 (The End Of The Hallway) -D 0 2661 3 1 (The Chamber Of Darkness) -D 0 2666 3 1 (A Bright Hallway) -D 0 2667 1 1 (An Antechamber) -D 0 2673 0 2 (A Wide Hallway) -D 0 2674 2 2 (A Wide Hallway) -D 0 2674 0 2 (A Wide Hallway) -D 0 2675 2 2 (A Wide Hallway) -D 0 2675 0 2 (A Wide Hallway) -D 0 2676 2 2 (The Entranceway) -D 0 2680 1 1 (The Altar) -D 0 2681 3 1 (The Treasury) -D 0 2680 3 1 (The Altar) -D 0 2682 1 1 (A Passage) -S -$ diff --git a/lib/world/zon/260.zon b/lib/world/zon/260.zon deleted file mode 100644 index da4c3f1..0000000 --- a/lib/world/zon/260.zon +++ /dev/null @@ -1,31 +0,0 @@ -#260 -Kaan~ -Grasslands~ -26000 26099 10 2 d 0 0 0 13 16 -M 0 26005 20 26017 (a Rahn Keeper) -M 0 26003 20 26015 (a Rahn huntress) -M 0 26004 20 26014 (a Rahn hidesman) -M 0 26004 20 26013 (a Rahn hidesman) -M 0 26004 20 26011 (a Rahn hidesman) -M 0 26004 20 26010 (a Rahn hidesman) -M 0 26003 20 26009 (a Rahn huntress) -M 0 26000 20 26007 (a Rahn warrior) -M 0 26001 20 26006 (a Rahn warrior) -M 0 26002 20 26005 (a Rahn hunter) -M 0 26002 4 26004 (a Rahn hunter) -M 0 26002 4 26004 (a Rahn hunter) -M 0 26001 20 26003 (a Rahn warrior) -M 0 26001 20 26002 (a Rahn warrior) -M 0 26001 20 26001 (a Rahn warrior) -M 0 26000 2 26016 (a Rahn warrior) -M 0 26000 2 26016 (a Rahn warrior) -M 0 26001 2 26027 (a Rahn warrior) -M 0 26001 2 26027 (a Rahn warrior) -M 0 26002 4 26008 (a Rahn hunter) -M 0 26002 4 26008 (a Rahn hunter) -M 0 26003 4 26012 (a Rahn huntress) -M 0 26003 4 26012 (a Rahn huntress) -M 0 26003 4 26018 (a Rahn huntress) -M 0 26003 4 26018 (a Rahn huntress) -S -$ diff --git a/lib/world/zon/261.zon b/lib/world/zon/261.zon deleted file mode 100644 index 1269f57..0000000 --- a/lib/world/zon/261.zon +++ /dev/null @@ -1,106 +0,0 @@ -#261 -Kaan~ -Inna & Igor's Castle~ -26100 26199 20 1 d 0 0 0 18 30 -O 0 26100 1 26114 (a painting) -M 0 26100 1 26100 (the butler) -E 1 26118 4 12 (a black overcoat) -E 1 26117 4 7 (some black slacks) -E 1 26116 4 5 (a white shirt) -D 0 26100 1 1 (Foyer) -D 0 26132 2 1 (Ma & Pa's Home) -M 0 26117 1 26132 (Ma) -E 1 26121 10 16 (some knitting needles) -M 0 26118 1 26132 (Pa) -E 1 26119 10 16 (a whittlin' knife) -E 1 26120 10 17 (some whittled wood) -D 0 26142 3 1 (Entrance to a Large Home) -M 0 26122 1 26141 (Inna) -M 0 26123 1 26141 (Igor) -D 0 26141 3 1 (The Laboratory) -M 0 26121 1 26133 (a receptionist) -D 0 26131 2 1 (Butler's Quarters) -D 0 26131 1 1 (Butler's Quarters) -D 0 26130 0 1 (Martin's Rest) -M 0 26120 1 26130 (Martin) -D 0 26127 1 1 (Dragon's Lair) -M 0 26119 1 26127 (the Ancient Dragon) -D 0 26129 0 1 (The Bar) -M 0 26116 1 26129 (Old Marty) -G 1 26107 50 -1 (a bottle) -G 1 26108 50 -1 (a dark bottle) -G 1 26109 50 -1 (a bottle) -G 1 26110 50 -1 (a mug) -G 1 26111 50 -1 (a shot) -G 1 26112 50 -1 (a Flaming Bottle) -G 1 26113 50 -1 (a mug (Marty's Own Malt)) -G 1 26114 50 -1 (a coffee cup) -G 1 26115 50 -1 (a cup) -D 0 26128 0 1 (A Dark Room) -O 0 26106 1 26128 (an amulet) -D 0 26123 0 1 (Spotless White Hallway) -D 0 26123 2 1 (Spotless White Hallway) -D 0 26124 2 1 (Hallway) -M 0 26105 3 26124 (a servant) -D 0 26124 0 1 (Hallway) -D 0 26125 2 1 (Spotless White Hallway) -D 0 26126 2 1 (Bathroom) -D 0 26125 0 1 (Spotless White Hallway) -O 0 26105 1 26126 (a bloody shower) -M 0 26115 1 26126 (vampiress) -D 0 26125 3 1 (Spotless White Hallway) -D 0 26122 3 1 (Bedroom) -M 0 26113 1 26122 (a naked man) -M 0 26114 1 26122 (the cowering woman) -O 0 26102 4 26122 (a black maid's dress) -O 0 26104 4 26122 (a white maid's smock) -M 0 26112 1 26121 (Inna's cat) -O 0 26101 1 26121 (the glistening pool of water) -D 0 26118 1 1 (Stairwell) -M 0 26106 3 26113 (a maid) -E 1 26102 4 5 (a black maid's dress) -E 1 26104 4 12 (a white maid's smock) -M 0 26109 1 26113 (a slimy green thing) -M 0 26108 1 26112 (the fat maid) -M 0 26107 1 26111 (the Cook) -M 0 26106 3 26117 (a maid) -E 1 26102 4 5 (a black maid's dress) -E 1 26104 4 12 (a white maid's smock) -D 0 26107 3 1 (Hallway) -M 0 26105 3 26107 (a servant) -E 1 26118 4 12 (a black overcoat) -E 1 26117 4 7 (some black slacks) -E 1 26116 4 5 (a white shirt) -D 0 26105 3 1 (Hallway) -M 0 26106 3 26105 (a maid) -E 1 26102 4 5 (a black maid's dress) -E 1 26104 4 12 (a white maid's smock) -D 0 26103 3 1 (Hallway) -M 0 26105 3 26103 (a servant) -E 1 26118 4 12 (a black overcoat) -E 1 26117 4 7 (some black slacks) -E 1 26116 4 5 (a white shirt) -M 0 26102 1 26110 (a man) -M 0 26103 1 26110 (a woman) -M 0 26104 1 26110 (a balding man) -D 0 26109 3 1 (Hallway) -D 0 26108 3 1 (Hallway) -D 0 26106 3 1 (Hallway) -D 0 26104 3 1 (Hallway) -D 0 26102 3 1 (Hallway) -M 0 26101 1 26101 (a five headed demon) -M 0 26105 1 26137 (a servant) -E 1 26118 4 12 (a black overcoat) -E 1 26117 4 7 (some black slacks) -E 1 26116 4 5 (a white shirt) -R 0 26136 26115 -1 (a cup) -O 0 26115 10 26136 (a cup) -D 0 26136 1 1 (A Hallway) -D 0 26139 3 1 (Inna's Office) -D 0 26136 3 1 (A Hallway) -D 0 26140 1 1 (Inna & Igor's Bedroom) -D 0 26135 1 1 (A Hallway) -D 0 26135 3 1 (A Hallway) -D 0 26138 1 1 (Igor's Office) -S -$ diff --git a/lib/world/zon/262.zon b/lib/world/zon/262.zon deleted file mode 100644 index ad2903f..0000000 --- a/lib/world/zon/262.zon +++ /dev/null @@ -1,67 +0,0 @@ -#262 -Kaan~ -Forest Trails~ -26200 26299 30 2 d 0 0 0 7 15 -M 0 26203 6 26244 (an enormous black bear) -E 1 26206 20 12 (a bear's hide) -M 0 26203 6 26209 (an enormous black bear) -E 1 26205 20 4 (a Bear's Fang Necklace) -M 0 26203 6 26224 (an enormous black bear) -E 1 26205 20 4 (a Bear's Fang Necklace) -M 0 26203 6 26231 (an enormous black bear) -E 1 26205 20 4 (a Bear's Fang Necklace) -M 0 26203 6 26251 (an enormous black bear) -E 1 26205 20 4 (a Bear's Fang Necklace) -M 0 26205 9 26256 (a little fox) -M 0 26205 9 26246 (a little fox) -M 0 26205 9 26234 (a little fox) -M 0 26205 9 26226 (a little fox) -M 0 26205 9 26218 (a little fox) -M 0 26205 9 26212 (a little fox) -M 0 26205 9 26204 (a little fox) -M 0 26204 7 26260 (a huge grizzly bear) -E 1 26206 20 12 (a bear's hide) -E 1 26207 20 17 (a bear skull) -M 0 26204 7 26262 (a huge grizzly bear) -E 1 26206 20 12 (a bear's hide) -E 1 26207 20 17 (a bear skull) -M 0 26204 7 26228 (a huge grizzly bear) -E 1 26206 20 12 (a bear's hide) -E 1 26207 20 17 (a bear skull) -M 0 26204 7 26217 (a huge grizzly bear) -E 1 26206 20 12 (a bear's hide) -E 1 26207 20 17 (a bear skull) -M 0 26204 7 26202 (a huge grizzly bear) -E 1 26206 20 12 (a bear's hide) -E 1 26207 20 17 (a bear skull) -M 0 26202 4 26262 (a timberwolf) -E 1 26203 20 3 (a Wolf's Tooth) -E 1 26204 20 9 (the Wolf's Paws) -M 0 26202 4 26227 (a timberwolf) -E 1 26203 20 3 (a Wolf's Tooth) -E 1 26204 20 9 (the Wolf's Paws) -M 0 26202 4 26240 (a timberwolf) -E 1 26203 20 3 (a Wolf's Tooth) -E 1 26204 20 9 (the Wolf's Paws) -M 0 26201 7 26261 (a rattlesnake) -E 1 26201 10 13 (a snake skin belt) -E 1 26202 10 17 (a rattlesnake's rattle) -M 0 26201 7 26257 (a rattlesnake) -E 1 26201 10 13 (a snake skin belt) -E 1 26202 10 17 (a rattlesnake's rattle) -M 0 26201 7 26236 (a rattlesnake) -E 1 26201 10 13 (a snake skin belt) -E 1 26202 10 17 (a rattlesnake's rattle) -M 0 26201 7 26211 (a rattlesnake) -E 1 26201 10 13 (a snake skin belt) -E 1 26202 10 17 (a rattlesnake's rattle) -M 0 26200 6 26242 (a brown bear) -E 1 26200 20 16 (some bear's claws) -M 0 26200 6 26221 (a brown bear) -E 1 26200 20 16 (some bear's claws) -M 0 26200 6 26208 (a brown bear) -E 1 26200 20 16 (some bear's claws) -M 0 26200 6 26201 (a brown bear) -E 1 26200 20 16 (some bear's claws) -S -$ diff --git a/lib/world/zon/263.zon b/lib/world/zon/263.zon deleted file mode 100644 index 5749a79..0000000 --- a/lib/world/zon/263.zon +++ /dev/null @@ -1,54 +0,0 @@ -#263 -Kaan~ -Farmlands~ -26300 26399 30 2 d 0 0 0 1 7 -M 0 26314 1 26339 (Suzarre the Pig Woman) -E 1 26318 1 6 (a straw hat) -E 1 26319 500 8 (some steel-toed boots) -D 0 26351 2 1 (A Dead End Path) -M 0 26311 5 26328 (a frog) -M 0 26311 5 26321 (a frog) -M 0 26311 5 26335 (a frog) -M 0 26311 5 26332 (a frog) -M 0 26311 5 26330 (a frog) -M 0 26316 2 26340 (a chicken) -M 0 26316 2 26340 (a chicken) -M 0 26318 1 26340 (a feeder) -M 0 26315 3 26341 (a pig) -M 0 26315 3 26341 (a pig) -M 0 26315 3 26341 (a pig) -M 0 26317 1 26341 (the slopper) -M 0 26309 1 26324 (Krandle) -G 1 26313 1 -1 (a piece of straw) -E 1 26314 1 7 (a pair of rawhide pants) -E 1 26315 1 16 (a scythe) -M 0 26311 1 26325 (a frog) -M 0 26310 1 26323 (Erik) -E 1 26316 1 17 (a skipping stone) -G 1 26317 1 -1 (a bamboo fishing pole) -M 0 26303 1 26309 (the tramp) -G 1 26301 1 -1 (a patchwork bag) -E 1 26304 1 6 (a floppy cloth hat) -E 1 26305 1 12 (a patchwork cloak) -M 0 26307 1 26315 (a tractor) -M 0 26306 2 26316 (the farmhand) -M 0 26306 2 26314 (the farmhand) -M 0 26305 1 26317 (Girschwyn) -E 1 26309 1 16 (a horse whip) -E 1 26310 1 17 (some rope) -E 1 26311 1 8 (a pair of riding boots) -E 1 26312 1 6 (a horseman's hat) -M 0 26302 1 26308 (Patty) -G 1 26300 1 -1 (a pail) -E 1 26306 1 5 (a flowered dress) -M 0 26304 4 26308 (a cow) -M 0 26300 1 26307 (Ernie) -E 1 26302 1 8 (a pair of rubber boots) -E 1 26303 1 12 (a cowhide jacket) -M 0 26301 1 26307 (Sandy) -R 0 26308 26307 -1 (a stool) -O 1 26307 1 26308 (a stool) -R 0 26317 26308 -1 (a piano) -O 1 26308 1 26317 (a piano) -S -$ diff --git a/lib/world/zon/264.zon b/lib/world/zon/264.zon deleted file mode 100644 index 9dc692b..0000000 --- a/lib/world/zon/264.zon +++ /dev/null @@ -1,58 +0,0 @@ -#264 -Kaan~ -Banshide~ -26400 26499 30 2 d 0 0 0 30 34 -M 0 26402 1 26466 (the Goddess Cathari) -E 1 26407 1 16 (the Fist of Supreme Justice) -E 1 26406 1 6 (the Gentle Crown of Cathari) -E 1 26405 1 3 (the Mask of Enlightenment) -M 0 26403 4 26466 (a Howler Banshee) -E 1 26409 8 3 (the Voce Amulet) -E 1 26408 4 17 (the Song of the Banshee) -M 0 26405 4 26466 (the Firshee Banshee) -E 1 26409 8 3 (the Voce Amulet) -E 1 26412 4 9 (some leather hand wraps) -M 0 26400 1 26465 (the Father, Padrick) -E 1 26402 1 0 (the Father's Lament) -E 1 26401 1 12 (the Robe of the Father) -M 0 26401 1 26465 (the Mother, Siobian) -E 1 26404 1 17 (the Mother's Remorse) -E 1 26403 1 12 (the Gown of the Mother) -M 0 26406 1 26465 (a visiting Toreador Cousin) -E 1 26414 1 12 (a stately jacket) -E 1 26415 1 8 (the boots of travelling) -M 0 26404 4 26442 (a Wailer Banshee) -E 1 26410 4 10 (the Arm Wraps of Embracing) -E 1 26411 4 2 (the Voce Ring) -M 0 26405 4 26443 (the Firshee Banshee) -E 1 26409 8 3 (the Voce Amulet) -E 1 26412 4 9 (some leather hand wraps) -M 0 26403 4 26447 (a Howler Banshee) -E 1 26409 8 3 (the Voce Amulet) -E 1 26408 4 17 (the Song of the Banshee) -M 0 26405 4 26450 (the Firshee Banshee) -E 1 26409 8 3 (the Voce Amulet) -M 1 26404 4 26463 (a Wailer Banshee) -E 1 26411 4 1 (the Voce Ring) -E 1 26410 4 10 (the Arm Wraps of Embracing) -M 0 26403 4 26454 (a Howler Banshee) -M 0 26404 4 26456 (a Wailer Banshee) -M 0 26404 4 26432 (a Wailer Banshee) -D 0 26441 2 1 (A Small Apartment) -D 0 26440 0 1 (Inner Hallway) -D 0 26439 2 1 (Inner Hallway) -D 0 26448 2 1 (A Small Apartment) -D 0 26446 0 1 (Inner Hallway) -D 0 26449 0 1 (A Small Apartment) -D 0 26445 2 1 (Inner Hallway) -D 0 26453 2 1 (A Small Apartment) -D 0 26452 0 1 (Inner Hallway) -D 0 26451 0 1 (A Small Apartment) -D 0 26455 2 1 (Inner Hallway) -D 0 26459 2 1 (A Small Apartment) -D 0 26458 0 1 (Inner Hallway) -D 0 26457 2 1 (Inner Hallway) -D 0 26461 0 1 (A Small Apartment) -O 0 26400 1 26464 (the Pool of Eternal Life) -S -$ diff --git a/lib/world/zon/265.zon b/lib/world/zon/265.zon deleted file mode 100644 index 3a8ec5e..0000000 --- a/lib/world/zon/265.zon +++ /dev/null @@ -1,50 +0,0 @@ -#265 -Kaan~ -Beach & Lighthouse~ -26500 26599 30 2 d 0 0 0 20 30 -M 0 26500 10 26506 (a pelican) -D 0 26506 5 1 (Along the Beach) -M 0 26502 10 26506 (a seagull) -D 0 26536 0 1 (End of the Path) -M 0 26510 1 26524 (the Lighthouse Keeper's Daughter) -D 0 26521 1 0 (Main Living Area - Lighthouse) -D 0 26521 3 0 (Main Living Area - Lighthouse) -M 0 26508 1 26521 (the Lighthouse Keeper's Wife) -M 0 26509 1 26521 (Max) -M 0 26513 1 26534 (the Kracken) -D 0 26519 2 1 (Takker's Jetty at the Lighthouse) -M 0 26512 5 26519 (Takker's Disciple) -M 0 26512 5 26519 (Takker's Disciple) -M 0 26511 1 26518 (Takker) -M 0 26512 5 26518 (Takker's Disciple) -M 0 26512 5 26518 (Takker's Disciple) -M 0 26501 1 26517 (a sea otter) -M 0 26512 5 26517 (Takker's Disciple) -D 0 26527 2 2 (Keeper's Playroom) -D 0 26526 0 2 (Lighthouse Keeper's Operating Room) -M 0 26507 1 26527 (the Perfect Companion) -D 0 26529 0 2 (Cell) -D 0 26526 2 2 (Lighthouse Keeper's Operating Room) -M 0 26506 1 26529 (the Man with Tits) -D 0 26530 1 2 (Cell) -D 0 26526 3 2 (Lighthouse Keeper's Operating Room) -M 0 26505 1 26530 (the battered woman) -M 0 26504 1 26528 (the hermaphrodite) -D 0 26528 3 2 (Cell) -D 0 26526 1 2 (Lighthouse Keeper's Operating Room) -M 0 26503 1 26526 (the Lighthouse Keeper) -E 1 26502 1 17 (a cell key) -O 0 26500 1 26522 (a desk) -P 1 26501 1 26500 (a figure-eight key) -D 0 26522 5 2 (Lighthouse Keeper's Bedroom) -D 0 26525 4 2 (On the Spiral Staircase) -D 0 26520 0 1 (Entryway - Lighthouse) -M 0 26500 10 26504 (a pelican) -M 0 26501 10 26504 (a sea otter) -M 0 26502 10 26508 (a seagull) -M 0 26502 10 26508 (a seagull) -M 0 26500 10 26507 (a pelican) -M 0 26502 10 26505 (a seagull) -M 0 26501 10 26505 (a sea otter) -S -$ diff --git a/lib/world/zon/266.zon b/lib/world/zon/266.zon deleted file mode 100644 index 20b804d..0000000 --- a/lib/world/zon/266.zon +++ /dev/null @@ -1,69 +0,0 @@ -#266 -Kaan~ -Realm of Lord Ankou~ -26600 26699 30 2 d 0 0 0 25 34 -M 0 26605 4 26631 (the vampyre hunter) -E 1 26606 99 17 (a backpack) -E 1 26607 99 16 (a wooden stake) -E 1 26608 99 3 (a string of garlic) -M 0 26605 4 26667 (the vampyre hunter) -E 1 26606 99 17 (a backpack) -E 1 26607 99 16 (a wooden stake) -E 1 26608 99 3 (a string of garlic) -M 0 26605 4 26647 (the vampyre hunter) -E 1 26606 99 17 (a backpack) -E 1 26607 99 16 (a wooden stake) -E 1 26608 99 3 (a string of garlic) -M 0 26605 4 26657 (the vampyre hunter) -E 1 26606 99 17 (a backpack) -E 1 26607 99 16 (a wooden stake) -E 1 26608 99 3 (a string of garlic) -M 0 26600 10 26682 (the Barghest) -E 1 26600 99 3 (a spiked collar) -M 0 26600 10 26686 (the Barghest) -E 1 26600 99 3 (a spiked collar) -M 0 26600 10 26638 (the Barghest) -E 1 26600 99 3 (a spiked collar) -M 0 26600 10 26611 (the Barghest) -E 1 26600 99 3 (a spiked collar) -M 0 26600 10 26673 (the Barghest) -E 1 26600 99 3 (a spiked collar) -M 0 26600 10 26663 (the Barghest) -E 1 26600 99 3 (a spiked collar) -M 0 26600 10 26623 (the Barghest) -E 1 26600 99 3 (a spiked collar) -M 0 26600 10 26650 (the Barghest) -E 1 26600 99 3 (a spiked collar) -M 0 26600 10 26621 (the Barghest) -E 1 26600 99 3 (a spiked collar) -M 0 26600 10 26639 (the Barghest) -E 1 26600 99 3 (a spiked collar) -M 0 26603 1 26659 (Lord Ankou) -E 1 26601 99 12 (the Night Cape) -E 1 26602 99 9 (the Gloves of Soul Stealing) -M 0 26604 3 26659 (a ghostly spectre) -E 1 26605 99 5 (a spectral breast plate) -E 1 26604 99 3 (some glowing red eyelets) -E 1 26603 99 6 (a shimmering helm) -M 0 26604 3 26659 (a ghostly spectre) -E 1 26605 99 5 (a spectral breast plate) -E 1 26604 99 3 (some glowing red eyelets) -E 1 26603 99 6 (a shimmering helm) -M 0 26604 3 26659 (a ghostly spectre) -E 1 26605 99 5 (a spectral breast plate) -E 1 26604 99 3 (some glowing red eyelets) -E 1 26603 99 6 (a shimmering helm) -M 0 26606 2 26605 (the buzzard) -M 0 26606 2 26605 (the buzzard) -M 0 26602 5 26675 (the cucubeth) -M 0 26602 5 26680 (the cucubeth) -M 0 26602 5 26615 (the cucubeth) -M 0 26602 5 26666 (the cucubeth) -M 0 26602 5 26685 (the cucubeth) -M 0 26601 5 26626 (a corpse candle) -M 0 26601 5 26637 (a corpse candle) -M 0 26601 5 26643 (a corpse candle) -M 0 26601 5 26608 (a corpse candle) -M 0 26601 5 26668 (a corpse candle) -S -$ diff --git a/lib/world/zon/267.zon b/lib/world/zon/267.zon deleted file mode 100644 index edbfe4f..0000000 --- a/lib/world/zon/267.zon +++ /dev/null @@ -1,111 +0,0 @@ -#267 -Questor~ -Vice Island~ -26700 26799 30 1 d 0 0 0 20 25 -R 0 26759 26732 -1 (a dull iron key) -O 0 26732 5 26759 (a dull iron key) -D 0 26759 0 1 (Creepy Hallway) -M 0 26707 5 26701 (a small, red crab) -M 0 26707 5 26701 (a small, red crab) -M 0 26707 5 26701 (a small, red crab) -M 0 26707 5 26701 (a small, red crab) -M 0 26701 5 26704 (the woman in pink) -E 1 26700 5 5 (a pretty pink taffeta dress) -M 0 26702 5 26704 (the woman in blue) -E 1 26701 5 5 (a pretty blue silk dress) -M 0 26702 5 26704 (the woman in blue) -E 1 26701 5 5 (a pretty blue silk dress) -M 0 26703 5 26704 (the woman in pristine white) -E 1 26702 5 5 (a pretty pristine white cotton dress) -M 0 26704 5 26704 (the woman in a drab beige dress) -E 1 26703 5 5 (an ugly beige burlap dress) -M 0 26704 5 26704 (the woman in a drab beige dress) -E 1 26703 5 5 (an ugly beige burlap dress) -M 0 26705 1 26704 (the special slave of the master) -E 1 26704 2 5 (a beautiful swirling multi-colored dress) -M 0 26706 1 26704 (a fat harem master) -G 1 26705 2 -1 (a demon-faced talisman) -E 1 26706 1 5 (a robe of leisure) -E 1 26730 10 17 (a stone key) -M 0 26708 1 26725 (a cuddly little tar baby) -E 1 26707 15 17 (a tar rattle) -M 0 26709 2 26741 (a seagull) -M 0 26709 2 26740 (a seagull) -M 0 26710 1 26758 (the Priest of Fear) -G 1 26708 10 -1 (a screaming scroll) -E 1 26709 1 6 (a Crown of Spikes) -E 1 26710 1 12 (a black, bloodstained robe) -E 1 26713 10 17 (a cellkey) -M 0 26711 1 26751 (a wailing ghost) -G 1 26731 10 -1 (a redwood key) -M 0 26712 1 26752 (the prisoner) -E 1 26711 1 8 (a ball and chain) -E 1 26712 1 9 (some manacles) -M 0 26713 1 26749 (the butcher) -E 1 26714 1 16 (a huge butcher knife) -E 1 26729 1 17 (a transparent glass key) -M 0 26714 1 26795 (the High Priest of Terror) -E 1 26715 1 10 (a pair of pitch black armbands) -E 1 26716 1 7 (a pair of pitch black leggings) -E 1 26717 1 8 (a pair of pitch black boots) -E 1 26718 1 9 (a pair of pitch black gloves) -E 1 26719 1 16 (the terror-blade) -E 1 26720 1 5 (a pitch-black plate armor) -E 1 26721 1 6 (the Headdress of Terror) -E 1 26722 1 1 (a ring of pitch-black metal) -E 1 26723 1 3 (a cloak of the purest black) -G 1 26728 20 -1 (a pitch-black key) -M 0 26715 1 26799 (the Keeper of the Shrine of Vice) -E 1 26725 10 16 (a cat o' nine tails) -M 0 26717 1 26765 (a torturer) -E 1 26725 10 16 (a cat o' nine tails) -G 1 26736 3 -1 (a shining blue potion) -G 1 26735 10 -1 (a glowing red potion) -M 0 26718 20 26766 (an interrogator) -E 1 26726 500 6 (a pair of wire-rimmed spectacles) -M 0 26718 20 26770 (an interrogator) -E 1 26726 500 6 (a pair of wire-rimmed spectacles) -M 0 26718 20 26770 (an interrogator) -E 1 26726 500 6 (a pair of wire-rimmed spectacles) -M 0 26718 20 26772 (an interrogator) -E 1 26726 500 6 (a pair of wire-rimmed spectacles) -M 0 26718 20 26772 (an interrogator) -E 1 26726 500 6 (a pair of wire-rimmed spectacles) -M 0 26718 20 26776 (an interrogator) -E 1 26726 500 6 (a pair of wire-rimmed spectacles) -M 0 26718 20 26776 (an interrogator) -E 1 26726 500 6 (a pair of wire-rimmed spectacles) -G 1 26737 10 -1 (a green potion) -M 0 26718 20 26778 (an interrogator) -E 1 26726 500 6 (a pair of wire-rimmed spectacles) -M 0 26718 20 26778 (an interrogator) -E 1 26726 500 6 (a pair of wire-rimmed spectacles) -M 0 26718 20 26778 (an interrogator) -E 1 26726 500 6 (a pair of wire-rimmed spectacles) -M 0 26718 20 26778 (an interrogator) -E 1 26726 500 6 (a pair of wire-rimmed spectacles) -M 0 26719 1 26771 (the Grand Inquisitor) -E 1 26738 1 17 (a purple potion of giant strength) -E 1 26739 1 3 (a cloak of wisdom) -M 0 26720 1 26783 (the Priest of Hopelessness) -E 1 26740 20 3 (a cloak of forgetfulness) -G 1 26735 10 -1 (a glowing red potion) -O 0 26733 1 26767 (a tiny key) -D 0 26738 2 2 (Trail of Terror) -D 0 26748 0 2 (Trophy Room) -D 0 26752 0 2 (Cell) -D 0 26753 0 1 (Strangely shaped hallway.) -D 0 26753 1 2 (Strangely shaped hallway.) -D 0 26753 2 2 (Strangely shaped hallway.) -D 0 26754 2 1 (Open Hearth) -D 0 26755 3 2 (Supply Room) -D 0 26756 0 1 (Deserted Bedroom) -D 0 26757 2 1 (Creepy Hallway) -D 0 26757 1 2 (Creepy Hallway) -D 0 26758 3 2 (Office of the High Priest of Fear) -D 0 26760 2 1 (Closet) -D 0 26792 0 2 (Entrance to the Office of the High Priest of Terror) -D 0 26794 2 2 (Hall of Death) -D 0 26797 0 2 (Entrance to the Temple of Terror) -S -$ diff --git a/lib/world/zon/268.zon b/lib/world/zon/268.zon deleted file mode 100644 index 42605e2..0000000 --- a/lib/world/zon/268.zon +++ /dev/null @@ -1,10 +0,0 @@ -#268 -Questor~ -Vice Island II~ -26800 26899 30 1 0 0 0 0 20 25 -M 0 26716 1 26804 (the Grand Dragon of Terror) -G 1 26734 99 -1 (a red-hot key) -G 1 26727 99 -1 (a strangely shaped key) -E 1 26724 99 5 (an irridescent scale armor) -S -$ diff --git a/lib/world/zon/269.zon b/lib/world/zon/269.zon deleted file mode 100644 index 870c99a..0000000 --- a/lib/world/zon/269.zon +++ /dev/null @@ -1,250 +0,0 @@ -#269 -Freak~ -Southern Desert~ -26900 26999 20 2 d 0 0 0 17 20 -M 0 26900 10 26900 (the armadillo) -M 0 26901 10 26900 (the tarantula) -M 0 26912 10 26900 (the horny toad) -O 0 26900 3 26900 (a chipped rock) -O 0 26901 30 26900 (a strange weed) -M 0 26900 10 26901 (the armadillo) -M 0 26900 10 26901 (the armadillo) -M 0 26900 10 26901 (the armadillo) -M 0 26900 10 26901 (the armadillo) -M 0 26900 10 26917 (the armadillo) -M 0 26900 10 26933 (the armadillo) -M 0 26900 10 26901 (the armadillo) -M 0 26900 10 26933 (the armadillo) -M 0 26900 10 26941 (the armadillo) -M 0 26900 10 26956 (the armadillo) -M 0 26900 10 26956 (the armadillo) -M 0 26901 10 26919 (the tarantula) -M 0 26901 10 26903 (the tarantula) -M 0 26901 10 26922 (the tarantula) -M 0 26901 10 26934 (the tarantula) -M 0 26901 10 26943 (the tarantula) -M 0 26901 10 26966 (the tarantula) -M 0 26901 10 26919 (the tarantula) -M 0 26901 10 26922 (the tarantula) -M 0 26901 10 26934 (the tarantula) -M 0 26901 10 26966 (the tarantula) -M 0 26901 10 26934 (the tarantula) -M 0 26901 10 26961 (the tarantula) -M 0 26902 10 26955 (the creeping cactus) -M 0 26902 10 26904 (the creeping cactus) -M 0 26902 10 26913 (the creeping cactus) -M 0 26902 10 26908 (the creeping cactus) -M 0 26902 10 26937 (the creeping cactus) -M 0 26902 10 26937 (the creeping cactus) -M 0 26902 10 26937 (the creeping cactus) -M 0 26902 10 26937 (the creeping cactus) -M 0 26902 10 26937 (the creeping cactus) -M 0 26902 10 26955 (the creeping cactus) -M 0 26903 20 26915 (the wild dog) -M 0 26903 20 26909 (the wild dog) -M 0 26903 20 26912 (the wild dog) -M 0 26903 20 26917 (the wild dog) -M 0 26903 20 26928 (the wild dog) -M 0 26903 20 26929 (the wild dog) -M 0 26903 20 26932 (the wild dog) -M 0 26903 20 26945 (the wild dog) -M 0 26903 20 26957 (the wild dog) -M 0 26903 20 26962 (the wild dog) -M 0 26903 20 26928 (the wild dog) -M 0 26903 20 26929 (the wild dog) -M 0 26903 20 26932 (the wild dog) -M 0 26903 20 26945 (the wild dog) -M 0 26903 20 26957 (the wild dog) -M 0 26903 20 26962 (the wild dog) -M 0 26904 4 26914 (the lemming) -M 0 26904 4 26913 (the lemming) -M 0 26904 4 26914 (the lemming) -M 0 26904 4 26954 (the lemming) -M 0 26905 10 26912 (the razorback boar) -E 1 26900 3 17 (a chipped rock) -M 0 26905 10 26915 (the razorback boar) -E 1 26900 3 17 (a chipped rock) -M 0 26905 10 26934 (the razorback boar) -E 1 26900 3 17 (a chipped rock) -M 0 26905 10 26934 (the razorback boar) -E 1 26900 3 17 (a chipped rock) -M 0 26905 10 26927 (the razorback boar) -E 1 26900 3 17 (a chipped rock) -M 0 26905 10 26941 (the razorback boar) -E 1 26900 3 17 (a chipped rock) -M 0 26905 20 26956 (the razorback boar) -E 1 26900 3 17 (a chipped rock) -M 0 26905 20 26945 (the razorback boar) -E 1 26900 3 17 (a chipped rock) -M 0 26906 10 26916 (the diamondback rattler) -M 0 26906 10 26957 (the diamondback rattler) -M 0 26906 10 26908 (the diamondback rattler) -M 0 26906 10 26921 (the diamondback rattler) -M 0 26906 10 26947 (the diamondback rattler) -M 0 26906 10 26965 (the diamondback rattler) -M 0 26906 10 26934 (the diamondback rattler) -M 0 26906 10 26955 (the diamondback rattler) -M 0 26906 10 26924 (the diamondback rattler) -M 0 26906 10 26966 (the diamondback rattler) -M 0 26906 10 26922 (the diamondback rattler) -M 0 26906 10 26966 (the diamondback rattler) -M 0 26907 20 26927 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26937 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26945 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26946 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26943 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26953 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26955 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26957 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26932 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26962 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26962 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26962 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26959 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26944 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26964 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26967 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26966 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26965 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26964 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26907 20 26963 (the Indian scout) -E 1 26906 20 6 (a leather headband) -E 1 26902 20 16 (a chipped tomahawk) -M 0 26908 1 26945 (the mad hermit) -E 1 26900 3 16 (a chipped rock) -M 0 26909 14 26946 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 14 26946 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 14 26946 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 14 26946 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 14 26966 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 14 26966 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 14 26966 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 14 26965 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 14 26965 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 14 26965 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 14 26965 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 14 26967 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 14 26967 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 14 26967 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26909 15 26961 (the massive Indian guard) -E 1 26905 30 5 (a bone breastplate) -E 1 26903 30 16 (a vicious spear) -M 0 26910 1 26967 (the Indian chief) -E 1 26905 30 5 (a bone breastplate) -E 1 26904 1 16 (a black quartz dagger) -E 1 26907 3 3 (a quartz-bead necklace) -M 0 26911 5 26921 (the giant condor) -M 0 26911 5 26931 (the giant condor) -M 0 26911 5 26941 (the giant condor) -M 0 26911 5 26951 (the giant condor) -M 0 26911 5 26961 (the giant condor) -M 0 26912 10 26902 (the horny toad) -M 0 26912 10 26904 (the horny toad) -M 0 26912 10 26906 (the horny toad) -M 0 26912 10 26917 (the horny toad) -O 0 26900 3 26914 (a chipped rock) -O 0 26901 30 26901 (a strange weed) -O 0 26901 30 26902 (a strange weed) -O 0 26901 30 26903 (a strange weed) -O 0 26901 30 26904 (a strange weed) -O 0 26901 30 26905 (a strange weed) -O 0 26901 30 26906 (a strange weed) -O 0 26901 30 26907 (a strange weed) -O 0 26901 30 26908 (a strange weed) -O 0 26901 30 26908 (a strange weed) -O 0 26901 30 26909 (a strange weed) -O 0 26901 30 26910 (a strange weed) -O 0 26901 30 26911 (a strange weed) -O 0 26901 30 26912 (a strange weed) -O 0 26901 30 26913 (a strange weed) -O 0 26901 30 26914 (a strange weed) -O 0 26901 30 26917 (a strange weed) -O 0 26901 30 26922 (a strange weed) -O 0 26901 30 26918 (a strange weed) -O 0 26901 30 26947 (a strange weed) -O 0 26901 30 26922 (a strange weed) -O 0 26901 30 26967 (a strange weed) -O 0 26901 30 26962 (a strange weed) -O 0 26901 30 26965 (a strange weed) -O 0 26901 30 26956 (a strange weed) -O 0 26901 30 26927 (a strange weed) -O 0 26901 30 26942 (a strange weed) -O 0 26901 30 26943 (a strange weed) -O 0 26901 30 26932 (a strange weed) -O 0 26908 6 26908 (a cactus thorn) -O 0 26908 6 26923 (a cactus thorn) -O 0 26908 6 26953 (a cactus thorn) -O 0 26908 6 26953 (a cactus thorn) -O 0 26967 1 26966 (a red feather) -D 1 26946 2 1 (The Mesa) -D 1 26966 0 1 (A Small Cave) -D 1 26965 1 2 (A Small Clearing) -D 1 26967 3 2 (Inside A Small Stone Dwelling) -S -$ diff --git a/lib/world/zon/27.zon b/lib/world/zon/27.zon deleted file mode 100644 index 4845e04..0000000 --- a/lib/world/zon/27.zon +++ /dev/null @@ -1,194 +0,0 @@ -#27 -Detta~ -Memlin Caverns~ -2700 2799 30 2 d 0 0 0 17 25 -M 0 2700 15 2760 (a sad-looking memlin) -E 1 2708 99 14 (a Goethite shackle) -E 1 2700 99 16 (a large iron pick) -M 0 2704 15 2760 (a @Ctiny wish@n) -M 0 2704 15 2718 (a @Ctiny wish@n) -M 0 2704 15 2708 (a @Ctiny wish@n) -M 0 2705 1 2710 (an armored guardian) -E 1 2712 10 5 (an irridescent breastplate) -E 1 2713 10 8 (a pair of ink-black boots) -E 1 2711 10 6 (a dark visored helmet) -E 1 2701 10 16 (a blackened axe) -E 1 2708 20 14 (a Goethite shackle) -D 0 2710 0 2 (Guarded Gates) -D 0 2772 0 2 (Before the Dark Gates) -M 0 2730 1 2772 (a dark crow with gleaming green eyes) -G 1 2721 99 -1 (a white bone key) -G 1 2775 99 -1 (a glistening obsidian key) -G 1 2774 99 -1 (a folded note) -M 0 2706 1 2719 (a blind child) -D 0 2719 3 1 (A Forgotten Cupboard) -R 0 2719 2720 -1 (some loose floorboards) -O 0 2720 1 2719 (some loose floorboards) -P 1 2709 99 2720 (a bejewelled crystal key) -M 0 2729 1 2784 (the Sorceress of the Underworld) -R 0 2773 2742 -1 (a swirling Tor) -O 0 2742 99 2773 (a swirling Tor) -R 0 2773 2765 -1 (the Book of Time) -O 0 2765 99 2773 (the Book of Time) -M 0 2709 15 2729 (a @Rfire wrm@n) -M 0 2716 5 2729 (a dark, beady-eyed rat) -M 0 2716 5 2769 (a dark, beady-eyed rat) -R 0 2714 2716 -1 (a @Mfragrant flower@n) -O 0 2716 10 2714 (a @Mfragrant flower@n) -M 0 2707 1 2714 (a colorful pheasant) -R 0 2714 2770 -1 (a fresh carrot) -O 0 2770 99 2714 (a fresh carrot) -R 0 2725 2770 -1 (a fresh carrot) -R 0 2725 2770 -1 (a fresh carrot) -R 0 2725 2769 -1 (a boiled potato) -R 0 2725 2769 -1 (a boiled potato) -O 0 2770 99 2725 (a fresh carrot) -O 0 2770 99 2725 (a fresh carrot) -O 0 2769 99 2725 (a boiled potato) -O 0 2769 99 2725 (a boiled potato) -M 0 2703 1 2707 (a weary memlin) -E 1 2758 99 8 (plain leather shoes) -E 1 2747 99 5 (a long simple garment) -G 1 2767 99 -1 (a piece of salted, dried meat) -G 1 2764 99 -1 (a peach-colored dress) -G 1 2763 99 -1 (a blue patchwork dress) -G 1 2741 99 -1 (a stained apron) -G 1 2747 99 -1 (a long simple garment) -G 1 2761 99 -1 (dirty pieces of wound cloth) -G 1 2760 99 -1 (threadbare boots) -G 1 2759 99 -1 (a frayed belt) -G 1 2758 99 -1 (plain leather shoes) -G 1 2757 99 -1 (some tattered sandals) -G 1 2756 99 -1 (some loose-fitting breeches) -G 1 2755 99 -1 (a pair of tan trousers) -G 1 2754 99 -1 (some worn leather pants) -G 1 2753 99 -1 (a dusty white vest) -G 1 2752 99 -1 (a faded brown shirt) -G 1 2751 99 -1 (a rope-like cord) -G 1 2750 99 -1 (a simple gray tunic) -G 1 2714 99 -1 (a leathery pouch) -G 1 2700 99 -1 (a large iron pick) -G 1 2703 99 -1 (@Ga phosphorescent mushroom@n) -M 0 2719 2 2716 (a female memlin) -E 1 2764 99 5 (a peach-colored dress) -E 1 2741 99 13 (a stained apron) -E 1 2708 99 14 (a Goethite shackle) -M 0 2719 2 2716 (a female memlin) -E 1 2708 99 14 (a Goethite shackle) -E 1 2741 99 13 (a stained apron) -E 1 2763 99 5 (a blue patchwork dress) -R 0 2722 2722 -1 (a bubbling hot spring) -O 0 2722 4 2722 (a bubbling hot spring) -M 0 2720 1 2722 (a memlin child) -E 1 2756 99 7 (some loose-fitting breeches) -E 1 2708 99 14 (a Goethite shackle) -R 0 2703 2702 -1 (a trickle of water) -O 0 2702 10 2703 (a trickle of water) -R 0 2703 2762 -1 (a dusty storage crate) -O 0 2762 99 2703 (a dusty storage crate) -P 1 2739 99 2762 (a broken pick) -P 1 2708 99 2762 (a Goethite shackle) -M 0 2708 1 2743 (the Keeper of the Temple) -G 1 2765 99 -1 (the Book of Time) -E 1 2747 99 5 (a long simple garment) -M 0 2718 6 2743 (a jewelled green serpent) -R 0 2713 2703 -1 (@Ga phosphorescent mushroom@n) -R 0 2713 2703 -1 (@Ga phosphorescent mushroom@n) -O 0 2703 99 2713 (@Ga phosphorescent mushroom@n) -O 0 2703 99 2713 (@Ga phosphorescent mushroom@n) -R 0 2721 2703 -1 (@Ga phosphorescent mushroom@n) -O 0 2703 99 2721 (@Ga phosphorescent mushroom@n) -M 0 2700 15 2721 (a sad-looking memlin) -E 1 2708 99 14 (a Goethite shackle) -E 1 2700 99 16 (a large iron pick) -R 0 2717 2700 -1 (a large iron pick) -O 0 2700 99 2717 (a large iron pick) -O 0 2704 1 2709 (@ra dark red pool@n) -M 0 2700 15 2709 (a sad-looking memlin) -E 1 2708 99 14 (a Goethite shackle) -E 1 2700 99 16 (a large iron pick) -M 0 2700 15 2705 (a sad-looking memlin) -E 1 2708 99 14 (a Goethite shackle) -E 1 2700 99 16 (a large iron pick) -O 0 2715 1 2712 (a bubbling fountain) -D 0 2712 1 1 (The Place of Gathering) -M 0 2700 15 2712 (a sad-looking memlin) -E 1 2700 99 16 (a large iron pick) -E 1 2708 99 14 (a Goethite shackle) -M 0 2715 1 2762 (a smoking @Rfire wrm@n) -M 0 2700 15 2762 (a sad-looking memlin) -E 1 2708 99 14 (a Goethite shackle) -E 1 2700 99 16 (a large iron pick) -M 0 2700 15 2720 (a sad-looking memlin) -E 1 2700 99 16 (a large iron pick) -E 1 2708 99 14 (a Goethite shackle) -M 0 2728 1 2785 (a young memlin) -M 0 2727 1 2796 (a rabbit) -R 0 2744 2725 -1 (the massive stone skull of a dragon) -O 0 2725 1 2744 (the massive stone skull of a dragon) -M 0 2726 1 2744 (the Revealer) -E 1 2747 99 5 (a long simple garment) -M 0 2725 1 2797 (a little memlin) -R 0 2795 2735 -1 (@Ca bright circle of light@n) -O 0 2735 99 2795 (@Ca bright circle of light@n) -M 0 2724 1 2795 (a Dynar youth) -M 0 2723 1 2794 (a Khan'li warrior) -M 0 2722 1 2792 (a female Ve) -E 1 2748 99 5 (a delicate white gown) -E 1 2749 99 3 (a tiny opal pendant) -R 0 2791 2742 -1 (a swirling Tor) -O 0 2742 99 2791 (a swirling Tor) -M 0 2721 1 2790 (the mighty Cui) -R 0 2788 2746 -1 (a set of silver balancing scales) -O 0 2746 99 2788 (a set of silver balancing scales) -R 0 2786 2745 -1 (a flickering flame) -O 0 2745 99 2786 (a flickering flame) -R 0 2787 2744 -1 (a proud metal sculpture) -O 0 2744 99 2787 (a proud metal sculpture) -M 0 2716 5 2771 (a dark, beady-eyed rat) -R 0 2771 2743 -1 (a sacrificial blade) -O 0 2743 99 2771 (a sacrificial blade) -M 0 2718 6 2750 (a jewelled green serpent) -M 0 2718 6 2749 (a jewelled green serpent) -M 0 2718 6 2756 (a jewelled green serpent) -R 0 2754 2726 -1 (a broken shard of glass) -O 0 2726 30 2754 (a broken shard of glass) -M 0 2718 6 2754 (a jewelled green serpent) -M 0 2717 1 2715 (a little irridescent beetle) -M 0 2716 5 2728 (a dark, beady-eyed rat) -M 0 2710 1 2770 (an emaciated memlin) -E 1 2708 99 14 (a Goethite shackle) -M 0 2716 5 2770 (a dark, beady-eyed rat) -R 0 2781 2740 -1 (a black feather) -O 0 2740 99 2781 (a black feather) -D 0 2780 2 2 (Firey Hall) -D 0 2767 2 2 (Digging Site) -R 0 2767 2707 -1 (the stone carcass of a sad-looking memlin) -O 0 2707 99 2767 (the stone carcass of a sad-looking memlin) -M 0 2714 1 2767 (a partially-petrified memlin) -G 1 2706 99 -1 (a ragged diary) -R 0 2767 2739 -1 (a broken pick) -O 0 2739 99 2767 (a broken pick) -M 0 2701 1 2701 (a heavily-muscled guard) -E 1 2708 99 14 (a Goethite shackle) -E 1 2701 99 16 (a blackened axe) -E 1 2703 99 0 (@Ga phosphorescent mushroom@n) -R 0 2758 2734 -1 (a little bundle of white flowers) -O 0 2734 10 2758 (a little bundle of white flowers) -M 0 2712 2 2766 (a newly-grown @Cwish@n) -M 0 2712 2 2766 (a newly-grown @Cwish@n) -M 0 2711 5 2737 (the glassy tentacle) -M 0 2711 5 2737 (the glassy tentacle) -M 0 2711 5 2738 (the glassy tentacle) -M 0 2711 5 2739 (the glassy tentacle) -M 0 2711 5 2736 (the glassy tentacle) -M 0 2700 15 2757 (a sad-looking memlin) -E 1 2700 99 16 (a large iron pick) -E 1 2708 99 14 (a Goethite shackle) -M 0 2700 15 2704 (a sad-looking memlin) -E 1 2708 99 14 (a Goethite shackle) -E 1 2700 99 16 (a large iron pick) -M 0 2702 2 2702 (a small squeaking bat) -M 0 2704 15 2706 (a @Ctiny wish@n) -S -$ diff --git a/lib/world/zon/270.zon b/lib/world/zon/270.zon deleted file mode 100644 index 9809484..0000000 --- a/lib/world/zon/270.zon +++ /dev/null @@ -1,62 +0,0 @@ -#270 -AsA~ -Wasteland~ -27000 27099 25 2 d 0 0 0 12 15 -M 0 27000 7 27010 (the giant vulture) -M 0 27000 7 27014 (the giant vulture) -M 0 27000 7 27021 (the giant vulture) -M 0 27000 7 27030 (the giant vulture) -M 0 27001 6 27046 (the demon horse) -M 0 27001 6 27051 (the demon horse) -M 0 27001 6 27045 (the demon horse) -M 0 27001 6 27056 (the demon horse) -M 0 27002 15 27044 (the rabid fox) -M 0 27002 15 27042 (the rabid fox) -M 0 27002 15 27039 (the rabid fox) -M 0 27002 15 27033 (the rabid fox) -M 0 27002 15 27034 (the rabid fox) -M 0 27002 15 27002 (the rabid fox) -M 0 27002 15 27046 (the rabid fox) -M 0 27002 15 27055 (the rabid fox) -M 0 27002 15 27053 (the rabid fox) -M 0 27002 15 27053 (the rabid fox) -M 0 27002 15 27049 (the rabid fox) -M 0 27003 10 27001 (the earth demon) -M 0 27003 10 27047 (the earth demon) -M 0 27003 10 27011 (the earth demon) -M 0 27003 10 27026 (the earth demon) -M 0 27003 10 27052 (the earth demon) -M 0 27004 15 27001 (the evil bird) -G 1 27006 10 -1 (a translucent ice cube) -M 0 27004 15 27004 (the evil bird) -G 1 27007 10 -1 (a white ice cube) -M 0 27004 15 27008 (the evil bird) -G 1 27008 10 -1 (a white ice cube) -M 0 27004 15 27012 (the evil bird) -M 0 27004 15 27006 (the evil bird) -M 0 27004 15 27027 (the evil bird) -M 0 27004 15 27035 (the evil bird) -M 0 27005 1 27054 (the iodocentipedus) -M 0 27006 5 27025 (the fanged reindeer) -M 0 27006 5 27027 (the fanged reindeer) -M 0 27006 5 27023 (the fanged reindeer) -M 0 27006 5 27031 (the fanged reindeer) -M 0 27007 2 27043 (the hill ghoul) -M 0 27007 2 27026 (the hill ghoul) -M 0 27008 2 27016 (the stone ogre) -E 1 27000 10 16 (a large stone club) -M 0 27008 2 27022 (the stone ogre) -E 1 27000 10 16 (a large stone club) -M 0 27009 1 27009 (the ice troll) -E 1 27001 4 6 (a trollhelm) -E 1 27002 4 16 (an ice club) -M 0 27010 1 27006 (the lithophiliac) -G 1 27009 20 -1 (a white ice cube) -G 1 27010 15 -1 (a pearly blue ice cube) -M 0 27011 1 27006 (the ice wizard) -G 1 27011 7 -1 (a golden crystal) -G 1 27003 3 -1 (the robe of the ice wizard) -M 0 27012 1 27006 (the stormbringer) -G 1 27004 3 -1 (the cloak of the stormbringer) -S -$ diff --git a/lib/world/zon/271.zon b/lib/world/zon/271.zon deleted file mode 100644 index b43274c..0000000 --- a/lib/world/zon/271.zon +++ /dev/null @@ -1,296 +0,0 @@ -#271 -Mercy~ -Sundhaven~ -27100 27199 30 2 d 0 0 0 1 10 -O 0 27110 1 27100 (a black marble fountain) -R 0 27139 27147 -1 (a set of marbles) -O 0 27147 99 27139 (a set of marbles) -M 0 27138 2 27139 (a mischievious boy) -E 1 27147 99 17 (a set of marbles) -R 0 27133 27147 -1 (a set of marbles) -O 0 27147 99 27133 (a set of marbles) -M 0 27138 2 27133 (a mischievious boy) -E 1 27147 99 17 (a set of marbles) -M 0 27131 1 27150 (Mekala) -G 1 27133 99 -1 (a dish of pad tai) -G 1 27217 99 -1 (a bowl of ma gung) -M 0 27148 1 27142 (the butcher) -E 1 27155 1 16 (a meat cleaver) -G 1 27175 99 -1 (a leg of mutton) -G 1 27176 99 -1 (a wild boar heart) -G 1 27177 99 -1 (a bowl of little dragon wings) -G 1 27178 99 -1 (a grilled troll sandwich) -D 0 27109 0 1 (The gate at the cliffs) -D 0 27158 2 1 (Standing at the brink) -D 0 27145 3 1 (The west gate of Sundhaven) -D 0 27164 3 1 (At a swinging wooden gate) -D 0 27165 1 1 (A windy cliffside lane) -D 0 27121 5 2 (Nightbreak Cafe) -D 0 27125 5 1 (The town dump) -D 0 27144 1 1 (The east gate of Sundhaven) -O 0 27109 1 27101 (a candelabra) -O 0 27115 1 27106 (a golden rose with black leaves and stem) -O 0 27154 1 27103 (an altar carved from amber) -O 0 27152 1 27119 (the gallows platform) -O 0 27153 1 27120 (a cracked stone fountain) -O 0 27114 1 27121 (a coffee brewer) -O 0 27148 1 27160 (a glass chessboard) -O 0 27220 1 27161 (a guild message) -O 0 27221 1 27125 (a heap of refuse) -M 0 27164 1 27157 (a disgruntled courier) -M 0 27102 1 27119 (the town hangman) -E 1 27111 1 16 (the axe of severance) -G 1 27100 1 -1 (a noose) -M 0 27149 4 27144 (the gate watchman) -E 1 27173 4 16 (a stone-hilted sword) -M 0 27121 1 27121 (a retired thief) -G 1 27116 2 -1 (an iced cappuccino) -G 1 27117 2 -1 (an irish cream latte) -G 1 27118 2 -1 (a black cup) -G 1 27119 2 -1 (a hot cup) -G 1 27120 2 -1 (a rogue's brew) -G 1 27121 2 -1 (the black adder special) -G 1 27123 2 -1 (a victim sandwich) -M 0 27149 4 27145 (the gate watchman) -E 1 27173 4 16 (a stone-hilted sword) -M 0 27133 1 27146 (the weaponsmaster) -G 1 27139 1 -1 (a sword of quartz hilt) -G 1 27140 1 -1 (a mithril dagger) -G 1 27141 1 -1 (a fire-headed mace) -G 1 27142 1 -1 (a rock crystal staff) -M 0 27149 4 27109 (the gate watchman) -E 1 27173 4 16 (a stone-hilted sword) -M 0 27132 1 27147 (the armorer) -G 1 27163 1 -1 (a suit of chain mail) -G 1 27164 1 -1 (a bright helm) -G 1 27165 1 -1 (silver bracers) -G 1 27166 1 -1 (a pair of sharp-toed boots) -G 1 27167 1 -1 (a scale shield) -M 0 27120 1 27148 (the bartender) -G 1 27122 1 -1 (a shot) -G 1 27125 1 -1 (a cold mug) -G 1 27124 1 -1 (a black mug filled with leaping flames) -G 1 27126 1 -1 (a keg of wine) -G 1 27127 1 -1 (a leather flask) -G 1 27128 1 -1 (a rabbit roast) -G 1 27129 1 -1 (a pot of dragon stew) -M 0 27111 1 27149 (a knight in bright armor) -M 0 27112 1 27149 (a squire) -M 0 27113 1 27149 (a foreign princess) -M 0 27118 1 27152 (the Knightmaster) -M 0 27165 4 27104 (a Sundhaven noble) -E 1 27213 7 16 (a heraldry sword) -E 1 27216 7 12 (a flowing taupe cloak) -M 0 27165 4 27106 (a Sundhaven noble) -E 1 27213 7 16 (a heraldry sword) -E 1 27216 7 12 (a flowing taupe cloak) -M 0 27165 4 27107 (a Sundhaven noble) -E 1 27213 7 16 (a heraldry sword) -E 1 27216 7 12 (a flowing taupe cloak) -M 0 27165 4 27108 (a Sundhaven noble) -E 1 27213 7 16 (a heraldry sword) -E 1 27216 7 12 (a flowing taupe cloak) -M 0 27128 1 27153 (the hobbit pastry chef) -G 1 27130 1 -1 (a rye bread) -G 1 27131 1 -1 (a cake baked from wild saffron) -G 1 27132 1 -1 (a blackberry pastry) -M 0 27103 1 27101 (a black-robed priest) -E 1 27101 15 0 (a kaleidoscope) -M 0 27101 11 27108 (a Sundhaven guard) -E 1 27143 30 11 (a black sandstone shield) -E 1 27144 30 5 (a guard's golden tunic) -E 1 27145 30 8 (sturdy black boots) -E 1 27146 30 16 (a silver broadsword) -E 1 27179 1 17 (a black and gold key) -M 0 27101 11 27134 (a Sundhaven guard) -E 1 27143 30 11 (a black sandstone shield) -E 1 27144 30 5 (a guard's golden tunic) -E 1 27145 30 8 (sturdy black boots) -E 1 27146 30 16 (a silver broadsword) -M 0 27101 11 27128 (a Sundhaven guard) -E 1 27143 30 11 (a black sandstone shield) -E 1 27144 30 5 (a guard's golden tunic) -E 1 27145 30 8 (sturdy black boots) -E 1 27146 30 16 (a silver broadsword) -M 0 27101 11 27141 (a Sundhaven guard) -E 1 27143 30 11 (a black sandstone shield) -E 1 27144 30 5 (a guard's golden tunic) -E 1 27145 30 8 (sturdy black boots) -E 1 27146 30 16 (a silver broadsword) -M 0 27101 11 27113 (a Sundhaven guard) -E 1 27143 30 11 (a black sandstone shield) -E 1 27144 30 5 (a guard's golden tunic) -E 1 27145 30 8 (sturdy black boots) -E 1 27146 30 16 (a silver broadsword) -M 0 27101 11 27108 (a Sundhaven guard) -E 1 27143 30 11 (a black sandstone shield) -E 1 27144 30 5 (a guard's golden tunic) -E 1 27145 30 8 (sturdy black boots) -E 1 27146 30 16 (a silver broadsword) -M 0 27101 11 27113 (a Sundhaven guard) -E 1 27143 30 11 (a black sandstone shield) -E 1 27144 30 5 (a guard's golden tunic) -E 1 27145 30 8 (sturdy black boots) -E 1 27146 30 16 (a silver broadsword) -M 0 27101 11 27138 (a Sundhaven guard) -E 1 27143 30 11 (a black sandstone shield) -E 1 27144 30 5 (a guard's golden tunic) -E 1 27145 30 8 (sturdy black boots) -E 1 27146 30 16 (a silver broadsword) -M 0 27101 11 27134 (a Sundhaven guard) -E 1 27143 30 11 (a black sandstone shield) -E 1 27144 30 5 (a guard's golden tunic) -E 1 27145 30 8 (sturdy black boots) -E 1 27146 30 16 (a silver broadsword) -M 0 27101 11 27132 (a Sundhaven guard) -E 1 27143 30 11 (a black sandstone shield) -E 1 27144 30 5 (a guard's golden tunic) -E 1 27145 30 8 (sturdy black boots) -E 1 27146 30 16 (a silver broadsword) -M 0 27101 11 27128 (a Sundhaven guard) -E 1 27143 30 11 (a black sandstone shield) -E 1 27144 30 5 (a guard's golden tunic) -E 1 27145 30 8 (sturdy black boots) -E 1 27146 30 16 (a silver broadsword) -M 0 27160 1 27119 (the Lord of the Black Watch) -E 1 27185 8 12 (a handsome black and gold cloak) -E 1 27182 15 16 (a sword of the Black Watch) -E 1 27183 15 17 (an iron blade) -G 1 27186 20 -1 (a glass) -M 0 27159 8 27140 (a warrior of the Black Watch) -E 1 27184 20 5 (a plate of black steel) -E 1 27182 15 16 (a sword of the Black Watch) -E 1 27183 15 17 (an iron blade) -M 0 27159 8 27113 (a warrior of the Black Watch) -E 1 27184 20 5 (a plate of black steel) -E 1 27182 15 16 (a sword of the Black Watch) -E 1 27183 15 17 (an iron blade) -M 0 27159 8 27165 (a warrior of the Black Watch) -E 1 27184 20 5 (a plate of black steel) -E 1 27182 15 16 (a sword of the Black Watch) -E 1 27183 15 17 (an iron blade) -M 0 27159 8 27108 (a warrior of the Black Watch) -E 1 27184 20 5 (a plate of black steel) -E 1 27182 15 16 (a sword of the Black Watch) -E 1 27183 15 17 (an iron blade) -M 0 27159 8 27148 (a warrior of the Black Watch) -E 1 27184 20 5 (a plate of black steel) -E 1 27182 15 16 (a sword of the Black Watch) -E 1 27183 15 17 (an iron blade) -M 0 27159 8 27130 (a warrior of the Black Watch) -E 1 27184 20 5 (a plate of black steel) -E 1 27182 15 16 (a sword of the Black Watch) -E 1 27183 15 17 (an iron blade) -M 0 27159 8 27127 (a warrior of the Black Watch) -E 1 27184 20 5 (a plate of black steel) -E 1 27182 15 16 (a sword of the Black Watch) -E 1 27183 15 17 (an iron blade) -M 0 27106 15 27136 (a smoke rat) -M 0 27106 15 27128 (a smoke rat) -M 0 27106 15 27126 (a smoke rat) -M 0 27106 15 27119 (a smoke rat) -M 0 27106 15 27131 (a smoke rat) -M 0 27106 15 27164 (a smoke rat) -M 0 27106 15 27126 (a smoke rat) -M 0 27106 15 27140 (a smoke rat) -M 0 27106 15 27140 (a smoke rat) -M 0 27106 15 27113 (a smoke rat) -M 0 27106 15 27107 (a smoke rat) -M 0 27106 15 27130 (a smoke rat) -M 0 27166 1 27108 (Stu) -M 0 27139 6 27104 (a dark-haired girl) -E 1 27149 8 6 (a velvet ribbon) -M 0 27139 6 27104 (a dark-haired girl) -E 1 27149 8 6 (a velvet ribbon) -M 0 27139 6 27107 (a dark-haired girl) -E 1 27149 8 6 (a velvet ribbon) -M 0 27139 6 27107 (a dark-haired girl) -E 1 27149 8 6 (a velvet ribbon) -M 0 27139 6 27108 (a dark-haired girl) -E 1 27149 8 6 (a velvet ribbon) -M 0 27139 6 27109 (a dark-haired girl) -E 1 27149 8 6 (a velvet ribbon) -M 0 27107 1 27138 (a thief) -M 0 27115 1 27128 (the village idiot) -M 0 27142 1 27152 (a young warrior) -M 0 27125 1 27154 (the blacksmith) -M 0 27122 1 27155 (the falconer) -M 0 27147 2 27106 (a large white cat) -M 0 27157 1 27161 (a guardian basilisk) -M 0 27146 4 27140 (a gray cat) -M 0 27146 4 27107 (a gray cat) -M 0 27146 4 27125 (a gray cat) -M 0 27146 4 27126 (a gray cat) -M 0 27140 1 27115 (a tabby cat) -M 0 27158 1 27116 (a guardian imp) -M 0 27129 1 27111 (the old alchemist) -G 1 27208 1 -1 (a crystal potion) -G 1 27222 1 -1 (a white potion) -G 1 27223 1 -1 (a bubbling potion) -M 0 27130 1 27112 (the magess) -G 1 27209 1 -1 (a twisted staff) -G 1 27224 1 -1 (a silver wand) -M 0 27136 1 27108 (a paranoid adventurer) -E 1 27150 5 16 (a shattered dagger) -E 1 27151 5 17 (a curse of ill luck) -M 0 27150 1 27156 (a little sparrow) -M 0 27151 1 27156 (a blackbird) -M 0 27152 1 27156 (a giant kestrel) -M 0 27114 5 27164 (a gypsy minstrel) -E 1 27187 10 7 (a colorful gypsy skirt) -E 1 27188 10 5 (a blood red blouse) -E 1 27189 10 17 (an old violin) -M 0 27114 5 27131 (a gypsy minstrel) -E 1 27187 10 7 (a colorful gypsy skirt) -E 1 27188 10 5 (a blood red blouse) -E 1 27189 10 17 (an old violin) -M 0 27114 5 27127 (a gypsy minstrel) -E 1 27187 10 7 (a colorful gypsy skirt) -E 1 27188 10 5 (a blood red blouse) -E 1 27189 10 17 (an old violin) -M 0 27114 5 27120 (a gypsy minstrel) -E 1 27187 10 7 (a colorful gypsy skirt) -E 1 27188 10 5 (a blood red blouse) -E 1 27189 10 17 (an old violin) -M 0 27114 5 27120 (a gypsy minstrel) -E 1 27187 10 7 (a colorful gypsy skirt) -E 1 27188 10 5 (a blood red blouse) -E 1 27189 10 17 (an old violin) -M 0 27109 3 27122 (a peddler) -E 1 27194 10 5 (a dusty red tunic) -E 1 27195 10 17 (a tray of goodies) -P 1 27196 5 27195 (a wooden pipe) -P 1 27197 5 27195 (a black candle) -P 1 27198 5 27195 (a stick of incense) -P 1 27199 5 27195 (a jar of honey) -P 1 27200 5 27195 (a salted herring) -P 1 27201 5 27195 (a white feather quill) -P 1 27202 5 27195 (a shard of broken crystal) -M 0 27109 3 27145 (a peddler) -E 1 27194 10 5 (a dusty red tunic) -E 1 27195 10 17 (a tray of goodies) -P 1 27196 5 27195 (a wooden pipe) -P 1 27197 5 27195 (a black candle) -P 1 27198 5 27195 (a stick of incense) -P 1 27199 5 27195 (a jar of honey) -P 1 27200 5 27195 (a salted herring) -P 1 27201 5 27195 (a white feather quill) -P 1 27202 5 27195 (a shard of broken crystal) -M 0 27110 3 27124 (a mendicant) -M 0 27110 3 27124 (a mendicant) -M 0 27110 3 27124 (a mendicant) -M 0 27135 2 27114 (a mockingbird) -M 0 27135 2 27114 (a mockingbird) -M 0 27100 1 27113 (the Earl of Sundhaven) -E 1 27172 5 13 (a silver scabbard) -E 1 27171 5 16 (a gilded fencing sword) -M 0 27147 2 27141 (a large white cat) -M 0 27119 1 27118 (the Archmage) -M 0 27141 2 27160 (an old mage) -M 0 27141 2 27160 (an old mage) -M 0 27104 1 27103 (a black-robed priestess) -M 0 27144 1 27163 (a sacrificial priestess) -M 0 27145 1 27163 (a black animal) -M 0 27116 1 27162 (the Priestess of the Ministry) -S -$ diff --git a/lib/world/zon/272.zon b/lib/world/zon/272.zon deleted file mode 100644 index 6eb06e9..0000000 --- a/lib/world/zon/272.zon +++ /dev/null @@ -1,131 +0,0 @@ -#272 -Mercy~ -Sundhaven II~ -27200 27299 30 2 -D 0 27243 4 2 (A secret hideaway) -R 0 27243 27169 -1 (a black lounger) -O 0 27169 20 27243 (a black lounger) -R 0 27243 27170 -1 (the Rogue's book of bartending) -O 0 27170 20 27243 (the Rogue's book of bartending) -M 0 27143 1 27243 (a wanted thief) -M 0 27134 1 27282 (a little old lady) -G 1 27134 99 -1 (a sack of deer leather) -G 1 27135 99 -1 (a torch) -G 1 27136 99 -1 (a black feather quill) -G 1 27137 99 -1 (a piece of paper) -G 1 27138 99 -1 (a copper lamp) -G 1 27168 99 -1 (a waterskin) -D 0 27221 1 1 (A wide cart path) -D 0 27228 0 1 (The black orchard gate) -D 0 27229 2 1 (The blackberry orchard) -D 0 27245 4 2 (Slippery stone steps) -D 0 27241 5 2 (A hall in the Assassins Guild) -D 0 27241 3 1 (A hall in the Assassins Guild) -D 0 27240 1 1 (A doorway hung with daggers) -D 0 27236 4 1 (A foul staircase) -D 0 27233 5 1 (The southern path) -D 0 27234 4 1 (The House of Witches) -D 0 27260 3 1 (A stone path) -D 0 27274 0 2 (A dark corridor) -D 0 27284 2 2 (A crawlspace) -D 0 27283 0 1 (A cobblestone road) -D 0 27235 2 1 (The southern gate) -O 0 27112 1 27258 (a huge pile of gold) -O 0 27211 1 27276 (a blue bottle) -P 1 27212 20 27211 (a message) -O 0 27215 1 27284 (a wall) -P 1 27214 3 27215 (a mithril dagger) -O 0 27174 1 27281 (the cartographer's disclaimer) -O 0 27190 8 27278 (a white spotted mushroom) -O 0 27190 8 27279 (a white spotted mushroom) -M 0 27149 4 27235 (the gate watchman) -E 1 27173 4 16 (a stone-hilted sword) -M 0 27159 8 27235 (a warrior of the Black Watch) -E 1 27184 20 5 (a plate of black steel) -E 1 27182 15 16 (a sword of the Black Watch) -E 1 27183 15 17 (an iron blade) -M 0 27106 15 27238 (a smoke rat) -M 0 27106 15 27263 (a smoke rat) -M 0 27106 15 27237 (a smoke rat) -M 0 27161 1 27226 (an old blind mage) -M 0 27105 3 27231 (a raven) -M 0 27105 3 27231 (a raven) -M 0 27162 10 27280 (a black lamprey) -M 0 27162 10 27280 (a black lamprey) -M 0 27162 10 27280 (a black lamprey) -M 0 27162 10 27278 (a black lamprey) -M 0 27162 10 27278 (a black lamprey) -M 0 27162 10 27278 (a black lamprey) -M 0 27162 10 27278 (a black lamprey) -M 0 27162 10 27279 (a black lamprey) -M 0 27162 10 27279 (a black lamprey) -M 0 27162 10 27279 (a black lamprey) -M 0 27163 3 27265 (a moth) -M 0 27163 3 27266 (a moth) -M 0 27163 3 27265 (a moth) -M 0 27153 1 27249 (Athos) -E 1 27226 5 16 (a thin fencing foil) -E 1 27225 5 17 (a bottle of Spanish wine) -M 0 27156 1 27257 (a guardian gryphon) -M 0 27124 1 27258 (the town treasurer) -M 0 27155 1 27240 (a black naga guardian) -M 0 27117 1 27244 (the Mistress of Assassins) -M 0 27123 1 27281 (the cartographer) -G 1 27207 1 -1 (a map of Sundhaven) -M 0 27126 1 27259 (the jeweller) -G 1 27156 1 -1 (an amber stone) -G 1 27157 1 -1 (an amethyst) -G 1 27158 1 -1 (a diamond) -G 1 27159 1 -1 (a sunstone) -G 1 27160 1 -1 (a necklace of tiger eyes) -G 1 27161 1 -1 (a black agate ring) -G 1 27162 1 -1 (a shard of snowflake obsidian) -M 0 27137 3 27248 (a silk trader) -E 1 27206 10 17 (a glass of wine) -G 1 27203 5 -1 (a pair of silk gloves) -G 1 27204 5 -1 (a laced blue shawl) -G 1 27205 5 -1 (a gown of indigo silk) -M 0 27137 3 27262 (a silk trader) -E 1 27206 10 17 (a glass of wine) -G 1 27203 5 -1 (a pair of silk gloves) -G 1 27204 5 -1 (a laced blue shawl) -G 1 27205 5 -1 (a gown of indigo silk) -M 0 27137 3 27233 (a silk trader) -E 1 27206 10 17 (a glass of wine) -G 1 27203 5 -1 (a pair of silk gloves) -G 1 27204 5 -1 (a laced blue shawl) -G 1 27205 5 -1 (a gown of indigo silk) -M 0 27108 4 27247 (a blackberry picker) -E 1 27218 10 17 (a basket) -P 1 27219 10 27218 (a handful of blackberries) -P 1 27219 10 27218 (a handful of blackberries) -M 0 27108 4 27247 (a blackberry picker) -E 1 27218 10 17 (a basket) -P 1 27219 10 27218 (a handful of blackberries) -P 1 27219 10 27218 (a handful of blackberries) -M 0 27109 3 27233 (a peddler) -E 1 27194 10 5 (a dusty red tunic) -E 1 27195 10 17 (a tray of goodies) -P 1 27196 5 27195 (a wooden pipe) -P 1 27197 5 27195 (a black candle) -P 1 27198 5 27195 (a stick of incense) -P 1 27199 5 27195 (a jar of honey) -P 1 27200 5 27195 (a salted herring) -P 1 27201 5 27195 (a white feather quill) -P 1 27202 5 27195 (a shard of broken crystal) -M 0 27105 3 27247 (a raven) -M 0 27108 4 27229 (a blackberry picker) -E 1 27218 10 17 (a basket) -P 1 27219 10 27218 (a handful of blackberries) -P 1 27219 10 27218 (a handful of blackberries) -M 0 27108 4 27231 (a blackberry picker) -E 1 27218 10 17 (a basket) -P 1 27219 10 27218 (a handful of blackberries) -P 1 27219 10 27218 (a handful of blackberries) -M 0 27127 1 27234 (Phadela) -G 1 27180 1 -1 (a voodoo doll) -G 1 27191 1 -1 (a red hibiscus blossom) -G 1 27192 1 -1 (an eye of toad) -G 1 27193 1 -1 (a mortar and pestle) -S -$ diff --git a/lib/world/zon/273.zon b/lib/world/zon/273.zon deleted file mode 100644 index 459ea1a..0000000 --- a/lib/world/zon/273.zon +++ /dev/null @@ -1,94 +0,0 @@ -#273 -Magnus~ -Space Station Alpha~ -27300 27399 30 1 d 0 0 0 25 30 -M 0 27304 1 27360 (Captain Vance Marshal) -E 1 27309 5 16 (a High Energy Plasma Gun (HEPG)) -E 1 27308 10 0 (an advanced halogen helmet light (AHHL)) -E 1 27307 5 12 (an advanced combat exoskeleton gravity pack (ACEGP)) -E 1 27306 5 6 (an advanced combat presurized exoskeleton helmet (ACPEH)) -E 1 27305 5 9 (a pair of advanced combat exoskeletion gloves (ACEG)) -E 1 27304 5 10 (a pair of advanced combat exoskeleton sleeves (ACES)) -E 1 27303 5 13 (an advanced combat exoskeleton utility belt (ACEUB)) -E 1 27302 5 8 (some ACEMFG) -E 1 27301 5 7 (a pair of ACELM's) -E 1 27300 5 17 (the Staff of Ra) -M 0 27300 20 27300 (a facehugger alien) -M 0 27300 20 27300 (a facehugger alien) -M 0 27300 20 27300 (a facehugger alien) -M 0 27300 20 27300 (a facehugger alien) -M 0 27300 20 27300 (a facehugger alien) -M 0 27302 1 27300 (the queen alien) -M 0 27303 5 27304 (a Predator alien) -E 1 27313 5 16 (a Predator flying blade.) -M 0 27303 5 27335 (a Predator alien) -M 0 27301 12 27305 (a drooling alien) -M 0 27301 12 27315 (a drooling alien) -M 0 27301 12 27325 (a drooling alien) -M 0 27301 12 27330 (a drooling alien) -M 0 27301 12 27335 (a drooling alien) -M 0 27301 12 27340 (a drooling alien) -M 0 27301 12 27341 (a drooling alien) -M 0 27301 12 27341 (a drooling alien) -M 0 27301 12 27350 (a drooling alien) -M 0 27301 12 27355 (a drooling alien) -M 0 27301 12 27356 (a drooling alien) -M 0 27300 20 27310 (a facehugger alien) -M 0 27300 20 27321 (a facehugger alien) -M 0 27300 20 27332 (a facehugger alien) -M 0 27300 20 27341 (a facehugger alien) -M 0 27300 20 27339 (a facehugger alien) -M 0 27305 10 27340 (a panther alien) -M 0 27305 10 27355 (a panther alien) -M 0 27305 10 27330 (a panther alien) -M 0 27305 10 27305 (a panther alien) -M 0 27305 10 27310 (a panther alien) -M 0 27306 1 27314 (Lt. Miko Oshura) -G 1 27314 7 -1 (a red plastic card) -G 1 27315 7 -1 (a blue plastic card) -G 1 27316 7 -1 (a white plastic card) -G 1 27317 7 -1 (a green plastic card) -E 1 27311 5 16 (a laser rifle) -E 1 27312 10 17 (a pair of IR goggles) -M 0 27307 1 27362 (the Predator Captain) -M 0 27303 5 27363 (a Predator alien) -E 1 27313 5 16 (a Predator flying blade.) -M 0 27303 5 27344 (a Predator alien) -G 1 27314 7 -1 (a red plastic card) -G 1 27315 7 -1 (a blue plastic card) -G 1 27316 7 -1 (a white plastic card) -G 1 27317 7 -1 (a green plastic card) -M 0 27303 5 27344 (a Predator alien) -E 1 27313 5 16 (a Predator flying blade.) -M 0 27308 5 27340 (a crewmember) -E 1 27312 10 17 (a pair of IR goggles) -E 1 27310 5 16 (a shiny new laser pistol) -G 1 27314 7 -1 (a red plastic card) -G 1 27315 7 -1 (a blue plastic card) -G 1 27316 7 -1 (a white plastic card) -G 1 27317 7 -1 (a green plastic card) -M 0 27308 5 27303 (a crewmember) -E 1 27312 10 17 (a pair of IR goggles) -E 1 27310 5 16 (a shiny new laser pistol) -G 1 27314 7 -1 (a red plastic card) -G 1 27315 7 -1 (a blue plastic card) -G 1 27316 7 -1 (a white plastic card) -G 1 27317 7 -1 (a green plastic card) -M 0 27308 5 27347 (a crewmember) -E 1 27312 10 17 (a pair of IR goggles) -E 1 27310 5 16 (a shiny new laser pistol) -M 0 27308 5 27325 (a crewmember) -E 1 27312 10 17 (a pair of IR goggles) -E 1 27310 5 16 (a shiny new laser pistol) -D 0 27338 1 2 (Agrodome #3) -D 0 27338 3 2 (Agrodome #3) -D 0 27337 1 2 (Agrodome #2) -D 0 27339 3 2 (Agrodome #4) -O 0 27316 7 27316 (a white plastic card) -O 0 27317 7 27312 (a green plastic card) -O 0 27315 7 27317 (a blue plastic card) -O 0 27314 7 27315 (a red plastic card) -O 0 27312 10 27301 (a pair of IR goggles) -O 0 27311 10 27301 (a laser rifle) -S -$ diff --git a/lib/world/zon/274.zon b/lib/world/zon/274.zon deleted file mode 100644 index faf8b71..0000000 --- a/lib/world/zon/274.zon +++ /dev/null @@ -1,191 +0,0 @@ -#274 -Whiteknight~ -Adria: Saint Brigid~ -27400 27499 15 2 d 0 0 0 4 8 -D 0 27463 3 1 (Upper Floor) -D 0 27463 0 1 (Upper Floor) -M 0 27435 12 27463 (male adventurer) -M 0 27436 2 27463 (a hooker) -D 0 27461 2 1 (Upper Floor) -M 0 27436 2 27461 (a hooker) -M 0 27430 1 27458 (Molly) -G 1 3001 99 -1 (a bottle) -G 1 3002 99 -1 (a bottle) -G 1 3003 99 -1 (a bottle) -G 1 3004 99 -1 (a bottle) -G 1 3000 99 -1 (a barrel) -M 0 27432 4 27458 (a sleeping adventurer) -M 0 27431 1 27458 (Catherine) -M 0 27434 6 27458 (female adventurer) -M 0 27434 6 27458 (female adventurer) -M 0 27434 6 27458 (female adventurer) -M 0 27432 4 27458 (a sleeping adventurer) -M 0 27434 6 27458 (female adventurer) -M 0 27435 6 27458 (male adventurer) -M 0 27432 4 27458 (a sleeping adventurer) -M 0 27435 6 27458 (male adventurer) -M 0 27435 6 27458 (male adventurer) -M 0 27435 6 27458 (male adventurer) -M 0 27432 4 27458 (a sleeping adventurer) -M 0 27433 1 27442 (a midjet named Bridjet) -M 0 27428 4 27491 (a female farmer) -M 0 27428 4 27497 (a female farmer) -M 0 27428 4 27484 (a female farmer) -O 0 34320 3 27421 (a construction sign) -O 0 34320 3 27427 (a construction sign) -D 0 27423 1 1 (Outside the Western Gate ) -O 0 34320 3 27423 (a construction sign) -D 0 27413 1 1 (Inside Eastern Gate) -M 0 27416 12 27413 (a male citizen of Saint Brigid) -G 1 27404 99 -1 (a staff) -M 0 27425 12 27413 (a female citizen of Saint Brigid) -O 0 27401 1 27473 (a granite fountain) -M 0 27416 12 27473 (a male citizen of Saint Brigid) -G 1 27404 99 -1 (a staff) -M 0 27425 12 27473 (a female citizen of Saint Brigid) -M 0 27425 12 27409 (a female citizen of Saint Brigid) -M 0 27416 12 27409 (a male citizen of Saint Brigid) -G 1 27404 100 -1 (a staff) -M 0 27416 12 27403 (a male citizen of Saint Brigid) -G 1 27404 99 -1 (a staff) -M 0 27425 12 27403 (a female citizen of Saint Brigid) -M 0 27425 14 27418 (a female citizen of Saint Brigid) -M 0 27416 14 27418 (a male citizen of Saint Brigid) -G 1 27404 99 -1 (a staff) -M 0 27406 1 27437 (Hans) -M 0 27429 1 27437 (Franz) -D 0 27456 0 1 (Small Alcove) -O 0 27427 2 27456 (a prayer altar) -D 0 27453 2 1 (Inside Main Chapel) -D 0 27453 0 1 (Inside Main Chapel) -D 0 27457 2 1 (Small Alcove) -M 0 27425 12 27457 (a female citizen of Saint Brigid) -M 0 27416 12 27457 (a male citizen of Saint Brigid) -O 0 27427 2 27457 (a prayer altar) -M 0 27400 1 27454 (Kay the Village Priest) -G 1 27424 1 -1 (a golden key) -O 0 27423 1 27454 (a box on a pedistal) -P 1 27425 1 27423 (some coins) -O 0 27426 1 27454 (a large shrine made of marble) -M 0 27409 1 27435 (Miriam) -G 1 3050 99 -1 (a scroll of identify) -G 1 3052 99 -1 (a scroll of recall) -G 1 3051 99 -1 (a yellow potion of see invisible) -G 1 3053 99 -1 (a gray wand of invisibility) -G 1 3054 99 -1 (a gnarled staff) -G 1 3055 99 -1 (a metal staff) -O 0 27422 1 27448 (an automatic teller machine) -M 0 27408 1 27434 (Elizabeth of Malvern) -G 1 3009 99 -1 (a waybread) -G 1 3010 99 -1 (a bread) -G 1 3011 99 -1 (a danish pastry) -M 0 27401 1 27459 (Broderick the Inn Keep) -G 1 3000 99 -1 (a barrel) -G 1 3001 99 -1 (a bottle) -G 1 3002 99 -1 (a bottle) -G 1 3003 99 -1 (a bottle) -G 1 3004 99 -1 (a bottle) -O 0 27402 1 27444 (a heavy anvil) -M 0 27402 1 27444 (Francis the Blacksmithe) -G 1 27403 99 -1 (a Saint Brigid lance) -G 1 27405 99 -1 (a Saint Brigid sword) -G 1 27418 99 -1 (a Saint Brigid hammer) -G 1 27419 99 -1 (a Saint Brigid flail) -G 1 27420 99 -1 (a Saint Brigid small sword) -G 1 27421 99 -1 (a Saint Brigid dagger) -M 0 27403 1 27445 (Mick of Malvern) -G 1 27406 99 -1 (a green and gray helmet) -G 1 27407 99 -1 (a gray cloak) -G 1 27408 99 -1 (a green and gray leather tunic) -G 1 27409 99 -1 (green and gray leather bucklers) -G 1 27410 99 -1 (leather breeches) -G 1 27411 99 -1 (a leather belt) -G 1 27412 99 -1 (gray leather boots) -G 1 27413 99 -1 (a pair of green leather gloves) -G 1 27414 99 -1 (a leather loop) -G 1 27415 99 -1 (a green and gray girdle) -G 1 27416 99 -1 (green leather wristguards) -G 1 27417 99 -1 (a metal shield) -M 0 27407 1 27440 (Floora the Grump) -G 1 3030 99 -1 (a torch) -G 1 3031 99 -1 (a lantern) -G 1 3032 99 -1 (a bag) -G 1 3033 99 -1 (a box) -G 1 3037 99 -1 (a candle) -G 1 3038 99 -1 (a nail) -G 1 3039 99 -1 (a pot) -G 1 3103 99 -1 (a bottle) -G 1 3104 99 -1 (a canteen) -G 1 3060 99 -1 (a raft) -G 1 3061 99 -1 (a canoe) -D 0 27422 0 1 (Outside Southern Gate) -M 0 27426 8 27402 (a village militia-man ) -M 0 27426 8 27402 (a village militia-man ) -M 0 27426 8 27425 (a village militia-man ) -M 0 27426 8 27425 (a village militia-man ) -M 0 27426 8 27424 (a village militia-man ) -M 0 27426 8 27424 (a village militia-man ) -M 0 27426 8 27471 (a village militia-man ) -M 0 27426 8 27471 (a village militia-man ) -M 0 27425 12 27412 (a female citizen of Saint Brigid) -M 0 27416 12 27438 (a male citizen of Saint Brigid) -M 0 27425 12 27438 (a female citizen of Saint Brigid) -M 0 27422 9 27447 (a female citizen) -M 0 27423 9 27447 (a male citizen) -M 0 27424 9 27447 (a child) -M 0 27422 9 27446 (a female citizen) -M 0 27423 9 27446 (a male citizen) -M 0 27424 9 27446 (a child) -M 0 27422 9 27443 (a female citizen) -M 0 27423 9 27443 (a male citizen) -M 0 27424 9 27443 (a child) -M 0 27422 9 27449 (a female citizen) -M 0 27423 9 27449 (a male citizen) -M 0 27424 9 27449 (a child) -M 0 27422 9 27451 (a female citizen) -M 0 27423 9 27451 (a male citizen) -M 0 27424 9 27451 (a child) -M 0 27422 9 27432 (a female citizen) -M 0 27423 9 27432 (a male citizen) -M 0 27424 9 27432 (a child) -M 0 27422 9 27433 (a female citizen) -M 0 27423 9 27433 (a male citizen) -M 0 27424 9 27433 (a child) -M 0 27422 9 27436 (a female citizen) -M 0 27423 9 27436 (a male citizen) -M 0 27424 9 27436 (a child) -M 0 27422 9 27439 (a female citizen) -M 0 27423 9 27439 (a male citizen) -M 0 27424 9 27439 (a child) -M 0 27416 12 27407 (a male citizen of Saint Brigid) -M 0 27416 12 27415 (a male citizen of Saint Brigid) -D 0 27464 3 1 (Bedroom One) -M 0 27413 1 27464 (Rebecca) -D 0 27465 0 1 (Bedroom Two) -M 0 27417 1 27465 (Natasha) -M 0 27421 1 27465 (Renah) -D 0 27466 0 1 (Bedroom Three) -M 0 27415 1 27466 (Jenny Of Alaster) -M 0 27420 1 27466 (Tarus the Traveller) -D 0 27467 0 1 (Bedroom Four) -M 0 27414 1 27467 (Doris) -M 0 27419 1 27467 (Sphen of Sweden) -D 0 27468 1 1 (Bedroom Five) -M 0 27419 1 27468 (Sphen of Sweden) -D 0 27469 1 1 (Bedroom Six) -M 0 27411 1 27469 (Alisha) -D 0 27470 2 1 (Madam Guineveer's Room) -M 0 27410 1 27470 (Madam Gwen) -D 0 27462 2 1 (Upper Floor) -D 0 27462 3 1 (Upper Floor) -D 0 27460 1 1 (Upper Floor) -D 0 27460 2 1 (Upper Floor) -M 0 27405 1 27431 (Zino the Jeweler) -D 0 27420 2 1 (Outside Northern Gate) -D 0 27419 0 1 (Inside Northern Gate) -D 0 27414 3 1 (Outside Eastern Gate) -D 0 27410 3 1 (Inside Western Gate) -D 0 27400 2 1 (Inside Southern Gate) -D 0 27452 3 1 (Outside Main Chapel) -S -$ diff --git a/lib/world/zon/275.zon b/lib/world/zon/275.zon deleted file mode 100644 index b4778be..0000000 --- a/lib/world/zon/275.zon +++ /dev/null @@ -1,298 +0,0 @@ -#275 -Naved~ -New Sparta~ -27500 27599 30 2 d 0 0 0 1 10 -R 0 27579 3034 -1 (an automatic teller machine) -O 0 3034 99 27579 (an automatic teller machine) -M 0 27504 10 27522 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27517 15 27522 (the alley cat) -M 0 27519 5 27522 (the punk) -E 1 27511 100 16 (a switchblade knife) -M 0 27506 14 27512 (the tourist) -E 1 27530 20 17 (a camera) -M 0 27579 1 27512 (the waiter) -G 1 25620 100 -1 (a cup of tea) -G 1 26114 100 -1 (a coffee cup) -G 1 27531 99 -1 (a canteen) -G 1 30821 100 -1 (a large barrel) -M 0 27565 1 27566 (Launchpad McQuack) -M 0 27520 5 27566 (the skinhead) -E 1 27512 100 16 (a chain) -M 0 27546 1 27527 (the whore) -M 0 27504 10 27527 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27518 1 27527 (Pee Wee) -E 1 27514 2 16 (a silver dildo) -M 0 27519 5 27527 (the punk) -E 1 27511 100 16 (a switchblade knife) -M 0 27520 5 27527 (the skinhead) -E 1 27512 100 16 (a chain) -M 0 27521 5 27527 (the prostitute) -M 0 27521 5 27527 (the prostitute) -M 0 27525 3 27527 (the transvestite) -M 0 27567 4 27527 (the stripper) -M 0 27567 4 27527 (the stripper) -M 0 27567 4 27527 (the stripper) -M 0 27567 4 27527 (the stripper) -M 0 27586 8 27527 (the drunk) -M 0 27586 8 27527 (the drunk) -M 0 27500 1 27581 (Goethe) -G 1 350 100 -1 (a scroll of identify) -G 1 352 100 -1 (a scroll of recall) -M 0 27501 1 27513 (Harry the Hare Krishna) -G 1 4103 20 -1 (a green slime mould) -G 1 6106 30 -1 (a toadstool) -M 0 27502 1 27568 (Wally the Wizard) -G 1 332 20 -1 (a bag) -G 1 351 20 -1 (a yellow potion of see invisible) -G 1 353 20 -1 (a gray wand of invisibility) -G 1 354 20 -1 (a gnarled staff) -M 0 27503 10 27570 (the policeman) -E 1 27510 100 16 (a nightstick) -M 0 27503 10 27599 (the policeman) -E 1 27510 100 16 (a nightstick) -M 0 27503 10 27529 (the policeman) -E 1 27510 100 16 (a nightstick) -M 0 27503 10 27516 (the policeman) -E 1 27510 100 16 (a nightstick) -M 0 27503 10 27573 (the policeman) -E 1 27510 100 16 (a nightstick) -M 0 27503 10 27574 (the policeman) -E 1 27510 100 16 (a nightstick) -M 0 27504 10 27501 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27504 10 27511 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27504 10 27569 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27504 10 27597 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27504 10 27572 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27504 10 27530 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27505 2 27528 (the mugger) -E 1 27511 100 16 (a switchblade knife) -M 0 27505 2 27515 (the mugger) -E 1 27511 100 16 (a switchblade knife) -M 0 27506 14 27502 (the tourist) -E 1 27530 20 17 (a camera) -M 0 27506 14 27502 (the tourist) -E 1 27530 20 17 (a camera) -M 0 27506 14 27535 (the tourist) -E 1 27530 20 17 (a camera) -M 0 27506 14 27574 (the tourist) -E 1 27530 20 17 (a camera) -M 0 27506 14 27529 (the tourist) -E 1 27530 20 17 (a camera) -M 0 27506 14 27510 (the tourist) -E 1 27530 20 17 (a camera) -M 0 27506 14 27510 (the tourist) -E 1 27530 20 17 (a camera) -M 0 27506 14 27505 (the tourist) -E 1 27530 20 17 (a camera) -M 0 27506 14 27504 (the tourist) -E 1 27530 20 17 (a camera) -M 0 27506 14 27570 (the tourist) -E 1 27530 20 17 (a camera) -M 0 27506 14 27569 (the tourist) -E 1 27530 20 17 (a camera) -M 0 27506 14 27597 (the tourist) -E 1 27530 20 17 (a camera) -M 0 27507 1 27584 (Norm) -M 0 27508 1 27584 (Cliff Claven) -M 0 27509 1 27585 (Carla) -M 0 27510 1 27583 (Woody) -G 1 300 20 -1 (a barrel) -G 1 301 20 -1 (a bottle) -G 1 302 20 -1 (a bottle) -M 0 27511 1 27593 (Mayor Abe) -M 0 27512 1 27591 (Rebecca Howe) -M 0 27513 1 27583 (Sam) -E 1 27509 4 16 (a baseball bat) -M 0 27514 1 27587 (Frasier) -M 0 27515 1 27583 (Lilith) -M 0 27516 1 27589 (Paul) -M 0 27517 15 27508 (the alley cat) -M 0 27519 5 27597 (the punk) -E 1 27511 100 16 (a switchblade knife) -M 0 27520 5 27508 (the skinhead) -E 1 27512 100 16 (a chain) -M 0 27520 5 27581 (the skinhead) -E 1 27512 100 16 (a chain) -M 0 27521 5 27528 (the prostitute) -M 0 27521 5 27528 (the prostitute) -M 0 27521 5 27528 (the prostitute) -M 0 27522 1 27590 (Jonathan Hill) -M 0 27524 4 27504 (the dockworker) -M 0 27524 4 27505 (the dockworker) -M 0 27524 4 27501 (the dockworker) -M 0 27524 4 27501 (the dockworker) -M 0 27525 3 27515 (the transvestite) -M 0 27525 3 27528 (the transvestite) -M 0 27526 1 27528 (the pimp) -E 1 27511 100 16 (a switchblade knife) -M 0 27527 4 27561 (the Orc lineman) -M 0 27527 4 27558 (the Orc lineman) -M 0 27527 4 27553 (the Orc lineman) -M 0 27528 4 27553 (the Human lineman) -M 0 27528 4 27549 (the Human lineman) -M 0 27528 4 27557 (the Human lineman) -M 0 27529 2 27557 (the Orc receiver) -M 0 27529 2 27550 (the Orc receiver) -M 0 27530 2 27559 (the Human receiver) -M 0 27530 2 27561 (the Human receiver) -M 0 27531 2 27548 (the Orc blocker) -M 0 27531 2 27555 (the Orc blocker) -M 0 27532 2 27555 (the Human blocker) -M 0 27532 2 27549 (the Human blocker) -M 0 27533 2 27554 (the Orc thrower) -M 0 27533 2 27558 (the Orc thrower) -M 0 27534 2 27552 (the Human thrower) -M 0 27534 2 27549 (the Human thrower) -M 0 27535 1 27554 (the Orc blitzer) -E 1 27508 10 3 (a pair of shoulder pads) -M 0 27536 1 27551 (the Human blitzer) -E 1 27508 10 3 (a pair of shoulder pads) -M 0 27527 4 27549 (the Orc lineman) -M 0 27528 4 27558 (the Human lineman) -M 0 27537 7 27532 (the loyal fan) -M 0 27537 7 27533 (the loyal fan) -M 0 27537 7 27533 (the loyal fan) -M 0 27537 7 27534 (the loyal fan) -M 0 27537 7 27535 (the loyal fan) -M 0 27537 7 27535 (the loyal fan) -M 0 27537 7 27536 (the loyal fan) -M 0 27538 6 27534 (the innocent child) -M 0 27538 6 27532 (the innocent child) -M 0 27538 6 27510 (the innocent child) -M 0 27538 6 27509 (the innocent child) -M 0 27538 6 27597 (the innocent child) -M 0 27538 6 27570 (the innocent child) -M 0 27539 7 27535 (the vendor) -M 0 27539 7 27533 (the vendor) -M 0 27539 7 27545 (the vendor) -M 0 27539 7 27543 (the vendor) -M 0 27539 7 27502 (the vendor) -M 0 27539 7 27502 (the vendor) -M 0 27539 7 27516 (the vendor) -M 0 27540 5 27583 (the construction worker) -M 0 27540 5 27544 (the construction worker) -M 0 27540 5 27545 (the construction worker) -M 0 27541 5 27543 (the drunk, rowdy fan) -G 1 301 100 -1 (a bottle) -M 0 27541 5 27544 (the drunk, rowdy fan) -G 1 301 100 -1 (a bottle) -M 0 27541 5 27545 (the drunk, rowdy fan) -G 1 301 100 -1 (a bottle) -M 0 27542 4 27540 (the Security Guard) -E 1 27510 100 16 (a nightstick) -M 0 27542 4 27535 (the Security Guard) -E 1 27510 100 16 (a nightstick) -M 0 27542 4 27533 (the Security Guard) -E 1 27510 100 16 (a nightstick) -M 0 27542 4 27544 (the Security Guard) -E 1 27510 100 16 (a nightstick) -M 0 27552 6 27560 (the cheerleader) -E 1 27515 100 16 (a set of pom-poms) -M 0 27552 6 27560 (the cheerleader) -E 1 27515 100 16 (a set of pom-poms) -M 0 27552 6 27562 (the cheerleader) -E 1 27515 100 16 (a set of pom-poms) -M 0 27552 6 27562 (the cheerleader) -E 1 27515 100 16 (a set of pom-poms) -M 0 27552 6 27559 (the cheerleader) -E 1 27515 100 16 (a set of pom-poms) -M 0 27552 6 27559 (the cheerleader) -E 1 27515 100 16 (a set of pom-poms) -M 0 27553 1 27560 (Ilsa the Head Cheerleader) -E 1 27515 100 16 (a set of pom-poms) -M 0 27556 1 27594 (the maid) -M 0 27558 1 27597 (the cashier) -G 1 27503 20 -1 (a pair of Nike sneakers) -G 1 27504 20 -1 (a pair of blue jeans) -G 1 27505 20 -1 (a sweatshirt) -G 1 27506 20 -1 (an overcoat) -G 1 27507 20 -1 (a pair of sweatpants) -G 1 27514 20 -1 (a silver dildo) -G 1 27528 20 -1 (a suit jacket) -G 1 27529 20 -1 (a necktie) -M 0 27559 2 27518 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27559 2 27518 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27560 2 27587 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27560 2 27587 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27561 2 27597 (a shoplifter) -M 0 27561 2 27597 (a shoplifter) -M 0 27562 1 27507 (a fisherman) -G 1 310 200 -1 (a bread) -G 1 27516 200 -1 (a fish) -G 1 27521 100 -1 (a lobster) -M 0 27563 1 27517 (the arms dealer) -G 1 320 100 -1 (a dagger) -G 1 321 100 -1 (a small sword) -G 1 322 100 -1 (a long sword) -G 1 323 100 -1 (a wooden club) -G 1 324 100 -1 (a warhammer) -G 1 325 100 -1 (a flail) -G 1 27510 100 -1 (a nightstick) -G 1 27511 100 -1 (a switchblade knife) -G 1 27519 100 -1 (a fireman's axe) -M 0 27564 1 27518 (Raghuram the 7-11 Manager) -G 1 27520 100 -1 (a doughnut) -G 1 27522 100 -1 (a bag of potato chips) -G 1 27523 100 -1 (a box of pretzels) -G 1 27524 100 -1 (a two litre bottle) -G 1 27525 100 -1 (a carton) -G 1 27526 100 -1 (a carton) -G 1 27527 100 -1 (an Italian hoagie) -M 0 27566 1 27510 (the bleached blonde bimbo) -M 0 27568 1 27575 (the sorcerer) -M 0 27569 1 27519 (the knight templar) -M 0 27570 1 27514 (the assassin) -M 0 27571 1 27523 (the knight) -M 0 27572 1 27577 (the Guildmaster) -M 0 27573 1 27521 (the Guildmaster) -M 0 27574 1 27596 (the Guildmaster) -M 0 27575 1 27525 (the Guildmaster) -M 0 27576 1 27501 (the Captain) -G 1 360 20 -1 (a raft) -G 1 361 15 -1 (a canoe) -M 0 27577 1 27567 (the Armorer) -G 1 340 100 -1 (a breast plate) -G 1 341 100 -1 (a chain mail shirt) -G 1 342 100 -1 (a shield) -G 1 343 100 -1 (a leather jacket) -G 1 344 100 -1 (a studded leather jacket) -G 1 346 100 -1 (a bronze breast plate) -G 1 370 100 -1 (a pair of bronze gauntlets) -G 1 371 100 -1 (a pair of leather gloves) -G 1 375 100 -1 (a bronze helmet) -G 1 376 100 -1 (a leather cap) -G 1 380 100 -1 (a pair of bronze leggings) -G 1 381 100 -1 (a pair of leather pants) -G 1 385 100 -1 (a pair of bronze sleeves) -G 1 386 100 -1 (a pair of leather sleeves) -M 0 27578 1 27594 (the receptionist) -M 0 27580 1 27576 (the waiter) -M 0 27581 1 27520 (the Waiter) -M 0 27582 1 27595 (the Waiter) -M 0 27583 1 27524 (the Waiter) -M 0 27584 5 27573 (the janitor) -M 0 27584 5 27506 (the janitor) -M 0 27584 5 27570 (the janitor) -M 0 27584 5 27516 (the janitor) -M 0 27586 8 27584 (the drunk) -M 0 27586 8 27585 (the drunk) -M 0 27586 8 27589 (the drunk) -M 0 27586 8 27580 (the drunk) -D 0 27538 0 2 (Behind WarVision) -D 0 27540 1 2 (The End of the Concourse) -D 0 27588 3 1 (Inside The Bar) -D 0 27591 1 1 (Rebecca's Office) -S -$ diff --git a/lib/world/zon/276.zon b/lib/world/zon/276.zon deleted file mode 100644 index 5974689..0000000 --- a/lib/world/zon/276.zon +++ /dev/null @@ -1,88 +0,0 @@ -#276 -Naved~ -New Sparta II~ -27600 27699 30 2 -M 0 27523 1 27600 (the Bishop) -M 0 27551 1 27608 (the master throat) -M 0 27550 1 27608 (the senior throat) -M 0 27549 1 27608 (the major throat) -M 0 27548 1 27608 (the throat) -M 0 27547 1 27608 (the minor throat) -M 0 27517 15 27606 (the alley cat) -M 0 27517 15 27606 (the alley cat) -M 0 27517 15 27606 (the alley cat) -M 0 27517 15 27606 (the alley cat) -M 0 27517 15 27606 (the alley cat) -M 0 27517 15 27606 (the alley cat) -M 0 27517 15 27606 (the alley cat) -M 0 27517 15 27606 (the alley cat) -M 0 27517 15 27606 (the alley cat) -M 0 27517 15 27606 (the alley cat) -M 0 27517 15 27606 (the alley cat) -M 0 27517 15 27606 (the alley cat) -M 0 27517 15 27606 (the alley cat) -M 0 27585 20 27606 (the beastly fido) -M 0 27585 20 27606 (the beastly fido) -M 0 27585 20 27606 (the beastly fido) -M 0 27585 20 27606 (the beastly fido) -M 0 27585 20 27606 (the beastly fido) -M 0 27585 20 27606 (the beastly fido) -M 0 27585 20 27606 (the beastly fido) -M 0 27585 20 27606 (the beastly fido) -M 0 27585 20 27606 (the beastly fido) -M 0 27585 20 27606 (the beastly fido) -E 1 27502 99 8 (a pair of doggie slippers) -D 0 27607 2 1 (The Police Station) -D 0 27609 0 1 (The Chief's Office) -D 0 27610 2 2 (The Jail) -D 0 27611 0 2 (The Jail Cell) -M 0 27503 10 27605 (the policeman) -E 1 27510 100 16 (a nightstick) -M 0 27503 10 27607 (the policeman) -E 1 27510 100 16 (a nightstick) -M 0 27503 10 27607 (the policeman) -E 1 27510 100 16 (a nightstick) -M 0 27503 10 27613 (the policeman) -E 1 27510 100 16 (a nightstick) -M 0 27504 10 27607 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27504 10 27614 (the cop) -E 1 27510 100 16 (a nightstick) -M 0 27519 5 27615 (the punk) -E 1 27511 100 16 (a switchblade knife) -M 0 27519 5 27615 (the punk) -E 1 27511 100 16 (a switchblade knife) -M 0 27520 5 27615 (the skinhead) -E 1 27512 100 16 (a chain) -M 0 27540 5 27604 (the construction worker) -E 1 27513 100 16 (a connecting rod) -E 1 27517 20 13 (a tool belt) -E 1 27518 10 6 (a hardhat) -M 0 27540 5 27604 (the construction worker) -E 1 27513 100 16 (a connecting rod) -E 1 27517 20 13 (a tool belt) -E 1 27518 10 6 (a hardhat) -M 0 27544 1 27602 (Fire Marshall Bob) -M 0 27545 5 27603 (the fireman) -E 1 27519 100 16 (a fireman's axe) -M 0 27545 5 27603 (the fireman) -E 1 27519 100 16 (a fireman's axe) -M 0 27545 5 27603 (the fireman) -E 1 27519 100 16 (a fireman's axe) -M 0 27545 5 27601 (the fireman) -E 1 27519 100 16 (a fireman's axe) -M 0 27545 5 27601 (the fireman) -E 1 27519 100 16 (a fireman's axe) -M 0 27554 1 27609 (Chief O'Hara) -E 1 27501 2 16 (a handgun) -M 0 27555 1 27610 (the Warden) -G 1 27500 1 -1 (a jail key) -E 1 27510 100 16 (a nightstick) -M 0 27557 1 27611 (Esprit) -M 0 27587 1 27617 (the kitten) -M 0 27588 1 27617 (the puppy) -M 0 27589 1 27617 (the beagle) -M 0 27590 1 27617 (the rottweiler) -M 0 27591 1 27617 (the wolf) -S -$ diff --git a/lib/world/zon/277.zon b/lib/world/zon/277.zon deleted file mode 100644 index ce833fe..0000000 --- a/lib/world/zon/277.zon +++ /dev/null @@ -1,231 +0,0 @@ -#277 -Unknown/Detta~ -Shire~ -27700 27799 20 2 d 0 0 0 14 18 -R 0 27750 27764 -1 (a small chest) -O 0 27764 99 27750 (a small chest) -P 1 27765 99 27764 (an old skeleton) -R 0 27748 27760 -1 (a treasure chest) -O 0 27760 99 27748 (a treasure chest) -P 1 27763 99 27760 (Paladin's shield) -P 1 27762 99 27760 (a pile of gold coins) -R 0 27747 27758 -1 (a wooden crate) -R 0 27747 27758 -1 (a wooden crate) -O 0 27758 99 27747 (a wooden crate) -P 1 27759 99 27758 (@Da string of black pearls@n) -O 0 27758 99 27747 (a wooden crate) -M 0 27734 1 27758 (the tailor) -G 1 27750 99 -1 (@wa white cotton blouse@n) -G 1 27749 99 -1 (@ma purple bodice@n) -G 1 27753 99 -1 (@ga green bodice@n) -G 1 27755 99 -1 (@ya yellow bodice@n) -G 1 27757 99 -1 (@ca blue bodice@n) -G 1 27748 99 -1 (@Ma flowing purple skirt@n) -G 1 27752 99 -1 (@Ga sweeping green skirt@n) -G 1 27754 99 -1 (@Ya light yellow skirt@n) -G 1 27756 99 -1 (@Ca flowing blue skirt@n) -M 0 27720 1 27707 (the blacksmith) -G 1 27709 99 -1 (a tiny dagger) -G 1 27747 99 -1 (a hunter's knife) -M 0 27704 2 27708 (a nursemaid) -E 1 27750 99 5 (@wa white cotton blouse@n) -E 1 27757 99 13 (@ca blue bodice@n) -E 1 27756 99 7 (@Ca flowing blue skirt@n) -M 0 27704 2 27708 (a nursemaid) -M 0 27703 6 27708 (a toddler) -M 0 27703 6 27708 (a toddler) -M 0 27703 6 27708 (a toddler) -M 0 27703 6 27708 (a toddler) -M 0 27703 6 27708 (a toddler) -M 0 27703 6 27708 (a toddler) -M 0 27713 1 27716 (the Innkeeper) -G 1 27710 999 -1 (an egg) -M 0 27723 3 27716 (a seasoned adventurer) -M 0 27724 2 27716 (a local gossip) -M 0 27724 2 27716 (a local gossip) -M 0 27727 3 27716 (a chic urbanite) -M 0 27733 2 27716 (a young hobbit waitress) -E 1 27755 99 13 (@ya yellow bodice@n) -E 1 27754 99 7 (@Ya light yellow skirt@n) -E 1 27750 99 5 (@wa white cotton blouse@n) -G 1 27718 99 -1 (a plate of toad-in-the-hole) -G 1 27719 99 -1 (a plate of venison in red wine) -G 1 27720 99 -1 (a plate of suet pudding with beef) -G 1 27721 99 -1 (a bowl of apple crumble) -G 1 27722 99 -1 (a bowl of apricot fool) -G 1 27723 99 -1 (a plate of bacon roly-poly) -G 1 27724 99 -1 (a plate of bangers and mash) -G 1 27725 99 -1 (a bowl of bread and butter pudding) -G 1 27726 99 -1 (a plate of bubble and squeak) -G 1 27727 99 -1 (a plate of cauliflower cheese) -G 1 27728 99 -1 (a plate of chicken kiev) -G 1 27729 99 -1 (a plate of fried duck breast) -G 1 27731 99 -1 (a bowl of bananas and custard) -G 1 27733 99 -1 (a plate of smoked mackerel) -G 1 27734 99 -1 (a plate of shepherd's pie) -G 1 27737 99 -1 (a bowl of spotted dick) -G 1 27738 99 -1 (a plate of baked gammon in cider) -G 1 27739 99 -1 (a plate of baked flounder) -G 1 27741 99 -1 (a plate of lampery in brewet) -G 1 27743 99 -1 (a plate of mushroom croustades) -G 1 27744 99 -1 (a bowl of treacle pudding) -G 1 27745 99 -1 (a plate of skirlie with mushrooms) -G 1 27746 99 -1 (a plate of quails on mushrooms) -M 0 27723 3 27744 (a seasoned adventurer) -M 0 27727 3 27744 (a chic urbanite) -M 0 27727 3 27744 (a chic urbanite) -M 0 27733 2 27744 (a young hobbit waitress) -E 1 27750 99 5 (@wa white cotton blouse@n) -E 1 27753 99 13 (@ga green bodice@n) -E 1 27752 99 7 (@Ga sweeping green skirt@n) -G 1 27746 99 -1 (a plate of quails on mushrooms) -G 1 27745 99 -1 (a plate of skirlie with mushrooms) -G 1 27744 99 -1 (a bowl of treacle pudding) -G 1 27743 99 -1 (a plate of mushroom croustades) -G 1 27741 99 -1 (a plate of lampery in brewet) -G 1 27739 99 -1 (a plate of baked flounder) -G 1 27738 99 -1 (a plate of baked gammon in cider) -G 1 27737 99 -1 (a bowl of spotted dick) -G 1 27734 99 -1 (a plate of shepherd's pie) -G 1 27733 99 -1 (a plate of smoked mackerel) -G 1 27731 99 -1 (a bowl of bananas and custard) -G 1 27729 99 -1 (a plate of fried duck breast) -G 1 27728 99 -1 (a plate of chicken kiev) -G 1 27727 99 -1 (a plate of cauliflower cheese) -G 1 27726 99 -1 (a plate of bubble and squeak) -G 1 27725 99 -1 (a bowl of bread and butter pudding) -G 1 27724 99 -1 (a plate of bangers and mash) -G 1 27723 99 -1 (a plate of bacon roly-poly) -G 1 27722 99 -1 (a bowl of apricot fool) -G 1 27721 99 -1 (a bowl of apple crumble) -G 1 27720 99 -1 (a plate of suet pudding with beef) -G 1 27719 99 -1 (a plate of venison in red wine) -G 1 27718 99 -1 (a plate of toad-in-the-hole) -M 0 27725 1 27728 (a halfling beauty) -E 1 27751 99 6 (@Wa @Yd@Wa@Yi@Ws@Yy @Wc@Yh@Wa@Yi@Wn@n) -E 1 27750 99 5 (@wa white cotton blouse@n) -E 1 27748 99 7 (@Ma flowing purple skirt@n) -E 1 27749 99 13 (@ma purple bodice@n) -M 0 27700 1 27728 (the Elven Wizard) -E 1 27704 1 12 (a silvery cloak) -E 1 27700 1 0 (the rainbow staff) -M 0 27702 1 27741 (Farmer Gamgee) -E 1 27747 99 16 (a hunter's knife) -M 0 27719 1 27721 (the grocer) -G 1 27732 99 -1 (a piece of sticky gingerbread) -G 1 27742 99 -1 (a piece of lemon cake) -G 1 27740 99 -1 (a crumpet) -G 1 27736 99 -1 (a sausage roll) -G 1 27735 99 -1 (a pickled onion) -G 1 27730 99 -1 (a scotch egg) -G 1 27716 99 -1 (a pile of sunflower seeds) -G 1 27710 99 -1 (an egg) -G 1 27703 999 -1 (a pipeweed bread) -R 0 27720 27715 -1 (a golden sunflower) -O 0 27715 99 27720 (a golden sunflower) -P 1 27716 99 27715 (a pile of sunflower seeds) -R 0 27720 27717 -1 (a trickle of water) -O 0 27717 99 27720 (a trickle of water) -R 0 27704 27715 -1 (a golden sunflower) -R 0 27704 27715 -1 (a golden sunflower) -O 0 27715 99 27704 (a golden sunflower) -P 1 27716 99 27715 (a pile of sunflower seeds) -O 0 27715 99 27704 (a golden sunflower) -P 1 27716 99 27715 (a pile of sunflower seeds) -R 0 27712 27715 -1 (a golden sunflower) -O 0 27715 99 27712 (a golden sunflower) -P 1 27716 99 27715 (a pile of sunflower seeds) -R 0 27734 27715 -1 (a golden sunflower) -R 0 27734 27715 -1 (a golden sunflower) -O 0 27715 99 27734 (a golden sunflower) -P 1 27716 99 27715 (a pile of sunflower seeds) -O 0 27715 99 27734 (a golden sunflower) -P 1 27716 99 27715 (a pile of sunflower seeds) -M 0 27731 1 27757 (the receptionist) -M 0 27730 1 27757 (the Innkeeper) -O 0 27702 1 27703 (a sign) -M 0 27718 1 27705 (the shopkeeper) -G 1 27711 999 -1 (a bag) -G 1 27712 999 -1 (a lantern) -M 0 27710 8 27710 (a shiriff) -E 1 27709 9 16 (a tiny dagger) -M 0 27710 8 27710 (a shiriff) -M 0 27711 4 27710 (a shiriff) -M 0 27712 1 27711 (the Thain) -E 1 27713 100 16 (a bardiche) -E 1 27708 5 13 (the thain girth) -M 0 27728 4 27714 (a country bumpkin) -G 1 27703 99 -1 (a pipeweed bread) -M 0 27728 4 27715 (a country bumpkin) -G 1 27703 99 -1 (a pipeweed bread) -M 0 27721 1 27717 (the battle master) -E 1 27713 100 16 (a bardiche) -M 0 27726 3 27717 (a trainee) -E 1 27713 100 16 (a bardiche) -M 0 27726 3 27717 (a trainee) -E 1 27713 100 16 (a bardiche) -M 0 27726 3 27717 (a trainee) -E 1 27713 100 16 (a bardiche) -M 0 27710 8 27719 (a shiriff) -E 1 27709 3 16 (a tiny dagger) -M 0 27710 8 27719 (a shiriff) -M 0 27711 4 27719 (a shiriff) -M 0 27715 6 27723 (the mill worker) -M 0 27715 6 27723 (the mill worker) -M 0 27715 6 27724 (the mill worker) -M 0 27715 6 27724 (the mill worker) -M 0 27715 6 27724 (the mill worker) -M 0 27714 1 27724 (the Miller) -M 0 27722 9 27727 (a halfling youth) -M 0 27722 9 27727 (a halfling youth) -M 0 27722 9 27727 (a halfling youth) -M 0 27722 9 27729 (a halfling youth) -M 0 27722 9 27729 (a halfling youth) -M 0 27722 9 27729 (a halfling youth) -M 0 27722 9 27730 (a halfling youth) -M 0 27722 9 27730 (a halfling youth) -M 0 27722 9 27730 (a halfling youth) -M 0 27716 1 27736 (the elven warrior) -E 1 27706 1 16 (an elven bow) -M 0 27717 1 27736 (the dwarven prince) -E 1 27707 1 16 (a mithril axe) -M 0 27701 1 27737 (the Keeper of the Ring) -E 1 27701 1 16 (Sting) -E 1 27705 10 1 (the One Ring) -M 0 27708 1 27738 (a bull) -M 0 27706 5 27739 (a pig) -M 0 27706 5 27739 (a pig) -M 0 27706 5 27739 (a pig) -M 0 27706 5 27739 (a pig) -M 0 27706 5 27739 (a pig) -M 0 27705 3 27742 (a cow) -M 0 27705 3 27742 (a cow) -M 0 27705 3 27742 (a cow) -M 0 27709 4 27742 (a horse) -M 0 27709 4 27742 (a horse) -M 0 27709 4 27742 (a horse) -M 0 27709 4 27742 (a horse) -M 0 27707 6 27743 (a chicken) -G 1 27710 100 -1 (an egg) -M 0 27707 6 27743 (a chicken) -G 1 27710 100 -1 (an egg) -M 0 27707 6 27743 (a chicken) -G 1 27710 100 -1 (an egg) -M 0 27707 6 27743 (a chicken) -G 1 27710 100 -1 (an egg) -M 0 27707 6 27743 (a chicken) -G 1 27710 100 -1 (an egg) -M 0 27707 6 27743 (a chicken) -G 1 27710 100 -1 (an egg) -M 0 27710 8 27745 (a shiriff) -E 1 27709 3 16 (a tiny dagger) -M 0 27710 8 27745 (a shiriff) -M 0 27711 4 27745 (a shiriff) -M 0 27710 8 27753 (a shiriff) -E 1 27709 3 16 (a tiny dagger) -M 0 27710 8 27753 (a shiriff) -M 0 27711 4 27753 (a shiriff) -M 0 27728 4 27754 (a country bumpkin) -M 0 27728 4 27755 (a country bumpkin) -S -$ diff --git a/lib/world/zon/278.zon b/lib/world/zon/278.zon deleted file mode 100644 index c459e04..0000000 --- a/lib/world/zon/278.zon +++ /dev/null @@ -1,29 +0,0 @@ -#278 -Questor~ -Oceania~ -27800 27899 15 1 d 0 0 0 21 24 -M 0 27800 1 27800 (the crusty old Captain) -M 0 27801 10 27806 (the huge, green Sea Serpent) -M 0 27801 10 27811 (the huge, green Sea Serpent) -M 0 27801 10 27848 (the huge, green Sea Serpent) -E 1 27800 3 5 (a beautiful green-metallic scale armor) -E 1 27801 3 16 (a pair of dragon's claws) -M 0 27801 10 27845 (the huge, green Sea Serpent) -M 0 27801 10 27819 (the huge, green Sea Serpent) -M 0 27801 10 27816 (the huge, green Sea Serpent) -M 0 27801 10 27825 (the huge, green Sea Serpent) -E 1 27800 3 5 (a beautiful green-metallic scale armor) -E 1 27801 3 16 (a pair of dragon's claws) -M 0 27801 10 27834 (the huge, green Sea Serpent) -M 0 27802 20 27801 (a vicious barracuda) -M 0 27802 20 27814 (a vicious barracuda) -M 0 27802 20 27828 (a vicious barracuda) -M 0 27802 20 27831 (a vicious barracuda) -M 0 27803 1 27842 (the demigod Leviathan) -E 1 27802 1 17 (the Staff of Illumination) -E 1 27803 1 9 (some green gauntlets) -E 1 27804 1 7 (some green leggings) -E 1 27805 1 6 (the Coral Crown) -E 1 27806 1 16 (the Crystal Trident) -S -$ diff --git a/lib/world/zon/279.zon b/lib/world/zon/279.zon deleted file mode 100644 index d69ccec..0000000 --- a/lib/world/zon/279.zon +++ /dev/null @@ -1,126 +0,0 @@ -#279 -Apollo/Detta~ -Notre Dame~ -27900 27999 30 2 d 0 0 0 10 15 -M 0 27922 1 27922 (a believer woman) -M 0 27943 1 27943 (Pierre the magician) -G 1 15012 99 -1 (a large vial) -G 1 5473 99 -1 (an off-white potion) -G 1 351 5 -1 (a yellow potion of see invisible) -G 1 6110 50 -1 (a musky yellow potion) -G 1 27943 50 -1 (a magic potion) -G 1 27988 5 -1 (a magic staff) -M 0 27971 1 27971 (Monet the cook) -G 1 3308 99 -1 (an apple) -G 1 3010 99 -1 (a bread) -G 1 3101 99 -1 (a cup) -G 1 27971 30 -1 (a French cake) -G 1 27985 25 -1 (a baggete) -M 0 27996 1 27996 (the guardian of time and space) -E 1 27997 10 9 (a pair of spiritual gloves) -E 1 27999 5 6 (a dark mask) -M 0 27955 3 27955 (a brown squirrel) -G 1 27955 1 -1 (a magical key) -M 0 27957 1 27957 (Esmerelda the gypsy) -E 1 27957 5 13 (a magic belt) -D 1 27957 5 2 (An Encampment of Gypsies) -D 0 27994 0 1 (A Cell in the Dungeon) -M 1 27990 1 27994 (a man in an iron mask) -E 1 27994 10 6 (an iron mask) -D 0 27999 3 2 (Royal Hall) -M 1 27999 1 27999 (the King of France) -E 1 27993 5 6 (a royal crown) -D 0 27978 1 2 (The Musketeer's Room) -M 0 27977 1 27978 (Athos the Musketeer) -E 1 27978 5 16 (a foil) -M 1 27978 1 27978 (Aramis the Musketeer) -E 1 27977 5 16 (a golden rapier) -D 0 27991 1 1 (At the End of the Dungeon Corridor) -D 1 27991 2 2 (At the End of the Dungeon Corridor) -D 1 27991 3 2 (At the End of the Dungeon Corridor) -M 0 27992 6 27992 (a flea) -M 0 27987 2 27987 (a Musketeer's horse) -E 1 27987 2 8 (a set of horseshoes) -D 0 27987 1 1 (A French Stable) -M 0 27988 1 27988 (a French receptionist) -E 1 27966 5 5 (a white dress) -O 0 27907 2 27906 (a silver plate) -O 0 27907 2 27907 (a silver plate) -D 0 27926 5 1 (The Cathedral Steeple) -M 0 27926 1 27926 (the hunchback) -E 1 27925 10 7 (a pair of dirty pants) -E 1 27926 5 5 (a green shirt) -M 0 27900 2 27926 (a gray bat) -D 0 27968 0 2 (The Entrance to Musketeer H.Q.) -M 1 27968 1 27968 (a Musketeer in service) -E 1 27968 2 17 (a bronze key) -E 1 27902 10 8 (a pair of brown boots) -M 0 27947 1 27947 (a French woman) -E 1 27947 1 17 (a bunch of flowers) -M 0 27995 1 27995 (a sentinel) -E 1 27995 10 12 (a Musketeer cape) -G 1 27990 1 -1 (an oxided key) -M 0 27945 1 27945 (a French merchant) -E 1 27945 10 17 (a copper lamp) -M 0 27941 1 27941 (a white poodle ) -E 1 27941 10 4 (a bright dog collar) -M 0 27904 1 27904 (a poor citizen) -M 0 27967 1 27967 (Robespierre) -E 1 27967 10 12 (a black hood) -D 0 27951 2 1 (Champs Elysees) -M 1 27951 1 27951 (Degas the hermit) -E 1 27951 10 16 (a hermit mace) -M 0 27921 1 27921 (a choirboy) -E 1 27921 10 17 (a tithe basket) -M 0 27998 1 27998 (Toulouse ) -G 1 27998 10 -1 (an iron chain) -G 1 27996 10 -1 (a pearl necklace) -G 1 27905 5 -1 (a wood vase) -G 1 27908 5 -1 (a cool sweater) -G 1 27915 10 -1 (a wood slab) -M 0 27925 3 27963 (a pigeon) -M 1 27963 1 27963 (a citizen of Paris) -M 0 27934 2 27934 (the gargoyle) -E 1 27934 5 10 (a pair of stone sleeves) -E 1 27933 5 11 (a stone shield) -M 0 27934 2 27936 (the gargoyle) -E 1 27936 5 7 (a pair of stone leggings) -E 1 27933 5 11 (a stone shield) -M 0 27940 2 27940 (a citizen of Lyon) -M 0 27972 1 27972 (Porthos the Musketeer) -E 1 27972 5 6 (a Musketeer hat) -E 1 27979 5 9 (a pair of brown gloves) -M 0 27948 2 27989 (a black rat) -M 0 27993 1 27993 (Paulo the prisoner) -O 0 27969 1 27969 (a guillotine) -D 0 27986 3 1 (The Western Passage) -D 0 27980 2 1 (A Way to the Dungeon) -D 0 27979 0 1 (A Hall in the H.Q.) -D 0 27970 2 2 (The Entrance of Musketeer H.Q.) -O 0 27965 1 27965 (a statue of Louis XIV) -M 0 27937 1 27937 (D'artagnan) -E 1 27937 3 16 (a silver sword) -E 1 27938 6 3 (a rosary) -D 0 27950 0 1 (The Entrance to Champs Elysees) -M 0 27930 1 27930 (Jean the monk) -E 1 27930 5 8 (a pair of sacred sandals) -M 0 27949 1 27949 (Renoir the thief) -E 1 27949 3 17 (a bloody dagger) -M 0 27924 1 27924 (the cardinal Richelieu) -E 1 27924 20 1 (Cardinal's ruby ring) -E 1 27900 5 12 (a Cardinal's red cloak) -D 0 27911 3 1 (A Little Chapel) -M 0 27911 1 27911 (Tintoreto the priest) -G 1 27911 5 -1 (a Bible) -M 0 27948 2 27948 (a black rat) -D 0 27925 4 1 (The Second Floor of Notre Dame) -M 0 27925 2 27925 (a pigeon) -M 0 27924 1 27923 (the cardinal Richelieu) -O 0 27942 1 27942 (a fountain) -M 0 27916 2 27916 (a believer) -D 0 27905 0 1 (The Atrium of the Cathedral) -D 0 27912 3 1 (The Western Corridor) -D 0 27913 1 1 (A Small Room) -D 0 27910 1 1 (The Waiting Room of the Cathedral) -S -$ diff --git a/lib/world/zon/28.zon b/lib/world/zon/28.zon deleted file mode 100644 index 29640d8..0000000 --- a/lib/world/zon/28.zon +++ /dev/null @@ -1,20 +0,0 @@ -#28 -Welcor~ -Mudschool~ -2800 2899 5 2 d 0 0 0 1 3 -M 0 2800 1 2808 (the teacher) -M 0 2801 1 2806 (the piglet) -G 1 2806 100 -1 (a pork chop) -G 1 2806 100 -1 (a pork chop) -G 1 2806 100 -1 (a pork chop) -M 0 2802 1 2803 (the shopkeeper) -G 1 2805 100 -1 (a canteen) -G 1 2804 100 -1 (a newbie cloak) -G 1 2803 100 -1 (a newbie whip) -R 0 2802 2807 -1 (a purse) -O 0 2807 100 2802 (a purse) -P 1 2808 100 2807 (a small pile of coins) -D 0 2812 3 1 (Mudschool 12th Lesson : Socialising) -D 0 2811 1 1 (Mudschool 11th Lesson : Doors - a menace to free movement.) -S -$ diff --git a/lib/world/zon/280.zon b/lib/world/zon/280.zon deleted file mode 100644 index 24db011..0000000 --- a/lib/world/zon/280.zon +++ /dev/null @@ -1,29 +0,0 @@ -#280 -Kinesthesia~ -Living Motherboard~ -28000 28099 20 2 d 0 0 0 28 30 -M 0 28000 30 28014 (an electron) -M 0 28000 30 28014 (an electron) -M 0 28000 30 28014 (an electron) -M 0 28000 30 28014 (an electron) -M 0 28000 30 28014 (an electron) -M 0 28000 30 28023 (an electron) -M 0 28000 30 28023 (an electron) -M 0 28000 30 28023 (an electron) -M 0 28000 30 28023 (an electron) -M 0 28000 30 28023 (an electron) -M 0 28000 30 28019 (an electron) -M 0 28001 1 28032 (a cpu) -M 0 28002 1 28029 (an fpu) -M 0 28003 6 28038 (a 16MB EDO SIMM chip) -M 0 28003 6 28039 (a 16MB EDO SIMM chip) -M 0 28003 6 28040 (a 16MB EDO SIMM chip) -M 0 28003 6 28041 (a 16MB EDO SIMM chip) -M 0 28003 6 28042 (a 16MB EDO SIMM chip) -M 0 28003 6 28043 (a 16MB EDO SIMM chip) -M 0 28004 1 28044 (a 28.8kbps modem) -M 0 28005 1 28045 (a video card) -M 0 28006 1 28046 (a sound card) -M 0 28007 1 28047 (an SCSI controller) -S -$ diff --git a/lib/world/zon/281.zon b/lib/world/zon/281.zon deleted file mode 100644 index 057a96f..0000000 --- a/lib/world/zon/281.zon +++ /dev/null @@ -1,119 +0,0 @@ -#281 -Methem~ -Forest of Khanjar~ -28100 28199 15 2 d 0 0 0 1 8 -M 0 28103 1 28106 (the dwarf) -E 1 28103 50 10 (a pair of dark dwarven sleeves) -M 0 28104 1 28106 (Barumafir) -G 1 28131 1 -1 (a small iron key) -G 1 28115 100 -1 (a tankard) -G 1 28116 100 -1 (a substantial soup) -G 1 28117 100 -1 (a pastry of Khanjar) -D 0 28106 2 1 (Inside the tavern) -M 0 28100 1 28107 (the female) -E 1 28100 50 14 (a tasseled leather bracelet) -E 1 28101 50 2 (a fine, red ring) -M 0 28101 3 28107 (a herdsman) -M 0 28101 3 28107 (a herdsman) -M 0 28101 3 28107 (a herdsman) -M 0 28102 1 28107 (the hooded wanderer) -E 1 28102 50 3 (a stone pendant) -M 0 28105 1 28111 (the guest) -G 1 28130 1 -1 (a small bronze key) -M 0 28106 4 28129 (a ragamuffin) -M 0 28106 4 28129 (a ragamuffin) -M 0 28106 4 28129 (a ragamuffin) -M 0 28106 4 28130 (a ragamuffin) -M 0 28107 2 28148 (the pinemarten) -M 0 28107 2 28136 (the pinemarten) -M 0 28108 36 28117 (the brownie) -M 0 28108 36 28117 (the brownie) -M 0 28108 36 28118 (the brownie) -M 0 28108 36 28118 (the brownie) -M 0 28108 36 28119 (the brownie) -M 0 28108 36 28119 (the brownie) -E 1 28105 50 16 (a red-handled knife) -E 1 28108 50 17 (a wooden ring) -M 0 28108 36 28132 (the brownie) -E 1 28120 50 6 (a green leather mask) -M 0 28108 36 28132 (the brownie) -M 0 28108 36 28132 (the brownie) -M 0 28108 36 28133 (the brownie) -E 1 28104 50 8 (a pair of birch bark shoes) -M 0 28108 36 28133 (the brownie) -M 0 28108 36 28134 (the brownie) -M 0 28108 36 28134 (the brownie) -M 0 28108 36 28134 (the brownie) -E 1 28120 50 6 (a green leather mask) -M 0 28108 36 28134 (the brownie) -M 0 28108 36 28135 (the brownie) -E 1 28106 50 5 (a red and blue jerkin) -E 1 28107 50 13 (a brown leather belt) -E 1 28109 50 9 (a pair of dark green mittens) -E 1 28108 50 17 (a wooden ring) -M 0 28108 36 28136 (the brownie) -M 0 28108 36 28136 (the brownie) -M 0 28108 36 28136 (the brownie) -M 0 28108 36 28149 (the brownie) -M 0 28108 36 28150 (the brownie) -M 0 28108 36 28150 (the brownie) -E 1 28104 50 8 (a pair of birch bark shoes) -M 0 28108 36 28151 (the brownie) -M 0 28108 36 28151 (the brownie) -M 0 28108 36 28153 (the brownie) -M 0 28108 36 28153 (the brownie) -E 1 28110 50 17 (a runed talon) -M 0 28108 36 28153 (the brownie) -M 0 28108 36 28165 (the brownie) -E 1 28105 50 16 (a red-handled knife) -E 1 28109 50 9 (a pair of dark green mittens) -M 0 28108 36 28165 (the brownie) -M 0 28108 36 28166 (the brownie) -E 1 28107 50 13 (a brown leather belt) -M 0 28108 36 28166 (the brownie) -E 1 28106 50 5 (a red and blue jerkin) -M 0 28108 36 28166 (the brownie) -M 0 28108 36 28166 (the brownie) -M 0 28108 36 28167 (the brownie) -M 0 28108 36 28167 (the brownie) -M 0 28108 36 28167 (the brownie) -E 1 28110 50 17 (a runed talon) -M 0 28109 5 28118 (the brownie) -M 0 28109 5 28136 (the brownie) -M 0 28109 5 28150 (the brownie) -M 0 28109 5 28150 (the brownie) -M 0 28109 5 28161 (the brownie) -M 0 28110 1 28123 (the gwytehydra) -M 0 28111 1 28138 (Galeaufir) -E 1 28111 50 12 (a green rucksack) -M 0 28112 7 28140 (the steinbock) -M 0 28112 7 28141 (the steinbock) -M 0 28112 7 28141 (the steinbock) -M 0 28112 7 28143 (the steinbock) -M 0 28112 7 28145 (the steinbock) -M 0 28112 7 28145 (the steinbock) -M 0 28112 7 28145 (the steinbock) -M 0 28113 2 28146 (the hobgoblin) -E 1 28112 50 0 (a carved lantern) -M 0 28113 2 28146 (the hobgoblin) -M 0 28114 1 28168 (the centaur) -M 0 28115 1 28168 (the grand brownie) -E 1 28113 50 6 (a conical hat with a wolf-muzzle on it) -E 1 28114 50 7 (a pair of brown, woven leggings) -D 0 28101 0 1 (Before a small gate) -D 1 28102 2 1 (The yard of the tavern) -D 0 28102 0 1 (The yard of the tavern) -D 0 28104 0 1 (By the side of the tavern) -D 1 28105 2 1 (The lavatory) -D 0 28108 3 2 (On the top floor) -D 1 28109 1 2 (A dusty room) -D 0 28110 3 1 (On the top floor) -D 1 28111 1 1 (A Guest Room) -D 0 28112 3 2 (On the top floor) -D 1 28113 1 2 (A tidy room) -D 0 28128 0 1 (An empty vestibule) -D 1 28129 2 1 (A chaotic room) -D 0 28147 1 1 (Under a brown dome) -D 1 28146 3 1 (An Underground Dwelling) -S -$ diff --git a/lib/world/zon/282.zon b/lib/world/zon/282.zon deleted file mode 100644 index 810f21e..0000000 --- a/lib/world/zon/282.zon +++ /dev/null @@ -1,41 +0,0 @@ -#282 -Raf Blizzard~ -Infernal Pit of Kerjim~ -28200 28299 15 2 d 0 0 0 30 33 -M 0 28207 2 28229 (the undead zombie) -E 1 28204 1 16 (a death spear) -M 0 28207 2 28229 (the undead zombie) -E 1 28204 3 16 (a death spear) -D 0 28208 2 1 (A cavern) -M 0 28200 23 28208 (a small balrog) -M 0 28205 1 28207 (Kerjim) -E 1 28200 1 16 (the gothic kris) -E 1 28202 1 5 (a set of glowing armplates) -M 0 28206 1 28259 (Lilith) -E 1 28201 1 6 (an emerald crown) -E 1 28203 1 13 (a jeweled belt) -D 0 28258 0 1 (At the door) -M 0 28200 20 28224 (a small balrog) -M 0 28200 20 28224 (a small balrog) -M 0 28201 6 28222 (the Elder Balrog) -M 0 28200 20 28213 (a small balrog) -M 0 28200 20 28217 (a small balrog) -M 0 28204 15 28244 (a human slave) -M 0 28204 15 28244 (a human slave) -M 0 28204 15 28244 (a human slave) -M 0 28204 15 28242 (a human slave) -M 0 28204 15 28242 (a human slave) -M 0 28204 15 28240 (a human slave) -M 0 28204 15 28239 (a human slave) -M 0 28204 15 28239 (a human slave) -M 0 28204 20 28238 (a human slave) -M 0 28204 14 28236 (a human slave) -M 0 28200 20 28212 (a small balrog) -M 0 28200 20 28219 (a small balrog) -M 0 28200 20 28219 (a small balrog) -M 0 28202 2 28220 (the Grand Balrog) -M 0 28202 2 28220 (the Grand Balrog) -M 0 28200 20 28206 (a small balrog) -D 0 28226 0 1 (The end of the path) -S -$ diff --git a/lib/world/zon/283.zon b/lib/world/zon/283.zon deleted file mode 100644 index 7379853..0000000 --- a/lib/world/zon/283.zon +++ /dev/null @@ -1,121 +0,0 @@ -#283 -Matt~ -Haunted House~ -28300 28399 30 2 d 0 0 0 20 30 -D 0 28303 0 1 (At the Front Door) -D 0 28304 2 1 (Inside The Dark and Creepy House) -D 0 28311 0 2 (Into the Dungeon) -D 0 28311 2 2 (Into the Dungeon) -D 0 28312 2 2 (A Cell) -D 0 28313 0 2 (A Cell) -D 0 28314 0 2 (The Dungeon) -D 0 28314 2 2 (The Dungeon) -D 0 28315 2 2 (Another Cell) -D 0 28316 0 2 (A Bloody Cell) -D 0 28318 0 2 (The Slow-Death Room) -D 0 28320 3 2 (The Lair of the Dungeon Ruler) -D 0 28321 0 1 (Near the Deck) -D 0 28325 2 1 (The Back Deck) -D 0 28327 0 1 (The Path to the Outhouse) -D 0 28328 2 1 (The Outhouse) -D 0 28329 2 2 (Outside the Secret) -D 0 28329 5 1 (Outside the Secret) -D 0 28332 1 1 (At the Bookshelf) -D 0 28332 0 1 (At the Bookshelf) -D 0 28333 3 1 (A Closet) -D 0 28334 2 1 (A Secret Room) -D 0 28337 0 1 (Before the Porch) -D 0 28337 1 1 (Before the Porch) -D 0 28338 3 1 (The Closet) -D 0 28338 5 2 (The Closet) -D 0 28339 3 1 (The Southern Hallway) -D 0 28339 1 1 (The Southern Hallway) -D 0 28340 1 1 (A Plain Old Room) -D 0 28341 3 1 (A Room in the House) -D 0 28342 1 0 (More of the Hallway) -D 0 28342 3 1 (More of the Hallway) -D 0 28343 3 0 (A Room in the House) -D 0 28344 1 1 (A Room) -D 0 28345 1 2 (The Room of the Golden Lance) -D 0 28347 3 1 (The End of the Hallway) -D 0 28348 1 1 (Stairs to the Attic) -D 0 28349 3 1 (Inside the Attic) -D 0 28350 1 1 (On the Roof) -D 0 28355 2 1 (The Second Floor Balcony) -D 0 28356 1 1 (The Closet) -D 0 28357 4 2 (The Secret Den of the Owner) -D 0 28358 3 1 (Behind the Stairs) -D 0 28361 4 1 (The Storm Cellar) -D 0 28362 5 2 (In a Very Dark Room) -D 0 28362 4 2 (In a Very Dark Room) -M 0 28323 1 28362 (a stone wall) -G 1 28333 1 -1 (a rugged key) -E 1 28334 1 16 (a jagged piece of stone) -O 0 28306 1 28360 (an old well) -O 0 28304 1 28322 (the fireplace) -M 0 28300 1 28320 (the dungeon ruler) -E 1 28301 1 11 (the shield of the dead) -G 1 28307 1 -1 (the key to the treasure) -G 1 28302 1 -1 (a skeleton key) -M 1 28319 1 28320 (a slave) -M 0 28301 1 28357 (an old woman ) -E 1 28300 1 1 (a ring of the devil) -E 1 28312 1 16 (the PUNISHER) -G 1 28314 1 -1 (a purple potion) -O 0 28308 1 28341 (a small bed) -O 0 28309 1 28345 (a golden lance) -O 0 28310 1 28358 (a torch) -M 0 28302 5 28321 (a wandering ghoul) -E 1 28311 3 16 (a pair of bloody claws) -M 0 28302 5 28311 (a wandering ghoul) -E 1 28311 3 16 (a pair of bloody claws) -M 0 28302 5 28339 (a wandering ghoul) -E 1 28311 3 16 (a pair of bloody claws) -M 0 28303 1 28358 (darkness) -G 1 28305 1 -1 (a special key) -E 1 28327 1 17 (the dark sword of power) -M 0 28304 1 28340 (a harmless spider) -O 0 28313 1 28344 (a rusty sword) -M 0 28305 1 28318 (the mad dragon) -G 1 28303 1 -1 (a secret key) -E 1 28331 1 16 (a dragon tail) -E 1 28332 1 6 (a bull skull) -M 0 28306 2 28344 (a box) -M 0 28307 4 28327 (a rock) -M 0 28307 4 28326 (a rock) -M 0 28308 7 28322 (a little spider) -M 0 28308 7 28333 (a little spider) -M 0 28308 7 28346 (a little spider) -O 0 28315 1 28356 (an old leather belt) -O 0 28316 1 28356 (an old jacket) -O 0 28317 1 28333 (a scarf) -O 0 28318 1 28334 (lots of gold coins) -M 0 28309 6 28305 (a headless ghost) -E 1 28319 2 17 (a ghosts' head) -P 1 28320 1 28319 (a stupid ghost's brain) -M 0 28309 6 28337 (a headless ghost) -E 1 28319 2 17 (a ghosts' head) -P 1 28320 1 28319 (a stupid ghost's brain) -M 0 28310 1 28349 (a large bat) -M 0 28311 3 28304 (a little bat) -O 0 28321 1 28317 (a skull) -M 1 28312 1 28317 (a rat) -O 0 28322 1 28361 (a bench) -O 0 28323 1 28361 (a box) -P 1 28324 2 28323 (a bottle) -P 1 28325 1 28323 (an old bottle) -P 1 28326 3 28323 (an old bread) -M 0 28313 3 28309 (a wandering rat) -M 0 28314 2 28347 (a roach) -M 0 28315 2 28306 (a beetle) -M 0 28316 1 28312 (an insane prisoner) -M 0 28317 1 28316 (the evil prisoner) -E 1 28328 1 17 (a rusted file) -M 0 28318 1 28313 (a sad prisoner) -M 0 28320 1 28336 (a lost wizard) -E 1 28329 1 17 (a glowing wand) -G 1 28330 1 -1 (a violet scroll) -M 0 28321 1 28345 (the boogie monster) -M 0 28322 1 28351 (a dark crow) -S -$ diff --git a/lib/world/zon/284.zon b/lib/world/zon/284.zon deleted file mode 100644 index de2a991..0000000 --- a/lib/world/zon/284.zon +++ /dev/null @@ -1,147 +0,0 @@ -#284 -Nosferatu~ -Ghenna~ -28400 28499 30 2 d 0 0 0 30 33 -M 0 28406 9 28435 (the Bullywug) -E 1 28411 284 16 (a spear) -M 0 28406 9 28435 (the Bullywug) -E 1 28411 284 16 (a spear) -M 0 28406 9 28435 (the Bullywug) -E 1 28411 284 16 (a spear) -M 0 28406 9 28435 (the Bullywug) -M 0 28411 2 28435 (the Derro) -E 1 28402 284 16 (a bardiche) -M 0 28411 2 28435 (the Derro) -E 1 28402 99 16 (a bardiche) -M 0 28416 1 28416 (the barkeep) -E 1 28416 99 1 (a skeleton ring) -M 0 28401 1 28400 (the barrow wight) -G 1 28403 284 -1 (a dead fly) -D 0 28400 5 2 (A barrow mound.) -O 0 28407 1 28460 (some blood) -O 0 28477 1 28401 (the sign) -M 0 28407 1 28407 (a Man-Eating plant) -G 1 28409 284 -1 (a dead fly) -G 1 28409 284 -1 (a dead fly) -G 1 28409 284 -1 (a dead fly) -O 0 28400 9 28422 (a candelabra) -O 0 28465 1 28465 (a shoe) -M 0 28402 5 28410 (the Banshee) -M 0 28414 1 28420 (the Medusa) -E 1 28420 1 6 (a crown of woven snakes) -G 1 28466 1 -1 (a voodoo totem) -O 0 28408 1 28401 (a rotting hand) -O 0 28498 1 28407 (a skull) -M 0 28404 15 28403 (the bugbear) -M 0 28404 15 28402 (the bugbear) -M 0 28408 1 28436 (the Gorgimera) -E 1 28412 1 5 (a pair of dragon's wings) -M 0 28410 1 28437 (the Deep Dragon) -E 1 28418 1 16 (a dragon's claw) -E 1 28417 1 1 (a ring made of viscera) -E 1 28413 1 0 (the jawbone of Lord Suzerain) -E 1 28415 1 3 (a scrimshaw cameo) -M 0 28413 1 28441 (the Efreeti) -E 1 28410 1 13 (a genie's cinch) -E 1 28421 1 14 (a prizmatic bracelet) -E 1 28422 1 7 (baggy purple pants) -O 0 28401 2 28441 (a pillow) -O 0 28400 2 28441 (a candelabra) -O 0 28419 2 28441 (an oriental rug) -M 0 28423 1 28452 (the Ghenna Swordmaster) -E 1 28423 1 16 (the sword of Nosferatu) -E 1 28499 1 17 (a voodoo totem) -E 1 28424 1 8 (Some razor tipped boots) -E 1 28425 1 7 (chrome leggings) -E 1 28426 1 10 (chrome sleeves) -E 1 28427 1 11 (a chrome shield) -E 1 28428 1 12 (a vermillion cloak) -E 1 28429 1 9 (chrome gauntlets) -E 1 28430 1 6 (a chrome helm) -O 0 28431 1 28450 (the footlocker) -P 1 28432 1 28431 (the book of the Wyrm) -M 0 28458 1 28458 (the Dominatrix) -E 1 28458 1 13 (a black leather thong) -E 1 28433 1 16 (a cat 'o nine tails) -E 1 28434 1 5 (a black leather push-up bra) -E 1 28435 1 8 (Spiked heels) -M 0 28415 1 28457 (the Orc) -M 0 28417 3 28457 (a citizen of Ghenna) -M 0 28412 1 28457 (the errant Elf) -M 0 28415 1 28459 (the Orc) -M 0 28403 3 28459 (the Argos) -M 0 28415 2 28401 (the Orc) -E 1 28411 9 16 (a spear) -M 0 28417 2 28401 (a citizen of Ghenna) -M 0 28400 1 28401 (Shamus) -E 1 28402 2 16 (a bardiche) -D 0 28401 4 1 (City limits of Ghenna.) -M 0 28433 1 28433 (the stone golem) -D 0 28433 5 1 (The mouth of a large cave.) -M 0 28464 1 28464 (the Doll Golem) -E 1 28464 1 16 (a hatpin) -M 0 28475 1 28475 (the whore) -M 0 28475 1 28477 (the whore) -M 0 28405 9 28408 (a Broken One) -M 0 28405 9 28410 (a Broken One) -M 0 28471 3 28471 (the prostitute) -M 0 28472 1 28472 (Lester the molester) -D 0 28491 3 1 (An east-west tunnel.) -M 0 28497 1 28497 (the Deepspawn) -E 1 28496 1 12 (gelatinous skin) -E 1 28497 1 7 (gelatinous leggings) -M 0 28417 3 28498 (a citizen of Ghenna) -D 0 28498 2 1 (A dead end.) -M 0 28481 1 28481 (the Dwarf) -E 1 28481 1 13 (a mithril belt) -M 0 28485 5 28485 (the Maedar) -M 0 28486 3 28485 (the Maedar master) -E 1 28486 1 12 (a translucent tunic) -M 0 28489 1 28489 (the Dragonet) -M 0 28415 1 28427 (the Orc) -M 0 28404 10 28406 (the bugbear) -M 0 28494 1 28494 (the cockroach) -M 0 28486 2 28486 (the Maedar master) -M 0 28415 2 28487 (the Orc) -M 0 28412 1 28487 (the errant Elf) -M 0 28487 1 28487 (Roger the dodger) -E 1 28487 1 16 (a light mahogany bow) -M 0 28489 2 28403 (the Dragonet) -M 0 28402 1 28403 (the Banshee) -M 0 28489 1 28409 (the Dragonet) -M 0 28418 1 28402 (the Avon lady) -G 1 28404 1 -1 (a heart shaped box) -M 0 28417 2 28402 (a citizen of Ghenna) -M 0 28403 1 28488 (the Argos) -M 0 28417 5 28454 (a citizen of Ghenna) -M 0 28417 5 28455 (a citizen of Ghenna) -M 0 28417 5 28455 (a citizen of Ghenna) -M 0 28432 5 28432 (a claw fingered arm protruding from the wall) -M 0 28432 5 28426 (a claw fingered arm protruding from the wall) -M 0 28431 5 28426 (a claw toed foot protruding from the wall) -M 0 28432 5 28426 (a claw fingered arm protruding from the wall) -M 0 28431 5 28431 (a claw toed foot protruding from the wall) -M 0 28431 5 28427 (a claw toed foot protruding from the wall) -M 0 28432 5 28427 (a claw fingered arm protruding from the wall) -M 0 28432 5 28429 (a claw fingered arm protruding from the wall) -M 0 28431 5 28429 (a claw toed foot protruding from the wall) -M 0 28409 5 28456 (the Death Knight) -E 1 28414 2 5 (an impermeable carapace) -E 1 28466 2 17 (a voodoo totem) -E 1 28495 2 1 (a platinum ring) -D 0 28421 2 2 (An upstairs hallway.) -D 0 28403 5 1 (The smell of death.) -D 0 28404 0 1 (A culdesac) -D 0 28406 5 1 (The twisting hedges.) -D 0 28407 5 1 (The twisting hedges.) -D 0 28415 2 1 (Blood Tavern.) -D 0 28419 0 2 (An upstairs hallway.) -D 0 28423 0 1 (The bathroom.) -D 0 28434 4 1 (Inside the cave entrance.) -D 0 28437 4 1 (A lair full of corpses.) -D 0 28447 2 1 (A backwall niche.) -D 0 28448 5 1 (Free fall.) -D 0 28457 0 1 (The streets of Ghenna.) -D 0 28465 5 2 (A vandalized closet.) -S -$ diff --git a/lib/world/zon/285.zon b/lib/world/zon/285.zon deleted file mode 100644 index 8bee5bd..0000000 --- a/lib/world/zon/285.zon +++ /dev/null @@ -1,11 +0,0 @@ -#285 -Strahd~ -Descent to Hell II~ -28500 28599 30 2 -D 0 28500 3 1 (Administration of Hell) -D 0 28500 2 1 (Administration of Hell) -D 0 28510 0 1 (Maintenance Walkway) -D 0 28538 3 1 (Reactor Room Floor) -D 0 28537 1 1 (Inside the Reactor Core) -S -$ diff --git a/lib/world/zon/286.zon b/lib/world/zon/286.zon deleted file mode 100644 index 82e77bb..0000000 --- a/lib/world/zon/286.zon +++ /dev/null @@ -1,203 +0,0 @@ -#286 -Strahd~ -Descent to Hell~ -28600 28699 30 2 d 0 0 0 20 30 -M 0 28645 1 28697 (High Priest of Hell) -E 1 28625 80 17 (unholy symbol) -E 1 28626 99 5 (unholy robe) -D 0 28697 3 1 (Office of the High Priest) -M 0 28613 2 28628 (skeletal warrior) -E 1 28606 99 10 (rotting flesh) -E 1 28607 80 16 (vorpal blade) -M 0 28613 2 28626 (skeletal warrior) -E 1 28606 99 10 (rotting flesh) -E 1 28607 80 16 (vorpal blade) -M 0 28626 1 28670 (the burning fool) -E 1 28611 80 10 (burning flesh) -M 0 28630 1 28670 (fire devil) -E 1 28614 99 17 (box of matches) -M 0 28627 1 28656 (male construction worker) -E 1 28645 80 16 (welding torch) -M 0 28628 1 28656 (female construction worker) -E 1 28612 99 17 (rivet gun) -M 0 28628 1 28656 (female construction worker) -E 1 28612 99 17 (rivet gun) -M 0 28627 1 28667 (male construction worker) -E 1 28645 80 16 (welding torch) -M 0 28628 1 28667 (female construction worker) -E 1 28612 99 17 (rivet gun) -M 0 28612 2 28629 (the living wall) -G 1 28604 8 -1 (a black hilted sword called, "Farslayer") -M 0 28612 2 28612 (the living wall) -G 1 28605 8 -1 (angel's skull) -M 0 28601 2 28605 (the Guardian of Hell) -E 1 28601 80 16 (a wicked looking trident) -M 0 28601 2 28605 (the Guardian of Hell) -E 1 28601 80 16 (a wicked looking trident) -M 0 28602 1 28616 (the pile of gold coins) -M 0 28605 1 28616 (the gold bar) -M 0 28603 1 28617 (the male Dee) -E 1 28602 80 16 (a black leather whip) -M 0 28604 1 28617 (the female Dee) -E 1 28603 80 16 (hickey maker) -M 0 28606 1 28615 (a scrumpious chicken pot pie) -M 0 28607 1 28615 (a yummy beef pot pie) -M 0 28608 1 28615 (a yummy vegetable pot pie) -M 0 28609 6 28606 (a damned soul) -M 0 28609 6 28608 (a damned soul) -M 0 28609 6 28610 (a damned soul) -M 0 28610 2 28613 (a tortured soul) -M 0 28611 1 28614 (the half-eaten person) -M 0 28614 1 28619 (bloody severed arm) -M 0 28615 1 28619 (bloody severed foot) -M 0 28616 1 28619 (bloody severed nose) -M 0 28617 1 28620 (the blood from the fountain) -M 0 28618 1 28623 (the lost soul) -M 0 28618 1 28624 (the lost soul) -M 0 28619 1 28625 (crispy critter) -E 1 28608 80 16 (flaming claw) -M 0 28620 1 28630 (pile of bones) -M 0 28621 2 28645 (the manes) -E 1 28644 80 16 (mane's claws) -M 0 28621 2 28640 (the manes) -E 1 28644 80 16 (mane's claws) -M 0 28622 1 28633 (the prisoner Raiden) -M 0 28623 1 28637 (a prisoner in hell) -M 0 28624 1 28649 (a prisoner in hell) -M 0 28625 3 28642 (demonguard) -E 1 28609 80 5 (demonskin) -E 1 28610 80 16 (demon teeth) -M 0 28625 3 28636 (demonguard) -E 1 28609 80 5 (demonskin) -E 1 28610 80 16 (demon teeth) -M 0 28625 3 28638 (demonguard) -E 1 28609 80 5 (demonskin) -E 1 28610 80 16 (demon teeth) -M 0 28626 1 28660 (the burning fool) -E 1 28611 80 10 (burning flesh) -M 0 28629 1 28665 (female construction worker) -E 1 28613 80 16 (circular saw) -M 0 28668 1 28660 (Greater Fire Demon) -E 1 28615 80 16 (bloody black talon) -G 1 28616 8 -1 (jar of blood) -M 0 28631 1 28669 (wall of fire) -M 0 28632 1 28654 (hell hound) -E 1 28617 80 16 (hell hound teeth) -M 0 28633 1 28541 (frozen body) -G 1 28618 8 -1 (icy bottle) -M 0 28634 1 28683 (ice devil) -E 1 28619 80 16 (ice spear) -M 0 28635 1 28673 (soul trapped under the ice) -M 0 28636 1 28684 (half frozen body) -E 1 28620 80 16 (large meat hook) -M 0 28669 1 28674 (side of frozen beef) -G 1 28621 8 -1 (meat) -M 0 28636 1 28675 (half frozen body) -E 1 28620 80 16 (large meat hook) -M 0 28669 1 28685 (side of frozen beef) -G 1 28621 8 -1 (meat) -M 0 28637 1 28676 (killer penguin) -M 0 28637 1 28677 (killer penguin) -M 0 28637 1 28686 (killer penguin) -M 0 28637 1 28687 (killer penguin) -M 0 28638 1 28688 (I-scream worker) -M 0 28638 1 28678 (I-scream worker) -M 0 28639 1 28679 (Ice Screamer) -M 0 28640 1 28662 (Demonic Foreman) -G 1 28622 17 -1 (blueprint) -M 0 28641 1 28500 (Secretary of Hell) -E 1 28646 80 6 (blond wig) -M 0 28642 1 28698 (office worker from hell) -E 1 28623 80 16 (electric eraser) -M 0 28642 1 28506 (office worker from hell) -E 1 28623 80 16 (electric eraser) -M 0 28643 1 28691 (records worker) -M 0 28643 1 28692 (records worker) -M 0 28643 1 28693 (records worker) -M 0 28644 1 28694 (Santa Claus) -E 1 28624 80 6 (spectacles) -M 0 28646 1 28695 (a bowl of blood) -M 0 28647 6 28511 (jury member) -M 0 28647 6 28511 (jury member) -M 0 28647 6 28511 (jury member) -M 0 28647 6 28511 (jury member) -M 0 28647 6 28511 (jury member) -M 0 28647 6 28511 (jury member) -M 0 28648 1 28521 (Judge Whopper) -M 0 28649 1 28512 (Lawyer from Hell) -E 1 28627 80 16 (sharp teeth of a lawyer) -M 0 28650 1 28513 (Complaints Officer) -M 0 28651 1 28514 (bastard hiramoto) -G 1 28628 8 -1 (golden ring) -G 1 28629 8 -1 (engagement ring) -G 1 28630 8 -1 (prenuptial agreement) -M 0 28652 1 28520 (maintenance worker) -E 1 28631 80 16 (ionic torque wrench) -E 1 28647 80 5 (yellow jumpsuit) -M 0 28652 1 28519 (maintenance worker) -E 1 28631 80 16 (ionic torque wrench) -E 1 28647 80 5 (yellow jumpsuit) -M 0 28652 1 28529 (maintenance worker) -E 1 28631 80 16 (ionic torque wrench) -E 1 28647 80 5 (yellow jumpsuit) -M 0 28653 1 28522 (weeds) -M 0 28653 1 28533 (weeds) -M 0 28654 1 28524 (Stanley) -G 1 28632 8 -1 (figurine of a horse) -G 1 28633 8 -1 (figurine of a winged horse) -G 1 28634 8 -1 (figurine of a nightmare) -G 1 28635 8 -1 (figurine of a black dragon) -G 1 28636 8 -1 (a figurine of a red dragon) -G 1 28637 8 -1 (figurine of a white dragon) -G 1 28638 8 -1 (figurine of a green dragon) -G 1 28639 8 -1 (figurine of a blue dragon) -M 0 28655 1 28526 (half eaten horse carcass) -M 0 28656 1 28526 (stomach dragon) -M 0 28657 1 28526 (rancid turkey leg) -M 0 28658 1 28528 (reactor specialist) -E 1 28640 80 17 (geiger counter) -E 1 28642 80 5 (black jumpsuit) -M 0 28659 1 28528 (reactor worker) -E 1 28641 80 16 (photon displacement matrix) -E 1 28642 80 5 (black jumpsuit) -M 0 28660 1 28539 (Homer Simpson) -M 0 28671 1 28531 (juicy steak) -M 0 28661 1 28531 (devils food cake) -M 0 28662 1 28531 (mad cook) -E 1 28648 80 16 (cleaver) -M 0 28663 2 28535 (frantic lady) -M 0 28663 2 28515 (frantic lady) -M 0 28664 1 28538 (nuclear technician) -E 1 28642 80 5 (black jumpsuit) -M 0 28666 1 28538 (radiation) -M 0 28665 1 28537 (stray proton) -M 0 28666 1 28537 (radiation) -M 0 28667 1 28540 (the Chief Engineer of Hell) -G 1 28643 8 -1 (antacid pill) -M 0 28670 2 28530 (guard dog) -D 0 28604 3 1 (Landing) -D 0 28605 1 1 (Gateway to Hell) -D 0 28616 1 1 (Greed) -D 0 28617 3 1 (Bedroom) -D 0 28643 0 1 (Stone Hall) -D 0 28633 2 1 (Cell) -D 0 28635 2 1 (Stone Hall) -D 0 28645 0 1 (Cell) -D 0 28647 0 1 (Stone Hall) -D 0 28637 2 1 (Cell) -D 0 28639 2 1 (Stone Hall) -D 0 28649 0 1 (Cell) -D 0 28639 1 1 (Stone Hall) -D 0 28640 3 1 (Cell) -D 0 28652 2 1 (Stone Arch) -D 0 28662 0 1 (Foreman's Office) -D 0 28676 3 1 (Penguin Room) -D 0 28675 1 1 (Meat Locker) -D 0 28679 1 1 (Ice-Creamery) -D 0 28680 3 1 (White Marble Hall) -D 0 28683 1 1 (Ice Room) -D 0 28684 3 1 (Meat Locker) -D 0 28696 1 1 (Blackened Hall) -D 0 28699 1 1 (Blackened Hall) -S -$ diff --git a/lib/world/zon/287.zon b/lib/world/zon/287.zon deleted file mode 100644 index ac92509..0000000 --- a/lib/world/zon/287.zon +++ /dev/null @@ -1,595 +0,0 @@ -#287 -Pippin~ -Ofingia and the Goblin Town~ -28700 28799 30 2 d 0 0 0 1 33 -M 0 28710 1 28723 (Sir Kelek) -G 1 28709 100 -1 (a red key) -G 1 28708 100 -1 (a blued steel key) -G 1 28707 100 -1 (a huge iron key) -E 1 28738 100 5 (a mail-shirt) -E 1 28739 100 6 (a helm) -E 1 28725 100 7 (a pair of breeches) -E 1 28749 100 11 (a medium shield) -E 1 28743 100 12 (a green cloak) -E 1 28734 100 16 (a battle axe) -M 0 28711 1 28723 (King Korbor) -G 1 28707 100 -1 (a huge iron key) -E 1 28710 99 17 (a golden key) -E 1 28738 100 5 (a mail-shirt) -E 1 28718 1 6 (King Korbor's crown) -E 1 28725 100 7 (a pair of breeches) -E 1 28749 100 11 (a medium shield) -E 1 28741 100 12 (a red cloak) -E 1 28737 100 16 (a broadsword) -D 0 28723 3 1 (The Great Hall) -D 0 28723 2 2 (The Great Hall) -D 0 28700 0 1 (A Narrow Crawlway) -M 0 28709 1 28724 (Serathana the Guardian of Lore) -G 1 350 100 -1 (a scroll of identify) -G 1 352 100 -1 (a scroll of recall) -G 1 28757 100 -1 (a scroll of enchantment) -G 1 28758 100 -1 (a scroll of stormbringing) -G 1 28759 100 -1 (a scroll of battle-might) -G 1 28760 100 -1 (a scroll of lore) -E 1 28748 100 12 (a white robe) -E 1 28708 100 17 (a blued steel key) -E 1 28732 99 16 (a long spear) -M 0 28713 1 28716 (Sir Mischa) -E 1 28738 100 5 (a mail-shirt) -E 1 28739 100 6 (a helm) -E 1 28725 100 7 (a pair of breeches) -E 1 28743 100 12 (a green cloak) -E 1 28730 100 16 (a claymore) -M 0 28715 4 28716 (the Ofintine guard) -E 1 343 100 5 (a leather jacket) -E 1 28725 100 7 (a pair of breeches) -E 1 28737 100 16 (a broadsword) -M 0 28715 4 28716 (the Ofintine guard) -E 1 343 100 5 (a leather jacket) -E 1 28725 100 7 (a pair of breeches) -E 1 2001 100 16 (a shortsword) -M 0 28722 10 28716 (the big dog) -M 0 28728 2 28716 (the old man) -E 1 28723 100 5 (a plain shirt) -E 1 28725 100 7 (a pair of breeches) -D 0 28716 1 2 (Inside the South Gate of Ofingia) -M 0 28708 1 28731 (Marya the Baker) -G 1 310 100 -1 (a bread) -G 1 28789 99 -1 (some waybread) -E 1 28724 100 5 (a shortgown) -E 1 28728 100 6 (a kerchief) -E 1 28726 100 7 (a skirt) -M 0 28700 1 28728 (Reilly the Innkeeper) -G 1 28722 100 -1 (some walnuts) -G 1 28721 100 -1 (an apple) -G 1 28713 100 -1 (some cheese) -G 1 28720 100 -1 (the bowl of bigos) -E 1 28723 100 5 (a plain shirt) -E 1 28725 100 7 (a pair of breeches) -E 1 28730 100 16 (a claymore) -E 1 28719 100 17 (a bottle) -M 0 28701 1 28718 (Pater Vinci) -E 1 28748 100 12 (a white robe) -E 1 28736 100 16 (a quarterstaff) -M 0 28702 1 28710 (Zeb Rykalp) -E 1 28723 100 5 (a plain shirt) -E 1 28725 100 7 (a pair of breeches) -E 1 28742 100 12 (a blue cloak) -E 1 28730 100 16 (a claymore) -M 0 28703 1 28719 (Dorig Foehammer) -G 1 324 100 -1 (a warhammer) -G 1 28730 100 -1 (a claymore) -G 1 28737 100 -1 (a broadsword) -G 1 321 100 -1 (a small sword) -G 1 28733 100 -1 (a hand axe) -G 1 28734 100 -1 (a battle axe) -G 1 28735 100 -1 (a dirk) -G 1 28738 100 -1 (a mail-shirt) -G 1 28739 100 -1 (a helm) -E 1 28725 100 7 (a pair of breeches) -E 1 31811 100 16 (a hammer) -M 0 28704 1 28714 (Joel Kreb) -G 1 342 100 -1 (a shield) -G 1 28749 100 -1 (a medium shield) -G 1 323 100 -1 (a wooden club) -G 1 28736 100 -1 (a quarterstaff) -G 1 28750 100 -1 (a short bow) -E 1 28723 100 5 (a plain shirt) -E 1 28725 100 7 (a pair of breeches) -E 1 28733 100 16 (a hand axe) -M 0 28705 1 28720 (Maxtrum Holloknob) -G 1 331 100 -1 (a lantern) -G 1 332 100 -1 (a bag) -G 1 337 100 -1 (a candle) -G 1 309 100 -1 (a waybread) -G 1 28742 100 -1 (a blue cloak) -G 1 28744 100 -1 (a backpack) -G 1 28745 100 -1 (a pint flask) -G 1 28746 100 -1 (a water skin) -E 1 28723 100 5 (a plain shirt) -E 1 28725 100 7 (a pair of breeches) -E 1 28743 100 12 (a green cloak) -E 1 28735 100 16 (a dirk) -M 0 28706 1 28730 (Churt Agenris) -G 1 351 100 -1 (a yellow potion of see invisible) -G 1 28753 100 -1 (the healing draught) -G 1 28754 100 -1 (the draught of sight) -G 1 28755 100 -1 (the elixir of life) -G 1 28756 100 -1 (the potion of evil's bane) -E 1 28747 2 12 (a robe of pockets) -E 1 28737 100 16 (a broadsword) -M 0 28707 1 28729 (Dek Shattershock) -G 1 28727 100 -1 (high boots) -G 1 28751 100 -1 (a rigid leather breastplate) -G 1 28752 100 -1 (a studded leather jacket) -G 1 376 100 -1 (a leather cap) -G 1 371 100 -1 (a pair of leather gloves) -G 1 386 100 -1 (a pair of leather sleeves) -G 1 381 100 -1 (a pair of leather pants) -E 1 28723 100 5 (a plain shirt) -E 1 28725 100 7 (a pair of breeches) -E 1 28750 100 16 (a short bow) -M 0 28712 1 28715 (Tim the Thief) -G 1 28711 100 -1 (a silver key) -E 1 28751 100 5 (a rigid leather breastplate) -E 1 28729 100 6 (a bandanna) -E 1 28725 100 7 (a pair of breeches) -E 1 28735 100 16 (a dirk) -M 0 28714 8 28710 (the Ofintine guard) -E 1 28752 100 5 (a studded leather jacket) -E 1 28739 100 6 (a helm) -E 1 28725 100 7 (a pair of breeches) -E 1 342 100 11 (a shield) -E 1 28737 100 16 (a broadsword) -M 0 28714 8 28710 (the Ofintine guard) -E 1 28752 100 5 (a studded leather jacket) -E 1 28739 100 6 (a helm) -E 1 28725 100 7 (a pair of breeches) -E 1 342 100 11 (a shield) -E 1 28737 100 16 (a broadsword) -M 0 28714 8 28711 (the Ofintine guard) -E 1 28751 100 5 (a rigid leather breastplate) -E 1 28725 100 7 (a pair of breeches) -E 1 2001 100 16 (a shortsword) -M 0 28714 8 28712 (the Ofintine guard) -E 1 28751 100 5 (a rigid leather breastplate) -E 1 28725 100 7 (a pair of breeches) -E 1 2001 100 16 (a shortsword) -M 0 28714 8 28713 (the Ofintine guard) -E 1 343 100 5 (a leather jacket) -E 1 28725 100 7 (a pair of breeches) -E 1 2001 100 16 (a shortsword) -M 0 28714 8 28715 (the Ofintine guard) -E 1 343 100 5 (a leather jacket) -E 1 28725 100 7 (a pair of breeches) -E 1 2001 100 16 (a shortsword) -M 0 28714 8 28721 (the Ofintine guard) -E 1 28751 100 5 (a rigid leather breastplate) -E 1 28725 100 7 (a pair of breeches) -E 1 28734 100 16 (a battle axe) -M 0 28714 8 28722 (the Ofintine guard) -E 1 28751 100 5 (a rigid leather breastplate) -E 1 28725 100 7 (a pair of breeches) -E 1 28734 100 16 (a battle axe) -M 0 28715 4 28709 (the Ofintine guard) -E 1 28752 100 5 (a studded leather jacket) -E 1 28725 100 7 (a pair of breeches) -E 1 28734 100 16 (a battle axe) -M 0 28715 4 28709 (the Ofintine guard) -E 1 28752 100 5 (a studded leather jacket) -E 1 28725 100 7 (a pair of breeches) -E 1 28737 100 16 (a broadsword) -M 0 28716 4 28728 (an Ofintine volunteer) -E 1 28723 100 5 (a plain shirt) -E 1 28725 100 7 (a pair of breeches) -E 1 28733 100 16 (a hand axe) -M 0 28717 4 28728 (an Ofintine volunteer) -E 1 28724 100 5 (a shortgown) -E 1 28728 100 6 (a kerchief) -E 1 28726 100 7 (a skirt) -E 1 28736 100 16 (a quarterstaff) -M 0 28718 4 28721 (a Lonoyan man) -E 1 28729 100 3 (a bandanna) -E 1 28723 100 5 (a plain shirt) -E 1 28725 100 7 (a pair of breeches) -E 1 28736 100 16 (a quarterstaff) -M 0 28719 4 28722 (a Lonoyan citizen) -E 1 28724 100 5 (a shortgown) -E 1 28728 100 6 (a kerchief) -E 1 28726 100 7 (a skirt) -E 1 28735 100 16 (a dirk) -M 0 28720 8 28721 (a small boy) -E 1 28723 100 5 (a plain shirt) -E 1 28725 100 7 (a pair of breeches) -M 0 28721 8 28722 (a young girl) -E 1 28724 100 5 (a shortgown) -E 1 28726 100 7 (a skirt) -M 0 28722 10 28709 (the big dog) -M 0 28722 10 28722 (the big dog) -M 0 28723 1 28728 (Reilly's dog) -M 0 28724 1 28728 (a Lonoyan farmer) -E 1 28729 100 3 (a bandanna) -E 1 28723 100 5 (a plain shirt) -E 1 28725 100 7 (a pair of breeches) -M 0 28725 2 28728 (a dwarf) -E 1 28723 100 5 (a plain shirt) -E 1 28725 100 7 (a pair of breeches) -E 1 28733 100 16 (a hand axe) -M 0 28726 4 28720 (a hobbit landowner) -E 1 28723 100 5 (a plain shirt) -E 1 28725 100 7 (a pair of breeches) -E 1 28735 100 16 (a dirk) -M 0 28727 1 28728 (the bar maid) -E 1 28724 100 5 (a shortgown) -E 1 28728 100 6 (a kerchief) -E 1 28726 100 7 (a skirt) -E 1 28735 100 16 (a dirk) -M 0 28728 2 28709 (the old man) -E 1 28723 100 5 (a plain shirt) -E 1 28725 100 7 (a pair of breeches) -M 0 28729 3 28708 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28766 100 16 (a goblin's shortbow) -M 0 28730 1 28708 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28764 100 16 (a goblin scimitar) -M 0 28731 4 28734 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28763 100 16 (a goblin knife) -M 0 28731 4 28735 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28763 100 16 (a goblin knife) -M 0 28731 4 28736 (the goblin) -G 1 28701 100 -1 (a black key) -E 1 28776 100 12 (a goblin hide) -E 1 28763 100 16 (a goblin knife) -M 0 28731 4 28745 (the goblin) -G 1 28701 100 -1 (a black key) -E 1 28776 100 12 (a goblin hide) -E 1 28763 100 16 (a goblin knife) -M 0 28732 4 28738 (the goblin watchman) -G 1 28700 100 -1 (a dark key) -E 1 28776 100 12 (a goblin hide) -E 1 28764 100 16 (a goblin scimitar) -M 0 28732 4 28742 (the goblin watchman) -G 1 28700 100 -1 (a dark key) -E 1 28776 100 12 (a goblin hide) -E 1 28764 100 16 (a goblin scimitar) -M 0 28744 1 28743 (the Cementipede) -M 0 28747 2 28743 (the green mold) -M 0 28764 1 28744 (the red dragon) -M 0 28747 2 28745 (the green mold) -M 0 28733 2 28745 (the serpent) -M 0 28750 1 28746 (the Stalker) -M 0 28733 2 28749 (the serpent) -M 0 28747 1 28750 (the green mold) -M 0 28734 1 28744 (the lost gnome) -E 1 28751 100 5 (a rigid leather breastplate) -E 1 28725 100 7 (a pair of breeches) -E 1 2001 100 16 (a shortsword) -M 0 28735 4 28751 (the goblin guard) -G 1 28702 100 -1 (a runed key) -E 1 28752 100 5 (a studded leather jacket) -E 1 28776 100 12 (a goblin hide) -E 1 28765 100 16 (a goblin's club) -M 0 28735 4 28751 (the goblin guard) -E 1 28752 100 5 (a studded leather jacket) -E 1 28776 100 12 (a goblin hide) -E 1 28765 100 16 (a goblin's club) -M 0 28735 4 28757 (the goblin guard) -G 1 28703 100 -1 (a pale green key) -E 1 28752 100 5 (a studded leather jacket) -E 1 28776 100 12 (a goblin hide) -E 1 28765 100 16 (a goblin's club) -M 0 28735 4 28757 (the goblin guard) -G 1 28703 100 -1 (a pale green key) -E 1 28752 100 5 (a studded leather jacket) -E 1 28776 100 12 (a goblin hide) -E 1 28765 100 16 (a goblin's club) -M 0 28743 1 28755 (the mimic) -M 0 28736 10 28753 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28767 100 16 (a goblin's spear) -M 0 28736 10 28755 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28767 100 16 (a goblin's spear) -M 0 28736 10 28759 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28767 100 16 (a goblin's spear) -M 0 28736 10 28760 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28767 100 16 (a goblin's spear) -M 0 28736 10 28761 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28767 100 16 (a goblin's spear) -M 0 28736 10 28763 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28767 100 16 (a goblin's spear) -M 0 28736 10 28765 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28767 100 16 (a goblin's spear) -M 0 28736 10 28767 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28767 100 16 (a goblin's spear) -M 0 28736 10 28768 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28767 100 16 (a goblin's spear) -M 0 28736 10 28771 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28767 100 16 (a goblin's spear) -M 0 28737 15 28762 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 15 28762 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 15 28762 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 15 28764 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 15 28764 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 15 28764 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 15 28766 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 15 28766 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 15 28766 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 15 28773 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 15 28773 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 15 28773 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 18 28774 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 18 28774 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28737 18 28774 (the goblin warrior) -E 1 28776 100 12 (a goblin hide) -M 0 28738 2 28775 (a hobgoblin) -E 1 28776 100 12 (a goblin hide) -E 1 28768 100 16 (a poleaxe) -M 0 28738 2 28775 (a hobgoblin) -E 1 28776 100 12 (a goblin hide) -E 1 28768 100 16 (a poleaxe) -M 0 28739 1 28775 (Toadstool the Goblin) -G 1 28704 1 -1 (an iron key) -G 1 28717 100 -1 (an oily black potion) -E 1 28774 1 3 (Toadstool's iron collar) -E 1 28772 100 5 (the red platemail) -E 1 28775 100 6 (Toadstool's head) -E 1 28776 100 12 (a goblin hide) -E 1 28771 1 16 (a fine broadsword named "Krat") -M 0 28740 5 28768 (the goblin) -E 1 28776 100 12 (a goblin hide) -M 0 28740 5 28768 (the goblin) -E 1 28776 100 12 (a goblin hide) -M 0 28740 5 28768 (the goblin) -E 1 28776 100 12 (a goblin hide) -M 0 28740 5 28770 (the goblin) -G 1 28715 100 -1 (a bottle) -E 1 28776 100 12 (a goblin hide) -M 0 28740 5 28770 (the goblin) -G 1 28715 100 -1 (a bottle) -E 1 28776 100 12 (a goblin hide) -M 0 28741 1 28769 (Groff the Troll) -G 1 28715 100 -1 (a bottle) -G 1 339 100 -1 (a pot) -E 1 28777 100 13 (a pink apron) -M 0 28742 1 28770 (the mimic) -G 1 28715 100 -1 (a bottle) -M 0 28745 2 28770 (the goblin) -G 1 28715 100 -1 (a bottle) -E 1 28776 100 12 (a goblin hide) -M 0 28745 2 28770 (the goblin) -G 1 28715 100 -1 (a bottle) -E 1 28776 100 12 (a goblin hide) -M 0 28748 2 28772 (the orc) -E 1 28768 100 16 (a poleaxe) -M 0 28749 4 28777 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28784 100 16 (an orcish pick) -M 0 28749 4 28779 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28784 100 16 (an orcish pick) -M 0 28751 2 28776 (the kobold) -M 0 28752 1 28783 (the goblin) -E 1 28776 100 12 (a goblin hide) -M 0 28753 1 28782 (the mimic) -G 1 28717 100 -1 (an oily black potion) -M 0 28754 1 28778 (the goblin) -E 1 28776 100 12 (a goblin hide) -M 0 28755 4 28778 (the human slave) -E 1 28783 100 16 (a small pick) -M 0 28755 4 28778 (the human slave) -E 1 28783 100 16 (a small pick) -M 0 28756 4 28778 (the human slave) -E 1 28783 100 16 (a small pick) -M 0 28756 4 28778 (the human slave) -E 1 28783 100 16 (a small pick) -M 0 28757 1 28780 (the goblin blacksmith) -E 1 28776 100 12 (a goblin hide) -M 0 28758 2 28780 (the goblin) -E 1 28776 100 12 (a goblin hide) -M 0 28758 2 28780 (the goblin) -E 1 28776 100 12 (a goblin hide) -M 0 28759 4 28780 (the kobold slave) -M 0 28759 4 28780 (the kobold slave) -M 0 28759 4 28780 (the kobold slave) -M 0 28759 4 28780 (the kobold slave) -M 0 28760 1 28780 (the hill giant) -M 0 28761 1 28780 (the mimic) -G 1 28717 100 -1 (an oily black potion) -M 0 28762 1 28783 (the ogre) -M 0 28763 1 28784 (an Elf) -E 1 28769 2 5 (the elven chain mail) -E 1 28725 100 7 (a pair of breeches) -E 1 28740 2 12 (a green Elven cloak) -E 1 28770 100 16 (the elven hunting bow) -M 0 28765 6 28794 (the troll guard) -E 1 28768 100 16 (a poleaxe) -M 0 28766 2 28794 (the orc) -E 1 28768 100 16 (a poleaxe) -M 0 28766 2 28794 (the orc) -E 1 28768 100 16 (a poleaxe) -M 0 28765 6 28796 (the troll guard) -E 1 28773 100 16 (a huge black mace) -M 0 28765 6 28796 (the troll guard) -E 1 28773 100 16 (a huge black mace) -M 0 28765 6 28796 (the troll guard) -E 1 28773 100 16 (a huge black mace) -M 0 28765 6 28796 (the troll guard) -E 1 28773 100 16 (a huge black mace) -M 0 28765 6 28796 (the troll guard) -E 1 28773 100 16 (a huge black mace) -M 0 28767 1 28795 (the living wall) -M 0 28768 1 28798 (the mimic) -M 0 28769 1 28797 (Moragd the Goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28773 100 16 (a huge black mace) -M 0 28770 1 28797 (Gorgh the Goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28773 100 16 (a huge black mace) -M 0 28771 1 28797 (Khos the Goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28773 100 16 (a huge black mace) -M 0 28772 6 28797 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28768 100 16 (a poleaxe) -M 0 28772 6 28797 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28768 100 16 (a poleaxe) -M 0 28772 6 28797 (the goblin) -E 1 28776 100 12 (a goblin hide) -E 1 28768 100 16 (a poleaxe) -M 0 28773 1 28799 (Thrash the Ogre) -E 1 28712 1 17 (a copper key) -M 0 28774 1 28799 (Throm the Giant) -G 1 28714 1 -1 (a bright iron key) -M 0 28775 1 28799 (Tarus) -M 0 28776 1 28799 (the Great Goblin) -E 1 28778 100 16 (an orcish scimitar) -E 1 28705 1 17 (a small black key) -D 0 28708 1 1 (The Old Plank Road) -D 0 28709 3 1 (King's Way) -D 0 28715 1 1 (Drovers' Street) -D 0 28726 5 2 (The Eastern End of the Great Hall) -D 0 28749 4 2 (The Treasury) -D 0 28717 0 2 (The Guard Headquarters) -D 0 28717 3 2 (The Guard Headquarters) -D 0 28733 3 2 (The Dog-Leg) -D 0 28733 5 1 (The Dog-Leg) -D 0 28737 3 1 (The Stone Hallway) -D 0 28738 1 1 (The Guard Room) -D 0 28739 1 2 (The Stone Hallway) -D 0 28740 3 2 (The Stone Hallway) -D 0 28741 1 2 (The Stone Hallway) -D 0 28742 3 2 (A Small Chamber) -D 0 28751 3 2 (Upper Goblin-Town) -D 0 28752 1 2 (A Small Armory) -D 0 28753 1 2 (A Dark Hall in Goblin-Town) -D 0 28754 3 2 (A Small Storeroom) -D 0 28755 1 2 (A Dark Hall in Goblin-Town.) -D 0 28757 3 2 (A Guard Room) -D 0 28755 2 2 (A Dark Hall in Goblin-Town.) -D 0 28756 0 2 (A Small Room) -D 0 28757 1 2 (A Guard Room) -D 0 28758 3 2 (A Landing) -D 0 28760 2 2 (A Pale-Glowing Hall in Goblin-Town) -D 0 28775 0 2 (The Chieftain's Quarters) -D 0 28761 0 1 (A Pale-Glowing Hall in Goblin-Town) -D 0 28762 2 1 (A Barracks Room) -D 0 28761 2 1 (A Pale-Glowing Hall in Goblin-Town) -D 0 28774 0 1 (The Barracks Room) -D 0 28763 2 1 (A Pale-Glowing Hall in Goblin-Town) -D 0 28773 0 1 (The Barracks Room) -D 0 28763 0 1 (A Pale-Glowing Hall in Goblin-Town) -D 0 28764 2 1 (A Barracks Room) -D 0 28765 0 1 (A Pale-Glowing Hall in Goblin-Town) -D 0 28766 2 1 (A Barracks Room) -D 0 28771 1 2 (The Mess) -D 0 28772 3 2 (A Small Room) -D 0 28779 1 1 (A Rough Tunnel) -D 0 28780 3 1 (The Iron Foundry) -D 0 28782 2 1 (A Rough Tunnel) -D 0 28780 0 1 (The Iron Foundry) -D 0 28784 5 1 (The Mine Shaft) -D 0 28794 4 1 (A Crossing of Tunnels) -D 0 28794 0 2 (A Crossing of Tunnels) -D 0 28794 1 2 (A Crossing of Tunnels) -D 0 28794 2 2 (A Crossing of Tunnels) -D 0 28794 3 2 (A Crossing of Tunnels) -D 0 28795 2 2 (The Storeroom) -D 0 28796 3 2 (The Guard Chamber) -D 0 28797 0 2 (The North End of a Hall) -D 0 28798 1 2 (The Goblin Treasury) -O 0 28787 1 28728 (the wine fountain) -O 0 28786 1 28710 (the Well of Jakur) -R 0 28707 28722 -1 (some walnuts) -R 0 28708 28722 -1 (some walnuts) -O 1 28722 100 28707 (some walnuts) -O 1 28722 100 28708 (some walnuts) -O 0 28785 2 28719 (a tub of dirty water) -O 0 28762 1 28749 (the gold of King Korbor) -O 0 28788 1 28732 (the large portrait) -P 1 28761 1 28788 (an opal ring) -O 1 352 100 28725 (a scroll of recall) -R 0 28717 28781 -1 (an ebony chest) -O 0 28781 1 28717 (an ebony chest) -P 1 320 100 28781 (a dagger) -P 1 320 100 28781 (a dagger) -P 1 322 100 28781 (a long sword) -P 1 28737 100 28781 (a broadsword) -P 1 28738 100 28781 (a mail-shirt) -P 1 309 100 28781 (a waybread) -P 1 309 100 28781 (a waybread) -P 1 28755 100 28781 (the elixir of life) -O 0 28780 6 28738 (a crude chest) -P 1 320 100 28780 (a dagger) -P 1 28715 100 28780 (a bottle) -P 1 28717 100 28780 (an oily black potion) -O 0 28780 6 28742 (a crude chest) -P 1 28763 100 28780 (a goblin knife) -P 1 28763 100 28780 (a goblin knife) -O 0 28780 6 28757 (a crude chest) -P 1 28717 100 28780 (an oily black potion) -O 0 28780 6 28762 (a crude chest) -P 1 28742 100 28780 (a blue cloak) -P 1 28741 100 28780 (a red cloak) -P 1 28717 100 28780 (an oily black potion) -O 0 28780 6 28775 (a crude chest) -P 1 28732 100 28780 (a long spear) -P 1 28753 100 28780 (the healing draught) -P 1 28753 100 28780 (the healing draught) -P 1 28717 100 28780 (an oily black potion) -O 0 28780 6 28775 (a crude chest) -P 1 28722 100 28780 (some walnuts) -O 0 28782 1 28752 (a pinewood chest) -P 1 28731 1 28782 (the claymore of MacLeod) -P 1 28740 2 28782 (a green Elven cloak) -P 1 28769 2 28782 (the elven chain mail) -O 0 28716 3 28754 (an ugly bronze chest) -P 1 28764 100 28716 (a goblin scimitar) -P 1 28764 100 28716 (a goblin scimitar) -P 1 325 100 28716 (a flail) -P 1 331 100 28716 (a lantern) -R 0 28780 28738 -1 (a mail-shirt) -R 0 28780 28738 -1 (a mail-shirt) -R 0 28780 28764 -1 (a goblin scimitar) -O 0 28738 100 28780 (a mail-shirt) -O 0 28738 100 28780 (a mail-shirt) -O 0 28764 100 28780 (a goblin scimitar) -O 0 28716 3 28780 (an ugly bronze chest) -P 1 324 100 28716 (a warhammer) -P 1 28738 100 28716 (a mail-shirt) -P 1 28717 100 28716 (an oily black potion) -O 0 28785 2 28780 (a tub of dirty water) -O 0 28716 3 28798 (an ugly bronze chest) -P 1 28730 100 28716 (a claymore) -P 1 28755 100 28716 (the elixir of life) -O 0 28767 1 28798 (a goblin's spear) -O 1 28737 100 28798 (a broadsword) -O 1 352 100 28798 (a scroll of recall) -S -$ diff --git a/lib/world/zon/288.zon b/lib/world/zon/288.zon deleted file mode 100644 index a1c4258..0000000 --- a/lib/world/zon/288.zon +++ /dev/null @@ -1,103 +0,0 @@ -#288 -Doctor~ -Galaxy~ -28800 28899 20 2 d 0 0 0 28 34 -O 0 28830 1 28801 (the crystal ball) -O 1 28829 1 28801 (a plinth) -M 0 28802 9 28821 (a beautiful star) -M 0 28802 9 28821 (a beautiful star) -M 0 28802 9 28821 (a beautiful star) -M 0 28802 9 28821 (a beautiful star) -M 0 28804 4 28817 (a speedy comet) -E 1 28801 50 16 (a comet's tail) -M 0 28804 4 28817 (a speedy comet) -E 1 28801 50 16 (a comet's tail) -M 0 28810 1 28817 (the wild Pegasus) -M 0 28802 9 28855 (a beautiful star) -M 0 28802 9 28833 (a beautiful star) -M 0 28802 9 28808 (a beautiful star) -M 0 28805 4 28808 (a red supergiant) -M 0 28802 9 28812 (a beautiful star) -M 0 28801 3 28813 (a poor mudder) -M 0 28805 4 28813 (a red supergiant) -M 0 28806 3 28814 (a white dwarf) -M 0 28805 4 28809 (a red supergiant) -M 0 28806 3 28806 (a white dwarf) -M 0 28802 9 28804 (a beautiful star) -M 0 28805 4 28804 (a red supergiant) -M 0 28801 3 28823 (a poor mudder) -M 0 28801 3 28822 (a poor mudder) -M 0 28803 5 28822 (a young nebula) -M 0 28804 4 28822 (a speedy comet) -E 1 28801 50 16 (a comet's tail) -M 0 28804 4 28822 (a speedy comet) -E 1 28801 50 16 (a comet's tail) -M 0 28806 3 28822 (a white dwarf) -M 0 28803 5 28818 (a young nebula) -M 0 28832 1 28871 (Polaris, the polar star) -E 1 28822 99 2 (the ring of the universe) -E 1 28823 99 16 (the Great Dipper of the Skies) -M 0 28831 1 28867 (Cepheus the King) -E 1 28821 99 0 (the Sceptre of Might) -M 0 28830 1 28865 (Cassiopeia the Queen) -E 1 28820 99 1 (the Ring of Dignity) -M 0 28813 1 28863 (the Head of Draco) -G 1 28805 99 -1 (an ugly skull of Draco) -D 0 28863 2 2 (Approaching the Head of Draco) -M 0 28822 1 28848 (Libra) -G 1 28826 50 -1 (an autumn leaf) -G 1 28812 99 -1 (the Titanic Scale of Libra) -E 1 28813 99 11 (the Titanic Scale of Libra) -M 0 28823 1 28849 (Scorpio) -E 1 28814 99 16 (the Sting of Scorpio) -M 0 28824 1 28850 (Sagittarius) -E 1 28815 99 17 (the Arrow of Sagittarius) -E 1 28816 99 16 (the Titanic Bow of Sagittarius) -M 0 28826 1 28852 (Aquarius) -E 1 28818 99 17 (the Ancient Vessel of Aquarius) -M 0 28825 1 28851 (Capricorn) -G 1 28827 50 -1 (a winter branch) -E 1 28817 99 9 (the Titanic Horns of Capricorn) -M 0 28819 1 28845 (Cancer) -G 1 28825 50 -1 (a summer flower) -E 1 28809 99 5 (the Titanic Shell of Cancer) -M 0 28820 1 28846 (Leo) -E 1 28810 99 12 (the Titanic Skin of Leo) -M 0 28827 1 28853 (Pisces the mermaid) -E 1 28819 99 7 (the Titanic Tail of Pisces) -M 0 28828 1 28853 (Pisces the fish) -M 0 28815 1 28842 (Aries) -G 1 28824 50 -1 (a spring shoot) -E 1 28806 99 3 (the Titanic Fleece of Aries) -M 0 28816 1 28843 (Taurus) -E 1 28807 99 8 (the Titanic Hoof of Taurus) -M 0 28817 1 28844 (Gemini) -E 1 28808 99 6 (the Titanic Mask of Gemini) -M 0 28818 1 28844 (Gemini) -M 0 28809 1 28832 (the mighty Hercules) -E 1 28802 99 10 (the Titanic Arm plates of Hercules) -M 0 28808 1 28830 (poor Andromeda) -E 1 28828 99 17 (chains of Andromeda) -M 0 28811 1 28828 (Orion the hunter) -E 1 28804 99 13 (the Titanic Belt of Orion) -D 0 28854 4 2 (End of the Mystic Chains) -M 0 28803 4 28810 (a young nebula) -M 0 28803 4 28810 (a young nebula) -M 0 28803 4 28810 (a young nebula) -M 0 28807 1 28810 (a horsehead nebula) -M 0 28812 7 28826 (the Pleiades) -M 0 28812 7 28826 (the Pleiades) -M 0 28812 7 28826 (the Pleiades) -M 0 28812 7 28826 (the Pleiades) -M 0 28812 7 28826 (the Pleiades) -M 0 28812 7 28826 (the Pleiades) -M 0 28812 7 28826 (the Pleiades) -M 0 28814 1 28858 (a baby draco) -M 0 28814 2 28860 (a baby draco) -M 0 28821 1 28847 (Virgo) -E 1 28811 1 14 (the Titanic Bracelet of Virgo) -M 0 28829 1 28870 (Ursa Major the bear) -D 0 28839 4 2 (On the Mystic Chains) -D 0 28859 1 2 (On the Back of Draco) -S -$ diff --git a/lib/world/zon/289.zon b/lib/world/zon/289.zon deleted file mode 100644 index e570007..0000000 --- a/lib/world/zon/289.zon +++ /dev/null @@ -1,102 +0,0 @@ -#289 -Builder_5 of C.A.W.~ -Werith's Wayhouse~ -28900 28999 20 2 d 0 0 0 5 15 -D 0 28900 2 1 (Outside the Wayhouse) -R 0 28903 28903 -1 (a rain barrel) -O 1 28903 99 28903 (a rain barrel) -M 0 28900 1 28917 (Farlenian) -E 1 28900 25 16 (a crossbow) -M 0 28901 1 28917 (Koofy) -M 0 28902 1 28927 (Alerka) -E 1 28907 1 16 (a wicked knife) -E 1 28907 1 17 (a wicked knife) -M 0 28903 1 28916 (Drogo) -E 1 28901 100 16 (a sturdy axe) -M 0 28904 1 28913 (Desslok) -M 0 28905 1 28913 (a dog) -M 0 28906 1 28921 (Airden the Wanderer) -E 1 28908 1000 16 (a quarterstaff) -E 1 28910 25 3 (a silk scarf) -E 1 28911 25 4 (a silk scarf) -M 0 28907 1 28919 (Seemie) -E 1 28904 100 16 (a slingshot) -M 0 28908 1 28928 (Eshiay) -E 1 28909 25 16 (Bevgul) -M 0 28909 1 28918 (Jordo) -E 1 28906 25 16 (a pike) -M 0 28910 6 28909 (a horse) -M 0 28910 6 28910 (a horse) -M 0 28910 6 28911 (a horse) -M 0 28910 6 28912 (a horse) -M 0 28910 6 28912 (a horse) -M 0 28910 6 28911 (a horse) -M 0 28911 3 28918 (a waiter) -E 1 28914 25 17 (a plate of jumbalaya) -M 0 28911 3 28923 (a waiter) -E 1 28915 25 17 (a plate of spaghetti) -M 0 28911 3 28921 (a waiter) -E 1 28916 25 17 (a bowl of soup) -M 0 28912 3 28922 (a waitress) -E 1 28914 25 17 (a plate of jumbalaya) -M 0 28912 3 28925 (a waitress) -E 1 28916 25 17 (a bowl of soup) -M 0 28912 3 28914 (a waitress) -E 1 28915 25 17 (a plate of spaghetti) -M 0 28913 5 28917 (a farmer) -M 0 28913 5 28916 (a farmer) -M 0 28913 5 28919 (a farmer) -M 0 28913 5 28919 (a farmer) -M 0 28913 5 28921 (a farmer) -M 0 28914 1 28920 (Werith) -E 1 28902 25 16 (an immense bastard sword) -G 1 28917 25 -1 (a glass) -G 1 28918 25 -1 (a glass) -G 1 28919 25 -1 (a shot) -M 0 28921 3 28913 (a bartender) -G 1 28917 25 -1 (a glass) -G 1 28918 25 -1 (a glass) -G 1 28919 25 -1 (a shot) -M 0 28920 3 28921 (a bartender) -G 1 28917 25 -1 (a glass) -G 1 28918 25 -1 (a glass) -G 1 28919 25 -1 (a shot) -M 0 28915 3 28928 (a bartender) -G 1 28917 25 -1 (a glass) -G 1 28918 25 -1 (a glass) -G 1 28919 25 -1 (a shot) -M 0 28916 5 28925 (a chef) -M 0 28916 5 28925 (a chef) -M 0 28916 5 28925 (a chef) -M 0 28916 5 28924 (a chef) -M 0 28916 5 28926 (a chef) -M 0 28917 2 28922 (an adventurer) -M 0 28917 2 28915 (an adventurer) -M 0 28918 2 28921 (an adventurer) -M 0 28918 2 28913 (an adventurer) -M 0 28919 1 28927 (the woman) -O 0 28905 3 28917 (a dart) -O 0 28905 3 28917 (a dart) -O 0 28905 3 28917 (a dart) -O 0 28912 2 28925 (a big pot) -O 0 28912 2 28925 (a big pot) -O 0 28913 1 28925 (a frying pan) -O 0 28914 1 28925 (a plate of jumbalaya) -O 0 28915 2 28925 (a plate of spaghetti) -O 0 28915 2 28925 (a plate of spaghetti) -O 0 28916 1 28925 (a bowl of soup) -D 0 28915 0 1 (Main Room) -D 0 28931 0 1 (Hallway) -D 0 28931 2 1 (Hallway) -D 0 28932 0 1 (Hallway) -D 0 28932 2 1 (Hallway) -D 0 28933 0 1 (Hallway) -D 0 28933 2 1 (Hallway) -D 0 28934 2 1 (Private Room) -D 0 28935 0 1 (Private Room) -D 0 28936 2 1 (Private Room) -D 0 28937 0 1 (Private Room) -D 0 28938 2 1 (Private Room) -D 0 28939 0 1 (Private Room) -S -$ diff --git a/lib/world/zon/290.zon b/lib/world/zon/290.zon deleted file mode 100644 index 17e9173..0000000 --- a/lib/world/zon/290.zon +++ /dev/null @@ -1,79 +0,0 @@ -#290 -Matrix of C.A.W.~ -Lizard Lair Safari~ -29000 29099 25 1 d 0 0 0 10 15 -O 0 29008 1 29016 (a LUCKY) -D 0 29016 2 1 (LUCKY) -M 0 29000 8 29002 (the sea serpent) -M 0 29000 8 29002 (the sea serpent) -M 0 29000 8 29002 (the sea serpent) -M 0 29000 8 29002 (the sea serpent) -M 0 29000 8 29002 (the sea serpent) -M 0 29000 8 29002 (the sea serpent) -M 0 29000 8 29002 (the sea serpent) -M 0 29000 8 29002 (the sea serpent) -M 0 29001 2 29003 (the sentry) -E 1 29001 100 16 (a claymore) -E 1 29007 100 11 (a shield) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29001 2 29003 (the sentry) -E 1 29001 100 16 (a claymore) -E 1 29007 100 11 (a shield) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29002 1 29006 (the wizard) -G 1 29006 10 -1 (a magic scroll) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29003 1 29006 (the water elemental) -M 0 29004 12 29011 (the guard) -E 1 29001 100 16 (a claymore) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29004 12 29011 (the guard) -E 1 29001 100 16 (a claymore) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29004 12 29011 (the guard) -E 1 29001 100 16 (a claymore) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29004 12 29011 (the guard) -E 1 29001 100 16 (a claymore) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29004 12 29012 (the guard) -E 1 29001 100 16 (a claymore) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29004 12 29012 (the guard) -E 1 29001 100 16 (a claymore) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29004 12 29012 (the guard) -E 1 29001 100 16 (a claymore) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29004 12 29012 (the guard) -E 1 29001 100 16 (a claymore) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29004 12 29013 (the guard) -E 1 29001 100 16 (a claymore) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29004 12 29013 (the guard) -E 1 29001 100 16 (a claymore) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29004 12 29013 (the guard) -E 1 29001 100 16 (a claymore) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29004 12 29013 (the guard) -E 1 29001 100 16 (a claymore) -E 1 29002 100 12 (a set of lizardman robes) -M 0 29005 1 29013 (the prince) -G 1 29005 1 -1 (a green key for the exit) -E 1 29000 20 6 (a crown of gold) -E 1 29001 100 16 (a claymore) -M 0 29006 1 29018 (Mr. Hooper) -G 1 29009 99 -1 (a barrel) -G 1 29010 99 -1 (a cup) -G 1 29011 99 -1 (a glass) -O 0 29003 1 29008 (a useless key) -O 0 29004 1 29013 (a large altar) -D 0 29002 0 1 (A Tunnel) -D 0 29005 3 2 (Tunnel End) -D 0 29006 1 2 (The Conjuring Chamber) -D 0 29013 1 2 (Temple Of Morgash) -D 0 29014 3 2 (Quest End) -S -$ diff --git a/lib/world/zon/291.zon b/lib/world/zon/291.zon deleted file mode 100644 index e67fd97..0000000 --- a/lib/world/zon/291.zon +++ /dev/null @@ -1,90 +0,0 @@ -#291 -Silverangel~ -Black Forest~ -29100 29199 30 2 d 0 0 0 10 30 -M 0 29130 3 29155 (the doomguard) -E 1 29109 99 5 (the Breastplate of a DoomGuard) -M 0 29110 15 29155 (the DoomGuard) -G 1 29110 99 -1 (the Power of the Silver Angel) -M 0 29140 3 29155 (the DoomGuard) -M 0 29140 3 29155 (the DoomGuard) -E 1 29137 999 9 (the Guantlet of a DoomGuard) -M 0 29140 3 29155 (the DoomGuard) -E 1 29138 999 6 (the helm of a doomguard) -M 0 29100 1 29137 (the Headless Horseman) -G 1 29150 99 -1 (the Fever Pitch) -E 1 29104 99 16 (the Horseman's scimitar) -M 0 29150 1 29172 (Scarlet Fever) -G 1 29103 99 -1 (a silver feather) -E 1 29100 99 4 (a triangled wheel medallion) -O 0 29107 4 29172 (a crystal orb) -O 0 29130 1 29143 (the Key of D) -M 0 29175 2 29115 (the Drow Hunter) -O 0 29116 1 29170 (the Telescope) -M 0 29181 3 29147 (the Venus Flytrap) -M 0 29180 12 29146 (a Mosquito) -O 0 29118 1 29154 (a Bookshelf) -P 0 29120 1 29118 (the Tome of Infernal Burning) -P 0 29121 1 29118 (the Tome of Icy Chill) -P 0 29122 1 29118 (the Tome of Maximum Zappage) -P 0 29151 1 29118 (the Manule of the Golems) -P 0 29119 1 29118 (the Book of Harmonious Ascension) -O 0 29136 1 29188 (a Music Stand) -P 0 29117 1 29136 (the Key of C) -P 0 29130 1 29136 (the Key of D) -P 0 29131 1 29136 (the Key of A Sharp) -P 0 29132 1 29136 (the Key of B) -P 0 29133 1 29136 (the Key of F sharp) -P 0 29134 1 29136 (the Key of G) -P 0 29135 1 29136 (the Key of E) -D 0 29166 1 2 (The Room of 10,000 pillars) -O 0 29111 1 29180 (a sign) -M 0 29101 8 29114 (an Elvis Impersonator) -M 0 29101 8 29114 (an Elvis Impersonator) -M 0 29102 8 29114 (a Rabid Potted Ficus) -M 0 29102 8 29114 (a Rabid Potted Ficus) -M 0 29199 1 29114 (the Band) -M 0 29112 1 29179 (the Grim Reaper) -G 1 29115 999 -1 (Death's Key) -M 0 29119 1 29197 (Ilian, the Mistress of the Void) -M 0 29116 6 29197 (the Child of Ilian) -D 0 29190 0 2 (At Death's Door) -M 0 29108 4 29105 (the red scorpion) -M 0 29108 4 29134 (the red scorpion) -M 0 29107 2 29133 (the Crystal Monster) -M 0 29106 6 29128 (a Goblin) -M 0 29106 6 29104 (a Goblin) -M 0 29105 7 29126 (the Lesser Ghoul) -M 0 29105 7 29109 (the Lesser Ghoul) -M 0 29105 7 29107 (the Lesser Ghoul) -M 0 29117 6 29181 (the Helpless Prisoner) -M 0 29115 3 29194 (the Greater Ghoul) -M 0 29115 3 29195 (the Greater Ghoul) -M 0 29114 1 29196 (the Dark and Stormy Knight) -D 0 29150 3 1 (The Citadel antechamber) -D 0 29129 1 1 (The Front Gate) -M 0 29113 10 29159 (an Undead Legionaire) -M 0 29113 10 29165 (an Undead Legionaire) -M 0 29113 10 29167 (an Undead Legionaire) -M 0 29111 5 29178 (a Clock Guardian) -M 0 29111 5 29176 (a Clock Guardian) -M 0 29111 5 29176 (a Clock Guardian) -M 0 29111 5 29175 (a Clock Guardian) -O 0 29107 4 29171 (a crystal orb) -O 0 29107 4 29156 (a crystal orb) -D 0 29157 0 1 (In the Halls of the Citadel) -O 0 29107 4 29157 (a crystal orb) -O 0 29102 5 29103 (a torch) -O 0 29105 4 29103 (a green herb) -O 0 29102 5 29153 (a torch) -O 0 29102 5 29153 (a torch) -O 0 29102 5 29152 (a torch) -O 0 29102 5 29152 (a torch) -O 0 29105 4 29130 (a green herb) -O 0 29105 4 29119 (a green herb) -M 0 29101 8 29118 (an Elvis Impersonator) -M 0 29102 8 29118 (a Rabid Potted Ficus) -O 0 29101 2 29110 (a rusty lantern) -O 0 29101 2 29110 (a rusty lantern) -S -$ diff --git a/lib/world/zon/292.zon b/lib/world/zon/292.zon deleted file mode 100644 index 747bf2b..0000000 --- a/lib/world/zon/292.zon +++ /dev/null @@ -1,181 +0,0 @@ -#292 -Amanda Eterniale & Builder_5 of C.A.W. ~ -Kerofk~ -29200 29299 20 2 d 0 0 0 5 25 -M 0 29200 1 29200 (MouseRider) -E 1 29200 10 9 (a white glove) -O 0 29246 1 29200 (a chest) -P 1 29225 2 29246 (an odd scroll) -M 0 29235 4 29277 (the Gateguard) -E 1 322 1000 16 (a long sword) -M 0 29235 4 29277 (the Gateguard) -E 1 322 1000 16 (a long sword) -E 1 29201 5 17 (a crystal shard) -R 0 29234 29247 -1 (a well) -O 0 29247 2 29234 (a well) -M 0 29201 1 29203 (the Sentinel Beast) -M 0 29202 1 29251 (Leonna) -O 1 29229 10 29252 (a chimaera cloak) -O 1 29228 3 29252 (the dreamblade) -E 1 29230 20 5 (a magic jerkin) -E 1 29227 20 16 (a flaming sword) -E 1 29223 1 17 (a guild key) -M 0 29203 1 29247 (the Bookstore Owner) -G 1 29202 1000 -1 (the book of dragons) -G 1 29208 1000 -1 (a manual of protection) -G 1 29209 1000 -1 (a travel brochure) -G 1 352 1000 -1 (a scroll of recall) -G 1 350 1000 -1 (a scroll of identify) -M 0 29204 1 29248 (Seobagn) -M 0 29205 1 29246 (the Bartender) -G 1 29248 1000 -1 (a bottle) -G 1 29249 1000 -1 (a carafe) -G 1 29250 1000 -1 (a shotglass) -M 0 29254 1 29265 (the Bartender) -G 1 29248 1000 -1 (a bottle) -G 1 29249 1000 -1 (a carafe) -G 1 29250 1000 -1 (a shotglass) -M 0 29206 5 29265 (the Barmaid) -M 0 29206 5 29265 (the Barmaid) -M 0 29206 5 29265 (the Barmaid) -M 0 29206 5 29246 (the Barmaid) -M 0 29206 5 29246 (the Barmaid) -M 0 29207 5 29246 (the Drunk) -M 0 29207 5 29246 (the Drunk) -M 0 29207 5 29246 (the Drunk) -M 0 29207 5 29265 (the Drunk) -M 0 29207 5 29265 (the Drunk) -M 0 29208 3 29207 (the Gambler) -M 0 29208 3 29241 (the Gambler) -M 0 29208 3 29241 (the Gambler) -M 0 29209 4 29207 (the Dealer) -M 0 29209 4 29207 (the Dealer) -M 0 29209 4 29241 (the Dealer) -M 0 29209 4 29241 (the Dealer) -M 0 29210 1 29242 (Ben) -E 1 29237 20 16 (an axe) -M 0 29211 1 29243 (the Shopkeeper) -G 1 29214 100 -1 (a tin of nightcrawlers) -G 1 29217 100 -1 (a fly lure) -G 1 29243 1000 -1 (a breast plate) -G 1 29244 1000 -1 (a round, steel cap) -G 1 29245 1000 -1 (a pair of chain leggings) -M 0 29212 5 29207 (the Gambler) -M 0 29212 5 29207 (the Gambler) -M 0 29212 5 29241 (the Gambler) -M 0 29212 5 29241 (the Gambler) -M 0 29212 5 29241 (the Gambler) -M 0 29213 2 29265 (the Citizen) -M 0 29213 2 29265 (the Citizen) -M 0 29214 1 29264 (the Receptionist) -M 0 29215 1 29254 (the Herbalist) -G 1 29218 1000 -1 (a dusk of basil) -G 1 29219 1000 -1 (a fern seed) -G 1 29220 1000 -1 (a clump of hemlock) -G 1 29221 1000 -1 (a betony leaf) -G 1 29222 1000 -1 (a crown of elder berries) -M 0 29216 2 29258 (the Lawyer) -M 0 29216 2 29258 (the Lawyer) -M 0 29217 1 29256 (the Secretary) -M 0 29218 1 29257 (Kell) -M 0 29219 2 29259 (the Council Guard) -E 1 322 1000 16 (a long sword) -M 0 29219 2 29259 (the Council Guard) -E 1 322 1000 16 (a long sword) -M 0 29220 7 29260 (the Council Member) -M 0 29220 7 29260 (the Council Member) -M 0 29220 7 29260 (the Council Member) -M 0 29220 7 29260 (the Council Member) -M 0 29220 7 29260 (the Council Member) -M 0 29220 7 29260 (the Council Member) -M 0 29220 7 29260 (the Council Member) -M 0 29221 1 29261 (the Jailer) -E 1 322 1000 16 (a long sword) -G 1 29226 1 -1 (a jailer's key) -M 0 29222 1 29262 (the Prisoner) -M 0 29223 2 29244 (the Innguard) -E 1 322 1000 16 (a long sword) -M 0 29223 2 29244 (the Innguard) -E 1 322 1000 16 (a long sword) -M 0 29224 1 29239 (Jenk) -G 1 29211 100 -1 (an arbalest) -G 1 29212 100 -1 (a suit of target armor) -G 1 29213 100 -1 (a quick sheathe) -G 1 29210 3 -1 (a plate bird perch) -M 0 29225 1 29240 (the Black Marketeer) -E 1 29231 10 17 (the space-warp wand) -M 0 29226 2 29269 (the Priest) -M 0 29226 2 29269 (the Priest) -M 0 29227 1 29270 (the High Priest) -M 0 29228 1 29271 (the Sergeant) -M 0 29229 1 29272 (the Captain) -E 1 29204 20 16 (an epee) -M 0 29230 1 29268 (the Beggar) -G 1 29224 1 -1 (a blank key) -M 0 29231 4 29202 (the Citizen) -M 0 29231 4 29202 (the Citizen) -M 0 29231 4 29202 (the Citizen) -M 0 29231 4 29202 (the Citizen) -M 0 29232 4 29250 (the Citizen) -M 0 29232 4 29250 (the Citizen) -M 0 29232 4 29250 (the Citizen) -M 0 29232 4 29250 (the Citizen) -M 0 29233 6 29268 (the Militia Man) -E 1 322 1000 16 (a long sword) -M 0 29233 6 29268 (the Militia Man) -E 1 322 1000 16 (a long sword) -M 0 29233 6 29268 (the Militia Man) -E 1 322 1000 16 (a long sword) -M 0 29233 6 29268 (the Militia Man) -E 1 322 1000 16 (a long sword) -M 0 29233 6 29268 (the Militia Man) -E 1 322 1000 16 (a long sword) -M 0 29233 6 29268 (the Militia Man) -E 1 322 1000 16 (a long sword) -M 0 29234 1 29268 (Kervin) -E 1 29206 20 16 (a war ribbon) -E 1 29239 10 5 (a blob of living armor) -M 0 29235 4 29276 (the Gateguard) -E 1 322 1000 16 (a long sword) -M 0 29235 4 29276 (the Gateguard) -E 1 322 1000 16 (a long sword) -M 0 29241 1 29299 (Tiersten) -E 1 29235 20 16 (a flail) -O 1 29236 20 29299 (a painting) -M 0 29242 1 29299 (the Edimmu) -M 0 29243 1 29284 (Sosivia) -E 1 29238 20 3 (a talisman of hope) -M 0 29244 1 29291 (Celia) -E 1 29233 15 3 (an amulet of protection) -E 1 29234 15 17 (the memory staff) -M 0 29245 1 29288 (Talbot) -E 1 29232 100 16 (an elite sword) -M 0 29246 1 29288 (Korino) -E 1 29232 100 16 (an elite sword) -M 0 29249 4 29250 (the Citizen) -M 0 29249 4 29250 (the Citizen) -M 0 29249 4 29250 (the Citizen) -M 0 29249 4 29250 (the Citizen) -M 0 29253 1 29245 (the Receptionist) -D 0 29202 2 2 (Plaza of Kerofk) -D 0 29203 0 2 (The Blue Temple) -D 0 29239 1 1 (Jenk's Place) -D 0 29240 3 1 (The Back Room) -D 0 29247 3 1 (The Bookstore) -D 0 29248 1 1 (Thieves Guild) -D 0 29249 0 1 (Mages' Guild, Entrance) -D 0 29249 1 1 (Mages' Guild, Entrance) -D 0 29249 3 2 (Mages' Guild, Entrance) -D 0 29251 2 1 (Leonna's Office) -D 0 29252 1 2 (Mages' Guild Storeroom) -D 0 29253 3 1 (The Mages' Library) -D 0 29259 3 1 (Outer Chamber) -D 0 29260 1 1 (Inner Chamber) -D 0 29261 1 2 (Jailer's Room) -D 0 29262 3 2 (Cells) -D 0 29296 4 1 (Guest Bedroom) -D 0 29298 5 1 (Attic) -D 0 29298 2 1 (Attic) -D 0 29299 0 1 (Bedroom) -S -$ diff --git a/lib/world/zon/293.zon b/lib/world/zon/293.zon deleted file mode 100644 index 6fb459b..0000000 --- a/lib/world/zon/293.zon +++ /dev/null @@ -1,59 +0,0 @@ -#293 -Amanda Eterniale & Builder_5 of C.A.W. ~ -Kerofk II~ -29300 29399 30 2 -D 0 29300 1 1 (Entrance to the Blue Trials) -D 0 29303 2 1 (Passageway) -D 0 29304 1 1 (Octagonal Room) -D 0 29306 0 1 (Passageway) -D 0 29307 0 1 (Trial) -D 0 29307 1 1 (Trial) -D 0 29307 3 1 (Trial) -D 0 29308 2 1 (Passageway) -D 0 29310 5 1 (Passageway) -D 0 29311 5 1 (Passageway) -D 0 29314 0 1 (End of the Passageway) -D 0 29315 0 1 (Second Trial) -D 0 29315 1 1 (Second Trial) -D 0 29316 2 1 (Passageway) -D 0 29318 0 1 (Passageway) -D 0 29325 0 1 (Trial of Persistence) -D 0 29325 1 1 (Trial of Persistence) -D 0 29325 2 1 (Trial of Persistence) -D 0 29325 3 1 (Trial of Persistence) -D 0 29328 0 1 (Passageway) -D 0 29331 0 1 (Pedestal of the Orb!) -D 0 29332 0 1 (Temple of MouseRider) -M 0 29251 10 29319 (a goblin) -M 0 29251 10 29319 (a goblin) -M 0 29251 10 29319 (a goblin) -M 0 29251 10 29319 (a goblin) -M 0 29251 10 29319 (a goblin) -M 0 29251 10 29319 (a goblin) -M 0 29251 10 29319 (a goblin) -M 0 29251 10 29319 (a goblin) -M 0 29251 10 29319 (a goblin) -M 0 29251 10 29319 (a goblin) -D 0 29319 0 1 (Trial of Defense!) -M 0 29236 1 29304 (the Bright Light) -M 0 29237 2 29307 (the Guardian Wisp) -M 0 29237 2 29307 (the Guardian Wisp) -M 0 29238 1 29331 (the Orb) -M 0 29239 1 29332 (the Liche) -E 1 29203 5 12 (the robe of the Liche) -O 1 29215 5 29333 (an amulet of Rumble) -O 1 29216 5 29333 (an eagle pendant) -M 0 29240 2 29332 (the Storm Demon) -M 0 29240 2 29332 (the Storm Demon) -M 0 29247 1 29347 (Bungle Fleecem) -M 0 29248 1 29350 (the gravedigger) -M 0 29250 2 29316 (a hellhound) -M 0 29250 2 29316 (a hellhound) -M 0 29252 1 29352 (the Farmer) -G 1 29205 1000 -1 (a powwee) -G 1 29207 1000 -1 (a zucchini) -G 1 29240 1000 -1 (a pale apple) -G 1 29241 1000 -1 (a potato) -G 1 29242 1000 -1 (an onion) -S -$ diff --git a/lib/world/zon/294.zon b/lib/world/zon/294.zon deleted file mode 100644 index d9a999f..0000000 --- a/lib/world/zon/294.zon +++ /dev/null @@ -1,77 +0,0 @@ -#294 -Builder_5~ -Trade Road~ -29400 29499 20 2 d 0 0 0 1 18 -M 0 29409 1 29450 (the Sailor-Merchant) -E 1 29404 99 1 (a silver ring) -G 1 29415 1000 -1 (a coil of rope) -G 1 29416 1000 -1 (an anchor) -G 1 29417 1000 -1 (a net) -G 1 29418 1000 -1 (a fishhook) -M 0 29411 10 29400 (the Cityguard) -M 0 29411 10 29400 (the Cityguard) -M 0 29411 10 29400 (the Cityguard) -E 1 29422 1000 16 (a long sword) -M 0 29400 1 29410 (the Madman) -E 1 29400 1000 16 (the Madman's Knife) -M 0 29401 6 29410 (the rat) -M 0 29401 6 29410 (the rat) -M 0 29401 6 29432 (the rat) -M 0 29401 6 29405 (the rat) -M 0 29401 6 29425 (the rat) -M 0 29401 6 29424 (the rat) -M 0 29402 1 29441 (the Leatherworker) -E 1 29401 1000 17 (an Awl) -G 1 29405 1000 -1 (a pair of Leather Boots) -G 1 29406 1000 -1 (a leather tie) -G 1 29407 1000 -1 (a Leather Jacket) -G 1 29408 1000 -1 (a pair of Leather Gloves) -M 0 29403 1 29436 (the Jeweller) -G 1 29409 1000 -1 (a Sapphire) -G 1 29410 1000 -1 (an Emerald) -G 1 29411 1000 -1 (a Diamond) -M 0 29404 1 29435 (the Butcher) -E 1 29403 1000 16 (a Huge Meat Cleaver) -G 1 29412 1000 -1 (a slab of beef) -G 1 29413 1000 -1 (a haunch of mutton) -G 1 29414 1000 -1 (a deer steak) -M 0 29405 1 29440 (Sakifan) -M 0 29406 1 29439 (the Brewermaster) -M 0 29407 1 29442 (Ceran) -E 1 29402 10 17 (a T-Square) -M 0 29408 1 29452 (Grebe) -G 1 29419 1000 -1 (a glass) -G 1 29420 1000 -1 (a glass) -G 1 29421 1000 -1 (a shot) -M 0 29410 1 29443 (the Landlord) -M 0 29411 10 29417 (the Cityguard) -M 0 29411 10 29417 (the Cityguard) -M 0 29411 10 29417 (the Cityguard) -M 0 29411 10 29416 (the Cityguard) -M 0 29411 10 29403 (the Cityguard) -M 0 29411 10 29420 (the Cityguard) -M 0 29412 4 29439 (the Brewery Worker) -M 0 29412 4 29439 (the Brewery Worker) -M 0 29412 4 29439 (the Brewery Worker) -M 0 29412 4 29439 (the Brewery Worker) -M 0 29413 3 29444 (the Boarder) -M 0 29413 3 29444 (the Boarder) -M 0 29413 3 29443 (the Boarder) -M 0 29414 4 29427 (the Citizen) -M 0 29414 4 29407 (the Citizen) -M 0 29414 4 29421 (the Citizen) -M 0 29414 4 29414 (the Citizen) -M 0 29415 4 29402 (the Citizen) -M 0 29415 4 29413 (the Citizen) -M 0 29415 4 29418 (the Citizen) -M 0 29415 4 29415 (the Citizen) -M 0 29416 1 29453 (the Trader) -M 0 29417 1 29445 (the Old Woman) -M 0 29418 1 29445 (the Young Boy) -M 0 29419 1 29446 (the Housewife) -M 0 29420 1 29447 (the Slob) -M 0 29421 2 29448 (the Old Man) -M 0 29421 2 29448 (the Old Man) -M 0 29422 1 29449 (the Bachelor) -S -$ diff --git a/lib/world/zon/295.zon b/lib/world/zon/295.zon deleted file mode 100644 index 63b69ee..0000000 --- a/lib/world/zon/295.zon +++ /dev/null @@ -1,37 +0,0 @@ -#295 -Makira~ -Jungle~ -29500 29599 30 2 d 0 0 0 5 20 -D 0 29508 0 2 (The chiefs room) -M 0 29506 1 29508 (the cannibal chief) -E 1 29506 1 16 (a large bone club) -E 1 29507 1 3 (a tooth necklace) -O 0 29508 5 29514 (a branch) -M 0 29509 3 29514 (a large ape) -M 0 29510 3 29514 (a femal ape) -M 0 29511 1 29514 (the ape chief) -E 1 29509 2 0 (a crystal skull) -O 0 29510 1 29515 (a fountain) -M 0 29509 1 29515 (a large ape) -M 0 29510 1 29515 (a femal ape) -M 0 29508 4 29513 (a small monkey) -M 0 29507 4 29512 (a tree snake) -D 0 29505 3 1 (In the camp) -O 0 29501 1 29505 (a large fire) -P 1 29502 1 29501 (a human heart) -M 0 29502 2 29505 (a cannibal) -E 1 29500 2 16 (a spear) -M 0 29503 2 29505 (a happy cannibal) -E 1 29500 2 16 (a spear) -O 0 29503 1 29505 (a pile of bones) -D 0 29505 2 2 (In the camp) -M 0 29505 4 29507 (a cannibal woman) -O 0 29505 2 29507 (some animal fur) -O 0 29504 2 29506 (a slab of meat) -M 0 29504 1 29506 (a woman) -M 0 29501 4 29504 (a gate guard) -E 1 29500 4 16 (a spear) -D 0 29504 1 1 (The gate to the camp) -M 0 29500 4 29501 (a realy fierce looking lion) -S -$ diff --git a/lib/world/zon/296.zon b/lib/world/zon/296.zon deleted file mode 100644 index 72cc94d..0000000 --- a/lib/world/zon/296.zon +++ /dev/null @@ -1,59 +0,0 @@ -#296 -Amanda~ -Froboz Fun Factory~ -29600 29699 20 2 d 0 0 0 1 6 -M 0 29600 4 29632 (the foreman) -M 0 29600 4 29633 (the foreman) -M 0 29600 4 29633 (the foreman) -M 0 29600 4 29631 (the foreman) -M 0 29601 6 29602 (the Car Alarm) -M 0 29601 6 29602 (the Car Alarm) -M 0 29601 6 29604 (the Car Alarm) -M 0 29601 6 29605 (the Car Alarm) -M 0 29601 6 29603 (the Car Alarm) -M 0 29601 6 29603 (the Car Alarm) -M 0 29602 8 29619 (a Factory Worker) -M 0 29602 8 29620 (a Factory Worker) -M 0 29602 8 29625 (a Factory Worker) -M 0 29602 8 29623 (a Factory Worker) -M 0 29602 8 29622 (a Factory Worker) -M 0 29602 8 29621 (a Factory Worker) -M 0 29602 8 29619 (a Factory Worker) -M 0 29602 8 29621 (a Factory Worker) -M 0 29603 1 29619 (the Turtle) -M 0 29604 1 29608 (the Automated Vending Machine) -G 1 29600 1 -1 (a can of FizzyPop) -G 1 29602 1 -1 (an old sandwich) -G 1 29603 1 -1 (a Froboz candy bar) -M 0 29605 1 29607 (the Secretary) -M 0 29606 3 29611 (the Office Worker) -M 0 29606 3 29613 (the Office Worker) -M 0 29606 3 29611 (the Office Worker) -M 0 29607 1 29614 (the Secretary) -M 0 29608 1 29617 (the Big Boss) -E 1 29601 1 16 (the AXE) -M 0 29609 1 29630 (the Machine) -E 1 29607 1 17 (the magic gear) -M 0 29610 1 29625 (the Ghost) -M 0 29611 4 29637 (the Dock Worker) -M 0 29611 4 29637 (the Dock Worker) -M 0 29611 4 29638 (the Dock Worker) -M 0 29611 4 29638 (the Dock Worker) -M 0 29612 1 29629 (the maintenance worker) -E 1 29606 1 6 (the propeller hat) -O 0 29604 4 29603 (the cart) -O 0 29604 4 29602 (the cart) -O 0 29604 4 29602 (the cart) -O 0 29604 4 29604 (the cart) -O 0 29605 4 29603 (the beat up too-yoto) -O 0 29605 4 29603 (the beat up too-yoto) -O 0 29605 4 29602 (the beat up too-yoto) -O 0 29605 4 29605 (the beat up too-yoto) -D 0 29607 3 1 (The Entrance Area) -D 0 29608 1 1 (The Lounge) -D 0 29628 2 1 (The Machine Room) -D 0 29630 0 1 (Welcome To The Machine) -D 0 29630 3 1 (Welcome To The Machine) -D 0 29629 1 1 (The Machine Room) -S -$ diff --git a/lib/world/zon/298.zon b/lib/world/zon/298.zon deleted file mode 100644 index 24350d4..0000000 --- a/lib/world/zon/298.zon +++ /dev/null @@ -1,73 +0,0 @@ -#298 -Honeybear~ -Castle of Desire~ -29800 29899 10 1 d 0 0 0 1 30 -M 0 29801 1 29828 (the lag beast) -E 1 29804 50 12 (a set of nipple clamps) -M 0 29802 3 29806 (the lag monster) -E 1 29802 99 5 (a bright rubber body suit) -M 0 29802 3 29817 (the lag monster) -E 1 29806 99 16 (a shiny lag dagger) -M 0 29811 1 29803 (the annoying lag) -E 1 29806 99 16 (a shiny lag dagger) -M 0 29812 1 29814 (clueless lag) -M 0 29813 1 29802 (the talkative lag) -E 1 29802 99 5 (a bright rubber body suit) -M 0 29814 1 29824 (the lost lag) -M 0 29815 1 29816 (the smart lag) -E 1 29813 99 10 (some sexy lag sleeves) -E 1 29812 99 7 (some sexy lag leggings) -E 1 29802 99 5 (a bright rubber body suit) -E 1 29814 30 16 (a glowing hot jar of oil) -M 0 29803 1 29810 (the baby lag) -E 1 29807 99 3 (a pet lag slave collar) -M 0 29804 1 29813 (the lag Guard) -E 1 29805 60 1 (a lag branding ring) -G 1 29808 5 -1 (a wee little key) -E 1 29803 30 6 (a rubber mask) -M 0 29805 1 29802 (the court jester) -G 1 29809 50 -1 (a brightly glowing dildo) -M 0 29806 4 29809 (the creepy lag crawler) -M 0 29806 4 29812 (the creepy lag crawler) -M 0 29806 4 29815 (the creepy lag crawler) -M 0 29807 5 29812 (the zombiefied lag) -M 0 29807 5 29819 (the zombiefied lag) -M 0 29807 5 29826 (the zombiefied lag) -M 0 29808 5 29809 (the quasit lag) -M 0 29808 5 29809 (the quasit lag) -M 0 29808 5 29811 (the quasit lag) -M 0 29809 1 29825 (the Great Lag Monster) -E 1 29810 50 6 (the horny horns of the Great Lag Monster) -E 1 29811 50 5 (the Cum Soaked hide of the Great Lag Monster) -M 0 29810 1 29831 (the dark spectre) -M 0 29816 8 29802 (a Gateguard) -E 1 29815 8 5 (Some Gate Guard Armor) -E 1 29816 8 16 (a Gate Guard's Sword) -M 0 29816 8 29802 (a Gateguard) -E 1 29815 8 5 (Some Gate Guard Armor) -E 1 29816 8 16 (a Gate Guard's Sword) -M 0 29816 8 29802 (a Gateguard) -E 1 29815 8 5 (Some Gate Guard Armor) -E 1 29816 8 16 (a Gate Guard's Sword) -M 0 29817 2 29818 (the Royalty Guard) -E 1 29817 2 5 (Some Royalty Guard Armor) -M 0 29817 2 29819 (the Royalty Guard) -E 1 29817 2 5 (Some Royalty Guard Armor) -M 0 29818 2 29811 (a Black Knight) -E 1 29818 2 16 (the Knight's Lance) -M 0 29819 2 29812 (a White Knight) -E 1 29818 2 16 (the Knight's Lance) -M 0 29820 2 29810 (the Dungeon Master) -E 1 29819 2 17 (the Staff of the Dungeon Master) -M 0 29821 1 29825 (the Queen of the Castle of Desire) -E 1 29820 1 6 (the Queen's Crown) -M 0 29822 1 29821 (the King of the Castle of Desire) -E 1 29821 1 17 (the King's Sceptre) -O 0 29822 2 29807 (a golden key) -O 0 29822 2 29805 (a golden key) -D 0 29805 1 0 (Master) -D 0 29802 3 0 (Great Hall) -D 0 29807 3 0 (Mistress) -D 0 29802 1 0 (Great Hall) -S -$ diff --git a/lib/world/zon/299.zon b/lib/world/zon/299.zon deleted file mode 100644 index acc3067..0000000 --- a/lib/world/zon/299.zon +++ /dev/null @@ -1,79 +0,0 @@ -#299 -Matrix of C.A.W.~ -Abandoned Cathedral~ -29900 29999 28 2 d 0 0 0 30 34 -M 0 29908 5 29900 (the human skeleton) -D 0 29900 2 1 (The Cathedral Courtyard) -M 0 29900 1 29918 (Isaac) -M 0 29901 2 29908 (the ghoul) -M 0 29901 2 29910 (the ghoul) -M 0 29902 1 29909 (the ghoul) -M 0 29903 1 29909 (Esmerelda the priestess) -E 1 29902 3 3 (a sapphire amulet) -G 1 29903 1 -1 (an ivory key) -O 1 29900 1 29909 (a cadaver) -P 1 29901 1 29900 (a long, curved knife) -O 1 29906 1 29911 (a dark potion) -O 1 29907 1 29911 (an ivory staff) -O 1 29908 1 29911 (a mid-sized pile of coins) -M 0 29904 2 29908 (the man) -M 0 29904 2 29910 (the man) -M 0 29905 1 29949 (Wyrenthoth) -E 1 29910 1 17 (a beautiful golden key) -M 0 29906 1 29941 (Erich) -E 1 29909 2 16 (the rune sword) -E 1 29911 1 17 (a strange blood key) -E 1 29913 4 12 (a black cape with a red satin lining) -E 1 29914 6 3 (an onyx necklace) -O 1 29904 1 29948 (the coffin) -P 1 29905 1 29904 (the carcass of Evalynn) -P 1 29916 1 29905 (the Holy Avenger) -M 0 29907 1 29935 (the giant zombie) -E 1 29915 99 16 (a giant halberd) -M 0 29908 5 29901 (the human skeleton) -M 0 29908 5 29902 (the human skeleton) -M 0 29908 5 29903 (the human skeleton) -M 0 29908 5 29901 (the human skeleton) -M 0 29909 3 29923 (the zombie) -M 0 29909 3 29919 (the zombie) -M 0 29909 3 29921 (the zombie) -M 0 29910 5 29923 (the shadow) -M 0 29910 5 29925 (the shadow) -M 0 29910 5 29926 (the shadow) -M 0 29910 5 29927 (the shadow) -M 0 29910 5 29929 (the shadow) -M 0 29911 9 29932 (the wight) -M 0 29911 9 29933 (the wight) -M 0 29911 9 29934 (the wight) -M 0 29911 9 29935 (the wight) -M 0 29911 9 29936 (the wight) -M 0 29911 9 29937 (the wight) -M 0 29911 9 29938 (the wight) -M 0 29911 9 29939 (the wight) -M 0 29911 9 29940 (the wight) -M 0 29912 4 29942 (the wraith) -M 0 29912 4 29943 (the wraith) -M 0 29912 4 29945 (the wraith) -M 0 29912 4 29947 (the wraith) -M 0 29913 1 29931 (the banshee) -M 0 29914 1 29922 (the ghost of the Abbott) -O 0 29912 1 29935 (a pile of crushed bones) -D 0 29955 0 1 (An Old Stone Road) -D 0 29905 1 1 (The Worship Hall) -D 0 29907 3 1 (The Confessional) -D 0 29905 3 1 (The Worship Hall) -D 0 29906 1 1 (The Confessional) -D 0 29909 0 1 (At The Altar) -D 0 29910 2 1 (The Clergical Chambers) -D 0 29910 0 2 (The Clergical Chambers) -D 0 29911 2 2 (The Inner Sanctum) -D 0 29920 3 1 (The End Of The Dark Hall) -D 0 29922 1 1 (The Abbott's Room) -D 0 29927 1 1 (A Cloistered Hall) -D 0 29931 3 1 (Mother Superior's Room) -D 0 29941 2 2 (The Antechamber) -D 0 29942 0 2 (The Inner Crypt) -D 0 29947 3 2 (The Inner Crypt) -D 0 29948 1 2 (The Tomb Of Princess Evalynn) -S -$ diff --git a/lib/world/zon/3.zon b/lib/world/zon/3.zon deleted file mode 100644 index 30d56d0..0000000 --- a/lib/world/zon/3.zon +++ /dev/null @@ -1,100 +0,0 @@ -#3 -Rumble~ -Sanctus III~ -300 399 30 2 -M 0 146 2 332 (the gray magi) -E 1 122 99 12 (a gray robe) -M 0 145 2 345 (the yellow magi) -E 1 119 99 12 (a yellow robe) -M 0 171 3 345 (the townswoman) -M 0 148 2 329 (the purple magi) -E 1 126 99 5 (a purple robe) -M 0 118 3 300 (the woman) -M 0 301 1 305 (the naked magi) -E 1 326 99 12 (a white towel) -M 0 130 3 305 (the maid) -E 1 155 99 17 (a feather duster) -R 0 305 326 -1 (a white towel) -O 0 326 99 305 (a white towel) -R 0 367 308 -1 (a clay jug) -O 0 308 99 367 (a clay jug) -O 0 335 1 334 (the large fountain) -M 0 30 3 343 (the spy for the underground) -D 0 366 3 1 (The Lab) -O 0 316 1 366 (a cauldron) -M 0 300 1 366 (Camille the chemist) -D 0 350 1 1 (A Study) -M 0 142 2 350 (the green magi) -E 1 105 99 12 (a green robe ) -M 0 202 1 364 (the horse) -M 0 205 1 364 (the stallion) -M 0 204 1 364 (the fine mare) -M 0 170 3 306 (the townsman) -G 1 176 99 -1 (a cancer stick) -M 0 198 2 340 (a temple cleric) -M 0 125 3 340 (the young girl) -M 0 170 3 340 (the townsman) -G 1 176 99 -1 (a cancer stick) -D 0 338 3 1 (The Clerics' Quarters) -D 0 338 2 1 (The Clerics' Quarters) -M 0 190 3 338 (the cat) -G 1 174 99 -1 (a nasty hairball) -R 0 333 164 -1 (some beggin strips) -O 0 164 99 333 (some beggin strips) -M 0 207 1 333 (Angel) -M 0 191 3 333 (the puppy) -E 1 134 99 3 (a dog collar) -M 0 144 3 346 (the black magi) -M 0 128 3 341 (the Red Magi) -M 0 114 1 322 (the man) -M 0 203 1 363 (the stablemaster) -M 0 201 2 326 (the apprentice healer) -D 0 337 1 1 (The Hall of Clerics) -M 0 185 1 361 (Sareth, the sage) -G 1 25757 99 -1 (a scroll of remove curse) -G 1 25752 99 -1 (a scroll of recall) -G 1 25750 99 -1 (a scroll of identify) -D 0 361 0 1 (Sareth's Scrolls) -M 0 186 1 351 (the healer) -G 1 28753 99 -1 (the healing draught) -G 1 14037 99 -1 (a potion of healing) -G 1 29105 99 -1 (a green herb) -G 1 29105 99 -1 (a green herb) -D 0 351 0 1 (The Healer's Shop) -D 0 348 2 1 (The Magi Quarters) -D 0 348 1 1 (The Magi Quarters) -M 0 192 3 348 (the german shephard) -D 0 349 3 1 (The Magi Mansion) -M 0 115 1 356 (the fisherman) -M 0 116 1 355 (an old man) -M 0 117 1 353 (the annoying kid) -M 0 133 2 324 (the blue magi) -E 1 107 99 12 (a blue robe) -M 0 159 2 362 (the lieutenant) -E 1 167 99 6 (a cloth cap) -E 1 166 99 7 (a pair of cloth pants) -M 0 175 4 362 (the gate sentry) -E 1 30414 99 5 (a Suit of Old Chainmail) -M 0 162 3 358 (a statesman) -E 1 140 99 12 (a cloth jacket) -M 0 169 3 336 (a citizen) -M 0 169 3 335 (a citizen) -M 0 172 3 302 (the farmer) -E 1 158 99 12 (some coveralls) -M 0 178 3 328 (the stateswoman) -E 1 26306 99 5 (a flowered dress) -M 0 179 3 317 (the recruit) -M 0 194 3 314 (the mouse) -M 0 193 3 312 (the dove) -M 0 105 3 315 (the balding man) -E 1 31612 99 6 (a pair of reading glasses) -M 0 100 3 309 (the young man) -G 1 128 99 -1 (a cigarette) -M 0 161 4 303 (the streetsweeper) -G 1 136 99 -1 (a broom) -G 1 149 99 -1 (a dustpan) -M 0 161 4 323 (the streetsweeper) -G 1 136 99 -1 (a broom) -G 1 149 99 -1 (a dustpan) -S -$ diff --git a/lib/world/zon/30.zon b/lib/world/zon/30.zon deleted file mode 100644 index d1a09c5..0000000 --- a/lib/world/zon/30.zon +++ /dev/null @@ -1,175 +0,0 @@ -#30 -DikuMUD~ -Northern Midgaard~ -3000 3099 15 2 d 0 0 0 1 33 -R 0 3000 3006 -1 (the teleporter) -O 0 3006 99 3000 (the teleporter) -M 0 3011 1 3000 (the travelling saleswoman) -G 1 3006 99 -1 (the teleporter) -R 0 3000 3099 -1 (a bulletin board) -O 0 3099 99 3000 (a bulletin board) -R 0 3001 3034 -1 (an automatic teller machine) -O 0 3034 99 3001 (an automatic teller machine) -M 0 3012 1 3063 (a kind soul) -M 0 3045 1 3022 (the waiter) -G 1 3002 100 -1 (a bottle) -G 1 3003 100 -1 (a bottle) -G 1 3004 100 -1 (a bottle) -E 1 3022 100 16 (a long sword) -R 0 3022 3096 -1 (a social bulletin board) -O 0 3096 99 3022 (a social bulletin board) -M 0 3044 1 3028 (the waiter) -G 1 3003 100 -1 (a bottle) -G 1 3004 100 -1 (a bottle) -E 1 3021 100 16 (a small sword) -R 0 3028 3096 -1 (a social bulletin board) -O 0 3096 99 3028 (a social bulletin board) -M 0 3043 1 3003 (the waiter) -G 1 3002 100 -1 (a bottle) -G 1 3004 100 -1 (a bottle) -E 1 3024 100 16 (a warhammer) -R 0 3003 3096 -1 (a social bulletin board) -O 0 3096 99 3003 (a social bulletin board) -M 0 3042 1 3018 (the waiter) -G 1 3002 100 -1 (a bottle) -G 1 3003 100 -1 (a bottle) -E 1 3020 100 16 (a dagger) -R 0 3018 3096 -1 (a social bulletin board) -O 0 3096 99 3018 (a social bulletin board) -M 0 3009 1 3058 (Wally the Watermaster) -G 1 3102 100 -1 (a cup) -G 1 3103 100 -1 (a bottle) -G 1 3104 100 -1 (a canteen) -M 0 3026 1 3027 (the assassin) -E 1 3022 100 16 (a long sword) -M 0 3059 5 3027 (the Peacekeeper) -M 0 3060 10 3027 (the cityguard) -E 1 3022 100 16 (a long sword) -R 0 3027 3034 -1 (an automatic teller machine) -O 0 3034 99 3027 (an automatic teller machine) -M 0 3027 1 3021 (the knight) -E 1 3022 100 16 (a long sword) -M 0 3059 5 3021 (the Peacekeeper) -M 0 3060 10 3021 (the cityguard) -E 1 3022 100 16 (a long sword) -R 0 3021 3034 -1 (an automatic teller machine) -O 0 3034 99 3021 (an automatic teller machine) -M 0 3024 1 3017 (the sorcerer) -E 1 3022 100 16 (a long sword) -M 0 3059 5 3017 (the Peacekeeper) -M 0 3060 10 3017 (the cityguard) -E 1 3022 100 16 (a long sword) -R 0 3017 3034 -1 (an automatic teller machine) -O 0 3034 99 3017 (an automatic teller machine) -M 0 3025 1 3004 (the knight templar) -E 1 3022 100 16 (a long sword) -M 0 3059 5 3004 (the Peacekeeper) -M 0 3060 10 3004 (the cityguard) -E 1 3022 100 16 (a long sword) -R 0 3004 3034 -1 (an automatic teller machine) -O 0 3034 99 3004 (an automatic teller machine) -M 0 3005 1 3008 (the receptionist) -E 1 3022 100 16 (a long sword) -M 0 3068 4 3008 (the green gelatinous blob) -R 0 3008 3034 -1 (an automatic teller machine) -O 0 3034 99 3008 (an automatic teller machine) -M 0 3000 1 3033 (the wizard) -G 1 3050 500 -1 (a scroll of identify) -G 1 3051 500 -1 (a yellow potion of see invisible) -G 1 3052 500 -1 (a scroll of recall) -G 1 3053 500 -1 (a gray wand of invisibility) -G 1 3054 500 -1 (a gnarled staff) -M 0 3001 1 3009 (the baker) -G 1 3009 100 -1 (a waybread) -G 1 3010 100 -1 (a bread) -G 1 3011 100 -1 (a danish pastry) -E 1 3022 100 16 (a long sword) -M 0 3002 1 3010 (the grocer) -G 1 3030 100 -1 (a torch) -G 1 3031 100 -1 (a lantern) -G 1 3032 100 -1 (a bag) -G 1 3033 100 -1 (a box) -G 1 3036 100 -1 (a cashcard) -E 1 3022 100 16 (a long sword) -M 0 3003 1 3011 (the weaponsmith) -G 1 3020 100 -1 (a dagger) -G 1 3021 100 -1 (a small sword) -G 1 3022 100 -1 (a long sword) -G 1 3023 100 -1 (a wooden club) -G 1 3024 100 -1 (a warhammer) -G 1 3025 100 -1 (a flail) -E 1 3022 100 16 (a long sword) -M 0 3004 1 3020 (the armorer) -G 1 3040 100 -1 (a breast plate) -G 1 3041 100 -1 (a chain mail shirt) -G 1 3042 100 -1 (a shield) -G 1 3043 100 -1 (a leather jacket) -G 1 3044 100 -1 (a studded leather jacket) -G 1 3045 100 -1 (a scale mail jacket) -G 1 3046 100 -1 (a bronze breast plate) -G 1 3070 100 -1 (a pair of bronze gauntlets) -G 1 3071 100 -1 (a pair of leather gloves) -G 1 3075 100 -1 (a bronze helmet) -G 1 3076 100 -1 (a leather cap) -G 1 3080 100 -1 (a pair of bronze leggings) -G 1 3081 100 -1 (a pair of leather pants) -G 1 3085 100 -1 (a pair of bronze sleeves) -G 1 3086 100 -1 (a pair of leather sleeves) -E 1 3022 100 16 (a long sword) -M 0 3006 1 3049 (Captain Stolar) -G 1 3060 20 -1 (a raft) -G 1 3061 10 -1 (a canoe) -M 0 3007 1 3050 (the sailor) -M 0 3010 1 3062 (the postmaster) -M 0 3020 1 3019 (the mages' guildmaster) -M 0 3021 1 3002 (the priests' guildmaster) -M 0 3022 1 3029 (the thieves' guildmaster) -M 0 3023 1 3023 (the fighters' guildmaster) -M 0 3040 1 3007 (the bartender) -G 1 3000 100 -1 (a barrel) -G 1 3001 100 -1 (a bottle) -G 1 3002 100 -1 (a bottle) -G 1 3003 100 -1 (a bottle) -G 1 3004 100 -1 (a bottle) -E 1 3022 100 16 (a long sword) -M 0 3046 1 3048 (Filthy) -G 1 3003 100 -1 (a bottle) -G 1 3004 100 -1 (a bottle) -E 1 3022 100 16 (a long sword) -M 0 3059 5 3014 (the Peacekeeper) -M 0 3060 10 3014 (the cityguard) -E 1 3022 100 16 (a long sword) -M 0 3061 5 3006 (the janitor) -M 0 3062 15 3024 (the beastly fido) -G 1 3015 30 -1 (a piece of meat) -M 0 3062 15 3025 (the beastly fido) -G 1 3015 30 -1 (a piece of meat) -M 0 3062 15 3016 (the beastly fido) -G 1 3015 30 -1 (a piece of meat) -M 0 3062 15 3012 (the beastly fido) -G 1 3015 30 -1 (a piece of meat) -M 0 3063 5 3026 (the mercenary) -E 1 3021 100 16 (a small sword) -M 0 3064 3 3007 (the drunk) -M 0 3065 2 3044 (the beggar) -G 1 3005 1 -1 (a key of dull metal) -M 0 3065 2 3048 (the beggar) -M 0 3066 1 3026 (the odif yltsaeb) -G 1 3015 30 -1 (a piece of meat) -M 0 3067 10 3041 (the cityguard) -E 1 3022 100 16 (a long sword) -M 0 3067 10 3040 (the cityguard) -E 1 3022 100 16 (a long sword) -M 0 3068 4 3014 (the green gelatinous blob) -M 0 3089 1 3031 (the Pet Shop Boy) -M 0 3090 1 3032 (the kitten) -M 0 3091 1 3032 (the puppy) -M 0 3092 1 3032 (the beagle) -M 0 3093 1 3032 (the rottweiler) -M 0 3094 1 3032 (the wolf) -M 0 3095 1 3064 (the cryogenicist) -E 1 3022 100 16 (a long sword) -R 0 3005 3035 -1 (the large fountain) -O 0 3035 1 3005 (the large fountain) -S -$ diff --git a/lib/world/zon/300.zon b/lib/world/zon/300.zon deleted file mode 100644 index 635d08b..0000000 --- a/lib/world/zon/300.zon +++ /dev/null @@ -1,107 +0,0 @@ -#300 -Mercutio of C.A.W.~ -Ancalador~ -30000 30099 23 2 d 0 0 0 6 20 -M 0 30007 1 30000 (the hermit) -M 0 30000 4 30027 (the putrid zombie) -M 0 30000 4 30051 (the putrid zombie) -M 0 30000 4 30051 (the putrid zombie) -M 0 30000 4 30052 (the putrid zombie) -M 0 30001 3 30054 (the deadly asp) -M 0 30001 3 30054 (the deadly asp) -M 0 30001 3 30054 (the deadly asp) -M 0 30002 1 30053 (Morticia) -E 1 30009 2 16 (the Heartseeker) -E 1 30010 20 11 (a scarab shield) -M 0 30003 1 30046 (Lazarus) -E 1 30006 10 16 (a blowgun) -M 0 30004 2 30045 (the undead riding beetle) -M 0 30005 6 30048 (the wraith knight) -E 1 30000 50 16 (a falchion) -M 0 30005 6 30048 (the wraith knight) -E 1 30000 50 16 (a falchion) -M 0 30005 6 30049 (the wraith knight) -E 1 30000 50 16 (a falchion) -M 0 30005 6 30053 (the wraith knight) -E 1 30000 50 16 (a falchion) -M 0 30005 6 30053 (the wraith knight) -E 1 30000 50 16 (a falchion) -M 0 30005 6 30053 (the wraith knight) -E 1 30000 50 16 (a falchion) -M 0 30006 1 30054 (the Crypt Keeper) -E 1 30011 2 16 (the Mace of Undead Fred) -E 1 30008 1 17 (the Bloodstone) -M 0 30008 2 30003 (the green slime) -M 0 30008 2 30003 (the green slime) -M 0 30009 2 30008 (the flame dweller) -M 0 30009 2 30011 (the flame dweller) -M 0 30010 5 30017 (the green crystal spider) -M 0 30010 5 30019 (the green crystal spider) -E 1 30016 5 9 (a minstrel's glove) -M 0 30010 5 30021 (the green crystal spider) -M 0 30010 5 30023 (the green crystal spider) -E 1 30012 7 11 (an arsenal buckler) -P 1 30013 49 30012 (a throwing knife) -P 1 30013 49 30012 (a throwing knife) -P 1 30013 49 30012 (a throwing knife) -P 1 30013 49 30012 (a throwing knife) -P 1 30013 49 30012 (a throwing knife) -P 1 30013 49 30012 (a throwing knife) -P 1 30013 49 30012 (a throwing knife) -M 0 30010 5 30025 (the green crystal spider) -M 0 30011 5 30018 (the yellow crystal spider) -M 0 30011 5 30020 (the yellow crystal spider) -M 0 30011 5 30022 (the yellow crystal spider) -M 0 30011 5 30025 (the yellow crystal spider) -M 0 30011 5 30023 (the yellow crystal spider) -M 0 30012 1 30026 (the Petrified Warden) -E 1 30015 16 16 (a guisarme) -E 1 30018 1 17 (a granite key) -M 0 30013 6 30029 (the umber hulk) -M 0 30013 6 30033 (the umber hulk) -M 0 30013 6 30036 (the umber hulk) -M 0 30013 6 30038 (the umber hulk) -M 0 30013 6 30039 (the umber hulk) -M 0 30013 6 30040 (the umber hulk) -M 0 30014 6 30030 (the ochre jello) -G 1 30021 5 -1 (a rusty dagger) -M 0 30014 6 30034 (the ochre jello) -G 1 30023 2 -1 (a large, shiny shield) -M 0 30014 6 30037 (the ochre jello) -G 1 30022 20 -1 (a puce potion) -M 0 30014 6 30038 (the ochre jello) -G 1 30027 2 -1 (a strange metal rod) -M 0 30014 6 30041 (the ochre jello) -G 1 30022 20 -1 (a puce potion) -M 0 30014 6 30041 (the ochre jello) -G 1 30017 1 -1 (some shabby mail) -M 0 30015 3 30048 (the Necromancer) -E 1 30020 15 16 (a grave beater) -G 1 30001 5 -1 (a chalice) -M 0 30015 3 30051 (the Necromancer) -E 1 30020 15 16 (a grave beater) -E 1 30005 1 17 (a skeleton key) -M 0 30015 3 30052 (the Necromancer) -E 1 30020 15 16 (a grave beater) -G 1 30019 1 -1 (the embalmed flesh) -O 0 30002 1 30046 (the copper coffer) -P 1 30003 20 30002 (a tonic of comfrey root) -P 1 30004 20 30002 (an elixir of Adder's Tongue) -O 0 30007 1 30051 (the pool) -O 0 30014 1 30023 (the pile) -P 1 30021 5 30014 (a rusty dagger) -P 1 30024 9 30014 (a green torch) -P 1 30025 5 30014 (a silver helm) -P 1 30026 5 30014 (a rotted leather jacket) -D 0 30026 1 2 (The End Of The Stomach) -D 0 30056 3 2 (A Stone Corridor) -D 0 30027 0 1 (The Dragon's Pancreas) -D 0 30056 2 1 (A Stone Corridor) -D 0 30052 3 1 (The Guildhall) -D 0 30053 1 1 (The Altar Of Annihilation) -D 0 30047 1 1 (The Macabre Amphitheather) -D 0 30046 3 1 (The Private Chambers) -D 0 30053 5 2 (The Altar Of Annihilation) -D 0 30054 4 2 (The Darken Pit) -S -$ diff --git a/lib/world/zon/301.zon b/lib/world/zon/301.zon deleted file mode 100644 index db37f64..0000000 --- a/lib/world/zon/301.zon +++ /dev/null @@ -1,137 +0,0 @@ -#301 -Matrix of C.A.W.~ -Campus~ -30100 30199 20 2 d 0 0 0 1 15 -M 0 30118 1 30104 (the Coke Machine) -G 1 30136 99 -1 (a pale apple) -G 1 30135 99 -1 (a T-square of Death) -G 1 30140 99 -1 (a can of PopCoke) -O 0 30131 1 30104 (the extension cord) -R 0 30104 30153 -1 (a map of the campus) -O 0 30153 99 30104 (a map of the campus) -M 0 30117 7 30143 (a Mary-Rotte chef) -E 1 30114 99 6 (a hairnet) -E 1 30117 99 16 (an evil knife) -G 1 30105 99 -1 (a salisbury steak) -M 0 30117 7 30143 (a Mary-Rotte chef) -E 1 30114 99 6 (a hairnet) -E 1 30117 99 16 (an evil knife) -G 1 30106 99 -1 (a garden burger) -M 0 30117 7 30144 (a Mary-Rotte chef) -E 1 30114 99 6 (a hairnet) -E 1 30117 99 16 (an evil knife) -G 1 30107 99 -1 (some fried eggs) -M 0 30117 7 30149 (a Mary-Rotte chef) -E 1 30114 99 6 (a hairnet) -E 1 30117 99 16 (an evil knife) -G 1 30108 99 -1 (a dish of lyonnaise potatoes) -M 0 30117 7 30149 (a Mary-Rotte chef) -E 1 30114 99 6 (a hairnet) -E 1 30117 99 16 (an evil knife) -G 1 30105 99 -1 (a salisbury steak) -M 0 30117 7 30151 (a Mary-Rotte chef) -E 1 30114 99 6 (a hairnet) -E 1 30117 99 16 (an evil knife) -G 1 30109 99 -1 (a calzone) -M 0 30117 7 30248 (a Mary-Rotte chef) -E 1 30114 99 6 (a hairnet) -E 1 30117 99 16 (an evil knife) -G 1 30109 99 -1 (a calzone) -M 0 30119 3 30127 (the froshie) -M 0 30119 3 30128 (the froshie) -M 0 30119 3 30141 (the froshie) -M 0 30120 3 30127 (the froshie) -M 0 30120 3 30128 (the froshie) -M 0 30120 3 30141 (the froshie) -M 0 30121 3 30127 (the froshie) -M 0 30121 3 30128 (the froshie) -M 0 30121 3 30141 (the froshie) -M 0 30122 3 30238 (the FREC) -E 1 30124 30 12 (Golden Party Armor) -E 1 30126 99 8 (an old pair of work boots) -E 1 30134 99 16 (a long sword) -M 0 30123 4 30127 (a caf employee) -E 1 30114 99 6 (a hairnet) -G 1 30105 99 -1 (a salisbury steak) -G 1 30113 20 -1 (a blue tray) -M 0 30123 4 30128 (a caf employee) -E 1 30114 99 6 (a hairnet) -G 1 30106 99 -1 (a garden burger) -G 1 30113 20 -1 (a blue tray) -M 0 30123 4 30147 (a caf employee) -E 1 30114 99 6 (a hairnet) -G 1 30108 99 -1 (a dish of lyonnaise potatoes) -M 0 30123 4 30148 (a caf employee) -E 1 30114 99 6 (a hairnet) -G 1 30107 99 -1 (some fried eggs) -M 0 30124 4 30156 (a BIG jock) -E 1 30110 99 17 (a set of barbells) -M 0 30124 4 30157 (a BIG jock) -E 1 30110 99 17 (a set of barbells) -M 0 30124 4 30158 (a BIG jock) -E 1 30110 99 17 (a set of barbells) -M 0 30124 4 30159 (a BIG jock) -E 1 30110 99 17 (a set of barbells) -M 0 30125 2 30166 (a mosher) -M 0 30126 2 30166 (a mosher) -M 0 30127 2 30166 (a mosher) -M 0 30128 1 30170 (the mailbox) -G 1 30147 99 -1 (a letter) -G 1 30147 99 -1 (a letter) -G 1 30148 99 -1 (some mail) -G 1 30149 99 -1 (a parcel) -M 0 30129 2 30111 (the swarm of frgos) -M 0 30129 2 30111 (the swarm of frgos) -M 0 30133 1 30311 (the Residence Master) -M 0 30140 1 30169 (Mr. Tuck) -G 1 30140 99 -1 (a can of PopCoke) -G 1 30141 99 -1 (a candy bar) -M 0 30141 1 30141 (Sue, the book-looker-after-er) -G 1 30111 99 -1 (a condom) -G 1 30116 99 -1 (a yellow jacket) -G 1 30126 99 -1 (an old pair of work boots) -M 0 30142 1 30166 (the Bartender) -G 1 30137 99 -1 (a bottle) -G 1 30138 99 -1 (a carafe) -G 1 30139 99 -1 (a shotglass) -M 0 30143 2 30165 (the Drunk) -M 0 30143 2 30166 (the Drunk) -M 0 30144 1 30288 (Chief FREC) -E 1 30124 30 12 (Golden Party Armor) -E 1 30126 99 8 (an old pair of work boots) -E 1 30135 4 16 (a T-square of Death) -O 0 30100 1 30176 (a red key) -O 0 30101 1 30186 (a brass key) -O 0 30102 5 30150 (an Oreo(tm) cookie) -O 0 30129 1 30110 (the extension cord) -O 0 30129 1 30111 (the extension cord) -O 0 30129 1 30112 (the extension cord) -O 0 30130 1 30138 (the extension cord) -O 0 30132 1 30113 (the extension cord) -O 0 30143 1 30165 (a copy of Golden World) -O 0 30143 1 30189 (a copy of Golden World) -O 0 30144 1 30307 (a bottle) -O 0 30145 1 30125 (the Key to Vic) -D 0 30102 0 2 (Campus Crescent) -D 0 30125 2 2 (Victoria Hall) -D 0 30126 1 2 (Leonard Hall Lobby) -D 0 30126 3 2 (Leonard Hall Lobby) -D 0 30127 3 1 (Mary Rotte Cafeteria Entrance) -D 0 30143 1 1 (The Kitchen) -D 0 30128 2 1 (Mary Rotte Cafeteria Entrance) -D 0 30151 0 1 (Kitchen) -D 0 30149 2 1 (Kitchen) -D 0 30150 0 1 (A Storeroom) -D 0 30153 3 1 (Hallway) -D 0 30155 1 1 (Locker Room) -D 0 30165 0 1 (Campus Pub Stairwell) -D 0 30141 2 1 (Campus Bookstore) -D 0 30167 5 1 (The Infobank) -D 0 30177 0 1 (Hallway) -D 0 30179 2 1 (Library) -D 0 30178 3 2 (The Back Exit) -D 0 30187 1 2 (Back Path) -D 0 30183 0 2 (Hallway) -D 0 30186 2 2 (Faculty Office) -S -$ diff --git a/lib/world/zon/302.zon b/lib/world/zon/302.zon deleted file mode 100644 index bdbb0d6..0000000 --- a/lib/world/zon/302.zon +++ /dev/null @@ -1,244 +0,0 @@ -#302 -Matrix of C.A.W.~ -Campus II~ -30200 30299 30 2 -R 0 30200 30112 -1 (a tam) -O 1 30112 99 30200 (a tam) -M 0 30105 4 30284 (Security) -E 1 30115 99 16 (a flashlight) -M 0 30105 4 30284 (Security) -E 1 30115 99 16 (a flashlight) -M 0 30106 4 30284 (Security) -E 1 30115 99 16 (a flashlight) -M 0 30106 4 30284 (Security) -E 1 30115 99 16 (a flashlight) -M 0 30107 4 30284 (Security) -E 1 30115 99 16 (a flashlight) -M 0 30107 4 30284 (Security) -E 1 30115 99 16 (a flashlight) -M 0 30111 15 30284 (the student) -G 1 30118 99 -1 (a small silver key) -M 0 30111 15 30284 (the student) -G 1 30119 99 -1 (a small brass key) -M 0 30112 15 30284 (the student) -M 0 30112 15 30284 (the student) -M 0 30113 15 30284 (the student) -M 0 30113 15 30284 (the student) -M 0 30114 15 30284 (the froshie) -M 0 30114 15 30284 (the froshie) -M 0 30115 15 30284 (the froshie) -M 0 30115 15 30284 (the froshie) -M 0 30116 15 30284 (the froshie) -M 0 30116 15 30284 (the froshie) -M 0 30132 1 30284 (Chris) -M 0 30137 1 30284 (Alex) -M 0 30138 1 30284 (Steve) -M 0 30145 10 30284 (a copy of Golden World) -M 0 30139 1 30245 (Bob the storekeeper) -G 1 30136 99 -1 (a pale apple) -G 1 30140 99 -1 (a can of PopCoke) -G 1 30141 99 -1 (a candy bar) -G 1 30152 99 -1 (a carton of chocolate milk) -G 1 30151 99 -1 (a carton of white milk) -D 0 30201 1 2 (Reception Desk) -D 0 30202 3 2 (Main Office) -D 0 30206 3 1 (Landing) -D 0 30207 1 1 (Broom Closet) -D 0 30208 1 1 (Hallway) -D 0 30209 3 1 (Private Room 205) -D 0 30208 3 1 (Hallway) -D 0 30210 1 1 (Private Room 206) -D 0 30211 0 1 (Hallway) -D 0 30214 2 1 (Private Room 201) -D 0 30211 1 1 (Hallway) -D 0 30212 3 1 (Private Room 203) -D 0 30211 3 1 (Hallway) -D 0 30213 1 1 (Private Room 204) -D 0 30215 1 1 (Hallway) -D 0 30216 3 1 (Private Room 207) -D 0 30215 3 1 (Hallway) -D 0 30217 1 1 (Private Room 208) -D 0 30218 1 1 (Hallway) -D 0 30219 3 1 (Private Room 209) -D 0 30218 2 1 (Hallway) -D 0 30221 0 1 (Private Room 202) -D 0 30218 3 1 (Hallway) -D 0 30220 1 1 (Private Room 210) -D 0 30223 3 1 (Landing) -D 0 30224 1 1 (Broom Closet) -D 0 30225 0 2 (Hallway) -D 0 30228 2 2 (Main Residence Office) -D 0 30225 1 1 (Hallway) -D 0 30226 3 1 (Private Room 301) -D 0 30225 3 1 (Hallway) -D 0 30227 1 1 (Private Room 302) -D 0 30228 4 1 (Main Residence Office) -D 0 30233 5 1 (Attic) -D 0 30229 1 1 (Hallway) -D 0 30232 0 1 (Private Room 300) -D 0 30229 2 1 (Hallway) -D 0 30231 3 1 (Private Room 303) -D 0 30229 3 1 (Hallway) -D 0 30230 1 1 (Private Room 304) -D 0 30233 2 1 (Attic) -D 0 30234 0 1 (Small Storage Room) -D 0 30236 3 1 (The Ghetto) -D 0 30238 1 1 (Frec House) -D 0 30239 0 1 (Ghetto House) -D 0 30238 2 1 (Frec House) -D 0 30248 1 1 (The Ghetto) -D 0 30251 3 1 (The A & Z Supermarket) -D 0 30266 2 1 (Hallway) -D 0 30269 0 1 (Mike-Lab) -D 0 30267 2 1 (Hallway) -D 0 30270 0 1 (John-Lab) -D 0 30268 0 1 (Hallway) -D 0 30271 2 1 (Office) -D 0 30294 3 2 (East Stairwell) -D 0 30295 1 2 (West Stairwell) -M 0 30100 15 30288 (the FREC) -E 1 30126 99 8 (an old pair of work boots) -E 1 30134 99 16 (a long sword) -M 0 30100 15 30288 (the FREC) -E 1 30126 99 8 (an old pair of work boots) -E 1 30134 99 16 (a long sword) -M 0 30100 15 30288 (the FREC) -E 1 30126 99 8 (an old pair of work boots) -E 1 30134 99 16 (a long sword) -M 0 30100 15 30288 (the FREC) -E 1 30126 99 8 (an old pair of work boots) -E 1 30134 99 16 (a long sword) -M 0 30100 15 30288 (the FREC) -E 1 30126 99 8 (an old pair of work boots) -E 1 30134 99 16 (a long sword) -M 0 30100 15 30288 (the FREC) -E 1 30126 99 8 (an old pair of work boots) -E 1 30134 99 16 (a long sword) -M 0 30100 15 30288 (the FREC) -E 1 30126 99 8 (an old pair of work boots) -E 1 30134 99 16 (a long sword) -M 0 30100 15 30288 (the FREC) -E 1 30126 99 8 (an old pair of work boots) -E 1 30134 99 16 (a long sword) -M 0 30101 15 30288 (the Boss) -E 1 30134 99 16 (a long sword) -M 0 30101 15 30288 (the Boss) -E 1 30134 99 16 (a long sword) -M 0 30101 15 30288 (the Boss) -E 1 30134 99 16 (a long sword) -M 0 30101 15 30288 (the Boss) -E 1 30134 99 16 (a long sword) -M 0 30101 15 30288 (the Boss) -E 1 30134 99 16 (a long sword) -M 0 30101 15 30288 (the Boss) -E 1 30134 99 16 (a long sword) -M 0 30101 15 30288 (the Boss) -E 1 30134 99 16 (a long sword) -M 0 30101 15 30288 (the Boss) -E 1 30134 99 16 (a long sword) -M 0 30102 15 30288 (the Gael) -E 1 30134 99 16 (a long sword) -M 0 30102 15 30288 (the Gael) -E 1 30134 99 16 (a long sword) -M 0 30102 15 30288 (the Gael) -E 1 30134 99 16 (a long sword) -M 0 30102 15 30288 (the Gael) -E 1 30134 99 16 (a long sword) -M 0 30102 15 30288 (the Gael) -E 1 30134 99 16 (a long sword) -M 0 30102 15 30288 (the Gael) -E 1 30134 99 16 (a long sword) -M 0 30102 15 30288 (the Gael) -E 1 30134 99 16 (a long sword) -M 0 30102 15 30288 (the Gael) -E 1 30134 99 16 (a long sword) -M 0 30104 6 30289 (the Professor) -M 0 30104 6 30289 (the Professor) -M 0 30104 6 30289 (the Professor) -M 0 30104 6 30289 (the Professor) -M 0 30104 6 30289 (the Professor) -M 0 30104 6 30289 (the Professor) -M 0 30108 6 30290 (the Student Constable) -E 1 30116 99 12 (a yellow jacket) -E 1 30134 99 16 (a long sword) -M 0 30108 6 30290 (the Student Constable) -E 1 30116 99 12 (a yellow jacket) -E 1 30134 99 16 (a long sword) -M 0 30108 6 30290 (the Student Constable) -E 1 30116 99 12 (a yellow jacket) -E 1 30134 99 16 (a long sword) -M 0 30109 6 30290 (the Student Constable) -E 1 30116 99 12 (a yellow jacket) -E 1 30134 99 16 (a long sword) -M 0 30109 6 30290 (the Student Constable) -E 1 30116 99 12 (a yellow jacket) -E 1 30134 99 16 (a long sword) -M 0 30109 6 30290 (the Student Constable) -E 1 30116 99 12 (a yellow jacket) -E 1 30134 99 16 (a long sword) -M 0 30110 6 30290 (the Student Constable) -E 1 30116 99 12 (a yellow jacket) -E 1 30134 99 16 (a long sword) -M 0 30110 6 30290 (the Student Constable) -E 1 30116 99 12 (a yellow jacket) -E 1 30134 99 16 (a long sword) -M 0 30110 6 30290 (the Student Constable) -E 1 30116 99 12 (a yellow jacket) -E 1 30134 99 16 (a long sword) -M 0 30111 15 30285 (the student) -M 0 30111 15 30285 (the student) -M 0 30111 15 30285 (the student) -M 0 30111 15 30290 (the student) -M 0 30112 15 30286 (the student) -M 0 30112 15 30286 (the student) -M 0 30112 15 30286 (the student) -M 0 30112 15 30290 (the student) -M 0 30113 15 30287 (the student) -M 0 30113 15 30287 (the student) -M 0 30113 15 30287 (the student) -M 0 30113 15 30290 (the student) -M 0 30114 15 30285 (the froshie) -M 0 30114 15 30285 (the froshie) -M 0 30114 15 30285 (the froshie) -M 0 30114 15 30290 (the froshie) -M 0 30115 15 30286 (the froshie) -M 0 30115 15 30286 (the froshie) -M 0 30115 15 30286 (the froshie) -M 0 30115 15 30290 (the froshie) -M 0 30116 15 30287 (the froshie) -M 0 30116 15 30287 (the froshie) -M 0 30116 15 30287 (the froshie) -M 0 30116 15 30290 (the froshie) -M 0 30122 3 30238 (the FREC) -E 1 30126 99 8 (an old pair of work boots) -E 1 30127 99 5 (a shiny silver vest) -E 1 30134 99 16 (a long sword) -M 0 30122 3 30238 (the FREC) -E 1 30126 99 8 (an old pair of work boots) -E 1 30134 99 16 (a long sword) -M 0 30130 10 30203 (the student) -M 0 30130 10 30206 (the student) -M 0 30130 10 30210 (the student) -M 0 30130 10 30220 (the student) -M 0 30130 10 30224 (the student) -M 0 30130 10 30226 (the student) -M 0 30130 10 30327 (the student) -M 0 30130 10 30328 (the student) -M 0 30130 10 30329 (the student) -M 0 30130 10 30330 (the student) -M 0 30131 2 30327 (the student) -M 0 30131 2 30329 (the student) -M 0 30146 1 30265 (the ghost of Grant) -M 0 30147 1 30227 (a wraith) -G 1 30154 1 -1 (a ghostly key) -G 1 30155 11 -1 (some nothing) -O 0 30103 1 30201 (a small iron key) -O 0 30104 1 30202 (a small iron key) -O 0 30146 1 30272 (a computer) -O 0 30150 1 30259 (a milk dispenser) -O 0 30158 1 30233 (a wooden chest) -P 0 30159 1 30158 (a ledger) -O 0 30160 1 30234 (a wooden chest) -P 0 30161 1 30160 (a bag of coins) -S -$ diff --git a/lib/world/zon/303.zon b/lib/world/zon/303.zon deleted file mode 100644 index 6780c28..0000000 --- a/lib/world/zon/303.zon +++ /dev/null @@ -1,16 +0,0 @@ -#303 -Matrix of C.A.W.~ -Campus III~ -30300 30399 30 2 -D 0 30302 1 2 (Hallway) -D 0 30306 3 2 (Really Narrow Stairwell, Part I) -D 0 30319 1 2 (Common Room) -M 0 30134 1 30315 (Bennie Boo) -G 1 30133 99 -1 (the World of Xeen(tm)) -M 0 30135 1 30317 (the Bubble Man) -M 0 30136 1 30301 (the chimpster) -G 1 30142 99 -1 (a large steel key) -O 0 30156 1 30326 (a pendulum) -O 0 30157 1 30326 (a water fountain) -S -$ diff --git a/lib/world/zon/304.zon b/lib/world/zon/304.zon deleted file mode 100644 index d705ab1..0000000 --- a/lib/world/zon/304.zon +++ /dev/null @@ -1,52 +0,0 @@ -#304 -Aten~ -Temple of the Bull~ -30400 30499 30 1 d 0 0 0 10 15 -M 0 30402 4 30406 (the Silver Statue) -E 1 30415 99 12 (a Holy Cloak) -E 1 30402 50 16 (a Statue's Sword) -M 0 30402 4 30412 (the Silver Statue) -E 1 30402 50 16 (a Statue's Sword) -G 1 30412 99 -1 (a WABAT bible) -E 1 30413 99 17 (a Fire Dagger) -M 0 30406 1 30422 (Taurus) -E 1 30408 50 1 (a taurus ring) -E 1 30410 99 12 (a great fur cloak) -E 1 30411 50 6 (a golden horned mask) -E 1 30416 50 7 (a set of brown fur leggings) -E 1 30417 100 14 (a twisted horn) -D 0 30403 0 2 (Under the Arch) -D 0 30405 2 2 (The Temple) -D 0 30414 1 2 (Mateon's Chamber) -D 0 30415 3 2 (The Upper Temple) -D 0 30421 3 2 (The Dark Chamber) -D 0 30420 1 2 (The Bull's Chamber) -M 0 30401 2 30403 (the Shaggy Monk) -G 1 30405 3 -1 (a marble key) -M 0 30407 10 30405 (an acolyte) -M 0 30407 10 30407 (an acolyte) -M 0 30407 10 30409 (an acolyte) -M 0 30407 10 30411 (an acolyte) -M 0 30407 10 30416 (an acolyte) -E 1 30401 50 3 (a brown fur cape) -M 0 30407 10 30418 (an acolyte) -E 1 30401 50 3 (a brown fur cape) -M 0 30402 4 30404 (the Silver Statue) -E 1 30402 50 16 (a Statue's Sword) -M 0 30402 4 30410 (the Silver Statue) -E 1 30402 50 16 (a Statue's Sword) -M 0 30403 4 30419 (the templar of Mateon) -E 1 30406 50 17 (an oak key) -E 1 30403 50 16 (a seasoned staff) -E 1 30401 50 3 (a brown fur cape) -M 0 30403 4 30414 (the templar of Mateon) -M 0 30403 4 30414 (the templar of Mateon) -M 0 30403 4 30414 (the templar of Mateon) -M 0 30404 1 30414 (the grand knight Mateon) -E 1 30407 50 17 (an iron key) -E 1 30403 50 16 (a seasoned staff) -E 1 30401 50 3 (a brown fur cape) -M 0 30405 2 30420 (the Chambermaid) -E 1 30404 50 17 (a wet mop) -S -$ diff --git a/lib/world/zon/305.zon b/lib/world/zon/305.zon deleted file mode 100644 index 4b2e957..0000000 --- a/lib/world/zon/305.zon +++ /dev/null @@ -1,88 +0,0 @@ -#305 -Aten~ -Chessboard~ -30500 30599 20 2 d 0 0 0 2 10 -D 0 30500 0 2 (The Stone Door) -M 0 30507 2 30531 (the Black Bishop) -G 1 30517 99 -1 (a teacup) -G 1 30508 100 -1 (a bishop's staff) -M 0 30502 8 30509 (the White Pawn) -G 1 30500 99 -1 (a painted vase) -G 1 30505 100 -1 (a pawn's potion) -M 0 30512 1 30540 (the White King) -G 1 30501 99 -1 (a silver key) -G 1 30510 100 -1 (a king's shield) -M 0 30509 1 30547 (the Black Queen) -G 1 30503 99 -1 (a queens black key) -G 1 30509 100 -1 (a silvery skin) -D 0 30547 1 2 (The White Square) -M 0 30510 1 30539 (the White Queen) -G 1 30502 99 -1 (a queens white key) -G 1 30509 100 -1 (a silvery skin) -D 0 30539 3 2 (The White Square) -M 0 30500 3 30501 (the Tunnel Troll) -E 1 30504 20 13 (a dirty loincloth) -M 0 30502 8 30522 (the White Pawn) -M 0 30502 8 30525 (the White Pawn) -G 1 30505 100 -1 (a pawn's potion) -M 0 30502 8 30538 (the White Pawn) -M 0 30502 8 30541 (the White Pawn) -G 1 30505 100 -1 (a pawn's potion) -M 0 30502 8 30554 (the White Pawn) -M 0 30502 8 30557 (the White Pawn) -G 1 30505 100 -1 (a pawn's potion) -M 0 30502 8 30570 (the White Pawn) -M 0 30501 8 30514 (the Black Pawn) -G 1 30505 100 -1 (a pawn's potion) -M 0 30501 8 30517 (the Black Pawn) -M 0 30501 8 30530 (the Black Pawn) -G 1 30505 100 -1 (a pawn's potion) -M 0 30501 8 30533 (the Black Pawn) -M 0 30501 8 30546 (the Black Pawn) -G 1 30505 100 -1 (a pawn's potion) -M 0 30505 8 30562 (the Black Knight) -M 0 30505 8 30565 (the Black Knight) -G 1 30505 100 -1 (a pawn's potion) -M 0 30503 2 30515 (the Black Rook) -G 1 30506 100 -1 (a rook's scroll) -M 0 30503 2 30564 (the Black Rook) -G 1 30506 100 -1 (a rook's scroll) -M 0 30504 2 30508 (the White Rook) -G 1 30506 100 -1 (a rook's scroll) -M 0 30504 2 30571 (the White Rook) -G 1 30506 100 -1 (a rook's scroll) -M 0 30505 2 30516 (the Black Knight) -G 1 30507 100 -1 (a knight's lance) -M 0 30505 2 30563 (the Black Knight) -G 1 30507 100 -1 (a knight's lance) -M 0 30506 2 30523 (the White Knight) -G 1 30507 100 -1 (a knight's lance) -M 0 30506 2 30556 (the White Knight) -G 1 30507 100 -1 (a knight's lance) -M 0 30507 2 30548 (the Black Bishop) -G 1 30508 100 -1 (a bishop's staff) -M 0 30508 2 30524 (the White Bishop) -G 1 30508 100 -1 (a bishop's staff) -M 0 30508 2 30555 (the White Bishop) -G 1 30508 100 -1 (a bishop's staff) -M 0 30511 1 30532 (the Black King) -G 1 30510 100 -1 (a king's shield) -M 0 30513 2 30582 (the flying Fish) -M 0 30513 2 30583 (the flying Fish) -M 0 30514 13 30586 (a card of the suit diamonds) -G 1 30511 100 -1 (a diamond potion) -M 0 30515 13 30586 (a card of the suit hearts) -G 1 30512 100 -1 (a heart potion) -M 0 30516 13 30587 (a card of the suit clubs) -G 1 30513 100 -1 (a club potion) -M 0 30517 13 30587 (a card of the suit spades) -G 1 30514 100 -1 (a spade potion) -M 0 30518 1 30588 (the Joker) -G 1 30515 100 -1 (the Joker's cap) -G 1 30516 100 -1 (the Joker's circlet) -D 0 30501 2 2 (The Smooth Tunnel) -D 0 30558 5 1 (The Black Square) -D 0 30577 5 1 (The White Queen's Chamber) -D 0 30576 5 1 (The Black Queen's Chamber) -S -$ diff --git a/lib/world/zon/306.zon b/lib/world/zon/306.zon deleted file mode 100644 index 44b145e..0000000 --- a/lib/world/zon/306.zon +++ /dev/null @@ -1,76 +0,0 @@ -#306 -Kaan~ -Newbie Tree~ -30600 30699 30 2 d 0 0 0 1 9 -D 0 30600 0 1 (Lower Trunk of the Great Tree) -O 0 30605 1 30605 (a small green chest) -P 1 30606 10 30605 (a newbie potion) -D 0 30604 2 1 (Inside the Trunk) -M 0 30606 3 30606 (a carnivorous ape) -M 0 30606 3 30622 (a carnivorous ape) -M 0 30606 3 30620 (a carnivorous ape) -M 0 30605 3 30621 (a wild baboon) -M 0 30605 3 30611 (a wild baboon) -M 0 30605 3 30623 (a wild baboon) -M 0 30604 2 30629 (a grippli) -M 0 30604 2 30624 (a grippli) -M 0 30603 3 30612 (a jaculi) -M 0 30603 3 30613 (a jaculi) -M 0 30603 3 30614 (a jaculi) -M 0 30602 3 30626 (a spotted leopard) -M 0 30602 3 30610 (a spotted leopard) -M 0 30602 3 30609 (a spotted leopard) -M 0 30601 3 30607 (an elven cat) -M 0 30601 3 30617 (an elven cat) -M 0 30601 3 30619 (an elven cat) -M 0 30600 3 30627 (a stealthy brown jaguar) -M 0 30600 3 30618 (a stealthy brown jaguar) -M 0 30600 3 30608 (a stealthy brown jaguar) -M 0 30616 2 30649 (a grig father) -E 1 30602 1000 8 (the Grig Boots of Leaping) -M 0 30616 2 30647 (a grig father) -E 1 30602 1000 8 (the Grig Boots of Leaping) -M 0 30615 3 30648 (a Grig shaman) -E 1 30603 1000 12 (a pair of Grig wings) -M 0 30615 3 30636 (a Grig shaman) -E 1 30603 1000 12 (a pair of Grig wings) -M 0 30618 3 30650 (a grig child) -M 0 30618 3 30640 (a grig child) -M 0 30618 3 30639 (a grig child) -M 0 30617 2 30635 (a grig mother) -M 0 30617 2 30637 (a grig mother) -M 0 30615 3 30653 (a Grig shaman) -M 0 30608 2 30641 (an Atomie father) -E 1 30600 1000 16 (an Atomie spear) -M 0 30608 2 30651 (an Atomie father) -E 1 30600 1000 16 (an Atomie spear) -M 0 30607 2 30642 (an Atomie Shaman) -E 1 30601 1000 17 (a book with a tree bark cover) -M 0 30610 2 30643 (an Atomie child) -M 0 30609 3 30643 (an Atomie mother) -M 0 30610 2 30645 (an Atomie child) -M 0 30609 3 30634 (an Atomie mother) -M 0 30609 3 30633 (an Atomie mother) -M 0 30607 2 30632 (an Atomie Shaman) -M 0 30614 2 30667 (an ettercap) -M 0 30614 2 30666 (an ettercap) -M 0 30613 4 30664 (a sprite) -M 0 30613 4 30674 (a sprite) -M 0 30613 4 30673 (a sprite) -M 0 30613 4 30677 (a sprite) -M 0 30612 4 30654 (a sylph) -M 0 30612 4 30658 (a sylph) -M 0 30612 4 30668 (a sylph) -M 0 30612 4 30669 (a sylph) -M 0 30611 5 30659 (a dryad) -E 1 30604 1000 2 (a small glowing ring) -M 0 30611 5 30672 (a dryad) -E 1 30604 1000 2 (a small glowing ring) -M 0 30611 5 30663 (a dryad) -E 1 30604 1000 2 (a small glowing ring) -M 0 30611 5 30655 (a dryad) -E 1 30604 1000 2 (a small glowing ring) -M 0 30611 5 30656 (a dryad) -E 1 30604 1000 2 (a small glowing ring) -S -$ diff --git a/lib/world/zon/307.zon b/lib/world/zon/307.zon deleted file mode 100644 index 9096be3..0000000 --- a/lib/world/zon/307.zon +++ /dev/null @@ -1,91 +0,0 @@ -#307 -Kaan~ -Castle~ -30700 30799 30 2 d 0 0 0 21 27 -M 0 30718 1 30728 (Felice) -E 1 30722 99 13 (a black cassock) -G 1 30721 1 -1 (the Book of Life) -D 0 30728 3 1 (Guest Room) -M 0 30716 1 30740 (an ale salesman) -D 0 30740 3 1 (Guest Room) -M 0 30717 1 30743 (Alanis) -E 1 30719 100 6 (a jeweled headband) -E 1 30720 100 1 (a webbed full-finger ring) -D 0 30743 1 1 (Guest Room) -M 0 30715 1 30774 (the stable boy) -E 1 30717 100 8 (a pair of work shoes) -M 0 30714 3 30718 (a cook) -M 0 30714 3 30719 (a cook) -M 0 30714 3 30719 (a cook) -D 0 30719 2 1 (Kitchen) -M 0 30713 1 30712 (an entertainer) -G 1 30716 100 -1 (a bowed fiddle) -M 0 30705 1 30712 (the Lord's brother) -E 1 30710 100 8 (a pair of cuffed leather boots) -M 0 30704 1 30712 (the Lady's drunk brother) -E 1 30707 100 17 (a bottle) -E 1 30708 100 13 (a thick belt with an embossed buckle) -M 0 30712 1 30712 (a whore) -M 0 30711 1 30738 (a visiting scholar) -G 1 30715 100 -1 (a book bag) -D 0 30738 0 1 (Guest Room) -M 0 30710 4 30711 (a lady-in-waiting) -M 0 30702 1 30711 (the Lady's handmaiden) -D 0 30711 3 1 (The Main Hall) -M 0 30710 4 30721 (a lady-in-waiting) -M 0 30710 4 30708 (a lady-in-waiting) -D 0 30708 2 1 (Short Hallway) -M 0 30709 1 30709 (a lady-in-waiting) -E 1 30713 100 9 (a pair of white gloves ) -D 0 30709 3 1 (The Lord and Lady's Bedchamber) -D 0 30709 0 1 (The Lord and Lady's Bedchamber) -M 0 30707 3 30772 (an impatient soldier) -E 1 30712 100 11 (a full-length iron shield) -M 0 30706 2 30772 (a soldier) -M 0 30708 1 30772 (a bored soldier) -E 1 30711 100 9 (a pair of elbow-length leather gloves) -M 0 30703 1 30704 (the Lord's manservant) -E 1 30706 100 0 (the servant's light) -D 0 30704 2 1 (Short Hallway) -M 0 30701 1 30713 (the Lady of the Castle) -E 1 30702 100 14 (a delicate bracelet) -E 1 30703 100 5 (an elegant dress) -E 1 30704 100 3 (a string of pearls) -M 0 30700 1 30710 (the Lord of the Castle) -E 1 30701 100 5 (a suit of elegant finery) -D 0 30729 1 1 (Northern End of the Hall) -D 0 30730 0 1 (Upper Hallway) -D 0 30727 2 1 (Guest Room) -D 0 30742 3 1 (Guest Room) -D 0 30731 1 1 (Upper Hallway) -D 0 30731 3 1 (Upper Hallway) -D 0 30741 3 1 (Guest Room) -D 0 30732 1 1 (Upper Hallway) -D 0 30732 3 1 (Upper Hallway) -D 0 30744 1 1 (Guest Room) -D 0 30733 1 1 (Upper Hallway) -D 0 30733 3 1 (Upper Hallway) -D 0 30745 1 1 (Guest Room) -D 0 30739 3 1 (Guest Room) -D 0 30734 1 1 (Upper Hallway) -D 0 30734 3 1 (Upper Hallway) -D 0 30746 1 1 (Guest Room) -D 0 30735 2 1 (Upper Hallway) -D 0 30736 1 1 (Southern End of the Hall) -D 0 30737 3 1 (Guest Room) -D 0 30726 1 1 (The Base of the Stairwell) -D 0 30726 2 1 (The Base of the Stairwell) -D 0 30725 0 1 (Western Hallway) -D 0 30722 1 1 (Southern Hallway) -D 0 30783 0 1 (Cold Storage) -D 0 30714 1 1 (Back Hall) -D 0 30706 3 1 (The Lord's State Room) -D 0 30706 2 1 (The Lord's State Room) -D 0 30705 0 1 (Short Hallway) -D 0 30703 2 1 (Foyer) -D 0 30703 0 1 (Foyer) -D 0 30703 1 1 (Foyer) -D 0 30707 0 1 (Short Hallway) -D 0 30702 3 1 (At the Castle Entry) -S -$ diff --git a/lib/world/zon/308.zon b/lib/world/zon/308.zon deleted file mode 100644 index 9ea2c47..0000000 --- a/lib/world/zon/308.zon +++ /dev/null @@ -1,120 +0,0 @@ -#308 -Kaan~ -Baron Cailveh~ -30800 30899 30 2 d 0 0 0 25 34 -M 0 30811 2 30814 (a door guard) -E 1 30812 100 6 (a silver face shield) -M 0 30811 2 30814 (a door guard) -E 1 30811 100 16 (a two-handed maul) -D 0 30814 1 1 (The Tower Entry Gate) -M 0 30828 1 30846 (Calintra) -G 1 29105 99 -1 (a green herb) -M 0 30837 1 30849 (the tailor) -G 1 343 100 -1 (a leather jacket) -G 1 371 100 -1 (a pair of leather gloves) -G 1 376 100 -1 (a leather cap) -G 1 381 100 -1 (a pair of leather pants) -M 0 30832 1 30854 (Mochaaska) -G 1 30820 100 -1 (a small barrel) -G 1 30821 100 -1 (a large barrel) -M 0 30833 1 30852 (the store owner) -G 1 330 100 -1 (a torch) -G 1 331 100 -1 (a lantern) -G 1 332 100 -1 (a bag) -G 1 339 100 -1 (a pot) -G 1 376 100 -1 (a leather cap) -M 0 30829 1 30845 (Salaylia) -G 1 30818 100 -1 (a pork roast platter with potatoes) -G 1 30819 100 -1 (a Deluxe Salaylia Sandwich Supreme) -M 0 30831 1 30842 (the master apothecary) -G 1 30816 1000 -1 (a refreshing potion) -G 1 30817 1000 -1 (a potion of curing) -M 0 30836 2 30838 (a young lass) -M 0 30835 3 30840 (a townsman) -M 0 30835 3 30850 (a townsman) -M 0 30834 1 30847 (the town minister) -E 1 30815 100 13 (a white beaded waist tie) -M 0 30830 1 30844 (the town smithy) -M 0 30827 1 30848 (a flirtatious woman) -M 0 30826 1 30848 (a well-dressed gentleman) -M 0 30825 1 30848 (a man) -M 0 30824 1 30848 (an expansive storyteller) -M 0 30823 1 30848 (the barkeep) -M 0 30822 1 30827 (the school marm) -M 0 30821 1 30828 (an eating man) -D 0 30828 1 1 (Small Home) -M 0 30820 1 30824 (a quiet housewife) -D 0 30824 2 1 (Simple Home) -M 0 30819 1 30835 (a humble old man) -D 0 30835 3 1 (Thatch-Roofed Home) -M 0 30818 1 30836 (a lounging woodsman) -D 0 30836 3 1 (Small Log Home) -M 0 30817 1 30832 (a snoozing farmer) -D 0 30832 1 1 (Quiet Home) -M 0 30816 1 30837 (a busy housewife) -D 0 30837 3 1 (Cozy Home) -M 0 30815 3 30817 (a fat cow) -M 0 30815 3 30818 (a fat cow) -M 0 30815 3 30816 (a fat cow) -D 0 30816 0 1 (The Pastures) -M 0 30814 1 30815 (an old farmhand) -D 0 30815 2 1 (Scrupulously Clean Barn) -M 0 30813 1 30861 (a visiting cousin) -E 1 30813 100 7 (a set of scuffed thigh plates) -E 1 30814 100 13 (a tarnished weapons belt) -D 0 30861 2 1 (The Feasting Hall) -M 0 30812 1 30873 (a chamber maid) -M 0 30808 1 30856 (an arrogant land owner) -M 0 30807 1 30856 (a humble petitioner) -D 0 30856 3 1 (Entryway Into the Main Hall) -M 0 30810 1 30877 (a lab assistant) -D 0 30877 2 2 (Laboratory) -M 0 30809 1 30857 (a pious farmer) -M 0 30806 1 30857 (a robed man) -G 1 30809 100 -1 (a wadded piece of paper) -M 0 30802 1 30857 (Gilzaan) -E 1 30806 100 2 (the Crest of Cailveh) -D 0 30857 0 1 (Main Hall) -M 0 30805 1 30860 (a quiet servant) -D 0 30860 2 1 (The Feasting Hall) -M 0 30804 1 30880 (the court astronomer) -M 0 30803 1 30876 (Necromocis) -E 1 30807 100 8 (some scholar's sandals) -E 1 30808 100 17 (the Book of Warding) -M 0 30800 1 30879 (the Baron Cailveh) -E 1 30800 1 17 (an old and brittle key) -E 1 30801 100 16 (the Baron's Flail) -E 1 30802 100 12 (a holy adornment) -E 1 30803 100 14 (a white bead bracelet) -D 0 30858 2 1 (Audience Chamber) -D 0 30858 0 1 (Audience Chamber) -D 0 30858 1 1 (Audience Chamber) -M 0 30801 1 30858 (Melinna, the Baroness) -E 1 30805 100 5 (a flowing white gown) -D 0 30881 0 2 (Artifact Room) -D 0 30871 4 1 (Sitting Room) -D 0 30871 1 1 (Sitting Room) -D 0 30875 5 1 (Runed Stairwell) -D 0 30866 3 1 (End of the Hall) -D 0 30870 0 1 (Necromocis' Private Chambers) -D 0 30864 2 1 (Stone and Mortar Hallway) -D 0 30865 0 1 (Stone and Mortar Hallway) -D 0 30867 2 1 (Gilzaan's Private Chambers) -D 0 30862 0 1 (Private Meeting Room) -D 0 30859 3 1 (Behind the Gilded Chair) -D 0 30823 3 1 (Cul-de-sac) -D 0 30823 1 1 (Cul-de-sac) -D 0 30823 0 1 (Cul-de-sac) -D 0 30834 1 1 (Small Home) -D 0 30822 1 1 (Town Road) -D 0 30822 3 1 (Town Road) -D 0 30833 1 1 (Simple Home) -D 0 30821 1 1 (Town Road) -D 0 30821 3 1 (Town Road) -D 0 30831 3 1 (Freshly-Painted Home) -D 0 30825 1 1 (Town Road) -D 0 30829 3 1 (Tidy Home) -D 0 30826 1 1 (Schoolhouse Square) -D 0 30826 3 1 (Schoolhouse Square) -S -$ diff --git a/lib/world/zon/309.zon b/lib/world/zon/309.zon deleted file mode 100644 index 1f68103..0000000 --- a/lib/world/zon/309.zon +++ /dev/null @@ -1,151 +0,0 @@ -#309 -Kaan~ -Keep of Baron Westlawn~ -30900 30999 30 2 d 0 0 0 26 30 -M 0 30919 2 30961 (a watchman) -E 1 30921 99 6 (a glass eyepiece) -E 1 30900 100 5 (a red steel breastplate) -E 1 30901 99 3 (a red steel face plate) -M 0 30919 2 30968 (a watchman) -E 1 30921 99 6 (a glass eyepiece) -E 1 30900 100 5 (a red steel breastplate) -E 1 30901 99 3 (a red steel face plate) -M 0 30922 1 30933 (Jerrod) -E 1 30925 100 16 (a titanium blade) -E 1 30926 100 12 (a red mantle) -E 1 30927 99 14 (a red clasp) -M 0 30920 6 30966 (a soldier) -E 1 30901 99 6 (a red steel face plate) -E 1 30900 100 5 (a red steel breastplate) -E 1 30902 100 16 (a guardsman's sword) -M 0 30920 6 30940 (a soldier) -E 1 30902 100 16 (a guardsman's sword) -E 1 30901 99 6 (a red steel face plate) -E 1 30900 100 5 (a red steel breastplate) -D 0 30940 1 1 (The Main Hall) -M 0 30900 2 30900 (a guardsman) -E 1 30900 100 5 (a red steel breastplate) -E 1 30901 99 6 (a red steel face plate) -E 1 30902 100 16 (a guardsman's sword) -M 0 30900 2 30900 (a guardsman) -E 1 30900 100 5 (a red steel breastplate) -E 1 30901 99 6 (a red steel face plate) -E 1 30902 100 16 (a guardsman's sword) -M 0 30930 1 30949 (Salida) -E 1 30936 99 17 (a large wooden spoon) -M 0 30929 1 30949 (a cook) -M 0 30928 1 30949 (a cook) -D 0 30949 3 1 (The Kitchen) -M 0 30936 1 30949 (a mischievous child) -O 0 30931 1 30953 (an iron anvil) -M 0 30926 1 30953 (the Baron Westlawn) -E 1 30933 100 1 (a red steel ring) -E 1 30934 100 2 (a plain red steel ring) -E 1 30935 100 7 (a pair of red chainmail leggings) -M 0 30925 1 30953 (Donld) -E 1 30932 100 10 (a set of leather forearm guards) -E 1 30929 100 16 (a forgeman's hammer) -E 1 30930 100 6 (a brass eye guard) -D 0 30953 3 1 (Arms Cache and Smithy) -D 0 30939 3 1 (Wide Hallway) -M 0 30942 1 30957 (Bud) -M 0 30941 1 30936 (a visiting merchant) -M 0 30940 1 30938 (a bold noblewoman) -M 0 30939 1 30938 (a haughty noble) -M 0 30938 0 30938 (a young noble) -M 0 30937 1 30938 (a secretive noble) -M 0 30935 1 30951 (a lounging soldier) -M 0 30934 1 30979 (Roscoe) -G 1 30937 1 -1 (a piece of straw) -E 1 30938 100 8 (a pair of thick leather boots) -E 1 30939 100 6 (a tall, wide-brimmed hat) -M 0 30933 3 30986 (a stableman) -M 0 30933 3 30988 (a stableman) -M 0 30932 1 30923 (an old man) -M 0 30931 1 30918 (a stray pig) -M 0 30927 3 30944 (a serving wench) -D 0 30944 4 1 (Entrance into the Dining Hall) -D 0 30944 1 1 (Entrance into the Dining Hall) -M 0 30927 3 30946 (a serving wench) -M 0 30927 3 30948 (a serving wench) -M 0 30924 1 30927 (the foreman) -G 1 30928 1 -1 (a clipboard) -M 0 30911 1 30927 (a worn-looking woman) -G 1 30914 100 -1 (a leather harness) -M 0 30923 1 30935 (a raggedy commoner) -M 0 30921 5 30954 (one of Westlawn's Elite) -E 1 30924 100 8 (a pair of bladed boots) -E 1 30923 100 16 (a red steel short sword) -E 1 30922 100 3 (an elite charm) -D 0 30954 1 1 (Outer Antechamber) -D 0 30954 3 1 (Outer Antechamber) -M 0 30921 5 30934 (one of Westlawn's Elite) -E 1 30922 100 3 (an elite charm) -E 1 30923 100 16 (a red steel short sword) -E 1 30924 100 8 (a pair of bladed boots) -M 0 30921 5 30941 (one of Westlawn's Elite) -E 1 30922 100 3 (an elite charm) -E 1 30923 100 16 (a red steel short sword) -E 1 30924 100 8 (a pair of bladed boots) -M 0 30920 6 30937 (a soldier) -E 1 30900 100 5 (a red steel breastplate) -E 1 30902 100 16 (a guardsman's sword) -D 0 30937 1 1 (Inner Yard) -M 0 30918 1 30932 (a man rolling a keg) -G 1 30920 100 -1 (a keg of beer) -M 0 30917 1 30915 (a woman carrying a basket) -G 1 30917 100 -1 (a wicker basket) -P 1 30918 100 30917 (the Belt of Supreme Might) -P 1 30919 100 30917 (the Shield of Sorcery) -M 0 30916 1 30912 (a local) -G 1 30915 100 -1 (a fishing pole) -G 1 30916 100 -1 (a shiny lure) -M 0 30915 1 30930 (an old nag) -M 0 30914 1 30929 (an old, sagging cow) -M 0 30913 1 30928 (a little girl) -M 0 30912 1 30928 (a little boy) -M 0 30910 1 30916 (a secretive man) -E 1 30911 100 12 (a jet-black cloak) -E 1 30912 100 17 (an etched staff) -E 1 30913 100 2 (a glowing thumb rune) -M 0 30909 1 30916 (a tired-looking man) -G 1 30907 1000 -1 (a pint of Westlawn's Ale) -M 0 30908 1 30916 (Gilsby) -G 1 30907 1000 -1 (a pint of Westlawn's Ale) -G 1 30908 1000 -1 (a jar of water) -E 1 30910 100 17 (a wadded up piece of paper) -G 1 30909 1000 -1 (a steak platter) -D 0 30916 2 1 (The Fireside Inn) -D 0 30916 3 1 (The Fireside Inn) -M 0 30907 1 30920 (a young child) -M 0 30906 1 30921 (a wizened old woman) -G 1 30906 100 -1 (a string of beads) -M 0 30905 1 30908 (a serf) -D 0 30908 1 1 (Worn Roadway) -M 0 30904 1 30919 (a sad little girl) -D 0 30919 3 1 (Mud Yard) -M 0 30903 1 30917 (a muddy little boy) -D 0 30917 3 1 (Mud Yard) -M 0 30902 1 30904 (a serf worker) -G 1 30905 100 -1 (a shovel) -O 0 30904 1 30904 (a wheel barrow) -M 0 30901 1 30901 (a tradesman) -G 1 30903 100 -1 (a barrel) -D 0 30987 0 1 (South Stables) -D 0 30975 2 1 (Training Fields) -D 0 30984 2 1 (North Stables) -D 0 30970 0 1 (Training Fields) -D 0 30973 1 1 (Training Fields) -D 0 30980 3 1 (Outpasture) -D 0 30969 3 1 (Training Fields) -D 0 30963 5 1 (On the Battlements) -D 0 30943 5 1 (South End of the Main Hall) -D 0 30943 1 1 (South End of the Main Hall) -D 0 30943 3 1 (South End of the Main Hall) -D 0 30955 4 1 (Cellar) -D 0 30950 1 1 (Soldier's Barracks) -D 0 30924 1 1 (Shack) -D 0 30922 1 1 (Hovel) -D 0 30910 0 1 (Twisting Road) -S -$ diff --git a/lib/world/zon/31.zon b/lib/world/zon/31.zon deleted file mode 100644 index 932ce78..0000000 --- a/lib/world/zon/31.zon +++ /dev/null @@ -1,58 +0,0 @@ -#31 -DikuMUD~ -Southern Midgaard~ -3100 3199 30 2 d 0 0 0 1 33 -M 0 3060 20 3111 (the cityguard) -E 1 3022 100 16 (a long sword) -G 1 3105 2 -1 (an iron key) -M 0 3060 20 3111 (the cityguard) -E 1 3022 100 16 (a long sword) -M 0 3060 20 3111 (the cityguard) -E 1 3022 100 16 (a long sword) -M 0 3060 20 3111 (the cityguard) -E 1 3022 100 16 (a long sword) -M 0 3068 4 3106 (the green gelatinous blob) -M 0 3100 1 3106 (the Maid) -G 1 3100 500 -1 (a cup) -G 1 3101 500 -1 (a cup) -G 1 3102 500 -1 (a cup) -M 0 3101 1 3106 (the Sexton) -G 1 3106 2 -1 (a rusty key) -M 0 3102 1 3110 (the Chief Guard) -G 1 3107 2 -1 (a wooden key) -M 0 3103 4 3110 (the upset cityguard) -M 1 3103 4 3110 (the upset cityguard) -M 1 3103 4 3110 (the upset cityguard) -M 1 3103 4 3110 (the upset cityguard) -M 0 3104 1 3137 (the Secretary) -M 0 3105 1 3138 (the Mayor) -E 1 3112 1 17 (the City Key) -M 0 3106 1 3120 (the Town Crier) -M 0 3120 1 3114 (the swan) -M 0 3121 1 3114 (the duckling) -M 0 3122 1 3109 (the sparrow) -M 0 3123 2 3113 (the duck) -M 0 3123 2 3115 (the duck) -O 0 3109 1 3110 (the desk) -P 1 3108 1 3109 (a brass key) -O 0 3110 1 3110 (the safe) -P 1 3115 1 3110 (the gold) -R 0 3101 3111 -1 (the Bench) -O 0 3111 3 3101 (the Bench) -R 0 3102 3111 -1 (the Bench) -O 0 3111 3 3102 (the Bench) -R 0 3103 3111 -1 (the Bench) -O 0 3111 3 3103 (the Bench) -R 0 3141 3113 -1 (a fountain) -O 0 3113 1 3141 (a fountain) -O 0 3114 1 3141 (a small pile of gold coins) -O 0 3116 1 3155 (a candlestick) -O 0 3117 1 3124 (an elm tree) -D 0 3111 3 2 (Park Road) -D 0 3110 1 2 (Cityguard HeadQuarters) -D 0 3129 2 2 (On The Concourse) -D 0 3150 0 2 (A Gravel Road In The Graveyard) -D 0 3154 2 1 (In Front Of The Chapel) -D 0 3155 0 1 (Inside The Chapel) -S -$ diff --git a/lib/world/zon/310.zon b/lib/world/zon/310.zon deleted file mode 100644 index c81ea47..0000000 --- a/lib/world/zon/310.zon +++ /dev/null @@ -1,89 +0,0 @@ -#310 -Aten~ -Graye Area~ -31000 31099 30 0 d 0 0 0 12 30 -M 0 31017 1 31043 (Relnar) -D 0 31043 5 2 (Relnar's Study) -O 0 31005 1 31043 (the chronicles of Graye) -O 0 31021 1 31043 (a personal journal) -O 0 31002 1 31043 (a trapdoor key) -O 0 31006 1 31043 (a desk) -P 0 31001 1 31006 (a secret key) -D 0 31059 4 2 (The secret passage) -D 0 31044 5 2 (The Throne Room) -D 0 31046 4 2 (The Tunnel) -D 0 31049 5 2 (The Valley of Demons) -D 0 31048 4 2 (Tunnel's End) -D 0 31055 0 2 (Irgon's Guard Room) -D 0 31056 2 2 (Scrytin's Chamber of Doom) -D 0 31056 1 2 (Scrytin's Chamber of Doom) -D 0 31057 3 2 (Relnar's Cell) -M 0 31001 5 31005 (the forest brownie) -E 1 31007 50 17 (a sapling) -M 0 31001 5 31008 (the forest brownie) -E 1 31007 50 17 (a sapling) -M 0 31001 5 31016 (the forest brownie) -E 1 31007 50 17 (a sapling) -M 0 31001 5 31017 (the forest brownie) -E 1 31007 50 17 (a sapling) -M 0 31001 5 31014 (the forest brownie) -E 1 31007 50 17 (a sapling) -M 0 31002 10 31009 (the wolf) -M 0 31002 10 31010 (the wolf) -M 0 31002 10 31011 (the wolf) -M 0 31002 10 31014 (the wolf) -M 0 31002 10 31017 (the wolf) -M 0 31003 5 31019 (the brown rabbit) -M 0 31003 5 31016 (the brown rabbit) -M 0 31003 5 31013 (the brown rabbit) -M 0 31004 1 31015 (Tomal) -E 1 31008 20 12 (a woodsman's cloak) -E 1 31009 20 13 (a woodsman's belt) -E 1 31010 20 8 (walking boots) -M 0 31005 4 31033 (the guardian demon) -M 0 31005 4 31034 (the guardian demon) -M 0 31005 4 31035 (the guardian demon) -M 0 31005 4 31036 (the guardian demon) -M 0 31006 5 31037 (the Graye guardsman) -E 1 31011 20 6 (a helmet emblazoned with the mark of Graye) -E 1 31012 20 3 (a cape emblazoned with the mark of Graye) -E 1 31013 20 16 (a longsword of Graye) -M 0 31006 5 31037 (the Graye guardsman) -E 1 31011 20 6 (a helmet emblazoned with the mark of Graye) -E 1 31012 20 3 (a cape emblazoned with the mark of Graye) -E 1 31013 20 16 (a longsword of Graye) -M 0 31006 5 31037 (the Graye guardsman) -E 1 31011 20 6 (a helmet emblazoned with the mark of Graye) -E 1 31012 20 3 (a cape emblazoned with the mark of Graye) -E 1 31013 20 16 (a longsword of Graye) -M 0 31006 5 31038 (the Graye guardsman) -M 0 31006 5 31039 (the Graye guardsman) -M 0 31007 3 31050 (the demon imp) -M 0 31007 3 31051 (the demon imp) -M 0 31008 3 31050 (the minor demon) -M 0 31008 3 31051 (the minor demon) -M 0 31009 4 31038 (the Graye Citizen) -M 0 31010 4 31038 (the Graye Citizen) -M 0 31009 4 31039 (the Graye Citizen) -M 0 31010 4 31039 (the Graye Citizen) -M 0 31011 1 31050 (a major demon) -E 1 31014 20 17 (a bloodied claw) -M 0 31012 1 31052 (the rift guardian) -E 1 31015 10 10 (armbands of mist) -M 0 31013 2 31054 (the jail guard) -E 1 31016 20 16 (a bloodied whip) -M 0 31013 2 31055 (the jail guard) -E 1 31016 20 16 (a bloodied whip) -M 0 31014 1 31045 (Rymat) -M 0 31015 1 31055 (the Arch-Demon Irgon) -E 1 31017 10 0 (the black candle) -E 1 31003 5 17 (an ebony key) -M 0 31016 1 31056 (Scrytin) -E 1 31018 10 11 (Scrytin's Shield) -E 1 31004 5 17 (an ivory key) -O 0 31022 1 31057 (a hastily scrawled note) -O 0 31023 1 31057 (an inconspicuous rock) -O 0 31020 1 31061 (Graye's Breastplate) -O 0 31019 1 31061 (Graye's Visor) -S -$ diff --git a/lib/world/zon/311.zon b/lib/world/zon/311.zon deleted file mode 100644 index cd63263..0000000 --- a/lib/world/zon/311.zon +++ /dev/null @@ -1,48 +0,0 @@ -#311 -Kaan~ -The Dragon's Teeth~ -31100 31199 30 2 d 0 0 0 20 30 -M 0 31107 1 31183 (a green dragon) -E 1 31100 99 5 (a green dragon's hide) -G 1 31103 100 -1 (a fang dripping with black ooze) -M 0 31103 1 31171 (a black dragon) -G 1 31110 100 -1 (the Eye of the Dragon) -M 0 31104 1 31179 (a blue dragon) -G 1 31109 1 -1 (a tiny blue scale) -O 0 31104 1 31179 (the nest of the blue dragon) -P 1 31105 100 31104 (a pile of blue sapphires) -P 1 31106 100 31104 (a gleaming blue blade) -P 1 31107 100 31104 (a set of gleaming blue scale mail armor) -P 1 31108 100 31104 (a deep blue potion) -M 0 31106 1 31187 (a white dragon) -E 1 31102 100 16 (the Ice Claw) -M 0 31105 1 31175 (a red dragon) -E 1 31101 100 11 (the scale from a red dragon) -M 0 31114 6 31124 (a wyvern) -M 0 31114 6 31121 (a wyvern) -M 0 31114 6 31116 (a wyvern) -M 0 31114 6 31108 (a wyvern) -M 0 31114 6 31118 (a wyvern) -M 0 31114 6 31127 (a wyvern) -M 0 31112 6 31130 (a fire drake) -M 0 31112 6 31131 (a fire drake) -M 0 31112 6 31147 (a fire drake) -M 0 31111 6 31147 (a faerie dragon) -M 0 31112 6 31145 (a fire drake) -M 0 31112 6 31129 (a fire drake) -M 0 31112 6 31132 (a fire drake) -M 0 31112 6 31114 (a fire drake) -M 0 31111 6 31123 (a faerie dragon) -M 0 31111 6 31119 (a faerie dragon) -M 0 31111 6 31136 (a faerie dragon) -M 0 31111 6 31146 (a faerie dragon) -M 0 31111 6 31155 (a faerie dragon) -M 0 31110 1 31195 (an emerald dragon) -M 0 31109 1 31191 (a crystal dragon) -M 0 31108 1 31199 (a topaz dragon) -M 0 31100 1 31185 (a chimerae) -M 0 31101 1 31173 (a gorgimera) -M 0 31113 1 31177 (a gryphon) -M 0 31102 1 31169 (a dracolich) -S -$ diff --git a/lib/world/zon/312.zon b/lib/world/zon/312.zon deleted file mode 100644 index 7ffafa8..0000000 --- a/lib/world/zon/312.zon +++ /dev/null @@ -1,39 +0,0 @@ -#312 -Kaan~ -Leper Island~ -31200 31299 30 2 d 0 0 0 25 30 -M 0 31202 1 31284 (the wild old hermit) -E 1 31206 100 16 (a willow switch) -M 0 31201 1 31260 (a robed leper) -E 1 31205 2 17 (a prayer book) -M 0 31200 1 31250 (Alain Longstride) -E 1 31203 100 3 (a beaten gold cross) -E 1 31204 100 12 (a plain cloak of wool) -O 0 31202 1 31248 (a pool of tepid water) -R 0 31228 31201 -1 (the clear water of the pond) -O 0 31201 4 31228 (the clear water of the pond) -R 0 31229 31201 -1 (the clear water of the pond) -O 0 31201 4 31229 (the clear water of the pond) -R 0 31231 31201 -1 (the clear water of the pond) -O 0 31201 4 31231 (the clear water of the pond) -R 0 31230 31201 -1 (the clear water of the pond) -O 0 31201 4 31230 (the clear water of the pond) -O 0 31200 1 31217 (a crude sign) -M 0 31216 1 31280 (a crazed half-naked man) -M 0 31211 2 31283 (a wild boar) -M 0 31211 2 31278 (a wild boar) -M 0 31210 2 31277 (a boa constrictor) -M 0 31210 3 31276 (a boa constrictor) -M 0 31207 1 31262 (a supplicant leper) -M 0 31205 1 31253 (a supplicant leper) -M 0 31204 1 31251 (a supplicant leper) -M 0 31209 1 31255 (a dying leper) -M 0 31203 2 31282 (a lioness) -M 0 31203 2 31279 (a lioness) -M 0 31206 1 31252 (a supplicant leper) -M 0 31212 1 31213 (Argus) -M 0 31213 1 31214 (Jantry) -M 0 31208 1 31219 (Tomm Walker) -M 0 31215 1 31220 (a kneeling leper) -S -$ diff --git a/lib/world/zon/313.zon b/lib/world/zon/313.zon deleted file mode 100644 index c473eaa..0000000 --- a/lib/world/zon/313.zon +++ /dev/null @@ -1,125 +0,0 @@ -#313 -Kaan~ -Farmlands of Ofingia~ -31300 31399 30 2 d 0 0 0 8 15 -M 0 31312 1 31351 (an angry farmwife) -E 1 31319 100 16 (a sturdy kitchen knife) -E 1 31321 100 5 (a black, sooty dress) -M 0 31311 1 31351 (a desperate farmer) -E 1 31318 100 16 (a long wooden pole) -E 1 31320 99 12 (a pair of grubby overalls) -M 0 31303 1 31386 (the goblin commander) -E 1 31304 100 2 (a green wart) -E 1 31305 99 12 (a goblin commander's vest) -E 1 31307 100 16 (a curve bladed sword) -R 0 31386 31323 -1 (the husk of a goblin body) -O 0 31323 2 31386 (the husk of a goblin body) -R 0 31353 31326 -1 (an unidentifiable body part) -O 0 31326 3 31353 (an unidentifiable body part) -M 0 31310 1 31353 (Jon Boggins) -E 1 31314 100 16 (a three-pronged pitch fork) -E 1 31315 100 12 (a homemade leather vest) -E 1 31316 100 7 (a pair of sewn leather pants) -M 0 31304 5 31353 (a goblin scout) -E 1 31301 100 5 (some goblin scrap armor) -E 1 31308 100 7 (a raggedy pair of black pants) -R 0 31353 31323 -1 (the husk of a goblin body) -O 0 31323 2 31353 (the husk of a goblin body) -R 0 31364 31326 -1 (an unidentifiable body part) -O 0 31326 3 31364 (an unidentifiable body part) -R 0 31370 31326 -1 (an unidentifiable body part) -O 0 31326 3 31370 (an unidentifiable body part) -R 0 31339 31325 -1 (a jumble of boulders) -O 0 31325 2 31339 (a jumble of boulders) -R 0 31374 31325 -1 (a jumble of boulders) -O 0 31325 2 31374 (a jumble of boulders) -R 0 31367 31324 -1 (a few scraps of wood and timber) -O 0 31324 2 31367 (a few scraps of wood and timber) -M 0 31306 5 31358 (a goblin hordesman) -R 0 31358 31324 -1 (a few scraps of wood and timber) -O 0 31324 2 31358 (a few scraps of wood and timber) -O 0 31322 1 31393 (a steady waterfall) -M 0 31307 1 31389 (the Commander of the Lord's Retinue) -E 1 31311 100 12 (a filthy cape) -E 1 31313 100 5 (a battle-scarred chest plate) -M 0 31309 1 31366 (a sobbing soldier) -E 1 31310 100 5 (a set of dented armor) -E 1 31317 100 17 (a toy dolly) -M 0 31308 7 31384 (a member of the Lord's Retinue) -E 1 31310 100 5 (a set of dented armor) -E 1 31312 100 16 (a notched sword) -M 0 31301 7 31384 (a torch-bearing goblin) -E 1 31301 100 5 (some goblin scrap armor) -G 1 31302 100 -1 (a torch) -E 1 31307 100 16 (a curve bladed sword) -M 0 31308 7 31349 (a member of the Lord's Retinue) -E 1 31310 100 5 (a set of dented armor) -E 1 31312 100 16 (a notched sword) -M 0 31308 7 31373 (a member of the Lord's Retinue) -E 1 31310 100 5 (a set of dented armor) -E 1 31312 100 16 (a notched sword) -M 0 31308 7 31361 (a member of the Lord's Retinue) -E 1 31310 100 5 (a set of dented armor) -E 1 31312 100 16 (a notched sword) -M 0 31305 5 31361 (a goblin looter) -E 1 31301 100 5 (some goblin scrap armor) -M 0 31304 5 31388 (a goblin scout) -E 1 31309 100 16 (a curve-bladed knife) -M 0 31304 5 31376 (a goblin scout) -E 1 31301 100 5 (some goblin scrap armor) -E 1 31309 100 16 (a curve-bladed knife) -M 0 31306 5 31368 (a goblin hordesman) -E 1 31301 100 5 (some goblin scrap armor) -M 0 31304 5 31368 (a goblin scout) -E 1 31301 100 5 (some goblin scrap armor) -E 1 31308 100 7 (a raggedy pair of black pants) -M 0 31305 5 31371 (a goblin looter) -E 1 31301 100 5 (some goblin scrap armor) -E 1 31307 100 16 (a curve bladed sword) -M 0 31302 1 31347 (a leg-gnawing goblin) -E 1 31301 100 5 (some goblin scrap armor) -E 1 31300 100 17 (the War Banner of the Horde) -G 1 31303 100 -1 (the remains of a human leg) -E 1 31307 100 16 (a curve bladed sword) -M 0 31306 5 31383 (a goblin hordesman) -E 1 31301 100 5 (some goblin scrap armor) -E 1 31307 100 16 (a curve bladed sword) -M 0 31301 7 31383 (a torch-bearing goblin) -E 1 31301 100 5 (some goblin scrap armor) -G 1 31302 100 -1 (a torch) -M 0 31300 10 31387 (a goblin raider) -E 1 31301 100 5 (some goblin scrap armor) -E 1 31307 100 16 (a curve bladed sword) -M 0 31300 10 31385 (a goblin raider) -E 1 31301 100 5 (some goblin scrap armor) -E 1 31307 100 16 (a curve bladed sword) -M 0 31300 10 31372 (a goblin raider) -E 1 31301 100 5 (some goblin scrap armor) -E 1 31307 100 16 (a curve bladed sword) -M 0 31300 10 31377 (a goblin raider) -E 1 31301 100 5 (some goblin scrap armor) -E 1 31307 100 16 (a curve bladed sword) -M 0 31305 5 31321 (a goblin looter) -E 1 31301 100 5 (some goblin scrap armor) -G 1 31306 100 -1 (a blackened gold ring) -M 0 31301 7 31323 (a torch-bearing goblin) -E 1 31301 100 5 (some goblin scrap armor) -G 1 31302 100 -1 (a torch) -M 0 31301 7 31363 (a torch-bearing goblin) -E 1 31301 100 5 (some goblin scrap armor) -G 1 31302 100 -1 (a torch) -M 0 31306 5 31355 (a goblin hordesman) -E 1 31301 100 5 (some goblin scrap armor) -M 0 31301 7 31369 (a torch-bearing goblin) -E 1 31301 100 5 (some goblin scrap armor) -M 0 31300 10 31343 (a goblin raider) -E 1 31301 100 5 (some goblin scrap armor) -M 0 31300 10 31346 (a goblin raider) -E 1 31301 100 5 (some goblin scrap armor) -M 0 31300 10 31354 (a goblin raider) -E 1 31301 100 5 (some goblin scrap armor) -M 0 31300 10 31365 (a goblin raider) -E 1 31301 100 5 (some goblin scrap armor) -M 0 31305 5 31390 (a goblin looter) -S -$ diff --git a/lib/world/zon/314.zon b/lib/world/zon/314.zon deleted file mode 100644 index 9f907ff..0000000 --- a/lib/world/zon/314.zon +++ /dev/null @@ -1,120 +0,0 @@ -#314 -Kaan~ -X'Raantra's Altar of Sacrifice~ -31400 31499 30 2 d 0 0 0 7 34 -R 0 31451 31403 -1 (the dark blood) -O 0 31403 1 31451 (the dark blood) -R 0 31451 31404 -1 (a dark, blood-stained altar) -O 0 31404 1 31451 (a dark, blood-stained altar) -M 0 31400 1 31451 (X'Raantra) -E 1 31413 100 1 (the Ring of Enchantment) -E 1 31412 100 12 (a soiled and bloodstained robe) -E 1 31411 100 16 (a shining curved blade) -M 0 31401 2 31451 (a Believer) -E 1 31414 100 5 (a grubby jerkin) -E 1 31415 99 10 (the blood of an innocent) -M 0 31401 2 31451 (a Believer) -E 1 31414 100 5 (a grubby jerkin) -E 1 31415 99 10 (the blood of an innocent) -R 0 31401 31400 -1 (the old cracked fountain) -O 0 31400 1 31401 (the old cracked fountain) -M 0 31403 1 31401 (a retching elf) -E 1 31417 99 5 (a coating of vomit) -M 0 31410 1 31481 (a torturer) -E 1 31422 100 16 (a black leather whip) -E 1 31421 99 14 (a horrid scar) -D 0 31481 2 1 (Storage and Detainment Area) -M 0 31402 1 31400 (a gibbering man) -E 1 31416 100 5 (some badly shredded leather armor) -M 0 31417 1 31422 (a fellow adventurer) -G 1 31429 100 -1 (a traveler's pack) -D 0 31422 1 1 (Administrative Office) -D 0 31427 2 1 (An Old Office) -M 0 31413 1 31427 (a hidden Believer) -G 1 31427 100 -1 (a vial of blood) -E 1 31428 100 1 (a dark red blood ring) -M 0 31416 1 31406 (a dazed DeathKnight) -E 1 31426 100 12 (a black cape) -E 1 31425 100 6 (a blackened helm) -E 1 31424 100 16 (an inlaid black sword) -R 0 31406 31402 -1 (a rotted piece of cloth) -O 0 31402 1 31406 (a rotted piece of cloth) -R 0 31457 31409 -1 (a fresh corpse) -O 0 31409 2 31457 (a fresh corpse) -M 0 31418 3 31457 (a blood wight) -M 0 31409 1 31457 (Gunter) -E 1 31423 100 17 (the Word of God) -M 0 31406 1 31482 (a terrified child) -E 1 31420 100 12 (a smattering of welts and bruises) -D 0 31482 0 1 (The Cooling Room) -M 0 31405 2 31488 (a squatter) -G 1 31419 100 -1 (a raggedy blanket) -M 0 31405 2 31489 (a squatter) -G 1 31419 100 -1 (a raggedy blanket) -M 0 31408 4 31445 (a scurrying rat) -M 0 31404 3 31445 (a woman) -E 1 31418 100 5 (a soiled tattered dress) -M 0 31404 3 31446 (a woman) -E 1 31418 100 5 (a soiled tattered dress) -M 0 31418 3 31463 (a blood wight) -M 0 31418 3 31463 (a blood wight) -R 0 31463 31409 -1 (a fresh corpse) -O 0 31409 2 31463 (a fresh corpse) -M 0 31404 3 31463 (a woman) -E 1 31418 100 5 (a soiled tattered dress) -O 0 31410 1 31421 (a decayed corpse) -D 0 31411 3 1 (Classing Room) -M 0 31419 1 31411 (the unrobed believer) -M 0 31420 1 31411 (a screeching boy) -M 0 31408 4 31419 (a scurrying rat) -D 0 31419 3 1 (Hall's End) -M 0 31415 5 31499 (a hairy spider) -M 0 31415 5 31447 (a hairy spider) -M 0 31415 5 31412 (a hairy spider) -D 0 31412 3 1 (Classing Room) -M 0 31415 5 31404 (a hairy spider) -D 0 31404 1 1 (The Asylum Grounds) -R 0 31404 31401 -1 (some broken pieces of glass) -O 0 31401 1 31404 (some broken pieces of glass) -M 0 31415 5 31424 (a hairy spider) -M 0 31414 4 31480 (a brown bat) -M 0 31414 4 31492 (a brown bat) -M 0 31414 4 31439 (a brown bat) -M 0 31414 4 31429 (a brown bat) -D 0 31429 1 1 (Office) -M 0 31412 3 31462 (a Seeker) -M 0 31412 3 31448 (a Seeker) -M 0 31412 3 31455 (a Seeker) -O 0 31408 1 31490 (a burning barrel) -M 0 31411 2 31490 (a grubby man) -M 0 31408 4 31470 (a scurrying rat) -M 0 31408 4 31402 (a scurrying rat) -D 0 31402 2 1 (The Asylum Grounds) -M 0 31407 1 31410 (a weeping man) -D 0 31410 3 1 (Classing Room) -O 0 31407 1 31410 (a child's dead body) -O 0 31405 1 31475 (an old bookshelf) -P 1 31406 100 31405 (a blood-stained book) -D 0 31467 0 1 (Chapel Entryway) -D 0 31467 3 1 (Chapel Entryway) -D 0 31468 2 1 (Cloaking Room) -D 0 31460 1 1 (Entrance to the Chapel) -D 0 31431 0 1 (Receiving Chamber) -D 0 31431 1 1 (Receiving Chamber) -D 0 31432 3 1 (Living Area) -D 0 31430 3 1 (End of a Hallway) -D 0 31425 0 1 (At the Top of a Crumbled Stair) -D 0 31405 3 1 (The Asylum Grounds) -D 0 31420 1 1 (Inner Hall) -D 0 31413 1 1 (Upper Hall) -D 0 31418 3 1 (Classing Room) -D 0 31414 1 1 (Upper Hall) -D 0 31417 3 1 (Classing Room) -D 0 31416 3 0 (Classing Room) -D 0 31415 1 0 (Upper Hall) -D 0 31407 1 1 (Inner Hall of the Academy) -D 0 31407 3 1 (Inner Hall of the Academy) -D 0 31408 1 1 (Inner Hall of the Academy) -D 0 31409 1 1 (Inner Hall of the Academy) -S -$ diff --git a/lib/world/zon/315.zon b/lib/world/zon/315.zon deleted file mode 100644 index e6b074b..0000000 --- a/lib/world/zon/315.zon +++ /dev/null @@ -1,219 +0,0 @@ -#315 -Kaan~ -McGintey Business District~ -31500 31599 10 2 d 0 0 0 1 34 -M 0 31557 1 31524 (a hawk) -M 0 31556 1 31524 (the fearless wildcat) -M 0 31500 1 31529 (the patrol captain, Kire) -E 1 31500 1 16 (Eventru) -E 1 31501 99 5 (a hard Dragonskin armor) -M 0 31504 8 31529 (a guardsman) -E 1 31526 8 5 (a guardsman's armor) -E 1 31502 2 16 (a long spear) -M 0 31504 9 31529 (a guardsman) -E 1 31502 2 16 (a long spear) -E 1 31526 8 5 (a guardsman's armor) -M 0 31553 1 31513 (McHale, the patrol lieutenant) -E 1 31504 1 16 (Falconblade) -E 1 31505 1 12 (McHale's Cape) -E 1 31516 99 6 (a broken costume mask) -M 0 31513 1 31521 (the armorer) -G 1 370 500 -1 (a pair of bronze gauntlets) -G 1 31315 500 -1 (a homemade leather vest) -G 1 12001 500 -1 (a bronze belt) -M 0 31555 3 31521 (a deputy) -E 1 31508 99 13 (a deputy's badge) -E 1 31509 3 6 (a battered war helm) -E 1 31510 3 11 (a small crested shield) -M 0 31521 1 31534 (the farmer) -E 1 31503 1 17 (a garden hoe) -G 1 31589 500 -1 (a tomato) -G 1 31588 500 -1 (a potato) -G 1 31587 500 -1 (a carrot) -M 0 31555 3 31534 (a deputy) -E 1 31508 99 13 (a deputy's badge) -E 1 31509 3 6 (a battered war helm) -E 1 31510 3 11 (a small crested shield) -R 0 31519 3034 -1 (an automatic teller machine) -O 0 3034 99 31519 (an automatic teller machine) -M 0 31560 1 31519 (the city banker) -M 0 31545 1 31557 (Randon) -G 1 31556 500 -1 (a wide, green scroll) -G 1 31555 500 -1 (a small, red scroll) -G 1 350 500 -1 (a scroll of identify) -G 1 352 500 -1 (a scroll of recall) -M 0 31559 1 31575 (Alaantra the Newbie Helper) -R 0 31575 31667 -1 (a beautiful mermaid fountain) -O 0 31667 4 31575 (a beautiful mermaid fountain) -R 0 31577 31667 -1 (a beautiful mermaid fountain) -O 0 31667 4 31577 (a beautiful mermaid fountain) -R 0 31578 31667 -1 (a beautiful mermaid fountain) -O 0 31667 4 31578 (a beautiful mermaid fountain) -R 0 31576 31667 -1 (a beautiful mermaid fountain) -O 0 31667 4 31576 (a beautiful mermaid fountain) -M 0 31558 1 31574 (the teleport operator) -M 0 31540 1 31553 (Sazaindin) -G 1 31621 500 -1 (a potion of cure blindness) -G 1 31620 500 -1 (a bright green potion) -G 1 31619 500 -1 (a glowing potion of invisibility) -M 0 31535 1 31548 (the elven vendor) -G 1 31618 500 -1 (a grail) -G 1 31617 500 -1 (a goblet) -G 1 31616 500 -1 (a cup) -M 0 31502 4 31542 (a street rat) -M 0 31529 1 31542 (Shantar) -G 1 31613 500 -1 (a carved emerald ring) -G 1 31615 500 -1 (a wide silver ring) -G 1 31614 500 -1 (a golden band) -M 0 31530 1 31543 (Shades) -G 1 31612 500 -1 (a pair of reading glasses) -G 1 31611 500 -1 (a pair of dark-tinted shades) -M 0 31503 5 31544 (a common peddler) -M 0 31531 1 31544 (the blacksmith) -G 1 31610 500 -1 (a ruby-hilted dagger) -G 1 31609 500 -1 (a dark dagger) -M 0 31532 1 31545 (the burlap man) -G 1 31608 500 -1 (a burlap jerkin) -G 1 31607 500 -1 (a burlap sack) -M 0 31549 3 31545 (a skillful merchant) -G 1 31523 3 -1 (the Bag of Wonders) -M 0 31533 1 31546 (a woman) -G 1 31606 500 -1 (a blue bandanna) -G 1 31605 500 -1 (a large red bandanna) -G 1 31604 500 -1 (a silk muffler) -M 0 31536 1 31549 (the baker) -M 0 31537 1 31550 (the huge man) -M 0 31554 1 31550 (Tess, the Bazaar Overseer) -E 1 31517 1 11 (Shield of Strength) -E 1 31518 1 14 (a steel bracelet) -M 0 31538 1 31551 (a dwarven smith) -G 1 375 500 -1 (a bronze helmet) -G 1 31315 500 -1 (a homemade leather vest) -M 0 31539 1 31552 (Shalaylia) -G 1 31599 500 -1 (some rolling papers) -M 0 31534 1 31547 (the Hat Man) -G 1 31598 500 -1 (a pointed hat with a feather in it) -G 1 31524 500 -1 (a dusty old hat) -M 0 31551 5 31547 (a gull) -M 0 31552 3 31538 (an albatross) -M 0 31525 1 31538 (the carpenter) -E 1 31507 1 17 (a carpenters' hammer) -G 1 31596 500 -1 (a small wooden toy pony) -G 1 31597 500 -1 (a small wooden sword) -M 0 31526 1 31539 (Darva) -G 1 31593 500 -1 (a handsome gold-stiched wrap) -G 1 31594 500 -1 (a Lord's Mantle) -G 1 31595 500 -1 (a white pelerine) -M 0 31523 1 31536 (a fisherman) -E 1 31506 1 17 (a fishermans' pole) -G 1 31584 500 -1 (an angelfish) -G 1 31582 500 -1 (a mud-sucking brown fish) -G 1 31583 500 -1 (a dead baby shark) -G 1 31581 500 -1 (a silver salmon) -M 0 31550 2 31536 (a local youth) -E 1 31529 2 6 (a floppy hat) -M 0 31524 1 31537 (the glass blower) -G 1 31580 500 -1 (a handmade glass pipe) -G 1 31579 500 -1 (a red glass celery bowl) -G 1 31578 500 -1 (a glass-blown cup) -M 0 31528 1 31541 (the Leatherman) -G 1 386 500 -1 (a pair of leather sleeves) -G 1 381 500 -1 (a pair of leather pants) -M 0 31522 1 31535 (the wax man) -G 1 31590 500 -1 (a dragon-shaped candle) -G 1 31591 500 -1 (a large green candle) -G 1 31592 500 -1 (a curved purple candle) -M 0 31520 1 31533 (Farah) -G 1 31585 1000 -1 (a beautiful emerald) -G 1 31566 1000 -1 (a dark opal) -M 0 31518 1 31531 (Herb the herbalist) -G 1 31586 500 -1 (some hergin leaves) -G 1 31577 500 -1 (a bit of bismure bark) -G 1 31576 500 -1 (some fisca root) -M 0 31517 1 31530 (Pauletra) -G 1 31570 500 -1 (a clay pot) -G 1 31571 500 -1 (a moulded clay jar) -M 0 31519 1 31532 (Bones) -G 1 31575 500 -1 (a sabre tooth ring) -G 1 31574 500 -1 (a carved bone ring) -G 1 31573 500 -1 (a curved bone bracelet) -M 0 31544 1 31559 (the bootsmith) -G 1 31567 99 -1 (a pair of leather concept shoes) -G 1 31568 99 -1 (some climbing boots) -G 1 31569 99 -1 (a pair of pointed wizard shoes) -M 0 31542 1 31561 (the jeweler) -G 1 31564 500 -1 (a large ruby) -G 1 31566 500 -1 (a dark opal) -G 1 31565 500 -1 (a glittering diamond) -M 0 31546 1 31556 (Curley) -G 1 31563 500 -1 (a mug) -G 1 31562 500 -1 (a glass) -G 1 31561 500 -1 (a side of Curley's fries) -G 1 31560 500 -1 (the House Special) -M 0 31548 1 31572 (the gloveman) -G 1 31519 500 -1 (a pair of thick gloves) -G 1 31559 500 -1 (a spiked glaive) -G 1 31558 500 -1 (a nickle plated gauntlet) -M 0 31547 1 31564 (the water guy) -G 1 31557 500 -1 (a flask) -M 0 31516 1 31527 (the clerk) -G 1 31554 500 -1 (a large sack) -G 1 31553 500 -1 (a hooded lantern) -M 0 31509 1 31507 (Samuel Faarza) -G 1 31546 500 -1 (a glass) -G 1 31547 500 -1 (a pint) -G 1 31548 500 -1 (a mug) -G 1 31549 500 -1 (a flask) -G 1 31550 500 -1 (a bottle) -G 1 31552 2 -1 (a local special drink) -G 1 31551 2 -1 (a paper bag) -M 0 31515 1 31526 (Jak) -G 1 320 500 -1 (a dagger) -G 1 31543 500 -1 (a sabre) -G 1 31544 500 -1 (a nail-studded mace) -G 1 31545 500 -1 (a simple bola) -M 0 31511 1 31516 (Juan the potion pusher) -G 1 31542 500 -1 (a blue potion of recall) -G 1 31539 500 -1 (a fizzy white potion) -G 1 31541 500 -1 (a sizzling blue potion) -G 1 31540 500 -1 (a thick gray potion) -M 0 31512 1 31518 (Alandra) -G 1 31535 500 -1 (a small silver ring) -G 1 31536 500 -1 (a pewter bracelet) -G 1 31537 500 -1 (a ring with a quartz stone) -G 1 31538 500 -1 (a necklace made of bismuth) -M 0 31508 1 31506 (Cindii the Info Lady) -O 0 31534 1 31506 (a brochure rack) -P 1 31533 100 31534 (a brochure) -M 0 31506 1 31504 (Jon the barkeep) -G 1 31530 100 -1 (a foamy glass) -G 1 31531 100 -1 (a juicy hunk of steak) -M 0 31550 2 31515 (a local youth) -E 1 31529 2 6 (a floppy hat) -M 0 31549 3 31568 (a skillful merchant) -G 1 31523 3 -1 (the Bag of Wonders) -M 0 31549 3 31508 (a skillful merchant) -G 1 31523 3 -1 (the Bag of Wonders) -M 0 31501 6 31567 (a commoner) -M 0 31555 3 31567 (a deputy) -M 0 31503 5 31573 (a common peddler) -M 0 31552 3 31573 (an albatross) -M 0 31552 3 31503 (an albatross) -M 0 31551 5 31501 (a gull) -M 0 31551 5 31512 (a gull) -M 0 31543 1 31562 (a local physician) -M 0 31541 1 31554 (the lease manager) -M 0 31527 1 31540 (the healer) -M 0 31514 1 31523 (Shellee) -M 0 31510 1 31509 (the postal worker) -M 0 31507 1 31522 (the receptionist) -M 0 31503 5 31571 (a common peddler) -M 0 31502 4 31517 (a street rat) -M 0 31502 4 31558 (a street rat) -M 0 31502 4 31566 (a street rat) -M 0 31501 6 31520 (a commoner) -M 0 31501 6 31560 (a commoner) -M 0 31501 6 31528 (a commoner) -M 0 31501 6 31511 (a commoner) -S -$ diff --git a/lib/world/zon/316.zon b/lib/world/zon/316.zon deleted file mode 100644 index 7826f82..0000000 --- a/lib/world/zon/316.zon +++ /dev/null @@ -1,102 +0,0 @@ -#316 -Kaan~ -McGintey Guild Area~ -31600 31699 10 2 d 0 0 0 25 30 -M 0 31600 1 31626 (Cynder) -M 0 31602 1 31617 (Nnoa) -M 0 31625 1 31605 (a member of the mage's guild) -G 1 31619 100 -1 (a glowing potion of invisibility) -G 1 31620 100 -1 (a bright green potion) -G 1 31621 100 -1 (a potion of cure blindness) -D 0 31676 0 1 (Monk Board Room) -M 0 31641 1 31677 (the Monk Guildmaster) -D 0 31675 2 1 (End of a Quiet Back Street) -M 0 31640 1 31675 (Alastor) -M 0 31639 1 31671 (the Master) -M 0 31638 1 31669 (Shindoz) -M 0 31636 1 31673 (the Paladin smith) -M 0 31637 1 31673 (a member of the Paladin Guild) -M 0 31635 1 31672 (the Paladin Seamtress) -M 0 31612 3 31663 (a Deathknight) -G 1 31665 100 -1 (the Sword of the Black Rose) -G 1 31666 100 -1 (a nail-studded mace) -M 0 31634 1 31660 (a Deathknight) -G 1 31662 100 -1 (a gray shield emblazoned with the Black Rose) -G 1 31663 100 -1 (some black onyx body armor) -G 1 31664 100 -1 (the Black Rose Cape) -M 0 31631 1 31651 (a member of the Cleric's Guild) -G 1 31659 100 -1 (a yellow robe) -G 1 31660 100 -1 (a bright robe) -G 1 31661 100 -1 (a white robe) -M 0 31632 1 31652 (a member of the Cleric's Guild) -G 1 31656 100 -1 (a sacred amulet) -G 1 31657 100 -1 (the Wristlet of Glory) -G 1 31658 100 -1 (Krolar's Holy Stone) -M 0 31633 1 31653 (a member of the Cleric's Guild) -G 1 31651 100 -1 (the Book of Krolar) -G 1 31655 100 -1 (the Holy Word) -M 0 31614 4 31654 (the monk) -G 1 31652 100 -1 (a glowing mace) -G 1 31653 100 -1 (Krolar's Holy Sceptre) -G 1 31654 100 -1 (the Power Whip) -M 0 31618 1 31629 (Griselda) -G 1 31638 100 -1 (a heavy tankard) -M 0 31619 1 31629 (a drunken warrior) -M 0 31620 3 31629 (a drunken warrior) -M 0 31620 3 31629 (a drunken warrior) -M 0 31620 3 31629 (a drunken warrior) -M 0 31630 1 31629 (Yolanda the Bar-Slut) -M 0 31628 1 31642 (an employee of the warrior guild) -G 1 31648 100 -1 (an eagle crested chest plate) -G 1 31649 100 -1 (a set of spiked arm guards) -G 1 31650 100 -1 (a pair of diamond-chip gauntlets) -M 0 31629 1 31640 (an employee of the warrior guild) -G 1 31645 100 -1 (the helm of horns) -G 1 31646 100 -1 (a glowing agate shield) -G 1 31647 100 -1 (a blackstone buckler) -M 0 31627 1 31630 (an employee of the warrior guild) -G 1 31642 100 -1 (a pair of brass knuckles) -G 1 31643 100 -1 (a black bola) -G 1 31644 100 -1 (a huge club, Death) -M 0 31623 4 31631 (an employee of the warrior guild) -G 1 31639 100 -1 (the Warrior's Companion) -G 1 31640 100 -1 (DeathBringer) -G 1 31641 100 -1 (a huge bastard sword) -M 0 31617 1 31622 (Wirntyn) -G 1 31637 100 -1 (a glowing short sword) -G 1 31636 100 -1 (a Snake-blade dirk) -D 0 31622 0 1 (Thieven Weaponsmith) -M 0 31616 1 31625 (Gendar) -G 1 31631 100 -1 (the boots of sneaking) -G 1 31632 100 -1 (the cloak of shadows) -G 1 31633 100 -1 (the hood of hidden identity) -D 0 31625 1 1 (Darkened Room) -M 0 31626 1 31606 (a member of the Mage's Guild) -G 1 31628 100 -1 (a vellum scroll) -G 1 31629 100 -1 (a frayed scroll) -G 1 31630 100 -1 (a tightly bound scroll) -M 0 31624 4 31610 (a member of the Mage's Guild) -G 1 31627 500 -1 (a Magician's Sash) -G 1 31626 500 -1 (the Robe of the Magi) -G 1 31623 500 -1 (a runed mage's hat) -M 0 31615 4 31607 (a member of the Mage's Guild) -G 1 31622 500 -1 (the Staff of the Magi) -G 1 31625 500 -1 (a glowing dagger) -G 1 31624 500 -1 (an encrypted short sword) -M 0 31622 1 31636 (the ticket master) -M 0 31621 1 31634 (the bookie) -M 0 31611 1 31659 (the guildmaster) -M 0 31610 1 31657 (Alexa) -M 0 31609 1 31624 (a guildmaster) -D 0 31621 0 1 (Back Street) -D 0 31621 2 1 (Back Street) -D 0 31621 3 1 (Back Street) -M 0 31608 1 31621 (Ryske) -M 0 31607 1 31611 (a guildmaster) -M 0 31606 1 31608 (Sersin) -M 0 31605 1 31648 (a guildmaster) -M 0 31604 1 31646 (Deke) -M 0 31603 1 31619 (a guildmaster) -M 0 31601 1 31628 (a guildmaster) -S -$ diff --git a/lib/world/zon/317.zon b/lib/world/zon/317.zon deleted file mode 100644 index 38eeb0b..0000000 --- a/lib/world/zon/317.zon +++ /dev/null @@ -1,65 +0,0 @@ -#317 -Kaan~ -Wharf~ -31700 31799 30 2 d 0 0 0 1 34 -M 0 31705 1 31710 (the Mayor's wife) -E 1 31709 1 17 (an engraved silver flask) -E 1 31710 1 3 (a golden locket) -E 1 31711 99 13 (an embroidered sash) -M 0 31706 1 31710 (the roulette attendant) -M 0 31720 1 31725 (the server) -G 1 31729 500 -1 (a beveled green glass) -G 1 31728 500 -1 (some rotiserrie chupacabre) -G 1 31727 500 -1 (a red banana) -G 1 31726 500 -1 (some Ilzaak ribs in pomegranete sauce) -G 1 31725 500 -1 (leg of Yantha Beast) -M 0 31715 1 31718 (the matre de) -M 0 31716 1 31718 (the waiter) -M 0 31717 1 31718 (the waitress) -G 1 31724 500 -1 (a steaming vegetable tray) -G 1 31723 500 -1 (a sizzling plate of rare szgina meat) -G 1 31722 500 -1 (a crystal decanter) -G 1 31721 500 -1 (a sparkling goblet) -M 0 31701 1 31734 (Maree) -G 1 301 500 -1 (a bottle) -M 0 31707 1 31706 (Baagh) -O 0 31720 1 31706 (the rules of the game) -M 0 31712 1 31715 (the park ranger) -E 1 31714 1 12 (the Cape of Blending) -E 1 31715 1 17 (a simple rake) -M 0 31719 1 31722 (the woman) -E 1 31717 1 9 (some gardening gloves) -E 1 31718 1 17 (a small gardening shovel) -M 0 31713 1 31716 (a little boy) -G 1 31716 1 -1 (a banana peel) -M 0 31714 1 31716 (the little girl) -M 0 31711 1 31736 (a stealthy burglar) -E 1 31712 1 12 (a Cloak of Obscurity) -E 1 31713 1 16 (a black stiletto) -M 0 31700 1 31712 (the Mayor of McGintey Cove) -E 1 31701 99 13 (a satin teal sash) -E 1 31703 1 17 (a topaz ring) -E 1 31702 1 5 (a stained shirt of protection) -M 0 31709 3 31712 (a noblewoman) -E 1 31707 3 8 (some golden sandals) -E 1 31708 3 17 (a sachel) -M 0 31709 3 31732 (a noblewoman) -E 1 31707 3 8 (some golden sandals) -E 1 31708 3 17 (a sachel) -M 0 31721 1 31731 (the grave digger) -E 1 31705 1 17 (a shovel) -E 1 31706 1 0 (a dusty lantern) -M 0 31704 1 31703 (a waiter) -E 1 31700 99 17 (a waiters tray) -M 0 31723 1 31737 (the receptionist) -M 0 31722 1 31728 (the hotel manager) -M 0 31718 1 31721 (the receptionist) -M 0 31709 3 31705 (a noblewoman) -M 0 31710 1 31708 (Sam the blackjack dealer) -M 0 31708 1 31709 (the blank-faced dealer) -M 0 31703 1 31733 (the proprieter) -M 0 31702 3 31724 (an upperclass citizen) -M 0 31702 3 31717 (an upperclass citizen) -M 0 31702 3 31711 (an upperclass citizen) -S -$ diff --git a/lib/world/zon/318.zon b/lib/world/zon/318.zon deleted file mode 100644 index d9e2fe0..0000000 --- a/lib/world/zon/318.zon +++ /dev/null @@ -1,101 +0,0 @@ -#318 -Kaan~ -Dock Area~ -31800 31899 30 2 d 0 0 0 1 34 -M 0 31808 3 31845 (a carpenter) -E 1 31811 50 17 (a hammer) -E 1 31812 5013 13 (a carpenter's tool belt) -M 0 31808 3 31845 (a carpenter) -E 1 31811 50 17 (a hammer) -E 1 31812 50 13 (a carpenter's tool belt) -M 0 31808 3 31845 (a carpenter) -E 1 31811 50 17 (a hammer) -E 1 31812 50 13 (a carpenter's tool belt) -M 0 31809 1 31845 (the shipyard foreman) -G 1 31813 50 -1 (a fat cigar) -E 1 31814 99 13 (the foreman's beer gut) -D 0 31822 0 1 (Dead End in Narrow Alley) -M 0 31819 3 31822 (the street punk) -E 1 31822 50 10 (a black leather arm tie) -M 0 31819 3 31822 (the street punk) -E 1 31822 50 10 (a black leather arm tie) -M 0 31819 3 31822 (the street punk) -E 1 31822 50 10 (a black leather arm tie) -M 0 31817 1 31848 (Cap'n Darby) -E 1 31820 50 6 (the Cap'n's hat) -E 1 31821 50 10 (some dolphin skin sleeves) -E 1 31823 50 16 (a backhand whip) -M 0 31805 1 31848 (an old beggar) -M 0 31811 1 31846 (the Dockmaster) -G 1 31816 50 -1 (a clipboard) -E 1 31817 50 3 (an anchor shaped locket) -M 0 31812 1 31846 (the Dockmaster's assistant) -E 1 31818 50 16 (a shiny dirk) -E 1 31819 50 7 (a pair of green britches) -D 0 31823 2 1 (The HQ of the Bloody Scythe Gang) -M 0 31807 1 31823 (Ie, Bloody Scythe's leader) -E 1 31805 50 13 (a red sash) -E 1 31806 50 16 (a wicked looking scythe) -E 1 31810 50 8 (a pair of razor tipped boots) -M 0 31803 5 31823 (a Bloody Scythe gang member) -E 1 31805 50 13 (a red sash) -E 1 31807 50 16 (a rusted knife) -M 0 31803 5 31823 (a Bloody Scythe gang member) -E 1 31805 50 13 (a red sash) -E 1 31807 50 16 (a rusted knife) -M 0 31800 5 31824 (the drunken sailor) -E 1 31800 5 5 (a white and black striped sailor's shirt) -E 1 31801 5 6 (some prickly chin stubble) -M 0 31803 3 31824 (a Bloody Scythe gang member) -E 1 31805 50 13 (a red sash) -D 0 31829 0 1 (In Front of a Shack) -M 0 31806 1 31829 (Marcko, the Dead Boy's leader) -E 1 31808 1 16 (Marcko's Blade) -E 1 31809 1 2 (a black opal ring) -M 0 31802 5 31829 (a Dead Boy) -E 1 31803 5 13 (a black sash) -E 1 31804 5 16 (a set of spiked knuckles) -M 0 31802 5 31829 (a Dead Boy) -E 1 31803 5 13 (a black sash) -E 1 31804 5 16 (a set of spiked knuckles) -D 0 31830 2 1 (HQ for the Dead Boys) -M 0 31801 3 31807 (a shouting gambler) -G 1 31802 3 -1 (a fistful of money) -M 0 31801 3 31807 (a shouting gambler) -G 1 31802 3 -1 (a fistful of money) -M 0 31801 3 31807 (a shouting gambler) -G 1 31802 3 -1 (a fistful of money) -M 0 31800 5 31802 (the drunken sailor) -E 1 31800 5 5 (a white and black striped sailor's shirt) -E 1 31801 5 6 (some prickly chin stubble) -M 0 31802 3 31826 (a Dead Boy) -M 0 31800 5 31826 (the drunken sailor) -E 1 31800 5 5 (a white and black striped sailor's shirt) -M 0 31800 5 31834 (the drunken sailor) -E 1 31800 5 5 (a white and black striped sailor's shirt) -M 0 31800 5 31804 (the drunken sailor) -E 1 31800 5 5 (a white and black striped sailor's shirt) -M 0 31815 3 31839 (a midshipman) -M 0 31816 3 31839 (a pack rat) -M 0 31810 3 31835 (a hard working sailor) -M 0 31802 3 31836 (a Dead Boy) -M 0 31803 3 31810 (a Bloody Scythe gang member) -M 0 31802 3 31808 (a Dead Boy) -M 0 31816 3 31805 (a pack rat) -M 0 31810 3 31801 (a hard working sailor) -M 0 31822 1 31841 (the motel attendant) -M 0 31804 1 31841 (a giant cochroach) -M 0 31821 1 31833 (Madame Myra) -M 0 31820 3 31831 (the singing drunken sailor) -M 0 31820 3 31831 (the singing drunken sailor) -M 0 31820 3 31831 (the singing drunken sailor) -M 0 31818 1 31812 (the netweaver) -M 0 31814 5 31819 (a travel agent) -M 0 31814 5 31818 (a travel agent) -M 0 31814 5 31817 (a travel agent) -M 0 31814 5 31816 (a travel agent) -M 0 31814 5 31815 (a travel agent) -M 0 31813 2 31813 (a bum) -M 0 31813 2 31814 (a bum) -S -$ diff --git a/lib/world/zon/319.zon b/lib/world/zon/319.zon deleted file mode 100644 index 8138f76..0000000 --- a/lib/world/zon/319.zon +++ /dev/null @@ -1,57 +0,0 @@ -#319 -Kaan~ -Yllythad Sea~ -31900 31999 30 2 d 0 0 0 20 34 -M 0 31903 20 31900 (a pelican) -M 0 31904 6 31917 (a killer whale) -O 0 31907 1 31917 (some foam) -M 0 31912 6 31979 (a mermaid) -G 1 31906 100 -1 (a seashell bracelet) -M 0 31912 6 31939 (a mermaid) -G 1 31906 100 -1 (a seashell bracelet) -M 0 31911 6 31928 (a merman) -G 1 31905 100 -1 (a beautiful conch shell) -M 0 31911 6 31924 (a merman) -G 1 31905 100 -1 (a beautiful conch shell) -M 0 31910 10 31946 (a seal) -G 1 31904 100 -1 (a seal's whiskers) -M 0 31910 10 31918 (a seal) -G 1 31904 100 -1 (a seal's whiskers) -M 0 31909 10 31916 (a walrus) -G 1 31903 100 -1 (the tusk of a walrus) -M 0 31909 10 31937 (a walrus) -G 1 31903 100 -1 (the tusk of a walrus) -M 0 31906 6 31989 (a sea elf) -G 1 31902 100 -1 (the gill of a sea elf) -M 0 31906 6 31935 (a sea elf) -G 1 31902 100 -1 (the gill of a sea elf) -M 0 31902 9 31972 (a dragon turtle) -G 1 31901 100 -1 (a deep green shell) -M 0 31902 9 31951 (a dragon turtle) -G 1 31901 100 -1 (a deep green shell) -M 0 31902 9 31911 (a dragon turtle) -G 1 31901 100 -1 (a deep green shell) -M 0 31905 6 31984 (a great white shark) -G 1 31900 100 -1 (a shark's tooth) -M 0 31905 6 31963 (a great white shark) -G 1 31900 100 -1 (a shark's tooth) -M 0 31914 2 31960 (a sea demon) -M 0 31913 2 31950 (a water elemental) -M 0 31908 15 31950 (a jellyfish) -M 0 31913 2 31921 (a water elemental) -M 0 31908 15 31992 (a jellyfish) -M 0 31908 15 31944 (a jellyfish) -M 0 31907 20 31966 (a bright red crab) -M 0 31907 20 31912 (a bright red crab) -M 0 31907 20 31903 (a bright red crab) -M 0 31904 6 31962 (a killer whale) -M 0 31901 9 31962 (a giant squid) -M 0 31903 20 31914 (a pelican) -M 0 31900 9 31914 (a sea zombie) -M 0 31903 20 31907 (a pelican) -M 0 31901 9 31943 (a giant squid) -M 0 31901 9 31909 (a giant squid) -M 0 31900 9 31994 (a sea zombie) -M 0 31900 9 31952 (a sea zombie) -S -$ diff --git a/lib/world/zon/32.zon b/lib/world/zon/32.zon deleted file mode 100644 index e0fb68b..0000000 --- a/lib/world/zon/32.zon +++ /dev/null @@ -1,6 +0,0 @@ -#32 -DikuMUD~ -Midgaard~ -3200 3299 30 2 d 0 0 0 1 33 -S -$ diff --git a/lib/world/zon/320.zon b/lib/world/zon/320.zon deleted file mode 100644 index 971bc07..0000000 --- a/lib/world/zon/320.zon +++ /dev/null @@ -1,54 +0,0 @@ -#320 -Kaan~ -Yllythad Sea II~ -32000 32099 30 2 -M 0 31903 20 32000 (a pelican) -M 0 31905 6 32063 (a great white shark) -G 1 31900 100 -1 (a shark's tooth) -M 0 31910 10 32046 (a seal) -G 1 31904 100 -1 (a seal's whiskers) -M 0 31904 6 32017 (a killer whale) -O 0 31908 1 32017 (a dead fish) -M 0 31912 6 32039 (a mermaid) -G 1 31906 100 -1 (a seashell bracelet) -M 0 31912 6 32079 (a mermaid) -G 1 31906 100 -1 (a seashell bracelet) -M 0 31911 6 32024 (a merman) -G 1 31905 100 -1 (a beautiful conch shell) -M 0 31911 6 32028 (a merman) -G 1 31905 100 -1 (a beautiful conch shell) -M 0 31910 10 32018 (a seal) -G 1 31904 100 -1 (a seal's whiskers) -M 0 31914 2 32016 (a sea demon) -M 0 31909 10 32016 (a walrus) -G 1 31903 100 -1 (the tusk of a walrus) -M 0 31909 10 32037 (a walrus) -G 1 31903 100 -1 (the tusk of a walrus) -M 0 31906 6 32035 (a sea elf) -G 1 31902 100 -1 (the gill of a sea elf) -M 0 31906 6 32089 (a sea elf) -G 1 31902 100 -1 (the gill of a sea elf) -M 0 31902 9 32011 (a dragon turtle) -G 1 31901 100 -1 (a deep green shell) -M 0 31902 9 32051 (a dragon turtle) -G 1 31901 100 -1 (a deep green shell) -M 0 31902 9 32072 (a dragon turtle) -G 1 31901 100 -1 (a deep green shell) -M 0 31905 6 32084 (a great white shark) -M 0 31908 15 32044 (a jellyfish) -M 0 31908 15 32050 (a jellyfish) -M 0 31908 15 32092 (a jellyfish) -M 0 31907 20 32003 (a bright red crab) -M 0 31907 20 32012 (a bright red crab) -M 0 31907 20 32066 (a bright red crab) -M 0 31904 6 32062 (a killer whale) -M 0 31901 9 32062 (a giant squid) -M 0 31903 20 32007 (a pelican) -M 0 31903 20 32014 (a pelican) -M 0 31900 9 32014 (a sea zombie) -M 0 31901 9 32043 (a giant squid) -M 0 31901 9 32009 (a giant squid) -M 0 31900 9 32094 (a sea zombie) -M 0 31900 9 32052 (a sea zombie) -S -$ diff --git a/lib/world/zon/321.zon b/lib/world/zon/321.zon deleted file mode 100644 index e0c6e00..0000000 --- a/lib/world/zon/321.zon +++ /dev/null @@ -1,52 +0,0 @@ -#321 -Kaan~ -Yllythad Sea III~ -32100 32199 30 2 -M 0 31903 20 32100 (a pelican) -M 0 31912 6 32179 (a mermaid) -G 1 31906 100 -1 (a seashell bracelet) -M 0 31912 6 32139 (a mermaid) -G 1 31906 100 -1 (a seashell bracelet) -M 0 31911 6 32128 (a merman) -G 1 31905 100 -1 (a beautiful conch shell) -M 0 31911 6 32124 (a merman) -G 1 31905 100 -1 (a beautiful conch shell) -M 0 31910 10 32146 (a seal) -G 1 31904 100 -1 (a seal's whiskers) -M 0 31910 10 32118 (a seal) -G 1 31904 100 -1 (a seal's whiskers) -M 0 31909 10 32137 (a walrus) -G 1 31903 100 -1 (the tusk of a walrus) -M 0 31909 10 32116 (a walrus) -G 1 31903 100 -1 (the tusk of a walrus) -M 0 31906 6 32189 (a sea elf) -G 1 31902 100 -1 (the gill of a sea elf) -M 0 31906 6 32135 (a sea elf) -G 1 31902 100 -1 (the gill of a sea elf) -M 0 31902 9 32172 (a dragon turtle) -G 1 31901 100 -1 (a deep green shell) -M 0 31902 9 32151 (a dragon turtle) -G 1 31901 100 -1 (a deep green shell) -M 0 31902 9 32111 (a dragon turtle) -G 1 31901 100 -1 (a deep green shell) -M 0 31905 6 32184 (a great white shark) -G 1 31900 100 -1 (a shark's tooth) -M 0 31905 6 32163 (a great white shark) -G 1 31900 100 -1 (a shark's tooth) -M 0 31908 15 32192 (a jellyfish) -M 0 31908 15 32150 (a jellyfish) -M 0 31908 15 32144 (a jellyfish) -M 0 31907 20 32166 (a bright red crab) -M 0 31907 20 32112 (a bright red crab) -M 0 31907 20 32103 (a bright red crab) -M 0 31904 6 32162 (a killer whale) -M 0 31901 9 32162 (a giant squid) -M 0 31903 20 32114 (a pelican) -M 0 31900 9 32114 (a sea zombie) -M 0 31903 20 32107 (a pelican) -M 0 31901 9 32109 (a giant squid) -M 0 31901 9 32143 (a giant squid) -M 0 31900 9 32194 (a sea zombie) -M 0 31900 9 32152 (a sea zombie) -S -$ diff --git a/lib/world/zon/322.zon b/lib/world/zon/322.zon deleted file mode 100644 index 1204410..0000000 --- a/lib/world/zon/322.zon +++ /dev/null @@ -1,144 +0,0 @@ -#322 -Kaan~ -McGintey Bay~ -32200 32299 30 2 d 0 0 0 20 30 -R 0 32200 32211 -1 (a floating clump of jetsam) -O 0 32211 2 32200 (a floating clump of jetsam) -M 0 32207 9 32200 (a dolphin) -R 0 32210 32210 -1 (a lump of flotsam) -O 0 32210 2 32210 (a lump of flotsam) -R 0 32203 32211 -1 (a floating clump of jetsam) -O 0 32211 2 32203 (a floating clump of jetsam) -M 0 32207 9 32203 (a dolphin) -R 0 32201 32210 -1 (a lump of flotsam) -O 0 32210 2 32201 (a lump of flotsam) -R 0 32220 32207 -1 (a clump of sea algae) -O 0 32207 3 32220 (a clump of sea algae) -R 0 32223 32207 -1 (a clump of sea algae) -O 0 32207 3 32223 (a clump of sea algae) -R 0 32213 32207 -1 (a clump of sea algae) -O 0 32207 3 32213 (a clump of sea algae) -M 0 32208 9 32213 (a seagull) -R 0 32245 32208 -1 (a bouy) -O 0 32208 8 32245 (a bouy) -R 0 32243 32208 -1 (a bouy) -O 0 32208 8 32243 (a bouy) -R 0 32241 32208 -1 (a bouy) -O 0 32208 8 32241 (a bouy) -M 0 32208 9 32241 (a seagull) -R 0 32239 32208 -1 (a bouy) -O 0 32208 8 32239 (a bouy) -M 0 32206 4 32239 (a fisherman) -G 1 32209 100 -1 (a small fishing boat) -G 1 32212 100 -1 (a fishing pole) -R 0 32237 32208 -1 (a bouy) -O 0 32208 8 32237 (a bouy) -M 0 32207 9 32237 (a dolphin) -R 0 32235 32208 -1 (a bouy) -O 0 32208 8 32235 (a bouy) -R 0 32233 32208 -1 (a bouy) -O 0 32208 8 32233 (a bouy) -R 0 32231 32208 -1 (a bouy) -O 0 32208 8 32231 (a bouy) -M 0 32208 9 32231 (a seagull) -M 0 32203 3 32265 (a sailor) -E 1 32215 100 8 (a pair of thick sailor's boots) -M 0 32200 3 32265 (a strong dock worker) -E 1 32213 100 10 (a tough-looking tattoo) -E 1 32216 100 5 (a tight, sleeveless workman's shirt) -M 0 32210 2 32267 (a customer service representative) -M 0 32200 3 32267 (a strong dock worker) -E 1 32213 100 10 (a tough-looking tattoo) -E 1 32216 100 5 (a tight, sleeveless workman's shirt) -O 0 32206 3 32267 (a large wooden crate) -M 0 32203 3 32249 (a sailor) -E 1 32215 100 8 (a pair of thick sailor's boots) -M 0 32201 3 32249 (a cargo hauler) -G 1 32200 100 -1 (a crate) -O 0 32206 3 32249 (a large wooden crate) -M 0 32204 2 32275 (a boatman) -E 1 32214 100 6 (a wide straw hat) -M 0 32204 2 32261 (a boatman) -E 1 32214 100 6 (a wide straw hat) -M 0 32206 4 32212 (a fisherman) -G 1 32209 100 -1 (a small fishing boat) -G 1 32212 100 -1 (a fishing pole) -M 0 32208 9 32227 (a seagull) -M 0 32206 4 32227 (a fisherman) -G 1 32209 100 -1 (a small fishing boat) -G 1 32212 100 -1 (a fishing pole) -M 0 32206 4 32229 (a fisherman) -G 1 32209 100 -1 (a small fishing boat) -G 1 32212 100 -1 (a fishing pole) -M 0 32209 2 32277 (a wealthy ship owner) -E 1 32205 100 1 (a bright opal thumb ring) -M 0 32209 2 32259 (a wealthy ship owner) -E 1 32205 100 1 (a bright opal thumb ring) -M 0 32205 5 32257 (a passenger) -G 1 32204 100 -1 (a large suitcase) -P 1 32217 100 32204 (a blue shirt) -P 1 32218 100 32204 (a pair of white slacks) -P 1 32219 100 32204 (a pair of clean undergarments) -P 1 32220 100 32204 (a pair of green socks) -P 1 32221 100 32204 (a pint of whiskey) -M 0 32205 5 32255 (a passenger) -G 1 32204 100 -1 (a large suitcase) -P 1 32217 100 32204 (a blue shirt) -P 1 32218 100 32204 (a pair of white slacks) -P 1 32219 100 32204 (a pair of clean undergarments) -P 1 32220 100 32204 (a pair of green socks) -P 1 32221 100 32204 (a pint of whiskey) -M 0 32205 5 32253 (a passenger) -G 1 32204 100 -1 (a large suitcase) -P 1 32217 100 32204 (a blue shirt) -P 1 32218 100 32204 (a pair of white slacks) -P 1 32219 100 32204 (a pair of clean undergarments) -P 1 32220 100 32204 (a pair of green socks) -P 1 32221 100 32204 (a pint of whiskey) -M 0 32201 3 32251 (a cargo hauler) -G 1 32200 100 -1 (a crate) -M 0 32205 5 32251 (a passenger) -G 1 32204 100 -1 (a large suitcase) -P 1 32217 100 32204 (a blue shirt) -P 1 32218 100 32204 (a pair of white slacks) -P 1 32219 100 32204 (a pair of clean undergarments) -P 1 32220 100 32204 (a pair of green socks) -P 1 32221 100 32204 (a pint of whiskey) -M 0 32202 3 32273 (the travel representative) -E 1 32203 100 5 (a tight fitting body suit) -M 0 32202 3 32269 (the travel representative) -E 1 32203 100 5 (a tight fitting body suit) -R 0 32248 32202 -1 (a hawser) -O 0 32202 6 32248 (a hawser) -R 0 32250 32202 -1 (a hawser) -O 0 32202 6 32250 (a hawser) -R 0 32252 32201 -1 (a length of thick rope) -O 0 32201 6 32252 (a length of thick rope) -R 0 32268 32222 -1 (a rigging line) -O 0 32222 6 32268 (a rigging line) -R 0 32254 32201 -1 (a length of thick rope) -O 0 32201 6 32254 (a length of thick rope) -R 0 32270 32202 -1 (a hawser) -O 0 32202 6 32270 (a hawser) -R 0 32272 32222 -1 (a rigging line) -O 0 32222 6 32272 (a rigging line) -R 0 32258 32222 -1 (a rigging line) -O 0 32222 6 32258 (a rigging line) -R 0 32274 32201 -1 (a length of thick rope) -O 0 32201 6 32274 (a length of thick rope) -R 0 32260 32202 -1 (a hawser) -O 0 32202 5 32260 (a hawser) -R 0 32276 32201 -1 (a length of thick rope) -O 0 32201 6 32276 (a length of thick rope) -R 0 32278 32222 -1 (a rigging line) -O 0 32222 6 32278 (a rigging line) -M 0 32208 9 32221 (a seagull) -M 0 32208 9 32219 (a seagull) -M 0 32208 9 32206 (a seagull) -M 0 32207 9 32224 (a dolphin) -M 0 32207 9 32217 (a dolphin) -M 0 32207 9 32211 (a dolphin) -M 0 32207 9 32207 (a dolphin) -M 0 32210 2 32271 (a customer service representative) -S -$ diff --git a/lib/world/zon/323.zon b/lib/world/zon/323.zon deleted file mode 100644 index 2ed6db5..0000000 --- a/lib/world/zon/323.zon +++ /dev/null @@ -1,134 +0,0 @@ -#323 -Kaan~ -Caverns of the Pale Man~ -32300 32399 30 2 d 0 0 0 20 30 -M 0 32322 1 32395 (a Deep Dragon) -E 1 32316 99 12 (a maroon dragon scale) -E 1 32317 100 17 (the Deep Gem) -E 1 32318 100 16 (a dragon's claw) -M 0 32312 1 32308 (a sleeping feyr) -E 1 32319 99 3 (the jaws of a Feyr) -E 1 32320 100 17 (the nightmares of a feyr) -M 0 32318 1 32326 (a hook horror) -E 1 32332 99 16 (a hideous hook hand) -E 1 32333 100 5 (a tough exoskeleton) -M 0 32321 12 32346 (a bugbear clansman) -E 1 32310 99 12 (a bugbear hide) -O 0 32340 1 32344 (a stewpot) -P 1 32344 100 32340 (the eye of a bat) -P 1 32343 100 32340 (a gibberling leg) -M 0 32321 12 32344 (a bugbear clansman) -E 1 32310 99 12 (a bugbear hide) -O 0 32342 1 32385 (a carved black rock throne) -M 0 32301 1 32385 (the Pale Man) -E 1 32304 100 7 (a pair of black leggings) -E 1 32303 100 17 (the BlackFire Staff) -E 1 32302 99 14 (the Blackstone Amulet) -M 0 32300 2 32385 (an obsidian rockman) -E 1 32301 100 13 (an obsidian girth) -E 1 32300 100 9 (a pair of obsidian gauntlets) -M 0 32300 2 32385 (an obsidian rockman) -E 1 32300 100 9 (a pair of obsidian gauntlets) -E 1 32301 100 13 (an obsidian girth) -R 0 32383 32341 -1 (a torch in an ornate black sconce) -O 0 32341 4 32383 (a torch in an ornate black sconce) -R 0 32380 32341 -1 (a torch in an ornate black sconce) -O 0 32341 4 32380 (a torch in an ornate black sconce) -R 0 32379 32341 -1 (a torch in an ornate black sconce) -O 0 32341 4 32379 (a torch in an ornate black sconce) -R 0 32378 32341 -1 (a torch in an ornate black sconce) -O 0 32341 4 32378 (a torch in an ornate black sconce) -M 0 32306 3 32378 (a carrion crawler) -O 0 32339 2 32340 (a sconced torch) -O 0 32339 2 32340 (a sconced torch) -R 0 32324 32338 -1 (a cascade of water) -O 0 32338 2 32324 (a cascade of water) -R 0 32319 32338 -1 (a cascade of water) -O 0 32338 2 32319 (a cascade of water) -O 0 32337 1 32364 (a budding spore) -M 0 32320 6 32364 (a mold man) -E 1 32334 100 6 (a moldy topknot) -E 1 32335 100 16 (a spore blade) -O 0 32336 1 32365 (a lump of russet mold) -M 0 32319 1 32365 (a brown mold) -M 0 32320 6 32366 (a mold man) -E 1 32334 100 6 (a moldy topknot) -E 1 32335 100 16 (a spore blade) -M 0 32320 6 32367 (a mold man) -E 1 32334 100 6 (a moldy topknot) -E 1 32335 100 16 (a spore blade) -M 0 32320 6 32363 (a mold man) -E 1 32334 100 6 (a moldy topknot) -E 1 32335 100 16 (a spore blade) -M 0 32317 1 32389 (a grimlock) -E 1 32330 100 16 (an enormous battle axe) -E 1 32331 100 6 (the Grimlock's Helm) -M 0 32316 1 32311 (the gorgon) -E 1 32327 100 8 (a cloven hoof) -E 1 32328 100 5 (a metal scale hide) -G 1 32329 100 -1 (the blood of a gorgon) -M 0 32315 15 32334 (a gibberling) -E 1 32325 100 16 (a short gibberling sword) -M 0 32315 15 32333 (a gibberling) -E 1 32325 100 16 (a short gibberling sword) -M 0 32315 15 32335 (a gibberling) -E 1 32325 100 16 (a short gibberling sword) -M 0 32315 15 32336 (a gibberling) -E 1 32325 100 16 (a short gibberling sword) -M 0 32315 15 32337 (a gibberling) -E 1 32325 100 16 (a short gibberling sword) -E 1 32326 100 6 (a cloth eyeshade) -M 0 32314 1 32390 (the margoyle) -E 1 32323 100 5 (a suit of stone skin) -E 1 32324 100 6 (a festering wart) -M 0 32313 1 32388 (a gargoyle) -E 1 32321 100 6 (the horn of a gargoyle) -E 1 32322 100 12 (the gray wings of flight) -O 0 32314 1 32398 (a pile of slippery shifting coins) -M 0 32311 1 32398 (the DeepSpawn) -E 1 32315 100 17 (a tentacle of the DeepSpawn) -M 0 32321 12 32345 (a bugbear clansman) -E 1 32310 100 12 (a bugbear hide) -M 0 32309 1 32350 (the bugbear leader) -E 1 32310 100 12 (a bugbear hide) -E 1 32313 100 16 (a jeweled spear) -M 0 32310 1 32348 (the bugbear shaman) -E 1 32310 100 12 (a bugbear hide) -E 1 32312 100 16 (a chrome hammer) -M 0 32308 1 32351 (the bugbear chief) -E 1 32310 100 12 (a bugbear hide) -E 1 32311 100 16 (a shining mace) -M 0 32307 1 32359 (a Death Kiss) -E 1 32309 100 17 (an eyestalk tentacle) -R 0 32355 32308 -1 (a small pile of guano) -O 0 32308 5 32355 (a small pile of guano) -M 0 32305 3 32355 (a rot grub) -R 0 32370 32308 -1 (a small pile of guano) -O 0 32308 5 32370 (a small pile of guano) -M 0 32304 32304 32370 (a large bat) -R 0 32314 32308 -1 (a small pile of guano) -O 0 32308 5 32314 (a small pile of guano) -R 0 32309 32308 -1 (a small pile of guano) -O 0 32308 5 32309 (a small pile of guano) -R 0 32301 32308 -1 (a small pile of guano) -O 0 32308 5 32301 (a small pile of guano) -M 0 32305 3 32301 (a rot grub) -O 0 32307 1 32399 (the aboleth's treasure) -M 0 32303 3 32399 (an aboleth baby) -M 0 32303 3 32399 (an aboleth baby) -M 0 32303 3 32399 (an aboleth baby) -O 0 32306 1 32369 (a pile of gray slime) -O 0 32305 1 32369 (a bit of aboleth mucus) -M 0 32302 1 32369 (an aboleth mother) -M 0 32306 3 32316 (a carrion crawler) -M 0 32304 6 32316 (a large bat) -M 0 32306 3 32371 (a carrion crawler) -M 0 32305 3 32318 (a rot grub) -M 0 32304 6 32338 (a large bat) -M 0 32304 6 32310 (a large bat) -M 0 32304 6 32304 (a large bat) -M 0 32304 6 32302 (a large bat) -M 0 32315 15 32332 (a gibberling) -M 0 32321 12 32347 (a bugbear clansman) -S -$ diff --git a/lib/world/zon/324.zon b/lib/world/zon/324.zon deleted file mode 100644 index 9b1e88f..0000000 --- a/lib/world/zon/324.zon +++ /dev/null @@ -1,130 +0,0 @@ -#324 -Kaan~ -Army Encampment~ -32400 32499 30 2 d 0 0 0 12 23 -M 0 32408 1 32455 (the sweating soldier) -E 1 32423 99 2 (a heavy bronze ring) -E 1 32424 50 16 (a pitchfork) -D 0 32414 1 1 (The Guard Walk) -D 0 32463 3 1 (Dry Storage) -O 0 32429 2 32463 (some dried fruits) -O 0 32430 1 32463 (some soldier's rations) -D 0 32464 0 1 (Cold Storage) -O 0 32427 2 32464 (a jug of cold milk) -O 0 32428 1 32464 (a slab of frozen meat) -M 0 32416 2 32462 (the medic) -G 1 32414 50 -1 (a medic's kit) -D 0 32462 1 1 (Roadway) -D 0 32462 2 1 (Roadway) -D 0 32457 2 1 (Roadway) -M 0 32402 5 32459 (a war horse) -M 0 32403 7 32459 (a sturdy work horse) -D 0 32459 0 1 (Corral) -M 0 32416 2 32472 (the medic) -G 1 32414 50 -1 (a medic's kit) -D 0 32472 1 1 (Roadway) -M 0 32421 1 32474 (the squatting soldier) -D 0 32474 3 1 (Latrines) -M 0 32420 1 32473 (the water boy) -G 1 32426 100 -1 (a metal pail) -O 0 32405 3 32478 (a pot full of pitch) -O 0 32406 2 32478 (a battering ram) -R 0 32429 32400 -1 (a chair) -O 0 32400 12 32429 (a chair) -M 0 32417 12 32429 (the marksman) -G 1 32412 100 -1 (a spyglass) -O 0 32404 4 32429 (a bundle of arrows) -R 0 32432 32400 -1 (a chair) -O 0 32400 12 32432 (a chair) -M 0 32417 12 32432 (the marksman) -G 1 32412 100 -1 (a spyglass) -O 0 32404 4 32432 (a bundle of arrows) -R 0 32436 32400 -1 (a chair) -O 0 32400 12 32436 (a chair) -M 0 32417 12 32436 (the marksman) -G 1 32412 100 -1 (a spyglass) -O 0 32404 4 32436 (a bundle of arrows) -R 0 32439 32400 -1 (a chair) -O 0 32400 12 32439 (a chair) -M 0 32417 12 32439 (the marksman) -G 1 32412 100 -1 (a spyglass) -O 0 32404 4 32439 (a bundle of arrows) -R 0 32438 32400 -1 (a chair) -O 0 32400 12 32438 (a chair) -M 0 32417 12 32438 (the marksman) -G 1 32412 100 -1 (a spyglass) -R 0 32437 32400 -1 (a chair) -O 0 32400 12 32437 (a chair) -M 0 32417 12 32437 (the marksman) -G 1 32412 100 -1 (a spyglass) -R 0 32435 32400 -1 (a chair) -O 0 32400 12 32435 (a chair) -M 0 32417 12 32435 (the marksman) -G 1 32412 100 -1 (a spyglass) -R 0 32434 32400 -1 (a chair) -O 0 32400 12 32434 (a chair) -M 0 32417 12 32434 (the marksman) -G 1 32412 100 -1 (a spyglass) -R 0 32433 32400 -1 (a chair) -O 0 32400 12 32433 (a chair) -M 0 32417 12 32433 (the marksman) -G 1 32412 100 -1 (a spyglass) -R 0 32431 32400 -1 (a chair) -O 0 32400 12 32431 (a chair) -M 0 32417 12 32431 (the marksman) -G 1 32412 100 -1 (a spyglass) -R 0 32430 32400 -1 (a chair) -O 0 32400 12 32430 (a chair) -M 0 32417 12 32430 (the marksman) -G 1 32412 100 -1 (a spyglass) -R 0 32428 32400 -1 (a chair) -O 0 32400 12 32428 (a chair) -M 0 32417 12 32428 (the marksman) -G 1 32412 100 -1 (a spyglass) -M 0 32419 3 32479 (a cavalry officer) -E 1 32409 50 16 (a cavalry knife) -M 0 32418 2 32470 (a wounded soldier) -G 1 32415 50 -1 (a crutch) -E 1 32416 100 5 (a Badge of Honor) -M 0 32418 2 32465 (a wounded soldier) -G 1 32415 50 -1 (a crutch) -E 1 32416 50 5 (a Badge of Honor) -M 0 32411 3 32449 (a footman) -E 1 32418 50 17 (a military issue duffel) -M 0 32411 3 32441 (a footman) -E 1 32418 50 17 (a military issue duffel) -M 0 32414 5 32445 (an army scout) -G 1 32407 100 -1 (a bundle of military rations) -G 1 32411 100 -1 (a set of lock picks) -M 0 32414 5 32417 (an army scout) -G 1 32407 100 -1 (a bundle of military rations) -G 1 32411 100 -1 (a set of lock picks) -M 0 32414 5 32409 (an army scout) -G 1 32411 100 -1 (a set of lock picks) -G 1 32407 100 -1 (a bundle of military rations) -M 0 32413 7 32402 (a patrolman) -E 1 32420 100 6 (a steel visor) -M 0 32413 7 32420 (a patrolman) -E 1 32420 100 6 (a steel visor) -M 0 32415 1 32480 (the surgeon) -G 1 32413 50 -1 (a first aid kit) -O 0 32417 2 32480 (a stretcher) -M 0 32412 1 32476 (General Tso) -E 1 32408 50 16 (a proud sabre) -E 1 32419 50 5 (a slew of medals) -G 1 32403 50 -1 (a set of official command papers) -M 0 32409 1 32460 (a brander) -E 1 32402 50 16 (a branding iron) -M 0 32410 1 32460 (a rustler) -G 1 32410 50 -1 (a coil of rope) -M 0 32407 1 32444 (a tanner) -M 0 32404 1 32446 (the Forgemaster) -E 1 32401 50 16 (a heavy iron hammer) -E 1 32425 50 13 (a stained leather apron) -M 0 32405 1 32446 (the sweating smithy) -E 1 32421 50 17 (a bellows pump) -M 0 32406 1 32446 (the smithy) -M 0 32400 6 32461 (a cow) -M 0 32401 3 32461 (the mean bull) -S -$ diff --git a/lib/world/zon/325.zon b/lib/world/zon/325.zon deleted file mode 100644 index c425411..0000000 --- a/lib/world/zon/325.zon +++ /dev/null @@ -1,146 +0,0 @@ -#325 -Kaan~ -Revelry~ -32500 32599 30 2 d 0 0 0 6 30 -M 0 32510 1 32533 (a gypsy dancer) -E 1 32523 99 7 (some gypsy dancer's silks) -E 1 32524 100 17 (a tambourine) -M 0 32516 1 32509 (a rootless man) -E 1 32529 100 12 (a travel-worn cape) -E 1 32530 99 17 (the severed claw of a jamuurin lion) -E 1 32531 100 8 (a pair of traveling shoes) -M 0 32539 1 32516 (a sword juggler) -E 1 32558 99 12 (a red tunic) -G 1 32556 100 -1 (a curved broadsword) -M 0 32538 1 32516 (a sword juggler) -E 1 32557 99 12 (a silver tunic) -G 1 32556 100 -1 (a curved broadsword) -E 1 32556 100 16 (a curved broadsword) -R 0 32544 32509 -1 (a wooden keg) -O 1 32509 99 32544 (a wooden keg) -M 0 32512 1 32544 (a gypsy food vendor) -G 1 32525 100 -1 (a slab of mutton jerky) -G 1 32506 100 -1 (a small hot pie) -G 1 32570 100 -1 (a mug) -O 0 32507 1 32544 (a long wood picnic table) -O 0 32508 1 32544 (a black iron grill) -M 0 32554 1 32529 (a local drunk) -M 0 32553 1 32529 (an ale quaffer) -M 0 32552 1 32529 (a beer-swilling man) -M 0 32551 1 32529 (a grinning gypsy) -G 1 32570 100 -1 (a mug) -M 0 32549 1 32540 (the puppet master) -E 1 32568 100 1 (a small finger puppet of a man) -E 1 32569 100 2 (a small woman finger-puppet) -O 0 32510 1 32540 (a wooden puppet castle) -M 0 32548 1 32522 (the jewelry woman) -G 1 32565 100 -1 (a hand crafted ring) -G 1 32566 100 -1 (a hand-woven rope necklace) -G 1 32567 100 -1 (a pewter thumb ring) -M 0 32547 1 32519 (the cloth lady) -G 1 32562 100 -1 (a length of silk) -G 1 32563 100 -1 (a silk wrap) -G 1 32564 100 -1 (a silk belt) -M 0 32546 1 32504 (the gypsy salesman) -G 1 32559 100 -1 (the Lamp of Renkaza) -G 1 32560 100 -1 (the Horn of Manticonn) -G 1 32561 100 -1 (Arvida's Banner) -M 0 32537 1 32549 (a lounging gypsy) -M 0 32536 1 32507 (a man on stilts) -E 1 32553 100 7 (a set of stilts) -M 0 32545 1 32539 (a child with his face painted) -M 0 32535 1 32539 (a midget) -E 1 32552 100 6 (a silly-looking joker's cap) -M 0 32534 1 32536 (a farmer's wife) -E 1 32551 100 5 (a simple home-spun dress) -M 0 32531 1 32520 (an elven wanderer) -E 1 32549 100 16 (a hawk dagger) -E 1 32550 100 8 (a pair of well-worn elven boots) -M 0 32530 1 32521 (a townswoman) -E 1 32547 100 17 (a dainty kercheif) -E 1 32548 100 2 (a shining ring) -M 0 32528 1 32523 (a townsman) -E 1 32546 100 8 (a pair of finely-crafted shoes) -M 0 32501 1 32523 (a juggler) -G 1 32511 100 -1 (a set of colored balls) -M 0 32561 1 32543 (an excited child) -M 0 32525 1 32543 (the face-painter) -G 1 32545 100 -1 (a painter's pallet) -O 0 32505 1 32543 (a line of children) -M 0 32524 1 32506 (a mime) -M 0 32550 1 32530 (a pack horse) -M 0 32523 1 32530 (a gyspsy man) -E 1 32543 100 16 (a shoeing hammer) -M 0 32522 1 32532 (a gypsy man) -E 1 32541 100 16 (a wooden mallet) -E 1 32542 100 7 (a pair of baggy pants) -M 0 32521 1 32575 (a gypsy woman) -E 1 32538 100 8 (a pair of soft gypsy boots) -G 1 32540 100 -1 (a pile of clean laundry) -O 0 32503 1 32575 (a trickling brook) -M 0 32520 1 32550 (the actor) -E 1 32539 100 5 (a mushroom suit) -M 0 32519 1 32550 (an actress) -E 1 32536 100 13 (a fake cat's tail) -O 0 32504 1 32550 (a small platform stage) -M 0 32518 1 32574 (a woman bard) -E 1 32533 100 17 (a bamboo reed) -E 1 32534 100 3 (a silk scarf) -M 0 32517 1 32576 (a lonesome bard) -E 1 32532 100 3 (the Emblem of True Song) -E 1 32535 100 17 (a finely carved lute) -M 0 32507 1 32517 (the little kid) -M 0 32515 1 32517 (the vendor) -G 1 32527 100 -1 (some alfalfa sprouts) -G 1 32528 100 -1 (some fresh fruits) -M 0 32529 1 32524 (a wide-eyed countryman) -M 0 32513 1 32524 (Jimmy the Hand) -G 1 32526 100 -1 (the purse of snatching) -M 0 32509 1 32511 (the tarot reader) -G 1 32522 100 -1 (a deck of tarot cards) -D 0 32548 0 1 (Madame Zayla's Wagon) -M 0 32508 1 32548 (Madame Zayla) -G 1 32520 100 -1 (a glowing fortune) -E 1 32521 100 12 (a set of moth-eaten robes) -O 0 32501 1 32548 (a small round table) -R 0 32548 32502 -1 (Madame Zayla's crystal ball) -O 0 32502 100 32548 (Madame Zayla's crystal ball) -M 0 32564 1 32577 (a young lad) -M 0 32563 1 32577 (a little girl) -M 0 32562 1 32577 (a wide-eyed child) -M 0 32505 1 32577 (Milissin the Story Teller) -G 1 32517 100 -1 (the Great Tome of Adventures) -M 0 32504 1 32503 (the tonic peddler) -G 1 32515 100 -1 (a jar of super brain-power) -G 1 32514 100 -1 (a jar of love tonic) -G 1 32516 100 -1 (a youth tonic) -M 0 32503 1 32551 (a wandering minstrel) -E 1 32513 100 17 (a homemade lyre) -M 0 32506 1 32512 (a small monkey) -E 1 32518 100 3 (a small throat tether) -E 1 32519 100 17 (a set of tiny symbols) -M 0 32502 1 32512 (a street bard) -E 1 32512 100 17 (a simple wooden lute) -D 0 32547 2 1 (Path) -R 0 32547 32500 -1 (Madame Zayla's wagon) -O 0 32500 1 32547 (Madame Zayla's wagon) -M 0 32560 1 32531 (a gypsy woman) -M 0 32559 1 32526 (a young country girl) -M 0 32558 1 32526 (a gypsy onlooker) -M 0 32557 1 32526 (an older woman) -M 0 32556 1 32527 (a cityboy) -M 0 32555 1 32527 (a farmhand) -M 0 32543 1 32573 (a preparing performer) -M 0 32542 1 32573 (a preparing performer) -M 0 32527 1 32572 (a resting performer) -M 0 32526 1 32572 (a resting performer) -M 0 32544 1 32538 (a child with her face painted) -M 0 32541 1 32537 (a child with his face painted) -M 0 32514 1 32514 (a woman) -M 0 32532 1 32513 (a stout countryman's wife) -M 0 32500 1 32535 (a tumbler) -M 0 32540 1 32542 (the animal caretaker) -M 0 32514 1 32515 (a woman) -M 0 32511 1 32534 (a gypsy man) -S -$ diff --git a/lib/world/zon/326.zon b/lib/world/zon/326.zon deleted file mode 100644 index 5c2136a..0000000 --- a/lib/world/zon/326.zon +++ /dev/null @@ -1,271 +0,0 @@ -#326 -Kaan~ -Army Perimeter~ -32600 32699 30 2 d 0 0 0 8 30 -M 0 32600 3 32638 (a footman) -G 1 32600 99 -1 (some green face paint) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32603 50 5 (a gray issue tunic) -E 1 32604 50 12 (a blue issue cloak) -E 1 32606 50 16 (a pike) -E 1 32602 50 7 (a pair of black issue pants) -M 0 32600 3 32638 (a footman) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a gray issue tunic) -E 1 32604 50 12 (a blue issue cloak) -E 1 32606 50 16 (a pike) -M 0 32600 3 32638 (a footman) -E 1 32603 50 5 (a gray issue tunic) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32604 50 12 (a blue issue cloak) -E 1 32606 50 16 (a pike) -M 0 32601 2 32638 (a footman) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a gray issue tunic) -E 1 32604 50 12 (a blue issue cloak) -E 1 32606 50 16 (a pike) -M 0 32601 2 32638 (a footman) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32603 50 5 (a gray issue tunic) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32604 50 12 (a blue issue cloak) -E 1 32606 50 16 (a pike) -M 0 32602 1 32638 (a footman) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a gray issue tunic) -E 1 32604 50 12 (a blue issue cloak) -E 1 32606 50 16 (a pike) -M 0 32620 1 32638 (the drill sergeant) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32603 50 5 (a gray issue tunic) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32605 50 12 (a blue issue cloak with red edging) -E 1 32607 50 17 (a short, mean, black baton) -E 1 32608 50 6 (a long ponytail braid) -G 1 32609 50 -1 (an Eastern Army issue canteen) -O 0 32611 1 32650 (a large rock) -M 0 32617 6 32650 (a squirrel) -D 0 32640 3 2 (Camp Perimeter) -M 0 32613 1 32676 (the dryad) -E 1 32632 50 1 (a glowing teardrop thumbring) -M 0 32603 4 32645 (a cavalry soldier) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a gray issue tunic) -E 1 32604 50 12 (a blue issue cloak) -E 1 32610 50 17 (a horse whip) -E 1 32612 50 16 (a long horseman's sword) -M 0 32614 2 32645 (a soldier) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a gray issue tunic) -E 1 32631 50 13 (a thick leather belt) -M 0 32614 2 32632 (a soldier) -E 1 32603 50 5 (a gray issue tunic) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32631 50 13 (a thick leather belt) -M 0 32612 1 32674 (the logging chief) -E 1 32629 50 17 (a shiny whistle) -E 1 32630 50 7 (a set of officer's chainmail leggings) -E 1 32624 50 16 (a bowie knife) -E 1 32605 50 12 (a blue issue cloak with red edging) -G 1 32609 50 -1 (an Eastern Army issue canteen) -M 0 32609 6 32674 (a logger) -E 1 32624 50 17 (a bowie knife) -E 1 32626 50 16 (a woodsman's axe) -E 1 32627 50 7 (a pair of strong leather pants) -M 0 32609 6 32675 (a logger) -E 1 32624 50 17 (a bowie knife) -E 1 32626 50 16 (a woodsman's axe) -E 1 32627 50 7 (a pair of strong leather pants) -E 1 32628 50 6 (a thick cloth headband) -M 0 32610 4 32675 (a logger) -E 1 32624 50 17 (a bowie knife) -E 1 32626 50 16 (a woodsman's axe) -E 1 32627 50 7 (a pair of strong leather pants) -M 0 32611 2 32675 (a logger) -E 1 32624 50 17 (a bowie knife) -E 1 32626 50 16 (a woodsman's axe) -E 1 32628 50 6 (a thick cloth headband) -M 0 32609 6 32673 (a logger) -E 1 32624 50 17 (a bowie knife) -E 1 32626 50 16 (a woodsman's axe) -E 1 32627 50 7 (a pair of strong leather pants) -E 1 32628 50 6 (a thick cloth headband) -M 0 32610 4 32673 (a logger) -E 1 32624 50 17 (a bowie knife) -E 1 32626 50 16 (a woodsman's axe) -E 1 32627 50 7 (a pair of strong leather pants) -M 0 32609 6 32672 (a logger) -E 1 32624 50 17 (a bowie knife) -E 1 32626 50 16 (a woodsman's axe) -E 1 32627 50 7 (a pair of strong leather pants) -E 1 32628 50 6 (a thick cloth headband) -M 0 32609 6 32671 (a logger) -E 1 32624 50 17 (a bowie knife) -E 1 32626 16 16 (a woodsman's axe) -M 0 32610 4 32671 (a logger) -E 1 32624 50 17 (a bowie knife) -E 1 32626 50 16 (a woodsman's axe) -E 1 32627 50 7 (a pair of strong leather pants) -E 1 32628 50 6 (a thick cloth headband) -M 0 32611 2 32671 (a logger) -E 1 32624 50 17 (a bowie knife) -E 1 32626 50 16 (a woodsman's axe) -E 1 32627 50 7 (a pair of strong leather pants) -M 0 32609 6 32670 (a logger) -E 1 32624 50 17 (a bowie knife) -E 1 32626 50 16 (a woodsman's axe) -E 1 32627 50 7 (a pair of strong leather pants) -E 1 32628 50 6 (a thick cloth headband) -M 0 32610 4 32670 (a logger) -E 1 32624 50 17 (a bowie knife) -E 1 32626 50 16 (a woodsman's axe) -E 1 32627 50 7 (a pair of strong leather pants) -E 1 32628 50 6 (a thick cloth headband) -M 0 32608 2 32667 (the lookout) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32619 50 5 (a camo jacket) -E 1 32620 50 7 (some camo pants) -E 1 32622 50 6 (a camo hood) -M 0 32608 2 32627 (the lookout) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32619 50 5 (a camo jacket) -E 1 32620 50 7 (some camo pants) -E 1 32618 50 16 (a shortbow) -E 1 32622 50 6 (a camo hood) -G 1 32625 50 -1 (a quiver) -M 0 32607 4 32668 (the lookout) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32619 50 5 (a camo jacket) -E 1 32620 50 7 (some camo pants) -E 1 32617 16 16 (a green longbow) -E 1 32623 50 9 (a pair of marksman's gloves) -M 0 32607 4 32666 (the lookout) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32617 50 16 (a green longbow) -E 1 32619 50 5 (a camo jacket) -E 1 32620 50 7 (some camo pants) -M 0 32607 4 32628 (the lookout) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32617 50 16 (a green longbow) -E 1 32619 50 5 (a camo jacket) -E 1 32620 50 7 (some camo pants) -M 0 32607 4 32624 (the lookout) -E 1 32617 50 16 (a green longbow) -E 1 32619 50 5 (a camo jacket) -E 1 32620 50 7 (some camo pants) -E 1 32601 50 8 (a pair of black issue boots) -G 1 32621 50 -1 (a collapsing telescope) -E 1 32623 50 9 (a pair of marksman's gloves) -E 1 32624 50 17 (a bowie knife) -M 0 32606 4 32669 (the lookout) -E 1 32616 50 16 (a sturdy crossbow) -E 1 32619 50 5 (a camo jacket) -E 1 32620 50 7 (some camo pants) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32624 50 17 (a bowie knife) -M 0 32606 4 32626 (the lookout) -E 1 32616 50 16 (a sturdy crossbow) -E 1 32619 50 5 (a camo jacket) -E 1 32620 50 7 (some camo pants) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32624 50 17 (a bowie knife) -M 0 32606 4 32625 (the lookout) -E 1 32616 50 16 (a sturdy crossbow) -E 1 32619 50 5 (a camo jacket) -E 1 32620 50 7 (some camo pants) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32624 50 17 (a bowie knife) -M 0 32606 4 32665 (the lookout) -E 1 32616 50 16 (a sturdy crossbow) -E 1 32619 50 5 (a camo jacket) -E 1 32620 50 7 (some camo pants) -E 1 32601 50 8 (a pair of black issue boots) -E 1 32624 50 17 (a bowie knife) -M 0 32605 2 32610 (a guard) -E 1 32614 50 16 (an Eastern Army issue sword) -E 1 32613 50 5 (some Eastern Army issue splint mail armor) -E 1 32615 50 6 (a visored helm) -M 0 32605 2 32610 (a guard) -E 1 32615 50 6 (a visored helm) -E 1 32613 50 5 (some Eastern Army issue splint mail armor) -E 1 32614 50 16 (an Eastern Army issue sword) -M 0 32604 7 32648 (a patrolman) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32604 50 12 (a blue issue cloak) -E 1 32613 50 5 (some Eastern Army issue splint mail armor) -E 1 32614 50 16 (an Eastern Army issue sword) -M 0 32604 7 32641 (a patrolman) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32604 50 12 (a blue issue cloak) -E 1 32613 50 5 (some Eastern Army issue splint mail armor) -E 1 32614 50 16 (an Eastern Army issue sword) -M 0 32615 2 32641 (a marching soldier) -M 0 32604 7 32644 (a patrolman) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32604 50 12 (a blue issue cloak) -E 1 32613 50 5 (some Eastern Army issue splint mail armor) -E 1 32614 50 16 (an Eastern Army issue sword) -M 0 32604 7 32637 (a patrolman) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32604 50 12 (a blue issue cloak) -E 1 32613 50 5 (some Eastern Army issue splint mail armor) -E 1 32614 50 16 (an Eastern Army issue sword) -M 0 32604 7 32633 (a patrolman) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32604 50 12 (a blue issue cloak) -E 1 32613 50 5 (some Eastern Army issue splint mail armor) -E 1 32614 590 16 (an Eastern Army issue sword) -M 0 32604 7 32604 (a patrolman) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32604 50 12 (a blue issue cloak) -E 1 32613 50 5 (some Eastern Army issue splint mail armor) -E 1 32614 50 16 (an Eastern Army issue sword) -M 0 32604 7 32602 (a patrolman) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32604 50 12 (a blue issue cloak) -E 1 32613 50 5 (some Eastern Army issue splint mail armor) -E 1 32614 50 16 (an Eastern Army issue sword) -M 0 32603 4 32629 (a cavalry soldier) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a gray issue tunic) -E 1 32604 50 12 (a blue issue cloak) -E 1 32610 50 17 (a horse whip) -E 1 32612 50 16 (a long horseman's sword) -M 0 32603 4 32608 (a cavalry soldier) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a gray issue tunic) -E 1 32604 50 12 (a blue issue cloak) -E 1 32610 50 17 (a horse whip) -E 1 32612 50 16 (a long horseman's sword) -M 0 32603 4 32601 (a cavalry soldier) -E 1 32612 50 16 (a long horseman's sword) -E 1 32610 50 17 (a horse whip) -E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a gray issue tunic) -E 1 32604 50 12 (a blue issue cloak) -M 0 32617 6 32662 (a squirrel) -M 0 32619 6 32661 (a little rabbit) -M 0 32618 6 32660 (a small bird) -M 0 32617 6 32656 (a squirrel) -M 0 32619 6 32655 (a little rabbit) -M 0 32618 6 32654 (a small bird) -M 0 32618 6 32651 (a small bird) -M 0 32619 6 32649 (a little rabbit) -M 0 32619 6 32623 (a little rabbit) -M 0 32617 6 32622 (a squirrel) -M 0 32618 6 32621 (a small bird) -M 0 32619 6 32618 (a little rabbit) -M 0 32618 6 32617 (a small bird) -M 0 32617 6 32616 (a squirrel) -M 0 32617 6 32614 (a squirrel) -M 0 32618 6 32613 (a small bird) -M 0 32619 6 32611 (a little rabbit) -M 0 32615 2 32636 (a marching soldier) -M 0 32616 2 32642 (a wagon driver) -M 0 32616 2 32606 (a wagon driver) -S -$ diff --git a/lib/world/zon/33.zon b/lib/world/zon/33.zon deleted file mode 100644 index 85aa36a..0000000 --- a/lib/world/zon/33.zon +++ /dev/null @@ -1,100 +0,0 @@ -#33 -C.A.W.~ -Three of Swords~ -3300 3399 30 2 d 0 0 0 5 30 -M 0 3300 2 3346 (the farmer) -M 0 3300 2 3353 (the farmer) -M 0 3301 1 3345 (the storekeeper) -G 1 3032 1000 -1 (a bag) -G 1 3037 1000 -1 (a candle) -G 1 3038 1000 -1 (a nail) -G 1 3039 1000 -1 (a pot) -M 0 3302 1 3347 (the cowgirl) -M 0 3303 4 3347 (the horse) -M 0 3303 4 3347 (the horse) -M 0 3303 4 3347 (the horse) -M 0 3303 4 3347 (the horse) -M 0 3304 1 3350 (the farmer's wife) -G 1 3300 1000 -1 (an orange) -G 1 3301 1000 -1 (a bale of wheat) -G 1 3308 1000 -1 (an apple) -G 1 3309 1000 -1 (a loaf of bread) -G 1 3310 1000 -1 (a melon) -M 0 3305 1 3375 (Aglandiir) -G 1 3313 5 -1 (a short sword) -O 1 3302 5 3375 (a big zither) -O 1 3303 5 3375 (a barrel of perfume) -O 1 3304 5 3375 (a statue) -O 1 3305 25 3375 (a halberd) -O 1 3306 25 3375 (a potion of protection) -O 1 3307 1 3375 (a dragon's crown) -M 0 3306 3 3368 (the Cyclops) -M 0 3306 3 3368 (the Cyclops) -M 0 3306 3 3368 (the Cyclops) -M 0 3307 1 3357 (Salle) -E 1 3318 25 5 (a leather vest) -E 1 3312 20 16 (a long sword) -M 0 3308 1 3330 (Duwick) -E 1 3311 10 16 (a knife) -M 0 3309 1 3358 (the Receptionist) -M 0 3310 1 3356 (the innkeeper) -M 0 3311 2 3349 (the hunter) -E 1 3317 1000 16 (a hunting bow) -M 0 3311 2 3355 (the hunter) -E 1 3317 1000 16 (a hunting bow) -M 0 3312 1 3357 (a waiter) -M 0 3313 1 3357 (a waitress) -M 0 3314 1 3357 (a bartender) -G 1 3319 1000 -1 (a glass) -G 1 3320 1000 -1 (a glass) -G 1 3321 1000 -1 (a shot) -M 0 3315 9 3319 (the bandit) -E 1 3315 1000 16 (a scimitar) -M 0 3315 9 3323 (the bandit) -E 1 3315 1000 16 (a scimitar) -M 0 3315 9 3325 (the bandit) -E 1 3315 1000 16 (a scimitar) -M 0 3315 9 3327 (the bandit) -E 1 3315 1000 16 (a scimitar) -M 0 3315 9 3332 (the bandit) -E 1 3315 1000 16 (a scimitar) -M 0 3315 9 3336 (the bandit) -E 1 3315 1000 16 (a scimitar) -M 0 3315 9 3339 (the bandit) -E 1 3315 1000 16 (a scimitar) -M 0 3315 9 3321 (the bandit) -E 1 3315 1000 16 (a scimitar) -M 0 3315 9 3327 (the bandit) -E 1 3315 1000 16 (a scimitar) -M 0 3316 5 3329 (the bandit guard) -E 1 3315 1000 16 (a scimitar) -M 0 3316 5 3329 (the bandit guard) -E 1 3315 1000 16 (a scimitar) -M 0 3316 5 3340 (the bandit guard) -E 1 3315 1000 16 (a scimitar) -M 0 3316 5 3340 (the bandit guard) -E 1 3315 1000 16 (a scimitar) -M 0 3316 5 3317 (the bandit guard) -E 1 3315 1000 16 (a scimitar) -M 0 3317 2 3340 (the slave) -M 0 3317 2 3340 (the slave) -M 0 3318 2 3357 (the farmer) -M 0 3318 2 3357 (the farmer) -M 0 3319 1 3357 (the hunter) -E 1 3317 1000 16 (a hunting bow) -O 0 3314 1 3304 (a dismembered and burnt cadaver) -O 0 3315 2 3323 (a scimitar) -O 0 3315 2 3323 (a scimitar) -O 0 3316 3 3330 (a crate) -O 0 3316 3 3330 (a crate) -O 0 3316 3 3330 (a crate) -D 0 3329 0 1 (The End Of The Passageway) -D 0 3330 2 1 (A Cavern) -D 0 3351 1 1 (A Small Road) -D 0 3352 3 1 (A Private Home) -D 0 3353 2 1 (A Small Road) -D 0 3354 0 1 (A Private Home) -D 0 3355 0 1 (Main Road) -D 0 3356 2 1 (Stanneg Inn) -S -$ diff --git a/lib/world/zon/343.zon b/lib/world/zon/343.zon deleted file mode 100644 index 01c6a8b..0000000 --- a/lib/world/zon/343.zon +++ /dev/null @@ -1,293 +0,0 @@ -#343 -None.~ -God Complex ~ -34300 34399 15 2 -D 0 34386 0 1 (Inside a Garden) -D 0 34386 1 1 (Inside a Garden) -R 0 34386 34346 -1 (a short teak bench) -O 0 34346 7 34386 (a short teak bench) -M 0 34305 2 34386 (a gardener) -D 0 34364 3 1 (Wyld's Office) -D 0 34330 0 1 (Upper Immortal Hall, East) -D 0 34300 1 1 (Empty Office HIH EXT) -D 0 34397 2 1 (Exective Meeting Pagoda.) -D 0 34305 0 1 (Narrow Gravel Path) -R 0 34306 34300 -1 (a granite fountain) -O 0 34300 1 34306 (a granite fountain) -R 0 34306 34321 -1 (a bigscreen TV 51") -O 0 34321 1 34306 (a bigscreen TV 51") -O 0 34339 10 34306 (a comfy looking French loveseat) -O 0 34339 10 34306 (a comfy looking French loveseat) -O 0 34318 10 34306 (a plush couch) -O 0 34318 10 34306 (a plush couch) -R 0 34306 34342 -1 (a steaming corner hottub) -O 0 34342 99 34306 (a steaming corner hottub) -O 0 34611 1 34306 (an American Flag) -D 0 34357 2 1 (Whiteknight's Office) -M 0 34302 1 34357 (a bikini clad Executive Assistant) -G 1 34341 1 -1 (a purple tablet) -R 0 34357 34342 -1 (a steaming corner hottub) -O 1 34342 99 34357 (a steaming corner hottub) -D 0 34303 3 1 (Empty Office HIH Ext.) -D 0 34301 1 1 (Garden Path) -D 0 34393 3 1 (Empty Pagoda Office) -D 0 34304 3 1 (Empty Pagoda Office) -D 0 34302 1 1 (Garden Path) -D 0 34310 2 1 (Western Foyer) -D 0 34310 0 1 (Western Foyer) -O 0 34318 10 34310 (a plush couch) -O 0 34318 10 34310 (a plush couch) -R 0 34310 34339 -1 (a comfy looking French loveseat) -O 0 34339 10 34310 (a comfy looking French loveseat) -O 0 34339 10 34310 (a comfy looking French loveseat) -R 0 34310 34610 -1 (a glowing exit arrow) -O 0 34610 4 34310 (a glowing exit arrow) -D 0 34310 0 1 (Western Foyer) -D 0 34310 2 1 (Western Foyer) -D 0 34332 0 1 (EEmpty Office) -D 0 34368 0 1 (Higher Imm Hall, Extension Sct. A) -D 0 34368 2 1 (Higher Imm Hall, Extension Sct. A) -M 0 1202 10 34368 (the wandering spirit) -R 0 34368 34605 -1 (a prayer altar) -O 0 34605 7 34368 (a prayer altar) -R 0 34309 34318 -1 (a plush couch) -O 0 34318 10 34309 (a plush couch) -O 0 34318 10 34309 (a plush couch) -R 0 34309 34339 -1 (a comfy looking French loveseat) -O 0 34339 10 34309 (a comfy looking French loveseat) -O 0 34339 10 34309 (a comfy looking French loveseat) -R 0 34309 34610 -1 (a glowing exit arrow) -O 0 34610 4 34309 (a glowing exit arrow) -R 0 34308 34318 -1 (a plush couch) -O 0 34318 10 34308 (a plush couch) -O 0 34318 10 34308 (a plush couch) -R 0 34308 34339 -1 (a comfy looking French loveseat) -O 0 34339 10 34308 (a comfy looking French loveseat) -O 0 34339 10 34308 (a comfy looking French loveseat) -R 0 34308 34610 -1 (a glowing exit arrow) -O 0 34610 4 34308 (a glowing exit arrow) -R 0 34307 34318 -1 (a plush couch) -O 0 34318 10 34307 (a plush couch) -O 0 34318 10 34307 (a plush couch) -R 0 34307 34339 -1 (a comfy looking French loveseat) -O 0 34339 10 34307 (a comfy looking French loveseat) -O 0 34339 10 34307 (a comfy looking French loveseat) -R 0 34307 34610 -1 (a glowing exit arrow) -O 0 34610 4 34307 (a glowing exit arrow) -O 0 34609 1 34395 (a glowing exit arrow) -O 0 34324 1 34329 (a small freestanding sign) -R 0 34329 34605 -1 (a prayer altar) -O 0 34605 6 34329 (a prayer altar) -M 0 34306 10 34380 (a stone golem) -M 0 34306 10 34380 (a stone golem) -M 0 1202 20 34392 (the wandering spirit) -R 0 34394 34346 -1 (a short teak bench) -O 0 34346 7 34394 (a short teak bench) -O 0 34600 1 34394 (a large corner fountain) -R 0 34394 34601 -1 (a shrine made of teak and gold) -O 0 34601 1 34394 (a shrine made of teak and gold) -D 0 34394 0 1 (Inside Pagoda Shrine) -M 0 34306 10 34394 (a stone golem) -M 0 34306 10 34394 (a stone golem) -M 0 34306 10 34394 (a stone golem) -M 0 34306 10 34394 (a stone golem) -O 0 34348 1 34394 (a guardian statue of Rumble) -O 0 34349 1 34394 (a guardian statue of Opie) -O 0 34350 1 34394 (a guardian statue of Welcor) -D 0 34396 0 1 (Higher Immortal Hall, Extension Sct. A) -D 0 34396 2 1 (Higher Immortal Hall, Extension Sct. A) -R 0 34396 34604 -1 (a plush couch) -O 0 34604 12 34396 (a plush couch) -D 0 34369 0 1 (Higher Imm Hall, Extension Sct. A) -D 0 34369 2 1 (Higher Imm Hall, Extension Sct. A) -M 0 1202 20 34369 (the wandering spirit) -R 0 34369 34604 -1 (a plush couch) -O 0 34604 12 34369 (a plush couch) -D 0 34317 0 1 (God Hall, Northeast) -D 0 34317 1 1 (God Hall, Northeast) -M 0 1202 20 34317 (the wandering spirit) -D 0 34390 2 1 (On Bridge in Garden) -R 0 34390 34346 -1 (a short teak bench) -O 0 34346 7 34390 (a short teak bench) -R 0 34382 34346 -1 (a short teak bench) -O 0 34346 7 34382 (a short teak bench) -O 0 34347 2 34382 (a gurgling spring) -D 0 34385 0 1 (In a Garden) -R 0 34385 34346 -1 (a short teak bench) -O 0 34346 7 34385 (a short teak bench) -D 0 34383 0 1 (Inside a Garden) -D 0 34383 3 1 (Inside a Garden) -R 0 34383 34346 -1 (a short teak bench) -O 0 34346 7 34383 (a short teak bench) -M 0 34305 2 34383 (a gardener) -R 0 34381 34346 -1 (a short teak bench) -O 0 34346 7 34381 (a short teak bench) -O 0 34347 2 34381 (a gurgling spring) -D 0 34379 3 1 (Public Restroom) -O 0 34343 1 34379 (a toilet) -O 0 34344 1 34379 (a sink and granite counter) -O 0 34345 1 34379 (an old fashioned claw tub and shower) -O 0 34302 1 34398 (a beertap) -O 0 34311 1 34398 (a milk dispensing machine) -O 0 34303 1 34398 (a coffee dispenser) -O 0 34306 1 34398 (a water tap) -O 0 34316 1 34398 (a whisky dispenser) -O 0 34310 1 34398 (a Lipton Tea (tm) Brew Dispenser) -O 0 34307 1 34398 (a Lemonaid fountain machine) -O 0 34309 1 34398 (a large storage cabinet) -P 0 34308 99 34309 (a tall frosty glass) -P 0 34308 99 34309 (a tall frosty glass) -P 0 34308 99 34309 (a tall frosty glass) -P 0 34308 99 34309 (a tall frosty glass) -P 0 34308 99 34309 (a tall frosty glass) -P 0 34308 99 34309 (a tall frosty glass) -P 0 34308 99 34309 (a tall frosty glass) -P 0 34304 99 34309 (an empty beer mug) -P 0 34304 99 34309 (an empty beer mug) -P 0 34304 99 34309 (an empty beer mug) -P 0 34304 99 34309 (an empty beer mug) -P 0 34304 99 34309 (an empty beer mug) -P 0 34304 99 34309 (an empty beer mug) -P 0 34304 99 34309 (an empty beer mug) -P 0 34305 99 34309 (a large coffee cup) -P 0 34305 99 34309 (a large coffee cup) -P 0 34305 99 34309 (a large coffee cup) -P 0 34305 99 34309 (a large coffee cup) -P 0 34305 99 34309 (a large coffee cup) -P 0 34305 99 34309 (a large coffee cup) -P 0 34315 99 34309 (a short shotglass) -P 0 34315 99 34309 (a short shotglass) -P 0 34315 99 34309 (a short shotglass) -P 0 34315 100 34309 (a short shotglass) -P 0 34315 99 34309 (a short shotglass) -P 0 34315 99 34309 (a short shotglass) -P 0 34315 99 34309 (a short shotglass) -P 0 34312 99 34309 (a crystal wine glass) -P 0 34312 99 34309 (a crystal wine glass) -P 0 34312 99 34309 (a crystal wine glass) -P 0 34312 99 34309 (a crystal wine glass) -P 0 34312 99 34309 (a crystal wine glass) -P 0 34312 99 34309 (a crystal wine glass) -P 0 34312 99 34309 (a crystal wine glass) -M 0 34301 1 34398 (Kenny the attendant) -G 1 3009 99 -1 (a waybread) -G 1 3010 99 -1 (a bread) -G 1 3012 99 -1 (a Mexican taco) -G 1 3011 99 -1 (a danish pastry) -G 1 3013 99 -1 (a spicy hot burrito) -G 1 3015 99 -1 (a piece of meat) -G 1 3014 99 -1 (some nachos with cheese) -O 0 34313 1 34398 (a wooden shelf) -P 0 34314 99 34313 (a bottle of whisky) -P 0 34314 99 34313 (a bottle of whisky) -P 0 34314 99 34313 (a bottle of whisky) -P 0 34314 99 34313 (a bottle of whisky) -P 0 3001 100 34313 (a bottle) -P 0 3001 99 34313 (a bottle) -P 0 3001 99 34313 (a bottle) -P 0 3002 100 34313 (a bottle) -P 0 3002 99 34313 (a bottle) -P 0 3002 99 34313 (a bottle) -P 0 3003 100 34313 (a bottle) -P 0 3003 100 34313 (a bottle) -P 0 3003 99 34313 (a bottle) -P 0 3004 99 34313 (a bottle) -P 0 3004 99 34313 (a bottle) -P 0 3004 99 34313 (a bottle) -O 0 34301 2 34398 (a Fouton(tm) ) -O 0 34301 2 34398 (a Fouton(tm) ) -O 0 34319 4 34398 (a LazyBoy(tm) recliner) -O 0 34319 4 34398 (a LazyBoy(tm) recliner) -O 0 34322 6 34398 (a barstool) -O 0 34322 6 34398 (a barstool) -O 0 34322 6 34398 (a barstool) -O 0 34322 6 34398 (a barstool) -O 0 34322 6 34398 (a barstool) -O 0 34322 6 34398 (a barstool) -M 0 34304 1 34398 (a drunk morphous spirit) -G 1 3001 99 -1 (a bottle) -D 0 34398 1 1 (Coffee Alcove) -D 0 34388 2 1 (Empty Office New Ext) -D 0 34389 2 1 (New Office) -D 0 34387 1 1 (Welcor's Office) -D 0 34362 2 1 (Opie's Office) -D 0 34378 0 1 (Empty Office New Ext.) -D 0 34377 2 1 (Empty Office New Ext.) -D 0 34370 2 1 (Higher Imm Hall, Extension Sct. A) -D 0 34370 0 1 (Higher Imm Hall, Extension Sct. A) -D 0 34376 0 1 (Empty Office New Ext.) -D 0 34375 2 1 (Empty Office New Ext) -D 0 34372 0 1 (Empty Office New Ext) -D 0 34371 2 1 (Empty Offfice New Ext) -D 0 34374 0 1 (Empty Office New Ext.) -D 0 34373 2 1 (Empty Office New Ext.) -O 0 1226 2 34391 (a builder's bulletin board) -M 0 34303 1 34399 (Bishop Chandra) -D 0 34331 0 1 (Upper Immortal Hall, East) -D 0 34331 1 1 (Upper Immortal Hall, East) -D 0 34331 2 1 (Upper Immortal Hall, East) -M 0 1202 10 34331 (the wandering spirit) -D 0 34328 0 1 (Upper Immortal Hall, West) -D 0 34328 2 1 (Upper Immortal Hall, West) -M 0 1202 10 34328 (the wandering spirit) -D 0 34319 1 1 (God Hall, West) -D 0 34319 3 1 (God Hall, West) -M 0 1202 10 34319 (the wandering spirit) -D 0 34315 0 1 (God Hall, North) -M 0 1202 10 34315 (the wandering spirit) -D 0 34315 2 1 (God Hall, North) -D 0 34365 2 1 (Fizbin's Office) -D 0 34367 3 1 (Rhade's Office) -D 0 34366 0 1 (Shama's Office) -D 0 34363 2 1 (Empty Office) -D 0 34361 2 1 (Rumbles Office) -D 0 34360 0 1 (Empty Office) -D 0 34359 2 1 (Elona's Office) -D 0 34358 0 1 (Empty Office) -D 0 34356 1 1 (Empty Office) -D 0 34327 3 1 (Upper Immortal Hall, West) -D 0 34327 0 1 (Upper Immortal Hall, West) -D 0 34327 2 1 (Upper Immortal Hall, West) -D 0 34352 2 1 (Empty Office) -D 0 34353 0 1 (Parna's Office) -D 0 34320 0 1 (God Hall, South) -D 0 34320 2 1 (God Hall, South) -D 0 34350 3 1 (Empty Office) -D 0 34351 0 1 (Niamh's Office) -D 0 34324 1 1 (God Hall, Southeast) -D 0 34324 2 1 (God Hall, Southeast) -D 0 34348 3 1 (Kyle's Office) -D 0 34349 1 1 (Empty Office) -D 0 34323 1 1 (God Hall, East) -D 0 34323 3 1 (God Hall, East) -D 0 34347 1 1 (Empty Office) -D 0 34346 3 1 (Empty Office) -D 0 34322 1 1 (God Hall, East) -D 0 34322 3 1 (God Hall, East) -D 0 34345 3 1 (Elaseth's Office) -D 0 34344 2 1 (Empty Office) -D 0 34343 0 1 (Empty Office) -D 0 34342 2 1 (Axanon's Office) -D 0 34316 0 1 (God Hall, North) -D 0 34316 2 1 (God Hall, North) -D 0 34341 0 1 (Empty Office) -D 0 34340 2 1 (Jamdog's Office) -D 0 34339 2 1 (Vatiken's Office) -D 0 34338 1 1 (Proca's Office) -D 0 34326 0 1 (God Hall, Northwest) -D 0 34326 3 1 (God Hall, Northwest) -D 0 34337 3 1 (Fade's Office) -D 0 34336 1 1 (Empty Office) -D 0 34318 1 1 (God Hall, West) -D 0 34318 3 1 (God Hall, West) -D 0 34335 3 1 (Empty Office) -D 0 34334 1 1 (Aich's Office) -D 0 34333 1 1 (Detta's Office) -D 0 34325 2 1 (God Hall, Southwest) -D 0 34325 3 1 (God Hall, Southwest) -D 0 34355 0 1 (Tink's Office) -D 0 34354 2 1 (Vatiken's Office) -D 0 34321 0 1 (God Hall, South) -D 0 34321 2 1 (God Hall, South) -S -$ diff --git a/lib/world/zon/345.zon b/lib/world/zon/345.zon deleted file mode 100644 index ed4653e..0000000 --- a/lib/world/zon/345.zon +++ /dev/null @@ -1,44 +0,0 @@ -#345 -Duluth~ -Asylum for the Insane~ -34500 34599 15 2 d 0 0 0 6 10 -D 0 34539 3 1 (A Purple Office) -D 0 34536 3 1 (A Red Office) -M 0 34502 1 34536 (the bloody doctor) -E 1 34501 10 16 (a blood-stained scalpel) -D 0 34534 1 1 (Second Floor Landing) -M 0 34503 6 34534 (the mental patient) -M 0 34503 6 34525 (the mental patient) -D 0 34527 2 1 (A Patient's Room) -M 0 34500 1 34505 (the old grounds keeper) -D 0 34520 0 1 (A Dark Hallway) -D 0 34537 3 1 (A Green Office) -T 1 2 34509 34537 (Secret room enter (room 34537)) -R 0 34552 34503 -1 (a skull cap) -O 0 34503 10 34552 (a skull cap) -M 0 34505 5 34551 (the tortured patient) -M 0 34505 5 34548 (the tortured patient) -M 0 34505 5 34545 (the tortured patient) -M 0 34505 5 34542 (the tortured patient) -M 0 34504 1 34543 (the operation victim) -E 1 34502 1 17 (a severed head) -M 0 34503 6 34519 (the mental patient) -D 0 34508 3 2 (Entrance to the Asylum) -M 0 34503 6 34508 (the mental patient) -M 0 34503 6 34529 (the mental patient) -M 0 34503 6 34523 (the mental patient) -D 0 34535 1 1 (A Hallway) -D 0 34538 1 1 (A Hallway) -D 0 34507 2 1 (A Well Worn Path) -M 0 34501 6 34517 (the ghost) -R 0 34515 34500 -1 (a skeleton key) -O 0 34500 100 34515 (a skeleton key) -M 0 34501 6 34515 (the ghost) -M 0 34501 6 34513 (the ghost) -M 0 34501 6 34518 (the ghost) -D 0 34509 0 1 (Entrance to the Cemetery) -D 0 34506 1 2 (At the Doors) -D 0 34502 1 1 (Before a Gate) -D 0 34504 3 1 (Inside the Gate) -S -$ diff --git a/lib/world/zon/346.zon b/lib/world/zon/346.zon deleted file mode 100644 index 79adb89..0000000 --- a/lib/world/zon/346.zon +++ /dev/null @@ -1,177 +0,0 @@ -#346 -Whiteknight~ -God Hall Ext 346 for God Hall Cmplx~ -34600 34699 15 2 -D 0 34613 0 1 (Higher Imm Hall, Extension Sct. A) -D 0 34613 2 1 (Higher Imm Hall, Extension Sct. A) -M 0 1202 20 34613 (the wandering spirit) -R 0 34613 34604 -1 (a plush couch) -O 0 34604 12 34613 (a plush couch) -D 0 34613 1 1 (Higher Imm Hall, Extension Sct. A) -D 0 34612 2 1 (Higher Imm Hall, Extension, Sct. A) -D 0 34612 0 1 (Higher Imm Hall, Extension, Sct. A) -R 0 34612 34604 -1 (a plush couch) -O 0 34604 12 34612 (a plush couch) -O 0 34603 3 34612 (a statuehead on a pedistal) -D 0 34612 3 1 (Higher Imm Hall, Extension, Sct. A) -D 0 34600 1 1 (God Hall, West Extension) -D 0 34600 3 1 (God Hall, West Extension) -D 0 34648 0 1 (Higher Imm Hall, Extension Sct. B) -D 0 34648 2 1 (Higher Imm Hall, Extension Sct. B) -R 0 34648 34605 -1 (a prayer altar) -O 0 34605 7 34648 (a prayer altar) -O 0 34607 1 34662 (a large oil painting of the Last Judgement) -D 0 34683 0 1 (Higher Imm Hall, Extension North Sct. C) -D 0 34683 2 1 (Higher Imm Hall, Extension North Sct. C) -R 0 34683 34605 -1 (a prayer altar) -O 0 34605 7 34683 (a prayer altar) -R 0 34683 34606 -1 (a small shrine made of marble) -O 0 34606 1 34683 (a small shrine made of marble) -D 0 34646 0 1 (Higher Imm Hall, Extension Sct. B) -D 0 34646 2 1 (Higher Imm Hall, Extension Sct. B) -R 0 34646 34604 -1 (a plush couch) -O 0 34604 12 34646 (a plush couch) -O 0 34608 1 34646 (an oil painting of the Last Supper) -D 0 34697 0 1 (Higher Imm Hall, North Extension Sct. C) -D 0 34697 2 1 (Higher Imm Hall, North Extension Sct. C) -R 0 34697 34604 -1 (a plush couch) -O 0 34604 12 34697 (a plush couch) -D 0 34663 0 1 (God Hall, East Extension) -D 0 34663 2 1 (God Hall, East Extension) -M 0 34307 3 34663 (an air golem) -D 0 34601 1 1 (God Hall, South Extension) -D 0 34601 3 1 (God Hall, South Extension) -M 0 1202 20 34601 (the wandering spirit) -M 0 34307 3 34601 (an air golem) -D 0 34609 0 1 (God Hall, West Extension) -D 0 34609 2 1 (God Hall, West Extension) -M 0 34307 3 34609 (an air golem) -M 0 34306 10 34643 (a stone golem) -D 0 34689 0 1 (Higher Imm Hall, North Extension Sct. C) -D 0 34689 2 1 (Higher Imm Hall, North Extension Sct. C) -O 0 34603 2 34689 (a statuehead on a pedistal) -D 0 34694 0 1 (Higher Imm Hall, North Extension Sct. C) -D 0 34694 2 1 (Higher Imm Hall, North Extension Sct. C) -M 0 1202 20 34694 (the wandering spirit) -R 0 34694 34604 -1 (a plush couch) -O 0 34604 12 34694 (a plush couch) -D 0 34688 0 1 (Higher Imm Hall, North Extension Sct. C) -D 0 34688 2 1 (Higher Imm Hall, North Extension Sct. C) -M 0 1202 20 34688 (the wandering spirit) -R 0 34688 34604 -1 (a plush couch) -O 0 34604 12 34688 (a plush couch) -D 0 34682 0 1 (Higher Imm Hall, Extension Sct. C) -D 0 34682 2 1 (Higher Imm Hall, Extension Sct. C) -R 0 34682 34604 -1 (a plush couch) -O 0 34604 12 34682 (a plush couch) -D 0 34649 0 1 (Higher Imm Hall, Extension Sct. B) -D 0 34649 2 1 (Higher Imm Hall, Extension Sct. B) -R 0 34649 34604 -1 (a plush couch) -O 0 34604 12 34649 (a plush couch) -D 0 34647 0 1 (Higher Imm Hall, Extension Sct. B) -D 0 34647 2 1 (Higher Imm Hall, Extension Sct. B) -R 0 34647 34604 -1 (a plush couch) -O 0 34604 12 34647 (a plush couch) -D 0 34644 0 1 (Higher Imm Hall, Extension Sct. B) -D 0 34644 2 1 (Higher Imm Hall, Extension Sct. B) -R 0 34644 34604 -1 (a plush couch) -O 0 34604 12 34644 (a plush couch) -D 0 34698 2 1 (Empty Office Ext C) -D 0 34699 0 1 (Empty Office Ext C) -D 0 34691 0 1 (Empty Office Ext C) -D 0 34690 2 1 (Empty Office Ext C) -D 0 34692 2 1 (Empty Office Ext C) -D 0 34693 0 1 (Empty Office EXT c) -D 0 34696 0 1 (Empty Office Ext C) -D 0 34695 2 1 (Empty Office Ext C) -D 0 34685 0 1 (Empty Office Ext C) -D 0 34684 2 1 (Empty Office New Ext C) -D 0 34687 0 1 (Empty Office Ext C) -D 0 34686 2 1 (Empty Office New Ext C) -D 0 34645 0 1 (Higher Imm Hall, Extension Sct. B) -D 0 34645 2 1 (Higher Imm Hall, Extension Sct. B) -M 0 1202 20 34645 (the wandering spirit) -D 0 34607 0 1 (God Hall, South Extension) -D 0 34607 2 1 (God Hall, South Extension) -D 0 34605 0 1 (God Hall, South Extension) -D 0 34605 2 1 (God Hall, South Extension) -M 0 1202 20 34605 (the wandering spirit) -D 0 34618 1 1 (God Hall, West Extension) -D 0 34618 3 1 (God Hall, West Extension) -D 0 34669 1 1 (God Hall, East Extension) -D 0 34669 3 1 (God Hall, East Extension) -M 0 1202 20 34669 (the wandering spirit) -M 0 1202 20 34665 (the wandering spirit) -D 0 34677 3 1 (Empty Office New Ext E) -D 0 34676 1 1 (Empty Office New Ext E) -D 0 34667 1 1 (God Hall, East Extension) -D 0 34667 3 1 (God Hall, East Extension) -D 0 34680 3 1 (Empty Office New Ext E) -D 0 34681 1 1 (Empty Office New Ext E) -D 0 34679 1 1 (Emoty Office New Ext E) -D 0 34668 1 1 (God Hall, East Extension) -D 0 34668 3 1 (God Hall, East Extension) -D 0 34678 3 1 (Empty Office New Ext E) -D 0 34674 1 1 (Empty office New Ext E) -D 0 34675 3 1 (Empty Office New Ext Ext E) -D 0 34666 3 1 (God Hall, East Extension) -D 0 34666 1 1 (God Hall, East Extension) -D 0 34671 0 1 (Empty Office New Ext E) -D 0 34670 2 1 (Empty Office New EXT E) -D 0 34664 0 1 (God Hall, East Extension) -D 0 34664 2 1 (God Hall, East Extension) -D 0 34672 2 1 (Empty Office New Ext E) -D 0 34673 0 1 (Empty Office New Ext E) -D 0 34610 1 1 (God Hall, West Extension) -D 0 34610 3 1 (God Hall, West Extension) -D 0 34633 3 1 (Empty Office New Ext) -D 0 34620 3 1 (Empty Office New Ext.) -D 0 34611 3 1 (God Hall, West Extension) -D 0 34611 1 1 (God Hall, West Extension) -D 0 34634 1 1 (Empty Office New Ext) -D 0 34632 3 1 (Empty Office New Ext) -D 0 34656 2 1 (Empty Office Ext B) -D 0 34657 0 1 (Empty Office Ext B) -D 0 34659 0 1 (Empty Office Ext B) -D 0 34658 2 1 (Empty Office Ext B) -D 0 34660 2 1 (Empty Office Ext B) -D 0 34661 0 1 (Empty Office Ext B) -D 0 34654 2 1 (Empty Office Ext B) -D 0 34655 0 1 (Empty Office Ext B) -D 0 34653 0 1 (Empty Office Ext B) -D 0 34652 2 1 (Empty Office Ext B) -D 0 34651 0 1 (Empty Office Ext B) -D 0 34650 2 1 (Empty Office Ext B) -D 0 34640 1 1 (Empty Office New Ext.) -D 0 34641 3 1 (Empty Room New Ext.) -D 0 34638 1 1 (Empty Office New Ext.) -D 0 34639 3 1 (Empty Office New Ext.) -D 0 34636 1 1 (Angela's Office) -D 0 34637 3 1 (Empty Office New Ext) -D 0 34602 1 1 (God Hall, South Extension) -D 0 34602 3 1 (God Hall, South Extension) -D 0 34628 0 1 (Empty Office New Ext.) -D 0 34627 2 1 (Emoty Office New Ext.) -D 0 34630 0 1 (Empty Office New Ext.) -D 0 34629 2 1 (Empty Office New Ext.) -D 0 34608 0 1 (God Hall, South Extension) -D 0 34608 2 1 (God Hall, South Extension) -D 0 34635 0 1 (Emoty Office New Ext) -D 0 34631 2 1 (Empty Office New Ext.) -D 0 34604 0 1 (God Hall, South Extension) -D 0 34604 2 1 (God Hall, South Extension) -D 0 34626 0 1 (Empty Office New Ext.) -D 0 34625 2 1 (Empty Office New Ext) -D 0 34623 2 1 (Empty Office New Ext.) -D 0 34624 0 1 (Emoty Office New Ext.) -D 0 34606 0 1 (God Hall, West Extension) -D 0 34606 2 1 (God Hall, West Extension) -D 0 34621 2 1 (Empty Office New Ext.) -D 0 34622 0 1 (Empty Office New Ext.) -D 0 34619 1 1 (Emty Office New Ext.) -D 0 34615 0 1 (Empty Office New Ext) -D 0 34617 0 1 (Empty Office New Ext) -D 0 34616 2 1 (Empty Office New Ext) -D 0 34614 2 1 (Empty Office New Ext) -S -$ diff --git a/lib/world/zon/35.zon b/lib/world/zon/35.zon deleted file mode 100644 index 3d3f7d4..0000000 --- a/lib/world/zon/35.zon +++ /dev/null @@ -1,48 +0,0 @@ -#35 -Copper II~ -Miden'Nir~ -3500 3599 20 2 d 0 0 0 4 10 -M 0 3500 3 3521 (the wyvern) -M 0 3500 3 3521 (the wyvern) -M 0 3500 3 3521 (the wyvern) -M 0 3501 10 3508 (the goblin) -E 1 3502 10 16 (a wooden club) -M 0 3501 10 3509 (the goblin) -E 1 3502 10 16 (a wooden club) -M 0 3501 10 3509 (the goblin) -E 1 3502 10 16 (a wooden club) -M 0 3501 10 3512 (the goblin) -E 1 3502 10 16 (a wooden club) -M 0 3501 10 3512 (the goblin) -E 1 3502 10 16 (a wooden club) -M 0 3501 10 3512 (the goblin) -E 1 3502 10 16 (a wooden club) -M 0 3501 10 3514 (the goblin) -E 1 3502 10 16 (a wooden club) -M 0 3501 10 3516 (the goblin) -E 1 3502 10 16 (a wooden club) -M 0 3501 10 3518 (the goblin) -E 1 3502 10 16 (a wooden club) -M 0 3501 10 3556 (the goblin) -E 1 3502 10 16 (a wooden club) -M 0 3502 4 3551 (the goblin lieutenant) -E 1 3500 10 16 (a small sword) -M 0 3502 4 3556 (the goblin lieutenant) -E 1 3500 10 16 (a small sword) -M 0 3503 1 3556 (the goblin leader) -E 1 3504 10 16 (a small spear) -M 0 3504 1 3575 (the small boy) -E 1 3508 25 17 (the gyroscope) -M 0 3505 1 3576 (the Innkeeper) -M 0 3506 1 3577 (the bard) -E 1 3502 2 16 (a wooden club) -M 0 3507 4 3584 (the dark horseman) -E 1 3503 8 5 (a studded leather jacket) -M 0 3507 4 3584 (the dark horseman) -E 1 3503 8 5 (a studded leather jacket) -O 0 3505 2 3521 (a mutilated corpse) -O 0 3506 1 3521 (a mutilated carcass) -P 1 3507 1 3506 (an ornate dagger) -O 0 3505 2 3521 (a mutilated corpse) -S -$ diff --git a/lib/world/zon/36.zon b/lib/world/zon/36.zon deleted file mode 100644 index 16f8a55..0000000 --- a/lib/world/zon/36.zon +++ /dev/null @@ -1,94 +0,0 @@ -#36 -Exxon~ -Chessboard of Midgaard~ -3600 3699 10 1 d 0 0 0 6 30 -M 0 3600 8 3609 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armor) -E 1 3602 8 16 (a Black Pawn's Sword) -M 0 3600 8 3610 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armor) -E 1 3602 8 16 (a Black Pawn's Sword) -M 0 3600 8 3611 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armor) -E 1 3602 8 16 (a Black Pawn's Sword) -M 0 3600 8 3612 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armor) -E 1 3602 8 16 (a Black Pawn's Sword) -M 0 3600 8 3613 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armor) -E 1 3602 8 16 (a Black Pawn's Sword) -M 0 3600 8 3614 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armor) -E 1 3602 8 16 (a Black Pawn's Sword) -M 0 3600 8 3615 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armor) -E 1 3602 8 16 (a Black Pawn's Sword) -M 0 3600 8 3616 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armor) -E 1 3602 8 16 (a Black Pawn's Sword) -M 0 3601 8 3649 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armor) -E 1 3603 8 16 (a White Pawn's Sword) -M 0 3601 8 3650 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armor) -E 1 3603 8 16 (a White Pawn's Sword) -M 0 3601 8 3651 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armor) -E 1 3603 8 16 (a White Pawn's Sword) -M 0 3601 8 3652 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armor) -E 1 3603 8 16 (a White Pawn's Sword) -M 0 3601 8 3653 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armor) -E 1 3603 8 16 (a White Pawn's Sword) -M 0 3601 8 3654 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armor) -E 1 3603 8 16 (a White Pawn's Sword) -M 0 3601 8 3655 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armor) -E 1 3603 8 16 (a White Pawn's Sword) -M 0 3601 8 3656 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armor) -E 1 3603 8 16 (a White Pawn's Sword) -M 0 3602 2 3601 (the Black Rook) -E 1 3604 2 5 (some Black Rook Armor) -M 0 3602 2 3608 (the Black Rook) -E 1 3604 2 5 (some Black Rook Armor) -M 0 3603 2 3657 (the White Rook) -E 1 3605 2 5 (some White Rook Armor) -M 0 3603 2 3664 (the White Rook) -E 1 3605 2 5 (some White Rook Armor) -M 0 3604 2 3602 (the Black Knight) -E 1 3606 2 16 (the Lance of the Black Knight) -M 0 3604 2 3607 (the Black Knight) -E 1 3606 2 16 (the Lance of the Black Knight) -M 0 3605 2 3658 (the White Knight) -E 1 3607 2 16 (the Lance of the White Knight) -M 0 3605 2 3663 (the White Knight) -E 1 3607 2 16 (the Lance of the White Knight) -M 0 3606 2 3603 (the Black Bishop) -E 1 3608 2 17 (the Staff of the Black Bishop) -M 0 3606 2 3606 (the Black Bishop) -E 1 3608 2 17 (the Staff of the Black Bishop) -M 0 3607 2 3659 (the White Bishop) -E 1 3609 2 17 (the Staff of the White Bishop) -M 0 3607 2 3662 (the White Bishop) -E 1 3609 2 17 (the Staff of the White Bishop) -M 0 3608 1 3604 (the Black Queen) -E 1 3610 1 6 (the Crown of the Black Queen) -M 0 3609 1 3660 (the White Queen) -E 1 3611 1 6 (the Crown of the White Queen) -M 0 3610 1 3605 (the Black King) -E 1 3612 1 17 (the Black King's Sceptre) -G 1 3614 1 -1 (the Key to the Black Treasury) -M 0 3611 1 3661 (the White King) -E 1 3613 1 17 (the White King's Sceptre) -G 1 3615 1 -1 (the Key to the White Treasury) -O 0 3616 1 3665 (the Black Royal Treasure) -O 0 3617 1 3666 (the White Royal Treasure) -D 0 3604 5 2 (A Black Square) -D 0 3665 4 2 (The Black Treasury) -D 0 3660 5 2 (A White Square) -D 0 3666 4 2 (The White Treasury) -S -$ diff --git a/lib/world/zon/37.zon b/lib/world/zon/37.zon deleted file mode 100644 index 8ce2093..0000000 --- a/lib/world/zon/37.zon +++ /dev/null @@ -1,78 +0,0 @@ -#37 -Welcor~ -Capital Sewer System~ -3700 3799 15 2 d 0 0 0 3 7 -D 0 3735 2 2 (A strange halt) -M 0 3713 1 3746 (the fox) -M 0 3712 3 3744 (a small cat) -M 0 3711 5 3744 (a small rabbit) -M 0 3711 5 3744 (a small rabbit) -M 0 3711 5 3745 (a small rabbit) -M 0 3711 5 3745 (a small rabbit) -M 0 3712 3 3745 (a small cat) -M 0 3703 1 3715 (the king rat) -O 0 3700 1 3715 (a pile of glitter) -M 0 3702 2 3711 (the protector rat) -M 0 3702 2 3711 (the protector rat) -M 0 3701 10 3705 (the big rat) -M 0 3701 10 3707 (the big rat) -M 0 3701 10 3713 (the big rat) -M 0 3701 10 3711 (the big rat) -M 0 3701 10 3708 (the big rat) -M 0 3701 10 3703 (the big rat) -M 0 3700 10 3705 (the big rat) -M 0 3700 10 3707 (the big rat) -M 0 3700 10 3713 (the big rat) -M 0 3700 10 3711 (the big rat) -M 0 3700 10 3708 (the big rat) -M 0 3700 10 3703 (the big rat) -M 0 3704 10 3721 (the bat) -M 0 3704 10 3722 (the bat) -M 0 3704 10 3724 (the bat) -M 0 3704 10 3725 (the bat) -M 0 3704 10 3726 (the bat) -M 0 3705 10 3723 (the bat) -M 0 3705 10 3724 (the bat) -M 0 3705 10 3727 (the bat) -M 0 3705 10 3722 (the bat) -M 0 3705 10 3728 (the bat) -M 0 3706 8 3724 (the giant bat) -M 0 3706 8 3725 (the giant bat) -M 0 3706 8 3726 (the giant bat) -M 0 3706 8 3727 (the giant bat) -M 0 3707 5 3727 (the vampire bat) -M 0 3707 5 3728 (the vampire bat) -M 0 3708 6 3742 (the trout) -G 1 3701 100 -1 (a trout fillet) -M 0 3708 6 3740 (the trout) -G 1 3701 100 -1 (a trout fillet) -M 0 3708 6 3738 (the trout) -G 1 3701 100 -1 (a trout fillet) -M 0 3709 6 3742 (the blind fish) -G 1 3702 100 -1 (a fish fillet) -M 0 3709 6 3740 (the blind fish) -G 1 3702 100 -1 (a fish fillet) -M 0 3709 6 3738 (the blind fish) -G 1 3702 100 -1 (a fish fillet) -M 0 3710 6 3741 (the giant oyster) -G 1 3703 10 -1 (a pearl) -M 0 3710 6 3741 (the giant oyster) -G 1 3703 10 -1 (a pearl) -O 0 3708 5 3718 (a piece of fungus) -O 0 3708 5 3719 (a piece of fungus) -O 0 3708 5 3720 (a piece of fungus) -O 0 3708 5 3721 (a piece of fungus) -O 0 3709 1 3722 (an old desk) -O 0 3704 1 3736 (an ironbound chest) -P 1 3705 20 3704 (a fine looking chainmail) -P 1 3706 100 3704 (a long dagger) -P 1 3710 1 3704 (a dirty key) -O 0 3707 1 3737 (a fishing boat) -D 0 3708 0 2 (A bend in the tunnel) -D 0 3709 2 2 (North of a grate) -D 0 3720 0 1 (North/south Pipe) -D 0 3721 2 1 (North of the grate.) -D 0 3737 0 1 (By an underground fishing pond) -D 0 3736 1 1 (By the hole) -S -$ diff --git a/lib/world/zon/38.zon b/lib/world/zon/38.zon deleted file mode 100644 index 5a70f40..0000000 --- a/lib/world/zon/38.zon +++ /dev/null @@ -1,16 +0,0 @@ -#38 -Welcor~ -Capital Sewer System II~ -3800 3899 15 2 d 0 0 0 7 14 -D 0 3801 5 2 (In the Northern Drainhole) -M 0 3800 1 3801 (the black rat) -G 1 3804 10 -1 (a red smelly key) -E 1 3800 100 16 (a rat tail) -M 0 3801 1 3806 (the corpse of Slaive) -E 1 3802 100 16 (Backstabber) -O 0 3801 1 3806 (a secret safe) -D 0 3805 5 2 (A Secret Passage) -D 0 3802 4 2 (A Big Pipe) -D 0 3804 4 2 (The Opening in the Big Pipe) -S -$ diff --git a/lib/world/zon/39.zon b/lib/world/zon/39.zon deleted file mode 100644 index 95abefc..0000000 --- a/lib/world/zon/39.zon +++ /dev/null @@ -1,941 +0,0 @@ -#39 -Nivan~ -Haven~ -3900 3999 30 2 d 0 0 0 3 14 -M 0 3944 2 3922 (the disguised woman) -E 1 3964 100 16 (a curving dagger) -E 1 3960 100 6 (a fake moustache) -E 1 3966 100 5 (a black silk shirt) -E 1 3965 100 7 (a pair of black silk pants) -E 1 3906 99 17 (a low-burning candle) -M 0 3943 1 3922 (a small child) -E 1 3962 100 17 (a rusty cup) -E 1 3961 100 16 (a false peg leg) -M 0 3942 2 3922 (the pickpocket) -E 1 3963 100 16 (a short, curving sword) -E 1 3966 100 5 (a black silk shirt) -E 1 3910 100 8 (a pair of black leather boots) -E 1 3909 100 2 (the silver ring) -E 1 3909 100 1 (the silver ring) -E 1 3968 100 17 (a purse) -M 0 3940 1 3922 (the smiling woman) -E 1 3969 100 5 (an expensive red dress) -E 1 3910 100 8 (a pair of black leather boots) -E 1 3963 100 16 (a short, curving sword) -E 1 3906 99 17 (a low-burning candle) -D 0 3983 5 1 (Luna's Square) -M 0 3953 1 3983 (a raving lunatic) -E 1 3967 99 12 (some rags) -E 1 3961 100 16 (a false peg leg) -M 0 3950 1 3983 (the paraniod schizophrenic) -E 1 3967 99 12 (some rags) -E 1 3962 100 17 (a rusty cup) -M 0 3949 2 3983 (a cackling bum) -E 1 3967 99 12 (some rags) -E 1 3962 100 17 (a rusty cup) -E 1 3961 100 16 (a false peg leg) -M 0 3948 1 3983 (the King of Luna's Alley) -E 1 3967 99 12 (some rags) -E 1 3983 100 17 (a wooden spoon) -E 1 3949 100 3 (an old leather dog's collar) -E 1 3950 100 13 (a rat's tail) -M 0 3941 1 3983 (a filcher) -E 1 3963 100 16 (a short, curving sword) -E 1 3966 100 5 (a black silk shirt) -E 1 3910 100 8 (a pair of black leather boots) -E 1 3909 100 2 (the silver ring) -E 1 3909 100 1 (the silver ring) -E 1 3968 100 17 (a purse) -M 0 3913 1 3953 (the sightseer) -E 1 3970 100 16 (a sharp cutlass) -E 1 3984 100 5 (the sparkling chainmail) -E 1 3985 100 6 (a black bandana) -M 0 3914 2 3953 (the man) -E 1 3958 100 16 (a steel shortsword) -E 1 3968 100 17 (a purse) -M 0 3915 3 3953 (the woman) -E 1 3958 100 16 (a steel shortsword) -E 1 3957 100 10 (a banded steel bracer) -M 0 3961 2 3953 (the strolling citizen) -E 1 3995 100 16 (a commoner's sword) -E 1 3978 100 15 (a silver bracelet) -E 1 3968 100 17 (a purse) -M 0 3962 3 3953 (the strolling citizen) -E 1 3993 100 16 (a sparkling silver mace) -E 1 3911 100 6 (a silver helm) -E 1 3909 100 1 (the silver ring) -E 1 3974 100 17 (a wine glass) -M 0 3923 4 3953 (an elite guard) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3923 4 3953 (an elite guard) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3923 4 3953 (an elite guard) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3925 2 3953 (the talented bard) -E 1 3915 100 17 (a stag carving) -E 1 3970 100 16 (a sharp cutlass) -E 1 3978 100 14 (a silver bracelet) -E 1 3996 99 15 (a black leather bracer) -M 0 3926 1 3953 (a tumbler) -E 1 3909 100 2 (the silver ring) -E 1 3909 100 1 (the silver ring) -M 0 3923 1 3956 (an elite guard) -E 1 3999 100 16 (a gull-marked sword) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -M 0 3914 1 3956 (the man) -E 1 3958 100 16 (a steel shortsword) -M 0 3915 1 3956 (the woman) -E 1 3958 100 16 (a steel shortsword) -E 1 3957 100 10 (a banded steel bracer) -M 0 3997 3 3998 (an elite gatekeeper) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3998 1 3998 (a diligent carver) -E 1 3998 100 16 (a sharp whittling knife) -M 0 3997 3 3998 (an elite gatekeeper) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3923 4 3997 (an elite guard) -E 1 3999 100 16 (a gull-marked sword) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -M 0 3923 4 3997 (an elite guard) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3930 2 3996 (a yappy dog) -G 1 3949 100 -1 (an old leather dog's collar) -M 0 3958 2 3996 (a wandering shopper) -E 1 3958 100 16 (a steel shortsword) -E 1 3913 100 17 (a demonic idol) -G 1 3941 100 -1 (a big, soft pillow) -E 1 3967 99 12 (some rags) -M 0 3923 2 3954 (an elite guard) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3996 2 3954 (a man of Haven) -E 1 3948 100 16 (a steel longsword) -E 1 3946 100 6 (a chainmail coif) -E 1 3918 100 17 (a pixie-eye emerald) -E 1 3909 100 1 (the silver ring) -M 0 3991 1 3995 (an outlander) -E 1 3964 100 16 (a curving dagger) -E 1 3956 100 7 (the banded steel leg guards) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3992 2 3995 (an admirer of Haven) -E 1 3963 100 16 (a short, curving sword) -E 1 3969 100 5 (an expensive red dress) -G 1 3968 60 -1 (a purse) -M 0 3993 1 3995 (the happy child) -E 1 3938 100 17 (a wooden toy) -M 0 3923 1 3995 (an elite guard) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3994 1 3995 (a woman of Haven) -E 1 3975 100 5 (a patched dress) -E 1 3983 100 17 (a wooden spoon) -M 0 3969 2 3995 (a man) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3922 2 3994 (an elite patrolman) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3995 1 3994 (a motherly woman) -E 1 3948 100 16 (a steel longsword) -E 1 3980 100 7 (a long wool skirt) -E 1 3918 100 17 (a pixie-eye emerald) -M 0 3996 1 3994 (a man of Haven) -E 1 3948 100 16 (a steel longsword) -E 1 3946 100 6 (a chainmail coif) -E 1 3918 100 17 (a pixie-eye emerald) -E 1 3909 100 1 (the silver ring) -M 0 3986 2 3994 (a plodding donkey) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3988 1 3994 (a prancing horse) -M 0 3923 1 3952 (an elite guard) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3915 2 3952 (the woman) -E 1 3958 100 16 (a steel shortsword) -E 1 3957 100 10 (a banded steel bracer) -E 1 3956 100 7 (the banded steel leg guards) -M 0 3924 1 3952 (the citizen) -E 1 3966 99 5 (a black silk shirt) -E 1 3963 100 16 (a short, curving sword) -G 1 3972 10 -1 (a raw herring) -M 0 3992 1 3991 (an admirer of Haven) -E 1 3963 100 16 (a short, curving sword) -E 1 3969 100 5 (an expensive red dress) -G 1 3968 60 -1 (a purse) -M 0 3922 3 3991 (an elite patrolman) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3926 1 3989 (a tumbler) -E 1 3909 100 2 (the silver ring) -E 1 3909 100 1 (the silver ring) -M 0 3996 1 3989 (a man of Haven) -E 1 3948 100 16 (a steel longsword) -E 1 3946 100 6 (a chainmail coif) -E 1 3918 100 17 (a pixie-eye emerald) -E 1 3909 100 1 (the silver ring) -M 0 3922 2 3989 (an elite patrolman) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3951 2 3986 (a halfwit) -E 1 3967 99 12 (some rags) -E 1 3962 100 17 (a rusty cup) -M 0 3952 1 3986 (the gibbering madman) -E 1 3967 99 12 (some rags) -E 1 3962 100 17 (a rusty cup) -M 0 3949 1 3985 (a cackling bum) -E 1 3967 99 12 (some rags) -E 1 3962 100 17 (a rusty cup) -E 1 3961 100 16 (a false peg leg) -M 0 3953 1 3985 (a raving lunatic) -E 1 3967 99 12 (some rags) -E 1 3961 100 16 (a false peg leg) -M 0 3950 1 3985 (the paraniod schizophrenic) -E 1 3967 99 12 (some rags) -E 1 3962 100 17 (a rusty cup) -M 0 3951 1 3984 (a halfwit) -E 1 3967 99 12 (some rags) -E 1 3962 100 17 (a rusty cup) -M 0 3952 2 3984 (the gibbering madman) -E 1 3967 99 12 (some rags) -E 1 3962 100 17 (a rusty cup) -M 0 3922 4 3980 (an elite patrolman) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3988 2 3980 (a prancing horse) -M 0 3993 1 3980 (the happy child) -E 1 3938 100 17 (a wooden toy) -M 0 3994 2 3980 (a woman of Haven) -E 1 3975 100 5 (a patched dress) -E 1 3983 100 17 (a wooden spoon) -M 0 3996 2 3980 (a man of Haven) -E 1 3963 100 16 (a short, curving sword) -E 1 3969 100 5 (an expensive red dress) -G 1 3968 60 -1 (a purse) -M 0 3992 2 3980 (an admirer of Haven) -E 1 3963 100 16 (a short, curving sword) -E 1 3969 100 5 (an expensive red dress) -G 1 3968 60 -1 (a purse) -M 0 3916 1 3980 (the carver) -E 1 3994 100 16 (a merchant's sword) -E 1 3965 100 7 (a pair of black silk pants) -E 1 3966 100 5 (a black silk shirt) -M 0 3922 4 3979 (an elite patrolman) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3987 2 3979 (the cartman) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3986 2 3979 (a plodding donkey) -E 1 3987 100 17 (a saddlebag) -M 0 3994 2 3979 (a woman of Haven) -E 1 3975 100 5 (a patched dress) -E 1 3983 100 17 (a wooden spoon) -M 0 3995 2 3979 (a motherly woman) -E 1 3948 100 16 (a steel longsword) -E 1 3980 100 7 (a long wool skirt) -E 1 3918 100 17 (a pixie-eye emerald) -M 0 3991 2 3979 (an outlander) -E 1 3964 100 16 (a curving dagger) -E 1 3956 100 7 (the banded steel leg guards) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3989 1 3979 (a loud merchant) -E 1 3994 100 16 (a merchant's sword) -E 1 3953 100 6 (the tri-cornered hat) -M 0 3922 4 3978 (an elite patrolman) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3990 2 3978 (the sailor) -E 1 3970 100 16 (a sharp cutlass) -E 1 3965 100 7 (a pair of black silk pants) -E 1 3985 100 6 (a black bandana) -E 1 3921 100 17 (a brown bottle) -M 0 3991 1 3978 (an outlander) -E 1 3964 100 16 (a curving dagger) -E 1 3956 100 7 (the banded steel leg guards) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3993 1 3978 (the happy child) -E 1 3938 100 17 (a wooden toy) -M 0 3922 2 3977 (an elite patrolman) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3914 1 3977 (the man) -E 1 3958 100 16 (a steel shortsword) -E 1 3968 100 17 (a purse) -M 0 3969 2 3977 (a man) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3952 1 3974 (the gibbering madman) -E 1 3967 99 12 (some rags) -E 1 3962 100 17 (a rusty cup) -M 0 3953 2 3974 (a raving lunatic) -E 1 3967 99 12 (some rags) -E 1 3961 100 16 (a false peg leg) -M 0 3931 1 3974 (the swift cat) -M 0 3951 2 3973 (a halfwit) -E 1 3967 99 12 (some rags) -E 1 3962 100 17 (a rusty cup) -M 0 3950 1 3973 (the paraniod schizophrenic) -E 1 3967 99 12 (some rags) -E 1 3962 100 17 (a rusty cup) -M 0 3915 1 3965 (the woman) -E 1 3958 100 16 (a steel shortsword) -E 1 3957 100 10 (a banded steel bracer) -E 1 3956 100 7 (the banded steel leg guards) -M 0 3958 2 3965 (a wandering shopper) -E 1 3958 100 16 (a steel shortsword) -E 1 3913 100 17 (a demonic idol) -G 1 3941 100 -1 (a big, soft pillow) -E 1 3967 99 12 (some rags) -M 0 3991 1 3963 (an outlander) -E 1 3964 100 16 (a curving dagger) -E 1 3956 100 7 (the banded steel leg guards) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3990 2 3963 (the sailor) -E 1 3970 100 16 (a sharp cutlass) -E 1 3965 100 7 (a pair of black silk pants) -E 1 3985 100 6 (a black bandana) -E 1 3921 100 17 (a brown bottle) -M 0 3923 2 3963 (an elite guard) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3922 4 3960 (an elite patrolman) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3923 1 3959 (an elite guard) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3914 1 3959 (the man) -E 1 3958 100 16 (a steel shortsword) -E 1 3968 100 17 (a purse) -M 0 3993 1 3959 (the happy child) -E 1 3938 100 17 (a wooden toy) -M 0 3992 1 3959 (an admirer of Haven) -E 1 3963 100 16 (a short, curving sword) -E 1 3969 100 5 (an expensive red dress) -G 1 3968 60 -1 (a purse) -M 0 3940 1 3917 (the smiling woman) -E 1 3969 100 5 (an expensive red dress) -E 1 3910 100 8 (a pair of black leather boots) -E 1 3963 100 16 (a short, curving sword) -E 1 3906 99 17 (a low-burning candle) -M 0 3943 1 3917 (a small child) -E 1 3962 100 17 (a rusty cup) -E 1 3961 100 16 (a false peg leg) -M 0 3921 1 3908 (the bodyguard) -E 1 3997 99 5 (a well-made leather vest) -E 1 3996 99 14 (a black leather bracer) -E 1 3999 100 16 (a gull-marked sword) -M 0 3938 2 3908 (a manor guard) -E 1 3957 100 10 (a banded steel bracer) -E 1 3956 100 7 (the banded steel leg guards) -E 1 3948 100 16 (a steel longsword) -E 1 3946 100 6 (a chainmail coif) -M 0 3935 2 3908 (a gentleman) -E 1 3964 100 16 (a curving dagger) -E 1 3949 100 17 (an old leather dog's collar) -M 0 3936 2 3908 (the well-born lady) -E 1 3905 100 17 (a twinkling ruby) -E 1 3927 100 16 (a jeweled dagger) -E 1 3954 100 5 (a shimmering silvery dress) -M 0 3934 1 3908 (a serving boy) -E 1 3964 100 16 (a curving dagger) -E 1 3951 100 17 (a silver pitcher) -E 1 3952 100 11 (a silver serving platter) -M 0 3983 1 3908 (a manservant of Degruziel) -E 1 3909 100 2 (the silver ring) -E 1 3963 100 16 (a short, curving sword) -E 1 3909 100 1 (the silver ring) -E 1 3922 100 17 (a pitcher) -D 0 3908 0 1 (An Artfull Hallway) -M 0 3978 1 3906 (the half-mad prisoner) -E 1 3967 99 12 (some rags) -D 0 3906 3 1 (A Dank Dungeon Chamber) -M 0 3924 2 3940 (the citizen) -E 1 3966 99 5 (a black silk shirt) -E 1 3963 100 16 (a short, curving sword) -G 1 3972 10 -1 (a raw herring) -M 0 3925 1 3940 (the talented bard) -E 1 3915 100 17 (a stag carving) -E 1 3970 100 16 (a sharp cutlass) -E 1 3978 100 14 (a silver bracelet) -E 1 3996 99 15 (a black leather bracer) -M 0 3927 2 3940 (a tavern wench) -E 1 3976 100 17 (a flagon of ale) -E 1 3954 100 5 (a shimmering silvery dress) -M 0 3970 2 3940 (the patron) -E 1 3976 100 17 (a flagon of ale) -E 1 3973 100 16 (a broken bottle) -E 1 3965 100 7 (a pair of black silk pants) -M 0 3972 2 3940 (a drunk) -E 1 3976 100 17 (a flagon of ale) -E 1 3973 100 16 (a broken bottle) -E 1 3965 100 7 (a pair of black silk pants) -M 0 3971 1 3940 (Gilles) -G 1 3921 20 -1 (a brown bottle) -G 1 3922 10 -1 (a pitcher) -D 0 3940 2 1 (Inside the Cracked Mug) -M 0 3992 2 3992 (an admirer of Haven) -E 1 3963 100 16 (a short, curving sword) -E 1 3969 100 5 (an expensive red dress) -G 1 3968 60 -1 (a purse) -M 0 3987 3 3992 (the cartman) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3986 1 3992 (a plodding donkey) -E 1 3987 100 17 (a saddlebag) -M 0 3958 3 3992 (a wandering shopper) -E 1 3958 100 16 (a steel shortsword) -E 1 3913 100 17 (a demonic idol) -G 1 3941 100 -1 (a big, soft pillow) -E 1 3967 99 12 (some rags) -M 0 3961 2 3992 (the strolling citizen) -E 1 3995 100 16 (a commoner's sword) -E 1 3978 100 15 (a silver bracelet) -E 1 3968 100 17 (a purse) -M 0 3961 2 3992 (the strolling citizen) -E 1 3995 100 16 (a commoner's sword) -E 1 3978 100 15 (a silver bracelet) -E 1 3968 100 17 (a purse) -M 0 3925 1 3992 (the talented bard) -E 1 3915 100 17 (a stag carving) -E 1 3970 100 16 (a sharp cutlass) -E 1 3978 100 14 (a silver bracelet) -E 1 3996 99 15 (a black leather bracer) -M 0 3917 1 3992 (the yelling woman) -E 1 3994 100 16 (a merchant's sword) -E 1 3969 100 5 (an expensive red dress) -G 1 3951 99 -1 (a silver pitcher) -G 1 3952 99 -1 (a silver serving platter) -G 1 3983 99 -1 (a wooden spoon) -M 0 3955 1 3957 (Mithroq) -G 1 3928 100 -1 (a wickedly curving dagger) -G 1 3925 100 -1 (a barbed spear) -G 1 3926 100 -1 (an awl pike) -G 1 3927 100 -1 (a jeweled dagger) -G 1 3929 100 -1 (a length of chain) -G 1 3930 100 -1 (a large flail) -G 1 3994 100 -1 (a merchant's sword) -G 1 3995 100 -1 (a commoner's sword) -O 0 3907 1 3958 (the bank) -M 0 3921 1 3958 (the bodyguard) -E 1 3948 100 16 (a steel longsword) -E 1 3984 100 5 (the sparkling chainmail) -E 1 3911 100 6 (a silver helm) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3957 1 3958 (Milos) -M 0 3956 1 3966 (Tia) -G 1 3937 99 -1 (the green vial) -G 1 3936 99 -1 (a rose-shaped vial) -G 1 3935 99 -1 (a yellow jar) -G 1 3934 99 -1 (a glowing apple) -G 1 3933 99 -1 (a purple decanter) -G 1 3932 99 -1 (an aquamarine chalice) -M 0 3967 1 3981 (the fish pitcher) -E 1 3963 100 16 (a short, curving sword) -E 1 3972 100 17 (a raw herring) -E 1 3985 100 6 (a black bandana) -M 0 3993 1 3981 (the happy child) -E 1 3938 100 17 (a wooden toy) -M 0 3959 1 3981 (the fisherman's wife) -E 1 3975 5 0 (a patched dress) -G 1 3943 100 -1 (a freshly baked bread) -E 1 3983 100 17 (a wooden spoon) -M 0 3973 1 3972 (Aramut) -G 1 3946 100 -1 (a chainmail coif) -G 1 3956 100 -1 (the banded steel leg guards) -G 1 3957 100 -1 (a banded steel bracer) -G 1 3984 100 -1 (the sparkling chainmail) -M 0 3934 2 3912 (a serving boy) -E 1 3964 100 16 (a curving dagger) -E 1 3951 100 17 (a silver pitcher) -E 1 3952 100 11 (a silver serving platter) -M 0 3980 1 3912 (Tiama, the Head Cook) -E 1 3980 100 7 (a long wool skirt) -E 1 3983 100 17 (a wooden spoon) -D 0 3912 5 1 (Tiama's Kitchen) -D 0 3901 0 1 (The Captain's Cabin) -M 0 3965 1 3901 (the Captain) -E 1 3953 30 6 (the tri-cornered hat) -E 1 3970 30 16 (a sharp cutlass) -M 0 3964 1 3901 (the Captain's woman) -E 1 3969 30 5 (an expensive red dress) -M 0 3912 5 3902 (the eunuch) -E 1 3964 100 16 (a curving dagger) -E 1 3946 100 6 (a chainmail coif) -E 1 3906 100 0 (a low-burning candle) -M 0 3975 1 3902 (Degruziel's special harem girl) -M 0 3976 4 3902 (the harem girl) -D 0 3902 5 1 (Harem Room) -O 0 3941 1 3902 (a big, soft pillow) -M 0 3933 2 3904 (a rat) -G 1 3950 100 -1 (a rat's tail) -M 0 3919 1 3904 (the maid) -E 1 3980 100 7 (a long wool skirt) -E 1 3966 100 5 (a black silk shirt) -E 1 3915 100 17 (a stag carving) -E 1 3906 100 0 (a low-burning candle) -D 0 3904 4 1 (Top of the Staircase) -D 0 3904 0 1 (Top of the Staircase) -D 0 3904 1 1 (Top of the Staircase) -M 0 3919 2 3905 (the maid) -E 1 3980 100 7 (a long wool skirt) -E 1 3966 100 5 (a black silk shirt) -E 1 3915 100 17 (a stag carving) -E 1 3906 100 0 (a low-burning candle) -M 0 3934 1 3905 (a serving boy) -E 1 3964 100 16 (a curving dagger) -E 1 3951 100 17 (a silver pitcher) -E 1 3952 100 11 (a silver serving platter) -M 0 3983 2 3905 (a manservant of Degruziel) -E 1 3909 100 2 (the silver ring) -E 1 3963 100 16 (a short, curving sword) -E 1 3909 100 1 (the silver ring) -E 1 3922 100 17 (a pitcher) -M 0 3977 1 3905 (a kitchenmaid) -E 1 3980 100 7 (a long wool skirt) -E 1 3983 100 17 (a wooden spoon) -M 0 3985 1 3905 (the stableboy) -E 1 3964 100 16 (a curving dagger) -E 1 3949 100 17 (an old leather dog's collar) -D 0 3905 2 1 (Servant's Quarters) -M 0 3921 1 3907 (the bodyguard) -E 1 3948 100 16 (a steel longsword) -E 1 3984 100 5 (the sparkling chainmail) -E 1 3911 100 6 (a silver helm) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3938 2 3907 (a manor guard) -E 1 3957 100 10 (a banded steel bracer) -E 1 3956 100 7 (the banded steel leg guards) -E 1 3948 100 16 (a steel longsword) -E 1 3946 100 6 (a chainmail coif) -M 0 3936 1 3907 (the well-born lady) -E 1 3905 100 17 (a twinkling ruby) -E 1 3927 100 16 (a jeweled dagger) -E 1 3954 100 5 (a shimmering silvery dress) -M 0 3937 1 3907 (the honored guest) -E 1 3927 100 16 (a jeweled dagger) -E 1 3955 100 12 (a rich cape) -E 1 3974 100 17 (a wine glass) -G 1 3905 10 -1 (a twinkling ruby) -M 0 3934 1 3907 (a serving boy) -E 1 3964 100 16 (a curving dagger) -E 1 3951 100 17 (a silver pitcher) -E 1 3952 100 11 (a silver serving platter) -M 0 3983 2 3907 (a manservant of Degruziel) -E 1 3909 100 2 (the silver ring) -E 1 3963 100 16 (a short, curving sword) -E 1 3909 100 1 (the silver ring) -E 1 3922 100 17 (a pitcher) -M 0 3920 1 3909 (Degruziel's advisor) -E 1 3948 100 16 (a steel longsword) -E 1 3984 100 5 (the sparkling chainmail) -E 1 3911 100 6 (a silver helm) -E 1 3910 100 8 (a pair of black leather boots) -D 0 3909 2 1 (Degruziel's Audience Chamber) -M 0 3982 1 3910 (a rich guest) -E 1 3948 100 16 (a steel longsword) -E 1 3955 100 12 (a rich cape) -E 1 3946 100 6 (a chainmail coif) -G 1 3937 5 -1 (the green vial) -M 0 3981 1 3910 (Degruziel, the Lord of Haven) -E 1 3948 100 16 (a steel longsword) -E 1 3956 100 7 (the banded steel leg guards) -E 1 3957 100 10 (a banded steel bracer) -E 1 3955 100 12 (a rich cape) -E 1 3911 100 6 (a silver helm) -E 1 3984 100 5 (the sparkling chainmail) -M 0 3939 2 3910 (Degruziel's bodyguard) -E 1 3948 100 16 (a steel longsword) -E 1 3984 100 5 (the sparkling chainmail) -E 1 3911 100 6 (a silver helm) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3997 2 3910 (an elite gatekeeper) -E 1 3927 100 16 (a jeweled dagger) -E 1 3955 100 12 (a rich cape) -E 1 3974 100 17 (a wine glass) -G 1 3905 10 -1 (a twinkling ruby) -M 0 3994 3 3910 (a woman of Haven) -E 1 3964 100 16 (a curving dagger) -E 1 3951 100 17 (a silver pitcher) -E 1 3952 100 11 (a silver serving platter) -M 0 3977 1 3910 (a kitchenmaid) -E 1 3980 100 7 (a long wool skirt) -E 1 3983 100 17 (a wooden spoon) -M 0 3983 1 3910 (a manservant of Degruziel) -E 1 3909 100 2 (the silver ring) -E 1 3963 100 16 (a short, curving sword) -E 1 3909 100 1 (the silver ring) -E 1 3922 100 17 (a pitcher) -D 0 3910 0 1 (Degruziel's Parlor) -M 0 3974 2 3911 (a cartman) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3988 1 3911 (a prancing horse) -M 0 3938 2 3911 (a manor guard) -E 1 3957 100 10 (a banded steel bracer) -E 1 3956 100 7 (the banded steel leg guards) -E 1 3948 100 16 (a steel longsword) -E 1 3946 100 6 (a chainmail coif) -M 0 3982 2 3911 (a rich guest) -E 1 3948 100 16 (a steel longsword) -E 1 3955 100 12 (a rich cape) -E 1 3946 100 6 (a chainmail coif) -G 1 3937 5 -1 (the green vial) -M 0 3983 1 3911 (a manservant of Degruziel) -E 1 3909 100 2 (the silver ring) -E 1 3963 100 16 (a short, curving sword) -E 1 3909 100 1 (the silver ring) -E 1 3922 100 17 (a pitcher) -D 0 3911 1 1 (The Manor Porch) -D 0 3911 2 1 (The Manor Porch) -M 0 3988 2 3913 (a prancing horse) -M 0 3974 1 3913 (a cartman) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -M 0 3985 3 3913 (the stableboy) -E 1 3964 100 16 (a curving dagger) -E 1 3949 100 17 (an old leather dog's collar) -M 0 3984 1 3913 (the Stablemaster) -E 1 3986 100 16 (a bullwhip) -E 1 3966 100 5 (a black silk shirt) -E 1 3965 100 7 (a pair of black silk pants) -E 1 3905 100 17 (a twinkling ruby) -M 0 3944 1 3915 (the disguised woman) -E 1 3964 100 16 (a curving dagger) -E 1 3960 100 6 (a fake moustache) -E 1 3966 100 5 (a black silk shirt) -E 1 3965 100 7 (a pair of black silk pants) -E 1 3906 100 0 (a low-burning candle) -M 0 3945 2 3915 (the black-clad woman) -E 1 3964 100 16 (a curving dagger) -E 1 3966 100 5 (a black silk shirt) -E 1 3959 100 7 (a black silk skirt) -E 1 3909 100 1 (the silver ring) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3941 1 3916 (a filcher) -E 1 3963 100 16 (a short, curving sword) -E 1 3966 100 5 (a black silk shirt) -E 1 3910 100 8 (a pair of black leather boots) -E 1 3909 100 2 (the silver ring) -E 1 3909 100 1 (the silver ring) -E 1 3968 100 17 (a purse) -M 0 3942 1 3916 (the pickpocket) -E 1 3963 100 16 (a short, curving sword) -E 1 3966 100 5 (a black silk shirt) -E 1 3910 100 8 (a pair of black leather boots) -E 1 3909 100 2 (the silver ring) -E 1 3909 100 1 (the silver ring) -E 1 3968 100 17 (a purse) -M 0 3947 1 3916 (the black-clad bully) -E 1 3928 100 16 (a wickedly curving dagger) -E 1 3966 100 5 (a black silk shirt) -E 1 3965 100 7 (a pair of black silk pants) -E 1 3985 100 6 (a black bandana) -E 1 3910 100 8 (a pair of black leather boots) -E 1 3906 100 0 (a low-burning candle) -M 0 3946 3 3916 (the man) -E 1 3964 100 16 (a curving dagger) -E 1 3966 100 5 (a black silk shirt) -E 1 3965 100 7 (a pair of black silk pants) -E 1 3910 100 8 (a pair of black leather boots) -E 1 3906 100 0 (a low-burning candle) -M 0 3941 2 3919 (a filcher) -E 1 3963 100 16 (a short, curving sword) -E 1 3966 100 5 (a black silk shirt) -E 1 3910 100 8 (a pair of black leather boots) -E 1 3909 100 2 (the silver ring) -E 1 3909 100 1 (the silver ring) -E 1 3968 100 17 (a purse) -M 0 3943 1 3919 (a small child) -E 1 3962 100 17 (a rusty cup) -E 1 3961 100 16 (a false peg leg) -M 0 3945 1 3919 (the black-clad woman) -E 1 3964 100 16 (a curving dagger) -E 1 3966 100 5 (a black silk shirt) -E 1 3959 100 7 (a black silk skirt) -E 1 3909 100 1 (the silver ring) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3945 1 3921 (the black-clad woman) -E 1 3964 100 16 (a curving dagger) -E 1 3966 100 5 (a black silk shirt) -E 1 3959 100 7 (a black silk skirt) -E 1 3909 100 1 (the silver ring) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3942 2 3921 (the pickpocket) -E 1 3963 100 16 (a short, curving sword) -E 1 3966 100 5 (a black silk shirt) -E 1 3910 100 8 (a pair of black leather boots) -E 1 3909 100 2 (the silver ring) -E 1 3909 100 1 (the silver ring) -E 1 3968 100 17 (a purse) -D 0 3921 1 1 (A Boring Room) -M 0 3913 1 3961 (the sightseer) -E 1 3970 100 16 (a sharp cutlass) -E 1 3984 100 5 (the sparkling chainmail) -E 1 3985 100 6 (a black bandana) -M 0 3992 2 3961 (an admirer of Haven) -E 1 3963 100 16 (a short, curving sword) -E 1 3969 100 5 (an expensive red dress) -G 1 3968 60 -1 (a purse) -D 0 3923 4 1 (Thieve's Hideout) -M 0 3945 3 3923 (the black-clad woman) -E 1 3964 100 16 (a curving dagger) -E 1 3966 100 5 (a black silk shirt) -E 1 3959 100 7 (a black silk skirt) -E 1 3909 100 1 (the silver ring) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3933 3 3924 (a rat) -G 1 3950 100 -1 (a rat's tail) -M 0 3929 3 3924 (the mudmonster) -D 0 3924 5 1 (Under Haven) -M 0 3913 1 3964 (the sightseer) -E 1 3970 100 16 (a sharp cutlass) -E 1 3984 100 5 (the sparkling chainmail) -E 1 3985 100 6 (a black bandana) -M 0 3914 1 3964 (the man) -E 1 3958 100 16 (a steel shortsword) -E 1 3968 100 17 (a purse) -M 0 3963 1 3925 (the king crab) -M 0 3928 2 3926 (the muddy mudsnake) -M 0 3932 1 3926 (a rabid dog) -G 1 3949 15 -1 (an old leather dog's collar) -M 0 3929 2 3926 (the mudmonster) -M 0 3933 2 3926 (a rat) -G 1 3950 100 -1 (a rat's tail) -M 0 3974 1 3967 (a cartman) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3969 2 3967 (a man) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3993 3 3968 (the happy child) -E 1 3938 100 17 (a wooden toy) -M 0 3960 1 3968 (the sunbather) -M 0 3933 3 3928 (a rat) -G 1 3950 100 -1 (a rat's tail) -M 0 3932 1 3928 (a rabid dog) -G 1 3949 15 -1 (an old leather dog's collar) -M 0 3928 2 3928 (the muddy mudsnake) -D 0 3928 4 1 (Under Haven) -M 0 3929 1 3930 (the mudmonster) -M 0 3933 4 3930 (a rat) -G 1 3950 100 -1 (a rat's tail) -M 0 3928 1 3930 (the muddy mudsnake) -M 0 3990 2 3931 (the sailor) -E 1 3970 100 16 (a sharp cutlass) -E 1 3965 100 7 (a pair of black silk pants) -E 1 3985 100 6 (a black bandana) -E 1 3921 100 17 (a brown bottle) -M 0 3966 2 3931 (the net hoistman) -E 1 3970 100 16 (a sharp cutlass) -E 1 3971 100 17 (a rope net) -M 0 3967 2 3931 (the fish pitcher) -E 1 3963 100 16 (a short, curving sword) -E 1 3972 100 17 (a raw herring) -E 1 3985 100 6 (a black bandana) -D 0 3931 2 1 (Forward Deck of the Fishing Vessel) -D 0 3931 5 1 (Forward Deck of the Fishing Vessel) -M 0 3991 1 3971 (an outlander) -E 1 3964 100 16 (a curving dagger) -E 1 3956 100 7 (the banded steel leg guards) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3974 1 3971 (a cartman) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3988 1 3971 (a prancing horse) -M 0 3960 2 3933 (the sunbather) -M 0 3974 2 3935 (a cartman) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3968 3 3935 (the cartman) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3969 1 3935 (a man) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3961 1 3976 (the strolling citizen) -E 1 3995 100 16 (a commoner's sword) -E 1 3978 100 15 (a silver bracelet) -E 1 3968 100 17 (a purse) -M 0 3962 1 3976 (the strolling citizen) -E 1 3993 100 16 (a sparkling silver mace) -E 1 3911 100 6 (a silver helm) -E 1 3909 100 1 (the silver ring) -M 0 3960 2 3976 (the sunbather) -M 0 3974 1 3937 (a cartman) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3969 2 3937 (a man) -E 1 3986 100 16 (a bullwhip) -E 1 3977 100 17 (a wooden handcart) -E 1 3909 100 1 (the silver ring) -M 0 3961 1 3939 (the strolling citizen) -E 1 3995 100 16 (a commoner's sword) -E 1 3978 100 15 (a silver bracelet) -E 1 3968 100 17 (a purse) -M 0 3995 2 3941 (a motherly woman) -E 1 3948 100 16 (a steel longsword) -E 1 3980 100 7 (a long wool skirt) -E 1 3918 100 17 (a pixie-eye emerald) -M 0 3915 1 3941 (the woman) -E 1 3958 100 16 (a steel shortsword) -E 1 3957 100 10 (a banded steel bracer) -E 1 3956 100 7 (the banded steel leg guards) -M 0 3979 1 3982 (the Master of Torture) -E 1 3965 100 7 (a pair of black silk pants) -E 1 3982 100 16 (a cruel-looking barbed whip) -E 1 3981 100 6 (a black leather mask) -M 0 3933 2 3982 (a rat) -G 1 3950 100 -1 (a rat's tail) -D 0 3982 3 1 (The Manor Torture Chamber) -M 0 3914 1 3942 (the man) -E 1 3958 100 16 (a steel shortsword) -E 1 3968 100 17 (a purse) -M 0 3930 1 3942 (a yappy dog) -G 1 3949 100 -1 (an old leather dog's collar) -M 0 3996 1 3944 (a man of Haven) -E 1 3948 100 16 (a steel longsword) -E 1 3946 100 6 (a chainmail coif) -E 1 3918 100 17 (a pixie-eye emerald) -E 1 3909 100 1 (the silver ring) -M 0 3931 1 3944 (the swift cat) -M 0 3995 1 3945 (a motherly woman) -E 1 3948 100 16 (a steel longsword) -E 1 3980 100 7 (a long wool skirt) -E 1 3918 100 17 (a pixie-eye emerald) -M 0 3996 1 3945 (a man of Haven) -E 1 3948 100 16 (a steel longsword) -E 1 3946 100 6 (a chainmail coif) -E 1 3918 100 17 (a pixie-eye emerald) -E 1 3909 100 1 (the silver ring) -M 0 3913 1 3987 (the sightseer) -E 1 3970 100 16 (a sharp cutlass) -E 1 3984 100 5 (the sparkling chainmail) -E 1 3985 100 6 (a black bandana) -M 0 3915 1 3988 (the woman) -E 1 3958 100 16 (a steel shortsword) -E 1 3957 100 10 (a banded steel bracer) -E 1 3956 100 7 (the banded steel leg guards) -M 0 3921 3 3947 (the bodyguard) -E 1 3948 100 16 (a steel longsword) -E 1 3984 100 5 (the sparkling chainmail) -E 1 3911 100 6 (a silver helm) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3988 1 3947 (a prancing horse) -M 0 3936 1 3947 (the well-born lady) -E 1 3905 100 17 (a twinkling ruby) -E 1 3927 100 16 (a jeweled dagger) -E 1 3954 100 5 (a shimmering silvery dress) -M 0 3996 1 3948 (a man of Haven) -E 1 3948 100 16 (a steel longsword) -E 1 3946 100 6 (a chainmail coif) -E 1 3918 100 17 (a pixie-eye emerald) -E 1 3909 100 1 (the silver ring) -M 0 3995 1 3948 (a motherly woman) -E 1 3948 100 16 (a steel longsword) -E 1 3980 100 7 (a long wool skirt) -E 1 3918 100 17 (a pixie-eye emerald) -M 0 3991 1 3948 (an outlander) -E 1 3964 100 16 (a curving dagger) -E 1 3956 100 7 (the banded steel leg guards) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3991 1 3990 (an outlander) -E 1 3964 100 16 (a curving dagger) -E 1 3956 100 7 (the banded steel leg guards) -E 1 3910 100 8 (a pair of black leather boots) -M 0 3996 1 3990 (a man of Haven) -E 1 3948 100 16 (a steel longsword) -E 1 3946 100 6 (a chainmail coif) -E 1 3918 100 17 (a pixie-eye emerald) -E 1 3909 100 1 (the silver ring) -M 0 3995 2 3990 (a motherly woman) -E 1 3948 100 16 (a steel longsword) -E 1 3975 100 5 (a patched dress) -E 1 3918 100 17 (a pixie-eye emerald) -M 0 3954 1 3950 (the ship's cook) -G 1 3943 100 -1 (a freshly baked bread) -G 1 3972 10 -1 (a raw herring) -M 0 3990 2 3950 (the sailor) -E 1 3970 100 16 (a sharp cutlass) -E 1 3965 100 7 (a pair of black silk pants) -E 1 3985 100 6 (a black bandana) -E 1 3921 100 17 (a brown bottle) -D 0 3950 4 1 (Below the Decks) -M 0 3993 1 3951 (the happy child) -E 1 3938 100 17 (a wooden toy) -M 0 3961 1 3951 (the strolling citizen) -E 1 3995 100 16 (a commoner's sword) -E 1 3978 100 15 (a silver bracelet) -E 1 3968 100 17 (a purse) -M 0 3962 1 3951 (the strolling citizen) -E 1 3993 100 16 (a sparkling silver mace) -E 1 3911 100 6 (a silver helm) -E 1 3909 100 1 (the silver ring) -E 1 3974 100 17 (a wine glass) -M 0 3992 2 3993 (an admirer of Haven) -E 1 3963 100 16 (a short, curving sword) -E 1 3969 100 5 (an expensive red dress) -G 1 3968 60 -1 (a purse) -M 0 3986 2 3993 (a plodding donkey) -E 1 3987 100 17 (a saddlebag) -M 0 3962 1 3993 (the strolling citizen) -E 1 3993 100 16 (a sparkling silver mace) -E 1 3911 100 6 (a silver helm) -E 1 3909 100 1 (the silver ring) -E 1 3974 100 17 (a wine glass) -M 0 3926 1 3993 (a tumbler) -E 1 3909 100 2 (the silver ring) -E 1 3909 100 1 (the silver ring) -M 0 3918 1 3993 (the furniture-seller) -E 1 3994 100 16 (a merchant's sword) -E 1 3946 100 6 (a chainmail coif) -M 0 3913 2 3955 (the sightseer) -E 1 3970 100 16 (a sharp cutlass) -E 1 3984 100 5 (the sparkling chainmail) -E 1 3985 100 6 (a black bandana) -D 0 3938 0 1 (Before the Docks) -D 0 3903 3 1 (Degruziel's Private Chamber) -D 0 3920 3 1 (Trianne's Hidden Cache) -S -$ diff --git a/lib/world/zon/4.zon b/lib/world/zon/4.zon deleted file mode 100644 index ffa11d7..0000000 --- a/lib/world/zon/4.zon +++ /dev/null @@ -1,85 +0,0 @@ -#4 -trunks shaoden~ -Rename~ -400 499 30 2 d 0 0 0 10 25 -M 0 481 1 481 (Zachary) -G 1 403 99 -1 (rawhide whip) -G 1 418 99 -1 (a dagger) -G 1 419 99 -1 (a mace) -G 1 420 99 -1 (a dirk) -M 0 453 1 453 (Samuel) -G 1 407 99 -1 (a teddybear) -G 1 416 99 -1 (a torch) -G 1 417 99 -1 (a backpack) -M 0 449 1 449 (Jedidiah) -G 1 400 99 -1 (rabbit skin gloves) -G 1 401 99 -1 (rabbit skin boots) -G 1 409 99 -1 (wooden armor) -G 1 410 99 -1 (wooden warhelm) -M 0 400 1 499 (a grass snake) -R 0 496 486 -1 (a stone well) -O 0 486 99 496 (a stone well) -R 0 440 485 -1 (a pool of murky water) -O 0 485 99 440 (a pool of murky water) -M 0 440 3 440 (a bullfrog) -R 0 439 485 -1 (a pool of murky water) -O 0 485 99 439 (a pool of murky water) -R 0 437 485 -1 (a pool of murky water) -O 0 485 99 437 (a pool of murky water) -R 0 436 485 -1 (a pool of murky water) -O 0 485 99 436 (a pool of murky water) -R 0 435 485 -1 (a pool of murky water) -O 0 485 99 435 (a pool of murky water) -M 0 435 2 435 (a leech) -R 0 431 485 -1 (a pool of murky water) -O 0 485 99 431 (a pool of murky water) -M 0 466 2 467 (a rabbit) -M 0 466 2 467 (a rabbit) -R 0 466 484 -1 (a stream of water) -O 0 484 99 466 (a stream of water) -R 0 465 484 -1 (a stream of water) -O 0 484 99 465 (a stream of water) -R 0 464 484 -1 (a stream of water) -O 0 484 99 464 (a stream of water) -R 0 463 484 -1 (a stream of water) -O 0 484 99 463 (a stream of water) -R 0 462 484 -1 (a stream of water) -O 0 484 99 462 (a stream of water) -R 0 461 484 -1 (a stream of water) -O 0 484 99 461 (a stream of water) -M 0 430 2 430 (a rat) -O 0 483 1 483 (painting) -M 0 450 1 450 (a teenager) -G 1 450 255 -1 (magical rock) -M 0 447 1 447 (a small boy) -G 1 447 255 -1 (apple) -M 0 433 2 433 (a redbird) -O 0 433 1 433 (bird egg) -O 0 427 1 427 (colorful plant) -M 0 415 1 415 (a cricket) -O 0 415 1 415 (a large tree is here.) -O 0 411 1 411 (Onyx pebble) -M 0 406 2 406 (a bluebird) -O 0 406 1 406 (tree stump) -M 0 493 2 493 (a wolf) -M 0 491 2 491 (a finch) -M 0 480 2 487 (a ghost) -M 0 480 2 480 (a ghost) -M 0 475 1 475 (a coyote) -M 0 471 1 471 (raccoon) -M 0 460 2 460 (a caterpillar) -M 0 444 1 444 (a grasshopper) -M 0 441 2 441 (a crow) -M 0 434 1 434 (a muskrat) -M 0 416 2 416 (a mouse) -M 0 423 2 423 (a skeleton) -M 0 422 1 422 (a ghoul) -M 0 421 2 421 (a zombie) -M 0 426 2 426 (a slug) -M 0 412 2 412 (a chipmunk) -M 0 410 1 410 (a bear) -M 0 403 2 403 (a firefly) -O 0 402 1 402 (a small shrub) -M 0 401 2 401 (a giant mosquito) -S -$ diff --git a/lib/world/zon/40.zon b/lib/world/zon/40.zon deleted file mode 100644 index 07adb11..0000000 --- a/lib/world/zon/40.zon +++ /dev/null @@ -1,56 +0,0 @@ -#40 -Redferne~ -Mines of Moria~ -4000 4099 20 2 d 0 0 0 3 13 -M 0 4000 1 4030 (the snake) -G 1 4001 1 -1 (a goblin's carcass) -P 1 4002 1 4001 (some coins) -M 0 4001 2 4025 (the green snake) -M 0 4001 2 4015 (the green snake) -M 0 4002 3 4023 (the centipede) -M 0 4002 3 4017 (the centipede) -M 0 4002 3 4020 (the centipede) -M 0 4003 6 4021 (the kobold) -M 0 4003 6 4021 (the kobold) -M 0 4003 6 4013 (the kobold) -M 0 4003 6 4013 (the kobold) -M 0 4003 6 4027 (the kobold) -M 0 4003 6 4027 (the kobold) -M 0 4004 3 4015 (the orc) -M 0 4004 3 4028 (the orc) -M 0 4004 3 4028 (the orc) -M 0 4005 1 4022 (the orc) -E 1 4000 5 1 (a yellow and green ring) -M 0 4050 1 4062 (the warrior) -G 1 4051 3 -1 (a metal helmet) -M 0 4051 4 4070 (the warrior) -M 0 4051 4 4050 (the warrior) -M 0 4051 4 4073 (the warrior) -M 0 4051 4 4055 (the warrior) -M 0 4052 3 4056 (the hobgoblin) -M 0 4052 3 4065 (the hobgoblin) -M 0 4052 3 4059 (the hobgoblin) -M 0 4053 2 4058 (the snake) -M 0 4053 2 4068 (the snake) -M 0 4054 3 4060 (the centipede) -M 0 4054 3 4053 (the centipede) -M 0 4054 3 4052 (the centipede) -M 0 4055 2 4064 (the hobgoblin) -G 1 4050 20 -1 (a purple potion) -M 0 4055 2 4071 (the hobgoblin) -G 1 4050 20 -1 (a purple potion) -M 0 4056 2 4067 (the orc) -M 0 4056 2 4057 (the orc) -R 0 4068 4052 -1 (a mushroom) -O 0 4052 8 4068 (a mushroom) -R 0 4069 4052 -1 (a mushroom) -O 0 4052 8 4069 (a mushroom) -R 0 4070 4052 -1 (a mushroom) -O 0 4052 8 4070 (a mushroom) -R 0 4071 4052 -1 (a mushroom) -O 0 4052 8 4071 (a mushroom) -M 0 4057 2 4038 (the mountain lion) -M 0 4057 2 4041 (the mountain lion) -M 0 4058 1 4044 (the hill giant) -S -$ diff --git a/lib/world/zon/41.zon b/lib/world/zon/41.zon deleted file mode 100644 index 44475c3..0000000 --- a/lib/world/zon/41.zon +++ /dev/null @@ -1,24 +0,0 @@ -#41 -Redferne~ -Mines of Moria~ -4100 4199 30 2 -M 0 4100 1 4114 (the mage) -G 1 4102 2 -1 (a scroll which reads 'ysafg') -M 0 4101 1 4122 (the troll) -G 1 4100 2 -1 (a black demon blade) -M 0 4102 3 4111 (the snake) -G 1 4103 10 -1 (a green slime mould) -M 0 4102 3 4111 (the snake) -G 1 4104 3 -1 (a green slime mould) -M 0 4103 6 4103 (the thief) -M 0 4103 2 4124 (the thief) -E 1 4053 3 16 (a thieves' dirk) -M 0 4105 3 4108 (the centipede) -M 0 4106 2 4113 (the warrior) -G 1 4101 1 -1 (a pair of swordsmans' gloves) -M 0 4107 1 4119 (the kobold) -G 1 4104 10 -1 (a green slime mould) -D 0 4119 3 1 (The Cave) -D 0 4121 1 1 (The Secret Tunnel) -S -$ diff --git a/lib/world/zon/42.zon b/lib/world/zon/42.zon deleted file mode 100644 index ad1f3a6..0000000 --- a/lib/world/zon/42.zon +++ /dev/null @@ -1,39 +0,0 @@ -#42 -Guldane~ -Dragon Chasm~ -4200 4299 5 2 d 0 0 0 22 30 -M 0 4207 1 4231 (the king of dragons) -G 1 4202 100 -1 (a Golden Key) -G 1 4206 100 -1 (the scale of the Dragon King) -O 0 4203 1 4227 (the Dragynblade) -O 0 4207 1 4227 (a huge pile of coins) -O 0 4200 2 4222 (a Prison Key) -M 0 4206 10 4222 (a green dragon) -G 1 4205 100 -1 (a dragonscale) -M 0 4200 1 4297 (a red dragon) -G 1 4205 100 -1 (a dragonscale) -M 0 4206 10 4204 (a green dragon) -G 1 4205 100 -1 (a dragonscale) -M 0 4206 10 4202 (a green dragon) -G 1 4205 100 -1 (a dragonscale) -M 0 4206 10 4209 (a green dragon) -G 1 4205 100 -1 (a dragonscale) -M 0 4206 10 4218 (a green dragon) -G 1 4205 100 -1 (a dragonscale) -M 0 4204 3 4225 (a Guard Dragon) -G 1 4205 100 -1 (a dragonscale) -M 0 4204 3 4225 (a Guard Dragon) -G 1 4205 100 -1 (a dragonscale) -M 0 4204 3 4225 (a Guard Dragon) -G 1 4205 100 -1 (a dragonscale) -D 0 4214 2 1 (A Dank Corridor) -D 1 4214 2 2 (A Dank Corridor) -M 0 4205 1 4217 (an elven slave) -E 1 4204 100 16 (a mop) -M 0 4203 1 4215 (a troll) -M 0 4202 3 4221 (a Dragon Hatchling) -M 0 4202 3 4221 (a Dragon Hatchling) -M 0 4202 3 4221 (a Dragon Hatchling) -D 0 4228 5 2 (The Royal Antechamber) -S -$ diff --git a/lib/world/zon/43.zon b/lib/world/zon/43.zon deleted file mode 100644 index 54e8a85..0000000 --- a/lib/world/zon/43.zon +++ /dev/null @@ -1,101 +0,0 @@ -#43 -Walrus Polar~ -Arctic Zone~ -4300 4399 10 2 d 0 0 0 14 18 -M 0 4310 1 4386 (the weaponrist) -G 1 4314 100 -1 (an eskimo whaling spear) -G 1 4315 100 -1 (a strong bound whip) -G 1 4317 100 -1 (an eskimo hunting knife) -D 0 4392 1 2 (Throne of Glogtar) -D 0 4392 3 1 (Throne of Glogtar) -M 0 4301 30 4392 (a black penguin) -G 1 4322 5 -1 (Glogtar's key) -M 0 4312 1 4388 (the eskimo butcher) -R 0 4341 4310 -1 (a Beautifully Carven Ice Fountain) -O 0 4310 1 4341 (a Beautifully Carven Ice Fountain) -O 0 4309 1 4337 (an engraved, bone sign) -D 0 4337 0 1 (Outside a Wall of Ice) -D 0 4338 2 1 (Intersection of Whale Street and Arivat Avenue.) -M 0 4303 1 4332 (the royal penguin) -E 1 4301 1 6 (a crown of ice) -E 1 4301 10 17 (a crown of ice) -M 0 4304 2 4332 (the royal penguins guard) -G 1 4304 2 -1 (a black penguin claw) -O 0 4306 1 4332 (a chest) -P 1 4307 1 4306 (a pair of melting boots) -M 0 4304 2 4332 (the royal penguins guard) -G 1 4304 2 -1 (a black penguin claw) -O 0 4321 1 4393 (a HUGE pile of money) -D 0 4393 3 2 (Treasure Room) -O 0 4323 10 4393 (a hunting tunic for the king) -D 0 4394 3 1 (A Hunting Trail) -D 0 4348 1 1 (Western Gate of Rankit) -M 0 4311 1 4387 (the eskimo outfitter) -G 1 4318 100 -1 (a pair of leather snow shoes) -G 1 4319 100 -1 (a hood of soft leather) -G 1 4320 100 -1 (a cape of fur) -M 0 4309 1 4385 (the eskimo baker) -G 1 4311 100 -1 (a strip of penguin flesh) -G 1 4312 100 -1 (a chunk of walrus meat) -G 1 4313 100 -1 (whale blubber) -G 1 4316 100 -1 (a slice of seal meat) -O 0 4308 1 4305 (an icy covered sign) -M 0 4305 3 4329 (the orphaned penguin) -M 0 4306 1 4329 (the penguin caretaker) -M 0 4307 1 4329 (the penguin caretaker) -M 0 4302 15 4312 (a new born penguin) -M 0 4301 19 4312 (a black penguin) -E 1 4303 15 12 (a penguin's pelt) -M 0 4308 5 4312 (the walrus) -G 1 4305 5 -1 (the tusk of a walrus) -M 0 4302 15 4313 (a new born penguin) -M 0 4301 15 4313 (a black penguin) -E 1 4303 15 12 (a penguin's pelt) -M 0 4302 15 4322 (a new born penguin) -M 0 4301 15 4322 (a black penguin) -E 1 4303 15 12 (a penguin's pelt) -M 0 4302 15 4324 (a new born penguin) -M 0 4302 15 4324 (a new born penguin) -M 0 4301 15 4324 (a black penguin) -E 1 4303 15 12 (a penguin's pelt) -M 0 4302 15 4321 (a new born penguin) -M 0 4301 15 4321 (a black penguin) -E 1 4303 15 12 (a penguin's pelt) -M 0 4302 15 4314 (a new born penguin) -M 0 4302 15 4311 (a new born penguin) -M 0 4301 19 4311 (a black penguin) -E 1 4303 15 12 (a penguin's pelt) -M 0 4302 15 4310 (a new born penguin) -M 0 4302 15 4310 (a new born penguin) -M 0 4302 15 4315 (a new born penguin) -M 0 4302 15 4315 (a new born penguin) -M 0 4301 15 4315 (a black penguin) -E 1 4303 15 12 (a penguin's pelt) -M 0 4302 15 4320 (a new born penguin) -M 0 4302 15 4320 (a new born penguin) -M 0 4302 15 4325 (a new born penguin) -M 0 4302 15 4325 (a new born penguin) -M 0 4302 15 4325 (a new born penguin) -M 0 4302 15 4326 (a new born penguin) -M 0 4301 15 4326 (a black penguin) -E 1 4303 15 12 (a penguin's pelt) -M 0 4302 15 4319 (a new born penguin) -M 0 4302 15 4316 (a new born penguin) -M 0 4301 15 4316 (a black penguin) -E 1 4303 15 12 (a penguin's pelt) -M 0 4302 15 4309 (a new born penguin) -M 0 4302 15 4309 (a new born penguin) -M 0 4301 15 4309 (a black penguin) -E 1 4303 15 12 (a penguin's pelt) -M 0 4302 15 4308 (a new born penguin) -M 0 4302 15 4317 (a new born penguin) -M 0 4301 15 4317 (a black penguin) -E 1 4303 15 12 (a penguin's pelt) -M 0 4302 15 4318 (a new born penguin) -M 0 4301 15 4318 (a black penguin) -E 1 4303 15 12 (a penguin's pelt) -M 0 4302 15 4327 (a new born penguin) -M 0 4301 15 4327 (a black penguin) -E 1 4303 15 12 (a penguin's pelt) -S -$ diff --git a/lib/world/zon/44.zon b/lib/world/zon/44.zon deleted file mode 100644 index 6b3a3a8..0000000 --- a/lib/world/zon/44.zon +++ /dev/null @@ -1,33 +0,0 @@ -#44 -Welcor~ -Orc Camp~ -4400 4499 30 2 d 0 0 0 3 7 -M 0 4401 11 4402 (the terrible orc) -M 0 4401 11 4402 (the terrible orc) -E 1 4403 100 16 (a rusty spiked mace) -M 0 4401 11 4403 (the terrible orc) -M 0 4401 11 4404 (the terrible orc) -E 1 4403 100 16 (a rusty spiked mace) -M 0 4401 11 4405 (the terrible orc) -M 0 4401 11 4408 (the terrible orc) -E 1 4403 100 16 (a rusty spiked mace) -M 0 4402 2 4407 (the terrible orc) -M 0 4403 1 4407 (the terrible orc) -M 0 4404 1 4406 (H'Ogh) -E 1 4402 20 16 (an orcish longsword) -E 1 4408 20 5 (a studded leather scalemail) -M 0 4405 1 4406 (Dra'L) -E 1 4402 20 16 (an orcish longsword) -E 1 4408 20 5 (a studded leather scalemail) -M 0 4406 1 4411 (the Boss) -E 1 4401 5 16 (an orcish bastardsword) -E 1 4407 100 5 (a bronze ringmail) -E 1 4409 10 3 (an iron spiked collar) -E 1 4410 10 17 (a large leather pouch) -P 1 4411 10 4410 (some coins) -M 0 4407 1 4413 (the orc Shaman) -E 1 4404 5 16 (a sacrificial bonedagger) -E 1 4405 5 12 (a long purple robe) -E 1 4406 5 17 (a cauldron of magic brew) -S -$ diff --git a/lib/world/zon/45.zon b/lib/world/zon/45.zon deleted file mode 100644 index a9d8529..0000000 --- a/lib/world/zon/45.zon +++ /dev/null @@ -1,59 +0,0 @@ -#45 -Gnoff~ -Woodland Monastery~ -4500 4599 20 1 d 0 0 0 12 15 -M 0 4500 4 4505 (the monk) -E 1 4501 100 5 (some robes) -E 1 4502 100 8 (a pair of sandals) -M 0 4501 4 4505 (the monk) -E 1 4501 99 5 (some robes) -M 0 4501 4 4505 (the monk) -E 1 4501 100 5 (some robes) -M 0 4502 4 4505 (the monk) -M 0 4502 4 4505 (the monk) -M 0 4502 4 4505 (the monk) -M 0 4502 4 4505 (the monk) -M 0 4500 4 4505 (the monk) -E 1 4502 100 8 (a pair of sandals) -E 1 4501 99 5 (some robes) -M 0 4570 1 4570 (the forest dragon) -M 0 4543 4 4544 (the sentry) -M 0 4543 4 4546 (the sentry) -M 0 4543 4 4545 (the sentry) -M 0 4543 4 4543 (the sentry) -M 0 4588 8 4532 (the Archer) -M 0 4588 8 4532 (the Archer) -M 0 4588 8 4532 (the Archer) -M 0 4588 8 4532 (the Archer) -M 0 4588 8 4588 (the Archer) -M 0 4588 8 4588 (the Archer) -M 0 4588 8 4588 (the Archer) -M 0 4588 8 4588 (the Archer) -E 1 4588 3 12 (a Cloak of the Broken Arrow) -M 0 4527 2 4527 (the guard) -M 0 4527 2 4527 (the guard) -M 0 4516 1 4516 (Pyrobos) -E 1 4500 100 6 (the feather of a Phoenix) -G 1 4517 100 -1 (a statue of a chimera) -M 0 4509 1 4509 (Buttercup) -M 0 4504 2 4509 (the assistant) -M 0 4504 2 4509 (the assistant) -R 0 4514 4514 -1 (a small pile of gold) -O 0 4514 100 4514 (a small pile of gold) -R 0 4520 4520 -1 (a stalk of celery) -O 0 4520 100 4520 (a stalk of celery) -R 0 4524 4524 -1 (a bunch of strawberries) -R 0 4524 4524 -1 (a bunch of strawberries) -O 0 4524 100 4524 (a bunch of strawberries) -O 0 4524 100 4524 (a bunch of strawberries) -M 0 4525 1 4525 (the gopher) -D 0 4515 3 2 (The Top of the Dark Staircase) -D 0 4515 1 1 (The Top of the Dark Staircase) -M 0 4518 1 4518 (Yeral) -E 1 4518 100 16 (a phoenix claw) -D 0 4518 4 2 (Atop the Stairs) -D 0 4523 5 1 (The Carrot Row) -D 0 4519 1 1 (The Garden Gate) -D 0 4512 0 1 (Outside the Monastery) -S -$ diff --git a/lib/world/zon/46.zon b/lib/world/zon/46.zon deleted file mode 100644 index 91ffac2..0000000 --- a/lib/world/zon/46.zon +++ /dev/null @@ -1,67 +0,0 @@ -#46 -Garrison~ -Ant Hill~ -4600 4699 10 2 d 0 0 0 3 7 -M 0 4601 15 4631 (a red soldier ant) -E 1 4612 30 16 (a red ant's stinger) -E 1 4611 30 5 (a leather underlined red plated exoskeleton) -M 1 4601 15 4631 (a red soldier ant) -E 1 4612 30 16 (a red ant's stinger) -E 1 4605 30 17 (a red ant's eye) -G 1 4606 5 -1 (a poisoned metasoma) -M 0 4600 30 4600 (a green worker ant) -E 1 4601 50 16 (a feeler from a giant ant) -O 0 4609 30 4625 (an ant larvae) -O 0 4609 30 4629 (an ant larvae) -M 0 4601 15 4619 (a red soldier ant) -E 1 4612 30 16 (a red ant's stinger) -E 1 4605 30 0 (a red ant's eye) -G 1 4606 5 -1 (a poisoned metasoma) -M 0 4699 3 4603 (a green dominant male ant) -E 1 4603 50 16 (an ant's pincher) -E 1 4608 50 7 (a pair of exoskeleton leggings) -E 1 4607 50 10 (a pair of exoskeleton sleeves) -G 1 4613 30 -1 (a broken red ant's leg) -O 0 4609 30 4611 (an ant larvae) -M 0 4601 15 4611 (a red soldier ant) -E 1 4612 30 16 (a red ant's stinger) -E 1 4611 30 5 (a leather underlined red plated exoskeleton) -M 0 4616 6 4617 (a green soldier ant) -E 1 4616 100 16 (a pair of sharp claws) -E 1 4607 50 10 (a pair of exoskeleton sleeves) -E 1 4608 50 7 (a pair of exoskeleton leggings) -O 0 4609 30 4617 (an ant larvae) -O 0 4609 30 4617 (an ant larvae) -O 1 4609 30 4617 (an ant larvae) -M 0 4600 50 4610 (a green worker ant) -E 1 4601 50 16 (a feeler from a giant ant) -M 0 4601 15 4610 (a red soldier ant) -E 1 4612 30 16 (a red ant's stinger) -E 1 4611 30 5 (a leather underlined red plated exoskeleton) -M 0 4601 15 4618 (a red soldier ant) -E 1 4611 30 5 (a leather underlined red plated exoskeleton) -O 0 4609 50 4618 (an ant larvae) -M 0 4633 1 4633 (the green queen ant) -E 1 4633 1 6 (an antennae) -E 1 4602 50 5 (an exoskeleton shell) -E 1 4604 50 16 (a stinger from the queen ant) -E 1 4607 50 10 (a pair of exoskeleton sleeves) -E 1 4608 50 7 (a pair of exoskeleton leggings) -M 0 4616 6 4616 (a green soldier ant) -E 1 4616 100 16 (a pair of sharp claws) -E 1 4607 50 10 (a pair of exoskeleton sleeves) -E 1 4608 50 7 (a pair of exoskeleton leggings) -M 0 4600 30 4605 (a green worker ant) -E 1 4601 50 16 (a feeler from a giant ant) -M 0 4632 2 4632 (a huge green soldier ant) -E 1 4602 50 5 (an exoskeleton shell) -E 1 4603 10 16 (an ant's pincher) -M 0 4632 2 4632 (a huge green soldier ant) -E 1 4602 50 5 (an exoskeleton shell) -E 1 4603 10 16 (an ant's pincher) -O 0 4610 2 4639 (some junk) -O 0 4610 2 4601 (some junk) -M 0 4600 50 4615 (a green worker ant) -E 1 4602 50 5 (an exoskeleton shell) -S -$ diff --git a/lib/world/zon/5.zon b/lib/world/zon/5.zon deleted file mode 100644 index abce690..0000000 --- a/lib/world/zon/5.zon +++ /dev/null @@ -1,127 +0,0 @@ -#5 -Unknown~ -Newbie Farm~ -500 599 30 2 d 0 0 0 1 10 -M 0 500 1 500 (a bunny) -O 0 500 1 500 (a dandelion) -R 0 500 504 -1 (a little spring) -O 0 504 99 500 (a little spring) -M 0 511 2 511 (a chick) -R 0 511 521 -1 (a potato) -O 0 521 99 511 (a potato) -R 0 506 521 -1 (a potato) -O 0 521 99 506 (a potato) -M 0 520 1 517 (a farmer) -E 1 520 1 16 (a pitchfork) -G 1 521 99 -1 (a potato) -O 0 517 1 517 (an empty paint can) -R 0 552 505 -1 (a pile of cracked corn) -O 0 505 99 552 (a pile of cracked corn) -R 0 551 505 -1 (a pile of cracked corn) -R 0 551 505 -1 (a pile of cracked corn) -O 0 505 99 551 (a pile of cracked corn) -O 0 505 99 551 (a pile of cracked corn) -R 0 549 505 -1 (a pile of cracked corn) -R 0 549 505 -1 (a pile of cracked corn) -O 0 505 99 549 (a pile of cracked corn) -O 0 505 99 549 (a pile of cracked corn) -R 0 505 505 -1 (a pile of cracked corn) -O 0 505 99 505 (a pile of cracked corn) -R 0 530 513 -1 (a green cornstalk) -O 0 513 99 530 (a green cornstalk) -P 0 514 99 513 (a cob of corn) -M 0 536 1 536 (a farm boy) -G 1 536 255 -1 (a rake) -G 1 537 255 -1 (a piece of jerky) -R 0 536 513 -1 (a green cornstalk) -O 0 513 99 536 (a green cornstalk) -P 1 514 99 513 (a cob of corn) -R 0 533 513 -1 (a green cornstalk) -O 0 513 99 533 (a green cornstalk) -P 1 514 99 513 (a cob of corn) -R 0 532 513 -1 (a green cornstalk) -O 0 513 99 532 (a green cornstalk) -P 1 514 99 513 (a cob of corn) -R 0 531 513 -1 (a green cornstalk) -O 0 513 99 531 (a green cornstalk) -P 1 514 99 513 (a cob of corn) -M 0 514 2 514 (a hen) -R 0 514 512 -1 (a brown egg) -R 0 514 512 -1 (a brown egg) -R 0 514 512 -1 (a brown egg) -O 0 512 99 514 (a brown egg) -O 0 512 99 514 (a brown egg) -O 0 512 99 514 (a brown egg) -O 0 503 1 503 (a boulder) -R 0 503 511 -1 (a leafy apple tree) -O 0 511 99 503 (a leafy apple tree) -P 1 501 99 511 (a red apple) -P 1 501 99 511 (a red apple) -P 1 501 99 511 (a red apple) -P 1 501 99 511 (a red apple) -P 1 501 99 511 (a red apple) -M 0 529 2 529 (a calf) -R 0 529 510 -1 (a water trough) -O 0 510 99 529 (a water trough) -R 0 581 510 -1 (a water trough) -O 0 510 99 581 (a water trough) -R 0 571 509 -1 (a puddle of water) -O 0 509 99 571 (a puddle of water) -R 0 509 504 -1 (a little spring) -O 0 504 99 509 (a little spring) -M 0 503 1 512 (the old farmer) -M 0 501 1 512 (the apple thief) -E 1 506 99 16 (a small sword) -M 0 502 2 583 (a mouse) -M 0 591 4 593 (a roach) -M 0 591 4 591 (a roach) -M 0 566 1 566 (a horse) -G 1 566 255 -1 (a lucky horseshoe) -M 0 563 1 563 (a colt) -M 0 563 1 564 (a colt) -M 0 568 1 568 (a stallion) -M 0 565 1 565 (a mare) -M 0 580 2 520 (a turkey) -M 0 580 2 580 (a turkey) -M 0 582 1 582 (a butterfly) -M 0 586 2 595 (a coyote) -M 0 586 2 586 (a coyote) -M 0 587 1 587 (a hawk) -M 0 599 2 599 (a sparrow) -O 0 578 1 578 (a bale of hay) -M 0 584 1 584 (Arthur) -G 1 585 255 -1 (a bowl of stew) -O 0 584 1 584 (a fireplace) -O 0 588 1 588 (a well) -M 0 510 2 510 (a goose) -M 0 524 2 534 (a crow) -M 0 524 2 524 (a crow) -M 0 527 2 527 (a sheep) -O 0 527 1 527 (some muddy footprints) -M 0 545 2 545 (a raven) -M 0 529 2 560 (a calf) -M 0 522 2 562 (a cow) -M 0 522 2 522 (a cow) -M 0 518 1 518 (a dog) -M 0 555 1 555 (a bat) -M 0 548 2 557 (a gopher) -M 0 548 2 548 (a gopher) -M 0 547 2 558 (a squirrel) -M 0 547 2 547 (a squirrel) -M 0 546 2 570 (a wolf) -M 0 546 2 546 (a wolf) -M 0 544 2 544 (a blackbird) -M 0 543 1 543 (a sheepdog) -M 0 542 2 542 (an owl) -M 0 526 1 526 (the farmer's wife) -G 1 526 1 -1 (a sewing needle) -M 0 523 1 523 (a barn cat) -M 0 508 1 508 (a weasel) -G 1 508 1 -1 (a hunters knife) -M 0 507 2 507 (a rat) -G 1 507 1 -1 (a sapphire gem) -M 0 502 2 502 (a mouse) -G 1 502 1 -1 (a wedge of cheese) -M 0 504 1 504 (a rooster) -S -$ diff --git a/lib/world/zon/50.zon b/lib/world/zon/50.zon deleted file mode 100644 index d0f62f5..0000000 --- a/lib/world/zon/50.zon +++ /dev/null @@ -1,67 +0,0 @@ -#50 -Rorschach~ -Great Eastern Desert~ -5000 5099 30 2 d 0 0 0 3 24 -M 0 5015 3 5039 (the dustdigger) -M 0 5015 3 5033 (the dustdigger) -M 0 5015 3 5049 (the dustdigger) -M 0 5017 1 5058 (the camel) -M 0 5000 5 5047 (the dervish) -E 1 7211 25 16 (a short sword) -M 0 5000 5 5033 (the dervish) -E 1 7211 25 16 (a short sword) -M 0 5001 8 5040 (the dervish) -E 1 3022 25 16 (a long sword) -M 0 5002 5 5031 (the coral snake) -M 0 5003 5 5050 (the small scorpion) -M 0 5004 1 5036 (the sand worm) -G 1 5019 10 -1 (a pink potion) -G 1 5020 5 -1 (a platinum wand) -G 1 5021 1 -1 (a golden bow) -M 0 5005 1 5065 (the brass dragon) -G 1 5024 1 -1 (a golden key) -G 1 5022 10 -1 (an encrypted scroll) -M 0 5006 1 5061 (the nomad leader) -E 1 5016 10 16 (a long, curved sabre) -M 0 5007 1 5060 (the nomad commander) -E 1 5017 15 16 (a curved scimitar) -M 0 5008 5 5059 (the nomad warrior) -E 1 5018 25 16 (a long, pointed cutlass) -M 0 5009 10 5057 (the slave) -M 0 5010 1 5011 (the dracolich) -E 1 5001 1 5 (a glowing suit of banded mail) -E 1 5002 1 16 (a halberd) -M 0 5011 3 5009 (the drider) -E 1 3022 50 16 (a long sword) -M 0 5012 3 5014 (the dark dwarf) -E 1 5000 15 16 (a small mining pick) -M 0 5013 4 5021 (the myconoid) -M 0 5014 1 5021 (the myconoid shaman) -E 1 5003 1 3 (a mushroom amulet) -O 0 5005 1 5011 (a large leg bone) -R 0 5049 5006 -1 (a small cactus cup) -O 0 5006 6 5049 (a small cactus cup) -R 0 5031 5006 -1 (a small cactus cup) -O 0 5006 6 5031 (a small cactus cup) -R 0 5044 5006 -1 (a small cactus cup) -O 0 5006 6 5044 (a small cactus cup) -O 0 5007 1 5060 (a small wicker basket) -P 0 5012 1 5007 (a bunch of stakes) -P 0 5011 1 5007 (a coil of rope) -O 0 5008 1 5061 (a small wicker basket) -P 1 5014 5 5008 (a thick padded turban) -O 0 5009 1 5061 (a small wicker basket) -O 0 5010 1 5061 (a small wicker basket) -P 1 5013 50 5010 (an old, tattered parchment) -O 0 5023 1 5070 (an iron bound chest) -P 1 5025 3 5023 (a copper bracelet) -P 1 5026 3 5023 (a large ruby) -P 1 5027 3 5023 (a glittering diamond) -P 1 5028 3 5023 (a brilliant sapphire) -P 1 5029 3 5023 (a deep blue lapis lazuli) -P 1 5030 1 5023 (the Tiger Jewel) -P 1 5031 1 5023 (the red-eyed jewel) -P 1 5032 3 5023 (a fiery green emerald) -P 1 5015 1 5023 (a great pile of treasure) -S -$ diff --git a/lib/world/zon/51.zon b/lib/world/zon/51.zon deleted file mode 100644 index af67d15..0000000 --- a/lib/world/zon/51.zon +++ /dev/null @@ -1,108 +0,0 @@ -#51 -Rorschach~ -Drow City~ -5100 5199 30 1 d 0 0 0 1 25 -D 0 5100 3 0 (The City Entrance) -M 0 5100 15 5122 (the goblin slave) -M 0 5100 15 5122 (the goblin slave) -M 0 5100 15 5122 (the goblin slave) -M 0 5100 15 5122 (the goblin slave) -M 0 5100 15 5122 (the goblin slave) -M 0 5100 15 5122 (the goblin slave) -M 0 5100 15 5122 (the goblin slave) -M 0 5100 15 5122 (the goblin slave) -M 0 5101 10 5118 (the Drow commoner) -E 1 5100 50 16 (a commoner's longsword) -M 0 5101 10 5133 (the Drow commoner) -E 1 5100 50 16 (a commoner's longsword) -M 0 5102 4 5104 (the drow warrior) -E 1 5101 12 16 (a noble's longsword) -M 0 5102 4 5124 (the drow warrior) -E 1 5101 12 16 (a noble's longsword) -M 0 5102 4 5108 (the drow warrior) -E 1 5101 12 16 (a noble's longsword) -M 0 5102 4 5111 (the drow warrior) -E 1 5101 12 16 (a noble's longsword) -M 0 5103 4 5104 (the drow mage) -E 1 5102 12 16 (a two-headed snake whip) -M 0 5103 4 5124 (the drow mage) -E 1 5102 12 16 (a two-headed snake whip) -M 0 5103 4 5108 (the drow mage) -E 1 5102 12 16 (a two-headed snake whip) -M 0 5103 4 5111 (the drow mage) -E 1 5102 12 16 (a two-headed snake whip) -M 0 5104 4 5104 (the drow priestess) -E 1 5103 12 16 (a three-headed snake whip) -M 0 5104 4 5124 (the drow priestess) -E 1 5103 12 16 (a three-headed snake whip) -M 0 5104 4 5108 (the drow priestess) -E 1 5103 12 16 (a three-headed snake whip) -M 0 5104 4 5111 (the drow priestess) -E 1 5103 12 16 (a three-headed snake whip) -M 0 5105 3 5118 (the drow master) -E 1 5105 3 16 (a black longsword) -E 1 5110 5 17 (a silvery blue wand) -M 0 5105 3 5120 (the drow master) -E 1 5104 2 16 (a four-headed snake whip) -E 1 5110 5 17 (a silvery blue wand) -M 0 5105 3 5116 (the drow master) -E 1 5104 2 16 (a four-headed snake whip) -E 1 5110 5 17 (a silvery blue wand) -M 0 5106 2 5150 (the weaponsmaster) -E 1 5105 2 16 (a black longsword) -E 1 5109 1 9 (a pair of gauntlets) -M 0 5106 2 5101 (the weaponsmaster) -E 1 5105 2 16 (a black longsword) -M 0 5107 3 5125 (the Matron Mother) -E 1 5106 3 16 (a five-headed snake whip) -G 1 5114 3 -1 (a small bright green hat) -M 0 5107 3 5105 (the Matron Mother) -E 1 5106 3 16 (a five-headed snake whip) -E 1 5111 2 6 (a small helmet) -M 0 5107 3 5109 (the Matron Mother) -E 1 5106 3 16 (a five-headed snake whip) -E 1 5108 2 10 (a pair of bracers) -M 0 5108 1 5113 (the Matron Mother) -E 1 5107 1 16 (a six-headed snake whip) -E 1 5112 1 1 (a small ruby ring) -M 0 5109 6 5101 (the drider) -M 0 5109 6 5106 (the drider) -M 0 5109 6 5115 (the drider) -M 0 5109 6 5121 (the drider) -M 0 5110 2 5110 (the drider) -M 0 5110 2 5110 (the drider) -M 0 5111 1 5148 (the yochlol) -E 1 5113 1 16 (a spider shaped dagger) -E 1 5115 1 17 (an adamantite key) -O 1 5116 1 5149 (a pile of golden coins) -D 0 5101 1 0 (A City Street) -D 0 5104 2 1 (The 3rd House) -D 0 5105 0 1 (The Throne Room) -D 0 5108 3 1 (The 2nd House) -D 0 5109 1 1 (The Throne Room) -D 0 5110 3 1 (The Main Gate) -D 0 5111 1 1 (The 1st House) -D 0 5112 0 1 (The Throne Room) -D 0 5113 2 1 (The Main Chamber) -D 0 5117 0 1 (A City Street) -D 0 5119 2 1 (The Entrance To The Temple Of Lloth) -D 0 5123 0 1 (A City Street) -D 0 5124 2 1 (The 4th House) -D 0 5129 0 1 (A Long Hallway) -D 0 5150 2 1 (The Weaponsmaster's Chamber) -D 0 5132 2 1 (A Long Hallway) -D 0 5133 0 1 (The Warriors' Barracks) -D 0 5136 1 1 (The Grand Hallway) -D 0 5137 3 1 (The Mages' Barracks) -D 0 5138 3 1 (The Grand Hallway) -D 0 5139 1 1 (The Clerics' Barracks) -D 0 5140 0 1 (The Grand Stairway) -D 0 5141 2 1 (The Main Chamber) -D 0 5142 1 1 (The Eastern Side Of The Main Chamber) -D 0 5146 3 1 (The Slave Cells) -D 0 5146 0 1 (The Slave Cells) -D 0 5147 2 1 (The Slave Pen) -D 0 5148 3 2 (The Dias) -D 0 5149 1 2 (The Treasury) -S -$ diff --git a/lib/world/zon/52.zon b/lib/world/zon/52.zon deleted file mode 100644 index 1ef1471..0000000 --- a/lib/world/zon/52.zon +++ /dev/null @@ -1,96 +0,0 @@ -#52 -Rorschach~ -City of Thalos~ -5200 5299 15 2 d 0 0 0 3 25 -M 0 5200 1 5250 (the mighty beholder) -E 1 5217 3 17 (a silver flute) -E 1 5208 3 11 (a sturdy iron shield) -E 1 5223 1 3 (a dark green cloak) -M 0 5201 25 5235 (the lamia) -M 0 5201 25 5232 (the lamia) -M 0 5201 25 5236 (the lamia) -M 0 5201 25 5237 (the lamia) -M 0 5201 25 5242 (the lamia) -M 0 5201 25 5218 (the lamia) -M 0 5201 25 5219 (the lamia) -M 0 5201 25 5220 (the lamia) -M 0 5201 25 5225 (the lamia) -M 0 5201 25 5226 (the lamia) -M 0 5201 25 5203 (the lamia) -M 0 5201 25 5204 (the lamia) -M 0 5201 25 5206 (the lamia) -M 0 5201 25 5208 (the lamia) -M 0 5209 25 5205 (the lamia) -M 0 5209 25 5209 (the lamia) -M 0 5209 25 5216 (the lamia) -M 0 5209 25 5221 (the lamia) -M 0 5209 25 5224 (the lamia) -M 0 5209 25 5229 (the lamia) -M 0 5209 25 5234 (the lamia) -M 0 5209 25 5240 (the lamia) -M 0 5202 1 5229 (the mimic) -E 1 5214 4 17 (a smooth quartz ball) -M 0 5203 1 5226 (the mimic) -G 1 5215 4 -1 (a tattered scroll) -M 0 5204 1 5219 (the mimic) -G 1 5218 4 -1 (a demon-faced talisman) -M 0 5205 1 5238 (the mimic) -E 1 5214 4 17 (a smooth quartz ball) -M 0 5206 1 5236 (the mimic) -E 1 5222 4 12 (a black silk robe) -M 0 5207 4 5232 (the horned lizard) -M 0 5207 4 5217 (the horned lizard) -M 0 5207 4 5227 (the horned lizard) -M 0 5207 4 5244 (the horned lizard) -M 0 5208 3 5247 (the stone golem) -E 1 5224 1 17 (an engraved ebony seal) -E 1 5200 5 5 (a ringmail vest) -M 0 5208 3 5246 (the stone golem) -E 1 5226 1 17 (an engraved ivory seal) -M 0 5208 3 5248 (the stone golem) -E 1 5221 5 16 (a two-handed sword) -O 0 5225 1 5231 (the desk) -P 1 5215 1 5225 (a tattered scroll) -P 1 5216 2 5225 (a bound scroll) -O 0 5227 1 5233 (the glass cabinet) -P 1 5201 1 5227 (an iron helm) -P 1 5202 1 5227 (a pair of iron gauntlets) -P 1 5203 1 5227 (a pair of iron sleeves) -P 1 5204 1 5227 (a pair of iron boots) -P 1 5205 1 5227 (a set of iron greaves) -P 1 5206 1 5227 (an iron girth) -R 0 5242 5228 -1 (a half-rotted arm) -O 0 5228 10 5242 (a half-rotted arm) -R 0 5217 5219 -1 (a chunk of venison) -O 0 5219 5 5217 (a chunk of venison) -R 0 5234 5220 -1 (a large cracked fountain) -O 0 5220 1 5234 (a large cracked fountain) -R 0 5229 5207 -1 (a battered iron breast plate) -O 0 5207 5 5229 (a battered iron breast plate) -R 0 5238 5210 -1 (a black potion) -O 0 5210 2 5238 (a black potion) -R 0 5238 5211 -1 (an orange potion) -O 0 5211 2 5238 (an orange potion) -R 0 5238 5213 -1 (a green serpentine staff) -O 0 5213 2 5238 (a green serpentine staff) -R 0 5230 5250 -1 (a mandolin) -O 0 5250 2 5230 (a mandolin) -R 0 5230 5251 -1 (a golden harp) -O 0 5251 2 5230 (a golden harp) -O 0 5230 1 5202 (a pale blue stone) -O 0 5231 1 5205 (a scarlet and blue stone) -O 0 5232 1 5208 (an incandescent blue stone) -O 0 5233 1 5211 (a deep red stone) -O 0 5234 1 5214 (a pink stone) -O 0 5235 1 5217 (a pearly white stone) -O 0 5236 1 5220 (a pale lavender stone) -O 0 5237 1 5224 (a lavender and green stone) -O 0 5238 1 5227 (a dusty rose stone) -O 0 5239 1 5230 (a dull gray stone) -O 0 5240 1 5234 (a vibrant purple stone) -O 0 5241 1 5238 (a pink and green stone) -O 0 5242 1 5241 (a pale green stone) -O 0 5243 1 5246 (a clear stone) -O 0 5244 1 5250 (an iridescent stone) -S -$ diff --git a/lib/world/zon/53.zon b/lib/world/zon/53.zon deleted file mode 100644 index bb6513a..0000000 --- a/lib/world/zon/53.zon +++ /dev/null @@ -1,111 +0,0 @@ -#53 -Andersen~ -Great Pyramid~ -5300 5399 20 2 d 0 0 0 5 30 -M 0 5300 6 5302 (the horrible asp) -M 0 5300 6 5305 (the horrible asp) -M 0 5300 6 5313 (the horrible asp) -M 0 5300 6 5340 (the horrible asp) -M 0 5301 4 5303 (the hooded cobra snake) -M 0 5301 4 5341 (the hooded cobra snake) -M 0 5302 3 5306 (the wily little mongoose) -M 0 5302 3 5316 (the wily little mongoose) -M 0 5302 3 5326 (the wily little mongoose) -M 0 5303 6 5309 (the pyramid watcher) -E 1 5300 6 16 (an egyptian mace) -M 0 5303 6 5309 (the pyramid watcher) -E 1 5301 10 12 (some sand-colored robes) -M 0 5303 6 5337 (the pyramid watcher) -E 1 5300 6 16 (an egyptian mace) -M 0 5303 6 5337 (the pyramid watcher) -E 1 5301 10 12 (some sand-colored robes) -M 0 5303 6 5340 (the pyramid watcher) -E 1 5300 6 16 (an egyptian mace) -M 0 5303 6 5340 (the pyramid watcher) -E 1 5301 10 12 (some sand-colored robes) -M 0 5304 6 5325 (the tomb thief) -E 1 5302 7 16 (an obsidian dirk) -M 0 5304 6 5326 (the tomb thief) -E 1 5302 7 16 (an obsidian dirk) -M 0 5304 6 5333 (the tomb thief) -E 1 5302 7 16 (an obsidian dirk) -M 0 5304 6 5334 (the tomb thief) -E 1 5302 7 16 (an obsidian dirk) -M 0 5304 6 5335 (the tomb thief) -E 1 5302 7 16 (an obsidian dirk) -M 0 5304 6 5342 (the tomb thief) -E 1 5302 7 16 (an obsidian dirk) -M 0 5305 1 5343 (Ali Baba) -E 1 5303 4 6 (a dirty cloth turban) -E 1 5302 7 16 (an obsidian dirk) -M 0 5306 1 5323 (the magic carpet) -M 0 5307 4 5325 (the mummy) -E 1 5304 5 5 (some cloth wrappings) -G 1 5306 3 -1 (a jar of formaldehyde) -M 0 5307 4 5325 (the mummy) -E 1 5304 5 5 (some cloth wrappings) -G 1 5305 2 -1 (a bottle of embalming fluid) -M 0 5307 4 5337 (the mummy) -E 1 5304 5 5 (some cloth wrappings) -M 0 5307 4 5341 (the mummy) -E 1 5304 5 5 (some cloth wrappings) -M 0 5308 4 5354 (the sandman) -M 0 5308 4 5355 (the sandman) -M 0 5308 4 5356 (the sandman) -M 0 5308 4 5357 (the sandman) -M 0 5309 1 5311 (the efreeti) -E 1 5307 4 17 (a small hot ball of fire) -M 0 5310 2 5345 (the caryatid) -E 1 5308 3 16 (a stone scimitar) -M 0 5310 2 5345 (the caryatid) -E 1 5308 3 16 (a stone scimitar) -G 1 5309 1 -1 (a stone key) -M 0 5311 1 5323 (the djinn) -E 1 5313 4 17 (the lamp) -M 0 5312 3 5348 (the hieracosphinx) -M 0 5312 3 5349 (the hieracosphinx) -M 0 5312 3 5351 (the hieracosphinx) -M 0 5313 2 5350 (the gynosphinx) -M 0 5313 2 5350 (the gynosphinx) -G 1 5314 2 -1 (an ankh) -M 0 5314 2 5352 (the criosphinx) -M 0 5314 2 5352 (the criosphinx) -G 1 5315 2 -1 (a book of riddles) -M 0 5315 1 5347 (the androsphinx) -G 1 5316 2 -1 (a lion's paw) -M 0 5316 1 5358 (the great sphinx) -E 1 5317 1 17 (the answer) -M 0 5317 1 5332 (Ramses the Damned) -G 1 5319 1 -1 (a pile of sand) -G 1 5320 3 -1 (the curse of the mummy) -G 1 5321 2 -1 (a small elixir) -G 1 5321 2 -1 (a small elixir) -E 1 5322 1 6 (a golden mask) -O 1 5318 1 5359 (the treasure of the sphinx) -O 1 5324 1 5359 (a blazing sun wand) -O 1 5325 1 5359 (a sandy-colored ring) -O 1 5326 1 5359 (a small golden sphinx) -O 1 5327 1 5359 (a pair of sphinxian leggings) -O 0 5323 1 5319 (the diamond) -O 0 5310 1 5345 (a mighty stone sarcophagus) -P 1 5311 2 5310 (some ancient dust) -P 1 5312 1 5310 (a small emerald scarab) -D 0 5306 5 1 (The Apex Of The Great Pyramid) -D 0 5308 4 1 (A Ladder) -D 0 5309 3 1 (A Musty Chamber) -D 0 5310 1 1 (The Fire Pool) -D 0 5322 2 2 (At The Crevasse's End) -D 0 5323 0 2 (The Vault Of The Lamp) -D 0 5326 3 2 (A Demolished Tomb) -D 0 5327 1 2 (A Stairway) -D 0 5329 2 1 (A Stairway) -D 0 5330 0 1 (The Ancient Hall) -D 0 5331 5 1 (A Raised Dais) -D 0 5332 4 1 (The Tomb Of Ramses) -D 0 5343 5 1 (A Dead End) -D 0 5344 4 1 (The Tomb Entrance) -D 0 5344 0 1 (The Tomb Entrance) -D 0 5345 2 1 (The Tomb Of The Pharaohs) -D 0 5358 2 2 (A Massive Sand Dune) -S -$ diff --git a/lib/world/zon/54.zon b/lib/world/zon/54.zon deleted file mode 100644 index 05af1bf..0000000 --- a/lib/world/zon/54.zon +++ /dev/null @@ -1,158 +0,0 @@ -#54 -Duke~ -New Thalos~ -5400 5499 20 2 d 0 0 0 1 30 -M 0 5418 1 5432 (Cassandra) -G 1 5464 100 -1 (a salted herring) -G 1 5465 100 -1 (a mussel) -M 0 5404 1 5401 (the receptionist) -M 0 5405 1 5402 (the old withered man) -G 1 5467 100 -1 (a glass) -G 1 5468 100 -1 (a glass) -G 1 5469 100 -1 (a bottle of grog) -M 0 5406 1 5402 (Brother John) -M 0 5407 1 5403 (the panhandler) -M 0 5408 1 5404 (the panhandler) -M 0 5409 20 5410 (the beggar) -M 0 5419 1 5425 (the foreman) -E 1 5485 1 16 (a fountain pen) -M 0 5420 2 5425 (the construction worker) -E 1 5486 2 16 (a sledge hammer) -M 0 5420 2 5425 (the construction worker) -E 1 5486 2 16 (a sledge hammer) -M 0 5421 1 5511 (the statue of Brahman) -M 0 5422 1 5511 (the statue of Siva) -M 0 5423 1 5511 (the statue of Indra) -M 0 5424 1 5511 (the statue of Yama) -M 0 5425 1 5516 (the statue of Surya) -M 0 5426 1 5516 (the statue of Kali) -M 0 5427 1 5516 (the statue of Brihaspati) -M 0 5428 1 5516 (the statue of Puchan) -M 0 5429 1 5466 (Aziz) -M 0 5430 1 5466 (Mustafah) -M 0 5431 1 5466 (Fatima) -M 0 5432 1 5466 (Kareem) -M 0 5433 12 5406 (the nomad merchant) -M 0 5433 12 5414 (the nomad merchant) -M 0 5433 12 5426 (the nomad merchant) -M 0 5433 12 5449 (the nomad merchant) -M 0 5433 12 5462 (the nomad merchant) -M 0 5435 3 5468 (the skinny kid) -M 0 5435 3 5468 (the skinny kid) -M 0 5435 3 5468 (the skinny kid) -M 0 5436 8 5433 (the dockworker) -M 0 5436 8 5433 (the dockworker) -M 0 5436 8 5433 (the dockworker) -M 0 5436 8 5434 (the dockworker) -M 0 5436 8 5434 (the dockworker) -M 0 5436 8 5435 (the dockworker) -M 0 5436 8 5443 (the dockworker) -M 0 5436 8 5443 (the dockworker) -M 0 5437 2 5406 (the taxcollector) -G 1 5400 1 -1 (the palace key of New Thalos) -M 0 5438 1 5415 (Gord) -M 0 5439 1 5405 (Chulainn) -E 1 5492 1 16 (Gae Bolg) -E 1 5415 60 5 (a suit of banded mail) -M 0 5440 1 5406 (Daghdha) -M 0 5441 1 5415 (Curley GreenLeaf) -M 0 5442 21 5410 (the wandering prophet) -M 0 5442 21 5424 (the wandering prophet) -M 0 5443 14 5465 (the alley cat) -M 0 5443 14 5467 (the alley cat) -M 0 5443 14 5469 (the alley cat) -M 0 5443 14 5473 (the alley cat) -M 0 5444 24 5429 (the vulture) -M 0 5444 24 5430 (the vulture) -M 0 5444 24 5453 (the vulture) -M 0 5444 24 5463 (the vulture) -M 0 5445 2 5455 (the old man) -E 1 5490 2 17 (a chessboard) -M 0 5445 2 5455 (the old man) -E 1 5490 2 17 (a chessboard) -M 0 5447 1 5411 (the dirt devil) -M 0 5448 1 5411 (the lamia) -M 0 5449 1 5411 (the raggety dervish) -M 0 5461 20 5412 (the Sultan's Guard) -E 1 5413 100 16 (a scimitar) -E 1 5417 53 5 (a suit of field plate) -E 1 5421 52 11 (a splinted shield) -M 0 5461 20 5418 (the Sultan's Guard) -E 1 5413 100 16 (a scimitar) -E 1 5417 43 5 (a suit of field plate) -E 1 5421 42 11 (a splinted shield) -M 0 5461 20 5419 (the Sultan's Guard) -E 1 5413 100 16 (a scimitar) -E 1 5417 43 5 (a suit of field plate) -E 1 5421 42 11 (a splinted shield) -M 0 5461 20 5420 (the Sultan's Guard) -E 1 5413 100 16 (a scimitar) -E 1 5417 43 5 (a suit of field plate) -E 1 5421 42 11 (a splinted shield) -M 0 5461 20 5444 (the Sultan's Guard) -M 0 5461 20 5445 (the Sultan's Guard) -M 0 5461 20 5446 (the Sultan's Guard) -M 0 5461 20 5447 (the Sultan's Guard) -M 0 5462 12 5413 (the Sultan's Guard) -E 1 5413 100 16 (a scimitar) -E 1 5417 53 5 (a suit of field plate) -E 1 5421 72 11 (a splinted shield) -M 0 5462 12 5413 (the Sultan's Guard) -E 1 5413 100 16 (a scimitar) -E 1 5417 53 5 (a suit of field plate) -E 1 5421 42 11 (a splinted shield) -M 0 5462 12 5422 (the Sultan's Guard) -E 1 5413 100 16 (a scimitar) -E 1 5417 43 5 (a suit of field plate) -E 1 5421 42 11 (a splinted shield) -M 0 5462 12 5422 (the Sultan's Guard) -E 1 5413 100 16 (a scimitar) -E 1 5417 43 5 (a suit of field plate) -E 1 5421 42 11 (a splinted shield) -M 0 5462 12 5423 (the Sultan's Guard) -E 1 5413 100 16 (a scimitar) -E 1 5417 43 5 (a suit of field plate) -E 1 5421 42 11 (a splinted shield) -M 0 5462 12 5423 (the Sultan's Guard) -E 1 5413 100 16 (a scimitar) -E 1 5417 43 5 (a suit of field plate) -E 1 5421 42 11 (a splinted shield) -M 0 5462 12 5431 (the Sultan's Guard) -E 1 5413 100 16 (a scimitar) -E 1 5417 43 5 (a suit of field plate) -E 1 5421 42 11 (a splinted shield) -M 0 5462 12 5431 (the Sultan's Guard) -E 1 5413 100 16 (a scimitar) -E 1 5417 43 5 (a suit of field plate) -E 1 5421 42 11 (a splinted shield) -M 0 5463 1 5406 (the Chief Guard) -M 0 5468 8 5427 (the tourist) -M 0 5468 8 5428 (the tourist) -M 0 5482 15 5407 (the Royal Guard) -M 0 5482 15 5408 (the Royal Guard) -M 0 5482 15 5414 (the Royal Guard) -M 0 5482 15 5416 (the Royal Guard) -M 0 5482 15 5444 (the Royal Guard) -M 0 5482 15 5445 (the Royal Guard) -M 0 5482 15 5450 (the Royal Guard) -M 0 5482 15 5452 (the Royal Guard) -R 0 5406 5402 -1 (the large central fountain) -O 0 5402 1 5406 (the large central fountain) -D 0 5413 2 2 (Inside The South Gate Of New Thalos) -D 0 5411 0 2 (Outside The Southern Gate Of New Thalos) -D 0 5422 0 2 (Inside The Northern Gate Of New Thalos) -D 0 5423 3 2 (Inside The West Gate Of New Thalos) -D 0 5431 1 2 (Inside the Eastern Gate of New Thalos) -D 0 5444 2 2 (West Casbah) -D 0 5459 5 1 (Alley) -D 0 5475 4 1 (Underground) -D 0 5470 5 1 (Alley) -D 0 5478 4 1 (Underground) -D 0 5474 5 1 (Alley) -D 0 5481 4 1 (Underground) -D 0 5483 3 1 (River Ishtar) -D 0 5484 1 1 (River Ishtar) -D 0 5487 3 1 (River Ishtar) -D 0 5491 4 1 (A Dark Passage) -S -$ diff --git a/lib/world/zon/55.zon b/lib/world/zon/55.zon deleted file mode 100644 index 81c0c81..0000000 --- a/lib/world/zon/55.zon +++ /dev/null @@ -1,236 +0,0 @@ -#55 -Duke~ -New Thalos II~ -5500 5599 30 2 -M 0 5412 1 5521 (the banker) -R 0 5521 3034 -1 (an automatic teller machine) -O 0 3034 99 5521 (an automatic teller machine) -M 0 5400 1 5548 (the guildmaster) -M 0 5401 1 5503 (the guildmaster) -M 0 5402 1 5534 (the guildmaster) -M 0 5403 1 5546 (the guildmaster) -M 0 5410 1 5535 (the baker) -G 1 5440 100 -1 (a hunk of cheese) -G 1 5441 100 -1 (some bread) -G 1 5442 100 -1 (some dry rations) -G 1 5443 100 -1 (some iron rations) -G 1 5445 100 -1 (some nuts) -G 1 5491 100 -1 (a sesame seed) -M 0 5411 1 5528 (the shopkeeper) -G 1 5434 100 -1 (a sack) -G 1 5435 100 -1 (an oil lamp) -G 1 5436 100 -1 (a backpack) -G 1 5437 100 -1 (a basket) -G 1 5438 100 -1 (a belt pouch) -G 1 5439 100 -1 (a candle) -M 0 5413 1 5514 (Ahkeem the tailor) -G 1 5446 100 -1 (a belt) -G 1 5447 100 -1 (a pair of hiking boots) -G 1 5448 100 -1 (a fur cloak) -G 1 5449 100 -1 (a girdle) -G 1 5450 100 -1 (a pair of hose) -G 1 5451 100 -1 (a common robe) -G 1 5452 100 -1 (an embroidered robe) -G 1 5453 100 -1 (a pair of sandals) -G 1 5454 100 -1 (a sash) -G 1 5455 100 -1 (a silk jacket) -E 1 5483 100 16 (a pair of sewing shears) -M 0 5414 1 5515 (Vera the veggie lady) -G 1 5456 100 -1 (an egg) -G 1 5457 100 -1 (a carrot) -G 1 5458 100 -1 (a tomato) -G 1 5459 100 -1 (a fig) -G 1 5460 100 -1 (some dates) -M 0 5415 1 5522 (Butch the meatcutter) -G 1 5461 100 -1 (a leg of lamb) -G 1 5462 100 -1 (a side of beef) -G 1 5463 100 -1 (a whole chicken) -E 1 5484 100 16 (a meat cleaver) -M 0 5416 1 5529 (Abdul the armorer) -G 1 5415 100 -1 (a suit of banded mail) -G 1 5416 100 -1 (a suit of brigandine) -G 1 5417 100 -1 (a suit of field plate) -G 1 5418 100 -1 (a suit of ringmail) -G 1 5419 100 -1 (a suit of splintmail) -G 1 5420 100 -1 (a wooden shield) -G 1 5421 100 -1 (a splinted shield) -M 0 5417 1 5536 (Igor the weaponsmith) -G 1 5403 100 -1 (a morningstar) -G 1 5404 100 -1 (an awl-pike) -G 1 5405 100 -1 (a bardiche) -G 1 5406 100 -1 (a bec de corbin) -G 1 5407 100 -1 (a bill-guisarme) -G 1 5408 100 -1 (a fauchard) -G 1 5409 100 -1 (a glaive) -G 1 5410 100 -1 (a guisarme) -G 1 5411 100 -1 (a sickle) -G 1 5412 100 -1 (a two-handed bastard sword) -G 1 5413 100 -1 (a scimitar) -G 1 5414 100 -1 (a rapier) -M 0 5433 12 5509 (the nomad merchant) -M 0 5434 4 5589 (the Sultan's Bodyguard) -M 0 5434 4 5589 (the Sultan's Bodyguard) -M 0 5434 4 5589 (the Sultan's Bodyguard) -M 0 5434 4 5589 (the Sultan's Bodyguard) -M 0 5442 21 5508 (the wandering prophet) -M 0 5442 21 5509 (the wandering prophet) -M 0 5442 21 5513 (the wandering prophet) -M 0 5442 21 5513 (the wandering prophet) -M 0 5442 21 5514 (the wandering prophet) -M 0 5443 14 5514 (the alley cat) -M 0 5443 14 5569 (the alley cat) -M 0 5444 24 5507 (the vulture) -M 0 5444 24 5522 (the vulture) -M 0 5444 24 5523 (the vulture) -M 0 5444 24 5524 (the vulture) -M 0 5444 24 5532 (the vulture) -M 0 5444 24 5549 (the vulture) -M 0 5444 24 5555 (the vulture) -M 0 5444 24 5567 (the vulture) -M 0 5444 24 5568 (the vulture) -M 0 5446 1 5551 (Lugh the Librarian) -M 0 5450 1 5589 (the Sultan) -M 0 5451 8 5587 (a harem girl) -M 0 5451 8 5587 (a harem girl) -M 0 5451 8 5587 (a harem girl) -M 0 5451 8 5587 (a harem girl) -M 0 5451 8 5587 (a harem girl) -M 0 5451 8 5587 (a harem girl) -M 0 5451 8 5587 (a harem girl) -M 0 5451 8 5587 (a harem girl) -M 0 5452 1 5591 (the jailer) -G 1 5493 1 -1 (the jail key) -M 0 5453 4 5587 (a eunuch) -M 0 5453 4 5587 (a eunuch) -M 0 5453 4 5587 (a eunuch) -M 0 5453 4 5587 (a eunuch) -M 0 5454 1 5587 (Nichole, the Sultan's favorite) -M 0 5455 1 5566 (Allah) -E 1 5496 2 16 (the wrath of Allah) -M 0 5456 1 5525 (the guildguard) -M 0 5457 1 5512 (the guildguard) -M 0 5458 1 5526 (the guildguard) -M 0 5459 1 5532 (the guildguard) -M 0 5460 2 5561 (the servant boy) -M 0 5460 2 5561 (the servant boy) -M 0 5461 20 5572 (the Sultan's Guard) -M 0 5461 20 5581 (the Sultan's Guard) -M 0 5461 20 5582 (the Sultan's Guard) -M 0 5461 20 5588 (the Sultan's Guard) -M 0 5464 1 5531 (the mercenary) -M 0 5465 1 5542 (the shipwright) -G 1 3060 100 -1 (a raft) -G 1 3061 100 -1 (a canoe) -M 0 5466 1 5544 (the blacksmith) -G 1 5487 100 -1 (a horse shoe) -G 1 5488 100 -1 (a saddle) -G 1 5489 100 -1 (a riding crop) -M 0 5467 6 5545 (the horse) -M 0 5467 6 5545 (the horse) -M 0 5467 6 5545 (the horse) -M 0 5467 6 5545 (the horse) -M 0 5467 6 5545 (the horse) -M 0 5467 6 5545 (the horse) -M 0 5472 5 5599 (the death dog) -M 0 5472 5 5599 (the death dog) -M 0 5472 5 5599 (the death dog) -M 0 5472 5 5599 (the death dog) -M 0 5472 5 5599 (the death dog) -M 0 5474 1 5598 (the behir) -M 0 5475 1 5597 (the chimera) -M 0 5478 1 5583 (the pegasus) -M 0 5479 1 5523 (Elriva) -G 1 5470 100 -1 (a glowing blue vial) -G 1 5471 100 -1 (a deep-green potion) -G 1 5472 100 -1 (a crystal clear potion) -G 1 5473 100 -1 (an off-white potion) -G 1 5474 100 -1 (a dark blue potion) -M 0 5480 1 5524 (Braheem) -G 1 5478 100 -1 (a scroll of recall) -G 1 5479 100 -1 (a gray-silver wand) -G 1 5480 100 -1 (a wand of glinting yellow) -G 1 5481 100 -1 (an oak wand) -G 1 5482 100 -1 (a pink wand) -M 0 5481 1 5504 (the high priest) -M 0 5483 1 5538 (Patch the bartender) -G 1 5475 100 -1 (a flaming scorpion) -G 1 5476 100 -1 (a barrel) -G 1 5477 100 -1 (a shot) -M 0 5484 1 5537 (Stitch, the leather dude) -G 1 5422 100 -1 (a buckler) -G 1 5423 100 -1 (a leather jacket) -G 1 5424 100 -1 (a pair of leather sleeves) -G 1 5425 100 -1 (a leather cap) -G 1 5426 100 -1 (a pair of leather pants) -G 1 5427 100 -1 (a pair of leather gloves) -G 1 5428 100 -1 (a pair of padded leather boots) -G 1 5429 100 -1 (a studded leather jacket) -G 1 5430 100 -1 (a pair of studded leather sleeves) -G 1 5431 100 -1 (a pair of studded leather pants) -G 1 5432 100 -1 (a pair of studded leather gloves) -G 1 5433 100 -1 (a leather shield) -M 0 5485 1 5578 (the gardener) -M 0 5486 1 5583 (the nightmare) -M 0 5487 1 5596 (the wolverine) -E 1 5495 1 16 (the wolverine claw) -M 0 5488 1 5580 (the mimic) -M 0 5489 1 5554 (the mayor) -G 1 5401 1 -1 (the Key to the City of New Thalos) -M 0 5490 1 5561 (the chef) -D 0 5567 2 2 (Outside The Northern Gate Of New Thalos) -D 0 5569 1 2 (Outside The West Gate Of New Thalos) -D 0 5553 0 2 (The Jail) -D 0 5503 1 1 (Clerics' Sanctum) -D 0 5517 2 1 (The Base Of The Tower) -D 0 5530 1 1 (The Mercenaries' Guild) -D 0 5532 3 1 (Entrance To The Thieves' Guild) -D 0 5534 1 1 (The Tournament And Practice Yard) -D 0 5546 2 1 (The Secret Yard) -D 0 5558 3 2 (The Palace Gate) -D 0 5550 1 2 (The Grand Entrance) -D 0 5563 2 1 (A Hall) -D 0 5561 0 1 (The Kitchen) -D 0 5565 0 1 (A Hall) -D 0 5566 2 1 (The Shrine Of Allah) -D 0 5572 2 1 (A Hall) -D 0 5571 0 1 (The Grand Dining Hall) -D 0 5574 0 1 (A Hall) -D 0 5575 2 1 (The Entrance To The Dungeon) -D 0 5575 5 1 (The Entrance To The Dungeon) -D 0 5591 4 1 (The Jailer's Room) -D 0 5577 2 1 (A Hall) -D 0 5576 0 1 (A Guest Room) -D 0 5579 0 1 (A Hall) -D 0 5580 2 1 (The Art Exhibit) -D 0 5582 2 1 (A Hall) -D 0 5581 0 1 (A Guest Room) -D 0 5582 3 2 (A Hall) -D 0 5587 1 2 (The Harem) -D 0 5584 0 1 (A Hall) -D 0 5585 2 1 (The Guard Room) -D 0 5584 3 1 (A Hall) -D 0 5589 1 1 (The Throne Room) -D 0 5588 0 1 (A Small room) -D 0 5589 2 1 (The Throne Room) -D 0 5588 2 1 (A Small room) -D 0 5587 0 1 (The Harem) -D 0 5589 0 2 (The Throne Room) -D 0 5590 2 2 (The Treasure Room) -D 0 5591 1 1 (The Jailer's Room) -D 0 5592 3 1 (A Tunnel In The Dungeon) -D 0 5592 0 2 (A Tunnel In The Dungeon) -D 0 5597 2 2 (The Cell) -D 0 5592 2 2 (A Tunnel In The Dungeon) -D 0 5593 0 2 (A Tunnel In The Dungeon) -D 0 5598 2 2 (The Cell) -D 0 5593 2 2 (A Tunnel In The Dungeon) -D 0 5594 0 2 (A Tunnel In The Dungeon) -D 0 5599 2 2 (The Cell) -D 0 5594 2 2 (A Tunnel In The Dungeon) -D 0 5595 0 2 (A Tunnel In The Dungeon) -D 0 5595 1 2 (A Tunnel In The Dungeon) -D 0 5596 3 2 (The Secret Cell) -D 0 5595 2 2 (A Tunnel In The Dungeon) -D 0 5568 3 2 (Outside The Eastern Gate Of New Thalos) -S -$ diff --git a/lib/world/zon/555.zon b/lib/world/zon/555.zon deleted file mode 100644 index fca990f..0000000 --- a/lib/world/zon/555.zon +++ /dev/null @@ -1,108 +0,0 @@ -#555 -Casret~ -Ultima~ -55500 55599 30 2 d 0 0 0 1 30 -D 0 55507 2 1 (Barn) -M 0 55500 5 55507 (the insects) -M 0 55502 10 55507 (the shepherd) -E 1 55517 100 16 (the shepherd's crook) -M 0 55534 1 55592 (the headless) -G 1 55512 50 -1 (Moonstone) -M 0 55533 10 55590 (the gremlin) -M 0 55532 10 55588 (the ettin) -M 0 55537 1 55588 (Lord Simon) -E 1 55537 100 16 (a bastard sword) -M 0 55536 1 55587 (Geoffrey the Fighter) -E 1 55535 100 16 (a sword) -E 1 55506 50 17 (Ra) -M 0 55535 10 55586 (the fighter) -E 1 55536 100 16 (a sword) -D 0 55584 4 2 (The Yew Moongate) -M 0 55522 10 55581 (the wisp) -M 0 55520 5 55580 (the orc) -E 1 55531 100 16 (a wooden spear) -M 0 55523 10 55578 (the forest druid) -M 0 55521 20 55573 (the troll) -E 1 55532 100 16 (a stone club) -M 0 55526 1 55570 (Jaana the Druid) -E 1 55502 50 17 (Beh) -E 1 55534 100 16 (a staff) -M 0 55528 1 55568 (the prisoner) -M 0 55527 1 55567 (the dirty prisoner) -G 1 55511 50 -1 (Moonstone) -D 0 55566 1 1 (Prison) -D 0 55565 3 1 (Prison) -D 0 55564 3 1 (The Bench) -D 0 55564 1 1 (The Bench) -M 0 55525 1 55564 (the Judge) -E 1 55533 100 16 (a gavel) -M 0 55531 1 55560 (the pub owner) -D 0 55563 0 1 (The Audience Room) -M 0 55524 10 55559 (the city druid) -D 0 55556 2 1 (In Front of the Courthouse) -M 0 55529 5 55556 (the citizen of Yew) -M 0 55512 1 55554 (the snake) -G 1 55510 50 -1 (Moonstone) -M 0 55511 10 55552 (the slime) -D 0 55550 4 2 (The Britain Moongate) -M 0 55516 1 55548 (Iolo the Bard) -E 1 55528 100 16 (Iolo's bow) -E 1 55500 50 17 (Mu) -G 1 55527 100 -1 (the bottle) -D 0 55546 4 1 (Cellar) -M 0 55519 1 55545 (Gwenno the Bard) -E 1 55530 100 16 (the Infinity Bow) -M 0 55514 5 55544 (the bard) -E 1 55524 100 16 (a mandolin) -D 0 55543 5 1 (The Southwest Corner of the Tavern) -M 0 55518 10 55539 (the townsman) -M 0 55530 1 55539 (the bartender) -M 0 55515 3 55537 (the beggar) -G 1 55526 100 -1 (some gold pieces) -G 1 55525 100 -1 (a cup) -M 0 55507 1 55535 (the giant spider) -G 1 55509 50 -1 (Moonstone) -G 1 55520 100 -1 (a wrinkled scroll) -M 0 55508 10 55530 (the mage) -E 1 55522 100 12 (a robe) -D 0 55528 0 1 (The Library Moongate) -D 0 55528 4 2 (The Library Moongate) -M 0 55506 10 55524 (the giant rat) -M 0 55509 1 55521 (Nystul the Librarian) -E 1 55521 100 16 (a magic dagger) -M 0 55510 1 55518 (Mariah the Mage) -E 1 55504 50 17 (Ahm) -M 0 55505 1 55515 (Katrina the Shepherd) -E 1 55519 100 16 (Katrina's sword) -E 1 55501 50 17 (Lum) -D 0 55514 3 1 (Entrance to the Office) -D 0 55513 0 1 (Humility Lane) -M 0 55504 10 55513 (the sheep) -M 0 55502 10 55513 (the shepherd) -E 1 55517 100 16 (the shepherd's crook) -D 0 55512 2 1 (House) -D 0 55512 4 1 (House) -M 0 55503 5 55512 (the girl) -E 1 55518 100 17 (the doll) -D 0 55511 5 1 (Attic) -M 0 55501 1 55511 (the bat) -G 1 55508 50 -1 (Moonstone) -D 0 55510 1 1 (Condemned House) -D 0 55508 0 1 (Humility Lane) -M 0 55500 5 55508 (the insects) -M 0 55504 10 55508 (the sheep) -M 0 55503 5 55508 (the girl) -E 1 55518 100 17 (the doll) -M 0 55513 1 55506 (Mr. Smithy) -E 1 55523 100 8 (horseshoes) -D 0 55505 3 1 (New Magincia Road) -D 0 55504 1 1 (New Magincia Road) -M 0 55504 10 55504 (the sheep) -D 0 55503 4 2 (The New Magincia Moongate) -M 0 55503 5 55502 (the girl) -E 1 55518 100 17 (the doll) -M 0 55502 10 55501 (the shepherd) -E 1 55517 100 16 (the shepherd's crook) -M 0 55504 10 55501 (the sheep) -S -$ diff --git a/lib/world/zon/556.zon b/lib/world/zon/556.zon deleted file mode 100644 index e6401c5..0000000 --- a/lib/world/zon/556.zon +++ /dev/null @@ -1,145 +0,0 @@ -#556 -Casret~ -Ultima II~ -55600 55699 30 2 0 0 0 0 1 30 -D 0 55649 4 2 (The Shrine of Spirituality) -M 0 55555 1 55649 (the Timelord) -E 1 55516 50 17 (the Hourglass) -E 1 55548 99 12 (an aura of power) -D 0 55683 4 2 (In the Warp) -M 0 55556 1 55683 (the Guardian) -E 1 55549 100 6 (a big red face) -M 0 55540 5 55608 (a tinker) -E 1 55538 100 16 (a hammer) -M 0 55542 1 55608 (the Lady of Empath Abbey) -E 1 55540 100 3 (the Amulet of Love) -D 0 55604 3 1 (Minoc's Fountain) -D 0 55604 1 1 (Minoc's Fountain) -R 0 55604 55567 -1 (a fountain) -O 1 55567 2 55604 (a fountain) -D 0 55607 2 1 (Sacrifice Street) -D 0 55607 3 1 (Sacrifice Street) -R 0 55663 55567 -1 (a fountain) -O 1 55567 2 55663 (a fountain) -D 0 55603 1 1 (The Armorer) -M 0 55568 1 55603 (the armorer) -G 1 55542 100 -1 (shiny armor) -G 1 55522 100 -1 (a robe) -D 0 55682 4 2 (In the Warp) -M 0 55557 1 55682 (Blackthorn) -E 1 55550 100 16 (a spiked mace) -D 0 55681 4 2 (The Enlightenment) -D 0 55680 4 2 (In the Warp) -M 0 55558 1 55680 (Exodus) -E 1 55551 100 5 (a completely black armor) -D 0 55679 4 2 (In the Warp) -M 0 55559 1 55679 (Minax) -E 1 55552 100 3 (an evil charm) -M 0 55560 1 55678 (Mondain) -E 1 55553 100 17 (an evil gem) -D 0 55677 4 2 (The Enlightenment) -D 0 55676 0 2 (The Altar of Humility) -D 0 55675 0 2 (The Altar of Spirituality) -D 0 55674 0 2 (The Altar of Honor) -D 0 55673 0 2 (The Altar of Sacrifice) -D 0 55672 0 2 (The Altar of Justice) -D 0 55671 0 2 (The Altar of Valor) -D 0 55670 0 2 (The Altar of Compassion) -D 0 55669 0 2 (The Altar of Honesty) -D 0 55668 2 1 (Batlin's Room) -M 0 55562 1 55668 (Batlin) -E 1 55562 100 3 (a Fellowship medallion) -D 0 55665 0 0 (Hallway) -M 0 55561 1 55665 (Sentri) -E 1 55557 100 16 (Sentri's two-handed sword) -D 0 55667 2 0 (The Throne Room) -M 0 55563 1 55667 (the Avatar) -E 1 55563 100 16 (the Glass Sword) -M 0 55564 1 55667 (Lord British) -E 1 55564 100 6 (British's crown) -E 1 55565 100 17 (British's sceptre) -E 1 55566 100 3 (British's amulet) -D 0 55666 0 1 (Hallway) -M 0 55517 1 55662 (Chuckles the Jester) -E 1 55529 100 16 (a chicken) -M 0 55554 1 55661 (Shamino the Ranger) -E 1 55503 50 17 (Ohm) -E 1 55547 100 12 (a magic cloak) -M 0 55549 5 55660 (the spirit) -M 0 55553 4 55660 (the mourner) -M 0 55547 3 55655 (the reaper) -M 0 55551 3 55655 (the skeleton) -E 1 55545 100 16 (a rusty sword) -E 1 55546 100 11 (a rusty shield) -M 0 55550 5 55653 (the ghost) -M 0 55547 3 55652 (the reaper) -M 0 55552 1 55651 (the daemon) -G 1 55515 50 -1 (Moonstone) -M 0 55547 3 55650 (the reaper) -M 0 55544 1 55648 (the dragon) -G 1 55514 50 -1 (Moonstone) -D 0 55647 4 2 (The Desert Moongate) -D 0 55644 4 2 (The Desert Moongate) -D 0 55643 4 2 (The Desert Moongate) -M 0 55543 10 55641 (the sandtrap) -D 0 55639 3 1 (A Small Tent) -M 0 55545 6 55639 (the paladin) -E 1 55541 100 16 (a shiny sword) -E 1 55542 100 5 (shiny armor) -D 0 55638 1 1 (Desert Entrance) -D 0 55638 3 1 (Desert Entrance) -M 0 55545 6 55638 (the paladin) -E 1 55541 100 16 (a shiny sword) -E 1 55542 100 5 (shiny armor) -D 0 55637 1 1 (A Small Tent) -M 0 55545 6 55637 (the paladin) -E 1 55541 100 16 (a shiny sword) -E 1 55542 100 5 (shiny armor) -M 0 55546 1 55636 (Dupre the Paladin) -E 1 55507 50 17 (Summ) -E 1 55543 100 16 (a rapier) -D 0 55634 0 1 (The Grand Tent) -M 0 55548 1 55634 (Draxthanum the Gargoyle) -E 1 55544 100 16 (a boomerang) -M 0 55545 6 55633 (the paladin) -E 1 55541 100 16 (a shiny sword) -E 1 55542 100 5 (shiny armor) -D 0 55631 3 1 (A Small Tent) -M 0 55545 6 55631 (the paladin) -E 1 55541 100 16 (a shiny sword) -E 1 55542 100 5 (shiny armor) -D 0 55630 1 1 (In Front of the Grand Tent) -D 0 55630 2 1 (In Front of the Grand Tent) -M 0 55545 6 55629 (the paladin) -E 1 55541 100 16 (a shiny sword) -E 1 55542 100 5 (shiny armor) -D 0 55628 2 1 (A Campfire) -D 0 55627 4 2 (The Minoc Moongate) -M 0 55567 1 55623 (the squid) -G 1 55513 50 -1 (Moonstone) -M 0 55565 5 55622 (the shark) -M 0 55566 5 55621 (the seahorse) -M 0 55538 2 55617 (the mimic) -M 0 55538 2 55616 (the mimic) -M 0 55539 2 55615 (the gazer) -M 0 55539 2 55614 (the gazer) -D 0 55612 0 1 (Residence) -M 0 55540 5 55611 (a tinker) -E 1 55538 100 16 (a hammer) -D 0 55610 3 1 (Forge) -M 0 55541 1 55610 (Julia the Tinker) -E 1 55505 50 17 (Cah) -E 1 55539 100 16 (a sword) -D 0 55609 2 1 (Sacrifice Street) -D 0 55609 1 1 (Sacrifice Street) -D 0 55606 1 1 (The Boatseller) -M 0 55570 1 55606 (the boatseller) -G 1 55568 100 -1 (a boat) -D 0 55605 3 1 (The Weaponsmith) -M 0 55569 1 55605 (the weaponseller) -G 1 55541 100 -1 (a shiny sword) -G 1 55531 100 -1 (a wooden spear) -G 1 55532 100 -1 (a stone club) -D 0 55601 4 2 (The Dungeon Moongate) -S -$ diff --git a/lib/world/zon/56.zon b/lib/world/zon/56.zon deleted file mode 100644 index 80229ee..0000000 --- a/lib/world/zon/56.zon +++ /dev/null @@ -1,25 +0,0 @@ -#56 -Duke~ -New Thalos Wilderness~ -5600 5699 30 2 d 0 0 0 1 30 -M 0 5470 1 5600 (the cryohydra) -D 0 5600 2 2 (The Cell) -M 0 5442 21 5631 (the wandering prophet) -M 0 5442 21 5631 (the wandering prophet) -M 0 5443 14 5617 (the alley cat) -M 0 5444 24 5692 (the vulture) -M 0 5469 1 5699 (the ixitxachitl) -M 0 5471 1 5604 (the minotaur lizard) -M 0 5473 1 5603 (the spotted lion) -M 0 5476 1 5602 (the couatl) -M 0 5477 1 5601 (the giant hornet) -D 0 5623 1 1 (River Ishtar) -D 0 5601 0 2 (The Cell) -D 0 5602 0 2 (The Cell) -D 0 5603 0 2 (The Cell) -D 0 5604 0 2 (The Cell) -D 0 5653 1 1 (In The Mountains) -D 0 5698 3 1 (Under The dock) -D 0 5699 1 1 (The Lair Of The Ixitxachitl) -S -$ diff --git a/lib/world/zon/57.zon b/lib/world/zon/57.zon deleted file mode 100644 index 093eae4..0000000 --- a/lib/world/zon/57.zon +++ /dev/null @@ -1,32 +0,0 @@ -#57 -Gatia~ -Zodiac~ -5700 5799 30 2 d 0 0 0 10 14 -O 0 5700 1 5700 (the starstone) -M 0 5700 1 5700 (Sheila, Gatia's Assistant) -M 0 5713 1 5713 (Bungle the shopkeeper) -G 1 5730 99 -1 (a rune blade) -G 1 5700 100 -1 (the starstone) -G 1 5708 100 -1 (the rune saber) -G 1 5798 100 -1 (the scorpion platemail) -M 0 5734 1 5734 (Crannasia the drow assassin) -O 0 5734 1 5734 (the carcass of the tree nymph) -M 0 5730 1 5730 (Scorpio) -M 0 5714 1 5730 (Virgo) -O 0 5728 1 5728 (Libra) -M 0 5724 1 5724 (Capricorn) -M 0 5727 4 5727 (a male goat) -M 1 5727 4 5727 (a male goat) -M 1 5727 4 5727 (a male goat) -M 1 5727 4 5727 (a male goat) -M 0 5710 1 5710 (Sagittarius) -M 0 5712 1 5712 (Cancer the Crab) -M 0 5706 1 5706 (Aries the Ram) -M 0 5705 1 5705 (Taurus the Bull) -M 0 5704 1 5704 (Leo the Lion) -O 0 5703 1 5703 (the fountain of Aquarius) -M 0 5703 1 5703 (Aquarius) -M 0 5702 1 5702 (Pisces) -M 0 5701 1 5701 (the Gemini) -S -$ diff --git a/lib/world/zon/6.zon b/lib/world/zon/6.zon deleted file mode 100644 index 2993a50..0000000 --- a/lib/world/zon/6.zon +++ /dev/null @@ -1,51 +0,0 @@ -#6 -q~ -Sea of Souls~ -600 699 30 2 d 0 0 0 10 25 -M 0 600 1 600 (a snail) -O 0 600 1 600 (a shiny pebble) -M 0 634 1 634 (a waitress) -G 1 635 255 -1 (a banana) -G 1 636 255 -1 (a glass) -G 1 637 255 -1 (a red lobster) -G 1 638 255 -1 (some clams) -G 1 639 255 -1 (some eels) -G 1 640 255 -1 (some shrimp) -G 1 641 255 -1 (a glass) -M 0 635 1 635 (Herman) -G 1 600 255 -1 (a shiny pebble) -G 1 602 255 -1 (a pearl) -G 1 617 255 -1 (a hat) -G 1 634 255 -1 (a marble shield) -M 0 684 1 684 (a fox) -M 0 683 2 683 (a bear) -M 0 679 3 679 (a penguin) -M 0 678 2 678 (a polar bear) -M 0 671 1 671 (an ice dragon) -M 0 665 1 665 (a purple dragon) -M 0 664 1 664 (an earth dragon) -M 0 650 1 650 (a scorpion leader) -M 0 649 1 649 (a scorpion queen) -M 0 648 2 648 (a scorpion) -O 0 622 1 622 (a coconut) -M 0 622 1 622 (Polly) -O 0 620 1 620 (a dead fish) -O 0 601 1 601 (a seagull feather) -O 0 617 1 617 (a hat) -O 0 612 1 612 (a red rose) -M 0 612 2 612 (a seagull) -O 0 611 1 611 (a twig) -M 0 611 1 611 (a crab) -O 0 606 1 606 (a log) -M 0 606 2 606 (a fishfly) -M 0 644 2 644 (a wasp) -M 0 643 1 643 (a coiled up rattlesnake is here.) -M 0 641 2 641 (a black widow spider) -M 0 632 1 632 (a sparrow) -M 0 627 1 627 (a lobster) -M 0 626 2 626 (a crayfish) -M 0 619 2 619 (a mosquito) -M 0 613 1 613 (a water snake) -M 0 602 1 602 (a clam) -S -$ diff --git a/lib/world/zon/60.zon b/lib/world/zon/60.zon deleted file mode 100644 index b0bd86e..0000000 --- a/lib/world/zon/60.zon +++ /dev/null @@ -1,123 +0,0 @@ -#60 -Quifael~ -Haon-Dor, Light Forest~ -6000 6099 20 2 d 0 0 0 1 8 -O 0 6012 1 6000 (a large sign) -M 0 6014 4 6026 (the large black crow) -M 0 6014 4 6026 (the large black crow) -M 0 6014 4 6026 (the large black crow) -M 0 6015 1 6026 (the grotesque vulture) -O 0 6017 1 6026 (the carcass of a boar) -P 1 6018 99 6017 (a large slab of meat) -P 1 6019 99 6017 (a pair of boar tusks) -M 0 6016 1 6025 (the young buck) -G 1 6024 4 -1 (a piece of venison) -R 0 6025 6015 -1 (the lake) -O 0 6015 2 6025 (the lake) -M 0 6014 4 6027 (the large black crow) -M 0 6017 3 6027 (the fish) -M 0 6017 3 6027 (the fish) -M 0 6017 3 6027 (the fish) -M 0 6018 2 6027 (the duckling) -M 0 6018 2 6027 (the duckling) -M 0 6019 2 6027 (the duck) -M 0 6019 2 6027 (the duck) -R 0 6027 6015 -1 (the lake) -O 1 6015 2 6027 (the lake) -M 0 6000 1 6009 (John the Lumberjack) -E 1 6000 2 16 (a lumber axe) -E 1 6001 10 5 (a checkered shirt) -E 1 6002 20 8 (a pair of worn leather boots) -M 0 6001 6 6012 (the rabbit) -G 1 6023 10 -1 (a piece of rabbit meat) -M 0 6001 6 6015 (the rabbit) -G 1 6023 10 -1 (a piece of rabbit meat) -M 0 6001 6 6017 (the rabbit) -G 1 6023 10 -1 (a piece of rabbit meat) -M 0 6001 6 6019 (the rabbit) -G 1 6023 10 -1 (a piece of rabbit meat) -M 0 6002 1 6022 (the brown bear) -M 0 6004 1 6023 (the fallow deer) -G 1 6024 4 -1 (a piece of venison) -M 0 6005 4 6014 (the brown fox) -O 0 6003 1 6010 (a fireplace) -P 1 6006 1 6003 (a small brass key) -R 0 6010 6004 -1 (a hooded brass lantern) -O 0 6004 50 6010 (a hooded brass lantern) -O 0 6005 1 6010 (a wooden chest) -P 1 6007 1 6005 (a heap of gold coins) -R 0 6010 6013 -1 (a barrel) -O 0 6013 100 6010 (a barrel) -O 0 6010 1 6023 (some blackberries) -R 0 6006 6011 -1 (a mushroom) -O 0 6011 10 6006 (a mushroom) -R 0 6013 6011 -1 (a mushroom) -O 0 6011 10 6013 (a mushroom) -R 0 6016 6011 -1 (a mushroom) -O 0 6011 10 6016 (a mushroom) -R 0 6019 6011 -1 (a mushroom) -O 0 6011 10 6019 (a mushroom) -R 0 6065 6011 -1 (a mushroom) -O 0 6011 10 6065 (a mushroom) -R 0 6062 6011 -1 (a mushroom) -O 0 6011 10 6062 (a mushroom) -R 0 6069 6011 -1 (a mushroom) -O 0 6011 10 6069 (a mushroom) -R 0 6078 6011 -1 (a mushroom) -O 0 6011 10 6078 (a mushroom) -M 0 6006 1 6033 (the bird) -M 0 6007 1 6033 (the bobcat) -M 0 6008 4 6005 (the sparrow) -M 0 6008 4 6013 (the sparrow) -M 0 6008 4 6062 (the sparrow) -M 0 6009 3 6032 (the robin) -M 0 6009 4 6066 (the robin) -M 0 6009 4 6013 (the robin) -M 0 6009 4 6016 (the robin) -M 0 6010 2 6030 (the squirrel) -M 0 6010 2 6030 (the squirrel) -M 0 6011 1 6067 (the sleepy badger) -M 0 6012 7 6003 (the gray squirrel) -M 0 6012 7 6007 (the gray squirrel) -M 0 6012 7 6028 (the gray squirrel) -M 0 6012 7 6032 (the gray squirrel) -M 0 6012 7 6030 (the gray squirrel) -M 0 6012 7 6064 (the gray squirrel) -M 0 6012 7 6075 (the gray squirrel) -M 0 6013 4 6030 (the small chipmunk) -M 0 6013 4 6021 (the small chipmunk) -M 0 6013 4 6067 (the small chipmunk) -M 0 6013 4 6061 (the small chipmunk) -M 0 6001 11 6068 (the rabbit) -G 1 6023 16 -1 (a piece of rabbit meat) -M 0 6001 11 6062 (the rabbit) -G 1 6023 16 -1 (a piece of rabbit meat) -M 0 6001 11 6071 (the rabbit) -G 1 6023 16 -1 (a piece of rabbit meat) -M 0 6001 11 6070 (the rabbit) -G 1 6023 16 -1 (a piece of rabbit meat) -M 0 6001 11 6060 (the rabbit) -G 1 6023 16 -1 (a piece of rabbit meat) -M 0 6005 8 6069 (the brown fox) -M 0 6005 8 6074 (the brown fox) -M 0 6005 8 6060 (the brown fox) -R 0 6006 6014 -1 (a small brook) -R 0 6007 6014 -1 (a small brook) -R 0 6008 6014 -1 (a small brook) -R 0 6013 6014 -1 (a small brook) -R 0 6014 6014 -1 (a small brook) -O 0 6014 5 6006 (a small brook) -O 0 6014 5 6007 (a small brook) -O 0 6014 5 6008 (a small brook) -O 0 6014 5 6013 (a small brook) -O 0 6014 5 6014 (a small brook) -O 0 6016 1 6033 (an oaken cudgel) -O 0 6020 1 6067 (a hollow log) -O 0 6021 1 6032 (the bird's nest) -P 1 6022 3 6021 (a blue robin's egg) -P 1 6022 3 6021 (a blue robin's egg) -P 1 6022 3 6021 (a blue robin's egg) -D 0 6009 0 1 (Outside A Small Cabin In The Forest) -D 0 6010 2 1 (Inside The Cabin) -S -$ diff --git a/lib/world/zon/61.zon b/lib/world/zon/61.zon deleted file mode 100644 index 49e68e4..0000000 --- a/lib/world/zon/61.zon +++ /dev/null @@ -1,60 +0,0 @@ -#61 -Quifael~ -Haon-Dor, Light Forest II~ -6100 6199 30 2 d 0 0 0 5 30 -O 0 6121 1 6130 (wooden sign) -M 0 6115 1 6100 (Shargugh) -E 1 6114 1 1 (an iron ring) -M 0 6100 2 6116 (the vicious warg) -M 0 6100 2 6116 (the vicious warg) -M 0 6101 2 6127 (the ferocious warg) -M 0 6101 2 6127 (the ferocious warg) -M 0 6102 4 6108 (the large, gray wolf) -M 0 6102 4 6108 (the large, gray wolf) -M 0 6102 4 6104 (the large, gray wolf) -M 0 6102 4 6104 (the large, gray wolf) -M 0 6103 4 6112 (the large, black wolf) -M 0 6103 4 6112 (the large, black wolf) -M 0 6103 4 6118 (the large, black wolf) -M 0 6103 4 6118 (the large, black wolf) -M 0 6110 4 6120 (the ancient tree) -M 0 6110 4 6123 (the ancient tree) -M 0 6111 4 6109 (the ancient tree) -M 0 6111 4 6105 (the ancient tree) -M 0 6112 1 6143 (the green dragon) -G 1 6108 10 -1 (a big pile of gold coins) -G 1 6110 10 -1 (a musky yellow potion) -G 1 6112 1 -1 (an iron crown) -O 1 6111 10 6143 (a large round shield) -M 0 6113 3 6133 (the huge, poisonous spider) -M 0 6113 3 6133 (the huge, poisonous spider) -M 0 6113 3 6133 (the huge, poisonous spider) -M 0 6114 1 6134 (the Queen spider) -G 1 6108 10 -1 (a big pile of gold coins) -G 1 6109 3 -1 (a blue potion) -G 1 6113 2 -1 (an iron sceptre) -M 0 6116 1 6155 (the Elder druid) -E 1 6115 1 16 (the morning star) -G 1 3055 3 -1 (a metal staff) -M 0 6117 1 6134 (Isha the Dark Elf) -E 1 6116 1 5 (a black dragon scale shirt) -E 1 6117 1 7 (a black dragon scale skirt) -E 1 6118 1 12 (a black, hooded cloak) -E 1 6119 1 13 (a broad silver belt) -E 1 6120 1 16 (a long, slender sword) -O 0 6102 1 6103 (a colossal tree) -O 0 6103 1 6113 (a long, gray branch) -O 0 6104 1 6125 (a long, gray branch) -O 0 6105 1 6105 (a long, gray branch) -R 0 6104 6106 -1 (a toadstool) -O 0 6106 4 6104 (a toadstool) -R 0 6111 6106 -1 (a toadstool) -O 0 6106 4 6111 (a toadstool) -R 0 6122 6106 -1 (a toadstool) -O 0 6106 4 6122 (a toadstool) -R 0 6119 6107 -1 (a toadstool) -O 0 6107 4 6119 (a toadstool) -D 1 6152 1 1 (The Circle Of Trees) -D 1 6153 3 1 (Inside The Great Tree) -S -$ diff --git a/lib/world/zon/62.zon b/lib/world/zon/62.zon deleted file mode 100644 index 6d7f017..0000000 --- a/lib/world/zon/62.zon +++ /dev/null @@ -1,71 +0,0 @@ -#62 -C.A.W.~ -Orc Enclave~ -6200 6299 20 2 d 0 0 0 1 15 -M 0 6200 3 6219 (the deer) -M 0 6200 3 6224 (the deer) -M 0 6200 3 6218 (the deer) -M 0 6201 2 6219 (the rabbit) -M 0 6201 2 6224 (the rabbit) -M 0 6202 3 6227 (the squirrel) -M 0 6202 3 6224 (the squirrel) -M 0 6202 3 6238 (the squirrel) -M 0 6203 10 6234 (the orc hunter) -E 1 6204 1 16 (a club) -M 0 6203 10 6240 (the orc hunter) -E 1 6204 1 16 (a club) -M 0 6203 10 6236 (the orc hunter) -E 1 6204 1 16 (a club) -M 0 6203 10 6229 (the orc hunter) -E 1 6204 1 16 (a club) -M 0 6203 10 6212 (the orc hunter) -E 1 6204 1 16 (a club) -M 0 6203 10 6221 (the orc hunter) -E 1 6204 1 16 (a club) -M 0 6203 10 6223 (the orc hunter) -E 1 6204 1 16 (a club) -M 0 6203 10 6225 (the orc hunter) -E 1 6204 1 16 (a club) -M 0 6203 10 6214 (the orc hunter) -E 1 6204 1 16 (a club) -M 0 6203 10 6230 (the orc hunter) -E 1 6204 1 16 (a club) -M 0 6204 1 6252 (the orc chief) -E 1 6204 1 16 (a club) -M 0 6205 3 6253 (the orc woman) -M 0 6205 3 6250 (the orc woman) -M 0 6205 3 6249 (the orc woman) -M 0 6206 2 6246 (the orc child) -M 0 6206 2 6251 (the orc child) -M 0 6207 1 6253 (the orc woman) -M 0 6208 2 6254 (the mutant orc) -M 0 6208 2 6254 (the mutant orc) -M 0 6209 3 6251 (the mutant orc) -E 1 6204 1 16 (a club) -M 0 6209 3 6250 (the mutant orc) -E 1 6204 1 16 (a club) -M 0 6209 3 6244 (the mutant orc) -E 1 6204 1 16 (a club) -M 0 6210 1 6259 (Elstar) -E 1 6205 1 16 (Starkblade) -E 1 6203 1 17 (the Runestone) -M 0 6211 1 6216 (the elven child) -G 1 6200 1 -1 (a key) -M 0 6212 4 6267 (the mutant thing) -M 0 6212 4 6264 (the mutant thing) -M 0 6212 4 6261 (the mutant thing) -M 0 6213 1 6265 (the mutant thing) -E 1 6201 1 9 (a set of manacles) -E 1 6202 1 8 (a set of shackles) -D 0 6255 3 2 (A Tunnel) -D 0 6256 1 2 (A Tunnel) -D 0 6256 3 1 (A Tunnel) -D 0 6257 1 1 (A Bedroom) -D 0 6266 1 1 (The Laboratory) -D 0 6267 3 1 (A Cage) -D 0 6263 1 1 (The Laboratory) -D 0 6264 3 1 (A Cage) -D 0 6260 1 1 (The Laboratory) -D 0 6261 3 1 (A Cage) -S -$ diff --git a/lib/world/zon/63.zon b/lib/world/zon/63.zon deleted file mode 100644 index 76b8393..0000000 --- a/lib/world/zon/63.zon +++ /dev/null @@ -1,50 +0,0 @@ -#63 -Mahatma~ -Arachnos~ -6300 6399 20 2 d 0 0 0 2 26 -M 0 6301 10 6301 (the young spider) -M 0 6318 1 6380 (Mahatma, the thief) -M 0 6301 10 6306 (the young spider) -M 0 6301 10 6306 (the young spider) -M 0 6301 10 6304 (the young spider) -M 0 6305 1 6303 (the queen wasp) -M 0 6310 1 6342 (the bird spider) -M 0 6303 1 6313 (the wolf spider) -M 0 6308 5 6308 (the slave) -M 0 6308 5 6308 (the slave) -M 0 6308 5 6308 (the slave) -M 0 6308 5 6308 (the slave) -M 0 6308 5 6308 (the slave) -M 0 6309 2 6327 (the quasit) -M 0 6307 5 6335 (the ethereal spider) -M 0 6307 5 6333 (the ethereal spider) -M 0 6304 1 6332 (the orc) -G 1 6300 1 -1 (a black key) -M 0 6306 3 6321 (the drone spider) -G 1 6305 10 -1 (a thick white potion) -M 0 6306 3 6331 (the drone spider) -G 1 6305 10 -1 (a thick white potion) -M 0 6311 1 6373 (the hermit) -G 1 6302 2 -1 (a wizard's hat) -M 0 6315 1 6350 (the Ki-Rin) -G 1 6109 10 -1 (a blue potion) -G 1 6109 10 -1 (a blue potion) -M 0 6314 1 6399 (Arachnos) -G 1 6301 5 -1 (a very sharp knife) -G 1 6302 2 -1 (a wizard's hat) -G 1 6303 2 -1 (a pontiff's headress) -G 1 6304 2 -1 (a black knight's visor) -M 0 6312 1 6370 (the Donjonkeeper) -G 1 6301 5 -1 (a very sharp knife) -G 1 6109 10 -1 (a blue potion) -M 0 6313 1 6367 (the guardian) -M 0 6306 3 6330 (the drone spider) -M 0 6302 1 6360 (Yevaud) -G 1 6304 2 -1 (a black knight's visor) -G 1 7203 1 -1 (a purple cloak) -M 0 6316 1 6330 (the young wyrmkin) -M 0 6317 1 6340 (the elder wyrmkin) -D 0 6392 0 2 (The Great Door) -D 0 6399 2 2 (The Lair Of Arachnos) -S -$ diff --git a/lib/world/zon/64.zon b/lib/world/zon/64.zon deleted file mode 100644 index 32e5146..0000000 --- a/lib/world/zon/64.zon +++ /dev/null @@ -1,75 +0,0 @@ -#64 -C.A.W.~ -Rand's Tower~ -6400 6499 20 1 d 0 0 0 8 19 -M 0 6400 3 6400 (the mountain goat) -M 0 6406 1 6445 (a small God) -M 0 6400 3 6402 (the mountain goat) -M 0 6400 3 6404 (the mountain goat) -M 0 6401 2 6407 (the Demon of Decay) -M 0 6401 2 6407 (the Demon of Decay) -M 0 6402 1 6412 (the Book Monster) -G 1 6410 20 -1 (the Book of Chaos) -G 1 6411 20 -1 (the Book of the Elder) -M 0 6403 1 6411 (a Bad Feeling) -M 0 6405 1 6437 (the Guardian) -O 0 6416 1 6416 (a wooden chest) -M 0 6404 3 6416 (Your Worst Nightmare) -P 1 6401 50 6416 (the glowing platemail) -O 0 6417 1 6416 (a wooden chest) -M 0 6404 3 6416 (Your Worst Nightmare) -P 1 6405 100 6417 (a vial of dragon's blood) -P 1 6407 50 6417 (a tent pole) -O 0 6418 1 6416 (a wooden chest) -M 0 6404 1 6416 (Your Worst Nightmare) -P 1 6406 100 6418 (an amulet) -P 1 6408 1 6418 (a bag of powder of wealth) -P 1 6412 10 6418 (the Occluded Lens) -R 0 6411 6404 -1 (a piece of sculpture) -O 0 6404 5 6411 (a piece of sculpture) -O 0 6409 1 6411 (a desk) -P 0 6402 50 6409 (an agate) -P 0 6403 50 6409 (a piece of jade) -P 0 6400 50 6409 (a glowing dagger) -R 0 6441 6413 -1 (a leaf of mevais) -O 0 6413 100 6441 (a leaf of mevais) -R 0 6441 6414 -1 (a bottle of peska) -O 0 6414 100 6441 (a bottle of peska) -R 0 6436 6415 -1 (Rand's staff) -O 0 6415 10 6436 (Rand's staff) -R 0 6410 6419 -1 (a water basin) -O 0 6419 1 6410 (a water basin) -R 0 6424 6420 -1 (some food) -O 0 6420 10 6424 (some food) -R 0 6424 6420 -1 (some food) -O 0 6420 10 6424 (some food) -D 0 6406 5 1 (In A Clearing) -D 0 6407 4 1 (A Stairwell) -D 0 6407 2 1 (A Stairwell) -D 0 6408 0 1 (A Linen Closet) -D 0 6409 0 1 (A Corridor) -D 0 6409 2 1 (A Corridor) -D 0 6410 0 1 (A Bathroom) -D 0 6411 2 1 (The Master Bedroom) -D 0 6412 1 1 (The Library) -D 0 6412 3 1 (The Library) -D 0 6413 3 1 (The Stairwell) -D 0 6414 1 1 (A Hidden Hall) -D 0 6414 5 1 (A Hidden Hall) -D 0 6415 3 1 (A Stairwell) -D 0 6416 4 1 (The Hidden Treasure Room) -D 0 6417 0 1 (A Hallway) -D 0 6417 1 1 (A Hallway) -D 0 6417 2 1 (A Hallway) -D 0 6418 0 1 (A Servant's Room) -D 0 6419 2 1 (A Servant's Room) -D 0 6420 0 1 (A Hallway) -D 0 6421 2 1 (A Servant's Room) -D 0 6423 0 1 (The Dining Hall) -D 0 6424 2 1 (The Kitchen Area) -D 0 6435 3 2 (The Entranceway) -D 0 6436 1 2 (The Doorway) -D 0 6437 3 1 (The Hallway) -D 0 6438 1 1 (The Stairs) -S -$ diff --git a/lib/world/zon/65.zon b/lib/world/zon/65.zon deleted file mode 100644 index cd32d83..0000000 --- a/lib/world/zon/65.zon +++ /dev/null @@ -1,126 +0,0 @@ -#65 -Depeche~ -Dwarven Kingdom~ -6500 6599 20 2 d 0 0 0 3 33 -M 0 6504 1 6535 (Granite Head the baker) -G 1 6518 100 -1 (a barrel) -G 1 6519 100 -1 (a bottle) -G 1 6520 100 -1 (a bread) -G 1 6521 100 -1 (a danish pastry) -G 1 6522 100 -1 (a lantern) -G 1 6523 100 -1 (a barrel) -E 1 6504 100 16 (a dwarven hammer) -M 0 6503 1 6516 (the Hide & Tooth storekeeper) -G 1 6517 100 -1 (a long sword) -G 1 6504 100 -1 (a dwarven hammer) -G 1 6505 100 -1 (the dwarven plate mail) -G 1 6510 100 -1 (a dwarven helmet) -G 1 6512 100 -1 (a pair of dwarven gloves) -E 1 6504 100 16 (a dwarven hammer) -M 0 6500 11 6505 (the dwarf guard) -E 1 6504 100 16 (a dwarven hammer) -E 1 6505 100 5 (the dwarven plate mail) -E 1 6515 3 17 (a deep green key) -M 0 6500 11 6540 (the dwarf guard) -E 1 6504 100 16 (a dwarven hammer) -E 1 6505 100 5 (the dwarven plate mail) -E 1 6502 100 17 (a mine key) -M 0 6500 11 6505 (the dwarf guard) -E 1 6504 100 16 (a dwarven hammer) -E 1 6505 100 5 (the dwarven plate mail) -M 0 6500 11 6540 (the dwarf guard) -E 1 6504 100 16 (a dwarven hammer) -E 1 6505 100 5 (the dwarven plate mail) -M 0 6500 11 6509 (the dwarf guard) -E 1 6512 100 9 (a pair of dwarven gloves) -E 1 6509 100 16 (a two-handed dwarven axe) -M 0 6500 11 6521 (the dwarf guard) -M 1 6500 11 6521 (the dwarf guard) -M 1 6500 11 6521 (the dwarf guard) -M 0 6500 11 6512 (the dwarf guard) -E 1 6508 100 16 (a dwarven club) -M 0 6500 11 6512 (the dwarf guard) -E 1 6508 100 16 (a dwarven club) -M 0 6500 11 6509 (the dwarf guard) -E 1 6509 100 16 (a two-handed dwarven axe) -E 1 6510 100 6 (a dwarven helmet) -E 1 6511 100 1 (a golden dwarven ring) -M 0 6501 9 6503 (the dwarf worker) -M 0 6501 9 6502 (the dwarf worker) -M 0 6501 9 6501 (the dwarf worker) -M 0 6502 1 6527 (the wraith) -E 1 6503 100 17 (a bright golden key) -M 0 6505 2 6515 (the giant lizard) -M 0 6505 2 6520 (the giant lizard) -M 0 6506 2 6508 (the giant) -E 1 6505 100 5 (the dwarven plate mail) -M 0 6507 4 6543 (the dwarven mineworker) -E 1 6508 100 16 (a dwarven club) -M 0 6507 4 6543 (the dwarven mineworker) -E 1 6508 100 16 (a dwarven club) -M 0 6507 4 6542 (the dwarven mineworker) -E 1 6508 100 16 (a dwarven club) -M 0 6507 4 6542 (the dwarven mineworker) -E 1 6508 100 16 (a dwarven club) -M 0 6508 1 6543 (the mine leader) -E 1 6512 100 9 (a pair of dwarven gloves) -E 1 6508 100 16 (a dwarven club) -M 0 6509 1 6534 (the dwarven doctor) -E 1 6506 100 17 (a long, black stick) -M 0 6510 4 6534 (the dwarven peon) -E 1 7211 100 16 (a short sword) -M 0 6510 4 6534 (the dwarven peon) -E 1 7211 100 16 (a short sword) -M 0 6511 8 6523 (the Dwarf) -E 1 7211 100 16 (a short sword) -M 0 6511 8 6523 (the Dwarf) -E 1 7211 100 16 (a short sword) -M 0 6511 8 6523 (the Dwarf) -E 1 7211 100 16 (a short sword) -M 0 6511 8 6524 (the Dwarf) -E 1 6504 100 16 (a dwarven hammer) -M 0 6511 8 6524 (the Dwarf) -E 1 7211 100 16 (a short sword) -M 0 6511 8 6524 (the Dwarf) -E 1 7211 100 16 (a short sword) -M 0 6514 4 6521 (the barrack guard) -E 1 6509 100 16 (a two-handed dwarven axe) -M 0 6514 4 6521 (the barrack guard) -E 1 6509 100 16 (a two-handed dwarven axe) -M 0 6516 1 6553 (the mazekeeper) -E 1 6500 1 17 (a treasury key) -O 1 6501 1 6554 (the Queen's treasure) -M 0 6517 2 6548 (the giant snake) -M 0 6517 2 6549 (the giant snake) -R 0 6513 6507 -1 (a long, black stick) -O 0 6507 4 6513 (a long, black stick) -R 0 6505 6507 -1 (a long, black stick) -O 0 6507 4 6505 (a long, black stick) -R 0 6503 6507 -1 (a long, black stick) -O 0 6507 4 6503 (a long, black stick) -R 0 6540 6507 -1 (a long, black stick) -O 0 6507 4 6540 (a long, black stick) -O 0 6513 6 6545 (a chunk of coal) -R 0 6551 6514 -1 (a mining pick) -O 0 6514 3 6551 (a mining pick) -O 0 6516 1 6532 (an old key) -D 0 6505 3 2 (The Entrance To The Mountain) -D 0 6513 1 2 (Inside The Entrance) -D 0 6509 0 2 (The Door To The Kingdom) -D 0 6510 2 2 (On The Path To The Castle) -D 0 6512 1 2 (The Door To The Castle) -D 0 6525 3 2 (Inside Of Castle Strangelove) -D 0 6521 2 1 (The Entrance To The Barracks) -D 0 6523 0 1 (The First Barrack Room) -D 0 6526 5 1 (A Store Room) -D 0 6527 4 1 (The Wine Cellar) -D 0 6531 0 1 (The Queen's Waiting Room) -D 0 6532 2 1 (The Queen's Bedroom) -D 0 6532 3 2 (The Queen's Bedroom) -D 0 6554 1 2 (The Treasury) -D 0 6540 1 2 (The Dark Path) -D 0 6541 3 2 (The Mine Entrance) -D 0 6544 0 2 (The Mine Crossroad) -D 0 6546 2 2 (The Mine Maze) -S -$ diff --git a/lib/world/zon/653.zon b/lib/world/zon/653.zon deleted file mode 100644 index bd6915e..0000000 --- a/lib/world/zon/653.zon +++ /dev/null @@ -1,10 +0,0 @@ -#653 -Parnassus~ -Apartment~ -65300 65399 30 0 -D 0 65398 0 1 (Building Foyer) -D 0 65306 2 2 (First Floor North) -D 0 65301 0 2 (The Elevator) -D 0 65397 2 1 (A Generic Sort of Building) -S -$ diff --git a/lib/world/zon/654.zon b/lib/world/zon/654.zon deleted file mode 100644 index b65687f..0000000 --- a/lib/world/zon/654.zon +++ /dev/null @@ -1,15 +0,0 @@ -#654 -Parnassus~ -Subdivision~ -65400 65499 30 2 -R 0 65412 65412 -1 (a plain keychain) -O 0 65412 100 65412 (a plain keychain) -R 0 65417 65417 -1 (a plain keychain) -O 0 65417 100 65417 (a plain keychain) -R 0 65407 65407 -1 (a plain keychain) -O 0 65407 100 65407 (a plain keychain) -R 0 65402 65402 -1 (a plain keychain) -O 0 65402 100 65402 (a plain keychain) -O 0 65400 1 65400 (graffiti) -S -$ diff --git a/lib/world/zon/7.zon b/lib/world/zon/7.zon deleted file mode 100644 index 876bb6b..0000000 --- a/lib/world/zon/7.zon +++ /dev/null @@ -1,54 +0,0 @@ -#7 -Lok~ -Camelot~ -700 799 30 2 d 0 0 0 20 30 -R 0 702 719 -1 (a gently flowing river) -O 1 719 99 702 (a gently flowing river) -R 0 703 717 -1 (a gold panning bowl) -O 1 717 99 703 (a gold panning bowl) -R 0 701 704 -1 (a crystal clear stream) -O 1 704 99 701 (a crystal clear stream) -M 0 702 1 799 (the commander) -E 1 702 5 5 (some silver chain armor) -M 0 701 2 799 (a border guard) -E 1 715 99 17 (a silver sceptre) -E 1 701 16 16 (a tempered broadsword) -R 0 799 704 -1 (a crystal clear stream) -O 1 704 99 799 (a crystal clear stream) -R 0 786 716 -1 (the stone fountain) -O 0 716 1 786 (the stone fountain) -M 0 706 8 786 (a warden) -E 1 703 14 14 (a silver wristguard) -M 0 700 8 791 (a merchant) -E 1 709 99 9 (a set of silver gauntlets) -M 0 711 2 781 (a scoundrel) -E 1 708 99 10 (a pair of silver bracers) -M 0 710 2 779 (a messenger) -E 1 710 99 8 (a set of silver boots) -E 1 713 99 4 (a silver chain) -M 0 709 1 797 (a woodswoman) -E 1 714 99 2 (a silver ring) -M 0 708 6 776 (a guard) -E 1 707 100 12 (a silver trimmed coat) -E 1 706 11 11 (a silver shield) -M 0 708 6 784 (a guard) -E 1 706 11 11 (a silver shield) -E 1 707 12 12 (a silver trimmed coat) -M 0 708 6 795 (a guard) -E 1 707 12 12 (a silver trimmed coat) -E 1 706 11 11 (a silver shield) -M 0 707 1 796 (a woodsman) -E 1 705 14 13 (a belt of silver chain links) -M 0 705 8 783 (a patrolman) -E 1 703 14 14 (a silver wristguard) -M 0 705 8 788 (a patrolman) -E 1 703 99 14 (a silver wristguard) -M 0 704 1 775 (a hermit) -M 0 703 8 793 (a trader) -G 1 700 99 -1 (some useless trinkets) -M 0 703 8 780 (a trader) -G 1 700 99 -1 (some useless trinkets) -M 0 700 8 777 (a merchant) -D 0 785 0 1 (Cobblestone Road) -S -$ diff --git a/lib/world/zon/70.zon b/lib/world/zon/70.zon deleted file mode 100644 index 0bd5223..0000000 --- a/lib/world/zon/70.zon +++ /dev/null @@ -1,20 +0,0 @@ -#70 -Redferne~ -Sewer, First Level~ -7000 7099 15 2 d 0 0 0 1 19 -M 0 7001 9 7041 (the small bat) -M 0 7001 9 7025 (the small bat) -M 0 7001 9 7004 (the small bat) -M 0 7001 9 7004 (the small bat) -M 0 7002 3 7049 (the sewer rat) -M 0 7002 3 7031 (the sewer rat) -M 0 7003 8 7039 (the small Spider) -M 0 7003 8 7039 (the small Spider) -M 0 7003 8 7039 (the small Spider) -M 0 7003 8 7037 (the small Spider) -M 0 7003 8 7037 (the small Spider) -M 0 7003 8 7050 (the small Spider) -D 0 7047 1 1 (The Pool In The Sewer) -D 0 7053 3 1 (The South End Of The Grand Pipe) -S -$ diff --git a/lib/world/zon/71.zon b/lib/world/zon/71.zon deleted file mode 100644 index 71c95c6..0000000 --- a/lib/world/zon/71.zon +++ /dev/null @@ -1,22 +0,0 @@ -#71 -Redferne~ -Second Sewer~ -7100 7199 20 2 d 0 0 0 1 19 -M 0 7004 3 7102 (the giant earth beetle) -M 0 7005 7 7112 (the maggot) -M 0 7005 7 7112 (the maggot) -M 0 7005 7 7122 (the maggot) -M 0 7002 7 7104 (the sewer rat) -M 0 7000 3 7103 (the horrifying Mudmonster) -M 0 7000 3 7103 (the horrifying Mudmonster) -M 0 7006 7 7113 (the snake) -M 0 7006 7 7122 (the snake) -M 0 7006 7 7122 (the snake) -D 0 7106 5 1 (The Northwestern Corner Of The Ledge) -D 0 7111 5 1 (The Southwestern Corner Of The Ledge) -D 0 7121 5 1 (The Southeastern Corner Of The Ledge) -D 0 7279 4 1 (The Wall Of The Abyss) -D 0 7116 5 1 (The Northeastern Corner Of The Ledge) -D 0 7280 4 1 (The Entrance) -S -$ diff --git a/lib/world/zon/72.zon b/lib/world/zon/72.zon deleted file mode 100644 index f185b98..0000000 --- a/lib/world/zon/72.zon +++ /dev/null @@ -1,58 +0,0 @@ -#72 -Redferne~ -Sewer Maze~ -7200 7299 25 2 d 0 0 0 1 19 -O 1 7204 6 7200 (a neon blue potion) -O 1 7210 1 7200 (a huge treasure) -D 0 7200 1 2 (The Treasury) -M 0 7200 1 7201 (the master mindflayer) -E 1 7200 1 16 (the devil rod) -E 1 7203 1 3 (a purple cloak) -G 1 7205 1 -1 (a black key) -M 0 7201 1 7203 (the senior mindflayer) -E 1 7201 4 16 (the large mace) -M 0 7202 2 7205 (the junior mindflayer) -E 1 7202 8 16 (the small mace) -M 0 7202 2 7207 (the junior mindflayer) -E 1 7202 8 16 (the small mace) -M 0 7203 10 7214 (the ugly wererat) -E 1 7211 16 16 (a short sword) -M 0 7203 10 7213 (the ugly wererat) -E 1 7211 16 16 (a short sword) -M 0 7203 10 7215 (the ugly wererat) -E 1 7211 16 16 (a short sword) -M 0 7203 10 7217 (the ugly wererat) -E 1 7211 16 16 (a short sword) -M 0 7203 10 7219 (the ugly wererat) -M 0 7203 10 7221 (the ugly wererat) -M 0 7203 10 7223 (the ugly wererat) -M 0 7203 10 7225 (the ugly wererat) -M 0 7203 10 7233 (the ugly wererat) -M 0 7203 10 7233 (the ugly wererat) -M 0 7204 1 7234 (the gigantic rat) -M 0 7002 5 7285 (the sewer rat) -M 0 7002 5 7285 (the sewer rat) -E 1 7190 2 2 (a glinting silver ring) -E 1 7209 4 8 (a pair of muddy boots) -G 1 7208 20 -1 (a small stick) -M 0 7002 5 7285 (the sewer rat) -M 0 7000 8 7286 (the horrifying Mudmonster) -M 0 7000 8 7286 (the horrifying Mudmonster) -M 0 7000 8 7281 (the horrifying Mudmonster) -M 0 7000 8 7281 (the horrifying Mudmonster) -M 0 7000 8 7280 (the horrifying Mudmonster) -R 0 7206 7206 -1 (a strange white skull) -O 0 7206 4 7206 (a strange white skull) -R 0 7211 7208 -1 (a small stick) -O 0 7208 20 7211 (a small stick) -D 0 7201 3 2 (The Inner Lair) -D 0 7202 0 1 (The Lair) -D 0 7201 2 1 (The Inner Lair) -D 0 7208 0 1 (The Lair Entrance) -D 0 7204 2 1 (The Lair) -D 0 7281 2 1 (The Corridor) -D 0 7280 0 1 (The Entrance) -D 0 7286 0 1 (The Hell Yard) -D 0 7285 2 1 (The Torture Room) -S -$ diff --git a/lib/world/zon/73.zon b/lib/world/zon/73.zon deleted file mode 100644 index 193ba4b..0000000 --- a/lib/world/zon/73.zon +++ /dev/null @@ -1,27 +0,0 @@ -#73 -Redferne~ -Tunnels in the Sewer~ -7300 7399 25 2 d 0 0 0 1 19 -M 0 7040 1 7328 (the red dragon) -M 0 7041 2 7344 (the sea hag) -M 0 7042 2 7335 (the guardian naga) -M 0 7043 3 7339 (the scaled basilisk) -M 0 7044 6 7306 (the lemure) -M 0 7045 1 7319 (Jones 'cruncher' ettin) -M 0 7046 1 7324 (Herald 'the mouse-killer' ettin) -M 0 7010 2 7329 (the evil chr-eff'n) -D 0 7304 2 1 (The Cave Turning-Point) -D 0 7305 0 1 (The Secret Room) -D 0 7305 2 1 (The Secret Room) -D 0 7306 0 1 (The Mudhole) -D 0 7315 0 1 (The Blind End Room) -D 0 7316 2 1 (The Treasure Room) -D 0 7321 3 1 (The East Tunnel) -D 0 7318 1 1 (The Square Lair) -D 0 7324 0 2 (The Circular Hall) -D 0 7324 2 2 (The Circular Hall) -D 0 7324 1 1 (The Circular Hall) -D 0 7325 3 1 (A Dusty Tunnel) -D 0 7333 3 1 (The End Of Long Tunnel) -S -$ diff --git a/lib/world/zon/74.zon b/lib/world/zon/74.zon deleted file mode 100644 index fdc1b59..0000000 --- a/lib/world/zon/74.zon +++ /dev/null @@ -1,73 +0,0 @@ -#74 -Jojen~ -Newbie Graveyard~ -7400 7499 10 2 d 0 0 0 3 5 -M 0 7412 1 7423 (the pickpocket) -G 1 7420 1 -1 (a slender, steel key) -E 1 7421 25 12 (a sweeping black cape) -E 1 7422 50 16 (a sinuous leather whip) -D 0 7427 3 1 (The Alchemist's Crypt) -D 1 7427 3 2 (The Alchemist's Crypt) -M 0 7414 1 7427 (the alchemist's shade) -G 1 7427 25 -1 (a fizzing green potion) -E 1 7426 99 13 (a glowing length of chain ) -G 1 7428 25 -1 (a stone vial) -R 0 7400 7400 -1 (the stone codex) -O 1 7400 1 7400 (the stone codex) -M 0 7409 1 7417 (the head groundskeeper) -E 1 7415 1 14 (a shiny copper key) -E 1 7416 45 13 (a worn hide beltpouch) -G 1 7409 100 -1 (a simple earthenware jug) -M 0 7417 4 7421 (a mourner) -E 1 7435 100 17 (a black lace handkerchief) -D 0 7429 3 1 (The Halfling Cleric's Crypt) -D 1 7429 3 2 (The Halfling Cleric's Crypt) -M 1 7416 1 7429 (Fennywen's ghost) -E 1 7431 100 15 (an ancient band of copper) -E 1 7432 100 6 (a tiny, horned half-helm) -O 0 7433 1 7429 (six massive locked chests) -D 0 7424 1 1 (The Heroes' Rest) -D 1 7424 1 2 (The Heroes' Rest) -D 0 7428 3 1 (The Lord's Crypt) -D 1 7428 3 2 (The Lord's Crypt) -M 1 7415 1 7428 (Lord Mycea's skeleton) -E 1 7429 100 5 (a fine bluesteel breastplate ) -E 1 7430 1 16 (Lord Mycea's bluesteel warhammer) -D 0 7425 1 1 (The Heroes' Rest) -D 1 7425 1 2 (The Heroes' Rest) -D 0 7426 1 1 (The Heroes' Rest) -D 1 7426 1 2 (The Heroes' Rest) -M 0 7411 1 7426 (the ancient groundskeeper) -E 1 7418 50 16 (a long ashwood staff) -E 1 7419 100 1 (a small platinum circlet) -M 0 7413 1 7431 (the badly burned zombie) -E 1 7424 100 10 (a pair of blackened chain sleeves) -E 1 7425 100 7 (a pair of blackened chain leggings) -E 1 7423 100 5 (a charred suit of mail) -M 0 7410 1 7420 (a tawny owl) -E 1 7417 1 8 (a square stone key) -M 0 7406 1 7412 (the distressed mother) -E 1 7410 25 9 (a pair of fine, black silk gloves) -E 1 7411 70 6 (a long, black silk veil) -R 0 7409 7407 -1 (a small, marble tombstone) -O 0 7407 20 7409 (a small, marble tombstone) -M 0 7408 1 7416 (an old woman) -E 1 7414 100 15 (a wide ivory bracelet) -M 0 7407 3 7414 (a busy groundskeeper) -G 1 7412 100 -1 (a heavy canvas bag) -E 1 7413 100 0 (a bright, copper oil lamp) -M 0 7405 1 7410 (the angry young man) -E 1 7408 100 12 (a patchwork cloak) -M 0 7404 1 7408 (the graverobber) -E 1 7406 15 16 (an iron shovel) -M 0 7403 1 7406 (a squat groundskeeper) -E 1 7405 75 8 (a pair of sturdy leather boots) -O 0 7402 1 7404 (a hole in the ground) -P 1 7403 50 7402 (a handful of edible roots) -M 0 7401 1 7404 (the disheveled boy) -M 0 7402 1 7404 (the scrawny little girl) -E 1 7404 25 17 (a bunch of white hyacinths) -M 0 7400 1 7403 (a gray dove) -O 0 7401 1 7401 (a large, wooden sign) -S -$ diff --git a/lib/world/zon/75.zon b/lib/world/zon/75.zon deleted file mode 100644 index 58ca25b..0000000 --- a/lib/world/zon/75.zon +++ /dev/null @@ -1,114 +0,0 @@ -#75 -Shimmer~ -Zamba~ -7500 7599 30 2 d 0 0 0 14 18 -O 0 7538 1 7539 (a torch) -M 0 7539 1 7539 (a witch doctor) -E 1 7539 50 5 (a bone breastplate) -E 1 7537 25 17 (a vial of black powder) -E 1 7536 25 6 (a skull helm) -M 0 7552 1 7552 (a chubby man) -E 1 7501 50 12 (a white toga) -E 1 7502 50 8 (a pair of sandals) -E 1 7503 50 3 (a golden medallion) -E 1 7504 50 2 (a diamond ring) -E 1 7505 50 10 (a golden armband) -E 1 7506 40 17 (a long stick) -O 0 7552 1 7552 (a wall sized cabinet) -M 0 7500 1 7500 (a small doe) -G 1 7500 20 -1 (a strip of fur hide ) -M 0 7572 3 7572 (a servant girl) -D 0 7572 0 2 (A Grand Bedchamber) -M 0 7583 5 7583 (a sea turtle) -M 0 7567 1 7567 (a voodoo doll) -G 1 7567 30 -1 (a tiny decanter) -M 0 7508 3 7508 (the giant fruit bat) -R 0 7560 7580 -1 (a pewter wristband) -O 1 7580 30 7560 (a pewter wristband) -M 0 7590 1 7590 (a feeble old man) -G 1 7590 25 -1 (an old scroll) -G 1 7537 50 -1 (a vial of black powder) -G 1 7506 100 -1 (a long stick) -M 0 7514 1 7514 (an old fat man) -R 0 7514 7514 -1 (a short table) -R 1 7514 7513 -1 (a plate of fish) -O 1 7514 1 7514 (a short table) -P 1 7513 25 7514 (a plate of fish) -M 0 7515 4 7515 (a young girl) -G 1 7515 30 -1 (toy doll) -R 0 7515 7516 -1 (a shelf) -R 1 7515 7517 -1 (a small statue) -R 1 7515 7518 -1 (a cog shell) -R 1 7515 7519 -1 (a red candle) -O 1 7516 1 7515 (a shelf) -P 1 7517 15 7516 (a small statue) -P 1 7518 15 7516 (a cog shell) -P 1 7519 20 7516 (a red candle) -R 0 7517 7528 -1 (a metal box) -R 1 7517 7529 -1 (a large book) -O 1 7528 1 7517 (a metal box) -P 1 7529 10 7528 (a large book) -O 0 7559 1 7559 (a fountain ) -M 0 7559 2 7559 (a refined lady) -M 0 7558 3 7559 (the nobleman) -E 1 7558 15 17 (a clear monocle) -M 0 7545 2 7545 (a colossal falcon) -M 0 7528 3 7528 (a vine) -M 0 7531 1 7531 (a yellow flower) -E 1 7531 40 11 (a yellow petal) -M 0 7522 1 7522 (the barkeeper) -G 1 7522 50 -1 (a coconut cup) -G 1 7521 50 -1 (a glass of spirits full) -G 1 7520 50 -1 (a glass of Island Madness) -M 0 7573 1 7573 (the Empress Kiona) -E 1 7532 20 6 (a pearl hair comb) -E 1 7533 20 1 (a golden ring) -E 1 7534 20 14 (a ruby bracer) -E 1 7535 20 15 (an emerald bracer) -O 0 7562 3 7562 (a wheel of cheese) -O 0 7563 5 7562 (a barrel) -M 0 7561 5 7561 (a cook) -O 0 7540 1 7537 (a human skeleton) -M 0 7519 10 7519 (a native boy) -E 1 7527 15 16 (a small bow) -M 0 7518 3 7518 (a short woman) -E 1 7526 10 6 (an empty basket) -M 0 7505 1 7505 (a wild boar) -M 0 7592 2 7592 (a gray wolf) -M 0 7589 1 7589 (the young man) -G 1 7507 50 -1 (a yellow banana) -G 1 7508 50 -1 (a ripe mango) -G 1 7509 50 -1 (a coconut) -G 1 7510 50 -1 (a pineapple) -M 0 7588 1 7588 (the old man) -G 1 7588 50 -1 (a leather bag) -G 1 7587 50 -1 (a wooden torch) -M 0 7512 1 7512 (a black kitten) -M 0 7585 8 7585 (a young native woman) -E 1 7585 50 3 (a seashell necklace) -M 0 7571 1 7571 (a black panther) -E 1 7571 25 3 (a collar) -D 0 7571 2 2 (The Throne Room) -M 0 7570 2 7570 (the guard) -E 1 7570 20 8 (a pair of silver boots) -D 0 7570 3 1 (A Dark Corridor) -D 0 7555 1 1 (A Long Corridor) -D 0 7551 0 1 (The Fortress Foyer) -D 0 7551 0 1 (The Fortress Foyer) -D 0 7520 5 1 (A Straw Hut) -D 0 7550 2 1 (The Top of Mount Zamba) -M 0 7525 7 7525 (a fisherman) -E 1 7525 50 3 (a shark tooth necklace) -M 0 7524 6 7524 (a native woman) -E 1 7524 20 7 (a feather anklet) -M 0 7535 15 7535 (a rat) -M 0 7526 5 7526 (an angry monkey) -M 0 7530 3 7530 (a robed figure) -E 1 7530 40 12 (a black robe) -M 0 7523 5 7523 (a green lizard) -E 1 7523 10 16 (a green tail) -M 0 7511 2 7511 (a warrior) -E 1 7511 50 16 (a large Zamba sword) -D 0 7504 5 1 (An Open Field) -S -$ diff --git a/lib/world/zon/78.zon b/lib/world/zon/78.zon deleted file mode 100644 index 98c3ccb..0000000 --- a/lib/world/zon/78.zon +++ /dev/null @@ -1,37 +0,0 @@ -#78 -Arina~ -Gideon~ -7800 7899 30 2 d 0 0 0 7 14 -M 0 7805 4 7804 (the village guard) -E 1 7816 100 16 (a slender dagger) -E 1 7814 50 5 (some gray leather armor) -E 1 7815 100 8 (a pair of gray leather boots) -M 0 7810 1 7811 (the elven healer) -R 0 7818 7801 -1 (a fountain of water) -O 0 7801 1 7818 (a fountain of water) -M 0 7808 1 7818 (a human servant) -M 0 7809 1 7823 (a husky hunter) -E 1 7822 100 16 (a spiked club) -M 0 7807 1 7812 (an elven gardner) -E 1 7821 100 16 (a pitchfork) -M 0 7806 1 7809 (the village fool) -E 1 7820 100 16 (a red stripped juggling pin) -E 1 7817 100 7 (a pair of rainbow stripped pants) -E 1 7818 100 5 (a pink polkadot frock) -E 1 7819 100 6 (a tri-cornered hat) -M 0 7801 1 7813 (the elven lass) -M 0 7804 2 7819 (a small human boy) -M 0 7803 1 7822 (Vhispera the shopkeeper) -G 1 7809 100 -1 (a small fuzzy pouch) -G 1 7810 100 -1 (a large travelers pack) -G 1 7811 100 -1 (some soft tanned leather boots) -G 1 7812 100 -1 (a leather haversack) -M 0 7802 1 7820 (Stamnell, the baker) -G 1 7803 100 -1 (a yummy blueberry tart) -G 1 7804 100 -1 (a freshly baked apple pie) -G 1 7805 100 -1 (a slice of cake) -G 1 7806 100 -1 (a hot muffin) -G 1 7807 100 -1 (a huge chocolate chip cookie) -G 1 7808 100 -1 (a glass) -S -$ diff --git a/lib/world/zon/79.zon b/lib/world/zon/79.zon deleted file mode 100644 index 689de92..0000000 --- a/lib/world/zon/79.zon +++ /dev/null @@ -1,55 +0,0 @@ -#79 -DikuMUD~ -Redferne's Residence~ -7900 7999 20 2 d 0 0 0 12 26 -M 0 7900 1 7900 (the Grand Knight of Paladins) -E 1 7901 4 17 (a copper key) -E 1 7910 2 16 (a huge bastard sword) -E 1 7914 2 5 (a silvery breast plate) -E 1 7915 2 7 (some silvery leg plates) -E 1 7916 2 9 (a pair of silvery gloves) -E 1 7917 2 6 (a silvery helmet) -E 1 7918 2 11 (the shield of the rose) -E 1 7919 2 8 (a pair of heavy plated boots) -E 1 7920 2 10 (some silvery arm plates) -D 0 7900 0 2 (Outside Redferne's Residence) -M 0 7901 2 7907 (the large rat) -G 1 7900 1 -1 (a large key) -M 0 7901 2 7907 (the large rat) -M 0 7902 1 7913 (the Cleaver) -E 1 7907 6 14 (a large spiked bracelet) -E 1 7907 6 15 (a large spiked bracelet) -E 1 7911 2 6 (a large helmet) -G 1 7902 1 -1 (a small brass key) -R 0 7907 7908 -1 (a waybread) -O 0 7908 40 7907 (a waybread) -R 0 7908 7921 -1 (a barrel) -O 0 7921 10 7908 (a barrel) -R 0 7903 7904 -1 (a wooden chest) -O 0 7904 1 7903 (a wooden chest) -P 1 7903 1 7904 (a huge treasure) -P 1 7909 4 7904 (a golden ring) -R 0 7913 7905 -1 (a chest) -O 1 7905 1 7913 (a chest) -P 1 7906 5 7905 (a plain dagger) -P 1 7912 3 7905 (a chaos helmet) -P 1 7913 2 7905 (a two-handed sword) -D 0 7901 2 2 (The Southern End Of The Hall) -D 0 7901 1 1 (The Southern End Of The Hall) -D 0 7910 3 1 (The Treasure Room) -D 0 7901 3 1 (The Southern End Of The Hall) -D 0 7902 1 1 (Redferne's Library) -D 0 7910 1 2 (The Treasure Room) -D 0 7903 3 2 (The Artifact Room Of Naris) -D 0 7904 1 1 (The Northern End Of The Hall) -D 0 7913 3 1 (The Monster Pen) -D 0 7904 3 1 (The Northern End Of The Hall) -D 0 7905 1 1 (The Sitting Room Of Naris) -D 0 7906 0 1 (The Kitchen Of Naris) -D 0 7907 2 1 (The Larder) -D 0 7906 1 1 (The Kitchen Of Naris) -D 0 7908 3 1 (The Fridge) -D 0 7911 2 1 (Redferne's Bedroom) -D 0 7912 0 1 (Redferne's Balcony) -S -$ diff --git a/lib/world/zon/83.zon b/lib/world/zon/83.zon deleted file mode 100644 index a382983..0000000 --- a/lib/world/zon/83.zon +++ /dev/null @@ -1,60 +0,0 @@ -#83 -Meyekul Benighted~ -Glumgold's Sea~ -8300 8399 30 1 d 0 0 0 10 30 -M 0 8301 25 8373 (a small fish) -M 0 8302 20 8373 (a large fish) -M 0 8301 25 8313 (a small fish) -M 0 8302 20 8313 (a large fish) -M 0 8303 5 8313 (a moray eel) -M 0 8301 25 8345 (a small fish) -M 0 8302 20 8345 (a large fish) -M 0 8397 1 8397 (Tai Ho) -E 1 8397 99 17 (@yA set of @o@gChinchirorin@n @ydice@n) -D 0 8397 0 1 (On a Fishing Boat) -D 0 8393 5 2 (The Mid-Deck) -M 0 8309 1 8393 (a drunken pirate) -M 0 8310 10 8384 (a drunken pirate) -D 0 8394 2 2 (The Brig) -M 0 8308 1 8394 (a pirate guard) -E 1 8307 1 3 (an iron key) -D 0 8392 0 2 (A Cramped Cell) -D 0 8382 3 1 (Inside a Pirate's Ship) -M 0 8307 1 8382 (the cabin boy) -E 1 8305 1 3 (a small golden key) -E 1 8303 25 16 (an old mop) -M 0 8306 1 8374 (the navigator) -M 0 8305 1 8362 (a Pirate's Ship) -M 0 8304 1 8366 (a Great White Shark) -D 0 8398 2 1 (The Bow of a Fishing Boat) -M 0 8398 1 8398 (Yam Koo) -D 0 8395 4 2 (The Treasury) -O 0 8308 1 8395 (a huge mound of gold coins) -D 0 8383 0 1 (Near a Stairway) -D 0 8383 1 1 (Near a Stairway) -D 0 8378 3 1 (The Captain's Quarters) -D 0 8379 1 2 (Inside a Pirate's Ship) -D 0 8379 3 1 (Inside a Pirate's Ship) -M 0 8311 1 8381 (Glumgold the Pirate) -E 1 8312 100 16 (a pirate's saber) -E 1 8313 20 6 (an eyepatch) -E 1 8318 10 17 (a pirate's hook) -M 0 8313 1 8381 (Polly the Parrot) -E 1 8309 1 3 (a small, steel key) -D 0 8380 1 1 (The Galley) -D 0 8380 2 1 (The Galley) -O 0 8306 2 8380 (a large crate) -P 1 8304 100 8306 (some iron rations) -P 1 8304 100 8306 (some iron rations) -P 1 8304 100 8306 (some iron rations) -P 1 8304 100 8306 (some iron rations) -P 1 8304 100 8306 (some iron rations) -O 0 8314 1 8380 (a large barrel) -O 0 8315 2 8380 (a bucket of steaming tar) -O 0 8320 1 8375 (a life boat) -O 0 8301 2 8356 (a small boat) -O 0 8302 1 8301 (a sign) -O 0 8301 3 8301 (a small boat) -M 0 8319 3 8301 (a small crab) -S -$ diff --git a/lib/world/zon/86.zon b/lib/world/zon/86.zon deleted file mode 100644 index 82f51e7..0000000 --- a/lib/world/zon/86.zon +++ /dev/null @@ -1,66 +0,0 @@ -#86 -Destiny~ -Duke Kalithorn's Keep~ -8600 8699 10 0 d 0 0 0 3 14 -M 0 8609 2 8640 (the stone guardian) -D 0 8640 0 1 (Deeper Within the Caverns) -M 0 8609 2 8641 (the stone guardian) -G 1 8610 2 -1 (a spidery key) -D 0 8641 2 1 (Caverns) -M 0 8607 5 8609 (a bat) -D 0 8609 2 1 (Dim Flight of Stairs) -M 0 8610 1 8653 (Grand Duke Kalithorn) -E 1 8611 1 17 (a picture of emily) -M 0 8609 2 8653 (the stone guardian) -O 0 8619 1 8653 (a desk) -P 1 8620 100 8619 (a piece of jade) -M 0 8608 2 8639 (a mouse) -M 0 8607 2 8639 (a bat) -M 0 8609 10 8639 (the stone guardian) -M 0 8609 10 8621 (the stone guardian) -M 0 8601 2 8631 (a rat) -M 0 8602 2 8631 (a moth) -M 0 8609 10 8631 (the stone guardian) -M 0 8601 10 8606 (a rat) -M 0 8607 5 8605 (a bat) -M 0 8603 10 8605 (a rat) -O 0 8617 1 8623 (a rock formation) -P 1 8616 1 8617 (a rock-shaped key) -M 0 8615 5 8623 (a young bandit) -M 0 8614 1 8626 (the bandit leader) -E 1 8615 2 16 (a long black whip) -G 1 8618 2 -1 (a journal of the bandit) -M 0 8615 5 8626 (a young bandit) -D 0 8625 4 1 (Underground) -M 0 8603 10 8634 (a rat) -D 0 8604 1 1 (The Foyer) -D 0 8604 2 1 (The Foyer) -D 0 8624 1 1 (Butler's Pantry) -D 0 8624 3 1 (Butler's Pantry) -D 0 8603 0 1 (Before the Keep) -M 0 8605 2 8657 (a bandit) -E 1 8603 3 16 (a small dagger) -M 0 8613 5 8657 (a dirty bandit) -E 1 8613 10 10 (a pair of dirty bracers) -M 0 8611 10 8656 (a wandering bandit) -E 1 8612 10 17 (a rusty short sword) -M 0 8609 20 8652 (the stone guardian) -M 0 8609 2 8651 (the stone guardian) -M 0 8608 2 8651 (a mouse) -M 0 8609 2 8650 (the stone guardian) -M 0 8608 2 8650 (a mouse) -M 0 8607 5 8620 (a bat) -M 0 8607 5 8610 (a bat) -M 0 8607 2 8607 (a bat) -D 0 8608 0 2 (Alcove) -O 0 8601 1 8608 (ceramic swan) -P 1 8602 1 8601 (a small key) -M 0 8606 2 8658 (a female bandit) -M 0 8601 5 8658 (a rat) -M 0 8604 3 8648 (a small rat) -M 0 8603 2 8646 (a rat) -M 0 8602 2 8616 (a moth) -D 0 8647 1 1 (Eastern Wing) -D 0 8614 3 1 (The Grand Room) -S -$ diff --git a/lib/world/zon/9.zon b/lib/world/zon/9.zon deleted file mode 100644 index f71c039..0000000 --- a/lib/world/zon/9.zon +++ /dev/null @@ -1,37 +0,0 @@ -#9 -Mahatma~ -River Island of Minos~ -900 999 20 1 d 0 0 0 4 25 -M 0 900 3 915 (the homba) -M 0 900 3 915 (the homba) -M 0 900 3 915 (the homba) -M 0 901 2 916 (the swordsman) -E 1 901 15 17 (a dark minotaur shield) -M 0 901 2 916 (the swordsman) -M 0 902 1 917 (the Mummy of Rabscuttle) -M 0 903 1 918 (the giant lizard) -M 0 904 1 919 (General Woundwort) -E 1 903 10 9 (a pair of troll gauntlets) -E 1 902 25 17 (a speckled potion) -M 0 905 1 920 (Franz the Henchman) -E 1 905 10 16 (a flail) -M 0 906 1 920 (Hanz the Henchman) -E 1 907 5 16 (a heavy spear) -M 0 907 1 921 (King Minos the Minotaur) -E 1 901 8 11 (a dark minotaur shield) -E 1 900 1 17 (a golden key) -O 1 904 10 922 (a platinum ring) -O 1 906 1 922 (a great pile of treasure) -M 0 909 2 908 (the sea hag) -M 0 909 2 908 (the sea hag) -M 0 910 2 909 (the merman) -E 1 908 30 16 (a trident) -M 0 910 2 909 (the merman) -E 1 908 30 16 (a trident) -M 0 911 3 910 (the crusty crab) -M 0 911 3 910 (the crusty crab) -R 0 910 909 -1 (a pair of boots) -O 0 909 12 910 (a pair of boots) -D 0 921 1 2 (The Final Trial Of Minos) -S -$ diff --git a/lib/world/zon/90.zon b/lib/world/zon/90.zon deleted file mode 100644 index 68492b1..0000000 --- a/lib/world/zon/90.zon +++ /dev/null @@ -1,25 +0,0 @@ -#90 -Rumble~ -Oasis~ -9000 9099 30 2 d 0 0 0 6 8 -M 0 9006 1 9033 (the ranger guildsman) -E 1 9000 5 17 (the ranger's bow) -M 0 9007 2 9032 (the ranger guard) -E 1 9003 10 16 (the sword of the ranger) -E 1 9002 10 17 (an unfinished bow) -G 1 9001 10 -1 (the bow string) -M 0 9005 2 9016 (the hyeena) -M 0 9004 2 9025 (the scorpion) -M 0 9003 2 9028 (the coyote) -M 0 9002 2 9026 (the camel) -M 0 9001 2 9030 (the spider) -M 0 9000 2 9023 (the desert fox) -M 0 9005 2 9020 (the hyeena) -M 0 9004 2 9018 (the scorpion) -M 0 9003 2 9013 (the coyote) -M 0 9002 2 9005 (the camel) -M 0 9001 2 9003 (the spider) -M 0 9000 2 9001 (the desert fox) -M 0 9000 4 9006 (the desert fox) -S -$ diff --git a/lib/world/zon/96.zon b/lib/world/zon/96.zon deleted file mode 100644 index e61636b..0000000 --- a/lib/world/zon/96.zon +++ /dev/null @@ -1,48 +0,0 @@ -#96 -Kas~ -Domiae~ -9600 9699 30 2 d 0 0 0 7 10 -M 0 9603 1 9600 (the mad wizard) -G 1 9604 99 -1 (a purple potion) -G 1 9615 99 -1 (a thick green potion) -G 1 9606 99 -1 (a vial of silver fluid) -D 0 9600 1 2 (The mad wizard's hut) -M 0 9612 2 9612 (the mole) -M 0 9654 1 9654 (the king) -D 0 9653 2 2 (In front of the King's bedroom) -M 0 9647 2 9648 (the old knight) -E 1 9608 2 5 (an engraved breastplate) -D 0 9648 1 1 (A holding chamber.) -D 0 9647 3 1 (A holding chamber.) -M 0 9647 2 9647 (the old knight) -E 1 9608 2 5 (an engraved breastplate) -D 0 9646 1 2 (A stairwell) -D 0 9645 3 2 (A stairwell) -D 0 9641 2 1 (Kitchen) -D 0 9641 3 1 (Kitchen) -M 0 9634 20 9641 (a rat) -M 0 9634 20 9638 (a rat) -M 0 9634 20 9643 (a rat) -M 0 9634 20 9644 (a rat) -D 0 9642 1 1 (Cellar) -M 0 9642 1 9642 (the queen rat) -D 0 9640 0 1 (Banquet hall) -M 0 9617 4 9621 (a rabbit) -M 0 9618 2 9622 (a red fox) -O 0 9603 1 9628 (a small iron key) -M 0 9626 2 9626 (the bear) -E 1 9626 2 16 (a pair of bear claws) -M 0 9626 2 9627 (the bear) -E 1 9626 2 16 (a pair of bear claws) -M 0 9612 2 9615 (the mole) -M 0 9602 4 9605 (a sparrow) -M 0 9601 8 9604 (a small bushy-tailed animal) -G 1 9601 8 -1 (a small chestnut) -M 0 9602 4 9604 (a sparrow) -M 0 9601 8 9606 (a small bushy-tailed animal) -G 1 9601 8 -1 (a small chestnut) -M 0 9601 8 9601 (a small bushy-tailed animal) -G 1 9601 8 -1 (a small chestnut) -D 0 9602 3 2 (Path to a distant hut) -S -$ diff --git a/lib/world/zon/index b/lib/world/zon/index index b6da212..971b455 100644 --- a/lib/world/zon/index +++ b/lib/world/zon/index @@ -1,190 +1,3 @@ 0.zon 1.zon -2.zon -3.zon -4.zon -5.zon -6.zon -7.zon -9.zon -11.zon -12.zon -13.zon -14.zon -15.zon -16.zon -17.zon -18.zon -19.zon -20.zon -22.zon -25.zon -26.zon -27.zon -28.zon -30.zon -31.zon -32.zon -33.zon -35.zon -36.zon -37.zon -38.zon -39.zon -40.zon -41.zon -42.zon -43.zon -44.zon -45.zon -46.zon -50.zon -51.zon -52.zon -53.zon -54.zon -55.zon -56.zon -57.zon -60.zon -61.zon -62.zon -63.zon -64.zon -65.zon -70.zon -71.zon -72.zon -73.zon -74.zon -75.zon -78.zon -79.zon -83.zon -86.zon -90.zon -96.zon -100.zon -101.zon -103.zon -104.zon -106.zon -107.zon -115.zon -117.zon -118.zon -120.zon -125.zon -130.zon -140.zon -150.zon -169.zon -175.zon -186.zon -187.zon -200.zon -201.zon -211.zon -220.zon -232.zon -233.zon -234.zon -235.zon -236.zon -237.zon -238.zon -239.zon -240.zon -241.zon -242.zon -243.zon -244.zon -245.zon -246.zon -247.zon -248.zon -249.zon -250.zon -251.zon -252.zon -253.zon -254.zon -255.zon -256.zon -257.zon -258.zon -259.zon -260.zon -261.zon -262.zon -263.zon -264.zon -265.zon -266.zon -267.zon -268.zon -269.zon -270.zon -271.zon -272.zon -273.zon -274.zon -275.zon -276.zon -277.zon -278.zon -279.zon -280.zon -281.zon -282.zon -283.zon -284.zon -285.zon -286.zon -287.zon -288.zon -289.zon -290.zon -291.zon -292.zon -293.zon -294.zon -295.zon -296.zon -298.zon -299.zon -300.zon -301.zon -302.zon -303.zon -304.zon -305.zon -306.zon -307.zon -308.zon -309.zon -310.zon -311.zon -312.zon -313.zon -314.zon -315.zon -316.zon -317.zon -318.zon -319.zon -320.zon -321.zon -322.zon -323.zon -324.zon -325.zon -326.zon -343.zon -345.zon -346.zon -555.zon -556.zon -653.zon -654.zon $ diff --git a/lib/world/zon/index.mini b/lib/world/zon/index.mini index 9e3447f..857f13a 100644 --- a/lib/world/zon/index.mini +++ b/lib/world/zon/index.mini @@ -1,4 +1 @@ -0.zon -12.zon -30.zon $ diff --git a/macrun.pl b/macrun.pl index b500327..7cda73c 100644 --- a/macrun.pl +++ b/macrun.pl @@ -79,7 +79,6 @@ while (1) open (DEATHS, ">>:log:deaths"); open (REBOOT, ">>:log:reboots"); open (LEVELS, ">>:log:levels"); - open (NORENT, ">>:log:norent"); open (USAGE, ">>:log:usage"); open (NEWPLR, ">>:log:newplrs"); open (SYSERR, ">>:log:errors"); @@ -94,7 +93,6 @@ while (1) print DEATHS if /killed/; print REBOOT if /Running/; print LEVELS if /advanced/; - print NORENT if /equipment lost/; print USAGE if /usage/; print NEWPLR if /new player/; print SYSERR if /SYSERR/; diff --git a/power_curve.ipynb b/power_curve.ipynb deleted file mode 100644 index 3ec0726..0000000 --- a/power_curve.ipynb +++ /dev/null @@ -1,81 +0,0 @@ -{ - "nbformat": 4, - "nbformat_minor": 0, - "metadata": { - "colab": { - "provenance": [], - "authorship_tag": "ABX9TyOj1yqYrLX9mLbUuHL9DP3T", - "include_colab_link": true - }, - "kernelspec": { - "name": "python3", - "display_name": "Python 3" - }, - "language_info": { - "name": "python" - } - }, - "cells": [ - { - "cell_type": "markdown", - "metadata": { - "id": "view-in-github", - "colab_type": "text" - }, - "source": [ - "<a href=\"https://colab.research.google.com/github/tbamud/tbamud/blob/master/power_curve.ipynb\" target=\"_parent\"><img src=\"https://colab.research.google.com/assets/colab-badge.svg\" alt=\"Open In Colab\"/></a>" - ] - }, - { - "cell_type": "code", - "execution_count": 1, - "metadata": { - "colab": { - "base_uri": "https://localhost:8080/", - "height": 569 - }, - "id": "X9G-1-Tm9yk1", - "outputId": "31c04ccd-06e7-4319-aa70-2141971ea984" - }, - "outputs": [ - { - "output_type": "display_data", - "data": { - "text/plain": [ - "<Figure size 800x600 with 1 Axes>" - ], - "image/png": 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\n" - }, - "metadata": {} - } - ], - "source": [ - "import matplotlib.pyplot as plt\n", - "import numpy as np\n", - "\n", - "# Simulated power curve data\n", - "airspeed = np.linspace(20, 200, 100) # Airspeed in knots\n", - "power_required = 10000 / airspeed + 0.01 * airspeed**2 # Simplified model: induced + parasitic drag\n", - "\n", - "# Create the plot\n", - "plt.figure(figsize=(8, 6))\n", - "plt.plot(airspeed, power_required, label=\"Power Required\", color=\"blue\")\n", - "plt.axvline(x=80, color=\"green\", linestyle=\"--\", label=\"Minimum Power Point\")\n", - "plt.axvspan(20, 80, alpha=0.2, color=\"red\", label=\"Back Side (High Drag)\")\n", - "plt.axvspan(80, 200, alpha=0.2, color=\"green\", label=\"Ahead of Power Curve\")\n", - "\n", - "# Annotations\n", - "plt.text(50, 400, \"High Induced Drag\\n(Risk of Stall)\", fontsize=10, color=\"red\")\n", - "plt.text(120, 200, \"Efficient Operation\\n(Excess Power)\", fontsize=10, color=\"green\")\n", - "\n", - "# Plot settings\n", - "plt.title(\"Power Curve: Staying Ahead\", fontsize=14)\n", - "plt.xlabel(\"Airspeed (knots)\", fontsize=12)\n", - "plt.ylabel(\"Power Required (arbitrary units)\", fontsize=12)\n", - "plt.grid(True)\n", - "plt.legend()\n", - "plt.show()" - ] - } - ] -} \ No newline at end of file diff --git a/src/Makefile b/src/Makefile new file mode 100644 index 0000000..5fc08a5 --- /dev/null +++ b/src/Makefile @@ -0,0 +1,109 @@ +# Generated automatically from Makefile.in by configure. +# tbaMUD Makefile.in - Makefile template used by 'configure' +# Clean-up provided by seqwith. + +# C compiler to use +CC = gcc + +# Any special flags you want to pass to the compiler +MYFLAGS = -Wall -Wno-char-subscripts -Wno-unused-but-set-variable + +#flags for profiling (see hacker.doc for more information) +PROFILE = + +############################################################################## +# Do Not Modify Anything Below This Line (unless you know what you're doing) # +############################################################################## + +BINDIR = ../bin + +CFLAGS = -g -O2 $(MYFLAGS) $(PROFILE) + +LIBS = -lcrypt + +SRCFILES := $(shell ls *.c | sort) +OBJFILES := $(patsubst %.c,%.o,$(SRCFILES)) + +default: all + +all: .accepted + $(MAKE) $(BINDIR)/circle + $(MAKE) utils + +.accepted: + @./licheck less + +utils: .accepted + (cd util; $(MAKE) all) + +circle: + $(MAKE) $(BINDIR)/circle + +$(BINDIR)/circle : $(OBJFILES) + $(CC) -o $(BINDIR)/circle $(PROFILE) $(OBJFILES) $(LIBS) + +$%.o: %.c + $(CC) $< $(CFLAGS) -c -o $@ + +clean: + rm -f *.o depend + rm -f ./tests/*.o depend + +# Dependencies for the object files (automagically generated with +# gcc -MM) + +depend: + $(CC) -MM *.c > depend + +-include depend + +# ---- Unit tests (5e-like rules) ---- +.PHONY: tests check + +BINDIR ?= ../bin +TESTS_DIR := tests +TESTS_SRC := $(TESTS_DIR)/tests_5e.c +TESTS_BIN := $(BINDIR)/tests_5e +TESTS_OBJS := $(TESTS_DIR)/tests_5e.o $(TESTS_DIR)/stubs_unit.o + +# Only what we need; add more .o if the linker asks +TEST_LINK_OBJS := utils.o constants.o random.o + +$(BINDIR): + mkdir -p $(BINDIR) + +tests: $(TESTS_BIN) + +check: $(TESTS_BIN) + @echo "Running tests_5e..." + @$(TESTS_BIN) + +$(TESTS_BIN): $(TESTS_OBJS) $(TEST_LINK_OBJS) | $(BINDIR) + $(CC) $(CFLAGS) -o $@ $^ $(LFLAGS) $(LIBS) -lm + +$(TESTS_DIR)/tests_5e.o: $(TESTS_SRC) + $(CC) $(CFLAGS) -I. -c -o $@ $< + +$(TESTS_DIR)/stubs_unit.o: $(TESTS_DIR)/stubs_unit.c + $(CC) $(CFLAGS) -I. -c -o $@ $< + +# ---- Simulations (5e-like rules) ---- +.PHONY: sims run_sims + +SIMS_DIR := tests +SIMS_SRC := $(SIMS_DIR)/sim_5e.c +SIMS_BIN := $(BINDIR)/sim_5e +SIMS_OBJS := $(SIMS_DIR)/sim_5e.o $(SIMS_DIR)/stubs_unit.o +SIM_LINK_OBJS := utils.o constants.o random.o + +sims: $(SIMS_BIN) + +run_sims: $(SIMS_BIN) + @echo "Running sim_5e..." + @$(SIMS_BIN) + +$(SIMS_BIN): $(SIMS_OBJS) $(SIM_LINK_OBJS) | $(BINDIR) + $(CC) $(CFLAGS) -o $@ $^ $(LFLAGS) $(LIBS) -lm + +$(SIMS_DIR)/sim_5e.o: $(SIMS_SRC) + $(CC) $(CFLAGS) -I. -c -o $@ $< diff --git a/src/Makefile.in b/src/Makefile.in index 1436143..fceea2a 100644 --- a/src/Makefile.in +++ b/src/Makefile.in @@ -46,6 +46,7 @@ $%.o: %.c clean: rm -f *.o depend + rm -f ./tests/*.o depend # Dependencies for the object files (automagically generated with # gcc -MM) @@ -54,3 +55,54 @@ depend: $(CC) -MM *.c > depend -include depend + +# ---- Unit tests (5e-like rules) ---- +.PHONY: tests check + +BINDIR ?= ../bin +TESTS_DIR := tests +TESTS_SRC := $(TESTS_DIR)/tests_5e.c +TESTS_BIN := $(BINDIR)/tests_5e +TESTS_OBJS := $(TESTS_DIR)/tests_5e.o $(TESTS_DIR)/stubs_unit.o + +# Only what we need; add more .o if the linker asks +TEST_LINK_OBJS := utils.o constants.o random.o + +$(BINDIR): + mkdir -p $(BINDIR) + +tests: $(TESTS_BIN) + +check: $(TESTS_BIN) + @echo "Running tests_5e..." + @$(TESTS_BIN) + +$(TESTS_BIN): $(TESTS_OBJS) $(TEST_LINK_OBJS) | $(BINDIR) + $(CC) $(CFLAGS) -o $@ $^ $(LFLAGS) $(LIBS) -lm + +$(TESTS_DIR)/tests_5e.o: $(TESTS_SRC) + $(CC) $(CFLAGS) -I. -c -o $@ $< + +$(TESTS_DIR)/stubs_unit.o: $(TESTS_DIR)/stubs_unit.c + $(CC) $(CFLAGS) -I. -c -o $@ $< + +# ---- Simulations (5e-like rules) ---- +.PHONY: sims run_sims + +SIMS_DIR := tests +SIMS_SRC := $(SIMS_DIR)/sim_5e.c +SIMS_BIN := $(BINDIR)/sim_5e +SIMS_OBJS := $(SIMS_DIR)/sim_5e.o $(SIMS_DIR)/stubs_unit.o +SIM_LINK_OBJS := utils.o constants.o random.o + +sims: $(SIMS_BIN) + +run_sims: $(SIMS_BIN) + @echo "Running sim_5e..." + @$(SIMS_BIN) + +$(SIMS_BIN): $(SIMS_OBJS) $(SIM_LINK_OBJS) | $(BINDIR) + $(CC) $(CFLAGS) -o $@ $^ $(LFLAGS) $(LIBS) -lm + +$(SIMS_DIR)/sim_5e.o: $(SIMS_SRC) + $(CC) $(CFLAGS) -I. -c -o $@ $< diff --git a/src/accounts.c b/src/accounts.c new file mode 100644 index 0000000..da4efa4 --- /dev/null +++ b/src/accounts.c @@ -0,0 +1,259 @@ +/** +* @file accounts.h +* Account loading/saving and utility routines. +* +* This set of code was not originally part of the circlemud distribution. +*/ + +#include "conf.h" +#include "sysdep.h" + +#include "structs.h" +#include "utils.h" +#include "db.h" +#include "accounts.h" + +static void set_account_name(struct account_data *account, const char *name) +{ + char tmp[MAX_INPUT_LENGTH]; + + if (!account || !name || !*name) + return; + + strlcpy(tmp, name, sizeof(tmp)); + CAP(tmp); + + if (account->name) + free(account->name); + account->name = strdup(tmp); +} + +int account_has_pc(const struct account_data *account, const char *pc_name) +{ + int i; + + if (!account || !pc_name || !*pc_name) + return 0; + + for (i = 0; i < account->pc_count; i++) { + if (!str_cmp(account->pc_list[i], pc_name)) + return 1; + } + + return 0; +} + +void account_add_pc(struct account_data *account, const char *pc_name) +{ + char tmp[MAX_INPUT_LENGTH]; + int i; + + if (!account || !pc_name || !*pc_name) + return; + + strlcpy(tmp, pc_name, sizeof(tmp)); + CAP(tmp); + + if (account_has_pc(account, tmp)) + return; + + i = account->pc_count; + RECREATE(account->pc_list, char *, account->pc_count + 1); + account->pc_list[i] = strdup(tmp); + account->pc_count++; +} + +struct account_data *account_create(const char *name) +{ + struct account_data *account; + + CREATE(account, struct account_data, 1); + set_account_name(account, name); + return account; +} + +struct account_data *account_load(const char *name) +{ + struct account_data *account; + FILE *fl; + char filename[PATH_MAX]; + char line[MAX_INPUT_LENGTH + 1]; + char tag[6]; + int i; + + if (!name || !*name) + return NULL; + + if (!get_filename(filename, sizeof(filename), ACCT_FILE, name)) + return NULL; + + fl = fopen(filename, "r"); + if (!fl) + return NULL; + + account = account_create(NULL); + + while (get_line(fl, line)) { + tag_argument(line, tag); + + if (!strcmp(tag, "Name")) + set_account_name(account, line); + else if (!strcmp(tag, "Pass")) + strlcpy(account->passwd, line, sizeof(account->passwd)); + else if (!strcmp(tag, "Mail")) { + if (account->email) + free(account->email); + account->email = strdup(line); + } else if (!strcmp(tag, "Char")) + account_add_pc(account, line); + else if (!strcmp(tag, "Curr")) { + if (account->pc_name) + free(account->pc_name); + account->pc_name = strdup(line); + } + } + + fclose(fl); + + if (!account->name) + set_account_name(account, name); + + if (account->pc_name && account->pc_count == 0) + account_add_pc(account, account->pc_name); + + if (!account->pc_name && account->pc_count > 0) { + for (i = account->pc_count - 1; i >= 0; i--) { + int pfilepos = get_ptable_by_name(account->pc_list[i]); + if (pfilepos >= 0 && !IS_SET(player_table[pfilepos].flags, PINDEX_DELETED)) { + account->pc_name = strdup(account->pc_list[i]); + break; + } + } + } + + return account; +} + +int account_save(const struct account_data *account) +{ + FILE *fl; + char filename[PATH_MAX]; + int i; + + if (!account || !account->name || !*account->name) + return 0; + + if (!get_filename(filename, sizeof(filename), ACCT_FILE, account->name)) + return 0; + + if (!(fl = fopen(filename, "w"))) { + log("SYSERR: Couldn't open account file %s for write.", filename); + return 0; + } + + fprintf(fl, "Name: %s\n", account->name); + fprintf(fl, "Pass: %s\n", account->passwd); + if (account->email && *account->email) + fprintf(fl, "Mail: %s\n", account->email); + if (account->pc_name && *account->pc_name) + fprintf(fl, "Curr: %s\n", account->pc_name); + for (i = 0; i < account->pc_count; i++) + fprintf(fl, "Char: %s\n", account->pc_list[i]); + + fclose(fl); + return 1; +} + +void account_free(struct account_data *account) +{ + int i; + + if (!account) + return; + + if (account->name) + free(account->name); + if (account->email) + free(account->email); + if (account->pc_name) + free(account->pc_name); + if (account->pc_list) { + for (i = 0; i < account->pc_count; i++) + free(account->pc_list[i]); + free(account->pc_list); + } + + free(account); +} + +int account_has_alive_pc(const struct account_data *account) +{ + int pfilepos; + + if (!account || !account->pc_name || !*account->pc_name) + return 0; + + pfilepos = get_ptable_by_name(account->pc_name); + if (pfilepos < 0) + return 0; + if (IS_SET(player_table[pfilepos].flags, PINDEX_DELETED)) + return 0; + + return 1; +} + +void account_set_pc(struct account_data *account, const char *pc_name) +{ + char tmp[MAX_INPUT_LENGTH]; + + if (!account) + return; + + if (account->pc_name) + free(account->pc_name); + account->pc_name = NULL; + + if (pc_name && *pc_name) { + strlcpy(tmp, pc_name, sizeof(tmp)); + CAP(tmp); + account->pc_name = strdup(tmp); + account_add_pc(account, tmp); + } +} + +void account_clear_pc(struct account_data *account) +{ + if (!account) + return; + + if (account->pc_name) + free(account->pc_name); + account->pc_name = NULL; +} + +void account_refresh_pc(struct account_data *account) +{ + int i; + + if (!account || !account->pc_name || !*account->pc_name) + goto ensure_active; + + if (account_has_alive_pc(account)) + return; + + account_clear_pc(account); + account_save(account); + +ensure_active: + if (!account || account->pc_name || account->pc_count == 0) + return; + + for (i = account->pc_count - 1; i >= 0; i--) { + int pfilepos = get_ptable_by_name(account->pc_list[i]); + if (pfilepos >= 0 && !IS_SET(player_table[pfilepos].flags, PINDEX_DELETED)) { + account->pc_name = strdup(account->pc_list[i]); + account_save(account); + break; + } + } +} diff --git a/src/accounts.h b/src/accounts.h new file mode 100644 index 0000000..d990d1d --- /dev/null +++ b/src/accounts.h @@ -0,0 +1,24 @@ +/** +* @file accounts.h +* ASCII account file header. +* +* This set of code was not originally part of the circlemud distribution. +*/ + +#ifndef _ACCOUNTS_H_ +#define _ACCOUNTS_H_ + +struct account_data; + +struct account_data *account_load(const char *name); +struct account_data *account_create(const char *name); +int account_save(const struct account_data *account); +void account_free(struct account_data *account); +int account_has_pc(const struct account_data *account, const char *pc_name); +int account_has_alive_pc(const struct account_data *account); +void account_set_pc(struct account_data *account, const char *pc_name); +void account_add_pc(struct account_data *account, const char *pc_name); +void account_clear_pc(struct account_data *account); +void account_refresh_pc(struct account_data *account); + +#endif diff --git a/src/act.comm.c b/src/act.comm.c index 637b9df..de78d48 100644 --- a/src/act.comm.c +++ b/src/act.comm.c @@ -17,10 +17,15 @@ #include "handler.h" #include "db.h" #include "screen.h" +#include "constants.h" +#include "spells.h" #include "improved-edit.h" #include "dg_scripts.h" #include "act.h" #include "modify.h" +#include <ctype.h> +#include <string.h> +#include <strings.h> /* for strncasecmp on POSIX */ static bool legal_communication(char * arg); @@ -37,12 +42,827 @@ static bool legal_communication(char * arg) return TRUE; } +static int is_boundary_char(char c) { + return c == '\0' || isspace((unsigned char)c) || ispunct((unsigned char)c); +} + +/* Convert first-person phrases to second-person for self-facing messages. */ +static void to_second_person_self(const char *in, char *out, size_t outlen) { + struct { const char *from; const char *to; } map[] = { + /* Longer patterns first to avoid partial matches */ + {"i'm", "you're"}, + {"i’ve", "you’ve"}, + {"i've", "you've"}, + {"i’d", "you’d"}, + {"i'd", "you'd"}, + {"i’ll", "you’ll"}, + {"i'll", "you'll"}, + {"myself","yourself"}, + {"mine", "yours"}, + {"my", "your"}, + {"me", "you"}, + {"i", "you"} + }; + const size_t nmap = sizeof(map)/sizeof(map[0]); + + size_t i = 0, o = 0; + out[0] = '\0'; + + while (in[i] && o + 1 < outlen) { + int replaced = 0; + + if (i == 0 || is_boundary_char(in[i - 1])) { + for (size_t k = 0; k < nmap; k++) { + size_t lf = strlen(map[k].from); + if (strncasecmp(in + i, map[k].from, lf) == 0 && is_boundary_char(in[i + lf])) { + /* write replacement */ + size_t lt = strlen(map[k].to); + if (o + lt < outlen) { + memcpy(out + o, map[k].to, lt); + o += lt; + i += lf; + replaced = 1; + } + break; + } + } + } + + if (!replaced) { + out[o++] = in[i++]; + } + } + + /* NUL-terminate */ + if (o >= outlen) o = outlen - 1; + out[o] = '\0'; + + /* Trim trailing spaces */ + while (o && isspace((unsigned char)out[o - 1])) out[--o] = '\0'; + + /* Ensure trailing sentence punctuation */ + if (o) { + char last = out[o - 1]; + if (!(last == '.' || last == '!' || last == '?')) { + if (o + 1 < outlen) { + out[o++] = '.'; + out[o] = '\0'; + } + } + } +} + +static void trim_whitespace(char *s) { + char *start = s; + while (*start && isspace((unsigned char)*start)) + start++; + + if (start != s) + memmove(s, start, strlen(start) + 1); + + size_t len = strlen(s); + while (len > 0 && isspace((unsigned char)s[len - 1])) + s[--len] = '\0'; +} + +static bool parse_speech_adornments(struct char_data *ch, char **text, + char *bracket_raw, size_t bracket_sz, bool *has_bracket, + char *paren_raw, size_t paren_sz, bool *has_paren) +{ + char *p = *text; + + if (bracket_raw && bracket_sz > 0) + bracket_raw[0] = '\0'; + if (paren_raw && paren_sz > 0) + paren_raw[0] = '\0'; + if (has_bracket) + *has_bracket = FALSE; + if (has_paren) + *has_paren = FALSE; + + while (TRUE) { + skip_spaces(&p); + + if (*p == '[' && has_bracket && !*has_bracket) { + const char *close = strchr(p, ']'); + if (!close) { + send_to_char(ch, "You need a closing ']'.\r\n"); + return FALSE; + } + size_t len = (size_t)(close - p - 1); + if (len >= bracket_sz) + len = bracket_sz - 1; + if (len > 0 && bracket_raw) { + strncpy(bracket_raw, p + 1, len); + bracket_raw[len] = '\0'; + trim_whitespace(bracket_raw); + } else if (bracket_raw && bracket_sz > 0) + bracket_raw[0] = '\0'; + *has_bracket = TRUE; + p = (char *)close + 1; + continue; + } + + if (*p == '(' && has_paren && !*has_paren) { + const char *close = strchr(p, ')'); + if (!close) { + send_to_char(ch, "You need a closing ')'.\r\n"); + return FALSE; + } + size_t len = (size_t)(close - p - 1); + if (len >= paren_sz) + len = paren_sz - 1; + if (len > 0 && paren_raw) { + strncpy(paren_raw, p + 1, len); + paren_raw[len] = '\0'; + trim_whitespace(paren_raw); + } else if (paren_raw && paren_sz > 0) + paren_raw[0] = '\0'; + *has_paren = TRUE; + p = (char *)close + 1; + continue; + } + + break; + } + + *text = p; + return TRUE; +} + +static void wrap_line(const char *src, char *dst, size_t dstsz, int width) +{ + size_t out = 0; + int col = 0; + const char *p = src; + bool first_word = TRUE; + + if (!dst || dstsz == 0) + return; + + dst[0] = '\0'; + + while (*p && out < dstsz - 1) { + while (*p && isspace((unsigned char)*p) && *p != '\n' && *p != '\r') + p++; + if (!*p) + break; + + const char *word_start = p; + size_t word_len = 0; + while (*p && !isspace((unsigned char)*p)) + word_len++, p++; + + if (word_len == 0) + continue; + + if (!first_word && col + 1 + (int)word_len > width) { + if (out < dstsz - 2) { + dst[out++] = '\r'; + dst[out++] = '\n'; + } + col = 0; + first_word = TRUE; + } + + if (!first_word) { + if (out < dstsz - 1) { + dst[out++] = ' '; + col++; + } + } + + size_t copy = MIN(word_len, dstsz - 1 - out); + memcpy(dst + out, word_start, copy); + out += copy; + col += word_len; + first_word = FALSE; + + while (*p && (*p == '\n' || *p == '\r')) { + if (out < dstsz - 2) { + dst[out++] = '\r'; + dst[out++] = '\n'; + } + p++; + col = 0; + first_word = TRUE; + } + } + + dst[out] = '\0'; +} + +static void capitalize_leading_you(char *line) +{ + if (!line) + return; + if (strn_cmp(line, "you", 3) != 0) + return; + + char next = line[3]; + if (next && !isspace((unsigned char)next) && next != ',' && next != ':' && next != ';') + return; + + line[0] = UPPER(line[0]); +} + +#define LISTEN_DC_TABLE 10 +#define LISTEN_DC_TABLE_REMOTE 21 +#define LISTEN_DC_TABLE_REMOTE_CLOSED 26 +#define LISTEN_DC_WHISPER 15 +#define LISTEN_DC_ROOM 18 +#define LISTEN_DC_CLOSED 23 +#define LISTEN_MASTERY_MIN 81 + +static void compose_history_entry(char *out, size_t outsz, + const char *first_line, + const char *speech) +{ + if (!out || outsz == 0) + return; + + out[0] = '\0'; + if (first_line && *first_line) + strlcpy(out, first_line, outsz); + + strlcat(out, "\r\n \"", outsz); + if (speech && *speech) + strlcat(out, speech, outsz); + strlcat(out, "\"", outsz); +} + +static bool can_attempt_listen(struct char_data *ch) +{ + if (!ch) + return FALSE; + if (!AFF_FLAGGED(ch, AFF_LISTEN)) + return FALSE; + if (GET_POS(ch) <= POS_SLEEPING) + return FALSE; + if (!GET_SKILL(ch, SKILL_PERCEPTION)) + return FALSE; + return TRUE; +} + +static int roll_listen_total(struct char_data *ch) +{ + int total = roll_skill_check(ch, SKILL_PERCEPTION, 0, NULL); + + if (FIGHTING(ch)) + total -= 4; + + return total; +} + +static bool perform_listen_check(struct char_data *ch, int difficulty, bool require_mastery) +{ + bool success; + + if (!can_attempt_listen(ch)) + return FALSE; + if (require_mastery && GET_SKILL(ch, SKILL_PERCEPTION) < LISTEN_MASTERY_MIN) + return FALSE; + + success = (roll_listen_total(ch) >= difficulty); + gain_skill(ch, "perception", success); + return success; +} + +static void deliver_listen_output(struct char_data *listener, const char *first_line, const char *speech) +{ + char wrapped_line[MAX_STRING_LENGTH]; + char hist_buf[MAX_STRING_LENGTH]; + + wrap_line(first_line, wrapped_line, sizeof(wrapped_line), 80); + send_to_char(listener, "%s\r\n \"%s\"\r\n", wrapped_line, speech); + + compose_history_entry(hist_buf, sizeof(hist_buf), wrapped_line, speech); + add_history(listener, hist_buf, HIST_SAY); +} + +static void send_overheard_table(struct char_data *listener, + struct char_data *speaker, + const char *furn_name, + const char *speech, + const struct targeted_phrase *bracket_phrase, + const struct targeted_phrase *paren_phrase) +{ + char prefix[MAX_STRING_LENGTH] = ""; + char suffix[MAX_STRING_LENGTH] = ""; + char first_line[MAX_STRING_LENGTH]; + const char *label = (furn_name && *furn_name) ? furn_name : "the table"; + + if (bracket_phrase) + render_targeted_phrase(speaker, bracket_phrase, FALSE, listener, prefix, sizeof(prefix)); + if (paren_phrase) + render_targeted_phrase(speaker, paren_phrase, FALSE, listener, suffix, sizeof(suffix)); + + strlcpy(first_line, "You overhear ", sizeof(first_line)); + if (*prefix) { + char capped[MAX_STRING_LENGTH]; + strlcpy(capped, prefix, sizeof(capped)); + CAP(capped); + strlcat(first_line, capped, sizeof(first_line)); + strlcat(first_line, ", ", sizeof(first_line)); + } + + strlcat(first_line, get_char_sdesc(speaker), sizeof(first_line)); + strlcat(first_line, " at ", sizeof(first_line)); + strlcat(first_line, label, sizeof(first_line)); + + if (*suffix) { + strlcat(first_line, ", ", sizeof(first_line)); + strlcat(first_line, suffix, sizeof(first_line)); + } + + strlcat(first_line, ":", sizeof(first_line)); + deliver_listen_output(listener, first_line, speech); +} + +static void send_overheard_whisper(struct char_data *listener, + struct char_data *speaker, + struct char_data *vict, + const char *speech, + const struct targeted_phrase *bracket_phrase, + const struct targeted_phrase *paren_phrase) +{ + char prefix[MAX_STRING_LENGTH] = ""; + char suffix[MAX_STRING_LENGTH] = ""; + char first_line[MAX_STRING_LENGTH]; + + if (bracket_phrase) + render_targeted_phrase(speaker, bracket_phrase, FALSE, listener, prefix, sizeof(prefix)); + if (paren_phrase) + render_targeted_phrase(speaker, paren_phrase, FALSE, listener, suffix, sizeof(suffix)); + + strlcpy(first_line, "You overhear ", sizeof(first_line)); + if (*prefix) { + char capped[MAX_STRING_LENGTH]; + strlcpy(capped, prefix, sizeof(capped)); + CAP(capped); + strlcat(first_line, capped, sizeof(first_line)); + strlcat(first_line, ", ", sizeof(first_line)); + } + + strlcat(first_line, get_char_sdesc(speaker), sizeof(first_line)); + strlcat(first_line, " whisper to ", sizeof(first_line)); + strlcat(first_line, get_char_sdesc(vict), sizeof(first_line)); + + if (*suffix) { + strlcat(first_line, ", ", sizeof(first_line)); + strlcat(first_line, suffix, sizeof(first_line)); + } + + strlcat(first_line, ":", sizeof(first_line)); + deliver_listen_output(listener, first_line, speech); +} + +static void send_overheard_room(struct char_data *listener, + struct char_data *speaker, + const char *context_label, + const char *dir_name, + bool closed_door, + const char *speech, + const struct targeted_phrase *bracket_phrase, + const struct targeted_phrase *paren_phrase) +{ + char prefix[MAX_STRING_LENGTH] = ""; + char suffix[MAX_STRING_LENGTH] = ""; + char first_line[MAX_STRING_LENGTH]; + + if (bracket_phrase) + render_targeted_phrase(speaker, bracket_phrase, FALSE, listener, prefix, sizeof(prefix)); + if (paren_phrase) + render_targeted_phrase(speaker, paren_phrase, FALSE, listener, suffix, sizeof(suffix)); + + strlcpy(first_line, "You overhear ", sizeof(first_line)); + if (*prefix) { + char capped[MAX_STRING_LENGTH]; + strlcpy(capped, prefix, sizeof(capped)); + CAP(capped); + strlcat(first_line, capped, sizeof(first_line)); + strlcat(first_line, ", ", sizeof(first_line)); + } + + strlcat(first_line, get_char_sdesc(speaker), sizeof(first_line)); + if (context_label && *context_label) { + strlcat(first_line, " at ", sizeof(first_line)); + strlcat(first_line, context_label, sizeof(first_line)); + } + if (closed_door) { + strlcat(first_line, " through a closed door to the ", sizeof(first_line)); + } else { + strlcat(first_line, " from the ", sizeof(first_line)); + } + strlcat(first_line, dir_name ? dir_name : "unknown", sizeof(first_line)); + + if (*suffix) { + strlcat(first_line, ", ", sizeof(first_line)); + strlcat(first_line, suffix, sizeof(first_line)); + } + + strlcat(first_line, ":", sizeof(first_line)); + deliver_listen_output(listener, first_line, speech); +} + +static void notify_adjacent_listeners_internal(struct char_data *speaker, + const char *speech, + const struct targeted_phrase *bracket_phrase, + const struct targeted_phrase *paren_phrase, + int open_dc, + int closed_dc, + bool closed_requires_mastery, + const char *context_label) +{ + room_rnum origin; + + if (!speaker || !speech || !*speech) + return; + + origin = IN_ROOM(speaker); + if (origin == NOWHERE) + return; + + for (int dir = 0; dir < NUM_OF_DIRS; dir++) { + struct room_direction_data *exit = world[origin].dir_option[dir]; + room_rnum other_room; + bool closed_door; + + if (!exit || exit->to_room == NOWHERE) + continue; + + other_room = exit->to_room; + if (ROOM_FLAGGED(origin, ROOM_SOUNDPROOF) || ROOM_FLAGGED(other_room, ROOM_SOUNDPROOF)) + continue; + + closed_door = EXIT_FLAGGED(exit, EX_CLOSED) && EXIT_FLAGGED(exit, EX_ISDOOR); + + for (struct char_data *listener = world[other_room].people; listener; listener = listener->next_in_room) { + if (!perform_listen_check(listener, + closed_door ? closed_dc : open_dc, + closed_requires_mastery && closed_door)) + continue; + send_overheard_room(listener, speaker, context_label, dirs[dir], closed_door, + speech, bracket_phrase, paren_phrase); + } + } +} + +static void notify_adjacent_listeners(struct char_data *speaker, + const char *speech, + const struct targeted_phrase *bracket_phrase, + const struct targeted_phrase *paren_phrase) +{ + notify_adjacent_listeners_internal(speaker, speech, + bracket_phrase, paren_phrase, + LISTEN_DC_ROOM, LISTEN_DC_CLOSED, TRUE, NULL); +} + +static void notify_adjacent_table_listeners(struct char_data *speaker, + const char *furn_name, + const char *speech, + const struct targeted_phrase *bracket_phrase, + const struct targeted_phrase *paren_phrase) +{ + if (!furn_name) + furn_name = "the table"; + + notify_adjacent_listeners_internal(speaker, speech, + bracket_phrase, paren_phrase, + LISTEN_DC_TABLE_REMOTE, + LISTEN_DC_TABLE_REMOTE_CLOSED, + TRUE, + furn_name); +} + ACMD(do_say) +{ + char *p = argument; + char bracket_raw[MAX_INPUT_LENGTH] = ""; + char paren_raw[MAX_INPUT_LENGTH] = ""; + char speech[MAX_INPUT_LENGTH]; + struct targeted_phrase bracket_phrase; + struct targeted_phrase paren_phrase; + bool has_bracket = FALSE; + bool has_paren = FALSE; + + skip_spaces(&p); + if (!parse_speech_adornments(ch, &p, + bracket_raw, sizeof(bracket_raw), &has_bracket, + paren_raw, sizeof(paren_raw), &has_paren)) + return; + skip_spaces(&p); + + if (!*p) { + send_to_char(ch, "Yes, but WHAT do you want to say?\r\n"); + return; + } + + strlcpy(speech, p, sizeof(speech)); + + if (CONFIG_SPECIAL_IN_COMM && legal_communication(speech)) + parse_at(speech); + + if (*bracket_raw) { + if (!build_targeted_phrase(ch, bracket_raw, FALSE, &bracket_phrase)) + return; + has_bracket = TRUE; + } + if (*paren_raw) { + if (!build_targeted_phrase(ch, paren_raw, FALSE, &paren_phrase)) + return; + has_paren = TRUE; + } + + bool suppress_self = (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT)); + bool use_say = (has_bracket || has_paren); + + for (struct char_data *vict = world[IN_ROOM(ch)].people; vict; vict = vict->next_in_room) { + bool self = (vict == ch); + + if (self && suppress_self) + continue; + if (!self && GET_POS(vict) <= POS_SLEEPING) + continue; + + char prefix[MAX_STRING_LENGTH] = ""; + char suffix[MAX_STRING_LENGTH] = ""; + char first_line[MAX_STRING_LENGTH]; + char speaker[MAX_INPUT_LENGTH]; + + if (has_bracket) + render_targeted_phrase(ch, &bracket_phrase, FALSE, vict, prefix, sizeof(prefix)); + if (has_paren) + render_targeted_phrase(ch, &paren_phrase, FALSE, vict, suffix, sizeof(suffix)); + + if (self) + strlcpy(speaker, "you", sizeof(speaker)); + else + strlcpy(speaker, PERS(ch, vict), sizeof(speaker)); + + first_line[0] = '\0'; + strlcpy(first_line, "", sizeof(first_line)); + if (*prefix) { + char capped[MAX_STRING_LENGTH]; + strlcpy(capped, prefix, sizeof(capped)); + CAP(capped); + strlcpy(first_line, capped, sizeof(first_line)); + strlcat(first_line, ", ", sizeof(first_line)); + strlcat(first_line, speaker, sizeof(first_line)); + } else { + strlcpy(first_line, speaker, sizeof(first_line)); + } + + strlcat(first_line, (self && use_say) ? " say" : " says", sizeof(first_line)); + + if (*suffix) { + strlcat(first_line, ", ", sizeof(first_line)); + strlcat(first_line, suffix, sizeof(first_line)); + } + + strlcat(first_line, ":", sizeof(first_line)); + if (self) + capitalize_leading_you(first_line); + char wrapped_line[MAX_STRING_LENGTH]; + wrap_line(first_line, wrapped_line, sizeof(wrapped_line), 80); + send_to_char(vict, "%s\r\n \"%s\"\r\n", wrapped_line, speech); + + if (!self || !suppress_self) { + char hist_buf[MAX_STRING_LENGTH]; + compose_history_entry(hist_buf, sizeof(hist_buf), wrapped_line, speech); + add_history(vict, hist_buf, HIST_SAY); + } + } + + notify_adjacent_listeners(ch, speech, + has_bracket ? &bracket_phrase : NULL, + has_paren ? &paren_phrase : NULL); + + if (suppress_self) + send_to_char(ch, "%s", CONFIG_OK); + + speech_mtrigger(ch, speech); + speech_wtrigger(ch, speech); +} + +ACMD(do_talk) +{ + struct obj_data *furniture = SITTING(ch); + int allowed_positions = 0; + char *p = argument; + char bracket_raw[MAX_INPUT_LENGTH] = ""; + char paren_raw[MAX_INPUT_LENGTH] = ""; + struct targeted_phrase bracket_phrase; + struct targeted_phrase paren_phrase; + bool has_bracket = FALSE, has_paren = FALSE; + + if (!furniture || GET_OBJ_TYPE(furniture) != ITEM_FURNITURE) { + send_to_char(ch, "You need to be seated at a piece of furniture to talk there.\r\n"); + return; + } + + if (GET_POS(ch) != POS_SITTING) { + send_to_char(ch, "You need to be sitting first.\r\n"); + return; + } + + allowed_positions = GET_OBJ_VAL(furniture, VAL_FURN_POSITIONS); + if (allowed_positions > 0 && !(allowed_positions & (1 << 1))) { + send_to_char(ch, "That furniture doesn't have any seats.\r\n"); + return; + } + + skip_spaces(&p); + if (!parse_speech_adornments(ch, &p, + bracket_raw, sizeof(bracket_raw), &has_bracket, + paren_raw, sizeof(paren_raw), &has_paren)) + return; + skip_spaces(&p); + + if (!*p) { + send_to_char(ch, "Talk what?\r\n"); + return; + } + + char speech[MAX_INPUT_LENGTH]; + strlcpy(speech, p, sizeof(speech)); + + if (CONFIG_SPECIAL_IN_COMM && legal_communication(speech)) + parse_at(speech); + + if (*bracket_raw) { + if (!build_targeted_phrase(ch, bracket_raw, FALSE, &bracket_phrase)) + return; + has_bracket = TRUE; + } + if (*paren_raw) { + if (!build_targeted_phrase(ch, paren_raw, FALSE, &paren_phrase)) + return; + has_paren = TRUE; + } + + const char *furn_name = (furniture->short_description && *furniture->short_description) + ? furniture->short_description : "the furniture"; + + bool suppress_self = (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT)); + + for (struct char_data *tch = OBJ_SAT_IN_BY(furniture); tch; tch = NEXT_SITTING(tch)) { + if (tch == ch) + continue; + if (SITTING(tch) != furniture) + continue; + if (GET_POS(tch) != POS_SITTING) + continue; + if (GET_POS(tch) <= POS_SLEEPING) + continue; + + char prefix[MAX_STRING_LENGTH] = ""; + char suffix[MAX_STRING_LENGTH] = ""; + char first_line[MAX_STRING_LENGTH]; + const char *speaker = PERS(ch, tch); + + if (has_bracket) + render_targeted_phrase(ch, &bracket_phrase, FALSE, tch, prefix, sizeof(prefix)); + if (has_paren) + render_targeted_phrase(ch, &paren_phrase, FALSE, tch, suffix, sizeof(suffix)); + + first_line[0] = '\0'; + if (*prefix) { + char capped[MAX_STRING_LENGTH]; + strlcpy(capped, prefix, sizeof(capped)); + CAP(capped); + strlcpy(first_line, capped, sizeof(first_line)); + strlcat(first_line, ", ", sizeof(first_line)); + strlcat(first_line, speaker, sizeof(first_line)); + } else { + strlcpy(first_line, speaker, sizeof(first_line)); + } + + strlcat(first_line, " says", sizeof(first_line)); + strlcat(first_line, ", ", sizeof(first_line)); + if (*suffix) { + strlcat(first_line, suffix, sizeof(first_line)); + strlcat(first_line, ", ", sizeof(first_line)); + } + char locbuf[MAX_INPUT_LENGTH]; + snprintf(locbuf, sizeof(locbuf), "at %s,", furn_name); + strlcat(first_line, locbuf, sizeof(first_line)); + + char wrapped_line[MAX_STRING_LENGTH]; + wrap_line(first_line, wrapped_line, sizeof(wrapped_line), 80); + send_to_char(tch, "%s\r\n \"%s\"\r\n", wrapped_line, speech); + + char hist_buf[MAX_STRING_LENGTH]; + compose_history_entry(hist_buf, sizeof(hist_buf), wrapped_line, speech); + add_history(tch, hist_buf, HIST_SAY); + } + + if (suppress_self) + send_to_char(ch, "%s", CONFIG_OK); + else { + char prefix[MAX_STRING_LENGTH] = ""; + char suffix[MAX_STRING_LENGTH] = ""; + char first_line[MAX_STRING_LENGTH]; + + if (has_bracket) + render_targeted_phrase(ch, &bracket_phrase, FALSE, ch, prefix, sizeof(prefix)); + if (has_paren) + render_targeted_phrase(ch, &paren_phrase, FALSE, ch, suffix, sizeof(suffix)); + + if (*prefix) { + char capped[MAX_STRING_LENGTH]; + strlcpy(capped, prefix, sizeof(capped)); + CAP(capped); + strlcpy(first_line, capped, sizeof(first_line)); + strlcat(first_line, ", you", sizeof(first_line)); + } else { + strlcpy(first_line, "you", sizeof(first_line)); + } + + strlcat(first_line, " say", sizeof(first_line)); + strlcat(first_line, ", ", sizeof(first_line)); + if (*suffix) { + strlcat(first_line, suffix, sizeof(first_line)); + strlcat(first_line, ", ", sizeof(first_line)); + } + char locbuf[MAX_INPUT_LENGTH]; + snprintf(locbuf, sizeof(locbuf), "at %s,", furn_name); + strlcat(first_line, locbuf, sizeof(first_line)); + capitalize_leading_you(first_line); + + char wrapped_line[MAX_STRING_LENGTH]; + wrap_line(first_line, wrapped_line, sizeof(wrapped_line), 80); + send_to_char(ch, "%s\r\n \"%s\"\r\n", wrapped_line, speech); + char hist_buf[MAX_STRING_LENGTH]; + compose_history_entry(hist_buf, sizeof(hist_buf), wrapped_line, speech); + add_history(ch, hist_buf, HIST_SAY); + } + + /* Notify others in the room (not seated at this furniture) with an action cue. */ + for (struct char_data *onlooker = world[IN_ROOM(ch)].people; onlooker; onlooker = onlooker->next_in_room) { + if (onlooker == ch) + continue; + if (GET_POS(onlooker) <= POS_SLEEPING) + continue; + if (SITTING(onlooker) == furniture && GET_POS(onlooker) == POS_SITTING) + continue; /* already heard the speech */ + + if (perform_listen_check(onlooker, LISTEN_DC_TABLE, FALSE)) { + send_overheard_table(onlooker, ch, furn_name, speech, + has_bracket ? &bracket_phrase : NULL, + has_paren ? &paren_phrase : NULL); + continue; + } + + char prefix[MAX_STRING_LENGTH] = ""; + char suffix[MAX_STRING_LENGTH] = ""; + char line[MAX_STRING_LENGTH]; + const char *speaker = PERS(ch, onlooker); + + if (has_bracket) + render_targeted_phrase(ch, &bracket_phrase, FALSE, onlooker, prefix, sizeof(prefix)); + if (has_paren) + render_targeted_phrase(ch, &paren_phrase, FALSE, onlooker, suffix, sizeof(suffix)); + + line[0] = '\0'; + if (*prefix) { + char capped[MAX_STRING_LENGTH]; + strlcpy(capped, prefix, sizeof(capped)); + CAP(capped); + strlcpy(line, capped, sizeof(line)); + strlcat(line, ", ", sizeof(line)); + strlcat(line, speaker, sizeof(line)); + } else + strlcpy(line, speaker, sizeof(line)); + + strlcat(line, " says something at ", sizeof(line)); + strlcat(line, furn_name, sizeof(line)); + + if (*suffix) { + strlcat(line, ", ", sizeof(line)); + strlcat(line, suffix, sizeof(line)); + } + strlcat(line, ".", sizeof(line)); + + char wrapped_line[MAX_STRING_LENGTH]; + wrap_line(line, wrapped_line, sizeof(wrapped_line), 80); + send_to_char(onlooker, "%s\r\n", wrapped_line); + } + + speech_mtrigger(ch, speech); + speech_wtrigger(ch, speech); + + notify_adjacent_table_listeners(ch, furn_name, speech, + has_bracket ? &bracket_phrase : NULL, + has_paren ? &paren_phrase : NULL); +} + +ACMD(do_ooc) { skip_spaces(&argument); if (!*argument) - send_to_char(ch, "Yes, but WHAT do you want to say?\r\n"); + send_to_char(ch, "Yes, but WHAT do you want to say OOC?\r\n"); else { char buf[MAX_INPUT_LENGTH + 14], *msg; struct char_data *vict; @@ -50,7 +870,7 @@ ACMD(do_say) if (CONFIG_SPECIAL_IN_COMM && legal_communication(argument)) parse_at(argument); - snprintf(buf, sizeof(buf), "$n\tn says, '%s'", argument); + snprintf(buf, sizeof(buf), "$n\tn says OOC: '%s'", argument); msg = act(buf, FALSE, ch, 0, 0, TO_ROOM | DG_NO_TRIG); for (vict = world[IN_ROOM(ch)].people; vict; vict = vict->next_in_room) @@ -60,7 +880,7 @@ ACMD(do_say) if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT)) send_to_char(ch, "%s", CONFIG_OK); else { - sprintf(buf, "You say, '%s'", argument); + sprintf(buf, "You say OOC: '%s'", argument); msg = act(buf, FALSE, ch, 0, 0, TO_CHAR | DG_NO_TRIG); add_history(ch, msg, HIST_SAY); } @@ -71,28 +891,74 @@ ACMD(do_say) speech_wtrigger(ch, argument); } -ACMD(do_gsay) +ACMD(do_feel) { + char raw[MAX_INPUT_LENGTH]; + char rendered[MAX_INPUT_LENGTH * 2]; + skip_spaces(&argument); - - if (!GROUP(ch)) { - send_to_char(ch, "But you are not a member of a group!\r\n"); + + if (!*argument) { + send_to_char(ch, "Feel what?\r\n"); return; } - if (!*argument) - send_to_char(ch, "Yes, but WHAT do you want to group-say?\r\n"); - else { - - if (CONFIG_SPECIAL_IN_COMM && legal_communication(argument)) - parse_at(argument); - - send_to_group(ch, ch->group, "%s%s%s says, '%s'%s\r\n", CCGRN(ch, C_NRM), CCGRN(ch, C_NRM), GET_NAME(ch), argument, CCNRM(ch, C_NRM)); - - if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT)) - send_to_char(ch, "%s", CONFIG_OK); - else - send_to_char(ch, "%sYou group-say, '%s'%s\r\n", CCGRN(ch, C_NRM), argument, CCNRM(ch, C_NRM)); - } + + /* Keep user casing; just copy and convert perspective */ + strlcpy(raw, argument, sizeof(raw)); + to_second_person_self(raw, rendered, sizeof(rendered)); + + /* Self-only echo */ + send_to_char(ch, "You feel %s\r\n", rendered); +} + +ACMD(do_think) +{ + char thought[MAX_INPUT_LENGTH]; + char feeling[MAX_INPUT_LENGTH]; + char *p = argument; /* must be mutable for skip_spaces */ + char *close; + + thought[0] = '\0'; + feeling[0] = '\0'; + + skip_spaces(&p); + + if (!*p) { + send_to_char(ch, "Think what?\r\n"); + return; + } + + /* Optional leading "(...)" becomes the feeling block. */ + if (*p == '(') { + close = strchr(p + 1, ')'); + if (close) { + size_t len = (size_t)(close - (p + 1)); + if (len >= sizeof(feeling)) len = sizeof(feeling) - 1; + strncpy(feeling, p + 1, len); + feeling[len] = '\0'; + + p = close + 1; /* move past ')' */ + while (*p && isspace((unsigned char)*p)) p++; /* skip spaces after ) */ + } + /* If there's no closing ')', we ignore and treat entire line as thought. */ + } + + if (!*p) { + send_to_char(ch, "Think what?\r\n"); + return; + } + + /* The rest is the thought text */ + strlcpy(thought, p, sizeof(thought)); + delete_doubledollar(thought); + if (*feeling) delete_doubledollar(feeling); + + /* Output (two lines; second indented two spaces) */ + if (*feeling) { + send_to_char(ch, "You think, feeling %s,\r\n \"%s\"\r\n", feeling, thought); + } else { + send_to_char(ch, "You think,\r\n \"%s\"\r\n", thought); + } } static void perform_tell(struct char_data *ch, struct char_data *vict, char *arg) @@ -123,15 +989,13 @@ static int is_tell_ok(struct char_data *ch, struct char_data *vict) send_to_char(ch, "%s", CONFIG_NOPERSON); else if (ch == vict) send_to_char(ch, "You try to tell yourself something.\r\n"); - else if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOTELL)) - send_to_char(ch, "You can't tell other people while you have notell on.\r\n"); else if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_SOUNDPROOF) && (GET_LEVEL(ch) < LVL_GOD)) send_to_char(ch, "The walls seem to absorb your words.\r\n"); else if (!IS_NPC(vict) && !vict->desc) /* linkless */ act("$E's linkless at the moment.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP); else if (PLR_FLAGGED(vict, PLR_WRITING)) act("$E's writing a message right now; try again later.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP); - else if ((!IS_NPC(vict) && PRF_FLAGGED(vict, PRF_NOTELL)) || (ROOM_FLAGGED(IN_ROOM(vict), ROOM_SOUNDPROOF) && (GET_LEVEL(ch) < LVL_GOD))) + else if ((!IS_NPC(vict)) || (ROOM_FLAGGED(IN_ROOM(vict), ROOM_SOUNDPROOF) && (GET_LEVEL(ch) < LVL_GOD))) act("$E can't hear you.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP); else return (TRUE); @@ -229,19 +1093,177 @@ ACMD(do_spec_comm) else if (vict == ch) send_to_char(ch, "You can't get your mouth close enough to your ear...\r\n"); else { - char buf1[MAX_STRING_LENGTH]; + if (subcmd == SCMD_WHISPER) { + char bracket_raw[MAX_INPUT_LENGTH] = ""; + char paren_raw[MAX_INPUT_LENGTH] = ""; + struct targeted_phrase bracket_phrase; + struct targeted_phrase paren_phrase; + bool has_bracket = FALSE, has_paren = FALSE; + char speech[MAX_INPUT_LENGTH]; + char *p = buf2; - if (CONFIG_SPECIAL_IN_COMM && legal_communication(argument)) - parse_at(buf2); + skip_spaces(&p); + if (!parse_speech_adornments(ch, &p, + bracket_raw, sizeof(bracket_raw), &has_bracket, + paren_raw, sizeof(paren_raw), &has_paren)) + return; + skip_spaces(&p); - snprintf(buf1, sizeof(buf1), "$n %s you, '%s'", action_plur, buf2); - act(buf1, FALSE, ch, 0, vict, TO_VICT); + if (!*p) { + send_to_char(ch, "Whisper what?\r\n"); + return; + } - if ((!IS_NPC(ch)) && (PRF_FLAGGED(ch, PRF_NOREPEAT))) - send_to_char(ch, "%s", CONFIG_OK); - else - send_to_char(ch, "You %s %s, '%s'\r\n", action_sing, GET_NAME(vict), buf2); - act(action_others, FALSE, ch, 0, vict, TO_NOTVICT); + strlcpy(speech, p, sizeof(speech)); + + if (CONFIG_SPECIAL_IN_COMM && legal_communication(speech)) + parse_at(speech); + + if (*bracket_raw) { + if (!build_targeted_phrase(ch, bracket_raw, FALSE, &bracket_phrase)) + return; + has_bracket = TRUE; + } + if (*paren_raw) { + if (!build_targeted_phrase(ch, paren_raw, FALSE, &paren_phrase)) + return; + has_paren = TRUE; + } + + /* Message to victim */ + { + char prefix[MAX_STRING_LENGTH] = ""; + char suffix[MAX_STRING_LENGTH] = ""; + char first_line[MAX_STRING_LENGTH]; + + if (has_bracket) + render_targeted_phrase(ch, &bracket_phrase, FALSE, vict, prefix, sizeof(prefix)); + if (has_paren) + render_targeted_phrase(ch, &paren_phrase, FALSE, vict, suffix, sizeof(suffix)); + + const char *speaker = get_char_sdesc(ch); + if (*prefix) { + char capped[MAX_STRING_LENGTH]; + strlcpy(capped, prefix, sizeof(capped)); + CAP(capped); + strlcpy(first_line, capped, sizeof(first_line)); + strlcat(first_line, ", ", sizeof(first_line)); + strlcat(first_line, speaker ? speaker : PERS(ch, vict), sizeof(first_line)); + } else { + strlcpy(first_line, speaker ? speaker : PERS(ch, vict), sizeof(first_line)); + } + + strlcat(first_line, " whispers to you", sizeof(first_line)); + if (*suffix) { + strlcat(first_line, ", ", sizeof(first_line)); + strlcat(first_line, suffix, sizeof(first_line)); + } + strlcat(first_line, ":", sizeof(first_line)); + + char wrapped_line[MAX_STRING_LENGTH]; + wrap_line(first_line, wrapped_line, sizeof(wrapped_line), 80); + send_to_char(vict, "%s\r\n \"%s\"\r\n", wrapped_line, speech); + } + + /* Message to self */ + if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT)) { + send_to_char(ch, "%s", CONFIG_OK); + } else { + char prefix[MAX_STRING_LENGTH] = ""; + char suffix[MAX_STRING_LENGTH] = ""; + char first_line[MAX_STRING_LENGTH]; + + if (has_bracket) + render_targeted_phrase(ch, &bracket_phrase, FALSE, ch, prefix, sizeof(prefix)); + if (has_paren) + render_targeted_phrase(ch, &paren_phrase, FALSE, ch, suffix, sizeof(suffix)); + + if (*prefix) { + char capped[MAX_STRING_LENGTH]; + strlcpy(capped, prefix, sizeof(capped)); + CAP(capped); + strlcpy(first_line, capped, sizeof(first_line)); + strlcat(first_line, ", you", sizeof(first_line)); + } else { + strlcpy(first_line, "you", sizeof(first_line)); + CAP(first_line); + } + + strlcat(first_line, " whisper to ", sizeof(first_line)); + strlcat(first_line, get_char_sdesc(vict), sizeof(first_line)); + if (*suffix) { + strlcat(first_line, ", ", sizeof(first_line)); + strlcat(first_line, suffix, sizeof(first_line)); + } + strlcat(first_line, ":", sizeof(first_line)); + + char wrapped_line[MAX_STRING_LENGTH]; + wrap_line(first_line, wrapped_line, sizeof(wrapped_line), 80); + send_to_char(ch, "%s\r\n \"%s\"\r\n", wrapped_line, speech); + } + + /* Onlookers */ + for (struct char_data *onlooker = world[IN_ROOM(ch)].people; onlooker; onlooker = onlooker->next_in_room) { + if (onlooker == ch || onlooker == vict) + continue; + if (GET_POS(onlooker) <= POS_SLEEPING) + continue; + + if (perform_listen_check(onlooker, LISTEN_DC_WHISPER, FALSE)) { + send_overheard_whisper(onlooker, ch, vict, speech, + has_bracket ? &bracket_phrase : NULL, + has_paren ? &paren_phrase : NULL); + continue; + } + + char prefix[MAX_STRING_LENGTH] = ""; + char suffix[MAX_STRING_LENGTH] = ""; + char line[MAX_STRING_LENGTH]; + + if (has_bracket) + render_targeted_phrase(ch, &bracket_phrase, FALSE, onlooker, prefix, sizeof(prefix)); + if (has_paren) + render_targeted_phrase(ch, &paren_phrase, FALSE, onlooker, suffix, sizeof(suffix)); + + if (*prefix) { + char capped[MAX_STRING_LENGTH]; + strlcpy(capped, prefix, sizeof(capped)); + CAP(capped); + strlcpy(line, capped, sizeof(line)); + strlcat(line, ", ", sizeof(line)); + strlcat(line, PERS(ch, onlooker), sizeof(line)); + } else { + strlcpy(line, PERS(ch, onlooker), sizeof(line)); + } + + strlcat(line, " whispers something to ", sizeof(line)); + strlcat(line, PERS(vict, onlooker), sizeof(line)); + + if (*suffix) { + strlcat(line, ", ", sizeof(line)); + strlcat(line, suffix, sizeof(line)); + } + strlcat(line, ".", sizeof(line)); + + char wrapped_line[MAX_STRING_LENGTH]; + wrap_line(line, wrapped_line, sizeof(wrapped_line), 80); + send_to_char(onlooker, "%s\r\n", wrapped_line); + } + } else { + char buf1[MAX_STRING_LENGTH]; + + if (CONFIG_SPECIAL_IN_COMM && legal_communication(argument)) + parse_at(buf2); + + snprintf(buf1, sizeof(buf1), "$n %s you, '%s'", action_plur, buf2); + act(buf1, FALSE, ch, 0, vict, TO_VICT); + + if ((!IS_NPC(ch)) && (PRF_FLAGGED(ch, PRF_NOREPEAT))) + send_to_char(ch, "%s", CONFIG_OK); + else + send_to_char(ch, "You %s %s, '%s'\r\n", action_sing, GET_NAME(vict), buf2); + act(action_others, FALSE, ch, 0, vict, TO_NOTVICT); + } } } @@ -311,16 +1333,16 @@ ACMD(do_write) char *backstr = NULL; /* Something on it, display it as that's in input buffer. */ - if (paper->action_description) { - backstr = strdup(paper->action_description); + if (paper->main_description) { + backstr = strdup(paper->main_description); send_to_char(ch, "There's something written on it already:\r\n"); - send_to_char(ch, "%s", paper->action_description); + send_to_char(ch, "%s", paper->main_description); } /* We can write. */ act("$n begins to jot down a note.", TRUE, ch, 0, 0, TO_ROOM); send_editor_help(ch->desc); - string_write(ch->desc, &paper->action_description, MAX_NOTE_LENGTH, 0, backstr); + string_write(ch->desc, &paper->main_description, MAX_NOTE_LENGTH, 0, backstr); } } @@ -372,19 +1394,11 @@ ACMD(do_gen_comm) int channels[] = { 0, PRF_NOSHOUT, - PRF_NOGOSS, - PRF_NOAUCT, - PRF_NOGRATZ, - PRF_NOGOSS, 0 }; int hist_type[] = { - HIST_HOLLER, HIST_SHOUT, - HIST_GOSSIP, - HIST_AUCTION, - HIST_GRATS, }; /* com_msgs: [0] Message if you can't perform the action because of noshout @@ -392,31 +1406,12 @@ ACMD(do_gen_comm) * [2] message if you're not on the channel * [3] a color string. */ const char *com_msgs[][4] = { - {"You cannot holler!!\r\n", - "holler", - "", - KYEL}, {"You cannot shout!!\r\n", "shout", "Turn off your noshout flag first!\r\n", KYEL}, - {"You cannot gossip!!\r\n", - "gossip", - "You aren't even on the channel!\r\n", - KYEL}, - - {"You cannot auction!!\r\n", - "auction", - "You aren't even on the channel!\r\n", - KMAG}, - - {"You cannot congratulate!\r\n", - "congrat", - "You aren't even on the channel!\r\n", - KGRN}, - {"You cannot gossip your emotions!\r\n", "gossip", "You aren't even on the channel!\r\n", @@ -460,13 +1455,6 @@ ACMD(do_gen_comm) send_to_char(ch, "Yes, %s, fine, %s we must, but WHAT???\r\n", com_msgs[subcmd][1], com_msgs[subcmd][1]); return; } - if (subcmd == SCMD_HOLLER) { - if (GET_MOVE(ch) < CONFIG_HOLLER_MOVE_COST) { - send_to_char(ch, "You're too exhausted to holler.\r\n"); - return; - } else - GET_MOVE(ch) -= CONFIG_HOLLER_MOVE_COST; - } /* Set up the color on code. */ strlcpy(color_on, com_msgs[subcmd][3], sizeof(color_on)); @@ -506,6 +1494,7 @@ ACMD(do_gen_comm) } } +/* Currently used for qecho only */ ACMD(do_qcomm) { if (!PRF_FLAGGED(ch, PRF_QUEST)) { @@ -525,18 +1514,11 @@ ACMD(do_qcomm) if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT)) send_to_char(ch, "%s", CONFIG_OK); - else if (subcmd == SCMD_QSAY) { - snprintf(buf, sizeof(buf), "You quest-say, '%s'", argument); - act(buf, FALSE, ch, 0, argument, TO_CHAR); - } else + else act(argument, FALSE, ch, 0, argument, TO_CHAR); - if (subcmd == SCMD_QSAY) - snprintf(buf, sizeof(buf), "$n quest-says, '%s'", argument); - else { - strlcpy(buf, argument, sizeof(buf)); - mudlog(CMP, MAX(LVL_BUILDER, GET_INVIS_LEV(ch)), TRUE, "(GC) %s qechoed: %s", GET_NAME(ch), argument); - } + strlcpy(buf, argument, sizeof(buf)); + mudlog(CMP, MAX(LVL_BUILDER, GET_INVIS_LEV(ch)), TRUE, "(GC) %s qechoed: %s", GET_NAME(ch), argument); for (i = descriptor_list; i; i = i->next) if (STATE(i) == CON_PLAYING && i != ch->desc && PRF_FLAGGED(i->character, PRF_QUEST)) act(buf, 0, ch, 0, i->character, TO_VICT | TO_SLEEP); diff --git a/src/act.h b/src/act.h index 93cce58..ef84127 100644 --- a/src/act.h +++ b/src/act.h @@ -20,33 +20,50 @@ #include "utils.h" /* for the ACMD macro */ +#ifndef MAX_EMOTE_TOKENS +#define MAX_EMOTE_TOKENS 16 +#endif + +struct emote_token { + char op; + char name[MAX_NAME_LENGTH]; + struct char_data *tch; + struct obj_data *tobj; +}; + +struct targeted_phrase { + char template[MAX_STRING_LENGTH]; + int token_count; + struct emote_token tokens[MAX_EMOTE_TOKENS]; +}; + /***************************************************************************** * Begin Functions and defines for act.comm.c ****************************************************************************/ /* functions with subcommands */ /* do_gen_comm */ ACMD(do_gen_comm); -#define SCMD_HOLLER 0 -#define SCMD_SHOUT 1 -#define SCMD_GOSSIP 2 -#define SCMD_AUCTION 3 -#define SCMD_GRATZ 4 -#define SCMD_GEMOTE 5 +#define SCMD_SHOUT 0 +#define SCMD_GEMOTE 1 /* do_qcomm */ ACMD(do_qcomm); -#define SCMD_QSAY 0 -#define SCMD_QECHO 1 +#define SCMD_QECHO 0 /* do_spec_com */ ACMD(do_spec_comm); #define SCMD_WHISPER 0 #define SCMD_ASK 1 /* functions without subcommands */ ACMD(do_say); -ACMD(do_gsay); +ACMD(do_ooc); +ACMD(do_feel); +ACMD(do_think); ACMD(do_page); ACMD(do_reply); ACMD(do_tell); ACMD(do_write); +ACMD(do_talk); +bool build_targeted_phrase(struct char_data *ch, const char *input, bool allow_actor_at, struct targeted_phrase *phrase); +void render_targeted_phrase(struct char_data *actor, const struct targeted_phrase *phrase, bool actor_possessive_for_at, struct char_data *viewer, char *out, size_t outsz); /***************************************************************************** * Begin Functions and defines for act.informative.c ****************************************************************************/ @@ -89,11 +106,10 @@ ACMD(do_diagnose); ACMD(do_equipment); ACMD(do_examine); ACMD(do_exits); -ACMD(do_gold); +ACMD(do_coins); ACMD(do_help); ACMD(do_history); ACMD(do_inventory); -ACMD(do_levels); ACMD(do_scan); ACMD(do_score); ACMD(do_time); @@ -118,7 +134,6 @@ void weight_change_object(struct obj_data *obj, int weight); ACMD(do_drop); #define SCMD_DROP 0 #define SCMD_JUNK 1 -#define SCMD_DONATE 2 /* do_eat */ ACMD(do_eat); #define SCMD_EAT 0 @@ -129,6 +144,11 @@ ACMD(do_eat); ACMD(do_pour); #define SCMD_POUR 0 #define SCMD_FILL 1 +/* do_raise_lower_hood */ +ACMD(do_raise_lower_hood); +#define SCMD_RAISE_HOOD 0 +#define SCMD_LOWER_HOOD 1 + /* functions without subcommands */ ACMD(do_drink); ACMD(do_get); @@ -136,10 +156,10 @@ ACMD(do_give); ACMD(do_grab); ACMD(do_put); ACMD(do_remove); -ACMD(do_sac); ACMD(do_wear); ACMD(do_wield); - +ACMD(do_skin); +ACMD(do_forage); /***************************************************************************** * Begin Functions and defines for act.movement.c @@ -197,35 +217,30 @@ ACMD(do_gen_tog); #define SCMD_BRIEF 2 #define SCMD_COMPACT 3 #define SCMD_NOTELL 4 -#define SCMD_NOAUCTION 5 -#define SCMD_NOSHOUT 6 -#define SCMD_NOGOSSIP 7 -#define SCMD_NOGRATZ 8 -#define SCMD_NOWIZ 9 -#define SCMD_QUEST 10 -#define SCMD_SHOWVNUMS 11 -#define SCMD_NOREPEAT 12 -#define SCMD_HOLYLIGHT 13 -#define SCMD_SLOWNS 14 -#define SCMD_AUTOEXIT 15 -#define SCMD_TRACK 16 -#define SCMD_CLS 17 -#define SCMD_BUILDWALK 18 -#define SCMD_AFK 19 -#define SCMD_AUTOLOOT 20 -#define SCMD_AUTOGOLD 21 -#define SCMD_AUTOSPLIT 22 -#define SCMD_AUTOSAC 23 -#define SCMD_AUTOASSIST 24 -#define SCMD_AUTOMAP 25 -#define SCMD_AUTOKEY 26 -#define SCMD_AUTODOOR 27 -#define SCMD_ZONERESETS 28 -#define SCMD_SYSLOG 29 -#define SCMD_WIMPY 30 -#define SCMD_PAGELENGTH 31 -#define SCMD_SCREENWIDTH 32 -#define SCMD_COLOR 33 +#define SCMD_NOSHOUT 5 +#define SCMD_NOWIZ 6 +#define SCMD_QUEST 7 +#define SCMD_SHOWVNUMS 8 +#define SCMD_NOREPEAT 9 +#define SCMD_HOLYLIGHT 10 +#define SCMD_SLOWNS 11 +#define SCMD_AUTOEXIT 12 +#define SCMD_TRACK 13 +#define SCMD_CLS 14 +#define SCMD_BUILDWALK 15 +#define SCMD_AFK 16 +#define SCMD_AUTOLOOT 17 +#define SCMD_AUTOSPLIT 18 +#define SCMD_AUTOASSIST 19 +#define SCMD_AUTOMAP 20 +#define SCMD_AUTOKEY 21 +#define SCMD_AUTODOOR 22 +#define SCMD_ZONERESETS 23 +#define SCMD_SYSLOG 24 +#define SCMD_WIMPY 25 +#define SCMD_PAGELENGTH 26 +#define SCMD_SCREENWIDTH 27 +#define SCMD_COLOR 28 /* do_quit */ ACMD(do_quit); @@ -239,17 +254,28 @@ ACMD(do_use); /* Functions without subcommands */ ACMD(do_display); ACMD(do_group); -ACMD(do_happyhour); ACMD(do_hide); +ACMD(do_listen); ACMD(do_not_here); -ACMD(do_practice); ACMD(do_report); ACMD(do_save); +ACMD(do_skills); +ACMD(do_palm); +ACMD(do_slip); ACMD(do_sneak); ACMD(do_split); ACMD(do_steal); -ACMD(do_title); ACMD(do_visible); +bool perform_scan_sweep(struct char_data *ch); +void clear_scan_results(struct char_data *ch); +bool scan_can_target(struct char_data *ch, struct char_data *tch); +bool scan_confirm_target(struct char_data *ch, struct char_data *tch); +void stealth_process_room_movement(struct char_data *ch, room_rnum room, int dir, bool leaving); +int get_stealth_skill_value(struct char_data *ch); +int roll_stealth_check(struct char_data *ch); +int roll_sleight_check(struct char_data *ch); +bool can_scan_for_sneak(struct char_data *ch); +int roll_scan_perception(struct char_data *ch); /***************************************************************************** @@ -282,6 +308,7 @@ void perform_immort_vis(struct char_data *ch); void snoop_check(struct char_data *ch); bool change_player_name(struct char_data *ch, struct char_data *vict, char *new_name); bool AddRecentPlayer(char *chname, char *chhost, bool newplr, bool cpyplr); +void perform_emote(struct char_data *ch, char *argument, bool possessive, bool hidden); /* Functions with subcommands */ /* do_date */ ACMD(do_date); @@ -290,7 +317,15 @@ ACMD(do_date); /* do_echo */ ACMD(do_echo); #define SCMD_ECHO 0 -#define SCMD_EMOTE 1 +/* do emote */ +ACMD(do_emote); +ACMD(do_pemote); +ACMD(do_hemote); +ACMD(do_phemote); +#define SCMD_EMOTE 0 +#define SCMD_PEMOTE 1 +#define SCMD_HEMOTE 2 +#define SCMD_PHEMOTE 3 /* do_last */ ACMD(do_last); #define SCMD_LIST_ALL 1 @@ -302,12 +337,12 @@ ACMD(do_shutdown); ACMD(do_wizutil); #define SCMD_REROLL 0 #define SCMD_PARDON 1 -#define SCMD_NOTITLE 2 -#define SCMD_MUTE 3 -#define SCMD_FREEZE 4 -#define SCMD_THAW 5 -#define SCMD_UNAFFECT 6 +#define SCMD_MUTE 2 +#define SCMD_FREEZE 3 +#define SCMD_THAW 4 +#define SCMD_UNAFFECT 5 /* Functions without subcommands */ +ACMD(do_acaudit); ACMD(do_advance); ACMD(do_at); ACMD(do_checkloadstatus); @@ -321,6 +356,7 @@ ACMD(do_goto); ACMD(do_invis); ACMD(do_links); ACMD(do_load); +ACMD(do_msave); ACMD(do_oset); ACMD(do_peace); ACMD(do_plist); @@ -329,6 +365,7 @@ ACMD(do_recent); ACMD(do_restore); void return_to_char(struct char_data * ch); ACMD(do_return); +ACMD(do_rsave); ACMD(do_saveall); ACMD(do_send); ACMD(do_set); diff --git a/src/act.informative.c b/src/act.informative.c index 3715691..33dc482 100644 --- a/src/act.informative.c +++ b/src/act.informative.c @@ -40,11 +40,17 @@ static void look_at_char(struct char_data *i, struct char_data *ch); static void look_at_target(struct char_data *ch, char *arg); static void look_in_direction(struct char_data *ch, int dir); static void look_in_obj(struct char_data *ch, char *arg); +static void look_at_tables(struct char_data *ch); /* do_look, do_inventory utility functions */ static void list_obj_to_char(struct obj_data *list, struct char_data *ch, int mode, int show); /* do_look, do_equipment, do_examine, do_inventory */ static void show_obj_to_char(struct obj_data *obj, struct char_data *ch, int mode); static void show_obj_modifiers(struct obj_data *obj, struct char_data *ch); +static const char *seat_phrase(int available, char *buf, size_t buf_size); +static int sanitize_table_sitters(struct obj_data *table); +static void show_table_status(struct char_data *ch, struct obj_data *table, const char *label, bool newline_before); +static const char *item_count_phrase(int count, char *buf, size_t buf_size); +static int count_object_list(const struct obj_data *list); /* do_where utility functions */ static void perform_immort_where(char_data *ch, const char *arg); static void perform_mortal_where(struct char_data *ch, char *arg); @@ -54,7 +60,25 @@ static size_t print_object_location(int num, const obj_data *obj, const char_dat /* For show_obj_to_char 'mode'. /-- arbitrary */ #define SHOW_OBJ_LONG 0 #define SHOW_OBJ_SHORT 1 -#define SHOW_OBJ_ACTION 2 +#define SHOW_OBJ_MAIN 2 + +static bool inventory_coin_counts = FALSE; + +static bool obj_match_for_list(const struct obj_data *a, const struct obj_data *b) +{ + if (!a || !b) + return FALSE; + + if (inventory_coin_counts && + GET_OBJ_TYPE(a) == ITEM_MONEY && + GET_OBJ_TYPE(b) == ITEM_MONEY && + GET_OBJ_VAL(a, 0) != GET_OBJ_VAL(b, 0)) + return FALSE; + + return ((a->short_description == b->short_description && a->name == b->name) || + (!strcmp(a->short_description, b->short_description) && + !strcmp(a->name, b->name))); +} static void show_obj_to_char(struct obj_data *obj, struct char_data *ch, int mode) { @@ -84,6 +108,7 @@ static void show_obj_to_char(struct obj_data *obj, struct char_data *ch, int mod } } + switch (mode) { case SHOW_OBJ_LONG: /* Hide objects starting with . from non-holylighted people. - Elaseth */ @@ -114,26 +139,77 @@ static void show_obj_to_char(struct obj_data *obj, struct char_data *ch, int mod } } send_to_char(ch, "%s", obj->short_description); + if (inventory_coin_counts && GET_OBJ_TYPE(obj) == ITEM_MONEY) + send_to_char(ch, " (%d)", GET_OBJ_VAL(obj, 0)); break; - case SHOW_OBJ_ACTION: + case SHOW_OBJ_MAIN: + /* Prefer builder-authored look/inspect text (M-Desc) for ANY item type. */ + if (GET_OBJ_MAIN(obj) && *GET_OBJ_MAIN(obj)) { + /* Use the pager so multi-line M-Descs display nicely. */ + page_string(ch->desc, GET_OBJ_MAIN(obj), TRUE); + + /* For furniture, also show items on it after the main description */ + if (GET_OBJ_TYPE(obj) == ITEM_FURNITURE) { + if (GET_OBJ_VAL(obj, 0) > 0) { + show_table_status(ch, obj, obj->short_description, TRUE); + } + + /* Show items on furniture */ + if (obj->contains) { + char count_buf[64]; + int item_count = count_object_list(obj->contains); + send_to_char(ch, "\r\nOn %s you see %s:\r\n", + obj->short_description, + item_count_phrase(item_count, count_buf, sizeof(count_buf))); + list_obj_to_char(obj->contains, ch, SHOW_OBJ_SHORT, TRUE); + } else { + send_to_char(ch, "\r\nYou see nothing on %s.", obj->short_description); + } + } + return; + } + switch (GET_OBJ_TYPE(obj)) { case ITEM_NOTE: - if (obj->action_description) { + if (obj->main_description) { char notebuf[MAX_NOTE_LENGTH + 64]; - - snprintf(notebuf, sizeof(notebuf), "There is something written on it:\r\n\r\n%s", obj->action_description); + snprintf(notebuf, sizeof(notebuf), + "There is something written on it:\r\n\r\n%s", + obj->main_description); page_string(ch->desc, notebuf, TRUE); } else - send_to_char(ch, "It's blank.\r\n"); + send_to_char(ch, "It's blank.\r\n"); return; case ITEM_DRINKCON: send_to_char(ch, "It looks like a drink container."); break; + case ITEM_FURNITURE: + if (GET_OBJ_VAL(obj, 0) > 0) { + show_table_status(ch, obj, obj->short_description, FALSE); + } + + /* Show items on furniture */ + if (obj->contains) { + char count_buf[64]; + int item_count = count_object_list(obj->contains); + send_to_char(ch, "On %s you see %s:\r\n", + obj->short_description, + item_count_phrase(item_count, count_buf, sizeof(count_buf))); + list_obj_to_char(obj->contains, ch, SHOW_OBJ_SHORT, TRUE); + } else { + send_to_char(ch, "You see nothing on %s.", obj->short_description); + } + break; + default: - send_to_char(ch, "You see nothing special.."); + /* Optional: friendlier fallback that names the item. */ + if (obj->short_description && *obj->short_description) + send_to_char(ch, "You see nothing special about %s.", obj->short_description); + else + send_to_char(ch, "You see nothing special.."); break; } break; @@ -171,6 +247,165 @@ static void show_obj_modifiers(struct obj_data *obj, struct char_data *ch) send_to_char(ch, " ..It emits a faint humming sound!"); } +static const char *seat_phrase(int available, char *buf, size_t buf_size) +{ + if (available <= 0) + strlcpy(buf, "no empty seats", buf_size); + else if (available == 1) + strlcpy(buf, "one empty seat", buf_size); + else if (available == 2) + strlcpy(buf, "a couple of empty seats", buf_size); + else if (available <= 4) + strlcpy(buf, "a few empty seats", buf_size); + else + strlcpy(buf, "some empty seats", buf_size); + + return buf; +} + +static const char *item_count_phrase(int count, char *buf, size_t buf_size) +{ + if (count <= 0) + strlcpy(buf, "nothing", buf_size); + else if (count == 1) + strlcpy(buf, "one item", buf_size); + else if (count == 2) + strlcpy(buf, "a couple of items", buf_size); + else if (count <= 4) + strlcpy(buf, "a few items", buf_size); + else + strlcpy(buf, "several items", buf_size); + + return buf; +} + +static int count_object_list(const struct obj_data *list) +{ + int count = 0; + const struct obj_data *i; + + for (i = list; i; i = i->next_content) + count++; + + return count; +} + +static int sanitize_table_sitters(struct obj_data *table) +{ + struct char_data *curr, *prev = NULL, *next; + int count = 0; + + for (curr = OBJ_SAT_IN_BY(table); curr; curr = next) { + next = NEXT_SITTING(curr); + if (SITTING(curr) != table) { + if (prev) + NEXT_SITTING(prev) = next; + else + OBJ_SAT_IN_BY(table) = next; + continue; + } + prev = curr; + count++; + } + + if (GET_OBJ_VAL(table, 1) != count) + GET_OBJ_VAL(table, 1) = count; + + return count; +} + +static void show_table_status(struct char_data *ch, struct obj_data *table, const char *label, bool newline_before) +{ + char header_buf[MAX_STRING_LENGTH]; + const char *table_label = (label && *label) ? label : + (table->short_description && *table->short_description) ? table->short_description : "this table"; + int max_seats = MAX(0, GET_OBJ_VAL(table, 0)); + + if (max_seats <= 0) + return; + + int occupant_count = sanitize_table_sitters(table); + int available = MAX(0, max_seats - occupant_count); + + char seat_buf[64]; + const char *seat_text = seat_phrase(available, seat_buf, sizeof(seat_buf)); + bool include_seat = (*seat_text != '\0'); + int total_parts = occupant_count + (include_seat ? 1 : 0); + + if (total_parts == 0) + return; + + if (newline_before) + send_to_char(ch, "\r\n"); + + snprintf(header_buf, sizeof(header_buf), "At %s are:", table_label); + send_to_char(ch, "%s\r\n", header_buf); + + char line[MAX_STRING_LENGTH]; + int line_entries = 0; + int idx = 0; + struct char_data *tch; + + line[0] = '\0'; + + #define FLUSH_LINE(is_last) \ + do { \ + if (!(is_last)) \ + strlcat(line, ",", sizeof(line)); \ + else \ + strlcat(line, ".", sizeof(line)); \ + send_to_char(ch, "%s\r\n", line); \ + line[0] = '\0'; \ + line_entries = 0; \ + } while (0) + + for (tch = OBJ_SAT_IN_BY(table); tch; tch = NEXT_SITTING(tch)) { + if (SITTING(tch) != table) + continue; + const char *entry = PERS(tch, ch); + bool is_last = (idx == total_parts - 1); + + if (line_entries == 0) { + if (idx > 0 && is_last) + snprintf(line, sizeof(line), "and %s", entry); + else + strlcpy(line, entry, sizeof(line)); + } else { + strlcat(line, (is_last ? ", and " : ", "), sizeof(line)); + strlcat(line, entry, sizeof(line)); + } + + line_entries++; + idx++; + + if (line_entries == 2 || is_last) + FLUSH_LINE(is_last); + } + + if (!include_seat && line_entries > 0) + FLUSH_LINE(true); + + if (include_seat) { + bool is_last = (idx == total_parts - 1); + + if (line_entries == 0) { + if (idx > 0 && is_last) + snprintf(line, sizeof(line), "and %s", seat_text); + else + strlcpy(line, seat_text, sizeof(line)); + } else { + strlcat(line, (is_last ? ", and " : ", "), sizeof(line)); + strlcat(line, seat_text, sizeof(line)); + } + line_entries++; + idx++; + if (line_entries == 2 || is_last) + FLUSH_LINE(is_last); + } + + #undef FLUSH_LINE +} + static void list_obj_to_char(struct obj_data *list, struct char_data *ch, int mode, int show) { struct obj_data *i, *j, *display; @@ -185,8 +420,7 @@ static void list_obj_to_char(struct obj_data *list, struct char_data *ch, int mo /* Check the list to see if we've already counted this object */ for (j = list; j != i; j = j->next_content) - if ((j->short_description == i->short_description && j->name == i->name) || - (!strcmp(j->short_description, i->short_description) && !strcmp(j->name, i->name))) + if (obj_match_for_list(j, i)) break; /* found a matching object */ if (j != i) continue; /* we counted object i earlier in the list */ @@ -194,8 +428,7 @@ static void list_obj_to_char(struct obj_data *list, struct char_data *ch, int mo /* Count matching objects, including this one */ for (display = j = i; j; j = j->next_content) /* This if-clause should be exactly the same as the one in the loop above */ - if ((j->short_description == i->short_description && j->name == i->name) || - (!strcmp(j->short_description, i->short_description) && !strcmp(j->name, i->name))) + if (obj_match_for_list(j, i)) if (CAN_SEE_OBJ(ch, j)) { ++num; /* If the original item can't be seen, switch it for this one */ @@ -208,9 +441,23 @@ static void list_obj_to_char(struct obj_data *list, struct char_data *ch, int mo (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_HOLYLIGHT)))) { if (mode == SHOW_OBJ_LONG) send_to_char(ch, "%s", CCGRN(ch, C_NRM)); - if (num != 1) - send_to_char(ch, "(%2i) ", num); - show_obj_to_char(display, ch, mode); + + if (GET_OBJ_TYPE(display) == ITEM_MONEY && mode == SHOW_OBJ_LONG && num > 1) { + const char *pile_desc = money_pile_desc(num); + char buf[MAX_STRING_LENGTH]; + + if (pile_desc) { + snprintf(buf, sizeof(buf), "%s are lying here.", pile_desc); + buf[0] = UPPER(buf[0]); + send_to_char(ch, "%s", buf); + } else { + show_obj_to_char(display, ch, mode); + } + } else { + if (num != 1) + send_to_char(ch, "(%2i) ", num); + show_obj_to_char(display, ch, mode); + } send_to_char(ch, "%s", CCNRM(ch, C_NRM)); found = TRUE; } @@ -277,7 +524,7 @@ static void look_at_char(struct char_data *i, struct char_data *ch) show_obj_to_char(GET_EQ(i, j), ch, SHOW_OBJ_SHORT); } } - if (ch != i && (IS_THIEF(ch) || GET_LEVEL(ch) >= LVL_IMMORT)) { + if (ch != i && (IS_ROGUE(ch) || GET_LEVEL(ch) >= LVL_IMMORT)) { act("\r\nYou attempt to peek at $s inventory:", FALSE, i, 0, ch, TO_VICT); list_obj_to_char(i->carrying, ch, SHOW_OBJ_SHORT, TRUE); } @@ -320,6 +567,7 @@ static void list_one_char(struct char_data *i, struct char_data *ch) CCNRM(ch, C_NRM)); } + /* NPCs with a full long description at default position: print that and bail. */ if (IS_NPC(i) && i->player.long_descr && GET_POS(i) == GET_DEFAULT_POS(i)) { if (AFF_FLAGGED(i, AFF_INVISIBLE)) send_to_char(ch, "*"); @@ -330,6 +578,7 @@ static void list_one_char(struct char_data *i, struct char_data *ch) else if (IS_GOOD(i)) send_to_char(ch, "(Blue Aura) "); } + send_to_char(ch, "%s", i->player.long_descr); if (AFF_FLAGGED(i, AFF_SANCTUARY)) @@ -340,10 +589,16 @@ static void list_one_char(struct char_data *i, struct char_data *ch) return; } - if (IS_NPC(i)) - send_to_char(ch, "%c%s", UPPER(*i->player.short_descr), i->player.short_descr + 1); - else - send_to_char(ch, "%s%s%s", i->player.name, *GET_TITLE(i) ? " " : "", GET_TITLE(i)); + /* Otherwise, use short description (PC or NPC) if present, else name. */ + { + const char *sdesc = get_char_sdesc(i); + if (sdesc && *sdesc) { + /* Capitalize first letter for room list */ + send_to_char(ch, "%c%s", UPPER(*sdesc), sdesc + 1); + } else { + send_to_char(ch, "Someone"); + } + } if (AFF_FLAGGED(i, AFF_INVISIBLE)) send_to_char(ch, " (invisible)"); @@ -388,6 +643,7 @@ static void list_one_char(struct char_data *i, struct char_data *ch) else if (IS_GOOD(i)) send_to_char(ch, " (Blue Aura)"); } + send_to_char(ch, "\r\n"); if (AFF_FLAGGED(i, AFF_SANCTUARY)) @@ -495,7 +751,7 @@ void look_at_room(struct char_data *ch, int ignore_brief) if (!ch->desc) return; - if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)){ + if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)) { send_to_char(ch, "It is pitch black...\r\n"); return; } @@ -510,7 +766,12 @@ void look_at_room(struct char_data *ch, int ignore_brief) sprintbitarray(ROOM_FLAGS(IN_ROOM(ch)), room_bits, RF_ARRAY_MAX, buf); send_to_char(ch, "[%5d] ", GET_ROOM_VNUM(IN_ROOM(ch))); - send_to_char(ch, "%s[ %s][ %s ]", world[IN_ROOM(ch)].name, buf, sector_types[world[IN_ROOM(ch)].sector_type]); + send_to_char(ch, "%s[ %s][ %s ]", + world[IN_ROOM(ch)].name, + buf, + sector_types[world[IN_ROOM(ch)].sector_type]); + + /* Do NOT append [Quit] here; QUITSAFE already shows in the flags list */ if (SCRIPT(rm)) { send_to_char(ch, "[T"); @@ -519,27 +780,31 @@ void look_at_room(struct char_data *ch, int ignore_brief) send_to_char(ch, "]"); } } - else - send_to_char(ch, "%s", world[IN_ROOM(ch)].name); + else { + /* For normal players (no PRF_SHOWVNUMS), append [Quit] to the title line */ + send_to_char(ch, "%s%s", + world[IN_ROOM(ch)].name, + ROOM_FLAGGED(IN_ROOM(ch), ROOM_QUIT) ? " [Quit]" : ""); + } send_to_char(ch, "%s\r\n", CCNRM(ch, C_NRM)); if ((!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_BRIEF)) || ignore_brief || - ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH)) { + ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH)) { if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOMAP) && can_see_map(ch)) str_and_map(world[target_room].description, ch, target_room); else - send_to_char(ch, "%s", world[IN_ROOM(ch)].description); + send_to_char(ch, "%s", world[IN_ROOM(ch)].description); } - - /*autoexits */ + /* autoexits */ if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOEXIT)) do_auto_exits(ch); - /*now list characters &objects */ + /* now list characters & objects */ list_obj_to_char(world[IN_ROOM(ch)].contents, ch, SHOW_OBJ_LONG, FALSE); list_char_to_char(world[IN_ROOM(ch)].people, ch); + perform_scan_sweep(ch); } static void look_in_direction(struct char_data *ch, int dir) @@ -570,15 +835,50 @@ static void look_in_obj(struct char_data *ch, char *arg) FIND_OBJ_EQUIP, ch, &dummy, &obj))) { send_to_char(ch, "There doesn't seem to be %s %s here.\r\n", AN(arg), arg); } else if ((GET_OBJ_TYPE(obj) != ITEM_DRINKCON) && - (GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN) && - (GET_OBJ_TYPE(obj) != ITEM_CONTAINER)) + (GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN) && + !obj_is_storage(obj)) { send_to_char(ch, "There's nothing inside that!\r\n"); - else { - if (GET_OBJ_TYPE(obj) == ITEM_CONTAINER) { - if (OBJVAL_FLAGGED(obj, CONT_CLOSED) && (GET_LEVEL(ch) < LVL_IMMORT || !PRF_FLAGGED(ch, PRF_NOHASSLE))) + } else { + /* Storage-like objects: containers + storage-capable worn items */ + if (obj_is_storage(obj) && GET_OBJ_TYPE(obj) != ITEM_DRINKCON && GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN) { + if (obj_storage_is_closed(obj) && + (GET_LEVEL(ch) < LVL_IMMORT || !PRF_FLAGGED(ch, PRF_NOHASSLE))) send_to_char(ch, "It is closed.\r\n"); else { - send_to_char(ch, "%s", fname(obj->name)); + /* Choose a label for the container: + * - For corpses (GET_OBJ_VAL(obj,3) == 1), use the short_description, + * e.g. "the corpse of the tall, muscular man" + * - Otherwise, fall back to the first keyword (fname(obj->name)) + */ + const char *label; + const char *sd; + + /* Containers: keep corpse behavior exactly as-is */ + if (GET_OBJ_TYPE(obj) == ITEM_CONTAINER && + GET_OBJ_VAL(obj, 3) == 1 && + obj->short_description && *obj->short_description) { + label = obj->short_description; + } + /* WORN storage: use short_description, strip leading article */ + else if (GET_OBJ_TYPE(obj) == ITEM_WORN && + obj->short_description && *obj->short_description) { + + sd = obj->short_description; + + if (!strn_cmp(sd, "a ", 2)) + label = sd + 2; + else if (!strn_cmp(sd, "an ", 3)) + label = sd + 3; + else + label = sd; + } + /* Fallback */ + else { + label = fname(obj->name); + } + + send_to_char(ch, "%s", label); + switch (bits) { case FIND_OBJ_INV: send_to_char(ch, " (carried): \r\n"); @@ -701,7 +1001,7 @@ static void look_at_target(struct char_data *ch, char *arg) /* If an object was found back in generic_find */ if (bits) { if (!found) - show_obj_to_char(found_obj, ch, SHOW_OBJ_ACTION); + show_obj_to_char(found_obj, ch, SHOW_OBJ_MAIN); else { show_obj_modifiers(found_obj, ch); send_to_char(ch, "\r\n"); @@ -710,6 +1010,43 @@ static void look_at_target(struct char_data *ch, char *arg) send_to_char(ch, "You do not see that here.\r\n"); } +static void look_at_tables(struct char_data *ch) +{ + struct obj_data *obj; + int count = 0; + int allowed_positions = 0; + + if (!ch->desc) + return; + + for (obj = world[IN_ROOM(ch)].contents; obj; obj = obj->next_content) { + if (GET_OBJ_TYPE(obj) != ITEM_FURNITURE) + continue; + if (GET_OBJ_VAL(obj, VAL_FURN_CAPACITY) <= 0) + continue; + if (!CAN_SEE_OBJ(ch, obj)) + continue; + allowed_positions = GET_OBJ_VAL(obj, VAL_FURN_POSITIONS); + if (allowed_positions > 0 && !(allowed_positions & (1 << 1))) + continue; + + if (count == 0) + send_to_char(ch, "You look around the room and see:\r\n\r\n"); + + count++; + + char label[MAX_INPUT_LENGTH]; + const char *sdesc = obj->short_description ? obj->short_description : "a table"; + snprintf(label, sizeof(label), "%d) %s", count, sdesc); + show_table_status(ch, obj, label, FALSE); + } + + if (!count) + send_to_char(ch, "You don't see any tables here.\r\n"); + else + send_to_char(ch, "\r\nUse 'sit at <number>' to move to one of them.\r\n"); +} + ACMD(do_look) { int look_type; @@ -759,7 +1096,9 @@ ACMD(do_look) } if (!found) send_to_char(ch, "You couldn't find anything noticeable.\r\n"); - } else + } else if (!str_cmp(arg, "tables")) + look_at_tables(ch); + else look_at_target(ch, strcpy(tempsave, arg)); } } @@ -793,22 +1132,62 @@ ACMD(do_examine) } } -ACMD(do_gold) +ACMD(do_coins) { - if (GET_GOLD(ch) == 0) + if (GET_COINS(ch) == 0) send_to_char(ch, "You're broke!\r\n"); - else if (GET_GOLD(ch) == 1) - send_to_char(ch, "You have one miserable little gold coin.\r\n"); + else if (GET_COINS(ch) == 1) + send_to_char(ch, "You have one miserable little coin.\r\n"); else - send_to_char(ch, "You have %d gold coins.\r\n", GET_GOLD(ch)); + send_to_char(ch, "You have %d coins.\r\n", GET_COINS(ch)); } ACMD(do_score) { struct time_info_data playing_time; + struct ac_breakdown acb; + bool ismob = IS_NPC(ch); - if (IS_NPC(ch)) - return; + compute_ac_breakdown(ch, &acb); + + send_to_char(ch, + "\r\n" + "====================[ Score ]====================\r\n"); + + send_to_char(ch, + "HP: %d/%d Mana: %d/%d Move: %d/%d\r\n", + GET_HIT(ch), GET_MAX_HIT(ch), + GET_MANA(ch), GET_MAX_MANA(ch), + GET_MOVE(ch), GET_MAX_MOVE(ch)); + + /* Abilities and 5e modifiers */ + send_to_char(ch, + "STR %2d (%+d) DEX %2d (%+d) CON %2d (%+d)\r\n" + "INT %2d (%+d) WIS %2d (%+d) CHA %2d (%+d)\r\n", + GET_STR(ch), GET_ABILITY_MOD(GET_STR(ch)), + GET_DEX(ch), GET_ABILITY_MOD(GET_DEX(ch)), + GET_CON(ch), GET_ABILITY_MOD(GET_CON(ch)), + GET_INT(ch), GET_ABILITY_MOD(GET_INT(ch)), + GET_WIS(ch), GET_ABILITY_MOD(GET_WIS(ch)), + GET_CHA(ch), GET_ABILITY_MOD(GET_CHA(ch))); + + /* Ascending AC breakdown */ + send_to_char(ch, + "\r\n" + "Armor Class (ascending): %d\r\n" + " base: %d, armor: %d, armor magic: +%d, DEX (cap %d): %+d,\r\n" + " situational: %+d, bulk score: %d\r\n", + acb.total, + acb.base, + acb.armor_piece_sum, + acb.armor_magic_sum, + acb.dex_cap, + acb.dex_mod_applied, + acb.situational, + acb.total_bulk); + + send_to_char(ch, "Stealth Disadvantage: %s\r\n", + has_stealth_disadv(ch) ? "Yes" : "No"); send_to_char(ch, "You are %d years old.", GET_AGE(ch)); @@ -817,45 +1196,32 @@ ACMD(do_score) else send_to_char(ch, "\r\n"); - send_to_char(ch, "You have %d(%d) hit, %d(%d) mana and %d(%d) movement points.\r\n", - GET_HIT(ch), GET_MAX_HIT(ch), GET_MANA(ch), GET_MAX_MANA(ch), - GET_MOVE(ch), GET_MAX_MOVE(ch)); + /* Only players have quest data */ + if (!ismob) { + send_to_char(ch, "You have %d questpoints.\r\n", GET_QUESTPOINTS(ch)); - send_to_char(ch, "Your armor class is %d/10, and your alignment is %d.\r\n", - compute_armor_class(ch), GET_ALIGNMENT(ch)); - - send_to_char(ch, "You have %d exp, %d gold coins, and %d questpoints.\r\n", - GET_EXP(ch), GET_GOLD(ch), GET_QUESTPOINTS(ch)); - - if (GET_LEVEL(ch) < LVL_IMMORT) - send_to_char(ch, "You need %d exp to reach your next level.\r\n", - level_exp(GET_CLASS(ch), GET_LEVEL(ch) + 1) - GET_EXP(ch)); - - send_to_char(ch, "You have earned %d quest points.\r\n", GET_QUESTPOINTS(ch)); - send_to_char(ch, "You have completed %d quest%s, ", - GET_NUM_QUESTS(ch), - GET_NUM_QUESTS(ch) == 1 ? "" : "s"); - if (GET_QUEST(ch) == NOTHING) - send_to_char(ch, "and you are not on a quest at the moment.\r\n"); - else - { - send_to_char(ch, "and your current quest is: %s", QST_NAME(real_quest(GET_QUEST(ch)))); - - if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS)) + if (GET_QUEST(ch) == NOTHING) + send_to_char(ch, "You are not on a quest at the moment.\r\n"); + else { + send_to_char(ch, "Your current quest is: %s", + QST_NAME(real_quest(GET_QUEST(ch)))); + if (PRF_FLAGGED(ch, PRF_SHOWVNUMS)) send_to_char(ch, " [%d]\r\n", GET_QUEST(ch)); - else + else send_to_char(ch, "\r\n"); + } } - playing_time = *real_time_passed((time(0) - ch->player.time.logon) + - ch->player.time.played, 0); - send_to_char(ch, "You have been playing for %d day%s and %d hour%s.\r\n", - playing_time.day, playing_time.day == 1 ? "" : "s", - playing_time.hours, playing_time.hours == 1 ? "" : "s"); - - send_to_char(ch, "This ranks you as %s %s (level %d).\r\n", - GET_NAME(ch), GET_TITLE(ch), GET_LEVEL(ch)); + /* Only players have valid playtime data */ + if (!ismob) { + playing_time = *real_time_passed((time(0) - ch->player.time.logon) + + ch->player.time.played, 0); + send_to_char(ch, "You have been playing for %d day%s and %d hour%s.\r\n", + playing_time.day, playing_time.day == 1 ? "" : "s", + playing_time.hours, playing_time.hours == 1 ? "" : "s"); + } + /* Position */ switch (GET_POS(ch)) { case POS_DEAD: send_to_char(ch, "You are DEAD!\r\n"); @@ -884,7 +1250,8 @@ ACMD(do_score) } break; case POS_FIGHTING: - send_to_char(ch, "You are fighting %s.\r\n", FIGHTING(ch) ? PERS(FIGHTING(ch), ch) : "thin air"); + send_to_char(ch, "You are fighting %s.\r\n", + FIGHTING(ch) ? PERS(FIGHTING(ch), ch) : "thin air"); break; case POS_STANDING: send_to_char(ch, "You are standing.\r\n"); @@ -894,6 +1261,7 @@ ACMD(do_score) break; } + /* Conditions and effects */ if (GET_COND(ch, DRUNK) > 10) send_to_char(ch, "You are intoxicated.\r\n"); @@ -927,29 +1295,33 @@ ACMD(do_score) if (AFF_FLAGGED(ch, AFF_INFRAVISION)) send_to_char(ch, "Your eyes are glowing red.\r\n"); - if (PRF_FLAGGED(ch, PRF_SUMMONABLE)) + if (!ismob && PRF_FLAGGED(ch, PRF_SUMMONABLE)) send_to_char(ch, "You are summonable by other players.\r\n"); - if (GET_LEVEL(ch) >= LVL_IMMORT) { + if (!ismob && GET_LEVEL(ch) >= LVL_IMMORT) { if (POOFIN(ch)) send_to_char(ch, "%sPOOFIN: %s%s %s%s\r\n", QYEL, QCYN, GET_NAME(ch), POOFIN(ch), QNRM); else - send_to_char(ch, "%sPOOFIN: %s%s appears with an ear-splitting bang.%s\r\n", QYEL, QCYN, GET_NAME(ch), QNRM); + send_to_char(ch, "%sPOOFIN: %s%s appears with an ear-splitting bang.%s\r\n", + QYEL, QCYN, GET_NAME(ch), QNRM); if (POOFOUT(ch)) send_to_char(ch, "%sPOOFOUT: %s%s %s%s\r\n", QYEL, QCYN, GET_NAME(ch), POOFOUT(ch), QNRM); else - send_to_char(ch, "%sPOOFOUT: %s%s disappears in a puff of smoke.%s\r\n", QYEL, QCYN, GET_NAME(ch), QNRM); + send_to_char(ch, "%sPOOFOUT: %s%s disappears in a puff of smoke.%s\r\n", + QYEL, QCYN, GET_NAME(ch), QNRM); - send_to_char(ch, "Your current zone: %s%d%s\r\n", CCCYN(ch, C_NRM), GET_OLC_ZONE(ch), - CCNRM(ch, C_NRM)); + send_to_char(ch, "Your current zone: %s%d%s\r\n", + CCCYN(ch, C_NRM), GET_OLC_ZONE(ch), CCNRM(ch, C_NRM)); } } ACMD(do_inventory) { send_to_char(ch, "You are carrying:\r\n"); + inventory_coin_counts = TRUE; list_obj_to_char(ch->carrying, ch, SHOW_OBJ_SHORT, TRUE); + inventory_coin_counts = FALSE; } ACMD(do_equipment) @@ -1132,7 +1504,7 @@ ACMD(do_who) int i, num_can_see = 0; char name_search[MAX_INPUT_LENGTH], buf[MAX_INPUT_LENGTH]; char mode; - int low = 0, high = LVL_IMPL, localwho = 0, questwho = 0; + int low = 0, high = LVL_IMPL + 1, localwho = 0, questwho = 0; int showclass = 0, short_list = 0, outlaws = 0; int who_room = 0, showgroup = 0, showleader = 0; @@ -1140,10 +1512,10 @@ ACMD(do_who) char *disp; int min_level; int max_level; - int count; /* must always start as 0 */ + int count; } rank[] = { - { "Immortals\r\n---------\r\n", LVL_IMMORT, LVL_IMPL, 0}, - { "Mortals\r\n-------\r\n", 1, LVL_IMMORT - 1, 0 }, + { "Immortals\r\n---------\r\n", LVL_IMMORT, LVL_IMPL, 0 }, /* 2–5 */ + { "Mortals\r\n-------\r\n", 1, LVL_IMMORT - 1, 0 }, /* 1 */ { "\n", 0, 0, 0 } }; @@ -1213,8 +1585,7 @@ ACMD(do_who) continue; if (CAN_SEE(ch, tch) && IS_PLAYING(d)) { - if (*name_search && str_cmp(GET_NAME(tch), name_search) && - !strstr(GET_TITLE(tch), name_search)) + if (*name_search && str_cmp(GET_NAME(tch), name_search)) continue; if (!CAN_SEE(ch, tch) || GET_LEVEL(tch) < low || GET_LEVEL(tch) > high) continue; @@ -1253,12 +1624,14 @@ ACMD(do_who) else if (!(tch = d->character)) continue; + log("WHO: tch=%s lvl=%d checking rank[%d]: min=%d max=%d", + GET_NAME(tch), GET_LEVEL(tch), i, rank[i].min_level, rank[i].max_level); + if ((GET_LEVEL(tch) < rank[i].min_level || GET_LEVEL(tch) > rank[i].max_level) && !short_list) continue; if (!IS_PLAYING(d)) continue; - if (*name_search && str_cmp(GET_NAME(tch), name_search) && - !strstr(GET_TITLE(tch), name_search)) + if (*name_search && str_cmp(GET_NAME(tch), name_search)) continue; if (!CAN_SEE(ch, tch) || GET_LEVEL(tch) < low || GET_LEVEL(tch) > high) continue; @@ -1284,11 +1657,10 @@ ACMD(do_who) CCNRM(ch, C_SPR), ((!(++num_can_see % 4)) ? "\r\n" : "")); } else { num_can_see++; - send_to_char(ch, "%s[%2d %s] %s%s%s%s", + send_to_char(ch, "%s[%2d %s] %s%s", (GET_LEVEL(tch) >= LVL_IMMORT ? CCYEL(ch, C_SPR) : ""), GET_LEVEL(tch), CLASS_ABBR(tch), - GET_NAME(tch), (*GET_TITLE(tch) ? " " : ""), GET_TITLE(tch), - CCNRM(ch, C_SPR)); + GET_NAME(tch), CCNRM(ch, C_SPR)); if (GET_INVIS_LEV(tch)) send_to_char(ch, " (i%d)", GET_INVIS_LEV(tch)); @@ -1331,14 +1703,10 @@ ACMD(do_who) send_to_char(ch, " (Buildwalking)"); if (PRF_FLAGGED(tch, PRF_AFK)) send_to_char(ch, " (AFK)"); - if (PRF_FLAGGED(tch, PRF_NOGOSS)) - send_to_char(ch, " (nogos)"); if (PRF_FLAGGED(tch, PRF_NOWIZ)) send_to_char(ch, " (nowiz)"); if (PRF_FLAGGED(tch, PRF_NOSHOUT)) send_to_char(ch, " (noshout)"); - if (PRF_FLAGGED(tch, PRF_NOTELL)) - send_to_char(ch, " (notell)"); if (PRF_FLAGGED(tch, PRF_QUEST)) send_to_char(ch, " (quest)"); if (PLR_FLAGGED(tch, PLR_THIEF)) @@ -1361,9 +1729,6 @@ ACMD(do_who) else send_to_char(ch, "%d characters displayed.\r\n", num_can_see); - if (IS_HAPPYHOUR > 0){ - send_to_char(ch, "It's a Happy Hour! Type \tRhappyhour\tW to see the current bonuses.\r\n"); - } } #define USERS_FORMAT \ @@ -1761,79 +2126,6 @@ ACMD(do_where) perform_mortal_where(ch, arg); } -ACMD(do_levels) -{ - char buf[MAX_STRING_LENGTH], arg[MAX_STRING_LENGTH]; - size_t len = 0, nlen; - int i, ret, min_lev=1, max_lev=LVL_IMMORT, val; - - if (IS_NPC(ch)) { - send_to_char(ch, "You ain't nothin' but a hound-dog.\r\n"); - return; - } - one_argument(argument, arg); - - if (*arg) { - if (isdigit(*arg)) { - ret = sscanf(arg, "%d-%d", &min_lev, &max_lev); - if (ret == 0) { - /* No valid args found */ - min_lev = 1; - max_lev = LVL_IMMORT; - } - else if (ret == 1) { - /* One arg = range is (num) either side of current level */ - val = min_lev; - max_lev = MIN(GET_LEVEL(ch) + val, LVL_IMMORT); - min_lev = MAX(GET_LEVEL(ch) - val, 1); - } - else if (ret == 2) { - /* Two args = min-max range limit - just do sanity checks */ - min_lev = MAX(min_lev, 1); - max_lev = MIN(max_lev + 1, LVL_IMMORT); - } - } - else - { - send_to_char(ch, "Usage: %slevels [<min>-<max> | <range>]%s\r\n\r\n", QYEL, QNRM); - send_to_char(ch, "Displays exp required for levels.\r\n"); - send_to_char(ch, "%slevels %s- shows all levels (1-%d)\r\n", QCYN, QNRM, (LVL_IMMORT-1)); - send_to_char(ch, "%slevels 5 %s- shows 5 levels either side of your current level\r\n", QCYN, QNRM); - send_to_char(ch, "%slevels 10-40 %s- shows level 10 to level 40\r\n",QCYN, QNRM); - return; - } - } - - for (i = min_lev; i < max_lev; i++) { - nlen = snprintf(buf + len, sizeof(buf) - len, "[%2d] %8d-%-8d : ", (int)i, - level_exp(GET_CLASS(ch), i), level_exp(GET_CLASS(ch), i + 1) - 1); - if (len + nlen >= sizeof(buf)) - break; - len += nlen; - - switch (GET_SEX(ch)) { - case SEX_MALE: - case SEX_NEUTRAL: - nlen = snprintf(buf + len, sizeof(buf) - len, "%s\r\n", title_male(GET_CLASS(ch), i)); - break; - case SEX_FEMALE: - nlen = snprintf(buf + len, sizeof(buf) - len, "%s\r\n", title_female(GET_CLASS(ch), i)); - break; - default: - nlen = snprintf(buf + len, sizeof(buf) - len, "Oh dear. You seem to be sexless.\r\n"); - break; - } - if (len + nlen >= sizeof(buf)) - break; - len += nlen; - } - - if (len < sizeof(buf) && max_lev == LVL_IMMORT) - snprintf(buf + len, sizeof(buf) - len, "[%2d] %8d : Immortality\r\n", - LVL_IMMORT, level_exp(GET_CLASS(ch), LVL_IMMORT)); - page_string(ch->desc, buf, TRUE); -} - ACMD(do_consider) { char buf[MAX_INPUT_LENGTH]; @@ -1925,21 +2217,9 @@ ACMD(do_toggle) {"compact", PRF_COMPACT, 0, "Compact mode off.\r\n", "Compact mode on.\r\n"}, - {"notell", PRF_NOTELL, 0, - "You can now hear tells.\r\n", - "You are now deaf to tells.\r\n"}, - {"noauction", PRF_NOAUCT, 0, - "You can now hear auctions.\r\n", - "You are now deaf to auctions.\r\n"}, {"noshout", PRF_NOSHOUT, 0, "You can now hear shouts.\r\n", "You are now deaf to shouts.\r\n"}, - {"nogossip", PRF_NOGOSS, 0, - "You can now hear gossip.\r\n", - "You are now deaf to gossip.\r\n"}, - {"nograts", PRF_NOGRATZ, 0, - "You can now hear gratz.\r\n", - "You are now deaf to gratz.\r\n"}, {"nowiz", PRF_NOWIZ, LVL_IMMORT, "You can now hear the Wiz-channel.\r\n", "You are now deaf to the Wiz-channel.\r\n"}, @@ -1976,15 +2256,9 @@ ACMD(do_toggle) {"autoloot", PRF_AUTOLOOT, 0, "Autoloot disabled.\r\n", "Autoloot enabled.\r\n"}, - {"autogold", PRF_AUTOGOLD, 0, - "Autogold disabled.\r\n", - "Autogold enabled.\r\n"}, {"autosplit", PRF_AUTOSPLIT, 0, "Autosplit disabled.\r\n", "Autosplit enabled.\r\n"}, - {"autosac", PRF_AUTOSAC, 0, - "Autosac disabled.\r\n", - "Autosac enabled.\r\n"}, {"autoassist", PRF_AUTOASSIST, 0, "Autoassist disabled.\r\n", "Autoassist enabled.\r\n"}, @@ -2071,22 +2345,15 @@ ACMD(do_toggle) " Quest: %-3s\r\n" " Mana Display: %-3s " - " NoTell: %-3s " " NoRepeat: %-3s\r\n" " AutoExits: %-3s " " NoShout: %-3s " " Wimpy: %-3s\r\n" - " NoGossip: %-3s " - " NoAuction: %-3s " - " NoGrats: %-3s\r\n" - " AutoLoot: %-3s " - " AutoGold: %-3s " " AutoSplit: %-3s\r\n" - " AutoSac: %-3s " " AutoAssist: %-3s " " AutoMap: %-3s\r\n" @@ -2107,22 +2374,15 @@ ACMD(do_toggle) ONOFF(PRF_FLAGGED(ch, PRF_QUEST)), ONOFF(PRF_FLAGGED(ch, PRF_DISPMANA)), - ONOFF(PRF_FLAGGED(ch, PRF_NOTELL)), ONOFF(PRF_FLAGGED(ch, PRF_NOREPEAT)), ONOFF(PRF_FLAGGED(ch, PRF_AUTOEXIT)), ONOFF(PRF_FLAGGED(ch, PRF_NOSHOUT)), buf2, - ONOFF(PRF_FLAGGED(ch, PRF_NOGOSS)), - ONOFF(PRF_FLAGGED(ch, PRF_NOAUCT)), - ONOFF(PRF_FLAGGED(ch, PRF_NOGRATZ)), - ONOFF(PRF_FLAGGED(ch, PRF_AUTOLOOT)), - ONOFF(PRF_FLAGGED(ch, PRF_AUTOGOLD)), ONOFF(PRF_FLAGGED(ch, PRF_AUTOSPLIT)), - ONOFF(PRF_FLAGGED(ch, PRF_AUTOSAC)), ONOFF(PRF_FLAGGED(ch, PRF_AUTOASSIST)), ONOFF(PRF_FLAGGED(ch, PRF_AUTOMAP)), @@ -2466,8 +2726,7 @@ ACMD(do_whois) /* We either have our victim from file or he's playing or function has returned. */ sprinttype(GET_SEX(victim), genders, buf, sizeof(buf)); - send_to_char(ch, "Name: %s %s\r\nSex: %s\r\n", GET_NAME(victim), - (victim->player.title ? victim->player.title : ""), buf); + send_to_char(ch, "Name: %s\r\nSex: %s\r\n", GET_NAME(victim), buf); sprinttype (victim->player.chclass, pc_class_types, buf, sizeof(buf)); send_to_char(ch, "Class: %s\r\n", buf); @@ -2635,101 +2894,3 @@ ACMD(do_areas) else page_string(ch->desc, buf, TRUE); } - -static void list_scanned_chars(struct char_data * list, struct char_data * ch, int -distance, int door) -{ - char buf[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH - 1]; - - const char *how_far[] = { - "close by", - "a ways off", - "far off to the" - }; - - struct char_data *i; - int count = 0; - *buf = '\0'; - -/* this loop is a quick, easy way to help make a grammatical sentence - (i.e., "You see x, x, y, and z." with commas, "and", etc.) */ - - for (i = list; i; i = i->next_in_room) - -/* put any other conditions for scanning someone in this if statement - - i.e., if (CAN_SEE(ch, i) && condition2 && condition3) or whatever */ - - if (CAN_SEE(ch, i)) - count++; - - if (!count) - return; - - for (i = list; i; i = i->next_in_room) { - -/* make sure to add changes to the if statement above to this one also, using - or's to join them.. i.e., - if (!CAN_SEE(ch, i) || !condition2 || !condition3) */ - - if (!CAN_SEE(ch, i)) - continue; - if (!*buf) - snprintf(buf, sizeof(buf), "You see %s", GET_NAME(i)); - else - strncat(buf, GET_NAME(i), sizeof(buf) - strlen(buf) - 1); - if (--count > 1) - strncat(buf, ", ", sizeof(buf) - strlen(buf) - 1); - else if (count == 1) - strncat(buf, " and ", sizeof(buf) - strlen(buf) - 1); - else { - snprintf(buf2, sizeof(buf2), " %s %s.\r\n", how_far[distance], dirs[door]); - strncat(buf, buf2, sizeof(buf) - strlen(buf) - 1); - } - - } - send_to_char(ch, "%s", buf); -} - -ACMD(do_scan) -{ - int door; - bool found=FALSE; - - int range; - int maxrange = 3; - - room_rnum scanned_room = IN_ROOM(ch); - - if (IS_AFFECTED(ch, AFF_BLIND)) { - send_to_char(ch, "You can't see a damned thing, you're blind!\r\n"); - return; - } - - for (door = 0; door < DIR_COUNT; door++) { - for (range = 1; range<= maxrange; range++) { - if (world[scanned_room].dir_option[door] && world[scanned_room].dir_option[door]->to_room != NOWHERE && - !IS_SET(world[scanned_room].dir_option[door]->exit_info, EX_CLOSED) && - !IS_SET(world[scanned_room].dir_option[door]->exit_info, EX_HIDDEN)) { - scanned_room = world[scanned_room].dir_option[door]->to_room; - if (IS_DARK(scanned_room) && !CAN_SEE_IN_DARK(ch)) { - if (world[scanned_room].people) - send_to_char(ch, "%s: It's too dark to see, but you can hear shuffling.\r\n", dirs[door]); - else - send_to_char(ch, "%s: It is too dark to see anything.\r\n", dirs[door]); - found=TRUE; - } else { - if (world[scanned_room].people) { - list_scanned_chars(world[scanned_room].people, ch, range - 1, door); - found=TRUE; - } - } - } // end of if - else - break; - } // end of range - scanned_room = IN_ROOM(ch); - } // end of directions - if (!found) { - send_to_char(ch, "You don't see anything nearby!\r\n"); - } -} // end of do_scan diff --git a/src/act.item.c b/src/act.item.c index 3a34604..88a8742 100644 --- a/src/act.item.c +++ b/src/act.item.c @@ -28,6 +28,7 @@ /* do_get utility functions */ static int can_take_obj(struct char_data *ch, struct obj_data *obj); static void get_check_money(struct char_data *ch, struct obj_data *obj); +static bool merge_money_pile(struct char_data *ch, struct obj_data *obj); static void get_from_container(struct char_data *ch, struct obj_data *cont, char *arg, int mode, int amount); static void get_from_room(struct char_data *ch, char *arg, int amount); static void perform_get_from_container(struct char_data *ch, struct obj_data *obj, struct obj_data *cont, int mode); @@ -35,10 +36,10 @@ static int perform_get_from_room(struct char_data *ch, struct obj_data *obj); /* do_give utility functions */ static struct char_data *give_find_vict(struct char_data *ch, char *arg); static void perform_give(struct char_data *ch, struct char_data *vict, struct obj_data *obj); -static void perform_give_gold(struct char_data *ch, struct char_data *vict, int amount); +static void perform_give_coins(struct char_data *ch, struct char_data *vict, int amount); /* do_drop utility functions */ static int perform_drop(struct char_data *ch, struct obj_data *obj, byte mode, const char *sname, room_rnum RDR); -static void perform_drop_gold(struct char_data *ch, int amount, byte mode, room_rnum RDR); +static void perform_drop_coins(struct char_data *ch, int amount, byte mode, room_rnum RDR); /* do_put utility functions */ static void perform_put(struct char_data *ch, struct obj_data *obj, struct obj_data *cont); /* do_remove utility functions */ @@ -47,12 +48,10 @@ static void perform_remove(struct char_data *ch, int pos); static void perform_wear(struct char_data *ch, struct obj_data *obj, int where); static void wear_message(struct char_data *ch, struct obj_data *obj, int where); - - - static void perform_put(struct char_data *ch, struct obj_data *obj, struct obj_data *cont) { long object_id = obj_script_id(obj); + int cap = 0; if (!drop_otrigger(obj, ch)) return; @@ -60,18 +59,42 @@ static void perform_put(struct char_data *ch, struct obj_data *obj, struct obj_d if (!has_obj_by_uid_in_lookup_table(object_id)) /* object might be extracted by drop_otrigger */ return; - if ((GET_OBJ_VAL(cont, 0) > 0) && - (GET_OBJ_WEIGHT(cont) + GET_OBJ_WEIGHT(obj) > GET_OBJ_VAL(cont, 0))) + /* --- Storage target validation (containers + storage WORN) --- */ + if (!obj_is_storage(cont)) { + act("$P is not a container.", FALSE, ch, obj, cont, TO_CHAR); + return; + } + + /* Prevent putting items into closed storage (matches container UX). */ + if (obj_storage_is_closed(cont) && + (GET_LEVEL(ch) < LVL_IMMORT || !PRF_FLAGGED(ch, PRF_NOHASSLE))) { + act("$P seems to be closed.", FALSE, ch, obj, cont, TO_CHAR); + return; + } + + /* Capacity: containers use value[0]; worn storage uses WORN_CAPACITY. */ + if (GET_OBJ_TYPE(cont) == ITEM_WORN) + cap = GET_OBJ_VAL(cont, WORN_CAPACITY); + else + cap = GET_OBJ_VAL(cont, 0); + + if ((cap > 0) && (GET_OBJ_WEIGHT(cont) + GET_OBJ_WEIGHT(obj) > cap)) act("$p won't fit in $P.", FALSE, ch, obj, cont, TO_CHAR); else if (OBJ_FLAGGED(obj, ITEM_NODROP) && IN_ROOM(cont) != NOWHERE) act("You can't get $p out of your hand.", FALSE, ch, obj, NULL, TO_CHAR); else { - obj_from_char(obj); + if (obj->carried_by) + obj_from_char(obj); + else if (obj->in_obj) + obj_from_obj(obj); + else if (IN_ROOM(obj) != NOWHERE) + obj_from_room(obj); + obj_to_obj(obj, cont); act("$n puts $p in $P.", TRUE, ch, obj, cont, TO_ROOM); - /* Yes, I realize this is strange until we have auto-equip on rent. -gg */ + /* Yes, I realize this is strange until we have auto-equip on load. -gg */ if (OBJ_FLAGGED(obj, ITEM_NODROP) && !OBJ_FLAGGED(cont, ITEM_NODROP)) { SET_BIT_AR(GET_OBJ_EXTRA(cont), ITEM_NODROP); act("You get a strange feeling as you put $p in $P.", FALSE, @@ -81,12 +104,37 @@ static void perform_put(struct char_data *ch, struct obj_data *obj, struct obj_d } } +/* Put an item on furniture (like a table, bar, etc.) */ +static void perform_put_on_furniture(struct char_data *ch, struct obj_data *obj, struct obj_data *furniture) +{ + long object_id = obj_script_id(obj); + + if (!drop_otrigger(obj, ch)) + return; + + if (!has_obj_by_uid_in_lookup_table(object_id)) /* object might be extracted by drop_otrigger */ + return; + + if (OBJ_FLAGGED(obj, ITEM_NODROP) && IN_ROOM(furniture) != NOWHERE) + act("You can't get $p out of your hand.", FALSE, ch, obj, NULL, TO_CHAR); + else { + obj_from_char(obj); + obj_to_obj(obj, furniture); + + act("$n puts $p on $P.", TRUE, ch, obj, furniture, TO_ROOM); + act("You put $p on $P.", FALSE, ch, obj, furniture, TO_CHAR); + } +} + /* The following put modes are supported: 1) put <object> <container> 2) put all.<object> <container> 3) put all <container> - The <container> must be in inventory or on ground. All objects to be put - into container must be in inventory. */ + 4) put <object> on <furniture> + 5) put all.<object> on <furniture> + 6) put all on <furniture> + The <container> or <furniture> must be in inventory, worn/equipped, or on ground. + All objects to be put into container or on furniture must be in inventory. */ ACMD(do_put) { char arg1[MAX_INPUT_LENGTH]; @@ -95,6 +143,7 @@ ACMD(do_put) struct obj_data *obj, *next_obj, *cont; struct char_data *tmp_char; int obj_dotmode, cont_dotmode, found = 0, howmany = 1; + int amount_specified = 0; char *theobj, *thecont; one_argument(two_arguments(argument, arg1, arg2), arg3); /* three_arguments */ @@ -103,6 +152,7 @@ ACMD(do_put) howmany = atoi(arg1); theobj = arg2; thecont = arg3; + amount_specified = 1; } else { theobj = arg1; thecont = arg2; @@ -117,51 +167,104 @@ ACMD(do_put) else if (!*thecont) { send_to_char(ch, "What do you want to put %s in?\r\n", obj_dotmode == FIND_INDIV ? "it" : "them"); } else { - generic_find(thecont, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &tmp_char, &cont); + generic_find(thecont, FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_OBJ_EQUIP, ch, &tmp_char, &cont); if (!cont) send_to_char(ch, "You don't see %s %s here.\r\n", AN(thecont), thecont); - else if (GET_OBJ_TYPE(cont) != ITEM_CONTAINER) - act("$p is not a container.", FALSE, ch, cont, 0, TO_CHAR); - else if (OBJVAL_FLAGGED(cont, CONT_CLOSED) && (GET_LEVEL(ch) < LVL_IMMORT || !PRF_FLAGGED(ch, PRF_NOHASSLE))) - send_to_char(ch, "You'd better open it first!\r\n"); - else { - if (obj_dotmode == FIND_INDIV) { /* put <obj> <container> */ - if (!(obj = get_obj_in_list_vis(ch, theobj, NULL, ch->carrying))) - send_to_char(ch, "You aren't carrying %s %s.\r\n", AN(theobj), theobj); - else if (obj == cont && howmany == 1) - send_to_char(ch, "You attempt to fold it into itself, but fail.\r\n"); - else { - while (obj && howmany) { - next_obj = obj->next_content; + else if (obj_is_storage(cont)) { + /* Handle container-like logic (containers + storage WORN) */ + if (obj_storage_is_closed(cont) && + (GET_LEVEL(ch) < LVL_IMMORT || !PRF_FLAGGED(ch, PRF_NOHASSLE))) { + send_to_char(ch, "You'd better open it first!\r\n"); + } else { + if (obj_dotmode == FIND_INDIV) { /* put <obj> <container> */ + if (!(obj = get_obj_in_list_vis(ch, theobj, NULL, ch->carrying))) + send_to_char(ch, "You aren't carrying %s %s.\r\n", AN(theobj), theobj); + else if (obj == cont && howmany == 1) + send_to_char(ch, "You attempt to fold it into itself, but fail.\r\n"); + else { + if (amount_specified && GET_OBJ_TYPE(obj) == ITEM_MONEY && howmany > 0) { + int pile = GET_OBJ_VAL(obj, 0); + if (howmany < pile) { + struct obj_data *split = create_money(howmany); + if (!split) { + send_to_char(ch, "You fumble the coins.\r\n"); + return; + } + GET_OBJ_VAL(obj, 0) = pile - howmany; + update_money_obj(obj); + GET_COINS(ch) = MAX(0, GET_COINS(ch) - howmany); + obj = split; + howmany = 1; + } else { + howmany = 1; + } + } + while (obj && howmany) { + next_obj = obj->next_content; + if (obj != cont) { + howmany--; + perform_put(ch, obj, cont); /* must be updated to accept storage WORN */ + } + obj = get_obj_in_list_vis(ch, theobj, NULL, next_obj); + } + } + } else { + for (obj = ch->carrying; obj; obj = next_obj) { + next_obj = obj->next_content; + if (obj != cont && CAN_SEE_OBJ(ch, obj) && + (obj_dotmode == FIND_ALL || isname(theobj, obj->name))) { + found = 1; + perform_put(ch, obj, cont); /* must be updated to accept storage WORN */ + } + } + if (!found) + send_to_char(ch, "You don't seem to have %s %s.\r\n", + obj_dotmode == FIND_ALL ? "any" : "any", + obj_dotmode == FIND_ALL ? "items" : theobj); + } + } + } else if (GET_OBJ_TYPE(cont) == ITEM_FURNITURE) { + /* Handle furniture logic - put items ON furniture */ + if (obj_dotmode == FIND_INDIV) { /* put <obj> on <furniture> */ + if (!(obj = get_obj_in_list_vis(ch, theobj, NULL, ch->carrying))) + send_to_char(ch, "You aren't carrying %s %s.\r\n", AN(theobj), theobj); + else if (obj == cont && howmany == 1) + send_to_char(ch, "You can't put something on itself.\r\n"); + else { + while (obj && howmany) { + next_obj = obj->next_content; if (obj != cont) { howmany--; - perform_put(ch, obj, cont); + perform_put_on_furniture(ch, obj, cont); } - obj = get_obj_in_list_vis(ch, theobj, NULL, next_obj); - } - } + obj = get_obj_in_list_vis(ch, theobj, NULL, next_obj); + } + } } else { - for (obj = ch->carrying; obj; obj = next_obj) { - next_obj = obj->next_content; - if (obj != cont && CAN_SEE_OBJ(ch, obj) && - (obj_dotmode == FIND_ALL || isname(theobj, obj->name))) { - found = 1; - perform_put(ch, obj, cont); - } - } - if (!found) { - if (obj_dotmode == FIND_ALL) - send_to_char(ch, "You don't seem to have anything to put in it.\r\n"); - else - send_to_char(ch, "You don't seem to have any %ss.\r\n", theobj); - } + for (obj = ch->carrying; obj; obj = next_obj) { + next_obj = obj->next_content; + if (obj != cont && CAN_SEE_OBJ(ch, obj) && + (obj_dotmode == FIND_ALL || isname(theobj, obj->name))) { + found = 1; + perform_put_on_furniture(ch, obj, cont); + } + } + if (!found) + send_to_char(ch, "You don't seem to have %s %s.\r\n", + obj_dotmode == FIND_ALL ? "any" : "any", + obj_dotmode == FIND_ALL ? "items" : theobj); } + } else { + act("$p is not a container or furniture.", FALSE, ch, cont, 0, TO_CHAR); } } } static int can_take_obj(struct char_data *ch, struct obj_data *obj) { +if (GET_OBJ_TYPE(obj) == ITEM_MONEY) + update_money_obj(obj); + if (!(CAN_WEAR(obj, ITEM_WEAR_TAKE))) { act("$p: you can't take that!", FALSE, ch, obj, 0, TO_CHAR); return (0); @@ -187,19 +290,38 @@ if (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE)) { static void get_check_money(struct char_data *ch, struct obj_data *obj) { - int value = GET_OBJ_VAL(obj, 0); - - if (GET_OBJ_TYPE(obj) != ITEM_MONEY || value <= 0) + if (GET_OBJ_TYPE(obj) != ITEM_MONEY) return; + update_money_obj(obj); +} + +static bool merge_money_pile(struct char_data *ch, struct obj_data *obj) +{ + struct obj_data *target; + int coins; + + if (!ch || !obj || GET_OBJ_TYPE(obj) != ITEM_MONEY) + return FALSE; + + for (target = ch->carrying; target; target = target->next_content) { + if (target != obj && GET_OBJ_TYPE(target) == ITEM_MONEY) + break; + } + + if (!target) + return FALSE; + + coins = MAX(0, GET_OBJ_VAL(obj, 0)); + if (coins <= 0) + return FALSE; + + GET_OBJ_VAL(target, 0) += coins; + update_money_obj(target); + GET_COINS(ch) = MIN(MAX_COINS, GET_COINS(ch) + coins); extract_obj(obj); - increase_gold(ch, value); - - if (value == 1) - send_to_char(ch, "There was 1 coin.\r\n"); - else - send_to_char(ch, "There were %d coins.\r\n", value); + return TRUE; } static void perform_get_from_container(struct char_data *ch, struct obj_data *obj, @@ -209,24 +331,38 @@ static void perform_get_from_container(struct char_data *ch, struct obj_data *ob if (IS_CARRYING_N(ch) >= CAN_CARRY_N(ch)) act("$p: you can't hold any more items.", FALSE, ch, obj, 0, TO_CHAR); else if (get_otrigger(obj, ch)) { + int coin_amt = (GET_OBJ_TYPE(obj) == ITEM_MONEY) ? GET_OBJ_VAL(obj, 0) : 0; + obj_from_obj(obj); obj_to_char(obj, ch); act("You get $p from $P.", FALSE, ch, obj, cont, TO_CHAR); act("$n gets $p from $P.", TRUE, ch, obj, cont, TO_ROOM); - get_check_money(ch, obj); + if (!merge_money_pile(ch, obj)) + get_check_money(ch, obj); + if (coin_amt == 1) + send_to_char(ch, "There was one coin.\r\n"); + else if (coin_amt > 1) + send_to_char(ch, "There were %d coins.\r\n", coin_amt); } } } void get_from_container(struct char_data *ch, struct obj_data *cont, - char *arg, int mode, int howmany) + char *arg, int mode, int howmany) { struct obj_data *obj, *next_obj; int obj_dotmode, found = 0; obj_dotmode = find_all_dots(arg); - if (OBJVAL_FLAGGED(cont, CONT_CLOSED) && (GET_LEVEL(ch) < LVL_IMMORT || !PRF_FLAGGED(ch, PRF_NOHASSLE))) + /* Allow both ITEM_CONTAINER and storage-capable ITEM_WORN */ + if (!obj_is_storage(cont)) { + act("$p is not a container.", FALSE, ch, cont, 0, TO_CHAR); + return; + } + + if (obj_storage_is_closed(cont) && + (GET_LEVEL(ch) < LVL_IMMORT || !PRF_FLAGGED(ch, PRF_NOHASSLE))) act("$p is closed.", FALSE, ch, cont, 0, TO_CHAR); else if (obj_dotmode == FIND_INDIV) { if (!(obj = get_obj_in_list_vis(ch, arg, NULL, cont->contains))) { @@ -250,19 +386,19 @@ void get_from_container(struct char_data *ch, struct obj_data *cont, for (obj = cont->contains; obj; obj = next_obj) { next_obj = obj->next_content; if (CAN_SEE_OBJ(ch, obj) && - (obj_dotmode == FIND_ALL || isname(arg, obj->name))) { - found = 1; - perform_get_from_container(ch, obj, cont, mode); + (obj_dotmode == FIND_ALL || isname(arg, obj->name))) { + found = 1; + perform_get_from_container(ch, obj, cont, mode); } } if (!found) { if (obj_dotmode == FIND_ALL) - act("$p seems to be empty.", FALSE, ch, cont, 0, TO_CHAR); + act("$p seems to be empty.", FALSE, ch, cont, 0, TO_CHAR); else { char buf[MAX_STRING_LENGTH]; - snprintf(buf, sizeof(buf), "You can't seem to find any %ss in $p.", arg); - act(buf, FALSE, ch, cont, 0, TO_CHAR); + snprintf(buf, sizeof(buf), "You can't seem to find any %ss in $p.", arg); + act(buf, FALSE, ch, cont, 0, TO_CHAR); } } } @@ -271,11 +407,18 @@ void get_from_container(struct char_data *ch, struct obj_data *cont, static int perform_get_from_room(struct char_data *ch, struct obj_data *obj) { if (can_take_obj(ch, obj) && get_otrigger(obj, ch)) { + int coin_amt = (GET_OBJ_TYPE(obj) == ITEM_MONEY) ? GET_OBJ_VAL(obj, 0) : 0; + obj_from_room(obj); obj_to_char(obj, ch); act("You get $p.", FALSE, ch, obj, 0, TO_CHAR); act("$n gets $p.", TRUE, ch, obj, 0, TO_ROOM); - get_check_money(ch, obj); + if (!merge_money_pile(ch, obj)) + get_check_money(ch, obj); + if (coin_amt == 1) + send_to_char(ch, "There was one coin.\r\n"); + else if (coin_amt > 1) + send_to_char(ch, "There were %d coins.\r\n", coin_amt); return (1); } return (0); @@ -353,43 +496,62 @@ ACMD(do_get) } cont_dotmode = find_all_dots(arg2); if (cont_dotmode == FIND_INDIV) { - mode = generic_find(arg2, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &tmp_char, &cont); + mode = generic_find(arg2, FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_OBJ_EQUIP, ch, &tmp_char, &cont); if (!cont) - send_to_char(ch, "You don't have %s %s.\r\n", AN(arg2), arg2); - else if (GET_OBJ_TYPE(cont) != ITEM_CONTAINER) - act("$p is not a container.", FALSE, ch, cont, 0, TO_CHAR); + send_to_char(ch, "You don't have %s %s.\r\n", AN(arg2), arg2); + else if (!obj_is_storage(cont) && GET_OBJ_TYPE(cont) != ITEM_FURNITURE) + act("$p is not a container or furniture.", FALSE, ch, cont, 0, TO_CHAR); else - get_from_container(ch, cont, arg1, mode, amount); + get_from_container(ch, cont, arg1, mode, amount); /* must be updated */ } else { if (cont_dotmode == FIND_ALLDOT && !*arg2) { send_to_char(ch, "Get from all of what?\r\n"); return; } for (cont = ch->carrying; cont; cont = cont->next_content) - if (CAN_SEE_OBJ(ch, cont) && - (cont_dotmode == FIND_ALL || isname(arg2, cont->name))) { - if (GET_OBJ_TYPE(cont) == ITEM_CONTAINER) { - found = 1; - get_from_container(ch, cont, arg1, FIND_OBJ_INV, amount); - } else if (cont_dotmode == FIND_ALLDOT) { - found = 1; - act("$p is not a container.", FALSE, ch, cont, 0, TO_CHAR); - } - } + if (CAN_SEE_OBJ(ch, cont) && (cont_dotmode == FIND_ALL || isname(arg2, cont->name))) { + if (obj_is_storage(cont) || GET_OBJ_TYPE(cont) == ITEM_FURNITURE) { + found = 1; + get_from_container(ch, cont, arg1, FIND_OBJ_INV, amount); + } else if (cont_dotmode == FIND_ALLDOT) { + found = 1; + act("$p is not a container or furniture.", FALSE, ch, cont, 0, TO_CHAR); + } + } + { + int i; + struct obj_data *eq; + for (i = 0; i < NUM_WEARS; i++) { + eq = GET_EQ(ch, i); + if (!eq) + continue; + + if (CAN_SEE_OBJ(ch, eq) && + (cont_dotmode == FIND_ALL || isname(arg2, eq->name))) { + if (GET_OBJ_TYPE(eq) == ITEM_CONTAINER || GET_OBJ_TYPE(eq) == ITEM_FURNITURE) { + found = 1; + get_from_container(ch, eq, arg1, FIND_OBJ_EQUIP, amount); + } else if (cont_dotmode == FIND_ALLDOT) { + found = 1; + act("$p is not a container or furniture.", FALSE, ch, eq, 0, TO_CHAR); + } + } + } + } for (cont = world[IN_ROOM(ch)].contents; cont; cont = cont->next_content) if (CAN_SEE_OBJ(ch, cont) && (cont_dotmode == FIND_ALL || isname(arg2, cont->name))) { - if (GET_OBJ_TYPE(cont) == ITEM_CONTAINER) { + if (obj_is_storage(cont) || GET_OBJ_TYPE(cont) == ITEM_FURNITURE) { get_from_container(ch, cont, arg1, FIND_OBJ_ROOM, amount); found = 1; } else if (cont_dotmode == FIND_ALLDOT) { - act("$p is not a container.", FALSE, ch, cont, 0, TO_CHAR); + act("$p is not a container or furniture.", FALSE, ch, cont, 0, TO_CHAR); found = 1; } } if (!found) { if (cont_dotmode == FIND_ALL) - send_to_char(ch, "You can't seem to find any containers.\r\n"); + send_to_char(ch, "You can't seem to find any containers or furniture.\r\n"); else send_to_char(ch, "You can't seem to find any %ss here.\r\n", arg2); } @@ -397,55 +559,59 @@ ACMD(do_get) } } -static void perform_drop_gold(struct char_data *ch, int amount, byte mode, room_rnum RDR) +static void perform_drop_coins(struct char_data *ch, int amount, byte mode, room_rnum RDR) { struct obj_data *obj; + int removed; if (amount <= 0) send_to_char(ch, "Heh heh heh.. we are jolly funny today, eh?\r\n"); - else if (GET_GOLD(ch) < amount) + else if (GET_COINS(ch) < amount) send_to_char(ch, "You don't have that many coins!\r\n"); else { if (mode != SCMD_JUNK) { WAIT_STATE(ch, PULSE_VIOLENCE); /* to prevent coin-bombing */ obj = create_money(amount); - if (mode == SCMD_DONATE) { - send_to_char(ch, "You throw some gold into the air where it disappears in a puff of smoke!\r\n"); - act("$n throws some gold into the air where it disappears in a puff of smoke!", - FALSE, ch, 0, 0, TO_ROOM); - obj_to_room(obj, RDR); - act("$p suddenly appears in a puff of orange smoke!", 0, 0, obj, 0, TO_ROOM); - } else { - char buf[MAX_STRING_LENGTH]; - long object_id = obj_script_id(obj); + char buf[MAX_STRING_LENGTH]; + long object_id = obj_script_id(obj); - if (!drop_wtrigger(obj, ch)) { - if (has_obj_by_uid_in_lookup_table(object_id)) - extract_obj(obj); + if (!drop_wtrigger(obj, ch)) { + if (has_obj_by_uid_in_lookup_table(object_id)) + extract_obj(obj); - return; - } - - snprintf(buf, sizeof(buf), "$n drops %s.", money_desc(amount)); - act(buf, TRUE, ch, 0, 0, TO_ROOM); - - send_to_char(ch, "You drop some gold.\r\n"); - obj_to_room(obj, IN_ROOM(ch)); + return; } - } else { + + removed = remove_coins_from_char(ch, amount); + if (removed != amount) { + if (has_obj_by_uid_in_lookup_table(object_id)) + extract_obj(obj); + send_to_char(ch, "You don't have that many coins!\r\n"); + return; + } + + snprintf(buf, sizeof(buf), "$n drops %s.", money_desc(amount)); + act(buf, TRUE, ch, 0, 0, TO_ROOM); + + send_to_char(ch, "You drop some coins.\r\n"); + obj_to_room(obj, IN_ROOM(ch)); + } else { char buf[MAX_STRING_LENGTH]; - snprintf(buf, sizeof(buf), "$n drops %s which disappears in a puff of smoke!", money_desc(amount)); + removed = remove_coins_from_char(ch, amount); + if (removed != amount) { + send_to_char(ch, "You don't have that many coins!\r\n"); + return; + } + + snprintf(buf, sizeof(buf), "$n discards %s.", money_desc(amount)); act(buf, FALSE, ch, 0, 0, TO_ROOM); - send_to_char(ch, "You drop some gold which disappears in a puff of smoke!\r\n"); + send_to_char(ch, "You discard some coins.\r\n"); } - decrease_gold(ch, amount); } } -#define VANISH(mode) ((mode == SCMD_DONATE || mode == SCMD_JUNK) ? \ - " It vanishes in a puff of smoke!" : "") static int perform_drop(struct char_data *ch, struct obj_data *obj, byte mode, const char *sname, room_rnum RDR) { @@ -471,25 +637,18 @@ static int perform_drop(struct char_data *ch, struct obj_data *obj, return (0); } - snprintf(buf, sizeof(buf), "You %s $p.%s", sname, VANISH(mode)); + snprintf(buf, sizeof(buf), "You %s $p.", sname); act(buf, FALSE, ch, obj, 0, TO_CHAR); - snprintf(buf, sizeof(buf), "$n %ss $p.%s", sname, VANISH(mode)); + snprintf(buf, sizeof(buf), "$n %ss $p.", sname); act(buf, TRUE, ch, obj, 0, TO_ROOM); obj_from_char(obj); - if ((mode == SCMD_DONATE) && OBJ_FLAGGED(obj, ITEM_NODONATE)) - mode = SCMD_JUNK; - switch (mode) { case SCMD_DROP: obj_to_room(obj, IN_ROOM(ch)); return (0); - case SCMD_DONATE: - obj_to_room(obj, RDR); - act("$p suddenly appears in a puff a smoke!", FALSE, 0, obj, 0, TO_ROOM); - return (0); case SCMD_JUNK: value = MAX(1, MIN(200, GET_OBJ_COST(obj) / 16)); extract_obj(obj); @@ -510,38 +669,14 @@ ACMD(do_drop) struct obj_data *obj, *next_obj; room_rnum RDR = 0; byte mode = SCMD_DROP; - int dotmode, amount = 0, multi, num_don_rooms; + int dotmode, amount = 0, multi; const char *sname; switch (subcmd) { case SCMD_JUNK: - sname = "junk"; + sname = "discard"; mode = SCMD_JUNK; break; - case SCMD_DONATE: - sname = "donate"; - mode = SCMD_DONATE; - /* fail + double chance for room 1 */ - num_don_rooms = (CONFIG_DON_ROOM_1 != NOWHERE) * 2 + - (CONFIG_DON_ROOM_2 != NOWHERE) + - (CONFIG_DON_ROOM_3 != NOWHERE) + 1 ; - switch (rand_number(0, num_don_rooms)) { - case 0: - mode = SCMD_JUNK; - break; - case 1: - case 2: - RDR = real_room(CONFIG_DON_ROOM_1); - break; - case 3: RDR = real_room(CONFIG_DON_ROOM_2); break; - case 4: RDR = real_room(CONFIG_DON_ROOM_3); break; - - } - if (RDR == NOWHERE) { - send_to_char(ch, "Sorry, you can't donate anything right now.\r\n"); - return; - } - break; default: sname = "drop"; break; @@ -556,7 +691,7 @@ ACMD(do_drop) multi = atoi(arg); one_argument(argument, arg); if (!str_cmp("coins", arg) || !str_cmp("coin", arg)) - perform_drop_gold(ch, multi, mode, RDR); + perform_drop_coins(ch, multi, mode, RDR); else if (multi <= 0) send_to_char(ch, "Yeah, that makes sense.\r\n"); else if (!*arg) @@ -574,12 +709,10 @@ ACMD(do_drop) dotmode = find_all_dots(arg); /* Can't junk or donate all */ - if ((dotmode == FIND_ALL) && (subcmd == SCMD_JUNK || subcmd == SCMD_DONATE)) { + if ((dotmode == FIND_ALL) && (subcmd == SCMD_JUNK)) { if (subcmd == SCMD_JUNK) - send_to_char(ch, "Go to the dump if you want to junk EVERYTHING!\r\n"); - else - send_to_char(ch, "Go do the donation room if you want to donate EVERYTHING!\r\n"); - return; + send_to_char(ch, "You need to specify what you want to discard.\r\n"); + return; } if (dotmode == FIND_ALL) { if (!ch->carrying) @@ -610,11 +743,6 @@ ACMD(do_drop) } } - if (amount && (subcmd == SCMD_JUNK)) { - send_to_char(ch, "You have been rewarded by the gods!\r\n"); - act("$n has been rewarded by the gods!", TRUE, ch, 0, 0, TO_ROOM); - GET_GOLD(ch) += amount; - } } static void perform_give(struct char_data *ch, struct char_data *vict, @@ -664,31 +792,54 @@ static struct char_data *give_find_vict(struct char_data *ch, char *arg) return (NULL); } -static void perform_give_gold(struct char_data *ch, struct char_data *vict, +static void perform_give_coins(struct char_data *ch, struct char_data *vict, int amount) { char buf[MAX_STRING_LENGTH]; + struct obj_data *money; if (amount <= 0) { send_to_char(ch, "Heh heh heh ... we are jolly funny today, eh?\r\n"); return; } - if ((GET_GOLD(ch) < amount) && (IS_NPC(ch) || (GET_LEVEL(ch) < LVL_GOD))) { + if ((GET_COINS(ch) < amount) && (IS_NPC(ch) || (GET_LEVEL(ch) < LVL_GOD))) { send_to_char(ch, "You don't have that many coins!\r\n"); return; } send_to_char(ch, "%s", CONFIG_OK); - snprintf(buf, sizeof(buf), "$n gives you %d gold coin%s.", amount, amount == 1 ? "" : "s"); + money = create_money(amount); + if (!money) + return; + + if (IS_CARRYING_N(vict) >= CAN_CARRY_N(vict) && + GET_LEVEL(ch) < LVL_IMMORT && GET_LEVEL(vict) < LVL_IMMORT) { + act("$N seems to have $S hands full.", FALSE, ch, 0, vict, TO_CHAR); + extract_obj(money); + return; + } + if (GET_OBJ_WEIGHT(money) + IS_CARRYING_W(vict) > CAN_CARRY_W(vict) && + GET_LEVEL(ch) < LVL_IMMORT && GET_LEVEL(vict) < LVL_IMMORT) { + act("$E can't carry that much weight.", FALSE, ch, 0, vict, TO_CHAR); + extract_obj(money); + return; + } + + snprintf(buf, sizeof(buf), "$n gives you %d coin%s.", amount, amount == 1 ? "" : "s"); act(buf, FALSE, ch, 0, vict, TO_VICT); snprintf(buf, sizeof(buf), "$n gives %s to $N.", money_desc(amount)); act(buf, TRUE, ch, 0, vict, TO_NOTVICT); - if (IS_NPC(ch) || (GET_LEVEL(ch) < LVL_GOD)) - decrease_gold(ch, amount); - - increase_gold(vict, amount); + if (IS_NPC(ch) || (GET_LEVEL(ch) < LVL_GOD)) { + if (remove_coins_from_char(ch, amount) != amount) { + send_to_char(ch, "You don't have that many coins!\r\n"); + extract_obj(money); + return; + } + } + + obj_to_char(money, vict); bribe_mtrigger(vict, ch, amount); } @@ -709,7 +860,7 @@ ACMD(do_give) if (!str_cmp("coins", arg) || !str_cmp("coin", arg)) { one_argument(argument, arg); if ((vict = give_find_vict(ch, arg)) != NULL) - perform_give_gold(ch, vict, amount); + perform_give_coins(ch, vict, amount); return; } else if (!*arg) /* Give multiple code. */ send_to_char(ch, "What do you want to give %d of?\r\n", amount); @@ -728,6 +879,10 @@ ACMD(do_give) char buf1[MAX_INPUT_LENGTH]; one_argument(argument, buf1); + if (!str_cmp(arg, "coins") || !str_cmp(arg, "coin")) { + send_to_char(ch, "How many coins do you want to give?\r\n"); + return; + } if (!(vict = give_find_vict(ch, buf1))) return; dotmode = find_all_dots(arg); @@ -843,10 +998,11 @@ ACMD(do_drink) send_to_char(ch, "You don't feel thirsty any more.\r\n"); return; default: - send_to_char(ch, "Drink from what?\r\n"); - return; + send_to_char(ch, "Drink from what?\r\n"); + return; } } + if (!(temp = get_obj_in_list_vis(ch, arg, NULL, ch->carrying))) { if (!(temp = get_obj_in_list_vis(ch, arg, NULL, world[IN_ROOM(ch)].contents))) { send_to_char(ch, "You can't find it!\r\n"); @@ -854,27 +1010,59 @@ ACMD(do_drink) } else on_ground = 1; } + if ((GET_OBJ_TYPE(temp) != ITEM_DRINKCON) && (GET_OBJ_TYPE(temp) != ITEM_FOUNTAIN)) { send_to_char(ch, "You can't drink from that!\r\n"); return; } + if (on_ground && (GET_OBJ_TYPE(temp) == ITEM_DRINKCON)) { send_to_char(ch, "You have to be holding that to drink from it.\r\n"); return; } + if ((GET_COND(ch, DRUNK) > 10) && (GET_COND(ch, THIRST) > 0)) { /* The pig is drunk */ send_to_char(ch, "You can't seem to get close enough to your mouth.\r\n"); act("$n tries to drink but misses $s mouth!", TRUE, ch, 0, 0, TO_ROOM); return; } + if ((GET_COND(ch, HUNGER) > 20) && (GET_COND(ch, THIRST) > 0)) { send_to_char(ch, "Your stomach can't contain anymore!\r\n"); return; } + + /* Already empty? Update sdesc safely and report. */ if (GET_OBJ_VAL(temp, 1) < 1) { send_to_char(ch, "It is empty.\r\n"); + + if (GET_OBJ_TYPE(temp) == ITEM_DRINKCON) { + obj_rnum rnum = GET_OBJ_RNUM(temp); + const char *proto_sd = (rnum != NOTHING) ? obj_proto[rnum].short_description : NULL; + const char *base = proto_sd ? proto_sd : temp->short_description; + const char *noun = base ? base : "container"; + + /* Strip leading article from base noun phrase. */ + if (!strn_cmp(noun, "a ", 2)) noun += 2; + else if (!strn_cmp(noun, "an ", 3)) noun += 3; + else if (!strn_cmp(noun, "the ", 4)) noun += 4; + + /* Find " of " if present to drop the tail when empty. */ + const char *ofp = strstr(noun, " of "); + size_t noun_len = ofp ? (size_t)(ofp - noun) : strlen(noun); + + char sbuf[MAX_STRING_LENGTH]; + /* Max noun we can print after "an empty " and a space is bounded by precision */ + /* "an empty " is 9 characters plus the space already included -> total prefix 9 */ + /* Use precision to avoid overrun: */ + snprintf(sbuf, sizeof(sbuf), "an empty %.*s", (int)MIN(noun_len, sizeof(sbuf) - 10), noun); + + if (temp->short_description && temp->short_description != proto_sd) + free(temp->short_description); + temp->short_description = strdup(sbuf); + } return; } @@ -909,7 +1097,7 @@ ACMD(do_drink) } gain_condition(ch, DRUNK, drink_aff[GET_OBJ_VAL(temp, 2)][DRUNK] * amount / 4); - gain_condition(ch, HUNGER, drink_aff[GET_OBJ_VAL(temp, 2)][HUNGER] * amount / 4); + gain_condition(ch, HUNGER, drink_aff[GET_OBJ_VAL(temp, 2)][HUNGER] * amount / 4); gain_condition(ch, THIRST, drink_aff[GET_OBJ_VAL(temp, 2)][THIRST] * amount / 4); if (GET_COND(ch, DRUNK) > 10) @@ -931,9 +1119,67 @@ ACMD(do_drink) SET_BIT_AR(af.bitvector, AFF_POISON); affect_join(ch, &af, FALSE, FALSE, FALSE, FALSE); } + /* Empty the container (unless unlimited), and no longer poison. */ if (GET_OBJ_VAL(temp, 0) > 0) { GET_OBJ_VAL(temp, 1) -= amount; + + /* Rebuild short description to match remaining percentage (safe). */ + if (GET_OBJ_TYPE(temp) == ITEM_DRINKCON) { + int cap = GET_OBJ_VAL(temp, 0); + int rem = GET_OBJ_VAL(temp, 1); + + obj_rnum rnum = GET_OBJ_RNUM(temp); + const char *proto_sd = (rnum != NOTHING) ? obj_proto[rnum].short_description : NULL; + const char *base = proto_sd ? proto_sd : temp->short_description; + const char *noun = base ? base : "container"; + + /* Strip leading article. */ + if (!strn_cmp(noun, "a ", 2)) noun += 2; + else if (!strn_cmp(noun, "an ", 3)) noun += 3; + else if (!strn_cmp(noun, "the ", 4)) noun += 4; + + char sbuf[MAX_STRING_LENGTH]; + + if (rem <= 0) { + /* Empty: hide previous liquid, use container base before " of ". */ + const char *ofp = strstr(noun, " of "); + size_t noun_len = ofp ? (size_t)(ofp - noun) : strlen(noun); + /* "an empty " (9 chars) + noun_len (bounded by precision) */ + snprintf(sbuf, sizeof(sbuf), "an empty %.*s", (int)MIN(noun_len, sizeof(sbuf) - 10), noun); + } else { + /* Non-empty: banded status + full noun (including " of <liquid>"). */ + const char *status = "partially filled"; + if (cap > 0) { + int pct = (rem * 100) / cap; + if (pct >= 75) + status = "partially filled"; + else if (pct >= 50) + status = "half-filled"; + else + status = "nearly empty"; + } + + /* Choose article from status' first letter. */ + bool use_an = FALSE; + if (status && *status) { + char first = LOWER((unsigned char)status[0]); + use_an = (first == 'a' || first == 'e' || first == 'i' || first == 'o' || first == 'u'); + } + + /* Format safely: "<a/an> <status> <noun>" */ + const char *article = use_an ? "an" : "a"; + /* Compute remaining space for noun using precision to cap it */ + size_t prefix_len = strlen(article) + 1 /* space */ + strlen(status) + 1 /* space */; + size_t max_noun = (sizeof(sbuf) > (prefix_len + 1)) ? (sizeof(sbuf) - prefix_len - 1) : 0; + snprintf(sbuf, sizeof(sbuf), "%s %s %.*s", article, status, (int)max_noun, noun); + } + + if (temp->short_description && temp->short_description != proto_sd) + free(temp->short_description); + temp->short_description = strdup(sbuf); + } + if (!GET_OBJ_VAL(temp, 1)) { /* The last bit */ name_from_drinkcon(temp); GET_OBJ_VAL(temp, 2) = 0; @@ -946,9 +1192,9 @@ ACMD(do_drink) ACMD(do_eat) { char arg[MAX_INPUT_LENGTH]; - struct obj_data *food; + struct obj_data *obj = NULL; struct affected_type af; - int amount; + int amount = 0; one_argument(argument, arg); @@ -959,60 +1205,247 @@ ACMD(do_eat) send_to_char(ch, "Eat what?\r\n"); return; } - if (!(food = get_obj_in_list_vis(ch, arg, NULL, ch->carrying))) { - send_to_char(ch, "You don't seem to have %s %s.\r\n", AN(arg), arg); - return; + + /* Find in inventory first, then in room */ + if (!(obj = get_obj_in_list_vis(ch, arg, NULL, ch->carrying))) { + if (!(obj = get_obj_in_list_vis(ch, arg, NULL, world[IN_ROOM(ch)].contents))) { + send_to_char(ch, "You can't find it!\r\n"); + return; + } } - if (subcmd == SCMD_TASTE && ((GET_OBJ_TYPE(food) == ITEM_DRINKCON) || - (GET_OBJ_TYPE(food) == ITEM_FOUNTAIN))) { - do_drink(ch, argument, 0, SCMD_SIP); - return; + + /* If the player used 'taste', we handle both food and drink here (no delegation). */ + if (subcmd == SCMD_TASTE) { + /* DRINKS: sip logic (inline; do not call do_drink) */ + if (GET_OBJ_TYPE(obj) == ITEM_DRINKCON || GET_OBJ_TYPE(obj) == ITEM_FOUNTAIN) { + int cap = GET_OBJ_VAL(obj, 0); + int rem = GET_OBJ_VAL(obj, 1); + int liq = GET_OBJ_VAL(obj, 2); /* liquid type */ + + if (GET_COND(ch, DRUNK) > 10 && GET_COND(ch, THIRST) > 0) { + send_to_char(ch, "You can't seem to get close enough to your mouth.\r\n"); + act("$n tries to drink but misses $s mouth!", TRUE, ch, 0, 0, TO_ROOM); + return; + } + + if (rem < 1) { + send_to_char(ch, "It is empty.\r\n"); + + /* Update sdesc to "an empty <container>" like our drink update */ + if (GET_OBJ_TYPE(obj) == ITEM_DRINKCON) { + obj_rnum rnum = GET_OBJ_RNUM(obj); + const char *proto_sd = (rnum != NOTHING) ? obj_proto[rnum].short_description : NULL; + const char *base = obj->short_description ? obj->short_description : proto_sd; + const char *noun = base ? base : "container"; + + /* strip leading article */ + if (!strn_cmp(noun, "a ", 2)) noun += 2; + else if (!strn_cmp(noun, "an ", 3)) noun += 3; + else if (!strn_cmp(noun, "the ", 4)) noun += 4; + + char sbuf[MAX_STRING_LENGTH]; + const char *ofp = strstr(noun, " of "); + size_t noun_len = ofp ? (size_t)(ofp - noun) : strlen(noun); + snprintf(sbuf, sizeof(sbuf), "an empty %.*s", (int)MIN(noun_len, sizeof(sbuf) - 10), noun); + + if (obj->short_description && obj->short_description != proto_sd) + free(obj->short_description); + obj->short_description = strdup(sbuf); + } + return; + } + + /* Take a single sip */ + amount = 1; + rem = MAX(0, rem - amount); + GET_OBJ_VAL(obj, 1) = rem; + + /* Condition effects: use HUNGER (not FULL) in this codebase */ + gain_condition(ch, DRUNK, (drink_aff[liq][DRUNK] * amount) / 4); + gain_condition(ch, HUNGER,(drink_aff[liq][HUNGER] * amount) / 4); /* <-- FIX */ + gain_condition(ch, THIRST,(drink_aff[liq][THIRST] * amount) / 4); + + if (GET_COND(ch, DRUNK) > 10) + send_to_char(ch, "You feel drunk.\r\n"); + + if (GET_COND(ch, THIRST) > 20) + send_to_char(ch, "You don't feel thirsty.\r\n"); + + if (GET_OBJ_VAL(obj, 3) && GET_LEVEL(ch) < LVL_IMMORT) { + send_to_char(ch, "It tastes strange!\r\n"); + act("$n tastes something strange and coughs.", FALSE, ch, 0, 0, TO_ROOM); + + memset(&af, 0, sizeof(af)); + af.spell = SPELL_POISON; /* <-- FIX: use spell, not type */ + af.duration = amount * 3; + af.location = APPLY_NONE; + af.modifier = 0; + /* no af.bonus in this codebase */ + af.bitvector[0] = af.bitvector[1] = af.bitvector[2] = af.bitvector[3] = 0; + SET_BIT_AR(af.bitvector, AFF_POISON); + affect_join(ch, &af, FALSE, FALSE, FALSE, FALSE); + } + + act("You sip from $p.", FALSE, ch, obj, 0, TO_CHAR); + act("$n sips from $p.", TRUE, ch, obj, 0, TO_ROOM); + + /* Update dynamic sdesc band like drink code ("partially filled", etc.) */ + if (GET_OBJ_TYPE(obj) == ITEM_DRINKCON) { + obj_rnum rnum = GET_OBJ_RNUM(obj); + const char *proto_sd = (rnum != NOTHING) ? obj_proto[rnum].short_description : NULL; + const char *base = obj->short_description ? obj->short_description : proto_sd; + const char *noun = base ? base : "container"; + + /* Strip leading article */ + if (!strn_cmp(noun, "a ", 2)) noun += 2; + else if (!strn_cmp(noun, "an ", 3)) noun += 3; + else if (!strn_cmp(noun, "the ", 4)) noun += 4; + + char sbuf[MAX_STRING_LENGTH]; + + if (rem <= 0) { + const char *ofp = strstr(noun, " of "); + size_t noun_len = ofp ? (size_t)(ofp - noun) : strlen(noun); + snprintf(sbuf, sizeof(sbuf), "an empty %.*s", (int)MIN(noun_len, sizeof(sbuf) - 10), noun); + } else { + const char *status = "partially filled"; + if (cap > 0) { + int pct = (rem * 100) / cap; + if (pct >= 75) + status = "partially filled"; + else if (pct >= 50) + status = "half-filled"; + else + status = "nearly empty"; + } + bool use_an = FALSE; + if (status && *status) { + char first = LOWER((unsigned char)status[0]); + use_an = (first == 'a' || first == 'e' || first == 'i' || first == 'o' || first == 'u'); + } + const char *article = use_an ? "an" : "a"; + + size_t prefix_len = strlen(article) + 1 + strlen(status) + 1; + size_t max_noun = (sizeof(sbuf) > (prefix_len + 1)) + ? (sizeof(sbuf) - prefix_len - 1) : 0; + snprintf(sbuf, sizeof(sbuf), "%s %s %.*s", article, status, (int)max_noun, noun); + } + + if (obj->short_description && obj->short_description != proto_sd) + free(obj->short_description); + obj->short_description = strdup(sbuf); + } + + return; + } /* end taste of drink container */ + /* otherwise fall through to taste FOOD below */ } - if ((GET_OBJ_TYPE(food) != ITEM_FOOD) && (GET_LEVEL(ch) < LVL_IMMORT)) { + + /* From here: regular EAT/TASTE handling for FOOD (multi-bite) */ + if (GET_OBJ_TYPE(obj) != ITEM_FOOD && GET_LEVEL(ch) < LVL_IMMORT) { send_to_char(ch, "You can't eat THAT!\r\n"); return; } - if (GET_COND(ch, HUNGER) > 20) { /* Stomach full */ + + /* Prevent overstuffing */ + if (GET_COND(ch, HUNGER) > 20) { send_to_char(ch, "You are too full to eat more!\r\n"); return; } - if (!consume_otrigger(food, ch, OCMD_EAT)) /* check trigger */ + if (!consume_otrigger(obj, ch, OCMD_EAT)) /* check trigger */ return; - if (subcmd == SCMD_EAT) { - act("You eat $p.", FALSE, ch, food, 0, TO_CHAR); - act("$n eats $p.", TRUE, ch, food, 0, TO_ROOM); - } else { - act("You nibble a little bit of $p.", FALSE, ch, food, 0, TO_CHAR); - act("$n tastes a little bit of $p.", TRUE, ch, food, 0, TO_ROOM); + /* Determine bites & nutrition */ + int cap = GET_OBJ_VAL(obj, VAL_FOOD_BITE_CAP); + int left = GET_OBJ_VAL(obj, VAL_FOOD_BITES_LEFT); + int per = GET_OBJ_VAL(obj, VAL_FOOD_HOURS_PER_BITE); + bool poisoned = (GET_OBJ_VAL(obj, VAL_FOOD_POISONED) != 0); + + if (left < 1) { + send_to_char(ch, "There's nothing left of it.\r\n"); + return; } - amount = (subcmd == SCMD_EAT ? GET_OBJ_VAL(food, 0) : 1); + /* Messaging differs for taste vs eat, nutrition identical per bite */ + if (subcmd == SCMD_EAT) { + act("You eat a bite of $p.", FALSE, ch, obj, 0, TO_CHAR); + act("$n eats a bite of $p.", TRUE, ch, obj, 0, TO_ROOM); + } else { + act("You nibble a little bit of $p.", FALSE, ch, obj, 0, TO_CHAR); + act("$n tastes a little bit of $p.", TRUE, ch, obj, 0, TO_ROOM); + } + /* One bite per action (simple & consistent). */ + left = MAX(0, left - 1); + GET_OBJ_VAL(obj, VAL_FOOD_BITES_LEFT) = left; + + /* Apply hunger gain from one bite */ + amount = MAX(0, per); gain_condition(ch, HUNGER, amount); if (GET_COND(ch, HUNGER) > 20) send_to_char(ch, "You are full.\r\n"); - if (GET_OBJ_VAL(food, 3) && (GET_LEVEL(ch) < LVL_IMMORT)) { - /* The crap was poisoned ! */ + if (poisoned && GET_LEVEL(ch) < LVL_IMMORT) { send_to_char(ch, "Oops, that tasted rather strange!\r\n"); act("$n coughs and utters some strange sounds.", FALSE, ch, 0, 0, TO_ROOM); - new_affect(&af); - af.spell = SPELL_POISON; - af.duration = amount * 2; + memset(&af, 0, sizeof(af)); + af.spell = SPELL_POISON; /* <-- FIX: use spell, not type */ + af.duration = MAX(1, amount * 2); + af.location = APPLY_NONE; + af.modifier = 0; + /* no af.bonus in this codebase */ + af.bitvector[0] = af.bitvector[1] = af.bitvector[2] = af.bitvector[3] = 0; SET_BIT_AR(af.bitvector, AFF_POISON); affect_join(ch, &af, FALSE, FALSE, FALSE, FALSE); } - if (subcmd == SCMD_EAT) - extract_obj(food); - else { - if (!(--GET_OBJ_VAL(food, 0))) { - send_to_char(ch, "There's nothing left now.\r\n"); - extract_obj(food); + + /* If no bites remain, consume the object. + * Otherwise, update the instance sdesc with an "eaten" status band. */ + if (left <= 0) { + send_to_char(ch, "There's nothing left now.\r\n"); + extract_obj(obj); + } else { + /* Build "<a/an> <status> <noun>" using the instance/proto sdesc as noun */ + obj_rnum rnum = GET_OBJ_RNUM(obj); + const char *proto_sd = (rnum != NOTHING) ? obj_proto[rnum].short_description : NULL; + const char *base = obj->short_description ? obj->short_description : proto_sd; + const char *noun = base ? base : "food"; + + /* Strip leading article from noun */ + if (!strn_cmp(noun, "a ", 2)) noun += 2; + else if (!strn_cmp(noun, "an ", 3)) noun += 3; + else if (!strn_cmp(noun, "the ", 4)) noun += 4; + + const char *status = "partially eaten"; + if (cap > 0) { + int pct = (left * 100) / cap; + if (pct >= 75) + status = "partially eaten"; + else if (pct >= 50) + status = "half-eaten"; + else + status = "nearly eaten"; } + + bool use_an = FALSE; + if (status && *status) { + char first = LOWER((unsigned char)status[0]); + use_an = (first == 'a' || first == 'e' || first == 'i' || first == 'o' || first == 'u'); + } + const char *article = use_an ? "an" : "a"; + + char sbuf[MAX_STRING_LENGTH]; + size_t prefix_len = strlen(article) + 1 + strlen(status) + 1; + size_t max_noun = (sizeof(sbuf) > (prefix_len + 1)) + ? (sizeof(sbuf) - prefix_len - 1) : 0; + snprintf(sbuf, sizeof(sbuf), "%s %s %.*s", article, status, (int)max_noun, noun); + + if (obj->short_description && obj->short_description != proto_sd) + free(obj->short_description); + obj->short_description = strdup(sbuf); } } @@ -1175,6 +1608,9 @@ static void wear_message(struct char_data *ch, struct obj_data *obj, int where) {"$n wears $p around $s neck.", "You wear $p around your neck."}, + {"$n straps $p around $s back.", + "You wear $p on your back."}, + {"$n wears $p on $s body.", "You wear $p on your body."}, @@ -1228,11 +1664,11 @@ static void perform_wear(struct char_data *ch, struct obj_data *obj, int where) */ int wear_bitvectors[] = { - ITEM_WEAR_TAKE, ITEM_WEAR_FINGER, ITEM_WEAR_FINGER, ITEM_WEAR_NECK, - ITEM_WEAR_NECK, ITEM_WEAR_BODY, ITEM_WEAR_HEAD, ITEM_WEAR_LEGS, - ITEM_WEAR_FEET, ITEM_WEAR_HANDS, ITEM_WEAR_ARMS, ITEM_WEAR_SHIELD, - ITEM_WEAR_ABOUT, ITEM_WEAR_WAIST, ITEM_WEAR_WRIST, ITEM_WEAR_WRIST, - ITEM_WEAR_WIELD, ITEM_WEAR_TAKE + ITEM_WEAR_TAKE, ITEM_WEAR_FINGER, ITEM_WEAR_FINGER, ITEM_WEAR_NECK, + ITEM_WEAR_NECK, ITEM_WEAR_BACK, ITEM_WEAR_BODY, ITEM_WEAR_HEAD, + ITEM_WEAR_LEGS, ITEM_WEAR_FEET, ITEM_WEAR_HANDS, ITEM_WEAR_ARMS, + ITEM_WEAR_SHIELD, ITEM_WEAR_ABOUT, ITEM_WEAR_WAIST, ITEM_WEAR_WRIST, + ITEM_WEAR_WRIST, ITEM_WEAR_WIELD, ITEM_WEAR_TAKE }; const char *already_wearing[] = { @@ -1241,6 +1677,7 @@ static void perform_wear(struct char_data *ch, struct obj_data *obj, int where) "You're already wearing something on both of your ring fingers.\r\n", "YOU SHOULD NEVER SEE THIS MESSAGE. PLEASE REPORT.\r\n", "You can't wear anything else around your neck.\r\n", + "You can't wear any more on your back.\r\n", "You're already wearing something on your body.\r\n", "You're already wearing something on your head.\r\n", "You're already wearing something on your legs.\r\n", @@ -1290,6 +1727,7 @@ int find_eq_pos(struct char_data *ch, struct obj_data *obj, char *arg) "!RESERVED!", "neck", "!RESERVED!", + "back", "body", "head", "legs", @@ -1309,6 +1747,7 @@ int find_eq_pos(struct char_data *ch, struct obj_data *obj, char *arg) if (!arg || !*arg) { if (CAN_WEAR(obj, ITEM_WEAR_FINGER)) where = WEAR_FINGER_R; if (CAN_WEAR(obj, ITEM_WEAR_NECK)) where = WEAR_NECK_1; + if (CAN_WEAR(obj, ITEM_WEAR_BACK)) where = WEAR_BACK; if (CAN_WEAR(obj, ITEM_WEAR_BODY)) where = WEAR_BODY; if (CAN_WEAR(obj, ITEM_WEAR_HEAD)) where = WEAR_HEAD; if (CAN_WEAR(obj, ITEM_WEAR_LEGS)) where = WEAR_LEGS; @@ -1404,8 +1843,8 @@ ACMD(do_wield) else { if (!CAN_WEAR(obj, ITEM_WEAR_WIELD)) send_to_char(ch, "You can't wield that.\r\n"); - else if (GET_OBJ_WEIGHT(obj) > str_app[STRENGTH_APPLY_INDEX(ch)].wield_w) - send_to_char(ch, "It's too heavy for you to use.\r\n"); + else if (GET_OBJ_WEIGHT(obj) > CAN_WIELD_W(ch)) + send_to_char(ch, "It's too heavy for you to use.\r\n"); else if (GET_LEVEL(ch) < GET_OBJ_LEVEL(obj)) send_to_char(ch, "You are not experienced enough to use that.\r\n"); else @@ -1506,69 +1945,255 @@ ACMD(do_remove) } } -ACMD(do_sac) +ACMD(do_raise_lower_hood) +{ + char arg1[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH]; + struct obj_data *obj = NULL; + int j; + + two_arguments(argument, arg1, arg2); + + /* Must be exactly: "raise hood" or "lower hood" */ + if (!*arg1 || str_cmp(arg1, "hood")) { + send_to_char(ch, "Usage: %s hood\r\n", (subcmd == SCMD_RAISE_HOOD) ? "raise" : "lower"); + return; + } + + /* Find a hooded worn item in equipment. Prefer: + - for lower: one that is currently up + - for raise: one that is currently down + */ + if (subcmd == SCMD_LOWER_HOOD) { + for (j = 0; j < NUM_WEARS; j++) { + obj = GET_EQ(ch, j); + if (!obj) continue; + if (GET_OBJ_TYPE(obj) != ITEM_WORN) continue; + if (GET_OBJ_VAL(obj, WORN_CAN_HOOD) != 1) continue; + if (IS_SET_AR(GET_OBJ_EXTRA(obj), ITEM_HOOD_UP)) + break; + obj = NULL; + } + } + + if (!obj && subcmd == SCMD_RAISE_HOOD) { + for (j = 0; j < NUM_WEARS; j++) { + obj = GET_EQ(ch, j); + if (!obj) continue; + if (GET_OBJ_TYPE(obj) != ITEM_WORN) continue; + if (GET_OBJ_VAL(obj, WORN_CAN_HOOD) != 1) continue; + if (!IS_SET_AR(GET_OBJ_EXTRA(obj), ITEM_HOOD_UP)) + break; + obj = NULL; + } + } + + /* If we didn’t find an ideal target, fall back to any hooded worn item. */ + if (!obj) { + for (j = 0; j < NUM_WEARS; j++) { + obj = GET_EQ(ch, j); + if (!obj) continue; + if (GET_OBJ_TYPE(obj) != ITEM_WORN) continue; + if (GET_OBJ_VAL(obj, WORN_CAN_HOOD) != 1) continue; + break; + } + if (j >= NUM_WEARS) obj = NULL; + } + + if (!obj) { + send_to_char(ch, "You aren't wearing anything with a hood.\r\n"); + return; + } + + if (subcmd == SCMD_RAISE_HOOD) { + if (GET_OBJ_VAL(obj, WORN_HOOD_UP_STATE) == 1) { + send_to_char(ch, "Your hood is already up.\r\n"); + return; + } + + GET_OBJ_VAL(obj, WORN_HOOD_UP_STATE) = 1; + SET_BIT_AR(GET_OBJ_EXTRA(obj), ITEM_HOOD_UP); /* optional mirror */ + + send_to_char(ch, "You raise your hood.\r\n"); + act("$n raises $s hood.", FALSE, ch, 0, 0, TO_ROOM); + return; + } + + /* SCMD_LOWER_HOOD */ + if (GET_OBJ_VAL(obj, WORN_HOOD_UP_STATE) == 0) { + send_to_char(ch, "Your hood is already down.\r\n"); + return; + } + + GET_OBJ_VAL(obj, WORN_HOOD_UP_STATE) = 0; + REMOVE_BIT_AR(GET_OBJ_EXTRA(obj), ITEM_HOOD_UP); /* optional mirror */ + + send_to_char(ch, "You lower your hood.\r\n"); + act("$n lowers $s hood.", FALSE, ch, 0, 0, TO_ROOM); +} + +static void dump_obj_contents_to_room(struct obj_data *container, room_rnum room) +{ + struct obj_data *obj, *next_obj; + + if (!container || room == NOWHERE) + return; + + for (obj = container->contains; obj; obj = next_obj) { + next_obj = obj->next_content; + obj_from_obj(obj); + obj_to_room(obj, room); + } +} + +static int is_corpse_obj(struct obj_data *obj) +{ + if (!obj) + return 0; + return (GET_OBJ_TYPE(obj) == ITEM_CONTAINER && GET_OBJ_VAL(obj, 3) == 1); +} + +ACMD(do_skin) { char arg[MAX_INPUT_LENGTH]; - struct obj_data *j, *jj, *next_thing2; + struct obj_data *corpse = NULL; + struct skin_yield_entry *y; + room_rnum room; + mob_vnum mvnum; + mob_rnum mrnum; + int d20, total, successes = 0; + int number = 1; one_argument(argument, arg); if (!*arg) { - send_to_char(ch, "Sacrifice what?\n\r"); - return; - } - - if (!(j = get_obj_in_list_vis(ch, arg, NULL, world[IN_ROOM(ch)].contents)) && (!(j = get_obj_in_list_vis(ch, arg, NULL, ch->carrying)))) { - send_to_char(ch, "It doesn't seem to be here.\n\r"); + send_to_char(ch, "Skin what?\r\n"); return; } - if (!CAN_WEAR(j, ITEM_WEAR_TAKE)) { - send_to_char(ch, "You can't sacrifice that!\n\r"); + /* Prefer room first, then inventory. */ + number = 1; + corpse = get_obj_in_list_vis(ch, arg, &number, world[IN_ROOM(ch)].contents); + + if (!corpse) { + number = 1; + corpse = get_obj_in_list_vis(ch, arg, &number, ch->carrying); + } + + if (!corpse) { + send_to_char(ch, "You don't see that here.\r\n"); return; } - act("$n sacrifices $p.", FALSE, ch, j, 0, TO_ROOM); - - switch (rand_number(0, 5)) { - case 0: - send_to_char(ch, "You sacrifice %s to the Gods.\r\nYou receive one gold coin for your humility.\r\n", GET_OBJ_SHORT(j)); - increase_gold(ch, 1); - break; - case 1: - send_to_char(ch, "You sacrifice %s to the Gods.\r\nThe Gods ignore your sacrifice.\r\n", GET_OBJ_SHORT(j)); - break; - case 2: - send_to_char(ch, "You sacrifice %s to the Gods.\r\nThe gods give you %d experience points.\r\n", GET_OBJ_SHORT(j), 1+2*GET_OBJ_LEVEL(j)); - GET_EXP(ch) += (1+2*GET_OBJ_LEVEL(j)); - break; - case 3: - send_to_char(ch, "You sacrifice %s to the Gods.\r\nYou receive %d experience points.\r\n", GET_OBJ_SHORT(j), 1+GET_OBJ_LEVEL(j)); - GET_EXP(ch) += (1+GET_OBJ_LEVEL(j)); - break; - case 4: - send_to_char(ch, "Your sacrifice to the Gods is rewarded with %d gold coins.\r\n", 1+GET_OBJ_LEVEL(j)); - increase_gold(ch, (1+GET_OBJ_LEVEL(j))); - break; - case 5: - send_to_char(ch, "Your sacrifice to the Gods is rewarded with %d gold coins\r\n", (1+2*GET_OBJ_LEVEL(j))); - increase_gold(ch, (1+2*GET_OBJ_LEVEL(j))); - break; - default: - send_to_char(ch, "You sacrifice %s to the Gods.\r\nYou receive one gold coin for your humility.\r\n",GET_OBJ_SHORT(j)); - increase_gold(ch, 1); - break; + if (!is_corpse_obj(corpse)) { + send_to_char(ch, "You can't skin that.\r\n"); + return; } - for (jj = j->contains; jj; jj = next_thing2) { - next_thing2 = jj->next_content; /* Next in inventory */ - obj_from_obj(jj); - if (j->carried_by) - obj_to_room(jj, IN_ROOM(j)); - else if (IN_ROOM(j) != NOWHERE) - obj_to_room(jj, IN_ROOM(j)); - else - assert(FALSE); + room = IN_ROOM(ch); + if (room == NOWHERE) { + send_to_char(ch, "You can't do that here.\r\n"); + return; } - extract_obj(j); + + mvnum = corpse->corpse_mob_vnum; + if (mvnum <= 0) { + send_to_char(ch, "You aren't able to cut anything useful from the corpse.\r\n"); + dump_obj_contents_to_room(corpse, room); + extract_obj(corpse); + return; + } + + mrnum = real_mobile(mvnum); + if (mrnum < 0 || !mob_index[mrnum].skin_yields) { + send_to_char(ch, "You aren't able to cut anything useful from the corpse.\r\n"); + dump_obj_contents_to_room(corpse, room); + extract_obj(corpse); + return; + } + + total = roll_skill_check(ch, SKILL_SURVIVAL, 0, &d20); + + if (d20 == 1) { + send_to_char(ch, "You aren't able to cut anything useful from the corpse.\r\n"); + dump_obj_contents_to_room(corpse, room); + extract_obj(corpse); + return; + } + + /* Evaluate configured yields (if any). */ + for (y = mob_index[mrnum].skin_yields; y; y = y->next) { + if (total >= y->dc) { + struct obj_data *o = read_object(y->obj_vnum, VIRTUAL); + if (o) { + obj_to_room(o, room); + successes++; + } + } + } + + if (successes == 0) { + send_to_char(ch, "You aren't able to cut anything useful from the corpse.\r\n"); + } else { + act("You skin $p, cutting away anything useful.", FALSE, ch, corpse, 0, TO_CHAR); + act("$n skins $p, cutting away anything useful.", FALSE, ch, corpse, 0, TO_ROOM); + } + + dump_obj_contents_to_room(corpse, room); + + extract_obj(corpse); +} + +ACMD(do_forage) +{ + room_rnum room; + struct forage_entry *entry, *best = NULL; + struct obj_data *obj; + int total; + int best_dc = -1; + int prof_bonus, cost; + int delay_seconds; + + room = IN_ROOM(ch); + if (room == NOWHERE) { + send_to_char(ch, "You can't do that here.\r\n"); + return; + } + + prof_bonus = GET_PROFICIENCY(GET_SKILL(ch, SKILL_SURVIVAL)); + cost = MAX(1, 10 - prof_bonus); + + if (!IS_NPC(ch) && GET_MOVE(ch) < cost) { + send_to_char(ch, "You are too exhausted to forage.\r\n"); + return; + } + + delay_seconds = rand_number(8, 12); + WAIT_STATE(ch, delay_seconds * PASSES_PER_SEC); + + if (!IS_NPC(ch)) + GET_MOVE(ch) = MAX(0, GET_MOVE(ch) - cost); + + total = roll_skill_check(ch, SKILL_SURVIVAL, 0, NULL); + + for (entry = world[room].forage; entry; entry = entry->next) { + if (total >= entry->dc && entry->dc > best_dc) { + best = entry; + best_dc = entry->dc; + } + } + + if (best) { + obj = read_object(best->obj_vnum, VIRTUAL); + if (obj) { + obj_to_char(obj, ch); + act("You take some time to look around, and end up finding $p.", FALSE, ch, obj, 0, TO_CHAR); + act("$n takes some time to look around, and ends up finding $p.", FALSE, ch, obj, 0, TO_ROOM); + gain_skill(ch, "survival", TRUE); + return; + } + } + + send_to_char(ch, "You take some time to look around, but don't find anything.\r\n"); + act("$n takes some time to look around, but doesn't find anything.", FALSE, ch, 0, 0, TO_ROOM); + gain_skill(ch, "survival", FALSE); } diff --git a/src/act.movement.c b/src/act.movement.c index a1ba0de..7f3eb59 100644 --- a/src/act.movement.c +++ b/src/act.movement.c @@ -33,6 +33,17 @@ static int find_door(struct char_data *ch, const char *type, char *dir, const ch static int has_key(struct char_data *ch, obj_vnum key); static void do_doorcmd(struct char_data *ch, struct obj_data *obj, int door, int scmd); static int ok_pick(struct char_data *ch, obj_vnum keynum, int pickproof, int scmd); +/* furniture helpers */ +static bool extract_furniture_token(struct char_data *ch, char *argument, char *out_token, + size_t out_size, const char *verb_cap); +static struct obj_data *get_numbered_furniture(struct char_data *ch, int number); +static struct obj_data *find_furniture_target(struct char_data *ch, char *token, + bool *used_number, int *ordinal); +static bool validate_furniture_use(struct char_data *ch, struct obj_data *furniture, + int position_bit, const char *verb_inf, + bool already_there); +static void attach_char_to_furniture(struct char_data *ch, struct obj_data *furniture); +static const char *position_gerund(int pos); /* simple function to determine if char can walk on water */ @@ -110,6 +121,148 @@ static int has_scuba(struct char_data *ch) return (0); } +static bool extract_furniture_token(struct char_data *ch, char *argument, char *out_token, + size_t out_size, const char *verb_cap) +{ + char arg1[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH]; + + if (!argument || !*argument) + return FALSE; + + two_arguments(argument, arg1, arg2); + + if (!*arg1) { + send_to_char(ch, "%s where?\r\n", verb_cap); + return FALSE; + } + + if (is_abbrev(arg1, "at")) { + if (!*arg2) { + send_to_char(ch, "%s at what?\r\n", verb_cap); + return FALSE; + } + strlcpy(out_token, arg2, out_size); + } else { + strlcpy(out_token, arg1, out_size); + } + + return TRUE; +} + +static struct obj_data *get_numbered_furniture(struct char_data *ch, int number) +{ + struct obj_data *obj; + int count = 0; + int allowed_positions = 0; + + if (number <= 0) + return NULL; + + for (obj = world[IN_ROOM(ch)].contents; obj; obj = obj->next_content) { + if (GET_OBJ_TYPE(obj) != ITEM_FURNITURE) + continue; + if (GET_OBJ_VAL(obj, VAL_FURN_CAPACITY) <= 0) + continue; + allowed_positions = GET_OBJ_VAL(obj, VAL_FURN_POSITIONS); + if (allowed_positions > 0 && !(allowed_positions & (1 << 1))) + continue; + if (!CAN_SEE_OBJ(ch, obj)) + continue; + count++; + if (count == number) + return obj; + } + return NULL; +} + +static struct obj_data *find_furniture_target(struct char_data *ch, char *token, + bool *used_number, int *ordinal) +{ + struct obj_data *furniture = NULL; + bool number_used = FALSE; + int ord = 0; + + if (token && *token && is_number(token)) { + int which = atoi(token); + furniture = get_numbered_furniture(ch, which); + number_used = TRUE; + ord = which; + } else { + furniture = get_obj_in_list_vis(ch, token, NULL, world[ch->in_room].contents); + } + + if (used_number) + *used_number = number_used; + if (ordinal) + *ordinal = ord; + + return furniture; +} + +static bool validate_furniture_use(struct char_data *ch, struct obj_data *furniture, + int position_bit, const char *verb_inf, + bool already_there) +{ + int allowed_positions; + + if (!furniture) + return FALSE; + + if (GET_OBJ_TYPE(furniture) != ITEM_FURNITURE) { + send_to_char(ch, "You can't %s on that!\r\n", verb_inf); + return FALSE; + } + + allowed_positions = GET_OBJ_VAL(furniture, VAL_FURN_POSITIONS); + if (allowed_positions > 0 && !(allowed_positions & position_bit)) { + act("$p doesn't look comfortable for that.", TRUE, ch, furniture, 0, TO_CHAR); + return FALSE; + } + + if (!already_there && + GET_OBJ_VAL(furniture, VAL_FURN_MAX_OCC) >= GET_OBJ_VAL(furniture, VAL_FURN_CAPACITY)) { + act("$p looks full.", TRUE, ch, furniture, 0, TO_CHAR); + return FALSE; + } + + return TRUE; +} + +static void attach_char_to_furniture(struct char_data *ch, struct obj_data *furniture) +{ + struct char_data *tempch; + + if (!furniture) + return; + + if (!OBJ_SAT_IN_BY(furniture)) + OBJ_SAT_IN_BY(furniture) = ch; + for (tempch = OBJ_SAT_IN_BY(furniture); tempch != ch; tempch = NEXT_SITTING(tempch)) { + if (NEXT_SITTING(tempch)) + continue; + NEXT_SITTING(tempch) = ch; + } + + SITTING(ch) = furniture; + NEXT_SITTING(ch) = NULL; + GET_OBJ_VAL(furniture, VAL_FURN_MAX_OCC) += 1; +} + +static const char *position_gerund(int pos) +{ + switch (pos) { + case POS_SLEEPING: + return "sleeping"; + case POS_RESTING: + return "resting"; + case POS_SITTING: + return "sitting"; + case POS_STANDING: + return "standing"; + default: + return "using"; + } +} /** Move a PC/NPC character from their current location to a new location. This * is the standard movement locomotion function that all normal walking * movement by characters should be sent through. This function also defines @@ -274,8 +427,9 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check) GET_MOVE(ch) -= need_movement; /* Generate the leave message and display to others in the was_in room. */ - if (!AFF_FLAGGED(ch, AFF_SNEAK)) - { + if (AFF_FLAGGED(ch, AFF_SNEAK)) { + stealth_process_room_movement(ch, was_in, dir, TRUE); + } else { snprintf(leave_message, sizeof(leave_message), "$n leaves %s.", dirs[dir]); act(leave_message, TRUE, ch, 0, 0, TO_ROOM); } @@ -299,7 +453,9 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check) } /* Display arrival information to anyone in the destination room... */ - if (!AFF_FLAGGED(ch, AFF_SNEAK)) + if (AFF_FLAGGED(ch, AFF_SNEAK)) + stealth_process_room_movement(ch, going_to, dir, FALSE); + else act("$n has arrived.", TRUE, ch, 0, 0, TO_ROOM); /* ... and the room description to the character. */ @@ -311,6 +467,8 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check) { mudlog(BRF, LVL_IMMORT, TRUE, "%s hit death trap #%d (%s)", GET_NAME(ch), GET_ROOM_VNUM(going_to), world[going_to].name); death_cry(ch); + if (!IS_NPC(ch)) + GET_POS(ch) = POS_DEAD; extract_char(ch); return (0); } @@ -570,6 +728,7 @@ static void do_doorcmd(struct char_data *ch, struct obj_data *obj, int door, int TOGGLE_LOCK(other_room, obj, rev_dir[door]); send_to_char(ch, "The lock quickly yields to your skills.\r\n"); len = strlcpy(buf, "$n skillfully picks the lock on ", sizeof(buf)); + gain_skill(ch, "pick lock", TRUE); break; } @@ -595,16 +754,21 @@ static int ok_pick(struct char_data *ch, obj_vnum keynum, int pickproof, int scm return (1); percent = rand_number(1, 101); - skill_lvl = GET_SKILL(ch, SKILL_PICK_LOCK) + dex_app_skill[GET_DEX(ch)].p_locks; + skill_lvl = GET_SKILL(ch, SKILL_PICK_LOCK) + GET_ABILITY_MOD(GET_DEX(ch)); - if (keynum == NOTHING) + if (keynum == NOTHING) { send_to_char(ch, "Odd - you can't seem to find a keyhole.\r\n"); - else if (pickproof) + } + else if (pickproof) { send_to_char(ch, "It resists your attempts to pick it.\r\n"); - else if (percent > skill_lvl) + } + else if (percent > skill_lvl) { send_to_char(ch, "You failed to pick the lock.\r\n"); - else + gain_skill(ch, "pick lock", FALSE); + } + else { return (1); + } return (0); } @@ -623,6 +787,32 @@ static int ok_pick(struct char_data *ch, obj_vnum keynum, int pickproof, int scm #define DOOR_KEY(ch, obj, door) ((obj) ? (GET_OBJ_VAL(obj, 2)) : \ (EXIT(ch, door)->key)) +/* For worn items like backpacks, cloaks, etc */ +static void do_worn_openclose(struct char_data *ch, struct obj_data *obj, int subcmd) +{ + if (subcmd == SCMD_OPEN) { + if (GET_OBJ_VAL(obj, WORN_IS_CLOSED) == 0) { + send_to_char(ch, "But it's currently open!\r\n"); + return; + } + GET_OBJ_VAL(obj, WORN_IS_CLOSED) = 0; + send_to_char(ch, "%s", CONFIG_OK); + act("$n opens $p.", FALSE, ch, obj, 0, TO_ROOM); + return; + } + + if (subcmd == SCMD_CLOSE) { + if (GET_OBJ_VAL(obj, WORN_IS_CLOSED) == 1) { + send_to_char(ch, "But it's already closed!\r\n"); + return; + } + GET_OBJ_VAL(obj, WORN_IS_CLOSED) = 1; + send_to_char(ch, "%s", CONFIG_OK); + act("$n closes $p.", FALSE, ch, obj, 0, TO_ROOM); + return; + } +} + ACMD(do_gen_door) { int door = -1; @@ -637,9 +827,23 @@ ACMD(do_gen_door) return; } two_arguments(argument, type, dir); - if (!generic_find(type, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &victim, &obj)) + if (!generic_find(type, FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_OBJ_EQUIP, ch, &victim, &obj)) door = find_door(ch, type, dir, cmd_door[subcmd]); + if (obj && GET_OBJ_TYPE(obj) == ITEM_WORN && + GET_OBJ_VAL(obj, WORN_CAN_OPEN_CLOSE) == 1) { + + if (subcmd == SCMD_OPEN || subcmd == SCMD_CLOSE) { + do_worn_openclose(ch, obj, subcmd); + return; + } + + /* lock/unlock/pick on closable worn items: treat as not applicable */ + /* fall through to door search by discarding obj */ + obj = NULL; + door = find_door(ch, type, dir, cmd_door[subcmd]); + } + if ((obj) && (GET_OBJ_TYPE(obj) != ITEM_CONTAINER)) { obj = NULL; door = find_door(ch, type, dir, cmd_door[subcmd]); @@ -730,35 +934,121 @@ ACMD(do_leave) ACMD(do_stand) { + char token[MAX_INPUT_LENGTH]; + struct obj_data *furniture = NULL, *current_furniture = SITTING(ch); + bool has_target = FALSE, used_number = FALSE; + int ordinal = 0; + int orig_pos = GET_POS(ch); + + if (*argument) { + if (!extract_furniture_token(ch, argument, token, sizeof(token), "Stand")) + return; + has_target = TRUE; + furniture = find_furniture_target(ch, token, &used_number, &ordinal); + if (!furniture) { + if (used_number) + send_to_char(ch, "You don't see furniture #%d here.\r\n", ordinal); + else + send_to_char(ch, "You don't see that here.\r\n"); + return; + } + } + + if (has_target) { + bool already_there = (current_furniture && current_furniture == furniture); + + if (GET_POS(ch) == POS_SLEEPING) { + send_to_char(ch, "You have to wake up first!\r\n"); + return; + } else if (GET_POS(ch) == POS_FIGHTING) { + send_to_char(ch, "Do you not consider fighting as standing?\r\n"); + return; + } + + if (!validate_furniture_use(ch, furniture, (1 << 0), "stand", already_there)) + return; + + if (already_there && GET_POS(ch) == POS_STANDING) { + act("You are already standing at $p.", TRUE, ch, furniture, 0, TO_CHAR); + return; + } + + if (!already_there && current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) { + const char *leaving = position_gerund(GET_POS(ch)); + act("You stop $T on $p.", TRUE, ch, current_furniture, (char *)leaving, TO_CHAR); + act("$n stops $T on $p.", TRUE, ch, current_furniture, (char *)leaving, TO_ROOM); + char_from_furniture(ch); + } + + if (!already_there) + attach_char_to_furniture(ch, furniture); + + const char *self_msg = "You stand at $p."; + const char *room_msg = "$n stands at $p."; + + if (orig_pos == POS_SITTING) { + self_msg = "You stand up at $p."; + room_msg = "$n stands up at $p."; + } else if (orig_pos == POS_RESTING) { + self_msg = "You stop resting and stand at $p."; + room_msg = "$n stops resting and stands at $p."; + } else if (orig_pos < POS_SITTING) { + self_msg = "You struggle to your feet at $p."; + room_msg = "$n struggles to $s feet at $p."; + } + + act(self_msg, TRUE, ch, furniture, 0, TO_CHAR); + act(room_msg, TRUE, ch, furniture, 0, TO_ROOM); + GET_POS(ch) = FIGHTING(ch) ? POS_FIGHTING : POS_STANDING; + return; + } + switch (GET_POS(ch)) { case POS_STANDING: send_to_char(ch, "You are already standing.\r\n"); break; + case POS_SITTING: - send_to_char(ch, "You stand up.\r\n"); - act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM); + if (current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) { + act("You stand up from $p.", TRUE, ch, current_furniture, 0, TO_CHAR); + act("$n stands up from $p.", TRUE, ch, current_furniture, 0, TO_ROOM); + } else { + send_to_char(ch, "You stand up.\r\n"); + act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM); + } /* Were they sitting in something? */ char_from_furniture(ch); - /* Will be sitting after a successful bash and may still be fighting. */ + /* Will be standing after a successful bash and may still be fighting. */ GET_POS(ch) = FIGHTING(ch) ? POS_FIGHTING : POS_STANDING; break; + case POS_RESTING: - send_to_char(ch, "You stop resting, and stand up.\r\n"); - act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM); + if (current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) { + act("You stop resting, and stand up from $p.", TRUE, ch, current_furniture, 0, TO_CHAR); + act("$n stops resting, and stands up from $p.", TRUE, ch, current_furniture, 0, TO_ROOM); + } else { + send_to_char(ch, "You stop resting, and stand up.\r\n"); + act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM); + } GET_POS(ch) = POS_STANDING; /* Were they sitting in something. */ char_from_furniture(ch); break; + case POS_SLEEPING: send_to_char(ch, "You have to wake up first!\r\n"); break; + case POS_FIGHTING: send_to_char(ch, "Do you not consider fighting as standing?\r\n"); break; + default: send_to_char(ch, "You stop floating around, and put your feet on the ground.\r\n"); - act("$n stops floating around, and puts $s feet on the ground.", - TRUE, ch, 0, 0, TO_ROOM); + if (current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) + act("$n stops floating around, and stands up from $p.", TRUE, ch, current_furniture, 0, TO_ROOM); + else + act("$n stops floating around, and puts $s feet on the ground.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_STANDING; break; } @@ -766,59 +1056,90 @@ ACMD(do_stand) ACMD(do_sit) { - char arg[MAX_STRING_LENGTH]; - struct obj_data *furniture; - struct char_data *tempch; - int found; + char token[MAX_INPUT_LENGTH]; + struct obj_data *furniture = NULL, *current_furniture = NULL; + bool has_target = FALSE, used_number = FALSE; + int ordinal = 0; + int orig_pos = GET_POS(ch); - one_argument(argument, arg); + if (*argument) { + if (!extract_furniture_token(ch, argument, token, sizeof(token), "Sit")) + return; + has_target = TRUE; + furniture = find_furniture_target(ch, token, &used_number, &ordinal); + if (!furniture) { + if (used_number) + send_to_char(ch, "You don't see furniture #%d here.\r\n", ordinal); + else + send_to_char(ch, "You don't see that here.\r\n"); + return; + } + } - if (!(furniture = get_obj_in_list_vis(ch, arg, NULL, world[ch->in_room].contents))) - found = 0; - else - found = 1; + current_furniture = SITTING(ch); + + if (has_target) { + bool already_there = (current_furniture && current_furniture == furniture); + + if (GET_POS(ch) == POS_SLEEPING) { + send_to_char(ch, "You have to wake up first.\r\n"); + return; + } + if (GET_POS(ch) == POS_FIGHTING) { + send_to_char(ch, "Sit down while fighting? Are you MAD?\r\n"); + return; + } + + if (!validate_furniture_use(ch, furniture, (1 << 1), "sit", already_there)) + return; + + if (already_there) { + if (GET_POS(ch) == POS_SITTING) { + act("You are already sitting on $p.", TRUE, ch, furniture, 0, TO_CHAR); + return; + } + } else if (current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) { + const char *leaving = position_gerund(GET_POS(ch)); + act("You stop $T on $p.", TRUE, ch, current_furniture, (char *)leaving, TO_CHAR); + act("$n stops $T on $p.", TRUE, ch, current_furniture, (char *)leaving, TO_ROOM); + char_from_furniture(ch); + } + + if (!already_there) + attach_char_to_furniture(ch, furniture); + + const char *self_msg = "You sit on $p."; + const char *room_msg = "$n sits on $p."; + + if (orig_pos == POS_STANDING) { + self_msg = "You sit down on $p."; + room_msg = "$n sits down on $p."; + } else if (orig_pos == POS_RESTING) { + self_msg = "You stop resting and sit up on $p."; + room_msg = "$n stops resting and sits up on $p."; + } + + act(self_msg, TRUE, ch, furniture, 0, TO_CHAR); + act(room_msg, TRUE, ch, furniture, 0, TO_ROOM); + GET_POS(ch) = POS_SITTING; + return; + } switch (GET_POS(ch)) { case POS_STANDING: - if (found == 0) { - send_to_char(ch, "You sit down.\r\n"); - act("$n sits down.", FALSE, ch, 0, 0, TO_ROOM); - GET_POS(ch) = POS_SITTING; - } else { - if (GET_OBJ_TYPE(furniture) != ITEM_FURNITURE) { - send_to_char(ch, "You can't sit on that!\r\n"); - return; - } else if (GET_OBJ_VAL(furniture, 1) > GET_OBJ_VAL(furniture, 0)) { - /* Val 1 is current number sitting, 0 is max in sitting. */ - act("$p looks like it's all full.", TRUE, ch, furniture, 0, TO_CHAR); - log("SYSERR: Furniture %d holding too many people.", GET_OBJ_VNUM(furniture)); - return; - } else if (GET_OBJ_VAL(furniture, 1) == GET_OBJ_VAL(furniture, 0)) { - act("There is no where left to sit upon $p.", TRUE, ch, furniture, 0, TO_CHAR); - return; - } else { - if (OBJ_SAT_IN_BY(furniture) == NULL) - OBJ_SAT_IN_BY(furniture) = ch; - for (tempch = OBJ_SAT_IN_BY(furniture); tempch != ch ; tempch = NEXT_SITTING(tempch)) { - if (NEXT_SITTING(tempch)) - continue; - NEXT_SITTING(tempch) = ch; - } - act("You sit down upon $p.", TRUE, ch, furniture, 0, TO_CHAR); - act("$n sits down upon $p.", TRUE, ch, furniture, 0, TO_ROOM); - SITTING(ch) = furniture; - NEXT_SITTING(ch) = NULL; - GET_OBJ_VAL(furniture, 1) += 1; - GET_POS(ch) = POS_SITTING; - } - } + send_to_char(ch, "You sit down.\r\n"); + act("$n sits down.", FALSE, ch, 0, 0, TO_ROOM); + GET_POS(ch) = POS_SITTING; break; case POS_SITTING: send_to_char(ch, "You're sitting already.\r\n"); break; case POS_RESTING: send_to_char(ch, "You stop resting, and sit up.\r\n"); - act("$n stops resting.", TRUE, ch, 0, 0, TO_ROOM); + if (current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) + act("$n stops resting and sits up on $p.", TRUE, ch, current_furniture, 0, TO_ROOM); + else + act("$n stops resting and sits up.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; case POS_SLEEPING: @@ -829,7 +1150,10 @@ ACMD(do_sit) break; default: send_to_char(ch, "You stop floating around, and sit down.\r\n"); - act("$n stops floating around, and sits down.", TRUE, ch, 0, 0, TO_ROOM); + if (current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) + act("$n stops floating around, and sits down on $p.", TRUE, ch, current_furniture, 0, TO_ROOM); + else + act("$n stops floating around, and sits down.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; } @@ -837,29 +1161,123 @@ ACMD(do_sit) ACMD(do_rest) { + char token[MAX_INPUT_LENGTH]; + struct obj_data *furniture = NULL, *current_furniture = SITTING(ch); + bool has_target = FALSE, used_number = FALSE; + int ordinal = 0; + + if (*argument) { + if (!extract_furniture_token(ch, argument, token, sizeof(token), "Rest")) + return; + has_target = TRUE; + furniture = find_furniture_target(ch, token, &used_number, &ordinal); + if (!furniture) { + if (used_number) + send_to_char(ch, "You don't see furniture #%d here.\r\n", ordinal); + else + send_to_char(ch, "You don't see that here.\r\n"); + return; + } + } + + if (has_target) { + bool already_there = (current_furniture && current_furniture == furniture); + + if (GET_POS(ch) == POS_SLEEPING) { + send_to_char(ch, "You have to wake up first.\r\n"); + return; + } + if (GET_POS(ch) == POS_FIGHTING) { + send_to_char(ch, "Rest while fighting? Are you MAD?\r\n"); + return; + } + + if (!validate_furniture_use(ch, furniture, (1 << 2), "rest", already_there)) + return; + + if (already_there) { + if (GET_POS(ch) == POS_RESTING) { + act("You are already resting on $p.", TRUE, ch, furniture, 0, TO_CHAR); + return; + } + } else if (current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) { + const char *leaving = position_gerund(GET_POS(ch)); + act("You stop $T on $p.", TRUE, ch, current_furniture, (char *)leaving, TO_CHAR); + act("$n stops $T on $p.", TRUE, ch, current_furniture, (char *)leaving, TO_ROOM); + char_from_furniture(ch); + } + + if (!already_there) + attach_char_to_furniture(ch, furniture); + + const char *self_msg = "You rest on $p."; + const char *room_msg = "$n rests on $p."; + + if (GET_POS(ch) == POS_STANDING) { + self_msg = "You sit down and rest on $p."; + room_msg = "$n sits down and rests on $p."; + } else if (GET_POS(ch) == POS_SITTING) { + self_msg = "You rest on $p."; + room_msg = "$n rests on $p."; + } else if (GET_POS(ch) == POS_RESTING && !already_there) { + self_msg = "You continue resting on $p."; + room_msg = "$n continues resting on $p."; + } + + act(self_msg, TRUE, ch, furniture, 0, TO_CHAR); + act(room_msg, TRUE, ch, furniture, 0, TO_ROOM); + GET_POS(ch) = POS_RESTING; + return; + } + switch (GET_POS(ch)) { case POS_STANDING: - send_to_char(ch, "You sit down and rest your tired bones.\r\n"); - act("$n sits down and rests.", TRUE, ch, 0, 0, TO_ROOM); + if (current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) { + act("You sit down and rest on $p.", TRUE, ch, current_furniture, 0, TO_CHAR); + act("$n sits down and rests on $p.", TRUE, ch, current_furniture, 0, TO_ROOM); + } else { + send_to_char(ch, "You sit down and rest your tired bones.\r\n"); + act("$n sits down and rests.", TRUE, ch, 0, 0, TO_ROOM); + } GET_POS(ch) = POS_RESTING; break; + case POS_SITTING: - send_to_char(ch, "You rest your tired bones.\r\n"); - act("$n rests.", TRUE, ch, 0, 0, TO_ROOM); + /* Check if sitting on furniture that allows resting */ + if (current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) { + int allowed_positions = GET_OBJ_VAL(current_furniture, VAL_FURN_POSITIONS); /* VAL_FURN_POSITIONS */ + if (allowed_positions > 0 && !(allowed_positions & (1 << 2))) { /* Check REST bit (bit 2) */ + act("$p doesn't look comfortable for resting.", TRUE, ch, current_furniture, 0, TO_CHAR); + return; + } + /* Valid furniture + resting */ + act("You rest on $p.", TRUE, ch, current_furniture, 0, TO_CHAR); + act("$n rests on $p.", TRUE, ch, current_furniture, 0, TO_ROOM); + } else { + send_to_char(ch, "You rest your tired bones.\r\n"); + act("$n rests.", TRUE, ch, 0, 0, TO_ROOM); + } GET_POS(ch) = POS_RESTING; break; + case POS_RESTING: send_to_char(ch, "You are already resting.\r\n"); break; + case POS_SLEEPING: send_to_char(ch, "You have to wake up first.\r\n"); break; + case POS_FIGHTING: send_to_char(ch, "Rest while fighting? Are you MAD?\r\n"); break; + default: send_to_char(ch, "You stop floating around, and stop to rest your tired bones.\r\n"); - act("$n stops floating around, and rests.", FALSE, ch, 0, 0, TO_ROOM); + if (current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) + act("$n stops floating around, and rests on $p.", FALSE, ch, current_furniture, 0, TO_ROOM); + else + act("$n stops floating around, and rests.", FALSE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_RESTING; break; } @@ -867,24 +1285,91 @@ ACMD(do_rest) ACMD(do_sleep) { + char token[MAX_INPUT_LENGTH]; + struct obj_data *furniture = NULL, *current_furniture = SITTING(ch); + bool has_target = FALSE, used_number = FALSE; + int ordinal = 0; + + if (*argument) { + if (!extract_furniture_token(ch, argument, token, sizeof(token), "Sleep")) + return; + has_target = TRUE; + furniture = find_furniture_target(ch, token, &used_number, &ordinal); + if (!furniture) { + if (used_number) + send_to_char(ch, "You don't see furniture #%d here.\r\n", ordinal); + else + send_to_char(ch, "You don't see that here.\r\n"); + return; + } + } + + if (has_target) { + bool already_there = (current_furniture && current_furniture == furniture); + + if (GET_POS(ch) == POS_SLEEPING) { + send_to_char(ch, "You are already sound asleep.\r\n"); + return; + } + if (GET_POS(ch) == POS_FIGHTING) { + send_to_char(ch, "Sleep while fighting? Are you MAD?\r\n"); + return; + } + + if (!validate_furniture_use(ch, furniture, (1 << 3), "sleep", already_there)) + return; + + if (!already_there && current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) { + const char *leaving = position_gerund(GET_POS(ch)); + act("You stop $T on $p.", TRUE, ch, current_furniture, (char *)leaving, TO_CHAR); + act("$n stops $T on $p.", TRUE, ch, current_furniture, (char *)leaving, TO_ROOM); + char_from_furniture(ch); + } + + if (!already_there) + attach_char_to_furniture(ch, furniture); + + act("You go to sleep on $p.", TRUE, ch, furniture, 0, TO_CHAR); + act("$n lies down and falls asleep on $p.", TRUE, ch, furniture, 0, TO_ROOM); + GET_POS(ch) = POS_SLEEPING; + return; + } + switch (GET_POS(ch)) { case POS_STANDING: case POS_SITTING: case POS_RESTING: - send_to_char(ch, "You go to sleep.\r\n"); - act("$n lies down and falls asleep.", TRUE, ch, 0, 0, TO_ROOM); + /* Check if sitting/resting on furniture that allows sleeping */ + if (current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) { + int allowed_positions = GET_OBJ_VAL(current_furniture, VAL_FURN_POSITIONS); /* VAL_FURN_POSITIONS */ + if (allowed_positions > 0 && !(allowed_positions & (1 << 3))) { /* Check SLEEP bit (bit 3) */ + act("$p doesn't look comfortable for sleeping.", TRUE, ch, current_furniture, 0, TO_CHAR); + return; + } + /* Valid furniture + sleeping */ + act("You go to sleep on $p.", TRUE, ch, current_furniture, 0, TO_CHAR); + act("$n lies down and falls asleep on $p.", TRUE, ch, current_furniture, 0, TO_ROOM); + } else { + send_to_char(ch, "You go to sleep.\r\n"); + act("$n lies down and falls asleep.", TRUE, ch, 0, 0, TO_ROOM); + } GET_POS(ch) = POS_SLEEPING; break; + case POS_SLEEPING: send_to_char(ch, "You are already sound asleep.\r\n"); break; + case POS_FIGHTING: send_to_char(ch, "Sleep while fighting? Are you MAD?\r\n"); break; + default: send_to_char(ch, "You stop floating around, and lie down to sleep.\r\n"); - act("$n stops floating around, and lie down to sleep.", - TRUE, ch, 0, 0, TO_ROOM); + if (current_furniture && GET_OBJ_TYPE(current_furniture) == ITEM_FURNITURE) + act("$n stops floating around, and lies down to sleep on $p.", TRUE, ch, current_furniture, 0, TO_ROOM); + else + act("$n stops floating around, and lies down to sleep.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SLEEPING; break; } @@ -918,13 +1403,19 @@ ACMD(do_wake) if (!self) return; } + if (AFF_FLAGGED(ch, AFF_SLEEP)) send_to_char(ch, "You can't wake up!\r\n"); else if (GET_POS(ch) > POS_SLEEPING) send_to_char(ch, "You are already awake...\r\n"); else { - send_to_char(ch, "You awaken, and sit up.\r\n"); - act("$n awakens.", TRUE, ch, 0, 0, TO_ROOM); + if (SITTING(ch) && GET_OBJ_TYPE(SITTING(ch)) == ITEM_FURNITURE) { + act("You awaken, and sit up on $p.", TRUE, ch, SITTING(ch), 0, TO_CHAR | TO_SLEEP); + act("$n awakens, and sits up on $p.", TRUE, ch, SITTING(ch), 0, TO_ROOM); + } else { + send_to_char(ch, "You awaken, and sit up.\r\n"); + act("$n awakens.", TRUE, ch, 0, 0, TO_ROOM); + } GET_POS(ch) = POS_SITTING; } } diff --git a/src/act.offensive.c b/src/act.offensive.c index cb54edd..3d59499 100644 --- a/src/act.offensive.c +++ b/src/act.offensive.c @@ -126,9 +126,11 @@ ACMD(do_backstab) { char buf[MAX_INPUT_LENGTH]; struct char_data *vict; - int percent, prob; + struct obj_data *weap; + int roll, atk_bonus, total, target_ac; + bool crit_success = FALSE, crit_fail = FALSE; - if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_BACKSTAB)) { + if (!GET_SKILL(ch, SKILL_BACKSTAB)) { send_to_char(ch, "You have no idea how to do that.\r\n"); return; } @@ -143,11 +145,12 @@ ACMD(do_backstab) send_to_char(ch, "How can you sneak up on yourself?\r\n"); return; } - if (!GET_EQ(ch, WEAR_WIELD)) { + if (!(weap = GET_EQ(ch, WEAR_WIELD))) { send_to_char(ch, "You need to wield a weapon to make it a success.\r\n"); return; } - if (GET_OBJ_VAL(GET_EQ(ch, WEAR_WIELD), 3) != TYPE_PIERCE - TYPE_HIT) { + /* Only piercing weapons allowed */ + if (GET_OBJ_VAL(weap, 3) != TYPE_PIERCE - TYPE_HIT) { send_to_char(ch, "Only piercing weapons can be used for backstabbing.\r\n"); return; } @@ -164,13 +167,51 @@ ACMD(do_backstab) return; } - percent = rand_number(1, 101); /* 101% is a complete failure */ - prob = GET_SKILL(ch, SKILL_BACKSTAB); + /* --- d20 vs ascending AC --- */ + atk_bonus = GET_ABILITY_MOD(GET_DEX(ch)) + + GET_PROFICIENCY(GET_SKILL(ch, SKILL_BACKSTAB)); + + roll = rand_number(1, 20); + crit_fail = (roll == 1); + crit_success = (roll == 20); + + total = roll + atk_bonus; + target_ac = compute_ascending_ac(vict); + + if (!crit_fail && (crit_success || total >= target_ac)) { + /* Successful backstab */ + act("You slip behind $N and drive your weapon home!", TRUE, ch, 0, vict, TO_CHAR); + act("$n slips behind you and drives a weapon into your back!", TRUE, ch, 0, vict, TO_VICT); + act("$n slips behind $N and drives a weapon home!", TRUE, ch, 0, vict, TO_NOTVICT); + + /* Keeping this logic really simple so it can be adjusted later if need be */ + if (crit_success) { + /* Simple crit = 2x damage */ + int base = dice(GET_OBJ_VAL(weap, 1), GET_OBJ_VAL(weap, 2)); + int dmg = base + GET_ABILITY_MOD(GET_DEX(ch)); + if (dmg < 1) dmg = 1; + dmg *= 2; + damage(ch, vict, dmg, SKILL_BACKSTAB); + } else { + /* Hit but not crit = 1.5x damage */ + int base = dice(GET_OBJ_VAL(weap, 1), GET_OBJ_VAL(weap, 2)); + int dmg = base + GET_ABILITY_MOD(GET_DEX(ch)); + if (dmg < 1) dmg = 1; + dmg *= 1.5; + damage(ch, vict, dmg, SKILL_BACKSTAB); + } + + gain_skill(ch, "backstab", TRUE); + + } else { + /* Missed backstab */ + act("You lunge at $N, but miss the mark.", TRUE, ch, 0, vict, TO_CHAR); + act("$n lunges at you, but misses the mark!", TRUE, ch, 0, vict, TO_VICT); + act("$n lunges at $N, but misses the mark!", TRUE, ch, 0, vict, TO_NOTVICT); - if (AWAKE(vict) && (percent > prob)) damage(ch, vict, 0, SKILL_BACKSTAB); - else - hit(ch, vict, SKILL_BACKSTAB); + gain_skill(ch, "backstab", FALSE); + } WAIT_STATE(ch, 2 * PULSE_VIOLENCE); } @@ -250,14 +291,13 @@ ACMD(do_flee) if (was_fighting && !IS_NPC(ch)) { loss = GET_MAX_HIT(was_fighting) - GET_HIT(was_fighting); loss *= GET_LEVEL(was_fighting); - gain_exp(ch, -loss); } if (FIGHTING(ch)) stop_fighting(ch); if (was_fighting && ch == FIGHTING(was_fighting)) stop_fighting(was_fighting); } else { - act("$n tries to flee, but can't!", TRUE, ch, 0, 0, TO_ROOM); + act("$n tries to flee, but can't!", TRUE, ch, 0, 0, TO_ROOM); } return; } @@ -269,11 +309,12 @@ ACMD(do_bash) { char arg[MAX_INPUT_LENGTH]; struct char_data *vict; - int percent, prob; + int roll, atk_bonus, total, target_ac; + bool crit_success = FALSE, crit_fail = FALSE; one_argument(argument, arg); - if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_BASH)) { + if (!GET_SKILL(ch, SKILL_BASH)) { send_to_char(ch, "You have no idea how.\r\n"); return; } @@ -302,28 +343,59 @@ ACMD(do_bash) return; } - percent = rand_number(1, 101); /* 101% is a complete failure */ - prob = GET_SKILL(ch, SKILL_BASH); + /* --- 5e-like attack roll vs ascending AC --- */ + atk_bonus = GET_ABILITY_MOD(GET_STR(ch)) + + GET_PROFICIENCY(GET_SKILL(ch, SKILL_BASH)); + roll = rand_number(1, 20); + crit_success = (roll == 1); + crit_fail = (roll == 20); + + total = roll + atk_bonus; + target_ac = compute_ascending_ac(vict); + + /* Some mobs simply can't be bashed: force a miss like legacy code did. */ if (MOB_FLAGGED(vict, MOB_NOBASH)) - percent = 101; + crit_fail = TRUE; + + if (!crit_fail && (crit_success || total >= target_ac)) { + /* ---- HIT: small damage + knockdown ---- */ + + /* Damage = 1 + STR mod (min 1); double on crit */ + int dmg = 1 + GET_ABILITY_MOD(GET_STR(ch)); + if (dmg < 1) dmg = 1; + if (crit_success) dmg *= 2; + + if (crit_success) { + act("You slam into $N with a crushing bash!", TRUE, ch, 0, vict, TO_CHAR); + act("$n slams into you with a crushing bash!", TRUE, ch, 0, vict, TO_VICT); + act("$n slams into $N with a crushing bash!", TRUE, ch, 0, vict, TO_NOTVICT); + } else { + act("You bash $N off balance.", TRUE, ch, 0, vict, TO_CHAR); + act("$n bashes you off balance.", TRUE, ch, 0, vict, TO_VICT); + act("$n bashes $N off balance.", TRUE, ch, 0, vict, TO_NOTVICT); + } + + /* Apply damage; legacy: >0 means still alive & not a pure miss */ + if (damage(ch, vict, dmg, SKILL_BASH) > 0) { + WAIT_STATE(vict, PULSE_VIOLENCE); /* brief stun */ + if (IN_ROOM(ch) == IN_ROOM(vict)) { + GET_POS(vict) = POS_SITTING; /* knockdown */ + gain_skill(ch, "bash", TRUE); + } + } + + } else { + /* ---- MISS: you eat the floor (attacker sits) ---- */ + act("You miss your bash at $N and lose your footing!", TRUE, ch, 0, vict, TO_CHAR); + act("$n misses a bash at you and loses $s footing!", TRUE, ch, 0, vict, TO_VICT); + act("$n misses a bash at $N and loses $s footing!", TRUE, ch, 0, vict, TO_NOTVICT); - if (percent > prob) { damage(ch, vict, 0, SKILL_BASH); GET_POS(ch) = POS_SITTING; - } else { - /* - * If we bash a player and they wimp out, they will move to the previous - * room before we set them sitting. If we try to set the victim sitting - * first to make sure they don't flee, then we can't bash them! So now - * we only set them sitting if they didn't flee. -gg 9/21/98 - */ - if (damage(ch, vict, 1, SKILL_BASH) > 0) { /* -1 = dead, 0 = miss */ - WAIT_STATE(vict, PULSE_VIOLENCE); - if (IN_ROOM(ch) == IN_ROOM(vict)) - GET_POS(vict) = POS_SITTING; - } + gain_skill(ch, "bash", FALSE); } + WAIT_STATE(ch, PULSE_VIOLENCE * 2); } @@ -331,9 +403,9 @@ ACMD(do_rescue) { char arg[MAX_INPUT_LENGTH]; struct char_data *vict, *tmp_ch; - int percent, prob; + int roll, bonus, total, dc; - if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_RESCUE)) { + if (!GET_SKILL(ch, SKILL_RESCUE)) { send_to_char(ch, "You have no idea how to do that.\r\n"); return; } @@ -352,28 +424,40 @@ ACMD(do_rescue) send_to_char(ch, "How can you rescue someone you are trying to kill?\r\n"); return; } - for (tmp_ch = world[IN_ROOM(ch)].people; tmp_ch && - (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room); + /* Find someone who is fighting the victim */ + for (tmp_ch = world[IN_ROOM(ch)].people; tmp_ch && (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room) + ; + + /* Handle the “already rescued” edge case from your original */ if ((FIGHTING(vict) != NULL) && (FIGHTING(ch) == FIGHTING(vict)) && (tmp_ch == NULL)) { - tmp_ch = FIGHTING(vict); - if (FIGHTING(tmp_ch) == ch) { - send_to_char(ch, "You have already rescued %s from %s.\r\n", GET_NAME(vict), GET_NAME(FIGHTING(ch))); - return; - } + tmp_ch = FIGHTING(vict); + if (FIGHTING(tmp_ch) == ch) { + send_to_char(ch, "You have already rescued %s from %s.\r\n", GET_NAME(vict), GET_NAME(FIGHTING(ch))); + return; + } } if (!tmp_ch) { act("But nobody is fighting $M!", FALSE, ch, 0, vict, TO_CHAR); return; } - percent = rand_number(1, 101); /* 101% is a complete failure */ - prob = GET_SKILL(ch, SKILL_RESCUE); - if (percent > prob) { + /* --- STR + proficiency ability check vs DC (no nat 1/20 rules) --- */ + bonus = GET_ABILITY_MOD(GET_STR(ch)) + GET_PROFICIENCY(GET_SKILL(ch, SKILL_RESCUE)); + dc = 10; + if (FIGHTING(ch)) dc += 5; /* harder to pull off while already in melee */ + + roll = rand_number(1, 20); + total = roll + bonus; + + if (total < dc) { send_to_char(ch, "You fail the rescue!\r\n"); + gain_skill(ch, "rescue", FALSE); return; } + + /* Success: swap aggro */ send_to_char(ch, "Banzai! To the rescue...\r\n"); act("You are rescued by $N, you are confused!", FALSE, vict, 0, ch, TO_CHAR); act("$n heroically rescues $N!", FALSE, ch, 0, vict, TO_NOTVICT); @@ -388,64 +472,103 @@ ACMD(do_rescue) set_fighting(ch, tmp_ch); set_fighting(tmp_ch, ch); + gain_skill(ch, "rescue", TRUE); + WAIT_STATE(vict, 2 * PULSE_VIOLENCE); } +/* 5e-like whirlwind tick: random characters (PCs & NPCs), d20 vs AC, friendly fire possible */ EVENTFUNC(event_whirlwind) { struct char_data *ch, *tch; struct mud_event_data *pMudEvent; struct list_data *room_list; int count; - - /* This is just a dummy check, but we'll do it anyway */ + if (event_obj == NULL) return 0; - - /* For the sake of simplicity, we will place the event data in easily - * referenced pointers */ + pMudEvent = (struct mud_event_data *) event_obj; - ch = (struct char_data *) pMudEvent->pStruct; - - /* When using a list, we have to make sure to allocate the list as it - * uses dynamic memory */ + ch = (struct char_data *) pMudEvent->pStruct; + + if (!ch || IN_ROOM(ch) == NOWHERE || GET_POS(ch) < POS_FIGHTING) + return 0; + room_list = create_list(); - - /* We search through the "next_in_room", and grab all NPCs and add them - * to our list */ - for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room) - if (IS_NPC(tch)) - add_to_list(tch, room_list); - - /* If our list is empty or has "0" entries, we free it from memory and - * close off our event */ + + /* === Target pool: everyone except self; skip protected mobs === */ + for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room) { + if (tch == ch) continue; + if (IS_NPC(tch) && MOB_FLAGGED(tch, MOB_NOKILL)) continue; + if (GET_POS(tch) <= POS_DEAD) continue; + add_to_list(tch, room_list); + } + if (room_list->iSize == 0) { free_list(room_list); - send_to_char(ch, "There is no one in the room to whirlwind!\r\n"); + send_to_char(ch, "There is no one here to whirlwind!\r\n"); return 0; } - - /* We spit out some ugly colour, making use of the new colour options, - * to let the player know they are performing their whirlwind strike */ - send_to_char(ch, "\t[f313]You deliver a vicious \t[f014]\t[b451]WHIRLWIND!!!\tn\r\n"); - - /* Lets grab some a random NPC from the list, and hit() them up */ + + send_to_char(ch, "\t[f313]You deliver a vicious \t[f014]\t[b451]attack, spinning wildly!!!\tn\r\n"); + + /* Up to 1–4 rapid strikes (friendly fire possible) */ for (count = dice(1, 4); count > 0; count--) { - tch = random_from_list(room_list); - hit(ch, tch, TYPE_UNDEFINED); + int roll, atk_bonus, total, target_ac, dmg; + bool crit_success = FALSE, crit_fail = FALSE; + + tch = (struct char_data *) random_from_list(room_list); + if (!tch || IN_ROOM(tch) != IN_ROOM(ch) || GET_POS(tch) <= POS_DEAD) + continue; + + /* Attack roll vs ascending AC */ + atk_bonus = GET_ABILITY_MOD(GET_STR(ch)) + GET_PROFICIENCY(GET_SKILL(ch, SKILL_WHIRLWIND)); + roll = rand_number(1, 20); + crit_fail = (roll == 1); + crit_success = (roll == 20); + + total = roll + atk_bonus; + target_ac = compute_ascending_ac(tch); + + if (!crit_fail && (crit_success || total >= target_ac)) { + dmg = dice(1, 4) + GET_ABILITY_MOD(GET_STR(ch)) + GET_PROFICIENCY(GET_SKILL(ch, SKILL_WHIRLWIND)); + if (dmg < 1) dmg = 1; + if (crit_success) dmg *= 2; + + if (crit_success) { + act("Your whirlwind catches $N with a devastating slash!", TRUE, ch, 0, tch, TO_CHAR); + act("$n's whirlwind catches you with a devastating slash!", TRUE, ch, 0, tch, TO_VICT | TO_SLEEP); + act("$n's whirlwind catches $N with a devastating slash!", TRUE, ch, 0, tch, TO_NOTVICT); + } else { + act("Your whirlwind slices into $N.", TRUE, ch, 0, tch, TO_CHAR); + act("$n's whirlwind slices into you.", TRUE, ch, 0, tch, TO_VICT | TO_SLEEP); + act("$n's whirlwind slices into $N.", TRUE, ch, 0, tch, TO_NOTVICT); + } + + damage(ch, tch, dmg, SKILL_WHIRLWIND); + + /* Learning tick on a strong (crit) hit */ + if (crit_success) + gain_skill(ch, "whirlwind", TRUE); + + } else { + act("Your whirlwind arcs wide past $N.", TRUE, ch, 0, tch, TO_CHAR); + act("$n's whirlwind arcs wide past you.", TRUE, ch, 0, tch, TO_VICT | TO_SLEEP); + act("$n's whirlwind arcs wide past $N.", TRUE, ch, 0, tch, TO_NOTVICT); + + damage(ch, tch, 0, SKILL_WHIRLWIND); + gain_skill(ch, "whirlwind", FALSE); + } } - - /* Now that our attack is done, let's free out list */ + free_list(room_list); - - /* The "return" of the event function is the time until the event is called - * again. If we return 0, then the event is freed and removed from the list, but - * any other numerical response will be the delay until the next call */ + + /* Continue spinning or stop */ if (GET_SKILL(ch, SKILL_WHIRLWIND) < rand_number(1, 101)) { - send_to_char(ch, "You stop spinning.\r\n"); + send_to_char(ch, "You stop spinning, but the world around you doesn't.\r\n"); return 0; - } else - return 1.5 * PASSES_PER_SEC; + } + return (int)(1.5 * PASSES_PER_SEC); } /* The "Whirlwind" skill is designed to provide a basic understanding of the @@ -453,12 +576,12 @@ EVENTFUNC(event_whirlwind) ACMD(do_whirlwind) { - if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_WHIRLWIND)) { + if (!GET_SKILL(ch, SKILL_WHIRLWIND)) { send_to_char(ch, "You have no idea how.\r\n"); return; } - if ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL) { + if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL)) { send_to_char(ch, "This room just has such a peaceful, easy feeling...\r\n"); return; } @@ -492,9 +615,10 @@ ACMD(do_kick) { char arg[MAX_INPUT_LENGTH]; struct char_data *vict; - int percent, prob; + int roll, atk_bonus, total, target_ac; + bool crit_success = FALSE, crit_miss = FALSE; - if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_KICK)) { + if (!GET_SKILL(ch, SKILL_KICK)) { send_to_char(ch, "You have no idea how.\r\n"); return; } @@ -509,18 +633,54 @@ ACMD(do_kick) return; } } + if (vict == ch) { send_to_char(ch, "Aren't we funny today...\r\n"); return; } - /* 101% is a complete failure */ - percent = ((10 - (compute_armor_class(vict) / 10)) * 2) + rand_number(1, 101); - prob = GET_SKILL(ch, SKILL_KICK); - if (percent > prob) { + /* --- 5e-like attack roll vs ascending AC --- */ + atk_bonus = GET_ABILITY_MOD(GET_STR(ch)) + + GET_PROFICIENCY(GET_SKILL(ch, SKILL_KICK)); + + roll = rand_number(1, 20); + crit_miss = (roll == 1); + crit_success = (roll == 20); + + total = roll + atk_bonus; + target_ac = compute_ascending_ac(vict); + + if (!crit_miss && (crit_success || total >= target_ac)) { + /* HIT */ + + /* Damage = 1 + STR mod, floored at 1 */ + int dmg = 1 + GET_ABILITY_MOD(GET_STR(ch)); + if (dmg < 1) + dmg = 1; + + if (crit_success) { + dmg *= 2; /* simple crit rule: double damage */ + act("You land a brutal, bone-jarring kick on $N!", TRUE, ch, 0, vict, TO_CHAR); + act("$n lands a brutal, bone-jarring kick on you!", TRUE, ch, 0, vict, TO_VICT); + act("$n lands a brutal, bone-jarring kick on $N!", TRUE, ch, 0, vict, TO_NOTVICT); + } else { + act("You kick $N solidly.", TRUE, ch, 0, vict, TO_CHAR); + act("$n kicks you solidly.", TRUE, ch, 0, vict, TO_VICT); + act("$n kicks $N solidly.", TRUE, ch, 0, vict, TO_NOTVICT); + } + + damage(ch, vict, dmg, SKILL_KICK); + gain_skill(ch, "kick", TRUE); + + } else { + /* MISS */ + act("You miss your kick at $N.", TRUE, ch, 0, vict, TO_CHAR); + act("$n misses a kick at you.", TRUE, ch, 0, vict, TO_VICT); + act("$n misses a kick at $N.", TRUE, ch, 0, vict, TO_NOTVICT); + damage(ch, vict, 0, SKILL_KICK); - } else - damage(ch, vict, GET_LEVEL(ch) / 2, SKILL_KICK); + gain_skill(ch, "kick", FALSE); + } WAIT_STATE(ch, PULSE_VIOLENCE * 3); } @@ -528,11 +688,10 @@ ACMD(do_kick) ACMD(do_bandage) { char arg[MAX_INPUT_LENGTH]; - struct char_data * vict; - int percent, prob; + struct char_data *vict; + int roll, bonus, total, dc; - if (!GET_SKILL(ch, SKILL_BANDAGE)) - { + if (!GET_SKILL(ch, SKILL_BANDAGE)) { send_to_char(ch, "You are unskilled in the art of bandaging.\r\n"); return; } @@ -549,28 +708,63 @@ ACMD(do_bandage) return; } - if (GET_HIT(vict) >= 0) { - send_to_char(ch, "You can only bandage someone who is close to death.\r\n"); + if (AFF_FLAGGED(vict, AFF_BANDAGED)) { + send_to_char(ch, "That person has already been bandaged recently.\r\n"); + return; + } + + if (GET_HIT(vict) >= GET_MAX_HIT(vict)) { + send_to_char(ch, "They don’t need bandaging right now.\r\n"); return; } WAIT_STATE(ch, PULSE_VIOLENCE * 2); - percent = rand_number(1, 101); /* 101% is a complete failure */ - prob = GET_SKILL(ch, SKILL_BANDAGE); + /* --- WIS + proficiency ability check vs DC --- */ + bonus = GET_ABILITY_MOD(GET_WIS(ch)) + GET_PROFICIENCY(GET_SKILL(ch, SKILL_BANDAGE)); + dc = 10; + if (FIGHTING(ch)) dc += 2; /* harder to bandage in combat */ + + roll = rand_number(1, 20); + total = roll + bonus; + + if (total < dc) { + /* Failure: hurt the patient slightly */ + act("Your attempt to bandage fails.", FALSE, ch, 0, vict, TO_CHAR); + act("$n tries to bandage $N, but fails miserably.", TRUE, ch, 0, vict, TO_NOTVICT); + act("$n fumbles the bandage work on you. That hurts!", TRUE, ch, 0, vict, TO_VICT); - if (percent <= prob) { - act("Your attempt to bandage fails.", FALSE, ch, 0, 0, TO_CHAR); - act("$n tries to bandage $N, but fails miserably.", TRUE, ch, - 0, vict, TO_NOTVICT); damage(vict, vict, 2, TYPE_SUFFERING); + gain_skill(ch, "bandage", FALSE); return; } + /* Success: heal 1d4 + WIS mod + proficiency */ + int heal = dice(1, 4) + GET_ABILITY_MOD(GET_WIS(ch)) + + GET_PROFICIENCY(GET_SKILL(ch, SKILL_BANDAGE)); + if (heal < 1) heal = 1; + + GET_HIT(vict) = MIN(GET_MAX_HIT(vict), GET_HIT(vict) + heal); + act("You successfully bandage $N.", FALSE, ch, 0, vict, TO_CHAR); - act("$n bandages $N, who looks a bit better now.", TRUE, ch, 0, - vict, TO_NOTVICT); - act("Someone bandages you, and you feel a bit better now.", - FALSE, ch, 0, vict, TO_VICT); - GET_HIT(vict) = 0; + act("$n bandages $N, who looks a bit better now.", TRUE, ch, 0, vict, TO_NOTVICT); + act("Someone bandages you, and you feel a bit better now.", FALSE, ch, 0, vict, TO_VICT); + + /* Apply the bandaged cooldown: 30 minutes real-time (1800 sec) */ + struct affected_type af; + new_affect(&af); + + /* Field name is 'spell' in your headers (not 'type') */ + af.spell = SKILL_BANDAGE; + af.duration = 30 RL_SEC; /* 30 minutes real time */ + af.modifier = 0; + af.location = APPLY_NONE; + + /* bitvector is an array; clear then set the AFF_BANDAGED bit */ + memset(af.bitvector, 0, sizeof(af.bitvector)); /* clear all bits; macro usually zeros the array */ + SET_BIT_AR(af.bitvector, AFF_BANDAGED); + + affect_to_char(vict, &af); + + gain_skill(ch, "bandage", TRUE); } diff --git a/src/act.other.c b/src/act.other.c index 37cc284..07e47f0 100644 --- a/src/act.other.c +++ b/src/act.other.c @@ -29,6 +29,7 @@ #include "shop.h" #include "quest.h" #include "modify.h" +#include "roomsave.h" /* Local defined utility functions */ /* do_group utility functions */ @@ -37,32 +38,55 @@ static void display_group_list(struct char_data * ch); ACMD(do_quit) { + char first[MAX_INPUT_LENGTH]; + char *rest; + if (IS_NPC(ch) || !ch->desc) return; - if (subcmd != SCMD_QUIT && GET_LEVEL(ch) < LVL_IMMORT) + /* Parse optional "ooc" sub-arg: quit ooc <message> */ + rest = (char *)argument; + skip_spaces(&rest); + rest = one_argument(rest, first); + bool quit_ooc = (*first && is_abbrev(first, "ooc")) ? TRUE : FALSE; + + /* Keep original safety controls */ + if (!quit_ooc && subcmd != SCMD_QUIT && GET_LEVEL(ch) < LVL_IMMORT) send_to_char(ch, "You have to type quit--no less, to quit!\r\n"); else if (GET_POS(ch) == POS_FIGHTING) send_to_char(ch, "No way! You're fighting for your life!\r\n"); else if (GET_POS(ch) < POS_STUNNED) { send_to_char(ch, "You die before your time...\r\n"); die(ch, NULL); - } else { + } + /* New: normal quit must be in a QUIT room (mortals only). */ + else if (!quit_ooc && GET_LEVEL(ch) < LVL_IMMORT && + !ROOM_FLAGGED(IN_ROOM(ch), ROOM_QUIT)) { + send_to_char(ch, "You cannot quit here. Find a room marked [Quit].\r\n"); + } + /* For quit ooc, require a message for staff context. */ + else if (quit_ooc) { + skip_spaces(&rest); + if (!*rest) { + send_to_char(ch, "Usage must include a reason to quit ooc: quit ooc <message>\r\n"); + return; + } + act("$n has left the game.", TRUE, ch, 0, 0, TO_ROOM); - mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "%s has quit the game.", GET_NAME(ch)); + mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, + "%s used QUIT OOC in room %d: %s", + GET_NAME(ch), GET_ROOM_VNUM(IN_ROOM(ch)), rest); if (GET_QUEST_TIME(ch) != -1) quest_timeout(ch); - send_to_char(ch, "Goodbye, friend.. Come back soon!\r\n"); + send_to_char(ch, "You step out-of-character and leave the world...\r\n"); - /* We used to check here for duping attempts, but we may as well do it right - * in extract_char(), since there is no check if a player rents out and it - * can leave them in an equally screwy situation. */ - - if (CONFIG_FREE_RENT) - Crash_rentsave(ch, 0); + /* Save character and objects */ + save_char(ch); + Crash_rentsave(ch, 0); + /* Requirement: respawn in the same (possibly non-QUIT) room. */ GET_LOADROOM(ch) = GET_ROOM_VNUM(IN_ROOM(ch)); /* Stop snooping so you can't see passwords during deletion or change. */ @@ -72,21 +96,90 @@ ACMD(do_quit) ch->desc->snoop_by = NULL; } - extract_char(ch); /* Char is saved before extracting. */ + extract_char(ch); /* Char is saved before extracting. */ + } + else { + /* Normal quit (in a QUIT room, or immortal bypass) */ + act("$n has left the game.", TRUE, ch, 0, 0, TO_ROOM); + mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, + "%s has quit the game.", GET_NAME(ch)); + + if (GET_QUEST_TIME(ch) != -1) + quest_timeout(ch); + + send_to_char(ch, "Goodbye, friend.. Come back soon!\r\n"); + + /* Save character and objects */ + save_char(ch); + Crash_rentsave(ch, 0); + + /* Requirement: respawn in the same QUIT room they logged out in. */ + GET_LOADROOM(ch) = GET_ROOM_VNUM(IN_ROOM(ch)); + + /* Stop snooping so you can't see passwords during deletion or change. */ + if (ch->desc->snoop_by) { + write_to_output(ch->desc->snoop_by, "Your victim is no longer among us.\r\n"); + ch->desc->snoop_by->snooping = NULL; + ch->desc->snoop_by = NULL; + } + + SET_BIT_AR(PLR_FLAGS(ch), PLR_QUITING); + extract_char(ch); /* Char is saved before extracting. */ } } ACMD(do_save) { - if (IS_NPC(ch) || !ch->desc) - return; + char a1[MAX_INPUT_LENGTH], a2[MAX_INPUT_LENGTH]; + /* Accept both orders: "save room" or "room save" */ + two_arguments(argument, a1, a2); + + /* order-agnostic check */ + int wants_room = ((*a1 && !str_cmp(a1, "room")) || + (*a2 && !str_cmp(a2, "room"))); + + if (wants_room) { + room_rnum rnum = IN_ROOM(ch); + + if (rnum == NOWHERE) { + send_to_char(ch, "You're not in a valid room.\r\n"); + return; + } + + /* Not a SAVE room? Fall back to normal character save semantics. */ + if (!ROOM_FLAGGED(rnum, ROOM_SAVE)) { + send_to_char(ch, "Saving %s.\r\n", GET_NAME(ch)); + save_char(ch); + Crash_crashsave(ch); /* keep whatever your tree normally calls */ + return; + } + + /* Room is flagged SAVE → persist its contents */ + if (RoomSave_now(rnum)) { + send_to_char(ch, "Saving room.\r\n"); + mudlog(NRM, LVL_IMMORT, FALSE, + "RoomSave: manual save of room %d by %s.", + world[rnum].number, GET_NAME(ch)); + /* If you added a dirty-save API and want to clear the bit on manual save, + you can optionally call it here (guard with a macro if desired): + #ifdef ROOMSAVE_HAVE_DIRTY_API + RoomSave_clear_dirty(rnum); + #endif + */ + } else { + send_to_char(ch, "Room save failed; see logs.\r\n"); + mudlog(NRM, LVL_IMMORT, TRUE, + "SYSERR: RoomSave: manual save FAILED for room %d by %s.", + world[rnum].number, GET_NAME(ch)); + } + return; + } + + /* No "room" token present → normal character save */ send_to_char(ch, "Saving %s.\r\n", GET_NAME(ch)); save_char(ch); Crash_crashsave(ch); - if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_HOUSE_CRASH)) - House_crashsave(GET_ROOM_VNUM(IN_ROOM(ch))); - GET_LOADROOM(ch) = GET_ROOM_VNUM(IN_ROOM(ch)); } /* Generic function for commands which are normally overridden by special @@ -96,51 +189,965 @@ ACMD(do_not_here) send_to_char(ch, "Sorry, but you cannot do that here!\r\n"); } +#define STEALTH_BASE_DC 10 +#define SLEIGHT_BASE_DC 10 + +int get_stealth_skill_value(struct char_data *ch) +{ + int skill = GET_SKILL(ch, SKILL_STEALTH); + int legacy = MAX(GET_SKILL(ch, SKILL_HIDE), GET_SKILL(ch, SKILL_SNEAK)); + + if (skill <= 0 && legacy > 0) { + skill = MIN(legacy, 100); + SET_SKILL(ch, SKILL_STEALTH, skill); + } + + return skill; +} + +int roll_stealth_check(struct char_data *ch) +{ + int mode = has_stealth_disadv(ch) ? -1 : 0; + + get_stealth_skill_value(ch); + return roll_skill_check(ch, SKILL_STEALTH, mode, NULL); +} + +int roll_sleight_check(struct char_data *ch) +{ + int total = roll_skill_check(ch, SKILL_SLEIGHT_OF_HAND, 0, NULL); + + if (FIGHTING(ch)) + total -= 4; + + return total; +} + +static int compute_steal_dc(struct char_data *thief, struct char_data *vict, int weight) +{ + int dc = SLEIGHT_BASE_DC + MAX(0, weight); + + if (!vict) + return dc; + + if (GET_LEVEL(vict) >= LVL_IMMORT) + return 1000; + + if (GET_POS(vict) < POS_SLEEPING) + return MAX(0, weight); + + if (!AWAKE(vict)) { + dc = MAX(0, dc - 5); + if (thief && AFF_FLAGGED(thief, AFF_HIDE)) + dc -= 5; + return MAX(0, dc); + } + + dc += GET_ABILITY_MOD(GET_WIS(vict)); + if (GET_SKILL(vict, SKILL_PERCEPTION) > 0) + dc += get_total_proficiency_bonus(vict); + if (FIGHTING(vict)) + dc -= 4; + if (AFF_FLAGGED(vict, AFF_SCAN)) + dc += 5; + if (thief && AFF_FLAGGED(thief, AFF_HIDE)) + dc -= 5; + if (GET_MOB_SPEC(vict) == shop_keeper) + dc += 20; + + return dc; +} + +static struct obj_data *find_container_on_character(struct char_data *viewer, + struct char_data *vict, + const char *name) +{ + struct obj_data *obj; + int eq; + + if (!viewer || !vict || !name || !*name) + return NULL; + + for (obj = vict->carrying; obj; obj = obj->next_content) { + if (!CAN_SEE_OBJ(viewer, obj)) + continue; + if (isname(name, obj->name)) + return obj; + } + + for (eq = 0; eq < NUM_WEARS; eq++) { + if (!(obj = GET_EQ(vict, eq))) + continue; + if (!CAN_SEE_OBJ(viewer, obj)) + continue; + if (isname(name, obj->name)) + return obj; + } + + return NULL; +} + +static bool sleight_can_take_obj(struct char_data *ch, struct obj_data *obj) +{ + if (!obj) + return FALSE; + + if (GET_OBJ_TYPE(obj) == ITEM_MONEY) + update_money_obj(obj); + + if (!CAN_WEAR(obj, ITEM_WEAR_TAKE)) { + act("$p: you can't take that!", FALSE, ch, obj, 0, TO_CHAR); + return FALSE; + } + + if (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE)) { + if (IS_CARRYING_N(ch) >= CAN_CARRY_N(ch)) { + act("$p: you can't carry that many items.", FALSE, ch, obj, 0, TO_CHAR); + return FALSE; + } + if ((IS_CARRYING_W(ch) + GET_OBJ_WEIGHT(obj)) > CAN_CARRY_W(ch)) { + act("$p: you can't carry that much weight.", FALSE, ch, obj, 0, TO_CHAR); + return FALSE; + } + } + + return TRUE; +} + +static void sleight_check_money(struct char_data *ch, struct obj_data *obj) +{ + if (!obj || GET_OBJ_TYPE(obj) != ITEM_MONEY) + return; + update_money_obj(obj); +} + +static int count_coins_in_list(const struct obj_data *list) +{ + int total = 0; + const struct obj_data *obj; + + for (obj = list; obj; obj = obj->next_content) { + if (GET_OBJ_TYPE(obj) == ITEM_MONEY) + total += MAX(0, GET_OBJ_VAL(obj, 0)); + if (obj->contains) + total += count_coins_in_list(obj->contains); + } + + return total; +} + +static int remove_coins_from_list(struct obj_data *list, int amount) +{ + struct obj_data *obj, *next_obj; + int removed = 0; + + for (obj = list; obj && removed < amount; obj = next_obj) { + next_obj = obj->next_content; + + if (GET_OBJ_TYPE(obj) == ITEM_MONEY) { + int pile = MAX(0, GET_OBJ_VAL(obj, 0)); + int take = MIN(pile, amount - removed); + + if (take > 0) { + if (take == pile) { + removed += take; + extract_obj(obj); + continue; + } + GET_OBJ_VAL(obj, 0) = pile - take; + update_money_obj(obj); + removed += take; + } + } + + if (obj->contains && removed < amount) + removed += remove_coins_from_list(obj->contains, amount - removed); + } + + return removed; +} + +static bool sleight_merge_money_pile(struct char_data *ch, struct obj_data *obj) +{ + struct obj_data *target; + int coins; + + if (!ch || !obj || GET_OBJ_TYPE(obj) != ITEM_MONEY) + return FALSE; + + for (target = ch->carrying; target; target = target->next_content) { + if (target != obj && GET_OBJ_TYPE(target) == ITEM_MONEY) + break; + } + + if (!target) + return FALSE; + + coins = MAX(0, GET_OBJ_VAL(obj, 0)); + if (coins <= 0) + return FALSE; + + GET_OBJ_VAL(target, 0) += coins; + update_money_obj(target); + GET_COINS(ch) = MIN(MAX_COINS, GET_COINS(ch) + coins); + extract_obj(obj); + + return TRUE; +} + +static bool sleight_observer_notices(struct char_data *actor, + struct char_data *viewer, + int sleight_total) +{ + int d20, total; + + if (!viewer || viewer == actor) + return FALSE; + if (!AWAKE(viewer)) + return FALSE; + + if (GET_LEVEL(viewer) >= LVL_IMMORT) { + gain_skill(viewer, "perception", TRUE); + return TRUE; + } + + if (can_scan_for_sneak(viewer)) { + total = roll_skill_check(viewer, SKILL_PERCEPTION, 0, &d20); + if (FIGHTING(viewer)) + total -= 4; + } else { + d20 = roll_d20(); + total = d20; + } + + if (d20 == 1) { + gain_skill(viewer, "perception", FALSE); + return FALSE; + } + + if (d20 == 20 || total >= sleight_total) { + gain_skill(viewer, "perception", TRUE); + return TRUE; + } + + gain_skill(viewer, "perception", FALSE); + return FALSE; +} + +static void sleight_send_notice(struct char_data *viewer, + struct char_data *actor, + const char *verb, + const char *prep, + const char *item_desc, + const char *container_desc) +{ + char line[MAX_STRING_LENGTH]; + char actor_desc[MAX_INPUT_LENGTH]; + char item_clean[MAX_STRING_LENGTH]; + char cont_clean[MAX_STRING_LENGTH]; + + strlcpy(actor_desc, PERS(actor, viewer), sizeof(actor_desc)); + strlcpy(item_clean, item_desc ? item_desc : "something", sizeof(item_clean)); + strlcpy(cont_clean, container_desc ? container_desc : "something", sizeof(cont_clean)); + + if (!strn_cmp(item_clean, "a ", 2)) + memmove(item_clean, item_clean + 2, strlen(item_clean) - 1); + else if (!strn_cmp(item_clean, "an ", 3)) + memmove(item_clean, item_clean + 3, strlen(item_clean) - 2); + + if (!strn_cmp(cont_clean, "a ", 2)) + memmove(cont_clean, cont_clean + 2, strlen(cont_clean) - 1); + else if (!strn_cmp(cont_clean, "an ", 3)) + memmove(cont_clean, cont_clean + 3, strlen(cont_clean) - 2); + + snprintf(line, sizeof(line), "%s tries to %s %s %s %s %s.", + actor_desc, verb, item_clean, prep, HSHR(actor), cont_clean); + + send_to_char(viewer, "You notice:\r\n %s\r\n", line); +} + +static void sleight_check_observers(struct char_data *actor, + int sleight_total, + const char *verb, + const char *prep, + const char *item_desc, + const char *container_desc) +{ + struct char_data *viewer; + + if (!actor || IN_ROOM(actor) == NOWHERE) + return; + + for (viewer = world[IN_ROOM(actor)].people; viewer; viewer = viewer->next_in_room) { + if (viewer == actor) + continue; + if (sleight_observer_notices(actor, viewer, sleight_total)) + sleight_send_notice(viewer, actor, verb, prep, item_desc, container_desc); + } +} + +static int sneak_effect_duration(struct char_data *ch) +{ + int skill = get_stealth_skill_value(ch); + if (skill <= 0) + return 1; + + return MAX(1, skill / 10); +} + +bool can_scan_for_sneak(struct char_data *ch) +{ + if (!AFF_FLAGGED(ch, AFF_SCAN)) + return FALSE; + if (!GET_SKILL(ch, SKILL_PERCEPTION)) + return FALSE; + if (AFF_FLAGGED(ch, AFF_BLIND)) + return FALSE; + if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)) + return FALSE; + return TRUE; +} + +int roll_scan_perception(struct char_data *ch) +{ + int total = roll_skill_check(ch, SKILL_PERCEPTION, 0, NULL); + + if (FIGHTING(ch)) + total -= 4; + + return total; +} + +static int listen_effect_duration(struct char_data *ch) +{ + int skill = GET_SKILL(ch, SKILL_PERCEPTION); + + if (skill <= 0) + return 1; + + return MAX(1, skill / 10); +} + ACMD(do_sneak) { struct affected_type af; - byte percent; + int total, dc; + int stealth_skill = get_stealth_skill_value(ch); - if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_SNEAK)) { + if (!stealth_skill) { send_to_char(ch, "You have no idea how to do that.\r\n"); return; } + + if (FIGHTING(ch)){ + send_to_char(ch, "While fighting!?\r\n"); + return; + } /* you can't sneak while in active melee */ + send_to_char(ch, "Okay, you'll try to move silently for a while.\r\n"); + + /* Remove prior sneak affect if present (refresh logic) */ if (AFF_FLAGGED(ch, AFF_SNEAK)) affect_from_char(ch, SKILL_SNEAK); - percent = rand_number(1, 101); /* 101% is a complete failure */ + /* --- 5e-style Stealth check (DEX + proficiency) --- */ + total = roll_stealth_check(ch); + dc = STEALTH_BASE_DC; - if (percent > GET_SKILL(ch, SKILL_SNEAK) + dex_app_skill[GET_DEX(ch)].sneak) + if (total < dc) { + gain_skill(ch, "stealth", FALSE); + WAIT_STATE(ch, PULSE_VIOLENCE / 2); + GET_MOVE(ch) -= 10; return; + } + /* Success: apply Sneak affect */ new_affect(&af); - af.spell = SKILL_SNEAK; - af.duration = GET_LEVEL(ch); + af.spell = SKILL_SNEAK; + af.location = APPLY_NONE; + af.modifier = 0; + af.duration = sneak_effect_duration(ch); + memset(af.bitvector, 0, sizeof(af.bitvector)); SET_BIT_AR(af.bitvector, AFF_SNEAK); affect_to_char(ch, &af); + + /* Store a stealth check value for movement contests (reuse Hide’s field) */ + /* If you’ve already hidden with a higher roll, keep the stronger value. */ + SET_STEALTH_CHECK(ch, MAX(GET_STEALTH_CHECK(ch), total)); + + gain_skill(ch, "stealth", TRUE); + GET_MOVE(ch) -= 10; } ACMD(do_hide) { - byte percent; + int total, dc; + int stealth_skill = get_stealth_skill_value(ch); - if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_HIDE)) { + if (!stealth_skill) { send_to_char(ch, "You have no idea how to do that.\r\n"); return; } send_to_char(ch, "You attempt to hide yourself.\r\n"); - if (AFF_FLAGGED(ch, AFF_HIDE)) + /* If already hidden, drop it before re-attempting */ + if (AFF_FLAGGED(ch, AFF_HIDE)) { REMOVE_BIT_AR(AFF_FLAGS(ch), AFF_HIDE); + GET_STEALTH_CHECK(ch) = 0; + } - percent = rand_number(1, 101); /* 101% is a complete failure */ + if (FIGHTING(ch)){ + send_to_char(ch, "While fighting!?\r\n"); + return; + } /* you can't hide while in active melee */ - if (percent > GET_SKILL(ch, SKILL_HIDE) + dex_app_skill[GET_DEX(ch)].hide) + /* --- 5e Stealth (DEX) ability check --- */ + /* Baseline difficulty: hiding in general */ + /* TODO: Maybe change dc based on terrain/populated rooms in the future */ + dc = STEALTH_BASE_DC; + total = roll_stealth_check(ch); + + if (total < dc) { + /* Failure */ + gain_skill(ch, "stealth", FALSE); + WAIT_STATE(ch, PULSE_VIOLENCE / 2); + GET_MOVE(ch) -= 10; + return; + } + + /* Success: set flag and store this specific Stealth result */ + SET_BIT_AR(AFF_FLAGS(ch), AFF_HIDE); + GET_STEALTH_CHECK(ch) = total; + + send_to_char(ch, "You hide yourself as best you can.\r\n"); + gain_skill(ch, "stealth", TRUE); + WAIT_STATE(ch, PULSE_VIOLENCE / 2); + GET_MOVE(ch) -= 10; +} + +static void remember_scan_target(struct char_data *ch, struct char_data *tch) +{ + struct scan_result_data *node; + long uid; + + if (!ch || !tch) + return; + if (IS_NPC(ch)) + return; + if (!ch->player_specials || ch->player_specials == &dummy_mob) return; - SET_BIT_AR(AFF_FLAGS(ch), AFF_HIDE); + uid = char_script_id(tch); + for (node = GET_SCAN_RESULTS(ch); node; node = node->next) { + if (node->target_uid == uid) { + node->room = IN_ROOM(ch); + return; + } + } + + CREATE(node, struct scan_result_data, 1); + node->target_uid = uid; + node->room = IN_ROOM(ch); + node->next = GET_SCAN_RESULTS(ch); + GET_SCAN_RESULTS(ch) = node; +} + +static void forget_scan_target(struct char_data *ch, struct char_data *tch) +{ + struct scan_result_data **node; + long uid; + + if (!ch || !tch) + return; + if (IS_NPC(ch)) + return; + if (!ch->player_specials || ch->player_specials == &dummy_mob) + return; + + uid = char_script_id(tch); + for (node = &GET_SCAN_RESULTS(ch); *node; node = &((*node)->next)) { + if ((*node)->target_uid == uid) { + struct scan_result_data *old = *node; + *node = old->next; + free(old); + return; + } + } +} + +void stealth_process_room_movement(struct char_data *ch, room_rnum room, int dir, bool leaving) +{ + struct char_data *viewer; + int stealth_total; + bool base_failure; + const char *dir_word; + char msg[MAX_INPUT_LENGTH]; + char sdesc_buf[MAX_INPUT_LENGTH]; + const char *name_desc; + const char *format; + + if (!ch || room == NOWHERE) + return; + + stealth_total = roll_stealth_check(ch); + base_failure = (stealth_total < STEALTH_BASE_DC); + + if (dir >= 0 && dir < NUM_OF_DIRS) { + dir_word = leaving ? dirs[dir] : dirs[rev_dir[dir]]; + } else { + dir_word = "somewhere"; + } + + if (get_char_sdesc(ch) && *get_char_sdesc(ch)) { + strlcpy(sdesc_buf, get_char_sdesc(ch), sizeof(sdesc_buf)); + if (*sdesc_buf) + sdesc_buf[0] = UPPER(sdesc_buf[0]); + name_desc = sdesc_buf; + } else { + name_desc = "Someone"; + } + + format = leaving ? + "%s tries to stealthily move to the %s." : + "%s stealthily moves in from the %s."; + snprintf(msg, sizeof(msg), format, name_desc, dir_word); + + for (viewer = world[room].people; viewer; viewer = viewer->next_in_room) { + bool viewer_can_scan, saw_with_scan = FALSE, send_echo = FALSE; + + if (viewer == ch) + continue; + + viewer_can_scan = can_scan_for_sneak(viewer); + + if (viewer_can_scan) { + int perception_total = roll_scan_perception(viewer); + + if (perception_total >= stealth_total) { + saw_with_scan = TRUE; + send_echo = TRUE; + remember_scan_target(viewer, ch); + } else if (!base_failure) { + forget_scan_target(viewer, ch); + } + + gain_skill(viewer, "perception", saw_with_scan ? TRUE : FALSE); + } + + if (!send_echo && base_failure) { + if (!viewer_can_scan && !CAN_SEE(viewer, ch)) + continue; + send_echo = TRUE; + if (viewer_can_scan) + remember_scan_target(viewer, ch); + } + + if (send_echo) + send_to_char(viewer, "%s\r\n", msg); + } +} + +void clear_scan_results(struct char_data *ch) +{ + struct scan_result_data *node, *next; + + if (!ch || IS_NPC(ch)) + return; + if (!ch->player_specials || ch->player_specials == &dummy_mob) + return; + + for (node = GET_SCAN_RESULTS(ch); node; node = next) { + next = node->next; + free(node); + } + + GET_SCAN_RESULTS(ch) = NULL; +} + +bool scan_can_target(struct char_data *ch, struct char_data *tch) +{ + struct scan_result_data *node; + long uid; + + if (!ch || !tch) + return FALSE; + if (IS_NPC(ch)) + return FALSE; + if (!ch->player_specials || ch->player_specials == &dummy_mob) + return FALSE; + if (!AFF_FLAGGED(ch, AFF_SCAN)) + return FALSE; + + uid = char_script_id(tch); + + for (node = GET_SCAN_RESULTS(ch); node; node = node->next) + if (node->target_uid == uid && node->room == IN_ROOM(ch)) + return TRUE; + + return FALSE; +} + +static int scan_target_dc(struct char_data *tch) +{ + if (GET_STEALTH_CHECK(tch) <= 0) + SET_STEALTH_CHECK(tch, 5); + + /* Give hiders a modest buffer so high skill matters but success remains possible. */ + return GET_STEALTH_CHECK(tch) + 2; +} + +bool scan_confirm_target(struct char_data *ch, struct char_data *tch) +{ + int total; + + if (!ch || !tch) + return FALSE; + if (!AFF_FLAGGED(ch, AFF_SCAN)) + return FALSE; + if (!GET_SKILL(ch, SKILL_PERCEPTION)) + return FALSE; + + total = roll_skill_check(ch, SKILL_PERCEPTION, 0, NULL); + + if (FIGHTING(ch)) + total -= 4; + + if (total >= scan_target_dc(tch)) { + remember_scan_target(ch, tch); + return TRUE; + } + + return FALSE; +} + +static int scan_effect_duration(struct char_data *ch) +{ + int skill = GET_SKILL(ch, SKILL_PERCEPTION); + int minutes; + + if (skill < 20) + minutes = 15; + else if (skill < 40) + minutes = 20; + else if (skill < 60) + minutes = 25; + else if (skill < 80) + minutes = 30; + else + minutes = 45; + + /* Affect durations tick once per mud hour (75 seconds). */ + return MAX(1, (minutes * SECS_PER_REAL_MIN) / SECS_PER_MUD_HOUR); +} + +bool perform_scan_sweep(struct char_data *ch) +{ + struct char_data *tch; + int total; + bool had_targets = FALSE; + bool found_any = FALSE; + + if (ch == NULL || IN_ROOM(ch) == NOWHERE) + return FALSE; + if (!AFF_FLAGGED(ch, AFF_SCAN)) + return FALSE; + if (!GET_SKILL(ch, SKILL_PERCEPTION)) + return FALSE; + if (AFF_FLAGGED(ch, AFF_BLIND)) + return FALSE; + if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)) + return FALSE; + + for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room) { + if (tch == ch) + continue; + if (!AFF_FLAGGED(tch, AFF_HIDE)) + continue; + if (IS_NPC(tch)) + continue; + had_targets = TRUE; + } + + if (!had_targets) + return FALSE; + + total = roll_skill_check(ch, SKILL_PERCEPTION, 0, NULL); + + if (FIGHTING(ch)) + total -= 4; + + for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room) { + if (tch == ch) + continue; + if (!AFF_FLAGGED(tch, AFF_HIDE)) + continue; + if (IS_NPC(tch)) + continue; + + if (total >= scan_target_dc(tch)) { + send_to_char(ch, "A shadowy figure.\r\n"); + remember_scan_target(ch, tch); + found_any = TRUE; + } else { + forget_scan_target(ch, tch); + } + } + + gain_skill(ch, "perception", found_any ? TRUE : FALSE); + return found_any; +} + +/* Scan: apply a perception-based buff that auto-checks rooms while it lasts */ +ACMD(do_scan) +{ + struct affected_type af; + + if (!GET_SKILL(ch, SKILL_PERCEPTION)) { + send_to_char(ch, "You have no idea how to do that.\r\n"); + return; + } + + if (AFF_FLAGGED(ch, AFF_SCAN)) { + affect_from_char(ch, SKILL_PERCEPTION); + affect_from_char(ch, SPELL_SCAN_AFFECT); + send_to_char(ch, "You lower your guard and stop scanning the area.\r\n"); + act("$n relaxes, no longer scanning so intently.", TRUE, ch, 0, 0, TO_ROOM); + return; + } + + new_affect(&af); + af.spell = SPELL_SCAN_AFFECT; + af.location = APPLY_NONE; + af.modifier = 0; + af.duration = scan_effect_duration(ch); + memset(af.bitvector, 0, sizeof(af.bitvector)); + SET_BIT_AR(af.bitvector, AFF_SCAN); + affect_to_char(ch, &af); + + send_to_char(ch, "You sharpen your senses and begin scanning for hidden threats.\r\n"); + act("$n studies $s surroundings with a wary gaze.", TRUE, ch, 0, 0, TO_ROOM); + + WAIT_STATE(ch, PULSE_VIOLENCE / 2); + GET_MOVE(ch) -= 10; +} + +ACMD(do_listen) +{ + struct affected_type af; + + if (!GET_SKILL(ch, SKILL_PERCEPTION)) { + send_to_char(ch, "You have no idea how to do that.\r\n"); + return; + } + + if (AFF_FLAGGED(ch, AFF_LISTEN)) { + affect_from_char(ch, SPELL_LISTEN_AFFECT); + send_to_char(ch, "You stop actively listening for hushed voices.\r\n"); + return; + } + + new_affect(&af); + af.spell = SPELL_LISTEN_AFFECT; + af.location = APPLY_NONE; + af.modifier = 0; + af.duration = listen_effect_duration(ch); + memset(af.bitvector, 0, sizeof(af.bitvector)); + SET_BIT_AR(af.bitvector, AFF_LISTEN); + affect_to_char(ch, &af); + + send_to_char(ch, "You focus entirely on every whisper and distant sound.\r\n"); + + WAIT_STATE(ch, PULSE_VIOLENCE / 2); + GET_MOVE(ch) -= 10; +} + +ACMD(do_palm) +{ + struct obj_data *container, *item; + char item_name[MAX_INPUT_LENGTH], cont_name[MAX_INPUT_LENGTH]; + char item_desc[MAX_STRING_LENGTH], cont_desc[MAX_STRING_LENGTH]; + int sleight_total; + bool base_fail; + + if (!GET_SKILL(ch, SKILL_SLEIGHT_OF_HAND)) { + send_to_char(ch, "You have no idea how to do that.\r\n"); + return; + } + + if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL)) { + send_to_char(ch, "This room just has such a peaceful, easy feeling...\r\n"); + return; + } + + two_arguments(argument, item_name, cont_name); + + if (!*item_name || !*cont_name) { + send_to_char(ch, "Usage: palm <item> <container>\r\n"); + return; + } + + if (!(container = find_container_on_character(ch, ch, cont_name))) { + send_to_char(ch, "You aren't carrying or wearing anything like that.\r\n"); + return; + } + + if (!obj_is_storage(container) && GET_OBJ_TYPE(container) != ITEM_FURNITURE) { + send_to_char(ch, "That's not even a container.\r\n"); + return; + } + + if (obj_storage_is_closed(container)) { + send_to_char(ch, "You'd better open it first.\r\n"); + return; + } + + if (!(item = get_obj_in_list_vis(ch, item_name, NULL, container->contains))) { + send_to_char(ch, "You don't see that inside %s.\r\n", OBJS(container, ch)); + return; + } + + if (!sleight_can_take_obj(ch, item)) + return; + + strlcpy(item_desc, OBJS(item, ch), sizeof(item_desc)); + strlcpy(cont_desc, OBJS(container, ch), sizeof(cont_desc)); + + sleight_total = roll_sleight_check(ch); + base_fail = (sleight_total < SLEIGHT_BASE_DC); + + sleight_check_observers(ch, sleight_total, + "palm", "from", item_desc, cont_desc); + + if (!get_otrigger(item, ch)) + return; + + int coin_amt = (GET_OBJ_TYPE(item) == ITEM_MONEY) ? GET_OBJ_VAL(item, 0) : 0; + + obj_from_obj(item); + obj_to_char(item, ch); + if (!sleight_merge_money_pile(ch, item)) + sleight_check_money(ch, item); + if (coin_amt == 1) + send_to_char(ch, "There was one coin.\r\n"); + else if (coin_amt > 1) + send_to_char(ch, "There were %d coins.\r\n", coin_amt); + + if (base_fail) + send_to_char(ch, "You get %s from your %s.\r\n", item_desc, cont_desc); + else + send_to_char(ch, "You quietly palm %s from your %s.\r\n", item_desc, cont_desc); + + gain_skill(ch, "sleight of hand", base_fail ? FALSE : TRUE); +} + +ACMD(do_slip) +{ + struct obj_data *container, *obj; + char obj_name[MAX_INPUT_LENGTH], cont_name[MAX_INPUT_LENGTH], arg3[MAX_INPUT_LENGTH]; + char item_desc[MAX_STRING_LENGTH], cont_desc[MAX_STRING_LENGTH]; + int sleight_total; + bool base_fail; + int howmany = 1; + int amount_specified = 0; + + if (!GET_SKILL(ch, SKILL_SLEIGHT_OF_HAND)) { + send_to_char(ch, "You have no idea how to do that.\r\n"); + return; + } + + if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL)) { + send_to_char(ch, "This room just has such a peaceful, easy feeling...\r\n"); + return; + } + + one_argument(two_arguments(argument, obj_name, cont_name), arg3); + + if (*arg3 && is_number(obj_name)) { + howmany = atoi(obj_name); + strlcpy(obj_name, cont_name, sizeof(obj_name)); + strlcpy(cont_name, arg3, sizeof(cont_name)); + amount_specified = 1; + } + + if (!*obj_name || !*cont_name) { + send_to_char(ch, "Usage: slip <item> <container>\r\n"); + return; + } + + if (!(container = find_container_on_character(ch, ch, cont_name))) { + send_to_char(ch, "You aren't carrying or wearing anything like that.\r\n"); + return; + } + + if (!obj_is_storage(container) && GET_OBJ_TYPE(container) != ITEM_FURNITURE) { + send_to_char(ch, "That's not even a container.\r\n"); + return; + } + + if (obj_storage_is_closed(container)) { + send_to_char(ch, "You'd better open it first.\r\n"); + return; + } + + if (!(obj = get_obj_in_list_vis(ch, obj_name, NULL, ch->carrying))) { + send_to_char(ch, "You aren't even carrying that.\r\n"); + return; + } + + if (amount_specified && GET_OBJ_TYPE(obj) == ITEM_MONEY && howmany > 0) { + int pile = GET_OBJ_VAL(obj, 0); + + if (howmany < pile) { + struct obj_data *split = create_money(howmany); + if (!split) { + send_to_char(ch, "You fumble the coins.\r\n"); + return; + } + GET_OBJ_VAL(obj, 0) = pile - howmany; + update_money_obj(obj); + GET_COINS(ch) = MAX(0, GET_COINS(ch) - howmany); + obj = split; + } + } + + if (OBJ_FLAGGED(obj, ITEM_NODROP)) { + send_to_char(ch, "It refuses to leave your hands.\r\n"); + return; + } + + if ((GET_OBJ_VAL(container, 0) > 0) && + (GET_OBJ_WEIGHT(container) + GET_OBJ_WEIGHT(obj) > GET_OBJ_VAL(container, 0))) { + act("$p won't fit inside $P.", FALSE, ch, obj, container, TO_CHAR); + return; + } + + strlcpy(item_desc, OBJS(obj, ch), sizeof(item_desc)); + strlcpy(cont_desc, OBJS(container, ch), sizeof(cont_desc)); + + sleight_total = roll_sleight_check(ch); + base_fail = (sleight_total < SLEIGHT_BASE_DC); + + sleight_check_observers(ch, sleight_total, + "slip", "into", item_desc, cont_desc); + + if (!drop_otrigger(obj, ch)) + return; + + if (obj->carried_by) + obj_from_char(obj); + else if (obj->in_obj) + obj_from_obj(obj); + else if (IN_ROOM(obj) != NOWHERE) + obj_from_room(obj); + obj_to_obj(obj, container); + + if (base_fail) + send_to_char(ch, "You put %s in your %s.\r\n", item_desc, cont_desc); + else + send_to_char(ch, "You quietly slip %s into your %s.\r\n", item_desc, cont_desc); + + gain_skill(ch, "sleight of hand", base_fail ? FALSE : TRUE); } ACMD(do_steal) @@ -148,9 +1155,10 @@ ACMD(do_steal) struct char_data *vict; struct obj_data *obj; char vict_name[MAX_INPUT_LENGTH], obj_name[MAX_INPUT_LENGTH]; - int percent, gold, eq_pos, pcsteal = 0, ohoh = 0; + int coins, eq_pos, ohoh = 0; + int sleight_total, dc; - if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_STEAL)) { + if (!GET_SKILL(ch, SKILL_SLEIGHT_OF_HAND)) { send_to_char(ch, "You have no idea how to do that.\r\n"); return; } @@ -169,23 +1177,14 @@ ACMD(do_steal) return; } - /* 101% is a complete failure */ - percent = rand_number(1, 101) - dex_app_skill[GET_DEX(ch)].p_pocket; + if (GET_LEVEL(vict) >= LVL_IMMORT) { + send_to_char(ch, "You cannot steal from an immortal.\r\n"); + return; + } - if (GET_POS(vict) < POS_SLEEPING) - percent = -1; /* ALWAYS SUCCESS, unless heavy object. */ + sleight_total = roll_sleight_check(ch); - if (!CONFIG_PT_ALLOWED && !IS_NPC(vict)) - pcsteal = 1; - - if (!AWAKE(vict)) /* Easier to steal from sleeping people. */ - percent -= 50; - - /* No stealing if not allowed. If it is no stealing from Imm's or Shopkeepers. */ - if (GET_LEVEL(vict) >= LVL_IMMORT || pcsteal || GET_MOB_SPEC(vict) == shop_keeper) - percent = 101; /* Failure */ - - if (str_cmp(obj_name, "coins") && str_cmp(obj_name, "gold")) { + if (str_cmp(obj_name, "coins") && str_cmp(obj_name, "coin")) { if (!(obj = get_obj_in_list_vis(ch, obj_name, NULL, vict->carrying))) { @@ -216,19 +1215,19 @@ ACMD(do_steal) } } else { /* obj found in inventory */ - percent += GET_OBJ_WEIGHT(obj); /* Make heavy harder */ + dc = compute_steal_dc(ch, vict, GET_OBJ_WEIGHT(obj)); - if (percent > GET_SKILL(ch, SKILL_STEAL)) { - ohoh = TRUE; - send_to_char(ch, "Oops..\r\n"); - act("$n tried to steal something from you!", FALSE, ch, 0, vict, TO_VICT); - act("$n tries to steal something from $N.", TRUE, ch, 0, vict, TO_NOTVICT); + if (GET_LEVEL(ch) < LVL_IMMORT && sleight_total < dc) { + ohoh = TRUE; + send_to_char(ch, "Oops..\r\n"); + act("$n tried to steal something from you!", FALSE, ch, 0, vict, TO_VICT); + act("$n tries to steal something from $N.", TRUE, ch, 0, vict, TO_NOTVICT); + gain_skill(ch, "sleight of hand", FALSE); } else { /* Steal the item */ - if (IS_CARRYING_N(ch) + 1 < CAN_CARRY_N(ch)) { - if (!give_otrigger(obj, vict, ch) || - !receive_mtrigger(ch, vict, obj) ) { - send_to_char(ch, "Impossible!\r\n"); - return; + if (IS_CARRYING_N(ch) + 1 < CAN_CARRY_N(ch)) { + if (!give_otrigger(obj, vict, ch) || !receive_mtrigger(ch, vict, obj) ) { + send_to_char(ch, "Impossible!\r\n"); + return; } if (IS_CARRYING_W(ch) + GET_OBJ_WEIGHT(obj) < CAN_CARRY_W(ch)) { obj_from_char(obj); @@ -240,24 +1239,33 @@ ACMD(do_steal) } } } else { /* Steal some coins */ - if (AWAKE(vict) && (percent > GET_SKILL(ch, SKILL_STEAL))) { + dc = compute_steal_dc(ch, vict, 0); + if (GET_LEVEL(ch) < LVL_IMMORT && AWAKE(vict) && (sleight_total < dc)) { ohoh = TRUE; send_to_char(ch, "Oops..\r\n"); act("You discover that $n has $s hands in your wallet.", FALSE, ch, 0, vict, TO_VICT); - act("$n tries to steal gold from $N.", TRUE, ch, 0, vict, TO_NOTVICT); + act("$n tries to steal coins from $N.", TRUE, ch, 0, vict, TO_NOTVICT); + gain_skill(ch, "sleight of hand", FALSE); } else { - /* Steal some gold coins */ - gold = (GET_GOLD(vict) * rand_number(1, 10)) / 100; - gold = MIN(1782, gold); - if (gold > 0) { - increase_gold(ch, gold); - decrease_gold(vict, gold); - if (gold > 1) - send_to_char(ch, "Bingo! You got %d gold coins.\r\n", gold); - else - send_to_char(ch, "You manage to swipe a solitary gold coin.\r\n"); + int total = count_coins_in_list(vict->carrying); + int max_steal = total / 10; + if (max_steal > 0) { + coins = rand_number(1, max_steal); + coins = remove_coins_from_list(vict->carrying, coins); } else { - send_to_char(ch, "You couldn't get any gold...\r\n"); + coins = 0; + } + + if (coins > 0) { + GET_COINS(vict) = MAX(0, GET_COINS(vict) - coins); + add_coins_to_char(ch, coins); + gain_skill(ch, "sleight of hand", TRUE); + if (coins > 1) + send_to_char(ch, "Bingo! You got %d coins.\r\n", coins); + else + send_to_char(ch, "You manage to swipe a solitary coin.\r\n"); + } else { + send_to_char(ch, "You couldn't get any coins...\r\n"); } } } @@ -266,19 +1274,11 @@ ACMD(do_steal) hit(vict, ch, TYPE_UNDEFINED); } -ACMD(do_practice) +ACMD(do_skills) { - char arg[MAX_INPUT_LENGTH]; - if (IS_NPC(ch)) - return; + list_skills(ch); - one_argument(argument, arg); - - if (*arg) - send_to_char(ch, "You can only practice skills in your guild.\r\n"); - else - list_skills(ch); } ACMD(do_visible) @@ -295,26 +1295,6 @@ ACMD(do_visible) send_to_char(ch, "You are already visible.\r\n"); } -ACMD(do_title) -{ - skip_spaces(&argument); - delete_doubledollar(argument); - parse_at(argument); - - if (IS_NPC(ch)) - send_to_char(ch, "Your title is fine... go away.\r\n"); - else if (PLR_FLAGGED(ch, PLR_NOTITLE)) - send_to_char(ch, "You can't title yourself -- you shouldn't have abused it!\r\n"); - else if (strstr(argument, "(") || strstr(argument, ")")) - send_to_char(ch, "Titles can't contain the ( or ) characters.\r\n"); - else if (strlen(argument) > MAX_TITLE_LENGTH) - send_to_char(ch, "Sorry, titles can't be longer than %d characters.\r\n", MAX_TITLE_LENGTH); - else { - set_title(ch, argument); - send_to_char(ch, "Okay, you're now %s%s%s.\r\n", GET_NAME(ch), *GET_TITLE(ch) ? " " : "", GET_TITLE(ch)); - } -} - static void print_group(struct char_data *ch) { struct char_data * k; @@ -505,8 +1485,8 @@ ACMD(do_split) send_to_char(ch, "Sorry, you can't do that.\r\n"); return; } - if (amount > GET_GOLD(ch)) { - send_to_char(ch, "You don't seem to have that much gold to split.\r\n"); + if (amount > GET_COINS(ch)) { + send_to_char(ch, "You don't seem to have that many coins to split.\r\n"); return; } @@ -519,24 +1499,24 @@ ACMD(do_split) share = amount / num; rest = amount % num; } else { - send_to_char(ch, "With whom do you wish to share your gold?\r\n"); + send_to_char(ch, "With whom do you wish to share your coins?\r\n"); return; } - decrease_gold(ch, share * (num - 1)); + decrease_coins(ch, share * (num - 1)); /* Abusing signed/unsigned to make sizeof work. */ len = snprintf(buf, sizeof(buf), "%s splits %d coins; you receive %d.\r\n", GET_NAME(ch), amount, share); if (rest && len < sizeof(buf)) { snprintf(buf + len, sizeof(buf) - len, - "%d coin%s %s not splitable, so %s keeps the money.\r\n", rest, + "%d coin%s %s not splitable, so %s keeps the coins.\r\n", rest, (rest == 1) ? "" : "s", (rest == 1) ? "was" : "were", GET_NAME(ch)); } while ((k = (struct char_data *) simple_list(GROUP(ch)->members)) != NULL) if (k != ch && IN_ROOM(ch) == IN_ROOM(k) && !IS_NPC(k)) { - increase_gold(k, share); + increase_coins(k, share); send_to_char(k, "%s", buf); } @@ -544,7 +1524,7 @@ ACMD(do_split) amount, num, share); if (rest) { - send_to_char(ch, "%d coin%s %s not splitable, so you keep the money.\r\n", + send_to_char(ch, "%d coin%s %s not splitable, so you keep the coins.\r\n", rest, (rest == 1) ? "" : "s", (rest == 1) ? "was" : "were"); } } else { @@ -681,16 +1661,8 @@ ACMD(do_gen_tog) "Brief mode on.\r\n"}, {"Compact mode off.\r\n", "Compact mode on.\r\n"}, - {"You can now hear tells.\r\n", - "You are now deaf to tells.\r\n"}, - {"You can now hear auctions.\r\n", - "You are now deaf to auctions.\r\n"}, {"You can now hear shouts.\r\n", "You are now deaf to shouts.\r\n"}, - {"You can now hear gossip.\r\n", - "You are now deaf to gossip.\r\n"}, - {"You can now hear the congratulation messages.\r\n", - "You are now deaf to the congratulation messages.\r\n"}, {"You can now hear the Wiz-channel.\r\n", "You are now deaf to the Wiz-channel.\r\n"}, {"You are no longer part of the Quest.\r\n", @@ -715,12 +1687,8 @@ ACMD(do_gen_tog) "AFK flag is now on.\r\n"}, {"Autoloot disabled.\r\n", "Autoloot enabled.\r\n"}, - {"Autogold disabled.\r\n", - "Autogold enabled.\r\n"}, {"Autosplit disabled.\r\n", "Autosplit enabled.\r\n"}, - {"Autosacrifice disabled.\r\n", - "Autosacrifice enabled.\r\n"}, {"Autoassist disabled.\r\n", "Autoassist enabled.\r\n"}, {"Automap disabled.\r\n", @@ -749,21 +1717,9 @@ ACMD(do_gen_tog) case SCMD_COMPACT: result = PRF_TOG_CHK(ch, PRF_COMPACT); break; - case SCMD_NOTELL: - result = PRF_TOG_CHK(ch, PRF_NOTELL); - break; - case SCMD_NOAUCTION: - result = PRF_TOG_CHK(ch, PRF_NOAUCT); - break; case SCMD_NOSHOUT: result = PRF_TOG_CHK(ch, PRF_NOSHOUT); break; - case SCMD_NOGOSSIP: - result = PRF_TOG_CHK(ch, PRF_NOGOSS); - break; - case SCMD_NOGRATZ: - result = PRF_TOG_CHK(ch, PRF_NOGRATZ); - break; case SCMD_NOWIZ: result = PRF_TOG_CHK(ch, PRF_NOWIZ); break; @@ -820,15 +1776,9 @@ ACMD(do_gen_tog) case SCMD_AUTOLOOT: result = PRF_TOG_CHK(ch, PRF_AUTOLOOT); break; - case SCMD_AUTOGOLD: - result = PRF_TOG_CHK(ch, PRF_AUTOGOLD); - break; case SCMD_AUTOSPLIT: result = PRF_TOG_CHK(ch, PRF_AUTOSPLIT); break; - case SCMD_AUTOSAC: - result = PRF_TOG_CHK(ch, PRF_AUTOSAC); - break; case SCMD_AUTOASSIST: result = PRF_TOG_CHK(ch, PRF_AUTOASSIST); break; @@ -856,116 +1806,3 @@ ACMD(do_gen_tog) return; } - -static void show_happyhour(struct char_data *ch) -{ - char happyexp[80], happygold[80], happyqp[80]; - int secs_left; - - if ((IS_HAPPYHOUR) || (GET_LEVEL(ch) >= LVL_GRGOD)) - { - if (HAPPY_TIME) - secs_left = ((HAPPY_TIME - 1) * SECS_PER_MUD_HOUR) + next_tick; - else - secs_left = 0; - - sprintf(happyqp, "%s+%d%%%s to Questpoints per quest\r\n", CCYEL(ch, C_NRM), HAPPY_QP, CCNRM(ch, C_NRM)); - sprintf(happygold, "%s+%d%%%s to Gold gained per kill\r\n", CCYEL(ch, C_NRM), HAPPY_GOLD, CCNRM(ch, C_NRM)); - sprintf(happyexp, "%s+%d%%%s to Experience per kill\r\n", CCYEL(ch, C_NRM), HAPPY_EXP, CCNRM(ch, C_NRM)); - - send_to_char(ch, "tbaMUD Happy Hour!\r\n" - "------------------\r\n" - "%s%s%sTime Remaining: %s%d%s hours %s%d%s mins %s%d%s secs\r\n", - (IS_HAPPYEXP || (GET_LEVEL(ch) >= LVL_GOD)) ? happyexp : "", - (IS_HAPPYGOLD || (GET_LEVEL(ch) >= LVL_GOD)) ? happygold : "", - (IS_HAPPYQP || (GET_LEVEL(ch) >= LVL_GOD)) ? happyqp : "", - CCYEL(ch, C_NRM), (secs_left / 3600), CCNRM(ch, C_NRM), - CCYEL(ch, C_NRM), (secs_left % 3600) / 60, CCNRM(ch, C_NRM), - CCYEL(ch, C_NRM), (secs_left % 60), CCNRM(ch, C_NRM) ); - } - else - { - send_to_char(ch, "Sorry, there is currently no happy hour!\r\n"); - } -} - -ACMD(do_happyhour) -{ - char arg[MAX_INPUT_LENGTH], val[MAX_INPUT_LENGTH]; - int num; - - if (GET_LEVEL(ch) < LVL_GOD) - { - show_happyhour(ch); - return; - } - - /* Only Imms get here, so check args */ - two_arguments(argument, arg, val); - - if (is_abbrev(arg, "experience")) - { - num = MIN(MAX((atoi(val)), 0), 1000); - HAPPY_EXP = num; - send_to_char(ch, "Happy Hour Exp rate set to +%d%%\r\n", HAPPY_EXP); - } - else if ((is_abbrev(arg, "gold")) || (is_abbrev(arg, "coins"))) - { - num = MIN(MAX((atoi(val)), 0), 1000); - HAPPY_GOLD = num; - send_to_char(ch, "Happy Hour Gold rate set to +%d%%\r\n", HAPPY_GOLD); - } - else if ((is_abbrev(arg, "time")) || (is_abbrev(arg, "ticks"))) - { - num = MIN(MAX((atoi(val)), 0), 1000); - if (HAPPY_TIME && !num) - game_info("Happyhour has been stopped!"); - else if (!HAPPY_TIME && num) - game_info("A Happyhour has started!"); - - HAPPY_TIME = num; - send_to_char(ch, "Happy Hour Time set to %d ticks (%d hours %d mins and %d secs)\r\n", - HAPPY_TIME, - (HAPPY_TIME*SECS_PER_MUD_HOUR)/3600, - ((HAPPY_TIME*SECS_PER_MUD_HOUR)%3600) / 60, - (HAPPY_TIME*SECS_PER_MUD_HOUR)%60 ); - } - else if ((is_abbrev(arg, "qp")) || (is_abbrev(arg, "questpoints"))) - { - num = MIN(MAX((atoi(val)), 0), 1000); - HAPPY_QP = num; - send_to_char(ch, "Happy Hour Questpoints rate set to +%d%%\r\n", HAPPY_QP); - } - else if (is_abbrev(arg, "show")) - { - show_happyhour(ch); - } - else if (is_abbrev(arg, "default")) - { - HAPPY_EXP = 100; - HAPPY_GOLD = 50; - HAPPY_QP = 50; - HAPPY_TIME = 48; - game_info("A Happyhour has started!"); - } - else - { - send_to_char(ch, "Usage: %shappyhour %s- show usage (this info)\r\n" - " %shappyhour show %s- display current settings (what mortals see)\r\n" - " %shappyhour time <ticks> %s- set happyhour time and start timer\r\n" - " %shappyhour qp <num> %s- set qp percentage gain\r\n" - " %shappyhour exp <num> %s- set exp percentage gain\r\n" - " %shappyhour gold <num> %s- set gold percentage gain\r\n" - " \tyhappyhour default \tw- sets a default setting for happyhour\r\n\r\n" - "Configure the happyhour settings and start a happyhour.\r\n" - "Currently 1 hour IRL = %d ticks\r\n" - "If no number is specified, 0 (off) is assumed.\r\nThe command \tyhappyhour time\tn will therefore stop the happyhour timer.\r\n", - CCYEL(ch, C_NRM), CCNRM(ch, C_NRM), - CCYEL(ch, C_NRM), CCNRM(ch, C_NRM), - CCYEL(ch, C_NRM), CCNRM(ch, C_NRM), - CCYEL(ch, C_NRM), CCNRM(ch, C_NRM), - CCYEL(ch, C_NRM), CCNRM(ch, C_NRM), - CCYEL(ch, C_NRM), CCNRM(ch, C_NRM), - (3600 / SECS_PER_MUD_HOUR) ); - } -} diff --git a/src/act.wizard.c b/src/act.wizard.c index b0694ee..794c3fa 100644 --- a/src/act.wizard.c +++ b/src/act.wizard.c @@ -26,6 +26,7 @@ #include "act.h" #include "genzon.h" /* for real_zone_by_thing */ #include "class.h" +#include "genmob.h" #include "genolc.h" #include "genobj.h" #include "fight.h" @@ -34,15 +35,17 @@ #include "quest.h" #include "ban.h" #include "screen.h" +#include "roomsave.h" /* local utility functions with file scope */ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, char *val_arg); static void perform_immort_invis(struct char_data *ch, int level); -static void list_zone_commands_room(struct char_data *ch, room_vnum rvnum); static void do_stat_room(struct char_data *ch, struct room_data *rm); static void do_stat_object(struct char_data *ch, struct obj_data *j); static void do_stat_character(struct char_data *ch, struct char_data *k); static void stop_snooping(struct char_data *ch); +static struct obj_data *find_inventory_coin(struct char_data *ch); +static void remove_other_coins_from_list(struct obj_data *list, struct obj_data *keep); static size_t print_zone_to_buf(char *bufptr, size_t left, zone_rnum zone, int listall); static struct char_data *is_in_game(long idnum); static void mob_checkload(struct char_data *ch, mob_vnum mvnum); @@ -55,9 +58,507 @@ static struct recent_player *create_recent(void); const char *get_spec_func_name(SPECIAL(*func)); bool zedit_get_levels(struct descriptor_data *d, char *buf); +/* Modern stat table helpers */ +#define STAT_LABEL_WIDTH 18 +#define STAT_VALUE_WIDTH 55 + +static const char *stat_border_line(void); +static void stat_table_border(struct char_data *ch); +static void stat_table_row(struct char_data *ch, const char *label, const char *value); +static void stat_table_row_fmt(struct char_data *ch, const char *label, const char *fmt, ...) __attribute__((format(printf,3,4))); +static void stat_appendf(char *buf, size_t buf_size, size_t *len, const char *fmt, ...) __attribute__((format(printf,4,5))); +static void stat_format_script_triggers(struct script_data *sc, char *buf, size_t buf_size); +static void stat_format_script_globals(struct script_data *sc, char *buf, size_t buf_size); +static void stat_format_script_memory(struct script_memory *mem, char *buf, size_t buf_size); +static void stat_format_character_list(struct char_data *viewer, struct char_data *list, char *buf, size_t buf_size); +static void stat_format_object_list(struct char_data *viewer, struct obj_data *list, char *buf, size_t buf_size); +static void stat_format_exit_summary(struct room_data *rm, char *buf, size_t buf_size); +static void stat_format_char_effects(struct char_data *k, char *buf, size_t buf_size); +static void stat_format_obj_affects(struct obj_data *j, char *buf, size_t buf_size); +static void stat_format_obj_special(struct obj_data *j, char *buf, size_t buf_size); +static void stat_format_zone_cmds_room(room_vnum rvnum, char *buf, size_t buf_size); + /* Local Globals */ static struct recent_player *recent_list = NULL; /** Global list of recent players */ +static const char *stat_border_line(void) +{ + static char border[STAT_LABEL_WIDTH + STAT_VALUE_WIDTH + 16]; + if (!*border) { + size_t pos = 0; + border[pos++] = '+'; + for (int i = 0; i < STAT_LABEL_WIDTH + 2 && pos < sizeof(border) - 1; i++) + border[pos++] = '-'; + border[pos++] = '+'; + for (int i = 0; i < STAT_VALUE_WIDTH + 2 && pos < sizeof(border) - 1; i++) + border[pos++] = '-'; + border[pos++] = '+'; + border[pos++] = '\r'; + border[pos++] = '\n'; + border[pos] = '\0'; + } + return border; +} + +static void stat_table_border(struct char_data *ch) +{ + send_to_char(ch, "%s", stat_border_line()); +} + +static const char *stat_next_chunk(const char *text, char *chunk, size_t width) +{ + const char *ptr = text; + size_t chunk_len = 0; + + chunk[0] = '\0'; + + while (*ptr == ' ') + ptr++; + + while (*ptr && *ptr != '\n' && *ptr != '\r') { + const char *word_start = ptr; + size_t word_len = 0; + + while (word_start[word_len] && + word_start[word_len] != ' ' && + word_start[word_len] != '\n' && + word_start[word_len] != '\r') + word_len++; + + if (word_len == 0) + break; + + if (chunk_len == 0 && word_len > width) { + word_len = width; + memcpy(chunk, word_start, word_len); + chunk_len = word_len; + chunk[chunk_len] = '\0'; + ptr = word_start + word_len; + return ptr; + } + + size_t needed = word_len + (chunk_len ? 1 : 0); + if (chunk_len + needed > width) + break; + + if (chunk_len) + chunk[chunk_len++] = ' '; + memcpy(chunk + chunk_len, word_start, word_len); + chunk_len += word_len; + chunk[chunk_len] = '\0'; + + ptr = word_start + word_len; + + while (*ptr == ' ') + ptr++; + } + + while (*ptr == '\r' || *ptr == '\n') + ptr++; + + return ptr; +} + +static void stat_table_row(struct char_data *ch, const char *label, const char *value) +{ + const char *text = (value && *value) ? value : "<None>"; + bool printed = FALSE; + + while (*text) { + while (*text == '\r' || *text == '\n') + text++; + if (!*text) + break; + + char chunk[STAT_VALUE_WIDTH + 1]; + const char *next = stat_next_chunk(text, chunk, STAT_VALUE_WIDTH); + + if (!*chunk) { + text = next; + continue; + } + + send_to_char(ch, "| %-*s | %-*s |\r\n", + STAT_LABEL_WIDTH, + printed || !label ? "" : label, + STAT_VALUE_WIDTH, + chunk); + + printed = TRUE; + text = next; + } + + if (!printed) + send_to_char(ch, "| %-*s | %-*s |\r\n", + STAT_LABEL_WIDTH, + label ? label : "", + STAT_VALUE_WIDTH, + (value && *value) ? value : "<None>"); +} + +static void stat_table_row_fmt(struct char_data *ch, const char *label, const char *fmt, ...) +{ + char buf[MAX_STRING_LENGTH]; + va_list args; + + va_start(args, fmt); + vsnprintf(buf, sizeof(buf), fmt, args); + va_end(args); + + stat_table_row(ch, label, buf); +} + +static void stat_appendf(char *buf, size_t buf_size, size_t *len, const char *fmt, ...) +{ + if (*len >= buf_size) + return; + + va_list args; + va_start(args, fmt); + int wrote = vsnprintf(buf + *len, buf_size - *len, fmt, args); + va_end(args); + + if (wrote < 0) + return; + + if ((size_t)wrote >= buf_size - *len) + *len = buf_size - 1; + else + *len += wrote; +} + +static void stat_format_script_triggers(struct script_data *sc, char *buf, size_t buf_size) +{ + size_t len = 0; + buf[0] = '\0'; + + if (!sc || !TRIGGERS(sc)) { + strlcpy(buf, "None", buf_size); + return; + } + + for (trig_data *t = TRIGGERS(sc); t; t = t->next) { + const char *attach = (t->attach_type == OBJ_TRIGGER) ? "obj" : + (t->attach_type == WLD_TRIGGER) ? "room" : "mob"; + const char **type_names = (t->attach_type == OBJ_TRIGGER) ? otrig_types : + (t->attach_type == WLD_TRIGGER) ? wtrig_types : trig_types; + char type_buf[MAX_STRING_LENGTH]; + sprintbit(GET_TRIG_TYPE(t), type_names, type_buf, sizeof(type_buf)); + + if (len) + stat_appendf(buf, buf_size, &len, "\n"); + + stat_appendf(buf, buf_size, &len, "#%d %s (%s %s) narg=%d arg=%s", + GET_TRIG_VNUM(t), + GET_TRIG_NAME(t), + attach, + type_buf, + GET_TRIG_NARG(t), + (GET_TRIG_ARG(t) && *GET_TRIG_ARG(t)) ? GET_TRIG_ARG(t) : "None"); + + if (GET_TRIG_WAIT(t)) + stat_appendf(buf, buf_size, &len, " [wait]"); + } +} + +static void stat_format_script_globals(struct script_data *sc, char *buf, size_t buf_size) +{ + size_t len = 0; + buf[0] = '\0'; + + if (!sc || !sc->global_vars) { + strlcpy(buf, "None", buf_size); + return; + } + + for (struct trig_var_data *tv = sc->global_vars; tv; tv = tv->next) { + char value[MAX_INPUT_LENGTH]; + + if (*(tv->value) == UID_CHAR) + find_uid_name(tv->value, value, sizeof(value)); + else + strlcpy(value, tv->value, sizeof(value)); + + if (len) + stat_appendf(buf, buf_size, &len, "\n"); + + if (tv->context) + stat_appendf(buf, buf_size, &len, "%s:%ld = %s", tv->name, tv->context, value); + else + stat_appendf(buf, buf_size, &len, "%s = %s", tv->name, value); + } +} + +static void stat_format_script_memory(struct script_memory *mem, char *buf, size_t buf_size) +{ + size_t len = 0; + buf[0] = '\0'; + + if (!mem) { + strlcpy(buf, "None", buf_size); + return; + } + + for (struct script_memory *cur = mem; cur; cur = cur->next) { + struct char_data *mc = find_char(cur->id); + const char *name = mc ? GET_NAME(mc) : "**Corrupted**"; + + if (len) + stat_appendf(buf, buf_size, &len, "\n"); + + stat_appendf(buf, buf_size, &len, "%-15s %s", + name, + cur->cmd ? cur->cmd : "<default>"); + } +} + +static void stat_format_character_list(struct char_data *viewer, struct char_data *list, char *buf, size_t buf_size) +{ + size_t len = 0; + buf[0] = '\0'; + + for (struct char_data *k = list; k; k = k->next_in_room) { + if (viewer && !CAN_SEE(viewer, k)) + continue; + + if (len) + stat_appendf(buf, buf_size, &len, ", "); + + stat_appendf(buf, buf_size, &len, "%s (%s)", + GET_NAME(k), + !IS_NPC(k) ? "PC" : (!IS_MOB(k) ? "NPC" : "MOB")); + } + + if (!len) + strlcpy(buf, "None", buf_size); +} + +static void stat_format_object_list(struct char_data *viewer, struct obj_data *list, char *buf, size_t buf_size) +{ + size_t len = 0; + buf[0] = '\0'; + + for (struct obj_data *j = list; j; j = j->next_content) { + if (viewer && !CAN_SEE_OBJ(viewer, j)) + continue; + + if (len) + stat_appendf(buf, buf_size, &len, ", "); + + stat_appendf(buf, buf_size, &len, "%s", j->short_description ? j->short_description : "<Unnamed>"); + } + + if (!len) + strlcpy(buf, "None", buf_size); +} + +static void stat_format_exit_summary(struct room_data *rm, char *buf, size_t buf_size) +{ + size_t len = 0; + buf[0] = '\0'; + + for (int i = 0; i < DIR_COUNT; i++) { + if (!rm->dir_option[i]) + continue; + + const char *dir = dirs[i]; + char exit_buf[MAX_STRING_LENGTH]; + sprintbit(rm->dir_option[i]->exit_info, exit_bits, exit_buf, sizeof(exit_buf)); + + room_rnum to = rm->dir_option[i]->to_room; + if (len) + stat_appendf(buf, buf_size, &len, "\n"); + + if (to == NOWHERE) + stat_appendf(buf, buf_size, &len, "%s -> NOWHERE (flags: %s)", dir, exit_buf); + else + stat_appendf(buf, buf_size, &len, "%s -> #%d %s (flags: %s, key: %d, keywords: %s)", + dir, + GET_ROOM_VNUM(to), + world[to].name, + exit_buf, + rm->dir_option[i]->key == NOTHING ? -1 : rm->dir_option[i]->key, + rm->dir_option[i]->keyword ? rm->dir_option[i]->keyword : "None"); + } + + if (!len) + strlcpy(buf, "None", buf_size); +} + +static void stat_format_char_effects(struct char_data *k, char *buf, size_t buf_size) +{ + size_t len = 0; + buf[0] = '\0'; + + for (struct affected_type *aff = k->affected; aff; aff = aff->next) { + char flags[MAX_STRING_LENGTH]; + bool has_flags = FALSE; + + for (int i = 0; i < NUM_AFF_FLAGS; i++) { + if (IS_SET_AR(aff->bitvector, i)) { + if (!has_flags) { + flags[0] = '\0'; + has_flags = TRUE; + } + size_t f_len = strlen(flags); + snprintf(flags + f_len, sizeof(flags) - f_len, "%s%s", + f_len ? " " : "", + affected_bits[i]); + } + } + + if (len) + stat_appendf(buf, buf_size, &len, "\n"); + + const char *dur_unit = "hr"; + int display_dur = aff->duration + 1; + + if (aff->spell == SKILL_PERCEPTION || + aff->spell == SPELL_SCAN_AFFECT || + aff->spell == SPELL_LISTEN_AFFECT) { + /* convert mud-hours -> real minutes (round up) */ + int total_seconds = display_dur * SECS_PER_MUD_HOUR; + display_dur = (total_seconds + SECS_PER_REAL_MIN - 1) / SECS_PER_REAL_MIN; + dur_unit = "min"; + } + + stat_appendf(buf, buf_size, &len, "%s (%d%s)", + skill_name(aff->spell), + display_dur, + dur_unit); + + if (aff->modifier) + stat_appendf(buf, buf_size, &len, " %+d %s", + aff->modifier, + apply_types[(int)aff->location]); + + if (has_flags) + stat_appendf(buf, buf_size, &len, " [sets %s]", flags); + } + + if (!len) + strlcpy(buf, "None", buf_size); +} + +static void stat_format_obj_affects(struct obj_data *j, char *buf, size_t buf_size) +{ + size_t len = 0; + buf[0] = '\0'; + + for (int i = 0; i < MAX_OBJ_AFFECT; i++) { + if (!j->affected[i].modifier) + continue; + + if (len) + stat_appendf(buf, buf_size, &len, "\n"); + + stat_appendf(buf, buf_size, &len, "%+d %s", + j->affected[i].modifier, + apply_types[j->affected[i].location]); + } + + if (!len) + strlcpy(buf, "None", buf_size); +} + +static void stat_format_obj_special(struct obj_data *j, char *buf, size_t buf_size) +{ + size_t len = 0; + buf[0] = '\0'; + struct char_data *tempch; + + switch (GET_OBJ_TYPE(j)) { + case ITEM_LIGHT: + if (GET_OBJ_VAL(j, 2) == -1) + stat_appendf(buf, buf_size, &len, "Infinite light"); + else + stat_appendf(buf, buf_size, &len, "Hours left: %d", GET_OBJ_VAL(j, 2)); + break; + case ITEM_SCROLL: + case ITEM_POTION: + stat_appendf(buf, buf_size, &len, "Level %d spells: %s, %s, %s", + GET_OBJ_VAL(j, 0), + skill_name(GET_OBJ_VAL(j, 1)), + skill_name(GET_OBJ_VAL(j, 2)), + skill_name(GET_OBJ_VAL(j, 3))); + break; + case ITEM_WAND: + case ITEM_STAFF: + stat_appendf(buf, buf_size, &len, "%s at level %d, %d/%d charges", + skill_name(GET_OBJ_VAL(j, 3)), + GET_OBJ_VAL(j, 0), + GET_OBJ_VAL(j, 2), + GET_OBJ_VAL(j, 1)); + break; + case ITEM_WEAPON: + stat_appendf(buf, buf_size, &len, "Damage %dd%d (avg %.1f), type %s", + GET_OBJ_VAL(j, 1), + GET_OBJ_VAL(j, 2), + ((GET_OBJ_VAL(j, 2) + 1) / 2.0) * GET_OBJ_VAL(j, 1), + attack_hit_text[GET_OBJ_VAL(j, 3)].singular); + break; + case ITEM_ARMOR: + stat_appendf(buf, buf_size, &len, "Piece AC %d, bulk %d, magic %+d, stealth %s, durability %d, str req %d", + GET_OBJ_VAL(j, VAL_ARMOR_PIECE_AC), + GET_OBJ_VAL(j, VAL_ARMOR_BULK), + GET_OBJ_VAL(j, VAL_ARMOR_MAGIC_BONUS), + YESNO(GET_OBJ_VAL(j, VAL_ARMOR_STEALTH_DISADV)), + GET_OBJ_VAL(j, VAL_ARMOR_DURABILITY), + GET_OBJ_VAL(j, VAL_ARMOR_STR_REQ)); + break; + case ITEM_CONTAINER: { + char flags[MAX_STRING_LENGTH]; + sprintbit(GET_OBJ_VAL(j, 1), container_bits, flags, sizeof(flags)); + stat_appendf(buf, buf_size, &len, "Capacity %d, Flags %s, Key %d, Corpse %s", + GET_OBJ_VAL(j, 0), + flags, + GET_OBJ_VAL(j, 2), + YESNO(GET_OBJ_VAL(j, 3))); + break; + } + case ITEM_DRINKCON: + case ITEM_FOUNTAIN: { + char drink[MAX_INPUT_LENGTH]; + sprinttype(GET_OBJ_VAL(j, 2), drinks, drink, sizeof(drink)); + stat_appendf(buf, buf_size, &len, "Capacity %d, Contains %d, Liquid %s, Poisoned %s", + GET_OBJ_VAL(j, 0), + GET_OBJ_VAL(j, 1), + drink, + YESNO(GET_OBJ_VAL(j, 3))); + break; + } + case ITEM_NOTE: + stat_appendf(buf, buf_size, &len, "Tongue %d", GET_OBJ_VAL(j, 0)); + break; + case ITEM_FOOD: + stat_appendf(buf, buf_size, &len, "Bites %d/%d, Hours full %d, Poisoned %s", + GET_OBJ_VAL(j, 1), + GET_OBJ_VAL(j, 0), + GET_OBJ_VAL(j, 2), + YESNO(GET_OBJ_VAL(j, 3))); + break; + case ITEM_MONEY: + stat_appendf(buf, buf_size, &len, "Coins: %d", GET_OBJ_VAL(j, 0)); + break; + case ITEM_FURNITURE: + stat_appendf(buf, buf_size, &len, "Seats %d/%d, Allowed pos %d", + GET_OBJ_VAL(j, 1), + GET_OBJ_VAL(j, 0), + GET_OBJ_VAL(j, 2)); + if (OBJ_SAT_IN_BY(j)) { + stat_appendf(buf, buf_size, &len, ", Occupied by:"); + for (tempch = OBJ_SAT_IN_BY(j); tempch; tempch = NEXT_SITTING(tempch)) + stat_appendf(buf, buf_size, &len, " %s", GET_NAME(tempch)); + } + break; + default: + break; + } + + if (!len) + strlcpy(buf, "None", buf_size); +} + static int purge_room(room_rnum room) { int j; @@ -89,6 +590,565 @@ static int purge_room(room_rnum room) return 1; } +/* ===================== Emote engine ===================== */ + +/* Operators: + * + * ~ (name) / target sees "you" + * ! him/her/them / target sees "you" + * % (name)'s / target sees "your" + * ^ his/her/their / target sees "your" + * # he/she/they / target sees "you" + * & himself/herself/themself / target sees "yourself" + * = (name)'s / target sees "yours" + * + his/hers/theirs / target sees "yours" + * @ moves actor name (or actor's possessive for pemote) to that position + */ + +/* --- Pronoun & string helpers --- */ +static const char *pron_obj(struct char_data *tch) { /* him/her/them */ + switch (GET_SEX(tch)) { case SEX_MALE: return "him"; case SEX_FEMALE: return "her"; default: return "them"; } +} +static const char *pron_pos_adj(struct char_data *tch) { /* his/her/their */ + switch (GET_SEX(tch)) { case SEX_MALE: return "his"; case SEX_FEMALE: return "her"; default: return "their"; } +} +static const char *pron_pos_pron(struct char_data *tch) { /* his/hers/theirs */ + switch (GET_SEX(tch)) { case SEX_MALE: return "his"; case SEX_FEMALE: return "hers"; default: return "theirs"; } +} +static const char *pron_subj(struct char_data *tch) { /* he/she/they */ + switch (GET_SEX(tch)) { case SEX_MALE: return "he"; case SEX_FEMALE: return "she"; default: return "they"; } +} +static const char *pron_refl(struct char_data *tch) { /* himself/herself/themself */ + switch (GET_SEX(tch)) { case SEX_MALE: return "himself"; case SEX_FEMALE: return "herself"; default: return "themself"; } +} + +static void make_possessive(const char *name, char *out, size_t outsz) { + size_t n = strlcpy(out, name, outsz); + if (n > 0 && out[n-1] == 's') strlcat(out, "'", outsz); + else strlcat(out, "'s", outsz); +} + +static bool is_end_punct(char c) { return (c == '.' || c == '!' || c == '?'); } + +static void collapse_spaces(char *s) { + char *src = s, *dst = s; bool last_space = false; + while (*src) { + if (isspace((unsigned char)*src)) { if (!last_space) *dst++ = ' '; last_space = true; } + else { *dst++ = *src; last_space = false; } + src++; + } + *dst = '\0'; +} + +static void build_actor_name(struct char_data *actor, + bool possessive, + char *out, size_t outsz) +{ + /* Prefer short description if present; fall back to personal name */ + const char *base = + (GET_SHORT_DESC(actor) && *GET_SHORT_DESC(actor)) + ? GET_SHORT_DESC(actor) + : GET_NAME(actor); + + if (!possessive) + strlcpy(out, base, outsz); + else + make_possessive(base, out, outsz); +} + +/* Replace all occurrences of 'needle' in 'hay' with 'repl'. */ +static void replace_all_tokens(char *hay, size_t haysz, const char *needle, const char *repl) { + char work[MAX_STRING_LENGTH]; work[0] = '\0'; + const char *src = hay; size_t nlen = strlen(needle); + while (*src) { + const char *pos = strstr(src, needle); + if (!pos) { strlcat(work, src, sizeof(work)); break; } + size_t head = (size_t)(pos - src); + if (head) { + char chunk[2048]; + if (head >= sizeof(chunk)) head = sizeof(chunk) - 1; + memcpy(chunk, src, head); chunk[head] = '\0'; + strlcat(work, chunk, sizeof(work)); + } + strlcat(work, repl, sizeof(work)); + src = pos + nlen; + } + strlcpy(hay, work, haysz); +} + +static bool is_token_operator(char c) { + switch (c) { + case '~': case '!': case '%': case '^': case '#': + case '&': case '=': case '+': case '@': + return TRUE; + } + return FALSE; +} + +/* Capitalize the first alphabetic character of every sentence (start and after .?!). + Skips any number of spaces and common closers (quotes/brackets) between sentences. */ +static void capitalize_sentences(char *s) { + bool new_sent = true; + for (char *p = s; *p; ++p) { + unsigned char c = (unsigned char)*p; + if (new_sent) { + if (isalpha(c)) { + *p = toupper(c); + new_sent = false; + } else if (!isspace(c) && c != '"' && c != '\'' && c != ')' && c != ']' && c != '}') { + /* Non-space symbol at sentence start; don't flip flag yet unless it's a letter later. */ + } + } + if (*p == '.' || *p == '!' || *p == '?') + new_sent = true; + } +} + +/* --- Numbered target parsing --- */ +/* Parse "2.corpse" => out_num=2, out_name="corpse". "corpse" => out_num=1, out_name="corpse". */ +static void split_numbered_name(const char *raw, int *out_num, char *out_name, size_t outsz) { + char tmp[MAX_NAME_LENGTH]; + strlcpy(tmp, raw, sizeof(tmp)); + char *p = tmp; + int num = get_number(&p); /* advances p if leading "N." is present */ + if (num <= 0) num = 1; + if (*p) strlcpy(out_name, p, outsz); + else strlcpy(out_name, tmp, outsz); + *out_num = num; +} + +/* Case-insensitive strcmp helper (tiny) */ +static bool ieq(const char *a, const char *b) { + while (*a && *b) { + char ca = tolower((unsigned char)*a++); + char cb = tolower((unsigned char)*b++); + if (ca != cb) return false; + } + return *a == '\0' && *b == '\0'; +} + +/* Resolve a char/obj with support for numbered refs, searching room chars, room objs, inventory, equipment. + Special: "me"/"self" (any operator) resolves to the actor. */ +static bool resolve_reference(struct char_data *actor, + const char *raw, + struct char_data **out_ch, + struct obj_data **out_obj) { + char name[MAX_NAME_LENGTH]; + int ordinal = 1; + + *out_ch = NULL; *out_obj = NULL; + + if (ieq(raw, "me") || ieq(raw, "self")) { *out_ch = actor; return true; } + + split_numbered_name(raw, &ordinal, name, sizeof(name)); + + /* Characters in room (ordinal applies to this list) */ + { + int num = ordinal; + struct char_data *tch = get_char_room_vis(actor, name, &num); + if (tch) { *out_ch = tch; return true; } + } + + /* Objects in room */ + { + int num = ordinal; + struct obj_data *obj = get_obj_in_list_vis(actor, name, &num, world[IN_ROOM(actor)].contents); + if (obj) { *out_obj = obj; return true; } + } + /* Objects carried */ + { + int num = ordinal; + struct obj_data *obj = get_obj_in_list_vis(actor, name, &num, actor->carrying); + if (obj) { *out_obj = obj; return true; } + } + /* Objects equipped */ + { + int num = ordinal; + struct obj_data *obj = get_obj_in_equip_vis(actor, name, &num, actor->equipment); + if (obj) { *out_obj = obj; return true; } + } + + return false; +} + +/* Build replacement text for a token as seen by 'viewer'. */ +static void build_replacement(const struct emote_token *tok, + struct char_data *actor, + struct char_data *viewer, + bool actor_possessive_for_at, + char *out, size_t outsz) { + out[0] = '\0'; + + if (tok->op == '@') { + /* Use actor's sdesc if present, otherwise their name */ + const char *ref = (GET_SHORT_DESC(actor) && *GET_SHORT_DESC(actor)) + ? GET_SHORT_DESC(actor) + : GET_NAME(actor); + + if (!actor_possessive_for_at) + strlcpy(out, ref, outsz); + else + make_possessive(ref, out, outsz); + return; + } + + if (tok->tch) { + bool you = (viewer == tok->tch); + /* For non-you views, prefer sdesc over name */ + const char *ref = (GET_SHORT_DESC(tok->tch) && *GET_SHORT_DESC(tok->tch)) + ? GET_SHORT_DESC(tok->tch) + : GET_NAME(tok->tch); + + switch (tok->op) { + case '~': + if (you) strlcpy(out, "you", outsz); + else strlcpy(out, ref, outsz); + break; + + case '!': + if (you) strlcpy(out, "you", outsz); + else strlcpy(out, pron_obj(tok->tch), outsz); + break; + + case '%': + if (you) strlcpy(out, "your", outsz); + else make_possessive(ref, out, outsz); + break; + + case '^': + if (you) strlcpy(out, "your", outsz); + else strlcpy(out, pron_pos_adj(tok->tch), outsz); + break; + + case '#': + if (you) strlcpy(out, "you", outsz); + else strlcpy(out, pron_subj(tok->tch), outsz); + break; + + case '&': + if (you) strlcpy(out, "yourself", outsz); + else strlcpy(out, pron_refl(tok->tch), outsz); + break; + + case '=': + if (you) strlcpy(out, "yours", outsz); + else make_possessive(ref, out, outsz); + break; + + case '+': + if (you) strlcpy(out, "yours", outsz); + else strlcpy(out, pron_pos_pron(tok->tch), outsz); + break; + + default: + strlcpy(out, ref, outsz); + break; + } + return; + } + + if (tok->tobj) { + const char *sdesc = (tok->tobj->short_description && *tok->tobj->short_description) + ? tok->tobj->short_description : "something"; + char posbuf[MAX_INPUT_LENGTH]; + switch (tok->op) { + case '~': strlcpy(out, sdesc, outsz); break; + case '!': strlcpy(out, "it", outsz); break; + case '#': strlcpy(out, "it", outsz); break; + case '%': + case '=': make_possessive(sdesc, posbuf, sizeof(posbuf)); strlcpy(out, posbuf, outsz); break; + case '^': + case '+': strlcpy(out, "its", outsz); break; + case '&': strlcpy(out, "itself", outsz); break; + default: strlcpy(out, sdesc, outsz); break; + } + return; + } + + strlcpy(out, "something", outsz); +} + +bool build_targeted_phrase(struct char_data *ch, const char *input, bool allow_actor_at, struct targeted_phrase *phrase) { + struct emote_token tokens[MAX_EMOTE_TOKENS]; + int tokc = 0; + char out[MAX_STRING_LENGTH]; + char working[MAX_STRING_LENGTH]; + const char *p; + + if (!phrase) + return FALSE; + + phrase->template[0] = '\0'; + phrase->token_count = 0; + + if (!input || !*input) + return TRUE; + + strlcpy(working, input, sizeof(working)); + out[0] = '\0'; + p = working; + + while (*p) { + if (is_token_operator(*p)) { + char op = *p++; + char name[MAX_NAME_LENGTH]; + int ni = 0; + + if (op == '@' && !allow_actor_at) { + send_to_char(ch, "You can't use '@' in that phrase.\r\n"); + return FALSE; + } + + if (op != '@') { + const char *q = p; + + while (*q && isdigit((unsigned char)*q) && ni < (int)sizeof(name) - 1) + name[ni++] = *q++; + + if (ni > 0 && *q == '.' && ni < (int)sizeof(name) - 1) + name[ni++] = *q++; + + while (*q && (isalnum((unsigned char)*q) || *q == '_') && ni < (int)sizeof(name) - 1) + name[ni++] = *q++; + + name[ni] = '\0'; + p = q; + } else { + name[0] = '\0'; + } + + if (tokc >= MAX_EMOTE_TOKENS) { + send_to_char(ch, "That's too many references for one phrase.\r\n"); + return FALSE; + } + + tokens[tokc].op = op; + tokens[tokc].name[0] = '\0'; + tokens[tokc].tch = NULL; + tokens[tokc].tobj = NULL; + + if (op != '@') { + if (!*name) { + send_to_char(ch, "You need to specify who or what you're referencing.\r\n"); + return FALSE; + } + strlcpy(tokens[tokc].name, name, sizeof(tokens[tokc].name)); + if (!resolve_reference(ch, name, &tokens[tokc].tch, &tokens[tokc].tobj)) { + send_to_char(ch, "You can't find one of the references here.\r\n"); + return FALSE; + } + } + + char ph[16]; + snprintf(ph, sizeof(ph), "$T%d", tokc + 1); + strlcat(out, ph, sizeof(out)); + tokc++; + continue; + } + + char buf[2] = { *p++, '\0' }; + strlcat(out, buf, sizeof(out)); + } + + strlcpy(phrase->template, out, sizeof(phrase->template)); + phrase->token_count = tokc; + for (int i = 0; i < tokc; i++) + phrase->tokens[i] = tokens[i]; + + return TRUE; +} + +void render_targeted_phrase(struct char_data *actor, + const struct targeted_phrase *phrase, + bool actor_possessive_for_at, + struct char_data *viewer, + char *out, + size_t outsz) +{ + char msg[MAX_STRING_LENGTH]; + + if (!out || !phrase) { + if (out && outsz > 0) + *out = '\0'; + return; + } + + if (!phrase->template[0]) { + if (outsz > 0) + *out = '\0'; + return; + } + + strlcpy(msg, phrase->template, sizeof(msg)); + + for (int i = 0; i < phrase->token_count; i++) { + char token[16], repl[MAX_INPUT_LENGTH]; + snprintf(token, sizeof(token), "$T%d", i + 1); + build_replacement(&phrase->tokens[i], actor, viewer, actor_possessive_for_at, repl, sizeof(repl)); + replace_all_tokens(msg, sizeof(msg), token, repl); + } + + collapse_spaces(msg); + strlcpy(out, msg, outsz); +} + +static bool hidden_emote_can_view(struct char_data *actor, + struct char_data *viewer, + int stealth_total) { + int opposed; + + if (!viewer || viewer == actor) + return TRUE; + if (GET_LEVEL(viewer) >= LVL_IMMORT) + return TRUE; + if (!AWAKE(viewer)) + return FALSE; + + if (can_scan_for_sneak(viewer)) + opposed = roll_scan_perception(viewer); + else + opposed = rand_number(1, 20); + + return opposed >= stealth_total; +} + +/* ===================== Main entry ===================== */ +void perform_emote(struct char_data *ch, char *argument, bool possessive, bool hidden) { + char base[MAX_STRING_LENGTH]; + char with_placeholders[MAX_STRING_LENGTH]; + int at_count = 0; + int stealth_total = 0; + + struct emote_token toks[MAX_EMOTE_TOKENS]; + int tokc = 0; + + skip_spaces(&argument); + if (!*argument) { send_to_char(ch, "Yes... but what?\r\n"); return; } + + if (hidden) + stealth_total = roll_stealth_check(ch); + + /* Only one '@' allowed (inserts actor name/possessive at that spot) */ + for (const char *c = argument; *c; ++c) if (*c == '@') at_count++; + if (at_count > 1) { send_to_char(ch, "You can only use '@' once in an emote.\r\n"); return; } + bool has_at = (at_count == 1); + + /* Prefix actor name unless '@' is used */ + if (!has_at) { + char who[MAX_INPUT_LENGTH]; + build_actor_name(ch, possessive, who, sizeof(who)); + snprintf(base, sizeof(base), "%s %s", who, argument); + } else { + strlcpy(base, argument, sizeof(base)); + } + + /* Parse operators to placeholders ($Tn) and capture tokens in order */ + { + char out[MAX_STRING_LENGTH]; out[0] = '\0'; + const char *p = base; + + while (*p && tokc < MAX_EMOTE_TOKENS) { + if (*p == '@' || *p == '~' || *p == '!' || *p == '%' || + *p == '^' || *p == '#' || *p == '&' || *p == '=' || *p == '+') { + + char op = *p++; + char name[MAX_NAME_LENGTH]; int ni = 0; + + if (op == '@') { + name[0] = '\0'; + } else { + /* Allow numbered refs like "2.corpse" but strip trailing punctuation. */ + const char *q = p; + + /* optional leading digits */ + while (*q && isdigit((unsigned char)*q) && ni < (int)sizeof(name) - 1) + name[ni++] = *q++; + + /* include a single '.' only if we had digits (for "2.corpse") */ + if (ni > 0 && *q == '.' && ni < (int)sizeof(name) - 1) + name[ni++] = *q++; + + /* base name (letters/digits/underscore only) */ + while (*q && (isalnum((unsigned char)*q) || *q == '_') && ni < (int)sizeof(name) - 1) + name[ni++] = *q++; + + name[ni] = '\0'; + p = q; + } + + toks[tokc].op = op; + toks[tokc].name[0] = '\0'; + toks[tokc].tch = NULL; + toks[tokc].tobj = NULL; + + if (op != '@') { + strlcpy(toks[tokc].name, name, sizeof(toks[tokc].name)); + if (!resolve_reference(ch, name, &toks[tokc].tch, &toks[tokc].tobj)) { + send_to_char(ch, "You can't find one of the references here.\r\n"); + return; + } + } + + char ph[16]; snprintf(ph, sizeof(ph), "$T%d", tokc + 1); + strlcat(out, ph, sizeof(out)); + tokc++; + continue; + } + + char buf[2] = { *p++, '\0' }; + strlcat(out, buf, sizeof(out)); + } + strlcat(out, p, sizeof(out)); + strlcpy(with_placeholders, out, sizeof(with_placeholders)); + } + + /* Replace literal '@' with a placeholder if present */ + if (has_at && tokc < MAX_EMOTE_TOKENS) { + toks[tokc].op = '@'; toks[tokc].name[0] = '\0'; toks[tokc].tch = NULL; toks[tokc].tobj = NULL; + char ph[16]; snprintf(ph, sizeof(ph), "$T%d", tokc + 1); + replace_all_tokens(with_placeholders, sizeof(with_placeholders), "@", ph); + tokc++; + } + + /* Polish: ensure final punctuation (only if the string lacks any .?! at the very end), collapse spaces */ + { + size_t n = strlen(with_placeholders); + bool ends_with_punct = (n > 0 && is_end_punct(with_placeholders[n - 1])); + if (!ends_with_punct) strlcat(with_placeholders, ".", sizeof(with_placeholders)); + collapse_spaces(with_placeholders); + } + + struct targeted_phrase phrase; + strlcpy(phrase.template, with_placeholders, sizeof(phrase.template)); + phrase.token_count = tokc; + for (int i = 0; i < tokc && i < MAX_EMOTE_TOKENS; i++) + phrase.tokens[i] = toks[i]; + + /* Deliver personalized message to everyone in the room (including actor) */ + for (struct descriptor_data *d = descriptor_list; d; d = d->next) { + if (STATE(d) != CON_PLAYING || !d->character) continue; + if (IN_ROOM(d->character) != IN_ROOM(ch)) continue; + if (hidden && !hidden_emote_can_view(ch, d->character, stealth_total)) + continue; + + char msg[MAX_STRING_LENGTH]; + render_targeted_phrase(ch, &phrase, possessive, d->character, msg, sizeof(msg)); + + /* Final per-viewer cleanup: spaces + multi-sentence capitalization */ + collapse_spaces(msg); + capitalize_sentences(msg); + + if (d->character == ch) { + act(msg, FALSE, ch, NULL, NULL, TO_CHAR); + } else if (hidden) { + send_to_char(d->character, "You notice:\r\n%s\r\n", msg); + } else { + act(msg, FALSE, ch, NULL, d->character, TO_VICT); + } + } +} +/* =================== End emote engine =================== */ + ACMD(do_wizhelp) { extern int *cmd_sort_info; @@ -141,6 +1201,26 @@ ACMD(do_echo) } } +ACMD(do_emote) +{ + perform_emote(ch, argument, FALSE, FALSE); +} + +ACMD(do_pemote) +{ + perform_emote(ch, argument, TRUE, FALSE); +} + +ACMD(do_hemote) +{ + perform_emote(ch, argument, FALSE, TRUE); +} + +ACMD(do_phemote) +{ + perform_emote(ch, argument, TRUE, TRUE); +} + ACMD(do_send) { char arg[MAX_INPUT_LENGTH], buf[MAX_INPUT_LENGTH]; @@ -403,20 +1483,21 @@ ACMD(do_vnum) #define ZOCMD zone_table[zrnum].cmd[subcmd] -static void list_zone_commands_room(struct char_data *ch, room_vnum rvnum) +static void stat_format_zone_cmds_room(room_vnum rvnum, char *buf, size_t buf_size) { zone_rnum zrnum = real_zone_by_thing(rvnum); room_rnum rrnum = real_room(rvnum), cmd_room = NOWHERE; int subcmd = 0, count = 0; + size_t len = 0; + + buf[0] = '\0'; if (zrnum == NOWHERE || rrnum == NOWHERE) { - send_to_char(ch, "No zone information available.\r\n"); + strlcpy(buf, "None", buf_size); return; } - get_char_colors(ch); - - send_to_char(ch, "Zone commands in this room:%s\r\n", yel); +#define ZOCMD zone_table[zrnum].cmd[subcmd] while (ZOCMD.command != 'S') { switch (ZOCMD.command) { case 'M': @@ -430,557 +1511,426 @@ static void list_zone_commands_room(struct char_data *ch, room_vnum rvnum) cmd_room = ZOCMD.arg1; break; default: + cmd_room = NOWHERE; break; } + if (cmd_room == rrnum) { + if (len) + stat_appendf(buf, buf_size, &len, "\n"); + count++; - /* start listing */ switch (ZOCMD.command) { case 'M': - send_to_char(ch, "%sLoad %s [%s%d%s], Max : %d\r\n", - ZOCMD.if_flag ? " then " : "", - mob_proto[ZOCMD.arg1].player.short_descr, cyn, - mob_index[ZOCMD.arg1].vnum, yel, ZOCMD.arg2 - ); + stat_appendf(buf, buf_size, &len, "%sLoad mob %s (#%d) max %d", + ZOCMD.if_flag ? "then " : "", + mob_proto[ZOCMD.arg1].player.short_descr, + mob_index[ZOCMD.arg1].vnum, + ZOCMD.arg2); break; case 'G': - send_to_char(ch, "%sGive it %s [%s%d%s], Max : %d\r\n", - ZOCMD.if_flag ? " then " : "", - obj_proto[ZOCMD.arg1].short_description, - cyn, obj_index[ZOCMD.arg1].vnum, yel, - ZOCMD.arg2 - ); + stat_appendf(buf, buf_size, &len, "%sGive %s (#%d) max %d", + ZOCMD.if_flag ? "then " : "", + obj_proto[ZOCMD.arg1].short_description, + obj_index[ZOCMD.arg1].vnum, + ZOCMD.arg2); break; case 'O': - send_to_char(ch, "%sLoad %s [%s%d%s], Max : %d\r\n", - ZOCMD.if_flag ? " then " : "", - obj_proto[ZOCMD.arg1].short_description, - cyn, obj_index[ZOCMD.arg1].vnum, yel, - ZOCMD.arg2 - ); + stat_appendf(buf, buf_size, &len, "%sLoad obj %s (#%d) max %d", + ZOCMD.if_flag ? "then " : "", + obj_proto[ZOCMD.arg1].short_description, + obj_index[ZOCMD.arg1].vnum, + ZOCMD.arg2); break; case 'E': - send_to_char(ch, "%sEquip with %s [%s%d%s], %s, Max : %d\r\n", - ZOCMD.if_flag ? " then " : "", - obj_proto[ZOCMD.arg1].short_description, - cyn, obj_index[ZOCMD.arg1].vnum, yel, - equipment_types[ZOCMD.arg3], - ZOCMD.arg2 - ); + stat_appendf(buf, buf_size, &len, "%sEquip %s (#%d) %s max %d", + ZOCMD.if_flag ? "then " : "", + obj_proto[ZOCMD.arg1].short_description, + obj_index[ZOCMD.arg1].vnum, + equipment_types[ZOCMD.arg3], + ZOCMD.arg2); break; case 'P': - send_to_char(ch, "%sPut %s [%s%d%s] in %s [%s%d%s], Max : %d\r\n", - ZOCMD.if_flag ? " then " : "", - obj_proto[ZOCMD.arg1].short_description, - cyn, obj_index[ZOCMD.arg1].vnum, yel, - obj_proto[ZOCMD.arg3].short_description, - cyn, obj_index[ZOCMD.arg3].vnum, yel, - ZOCMD.arg2 - ); + stat_appendf(buf, buf_size, &len, "%sPut %s (#%d) in %s (#%d) max %d", + ZOCMD.if_flag ? "then " : "", + obj_proto[ZOCMD.arg1].short_description, + obj_index[ZOCMD.arg1].vnum, + obj_proto[ZOCMD.arg3].short_description, + obj_index[ZOCMD.arg3].vnum, + ZOCMD.arg2); break; case 'R': - send_to_char(ch, "%sRemove %s [%s%d%s] from room.\r\n", - ZOCMD.if_flag ? " then " : "", - obj_proto[ZOCMD.arg2].short_description, - cyn, obj_index[ZOCMD.arg2].vnum, yel - ); + stat_appendf(buf, buf_size, &len, "%sRemove %s (#%d)", + ZOCMD.if_flag ? "then " : "", + obj_proto[ZOCMD.arg2].short_description, + obj_index[ZOCMD.arg2].vnum); break; case 'D': - send_to_char(ch, "%sSet door %s as %s.\r\n", - ZOCMD.if_flag ? " then " : "", - dirs[ZOCMD.arg2], - ZOCMD.arg3 ? ((ZOCMD.arg3 == 1) ? "closed" : "locked") : "open" - ); + stat_appendf(buf, buf_size, &len, "%sSet door %s %s", + ZOCMD.if_flag ? "then " : "", + dirs[ZOCMD.arg2], + ZOCMD.arg3 ? ((ZOCMD.arg3 == 1) ? "closed" : "locked") : "open"); break; case 'T': - send_to_char(ch, "%sAttach trigger %s%s%s [%s%d%s] to %s\r\n", - ZOCMD.if_flag ? " then " : "", - cyn, trig_index[ZOCMD.arg2]->proto->name, yel, - cyn, trig_index[ZOCMD.arg2]->vnum, yel, - ((ZOCMD.arg1 == MOB_TRIGGER) ? "mobile" : - ((ZOCMD.arg1 == OBJ_TRIGGER) ? "object" : - ((ZOCMD.arg1 == WLD_TRIGGER)? "room" : "????")))); + stat_appendf(buf, buf_size, &len, "%sAttach trig %s (#%d) to %s", + ZOCMD.if_flag ? "then " : "", + trig_index[ZOCMD.arg2]->proto->name, + trig_index[ZOCMD.arg2]->vnum, + (ZOCMD.arg1 == MOB_TRIGGER) ? "mobile" : + (ZOCMD.arg1 == OBJ_TRIGGER) ? "object" : + (ZOCMD.arg1 == WLD_TRIGGER) ? "room" : "unknown"); break; case 'V': - send_to_char(ch, "%sAssign global %s:%d to %s = %s\r\n", - ZOCMD.if_flag ? " then " : "", - ZOCMD.sarg1, ZOCMD.arg2, - ((ZOCMD.arg1 == MOB_TRIGGER) ? "mobile" : - ((ZOCMD.arg1 == OBJ_TRIGGER) ? "object" : - ((ZOCMD.arg1 == WLD_TRIGGER)? "room" : "????"))), - ZOCMD.sarg2); + stat_appendf(buf, buf_size, &len, "%sAssign global %s:%d to %s = %s", + ZOCMD.if_flag ? "then " : "", + ZOCMD.sarg1, + ZOCMD.arg2, + (ZOCMD.arg1 == MOB_TRIGGER) ? "mobile" : + (ZOCMD.arg1 == OBJ_TRIGGER) ? "object" : + (ZOCMD.arg1 == WLD_TRIGGER) ? "room" : "unknown", + ZOCMD.sarg2 ? ZOCMD.sarg2 : ""); break; default: - send_to_char(ch, "<Unknown Command>\r\n"); + stat_appendf(buf, buf_size, &len, "%s<Unknown command %c>", + ZOCMD.if_flag ? "then " : "", + ZOCMD.command); break; } } subcmd++; } - send_to_char(ch, "%s", nrm); - if (!count) - send_to_char(ch, "None!\r\n"); -} #undef ZOCMD + if (!count) + strlcpy(buf, "None", buf_size); +} + static void do_stat_room(struct char_data *ch, struct room_data *rm) { - char buf2[MAX_STRING_LENGTH]; - struct extra_descr_data *desc; - int i, found, column; - struct obj_data *j; - struct char_data *k; + char buf[MAX_STRING_LENGTH]; + char chars[MAX_STRING_LENGTH]; + char objs[MAX_STRING_LENGTH]; + char exits[MAX_STRING_LENGTH]; + char triggers[MAX_STRING_LENGTH]; + char globals[MAX_STRING_LENGTH]; + char zone_cmds[MAX_STRING_LENGTH]; + size_t len = 0; - send_to_char(ch, "Room name: %s%s%s\r\n", CCCYN(ch, C_NRM), rm->name, CCNRM(ch, C_NRM)); + stat_table_border(ch); + stat_table_row(ch, "Name", rm->name ? rm->name : "<None>"); - sprinttype(rm->sector_type, sector_types, buf2, sizeof(buf2)); - send_to_char(ch, "Zone: [%3d], VNum: [%s%5d%s], RNum: [%5d], IDNum: [%5ld], Type: %s\r\n", - zone_table[rm->zone].number, CCGRN(ch, C_NRM), rm->number, - CCNRM(ch, C_NRM), real_room(rm->number), room_script_id(rm), buf2); + stat_table_row_fmt(ch, "Identifiers", "Zone %d (%s), VNum #%d (RNum %d), ID %ld", + zone_table[rm->zone].number, zone_table[rm->zone].name, + rm->number, real_room(rm->number), room_script_id(rm)); - sprintbitarray(rm->room_flags, room_bits, RF_ARRAY_MAX, buf2); - send_to_char(ch, "SpecProc: %s, Flags: %s\r\n", rm->func == NULL ? "None" : get_spec_func_name(rm->func), buf2); + sprinttype(rm->sector_type, sector_types, buf, sizeof(buf)); + stat_table_row_fmt(ch, "Type", "Sector %s, SpecProc %s", + buf, + rm->func ? get_spec_func_name(rm->func) : "None"); - send_to_char(ch, "Description:\r\n%s", rm->description ? rm->description : " None.\r\n"); + sprintbitarray(rm->room_flags, room_bits, RF_ARRAY_MAX, buf); + stat_table_row(ch, "Room Flags", buf); - if (rm->ex_description) { - send_to_char(ch, "Extra descs:%s", CCCYN(ch, C_NRM)); - for (desc = rm->ex_description; desc; desc = desc->next) - send_to_char(ch, " [%s]", desc->keyword); - send_to_char(ch, "%s\r\n", CCNRM(ch, C_NRM)); - } + buf[0] = '\0'; + len = 0; + for (struct extra_descr_data *desc = rm->ex_description; desc; desc = desc->next) + stat_appendf(buf, sizeof(buf), &len, "%s%s", len ? ", " : "", desc->keyword ? desc->keyword : "<None>"); + if (!len) + strlcpy(buf, "None", sizeof(buf)); + stat_table_row(ch, "Extra Descs", buf); - send_to_char(ch, "Chars present:%s", CCYEL(ch, C_NRM)); - column = 14; /* ^^^ strlen ^^^ */ - for (found = FALSE, k = rm->people; k; k = k->next_in_room) { - if (!CAN_SEE(ch, k)) - continue; + stat_format_character_list(ch, rm->people, chars, sizeof(chars)); + stat_table_row(ch, "Characters", chars); - column += send_to_char(ch, "%s %s(%s)", found++ ? "," : "", GET_NAME(k), - !IS_NPC(k) ? "PC" : (!IS_MOB(k) ? "NPC" : "MOB")); - if (column >= 62) { - send_to_char(ch, "%s\r\n", k->next_in_room ? "," : ""); - found = FALSE; - column = 0; - } - } - send_to_char(ch, "%s", CCNRM(ch, C_NRM)); + stat_format_object_list(ch, rm->contents, objs, sizeof(objs)); + stat_table_row(ch, "Contents", objs); - if (rm->contents) { - send_to_char(ch, "Contents:%s", CCGRN(ch, C_NRM)); - column = 9; /* ^^^ strlen ^^^ */ + stat_format_exit_summary(rm, exits, sizeof(exits)); + stat_table_row(ch, "Exits", exits); - for (found = 0, j = rm->contents; j; j = j->next_content) { - if (!CAN_SEE_OBJ(ch, j)) - continue; + stat_format_script_triggers(SCRIPT(rm), triggers, sizeof(triggers)); + stat_table_row(ch, "Triggers", triggers); - column += send_to_char(ch, "%s %s", found++ ? "," : "", j->short_description); - if (column >= 62) { - send_to_char(ch, "%s\r\n", j->next_content ? "," : ""); - found = FALSE; - column = 0; - } - } - send_to_char(ch, "%s", CCNRM(ch, C_NRM)); - } + stat_format_script_globals(SCRIPT(rm), globals, sizeof(globals)); + stat_table_row(ch, "Script Vars", globals); - for (i = 0; i < DIR_COUNT; i++) { - char buf1[128]; + stat_format_zone_cmds_room(rm->number, zone_cmds, sizeof(zone_cmds)); + stat_table_row(ch, "Zone Commands", zone_cmds); - if (!rm->dir_option[i]) - continue; - - if (rm->dir_option[i]->to_room == NOWHERE) - snprintf(buf1, sizeof(buf1), " %sNONE%s", CCCYN(ch, C_NRM), CCNRM(ch, C_NRM)); - else - snprintf(buf1, sizeof(buf1), "%s%5d%s", CCCYN(ch, C_NRM), GET_ROOM_VNUM(rm->dir_option[i]->to_room), CCNRM(ch, C_NRM)); - - sprintbit(rm->dir_option[i]->exit_info, exit_bits, buf2, sizeof(buf2)); - - send_to_char(ch, "Exit %s%-5s%s: To: [%s], Key: [%5d], Keywords: %s, Type: %s\r\n%s", - CCCYN(ch, C_NRM), dirs[i], CCNRM(ch, C_NRM), buf1, - rm->dir_option[i]->key == NOTHING ? -1 : rm->dir_option[i]->key, - rm->dir_option[i]->keyword ? rm->dir_option[i]->keyword : "None", buf2, - rm->dir_option[i]->general_description ? rm->dir_option[i]->general_description : " No exit description.\r\n"); - } - - /* check the room for a script */ - do_sstat_room(ch, rm); - - list_zone_commands_room(ch, rm->number); + stat_table_border(ch); } static void do_stat_object(struct char_data *ch, struct obj_data *j) { - int i, found; - obj_vnum vnum; - struct obj_data *j2; - struct extra_descr_data *desc; char buf[MAX_STRING_LENGTH]; - struct char_data *tempch; + char values[MAX_STRING_LENGTH]; + char affects[MAX_STRING_LENGTH]; + char contents[MAX_STRING_LENGTH]; + char triggers[MAX_STRING_LENGTH]; + char globals[MAX_STRING_LENGTH]; + const char *const *labels = obj_value_labels(GET_OBJ_TYPE(j)); + size_t len = 0; - send_to_char(ch, "Name: '%s%s%s', Keywords: %s\r\n", CCYEL(ch, C_NRM), - j->short_description ? j->short_description : "<None>", - CCNRM(ch, C_NRM), j->name); + stat_table_border(ch); + stat_table_row(ch, "Name", j->short_description ? j->short_description : "<None>"); + stat_table_row(ch, "Keywords", j->name ? j->name : "<None>"); + stat_table_row(ch, "Long Desc", j->description ? j->description : "<None>"); - vnum = GET_OBJ_VNUM(j); - sprinttype(GET_OBJ_TYPE(j), item_types, buf, sizeof(buf)); - send_to_char(ch, "VNum: [%s%5d%s], RNum: [%5d], Idnum: [%5ld], Type: %s, SpecProc: %s\r\n", - CCGRN(ch, C_NRM), vnum, CCNRM(ch, C_NRM), GET_OBJ_RNUM(j), obj_script_id(j), buf, - GET_OBJ_SPEC(j) ? (get_spec_func_name(GET_OBJ_SPEC(j))) : "None"); - - send_to_char(ch, "L-Desc: '%s%s%s'\r\n", CCYEL(ch, C_NRM), - j->description ? j->description : "<None>", - CCNRM(ch, C_NRM)); - - send_to_char(ch, "A-Desc: '%s%s%s'\r\n", CCYEL(ch, C_NRM), - j->action_description ? j->action_description : "<None>", - CCNRM(ch, C_NRM)); - - if (j->ex_description) { - send_to_char(ch, "Extra descs:%s", CCCYN(ch, C_NRM)); - for (desc = j->ex_description; desc; desc = desc->next) - send_to_char(ch, " [%s]", desc->keyword); - send_to_char(ch, "%s\r\n", CCNRM(ch, C_NRM)); + buf[0] = '\0'; + len = 0; + for (struct extra_descr_data *desc = j->ex_description; desc; desc = desc->next) { + stat_appendf(buf, sizeof(buf), &len, "%s%s", len ? ", " : "", desc->keyword ? desc->keyword : "<None>"); } + if (!len) + strlcpy(buf, "None", sizeof(buf)); + stat_table_row(ch, "Extra Descs", buf); + + stat_table_row_fmt(ch, "Identifiers", "VNum #%d (RNum %d) ID %ld", + GET_OBJ_VNUM(j), GET_OBJ_RNUM(j), obj_script_id(j)); + + sprinttype(GET_OBJ_TYPE(j), item_types, buf, sizeof(buf)); + stat_table_row_fmt(ch, "Type", "%s, SpecProc %s", + buf, + GET_OBJ_SPEC(j) ? get_spec_func_name(GET_OBJ_SPEC(j)) : "None"); + + buf[0] = '\0'; + len = 0; + if (IN_ROOM(j) != NOWHERE) + stat_appendf(buf, sizeof(buf), &len, "Room #%d %s", + GET_ROOM_VNUM(IN_ROOM(j)), world[IN_ROOM(j)].name); + else + stat_appendf(buf, sizeof(buf), &len, "Room <None>"); + stat_appendf(buf, sizeof(buf), &len, ", In Obj %s", + j->in_obj ? (j->in_obj->short_description ? j->in_obj->short_description : j->in_obj->name) : "None"); + stat_appendf(buf, sizeof(buf), &len, ", Carried by %s", + j->carried_by ? GET_NAME(j->carried_by) : "Nobody"); + stat_appendf(buf, sizeof(buf), &len, ", Worn by %s", + j->worn_by ? GET_NAME(j->worn_by) : "Nobody"); + stat_table_row(ch, "Location", buf); + + stat_table_row_fmt(ch, "Stats", "Weight %d, Cost %d", + GET_OBJ_WEIGHT(j), GET_OBJ_COST(j)); sprintbitarray(GET_OBJ_WEAR(j), wear_bits, TW_ARRAY_MAX, buf); - send_to_char(ch, "Can be worn on: %s\r\n", buf); - - sprintbitarray(GET_OBJ_AFFECT(j), affected_bits, AF_ARRAY_MAX, buf); - send_to_char(ch, "Set char bits : %s\r\n", buf); + stat_table_row(ch, "Wear Slots", buf); sprintbitarray(GET_OBJ_EXTRA(j), extra_bits, EF_ARRAY_MAX, buf); - send_to_char(ch, "Extra flags : %s\r\n", buf); + stat_table_row(ch, "Extra Flags", buf); - send_to_char(ch, "Weight: %d, Value: %d, Cost/day: %d, Timer: %d, Min level: %d\r\n", - GET_OBJ_WEIGHT(j), GET_OBJ_COST(j), GET_OBJ_RENT(j), GET_OBJ_TIMER(j), GET_OBJ_LEVEL(j)); + sprintbitarray(GET_OBJ_AFFECT(j), affected_bits, AF_ARRAY_MAX, buf); + stat_table_row(ch, "Affect Flags", buf); - send_to_char(ch, "In room: %d (%s), ", GET_ROOM_VNUM(IN_ROOM(j)), - IN_ROOM(j) == NOWHERE ? "Nowhere" : world[IN_ROOM(j)].name); - - /* In order to make it this far, we must already be able to see the character - * holding the object. Therefore, we do not need CAN_SEE(). */ - send_to_char(ch, "In object: %s, ", j->in_obj ? j->in_obj->short_description : "None"); - send_to_char(ch, "Carried by: %s, ", j->carried_by ? GET_NAME(j->carried_by) : "Nobody"); - send_to_char(ch, "Worn by: %s\r\n", j->worn_by ? GET_NAME(j->worn_by) : "Nobody"); - - switch (GET_OBJ_TYPE(j)) { - case ITEM_LIGHT: - if (GET_OBJ_VAL(j, 2) == -1) - send_to_char(ch, "Hours left: Infinite\r\n"); - else - send_to_char(ch, "Hours left: [%d]\r\n", GET_OBJ_VAL(j, 2)); - break; - case ITEM_SCROLL: - case ITEM_POTION: - send_to_char(ch, "Spells: (Level %d) %s, %s, %s\r\n", GET_OBJ_VAL(j, 0), - skill_name(GET_OBJ_VAL(j, 1)), skill_name(GET_OBJ_VAL(j, 2)), - skill_name(GET_OBJ_VAL(j, 3))); - break; - case ITEM_WAND: - case ITEM_STAFF: - send_to_char(ch, "Spell: %s at level %d, %d (of %d) charges remaining\r\n", - skill_name(GET_OBJ_VAL(j, 3)), GET_OBJ_VAL(j, 0), - GET_OBJ_VAL(j, 2), GET_OBJ_VAL(j, 1)); - break; - case ITEM_WEAPON: - send_to_char(ch, "Todam: %dd%d, Avg Damage: %.1f. Message type: %s\r\n", - GET_OBJ_VAL(j, 1), GET_OBJ_VAL(j, 2), ((GET_OBJ_VAL(j, 2) + 1) / 2.0) * GET_OBJ_VAL(j, 1), attack_hit_text[GET_OBJ_VAL(j, 3)].singular); - break; - case ITEM_ARMOR: - send_to_char(ch, "AC-apply: [%d]\r\n", GET_OBJ_VAL(j, 0)); - break; - case ITEM_CONTAINER: - sprintbit(GET_OBJ_VAL(j, 1), container_bits, buf, sizeof(buf)); - send_to_char(ch, "Weight capacity: %d, Lock Type: %s, Key Num: %d, Corpse: %s\r\n", - GET_OBJ_VAL(j, 0), buf, GET_OBJ_VAL(j, 2), - YESNO(GET_OBJ_VAL(j, 3))); - break; - case ITEM_DRINKCON: - case ITEM_FOUNTAIN: - sprinttype(GET_OBJ_VAL(j, 2), drinks, buf, sizeof(buf)); - send_to_char(ch, "Capacity: %d, Contains: %d, Poisoned: %s, Liquid: %s\r\n", - GET_OBJ_VAL(j, 0), GET_OBJ_VAL(j, 1), YESNO(GET_OBJ_VAL(j, 3)), buf); - break; - case ITEM_NOTE: - send_to_char(ch, "Tongue: %d\r\n", GET_OBJ_VAL(j, 0)); - break; - case ITEM_KEY: /* Nothing */ - break; - case ITEM_FOOD: - send_to_char(ch, "Makes full: %d, Poisoned: %s\r\n", GET_OBJ_VAL(j, 0), YESNO(GET_OBJ_VAL(j, 3))); - break; - case ITEM_MONEY: - send_to_char(ch, "Coins: %d\r\n", GET_OBJ_VAL(j, 0)); - break; - case ITEM_FURNITURE: - send_to_char(ch, "Can hold: [%d] Num. of People in: [%d]\r\n", GET_OBJ_VAL(j, 0), GET_OBJ_VAL(j, 1)); - send_to_char(ch, "Holding : "); - for (tempch = OBJ_SAT_IN_BY(j); tempch; tempch = NEXT_SITTING(tempch)) - send_to_char(ch, "%s ", GET_NAME(tempch)); - send_to_char(ch, "\r\n"); - break; - default: - send_to_char(ch, "Values 0-3: [%d] [%d] [%d] [%d]\r\n", - GET_OBJ_VAL(j, 0), GET_OBJ_VAL(j, 1), - GET_OBJ_VAL(j, 2), GET_OBJ_VAL(j, 3)); - break; + values[0] = '\0'; + len = 0; + for (int i = 0; i < NUM_OBJ_VAL_POSITIONS; i++) { + stat_appendf(values, sizeof(values), &len, "%s%s=%d", + len ? ", " : "", labels[i], GET_OBJ_VAL(j, i)); } + stat_table_row(ch, "Object Values", values); + + stat_format_obj_special(j, buf, sizeof(buf)); + stat_table_row(ch, "Special", buf); if (j->contains) { - int column; + stat_format_object_list(ch, j->contains, contents, sizeof(contents)); + stat_table_row(ch, "Contains", contents); + } else + stat_table_row(ch, "Contains", "None"); - send_to_char(ch, "\r\nContents:%s", CCGRN(ch, C_NRM)); - column = 9; /* ^^^ strlen ^^^ */ + stat_format_obj_affects(j, affects, sizeof(affects)); + stat_table_row(ch, "Apply Mods", affects); - for (found = 0, j2 = j->contains; j2; j2 = j2->next_content) { - column += send_to_char(ch, "%s %s", found++ ? "," : "", j2->short_description); - if (column >= 62) { - send_to_char(ch, "%s\r\n", j2->next_content ? "," : ""); - found = FALSE; - column = 0; - } - } - send_to_char(ch, "%s", CCNRM(ch, C_NRM)); - } + stat_format_script_triggers(SCRIPT(j), triggers, sizeof(triggers)); + stat_table_row(ch, "Triggers", triggers); - found = FALSE; - send_to_char(ch, "Affections:"); - for (i = 0; i < MAX_OBJ_AFFECT; i++) - if (j->affected[i].modifier) { - sprinttype(j->affected[i].location, apply_types, buf, sizeof(buf)); - send_to_char(ch, "%s %+d to %s", found++ ? "," : "", j->affected[i].modifier, buf); - } - if (!found) - send_to_char(ch, " None"); + stat_format_script_globals(SCRIPT(j), globals, sizeof(globals)); + stat_table_row(ch, "Script Vars", globals); - send_to_char(ch, "\r\n"); - - /* check the object for a script */ - do_sstat_object(ch, j); + stat_table_border(ch); } static void do_stat_character(struct char_data *ch, struct char_data *k) { char buf[MAX_STRING_LENGTH]; - int i, i2, column, found = FALSE; - struct obj_data *j; - struct follow_type *fol; - struct affected_type *aff; + char buf2[MAX_STRING_LENGTH]; + char effects[MAX_STRING_LENGTH]; + char triggers[MAX_STRING_LENGTH]; + char globals[MAX_STRING_LENGTH]; + struct ac_breakdown acb; + const char *sex = genders[(int) GET_SEX(k)]; + const char *ctype = !IS_NPC(k) ? "PC" : (!IS_MOB(k) ? "NPC" : "MOB"); - sprinttype(GET_SEX(k), genders, buf, sizeof(buf)); - send_to_char(ch, "%s %s '%s' IDNum: [%5ld], In room [%5d], Loadroom : [%5d]\r\n", - buf, (!IS_NPC(k) ? "PC" : (!IS_MOB(k) ? "NPC" : "MOB")), - GET_NAME(k), IS_NPC(k) ? char_script_id(k) : GET_IDNUM(k), GET_ROOM_VNUM(IN_ROOM(k)), IS_NPC(k) ? NOWHERE : GET_LOADROOM(k)); + stat_table_border(ch); + stat_table_row_fmt(ch, "Name", "%s (%s %s)", GET_NAME(k), sex, ctype); + + if (IS_NPC(k) && k->player.name && *k->player.name) + stat_table_row(ch, "Keywords", k->player.name); + + if (k->player.short_descr && *k->player.short_descr) + stat_table_row(ch, "Short Desc", k->player.short_descr); + + if (k->player.long_descr && *k->player.long_descr) + stat_table_row(ch, "Long Desc", k->player.long_descr); if (IS_MOB(k)) { - send_to_char(ch, "Keyword: %s, VNum: [%5d], RNum: [%5d]\r\n", k->player.name, GET_MOB_VNUM(k), GET_MOB_RNUM(k)); - send_to_char(ch, "L-Des: %s", k->player.long_descr ? k->player.long_descr : "<None>\r\n"); + stat_table_row_fmt(ch, "Identifiers", "VNum #%d (RNum %d) ID %ld", + GET_MOB_VNUM(k), GET_MOB_RNUM(k), char_script_id(k)); + } else { + room_vnum loadroom = GET_LOADROOM(k); + if (loadroom == NOWHERE) + stat_table_row_fmt(ch, "Identifiers", "ID %ld, Loadroom <None>", GET_IDNUM(k)); + else + stat_table_row_fmt(ch, "Identifiers", "ID %ld, Loadroom #%d", GET_IDNUM(k), loadroom); } - if (!IS_MOB(k)) - send_to_char(ch, "Title: %s\r\n", k->player.title ? k->player.title : "<None>"); - - send_to_char(ch, "D-Des: %s", k->player.description ? k->player.description : "<None>\r\n"); - - sprinttype(k->player.chclass, pc_class_types, buf, sizeof(buf)); - send_to_char(ch, "%s%s, Lev: [%s%2d%s], XP: [%s%7d%s], Align: [%4d]\r\n", - IS_NPC(k) ? "Mobile" : "Class: ", IS_NPC(k) ? "" : buf, CCYEL(ch, C_NRM), GET_LEVEL(k), CCNRM(ch, C_NRM), - CCYEL(ch, C_NRM), GET_EXP(k), CCNRM(ch, C_NRM), GET_ALIGNMENT(k)); + if (IN_ROOM(k) == NOWHERE) + stat_table_row(ch, "Current Room", "Nowhere"); + else + stat_table_row_fmt(ch, "Current Room", "#%d %s (Zone %d)", + GET_ROOM_VNUM(IN_ROOM(k)), + world[IN_ROOM(k)].name, + zone_table[world[IN_ROOM(k)].zone].number); if (!IS_NPC(k)) { - char buf1[64], buf2[64]; + char created[64], logon[64], olc[64] = ""; + strftime(created, sizeof(created), "%b %d %Y", localtime(&(k->player.time.birth))); + strftime(logon, sizeof(logon), "%b %d %Y", localtime(&(k->player.time.logon))); - strftime(buf1, sizeof(buf1), "%a %b %d %Y", localtime(&(k->player.time.birth))); - strftime(buf2, sizeof(buf2), "%a %b %d %Y", localtime(&(k->player.time.logon))); - - send_to_char(ch, "Created: [%s], Last Logon: [%s]\r\n", buf1, buf2); - - send_to_char(ch, "Played: [%dh %dm], Age: [%d], STL[%d]/per[%d]/NSTL[%d]", - k->player.time.played / 3600, (k->player.time.played % 3600) / 60, - age(k)->year, GET_PRACTICES(k), int_app[GET_INT(k)].learn, - wis_app[GET_WIS(k)].bonus); - /* Display OLC zone for immorts. */ if (GET_LEVEL(k) >= LVL_BUILDER) { - if (GET_OLC_ZONE(k)==AEDIT_PERMISSION) - send_to_char(ch, ", OLC[%sAedit%s]", CCCYN(ch, C_NRM), CCNRM(ch, C_NRM)); - else if (GET_OLC_ZONE(k)==HEDIT_PERMISSION) - send_to_char(ch, ", OLC[%sHedit%s]", CCCYN(ch, C_NRM), CCNRM(ch, C_NRM)); + if (GET_OLC_ZONE(k) == AEDIT_PERMISSION) + snprintf(olc, sizeof(olc), ", OLC Aedit"); + else if (GET_OLC_ZONE(k) == HEDIT_PERMISSION) + snprintf(olc, sizeof(olc), ", OLC Hedit"); else if (GET_OLC_ZONE(k) == ALL_PERMISSION) - send_to_char(ch, ", OLC[%sAll%s]", CCCYN(ch, C_NRM), CCNRM(ch, C_NRM)); - else if (GET_OLC_ZONE(k)==NOWHERE) - send_to_char(ch, ", OLC[%sOFF%s]", CCCYN(ch, C_NRM), CCNRM(ch, C_NRM)); + snprintf(olc, sizeof(olc), ", OLC All"); + else if (GET_OLC_ZONE(k) == NOWHERE) + snprintf(olc, sizeof(olc), ", OLC OFF"); else - send_to_char(ch, ", OLC[%s%d%s]", CCCYN(ch, C_NRM), GET_OLC_ZONE(k), CCNRM(ch, C_NRM)); + snprintf(olc, sizeof(olc), ", OLC %d", GET_OLC_ZONE(k)); } - send_to_char(ch, "\r\n"); + + stat_table_row_fmt(ch, "Account", "Created %s, Last %s%s", + created, logon, olc); + stat_table_row_fmt(ch, "Age/Play", "Age %d, Played %dh %dm", + age(k)->year, + k->player.time.played / 3600, + (k->player.time.played % 3600) / 60); } - send_to_char(ch, "Str: [%s%d/%d%s] Int: [%s%d%s] Wis: [%s%d%s] " - "Dex: [%s%d%s] Con: [%s%d%s] Cha: [%s%d%s]\r\n", - CCCYN(ch, C_NRM), GET_STR(k), GET_ADD(k), CCNRM(ch, C_NRM), - CCCYN(ch, C_NRM), GET_INT(k), CCNRM(ch, C_NRM), - CCCYN(ch, C_NRM), GET_WIS(k), CCNRM(ch, C_NRM), - CCCYN(ch, C_NRM), GET_DEX(k), CCNRM(ch, C_NRM), - CCCYN(ch, C_NRM), GET_CON(k), CCNRM(ch, C_NRM), - CCCYN(ch, C_NRM), GET_CHA(k), CCNRM(ch, C_NRM)); - send_to_char(ch, "Hit p.:[%s%d/%d+%d%s] Mana p.:[%s%d/%d+%d%s] Move p.:[%s%d/%d+%d%s]\r\n", - CCGRN(ch, C_NRM), GET_HIT(k), GET_MAX_HIT(k), hit_gain(k), CCNRM(ch, C_NRM), - CCGRN(ch, C_NRM), GET_MANA(k), GET_MAX_MANA(k), mana_gain(k), CCNRM(ch, C_NRM), - CCGRN(ch, C_NRM), GET_MOVE(k), GET_MAX_MOVE(k), move_gain(k), CCNRM(ch, C_NRM)); + stat_table_row_fmt(ch, "Class", "%s", CLASS_NAME(k)); - send_to_char(ch, "Gold: [%9d], Bank: [%9d] (Total: %d), ", - GET_GOLD(k), GET_BANK_GOLD(k), GET_GOLD(k) + GET_BANK_GOLD(k)); + stat_table_row_fmt(ch, "Attributes", + "Str %d Int %d Wis %d Dex %d Con %d Cha %d", + GET_STR(k), GET_INT(k), GET_WIS(k), + GET_DEX(k), GET_CON(k), GET_CHA(k)); - if (!IS_NPC(k)) - send_to_char(ch, "Screen %s[%s%d%sx%s%d%s]%s\r\n", - CCCYN(ch, C_NRM), CCYEL(ch, C_NRM), GET_SCREEN_WIDTH(k), CCNRM(ch, C_NRM), - CCYEL(ch, C_NRM), GET_PAGE_LENGTH(k), CCCYN(ch, C_NRM), CCNRM(ch, C_NRM)); + stat_table_row_fmt(ch, "Saving Throws", + "Str %+d (%+d) Dex %+d (%+d) Con %+d (%+d) Int %+d (%+d) Wis %+d (%+d) Cha %+d (%+d)", + get_save_mod(k, ABIL_STR), GET_SAVE(k, ABIL_STR), + get_save_mod(k, ABIL_DEX), GET_SAVE(k, ABIL_DEX), + get_save_mod(k, ABIL_CON), GET_SAVE(k, ABIL_CON), + get_save_mod(k, ABIL_INT), GET_SAVE(k, ABIL_INT), + get_save_mod(k, ABIL_WIS), GET_SAVE(k, ABIL_WIS), + get_save_mod(k, ABIL_CHA), GET_SAVE(k, ABIL_CHA)); - send_to_char(ch, "AC: [%d%+d/10], Hitroll: [%2d], Damroll: [%2d], Saving throws: [%d/%d/%d/%d/%d]\r\n", - GET_AC(k), dex_app[GET_DEX(k)].defensive, k->points.hitroll, - k->points.damroll, GET_SAVE(k, 0), GET_SAVE(k, 1), GET_SAVE(k, 2), - GET_SAVE(k, 3), GET_SAVE(k, 4)); + stat_table_row_fmt(ch, "Vitals", + "HP %d/%d (+%d) | Mana %d/%d (+%d) | Move %d/%d (+%d)", + GET_HIT(k), GET_MAX_HIT(k), hit_gain(k), + GET_MANA(k), GET_MAX_MANA(k), mana_gain(k), + GET_MOVE(k), GET_MAX_MOVE(k), move_gain(k)); + + stat_table_row_fmt(ch, "Currency", "Coins %d, Bank %d (Total %d)", + GET_COINS(k), GET_BANK_COINS(k), GET_COINS(k) + GET_BANK_COINS(k)); + + if (!IS_NPC(k)) { + if (GET_QUEST(k) != NOTHING) + stat_table_row_fmt(ch, "Quests", "Points %d, Completed %d, Current #%d (%d tics left)", + GET_QUESTPOINTS(k), GET_NUM_QUESTS(k), GET_QUEST(k), GET_QUEST_TIME(k)); + else + stat_table_row_fmt(ch, "Quests", "Points %d, Completed %d", + GET_QUESTPOINTS(k), GET_NUM_QUESTS(k)); + } + + compute_ac_breakdown(k, &acb); + stat_table_row_fmt(ch, "Armor Class", + "%d (base %d, armor %d, magic %+d, Dex cap %d => %+d, situ %+d)", + acb.total, acb.base, acb.armor_piece_sum, acb.armor_magic_sum, + acb.dex_cap, acb.dex_mod_applied, acb.situational); sprinttype(GET_POS(k), position_types, buf, sizeof(buf)); - send_to_char(ch, "Pos: %s, Fighting: %s", buf, FIGHTING(k) ? GET_NAME(FIGHTING(k)) : "Nobody"); - - if (IS_NPC(k)) - send_to_char(ch, ", Attack type: %s", attack_hit_text[(int) k->mob_specials.attack_type].singular); - - if (k->desc) { - sprinttype(STATE(k->desc), connected_types, buf, sizeof(buf)); - send_to_char(ch, ", Connected: %s", buf); - } + const char *fighting = FIGHTING(k) ? GET_NAME(FIGHTING(k)) : "Nobody"; + buf2[0] = '\0'; + size_t pos_len = 0; + stat_appendf(buf2, sizeof(buf2), &pos_len, "%s, Fighting %s", buf, fighting); if (IS_NPC(k)) { sprinttype(k->mob_specials.default_pos, position_types, buf, sizeof(buf)); - send_to_char(ch, ", Default position: %s\r\n", buf); + stat_appendf(buf2, sizeof(buf2), &pos_len, ", Default %s, Attack %s", + buf, attack_hit_text[(int) k->mob_specials.attack_type].singular); + } else + stat_appendf(buf2, sizeof(buf2), &pos_len, ", Idle %d tics", k->char_specials.timer); + + if (k->desc) { + sprinttype(STATE(k->desc), connected_types, buf, sizeof(buf)); + stat_appendf(buf2, sizeof(buf2), &pos_len, ", Conn %s", buf); + } + + stat_table_row(ch, "Position", buf2); + + if (IS_MOB(k)) { + stat_table_row_fmt(ch, "SpecProc", "%s", + (mob_index[GET_MOB_RNUM(k)].func ? get_spec_func_name(mob_index[GET_MOB_RNUM(k)].func) : "None")); sprintbitarray(MOB_FLAGS(k), action_bits, PM_ARRAY_MAX, buf); - send_to_char(ch, "NPC flags: %s%s%s\r\n", CCCYN(ch, C_NRM), buf, CCNRM(ch, C_NRM)); + stat_table_row(ch, "NPC Flags", buf); } else { - send_to_char(ch, ", Idle Timer (in tics) [%d]\r\n", k->char_specials.timer); - sprintbitarray(PLR_FLAGS(k), player_bits, PM_ARRAY_MAX, buf); - send_to_char(ch, "PLR: %s%s%s\r\n", CCCYN(ch, C_NRM), buf, CCNRM(ch, C_NRM)); - + stat_table_row(ch, "Player Flags", buf); sprintbitarray(PRF_FLAGS(k), preference_bits, PR_ARRAY_MAX, buf); - send_to_char(ch, "PRF: %s%s%s\r\n", CCGRN(ch, C_NRM), buf, CCNRM(ch, C_NRM)); - - send_to_char(ch, "Quest Points: [%9d] Quests Completed: [%5d]\r\n", - GET_QUESTPOINTS(k), GET_NUM_QUESTS(k)); - if (GET_QUEST(k) != NOTHING) - send_to_char(ch, "Current Quest: [%5d] Time Left: [%5d]\r\n", - GET_QUEST(k), GET_QUEST_TIME(k)); + stat_table_row(ch, "Pref Flags", buf); } - if (IS_MOB(k)) - send_to_char(ch, "Mob Spec-Proc: %s, NPC Bare Hand Dam: %dd%d\r\n", - (mob_index[GET_MOB_RNUM(k)].func ? get_spec_func_name(mob_index[GET_MOB_RNUM(k)].func) : "None"), - k->mob_specials.damnodice, k->mob_specials.damsizedice); + int inv_items = 0; + for (struct obj_data *j = k->carrying; j; j = j->next_content) + inv_items++; - for (i = 0, j = k->carrying; j; j = j->next_content, i++); - send_to_char(ch, "Carried: weight: %d, items: %d; Items in: inventory: %d, ", IS_CARRYING_W(k), IS_CARRYING_N(k), i); - - for (i = 0, i2 = 0; i < NUM_WEARS; i++) + int eq_items = 0; + for (int i = 0; i < NUM_WEARS; i++) if (GET_EQ(k, i)) - i2++; - send_to_char(ch, "eq: %d\r\n", i2); + eq_items++; - if (!IS_NPC(k)) - send_to_char(ch, "Hunger: %d, Thirst: %d, Drunk: %d\r\n", GET_COND(k, HUNGER), GET_COND(k, THIRST), GET_COND(k, DRUNK)); + stat_table_row_fmt(ch, "Carry Weight", + "Weight %d/%d, Items %d/%d, Inventory %d, Equipped %d", + IS_CARRYING_W(k), CAN_CARRY_W(k), + IS_CARRYING_N(k), CAN_CARRY_N(k), + inv_items, eq_items); - column = send_to_char(ch, "Master is: %s, Followers are:", k->master ? GET_NAME(k->master) : "<none>"); - if (!k->followers) - send_to_char(ch, " <none>\r\n"); - else { - for (fol = k->followers; fol; fol = fol->next) { - column += send_to_char(ch, "%s %s", found++ ? "," : "", PERS(fol->follower, ch)); - if (column >= 62) { - send_to_char(ch, "%s\r\n", fol->next ? "," : ""); - found = FALSE; - column = 0; - } - } - if (column != 0) - send_to_char(ch, "\r\n"); - } - - /* Showing the bitvector */ sprintbitarray(AFF_FLAGS(k), affected_bits, AF_ARRAY_MAX, buf); - send_to_char(ch, "AFF: %s%s%s\r\n", CCYEL(ch, C_NRM), buf, CCNRM(ch, C_NRM)); + stat_table_row(ch, "Affect Flags", buf); - /* Routine to show what spells a char is affected by */ - if (k->affected) { - for (aff = k->affected; aff; aff = aff->next) { - send_to_char(ch, "SPL: (%3dhr) %s%-21s%s ", aff->duration + 1, CCCYN(ch, C_NRM), skill_name(aff->spell), CCNRM(ch, C_NRM)); + stat_format_char_effects(k, effects, sizeof(effects)); + stat_table_row(ch, "Active Effects", effects); - if (aff->modifier) - send_to_char(ch, "%+d to %s", aff->modifier, apply_types[(int) aff->location]); + stat_format_script_triggers(SCRIPT(k), triggers, sizeof(triggers)); + stat_table_row(ch, "Triggers", triggers); - if (aff->bitvector[0] || aff->bitvector[1] || aff->bitvector[2] || aff->bitvector[3]) { - if (aff->modifier) - send_to_char(ch, ", "); - for (i=1; i<NUM_AFF_FLAGS; i++) { - if (IS_SET_AR(aff->bitvector, i)) { - send_to_char(ch, "sets %s, ", affected_bits[i]); - } - } - } - send_to_char(ch, "\r\n"); - } - } + stat_format_script_globals(SCRIPT(k), globals, sizeof(globals)); + stat_table_row(ch, "Script Vars", globals); - if (!IS_NPC(k) && (GET_LEVEL(k) >= LVL_IMMORT)) { - if (POOFIN(k)) - send_to_char(ch, "%sPOOFIN: %s%s %s%s\r\n", QYEL, QCYN, GET_NAME(k), POOFIN(k), QNRM); - else - send_to_char(ch, "%sPOOFIN: %s%s appears with an ear-splitting bang.%s\r\n", QYEL, QCYN, GET_NAME(k), QNRM); - - if (POOFOUT(k)) - send_to_char(ch, "%sPOOFOUT: %s%s %s%s\r\n", QYEL, QCYN, GET_NAME(k), POOFOUT(k), QNRM); - else - send_to_char(ch, "%sPOOFOUT: %s%s disappears in a puff of smoke.%s\r\n", QYEL, QCYN, GET_NAME(k), QNRM); - } - - /* check mobiles for a script */ - do_sstat_character(ch, k); if (SCRIPT_MEM(k)) { - struct script_memory *mem = SCRIPT_MEM(k); - send_to_char(ch, "Script memory:\r\n Remember Command\r\n"); - while (mem) { - struct char_data *mc = find_char(mem->id); - if (!mc) - send_to_char(ch, " ** Corrupted!\r\n"); - else { - if (mem->cmd) - send_to_char(ch, " %-20.20s%s\r\n",GET_NAME(mc),mem->cmd); - else - send_to_char(ch, " %-20.20s <default>\r\n",GET_NAME(mc)); - } - mem = mem->next; - } + stat_format_script_memory(SCRIPT_MEM(k), buf, sizeof(buf)); + stat_table_row(ch, "Script Memory", buf); } - if (!(IS_NPC(k))) { - /* this is a PC, display their global variables */ - if (k->script && k->script->global_vars) { - struct trig_var_data *tv; - char uname[MAX_INPUT_LENGTH]; - send_to_char(ch, "Global Variables:\r\n"); - - /* currently, variable context for players is always 0, so it is not - * displayed here. in the future, this might change */ - for (tv = k->script->global_vars; tv; tv = tv->next) { - if (*(tv->value) == UID_CHAR) { - find_uid_name(tv->value, uname, sizeof(uname)); - send_to_char(ch, " %10s: [UID]: %s\r\n", tv->name, uname); - } else - send_to_char(ch, " %10s: %s\r\n", tv->name, tv->value); - } - } + if (!IS_NPC(k) && GET_LEVEL(k) >= LVL_IMMORT) { + stat_table_row_fmt(ch, "Poofin", "%s %s", + GET_NAME(k), + POOFIN(k) ? POOFIN(k) : "appears with an ear-splitting bang."); + stat_table_row_fmt(ch, "Poofout", "%s %s", + GET_NAME(k), + POOFOUT(k) ? POOFOUT(k) : "disappears in a puff of smoke."); } + + stat_table_border(ch); } ACMD(do_stat) @@ -1327,6 +2277,7 @@ ACMD(do_load) for (i=0; i < n; i++) { mob = read_mobile(r_num, REAL); char_to_room(mob, IN_ROOM(ch)); + equip_mob_from_loadout(mob); act("$n makes a quaint, magical gesture with one hand.", TRUE, ch, 0, 0, TO_ROOM); act("$n has created $N!", FALSE, ch, 0, mob, TO_ROOM); @@ -1613,7 +2564,6 @@ ACMD(do_restore) SET_SKILL(vict, i, 100); if (GET_LEVEL(vict) >= LVL_GRGOD) { - vict->real_abils.str_add = 100; vict->real_abils.intel = 25; vict->real_abils.wis = 25; vict->real_abils.dex = 25; @@ -2089,7 +3039,7 @@ ACMD(do_last) send_to_char(ch, "[%5ld] [%2d %s] %-12s : %-18s : %-24s\r\n", GET_IDNUM(vict), (int) GET_LEVEL(vict), - class_abbrevs[(int) GET_CLASS(vict)], GET_NAME(vict), + CLASS_ABBR(vict), GET_NAME(vict), GET_HOST(vict) && *GET_HOST(vict) ? GET_HOST(vict) : "(NOHOST)", timestr); free_char(vict); return; @@ -2290,24 +3240,35 @@ ACMD(do_zreset) if (GET_LEVEL(ch) < LVL_GOD){ send_to_char(ch, "You do not have permission to reset the entire world.\r\n"); return; - } else { + } else { for (i = 0; i <= top_of_zone_table; i++) - reset_zone(i); - send_to_char(ch, "Reset world.\r\n"); - mudlog(NRM, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s reset entire world.", GET_NAME(ch)); - return; } + reset_zone(i); + + /* NEW: re-apply persistent room contents across the world */ + RoomSave_boot(); + + send_to_char(ch, "Reset world.\r\n"); + mudlog(NRM, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s reset entire world.", GET_NAME(ch)); + return; + } } else if (*arg == '.' || !*arg) i = world[IN_ROOM(ch)].zone; else { j = atoi(arg); for (i = 0; i <= top_of_zone_table; i++) if (zone_table[i].number == j) - break; + break; } + if (i <= top_of_zone_table && (can_edit_zone(ch, i) || GET_LEVEL(ch) > LVL_IMMORT)) { reset_zone(i); + + /* NEW: re-apply persistent room contents for the zone that was reset */ + RoomSave_boot(); /* If you later add a zone-scoped loader, call that here instead */ + send_to_char(ch, "Reset zone #%d: %s.\r\n", zone_table[i].number, zone_table[i].name); - mudlog(NRM, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s reset zone %d (%s)", GET_NAME(ch), zone_table[i].number, zone_table[i].name); + mudlog(NRM, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, + "(GC) %s reset zone %d (%s)", GET_NAME(ch), zone_table[i].number, zone_table[i].name); } else send_to_char(ch, "You do not have permission to reset this zone. Try %d.\r\n", GET_OLC_ZONE(ch)); } @@ -2336,8 +3297,8 @@ ACMD(do_wizutil) send_to_char(ch, "Rerolled...\r\n"); roll_real_abils(vict); log("(GC) %s has rerolled %s.", GET_NAME(ch), GET_NAME(vict)); - send_to_char(ch, "New stats: Str %d/%d, Int %d, Wis %d, Dex %d, Con %d, Cha %d\r\n", - GET_STR(vict), GET_ADD(vict), GET_INT(vict), GET_WIS(vict), + send_to_char(ch, "New stats: Str %d, Int %d, Wis %d, Dex %d, Con %d, Cha %d\r\n", + GET_STR(vict), GET_INT(vict), GET_WIS(vict), GET_DEX(vict), GET_CON(vict), GET_CHA(vict)); break; case SCMD_PARDON: @@ -2351,12 +3312,6 @@ ACMD(do_wizutil) send_to_char(vict, "You have been pardoned by the Gods!\r\n"); mudlog(BRF, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s pardoned by %s", GET_NAME(vict), GET_NAME(ch)); break; - case SCMD_NOTITLE: - result = PLR_TOG_CHK(vict, PLR_NOTITLE); - mudlog(NRM, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "(GC) Notitle %s for %s by %s.", - ONOFF(result), GET_NAME(vict), GET_NAME(ch)); - send_to_char(ch, "(GC) Notitle %s for %s by %s.\r\n", ONOFF(result), GET_NAME(vict), GET_NAME(ch)); - break; case SCMD_MUTE: result = PLR_TOG_CHK(vict, PLR_NOSHOUT); mudlog(BRF, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "(GC) Mute %s for %s by %s.", @@ -2396,7 +3351,7 @@ ACMD(do_wizutil) act("A sudden fireball conjured from nowhere thaws $n!", FALSE, vict, 0, 0, TO_ROOM); break; case SCMD_UNAFFECT: - if (vict->affected || AFF_FLAGS(vict)) { + if (vict->affected || ANY_AFF_FLAGS(vict)) { while (vict->affected) affect_remove(vict, vict->affected); for(taeller=0; taeller < AF_ARRAY_MAX; taeller++) @@ -2506,7 +3461,6 @@ ACMD(do_show) { "nothing", 0 }, /* 0 */ { "zones", LVL_IMMORT }, /* 1 */ { "player", LVL_IMMORT }, - { "rent", LVL_IMMORT }, { "stats", LVL_IMMORT }, { "errors", LVL_IMMORT }, /* 5 */ { "death", LVL_IMMORT }, @@ -2514,7 +3468,6 @@ ACMD(do_show) { "shops", LVL_IMMORT }, { "houses", LVL_IMMORT }, { "snoop", LVL_IMMORT }, /* 10 */ - { "thaco", LVL_IMMORT }, { "exp", LVL_IMMORT }, { "colour", LVL_IMMORT }, { "\n", 0 } @@ -2613,11 +3566,10 @@ ACMD(do_show) strftime(buf2, sizeof(buf2), "%a %b %d %H:%H:%S %Y", localtime(&(vict->player.time.logon))); send_to_char(ch, "Player: %-12s (%s) [%2d %s]\r\n", GET_NAME(vict), - genders[(int) GET_SEX(vict)], GET_LEVEL(vict), class_abbrevs[(int) - GET_CLASS(vict)]); - send_to_char(ch, "Gold: %-8d Bal: %-8d Exp: %-8d Align: %-5d Lessons: %-3d\r\n", - GET_GOLD(vict), GET_BANK_GOLD(vict), GET_EXP(vict), - GET_ALIGNMENT(vict), GET_PRACTICES(vict)); + genders[(int) GET_SEX(vict)], GET_LEVEL(vict), CLASS_ABBR(vict)); + send_to_char(ch, "Coins: %-8d Bal: %-8d Exp: %-8d Align: %-5d\r\n", + GET_COINS(vict), GET_BANK_COINS(vict), GET_EXP(vict), + GET_ALIGNMENT(vict)); send_to_char(ch, "Started: %-25.25s Last: %-25.25s\r\n", buf1, buf2); send_to_char(ch, "Played: %dh %dm\r\n", (int) (vict->player.time.played / 3600), @@ -2626,17 +3578,8 @@ ACMD(do_show) free_char(vict); break; } - /* show rent */ - case 3: - if (!*value) { - send_to_char(ch, "A name would help.\r\n"); - return; - } - Crash_listrent(ch, value); - break; - /* show stats */ - case 4: + case 3: i = 0; j = 0; k = 0; @@ -2675,7 +3618,7 @@ ACMD(do_show) break; /* show errors */ - case 5: + case 4: len = strlcpy(buf, "Errant Rooms\r\n------------\r\n", sizeof(buf)); for (i = 0, k = 0; i <= top_of_world; i++) for (j = 0; j < DIR_COUNT; j++) { @@ -2698,7 +3641,7 @@ ACMD(do_show) break; /* show death */ - case 6: + case 5: len = strlcpy(buf, "Death Traps\r\n-----------\r\n", sizeof(buf)); for (i = 0, j = 0; i <= top_of_world; i++) if (ROOM_FLAGGED(i, ROOM_DEATH)) { @@ -2711,7 +3654,7 @@ ACMD(do_show) break; /* show godrooms */ - case 7: + case 6: len = strlcpy(buf, "Godrooms\r\n--------------------------\r\n", sizeof(buf)); for (i = 0, j = 0; i <= top_of_world; i++) if (ROOM_FLAGGED(i, ROOM_GODROOM)) { @@ -2724,17 +3667,17 @@ ACMD(do_show) break; /* show shops */ - case 8: + case 7: show_shops(ch, value); break; /* show houses */ - case 9: + case 8: hcontrol_list_houses(ch, value); break; /* show snoop */ - case 10: + case 9: i = 0; send_to_char(ch, "People currently snooping:\r\n--------------------------\r\n"); for (d = descriptor_list; d; d = d->next) { @@ -2751,34 +3694,20 @@ ACMD(do_show) send_to_char(ch, "No one is currently snooping.\r\n"); break; - /* show thaco */ - case 11: - len = strlcpy(buf, "LvL - Mu Cl Th Wa\r\n----------------\r\n", sizeof(buf)); - - for (j = 1; j < LVL_IMMORT; j++) { - nlen = snprintf(buf + len, sizeof(buf) - len, "%-3d - %-2d %-2d %-2d %-2d\r\n", j, - thaco(CLASS_MAGIC_USER, j), - thaco(CLASS_CLERIC, j), - thaco(CLASS_THIEF, j), - thaco(CLASS_WARRIOR, j)); - if (len + nlen >= sizeof(buf)) - break; - len += nlen; - } - - page_string(ch->desc, buf, TRUE); - break; - /* show experience tables */ - case 12: - len = strlcpy(buf, "LvL - Mu Cl Th Wa\r\n--------------------------\r\n", sizeof(buf)); + case 10: + len = strlcpy(buf, "LvL - Mu Cl Th Wa BA Ra Br Dr\r\n--------------------------\r\n", sizeof(buf)); for (i = 1; i < LVL_IMMORT; i++) { - nlen = snprintf(buf + len, sizeof(buf) - len, "%-3d - %-6d %-6d %-6d %-6d\r\n", i, - level_exp(CLASS_MAGIC_USER, i) - level_exp(CLASS_MAGIC_USER, i - 1), + nlen = snprintf(buf + len, sizeof(buf) - len, "%-3d - %-6d %-6d %-6d %-6d %-6d %-6d %-6d %-6d\r\n", i, + level_exp(CLASS_SORCEROR, i) - level_exp(CLASS_SORCEROR, i - 1), level_exp(CLASS_CLERIC, i) - level_exp(CLASS_CLERIC, i - 1), - level_exp(CLASS_THIEF, i) - level_exp(CLASS_THIEF, i - 1), - level_exp(CLASS_WARRIOR, i) - level_exp(CLASS_WARRIOR, i - 1)); + level_exp(CLASS_ROGUE, i) - level_exp(CLASS_ROGUE, i - 1), + level_exp(CLASS_FIGHTER, i) - level_exp(CLASS_FIGHTER, i - 1), + level_exp(CLASS_BARBARIAN, i) - level_exp(CLASS_BARBARIAN, i - 1), + level_exp(CLASS_RANGER, i) - level_exp(CLASS_RANGER, i - 1), + level_exp(CLASS_BARD, i) - level_exp(CLASS_BARD, i - 1), + level_exp(CLASS_DRUID, i) - level_exp(CLASS_DRUID, i - 1)); if (len + nlen >= sizeof(buf)) break; len += nlen; @@ -2787,7 +3716,7 @@ ACMD(do_show) page_string(ch->desc, buf, TRUE); break; - case 13: + case 11: len = strlcpy(buf, "Colours\r\n--------------------------\r\n", sizeof(buf)); k = 0; for (r = 0; r < 6; r++) @@ -2842,16 +3771,14 @@ static struct set_struct { { "class", LVL_BUILDER, BOTH, MISC }, { "color", LVL_GOD, PC, BINARY }, { "con", LVL_BUILDER, BOTH, NUMBER }, - { "damroll", LVL_BUILDER, BOTH, NUMBER }, /* 10 */ { "deleted", LVL_IMPL, PC, BINARY }, { "dex", LVL_BUILDER, BOTH, NUMBER }, { "drunk", LVL_BUILDER, BOTH, MISC }, { "exp", LVL_GOD, BOTH, NUMBER }, { "frozen", LVL_GRGOD, PC, BINARY }, /* 15 */ - { "gold", LVL_BUILDER, BOTH, NUMBER }, + { "coins", LVL_BUILDER, BOTH, NUMBER }, { "height", LVL_BUILDER, BOTH, NUMBER }, { "hitpoints", LVL_BUILDER, BOTH, NUMBER }, - { "hitroll", LVL_BUILDER, BOTH, NUMBER }, { "hunger", LVL_BUILDER, BOTH, MISC }, /* 20 */ { "int", LVL_BUILDER, BOTH, NUMBER }, { "invis", LVL_GOD, PC, NUMBER }, @@ -2873,23 +3800,21 @@ static struct set_struct { { "password", LVL_GRGOD, PC, MISC }, { "poofin", LVL_IMMORT, PC, MISC }, { "poofout", LVL_IMMORT, PC, MISC }, /* 40 */ - { "practices", LVL_GOD, PC, NUMBER }, { "quest", LVL_GOD, PC, BINARY }, { "room", LVL_BUILDER, BOTH, NUMBER }, { "screenwidth", LVL_GOD, PC, NUMBER }, - { "sex", LVL_GOD, BOTH, MISC }, /* 45 */ - { "showvnums", LVL_BUILDER, PC, BINARY }, + { "sex", LVL_GOD, BOTH, MISC }, + { "showvnums", LVL_BUILDER, PC, BINARY }, /* 45 */ { "siteok", LVL_GOD, PC, BINARY }, + { "skill", LVL_GOD, BOTH, NUMBER }, { "str", LVL_BUILDER, BOTH, NUMBER }, - { "stradd", LVL_BUILDER, BOTH, NUMBER }, - { "thief", LVL_GOD, PC, BINARY }, /* 50 */ - { "thirst", LVL_BUILDER, BOTH, MISC }, - { "title", LVL_GOD, PC, MISC }, + { "thief", LVL_GOD, PC, BINARY }, + { "thirst", LVL_BUILDER, BOTH, MISC }, /* 50 */ { "variable", LVL_GRGOD, PC, MISC }, { "weight", LVL_BUILDER, BOTH, NUMBER }, - { "wis", LVL_BUILDER, BOTH, NUMBER }, /* 55 */ - { "questpoints", LVL_GOD, PC, NUMBER }, - { "questhistory", LVL_GOD, PC, NUMBER }, + { "wis", LVL_BUILDER, BOTH, NUMBER }, + { "questpoints", LVL_GOD, PC, NUMBER }, + { "questhistory", LVL_GOD, PC, NUMBER }, /* 55 */ { "\n", 0, BOTH, MISC } }; @@ -2956,7 +3881,7 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c affect_total(vict); break; case 4: /* bank */ - GET_BANK_GOLD(vict) = RANGE(0, 100000000); + GET_BANK_COINS(vict) = RANGE(0, 100000000); break; case 5: /* brief */ SET_OR_REMOVE(PRF_FLAGS(vict), PRF_BRIEF); @@ -2988,14 +3913,10 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c vict->real_abils.con = value; affect_total(vict); break; - case 10: /* damroll */ - vict->points.damroll = RANGE(-20, 20); - affect_total(vict); - break; - case 11: /* delete */ + case 10: /* delete */ SET_OR_REMOVE(PLR_FLAGS(vict), PLR_DELETED); break; - case 12: /* dex */ + case 11: /* dex */ if (IS_NPC(vict) || GET_LEVEL(vict) >= LVL_GRGOD) RANGE(3, 25); else @@ -3003,7 +3924,7 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c vict->real_abils.dex = value; affect_total(vict); break; - case 13: /* drunk */ + case 12: /* drunk */ if (!str_cmp(val_arg, "off")) { GET_COND(vict, DRUNK) = -1; send_to_char(ch, "%s's drunkenness is now off.\r\n", GET_NAME(vict)); @@ -3017,32 +3938,61 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c return (0); } break; - case 14: /* exp */ + case 13: /* exp */ vict->points.exp = RANGE(0, 50000000); break; - case 15: /* frozen */ + case 14: /* frozen */ if (ch == vict && on) { send_to_char(ch, "Better not -- could be a long winter!\r\n"); return (0); } SET_OR_REMOVE(PLR_FLAGS(vict), PLR_FROZEN); break; - case 16: /* gold */ - GET_GOLD(vict) = RANGE(0, 100000000); - break; - case 17: /* height */ + case 15: { /* coins */ + struct obj_data *coin_obj; + int i; + + value = MIN(MAX(value, 0), 100000000); + coin_obj = find_inventory_coin(vict); + + if (value == 0) { + remove_other_coins_from_list(vict->carrying, NULL); + for (i = 0; i < NUM_WEARS; i++) + remove_other_coins_from_list(GET_EQ(vict, i), NULL); + GET_COINS(vict) = 0; + send_to_char(ch, "Ok.\r\n"); + return (1); + } + + if (coin_obj) { + GET_OBJ_VAL(coin_obj, 0) = value; + update_money_obj(coin_obj); + } else { + coin_obj = create_money(value); + if (!coin_obj) { + send_to_char(ch, "Ok.\r\n"); + return (1); + } + obj_to_char(coin_obj, vict); + } + + remove_other_coins_from_list(vict->carrying, coin_obj); + for (i = 0; i < NUM_WEARS; i++) + remove_other_coins_from_list(GET_EQ(vict, i), coin_obj); + + GET_COINS(vict) = value; + send_to_char(ch, "Ok.\r\n"); + return (1); + } + case 16: /* height */ GET_HEIGHT(vict) = value; affect_total(vict); break; - case 18: /* hit */ + case 17: /* hit */ vict->points.hit = RANGE(-9, vict->points.max_hit); affect_total(vict); break; - case 19: /* hitroll */ - vict->points.hitroll = RANGE(-20, 20); - affect_total(vict); - break; - case 20: /* hunger */ + case 18: /* hunger */ if (!str_cmp(val_arg, "off")) { GET_COND(vict, HUNGER) = -1; send_to_char(ch, "%s's hunger is now off.\r\n", GET_NAME(vict)); @@ -3056,7 +4006,7 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c return (0); } break; - case 21: /* int */ + case 19: /* int */ if (IS_NPC(vict) || GET_LEVEL(vict) >= LVL_GRGOD) RANGE(3, 25); else @@ -3064,20 +4014,20 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c vict->real_abils.intel = value; affect_total(vict); break; - case 22: /* invis */ + case 20: /* invis */ if (GET_LEVEL(ch) < LVL_IMPL && ch != vict) { send_to_char(ch, "You aren't godly enough for that!\r\n"); return (0); } GET_INVIS_LEV(vict) = RANGE(0, GET_LEVEL(vict)); break; - case 23: /* invistart */ + case 21: /* invistart */ SET_OR_REMOVE(PLR_FLAGS(vict), PLR_INVSTART); break; - case 24: /* killer */ + case 22: /* killer */ SET_OR_REMOVE(PLR_FLAGS(vict), PLR_KILLER); break; - case 25: /* level */ + case 23: /* level */ if ((!IS_NPC(vict) && value > GET_LEVEL(ch)) || value > LVL_IMPL) { send_to_char(ch, "You can't do that.\r\n"); return (0); @@ -3085,7 +4035,7 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c RANGE(1, LVL_IMPL); vict->player.level = value; break; - case 26: /* loadroom */ + case 24: /* loadroom */ if (!str_cmp(val_arg, "off")) { REMOVE_BIT_AR(PLR_FLAGS(vict), PLR_LOADROOM); } else if (is_number(val_arg)) { @@ -3103,27 +4053,27 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c return (0); } break; - case 27: /* mana */ + case 25: /* mana */ vict->points.mana = RANGE(0, vict->points.max_mana); affect_total(vict); break; - case 28: /* maxhit */ + case 26: /* maxhit */ vict->points.max_hit = RANGE(1, 5000); affect_total(vict); break; - case 29: /* maxmana */ + case 27: /* maxmana */ vict->points.max_mana = RANGE(1, 5000); affect_total(vict); break; - case 30: /* maxmove */ + case 28: /* maxmove */ vict->points.max_move = RANGE(1, 5000); affect_total(vict); break; - case 31: /* move */ + case 29: /* move */ vict->points.move = RANGE(0, vict->points.max_move); affect_total(vict); break; - case 32: /* name */ + case 30: /* name */ if (ch != vict && GET_LEVEL(ch) < LVL_IMPL) { send_to_char(ch, "Only Imps can change the name of other players.\r\n"); return (0); @@ -3133,24 +4083,24 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c return (0); } break; - case 33: /* nodelete */ + case 31: /* nodelete */ SET_OR_REMOVE(PLR_FLAGS(vict), PLR_NODELETE); break; - case 34: /* nohassle */ + case 32: /* nohassle */ if (GET_LEVEL(ch) < LVL_GOD && ch != vict) { send_to_char(ch, "You aren't godly enough for that!\r\n"); return (0); } SET_OR_REMOVE(PRF_FLAGS(vict), PRF_NOHASSLE); break; - case 35: /* nosummon */ + case 33: /* nosummon */ SET_OR_REMOVE(PRF_FLAGS(vict), PRF_SUMMONABLE); send_to_char(ch, "Nosummon %s for %s.\r\n", ONOFF(!on), GET_NAME(vict)); break; - case 36: /* nowiz */ + case 34: /* nowiz */ SET_OR_REMOVE(PLR_FLAGS(vict), PLR_NOWIZLIST); break; - case 37: /* olc */ + case 35: /* olc */ if (is_abbrev(val_arg, "socials") || is_abbrev(val_arg, "actions") || is_abbrev(val_arg, "aedit")) GET_OLC_ZONE(vict) = AEDIT_PERMISSION; else if (is_abbrev(val_arg, "hedit") || is_abbrev(val_arg, "help")) @@ -3165,7 +4115,7 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c } else GET_OLC_ZONE(vict) = atoi(val_arg); break; - case 38: /* password */ + case 36: /* password */ if (GET_LEVEL(vict) >= LVL_GRGOD) { send_to_char(ch, "You cannot change that.\r\n"); return (0); @@ -3174,7 +4124,7 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c *(GET_PASSWD(vict) + MAX_PWD_LENGTH) = '\0'; send_to_char(ch, "Password changed to '%s'.\r\n", val_arg); break; - case 39: /* poofin */ + case 37: /* poofin */ if ((vict == ch) || (GET_LEVEL(ch) == LVL_IMPL)) { skip_spaces(&val_arg); parse_at(val_arg); @@ -3188,7 +4138,7 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c POOFIN(vict) = strdup(val_arg); } break; - case 40: /* poofout */ + case 38: /* poofout */ if ((vict == ch) || (GET_LEVEL(ch) == LVL_IMPL)) { skip_spaces(&val_arg); parse_at(val_arg); @@ -3202,13 +4152,10 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c POOFOUT(vict) = strdup(val_arg); } break; - case 41: /* practices */ - GET_PRACTICES(vict) = RANGE(0, 100); - break; - case 42: /* quest */ + case 39: /* quest */ SET_OR_REMOVE(PRF_FLAGS(vict), PRF_QUEST); break; - case 43: /* room */ + case 40: /* room */ if ((rnum = real_room(value)) == NOWHERE) { send_to_char(ch, "No room exists with that number.\r\n"); return (0); @@ -3217,41 +4164,119 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c char_from_room(vict); char_to_room(vict, rnum); break; - case 44: /* screenwidth */ + case 41: /* screenwidth */ GET_SCREEN_WIDTH(vict) = RANGE(40, 200); break; - case 45: /* sex */ + case 42: /* sex */ if ((i = search_block(val_arg, genders, FALSE)) < 0) { send_to_char(ch, "Must be 'male', 'female', or 'neutral'.\r\n"); return (0); } GET_SEX(vict) = i; break; - case 46: /* showvnums */ + case 43: /* showvnums */ SET_OR_REMOVE(PRF_FLAGS(vict), PRF_SHOWVNUMS); break; - case 47: /* siteok */ + case 44: /* siteok */ SET_OR_REMOVE(PLR_FLAGS(vict), PLR_SITEOK); break; - case 48: /* str */ + case 45: /* skills/spells */ + { + char local_buf[MAX_INPUT_LENGTH], *value_arg, *name_end; + char skill_name[MAX_INPUT_LENGTH]; + int snum; + + /* Make a writable copy and trim trailing spaces */ + strlcpy(local_buf, val_arg, sizeof(local_buf)); + { + int len = strlen(local_buf); + while (len > 0 && isspace((unsigned char)local_buf[len - 1])) { + local_buf[--len] = '\0'; + } + } + + if (!*local_buf) { + send_to_char(ch, "Usage: set <player> skill <skill-name> <0-100>\r\n"); + return (0); + } + + /* Find last word (the numeric value) by walking backwards */ + name_end = local_buf + strlen(local_buf) - 1; + while (name_end > local_buf && !isspace((unsigned char)*name_end)) + name_end--; + + if (name_end <= local_buf) { + send_to_char(ch, "Usage: set <player> skill <skill-name> <0-100>\r\n"); + return (0); + } + + *name_end = '\0'; /* terminate skill name string */ + value_arg = name_end + 1; /* point to numeric string */ + + /* Trim trailing whitespace from skill name */ + while (name_end > local_buf && isspace((unsigned char)name_end[-1])) { + *--name_end = '\0'; + } + + char *skill_ptr = local_buf; + skip_spaces(&skill_ptr); + strlcpy(skill_name, skill_ptr, sizeof(skill_name)); + + if (!*skill_name || !*value_arg) { + send_to_char(ch, "Usage: set <player> skill <skill-name> <0-100>\r\n"); + return (0); + } + + if (IS_NPC(vict)) { + send_to_char(ch, "You can only set skills on player characters.\r\n"); + return (0); + } + + if (!is_number(value_arg)) { + send_to_char(ch, "The skill value must be a number from 0 to 100.\r\n"); + return (0); + } + + value = atoi(value_arg); + if (value < 0) value = 0; + if (value > 100) value = 100; + + snum = find_skill_num(skill_name); /* handles case-insensitive, abbrev match */ + if (snum <= 0) { + send_to_char(ch, "That skill or spell doesn't exist.\r\n"); + return (0); + } + + SET_SKILL(vict, snum, value); + + send_to_char(ch, "Set %s's %s to %d%%.\r\n", + GET_NAME(vict), spell_info[snum].name, value); + + if (vict != ch) + send_to_char(vict, "%s has set your %s to %d%%.\r\n", + GET_NAME(ch), spell_info[snum].name, value); + + save_char(vict); + + mudlog(CMP, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, + "%s set %s's %s skill to %d.", + GET_NAME(ch), GET_NAME(vict), spell_info[snum].name, value); + + } + break; + + case 46: /* str */ if (IS_NPC(vict) || GET_LEVEL(vict) >= LVL_GRGOD) RANGE(3, 25); else RANGE(3, 18); vict->real_abils.str = value; - vict->real_abils.str_add = 0; affect_total(vict); break; - case 49: /* stradd */ - vict->real_abils.str_add = RANGE(0, 100); - if (value > 0) - vict->real_abils.str = 18; - affect_total(vict); - break; - case 50: /* thief */ + case 47: /* thief */ SET_OR_REMOVE(PLR_FLAGS(vict), PLR_THIEF); break; - case 51: /* thirst */ + case 48: /* thirst */ if (!str_cmp(val_arg, "off")) { GET_COND(vict, THIRST) = -1; send_to_char(ch, "%s's thirst is now off.\r\n", GET_NAME(vict)); @@ -3265,17 +4290,13 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c return (0); } break; - case 52: /* title */ - set_title(vict, val_arg); - send_to_char(ch, "%s's title is now: %s\r\n", GET_NAME(vict), GET_TITLE(vict)); - break; - case 53: /* variable */ + case 49: /* variable */ return perform_set_dg_var(ch, vict, val_arg); - case 54: /* weight */ + case 50: /* weight */ GET_WEIGHT(vict) = value; affect_total(vict); break; - case 55: /* wis */ + case 51: /* wis */ if (IS_NPC(vict) || GET_LEVEL(vict) >= LVL_GRGOD) RANGE(3, 25); else @@ -3283,10 +4304,10 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c vict->real_abils.wis = value; affect_total(vict); break; - case 56: /* questpoints */ + case 52: /* questpoints */ GET_QUESTPOINTS(vict) = RANGE(0, 100000000); break; - case 57: /* questhistory */ + case 53: /* questhistory */ qvnum = atoi(val_arg); if (real_quest(qvnum) == NOTHING) { send_to_char(ch, "That quest doesn't exist.\r\n"); @@ -3339,6 +4360,35 @@ static void show_set_help(struct char_data *ch) page_string(ch->desc, buf, TRUE); } +static struct obj_data *find_inventory_coin(struct char_data *ch) +{ + struct obj_data *obj; + + if (!ch) + return NULL; + + for (obj = ch->carrying; obj; obj = obj->next_content) + if (GET_OBJ_TYPE(obj) == ITEM_MONEY) + return obj; + + return NULL; +} + +static void remove_other_coins_from_list(struct obj_data *list, struct obj_data *keep) +{ + struct obj_data *obj, *next_obj; + + for (obj = list; obj; obj = next_obj) { + next_obj = obj->next_content; + + if (obj->contains) + remove_other_coins_from_list(obj->contains, keep); + + if (obj != keep && GET_OBJ_TYPE(obj) == ITEM_MONEY) + extract_obj(obj); + } +} + ACMD(do_set) { struct char_data *vict = NULL, *cbuf = NULL; @@ -3488,9 +4538,6 @@ ACMD(do_links) /* Zone Checker Code below */ /*mob limits*/ -#define MAX_DAMROLL_ALLOWED MAX(GET_LEVEL(mob)/5, 1) -#define MAX_HITROLL_ALLOWED MAX(GET_LEVEL(mob)/3, 1) -#define MAX_MOB_GOLD_ALLOWED GET_LEVEL(mob)*3000 #define MAX_EXP_ALLOWED GET_LEVEL(mob)*GET_LEVEL(mob) * 120 #define MAX_LEVEL_ALLOWED LVL_IMPL #define GET_OBJ_AVG_DAM(obj) (((GET_OBJ_VAL(obj, 2) + 1) / 2.0) * GET_OBJ_VAL(obj, 1)) @@ -3502,7 +4549,7 @@ ACMD(do_links) /*item limits*/ #define MAX_DAM_ALLOWED 50 /* for weapons - avg. dam*/ #define MAX_AFFECTS_ALLOWED 3 -#define MAX_OBJ_GOLD_ALLOWED 1000000 +#define MAX_OBJ_COINS_ALLOWED 1000000 /* Armor class limits*/ #define TOTAL_WEAR_CHECKS (NUM_ITEM_WEARS-2) /*minus Wield and Take*/ @@ -3513,6 +4560,7 @@ static struct zcheck_armor { } zarmor[] = { {ITEM_WEAR_FINGER, 10, "Ring"}, {ITEM_WEAR_NECK, 10, "Necklace"}, + {ITEM_WEAR_BACK, 10, "Backpack"}, {ITEM_WEAR_BODY, 10, "Body armor"}, {ITEM_WEAR_HEAD, 10, "Head gear"}, {ITEM_WEAR_LEGS, 10, "Legwear"}, @@ -3549,22 +4597,17 @@ static struct zcheck_affs { {APPLY_MANA, -50, 50, "mana"}, {APPLY_HIT, -50, 50, "hit points"}, {APPLY_MOVE, -50, 50, "movement"}, - {APPLY_GOLD, 0, 0, "gold"}, + {APPLY_COINS, 0, 0, "coins"}, {APPLY_EXP, 0, 0, "experience"}, {APPLY_AC, -10, 10, "magical AC"}, - {APPLY_HITROLL, 0, -99, "hitroll"}, /* Handled seperately below */ - {APPLY_DAMROLL, 0, -99, "damroll"}, /* Handled seperately below */ - {APPLY_SAVING_PARA, -2, 2, "saving throw (paralysis)"}, - {APPLY_SAVING_ROD, -2, 2, "saving throw (rod)"}, - {APPLY_SAVING_PETRI,-2, 2, "saving throw (death)"}, - {APPLY_SAVING_BREATH,-2, 2, "saving throw (breath)"}, - {APPLY_SAVING_SPELL,-2, 2, "saving throw (spell)"} + {APPLY_SAVE_STR, -2, 2, "saving throw (Strength)"}, + {APPLY_SAVE_DEX, -2, 2, "saving throw (Dexterity)"}, + {APPLY_SAVE_CON, -2, 2, "saving throw (Constitution)"}, + {APPLY_SAVE_INT, -2, 2, "saving throw (Intelligence)"}, + {APPLY_SAVE_WIS, -2, 2, "saving throw (Wisdom)"}, + {APPLY_SAVE_CHA, -2, 2, "saving throw (Charisma)"} }; -/* These are ABS() values. */ -#define MAX_APPLY_HITROLL_TOTAL 5 -#define MAX_APPLY_DAMROLL_TOTAL 5 - /*room limits*/ /* Off limit zones are any zones a player should NOT be able to walk to (ex. Limbo) */ static const int offlimit_zones[] = {0,12,13,14,-1}; /*what zones can no room connect to (virtual num) */ @@ -3578,7 +4621,7 @@ ACMD (do_zcheck) struct char_data *mob = NULL; room_vnum exroom=0; int ac=0; - int affs=0, tohit, todam, value; + int affs=0, value; int i = 0, j = 0, k = 0, l = 0, m = 0, found = 0; /* found is used as a 'send now' flag*/ char buf[MAX_STRING_LENGTH]; float avg_dam; @@ -3630,40 +4673,42 @@ ACMD (do_zcheck) "- Is level %d (limit: 1-%d)\r\n", GET_LEVEL(mob), MAX_LEVEL_ALLOWED); - if (GET_DAMROLL(mob)>MAX_DAMROLL_ALLOWED && (found=1)) - len += snprintf(buf + len, sizeof(buf) - len, - "- Damroll of %d is too high (limit: %d)\r\n", - GET_DAMROLL(mob), MAX_DAMROLL_ALLOWED); + /* --- 5e-style average unarmed damage check --- */ + { + int prof = 0; + int str_mod = GET_ABILITY_MOD(GET_STR(mob)); + int die_size; - if (GET_HITROLL(mob)>MAX_HITROLL_ALLOWED && (found=1)) - len += snprintf(buf + len, sizeof(buf) - len, - "- Hitroll of %d is too high (limit: %d)\r\n", - GET_HITROLL(mob), MAX_HITROLL_ALLOWED); + /* derive proficiency tier; mobs use their stored unarmed skill */ + prof = GET_PROFICIENCY(GET_SKILL(mob, SKILL_UNARMED)); - /* avg. dam including damroll per round of combat */ - avg_dam = (((mob->mob_specials.damsizedice / 2.0) * mob->mob_specials.damnodice)+GET_DAMROLL(mob)); - if (avg_dam>MAX_MOB_DAM_ALLOWED && (found=1)) - len += snprintf(buf + len, sizeof(buf) - len, - "- average damage of %4.1f is too high (limit: %d)\r\n", - avg_dam, MAX_MOB_DAM_ALLOWED); + switch (prof) { + case 0: die_size = 4; break; /* initial unarmed skill die size */ + case 1: die_size = 4; break; + case 2: die_size = 6; break; /* ~40 skill level */ + case 3: die_size = 6; break; + case 4: die_size = 8; break; /* ~80 skill level */ + case 5: die_size = 10; break; /* max skill level */ + default: die_size = 12; break; + } - if (mob->mob_specials.damsizedice == 1 && - mob->mob_specials.damnodice == 1 && - GET_LEVEL(mob) == 0 && - (found=1)) - len += snprintf(buf + len, sizeof(buf) - len, - "- Needs to be fixed - %sAutogenerate!%s\r\n", CCYEL(ch, C_NRM), CCNRM(ch, C_NRM)); + /* expected average damage = average roll + STR + proficiency */ + avg_dam = ((die_size + 1) / 2.0) + str_mod + prof; + + if (avg_dam > MAX_MOB_DAM_ALLOWED && (found=1)) + len += snprintf(buf + len, sizeof(buf) - len, + "- average unarmed damage of %4.1f is too high (limit: %d)\r\n", + avg_dam, MAX_MOB_DAM_ALLOWED); + + if (prof == 0 && str_mod <= 0 && (found=1)) + len += snprintf(buf + len, sizeof(buf) - len, + "- No unarmed combat proficiency set (add skill or weapon)\r\n"); + } if (MOB_FLAGGED(mob, MOB_AGGRESSIVE) && (MOB_FLAGGED(mob, MOB_AGGR_GOOD) || MOB_FLAGGED(mob, MOB_AGGR_EVIL) || MOB_FLAGGED(mob, MOB_AGGR_NEUTRAL)) && (found=1)) len += snprintf(buf + len, sizeof(buf) - len, "- Both aggresive and agressive to align.\r\n"); - if ((GET_GOLD(mob) > MAX_MOB_GOLD_ALLOWED) && (found=1)) - len += snprintf(buf + len, sizeof(buf) - len, - "- Set to %d Gold (limit : %d).\r\n", - GET_GOLD(mob), - MAX_MOB_GOLD_ALLOWED); - if (GET_EXP(mob)>MAX_EXP_ALLOWED && (found=1)) len += snprintf(buf + len, sizeof(buf) - len, "- Has %d experience (limit: %d)\r\n", @@ -3706,10 +4751,10 @@ ACMD (do_zcheck) obj = &obj_proto[i]; switch (GET_OBJ_TYPE(obj)) { case ITEM_MONEY: - if ((value = GET_OBJ_VAL(obj, 0))>MAX_OBJ_GOLD_ALLOWED && (found=1)) + if ((value = GET_OBJ_VAL(obj, 0))>MAX_OBJ_COINS_ALLOWED && (found=1)) len += snprintf(buf + len, sizeof(buf) - len, "- Is worth %d (money limit %d coins).\r\n", - value, MAX_OBJ_GOLD_ALLOWED); + value, MAX_OBJ_COINS_ALLOWED); break; case ITEM_WEAPON: if (GET_OBJ_VAL(obj, 3) >= NUM_ATTACK_TYPES && (found=1)) @@ -3735,11 +4780,11 @@ ACMD (do_zcheck) } /*switch on Item_Type*/ if (!CAN_WEAR(obj, ITEM_WEAR_TAKE)) { - if ((GET_OBJ_COST(obj) || (GET_OBJ_WEIGHT(obj) && GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN) || - GET_OBJ_RENT(obj)) && (found = 1)) + if ((GET_OBJ_COST(obj) || (GET_OBJ_WEIGHT(obj) && GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN)) && + (found = 1)) len += snprintf(buf + len, sizeof(buf) - len, - "- is NO_TAKE, but has cost (%d) weight (%d) or rent (%d) set.\r\n", - GET_OBJ_COST(obj), GET_OBJ_WEIGHT(obj), GET_OBJ_RENT(obj)); + "- is NO_TAKE, but has cost (%d) or weight (%d) set.\r\n", + GET_OBJ_COST(obj), GET_OBJ_WEIGHT(obj)); } else { if (GET_OBJ_COST(obj) == 0 && (found=1) && GET_OBJ_TYPE(obj) != ITEM_TRASH) len += snprintf(buf + len, sizeof(buf) - len, @@ -3766,13 +4811,13 @@ ACMD (do_zcheck) "- has min level set to %d (max %d).\r\n", GET_OBJ_LEVEL(obj), LVL_IMMORT-1); - if (obj->action_description && *obj->action_description && + if (obj->main_description && *obj->main_description && GET_OBJ_TYPE(obj) != ITEM_STAFF && GET_OBJ_TYPE(obj) != ITEM_WAND && GET_OBJ_TYPE(obj) != ITEM_SCROLL && GET_OBJ_TYPE(obj) != ITEM_NOTE && (found=1)) len += snprintf(buf + len, sizeof(buf) - len, - "- has action_description set, but is inappropriate type.\r\n"); + "- has main_description set, but is inappropriate type.\r\n"); /*first check for over-all affections*/ for (affs=0, j = 0; j < MAX_OBJ_AFFECT; j++) @@ -3796,22 +4841,6 @@ ACMD (do_zcheck) zaffs[(int)obj->affected[j].location].min_aff, zaffs[(int)obj->affected[j].location].max_aff); - /* special handling of +hit and +dam because of +hit_n_dam */ - for (todam=0, tohit=0, j=0;j<MAX_OBJ_AFFECT;j++) { - if (obj->affected[j].location == APPLY_HITROLL) - tohit += obj->affected[j].modifier; - if (obj->affected[j].location == APPLY_DAMROLL) - todam += obj->affected[j].modifier; - } - if (abs(todam) > MAX_APPLY_DAMROLL_TOTAL && (found=1)) - len += snprintf(buf + len, sizeof(buf) - len, - "- total damroll %d out of range (limit +/-%d.\r\n", - todam, MAX_APPLY_DAMROLL_TOTAL); - if (abs(tohit) > MAX_APPLY_HITROLL_TOTAL && (found=1)) - len += snprintf(buf + len, sizeof(buf) - len, - "- total hitroll %d out of range (limit +/-%d).\r\n", - tohit, MAX_APPLY_HITROLL_TOTAL); - for (ext2 = NULL, ext = obj->ex_description; ext; ext = ext->next) if (strncmp(ext->description, " ", 3)) @@ -4323,7 +5352,6 @@ ACMD(do_file) { "levels", LVL_GOD, LEVELS_LOGFILE, TRUE}, { "rip", LVL_GOD, RIP_LOGFILE, TRUE}, { "players", LVL_GOD, NEWPLAYERS_LOGFILE, TRUE}, - { "rentgone", LVL_GOD, RENTGONE_LOGFILE, TRUE}, { "errors", LVL_GOD, ERRORS_LOGFILE, TRUE}, { "godcmds", LVL_GOD, GODCMDS_LOGFILE, TRUE}, { "syslog", LVL_GOD, SYSLOG_LOGFILE, TRUE}, @@ -5109,3 +6137,355 @@ ACMD(do_oset) } } } + +/* 5e system helpers */ + +/* Helper: map wear flags to our armor_slots[] index (-1 if not an armor slot) */ +static int armor_slot_index_from_wear(const struct obj_data *obj) { + if (!obj) return -1; + + /* IMPORTANT: use your project's wear flag macros. + Typical tbaMUD macros: CAN_WEAR(obj, ITEM_WEAR_*) */ + if (CAN_WEAR(obj, ITEM_WEAR_HEAD)) return 0; /* "head" */ + if (CAN_WEAR(obj, ITEM_WEAR_BODY)) return 1; /* "body" */ + if (CAN_WEAR(obj, ITEM_WEAR_LEGS)) return 2; /* "legs" */ + if (CAN_WEAR(obj, ITEM_WEAR_ARMS)) return 3; /* "arms" */ + if (CAN_WEAR(obj, ITEM_WEAR_HANDS)) return 4; /* "hands" */ + if (CAN_WEAR(obj, ITEM_WEAR_FEET)) return 5; /* "feet" */ + + /* Shield is audited separately in AC compute; skip it here */ + if (CAN_WEAR(obj, ITEM_WEAR_SHIELD)) return -2; /* special */ + + return -1; +} + +/* Pretty: slot name (matches armor_slots[] order) */ +static const char *slot_name_from_index(int idx) { + switch (idx) { + case 0: return "head"; + case 1: return "body"; + case 2: return "legs"; + case 3: return "arms"; + case 4: return "hands"; + case 5: return "feet"; + default: return "unknown"; + } +} + +/* Wizard command: scan armor prototypes, validate per-piece fields (compact, paged, 25 lines) */ +ACMD(do_acaudit) +{ + int found = 0, warned = 0; + + if (IS_NPC(ch) || GET_LEVEL(ch) < LVL_IMMORT) { + send_to_char(ch, "You lack the authority to use this.\r\n"); + return; + } + + /* --- dynamic buffer builder --- */ + size_t cap = 8192, len = 0; + char *out = (char *)malloc(cap); + if (!out) { send_to_char(ch, "Memory error.\r\n"); return; } + out[0] = '\0'; + +#define APPEND_FMT(...) do { \ + int need = snprintf(NULL, 0, __VA_ARGS__); \ + if (need < 0) need = 0; \ + if (len + (size_t)need + 1 > cap) { \ + size_t ncap = cap * 2; \ + if (ncap < len + (size_t)need + 1) ncap = len + (size_t)need + 1; \ + char *tmp = (char *)realloc(out, ncap); \ + if (!tmp) { free(out); send_to_char(ch, "Memory error.\r\n"); return; } \ + out = tmp; cap = ncap; \ + } \ + len += (size_t)snprintf(out + len, cap - len, __VA_ARGS__); \ + } while (0) + + /* Header (short so it won’t wrap) */ + APPEND_FMT("\r\n\tY[Armor Audit]\tn ITEM_ARMOR scan\r\n"); + APPEND_FMT("Legend: \tR!\tn over-cap, \tY?\tn warn, S stealth-disadv\r\n"); + + for (obj_rnum r = 0; r <= top_of_objt; r++) { + struct obj_data *obj = &obj_proto[r]; + char namebuf[128] = {0}; + int idx, vnum, piece_ac, bulk, magic, stealth, strreq; + + if (GET_OBJ_TYPE(obj) != ITEM_ARMOR) + continue; + + /* Identify slot (skip shields here) */ + idx = armor_slot_index_from_wear(obj); + if (idx == -2) continue; /* shield handled in AC; skip */ + if (idx < 0) continue; /* not a supported armor slot */ + + vnum = GET_OBJ_VNUM(obj); + piece_ac = GET_OBJ_VAL(obj, VAL_ARMOR_PIECE_AC); + bulk = GET_OBJ_VAL(obj, VAL_ARMOR_BULK); + magic = GET_OBJ_VAL(obj, VAL_ARMOR_MAGIC_BONUS); + stealth = GET_OBJ_VAL(obj, VAL_ARMOR_STEALTH_DISADV); /* 1/0, yes or no */ + strreq = GET_OBJ_VAL(obj, VAL_ARMOR_STR_REQ); /* 0 or 13/15/16 typically */ + + /* Display name (trim to keep line width < ~78 cols) */ + if (obj->short_description) + snprintf(namebuf, sizeof(namebuf), "%s", obj->short_description); + else if (obj->name) + snprintf(namebuf, sizeof(namebuf), "%s", obj->name); + else + snprintf(namebuf, sizeof(namebuf), "object"); + + /* Slot caps */ + const int max_piece_ac = armor_slots[idx].max_piece_ac; + const int max_magic = armor_slots[idx].max_magic; + + /* Validations */ + bool over_ac = (piece_ac > max_piece_ac); + bool over_magic = (magic > max_magic); + bool bad_ac = (piece_ac < 0 || piece_ac > 3); + bool bad_bulk = (bulk < 0 || bulk > 3); + bool bad_magic = (magic < 0 || magic > 3); + + found++; + + /* Compact, non-wrapping row (~70 cols worst case) */ + APPEND_FMT("\tc[#%5d]\tn %-24.24s sl=%-5.5s ac=%2d%s b=%d%s m=%+d%s sd=%d str=%d\r\n", + vnum, + namebuf, + slot_name_from_index(idx), + piece_ac, over_ac ? " \tR!\tn" : (bad_ac ? " \tY?\tn" : ""), + bulk, bad_bulk ? " \tY?\tn" : "", + magic, over_magic ? " \tR!\tn" : (bad_magic? " \tY?\tn" : ""), + stealth, strreq); + + if (over_ac || over_magic || bad_ac || bad_bulk || bad_magic) + warned++; + } + + if (!found) { + free(out); + send_to_char(ch, "No ITEM_ARMOR prototypes found for the audited slots.\r\n"); + return; + } + + /* Footer */ + APPEND_FMT("\r\nScanned: %d items, %d with issues. Armor magic cap +%d (shield separate).\r\n", + found, warned, MAX_TOTAL_ARMOR_MAGIC); + + /* Page it (copy mode) and try to force 25-line pages */ + if (ch->desc) { + int old_len = 0; bool changed = false; +#if defined(GET_SCREEN_HEIGHT) + old_len = GET_SCREEN_HEIGHT(ch); GET_SCREEN_HEIGHT(ch) = 25; changed = true; +#elif defined(GET_PAGE_LENGTH) + old_len = GET_PAGE_LENGTH(ch); GET_PAGE_LENGTH(ch) = 25; changed = true; +#endif + page_string(ch->desc, out, 0); /* copy; we free out */ + free(out); + if (changed) { +#if defined(GET_SCREEN_HEIGHT) + GET_SCREEN_HEIGHT(ch) = old_len; +#elif defined(GET_PAGE_LENGTH) + GET_PAGE_LENGTH(ch) = old_len; +#endif + } + } else { + send_to_char(ch, "%s", out); + free(out); + } + +#undef APPEND_FMT +} + +/* ====== Builder snapshot: save a staged mob's gear as its prototype loadout ====== */ +/* Put these helpers near the top of act.wizard.c (or a shared .c) */ +struct inv_count { obj_vnum vnum; int qty; struct inv_count *next; }; + +static void inv_add(struct inv_count **head, obj_vnum v, int q) { + struct inv_count *p; + if (q < 1) q = 1; + for (p = *head; p; p = p->next) + if (p->vnum == v) { p->qty += q; return; } + CREATE(p, struct inv_count, 1); + p->vnum = v; p->qty = q; p->next = *head; *head = p; +} + +static void inv_free_all(struct inv_count **head) { + struct inv_count *n, *p = *head; + while (p) { n = p->next; free(p); p = n; } + *head = NULL; +} + +/* Add ACMD prototype to interpreter.h: ACMD(do_msave); */ + +ACMD(do_msave) +{ + char a1[MAX_INPUT_LENGTH], a2[MAX_INPUT_LENGTH]; + char target[MAX_INPUT_LENGTH] = {0}, flags[MAX_INPUT_LENGTH] = {0}; + struct char_data *vict = NULL, *tmp = NULL; + mob_rnum rnum; + int include_inv = 0; /* -all */ + int clear_first = 1; /* default replace; -append flips this to 0 */ + int equips_added = 0, inv_entries = 0; + struct inv_count *inv = NULL; + int pos; + struct obj_data *o; + + two_arguments(argument, a1, a2); + if (*a1 && *a1 == '-') { + /* user wrote: msave -flags <mob> */ + strcpy(flags, a1); + strcpy(target, a2); + } else { + /* user wrote: msave <mob> [-flags] */ + strcpy(target, a1); + strcpy(flags, a2); + } + + /* Parse flags (space-separated, any order) */ + if (*flags) { + char buf[MAX_INPUT_LENGTH], *p = flags; + while (*p) { + p = one_argument(p, buf); + if (!*buf) break; + if (!str_cmp(buf, "-all")) include_inv = 1; + else if (!str_cmp(buf, "-append")) clear_first = 0; + else if (!str_cmp(buf, "-clear")) clear_first = 1; + else { + send_to_char(ch, "Unknown flag '%s'. Try -all, -append, or -clear.\r\n", buf); + return; + } + } + } + + /* Find target mob in the room */ + if (*target) + vict = get_char_vis(ch, target, NULL, FIND_CHAR_ROOM); + else { + /* No name: pick the first NPC only if exactly one exists */ + for (tmp = world[IN_ROOM(ch)].people; tmp; tmp = tmp->next_in_room) { + if (IS_NPC(tmp)) { + if (vict) { vict = NULL; break; } /* more than one — force explicit name */ + vict = tmp; + } + } + } + + if (!vict || !IS_NPC(vict)) { + send_to_char(ch, "Target an NPC in this room: msave <mob> [-all] [-append|-clear]\r\n"); + return; + } + + /* Resolve prototype and permission to edit its zone */ + rnum = GET_MOB_RNUM(vict); + if (rnum < 0) { + send_to_char(ch, "I can’t resolve that mob's prototype.\r\n"); + return; + } + +#ifdef CAN_EDIT_ZONE + if (!can_edit_zone(ch, real_zone_by_thing(GET_MOB_VNUM(vict)))) { + send_to_char(ch, "You don’t have permission to modify that mob’s zone.\r\n"); + return; + } +#endif + + /* Build the new loadout into the PROTOTYPE */ + if (clear_first) + loadout_free_list(&mob_proto[rnum].proto_loadout); + + /* Capture equipment: one entry per worn slot */ + for (pos = 0; pos < NUM_WEARS; pos++) { + o = GET_EQ(vict, pos); + if (!o) continue; + if (GET_OBJ_VNUM(o) <= 0) continue; + loadout_add_entry(&mob_proto[rnum].proto_loadout, GET_OBJ_VNUM(o), (int)pos, 1); + equips_added++; + } + + /* Capture inventory (compressed by vnum) if requested */ + if (include_inv) { + for (o = vict->carrying; o; o = o->next_content) { + if (GET_OBJ_VNUM(o) <= 0) continue; + inv_add(&inv, GET_OBJ_VNUM(o), 1); + } + { + struct inv_count *p; + for (p = inv; p; p = p->next) { + loadout_add_entry(&mob_proto[rnum].proto_loadout, p->vnum, -1, MAX(1, p->qty)); + inv_entries++; + } + } + } + + /* Persist to disk: save the zone owning this mob vnum */ + { + zone_rnum zr = real_zone_by_thing(GET_MOB_VNUM(vict)); + if (zr == NOWHERE) { + mudlog(CMP, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, + "msave: could not resolve zone for mob %d", GET_MOB_VNUM(vict)); + send_to_char(ch, "Saved in memory, but couldn’t resolve zone to write disk.\r\n"); + } else { + save_mobiles(zr); + send_to_char(ch, + "Loadout saved for mob [%d]. Equipped: %d, Inventory lines: %d%s\r\n", + GET_MOB_VNUM(vict), equips_added, inv_entries, include_inv ? "" : " (use -all to include inventory)"); + mudlog(CMP, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, + "msave: %s saved loadout for mob %d (eq=%d, inv=%d) in zone %d", + GET_NAME(ch), GET_MOB_VNUM(vict), equips_added, inv_entries, + zone_table[zr].number); + } + } + + inv_free_all(&inv); +} + +ACMD(do_rsave) +{ + room_rnum rnum; + zone_rnum znum; + int ok; + + if (IS_NPC(ch)) { + send_to_char(ch, "Mobiles can’t use this.\r\n"); + return; + } + + /* IN_ROOM(ch) is already a room_rnum (index into world[]). Do NOT pass it to real_room(). */ + rnum = IN_ROOM(ch); + + if (rnum == NOWHERE || rnum < 0 || rnum > top_of_world) { + send_to_char(ch, "You are not in a valid room.\r\n"); + return; + } + + znum = world[rnum].zone; + if (znum < 0 || znum > top_of_zone_table) { + send_to_char(ch, "This room is not attached to a valid zone.\r\n"); + return; + } + + /* Optional: permission check */ + if (!can_edit_zone(ch, znum)) { + send_to_char(ch, "You don’t have permission to modify zone %d.\r\n", + zone_table[znum].number); + return; + } + + /* Save just this room into the correct zone’s .rsv file */ + ok = RoomSave_now(rnum); + + if (!ok) { + send_to_char(ch, "rsave: failed.\r\n"); + mudlog(BRF, GET_LEVEL(ch), TRUE, + "RSAVE FAIL: %s room %d (rnum=%d) zone %d (znum=%d)", + GET_NAME(ch), GET_ROOM_VNUM(rnum), rnum, + zone_table[znum].number, znum); + return; + } + + send_to_char(ch, "rsave: room %d saved to roomsave file for zone %d.\r\n", + GET_ROOM_VNUM(rnum), zone_table[znum].number); + + mudlog(CMP, GET_LEVEL(ch), TRUE, + "RSAVE OK: %s room %d (rnum=%d) -> world/rsv/%d.rsv", + GET_NAME(ch), GET_ROOM_VNUM(rnum), rnum, zone_table[znum].number); +} diff --git a/src/asciimap.c b/src/asciimap.c index d42aba0..0039e51 100644 --- a/src/asciimap.c +++ b/src/asciimap.c @@ -121,14 +121,14 @@ static struct map_info_type map_info[] = { SECT_WATER_NOSWIM, "\tc[\tb=\tc]\tn" }, { SECT_FLYING, "\tc[\tC^\tc]\tn" }, { SECT_UNDERWATER, "\tc[\tbU\tc]\tn" }, - { -1, "" }, /* 10 */ - { -1, "" }, - { -1, "" }, - { -1, "" }, - { -1, "" }, - { -1, "" }, /* 15 */ - { -1, "" }, - { -1, "" }, + { SECT_SCRUBLAND, "\tc[\tgS\tc]\tn" }, /* 10 */ + { SECT_SAND, "\tc[\tys\tc]\tn" }, + { SECT_ROCKY, "\tc[\trR\tc]\tn" }, + { SECT_ROAD, "\tc[\tw*\tc]\tn" }, + { SECT_UNDERGROUND, "\tc[\tb+\tc]\tn" }, + { SECT_SILT_SEA, "\tc[\tw#\tc]\tn" }, /* 15 */ + { SECT_ASHLAND, "\tc[\tg@\tc]\tn" }, + { SECT_TABLELANDS, "\tc[\tyT\tc]\tn" }, { -1, "" }, { -1, "" }, { -1, "" }, /* 20 */ @@ -158,14 +158,14 @@ static struct map_info_type world_map_info[] = { SECT_WATER_NOSWIM, "\tb=" }, { SECT_FLYING, "\tC^" }, { SECT_UNDERWATER, "\tbU" }, - { -1, "" }, /* 10 */ - { -1, "" }, - { -1, "" }, - { -1, "" }, - { -1, "" }, - { -1, "" }, /* 15 */ - { -1, "" }, - { -1, "" }, + { SECT_SCRUBLAND, "\tgS" }, /* 10 */ + { SECT_SAND, "\tys" }, + { SECT_ROCKY, "\trR" }, + { SECT_ROAD, "\tw*" }, + { SECT_UNDERGROUND, "\tb+" }, + { SECT_SILT_SEA, "\tw#" }, /* 15 */ + { SECT_ASHLAND, "\tg@" }, + { SECT_TABLELANDS, "\tyT" }, { -1, "" }, { -1, "" }, { -1, "" }, /* 20 */ @@ -513,10 +513,18 @@ static void perform_map( struct char_data *ch, char *argument, bool worldmap ) count += sprintf(buf + count, "\tn%s Forest\\\\", map_info[SECT_FOREST].disp); count += sprintf(buf + count, "\tn%s Hills\\\\", map_info[SECT_HILLS].disp); count += sprintf(buf + count, "\tn%s Mountain\\\\", map_info[SECT_MOUNTAIN].disp); - count += sprintf(buf + count, "\tn%s Swim\\\\", map_info[SECT_WATER_SWIM].disp); - count += sprintf(buf + count, "\tn%s Boat\\\\", map_info[SECT_WATER_NOSWIM].disp); + count += sprintf(buf + count, "\tn%s Water\\\\", map_info[SECT_WATER_SWIM].disp); + count += sprintf(buf + count, "\tn%s Deep Water\\\\", map_info[SECT_WATER_NOSWIM].disp); count += sprintf(buf + count, "\tn%s Flying\\\\", map_info[SECT_FLYING].disp); - sprintf(buf + count, "\tn%s Underwater\\\\", map_info[SECT_UNDERWATER].disp); + count += sprintf(buf + count, "\tn%s Underwater\\\\", map_info[SECT_UNDERWATER].disp); + count += sprintf(buf + count, "\tn%s Scrubland\\\\", map_info[SECT_SCRUBLAND].disp); + count += sprintf(buf + count, "\tn%s Sand\\\\", map_info[SECT_SAND].disp); + count += sprintf(buf + count, "\tn%s Rocky\\\\", map_info[SECT_ROCKY].disp); + count += sprintf(buf + count, "\tn%s Road\\\\", map_info[SECT_ROAD].disp); + count += sprintf(buf + count, "\tn%s Underground\\\\", map_info[SECT_UNDERGROUND].disp); + count += sprintf(buf + count, "\tn%s Silt\\\\", map_info[SECT_SILT_SEA].disp); + count += sprintf(buf + count, "\tn%s Ashland\\\\", map_info[SECT_ASHLAND].disp); + sprintf(buf + count, "\tn%s Tablelands\\\\", map_info[SECT_TABLELANDS].disp); strcpy(buf, strfrmt(buf, LEGEND_WIDTH, CANVAS_HEIGHT + 2, FALSE, TRUE, TRUE)); diff --git a/src/boards.c b/src/boards.c index 3739d65..a3ecdd7 100644 --- a/src/boards.c +++ b/src/boards.c @@ -46,13 +46,8 @@ /* Format: vnum, read lvl, write lvl, remove lvl, filename, 0 at end. Be sure * to also change NUM_OF_BOARDS in board.h*/ struct board_info_type board_info[NUM_OF_BOARDS] = { - {3099, 0, 0, LVL_GOD, LIB_ETC "board.mortal", 0}, - {3098, LVL_IMMORT, LVL_IMMORT, LVL_GRGOD, LIB_ETC "board.immortal", 0}, - {3097, LVL_IMMORT, LVL_GRGOD, LVL_IMPL, LIB_ETC "board.freeze", 0}, - {3096, 0, 0, LVL_IMMORT, LIB_ETC "board.social", 0}, - {1226, 0, 0, LVL_IMPL, LIB_ETC "board.builder", 0}, - {1227, 0, 0, LVL_IMPL, LIB_ETC "board.staff", 0}, - {1228, 0, 0, LVL_IMPL, LIB_ETC "board.advertising", 0}, + {1, LVL_IMMORT, LVL_IMMORT, LVL_GRGOD, LIB_ETC "board.immortal", 0}, + {150, 0, 0, LVL_GRGOD, LIB_ETC "board.tyr", 0}, }; /* local (file scope) global variables */ diff --git a/src/boards.h b/src/boards.h index 46c7b40..889d20c 100644 --- a/src/boards.h +++ b/src/boards.h @@ -13,9 +13,9 @@ #ifndef _BOARDS_H_ #define _BOARDS_H_ -#define NUM_OF_BOARDS 7 /* change if needed! */ +#define NUM_OF_BOARDS 2 /* change if needed! */ #define MAX_BOARD_MESSAGES 60 /* arbitrary -- change if needed */ -#define MAX_MESSAGE_LENGTH 4096 /* arbitrary -- change if needed */ +#define MAX_MESSAGE_LENGTH 8192 /* arbitrary -- change if needed */ #define INDEX_SIZE ((NUM_OF_BOARDS*MAX_BOARD_MESSAGES) + 5) diff --git a/src/castle.c b/src/castle.c deleted file mode 100644 index 15a4c33..0000000 --- a/src/castle.c +++ /dev/null @@ -1,812 +0,0 @@ -/************************************************************************** -* File: castle.c Part of tbaMUD * -* Usage: Special procedures for King's Castle area. * -* * -* All rights reserved. See license for complete information. * -* * -* Special procedures for Kings Castle by Pjotr. Coded by Sapowox. * -* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * -**************************************************************************/ - -#include "conf.h" -#include "sysdep.h" -#include "structs.h" -#include "utils.h" -#include "comm.h" -#include "interpreter.h" -#include "handler.h" -#include "db.h" -#include "spells.h" -#include "act.h" -#include "spec_procs.h" /**< castle.c is part of the spec_procs module */ -#include "fight.h" - -/* IMPORTANT! The below defined number is the zone number of the Kings Castle. - * Change it to apply to your chosen zone number. The default zone number - * is 80. */ - -#define Z_KINGS_C 150 - -/* local, file scope restricted functions */ -static mob_vnum castle_virtual(mob_vnum offset); -static room_rnum castle_real_room(room_vnum roomoffset); -static struct char_data *find_npc_by_name(struct char_data *chAtChar, const char *pszName, int iLen); -static int block_way(struct char_data *ch, int cmd, char *arg, room_vnum iIn_room, int iProhibited_direction); -static int member_of_staff(struct char_data *chChar); -static int member_of_royal_guard(struct char_data *chChar); -static struct char_data *find_guard(struct char_data *chAtChar); -static struct char_data *get_victim(struct char_data *chAtChar); -static int banzaii(struct char_data *ch); -static int do_npc_rescue(struct char_data *ch_hero, struct char_data *ch_victim); -static int is_trash(struct obj_data *i); -static void fry_victim(struct char_data *ch); -static int castle_cleaner(struct char_data *ch, int cmd, int gripe); -static int castle_twin_proc(struct char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname); -static void castle_mob_spec(mob_vnum mobnum, SPECIAL(*specproc)); -/* Special procedures for Kings Castle by Pjotr. Coded by Sapowox. */ -SPECIAL(CastleGuard); -SPECIAL(James); -SPECIAL(cleaning); -SPECIAL(DicknDavid); -SPECIAL(tim); -SPECIAL(tom); -SPECIAL(king_welmar); -SPECIAL(training_master); -SPECIAL(peter); -SPECIAL(jerry); - - - - -/* Assign castle special procedures. NOTE: The mobile number isn't fully - * specified. It's only an offset from the zone's base. */ -static void castle_mob_spec(mob_vnum mobnum, SPECIAL(*specproc)) -{ - mob_vnum vmv = castle_virtual(mobnum); - mob_rnum rmr = NOBODY; - - if (vmv != NOBODY) - rmr = real_mobile(vmv); - - if (rmr == NOBODY) { - if (!mini_mud) - log("SYSERR: assign_kings_castle(): can't find mob #%d.", vmv); - /* SYSERR_DESC: When the castle_mob_spec() function is given a mobnum - * that does not correspond to a mod loaded (when not in minimud mode), - * this error will result. */ - } else - mob_index[rmr].func = specproc; -} - -static mob_vnum castle_virtual(mob_vnum offset) -{ - zone_rnum zon; - - if ((zon = real_zone(Z_KINGS_C)) == NOWHERE) - return NOBODY; - - return zone_table[zon].bot + offset; -} - -static room_rnum castle_real_room(room_vnum roomoffset) -{ - zone_rnum zon; - - if ((zon = real_zone(Z_KINGS_C)) == NOWHERE) - return NOWHERE; - - return real_room(zone_table[zon].bot + roomoffset); -} - -/* Routine: assign_kings_castle. Used to assign function pointers to all mobiles - * in the Kings Castle. Called from spec_assign.c. */ -void assign_kings_castle(void) -{ - castle_mob_spec(0, CastleGuard); /* Gwydion */ - castle_mob_spec(1, king_welmar); /* Our dear friend, the King */ - castle_mob_spec(3, CastleGuard); /* Jim */ - castle_mob_spec(4, CastleGuard); /* Brian */ - castle_mob_spec(5, CastleGuard); /* Mick */ - castle_mob_spec(6, CastleGuard); /* Matt */ - castle_mob_spec(7, CastleGuard); /* Jochem */ - castle_mob_spec(8, CastleGuard); /* Anne */ - castle_mob_spec(9, CastleGuard); /* Andrew */ - castle_mob_spec(10, CastleGuard); /* Bertram */ - castle_mob_spec(11, CastleGuard); /* Jeanette */ - castle_mob_spec(12, peter); /* Peter */ - castle_mob_spec(13, training_master); /* The training master */ - castle_mob_spec(16, James); /* James the Butler */ - castle_mob_spec(17, cleaning); /* Ze Cleaning Fomen */ - castle_mob_spec(20, tim); /* Tim, Tom's twin */ - castle_mob_spec(21, tom); /* Tom, Tim's twin */ - castle_mob_spec(24, DicknDavid); /* Dick, guard of the Treasury */ - castle_mob_spec(25, DicknDavid); /* David, Dicks brother */ - castle_mob_spec(26, jerry); /* Jerry, the Gambler */ - castle_mob_spec(27, CastleGuard); /* Michael */ - castle_mob_spec(28, CastleGuard); /* Hans */ - castle_mob_spec(29, CastleGuard); /* Boris */ -} - -/* Routine: member_of_staff. Used to see if a character is a member of the - * castle staff. Used mainly by BANZAI:ng NPC:s. */ -static int member_of_staff(struct char_data *chChar) -{ - int ch_num; - - if (!IS_NPC(chChar)) - return (FALSE); - - ch_num = GET_MOB_VNUM(chChar); - - if (ch_num == castle_virtual(1)) - return (TRUE); - - if (ch_num > castle_virtual(2) && ch_num < castle_virtual(15)) - return (TRUE); - - if (ch_num > castle_virtual(15) && ch_num < castle_virtual(18)) - return (TRUE); - - if (ch_num > castle_virtual(18) && ch_num < castle_virtual(30)) - return (TRUE); - - return (FALSE); -} - -/* Function: member_of_royal_guard. Returns TRUE if the character is a guard on - * duty, otherwise FALSE. Used by Peter the captain of the royal guard. */ -static int member_of_royal_guard(struct char_data *chChar) -{ - int ch_num; - - if (!chChar || !IS_NPC(chChar)) - return (FALSE); - - ch_num = GET_MOB_VNUM(chChar); - - if (ch_num == castle_virtual(3) || ch_num == castle_virtual(6)) - return (TRUE); - - if (ch_num > castle_virtual(7) && ch_num < castle_virtual(12)) - return (TRUE); - - if (ch_num > castle_virtual(23) && ch_num < castle_virtual(26)) - return (TRUE); - - return (FALSE); -} - -/* Function: find_npc_by_name. Returns a pointer to an npc by the given name. - * Used by Tim and Tom. */ -static struct char_data *find_npc_by_name(struct char_data *chAtChar, - const char *pszName, int iLen) -{ - struct char_data *ch; - - for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room) - if (IS_NPC(ch) && !strncmp(pszName, ch->player.short_descr, iLen)) - return (ch); - - return (NULL); -} - -/* Function: find_guard. Returns the pointer to a guard on duty. Used by Peter - * the Captain of the Royal Guard */ -static struct char_data *find_guard(struct char_data *chAtChar) -{ - struct char_data *ch; - - for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room) - if (!FIGHTING(ch) && member_of_royal_guard(ch)) - return (ch); - - return (NULL); -} - -/* Function: get_victim. Returns a pointer to a randomly chosen character in - * the same room, fighting someone in the castle staff. Used by BANZAII-ing - * characters and King Welmar... */ -static struct char_data *get_victim(struct char_data *chAtChar) -{ - struct char_data *ch; - int iNum_bad_guys = 0, iVictim; - - for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room) - if (FIGHTING(ch) && member_of_staff(FIGHTING(ch))) - iNum_bad_guys++; - - if (!iNum_bad_guys) - return (NULL); - - iVictim = rand_number(0, iNum_bad_guys); /* How nice, we give them a chance */ - if (!iVictim) - return (NULL); - - iNum_bad_guys = 0; - - for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room) { - if (FIGHTING(ch) == NULL) - continue; - - if (!member_of_staff(FIGHTING(ch))) - continue; - - if (++iNum_bad_guys != iVictim) - continue; - - return (ch); - } - - return (NULL); -} - -/* Banzaii. Makes a character banzaii on attackers of the castle staff. Used - * by Guards, Tim, Tom, Dick, David, Peter, Master, and the King. */ -static int banzaii(struct char_data *ch) -{ - struct char_data *chOpponent; - - if (!AWAKE(ch) || GET_POS(ch) == POS_FIGHTING || !(chOpponent = get_victim(ch))) - return (FALSE); - - act("$n roars: 'Protect the Kingdom of Great King Welmar! BANZAIIII!!!'", - FALSE, ch, 0, 0, TO_ROOM); - hit(ch, chOpponent, TYPE_UNDEFINED); - return (TRUE); -} - -/* Do_npc_rescue. Makes ch_hero rescue ch_victim. Used by Tim and Tom. */ -static int do_npc_rescue(struct char_data *ch_hero, struct char_data *ch_victim) -{ - struct char_data *ch_bad_guy; - - for (ch_bad_guy = world[IN_ROOM(ch_hero)].people; - ch_bad_guy && (FIGHTING(ch_bad_guy) != ch_victim); - ch_bad_guy = ch_bad_guy->next_in_room); - - /* NO WAY I'll rescue the one I'm fighting! */ - if (!ch_bad_guy || ch_bad_guy == ch_hero) - return (FALSE); - - act("You bravely rescue $N.\r\n", FALSE, ch_hero, 0, ch_victim, TO_CHAR); - act("You are rescued by $N, your loyal friend!\r\n", - FALSE, ch_victim, 0, ch_hero, TO_CHAR); - act("$n heroically rescues $N.", FALSE, ch_hero, 0, ch_victim, TO_NOTVICT); - - if (FIGHTING(ch_bad_guy)) - stop_fighting(ch_bad_guy); - if (FIGHTING(ch_hero)) - stop_fighting(ch_hero); - - set_fighting(ch_hero, ch_bad_guy); - set_fighting(ch_bad_guy, ch_hero); - return (TRUE); -} - -/* Procedure to block a person trying to enter a room. Used by Tim/Tom at Kings - * bedroom and Dick/David at treasury. */ -static int block_way(struct char_data *ch, int cmd, char *arg, room_vnum iIn_room, - int iProhibited_direction) -{ - if (cmd != ++iProhibited_direction) - return (FALSE); - - if (ch->player.short_descr && !strncmp(ch->player.short_descr, "King Welmar", 11)) - return (FALSE); - - if (IN_ROOM(ch) != real_room(iIn_room)) - return (FALSE); - - if (!member_of_staff(ch)) - act("The guard roars at $n and pushes $m back.", FALSE, ch, 0, 0, TO_ROOM); - - send_to_char(ch, "The guard roars: 'Entrance is Prohibited!', and pushes you back.\r\n"); - return (TRUE); -} - -/* Routine to check if an object is trash. Used by James the Butler and the - * Cleaning Lady. */ -static int is_trash(struct obj_data *i) -{ - if (!OBJWEAR_FLAGGED(i, ITEM_WEAR_TAKE)) - return (FALSE); - - if (GET_OBJ_TYPE(i) == ITEM_DRINKCON || GET_OBJ_COST(i) <= 10) - return (TRUE); - - return (FALSE); -} - -/* Fry_victim. Finds a suitabe victim, and cast some _NASTY_ spell on him. Used - * by King Welmar. */ -static void fry_victim(struct char_data *ch) -{ - struct char_data *tch; - - if (ch->points.mana < 10) - return; - - /* Find someone suitable to fry ! */ - if (!(tch = get_victim(ch))) - return; - - switch (rand_number(0, 8)) { - case 1: - case 2: - case 3: - send_to_char(ch, "You raise your hand in a dramatical gesture.\r\n"); - act("$n raises $s hand in a dramatical gesture.", 1, ch, 0, 0, TO_ROOM); - cast_spell(ch, tch, 0, SPELL_COLOR_SPRAY); - break; - case 4: - case 5: - send_to_char(ch, "You concentrate and mumble to yourself.\r\n"); - act("$n concentrates, and mumbles to $mself.", 1, ch, 0, 0, TO_ROOM); - cast_spell(ch, tch, 0, SPELL_HARM); - break; - case 6: - case 7: - act("You look deeply into the eyes of $N.", 1, ch, 0, tch, TO_CHAR); - act("$n looks deeply into the eyes of $N.", 1, ch, 0, tch, TO_NOTVICT); - act("You see an ill-boding flame in the eye of $n.", 1, ch, 0, tch, TO_VICT); - cast_spell(ch, tch, 0, SPELL_FIREBALL); - break; - default: - if (!rand_number(0, 1)) - cast_spell(ch, ch, 0, SPELL_HEAL); - break; - } - - ch->points.mana -= 10; - - return; -} - -/* King_welmar. Control the actions and movements of the King. */ -SPECIAL(king_welmar) -{ - char actbuf[MAX_INPUT_LENGTH]; - - const char *monolog[] = { - "$n proclaims 'Primus in regnis Geticis coronam'.", - "$n proclaims 'regiam gessi, subiique regis'.", - "$n proclaims 'munus et mores colui sereno'.", - "$n proclaims 'principe dignos'." - }; - - const char bedroom_path[] = "s33004o1c1S."; - const char throne_path[] = "W3o3cG52211rg."; - const char monolog_path[] = "ABCDPPPP."; - - static const char *path; - static int path_index; - static bool move = FALSE; - - if (!move) { - if (time_info.hours == 8 && IN_ROOM(ch) == castle_real_room(51)) { - move = TRUE; - path = throne_path; - path_index = 0; - } else if (time_info.hours == 21 && IN_ROOM(ch) == castle_real_room(17)) { - move = TRUE; - path = bedroom_path; - path_index = 0; - } else if (time_info.hours == 12 && IN_ROOM(ch) == castle_real_room(17)) { - move = TRUE; - path = monolog_path; - path_index = 0; - } - } - if (cmd || (GET_POS(ch) < POS_SLEEPING) || - (GET_POS(ch) == POS_SLEEPING && !move)) - return (FALSE); - - if (GET_POS(ch) == POS_FIGHTING) { - fry_victim(ch); - return (FALSE); - } else if (banzaii(ch)) - return (FALSE); - - if (!move) - return (FALSE); - - switch (path[path_index]) { - case '0': - case '1': - case '2': - case '3': - case '4': - case '5': - perform_move(ch, path[path_index] - '0', 1); - break; - - case 'A': - case 'B': - case 'C': - case 'D': - act(monolog[path[path_index] - 'A'], FALSE, ch, 0, 0, TO_ROOM); - break; - - case 'P': - break; - - case 'W': - GET_POS(ch) = POS_STANDING; - act("$n awakens and stands up.", FALSE, ch, 0, 0, TO_ROOM); - break; - - case 'S': - GET_POS(ch) = POS_SLEEPING; - act("$n lies down on $s beautiful bed and instantly falls asleep.", FALSE, ch, 0, 0, TO_ROOM); - break; - - case 'r': - GET_POS(ch) = POS_SITTING; - act("$n sits down on $s great throne.", FALSE, ch, 0, 0, TO_ROOM); - break; - - case 's': - GET_POS(ch) = POS_STANDING; - act("$n stands up.", FALSE, ch, 0, 0, TO_ROOM); - break; - - case 'G': - act("$n says 'Good morning, trusted friends.'", FALSE, ch, 0, 0, TO_ROOM); - break; - - case 'g': - act("$n says 'Good morning, dear subjects.'", FALSE, ch, 0, 0, TO_ROOM); - break; - - case 'o': - do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_UNLOCK); /* strcpy: OK */ - do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_OPEN); /* strcpy: OK */ - break; - - case 'c': - do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_CLOSE); /* strcpy: OK */ - do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_LOCK); /* strcpy: OK */ - break; - - case '.': - move = FALSE; - break; - } - - path_index++; - return (FALSE); -} - -/* Training_master. Acts actions to the training room, if his students are - * present. Also allowes warrior-class to practice. Used by the Training - * Master. */ -SPECIAL(training_master) -{ - struct char_data *pupil1, *pupil2 = NULL, *tch; - - if (!AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING)) - return (FALSE); - - if (cmd) - return (FALSE); - - if (banzaii(ch) || rand_number(0, 2)) - return (FALSE); - - if (!(pupil1 = find_npc_by_name(ch, "Brian", 5))) - return (FALSE); - - if (!(pupil2 = find_npc_by_name(ch, "Mick", 4))) - return (FALSE); - - if (FIGHTING(pupil1) || FIGHTING(pupil2)) - return (FALSE); - - if (rand_number(0, 1)) { - tch = pupil1; - pupil1 = pupil2; - pupil2 = tch; - } - - switch (rand_number(0, 7)) { - case 0: - act("$n hits $N on $s head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_NOTVICT); - act("You hit $N on $s head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_CHAR); - act("$n hits you on your head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_VICT); - break; - - case 1: - act("$n hits $N in $s chest with a thrust.", FALSE, pupil1, 0, pupil2, TO_NOTVICT); - act("You manage to thrust $N in the chest.", FALSE, pupil1, 0, pupil2, TO_CHAR); - act("$n manages to thrust you in your chest.", FALSE, pupil1, 0, pupil2, TO_VICT); - break; - - case 2: - send_to_char(ch, "You command your pupils to bow.\r\n"); - act("$n commands $s pupils to bow.", FALSE, ch, 0, 0, TO_ROOM); - act("$n bows before $N.", FALSE, pupil1, 0, pupil2, TO_NOTVICT); - act("$N bows before $n.", FALSE, pupil1, 0, pupil2, TO_NOTVICT); - act("You bow before $N, who returns your gesture.", FALSE, pupil1, 0, pupil2, TO_CHAR); - act("You bow before $n, who returns your gesture.", FALSE, pupil1, 0, pupil2, TO_VICT); - break; - - case 3: - act("$N yells at $n, as he fumbles and drops $s sword.", FALSE, pupil1, 0, ch, TO_NOTVICT); - act("$n quickly picks up $s weapon.", FALSE, pupil1, 0, 0, TO_ROOM); - act("$N yells at you, as you fumble, losing your weapon.", FALSE, pupil1, 0, ch, TO_CHAR); - send_to_char(pupil1, "You quickly pick up your weapon again.\r\n"); - act("You yell at $n, as he fumbles, losing $s weapon.", FALSE, pupil1, 0, ch, TO_VICT); - break; - - case 4: - act("$N tricks $n, and slashes him across the back.", FALSE, pupil1, 0, pupil2, TO_NOTVICT); - act("$N tricks you, and slashes you across your back.", FALSE, pupil1, 0, pupil2, TO_CHAR); - act("You trick $n, and quickly slash him across $s back.", FALSE, pupil1, 0, pupil2, TO_VICT); - break; - - case 5: - act("$n lunges a blow at $N but $N parries skillfully.", FALSE, pupil1, 0, pupil2, TO_NOTVICT); - act("You lunge a blow at $N but $E parries skillfully.", FALSE, pupil1, 0, pupil2, TO_CHAR); - act("$n lunges a blow at you, but you skillfully parry it.", FALSE, pupil1, 0, pupil2, TO_VICT); - break; - - case 6: - act("$n clumsily tries to kick $N, but misses.", FALSE, pupil1, 0, pupil2, TO_NOTVICT); - act("You clumsily miss $N with your poor excuse for a kick.", FALSE, pupil1, 0, pupil2, TO_CHAR); - act("$n fails an unusually clumsy attempt at kicking you.", FALSE, pupil1, 0, pupil2, TO_VICT); - break; - - default: - send_to_char(ch, "You show your pupils an advanced technique.\r\n"); - act("$n shows $s pupils an advanced technique.", FALSE, ch, 0, 0, TO_ROOM); - break; - } - - return (FALSE); -} - -SPECIAL(tom) -{ - return castle_twin_proc(ch, cmd, argument, 48, "Tim"); -} - -SPECIAL(tim) -{ - return castle_twin_proc(ch, cmd, argument, 49, "Tom"); -} - -/* Common routine for the Castle Twins. */ -static int castle_twin_proc(struct char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname) -{ - struct char_data *king, *twin; - - if (!AWAKE(ch)) - return (FALSE); - - if (cmd) - return block_way(ch, cmd, arg, castle_virtual(ctlnum), 1); - - if ((king = find_npc_by_name(ch, "King Welmar", 11)) != NULL) { - char actbuf[MAX_INPUT_LENGTH]; - - if (!ch->master) - do_follow(ch, strcpy(actbuf, "King Welmar"), 0, 0); /* strcpy: OK */ - if (FIGHTING(king)) - do_npc_rescue(ch, king); - } - - if ((twin = find_npc_by_name(ch, twinname, strlen(twinname))) != NULL) - if (FIGHTING(twin) && 2 * GET_HIT(twin) < GET_HIT(ch)) - do_npc_rescue(ch, twin); - - if (GET_POS(ch) != POS_FIGHTING) - banzaii(ch); - - return (FALSE); -} - - -/* Routine for James the Butler. Complains if he finds any trash. This doesn't - * make sure he _can_ carry it. */ -SPECIAL(James) -{ - return castle_cleaner(ch, cmd, TRUE); -} - -/* Common code for James and the Cleaning Woman. */ -static int castle_cleaner(struct char_data *ch, int cmd, int gripe) -{ - struct obj_data *i; - - if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING) - return (FALSE); - - for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) { - if (!is_trash(i)) - continue; - - if (gripe) { - act("$n says: 'My oh my! I ought to fire that lazy cleaning woman!'", - FALSE, ch, 0, 0, TO_ROOM); - act("$n picks up a piece of trash.", FALSE, ch, 0, 0, TO_ROOM); - } - obj_from_room(i); - obj_to_char(i, ch); - return (TRUE); - } - - return (FALSE); -} - -/* Routine for the Cleaning Woman. Picks up any trash she finds. */ -SPECIAL(cleaning) -{ - return castle_cleaner(ch, cmd, FALSE); -} - -/* CastleGuard. Standard routine for ordinary castle guards. */ -SPECIAL(CastleGuard) -{ - if (cmd || !AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING)) - return (FALSE); - - return (banzaii(ch)); -} - -/* DicknDave. Routine for the guards Dick and David. */ -SPECIAL(DicknDavid) -{ - if (!AWAKE(ch)) - return (FALSE); - - if (!cmd && GET_POS(ch) != POS_FIGHTING) - banzaii(ch); - - return (block_way(ch, cmd, argument, castle_virtual(36), 1)); -} - -/*Peter. Routine for Captain of the Guards. */ -SPECIAL(peter) -{ - struct char_data *ch_guard = NULL; - - if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING) - return (FALSE); - - if (banzaii(ch)) - return (FALSE); - - if (!(rand_number(0, 3)) && (ch_guard = find_guard(ch))) - switch (rand_number(0, 5)) { - case 0: - act("$N comes sharply into attention as $n inspects $M.", - FALSE, ch, 0, ch_guard, TO_NOTVICT); - act("$N comes sharply into attention as you inspect $M.", - FALSE, ch, 0, ch_guard, TO_CHAR); - act("You go sharply into attention as $n inspects you.", - FALSE, ch, 0, ch_guard, TO_VICT); - break; - case 1: - act("$N looks very small, as $n roars at $M.", - FALSE, ch, 0, ch_guard, TO_NOTVICT); - act("$N looks very small as you roar at $M.", - FALSE, ch, 0, ch_guard, TO_CHAR); - act("You feel very small as $N roars at you.", - FALSE, ch, 0, ch_guard, TO_VICT); - break; - case 2: - act("$n gives $N some Royal directions.", - FALSE, ch, 0, ch_guard, TO_NOTVICT); - act("You give $N some Royal directions.", - FALSE, ch, 0, ch_guard, TO_CHAR); - act("$n gives you some Royal directions.", - FALSE, ch, 0, ch_guard, TO_VICT); - break; - case 3: - act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT); - act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT); - act("$n growls: 'Those boots need polishing!'", - FALSE, ch, 0, ch_guard, TO_ROOM); - act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR); - break; - case 4: - act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT); - act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT); - act("$n growls: 'Straighten that collar!'", - FALSE, ch, 0, ch_guard, TO_ROOM); - act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR); - break; - default: - act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT); - act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT); - act("$n growls: 'That chain mail looks rusty! CLEAN IT !!!'", - FALSE, ch, 0, ch_guard, TO_ROOM); - act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR); - break; - } - - return (FALSE); -} - -/* Procedure for Jerry and Michael in x08 of King's Castle. Code by Sapowox - * modified by Pjotr.(Original code from Master) */ -SPECIAL(jerry) -{ - struct char_data *gambler1, *gambler2 = NULL, *tch; - - if (!AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING)) - return (FALSE); - - if (cmd) - return (FALSE); - - if (banzaii(ch) || rand_number(0, 2)) - return (FALSE); - - if (!(gambler1 = ch)) - return (FALSE); - - if (!(gambler2 = find_npc_by_name(ch, "Michael", 7))) - return (FALSE); - - if (FIGHTING(gambler1) || FIGHTING(gambler2)) - return (FALSE); - - if (rand_number(0, 1)) { - tch = gambler1; - gambler1 = gambler2; - gambler2 = tch; - } - - switch (rand_number(0, 5)) { - case 0: - act("$n rolls the dice and cheers loudly at the result.", - FALSE, gambler1, 0, gambler2, TO_NOTVICT); - act("You roll the dice and cheer. GREAT!", - FALSE, gambler1, 0, gambler2, TO_CHAR); - act("$n cheers loudly as $e rolls the dice.", - FALSE, gambler1, 0, gambler2, TO_VICT); - break; - case 1: - act("$n curses the Goddess of Luck roundly as he sees $N's roll.", - FALSE, gambler1, 0, gambler2, TO_NOTVICT); - act("You curse the Goddess of Luck as $N rolls.", - FALSE, gambler1, 0, gambler2, TO_CHAR); - act("$n swears angrily. You are in luck!", - FALSE, gambler1, 0, gambler2, TO_VICT); - break; - case 2: - act("$n sighs loudly and gives $N some gold.", - FALSE, gambler1, 0, gambler2, TO_NOTVICT); - act("You sigh loudly at the pain of having to give $N some gold.", - FALSE, gambler1, 0, gambler2, TO_CHAR); - act("$n sighs loudly as $e gives you your rightful win.", - FALSE, gambler1, 0, gambler2, TO_VICT); - break; - case 3: - act("$n smiles remorsefully as $N's roll tops $s.", - FALSE, gambler1, 0, gambler2, TO_NOTVICT); - act("You smile sadly as you see that $N beats you. Again.", - FALSE, gambler1, 0, gambler2, TO_CHAR); - act("$n smiles remorsefully as your roll tops $s.", - FALSE, gambler1, 0, gambler2, TO_VICT); - break; - case 4: - act("$n excitedly follows the dice with $s eyes.", - FALSE, gambler1, 0, gambler2, TO_NOTVICT); - act("You excitedly follow the dice with your eyes.", - FALSE, gambler1, 0, gambler2, TO_CHAR); - act("$n excitedly follows the dice with $s eyes.", - FALSE, gambler1, 0, gambler2, TO_VICT); - break; - default: - act("$n says 'Well, my luck has to change soon', as he shakes the dice.", - FALSE, gambler1, 0, gambler2, TO_NOTVICT); - act("You say 'Well, my luck has to change soon' and shake the dice.", - FALSE, gambler1, 0, gambler2, TO_CHAR); - act("$n says 'Well, my luck has to change soon', as he shakes the dice.", - FALSE, gambler1, 0, gambler2, TO_VICT); - break; - } - return (FALSE); -} diff --git a/src/cedit.c b/src/cedit.c index 82b1016..8feba55 100644 --- a/src/cedit.c +++ b/src/cedit.c @@ -82,14 +82,12 @@ static void cedit_setup(struct descriptor_data *d) OLC_CONFIG(d)->play.pk_allowed = CONFIG_PK_ALLOWED; OLC_CONFIG(d)->play.pt_allowed = CONFIG_PT_ALLOWED; OLC_CONFIG(d)->play.level_can_shout = CONFIG_LEVEL_CAN_SHOUT; - OLC_CONFIG(d)->play.holler_move_cost = CONFIG_HOLLER_MOVE_COST; OLC_CONFIG(d)->play.tunnel_size = CONFIG_TUNNEL_SIZE; OLC_CONFIG(d)->play.max_exp_gain = CONFIG_MAX_EXP_GAIN; OLC_CONFIG(d)->play.max_exp_loss = CONFIG_MAX_EXP_LOSS; OLC_CONFIG(d)->play.max_npc_corpse_time = CONFIG_MAX_NPC_CORPSE_TIME; OLC_CONFIG(d)->play.max_pc_corpse_time = CONFIG_MAX_PC_CORPSE_TIME; OLC_CONFIG(d)->play.idle_void = CONFIG_IDLE_VOID; - OLC_CONFIG(d)->play.idle_rent_time = CONFIG_IDLE_RENT_TIME; OLC_CONFIG(d)->play.idle_max_level = CONFIG_IDLE_MAX_LEVEL; OLC_CONFIG(d)->play.dts_are_dumps = CONFIG_DTS_ARE_DUMPS; OLC_CONFIG(d)->play.load_into_inventory = CONFIG_LOAD_INVENTORY; @@ -103,13 +101,9 @@ static void cedit_setup(struct descriptor_data *d) OLC_CONFIG(d)->play.script_players = CONFIG_SCRIPT_PLAYERS; /* Crash Saves */ - OLC_CONFIG(d)->csd.free_rent = CONFIG_FREE_RENT; - OLC_CONFIG(d)->csd.max_obj_save = CONFIG_MAX_OBJ_SAVE; - OLC_CONFIG(d)->csd.min_rent_cost = CONFIG_MIN_RENT_COST; OLC_CONFIG(d)->csd.auto_save = CONFIG_AUTO_SAVE; OLC_CONFIG(d)->csd.autosave_time = CONFIG_AUTOSAVE_TIME; OLC_CONFIG(d)->csd.crash_file_timeout = CONFIG_CRASH_TIMEOUT; - OLC_CONFIG(d)->csd.rent_file_timeout = CONFIG_RENT_TIMEOUT; /* Room Numbers */ OLC_CONFIG(d)->room_nums.mortal_start_room = CONFIG_MORTAL_START; @@ -186,14 +180,12 @@ static void cedit_save_internally(struct descriptor_data *d) CONFIG_PK_ALLOWED = OLC_CONFIG(d)->play.pk_allowed; CONFIG_PT_ALLOWED = OLC_CONFIG(d)->play.pt_allowed; CONFIG_LEVEL_CAN_SHOUT = OLC_CONFIG(d)->play.level_can_shout; - CONFIG_HOLLER_MOVE_COST = OLC_CONFIG(d)->play.holler_move_cost; CONFIG_TUNNEL_SIZE = OLC_CONFIG(d)->play.tunnel_size; CONFIG_MAX_EXP_GAIN = OLC_CONFIG(d)->play.max_exp_gain; CONFIG_MAX_EXP_LOSS = OLC_CONFIG(d)->play.max_exp_loss; CONFIG_MAX_NPC_CORPSE_TIME = OLC_CONFIG(d)->play.max_npc_corpse_time; CONFIG_MAX_PC_CORPSE_TIME = OLC_CONFIG(d)->play.max_pc_corpse_time; CONFIG_IDLE_VOID = OLC_CONFIG(d)->play.idle_void; - CONFIG_IDLE_RENT_TIME = OLC_CONFIG(d)->play.idle_rent_time; CONFIG_IDLE_MAX_LEVEL = OLC_CONFIG(d)->play.idle_max_level; CONFIG_DTS_ARE_DUMPS = OLC_CONFIG(d)->play.dts_are_dumps; CONFIG_LOAD_INVENTORY = OLC_CONFIG(d)->play.load_into_inventory; @@ -207,13 +199,9 @@ static void cedit_save_internally(struct descriptor_data *d) CONFIG_SCRIPT_PLAYERS = OLC_CONFIG(d)->play.script_players; /* Crash Saves */ - CONFIG_FREE_RENT = OLC_CONFIG(d)->csd.free_rent; - CONFIG_MAX_OBJ_SAVE = OLC_CONFIG(d)->csd.max_obj_save; - CONFIG_MIN_RENT_COST = OLC_CONFIG(d)->csd.min_rent_cost; CONFIG_AUTO_SAVE = OLC_CONFIG(d)->csd.auto_save; CONFIG_AUTOSAVE_TIME = OLC_CONFIG(d)->csd.autosave_time; CONFIG_CRASH_TIMEOUT = OLC_CONFIG(d)->csd.crash_file_timeout; - CONFIG_RENT_TIMEOUT = OLC_CONFIG(d)->csd.rent_file_timeout; /* Room Numbers */ CONFIG_MORTAL_START = OLC_CONFIG(d)->room_nums.mortal_start_room; @@ -344,8 +332,6 @@ int save_config( IDXTYPE nowhere ) "pt_allowed = %d\n\n", CONFIG_PT_ALLOWED); fprintf(fl, "* What is the minimum level a player can shout/gossip/etc?\n" "level_can_shout = %d\n\n", CONFIG_LEVEL_CAN_SHOUT); - fprintf(fl, "* How many movement points does shouting cost the player?\n" - "holler_move_cost = %d\n\n", CONFIG_HOLLER_MOVE_COST); fprintf(fl, "* How many players can fit in a tunnel?\n" "tunnel_size = %d\n\n", CONFIG_TUNNEL_SIZE); fprintf(fl, "* Maximum experience gainable per kill?\n" @@ -358,8 +344,6 @@ int save_config( IDXTYPE nowhere ) "max_pc_corpse_time = %d\n\n", CONFIG_MAX_PC_CORPSE_TIME); fprintf(fl, "* Number of tics before a PC is sent to the void.\n" "idle_void = %d\n\n", CONFIG_IDLE_VOID); - fprintf(fl, "* Number of tics before a PC is autorented.\n" - "idle_rent_time = %d\n\n", CONFIG_IDLE_RENT_TIME); fprintf(fl, "* Level and above of players whom are immune to idle penalties.\n" "idle_max_level = %d\n\n", CONFIG_IDLE_MAX_LEVEL); fprintf(fl, "* Should the items in death traps be junked automatically?\n" @@ -408,15 +392,8 @@ int save_config( IDXTYPE nowhere ) fprintf(fl, "* Text sent to players when an effect fails.\n" "noeffect = %s\n", buf); - /* RENT / CRASHSAVE OPTIONS */ - fprintf(fl, "\n\n\n* [ Rent/Crashsave Options ]\n"); - - fprintf(fl, "* Should the MUD allow you to 'rent' for free? (i.e. if you just quit,\n" - "* your objects are saved at no cost, as in Merc-type MUDs.)\n" - "free_rent = %d\n\n", CONFIG_FREE_RENT); - - fprintf(fl, "* Maximum number of items players are allowed to rent.\n" - "max_obj_save = %d\n\n", CONFIG_MAX_OBJ_SAVE); + /* CRASHSAVE OPTIONS */ + fprintf(fl, "\n\n\n* [ Crashsave Options ]\n"); fprintf(fl, "* Should the game automatically save people?\n" "auto_save = %d\n\n", CONFIG_AUTO_SAVE); @@ -424,11 +401,9 @@ int save_config( IDXTYPE nowhere ) fprintf(fl, "* If auto_save = 1, how often (in minutes) should the game save people's objects?\n" "autosave_time = %d\n\n", CONFIG_AUTOSAVE_TIME); - fprintf(fl, "* Lifetime of crashfiles and force-rent (idlesave) files in days.\n" + fprintf(fl, "* Lifetime of crashfiles and idle-save files in days.\n" "crash_file_timeout = %d\n\n", CONFIG_CRASH_TIMEOUT); - fprintf(fl, "* Lifetime of normal rent files in days.\n" - "rent_file_timeout = %d\n\n", CONFIG_RENT_TIMEOUT); /* ROOM NUMBERS */ fprintf(fl, "\n\n\n* [ Room Numbers ]\n"); @@ -588,7 +563,7 @@ static void cedit_disp_menu(struct descriptor_data *d) write_to_output(d, "OasisOLC MUD Configuration Editor\r\n" "%sG%s) Game Play Options\r\n" - "%sC%s) Crashsave/Rent Options\r\n" + "%sC%s) Crashsave Options\r\n" "%sR%s) Room Numbers\r\n" "%sO%s) Operation Options\r\n" "%sA%s) Autowiz Options\r\n" @@ -619,21 +594,19 @@ static void cedit_disp_game_play_options(struct descriptor_data *d) "%sA%s) Player Killing Allowed : %s%s\r\n" "%sB%s) Player Thieving Allowed : %s%s\r\n" "%sC%s) Minimum Level To Shout : %s%d\r\n" - "%sD%s) Holler Move Cost : %s%d\r\n" "%sE%s) Tunnel Size : %s%d\r\n" "%sF%s) Maximum Experience Gain : %s%d\r\n" "%sG%s) Maximum Experience Loss : %s%d\r\n" "%sH%s) Max Time for NPC Corpse : %s%d\r\n" "%sI%s) Max Time for PC Corpse : %s%d\r\n" "%sJ%s) Tics before PC sent to void : %s%d\r\n" - "%sK%s) Tics before PC is autosaved : %s%d\r\n" - "%sL%s) Level Immune To IDLE : %s%d\r\n" - "%sM%s) Death Traps Junk Items : %s%s\r\n" - "%sN%s) Objects Load Into Inventory : %s%s\r\n" - "%sO%s) Track Through Doors : %s%s\r\n" - "%sP%s) Display Closed Doors : %s%s\r\n" - "%sR%s) Diagonal Directions : %s%s\r\n" - "%sS%s) Prevent Mortal Level To Immortal : %s%s\r\n" + "%sK%s) Level Immune To IDLE : %s%d\r\n" + "%sL%s) Death Traps Junk Items : %s%s\r\n" + "%sM%s) Objects Load Into Inventory : %s%s\r\n" + "%sN%s) Track Through Doors : %s%s\r\n" + "%sO%s) Display Closed Doors : %s%s\r\n" + "%sP%s) Diagonal Directions : %s%s\r\n" + "%sR%s) Prevent Mortal Level To Immortal : %s%s\r\n" "%s1%s) OK Message Text : %s%s" "%s2%s) HUH Message Text : %s%s" "%s3%s) NOPERSON Message Text : %s%s" @@ -647,7 +620,6 @@ static void cedit_disp_game_play_options(struct descriptor_data *d) grn, nrm, cyn, CHECK_VAR(OLC_CONFIG(d)->play.pk_allowed), grn, nrm, cyn, CHECK_VAR(OLC_CONFIG(d)->play.pt_allowed), grn, nrm, cyn, OLC_CONFIG(d)->play.level_can_shout, - grn, nrm, cyn, OLC_CONFIG(d)->play.holler_move_cost, grn, nrm, cyn, OLC_CONFIG(d)->play.tunnel_size, grn, nrm, cyn, OLC_CONFIG(d)->play.max_exp_gain, grn, nrm, cyn, OLC_CONFIG(d)->play.max_exp_loss, @@ -655,7 +627,6 @@ static void cedit_disp_game_play_options(struct descriptor_data *d) grn, nrm, cyn, OLC_CONFIG(d)->play.max_pc_corpse_time, grn, nrm, cyn, OLC_CONFIG(d)->play.idle_void, - grn, nrm, cyn, OLC_CONFIG(d)->play.idle_rent_time, grn, nrm, cyn, OLC_CONFIG(d)->play.idle_max_level, grn, nrm, cyn, CHECK_VAR(OLC_CONFIG(d)->play.dts_are_dumps), grn, nrm, cyn, CHECK_VAR(OLC_CONFIG(d)->play.load_into_inventory), @@ -685,22 +656,14 @@ static void cedit_disp_crash_save_options(struct descriptor_data *d) clear_screen(d); write_to_output(d, "\r\n\r\n" - "%sA%s) Free Rent : %s%s\r\n" - "%sB%s) Max Objects Saved : %s%d\r\n" - "%sC%s) Minimum Rent Cost : %s%d\r\n" - "%sD%s) Auto Save : %s%s\r\n" - "%sE%s) Auto Save Time : %s%d minute(s)\r\n" - "%sF%s) Crash File Timeout : %s%d day(s)\r\n" - "%sG%s) Rent File Timeout : %s%d day(s)\r\n" + "%sA%s) Auto Save : %s%s\r\n" + "%sB%s) Auto Save Time : %s%d minute(s)\r\n" + "%sC%s) Crash File Timeout : %s%d day(s)\r\n" "%sQ%s) Exit To The Main Menu\r\n" "Enter your choice : ", - grn, nrm, cyn, CHECK_VAR(OLC_CONFIG(d)->csd.free_rent), - grn, nrm, cyn, OLC_CONFIG(d)->csd.max_obj_save, - grn, nrm, cyn, OLC_CONFIG(d)->csd.min_rent_cost, grn, nrm, cyn, CHECK_VAR(OLC_CONFIG(d)->csd.auto_save), grn, nrm, cyn, OLC_CONFIG(d)->csd.autosave_time, grn, nrm, cyn, OLC_CONFIG(d)->csd.crash_file_timeout, - grn, nrm, cyn, OLC_CONFIG(d)->csd.rent_file_timeout, grn, nrm ); @@ -897,12 +860,6 @@ void cedit_parse(struct descriptor_data *d, char *arg) OLC_MODE(d) = CEDIT_LEVEL_CAN_SHOUT; return; - case 'd': - case 'D': - write_to_output(d, "Enter the amount it costs (in move points) to holler : "); - OLC_MODE(d) = CEDIT_HOLLER_MOVE_COST; - return; - case 'e': case 'E': write_to_output(d, "Enter the maximum number of people allowed in a tunnel : "); @@ -941,43 +898,37 @@ void cedit_parse(struct descriptor_data *d, char *arg) case 'k': case 'K': - write_to_output(d, "Enter the number of tics before PC's are automatically rented and forced to quit : "); - OLC_MODE(d) = CEDIT_IDLE_RENT_TIME; - return; - - case 'l': - case 'L': write_to_output(d, "Enter the level a player must be to become immune to IDLE : "); OLC_MODE(d) = CEDIT_IDLE_MAX_LEVEL; return; + case 'l': + case 'L': + TOGGLE_VAR(OLC_CONFIG(d)->play.dts_are_dumps); + break; + case 'm': case 'M': - TOGGLE_VAR(OLC_CONFIG(d)->play.dts_are_dumps); + TOGGLE_VAR(OLC_CONFIG(d)->play.load_into_inventory); break; case 'n': case 'N': - TOGGLE_VAR(OLC_CONFIG(d)->play.load_into_inventory); + TOGGLE_VAR(OLC_CONFIG(d)->play.track_through_doors); break; case 'o': case 'O': - TOGGLE_VAR(OLC_CONFIG(d)->play.track_through_doors); + TOGGLE_VAR(OLC_CONFIG(d)->play.disp_closed_doors); break; case 'p': case 'P': - TOGGLE_VAR(OLC_CONFIG(d)->play.disp_closed_doors); - break; - - case 'r': - case 'R': TOGGLE_VAR(OLC_CONFIG(d)->play.diagonal_dirs); break; - case 's': - case 'S': + case 'r': + case 'R': TOGGLE_VAR(OLC_CONFIG(d)->play.no_mort_to_immort); break; @@ -1039,44 +990,21 @@ void cedit_parse(struct descriptor_data *d, char *arg) switch (*arg) { case 'a': case 'A': - TOGGLE_VAR(OLC_CONFIG(d)->csd.free_rent); + TOGGLE_VAR(OLC_CONFIG(d)->csd.auto_save); break; case 'b': case 'B': - write_to_output(d, "Enter the maximum number of items players can rent : "); - OLC_MODE(d) = CEDIT_MAX_OBJ_SAVE; - return; - - case 'c': - case 'C': - write_to_output(d, "Enter the surcharge on top of item costs : "); - OLC_MODE(d) = CEDIT_MIN_RENT_COST; - return; - - case 'd': - case 'D': - TOGGLE_VAR(OLC_CONFIG(d)->csd.auto_save); - break; - - case 'e': - case 'E': write_to_output(d, "Enter how often (in minutes) should the MUD save players : "); OLC_MODE(d) = CEDIT_AUTOSAVE_TIME; return; - case 'f': - case 'F': + case 'c': + case 'C': write_to_output(d, "Enter the lifetime of crash and idlesave files (days) : "); OLC_MODE(d) = CEDIT_CRASH_FILE_TIMEOUT; return; - case 'g': - case 'G': - write_to_output(d, "Enter the lifetime of normal rent files (days) : "); - OLC_MODE(d) = CEDIT_RENT_FILE_TIMEOUT; - return; - case 'q': case 'Q': cedit_disp_menu(d); @@ -1321,17 +1249,6 @@ void cedit_parse(struct descriptor_data *d, char *arg) } break; - case CEDIT_HOLLER_MOVE_COST: - if (!*arg) { - write_to_output(d, - "That is an invalid choice!\r\n" - "Enter the amount it costs (in move points) to holler : "); - } else { - OLC_CONFIG(d)->play.holler_move_cost = atoi(arg); - cedit_disp_game_play_options(d); - } - break; - case CEDIT_TUNNEL_SIZE: if (!*arg) { write_to_output(d, @@ -1390,16 +1307,6 @@ void cedit_parse(struct descriptor_data *d, char *arg) } break; - case CEDIT_IDLE_RENT_TIME: - if (!*arg) { - write_to_output(d, - "That is an invalid choice!\r\n" - "Enter the number of tics before PC's are automatically rented and forced to quit : "); - } else { - OLC_CONFIG(d)->play.idle_rent_time = atoi(arg); - cedit_disp_game_play_options(d); - } - break; case CEDIT_IDLE_MAX_LEVEL: if (!*arg) { @@ -1460,27 +1367,6 @@ void cedit_parse(struct descriptor_data *d, char *arg) cedit_disp_game_play_options(d); break; - case CEDIT_MAX_OBJ_SAVE: - if (!*arg) { - write_to_output(d, - "That is an invalid choice!\r\n" - "Enter the maximum objects a player can save : "); - } else { - OLC_CONFIG(d)->csd.max_obj_save = atoi(arg); - cedit_disp_crash_save_options(d); - } - break; - - case CEDIT_MIN_RENT_COST: - if (!*arg) { - write_to_output(d, - "That is an invalid choice!\r\n" - "Enter the minimum amount it costs to rent : "); - } else { - OLC_CONFIG(d)->csd.min_rent_cost = atoi(arg); - cedit_disp_crash_save_options(d); - } - break; case CEDIT_AUTOSAVE_TIME: if (!*arg) { @@ -1504,16 +1390,6 @@ void cedit_parse(struct descriptor_data *d, char *arg) } break; - case CEDIT_RENT_FILE_TIMEOUT: - if (!*arg) { - write_to_output(d, - "That is an invalid choice!\r\n" - "Enter the lifetime of rent files (days) : "); - } else { - OLC_CONFIG(d)->csd.rent_file_timeout = atoi(arg); - cedit_disp_crash_save_options(d); - } - break; case CEDIT_MORTAL_START_ROOM: if (!*arg) { diff --git a/src/class.c b/src/class.c index 6efd9da..a81c1cf 100644 --- a/src/class.c +++ b/src/class.c @@ -26,18 +26,26 @@ /* Names first */ const char *class_abbrevs[] = { - "Mu", + "So", "Cl", - "Th", - "Wa", + "Ro", + "Fi", + "Ba", + "Ra", + "Br", + "Dr", "\n" }; const char *pc_class_types[] = { - "Magic User", + "Sorceror", "Cleric", - "Thief", - "Warrior", + "Rogue", + "Fighter", + "Barbarian", + "Ranger", + "Bard", + "Druid", "\n" }; @@ -46,9 +54,13 @@ const char *class_menu = "\r\n" "Select a class:\r\n" " [\t(C\t)]leric\r\n" -" [\t(T\t)]hief\r\n" -" [\t(W\t)]arrior\r\n" -" [\t(M\t)]agic-user\r\n"; +" R[\t(o\t)]gue\r\n" +" [\t(F\t)]ighter\r\n" +" [\t(S\t)]orceror\r\n" +" [\t(B\t)]arbarian\r\n" +" [\t(R\t)]anger\r\n" +" B[\t(a\t)]rd\r\n" +" [\t(D\t)]ruid\r\n"; /* The code to interpret a class letter -- used in interpreter.c when a new * character is selecting a class and by 'set class' in act.wizard.c. */ @@ -57,10 +69,14 @@ int parse_class(char arg) arg = LOWER(arg); switch (arg) { - case 'm': return CLASS_MAGIC_USER; + case 's': return CLASS_SORCEROR; case 'c': return CLASS_CLERIC; - case 'w': return CLASS_WARRIOR; - case 't': return CLASS_THIEF; + case 'f': return CLASS_FIGHTER; + case 'o': return CLASS_ROGUE; + case 'b': return CLASS_BARBARIAN; + case 'r': return CLASS_RANGER; + case 'a': return CLASS_BARD; + case 'd': return CLASS_DRUID; default: return CLASS_UNDEFINED; } } @@ -106,28 +122,33 @@ bitvector_t find_class_bitvector(const char *arg) /* #define PRAC_TYPE 3 should it say 'spell' or 'skill'? */ int prac_params[4][NUM_CLASSES] = { - /* MAG CLE THE WAR */ - { 95, 95, 85, 80 }, /* learned level */ - { 100, 100, 12, 12 }, /* max per practice */ - { 25, 25, 0, 0 }, /* min per practice */ - { SPELL, SPELL, SKILL, SKILL }, /* prac name */ + /* SOR CLE THE FIG BAR RAN BARD DRU */ + { 95, 95, 85, 80, 75, 85, 85, 95 }, /* learned level */ + { 100, 100, 12, 12, 11, 12, 13, 90 }, /* max per practice */ + { 25, 25, 0, 0, 0, 0, 25, 25 }, /* min per practice */ + { SPELL, SPELL, SKILL, SKILL, SKILL, SKILL, SKILL, SKILL }, /* prac name */ }; /* The appropriate rooms for each guildmaster/guildguard; controls which types * of people the various guildguards let through. i.e., the first line shows - * that from room 3017, only MAGIC_USERS are allowed to go south. Don't forget + * that from room 3017, only SORCERORS are allowed to go south. Don't forget * to visit spec_assign.c if you create any new mobiles that should be a guild * master or guard so they can act appropriately. If you "recycle" the * existing mobs that are used in other guilds for your new guild, then you * don't have to change that file, only here. Guildguards are now implemented * via triggers. This code remains as an example. */ +/* TO-DO: Is this necessary anymore now that there are no official guild rooms? */ struct guild_info_type guild_info[] = { /* Midgaard */ - { CLASS_MAGIC_USER, 3017, SOUTH }, + { CLASS_SORCEROR, 3017, SOUTH }, { CLASS_CLERIC, 3004, NORTH }, - { CLASS_THIEF, 3027, EAST }, - { CLASS_WARRIOR, 3021, EAST }, + { CLASS_ROGUE, 3027, EAST }, + { CLASS_FIGHTER, 3021, EAST }, + { CLASS_BARBARIAN, 3021, EAST }, + { CLASS_RANGER, 3021, EAST }, + { CLASS_BARD, 3021, EAST }, + { CLASS_DRUID, 3021, EAST }, /* Brass Dragon */ { -999 /* all */ , 5065, WEST }, @@ -136,1210 +157,21 @@ struct guild_info_type guild_info[] = { { -1, NOWHERE, -1} }; -/* Saving throws for : MCTW : PARA, ROD, PETRI, BREATH, SPELL. Levels 0-40. Do - * not forget to change extern declaration in magic.c if you add to this. */ -byte saving_throws(int class_num, int type, int level) -{ +/* 5e system saving throws per class*/ +bool has_save_proficiency(int class_num, int ability) { switch (class_num) { - case CLASS_MAGIC_USER: - switch (type) { - case SAVING_PARA: /* Paralyzation */ - switch (level) { - case 0: return 90; - case 1: return 70; - case 2: return 69; - case 3: return 68; - case 4: return 67; - case 5: return 66; - case 6: return 65; - case 7: return 63; - case 8: return 61; - case 9: return 60; - case 10: return 59; - case 11: return 57; - case 12: return 55; - case 13: return 54; - case 14: return 53; - case 15: return 53; - case 16: return 52; - case 17: return 51; - case 18: return 50; - case 19: return 48; - case 20: return 46; - case 21: return 45; - case 22: return 44; - case 23: return 42; - case 24: return 40; - case 25: return 38; - case 26: return 36; - case 27: return 34; - case 28: return 32; - case 29: return 30; - case 30: return 28; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for mage paralyzation saving throw."); - break; - } - case SAVING_ROD: /* Rods */ - switch (level) { - case 0: return 90; - case 1: return 55; - case 2: return 53; - case 3: return 51; - case 4: return 49; - case 5: return 47; - case 6: return 45; - case 7: return 43; - case 8: return 41; - case 9: return 40; - case 10: return 39; - case 11: return 37; - case 12: return 35; - case 13: return 33; - case 14: return 31; - case 15: return 30; - case 16: return 29; - case 17: return 27; - case 18: return 25; - case 19: return 23; - case 20: return 21; - case 21: return 20; - case 22: return 19; - case 23: return 17; - case 24: return 15; - case 25: return 14; - case 26: return 13; - case 27: return 12; - case 28: return 11; - case 29: return 10; - case 30: return 9; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for mage rod saving throw."); - break; - } - case SAVING_PETRI: /* Petrification */ - switch (level) { - case 0: return 90; - case 1: return 65; - case 2: return 63; - case 3: return 61; - case 4: return 59; - case 5: return 57; - case 6: return 55; - case 7: return 53; - case 8: return 51; - case 9: return 50; - case 10: return 49; - case 11: return 47; - case 12: return 45; - case 13: return 43; - case 14: return 41; - case 15: return 40; - case 16: return 39; - case 17: return 37; - case 18: return 35; - case 19: return 33; - case 20: return 31; - case 21: return 30; - case 22: return 29; - case 23: return 27; - case 24: return 25; - case 25: return 23; - case 26: return 21; - case 27: return 19; - case 28: return 17; - case 29: return 15; - case 30: return 13; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for mage petrification saving throw."); - break; - } - case SAVING_BREATH: /* Breath weapons */ - switch (level) { - case 0: return 90; - case 1: return 75; - case 2: return 73; - case 3: return 71; - case 4: return 69; - case 5: return 67; - case 6: return 65; - case 7: return 63; - case 8: return 61; - case 9: return 60; - case 10: return 59; - case 11: return 57; - case 12: return 55; - case 13: return 53; - case 14: return 51; - case 15: return 50; - case 16: return 49; - case 17: return 47; - case 18: return 45; - case 19: return 43; - case 20: return 41; - case 21: return 40; - case 22: return 39; - case 23: return 37; - case 24: return 35; - case 25: return 33; - case 26: return 31; - case 27: return 29; - case 28: return 27; - case 29: return 25; - case 30: return 23; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for mage breath saving throw."); - break; - } - case SAVING_SPELL: /* Generic spells */ - switch (level) { - case 0: return 90; - case 1: return 60; - case 2: return 58; - case 3: return 56; - case 4: return 54; - case 5: return 52; - case 6: return 50; - case 7: return 48; - case 8: return 46; - case 9: return 45; - case 10: return 44; - case 11: return 42; - case 12: return 40; - case 13: return 38; - case 14: return 36; - case 15: return 35; - case 16: return 34; - case 17: return 32; - case 18: return 30; - case 19: return 28; - case 20: return 26; - case 21: return 25; - case 22: return 24; - case 23: return 22; - case 24: return 20; - case 25: return 18; - case 26: return 16; - case 27: return 14; - case 28: return 12; - case 29: return 10; - case 30: return 8; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for mage spell saving throw."); - break; - } - default: - log("SYSERR: Invalid saving throw type."); - break; - } - break; - case CLASS_CLERIC: - switch (type) { - case SAVING_PARA: /* Paralyzation */ - switch (level) { - case 0: return 90; - case 1: return 60; - case 2: return 59; - case 3: return 48; - case 4: return 46; - case 5: return 45; - case 6: return 43; - case 7: return 40; - case 8: return 37; - case 9: return 35; - case 10: return 34; - case 11: return 33; - case 12: return 31; - case 13: return 30; - case 14: return 29; - case 15: return 27; - case 16: return 26; - case 17: return 25; - case 18: return 24; - case 19: return 23; - case 20: return 22; - case 21: return 21; - case 22: return 20; - case 23: return 18; - case 24: return 15; - case 25: return 14; - case 26: return 12; - case 27: return 10; - case 28: return 9; - case 29: return 8; - case 30: return 7; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for cleric paralyzation saving throw."); - break; - } - case SAVING_ROD: /* Rods */ - switch (level) { - case 0: return 90; - case 1: return 70; - case 2: return 69; - case 3: return 68; - case 4: return 66; - case 5: return 65; - case 6: return 63; - case 7: return 60; - case 8: return 57; - case 9: return 55; - case 10: return 54; - case 11: return 53; - case 12: return 51; - case 13: return 50; - case 14: return 49; - case 15: return 47; - case 16: return 46; - case 17: return 45; - case 18: return 44; - case 19: return 43; - case 20: return 42; - case 21: return 41; - case 22: return 40; - case 23: return 38; - case 24: return 35; - case 25: return 34; - case 26: return 32; - case 27: return 30; - case 28: return 29; - case 29: return 28; - case 30: return 27; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for cleric rod saving throw."); - break; - } - case SAVING_PETRI: /* Petrification */ - switch (level) { - case 0: return 90; - case 1: return 65; - case 2: return 64; - case 3: return 63; - case 4: return 61; - case 5: return 60; - case 6: return 58; - case 7: return 55; - case 8: return 53; - case 9: return 50; - case 10: return 49; - case 11: return 48; - case 12: return 46; - case 13: return 45; - case 14: return 44; - case 15: return 43; - case 16: return 41; - case 17: return 40; - case 18: return 39; - case 19: return 38; - case 20: return 37; - case 21: return 36; - case 22: return 35; - case 23: return 33; - case 24: return 31; - case 25: return 29; - case 26: return 27; - case 27: return 25; - case 28: return 24; - case 29: return 23; - case 30: return 22; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for cleric petrification saving throw."); - break; - } - case SAVING_BREATH: /* Breath weapons */ - switch (level) { - case 0: return 90; - case 1: return 80; - case 2: return 79; - case 3: return 78; - case 4: return 76; - case 5: return 75; - case 6: return 73; - case 7: return 70; - case 8: return 67; - case 9: return 65; - case 10: return 64; - case 11: return 63; - case 12: return 61; - case 13: return 60; - case 14: return 59; - case 15: return 57; - case 16: return 56; - case 17: return 55; - case 18: return 54; - case 19: return 53; - case 20: return 52; - case 21: return 51; - case 22: return 50; - case 23: return 48; - case 24: return 45; - case 25: return 44; - case 26: return 42; - case 27: return 40; - case 28: return 39; - case 29: return 38; - case 30: return 37; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for cleric breath saving throw."); - break; - } - case SAVING_SPELL: /* Generic spells */ - switch (level) { - case 0: return 90; - case 1: return 75; - case 2: return 74; - case 3: return 73; - case 4: return 71; - case 5: return 70; - case 6: return 68; - case 7: return 65; - case 8: return 63; - case 9: return 60; - case 10: return 59; - case 11: return 58; - case 12: return 56; - case 13: return 55; - case 14: return 54; - case 15: return 53; - case 16: return 51; - case 17: return 50; - case 18: return 49; - case 19: return 48; - case 20: return 47; - case 21: return 46; - case 22: return 45; - case 23: return 43; - case 24: return 41; - case 25: return 39; - case 26: return 37; - case 27: return 35; - case 28: return 34; - case 29: return 33; - case 30: return 32; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for cleric spell saving throw."); - break; - } - default: - log("SYSERR: Invalid saving throw type."); - break; - } - break; - case CLASS_THIEF: - switch (type) { - case SAVING_PARA: /* Paralyzation */ - switch (level) { - case 0: return 90; - case 1: return 65; - case 2: return 64; - case 3: return 63; - case 4: return 62; - case 5: return 61; - case 6: return 60; - case 7: return 59; - case 8: return 58; - case 9: return 57; - case 10: return 56; - case 11: return 55; - case 12: return 54; - case 13: return 53; - case 14: return 52; - case 15: return 51; - case 16: return 50; - case 17: return 49; - case 18: return 48; - case 19: return 47; - case 20: return 46; - case 21: return 45; - case 22: return 44; - case 23: return 43; - case 24: return 42; - case 25: return 41; - case 26: return 40; - case 27: return 39; - case 28: return 38; - case 29: return 37; - case 30: return 36; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for thief paralyzation saving throw."); - break; - } - case SAVING_ROD: /* Rods */ - switch (level) { - case 0: return 90; - case 1: return 70; - case 2: return 68; - case 3: return 66; - case 4: return 64; - case 5: return 62; - case 6: return 60; - case 7: return 58; - case 8: return 56; - case 9: return 54; - case 10: return 52; - case 11: return 50; - case 12: return 48; - case 13: return 46; - case 14: return 44; - case 15: return 42; - case 16: return 40; - case 17: return 38; - case 18: return 36; - case 19: return 34; - case 20: return 32; - case 21: return 30; - case 22: return 28; - case 23: return 26; - case 24: return 24; - case 25: return 22; - case 26: return 20; - case 27: return 18; - case 28: return 16; - case 29: return 14; - case 30: return 13; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for thief rod saving throw."); - break; - } - case SAVING_PETRI: /* Petrification */ - switch (level) { - case 0: return 90; - case 1: return 60; - case 2: return 59; - case 3: return 58; - case 4: return 58; - case 5: return 56; - case 6: return 55; - case 7: return 54; - case 8: return 53; - case 9: return 52; - case 10: return 51; - case 11: return 50; - case 12: return 49; - case 13: return 48; - case 14: return 47; - case 15: return 46; - case 16: return 45; - case 17: return 44; - case 18: return 43; - case 19: return 42; - case 20: return 41; - case 21: return 40; - case 22: return 39; - case 23: return 38; - case 24: return 37; - case 25: return 36; - case 26: return 35; - case 27: return 34; - case 28: return 33; - case 29: return 32; - case 30: return 31; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for thief petrification saving throw."); - break; - } - case SAVING_BREATH: /* Breath weapons */ - switch (level) { - case 0: return 90; - case 1: return 80; - case 2: return 79; - case 3: return 78; - case 4: return 77; - case 5: return 76; - case 6: return 75; - case 7: return 74; - case 8: return 73; - case 9: return 72; - case 10: return 71; - case 11: return 70; - case 12: return 69; - case 13: return 68; - case 14: return 67; - case 15: return 66; - case 16: return 65; - case 17: return 64; - case 18: return 63; - case 19: return 62; - case 20: return 61; - case 21: return 60; - case 22: return 59; - case 23: return 58; - case 24: return 57; - case 25: return 56; - case 26: return 55; - case 27: return 54; - case 28: return 53; - case 29: return 52; - case 30: return 51; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for thief breath saving throw."); - break; - } - case SAVING_SPELL: /* Generic spells */ - switch (level) { - case 0: return 90; - case 1: return 75; - case 2: return 73; - case 3: return 71; - case 4: return 69; - case 5: return 67; - case 6: return 65; - case 7: return 63; - case 8: return 61; - case 9: return 59; - case 10: return 57; - case 11: return 55; - case 12: return 53; - case 13: return 51; - case 14: return 49; - case 15: return 47; - case 16: return 45; - case 17: return 43; - case 18: return 41; - case 19: return 39; - case 20: return 37; - case 21: return 35; - case 22: return 33; - case 23: return 31; - case 24: return 29; - case 25: return 27; - case 26: return 25; - case 27: return 23; - case 28: return 21; - case 29: return 19; - case 30: return 17; - case 31: return 0; - case 32: return 0; - case 33: return 0; - case 34: return 0; - case 35: return 0; - case 36: return 0; - case 37: return 0; - case 38: return 0; - case 39: return 0; - case 40: return 0; - default: - log("SYSERR: Missing level for thief spell saving throw."); - break; - } - default: - log("SYSERR: Invalid saving throw type."); - break; - } - break; - case CLASS_WARRIOR: - switch (type) { - case SAVING_PARA: /* Paralyzation */ - switch (level) { - case 0: return 90; - case 1: return 70; - case 2: return 68; - case 3: return 67; - case 4: return 65; - case 5: return 62; - case 6: return 58; - case 7: return 55; - case 8: return 53; - case 9: return 52; - case 10: return 50; - case 11: return 47; - case 12: return 43; - case 13: return 40; - case 14: return 38; - case 15: return 37; - case 16: return 35; - case 17: return 32; - case 18: return 28; - case 19: return 25; - case 20: return 24; - case 21: return 23; - case 22: return 22; - case 23: return 20; - case 24: return 19; - case 25: return 17; - case 26: return 16; - case 27: return 15; - case 28: return 14; - case 29: return 13; - case 30: return 12; - case 31: return 11; - case 32: return 10; - case 33: return 9; - case 34: return 8; - case 35: return 7; - case 36: return 6; - case 37: return 5; - case 38: return 4; - case 39: return 3; - case 40: return 2; - case 41: return 1; /* Some mobiles. */ - case 42: return 0; - case 43: return 0; - case 44: return 0; - case 45: return 0; - case 46: return 0; - case 47: return 0; - case 48: return 0; - case 49: return 0; - case 50: return 0; - default: - log("SYSERR: Missing level for warrior paralyzation saving throw."); - break; - } - case SAVING_ROD: /* Rods */ - switch (level) { - case 0: return 90; - case 1: return 80; - case 2: return 78; - case 3: return 77; - case 4: return 75; - case 5: return 72; - case 6: return 68; - case 7: return 65; - case 8: return 63; - case 9: return 62; - case 10: return 60; - case 11: return 57; - case 12: return 53; - case 13: return 50; - case 14: return 48; - case 15: return 47; - case 16: return 45; - case 17: return 42; - case 18: return 38; - case 19: return 35; - case 20: return 34; - case 21: return 33; - case 22: return 32; - case 23: return 30; - case 24: return 29; - case 25: return 27; - case 26: return 26; - case 27: return 25; - case 28: return 24; - case 29: return 23; - case 30: return 22; - case 31: return 20; - case 32: return 18; - case 33: return 16; - case 34: return 14; - case 35: return 12; - case 36: return 10; - case 37: return 8; - case 38: return 6; - case 39: return 5; - case 40: return 4; - case 41: return 3; - case 42: return 2; - case 43: return 1; - case 44: return 0; - case 45: return 0; - case 46: return 0; - case 47: return 0; - case 48: return 0; - case 49: return 0; - case 50: return 0; - default: - log("SYSERR: Missing level for warrior rod saving throw."); - break; - } - case SAVING_PETRI: /* Petrification */ - switch (level) { - case 0: return 90; - case 1: return 75; - case 2: return 73; - case 3: return 72; - case 4: return 70; - case 5: return 67; - case 6: return 63; - case 7: return 60; - case 8: return 58; - case 9: return 57; - case 10: return 55; - case 11: return 52; - case 12: return 48; - case 13: return 45; - case 14: return 43; - case 15: return 42; - case 16: return 40; - case 17: return 37; - case 18: return 33; - case 19: return 30; - case 20: return 29; - case 21: return 28; - case 22: return 26; - case 23: return 25; - case 24: return 24; - case 25: return 23; - case 26: return 21; - case 27: return 20; - case 28: return 19; - case 29: return 18; - case 30: return 17; - case 31: return 16; - case 32: return 15; - case 33: return 14; - case 34: return 13; - case 35: return 12; - case 36: return 11; - case 37: return 10; - case 38: return 9; - case 39: return 8; - case 40: return 7; - case 41: return 6; - case 42: return 5; - case 43: return 4; - case 44: return 3; - case 45: return 2; - case 46: return 1; - case 47: return 0; - case 48: return 0; - case 49: return 0; - case 50: return 0; - default: - log("SYSERR: Missing level for warrior petrification saving throw."); - break; - } - case SAVING_BREATH: /* Breath weapons */ - switch (level) { - case 0: return 90; - case 1: return 85; - case 2: return 83; - case 3: return 82; - case 4: return 80; - case 5: return 75; - case 6: return 70; - case 7: return 65; - case 8: return 63; - case 9: return 62; - case 10: return 60; - case 11: return 55; - case 12: return 50; - case 13: return 45; - case 14: return 43; - case 15: return 42; - case 16: return 40; - case 17: return 37; - case 18: return 33; - case 19: return 30; - case 20: return 29; - case 21: return 28; - case 22: return 26; - case 23: return 25; - case 24: return 24; - case 25: return 23; - case 26: return 21; - case 27: return 20; - case 28: return 19; - case 29: return 18; - case 30: return 17; - case 31: return 16; - case 32: return 15; - case 33: return 14; - case 34: return 13; - case 35: return 12; - case 36: return 11; - case 37: return 10; - case 38: return 9; - case 39: return 8; - case 40: return 7; - case 41: return 6; - case 42: return 5; - case 43: return 4; - case 44: return 3; - case 45: return 2; - case 46: return 1; - case 47: return 0; - case 48: return 0; - case 49: return 0; - case 50: return 0; - default: - log("SYSERR: Missing level for warrior breath saving throw."); - break; - } - case SAVING_SPELL: /* Generic spells */ - switch (level) { - case 0: return 90; - case 1: return 85; - case 2: return 83; - case 3: return 82; - case 4: return 80; - case 5: return 77; - case 6: return 73; - case 7: return 70; - case 8: return 68; - case 9: return 67; - case 10: return 65; - case 11: return 62; - case 12: return 58; - case 13: return 55; - case 14: return 53; - case 15: return 52; - case 16: return 50; - case 17: return 47; - case 18: return 43; - case 19: return 40; - case 20: return 39; - case 21: return 38; - case 22: return 36; - case 23: return 35; - case 24: return 34; - case 25: return 33; - case 26: return 31; - case 27: return 30; - case 28: return 29; - case 29: return 28; - case 30: return 27; - case 31: return 25; - case 32: return 23; - case 33: return 21; - case 34: return 19; - case 35: return 17; - case 36: return 15; - case 37: return 13; - case 38: return 11; - case 39: return 9; - case 40: return 7; - case 41: return 6; - case 42: return 5; - case 43: return 4; - case 44: return 3; - case 45: return 2; - case 46: return 1; - case 47: return 0; - case 48: return 0; - case 49: return 0; - case 50: return 0; - default: - log("SYSERR: Missing level for warrior spell saving throw."); - break; - } - default: - log("SYSERR: Invalid saving throw type."); - break; - } - default: - log("SYSERR: Invalid class saving throw."); - break; + case CLASS_SORCEROR: return (ability == ABIL_CON || ability == ABIL_CHA); + case CLASS_CLERIC: return (ability == ABIL_WIS || ability == ABIL_CHA); + case CLASS_ROGUE: return (ability == ABIL_DEX || ability == ABIL_INT); + case CLASS_FIGHTER: return (ability == ABIL_STR || ability == ABIL_CON); + case CLASS_BARBARIAN: return (ability == ABIL_STR || ability == ABIL_CON); + case CLASS_RANGER: return (ability == ABIL_STR || ability == ABIL_DEX); + case CLASS_BARD: return (ability == ABIL_DEX || ability == ABIL_CHA); + case CLASS_DRUID: return (ability == ABIL_INT || ability == ABIL_WIS); + default: return FALSE; } - - /* Should not get here unless something is wrong. */ - return 100; } -/* THAC0 for classes and levels. (To Hit Armor Class 0) */ -int thaco(int class_num, int level) -{ - switch (class_num) { - case CLASS_MAGIC_USER: - switch (level) { - case 0: return 100; - case 1: return 20; - case 2: return 20; - case 3: return 20; - case 4: return 19; - case 5: return 19; - case 6: return 19; - case 7: return 18; - case 8: return 18; - case 9: return 18; - case 10: return 17; - case 11: return 17; - case 12: return 17; - case 13: return 16; - case 14: return 16; - case 15: return 16; - case 16: return 15; - case 17: return 15; - case 18: return 15; - case 19: return 14; - case 20: return 14; - case 21: return 14; - case 22: return 13; - case 23: return 13; - case 24: return 13; - case 25: return 12; - case 26: return 12; - case 27: return 12; - case 28: return 11; - case 29: return 11; - case 30: return 11; - case 31: return 10; - case 32: return 10; - case 33: return 10; - case 34: return 9; - default: - log("SYSERR: Missing level for mage thac0."); - } - case CLASS_CLERIC: - switch (level) { - case 0: return 100; - case 1: return 20; - case 2: return 20; - case 3: return 20; - case 4: return 18; - case 5: return 18; - case 6: return 18; - case 7: return 16; - case 8: return 16; - case 9: return 16; - case 10: return 14; - case 11: return 14; - case 12: return 14; - case 13: return 12; - case 14: return 12; - case 15: return 12; - case 16: return 10; - case 17: return 10; - case 18: return 10; - case 19: return 8; - case 20: return 8; - case 21: return 8; - case 22: return 6; - case 23: return 6; - case 24: return 6; - case 25: return 4; - case 26: return 4; - case 27: return 4; - case 28: return 2; - case 29: return 2; - case 30: return 2; - case 31: return 1; - case 32: return 1; - case 33: return 1; - case 34: return 1; - default: - log("SYSERR: Missing level for cleric thac0."); - } - case CLASS_THIEF: - switch (level) { - case 0: return 100; - case 1: return 20; - case 2: return 20; - case 3: return 19; - case 4: return 19; - case 5: return 18; - case 6: return 18; - case 7: return 17; - case 8: return 17; - case 9: return 16; - case 10: return 16; - case 11: return 15; - case 12: return 15; - case 13: return 14; - case 14: return 14; - case 15: return 13; - case 16: return 13; - case 17: return 12; - case 18: return 12; - case 19: return 11; - case 20: return 11; - case 21: return 10; - case 22: return 10; - case 23: return 9; - case 24: return 9; - case 25: return 8; - case 26: return 8; - case 27: return 7; - case 28: return 7; - case 29: return 6; - case 30: return 6; - case 31: return 5; - case 32: return 5; - case 33: return 4; - case 34: return 4; - default: - log("SYSERR: Missing level for thief thac0."); - } - case CLASS_WARRIOR: - switch (level) { - case 0: return 100; - case 1: return 20; - case 2: return 19; - case 3: return 18; - case 4: return 17; - case 5: return 16; - case 6: return 15; - case 7: return 14; - case 8: return 14; - case 9: return 13; - case 10: return 12; - case 11: return 11; - case 12: return 10; - case 13: return 9; - case 14: return 8; - case 15: return 7; - case 16: return 6; - case 17: return 5; - case 18: return 4; - case 19: return 3; - case 20: return 2; - case 21: return 1; - case 22: return 1; - case 23: return 1; - case 24: return 1; - case 25: return 1; - case 26: return 1; - case 27: return 1; - case 28: return 1; - case 29: return 1; - case 30: return 1; - case 31: return 1; - case 32: return 1; - case 33: return 1; - case 34: return 1; - default: - log("SYSERR: Missing level for warrior thac0."); - } - default: - log("SYSERR: Unknown class in thac0 chart."); - } - - /* Will not get there unless something is wrong. */ - return 100; -} - - /* Roll the 6 stats for a character... each stat is made of the sum of the best * 3 out of 4 rolls of a 6-sided die. Each class then decides which priority * will be given for the best to worst stats. */ @@ -1368,16 +200,14 @@ void roll_real_abils(struct char_data *ch) } } - ch->real_abils.str_add = 0; - switch (GET_CLASS(ch)) { - case CLASS_MAGIC_USER: - ch->real_abils.intel = table[0]; - ch->real_abils.wis = table[1]; + case CLASS_SORCEROR: + ch->real_abils.cha = table[0]; + ch->real_abils.intel = table[1]; ch->real_abils.dex = table[2]; - ch->real_abils.str = table[3]; + ch->real_abils.wis = table[3]; ch->real_abils.con = table[4]; - ch->real_abils.cha = table[5]; + ch->real_abils.str = table[5]; break; case CLASS_CLERIC: ch->real_abils.wis = table[0]; @@ -1387,7 +217,7 @@ void roll_real_abils(struct char_data *ch) ch->real_abils.con = table[4]; ch->real_abils.cha = table[5]; break; - case CLASS_THIEF: + case CLASS_ROGUE: ch->real_abils.dex = table[0]; ch->real_abils.str = table[1]; ch->real_abils.con = table[2]; @@ -1395,53 +225,251 @@ void roll_real_abils(struct char_data *ch) ch->real_abils.wis = table[4]; ch->real_abils.cha = table[5]; break; - case CLASS_WARRIOR: + case CLASS_FIGHTER: ch->real_abils.str = table[0]; ch->real_abils.dex = table[1]; ch->real_abils.con = table[2]; ch->real_abils.wis = table[3]; ch->real_abils.intel = table[4]; ch->real_abils.cha = table[5]; - if (ch->real_abils.str == 18) - ch->real_abils.str_add = rand_number(0, 100); + case CLASS_BARBARIAN: + ch->real_abils.str = table[0]; + ch->real_abils.con = table[1]; + ch->real_abils.dex = table[2]; + ch->real_abils.wis = table[3]; + ch->real_abils.intel = table[4]; + ch->real_abils.cha = table[5]; + break; + case CLASS_RANGER: + ch->real_abils.dex = table[0]; + ch->real_abils.con = table[1]; + ch->real_abils.str = table[2]; + ch->real_abils.wis = table[3]; + ch->real_abils.intel = table[4]; + ch->real_abils.cha = table[5]; + break; + case CLASS_BARD: + ch->real_abils.cha = table[0]; + ch->real_abils.dex = table[1]; + ch->real_abils.con = table[2]; + ch->real_abils.intel = table[3]; + ch->real_abils.wis = table[4]; + ch->real_abils.str = table[5]; + break; + case CLASS_DRUID: + ch->real_abils.wis = table[0]; + ch->real_abils.dex = table[1]; + ch->real_abils.con = table[2]; + ch->real_abils.intel = table[3]; + ch->real_abils.str = table[4]; + ch->real_abils.cha = table[5]; break; } ch->aff_abils = ch->real_abils; } +void grant_class_skills(struct char_data *ch, bool reset) +{ + int i; + + if (!ch) + return; + + if (reset) + for (i = 1; i <= MAX_SKILLS; i++) + SET_SKILL(ch, i, 0); + + if (GET_CLASS(ch) < CLASS_SORCEROR || GET_CLASS(ch) >= NUM_CLASSES) + return; + + switch (GET_CLASS(ch)) { + + case CLASS_SORCEROR: + SET_SKILL(ch, SPELL_MAGIC_MISSILE, 5); + SET_SKILL(ch, SPELL_DETECT_INVIS, 5); + SET_SKILL(ch, SPELL_DETECT_MAGIC, 5); + SET_SKILL(ch, SPELL_CHILL_TOUCH, 5); + SET_SKILL(ch, SPELL_INFRAVISION, 5); + SET_SKILL(ch, SPELL_INVISIBLE, 5); + SET_SKILL(ch, SPELL_ARMOR, 5); + SET_SKILL(ch, SPELL_BURNING_HANDS, 5); + SET_SKILL(ch, SPELL_LOCATE_OBJECT, 5); + SET_SKILL(ch, SPELL_STRENGTH, 5); + SET_SKILL(ch, SPELL_SHOCKING_GRASP, 5); + SET_SKILL(ch, SPELL_SLEEP, 5); + SET_SKILL(ch, SPELL_LIGHTNING_BOLT, 5); + SET_SKILL(ch, SPELL_BLINDNESS, 5); + SET_SKILL(ch, SPELL_DETECT_POISON, 5); + SET_SKILL(ch, SPELL_COLOR_SPRAY, 5); + SET_SKILL(ch, SPELL_ENERGY_DRAIN, 5); + SET_SKILL(ch, SPELL_CURSE, 5); + SET_SKILL(ch, SPELL_POISON, 5); + SET_SKILL(ch, SPELL_FIREBALL, 5); + SET_SKILL(ch, SPELL_CHARM, 5); + SET_SKILL(ch, SPELL_IDENTIFY, 5); + SET_SKILL(ch, SPELL_FLY, 5); + SET_SKILL(ch, SPELL_ENCHANT_WEAPON, 5); + SET_SKILL(ch, SPELL_CLONE, 5); + SET_SKILL(ch, SKILL_UNARMED, 5); + SET_SKILL(ch, SKILL_ARCANA, 5); + SET_SKILL(ch, SKILL_HISTORY, 5); + SET_SKILL(ch, SKILL_INSIGHT, 5); + break; + + case CLASS_CLERIC: + SET_SKILL(ch, SPELL_CURE_LIGHT, 5); + SET_SKILL(ch, SPELL_ARMOR, 5); + SET_SKILL(ch, SPELL_CREATE_FOOD, 5); + SET_SKILL(ch, SPELL_CREATE_WATER, 5); + SET_SKILL(ch, SPELL_DETECT_POISON, 5); + SET_SKILL(ch, SPELL_DETECT_ALIGN, 5); + SET_SKILL(ch, SPELL_CURE_BLIND, 5); + SET_SKILL(ch, SPELL_BLESS, 5); + SET_SKILL(ch, SPELL_DETECT_INVIS, 5); + SET_SKILL(ch, SPELL_BLINDNESS, 5); + SET_SKILL(ch, SPELL_INFRAVISION, 5); + SET_SKILL(ch, SPELL_PROT_FROM_EVIL, 5); + SET_SKILL(ch, SPELL_POISON, 5); + SET_SKILL(ch, SPELL_GROUP_ARMOR, 5); + SET_SKILL(ch, SPELL_CURE_CRITIC, 5); + SET_SKILL(ch, SPELL_SUMMON, 5); + SET_SKILL(ch, SPELL_REMOVE_POISON, 5); + SET_SKILL(ch, SPELL_IDENTIFY, 5); + SET_SKILL(ch, SPELL_WORD_OF_RECALL, 5); + SET_SKILL(ch, SPELL_DARKNESS, 5); + SET_SKILL(ch, SPELL_EARTHQUAKE, 5); + SET_SKILL(ch, SPELL_DISPEL_EVIL, 5); + SET_SKILL(ch, SPELL_DISPEL_GOOD, 5); + SET_SKILL(ch, SPELL_SANCTUARY, 5); + SET_SKILL(ch, SPELL_CALL_LIGHTNING, 5); + SET_SKILL(ch, SPELL_HEAL, 5); + SET_SKILL(ch, SPELL_CONTROL_WEATHER, 5); + SET_SKILL(ch, SPELL_SENSE_LIFE, 5); + SET_SKILL(ch, SPELL_HARM, 5); + SET_SKILL(ch, SPELL_GROUP_HEAL, 5); + SET_SKILL(ch, SPELL_REMOVE_CURSE, 5); + SET_SKILL(ch, SKILL_SHIELD_USE, 5); + SET_SKILL(ch, SKILL_ACROBATICS, 5); + SET_SKILL(ch, SKILL_ARCANA, 5); + SET_SKILL(ch, SKILL_RELIGION, 5); + break; + + case CLASS_ROGUE: + SET_SKILL(ch, SKILL_STEALTH, 5); + SET_SKILL(ch, SKILL_TRACK, 5); + SET_SKILL(ch, SKILL_BACKSTAB, 5); + SET_SKILL(ch, SKILL_PICK_LOCK, 5); + SET_SKILL(ch, SKILL_SLEIGHT_OF_HAND, 5); + SET_SKILL(ch, SKILL_UNARMED, 5); + SET_SKILL(ch, SKILL_SHIELD_USE, 5); + SET_SKILL(ch, SKILL_PIERCING_WEAPONS, 5); + SET_SKILL(ch, SKILL_PERCEPTION, 5); + SET_SKILL(ch, SKILL_ACROBATICS, 5); + SET_SKILL(ch, SKILL_DECEPTION, 5); + SET_SKILL(ch, SKILL_INVESTIGATION, 5); + break; + + case CLASS_FIGHTER: + SET_SKILL(ch, SKILL_KICK, 5); + SET_SKILL(ch, SKILL_RESCUE, 5); + SET_SKILL(ch, SKILL_BANDAGE, 5); + SET_SKILL(ch, SKILL_BASH, 5); + SET_SKILL(ch, SKILL_UNARMED, 5); + SET_SKILL(ch, SKILL_SLASHING_WEAPONS, 5); + SET_SKILL(ch, SKILL_PIERCING_WEAPONS, 5); + SET_SKILL(ch, SKILL_BLUDGEONING_WEAPONS, 5); + SET_SKILL(ch, SKILL_SHIELD_USE, 5); + SET_SKILL(ch, SKILL_PERCEPTION, 5); + SET_SKILL(ch, SKILL_ATHLETICS, 5); + SET_SKILL(ch, SKILL_INTIMIDATION, 5); + SET_SKILL(ch, SKILL_SURVIVAL, 5); + break; + + case CLASS_BARBARIAN: + SET_SKILL(ch, SKILL_KICK, 5); + SET_SKILL(ch, SKILL_RESCUE, 5); + SET_SKILL(ch, SKILL_BANDAGE, 5); + SET_SKILL(ch, SKILL_WHIRLWIND, 5); + SET_SKILL(ch, SKILL_UNARMED, 5); + SET_SKILL(ch, SKILL_PIERCING_WEAPONS, 5); + SET_SKILL(ch, SKILL_BLUDGEONING_WEAPONS, 5); + SET_SKILL(ch, SKILL_PERCEPTION, 5); + SET_SKILL(ch, SKILL_ATHLETICS, 5); + SET_SKILL(ch, SKILL_INTIMIDATION, 5); + break; + + case CLASS_RANGER: + SET_SKILL(ch, SKILL_BANDAGE, 5); + SET_SKILL(ch, SKILL_TRACK, 5); + SET_SKILL(ch, SKILL_BASH, 5); + SET_SKILL(ch, SKILL_SLEIGHT_OF_HAND, 5); + SET_SKILL(ch, SKILL_UNARMED, 5); + SET_SKILL(ch, SKILL_SLASHING_WEAPONS, 5); + SET_SKILL(ch, SKILL_PIERCING_WEAPONS, 5); + SET_SKILL(ch, SKILL_SHIELD_USE, 5); + SET_SKILL(ch, SKILL_PERCEPTION, 5); + SET_SKILL(ch, SKILL_NATURE, 5); + SET_SKILL(ch, SKILL_ANIMAL_HANDLING, 5); + SET_SKILL(ch, SKILL_SURVIVAL, 5); + SET_SKILL(ch, SKILL_ATHLETICS, 5); + SET_SKILL(ch, SKILL_PERSUASION, 5); + SET_SKILL(ch, SKILL_STEALTH, 5); + break; + + case CLASS_BARD: + SET_SKILL(ch, SPELL_ARMOR, 5); + SET_SKILL(ch, SPELL_IDENTIFY, 5); + SET_SKILL(ch, SKILL_BANDAGE, 5); + SET_SKILL(ch, SKILL_TRACK, 5); + SET_SKILL(ch, SKILL_PICK_LOCK, 5); + SET_SKILL(ch, SKILL_SLEIGHT_OF_HAND, 5); + SET_SKILL(ch, SKILL_UNARMED, 5); + SET_SKILL(ch, SKILL_PIERCING_WEAPONS, 5); + SET_SKILL(ch, SKILL_SHIELD_USE, 5); + SET_SKILL(ch, SKILL_PERCEPTION, 5); + SET_SKILL(ch, SKILL_ACROBATICS, 5); + SET_SKILL(ch, SKILL_HISTORY, 5); + SET_SKILL(ch, SKILL_INVESTIGATION, 5); + SET_SKILL(ch, SKILL_SURVIVAL, 5); + SET_SKILL(ch, SKILL_STEALTH, 5); + break; + + case CLASS_DRUID: + SET_SKILL(ch, SPELL_DETECT_INVIS, 5); + SET_SKILL(ch, SPELL_DETECT_MAGIC, 5); + SET_SKILL(ch, SPELL_LOCATE_OBJECT, 5); + SET_SKILL(ch, SKILL_BANDAGE, 5); + SET_SKILL(ch, SKILL_TRACK, 5); + SET_SKILL(ch, SKILL_UNARMED, 5); + SET_SKILL(ch, SKILL_PIERCING_WEAPONS, 5); + SET_SKILL(ch, SKILL_SHIELD_USE, 5); + SET_SKILL(ch, SKILL_PERCEPTION, 5); + SET_SKILL(ch, SKILL_ACROBATICS, 5); + SET_SKILL(ch, SKILL_ARCANA, 5); + SET_SKILL(ch, SKILL_HISTORY, 5); + SET_SKILL(ch, SKILL_INSIGHT, 5); + SET_SKILL(ch, SKILL_INVESTIGATION, 5); + SET_SKILL(ch, SKILL_PERSUASION, 5); + SET_SKILL(ch, SKILL_RELIGION, 5); + SET_SKILL(ch, SKILL_SURVIVAL, 5); + break; + } + +} + /* Some initializations for characters, including initial skills */ void do_start(struct char_data *ch) { GET_LEVEL(ch) = 1; GET_EXP(ch) = 1; - set_title(ch, NULL); roll_real_abils(ch); - GET_MAX_HIT(ch) = 10; + GET_MAX_HIT(ch) = 90; GET_MAX_MANA(ch) = 100; - GET_MAX_MOVE(ch) = 82; + GET_MAX_MOVE(ch) = 90; - switch (GET_CLASS(ch)) { - - case CLASS_MAGIC_USER: - break; - - case CLASS_CLERIC: - break; - - case CLASS_THIEF: - SET_SKILL(ch, SKILL_SNEAK, 10); - SET_SKILL(ch, SKILL_HIDE, 5); - SET_SKILL(ch, SKILL_STEAL, 15); - SET_SKILL(ch, SKILL_BACKSTAB, 10); - SET_SKILL(ch, SKILL_PICK_LOCK, 10); - SET_SKILL(ch, SKILL_TRACK, 10); - break; - - case CLASS_WARRIOR: - break; - } + grant_class_skills(ch, TRUE); advance_level(ch); @@ -1463,11 +491,11 @@ void advance_level(struct char_data *ch) { int add_hp, add_mana = 0, add_move = 0, i; - add_hp = con_app[GET_CON(ch)].hitp; + add_hp = GET_ABILITY_MOD(GET_CON(ch)); switch (GET_CLASS(ch)) { - case CLASS_MAGIC_USER: + case CLASS_SORCEROR: add_hp += rand_number(3, 8); add_mana = rand_number(GET_LEVEL(ch), (int)(1.5 * GET_LEVEL(ch))); add_mana = MIN(add_mana, 10); @@ -1481,17 +509,43 @@ void advance_level(struct char_data *ch) add_move = rand_number(0, 2); break; - case CLASS_THIEF: + case CLASS_ROGUE: add_hp += rand_number(7, 13); add_mana = 0; add_move = rand_number(1, 3); break; - case CLASS_WARRIOR: + case CLASS_FIGHTER: add_hp += rand_number(10, 15); add_mana = 0; add_move = rand_number(1, 3); break; + + case CLASS_BARBARIAN: + add_hp += rand_number(12, 18); + add_mana = 0; + add_move = rand_number(1, 3); + break; + + case CLASS_RANGER: + add_hp += rand_number(10, 15); + add_mana = 0; + add_move = rand_number(2, 4); + break; + + case CLASS_BARD: + add_hp += rand_number(7, 13); + add_mana = rand_number(GET_LEVEL(ch), (int)(1.5 * GET_LEVEL(ch))); + add_mana = MIN(add_mana, 10); + add_move = rand_number(1, 3); + break; + + case CLASS_DRUID: + add_hp += rand_number(10, 15); + add_mana = rand_number(GET_LEVEL(ch), (int)(1.5 * GET_LEVEL(ch))); + add_mana = MIN(add_mana, 10); + add_move = rand_number(1, 4); + break; } ch->points.max_hit += MAX(1, add_hp); @@ -1500,11 +554,6 @@ void advance_level(struct char_data *ch) if (GET_LEVEL(ch) > 1) ch->points.max_mana += add_mana; - if (IS_MAGIC_USER(ch) || IS_CLERIC(ch)) - GET_PRACTICES(ch) += MAX(2, wis_app[GET_WIS(ch)].bonus); - else - GET_PRACTICES(ch) += MIN(2, MAX(1, wis_app[GET_WIS(ch)].bonus)); - if (GET_LEVEL(ch) >= LVL_IMMORT) { for (i = 0; i < 3; i++) GET_COND(ch, i) = (char) -1; @@ -1521,16 +570,8 @@ void advance_level(struct char_data *ch) * performance hit because it's not used very often. */ int backstab_mult(int level) { - if (level <= 7) - return 2; /* level 1 - 7 */ - else if (level <= 13) - return 3; /* level 8 - 13 */ - else if (level <= 20) - return 4; /* level 14 - 20 */ - else if (level <= 28) - return 5; /* level 21 - 28 */ - else if (level < LVL_IMMORT) - return 6; /* all remaining mortal levels */ + if (level < LVL_IMMORT) + return 2; /* mortal levels */ else return 20; /* immortals */ } @@ -1539,16 +580,28 @@ int backstab_mult(int level) * usable by a particular class, based on the ITEM_ANTI_{class} bitvectors. */ int invalid_class(struct char_data *ch, struct obj_data *obj) { - if (OBJ_FLAGGED(obj, ITEM_ANTI_MAGIC_USER) && IS_MAGIC_USER(ch)) + if (OBJ_FLAGGED(obj, ITEM_ANTI_SORCEROR) && IS_SORCEROR(ch)) return TRUE; if (OBJ_FLAGGED(obj, ITEM_ANTI_CLERIC) && IS_CLERIC(ch)) return TRUE; - if (OBJ_FLAGGED(obj, ITEM_ANTI_WARRIOR) && IS_WARRIOR(ch)) + if (OBJ_FLAGGED(obj, ITEM_ANTI_FIGHTER) && IS_FIGHTER(ch)) return TRUE; - if (OBJ_FLAGGED(obj, ITEM_ANTI_THIEF) && IS_THIEF(ch)) + if (OBJ_FLAGGED(obj, ITEM_ANTI_ROGUE) && IS_ROGUE(ch)) + return TRUE; + + if (OBJ_FLAGGED(obj, ITEM_ANTI_BARBARIAN) && IS_BARBARIAN(ch)) + return TRUE; + + if (OBJ_FLAGGED(obj, ITEM_ANTI_RANGER) && IS_RANGER(ch)) + return TRUE; + + if (OBJ_FLAGGED(obj, ITEM_ANTI_BARD) && IS_BARD(ch)) + return TRUE; + + if (OBJ_FLAGGED(obj, ITEM_ANTI_DRUID) && IS_DRUID(ch)) return TRUE; return FALSE; @@ -1559,81 +612,167 @@ int invalid_class(struct char_data *ch, struct obj_data *obj) * skill. */ void init_spell_levels(void) { - /* MAGES */ - spell_level(SPELL_MAGIC_MISSILE, CLASS_MAGIC_USER, 1); - spell_level(SPELL_DETECT_INVIS, CLASS_MAGIC_USER, 2); - spell_level(SPELL_DETECT_MAGIC, CLASS_MAGIC_USER, 2); - spell_level(SPELL_CHILL_TOUCH, CLASS_MAGIC_USER, 3); - spell_level(SPELL_INFRAVISION, CLASS_MAGIC_USER, 3); - spell_level(SPELL_INVISIBLE, CLASS_MAGIC_USER, 4); - spell_level(SPELL_ARMOR, CLASS_MAGIC_USER, 4); - spell_level(SPELL_BURNING_HANDS, CLASS_MAGIC_USER, 5); - spell_level(SPELL_LOCATE_OBJECT, CLASS_MAGIC_USER, 6); - spell_level(SPELL_STRENGTH, CLASS_MAGIC_USER, 6); - spell_level(SPELL_SHOCKING_GRASP, CLASS_MAGIC_USER, 7); - spell_level(SPELL_SLEEP, CLASS_MAGIC_USER, 8); - spell_level(SPELL_LIGHTNING_BOLT, CLASS_MAGIC_USER, 9); - spell_level(SPELL_BLINDNESS, CLASS_MAGIC_USER, 9); - spell_level(SPELL_DETECT_POISON, CLASS_MAGIC_USER, 10); - spell_level(SPELL_COLOR_SPRAY, CLASS_MAGIC_USER, 11); - spell_level(SPELL_ENERGY_DRAIN, CLASS_MAGIC_USER, 13); - spell_level(SPELL_CURSE, CLASS_MAGIC_USER, 14); - spell_level(SPELL_POISON, CLASS_MAGIC_USER, 14); - spell_level(SPELL_FIREBALL, CLASS_MAGIC_USER, 15); - spell_level(SPELL_CHARM, CLASS_MAGIC_USER, 16); - spell_level(SPELL_IDENTIFY, CLASS_MAGIC_USER, 20); - spell_level(SPELL_FLY, CLASS_MAGIC_USER, 22); - spell_level(SPELL_ENCHANT_WEAPON, CLASS_MAGIC_USER, 26); - spell_level(SPELL_CLONE, CLASS_MAGIC_USER, 30); + /* SORCERORS */ + spell_level(SPELL_MAGIC_MISSILE, CLASS_SORCEROR, 1); + spell_level(SPELL_DETECT_INVIS, CLASS_SORCEROR, 1); + spell_level(SPELL_DETECT_MAGIC, CLASS_SORCEROR, 1); + spell_level(SPELL_CHILL_TOUCH, CLASS_SORCEROR, 1); + spell_level(SPELL_INFRAVISION, CLASS_SORCEROR, 1); + spell_level(SPELL_INVISIBLE, CLASS_SORCEROR, 1); + spell_level(SPELL_ARMOR, CLASS_SORCEROR, 1); + spell_level(SPELL_BURNING_HANDS, CLASS_SORCEROR, 1); + spell_level(SPELL_LOCATE_OBJECT, CLASS_SORCEROR, 1); + spell_level(SPELL_STRENGTH, CLASS_SORCEROR, 1); + spell_level(SPELL_SHOCKING_GRASP, CLASS_SORCEROR, 1); + spell_level(SPELL_SLEEP, CLASS_SORCEROR, 1); + spell_level(SPELL_LIGHTNING_BOLT, CLASS_SORCEROR, 1); + spell_level(SPELL_BLINDNESS, CLASS_SORCEROR, 1); + spell_level(SPELL_DETECT_POISON, CLASS_SORCEROR, 1); + spell_level(SPELL_COLOR_SPRAY, CLASS_SORCEROR, 1); + spell_level(SPELL_ENERGY_DRAIN, CLASS_SORCEROR, 1); + spell_level(SPELL_CURSE, CLASS_SORCEROR, 1); + spell_level(SPELL_POISON, CLASS_SORCEROR, 1); + spell_level(SPELL_FIREBALL, CLASS_SORCEROR, 1); + spell_level(SPELL_CHARM, CLASS_SORCEROR, 1); + spell_level(SPELL_IDENTIFY, CLASS_SORCEROR, 1); + spell_level(SPELL_FLY, CLASS_SORCEROR, 1); + spell_level(SPELL_ENCHANT_WEAPON, CLASS_SORCEROR, 1); + spell_level(SPELL_CLONE, CLASS_SORCEROR, 1); + spell_level(SKILL_UNARMED, CLASS_SORCEROR, 1); + spell_level(SKILL_ARCANA, CLASS_SORCEROR, 1); + spell_level(SKILL_HISTORY, CLASS_SORCEROR, 1); + spell_level(SKILL_INSIGHT, CLASS_SORCEROR, 1); /* CLERICS */ spell_level(SPELL_CURE_LIGHT, CLASS_CLERIC, 1); spell_level(SPELL_ARMOR, CLASS_CLERIC, 1); - spell_level(SPELL_CREATE_FOOD, CLASS_CLERIC, 2); - spell_level(SPELL_CREATE_WATER, CLASS_CLERIC, 2); - spell_level(SPELL_DETECT_POISON, CLASS_CLERIC, 3); - spell_level(SPELL_DETECT_ALIGN, CLASS_CLERIC, 4); - spell_level(SPELL_CURE_BLIND, CLASS_CLERIC, 4); - spell_level(SPELL_BLESS, CLASS_CLERIC, 5); - spell_level(SPELL_DETECT_INVIS, CLASS_CLERIC, 6); - spell_level(SPELL_BLINDNESS, CLASS_CLERIC, 6); - spell_level(SPELL_INFRAVISION, CLASS_CLERIC, 7); - spell_level(SPELL_PROT_FROM_EVIL, CLASS_CLERIC, 8); - spell_level(SPELL_POISON, CLASS_CLERIC, 8); - spell_level(SPELL_GROUP_ARMOR, CLASS_CLERIC, 9); - spell_level(SPELL_CURE_CRITIC, CLASS_CLERIC, 9); - spell_level(SPELL_SUMMON, CLASS_CLERIC, 10); - spell_level(SPELL_REMOVE_POISON, CLASS_CLERIC, 10); - spell_level(SPELL_IDENTIFY, CLASS_CLERIC, 11); - spell_level(SPELL_WORD_OF_RECALL, CLASS_CLERIC, 12); - spell_level(SPELL_DARKNESS, CLASS_CLERIC, 12); - spell_level(SPELL_EARTHQUAKE, CLASS_CLERIC, 12); - spell_level(SPELL_DISPEL_EVIL, CLASS_CLERIC, 14); - spell_level(SPELL_DISPEL_GOOD, CLASS_CLERIC, 14); - spell_level(SPELL_SANCTUARY, CLASS_CLERIC, 15); - spell_level(SPELL_CALL_LIGHTNING, CLASS_CLERIC, 15); - spell_level(SPELL_HEAL, CLASS_CLERIC, 16); - spell_level(SPELL_CONTROL_WEATHER, CLASS_CLERIC, 17); - spell_level(SPELL_SENSE_LIFE, CLASS_CLERIC, 18); - spell_level(SPELL_HARM, CLASS_CLERIC, 19); - spell_level(SPELL_GROUP_HEAL, CLASS_CLERIC, 22); - spell_level(SPELL_REMOVE_CURSE, CLASS_CLERIC, 26); + spell_level(SPELL_CREATE_FOOD, CLASS_CLERIC, 1); + spell_level(SPELL_CREATE_WATER, CLASS_CLERIC, 1); + spell_level(SPELL_DETECT_POISON, CLASS_CLERIC, 1); + spell_level(SPELL_DETECT_ALIGN, CLASS_CLERIC, 1); + spell_level(SPELL_CURE_BLIND, CLASS_CLERIC, 1); + spell_level(SPELL_BLESS, CLASS_CLERIC, 1); + spell_level(SPELL_DETECT_INVIS, CLASS_CLERIC, 1); + spell_level(SPELL_BLINDNESS, CLASS_CLERIC, 1); + spell_level(SPELL_INFRAVISION, CLASS_CLERIC, 1); + spell_level(SPELL_PROT_FROM_EVIL, CLASS_CLERIC, 1); + spell_level(SPELL_POISON, CLASS_CLERIC, 1); + spell_level(SPELL_GROUP_ARMOR, CLASS_CLERIC, 1); + spell_level(SPELL_CURE_CRITIC, CLASS_CLERIC, 1); + spell_level(SPELL_SUMMON, CLASS_CLERIC, 1); + spell_level(SPELL_REMOVE_POISON, CLASS_CLERIC, 1); + spell_level(SPELL_IDENTIFY, CLASS_CLERIC, 1); + spell_level(SPELL_WORD_OF_RECALL, CLASS_CLERIC, 1); + spell_level(SPELL_DARKNESS, CLASS_CLERIC, 1); + spell_level(SPELL_EARTHQUAKE, CLASS_CLERIC, 1); + spell_level(SPELL_DISPEL_EVIL, CLASS_CLERIC, 1); + spell_level(SPELL_DISPEL_GOOD, CLASS_CLERIC, 1); + spell_level(SPELL_SANCTUARY, CLASS_CLERIC, 1); + spell_level(SPELL_CALL_LIGHTNING, CLASS_CLERIC, 1); + spell_level(SPELL_HEAL, CLASS_CLERIC, 1); + spell_level(SPELL_CONTROL_WEATHER, CLASS_CLERIC, 1); + spell_level(SPELL_SENSE_LIFE, CLASS_CLERIC, 1); + spell_level(SPELL_HARM, CLASS_CLERIC, 1); + spell_level(SPELL_GROUP_HEAL, CLASS_CLERIC, 1); + spell_level(SPELL_REMOVE_CURSE, CLASS_CLERIC, 1); + spell_level(SKILL_SHIELD_USE, CLASS_CLERIC, 1); + spell_level(SKILL_ACROBATICS, CLASS_CLERIC, 1); + spell_level(SKILL_ARCANA, CLASS_CLERIC, 1); + spell_level(SKILL_RELIGION, CLASS_CLERIC, 1); - /* THIEVES */ - spell_level(SKILL_SNEAK, CLASS_THIEF, 1); - spell_level(SKILL_PICK_LOCK, CLASS_THIEF, 2); - spell_level(SKILL_BACKSTAB, CLASS_THIEF, 3); - spell_level(SKILL_STEAL, CLASS_THIEF, 4); - spell_level(SKILL_HIDE, CLASS_THIEF, 5); - spell_level(SKILL_TRACK, CLASS_THIEF, 6); + /* ROGUES */ + spell_level(SKILL_PICK_LOCK, CLASS_ROGUE, 1); + spell_level(SKILL_BACKSTAB, CLASS_ROGUE, 1); + spell_level(SKILL_TRACK, CLASS_ROGUE, 1); + spell_level(SKILL_UNARMED, CLASS_ROGUE, 1); + spell_level(SKILL_PIERCING_WEAPONS, CLASS_ROGUE, 1); + spell_level(SKILL_SHIELD_USE, CLASS_ROGUE, 1); + spell_level(SKILL_PERCEPTION, CLASS_ROGUE, 1); + spell_level(SKILL_SLEIGHT_OF_HAND, CLASS_ROGUE, 1); + spell_level(SKILL_STEALTH, CLASS_ROGUE, 1); + spell_level(SKILL_ACROBATICS, CLASS_ROGUE, 1); + spell_level(SKILL_DECEPTION, CLASS_ROGUE, 1); + spell_level(SKILL_INVESTIGATION, CLASS_ROGUE, 1); - /* WARRIORS */ - spell_level(SKILL_KICK, CLASS_WARRIOR, 1); - spell_level(SKILL_RESCUE, CLASS_WARRIOR, 3); - spell_level(SKILL_BANDAGE, CLASS_WARRIOR, 7); - spell_level(SKILL_TRACK, CLASS_WARRIOR, 9); - spell_level(SKILL_BASH, CLASS_WARRIOR, 12); - spell_level(SKILL_WHIRLWIND, CLASS_WARRIOR, 16); + /* FIGHTERS */ + spell_level(SKILL_KICK, CLASS_FIGHTER, 1); + spell_level(SKILL_RESCUE, CLASS_FIGHTER, 1); + spell_level(SKILL_BANDAGE, CLASS_FIGHTER, 1); + spell_level(SKILL_BASH, CLASS_FIGHTER, 1); + spell_level(SKILL_UNARMED, CLASS_FIGHTER, 1); + spell_level(SKILL_SLASHING_WEAPONS, CLASS_FIGHTER, 1); + spell_level(SKILL_PIERCING_WEAPONS, CLASS_FIGHTER, 1); + spell_level(SKILL_BLUDGEONING_WEAPONS, CLASS_FIGHTER, 1); + spell_level(SKILL_SHIELD_USE, CLASS_FIGHTER, 1); + spell_level(SKILL_PERCEPTION, CLASS_FIGHTER, 1); + spell_level(SKILL_ATHLETICS, CLASS_FIGHTER, 1); + spell_level(SKILL_INTIMIDATION, CLASS_FIGHTER, 1); + spell_level(SKILL_SURVIVAL, CLASS_FIGHTER, 1); + + /* BARBARIANS */ + spell_level(SKILL_KICK, CLASS_BARBARIAN, 1); + spell_level(SKILL_RESCUE, CLASS_BARBARIAN, 1); + spell_level(SKILL_BANDAGE, CLASS_BARBARIAN, 1); + spell_level(SKILL_WHIRLWIND, CLASS_BARBARIAN, 1); + spell_level(SKILL_UNARMED, CLASS_BARBARIAN, 1); + spell_level(SKILL_PIERCING_WEAPONS, CLASS_BARBARIAN, 1); + spell_level(SKILL_BLUDGEONING_WEAPONS, CLASS_BARBARIAN, 1); + spell_level(SKILL_PERCEPTION, CLASS_BARBARIAN, 1); + spell_level(SKILL_ATHLETICS, CLASS_BARBARIAN, 1); + spell_level(SKILL_INTIMIDATION, CLASS_BARBARIAN, 1); + + /* RANGERS */ + spell_level(SKILL_BANDAGE, CLASS_RANGER, 1); + spell_level(SKILL_TRACK, CLASS_RANGER, 1); + spell_level(SKILL_BASH, CLASS_RANGER, 1); + spell_level(SKILL_UNARMED, CLASS_RANGER, 1); + spell_level(SKILL_SLASHING_WEAPONS, CLASS_RANGER, 1); + spell_level(SKILL_PIERCING_WEAPONS, CLASS_RANGER, 1); + spell_level(SKILL_SHIELD_USE, CLASS_RANGER, 1); + spell_level(SKILL_PERCEPTION, CLASS_RANGER, 1); + spell_level(SKILL_SLEIGHT_OF_HAND, CLASS_RANGER, 1); + spell_level(SKILL_STEALTH, CLASS_RANGER, 1); + spell_level(SKILL_NATURE, CLASS_RANGER, 1); + spell_level(SKILL_ANIMAL_HANDLING, CLASS_RANGER, 1); + spell_level(SKILL_SURVIVAL, CLASS_RANGER, 1); + spell_level(SKILL_ATHLETICS, CLASS_RANGER, 1); + spell_level(SKILL_PERSUASION, CLASS_RANGER, 1); + + /* BARDS */ + spell_level(SPELL_ARMOR, CLASS_BARD, 1); + spell_level(SPELL_IDENTIFY, CLASS_BARD, 1); + spell_level(SKILL_BANDAGE, CLASS_BARD, 1); + spell_level(SKILL_TRACK, CLASS_BARD, 1); + spell_level(SKILL_PICK_LOCK, CLASS_BARD, 1); + spell_level(SKILL_UNARMED, CLASS_BARD, 1); + spell_level(SKILL_PIERCING_WEAPONS, CLASS_BARD, 1); + spell_level(SKILL_SHIELD_USE, CLASS_BARD, 1); + spell_level(SKILL_PERCEPTION, CLASS_BARD, 1); + spell_level(SKILL_SLEIGHT_OF_HAND, CLASS_BARD, 1); + spell_level(SKILL_ACROBATICS, CLASS_BARD, 1); + spell_level(SKILL_HISTORY, CLASS_BARD, 1); + spell_level(SKILL_INVESTIGATION, CLASS_BARD, 1); + spell_level(SKILL_SURVIVAL, CLASS_BARD, 1); + spell_level(SKILL_STEALTH, CLASS_BARD, 1); + + /* DRUIDS */ + spell_level(SPELL_DETECT_INVIS, CLASS_DRUID, 1); + spell_level(SPELL_DETECT_MAGIC, CLASS_DRUID, 1); + spell_level(SPELL_LOCATE_OBJECT, CLASS_DRUID, 1); + spell_level(SKILL_BANDAGE, CLASS_DRUID, 1); + spell_level(SKILL_TRACK, CLASS_DRUID, 1); + spell_level(SKILL_UNARMED, CLASS_DRUID, 1); + spell_level(SKILL_PIERCING_WEAPONS, CLASS_DRUID, 1); + spell_level(SKILL_SHIELD_USE, CLASS_DRUID, 1); + spell_level(SKILL_PERCEPTION, CLASS_DRUID, 1); + spell_level(SKILL_ACROBATICS, CLASS_DRUID, 1); + spell_level(SKILL_ARCANA, CLASS_DRUID, 1); + spell_level(SKILL_HISTORY, CLASS_DRUID, 1); + spell_level(SKILL_INSIGHT, CLASS_DRUID, 1); + spell_level(SKILL_INVESTIGATION, CLASS_DRUID, 1); + spell_level(SKILL_PERSUASION, CLASS_DRUID, 1); + spell_level(SKILL_RELIGION, CLASS_DRUID, 1); + spell_level(SKILL_SURVIVAL, CLASS_DRUID, 1); } /* This is the exp given to implementors -- it must always be greater than the @@ -1657,41 +796,11 @@ int level_exp(int chclass, int level) /* Exp required for normal mortals is below */ switch (chclass) { - case CLASS_MAGIC_USER: + case CLASS_SORCEROR: switch (level) { case 0: return 0; case 1: return 1; - case 2: return 2500; - case 3: return 5000; - case 4: return 10000; - case 5: return 20000; - case 6: return 40000; - case 7: return 60000; - case 8: return 90000; - case 9: return 135000; - case 10: return 250000; - case 11: return 375000; - case 12: return 750000; - case 13: return 1125000; - case 14: return 1500000; - case 15: return 1875000; - case 16: return 2250000; - case 17: return 2625000; - case 18: return 3000000; - case 19: return 3375000; - case 20: return 3750000; - case 21: return 4000000; - case 22: return 4300000; - case 23: return 4600000; - case 24: return 4900000; - case 25: return 5200000; - case 26: return 5500000; - case 27: return 5950000; - case 28: return 6400000; - case 29: return 6850000; - case 30: return 7400000; - /* add new levels here */ - case LVL_IMMORT: return 8000000; + case LVL_IMMORT: return 9999999; } break; @@ -1699,113 +808,55 @@ int level_exp(int chclass, int level) switch (level) { case 0: return 0; case 1: return 1; - case 2: return 1500; - case 3: return 3000; - case 4: return 6000; - case 5: return 13000; - case 6: return 27500; - case 7: return 55000; - case 8: return 110000; - case 9: return 225000; - case 10: return 450000; - case 11: return 675000; - case 12: return 900000; - case 13: return 1125000; - case 14: return 1350000; - case 15: return 1575000; - case 16: return 1800000; - case 17: return 2100000; - case 18: return 2400000; - case 19: return 2700000; - case 20: return 3000000; - case 21: return 3250000; - case 22: return 3500000; - case 23: return 3800000; - case 24: return 4100000; - case 25: return 4400000; - case 26: return 4800000; - case 27: return 5200000; - case 28: return 5600000; - case 29: return 6000000; - case 30: return 6400000; - /* add new levels here */ - case LVL_IMMORT: return 7000000; + case LVL_IMMORT: return 9999999; } break; - case CLASS_THIEF: + case CLASS_ROGUE: switch (level) { case 0: return 0; case 1: return 1; - case 2: return 1250; - case 3: return 2500; - case 4: return 5000; - case 5: return 10000; - case 6: return 20000; - case 7: return 40000; - case 8: return 70000; - case 9: return 110000; - case 10: return 160000; - case 11: return 220000; - case 12: return 440000; - case 13: return 660000; - case 14: return 880000; - case 15: return 1100000; - case 16: return 1500000; - case 17: return 2000000; - case 18: return 2500000; - case 19: return 3000000; - case 20: return 3500000; - case 21: return 3650000; - case 22: return 3800000; - case 23: return 4100000; - case 24: return 4400000; - case 25: return 4700000; - case 26: return 5100000; - case 27: return 5500000; - case 28: return 5900000; - case 29: return 6300000; - case 30: return 6650000; - /* add new levels here */ - case LVL_IMMORT: return 7000000; + case LVL_IMMORT: return 9999999; } break; - case CLASS_WARRIOR: + case CLASS_FIGHTER: switch (level) { case 0: return 0; case 1: return 1; - case 2: return 2000; - case 3: return 4000; - case 4: return 8000; - case 5: return 16000; - case 6: return 32000; - case 7: return 64000; - case 8: return 125000; - case 9: return 250000; - case 10: return 500000; - case 11: return 750000; - case 12: return 1000000; - case 13: return 1250000; - case 14: return 1500000; - case 15: return 1850000; - case 16: return 2200000; - case 17: return 2550000; - case 18: return 2900000; - case 19: return 3250000; - case 20: return 3600000; - case 21: return 3900000; - case 22: return 4200000; - case 23: return 4500000; - case 24: return 4800000; - case 25: return 5150000; - case 26: return 5500000; - case 27: return 5950000; - case 28: return 6400000; - case 29: return 6850000; - case 30: return 7400000; - /* add new levels here */ - case LVL_IMMORT: return 8000000; + case LVL_IMMORT: return 9999999; + } + break; + + case CLASS_BARBARIAN: + switch (level) { + case 0: return 0; + case 1: return 1; + case LVL_IMMORT: return 9999999; + } + break; + + case CLASS_RANGER: + switch (level) { + case 0: return 0; + case 1: return 1; + case LVL_IMMORT: return 9999999; + } + break; + + case CLASS_BARD: + switch (level) { + case 0: return 0; + case 1: return 1; + case LVL_IMMORT: return 9999999; + } + break; + + case CLASS_DRUID: + switch (level) { + case 0: return 0; + case 1: return 1; + case LVL_IMMORT: return 9999999; } break; } @@ -1816,284 +867,3 @@ int level_exp(int chclass, int level) log("SYSERR: XP tables not set up correctly in class.c!"); return 123456; } - -/* Default titles of male characters. */ -const char *title_male(int chclass, int level) -{ - if (level <= 0 || level > LVL_IMPL) - return "the Man"; - if (level == LVL_IMPL) - return "the Implementor"; - - switch (chclass) { - - case CLASS_MAGIC_USER: - switch (level) { - case 1: return "the Apprentice of Magic"; - case 2: return "the Spell Student"; - case 3: return "the Scholar of Magic"; - case 4: return "the Delver in Spells"; - case 5: return "the Medium of Magic"; - case 6: return "the Scribe of Magic"; - case 7: return "the Seer"; - case 8: return "the Sage"; - case 9: return "the Illusionist"; - case 10: return "the Abjurer"; - case 11: return "the Invoker"; - case 12: return "the Enchanter"; - case 13: return "the Conjurer"; - case 14: return "the Magician"; - case 15: return "the Creator"; - case 16: return "the Savant"; - case 17: return "the Magus"; - case 18: return "the Wizard"; - case 19: return "the Warlock"; - case 20: return "the Sorcerer"; - case 21: return "the Necromancer"; - case 22: return "the Thaumaturge"; - case 23: return "the Student of the Occult"; - case 24: return "the Disciple of the Uncanny"; - case 25: return "the Minor Elemental"; - case 26: return "the Greater Elemental"; - case 27: return "the Crafter of Magics"; - case 28: return "the Shaman"; - case 29: return "the Keeper of Talismans"; - case 30: return "the Archmage"; - case LVL_IMMORT: return "the Immortal Warlock"; - case LVL_GOD: return "the Avatar of Magic"; - case LVL_GRGOD: return "the God of Magic"; - default: return "the Mage"; - } - - case CLASS_CLERIC: - switch (level) { - case 1: return "the Believer"; - case 2: return "the Attendant"; - case 3: return "the Acolyte"; - case 4: return "the Novice"; - case 5: return "the Missionary"; - case 6: return "the Adept"; - case 7: return "the Deacon"; - case 8: return "the Vicar"; - case 9: return "the Priest"; - case 10: return "the Minister"; - case 11: return "the Canon"; - case 12: return "the Levite"; - case 13: return "the Curate"; - case 14: return "the Monk"; - case 15: return "the Healer"; - case 16: return "the Chaplain"; - case 17: return "the Expositor"; - case 18: return "the Bishop"; - case 19: return "the Arch Bishop"; - case 20: return "the Patriarch"; - /* no one ever thought up these titles 21-30 */ - case LVL_IMMORT: return "the Immortal Cardinal"; - case LVL_GOD: return "the Inquisitor"; - case LVL_GRGOD: return "the God of Good and Evil"; - default: return "the Cleric"; - } - - case CLASS_THIEF: - switch (level) { - case 1: return "the Pilferer"; - case 2: return "the Footpad"; - case 3: return "the Filcher"; - case 4: return "the Pick-Pocket"; - case 5: return "the Sneak"; - case 6: return "the Pincher"; - case 7: return "the Cut-Purse"; - case 8: return "the Snatcher"; - case 9: return "the Sharper"; - case 10: return "the Rogue"; - case 11: return "the Robber"; - case 12: return "the Magsman"; - case 13: return "the Highwayman"; - case 14: return "the Burglar"; - case 15: return "the Thief"; - case 16: return "the Knifer"; - case 17: return "the Quick-Blade"; - case 18: return "the Killer"; - case 19: return "the Brigand"; - case 20: return "the Cut-Throat"; - /* no one ever thought up these titles 21-30 */ - case LVL_IMMORT: return "the Immortal Assassin"; - case LVL_GOD: return "the Demi God of Thieves"; - case LVL_GRGOD: return "the God of Thieves and Tradesmen"; - default: return "the Thief"; - } - - case CLASS_WARRIOR: - switch(level) { - case 1: return "the Swordpupil"; - case 2: return "the Recruit"; - case 3: return "the Sentry"; - case 4: return "the Fighter"; - case 5: return "the Soldier"; - case 6: return "the Warrior"; - case 7: return "the Veteran"; - case 8: return "the Swordsman"; - case 9: return "the Fencer"; - case 10: return "the Combatant"; - case 11: return "the Hero"; - case 12: return "the Myrmidon"; - case 13: return "the Swashbuckler"; - case 14: return "the Mercenary"; - case 15: return "the Swordmaster"; - case 16: return "the Lieutenant"; - case 17: return "the Champion"; - case 18: return "the Dragoon"; - case 19: return "the Cavalier"; - case 20: return "the Knight"; - /* no one ever thought up these titles 21-30 */ - case LVL_IMMORT: return "the Immortal Warlord"; - case LVL_GOD: return "the Extirpator"; - case LVL_GRGOD: return "the God of War"; - default: return "the Warrior"; - } - } - - /* Default title for classes which do not have titles defined */ - return "the Classless"; -} - -/* Default titles of female characters. */ -const char *title_female(int chclass, int level) -{ - if (level <= 0 || level > LVL_IMPL) - return "the Woman"; - if (level == LVL_IMPL) - return "the Implementress"; - - switch (chclass) { - - case CLASS_MAGIC_USER: - switch (level) { - case 1: return "the Apprentice of Magic"; - case 2: return "the Spell Student"; - case 3: return "the Scholar of Magic"; - case 4: return "the Delveress in Spells"; - case 5: return "the Medium of Magic"; - case 6: return "the Scribess of Magic"; - case 7: return "the Seeress"; - case 8: return "the Sage"; - case 9: return "the Illusionist"; - case 10: return "the Abjuress"; - case 11: return "the Invoker"; - case 12: return "the Enchantress"; - case 13: return "the Conjuress"; - case 14: return "the Witch"; - case 15: return "the Creator"; - case 16: return "the Savant"; - case 17: return "the Craftess"; - case 18: return "the Wizard"; - case 19: return "the War Witch"; - case 20: return "the Sorceress"; - case 21: return "the Necromancress"; - case 22: return "the Thaumaturgess"; - case 23: return "the Student of the Occult"; - case 24: return "the Disciple of the Uncanny"; - case 25: return "the Minor Elementress"; - case 26: return "the Greater Elementress"; - case 27: return "the Crafter of Magics"; - case 28: return "Shaman"; - case 29: return "the Keeper of Talismans"; - case 30: return "Archwitch"; - case LVL_IMMORT: return "the Immortal Enchantress"; - case LVL_GOD: return "the Empress of Magic"; - case LVL_GRGOD: return "the Goddess of Magic"; - default: return "the Witch"; - } - - case CLASS_CLERIC: - switch (level) { - case 1: return "the Believer"; - case 2: return "the Attendant"; - case 3: return "the Acolyte"; - case 4: return "the Novice"; - case 5: return "the Missionary"; - case 6: return "the Adept"; - case 7: return "the Deaconess"; - case 8: return "the Vicaress"; - case 9: return "the Priestess"; - case 10: return "the Lady Minister"; - case 11: return "the Canon"; - case 12: return "the Levitess"; - case 13: return "the Curess"; - case 14: return "the Nunne"; - case 15: return "the Healess"; - case 16: return "the Chaplain"; - case 17: return "the Expositress"; - case 18: return "the Bishop"; - case 19: return "the Arch Lady of the Church"; - case 20: return "the Matriarch"; - /* no one ever thought up these titles 21-30 */ - case LVL_IMMORT: return "the Immortal Priestess"; - case LVL_GOD: return "the Inquisitress"; - case LVL_GRGOD: return "the Goddess of Good and Evil"; - default: return "the Cleric"; - } - - case CLASS_THIEF: - switch (level) { - case 1: return "the Pilferess"; - case 2: return "the Footpad"; - case 3: return "the Filcheress"; - case 4: return "the Pick-Pocket"; - case 5: return "the Sneak"; - case 6: return "the Pincheress"; - case 7: return "the Cut-Purse"; - case 8: return "the Snatcheress"; - case 9: return "the Sharpress"; - case 10: return "the Rogue"; - case 11: return "the Robber"; - case 12: return "the Magswoman"; - case 13: return "the Highwaywoman"; - case 14: return "the Burglaress"; - case 15: return "the Thief"; - case 16: return "the Knifer"; - case 17: return "the Quick-Blade"; - case 18: return "the Murderess"; - case 19: return "the Brigand"; - case 20: return "the Cut-Throat"; - /* no one ever thought up these titles 21-30 */ - case LVL_IMMORT: return "the Immortal Assassin"; - case LVL_GOD: return "the Demi Goddess of Thieves"; - case LVL_GRGOD: return "the Goddess of Thieves and Tradesmen"; - default: return "the Thief"; - } - - case CLASS_WARRIOR: - switch(level) { - case 1: return "the Swordpupil"; - case 2: return "the Recruit"; - case 3: return "the Sentress"; - case 4: return "the Fighter"; - case 5: return "the Soldier"; - case 6: return "the Warrior"; - case 7: return "the Veteran"; - case 8: return "the Swordswoman"; - case 9: return "the Fenceress"; - case 10: return "the Combatess"; - case 11: return "the Heroine"; - case 12: return "the Myrmidon"; - case 13: return "the Swashbuckleress"; - case 14: return "the Mercenaress"; - case 15: return "the Swordmistress"; - case 16: return "the Lieutenant"; - case 17: return "the Lady Champion"; - case 18: return "the Lady Dragoon"; - case 19: return "the Cavalier"; - case 20: return "the Lady Knight"; - /* no one ever thought up these titles 21-30 */ - case LVL_IMMORT: return "the Immortal Lady of War"; - case LVL_GOD: return "the Queen of Destruction"; - case LVL_GRGOD: return "the Goddess of War"; - default: return "the Warrior"; - } - } - - /* Default title for classes which do not have titles defined */ - return "the Classless"; -} - diff --git a/src/class.h b/src/class.h index a2a45aa..f409bb5 100644 --- a/src/class.h +++ b/src/class.h @@ -21,10 +21,8 @@ int invalid_class(struct char_data *ch, struct obj_data *obj); int level_exp(int chclass, int level); int parse_class(char arg); void roll_real_abils(struct char_data *ch); -byte saving_throws(int class_num, int type, int level); -int thaco(int class_num, int level); -const char *title_female(int chclass, int level); -const char *title_male(int chclass, int level); +bool has_save_proficiency(int class_num, int ability); +void grant_class_skills(struct char_data *ch, bool reset); /* Global variables */ diff --git a/src/comm.c b/src/comm.c index ed7d609..95a9558 100644 --- a/src/comm.c +++ b/src/comm.c @@ -65,6 +65,7 @@ #include "interpreter.h" #include "handler.h" #include "db.h" +#include "accounts.h" #include "house.h" #include "oasis.h" #include "genolc.h" @@ -272,7 +273,7 @@ int main(int argc, char **argv) case 'm': mini_mud = 1; no_rent_check = 1; - puts("Running in minimized mode & with no rent check."); + puts("Running in minimized mode & with no save-file check."); break; case 'c': scheck = 1; @@ -280,7 +281,7 @@ int main(int argc, char **argv) break; case 'q': no_rent_check = 1; - puts("Quick boot mode -- rent check supressed."); + puts("Quick boot mode -- save-file check suppressed."); break; case 'r': circle_restrict = 1; @@ -300,7 +301,7 @@ int main(int argc, char **argv) " -m Start in mini-MUD mode.\n" " -f<file> Use <file> for configuration.\n" " -o <file> Write log to <file> instead of stderr.\n" - " -q Quick boot (doesn't scan rent for object limits)\n" + " -q Quick boot (doesn't scan save files for object limits)\n" " -r Restrict MUD -- no new players allowed.\n" " -s Suppress special procedure assignments.\n" " Note: These arguments are 'CaSe SeNsItIvE!!!'\n", @@ -477,10 +478,6 @@ void copyover_recover() enter_player_game(d); - /* Clear their load room if it's not persistant. */ - if (!PLR_FLAGGED(d->character, PLR_LOADROOM)) - GET_LOADROOM(d->character) = NOWHERE; - d->connected = CON_PLAYING; look_at_room(d->character, 0); @@ -1453,8 +1450,9 @@ static void init_descriptor (struct descriptor_data *newd, int desc) *newd->output = '\0'; newd->bufptr = 0; newd->has_prompt = 1; /* prompt is part of greetings */ - STATE(newd) = CONFIG_PROTOCOL_NEGOTIATION ? CON_GET_PROTOCOL : CON_GET_NAME; + STATE(newd) = CONFIG_PROTOCOL_NEGOTIATION ? CON_GET_PROTOCOL : CON_GET_CONNECT; CREATE(newd->history, char *, HISTORY_SIZE); + newd->account = NULL; if (++last_desc == 1000) last_desc = 1; newd->desc_num = last_desc; @@ -2130,6 +2128,9 @@ void close_socket(struct descriptor_data *d) break; } + account_free(d->account); + d->account = NULL; + free(d); } @@ -2139,7 +2140,10 @@ static void check_idle_passwords(void) for (d = descriptor_list; d; d = next_d) { next_d = d->next; - if (STATE(d) != CON_PASSWORD && STATE(d) != CON_GET_NAME) + if (STATE(d) != CON_PASSWORD && STATE(d) != CON_GET_NAME && + STATE(d) != CON_GET_CONNECT && STATE(d) != CON_GET_ACCOUNT && + STATE(d) != CON_ACCOUNT_PASSWORD && STATE(d) != CON_ACCOUNT_NEWPASSWD && + STATE(d) != CON_ACCOUNT_CNFPASSWD) continue; if (!d->idle_tics) { d->idle_tics++; @@ -2646,7 +2650,6 @@ char *act(const char *str, int hide_invisible, struct char_data *ch, for (i = descriptor_list; i; i = i->next) { if (!i->connected && i->character && - !PRF_FLAGGED(i->character, PRF_NOGOSS) && !PLR_FLAGGED(i->character, PLR_WRITING) && !ROOM_FLAGGED(IN_ROOM(i->character), ROOM_SOUNDPROOF)) { @@ -2791,7 +2794,7 @@ static void msdp_update( void ) MSDPSetNumber( d, eMSDP_MANA, GET_MANA(ch) ); MSDPSetNumber( d, eMSDP_MANA_MAX, GET_MAX_MANA(ch) ); MSDPSetNumber( d, eMSDP_WIMPY, GET_WIMP_LEV(ch) ); - MSDPSetNumber( d, eMSDP_MONEY, GET_GOLD(ch) ); + MSDPSetNumber( d, eMSDP_MONEY, GET_COINS(ch) ); MSDPSetNumber( d, eMSDP_MOVEMENT, GET_MOVE(ch) ); MSDPSetNumber( d, eMSDP_MOVEMENT_MAX, GET_MAX_MOVE(ch) ); MSDPSetNumber( d, eMSDP_AC, compute_armor_class(ch) ); diff --git a/src/config.c b/src/config.c index aa9a4c5..c9f8967 100644 --- a/src/config.c +++ b/src/config.c @@ -49,12 +49,9 @@ int pk_allowed = NO; /* Is playerthieving allowed? */ int pt_allowed = NO; -/* Minimum level a player must be to shout/holler/gossip/auction. */ +/* Minimum level a player must be to shout */ int level_can_shout = 1; -/* Number of movement points it costs to holler. */ -int holler_move_cost = 20; - /* How many people can get into a tunnel? The default is two, but there is * also an alternate message in the case of one person being allowed. */ int tunnel_size = 2; @@ -67,9 +64,8 @@ int max_exp_loss = 500000; /* max losable per death */ int max_npc_corpse_time = 5; int max_pc_corpse_time = 10; -/* How many ticks before a player is sent to the void or idle-rented. */ +/* How many ticks before a player is sent to the void. */ int idle_void = 8; -int idle_rent_time = 48; /* This level and up is immune to idling, LVL_IMPL+1 will disable it. */ int idle_max_level = LVL_IMMORT; @@ -104,17 +100,7 @@ int no_mort_to_immort = YES; * If set to NO, then only the 6 directions n,e,s,w,u,d are allowed */ int diagonal_dirs = NO; -/* RENT/CRASHSAVE OPTIONS */ -/* Should the MUD allow you to 'rent' for free? (i.e. if you just quit, your - * objects are saved at no cost). */ -int free_rent = YES; - -/* Maximum number of items players are allowed to rent. */ -int max_obj_save = 30; - -/* Receptionist's surcharge on top of item costs. */ -int min_rent_cost = 100; - +/* CRASHSAVE OPTIONS */ /* Should the game automatically save people? (i.e., save player data every 4 * kills (on average), and Crash-save as defined below. If auto_save is YES, * then the 'save' command will be disabled to prevent item duplication via @@ -126,11 +112,9 @@ int auto_save = YES; * save players' houses. */ int autosave_time = 5; -/* Lifetime of crashfiles and forced-rent (idlesave) files in days. */ +/* Lifetime of crashfiles and idle-save files in days. */ int crash_file_timeout = 10; -/* Lifetime of normal rent files in days. */ -int rent_file_timeout = 30; /* Do you want to automatically wipe players who've been gone too long? */ int auto_pwipe = NO; @@ -170,19 +154,19 @@ int selfdelete_fastwipe = YES; /* ROOM NUMBERS */ /* Virtual number of room that mortals should enter at. */ -room_vnum mortal_start_room = 3001; +room_vnum mortal_start_room = 131; /* Virtual number of room that immorts should enter at by default. */ -room_vnum immort_start_room = 1204; +room_vnum immort_start_room = 1; /* Virtual number of room that frozen players should enter at. */ -room_vnum frozen_start_room = 1202; +room_vnum frozen_start_room = 1; /* Virtual numbers of donation rooms. note: you must change code in do_drop of * act.item.c if you change the number of non-NOWHERE donation rooms. */ -room_vnum donation_room_1 = 3063; -room_vnum donation_room_2 = 5510; -room_vnum donation_room_3 = 235; +room_vnum donation_room_1 = 1; +room_vnum donation_room_2 = 1; +room_vnum donation_room_3 = 1; /* GAME OPERATION OPTIONS */ @@ -265,22 +249,21 @@ const char *MENU = "Welcome to tbaMUD!\r\n" "\t(0\t)) Exit from tbaMUD.\r\n" "\t(1\t)) Enter the game.\r\n" -"\t(2\t)) Enter description.\r\n" -"\t(3\t)) Read the background story.\r\n" -"\t(4\t)) Change password.\r\n" -"\t(5\t)) Delete this character.\r\n" +"\t(2\t)) Read the background story.\r\n" +"\t(3\t)) Change password.\r\n" +"\t(4\t)) Delete this character.\r\n" "\r\n" " Make your choice: "; const char *WELC_MESSG = "\r\n" -"Welcome to tbaMUD! May your visit here be... Enlightening" +"Welcome to Miranthas! May you live long and prosper here!\r\n" "\r\n\r\n"; const char *START_MESSG = -"Welcome. This is your new tbaMUD character! You can now earn gold,\r\n" -"gain experience, find weapons and equipment, and much more -- while\r\n" -"meeting people from around the world!\r\n"; +"Welcome. This is your new Miranthas character! The world is harsh and\r\n" +"unforgiving to those that are unprepared. Take your time to explore before\r\n" +"leaving the city gates!\r\n"; /* AUTOWIZ OPTIONS */ /* Should the game automatically create a new wizlist/immlist every time someone diff --git a/src/config.h b/src/config.h index 1153fac..0d69ad8 100644 --- a/src/config.h +++ b/src/config.h @@ -18,14 +18,12 @@ extern int pk_allowed; extern int script_players; extern int pt_allowed; extern int level_can_shout; -extern int holler_move_cost; extern int tunnel_size; extern int max_exp_gain; extern int max_exp_loss; extern int max_npc_corpse_time; extern int max_pc_corpse_time; extern int idle_void; -extern int idle_rent_time; extern int idle_max_level; extern int dts_are_dumps; extern int load_into_inventory; @@ -36,13 +34,9 @@ extern const char *NOEFFECT; extern int track_through_doors; extern int no_mort_to_immort; extern int diagonal_dirs; -extern int free_rent; -extern int max_obj_save; -extern int min_rent_cost; extern int auto_save; extern int autosave_time; extern int crash_file_timeout; -extern int rent_file_timeout; /* Room Numbers */ extern room_vnum mortal_start_room; extern room_vnum immort_start_room; diff --git a/src/constants.c b/src/constants.c index 79299dc..0bc0ac7 100644 --- a/src/constants.c +++ b/src/constants.c @@ -83,6 +83,8 @@ const char *room_bits[] = { "OLC", "*", /* The BFS Mark. */ "WORLDMAP", + "QUIT", + "SAVE", "\n" }; @@ -111,6 +113,26 @@ const char *exit_bits[] = { "\n" }; +/* Furniture: which body positions are supported on this piece */ +const char *furniture_position_bits[] = { + "STAND", /* can stand on it */ + "SIT", /* can sit on it */ + "REST", /* can rest on it */ + "SLEEP", /* can sleep on it */ + "\n" +}; + +/* Furniture flags: behavior & semantics */ +const char *furniture_flag_bits[] = { + "ON", /* interact 'on' it (table, stage, dais) */ + "IN", /* interact 'in' it (bed with canopy, tub) */ + "AT", /* interact 'at' it (altar, bar, desk) */ + "BLOCKS_PASSAGE",/* occupies/blocks movement in room */ + "MOUNT_POINT", /* anchor for ropes, mounts, etc. */ + "NO_DRAG", /* cannot be dragged */ + "\n" +}; + /** Description of the room sector type. * @pre Must be in the same order as the defines. * Must end array with a single newline. */ @@ -123,8 +145,16 @@ const char *sector_types[] = { "Mountains", "Water (Swim)", "Water (No Swim)", - "In Flight", "Underwater", + "In Flight", + "Scrublands", + "Sands", + "Rocky Terrain", + "Roads", + "Underground", + "Silt Sea", + "Ashlands", + "Tablelands", "\n" }; @@ -168,7 +198,6 @@ const char *player_bits[] = { "CSH", "SITEOK", "NOSHOUT", - "NOTITLE", "DELETED", "LOADRM", "NO_WIZL", @@ -236,16 +265,12 @@ const char *preference_bits[] = { "NO_WIZ", "L1", "L2", - "NO_AUC", - "NO_GOS", - "NO_GTZ", "RMFLG", "D_AUTO", "CLS", "BLDWLK", "AFK", "AUTOLOOT", - "AUTOGOLD", "AUTOSPLIT", "AUTOSAC", "AUTOASSIST", @@ -282,8 +307,10 @@ const char *affected_bits[] = "SCUBA", "SNEAK", "HIDE", - "UNUSED", + "SCAN", "CHARM", + "BANDAGED", + "LISTEN", "\n" }; @@ -336,6 +363,7 @@ const char *wear_where[] = { "<worn on finger> ", "<worn around neck> ", "<worn around neck> ", + "<worn on back> ", "<worn on body> ", "<worn on head> ", "<worn on legs> ", @@ -360,6 +388,7 @@ const char *equipment_types[] = { "Worn on left finger", "First worn around Neck", "Second worn around Neck", + "Worn on back", "Worn on body", "Worn on head", "Worn on legs", @@ -400,7 +429,7 @@ const char *item_types[] = { "LIQ CONTAINER", "KEY", "FOOD", - "MONEY", + "COINS", "PEN", "BOAT", "FOUNTAIN", @@ -414,6 +443,7 @@ const char *wear_bits[] = { "TAKE", "FINGER", "NECK", + "BACK", "BODY", "HEAD", "LEGS", @@ -435,7 +465,7 @@ const char *wear_bits[] = { const char *extra_bits[] = { "GLOW", "HUM", - "NO_RENT", + "UNUSED", "NO_DONATE", "NO_INVIS", "INVISIBLE", @@ -445,15 +475,24 @@ const char *extra_bits[] = { "ANTI_GOOD", "ANTI_EVIL", "ANTI_NEUTRAL", - "ANTI_MAGE", + "ANTI_SORCEROR", "ANTI_CLERIC", - "ANTI_THIEF", - "ANTI_WARRIOR", + "ANTI_ROGUE", + "ANTI_FIGHTER", + "ANTI_BARBARIAN", + "ANTI_RANGER", + "ANTI_BARD", + "ANTI_DRUID", "NO_SELL", "QUEST_ITEM", + "HOOD_UP", + "SKINNED", "\n" }; +/* Number of extra flags (excluding the sentinel "\n") */ +const int NUM_EXTRA_FLAGS = (sizeof(extra_bits) / sizeof(extra_bits[0]) - 1); + /** Describes the apply types. * @pre Must be in the same order as the defines. * Must end array with a single newline. */ @@ -473,16 +512,15 @@ const char *apply_types[] = { "MAXMANA", "MAXHIT", "MAXMOVE", - "GOLD", + "COINS", "EXP", "ARMOR", - "HITROLL", - "DAMROLL", - "SAVING_PARA", - "SAVING_ROD", - "SAVING_PETRI", - "SAVING_BREATH", - "SAVING_SPELL", + "SAVE_STR", + "SAVE_DEX", + "SAVE_CON", + "SAVE_INT", + "SAVE_WIS", + "SAVE_CHA", "\n" }; @@ -497,6 +535,9 @@ const char *container_bits[] = { "\n", }; +/* Number of container flags (excluding the sentinel "\n") */ +const int NUM_CONTAINER_FLAGS = (sizeof(container_bits) / sizeof(container_bits[0]) - 1); + /** Describes the liquid description. * @pre Must be in the same order as the defines. * Must end array with a single newline. */ @@ -601,198 +642,6 @@ const char *fullness[] = "" }; -/** Strength attribute affects. - * The fields are hit mod, damage mod, weight carried mod, and weight wielded - * mod. */ -cpp_extern const struct str_app_type str_app[] = { - {-5, -4, 0, 0}, /* str = 0 */ - {-5, -4, 3, 1}, /* str = 1 */ - {-3, -2, 3, 2}, - {-3, -1, 10, 3}, - {-2, -1, 25, 4}, - {-2, -1, 55, 5}, /* str = 5 */ - {-1, 0, 80, 6}, - {-1, 0, 90, 7}, - {0, 0, 100, 8}, - {0, 0, 100, 9}, - {0, 0, 115, 10}, /* str = 10 */ - {0, 0, 115, 11}, - {0, 0, 140, 12}, - {0, 0, 140, 13}, - {0, 0, 170, 14}, - {0, 0, 170, 15}, /* str = 15 */ - {0, 1, 195, 16}, - {1, 1, 220, 18}, - {1, 2, 255, 20}, /* str = 18 */ - {3, 7, 640, 40}, - {3, 8, 700, 40}, /* str = 20 */ - {4, 9, 810, 40}, - {4, 10, 970, 40}, - {5, 11, 1130, 40}, - {6, 12, 1440, 40}, - {7, 14, 1750, 40}, /* str = 25 */ - {1, 3, 280, 22}, /* str = 18/0 - 18-50 */ - {2, 3, 305, 24}, /* str = 18/51 - 18-75 */ - {2, 4, 330, 26}, /* str = 18/76 - 18-90 */ - {2, 5, 380, 28}, /* str = 18/91 - 18-99 */ - {3, 6, 480, 30} /* str = 18/100 */ -}; - -/** Dexterity skill modifiers for thieves. - * The fields are for pick pockets, pick locks, find traps, sneak and hide. */ -cpp_extern const struct dex_skill_type dex_app_skill[] = { - {-99, -99, -90, -99, -60}, /* dex = 0 */ - {-90, -90, -60, -90, -50}, /* dex = 1 */ - {-80, -80, -40, -80, -45}, - {-70, -70, -30, -70, -40}, - {-60, -60, -30, -60, -35}, - {-50, -50, -20, -50, -30}, /* dex = 5 */ - {-40, -40, -20, -40, -25}, - {-30, -30, -15, -30, -20}, - {-20, -20, -15, -20, -15}, - {-15, -10, -10, -20, -10}, - {-10, -5, -10, -15, -5}, /* dex = 10 */ - {-5, 0, -5, -10, 0}, - {0, 0, 0, -5, 0}, - {0, 0, 0, 0, 0}, - {0, 0, 0, 0, 0}, - {0, 0, 0, 0, 0}, /* dex = 15 */ - {0, 5, 0, 0, 0}, - {5, 10, 0, 5, 5}, - {10, 15, 5, 10, 10}, /* dex = 18 */ - {15, 20, 10, 15, 15}, - {15, 20, 10, 15, 15}, /* dex = 20 */ - {20, 25, 10, 15, 20}, - {20, 25, 15, 20, 20}, - {25, 25, 15, 20, 20}, - {25, 30, 15, 25, 25}, - {25, 30, 15, 25, 25} /* dex = 25 */ -}; - -/** Dexterity attribute affects. - * The fields are reaction, missile attacks, and defensive (armor class). */ -cpp_extern const struct dex_app_type dex_app[] = { - {-7, -7, 6}, /* dex = 0 */ - {-6, -6, 5}, /* dex = 1 */ - {-4, -4, 5}, - {-3, -3, 4}, - {-2, -2, 3}, - {-1, -1, 2}, /* dex = 5 */ - {0, 0, 1}, - {0, 0, 0}, - {0, 0, 0}, - {0, 0, 0}, - {0, 0, 0}, /* dex = 10 */ - {0, 0, 0}, - {0, 0, 0}, - {0, 0, 0}, - {0, 0, 0}, - {0, 0, -1}, /* dex = 15 */ - {1, 1, -2}, - {2, 2, -3}, - {2, 2, -4}, /* dex = 18 */ - {3, 3, -4}, - {3, 3, -4}, /* dex = 20 */ - {4, 4, -5}, - {4, 4, -5}, - {4, 4, -5}, - {5, 5, -6}, - {5, 5, -6} /* dex = 25 */ -}; - -/** Constitution attribute affects. - * The field referenced is for hitpoint bonus. */ -cpp_extern const struct con_app_type con_app[] = { - {-4}, /* con = 0 */ - {-3}, /* con = 1 */ - {-2}, - {-2}, - {-1}, - {-1}, /* con = 5 */ - {-1}, - {0}, - {0}, - {0}, - {0}, /* con = 10 */ - {0}, - {0}, - {0}, - {0}, - {1}, /* con = 15 */ - {2}, - {2}, - {3}, /* con = 18 */ - {3}, - {4}, /* con = 20 */ - {5}, - {5}, - {5}, - {6}, - {6} /* con = 25 */ -}; - -/** Intelligence attribute affects. - * The field shows how much practicing affects a skill/spell. */ -cpp_extern const struct int_app_type int_app[] = { - {3}, /* int = 0 */ - {5}, /* int = 1 */ - {7}, - {8}, - {9}, - {10}, /* int = 5 */ - {11}, - {12}, - {13}, - {15}, - {17}, /* int = 10 */ - {19}, - {22}, - {25}, - {30}, - {35}, /* int = 15 */ - {40}, - {45}, - {50}, /* int = 18 */ - {53}, - {55}, /* int = 20 */ - {56}, - {57}, - {58}, - {59}, - {60} /* int = 25 */ -}; - -/** Wisdom attribute affects. - * The field represents how many extra practice points are gained per level. */ -cpp_extern const struct wis_app_type wis_app[] = { - {0}, /* wis = 0 */ - {0}, /* wis = 1 */ - {0}, - {0}, - {0}, - {0}, /* wis = 5 */ - {0}, - {0}, - {0}, - {0}, - {0}, /* wis = 10 */ - {0}, - {2}, - {2}, - {3}, - {3}, /* wis = 15 */ - {3}, - {4}, - {5}, /* wis = 18 */ - {6}, - {6}, /* wis = 20 */ - {6}, - {6}, - {7}, - {7}, - {7} /* wis = 25 */ -}; - /** Define a set of opposite directions from the cardinal directions. */ int rev_dir[] = { @@ -819,8 +668,16 @@ int movement_loss[] = 6, /* Mountains */ 4, /* Swimming */ 1, /* Unswimable */ - 1, /* Flying */ - 5 /* Underwater */ + 5, /* Underwater */ + 1, /* Flying */ + 3, /* Scrubland */ + 3, /* Sand */ + 5, /* Rocky Hill */ + 1, /* Road */ + 2, /* Underground */ + 4, /* Silt */ + 2, /* Ashland */ + 2 /* Tableland */ }; /** The names of the days of the mud week. Not used in sprinttype(). */ @@ -937,13 +794,9 @@ const char *wtrig_types[] = { const char *history_types[] = { "all", "say", - "gossip", "wiznet", "tell", "shout", - "grats", - "holler", - "auction", "\n" }; @@ -954,6 +807,44 @@ const char *ibt_bits[] = { "InProgress", "\n" }; + +/* 5e system helpers */ + +/* Armor slot table for ascending AC rules +* Fields are AC, bulk, magic cap +*/ +const struct armor_slot armor_slots[] = { + { "head", 2, 1, 1 }, + { "body", 3, 3, 3 }, + { "legs", 2, 1, 2 }, + { "arms", 1, 1, 1 }, + { "hands", 1, 1, 1 }, + { "feet", 1, 1, 1 }, + { "right wrist", 1, 1, 1 }, + { "left wrist", 1, 1, 1 }, +}; + +const int NUM_ARMOR_SLOTS = sizeof(armor_slots) / sizeof(armor_slots[0]); + +/* Wear-position mapping for armor_slots[] order */ +const int ARMOR_WEAR_POSITIONS[] = { + WEAR_HEAD, /* "head" */ + WEAR_BODY, /* "body" */ + WEAR_LEGS, /* "legs" */ + WEAR_ARMS, /* "arms" */ + WEAR_HANDS, /* "hands" */ + WEAR_FEET, /* "feet" */ + WEAR_WRIST_R, /* "right wrist" */ + WEAR_WRIST_L /* "left wrist" */ +}; + +/* Armor flag names for obj->value[3] */ +const char *armor_flag_bits[] = { + "STEALTHDISADV", /* ARMF_STEALTH_DISADV */ + "REQ_STR15", /* ARMF_REQ_STR15 */ + "\n" +}; + /* --- End of constants arrays. --- */ /* Various arrays we count so we can check the world files. These @@ -968,4 +859,3 @@ const char *ibt_bits[] = { extra_bits_count = sizeof(extra_bits) / sizeof(extra_bits[0]) - 1, /** Number of defined wear bit descriptions. */ wear_bits_count = sizeof(wear_bits) / sizeof(wear_bits[0]) - 1; - diff --git a/src/constants.h b/src/constants.h index 660c780..d95bb35 100644 --- a/src/constants.h +++ b/src/constants.h @@ -39,12 +39,6 @@ extern const char *color_liquid[]; extern const char *fullness[]; extern const char *weekdays[]; extern const char *month_name[]; -extern const struct str_app_type str_app[]; -extern const struct dex_skill_type dex_app_skill[]; -extern const struct dex_app_type dex_app[]; -extern const struct con_app_type con_app[]; -extern const struct int_app_type int_app[]; -extern const struct wis_app_type wis_app[]; extern int rev_dir[]; extern int movement_loss[]; extern int drink_aff[][3]; @@ -59,4 +53,34 @@ extern size_t affected_bits_count; extern size_t extra_bits_count; extern size_t wear_bits_count; +/* 5e system helpers */ + +/* Armor slot constraints for AC calculation */ +struct armor_slot { + const char *name; + int max_piece_ac; /* max base AC contribution from this slot */ + int max_magic; /* max magic bonus contribution from this slot */ + int bulk_weight; /* bulk contribution for encumbrance / Dex cap */ +}; + +/* Armor slot table (defined in constants.c) */ +extern const struct armor_slot armor_slots[]; +extern const int NUM_ARMOR_SLOTS; +extern const int ARMOR_WEAR_POSITIONS[]; +/* Armor flags (obj->value[3]) */ +extern const char *armor_flag_bits[]; + +/* Bounded accuracy caps */ +#define MAX_TOTAL_ATTACK_BONUS 10 /* stats + prof + magic + situational */ +#define MAX_WEAPON_MAGIC 3 +#define MAX_SHIELD_MAGIC 3 +/* We already set this earlier: */ +#define MAX_TOTAL_ARMOR_MAGIC 3 + +extern const char *container_bits[]; +extern const int NUM_CONTAINER_FLAGS; + +extern const char *extra_bits[]; +extern const int NUM_EXTRA_FLAGS; + #endif /* _CONSTANTS_H_ */ diff --git a/src/db.c b/src/db.c index fda7ac6..7cf3153 100644 --- a/src/db.c +++ b/src/db.c @@ -38,6 +38,7 @@ #include "mud_event.h" #include "msgedit.h" #include "screen.h" +#include "roomsave.h" #include <sys/stat.h> /* declarations of most of the 'global' variables */ @@ -83,7 +84,7 @@ int top_shop = -1; /* top of shop table */ int no_mail = 0; /* mail disabled? */ int mini_mud = 0; /* mini-mud mode? */ -int no_rent_check = 0; /* skip rent check on boot? */ +int no_rent_check = 0; /* skip save-file check on boot? */ time_t boot_time = 0; /* time of mud boot */ int circle_restrict = 0; /* level of game restriction */ room_rnum r_mortal_start_room; /* rnum of mortal start room */ @@ -121,8 +122,6 @@ struct weather_data weather_info; /* the infomation about the weather */ struct player_special_data dummy_mob; /* dummy spec area for mobs */ struct reset_q_type reset_q; /* queue of zones to be reset */ -struct happyhour happy_data = {0,0,0,0}; - /* declaration of local (file scope) variables */ static int converting = FALSE; @@ -574,8 +573,8 @@ void destroy_db(void) free(obj_proto[cnt].description); if (obj_proto[cnt].short_description) free(obj_proto[cnt].short_description); - if (obj_proto[cnt].action_description) - free(obj_proto[cnt].action_description); + if (obj_proto[cnt].main_description) + free(obj_proto[cnt].main_description); free_extra_descriptions(obj_proto[cnt].ex_description); /* free script proto list */ @@ -588,14 +587,14 @@ void destroy_db(void) for (cnt = 0; cnt <= top_of_mobt; cnt++) { if (mob_proto[cnt].player.name) free(mob_proto[cnt].player.name); - if (mob_proto[cnt].player.title) - free(mob_proto[cnt].player.title); if (mob_proto[cnt].player.short_descr) free(mob_proto[cnt].player.short_descr); if (mob_proto[cnt].player.long_descr) free(mob_proto[cnt].player.long_descr); if (mob_proto[cnt].player.description) free(mob_proto[cnt].player.description); + if (mob_proto[cnt].player.background) + free(mob_proto[cnt].player.background); /* free script proto list */ free_proto_script(&mob_proto[cnt], MOB_TRIGGER); @@ -773,7 +772,7 @@ void boot_db(void) load_ibt_file(SCMD_TYPO); if (!no_rent_check) { - log("Deleting timed-out crash and rent files:"); + log("Deleting timed-out crash and idle-save files:"); update_obj_file(); log(" Done."); } @@ -784,6 +783,11 @@ void boot_db(void) House_boot(); } + /* Restore persistent room contents last so they take precedence. */ + log("Loading Room Contents."); + RoomSave_init_dirty(); + RoomSave_boot(); + log("Cleaning up last log."); clean_llog_entries(); @@ -1348,6 +1352,7 @@ void parse_room(FILE *fl, int virtual_nr) world[room_nr].dir_option[i] = NULL; world[room_nr].ex_description = NULL; + world[room_nr].forage = NULL; snprintf(buf, sizeof(buf), "SYSERR: Format error in room #%d (expecting D/E/S)", virtual_nr); @@ -1369,6 +1374,38 @@ void parse_room(FILE *fl, int virtual_nr) new_descr->next = world[room_nr].ex_description; world[room_nr].ex_description = new_descr; break; + case 'F': + for (;;) { + obj_vnum ovnum; + int dc; + + if (!get_line(fl, line)) { + log("SYSERR: Unexpected EOF while reading 'F' block in room #%d.", virtual_nr); + break; + } + if (sscanf(line, "%d %d", &ovnum, &dc) != 2) { + log("SYSERR: Bad 'F' line in room #%d: '%s' (need <obj_vnum> <dc>).", virtual_nr, line); + continue; + } + if (ovnum == 0 && dc == 0) + break; + + struct forage_entry *e; + struct forage_entry *tail; + CREATE(e, struct forage_entry, 1); + e->obj_vnum = ovnum; + e->dc = dc; + e->next = NULL; + if (!world[room_nr].forage) { + world[room_nr].forage = e; + } else { + tail = world[room_nr].forage; + while (tail->next) + tail = tail->next; + tail->next = e; + } + } + break; case 'S': /* end of room */ /* DG triggers -- script is defined after the end of the room */ letter = fread_letter(fl); @@ -1548,45 +1585,26 @@ static void parse_simple_mob(FILE *mob_f, int i, int nr) exit(1); } - if (sscanf(line, " %d %d %d %dd%d+%d %dd%d+%d ", - t, t + 1, t + 2, t + 3, t + 4, t + 5, t + 6, t + 7, t + 8) != 9) { + if (sscanf(line, " %d %dd%d+%d ", + t, t + 1, t + 2, t + 3) != 4) { log("SYSERR: Format error in mob #%d, first line after S flag\n" - "...expecting line of form '# # # #d#+# #d#+#'", nr); + "...expecting line of form '# #d#+#'", nr); exit(1); } - GET_LEVEL(mob_proto + i) = t[0]; - GET_HITROLL(mob_proto + i) = 20 - t[1]; - GET_AC(mob_proto + i) = 10 * t[2]; + if (t[0] != 1) + log("INFO: Forcing mob #%d level from %d to 1 per level lock.", nr, t[0]); + GET_LEVEL(mob_proto + i) = 1; /* max hit = 0 is a flag that H, M, V is xdy+z */ GET_MAX_HIT(mob_proto + i) = 0; - GET_HIT(mob_proto + i) = t[3]; - GET_MANA(mob_proto + i) = t[4]; - GET_MOVE(mob_proto + i) = t[5]; + GET_HIT(mob_proto + i) = t[1]; + GET_MANA(mob_proto + i) = t[2]; + GET_MOVE(mob_proto + i) = t[3]; GET_MAX_MANA(mob_proto + i) = 10; GET_MAX_MOVE(mob_proto + i) = 50; - mob_proto[i].mob_specials.damnodice = t[6]; - mob_proto[i].mob_specials.damsizedice = t[7]; - GET_DAMROLL(mob_proto + i) = t[8]; - - if (!get_line(mob_f, line)) { - log("SYSERR: Format error in mob #%d, second line after S flag\n" - "...expecting line of form '# #', but file ended!", nr); - exit(1); - } - - if (sscanf(line, " %d %d ", t, t + 1) != 2) { - log("SYSERR: Format error in mob #%d, second line after S flag\n" - "...expecting line of form '# #'", nr); - exit(1); - } - - GET_GOLD(mob_proto + i) = t[0]; - GET_EXP(mob_proto + i) = t[1]; - if (!get_line(mob_f, line)) { log("SYSERR: Format error in last line of mob #%d\n" "...expecting line of form '# # #', but file ended!", nr); @@ -1603,136 +1621,181 @@ static void parse_simple_mob(FILE *mob_f, int i, int nr) GET_DEFAULT_POS(mob_proto + i) = t[1]; GET_SEX(mob_proto + i) = t[2]; - GET_CLASS(mob_proto + i) = 0; + GET_CLASS(mob_proto + i) = CLASS_UNDEFINED; GET_WEIGHT(mob_proto + i) = 200; GET_HEIGHT(mob_proto + i) = 198; /* These are now save applies; base save numbers for MOBs are now from the - * warrior save table. */ + * fighter save table. */ for (j = 0; j < NUM_OF_SAVING_THROWS; j++) GET_SAVE(mob_proto + i, j) = 0; } -/* interpret_espec is the function that takes espec keywords and values and - * assigns the correct value to the mob as appropriate. Adding new e-specs is - * absurdly easy -- just add a new CASE statement to this function! No other - * changes need to be made anywhere in the code. - * CASE : Requires a parameter through 'value'. */ -#define CASE(test) \ - if (value && !matched && !str_cmp(keyword, test) && (matched = TRUE)) -#define RANGE(low, high) \ - (num_arg = MAX((low), MIN((high), (num_arg)))) - -static void interpret_espec(const char *keyword, const char *value, int i, int nr) -{ - int num_arg = 0, matched = FALSE; - - /* If there isn't a colon, there is no value. While Boolean options are - * possible, we don't actually have any. Feel free to make some. */ - if (value) - num_arg = atoi(value); - - CASE("BareHandAttack") { - RANGE(0, NUM_ATTACK_TYPES - 1); - mob_proto[i].mob_specials.attack_type = num_arg; - } - - CASE("Str") { - RANGE(3, 25); - mob_proto[i].real_abils.str = num_arg; - } - - CASE("StrAdd") { - RANGE(0, 100); - mob_proto[i].real_abils.str_add = num_arg; - } - - CASE("Int") { - RANGE(3, 25); - mob_proto[i].real_abils.intel = num_arg; - } - - CASE("Wis") { - RANGE(3, 25); - mob_proto[i].real_abils.wis = num_arg; - } - - CASE("Dex") { - RANGE(3, 25); - mob_proto[i].real_abils.dex = num_arg; - } - - CASE("Con") { - RANGE(3, 25); - mob_proto[i].real_abils.con = num_arg; - } - - CASE("Cha") { - RANGE(3, 25); - mob_proto[i].real_abils.cha = num_arg; - } - - CASE("SavingPara") { - RANGE(0, 100); - mob_proto[i].char_specials.saved.apply_saving_throw[SAVING_PARA] = num_arg; - } - - CASE("SavingRod") { - RANGE(0, 100); - mob_proto[i].char_specials.saved.apply_saving_throw[SAVING_ROD] = num_arg; - } - - CASE("SavingPetri") { - RANGE(0, 100); - mob_proto[i].char_specials.saved.apply_saving_throw[SAVING_PETRI] = num_arg; - } - - CASE("SavingBreath") { - RANGE(0, 100); - mob_proto[i].char_specials.saved.apply_saving_throw[SAVING_BREATH] = num_arg; - } - - CASE("SavingSpell") { - RANGE(0, 100); - mob_proto[i].char_specials.saved.apply_saving_throw[SAVING_SPELL] = num_arg; - } - - if (!matched) { - log("SYSERR: Warning: unrecognized espec keyword %s in mob #%d", - keyword, nr); - } -} - -#undef CASE -#undef BOOL_CASE -#undef RANGE - static void parse_espec(char *buf, int i, int nr) { char *ptr; + /* Split on ':' if present (e.g., "Str: 16") */ if ((ptr = strchr(buf, ':')) != NULL) { *(ptr++) = '\0'; while (isspace(*ptr)) ptr++; + } else { + /* No colon: treat the remainder as value start (may be NULL) */ + ptr = NULL; } + + /* Trim leading spaces from keyword */ + while (isspace(*buf)) + buf++; + + /* Always route to interpret_espec so we only write to real_abils there. */ interpret_espec(buf, ptr, i, nr); } +/* interpret_espec is the function that takes espec keywords and values and + * assigns the correct value to the mob as appropriate. Adding new e-specs is + * straightforward: just add a new CASE() block. */ +#define CASE(test) \ + if (value && !matched && !str_cmp(keyword, test) && (matched = TRUE)) +#define RANGE(low, high) \ + (num_arg = MAX((low), MIN((high), (num_arg)))) + +static void interpret_espec(const char *keyword, const char *value, int i, int nr) +{ + int num_arg = 0; + bool matched = FALSE; + bool touched_ability = FALSE; + + if (value) + num_arg = atoi(value); + + /* --- Ability Scores (write REAL, then sync AFF) --- */ + CASE("Str") { + RANGE(3, 25); + mob_proto[i].real_abils.str = num_arg; + touched_ability = TRUE; + } + CASE("Dex") { + RANGE(3, 25); + mob_proto[i].real_abils.dex = num_arg; + touched_ability = TRUE; + } + CASE("Con") { + RANGE(3, 25); + mob_proto[i].real_abils.con = num_arg; + touched_ability = TRUE; + } + CASE("Int") { + RANGE(3, 25); + mob_proto[i].real_abils.intel = num_arg; + touched_ability = TRUE; + } + CASE("Wis") { + RANGE(3, 25); + mob_proto[i].real_abils.wis = num_arg; + touched_ability = TRUE; + } + CASE("Cha") { + RANGE(3, 25); + mob_proto[i].real_abils.cha = num_arg; + touched_ability = TRUE; + } + CASE("Class") { + RANGE(CLASS_UNDEFINED, NUM_CLASSES - 1); + mob_proto[i].player.chclass = num_arg; + } + + /* --- 5e-style Saving Throws --- */ + CASE("SaveStr") { + RANGE(0, 100); + mob_proto[i].char_specials.saved.saving_throws[ABIL_STR] = num_arg; + } + CASE("SaveDex") { + RANGE(0, 100); + mob_proto[i].char_specials.saved.saving_throws[ABIL_DEX] = num_arg; + } + CASE("SaveCon") { + RANGE(0, 100); + mob_proto[i].char_specials.saved.saving_throws[ABIL_CON] = num_arg; + } + CASE("SaveInt") { + RANGE(0, 100); + mob_proto[i].char_specials.saved.saving_throws[ABIL_INT] = num_arg; + } + CASE("SaveWis") { + RANGE(0, 100); + mob_proto[i].char_specials.saved.saving_throws[ABIL_WIS] = num_arg; + } + CASE("SaveCha") { + RANGE(0, 100); + mob_proto[i].char_specials.saved.saving_throws[ABIL_CHA] = num_arg; + } + + /* If we changed a base ability, keep aff_abils in sync for the prototype. */ + if (touched_ability) + mob_proto[i].aff_abils = mob_proto[i].real_abils; + + /* --- Debug + Fallback --- */ + if (!matched) { + log("DEBUG: Unmatched espec line '%s' value '%s' in mob #%d", + keyword, value ? value : "(null)", nr); + log("SYSERR: Warning: unrecognized espec keyword %s in mob #%d", + keyword, nr); + } +} + +/* Prevent macro bleed */ +#undef CASE +#undef RANGE + + static void parse_enhanced_mob(FILE *mob_f, int i, int nr) { char line[READ_SIZE]; + /* Step 1: parse the standard numeric lines (level, dice, pos, sex, etc.) */ parse_simple_mob(mob_f, i, nr); + /* Step 2: read extended attributes until 'E' line encountered */ while (get_line(mob_f, line)) { - if (!strcmp(line, "E")) /* end of the enhanced section */ + if (!strcmp(line, "E")) /* end of the enhanced section */ return; - else if (*line == '#') { /* we've hit the next mob, maybe? */ + else if (*line == '#') { /* premature next mob start */ log("SYSERR: Unterminated E section in mob #%d", nr); exit(1); - } else - parse_espec(line, i, nr); + } + + else if (!strncmp(line, "Skill", 5)) { + int snum = 0, sval = 0; + if (sscanf(line, "Skill %d %d", &snum, &sval) == 2) { + if (snum >= 0 && snum < MAX_SKILLS) + SET_SKILL(&mob_proto[i], snum, (byte)MIN(MAX(0, sval), 100)); + else + log("SYSERR: Invalid skill index %d in mob #%d", snum, nr); + } else + log("SYSERR: Malformed Skill line in mob #%d: '%s'", nr, line); + continue; + } + + else if (!strncmp(line, "AtkT", 4)) { + int atkt = 0; + + if (sscanf(line, "AtkT %d", &atkt) == 1) { + + /* If stored as TYPE_* (e.g., 304), convert to index (e.g., 4). */ + if (atkt >= TYPE_HIT && atkt < (TYPE_HIT + NUM_ATTACK_TYPES)) + atkt -= TYPE_HIT; + + /* Store only the index. */ + if (atkt >= 0 && atkt < NUM_ATTACK_TYPES) + mob_proto[i].mob_specials.attack_type = atkt; + } + continue; + } + + else + parse_espec(line, i, nr); /* interpret Str:, Dex:, Save*, etc. */ } log("SYSERR: Unexpected end of file reached after mob #%d", nr); @@ -1744,11 +1807,12 @@ void parse_mobile(FILE *mob_f, int nr) static int i = 0; int j, t[10], retval; char line[READ_SIZE], *tmpptr, letter; - char f1[128], f2[128], f3[128], f4[128], f5[128], f6[128], f7[128], f8[128], buf2[128]; + char f1[128], f2[128], f3[128], f4[128], f5[128], f6[128], f7[128], f8[128], buf1[128], buf2[128]; mob_index[i].vnum = nr; mob_index[i].number = 0; mob_index[i].func = NULL; + mob_index[i].skin_yields = NULL; clear_char(mob_proto + i); @@ -1759,7 +1823,8 @@ void parse_mobile(FILE *mob_f, int nr) sprintf(buf2, "mob vnum %d", nr); /* sprintf: OK (for 'buf2 >= 19') */ /* String data */ - mob_proto[i].player.name = fread_string(mob_f, buf2); + mob_proto[i].player.name = fread_string(mob_f, buf1); + mob_proto[i].player.keywords = fread_string(mob_f, buf2); tmpptr = mob_proto[i].player.short_descr = fread_string(mob_f, buf2); if (tmpptr && *tmpptr) if (!str_cmp(fname(tmpptr), "a") || !str_cmp(fname(tmpptr), "an") || @@ -1767,7 +1832,33 @@ void parse_mobile(FILE *mob_f, int nr) *tmpptr = LOWER(*tmpptr); mob_proto[i].player.long_descr = fread_string(mob_f, buf2); mob_proto[i].player.description = fread_string(mob_f, buf2); - GET_TITLE(mob_proto + i) = NULL; + mob_proto[i].player.background = NULL; + + /* Optional background block signaled by a leading 'B' marker */ + { + int letter; + + do { + letter = fgetc(mob_f); + if (letter == EOF) + break; + } while (letter == '\n' || letter == '\r'); + + if (letter == 'B') { + mob_proto[i].player.background = fread_string(mob_f, buf2); + + /* consume trailing newlines before numeric section */ + do { + letter = fgetc(mob_f); + if (letter == EOF) + break; + } while (letter == '\n' || letter == '\r'); + + if (letter != EOF) + ungetc(letter, mob_f); + } else if (letter != EOF) + ungetc(letter, mob_f); + } /* Numeric data */ if (!get_line(mob_f, line)) { @@ -1864,14 +1955,118 @@ void parse_mobile(FILE *mob_f, int nr) exit(1); } - /* DG triggers -- script info follows mob S/E section */ letter = fread_letter(mob_f); + while (letter == 'L') { + int wpos = -1, vnum = -1, qty = 1; + /* read rest of the line AFTER the leading 'L' */ + if (!get_line(mob_f, line)) { + log("SYSERR: Unexpected EOF while reading 'L' line in mob #%d.", nr); + break; + } + /* parse "<wear_pos> <obj_vnum> [qty]" from the line buffer */ + int nread = sscanf(line, "%d %d %d", &wpos, &vnum, &qty); + if (nread < 2) { + log("SYSERR: Bad 'L' line in mob #%d: '%s' (need <wear_pos> <obj_vnum> [qty]).", nr, line); + } else { + if (qty < 1) qty = 1; + loadout_add_entry(&mob_proto[i].proto_loadout, vnum, (int)wpos, qty); + } + /* look ahead to see if there is another 'L' */ + letter = fread_letter(mob_f); + } ungetc(letter, mob_f); - while (letter=='T') { + + /* ---- Skinning yields (Y block): allow before triggers ---- */ + letter = fread_letter(mob_f); + while (letter == 'Y') { + obj_vnum ovnum; + int dc; + + for (;;) { + if (!get_line(mob_f, line)) { + log("SYSERR: Unexpected EOF while reading 'Y' block in mob #%d.", nr); + break; + } + if (sscanf(line, "%d %d", &ovnum, &dc) != 2) { + log("SYSERR: Bad 'Y' line in mob #%d: '%s' (need <obj_vnum> <dc>).", nr, line); + continue; + } + if (ovnum == 0 && dc == 0) + break; + + /* add entry to mob_index[i].skin_yields */ + struct skin_yield_entry *e; + CREATE(e, struct skin_yield_entry, 1); + e->mob_vnum = mob_index[i].vnum; + e->obj_vnum = ovnum; + e->dc = dc; + e->next = mob_index[i].skin_yields; + mob_index[i].skin_yields = e; + } + + /* look ahead for another Y block (rare but harmless to support) */ + letter = fread_letter(mob_f); + } + ungetc(letter, mob_f); + + /* ---- DG triggers: script info follows mob S/E section ---- */ + letter = fread_letter(mob_f); + while (letter == 'T') { dg_read_trigger(mob_f, &mob_proto[i], MOB_TRIGGER); letter = fread_letter(mob_f); - ungetc(letter, mob_f); } + ungetc(letter, mob_f); + + /* ---- Skinning yields (Y block): allow after triggers ---- */ + letter = fread_letter(mob_f); + while (letter == 'Y') { + obj_vnum ovnum; + int dc; + + for (;;) { + if (!get_line(mob_f, line)) { + log("SYSERR: Unexpected EOF while reading 'Y' block in mob #%d.", nr); + break; + } + if (sscanf(line, "%d %d", &ovnum, &dc) != 2) { + log("SYSERR: Bad 'Y' line in mob #%d: '%s' (need <obj_vnum> <dc>).", nr, line); + continue; + } + if (ovnum == 0 && dc == 0) + break; + + struct skin_yield_entry *e; + CREATE(e, struct skin_yield_entry, 1); + e->mob_vnum = mob_index[i].vnum; + e->obj_vnum = ovnum; + e->dc = dc; + e->next = mob_index[i].skin_yields; + mob_index[i].skin_yields = e; + } + + /* look ahead for another Y block (optional) */ + letter = fread_letter(mob_f); + } + ungetc(letter, mob_f); + + /* ---- And allow loadout lines AFTER triggers, too ---- */ + letter = fread_letter(mob_f); + while (letter == 'L') { + int wpos = -1, vnum = -1, qty = 1; + if (!get_line(mob_f, line)) { + log("SYSERR: Unexpected EOF while reading post-trigger 'L' line in mob #%d.", nr); + break; + } + int nread = sscanf(line, "%d %d %d", &wpos, &vnum, &qty); + if (nread < 2) { + log("SYSERR: Bad post-trigger 'L' line in mob #%d: '%s' (need <wear_pos> <obj_vnum> [qty]).", nr, line); + } else { + if (qty < 1) qty = 1; + loadout_add_entry(&mob_proto[i].proto_loadout, vnum, (int)wpos, qty); + } + letter = fread_letter(mob_f); + } + ungetc(letter, mob_f); mob_proto[i].aff_abils = mob_proto[i].real_abils; @@ -1918,7 +2113,7 @@ char *parse_object(FILE *obj_f, int nr) tmpptr = obj_proto[i].description = fread_string(obj_f, buf2); if (tmpptr && *tmpptr) CAP(tmpptr); - obj_proto[i].action_description = fread_string(obj_f, buf2); + obj_proto[i].main_description = fread_string(obj_f, buf2); /* numeric data */ if (!get_line(obj_f, line)) { @@ -2012,7 +2207,7 @@ char *parse_object(FILE *obj_f, int nr) GET_OBJ_WEIGHT(obj_proto + i) = t[0]; GET_OBJ_COST(obj_proto + i) = t[1]; - GET_OBJ_RENT(obj_proto + i) = t[2]; + GET_OBJ_COST_PER_DAY(obj_proto + i) = 0; GET_OBJ_LEVEL(obj_proto + i) = t[3]; GET_OBJ_TIMER(obj_proto + i) = t[4]; @@ -2120,7 +2315,7 @@ static void load_zones(FILE *fl, char *zonename) line_num += get_line(fl, buf); - if (sscanf(buf, "#%hd", &Z.number) != 1) { + if (sscanf(buf, "#%d", &Z.number) != 1) { log("SYSERR: Format error in %s, line %d", zname, line_num); exit(1); } @@ -2143,15 +2338,15 @@ static void load_zones(FILE *fl, char *zonename) line_num += get_line(fl, buf); /* Look for 10 items first (new tbaMUD), if not found, try 4 (old tbaMUD) */ - if (sscanf(buf, " %hd %hd %d %d %s %s %s %s %d %d", &Z.bot, &Z.top, &Z.lifespan, + if (sscanf(buf, " %d %d %d %d %s %s %s %s %d %d", &Z.bot, &Z.top, &Z.lifespan, &Z.reset_mode, zbuf1, zbuf2, zbuf3, zbuf4, &Z.min_level, &Z.max_level) != 10) { - if (sscanf(buf, " %hd %hd %d %d ", &Z.bot, &Z.top, &Z.lifespan, &Z.reset_mode) != 4) { + if (sscanf(buf, " %d %d %d %d ", &Z.bot, &Z.top, &Z.lifespan, &Z.reset_mode) != 4) { /* This may be due to the fact that the zone has no builder. So, we just * attempt to fix this by copying the previous 2 last reads into this * variable and the last one. */ log("SYSERR: Format error in numeric constant line of %s, attempting to fix.", zname); - if (sscanf(Z.name, " %hd %hd %d %d ", &Z.bot, &Z.top, &Z.lifespan, &Z.reset_mode) != 4) { + if (sscanf(Z.name, " %d %d %d %d ", &Z.bot, &Z.top, &Z.lifespan, &Z.reset_mode) != 4) { log("SYSERR: Could not fix previous error, aborting game."); exit(1); } else { @@ -2421,6 +2616,92 @@ void new_mobile_data(struct char_data *ch) ch->group = NULL; } +/* ========== Mob Loadout Auto-Equip ========== */ +static int find_alt_slot_same_family(struct char_data *ch, int intended_pos); + +/* Equip items the prototype says to wear, in those exact slots when possible. */ +void equip_mob_from_loadout(struct char_data *mob) +{ + if (!mob || !IS_NPC(mob)) return; + + /* If called too early (e.g., from some future path), just do nothing. */ + if (IN_ROOM(mob) == NOWHERE) + return; + + mob_rnum rnum = GET_MOB_RNUM(mob); + if (rnum < 0) return; + + const struct mob_loadout *e = mob_proto[rnum].proto_loadout; + if (!e) return; + + for (; e; e = e->next) { + int qty = (e->quantity > 0) ? e->quantity : 1; + + for (int n = 0; n < qty; n++) { + struct obj_data *obj = read_object(e->vnum, VIRTUAL); + if (!obj) { + log("SYSERR: equip_mob_from_loadout: bad obj vnum %d on mob %d", + e->vnum, GET_MOB_VNUM(mob)); + continue; + } + + /* Inventory-only request */ + if (e->wear_pos < 0) { + obj_to_char(obj, mob); + continue; + } + + /* If the intended slot is free, place it there. We trust the saved slot. */ + if (e->wear_pos >= 0 && e->wear_pos < NUM_WEARS && GET_EQ(mob, e->wear_pos) == NULL) { + +#ifdef STRICT_WEAR_CHECK + /* Optional strict flag check (may be mismatched in customized codebases). */ + if (!invalid_align(mob, obj) /* example gate, add yours as needed */) { + equip_char(mob, obj, e->wear_pos); + continue; + } + /* If strict check fails, try alt or inventory below. */ +#else + equip_char(mob, obj, e->wear_pos); + continue; +#endif + } + + /* Try the mirrored slot for finger/neck/wrist pairs if intended is occupied. */ + { + int alt = find_alt_slot_same_family(mob, e->wear_pos); + if (alt >= 0 && GET_EQ(mob, alt) == NULL) { +#ifdef STRICT_WEAR_CHECK + if (!invalid_align(mob, obj)) { + equip_char(mob, obj, alt); + continue; + } +#else + equip_char(mob, obj, alt); + continue; +#endif + } + } + + /* Couldn’t place it — keep in inventory. */ + obj_to_char(obj, mob); + } + } +} + +/* Minimal “same family” alternates for symmetrical pairs. Extend if you have more. */ +static int find_alt_slot_same_family(struct char_data *ch, int intended_pos) +{ + switch (intended_pos) { + case WEAR_FINGER_R: return WEAR_FINGER_L; + case WEAR_FINGER_L: return WEAR_FINGER_R; + case WEAR_NECK_1: return WEAR_NECK_2; + case WEAR_NECK_2: return WEAR_NECK_1; + case WEAR_WRIST_R: return WEAR_WRIST_L; + case WEAR_WRIST_L: return WEAR_WRIST_R; + default: return -1; + } +} /* create a new mobile from a prototype */ struct char_data *read_mobile(mob_vnum nr, int type) /* and mob_rnum */ @@ -2440,6 +2721,7 @@ struct char_data *read_mobile(mob_vnum nr, int type) /* and mob_rnum */ clear_char(mob); *mob = mob_proto[i]; + mob->proto_loadout = NULL; /* Instances should not directly point at prototype’s loadout list */ mob->next = character_list; character_list = mob; @@ -2625,13 +2907,15 @@ void reset_zone(zone_rnum zone) case 'M': /* read a mobile */ if (mob_index[ZCMD.arg1].number < ZCMD.arg2) { - mob = read_mobile(ZCMD.arg1, REAL); - char_to_room(mob, ZCMD.arg3); + mob = read_mobile(ZCMD.arg1, REAL); + char_to_room(mob, ZCMD.arg3); + /* NEW: equip from prototype loadout now that the mob is in a room */ + equip_mob_from_loadout(mob); load_mtrigger(mob); tmob = mob; - last_cmd = 1; + last_cmd = 1; } else - last_cmd = 0; + last_cmd = 0; tobj = NULL; break; @@ -3231,6 +3515,9 @@ void free_char(struct char_data *ch) int i; struct alias_data *a; + if (!IS_NPC(ch) && ch->player_specials && ch->player_specials != &dummy_mob) + clear_scan_results(ch); + if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { while ((a = GET_ALIASES(ch)) != NULL) { GET_ALIASES(ch) = (GET_ALIASES(ch))->next; @@ -3240,6 +3527,8 @@ void free_char(struct char_data *ch) free(ch->player_specials->poofin); if (ch->player_specials->poofout) free(ch->player_specials->poofout); + if (ch->player_specials->account_name) + free(ch->player_specials->account_name); if (ch->player_specials->saved.completed_quests) free(ch->player_specials->saved.completed_quests); if (GET_HOST(ch)) @@ -3251,14 +3540,14 @@ void free_char(struct char_data *ch) /* if this is a player, or a non-prototyped non-player, free all */ if (GET_NAME(ch)) free(GET_NAME(ch)); - if (ch->player.title) - free(ch->player.title); if (ch->player.short_descr) free(ch->player.short_descr); if (ch->player.long_descr) free(ch->player.long_descr); if (ch->player.description) free(ch->player.description); + if (ch->player.background) + free(ch->player.background); for (i = 0; i < NUM_HIST; i++) if (GET_HISTORY(ch, i)) free_history(ch, i); @@ -3273,14 +3562,14 @@ void free_char(struct char_data *ch) /* otherwise, free strings only if the string is not pointing at proto */ if (ch->player.name && ch->player.name != mob_proto[i].player.name) free(ch->player.name); - if (ch->player.title && ch->player.title != mob_proto[i].player.title) - free(ch->player.title); if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) free(ch->player.short_descr); if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) free(ch->player.long_descr); if (ch->player.description && ch->player.description != mob_proto[i].player.description) free(ch->player.description); + if (ch->player.background && ch->player.background != mob_proto[i].player.background) + free(ch->player.background); /* free script proto list if it's not the prototype */ if (ch->proto_script && ch->proto_script != mob_proto[i].proto_script) free_proto_script(ch, MOB_TRIGGER); @@ -3474,14 +3763,18 @@ void clear_char(struct char_data *ch) IN_ROOM(ch) = NOWHERE; GET_PFILEPOS(ch) = -1; GET_MOB_RNUM(ch) = NOBODY; + GET_CLASS(ch) = CLASS_UNDEFINED; GET_WAS_IN(ch) = NOWHERE; GET_POS(ch) = POS_STANDING; ch->mob_specials.default_pos = POS_STANDING; ch->events = NULL; + ch->points.prof_mod = 0; GET_AC(ch) = 100; /* Basic Armor */ if (ch->points.max_mana < 100) ch->points.max_mana = 100; + + SET_STEALTH_CHECK(ch, 0); } void clear_object(struct obj_data *obj) @@ -3517,10 +3810,10 @@ void init_char(struct char_data *ch) GET_MOVE(ch) = GET_MAX_MOVE(ch); } - set_title(ch, NULL); ch->player.short_descr = NULL; ch->player.long_descr = NULL; ch->player.description = NULL; + ch->player.background = NULL; GET_NUM_QUESTS(ch) = 0; ch->player_specials->saved.completed_quests = NULL; @@ -3566,10 +3859,11 @@ void init_char(struct char_data *ch) ch->real_abils.wis = 25; ch->real_abils.dex = 25; ch->real_abils.str = 25; - ch->real_abils.str_add = 100; ch->real_abils.con = 25; ch->real_abils.cha = 25; + SET_STEALTH_CHECK(ch, 0); + for (i = 0; i < 3; i++) GET_COND(ch, i) = (GET_LEVEL(ch) == LVL_IMPL ? -1 : 24); @@ -3701,10 +3995,6 @@ static int check_object(struct obj_data *obj) log("SYSERR: Object #%d (%s) has negative weight (%d).", GET_OBJ_VNUM(obj), obj->short_description, GET_OBJ_WEIGHT(obj)); - if (GET_OBJ_RENT(obj) < 0 && (error = TRUE)) - log("SYSERR: Object #%d (%s) has negative cost/day (%d).", - GET_OBJ_VNUM(obj), obj->short_description, GET_OBJ_RENT(obj)); - snprintf(objname, sizeof(objname), "Object #%d (%s)", GET_OBJ_VNUM(obj), obj->short_description); for(y = 0; y < TW_ARRAY_MAX; y++) { error |= check_bitvector_names(GET_OBJ_WEAR(obj)[y], wear_bits_count, objname, "object wear"); @@ -3841,14 +4131,12 @@ static void load_default_config( void ) CONFIG_PK_ALLOWED = pk_allowed; CONFIG_PT_ALLOWED = pt_allowed; CONFIG_LEVEL_CAN_SHOUT = level_can_shout; - CONFIG_HOLLER_MOVE_COST = holler_move_cost; CONFIG_TUNNEL_SIZE = tunnel_size; CONFIG_MAX_EXP_GAIN = max_exp_gain; CONFIG_MAX_EXP_LOSS = max_exp_loss; CONFIG_MAX_NPC_CORPSE_TIME = max_npc_corpse_time; CONFIG_MAX_PC_CORPSE_TIME = max_pc_corpse_time; CONFIG_IDLE_VOID = idle_void; - CONFIG_IDLE_RENT_TIME = idle_rent_time; CONFIG_IDLE_MAX_LEVEL = idle_max_level; CONFIG_DTS_ARE_DUMPS = dts_are_dumps; CONFIG_LOAD_INVENTORY = load_into_inventory; @@ -3868,14 +4156,10 @@ static void load_default_config( void ) CONFIG_SCRIPT_PLAYERS = script_players; CONFIG_DEBUG_MODE = debug_mode; - /* Rent / crashsave options. */ - CONFIG_FREE_RENT = free_rent; - CONFIG_MAX_OBJ_SAVE = max_obj_save; - CONFIG_MIN_RENT_COST = min_rent_cost; + /* Crashsave options. */ CONFIG_AUTO_SAVE = auto_save; CONFIG_AUTOSAVE_TIME = autosave_time; CONFIG_CRASH_TIMEOUT = crash_file_timeout; - CONFIG_RENT_TIMEOUT = rent_file_timeout; /* Room numbers. */ CONFIG_MORTAL_START = mortal_start_room; @@ -4001,16 +4285,12 @@ void load_config( void ) break; case 'f': - if (!str_cmp(tag, "free_rent")) - CONFIG_FREE_RENT = num; - else if (!str_cmp(tag, "frozen_start_room")) + if (!str_cmp(tag, "frozen_start_room")) CONFIG_FROZEN_START = num; break; case 'h': - if (!str_cmp(tag, "holler_move_cost")) - CONFIG_HOLLER_MOVE_COST = num; - else if (!str_cmp(tag, "huh")) { + if (!str_cmp(tag, "huh")) { char tmp[READ_SIZE]; if (CONFIG_HUH) free(CONFIG_HUH); @@ -4022,8 +4302,6 @@ void load_config( void ) case 'i': if (!str_cmp(tag, "idle_void")) CONFIG_IDLE_VOID = num; - else if (!str_cmp(tag, "idle_rent_time")) - CONFIG_IDLE_RENT_TIME = num; else if (!str_cmp(tag, "idle_max_level")) CONFIG_IDLE_MAX_LEVEL = num; else if (!str_cmp(tag, "immort_start_room")) @@ -4058,8 +4336,6 @@ void load_config( void ) CONFIG_MAX_FILESIZE = num; else if (!str_cmp(tag, "max_npc_corpse_time")) CONFIG_MAX_NPC_CORPSE_TIME = num; - else if (!str_cmp(tag, "max_obj_save")) - CONFIG_MAX_OBJ_SAVE = num; else if (!str_cmp(tag, "max_pc_corpse_time")) CONFIG_MAX_PC_CORPSE_TIME = num; else if (!str_cmp(tag, "max_playing")) @@ -4070,8 +4346,7 @@ void load_config( void ) strncpy(buf, "Reading menu in load_config()", sizeof(buf)); CONFIG_MENU = fread_string(fl, buf); parse_at(CONFIG_MENU); - } else if (!str_cmp(tag, "min_rent_cost")) - CONFIG_MIN_RENT_COST = num; + } else if (!str_cmp(tag, "min_wizlist_lev")) CONFIG_MIN_WIZLIST_LEV = num; else if (!str_cmp(tag, "mortal_start_room")) @@ -4122,8 +4397,6 @@ void load_config( void ) break; case 'r': - if (!str_cmp(tag, "rent_file_timeout")) - CONFIG_RENT_TIMEOUT = num; break; case 's': @@ -4172,3 +4445,53 @@ void load_config( void ) fclose(fl); } + +void free_skin_yields(struct skin_yield_entry *list) +{ + struct skin_yield_entry *e, *next; + for (e = list; e; e = next) { + next = e->next; + free(e); + } +} + +struct skin_yield_entry *copy_skin_yields(struct skin_yield_entry *src) +{ + struct skin_yield_entry *head = NULL, *tail = NULL, *e; + + for (; src; src = src->next) { + CREATE(e, struct skin_yield_entry, 1); + *e = *src; + e->next = NULL; + + if (!head) head = e; + else tail->next = e; + tail = e; + } + return head; +} + +void free_forage_list(struct forage_entry *list) +{ + struct forage_entry *e, *next; + for (e = list; e; e = next) { + next = e->next; + free(e); + } +} + +struct forage_entry *copy_forage_list(struct forage_entry *src) +{ + struct forage_entry *head = NULL, *tail = NULL, *e; + + for (; src; src = src->next) { + CREATE(e, struct forage_entry, 1); + *e = *src; + e->next = NULL; + + if (!head) head = e; + else tail->next = e; + tail = e; + } + return head; +} diff --git a/src/db.h b/src/db.h index 9786d62..29edc95 100644 --- a/src/db.h +++ b/src/db.h @@ -34,6 +34,7 @@ #define LIB_PLROBJS ":plrobjs:" #define LIB_PLRVARS ":plrvars:" #define LIB_PLRFILES ":plrfiles:" +#define LIB_ACCTFILES ":acctfiles:" #define LIB_HOUSE ":house:" #define SLASH ":" #elif defined(CIRCLE_AMIGA) || defined(CIRCLE_UNIX) || defined(CIRCLE_WINDOWS) || defined(CIRCLE_ACORN) || defined(CIRCLE_VMS) @@ -47,6 +48,7 @@ #define LIB_PLRVARS "plrvars/" #define LIB_HOUSE "house/" #define LIB_PLRFILES "plrfiles/" +#define LIB_ACCTFILES "acctfiles/" #define SLASH "/" #else #error "Unknown path components." @@ -56,6 +58,7 @@ #define SUF_TEXT "text" #define SUF_MEM "mem" #define SUF_PLR "plr" +#define SUF_ACCT "acc" #if defined(CIRCLE_AMIGA) #define EXE_FILE "/bin/circle" /* maybe use argv[0] but it's not reliable */ @@ -116,7 +119,6 @@ #define LEVELS_LOGFILE PREFIX_LOGFILE"levels" #define RIP_LOGFILE PREFIX_LOGFILE"rip" #define NEWPLAYERS_LOGFILE PREFIX_LOGFILE"newplayers" -#define RENTGONE_LOGFILE PREFIX_LOGFILE"rentgone" #define ERRORS_LOGFILE PREFIX_LOGFILE"errors" #define GODCMDS_LOGFILE PREFIX_LOGFILE"godcmds" #define HELP_LOGFILE PREFIX_LOGFILE"help" @@ -227,7 +229,7 @@ struct help_index_element { /* The ban defines and structs were moved to ban.h */ -/* for the "buffered" rent and house object loading */ +/* for the buffered save and house object loading */ struct obj_save_data_t { struct obj_data *obj; int locate; @@ -257,6 +259,11 @@ void free_help_table(void); void free_player_index(void); void load_help(FILE *fl, char *name); void new_mobile_data(struct char_data *ch); +void equip_mob_from_loadout(struct char_data *mob); +void free_skin_yields(struct skin_yield_entry *list); +struct skin_yield_entry *copy_skin_yields(struct skin_yield_entry *src); +void free_forage_list(struct forage_entry *list); +struct forage_entry *copy_forage_list(struct forage_entry *src); zone_rnum real_zone(zone_vnum vnum); room_rnum real_room(room_vnum vnum); @@ -268,7 +275,6 @@ void Crash_save_all(void); void Crash_idlesave(struct char_data *ch); void Crash_crashsave(struct char_data *ch); int Crash_load(struct char_data *ch); -void Crash_listrent(struct char_data *ch, char *name); int Crash_clean_file(char *name); int Crash_delete_crashfile(struct char_data *ch); int Crash_delete_file(char *name); @@ -396,9 +402,6 @@ extern struct message_list fight_messages[MAX_MESSAGES]; extern struct aq_data *aquest_table; extern qst_rnum total_quests; -/* Happyhour global */ -extern struct happyhour happy_data; - /* begin previously located in players.c, returned to db.c */ extern struct player_index_element *player_table; extern int top_of_p_table; diff --git a/src/dg_mobcmd.c b/src/dg_mobcmd.c index 1a89820..3eabb6a 100644 --- a/src/dg_mobcmd.c +++ b/src/dg_mobcmd.c @@ -377,6 +377,7 @@ ACMD(do_mload) return; } char_to_room(mob, rnum); + equip_mob_from_loadout(mob); if (SCRIPT(ch)) { /* It _should_ have, but it might be detached. */ char buf[MAX_INPUT_LENGTH]; sprintf(buf, "%c%ld", UID_CHAR, char_script_id(mob)); @@ -941,14 +942,14 @@ ACMD(do_mtransform) the strings so we don't end up free'ing the prototypes later */ if(m->player.name) tmpmob.player.name = strdup(m->player.name); - if(m->player.title) - tmpmob.player.title = strdup(m->player.title); if(m->player.short_descr) tmpmob.player.short_descr = strdup(m->player.short_descr); if(m->player.long_descr) tmpmob.player.long_descr = strdup(m->player.long_descr); if(m->player.description) tmpmob.player.description = strdup(m->player.description); + if(m->player.background) + tmpmob.player.background = strdup(m->player.background); tmpmob.script_id = ch->script_id; tmpmob.affected = ch->affected; @@ -970,7 +971,7 @@ ACMD(do_mtransform) GET_MAX_HIT(&tmpmob) = GET_MAX_HIT(ch); GET_EXP(&tmpmob) = GET_EXP(ch); } - GET_GOLD(&tmpmob) = GET_GOLD(ch); + GET_COINS(&tmpmob) = GET_COINS(ch); GET_POS(&tmpmob) = GET_POS(ch); IS_CARRYING_W(&tmpmob) = IS_CARRYING_W(ch); IS_CARRYING_N(&tmpmob) = IS_CARRYING_N(ch); @@ -1067,7 +1068,7 @@ ACMD(do_mdoor) strcat(newexit->general_description, "\r\n"); break; case 2: /* flags */ - newexit->exit_info = (sh_int)asciiflag_conv(value); + newexit->exit_info = (int)asciiflag_conv(value); break; case 3: /* key */ newexit->key = atoi(value); diff --git a/src/dg_objcmd.c b/src/dg_objcmd.c index 974150c..29caa33 100644 --- a/src/dg_objcmd.c +++ b/src/dg_objcmd.c @@ -668,7 +668,7 @@ static OCMD(do_odoor) strcat(newexit->general_description, "\r\n"); /* strcat : OK */ break; case 2: /* flags */ - newexit->exit_info = (sh_int)asciiflag_conv(value); + newexit->exit_info = (int)asciiflag_conv(value); break; case 3: /* key */ newexit->key = atoi(value); diff --git a/src/dg_scripts.c b/src/dg_scripts.c index 88a4b6d..1e98efc 100644 --- a/src/dg_scripts.c +++ b/src/dg_scripts.c @@ -240,6 +240,7 @@ int find_eq_pos_script(char *arg) {"waist", WEAR_WAIST}, {"rwrist", WEAR_WRIST_R}, {"lwrist", WEAR_WRIST_L}, + {"back", WEAR_BACK}, {"none", -1} }; @@ -268,6 +269,7 @@ int can_wear_on_pos(struct obj_data *obj, int pos) case WEAR_FINGER_L: return CAN_WEAR(obj, ITEM_WEAR_FINGER); case WEAR_NECK_1: case WEAR_NECK_2: return CAN_WEAR(obj, ITEM_WEAR_NECK); + case WEAR_BACK: return CAN_WEAR(obj, ITEM_WEAR_BACK); case WEAR_BODY: return CAN_WEAR(obj, ITEM_WEAR_BODY); case WEAR_HEAD: return CAN_WEAR(obj, ITEM_WEAR_HEAD); case WEAR_LEGS: return CAN_WEAR(obj, ITEM_WEAR_LEGS); diff --git a/src/dg_variables.c b/src/dg_variables.c index 0f2f63d..ef7bff4 100644 --- a/src/dg_variables.c +++ b/src/dg_variables.c @@ -432,16 +432,6 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, snprintf(str, slen, "%d",((num = atoi(field)) > 0) ? trgvar_in_room(num) : 0); return; } - else if (!str_cmp(var, "happyhour")) { - if (!str_cmp(field, "qp") && IS_HAPPYHOUR) - snprintf(str, slen, "%d", HAPPY_QP); - else if (!str_cmp(field, "exp") && IS_HAPPYHOUR) - snprintf(str, slen, "%d", HAPPY_EXP); - else if (!str_cmp(field, "gold") && IS_HAPPYHOUR) - snprintf(str, slen, "%d", HAPPY_GOLD); - else snprintf(str, slen, "%d", HAPPY_TIME); - return; - } else if (!str_cmp(var, "time")) { if (!str_cmp(field, "hour")) snprintf(str, slen, "%d", time_info.hours); @@ -461,8 +451,8 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, * For example you want to check how many PC's are in room with vnum 1204. PC's * have the vnum -1 so: %echo% players in room 1204: %findmob.1204(-1)% * Or say you had a bank, and you want a script to check the number of bags of - * gold (vnum: 1234). In the vault (vnum: 453). Use: %findobj.453(1234)% and it - * will return the number of bags of gold. + * coins (vnum: 1234). In the vault (vnum: 453). Use: %findobj.453(1234)% and it + * will return the number of bags of coins. * Addition inspired by Jamie Nelson */ else if (!str_cmp(var, "findmob")) { if (!field || !*field || !subfield || !*subfield) { @@ -664,13 +654,7 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, } break; case 'd': - if (!str_cmp(field, "damroll")) { - if (subfield && *subfield) { - int addition = atoi(subfield); - GET_DAMROLL(c) = MAX(1, GET_DAMROLL(c) + addition); - } - snprintf(str, slen, "%d", GET_DAMROLL(c)); - } else if (!str_cmp(field, "dex")) { + if (!str_cmp(field, "dex")) { if (subfield && *subfield) { int addition = atoi(subfield); int max = (IS_NPC(c) || GET_LEVEL(c) >= LVL_GRGOD) ? 25 : 18; @@ -733,12 +717,12 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, } break; case 'g': - if (!str_cmp(field, "gold")) { + if (!str_cmp(field, "coins")) { if (subfield && *subfield) { int addition = atoi(subfield); - increase_gold(c, addition); + increase_coins(c, addition); } - snprintf(str, slen, "%d", GET_GOLD(c)); + snprintf(str, slen, "%d", GET_COINS(c)); } break; case 'h': @@ -770,13 +754,6 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, } snprintf(str, slen, "%d", GET_HIT(c)); } - else if (!str_cmp(field, "hitroll")) { - if (subfield && *subfield) { - int addition = atoi(subfield); - GET_HITROLL(c) = MAX(1, GET_HITROLL(c) + addition); - } - snprintf(str, slen, "%d", GET_HITROLL(c)); - } else if (!str_cmp(field, "hunger")) { if (subfield && *subfield) { int addition = atoi(subfield); @@ -853,7 +830,11 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, if (!str_cmp(field, "level")) { if (subfield && *subfield) { int lev = atoi(subfield); - GET_LEVEL(c) = MIN(MAX(lev, 0), LVL_IMMORT-1); + if (IS_NPC(c)) { + if (GET_LEVEL(c) != 1) + GET_LEVEL(c) = 1; + } else + GET_LEVEL(c) = MIN(MAX(lev, 1), LVL_IMPL); } else snprintf(str, slen, "%d", GET_LEVEL(c)); } @@ -940,13 +921,6 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, } snprintf(str, slen, "%s", position_types[GET_POS(c)]); } - else if (!str_cmp(field, "prac")) { - if (subfield && *subfield) { - int addition = atoi(subfield); - GET_PRACTICES(c) = MAX(0, GET_PRACTICES(c) + addition); - } - snprintf(str, slen, "%d", GET_PRACTICES(c)); - } else if (!str_cmp(field, "pref")) { if (subfield && *subfield) { int pref = get_flag_by_name(preference_bits, subfield); @@ -1000,60 +974,57 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, } break; case 's': - if (!str_cmp(field, "saving_breath")) { + if (!str_cmp(field, "save_str")) { if (subfield && *subfield) { int addition = atoi(subfield); - GET_SAVE(c, SAVING_BREATH) += addition; + GET_SAVE(c, ABIL_STR) += addition; } - snprintf(str, slen, "%d", GET_SAVE(c, SAVING_BREATH)); + snprintf(str, slen, "%d", GET_SAVE(c, ABIL_STR)); } - else if (!str_cmp(field, "saving_para")) { + + else if (!str_cmp(field, "save_dex")) { if (subfield && *subfield) { int addition = atoi(subfield); - GET_SAVE(c, SAVING_PARA) += addition; + GET_SAVE(c, ABIL_DEX) += addition; } - snprintf(str, slen, "%d", GET_SAVE(c, SAVING_PARA)); + snprintf(str, slen, "%d", GET_SAVE(c, ABIL_DEX)); } - else if (!str_cmp(field, "saving_petri")) { + + else if (!str_cmp(field, "save_con")) { if (subfield && *subfield) { int addition = atoi(subfield); - GET_SAVE(c, SAVING_PETRI) += addition; + GET_SAVE(c, ABIL_CON) += addition; } - snprintf(str, slen, "%d", GET_SAVE(c, SAVING_PETRI)); + snprintf(str, slen, "%d", GET_SAVE(c, ABIL_CON)); } - else if (!str_cmp(field, "saving_rod")) { + + else if (!str_cmp(field, "save_int")) { if (subfield && *subfield) { int addition = atoi(subfield); - GET_SAVE(c, SAVING_ROD) += addition; + GET_SAVE(c, ABIL_INT) += addition; } - snprintf(str, slen, "%d", GET_SAVE(c, SAVING_ROD)); + snprintf(str, slen, "%d", GET_SAVE(c, ABIL_INT)); } - else if (!str_cmp(field, "saving_spell")) { + + else if (!str_cmp(field, "save_wis")) { if (subfield && *subfield) { int addition = atoi(subfield); - GET_SAVE(c, SAVING_SPELL) += addition; + GET_SAVE(c, ABIL_WIS) += addition; } - snprintf(str, slen, "%d", GET_SAVE(c, SAVING_SPELL)); + snprintf(str, slen, "%d", GET_SAVE(c, ABIL_WIS)); + } + + else if (!str_cmp(field, "save_cha")) { + if (subfield && *subfield) { + int addition = atoi(subfield); + GET_SAVE(c, ABIL_CHA) += addition; + } + snprintf(str, slen, "%d", GET_SAVE(c, ABIL_CHA)); } else if (!str_cmp(field, "sex")) snprintf(str, slen, "%s", genders[(int)GET_SEX(c)]); else if (!str_cmp(field, "skill")) snprintf(str, slen, "%s", skill_percent(c, subfield)); - else if (!str_cmp(field, "skillset")) { - if (!IS_NPC(c) && subfield && *subfield) { - char skillname[MAX_INPUT_LENGTH], *amount; - amount = one_word(subfield, skillname); - skip_spaces(&amount); - if (amount && *amount && is_number(amount)) { - int skillnum = find_skill_num(skillname); - if (skillnum > 0) { - int new_value = MAX(0, MIN(100, atoi(amount))); - SET_SKILL(c, skillnum, new_value); - } - } - } - *str = '\0'; /* so the parser know we recognize 'skillset' as a field */ - } else if (!str_cmp(field, "str")) { if (subfield && *subfield) { int addition = atoi(subfield); @@ -1065,18 +1036,6 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, } snprintf(str, slen, "%d", GET_STR(c)); } - else if (!str_cmp(field, "stradd")) { - if (GET_STR(c) >= 18) { - if (subfield && *subfield) { - int addition = atoi(subfield); - c->real_abils.str_add += addition; - if (c->real_abils.str_add > 100) c->real_abils.str_add = 100; - if (c->real_abils.str_add < 0) c->real_abils.str_add = 0; - affect_total(c); - } - snprintf(str, slen, "%d", GET_ADD(c)); - } - } break; case 't': if (!str_cmp(field, "thirst")) { @@ -1086,13 +1045,6 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, } snprintf(str, slen, "%d", GET_COND(c, THIRST)); } - else if (!str_cmp(field, "title")) { - if (!IS_NPC(c) && subfield && *subfield && valid_dg_target(c, DG_ALLOW_GODS)) { - if (GET_TITLE(c)) free(GET_TITLE(c)); - GET_TITLE(c) = strdup(subfield); - } - snprintf(str, slen, "%s", IS_NPC(c) ? "" : GET_TITLE(c)); - } break; case 'v': if (!str_cmp(field, "varexists")) { @@ -1196,14 +1148,6 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, snprintf(str, slen, "%d", GET_OBJ_COST(o)); } - else if (!str_cmp(field, "cost_per_day")) { - if (subfield && *subfield) { - int addition = atoi(subfield); - GET_OBJ_RENT(o) = MAX(1, addition + GET_OBJ_RENT(o)); - } - snprintf(str, slen, "%d", GET_OBJ_RENT(o)); - } - else if (!str_cmp(field, "carried_by")) { if (o->carried_by) snprintf(str, slen,"%c%ld",UID_CHAR, char_script_id(o->carried_by)); @@ -1621,7 +1565,7 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, * if the field returns a name or a script UID or the like it can recurse. If * you supply a value like, %actor.int.str% it wont blow up on you either. Now * also lets subfields have variables parsed inside of them so that: %echo% - * %actor.gold(%actor.gold%)% will double the actors gold every time its called. + * %actor.coins(%actor.coins%)% will double the actors coins every time its called. * - Jamie Nelson */ /* substitutes any variables into line and returns it as buf */ diff --git a/src/dg_wldcmd.c b/src/dg_wldcmd.c index 1b0152b..51035b9 100644 --- a/src/dg_wldcmd.c +++ b/src/dg_wldcmd.c @@ -267,7 +267,7 @@ WCMD(do_wdoor) strcat(newexit->general_description, "\r\n"); break; case 2: /* flags */ - newexit->exit_info = (sh_int)asciiflag_conv(value); + newexit->exit_info = (int)asciiflag_conv(value); break; case 3: /* key */ newexit->key = atoi(value); diff --git a/src/fight.c b/src/fight.c index e823eb9..ca6632b 100644 --- a/src/fight.c +++ b/src/fight.c @@ -62,8 +62,76 @@ static void group_gain(struct char_data *ch, struct char_data *victim); static void solo_gain(struct char_data *ch, struct char_data *victim); /** @todo refactor this function name */ static char *replace_string(const char *str, const char *weapon_singular, const char *weapon_plural); -static int compute_thaco(struct char_data *ch, struct char_data *vict); +static int roll_damage(struct char_data *ch, struct char_data *victim, + struct obj_data *wielded, int w_type); +/* Base damage roller; STR-based while there are no ranged types. */ +static int roll_damage(struct char_data *ch, struct char_data *victim, + struct obj_data *wielded, int w_type) +{ + int dam = 0; + + if (wielded && GET_OBJ_TYPE(wielded) == ITEM_WEAPON) { + int ndice = GET_OBJ_VAL(wielded, 1); /* #dice */ + int sdice = GET_OBJ_VAL(wielded, 2); /* sides */ + dam = dice(ndice, sdice); + dam += GET_ABILITY_MOD(GET_STR(ch)); /* STR adds to weapon damage */ + } else { + /* unarmed */ + dam = dice(1, 2); + dam += GET_ABILITY_MOD(GET_STR(ch)); + } + + if (dam < 0) dam = 0; + return dam; +} + +/* Map the current attack (unarmed/weapon damage type) to SKILL_* constant. */ +static int weapon_family_skill_num(struct char_data *ch, struct obj_data *wielded, int w_type) { + /* Unarmed? */ + if (!wielded || GET_OBJ_TYPE(wielded) != ITEM_WEAPON) + return SKILL_UNARMED; + + /* NOTE: w_type here is TYPE_HIT + GET_OBJ_VAL(wielded, 3) or mob attack type + TYPE_HIT. + Adjust the cases below to match your game's TYPE_* values. */ + switch (w_type) { + /* --- Piercing family --- */ + case TYPE_STAB: + case TYPE_PIERCE: + case TYPE_WHIP: + case TYPE_STING: + return SKILL_PIERCING_WEAPONS; + + /* --- Slashing family --- */ + case TYPE_SLASH: + case TYPE_MAUL: + case TYPE_CLAW: + return SKILL_SLASHING_WEAPONS; + + /* --- Bludgeoning family --- */ + case TYPE_BLUDGEON: + case TYPE_CRUSH: + case TYPE_THRASH: + case TYPE_POUND: + return SKILL_BLUDGEONING_WEAPONS; + + /* Fallback */ + default: + return SKILL_UNARMED; + } +} + +/* Map SKILL_* constants to the strings your gain_skill(name, failure) expects. */ +static const char *skill_name_for_gain(int skillnum) { + switch (skillnum) { + case SKILL_UNARMED: return "unarmed"; + case SKILL_PIERCING_WEAPONS: return "piercing weapons"; + case SKILL_SLASHING_WEAPONS: return "slashing weapons"; + case SKILL_BLUDGEONING_WEAPONS: return "bludgeoning weapons"; + case SKILL_SHIELD_USE: return "shield use"; + default: return "unarmed"; + } +} #define IS_WEAPON(type) (((type) >= TYPE_HIT) && ((type) < TYPE_SUFFERING)) /* The Fight related routines */ @@ -87,7 +155,7 @@ int compute_armor_class(struct char_data *ch) int armorclass = GET_AC(ch); if (AWAKE(ch)) - armorclass += dex_app[GET_DEX(ch)].defensive * 10; + armorclass += GET_ABILITY_MOD(GET_DEX(ch)) * 10; return (MAX(-100, armorclass)); /* -100 is lowest */ } @@ -165,23 +233,32 @@ static void make_corpse(struct char_data *ch) { char buf2[MAX_NAME_LENGTH + 64]; struct obj_data *corpse, *o; - struct obj_data *money; int i, x, y; corpse = create_obj(); + corpse->corpse_mob_vnum = IS_NPC(ch) ? GET_MOB_VNUM(ch) : 0; + corpse->item_number = NOTHING; IN_ROOM(corpse) = NOWHERE; corpse->name = strdup("corpse"); - snprintf(buf2, sizeof(buf2), "The corpse of %s is lying here.", GET_NAME(ch)); + /* Use short description if available, otherwise fall back to name */ + const char *who = NULL; + + if (GET_SHORT_DESC(ch) && *GET_SHORT_DESC(ch)) + who = GET_SHORT_DESC(ch); + else + who = GET_NAME(ch); + + snprintf(buf2, sizeof(buf2), "The corpse of %s is lying here.", who); corpse->description = strdup(buf2); - snprintf(buf2, sizeof(buf2), "the corpse of %s", GET_NAME(ch)); + snprintf(buf2, sizeof(buf2), "the corpse of %s", who); corpse->short_description = strdup(buf2); GET_OBJ_TYPE(corpse) = ITEM_CONTAINER; - for(x = y = 0; x < EF_ARRAY_MAX || y < TW_ARRAY_MAX; x++, y++) { + for (x = y = 0; x < EF_ARRAY_MAX || y < TW_ARRAY_MAX; x++, y++) { if (x < EF_ARRAY_MAX) GET_OBJ_EXTRA_AR(corpse, x) = 0; if (y < TW_ARRAY_MAX) @@ -189,10 +266,9 @@ static void make_corpse(struct char_data *ch) } SET_BIT_AR(GET_OBJ_WEAR(corpse), ITEM_WEAR_TAKE); SET_BIT_AR(GET_OBJ_EXTRA(corpse), ITEM_NODONATE); - GET_OBJ_VAL(corpse, 0) = 0; /* You can't store stuff in a corpse */ - GET_OBJ_VAL(corpse, 3) = 1; /* corpse identifier */ + GET_OBJ_VAL(corpse, 0) = 0; /* You can't store stuff in a corpse */ + GET_OBJ_VAL(corpse, 3) = 1; /* corpse identifier */ GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch); - GET_OBJ_RENT(corpse) = 100000; if (IS_NPC(ch)) GET_OBJ_TIMER(corpse) = CONFIG_MAX_NPC_CORPSE_TIME; else @@ -211,19 +287,9 @@ static void make_corpse(struct char_data *ch) obj_to_obj(unequip_char(ch, i), corpse); } - /* transfer gold */ - if (GET_GOLD(ch) > 0) { - /* following 'if' clause added to fix gold duplication loophole. The above - * line apparently refers to the old "partially log in, kill the game - * character, then finish login sequence" duping bug. The duplication has - * been fixed (knock on wood) but the test below shall live on, for a - * while. -gg 3/3/2002 */ - if (IS_NPC(ch) || ch->desc) { - money = create_money(GET_GOLD(ch)); - obj_to_obj(money, corpse); - } - GET_GOLD(ch) = 0; - } + /* transfer coins */ + if (GET_COINS(ch) > 0) + GET_COINS(ch) = 0; ch->carrying = NULL; IS_CARRYING_N(ch) = 0; IS_CARRYING_W(ch) = 0; @@ -283,6 +349,7 @@ struct char_data *i; send_to_group(ch, GROUP(ch), "%s has died.\r\n", GET_NAME(ch)); update_pos(ch); + GET_POS(ch) = POS_DEAD; make_corpse(ch); extract_char(ch); @@ -295,7 +362,6 @@ struct char_data *i; void die(struct char_data * ch, struct char_data * killer) { - gain_exp(ch, -(GET_EXP(ch) / 2)); if (!IS_NPC(ch)) { REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_KILLER); REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_THIEF); @@ -306,22 +372,10 @@ void die(struct char_data * ch, struct char_data * killer) static void perform_group_gain(struct char_data *ch, int base, struct char_data *victim) { - int share, hap_share; + int share; share = MIN(CONFIG_MAX_EXP_GAIN, MAX(1, base)); - if ((IS_HAPPYHOUR) && (IS_HAPPYEXP)) - { - /* This only reports the correct amount - the calc is done in gain_exp */ - hap_share = share + (int)((float)share * ((float)HAPPY_EXP / (float)(100))); - share = MIN(CONFIG_MAX_EXP_GAIN, MAX(1, hap_share)); - } - if (share > 1) - send_to_char(ch, "You receive your share of experience -- %d points.\r\n", share); - else - send_to_char(ch, "You receive your share of experience -- one measly little point!\r\n"); - - gain_exp(ch, share); change_alignment(ch, victim); } @@ -353,7 +407,7 @@ static void group_gain(struct char_data *ch, struct char_data *victim) static void solo_gain(struct char_data *ch, struct char_data *victim) { - int exp, happy_exp; + int exp; exp = MIN(CONFIG_MAX_EXP_GAIN, GET_EXP(victim) / 3); @@ -365,17 +419,6 @@ static void solo_gain(struct char_data *ch, struct char_data *victim) exp = MAX(exp, 1); - if (IS_HAPPYHOUR && IS_HAPPYEXP) { - happy_exp = exp + (int)((float)exp * ((float)HAPPY_EXP / (float)(100))); - exp = MAX(happy_exp, 1); - } - - if (exp > 1) - send_to_char(ch, "You receive %d experience points.\r\n", exp); - else - send_to_char(ch, "You receive one lousy experience point.\r\n"); - - gain_exp(ch, exp); change_alignment(ch, victim); } @@ -587,7 +630,7 @@ int skill_message(int dam, struct char_data *ch, struct char_data *vict, * > 0 How much damage done. */ int damage(struct char_data *ch, struct char_data *victim, int dam, int attacktype) { - long local_gold = 0, happy_gold = 0; + long local_coins = 0; char local_buf[256]; struct char_data *tmp_char; struct obj_data *corpse_obj; @@ -661,10 +704,6 @@ int damage(struct char_data *ch, struct char_data *victim, int dam, int attackty dam = MAX(MIN(dam, 100), 0); GET_HIT(victim) -= dam; - /* Gain exp for the hit */ - if (ch != victim) - gain_exp(ch, GET_LEVEL(victim) * dam); - update_pos(victim); /* skill_message sends a message from the messages file in lib/misc. @@ -749,83 +788,52 @@ int damage(struct char_data *ch, struct char_data *victim, int dam, int attackty } if (!IS_NPC(victim)) { - mudlog(BRF, MAX(LVL_IMMORT, MAX(GET_INVIS_LEV(ch), GET_INVIS_LEV(victim))), - TRUE, "%s killed by %s at %s", GET_NAME(victim), GET_NAME(ch), world[IN_ROOM(victim)].name); + /* NPC-safe invis check for killer (ch) */ + int ch_invis = IS_NPC(ch) ? 0 : GET_INVIS_LEV(ch); /* <-- added */ + mudlog(BRF, MAX(LVL_IMMORT, MAX(ch_invis, GET_INVIS_LEV(victim))), + TRUE, "%s killed by %s at %s", + GET_NAME(victim), GET_NAME(ch), world[IN_ROOM(victim)].name); if (MOB_FLAGGED(ch, MOB_MEMORY)) forget(ch, victim); } - /* Cant determine GET_GOLD on corpse, so do now and store */ + /* Can't determine GET_COINS on corpse, so do now and store */ if (IS_NPC(victim)) { - if ((IS_HAPPYHOUR) && (IS_HAPPYGOLD)) - { - happy_gold = (long)(GET_GOLD(victim) * (((float)(HAPPY_GOLD))/(float)100)); - happy_gold = MAX(0, happy_gold); - increase_gold(victim, happy_gold); - } - local_gold = GET_GOLD(victim); - sprintf(local_buf,"%ld", (long)local_gold); + local_coins = GET_COINS(victim); + sprintf(local_buf,"%ld", (long)local_coins); } die(victim, ch); - if (GROUP(ch) && (local_gold > 0) && PRF_FLAGGED(ch, PRF_AUTOSPLIT) ) { + if (GROUP(ch) && (local_coins > 0) && PRF_FLAGGED(ch, PRF_AUTOSPLIT) ) { generic_find("corpse", FIND_OBJ_ROOM, ch, &tmp_char, &corpse_obj); if (corpse_obj) { do_get(ch, "all.coin corpse", 0, 0); do_split(ch, local_buf, 0, 0); } - /* need to remove the gold from the corpse */ - } else if (!IS_NPC(ch) && (ch != victim) && PRF_FLAGGED(ch, PRF_AUTOGOLD)) { - do_get(ch, "all.coin corpse", 0, 0); } if (!IS_NPC(ch) && (ch != victim) && PRF_FLAGGED(ch, PRF_AUTOLOOT)) { do_get(ch, "all corpse", 0, 0); } - if (IS_NPC(victim) && !IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOSAC)) { - do_sac(ch,"corpse",0,0); - } return (-1); } return (dam); } -/* Calculate the THAC0 of the attacker. 'victim' currently isn't used but you - * could use it for special cases like weapons that hit evil creatures easier - * or a weapon that always misses attacking an animal. */ -static int compute_thaco(struct char_data *ch, struct char_data *victim) -{ - int calc_thaco; - - if (!IS_NPC(ch)) - calc_thaco = thaco(GET_CLASS(ch), GET_LEVEL(ch)); - else /* THAC0 for monsters is set in the HitRoll */ - calc_thaco = 20; - calc_thaco -= str_app[STRENGTH_APPLY_INDEX(ch)].tohit; - calc_thaco -= GET_HITROLL(ch); - calc_thaco -= (int) ((GET_INT(ch) - 13) / 1.5); /* Intelligence helps! */ - calc_thaco -= (int) ((GET_WIS(ch) - 13) / 1.5); /* So does wisdom */ - - return calc_thaco; -} - +/* + * hit() -- one character attempts to hit another with a weapon or attack. + * Ascending AC (5e-like), nat 1/20, bounded bonuses, and skill gains. + * Since there are no ranged types yet, we always use STR for attack & damage mods. + */ void hit(struct char_data *ch, struct char_data *victim, int type) { struct obj_data *wielded = GET_EQ(ch, WEAR_WIELD); - int w_type, victim_ac, calc_thaco, dam, diceroll; + struct obj_data *shield = GET_EQ(victim, WEAR_SHIELD); + int w_type, d20, attack_mod = 0, target_ac, dam = 0; + bool hit_success = FALSE; - /* Check that the attacker and victim exist */ + /* Basic sanity */ if (!ch || !victim) return; - /* check if the character has a fight trigger */ - fight_mtrigger(ch); - - /* Do some sanity checking, in case someone flees, etc. */ - if (IN_ROOM(ch) != IN_ROOM(victim)) { - if (FIGHTING(ch) && FIGHTING(ch) == victim) - stop_fighting(ch); - return; - } - - /* Find the weapon type (for display purposes only) */ + /* Determine attack message type exactly like stock code */ if (wielded && GET_OBJ_TYPE(wielded) == ITEM_WEAPON) w_type = GET_OBJ_VAL(wielded, 3) + TYPE_HIT; else { @@ -833,78 +841,146 @@ void hit(struct char_data *ch, struct char_data *victim, int type) w_type = ch->mob_specials.attack_type + TYPE_HIT; else w_type = TYPE_HIT; - } + } /* matches stock message mapping */ - /* Calculate chance of hit. Lower THAC0 is better for attacker. */ - calc_thaco = compute_thaco(ch, victim); + /* Roll d20 */ + d20 = rand_number(1, 20); - /* Calculate the raw armor including magic armor. Lower AC is better for defender. */ - victim_ac = compute_armor_class(victim) / 10; + /* Ability modifier: STR only (no ranged types yet) */ + attack_mod += GET_ABILITY_MOD(GET_STR(ch)); - /* roll the die and take your chances... */ - diceroll = rand_number(1, 20); + /* Skill family & proficiency */ + { + int skillnum = weapon_family_skill_num(ch, wielded, w_type); + const char *skillname = skill_name_for_gain(skillnum); - /* report for debugging if necessary */ - if (CONFIG_DEBUG_MODE >= NRM) - send_to_char(ch, "\t1Debug:\r\n \t2Thaco: \t3%d\r\n \t2AC: \t3%d\r\n \t2Diceroll: \t3%d\tn\r\n", - calc_thaco, victim_ac, diceroll); + /* proficiency from current % */ + if (!IS_NPC(ch)) + attack_mod += GET_PROFICIENCY(GET_SKILL(ch, skillnum)); - /* Decide whether this is a hit or a miss. - * Victim asleep = hit, otherwise: - * 1 = Automatic miss. - * 2..19 = Checked vs. AC. - * 20 = Automatic hit. */ - if (diceroll == 20 || !AWAKE(victim)) - dam = TRUE; - else if (diceroll == 1) - dam = FALSE; - else - dam = (calc_thaco - diceroll <= victim_ac); + /* --- UNARMED ATTACK HANDLING --- */ + if (!wielded) { + int prof_bonus = (!IS_NPC(ch)) ? GET_PROFICIENCY(GET_SKILL(ch, SKILL_UNARMED)) : 0; + int str_mod = GET_ABILITY_MOD(GET_STR(ch)); + int die_size; - if (!dam) - /* the attacker missed the victim */ - damage(ch, victim, 0, type == SKILL_BACKSTAB ? SKILL_BACKSTAB : w_type); - else { - /* okay, we know the guy has been hit. now calculate damage. - * Start with the damage bonuses: the damroll and strength apply */ - dam = str_app[STRENGTH_APPLY_INDEX(ch)].todam; - dam += GET_DAMROLL(ch); + /* Simple scaling by proficiency tier */ + switch (prof_bonus) { + case 0: die_size = 4; break; /* untrained */ + case 1: die_size = 6; break; /* trained */ + case 2: die_size = 8; break; /* expert */ + default: die_size = 10; break; /* master or above */ + } - /* Maybe holding arrow? */ - if (wielded && GET_OBJ_TYPE(wielded) == ITEM_WEAPON) { - /* Add weapon-based damage if a weapon is being wielded */ - dam += dice(GET_OBJ_VAL(wielded, 1), GET_OBJ_VAL(wielded, 2)); - } else { - /* If no weapon, add bare hand damage instead */ - if (IS_NPC(ch)) - dam += dice(ch->mob_specials.damnodice, ch->mob_specials.damsizedice); - else - dam += rand_number(0, 2); /* Max 2 bare hand damage for players */ + /* NPC fallback scaling */ + if (IS_NPC(ch) && prof_bonus <= 0) { + prof_bonus = MIN(6, (GET_LEVEL(ch) / 4)); /* level scaling */ + } + + /* base damage roll for unarmed attacks */ + dam = dice(1, die_size) + str_mod + prof_bonus; + + /* mark attack type for damage() messaging */ + w_type = SKILL_UNARMED + TYPE_HIT; } - /* Include a damage multiplier if victim isn't ready to fight: - * Position sitting 1.33 x normal - * Position resting 1.66 x normal - * Position sleeping 2.00 x normal - * Position stunned 2.33 x normal - * Position incap 2.66 x normal - * Position mortally 3.00 x normal - * Note, this is a hack because it depends on the particular - * values of the POSITION_XXX constants. */ - if (GET_POS(victim) < POS_FIGHTING) - dam *= 1 + (POS_FIGHTING - GET_POS(victim)) / 3; + /* Weapon magic (cap +3) */ + if (wielded && GET_OBJ_TYPE(wielded) == ITEM_WEAPON) { + int wmag = GET_OBJ_VAL(wielded, VAL_ARMOR_MAGIC_BONUS); + if (wmag > MAX_WEAPON_MAGIC) wmag = MAX_WEAPON_MAGIC; + attack_mod += wmag; + } - /* at least 1 hp damage min per hit */ - dam = MAX(1, dam); + /* Situational attack modifiers hook (spells, conditions) */ + attack_mod += 0; - if (type == SKILL_BACKSTAB) - damage(ch, victim, dam * backstab_mult(GET_LEVEL(ch)), SKILL_BACKSTAB); - else + /* Cap total attack bonus to +10 */ + if (attack_mod > MAX_TOTAL_ATTACK_BONUS) + attack_mod = MAX_TOTAL_ATTACK_BONUS; + + /* Ascending AC target */ + target_ac = compute_armor_class_asc(victim); + + /* Nat 1/20, then normal resolution */ + if (d20 == 1) hit_success = FALSE; + else if (d20 == 20) hit_success = TRUE; + else hit_success = ((d20 + attack_mod) >= target_ac); + + /* Apply result */ + if (hit_success) { + /* Roll damage up front (needed for shield durability) + * If we are unarmed, dam was already rolled above. + * If wielding a weapon, roll normally. + */ + if (wielded) + dam = roll_damage(ch, victim, wielded, w_type); + + /* --- SHIELD BLOCK CHECK --- + * Only happens if an attack actually lands. + */ + if (shield) { + int def_prof = (!IS_NPC(victim)) ? GET_PROFICIENCY(GET_SKILL(victim, SKILL_SHIELD_USE)) : 0; + int block_chance = def_prof * 10; /* 0–60% total chance to block an attack */ + + if (block_chance > 0 && rand_number(1, 100) <= block_chance) { + /* Block succeeded! */ + act("You block $N's attack with $p!", FALSE, victim, shield, ch, TO_CHAR); + act("$n blocks your attack with $s $p!", FALSE, victim, shield, ch, TO_VICT); + act("$n blocks $N's attack with $s $p!", TRUE, victim, shield, ch, TO_NOTVICT); + + /* Durability reduction based on damage prevented */ + int *dur = &GET_OBJ_VAL(shield, 3); + int loss = MAX(1, dam / 10); /* at least 1% per block */ + *dur -= loss; + + if (*dur <= 0) { + act("Your $p shatters into pieces!", FALSE, victim, shield, 0, TO_CHAR); + act("$n's $p shatters into pieces!", TRUE, victim, shield, 0, TO_ROOM); + extract_obj(shield); + } + + /* Train shield use skill on success */ + if (!IS_NPC(victim)) { + gain_skill(victim, "shield use", TRUE); + } + + return; /* Attack nullified entirely */ + } + } + + /* No block: apply normal damage */ damage(ch, victim, dam, w_type); + } else { + damage(ch, victim, 0, w_type); /* miss messaging */ + } + + /* --- Skill gains --- */ + if (!IS_NPC(ch) && skillname) { + gain_skill(ch, (char *)skillname, hit_success); + } + + /* Defender shield use: every swing trains it if they’re wearing a shield. + Treat a MISS as a "success" for the shield user (they successfully defended). */ + if (!IS_NPC(victim) && GET_EQ(victim, WEAR_SHIELD)) { + gain_skill(victim, "shield use", !hit_success); + } } - /* check if the victim has a hitprcnt trigger */ - hitprcnt_mtrigger(victim); + /* Optional combat numbers for debugging / builders */ + if (CONFIG_DEBUG_MODE >= NRM) { + const char *crit = (d20 == 20) ? " (CRIT)" : ((d20 == 1) ? " (NAT 1)" : ""); + send_to_char(ch, + "\t1Attack:\tn d20=%d%s, mod=%+d \t1⇒\tn total=%d vs AC %d — %s\r\n", + d20, crit, attack_mod, d20 + attack_mod, target_ac, + hit_success ? "\t2HIT\tn" : "\t1MISS\tn"); + if (!IS_NPC(victim)) { + send_to_char(victim, + "\t1Defense:\tn %s rolled total=%d vs your AC %d — %s%s\r\n", + GET_NAME(ch), d20 + attack_mod, target_ac, + hit_success ? "\t1HIT\tn" : "\t2MISS\tn", + (d20 == 20) ? " (CRIT)" : ((d20 == 1) ? " (NAT 1)" : "")); + } + } } /* control the fights going on. Called every 2 seconds from comm.c. */ diff --git a/src/genmob.c b/src/genmob.c index 032f914..8722763 100644 --- a/src/genmob.c +++ b/src/genmob.c @@ -112,10 +112,6 @@ static void extract_mobile_all(mob_vnum vnum) free(ch->player.name); ch->player.name = NULL; - if (ch->player.title && ch->player.title != mob_proto[i].player.title) - free(ch->player.title); - ch->player.title = NULL; - if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) free(ch->player.short_descr); ch->player.short_descr = NULL; @@ -127,6 +123,10 @@ static void extract_mobile_all(mob_vnum vnum) if (ch->player.description && ch->player.description != mob_proto[i].player.description) free(ch->player.description); ch->player.description = NULL; + + if (ch->player.background && ch->player.background != mob_proto[i].player.background) + free(ch->player.background); + ch->player.background = NULL; /* free script proto list if it's not the prototype */ if (ch->proto_script && ch->proto_script != mob_proto[i].proto_script) @@ -199,14 +199,14 @@ int copy_mobile_strings(struct char_data *t, struct char_data *f) { if (f->player.name) t->player.name = strdup(f->player.name); - if (f->player.title) - t->player.title = strdup(f->player.title); if (f->player.short_descr) t->player.short_descr = strdup(f->player.short_descr); if (f->player.long_descr) t->player.long_descr = strdup(f->player.long_descr); if (f->player.description) t->player.description = strdup(f->player.description); + if (f->player.background) + t->player.background = strdup(f->player.background); return TRUE; } @@ -214,14 +214,14 @@ int update_mobile_strings(struct char_data *t, struct char_data *f) { if (f->player.name) t->player.name = f->player.name; - if (f->player.title) - t->player.title = f->player.title; if (f->player.short_descr) t->player.short_descr = f->player.short_descr; if (f->player.long_descr) t->player.long_descr = f->player.long_descr; if (f->player.description) t->player.description = f->player.description; + if (f->player.background) + t->player.background = f->player.background; return TRUE; } @@ -229,14 +229,14 @@ int free_mobile_strings(struct char_data *mob) { if (mob->player.name) free(mob->player.name); - if (mob->player.title) - free(mob->player.title); if (mob->player.short_descr) free(mob->player.short_descr); if (mob->player.long_descr) free(mob->player.long_descr); if (mob->player.description) free(mob->player.description); + if (mob->player.background) + free(mob->player.background); return TRUE; } @@ -257,14 +257,14 @@ int free_mobile(struct char_data *mob) } else { /* Prototyped mobile. */ if (mob->player.name && mob->player.name != mob_proto[i].player.name) free(mob->player.name); - if (mob->player.title && mob->player.title != mob_proto[i].player.title) - free(mob->player.title); if (mob->player.short_descr && mob->player.short_descr != mob_proto[i].player.short_descr) free(mob->player.short_descr); if (mob->player.long_descr && mob->player.long_descr != mob_proto[i].player.long_descr) free(mob->player.long_descr); if (mob->player.description && mob->player.description != mob_proto[i].player.description) free(mob->player.description); + if (mob->player.background && mob->player.background != mob_proto[i].player.background) + free(mob->player.background); /* free script proto list if it's not the prototype */ if (mob->proto_script && mob->proto_script != mob_proto[i].proto_script) free_proto_script(mob, MOB_TRIGGER); @@ -327,105 +327,191 @@ int save_mobiles(zone_rnum rznum) int write_mobile_espec(mob_vnum mvnum, struct char_data *mob, FILE *fd) { - if (GET_ATTACK(mob) != 0) - fprintf(fd, "BareHandAttack: %d\n", GET_ATTACK(mob)); - if (GET_STR(mob) != 11) + int count = 0; + + /* --- Ability scores (only write non-defaults) --- */ + if (GET_STR(mob) != 11) { fprintf(fd, "Str: %d\n", GET_STR(mob)); - if (GET_ADD(mob) != 0) - fprintf(fd, "StrAdd: %d\n", GET_ADD(mob)); - if (GET_DEX(mob) != 11) + count++; + } + if (GET_DEX(mob) != 11) { fprintf(fd, "Dex: %d\n", GET_DEX(mob)); - if (GET_INT(mob) != 11) + count++; + } + if (GET_INT(mob) != 11) { fprintf(fd, "Int: %d\n", GET_INT(mob)); - if (GET_WIS(mob) != 11) + count++; + } + if (GET_WIS(mob) != 11) { fprintf(fd, "Wis: %d\n", GET_WIS(mob)); - if (GET_CON(mob) != 11) + count++; + } + if (GET_CON(mob) != 11) { fprintf(fd, "Con: %d\n", GET_CON(mob)); - if (GET_CHA(mob) != 11) + count++; + } + if (GET_CHA(mob) != 11) { fprintf(fd, "Cha: %d\n", GET_CHA(mob)); - if (GET_SAVE(mob, SAVING_PARA) != 0) - fprintf(fd, "SavingPara: %d\n", GET_SAVE(mob, SAVING_PARA)); - if (GET_SAVE(mob, SAVING_ROD) != 0) - fprintf(fd, "SavingRod: %d\n", GET_SAVE(mob, SAVING_ROD)); - if (GET_SAVE(mob, SAVING_PETRI) != 0) - fprintf(fd, "SavingPetri: %d\n", GET_SAVE(mob, SAVING_PETRI)); - if (GET_SAVE(mob, SAVING_BREATH) != 0) - fprintf(fd, "SavingBreath: %d\n", GET_SAVE(mob, SAVING_BREATH)); - if (GET_SAVE(mob, SAVING_SPELL) != 0) - fprintf(fd, "SavingSpell: %d\n", GET_SAVE(mob, SAVING_SPELL)); - fputs("E\n", fd); - return TRUE; + count++; + } + + if (HAS_VALID_CLASS(mob)) { + fprintf(fd, "Class: %d\n", (int)GET_CLASS(mob)); + count++; + } + + /* --- 5e-style saving throws --- */ + if (GET_SAVE(mob, ABIL_STR) != 0) { + fprintf(fd, "SaveStr: %d\n", GET_SAVE(mob, ABIL_STR)); + count++; + } + if (GET_SAVE(mob, ABIL_DEX) != 0) { + fprintf(fd, "SaveDex: %d\n", GET_SAVE(mob, ABIL_DEX)); + count++; + } + if (GET_SAVE(mob, ABIL_CON) != 0) { + fprintf(fd, "SaveCon: %d\n", GET_SAVE(mob, ABIL_CON)); + count++; + } + if (GET_SAVE(mob, ABIL_INT) != 0) { + fprintf(fd, "SaveInt: %d\n", GET_SAVE(mob, ABIL_INT)); + count++; + } + if (GET_SAVE(mob, ABIL_WIS) != 0) { + fprintf(fd, "SaveWis: %d\n", GET_SAVE(mob, ABIL_WIS)); + count++; + } + if (GET_SAVE(mob, ABIL_CHA) != 0) { + fprintf(fd, "SaveCha: %d\n", GET_SAVE(mob, ABIL_CHA)); + count++; + } + + /* DO NOT print "E" here — handled by write_mobile_record() */ + return count; } int write_mobile_record(mob_vnum mvnum, struct char_data *mob, FILE *fd) { char ldesc[MAX_STRING_LENGTH]; char ddesc[MAX_STRING_LENGTH]; + char bdesc[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; ldesc[MAX_STRING_LENGTH - 1] = '\0'; ddesc[MAX_STRING_LENGTH - 1] = '\0'; + bdesc[MAX_STRING_LENGTH - 1] = '\0'; strip_cr(strncpy(ldesc, GET_LDESC(mob), MAX_STRING_LENGTH - 1)); strip_cr(strncpy(ddesc, GET_DDESC(mob), MAX_STRING_LENGTH - 1)); + if (GET_BDESC(mob)) + strip_cr(strncpy(bdesc, GET_BDESC(mob), MAX_STRING_LENGTH - 1)); + else + bdesc[0] = '\0'; - int n = snprintf(buf, MAX_STRING_LENGTH, "#%d\n" - "%s%c\n" - "%s%c\n" - "%s%c\n" - "%s%c\n", - mvnum, - GET_ALIAS(mob), STRING_TERMINATOR, - GET_SDESC(mob), STRING_TERMINATOR, - ldesc, STRING_TERMINATOR, - ddesc, STRING_TERMINATOR - ); + int n = snprintf(buf, MAX_STRING_LENGTH, + "#%d\n" + "%s%c\n" + "%s%c\n" + "%s%c\n" + "%s%c\n" + "%s%c\n" + "B\n" + "%s%c\n", + mvnum, + GET_NAME(mob), STRING_TERMINATOR, + GET_KEYWORDS(mob), STRING_TERMINATOR, + GET_SDESC(mob), STRING_TERMINATOR, + ldesc, STRING_TERMINATOR, + ddesc, STRING_TERMINATOR, + bdesc, STRING_TERMINATOR); - if(n < MAX_STRING_LENGTH) { - fprintf(fd, "%s", convert_from_tabs(buf)); - - fprintf(fd, "%d %d %d %d %d %d %d %d %d E\n" - "%d %d %d %dd%d+%d %dd%d+%d\n", - MOB_FLAGS(mob)[0], MOB_FLAGS(mob)[1], - MOB_FLAGS(mob)[2], MOB_FLAGS(mob)[3], - AFF_FLAGS(mob)[0], AFF_FLAGS(mob)[1], - AFF_FLAGS(mob)[2], AFF_FLAGS(mob)[3], - GET_ALIGNMENT(mob), - GET_LEVEL(mob), 20 - GET_HITROLL(mob), GET_AC(mob) / 10, GET_HIT(mob), - GET_MANA(mob), GET_MOVE(mob), GET_NDD(mob), GET_SDD(mob), - GET_DAMROLL(mob)); - - fprintf(fd, "%d %d\n" - "%d %d %d\n", - GET_GOLD(mob), GET_EXP(mob), - GET_POS(mob), GET_DEFAULT_POS(mob), GET_SEX(mob) - ); - - if (write_mobile_espec(mvnum, mob, fd) < 0) - log("SYSERR: GenOLC: Error writing E-specs for mobile #%d.", mvnum); - - script_save_to_disk(fd, mob, MOB_TRIGGER); - - - #if CONFIG_GENOLC_MOBPROG - if (write_mobile_mobprog(mvnum, mob, fd) < 0) - log("SYSERR: GenOLC: Error writing MobProgs for mobile #%d.", mvnum); - #endif - } else { - mudlog(BRF,LVL_BUILDER,TRUE, + if (n >= MAX_STRING_LENGTH) { + mudlog(BRF, LVL_BUILDER, TRUE, "SYSERR: Could not save mobile #%d due to size (%d > maximum of %d)", mvnum, n, MAX_STRING_LENGTH); + return TRUE; } - + + fprintf(fd, "%s", convert_from_tabs(buf)); + + /* --- FLAGS/AFFECT/ALIGN line --- */ + fprintf(fd, + "%d %d %d %d %d %d %d %d %d E\n", + MOB_FLAGS(mob)[0], MOB_FLAGS(mob)[1], + MOB_FLAGS(mob)[2], MOB_FLAGS(mob)[3], + AFF_FLAGS(mob)[0], AFF_FLAGS(mob)[1], + AFF_FLAGS(mob)[2], AFF_FLAGS(mob)[3], + GET_ALIGNMENT(mob)); + + /* --- Level, hitdice, mana, move --- */ + fprintf(fd, "%d %dd%d+%d\n", + GET_LEVEL(mob), + GET_HIT(mob), + GET_MANA(mob), + GET_MOVE(mob)); + + /* --- Position / default position / sex --- */ + fprintf(fd, "%d %d %d\n", + GET_POS(mob), + GET_DEFAULT_POS(mob), + GET_SEX(mob)); + + /* --- Enhanced (E-spec + Skills) --- */ + if (write_mobile_espec(mvnum, mob, fd) < 0) + log("SYSERR: GenOLC: Error writing E-specs for mobile #%d.", mvnum); + + /* Write NPC skills (if any set) */ + for (int s = 0; s < MAX_SKILLS; s++) { + if (mob->mob_specials.skills[s] > 0) + fprintf(fd, "Skill %d %d\n", s, mob->mob_specials.skills[s]); + } + + /* Write attack type (if set) */ + if (mob->mob_specials.attack_type > 0) + fprintf(fd, "AtkT %d\n", mob->mob_specials.attack_type); + + /* Single proper terminator */ + fprintf(fd, "E\n"); + + /* --- Loadout lines --- */ + for (struct mob_loadout *e = mob->proto_loadout; e; e = e->next) { + fprintf(fd, "L %d %d %d\n", + (int)e->wear_pos, + (int)e->vnum, + MAX(1, e->quantity)); + } + + /* --- DG Scripts --- */ + script_save_to_disk(fd, mob, MOB_TRIGGER); + + /* --- Skinning yields --- */ + { + mob_rnum rmob = real_mobile(mvnum); + struct skin_yield_entry *sy; + + if (rmob != NOBODY && mob_index[rmob].skin_yields) { + fprintf(fd, "Y\n"); + for (sy = mob_index[rmob].skin_yields; sy; sy = sy->next) + fprintf(fd, "%d %d\n", sy->obj_vnum, sy->dc); + fprintf(fd, "0 0\n"); + } + } + +#if CONFIG_GENOLC_MOBPROG + if (write_mobile_mobprog(mvnum, mob, fd) < 0) + log("SYSERR: GenOLC: Error writing MobProgs for mobile #%d.", mvnum); +#endif + return TRUE; } void check_mobile_strings(struct char_data *mob) { mob_vnum mvnum = mob_index[mob->nr].vnum; + check_mobile_string(mvnum, &GET_NAME(mob), "npc name"); + check_mobile_string(mvnum, &GET_KEYWORDS(mob), "alias list"); + check_mobile_string(mvnum, &GET_SDESC(mob), "short description"); check_mobile_string(mvnum, &GET_LDESC(mob), "long description"); check_mobile_string(mvnum, &GET_DDESC(mob), "detailed description"); - check_mobile_string(mvnum, &GET_ALIAS(mob), "alias list"); - check_mobile_string(mvnum, &GET_SDESC(mob), "short description"); } void check_mobile_string(mob_vnum i, char **string, const char *desc) diff --git a/src/genmob.h b/src/genmob.h index 50bc717..e32a0fd 100644 --- a/src/genmob.h +++ b/src/genmob.h @@ -31,12 +31,10 @@ int write_mobile_mobprog(mob_vnum mvnum, struct char_data *mob, FILE *fd); #endif /* Handy macros. */ -#define GET_NDD(mob) ((mob)->mob_specials.damnodice) -#define GET_SDD(mob) ((mob)->mob_specials.damsizedice) -#define GET_ALIAS(mob) ((mob)->player.name) #define GET_SDESC(mob) ((mob)->player.short_descr) #define GET_LDESC(mob) ((mob)->player.long_descr) #define GET_DDESC(mob) ((mob)->player.description) +#define GET_BDESC(mob) ((mob)->player.background) #define GET_ATTACK(mob) ((mob)->mob_specials.attack_type) #endif /* _GENMOB_H_ */ diff --git a/src/genobj.c b/src/genobj.c index 6420651..85b9003 100644 --- a/src/genobj.c +++ b/src/genobj.c @@ -204,8 +204,8 @@ int save_objects(zone_rnum zone_num) /* Start running through all objects in this zone. */ for (counter = genolc_zone_bottom(zone_num); counter <= zone_table[zone_num].top; counter++) { if ((realcounter = real_object(counter)) != NOTHING) { - if ((obj = &obj_proto[realcounter])->action_description) { - strncpy(buf, obj->action_description, sizeof(buf) - 1); + if ((obj = &obj_proto[realcounter])->main_description) { + strncpy(buf, obj->main_description, sizeof(buf) - 1); strip_cr(buf); } else *buf = '\0'; @@ -256,7 +256,7 @@ int save_objects(zone_rnum zone_num) GET_OBJ_VAL(obj, 0), GET_OBJ_VAL(obj, 1), GET_OBJ_VAL(obj, 2), GET_OBJ_VAL(obj, 3), GET_OBJ_WEIGHT(obj), GET_OBJ_COST(obj), - GET_OBJ_RENT(obj), GET_OBJ_LEVEL(obj), GET_OBJ_TIMER(obj) + GET_OBJ_COST_PER_DAY(obj), GET_OBJ_LEVEL(obj), GET_OBJ_TIMER(obj) ); /* Do we have script(s) attached? */ @@ -307,8 +307,8 @@ void free_object_strings(struct obj_data *obj) free(obj->description); if (obj->short_description) free(obj->short_description); - if (obj->action_description) - free(obj->action_description); + if (obj->main_description) + free(obj->main_description); if (obj->ex_description) free_ex_descriptions(obj->ex_description); } @@ -324,8 +324,8 @@ void free_object_strings_proto(struct obj_data *obj) free(obj->description); if (obj->short_description && obj->short_description != obj_proto[robj_num].short_description) free(obj->short_description); - if (obj->action_description && obj->action_description != obj_proto[robj_num].action_description) - free(obj->action_description); + if (obj->main_description && obj->main_description != obj_proto[robj_num].main_description) + free(obj->main_description); if (obj->ex_description) { struct extra_descr_data *thised, *plist, *next_one; /* O(horrible) */ int ok_key, ok_desc, ok_item; @@ -354,7 +354,7 @@ static void copy_object_strings(struct obj_data *to, struct obj_data *from) to->name = from->name ? strdup(from->name) : NULL; to->description = from->description ? strdup(from->description) : NULL; to->short_description = from->short_description ? strdup(from->short_description) : NULL; - to->action_description = from->action_description ? strdup(from->action_description) : NULL; + to->main_description = from->main_description ? strdup(from->main_description) : NULL; if (from->ex_description) copy_ex_descriptions(&to->ex_description, from->ex_description); @@ -593,3 +593,26 @@ bool oset_long_description(struct obj_data *obj, char * argument) return TRUE; } + +/* 5e system helpers */ + +/* Clamp 5e-like armor values to safe ranges */ +void clamp_armor_values(struct obj_data *obj) { + if (!obj || GET_OBJ_TYPE(obj) != ITEM_ARMOR) return; + + int v; + + v = GET_OBJ_VAL(obj, VAL_ARMOR_PIECE_AC); + if (v < 0) v = 0; else if (v > 3) v = 3; + GET_OBJ_VAL(obj, VAL_ARMOR_PIECE_AC) = v; + + v = GET_OBJ_VAL(obj, VAL_ARMOR_BULK); + if (v < 0) v = 0; else if (v > 3) v = 3; + GET_OBJ_VAL(obj, VAL_ARMOR_BULK) = v; + + v = GET_OBJ_VAL(obj, VAL_ARMOR_MAGIC_BONUS); + if (v < 0) v = 0; else if (v > 3) v = 3; /* total armor magic still capped at runtime */ + GET_OBJ_VAL(obj, VAL_ARMOR_MAGIC_BONUS) = v; + + /* flags are a bitvector; leave as-is (OLC will manage legal bits) */ +} \ No newline at end of file diff --git a/src/genolc.c b/src/genolc.c index c61622d..f5e5baa 100644 --- a/src/genolc.c +++ b/src/genolc.c @@ -594,38 +594,44 @@ static int export_mobile_record(mob_vnum mvnum, struct char_data *mob, FILE *fd) char ldesc[MAX_STRING_LENGTH]; char ddesc[MAX_STRING_LENGTH]; + char bdesc[MAX_STRING_LENGTH]; ldesc[MAX_STRING_LENGTH - 1] = '\0'; ddesc[MAX_STRING_LENGTH - 1] = '\0'; + bdesc[MAX_STRING_LENGTH - 1] = '\0'; strip_cr(strncpy(ldesc, GET_LDESC(mob), MAX_STRING_LENGTH - 1)); strip_cr(strncpy(ddesc, GET_DDESC(mob), MAX_STRING_LENGTH - 1)); + if (GET_BDESC(mob)) + strip_cr(strncpy(bdesc, GET_BDESC(mob), MAX_STRING_LENGTH - 1)); + else + bdesc[0] = '\0'; fprintf(fd, "#QQ%02d\n" "%s%c\n" "%s%c\n" "%s%c\n" + "%s%c\n" + "B\n" "%s%c\n", mvnum%100, - GET_ALIAS(mob), STRING_TERMINATOR, + GET_KEYWORDS(mob), STRING_TERMINATOR, GET_SDESC(mob), STRING_TERMINATOR, ldesc, STRING_TERMINATOR, - ddesc, STRING_TERMINATOR + ddesc, STRING_TERMINATOR, + bdesc, STRING_TERMINATOR ); fprintf(fd, "%d %d %d %d %d %d %d %d %d E\n" - "%d %d %d %dd%d+%d %dd%d+%d\n", + "%d %dd%d+%d\n", MOB_FLAGS(mob)[0], MOB_FLAGS(mob)[1], MOB_FLAGS(mob)[2], MOB_FLAGS(mob)[3], AFF_FLAGS(mob)[0], AFF_FLAGS(mob)[1], AFF_FLAGS(mob)[2], AFF_FLAGS(mob)[3], GET_ALIGNMENT(mob), - GET_LEVEL(mob), 20 - GET_HITROLL(mob), GET_AC(mob) / 10, GET_HIT(mob), - GET_MANA(mob), GET_MOVE(mob), GET_NDD(mob), GET_SDD(mob), - GET_DAMROLL(mob)); + GET_LEVEL(mob), GET_HIT(mob), + GET_MANA(mob), GET_MOVE(mob)); - fprintf(fd, "%d %d\n" - "%d %d %d\n", - GET_GOLD(mob), GET_EXP(mob), + fprintf(fd, "%d %d %d\n", GET_POS(mob), GET_DEFAULT_POS(mob), GET_SEX(mob) ); @@ -784,8 +790,8 @@ static int export_save_objects(zone_rnum zrnum) /* Start running through all objects in this zone. */ for (ovnum = genolc_zone_bottom(zrnum); ovnum <= zone_table[zrnum].top; ovnum++) { if ((ornum = real_object(ovnum)) != NOTHING) { - if ((obj = &obj_proto[ornum])->action_description) { - strncpy(buf, obj->action_description, sizeof(buf) - 1); + if ((obj = &obj_proto[ornum])->main_description) { + strncpy(buf, obj->main_description, sizeof(buf) - 1); strip_cr(buf); } else *buf = '\0'; @@ -838,7 +844,7 @@ static int export_save_objects(zone_rnum zrnum) fprintf(obj_file, "%d %d %d %d\n", - GET_OBJ_WEIGHT(obj), GET_OBJ_COST(obj), GET_OBJ_RENT(obj), GET_OBJ_LEVEL(obj)); + GET_OBJ_WEIGHT(obj), GET_OBJ_COST(obj), GET_OBJ_COST_PER_DAY(obj), GET_OBJ_LEVEL(obj)); /* Do we have script(s) attached? */ export_script_save_to_disk(obj_file, obj, OBJ_TRIGGER); diff --git a/src/genqst.c b/src/genqst.c index 8d0fe9e..730371a 100644 --- a/src/genqst.c +++ b/src/genqst.c @@ -36,7 +36,7 @@ int copy_quest(struct aq_data *to, struct aq_data *from, int free_old_strings) for (i = 0; i < 7; i++){ to->value[i] = from->value[i]; } - to->gold_reward = from->gold_reward; + to->coins_reward = from->coins_reward; to->exp_reward = from->exp_reward; to->obj_reward = from->obj_reward; to->func = from->func; @@ -247,7 +247,7 @@ int save_quests(zone_rnum zone_num) QST_POINTS(rnum), QST_PENALTY(rnum), QST_MINLEVEL(rnum), QST_MAXLEVEL(rnum), QST_TIME(rnum), QST_RETURNMOB(rnum) == NOBODY ? -1 : QST_RETURNMOB(rnum), - QST_QUANTITY(rnum), QST_GOLD(rnum), QST_EXP(rnum), QST_OBJ(rnum) + QST_QUANTITY(rnum), QST_COINS(rnum), QST_EXP(rnum), QST_OBJ(rnum) ); if(n < MAX_STRING_LENGTH) { @@ -278,4 +278,3 @@ int save_quests(zone_rnum zone_num) remove_from_save_list(zone_table[zone_num].number, SL_QST); return TRUE; } - diff --git a/src/genwld.c b/src/genwld.c index ce2211a..f6f3396 100644 --- a/src/genwld.c +++ b/src/genwld.c @@ -373,6 +373,13 @@ int save_rooms(zone_rnum rzone) "%s~\n", xdesc->keyword, buf); } } + if (room->forage) { + struct forage_entry *entry; + fprintf(sf, "F\n"); + for (entry = room->forage; entry; entry = entry->next) + fprintf(sf, "%d %d\n", entry->obj_vnum, entry->dc); + fprintf(sf, "0 0\n"); + } fprintf(sf, "S\n"); script_save_to_disk(sf, room, WLD_TRIGGER); } @@ -439,6 +446,9 @@ int copy_room_strings(struct room_data *dest, struct room_data *source) if (source->ex_description) copy_ex_descriptions(&dest->ex_description, source->ex_description); + if (source->forage) + dest->forage = copy_forage_list(source->forage); + return TRUE; } @@ -453,6 +463,9 @@ int free_room_strings(struct room_data *room) free(room->description); if (room->ex_description) free_ex_descriptions(room->ex_description); + if (room->forage) + free_forage_list(room->forage); + room->forage = NULL; /* Free exits. */ for (i = 0; i < DIR_COUNT; i++) { diff --git a/src/graph.c b/src/graph.c index 08670a0..2b794c3 100644 --- a/src/graph.c +++ b/src/graph.c @@ -145,7 +145,7 @@ ACMD(do_track) int dir; /* The character must have the track skill. */ - if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_TRACK)) { + if (!GET_SKILL(ch, SKILL_TRACK)) { send_to_char(ch, "You have no idea how.\r\n"); return; } @@ -173,11 +173,13 @@ ACMD(do_track) dir = rand_number(0, DIR_COUNT - 1); } while (!CAN_GO(ch, dir) && --tries); send_to_char(ch, "You sense a trail %s from here!\r\n", dirs[dir]); + gain_skill(ch, "track", FALSE); return; } /* They passed the skill check. */ dir = find_first_step(IN_ROOM(ch), IN_ROOM(vict)); + gain_skill(ch, "track", TRUE); switch (dir) { case BFS_ERROR: diff --git a/src/handler.c b/src/handler.c index 87269bb..b23111e 100644 --- a/src/handler.c +++ b/src/handler.c @@ -24,6 +24,7 @@ #include "fight.h" #include "quest.h" #include "mud_event.h" +#include "roomsave.h" /* local file scope variables */ static int extractions_pending = 0; @@ -32,6 +33,10 @@ static int extractions_pending = 0; static int apply_ac(struct char_data *ch, int eq_pos); static void update_object(struct obj_data *obj, int use); static void affect_modify_ar(struct char_data * ch, byte loc, sbyte mod, int bitv[], bool add); +static bool is_shadow_keyword(const char *name); +static int obj_coin_count(struct obj_data *obj); +static struct char_data *obj_owner(struct obj_data *obj); +static void adjust_char_coins(struct char_data *ch, int amount); char *fname(const char *namelist) { @@ -89,50 +94,49 @@ int isname(const char *str, const char *namelist) if (!str || !*str || !namelist || !*namelist) return 0; - if (!strcmp(str, namelist)) /* the easy way */ + /* exact full-string match check */ + if (!strcasecmp(str, namelist)) return 1; - newlist = strdup(namelist); /* make a copy since strtok 'modifies' strings */ - for(curtok = strtok(newlist, WHITESPACE); curtok; curtok = strtok(NULL, WHITESPACE)) - if(curtok && is_abbrev(str, curtok)) { - /* Don't allow abbreviated numbers. - Sryth */ - if (isdigit(*str) && (atoi(str) != atoi(curtok))) - return 0; + newlist = strdup(namelist); /* make a copy since strtok modifies the string */ + if (!newlist) + return 0; + + for (curtok = strtok(newlist, WHITESPACE); curtok; curtok = strtok(NULL, WHITESPACE)) { + /* Compare each token as a full word, case-insensitive */ + if (!strcasecmp(str, curtok)) { free(newlist); return 1; } + } + free(newlist); return 0; } +static bool is_shadow_keyword(const char *name) +{ + if (!name || !*name) + return FALSE; + return isname(name, "shadow shadowy figure"); +} + static void aff_apply_modify(struct char_data *ch, byte loc, sbyte mod, char *msg) { switch (loc) { case APPLY_NONE: break; - case APPLY_STR: - GET_STR(ch) += mod; - break; - case APPLY_DEX: - GET_DEX(ch) += mod; - break; - case APPLY_INT: - GET_INT(ch) += mod; - break; - case APPLY_WIS: - GET_WIS(ch) += mod; - break; - case APPLY_CON: - GET_CON(ch) += mod; - break; - case APPLY_CHA: - GET_CHA(ch) += mod; - break; + /* --- ability scores --- */ + case APPLY_STR: GET_STR(ch) += mod; break; + case APPLY_DEX: GET_DEX(ch) += mod; break; + case APPLY_INT: GET_INT(ch) += mod; break; + case APPLY_WIS: GET_WIS(ch) += mod; break; + case APPLY_CON: GET_CON(ch) += mod; break; + case APPLY_CHA: GET_CHA(ch) += mod; break; /* Do Not Use. */ case APPLY_CLASS: - break; case APPLY_LEVEL: break; @@ -140,68 +144,28 @@ static void aff_apply_modify(struct char_data *ch, byte loc, sbyte mod, char *ms ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR); break; - case APPLY_CHAR_WEIGHT: - GET_WEIGHT(ch) += mod; - break; + case APPLY_CHAR_WEIGHT: GET_WEIGHT(ch) += mod; break; + case APPLY_CHAR_HEIGHT: GET_HEIGHT(ch) += mod; break; + case APPLY_MANA: GET_MAX_MANA(ch) += mod; break; + case APPLY_HIT: GET_MAX_HIT(ch) += mod; break; + case APPLY_MOVE: GET_MAX_MOVE(ch) += mod; break; + case APPLY_COINS: break; + case APPLY_EXP: break; - case APPLY_CHAR_HEIGHT: - GET_HEIGHT(ch) += mod; - break; + case APPLY_AC: GET_AC(ch) += mod; break; + case APPLY_PROFICIENCY: GET_PROF_MOD(ch) += mod; break; - case APPLY_MANA: - GET_MAX_MANA(ch) += mod; - break; - - case APPLY_HIT: - GET_MAX_HIT(ch) += mod; - break; - - case APPLY_MOVE: - GET_MAX_MOVE(ch) += mod; - break; - - case APPLY_GOLD: - break; - - case APPLY_EXP: - break; - - case APPLY_AC: - GET_AC(ch) += mod; - break; - - case APPLY_HITROLL: - GET_HITROLL(ch) += mod; - break; - - case APPLY_DAMROLL: - GET_DAMROLL(ch) += mod; - break; - - case APPLY_SAVING_PARA: - GET_SAVE(ch, SAVING_PARA) += mod; - break; - - case APPLY_SAVING_ROD: - GET_SAVE(ch, SAVING_ROD) += mod; - break; - - case APPLY_SAVING_PETRI: - GET_SAVE(ch, SAVING_PETRI) += mod; - break; - - case APPLY_SAVING_BREATH: - GET_SAVE(ch, SAVING_BREATH) += mod; - break; - - case APPLY_SAVING_SPELL: - GET_SAVE(ch, SAVING_SPELL) += mod; - break; + /* --- new 5e-style saving throws --- */ + case APPLY_SAVE_STR: SAVE_STR(ch) += mod; break; + case APPLY_SAVE_DEX: SAVE_DEX(ch) += mod; break; + case APPLY_SAVE_CON: SAVE_CON(ch) += mod; break; + case APPLY_SAVE_INT: SAVE_INT(ch) += mod; break; + case APPLY_SAVE_WIS: SAVE_WIS(ch) += mod; break; + case APPLY_SAVE_CHA: SAVE_CHA(ch) += mod; break; default: log("SYSERR: Unknown apply adjust %d attempt (%s, affect_modify).", loc, __FILE__); break; - } /* switch */ } @@ -232,27 +196,37 @@ void affect_total(struct char_data *ch) struct affected_type *af; int i, j; + /* First, remove all object-based modifiers. */ for (i = 0; i < NUM_WEARS; i++) { if (GET_EQ(ch, i)) for (j = 0; j < MAX_OBJ_AFFECT; j++) - affect_modify_ar(ch, GET_EQ(ch, i)->affected[j].location, - GET_EQ(ch, i)->affected[j].modifier, - GET_OBJ_AFFECT(GET_EQ(ch, i)), FALSE); + affect_modify_ar(ch, + GET_EQ(ch, i)->affected[j].location, + GET_EQ(ch, i)->affected[j].modifier, + GET_OBJ_AFFECT(GET_EQ(ch, i)), FALSE); } + /* Then remove all spell/affect modifiers. */ for (af = ch->affected; af; af = af->next) affect_modify_ar(ch, af->location, af->modifier, af->bitvector, FALSE); + /* Reset derived abilities to real abilities. */ ch->aff_abils = ch->real_abils; + /* Reset transient modifiers that are re-applied below. */ + GET_PROF_MOD(ch) = 0; /* Proficiency delta (from APPLY_PROFICIENCY) */ + + /* Re-apply object-based modifiers. */ for (i = 0; i < NUM_WEARS; i++) { if (GET_EQ(ch, i)) for (j = 0; j < MAX_OBJ_AFFECT; j++) - affect_modify_ar(ch, GET_EQ(ch, i)->affected[j].location, - GET_EQ(ch, i)->affected[j].modifier, - GET_OBJ_AFFECT(GET_EQ(ch, i)), TRUE); + affect_modify_ar(ch, + GET_EQ(ch, i)->affected[j].location, + GET_EQ(ch, i)->affected[j].modifier, + GET_OBJ_AFFECT(GET_EQ(ch, i)), TRUE); } + /* Re-apply spell/affect modifiers. */ for (af = ch->affected; af; af = af->next) affect_modify_ar(ch, af->location, af->modifier, af->bitvector, TRUE); @@ -268,13 +242,7 @@ void affect_total(struct char_data *ch) if (IS_NPC(ch) || GET_LEVEL(ch) >= LVL_GRGOD) { GET_STR(ch) = MIN(GET_STR(ch), i); - } else { - if (GET_STR(ch) > 18) { - i = GET_ADD(ch) + ((GET_STR(ch) - 18) * 10); - GET_ADD(ch) = MIN(i, 100); - GET_STR(ch) = 18; - } - } + } } /* Insert an affect_type in a char_data structure. Automatically sets @@ -307,6 +275,8 @@ void affect_remove(struct char_data *ch, struct affected_type *af) affect_modify_ar(ch, af->location, af->modifier, af->bitvector, FALSE); REMOVE_FROM_LIST(af, ch->affected, next); + if (af->spell == SKILL_PERCEPTION) + clear_scan_results(ch); free(af); affect_total(ch); } @@ -416,14 +386,64 @@ void char_to_room(struct char_data *ch, room_rnum room) } } +static int obj_coin_count(struct obj_data *obj) +{ + int total = 0; + struct obj_data *child; + + if (!obj) + return 0; + + if (GET_OBJ_TYPE(obj) == ITEM_MONEY) + total += MAX(0, GET_OBJ_VAL(obj, 0)); + + for (child = obj->contains; child; child = child->next_content) + total += obj_coin_count(child); + + return total; +} + +static struct char_data *obj_owner(struct obj_data *obj) +{ + struct obj_data *top = obj; + + while (top) { + if (top->carried_by) + return top->carried_by; + if (top->worn_by) + return top->worn_by; + top = top->in_obj; + } + + return NULL; +} + +static void adjust_char_coins(struct char_data *ch, int amount) +{ + if (!ch || amount == 0) + return; + + if (amount > 0) + GET_COINS(ch) = MIN(MAX_COINS, GET_COINS(ch) + amount); + else + GET_COINS(ch) = MAX(0, GET_COINS(ch) + amount); +} + /* Give an object to a char. */ void obj_to_char(struct obj_data *object, struct char_data *ch) { + room_rnum __rs_room = RoomSave_room_of_obj(object); /* where the item currently lives */ + if (object && ch) { + struct char_data *old_owner = obj_owner(object); + int coin_count = obj_coin_count(object); + object->next_content = ch->carrying; ch->carrying = object; object->carried_by = ch; IN_ROOM(object) = NOWHERE; + if (__rs_room != NOWHERE) + RoomSave_mark_dirty_room(__rs_room); IS_CARRYING_W(ch) += GET_OBJ_WEIGHT(object); IS_CARRYING_N(ch)++; @@ -432,6 +452,11 @@ void obj_to_char(struct obj_data *object, struct char_data *ch) /* set flag for crash-save system, but not on mobs! */ if (!IS_NPC(ch)) SET_BIT_AR(PLR_FLAGS(ch), PLR_CRASH); + + if (coin_count > 0 && old_owner != ch) { + adjust_char_coins(old_owner, -coin_count); + adjust_char_coins(ch, coin_count); + } } else log("SYSERR: NULL obj (%p) or char (%p) passed to obj_to_char.", (void *)object, (void *)ch); } @@ -440,11 +465,20 @@ void obj_to_char(struct obj_data *object, struct char_data *ch) void obj_from_char(struct obj_data *object) { struct obj_data *temp; + room_rnum __rs_room = IN_ROOM(object->carried_by); if (object == NULL) { log("SYSERR: NULL object passed to obj_from_char."); return; } + { + struct char_data *old_owner = obj_owner(object); + int coin_count = obj_coin_count(object); + + if (coin_count > 0 && old_owner) { + adjust_char_coins(old_owner, -coin_count); + } + } REMOVE_FROM_LIST(object, object->carried_by->carrying, next_content); /* set flag for crash-save system, but not on mobs! */ @@ -455,6 +489,8 @@ void obj_from_char(struct obj_data *object) IS_CARRYING_N(object->carried_by)--; object->carried_by = NULL; object->next_content = NULL; + if (__rs_room != NOWHERE) + RoomSave_mark_dirty_room(__rs_room); } /* Return the effect of a piece of armor in position eq_pos */ @@ -689,6 +725,8 @@ void obj_to_room(struct obj_data *object, room_rnum room) object->carried_by = NULL; if (ROOM_FLAGGED(room, ROOM_HOUSE)) SET_BIT_AR(ROOM_FLAGS(room), ROOM_HOUSE_CRASH); + /* RoomSave: this room’s contents changed */ + RoomSave_mark_dirty_room(room); } } @@ -697,6 +735,7 @@ void obj_from_room(struct obj_data *object) { struct obj_data *temp; struct char_data *t, *tempch; + room_rnum __rs_was_room = IN_ROOM(object); if (!object || IN_ROOM(object) == NOWHERE) { log("SYSERR: NULL object (%p) or obj not in a room (%d) passed to obj_from_room", @@ -719,6 +758,8 @@ void obj_from_room(struct obj_data *object) SET_BIT_AR(ROOM_FLAGS(IN_ROOM(object)), ROOM_HOUSE_CRASH); IN_ROOM(object) = NOWHERE; object->next_content = NULL; + /* RoomSave: room lost an object */ + RoomSave_mark_dirty_room(__rs_was_room); } /* put an object in an object (quaint) */ @@ -731,10 +772,22 @@ void obj_to_obj(struct obj_data *obj, struct obj_data *obj_to) (void *)obj, (void *)obj, (void *)obj_to); return; } + { + struct char_data *old_owner = obj_owner(obj); + struct char_data *new_owner = obj_owner(obj_to); + int coin_count = obj_coin_count(obj); + + if (coin_count > 0 && old_owner != new_owner) { + adjust_char_coins(old_owner, -coin_count); + adjust_char_coins(new_owner, coin_count); + } + } obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; + /* RoomSave: container changed; mark the room the container ultimately lives in */ + RoomSave_mark_dirty_room(RoomSave_room_of_obj(obj_to)); /* Add weight to container, unless unlimited. */ if (GET_OBJ_VAL(obj->in_obj, 0) > 0) { @@ -752,11 +805,20 @@ void obj_to_obj(struct obj_data *obj, struct obj_data *obj_to) void obj_from_obj(struct obj_data *obj) { struct obj_data *temp, *obj_from; + struct obj_data *__rs_container = obj->in_obj; /* capture before unlink */ if (obj->in_obj == NULL) { log("SYSERR: (%s): trying to illegally extract obj from obj.", __FILE__); return; } + { + struct char_data *old_owner = obj_owner(obj); + int coin_count = obj_coin_count(obj); + + if (coin_count > 0 && old_owner) { + adjust_char_coins(old_owner, -coin_count); + } + } obj_from = obj->in_obj; REMOVE_FROM_LIST(obj, obj_from->contains, next_content); @@ -772,6 +834,8 @@ void obj_from_obj(struct obj_data *obj) } obj->in_obj = NULL; obj->next_content = NULL; + /* RoomSave: container changed; mark the room the container ultimately lives in */ + RoomSave_mark_dirty_room(RoomSave_room_of_obj(__rs_container)); } /* Set all carried_by to point to new owner */ @@ -789,6 +853,7 @@ void extract_obj(struct obj_data *obj) { struct char_data *ch, *next = NULL; struct obj_data *temp; + room_rnum __rs_room = RoomSave_room_of_obj(obj); if (obj->worn_by != NULL) if (unequip_char(obj->worn_by, obj->worn_on) != obj) @@ -837,6 +902,9 @@ void extract_obj(struct obj_data *obj) if (GET_OBJ_RNUM(obj) == NOTHING || obj->proto_script != obj_proto[GET_OBJ_RNUM(obj)].proto_script) free_proto_script(obj, OBJ_TRIGGER); + if (__rs_room != NOWHERE) + RoomSave_mark_dirty_room(__rs_room); + free_obj(obj); } @@ -921,8 +989,15 @@ void extract_char_final(struct char_data *ch) if (d->character && GET_IDNUM(ch) == GET_IDNUM(d->character)) STATE(d) = CON_CLOSE; } - STATE(ch->desc) = CON_MENU; - write_to_output(ch->desc, "%s", CONFIG_MENU); + if (GET_POS(ch) == POS_DEAD) { + STATE(ch->desc) = CON_ACCOUNT_MENU; + send_account_menu(ch->desc); + ch->desc->character = NULL; + ch->desc = NULL; + } else { + STATE(ch->desc) = CON_ACCOUNT_MENU; + send_account_menu(ch->desc); + } } } @@ -934,17 +1009,20 @@ void extract_char_final(struct char_data *ch) if (GROUP(ch)) leave_group(ch); - /* transfer objects to room, if any */ - while (ch->carrying) { - obj = ch->carrying; - obj_from_char(obj); - obj_to_room(obj, IN_ROOM(ch)); - } + /* Only drop items for NPCs or players not quitting cleanly. */ + if (IS_NPC(ch) || !PLR_FLAGGED(ch, PLR_QUITING)) { + /* transfer objects to room, if any */ + while (ch->carrying) { + obj = ch->carrying; + obj_from_char(obj); + obj_to_room(obj, IN_ROOM(ch)); + } - /* transfer equipment to room, if any */ - for (i = 0; i < NUM_WEARS; i++) - if (GET_EQ(ch, i)) - obj_to_room(unequip_char(ch, i), IN_ROOM(ch)); + /* transfer equipment to room, if any */ + for (i = 0; i < NUM_WEARS; i++) + if (GET_EQ(ch, i)) + obj_to_room(unequip_char(ch, i), IN_ROOM(ch)); + } if (FIGHTING(ch)) stop_fighting(ch); @@ -982,8 +1060,30 @@ void extract_char_final(struct char_data *ch) if (SCRIPT_MEM(ch)) extract_script_mem(SCRIPT_MEM(ch)); } else { - save_char(ch); - Crash_delete_crashfile(ch); + if (GET_POS(ch) == POS_DEAD) { + int pfilepos = GET_PFILEPOS(ch); + + if (pfilepos < 0) + pfilepos = get_ptable_by_name(GET_NAME(ch)); + + if (pfilepos >= 0) { + remove_player(pfilepos); + } else { + char filename[PATH_MAX]; + int i; + + log("SYSERR: Could not locate player index entry for %s on death cleanup.", + GET_NAME(ch)); + for (i = 0; i < MAX_FILES; i++) { + if (get_filename(filename, sizeof(filename), i, GET_NAME(ch))) + unlink(filename); + } + } + } else { + save_char(ch); + Crash_delete_crashfile(ch); + REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_QUITING); + } } /* If there's a descriptor, they're in the menu now. */ @@ -1096,19 +1196,96 @@ struct char_data *get_char_room_vis(struct char_data *ch, char *name, int *numbe /* JE */ if (!str_cmp(name, "self") || !str_cmp(name, "me")) - return (ch); + return ch; /* 0.<name> means PC with name */ if (*number == 0) - return (get_player_vis(ch, name, NULL, FIND_CHAR_ROOM)); + return get_player_vis(ch, name, NULL, FIND_CHAR_ROOM); - for (i = world[IN_ROOM(ch)].people; i && *number; i = i->next_in_room) - if (isname(name, i->player.name)) - if (CAN_SEE(ch, i)) - if (--(*number) == 0) - return (i); + for (i = world[IN_ROOM(ch)].people; i && *number; i = i->next_in_room) { + bool match = FALSE; - return (NULL); + if (IS_NPC(i)) { + /* NPCs: match either keywords or their name (unchanged) */ + const char *keywords = GET_KEYWORDS(i); + const char *proper = GET_NAME(i); + + if ((keywords && isname(name, keywords)) || + (proper && isname(name, proper))) + match = TRUE; + + } else { + /* PCs: match against name + sanitized short description */ + const char *proper = GET_NAME(i); + const char *sdesc = GET_SHORT_DESC(i); + + if (sdesc && *sdesc) { + char clean_sdesc[MAX_INPUT_LENGTH]; + char tmp[MAX_INPUT_LENGTH * 2]; + int w = 0; + + /* Turn punctuation etc. into spaces so "tall," -> "tall" */ + for (int r = 0; sdesc[r] && w < (int)sizeof(clean_sdesc) - 1; r++) { + unsigned char c = (unsigned char)sdesc[r]; + + if (isalnum(c) || c == '\'' || c == '-') { + clean_sdesc[w++] = c; + } else { + /* normalize anything else (spaces, commas, etc.) to a single space */ + clean_sdesc[w++] = ' '; + } + } + clean_sdesc[w] = '\0'; + + if (proper && *proper) + snprintf(tmp, sizeof(tmp), "%s %s", proper, clean_sdesc); + else + snprintf(tmp, sizeof(tmp), "%s", clean_sdesc); + + if (isname(name, tmp)) + match = TRUE; + } else if (proper && isname(name, proper)) { + /* Fallback: no sdesc yet, use name only */ + match = TRUE; + } + } + + if (match) { + bool can_target = CAN_SEE(ch, i); + + if (!can_target && GET_LEVEL(ch) >= LVL_IMMORT) + can_target = TRUE; + + if (!can_target && + AFF_FLAGGED(ch, AFF_SCAN) && + AFF_FLAGGED(i, AFF_HIDE) && + scan_can_target(ch, i)) { + can_target = scan_confirm_target(ch, i); + } + + if (can_target && --(*number) == 0) + return i; + } + } + + if ((AFF_FLAGGED(ch, AFF_SCAN) || GET_LEVEL(ch) >= LVL_IMMORT) && is_shadow_keyword(name)) { + for (i = world[IN_ROOM(ch)].people; i && *number; i = i->next_in_room) { + if (i == ch) + continue; + if (!AFF_FLAGGED(i, AFF_HIDE)) + continue; + if (GET_LEVEL(ch) < LVL_IMMORT && !scan_can_target(ch, i)) + continue; + + if (--(*number) == 0) { + if (GET_LEVEL(ch) >= LVL_IMMORT || scan_confirm_target(ch, i)) + return i; + return NULL; + } + } + } + + return NULL; } struct char_data *get_char_world_vis(struct char_data *ch, char *name, int *number) @@ -1121,24 +1298,55 @@ struct char_data *get_char_world_vis(struct char_data *ch, char *name, int *numb num = get_number(&name); } + /* First, try to find character in the same room */ if ((i = get_char_room_vis(ch, name, number)) != NULL) return (i); + /* 0.<name> means PC with name */ if (*number == 0) return get_player_vis(ch, name, NULL, 0); for (i = character_list; i && *number; i = i->next) { if (IN_ROOM(ch) == IN_ROOM(i)) continue; - if (!isname(name, i->player.name)) + + bool match = FALSE; + + if (IS_NPC(i)) { + const char *keywords = GET_KEYWORDS(i); + const char *proper = GET_NAME(i); + if ((keywords && isname(name, keywords)) || (proper && isname(name, proper))) + match = TRUE; + } else { + const char *namelist = GET_NAME(i); + if (namelist && isname(name, namelist)) + match = TRUE; + } + + if (!match) continue; - if (!CAN_SEE(ch, i)) + + bool can_target = CAN_SEE(ch, i); + + if (!can_target && GET_LEVEL(ch) >= LVL_IMMORT) + can_target = TRUE; + + if (!can_target && + AFF_FLAGGED(ch, AFF_SCAN) && + AFF_FLAGGED(i, AFF_HIDE) && + scan_can_target(ch, i)) { + can_target = scan_confirm_target(ch, i); + } + + if (!can_target) continue; + if (--(*number) != 0) continue; return (i); } + return (NULL); } @@ -1246,97 +1454,247 @@ int get_obj_pos_in_equip_vis(struct char_data *ch, char *arg, int *number, struc return (-1); } +static int money_weight(int amount) +{ + const int coins_per_weight = 10; + + if (amount <= 0) + return 0; + + return MAX(1, (amount + coins_per_weight - 1) / coins_per_weight); +} + const char *money_desc(int amount) { - int cnt; - struct { - int limit; - const char *description; - } money_table[] = { - { 1, "a gold coin" }, - { 10, "a tiny pile of gold coins" }, - { 20, "a handful of gold coins" }, - { 75, "a little pile of gold coins" }, - { 200, "a small pile of gold coins" }, - { 1000, "a pile of gold coins" }, - { 5000, "a big pile of gold coins" }, - { 10000, "a large heap of gold coins" }, - { 20000, "a huge mound of gold coins" }, - { 75000, "an enormous mound of gold coins" }, - { 150000, "a small mountain of gold coins" }, - { 250000, "a mountain of gold coins" }, - { 500000, "a huge mountain of gold coins" }, - { 1000000, "an enormous mountain of gold coins" }, - { 0, NULL }, - }; - if (amount <= 0) { - log("SYSERR: Try to create negative or 0 money (%d).", amount); + log("SYSERR: Try to describe negative or 0 coins (%d).", amount); return (NULL); } - for (cnt = 0; money_table[cnt].limit; cnt++) - if (amount <= money_table[cnt].limit) - return (money_table[cnt].description); + if (amount == 1) + return "a single ceramic coin"; + if (amount == 2) + return "a couple ceramic coins"; + if (amount < 10) + return "a few ceramic coins"; + return "a pile of ceramic coins"; +} - return ("an absolutely colossal mountain of gold coins"); +const char *money_pile_desc(int piles) +{ + if (piles <= 0) + return NULL; + if (piles == 1) + return "a pile of ceramic coins"; + if (piles == 2) + return "a couple piles of ceramic coins"; + if (piles <= 5) + return "a few piles of ceramic coins"; + if (piles <= 9) + return "several piles of ceramic coins"; + return "many piles of ceramic coins"; +} + +void update_money_obj(struct obj_data *obj) +{ + struct extra_descr_data *new_descr; + const char *desc; + char buf[200]; + int amount; + int new_weight; + int delta_weight; + + if (!obj || GET_OBJ_TYPE(obj) != ITEM_MONEY) + return; + + amount = MAX(0, GET_OBJ_VAL(obj, 0)); + desc = money_desc(amount); + + if (obj->name && (obj->item_number == NOTHING || + obj->name != obj_proto[obj->item_number].name)) { + free(obj->name); + } + obj->name = strdup("coin coins ceramic"); + + if (obj->short_description && (obj->item_number == NOTHING || + obj->short_description != obj_proto[obj->item_number].short_description)) { + free(obj->short_description); + } + obj->short_description = desc ? strdup(desc) : strdup("ceramic coins"); + + if (obj->description && (obj->item_number == NOTHING || + obj->description != obj_proto[obj->item_number].description)) { + free(obj->description); + } + + if (amount == 1) + snprintf(buf, sizeof(buf), "A single ceramic coin is lying here."); + else if (amount == 2) + snprintf(buf, sizeof(buf), "A couple ceramic coins are lying here."); + else if (amount < 10) + snprintf(buf, sizeof(buf), "A few ceramic coins are lying here."); + else + snprintf(buf, sizeof(buf), "A pile of ceramic coins is lying here."); + obj->description = strdup(buf); + + if (!obj->ex_description) { + CREATE(new_descr, struct extra_descr_data, 1); + new_descr->next = NULL; + obj->ex_description = new_descr; + } + new_descr = obj->ex_description; + + if (new_descr->keyword) + free(new_descr->keyword); + new_descr->keyword = strdup("coin coins ceramic"); + + if (new_descr->description) + free(new_descr->description); + + if (amount < 10) + snprintf(buf, sizeof(buf), "There are %d ceramic coins.", amount); + else if (amount < 100) + snprintf(buf, sizeof(buf), "There are about %d ceramic coins.", 10 * (amount / 10)); + else if (amount < 1000) + snprintf(buf, sizeof(buf), "It looks to be about %d ceramic coins.", 100 * (amount / 100)); + else if (amount < 100000) + snprintf(buf, sizeof(buf), "You guess there are, maybe, %d ceramic coins.", + 1000 * ((amount / 1000) + rand_number(0, (amount / 1000)))); + else + strcpy(buf, "There are a LOT of ceramic coins."); /* strcpy: OK (is < 200) */ + new_descr->description = strdup(buf); + + SET_BIT_AR(GET_OBJ_WEAR(obj), ITEM_WEAR_TAKE); + GET_OBJ_COST(obj) = amount; + + new_weight = money_weight(amount); + delta_weight = new_weight - GET_OBJ_WEIGHT(obj); + if (delta_weight != 0) { + if (IN_ROOM(obj) != NOWHERE || obj->carried_by || obj->in_obj) + weight_change_object(obj, delta_weight); + else + GET_OBJ_WEIGHT(obj) = new_weight; + } } struct obj_data *create_money(int amount) { struct obj_data *obj; - struct extra_descr_data *new_descr; - char buf[200]; int y; if (amount <= 0) { - log("SYSERR: Try to create negative or 0 money. (%d)", amount); + log("SYSERR: Try to create negative or 0 coins. (%d)", amount); return (NULL); } obj = create_obj(); - CREATE(new_descr, struct extra_descr_data, 1); - - if (amount == 1) { - obj->name = strdup("coin gold"); - obj->short_description = strdup("a gold coin"); - obj->description = strdup("One miserable gold coin is lying here."); - new_descr->keyword = strdup("coin gold"); - new_descr->description = strdup("It's just one miserable little gold coin."); - } else { - obj->name = strdup("coins gold"); - obj->short_description = strdup(money_desc(amount)); - snprintf(buf, sizeof(buf), "%s is lying here.", money_desc(amount)); - obj->description = strdup(CAP(buf)); - - new_descr->keyword = strdup("coins gold"); - if (amount < 10) - snprintf(buf, sizeof(buf), "There are %d coins.", amount); - else if (amount < 100) - snprintf(buf, sizeof(buf), "There are about %d coins.", 10 * (amount / 10)); - else if (amount < 1000) - snprintf(buf, sizeof(buf), "It looks to be about %d coins.", 100 * (amount / 100)); - else if (amount < 100000) - snprintf(buf, sizeof(buf), "You guess there are, maybe, %d coins.", - 1000 * ((amount / 1000) + rand_number(0, (amount / 1000)))); - else - strcpy(buf, "There are a LOT of coins."); /* strcpy: OK (is < 200) */ - new_descr->description = strdup(buf); - } - - new_descr->next = NULL; - obj->ex_description = new_descr; GET_OBJ_TYPE(obj) = ITEM_MONEY; for(y = 0; y < TW_ARRAY_MAX; y++) obj->obj_flags.wear_flags[y] = 0; SET_BIT_AR(GET_OBJ_WEAR(obj), ITEM_WEAR_TAKE); GET_OBJ_VAL(obj, 0) = amount; - GET_OBJ_COST(obj) = amount; obj->item_number = NOTHING; + update_money_obj(obj); return (obj); } +static void count_coins_in_list(struct obj_data *list, int *total) +{ + struct obj_data *obj; + + for (obj = list; obj; obj = obj->next_content) { + if (GET_OBJ_TYPE(obj) == ITEM_MONEY) + *total += MAX(0, GET_OBJ_VAL(obj, 0)); + if (obj->contains) + count_coins_in_list(obj->contains, total); + } +} + +int count_char_coins(struct char_data *ch) +{ + int total = 0; + int i; + struct obj_data *obj; + + if (!ch) + return 0; + + count_coins_in_list(ch->carrying, &total); + for (i = 0; i < NUM_WEARS; i++) { + obj = GET_EQ(ch, i); + if (obj) + count_coins_in_list(obj, &total); + } + + return total; +} + +static void take_coins_from_list(struct obj_data *list, int *remaining, struct char_data *owner) +{ + struct obj_data *obj; + struct obj_data *next_obj; + + for (obj = list; obj && *remaining > 0; obj = next_obj) { + next_obj = obj->next_content; + + if (GET_OBJ_TYPE(obj) == ITEM_MONEY) { + int pile = GET_OBJ_VAL(obj, 0); + int take = MIN(pile, *remaining); + + if (take > 0) { + if (take == pile) { + *remaining -= take; + extract_obj(obj); + continue; + } + + GET_OBJ_VAL(obj, 0) = pile - take; + *remaining -= take; + update_money_obj(obj); + adjust_char_coins(owner, -take); + } + } + + if (obj->contains && *remaining > 0) + take_coins_from_list(obj->contains, remaining, owner); + } +} + +int remove_coins_from_char(struct char_data *ch, int amount) +{ + int remaining; + int i; + struct obj_data *obj; + + if (!ch || amount <= 0) + return 0; + + remaining = amount; + take_coins_from_list(ch->carrying, &remaining, ch); + for (i = 0; i < NUM_WEARS && remaining > 0; i++) { + obj = GET_EQ(ch, i); + if (obj) + take_coins_from_list(obj, &remaining, ch); + } + + return amount - remaining; +} + +void add_coins_to_char(struct char_data *ch, int amount) +{ + struct obj_data *money; + + if (!ch || amount <= 0) + return; + + money = create_money(amount); + if (!money) + return; + + obj_to_char(money, ch); +} + /* Generic Find, designed to find any object orcharacter. * *arg is the pointer containing the string to be searched for. * This string doesn't have to be a single word, the routine diff --git a/src/handler.h b/src/handler.h index 288d8cc..5ae73bf 100644 --- a/src/handler.h +++ b/src/handler.h @@ -23,7 +23,12 @@ bool add_dur, bool avg_dur, bool add_mod, bool avg_mod); /* utility */ const char *money_desc(int amount); +const char *money_pile_desc(int piles); struct obj_data *create_money(int amount); +void update_money_obj(struct obj_data *obj); +int count_char_coins(struct char_data *ch); +int remove_coins_from_char(struct char_data *ch, int amount); +void add_coins_to_char(struct char_data *ch, int amount); int isname(const char *str, const char *namelist); int is_name(const char *str, const char *namelist); char *fname(const char *namelist); diff --git a/src/hedit.c b/src/hedit.c index 4aebacf..4320bc3 100644 --- a/src/hedit.c +++ b/src/hedit.c @@ -84,12 +84,15 @@ ACMD(do_oasis_hedit) OLC_ZNUM(d) = search_help(OLC_STORAGE(d), LVL_IMPL); - if (help_table[OLC_ZNUM(d)].duplicate) { - for (i = 0; i < top_of_helpt; i++) - if (help_table[i].duplicate == 0 && help_table[i].entry == help_table[OLC_ZNUM(d)].entry) { + /* Only check duplicate chains if we found a real record */ + if (OLC_ZNUM(d) != NOWHERE && help_table[OLC_ZNUM(d)].duplicate) { + for (i = 0; i < top_of_helpt; i++) { + if (help_table[i].duplicate == 0 && + help_table[i].entry == help_table[OLC_ZNUM(d)].entry) { OLC_ZNUM(d) = i; break; } + } } if (OLC_ZNUM(d) == NOWHERE) { diff --git a/src/house.c b/src/house.c index f904b24..75f4413 100644 --- a/src/house.c +++ b/src/house.c @@ -180,8 +180,8 @@ static void House_listrent(struct char_data *ch, room_vnum vnum) loaded = objsave_parse_objects(fl); for (current = loaded; current != NULL; current = current->next) - len += snprintf(buf+len, sizeof(buf)-len, " [%5d] (%5dau) %s\r\n", - GET_OBJ_VNUM(current->obj), GET_OBJ_RENT(current->obj), current->obj->short_description); + len += snprintf(buf+len, sizeof(buf)-len, " [%5d] %s\r\n", + GET_OBJ_VNUM(current->obj), current->obj->short_description); /* now it's safe to free the obj_save_data list - all members of it * have been put in the correct lists by obj_to_room() @@ -613,7 +613,7 @@ void House_list_guests(struct char_data *ch, int i, int quiet) /************************************************************************* * All code below this point and the code above, marked "CONVERSION" * - * can be removed after you have converted your house rent files using * + * can be removed after you have converted your house save files using * * the command * * hcontrol asciiconvert * * * @@ -621,7 +621,7 @@ void House_list_guests(struct char_data *ch, int i, int quiet) * After you have converted your house files, I suggest a reboot, which * * will let your house files load on the next bootup. -Welcor * ************************************************************************/ -/* Code for conversion to ascii house rent files. */ +/* Code for conversion to ascii house save files. */ static void hcontrol_convert_houses(struct char_data *ch) { int i; @@ -689,7 +689,7 @@ static int ascii_convert_house(struct char_data *ch, obj_vnum vnum) return (0); if (ferror(in)) { perror("SYSERR: Reading house file in House_load"); - send_to_char(ch, "...read error in house rent file.\r\n"); + send_to_char(ch, "...read error in house save file.\r\n"); free(outfile); fclose(in); fclose(out); @@ -700,7 +700,7 @@ static int ascii_convert_house(struct char_data *ch, obj_vnum vnum) tmp = Obj_from_store(object, &i); if (!objsave_save_obj_record(tmp, out, i)) { - send_to_char(ch, "...write error in house rent file.\r\n"); + send_to_char(ch, "...write error in house save file.\r\n"); free(outfile); fclose(in); fclose(out); @@ -721,7 +721,7 @@ static int ascii_convert_house(struct char_data *ch, obj_vnum vnum) return 1; } -/* The circle 3.1 function for reading rent files. No longer used by the rent system. */ +/* The circle 3.1 function for reading save files. No longer used by the current system. */ static struct obj_data *Obj_from_store(struct obj_file_elem object, int *location) { struct obj_data *obj; diff --git a/src/improved-edit.c b/src/improved-edit.c index 2312297..8c46110 100644 --- a/src/improved-edit.c +++ b/src/improved-edit.c @@ -17,10 +17,24 @@ void send_editor_help(struct descriptor_data *d) { - if (using_improved_editor) - write_to_output(d, "Instructions: /s to save, /h for more options.\r\n"); - else - write_to_output(d, "Instructions: Type @ on a line by itself to end.\r\n"); + if (using_improved_editor) { + write_to_output(d, + "\r\n" + "+---------------------------------------------------------------+\r\n" + "| ENTERING EDITOR |\r\n" + "| Enter /s on a newline to save, or /h for formatting help |\r\n" + "+---------------------------------------------------------------+\r\n" + "\r\n"); + } else { + write_to_output(d, + "\r\n" + "+---------------------------------------------------------------+\r\n" + "| ENTERING EDITOR |\r\n" + "| Type your text below. Each new line will be added. |\r\n" + "| End with '@' on a line by itself to finish. |\r\n" + "+---------------------------------------------------------------+\r\n" + "\r\n"); + } } #if CONFIG_IMPROVED_EDITOR @@ -367,8 +381,8 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) s++; temp = *s; *s = '\0'; - char buf3[9]; - sprintf(buf3, "%4d: ", (i - 1)); + char buf3[16]; + snprintf(buf3, sizeof buf3, "%4d: ", (i - 1)); strncat(buf, buf3, sizeof(buf) - strlen(buf) - 1); strncat(buf, t, sizeof(buf) - strlen(buf) - 1); *s = temp; diff --git a/src/interpreter.c b/src/interpreter.c index 0dadad0..33f0938 100644 --- a/src/interpreter.c +++ b/src/interpreter.c @@ -31,12 +31,13 @@ #include "hedit.h" #include "house.h" #include "config.h" -#include "modify.h" /* for do_skillset... */ #include "quest.h" #include "asciimap.h" #include "prefedit.h" #include "ibt.h" #include "mud_event.h" +#include "modify.h" /* to ensure page_string is available */ +#include "accounts.h" /* local (file scope) functions */ static int perform_dupe_check(struct descriptor_data *d); @@ -80,6 +81,7 @@ cpp_extern const struct command_info cmd_info[] = { { "sw" , "sw" , POS_STANDING, do_move , 0, SCMD_SW }, /* now, the main list */ + { "acaudit" , "acaudi" , POS_DEAD , do_acaudit , LVL_IMMORT, 0 }, { "at" , "at" , POS_DEAD , do_at , LVL_IMMORT, 0 }, { "advance" , "adv" , POS_DEAD , do_advance , LVL_GRGOD, 0 }, { "aedit" , "aed" , POS_DEAD , do_oasis_aedit, LVL_GOD, 0 }, @@ -90,15 +92,12 @@ cpp_extern const struct command_info cmd_info[] = { { "ask" , "ask" , POS_RESTING , do_spec_comm, 0, SCMD_ASK }, { "astat" , "ast" , POS_DEAD , do_astat , 0, 0 }, { "attach" , "attach" , POS_DEAD , do_attach , LVL_BUILDER, 0 }, - { "auction" , "auc" , POS_SLEEPING, do_gen_comm , 0, SCMD_AUCTION }, { "autoexits" , "autoex" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOEXIT }, { "autoassist","autoass" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOASSIST }, { "autodoor" , "autodoor", POS_DEAD , do_gen_tog , 0, SCMD_AUTODOOR }, - { "autogold" , "autogold", POS_DEAD , do_gen_tog , 0, SCMD_AUTOGOLD }, { "autokey" , "autokey" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOKEY }, { "autoloot" , "autoloot", POS_DEAD , do_gen_tog , 0, SCMD_AUTOLOOT }, { "automap" , "automap" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOMAP }, - { "autosac" , "autosac" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOSAC }, { "autosplit", "autospl" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOSPLIT }, { "backstab" , "ba" , POS_STANDING, do_backstab , 1, 0 }, @@ -132,20 +131,20 @@ cpp_extern const struct command_info cmd_info[] = { { "diagnose" , "diag" , POS_RESTING , do_diagnose , 0, 0 }, { "dig" , "dig" , POS_DEAD , do_dig , LVL_BUILDER, 0 }, { "display" , "disp" , POS_DEAD , do_display , 0, 0 }, - { "donate" , "don" , POS_RESTING , do_drop , 0, SCMD_DONATE }, { "drink" , "dri" , POS_RESTING , do_drink , 0, SCMD_DRINK }, { "drop" , "dro" , POS_RESTING , do_drop , 0, SCMD_DROP }, { "eat" , "ea" , POS_RESTING , do_eat , 0, SCMD_EAT }, { "echo" , "ec" , POS_SLEEPING, do_echo , LVL_IMMORT, SCMD_ECHO }, - { "emote" , "em" , POS_RESTING , do_echo , 0, SCMD_EMOTE }, - { ":" , ":" , POS_RESTING, do_echo , 1, SCMD_EMOTE }, + { "emote" , "em" , POS_RESTING , do_emote , 0, SCMD_EMOTE }, + { "hemote" , "hem" , POS_RESTING , do_hemote , 0, SCMD_HEMOTE }, { "enter" , "ent" , POS_STANDING, do_enter , 0, 0 }, { "equipment", "eq" , POS_SLEEPING, do_equipment, 0, 0 }, { "exits" , "ex" , POS_RESTING , do_exits , 0, 0 }, { "examine" , "exa" , POS_SITTING , do_examine , 0, 0 }, { "export" , "export" , POS_DEAD , do_export_zone, LVL_IMPL, 0 }, + { "feel" , "fee" , POS_SLEEPING, do_feel , 0, 0 }, { "force" , "force" , POS_SLEEPING, do_force , LVL_GOD, 0 }, { "fill" , "fil" , POS_STANDING, do_pour , 0, SCMD_FILL }, { "file" , "file" , POS_SLEEPING, do_file , LVL_GOD, 0 }, @@ -155,19 +154,14 @@ cpp_extern const struct command_info cmd_info[] = { { "get" , "g" , POS_RESTING , do_get , 0, 0 }, { "gecho" , "gecho" , POS_DEAD , do_gecho , LVL_GOD, 0 }, - { "gemote" , "gem" , POS_SLEEPING, do_gen_comm , 0, SCMD_GEMOTE }, + { "gemote" , "gem" , POS_SLEEPING, do_gen_comm , LVL_IMMORT, SCMD_GEMOTE }, { "give" , "giv" , POS_RESTING , do_give , 0, 0 }, { "goto" , "go" , POS_SLEEPING, do_goto , LVL_IMMORT, 0 }, - { "gold" , "gol" , POS_RESTING , do_gold , 0, 0 }, - { "gossip" , "gos" , POS_SLEEPING, do_gen_comm , 0, SCMD_GOSSIP }, + { "coins" , "coin" , POS_RESTING , do_coins , 0, 0 }, { "group" , "gr" , POS_RESTING , do_group , 1, 0 }, { "grab" , "grab" , POS_RESTING , do_grab , 0, 0 }, - { "grats" , "grat" , POS_SLEEPING, do_gen_comm , 0, SCMD_GRATZ }, - { "gsay" , "gsay" , POS_SLEEPING, do_gsay , 0, 0 }, - { "gtell" , "gt" , POS_SLEEPING, do_gsay , 0, 0 }, { "help" , "h" , POS_DEAD , do_help , 0, 0 }, - { "happyhour", "ha" , POS_DEAD , do_happyhour, 0, 0 }, { "hedit" , "hedit" , POS_DEAD , do_oasis_hedit, LVL_GOD , 0 }, { "helpcheck", "helpch" , POS_DEAD , do_helpcheck, LVL_GOD, 0 }, { "hide" , "hi" , POS_RESTING , do_hide , 1, 0 }, @@ -177,12 +171,10 @@ cpp_extern const struct command_info cmd_info[] = { { "history" , "history" , POS_DEAD , do_history, 0, 0}, { "hit" , "hit" , POS_FIGHTING, do_hit , 0, SCMD_HIT }, { "hold" , "hold" , POS_RESTING , do_grab , 1, 0 }, - { "holler" , "holler" , POS_RESTING , do_gen_comm , 1, SCMD_HOLLER }, { "holylight", "holy" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_HOLYLIGHT }, { "house" , "house" , POS_RESTING , do_house , 0, 0 }, { "inventory", "i" , POS_DEAD , do_inventory, 0, 0 }, - { "identify" , "id" , POS_STANDING, do_not_here , 1, 0 }, { "idea" , "ide" , POS_DEAD , do_ibt , 0, SCMD_IDEA }, { "imotd" , "imo" , POS_DEAD , do_gen_ps , LVL_IMMORT, SCMD_IMOTD }, { "immlist" , "imm" , POS_DEAD , do_gen_ps , 0, SCMD_IMMLIST }, @@ -195,10 +187,11 @@ cpp_extern const struct command_info cmd_info[] = { { "kick" , "ki" , POS_FIGHTING, do_kick , 1, 0 }, { "look" , "l" , POS_RESTING , do_look , 0, SCMD_LOOK }, + { "lower" , "low" , POS_SITTING , do_raise_lower_hood, 0, SCMD_LOWER_HOOD }, { "last" , "last" , POS_DEAD , do_last , LVL_GOD, 0 }, { "leave" , "lea" , POS_STANDING, do_leave , 0, 0 }, - { "levels" , "lev" , POS_DEAD , do_levels , 0, 0 }, { "list" , "lis" , POS_STANDING, do_not_here , 0, 0 }, + { "listen" , "lisn" , POS_RESTING , do_listen , 0, 0 }, { "links" , "lin" , POS_STANDING, do_links , LVL_GOD, 0 }, { "lock" , "loc" , POS_SITTING , do_gen_door , 0, SCMD_LOCK }, { "load" , "load" , POS_DEAD , do_load , LVL_BUILDER, 0 }, @@ -209,36 +202,36 @@ cpp_extern const struct command_info cmd_info[] = { { "medit" , "med" , POS_DEAD , do_oasis_medit, LVL_BUILDER, 0 }, { "mlist" , "mlist" , POS_DEAD , do_oasis_list, LVL_BUILDER, SCMD_OASIS_MLIST }, { "mcopy" , "mcopy" , POS_DEAD , do_oasis_copy, LVL_GOD, CON_MEDIT }, + { "msave" , "msav" , POS_DEAD , do_msave, LVL_BUILDER, 0 }, { "msgedit" , "msgedit" , POS_DEAD , do_msgedit, LVL_GOD, 0 }, { "mute" , "mute" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_MUTE }, { "news" , "news" , POS_SLEEPING, do_gen_ps , 0, SCMD_NEWS }, - { "noauction", "noauction",POS_DEAD , do_gen_tog , 0, SCMD_NOAUCTION }, - { "nogossip" , "nogossip", POS_DEAD , do_gen_tog , 0, SCMD_NOGOSSIP }, - { "nograts" , "nograts" , POS_DEAD , do_gen_tog , 0, SCMD_NOGRATZ }, { "nohassle" , "nohassle", POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_NOHASSLE }, { "norepeat" , "norepeat", POS_DEAD , do_gen_tog , 0, SCMD_NOREPEAT }, { "noshout" , "noshout" , POS_SLEEPING, do_gen_tog , 1, SCMD_NOSHOUT }, { "nosummon" , "nosummon", POS_DEAD , do_gen_tog , 1, SCMD_NOSUMMON }, { "notell" , "notell" , POS_DEAD , do_gen_tog , 1, SCMD_NOTELL }, - { "notitle" , "notitle" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_NOTITLE }, { "nowiz" , "nowiz" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_NOWIZ }, { "open" , "o" , POS_SITTING , do_gen_door , 0, SCMD_OPEN }, { "order" , "ord" , POS_RESTING , do_order , 1, 0 }, - { "offer" , "off" , POS_STANDING, do_not_here , 1, 0 }, { "olc" , "olc" , POS_DEAD , do_show_save_list, LVL_BUILDER, 0 }, { "olist" , "olist" , POS_DEAD , do_oasis_list, LVL_BUILDER, SCMD_OASIS_OLIST }, { "oedit" , "oedit" , POS_DEAD , do_oasis_oedit, LVL_BUILDER, 0 }, + { "ooc" , "oo" , POS_RESTING , do_ooc , 0, 0 }, { "oset" , "oset" , POS_DEAD , do_oset, LVL_BUILDER, 0 }, { "ocopy" , "ocopy" , POS_DEAD , do_oasis_copy, LVL_GOD, CON_OEDIT }, { "put" , "p" , POS_RESTING , do_put , 0, 0 }, { "peace" , "pe" , POS_DEAD , do_peace , LVL_BUILDER, 0 }, + { "pemote" , "pem" , POS_SLEEPING, do_pemote , 0, SCMD_PEMOTE }, + { "phemote" , "phem" , POS_SLEEPING, do_phemote , 0, SCMD_PHEMOTE }, { "pick" , "pi" , POS_STANDING, do_gen_door , 1, SCMD_PICK }, - { "practice" , "pr" , POS_RESTING , do_practice , 1, 0 }, { "page" , "pag" , POS_DEAD , do_page , 1, 0 }, { "pardon" , "pardon" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_PARDON }, +{ "perception","per" , POS_RESTING , do_scan , 0, 0 }, + { "palm" , "palm" , POS_STANDING, do_palm , 1, 0 }, { "plist" , "plist" , POS_DEAD , do_plist , LVL_GOD, 0 }, { "policy" , "pol" , POS_DEAD , do_gen_ps , 0, SCMD_POLICIES }, { "pour" , "pour" , POS_STANDING, do_pour , 0, SCMD_POUR }, @@ -253,9 +246,9 @@ cpp_extern const struct command_info cmd_info[] = { { "quest" , "que" , POS_DEAD , do_quest , 0, 0 }, { "qui" , "qui" , POS_DEAD , do_quit , 0, 0 }, { "quit" , "quit" , POS_DEAD , do_quit , 0, SCMD_QUIT }, - { "qsay" , "qsay" , POS_RESTING , do_qcomm , 0, SCMD_QSAY }, - { "reply" , "r" , POS_SLEEPING, do_reply , 0, 0 }, + { "raise" , "rai" , POS_SITTING , do_raise_lower_hood, 0, SCMD_RAISE_HOOD }, + { "reply" , "r" , POS_SLEEPING, do_reply , LVL_IMMORT, 0 }, { "rest" , "res" , POS_RESTING , do_rest , 0, 0 }, { "read" , "rea" , POS_RESTING , do_look , 0, SCMD_READ }, { "reload" , "reload" , POS_DEAD , do_reboot , LVL_IMPL, 0 }, @@ -263,7 +256,6 @@ cpp_extern const struct command_info cmd_info[] = { { "receive" , "rece" , POS_STANDING, do_not_here , 1, 0 }, { "recent" , "recent" , POS_DEAD , do_recent , LVL_IMMORT, 0 }, { "remove" , "rem" , POS_RESTING , do_remove , 0, 0 }, - { "rent" , "rent" , POS_STANDING, do_not_here , 1, 0 }, { "report" , "repo" , POS_RESTING , do_report , 0, 0 }, { "reroll" , "rero" , POS_DEAD , do_wizutil , LVL_GRGOD, SCMD_REROLL }, { "rescue" , "resc" , POS_FIGHTING, do_rescue , 1, 0 }, @@ -273,8 +265,8 @@ cpp_extern const struct command_info cmd_info[] = { { "rlist" , "rlist" , POS_DEAD , do_oasis_list, LVL_BUILDER, SCMD_OASIS_RLIST }, { "rcopy" , "rcopy" , POS_DEAD , do_oasis_copy, LVL_GOD, CON_REDIT }, { "roomflags", "roomflags", POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_SHOWVNUMS }, + { "rsave" , "rsave" , POS_DEAD , do_rsave , LVL_BUILDER, 0 }, - { "sacrifice", "sac" , POS_RESTING , do_sac , 0, 0 }, { "say" , "s" , POS_RESTING , do_say , 0, 0 }, { "score" , "sc" , POS_DEAD , do_score , 0, 0 }, { "scan" , "sca" , POS_RESTING , do_scan , 0, 0 }, @@ -288,12 +280,15 @@ cpp_extern const struct command_info cmd_info[] = { { "send" , "send" , POS_SLEEPING, do_send , LVL_GOD, 0 }, { "set" , "set" , POS_DEAD , do_set , LVL_IMMORT, 0 }, { "shout" , "sho" , POS_RESTING , do_gen_comm , 0, SCMD_SHOUT }, + { "skills" , "sk" , POS_SLEEPING, do_skills , 0, 0 }, + { "forage" , "for" , POS_STANDING, do_forage , 0, 0 }, + { "skin" , "skin" , POS_STANDING, do_skin, 0, 0 }, { "show" , "show" , POS_DEAD , do_show , LVL_IMMORT, 0 }, { "shutdow" , "shutdow" , POS_DEAD , do_shutdown , LVL_IMPL, 0 }, { "shutdown" , "shutdown", POS_DEAD , do_shutdown , LVL_IMPL, SCMD_SHUTDOWN }, { "sip" , "sip" , POS_RESTING , do_drink , 0, SCMD_SIP }, - { "skillset" , "skillset", POS_SLEEPING, do_skillset , LVL_GRGOD, 0 }, { "sleep" , "sl" , POS_SLEEPING, do_sleep , 0, 0 }, + { "slip" , "slip" , POS_STANDING, do_slip , 1, 0 }, { "slist" , "slist" , POS_SLEEPING, do_oasis_list, LVL_BUILDER, SCMD_OASIS_SLIST }, { "sneak" , "sneak" , POS_STANDING, do_sneak , 1, 0 }, { "snoop" , "snoop" , POS_DEAD , do_snoop , LVL_GOD, 0 }, @@ -304,13 +299,14 @@ cpp_extern const struct command_info cmd_info[] = { { "steal" , "ste" , POS_STANDING, do_steal , 1, 0 }, { "switch" , "switch" , POS_DEAD , do_switch , LVL_GOD, 0 }, - { "tell" , "t" , POS_DEAD , do_tell , 0, 0 }, + { "tell" , "t" , POS_DEAD , do_tell , LVL_IMMORT, 0 }, + { "talk" , "talk" , POS_SITTING , do_talk , 0, 0 }, { "take" , "ta" , POS_RESTING , do_get , 0, 0 }, { "taste" , "tas" , POS_RESTING , do_eat , 0, SCMD_TASTE }, { "teleport" , "tele" , POS_DEAD , do_teleport , LVL_BUILDER, 0 }, { "tedit" , "tedit" , POS_DEAD , do_tedit , LVL_GOD, 0 }, /* XXX: Oasisify */ { "thaw" , "thaw" , POS_DEAD , do_wizutil , LVL_GRGOD, SCMD_THAW }, - { "title" , "title" , POS_DEAD , do_title , 0, 0 }, + { "think" , "thin" , POS_RESTING , do_think , 0, 0 }, { "time" , "time" , POS_DEAD , do_time , 0, 0 }, { "toggle" , "toggle" , POS_DEAD , do_toggle , 0, 0 }, { "track" , "track" , POS_STANDING, do_track , 0, 0 }, @@ -331,6 +327,7 @@ cpp_extern const struct command_info cmd_info[] = { { "value" , "val" , POS_STANDING, do_not_here , 0, 0 }, { "version" , "ver" , POS_DEAD , do_gen_ps , 0, SCMD_VERSION }, + { "view" , "vie" , POS_STANDING, do_not_here , 0, 0 }, { "visible" , "vis" , POS_RESTING , do_visible , 1, 0 }, { "vnum" , "vnum" , POS_DEAD , do_vnum , LVL_IMMORT, 0 }, { "vstat" , "vstat" , POS_DEAD , do_vstat , LVL_IMMORT, 0 }, @@ -508,20 +505,20 @@ void command_interpreter(struct char_data *ch, char *argument) } /* Allow IMPLs to switch into mobs to test the commands. */ - if (IS_NPC(ch) && ch->desc && GET_LEVEL(ch->desc->original) >= LVL_IMPL) { - if (script_command_interpreter(ch, argument)) - return; - } + if (IS_NPC(ch) && ch->desc && GET_LEVEL(ch->desc->original) >= LVL_IMPL) { + if (script_command_interpreter(ch, argument)) + return; + } for (length = strlen(arg), cmd = 0; *complete_cmd_info[cmd].command != '\n'; cmd++) - if(complete_cmd_info[cmd].command_pointer != do_action && - !strncmp(complete_cmd_info[cmd].command, arg, length)) + if (complete_cmd_info[cmd].command_pointer != do_action && + !strncmp(complete_cmd_info[cmd].command, arg, length)) if (GET_LEVEL(ch) >= complete_cmd_info[cmd].minimum_level) break; /* it's not a 'real' command, so it's a social */ - if(*complete_cmd_info[cmd].command == '\n') + if (*complete_cmd_info[cmd].command == '\n') for (length = strlen(arg), cmd = 0; *complete_cmd_info[cmd].command != '\n'; cmd++) if (complete_cmd_info[cmd].command_pointer == do_action && !strncmp(complete_cmd_info[cmd].command, arg, length)) @@ -532,17 +529,14 @@ void command_interpreter(struct char_data *ch, char *argument) int found = 0; send_to_char(ch, "%s", CONFIG_HUH); - for (cmd = 0; *cmd_info[cmd].command != '\n'; cmd++) - { + for (cmd = 0; *cmd_info[cmd].command != '\n'; cmd++) { if (*arg != *cmd_info[cmd].command || cmd_info[cmd].minimum_level > GET_LEVEL(ch)) continue; /* Only apply levenshtein counts if the command is not a trigger command. */ - if ( (levenshtein_distance(arg, cmd_info[cmd].command) <= 2) && - (cmd_info[cmd].minimum_level >= 0) ) - { - if (!found) - { + if ((levenshtein_distance(arg, cmd_info[cmd].command) <= 2) && + (cmd_info[cmd].minimum_level >= 0)) { + if (!found) { send_to_char(ch, "\r\nDid you mean:\r\n"); found = 1; } @@ -558,30 +552,47 @@ void command_interpreter(struct char_data *ch, char *argument) send_to_char(ch, "You can't use immortal commands while switched.\r\n"); else if (GET_POS(ch) < complete_cmd_info[cmd].minimum_position) switch (GET_POS(ch)) { - case POS_DEAD: - send_to_char(ch, "Lie still; you are DEAD!!! :-(\r\n"); - break; - case POS_INCAP: - case POS_MORTALLYW: - send_to_char(ch, "You are in a pretty bad shape, unable to do anything!\r\n"); - break; - case POS_STUNNED: - send_to_char(ch, "All you can do right now is think about the stars!\r\n"); - break; - case POS_SLEEPING: - send_to_char(ch, "In your dreams, or what?\r\n"); - break; - case POS_RESTING: - send_to_char(ch, "Nah... You feel too relaxed to do that..\r\n"); - break; - case POS_SITTING: - send_to_char(ch, "Maybe you should get on your feet first?\r\n"); - break; - case POS_FIGHTING: - send_to_char(ch, "No way! You're fighting for your life!\r\n"); - break; - } else if (no_specials || !special(ch, cmd, line)) - ((*complete_cmd_info[cmd].command_pointer) (ch, line, cmd, complete_cmd_info[cmd].subcmd)); + case POS_DEAD: + send_to_char(ch, "Lie still; you are DEAD!!! :-(\r\n"); + break; + case POS_INCAP: + case POS_MORTALLYW: + send_to_char(ch, "You are in a pretty bad shape, unable to do anything!\r\n"); + break; + case POS_STUNNED: + send_to_char(ch, "All you can do right now is think about the stars!\r\n"); + break; + case POS_SLEEPING: + send_to_char(ch, "In your dreams, or what?\r\n"); + break; + case POS_RESTING: + send_to_char(ch, "Nah... You feel too relaxed to do that..\r\n"); + break; + case POS_SITTING: + send_to_char(ch, "Maybe you should get on your feet first?\r\n"); + break; + case POS_FIGHTING: + send_to_char(ch, "No way! You're fighting for your life!\r\n"); + break; + } + else if (no_specials || !special(ch, cmd, line)) { + /* Execute the command */ + ((*complete_cmd_info[cmd].command_pointer)(ch, line, cmd, complete_cmd_info[cmd].subcmd)); + + /* After successful execution, log any immortal command to log/godcmds. */ + if (!IS_NPC(ch) && GET_LEVEL(ch) >= LVL_IMMORT) { + int rvnum = (IN_ROOM(ch) != NOWHERE) ? world[IN_ROOM(ch)].number : -1; + const char *line_safe = (line && *line) ? line : ""; + godcmd_log("%s (lev %d, invis %d) in room %d: %s%s%s", + GET_NAME(ch), + GET_LEVEL(ch), + GET_INVIS_LEV(ch), + rvnum, + complete_cmd_info[cmd].command, + *line_safe ? " " : "", + line_safe); + } + } } /* Routines to handle aliasing. */ @@ -1025,6 +1036,72 @@ static int _parse_name(char *arg, char *name) return (0); } +static void show_account_character_list(struct descriptor_data *d) +{ + int i; + + if (!d || !d->account) + return; + + write_to_output(d, "\r\nCharacter history:\r\n"); + if (d->account->pc_count == 0) { + write_to_output(d, " (none)\r\n"); + return; + } + + for (i = 0; i < d->account->pc_count; i++) { + int pfilepos = get_ptable_by_name(d->account->pc_list[i]); + const char *status = "dead"; + + if (pfilepos >= 0 && !IS_SET(player_table[pfilepos].flags, PINDEX_DELETED)) + status = "alive"; + + write_to_output(d, " %s (%s)\r\n", d->account->pc_list[i], status); + } + write_to_output(d, "\r\n*** PRESS RETURN: "); +} + +void send_account_menu(struct descriptor_data *d) +{ + int has_pc; + + if (!d || !d->account) + return; + + account_refresh_pc(d->account); + has_pc = account_has_alive_pc(d->account); + + write_to_output(d, + "\r\n" + " .\r\n" + " /=\\\\\r\n" + " /===\\ \\\r\n" + " /=====\\' \\\r\n" + " /=======\\'' \\\r\n" + " /=========\\ ' '\\\r\n" + " /===========\\'' \\\r\n" + " /=============\\ ' ' \\\r\n" + " /===============\\ '' \\\r\n" + " /=================\\' ' ' ' \\\r\n" + " /===================\\' ' ' ' \\\r\n" + " /=====================\\' ' ' ' \\\r\n" + " /=======================\\ ' ' /\r\n" + " /=========================\\ ' /\r\n" + " /===========================\\' /\r\n" + " /=============| |=============\\/\r\n" + "\r\n" + " -Pyramid of Ikaros, current day.\r\n" + "\r\n"); + write_to_output(d, "\r\n Account: %s\r\n", d->account->name); + if (has_pc) + write_to_output(d, "\t( C\t)) Connect to %s.\r\n", d->account->pc_name); + else + write_to_output(d, "\t( R\t)) Create a new PC.\r\n"); + write_to_output(d, "\t( L\t)) List previous characters.\r\n"); + write_to_output(d, "\t( X\t)) Exit from Miranthas.\r\n\r\n" + " Make your choice: "); +} + #define RECON 1 #define USURP 2 #define UNSWITCH 3 @@ -1230,50 +1307,112 @@ static bool perform_new_char_dupe_check(struct descriptor_data *d) int enter_player_game (struct descriptor_data *d) { int load_result; - room_vnum load_room; + room_vnum saved_vnum; /* cache pfile value BEFORE any mutations */ + room_rnum start_r = NOWHERE; + + if (!d || !d->character) + return 0; + + if (!d->account && GET_ACCOUNT(d->character) && *GET_ACCOUNT(d->character)) + d->account = account_load(GET_ACCOUNT(d->character)); + + /* Cache the pfile's saved load room FIRST. */ + saved_vnum = GET_LOADROOM(d->character); reset_char(d->character); if (PLR_FLAGGED(d->character, PLR_INVSTART)) GET_INVIS_LEV(d->character) = GET_LEVEL(d->character); - /* We have to place the character in a room before equipping them - * or equip_char() will gripe about the person in NOWHERE. */ - if ((load_room = GET_LOADROOM(d->character)) != NOWHERE) - load_room = real_room(load_room); + /* Resolve the room to enter (use cached vnum -> rnum). */ + if (saved_vnum != NOWHERE) + start_r = real_room(saved_vnum); - /* If char was saved with NOWHERE, or real_room above failed... */ - if (load_room == NOWHERE) { - if (GET_LEVEL(d->character) >= LVL_IMMORT) - load_room = r_immort_start_room; + /* Fallbacks if invalid/missing. */ + if (start_r == NOWHERE) { + if (PLR_FLAGGED(d->character, PLR_FROZEN)) + start_r = r_frozen_start_room; + else if (GET_LEVEL(d->character) >= LVL_IMMORT) + start_r = r_immort_start_room; else - load_room = r_mortal_start_room; + start_r = r_mortal_start_room; } - if (PLR_FLAGGED(d->character, PLR_FROZEN)) - load_room = r_frozen_start_room; - - /* copyover */ + /* DG Scripts setup */ d->character->script_id = GET_IDNUM(d->character); - /* find_char helper */ add_to_lookup_table(d->character->script_id, (void *)d->character); - - /* After moving saving of variables to the player file, this should only - * be called in case nothing was found in the pfile. If something was - * found, SCRIPT(ch) will be set. */ if (!SCRIPT(d->character)) read_saved_vars(d->character); + /* Link character and place before equipping. */ d->character->next = character_list; character_list = d->character; - char_to_room(d->character, load_room); - load_result = Crash_load(d->character); - - /* Save the character and their object file */ - save_char(d->character); - Crash_crashsave(d->character); + char_to_room(d->character, start_r); - /* Check for a login trigger in the players' start room */ + /* Load inventory/equipment */ + load_result = Crash_load(d->character); + + { + static const struct { + obj_vnum vnum; + int wear_pos; + } starting_wear[] = { + { 153, WEAR_BACK }, + { 165, WEAR_BODY }, + { 166, WEAR_LEGS }, + { 167, WEAR_FEET }, + }; + static const struct { + obj_vnum vnum; + int qty; + } starting_inv[] = { + { 142, 3 }, + { 160, 1 }, + { 121, 1 }, + }; + int i; + int has_eq = 0; + + if (GET_LEVEL(d->character) <= 1 && GET_EXP(d->character) <= 1 && + d->character->carrying == NULL) { + for (i = 0; i < NUM_WEARS; i++) { + if (GET_EQ(d->character, i)) { + has_eq = 1; + break; + } + } + + if (!has_eq) { + for (i = 0; i < (int)(sizeof(starting_wear) / sizeof(starting_wear[0])); i++) { + struct obj_data *obj = read_object(starting_wear[i].vnum, VIRTUAL); + if (!obj) { + log("SYSERR: enter_player_game: missing starting wear obj vnum %d", + starting_wear[i].vnum); + continue; + } + equip_char(d->character, obj, starting_wear[i].wear_pos); + } + + for (i = 0; i < (int)(sizeof(starting_inv) / sizeof(starting_inv[0])); i++) { + int qty = starting_inv[i].qty; + while (qty-- > 0) { + struct obj_data *obj = read_object(starting_inv[i].vnum, VIRTUAL); + if (!obj) { + log("SYSERR: enter_player_game: missing starting inventory obj vnum %d", + starting_inv[i].vnum); + break; + } + obj_to_char(obj, d->character); + } + } + + add_coins_to_char(d->character, rand_number(800, 1100)); + } + } + } + + /* DO NOT save here — avoids clobbering Room with NOWHERE on login. */ + /* login_wtrigger can remain. */ login_wtrigger(&world[IN_ROOM(d->character)], d->character); return load_result; @@ -1311,7 +1450,7 @@ EVENTFUNC(get_protocols) write_to_output(d, buf, 0); write_to_output(d, GREETINGS, 0); - STATE(d) = CON_GET_NAME; + STATE(d) = CON_GET_CONNECT; return 0; } @@ -1356,14 +1495,81 @@ void nanny(struct descriptor_data *d, char *arg) case CON_GET_PROTOCOL: write_to_output(d, "Collecting Protocol Information... Please Wait.\r\n"); return; + case CON_GET_CONNECT: + if (!*arg) { + write_to_output(d, GREETINGS, 0); + return; + } + switch (UPPER(*arg)) { + case 'C': + write_to_output(d, "Account name: "); + STATE(d) = CON_GET_ACCOUNT; + return; + case 'X': + write_to_output(d, "Goodbye.\r\n"); + STATE(d) = CON_CLOSE; + return; + default: + write_to_output(d, + "That is an invalid selection.\r\n"); + write_to_output(d, GREETINGS, 0); + return; + } + case CON_GET_ACCOUNT: + if (!*arg) { + STATE(d) = CON_CLOSE; + break; + } else { + char buf[MAX_INPUT_LENGTH], tmp_name[MAX_INPUT_LENGTH]; + + if ((_parse_name(arg, tmp_name)) || strlen(tmp_name) < 2 || + strlen(tmp_name) > MAX_NAME_LENGTH || !valid_name(tmp_name) || + fill_word(strcpy(buf, tmp_name)) || reserved_word(buf)) { /* strcpy: OK (mutual MAX_INPUT_LENGTH) */ + write_to_output(d, "Invalid account name, please try another.\r\nAccount name: "); + return; + } + + if (d->account) { + account_free(d->account); + d->account = NULL; + } + + d->account = account_load(tmp_name); + if (d->account) { + write_to_output(d, "Password: "); + echo_off(d); + d->idle_tics = 0; + STATE(d) = CON_ACCOUNT_PASSWORD; + return; + } + + if ((player_i = get_ptable_by_name(tmp_name)) >= 0 && + !IS_SET(player_table[player_i].flags, PINDEX_DELETED)) { + d->account = account_create(tmp_name); + account_set_pc(d->account, player_table[player_i].name); + write_to_output(d, "An existing character was found. Create an account to link it (\t(Y\t)/\t(N\t))? "); + STATE(d) = CON_ACCOUNT_CNFRM; + return; + } + + d->account = account_create(tmp_name); + write_to_output(d, "Create a new account %s (\t(Y\t)/\t(N\t))? ", tmp_name); + STATE(d) = CON_ACCOUNT_CNFRM; + return; + } + case CON_GET_NAME: /* wait for input of name */ + if (!d->account) { + STATE(d) = CON_CLOSE; + return; + } if (d->character == NULL) { CREATE(d->character, struct char_data, 1); clear_char(d->character); CREATE(d->character->player_specials, struct player_special_data, 1); - + new_mobile_data(d->character); - + GET_HOST(d->character) = strdup(d->host); d->character->desc = d; } @@ -1373,72 +1579,129 @@ void nanny(struct descriptor_data *d, char *arg) char buf[MAX_INPUT_LENGTH], tmp_name[MAX_INPUT_LENGTH]; if ((_parse_name(arg, tmp_name)) || strlen(tmp_name) < 2 || - strlen(tmp_name) > MAX_NAME_LENGTH || !valid_name(tmp_name) || - fill_word(strcpy(buf, tmp_name)) || reserved_word(buf)) { /* strcpy: OK (mutual MAX_INPUT_LENGTH) */ - write_to_output(d, "Invalid name, please try another.\r\nName: "); - return; + strlen(tmp_name) > MAX_NAME_LENGTH || !valid_name(tmp_name) || + fill_word(strcpy(buf, tmp_name)) || reserved_word(buf)) { /* strcpy: OK (mutual MAX_INPUT_LENGTH) */ + write_to_output(d, "Invalid name, please try another.\r\nName: "); + return; + } + if (account_has_pc(d->account, tmp_name)) { + write_to_output(d, "That name has already been used, try something else.\r\nName: "); + return; } - if ((player_i = load_char(tmp_name, d->character)) > -1) { - GET_PFILEPOS(d->character) = player_i; - if (PLR_FLAGGED(d->character, PLR_DELETED)) { - /* Make sure old files are removed so the new player doesn't get the - * deleted player's equipment. */ - if ((player_i = get_ptable_by_name(tmp_name)) >= 0) - remove_player(player_i); - - /* We get a false positive from the original deleted character. */ - free_char(d->character); - - /* Check for multiple creations. */ - if (!valid_name(tmp_name)) { - write_to_output(d, "Invalid name, please try another.\r\nName: "); - return; - } - CREATE(d->character, struct char_data, 1); - clear_char(d->character); - CREATE(d->character->player_specials, struct player_special_data, 1); - - new_mobile_data(d->character); - - if (GET_HOST(d->character)) - free(GET_HOST(d->character)); - GET_HOST(d->character) = strdup(d->host); - - d->character->desc = d; - CREATE(d->character->player.name, char, strlen(tmp_name) + 1); - strcpy(d->character->player.name, CAP(tmp_name)); /* strcpy: OK (size checked above) */ - GET_PFILEPOS(d->character) = player_i; - write_to_output(d, "Did I get that right, %s (\t(Y\t)/\t(N\t))? ", tmp_name); - STATE(d) = CON_NAME_CNFRM; + if ((player_i = get_ptable_by_name(tmp_name)) >= 0) { + if (IS_SET(player_table[player_i].flags, PINDEX_DELETED)) { + remove_player(player_i); } else { - /* undo it just in case they are set */ - REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_WRITING); - REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_MAILING); - REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_CRYO); - d->character->player.time.logon = time(0); - write_to_output(d, "Password: "); - echo_off(d); - d->idle_tics = 0; - STATE(d) = CON_PASSWORD; - } - } else { - /* player unknown -- make new character */ - - /* Check for multiple creations of a character. */ - if (!valid_name(tmp_name)) { - write_to_output(d, "Invalid name, please try another.\r\nName: "); + write_to_output(d, "That name is already taken.\r\nName: "); return; } - CREATE(d->character->player.name, char, strlen(tmp_name) + 1); - strcpy(d->character->player.name, CAP(tmp_name)); /* strcpy: OK (size checked above) */ - - write_to_output(d, "Did I get that right, %s (\t(Y\t)/\t(N\t))? ", tmp_name); - STATE(d) = CON_NAME_CNFRM; } + + if (GET_NAME(d->character)) + free(GET_NAME(d->character)); + CREATE(d->character->player.name, char, strlen(tmp_name) + 1); + strcpy(d->character->player.name, CAP(tmp_name)); /* strcpy: OK (size checked above) */ + + write_to_output(d, "Did I get that right, %s (\t(Y\t)/\t(N\t))? ", tmp_name); + STATE(d) = CON_NAME_CNFRM; } break; + case CON_ACCOUNT_CNFRM: + if (UPPER(*arg) == 'Y') { + if (isbanned(d->host) >= BAN_NEW) { + mudlog(NRM, LVL_GOD, TRUE, "Request for new account %s denied from [%s] (siteban)", + d->account ? d->account->name : "<unknown>", d->host); + write_to_output(d, "Sorry, new accounts are not allowed from your site!\r\n"); + STATE(d) = CON_CLOSE; + return; + } + if (circle_restrict) { + write_to_output(d, "Sorry, new accounts can't be created at the moment.\r\n"); + mudlog(NRM, LVL_GOD, TRUE, "Request for new account %s denied from [%s] (wizlock)", + d->account ? d->account->name : "<unknown>", d->host); + STATE(d) = CON_CLOSE; + return; + } + write_to_output(d, "New account.\r\nGive me a password: "); + echo_off(d); + STATE(d) = CON_ACCOUNT_NEWPASSWD; + } else if (*arg == 'n' || *arg == 'N') { + account_free(d->account); + d->account = NULL; + write_to_output(d, "Okay, what IS it, then?\r\nAccount name: "); + STATE(d) = CON_GET_ACCOUNT; + } else + write_to_output(d, "Please type Yes or No: "); + break; + + case CON_ACCOUNT_PASSWORD: + echo_on(d); + write_to_output(d, "\r\n"); + + if (!*arg) + STATE(d) = CON_CLOSE; + else if (!d->account) { + STATE(d) = CON_CLOSE; + } else { + if (strncmp(CRYPT(arg, d->account->passwd), d->account->passwd, MAX_PWD_LENGTH)) { + mudlog(BRF, LVL_GOD, TRUE, "Bad account PW: %s [%s]", d->account->name, d->host); + if (++(d->bad_pws) >= CONFIG_MAX_BAD_PWS) { + write_to_output(d, "Wrong password... disconnecting.\r\n"); + STATE(d) = CON_CLOSE; + } else { + write_to_output(d, "Wrong password.\r\nPassword: "); + echo_off(d); + } + return; + } + + d->bad_pws = 0; + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; + } + break; + + case CON_ACCOUNT_NEWPASSWD: + if (!*arg || strlen(arg) > MAX_PWD_LENGTH || strlen(arg) < 3 || + !str_cmp(arg, d->account ? d->account->name : "")) { + write_to_output(d, "\r\nIllegal password.\r\nPassword: "); + return; + } + strncpy(d->account->passwd, CRYPT(arg, d->account->name), MAX_PWD_LENGTH); + d->account->passwd[MAX_PWD_LENGTH] = '\0'; + + write_to_output(d, "\r\nPlease retype password: "); + STATE(d) = CON_ACCOUNT_CNFPASSWD; + break; + + case CON_ACCOUNT_CNFPASSWD: + if (strncmp(CRYPT(arg, d->account->passwd), d->account->passwd, MAX_PWD_LENGTH)) { + write_to_output(d, "\r\nPasswords don't match... start over.\r\nPassword: "); + STATE(d) = CON_ACCOUNT_NEWPASSWD; + return; + } + echo_on(d); + + write_to_output(d, "\r\nEmail address (optional, press Enter to skip): "); + STATE(d) = CON_ACCOUNT_EMAIL; + break; + + case CON_ACCOUNT_EMAIL: + if (d->account) { + if (d->account->email) + free(d->account->email); + d->account->email = NULL; + if (*arg) + d->account->email = strdup(arg); + account_save(d->account); + } + write_to_output(d, "\r\nAccount created.\r\n"); + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; + break; + case CON_NAME_CNFRM: /* wait for conf. of new name */ if (UPPER(*arg) == 'Y') { if (isbanned(d->host) >= BAN_NEW) { @@ -1454,11 +1717,13 @@ void nanny(struct descriptor_data *d, char *arg) return; } perform_new_char_dupe_check(d); - write_to_output(d, "New character.\r\nGive me a password for %s: ", GET_PC_NAME(d->character)); - echo_off(d); - STATE(d) = CON_NEWPASSWD; + if (GET_ACCOUNT(d->character)) + free(GET_ACCOUNT(d->character)); + GET_ACCOUNT(d->character) = d->account ? strdup(d->account->name) : NULL; + write_to_output(d, "New character.\r\nWhat is your sex (\t(M\t)/\t(F\t))? "); + STATE(d) = CON_QSEX; } else if (*arg == 'n' || *arg == 'N') { - write_to_output(d, "Okay, what IS it, then? "); + write_to_output(d, "Okay, what IS it, then?\r\nName: "); free(d->character->player.name); d->character->player.name = NULL; STATE(d) = CON_GET_NAME; @@ -1582,8 +1847,9 @@ void nanny(struct descriptor_data *d, char *arg) STATE(d) = CON_QSEX; } else { save_char(d->character); - write_to_output(d, "\r\nDone.\r\n%s", CONFIG_MENU); - STATE(d) = CON_MENU; + write_to_output(d, "\r\nDone.\r\n"); + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; } break; @@ -1607,134 +1873,357 @@ void nanny(struct descriptor_data *d, char *arg) STATE(d) = CON_QCLASS; break; - case CON_QCLASS: - load_result = parse_class(*arg); - if (load_result == CLASS_UNDEFINED) { - write_to_output(d, "\r\nThat's not a class.\r\nClass: "); - return; - } else - GET_CLASS(d->character) = load_result; +case CON_QCLASS: + load_result = parse_class(*arg); + if (load_result == CLASS_UNDEFINED) { + write_to_output(d, "\r\nThat's not a class.\r\nClass: "); + return; + } else { + GET_CLASS(d->character) = load_result; + } - if (d->olc) { - free(d->olc); - d->olc = NULL; + /* Create player entry and initialize character now so file exists */ + if (d->olc) { + free(d->olc); + d->olc = NULL; + } + if (GET_PFILEPOS(d->character) < 0) + GET_PFILEPOS(d->character) = create_entry(GET_PC_NAME(d->character)); + + /* Initialize base stats, starting level, etc. */ + init_char(d->character); + if (d->account && d->account->name) { + if (GET_ACCOUNT(d->character)) + free(GET_ACCOUNT(d->character)); + GET_ACCOUNT(d->character) = strdup(d->account->name); + } + save_char(d->character); + save_player_index(); + if (d->account) { + account_set_pc(d->account, GET_NAME(d->character)); + account_save(d->account); + } + + /* Log and register early so new players are tracked immediately */ + GET_PREF(d->character) = rand_number(1, 128000); + GET_HOST(d->character) = strdup(d->host); + mudlog(NRM, LVL_GOD, TRUE, "%s [%s] new player created (awaiting description).", + GET_NAME(d->character), d->host); + + if (AddRecentPlayer(GET_NAME(d->character), d->host, TRUE, FALSE) == FALSE) + mudlog(BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE, + "Failure to AddRecentPlayer (returned FALSE)."); + + /* === NEW: mandatory short description before main description === */ + write_to_output(d, + "\r\nBefore entering the world, you must choose a short description.\r\n" + "This is what others see in the room list and messages instead of your name.\r\n" + "It should describe your appearance, not identity.\r\n\r\n" + "Examples:\r\n" + " the tall, muscular man\r\n" + " the lanky, sharp-eyed elf\r\n" + " the short, bald dwarf\r\n\r\n" + "Do not include your character's name here.\r\n" + "Short description: "); + + STATE(d) = CON_QSHORTDESC; + return; + + case CON_QSHORTDESC: { + skip_spaces(&arg); + + if (!*arg) { + write_to_output(d, "\r\nA short description cannot be empty.\r\n" + "Short description: "); + return; } - if (GET_PFILEPOS(d->character) < 0) - GET_PFILEPOS(d->character) = create_entry(GET_PC_NAME(d->character)); - /* Now GET_NAME() will work properly. */ - init_char(d->character); - save_char(d->character); - save_player_index(); - write_to_output(d, "%s\r\n*** PRESS RETURN: ", motd); - STATE(d) = CON_RMOTD; - /* make sure the last log is updated correctly. */ - GET_PREF(d->character)= rand_number(1, 128000); - GET_HOST(d->character)= strdup(d->host); - mudlog(NRM, LVL_GOD, TRUE, "%s [%s] new player.", GET_NAME(d->character), d->host); + /* Do not allow their character name in the sdesc */ + if (str_str(arg, GET_NAME(d->character))) { + write_to_output(d, "\r\nYour short description must not include your name.\r\n" + "Short description: "); + return; + } - /* Add to the list of 'recent' players (since last reboot) */ - if (AddRecentPlayer(GET_NAME(d->character), d->host, TRUE, FALSE) == FALSE) - { - mudlog(BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE, "Failure to AddRecentPlayer (returned FALSE)."); - } - break; + /* Enforce length limit (optional, but recommended) */ + if (strlen(arg) > MAX_NAME_LENGTH * 2) { + write_to_output(d, "\r\nThat description is too long.\r\n" + "Short description: "); + return; + } - case CON_RMOTD: /* read CR after printing motd */ - write_to_output(d, "%s", CONFIG_MENU); - if (IS_HAPPYHOUR > 0){ - write_to_output(d, "\r\n"); - write_to_output(d, "\tyThere is currently a Happyhour!\tn\r\n"); - write_to_output(d, "\r\n"); - } - add_llog_entry(d->character, LAST_CONNECT); - STATE(d) = CON_MENU; - break; + /* Store as player's short description */ + if (GET_SHORT_DESC(d->character)) + free(GET_SHORT_DESC(d->character)); - case CON_MENU: { /* get selection from main menu */ + GET_SHORT_DESC(d->character) = strdup(arg); - switch (*arg) { - case '0': - write_to_output(d, "Goodbye.\r\n"); - add_llog_entry(d->character, LAST_QUIT); - STATE(d) = CON_CLOSE; - break; - - case '1': - load_result = enter_player_game(d); - send_to_char(d->character, "%s", CONFIG_WELC_MESSG); - - /* Clear their load room if it's not persistant. */ - if (!PLR_FLAGGED(d->character, PLR_LOADROOM)) - GET_LOADROOM(d->character) = NOWHERE; + /* Immediately save it to disk */ save_char(d->character); + save_player_index(); - greet_mtrigger(d->character, -1); - greet_memory_mtrigger(d->character); + /* Now transition to full description input */ + write_to_output(d, + "\r\nBefore entering the world, please describe your character.\r\n" + "Focus on what others can immediately see — height, build, complexion,\r\n" + "facial structure, hair, eyes, and other physical details. Avoid names,\r\n" + "clothing, or personal information that someone would not know meeting\r\n" + "you for the first time.\r\n\r\n" + "Example:\r\n" + " This broad-shouldered human stands with a relaxed but watchful bearing.\r\n" + " Weather and sun have darkened their skin, and faint scars trace the backs\r\n" + " of their hands. Their eyes are a pale, gray-green hue, steady and alert\r\n" + " beneath a low brow. Thick, uneven hair falls around a strong jaw and\r\n" + " angular features.\r\n\r\n"); - act("$n has entered the game.", TRUE, d->character, 0, 0, TO_ROOM); - - STATE(d) = CON_PLAYING; - MXPSendTag( d, "<VERSION>" ); - if (GET_LEVEL(d->character) == 0) { - do_start(d->character); - send_to_char(d->character, "%s", CONFIG_START_MESSG); - } - look_at_room(d->character, 0); - if (has_mail(GET_IDNUM(d->character))) - send_to_char(d->character, "You have mail waiting.\r\n"); - if (load_result == 2) { /* rented items lost */ - send_to_char(d->character, "\r\n\007You could not afford your rent!\r\n" - "Your possesions have been donated to the Salvation Army!\r\n"); - } - d->has_prompt = 0; - /* We've updated to 3.1 - some bits might be set wrongly: */ - REMOVE_BIT_AR(PRF_FLAGS(d->character), PRF_BUILDWALK); - break; - - case '2': - if (d->character->player.description) { - write_to_output(d, "Current description:\r\n%s", d->character->player.description); - /* Don't free this now... so that the old description gets loaded as the - * current buffer in the editor. Do setup the ABORT buffer here, however. */ - d->backstr = strdup(d->character->player.description); - } - write_to_output(d, "Enter the new text you'd like others to see when they look at you.\r\n"); - send_editor_help(d); + d->backstr = NULL; d->str = &d->character->player.description; d->max_str = PLR_DESC_LENGTH; STATE(d) = CON_PLR_DESC; - break; - case '3': - page_string(d, background, 0); - STATE(d) = CON_RMOTD; - break; + send_editor_help(d); + return; + } - case '4': - write_to_output(d, "\r\nEnter your old password: "); - echo_off(d); - STATE(d) = CON_CHPWD_GETOLD; - break; + case CON_PLR_DESC: + /* Description accepted — save and continue */ + save_char(d->character); - case '5': - write_to_output(d, "\r\nEnter your password for verification: "); - echo_off(d); - STATE(d) = CON_DELCNF1; - break; + if (!GET_BACKGROUND(d->character) || !*GET_BACKGROUND(d->character)) { + write_to_output(d, + "\r\nBefore stepping into Miranthas, share a bit of your character's background.\r\n" + "Guideline: aim for at least four lines that hint at where they came from,\r\n" + "who shaped them, and why they now walk the Caleran region. Touch on things like:\r\n" + " - The city-state, tribe, or caravan that claimed them.\r\n" + " - Mentors, slavers, or patrons who left a mark.\r\n" + " - A defining hardship, triumph, oath, or secret.\r\n" + " - The goal, vengeance, or hope that drives them back into the wastes.\r\n" + "\r\nExample 1:\r\n" + " Raised beneath the ziggurat of Caleran, I learned to barter gossip between\r\n" + " templars and gladiators just to stay alive. Freedom came when Kalak fell,\r\n" + " but the slave-scar on my shoulder still aches. I now search the desert\r\n" + " for the relic my clutch mates died protecting, hoping to buy their kin peace.\r\n" + "\r\nExample 2:\r\n" + " I rode caravan outrider routes from Balic until giants shattered our train.\r\n" + " Two nights buried in silt taught me to whisper with the wind and trust only\r\n" + " my erdlu. I hunt the warlord who sold us out, yet coin and company on the\r\n" + " road must come first.\r\n" + "\r\nExample 3:\r\n" + " Born outside Raam, I was tempered by obsidian shards and psionic murmurs.\r\n" + " A defiler ruined our oasis, so I swore to hound such spell-scars wherever\r\n" + " they bloom. Rumor of a hidden well near Caleran is the lone hope that guides me.\r\n" + "\r\nType your background now. Use '/s' on a blank line when you finish.\r\n" + "If you'd rather keep it secret, just save immediately and we'll note the mystery.\r\n\r\n"); + d->backstr = NULL; + if (GET_BACKGROUND(d->character) && *GET_BACKGROUND(d->character)) + d->backstr = strdup(GET_BACKGROUND(d->character)); + d->str = &d->character->player.background; + d->max_str = PLR_DESC_LENGTH; + STATE(d) = CON_PLR_BACKGROUND; + send_editor_help(d); + return; + } + write_to_output(d, "%s\r\n*** PRESS RETURN: ", motd); + STATE(d) = CON_RMOTD; + + /* Final log confirmation */ + mudlog(NRM, LVL_GOD, TRUE, "%s [%s] completed character creation.", + GET_NAME(d->character), d->host); + break; + + case CON_RMOTD: /* read CR after printing motd */ + if (!d->character) { + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; + break; + } + if (!d->account && GET_ACCOUNT(d->character) && *GET_ACCOUNT(d->character)) + d->account = account_load(GET_ACCOUNT(d->character)); + add_llog_entry(d->character, LAST_CONNECT); + + load_result = enter_player_game(d); + send_to_char(d->character, "%s", CONFIG_WELC_MESSG); + + save_char(d->character); + + greet_mtrigger(d->character, -1); + greet_memory_mtrigger(d->character); + + act("$n has entered the game.", TRUE, d->character, 0, 0, TO_ROOM); + + STATE(d) = CON_PLAYING; + MXPSendTag(d, "<VERSION>"); + + if (GET_LEVEL(d->character) == 0) { + do_start(d->character); + send_to_char(d->character, "%s", CONFIG_START_MESSG); + } + + look_at_room(d->character, 0); + if (has_mail(GET_IDNUM(d->character))) + send_to_char(d->character, "You have mail waiting.\r\n"); + + d->has_prompt = 0; + /* We've updated to 3.1 - some bits might be set wrongly: */ + REMOVE_BIT_AR(PRF_FLAGS(d->character), PRF_BUILDWALK); + break; + + case CON_ACCOUNT_MENU: { + int has_pc; + + if (!d->account) { + STATE(d) = CON_CLOSE; + break; + } + + account_refresh_pc(d->account); + has_pc = account_has_alive_pc(d->account); + + switch (*arg) { + case 'X': + case 'x': + write_to_output(d, "Goodbye.\r\n"); + if (d->character) + add_llog_entry(d->character, LAST_QUIT); + STATE(d) = CON_CLOSE; + break; + case 'L': + case 'l': + show_account_character_list(d); + STATE(d) = CON_ACCOUNT_LIST; + break; + case 'C': + case 'c': + if (has_pc) { + if (d->character) { + free_char(d->character); + d->character = NULL; + } + CREATE(d->character, struct char_data, 1); + clear_char(d->character); + CREATE(d->character->player_specials, struct player_special_data, 1); + new_mobile_data(d->character); + + GET_HOST(d->character) = strdup(d->host); + d->character->desc = d; + + if ((player_i = load_char(d->account->pc_name, d->character)) < 0) { + write_to_output(d, "Could not load that character.\r\n"); + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; + break; + } + GET_PFILEPOS(d->character) = player_i; + + if (GET_ACCOUNT(d->character) && str_cmp(GET_ACCOUNT(d->character), d->account->name)) { + write_to_output(d, "That character does not belong to this account.\r\n"); + free_char(d->character); + d->character = NULL; + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; + break; + } + if (!GET_ACCOUNT(d->character) && d->account->name) { + GET_ACCOUNT(d->character) = strdup(d->account->name); + save_char(d->character); + } + + /* undo it just in case they are set */ + REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_WRITING); + REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_MAILING); + REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_CRYO); + d->character->player.time.logon = time(0); + + if (isbanned(d->host) == BAN_SELECT && + !PLR_FLAGGED(d->character, PLR_SITEOK)) { + write_to_output(d, "Sorry, this char has not been cleared for login from your site!\r\n"); + STATE(d) = CON_CLOSE; + mudlog(NRM, LVL_GOD, TRUE, "Connection attempt for %s denied from %s", + GET_NAME(d->character), d->host); + return; + } + if (GET_LEVEL(d->character) < circle_restrict) { + write_to_output(d, "The game is temporarily restricted.. try again later.\r\n"); + STATE(d) = CON_CLOSE; + mudlog(NRM, LVL_GOD, TRUE, "Request for login denied for %s [%s] (wizlock)", + GET_NAME(d->character), d->host); + return; + } + + if (perform_dupe_check(d)) + return; + + if (GET_LEVEL(d->character) >= LVL_IMMORT) + write_to_output(d, "%s", imotd); + else + write_to_output(d, "%s", motd); + + if (GET_INVIS_LEV(d->character)) + mudlog(BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE, + "%s has connected. (invis %d)", GET_NAME(d->character), + GET_INVIS_LEV(d->character)); + else + mudlog(BRF, LVL_IMMORT, TRUE, "%s has connected.", GET_NAME(d->character)); + + if (AddRecentPlayer(GET_NAME(d->character), d->host, FALSE, FALSE) == FALSE) { + mudlog(BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE, + "Failure to AddRecentPlayer (returned FALSE)."); + } + + write_to_output(d, "\r\n*** PRESS RETURN: "); + STATE(d) = CON_RMOTD; + } else { + write_to_output(d, "You do not have a character to connect.\r\n"); + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; + } + break; + case 'R': + case 'r': + if (has_pc) { + write_to_output(d, "You already have a character. Delete it before creating another.\r\n"); + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; + } else { + if (d->character) { + free_char(d->character); + d->character = NULL; + } + write_to_output(d, "By what name do you wish to be known? "); + STATE(d) = CON_GET_NAME; + } + break; default: - write_to_output(d, "\r\nThat's not a menu choice!\r\n%s", CONFIG_MENU); + write_to_output(d, "\r\nThat's not a menu choice!\r\n"); + send_account_menu(d); break; } break; } + case CON_MENU: { /* get selection from main menu */ + if (!d->account) { + write_to_output(d, "No account loaded.\r\n"); + STATE(d) = CON_CLOSE; + break; + } + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; + break; + } + + case CON_ACCOUNT_LIST: + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; + break; + case CON_CHPWD_GETOLD: if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character), MAX_PWD_LENGTH)) { echo_on(d); - write_to_output(d, "\r\nIncorrect password.\r\n%s", CONFIG_MENU); - STATE(d) = CON_MENU; + write_to_output(d, "\r\nIncorrect password.\r\n"); + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; } else { write_to_output(d, "\r\nEnter a new password: "); STATE(d) = CON_CHPWD_GETNEW; @@ -1744,8 +2233,9 @@ void nanny(struct descriptor_data *d, char *arg) case CON_DELCNF1: echo_on(d); if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character), MAX_PWD_LENGTH)) { - write_to_output(d, "\r\nIncorrect password.\r\n%s", CONFIG_MENU); - STATE(d) = CON_MENU; + write_to_output(d, "\r\nIncorrect password.\r\n"); + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; } else { write_to_output(d, "\r\nYOU ARE ABOUT TO DELETE THIS CHARACTER PERMANENTLY.\r\n" "ARE YOU ABSOLUTELY SURE?\r\n\r\n" @@ -1781,8 +2271,9 @@ void nanny(struct descriptor_data *d, char *arg) STATE(d) = CON_CLOSE; return; } else { - write_to_output(d, "\r\nCharacter not deleted.\r\n%s", CONFIG_MENU); - STATE(d) = CON_MENU; + write_to_output(d, "\r\nCharacter not deleted.\r\n"); + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; } break; diff --git a/src/interpreter.h b/src/interpreter.h index 0ad8534..14a674b 100644 --- a/src/interpreter.h +++ b/src/interpreter.h @@ -31,6 +31,7 @@ int fill_word(char *argument); int reserved_word(char *argument); void half_chop(char *string, char *arg1, char *arg2); void nanny(struct descriptor_data *d, char *arg); +void send_account_menu(struct descriptor_data *d); int is_abbrev(const char *arg1, const char *arg2); int is_number(const char *str); int find_command(const char *command); diff --git a/src/limits.c b/src/limits.c index a9c5378..b9f42fd 100644 --- a/src/limits.c +++ b/src/limits.c @@ -12,6 +12,7 @@ #include "sysdep.h" #include "structs.h" #include "utils.h" +#include "constants.h" #include "spells.h" #include "comm.h" #include "db.h" @@ -22,6 +23,8 @@ #include "fight.h" #include "screen.h" #include "mud_event.h" +#include "roomsave.h" +#include <time.h> /* local file scope function prototypes */ static int graf(int grafage, int p0, int p1, int p2, int p3, int p4, int p5, int p6); @@ -85,7 +88,7 @@ int mana_gain(struct char_data *ch) break; } - if (IS_MAGIC_USER(ch) || IS_CLERIC(ch)) + if (IS_SORCEROR(ch) || IS_CLERIC(ch)) gain *= 2; if ((GET_COND(ch, HUNGER) == 0) || (GET_COND(ch, THIRST) == 0)) @@ -126,7 +129,7 @@ int hit_gain(struct char_data *ch) break; } - if (IS_MAGIC_USER(ch) || IS_CLERIC(ch)) + if (IS_SORCEROR(ch) || IS_CLERIC(ch)) gain /= 2; /* Ouch. */ if ((GET_COND(ch, HUNGER) == 0) || (GET_COND(ch, THIRST) == 0)) @@ -175,23 +178,6 @@ int move_gain(struct char_data *ch) return (gain); } -void set_title(struct char_data *ch, char *title) -{ - if (GET_TITLE(ch) != NULL) - free(GET_TITLE(ch)); - - if (title == NULL) { - GET_TITLE(ch) = strdup(GET_SEX(ch) == SEX_FEMALE ? - title_female(GET_CLASS(ch), GET_LEVEL(ch)) : - title_male(GET_CLASS(ch), GET_LEVEL(ch))); - } else { - if (strlen(title) > MAX_TITLE_LENGTH) - title[MAX_TITLE_LENGTH] = '\0'; - - GET_TITLE(ch) = strdup(title); - } -} - void run_autowiz(void) { #if defined(CIRCLE_UNIX) || defined(CIRCLE_WINDOWS) @@ -220,11 +206,71 @@ void run_autowiz(void) #endif /* CIRCLE_UNIX || CIRCLE_WINDOWS */ } +/* Requires: find_skill_num(), GET_WIS(), wis_app[], GET_SKILL(), SET_SKILL(), rand_number() + * Cooldown: 1 hour - 5 * WIS bonus minutes (floored at 0) + * Rolls: failure -> 1..20, success -> 1..100 + * Cap: 90% (change MIN(90, ...) if you want a different cap) + */ +void gain_skill(struct char_data *ch, char *skill, bool success) +{ + int skill_num, base, roll, increase; + int wisb, cd_seconds; + time_t now; + + if (IS_NPC(ch)) + return; + + /* Resolve index and validate against table size */ + skill_num = find_skill_num(skill); + if (skill_num <= 0 || skill_num > MAX_SKILLS) + return; + + /* Respect per-skill cooldown: do nothing if still cooling down */ + now = time(0); + if (GET_SKILL_NEXT_GAIN(ch, skill_num) != 0 && + now < GET_SKILL_NEXT_GAIN(ch, skill_num)) { + return; + } + + base = GET_SKILL(ch, skill_num); + /* If already capped, bail early (and don’t start cooldown) */ + if (base >= 90) + return; + + /* Wisdom bonus from wis_app[] (constants.c). Higher = better learning & shorter cooldown. */ + wisb = GET_ABILITY_MOD(GET_WIS(ch)); + + if (success) { + /* Learning from success is harder: 1..100, threshold scales with WIS */ + roll = rand_number(1, 100); + /* Old 1..400 with (400 - wisb*4) ⇒ scaled: (100 - wisb) */ + if (roll >= (100 - wisb)) { + increase = base + 1; + SET_SKILL(ch, skill_num, MIN(90, increase)); + + /* Cooldown only when an increase actually happens */ + cd_seconds = 3600 - (wisb * 5 * 60); /* 1 hour - 5 * WIS minutes */ + if (cd_seconds < 0) cd_seconds = 0; + GET_SKILL_NEXT_GAIN(ch, skill_num) = now + cd_seconds; + } + } else { + /* Learning from failure is easier: 1..20, threshold scales with WIS */ + roll = rand_number(1, 20); + /* Old 1..100 with (100 - wisb) ⇒ scaled: (20 - wisb) */ + if (roll >= (20 - wisb)) { + increase = base + 1; + SET_SKILL(ch, skill_num, MIN(90, increase)); + + /* Cooldown only when an increase actually happens */ + cd_seconds = 3600 - (wisb * 5 * 60); /* 1 hour - 5 * WIS minutes */ + if (cd_seconds < 0) cd_seconds = 0; + GET_SKILL_NEXT_GAIN(ch, skill_num) = now + cd_seconds; + } + } +} + void gain_exp(struct char_data *ch, int gain) { - int is_altered = FALSE; - int num_levels = 0; - if (!IS_NPC(ch) && ((GET_LEVEL(ch) < 1 || GET_LEVEL(ch) >= LVL_IMMORT))) return; @@ -232,49 +278,26 @@ void gain_exp(struct char_data *ch, int gain) GET_EXP(ch) += gain; return; } + if (gain > 0) { - if ((IS_HAPPYHOUR) && (IS_HAPPYEXP)) - gain += (int)((float)gain * ((float)HAPPY_EXP / (float)(100))); - - gain = MIN(CONFIG_MAX_EXP_GAIN, gain); /* put a cap on the max gain per kill */ + gain = MIN(CONFIG_MAX_EXP_GAIN, gain); /* cap max gain per kill */ GET_EXP(ch) += gain; - while (GET_LEVEL(ch) < LVL_IMMORT - CONFIG_NO_MORT_TO_IMMORT && - GET_EXP(ch) >= level_exp(GET_CLASS(ch), GET_LEVEL(ch) + 1)) { - GET_LEVEL(ch) += 1; - num_levels++; - advance_level(ch); - is_altered = TRUE; - } - - if (is_altered) { - mudlog(BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "%s advanced %d level%s to level %d.", - GET_NAME(ch), num_levels, num_levels == 1 ? "" : "s", GET_LEVEL(ch)); - if (num_levels == 1) - send_to_char(ch, "You rise a level!\r\n"); - else - send_to_char(ch, "You rise %d levels!\r\n", num_levels); - set_title(ch, NULL); - if (GET_LEVEL(ch) >= LVL_IMMORT && !PLR_FLAGGED(ch, PLR_NOWIZLIST)) - run_autowiz(); - } } else if (gain < 0) { - gain = MAX(-CONFIG_MAX_EXP_LOSS, gain); /* Cap max exp lost per death */ + gain = MAX(-CONFIG_MAX_EXP_LOSS, gain); /* cap max loss per death */ GET_EXP(ch) += gain; if (GET_EXP(ch) < 0) GET_EXP(ch) = 0; } + if (GET_LEVEL(ch) >= LVL_IMMORT && !PLR_FLAGGED(ch, PLR_NOWIZLIST)) run_autowiz(); - } +} void gain_exp_regardless(struct char_data *ch, int gain) { int is_altered = FALSE; int num_levels = 0; - if ((IS_HAPPYHOUR) && (IS_HAPPYEXP)) - gain += (int)((float)gain * ((float)HAPPY_EXP / (float)(100))); - GET_EXP(ch) += gain; if (GET_EXP(ch) < 0) GET_EXP(ch) = 0; @@ -295,7 +318,6 @@ void gain_exp_regardless(struct char_data *ch, int gain) send_to_char(ch, "You rise a level!\r\n"); else send_to_char(ch, "You rise %d levels!\r\n", num_levels); - set_title(ch, NULL); } } if (GET_LEVEL(ch) >= LVL_IMMORT && !PLR_FLAGGED(ch, PLR_NOWIZLIST)) @@ -351,7 +373,7 @@ static void check_idling(struct char_data *ch) Crash_crashsave(ch); char_from_room(ch); char_to_room(ch, 1); - } else if (ch->char_specials.timer > CONFIG_IDLE_RENT_TIME) { + } else if (ch->char_specials.timer > (CONFIG_IDLE_VOID * 2)) { if (IN_ROOM(ch) != NOWHERE) char_from_room(ch); char_to_room(ch, 3); @@ -364,11 +386,8 @@ static void check_idling(struct char_data *ch) ch->desc->character = NULL; ch->desc = NULL; } - if (CONFIG_FREE_RENT) - Crash_rentsave(ch, 0); - else - Crash_idlesave(ch); - mudlog(CMP, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "%s force-rented and extracted (idle).", GET_NAME(ch)); + Crash_idlesave(ch); + mudlog(CMP, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "%s idle-saved and extracted (idle).", GET_NAME(ch)); add_llog_entry(ch, LAST_IDLEOUT); extract_char(ch); } @@ -380,6 +399,8 @@ void point_update(void) { struct char_data *i, *next_char; struct obj_data *j, *next_thing, *jj, *next_thing2; + /* Room-save autosave pulse counter (static so it persists across calls) */ + static int roomsave_pulse = 0; /* characters */ for (i = character_list; i; i = next_char) { @@ -394,59 +415,59 @@ void point_update(void) GET_MANA(i) = MIN(GET_MANA(i) + mana_gain(i), GET_MAX_MANA(i)); GET_MOVE(i) = MIN(GET_MOVE(i) + move_gain(i), GET_MAX_MOVE(i)); if (AFF_FLAGGED(i, AFF_POISON)) - if (damage(i, i, 2, SPELL_POISON) == -1) - continue; /* Oops, they died. -gg 6/24/98 */ + if (damage(i, i, 2, SPELL_POISON) == -1) + continue; /* Oops, they died. -gg 6/24/98 */ if (GET_POS(i) <= POS_STUNNED) - update_pos(i); + update_pos(i); } else if (GET_POS(i) == POS_INCAP) { if (damage(i, i, 1, TYPE_SUFFERING) == -1) - continue; + continue; } else if (GET_POS(i) == POS_MORTALLYW) { if (damage(i, i, 2, TYPE_SUFFERING) == -1) - continue; + continue; } if (!IS_NPC(i)) { update_char_objects(i); (i->char_specials.timer)++; if (GET_LEVEL(i) < CONFIG_IDLE_MAX_LEVEL) - check_idling(i); + check_idling(i); } } /* objects */ for (j = object_list; j; j = next_thing) { - next_thing = j->next; /* Next in object list */ + next_thing = j->next; /* Next in object list */ /* If this is a corpse */ if (IS_CORPSE(j)) { /* timer count down */ if (GET_OBJ_TIMER(j) > 0) - GET_OBJ_TIMER(j)--; + GET_OBJ_TIMER(j)--; if (!GET_OBJ_TIMER(j)) { - if (j->carried_by) - act("$p decays in your hands.", FALSE, j->carried_by, j, 0, TO_CHAR); - else if ((IN_ROOM(j) != NOWHERE) && (world[IN_ROOM(j)].people)) { - act("A quivering horde of maggots consumes $p.", - TRUE, world[IN_ROOM(j)].people, j, 0, TO_ROOM); - act("A quivering horde of maggots consumes $p.", - TRUE, world[IN_ROOM(j)].people, j, 0, TO_CHAR); - } - for (jj = j->contains; jj; jj = next_thing2) { - next_thing2 = jj->next_content; /* Next in inventory */ - obj_from_obj(jj); + if (j->carried_by) + act("$p decays in your hands.", FALSE, j->carried_by, j, 0, TO_CHAR); + else if ((IN_ROOM(j) != NOWHERE) && (world[IN_ROOM(j)].people)) { + act("A quivering horde of maggots consumes $p.", + TRUE, world[IN_ROOM(j)].people, j, 0, TO_ROOM); + act("A quivering horde of maggots consumes $p.", + TRUE, world[IN_ROOM(j)].people, j, 0, TO_CHAR); + } + for (jj = j->contains; jj; jj = next_thing2) { + next_thing2 = jj->next_content; /* Next in inventory */ + obj_from_obj(jj); - if (j->in_obj) - obj_to_obj(jj, j->in_obj); - else if (j->carried_by) - obj_to_room(jj, IN_ROOM(j->carried_by)); - else if (IN_ROOM(j) != NOWHERE) - obj_to_room(jj, IN_ROOM(j)); - else - core_dump(); - } - extract_obj(j); + if (j->in_obj) + obj_to_obj(jj, j->in_obj); + else if (j->carried_by) + obj_to_room(jj, IN_ROOM(j->carried_by)); + else if (IN_ROOM(j) != NOWHERE) + obj_to_room(jj, IN_ROOM(j)); + else + core_dump(); + } + extract_obj(j); } } /* If the timer is set, count it down and at 0, try the trigger @@ -458,74 +479,79 @@ void point_update(void) } } - /* Take 1 from the happy-hour tick counter, and end happy-hour if zero */ - if (HAPPY_TIME > 1) HAPPY_TIME--; - else if (HAPPY_TIME == 1) /* Last tick - set everything back to zero */ - { - HAPPY_QP = 0; - HAPPY_EXP = 0; - HAPPY_GOLD = 0; - HAPPY_TIME = 0; - game_info("Happy hour has ended!"); + /* ---- Room SAVE autosave (every 10 minutes; adjust the 600 as desired) ---- + * Requires: #include "roomsave.h" at the top of this file. + * Saves all rooms flagged ROOM_SAVE via roomsave.c. + */ + if (++roomsave_pulse >= (PASSES_PER_SEC * 600)) { + roomsave_pulse = 0; + RoomSave_autosave_tick(); } } /* Note: amt may be negative */ -int increase_gold(struct char_data *ch, int amt) +int increase_coins(struct char_data *ch, int amt) { - int curr_gold; + int curr_coins; + int add; - curr_gold = GET_GOLD(ch); + if (!ch) + return 0; - if (amt < 0) { - GET_GOLD(ch) = MAX(0, curr_gold+amt); - /* Validate to prevent overflow */ - if (GET_GOLD(ch) > curr_gold) GET_GOLD(ch) = 0; - } else { - GET_GOLD(ch) = MIN(MAX_GOLD, curr_gold+amt); - /* Validate to prevent overflow */ - if (GET_GOLD(ch) < curr_gold) GET_GOLD(ch) = MAX_GOLD; - } - if (GET_GOLD(ch) == MAX_GOLD) - send_to_char(ch, "%sYou have reached the maximum gold!\r\n%sYou must spend it or bank it before you can gain any more.\r\n", QBRED, QNRM); + curr_coins = GET_COINS(ch); - return (GET_GOLD(ch)); + if (amt < 0) + return decrease_coins(ch, -amt); + if (amt == 0) + return curr_coins; + + add = MIN(amt, MAX_COINS - curr_coins); + if (add <= 0) + return curr_coins; + + add_coins_to_char(ch, add); + + if (GET_COINS(ch) == MAX_COINS) + send_to_char(ch, "%sYou have reached the maximum coins!\r\n%sYou must spend them or bank them before you can gain any more.\r\n", QBRED, QNRM); + + return GET_COINS(ch); } -int decrease_gold(struct char_data *ch, int deduction) +int decrease_coins(struct char_data *ch, int deduction) { - int amt; - amt = (deduction * -1); - increase_gold(ch, amt); - return (GET_GOLD(ch)); + if (!ch || deduction <= 0) + return GET_COINS(ch); + + remove_coins_from_char(ch, deduction); + return GET_COINS(ch); } -int increase_bank(struct char_data *ch, int amt) +int increase_bank_coins(struct char_data *ch, int amt) { int curr_bank; if (IS_NPC(ch)) return 0; - curr_bank = GET_BANK_GOLD(ch); + curr_bank = GET_BANK_COINS(ch); if (amt < 0) { - GET_BANK_GOLD(ch) = MAX(0, curr_bank+amt); + GET_BANK_COINS(ch) = MAX(0, curr_bank+amt); /* Validate to prevent overflow */ - if (GET_BANK_GOLD(ch) > curr_bank) GET_BANK_GOLD(ch) = 0; + if (GET_BANK_COINS(ch) > curr_bank) GET_BANK_COINS(ch) = 0; } else { - GET_BANK_GOLD(ch) = MIN(MAX_BANK, curr_bank+amt); + GET_BANK_COINS(ch) = MIN(MAX_BANK_COINS, curr_bank+amt); /* Validate to prevent overflow */ - if (GET_BANK_GOLD(ch) < curr_bank) GET_BANK_GOLD(ch) = MAX_BANK; + if (GET_BANK_COINS(ch) < curr_bank) GET_BANK_COINS(ch) = MAX_BANK_COINS; } - if (GET_BANK_GOLD(ch) == MAX_BANK) + if (GET_BANK_COINS(ch) == MAX_BANK_COINS) send_to_char(ch, "%sYou have reached the maximum bank balance!\r\n%sYou cannot put more into your account unless you withdraw some first.\r\n", QBRED, QNRM); - return (GET_BANK_GOLD(ch)); + return (GET_BANK_COINS(ch)); } -int decrease_bank(struct char_data *ch, int deduction) +int decrease_bank_coins(struct char_data *ch, int deduction) { int amt; amt = (deduction * -1); - increase_bank(ch, amt); - return (GET_BANK_GOLD(ch)); + increase_bank_coins(ch, amt); + return (GET_BANK_COINS(ch)); } diff --git a/src/magic.c b/src/magic.c index 5882589..1cb8fb6 100644 --- a/src/magic.c +++ b/src/magic.c @@ -29,29 +29,22 @@ static int mag_materials(struct char_data *ch, IDXTYPE item0, IDXTYPE item1, IDX static void perform_mag_groups(int level, struct char_data *ch, struct char_data *tch, int spellnum, int savetype); -/* Negative apply_saving_throw[] values make saving throws better! So do - * negative modifiers. Though people may be used to the reverse of that. - * It's due to the code modifying the target saving throw instead of the - * random number of the character as in some other systems. */ -int mag_savingthrow(struct char_data *ch, int type, int modifier) +/* Roll a 5e-style saving throw: d20 + ability mod + proficiency vs DC. */ +int mag_savingthrow(struct char_data *ch, int ability, int dc) { - /* NPCs use warrior tables according to some book */ - int class_sav = CLASS_WARRIOR; - int save; + int roll, total, target; - if (!IS_NPC(ch)) - class_sav = GET_CLASS(ch); + if (!ch) + return FALSE; - save = saving_throws(class_sav, type, GET_LEVEL(ch)); - save += GET_SAVE(ch, type); - save += modifier; + roll = roll_d20(); + total = roll + get_save_mod(ch, ability); + target = MAX(1, dc); - /* Throwing a 0 is always a failure. */ - if (MAX(1, save) < rand_number(0, 99)) - return (TRUE); + if (total >= target) + return TRUE; - /* Oops, failed. Sorry. */ - return (FALSE); + return FALSE; } /* affect_update: called from comm.c (causes spells to wear off) */ @@ -204,37 +197,37 @@ int mag_damage(int level, struct char_data *ch, struct char_data *victim, /* Mostly mages */ case SPELL_MAGIC_MISSILE: case SPELL_CHILL_TOUCH: /* chill touch also has an affect */ - if (IS_MAGIC_USER(ch)) + if (IS_SORCEROR(ch)) dam = dice(1, 8) + 1; else dam = dice(1, 6) + 1; break; case SPELL_BURNING_HANDS: - if (IS_MAGIC_USER(ch)) + if (IS_SORCEROR(ch)) dam = dice(3, 8) + 3; else dam = dice(3, 6) + 3; break; case SPELL_SHOCKING_GRASP: - if (IS_MAGIC_USER(ch)) + if (IS_SORCEROR(ch)) dam = dice(5, 8) + 5; else dam = dice(5, 6) + 5; break; case SPELL_LIGHTNING_BOLT: - if (IS_MAGIC_USER(ch)) + if (IS_SORCEROR(ch)) dam = dice(7, 8) + 7; else dam = dice(7, 6) + 7; break; case SPELL_COLOR_SPRAY: - if (IS_MAGIC_USER(ch)) + if (IS_SORCEROR(ch)) dam = dice(9, 8) + 9; else dam = dice(9, 6) + 9; break; case SPELL_FIREBALL: - if (IS_MAGIC_USER(ch)) + if (IS_SORCEROR(ch)) dam = dice(11, 8) + 11; else dam = dice(11, 6) + 11; @@ -287,7 +280,7 @@ int mag_damage(int level, struct char_data *ch, struct char_data *victim, /* divide damage by two if victim makes his saving throw */ - if (mag_savingthrow(victim, savetype, 0)) + if (mag_savingthrow(victim, savetype, compute_save_dc(ch, level, spellnum))) dam /= 2; /* and finally, inflict the damage */ @@ -307,11 +300,14 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim, bool accum_affect = FALSE, accum_duration = FALSE; const char *to_vict = NULL, *to_room = NULL; int i, j; + int save_dc; if (victim == NULL || ch == NULL) return; + save_dc = compute_save_dc(ch, level, spellnum); + for (i = 0; i < MAX_SPELL_AFFECTS; i++) { new_affect(&(af[i])); af[i].spell = spellnum; @@ -321,10 +317,10 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim, case SPELL_CHILL_TOUCH: af[0].location = APPLY_STR; - if (mag_savingthrow(victim, savetype, 0)) - af[0].duration = 1; + if (mag_savingthrow(victim, ABIL_CON, save_dc)) + af[0].duration = 1; /* resisted: brief weakening */ else - af[0].duration = 4; + af[0].duration = 4; /* failed: longer effect */ af[0].modifier = -1; accum_duration = TRUE; to_vict = "You feel your strength wither!"; @@ -332,19 +328,20 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim, case SPELL_ARMOR: af[0].location = APPLY_AC; - af[0].modifier = -20; + af[0].modifier = +2; /* +2 AC in 5e terms */ af[0].duration = 24; accum_duration = TRUE; to_vict = "You feel someone protecting you."; break; case SPELL_BLESS: - af[0].location = APPLY_HITROLL; - af[0].modifier = 2; + af[0].location = APPLY_SAVE_WIS; + af[0].modifier = +1; /* bonus to Wisdom saves */ af[0].duration = 6; - af[1].location = APPLY_SAVING_SPELL; - af[1].modifier = -1; + /* Optional: extend to CHA saves if you want to emulate "morale" boost */ + af[1].location = APPLY_SAVE_CHA; + af[1].modifier = +1; af[1].duration = 6; accum_duration = TRUE; @@ -352,18 +349,19 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim, break; case SPELL_BLINDNESS: - if (MOB_FLAGGED(victim, MOB_NOBLIND) || GET_LEVEL(victim) >= LVL_IMMORT || mag_savingthrow(victim, savetype, 0)) { + if (MOB_FLAGGED(victim, MOB_NOBLIND) || GET_LEVEL(victim) >= LVL_IMMORT || + mag_savingthrow(victim, ABIL_CON, save_dc)) { send_to_char(ch, "You fail.\r\n"); return; } - af[0].location = APPLY_HITROLL; - af[0].modifier = -4; + af[0].location = APPLY_SAVE_DEX; /* penalize Dex saves */ + af[0].modifier = -2; af[0].duration = 2; SET_BIT_AR(af[0].bitvector, AFF_BLIND); - af[1].location = APPLY_AC; - af[1].modifier = 40; + af[1].location = APPLY_AC; /* easier to hit */ + af[1].modifier = +40; af[1].duration = 2; SET_BIT_AR(af[1].bitvector, AFF_BLIND); @@ -372,17 +370,17 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim, break; case SPELL_CURSE: - if (mag_savingthrow(victim, savetype, 0)) { + if (mag_savingthrow(victim, ABIL_WIS, save_dc)) { send_to_char(ch, "%s", CONFIG_NOEFFECT); return; } - af[0].location = APPLY_HITROLL; + af[0].location = APPLY_SAVE_WIS; /* harder to resist magic */ af[0].duration = 1 + (GET_LEVEL(ch) / 2); af[0].modifier = -1; SET_BIT_AR(af[0].bitvector, AFF_CURSE); - af[1].location = APPLY_DAMROLL; + af[1].location = APPLY_SAVE_CHA; /* morale/charisma weakened */ af[1].duration = 1 + (GET_LEVEL(ch) / 2); af[1].modifier = -1; SET_BIT_AR(af[1].bitvector, AFF_CURSE); @@ -434,7 +432,7 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim, victim = ch; af[0].duration = 12 + (GET_LEVEL(ch) / 4); - af[0].modifier = -40; + af[0].modifier = +2; /* ascending AC: harder to hit */ af[0].location = APPLY_AC; SET_BIT_AR(af[0].bitvector, AFF_INVISIBLE); accum_duration = TRUE; @@ -443,7 +441,7 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim, break; case SPELL_POISON: - if (mag_savingthrow(victim, savetype, 0)) { + if (mag_savingthrow(victim, ABIL_CON, save_dc)) { send_to_char(ch, "%s", CONFIG_NOEFFECT); return; } @@ -466,7 +464,6 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim, case SPELL_SANCTUARY: af[0].duration = 4; SET_BIT_AR(af[0].bitvector, AFF_SANCTUARY); - accum_duration = TRUE; to_vict = "A white aura momentarily surrounds you."; to_room = "$n is surrounded by a white aura."; @@ -477,7 +474,7 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim, return; if (MOB_FLAGGED(victim, MOB_NOSLEEP)) return; - if (mag_savingthrow(victim, savetype, 0)) + if (mag_savingthrow(victim, ABIL_WIS, save_dc)) return; af[0].duration = 4 + (GET_LEVEL(ch) / 4); @@ -491,19 +488,17 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim, break; case SPELL_STRENGTH: - if (GET_ADD(victim) == 100) - return; af[0].location = APPLY_STR; af[0].duration = (GET_LEVEL(ch) / 2) + 4; - af[0].modifier = 1 + (level > 18); + af[0].modifier = 2; /* +2 bonus static */ accum_duration = TRUE; accum_affect = TRUE; to_vict = "You feel stronger!"; break; case SPELL_SENSE_LIFE: - to_vict = "Your feel your awareness improve."; + to_vict = "You feel your awareness improve."; af[0].duration = GET_LEVEL(ch); SET_BIT_AR(af[0].bitvector, AFF_SENSE_LIFE); accum_duration = TRUE; diff --git a/src/mail.c b/src/mail.c index 50c26d4..dfd84e2 100644 --- a/src/mail.c +++ b/src/mail.c @@ -287,7 +287,7 @@ static void postmaster_send_mail(struct char_data *ch, struct char_data *mailman FALSE, mailman, 0, ch, TO_VICT); return; } - if (GET_GOLD(ch) < STAMP_PRICE && GET_LEVEL(ch) < LVL_IMMORT) { + if (GET_COINS(ch) < STAMP_PRICE && GET_LEVEL(ch) < LVL_IMMORT) { snprintf(buf, sizeof(buf), "$n tells you, 'A stamp costs %d coin%s.'\r\n" "$n tells you, '...which I see you can't afford.'", STAMP_PRICE, STAMP_PRICE == 1 ? "" : "s"); @@ -304,7 +304,7 @@ static void postmaster_send_mail(struct char_data *ch, struct char_data *mailman if (GET_LEVEL(ch) < LVL_IMMORT) { snprintf(buf, sizeof(buf), "$n tells you, 'I'll take %d coins for the stamp.'", STAMP_PRICE); act(buf, FALSE, mailman, 0, ch, TO_VICT); - decrease_gold(ch, STAMP_PRICE); + decrease_coins(ch, STAMP_PRICE); } act("$n tells you, 'Write your message. (/s saves /h for help).'", FALSE, mailman, 0, ch, TO_VICT); @@ -350,11 +350,10 @@ static void postmaster_receive_mail(struct char_data *ch, struct char_data *mail SET_BIT_AR(GET_OBJ_WEAR(obj), ITEM_WEAR_TAKE); GET_OBJ_WEIGHT(obj) = 1; GET_OBJ_COST(obj) = 30; - GET_OBJ_RENT(obj) = 10; - obj->action_description = read_delete(GET_IDNUM(ch)); + obj->main_description = read_delete(GET_IDNUM(ch)); - if (obj->action_description == NULL) - obj->action_description = + if (obj->main_description == NULL) + obj->main_description = strdup("Mail system error - please report. Error #11.\r\n"); obj_to_char(obj, ch); diff --git a/src/mail.h b/src/mail.h index dfba68e..88ef7f9 100644 --- a/src/mail.h +++ b/src/mail.h @@ -18,7 +18,7 @@ /* minimum level a player must be to send mail */ #define MIN_MAIL_LEVEL 1 -/* # of gold coins required to send mail */ +/* # of coins required to send mail */ #define STAMP_PRICE 150 /* Maximum size of mail in bytes (arbitrary) */ diff --git a/src/medit.c b/src/medit.c index 6a64239..32ada44 100644 --- a/src/medit.c +++ b/src/medit.c @@ -12,6 +12,7 @@ #include "interpreter.h" #include "comm.h" #include "spells.h" +#include "class.h" #include "db.h" #include "shop.h" #include "genolc.h" @@ -39,6 +40,7 @@ static int medit_get_mob_flag_by_number(int num); static void medit_disp_mob_flags(struct descriptor_data *d); static void medit_disp_aff_flags(struct descriptor_data *d); static void medit_disp_menu(struct descriptor_data *d); +static void medit_disp_class_menu(struct descriptor_data *d); /* utility functions */ ACMD(do_oasis_medit) @@ -113,6 +115,7 @@ ACMD(do_oasis_medit) } CREATE(d->olc, struct oasis_olc_data, 1); + d->olc->skin_yields = NULL; /* Find the zone. */ OLC_ZNUM(d) = save ? real_zone(number) : real_zone_by_thing(number); @@ -186,10 +189,12 @@ static void medit_setup_new(struct descriptor_data *d) GET_MOB_RNUM(mob) = NOBODY; /* Set up some default strings. */ - GET_ALIAS(mob) = strdup("mob unfinished"); - GET_SDESC(mob) = strdup("the unfinished mob"); - GET_LDESC(mob) = strdup("An unfinished mob stands here.\r\n"); + GET_NAME(mob) = strdup("NPC"); + GET_KEYWORDS(mob) = strdup("unfinished npc"); + GET_SDESC(mob) = strdup("the unfinished npc"); + GET_LDESC(mob) = strdup("An unfinished npc stands here.\r\n"); GET_DDESC(mob) = strdup("It looks unfinished.\r\n"); + GET_BACKGROUND(mob) = strdup("No background has been recorded.\r\n"); SCRIPT(mob) = NULL; mob->proto_script = OLC_SCRIPT(d) = NULL; @@ -217,28 +222,34 @@ void medit_setup_existing(struct descriptor_data *d, int rmob_num) */ SCRIPT(mob) = NULL; OLC_MOB(d)->proto_script = NULL; + + /* Copy skinning yields from the prototype index into OLC working storage. */ + d->olc->skin_yields = copy_skin_yields(mob_index[rmob_num].skin_yields); } /* Ideally, this function should be in db.c, but I'll put it here for portability. */ static void init_mobile(struct char_data *mob) { + int i; clear_char(mob); GET_HIT(mob) = GET_MANA(mob) = 1; GET_MAX_MANA(mob) = GET_MAX_MOVE(mob) = 100; - GET_NDD(mob) = GET_SDD(mob) = 1; GET_WEIGHT(mob) = 200; GET_HEIGHT(mob) = 198; - mob->real_abils.str = mob->real_abils.intel = mob->real_abils.wis = 11; - mob->real_abils.dex = mob->real_abils.con = mob->real_abils.cha = 11; + /* Only assign defaults if the individual stat is unset (zero) */ + if (!mob->real_abils.str) mob->real_abils.str = 11; + if (!mob->real_abils.intel) mob->real_abils.intel = 11; + if (!mob->real_abils.wis) mob->real_abils.wis = 11; + if (!mob->real_abils.dex) mob->real_abils.dex = 11; + if (!mob->real_abils.con) mob->real_abils.con = 11; + if (!mob->real_abils.cha) mob->real_abils.cha = 11; + mob->aff_abils = mob->real_abils; - GET_SAVE(mob, SAVING_PARA) = 0; - GET_SAVE(mob, SAVING_ROD) = 0; - GET_SAVE(mob, SAVING_PETRI) = 0; - GET_SAVE(mob, SAVING_BREATH) = 0; - GET_SAVE(mob, SAVING_SPELL) = 0; + for (i = 0; i < NUM_ABILITIES; i++) + GET_SAVE(mob, i) = 0; SET_BIT_AR(MOB_FLAGS(mob), MOB_ISNPC); mob->player_specials = &dummy_mob; @@ -408,21 +419,27 @@ static void medit_disp_menu(struct descriptor_data *d) { struct char_data *mob; char flags[MAX_STRING_LENGTH], flag2[MAX_STRING_LENGTH]; + const char *background, *classname; mob = OLC_MOB(d); get_char_colors(d->character); clear_screen(d); + background = GET_BACKGROUND(mob) ? GET_BACKGROUND(mob) : "<None>\r\n"; + classname = HAS_VALID_CLASS(mob) ? pc_class_types[GET_CLASS(mob)] : "Unassigned"; write_to_output(d, - "-- Mob Number: [%s%d%s]\r\n" - "%s1%s) Sex: %s%-7.7s%s %s2%s) Keywords: %s%s\r\n" - "%s3%s) S-Desc: %s%s\r\n" - "%s4%s) L-Desc:-\r\n%s%s\r\n" - "%s5%s) D-Desc:-\r\n%s%s\r\n", + "-- Mob Number: [%s%d%s]\r\n" + "%s1%s) Name: %s%s\r\n" + "%s2%s) Keywords: %s%s\r\n" + "%s3%s) Sex: %s%-7.7s%s\r\n" + "%s4%s) S-Desc: %s%s\r\n" + "%s5%s) L-Desc:-\r\n%s%s\r\n" + "%s6%s) D-Desc:-\r\n%s%s\r\n", cyn, OLC_NUM(d), nrm, + grn, nrm, yel, GET_NAME(mob), + grn, nrm, yel, GET_KEYWORDS(mob), grn, nrm, yel, genders[(int)GET_SEX(mob)], nrm, - grn, nrm, yel, GET_ALIAS(mob), grn, nrm, yel, GET_SDESC(mob), grn, nrm, yel, GET_LDESC(mob), grn, nrm, yel, GET_DDESC(mob) @@ -431,14 +448,18 @@ static void medit_disp_menu(struct descriptor_data *d) sprintbitarray(MOB_FLAGS(mob), action_bits, AF_ARRAY_MAX, flags); sprintbitarray(AFF_FLAGS(mob), affected_bits, AF_ARRAY_MAX, flag2); write_to_output(d, - "%s6%s) Position : %s%s\r\n" - "%s7%s) Default : %s%s\r\n" - "%s8%s) Attack : %s%s\r\n" - "%s9%s) Stats Menu...\r\n" + "%s7%s) Position : %s%s\r\n" + "%s8%s) Default : %s%s\r\n" + "%s9%s) Attack : %s%s\r\n" + "%sD%s) Class : %s%s\r\n" + "%sK%s) Skinning Menu...\r\n" + "%s0%s) Stats Menu...\r\n" + "%s-%s) Skills Menu...\r\n" "%sA%s) NPC Flags : %s%s\r\n" "%sB%s) AFF Flags : %s%s\r\n" - "%sS%s) Script : %s%s\r\n" - "%sW%s) Copy mob\r\n" + "%sC%s) Background:-\r\n%s%s\r\n" + "%sS%s) Script : %s%s\r\n" + "%sW%s) Copy mob\r\n" "%sX%s) Delete mob\r\n" "%sQ%s) Quit\r\n" "Enter choice : ", @@ -446,10 +467,14 @@ static void medit_disp_menu(struct descriptor_data *d) grn, nrm, yel, position_types[(int)GET_POS(mob)], grn, nrm, yel, position_types[(int)GET_DEFAULT_POS(mob)], grn, nrm, yel, attack_hit_text[(int)GET_ATTACK(mob)].singular, + grn, nrm, yel, classname, + grn, nrm, + grn, nrm, grn, nrm, grn, nrm, cyn, flags, grn, nrm, cyn, flag2, - grn, nrm, cyn, OLC_SCRIPT(d) ?"Set.":"Not Set.", + grn, nrm, yel, background, + grn, nrm, cyn, OLC_SCRIPT(d) ?"Set.":"Not Set.", grn, nrm, grn, nrm, grn, nrm @@ -458,6 +483,46 @@ static void medit_disp_menu(struct descriptor_data *d) OLC_MODE(d) = MEDIT_MAIN_MENU; } +static void medit_disp_class_menu(struct descriptor_data *d) +{ + struct char_data *mob = OLC_MOB(d); + const char *current = HAS_VALID_CLASS(mob) ? pc_class_types[GET_CLASS(mob)] : "Unassigned"; + + get_char_colors(d->character); + clear_screen(d); + + write_to_output(d, + "-- Mob Number: %s[%s%d%s]%s\r\n" + "Class selection for %s%s%s\r\n\r\n", + cyn, yel, OLC_NUM(d), cyn, nrm, + yel, GET_SDESC(mob), nrm); + + for (int i = 0; i < NUM_CLASSES; i++) { + bool selected = HAS_VALID_CLASS(mob) && (GET_CLASS(mob) == i); + write_to_output(d, "%s%2d%s) %s%-12s%s%s\r\n", + cyn, i + 1, nrm, + selected ? grn : yel, + pc_class_types[i], + nrm, + selected ? " (current)" : ""); + } + + write_to_output(d, "%s%2d%s) %sUnassigned%s%s\r\n", + cyn, NUM_CLASSES + 1, nrm, + !HAS_VALID_CLASS(mob) ? grn : yel, + nrm, + !HAS_VALID_CLASS(mob) ? " (current)" : ""); + + write_to_output(d, + "\r\nCurrent choice: %s%s%s\r\n" + "%s0%s) Return to main menu\r\n" + "Enter choice : ", + cyn, current, nrm, + cyn, nrm); + + OLC_MODE(d) = MEDIT_CLASS_MENU; +} + /* Display main menu. */ static void medit_disp_stats_menu(struct descriptor_data *d) { @@ -469,54 +534,57 @@ static void medit_disp_stats_menu(struct descriptor_data *d) clear_screen(d); /* Color codes have to be used here, for count_color_codes to work */ - sprintf(buf, "(range \ty%d\tn to \ty%d\tn)", GET_HIT(mob) + GET_MOVE(mob), (GET_HIT(mob) * GET_MANA(mob)) + GET_MOVE(mob)); + sprintf(buf, "(range \ty%d\tn to \ty%d\tn)", GET_HIT(mob) + GET_MOVE(mob), + (GET_HIT(mob) * GET_MANA(mob)) + GET_MOVE(mob)); /* Top section - standard stats */ write_to_output(d, "-- Mob Number: %s[%s%d%s]%s\r\n" "(%s1%s) Level: %s[%s%4d%s]%s\r\n" "(%s2%s) %sAuto Set Stats (based on level)%s\r\n\r\n" - "Hit Points (xdy+z): Bare Hand Damage (xdy+z): \r\n" - "(%s3%s) HP NumDice: %s[%s%5d%s]%s (%s6%s) BHD NumDice: %s[%s%5d%s]%s\r\n" - "(%s4%s) HP SizeDice: %s[%s%5d%s]%s (%s7%s) BHD SizeDice: %s[%s%5d%s]%s\r\n" - "(%s5%s) HP Addition: %s[%s%5d%s]%s (%s8%s) DamRoll: %s[%s%5d%s]%s\r\n" - "%-*s(range %s%d%s to %s%d%s)\r\n\r\n" - - "(%sA%s) Armor Class: %s[%s%4d%s]%s (%sD%s) Hitroll: %s[%s%5d%s]%s\r\n" - "(%sB%s) Exp Points: %s[%s%10d%s]%s (%sE%s) Alignment: %s[%s%5d%s]%s\r\n" - "(%sC%s) Gold: %s[%s%10d%s]%s\r\n\r\n", + "Hit Points (xdy+z):\r\n" + "(%s3%s) HP NumDice: %s[%s%5d%s]%s\r\n" + "(%s4%s) HP SizeDice: %s[%s%5d%s]%s\r\n" + "(%s5%s) HP Addition: %s[%s%5d%s]%s\r\n" + "(%s8%s) Alignment: %s[%s%5d%s]%s\r\n\r\n", cyn, yel, OLC_NUM(d), cyn, nrm, cyn, nrm, cyn, yel, GET_LEVEL(mob), cyn, nrm, cyn, nrm, cyn, nrm, - cyn, nrm, cyn, yel, GET_HIT(mob), cyn, nrm, cyn, nrm, cyn, yel, GET_NDD(mob), cyn, nrm, - cyn, nrm, cyn, yel, GET_MANA(mob), cyn, nrm, cyn, nrm, cyn, yel, GET_SDD(mob), cyn, nrm, - cyn, nrm, cyn, yel, GET_MOVE(mob), cyn, nrm, cyn, nrm, cyn, yel, GET_DAMROLL(mob), cyn, nrm, - - count_color_chars(buf)+28, buf, - yel, GET_NDD(mob) + GET_DAMROLL(mob), nrm, - yel, (GET_NDD(mob) * GET_SDD(mob)) + GET_DAMROLL(mob), nrm, - - cyn, nrm, cyn, yel, GET_AC(mob), cyn, nrm, cyn, nrm, cyn, yel, GET_HITROLL(mob), cyn, nrm, - cyn, nrm, cyn, yel, GET_EXP(mob), cyn, nrm, cyn, nrm, cyn, yel, GET_ALIGNMENT(mob), cyn, nrm, - cyn, nrm, cyn, yel, GET_GOLD(mob), cyn, nrm + cyn, nrm, cyn, yel, GET_HIT(mob), cyn, nrm, + cyn, nrm, cyn, yel, GET_MANA(mob), cyn, nrm, + cyn, nrm, cyn, yel, GET_MOVE(mob), cyn, nrm, + cyn, nrm, cyn, yel, GET_ALIGNMENT(mob), cyn, nrm ); if (CONFIG_MEDIT_ADVANCED) { /* Bottom section - non-standard stats, togglable in cedit */ write_to_output(d, - "(%sF%s) Str: %s[%s%2d/%3d%s]%s Saving Throws\r\n" - "(%sG%s) Int: %s[%s%3d%s]%s (%sL%s) Paralysis %s[%s%3d%s]%s\r\n" - "(%sH%s) Wis: %s[%s%3d%s]%s (%sM%s) Rods/Staves %s[%s%3d%s]%s\r\n" - "(%sI%s) Dex: %s[%s%3d%s]%s (%sN%s) Petrification %s[%s%3d%s]%s\r\n" - "(%sJ%s) Con: %s[%s%3d%s]%s (%sO%s) Breath %s[%s%3d%s]%s\r\n" - "(%sK%s) Cha: %s[%s%3d%s]%s (%sP%s) Spells %s[%s%3d%s]%s\r\n\r\n", - cyn, nrm, cyn, yel, GET_STR(mob), GET_ADD(mob), cyn, nrm, - cyn, nrm, cyn, yel, GET_INT(mob), cyn, nrm, cyn, nrm, cyn, yel, GET_SAVE(mob, SAVING_PARA), cyn, nrm, - cyn, nrm, cyn, yel, GET_WIS(mob), cyn, nrm, cyn, nrm, cyn, yel, GET_SAVE(mob, SAVING_ROD), cyn, nrm, - cyn, nrm, cyn, yel, GET_DEX(mob), cyn, nrm, cyn, nrm, cyn, yel, GET_SAVE(mob, SAVING_PETRI), cyn, nrm, - cyn, nrm, cyn, yel, GET_CON(mob), cyn, nrm, cyn, nrm, cyn, yel, GET_SAVE(mob, SAVING_BREATH), cyn, nrm, - cyn, nrm, cyn, yel, GET_CHA(mob), cyn, nrm, cyn, nrm, cyn, yel, GET_SAVE(mob, SAVING_SPELL), cyn, nrm - ); + "%sAttributes Saving Throws\r\n" + "(%sF%s) Str: %s[%s%3d%s]%s (%sR%s) Save STR %s[%s%3d%s]%s\r\n" + "(%sG%s) Dex: %s[%s%3d%s]%s (%sS%s) Save DEX %s[%s%3d%s]%s\r\n" + "(%sH%s) Con: %s[%s%3d%s]%s (%sT%s) Save CON %s[%s%3d%s]%s\r\n" + "(%sI%s) Int: %s[%s%3d%s]%s (%sU%s) Save INT %s[%s%3d%s]%s\r\n" + "(%sJ%s) Wis: %s[%s%3d%s]%s (%sV%s) Save WIS %s[%s%3d%s]%s\r\n" + "(%sK%s) Cha: %s[%s%3d%s]%s (%sW%s) Save CHA %s[%s%3d%s]%s\r\n\r\n", + nrm, + cyn, nrm, cyn, yel, GET_STR(mob), cyn, nrm, + cyn, nrm, cyn, yel, GET_SAVE(mob, ABIL_STR), cyn, nrm, + + cyn, nrm, cyn, yel, GET_DEX(mob), cyn, nrm, + cyn, nrm, cyn, yel, GET_SAVE(mob, ABIL_DEX), cyn, nrm, + + cyn, nrm, cyn, yel, GET_CON(mob), cyn, nrm, + cyn, nrm, cyn, yel, GET_SAVE(mob, ABIL_CON), cyn, nrm, + + cyn, nrm, cyn, yel, GET_INT(mob), cyn, nrm, + cyn, nrm, cyn, yel, GET_SAVE(mob, ABIL_INT), cyn, nrm, + + cyn, nrm, cyn, yel, GET_WIS(mob), cyn, nrm, + cyn, nrm, cyn, yel, GET_SAVE(mob, ABIL_WIS), cyn, nrm, + + cyn, nrm, cyn, yel, GET_CHA(mob), cyn, nrm, + cyn, nrm, cyn, yel, GET_SAVE(mob, ABIL_CHA), cyn, nrm + ); } /* Quit to previous menu option */ @@ -525,6 +593,58 @@ static void medit_disp_stats_menu(struct descriptor_data *d) OLC_MODE(d) = MEDIT_STATS_MENU; } +static void medit_disp_skill_menu(struct descriptor_data *d) +{ + struct char_data *mob = OLC_MOB(d); + int count = 0; + + clear_screen(d); + write_to_output(d, "-- %sSkill Editor%s for %s%s%s\r\n", + cyn, nrm, yel, GET_SDESC(mob), nrm); + + /* List all skills that exist (non-zero entries only) */ + for (int i = 0; i < MAX_SKILLS; i++) { + if (mob->mob_specials.skills[i] > 0) { + write_to_output(d, "%3d) %-25s : %3d%%\r\n", + i, spell_info[i].name, mob->mob_specials.skills[i]); + count++; + } + } + + if (count == 0) + write_to_output(d, "No skills set.\r\n"); + + write_to_output(d, "\r\n" + "%sA%s) Add / modify skill\r\n" + "%sD%s) Delete skill\r\n" + "%sQ%s) Return to main menu\r\n" + "Enter choice : ", + grn, nrm, grn, nrm, grn, nrm); + + OLC_MODE(d) = MEDIT_SKILL_MENU; +} + +static void medit_disp_skin_menu(struct descriptor_data *d) +{ + struct skin_yield_entry *e; + int n = 1; + + write_to_output(d, "\r\n-- Skinning Yields --\r\n"); + + if (!d->olc->skin_yields) { + write_to_output(d, " <none>\r\n"); + } else { + for (e = d->olc->skin_yields; e; e = e->next) + write_to_output(d, "%2d) obj %d dc %d\r\n", n++, e->obj_vnum, e->dc); + } + + write_to_output(d, + "\r\nA) Add yield\r\n" + "D) Delete yield\r\n" + "Q) Quit to main menu\r\n" + "Enter choice: "); +} + void medit_parse(struct descriptor_data *d, char *arg) { int i = -1, j; @@ -547,6 +667,14 @@ void medit_parse(struct descriptor_data *d, char *arg) switch (*arg) { case 'y': case 'Y': + /* Commit skinning yields from OLC working copy into the prototype index. */ + { + mob_rnum rmob = real_mobile(OLC_NUM(d)); + if (rmob != NOBODY) { + free_skin_yields(mob_index[rmob].skin_yields); + mob_index[rmob].skin_yields = copy_skin_yields(d->olc->skin_yields); + } + } /* Save the mob in memory and to disk. */ medit_save_internally(d); mudlog(CMP, MAX(LVL_BUILDER, GET_INVIS_LEV(d->character)), TRUE, "OLC: %s edits mob %d", GET_NAME(d->character), OLC_NUM(d)); @@ -583,22 +711,26 @@ void medit_parse(struct descriptor_data *d, char *arg) cleanup_olc(d, CLEANUP_ALL); return; case '1': - OLC_MODE(d) = MEDIT_SEX; - medit_disp_sex(d); - return; + OLC_MODE(d) = MEDIT_NAME; + i--; + break; case '2': OLC_MODE(d) = MEDIT_KEYWORD; i--; break; case '3': + OLC_MODE(d) = MEDIT_SEX; + medit_disp_sex(d); + return; + case '4': OLC_MODE(d) = MEDIT_S_DESC; i--; break; - case '4': + case '5': OLC_MODE(d) = MEDIT_L_DESC; i--; break; - case '5': + case '6': OLC_MODE(d) = MEDIT_D_DESC; send_editor_help(d); write_to_output(d, "Enter mob description:\r\n\r\n"); @@ -609,22 +741,30 @@ void medit_parse(struct descriptor_data *d, char *arg) string_write(d, &OLC_MOB(d)->player.description, MAX_MOB_DESC, 0, oldtext); OLC_VAL(d) = 1; return; - case '6': + case '7': OLC_MODE(d) = MEDIT_POS; medit_disp_positions(d); return; - case '7': + case '8': OLC_MODE(d) = MEDIT_DEFAULT_POS; medit_disp_positions(d); return; - case '8': + case '9': OLC_MODE(d) = MEDIT_ATTACK; medit_disp_attack_types(d); return; - case '9': + case 'd': + case 'D': + medit_disp_class_menu(d); + return; + case '0': OLC_MODE(d) = MEDIT_STATS_MENU; medit_disp_stats_menu(d); return; + case '-': /* Enter skill sub-menu */ + OLC_MODE(d) = MEDIT_SKILL_MENU; + medit_disp_skill_menu(d); + return; case 'a': case 'A': OLC_MODE(d) = MEDIT_NPC_FLAGS; @@ -635,6 +775,23 @@ void medit_parse(struct descriptor_data *d, char *arg) OLC_MODE(d) = MEDIT_AFF_FLAGS; medit_disp_aff_flags(d); return; + case 'c': + case 'C': + OLC_MODE(d) = MEDIT_BACKGROUND; + send_editor_help(d); + write_to_output(d, "Enter mob background:\r\n\r\n"); + if (OLC_MOB(d)->player.background) { + write_to_output(d, "%s", OLC_MOB(d)->player.background); + oldtext = strdup(OLC_MOB(d)->player.background); + } + string_write(d, &OLC_MOB(d)->player.background, MAX_MOB_DESC, 0, oldtext); + OLC_VAL(d) = 1; + return; + case 'k': + case 'K': + medit_disp_skin_menu(d); + OLC_MODE(d) = MEDIT_SKIN_MENU; + return; case 'w': case 'W': write_to_output(d, "Copy what mob? "); @@ -664,6 +821,92 @@ void medit_parse(struct descriptor_data *d, char *arg) write_to_output(d, "Oops...\r\n"); return; + case MEDIT_SKIN_MENU: + switch (UPPER(*arg)) { + case 'A': + write_to_output(d, "Enter object vnum: "); + OLC_MODE(d) = MEDIT_SKIN_ADD_VNUM; + return; + + case 'D': + write_to_output(d, "Delete which entry number? "); + OLC_MODE(d) = MEDIT_SKIN_DELETE; + return; + + case 'Q': + medit_disp_menu(d); + OLC_MODE(d) = MEDIT_MAIN_MENU; + return; + + default: + medit_disp_skin_menu(d); + return; + } + /* not reached */ + + case MEDIT_SKIN_ADD_VNUM: { + obj_vnum ovnum = (obj_vnum)atoi(arg); + + if (ovnum <= 0) { + write_to_output(d, "Invalid object vnum. Enter object vnum: "); + return; + } + + OLC_VAL(d) = (int)ovnum; /* stash temporarily (note: OLC_VAL is also your dirty flag) */ + write_to_output(d, "Enter DC required: "); + OLC_MODE(d) = MEDIT_SKIN_ADD_DC; + return; + } + + case MEDIT_SKIN_ADD_DC: { + int dc = atoi(arg); + struct skin_yield_entry *e; + + CREATE(e, struct skin_yield_entry, 1); + e->mob_vnum = OLC_NUM(d); /* mob vnum being edited */ + e->obj_vnum = (obj_vnum)OLC_VAL(d); /* vnum captured in prior step */ + e->dc = MAX(0, dc); + e->next = d->olc->skin_yields; + d->olc->skin_yields = e; + + /* Mark the mob as changed */ + OLC_VAL(d) = TRUE; + + medit_disp_skin_menu(d); + OLC_MODE(d) = MEDIT_SKIN_MENU; + return; + } + + case MEDIT_SKIN_DELETE: { + int target = atoi(arg); + struct skin_yield_entry *e, *prev = NULL; + int n = 1; + + if (target < 1) { + medit_disp_skin_menu(d); + OLC_MODE(d) = MEDIT_SKIN_MENU; + return; + } + + for (e = d->olc->skin_yields; e; prev = e, e = e->next, n++) { + if (n == target) { + if (prev) + prev->next = e->next; + else + d->olc->skin_yields = e->next; + free(e); + + /* Mark the mob as changed */ + OLC_VAL(d) = TRUE; + break; + } + } + + medit_disp_skin_menu(d); + OLC_MODE(d) = MEDIT_SKIN_MENU; + return; + } + case MEDIT_STATS_MENU: i=0; switch(*arg) { @@ -692,40 +935,7 @@ void medit_parse(struct descriptor_data *d, char *arg) OLC_MODE(d) = MEDIT_ADD_HP; i++; break; - case '6': - OLC_MODE(d) = MEDIT_NDD; - i++; - break; - case '7': - OLC_MODE(d) = MEDIT_SDD; - i++; - break; case '8': - OLC_MODE(d) = MEDIT_DAMROLL; - i++; - break; - case 'a': - case 'A': - OLC_MODE(d) = MEDIT_AC; - i++; - break; - case 'b': - case 'B': - OLC_MODE(d) = MEDIT_EXP; - i++; - break; - case 'c': - case 'C': - OLC_MODE(d) = MEDIT_GOLD; - i++; - break; - case 'd': - case 'D': - OLC_MODE(d) = MEDIT_HITROLL; - i++; - break; - case 'e': - case 'E': OLC_MODE(d) = MEDIT_ALIGNMENT; i++; break; @@ -744,7 +954,7 @@ void medit_parse(struct descriptor_data *d, char *arg) write_to_output(d, "Invalid Choice!\r\nEnter Choice : "); return; } - OLC_MODE(d) = MEDIT_INT; + OLC_MODE(d) = MEDIT_DEX; i++; break; case 'h': @@ -753,7 +963,7 @@ void medit_parse(struct descriptor_data *d, char *arg) write_to_output(d, "Invalid Choice!\r\nEnter Choice : "); return; } - OLC_MODE(d) = MEDIT_WIS; + OLC_MODE(d) = MEDIT_CON; i++; break; case 'i': @@ -762,7 +972,7 @@ void medit_parse(struct descriptor_data *d, char *arg) write_to_output(d, "Invalid Choice!\r\nEnter Choice : "); return; } - OLC_MODE(d) = MEDIT_DEX; + OLC_MODE(d) = MEDIT_INT; i++; break; case 'j': @@ -771,7 +981,7 @@ void medit_parse(struct descriptor_data *d, char *arg) write_to_output(d, "Invalid Choice!\r\nEnter Choice : "); return; } - OLC_MODE(d) = MEDIT_CON; + OLC_MODE(d) = MEDIT_WIS; i++; break; case 'k': @@ -789,45 +999,66 @@ void medit_parse(struct descriptor_data *d, char *arg) write_to_output(d, "Invalid Choice!\r\nEnter Choice : "); return; } - OLC_MODE(d) = MEDIT_PARA; - i++; - break; - case 'm': - case 'M': + case 'r': + case 'R': if (!CONFIG_MEDIT_ADVANCED) { write_to_output(d, "Invalid Choice!\r\nEnter Choice : "); return; - } - OLC_MODE(d) = MEDIT_ROD; + } + OLC_MODE(d) = MEDIT_SAVE_STR; i++; break; - case 'n': - case 'N': + + case 's': + case 'S': if (!CONFIG_MEDIT_ADVANCED) { write_to_output(d, "Invalid Choice!\r\nEnter Choice : "); return; - } - OLC_MODE(d) = MEDIT_PETRI; + } + OLC_MODE(d) = MEDIT_SAVE_DEX; i++; break; - case 'o': - case 'O': + + case 't': + case 'T': if (!CONFIG_MEDIT_ADVANCED) { write_to_output(d, "Invalid Choice!\r\nEnter Choice : "); return; - } - OLC_MODE(d) = MEDIT_BREATH; + } + OLC_MODE(d) = MEDIT_SAVE_CON; i++; break; - case 'p': - case 'P': + + case 'u': + case 'U': if (!CONFIG_MEDIT_ADVANCED) { write_to_output(d, "Invalid Choice!\r\nEnter Choice : "); return; - } - OLC_MODE(d) = MEDIT_SPELL; + } + OLC_MODE(d) = MEDIT_SAVE_INT; i++; break; + + case 'v': + case 'V': + if (!CONFIG_MEDIT_ADVANCED) { + write_to_output(d, "Invalid Choice!\r\nEnter Choice : "); + return; + } + OLC_MODE(d) = MEDIT_SAVE_WIS; + i++; + break; + + case 'w': + case 'W': + if (!CONFIG_MEDIT_ADVANCED) { + write_to_output(d, "Invalid Choice!\r\nEnter Choice : "); + return; + } + OLC_MODE(d) = MEDIT_SAVE_CHA; + i++; + break; + default: medit_disp_stats_menu(d); return; @@ -842,15 +1073,114 @@ void medit_parse(struct descriptor_data *d, char *arg) write_to_output(d, "Oops...\r\n"); return; + case MEDIT_SKILL_MENU: + switch (*arg) { + case 'q': + case 'Q': + medit_disp_menu(d); + return; + case 'a': + case 'A': + write_to_output(d, "Enter skill name to add or modify: "); + OLC_MODE(d) = MEDIT_SKILL_EDIT; + return; + case 'd': + case 'D': + write_to_output(d, "Enter skill name to delete: "); + OLC_MODE(d) = MEDIT_SKILL_EDIT; + OLC_VAL(d) = 1; /* delete mode */ + return; + default: + medit_disp_skill_menu(d); + return; + } + break; + + case MEDIT_SKILL_EDIT: { + char skillname[MAX_INPUT_LENGTH]; + int snum; + + skip_spaces(&arg); + strlcpy(skillname, arg, sizeof(skillname)); + snum = find_skill_num(skillname); + + if (snum <= 0 || snum >= MAX_SKILLS) { + write_to_output(d, "Invalid skill.\r\n"); + medit_disp_skill_menu(d); + return; + } + + /* Delete mode */ + if (OLC_VAL(d) == 1) { + OLC_MOB(d)->mob_specials.skills[snum] = 0; + write_to_output(d, "Removed %s.\r\n", spell_info[snum].name); + OLC_VAL(d) = 0; + medit_disp_skill_menu(d); + return; + } + + write_to_output(d, "Enter skill value (0-100): "); + OLC_VAL(d) = snum; + OLC_MODE(d) = MEDIT_SKILL_VALUE; + return; + } + break; + + case MEDIT_SKILL_VALUE: { + int val = atoi(arg); + int snum = OLC_VAL(d); + + val = MAX(0, MIN(100, val)); + OLC_MOB(d)->mob_specials.skills[snum] = (byte)val; + + write_to_output(d, "%s set to %d%%.\r\n", spell_info[snum].name, val); + medit_disp_skill_menu(d); + return; + } + break; + + case MEDIT_CLASS_MENU: + i = atoi(arg); + if (i == 0) { + medit_disp_menu(d); + return; + } + if (i == NUM_CLASSES + 1) { + GET_CLASS(OLC_MOB(d)) = CLASS_UNDEFINED; + grant_class_skills(OLC_MOB(d), TRUE); + OLC_VAL(d) = TRUE; + write_to_output(d, "Class cleared.\r\n"); + medit_disp_menu(d); + return; + } + if (i < 1 || i > NUM_CLASSES + 1) { + write_to_output(d, "Invalid choice!\r\n"); + medit_disp_class_menu(d); + return; + } + GET_CLASS(OLC_MOB(d)) = i - 1; + grant_class_skills(OLC_MOB(d), TRUE); + OLC_VAL(d) = TRUE; + write_to_output(d, "Class set to %s.\r\n", pc_class_types[GET_CLASS(OLC_MOB(d))]); + medit_disp_menu(d); + return; + case OLC_SCRIPT_EDIT: if (dg_script_edit_parse(d, arg)) return; break; + case MEDIT_NAME: + smash_tilde(arg); + if (GET_NAME(OLC_MOB(d))) + free(GET_NAME(OLC_MOB(d))); + GET_NAME(OLC_MOB(d)) = str_udup(arg); + break; + case MEDIT_KEYWORD: smash_tilde(arg); - if (GET_ALIAS(OLC_MOB(d))) - free(GET_ALIAS(OLC_MOB(d))); - GET_ALIAS(OLC_MOB(d)) = str_udup(arg); + if (GET_KEYWORDS(OLC_MOB(d))) + free(GET_KEYWORDS(OLC_MOB(d))); + GET_KEYWORDS(OLC_MOB(d)) = str_udup(arg); break; case MEDIT_S_DESC: @@ -874,13 +1204,15 @@ void medit_parse(struct descriptor_data *d, char *arg) break; case MEDIT_D_DESC: - /* - * We should never get here. - */ cleanup_olc(d, CLEANUP_ALL); mudlog(BRF, LVL_BUILDER, TRUE, "SYSERR: OLC: medit_parse(): Reached D_DESC case!"); write_to_output(d, "Oops...\r\n"); break; + case MEDIT_BACKGROUND: + cleanup_olc(d, CLEANUP_ALL); + mudlog(BRF, LVL_BUILDER, TRUE, "SYSERR: OLC: medit_parse(): Reached BACKGROUND case!"); + write_to_output(d, "Oops...\r\n"); + break; case MEDIT_NPC_FLAGS: if ((i = atoi(arg)) <= 0) @@ -914,30 +1246,6 @@ void medit_parse(struct descriptor_data *d, char *arg) GET_SEX(OLC_MOB(d)) = LIMIT(i - 1, 0, NUM_GENDERS - 1); break; - case MEDIT_HITROLL: - GET_HITROLL(OLC_MOB(d)) = LIMIT(i, 0, 50); - OLC_VAL(d) = TRUE; - medit_disp_stats_menu(d); - return; - - case MEDIT_DAMROLL: - GET_DAMROLL(OLC_MOB(d)) = LIMIT(i, 0, 50); - OLC_VAL(d) = TRUE; - medit_disp_stats_menu(d); - return; - - case MEDIT_NDD: - GET_NDD(OLC_MOB(d)) = LIMIT(i, 0, 30); - OLC_VAL(d) = TRUE; - medit_disp_stats_menu(d); - return; - - case MEDIT_SDD: - GET_SDD(OLC_MOB(d)) = LIMIT(i, 0, 127); - OLC_VAL(d) = TRUE; - medit_disp_stats_menu(d); - return; - case MEDIT_NUM_HP_DICE: GET_HIT(OLC_MOB(d)) = LIMIT(i, 0, 30); OLC_VAL(d) = TRUE; @@ -956,86 +1264,74 @@ void medit_parse(struct descriptor_data *d, char *arg) medit_disp_stats_menu(d); return; - case MEDIT_AC: - GET_AC(OLC_MOB(d)) = LIMIT(i, -200, 200); - OLC_VAL(d) = TRUE; - medit_disp_stats_menu(d); - return; - - case MEDIT_EXP: - GET_EXP(OLC_MOB(d)) = LIMIT(i, 0, MAX_MOB_EXP); - OLC_VAL(d) = TRUE; - medit_disp_stats_menu(d); - return; - - case MEDIT_GOLD: - GET_GOLD(OLC_MOB(d)) = LIMIT(i, 0, MAX_MOB_GOLD); - OLC_VAL(d) = TRUE; - medit_disp_stats_menu(d); - return; - case MEDIT_STR: - GET_STR(OLC_MOB(d)) = LIMIT(i, 11, 25); + GET_STR(OLC_MOB(d)) = LIMIT(i, 1, 25); OLC_VAL(d) = TRUE; medit_disp_stats_menu(d); return; case MEDIT_INT: - GET_INT(OLC_MOB(d)) = LIMIT(i, 11, 25); + GET_INT(OLC_MOB(d)) = LIMIT(i, 1, 25); OLC_VAL(d) = TRUE; medit_disp_stats_menu(d); return; case MEDIT_WIS: - GET_WIS(OLC_MOB(d)) = LIMIT(i, 11, 25); + GET_WIS(OLC_MOB(d)) = LIMIT(i, 1, 25); OLC_VAL(d) = TRUE; medit_disp_stats_menu(d); return; case MEDIT_DEX: - GET_DEX(OLC_MOB(d)) = LIMIT(i, 11, 25); + GET_DEX(OLC_MOB(d)) = LIMIT(i, 1, 25); OLC_VAL(d) = TRUE; medit_disp_stats_menu(d); return; case MEDIT_CON: - GET_CON(OLC_MOB(d)) = LIMIT(i, 11, 25); + GET_CON(OLC_MOB(d)) = LIMIT(i, 1, 25); OLC_VAL(d) = TRUE; medit_disp_stats_menu(d); return; case MEDIT_CHA: - GET_CHA(OLC_MOB(d)) = LIMIT(i, 11, 25); + GET_CHA(OLC_MOB(d)) = LIMIT(i, 1, 25); OLC_VAL(d) = TRUE; medit_disp_stats_menu(d); return; - case MEDIT_PARA: - GET_SAVE(OLC_MOB(d), SAVING_PARA) = LIMIT(i, 0, 100); + case MEDIT_SAVE_STR: + GET_SAVE(OLC_MOB(d), ABIL_STR) = LIMIT(atoi(arg), -20, 20); OLC_VAL(d) = TRUE; medit_disp_stats_menu(d); return; - case MEDIT_ROD: - GET_SAVE(OLC_MOB(d), SAVING_ROD) = LIMIT(i, 0, 100); + case MEDIT_SAVE_DEX: + GET_SAVE(OLC_MOB(d), ABIL_DEX) = LIMIT(atoi(arg), -20, 20); OLC_VAL(d) = TRUE; medit_disp_stats_menu(d); return; - case MEDIT_PETRI: - GET_SAVE(OLC_MOB(d), SAVING_PETRI) = LIMIT(i, 0, 100); + case MEDIT_SAVE_CON: + GET_SAVE(OLC_MOB(d), ABIL_CON) = LIMIT(atoi(arg), -20, 20); OLC_VAL(d) = TRUE; medit_disp_stats_menu(d); return; - case MEDIT_BREATH: - GET_SAVE(OLC_MOB(d), SAVING_BREATH) = LIMIT(i, 0, 100); + case MEDIT_SAVE_INT: + GET_SAVE(OLC_MOB(d), ABIL_INT) = LIMIT(atoi(arg), -20, 20); OLC_VAL(d) = TRUE; medit_disp_stats_menu(d); return; - case MEDIT_SPELL: - GET_SAVE(OLC_MOB(d), SAVING_SPELL) = LIMIT(i, 0, 100); + case MEDIT_SAVE_WIS: + GET_SAVE(OLC_MOB(d), ABIL_WIS) = LIMIT(atoi(arg), -20, 20); + OLC_VAL(d) = TRUE; + medit_disp_stats_menu(d); + return; + + case MEDIT_SAVE_CHA: + GET_SAVE(OLC_MOB(d), ABIL_CHA) = LIMIT(atoi(arg), -20, 20); OLC_VAL(d) = TRUE; medit_disp_stats_menu(d); return; @@ -1053,7 +1349,9 @@ void medit_parse(struct descriptor_data *d, char *arg) break; case MEDIT_LEVEL: - GET_LEVEL(OLC_MOB(d)) = LIMIT(i, 1, LVL_IMPL); + if (i != 1) + write_to_output(d, "Mobile levels are locked to 1 in this world; ignoring value.\r\n"); + GET_LEVEL(OLC_MOB(d)) = 1; OLC_VAL(d) = TRUE; medit_disp_stats_menu(d); return; @@ -1108,6 +1406,7 @@ void medit_string_cleanup(struct descriptor_data *d, int terminator) switch (OLC_MODE(d)) { case MEDIT_D_DESC: + case MEDIT_BACKGROUND: default: medit_disp_menu(d); break; @@ -1118,36 +1417,28 @@ void medit_autoroll_stats(struct descriptor_data *d) { int mob_lev; - mob_lev = GET_LEVEL(OLC_MOB(d)); - mob_lev = GET_LEVEL(OLC_MOB(d)) = LIMIT(mob_lev, 1, LVL_IMPL); + mob_lev = 1; + GET_LEVEL(OLC_MOB(d)) = 1; - GET_MOVE(OLC_MOB(d)) = mob_lev*10; /* hit point bonus (mobs don't use movement points */ - GET_HIT(OLC_MOB(d)) = mob_lev/5; /* number of hitpoint dice */ - GET_MANA(OLC_MOB(d)) = mob_lev/5; /* size of hitpoint dice */ - - GET_NDD(OLC_MOB(d)) = MAX(1, mob_lev/6); /* number damage dice 1-5 */ - GET_SDD(OLC_MOB(d)) = MAX(2, mob_lev/6); /* size of damage dice 2-5 */ - GET_DAMROLL(OLC_MOB(d)) = mob_lev/6; /* damroll (dam bonus) 0-5 */ - - GET_HITROLL(OLC_MOB(d)) = mob_lev/3; /* hitroll 0-10 */ - GET_EXP(OLC_MOB(d)) = (mob_lev*mob_lev*100); - GET_GOLD(OLC_MOB(d)) = (mob_lev*10); - GET_AC(OLC_MOB(d)) = (100-(mob_lev*6)); /* AC 94 to -80 */ + GET_MOVE(OLC_MOB(d)) = mob_lev * 10; /* hit point bonus (mobs don't use movement points) */ + GET_HIT(OLC_MOB(d)) = mob_lev / 5; /* number of hitpoint dice */ + GET_MANA(OLC_MOB(d)) = mob_lev / 5; /* size of hitpoint dice */ /* 'Advanced' stats are only rolled if advanced options are enabled */ if (CONFIG_MEDIT_ADVANCED) { - GET_STR(OLC_MOB(d)) = LIMIT((mob_lev*2)/3, 11, 18); /* 2/3 level in range 11 to 18 */ - GET_INT(OLC_MOB(d)) = LIMIT((mob_lev*2)/3, 11, 18); - GET_WIS(OLC_MOB(d)) = LIMIT((mob_lev*2)/3, 11, 18); - GET_DEX(OLC_MOB(d)) = LIMIT((mob_lev*2)/3, 11, 18); - GET_CON(OLC_MOB(d)) = LIMIT((mob_lev*2)/3, 11, 18); - GET_CHA(OLC_MOB(d)) = LIMIT((mob_lev*2)/3, 11, 18); + GET_STR(OLC_MOB(d)) = LIMIT((mob_lev * 2) / 3, 11, 18); /* 2/3 level in range 11 to 18 */ + GET_INT(OLC_MOB(d)) = LIMIT((mob_lev * 2) / 3, 11, 18); + GET_WIS(OLC_MOB(d)) = LIMIT((mob_lev * 2) / 3, 11, 18); + GET_DEX(OLC_MOB(d)) = LIMIT((mob_lev * 2) / 3, 11, 18); + GET_CON(OLC_MOB(d)) = LIMIT((mob_lev * 2) / 3, 11, 18); + GET_CHA(OLC_MOB(d)) = LIMIT((mob_lev * 2) / 3, 11, 18); - GET_SAVE(OLC_MOB(d), SAVING_PARA) = mob_lev / 4; /* All Saving throws */ - GET_SAVE(OLC_MOB(d), SAVING_ROD) = mob_lev / 4; /* set to a quarter */ - GET_SAVE(OLC_MOB(d), SAVING_PETRI) = mob_lev / 4; /* of the mobs level */ - GET_SAVE(OLC_MOB(d), SAVING_BREATH) = mob_lev / 4; - GET_SAVE(OLC_MOB(d), SAVING_SPELL) = mob_lev / 4; + /* New ability-based saving throws: all default to 1/4 of mob level */ + GET_SAVE(OLC_MOB(d), ABIL_STR) = mob_lev / 4; + GET_SAVE(OLC_MOB(d), ABIL_DEX) = mob_lev / 4; + GET_SAVE(OLC_MOB(d), ABIL_CON) = mob_lev / 4; + GET_SAVE(OLC_MOB(d), ABIL_INT) = mob_lev / 4; + GET_SAVE(OLC_MOB(d), ABIL_WIS) = mob_lev / 4; + GET_SAVE(OLC_MOB(d), ABIL_CHA) = mob_lev / 4; } - } diff --git a/src/modify.c b/src/modify.c index 9a34977..c8526e7 100644 --- a/src/modify.c +++ b/src/modify.c @@ -32,6 +32,7 @@ static char *next_page(char *str, struct char_data *ch); static int count_pages(char *str, struct char_data *ch); static void playing_string_cleanup(struct descriptor_data *d, int action); static void exdesc_string_cleanup(struct descriptor_data *d, int action); +static void background_string_cleanup(struct descriptor_data *d, int action); /* Local (file scope) global variables */ /* @deprecated string_fields appears to be no longer be used. @@ -42,7 +43,6 @@ static const char *string_fields[] = "short", "long", "description", - "title", "delete-description", "\n" }; @@ -125,6 +125,7 @@ void string_write(struct descriptor_data *d, char **writeto, size_t len, long ma void string_add(struct descriptor_data *d, char *str) { int action; + char **orig_str = d->str; /* Determine if this is the terminal string, and truncate if so. Changed to * only accept '\t' at the beginning of line. - JE */ @@ -207,6 +208,7 @@ void string_add(struct descriptor_data *d, char *str) /* Ok, now final cleanup. */ if (action == STRINGADD_SAVE || action == STRINGADD_ABORT) { int i; + int chain_write; struct { int mode; void (*func)(struct descriptor_data *d, int action); @@ -218,6 +220,7 @@ void string_add(struct descriptor_data *d, char *str) { CON_TEDIT , tedit_string_cleanup }, { CON_TRIGEDIT, trigedit_string_cleanup }, { CON_PLR_DESC , exdesc_string_cleanup }, + { CON_PLR_BACKGROUND , background_string_cleanup }, { CON_PLAYING, playing_string_cleanup }, { CON_HEDIT, hedit_string_cleanup }, { CON_QEDIT , qedit_string_cleanup }, @@ -227,18 +230,24 @@ void string_add(struct descriptor_data *d, char *str) for (i = 0; cleanup_modes[i].func; i++) if (STATE(d) == cleanup_modes[i].mode) - (*cleanup_modes[i].func)(d, action); + { + (*cleanup_modes[i].func)(d, action); + break; + } /* Common post cleanup code. */ - d->str = NULL; - d->mail_to = 0; - d->max_str = 0; - if (d->character && !IS_NPC(d->character)) { - REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_BUG); - REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_IDEA); - REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_TYPO); - REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_MAILING); - REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_WRITING); + chain_write = (d->str && d->str != orig_str); + if (!chain_write) { + d->str = NULL; + d->mail_to = 0; + d->max_str = 0; + if (d->character && !IS_NPC(d->character)) { + REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_BUG); + REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_IDEA); + REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_TYPO); + REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_MAILING); + REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_WRITING); + } } } else if (action != STRINGADD_ACTION && strlen(*d->str) + 3 <= d->max_str) /* 3 = \r\n\0 */ strcat(*d->str, "\r\n"); @@ -299,100 +308,69 @@ static void exdesc_string_cleanup(struct descriptor_data *d, int action) if (action == STRINGADD_ABORT) write_to_output(d, "Description aborted.\r\n"); - write_to_output(d, "%s", CONFIG_MENU); - STATE(d) = CON_MENU; + if (d->character && (!GET_BACKGROUND(d->character) || !*GET_BACKGROUND(d->character))) { + write_to_output(d, + "\r\nBefore stepping into Miranthas, share a bit of your character's background.\r\n" + "Guideline: aim for at least four lines that hint at where they came from,\r\n" + "who shaped them, and why they now walk the Caleran region. Touch on things like:\r\n" + " - The city-state, tribe, or caravan that claimed them.\r\n" + " - Mentors, slavers, or patrons who left a mark.\r\n" + " - A defining hardship, triumph, oath, or secret.\r\n" + " - The goal, vengeance, or hope that drives them back into the wastes.\r\n" + "\r\nExample 1:\r\n" + " Raised beneath the ziggurat of Caleran, I learned to barter gossip between\r\n" + " templars and gladiators just to stay alive. Freedom came when Kalak fell,\r\n" + " but the slave-scar on my shoulder still aches. I now search the desert\r\n" + " for the relic my clutch mates died protecting, hoping to buy their kin peace.\r\n" + "\r\nExample 2:\r\n" + " I rode caravan outrider routes from Balic until giants shattered our train.\r\n" + " Two nights buried in silt taught me to whisper with the wind and trust only\r\n" + " my erdlu. I hunt the warlord who sold us out, yet coin and company on the\r\n" + " road must come first.\r\n" + "\r\nExample 3:\r\n" + " Born outside Raam, I was tempered by obsidian shards and psionic murmurs.\r\n" + " A defiler ruined our oasis, so I swore to hound such spell-scars wherever\r\n" + " they bloom. Rumor of a hidden well near Caleran is the lone hope that guides me.\r\n" + "\r\nType your background now. Use '/s' on a blank line when you finish.\r\n" + "If you'd rather keep it secret, just save immediately and we'll note the mystery.\r\n\r\n"); + d->backstr = NULL; + if (GET_BACKGROUND(d->character) && *GET_BACKGROUND(d->character)) + d->backstr = strdup(GET_BACKGROUND(d->character)); + d->str = &d->character->player.background; + d->max_str = PLR_DESC_LENGTH; + STATE(d) = CON_PLR_BACKGROUND; + send_editor_help(d); + return; + } + + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; } -/* Modification of character skills. */ -ACMD(do_skillset) +static void background_string_cleanup(struct descriptor_data *d, int action) { - struct char_data *vict; - char name[MAX_INPUT_LENGTH]; - char buf[MAX_INPUT_LENGTH], helpbuf[MAX_STRING_LENGTH]; - int skill, value, i, qend, pc, pl; + if (d->character) { + if (!GET_BACKGROUND(d->character) || !*GET_BACKGROUND(d->character)) { + if (GET_BACKGROUND(d->character)) + free(GET_BACKGROUND(d->character)); + GET_BACKGROUND(d->character) = strdup("This character prefers to keep their past unspoken.\r\n"); + if (action == STRINGADD_ABORT) + write_to_output(d, "Background entry canceled. We'll note that your past remains a mystery.\r\n"); + else + write_to_output(d, "No background submitted. We'll note that your past remains a mystery.\r\n"); + } else if (action == STRINGADD_ABORT) + write_to_output(d, "Background entry canceled.\r\n"); + else + write_to_output(d, "Background saved.\r\n"); - argument = one_argument(argument, name); - - if (!*name) { /* no arguments. print an informative text */ - send_to_char(ch, "Syntax: skillset <name> '<skill>' <value>\r\n" - "Skill being one of the following:\r\n"); - for (qend = 0, i = 0; i <= TOP_SPELL_DEFINE; i++) { - if (spell_info[i].name == unused_spellname) /* This is valid. */ - continue; - send_to_char(ch, "%18s", spell_info[i].name); - if (qend++ % 4 == 3) - send_to_char(ch, "\r\n"); - } - if (qend % 4 != 0) - send_to_char(ch, "\r\n"); + save_char(d->character); + write_to_output(d, "%s\r\n*** PRESS RETURN: ", motd); + STATE(d) = CON_RMOTD; return; } - if (!(vict = get_char_vis(ch, name, NULL, FIND_CHAR_WORLD))) { - send_to_char(ch, "%s", CONFIG_NOPERSON); - return; - } - skip_spaces(&argument); - pc = GET_CLASS(vict); - pl = GET_LEVEL(vict); - - /* If there is no chars in argument */ - if (!*argument) { - send_to_char(ch, "Skill name expected.\r\n"); - return; - } - if (*argument != '\'') { - send_to_char(ch, "Skill must be enclosed in: ''\r\n"); - return; - } - /* Locate the last quote and lowercase the magic words (if any) */ - - for (qend = 1; argument[qend] && argument[qend] != '\''; qend++) - argument[qend] = LOWER(argument[qend]); - - if (argument[qend] != '\'') { - send_to_char(ch, "Skill must be enclosed in: ''\r\n"); - return; - } - strcpy(helpbuf, (argument + 1)); /* strcpy: OK (MAX_INPUT_LENGTH <= MAX_STRING_LENGTH) */ - helpbuf[qend - 1] = '\0'; - if ((skill = find_skill_num(helpbuf)) <= 0) { - send_to_char(ch, "Unrecognized skill.\r\n"); - return; - } - argument += qend + 1; /* skip to next parameter */ - argument = one_argument(argument, buf); - - if (!*buf) { - send_to_char(ch, "Learned value expected.\r\n"); - return; - } - value = atoi(buf); - if (value < 0) { - send_to_char(ch, "Minimum value for learned is 0.\r\n"); - return; - } - if (value > 100) { - send_to_char(ch, "Max value for learned is 100.\r\n"); - return; - } - if (IS_NPC(vict)) { - send_to_char(ch, "You can't set NPC skills.\r\n"); - return; - } - if ((spell_info[skill].min_level[(pc)] >= LVL_IMMORT) && (pl < LVL_IMMORT)) { - send_to_char(ch, "%s cannot be learned by mortals.\r\n", spell_info[skill].name); - return; - } else if (spell_info[skill].min_level[(pc)] > pl) { - send_to_char(ch, "%s is a level %d %s.\r\n", GET_NAME(vict), pl, pc_class_types[pc]); - send_to_char(ch, "The minimum level for %s is %d for %ss.\r\n", spell_info[skill].name, spell_info[skill].min_level[(pc)], pc_class_types[pc]); - } - - /* find_skill_num() guarantees a valid spell_info[] index, or -1, and we - * checked for the -1 above so we are safe here. */ - SET_SKILL(vict, skill, value); - mudlog(BRF, LVL_IMMORT, TRUE, "%s changed %s's %s to %d.", GET_NAME(ch), GET_NAME(vict), spell_info[skill].name, value); - send_to_char(ch, "You change %s's %s to %d.\r\n", GET_NAME(vict), spell_info[skill].name, value); + send_account_menu(d); + STATE(d) = CON_ACCOUNT_MENU; } /* By Michael Buselli. Traverse down the string until the begining of the next diff --git a/src/modify.h b/src/modify.h index 0fbdbd8..5ef68a7 100644 --- a/src/modify.h +++ b/src/modify.h @@ -25,8 +25,6 @@ void smash_tilde(char *str); void parse_at(char *str); void parse_tab(char *str); void paginate_string(char *str, struct descriptor_data *d); -/** @todo should this really be in modify.c? */ -ACMD(do_skillset); /* Following function prototypes moved here from comm.h */ void string_write(struct descriptor_data *d, char **txt, size_t len, long mailto, void *data); void string_add(struct descriptor_data *d, char *str); diff --git a/src/oasis.c b/src/oasis.c index 9edc2ac..359c65d 100644 --- a/src/oasis.c +++ b/src/oasis.c @@ -213,6 +213,12 @@ void cleanup_olc(struct descriptor_data *d, byte cleanup_type) STATE(d) = CON_PLAYING; } + /* Free Skinning Yield working list (medit). */ + if (d->olc->skin_yields) { + free_skin_yields(d->olc->skin_yields); + d->olc->skin_yields = NULL; + } + free(d->olc); d->olc = NULL; } diff --git a/src/oasis.h b/src/oasis.h index 8268a89..db6f738 100644 --- a/src/oasis.h +++ b/src/oasis.h @@ -13,6 +13,7 @@ #define _OASIS_H_ #include "utils.h" /* for ACMD macro */ +#include "structs.h" #define _OASISOLC 0x206 /* 2.0.6 */ @@ -52,10 +53,9 @@ #define MAX_OBJ_WEIGHT 1000000 #define MAX_OBJ_COST 2000000 -#define MAX_OBJ_RENT 2000000 #define MAX_CONTAINER_SIZE 10000 -#define MAX_MOB_GOLD 100000 +#define MAX_MOB_COINS 100000 #define MAX_MOB_EXP 150000 /* this is one mud year.. */ @@ -88,6 +88,8 @@ struct oasis_olc_data { zone_rnum zone_num; /* current zone */ room_vnum number; /* vnum of subject */ int value; /* mostly 'has changed' flag*/ + int dirty; /* 0/1 – set to 1 when current subject has unsaved changes */ + int val_slot; /* oedit: selected value[] index (0..NUM_OBJ_VAL_POSITIONS-1) */ char *storage; /* used for 'tedit' */ struct char_data *mob; /* used for 'medit' */ struct room_data *room; /* used for 'redit' */ @@ -108,42 +110,45 @@ struct oasis_olc_data { int item_type; struct trig_proto_list *script; /* for assigning triggers in [r|o|m]edit*/ struct help_index_element*help; /* Hedit uses this */ + struct skin_yield_entry *skin_yields; }; /* Exported globals. */ extern const char *nrm, *grn, *cyn, *yel; /* Descriptor access macros. */ -#define OLC(d) ((d)->olc) -#define OLC_MODE(d) (OLC(d)->mode) /**< Parse input mode. */ -#define OLC_NUM(d) (OLC(d)->number) /**< Room/Obj VNUM. */ -#define OLC_VAL(d) (OLC(d)->value) /**< Scratch variable. */ -#define OLC_ZNUM(d) (OLC(d)->zone_num) /**< Real zone number. */ +#define OLC(d) ((d)->olc) +#define OLC_MODE(d) (OLC(d)->mode) /**< Parse input mode. */ +#define OLC_NUM(d) (OLC(d)->number) /**< Room/Obj VNUM. */ +#define OLC_VAL(d) (OLC(d)->value) /**< Scratch variable. */ +#define OLC_DIRTY(d) (OLC(d)->dirty) /**< True if changes made. */ +#define OLC_VAL_SLOT(d) (OLC(d)->val_slot) /**< oedit: selected value[] i */ +#define OLC_ZNUM(d) (OLC(d)->zone_num) /**< Real zone number. */ -#define OLC_STORAGE(d) (OLC(d)->storage) /**< char pointer. */ -#define OLC_ROOM(d) (OLC(d)->room) /**< Room structure. */ -#define OLC_OBJ(d) (OLC(d)->obj) /**< Object structure. */ -#define OLC_ZONE(d) (OLC(d)->zone) /**< Zone structure. */ -#define OLC_MOB(d) (OLC(d)->mob) /**< Mob structure. */ -#define OLC_SHOP(d) (OLC(d)->shop) /**< Shop structure. */ -#define OLC_DESC(d) (OLC(d)->desc) /**< Extra description. */ -#define OLC_CONFIG(d) (OLC(d)->config) /**< Config structure. */ -#define OLC_TRIG(d) (OLC(d)->trig) /**< Trigger structure. */ -#define OLC_QUEST(d) (OLC(d)->quest) /**< Quest structure */ -#define OLC_MSG_LIST(d) (OLC(d)->msg) /**< Message structure */ +#define OLC_STORAGE(d) (OLC(d)->storage) /**< char pointer. */ +#define OLC_ROOM(d) (OLC(d)->room) /**< Room structure. */ +#define OLC_OBJ(d) (OLC(d)->obj) /**< Object structure. */ +#define OLC_ZONE(d) (OLC(d)->zone) /**< Zone structure. */ +#define OLC_MOB(d) (OLC(d)->mob) /**< Mob structure. */ +#define OLC_SHOP(d) (OLC(d)->shop) /**< Shop structure. */ +#define OLC_DESC(d) (OLC(d)->desc) /**< Extra description. */ +#define OLC_CONFIG(d) (OLC(d)->config) /**< Config structure. */ +#define OLC_TRIG(d) (OLC(d)->trig) /**< Trigger structure. */ +#define OLC_QUEST(d) (OLC(d)->quest) /**< Quest structure */ +#define OLC_MSG_LIST(d) (OLC(d)->msg) /**< Message structure */ -#define OLC_ACTION(d) (OLC(d)->action) /**< Action structure */ -#define OLC_HELP(d) (OLC(d)->help) /**< Hedit structure */ -#define OLC_PREFS(d) (OLC(d)->prefs) /**< Preferences structure */ -#define OLC_IBT(d) (OLC(d)->ibt) /**< IBT (idea/bug/typo) structure */ +#define OLC_ACTION(d) (OLC(d)->action) /**< Action structure */ +#define OLC_HELP(d) (OLC(d)->help) /**< Hedit structure */ +#define OLC_PREFS(d) (OLC(d)->prefs) /**< Preferences structure */ +#define OLC_IBT(d) (OLC(d)->ibt) /**< IBT (idea/bug/typo) structure */ /* Other macros. */ -#define OLC_EXIT(d) (OLC_ROOM(d)->dir_option[OLC_VAL(d)]) -#define OLC_MSG(d) (OLC(d)->m_type) +#define OLC_EXIT(d) (OLC_ROOM(d)->dir_option[OLC_VAL(d)]) +#define OLC_MSG(d) (OLC(d)->m_type) /* Cleanup types. */ -#define CLEANUP_ALL 1 /* Free the whole lot. */ +#define CLEANUP_ALL 1 /* Free the whole lot. */ #define CLEANUP_STRUCTS 2 /* Don't free strings. */ -#define CLEANUP_CONFIG 3 /* Used just to send proper message. */ +#define CLEANUP_CONFIG 3 /* Used just to send proper message. */ /* Submodes of AEDIT connectedness */ #define AEDIT_CONFIRM_SAVESTRING 0 @@ -172,16 +177,15 @@ extern const char *nrm, *grn, *cyn, *yel; /* Submodes of OEDIT connectedness. */ #define OEDIT_MAIN_MENU 1 -#define OEDIT_KEYWORD 2 +#define OEDIT_KEYWORD 2 #define OEDIT_SHORTDESC 3 #define OEDIT_LONGDESC 4 -#define OEDIT_ACTDESC 5 +#define OEDIT_MAINDESC 5 #define OEDIT_TYPE 6 #define OEDIT_EXTRAS 7 #define OEDIT_WEAR 8 #define OEDIT_WEIGHT 9 #define OEDIT_COST 10 -#define OEDIT_COSTPERDAY 11 #define OEDIT_TIMER 12 #define OEDIT_VALUE_1 13 #define OEDIT_VALUE_2 14 @@ -196,190 +200,197 @@ extern const char *nrm, *grn, *cyn, *yel; #define OEDIT_EXTRADESC_DESCRIPTION 23 #define OEDIT_EXTRADESC_MENU 24 #define OEDIT_LEVEL 25 -#define OEDIT_PERM 26 -#define OEDIT_DELETE 27 -#define OEDIT_COPY 28 +#define OEDIT_PERM 26 +#define OEDIT_DELETE 27 +#define OEDIT_COPY 28 +#define OEDIT_VALUES_MENU 29 +#define OEDIT_VALUE_X 30 /* Submodes of REDIT connectedness. */ -#define REDIT_MAIN_MENU 1 -#define REDIT_NAME 2 -#define REDIT_DESC 3 -#define REDIT_FLAGS 4 -#define REDIT_SECTOR 5 -#define REDIT_EXIT_MENU 6 -#define REDIT_CONFIRM_SAVEDB 7 -#define REDIT_CONFIRM_SAVESTRING 8 -#define REDIT_EXIT_NUMBER 9 -#define REDIT_EXIT_DESCRIPTION 10 -#define REDIT_EXIT_KEYWORD 11 -#define REDIT_EXIT_KEY 12 -#define REDIT_EXIT_DOORFLAGS 13 -#define REDIT_EXTRADESC_MENU 14 -#define REDIT_EXTRADESC_KEY 15 -#define REDIT_EXTRADESC_DESCRIPTION 16 -#define REDIT_DELETE 17 -#define REDIT_COPY 18 +#define REDIT_MAIN_MENU 1 +#define REDIT_NAME 2 +#define REDIT_DESC 3 +#define REDIT_FLAGS 4 +#define REDIT_SECTOR 5 +#define REDIT_EXIT_MENU 6 +#define REDIT_CONFIRM_SAVEDB 7 +#define REDIT_CONFIRM_SAVESTRING 8 +#define REDIT_EXIT_NUMBER 9 +#define REDIT_EXIT_DESCRIPTION 10 +#define REDIT_EXIT_KEYWORD 11 +#define REDIT_EXIT_KEY 12 +#define REDIT_EXIT_DOORFLAGS 13 +#define REDIT_EXTRADESC_MENU 14 +#define REDIT_EXTRADESC_KEY 15 +#define REDIT_EXTRADESC_DESCRIPTION 16 +#define REDIT_DELETE 17 +#define REDIT_COPY 18 +#define REDIT_FORAGE_MENU 19 +#define REDIT_FORAGE_ADD 20 +#define REDIT_FORAGE_DELETE 21 /* Submodes of ZEDIT connectedness. */ -#define ZEDIT_MAIN_MENU 0 -#define ZEDIT_DELETE_ENTRY 1 -#define ZEDIT_NEW_ENTRY 2 -#define ZEDIT_CHANGE_ENTRY 3 -#define ZEDIT_COMMAND_TYPE 4 -#define ZEDIT_IF_FLAG 5 -#define ZEDIT_ARG1 6 -#define ZEDIT_ARG2 7 -#define ZEDIT_ARG3 8 -#define ZEDIT_ZONE_NAME 9 -#define ZEDIT_ZONE_LIFE 10 -#define ZEDIT_ZONE_BOT 11 -#define ZEDIT_ZONE_TOP 12 -#define ZEDIT_ZONE_RESET 13 -#define ZEDIT_CONFIRM_SAVESTRING 14 -#define ZEDIT_ZONE_BUILDERS 15 -#define ZEDIT_SARG1 20 -#define ZEDIT_SARG2 21 -#define ZEDIT_ZONE_FLAGS 22 -#define ZEDIT_LEVELS 23 -#define ZEDIT_LEV_MIN 24 -#define ZEDIT_LEV_MAX 25 -#define ZEDIT_ZONE_CLAIM 26 +#define ZEDIT_MAIN_MENU 0 +#define ZEDIT_DELETE_ENTRY 1 +#define ZEDIT_NEW_ENTRY 2 +#define ZEDIT_CHANGE_ENTRY 3 +#define ZEDIT_COMMAND_TYPE 4 +#define ZEDIT_IF_FLAG 5 +#define ZEDIT_ARG1 6 +#define ZEDIT_ARG2 7 +#define ZEDIT_ARG3 8 +#define ZEDIT_ZONE_NAME 9 +#define ZEDIT_ZONE_LIFE 10 +#define ZEDIT_ZONE_BOT 11 +#define ZEDIT_ZONE_TOP 12 +#define ZEDIT_ZONE_RESET 13 +#define ZEDIT_CONFIRM_SAVESTRING 14 +#define ZEDIT_ZONE_BUILDERS 15 +#define ZEDIT_SARG1 20 +#define ZEDIT_SARG2 21 +#define ZEDIT_ZONE_FLAGS 22 +#define ZEDIT_LEVELS 23 +#define ZEDIT_LEV_MIN 24 +#define ZEDIT_LEV_MAX 25 +#define ZEDIT_ZONE_CLAIM 26 /* Submodes of MEDIT connectedness. */ -#define MEDIT_MAIN_MENU 0 -#define MEDIT_KEYWORD 1 -#define MEDIT_S_DESC 2 -#define MEDIT_L_DESC 3 -#define MEDIT_D_DESC 4 -#define MEDIT_NPC_FLAGS 5 -#define MEDIT_AFF_FLAGS 6 -#define MEDIT_CONFIRM_SAVESTRING 7 -#define MEDIT_STATS_MENU 8 +#define MEDIT_MAIN_MENU 0 +#define MEDIT_NAME 1 +#define MEDIT_KEYWORD 2 +#define MEDIT_S_DESC 3 +#define MEDIT_L_DESC 4 +#define MEDIT_D_DESC 5 +#define MEDIT_BACKGROUND 6 +#define MEDIT_NPC_FLAGS 7 +#define MEDIT_AFF_FLAGS 8 +#define MEDIT_CONFIRM_SAVESTRING 9 +#define MEDIT_STATS_MENU 10 +#define MEDIT_SKILL_MENU 11 +#define MEDIT_SKILL_EDIT 12 +#define MEDIT_CLASS_MENU 13 /* Numerical responses. */ -#define MEDIT_NUMERICAL_RESPONSE 10 -#define MEDIT_SEX 11 -#define MEDIT_HITROLL 12 -#define MEDIT_DAMROLL 13 -#define MEDIT_NDD 14 -#define MEDIT_SDD 15 -#define MEDIT_NUM_HP_DICE 16 -#define MEDIT_SIZE_HP_DICE 17 -#define MEDIT_ADD_HP 18 -#define MEDIT_AC 19 -#define MEDIT_EXP 20 -#define MEDIT_GOLD 21 -#define MEDIT_POS 22 -#define MEDIT_DEFAULT_POS 23 -#define MEDIT_ATTACK 24 -#define MEDIT_LEVEL 25 -#define MEDIT_ALIGNMENT 26 -#define MEDIT_DELETE 27 -#define MEDIT_COPY 28 -#define MEDIT_STR 29 -#define MEDIT_INT 30 -#define MEDIT_WIS 31 -#define MEDIT_DEX 32 -#define MEDIT_CON 33 -#define MEDIT_CHA 34 -#define MEDIT_PARA 35 -#define MEDIT_ROD 36 -#define MEDIT_PETRI 37 -#define MEDIT_BREATH 38 -#define MEDIT_SPELL 39 +#define MEDIT_NUMERICAL_RESPONSE 14 +#define MEDIT_SEX 15 +#define MEDIT_NUM_HP_DICE 16 +#define MEDIT_SIZE_HP_DICE 17 +#define MEDIT_ADD_HP 18 +#define MEDIT_POS 19 +#define MEDIT_DEFAULT_POS 20 +#define MEDIT_ATTACK 21 +#define MEDIT_LEVEL 22 +#define MEDIT_ALIGNMENT 23 +#define MEDIT_DELETE 24 +#define MEDIT_COPY 25 +#define MEDIT_STR 26 +#define MEDIT_INT 27 +#define MEDIT_WIS 28 +#define MEDIT_DEX 29 +#define MEDIT_CON 30 +#define MEDIT_CHA 31 +#define MEDIT_SAVE_STR 32 +#define MEDIT_SAVE_DEX 33 +#define MEDIT_SAVE_CON 34 +#define MEDIT_SAVE_INT 35 +#define MEDIT_SAVE_WIS 36 +#define MEDIT_SAVE_CHA 37 +#define MEDIT_SKILL_VALUE 38 + +/* Skinning yield editor */ +#define MEDIT_SKIN_MENU 39 +#define MEDIT_SKIN_ADD_VNUM 40 +#define MEDIT_SKIN_ADD_DC 41 +#define MEDIT_SKIN_DELETE 42 /* Submodes of SEDIT connectedness. */ #define SEDIT_MAIN_MENU 0 -#define SEDIT_CONFIRM_SAVESTRING 1 -#define SEDIT_NOITEM1 2 -#define SEDIT_NOITEM2 3 -#define SEDIT_NOCASH1 4 -#define SEDIT_NOCASH2 5 -#define SEDIT_NOBUY 6 -#define SEDIT_BUY 7 -#define SEDIT_SELL 8 -#define SEDIT_PRODUCTS_MENU 11 -#define SEDIT_ROOMS_MENU 12 -#define SEDIT_NAMELIST_MENU 13 -#define SEDIT_NAMELIST 14 -#define SEDIT_COPY 15 +#define SEDIT_CONFIRM_SAVESTRING 1 +#define SEDIT_NOITEM1 2 +#define SEDIT_NOITEM2 3 +#define SEDIT_NOCASH1 4 +#define SEDIT_NOCASH2 5 +#define SEDIT_NOBUY 6 +#define SEDIT_BUY 7 +#define SEDIT_SELL 8 +#define SEDIT_PRODUCTS_MENU 11 +#define SEDIT_ROOMS_MENU 12 +#define SEDIT_NAMELIST_MENU 13 +#define SEDIT_NAMELIST 14 +#define SEDIT_COPY 15 -#define SEDIT_NUMERICAL_RESPONSE 20 -#define SEDIT_OPEN1 21 -#define SEDIT_OPEN2 22 -#define SEDIT_CLOSE1 23 -#define SEDIT_CLOSE2 24 -#define SEDIT_KEEPER 25 -#define SEDIT_BUY_PROFIT 26 -#define SEDIT_SELL_PROFIT 27 -#define SEDIT_TYPE_MENU 29 -#define SEDIT_DELETE_TYPE 30 -#define SEDIT_DELETE_PRODUCT 31 -#define SEDIT_NEW_PRODUCT 32 -#define SEDIT_DELETE_ROOM 33 -#define SEDIT_NEW_ROOM 34 -#define SEDIT_SHOP_FLAGS 35 -#define SEDIT_NOTRADE 36 +#define SEDIT_NUMERICAL_RESPONSE 20 +#define SEDIT_OPEN1 21 +#define SEDIT_OPEN2 22 +#define SEDIT_CLOSE1 23 +#define SEDIT_CLOSE2 24 +#define SEDIT_KEEPER 25 +#define SEDIT_BUY_PROFIT 26 +#define SEDIT_SELL_PROFIT 27 +#define SEDIT_TYPE_MENU 29 +#define SEDIT_DELETE_TYPE 30 +#define SEDIT_DELETE_PRODUCT 31 +#define SEDIT_NEW_PRODUCT 32 +#define SEDIT_DELETE_ROOM 33 +#define SEDIT_NEW_ROOM 34 +#define SEDIT_SHOP_FLAGS 35 +#define SEDIT_NOTRADE 36 /* Submodes of CEDIT connectedness. */ -#define CEDIT_MAIN_MENU 0 -#define CEDIT_CONFIRM_SAVESTRING 1 -#define CEDIT_GAME_OPTIONS_MENU 2 +#define CEDIT_MAIN_MENU 0 +#define CEDIT_CONFIRM_SAVESTRING 1 +#define CEDIT_GAME_OPTIONS_MENU 2 #define CEDIT_CRASHSAVE_OPTIONS_MENU 3 #define CEDIT_OPERATION_OPTIONS_MENU 4 -#define CEDIT_DISP_EXPERIENCE_MENU 5 -#define CEDIT_ROOM_NUMBERS_MENU 6 -#define CEDIT_AUTOWIZ_OPTIONS_MENU 7 -#define CEDIT_OK 8 -#define CEDIT_HUH 9 -#define CEDIT_NOPERSON 10 -#define CEDIT_NOEFFECT 11 -#define CEDIT_DFLT_IP 12 -#define CEDIT_DFLT_DIR 13 -#define CEDIT_LOGNAME 14 -#define CEDIT_MENU 15 -#define CEDIT_WELC_MESSG 16 -#define CEDIT_START_MESSG 17 +#define CEDIT_DISP_EXPERIENCE_MENU 5 +#define CEDIT_ROOM_NUMBERS_MENU 6 +#define CEDIT_AUTOWIZ_OPTIONS_MENU 7 +#define CEDIT_OK 8 +#define CEDIT_HUH 9 +#define CEDIT_NOPERSON 10 +#define CEDIT_NOEFFECT 11 +#define CEDIT_DFLT_IP 12 +#define CEDIT_DFLT_DIR 13 +#define CEDIT_LOGNAME 14 +#define CEDIT_MENU 15 +#define CEDIT_WELC_MESSG 16 +#define CEDIT_START_MESSG 17 /* Numerical responses. */ -#define CEDIT_NUMERICAL_RESPONSE 20 -#define CEDIT_LEVEL_CAN_SHOUT 21 -#define CEDIT_HOLLER_MOVE_COST 22 -#define CEDIT_TUNNEL_SIZE 23 -#define CEDIT_MAX_EXP_GAIN 24 -#define CEDIT_MAX_EXP_LOSS 25 -#define CEDIT_MAX_NPC_CORPSE_TIME 26 -#define CEDIT_MAX_PC_CORPSE_TIME 27 -#define CEDIT_IDLE_VOID 28 -#define CEDIT_IDLE_RENT_TIME 29 -#define CEDIT_IDLE_MAX_LEVEL 30 -#define CEDIT_DTS_ARE_DUMPS 31 -#define CEDIT_LOAD_INTO_INVENTORY 32 -#define CEDIT_TRACK_THROUGH_DOORS 33 -#define CEDIT_NO_MORT_TO_IMMORT 34 -#define CEDIT_MAX_OBJ_SAVE 35 -#define CEDIT_MIN_RENT_COST 36 -#define CEDIT_AUTOSAVE_TIME 37 -#define CEDIT_CRASH_FILE_TIMEOUT 38 -#define CEDIT_RENT_FILE_TIMEOUT 39 -#define CEDIT_MORTAL_START_ROOM 40 -#define CEDIT_IMMORT_START_ROOM 41 -#define CEDIT_FROZEN_START_ROOM 42 -#define CEDIT_DONATION_ROOM_1 43 -#define CEDIT_DONATION_ROOM_2 44 -#define CEDIT_DONATION_ROOM_3 45 -#define CEDIT_DFLT_PORT 46 -#define CEDIT_MAX_PLAYING 47 -#define CEDIT_MAX_FILESIZE 48 -#define CEDIT_MAX_BAD_PWS 49 -#define CEDIT_SITEOK_EVERYONE 50 -#define CEDIT_NAMESERVER_IS_SLOW 51 -#define CEDIT_USE_AUTOWIZ 52 -#define CEDIT_MIN_WIZLIST_LEV 53 -#define CEDIT_MAP_OPTION 54 -#define CEDIT_MAP_SIZE 55 -#define CEDIT_MINIMAP_SIZE 56 -#define CEDIT_DEBUG_MODE 57 +#define CEDIT_NUMERICAL_RESPONSE 20 +#define CEDIT_LEVEL_CAN_SHOUT 21 +#define CEDIT_HOLLER_MOVE_COST 22 +#define CEDIT_TUNNEL_SIZE 23 +#define CEDIT_MAX_EXP_GAIN 24 +#define CEDIT_MAX_EXP_LOSS 25 +#define CEDIT_MAX_NPC_CORPSE_TIME 26 +#define CEDIT_MAX_PC_CORPSE_TIME 27 +#define CEDIT_IDLE_VOID 28 +#define CEDIT_IDLE_MAX_LEVEL 29 +#define CEDIT_DTS_ARE_DUMPS 30 +#define CEDIT_LOAD_INTO_INVENTORY 31 +#define CEDIT_TRACK_THROUGH_DOORS 32 +#define CEDIT_NO_MORT_TO_IMMORT 33 +#define CEDIT_AUTOSAVE_TIME 34 +#define CEDIT_CRASH_FILE_TIMEOUT 35 +#define CEDIT_MORTAL_START_ROOM 36 +#define CEDIT_IMMORT_START_ROOM 37 +#define CEDIT_FROZEN_START_ROOM 38 +#define CEDIT_DONATION_ROOM_1 39 +#define CEDIT_DONATION_ROOM_2 40 +#define CEDIT_DONATION_ROOM_3 41 +#define CEDIT_DFLT_PORT 42 +#define CEDIT_MAX_PLAYING 43 +#define CEDIT_MAX_FILESIZE 44 +#define CEDIT_MAX_BAD_PWS 45 +#define CEDIT_SITEOK_EVERYONE 46 +#define CEDIT_NAMESERVER_IS_SLOW 47 +#define CEDIT_USE_AUTOWIZ 48 +#define CEDIT_MIN_WIZLIST_LEV 49 +#define CEDIT_MAP_OPTION 50 +#define CEDIT_MAP_SIZE 51 +#define CEDIT_MINIMAP_SIZE 52 +#define CEDIT_DEBUG_MODE 53 /* Hedit Submodes of connectedness. */ #define HEDIT_CONFIRM_SAVESTRING 0 diff --git a/src/objsave.c b/src/objsave.c index 9553c25..1094cdd 100644 --- a/src/objsave.c +++ b/src/objsave.c @@ -1,6 +1,6 @@ /************************************************************************** * File: objsave.c Part of tbaMUD * -* Usage: loading/saving player objects for rent and crash-save * +* Usage: loading/saving player objects for crash-save and login restore * * * * All rights reserved. See license for complete information. * * * @@ -24,7 +24,6 @@ #include "genolc.h" /* for strip_cr and sprintascii */ /* these factors should be unique integers */ -#define RENT_FACTOR 1 #define CRYO_FACTOR 4 #define LOC_INVENTORY 0 @@ -32,130 +31,112 @@ /* local functions */ static int Crash_save(struct obj_data *obj, FILE *fp, int location); -static void Crash_extract_norent_eq(struct char_data *ch); static void auto_equip(struct char_data *ch, struct obj_data *obj, int location); -static int Crash_offer_rent(struct char_data *ch, struct char_data *receptionist, int display, int factor); -static int Crash_report_unrentables(struct char_data *ch, struct char_data *recep, struct obj_data *obj); -static void Crash_report_rent(struct char_data *ch, struct char_data *recep, struct obj_data *obj, long *cost, long *nitems, int display, int factor); -static int gen_receptionist(struct char_data *ch, struct char_data *recep, int cmd, char *arg, int mode); -static void Crash_rent_deadline(struct char_data *ch, struct char_data *recep, long cost); static void Crash_restore_weight(struct obj_data *obj); -static void Crash_extract_objs(struct obj_data *obj); -static int Crash_is_unrentable(struct obj_data *obj); -static void Crash_extract_norents(struct obj_data *obj); -static void Crash_extract_expensive(struct obj_data *obj); -static void Crash_calculate_rent(struct obj_data *obj, int *cost); -static void Crash_cryosave(struct char_data *ch, int cost); static int Crash_load_objs(struct char_data *ch); static int handle_obj(struct obj_data *obj, struct char_data *ch, int locate, struct obj_data **cont_rows); -static int objsave_write_rentcode(FILE *fl, int rentcode, int cost_per_day, struct char_data *ch); +static void Crash_write_header(struct char_data *ch, FILE *fp, int savecode); -/* Writes one object record to FILE. Old name: Obj_to_store() */ +/* Writes one object record to FILE. Old name: Obj_to_store(). + * Updated to save all NUM_OBJ_VAL_POSITIONS values instead of only 4. */ int objsave_save_obj_record(struct obj_data *obj, FILE *fp, int locate) { - int counter2; - struct extra_descr_data *ex_desc; - char buf1[MAX_STRING_LENGTH +1]; + int i; + char buf1[MAX_STRING_LENGTH + 1]; struct obj_data *temp = NULL; + /* Build a prototype baseline to diff against so we only emit changed fields */ if (GET_OBJ_VNUM(obj) != NOTHING) - temp=read_object(GET_OBJ_VNUM(obj), VIRTUAL); + temp = read_object(GET_OBJ_VNUM(obj), VIRTUAL); else { temp = create_obj(); temp->item_number = NOWHERE; } - if (obj->action_description) { - - strcpy(buf1, obj->action_description); + if (obj->main_description) { + strcpy(buf1, obj->main_description); strip_cr(buf1); } else *buf1 = 0; + /* Header and placement */ fprintf(fp, "#%d\n", GET_OBJ_VNUM(obj)); - if (locate) + + /* Top-level worn slots are positive (1..NUM_WEARS); inventory is 0. + * Children use negative numbers from Crash_save recursion (…,-1,-2,…) — we map that to Nest. */ + if (locate > 0) fprintf(fp, "Loc : %d\n", locate); - if (GET_OBJ_VAL(obj, 0) != GET_OBJ_VAL(temp, 0) || - GET_OBJ_VAL(obj, 1) != GET_OBJ_VAL(temp, 1) || - GET_OBJ_VAL(obj, 2) != GET_OBJ_VAL(temp, 2) || - GET_OBJ_VAL(obj, 3) != GET_OBJ_VAL(temp, 3)) - fprintf(fp, - "Vals: %d %d %d %d\n", - GET_OBJ_VAL(obj, 0), - GET_OBJ_VAL(obj, 1), - GET_OBJ_VAL(obj, 2), - GET_OBJ_VAL(obj, 3) - ); - if (GET_OBJ_EXTRA(obj) != GET_OBJ_EXTRA(temp)) - fprintf(fp, "Flag: %d %d %d %d\n", GET_OBJ_EXTRA(obj)[0], GET_OBJ_EXTRA(obj)[1], GET_OBJ_EXTRA(obj)[2], GET_OBJ_EXTRA(obj)[3]); -#define TEST_OBJS(obj1, obj2, field) ((!obj1->field || !obj2->field || \ - strcmp(obj1->field, obj2->field))) -#define TEST_OBJN(field) (obj->obj_flags.field != temp->obj_flags.field) + if (locate < 0) { + int nest = -locate; /* e.g. -1 => Nest:1, -2 => Nest:2, etc. */ + fprintf(fp, "Nest: %d\n", nest); + } else { + fprintf(fp, "Nest: %d\n", 0); /* top-level object (inventory or worn) */ + } - if (TEST_OBJS(obj, temp, name)) - fprintf(fp, "Name: %s\n", obj->name ? obj->name : "Undefined"); - if (TEST_OBJS(obj, temp, short_description)) - fprintf(fp, "Shrt: %s\n", obj->short_description ? obj->short_description : "Undefined"); - - /* These two could be a pain on the read... we'll see... */ - if (TEST_OBJS(obj, temp, description)) - fprintf(fp, "Desc: %s\n", obj->description ? obj->description : "Undefined"); - - /* Only even try to process this if an action desc exists */ - if (obj->action_description || temp->action_description) - if (TEST_OBJS(obj, temp, action_description)) - fprintf(fp, "ADes:\n%s~\n", buf1); - - if (TEST_OBJN(type_flag)) - fprintf(fp, "Type: %d\n", GET_OBJ_TYPE(obj)); - if (TEST_OBJN(weight)) - fprintf(fp, "Wght: %d\n", GET_OBJ_WEIGHT(obj)); - if (TEST_OBJN(cost)) - fprintf(fp, "Cost: %d\n", GET_OBJ_COST(obj)); - if (TEST_OBJN(cost_per_day)) - fprintf(fp, "Rent: %d\n", GET_OBJ_RENT(obj)); - if (TEST_OBJN(bitvector)) - fprintf(fp, "Perm: %d %d %d %d\n", GET_OBJ_AFFECT(obj)[0], GET_OBJ_AFFECT(obj)[1], GET_OBJ_AFFECT(obj)[2], GET_OBJ_AFFECT(obj)[3]); - if (TEST_OBJN(wear_flags)) - fprintf(fp, "Wear: %d %d %d %d\n", GET_OBJ_WEAR(obj)[0], GET_OBJ_WEAR(obj)[1], GET_OBJ_WEAR(obj)[2], GET_OBJ_WEAR(obj)[3]); - - /* Do we have affects? */ - for (counter2 = 0; counter2 < MAX_OBJ_AFFECT; counter2++) - if (obj->affected[counter2].modifier != temp->affected[counter2].modifier) - fprintf(fp, "Aff : %d %d %d\n", - counter2, - obj->affected[counter2].location, - obj->affected[counter2].modifier - ); - - /* Do we have extra descriptions? */ - if (obj->ex_description || temp->ex_description) { - /* To be reimplemented. Need to handle this case in loading as - well */ - if ((obj->ex_description && temp->ex_description && - obj->ex_description != temp->ex_description) || - !obj->ex_description || !temp->ex_description) { - for (ex_desc = obj->ex_description; ex_desc; ex_desc = ex_desc->next) { - /*. Sanity check to prevent nasty protection faults . */ - if (!*ex_desc->keyword || !*ex_desc->description) { - continue; - } - strcpy(buf1, ex_desc->description); - strip_cr(buf1); - fprintf(fp, "EDes:\n" - "%s~\n" - "%s~\n", - ex_desc->keyword, - buf1 - ); + /* Save all object values (diffed against proto) */ + { + bool diff = FALSE; + for (i = 0; i < NUM_OBJ_VAL_POSITIONS; i++) { + if (GET_OBJ_VAL(obj, i) != GET_OBJ_VAL(temp, i)) { + diff = TRUE; + break; } } + if (diff) { + fprintf(fp, "Vals:"); + for (i = 0; i < NUM_OBJ_VAL_POSITIONS; i++) + fprintf(fp, " %d", GET_OBJ_VAL(obj, i)); + fprintf(fp, "\n"); + } } - fprintf(fp, "\n"); + /* Extra flags (array words) */ + if (GET_OBJ_EXTRA(obj) != GET_OBJ_EXTRA(temp)) + fprintf(fp, "Flag: %d %d %d %d\n", + GET_OBJ_EXTRA(obj)[0], GET_OBJ_EXTRA(obj)[1], + GET_OBJ_EXTRA(obj)[2], GET_OBJ_EXTRA(obj)[3]); - extract_obj(temp); + /* Names/descriptions */ + if (obj->name && (!temp->name || strcmp(obj->name, temp->name))) + fprintf(fp, "Name: %s\n", obj->name); + if (obj->short_description && (!temp->short_description || + strcmp(obj->short_description, temp->short_description))) + fprintf(fp, "Shrt: %s\n", obj->short_description); + if (obj->description && (!temp->description || + strcmp(obj->description, temp->description))) + fprintf(fp, "Desc: %s\n", obj->description); + if (obj->main_description && (!temp->main_description || + strcmp(obj->main_description, temp->main_description))) + fprintf(fp, "ADes:\n%s~\n", buf1); + + /* Core fields */ + if (GET_OBJ_TYPE(obj) != GET_OBJ_TYPE(temp)) + fprintf(fp, "Type: %d\n", GET_OBJ_TYPE(obj)); + if (GET_OBJ_WEIGHT(obj) != GET_OBJ_WEIGHT(temp)) + fprintf(fp, "Wght: %d\n", GET_OBJ_WEIGHT(obj)); + if (GET_OBJ_COST(obj) != GET_OBJ_COST(temp)) + fprintf(fp, "Cost: %d\n", GET_OBJ_COST(obj)); + + /* Permanent affects (array words) */ + if (GET_OBJ_AFFECT(obj)[0] != GET_OBJ_AFFECT(temp)[0] || + GET_OBJ_AFFECT(obj)[1] != GET_OBJ_AFFECT(temp)[1] || + GET_OBJ_AFFECT(obj)[2] != GET_OBJ_AFFECT(temp)[2] || + GET_OBJ_AFFECT(obj)[3] != GET_OBJ_AFFECT(temp)[3]) + fprintf(fp, "Perm: %d %d %d %d\n", + GET_OBJ_AFFECT(obj)[0], GET_OBJ_AFFECT(obj)[1], + GET_OBJ_AFFECT(obj)[2], GET_OBJ_AFFECT(obj)[3]); + + /* Wear flags (array words) */ + if (GET_OBJ_WEAR(obj)[0] != GET_OBJ_WEAR(temp)[0] || + GET_OBJ_WEAR(obj)[1] != GET_OBJ_WEAR(temp)[1] || + GET_OBJ_WEAR(obj)[2] != GET_OBJ_WEAR(temp)[2] || + GET_OBJ_WEAR(obj)[3] != GET_OBJ_WEAR(temp)[3]) + fprintf(fp, "Wear: %d %d %d %d\n", + GET_OBJ_WEAR(obj)[0], GET_OBJ_WEAR(obj)[1], + GET_OBJ_WEAR(obj)[2], GET_OBJ_WEAR(obj)[3]); + + /* (If you also persist applies, extra descs, scripts, etc., keep that code here unchanged) */ return 1; } @@ -183,6 +164,10 @@ static void auto_equip(struct char_data *ch, struct obj_data *obj, int location) if (!CAN_WEAR(obj, ITEM_WEAR_NECK)) location = LOC_INVENTORY; break; + case WEAR_BACK: + if (!CAN_WEAR(obj, ITEM_WEAR_BACK)) + location = LOC_INVENTORY; + break; case WEAR_BODY: if (!CAN_WEAR(obj, ITEM_WEAR_BODY)) location = LOC_INVENTORY; @@ -231,7 +216,7 @@ static void auto_equip(struct char_data *ch, struct obj_data *obj, int location) case WEAR_HOLD: if (CAN_WEAR(obj, ITEM_WEAR_HOLD)) break; - if (IS_WARRIOR(ch) && CAN_WEAR(obj, ITEM_WEAR_WIELD) && GET_OBJ_TYPE(obj) == ITEM_WEAPON) + if (IS_FIGHTER(ch) && CAN_WEAR(obj, ITEM_WEAR_WIELD) && GET_OBJ_TYPE(obj) == ITEM_WEAPON) break; location = LOC_INVENTORY; break; @@ -285,7 +270,7 @@ int Crash_delete_crashfile(struct char_data *ch) char filename[MAX_INPUT_LENGTH]; int numread; FILE *fl; - int rentcode; + int savecode; char line[READ_SIZE]; if (!get_filename(filename, sizeof(filename), CRASH_FILE, GET_NAME(ch))) @@ -301,9 +286,9 @@ int Crash_delete_crashfile(struct char_data *ch) if (numread == FALSE) return FALSE; - sscanf(line,"%d ",&rentcode); + sscanf(line,"%d ",&savecode); - if (rentcode == RENT_CRASH) + if (savecode == SAVE_CRASH) Crash_delete_file(GET_NAME(ch)); return TRUE; @@ -314,7 +299,7 @@ int Crash_clean_file(char *name) char filename[MAX_INPUT_LENGTH], filetype[20]; int numread; FILE *fl; - int rentcode, timed, netcost, gold, account, nitems; + int savecode, timed, netcost, coins, account, nitems; char line[READ_SIZE]; if (!get_filename(filename, sizeof(filename), CRASH_FILE, name)) @@ -332,23 +317,27 @@ int Crash_clean_file(char *name) if (numread == FALSE) return FALSE; - sscanf(line, "%d %d %d %d %d %d",&rentcode,&timed,&netcost, - &gold,&account,&nitems); + sscanf(line, "%d %d %d %d %d %d",&savecode,&timed,&netcost, + &coins,&account,&nitems); - if ((rentcode == RENT_CRASH) || - (rentcode == RENT_FORCED) || - (rentcode == RENT_TIMEDOUT) ) { + if ((savecode == SAVE_CRASH) || + (savecode == SAVE_LOGOUT) || + (savecode == SAVE_FORCED) || + (savecode == SAVE_TIMEDOUT) ) { if (timed < time(0) - (CONFIG_CRASH_TIMEOUT * SECS_PER_REAL_DAY)) { Crash_delete_file(name); - switch (rentcode) { - case RENT_CRASH: + switch (savecode) { + case SAVE_CRASH: strcpy(filetype, "crash"); break; - case RENT_FORCED: - strcpy(filetype, "forced rent"); + case SAVE_LOGOUT: + strcpy(filetype, "legacy save"); break; - case RENT_TIMEDOUT: - strcpy(filetype, "idlesave"); + case SAVE_FORCED: + strcpy(filetype, "idle save"); + break; + case SAVE_TIMEDOUT: + strcpy(filetype, "idle save"); break; default: strcpy(filetype, "UNKNOWN!"); @@ -357,13 +346,7 @@ int Crash_clean_file(char *name) log(" Deleting %s's %s file.", name, filetype); return TRUE; } - /* Must retrieve rented items w/in 30 days */ - } else if (rentcode == RENT_RENTED) - if (timed < time(0) - (CONFIG_RENT_TIMEOUT * SECS_PER_REAL_DAY)) { - Crash_delete_file(name); - log(" Deleting %s's rent file.", name); - return TRUE; - } + } return FALSE; } @@ -376,77 +359,9 @@ void update_obj_file(void) Crash_clean_file(player_table[i].name); } -void Crash_listrent(struct char_data *ch, char *name) -{ - FILE *fl; - char filename[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH], line[READ_SIZE]; - obj_save_data *loaded, *current; - int rentcode = RENT_UNDEF, timed, netcost, gold, account, nitems, numread, len; - - if (!get_filename(filename, sizeof(filename), CRASH_FILE, name)) - return; - - if (!(fl = fopen(filename, "r"))) { - send_to_char(ch, "%s has no rent file.\r\n", name); - return; - } - len = snprintf(buf, sizeof(buf),"%s\r\n", filename); - - numread = get_line(fl, line); - - /* Oops, can't get the data, punt. */ - if (numread == FALSE) { - send_to_char(ch, "Error reading rent information.\r\n"); - fclose(fl); - return; - } - - sscanf(line,"%d %d %d %d %d %d", - &rentcode,&timed,&netcost,&gold,&account,&nitems); - - switch (rentcode) { - case RENT_RENTED: - len += snprintf(buf+len, sizeof(buf)-len, "Rent\r\n"); - break; - case RENT_CRASH: - len += snprintf(buf+len, sizeof(buf)-len,"Crash\r\n"); - break; - case RENT_CRYO: - len += snprintf(buf+len, sizeof(buf)-len, "Cryo\r\n"); - break; - case RENT_TIMEDOUT: - case RENT_FORCED: - len += snprintf(buf+len, sizeof(buf)-len, "TimedOut\r\n"); - break; - default: - len += snprintf(buf+len, sizeof(buf)-len, "Undef\r\n"); - break; - } - - loaded = objsave_parse_objects(fl); - - for (current = loaded; current != NULL; current=current->next) - len += snprintf(buf+len, sizeof(buf)-len, "[%5d] (%5dau) %-20s\r\n", - GET_OBJ_VNUM(current->obj), - GET_OBJ_RENT(current->obj), - current->obj->short_description); - - /* Now it's safe to free the obj_save_data list and the objects on it. */ - while (loaded != NULL) { - current = loaded; - loaded = loaded->next; - extract_obj(current->obj); - free(current); - } - - page_string(ch->desc,buf,0); - fclose(fl); -} - /* Return values: - * 0 - successful load, keep char in rent room. - * 1 - load failure or load of crash items -- put char in temple. - * 2 - rented equipment lost (no $) */ + * 0 - successful load, keep char in load room. + * 1 - load failure or load of crash items -- put char in temple. */ int Crash_load(struct char_data *ch) { return (Crash_load_objs(ch)); @@ -482,76 +397,15 @@ static void Crash_restore_weight(struct obj_data *obj) } } -/* Get !RENT items from equipment to inventory and extract !RENT out of worn - * containers. */ -static void Crash_extract_norent_eq(struct char_data *ch) +static void Crash_write_header(struct char_data *ch, FILE *fp, int savecode) { - int j; + int timed = (int)time(0); + int netcost = 0; + int coins = ch ? GET_COINS(ch) : 0; + int account = ch ? GET_BANK_COINS(ch) : 0; + int nitems = 0; - for (j = 0; j < NUM_WEARS; j++) { - if (GET_EQ(ch, j) == NULL) - continue; - - if (Crash_is_unrentable(GET_EQ(ch, j))) - obj_to_char(unequip_char(ch, j), ch); - else - Crash_extract_norents(GET_EQ(ch, j)); - } -} - -static void Crash_extract_objs(struct obj_data *obj) -{ - if (obj) { - Crash_extract_objs(obj->contains); - Crash_extract_objs(obj->next_content); - extract_obj(obj); - } -} - -static int Crash_is_unrentable(struct obj_data *obj) -{ - if (!obj) - return FALSE; - - if (OBJ_FLAGGED(obj, ITEM_NORENT) || - GET_OBJ_RENT(obj) < 0 || - GET_OBJ_RNUM(obj) == NOTHING || - GET_OBJ_TYPE(obj) == ITEM_KEY) { - log("Crash_is_unrentable: removing object %s", obj->short_description); - return TRUE; - } - - return FALSE; -} - -static void Crash_extract_norents(struct obj_data *obj) -{ - if (obj) { - Crash_extract_norents(obj->contains); - Crash_extract_norents(obj->next_content); - if (Crash_is_unrentable(obj)) - extract_obj(obj); - } -} - -static void Crash_extract_expensive(struct obj_data *obj) -{ - struct obj_data *tobj, *max; - - max = obj; - for (tobj = obj; tobj; tobj = tobj->next_content) - if (GET_OBJ_RENT(tobj) > GET_OBJ_RENT(max)) - max = tobj; - extract_obj(max); -} - -static void Crash_calculate_rent(struct obj_data *obj, int *cost) -{ - if (obj) { - *cost += MAX(0, GET_OBJ_RENT(obj)); - Crash_calculate_rent(obj->contains, cost); - Crash_calculate_rent(obj->next_content, cost); - } + fprintf(fp, "%d %d %d %d %d %d\n", savecode, timed, netcost, coins, account, nitems); } void Crash_crashsave(struct char_data *ch) @@ -569,8 +423,7 @@ void Crash_crashsave(struct char_data *ch) if (!(fp = fopen(buf, "w"))) return; - if (!objsave_write_rentcode(fp, RENT_CRASH, 0, ch)) - return; + Crash_write_header(ch, fp, SAVE_CRASH); for (j = 0; j < NUM_WEARS; j++) if (GET_EQ(ch, j)) { @@ -592,161 +445,61 @@ void Crash_crashsave(struct char_data *ch) REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_CRASH); } +/* Shortened because we don't use storage fees in this game */ void Crash_idlesave(struct char_data *ch) { + if (!ch || IS_NPC(ch)) + return; + char buf[MAX_INPUT_LENGTH]; int j; - int cost, cost_eq; FILE *fp; - if (IS_NPC(ch)) - return; - if (!get_filename(buf, sizeof(buf), CRASH_FILE, GET_NAME(ch))) return; if (!(fp = fopen(buf, "w"))) return; - Crash_extract_norent_eq(ch); - Crash_extract_norents(ch->carrying); + Crash_write_header(ch, fp, SAVE_FORCED); - cost = 0; - Crash_calculate_rent(ch->carrying, &cost); - - cost_eq = 0; for (j = 0; j < NUM_WEARS; j++) - Crash_calculate_rent(GET_EQ(ch, j), &cost_eq); - - cost += cost_eq; - cost *= 2; /* forcerent cost is 2x normal rent */ - - if (cost > GET_GOLD(ch) + GET_BANK_GOLD(ch)) { - for (j = 0; j < NUM_WEARS; j++) /* Unequip players with low gold. */ - if (GET_EQ(ch, j)) - obj_to_char(unequip_char(ch, j), ch); - - while ((cost > GET_GOLD(ch) + GET_BANK_GOLD(ch)) && ch->carrying) { - Crash_extract_expensive(ch->carrying); - cost = 0; - Crash_calculate_rent(ch->carrying, &cost); - cost *= 2; - } - } - - if (ch->carrying == NULL) { - for (j = 0; j < NUM_WEARS && GET_EQ(ch, j) == NULL; j++) /* Nothing */ ; - if (j == NUM_WEARS) { /* No equipment or inventory. */ - fclose(fp); - Crash_delete_file(GET_NAME(ch)); - return; - } - } - - if (!objsave_write_rentcode(fp, RENT_TIMEDOUT, cost, ch)) - return; - - for (j = 0; j < NUM_WEARS; j++) { if (GET_EQ(ch, j)) { if (!Crash_save(GET_EQ(ch, j), fp, j + 1)) { fclose(fp); return; } Crash_restore_weight(GET_EQ(ch, j)); - Crash_extract_objs(GET_EQ(ch, j)); } - } + if (!Crash_save(ch->carrying, fp, 0)) { fclose(fp); return; } + Crash_restore_weight(ch->carrying); + fprintf(fp, "$~\n"); fclose(fp); - - Crash_extract_objs(ch->carrying); + REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_CRASH); } +/* Shortened because we don't use storage fees in this game */ void Crash_rentsave(struct char_data *ch, int cost) { + if (!ch || IS_NPC(ch)) + return; + char buf[MAX_INPUT_LENGTH]; int j; FILE *fp; - if (IS_NPC(ch)) - return; - if (!get_filename(buf, sizeof(buf), CRASH_FILE, GET_NAME(ch))) return; if (!(fp = fopen(buf, "w"))) return; - Crash_extract_norent_eq(ch); - Crash_extract_norents(ch->carrying); - - if (!objsave_write_rentcode(fp, RENT_RENTED, cost, ch)) - return; - - for (j = 0; j < NUM_WEARS; j++) - if (GET_EQ(ch, j)) { - if (!Crash_save(GET_EQ(ch,j), fp, j + 1)) { - fclose(fp); - return; - } - Crash_restore_weight(GET_EQ(ch, j)); - Crash_extract_objs(GET_EQ(ch, j)); - - } - if (!Crash_save(ch->carrying, fp, 0)) { - fclose(fp); - return; - } - fprintf(fp, "$~\n"); - fclose(fp); - - Crash_extract_objs(ch->carrying); -} - -static int objsave_write_rentcode(FILE *fl, int rentcode, int cost_per_day, struct char_data *ch) -{ - if (fprintf(fl, "%d %ld %d %d %d %d\r\n", - rentcode, - (long) time(0), - cost_per_day, - GET_GOLD(ch), - GET_BANK_GOLD(ch), - 0) - < 1) - { - perror("Syserr: Writing rent code"); - return FALSE; - } - return TRUE; - -} - -static void Crash_cryosave(struct char_data *ch, int cost) -{ - char buf[MAX_INPUT_LENGTH]; - int j; - FILE *fp; - - if (IS_NPC(ch)) - return; - - if (!get_filename(buf, sizeof(buf), CRASH_FILE, GET_NAME(ch))) - return; - - if (!(fp = fopen(buf, "w"))) - return; - - Crash_extract_norent_eq(ch); - Crash_extract_norents(ch->carrying); - - GET_GOLD(ch) = MAX(0, GET_GOLD(ch) - cost); - - if (!objsave_write_rentcode(fp, RENT_CRYO, 0, ch)) - return; + Crash_write_header(ch, fp, SAVE_LOGOUT); for (j = 0; j < NUM_WEARS; j++) if (GET_EQ(ch, j)) { @@ -755,423 +508,270 @@ static void Crash_cryosave(struct char_data *ch, int cost) return; } Crash_restore_weight(GET_EQ(ch, j)); - Crash_extract_objs(GET_EQ(ch, j)); } + if (!Crash_save(ch->carrying, fp, 0)) { fclose(fp); return; } + Crash_restore_weight(ch->carrying); + fprintf(fp, "$~\n"); fclose(fp); - - Crash_extract_objs(ch->carrying); - SET_BIT_AR(PLR_FLAGS(ch), PLR_CRYO); -} - -/* Routines used for the receptionist. */ -static void Crash_rent_deadline(struct char_data *ch, struct char_data *recep, - long cost) -{ - long rent_deadline; - char buf[MAX_STRING_LENGTH]; - - if (!cost) - return; - - rent_deadline = ((GET_GOLD(ch) + GET_BANK_GOLD(ch)) / cost); - snprintf(buf, sizeof(buf), "$n tells you, 'You can rent for %ld day%s with the gold you have\r\n" - "on hand and in the bank.'\r\n", rent_deadline, rent_deadline != 1 ? "s" : ""); -act(buf, FALSE, recep, 0, ch, TO_VICT); -} - -static int Crash_report_unrentables(struct char_data *ch, struct char_data *recep, - struct obj_data *obj) -{ - char buf[128]; - int has_norents = 0; - - if (obj) { - if (Crash_is_unrentable(obj)) { - has_norents = 1; - sprintf(buf, "$n tells you, 'You cannot store %s.'", OBJS(obj, ch)); - act(buf, FALSE, recep, 0, ch, TO_VICT); - } - has_norents += Crash_report_unrentables(ch, recep, obj->contains); - has_norents += Crash_report_unrentables(ch, recep, obj->next_content); - } - return (has_norents); -} - -static void Crash_report_rent(struct char_data *ch, struct char_data *recep, struct - obj_data *obj, long *cost, long *nitems, int display, int factor) -{ - static char buf[256]; - - if (obj) { - if (!Crash_is_unrentable(obj)) { - (*nitems)++; - *cost += MAX(0, (GET_OBJ_RENT(obj) * factor)); - if (display) { - sprintf(buf, "$n tells you, '%5d coins for %s..'", - (GET_OBJ_RENT(obj) * factor), OBJS(obj, ch)); - act(buf, FALSE, recep, 0, ch, TO_VICT); - } - } - Crash_report_rent(ch, recep, obj->contains, cost, nitems, display, factor); - Crash_report_rent(ch, recep, obj->next_content, cost, nitems, display, factor); - } -} - -static int Crash_offer_rent(struct char_data *ch, struct char_data *recep, - int display, int factor) -{ - char buf[MAX_INPUT_LENGTH]; - int i; - long totalcost = 0, numitems = 0, norent; - - norent = Crash_report_unrentables(ch, recep, ch->carrying); - for (i = 0; i < NUM_WEARS; i++) - norent += Crash_report_unrentables(ch, recep, GET_EQ(ch, i)); - - if (norent) - return FALSE; - - totalcost = CONFIG_MIN_RENT_COST * factor; - - Crash_report_rent(ch, recep, ch->carrying, &totalcost, &numitems, display, factor); - - for (i = 0; i < NUM_WEARS; i++) - Crash_report_rent(ch, recep, GET_EQ(ch, i), &totalcost, &numitems, display, factor); - - if (!numitems) { - act("$n tells you, 'But you are not carrying anything! Just quit!'", - FALSE, recep, 0, ch, TO_VICT); - return FALSE; - } - if (numitems > CONFIG_MAX_OBJ_SAVE) { - sprintf(buf, "$n tells you, 'Sorry, but I cannot store more than %d items.'", - CONFIG_MAX_OBJ_SAVE); - act(buf, FALSE, recep, 0, ch, TO_VICT); - return FALSE; - } - if (display) { - sprintf(buf, "$n tells you, 'Plus, my %d coin fee..'", - CONFIG_MIN_RENT_COST * factor); - act(buf, FALSE, recep, 0, ch, TO_VICT); - sprintf(buf, "$n tells you, 'For a total of %ld coins%s.'", - totalcost, (factor == RENT_FACTOR ? " per day" : "")); - act(buf, FALSE, recep, 0, ch, TO_VICT); - if (totalcost > GET_GOLD(ch) + GET_BANK_GOLD(ch)) { - act("$n tells you, '...which I see you can't afford.'", - FALSE, recep, 0, ch, TO_VICT); - return FALSE; - } else if (factor == RENT_FACTOR) - Crash_rent_deadline(ch, recep, totalcost); - } - return (totalcost); -} - -static int gen_receptionist(struct char_data *ch, struct char_data *recep, int cmd, - char *arg, int mode) -{ - int cost; - char buf[128]; - const char *action_table[] = { "smile", "dance", "sigh", "blush", "burp", - "cough", "fart", "twiddle", "yawn" }; - - if (!cmd && !rand_number(0, 5)) { - do_action(recep, NULL, find_command(action_table[rand_number(0, 8)]), 0); - return (FALSE); - } - - if (!ch->desc || IS_NPC(ch)) - return (FALSE); - - if (!CMD_IS("offer") && !CMD_IS("rent")) - return (FALSE); - - if (!AWAKE(recep)) { - send_to_char(ch, "%s is unable to talk to you...\r\n", HSSH(recep)); - return (TRUE); - } - - if (!CAN_SEE(recep, ch)) { - act("$n says, 'I don't deal with people I can't see!'", FALSE, recep, 0, 0, TO_ROOM); - return (TRUE); - } - - if (CONFIG_FREE_RENT) { - act("$n tells you, 'Rent is free here. Just quit, and your objects will be saved!'", - FALSE, recep, 0, ch, TO_VICT); - return TRUE; - } - - if (CMD_IS("rent")) { - - if (!(cost = Crash_offer_rent(ch, recep, FALSE, mode))) - return (TRUE); - if (mode == RENT_FACTOR) - snprintf(buf, sizeof(buf), "$n tells you, 'Rent will cost you %d gold coins per day.'", cost); - else if (mode == CRYO_FACTOR) - snprintf(buf, sizeof(buf), "$n tells you, 'It will cost you %d gold coins to be frozen.'", cost); - act(buf, FALSE, recep, 0, ch, TO_VICT); - - if (cost > GET_GOLD(ch) + GET_BANK_GOLD(ch)) { - act("$n tells you, '...which I see you can't afford.'", - FALSE, recep, 0, ch, TO_VICT); - return (TRUE); - } - if (cost && (mode == RENT_FACTOR)) - Crash_rent_deadline(ch, recep, cost); - - if (mode == RENT_FACTOR) { - act("$n stores your belongings and helps you into your private chamber.", FALSE, recep, 0, ch, TO_VICT); - Crash_rentsave(ch, cost); - mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "%s has rented (%d/day, %d tot.)", - GET_NAME(ch), cost, GET_GOLD(ch) + GET_BANK_GOLD(ch)); - } else { /* cryo */ - act("$n stores your belongings and helps you into your private chamber.\r\n" - "A white mist appears in the room, chilling you to the bone...\r\n" - "You begin to lose consciousness...", - FALSE, recep, 0, ch, TO_VICT); - Crash_cryosave(ch, cost); - mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "%s has cryo-rented.", GET_NAME(ch)); - SET_BIT_AR(PLR_FLAGS(ch), PLR_CRYO); - } - - act("$n helps $N into $S private chamber.", FALSE, recep, 0, ch, TO_NOTVICT); - - GET_LOADROOM(ch) = GET_ROOM_VNUM(IN_ROOM(ch)); - extract_char(ch); /* It saves. */ - } else { - Crash_offer_rent(ch, recep, TRUE, mode); - act("$N gives $n an offer.", FALSE, ch, 0, recep, TO_ROOM); - } - return (TRUE); -} - -SPECIAL(receptionist) -{ - return (gen_receptionist(ch, (struct char_data *)me, cmd, argument, RENT_FACTOR)); -} - -SPECIAL(cryogenicist) -{ - return (gen_receptionist(ch, (struct char_data *)me, cmd, argument, CRYO_FACTOR)); + REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_CRASH); } void Crash_save_all(void) { struct descriptor_data *d; + + /* Respect config: if autosave is off, do nothing. */ + if (!CONFIG_AUTO_SAVE) + return; + for (d = descriptor_list; d; d = d->next) { - if ((STATE(d) == CON_PLAYING) && !IS_NPC(d->character)) { - if (PLR_FLAGGED(d->character, PLR_CRASH)) { - Crash_crashsave(d->character); - save_char(d->character); - REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_CRASH); - } - } + if (STATE(d) != CON_PLAYING) + continue; + if (!d->character || IS_NPC(d->character)) + continue; + + /* Skip characters not fully placed yet (prevents clobbering Room to 65535). */ + if (IN_ROOM(d->character) == NOWHERE) + continue; + + /* Optional hardening: if spawn vnum is not yet established, skip this tick. */ + if (GET_LOADROOM(d->character) == NOWHERE) + continue; + + /* IMPORTANT: Do NOT modify GET_LOADROOM here. + Autosave should not change the player's spawn point. */ + + /* Persist character and object file. */ + save_char(d->character); + Crash_crashsave(d->character); + + if (PLR_FLAGGED(d->character, PLR_CRASH)) + REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_CRASH); } } -/* Parses the object records stored in fl, and returns the first object in a - * linked list, which also handles location if worn. This list can then be - * handled by house code, listrent code, autoeq code, etc. */ +/* Load all objects from file into memory. Updated to load NUM_OBJ_VAL_POSITIONS values. */ obj_save_data *objsave_parse_objects(FILE *fl) { - obj_save_data *head, *current, *tempsave; - char f1[128], f2[128], f3[128], f4[128], line[READ_SIZE]; - int t[4],i, nr; - struct obj_data *temp; + char line[MAX_STRING_LENGTH]; - CREATE(current, obj_save_data, 1); - head = current; - current->locate = 0; + obj_save_data *head = NULL, *tail = NULL; - temp = NULL; - while (TRUE) { - char tag[6]; - int num; + /* State for the object we’re currently assembling */ + struct obj_data *temp = NULL; + int pending_locate = 0; /* 0 = inventory, 1..NUM_WEARS = worn slot */ + int pending_nest = 0; /* 0 = top-level; >0 = inside container at level-1 */ - /* if the file is done, wrap it all up */ - if(get_line(fl, line) == FALSE || (*line == '$' && line[1] == '~')) { - if (temp == NULL && current->obj == NULL) { - /* Remove current from list. */ - tempsave = head; - if (tempsave == current) { - free(current); - head = NULL; - } else { - while (tempsave) { - if (tempsave->next == current) - tempsave->next = NULL; - tempsave = tempsave->next; - } - free(current); - } + /* --- helpers (GCC nested functions OK in tbaMUD build) ---------------- */ + + /* append current object to the result list with proper locate */ + void commit_current(void) { + if (!temp) return; + + /* sanitize top-level locate range only; children will be negative later */ + int loc = pending_locate; + if (pending_nest <= 0) { + if (loc < 0 || loc > NUM_WEARS) { + mudlog(NRM, LVL_IMMORT, TRUE, + "SAVE-LOAD: bad locate %d for vnum %d; defaulting to inventory.", + loc, GET_OBJ_VNUM(temp)); + loc = 0; } - else if (temp != NULL && current->obj == NULL) - current->obj = temp; - else if (temp == NULL && current->obj != NULL) { - /* Do nothing. */ - } else if (temp != NULL && current->obj != NULL) { - if (temp != current->obj) - log("inconsistent object pointers in objsave_parse_objects: %p/%p", (void *)temp, (void *)current->obj); } - break; + /* convert Nest>0 into negative locate for handle_obj()/cont_row */ + int effective_loc = (pending_nest > 0) ? -pending_nest : loc; + + obj_save_data *node = NULL; + CREATE(node, obj_save_data, 1); + node->obj = temp; + node->locate = effective_loc; + node->next = NULL; + + if (!head) head = node, tail = node; + else tail->next = node, tail = node; + + temp = NULL; + pending_locate = 0; + pending_nest = 0; } - /* if it's a new record, wrap up the old one, and make space for a new one */ + /* split a line into normalized tag (no colon) and payload pointer */ + void split_tag_line(const char *src, char tag_out[6], const char **payload_out) { + const char *s = src; + + while (*s && isspace((unsigned char)*s)) s++; /* skip leading ws */ + + const char *te = s; + while (*te && !isspace((unsigned char)*te) && *te != ':') te++; + + size_t tlen = (size_t)(te - s); + if (tlen > 5) tlen = 5; + memcpy(tag_out, s, tlen); + tag_out[tlen] = '\0'; + + const char *p = te; + while (*p && isspace((unsigned char)*p)) p++; + if (*p == ':') { + p++; + while (*p && isspace((unsigned char)*p)) p++; + } + *payload_out = p; + } + + /* ---------------------------------------------------------------------- */ + + while (get_line(fl, line)) { + if (!*line) continue; + + /* New object header: "#<vnum>" (commit any previous one first) */ if (*line == '#') { - /* check for false alarm. */ - if (sscanf(line, "#%d", &nr) == 1) { - /* If we attempt to load an object with a legal VNUM 0-65534, that - * does not exist, skip it. If the object has a VNUM of NOTHING or - * 65535, then we assume it doesn't exist on purpose. (Custom Item, - * Coins, Corpse, etc...) */ - if (real_object(nr) == NOTHING && nr != NOTHING) { - log("SYSERR: Prevented loading of non-existant item #%d.", nr); - continue; - } - - if (temp) { - current->obj = temp; - CREATE(current->next, obj_save_data, 1); - current=current->next; + if (temp) commit_current(); - current->locate = 0; - temp = NULL; - } - } else + long vnum = -1L; + vnum = strtol(line + 1, NULL, 10); + + if (vnum <= 0 && vnum != -1L) { + mudlog(NRM, LVL_IMMORT, TRUE, "SAVE-LOAD: bad vnum header: '%s'", line); + temp = NULL; + pending_locate = 0; + pending_nest = 0; continue; - - /* we have the number, check it, load obj. */ - if (nr == NOTHING) { /* then it is unique */ + } + + /* Instantiate from prototype if available, else create a blank */ + if (vnum == -1L) { temp = create_obj(); - temp->item_number=NOTHING; - } else if (nr < 0) { - continue; + temp->item_number = NOTHING; + if (!temp->name) temp->name = strdup("object"); + if (!temp->short_description) temp->short_description = strdup("an object"); + if (!temp->description) temp->description = strdup("An object lies here."); } else { - if(real_object(nr) != NOTHING) { - temp=read_object(nr,VIRTUAL); - /* Go read next line - nothing more to see here. */ + int rnum = real_object((obj_vnum)vnum); + if (rnum >= 0) { + temp = read_object(rnum, REAL); } else { - log("Nonexistent object %d found in rent file.", nr); + temp = create_obj(); + /* Do NOT assign GET_OBJ_VNUM(temp); item_number derives vnum. */ + if (!temp->name) temp->name = strdup("object"); + if (!temp->short_description) temp->short_description = strdup("an object"); + if (!temp->description) temp->description = strdup("An object lies here."); } } - /* go read next line - nothing more to see here. */ + + pending_locate = 0; + pending_nest = 0; continue; } - /* If "temp" is NULL, we are most likely progressing through - * a non-existant object, so just keep continuing till we find - * the next object */ - if (temp == NULL) + /* Normal data line: TAG [ : ] payload */ + char tag[6]; + const char *payload = NULL; + split_tag_line(line, tag, &payload); + + if (!*tag) continue; + if (!temp) { + mudlog(NRM, LVL_IMMORT, TRUE, "SAVE-LOAD: data before header ignored: '%s'", line); continue; + } - tag_argument(line, tag); - num = atoi(line); + if (!strcmp(tag, "Loc")) { + pending_locate = (int)strtol(payload, NULL, 10); + } + else if (!strcmp(tag, "Nest")) { + pending_nest = (int)strtol(payload, NULL, 10); + if (pending_nest < 0) pending_nest = 0; + if (pending_nest > MAX_BAG_ROWS) { + mudlog(NRM, LVL_IMMORT, TRUE, + "SAVE-LOAD: nest level %d too deep; clamping to %d.", + pending_nest, MAX_BAG_ROWS); + pending_nest = MAX_BAG_ROWS; + } + } + else if (!strcmp(tag, "Vals")) { + const char *p = payload; + for (int i = 0; i < NUM_OBJ_VAL_POSITIONS; i++) { + if (!*p) { GET_OBJ_VAL(temp, i) = 0; continue; } + GET_OBJ_VAL(temp, i) = (int)strtol(p, (char **)&p, 10); + } + } + else if (!strcmp(tag, "Wght")) { + GET_OBJ_WEIGHT(temp) = (int)strtol(payload, NULL, 10); + } + else if (!strcmp(tag, "Cost")) { + GET_OBJ_COST(temp) = (int)strtol(payload, NULL, 10); + } + else if (!strcmp(tag, "Rent")) { + /* Legacy tag ignored (cost-per-day no longer used). */ + } + else if (!strcmp(tag, "Type")) { + GET_OBJ_TYPE(temp) = (int)strtol(payload, NULL, 10); + } + else if (!strcmp(tag, "Wear")) { + unsigned long words[4] = {0,0,0,0}; + const char *p = payload; + for (int i = 0; i < 4 && *p; i++) words[i] = strtoul(p, (char **)&p, 10); - switch(*tag) { - case 'A': - if (!strcmp(tag, "ADes")) { - char error[40]; - snprintf(error, sizeof(error)-1, "rent(Ades):%s", temp->name); - temp->action_description = fread_string(fl, error); - } else if (!strcmp(tag, "Aff ")) { - sscanf(line, "%d %d %d", &t[0], &t[1], &t[2]); - if (t[0] < MAX_OBJ_AFFECT) { - temp->affected[t[0]].location = t[1]; - temp->affected[t[0]].modifier = t[2]; - } +#if defined(TW_ARRAY_MAX) && defined(GET_OBJ_WEAR_AR) + for (int i = 0; i < 4; i++) { + if (i < TW_ARRAY_MAX) GET_OBJ_WEAR_AR(temp, i) = (bitvector_t)words[i]; + else if (words[i]) + mudlog(NRM, LVL_IMMORT, TRUE, + "SAVE-LOAD: Wear word %d (%lu) truncated (TW_ARRAY_MAX=%d).", + i, words[i], TW_ARRAY_MAX); } - break; - case 'C': - if (!strcmp(tag, "Cost")) - GET_OBJ_COST(temp) = num; - break; - case 'D': - if (!strcmp(tag, "Desc")) - temp->description = strdup(line); - break; - case 'E': - if(!strcmp(tag, "EDes")) { - struct extra_descr_data *new_desc; - char error[40]; - snprintf(error, sizeof(error)-1, "rent(Edes): %s", temp->name); - if (temp->item_number != NOTHING && /* Regular object */ - temp->ex_description && /* with ex_desc == prototype */ - (temp->ex_description == obj_proto[real_object(temp->item_number)].ex_description)) - temp->ex_description = NULL; - CREATE(new_desc, struct extra_descr_data, 1); - new_desc->keyword = fread_string(fl, error); - new_desc->description = fread_string(fl, error); - new_desc->next = temp->ex_description; - temp->ex_description = new_desc; +#elif defined(GET_OBJ_WEAR_AR) + for (int i = 0; i < 4; i++) GET_OBJ_WEAR_AR(temp, i) = (bitvector_t)words[i]; +#endif + } + else if (!strcmp(tag, "Flag")) { + unsigned long words[4] = {0,0,0,0}; + const char *p = payload; + for (int i = 0; i < 4 && *p; i++) words[i] = strtoul(p, (char **)&p, 10); + +#if defined(EF_ARRAY_MAX) && defined(GET_OBJ_EXTRA_AR) + for (int i = 0; i < 4; i++) { + if (i < EF_ARRAY_MAX) GET_OBJ_EXTRA_AR(temp, i) = (bitvector_t)words[i]; + else if (words[i]) + mudlog(NRM, LVL_IMMORT, TRUE, + "SAVE-LOAD: Extra word %d (%lu) truncated (EF_ARRAY_MAX=%d).", + i, words[i], EF_ARRAY_MAX); } - break; - case 'F': - if (!strcmp(tag, "Flag")) { - sscanf(line, "%s %s %s %s", f1, f2, f3, f4); - GET_OBJ_EXTRA(temp)[0] = asciiflag_conv(f1); - GET_OBJ_EXTRA(temp)[1] = asciiflag_conv(f2); - GET_OBJ_EXTRA(temp)[2] = asciiflag_conv(f3); - GET_OBJ_EXTRA(temp)[3] = asciiflag_conv(f4); - } - break; - case 'L': - if(!strcmp(tag, "Loc ")) - current->locate = num; - break; - case 'N': - if (!strcmp(tag, "Name")) - temp->name = strdup(line); - break; - case 'P': - if (!strcmp(tag, "Perm")) { - sscanf(line, "%s %s %s %s", f1, f2, f3, f4); - GET_OBJ_AFFECT(temp)[0] = asciiflag_conv(f1); - GET_OBJ_AFFECT(temp)[1] = asciiflag_conv(f2); - GET_OBJ_AFFECT(temp)[2] = asciiflag_conv(f3); - GET_OBJ_AFFECT(temp)[3] = asciiflag_conv(f4); - } - break; - case 'R': - if (!strcmp(tag, "Rent")) - GET_OBJ_RENT(temp) = num; - break; - case 'S': - if (!strcmp(tag, "Shrt")) - temp->short_description = strdup(line); - break; - case 'T': - if (!strcmp(tag, "Type")) - GET_OBJ_TYPE(temp) = num; - break; - case 'W': - if (!strcmp(tag, "Wear")) { - sscanf(line, "%s %s %s %s", f1, f2, f3, f4); - GET_OBJ_WEAR(temp)[0] = asciiflag_conv(f1); - GET_OBJ_WEAR(temp)[1] = asciiflag_conv(f2); - GET_OBJ_WEAR(temp)[2] = asciiflag_conv(f3); - GET_OBJ_WEAR(temp)[3] = asciiflag_conv(f4); - } - else if (!strcmp(tag, "Wght")) - GET_OBJ_WEIGHT(temp) = num; - break; - case 'V': - if (!strcmp(tag, "Vals")) { - sscanf(line, "%d %d %d %d", &t[0], &t[1], &t[2], &t[3]); - for (i = 0; i < NUM_OBJ_VAL_POSITIONS; i++) - GET_OBJ_VAL(temp, i) = t[i]; - } - break; - default: - log("Unknown tag in rentfile: %s", tag); +#elif defined(GET_OBJ_EXTRA_AR) + for (int i = 0; i < 4; i++) GET_OBJ_EXTRA_AR(temp, i) = (bitvector_t)words[i]; +#endif + } + else if (!strcmp(tag, "Name")) { + if (temp->name) free(temp->name); + temp->name = *payload ? strdup(payload) : strdup("object"); + } + else if (!strcmp(tag, "Shrt")) { + if (temp->short_description) free(temp->short_description); + temp->short_description = *payload ? strdup(payload) : strdup("an object"); + } + else if (!strcmp(tag, "Desc")) { + if (temp->description) free(temp->description); + temp->description = *payload ? strdup(payload) : strdup("An object lies here."); + } + else if (!strcmp(tag, "ADes")) { + if (temp->main_description) free(temp->main_description); + temp->main_description = *payload ? strdup(payload) : NULL; + } + else if (!strcmp(tag, "End")) { + commit_current(); + } + else { + mudlog(NRM, LVL_IMMORT, TRUE, "SAVE-LOAD: unknown tag '%s'", tag); } } + if (temp) commit_current(); + return head; } @@ -1180,12 +780,10 @@ static int Crash_load_objs(struct char_data *ch) { char filename[PATH_MAX]; char line[READ_SIZE]; char buf[MAX_STRING_LENGTH]; - char str[64]; - int i, num_of_days, orig_rent_code, num_objs=0; - unsigned long cost; + int i, orig_save_code, num_objs=0; struct obj_data *cont_row[MAX_BAG_ROWS]; - int rentcode = RENT_UNDEF; - int timed=0,netcost=0,gold,account,nitems; + int savecode = SAVE_UNDEF; + int timed=0,netcost=0,coins,account,nitems; obj_save_data *loaded, *current; if (!get_filename(filename, sizeof(filename), CRASH_FILE, GET_NAME(ch))) @@ -1203,52 +801,45 @@ static int Crash_load_objs(struct char_data *ch) { "Contact a God for assistance.\r\n"); } mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "%s entering game with no equipment.", GET_NAME(ch)); + if (GET_COINS(ch) > 0) { + int old_coins = GET_COINS(ch); + GET_COINS(ch) = 0; + add_coins_to_char(ch, old_coins); + } return 1; } if (!get_line(fl, line)) - mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "Failed to read player's rent code: %s.", GET_NAME(ch)); + mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "Failed to read player's save code: %s.", GET_NAME(ch)); else - sscanf(line,"%d %d %d %d %d %d",&rentcode, &timed, &netcost,&gold,&account,&nitems); + sscanf(line,"%d %d %d %d %d %d",&savecode, &timed, &netcost,&coins,&account,&nitems); - if (rentcode == RENT_RENTED || rentcode == RENT_TIMEDOUT) { - sprintf(str, "%d", SECS_PER_REAL_DAY); - num_of_days = (int)((float) (time(0) - timed) / atoi(str)); - cost = (unsigned int) (netcost * num_of_days); - if (cost > (unsigned int)GET_GOLD(ch) + (unsigned int)GET_BANK_GOLD(ch)) { - fclose(fl); - mudlog(BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, - "%s entering game, rented equipment lost (no $).", GET_NAME(ch)); - Crash_crashsave(ch); - return 2; - } else { - GET_BANK_GOLD(ch) -= MAX(cost - GET_GOLD(ch), 0); - GET_GOLD(ch) = MAX(GET_GOLD(ch) - cost, 0); - save_char(ch); - } - } - switch (orig_rent_code = rentcode) { - case RENT_RENTED: + if (savecode == SAVE_LOGOUT || savecode == SAVE_TIMEDOUT) { mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, - "%s un-renting and entering game.", GET_NAME(ch)); + "%s entering game with legacy save code; no fees applied.", GET_NAME(ch)); + } + switch (orig_save_code = savecode) { + case SAVE_LOGOUT: + mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, + "%s restoring saved items and entering game.", GET_NAME(ch)); break; - case RENT_CRASH: + case SAVE_CRASH: mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "%s retrieving crash-saved items and entering game.", GET_NAME(ch)); break; - case RENT_CRYO: + case SAVE_CRYO: mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, - "%s un-cryo'ing and entering game.", GET_NAME(ch)); + "%s restoring cryo-saved items and entering game.", GET_NAME(ch)); break; - case RENT_FORCED: - case RENT_TIMEDOUT: + case SAVE_FORCED: + case SAVE_TIMEDOUT: mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, - "%s retrieving force-saved items and entering game.", GET_NAME(ch)); + "%s retrieving idle-saved items and entering game.", GET_NAME(ch)); break; default: mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, - "WARNING: %s entering game with undefined rent code.", GET_NAME(ch)); + "WARNING: %s entering game with undefined save code.", GET_NAME(ch)); break; } @@ -1264,13 +855,27 @@ static int Crash_load_objs(struct char_data *ch) { free(current); } + { + int old_coins = GET_COINS(ch); + int coin_total = count_char_coins(ch); + + if (coin_total > 0) { + GET_COINS(ch) = coin_total; + } else if (old_coins > 0) { + GET_COINS(ch) = 0; + add_coins_to_char(ch, old_coins); + } else { + GET_COINS(ch) = 0; + } + } + /* Little hoarding check. -gg 3/1/98 */ - mudlog(NRM, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "%s (level %d) has %d object%s (max %d).", - GET_NAME(ch), GET_LEVEL(ch), num_objs, num_objs != 1 ? "s" : "", CONFIG_MAX_OBJ_SAVE); + mudlog(NRM, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "%s (level %d) has %d object%s.", + GET_NAME(ch), GET_LEVEL(ch), num_objs, num_objs != 1 ? "s" : ""); fclose(fl); - if ((orig_rent_code == RENT_RENTED) || (orig_rent_code == RENT_CRYO)) + if ((orig_save_code == SAVE_LOGOUT) || (orig_save_code == SAVE_CRYO)) return 0; else return 1; @@ -1308,7 +913,7 @@ static int handle_obj(struct obj_data *temp, struct char_data *ch, int locate, s cont_row[j] = NULL; } if (cont_row[0]) { /* content list existing */ - if (GET_OBJ_TYPE(temp) == ITEM_CONTAINER) { + if (obj_is_storage(temp)) { /* rem item ; fill ; equip again */ temp = unequip_char(ch, locate-1); temp->contains = NULL; /* should be empty - but who knows */ @@ -1336,7 +941,7 @@ static int handle_obj(struct obj_data *temp, struct char_data *ch, int locate, s } if (j == -locate && cont_row[j]) { /* content list existing */ - if (GET_OBJ_TYPE(temp) == ITEM_CONTAINER) { + if (obj_is_storage(temp)) { /* take item ; fill ; give to char again */ obj_from_char(temp); temp->contains = NULL; @@ -1357,7 +962,7 @@ static int handle_obj(struct obj_data *temp, struct char_data *ch, int locate, s if (locate < 0 && locate >= -MAX_BAG_ROWS) { /* let obj be part of content list but put it at the list's end thus having the items - in the same order as before renting */ + in the same order as before saving */ obj_from_char(temp); if ((obj1 = cont_row[-locate-1])) { while (obj1->next_content) @@ -1370,4 +975,3 @@ static int handle_obj(struct obj_data *temp, struct char_data *ch, int locate, s return TRUE; } - diff --git a/src/oedit.c b/src/oedit.c index f7c4b7f..ba9cb44 100644 --- a/src/oedit.c +++ b/src/oedit.c @@ -34,10 +34,6 @@ static void oedit_liquid_type(struct descriptor_data *d); static void oedit_disp_apply_menu(struct descriptor_data *d); static void oedit_disp_weapon_menu(struct descriptor_data *d); static void oedit_disp_spells_menu(struct descriptor_data *d); -static void oedit_disp_val1_menu(struct descriptor_data *d); -static void oedit_disp_val2_menu(struct descriptor_data *d); -static void oedit_disp_val3_menu(struct descriptor_data *d); -static void oedit_disp_val4_menu(struct descriptor_data *d); static void oedit_disp_type_menu(struct descriptor_data *d); static void oedit_disp_extra_menu(struct descriptor_data *d); static void oedit_disp_wear_menu(struct descriptor_data *d); @@ -48,6 +44,11 @@ static void oedit_save_to_disk(int zone_num); /* handy macro */ #define S_PRODUCT(s, i) ((s)->producing[(i)]) +static const char * const *get_val_labels(struct obj_data *obj) +{ + return obj_value_labels(GET_OBJ_TYPE(obj)); +} + /* Utility and exported functions */ ACMD(do_oasis_oedit) { @@ -191,6 +192,8 @@ static void oedit_setup_new(struct descriptor_data *d) OLC_OBJ(d)->short_description = strdup("an unfinished object"); SET_BIT_AR(GET_OBJ_WEAR(OLC_OBJ(d)), ITEM_WEAR_TAKE); OLC_VAL(d) = 0; + OLC_DIRTY(d) = 0; + OLC_VAL_SLOT(d) = -1; OLC_ITEM_TYPE(d) = OBJ_TRIGGER; SCRIPT(OLC_OBJ(d)) = NULL; @@ -208,6 +211,8 @@ void oedit_setup_existing(struct descriptor_data *d, int real_num) /* Attach new object to player's descriptor. */ OLC_OBJ(d) = obj; OLC_VAL(d) = 0; + OLC_DIRTY(d) = 0; + OLC_VAL_SLOT(d) = -1; OLC_ITEM_TYPE(d) = OBJ_TRIGGER; dg_olc_script_copy(d); /* The edited obj must not have a script. It will be assigned to the updated @@ -292,19 +297,20 @@ static void oedit_save_to_disk(int zone_num) /* For container flags. */ static void oedit_disp_container_flags_menu(struct descriptor_data *d) { - char bits[MAX_STRING_LENGTH]; - get_char_colors(d->character); - clear_screen(d); + int i, columns = 0; - sprintbit(GET_OBJ_VAL(OLC_OBJ(d), 1), container_bits, bits, sizeof(bits)); - write_to_output(d, - "%s1%s) CLOSEABLE\r\n" - "%s2%s) PICKPROOF\r\n" - "%s3%s) CLOSED\r\n" - "%s4%s) LOCKED\r\n" - "Container flags: %s%s%s\r\n" - "Enter flag, 0 to quit : ", - grn, nrm, grn, nrm, grn, nrm, grn, nrm, cyn, bits, nrm); + clear_screen(d); + write_to_output(d, "-- Container Flags Menu --\r\n"); + + for (i = 0; i < NUM_CONTAINER_FLAGS; i++) { + write_to_output(d, "%2d) %-15s%s", i, container_bits[i], + (++columns % 3 ? "" : "\r\n")); + } + + if (columns % 3) + write_to_output(d, "\r\n"); + + write_to_output(d, "Enter container flag number (toggles on/off): "); } /* For extra descriptions. */ @@ -353,11 +359,20 @@ static void oedit_disp_prompt_apply_menu(struct descriptor_data *d) /* Ask for liquid type. */ static void oedit_liquid_type(struct descriptor_data *d) { - get_char_colors(d->character); + int i, columns = 0; + clear_screen(d); - column_list(d->character, 0, drinks, NUM_LIQ_TYPES, TRUE); - write_to_output(d, "\r\n%sEnter drink type : ", nrm); - OLC_MODE(d) = OEDIT_VALUE_3; + write_to_output(d, "-- Liquid Types Menu --\r\n"); + + for (i = 0; i < NUM_LIQ_TYPES; i++) { + write_to_output(d, "%2d) %-10s%s", i, drinks[i], + (++columns % 4 ? "" : "\r\n")); + } + + if (columns % 4) + write_to_output(d, "\r\n"); + + write_to_output(d, "Enter liquid type number : "); } /* The actual apply to set. */ @@ -373,176 +388,62 @@ static void oedit_disp_apply_menu(struct descriptor_data *d) /* Weapon type. */ static void oedit_disp_weapon_menu(struct descriptor_data *d) { - int counter, columns = 0; + int i; - get_char_colors(d->character); clear_screen(d); + write_to_output(d, "-- Weapon Types Menu --\r\n"); - for (counter = 0; counter < NUM_ATTACK_TYPES; counter++) { - write_to_output(d, "%s%2d%s) %-20.20s %s", grn, counter, nrm, - attack_hit_text[counter].singular, - !(++columns % 2) ? "\r\n" : ""); + for (i = 0; i < NUM_ATTACK_TYPES; i++) { + write_to_output(d, "%2d) %s\r\n", i, attack_hit_text[i].singular); } - write_to_output(d, "\r\nEnter weapon type : "); + + write_to_output(d, "Enter weapon type number : "); } /* Spell type. */ static void oedit_disp_spells_menu(struct descriptor_data *d) { - int counter, columns = 0; + int i, columns = 0; - get_char_colors(d->character); clear_screen(d); + write_to_output(d, "-- Spells Menu --\r\n"); - for (counter = 1; counter <= NUM_SPELLS; counter++) { - write_to_output(d, "%s%2d%s) %s%-20.20s %s", grn, counter, nrm, yel, - spell_info[counter].name, !(++columns % 3) ? "\r\n" : ""); + for (i = 0; i < NUM_SPELLS; i++) { + if (*spell_info[i].name != '!') + write_to_output(d, "%3d) %-20s%s", i, spell_info[i].name, + (++columns % 3 ? "" : "\r\n")); } - write_to_output(d, "\r\n%sEnter spell choice (-1 for none) : ", nrm); + + if (columns % 3) + write_to_output(d, "\r\n"); + + write_to_output(d, "Enter spell number (0 = none): "); } -/* Object value #1 */ -static void oedit_disp_val1_menu(struct descriptor_data *d) +/* Display all object values dynamically, with labels for known slots */ +/* Display all object values dynamically with labels based on type */ +static void oedit_disp_values_menu(struct descriptor_data *d) { - OLC_MODE(d) = OEDIT_VALUE_1; - switch (GET_OBJ_TYPE(OLC_OBJ(d))) { - case ITEM_LIGHT: - /* values 0 and 1 are unused.. jump to 2 */ - oedit_disp_val3_menu(d); - break; - case ITEM_SCROLL: - case ITEM_WAND: - case ITEM_STAFF: - case ITEM_POTION: - write_to_output(d, "Spell level : "); - break; - case ITEM_WEAPON: - /* This doesn't seem to be used if I remember right. */ - write_to_output(d, "Modifier to Hitroll : "); - break; - case ITEM_ARMOR: - write_to_output(d, "Apply to AC : "); - break; - case ITEM_CONTAINER: - write_to_output(d, "Max weight to contain (-1 for unlimited) : "); - break; - case ITEM_DRINKCON: - case ITEM_FOUNTAIN: - write_to_output(d, "Max drink units (-1 for unlimited) : "); - break; - case ITEM_FOOD: - write_to_output(d, "Hours to fill stomach : "); - break; - case ITEM_MONEY: - write_to_output(d, "Number of gold coins : "); - break; - case ITEM_FURNITURE: - write_to_output(d, "Number of people it can hold : "); - break; - case ITEM_NOTE: // These object types have no 'values' so go back to menu - case ITEM_OTHER: - case ITEM_WORN: - case ITEM_TREASURE: - case ITEM_TRASH: - case ITEM_KEY: - case ITEM_PEN: - case ITEM_BOAT: - case ITEM_FREE: /* Not implemented, but should be handled here */ - case ITEM_FREE2: /* Not implemented, but should be handled here */ - oedit_disp_menu(d); - break; - default: - mudlog(BRF, LVL_BUILDER, TRUE, "SYSERR: OLC: Reached default case in oedit_disp_val1_menu()!"); - break; - } -} + int i; + struct obj_data *obj = OLC_OBJ(d); + const char * const *labels = get_val_labels(obj); -/* Object value #2 */ -static void oedit_disp_val2_menu(struct descriptor_data *d) -{ - OLC_MODE(d) = OEDIT_VALUE_2; - switch (GET_OBJ_TYPE(OLC_OBJ(d))) { - case ITEM_SCROLL: - case ITEM_POTION: - oedit_disp_spells_menu(d); - break; - case ITEM_WAND: - case ITEM_STAFF: - write_to_output(d, "Max number of charges : "); - break; - case ITEM_WEAPON: - write_to_output(d, "Number of damage dice : "); - break; - case ITEM_FOOD: - /* Values 2 and 3 are unused, jump to 4...Odd. */ - oedit_disp_val4_menu(d); - break; - case ITEM_CONTAINER: - /* These are flags, needs a bit of special handling. */ - oedit_disp_container_flags_menu(d); - break; - case ITEM_DRINKCON: - case ITEM_FOUNTAIN: - write_to_output(d, "Initial drink units : "); - break; - default: - oedit_disp_menu(d); - } -} + write_to_output(d, "\r\n-- Object Values Menu --\r\n"); -/* Object value #3 */ -static void oedit_disp_val3_menu(struct descriptor_data *d) -{ - OLC_MODE(d) = OEDIT_VALUE_3; - switch (GET_OBJ_TYPE(OLC_OBJ(d))) { - case ITEM_LIGHT: - write_to_output(d, "Number of hours (0 = burnt, -1 is infinite) : "); - break; - case ITEM_SCROLL: - case ITEM_POTION: - oedit_disp_spells_menu(d); - break; - case ITEM_WAND: - case ITEM_STAFF: - write_to_output(d, "Number of charges remaining : "); - break; - case ITEM_WEAPON: - write_to_output(d, "Size of damage dice : "); - break; - case ITEM_CONTAINER: - write_to_output(d, "Vnum of key to open container (-1 for no key) : "); - break; - case ITEM_DRINKCON: - case ITEM_FOUNTAIN: - oedit_liquid_type(d); - break; - default: - oedit_disp_menu(d); + for (i = 0; i < NUM_OBJ_VAL_POSITIONS; i++) { + /* Hide current_occupants field for furniture - it's managed by the game engine */ + if (GET_OBJ_TYPE(obj) == ITEM_FURNITURE && i == 1) { + write_to_output(d, "%2d) %-12s : %d (managed by game engine)\r\n", + i+1, labels[i], GET_OBJ_VAL(obj, i)); + } else { + write_to_output(d, "%2d) %-12s : %d\r\n", + i+1, labels[i], GET_OBJ_VAL(obj, i)); + } } -} -/* Object value #4 */ -static void oedit_disp_val4_menu(struct descriptor_data *d) -{ - OLC_MODE(d) = OEDIT_VALUE_4; - switch (GET_OBJ_TYPE(OLC_OBJ(d))) { - case ITEM_SCROLL: - case ITEM_POTION: - case ITEM_WAND: - case ITEM_STAFF: - oedit_disp_spells_menu(d); - break; - case ITEM_WEAPON: - oedit_disp_weapon_menu(d); - break; - case ITEM_DRINKCON: - case ITEM_FOUNTAIN: - case ITEM_FOOD: - write_to_output(d, "Poisoned (0 = not poison) : "); - break; - default: - oedit_disp_menu(d); - } + write_to_output(d, "Q) Quit to main menu\r\nEnter choice : "); + + OLC_MODE(d) = OEDIT_VALUES_MENU; } /* Object type. */ @@ -563,20 +464,25 @@ static void oedit_disp_type_menu(struct descriptor_data *d) /* Object extra flags. */ static void oedit_disp_extra_menu(struct descriptor_data *d) { - char bits[MAX_STRING_LENGTH]; - int counter, columns = 0; + char buf[MAX_STRING_LENGTH]; + int i, columns = 0; - get_char_colors(d->character); clear_screen(d); + write_to_output(d, "-- Extra Flags Menu --\r\n"); - for (counter = 0; counter < NUM_ITEM_FLAGS; counter++) { - write_to_output(d, "%s%2d%s) %-20.20s %s", grn, counter + 1, nrm, - extra_bits[counter], !(++columns % 2) ? "\r\n" : ""); + for (i = 0; i < NUM_EXTRA_FLAGS; i++) { + /* Menu is 1-based for builders */ + write_to_output(d, "%2d) %-20s%s", i + 1, extra_bits[i], + (++columns % 2 ? "" : "\r\n")); } - sprintbitarray(GET_OBJ_EXTRA(OLC_OBJ(d)), extra_bits, EF_ARRAY_MAX, bits); - write_to_output(d, "\r\nObject flags: %s%s%s\r\n" - "Enter object extra flag (0 to quit) : ", - cyn, bits, nrm); + if (columns % 2) + write_to_output(d, "\r\n"); + + /* Show current flags nicely */ + sprintbitarray(GET_OBJ_EXTRA(OLC_OBJ(d)), extra_bits, EF_ARRAY_MAX, buf); + write_to_output(d, "\r\nObject flags: %s\r\n", buf); + + write_to_output(d, "Enter object extra flag (0 to quit) : "); } /* Object perm flags. */ @@ -617,81 +523,82 @@ static void oedit_disp_wear_menu(struct descriptor_data *d) /* Display main menu. */ static void oedit_disp_menu(struct descriptor_data *d) { - char buf1[MAX_STRING_LENGTH]; - char buf2[MAX_STRING_LENGTH]; struct obj_data *obj; + char buf1[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH]; obj = OLC_OBJ(d); + get_char_colors(d->character); clear_screen(d); - /* Build buffers for first part of menu. */ + /* Build buffers for type/flags */ sprinttype(GET_OBJ_TYPE(obj), item_types, buf1, sizeof(buf1)); sprintbitarray(GET_OBJ_EXTRA(obj), extra_bits, EF_ARRAY_MAX, buf2); - /* Build first half of menu. */ + /* First part of menu */ write_to_output(d, - "-- Item number : [%s%d%s]\r\n" - "%s1%s) Keywords : %s%s\r\n" - "%s2%s) S-Desc : %s%s\r\n" - "%s3%s) L-Desc :-\r\n%s%s\r\n" - "%s4%s) A-Desc :-\r\n%s%s" - "%s5%s) Type : %s%s\r\n" - "%s6%s) Extra flags : %s%s\r\n", + "-- Item Number : [%s%d%s]\r\n" + "%s1%s) Keywords : %s%s\r\n" + "%s2%s) S-Desc : %s%s\r\n" + "%s3%s) L-Desc :-\r\n%s%s\r\n" + "%s4%s) M-Desc :-\r\n%s%s" + "%s5%s) Type : %s%s\r\n" + "%s6%s) Extra flags : %s%s\r\n", - cyn, OLC_NUM(d), nrm, - grn, nrm, yel, (obj->name && *obj->name) ? obj->name : "undefined", - grn, nrm, yel, (obj->short_description && *obj->short_description) ? obj->short_description : "undefined", - grn, nrm, yel, (obj->description && *obj->description) ? obj->description : "undefined", - grn, nrm, yel, (obj->action_description && *obj->action_description) ? obj->action_description : "Not Set.\r\n", - grn, nrm, cyn, buf1, - grn, nrm, cyn, buf2 - ); - /* Send first half then build second half of menu. */ - sprintbitarray(GET_OBJ_WEAR(OLC_OBJ(d)), wear_bits, EF_ARRAY_MAX, buf1); - sprintbitarray(GET_OBJ_AFFECT(OLC_OBJ(d)), affected_bits, EF_ARRAY_MAX, buf2); - - write_to_output(d, - "%s7%s) Wear flags : %s%s\r\n" - "%s8%s) Weight : %s%d\r\n" - "%s9%s) Cost : %s%d\r\n" - "%sA%s) Cost/Day : %s%d\r\n" - "%sB%s) Timer : %s%d\r\n" - "%sC%s) Values : %s%d %d %d %d\r\n" - "%sD%s) Applies menu\r\n" - "%sE%s) Extra descriptions menu: %s%s%s\r\n" - "%sM%s) Min Level : %s%d\r\n" - "%sP%s) Perm Affects: %s%s\r\n" - "%sS%s) Script : %s%s\r\n" - "%sW%s) Copy object\r\n" - "%sX%s) Delete object\r\n" - "%sQ%s) Quit\r\n" - "Enter choice : ", - - grn, nrm, cyn, buf1, - grn, nrm, cyn, GET_OBJ_WEIGHT(obj), - grn, nrm, cyn, GET_OBJ_COST(obj), - grn, nrm, cyn, GET_OBJ_RENT(obj), - grn, nrm, cyn, GET_OBJ_TIMER(obj), - grn, nrm, cyn, GET_OBJ_VAL(obj, 0), - GET_OBJ_VAL(obj, 1), - GET_OBJ_VAL(obj, 2), - GET_OBJ_VAL(obj, 3), - grn, nrm, grn, nrm, cyn, obj->ex_description ? "Set." : "Not Set.", grn, - grn, nrm, cyn, GET_OBJ_LEVEL(obj), - grn, nrm, cyn, buf2, - grn, nrm, cyn, OLC_SCRIPT(d) ? "Set." : "Not Set.", - grn, nrm, - grn, nrm, - grn, nrm + cyn, OLC_NUM(d), nrm, + grn, nrm, yel, (obj->name && *obj->name) ? obj->name : "undefined", + grn, nrm, yel, (obj->short_description && *obj->short_description) ? obj->short_description : "undefined", + grn, nrm, yel, (obj->description && *obj->description) ? obj->description : "undefined", + grn, nrm, yel, (obj->main_description && *obj->main_description) ? obj->main_description : "Not Set.\r\n", + grn, nrm, cyn, buf1, + grn, nrm, cyn, buf2 ); + + /* Wear flags and affects */ + sprintbitarray(GET_OBJ_WEAR(obj), wear_bits, TW_ARRAY_MAX, buf1); + sprintbitarray(GET_OBJ_AFFECT(obj), affected_bits, AF_ARRAY_MAX, buf2); + + /* Second half of menu */ + write_to_output(d, + "%s7%s) Wear flags : %s%s\r\n" + "%s8%s) Weight : %s%d\r\n" + "%s9%s) Cost : %s%d\r\n" + "%sA%s) Timer : %s%d\r\n" + "%sM%s) Min Level : %s%d\r\n" + "%sP%s) Perm Affects: %s%s\r\n" + "%sS%s) Script : %s%s\r\n" + "%sW%s) Copy object\r\n" + "%sX%s) Delete object\r\n", + + grn, nrm, cyn, buf1, + grn, nrm, cyn, GET_OBJ_WEIGHT(obj), + grn, nrm, cyn, GET_OBJ_COST(obj), + grn, nrm, cyn, GET_OBJ_TIMER(obj), + grn, nrm, cyn, GET_OBJ_LEVEL(obj), + grn, nrm, cyn, buf2, + grn, nrm, cyn, OLC_SCRIPT(d) ? "Set." : "Not Set.", + grn, nrm, + grn, nrm + ); + + /* Unified values menu */ + write_to_output(d, + "%sV%s) Edit object values (%d slots total)\r\n", + grn, nrm, NUM_OBJ_VAL_POSITIONS); + + /* Quit */ + write_to_output(d, + "%sQ%s) Quit\r\n" + "Enter choice : ", + grn, nrm); + OLC_MODE(d) = OEDIT_MAIN_MENU; } /* main loop (of sorts).. basically interpreter throws all input to here. */ void oedit_parse(struct descriptor_data *d, char *arg) { - int number, max_val, min_val; + int number; char *oldtext = NULL; switch (OLC_MODE(d)) { @@ -702,7 +609,7 @@ void oedit_parse(struct descriptor_data *d, char *arg) case 'Y': oedit_save_internally(d); mudlog(CMP, MAX(LVL_BUILDER, GET_INVIS_LEV(d->character)), TRUE, - "OLC: %s edits obj %d", GET_NAME(d->character), OLC_NUM(d)); + "OLC: %s edits obj %d", GET_NAME(d->character), OLC_NUM(d)); if (CONFIG_OLC_SAVE) { oedit_save_to_disk(real_zone_by_thing(OLC_NUM(d))); write_to_output(d, "Object saved to disk.\r\n"); @@ -712,12 +619,11 @@ void oedit_parse(struct descriptor_data *d, char *arg) return; case 'n': case 'N': - /* If not saving, we must free the script_proto list. */ OLC_OBJ(d)->proto_script = OLC_SCRIPT(d); free_proto_script(OLC_OBJ(d), OBJ_TRIGGER); cleanup_olc(d, CLEANUP_ALL); return; - case 'a': /* abort quit */ + case 'a': case 'A': oedit_disp_menu(d); return; @@ -728,15 +634,13 @@ void oedit_parse(struct descriptor_data *d, char *arg) } case OEDIT_MAIN_MENU: - /* Throw us out to whichever edit mode based on user input. */ switch (*arg) { - case 'q': - case 'Q': - if (OLC_VAL(d)) { /* Something has been modified. */ - write_to_output(d, "Do you wish to save your changes? : "); - OLC_MODE(d) = OEDIT_CONFIRM_SAVESTRING; + case 'q': case 'Q': + if (OLC_DIRTY(d)) { + write_to_output(d, "Do you wish to save your changes? : "); + OLC_MODE(d) = OEDIT_CONFIRM_SAVESTRING; } else - cleanup_olc(d, CLEANUP_ALL); + cleanup_olc(d, CLEANUP_ALL); return; case '1': write_to_output(d, "Enter keywords : "); @@ -751,15 +655,16 @@ void oedit_parse(struct descriptor_data *d, char *arg) OLC_MODE(d) = OEDIT_LONGDESC; break; case '4': - OLC_MODE(d) = OEDIT_ACTDESC; + OLC_MODE(d) = OEDIT_MAINDESC; send_editor_help(d); - write_to_output(d, "Enter action description:\r\n\r\n"); - if (OLC_OBJ(d)->action_description) { - write_to_output(d, "%s", OLC_OBJ(d)->action_description); - oldtext = strdup(OLC_OBJ(d)->action_description); + write_to_output(d, "Enter main description:\r\n\r\n"); + if (OLC_OBJ(d)->main_description) { + write_to_output(d, "%s", OLC_OBJ(d)->main_description); + oldtext = strdup(OLC_OBJ(d)->main_description); } - string_write(d, &OLC_OBJ(d)->action_description, MAX_MESSAGE_LENGTH, 0, oldtext); - OLC_VAL(d) = 1; + string_write(d, &OLC_OBJ(d)->main_description, + MAX_MESSAGE_LENGTH, 0, oldtext); + OLC_DIRTY(d) = 1; break; case '5': oedit_disp_type_menu(d); @@ -781,62 +686,42 @@ void oedit_parse(struct descriptor_data *d, char *arg) write_to_output(d, "Enter cost : "); OLC_MODE(d) = OEDIT_COST; break; - case 'a': - case 'A': - write_to_output(d, "Enter cost per day : "); - OLC_MODE(d) = OEDIT_COSTPERDAY; - break; - case 'b': - case 'B': + case 'a': case 'A': write_to_output(d, "Enter timer : "); OLC_MODE(d) = OEDIT_TIMER; break; - case 'c': - case 'C': - /* Clear any old values */ - GET_OBJ_VAL(OLC_OBJ(d), 0) = 0; - GET_OBJ_VAL(OLC_OBJ(d), 1) = 0; - GET_OBJ_VAL(OLC_OBJ(d), 2) = 0; - GET_OBJ_VAL(OLC_OBJ(d), 3) = 0; - OLC_VAL(d) = 1; - oedit_disp_val1_menu(d); - break; - case 'd': - case 'D': + case 'd': case 'D': oedit_disp_prompt_apply_menu(d); break; - case 'e': - case 'E': - /* If extra descriptions don't exist. */ + case 'e': case 'E': if (OLC_OBJ(d)->ex_description == NULL) { - CREATE(OLC_OBJ(d)->ex_description, struct extra_descr_data, 1); - OLC_OBJ(d)->ex_description->next = NULL; + CREATE(OLC_OBJ(d)->ex_description, struct extra_descr_data, 1); + OLC_OBJ(d)->ex_description->next = NULL; } OLC_DESC(d) = OLC_OBJ(d)->ex_description; oedit_disp_extradesc_menu(d); break; - case 'm': - case 'M': + case 'm': case 'M': write_to_output(d, "Enter new minimum level: "); OLC_MODE(d) = OEDIT_LEVEL; break; - case 'p': - case 'P': + case 'p': case 'P': oedit_disp_perm_menu(d); OLC_MODE(d) = OEDIT_PERM; break; - case 's': - case 'S': + case 's': case 'S': OLC_SCRIPT_EDIT_MODE(d) = SCRIPT_MAIN_MENU; + OLC_MODE(d) = OLC_SCRIPT_EDIT; dg_script_menu(d); return; - case 'w': - case 'W': - write_to_output(d, "Copy what object? "); + case 'V': case 'v': + oedit_disp_values_menu(d); + return; + case 'w': case 'W': + write_to_output(d, "Copy what object (vnum or 0 to cancel): "); OLC_MODE(d) = OEDIT_COPY; break; - case 'x': - case 'X': + case 'x': case 'X': write_to_output(d, "Are you sure you want to delete this object? "); OLC_MODE(d) = OEDIT_DELETE; break; @@ -844,239 +729,349 @@ void oedit_parse(struct descriptor_data *d, char *arg) oedit_disp_menu(d); break; } - return; /* end of OEDIT_MAIN_MENU */ + return; case OLC_SCRIPT_EDIT: - if (dg_script_edit_parse(d, arg)) return; - break; + { + /* Optional: clean, immediate quit without extra DG reprint */ + if (arg && (arg[0] == 'q' || arg[0] == 'Q') && arg[1] == '\0') { + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; + } + + /* Let DG handle input first. It returns non-zero to STAY in editor. */ + if (dg_script_edit_parse(d, arg)) { + /* Still inside DG’s triggers UI (possibly mid-prompt like “pos, vnum”) */ + return; + } + + /* Return value 0 means DG editor is finished -> go back to OEDIT menu */ + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; + } case OEDIT_KEYWORD: - if (!genolc_checkstring(d, arg)) - break; + if (!genolc_checkstring(d, arg)) { + write_to_output(d, "Invalid keywords. Try again: "); + return; /* stay in OEDIT_KEYWORD waiting for a valid line */ + } if (OLC_OBJ(d)->name) free(OLC_OBJ(d)->name); OLC_OBJ(d)->name = str_udup(arg); - break; + OLC_DIRTY(d) = 1; + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; case OEDIT_SHORTDESC: - if (!genolc_checkstring(d, arg)) - break; + if (!genolc_checkstring(d, arg)) { + write_to_output(d, "Invalid short desc. Try again: "); + return; /* stay in OEDIT_SHORTDESC */ + } if (OLC_OBJ(d)->short_description) free(OLC_OBJ(d)->short_description); OLC_OBJ(d)->short_description = str_udup(arg); - break; + OLC_DIRTY(d) = 1; + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; case OEDIT_LONGDESC: - if (!genolc_checkstring(d, arg)) - break; + if (!genolc_checkstring(d, arg)) { + write_to_output(d, "Invalid long desc. Try again: "); + return; /* stay in OEDIT_LONGDESC */ + } if (OLC_OBJ(d)->description) free(OLC_OBJ(d)->description); OLC_OBJ(d)->description = str_udup(arg); - break; + OLC_DIRTY(d) = 1; + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; + + case OEDIT_MAINDESC: + /* Multi-line editor is correct here, requires '@' to finish */ + send_editor_help(d); + write_to_output(d, "Enter action description:\r\n\r\n"); + if (OLC_OBJ(d)->main_description) { + write_to_output(d, "%s", OLC_OBJ(d)->main_description); + oldtext = strdup(OLC_OBJ(d)->main_description); + } + string_write(d, &OLC_OBJ(d)->main_description, MAX_MESSAGE_LENGTH, 0, oldtext); + OLC_DIRTY(d) = 1; + return; case OEDIT_TYPE: number = atoi(arg); - if ((number < 0) || (number >= NUM_ITEM_TYPES)) { + if (number < 0 || number >= NUM_ITEM_TYPES) { write_to_output(d, "Invalid choice, try again : "); return; - } else - GET_OBJ_TYPE(OLC_OBJ(d)) = number; - /* what's the boundschecking worth if we don't do this ? -- Welcor */ - GET_OBJ_VAL(OLC_OBJ(d), 0) = GET_OBJ_VAL(OLC_OBJ(d), 1) = - GET_OBJ_VAL(OLC_OBJ(d), 2) = GET_OBJ_VAL(OLC_OBJ(d), 3) = 0; - break; + } + GET_OBJ_TYPE(OLC_OBJ(d)) = number; + /* Reset values when type changes */ + for (int i = 0; i < NUM_OBJ_VAL_POSITIONS; i++) + GET_OBJ_VAL(OLC_OBJ(d), i) = 0; + + OLC_DIRTY(d) = 1; + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; case OEDIT_EXTRAS: number = atoi(arg); - if ((number < 0) || (number > NUM_ITEM_FLAGS)) { + if (number < 0 || number > NUM_EXTRA_FLAGS) { oedit_disp_extra_menu(d); return; - } else if (number == 0) - break; - else { + } else if (number == 0) { + /* exit extras submenu */ + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; + } else { + /* Toggle: user picks 1..N, bit index is 0..N-1 */ TOGGLE_BIT_AR(GET_OBJ_EXTRA(OLC_OBJ(d)), (number - 1)); + OLC_DIRTY(d) = 1; oedit_disp_extra_menu(d); return; } case OEDIT_WEAR: number = atoi(arg); - if ((number < 0) || (number > NUM_ITEM_WEARS)) { + if (number < 0 || number > NUM_ITEM_WEARS) { write_to_output(d, "That's not a valid choice!\r\n"); oedit_disp_wear_menu(d); return; - } else if (number == 0) /* Quit. */ - break; - else { + } else if (number == 0) { + /* exit wear submenu */ + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; + } else { TOGGLE_BIT_AR(GET_OBJ_WEAR(OLC_OBJ(d)), (number - 1)); + OLC_DIRTY(d) = 1; oedit_disp_wear_menu(d); return; } case OEDIT_WEIGHT: GET_OBJ_WEIGHT(OLC_OBJ(d)) = LIMIT(atoi(arg), 0, MAX_OBJ_WEIGHT); - break; + OLC_DIRTY(d) = 1; + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; case OEDIT_COST: GET_OBJ_COST(OLC_OBJ(d)) = LIMIT(atoi(arg), 0, MAX_OBJ_COST); - break; - - case OEDIT_COSTPERDAY: - GET_OBJ_RENT(OLC_OBJ(d)) = LIMIT(atoi(arg), 0, MAX_OBJ_RENT); - break; + OLC_DIRTY(d) = 1; + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; case OEDIT_TIMER: GET_OBJ_TIMER(OLC_OBJ(d)) = LIMIT(atoi(arg), 0, MAX_OBJ_TIMER); - break; + OLC_DIRTY(d) = 1; + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; case OEDIT_LEVEL: GET_OBJ_LEVEL(OLC_OBJ(d)) = LIMIT(atoi(arg), 0, LVL_IMPL); - break; + OLC_DIRTY(d) = 1; + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; case OEDIT_PERM: - if ((number = atoi(arg)) == 0) - break; + if ((number = atoi(arg)) == 0) { + /* exit perm affects submenu */ + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; + } if (number > 0 && number < NUM_AFF_FLAGS) { - /* Setting AFF_CHARM on objects like this is dangerous. */ if (number != AFF_CHARM) { TOGGLE_BIT_AR(GET_OBJ_AFFECT(OLC_OBJ(d)), number); } + OLC_DIRTY(d) = 1; } oedit_disp_perm_menu(d); return; - case OEDIT_VALUE_1: - number = atoi(arg); - switch (GET_OBJ_TYPE(OLC_OBJ(d))) { - case ITEM_FURNITURE: - if (number < 0 || number > MAX_PEOPLE) - oedit_disp_val1_menu(d); - else { - GET_OBJ_VAL(OLC_OBJ(d), 0) = number; - oedit_disp_val2_menu(d); + /* === Values menu unified === */ + case OEDIT_VALUES_MENU: + if (*arg == 'Q' || *arg == 'q') { + oedit_disp_menu(d); + return; + } else { + int i = atoi(arg) - 1; + if (i >= 0 && i < NUM_OBJ_VAL_POSITIONS) { + /* Prevent editing current_occupants for furniture - it's managed by the game engine */ + if (GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_FURNITURE && i == 1) { + write_to_output(d, "The current_occupants field is managed by the game engine and cannot be edited manually.\r\n"); + oedit_disp_values_menu(d); + return; + } + + OLC_VAL_SLOT(d) = i; + const char * const *labels = get_val_labels(OLC_OBJ(d)); + + if (GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_WEAPON && i == 2) { + oedit_disp_weapon_menu(d); + OLC_MODE(d) = OEDIT_VALUE_X; + return; + } + if ((GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_SCROLL || + GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_POTION || + GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_WAND || + GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_STAFF) && + (i == 1 || i == 2 || i == 3)) { + oedit_disp_spells_menu(d); + OLC_MODE(d) = OEDIT_VALUE_X; + return; + } + if ((GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_DRINKCON || + GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_FOUNTAIN) && + i == 2) { + oedit_liquid_type(d); + OLC_MODE(d) = OEDIT_VALUE_X; + return; + } + if (GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_CONTAINER && i == 1) { + oedit_disp_container_flags_menu(d); + OLC_MODE(d) = OEDIT_VALUE_X; + return; + } + + write_to_output(d, "Enter new integer for %s : ", labels[i]); + OLC_MODE(d) = OEDIT_VALUE_X; + } else { + write_to_output(d, "Invalid choice.\r\n"); + oedit_disp_values_menu(d); } - break; - case ITEM_WEAPON: - GET_OBJ_VAL(OLC_OBJ(d), 0) = MIN(MAX(atoi(arg), -50), 50); - break; - case ITEM_CONTAINER: - GET_OBJ_VAL(OLC_OBJ(d), 0) = LIMIT(atoi(arg), -1, MAX_CONTAINER_SIZE); - break; - default: - GET_OBJ_VAL(OLC_OBJ(d), 0) = atoi(arg); } - /* proceed to menu 2 */ - oedit_disp_val2_menu(d); - return; - case OEDIT_VALUE_2: - /* Here, I do need to check for out of range values. */ - number = atoi(arg); - switch (GET_OBJ_TYPE(OLC_OBJ(d))) { - case ITEM_SCROLL: - case ITEM_POTION: - if (number == 0 || number == -1) - GET_OBJ_VAL(OLC_OBJ(d), 1) = -1; - else - GET_OBJ_VAL(OLC_OBJ(d), 1) = LIMIT(number, 1, NUM_SPELLS); - - oedit_disp_val3_menu(d); - break; - case ITEM_CONTAINER: - /* Needs some special handling since we are dealing with flag values here. */ - if (number < 0 || number > 4) - oedit_disp_container_flags_menu(d); - else if (number != 0) { - TOGGLE_BIT(GET_OBJ_VAL(OLC_OBJ(d), 1), 1 << (number - 1)); - OLC_VAL(d) = 1; - oedit_disp_val2_menu(d); - } else - oedit_disp_val3_menu(d); - break; - case ITEM_WEAPON: - GET_OBJ_VAL(OLC_OBJ(d), 1) = LIMIT(number, 1, MAX_WEAPON_NDICE); - oedit_disp_val3_menu(d); - break; - - default: - GET_OBJ_VAL(OLC_OBJ(d), 1) = number; - oedit_disp_val3_menu(d); - } - return; - - case OEDIT_VALUE_3: - number = atoi(arg); - /* Quick'n'easy error checking. */ - switch (GET_OBJ_TYPE(OLC_OBJ(d))) { - case ITEM_SCROLL: - case ITEM_POTION: - if (number == 0 || number == -1) { - GET_OBJ_VAL(OLC_OBJ(d), 2) = -1; - oedit_disp_val4_menu(d); - return; - } - min_val = 1; - max_val = NUM_SPELLS; - break; - case ITEM_WEAPON: - min_val = 1; - max_val = MAX_WEAPON_SDICE; - break; - case ITEM_WAND: - case ITEM_STAFF: - min_val = 0; - max_val = 20; - break; - case ITEM_DRINKCON: - case ITEM_FOUNTAIN: - min_val = 0; - max_val = NUM_LIQ_TYPES - 1; - number--; - break; - case ITEM_KEY: - min_val = 0; - max_val = 65099; - break; - default: - min_val = -65000; - max_val = 65000; - } - GET_OBJ_VAL(OLC_OBJ(d), 2) = LIMIT(number, min_val, max_val); - oedit_disp_val4_menu(d); - return; - - case OEDIT_VALUE_4: - number = atoi(arg); - switch (GET_OBJ_TYPE(OLC_OBJ(d))) { - case ITEM_SCROLL: - case ITEM_POTION: - if (number == 0 || number == -1) { - GET_OBJ_VAL(OLC_OBJ(d), 3) = -1; - oedit_disp_menu(d); - return; - } - min_val = 1; - max_val = NUM_SPELLS; - break; - case ITEM_WAND: - case ITEM_STAFF: - min_val = 1; - max_val = NUM_SPELLS; - break; - case ITEM_WEAPON: - min_val = 0; - max_val = NUM_ATTACK_TYPES - 1; - break; - default: - min_val = -65000; - max_val = 65000; - break; - } - GET_OBJ_VAL(OLC_OBJ(d), 3) = LIMIT(number, min_val, max_val); break; + case OEDIT_VALUE_X: + { + int i = OLC_VAL_SLOT(d); + int number = atoi(arg); + + /* --- Armor-specific semantics --- */ + if (GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_ARMOR) { + if (i == VAL_ARMOR_STEALTH_DISADV /* 3 */) { + GET_OBJ_VAL(OLC_OBJ(d), i) = (number != 0) ? 1 : 0; + OLC_DIRTY(d) = 1; + oedit_disp_values_menu(d); + return; + } + if (i == VAL_ARMOR_STR_REQ /* 5 */) { + /* 0 disables the requirement; otherwise accept a sane STR range */ + if (number < 0 || number > 25) { + write_to_output(d, "Enter STR requirement (0 disables, 3..25 typical): "); + return; /* stay in OEDIT_VALUE_X for a valid number */ + } + GET_OBJ_VAL(OLC_OBJ(d), i) = number; + OLC_DIRTY(d) = 1; + oedit_disp_values_menu(d); + return; + } + } + + /* --- Worn-specific semantics (clothing, rings, etc) --- */ + if (GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_WORN) { + + /* oval 1: closable (0/1) */ + if (i == WORN_CAN_OPEN_CLOSE) { + if (number != 0 && number != 1) { + write_to_output(d, "Enter 0 or 1 to set closable: "); + return; /* stay in OEDIT_VALUE_X */ + } + GET_OBJ_VAL(OLC_OBJ(d), i) = number; + OLC_DIRTY(d) = 1; + oedit_disp_values_menu(d); + return; + } + + /* oval 2: hooded (0/1) */ + if (i == WORN_CAN_HOOD) { + if (number != 0 && number != 1) { + write_to_output(d, "Enter 0 or 1 to set hooded: "); + return; /* stay in OEDIT_VALUE_X */ + } + GET_OBJ_VAL(OLC_OBJ(d), i) = number; + + /* If it can no longer have a hood, force hood state down. */ + if (number == 0) { + REMOVE_BIT_AR(GET_OBJ_EXTRA(OLC_OBJ(d)), ITEM_HOOD_UP); + } + + OLC_DIRTY(d) = 1; + oedit_disp_values_menu(d); + return; + } + } + + /* --- Existing special cases (weapon/liquid/spells/container) remain here --- */ + if (GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_WEAPON && i == 2) { + if (number < 0 || number >= NUM_ATTACK_TYPES) { + oedit_disp_weapon_menu(d); + return; + } + GET_OBJ_VAL(OLC_OBJ(d), i) = number; + OLC_DIRTY(d) = 1; + oedit_disp_values_menu(d); + return; + } + else if ((GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_SCROLL || + GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_POTION || + GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_WAND || + GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_STAFF) && + (i == 1 || i == 2 || i == 3)) { + if (number < 0 || number >= NUM_SPELLS) { + oedit_disp_spells_menu(d); + return; + } + GET_OBJ_VAL(OLC_OBJ(d), i) = number; + OLC_DIRTY(d) = 1; + oedit_disp_values_menu(d); + return; + } + else if ((GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_DRINKCON || + GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_FOUNTAIN) && + i == 2) { + if (number < 0 || number >= NUM_LIQ_TYPES) { + oedit_liquid_type(d); + return; + } + GET_OBJ_VAL(OLC_OBJ(d), i) = number; + OLC_DIRTY(d) = 1; + oedit_disp_values_menu(d); + return; + } + else if (GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_CONTAINER && i == 1) { + extern const int NUM_CONTAINER_FLAGS; + if (number < 0 || number >= NUM_CONTAINER_FLAGS) { + oedit_disp_container_flags_menu(d); + return; + } + TOGGLE_BIT(GET_OBJ_VAL(OLC_OBJ(d), i), 1 << number); + OLC_DIRTY(d) = 1; + oedit_disp_values_menu(d); + return; + } + + /* --- Default assignment for other slots/types --- */ + GET_OBJ_VAL(OLC_OBJ(d), i) = number; + OLC_DIRTY(d) = 1; + oedit_disp_values_menu(d); + return; + } + + /* === Apply editing === */ case OEDIT_PROMPT_APPLY: - if ((number = atoi(arg)) == 0) - break; + if ((number = atoi(arg)) == 0) break; else if (number < 0 || number > MAX_OBJ_AFFECT) { oedit_disp_prompt_apply_menu(d); return; @@ -1095,8 +1090,6 @@ void oedit_parse(struct descriptor_data *d, char *arg) oedit_disp_apply_menu(d); else { int counter; - - /* add in check here if already applied.. deny builders another */ if (GET_LEVEL(d->character) < LVL_IMPL) { for (counter = 0; counter < MAX_OBJ_AFFECT; counter++) { if (OLC_OBJ(d)->affected[counter].location == number) { @@ -1105,22 +1098,23 @@ void oedit_parse(struct descriptor_data *d, char *arg) } } } - OLC_OBJ(d)->affected[OLC_VAL(d)].location = number - 1; write_to_output(d, "Modifier : "); + OLC_DIRTY(d) = 1; OLC_MODE(d) = OEDIT_APPLYMOD; } return; case OEDIT_APPLYMOD: OLC_OBJ(d)->affected[OLC_VAL(d)].modifier = atoi(arg); + OLC_DIRTY(d) = 1; oedit_disp_prompt_apply_menu(d); return; + /* === Extra descriptions === */ case OEDIT_EXTRADESC_KEY: if (genolc_checkstring(d, arg)) { - if (OLC_DESC(d)->keyword) - free(OLC_DESC(d)->keyword); + if (OLC_DESC(d)->keyword) free(OLC_DESC(d)->keyword); OLC_DESC(d)->keyword = str_udup(arg); } oedit_disp_extradesc_menu(d); @@ -1131,70 +1125,104 @@ void oedit_parse(struct descriptor_data *d, char *arg) case 0: if (!OLC_DESC(d)->keyword || !OLC_DESC(d)->description) { struct extra_descr_data *temp; - - if (OLC_DESC(d)->keyword) - free(OLC_DESC(d)->keyword); - if (OLC_DESC(d)->description) - free(OLC_DESC(d)->description); - - /* Clean up pointers */ - REMOVE_FROM_LIST(OLC_DESC(d), OLC_OBJ(d)->ex_description, next); - free(OLC_DESC(d)); - OLC_DESC(d) = NULL; + if (OLC_DESC(d)->keyword) free(OLC_DESC(d)->keyword); + if (OLC_DESC(d)->description) free(OLC_DESC(d)->description); + REMOVE_FROM_LIST(OLC_DESC(d), OLC_OBJ(d)->ex_description, next); + free(OLC_DESC(d)); + OLC_DESC(d) = NULL; + OLC_DIRTY(d) = 1; } - break; - + break; case 1: OLC_MODE(d) = OEDIT_EXTRADESC_KEY; write_to_output(d, "Enter keywords, separated by spaces :-\r\n| "); return; - case 2: OLC_MODE(d) = OEDIT_EXTRADESC_DESCRIPTION; send_editor_help(d); write_to_output(d, "Enter the extra description:\r\n\r\n"); if (OLC_DESC(d)->description) { - write_to_output(d, "%s", OLC_DESC(d)->description); - oldtext = strdup(OLC_DESC(d)->description); + write_to_output(d, "%s", OLC_DESC(d)->description); + oldtext = strdup(OLC_DESC(d)->description); } string_write(d, &OLC_DESC(d)->description, MAX_MESSAGE_LENGTH, 0, oldtext); - OLC_VAL(d) = 1; + OLC_DIRTY(d) = 1; return; - case 3: - /* Only go to the next description if this one is finished. */ if (OLC_DESC(d)->keyword && OLC_DESC(d)->description) { - struct extra_descr_data *new_extra; - - if (OLC_DESC(d)->next) - OLC_DESC(d) = OLC_DESC(d)->next; - else { /* Make new extra description and attach at end. */ - CREATE(new_extra, struct extra_descr_data, 1); - OLC_DESC(d)->next = new_extra; - OLC_DESC(d) = OLC_DESC(d)->next; - } + struct extra_descr_data *new_extra; + if (OLC_DESC(d)->next) + OLC_DESC(d) = OLC_DESC(d)->next; + else { + CREATE(new_extra, struct extra_descr_data, 1); + OLC_DESC(d)->next = new_extra; + OLC_DESC(d) = OLC_DESC(d)->next; + } } - /* No break - drop into default case. */ default: oedit_disp_extradesc_menu(d); return; } break; + /* === Copy object === */ case OEDIT_COPY: - if ((number = real_object(atoi(arg))) != NOTHING) { - oedit_setup_existing(d, number); - } else - write_to_output(d, "That object does not exist.\r\n"); - break; + { + /* Trim leading spaces if you have a helper; otherwise simple checks below handle it */ + /* skip_spaces(&arg); */ + /* Treat empty input as cancel */ + if (!arg || *arg == '\0') { + write_to_output(d, "Copy cancelled.\r\n"); + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; + } + + /* Allow 0 or q/Q to cancel */ + if ((arg[0] == '0' && arg[1] == '\0') || + (arg[0] == 'q' && arg[1] == '\0') || + (arg[0] == 'Q' && arg[1] == '\0')) { + write_to_output(d, "Copy cancelled.\r\n"); + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; + } + + /* Require a number */ + if (!is_number(arg)) { + write_to_output(d, "Please enter a vnum or 0 to cancel: "); + return; /* stay in OEDIT_COPY */ + } + + int vnum = atoi(arg); + if (vnum <= 0) { + write_to_output(d, "Copy cancelled.\r\n"); + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; + } + + int rnum = real_object(vnum); + if (rnum == NOTHING) { + write_to_output(d, "That object does not exist. Enter vnum or 0 to cancel: "); + return; /* stay in OEDIT_COPY */ + } + + /* Success: clone into editor */ + oedit_setup_existing(d, rnum); + OLC_MODE(d) = OEDIT_MAIN_MENU; + oedit_disp_menu(d); + return; + } + + /* === Delete object === */ case OEDIT_DELETE: if (*arg == 'y' || *arg == 'Y') { if (delete_object(GET_OBJ_RNUM(OLC_OBJ(d))) != NOTHING) write_to_output(d, "Object deleted.\r\n"); else write_to_output(d, "Couldn't delete the object!\r\n"); - cleanup_olc(d, CLEANUP_ALL); } else if (*arg == 'n' || *arg == 'N') { oedit_disp_menu(d); @@ -1202,24 +1230,29 @@ void oedit_parse(struct descriptor_data *d, char *arg) } else write_to_output(d, "Please answer 'Y' or 'N': "); return; + default: - mudlog(BRF, LVL_BUILDER, TRUE, "SYSERR: OLC: Reached default case in oedit_parse()!"); + mudlog(BRF, LVL_BUILDER, TRUE, + "SYSERR: OLC: Reached default case in oedit_parse()!"); write_to_output(d, "Oops...\r\n"); break; } - /* If we get here, we have changed something. */ - OLC_VAL(d) = 1; - oedit_disp_menu(d); + /* Only redisplay main menu if we are in main menu mode */ + if (OLC_MODE(d) == OEDIT_MAIN_MENU) { + oedit_disp_menu(d); + } } void oedit_string_cleanup(struct descriptor_data *d, int terminator) { switch (OLC_MODE(d)) { - case OEDIT_ACTDESC: + case OEDIT_MAINDESC: + OLC_DIRTY(d) = 1; oedit_disp_menu(d); break; case OEDIT_EXTRADESC_DESCRIPTION: + OLC_DIRTY(d) = 1; oedit_disp_extradesc_menu(d); break; } diff --git a/src/pfdefaults.h b/src/pfdefaults.h index c0eba7e..2d51229 100644 --- a/src/pfdefaults.h +++ b/src/pfdefaults.h @@ -30,14 +30,11 @@ #define PFDEF_BADPWS 0 #define PFDEF_PREFFLAGS 0 #define PFDEF_PRACTICES 0 -#define PFDEF_GOLD 0 -#define PFDEF_BANK 0 +#define PFDEF_COINS 0 +#define PFDEF_BANK_COINS 0 #define PFDEF_EXP 0 -#define PFDEF_HITROLL 0 -#define PFDEF_DAMROLL 0 #define PFDEF_AC 0 #define PFDEF_STR 0 -#define PFDEF_STRADD 0 #define PFDEF_DEX 0 #define PFDEF_INT 0 #define PFDEF_WIS 0 diff --git a/src/players.c b/src/players.c index 1e76197..ce06c33 100644 --- a/src/players.c +++ b/src/players.c @@ -247,8 +247,12 @@ int load_char(const char *name, struct char_data *ch) /* Character initializations. Necessary to keep some things straight. */ ch->affected = NULL; + ch->player.short_descr = NULL; /* ensure a clean start */ for (i = 1; i <= MAX_SKILLS; i++) - GET_SKILL(ch, i) = 0; + if (IS_NPC(ch)) + ch->mob_specials.skills[i] = 0; + else + ch->player_specials->saved.skills[i] = 0; GET_SEX(ch) = PFDEF_SEX; GET_CLASS(ch) = PFDEF_CLASS; GET_LEVEL(ch) = PFDEF_LEVEL; @@ -265,15 +269,11 @@ int load_char(const char *name, struct char_data *ch) GET_COND(ch, THIRST) = PFDEF_THIRST; GET_COND(ch, DRUNK) = PFDEF_DRUNK; GET_BAD_PWS(ch) = PFDEF_BADPWS; - GET_PRACTICES(ch) = PFDEF_PRACTICES; - GET_GOLD(ch) = PFDEF_GOLD; - GET_BANK_GOLD(ch) = PFDEF_BANK; + GET_COINS(ch) = PFDEF_COINS; + GET_BANK_COINS(ch) = PFDEF_BANK_COINS; GET_EXP(ch) = PFDEF_EXP; - GET_HITROLL(ch) = PFDEF_HITROLL; - GET_DAMROLL(ch) = PFDEF_DAMROLL; GET_AC(ch) = PFDEF_AC; ch->real_abils.str = PFDEF_STR; - ch->real_abils.str_add = PFDEF_STRADD; ch->real_abils.dex = PFDEF_DEX; ch->real_abils.intel = PFDEF_INT; ch->real_abils.wis = PFDEF_WIS; @@ -297,6 +297,10 @@ int load_char(const char *name, struct char_data *ch) GET_NUM_QUESTS(ch) = PFDEF_COMPQUESTS; GET_LAST_MOTD(ch) = PFDEF_LASTMOTD; GET_LAST_NEWS(ch) = PFDEF_LASTNEWS; + if (GET_ACCOUNT(ch)) { + free(GET_ACCOUNT(ch)); + GET_ACCOUNT(ch) = NULL; + } for (i = 0; i < AF_ARRAY_MAX; i++) AFF_FLAGS(ch)[i] = PFDEF_AFFFLAGS; @@ -311,6 +315,11 @@ int load_char(const char *name, struct char_data *ch) switch (*tag) { case 'A': if (!strcmp(tag, "Ac ")) GET_AC(ch) = atoi(line); + else if (!strcmp(tag, "Acct")) { + if (GET_ACCOUNT(ch)) + free(GET_ACCOUNT(ch)); + GET_ACCOUNT(ch) = strdup(line); + } else if (!strcmp(tag, "Act ")) { if (sscanf(line, "%s %s %s %s", f1, f2, f3, f4) == 4) { PLR_FLAGS(ch)[0] = asciiflag_conv(f1); @@ -334,14 +343,16 @@ int load_char(const char *name, struct char_data *ch) break; case 'B': - if (!strcmp(tag, "Badp")) GET_BAD_PWS(ch) = atoi(line); - else if (!strcmp(tag, "Bank")) GET_BANK_GOLD(ch) = atoi(line); + if (!strcmp(tag, "Back")) ch->player.background = fread_string(fl, buf2); + else if (!strcmp(tag, "Badp")) GET_BAD_PWS(ch) = atoi(line); + else if (!strcmp(tag, "BankCoins")) GET_BANK_COINS(ch) = atoi(line); else if (!strcmp(tag, "Brth")) ch->player.time.birth = atol(line); break; case 'C': if (!strcmp(tag, "Cha ")) ch->real_abils.cha = atoi(line); else if (!strcmp(tag, "Clas")) GET_CLASS(ch) = atoi(line); + else if (!strcmp(tag, "Coin")) GET_COINS(ch) = atoi(line); else if (!strcmp(tag, "Con ")) ch->real_abils.con = atoi(line); break; @@ -349,7 +360,6 @@ int load_char(const char *name, struct char_data *ch) if (!strcmp(tag, "Desc")) ch->player.description = fread_string(fl, buf2); else if (!strcmp(tag, "Dex ")) ch->real_abils.dex = atoi(line); else if (!strcmp(tag, "Drnk")) GET_COND(ch, DRUNK) = atoi(line); - else if (!strcmp(tag, "Drol")) GET_DAMROLL(ch) = atoi(line); break; case 'E': @@ -360,10 +370,6 @@ int load_char(const char *name, struct char_data *ch) if (!strcmp(tag, "Frez")) GET_FREEZE_LEV(ch) = atoi(line); break; - case 'G': - if (!strcmp(tag, "Gold")) GET_GOLD(ch) = atoi(line); - break; - case 'H': if (!strcmp(tag, "Hit ")) load_HMVS(ch, line, LOAD_HIT); else if (!strcmp(tag, "Hite")) GET_HEIGHT(ch) = atoi(line); @@ -372,7 +378,6 @@ int load_char(const char *name, struct char_data *ch) free(GET_HOST(ch)); GET_HOST(ch) = strdup(line); } - else if (!strcmp(tag, "Hrol")) GET_HITROLL(ch) = atoi(line); else if (!strcmp(tag, "Hung")) GET_COND(ch, HUNGER) = atoi(line); break; @@ -384,7 +389,6 @@ int load_char(const char *name, struct char_data *ch) case 'L': if (!strcmp(tag, "Last")) ch->player.time.logon = atol(line); - else if (!strcmp(tag, "Lern")) GET_PRACTICES(ch) = atoi(line); else if (!strcmp(tag, "Levl")) GET_LEVEL(ch) = atoi(line); else if (!strcmp(tag, "Lmot")) GET_LAST_MOTD(ch) = atoi(line); else if (!strcmp(tag, "Lnew")) GET_LAST_NEWS(ch) = atoi(line); @@ -434,8 +438,35 @@ int load_char(const char *name, struct char_data *ch) case 'S': if (!strcmp(tag, "Sex ")) GET_SEX(ch) = atoi(line); + else if (!strcmp(tag, "Sdsc")) { + /* Clear any existing sdesc to avoid leaks */ + if (GET_SHORT_DESC(ch)) + free(GET_SHORT_DESC(ch)); + /* 'line' is the remainder of the line after "Sdsc" + space */ + GET_SHORT_DESC(ch) = strdup(line); + } else if (!strcmp(tag, "ScrW")) GET_SCREEN_WIDTH(ch) = atoi(line); else if (!strcmp(tag, "Skil")) load_skills(fl, ch); + else if (!strcmp(tag, "SkGt")) { /* Skill Gain Timers */ + char *p = line; + for (int i = 1; i <= MAX_SKILLS; i++) { + long t = 0; + + while (*p && isspace((unsigned char)*p)) + ++p; + + if (*p) { + char *endptr = p; + t = strtol(p, &endptr, 10); + if (endptr == p) + t = 0; + else + p = endptr; + } + + GET_SKILL_NEXT_GAIN(ch, i) = (time_t)t; + } + } else if (!strcmp(tag, "Str ")) load_HMVS(ch, line, LOAD_STRENGTH); break; @@ -446,7 +477,6 @@ int load_char(const char *name, struct char_data *ch) else if (!strcmp(tag, "Thr3")) GET_SAVE(ch, 2) = atoi(line); else if (!strcmp(tag, "Thr4")) GET_SAVE(ch, 3) = atoi(line); else if (!strcmp(tag, "Thr5")) GET_SAVE(ch, 4) = atoi(line); - else if (!strcmp(tag, "Titl")) GET_TITLE(ch) = strdup(line); else if (!strcmp(tag, "Trig") && CONFIG_SCRIPT_PLAYERS) { if ((t_rnum = real_trigger(atoi(line))) != NOTHING) { t = read_trigger(t_rnum); @@ -478,7 +508,10 @@ int load_char(const char *name, struct char_data *ch) /* initialization for imms */ if (GET_LEVEL(ch) >= LVL_IMMORT) { for (i = 1; i <= MAX_SKILLS; i++) - GET_SKILL(ch, i) = 100; + if (IS_NPC(ch)) + ch->mob_specials.skills[i] = 100; + else + ch->player_specials->saved.skills[i] = 100; GET_COND(ch, HUNGER) = -1; GET_COND(ch, THIRST) = -1; GET_COND(ch, DRUNK) = -1; @@ -564,13 +597,19 @@ void save_char(struct char_data * ch) /* end char_to_store code */ if (GET_NAME(ch)) fprintf(fl, "Name: %s\n", GET_NAME(ch)); + if (GET_SHORT_DESC(ch) && *GET_SHORT_DESC(ch)) fprintf(fl, "Sdsc: %s\n", GET_SHORT_DESC(ch)); if (GET_PASSWD(ch)) fprintf(fl, "Pass: %s\n", GET_PASSWD(ch)); - if (GET_TITLE(ch)) fprintf(fl, "Titl: %s\n", GET_TITLE(ch)); + if (GET_ACCOUNT(ch) && *GET_ACCOUNT(ch)) fprintf(fl, "Acct: %s\n", GET_ACCOUNT(ch)); if (ch->player.description && *ch->player.description) { strcpy(buf, ch->player.description); strip_cr(buf); fprintf(fl, "Desc:\n%s~\n", buf); } + if (ch->player.background && *ch->player.background) { + strcpy(buf, ch->player.background); + strip_cr(buf); + fprintf(fl, "Back:\n%s~\n", buf); + } if (POOFIN(ch)) fprintf(fl, "PfIn: %s\n", POOFIN(ch)); if (POOFOUT(ch)) fprintf(fl, "PfOt: %s\n", POOFOUT(ch)); if (GET_SEX(ch) != PFDEF_SEX) fprintf(fl, "Sex : %d\n", GET_SEX(ch)); @@ -623,7 +662,6 @@ void save_char(struct char_data * ch) if (GET_LOADROOM(ch) != PFDEF_LOADROOM) fprintf(fl, "Room: %d\n", GET_LOADROOM(ch)); if (GET_BAD_PWS(ch) != PFDEF_BADPWS) fprintf(fl, "Badp: %d\n", GET_BAD_PWS(ch)); - if (GET_PRACTICES(ch) != PFDEF_PRACTICES) fprintf(fl, "Lern: %d\n", GET_PRACTICES(ch)); if (GET_COND(ch, HUNGER) != PFDEF_HUNGER && GET_LEVEL(ch) < LVL_IMMORT) fprintf(fl, "Hung: %d\n", GET_COND(ch, HUNGER)); if (GET_COND(ch, THIRST) != PFDEF_THIRST && GET_LEVEL(ch) < LVL_IMMORT) fprintf(fl, "Thir: %d\n", GET_COND(ch, THIRST)); @@ -633,9 +671,7 @@ void save_char(struct char_data * ch) if (GET_MANA(ch) != PFDEF_MANA || GET_MAX_MANA(ch) != PFDEF_MAXMANA) fprintf(fl, "Mana: %d/%d\n", GET_MANA(ch), GET_MAX_MANA(ch)); if (GET_MOVE(ch) != PFDEF_MOVE || GET_MAX_MOVE(ch) != PFDEF_MAXMOVE) fprintf(fl, "Move: %d/%d\n", GET_MOVE(ch), GET_MAX_MOVE(ch)); - if (GET_STR(ch) != PFDEF_STR || GET_ADD(ch) != PFDEF_STRADD) fprintf(fl, "Str : %d/%d\n", GET_STR(ch), GET_ADD(ch)); - - + if (GET_STR(ch) != PFDEF_STR) fprintf(fl, "Str : %d\n", GET_STR(ch)); if (GET_INT(ch) != PFDEF_INT) fprintf(fl, "Int : %d\n", GET_INT(ch)); if (GET_WIS(ch) != PFDEF_WIS) fprintf(fl, "Wis : %d\n", GET_WIS(ch)); if (GET_DEX(ch) != PFDEF_DEX) fprintf(fl, "Dex : %d\n", GET_DEX(ch)); @@ -643,11 +679,9 @@ void save_char(struct char_data * ch) if (GET_CHA(ch) != PFDEF_CHA) fprintf(fl, "Cha : %d\n", GET_CHA(ch)); if (GET_AC(ch) != PFDEF_AC) fprintf(fl, "Ac : %d\n", GET_AC(ch)); - if (GET_GOLD(ch) != PFDEF_GOLD) fprintf(fl, "Gold: %d\n", GET_GOLD(ch)); - if (GET_BANK_GOLD(ch) != PFDEF_BANK) fprintf(fl, "Bank: %d\n", GET_BANK_GOLD(ch)); + if (GET_COINS(ch) != PFDEF_COINS) fprintf(fl, "Coin: %d\n", GET_COINS(ch)); + if (GET_BANK_COINS(ch) != PFDEF_BANK_COINS) fprintf(fl, "BankCoins: %d\n", GET_BANK_COINS(ch)); if (GET_EXP(ch) != PFDEF_EXP) fprintf(fl, "Exp : %d\n", GET_EXP(ch)); - if (GET_HITROLL(ch) != PFDEF_HITROLL) fprintf(fl, "Hrol: %d\n", GET_HITROLL(ch)); - if (GET_DAMROLL(ch) != PFDEF_DAMROLL) fprintf(fl, "Drol: %d\n", GET_DAMROLL(ch)); if (GET_OLC_ZONE(ch) != PFDEF_OLC) fprintf(fl, "Olc : %d\n", GET_OLC_ZONE(ch)); if (GET_PAGE_LENGTH(ch) != PFDEF_PAGELENGTH) fprintf(fl, "Page: %d\n", GET_PAGE_LENGTH(ch)); if (GET_SCREEN_WIDTH(ch) != PFDEF_SCREENWIDTH) fprintf(fl, "ScrW: %d\n", GET_SCREEN_WIDTH(ch)); @@ -676,6 +710,12 @@ void save_char(struct char_data * ch) fprintf(fl, "0 0\n"); } + /* Write per-skill next gain times as epoch seconds. */ + fprintf(fl, "SkGt:"); /* Skill Gain Timer */ + for (int i = 1; i <= MAX_SKILLS; i++) + fprintf(fl, " %ld", (long)GET_SKILL_NEXT_GAIN(ch, i)); + fputc('\n', fl); + /* Save affects */ if (tmp_aff[0].spell > 0) { fprintf(fl, "Affs:\n"); @@ -866,8 +906,13 @@ static void load_skills(FILE *fl, struct char_data *ch) do { get_line(fl, line); sscanf(line, "%d %d", &num, &num2); - if (num != 0) - GET_SKILL(ch, num) = num2; + + if (num != 0) { + if (IS_NPC(ch)) + ch->mob_specials.skills[num] = num2; + else + ch->player_specials->saved.skills[num] = num2; + } } while (num != 0); } @@ -908,7 +953,6 @@ static void load_HMVS(struct char_data *ch, const char *line, int mode) case LOAD_STRENGTH: ch->real_abils.str = num; - ch->real_abils.str_add = num2; break; } } diff --git a/src/prefedit.c b/src/prefedit.c index 5fbf95b..4aa65b7 100755 --- a/src/prefedit.c +++ b/src/prefedit.c @@ -204,35 +204,21 @@ static void prefedit_disp_toggles_menu(struct descriptor_data *d) CBWHT(d->character, C_NRM)); /* The top section of the actual menu */ - send_to_char(d->character, "%s1%s) Autoexits %s[%s%3s%s] %sA%s) Gossip %s[%s%3s%s]\r\n" - "%s2%s) Autoloot %s[%s%3s%s] %sB%s) Shout %s[%s%3s%s]\r\n" - "%s3%s) Autogold %s[%s%3s%s] %sC%s) Tell %s[%s%3s%s]\r\n" - "%s4%s) Autosac %s[%s%3s%s] %sD%s) Auction %s[%s%3s%s]\r\n" - "%s5%s) Autoassist %s[%s%3s%s] %sE%s) Gratz %s[%s%3s%s]\r\n" - "%s6%s) Autosplit %s[%s%3s%s]\r\n", -/* Line 1 - autoexits and gossip */ + send_to_char(d->character, "%s1%s) Autoexits %s[%s%3s%s] %sA%s) Autoloot %s[%s%3s%s]\r\n" + "%s2%s) Autoassist %s[%s%3s%s] %sB%s) Shout %s[%s%3s%s]\r\n" + "%s3%s) Autosplit %s[%s%3s%s]\r\n", + +/* Line 1 - autoexits and autoloot */ CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), PREFEDIT_FLAGGED(PRF_AUTOEXIT) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), - ONOFF(PREFEDIT_FLAGGED(PRF_AUTOEXIT)), CCCYN(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), - PREFEDIT_FLAGGED(PRF_NOGOSS) ? CBRED(d->character, C_NRM) : CBGRN(d->character, C_NRM), ONOFF(!PREFEDIT_FLAGGED(PRF_NOGOSS)), CCCYN(d->character, C_NRM), -/* Line 2 - autoloot and shout */ - CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), PREFEDIT_FLAGGED(PRF_AUTOLOOT) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), - ONOFF(PREFEDIT_FLAGGED(PRF_AUTOLOOT)), CCCYN(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), - PREFEDIT_FLAGGED(PRF_NOSHOUT) ? CBRED(d->character, C_NRM) : CBGRN(d->character, C_NRM), ONOFF(!PREFEDIT_FLAGGED(PRF_NOSHOUT)), CCCYN(d->character, C_NRM), -/* Line 3 - autogold and tell */ - CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), PREFEDIT_FLAGGED(PRF_AUTOGOLD) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), - ONOFF(PREFEDIT_FLAGGED(PRF_AUTOGOLD)), CCCYN(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), - PREFEDIT_FLAGGED(PRF_NOTELL) ? CBRED(d->character, C_NRM) : CBGRN(d->character, C_NRM), ONOFF(!PREFEDIT_FLAGGED(PRF_NOTELL)), CCCYN(d->character, C_NRM), -/* Line 4 - autosac and auction */ - CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), PREFEDIT_FLAGGED(PRF_AUTOSAC) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), - ONOFF(PREFEDIT_FLAGGED(PRF_AUTOSAC)), CCCYN(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), - PREFEDIT_FLAGGED(PRF_NOAUCT) ? CBRED(d->character, C_NRM) : CBGRN(d->character, C_NRM), ONOFF(!PREFEDIT_FLAGGED(PRF_NOAUCT)), CCCYN(d->character, C_NRM), -/* Line 5 - autoassist and grats */ - CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), PREFEDIT_FLAGGED(PRF_AUTOASSIST) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), - ONOFF(PREFEDIT_FLAGGED(PRF_AUTOASSIST)), CCCYN(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), - PREFEDIT_FLAGGED(PRF_NOGRATZ) ? CBRED(d->character, C_NRM) : CBGRN(d->character, C_NRM), ONOFF(!PREFEDIT_FLAGGED(PRF_NOGRATZ)), CCCYN(d->character, C_NRM), -/* Line 6 - autosplit */ - CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), PREFEDIT_FLAGGED(PRF_AUTOSPLIT) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), - ONOFF(PREFEDIT_FLAGGED(PRF_AUTOSPLIT)), CCCYN(d->character, C_NRM) + ONOFF(PREFEDIT_FLAGGED(PRF_AUTOEXIT)), CCCYN(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), + PREFEDIT_FLAGGED(PRF_AUTOLOOT) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), ONOFF(PREFEDIT_FLAGGED(PRF_AUTOLOOT)), CCCYN(d->character, C_NRM), +/* Line 2 - autoassist and shout */ + CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), PREFEDIT_FLAGGED(PRF_AUTOASSIST) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), + ONOFF(PREFEDIT_FLAGGED(PRF_AUTOASSIST)), CCCYN(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), + PREFEDIT_FLAGGED(PRF_NOSHOUT) ? CBRED(d->character, C_NRM) : CBGRN(d->character, C_NRM), ONOFF(!PREFEDIT_FLAGGED(PRF_NOSHOUT)), CCCYN(d->character, C_NRM), +/* Line 3 - autosplit */ + CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), PREFEDIT_FLAGGED(PRF_AUTOSPLIT) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), + ONOFF(PREFEDIT_FLAGGED(PRF_AUTOSPLIT)), CCCYN(d->character, C_NRM) ); send_to_char(d->character, "%s7%s) Automap %s[%s%3s%s]\r\n" @@ -584,25 +570,22 @@ void prefedit_parse(struct descriptor_data * d, char *arg) break; case '2': - TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOLOOT); - break; - - case '3': - TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOGOLD); - break; - - case '4': - TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOSAC); - break; - - case '5': TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOASSIST); break; - case '6': + case '3': TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOSPLIT); break; + case '4': + break; + + case '5': + break; + + case '6': + break; + case '7': TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOMAP); break; @@ -617,7 +600,7 @@ void prefedit_parse(struct descriptor_data * d, char *arg) case 'a': case 'A': - TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_NOGOSS); + TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOLOOT); break; case 'b': @@ -625,19 +608,13 @@ void prefedit_parse(struct descriptor_data * d, char *arg) TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_NOSHOUT); break; - case 'c': - case 'C': - TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_NOTELL); - break; case 'd': case 'D': - TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_NOAUCT); break; case 'e': case 'E': - TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_NOGRATZ); break; case 'f': @@ -857,18 +834,6 @@ void prefedit_Restore_Defaults(struct descriptor_data *d) if (PREFEDIT_FLAGGED(PRF_LOG2)) REMOVE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_LOG2); - /* PRF_NOAUCT - Off */ - if (PREFEDIT_FLAGGED(PRF_NOAUCT)) - REMOVE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_NOAUCT); - - /* PRF_NOGOSS - Off */ - if (PREFEDIT_FLAGGED(PRF_NOGOSS)) - REMOVE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_NOGOSS); - - /* PRF_NOGRATZ - Off */ - if (PREFEDIT_FLAGGED(PRF_NOGRATZ)) - REMOVE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_NOGRATZ); - /* PRF_SHOWVNUMS - On for Imms */ if (!PREFEDIT_FLAGGED(PRF_SHOWVNUMS) && GET_LEVEL(PREFEDIT_GET_CHAR) > LVL_IMMORT) SET_BIT_AR(PREFEDIT_GET_FLAGS, PRF_SHOWVNUMS); @@ -891,18 +856,10 @@ void prefedit_Restore_Defaults(struct descriptor_data *d) if (!PREFEDIT_FLAGGED(PRF_AUTOLOOT)) SET_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOLOOT); - /* PRF_AUTOGOLD - On */ - if (!PREFEDIT_FLAGGED(PRF_AUTOGOLD)) - SET_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOGOLD); - /* PRF_AUTOSPLIT - Off */ if (PREFEDIT_FLAGGED(PRF_AUTOSPLIT)) REMOVE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOSPLIT); - /* PRF_AUTOSAC - Off */ - if (PREFEDIT_FLAGGED(PRF_AUTOSAC)) - REMOVE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOSAC); - /* PRF_AUTOASSIST - Off */ if (PREFEDIT_FLAGGED(PRF_AUTOASSIST)) REMOVE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOASSIST); @@ -1022,4 +979,3 @@ ACMD(do_oasis_prefedit) /* No need - done elsewhere */ // mudlog(CMP, LVL_IMMORT, TRUE, "OLC: (prefedit) %s starts editing toggles for %s", GET_NAME(ch), GET_NAME(vict)); } - diff --git a/src/protocol.c b/src/protocol.c index 78c8600..dadaea1 100644 --- a/src/protocol.c +++ b/src/protocol.c @@ -149,8 +149,6 @@ static variable_name_t VariableNameTable[eMSDP_MAX+1] = { eMSDP_MONEY, "MONEY", NUMBER_READ_ONLY }, { eMSDP_MOVEMENT, "MOVEMENT", NUMBER_READ_ONLY }, { eMSDP_MOVEMENT_MAX, "MOVEMENT_MAX", NUMBER_READ_ONLY }, - { eMSDP_HITROLL, "HITROLL", NUMBER_READ_ONLY }, - { eMSDP_DAMROLL, "DAMROLL", NUMBER_READ_ONLY }, { eMSDP_AC, "AC", NUMBER_READ_ONLY }, { eMSDP_STR, "STR", NUMBER_READ_ONLY }, { eMSDP_INT, "INT", NUMBER_READ_ONLY }, diff --git a/src/protocol.h b/src/protocol.h index 09200e7..a647a7c 100644 --- a/src/protocol.h +++ b/src/protocol.h @@ -9,7 +9,7 @@ Set your MUD_NAME, and change descriptor_t if necessary. ******************************************************************************/ -#define MUD_NAME "tbaMUD" +#define MUD_NAME "MiranthasMUD" typedef struct descriptor_data descriptor_t; @@ -113,8 +113,6 @@ typedef enum eMSDP_MONEY, eMSDP_MOVEMENT, eMSDP_MOVEMENT_MAX, - eMSDP_HITROLL, - eMSDP_DAMROLL, eMSDP_AC, eMSDP_STR, eMSDP_INT, diff --git a/src/qedit.c b/src/qedit.c index 7fcf73a..6352dc9 100644 --- a/src/qedit.c +++ b/src/qedit.c @@ -214,7 +214,7 @@ static void qedit_setup_new(struct descriptor_data *d) quest->value[6] = 1; /* Quantity of targets */ quest->prev_quest = NOTHING; /* Previous quest */ quest->next_quest = NOTHING; /* Next quest */ - quest->gold_reward= 0; /* Prize in gold coins */ + quest->coins_reward= 0; /* Prize in coins */ quest->exp_reward = 0; /* Prize in exp points */ quest->obj_reward = NOTHING; /* vnum of reward object */ quest->name = strdup("Undefined Quest"); @@ -310,7 +310,7 @@ static void qedit_disp_menu(struct descriptor_data *d) "\tn Quest Point Rewards\r\n" "\tg B\tn) Completed : [\tc%6d\tn] \tg C\tn) Abandoned : [\tc%6d\tn]\r\n" "\tn Other Rewards Rewards\r\n" - "\tg G\tn) Gold Coins : [\tc%6d\tn] \tg T\tn) Exp Points : [\tc%6d\tn] \tg O\tn) Object : [\tc%6d\tn]\r\n" + "\tg G\tn) Coins : [\tc%6d\tn] \tg T\tn) Exp Points : [\tc%6d\tn] \tg O\tn) Object : [\tc%6d\tn]\r\n" "\tn Level Limits to Accept Quest\r\n" "\tg D\tn) Lower Level : [\tc%6d\tn] \tg E\tn) Upper Level : [\tc%6d\tn]\r\n" "\tg F\tn) Prerequisite : [\tc%6d\tn] \ty%s\r\n" @@ -337,7 +337,7 @@ static void qedit_disp_menu(struct descriptor_data *d) quest->target == NOBODY ? -1 : quest->target, targetname, quest->value[6], quest->value[0], quest->value[1], - quest->gold_reward, quest->exp_reward, quest->obj_reward == NOTHING ? -1 : quest->obj_reward, + quest->coins_reward, quest->exp_reward, quest->obj_reward == NOTHING ? -1 : quest->obj_reward, quest->value[2], quest->value[3], quest->prereq == NOTHING ? -1 : quest->prereq, quest->prereq == NOTHING ? "" : @@ -544,8 +544,8 @@ void qedit_parse(struct descriptor_data *d, char *arg) break; case 'g': case 'G': - OLC_MODE(d) = QEDIT_GOLD; - write_to_output(d, "Enter the number of gold coins (0 for none) : "); + OLC_MODE(d) = QEDIT_COINS; + write_to_output(d, "Enter the number of coins (0 for none) : "); break; case 't': case 'T': @@ -703,8 +703,8 @@ void qedit_parse(struct descriptor_data *d, char *arg) } OLC_QUEST(d)->prev_quest = (number == -1 ? NOTHING : atoi(arg)); break; - case QEDIT_GOLD: - OLC_QUEST(d)->gold_reward = LIMIT(number, 0, 99999); + case QEDIT_COINS: + OLC_QUEST(d)->coins_reward = LIMIT(number, 0, 99999); break; case QEDIT_EXP: OLC_QUEST(d)->exp_reward = LIMIT(number, 0, 99999); @@ -744,4 +744,3 @@ void qedit_string_cleanup(struct descriptor_data *d, int terminator) break; } } - diff --git a/src/quest.c b/src/quest.c index 7820b93..8222fd6 100644 --- a/src/quest.c +++ b/src/quest.c @@ -149,7 +149,7 @@ void parse_quest(FILE *quest_f, int nr) aquest_table[i].next_quest = NOTHING; aquest_table[i].func = NULL; - aquest_table[i].gold_reward = 0; + aquest_table[i].coins_reward = 0; aquest_table[i].exp_reward = 0; aquest_table[i].obj_reward = NOTHING; @@ -191,7 +191,7 @@ void parse_quest(FILE *quest_f, int nr) exit(1); } - aquest_table[i].gold_reward = t[0]; + aquest_table[i].coins_reward = t[0]; aquest_table[i].exp_reward = t[1]; aquest_table[i].obj_reward = (t[2] == -1) ? NOTHING : t[2]; @@ -291,51 +291,19 @@ void generic_complete_quest(struct char_data *ch) qst_rnum rnum; qst_vnum vnum = GET_QUEST(ch); struct obj_data *new_obj; - int happy_qp, happy_gold, happy_exp; if (--GET_QUEST_COUNTER(ch) <= 0) { rnum = real_quest(vnum); - if (IS_HAPPYHOUR && IS_HAPPYQP) { - happy_qp = (int)(QST_POINTS(rnum) * (((float)(100+HAPPY_QP))/(float)100)); - happy_qp = MAX(happy_qp, 0); - GET_QUESTPOINTS(ch) += happy_qp; - send_to_char(ch, - "%s\r\nYou have been awarded %d quest points for your service.\r\n", - QST_DONE(rnum), happy_qp); - } else { - GET_QUESTPOINTS(ch) += QST_POINTS(rnum); - send_to_char(ch, - "%s\r\nYou have been awarded %d quest points for your service.\r\n", - QST_DONE(rnum), QST_POINTS(rnum)); - } - if (QST_GOLD(rnum)) { - if ((IS_HAPPYHOUR) && (IS_HAPPYGOLD)) { - happy_gold = (int)(QST_GOLD(rnum) * (((float)(100+HAPPY_GOLD))/(float)100)); - happy_gold = MAX(happy_gold, 0); - increase_gold(ch, happy_gold); - send_to_char(ch, - "You have been awarded %d gold coins for your service.\r\n", - happy_gold); - } else { - increase_gold(ch, QST_GOLD(rnum)); - send_to_char(ch, - "You have been awarded %d gold coins for your service.\r\n", - QST_GOLD(rnum)); - } - } - if (QST_EXP(rnum)) { - gain_exp(ch, QST_EXP(rnum)); - if ((IS_HAPPYHOUR) && (IS_HAPPYEXP)) { - happy_exp = (int)(QST_EXP(rnum) * (((float)(100+HAPPY_EXP))/(float)100)); - happy_exp = MAX(happy_exp, 0); - send_to_char(ch, - "You have been awarded %d experience for your service.\r\n", - happy_exp); - } else { - send_to_char(ch, - "You have been awarded %d experience points for your service.\r\n", - QST_EXP(rnum)); - } + GET_QUESTPOINTS(ch) += QST_POINTS(rnum); + send_to_char(ch, + "%s\r\nYou have been awarded %d quest points for your service.\r\n", + QST_DONE(rnum), QST_POINTS(rnum)); + + if (QST_COINS(rnum)) { + increase_coins(ch, QST_COINS(rnum)); + send_to_char(ch, + "You have been awarded %d coins for your service.\r\n", + QST_COINS(rnum)); } if (QST_OBJ(rnum) && QST_OBJ(rnum) != NOTHING) { if (real_object(QST_OBJ(rnum)) != NOTHING) { @@ -648,7 +616,7 @@ static void quest_show(struct char_data *ch, mob_vnum qm) send_to_char(ch, "There are no quests available here at the moment.\r\n"); } -static void quest_stat(struct char_data *ch, char argument[MAX_STRING_LENGTH]) +static void quest_stat(struct char_data *ch, const char *argument) { qst_rnum rnum; mob_rnum qmrnum; diff --git a/src/quest.h b/src/quest.h index a52a00e..d972785 100644 --- a/src/quest.h +++ b/src/quest.h @@ -48,7 +48,7 @@ struct aq_data { int target; /* Target value */ obj_vnum prereq; /* Object required to undertake quest */ int value[7]; /* Quest values */ - int gold_reward; /* Number of gold coins given as reward */ + int coins_reward; /* Number of coins given as reward */ int exp_reward; /* Experience points given as a reward */ obj_vnum obj_reward; /* vnum of object given as a reward */ qst_vnum prev_quest; /* Link to prev quest, NOTHING is open */ @@ -73,7 +73,7 @@ struct aq_data { #define QST_TIME(i) (aquest_table[i].value[4]) #define QST_RETURNMOB(i) (aquest_table[i].value[5]) #define QST_QUANTITY(i) (aquest_table[i].value[6]) -#define QST_GOLD(i) (aquest_table[i].gold_reward) +#define QST_COINS(i) (aquest_table[i].coins_reward) #define QST_EXP(i) (aquest_table[i].exp_reward) #define QST_OBJ(i) (aquest_table[i].obj_reward) @@ -135,7 +135,7 @@ int save_quests(zone_rnum zone_num); #define QEDIT_NEXTQUEST 19 #define QEDIT_PREVQUEST 20 #define QEDIT_CONFIRM_DELETE 21 -#define QEDIT_GOLD 22 +#define QEDIT_COINS 22 #define QEDIT_EXP 23 #define QEDIT_OBJ 24 /* ******************************************************************** */ diff --git a/src/redit.c b/src/redit.c index de23817..6cee02d 100644 --- a/src/redit.c +++ b/src/redit.c @@ -29,6 +29,7 @@ static void redit_disp_exit_menu(struct descriptor_data *d); static void redit_disp_exit_flag_menu(struct descriptor_data *d); static void redit_disp_flag_menu(struct descriptor_data *d); static void redit_disp_sector_menu(struct descriptor_data *d); +static void redit_disp_forage_menu(struct descriptor_data *d); static void redit_disp_menu(struct descriptor_data *d); /* Utils and exported functions. */ @@ -161,6 +162,7 @@ static void redit_setup_new(struct descriptor_data *d) OLC_ROOM(d)->number = NOWHERE; OLC_ITEM_TYPE(d) = WLD_TRIGGER; OLC_ROOM(d)->proto_script = OLC_SCRIPT(d) = NULL; + OLC_ROOM(d)->forage = NULL; OLC_VAL(d) = 0; } @@ -221,6 +223,8 @@ void redit_setup_existing(struct descriptor_data *d, int real_num) } } + room->forage = copy_forage_list(world[real_num].forage); + /* Attach copy of room to player's descriptor. */ OLC_ROOM(d) = room; OLC_VAL(d) = 0; @@ -412,16 +416,57 @@ static void redit_disp_sector_menu(struct descriptor_data *d) OLC_MODE(d) = REDIT_SECTOR; } +static int redit_forage_count(struct forage_entry *list) +{ + int count = 0; + for (; list; list = list->next) + count++; + return count; +} + +static void redit_disp_forage_menu(struct descriptor_data *d) +{ + struct forage_entry *entry; + int i = 0; + + get_char_colors(d->character); + clear_screen(d); + write_to_output(d, "Forage table:\r\n"); + + for (entry = OLC_ROOM(d)->forage; entry; entry = entry->next) { + obj_rnum rnum = real_object(entry->obj_vnum); + const char *sdesc = (rnum != NOTHING) ? obj_proto[rnum].short_description : "Unknown object"; + write_to_output(d, "%s%2d%s) [%s%d%s] DC %s%d%s - %s%s%s\r\n", + grn, ++i, nrm, + cyn, entry->obj_vnum, nrm, + yel, entry->dc, nrm, + yel, sdesc, nrm); + } + + if (i == 0) + write_to_output(d, " None.\r\n"); + + write_to_output(d, + "\r\n%sA%s) Add item\r\n" + "%sD%s) Delete item\r\n" + "%sQ%s) Quit\r\n" + "Enter choice : ", + grn, nrm, grn, nrm, grn, nrm); + OLC_MODE(d) = REDIT_FORAGE_MENU; +} + /* The main menu. */ static void redit_disp_menu(struct descriptor_data *d) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; struct room_data *room; + int forage_count; get_char_colors(d->character); clear_screen(d); room = OLC_ROOM(d); + forage_count = redit_forage_count(room->forage); sprintbitarray(room->room_flags, room_bits, RF_ARRAY_MAX, buf1); sprinttype(room->sector_type, sector_types, buf2, sizeof(buf2)); @@ -493,6 +538,7 @@ static void redit_disp_menu(struct descriptor_data *d) "%s9%s) Exit up : %s%d\r\n" "%sA%s) Exit down : %s%d\r\n" "%sF%s) Extra descriptions menu\r\n" + "%sG%s) Forage table: %s%d%s entries\r\n" "%sS%s) Script : %s%s\r\n" "%sW%s) Copy Room\r\n" "%sX%s) Delete Room\r\n" @@ -505,6 +551,7 @@ static void redit_disp_menu(struct descriptor_data *d) room->dir_option[DOWN] && room->dir_option[DOWN]->to_room != NOWHERE ? world[room->dir_option[DOWN]->to_room].number : -1, grn, nrm, + grn, nrm, cyn, forage_count, nrm, grn, nrm, cyn, OLC_SCRIPT(d) ? "Set." : "Not Set.", grn, nrm, grn, nrm, @@ -655,6 +702,10 @@ void redit_parse(struct descriptor_data *d, char *arg) OLC_DESC(d) = OLC_ROOM(d)->ex_description; redit_disp_extradesc_menu(d); break; + case 'g': + case 'G': + redit_disp_forage_menu(d); + break; case 'w': case 'W': write_to_output(d, "Copy what room? "); @@ -727,6 +778,91 @@ void redit_parse(struct descriptor_data *d, char *arg) OLC_ROOM(d)->sector_type = number; break; + case REDIT_FORAGE_MENU: + switch (LOWER(*arg)) { + case 'a': + write_to_output(d, "Enter object vnum and DC: "); + OLC_MODE(d) = REDIT_FORAGE_ADD; + return; + case 'd': + if (!OLC_ROOM(d)->forage) { + write_to_output(d, "No forage entries to delete.\r\n"); + redit_disp_forage_menu(d); + } else { + write_to_output(d, "Delete which entry (number)? "); + OLC_MODE(d) = REDIT_FORAGE_DELETE; + } + return; + case 'q': + redit_disp_menu(d); + return; + default: + redit_disp_forage_menu(d); + return; + } + + case REDIT_FORAGE_ADD: { + int vnum, dc; + struct forage_entry *entry; + + if (sscanf(arg, "%d %d", &vnum, &dc) != 2) { + write_to_output(d, "Usage: <vnum> <dc>\r\n"); + redit_disp_forage_menu(d); + return; + } + if (vnum <= 0 || dc <= 0) { + write_to_output(d, "Both vnum and DC must be positive.\r\n"); + redit_disp_forage_menu(d); + return; + } + if (real_object(vnum) == NOTHING) { + write_to_output(d, "That object vnum doesn't exist.\r\n"); + redit_disp_forage_menu(d); + return; + } + + CREATE(entry, struct forage_entry, 1); + entry->obj_vnum = vnum; + entry->dc = dc; + entry->next = OLC_ROOM(d)->forage; + OLC_ROOM(d)->forage = entry; + OLC_VAL(d) = 1; + redit_disp_forage_menu(d); + return; + } + + case REDIT_FORAGE_DELETE: { + struct forage_entry *entry = OLC_ROOM(d)->forage; + struct forage_entry *prev = NULL; + int count = 0; + + number = atoi(arg); + if (number <= 0) { + redit_disp_forage_menu(d); + return; + } + + while (entry && ++count < number) { + prev = entry; + entry = entry->next; + } + + if (!entry) { + write_to_output(d, "Invalid entry number.\r\n"); + redit_disp_forage_menu(d); + return; + } + + if (prev) + prev->next = entry->next; + else + OLC_ROOM(d)->forage = entry->next; + free(entry); + OLC_VAL(d) = 1; + redit_disp_forage_menu(d); + return; + } + case REDIT_EXIT_MENU: switch (*arg) { case '0': diff --git a/src/roomsave.c b/src/roomsave.c new file mode 100644 index 0000000..81e217a --- /dev/null +++ b/src/roomsave.c @@ -0,0 +1,710 @@ +/** +* @file roomsave.c +* Numeric and string contants used by the MUD. +* +* An addition to the core tbaMUD source code distribution, which is a derivative +* of, and continuation of, CircleMUD. +* +* All rights reserved. See license for complete information. +* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University +* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. +* +*/ +#include "conf.h" +#include "sysdep.h" + +#include <stdlib.h> +#include <dirent.h> +#include <errno.h> +#include <limits.h> +#ifndef PATH_MAX +#define PATH_MAX 4096 +#endif + +#include "structs.h" +#include "utils.h" +#include "db.h" +#include "handler.h" +#include "comm.h" +#include "constants.h" +#include "roomsave.h" + +/* Write saved rooms under lib/world/rsv/<vnum>.rsv (like wld/ zon/ obj/). */ +#ifndef ROOMSAVE_PREFIX +#define ROOMSAVE_PREFIX LIB_WORLD "rsv/" +#endif +#ifndef ROOMSAVE_EXT +#define ROOMSAVE_EXT ".rsv" +#endif + +static unsigned char *roomsave_dirty = NULL; + +void RoomSave_init_dirty(void) { + free(roomsave_dirty); + roomsave_dirty = calloc((size_t)top_of_world + 1, 1); +} + +void RoomSave_mark_dirty_room(room_rnum rnum) { + if (!roomsave_dirty) return; + if (rnum != NOWHERE && rnum >= 0 && rnum <= top_of_world) + roomsave_dirty[rnum] = 1; +} + +/* Where does an object “live” (topmost location -> room)? */ +room_rnum RoomSave_room_of_obj(struct obj_data *o) { + if (!o) return NOWHERE; + while (o->in_obj) o = o->in_obj; + if (o->carried_by) return IN_ROOM(o->carried_by); + if (o->worn_by) return IN_ROOM(o->worn_by); + return o->in_room; +} + +/* --- helper: read a list of objects until '.' or 'E' and return the head --- */ +/* Context-aware implementation: stop_on_E = 1 for nested B..E, 0 for top-level. */ +static struct obj_data *roomsave_read_list_ctx(FILE *fl, int stop_on_E) +{ + char line[256]; + struct obj_data *head = NULL, *tail = NULL; + + while (fgets(line, sizeof(line), fl)) { + if (line[0] == '.') { + /* End of this list scope */ + break; + } + + if (stop_on_E && line[0] == 'E') { + /* End of nested (B..E) scope */ + break; + } + + /* For top-level reads (stop_on_E==0), or any non-'O', push back + so the outer #R reader can handle M/E/G/P or '.' */ + if (line[0] != 'O') { + long back = -((long)strlen(line)); + fseek(fl, back, SEEK_CUR); + break; + } + + /* Parse object header: O vnum timer weight cost unused */ + int vnum, timer, weight, cost, unused_cost; + if (sscanf(line, "O %d %d %d %d %d", &vnum, &timer, &weight, &cost, &unused_cost) != 5) + continue; + + /* IMPORTANT: read by VNUM (VIRTUAL), not real index */ + struct obj_data *obj = read_object((obj_vnum)vnum, VIRTUAL); + if (!obj) { + mudlog(NRM, LVL_IMMORT, TRUE, "RoomSave: read_object(vnum=%d) failed.", vnum); + /* Skip to next object/header or end-of-scope */ + long backpos; + while (fgets(line, sizeof(line), fl)) { + if (line[0] == 'O' || line[0] == '.' || (stop_on_E && line[0] == 'E')) { + backpos = -((long)strlen(line)); + fseek(fl, backpos, SEEK_CUR); + break; + } + } + continue; + } + + /* Apply core scalars */ + GET_OBJ_TIMER(obj) = timer; + GET_OBJ_WEIGHT(obj) = weight; + GET_OBJ_COST(obj) = cost; + GET_OBJ_COST_PER_DAY(obj) = 0; + + /* Clear array flags so missing slots don't keep proto bits */ +#ifdef EF_ARRAY_MAX +# ifdef GET_OBJ_EXTRA_AR + for (int i = 0; i < EF_ARRAY_MAX; i++) GET_OBJ_EXTRA_AR(obj, i) = 0; +# else + for (int i = 0; i < EF_ARRAY_MAX; i++) GET_OBJ_EXTRA(obj)[i] = 0; +# endif +#endif +#ifdef TW_ARRAY_MAX + for (int i = 0; i < TW_ARRAY_MAX; i++) GET_OBJ_WEAR(obj)[i] = 0; +#endif + + /* Read per-object lines until next 'O' or '.' or 'E'(when nested) */ + long backpos; + while (fgets(line, sizeof(line), fl)) { + if (line[0] == 'V') { + int idx, val; + if (sscanf(line, "V %d %d", &idx, &val) == 2) { +#ifdef NUM_OBJ_VAL_POSITIONS + if (idx >= 0 && idx < NUM_OBJ_VAL_POSITIONS) GET_OBJ_VAL(obj, idx) = val; +#else + if (idx >= 0 && idx < 6) GET_OBJ_VAL(obj, idx) = val; +#endif + } + continue; + } else if (line[0] == 'X') { /* extra flags */ + int idx, val; + if (sscanf(line, "X %d %d", &idx, &val) == 2) { +#if defined(EF_ARRAY_MAX) && defined(GET_OBJ_EXTRA_AR) + if (idx >= 0 && idx < EF_ARRAY_MAX) GET_OBJ_EXTRA_AR(obj, idx) = val; +#elif defined(EF_ARRAY_MAX) + if (idx >= 0 && idx < EF_ARRAY_MAX) GET_OBJ_EXTRA(obj)[idx] = val; +#else + if (idx == 0) GET_OBJ_EXTRA(obj) = val; +#endif + } + continue; + } else if (line[0] == 'W') { /* wear flags */ + int idx, val; + if (sscanf(line, "W %d %d", &idx, &val) == 2) { +#ifdef TW_ARRAY_MAX + if (idx >= 0 && idx < TW_ARRAY_MAX) GET_OBJ_WEAR(obj)[idx] = val; +#else + if (idx == 0) GET_OBJ_WEAR(obj) = val; +#endif + } + continue; + } else if (line[0] == 'B') { + /* Nested contents until matching 'E' */ + struct obj_data *child_head = roomsave_read_list_ctx(fl, 1 /* stop_on_E */); + + /* Detach each node before obj_to_obj(), otherwise we lose siblings */ + for (struct obj_data *it = child_head, *next; it; it = next) { + next = it->next_content; /* remember original sibling */ + it->next_content = NULL; /* detach from temp list */ + obj_to_obj(it, obj); /* push into container (LIFO) */ + } + continue; + } else if (line[0] == 'O' || line[0] == '.' || (stop_on_E && line[0] == 'E')) { + /* Next object / end-of-scope: rewind one line for outer loop to see it */ + backpos = -((long)strlen(line)); + fseek(fl, backpos, SEEK_CUR); + break; + } else { + /* ignore unknown lines */ + continue; + } + } + + /* Append to this scope's list */ + obj->next_content = NULL; + if (!head) head = tail = obj; + else { tail->next_content = obj; tail = obj; } + } + + return head; +} + +/* Keep your existing one-arg API for callers: top-level semantics (stop_on_E = 0). */ +static struct obj_data *roomsave_read_list(FILE *fl) +{ + return roomsave_read_list_ctx(fl, 0); +} + +/* ---------- Minimal line format ---------- +#R <vnum> <unix_time> +O <vnum> <timer> <extra_flags> <wear_flags> <weight> <cost> <unused> +V <i> <val[i]> ; repeated for all value slots present on this obj +B ; begin contents of this object (container) +E ; end contents of this object +. ; end of room +------------------------------------------ */ + +static void ensure_dir_exists(const char *path) { + if (mkdir(path, 0775) == -1 && errno != EEXIST) { + mudlog(CMP, LVL_IMMORT, TRUE, "SYSERR: roomsave mkdir(%s): %s", path, strerror(errno)); + } +} + +/* zone vnum for a given room rnum (e.g., 134 -> zone 1) */ +static int roomsave_zone_for_rnum(room_rnum rnum) { + if (rnum == NOWHERE || rnum < 0 || rnum > top_of_world) return 0; + zone_rnum znum = world[rnum].zone; + if (znum < 0 || znum > top_of_zone_table) return 0; + return zone_table[znum].number; /* e.g., 1 for rooms 100–199, 2 for 200–299, etc. */ +} + +/* lib/world/rsv/<zone>.rsv */ +static void roomsave_zone_filename(int zone_vnum, char *out, size_t outsz) { + snprintf(out, outsz, "%s%d%s", ROOMSAVE_PREFIX, zone_vnum, ROOMSAVE_EXT); +} + +/* Write one object (and its recursive contents) */ +static void write_one_object(FILE *fl, struct obj_data *obj) { + int i; + + /* Core scalars (flags printed separately per-slot) */ + fprintf(fl, "O %d %d %d %d %d\n", + GET_OBJ_VNUM(obj), + GET_OBJ_TIMER(obj), + GET_OBJ_WEIGHT(obj), + GET_OBJ_COST(obj), + GET_OBJ_COST_PER_DAY(obj)); + +/* Extra flags array */ +#if defined(EF_ARRAY_MAX) && defined(GET_OBJ_EXTRA_AR) + for (i = 0; i < EF_ARRAY_MAX; i++) + fprintf(fl, "X %d %d\n", i, GET_OBJ_EXTRA_AR(obj, i)); +#elif defined(EF_ARRAY_MAX) + for (i = 0; i < EF_ARRAY_MAX; i++) + fprintf(fl, "X %d %d\n", i, GET_OBJ_EXTRA(obj)[i]); +#else + fprintf(fl, "X %d %d\n", 0, GET_OBJ_EXTRA(obj)); +#endif + +/* Wear flags array */ +#ifdef TW_ARRAY_MAX + for (i = 0; i < TW_ARRAY_MAX; i++) + fprintf(fl, "W %d %d\n", i, GET_OBJ_WEAR(obj)[i]); +#else + fprintf(fl, "W %d %d\n", 0, GET_OBJ_WEAR(obj)); +#endif + + /* Values[] (durability, liquids, charges, etc.) */ +#ifdef NUM_OBJ_VAL_POSITIONS + for (i = 0; i < NUM_OBJ_VAL_POSITIONS; i++) + fprintf(fl, "V %d %d\n", i, GET_OBJ_VAL(obj, i)); +#else + for (i = 0; i < 6; i++) + fprintf(fl, "V %d %d\n", i, GET_OBJ_VAL(obj, i)); +#endif + + /* Contents (recursive) */ + if (obj->contains) { + struct obj_data *cont; + fprintf(fl, "B\n"); + for (cont = obj->contains; cont; cont = cont->next_content) + write_one_object(fl, cont); + fprintf(fl, "E\n"); + } +} + +/* Forward declaration for RoomSave_now*/ +static void RS_write_room_mobs(FILE *out, room_rnum rnum); + +/* Public: write the entire room’s contents */ +int RoomSave_now(room_rnum rnum) { + char path[PATH_MAX], tmp[PATH_MAX], line[512]; + FILE *in = NULL, *out = NULL; + room_vnum rvnum; + int zvnum; + + if (rnum == NOWHERE) + return 0; + + rvnum = world[rnum].number; + zvnum = roomsave_zone_for_rnum(rnum); + if (zvnum < 0) + return 0; + + ensure_dir_exists(ROOMSAVE_PREFIX); + roomsave_zone_filename(zvnum, path, sizeof(path)); + + { + int n = snprintf(tmp, sizeof(tmp), "%s.tmp", path); + if (n < 0 || n >= (int)sizeof(tmp)) { + mudlog(NRM, LVL_IMMORT, TRUE, + "SYSERR: RoomSave: temp path too long for %s", path); + return 0; + } + } + + if (!(out = fopen(tmp, "w"))) { + mudlog(NRM, LVL_IMMORT, TRUE, + "SYSERR: RoomSave: fopen(%s) failed: %s", + tmp, strerror(errno)); + return 0; + } + + if ((in = fopen(path, "r")) != NULL) { + while (fgets(line, sizeof(line), in)) { + if (strncmp(line, "#R ", 3) == 0) { + int file_rvnum; + long ts; + if (sscanf(line, "#R %d %ld", &file_rvnum, &ts) == 2) { + if (file_rvnum == (int)rvnum) { + /* Skip old block completely until and including '.' line */ + while (fgets(line, sizeof(line), in)) { + if (line[0] == '.') { + /* consume it and break */ + break; + } + } + continue; /* do NOT write skipped lines */ + } + } + } + fputs(line, out); /* keep unrelated lines */ + } + fclose(in); + } + + /* Append new block */ + fprintf(out, "#R %d %ld\n", rvnum, (long)time(0)); + + RS_write_room_mobs(out, rnum); + + for (struct obj_data *obj = world[rnum].contents; obj; obj = obj->next_content) + write_one_object(out, obj); + + /* Always terminate block */ + fprintf(out, ".\n"); + + if (fclose(out) != 0) { + mudlog(NRM, LVL_IMMORT, TRUE, + "SYSERR: RoomSave: fclose(%s) failed: %s", + tmp, strerror(errno)); + return 0; + } + if (rename(tmp, path) != 0) { + mudlog(NRM, LVL_IMMORT, TRUE, + "SYSERR: RoomSave: rename(%s -> %s) failed: %s", + tmp, path, strerror(errno)); + return 0; + } + + return 1; +} + +/* --- M/E/G/P load helpers (mob restore) -------------------------------- */ + +struct rs_load_ctx { + room_rnum rnum; + struct char_data *cur_mob; /* last mob spawned by 'M' */ + struct obj_data *stack[16]; /* container stack by depth for 'P' */ +}; + +static struct obj_data *RS_create_obj_by_vnum(obj_vnum ov) { + obj_rnum ornum; + if (ov <= 0) return NULL; + ornum = real_object(ov); + if (ornum == NOTHING) return NULL; + return read_object(ornum, REAL); +} + +static struct char_data *RS_create_mob_by_vnum(mob_vnum mv) { + mob_rnum mrnum; + if (mv <= 0) return NULL; + mrnum = real_mobile(mv); + if (mrnum == NOBODY) return NULL; + return read_mobile(mrnum, REAL); +} + + +/* Reset the loader context before reading a new #R block */ +static void RS_ctx_clear(struct rs_load_ctx *ctx) { + if (!ctx) + return; + + /* DO NOT reset ctx->rnum — each #R block sets this explicitly + * before parsing mobs or objects. Resetting it causes cross-room + * bleed (e.g., mobs from one room spawning in another). + */ + + ctx->cur_mob = NULL; + + /* Clear all container stack pointers */ + for (int i = 0; i < 16; i++) + ctx->stack[i] = NULL; +} + +/* Optional autosave hook (invoked by limits.c:point_update). */ +void RoomSave_autosave_tick(void) { + /* Iterate all rooms; only save flagged ones. */ + for (room_rnum rnum = 0; rnum <= top_of_world; ++rnum) { + if (ROOM_FLAGGED(rnum, ROOM_SAVE)) + RoomSave_now(rnum); + } +} + +/* Forward decl so RS_parse_mob_line can use it without implicit declaration */ +static void RS_stack_clear(struct rs_load_ctx *ctx); + +/* Handle one line inside a #R block. Returns 1 if handled here. */ +static int RS_parse_mob_line(struct rs_load_ctx *ctx, char *line) +{ + if (!line) return 0; + while (*line == ' ' || *line == '\t') ++line; + if (!*line) return 0; + + switch (line[0]) { + case 'M': { + mob_vnum mv; + if (sscanf(line+1, " %d", (int *)&mv) != 1) return 0; + + ctx->cur_mob = RS_create_mob_by_vnum(mv); + if (!ctx->cur_mob) return 1; + + /* Place in the block's room */ + char_to_room(ctx->cur_mob, ctx->rnum); + + /* Safety: if anything put it elsewhere, force it back */ + if (IN_ROOM(ctx->cur_mob) != ctx->rnum) + char_to_room(ctx->cur_mob, ctx->rnum); + + RS_stack_clear(ctx); /* clear only container stack */ + return 1; + } + + case 'E': { /* E <wear_pos> <obj_vnum> */ + int pos; obj_vnum ov; struct obj_data *obj; + if (!ctx->cur_mob) return 1; /* orphan -> ignore */ + if (sscanf(line+1, " %d %d", &pos, (int *)&ov) != 2) return 0; + obj = RS_create_obj_by_vnum(ov); + if (!obj) return 1; + + if (pos < 0 || pos >= NUM_WEARS) pos = WEAR_HOLD; /* clamp */ + equip_char(ctx->cur_mob, obj, pos); + + /* Reset ONLY container stack for following P-lines; keep cur_mob */ + RS_stack_clear(ctx); + ctx->stack[0] = obj; + return 1; + } + + case 'G': { /* G <obj_vnum> */ + obj_vnum ov; struct obj_data *obj; + if (!ctx->cur_mob) return 1; /* orphan -> ignore */ + if (sscanf(line+1, " %d", (int *)&ov) != 1) return 0; + obj = RS_create_obj_by_vnum(ov); + if (!obj) return 1; + + obj_to_char(obj, ctx->cur_mob); + + RS_stack_clear(ctx); + ctx->stack[0] = obj; + return 1; + } + + case 'P': { /* P <depth> <obj_vnum> : put into last obj at (depth-1) */ + int depth; obj_vnum ov; struct obj_data *parent, *obj; + if (sscanf(line+1, " %d %d", &depth, (int *)&ov) != 2) return 0; + if (depth <= 0 || depth >= (int)(sizeof(ctx->stack)/sizeof(ctx->stack[0]))) + return 1; + parent = ctx->stack[depth-1]; + if (!parent) return 1; + + obj = RS_create_obj_by_vnum(ov); + if (!obj) return 1; + obj_to_obj(obj, parent); + + ctx->stack[depth] = obj; + { int d; for (d = depth+1; d < (int)(sizeof(ctx->stack)/sizeof(ctx->stack[0])); ++d) ctx->stack[d] = NULL; } + return 1; + } + + default: + return 0; + } +} + +/* Forward decls for mob restore helpers */ +static void RS_stack_clear(struct rs_load_ctx *ctx); + +void RoomSave_boot(void) +{ + DIR *dirp; + struct dirent *dp; + + ensure_dir_exists(ROOMSAVE_PREFIX); + + dirp = opendir(ROOMSAVE_PREFIX); + if (!dirp) { + mudlog(NRM, LVL_IMMORT, TRUE, + "SYSERR: RoomSave_boot: cannot open %s", ROOMSAVE_PREFIX); + return; + } + + log("RoomSave: scanning %s for *.rsv", ROOMSAVE_PREFIX); + + while ((dp = readdir(dirp))) { + size_t n = strlen(dp->d_name); + if (n < 5) continue; /* skip . and .. */ + if (strcmp(dp->d_name + n - 4, ROOMSAVE_EXT) != 0) continue; + + { + char path[PATH_MAX]; + int wn = snprintf(path, sizeof(path), "%s%s", ROOMSAVE_PREFIX, dp->d_name); + if (wn < 0 || wn >= (int)sizeof(path)) { + mudlog(NRM, LVL_IMMORT, TRUE, + "SYSERR: RoomSave_boot: path too long: %s%s", + ROOMSAVE_PREFIX, dp->d_name); + continue; + } + + FILE *fl = fopen(path, "r"); + if (!fl) { + mudlog(NRM, LVL_IMMORT, TRUE, + "SYSERR: RoomSave_boot: fopen(%s) failed: %s", + path, strerror(errno)); + continue; + } + + log("RoomSave: reading %s", path); + + int blocks = 0; + int restored_objs_total = 0; + int restored_mobs_total = 0; + + /* Outer loop: read every #R block in this .rsv file */ + char line[512]; + while (fgets(line, sizeof(line), fl)) { + + /* Skip until a valid #R header */ + if (strncmp(line, "#R ", 3) != 0) + continue; + + /* Parse header line */ + int rvnum; long ts; + if (sscanf(line, "#R %d %ld", &rvnum, &ts) != 2) { + mudlog(NRM, LVL_IMMORT, TRUE, + "RoomSave: malformed #R header in %s: %s", path, line); + /* Skip malformed block */ + while (fgets(line, sizeof(line), fl)) + if (line[0] == '.') break; + continue; + } + + blocks++; + + /* Resolve the room for this block */ + room_rnum rnum = real_room((room_vnum)rvnum); + if (rnum == NOWHERE) { + mudlog(NRM, LVL_IMMORT, FALSE, + "RoomSave: unknown room vnum %d in %s (skipping)", + rvnum, path); + /* Skip to next block */ + while (fgets(line, sizeof(line), fl)) + if (line[0] == '.') break; + continue; + } + + /* Clear this room's ground contents before restoring */ + while (world[rnum].contents) + extract_obj(world[rnum].contents); + + /* Clear and set mob context for this block */ + struct rs_load_ctx mctx; + RS_ctx_clear(&mctx); + mctx.rnum = rnum; + + /* Per-block counts */ + int count_objs = 0, count_mobs = 0; + char inner[512]; + + /* Inner loop: read this #R block until '.' */ + while (fgets(inner, sizeof(inner), fl)) { + + /* Trim spaces */ + while (inner[0] == ' ' || inner[0] == '\t') + memmove(inner, inner + 1, strlen(inner)); + + /* Stop at end of block */ + if (inner[0] == '.') + break; + + /* Defensive: stop if another #R starts (malformed file) */ + if (!strncmp(inner, "#R ", 3)) { + fseek(fl, -((long)strlen(inner)), SEEK_CUR); + break; + } + + /* Handle object blocks */ + if (inner[0] == 'O') { + long pos = ftell(fl); + fseek(fl, pos - strlen(inner), SEEK_SET); + struct obj_data *list = roomsave_read_list(fl); + for (struct obj_data *it = list, *next; it; it = next) { + next = it->next_content; + it->next_content = NULL; + obj_to_room(it, rnum); + count_objs++; + } + continue; + } + + /* Handle mob & equipment/inventory */ + if (RS_parse_mob_line(&mctx, inner)) { + if (inner[0] == 'M') + count_mobs++; + continue; + } + + /* Unknown token: ignore gracefully */ + } + + restored_objs_total += count_objs; + restored_mobs_total += count_mobs; + + if (count_mobs > 0) + log("RoomSave: room %d <- %d object(s) and %d mob(s)", + rvnum, count_objs, count_mobs); + else + log("RoomSave: room %d <- %d object(s)", rvnum, count_objs); + } + + log("RoomSave: finished %s (blocks=%d, objects=%d, mobs=%d)", + path, blocks, restored_objs_total, restored_mobs_total); + + fclose(fl); + } + } + + closedir(dirp); +} + +/* ======== MOB SAVE: write NPCs and their equipment/inventory ========== */ + +/* Depth-aware writer for container contents under a parent object. + * Writes: P <depth> <obj_vnum> + * depth starts at 1 for direct children. */ +static void RS_write_P_chain(FILE *fp, struct obj_data *parent, int depth) { + struct obj_data *c; + for (c = parent->contains; c; c = c->next_content) { + obj_vnum cv = GET_OBJ_VNUM(c); + if (cv <= 0) continue; /* skip non-proto / invalid */ + fprintf(fp, "P %d %d\n", depth, (int)cv); + if (c->contains) + RS_write_P_chain(fp, c, depth + 1); + } +} + +/* Writes: E <wear_pos> <obj_vnum> (then P-chain) */ +static void RS_write_mob_equipment(FILE *fp, struct char_data *mob) { + int w; + for (w = 0; w < NUM_WEARS; ++w) { + struct obj_data *eq = GET_EQ(mob, w); + if (!eq) continue; + if (GET_OBJ_VNUM(eq) <= 0) continue; + fprintf(fp, "E %d %d\n", w, (int)GET_OBJ_VNUM(eq)); + if (eq->contains) RS_write_P_chain(fp, eq, 1); + } +} + +/* Writes: G <obj_vnum> for inventory items (then P-chain) */ +static void RS_write_mob_inventory(FILE *fp, struct char_data *mob) { + struct obj_data *o; + for (o = mob->carrying; o; o = o->next_content) { + if (GET_OBJ_VNUM(o) <= 0) continue; + fprintf(fp, "G %d\n", (int)GET_OBJ_VNUM(o)); + if (o->contains) RS_write_P_chain(fp, o, 1); + } +} + +/* Top-level writer: for each NPC in room, emit: + * M <mob_vnum> + * [E ...]* + * [G ...]* + * (Players are ignored.) */ +static void RS_write_room_mobs(FILE *out, room_rnum rnum) { + struct char_data *mob; + for (mob = world[rnum].people; mob; mob = mob->next_in_room) { + if (!IS_NPC(mob)) continue; + if (GET_MOB_VNUM(mob) <= 0) continue; + fprintf(out, "M %d\n", (int)GET_MOB_VNUM(mob)); + RS_write_mob_equipment(out, mob); + RS_write_mob_inventory(out, mob); + } +} + +/* Clear only the container stack, NOT cur_mob */ +static void RS_stack_clear(struct rs_load_ctx *ctx) { + int i; + for (i = 0; i < (int)(sizeof(ctx->stack)/sizeof(ctx->stack[0])); ++i) + ctx->stack[i] = NULL; +} diff --git a/src/roomsave.h b/src/roomsave.h new file mode 100644 index 0000000..53912e5 --- /dev/null +++ b/src/roomsave.h @@ -0,0 +1,35 @@ +/** +* @file roomsave.h +* Core structures used within the core mud code. +* +* An addition to the core tbaMUD source code distribution, which is a derivative +* of, and continuation of, CircleMUD. +* +* All rights reserved. See license for complete information. +* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University +* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. +*/ +#ifndef ROOMSAVE_H_ +#define ROOMSAVE_H_ + +#include "conf.h" +#include "sysdep.h" +#include "structs.h" + +/* Boot-time loader: scans ROOMSAVE_DIR and restores contents into rooms. */ +void RoomSave_boot(void); + +/* Immediate save for a single room (room_rnum). Safe to call anytime. */ +/* saves ground objs AND NPCs (+their E/G/P trees) in rsv. */ +int RoomSave_now(room_rnum rnum); + +/* Autosave pass for all rooms flagged ROOM_SAVE. */ +void RoomSave_autosave_tick(void); + +/* Only save rooms when modified */ +void RoomSave_init_dirty(void); +void RoomSave_mark_dirty_room(room_rnum rnum); +/* For container edits: find the room an object ultimately lives in */ +room_rnum RoomSave_room_of_obj(struct obj_data *obj); + +#endif /* ROOMSAVE_H_ */ diff --git a/src/shop.c b/src/shop.c index 8878bc2..1be4ac5 100644 --- a/src/shop.c +++ b/src/shop.c @@ -32,10 +32,14 @@ const char *trade_letters[] = { "Good", /* First, the alignment based ones */ "Evil", "Neutral", - "Magic User", /* Then the class based ones */ + "Sorceror", /* Then the class based ones */ "Cleric", - "Thief", - "Warrior", + "Rogue", + "Fighter", + "Barbarian", + "Ranger", + "Bard", + "Druid", "\n" }; @@ -57,7 +61,6 @@ static char *read_shop_message(int mnum, room_vnum shr, FILE *shop_f, const char static int read_type_list(FILE *shop_f, struct shop_buy_data *list, int new_format, int max); static int read_list(FILE *shop_f, struct shop_buy_data *list, int new_format, int max, int type); static void shopping_list(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr); -static bool shopping_identify(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr); static void shopping_value(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr); static void shopping_sell(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr); static struct obj_data *get_selling_obj(struct char_data *ch, char *name, struct char_data *keeper, int shop_nr, int msg); @@ -126,10 +129,14 @@ static int is_ok_char(struct char_data *keeper, struct char_data *ch, int shop_n if (IS_NPC(ch)) return (TRUE); - if ((IS_MAGIC_USER(ch) && NOTRADE_MAGIC_USER(shop_nr)) || + if ((IS_SORCEROR(ch) && NOTRADE_SORCEROR(shop_nr)) || (IS_CLERIC(ch) && NOTRADE_CLERIC(shop_nr)) || - (IS_THIEF(ch) && NOTRADE_THIEF(shop_nr)) || - (IS_WARRIOR(ch) && NOTRADE_WARRIOR(shop_nr))) { + (IS_ROGUE(ch) && NOTRADE_ROGUE(shop_nr)) || + (IS_FIGHTER(ch) && NOTRADE_FIGHTER(shop_nr)) || + (IS_BARBARIAN(ch) && NOTRADE_BARBARIAN(shop_nr)) || + (IS_RANGER(ch) && NOTRADE_RANGER(shop_nr)) || + (IS_BARD(ch) && NOTRADE_BARD(shop_nr)) || + (IS_DRUID(ch) && NOTRADE_DRUID(shop_nr))) { snprintf(buf, sizeof(buf), "%s %s", GET_NAME(ch), MSG_NO_SELL_CLASS); do_tell(keeper, buf, cmd_tell, 0); return (FALSE); @@ -476,7 +483,7 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep { char tempstr[MAX_INPUT_LENGTH - 10], tempbuf[MAX_INPUT_LENGTH]; struct obj_data *obj, *last_obj = NULL; - int goldamt = 0, buynum, bought = 0; + int coins_amt = 0, buynum, bought = 0; if (!is_ok(keeper, ch, shop_nr)) return; @@ -511,8 +518,8 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep do_tell(keeper, actbuf, cmd_tell, 0); return; } - } else { /*has the player got enough gold? */ - if (buy_price(obj, shop_nr, keeper, ch) > GET_GOLD(ch) && !IS_GOD(ch)) { + } else { /* has the player got enough coins? */ + if (buy_price(obj, shop_nr, keeper, ch) > GET_COINS(ch) && !IS_GOD(ch)) { char actbuf[MAX_INPUT_LENGTH]; snprintf(actbuf, sizeof(actbuf), shop_index[shop_nr].missing_cash2, GET_NAME(ch)); @@ -558,7 +565,7 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep } obj_to_char(obj, ch); - goldamt += GET_OBJ_COST(obj); + coins_amt += GET_OBJ_COST(obj); if (!IS_GOD(ch)) GET_QUESTPOINTS(ch) -= GET_OBJ_COST(obj); @@ -568,7 +575,7 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep break; } } else { - while (obj && (GET_GOLD(ch) >= buy_price(obj, shop_nr, keeper, ch) || IS_GOD(ch)) + while (obj && (GET_COINS(ch) >= buy_price(obj, shop_nr, keeper, ch) || IS_GOD(ch)) && IS_CARRYING_N(ch) < CAN_CARRY_N(ch) && bought < buynum && IS_CARRYING_W(ch) + GET_OBJ_WEIGHT(obj) <= CAN_CARRY_W(ch)) { int charged; @@ -584,9 +591,9 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep obj_to_char(obj, ch); charged = buy_price(obj, shop_nr, keeper, ch); - goldamt += charged; + coins_amt += charged; if (!IS_GOD(ch)) - decrease_gold(ch, charged); + decrease_coins(ch, charged); last_obj = obj; obj = get_purchase_obj(ch, arg, keeper, shop_nr, FALSE); @@ -600,7 +607,7 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep if (!obj || !same_obj(last_obj, obj)) snprintf(buf, sizeof(buf), "%s I only have %d to sell you.", GET_NAME(ch), bought); else if (!OBJ_FLAGGED(obj, ITEM_QUEST) && - GET_GOLD(ch) < buy_price(obj, shop_nr, keeper, ch)) + GET_COINS(ch) < buy_price(obj, shop_nr, keeper, ch)) snprintf(buf, sizeof(buf), "%s You can only afford %d.", GET_NAME(ch), bought); else if (OBJ_FLAGGED(obj, ITEM_QUEST) && GET_QUESTPOINTS(ch) < GET_OBJ_COST(obj)) @@ -615,11 +622,11 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep do_tell(keeper, buf, cmd_tell, 0); } if (!IS_GOD(ch) && obj && !OBJ_FLAGGED(obj, ITEM_QUEST)) { - increase_gold(keeper, goldamt); + increase_coins(keeper, coins_amt); if (SHOP_USES_BANK(shop_nr)) - if (GET_GOLD(keeper) > MAX_OUTSIDE_BANK) { - SHOP_BANK(shop_nr) += (GET_GOLD(keeper) - MAX_OUTSIDE_BANK); - GET_GOLD(keeper) = MAX_OUTSIDE_BANK; + if (GET_COINS(keeper) > MAX_OUTSIDE_BANK) { + SHOP_BANK(shop_nr) += (GET_COINS(keeper) - MAX_OUTSIDE_BANK); + GET_COINS(keeper) = MAX_OUTSIDE_BANK; } } strlcpy(tempstr, times_message(ch->carrying, 0, bought), sizeof(tempstr)); @@ -628,9 +635,9 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep act(tempbuf, FALSE, ch, obj, 0, TO_ROOM); if (obj && OBJ_FLAGGED(obj, ITEM_QUEST)) - snprintf(tempbuf, sizeof(tempbuf), "%s That has cost you %d quest points.", GET_NAME(ch), goldamt); + snprintf(tempbuf, sizeof(tempbuf), "%s That has cost you %d quest points.", GET_NAME(ch), coins_amt); else - snprintf(tempbuf, sizeof(tempbuf), shop_index[shop_nr].message_buy, GET_NAME(ch), goldamt); + snprintf(tempbuf, sizeof(tempbuf), shop_index[shop_nr].message_buy, GET_NAME(ch), coins_amt); do_tell(keeper, tempbuf, cmd_tell, 0); @@ -741,7 +748,7 @@ static void shopping_sell(char *arg, struct char_data *ch, struct char_data *kee { char tempstr[MAX_INPUT_LENGTH - 10], name[MAX_INPUT_LENGTH], tempbuf[MAX_INPUT_LENGTH]; // - 10 to make room for constants in format struct obj_data *obj; - int sellnum, sold = 0, goldamt = 0; + int sellnum, sold = 0, coins_amt = 0; if (!(is_ok(keeper, ch, shop_nr))) return; @@ -764,19 +771,19 @@ static void shopping_sell(char *arg, struct char_data *ch, struct char_data *kee if (!(obj = get_selling_obj(ch, name, keeper, shop_nr, TRUE))) return; - if (!IS_SET(SHOP_BITVECTOR(shop_nr), HAS_UNLIMITED_CASH) && GET_GOLD(keeper) + SHOP_BANK(shop_nr) < sell_price(obj, shop_nr, keeper, ch)) { + if (!IS_SET(SHOP_BITVECTOR(shop_nr), HAS_UNLIMITED_CASH) && GET_COINS(keeper) + SHOP_BANK(shop_nr) < sell_price(obj, shop_nr, keeper, ch)) { char buf[MAX_INPUT_LENGTH]; snprintf(buf, sizeof(buf), shop_index[shop_nr].missing_cash1, GET_NAME(ch)); do_tell(keeper, buf, cmd_tell, 0); return; } - while (obj && (IS_SET(SHOP_BITVECTOR(shop_nr), HAS_UNLIMITED_CASH) || GET_GOLD(keeper) + SHOP_BANK(shop_nr) >= sell_price(obj, shop_nr, keeper, ch)) && sold < sellnum) { + while (obj && (IS_SET(SHOP_BITVECTOR(shop_nr), HAS_UNLIMITED_CASH) || GET_COINS(keeper) + SHOP_BANK(shop_nr) >= sell_price(obj, shop_nr, keeper, ch)) && sold < sellnum) { int charged = sell_price(obj, shop_nr, keeper, ch); - goldamt += charged; + coins_amt += charged; if (!IS_SET(SHOP_BITVECTOR(shop_nr), HAS_UNLIMITED_CASH)) - decrease_gold(keeper, charged); + decrease_coins(keeper, charged); sold++; obj_from_char(obj); @@ -789,28 +796,28 @@ static void shopping_sell(char *arg, struct char_data *ch, struct char_data *kee if (!obj) snprintf(buf, sizeof(buf), "%s You only have %d of those.", GET_NAME(ch), sold); - else if (GET_GOLD(keeper) + SHOP_BANK(shop_nr) < sell_price(obj, shop_nr, keeper, ch)) + else if (GET_COINS(keeper) + SHOP_BANK(shop_nr) < sell_price(obj, shop_nr, keeper, ch)) snprintf(buf, sizeof(buf), "%s I can only afford to buy %d of those.", GET_NAME(ch), sold); else snprintf(buf, sizeof(buf), "%s Something really screwy made me buy %d.", GET_NAME(ch), sold); do_tell(keeper, buf, cmd_tell, 0); } - increase_gold(ch, goldamt); + increase_coins(ch, coins_amt); strlcpy(tempstr, times_message(0, name, sold), sizeof(tempstr)); snprintf(tempbuf, sizeof(tempbuf), "$n sells %s.", tempstr); act(tempbuf, FALSE, ch, obj, 0, TO_ROOM); - snprintf(tempbuf, sizeof(tempbuf), shop_index[shop_nr].message_sell, GET_NAME(ch), goldamt); + snprintf(tempbuf, sizeof(tempbuf), shop_index[shop_nr].message_sell, GET_NAME(ch), coins_amt); do_tell(keeper, tempbuf, cmd_tell, 0); send_to_char(ch, "The shopkeeper now has %s.\r\n", tempstr); - if (GET_GOLD(keeper) < MIN_OUTSIDE_BANK) { - goldamt = MIN(MAX_OUTSIDE_BANK - GET_GOLD(keeper), SHOP_BANK(shop_nr)); - SHOP_BANK(shop_nr) -= goldamt; - increase_gold(keeper, goldamt); + if (GET_COINS(keeper) < MIN_OUTSIDE_BANK) { + coins_amt = MIN(MAX_OUTSIDE_BANK - GET_COINS(keeper), SHOP_BANK(shop_nr)); + SHOP_BANK(shop_nr) -= coins_amt; + increase_coins(keeper, coins_amt); } } @@ -831,33 +838,32 @@ static void shopping_value(char *arg, struct char_data *ch, struct char_data *ke if (!(obj = get_selling_obj(ch, name, keeper, shop_nr, TRUE))) return; - snprintf(buf, sizeof(buf), "%s I'll give you %d gold coins for that!", GET_NAME(ch), sell_price(obj, shop_nr, keeper, ch)); + snprintf(buf, sizeof(buf), "%s I'll give you %d coins for that!", GET_NAME(ch), sell_price(obj, shop_nr, keeper, ch)); do_tell(keeper, buf, cmd_tell, 0); } static char *list_object(struct obj_data *obj, int cnt, int aindex, int shop_nr, struct char_data *keeper, struct char_data *ch) { static char result[256]; - char itemname[128], - quantity[16]; /* "Unlimited" or "%d" */ + char itemname[128], + quantity[16]; /* "Unlimited" or "%d" */ if (shop_producing(obj, shop_nr)) - strcpy(quantity, "Unlimited"); /* strcpy: OK (for 'quantity >= 10') */ + strcpy(quantity, "Unlimited"); /* strcpy: OK (for 'quantity >= 10') */ else - sprintf(quantity, "%d", cnt); /* sprintf: OK (for 'quantity >= 11', 32-bit int) */ + sprintf(quantity, "%d", cnt); /* sprintf: OK (for 'quantity >= 11', 32-bit int) */ switch (GET_OBJ_TYPE(obj)) { case ITEM_DRINKCON: - if (GET_OBJ_VAL(obj, 1)) - snprintf(itemname, sizeof(itemname), "%s of %s", obj->short_description, drinks[GET_OBJ_VAL(obj, 2)]); - else - strlcpy(itemname, obj->short_description, sizeof(itemname)); + /* Previously appended: "<sdesc> of <liquid>". + * We now rely solely on the object's short description for shop listings. */ + strlcpy(itemname, obj->short_description, sizeof(itemname)); break; case ITEM_WAND: case ITEM_STAFF: snprintf(itemname, sizeof(itemname), "%s%s", obj->short_description, - GET_OBJ_VAL(obj, 2) < GET_OBJ_VAL(obj, 1) ? " (partially used)" : ""); + GET_OBJ_VAL(obj, 2) < GET_OBJ_VAL(obj, 1) ? " (partially used)" : ""); break; default: @@ -989,9 +995,93 @@ SPECIAL(shop_keeper) } else if (CMD_IS("list")) { shopping_list(argument, ch, keeper, shop_nr); return (TRUE); - } else if (CMD_IS("identify")) { - return (shopping_identify(argument, ch, keeper, shop_nr)); - } + } else if (CMD_IS("view")) { + /* view #N */ + char tok[MAX_INPUT_LENGTH]; + struct obj_data *obj = NULL, *last_obj = NULL, *cur; + int index, lindex = 0, cnt = 0; + + one_argument(argument, tok); + + if (!*tok || tok[0] != '#') { + send_to_char(ch, "Usage: view #<number>\r\n"); + return (TRUE); + } + index = atoi(tok + 1); + if (index <= 0) { + send_to_char(ch, "That item number looks off. Try: view #1\r\n"); + return (TRUE); + } + + /* Mirror shopping_list() gates and ordering */ + if (!is_ok(keeper, ch, shop_nr)) + return (TRUE); + + if (SHOP_SORT(shop_nr) < IS_CARRYING_N(keeper)) + sort_keeper_objs(keeper, shop_nr); + + /* Group identical items with same_obj() and count groups to match list numbering */ + for (cur = keeper->carrying; cur; cur = cur->next_content) { + if (!(CAN_SEE_OBJ(ch, cur) && GET_OBJ_COST(cur) > 0)) + continue; + + if (!last_obj) { + last_obj = cur; + cnt = 1; + continue; + } + + if (same_obj(last_obj, cur)) { + cnt++; + continue; + } + + /* Completed a group: bump list index */ + lindex++; + if (lindex == index) { + obj = last_obj; + break; + } + + /* Start next group */ + last_obj = cur; + cnt = 1; + } + + /* Handle tail group if needed */ + if (!obj && last_obj) { + lindex++; + if (lindex == index) + obj = last_obj; + } + + if (!obj) { + send_to_char(ch, "There is no item #%d in the shop list.\r\n", index); + return (TRUE); + } + + /* Show main description and weight */ + { + const char *mdesc = NULL; +#ifdef GET_OBJ_MAIN_DESC + if (GET_OBJ_MAIN_DESC(obj) && *GET_OBJ_MAIN_DESC(obj)) + mdesc = GET_OBJ_MAIN_DESC(obj); +#endif + if (!mdesc) { + if (obj->description && *obj->description) + mdesc = obj->description; + else if (obj->short_description && *obj->short_description) + mdesc = obj->short_description; + else + mdesc = "You see nothing remarkable about it."; + } + + send_to_char(ch, "%s\r\n", mdesc); + send_to_char(ch, "Weight: %d\r\n", GET_OBJ_WEIGHT(obj)); + } + + return (TRUE); + } return (FALSE); } @@ -1212,7 +1302,7 @@ void boot_the_shops(FILE *shop_f, char *filename, int rec_count) shop_index[top_shop].message_sell = read_shop_message(6, SHOP_NUM(top_shop), shop_f, buf2); read_line(shop_f, "%d", &SHOP_BROKE_TEMPER(top_shop)); read_line(shop_f, "%ld", &SHOP_BITVECTOR(top_shop)); - read_line(shop_f, "%hd", &SHOP_KEEPER(top_shop)); + read_line(shop_f, "%d", &SHOP_KEEPER(top_shop)); SHOP_KEEPER(top_shop) = real_mobile(SHOP_KEEPER(top_shop)); read_line(shop_f, "%d", &SHOP_TRADE_WITH(top_shop)); @@ -1387,7 +1477,7 @@ static void list_detailed_shop(struct char_data *ch, int shop_nr) if ((k = get_char_num(SHOP_KEEPER(shop_nr)))) send_to_char(ch, "Coins: [%9d], Bank: [%9d] (Total: %d)\r\n", - GET_GOLD(k), SHOP_BANK(shop_nr), GET_GOLD(k) + SHOP_BANK(shop_nr)); + GET_COINS(k), SHOP_BANK(shop_nr), GET_COINS(k) + SHOP_BANK(shop_nr)); } else send_to_char(ch, "<NONE>\r\n"); @@ -1557,117 +1647,3 @@ void destroy_shops(void) shop_index = NULL; top_shop = -1; } - -bool shopping_identify(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr) -{ - char buf[MAX_STRING_LENGTH]; - struct obj_data *obj; - int i, found; - - if (!is_ok(keeper, ch, shop_nr)) - return FALSE; - - if (SHOP_SORT(shop_nr) < IS_CARRYING_N(keeper)) - sort_keeper_objs(keeper, shop_nr); - - if (!*arg) { - snprintf(buf, sizeof(buf), "%s What do you want to identify??", GET_NAME(ch)); - do_tell(keeper, buf, cmd_tell, 0); - return TRUE; - } - if (!(obj = get_purchase_obj(ch, arg, keeper, shop_nr, TRUE))) - return FALSE; - - send_to_char(ch, "Name: %s\r\n", (obj->short_description) ? obj->short_description : "<None>"); - sprinttype(GET_OBJ_TYPE(obj), item_types, buf, sizeof(buf)); - send_to_char(ch, "Type: %s\r\n", buf); - send_to_char(ch, "Weight: %d, Cost to Sell: %s%d%s, Cost to Buy: %s%d%s\r\n", - GET_OBJ_WEIGHT(obj), - QYEL, sell_price(obj, shop_nr, keeper, ch), QNRM, - QYEL, buy_price(obj, shop_nr, keeper, ch), QNRM); - - sprintbitarray(GET_OBJ_WEAR(obj), wear_bits, TW_ARRAY_MAX, buf); - send_to_char(ch, "Can be worn on: %s\r\n", buf); - - switch (GET_OBJ_TYPE(obj)) { - case ITEM_LIGHT: - if (GET_OBJ_VAL(obj, 2) == -1) - send_to_char(ch, "Hours Remaining: (Infinite)\r\n"); - else if (GET_OBJ_VAL(obj, 2) == 0) - send_to_char(ch, "Hours Remaining: None!\r\n"); - else - send_to_char(ch, "Hours Remaining: %d\r\n", GET_OBJ_VAL(obj, 2)); - break; - case ITEM_SCROLL: - case ITEM_POTION: - send_to_char(ch, "Spells: %s, %s, %s\r\n", - skill_name(GET_OBJ_VAL(obj, 1)), - skill_name(GET_OBJ_VAL(obj, 2)), - skill_name(GET_OBJ_VAL(obj, 3))); - break; - case ITEM_WAND: - case ITEM_STAFF: - send_to_char(ch, "Spell: %s\r\n", skill_name(GET_OBJ_VAL(obj, 3))); - send_to_char(ch, "Charges: %d/%d\r\n", GET_OBJ_VAL(obj, 2), GET_OBJ_VAL(obj, 1)); - break; - case ITEM_WEAPON: - send_to_char(ch, "Damage Dice is '%dD%d' for an average per-round damage of %.1f.\r\n", - GET_OBJ_VAL(obj, 1), GET_OBJ_VAL(obj, 2), - ((GET_OBJ_VAL(obj, 2) + 1) / 2.0) * GET_OBJ_VAL(obj, 1)); - break; - case ITEM_ARMOR: - if(GET_OBJ_VAL(obj,1) == 0) - { - send_to_char(ch, "AC-apply: [%d]\r\n", GET_OBJ_VAL(obj, 0)); - } - else - { - send_to_char(ch, "AC-apply: [%d] - This item has magical affects.\r\n", GET_OBJ_VAL(obj, 0)); - } - break; - case ITEM_CONTAINER: - send_to_char(ch, "Capacity: %d/%d\r\n", GET_OBJ_WEIGHT(obj), GET_OBJ_VAL(obj, 0)); - break; - case ITEM_DRINKCON: - case ITEM_FOUNTAIN: - send_to_char(ch, "Drinks: %d/%d\r\n", GET_OBJ_VAL(obj, 1), GET_OBJ_VAL(obj, 0)); - break; - case ITEM_NOTE: - send_to_char(ch, "\r\n"); - break; - case ITEM_KEY: - send_to_char(ch, "\r\n"); - break; - case ITEM_FOOD: - send_to_char(ch, "\r\n"); - break; - case ITEM_MONEY: - send_to_char(ch, "\r\n"); - break; - case ITEM_WORN: - if(GET_OBJ_VAL(obj,1) > 0) - send_to_char(ch, "This item has magical affects.\r\n"); - else - send_to_char(ch, "\r\n"); - break; - default: - send_to_char(ch, "\r\n"); - break; - } - - found = 0; - send_to_char(ch, "Affections:"); - for (i = 0; i < MAX_OBJ_AFFECT; i++) - if (obj->affected[i].modifier) { - sprinttype(obj->affected[i].location, apply_types, buf, sizeof(buf)); - send_to_char(ch, "%s %+d to %s", found++ ? "," : "", obj->affected[i].modifier, buf); - } - if (!found) - send_to_char(ch, " None"); - - send_to_char(ch, "\r\nExtra Flags: "); - sprintbitarray(GET_OBJ_EXTRA(obj), extra_bits, EF_ARRAY_MAX, buf); - send_to_char(ch, "%s\r\n", buf); - - return TRUE; -} diff --git a/src/shop.h b/src/shop.h index 16c53d3..cc4e8d9 100644 --- a/src/shop.h +++ b/src/shop.h @@ -48,7 +48,7 @@ struct shop_data { room_vnum *in_room; /* Where is the shop? */ int open1, open2; /* When does the shop open? */ int close1, close2; /* When does the shop close? */ - int bankAccount; /* Store all gold over 15000 (disabled) */ + int bankAccount; /* Store all coins over 15000 (disabled) */ int lastsort; /* How many items are sorted in inven? */ SPECIAL (*func); /* Secondary spec_proc for shopkeeper */ }; @@ -74,15 +74,19 @@ struct shop_data { #define LIST_ROOM 2 /* Whom will we not trade with (bitvector for SHOP_TRADE_WITH()) */ -#define TRADE_NOGOOD (1 << 0) -#define TRADE_NOEVIL (1 << 1) -#define TRADE_NONEUTRAL (1 << 2) -#define TRADE_NOMAGIC_USER (1 << 3) -#define TRADE_NOCLERIC (1 << 4) -#define TRADE_NOTHIEF (1 << 5) -#define TRADE_NOWARRIOR (1 << 6) +#define TRADE_NOGOOD (1 << 0) +#define TRADE_NOEVIL (1 << 1) +#define TRADE_NONEUTRAL (1 << 2) +#define TRADE_NOSORCEROR (1 << 3) +#define TRADE_NOCLERIC (1 << 4) +#define TRADE_NOROGUE (1 << 5) +#define TRADE_NOFIGHTER (1 << 6) +#define TRADE_NOBARBARIAN (1 << 7) +#define TRADE_NORANGER (1 << 8) +#define TRADE_NOBARD (1 << 9) +#define TRADE_NODRUID (1 << 10) /** Total number of trade types */ -#define NUM_TRADERS 7 +#define NUM_TRADERS 11 struct stack_data { int data[100]; @@ -119,13 +123,17 @@ struct stack_data { #define SHOP_SELLPROFIT(i) (shop_index[(i)].profit_sell) #define SHOP_FUNC(i) (shop_index[(i)].func) -#define NOTRADE_GOOD(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOGOOD)) -#define NOTRADE_EVIL(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOEVIL)) -#define NOTRADE_NEUTRAL(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NONEUTRAL)) -#define NOTRADE_MAGIC_USER(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOMAGIC_USER)) -#define NOTRADE_CLERIC(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOCLERIC)) -#define NOTRADE_THIEF(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOTHIEF)) -#define NOTRADE_WARRIOR(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOWARRIOR)) +#define NOTRADE_GOOD(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOGOOD)) +#define NOTRADE_EVIL(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOEVIL)) +#define NOTRADE_NEUTRAL(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NONEUTRAL)) +#define NOTRADE_SORCEROR(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOSORCEROR)) +#define NOTRADE_CLERIC(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOCLERIC)) +#define NOTRADE_ROGUE(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOROGUE)) +#define NOTRADE_FIGHTER(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOFIGHTER)) +#define NOTRADE_BARBARIAN(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOBARBARIAN)) +#define NOTRADE_RANGER(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NORANGER)) +#define NOTRADE_BARD(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOBARD)) +#define NOTRADE_DRUID(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NODRUID)) /* Shop flags */ #define WILL_START_FIGHT (1 << 0) diff --git a/src/spec_assign.c b/src/spec_assign.c index 3ba42eb..23af35e 100644 --- a/src/spec_assign.c +++ b/src/spec_assign.c @@ -59,93 +59,22 @@ static void ASSIGNROOM(room_vnum room, SPECIAL(fname)) } /* Assignments */ -/* assign special procedures to mobiles. Guildguards, snake, thief, magic user, +/* assign special procedures to mobiles. Guildguards, snake, thief, sorceror, * puff, fido, janitor, and cityguards are now implemented via triggers. */ void assign_mobiles(void) { - assign_kings_castle(); - - ASSIGNMOB(3095, cryogenicist); - - ASSIGNMOB(120, guild); - ASSIGNMOB(121, guild); - ASSIGNMOB(122, guild); - ASSIGNMOB(123, guild); - ASSIGNMOB(2556, guild); - ASSIGNMOB(2559, guild); - ASSIGNMOB(2562, guild); - ASSIGNMOB(2564, guild); - ASSIGNMOB(2800, guild); - ASSIGNMOB(3020, guild); - ASSIGNMOB(3021, guild); - ASSIGNMOB(3022, guild); - ASSIGNMOB(3023, guild); - ASSIGNMOB(5400, guild); - ASSIGNMOB(5401, guild); - ASSIGNMOB(5402, guild); - ASSIGNMOB(5403, guild); - ASSIGNMOB(11518, guild); - ASSIGNMOB(25720, guild); - ASSIGNMOB(25721, guild); - ASSIGNMOB(25722, guild); - ASSIGNMOB(25723, guild); - ASSIGNMOB(25726, guild); - ASSIGNMOB(25732, guild); - ASSIGNMOB(27572, guild); - ASSIGNMOB(27573, guild); - ASSIGNMOB(27574, guild); - ASSIGNMOB(27575, guild); - ASSIGNMOB(27721, guild); - ASSIGNMOB(29204, guild); - ASSIGNMOB(29227, guild); - ASSIGNMOB(31601, guild); - ASSIGNMOB(31603, guild); - ASSIGNMOB(31605, guild); - ASSIGNMOB(31607, guild); - ASSIGNMOB(31609, guild); - ASSIGNMOB(31611, guild); - ASSIGNMOB(31639, guild); - ASSIGNMOB(31641, guild); - - ASSIGNMOB(3105, mayor); - - ASSIGNMOB(110, postmaster); - ASSIGNMOB(1201, postmaster); ASSIGNMOB(3010, postmaster); - ASSIGNMOB(10412, postmaster); - ASSIGNMOB(10719, postmaster); - ASSIGNMOB(25710, postmaster); - ASSIGNMOB(27164, postmaster); - ASSIGNMOB(30128, postmaster); - ASSIGNMOB(31510, postmaster); - - ASSIGNMOB(1200, receptionist); - ASSIGNMOB(3005, receptionist); - ASSIGNMOB(5404, receptionist); - ASSIGNMOB(27713, receptionist); - ASSIGNMOB(27730, receptionist); } /* assign special procedures to objects */ void assign_objects(void) { - ASSIGNOBJ(1226, gen_board); /* builder's board */ - ASSIGNOBJ(1227, gen_board); /* staff board */ - ASSIGNOBJ(1228, gen_board); /* advertising board */ - ASSIGNOBJ(3096, gen_board); /* social board */ - ASSIGNOBJ(3097, gen_board); /* freeze board */ - ASSIGNOBJ(3098, gen_board); /* immortal board */ - ASSIGNOBJ(3099, gen_board); /* mortal board */ - ASSIGNOBJ(115, bank); - ASSIGNOBJ(334, bank); /* atm */ - ASSIGNOBJ(336, bank); /* cashcard */ + ASSIGNOBJ(1, gen_board); /* immortal board */ + ASSIGNOBJ(150, gen_board); /* tyr board */ + ASSIGNOBJ(3034, bank); /* atm */ ASSIGNOBJ(3036, bank); /* cashcard */ - ASSIGNOBJ(3907, bank); - ASSIGNOBJ(10640, bank); - ASSIGNOBJ(10751, bank); - ASSIGNOBJ(25758, bank); } /* assign special procedures to rooms */ @@ -154,12 +83,6 @@ void assign_rooms(void) room_rnum i; ASSIGNROOM(3031, pet_shops); - ASSIGNROOM(10738, pet_shops); - ASSIGNROOM(23281, pet_shops); - ASSIGNROOM(25722, pet_shops); - ASSIGNROOM(27155, pet_shops); - ASSIGNROOM(27616, pet_shops); - ASSIGNROOM(31523, pet_shops); if (CONFIG_DTS_ARE_DUMPS) for (i = 0; i <= top_of_world; i++) @@ -176,19 +99,16 @@ static struct spec_func_data spec_func_list[] = { {"Mayor", mayor }, {"Snake", snake }, {"Thief", thief }, - {"Magic User", magic_user }, + {"Sorceror", sorceror }, {"Puff", puff }, {"Fido", fido }, {"Janitor", janitor }, {"Cityguard", cityguard }, {"Postmaster", postmaster }, - {"Receptionist", receptionist }, - {"Cryogenicist", cryogenicist}, {"Bulletin Board", gen_board }, {"Bank", bank }, {"Pet Shop", pet_shops }, {"Dump", dump }, - {"Guildmaster", guild }, {"Guild Guard", guild_guard }, {"Questmaster", questmaster }, {"Shopkeeper", shop_keeper }, diff --git a/src/spec_procs.c b/src/spec_procs.c index c852622..e700808 100644 --- a/src/spec_procs.c +++ b/src/spec_procs.c @@ -86,6 +86,7 @@ static const char *prac_types[] = { "skill" }; +/* TO-DO: Dig deeper and figure out if the min/max practice defines can be removed */ #define LEARNED_LEVEL 0 /* % known which is considered "learned" */ #define MAX_PER_PRAC 1 /* max percent gain in skill per practice */ #define MIN_PER_PRAC 2 /* min percent gain in skill per practice */ @@ -103,75 +104,45 @@ void list_skills(struct char_data *ch) size_t len = 0; char buf2[MAX_STRING_LENGTH]; - len = snprintf(buf2, sizeof(buf2), "You have %d practice session%s remaining.\r\n" - "You know of the following %ss:\r\n", GET_PRACTICES(ch), - GET_PRACTICES(ch) == 1 ? "" : "s", SPLSKL(ch)); + len = snprintf(buf2, sizeof(buf2), "You know of the following %ss:\r\n", SPLSKL(ch)); - for (sortpos = 1; sortpos <= MAX_SKILLS; sortpos++) { - i = spell_sort_info[sortpos]; - if (GET_LEVEL(ch) >= spell_info[i].min_level[(int) GET_CLASS(ch)]) { - ret = snprintf(buf2 + len, sizeof(buf2) - len, "%-20s %s\r\n", spell_info[i].name, how_good(GET_SKILL(ch, i))); - if (ret < 0 || len + ret >= sizeof(buf2)) - break; - len += ret; + if (IS_NPC(ch)) { + /* NPCs: show only the skills actually assigned to them */ + for (i = 1; i <= MAX_SKILLS; i++) { + if (GET_SKILL(ch, i) > 0) { + ret = snprintf(buf2 + len, sizeof(buf2) - len, "%-20s %s\r\n", + spell_info[i].name, how_good(GET_SKILL(ch, i))); + if (ret < 0 || len + ret >= sizeof(buf2)) + break; + len += ret; + } + } + } else { + /* PCs: show skills available to their class and level */ + for (sortpos = 1; sortpos <= MAX_SKILLS; sortpos++) { + i = spell_sort_info[sortpos]; + if (GET_LEVEL(ch) >= spell_info[i].min_level[(int) GET_CLASS(ch)]) { + ret = snprintf(buf2 + len, sizeof(buf2) - len, "%-20s %s\r\n", + spell_info[i].name, how_good(GET_SKILL(ch, i))); + if (ret < 0 || len + ret >= sizeof(buf2)) + break; + len += ret; + } } } + if (len >= sizeof(buf2)) strcpy(buf2 + sizeof(buf2) - strlen(overflow) - 1, overflow); /* strcpy: OK */ page_string(ch->desc, buf2, TRUE); } -SPECIAL(guild) -{ - int skill_num, percent; - - if (IS_NPC(ch) || !CMD_IS("practice")) - return (FALSE); - - skip_spaces(&argument); - - if (!*argument) { - list_skills(ch); - return (TRUE); - } - if (GET_PRACTICES(ch) <= 0) { - send_to_char(ch, "You do not seem to be able to practice now.\r\n"); - return (TRUE); - } - - skill_num = find_skill_num(argument); - - if (skill_num < 1 || - GET_LEVEL(ch) < spell_info[skill_num].min_level[(int) GET_CLASS(ch)]) { - send_to_char(ch, "You do not know of that %s.\r\n", SPLSKL(ch)); - return (TRUE); - } - if (GET_SKILL(ch, skill_num) >= LEARNED(ch)) { - send_to_char(ch, "You are already learned in that area.\r\n"); - return (TRUE); - } - send_to_char(ch, "You practice for a while...\r\n"); - GET_PRACTICES(ch)--; - - percent = GET_SKILL(ch, skill_num); - percent += MIN(MAXGAIN(ch), MAX(MINGAIN(ch), int_app[GET_INT(ch)].learn)); - - SET_SKILL(ch, skill_num, MIN(LEARNED(ch), percent)); - - if (GET_SKILL(ch, skill_num) >= LEARNED(ch)) - send_to_char(ch, "You are now learned in that area.\r\n"); - - return (TRUE); -} - SPECIAL(dump) { struct obj_data *k; - int value = 0; for (k = world[IN_ROOM(ch)].contents; k; k = world[IN_ROOM(ch)].contents) { - act("$p vanishes in a puff of smoke!", FALSE, 0, k, 0, TO_ROOM); + act("$p is covered in a pile of ever-growing debris.", FALSE, 0, k, 0, TO_ROOM); extract_obj(k); } @@ -181,20 +152,10 @@ SPECIAL(dump) do_drop(ch, argument, cmd, SCMD_DROP); for (k = world[IN_ROOM(ch)].contents; k; k = world[IN_ROOM(ch)].contents) { - act("$p vanishes in a puff of smoke!", FALSE, 0, k, 0, TO_ROOM); - value += MAX(1, MIN(50, GET_OBJ_COST(k) / 10)); + act("$p vis covered in a pile of ever-growing debris.", FALSE, 0, k, 0, TO_ROOM); extract_obj(k); } - if (value) { - send_to_char(ch, "You are awarded for outstanding performance.\r\n"); - act("$n has been awarded for being a good citizen.", TRUE, ch, 0, 0, TO_ROOM); - - if (GET_LEVEL(ch) < 3) - gain_exp(ch, value); - else - increase_gold(ch, value); - } return (TRUE); } @@ -202,9 +163,9 @@ SPECIAL(mayor) { char actbuf[MAX_INPUT_LENGTH]; - const char open_path[] = + static const char open_path[] = "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S."; - const char close_path[] = + static const char close_path[] = "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S."; static const char *path = NULL; @@ -295,7 +256,7 @@ SPECIAL(mayor) static void npc_steal(struct char_data *ch, struct char_data *victim) { - int gold; + int coins; if (IS_NPC(victim)) return; @@ -306,13 +267,13 @@ static void npc_steal(struct char_data *ch, struct char_data *victim) if (AWAKE(victim) && (rand_number(0, GET_LEVEL(ch)) == 0)) { act("You discover that $n has $s hands in your wallet.", FALSE, ch, 0, victim, TO_VICT); - act("$n tries to steal gold from $N.", TRUE, ch, 0, victim, TO_NOTVICT); + act("$n tries to steal coins from $N.", TRUE, ch, 0, victim, TO_NOTVICT); } else { - /* Steal some gold coins */ - gold = (GET_GOLD(victim) * rand_number(1, 10)) / 100; - if (gold > 0) { - increase_gold(ch, gold); - decrease_gold(victim, gold); + /* Steal some coins */ + coins = (GET_COINS(victim) * rand_number(1, 10)) / 100; + if (coins > 0) { + increase_coins(ch, coins); + decrease_coins(victim, coins); } } } @@ -348,7 +309,7 @@ SPECIAL(thief) return (FALSE); } -SPECIAL(magic_user) +SPECIAL(sorceror) { struct char_data *vict; @@ -617,11 +578,11 @@ SPECIAL(pet_shops) send_to_char(ch, "There is no such pet!\r\n"); return (TRUE); } - if (GET_GOLD(ch) < PET_PRICE(pet)) { - send_to_char(ch, "You don't have enough gold!\r\n"); + if (GET_COINS(ch) < PET_PRICE(pet)) { + send_to_char(ch, "You don't have enough coins!\r\n"); return (TRUE); } - decrease_gold(ch, PET_PRICE(pet)); + decrease_coins(ch, PET_PRICE(pet)); pet = read_mobile(GET_MOB_RNUM(pet), REAL); GET_EXP(pet) = 0; @@ -660,8 +621,8 @@ SPECIAL(bank) int amount; if (CMD_IS("balance")) { - if (GET_BANK_GOLD(ch) > 0) - send_to_char(ch, "Your current balance is %d coins.\r\n", GET_BANK_GOLD(ch)); + if (GET_BANK_COINS(ch) > 0) + send_to_char(ch, "Your current balance is %d coins.\r\n", GET_BANK_COINS(ch)); else send_to_char(ch, "You currently have no money deposited.\r\n"); return (TRUE); @@ -670,12 +631,12 @@ SPECIAL(bank) send_to_char(ch, "How much do you want to deposit?\r\n"); return (TRUE); } - if (GET_GOLD(ch) < amount) { + if (GET_COINS(ch) < amount) { send_to_char(ch, "You don't have that many coins!\r\n"); return (TRUE); } - decrease_gold(ch, amount); - increase_bank(ch, amount); + decrease_coins(ch, amount); + increase_bank_coins(ch, amount); send_to_char(ch, "You deposit %d coins.\r\n", amount); act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM); return (TRUE); @@ -684,16 +645,15 @@ SPECIAL(bank) send_to_char(ch, "How much do you want to withdraw?\r\n"); return (TRUE); } - if (GET_BANK_GOLD(ch) < amount) { + if (GET_BANK_COINS(ch) < amount) { send_to_char(ch, "You don't have that many coins deposited!\r\n"); return (TRUE); } - increase_gold(ch, amount); - decrease_bank(ch, amount); + increase_coins(ch, amount); + decrease_bank_coins(ch, amount); send_to_char(ch, "You withdraw %d coins.\r\n", amount); act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM); return (TRUE); } else return (FALSE); } - diff --git a/src/spec_procs.h b/src/spec_procs.h index 722b88e..0b9e6c7 100644 --- a/src/spec_procs.h +++ b/src/spec_procs.h @@ -42,7 +42,7 @@ SPECIAL(dump); SPECIAL(mayor); SPECIAL(snake); SPECIAL(thief); -SPECIAL(magic_user); +SPECIAL(sorceror); SPECIAL(guild_guard); SPECIAL(puff); SPECIAL(fido); diff --git a/src/spell_parser.c b/src/spell_parser.c index dd2f7f7..6943ff9 100644 --- a/src/spell_parser.c +++ b/src/spell_parser.c @@ -208,13 +208,13 @@ int call_magic(struct char_data *caster, struct char_data *cvict, case CAST_SCROLL: case CAST_POTION: case CAST_WAND: - savetype = SAVING_ROD; + savetype = SAVING_WIS; break; case CAST_SPELL: - savetype = SAVING_SPELL; + savetype = SAVING_WIS; break; default: - savetype = SAVING_BREATH; + savetype = SAVING_DEX; break; } @@ -318,8 +318,8 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj, char *argument) switch (GET_OBJ_TYPE(obj)) { case ITEM_STAFF: act("You tap $p three times on the ground.", FALSE, ch, obj, 0, TO_CHAR); - if (obj->action_description) - act(obj->action_description, FALSE, ch, obj, 0, TO_ROOM); + if (obj->main_description) + act(obj->main_description, FALSE, ch, obj, 0, TO_ROOM); else act("$n taps $p three times on the ground.", FALSE, ch, obj, 0, TO_ROOM); @@ -356,15 +356,15 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj, char *argument) act("$n points $p at $mself.", FALSE, ch, obj, 0, TO_ROOM); } else { act("You point $p at $N.", FALSE, ch, obj, tch, TO_CHAR); - if (obj->action_description) - act(obj->action_description, FALSE, ch, obj, tch, TO_ROOM); + if (obj->main_description) + act(obj->main_description, FALSE, ch, obj, tch, TO_ROOM); else act("$n points $p at $N.", TRUE, ch, obj, tch, TO_ROOM); } } else if (tobj != NULL) { act("You point $p at $P.", FALSE, ch, obj, tobj, TO_CHAR); - if (obj->action_description) - act(obj->action_description, FALSE, ch, obj, tobj, TO_ROOM); + if (obj->main_description) + act(obj->main_description, FALSE, ch, obj, tobj, TO_ROOM); else act("$n points $p at $P.", TRUE, ch, obj, tobj, TO_ROOM); } else if (IS_SET(spell_info[GET_OBJ_VAL(obj, 3)].routines, @@ -402,8 +402,8 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj, char *argument) tch = ch; act("You recite $p which dissolves.", TRUE, ch, obj, 0, TO_CHAR); - if (obj->action_description) - act(obj->action_description, FALSE, ch, obj, tch, TO_ROOM); + if (obj->main_description) + act(obj->main_description, FALSE, ch, obj, tch, TO_ROOM); else act("$n recites $p.", FALSE, ch, obj, NULL, TO_ROOM); @@ -423,8 +423,8 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj, char *argument) return; act("You quaff $p.", FALSE, ch, obj, NULL, TO_CHAR); - if (obj->action_description) - act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM); + if (obj->main_description) + act(obj->main_description, FALSE, ch, obj, NULL, TO_ROOM); else act("$n quaffs $p.", TRUE, ch, obj, NULL, TO_ROOM); @@ -627,6 +627,7 @@ ACMD(do_cast) { /* You throws the dice and you takes your chances.. 101% is total failure */ if (rand_number(0, 101) > GET_SKILL(ch, spellnum)) { WAIT_STATE(ch, PULSE_VIOLENCE); + gain_skill(ch, s, FALSE); if (!tch || !skill_message(0, ch, tch, spellnum)) send_to_char(ch, "You lost your concentration!\r\n"); if (mana > 0) @@ -636,6 +637,7 @@ ACMD(do_cast) { } else { /* cast spell returns 1 on success; subtract mana & set waitstate */ if (cast_spell(ch, tch, tobj, spellnum)) { WAIT_STATE(ch, PULSE_VIOLENCE); + gain_skill(ch, s, TRUE); if (mana > 0) GET_MANA(ch) = MAX(0, MIN(GET_MAX_MANA(ch), GET_MANA(ch) - mana)); } @@ -913,6 +915,12 @@ void mag_assign_spells(void) { spello(SPELL_DG_AFFECT, "Script-inflicted", 0, 0, 0, POS_SITTING, TAR_IGNORE, TRUE, 0, NULL); + /* Non-castable affects for skill-driven detection */ + spello(SPELL_SCAN_AFFECT, "Scanning", 0, 0, 0, POS_SITTING, + TAR_IGNORE, TRUE, 0, NULL); + spello(SPELL_LISTEN_AFFECT, "Listening", 0, 0, 0, POS_SITTING, + TAR_IGNORE, TRUE, 0, NULL); + /* Declaration of skills - this actually doesn't do anything except set it up * so that immortals can use these skills by default. The min level to use * the skill for other classes is set up in class.c. */ @@ -923,9 +931,31 @@ void mag_assign_spells(void) { skillo(SKILL_PICK_LOCK, "pick lock"); skillo(SKILL_RESCUE, "rescue"); skillo(SKILL_SNEAK, "sneak"); - skillo(SKILL_STEAL, "steal"); skillo(SKILL_TRACK, "track"); skillo(SKILL_WHIRLWIND, "whirlwind"); skillo(SKILL_BANDAGE, "bandage"); -} + skillo(SKILL_UNARMED, "unarmed fighting"); + skillo(SKILL_SHIELD_USE, "shield use"); + skillo(SKILL_PIERCING_WEAPONS, "piercing weapons"); + skillo(SKILL_SLASHING_WEAPONS, "slashing weapons"); + skillo(SKILL_BLUDGEONING_WEAPONS, "bludgeoning weapons"); + skillo(SKILL_PERCEPTION, "perception"); + skillo(SKILL_STEALTH, "stealth"); + skillo(SKILL_SLEIGHT_OF_HAND, "sleight of hand"); + skillo(SKILL_ACROBATICS, "acrobatics"); + skillo(SKILL_ANIMAL_HANDLING, "animal handling"); + skillo(SKILL_ARCANA, "arcana"); + skillo(SKILL_ATHLETICS, "athletics"); + skillo(SKILL_DECEPTION, "deception"); + skillo(SKILL_HISTORY, "history"); + skillo(SKILL_INSIGHT, "insight"); + skillo(SKILL_INTIMIDATION, "intimidation"); + skillo(SKILL_INVESTIGATION, "investigation"); + skillo(SKILL_MEDICINE, "medicine"); + skillo(SKILL_NATURE, "nature"); + skillo(SKILL_PERFORMANCE, "performance"); + skillo(SKILL_PERSUASION, "persuasion"); + skillo(SKILL_RELIGION, "religion"); + skillo(SKILL_SURVIVAL, "survival"); +} diff --git a/src/spells.c b/src/spells.c index d9785b7..3c46e29 100644 --- a/src/spells.c +++ b/src/spells.c @@ -106,9 +106,13 @@ ASPELL(spell_teleport) #define SUMMON_FAIL "You failed.\r\n" ASPELL(spell_summon) { + int save_dc; + if (ch == NULL || victim == NULL) return; + save_dc = compute_save_dc(ch, level, SPELL_SUMMON); + if (GET_LEVEL(victim) > MIN(LVL_IMMORT - 1, level + 3)) { send_to_char(ch, "%s", SUMMON_FAIL); return; @@ -143,7 +147,7 @@ ASPELL(spell_summon) } if (MOB_FLAGGED(victim, MOB_NOSUMMON) || - (IS_NPC(victim) && mag_savingthrow(victim, SAVING_SPELL, 0))) { + (IS_NPC(victim) && mag_savingthrow(victim, SAVING_CHA, save_dc))) { send_to_char(ch, "%s", SUMMON_FAIL); return; } @@ -248,10 +252,13 @@ ASPELL(spell_locate_object) ASPELL(spell_charm) { struct affected_type af; + int save_dc; if (victim == NULL || ch == NULL) return; + save_dc = compute_save_dc(ch, level, SPELL_CHARM); + if (victim == ch) send_to_char(ch, "You like yourself even better!\r\n"); else if (!IS_NPC(victim) && !PRF_FLAGGED(victim, PRF_SUMMONABLE)) @@ -269,7 +276,7 @@ ASPELL(spell_charm) send_to_char(ch, "You fail - shouldn't be doing it anyway.\r\n"); else if (circle_follow(victim, ch)) send_to_char(ch, "Sorry, following in circles is not allowed.\r\n"); - else if (mag_savingthrow(victim, SAVING_PARA, 0)) + else if (mag_savingthrow(victim, SAVING_WIS, save_dc)) send_to_char(ch, "Your victim resists!\r\n"); else { if (victim->master) @@ -312,8 +319,8 @@ ASPELL(spell_identify) sprintbitarray(GET_OBJ_EXTRA(obj), extra_bits, EF_ARRAY_MAX, bitbuf); send_to_char(ch, "Item is: %s\r\n", bitbuf); - send_to_char(ch, "Weight: %d, Value: %d, Rent: %d, Min. level: %d\r\n", - GET_OBJ_WEIGHT(obj), GET_OBJ_COST(obj), GET_OBJ_RENT(obj), GET_OBJ_LEVEL(obj)); + send_to_char(ch, "Weight: %d, Value: %d, Min. level: %d\r\n", + GET_OBJ_WEIGHT(obj), GET_OBJ_COST(obj), GET_OBJ_LEVEL(obj)); switch (GET_OBJ_TYPE(obj)) { case ITEM_SCROLL: @@ -372,10 +379,10 @@ ASPELL(spell_identify) age(victim)->day, age(victim)->hours); send_to_char(ch, "Height %d cm, Weight %d pounds\r\n", GET_HEIGHT(victim), GET_WEIGHT(victim)); send_to_char(ch, "Level: %d, Hits: %d, Mana: %d\r\n", GET_LEVEL(victim), GET_HIT(victim), GET_MANA(victim)); - send_to_char(ch, "AC: %d, Hitroll: %d, Damroll: %d\r\n", compute_armor_class(victim), GET_HITROLL(victim), GET_DAMROLL(victim)); - send_to_char(ch, "Str: %d/%d, Int: %d, Wis: %d, Dex: %d, Con: %d, Cha: %d\r\n", - GET_STR(victim), GET_ADD(victim), GET_INT(victim), - GET_WIS(victim), GET_DEX(victim), GET_CON(victim), GET_CHA(victim)); + send_to_char(ch, "AC: %d\r\n", compute_armor_class(victim)); + send_to_char(ch, "Str: %d, Int: %d, Wis: %d, Dex: %d, Con: %d, Cha: %d\r\n", + GET_STR(victim), GET_INT(victim), GET_WIS(victim), + GET_DEX(victim), GET_CON(victim), GET_CHA(victim)); } } @@ -399,10 +406,10 @@ ASPELL(spell_enchant_weapon) SET_BIT_AR(GET_OBJ_EXTRA(obj), ITEM_MAGIC); - obj->affected[0].location = APPLY_HITROLL; + obj->affected[0].location = APPLY_PROFICIENCY; obj->affected[0].modifier = 1 + (level >= 18); - obj->affected[1].location = APPLY_DAMROLL; + obj->affected[1].location = APPLY_PROFICIENCY; obj->affected[1].modifier = 1 + (level >= 20); if (IS_GOOD(ch)) { diff --git a/src/spells.h b/src/spells.h index 4bcb8ec..67a9d4d 100644 --- a/src/spells.h +++ b/src/spells.h @@ -105,12 +105,34 @@ #define SKILL_HIDE 133 /* Reserved Skill[] DO NOT CHANGE */ #define SKILL_KICK 134 /* Reserved Skill[] DO NOT CHANGE */ #define SKILL_PICK_LOCK 135 /* Reserved Skill[] DO NOT CHANGE */ -#define SKILL_WHIRLWIND 136 +#define SKILL_WHIRLWIND 136 /* Performs whirlwind pulse action */ #define SKILL_RESCUE 137 /* Reserved Skill[] DO NOT CHANGE */ #define SKILL_SNEAK 138 /* Reserved Skill[] DO NOT CHANGE */ -#define SKILL_STEAL 139 /* Reserved Skill[] DO NOT CHANGE */ -#define SKILL_TRACK 140 /* Reserved Skill[] DO NOT CHANGE */ -#define SKILL_BANDAGE 141 /* Reserved Skill[] DO NOT CHANGE */ +#define SKILL_TRACK 139 /* Reserved Skill[] DO NOT CHANGE */ +#define SKILL_BANDAGE 140 /* Reserved Skill[] DO NOT CHANGE */ +#define SKILL_UNARMED 141 /* Reserved Skill[] DO NOT CHANGE */ +#define SKILL_SHIELD_USE 142 /* Reserved Skill[] DO NOT CHANGE */ +#define SKILL_PIERCING_WEAPONS 143 /* Reserved Skill[] DO NOT CHANGE */ +#define SKILL_SLASHING_WEAPONS 144 /* Reserved Skill[] DO NOT CHANGE */ +#define SKILL_BLUDGEONING_WEAPONS 145 /* Reserved Skill[] DO NOT CHANGE */ +#define SKILL_PERCEPTION 146 /* Reserved Skill[] DO NOT CHANGE */ +#define SKILL_STEALTH 147 /* Shared stealth skill for hide/sneak */ +#define SKILL_SLEIGHT_OF_HAND 148 /* Sleight of hand for palm/slip */ +#define SKILL_ACROBATICS 149 /* DEX */ +#define SKILL_ANIMAL_HANDLING 150 /* WIS */ +#define SKILL_ARCANA 151 /* INT */ +#define SKILL_ATHLETICS 152 /* STR */ +#define SKILL_DECEPTION 153 /* CHA */ +#define SKILL_HISTORY 154 /* INT */ +#define SKILL_INSIGHT 155 /* WIS */ +#define SKILL_INTIMIDATION 156 /* CHA */ +#define SKILL_INVESTIGATION 157 /* INT */ +#define SKILL_MEDICINE 158 /* WIS */ +#define SKILL_NATURE 159 /* INT */ +#define SKILL_PERFORMANCE 160 /* CHA */ +#define SKILL_PERSUASION 161 /* CHA */ +#define SKILL_RELIGION 162 /* INT */ +#define SKILL_SURVIVAL 163 /* WIS */ /* New skills may be added here up to MAX_SKILLS (200) */ @@ -122,6 +144,8 @@ /* To make an affect induced by dg_affect look correct on 'stat' we need to * define it with a 'spellname'. */ +#define SPELL_SCAN_AFFECT 296 +#define SPELL_LISTEN_AFFECT 297 #define SPELL_DG_AFFECT 298 #define TOP_SPELL_DEFINE 299 @@ -149,11 +173,15 @@ /* new attack types can be added here - up to TYPE_SUFFERING */ #define TYPE_SUFFERING 399 -#define SAVING_PARA 0 -#define SAVING_ROD 1 -#define SAVING_PETRI 2 -#define SAVING_BREATH 3 -#define SAVING_SPELL 4 +/* Saving throws for 5e-like system */ +#define SAVING_STR 0 +#define SAVING_DEX 1 +#define SAVING_CON 2 +#define SAVING_INT 3 +#define SAVING_WIS 4 +#define SAVING_CHA 5 + +#define NUM_SAVING_THROWS 6 /*** **Possible Targets: @@ -276,7 +304,7 @@ void init_spell_levels(void); const char *skill_name(int num); /* From magic.c */ -int mag_savingthrow(struct char_data *ch, int type, int modifier); +int mag_savingthrow(struct char_data *ch, int ability, int dc); void affect_update(void); /* from spell_parser.c */ diff --git a/src/structs.h b/src/structs.h index 8dd7089..47ed124 100644 --- a/src/structs.h +++ b/src/structs.h @@ -14,9 +14,10 @@ #include "protocol.h" /* Kavir Plugin*/ #include "lists.h" +#include <time.h> /** If you want equipment to be automatically equipped to the same place - * it was when players rented, set the define below to 1 because + * it was when players saved, set the define below to 1 because * TRUE/FALSE aren't defined yet. */ #define USE_AUTOEQ 1 @@ -26,7 +27,7 @@ * signed anymore so use the unsigned types and get 65,535 objects instead of * 32,768. NOTE: This will likely be unconditionally unsigned later. * 0 = use signed indexes; 1 = use unsigned indexes */ -#define CIRCLE_UNSIGNED_INDEX 1 +#define CIRCLE_UNSIGNED_INDEX 0 #if CIRCLE_UNSIGNED_INDEX # define IDXTYPE ush_int /**< Index types are unsigned short ints */ @@ -37,9 +38,9 @@ # define NOBODY ((IDXTYPE)~0) /**< Sets to ush_int_MAX, or 65,535 */ # define NOFLAG ((IDXTYPE)~0) /**< Sets to ush_int_MAX, or 65,535 */ #else -# define IDXTYPE sh_int /**< Index types are unsigned short ints */ -# define IDXTYPE_MAX SHRT_MAX /**< Used for compatibility checks. */ -# define IDXTYPE_MIN SHRT_MIN /**< Used for compatibility checks. */ +# define IDXTYPE int /**< Index types are unsigned short ints */ +# define IDXTYPE_MAX INT_MAX /**< Used for compatibility checks. */ +# define IDXTYPE_MIN INT_MIN /**< Used for compatibility checks. */ # define NOWHERE ((IDXTYPE)-1) /**< nil reference for rooms */ # define NOTHING ((IDXTYPE)-1) /**< nil reference for objects */ # define NOBODY ((IDXTYPE)-1) /**< nil reference for mobiles */ @@ -75,7 +76,7 @@ #define ROOM_NOMOB 2 /**< MOBs not allowed in room */ #define ROOM_INDOORS 3 /**< Indoors, no weather */ #define ROOM_PEACEFUL 4 /**< Violence not allowed */ -#define ROOM_SOUNDPROOF 5 /**< Shouts, gossip blocked */ +#define ROOM_SOUNDPROOF 5 /**< Shouts blocked */ #define ROOM_NOTRACK 6 /**< Track won't go through */ #define ROOM_NOMAGIC 7 /**< Magic not allowed */ #define ROOM_TUNNEL 8 /**< Room for only 1 pers */ @@ -87,8 +88,10 @@ #define ROOM_OLC 14 /**< (R) Modifyable/!compress */ #define ROOM_BFS_MARK 15 /**< (R) breath-first srch mrk */ #define ROOM_WORLDMAP 16 /**< World-map style maps here */ +#define ROOM_QUIT 17 /**< Room allows players to quit in it */ +#define ROOM_SAVE 18 /**< Room saves object contents to it periodically */ /** The total number of Room Flags */ -#define NUM_ROOM_FLAGS 17 +#define NUM_ROOM_FLAGS 19 /* Zone info: Used in zone_data.zone_flags */ #define ZONE_CLOSED 0 /**< Zone is closed - players cannot enter */ @@ -117,25 +120,29 @@ #define SECT_MOUNTAIN 5 /**< On a mountain */ #define SECT_WATER_SWIM 6 /**< Swimmable water */ #define SECT_WATER_NOSWIM 7 /**< Water - need a boat */ -#define SECT_FLYING 8 /**< Flying */ -#define SECT_UNDERWATER 9 /**< Underwater */ +#define SECT_UNDERWATER 8 /**< Underwater */ +#define SECT_FLYING 9 /**< Flying */ +#define SECT_SCRUBLAND 10 /**< Scrublands */ +#define SECT_SAND 11 /**< Sandy Wastes */ +#define SECT_ROCKY 12 /**< Rocky Badlands */ +#define SECT_ROAD 13 /**< Roads (for movement changes) */ +#define SECT_UNDERGROUND 14 /**< Underground */ +#define SECT_SILT_SEA 15 /**< Silt Sea/Edges */ +#define SECT_ASHLAND 16 /**< Ashlands defiled by magic */ +#define SECT_TABLELANDS 17 /**< Tablelands */ /** The total number of room Sector Types */ -#define NUM_ROOM_SECTORS 10 +#define NUM_ROOM_SECTORS 18 /* char and mob-related defines */ /* History */ #define HIST_ALL 0 /**< Index to history of all channels */ #define HIST_SAY 1 /**< Index to history of all 'say' */ -#define HIST_GOSSIP 2 /**< Index to history of all 'gossip' */ -#define HIST_WIZNET 3 /**< Index to history of all 'wiznet' */ -#define HIST_TELL 4 /**< Index to history of all 'tell' */ -#define HIST_SHOUT 5 /**< Index to history of all 'shout' */ -#define HIST_GRATS 6 /**< Index to history of all 'grats' */ -#define HIST_HOLLER 7 /**< Index to history of all 'holler' */ -#define HIST_AUCTION 8 /**< Index to history of all 'auction' */ +#define HIST_WIZNET 2 /**< Index to history of all 'wiznet' */ +#define HIST_TELL 3 /**< Index to history of all 'tell' */ +#define HIST_SHOUT 4 /**< Index to history of all 'shout' */ -#define NUM_HIST 9 /**< Total number of history indexes */ +#define NUM_HIST 5 /**< Total number of history indexes */ #define HISTORY_SIZE 5 /**< Number of last commands kept in each history */ @@ -146,12 +153,16 @@ /* PC classes */ #define CLASS_UNDEFINED (-1) /**< PC Class undefined */ -#define CLASS_MAGIC_USER 0 /**< PC Class Magic User */ +#define CLASS_SORCEROR 0 /**< PC Class Sorceror */ #define CLASS_CLERIC 1 /**< PC Class Cleric */ -#define CLASS_THIEF 2 /**< PC Class Thief */ -#define CLASS_WARRIOR 3 /**< PC Class Warrior */ +#define CLASS_ROGUE 2 /**< PC Class Rogue */ +#define CLASS_FIGHTER 3 /**< PC Class Fighter */ +#define CLASS_BARBARIAN 4 /**< PC Class Barbarian */ +#define CLASS_RANGER 5 /**< PC Class Ranger */ +#define CLASS_BARD 6 /**< PC Class Bard */ +#define CLASS_DRUID 7 /**< PC Class Druid */ /** Total number of available PC Classes */ -#define NUM_CLASSES 4 +#define NUM_CLASSES 8 /* NPC classes (currently unused - feel free to implement!) */ #define CLASS_OTHER 0 /**< NPC Class Other (or undefined) */ @@ -190,18 +201,18 @@ #define PLR_MAILING 5 /**< Player is writing mail */ #define PLR_CRASH 6 /**< Player needs to be crash-saved */ #define PLR_SITEOK 7 /**< Player has been site-cleared */ -#define PLR_NOSHOUT 8 /**< Player not allowed to shout/goss */ -#define PLR_NOTITLE 9 /**< Player not allowed to set title */ -#define PLR_DELETED 10 /**< Player deleted - space reusable */ -#define PLR_LOADROOM 11 /**< Player uses nonstandard loadroom */ -#define PLR_NOWIZLIST 12 /**< Player shouldn't be on wizlist */ -#define PLR_NODELETE 13 /**< Player shouldn't be deleted */ -#define PLR_INVSTART 14 /**< Player should enter game wizinvis */ -#define PLR_CRYO 15 /**< Player is cryo-saved (purge prog) */ -#define PLR_NOTDEADYET 16 /**< (R) Player being extracted */ -#define PLR_BUG 17 /**< Player is writing a bug */ -#define PLR_IDEA 18 /**< Player is writing an idea */ -#define PLR_TYPO 19 /**< Player is writing a typo */ +#define PLR_NOSHOUT 8 /**< Player not allowed to shout */ +#define PLR_DELETED 9 /**< Player deleted - space reusable */ +#define PLR_LOADROOM 10 /**< Player uses nonstandard loadroom */ +#define PLR_NOWIZLIST 11 /**< Player shouldn't be on wizlist */ +#define PLR_NODELETE 12 /**< Player shouldn't be deleted */ +#define PLR_INVSTART 13 /**< Player should enter game wizinvis */ +#define PLR_CRYO 14 /**< Player is cryo-saved (purge prog) */ +#define PLR_NOTDEADYET 15 /**< (R) Player being extracted */ +#define PLR_BUG 16 /**< Player is writing a bug */ +#define PLR_IDEA 17 /**< Player is writing an idea */ +#define PLR_TYPO 18 /**< Player is writing a typo */ +#define PLR_QUITING 19 /**< Player is quitting cleanly */ /* Mobile flags: used by char_data.char_specials.act */ #define MOB_SPEC 0 /**< Mob has a callable spec-proc */ @@ -246,26 +257,22 @@ #define PRF_NOWIZ 15 /**< Can't hear wizline */ #define PRF_LOG1 16 /**< On-line System Log (low bit) */ #define PRF_LOG2 17 /**< On-line System Log (high bit) */ -#define PRF_NOAUCT 18 /**< Can't hear auction channel */ -#define PRF_NOGOSS 19 /**< Can't hear gossip channel */ -#define PRF_NOGRATZ 20 /**< Can't hear grats channel */ -#define PRF_SHOWVNUMS 21 /**< Can see VNUMs */ -#define PRF_DISPAUTO 22 /**< Show prompt HP, MP, MV when < 25% */ -#define PRF_CLS 23 /**< Clear screen in OLC */ -#define PRF_BUILDWALK 24 /**< Build new rooms while walking */ -#define PRF_AFK 25 /**< AFK flag */ -#define PRF_AUTOLOOT 26 /**< Loot everything from a corpse */ -#define PRF_AUTOGOLD 27 /**< Loot gold from a corpse */ -#define PRF_AUTOSPLIT 28 /**< Split gold with group */ -#define PRF_AUTOSAC 29 /**< Sacrifice a corpse */ -#define PRF_AUTOASSIST 30 /**< Auto-assist toggle */ -#define PRF_AUTOMAP 31 /**< Show map at the side of room descs */ -#define PRF_AUTOKEY 32 /**< Automatically unlock locked doors when opening */ -#define PRF_AUTODOOR 33 /**< Use the next available door */ -#define PRF_ZONERESETS 34 /**< Show when zones reset */ -#define PRF_VERBOSE 35 /**< Listings like where are more verbose */ +#define PRF_SHOWVNUMS 18 /**< Can see VNUMs */ +#define PRF_DISPAUTO 19 /**< Show prompt HP, MP, MV when < 25% */ +#define PRF_CLS 20 /**< Clear screen in OLC */ +#define PRF_BUILDWALK 21 /**< Build new rooms while walking */ +#define PRF_AFK 22 /**< AFK flag */ +#define PRF_AUTOLOOT 23 /**< Loot everything from a corpse */ +#define PRF_AUTOSPLIT 24 /**< Split coins with group */ +#define PRF_AUTOSAC 25 /**< Sacrifice a corpse */ +#define PRF_AUTOASSIST 26 /**< Auto-assist toggle */ +#define PRF_AUTOMAP 27 /**< Show map at the side of room descs */ +#define PRF_AUTOKEY 28 /**< Automatically unlock locked doors when opening */ +#define PRF_AUTODOOR 29 /**< Use the next available door */ +#define PRF_ZONERESETS 30 /**< Show when zones reset */ +#define PRF_VERBOSE 31 /**< Listings like where are more verbose */ /** Total number of available PRF flags */ -#define NUM_PRF_FLAGS 36 +#define NUM_PRF_FLAGS 32 /* Affect bits: used in char_data.char_specials.saved.affected_by */ /* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */ @@ -290,10 +297,12 @@ #define AFF_SCUBA 18 /**< Room for future expansion */ #define AFF_SNEAK 19 /**< Char can move quietly */ #define AFF_HIDE 20 /**< Char is hidden */ -#define AFF_FREE 21 /**< Room for future expansion */ +#define AFF_SCAN 21 /**< Actively scanning for hidden threats */ #define AFF_CHARM 22 /**< Char is charmed */ +#define AFF_BANDAGED 23 /**< Character was bandaged recently */ +#define AFF_LISTEN 24 /**< Actively eavesdropping */ /** Total number of affect flags */ -#define NUM_AFF_FLAGS 23 +#define NUM_AFF_FLAGS 25 /* Modes of connectedness: used by descriptor_data.state */ #define CON_PLAYING 0 /**< Playing - Nominal state */ @@ -305,30 +314,41 @@ #define CON_CNFPASSWD 6 /**< New character, confirm password */ #define CON_QSEX 7 /**< Choose character sex */ #define CON_QCLASS 8 /**< Choose character class */ -#define CON_RMOTD 9 /**< Reading the message of the day */ -#define CON_MENU 10 /**< At the main menu */ -#define CON_PLR_DESC 11 /**< Enter a new character description prompt */ -#define CON_CHPWD_GETOLD 12 /**< Changing passwd: Get old */ -#define CON_CHPWD_GETNEW 13 /**< Changing passwd: Get new */ -#define CON_CHPWD_VRFY 14 /**< Changing passwd: Verify new password */ -#define CON_DELCNF1 15 /**< Character Delete: Confirmation 1 */ -#define CON_DELCNF2 16 /**< Character Delete: Confirmation 2 */ -#define CON_DISCONNECT 17 /**< In-game link loss (leave character) */ -#define CON_OEDIT 18 /**< OLC mode - object editor */ -#define CON_REDIT 19 /**< OLC mode - room editor */ -#define CON_ZEDIT 20 /**< OLC mode - zone info editor */ -#define CON_MEDIT 21 /**< OLC mode - mobile editor */ -#define CON_SEDIT 22 /**< OLC mode - shop editor */ -#define CON_TEDIT 23 /**< OLC mode - text editor */ -#define CON_CEDIT 24 /**< OLC mode - conf editor */ -#define CON_AEDIT 25 /**< OLC mode - social (action) edit */ -#define CON_TRIGEDIT 26 /**< OLC mode - trigger edit */ -#define CON_HEDIT 27 /**< OLC mode - help edit */ -#define CON_QEDIT 28 /**< OLC mode - quest edit */ -#define CON_PREFEDIT 29 /**< OLC mode - preference edit */ -#define CON_IBTEDIT 30 /**< OLC mode - idea/bug/typo edit */ -#define CON_MSGEDIT 31 /**< OLC mode - message editor */ -#define CON_GET_PROTOCOL 32 /**< Used at log-in while attempting to get protocols > */ +#define CON_QSHORTDESC 9 /**< Enter a new character short description prompt */ +#define CON_RMOTD 10 /**< Reading the message of the day */ +#define CON_MENU 11 /**< At the main menu */ +#define CON_PLR_DESC 12 /**< Enter a new character description prompt */ +#define CON_CHPWD_GETOLD 13 /**< Changing passwd: Get old */ +#define CON_CHPWD_GETNEW 14 /**< Changing passwd: Get new */ +#define CON_CHPWD_VRFY 15 /**< Changing passwd: Verify new password */ +#define CON_DELCNF1 16 /**< Character Delete: Confirmation 1 */ +#define CON_DELCNF2 17 /**< Character Delete: Confirmation 2 */ +#define CON_DISCONNECT 18 /**< In-game link loss (leave character) */ +#define CON_OEDIT 19 /**< OLC mode - object editor */ +#define CON_REDIT 20 /**< OLC mode - room editor */ +#define CON_ZEDIT 21 /**< OLC mode - zone info editor */ +#define CON_MEDIT 22 /**< OLC mode - mobile editor */ +#define CON_SEDIT 23 /**< OLC mode - shop editor */ +#define CON_TEDIT 24 /**< OLC mode - text editor */ +#define CON_CEDIT 25 /**< OLC mode - conf editor */ +#define CON_AEDIT 26 /**< OLC mode - social (action) edit */ +#define CON_TRIGEDIT 27 /**< OLC mode - trigger edit */ +#define CON_HEDIT 28 /**< OLC mode - help edit */ +#define CON_QEDIT 29 /**< OLC mode - quest edit */ +#define CON_PREFEDIT 30 /**< OLC mode - preference edit */ +#define CON_IBTEDIT 31 /**< OLC mode - idea/bug/typo edit */ +#define CON_MSGEDIT 32 /**< OLC mode - message editor */ +#define CON_PLR_BACKGROUND 33 /**< Entering a new character background */ +#define CON_GET_PROTOCOL 33 /**< Used at log-in while attempting to get protocols > */ +#define CON_GET_CONNECT 34 /**< Login connect/disconnect menu */ +#define CON_GET_ACCOUNT 35 /**< Login with account name */ +#define CON_ACCOUNT_CNFRM 36 /**< New account, confirm name */ +#define CON_ACCOUNT_PASSWORD 37 /**< Login with account password */ +#define CON_ACCOUNT_NEWPASSWD 38 /**< New account, create password */ +#define CON_ACCOUNT_CNFPASSWD 39 /**< New account, confirm password */ +#define CON_ACCOUNT_EMAIL 40 /**< New account, optional email */ +#define CON_ACCOUNT_MENU 41 /**< Account main menu */ +#define CON_ACCOUNT_LIST 42 /**< Viewing account character list */ /* OLC States range - used by IS_IN_OLC and IS_PLAYING */ #define FIRST_OLC_STATE CON_OEDIT /**< The first CON_ state that is an OLC */ @@ -339,26 +359,27 @@ which control the valid places you can wear a piece of equipment. For example, there are two neck positions on the player, and items only get the generic neck type. */ -#define WEAR_LIGHT 0 /**< Equipment Location Light */ -#define WEAR_FINGER_R 1 /**< Equipment Location Right Finger */ -#define WEAR_FINGER_L 2 /**< Equipment Location Left Finger */ -#define WEAR_NECK_1 3 /**< Equipment Location Neck #1 */ -#define WEAR_NECK_2 4 /**< Equipment Location Neck #2 */ -#define WEAR_BODY 5 /**< Equipment Location Body */ -#define WEAR_HEAD 6 /**< Equipment Location Head */ -#define WEAR_LEGS 7 /**< Equipment Location Legs */ -#define WEAR_FEET 8 /**< Equipment Location Feet */ -#define WEAR_HANDS 9 /**< Equipment Location Hands */ -#define WEAR_ARMS 10 /**< Equipment Location Arms */ -#define WEAR_SHIELD 11 /**< Equipment Location Shield */ -#define WEAR_ABOUT 12 /**< Equipment Location about body (like a cape)*/ -#define WEAR_WAIST 13 /**< Equipment Location Waist */ -#define WEAR_WRIST_R 14 /**< Equipment Location Right Wrist */ -#define WEAR_WRIST_L 15 /**< Equipment Location Left Wrist */ -#define WEAR_WIELD 16 /**< Equipment Location Weapon */ -#define WEAR_HOLD 17 /**< Equipment Location held in offhand */ +#define WEAR_LIGHT 0 /**< Equipment Location Light */ +#define WEAR_FINGER_R 1 /**< Equipment Location Right Finger */ +#define WEAR_FINGER_L 2 /**< Equipment Location Left Finger */ +#define WEAR_NECK_1 3 /**< Equipment Location Neck #1 */ +#define WEAR_NECK_2 4 /**< Equipment Location Neck #2 */ +#define WEAR_BACK 5 /**< Equipment Location back */ +#define WEAR_BODY 6 /**< Equipment Location Body */ +#define WEAR_HEAD 7 /**< Equipment Location Head */ +#define WEAR_LEGS 8 /**< Equipment Location Legs */ +#define WEAR_FEET 9 /**< Equipment Location Feet */ +#define WEAR_HANDS 10 /**< Equipment Location Hands */ +#define WEAR_ARMS 11 /**< Equipment Location Arms */ +#define WEAR_SHIELD 12 /**< Equipment Location Shield */ +#define WEAR_ABOUT 13 /**< Equipment Location about body (like a cape or cloak)*/ +#define WEAR_WAIST 14 /**< Equipment Location Waist */ +#define WEAR_WRIST_R 15 /**< Equipment Location Right Wrist */ +#define WEAR_WRIST_L 16 /**< Equipment Location Left Wrist */ +#define WEAR_WIELD 17 /**< Equipment Location Weapon */ +#define WEAR_HOLD 18 /**< Equipment Location held in offhand */ /** Total number of available equipment lcoations */ -#define NUM_WEARS 18 +#define NUM_WEARS 19 /* object-related defines */ /* Item types: used by obj_data.obj_flags.type_flag */ @@ -369,7 +390,7 @@ #define ITEM_WEAPON 5 /**< Item is a weapon */ #define ITEM_FURNITURE 6 /**< Sittable Furniture */ #define ITEM_FREE 7 /**< Unimplemented */ -#define ITEM_TREASURE 8 /**< Item is a treasure, not gold */ +#define ITEM_TREASURE 8 /**< Item is a treasure, not coins */ #define ITEM_ARMOR 9 /**< Item is armor */ #define ITEM_POTION 10 /**< Item is a potion */ #define ITEM_WORN 11 /**< Unimplemented */ @@ -381,7 +402,7 @@ #define ITEM_DRINKCON 17 /**< Item is a drink container */ #define ITEM_KEY 18 /**< Item is a key */ #define ITEM_FOOD 19 /**< Item is food */ -#define ITEM_MONEY 20 /**< Item is money (gold) */ +#define ITEM_MONEY 20 /**< Item is money (coins) */ #define ITEM_PEN 21 /**< Item is a pen */ #define ITEM_BOAT 22 /**< Item is a boat */ #define ITEM_FOUNTAIN 23 /**< Item is a fountain */ @@ -389,28 +410,29 @@ #define NUM_ITEM_TYPES 24 /* Take/Wear flags: used by obj_data.obj_flags.wear_flags */ -#define ITEM_WEAR_TAKE 0 /**< Item can be taken */ -#define ITEM_WEAR_FINGER 1 /**< Item can be worn on finger */ -#define ITEM_WEAR_NECK 2 /**< Item can be worn around neck */ -#define ITEM_WEAR_BODY 3 /**< Item can be worn on body */ -#define ITEM_WEAR_HEAD 4 /**< Item can be worn on head */ -#define ITEM_WEAR_LEGS 5 /**< Item can be worn on legs */ -#define ITEM_WEAR_FEET 6 /**< Item can be worn on feet */ -#define ITEM_WEAR_HANDS 7 /**< Item can be worn on hands */ -#define ITEM_WEAR_ARMS 8 /**< Item can be worn on arms */ -#define ITEM_WEAR_SHIELD 9 /**< Item can be used as a shield */ -#define ITEM_WEAR_ABOUT 10 /**< Item can be worn about body */ -#define ITEM_WEAR_WAIST 11 /**< Item can be worn around waist */ -#define ITEM_WEAR_WRIST 12 /**< Item can be worn on wrist */ -#define ITEM_WEAR_WIELD 13 /**< Item can be wielded */ -#define ITEM_WEAR_HOLD 14 /**< Item can be held */ +#define ITEM_WEAR_TAKE 0 /**< Item can be taken */ +#define ITEM_WEAR_FINGER 1 /**< Item can be worn on finger */ +#define ITEM_WEAR_NECK 2 /**< Item can be worn around neck */ +#define ITEM_WEAR_BACK 3 /**< Item can be worn on back */ +#define ITEM_WEAR_BODY 4 /**< Item can be worn on body */ +#define ITEM_WEAR_HEAD 5 /**< Item can be worn on head */ +#define ITEM_WEAR_LEGS 6 /**< Item can be worn on legs */ +#define ITEM_WEAR_FEET 7 /**< Item can be worn on feet */ +#define ITEM_WEAR_HANDS 8 /**< Item can be worn on hands */ +#define ITEM_WEAR_ARMS 9 /**< Item can be worn on arms */ +#define ITEM_WEAR_SHIELD 10 /**< Item can be used as a shield */ +#define ITEM_WEAR_ABOUT 11 /**< Item can be worn about body */ +#define ITEM_WEAR_WAIST 12 /**< Item can be worn around waist */ +#define ITEM_WEAR_WRIST 13 /**< Item can be worn on wrist */ +#define ITEM_WEAR_WIELD 14 /**< Item can be wielded */ +#define ITEM_WEAR_HOLD 15 /**< Item can be held */ /** Total number of item wears */ -#define NUM_ITEM_WEARS 15 +#define NUM_ITEM_WEARS 16 /* Extra object flags: used by obj_data.obj_flags.extra_flags */ #define ITEM_GLOW 0 /**< Item is glowing */ #define ITEM_HUM 1 /**< Item is humming */ -#define ITEM_NORENT 2 /**< Item cannot be rented */ +#define ITEM_UNUSED2 2 /**< Reserved (unused) */ #define ITEM_NODONATE 3 /**< Item cannot be donated */ #define ITEM_NOINVIS 4 /**< Item cannot be made invis */ #define ITEM_INVISIBLE 5 /**< Item is invisible */ @@ -420,14 +442,20 @@ #define ITEM_ANTI_GOOD 9 /**< Not usable by good people */ #define ITEM_ANTI_EVIL 10 /**< Not usable by evil people */ #define ITEM_ANTI_NEUTRAL 11 /**< Not usable by neutral people */ -#define ITEM_ANTI_MAGIC_USER 12 /**< Not usable by mages */ +#define ITEM_ANTI_SORCEROR 12 /**< Not usable by sorcerors */ #define ITEM_ANTI_CLERIC 13 /**< Not usable by clerics */ -#define ITEM_ANTI_THIEF 14 /**< Not usable by thieves */ -#define ITEM_ANTI_WARRIOR 15 /**< Not usable by warriors */ -#define ITEM_NOSELL 16 /**< Shopkeepers won't touch it */ -#define ITEM_QUEST 17 /**< Item is a quest item */ +#define ITEM_ANTI_ROGUE 14 /**< Not usable by rogues */ +#define ITEM_ANTI_FIGHTER 15 /**< Not usable by fighters */ +#define ITEM_ANTI_BARBARIAN 16 /**< Not usable by barbarians */ +#define ITEM_ANTI_RANGER 17 /**< Not usable by rangers */ +#define ITEM_ANTI_BARD 18 /**< Not usable by bards */ +#define ITEM_ANTI_DRUID 19 /**< Not usable by druids */ +#define ITEM_NOSELL 20 /**< Shopkeepers won't touch it */ +#define ITEM_QUEST 21 /**< Item is a quest item */ +#define ITEM_HOOD_UP 22 /**< WORN item hood is currently up */ +#define ITEM_SKINNED 23 /* Item/corpse can be skinned */ /** Total number of item flags */ -#define NUM_ITEM_FLAGS 18 +#define NUM_ITEM_FLAGS 24 /* Modifier constants used with obj affects ('A' fields) */ #define APPLY_NONE 0 /**< No effect */ @@ -445,18 +473,19 @@ #define APPLY_MANA 12 /**< Apply to max mana */ #define APPLY_HIT 13 /**< Apply to max hit points */ #define APPLY_MOVE 14 /**< Apply to max move points */ -#define APPLY_GOLD 15 /**< Reserved */ +#define APPLY_COINS 15 /**< Reserved */ #define APPLY_EXP 16 /**< Reserved */ #define APPLY_AC 17 /**< Apply to Armor Class */ -#define APPLY_HITROLL 18 /**< Apply to hitroll */ -#define APPLY_DAMROLL 19 /**< Apply to damage roll */ -#define APPLY_SAVING_PARA 20 /**< Apply to save throw: paralysis */ -#define APPLY_SAVING_ROD 21 /**< Apply to save throw: rods */ -#define APPLY_SAVING_PETRI 22 /**< Apply to save throw: petrif */ -#define APPLY_SAVING_BREATH 23 /**< Apply to save throw: breath */ -#define APPLY_SAVING_SPELL 24 /**< Apply to save throw: spells */ +#define APPLY_PROFICIENCY 18 /**< Apply to Proficiency Bonus */ +#define APPLY_SAVE_STR 19 /**< Apply to STR saving throws */ +#define APPLY_SAVE_DEX 20 /**< Apply to DEX saving throws */ +#define APPLY_SAVE_CON 21 /**< Apply to CON saving throws */ +#define APPLY_SAVE_INT 22 /**< Apply to INT saving throws */ +#define APPLY_SAVE_WIS 23 /**< Apply to WIS saving throws */ +#define APPLY_SAVE_CHA 24 /**< Apply to CHA saving throws */ + /** Total number of applies */ -#define NUM_APPLIES 25 +#define NUM_APPLIES 25 /* Equals the total number of SAVING_* defines in spells.h */ #define NUM_OF_SAVING_THROWS 5 @@ -467,6 +496,13 @@ #define CONT_CLOSED (1 << 2) /**< Container is closed */ #define CONT_LOCKED (1 << 3) /**< Container is locked */ +/* ITEM_WORN value[] layout */ +#define WORN_CAN_OPEN_CLOSE 0 /* 0/1: supports open/close */ +#define WORN_CAN_HOOD 1 /* 0/1: supports hood up/down */ +#define WORN_IS_CLOSED 2 /* runtime: 0/1 */ +#define WORN_CAPACITY 3 /* max weight/units it can hold; 0 = cannot hold */ +#define WORN_HOOD_UP_STATE 4 /* runtime 0/1, persisted */ + /* Some different kind of liquids for use in values of drink containers */ #define LIQ_WATER 0 /**< Liquid type water */ #define LIQ_BEER 1 /**< Liquid type beer */ @@ -505,13 +541,13 @@ #define SKY_RAINING 2 /**< Weather = Rain */ #define SKY_LIGHTNING 3 /**< Weather = Lightning storm */ -/* Rent codes */ -#define RENT_UNDEF 0 /**< Character inv save status = undefined */ -#define RENT_CRASH 1 /**< Character inv save status = game crash */ -#define RENT_RENTED 2 /**< Character inv save status = rented */ -#define RENT_CRYO 3 /**< Character inv save status = cryogenics */ -#define RENT_FORCED 4 /**< Character inv save status = forced rent */ -#define RENT_TIMEDOUT 5 /**< Character inv save status = timed out */ +/* Save codes (legacy) */ +#define SAVE_UNDEF 0 /**< Character inv save status = undefined */ +#define SAVE_CRASH 1 /**< Character inv save status = game crash */ +#define SAVE_LOGOUT 2 /**< Character inv save status = legacy save */ +#define SAVE_CRYO 3 /**< Character inv save status = cryogenics */ +#define SAVE_FORCED 4 /**< Character inv save status = forced save */ +#define SAVE_TIMEDOUT 5 /**< Character inv save status = timed out */ /* Settings for Bit Vectors */ #define RF_ARRAY_MAX 4 /**< # Bytes in Bit vector - Room flags */ @@ -530,10 +566,10 @@ * LVL_IMPL should always be the HIGHEST possible immortal level, and * LVL_IMMORT should always be the LOWEST immortal level. The number of * mortal levels will always be LVL_IMMORT - 1. */ -#define LVL_IMPL 34 /**< Level of Implementors */ -#define LVL_GRGOD 33 /**< Level of Greater Gods */ -#define LVL_GOD 32 /**< Level of Gods */ -#define LVL_IMMORT 31 /**< Level of Immortals */ +#define LVL_IMPL 5 /**< Level of Implementors */ +#define LVL_GRGOD 4 /**< Level of Greater Gods */ +#define LVL_GOD 3 /**< Level of Gods */ +#define LVL_IMMORT 2 /**< Level of Immortals */ /** Minimum level to build and to run the saveall command */ #define LVL_BUILDER LVL_IMMORT @@ -599,7 +635,6 @@ #define MAX_MESSAGES 60 /**< Max Different attack message types */ #define MAX_NAME_LENGTH 20 /**< Max PC/NPC name length */ #define MAX_PWD_LENGTH 30 /**< Max PC password length */ -#define MAX_TITLE_LENGTH 80 /**< Max PC title length */ #define HOST_LENGTH 40 /**< Max hostname resolution length */ #define PLR_DESC_LENGTH 4096 /**< Max length for PC description */ #define MAX_SKILLS 200 /**< Max number of skills/spells */ @@ -611,8 +646,8 @@ #define MAX_HELP_ENTRY MAX_STRING_LENGTH /**< Max size of help entry */ #define MAX_COMPLETED_QUESTS 1024 /**< Maximum number of completed quests allowed */ -#define MAX_GOLD 2140000000 /**< Maximum possible on hand gold (2.14 Billion) */ -#define MAX_BANK 2140000000 /**< Maximum possible in bank gold (2.14 Billion) */ +#define MAX_COINS 2140000000 /**< Maximum possible on hand coins (2.14 Billion) */ +#define MAX_BANK_COINS 2140000000 /**< Maximum possible in bank coins (2.14 Billion) */ /** Define the largest set of commands for a trigger. * 16k should be plenty and then some. */ @@ -670,8 +705,8 @@ struct extra_descr_data /* object-related structures */ /**< Number of elements in the object value array. Raising this will provide * more configurability per object type, and shouldn't break anything. - * DO NOT LOWER from the default value of 4. */ -#define NUM_OBJ_VAL_POSITIONS 4 + * DO NOT LOWER from the default value of 8. */ +#define NUM_OBJ_VAL_POSITIONS 8 /** object flags used in obj_data. These represent the instance values for * a real object, values that can change during gameplay. */ @@ -684,7 +719,7 @@ struct obj_flag_data int extra_flags[EF_ARRAY_MAX]; /**< If it hums, glows, etc. */ int weight; /**< Weight of the object */ int cost; /**< Value when sold */ - int cost_per_day; /**< Rent cost per real day */ + int cost_per_day; /**< Legacy per-day value (unused) */ int timer; /**< Timer for object */ int bitvector[AF_ARRAY_MAX]; /**< Affects characters */ }; @@ -709,7 +744,7 @@ struct obj_data char *name; /**< Keyword reference(s) for object. */ char *description; /**< Shown when the object is lying in a room. */ char *short_description; /**< Shown when worn, carried, in a container */ - char *action_description; /**< Displays when (if) the object is used */ + char *main_description; /**< Displays when looking/examining an item */ struct extra_descr_data *ex_description; /**< List of extra descriptions */ struct char_data *carried_by; /**< Points to PC/NPC carrying, or NULL */ struct char_data *worn_by; /**< Points to PC/NPC wearing, or NULL */ @@ -727,6 +762,8 @@ struct obj_data struct char_data *sitting_here; /**< For furniture, who is sitting in it */ struct list_data *events; /**< Used for object events */ + + mob_vnum corpse_mob_vnum; }; /** Instance info for an object that gets saved to disk. @@ -747,7 +784,7 @@ struct obj_file_elem struct obj_affected_type affected[MAX_OBJ_AFFECT]; /**< Affects to mobs */ }; -/** Header block for rent files. +/** Header block for legacy save files. * DO NOT CHANGE the structure if you are using binary object files * and already have a player base and don't want to do a player wipe. * If you are using binary player files, feel free to turn the spare @@ -755,12 +792,12 @@ struct obj_file_elem * int datatype. * NOTE: This is *not* used with the ascii playerfiles. * NOTE 2: This structure appears to be unused in this codebase? */ -struct rent_info +struct save_info { int time; - int rentcode; /**< How this character rented */ + int savecode; /**< How this character saved */ int net_cost_per_diem; /**< ? Appears to be unused ? */ - int gold; /**< ? Appears to be unused ? */ + int coins; /**< ? Appears to be unused ? */ int account; /**< ? Appears to be unused ? */ int nitems; /**< ? Appears to be unused ? */ int spare0; @@ -787,6 +824,8 @@ struct room_direction_data room_rnum to_room; /**< Where direction leads, or NOWHERE if not defined */ }; +struct forage_entry; + /** The Room Structure. */ struct room_data { @@ -805,6 +844,7 @@ struct room_data struct obj_data *contents; /**< List of items in room */ struct char_data *people; /**< List of NPCs / PCs in room */ + struct forage_entry *forage; /**< Forage table entries for this room */ struct list_data * events; }; @@ -859,11 +899,12 @@ struct pclean_criteria_data struct char_player_data { char passwd[MAX_PWD_LENGTH+1]; /**< PC's password */ - char *name; /**< PC / NPC name */ - char *short_descr; /**< NPC 'actions' */ - char *long_descr; /**< PC / NPC look description */ - char *description; /**< NPC Extra descriptions */ - char *title; /**< PC / NPC title */ + char *name; /**< Display name (PC/NPC personal name) */ + char *keywords; /**< Parsing keywords (for NPCs and parsing lookup) */ + char *short_descr; /**< PC / NPC short description */ + char *long_descr; /**< PC / NPC long description */ + char *description; /**< PC / NPC main descriptions */ + char *background; /**< PC / NPC background / history text */ byte sex; /**< PC / NPC sex */ byte chclass; /**< PC / NPC class */ byte level; /**< PC / NPC level */ @@ -872,13 +913,13 @@ struct char_player_data ubyte height; /**< PC / NPC height */ }; + /** Character abilities. Different instances of this structure are used for * both inherent and current ability scores (like when poison affects the * player strength). */ struct char_ability_data { sbyte str; /**< Strength. */ - sbyte str_add; /**< Strength multiplier if str = 18. Usually from 0 to 100 */ sbyte intel; /**< Intelligence */ sbyte wis; /**< Wisdom */ sbyte dex; /**< Dexterity */ @@ -886,6 +927,17 @@ struct char_ability_data sbyte cha; /**< Charisma */ }; +/* Ability score indices for 5e-like system */ +enum ability_scores { + ABIL_STR = 0, + ABIL_DEX = 1, + ABIL_CON = 2, + ABIL_INT = 3, + ABIL_WIS = 4, + ABIL_CHA = 5, + NUM_ABILITIES +}; + /** Character 'points', or health statistics. */ struct char_point_data { @@ -902,12 +954,11 @@ struct char_point_data * Dungeons and Dragons method of dealing with character defense, or * Armor class. */ sh_int armor; - int gold; /**< Current gold carried on character */ - int bank_gold; /**< Gold the char has in a bank account */ + sh_int prof_mod; /**< Equipment/affect delta to proficiency bonus */ + int coins; /**< Current coins carried on character */ + int bank_coins; /**< Coins the char has in a bank account */ int exp; /**< The experience points, or value, of the character. */ - sbyte hitroll; /**< Any bonus or penalty to the hit roll */ - sbyte damroll; /**< Any bonus or penalty to the damage roll */ }; /** char_special_data_saved: specials which both a PC and an NPC have in @@ -918,7 +969,7 @@ struct char_special_data_saved long idnum; /**< PC's idnum; -1 for mobiles. */ int act[PM_ARRAY_MAX]; /**< act flags for NPC's; player flag for PC's */ int affected_by[AF_ARRAY_MAX]; /**< Bitvector for spells/skills affected by */ - sh_int apply_saving_throw[5]; /**< Saving throw (Bonuses) */ + sh_int saving_throws[NUM_ABILITIES]; /* STR, DEX, CON, INT, WIS, CHA */ }; /** Special playing constants shared by PCs and NPCs which aren't in pfile */ @@ -934,6 +985,7 @@ struct char_special_data int carry_weight; /**< Carried weight */ byte carry_items; /**< Number of items carried */ int timer; /**< Timer for update */ + int stealth_check; /* last rolled Stealth value for Hide; 0 = not hiding/opposed */ struct char_special_data_saved saved; /**< Constants saved for PCs. */ }; @@ -952,7 +1004,6 @@ struct player_special_data_saved struct txt_block *comm_hist[NUM_HIST]; /**< Communication history */ ubyte page_length; /**< Max number of rows of text to send at once */ ubyte screen_width; /**< How wide the display page is */ - int spells_to_learn; /**< Remaining number of practice sessions */ int olc_zone; /**< Current olc permissions */ int questpoints; /**< Number of quest points earned */ qst_vnum *completed_quests; /**< Quests completed */ @@ -962,6 +1013,7 @@ struct player_special_data_saved int quest_counter; /**< Count of targets left to get */ time_t lastmotd; /**< Last time player read motd */ time_t lastnews; /**< Last time player read news */ + time_t next_skill_gain[MAX_SKILLS+1]; /* indexed by skill/spell number */ }; /** Specials needed only by PCs, not NPCs. Space for this structure is @@ -978,7 +1030,20 @@ struct player_special_data void *last_olc_targ; /**< ? Currently Unused ? */ int last_olc_mode; /**< ? Currently Unused ? */ char *host; /**< Resolved hostname, or ip, for player. */ + char *account_name; /**< Account name owning this PC. */ int buildwalk_sector; /**< Default sector type for buildwalk */ + struct scan_result_data *scan_results; /**< Hidden figures this player has spotted */ +}; + +/** Account data stored separately from character data. */ +struct account_data +{ + char *name; /**< Account username */ + char passwd[MAX_PWD_LENGTH+1]; /**< Account password (hashed) */ + char *email; /**< Optional email address */ + char *pc_name; /**< Active PC name, if any */ + char **pc_list; /**< Ordered list of PCs created by this account */ + int pc_count; /**< Number of PCs in list */ }; /** Special data used by NPCs, not PCs */ @@ -987,8 +1052,7 @@ struct mob_special_data memory_rec *memory; /**< List of PCs to remember */ byte attack_type; /**< The primary attack type (bite, sting, hit, etc.) */ byte default_pos; /**< Default position (standing, sleeping, etc.) */ - byte damnodice; /**< The number of dice to roll for damage */ - byte damsizedice; /**< The size of each die rolled for damage. */ + byte skills[MAX_SKILLS]; /* NPC-specific skill proficiency (0-100) */ }; /** An affect structure. */ @@ -1011,6 +1075,20 @@ struct follow_type struct follow_type *next; /**< Next character following. */ }; +/* Handles items that NPC's are loaded with ahead of time */ +struct mob_loadout { + obj_vnum vnum; /* item to clone */ + sh_int wear_pos; /* WEAR_* slot (or -1 for inventory) */ + int quantity; /* default 1; >1 for stackables or multiple clones */ + struct mob_loadout *next; +}; + +struct scan_result_data { + long target_uid; /* char_script_id() value when spotted */ + room_rnum room; /* room where the target was seen */ + struct scan_result_data *next; +}; + /** Master structure for PCs and NPCs. */ struct char_data { @@ -1027,6 +1105,7 @@ struct char_data struct char_special_data char_specials; /**< PC/NPC specials */ struct player_special_data *player_specials; /**< PC specials */ struct mob_special_data mob_specials; /**< NPC specials */ + struct mob_loadout *proto_loadout; /* NPC objects equipped before loading NULL if none */ struct affected_type *affected; /**< affected by what spells */ struct obj_data *equipment[NUM_WEARS]; /**< Equipment array */ @@ -1099,6 +1178,7 @@ struct descriptor_data int bufspace; /**< space left in the output buffer */ struct txt_block *large_outbuf; /**< ptr to large buffer, if we need it */ struct txt_q input; /**< q of unprocessed input */ + struct account_data *account; /**< Active account session data */ struct char_data *character; /**< linked to char */ struct char_data *original; /**< original char if switched */ struct descriptor_data *snooping; /**< Who is this char snooping */ @@ -1186,46 +1266,6 @@ struct dex_skill_type sh_int hide; /**< Alters the success of hiding out of sight */ }; -/** Describes the bonuses applied for a specific value of a character's - * strength attribute. */ -struct dex_app_type -{ - sh_int reaction; /**< Historically affects reaction savings throws. */ - sh_int miss_att; /**< Historically affects missile attacks */ - sh_int defensive; /**< Alters character's inherent armor class */ -}; - -/** Describes the bonuses applied for a specific value of a character's - * strength attribute. */ -struct str_app_type -{ - sh_int tohit; /**< To Hit (THAC0) Bonus/Penalty */ - sh_int todam; /**< Damage Bonus/Penalty */ - sh_int carry_w; /**< Maximum weight that can be carrried */ - sh_int wield_w; /**< Maximum weight that can be wielded */ -}; - -/** Describes the bonuses applied for a specific value of a character's - * wisdom attribute. */ -struct wis_app_type -{ - byte bonus; /**< how many practices player gains per lev */ -}; - -/** Describes the bonuses applied for a specific value of a character's - * intelligence attribute. */ -struct int_app_type -{ - byte learn; /**< how many % a player learns a spell/skill */ -}; - -/** Describes the bonuses applied for a specific value of a - * character's constitution attribute. */ -struct con_app_type -{ - sh_int hitp; /**< Added to a character's new MAXHP at each new level. */ -}; - /** Stores, and used to deliver, the current weather information * in the mud world. */ struct weather_data @@ -1249,6 +1289,7 @@ struct index_data char *farg; /**< String argument for special function. */ struct trig_data *proto; /**< Points to the trigger prototype. */ + struct skin_yield_entry *skin_yields; }; /** Master linked list for the mob/object prototype trigger lists. */ @@ -1265,14 +1306,6 @@ struct guild_info_type int direction; }; -/** Happy Hour Data */ -struct happyhour { - int qp_rate; - int exp_rate; - int gold_rate; - int ticks_left; -}; - /** structure for list of recent players (see 'recent' command) */ struct recent_player { @@ -1285,6 +1318,69 @@ struct recent_player struct recent_player *next; /* Pointer to the next instance */ }; +/* 5e system helpers */ + +/* Armor item object values (for ITEM_ARMOR objects) + * value[0] = piece_ac (0–3) + * value[1] = bulk (0–3), determines allowed dex bonus + * value[2] = magic_bonus (0–3, most will be at most +1) + * value[3] = if an armor piece imposes stealth disadvantage for some reason + * value[4] = durability, or how much damage an item can take before breaking (usually 100) + * value[5] = strength requirement to wear armor piece + */ +#define VAL_ARMOR_PIECE_AC 0 +#define VAL_ARMOR_BULK 1 +#define VAL_ARMOR_MAGIC_BONUS 2 +#define VAL_ARMOR_STEALTH_DISADV 3 +#define VAL_ARMOR_DURABILITY 4 +#define VAL_ARMOR_STR_REQ 5 + +/* Helper macros */ +#define GET_STEALTH_CHECK(ch) ((ch)->char_specials.stealth_check) +#define SET_STEALTH_CHECK(ch,v) ((ch)->char_specials.stealth_check = (v)) + +/* NPC loadout macros */ +#define MOB_PROTO(ch) (&mob_proto[GET_MOB_RNUM(ch)]) /* Resolve proto from instance */ +#define MOB_LOADOUT_PROTO(m) ((m)->proto_loadout) /* Accessors, only prototypes should have a non-NULL list */ +#define MOB_HAS_LOADOUT(ch) (IS_NPC(ch) && (MOB_LOADOUT_PROTO(MOB_PROTO(ch)) != NULL)) /* */ + +/* NPC loadout helpers */ +void loadout_free_list(struct mob_loadout **head); +void loadout_add_entry(struct mob_loadout **head, obj_vnum vnum, sh_int wear_pos, int qty); +struct mob_loadout *loadout_deep_copy(const struct mob_loadout *src); + +/* Furniture defines for object values */ +/* Furniture object values (obj_flags.value[x]) */ +#define VAL_FURN_CAPACITY 0 /* maximum number of people who can use furniture */ +#define VAL_FURN_MAX_OCC 1 /* current number of people using furniture (runtime only, managed by game engine) */ +#define VAL_FURN_POSITIONS 2 /* allowed positions bitvector: bit 0=STAND(1), bit 1=SIT(2), bit 2=REST(4), bit 3=SLEEP(8) */ + +/* Food value indices (mirrors drinkcon layout for multi-bite foods) + * 0: bites_capacity - total bite capacity + * 1: bites_left - remaining bites + * 2: hours_full_per_bite- hunger gain per bite (like hours_full) + * 3: poisoned - 1 if poisoned + */ +#define VAL_FOOD_BITE_CAP 0 +#define VAL_FOOD_BITES_LEFT 1 +#define VAL_FOOD_HOURS_PER_BITE 2 +#define VAL_FOOD_POISONED 3 + +/* For skinning/survival skill usage */ +struct skin_yield_entry { + mob_vnum mob_vnum; /* redundant but useful for debugging */ + obj_vnum obj_vnum; /* object to create on success */ + int dc; /* DC required */ + struct skin_yield_entry *next; +}; + +/* Forage table entries attached to rooms */ +struct forage_entry { + obj_vnum obj_vnum; /* object to create on success */ + int dc; /* DC required */ + struct forage_entry *next; +}; + /* Config structs */ /** The game configuration structure used for configurating the game play @@ -1294,14 +1390,12 @@ struct game_data int pk_allowed; /**< Is player killing allowed? */ int pt_allowed; /**< Is player thieving allowed? */ int level_can_shout; /**< Level player must be to shout. */ - int holler_move_cost; /**< Cost to holler in move points. */ int tunnel_size; /**< Number of people allowed in a tunnel.*/ int max_exp_gain; /**< Maximum experience gainable per kill.*/ int max_exp_loss; /**< Maximum experience losable per death.*/ int max_npc_corpse_time; /**< Num tics before NPC corpses decompose*/ int max_pc_corpse_time; /**< Num tics before PC corpse decomposes.*/ int idle_void; /**< Num tics before PC sent to void(idle)*/ - int idle_rent_time; /**< Num tics before PC is autorented. */ int idle_max_level; /**< Level of players immune to idle. */ int dts_are_dumps; /**< Should items in dt's be junked? */ int load_into_inventory; /**< Objects load in immortals inventory. */ @@ -1320,16 +1414,12 @@ struct game_data char *NOEFFECT; /**< 'Nothing seems to happen.' */ }; -/** The rent and crashsave options. */ +/** Crashsave options. */ struct crash_save_data { - int free_rent; /**< Should the MUD allow rent for free? */ - int max_obj_save; /**< Max items players can rent. */ - int min_rent_cost; /**< surcharge on top of item costs. */ int auto_save; /**< Does the game automatically save ppl? */ int autosave_time; /**< if auto_save=TRUE, how often? */ int crash_file_timeout; /**< Life of crashfiles and idlesaves. */ - int rent_file_timeout; /**< Lifetime of normal rent files in days */ }; /** Important room numbers. This structure stores vnums, not real array @@ -1390,7 +1480,7 @@ struct config_data char *CONFFILE; /** In-game specific global settings, such as allowing player killing. */ struct game_data play; - /** How is renting, crash files, and object saving handled? */ + /** How are crash files and object saving handled? */ struct crash_save_data csd; /** Special designated rooms, like start rooms, and donation rooms. */ struct room_numbers room_nums; diff --git a/src/tests/sim_5e.c b/src/tests/sim_5e.c new file mode 100644 index 0000000..e8b771c --- /dev/null +++ b/src/tests/sim_5e.c @@ -0,0 +1,317 @@ +/* tests/sim_5e.c — quick simulations for 5e-like tuning */ +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <math.h> + +#include "conf.h" +#include "sysdep.h" + +#include "structs.h" +#include "utils.h" +#include "handler.h" +#include "constants.h" +#include "spells.h" + +extern struct player_special_data dummy_mob; + +/* ---------- local RNG for the sim (do NOT use MUD's rand_number here) ---------- */ +static inline int randi_closed(int lo, int hi) { + /* inclusive [lo, hi] using C RNG; assumes lo <= hi */ + return lo + (rand() % (hi - lo + 1)); +} + +static inline int d20_local(void) { return randi_closed(1, 20); } + +static inline int dice_local(int ndice, int sdice) { + int sum = 0; + for (int i = 0; i < ndice; ++i) sum += randi_closed(1, sdice); + return sum; +} + +/* ---------- minimal helpers (same style as tests_5e) ---------- */ +static void init_test_char(struct char_data *ch) { + memset(ch, 0, sizeof(*ch)); + /* ensure skills and other saved fields exist if GET_SKILL() dereferences */ + ch->player_specials = calloc(1, sizeof(struct player_special_data)); + /* if the tree uses player_specials->saved, calloc above keeps it zeroed */ + ch->in_room = 0; /* park them in room #0 (we'll make a stub room below) */ +} + +static struct obj_data *make_armor(int piece_ac, int bulk, int magic, int stealth_disadv, int durability, int str_req) { + struct obj_data *o = calloc(1, sizeof(*o)); + GET_OBJ_TYPE(o) = ITEM_ARMOR; + GET_OBJ_VAL(o, VAL_ARMOR_PIECE_AC) = piece_ac; + GET_OBJ_VAL(o, VAL_ARMOR_BULK) = bulk; + GET_OBJ_VAL(o, VAL_ARMOR_MAGIC_BONUS) = magic; + GET_OBJ_VAL(o, VAL_ARMOR_STEALTH_DISADV) = stealth_disadv; + GET_OBJ_VAL(o, VAL_ARMOR_DURABILITY) = durability; + GET_OBJ_VAL(o, VAL_ARMOR_STR_REQ) = str_req; + return o; +} + +static void equip_at(struct char_data *ch, int wear_pos, struct obj_data *o) { + if (wear_pos < 0 || wear_pos >= NUM_WEARS) { + fprintf(stderr, "equip_at: wear_pos %d out of bounds (NUM_WEARS=%d)\n", wear_pos, NUM_WEARS); + abort(); + } + ch->equipment[wear_pos] = o; +} +static void set_ability_scores(struct char_data *ch, int str, int dex, int con, int intel, int wis, int cha) { + ch->real_abils.str = str; + ch->real_abils.dex = dex; + ch->real_abils.con = con; + ch->real_abils.intel = intel; + ch->real_abils.wis = wis; + ch->real_abils.cha = cha; + ch->aff_abils = ch->real_abils; +} + +/* d20 hit sim with nat 1/20 using local RNG */ +static double hit_rate(int attack_mod, int target_ac, int trials) { + int hits = 0; + for (int i=0;i<trials;++i) { + int d20 = d20_local(); + int hit = (d20==20) || (d20!=1 && (d20 + attack_mod) >= target_ac); + hits += hit; + } + return (double)hits / (double)trials; +} + +/* stealth vs scan (contest): return stealth win rate */ +static double stealth_vs_scan_rate(struct char_data *sneaky, struct char_data *scanner, int trials) { + int wins = 0; + for (int i=0;i<trials;++i) { + int stealth_total = roll_skill_check(sneaky, SKILL_STEALTH, 0, NULL); + int scan_total = roll_skill_check(scanner, SKILL_PERCEPTION, 0, NULL); + if (stealth_total > scan_total) + wins++; + } + return (double)wins / (double)trials; +} + +/* steal check vs DC (no scan vs scan): return success rate */ +static double steal_vs_dc_rate(struct char_data *thief, int dc, int trials) { + int wins = 0; + for (int i=0;i<trials;++i) { + int total = roll_skill_check(thief, SKILL_SLEIGHT_OF_HAND, 0, NULL); + if (total >= dc) + wins++; + } + return (double)wins / (double)trials; +} + +/* Mirror compute_steal_dc logic for sims (uses real modifiers and flags). */ +/* simple DPR per swing: roll dice + STR mod; 0 on miss (local RNG) */ +static int swing_damage(int ndice, int sdice, int str_mod) { + return dice_local(ndice, sdice) + str_mod; +} + +/* duel until someone hits 0 HP; return rounds elapsed (attacker first each round) */ +static int duel_rounds(int atk_mod, int ndice, int sdice, int att_str_mod, + struct char_data *def, int def_hp, int trials) +{ + int rounds_sum = 0; + int def_ac = compute_ascending_ac(def); + + for (int t=0;t<trials;++t) { + int hp = def_hp; + int rounds = 0; + while (hp > 0) { + int d20 = d20_local(); + int hit = (d20==20) || (d20!=1 && (d20 + atk_mod) >= def_ac); + if (hit) hp -= swing_damage(ndice, sdice, att_str_mod); + rounds++; + if (rounds > 1000) break; /* safety */ + } + rounds_sum += rounds; + } + return (int) floor((double)rounds_sum / (double)trials); +} + +/* build three defenders with real slot weights and caps */ +static void build_light(struct char_data *ch) { + init_test_char(ch); + set_ability_scores(ch, 10, 18, 10, 10, 10, 10); + equip_at(ch, WEAR_HEAD, make_armor(1,1,0,0,0,0)); + equip_at(ch, WEAR_BODY, make_armor(1,1,0,0,0,0)); +} + +static void build_medium(struct char_data *ch) { + init_test_char(ch); + set_ability_scores(ch, 10, 18, 10, 10, 10, 10); + equip_at(ch, WEAR_HEAD, make_armor(1,1,0,0,0,0)); + equip_at(ch, WEAR_BODY, make_armor(1,2,1,0,0,0)); + equip_at(ch, WEAR_LEGS, make_armor(1,2,0,0,0,0)); + equip_at(ch, WEAR_HANDS, make_armor(1,1,0,0,0,0)); + equip_at(ch, WEAR_FEET, make_armor(1,1,0,0,0,0)); +} + +static void build_heavy(struct char_data *ch) { + init_test_char(ch); + set_ability_scores(ch, 10, 18, 10, 10, 10, 10); + equip_at(ch, WEAR_HEAD, make_armor(1,1,1,0,0,0)); + equip_at(ch, WEAR_BODY, make_armor(1,3,1,0,0,0)); + equip_at(ch, WEAR_LEGS, make_armor(1,1,0,0,0,0)); + equip_at(ch, WEAR_ARMS, make_armor(1,1,0,0,0,0)); + equip_at(ch, WEAR_HANDS, make_armor(1,1,0,0,0,0)); + equip_at(ch, WEAR_FEET, make_armor(1,1,0,0,0,0)); + equip_at(ch, WEAR_WRIST_L, make_armor(1,1,0,0,0,0)); + equip_at(ch, WEAR_WRIST_R, make_armor(1,1,0,0,0,0)); +} + +static void build_stealthy(struct char_data *ch, int dex, int skill_pct, int prof_bonus) { + init_test_char(ch); + set_ability_scores(ch, 10, dex, 10, 10, 10, 10); + ch->player.level = 1; + ch->points.prof_mod = prof_bonus - get_level_proficiency_bonus(ch); + SET_SKILL(ch, SKILL_STEALTH, skill_pct); +} + +static void build_scanner(struct char_data *ch, int wis, int skill_pct, int prof_bonus) { + init_test_char(ch); + set_ability_scores(ch, 10, 10, 10, 10, wis, 10); + ch->player.level = 1; + ch->points.prof_mod = prof_bonus - get_level_proficiency_bonus(ch); + SET_SKILL(ch, SKILL_PERCEPTION, skill_pct); +} + +static void build_thief(struct char_data *ch, int dex, int skill_pct, int prof_bonus) { + init_test_char(ch); + set_ability_scores(ch, 10, dex, 10, 10, 10, 10); + ch->player.level = 1; + ch->points.prof_mod = prof_bonus - get_level_proficiency_bonus(ch); + SET_SKILL(ch, SKILL_SLEIGHT_OF_HAND, skill_pct); +} + + +/* attacker profiles: compute attack_mod = STRmod + prof(skill%) + weapon_magic */ +static int compute_attack_mod(int str_score, int skill_pct, int weapon_magic) { + int mod = GET_ABILITY_MOD(str_score); + mod += GET_PROFICIENCY(skill_pct); + if (weapon_magic > MAX_WEAPON_MAGIC) weapon_magic = MAX_WEAPON_MAGIC; + mod += weapon_magic; + if (mod > MAX_TOTAL_ATTACK_BONUS) mod = MAX_TOTAL_ATTACK_BONUS; + return mod; +} + +int main(void) { + /* seed local RNG (do not rely on MUD RNG here) */ + srand(42); + circle_srandom(42); + + /* 1) Hit-rate grid: atk_mod 0..10 vs AC 12..20 */ + printf("Hit-rate grid (trials=50000):\n "); + for (int ac=12; ac<=20; ++ac) printf(" AC%2d ", ac); + printf("\n"); + for (int atk=0; atk<=10; ++atk) { + printf("atk%2d ", atk); + for (int ac=12; ac<=20; ++ac) { + double p = hit_rate(atk, ac, 50000); + printf(" %5.1f", p*100.0); + } + printf("\n"); + } + printf("\n"); + + /* 2) Real defenders AC using compute_ac_breakdown */ + struct char_data light, medium, heavy; + build_light(&light); + build_medium(&medium); + build_heavy(&heavy); + + struct ac_breakdown bl, bm, bh0; + compute_ac_breakdown(&light, &bl); + compute_ac_breakdown(&medium, &bm); + compute_ac_breakdown(&heavy, &bh0); + + printf("Defender AC breakdowns:\n"); + printf(" Light : total=%d (base=%d armor=%d magic=%d dexCap=%d dex=%+d situ=%+d bulk=%d)\n", + bl.total, bl.base, bl.armor_piece_sum, bl.armor_magic_sum, bl.dex_cap, + bl.dex_mod_applied, bl.situational, bl.total_bulk); + printf(" Medium: total=%d (base=%d armor=%d magic=%d dexCap=%d dex=%+d situ=%+d bulk=%d)\n", + bm.total, bm.base, bm.armor_piece_sum, bm.armor_magic_sum, bm.dex_cap, + bm.dex_mod_applied, bm.situational, bm.total_bulk); + printf(" Heavy : total=%d (base=%d armor=%d magic=%d dexCap=%d dex=%+d situ=%+d bulk=%d)\n", + bh0.total, bh0.base, bh0.armor_piece_sum, bh0.armor_magic_sum, bh0.dex_cap, + bh0.dex_mod_applied, bh0.situational, bh0.total_bulk); + + /* 3) Attacker profiles vs defenders (TTK & hit%, 1d8 weapon) */ + struct { int str; int skill; int wmag; const char *name; } atk[] = { + {14, 30, 0, "Novice (STR14, skill30, wm+0)"}, + {16, 60, 1, "Skilled (STR16, skill60, wm+1)"}, + {18, 90, 3, "Expert (STR18, skill90, wm+3)"}, + }; + struct { struct char_data *def; const char *name; int hp; } def[] = { + { &light, "Light", 90 }, + { &medium, "Medium", 100 }, + { &heavy, "Heavy", 110 }, + }; + + printf("Matchups (trials=20000, 1d8 weapon):\n"); + for (size_t i=0;i<sizeof(atk)/sizeof(atk[0]);++i) { + int str_mod = GET_ABILITY_MOD(atk[i].str); + int atk_mod = compute_attack_mod(atk[i].str, atk[i].skill, atk[i].wmag); + printf(" Attacker: %-28s => attack_mod %+d (STRmod %+d, prof %+d, wm %+d)\n", + atk[i].name, atk_mod, str_mod, GET_PROFICIENCY(atk[i].skill), MIN(atk[i].wmag, MAX_WEAPON_MAGIC)); + for (size_t j=0;j<sizeof(def)/sizeof(def[0]);++j) { + int ac = compute_ascending_ac(def[j].def); + double p = hit_rate(atk_mod, ac, 20000); + int r = duel_rounds(atk_mod, 1, 8, str_mod, def[j].def, def[j].hp, 20000); + printf(" vs %-16s AC=%2d hit%%=%5.1f avg rounds-to-kill ~ %d\n", def[j].name, ac, p*100.0, r); + } + printf("\n"); + } + + /* 4) Stealth vs Scan grid (contested d20 + ability + proficiency) */ + const int profs[] = { 0, 1, 2, 3, 4, 5, 6 }; + + printf("Stealth vs Scan grid (trials=30000, Dex/Wis 14):\n"); + printf("Columns = Scan proficiency, Rows = Stealth proficiency\n "); + for (size_t i=0;i<sizeof(profs)/sizeof(profs[0]);++i) printf("Scan%+2d ", profs[i]); + printf("\n"); + for (size_t si=0; si<sizeof(profs)/sizeof(profs[0]); ++si) { + printf("Stealth%+2d ", profs[si]); + for (size_t vi=0; vi<sizeof(profs)/sizeof(profs[0]); ++vi) { + struct char_data sneaky, scanner; + build_stealthy(&sneaky, 14, 50, profs[si]); + build_scanner(&scanner, 14, 50, profs[vi]); + double p = stealth_vs_scan_rate(&sneaky, &scanner, 30000); + printf(" %5.1f", p*100.0); + } + printf("\n"); + } + printf("\n"); + + /* 5) Steal vs fixed DC grid */ + const int row_label_width = 22; + const int col_width = 6; + const int dc_list[] = { 5, 10, 14, 16, 18, 20 }; + const size_t uniq_count = sizeof(dc_list) / sizeof(dc_list[0]); + + printf("Steal vs DC grid (trials=30000, Dex 14):\n"); + printf("Columns = DC, Rows = Sleight of Hand proficiency\n"); + printf("%-*s", row_label_width, ""); + for (size_t i=0;i<uniq_count;++i) { + char col_label[8]; + snprintf(col_label, sizeof(col_label), "DC%d", dc_list[i]); + printf(" %*s", col_width, col_label); + } + printf("\n"); + + for (size_t ti=0; ti<sizeof(profs)/sizeof(profs[0]); ++ti) { + char row_label[32]; + snprintf(row_label, sizeof(row_label), "Sleight of Hand%+d", profs[ti]); + printf("%-*s", row_label_width, row_label); + for (size_t di=0; di<uniq_count; ++di) { + struct char_data thief; + build_thief(&thief, 14, 50, profs[ti]); + double p = steal_vs_dc_rate(&thief, dc_list[di], 30000); + printf(" %*.*f", col_width, 1, p*100.0); + } + printf("\n"); + } + printf("\n"); + + return 0; +} diff --git a/src/tests/stubs_unit.c b/src/tests/stubs_unit.c new file mode 100644 index 0000000..0c36f5c --- /dev/null +++ b/src/tests/stubs_unit.c @@ -0,0 +1,61 @@ +/* tests/stubs_unit.c – minimal stubs to satisfy utils.o linkage for unit tests */ +#include "conf.h" +#include "sysdep.h" +#include "structs.h" +#include "utils.h" + +/* --- Globals expected by utils.c --- */ +FILE *logfile = NULL; /* used by mudlog/basic_mud_vlog */ +struct descriptor_data *descriptor_list = NULL; +struct player_special_data dummy_mob; /* dummy specials area for mobs */ + +/* --- Minimal world so in_room lookups are safe in tests/sims --- */ +struct room_data stub_room; /* zeroed room */ +struct room_data *world = &stub_room; +int top_of_world = 0; /* room/world info */ +struct weather_data weather_info; + +/* A few arrays symbols utils.c references in helpers (keep minimal) */ +const char *pc_class_types[] = { "class", NULL }; + +/* --- Functions utils.c references that we don't need in tests --- */ +bool has_save_proficiency(int class_num, int ability) { + (void)class_num; (void)ability; + return FALSE; +} + +void send_to_char(struct char_data *ch, const char *messg, ...) { + /* no-op for tests */ + (void)ch; (void)messg; +} + +void act(const char *str, int hide_invisible, struct char_data *ch, + struct obj_data *obj, void *vict_obj, int type) { + /* no-op */ + (void)str; (void)hide_invisible; (void)ch; (void)obj; (void)vict_obj; (void)type; +} + +int affected_by_spell(struct char_data *ch, int skill) { + (void)ch; (void)skill; return 0; +} + +void affect_from_char(struct char_data *ch, int type) { + (void)ch; (void)type; +} + +void page_string(struct descriptor_data *d, char *str, int keep_internal) { + (void)d; (void)str; (void)keep_internal; +} + +int is_abbrev(const char *arg1, const char *arg2) { + (void)arg1; (void)arg2; return 0; +} + +void parse_tab(const char *buf, char *out, size_t outlen) { + /* trivial passthrough */ + if (outlen) { + size_t i = 0; + for (; buf[i] && i + 1 < outlen; ++i) out[i] = buf[i]; + out[i] = '\0'; + } +} diff --git a/src/tests/tests_5e.c b/src/tests/tests_5e.c new file mode 100644 index 0000000..f2aaa42 --- /dev/null +++ b/src/tests/tests_5e.c @@ -0,0 +1,330 @@ +/* tests_5e.c — unit tests for 5e-like rules */ + +#include <math.h> +#include "conf.h" +#include "sysdep.h" + +#include "structs.h" +#include "utils.h" +#include "constants.h" +#include "spells.h" + +extern struct player_special_data dummy_mob; + +/* ---------- Tiny test framework ---------- */ +static int tests_run = 0, tests_failed = 0; + +#define T_ASSERT(cond, ...) \ + do { tests_run++; if (!(cond)) { \ + tests_failed++; \ + fprintf(stderr, "[FAIL] %s:%d: ", __FILE__, __LINE__); \ + fprintf(stderr, __VA_ARGS__); \ + fprintf(stderr, "\n"); \ + } } while (0) + +#define T_EQI(actual, expect, label) \ + T_ASSERT((actual) == (expect), "%s: got %d, expect %d", (label), (int)(actual), (int)(expect)) + +#define T_IN_RANGE(val, lo, hi, label) \ + T_ASSERT((val) >= (lo) && (val) <= (hi), "%s: got %.3f, expect in [%.3f, %.3f]", (label), (double)(val), (double)(lo), (double)(hi)) + +/* ---------- Helpers for test setup ---------- */ + +static void init_test_char(struct char_data *ch) { + memset(ch, 0, sizeof(*ch)); + ch->player_specials = calloc(1, sizeof(struct player_special_data)); + ch->in_room = 0; +} + +static void set_prof_bonus(struct char_data *ch, int prof_bonus) { + ch->player.level = 1; + ch->points.prof_mod = prof_bonus - get_level_proficiency_bonus(ch); +} + +/* Make a simple armor object with given per-piece fields. */ +static struct obj_data *make_armor(int piece_ac, int bulk, int magic, int stealth_disadv, int durability, int str_req) { + struct obj_data *o = calloc(1, sizeof(*o)); + GET_OBJ_TYPE(o) = ITEM_ARMOR; + GET_OBJ_VAL(o, VAL_ARMOR_PIECE_AC) = piece_ac; + GET_OBJ_VAL(o, VAL_ARMOR_BULK) = bulk; + GET_OBJ_VAL(o, VAL_ARMOR_MAGIC_BONUS) = magic; + GET_OBJ_VAL(o, VAL_ARMOR_STEALTH_DISADV) = stealth_disadv; + GET_OBJ_VAL(o, VAL_ARMOR_DURABILITY) = durability; + GET_OBJ_VAL(o, VAL_ARMOR_STR_REQ) = str_req; + return o; +} + +/* Equip an object at a wear position. */ +static void equip_at(struct char_data *ch, int wear_pos, struct obj_data *o) { + /* Most Circle/tbaMUD trees have ch->equipment[POS] */ + ch->equipment[wear_pos] = o; +} + +/* Set an ability score (helpers for readability) */ +static void set_ability_scores(struct char_data *ch, int str, int dex, int con, int intel, int wis, int cha) { + ch->real_abils.str = str; + ch->real_abils.dex = dex; + ch->real_abils.con = con; + ch->real_abils.intel= intel; + ch->real_abils.wis = wis; + ch->real_abils.cha = cha; + ch->aff_abils = ch->real_abils; /* common pattern */ +} + +static double simulate_skill_vs_dc(struct char_data *ch, int skillnum, int dc, int trials) { + int success = 0; + for (int i = 0; i < trials; ++i) { + int total = roll_skill_check(ch, skillnum, 0, NULL); + if (total >= dc) + success++; + } + return (double)success / (double)trials; +} + +static double simulate_stealth_vs_scan(struct char_data *sneaky, struct char_data *scanner, int trials) { + int success = 0; + for (int i = 0; i < trials; ++i) { + int stealth_total = roll_skill_check(sneaky, SKILL_STEALTH, 0, NULL); + int scan_total = roll_skill_check(scanner, SKILL_PERCEPTION, 0, NULL); + if (stealth_total > scan_total) + success++; + } + return (double)success / (double)trials; +} + +/* For hit probability sanity tests: simulate pure d20 vs ascending AC with nat 1/20. */ +static double simulate_hit_rate(int attack_mod, int target_ac, int trials) { + int hits = 0; + for (int i = 0; i < trials; ++i) { + int d20 = rand_number(1, 20); + bool hit; + if (d20 == 1) hit = FALSE; + else if (d20 == 20) hit = TRUE; + else hit = (d20 + attack_mod) >= target_ac; + hits += hit ? 1 : 0; + } + return (double)hits / (double)trials; +} + +/* Dump a breakdown (useful when a test fails) */ +static void dbg_dump_ac(const char *label, struct ac_breakdown *b) { + fprintf(stderr, "%s: total=%d (base=%d armor=%d magic=%d dexCap=%d dex=%d situ=%d bulk=%d)\n", + label, b->total, b->base, b->armor_piece_sum, b->armor_magic_sum, + b->dex_cap, b->dex_mod_applied, b->situational, b->total_bulk); +} + +/* ---------- TESTS ---------- */ + +static void test_GET_ABILITY_MOD(void) { + /* Spot-check classic 5e values and a sweep */ + T_EQI(GET_ABILITY_MOD(10), 0, "GET_ABILITY_MOD(10)"); + T_EQI(GET_ABILITY_MOD(8), -1, "GET_ABILITY_MOD(8)"); + T_EQI(GET_ABILITY_MOD(12), 1, "GET_ABILITY_MOD(12)"); + T_EQI(GET_ABILITY_MOD(18), 4, "GET_ABILITY_MOD(18)"); + T_EQI(GET_ABILITY_MOD(1), -5, "GET_ABILITY_MOD(1)"); + /* sweep 1..30 vs floor((s-10)/2) */ + for (int s = 1; s <= 30; ++s) { + int expect = (int)floor((s - 10) / 2.0); + T_EQI(GET_ABILITY_MOD(s), expect, "GET_ABILITY_MOD sweep"); + } +} + +static void test_GET_PROFICIENCY(void) { + /* Boundaries for <= mapping: 0..14→0, 15..29→+1, ... 91..100→+6 */ + struct { int pct, expect; const char *lbl; } cases[] = { + { 0, 0, "0→0"}, {14,0,"14→0"}, + {15,1,"15→1"}, {29,1,"29→1"}, + {30,2,"30→2"}, {44,2,"44→2"}, + {45,3,"45→3"}, {59,3,"59→3"}, + {60,4,"60→4"}, {74,4,"74→4"}, + {75,5,"75→5"}, {90,5,"90→5"}, + {91,6,"91→6"}, {100,6,"100→6"} + }; + for (size_t i=0;i<sizeof(cases)/sizeof(cases[0]);++i) { + T_EQI(GET_PROFICIENCY(cases[i].pct), cases[i].expect, cases[i].lbl); + } +} + +static void test_ac_light_medium_heavy(void) { + /* Fresh character */ + struct char_data ch; + memset(&ch, 0, sizeof(ch)); + + /* LIGHT SETUP: + * Bulk target: Light (<=5) + * Uses: + * Armor AC: head=1, body=1, total=2 + * Bulk: head=1, body=1, total=2 + * Magic: total=0 + * Dex +4 + * No shield. + * Expect: base 10 + piece 2 + magic 0 + dex 4 = 16 + */ + set_ability_scores(&ch, 10, 18, 10, 10, 10, 10); + equip_at(&ch, WEAR_HEAD, make_armor(1,1,0,0,0,0)); + equip_at(&ch, WEAR_BODY, make_armor(1,1,0,0,0,0)); + equip_at(&ch, WEAR_LEGS, make_armor(1,2,0,0,0,0)); + equip_at(&ch, WEAR_FEET, make_armor(1,1,0,0,0,0)); + + struct ac_breakdown b1; compute_ac_breakdown(&ch, &b1); + /* Sanity checks */ + if (b1.total != 18) dbg_dump_ac("LIGHT", &b1); + T_EQI(b1.dex_cap, 5, "Light dex cap 5"); + T_EQI(b1.dex_mod_applied, 4, "Light dex +4 applied"); + T_EQI(b1.armor_magic_sum, 0, "Light magic cap (global) 3"); + T_EQI(b1.total, 18, "Light total AC"); + + /* MEDIUM SETUP: + * Bulk target: Medium (6..10) + * Uses: + * Armor AC: legs=2, hands=1, feet=1, total=4 + * Bulk: legs=2, hands=2, feet=2, total=6 + * Magic: legs=1, hands=1, total=2 + * Dex +4, but cap at +2 + * Expect: base 10 + piece 6 + magic 0 + dex 2 = 18. + */ + memset(ch.equipment, 0, sizeof(ch.equipment)); + equip_at(&ch, WEAR_HEAD, make_armor(1,1,0,0,0,0)); + equip_at(&ch, WEAR_BODY, make_armor(2,2,0,0,0,0)); + equip_at(&ch, WEAR_LEGS, make_armor(1,2,0,0,0,0)); + equip_at(&ch, WEAR_HANDS, make_armor(1,1,0,0,0,0)); + equip_at(&ch, WEAR_FEET, make_armor(1,1,0,0,0,0)); + + struct ac_breakdown b2; compute_ac_breakdown(&ch, &b2); + if (b2.total != 18) dbg_dump_ac("MEDIUM", &b2); + T_EQI(b2.dex_cap, 2, "Medium dex cap 2"); + T_EQI(b2.dex_mod_applied, 2, "Medium dex +2 applied"); + T_EQI(b2.total_bulk, 7, "Medium bulk score 7"); + T_EQI(b2.total, 18, "Medium total AC"); + + /* HEAVY SETUP: + * Bulk target: Heavy (>=11) + * Uses: + * Armor AC: body=3, legs=2. total=5 + * Bulk: body=3, legs=2, total=13 + * Magic: body=3, legs=3, total=6 (max cap of 3, so total=3) + * Dex +4 but cap 0 due to bulk + * Expect: base 10 + piece 7 + armorMagic 0 + Dex 0 = 20 + */ + memset(ch.equipment, 0, sizeof(ch.equipment)); + equip_at(&ch, WEAR_HEAD, make_armor(1,1,1,0,0,0)); + equip_at(&ch, WEAR_BODY, make_armor(2,3,1,0,0,0)); + equip_at(&ch, WEAR_LEGS, make_armor(1,2,1,0,0,0)); + equip_at(&ch, WEAR_ARMS, make_armor(1,2,0,0,0,0)); + equip_at(&ch, WEAR_HANDS, make_armor(1,1,0,0,0,0)); + equip_at(&ch, WEAR_FEET, make_armor(1,1,0,0,0,0)); + + struct ac_breakdown b3; compute_ac_breakdown(&ch, &b3); + if (b3.total != 20) dbg_dump_ac("HEAVY", &b3); + T_EQI(b3.dex_cap, 0, "Heavy dex cap 0"); + T_EQI(b3.dex_mod_applied, 0, "Heavy dex applied 0"); + T_EQI(b3.total_bulk, 10, "Heavy bulk score 10"); + T_EQI(b3.armor_piece_sum, 7, "Heavy piece sum 7"); + T_EQI(b3.armor_magic_sum, 3, "Heavy armor magic at global cap 3"); + T_EQI(b3.total, 20, "Heavy total AC"); +} + +static void test_hit_probability_sanity(void) { + /* Sanity envelope checks (Monte Carlo with seed) */ + circle_srandom(42); + + /* Even-ish fight: attack_mod = +5 vs AC 16 => expect about 55–65% */ + double p1 = simulate_hit_rate(/*atk*/5, /*AC*/16, 200000); + T_IN_RANGE(p1, 0.45, 0.55, "Hit rate ~50% (atk+5 vs AC16)"); + + /* Slightly behind: atk +3 vs AC 17 => expect about 35–50% */ + double p2 = simulate_hit_rate(3, 17, 200000); + T_IN_RANGE(p2, 0.30, 0.40, "Hit rate ~35% (atk+3 vs AC17)"); + + /* Way ahead: atk +8 vs AC 14 => expect ≳80% but < 95% (nat1 auto-miss) */ + double p3 = simulate_hit_rate(8, 14, 200000); + T_IN_RANGE(p3, 0.75, 0.85, "Hit rate high (atk+8 vs AC14)"); + + /* Way behind: atk +0 vs AC 20 => expect ≲15% but > 5% (nat20 auto-hit) */ + double p4 = simulate_hit_rate(0, 20, 200000); + T_IN_RANGE(p4, 0.05, 0.15, "Hit rate low (atk+0 vs AC20)"); +} + +static void test_stealth_vs_scan_proficiency(void) { + struct char_data sneaky, scanner; + init_test_char(&sneaky); + init_test_char(&scanner); + + set_ability_scores(&sneaky, 10, 14, 10, 10, 10, 10); /* DEX 14 */ + set_ability_scores(&scanner, 10, 10, 10, 10, 14, 10); /* WIS 14 */ + + SET_SKILL(&sneaky, SKILL_STEALTH, 50); + SET_SKILL(&scanner, SKILL_PERCEPTION, 50); + set_prof_bonus(&scanner, 0); /* fixed scan proficiency */ + + const int trials = 20000; + + set_prof_bonus(&sneaky, 0); + circle_srandom(12345); + double p1 = simulate_stealth_vs_scan(&sneaky, &scanner, trials); + + set_prof_bonus(&sneaky, 3); + circle_srandom(12345); + double p2 = simulate_stealth_vs_scan(&sneaky, &scanner, trials); + + set_prof_bonus(&sneaky, 6); + circle_srandom(12345); + double p3 = simulate_stealth_vs_scan(&sneaky, &scanner, trials); + + T_ASSERT(p1 < p2 && p2 < p3, + "Stealth vs scan should improve with proficiency (%.3f < %.3f < %.3f)", + p1, p2, p3); + T_ASSERT((p3 - p1) > 0.08, + "Stealth vs scan gap should be meaningful (%.3f -> %.3f)", + p1, p3); +} + +static void test_steal_vs_scan_proficiency(void) { + struct char_data thief; + init_test_char(&thief); + set_ability_scores(&thief, 10, 14, 10, 10, 10, 10); /* DEX 14 */ + SET_SKILL(&thief, SKILL_SLEIGHT_OF_HAND, 50); + + const int trials = 20000; + const int dc_no_scan = 10; /* compute_steal_dc base with neutral awake victim */ + const int dc_scan = 15; /* base + scan bonus */ + const int profs[] = { 0, 3, 6 }; + double no_scan[3], scan[3]; + + for (size_t i = 0; i < 3; ++i) { + set_prof_bonus(&thief, profs[i]); + + circle_srandom(24680); + no_scan[i] = simulate_skill_vs_dc(&thief, SKILL_SLEIGHT_OF_HAND, dc_no_scan, trials); + + circle_srandom(24680); + scan[i] = simulate_skill_vs_dc(&thief, SKILL_SLEIGHT_OF_HAND, dc_scan, trials); + } + + T_ASSERT(no_scan[0] < no_scan[1] && no_scan[1] < no_scan[2], + "Steal vs no-scan improves with proficiency (%.3f < %.3f < %.3f)", + no_scan[0], no_scan[1], no_scan[2]); + T_ASSERT(scan[0] < scan[1] && scan[1] < scan[2], + "Steal vs scan improves with proficiency (%.3f < %.3f < %.3f)", + scan[0], scan[1], scan[2]); + T_ASSERT(scan[0] < no_scan[0] && scan[1] < no_scan[1] && scan[2] < no_scan[2], + "Scan DC should reduce steal success (no-scan %.3f/%.3f/%.3f vs scan %.3f/%.3f/%.3f)", + no_scan[0], no_scan[1], no_scan[2], scan[0], scan[1], scan[2]); + + T_IN_RANGE(no_scan[0], 0.70, 0.80, "Steal no-scan +0"); + T_IN_RANGE(no_scan[2], 0.93, 0.98, "Steal no-scan +6"); + T_IN_RANGE(scan[0], 0.45, 0.55, "Steal scan +0"); + T_IN_RANGE(scan[2], 0.65, 0.75, "Steal scan +6"); +} + +int main(void) { + test_GET_ABILITY_MOD(); + test_GET_PROFICIENCY(); + test_ac_light_medium_heavy(); + test_hit_probability_sanity(); + test_stealth_vs_scan_proficiency(); + test_steal_vs_scan_proficiency(); + + printf("Tests run: %d, failures: %d\n", tests_run, tests_failed); + return tests_failed ? 1 : 0; +} diff --git a/src/util/plrtoascii.c b/src/util/plrtoascii.c index 8e6013c..3c03739 100755 --- a/src/util/plrtoascii.c +++ b/src/util/plrtoascii.c @@ -17,7 +17,6 @@ #define MAX_NAME_LENGTH 20 /* Used in char_file_u *DO*NOT*CHANGE* */ #define MAX_PWD_LENGTH 30 /* Used in char_file_u *DO*NOT*CHANGE* */ -#define MAX_TITLE_LENGTH 80 /* Used in char_file_u *DO*NOT*CHANGE* */ #define HOST_LENGTH 40 /* Used in char_file_u *DO*NOT*CHANGE* */ #define MAX_TONGUE 3 /* Used in char_file_u *DO*NOT*CHANGE* */ #define MAX_SKILLS 200 /* Used in char_file_u *DO*NOT*CHANGE* */ @@ -26,7 +25,6 @@ /* Char's abilities. Used in char_file_u *DO*NOT*CHANGE* */ struct char_ability_data_plrtoascii { sbyte str; - sbyte str_add; /* 000 - 100 if strength 18 */ sbyte intel; sbyte wis; sbyte dex; @@ -45,12 +43,10 @@ struct char_point_data_plrtoascii { sh_int max_move; /* Max move for PC/NPC */ sh_int armor; /* Internal -100..100, external -10..10 AC */ - int gold; /* Money carried */ - int bank_gold; /* Gold the char has in a bank account */ + int coins; /* Money carried */ + int bank_coins; /* Coins the char has in a bank account */ int exp; /* The experience of the player */ - sbyte hitroll; /* Any bonus or penalty to the hit roll */ - sbyte damroll; /* Any bonus or penalty to the damage roll */ }; @@ -127,7 +123,6 @@ struct char_file_u_plrtoascii { /* char_player_data */ char name[MAX_NAME_LENGTH+1]; char description[PLR_DESC_LENGTH]; - char title[MAX_TITLE_LENGTH+1]; byte sex; byte chclass; byte level; @@ -198,7 +193,6 @@ void convert(char *filename) /* char_file_u */ fprintf(outfile, "Name: %s\n", player.name); fprintf(outfile, "Pass: %s\n", player.pwd); - fprintf(outfile, "Titl: %s\n", player.title); if (*player.description) fprintf(outfile, "Desc:\n%s~\n", player.description); if (player.sex != PFDEF_SEX) @@ -274,8 +268,8 @@ void convert(char *filename) /* char_ability_data */ cad = &(player.abilities); - if (cad->str != PFDEF_STR || cad->str_add != PFDEF_STRADD) - fprintf(outfile, "Str : %d/%d\n", cad->str, cad->str_add); + if (cad->str != PFDEF_STR) + fprintf(outfile, "Str : %d/\n", cad->str); if (cad->intel != PFDEF_INT) fprintf(outfile, "Int : %d\n", cad->intel); if (cad->wis != PFDEF_WIS) @@ -297,16 +291,12 @@ void convert(char *filename) fprintf(outfile, "Move: %d/%d\n", cpd->move, cpd->max_move); if (cpd->armor != PFDEF_AC) fprintf(outfile, "Ac : %d\n", cpd->armor); - if (cpd->gold != PFDEF_GOLD) - fprintf(outfile, "Gold: %d\n", cpd->gold); - if (cpd->bank_gold != PFDEF_BANK) - fprintf(outfile, "Bank: %d\n", cpd->bank_gold); + if (cpd->coins != PFDEF_COINS) + fprintf(outfile, "Coin: %d\n", cpd->coins); + if (cpd->bank_coins != PFDEF_BANK_COINS) + fprintf(outfile, "BankCoins: %d\n", cpd->bank_coins); if (cpd->exp != PFDEF_EXP) fprintf(outfile, "Exp : %d\n", cpd->exp); - if (cpd->hitroll != PFDEF_HITROLL) - fprintf(outfile, "Hrol: %d\n", cpd->hitroll); - if (cpd->damroll != PFDEF_DAMROLL) - fprintf(outfile, "Drol: %d\n", cpd->damroll); /* affected_type */ fprintf(outfile, "Affs:\n"); diff --git a/src/util/rebuildMailIndex.c b/src/util/rebuildMailIndex.c index f031455..3e2379a 100755 --- a/src/util/rebuildMailIndex.c +++ b/src/util/rebuildMailIndex.c @@ -38,8 +38,8 @@ long atol(const char *str); #define MINDEX_DELETED FLAG(0) /* Mail has been marked for deletion */ #define MINDEX_URGENT FLAG(1) /* Mail is flagged as urgent by sender */ #define MINDEX_HAS_OBJ FLAG(2) /* Mail has an attached object */ -#define MINDEX_HAS_GOLD FLAG(3) /* Mail contains some gold coins */ -#define MINDEX_IS_COD FLAG(4) /* Mail requires some gold coins */ +#define MINDEX_HAS_COINS FLAG(3) /* Mail contains some coins */ +#define MINDEX_IS_COD FLAG(4) /* Mail requires some coins */ #define MINDEX_FROM_MOB FLAG(5) /* Mail has been sent by using scripts */ #define MINDEX_READ FLAG(6) /* Mail has been viewed but not received */ #define MINDEX_DRAFT FLAG(7) /* Mail is an unsent draft copy */ @@ -159,8 +159,8 @@ int parse_mail_flags(FILE *plr_file) { if (IS_SET_AR(fl, MAIL_DRAFT)) SET_BIT(ret, MINDEX_DRAFT); } } - if ((txt = findLine(plr_file, "Gold:")) != NULL) { - if (atol(txt) > 0) SET_BIT(ret, MINDEX_HAS_GOLD); + if ((txt = findLine(plr_file, "Coin:")) != NULL) { + if (atol(txt) > 0) SET_BIT(ret, MINDEX_HAS_COINS); } if ((txt = findLine(plr_file, "Objs:")) != NULL) { SET_BIT(ret, MINDEX_HAS_OBJ); diff --git a/src/util/wld2html.c b/src/util/wld2html.c index 410d0bc..f5926af 100755 --- a/src/util/wld2html.c +++ b/src/util/wld2html.c @@ -220,7 +220,6 @@ void write_output(void) perror("opening output file"); exit(1); } - fprintf(fl, "<title> %s \n", world[i].name); fprintf(fl, "

%s

\n", world[i].name); fprintf(fl, "
\n");
     fputs(world[i].description, fl);
diff --git a/src/utils.c b/src/utils.c
index fc3a277..1751511 100644
--- a/src/utils.c
+++ b/src/utils.c
@@ -22,7 +22,18 @@
 #include "handler.h"
 #include "interpreter.h"
 #include "class.h"
+#include "constants.h"
 
+/* Log immortal commands */
+void godcmd_log(const char *fmt, ...)
+{
+  FILE *fp = fopen(GODCMDS_FILE, "a");
+  if (!fp) { perror("godcmds"); return; }
+  va_list ap; va_start(ap, fmt);
+  vfprintf(fp, fmt, ap); fputc('\n', fp);
+  va_end(ap);
+  fclose(fp);
+}
 
 /** Aportable random number function.
  * @param from The lower bounds of the random number.
@@ -416,6 +427,88 @@ void sprintbitarray(int bitvector[], const char *names[], int maxar, char *resul
     strcpy(result, "NOBITS ");
 }
 
+/* Shared object value labels (used anywhere we need human readable value slots) */
+static const char *const light_val_labels[NUM_OBJ_VAL_POSITIONS] = {
+  "unused0", "unused1", "hours_left", "unused3",
+  "Value[4]", "Value[5]", "Value[6]", "Value[7]"
+};
+
+static const char *const scroll_potion_val_labels[NUM_OBJ_VAL_POSITIONS] = {
+  "spell_level", "spell1", "spell2", "spell3",
+  "Value[4]", "Value[5]", "Value[6]", "Value[7]"
+};
+
+static const char *const wand_staff_val_labels[NUM_OBJ_VAL_POSITIONS] = {
+  "level", "max_charges", "remaining_charges", "spell",
+  "Value[4]", "Value[5]", "Value[6]", "Value[7]"
+};
+
+static const char *const weapon_val_labels[NUM_OBJ_VAL_POSITIONS] = {
+  "dice_num", "dice_size", "weapon_type", "message_type",
+  "Value[4]", "Value[5]", "Value[6]", "Value[7]"
+};
+
+static const char *const armor_val_labels[NUM_OBJ_VAL_POSITIONS] = {
+  "piece_ac", "bulk", "magic_bonus", "stealth_disadv",
+  "durability", "str_requirement", "Value[6]", "Value[7]"
+};
+
+static const char *const container_val_labels[NUM_OBJ_VAL_POSITIONS] = {
+  "capacity", "flags", "key_vnum", "corpse",
+  "Value[4]", "Value[5]", "Value[6]", "Value[7]"
+};
+
+static const char *const drink_val_labels[NUM_OBJ_VAL_POSITIONS] = {
+  "capacity", "contains", "liquid_type", "poisoned",
+  "Value[4]", "Value[5]", "Value[6]", "Value[7]"
+};
+
+static const char *const food_val_labels[NUM_OBJ_VAL_POSITIONS] = {
+  "bites_capacity", "bites_left", "hours_full_per_bite", "poisoned",
+  "Value[4]", "Value[5]", "Value[6]", "Value[7]"
+};
+
+static const char *const money_val_labels[NUM_OBJ_VAL_POSITIONS] = {
+  "coins", "unused1", "unused2", "unused3",
+  "Value[4]", "Value[5]", "Value[6]", "Value[7]"
+};
+
+static const char *const furniture_val_labels[NUM_OBJ_VAL_POSITIONS] = {
+  "max_seats", "current_occupants", "allowed_pos", "Value[3]",
+  "Value[4]", "Value[5]", "Value[6]", "Value[7]"
+};
+
+static const char *const worn_val_labels[NUM_OBJ_VAL_POSITIONS] = {
+  "closable", "hooded", "is_closed", "capacity",
+  "hood_raised", "Value[5]", "Value[6]", "Value[7]"
+};
+
+static const char *const generic_val_labels[NUM_OBJ_VAL_POSITIONS] = {
+  "Value[0]", "Value[1]", "Value[2]", "Value[3]",
+  "Value[4]", "Value[5]", "Value[6]", "Value[7]"
+};
+
+const char *const *obj_value_labels(int item_type)
+{
+  switch (item_type) {
+    case ITEM_LIGHT:     return light_val_labels;
+    case ITEM_SCROLL:
+    case ITEM_POTION:    return scroll_potion_val_labels;
+    case ITEM_WAND:
+    case ITEM_STAFF:     return wand_staff_val_labels;
+    case ITEM_WEAPON:    return weapon_val_labels;
+    case ITEM_ARMOR:     return armor_val_labels;
+    case ITEM_CONTAINER: return container_val_labels;
+    case ITEM_WORN:      return worn_val_labels;
+    case ITEM_DRINKCON:
+    case ITEM_FOUNTAIN:  return drink_val_labels;
+    case ITEM_FOOD:      return food_val_labels;
+    case ITEM_MONEY:     return money_val_labels;
+    case ITEM_FURNITURE: return furniture_val_labels;
+    default:             return generic_val_labels;
+  }
+}
+
 /** Calculate the REAL time passed between two time invervals.
  * @todo Recommend making this function foresightedly useful by calculating
  * real months and years, too.
@@ -694,6 +787,10 @@ int get_filename(char *filename, size_t fbufsize, int mode, const char *orig_nam
     prefix = LIB_PLRFILES;
     suffix = SUF_PLR;
     break;
+  case ACCT_FILE:
+    prefix = LIB_ACCTFILES;
+    suffix = SUF_ACCT;
+    break;
   default:
     return (0);
   }
@@ -850,6 +947,9 @@ int room_is_dark(room_rnum room)
   if (SECT(room) == SECT_INSIDE || SECT(room) == SECT_CITY)
     return (FALSE);
 
+  if (SECT(room) == SECT_UNDERGROUND)
+    return (TRUE);
+
   if (weather_info.sunlight == SUN_SET || weather_info.sunlight == SUN_DARK)
     return (TRUE);
 
@@ -1552,5 +1652,467 @@ void remove_from_string(char *string, const char *to_remove)
             i--;
         }
     }
-    
+}
+
+static struct obj_data *find_raised_hood_item(const struct char_data *ch)
+{
+  int j;
+
+  if (!ch)
+    return NULL;
+
+  for (j = 0; j < NUM_WEARS; j++) {
+    struct obj_data *obj = GET_EQ((struct char_data *)ch, j); /* GET_EQ not const-safe */
+    if (!obj)
+      continue;
+
+    if (GET_OBJ_TYPE(obj) == ITEM_WORN &&
+        GET_OBJ_VAL(obj, WORN_CAN_HOOD) == 1 &&
+        GET_OBJ_VAL(obj, WORN_HOOD_UP_STATE) == 1) {
+      return obj;
+    }
+  }
+
+  return NULL;
+}
+
+const char *get_char_sdesc(const struct char_data *ch)
+{
+  static char buf[MAX_STRING_LENGTH];
+  struct obj_data *hood;
+
+  if (!ch)
+    return "someone";
+
+  /* Hood override: temporary display only (does not mutate stored sdesc). */
+  hood = find_raised_hood_item(ch);
+  if (hood && hood->short_description && *hood->short_description) {
+    snprintf(buf, sizeof(buf), "the figure in %s", hood->short_description);
+    return buf;
+  }
+
+  if (GET_SHORT_DESC(ch) && *GET_SHORT_DESC(ch))
+    return GET_SHORT_DESC(ch);
+
+  if (GET_NAME(ch))
+    return GET_NAME(ch);
+
+  return "someone";
+}
+
+/* 5e system helpers */
+
+extern const struct armor_slot armor_slots[];      /* in constants.c */
+extern const int NUM_ARMOR_SLOTS;                  /* in constants.c */
+extern const int ARMOR_WEAR_POSITIONS[];           /* in constants.c */
+
+/* --- Advantage/Disadvantage rollers --- */
+int roll_d20(void)            { return rand_number(1, 20); }
+int roll_d20_adv(void)        { int a=roll_d20(), b=roll_d20(); return (a>b)?a:b; }
+int roll_d20_disadv(void)     { int a=roll_d20(), b=roll_d20(); return (a 0)
+    d20 = roll_d20_adv();
+  else if (mode < 0)
+    d20 = roll_d20_disadv();
+  else
+    d20 = roll_d20();
+
+  if (out_d20)
+    *out_d20 = d20;
+
+  /* Base: d20 + relevant ability modifier (5e rules). */
+  ability = skill_to_ability(skillnum);
+  switch (ability) {
+    case ABIL_STR: total = d20 + GET_ABILITY_MOD(GET_STR(ch)); break;
+    case ABIL_DEX: total = d20 + GET_ABILITY_MOD(GET_DEX(ch)); break;
+    case ABIL_CON: total = d20 + GET_ABILITY_MOD(GET_CON(ch)); break;
+    case ABIL_INT: total = d20 + GET_ABILITY_MOD(GET_INT(ch)); break;
+    case ABIL_WIS: total = d20 + GET_ABILITY_MOD(GET_WIS(ch)); break;
+    case ABIL_CHA: total = d20 + GET_ABILITY_MOD(GET_CHA(ch)); break;
+    default:       total = d20; break;
+  }
+
+  /*
+   * Determine whether the character "has" the skill.
+   * We treat skill % <= 0 as "not trained / not present".
+   */
+  if (skillnum <= 0 || skillnum > TOP_SPELL_DEFINE)
+    return total;
+
+  pct = GET_SKILL(ch, skillnum);
+  if (pct <= 0) {
+    /* Requirement #4: no skill => regular ability check only. */
+    return total;
+  }
+
+  /*
+   * Requirement #6/#7:
+   * If they have the skill, check proficiency using existing helpers.
+   * We treat GET_PROFICIENCY(pct) > 0 as proficient for this purpose.
+   */
+  if (GET_PROFICIENCY(pct) > 0)
+    total += get_total_proficiency_bonus(ch);
+
+  return total;
+}
+
+/* Percent style (for legacy percent-based skill checks) */
+bool percent_success(int chance_pct) {
+  if (chance_pct <= 0) return FALSE;
+  if (chance_pct >= 100) return TRUE;
+  return rand_number(1, 100) <= chance_pct;
+}
+bool percent_success_adv(int chance_pct) {
+  /* better of two tries */
+  int r1 = rand_number(1, 100), r2 = rand_number(1, 100);
+  int best = (r1 < r2) ? r1 : r2;
+  return best <= chance_pct;
+}
+bool percent_success_disadv(int chance_pct) {
+  /* worse of two tries */
+  int r1 = rand_number(1, 100), r2 = rand_number(1, 100);
+  int worst = (r1 > r2) ? r1 : r2;
+  return worst <= chance_pct;
+}
+
+/* Helper: derive Dex cap from total bulk */
+static int dex_cap_from_bulk(int total_bulk) {
+  if (total_bulk <= 5)  /* Light */
+    return 5;
+  else if (total_bulk <= 9) /* Medium */
+    return 2;
+  else /* Heavy */
+    return 0;
+}
+
+/* --- Stealth disadvantage detector ---
+ * Returns TRUE if:
+ *  - Any worn armor piece has VAL_ARMOR_STEALTH_DISADV set to 1
+ */
+bool has_stealth_disadv(struct char_data *ch)
+{
+  int i;
+  struct obj_data *obj;
+
+  if (!ch) return FALSE;
+
+  for (i = 0; i < NUM_WEARS; i++) {
+    obj = GET_EQ(ch, i);
+    if (!obj) continue;
+    if (GET_OBJ_TYPE(obj) != ITEM_ARMOR) continue;
+
+    /* new semantics: slot 3 is a 0/1 toggle */
+    if (GET_OBJ_VAL(obj, VAL_ARMOR_STEALTH_DISADV))
+      return TRUE;
+  }
+  return FALSE;
+}
+
+/* Returns the 5e-style ability modifier for a given ability score. */
+int GET_ABILITY_MOD(int score) {
+  int mod = (score - 10) / 2;
+  if ((score - 10) < 0 && ((score - 10) % 2 != 0))
+    mod -= 1;  /* adjust for C truncation toward zero */
+  return mod;
+}
+
+/* Helper: derive a class-level proficiency bonus (no situational modifiers). */
+int get_level_proficiency_bonus(struct char_data *ch)
+{
+  int level;
+  int bonus;
+
+  if (!ch)
+    return 0;
+
+  level = MAX(1, GET_LEVEL(ch));
+  bonus = 2 + ((level - 1) / 4);
+  if (bonus > 6)
+    bonus = 6;
+  return bonus;
+}
+
+int get_total_proficiency_bonus(struct char_data *ch)
+{
+  if (!ch)
+    return 0;
+  return get_level_proficiency_bonus(ch) + GET_PROF_MOD(ch);
+}
+
+static int get_ability_mod_from_index(struct char_data *ch, int ability)
+{
+  if (!ch)
+    return 0;
+
+  switch (ability) {
+    case ABIL_STR: return GET_ABILITY_MOD(GET_STR(ch));
+    case ABIL_DEX: return GET_ABILITY_MOD(GET_DEX(ch));
+    case ABIL_CON: return GET_ABILITY_MOD(GET_CON(ch));
+    case ABIL_INT: return GET_ABILITY_MOD(GET_INT(ch));
+    case ABIL_WIS: return GET_ABILITY_MOD(GET_WIS(ch));
+    case ABIL_CHA: return GET_ABILITY_MOD(GET_CHA(ch));
+    default:       return 0;
+  }
+}
+
+int get_save_mod(struct char_data *ch, int ability)
+{
+  int mod;
+
+  if (!ch)
+    return 0;
+
+  mod = GET_SAVE(ch, ability);
+  mod += get_ability_mod_from_index(ch, ability);
+
+  if (has_save_proficiency(GET_CLASS(ch), ability))
+    mod += get_total_proficiency_bonus(ch);
+
+  return mod;
+}
+
+int compute_save_dc(struct char_data *caster, int level, int spellnum)
+{
+  if (caster)
+    return GET_SPELL_SAVE_DC(caster, spellnum, 0);
+
+  /* Non-caster fallback for scrolls/wands/etc. */
+  return MAX(1, 8 + (level / 2));
+}
+
+/* Converts a skill percentage (0-100) into a 5e-like proficiency bonus. */
+int GET_PROFICIENCY(int pct) {
+  if (pct <= 14) return 0;
+  if (pct <= 29) return 1;
+  if (pct <= 44) return 2;
+  if (pct <= 59) return 3;
+  if (pct <= 74) return 4;
+  if (pct <= 90) return 5;
+  return 6; /* 91–100 (inclusive) */
+}
+
+/* Forward declaration */
+int GET_SITUATIONAL_AC(struct char_data *ch);
+
+void compute_ac_breakdown(struct char_data *ch, struct ac_breakdown *out)
+{
+  int total_magic = 0;
+
+  if (!out) return;
+  memset(out, 0, sizeof(*out));
+  out->base = 10;
+
+  /* Armor pieces: head/body/legs/arms/hands/feet */
+  for (int i = 0; i < NUM_ARMOR_SLOTS; i++) {
+    int wear_pos = ARMOR_WEAR_POSITIONS[i];
+    struct obj_data *obj = GET_EQ(ch, wear_pos);
+    if (!obj || GET_OBJ_TYPE(obj) != ITEM_ARMOR)
+      continue;
+
+    /* piece AC */
+    int piece_ac = GET_OBJ_VAL(obj, VAL_ARMOR_PIECE_AC);
+    if (piece_ac < 0) piece_ac = 0;
+    if (piece_ac > armor_slots[i].max_piece_ac)
+      piece_ac = armor_slots[i].max_piece_ac;
+    out->armor_piece_sum += piece_ac;
+
+    /* piece magic (slot-capped; total cap applied after loop) */
+    int piece_magic = GET_OBJ_VAL(obj, VAL_ARMOR_MAGIC_BONUS);
+    if (piece_magic < 0) piece_magic = 0;
+    if (piece_magic > armor_slots[i].max_magic)
+      piece_magic = armor_slots[i].max_magic;
+    total_magic += piece_magic;
+
+    /* bulk contribution */
+    int piece_bulk = GET_OBJ_VAL(obj, VAL_ARMOR_BULK);
+    if (piece_bulk < 0) piece_bulk = 0;
+    out->total_bulk += piece_bulk;
+  }
+
+  /* global armor magic cap (armor only) */
+  if (total_magic > MAX_TOTAL_ARMOR_MAGIC)
+    total_magic = MAX_TOTAL_ARMOR_MAGIC;
+  out->armor_magic_sum = total_magic;
+
+  /* Dex cap from bulk and applied dex mod */
+  {
+    int dexmod = GET_ABILITY_MOD(GET_DEX(ch));
+    out->dex_cap = dex_cap_from_bulk(out->total_bulk); /* Light<=5:5 / <=10:2 / else:0 */
+    out->dex_mod_applied = (dexmod > out->dex_cap) ? out->dex_cap : dexmod;
+  }
+
+  /* Situational */
+  out->situational = GET_SITUATIONAL_AC(ch);
+
+  /* Total */
+  out->total = out->base
+             + out->armor_piece_sum
+             + out->armor_magic_sum
+             + out->dex_mod_applied
+             + out->situational;
+}
+
+/* Compute ascending AC using 5e-like rules */
+int compute_ascending_ac(struct char_data *ch)
+{
+  struct ac_breakdown b;
+  compute_ac_breakdown(ch, &b);
+  return b.total;
+}
+
+/* Stub: situational AC mods */
+/* Placeholder for future skill/spell enhancements such as Haste */
+int GET_SITUATIONAL_AC(struct char_data *ch)
+{
+  int mod = 0;
+
+  /* --- Shield spell (5e-style +5 AC while active) --- */
+#if defined(AFF_SHIELD_SPELL)
+  if (AFF_FLAGGED(ch, AFF_SHIELD_SPELL)) mod += 5;
+#elif defined(SPELL_SHIELD)
+  if (affected_by_spell(ch, SPELL_SHIELD)) mod += 5;
+#endif
+
+  /* --- Haste (small defensive bump; tune as desired) --- */
+#if defined(AFF_HASTE)
+  if (AFF_FLAGGED(ch, AFF_HASTE)) mod += 2;
+#elif defined(SPELL_HASTE)
+  if (affected_by_spell(ch, SPELL_HASTE)) mod += 2;
+#endif
+
+  /* --- Cover (if your codebase models it as affects) --- */
+#if defined(AFF_HALF_COVER)
+  if (AFF_FLAGGED(ch, AFF_HALF_COVER)) mod += 2;
+#endif
+#if defined(AFF_THREEQ_COVER)
+  if (AFF_FLAGGED(ch, AFF_THREEQ_COVER)) mod += 5;
+#endif
+
+  /* Add more here as you formalize effects:
+     - Blur/Protection, Barkskin, Stoneskin, etc.
+     Example pattern:
+     #if defined(AFF_BLUR)
+       if (AFF_FLAGGED(ch, AFF_BLUR)) mod += 2;
+     #elif defined(SPELL_BLUR)
+       if (affected_by_spell(ch, SPELL_BLUR)) mod += 2;
+     #endif
+  */
+
+  return mod;
+}
+
+/* Shim: ascending AC wrapper for migration */
+int compute_armor_class_asc(struct char_data *ch) {
+  return compute_ascending_ac(ch);
+}
+
+/* NPC loadout helpers */
+void loadout_free_list(struct mob_loadout **head) {
+  struct mob_loadout *n, *p = *head;
+  while (p) { n = p->next; free(p); p = n; }
+  *head = NULL;
+}
+
+void loadout_add_entry(struct mob_loadout **head, obj_vnum vnum, sh_int wear_pos, int qty) {
+  struct mob_loadout *e = NULL;
+  if (qty < 1) qty = 1;
+  CREATE(e, struct mob_loadout, 1);
+  e->vnum = vnum;
+  e->wear_pos = wear_pos;
+  e->quantity = qty;
+  e->next = NULL;
+  /* push-front for O(1); order doesn’t matter yet */
+  e->next = *head;
+  *head = e;
+}
+
+struct mob_loadout *loadout_deep_copy(const struct mob_loadout *src) {
+  struct mob_loadout *head = NULL, *tail = NULL;
+  for (const struct mob_loadout *p = src; p; p = p->next) {
+    struct mob_loadout *n;
+    CREATE(n, struct mob_loadout, 1);
+    n->vnum = p->vnum;
+    n->wear_pos = p->wear_pos;
+    n->quantity = p->quantity;
+    n->next = NULL;
+    if (!head) head = tail = n;
+    else { tail->next = n; tail = n; }
+  }
+  return head;
+}
+
+/* Worn item helpers */
+int obj_is_storage(const struct obj_data *obj)
+{
+  if (!obj) return 0;
+
+  if (GET_OBJ_TYPE(obj) == ITEM_CONTAINER)
+    return 1;
+
+  if (GET_OBJ_TYPE(obj) == ITEM_WORN && GET_OBJ_VAL(obj, WORN_CAPACITY) > 0)
+    return 1;
+
+  return 0;
+}
+
+int obj_storage_is_closed(const struct obj_data *obj)
+{
+  if (!obj) return 0;
+
+  if (GET_OBJ_TYPE(obj) == ITEM_CONTAINER)
+    return IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSED);
+
+  if (GET_OBJ_TYPE(obj) == ITEM_WORN &&
+      GET_OBJ_VAL(obj, WORN_CAN_OPEN_CLOSE) == 1)
+    return (GET_OBJ_VAL(obj, WORN_IS_CLOSED) == 1);
+
+  return 0;
 }
diff --git a/src/utils.h b/src/utils.h
index d02cd2b..eb91d2d 100644
--- a/src/utils.h
+++ b/src/utils.h
@@ -15,6 +15,8 @@
 * functions, move functions, char_from_furniture) out of utils and declare /
 * define elsewhere.
 */
+#include 
+
 #ifndef _UTILS_H_ /* Begin header file protection */
 #define _UTILS_H_
 
@@ -31,6 +33,9 @@
 /** direct all log() references to basic_mud_log() function. */
 #define log			basic_mud_log
 
+/* Immortal command log */
+#define GODCMDS_FILE "../log/godcmds"
+
 /** Standard line size, used for many string limits. */
 #define READ_SIZE	256
 
@@ -38,6 +43,7 @@
  * are made available with the function definition. */
 void basic_mud_log(const char *format, ...) __attribute__ ((format (printf, 1, 2)));
 void basic_mud_vlog(const char *format, va_list args);
+void godcmd_log(const char *fmt, ...) __attribute__((format(printf,1,2)));
 int touch(const char *path);
 void mudlog(int type, int level, int file, const char *str, ...) __attribute__ ((format (printf, 4, 5)));
 int	rand_number(int from, int to);
@@ -72,6 +78,49 @@ char * convert_from_tabs(char * string);
 int count_non_protocol_chars(char * str);
 char *right_trim_whitespace(const char *string);
 void remove_from_string(char *string, const char *to_remove);
+const char *const *obj_value_labels(int item_type);
+const char *get_char_sdesc(const struct char_data *ch);
+int obj_is_storage(const struct obj_data *obj);
+int obj_storage_is_closed(const struct obj_data *obj);
+int roll_skill_check(struct char_data *ch, int skillnum, int mode, int *out_d20);
+
+/* 5e system helpers */
+
+/* --- Ascending AC breakdown --- */
+struct ac_breakdown {
+  int base;               /* always 10 */
+  int armor_piece_sum;    /* sum of clamped per-piece AC */
+  int armor_magic_sum;    /* sum of clamped per-piece magic (capped globally) */
+  int total_bulk;         /* sum of bulk * weight across armor pieces */
+  int dex_cap;            /* cap derived from bulk (Light 5 / Med 2 / Heavy 0) */
+  int dex_mod_applied;    /* min(DEX_mod, dex_cap) */
+  int situational;        /* cover, spells, etc. */
+  int total;              /* final AC */
+};
+
+int GET_ABILITY_MOD(int score);
+int GET_PROFICIENCY(int pct);
+int get_level_proficiency_bonus(struct char_data *ch);
+int get_total_proficiency_bonus(struct char_data *ch);
+int get_save_mod(struct char_data *ch, int ability);
+int compute_save_dc(struct char_data *caster, int level, int spellnum);
+int compute_ascending_ac(struct char_data *ch);
+int GET_SITUATIONAL_AC(struct char_data *ch);
+int compute_armor_class_asc(struct char_data *ch);
+void compute_ac_breakdown(struct char_data *ch, struct ac_breakdown *out);
+
+/* Advantage/Disadvantage helpers */
+int roll_d20(void);
+int roll_d20_adv(void);
+int roll_d20_disadv(void);
+
+/* Percent-based checks (for existing percent skill flows) */
+bool percent_success(int chance_pct);            /* 0..100 */
+bool percent_success_adv(int chance_pct);        /* roll twice, take better */
+bool percent_success_disadv(int chance_pct);     /* roll twice, take worse */
+
+/* Stealth disadvantage detector */
+bool has_stealth_disadv(struct char_data *ch);
 
 /* Public functions made available form weather.c */
 void weather_and_time(int mode);
@@ -126,17 +175,17 @@ int	perform_move(struct char_data *ch, int dir, int following);
 int	mana_gain(struct char_data *ch);
 int	hit_gain(struct char_data *ch);
 int	move_gain(struct char_data *ch);
-void	set_title(struct char_data *ch, char *title);
 void	gain_exp(struct char_data *ch, int gain);
 void	gain_exp_regardless(struct char_data *ch, int gain);
 void	gain_condition(struct char_data *ch, int condition, int value);
+void  gain_skill(struct char_data *ch, char *skill, bool success);
 void	point_update(void);
 void	update_pos(struct char_data *victim);
 void run_autowiz(void);
-int increase_gold(struct char_data *ch, int amt);
-int decrease_gold(struct char_data *ch, int amt);
-int increase_bank(struct char_data *ch, int amt);
-int decrease_bank(struct char_data *ch, int amt);
+int increase_coins(struct char_data *ch, int amt);
+int decrease_coins(struct char_data *ch, int amt);
+int increase_bank_coins(struct char_data *ch, int amt);
+int decrease_bank_coins(struct char_data *ch, int amt);
 
 /* in class.c */
 void    advance_level(struct char_data *ch);
@@ -162,8 +211,9 @@ void char_from_furniture(struct char_data *ch);
 #define ETEXT_FILE       1 /**< ???? */
 #define SCRIPT_VARS_FILE 2 /**< Reference to a global variable file. */
 #define PLR_FILE         3 /**< The standard player file */
+#define ACCT_FILE        4 /**< The standard account file */
 
-#define MAX_FILES        4 /**< Max number of files types vailable */
+#define MAX_FILES        4 /**< Max number of player-owned file types available */
 
 /* breadth-first searching for graph function (tracking, etc) */
 #define BFS_ERROR		(-1)       /**< Error in the search. */
@@ -465,17 +515,36 @@ do                                                              \
 /** How old is PC/NPC, at last recorded time? */
 #define GET_AGE(ch)     (age(ch)->year)
 
-/** Name of PC. */
-#define GET_PC_NAME(ch)	((ch)->player.name)
-/** Name of PC or short_descr of NPC. */
-#define GET_NAME(ch)    (IS_NPC(ch) ? \
-			 (ch)->player.short_descr : GET_PC_NAME(ch))
-/** Title of PC */
-#define GET_TITLE(ch)   ((ch)->player.title)
+/** Proper name for PCs and NPCs. */
+#define GET_NAME(ch)        ((ch)->player.name)
+
+/** Player-only convenience. */
+#define GET_PC_NAME(ch)     ((ch)->player.name)
+
+/** Parsing keywords for matching. */
+#define GET_KEYWORDS(ch)    ((ch)->player.keywords)
+
+/** Appearance-based description for displays (e.g. short look text). */
+#define GET_SHORT_DESC(ch)  ((ch)->player.short_descr)
+
+/** Character background / history text. */
+#define GET_BACKGROUND(ch)  ((ch)->player.background)
+
+/** Safe name for room messages. */
+#define GET_DISPLAY_NAME(ch) (GET_NAME(ch) && *GET_NAME(ch) ? GET_NAME(ch) : "someone")
+
+/*
+ * Wrapper around isname() that checks GET_KEYWORDS for NPCs and GET_NAME for PCs.
+ * Use this instead of calling isname() directly when matching character names.
+ */
+#define IS_NAME_MATCH(str, ch) \
+  (isname((str), IS_NPC(ch) ? GET_KEYWORDS(ch) : GET_NAME(ch)))
+
 /** Level of PC or NPC. */
 #define GET_LEVEL(ch)   ((ch)->player.level)
 /** Password of PC. */
 #define GET_PASSWD(ch)	((ch)->player.passwd)
+#define GET_ACCOUNT(ch)	CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->account_name))
 /** The player file position of PC. */
 #define GET_PFILEPOS(ch)((ch)->pfilepos)
 
@@ -496,8 +565,6 @@ do                                                              \
 
 /** Current strength of ch. */
 #define GET_STR(ch)     ((ch)->aff_abils.str)
-/** Current strength modifer of ch. */
-#define GET_ADD(ch)     ((ch)->aff_abils.str_add)
 /** Current dexterity of ch. */
 #define GET_DEX(ch)     ((ch)->aff_abils.dex)
 /** Current intelligence of ch. */
@@ -509,10 +576,22 @@ do                                                              \
 /** Current charisma of ch. */
 #define GET_CHA(ch)     ((ch)->aff_abils.cha)
 
+/* Definitions for 5e-like saving throws */
+#define GET_SAVE(ch, i)   ((ch)->char_specials.saved.saving_throws[(i)])
+
+#define SAVE_STR(ch)  GET_SAVE(ch, ABIL_STR)
+#define SAVE_DEX(ch)  GET_SAVE(ch, ABIL_DEX)
+#define SAVE_CON(ch)  GET_SAVE(ch, ABIL_CON)
+#define SAVE_INT(ch)  GET_SAVE(ch, ABIL_INT)
+#define SAVE_WIS(ch)  GET_SAVE(ch, ABIL_WIS)
+#define SAVE_CHA(ch)  GET_SAVE(ch, ABIL_CHA)
+
 /** Experience points of ch. */
 #define GET_EXP(ch)	  ((ch)->points.exp)
 /** Armor class of ch. */
 #define GET_AC(ch)        ((ch)->points.armor)
+/** Proficiency bonus of ch. */
+#define GET_PROF_MOD(ch)  ((ch)->points.prof_mod)
 /** Current hit points (health) of ch. */
 #define GET_HIT(ch)	  ((ch)->points.hit)
 /** Maximum hit points of ch. */
@@ -525,14 +604,10 @@ do                                                              \
 #define GET_MANA(ch)	  ((ch)->points.mana)
 /** Maximum mana points (magic) of ch. */
 #define GET_MAX_MANA(ch)  ((ch)->points.max_mana)
-/** Gold on ch. */
-#define GET_GOLD(ch)	  ((ch)->points.gold)
-/** Gold in bank of ch. */
-#define GET_BANK_GOLD(ch) ((ch)->points.bank_gold)
-/** Current to-hit roll modifier for ch. */
-#define GET_HITROLL(ch)	  ((ch)->points.hitroll)
-/** Current damage roll modifier for ch. */
-#define GET_DAMROLL(ch)   ((ch)->points.damroll)
+/** Coins on ch. */
+#define GET_COINS(ch)	  ((ch)->points.coins)
+/** Coins in bank of ch. */
+#define GET_BANK_COINS(ch) ((ch)->points.bank_coins)
 
 /** Current position (standing, sitting) of ch. */
 #define GET_POS(ch)	  ((ch)->char_specials.position)
@@ -550,7 +625,7 @@ do                                                              \
 /** Who or what the ch is hunting. */
 #define HUNTING(ch)	  ((ch)->char_specials.hunting)
 /** Saving throw i for character ch. */
-#define GET_SAVE(ch, i)	  ((ch)->char_specials.saved.apply_saving_throw[i])
+#define GET_SAVE(ch, i)   ((ch)->char_specials.saved.saving_throws[(i)])
 /** Alignment value for ch. */
 #define GET_ALIGNMENT(ch) ((ch)->char_specials.saved.alignment)
 
@@ -558,8 +633,6 @@ do                                                              \
 #define GET_COND(ch, i)		CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.conditions[(i)]))
 /** The room to load player ch into. */
 #define GET_LOADROOM(ch)	CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.load_room))
-/** Number of skill practice sessions remaining for ch. */
-#define GET_PRACTICES(ch)	CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.spells_to_learn))
 /** Current invisibility level of ch. */
 #define GET_INVIS_LEV(ch)	CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.invis_level))
 /** Current wimpy level of ch. */
@@ -592,6 +665,7 @@ do                                                              \
 #define GET_PREF(ch)      ((ch)->pref)
 /** Get host name or ip of ch. */
 #define GET_HOST(ch)		CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->host))
+#define GET_SCAN_RESULTS(ch)	CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->scan_results))
 #define GET_LAST_MOTD(ch)       CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.lastmotd))
 #define GET_LAST_NEWS(ch)       CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.lastnews))
 /** Get channel history i for ch. */
@@ -614,10 +688,20 @@ do                                                              \
 /** The type of quest ch is currently participating in. */
 #define GET_QUEST_TYPE(ch)      (real_quest(GET_QUEST((ch))) != NOTHING ? aquest_table[real_quest(GET_QUEST((ch)))].type : AQ_UNDEFINED )
 
-/** The current skill level of ch for skill i. */
-#define GET_SKILL(ch, i)	CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.skills[i]))
-/** Copy the current skill level i of ch to pct. */
-#define SET_SKILL(ch, i, pct)	do { CHECK_PLAYER_SPECIAL((ch), (ch)->player_specials->saved.skills[i]) = pct; } while(0)
+/* Unified access macros for PC and NPC skills */
+#define GET_SKILL(ch, i) \
+  (IS_NPC(ch) ? ((ch)->mob_specials.skills[(i)]) : ((ch)->player_specials->saved.skills[(i)]))
+
+#define SET_SKILL(ch, i, pct) do { \
+  if (IS_NPC(ch)) \
+    (ch)->mob_specials.skills[(i)] = (pct); \
+  else { \
+    CHECK_PLAYER_SPECIAL((ch), (ch)->player_specials->saved.skills[(i)]) = (pct); \
+  } \
+} while (0)
+/** Per-skill next gain time (epoch seconds). Index with a valid skill number. **/
+#define GET_SKILL_NEXT_GAIN(ch, i) \
+  (CHECK_PLAYER_SPECIAL((ch), (ch)->player_specials->saved.next_skill_gain[(i)]))
 
 /** The player's default sector type when buildwalking */
 #define GET_BUILDWALK_SECTOR(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->buildwalk_sector))
@@ -638,19 +722,14 @@ do                                                              \
 /** Return the memory of ch. */
 #define MEMORY(ch)		((ch)->mob_specials.memory)
 
-/** Return the equivalent strength of ch if ch has level 18 strength. */
-#define STRENGTH_APPLY_INDEX(ch) \
-        ( ((GET_ADD(ch) ==0) || (GET_STR(ch) != 18)) ? GET_STR(ch) :\
-          (GET_ADD(ch) <= 50) ? 26 :( \
-          (GET_ADD(ch) <= 75) ? 27 :( \
-          (GET_ADD(ch) <= 90) ? 28 :( \
-          (GET_ADD(ch) <= 99) ? 29 :  30 ) ) )                   \
-        )
-
-/** Return how much weight ch can carry. */
-#define CAN_CARRY_W(ch) (str_app[STRENGTH_APPLY_INDEX(ch)].carry_w)
-/** Return how many items ch can carry. */
-#define CAN_CARRY_N(ch) (5 + (GET_DEX(ch) >> 1) + (GET_LEVEL(ch) >> 1))
+/** Return how much weight ch can carry (5e rule: Str × 15 lb). */
+#define CAN_CARRY_W(ch)  (GET_STR(ch) * 15)
+/** Return how many items ch can carry (5e has no item count, so base it on Strength too). 
+ * Here we use Str × 2 as a simple abstraction to replace the old level/dex scaling.
+ */
+#define CAN_CARRY_N(ch)  (GET_STR(ch) * 2)
+/** Max weapon weight a character can wield (5e-like rule of thumb: Str × 1.5 lb). */
+#define CAN_WIELD_W(ch)  (GET_STR(ch) * 1.5)
 /** Return whether or not ch is awake. */
 #define AWAKE(ch) (GET_POS(ch) > POS_SLEEPING)
 /** Defines if ch can see in general in the dark. */
@@ -704,8 +783,8 @@ do                                                              \
 #define GET_OBJ_TYPE(obj)	((obj)->obj_flags.type_flag)
 /** Cost of obj. */
 #define GET_OBJ_COST(obj)	((obj)->obj_flags.cost)
-/** Cost per day to rent obj, if rent is turned on. */
-#define GET_OBJ_RENT(obj)	((obj)->obj_flags.cost_per_day)
+/** Per-day value, kept for legacy object data. */
+#define GET_OBJ_COST_PER_DAY(obj)	((obj)->obj_flags.cost_per_day)
 /** Affect flags on obj. */
 #define GET_OBJ_AFFECT(obj)	((obj)->obj_flags.bitvector)
 /** Extra flags bit array on obj. */
@@ -737,6 +816,8 @@ do                                                              \
 #define CAN_WEAR(obj, part)	OBJWEAR_FLAGGED((obj), (part))
 /** Return short description of obj. */
 #define GET_OBJ_SHORT(obj)      ((obj)->short_description)
+/* Return main description of obj. */
+#define GET_OBJ_MAIN(obj)   ((obj)->main_description)
 
 /* Compound utilities and other macros. */
 /** Used to compute version. To see if the code running is newer than 3.0pl13,
@@ -815,8 +896,12 @@ do                                                              \
    (CAN_WEAR((obj), ITEM_WEAR_TAKE) && CAN_CARRY_OBJ((ch),(obj)) && \
     CAN_SEE_OBJ((ch),(obj)))
 
-/** If vict can see ch, return ch name, else return "someone". */
-#define PERS(ch, vict)   (CAN_SEE(vict, ch) ? GET_NAME(ch) : (GET_LEVEL(ch) > LVL_IMMORT ? "an immortal" : "someone"))
+/* Display name for a character as seen by 'vict'.
+ * - If vict can’t see ch: "someone"
+ * - Otherwise: prefer short_descr, fall back to NPC name or a generic label
+ */
+#define PERS(ch, vict)                                                     \
+  (CAN_SEE((vict), (ch)) ? get_char_sdesc(ch) : "someone")
 
 /** If vict can see obj, return obj short description, else return
  * "something". */
@@ -849,21 +934,31 @@ do                                                              \
 #define IS_DIAGONAL(dir) (((dir) == NORTHWEST) || ((dir) == NORTHEAST) || \
 		((dir) == SOUTHEAST) || ((dir) == SOUTHWEST) )
 
-/** Return the class abbreviation for ch. */
-#define CLASS_ABBR(ch) (IS_NPC(ch) ? "--" : class_abbrevs[(int)GET_CLASS(ch)])
+/** True if ch has a valid player class assigned. */
+#define HAS_VALID_CLASS(ch) ((GET_CLASS(ch) >= CLASS_SORCEROR) && (GET_CLASS(ch) < NUM_CLASSES))
 
-/** 1 if ch is magic user class, 0 if not. */
-#define IS_MAGIC_USER(ch)	(!IS_NPC(ch) && \
-        (GET_CLASS(ch) == CLASS_MAGIC_USER))
+/** Return the class abbreviation for ch. */
+#define CLASS_ABBR(ch)    (HAS_VALID_CLASS(ch) ? class_abbrevs[(int)GET_CLASS(ch)] : "--")
+
+/** Return the class abbreviation for ch. */
+#define CLASS_NAME(ch)    (HAS_VALID_CLASS(ch) ? pc_class_types[(int)GET_CLASS(ch)] : "--")
+
+/** 1 if ch is sorceror class, 0 if not. */
+#define IS_SORCEROR(ch)	(HAS_VALID_CLASS(ch) && (GET_CLASS(ch) == CLASS_SORCEROR))
 /** 1 if ch is cleric class, 0 if not. */
-#define IS_CLERIC(ch)		(!IS_NPC(ch) && \
-        (GET_CLASS(ch) == CLASS_CLERIC))
-/** 1 if ch is thief class, 0 if not. */
-#define IS_THIEF(ch)		(!IS_NPC(ch) && \
-        (GET_CLASS(ch) == CLASS_THIEF))
-/** 1 if ch is warrior class, 0 if not. */
-#define IS_WARRIOR(ch)		(!IS_NPC(ch) && \
-        (GET_CLASS(ch) == CLASS_WARRIOR))
+#define IS_CLERIC(ch)		(HAS_VALID_CLASS(ch) && (GET_CLASS(ch) == CLASS_CLERIC))
+/** 1 if ch is rogue class, 0 if not. */
+#define IS_ROGUE(ch)		(HAS_VALID_CLASS(ch) && (GET_CLASS(ch) == CLASS_ROGUE))
+/** 1 if ch is fighter class, 0 if not. */
+#define IS_FIGHTER(ch)		(HAS_VALID_CLASS(ch) && (GET_CLASS(ch) == CLASS_FIGHTER))
+/** 1 if ch is barbarian class, 0 if not. */
+#define IS_BARBARIAN(ch)		(HAS_VALID_CLASS(ch) && (GET_CLASS(ch) == CLASS_BARBARIAN))
+/** 1 if ch is ranger class, 0 if not. */
+#define IS_RANGER(ch)		(HAS_VALID_CLASS(ch) && (GET_CLASS(ch) == CLASS_RANGER))
+/** 1 if ch is bard class, 0 if not. */
+#define IS_BARD(ch)		(HAS_VALID_CLASS(ch) && (GET_CLASS(ch) == CLASS_BARD))
+/** 1 if ch is druid class, 0 if not. */
+#define IS_DRUID(ch)		(HAS_VALID_CLASS(ch) && (GET_CLASS(ch) == CLASS_DRUID))
 
 /** Defines if ch is outdoors or not. */
 #define OUTSIDE(ch) (!ROOM_FLAGGED(IN_ROOM(ch), ROOM_INDOORS))
@@ -873,19 +968,6 @@ do                                                              \
 #define GROUP_LEADER(group)  (group->leader)
 #define GROUP_FLAGS(group)   (group->group_flags)
 
-/* Happy-hour defines */
-#define IS_HAPPYQP   (happy_data.qp_rate > 0)
-#define IS_HAPPYEXP  (happy_data.exp_rate > 0)
-#define IS_HAPPYGOLD (happy_data.gold_rate > 0)
-
-#define HAPPY_EXP    happy_data.exp_rate
-#define HAPPY_GOLD   happy_data.gold_rate
-#define HAPPY_QP     happy_data.qp_rate
-
-#define HAPPY_TIME   happy_data.ticks_left
-
-#define IS_HAPPYHOUR ((IS_HAPPYEXP || IS_HAPPYGOLD || IS_HAPPYQP) && (HAPPY_TIME > 0))
-
 /* OS compatibility */
 #ifndef NULL
 /** Just in case NULL is not defined. */
@@ -944,8 +1026,6 @@ do                                                              \
 #define CONFIG_PT_ALLOWED       config_info.play.pt_allowed
 /** What level to use the shout command? */
 #define CONFIG_LEVEL_CAN_SHOUT  config_info.play.level_can_shout
-/** How many move points does holler cost? */
-#define CONFIG_HOLLER_MOVE_COST config_info.play.holler_move_cost
 /** How many characters can fit in a room marked as tunnel? */
 #define CONFIG_TUNNEL_SIZE      config_info.play.tunnel_size
 /** What is the max experience that can be gained at once? */
@@ -958,8 +1038,6 @@ do                                                              \
 #define CONFIG_MAX_PC_CORPSE_TIME  config_info.play.max_pc_corpse_time
 /** How long can a pc be idled before being pulled into the void? */
 #define CONFIG_IDLE_VOID        config_info.play.idle_void
-/** How long until the idle pc is force rented? */
-#define CONFIG_IDLE_RENT_TIME   config_info.play.idle_rent_time
 /** What level and above is immune to idle outs? */
 #define CONFIG_IDLE_MAX_LEVEL   config_info.play.idle_max_level
 /** Are death traps dumps? */
@@ -993,20 +1071,12 @@ do                                                              \
 #define CONFIG_SCRIPT_PLAYERS  config_info.play.script_players
 
 /* Crash Saves */
-/** Get free rent setting. */
-#define CONFIG_FREE_RENT        config_info.csd.free_rent
-/** Get max number of objects to save. */
-#define CONFIG_MAX_OBJ_SAVE     config_info.csd.max_obj_save
-/** Get minimum cost to rent. */
-#define CONFIG_MIN_RENT_COST    config_info.csd.min_rent_cost
 /** Get the auto save setting. */
 #define CONFIG_AUTO_SAVE        config_info.csd.auto_save
 /** Get the auto save frequency. */
 #define CONFIG_AUTOSAVE_TIME    config_info.csd.autosave_time
 /** Get the length of time to hold crash files. */
 #define CONFIG_CRASH_TIMEOUT    config_info.csd.crash_file_timeout
-/** Get legnth of time to hold rent files. */
-#define CONFIG_RENT_TIMEOUT     config_info.csd.rent_file_timeout
 
 /* Room Numbers */
 /** Get the mortal start room. */
@@ -1068,4 +1138,59 @@ do                                                              \
 /** What is the minimum level character to put on the wizlist? */
 #define CONFIG_MIN_WIZLIST_LEV  config_info.autowiz.min_wizlist_lev
 
+/* Safe skill fetch that never touches CHECK_PLAYER_SPECIAL */
+static inline int GET_SKILL_SAFE(struct char_data *ch, int i) {
+  if (IS_NPC(ch) || !ch->player_specials) return 0;
+  return ch->player_specials->saved.skills[i];
+}
+
+/* PCs: use spell skill % -> proficiency ladder.
+   NPCs: temporary flat +2 (single mortal level); revisit when NPC skills land. */
+static inline int GET_CASTER_PROF_FOR_SPELL(struct char_data *ch, int spellnum) {
+  if (IS_NPC(ch))
+    return 2;  /* TODO: replace with NPC skill-based proficiency later */
+  return GET_PROFICIENCY(GET_SKILL_SAFE(ch, spellnum));
+}
+
+/* Similar to 5e mods */
+static inline int GET_SPELL_ABILITY_MOD(struct char_data *ch) {
+  switch (GET_CLASS(ch)) {
+    case CLASS_SORCEROR:
+      return GET_ABILITY_MOD(GET_INT(ch));
+    case CLASS_CLERIC:
+      return GET_ABILITY_MOD(GET_WIS(ch));
+    case CLASS_DRUID:
+      return GET_ABILITY_MOD(GET_WIS(ch));
+    case CLASS_RANGER:   
+      return GET_ABILITY_MOD(GET_WIS(ch));
+    case CLASS_BARD:
+      return GET_ABILITY_MOD(GET_CHA(ch));
+    default:
+      return GET_ABILITY_MOD(GET_INT(ch));
+  }
+}
+
+/* Can expand on this later with any bonuses from items eg. rings/amulets */
+static inline int GET_SPELL_BONUS_MOD(struct char_data *ch, int spellnum) {
+  (void)ch; (void)spellnum;
+  return 0;
+}
+
+/* Spell Save DC helper */
+static inline int GET_SPELL_SAVE_DC(struct char_data *ch, int spellnum, int misc_dc_bonus)
+{
+  int prof = GET_CASTER_PROF_FOR_SPELL(ch, spellnum);
+  int abil = GET_SPELL_ABILITY_MOD(ch);
+  int dc   = 8 + prof + abil + misc_dc_bonus + GET_SPELL_BONUS_MOD(ch, spellnum);
+  if (dc < 1) dc = 1;
+  return dc;
+}
+
+/* Quick check for any affect flag out of the array */
+static inline bool ANY_AFF_FLAGS(const struct char_data *ch) {
+  for (int i = 0; i < AF_ARRAY_MAX; ++i)
+    if (AFF_FLAGS(ch)[i] != 0) return true;
+  return false;
+}
+
 #endif /* _UTILS_H_ */